PDA

View Full Version : Pathfinder Finding your Path in the Forgotten Realms 2: Still Looking



Neoxenok
2016-06-04, 01:34 AM
Introduction from the Author

So it's been some years since I started my little pathfinder project and despite the fact that I all but abandoned it after my forgotten realms campaign came to an end, I've been getting messages about it and it's apparently #2 on a google search now. I've also been out of gaming for awhile and only letting loose my gaming energies into doing a complete overhaul of the 3.5 edition rules (that's still in the works).

Nowadays, however, I'm gaming again (as a player) and pathfinder has done... quite a bit of updating. Hybrid classes, the complete intrigue, occult classes, variant rules, and so much more. I'm satisfied with a lot of the material I've made but I feel as though if I were to go back and start working on converting FR to pathfinder, I need to revise a few things and recognize that I tend to bite off more than I can chew sometimes. I got caught up attempting to revise every 3.0 and 3.5e thing that caught my whim, including the warblade, a class and combat mechanics I'm wholly unfamiliar with and issues attempting to determine whether certain conversions work directly (prestige class in 3.5e updates to prestige class in PF) or need conversion through a lense making use of the philosophy of the new system (prestige class to something else thematic - archetype, series of feats, class sub-features) and that takes a bit of a toll.

So I've decided to set up some ground rules and some clear goals, which should also be easier because I'm not trying to convert ahead of events that occur in my game so I can focus on one or two books at a time (particularly the player's guide to faerun, which itself exists to update FR from 3.0 to 3.5 for the most part). I feel it's important to also make clear what's being converted, what's not being converted, and what in pathfinder works as a substitute for something in Forgotten Realms, such as if pathfinder has a version of a feat that also exists in the forgotten realms material that isn't a clear-cut conversion. For example, the Oread, Ifrit, Slyph, and Undyne can easily replace the elemental genasi of the forgotten realms and as such without any special conversion.

The goal is to make a one-stop-shop for referencing forgotten realms material for pathfinder.

Feel free to post anywhere. You won't disrupt what I'm doing.

If any of you wish to read my thoughts and opinions on the spellplague and the changed done to the realms after the spellplague as well as my general philosophy with regard to how I'll address what to convert and how to convert it, I've written a
Treatise of the Forgotten Realms (http://www.giantitp.com/forums/showsinglepost.php?p=20931869&postcount=40)

So... here we go...

Templates
No, not the kind you apply to monsters and overpowered PCs, but this will be the place I store all the templates I'll use to save time. I'm sure you understand. :smallsmile:

Race Name
Flavor Text
Ability Score Bonuses/Penalties
Size
Speed(s)
Trait: Racial Trait
Trait: Racial Trait
Trait: Racial Trait



Region
Under Construction
Note that more lore information will be added when I start converting the actual forgotten realms campaign setting including examples of what the broader strokes of the kind of information you can gain with an appropriate knowledge (local) check.
Source:
Knowledge (http://www.d20pfsrd.com/skills/knowledge) (Local-Region (w/Link))

Campaign Location:

Shared Regions:

Lore:

Region: Region Name
Recommended Subraces: Race or Races
Automatic Languages: List of language or languages creature automatically knows, except Common (which is assumed).
Bonus Languages: List of typically 5+ bonus languages of region and surrounding regions
Favored Deities: Any number of gods commonly worshipped in the region.
Regional Traits: Two or more cultural traits exhibited commonly by people of this region.
Equipment: In addition to your normal starting equipment at first level, you can select either (A), (B), or neither and add 100gp to your starting gold. These benefits only apply to starting 1st level characters. (A) Masterwork Melee Weapon or Masterwork Melee Weapon or Masterwork Melee Weapon; (B) Masterwork Armor and potion or scroll (2nd level).


Class Name
Flavor Text
Role: What does your class do for the party, exactly?
Alignment: AL
Hit Dice: d#
Class Skills: Skill (Abl), Skill (Abl), Skill (Abl), Skill (Abl), Skill (Abl).
Skill Points Per Level: # + Intelligence Modifier
Base Attack Bonus: Poor (1/2 Level, round down), Average (3/4 Level, round down), or Good (1/Level)
Saving Throws: Good Save (2 + 1/2 Level round down), Bad Save (1/3 level round down)
Class Features:

Weapon and Armor Proficiency: List of weapon, armor, and shield proficiencies. Mention the ability to cast in armor or other applicable notes.
Spells: Game Rules
Ability (Ex): At level X, Game Rules
Ability (Su): At level X, Game Rules
Ability (Sp): At level X, Game Rules
Ability (XX): At level X, Game Rules
Sub-Ability (Ex): Game Rules
Sub-Ability (Su): Game Rules
Sub-Ability (Sp): Game Rules
Sub-Ability (XX): Game Rules
Sub-Ability Bonus Feat: Feat, Feat, Feat
Bonus Feats: At level X, gain Feat, Feat, Feat


Special Abilities

Ability, Ability
Ability, Ability
Ability
Ability
Ability
Ability
Ability
Ability
Ability
Ability
Ability
Ability
Ability
Ability
Ability
Ability
Ability
Ability
Ability
Ability

{table=head]Spells Per-Day
{table=head]Level | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9
1st | - | - | - | - | - | - | - | - | - |
2nd | - | - | - | - | - | - | - | - | - |
3rd | - | - | - | - | - | - | - | - | - |
4th | - | - | - | - | - | - | - | - | - |
5th | - | - | - | - | - | - | - | - | - |
6th | - | - | - | - | - | - | - | - | - |
7th | - | - | - | - | - | - | - | - | - |
8th | - | - | - | - | - | - | - | - | - |
9th | - | - | - | - | - | - | - | - | - |
10th | - | - | - | - | - | - | - | - | - |
11th | - | - | - | - | - | - | - | - | - |
12th | - | - | - | - | - | - | - | - | - |
13th | - | - | - | - | - | - | - | - | - |
14th | - | - | - | - | - | - | - | - | - |
15th | - | - | - | - | - | - | - | - | - |
16th | - | - | - | - | - | - | - | - | - |
17th | - | - | - | - | - | - | - | - | - |
18th | - | - | - | - | - | - | - | - | - |
19th | - | - | - | - | - | - | - | - | - |
20th | - | - | - | - | - | - | - | - | - |
[/table][/table]

{table=head]Spells Known
{table=head]Level | 0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9
1st | - | - | - | - | - | - | - | - | - | - |
2nd | - | - | - | - | - | - | - | - | - | - |
3rd | - | - | - | - | - | - | - | - | - | - |
4th | - | - | - | - | - | - | - | - | - | - |
5th | - | - | - | - | - | - | - | - | - | - |
6th | - | - | - | - | - | - | - | - | - | - |
7th | - | - | - | - | - | - | - | - | - | - |
8th | - | - | - | - | - | - | - | - | - | - |
9th | - | - | - | - | - | - | - | - | - | - |
10th | - | - | - | - | - | - | - | - | - | - |
11th | - | - | - | - | - | - | - | - | - | - |
12th | - | - | - | - | - | - | - | - | - | - |
13th | - | - | - | - | - | - | - | - | - | - |
14th | - | - | - | - | - | - | - | - | - | - |
15th | - | - | - | - | - | - | - | - | - | - |
16th | - | - | - | - | - | - | - | - | - | - |
17th | - | - | - | - | - | - | - | - | - | - |
18th | - | - | - | - | - | - | - | - | - | - |
19th | - | - | - | - | - | - | - | - | - | - |
20th | - | - | - | - | - | - | - | - | - | - |
[/table][/table]


Archeotype Name (Base Class Name)
Flavor Text

New Ability (Ex, Su, or Sp): Level in which the ability is gained and the game rules of the ability or alteration. This entry can include the removal of multiple abilities (such as domain or spellcasting). If this ability replaces another ability directly, it should be mentioned here and usually at the end of the entry.
New Ability (Ex, Su, or Sp): Level in which the ability is gained and the game rules of the ability or alteration. This entry can include the removal of multiple abilities (such as domain or spellcasting). If this ability replaces another ability directly, it should be mentioned here and usually at the end of the entry.
New Ability (Ex, Su, or Sp): Level in which the ability is gained and the game rules of the ability or alteration. This entry can include the removal of multiple abilities (such as domain or spellcasting). If this ability replaces another ability directly, it should be mentioned here and usually at the end of the entry.


Bloodline Name
Flavor Text

Class Skill: Skill (Abl)
Bonus Spells: 1st Level Spell (3rd), 2nd Level Spell (5th), 3rd Level Spell (7th), 4th Level Spell (9th), 5th Level Spell (11th), 6th Level Spell (13th), 7th Level Spell (15th), 8th Level Spell (17th), 9th Level Spell (19th)
Bonus Feats: Feat, Feat, Feat, Feat, Feat.
Bloodline Arcana: Game Rules for the Bloodline Arcana.
Bloodline Powers: Flavor Text.
Power (Ex, Sp, or Su): At 1st level, (Game Rules).
Power (Ex, Sp, or Su): At 3rd level, (Game Rules).
Power (Ex, Sp, or Su): At 9th level, (Game Rules).
Power (Ex, Sp, or Su): At 15th level, (Game Rules).
Power (Ex, Sp, or Su): At 20th level, (Game Rules).


Creature Name
What you See
CR #; XP #; Alignment Type (Subtype); Terrain; Climate
Init #; Senses Skills, Feats, Spells, Abilities that add or aid senses
Aura Auras from class, feat, racial, spell, or other abilities and the range/radius
========== Defense ==========
AC #; Touch #; Flat-Footed # (AC bonus breakdown) CMD #
HP # (Hit Dice + Bonuses) Fast Healing #; Regeneration # (Bypass)
Fort # Reflex # Will #; Special Save Bonuses
DR #/Type Immune Listed Immunities from race, spells, other abilities Resist Listed Energy Resistances SR #
Weaknesses Listed Weaknesses
Defensive Abilities Any other defensive powers or abilities
========== Offense ==========
Speed #ft, X Speed #ft (Maneuverability)
Melee Primary Attack +# (#d#+Damage Bonus/#-20x# plus ability), Secondary Attack(s) +# (#d#+Damage Bonus/#-20x# plus ability)
Ranged Primary Attack +# (#d#+Damage Bonus/#-20x# plus ability)
Space #ft Reach #ft (#ft with X) CMB #
Special Attacks Attack (Notes), Attack, Attack (Notes)
========== Statistics ==========
Str #, Dex #, Con #, Int #, Wis #, Cha #; Base Attack #
Feats Feat, Feat, Feat
Skills Skill +# (+# Special Circumstance), Skill +#; Racial Modifiers Skill +# (+# Special Circumstance), Skill +#
Languages Language, Language, Language
Special Qualities Ability, Ability +#,
========== Spells and Spell-Like Abilities ==========
Constant or Ongoing Effects--Spell, Spell (CL #; Save DC #), Spell
Spell-Like Abilities (CL #; Concentration +#)
At Will--Spell, Spell (Save DC #), Spell
##/day--Spell, Spell (Save DC #), Spell
#/day--Spell, Spell (Save DC #), Spell
Spells Prepared (CL #; Concentration +#)
At Will--Spell, Spell (Save DC #), Spell
##Level--Spell (#), Spell (Save DC #), Spell
#/Level--Spell, Spell (Save DC #), Spell
Spontaneous Spells Known (CL #; Concentration +#)
At Will--Spell, Spell (Save DC #), Spell
##Level (#/day)--Spell, Spell (Save DC #), Spell
#/Level (#/day)--Spell, Spell (Save DC #), Spell
========== Ecology ==========
Environment Environment
Organization # in which they are typically found
Treasure Treasure Type
========== Special Abilities ==========
Ability (Ex) - Game Rules
Ability (Su) - Game Rules

Description

Finding the Path in the Forgotten Realms
This is where the links to the various sections of the work will go, like chapters of a book.
The above text will be a link when I start completing my conversions.
I'll create the necessary post when I have more material.

Currently Being Converted (in the following order)
Player's Guide to Faerun {Approximately 91% Converted}
Forgotten Realms Campaign Setting 3.5 Edition {0% Converted}
Magic of Faerun {0% Converted}
Races of Faerun {0% Converted}
Monsters of Faerun {0% Converted}

...more books will be converted after this point, but the above will form the core of my conversion.

What's Being Done Now (Updated 8-29-21)

Black Blood Hunter - Shifter Archtype [DONE!!]
Celebrant of Sharess - Bard Archetype [DONE!!]
Harper Paragon - NG Paladin-Bard Hybrid Class [Current Project]
Maiden of Pain - Cleric Archetype/Specialty Priest
Martyred Champion of Ilmater - Monk/Unchained Monk Archetype
Slime Lord - Prestige Class
Yathrinshee - ?Prestige Class?

Exalted and Vile Domains: Not sure if I'll do anything with those. I'll see how I feel once I'm done with the yathrinshee prestige class.

Man. I'm 80% sure the Harper Paragon is going to be a Pal/Brd hyrbid class, but I'm not sure if that'll be the best idea. I'm thinking Bard with up to 4th level casting w/ paladin spells, full BAB, 6+INT skill points, no idea on saves, d10 HD, paladin-ish abilities, and paladin-ish bardic music.

Neoxenok
2016-06-04, 04:15 AM
The Following Domains are available to Clerics and Warpriests in the Forgotten Realms Campaign Setting.

Air Domain
Source: Pathfinder Core Rulebook (http://www.d20pfsrd.com/classes/core-classes/cleric/domains/paizo---domains/air-domain)

Deities: Aerdrie Faenya, Akadi, Auril, Set, Shaundakul, Sheela Peryoroyl, Valkur

Animal Domain
Source: Pathfinder Core Rulebook (http://www.d20pfsrd.com/classes/core-classes/cleric/domains/paizo---domains/animal-domain)

Deities: Aerdrie Faenya, Baervan Wildwanderer, Chauntea, Fenmarel Mestarine, Gwaeron Windstrom, Lurue, Malar, Mielikki, Nobanion, Sebek, Shiallia, Silvanus, Thard Harr, Ulutiu, Uthgar

Aquatic Domain (Formerly Ocean)
Source: Ultimate Magic (http://www.d20pfsrd.com/classes/core-classes/druid/archetypes/paizo---druid-archetypes/animal-and-terrain-domains/aquatic-domain)

Deities: Deep Sashelas, Istishia, Ulutiu, Umberlee, Valkur

Arctic Domain (Formerly Cold)
Source: Ultimate Magic (http://www.d20pfsrd.com/classes/core-classes/druid/archetypes/paizo---druid-archetypes/animal-and-terrain-domains/arctic-domain)

Deities: Auril, Ulutiu

Artifice Domain (Formerly Craft)
Source: Pathfinder Core Rulebook (http://www.d20pfsrd.com/classes/core-classes/cleric/domains/paizo---domains/artifice-domain)

Deities: Callarduran Smoothands, Dugmaren Brightmantle, Dumathoin, Flandal Steelskin, Garl Glitergold, Geb, Gond, Laduguer, Moradin, Thoth

Balance Domain
Source: Player's Guide to Faerun

Deities: Grumbar, Oghma, Ubtao, Waukeen
Granted Powers: You have the power of ultimate balance within your mind, body, and soul.

Armor of the Wise (Sp): Once per day, you may add your Wisdom Modifier as an insight bonus to your AC and combat maneuver defense as an immediate action that lasts until the end of your next turn. You can use this ability an additional time per day at 10th level and again to a maximum of three times per day at 20th level.

Equalize Injury (Su): At 5th level, you gain the ability to transfer a target's injuries to yourself. You can only transfer hit point damage through this method. You can use this ability a number of times per day equal to 3 + your cleric's charisma modifier and you can transfer as much or as little damage as you wish. At 10th level, you can also transfer ability damage.
Domain Spells: 1st- Corruption Resistance (http://www.d20pfsrd.com/magic/all-spells/c/corruption-resistance) (APG); 2nd- Calm Emotions (http://www.d20pfsrd.com/magic/all-spells/c/calm-emotions); 3rd- Seek Thoughts (http://www.d20pfsrd.com/magic/all-spells/s/seek-thoughts) (APG); 4th- Dismissal (http://www.d20pfsrd.com/magic/all-spells/d/dismissal); 5th- Cleanse (http://www.d20pfsrd.com/magic/all-spells/c/cleanse) (APG); 6th- Banishment (http://www.d20pfsrd.com/magic/all-spells/b/banishment); 7th- Euphoric Tranquility (http://www.d20pfsrd.com/magic/all-spells/e/euphoric-tranquility) (APG); 8th- Protection from Spells (http://www.d20pfsrd.com/magic/all-spells/p/protection-from-spells); 9th- Overwhelming Presence (http://www.d20pfsrd.com/magic/all-spells/o/overwhelming-presence) (UM)

Cave (Formerly Cavern)
Source: Ultimate Magic (http://www.d20pfsrd.com/classes/core-classes/druid/archetypes/paizo---druid-archetypes/animal-and-terrain-domains/cave-domain)

Deities: Callarduran Smoothhands, Dumathoin, Geb, Ghaunadaur, Grumbar, Gruumsh, Luthic, Segojan Earthcaller, Shar

Cavern Domain (Renamed Cave)

Chaos Domain
Source: Pathfinder Core Rulebook (http://www.d20pfsrd.com/classes/core-classes/cleric/domains/paizo---domains/chaos-domain)

Deities: Aerdrie Faenya, Angharradh, Anhur, Bahgtru, Beshaba, Corellon Larethian, Cyric, Deep Sashelas, Dugmaren Brightmantle, Eilistraee, Erevan Ilesere, Fenmarel Mestarine, Finder Wyvernspur, Garagos, Ghaunadaur, Gruumsh, Haela Brightaxe, Hanali Celanil, Kiaransalee, Labelas Enoreth, Lliira, Lolth, Lurue, Malar, Nephthys, Rillifane Rallathil, Sehanine Moonbow, Selune, Selvetarm, Sharess, Shargaas, Sharindlar, Shaundakul, Shevarash, Solonor Thelandira, Sune, Talona, Talos, Tempus, Thard Harr, Tymora, Umberlee, Urdlen, Uthgar, Valkur, Vhaeraun

Charm Domain
Source: Pathfinder Core Rulebook (http://www.d20pfsrd.com/classes/core-classes/cleric/domains/paizo---domains/charm-domain)

Deities: Eilistraee, Finder Wyvernspur, Garagauth, Hanali Celanil, Lliira, Milil, Oghma, Sharess, Sharindlar, Sheela Peryroyl, Sune

Cold Domain (Renamed Arctic)

Community Domain (Formerly Family)
Source: Pathfinder Core Rulebook (http://www.d20pfsrd.com/classes/core-classes/cleric/domains/paizo---domains/community-domain)

Deities: Berronar Truesilver, Cyrrollalee, Eldath, Hathor, Isis, Lliira, Luthic, Yondalla

Craft Domain (Renamed Artiface)

Darkness Domain
Source: Pathfinder Core Rulebook (http://www.d20pfsrd.com/classes/core-classes/cleric/domains/paizo---domains/darkness-domain)

Deities: Lolth, Mask, Set, Shar, Shargaas

Death Domain
Source: Pathfinder Core Rulebook (http://www.d20pfsrd.com/classes/core-classes/cleric/domains/paizo---domains/death-domain)

Deities: Velsharoon, Yurtrus

Destruction Domain
Source: Pathfinder Core Rulebook (http://www.d20pfsrd.com/classes/core-classes/cleric/domains/paizo---domains/death-domain)

Deities: Bane, Cyric, Garagos, Ilneyal, Istishia, Kossuth, Lolth, Talona, Talos, Umberlee, Yurtrus

Drow Domain
Source: Player's Guide to Faerun

Deities: Eilistraee, Ghaunadaur, Kiaransalee, Lolth, Selvetarm, Vhaeraun
Granted Power: The curse that binds all dark elves into a unified force resonates within you.

Bonus Feat: You gain Lightning Reflexes (http://www.d20pfsrd.com/feats/general-feats/lightning-reflexes---final) as a bonus feat.

Spider Bond (Ex): At 4th level, you gain a familiar (http://www.d20pfsrd.com/classes/core-classes/wizard/familiar) as a wizard of 3 levels lower. You can only select a scarlet spider (http://www.d20pfsrd.com/bestiary/monster-listings/vermin/spider/scarlet-spider) familiar (Pathfinder RPG Bestiary 4).
Domain Spells: 1st- Vanish (http://www.d20pfsrd.com/magic/all-spells/v/vanish) (APG); 2nd- Clairvoyance/Clairaudience (http://www.d20pfsrd.com/magic/all-spells/c/clairaudience-clairvoyance); 3rd- Suggestion (http://www.d20pfsrd.com/magic/all-spells/s/suggestion); 4th- Discern Lies (http://www.d20pfsrd.com/magic/all-spells/d/discern-lies); 5th- Pain Strike, Mass (http://www.d20pfsrd.com/magic/all-spells/p/pain-strike) (APG); 6th- Dispel Magic, Greater (http://www.d20pfsrd.com/magic/all-spells/d/dispel-magic); 7th- Word of Chaos (http://www.d20pfsrd.com/magic/all-spells/w/word-of-chaos); 8th- Planar Ally, Greater (http://www.d20pfsrd.com/magic/all-spells/p/planar-ally); 9th- Gate (http://www.d20pfsrd.com/magic/all-spells/g/gate)

Dwarf Domain
Source: Player's Guide to Faerun

Deities: Abbathor, Berronar Truesilver, Clangeddin, Deep Durra, Dugmaren Brightmantle, Dumathoin, Gorm Gulthyn, Haela Brightaxe, Laduguer, Marthammor Duin, Moradin, Sharindlar, Thard Harr, Vergadain
Granted Power: The songs and drums of your ancestors and dwarven honor resonates within you.

Bonus Feat: You gain Endurance (http://www.d20pfsrd.com/feats/general-feats/endurance---final) as a bonus feat at first level.

Warrior's Training: At 8th level and again at 16th level, you can select a single combat feat of your choice. You must qualify for the prerequisites of any selected feat. You can also select the craft magic arms and armor (http://www.d20pfsrd.com/feats/item-creation-feats/craft-magic-arms-and-armor-item-creation---final) instead of a combat feat.
Domain Spells: 1st- Magic Weapon (http://www.d20pfsrd.com/magic/all-spells/m/magic-weapon); 2nd- Bear's Endurance (http://www.d20pfsrd.com/magic/all-spells/b/bear-s-endurance); 3rd- Glyph of Warding (http://www.d20pfsrd.com/magic/all-spells/g/glyph-of-warding); 4th- Magic Weapon, Greater (http://www.d20pfsrd.com/magic/all-spells/m/magic-weapon); 5th- Fabricate (http://www.d20pfsrd.com/magic/all-spells/f/fabricate); 6th- Stone Tell (http://www.d20pfsrd.com/magic/all-spells/s/stone-tell); 7th- Dictim (http://www.d20pfsrd.com/magic/all-spells/d/dictum); 8th- Protection from Spells (http://www.d20pfsrd.com/magic/all-spells/p/protection-from-spells); 9th- Elemental Swarm (http://www.d20pfsrd.com/magic/all-spells/e/elemental-swarm) (Earth Only)

Earth Domain
Source: Pathfinder Core Rulebook (http://www.d20pfsrd.com/classes/core-classes/cleric/domains/paizo---domains/earth-domain)

Deities: Callarduran Smoothhands, Chauntea, Dumathoin, Geb, Gond, Grumbar, Luthic, Moradin, Segojan Earthcaller, Urdlen, Urogalan

Elf Domain
Source: Player's Guide to Faerun

Deities: Aerdrie Faenya, Angharradh, Corellon Larethian, Deep Sashelas, Eilistraee, Erevan Ilesere, Fenmarel Mestarine, Hanali Celanil, Labelas Enoreth, Rillifane Rallathil, Sehanine Moonbow, Shevarash, Solonor Thelandira
Granted Power: The grace and elegance of elves aid your ability to strike deadly and true.

Bonus feat: At first level, you can select either Point Blank Shot (http://www.d20pfsrd.com/feats/combat-feats/point-blank-shot-combat---final) or Weapon Finesse (http://www.d20pfsrd.com/feats/combat-feats/weapon-finesse-combat---final) as a bonus feat. Once you select your feat, the choice is permanent.

Elven Armor Training (Ex): At 8th level, the maximum dexterity bonus of any armor you wear is 1 point higher and the armor check penalty of your armor improves by one. These benefits increase by one again at 13th level and again at 18th level.
Domain Spells: 1st- True Strike (http://www.d20pfsrd.com/magic/all-spells/t/true-strike); 2nd- Cat's Grace (http://www.d20pfsrd.com/magic/all-spells/c/cat-s-grace); 3rd- Snare (http://www.d20pfsrd.com/magic/all-spells/s/snare); 4th- Tree Stride (http://www.d20pfsrd.com/magic/all-spells/t/tree-stride); 5th- Commune with Nature (http://www.d20pfsrd.com/magic/all-spells/c/commune-with-nature); 6th- Find the Path (http://www.d20pfsrd.com/magic/all-spells/f/find-the-path); 7th- Liveoak (http://www.d20pfsrd.com/magic/all-spells/l/liveoak); 8th- Sunburst (http://www.d20pfsrd.com/magic/all-spells/s/sunburst); 9th- Antipathy (http://www.d20pfsrd.com/magic/all-spells/a/antipathy)

Evil Domain
Source: Pathfinder Core Rulebook (http://www.d20pfsrd.com/classes/core-classes/cleric/domains/paizo---domains/evil-domain)

Deities: Abbathor, Auril, Bahgtru, Bane, Beshaba, Cyric, Deep Durra, Garaguth, Ghaunadaur, Gruumsh, Ilneval, Kiaransalee, Laduguer, Lolth, Loviatar, Luthic, Malar, Mask, Sebek, Selvetarm, Set, Shar, Sargaas, Talona, Talos, Tiamat, Umberlee, Urdlen, Velsharoon, Vhaerun, Yurtrus

Family Domain (Renamed Community)

Fate Domain
Source: Player's Guide to Faerun

Deities: Beshaba, Hathor, Hoar, Jergal, Kelemvor, Savras
Granted Power: The paths taken and the paths not yet taken pull at all directions. The world seems in a constant state of flux and seems to be unable to decide how to proceed forward, but this sight has given you some insight.

Change of Fate (Su): Starting at first level, you have the chance to change your fate, though doing so can be perilous. Once per day as an immediate action after any d20 roll. Subtract 3 from the result of the d20 roll and then roll 1d6, using the total as your new result, even if it is worse. At 6th level, you can instead subtract 5 and roll 1d10. At 12th level, you can use this ability twice per day. At 18th level, you can use this ability three times per day.

Uncanny Dodge (Ex): Starting at 4th level, you can react to danger before your senses would normally allow you to do so. You cannot be caught flat-footed, nor do you lose your Dex bonus to AC if the attacker is invisible. You still lose your Dexterity bonus to AC if immobilized or if an opponent successfully uses the feint action (http://www.d20pfsrd.com/gamemastering/combat#TOC-Feint).
If you already has uncanny dodge from a different class, you automatically gains improved uncanny dodge (http://www.d20pfsrd.com/classes/core-classes/rogue) instead.
Domain Spells: 1st- True Strike (http://www.d20pfsrd.com/magic/all-spells/t/true-strike); 2nd- Augury (http://www.d20pfsrd.com/magic/all-spells/a/augury); 3rd- Bestow Curse (http://www.d20pfsrd.com/magic/all-spells/b/bestow-curse); 4th- Divination (http://www.d20pfsrd.com/magic/all-spells/d/divination); 5th- Mark of Justice (http://www.d20pfsrd.com/magic/all-spells/m/mark-of-justice); 6th- Geas/Quest (http://www.d20pfsrd.com/magic/all-spells/g/geas-quest); 7th- Vision (http://www.d20pfsrd.com/magic/all-spells/v/vision); 8th- Moment of Prescience (http://www.d20pfsrd.com/magic/all-spells/m/moment-of-prescience); 9th- Foresight (http://www.d20pfsrd.com/magic/all-spells/f/foresight)

Fire Domain
Source: Pathfinder Core Rulebook (http://www.d20pfsrd.com/classes/core-classes/cleric/domains/paizo---domains/fire-domain)

Deities: Gond, Kossuth, Talos

Glory Domain (Formerly Retribution)
Source: Pathfinder Core Rulebook (http://www.d20pfsrd.com/classes/core-classes/cleric/domains/paizo---domains/glory-domain)

Deities: Hoar, Horus-Re, Kiaransalee, Loviatar, Osiris, Shevarash, Tyr, Uthgar

Gnome Domain
Source: Player's Guide to Faerun

Deities: Baervan Wildwanderer, Baravar Cloakshadow, Callarduran Smoothhands, Flandal Steelskin, Gaerdal Ironhand, Garl Glittergold, Segojan Earthcaller, Urdlen
Granted Power: The creative drive and restlessness nature of the gnomish people give you strength.

Creative Spirit (Ex): You gain a bonus to any two skills of the craft, knowledge (engineering), perform, and profession skills equal to half your cleric level (minimum +2). You can also use the selected skills as though they were untrained skills, allowing you to make checks above a DC 10.

Tenacious Illusions: At 4th level, any spell of the illusion school you cast is uniquely yours and particularly difficult to dispel or identify. Your illusion spells receive a +1 bonus to their dispel DC and the spellcraft DC to identify your illusion spell per four cleric levels you possess to a maximum of +4 at 16th level.
Domain Spells: 1st- Silent Image (http://www.d20pfsrd.com/magic/all-spells/s/silent-image); 2nd- Instant Armor (http://www.d20pfsrd.com/magic/all-spells/i/instant-armor) (APG); 3rd- Minor Image (http://www.d20pfsrd.com/magic/all-spells/m/minor-image); 4th- Minor Creation (http://www.d20pfsrd.com/magic/all-spells/m/minor-creation); 5th- Hallucinatory Terrain (http://www.d20pfsrd.com/magic/all-spells/h/hallucinatory-terrain); 6th- Fool's Forbiddance (http://www.d20pfsrd.com/magic/all-spells/f/fool-s-forbiddance) (APG); 7th- Screen (http://www.d20pfsrd.com/magic/all-spells/s/screen); 8th- Irresistable Dance (http://www.d20pfsrd.com/magic/all-spells/i/irresistible-dance); 9th- Summon Nature's Ally IX (http://www.d20pfsrd.com/magic/all-spells/s/summon-natures-ally)

Good Domain
Source: Pathfinder Core Rulebook (http://www.d20pfsrd.com/classes/core-classes/cleric/domains/paizo---domains/good-domain)

Deities: Aerdrie Faenya, Angharradh, Anhur, Arvoreen, Baervan Wildanderer, Baravar Cloakshadow, Berronar Truesilver, Chauntea, Clangeddin, Corellon Larethian, Cyrrollalee, Deep Sashelas, Deneir, Dugmaren Brightmantle, Eilistraee, Eldath, Flandal Steelskin, Gaerdal Ironhand, Garl Glittergold, Gorm Gulthyn, Gwaeron Windstrom, Haela Brightaxe, Hanali Celanil, Hathor, Horus-Re, Ilmater, Isis, Labelas Enorath, Lathander, Lliira, Lurue, Marthammor Duin, Mielikki, Milil, Moradin, Mystra, Nephthys, Nobanion, Osiris, Rillifane Rallathil, Segojan Earthcaller, Sehanine Moonbow, Selune, Sharess, Sharindlar, Shiallia, Solonor Thelandira, Sune, Thard Harr, Torm, Tymora, Tyr, Valkur, Yondalla

Halfling Domain
Source: Player's Guide to Faerun

Deities: Arvoreen, Brandobaris, Crrollalee, Sheela Peryroyl, Urogalan, Yondalla
Granted Power: The unbridled optimism, curiosity, and luck of halflings fills you with unparalleled determination.

Courageous Heart (Ex): You gain a +2 bonus to will saving throws against fear effects. This benefit improves by 1 at 3rd level and every three levels after until 9th level, when you gain immunity to fear effects.

Halfling Athleticism: Starting at 4th level, you add a +2 bonus to all acrobatics to jump and climb checks. This benefit increases by 1 every two levels thereafter to a maximum of +10 at 20th level. You can also use the selected skills as though they were untrained skills, allowing you to make checks above a DC 10.
Domain Spells: 1st- Magic Stone (http://www.d20pfsrd.com/magic/all-spells/m/magic-stone); 2nd- Cat's Grace (http://www.d20pfsrd.com/magic/all-spells/c/cat-s-grace); 3rd- Magic Vestment (http://www.d20pfsrd.com/magic/all-spells/m/magic-vestment); 4th- Freedom of Movement (http://www.d20pfsrd.com/magic/all-spells/f/freedom-of-movement); 5th- Mage's Faithful Hound (http://www.d20pfsrd.com/magic/all-spells/m/mage-s-faithful-hound); 6th- Move Earth (http://www.d20pfsrd.com/magic/all-spells/m/move-earth); 7th- Shadow Walk (http://www.d20pfsrd.com/magic/all-spells/s/shadow-walk); 8th- Word of Recall (http://www.d20pfsrd.com/magic/all-spells/w/word-of-recall); 9th- Foresight (http://www.d20pfsrd.com/magic/all-spells/f/foresight)

Hatred Domain
Source: Player's Guide to Faerun

Deities: Bane, Ghaunadaur, Gruumsh, Set, Urdlen
Granted Power: Your hatred fuels your power and gives you strength. You are thus naturally rather intimidating, gaining a +1 bonus to intimidate.

Burning Hate (Sp): Once per day as a swift action, you can mark one opponent within short (25ft + 5 feet per two cleric levels) gain a +2 profane bonus against one enemy on attack rolls, saving throws, and armor class until the opponent is dead or the end of the day, whichever comes first. You gain an additional use of this ability at 10th and 20th level. This bonus increases by one point at 5th and 15th level (to a maximum of +4).

Your Hate gives me Strength (Su): Starting at 6th level, whenever you are being attacked by an opponent that is being attacked by one or more of your allies, including yourself, you gain a +2 profane bonus to attack and damage rolls against that opponent if that opponent attacks you for two consecutive rounds, thus gaining the benefit on the third round and after. Your opponent must have the option of being able to attack your allies but chooses not to do so and can not be forced to do so through magic (such as confusion or suggestion) or by not having any other choice (such as being unable to reach a flying opponent.) Though bluffing, taunting, or otherwise angering your opponent works as well. At 12th level, you also gain damage reduction 2/good and fast healing 2 when this ability is active. At 19th level, you gain immunity to critical hits when this ability is active.
Domain Spells: 1st- Doom (http://www.d20pfsrd.com/magic/all-spells/d/doom); 2nd- Scare (http://www.d20pfsrd.com/magic/all-spells/s/scare); 3rd- Bestow Curse (http://www.d20pfsrd.com/magic/all-spells/b/bestow-curse); 4th- Song of Discord (http://www.d20pfsrd.com/magic/all-spells/s/song-of-discord); 5th- Righteous Might (http://www.d20pfsrd.com/magic/all-spells/r/righteous-might); 6th- Forbiddance (http://www.d20pfsrd.com/magic/all-spells/f/forbiddance); 7th- Blasphemy (http://www.d20pfsrd.com/magic/all-spells/b/blasphemy); 8th- Antipathy (http://www.d20pfsrd.com/magic/all-spells/a/antipathy); 9th- Wail of the Banshee (http://www.d20pfsrd.com/magic/all-spells/w/wail-of-the-banshee)

Healing Domain
Source: Pathfinder Core Rulebook (http://www.d20pfsrd.com/classes/core-classes/cleric/domains/paizo---domains/healing-domain)

Deities: Berronar Truesilver, Ilmater, Lurue, Luthic, Sharindlar, Torm

Illusion Domain
Source: Player's Guide to Faerun

Deities: Akadi, Azuth, Baravar Cloakshadow, Cyric, Mystra, Sehanine Moonbow
Granted Power: You are granted power over the perceptions and senses of others.

Practiced Illusionist: At first level, you gain a +2 bonus to concentration checks to maintain concentration on any illusion spell you cast and to their dispel DC. These bonuses increase by 2 and 1 respectively at 11th level.

Natural Illusionist (Sp): At 4th level, you gain the ability to cast the minor image (http://www.d20pfsrd.com/magic/all-spells/m/minor-image) spell as a spell-like ability by expending two uses of your channel energy. At 6th level, you can cast major image (http://www.d20pfsrd.com/magic/all-spells/m/major-image) as a spell-like ability by expending three uses of your channel energy ability. At 8th level, you gain the spell focus (http://www.d20pfsrd.com/feats/general-feats/spell-focus---final) (illusion) feat as a free bonus feat. The saving throw DC for these illusions is the same as the saving throw DC for your channel energy ability. The caster level for these effects is equal to your cleric level.
Domain Spells: 1st- Silent Image (http://www.d20pfsrd.com/magic/all-spells/s/silent-image); 2nd- Minor Image (http://www.d20pfsrd.com/magic/all-spells/m/minor-image); 3rd- Displacement (http://www.d20pfsrd.com/magic/all-spells/d/displacement); 4th- Phantasmal Killer (http://www.d20pfsrd.com/magic/all-spells/p/phantasmal-killer); 5th- Persistent Image (http://www.d20pfsrd.com/magic/all-spells/p/persistent-image); 6th- Mislead (http://www.d20pfsrd.com/magic/all-spells/m/mislead); 7th- Project Image (http://www.d20pfsrd.com/magic/all-spells/p/project-image); 8th- Screen (http://www.d20pfsrd.com/magic/all-spells/s/screen); 9th- Wierd (http://www.d20pfsrd.com/magic/all-spells/w/weird)

Knowledge Domain
Source: Pathfinder Core Rulebook (http://www.d20pfsrd.com/classes/core-classes/cleric/domains/paizo---domains/knowledge-domain)

Deities: Angharradh, Azuth, Deep Sashelas, Deneir, Dugmaren Brightmantle, Dumathoin, Gond, Gwaeron Windstrom, Labelas Enoreth, Milil, Mystra, Oghma, Savras, Sehanine Moonbow, Shar, Siamorphe, Thoth, Tyr, Waukeen

Law Domain
Source: Pathfinder Core Rulebook (http://www.d20pfsrd.com/classes/core-classes/cleric/domains/paizo---domains/law-domain)

Deities: Arvoreen, Azuth, Bane, Berronar Truesilver, Glangeddin, Cyrrollalee, Deep Duerra, Gaerdal Ironhand, Gargauth, Garl Glittergold, Gorm Gulthyn, Helm, Hoar, Horus-Re, Ilmater, Jergal, Kelemvor, Laduguer, Loviatar, Moradin, Nobanion, Osiris, Red Knight, Savras, Set, Siamorphe, Tiamat, Torm, Tyr, Ulutiu, Urogalan, Yondalla

Liberation Domain (Formerly Renewal)
Source: Pathfinder Core Rulebook (http://www.d20pfsrd.com/classes/core-classes/cleric/domains/paizo---domains/liberation-domain)

Deities: Angharradh, Chauntea, Finder Wyvernspur, Kossuth, Lathander, Shiallia, Silvanus

Luck Domain
Source: Pathfinder Core Rulebook (http://www.d20pfsrd.com/classes/core-classes/cleric/domains/paizo---domains/luck-domain)

Deities: Abbathor, Beshaba, Brandobaris, Erevan Ilesere, Haela Brightaxe, Mask, Oghma, Tymora, Vergadain

Madness Domain (Formerly Mentalism)
Source: Pathfinder Core Rulebook (http://www.d20pfsrd.com/classes/core-classes/cleric/domains/paizo---domains/madness-domain)

Deities: Deep Duerra

Magic Domain
Source: Pathfinder Core Rulebook (http://www.d20pfsrd.com/classes/core-classes/cleric/domains/paizo---domains/magic-domain)

Deities: Azuth, Corellon Larethian, Hanali Celanil, Isis, Laduguer, Mystra, Savras, Set, Thoth, Velsharoon

Mentalism (Renamed Madness)

Metal Domain
Source: Player's Guide to Faerun

Deities: Dumathoin, Flandal Steelskin, Gond, Grumbar, Laduguer
Granted Power: Whether it's gold, steel, or adamantine, metal represents power and progress and you are blessed with skill and power over all metal and metalwork.

Superior Metalwork: You gain a bonus to all craft skill checks that involve metal equal to +1 per two cleric levels you possess (minimum +2). You also gain proficiency with your choice of a single hammer-type weapon. This can be a exotic, martial, or simple weapon proficiency feat.

Shape Metal (Sp): At 9th level, you gain the ability to manipulate any sort of metal to swiftly repair, reform, or create an object. This effect is similar to the fabricate spell except that you can only affect metal objects. You must expend one use of your channel energy ability to activate this power.
Domain Spells: 1st- Magic Weapon (http://www.d20pfsrd.com/magic/all-spells/m/magic-weapon); 2nd- Heat Metal (http://www.d20pfsrd.com/magic/all-spells/h/heat-metal); 3rd- Keen Edge (http://www.d20pfsrd.com/magic/all-spells/k/keen-edge); 4th- Rusting Grasp (http://www.d20pfsrd.com/magic/all-spells/r/rusting-grasp); 5th- Wall of Iron (http://www.d20pfsrd.com/magic/all-spells/w/wall-of-iron); 6th- Blade Barrier (http://www.d20pfsrd.com/magic/all-spells/b/blade-barrier); 7th- Transmute Metal to Wood (http://www.d20pfsrd.com/magic/all-spells/t/transmute-metal-to-wood); 8th- Iron Body (http://www.d20pfsrd.com/magic/all-spells/i/iron-body); 9th- Repel Metal or Stone (http://www.d20pfsrd.com/magic/all-spells/r/repel-metal-or-stone)

Moon Domain
Source: Player's Guide to Faerun

Deities: Eilistraee, Hathor, Malar, Sehanine Moonbow, Selune, Sharindlar
Granted Power: The moon has power over us all, unseen during the day and brightly by night.

Turn Lycanthropes (Su): Use your channel energy ability to cause all creatures with the shapechanger subtype within 30ft of you to flee as though panicked. They recieve a saving throw equal to your channel energy saving throw DC to negate the effect. Those that fail their save flee for one minute but can make a new saving throw each round to end the effect. After 1d6 rounds per 1d6 of your channel energy in rounds, the targets merely become shaken for the remaining duration. If you use channel energy in this way, it can do no other effect (such as heal or harm other creatures in the area.)

Lowlight Vision (Ex): At 3rd level, you gain the lowlight vision (http://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Low-Light-Vision) trait, allowing you to see twice as far in moonlight and starlight. If you already possess lowlight vision, the benefit of your lowlight increases by one multiple, so twice becomes three times as far.

Lunar Flesh (Ex): At 5th level, you gain damage reduction 2/silver. This benefit improves by 1 every five levels thereafter to a maximum of 5/silver at 20th level. At 12th level, anytime you rest overnight, you can recover one additional hit point per cleric level and one additional point of ability damage to all ability scores as long as your rest would normally allow you to recover those things.
Domain Spells: 1st- Faerie Fire (http://www.d20pfsrd.com/magic/all-spells/f/faerie-fire); 2nd- Burning Gaze (http://www.d20pfsrd.com/magic/all-spells/b/burning-gaze) (APG); 3rd- Moonstruck (http://www.d20pfsrd.com/magic/all-spells/m/moonstruck) (APG); 4th- Good Hope (http://www.d20pfsrd.com/magic/all-spells/g/good-hope); 5th- Life Bubble (http://www.d20pfsrd.com/magic/all-spells/l/life-bubble) (APG); 6th- Permanent Image (http://www.d20pfsrd.com/magic/all-spells/p/permanent-image); 7th- Insanity (http://www.d20pfsrd.com/magic/all-spells/i/insanity); 8th- Animal Shapes (http://www.d20pfsrd.com/magic/all-spells/a/animal-shapes); 9th- Polar Midnight (http://www.d20pfsrd.com/magic/all-spells/p/polar-midnight) (UM)

Nobility Domain
Source: Pathfinder Roleplaying Core Rulebook (http://www.d20pfsrd.com/classes/core-classes/cleric/domains/paizo---domains/nobility-domain)

Deities: Horus-Re, Lathander, Melil, Nobanion, Red Knight, Siamorphe

Ocean Domain (Renamed Aquatic)

Orc Domain
Source: Player's Guide to Faerun

Deities: Bahgtru, Gruumsh, Ilneval, Luthic, Shargaas, Yurtrus
Granted Power: Powerful, intimidating, and passionate, the life and lineage of orc-kind empowers your magic. Intimidate is a class skill for you.

Orc Presence: You gain a bonus to all of your intimidate checks equal to +1 per two cleric levels you possess (minimum +2).

Orcish Weapon Mastery: At 2nd level, you gain the exotic weapon proficiency (http://www.d20pfsrd.com/feats/combat-feats/exotic-weapon-proficiency-combat---final) feat in a weapon of your choice with the word "orc" in the name. Alternatively, you can gain the weapon focus (http://www.d20pfsrd.com/feats/combat-feats/weapon-focus-combat---final) feat in either greataxes or falchions if you are already proficient with those weapons. At 6th level, you gain the weapon focus feat in your selected exotic weapon or the weapon specialization (http://www.d20pfsrd.com/feats/combat-feats/weapon-specialization-combat---final) feat with the greataxe or falchion - whichever weapon you previously gained weapon focus with. At 9th level, you gain the improved critical feat (http://www.d20pfsrd.com/feats/combat-feats/improved-critical-combat-) in whichever weapon you selected to gain weapon focus with through this ability, even if you don't otherwise meet the prerequisites.
Domain Spells: 1st- Cause Fear (http://www.d20pfsrd.com/magic/all-spells/c/cause-fear); 2nd- Produce Flame (http://www.d20pfsrd.com/magic/all-spells/p/produce-flame); 3rd- Prayer (http://www.d20pfsrd.com/magic/all-spells/p/prayer); 4th- Divine Power (http://www.d20pfsrd.com/magic/all-spells/d/divine-power); 5th- Prying Eyes (http://www.d20pfsrd.com/magic/all-spells/p/prying-eyes); 6th- Eyebite (http://www.d20pfsrd.com/magic/all-spells/e/eyebite); 7th- Blasphemy (http://www.d20pfsrd.com/magic/all-spells/b/blasphemy); 8th- Cloak of Chaos (http://www.d20pfsrd.com/magic/all-spells/c/cloak-of-chaos); 9th- Power Word Kill (http://www.d20pfsrd.com/magic/all-spells/p/power-word-kill)

Planning Domain
Source: Player's Guide to Faerun

Deities: Gond, Helm, Ilneval, Red Knight, Siamorphe, Ubtao
Granted Power: Meticulousness and thorough planning isn't just a good idea, for you, it's divine providence.

Mental Preparation (Ex): Your constant mental preparedness allows you to gain half your level as a bonus to your initiative modifier (minimum +1).

Contingency (Sp): You gain the ability to cast the contingency spell once per day as a spell-like ability with a caster level equal to your cleric level at 12th level.
Domain Spells: 1st- Deathwatch (http://www.d20pfsrd.com/magic/all-spells/d/deathwatch); 2nd- Augury (http://www.d20pfsrd.com/magic/all-spells/a/augury); 3rd- Clairaudience/Clairvoyance (http://www.d20pfsrd.com/magic/all-spells/c/clairaudience-clairvoyance); 4th- Imbue with Spell Ability (http://www.d20pfsrd.com/magic/all-spells/i/imbue-with-spell-ability); 5th- Detect Scrying (http://www.d20pfsrd.com/magic/all-spells/d/detect-scrying); 6th- Heroes' Feast (http://www.d20pfsrd.com/magic/all-spells/h/heroes-feast); 7th- Scrying, Greater (http://www.d20pfsrd.com/magic/all-spells/s/scrying); 8th- Discern Location (http://www.d20pfsrd.com/magic/all-spells/d/discern-location); 9th- Time Stop (http://www.d20pfsrd.com/magic/all-spells/t/time-stop)

Plant Domain
Source: Pathfinder Core Rulebook (http://www.d20pfsrd.com/classes/core-classes/cleric/domains/paizo---domains/plant-domain)

Deities: Angharradh, Baervan Wildwanderer, Chauntea, Eldath, Fenmarel Mestarine, Gwaeron Windstrom, Mielikki, Osiris, Rillifane Rallathil, Sheela Peryroyl, Shiallia, Silvanus, Solonor Thelandira, Thard Harr, Ubtao

Portal Domain
Source: Player's Guide to Faerun

Deities: Eilistraee, Shaundakul
Granted Power: Power over the portals of Faerun and beyond aren't just valuable, it can mean the survival of you and any companions and friends of yours.

Detect Portal (Su): You gain the ability to sense magical portals as though they were normal secret doors. You gain a bonus equal to your cleric level to your perception rolls to sense portals of any sort, including spells such as phase door, gate, or similar effects. You can see portals in this manner as though you possessed a continuous see invisibility (http://www.d20pfsrd.com/magic/all-spells/s/see-invisibility) effect on yourself.

Analyze Portal (Su): As a standard action, you can look over a portal and gain knowledge of how to operate the portal, whether it is functioning or malfunctioning, and where the portal leads without interfering with the portal itself. A malfunctioning portal may obfuscate how to operate it and it's ultimate destination. You gain a +1 bonus per two cleric levels to any check (minimum +2) to any knowledge check related to portals and can treat that check as though the skill were untrained for the purposes of that check.
Domain Spells: 1st- Summon Monster 1 (http://www.d20pfsrd.com/magic/all-spells/s/summon-monster); 2nd- Rope Trick (http://www.d20pfsrd.com/magic/all-spells/r/rope-trick); 3rd- Dimensional Anchor (http://www.d20pfsrd.com/magic/all-spells/d/dimensional-anchor); 4th- Dimension Door (http://www.d20pfsrd.com/magic/all-spells/d/dimension-door); 5th- Teleport (http://www.d20pfsrd.com/magic/all-spells/t/teleport); 6th- Banishment (http://www.d20pfsrd.com/magic/all-spells/b/banishment); 7th- Etherealness (http://www.d20pfsrd.com/magic/all-spells/e/etherealness); 8th- Dimensional Lock (http://www.d20pfsrd.com/magic/all-spells/d/dimensional-lock); 9th- Gate (http://www.d20pfsrd.com/magic/all-spells/g/gate)

Protection Domain
Source: Pathfinder Core Rulebook (http://www.d20pfsrd.com/classes/core-classes/cleric/domains/paizo---domains/protection-domain)

Deities: Angharradh, Arvoreen, Baravar Cloakshadow, Berronar Truesilver, Chauntea, Corellon Larethian, Deneir, Dumathoin, Eldath, Gaerdal Ironhand, Garl Glittergold, Geb, Gorm Gulthyn, Hanali Celanil, Helm, Kelemvor, Laduguer, Lathander, Marthammor Duin, Moradin, Nephthys, Rillifane Rallathil, Selune, Shaundakul, Silvanus, Sune, Tempus, Torm, Tymora, Ubtao, Ulutiu, Urogalan, Valkur, Waukeen, Yondalla

Renewal Domain (Renamed Liberation)

Repose Domain
Source: Pathfinder Core Rulebook (http://www.d20pfsrd.com/classes/core-classes/cleric/domains/paizo---domains/repose-domain)

Deities: Jergal, Kelemvor, Osiris, Urogalan

Retribution Domain (Renamed Glory)

Rune Domain
Source: Pathfinder Core Rulebook (http://www.d20pfsrd.com/classes/core-classes/cleric/domains/paizo---domains/rune-domain)

Deities: Deneir, Dugmaren Brightmantle, Jergal, Mystra, Thoth

Scalykind Domain (Renamed Serpent)

Serpent Domain (Formerly Scalykind)
Source: Ultimate Magic (http://www.d20pfsrd.com/classes/core-classes/druid/archetypes/paizo---druid-archetypes/animal-and-terrain-domains/serpent-domain)
Deities: Finder Wyvernspur, Sebek, Set, Tiamat, Ubtao

Slime Domain
Source: Player's Guide to Faerun

Deities: Ghaundaur
Granted Power: Ghaundaur's servants are empowered with several advantages of the alien, predatory creatures he is known for.

Pseudopod (Sp): You can transform a part of your body into a slime-like pseudopod, allowing you to briefly reach out much further than before. You gain 5ft reach when delivering melee touch attacks. In addition, any time you activate this ability, your touch deals 1 point of acid damage at your choosing. You can use this ability a number of times per day equal to 3 + your wisdom modifier. At 8th level, your touch deals 1d4 points of acid damage and at 14th level, your reach becomes venomous, forcing your opponent to make a fortitude saving throw DC 10 + half your cleric level + your wisdom modifier against poison or gain one point of strength damage (initial and secondary) each round for 1 round per three cleric levels (maximum 5). You only need to save once to negate the poison each round.

Fluid Form (Sp): At 10th level, you gain the ability to use Fluid Form (http://www.d20pfsrd.com/magic/all-spells/f/fluid-form) (APG), as the spell for one minute per cleric level (the entire duration need not be used consecutively but can be broken up into one-minute increments). At 20th level, the cleric gains the ability to use this spell-like ability at will.
Domain Spells: 1st- Grease (http://www.d20pfsrd.com/magic/all-spells/g/grease); 2nd- Acid Arrow (http://www.d20pfsrd.com/magic/all-spells/a/acid-arrow); 3rd- Poison (http://www.d20pfsrd.com/gamemastering/afflictions/poison); 4th- Touch of Slime (http://www.d20pfsrd.com/magic/all-spells/t/touch-of-slime) (UM); 5th- Black Tentacles (http://www.d20pfsrd.com/magic/all-spells/b/black-tentacles); 6th- Conjure Black Pudding (http://www.d20pfsrd.com/magic/all-spells/c/conjure-black-pudding) (UM); 7th- Destruction (http://www.d20pfsrd.com/magic/all-spells/d/destruction); 8th- Power Word Blind (http://www.d20pfsrd.com/magic/all-spells/p/power-word-blind); 9th- Implosion (http://www.d20pfsrd.com/magic/all-spells/i/implosion)

Spell Domain
Source: Player's Guide to Faerun

Deities: Azuth, Mystra, Savras, Thoth
Granted Power: Those that follow the doctrines of the gods of magic find many advantages with the greatest variety of spells.

Magical Intuition: You gain a bonus to all spellcraft checks and use magic device checks to use scrolls, wands, and staves equal to one half of your cleric level (minimum +2).

Esoteric Magic (Sp): At 3rd level and every two levels thereafter, you can add a spell from another class' spell list to your own. This spell must be one level lower than the highest spell level you can cast and the selected spell counts as one level higher on your list than the one you derived it from. For example, this allows you to gain magic missile from the wizard/sorcerer list as a 2nd level cleric spell. The spell you gain is otherwise treated and used like a divine spell. Any material or focus components of the new spell is instead replaced with your divine focus.
Domain Spells: 1st- Mage Armor (http://www.d20pfsrd.com/magic/all-spells/m/mage-armor); 2nd- Silence (http://www.d20pfsrd.com/magic/all-spells/s/silence); 3rd- Arcane Sight (http://www.d20pfsrd.com/magic/all-spells/a/arcane-sight); 4th- Mnemonic Enhancer (http://www.d20pfsrd.com/magic/all-spells/m/mnemonic-enhancer); 5th- Break Enchantment (http://www.d20pfsrd.com/magic/all-spells/b/break-enchantment); 6th- Mage's Lucubration (http://www.d20pfsrd.com/magic/all-spells/m/mage-s-lucubration); 7th- Limited Wish (http://www.d20pfsrd.com/magic/all-spells/l/limited-wish); 8th- Antimagic Field (http://www.d20pfsrd.com/magic/all-spells/a/antimagic-field); 9th- Mage's Disjunction (http://www.d20pfsrd.com/magic/all-spells/m/mage-s-disjunction)

Spider Domain
Source: Player's Guide to Faerun

Deities: Lolth, Selvetarm
Granted Power:

Spider Companion (Ex): Gain a Spider, Giant (http://www.d20pfsrd.com/classes/core-classes/druid/animal-companions#TOC-Spider-Giant) Vermin Companion (http://www.d20pfsrd.com/classes/core-classes/druid/animal-companions) (UM). Your cleric level equals your druid level for purposes of determining the power and ability of the vermin companion.

Command Spiders (Su): You can expend a use of your channel energy ability to affect all spiders and enslave them in a 30ft radius. All spiders caught within the radius must make a will saving throw against the normal DC of your channel energy. Spiders that fail their saves fall under your control, obeying your commands to the best of their ability, as if under the effects of control undead (http://www.d20pfsrd.com/magic/all-spells/c/control-undead) except the target is spiders instead of undead.
Domain Spells: 1st- Spider Climb (http://www.d20pfsrd.com/magic/all-spells/s/spider-climb); 2nd- Summon Swarm (http://www.d20pfsrd.com/magic/all-spells/s/summon-swarm); 3rd- Phantom Steed (http://www.d20pfsrd.com/magic/all-spells/p/phantom-steed); 4th- Giant Vermin (http://www.d20pfsrd.com/magic/all-spells/g/giant-vermin); 5th- Insect Plague (http://www.d20pfsrd.com/magic/all-spells/i/insect-plague); 6th- Vermin Shape II (http://www.d20pfsrd.com/magic/all-spells/v/vermin-shape-i) (UM); 7th- Creeping Doom (http://www.d20pfsrd.com/magic/all-spells/c/creeping-doom); 8th- Prying Eyes, Greater (http://www.d20pfsrd.com/magic/all-spells/p/prying-eyes); 9th- Symbol of Vulnerability (http://www.d20pfsrd.com/magic/all-spells/s/symbol-of-vulnerability) (UM)

Storm Domain (Renamed Weather)

Strength Domain
Source: Pathfinder Core Rulebook (http://www.d20pfsrd.com/classes/core-classes/cleric/domains/paizo---domains/strength-domain)

Deities: Anhur, Bahgtru, Clangeddin, Garagos, Gruumsh, Helm, Ilmater, Lathander, Loviatar, Malar, Tempus, Torm, Uthgar

Suffering Domain
Source: Player's Guide to Faerun

Deities: Ilmater, Jergal, Kossuth, Loviatar, Talona, Yurtrus
Granted Power: There is a thin line between pleasure and pain and those that explore this venue seek to walk that line.

Pain Ray (Sp): You can create a ray of pure pain that hurts and hinders opponents. As a ranged touch attack out to close range (25ft + 5ft/2 cleric levels) you can deal 1d4 +1/2 cleric levels damage. You can use this ability a number of times per day equal to 3 + your wisdom modifier. At 4th level, this ray causes the sickened condition (Will negates, DC 10 + 1/2 cleric level + wisdom modifier) for one round.

Sadomasochism (Su): Starting at 6th level, anytime a critical hit is scored, bleed is given, or someone is the subject of a spell that causes pain (such as pain strike or symbol of pain), you gain a +2 morale bonus to all attacks rolls, damage rolls, saving throws, armor class, combat maneuver bonus, and combat maneuver defense for 1d4 rounds as long as the subject was within the cleric's line of sight. These benefits increase to +4 and the duration improves to 1d4+1 rounds if the target or targets receive 50 or more hit points in damage from a single attack or more than 5d6 of ongoing bleed damage. These bonuses do not stack with itself, even if the conditions are met multiple times before the duration expires. This ability can only be used one time per day plus one additional time per day at 9th, 12th, 15th, and 18th levels to a maximum of five times per day and is activated as a free action.
Domain Spells: 1st- Bane (http://www.d20pfsrd.com/magic/all-spells/b/bane); 2nd- Bear's Endurance (http://www.d20pfsrd.com/magic/all-spells/b/bear-s-endurance); 3rd- Bestow Curse (http://www.d20pfsrd.com/magic/all-spells/b/bestow-curse); 4th- Enervation (http://www.d20pfsrd.com/magic/all-spells/e/enervation); 5th- Symbol of Pain (http://www.d20pfsrd.com/magic/all-spells/s/symbol-of-pain); 6th- Harm (http://www.d20pfsrd.com/magic/all-spells/h/harm); 7th- Waves of Exhaustion (http://www.d20pfsrd.com/magic/all-spells/w/waves-of-exhaustion); 8th- Horrid Wilting (http://www.d20pfsrd.com/magic/all-spells/h/horrid-wilting); 9th- Energy Drain (http://www.d20pfsrd.com/magic/all-spells/e/energy-drain)

Sun Domain
Source: Pathfinder Core Rulebook (http://www.d20pfsrd.com/classes/core-classes/cleric/domains/paizo---domains/sun-domain)

Deities: Horus-Re, Lathander


Cleric Domains {T - U} (http://www.giantitp.com/forums/showsinglepost.php?p=24056622&postcount=143)

Neoxenok
2016-06-05, 05:15 AM
The Following Blessings are available to Clerics and Warpriests in the Forgotten Realms Campaign Setting.

Air Blessing
Source: Advanced Class Guide (http://www.d20pfsrd.com/classes/hybrid-classes/warpriest/blessings/)

Deities: Aerdrie Faenya, Akadi, Auril, Set, Shaundakul, Sheela Peryoroyl, Valkur

Animal Blessing
Source: Advanced Class Guide (http://www.d20pfsrd.com/classes/hybrid-classes/warpriest/blessings/)

Deities: Aerdrie Faenya, Baervan Wildwanderer, Chauntea, Fenmarel Mestarine, Gwaeron Windstrom, Lurue, Malar, Mielikki, Nobanion, Sebek, Shiallia, Silvanus, Thard Harr, Ulutiu, Uthgar

Aquatic Blessing

Deities: Deep Sashelas, Istishia, Ulutiu, Umberlee, Valkur
Blessing of the Fish (Minor) (Su): At first level, you can touch an ally and grant it this blessing. This blessing grants a +4 bonus to your swim checks and a +1 bonus to attack and damage rolls as long as the blessing's target and the target's opponent are both in water. Also, if the target can't breathe water, it is refreshed, as though it took a breath of fresh air.
Seaborne (Major) (Su): At 10th level, as a free action, you may use natural and manufactured weapons in water as if you had continuous freedom of movement and a swim speed equal to your base movement until the beginning of your next turn.

Arctic Blessing

Deities: Auril, Ulutiu
Ice Weapon (Minor) (Su): As a swift action, you can create a melee weapon, bolt, arrow, or sling bullet entirely of ice. The melee weapon only lasts until the beginning of your next turn or until you land a successful attack, breaking apart upon the target. On a successful attack, you add 1d6 plus half your warpriest level modifier cold damage (minimum +1) in addition to the weapon's usual damage. On a successful critical hit, you can add 1d10 cold damage + 1d10 per point of the critical modifier above 2. One round after the successful attack, the target again suffers cold damage equal to the above amount. At 6th level, this weapon can penetrate damage reduction as though it were a magical weapon.
Freezing Armor (Major) (Su): At 10th level, you can bless a target with the power of the deep cold, adding a thin and uninhibiting layer of ice over the target's body for one minute. The target gains cold resistance 10 and damage reduction 1/bludgeoning. At 12th level and again every two levels thereafter, the target's cold resistance increases by 5 and DR by 1 to a maximum of 30 and DR 5/bludgeoning at 18th level. This blessing persists for one minute.

Artiface Blessing
Source: Advanced Class Guide (https://www.d20pfsrd.com/classes/hybrid-classes/warpriest/blessings/)

Deities: Callarduran Smoothands, Dugmaren Brightmantle, Dumathoin, Flandal Steelskin, Garl Glitergold, Geb, Gond, Laduguer, Moradin, Thoth

Balance Blessing

Deities: Grumbar, Oghma, Ubtao, Waukeen
Balanced Weapon (Minor): At 1st level, you can bless a single weapon and grant it the ability to deal an extra 1d4 points of damage to any opponent with a non-neutral alignment component per non-neutral alignment component, so a successful attack against a neutral good opponent deals an extra 1d4 points of damage and a strike against a lawful evil opponent deals an extra 2d4 points of damage. During this time, the weapon bypasses all alignment-based damage reduction (chaos, evil, good, and law.) This effect persists for one minute.
Oneness with Battle (Major): At 10th level, you can close your eyes and enter a deep meditative trance. You are effectively blinded, except that you gain 30ft blindsight and are not penalized for blindness inside of that radius. To those you are able to perceive, you gain a +2 insight bonus to your AC and combat maneuver defense and you cannot be caught flat-footed or surprised. At 15th level, the radius of your blindsight increases to 40ft and your insight bonuses increase to +3. At 20th level, these again improve to 50ft and +4, respectively. This effect persists for one minute.

Cave Blessing

Deities: Callarduran Smoothhands, Dumathoin, Geb, Ghaunadaur, Grumbar, Gruumsh, Luthic, Segojan Earthcaller, Shar
Uncanny Sense (Minor): At first level, you bless a touched creature with a sort of advanced perception, granting them forewarning of impending attacks. For one minute, the target of this effect gains the benefit of the uncanny dodge ability as a rogue equal to your class level -3. This ability grants no benefit to a target if they already possess uncanny dodge.
Cave Walker (Major): At 10th level, you can bless a single creature with a touch the power to swiftly and efficiently move across the rough terrain and walls of a cavern. The target can ignore difficult terrain and climb with a climb speed of 20ft out to a maximum distance in feet equal to your level x4. After this total distance is crossed or one minute has passed, the effect ends.

Chaos Blessing
Source: Advanced Class Guide (https://www.d20pfsrd.com/classes/hybrid-classes/warpriest/blessings/)

Deities: Aerdrie Faenya, Angharradh, Anhur, Bahgtru, Beshaba, Corellon Larethian, Cyric, Deep Sashelas, Dugmaren Brightmantle, Eilistraee, Erevan Ilesere, Fenmarel Mestarine, Finder Wyvernspur, Garagos, Ghaunadaur, Gruumsh, Haela Brightaxe, Hanali Celanil, Kiaransalee, Labelas Enoreth, Lliira, Lolth, Lurue, Malar, Nephthys, Rillifane Rallathil, Sehanine Moonbow, Selune, Selvetarm, Sharess, Shargaas, Sharindlar, Shaundakul, Shevarash, Solonor Thelandira, Sune, Talona, Talos, Tempus, Thard Harr, Tymora, Umberlee, Urdlen, Uthgar, Valkur, Vhaeraun

Charm Blessing
Source: Advanced Class Guide (https://www.d20pfsrd.com/classes/hybrid-classes/warpriest/blessings/)

Deities: Eilistraee, Finder Wyvernspur, Garagauth, Hanali Celanil, Lliira, Milil, Oghma, Sharess, Sharindlar, Sheela Peryroyl, Sune

Community Blessing
Source: Advanced Class Guide (https://www.d20pfsrd.com/classes/hybrid-classes/warpriest/blessings/)

Deities: Berronar Truesilver, Cyrrollalee, Eldath, Hathor, Isis, Lliira, Luthic, Yondalla

Darkness Blessing
Source: Advanced Class Guide (http://www.d20pfsrd.com/classes/hybrid-classes/warpriest/blessings/)

Deities: Lolth, Mask, Set, Shar, Shargaas

Death Blessing
Source: Advanced Class Guide (http://www.d20pfsrd.com/classes/hybrid-classes/warpriest/blessings/)

Deities: Velsharoon, Yurtrus

Destruction Blessing
Source: Advanced Class Guide (http://www.d20pfsrd.com/classes/hybrid-classes/warpriest/blessings/)

Deities: Bane, Cyric, Garagos, Ilneyal, Istishia, Kossuth, Lolth, Talona, Talos, Umberlee, Yurtrus

Drow Blessing

Deities: Eilistraee, Ghaunadaur, Kiaransalee, Lolth, Selvetarm, Vhaeraun
Warpriest's Venom (Minor): At first level, you gain the ability to poison an opponent with a touch or apply a dose of poison to a single touched weapon. An affected weapon delivers its poison upon injury and the wielder suffers no risk in poisoning him or herself. A blessed weapon remains potent for one minute or until the weapon successfully injures an opponent. The poison's onset is immediate and the target suffers 1 point of strength damage each round for six rounds unless the target succeeds a fortitude saving throw. One successful saving throw cures the poison.
Vengeance of the Dark Elves (Major): At tenth level, you gain the ability to bless an ally with the power to punish a creature that attacked her. If a creature attacks the target at least once during any round in which this blessing is active, she can add 1d6 points of damage to any attack against that creature for the remaining duration of the blessing. Each successive round in which the target is attacked by that enemy adds an additional point to the target's damage rolls against that same enemy. This blessing persists for up to one minute.

Dwarf Blessing

Deities: Abbathor, Berronar Truesilver, Clangeddin, Deep Durra, Dugmaren Brightmantle, Dumathoin, Gorm Gulthyn, Haela Brightaxe, Laduguer, Marthammor Duin, Moradin, Sharindlar, Thard Harr, Vergadain
Blessing of the Ancestors (Minor): You or a touched creature receive a blessing from your dwarven ancestors, gaining a +1 morale bonus to all attack rolls and a +2 morale bonus to will saving throws against fear. This blessing also grants 1d8 bonus temporary hit points. These benefits persist for one minute.
Warrior's Blessing (Major): At 10th level, you or a touched creature gains the blessing of your warrior ancestors and gains the benefit of one combat feat you or the touched creature meets the qualifications for. This benefit persists for one minute. Multiple uses of this blessing on one creature doesn't stack as only the newest blessing applies. At 18th level, this blessing grants the benefit of two combat feats.

Earth Blessing
Source: Advanced Class Guide (http://www.d20pfsrd.com/classes/hybrid-classes/warpriest/blessings/)

Deities: Callarduran Smoothhands, Chauntea, Dumathoin, Geb, Gond, Grumbar, Luthic, Moradin, Segojan Earthcaller, Urdlen, Urogalan

Elf Blessing

Deities: Aerdrie Faenya, Angharradh, Corellon Larethian, Deep Sashelas, Eilistraee, Erevan Ilesere, Fenmarel Mestarine, Hanali Celanil, Labelas Enoreth, Rillifane Rallathil, Sehanine Moonbow, Shevarash, Solonor Thelandira
Blessing to the Elf Friend (Minor): At 1st level, you can touch an ally and grant an elvish battle blessing. For one minute, the touched ally gains a +1 bonus to all attack rolls and a +2 bonus to all damage rolls with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and any weapon with the word “elven” in its name. The bonus to attack roll bonus increases by 1 at 8th level and the damage rolls increases by 2 at 12th level.
War Party (Major): At 10th level, you and one ally per two class levels within 30 feet of you gains the coordination and grace of an elven war party. You gain a +2 competence bonus to all initiative, perception, and stealth checks, the ability to silently communicate with one another out to a distance of 100ft from one another with just whispers, and any time you and one ally or any two allies are adjacent to one another, each such ally gains a +2 dodge bonus to AC. In addition, you and all affected allies are not hindered by natural difficult terrain. Affected allies are still hindered by magical or other forms of unnatural terrain. This effect lasts for one minute.

Evil Blessing
Source: Advanced Class Guide (http://www.d20pfsrd.com/classes/hybrid-classes/warpriest/blessings/)

Deities: Abbathor, Auril, Bahgtru, Bane, Beshaba, Cyric, Deep Durra, Garaguth, Ghaunadaur, Gruumsh, Ilneval, Kiaransalee, Laduguer, Lolth, Loviatar, Luthic, Malar, Mask, Sebek, Selvetarm, Set, Shar, Sargaas, Talona, Talos, Tiamat, Umberlee, Urdlen, Velsharoon, Vhaerun, Yurtrus

Fate Blessing

Deities: Beshaba, Hathor, Hoar, Jergal, Kelemvor, Savras
Fated to Die (Minor): At 1st level, you can touch one weapon and enhance it to inflict a minor curse on the next target it strikes. Any opponent struck by the enhanced weapon suffers 1d6 bleed and must succeed a will saving throw or be unable to heal through the use of magic unless the caster succeeds a caster level check against a DC of 11 + your class level. Failure of this check still stops any bleed effect but fails to cure any hit point damage. This effect persists for one minute.
Fated to Live (Major): At 10th level, you can touch an ally and grant them a change of fate if they are killed. If they are killed by gaining enough hit point damage to equal or exceed the necessary amount of negative hit points to be dead, they gain the benefit of a breath of life spell at the end of their next turn. If they are killed by gaining negative levels that equal or exceed their total hit dice, they are instead returned to life at the end of their next turn with one fewer negative levels than the number required to kill that character. If the character would be killed by ability score damage or drain, they are instead brought back at the end of their next turn with enough damage or drain to that ability score to be left with a one. Ability damage is lessened first, then drain if there is no ability damage. If the character is killed by any other effect, this blessing fails. This blessing persists for one minute or until it is expended.

Fire Blessing
Source: Advanced Class Guide (http://www.d20pfsrd.com/classes/hybrid-classes/warpriest/blessings/)

Deities: Gond, Kossuth, Talos

Glory Blessing
Source: Advanced Class Guide (http://www.d20pfsrd.com/classes/hybrid-classes/warpriest/blessings/)

Deities: Hoar, Horus-Re, Kiaransalee, Loviatar, Osiris, Shevarash, Tyr, Uthgar

Gnome Blessing

Deities: Baervan Wildwanderer, Baravar Cloakshadow, Callarduran Smoothhands, Flandal Steelskin, Gaerdal Ironhand, Garl Glittergold, Segojan Earthcaller, Urdlen
Enemy of the Gnomes (Minor): You can bless an ally with a +1 divine bonus to all attack rolls against a single target of your choice. This benefit increases to +2 when using any weapon with the word “gnome” in its name. You also gain a bonus 1d4 divine bonus to all damage rolls against humanoids with the giant, goblinoid, and reptilian subtypes as well as aberrations, oozes, and vermin. This benefit persists for one minute.
Never there to Begin With (Major): At 10th level, you can bless an ally with a touch, rendering that ally invisible. This ability works as the spell invisibility except the ally is replaced seamlessly with a specialized illusion that continues fighting in their place. The created illusion looks like your ally well enough that it would require close examination to notice a difference. It is not intelligent and can't make decisions on it's own outside of attacking and responding to attacks, but it will continue combat against a single opponent in your ally's place. The illusion can mimick any form of attack they're capable of, including casting spells, and it will move to maintain the same position or it will take total defense actions as appropriate. It's AC and combat maneuver defense are the same as your ally's touch AC minus any magical effects from spells or items, adding in any dodge bonuses from total defense if it is taking that action. Any successful attack against the illusion dispels it. If the illusion successfully attacks an opponent, that opponent must succeed a will save to disbelieve the illusion, which dispels it immediately if successful. Only one save is made in any given round even if the illusion successfully hits the opponent multiple times that round. Each successful hit deals 1d6 points of nonlethal damage against the target regardless of the nature of any attack you would ordinarily make. If the attack requires an attack roll, it uses a bonus equal to your level plus your wisdom modifier. This ability persists until it is dispelled, disbelieved, or until one minute passes.

Good Blessing
Source: Advanced Class Guide (http://www.d20pfsrd.com/classes/hybrid-classes/warpriest/blessings/)

Deities: Aerdrie Faenya, Angharradh, Anhur, Arvoreen, Baervan Wildanderer, Baravar Cloakshadow, Berronar Truesilver, Chauntea, Clangeddin, Corellon Larethian, Cyrrollalee, Deep Sashelas, Deneir, Dugmaren Brightmantle, Eilistraee, Eldath, Flandal Steelskin, Gaerdal Ironhand, Garl Glittergold, Gorm Gulthyn, Gwaeron Windstrom, Haela Brightaxe, Hanali Celanil, Hathor, Horus-Re, Ilmater, Isis, Labelas Enorath, Lathander, Lliira, Lurue, Marthammor Duin, Mielikki, Milil, Moradin, Mystra, Nephthys, Nobanion, Osiris, Rillifane Rallathil, Segojan Earthcaller, Sehanine Moonbow, Selune, Sharess, Sharindlar, Shiallia, Solonor Thelandira, Sune, Thard Harr, Torm, Tymora, Tyr, Valkur, Yondalla

Halfling Blessing

Deities: Arvoreen, Brandobaris, Crrollalee, Sheela Peryroyl, Urogalan, Yondalla
Lucky Break (Minor): You can bless an ally with a bit of the luck that halflings are famous for. At any point within the minute following the blessing, your ally can reroll any one roll they make. They must accept the second roll, even if it's worse. Once you've made a single reroll or one minute passes, this ability ends. An ally can only benefit from this ability once in any given 24-hour period.
Halfling Athletics (Major): At 10th level, you can bless an ally with increased mobility and athletic prowress for one minute, gaining a +4 dodge bonus against attacks of opportunity and a competence bonus to all acrobatics, climb, escape artist, and swim checks equal to half your class level (rounded down). This ability lasts for one minute.

Hatred Blessing

Deities: Bane, Ghaunadaur, Gruumsh, Set, Urdlen
Reckless Fury (Minor): As a swift action, your blessing can work a touched ally up into a barely-contained fury against one target individual, gaining the benefits and drawbacks of the barbarian's rage for one minute. However, during this time, your ally can only attack one individual until the duration of the rage has expired, they have not attacked that opponent for two rounds, or that individual is dead, whichever occurs first. If your ally possesses levels in barbarian or a class that grants rage or a similar ability, your ally can gain the benefits of that ability (including any abilities dependant upon rage, such as the barbarian's rage abilities) and any improved variations when you bless an ally with this ability and using this ability does not count against the duration of any other rage abilities but your blessed ally must still abide by this ability's limitations.
Body of Spite (Major): At 10th level, you can touch an ally to cause their blood to become highly acidic for one minute. Any time your ally suffers an attack from an opponent, they suffer an additional 2 points of damage with each successful attack. However, each successful attack sprays their blood back at your opponent as long as they're within your reach, dealing 1d6 points of acid damage per each successful attack and each round following an attack, the acid deals 1d6 +1 per successful hit against that ally since the blessing was activated. This acid damage persists for the duration of the blessing. The damage is cumulative as long as the duration hasn't expired.

Healing Blessing
Source: Advanced Class Guide (http://www.d20pfsrd.com/classes/hybrid-classes/warpriest/blessings/)

Deities: Berronar Truesilver, Ilmater, Lurue, Luthic, Sharindlar, Torm

Illusion Blessing

Deities: Akadi, Azuth, Baravar Cloakshadow, Cyric, Mystra, Sehanine Moonbow
Reflected Image (Minor): At first level, you can create an illusory double of yourself within your square that looks, feels, sounds, and mimics your actions, similarly to Mirror Image spell, except it only creates one image. At 6th level, this ability also creates an illusory blurring effect as well, obfuscating your exact position within your space and causing all creatures that attempt to attack you with a 20% miss chance. This ability persists for one minute or until the image is destroyed, whichever happens first.
Disappear (Major): At 10th level, you can bless an ally with invisibility, as the spell greater invisibility for one minute. At any point during this ability's duration, your ally can teleport up to 10 or more feet as a move action. For every 10 feet in which you teleport, the remaining duration of this effect is reduced by one round. You must have line of sight to your point of destination.

Knowledge Blessing
Source: Advanced Class Guide (http://www.d20pfsrd.com/classes/hybrid-classes/warpriest/blessings/)

Deities: Angharradh, Azuth, Deep Sashelas, Deneir, Dugmaren Brightmantle, Dumathoin, Gond, Gwaeron Windstrom, Labelas Enoreth, Milil, Mystra, Oghma, Savras, Sehanine Moonbow, Shar, Siamorphe, Thoth, Tyr, Waukeen

Law Blessing
Source: Advanced Class Guide (http://www.d20pfsrd.com/classes/hybrid-classes/warpriest/blessings/)

Deities: Arvoreen, Azuth, Bane, Berronar Truesilver, Glangeddin, Cyrrollalee, Deep Duerra, Gaerdal Ironhand, Gargauth, Garl Glittergold, Gorm Gulthyn, Helm, Hoar, Horus-Re, Ilmater, Jergal, Kelemvor, Laduguer, Loviatar, Moradin, Nobanion, Osiris, Red Knight, Savras, Set, Siamorphe, Tiamat, Torm, Tyr, Ulutiu, Urogalan, Yondalla

Liberation Blessing
Source: Advanced Class Guide (http://www.d20pfsrd.com/classes/hybrid-classes/warpriest/blessings/)

Deities: Angharradh, Chauntea, Finder Wyvernspur, Kossuth, Lathander, Shiallia, Silvanus

Luck Blessing
Source: Advanced Class Guide (http://www.d20pfsrd.com/classes/hybrid-classes/warpriest/blessings/)

Deities: Abbathor, Beshaba, Brandobaris, Erevan Ilesere, Haela Brightaxe, Mask, Oghma, Tymora, Vergadain

Madness Blessing
Source: Advanced Class Guide (http://www.d20pfsrd.com/classes/hybrid-classes/warpriest/blessings/)

Deities: Deep Duerra

Magic Blessing
Source: Advanced Class Guide (http://www.d20pfsrd.com/classes/hybrid-classes/warpriest/blessings/)

Deities: Azuth, Corellon Larethian, Hanali Celanil, Isis, Laduguer, Mystra, Savras, Set, Thoth, Velsharoon

Metal Blessing

Deities: Dumathoin, Flandal Steelskin, Gond, Grumbar, Laduguer
Skin of Iron (Minor): You can bless an ally with a touch, creating a shell of steel around their body, granting a +3 armor bonus for one minute. This bonus increases by one for every four class levels you possess. If they are currently wearing metal armor, this power fuses them to that armor, reducing their armor check penalty by one (to a minimum of 0), increasing the armor's maximum dexterity bonus by one, and eliminating any reduction in speed due to the armor's type. These benefits increase by one every four class levels you possess.
Shatter Metal (Major): At 10th level, you gain the ability to bless an ally, a weapon, or an object with the power to shatter metal. A touched ally or weapon can ignore one point of a metal object's hardness per four class levels you possess. Alternatively, you can affect an object as such that it's hardness is reduced by one point per four class levels you possess. This blessing persists for up to one minute.

Moon Blessing

Deities: Eilistraee, Hathor, Malar, Sehanine Moonbow, Selune, Sharindlar
Dance of Moonlight (Minor): At first level, you can bless a single ally with the power of a Dance of Moonlight. As long as the blessed target moves 10 or more feet per round, they recieve a +1 dodge bonus to AC and combat maneuver defense. In addition, the target can elect to expend a full round action to fascinate one creature within 90 feet as long as that creature can see and hear the target. The distraction of a nearby combat or other dangers prevents the ability from working. The blessed target can affect one additional creature for every three levels you possess. The creature must succeed a will save to negate the effect. A failed save forces the subject of the fascination effect for one round, though the blessed target can continue using this ability to extend the fascination ability for every round the target maintains it. This is a mind-affecting compulsion effect that lasts for one minute. A will saving throw negates the effect. Multiple allies blessed with this ability cannot attempt to fascinate the same creature but it does cancel out another's attempt to fascinate that creature.
Gaze of the Moon (Major): At 10th level as a full-round action, you can meet the gaze of one opponent within 30 feet. That opponent must succeed a will save or become dazed for one round and slowed for one minute. A successful will save negates both conditions but that opponent is dazzled for one minute instead. This is a mind-affecting effect.

Nobility Blessing
Source: Advanced Class Guide (http://www.d20pfsrd.com/classes/hybrid-classes/warpriest/blessings/)

Deities: Horus-Re, Lathander, Melil, Nobanion, Red Knight, Siamorphe

Orc Blessing

Deities: Bahgtru, Gruumsh, Ilneval, Luthic, Shargaas, Yurtrus
Orc's Courage (Minor): At first level, you can bless a single ally with fearlessness in battle, granting a +4 morale bonus to saving throws against all fear effects. If a creature attempts and fails to instill fear in the target ally at any point, such as through a fear aura, spell, or intimidation, that ally gains a +2 morale bonus to all damage rolls against that opponent for the duration of this blessing. The benefits of this blessing persist for one minute.
Will of the Orc (Major): At 10th level, you gain bless a single ally with an orc's ferocity and tenacity, adding your warpriest level to the target's constitution score for the purpose of determining how many negative hit points they can possess before dying. In addition, the target remains concious and can take actions but is still staggered and looses one hit point per round when taking strenuous actions. If the target is an orc or has the orc racial subtype, they can choose to not act staggered for one round but looses one hit point for each strenuous action taken. This benefit persists for one minute.

Planning Blessing

Deities: Gond, Helm, Ilneval, Red Knight, Siamorphe, Ubtao
Prepared for That (Minor): You grant the blessing of advanced preparedness to one touched ally, allowing that ally to have a mundane or non-magical item. For the duration of this ability, the ally can make a check using a modifier equal to the warpriest's caster level plus his wisdom modifier against a DC of 10 plus the target item's value in gold (rounded up). The item must be something you can easily carry—if you are on foot and have only a backpack, for example, you could not have a large iron cauldron. You cannot have magical items using this ability, nor can you have specific items, such as the key to a particular door. If you are stripped of your equipment or possessions, you cannot benefit from this ability until you have at least a day to resupply and “acquire” new items. You must pay for any items acquired through this ability at the time it is used. This blessing persists for one minute until expended. The item is gained as part of the action used to retrieve it and no action is expended if the check is failed. The check can be attempted once per round and but the blessing is expended upon success.
Escape Plan (Major): At tenth level, you gain the ability to bless a single touched ally with the benefit of the word of recall spell that is designated to teleport the blessed target to a predetermined sanctuary under conditions defined at the time of casting, simialrly to a contingency spell though the warpriest can also activate the ability with a word (a swift action). The blessing only affects a single target and the benefits persist for only one minute or until the effect is activated, whichever occurs first.

Plant Blessing
Source: Advanced Class Guide (http://www.d20pfsrd.com/classes/hybrid-classes/warpriest/blessings/)

Deities: Angharradh, Baervan Wildwanderer, Chauntea, Eldath, Fenmarel Mestarine, Gwaeron Windstrom, Mielikki, Osiris, Rillifane Rallathil, Sheela Peryroyl, Shiallia, Silvanus, Solonor Thelandira, Thard Harr, Ubtao

Portal Blessing

Deities: Eilistraee, Shaundakul
Sense Passage (Minor): You gain the ability to sense portals and ways to exit dangerous situations. This ability functions as the detect secret doors spell except you can also sense portals. This blessing also grants a +1 competence bonus to all escape artist checks and perception checks to locate secret doors and portals per two warpriest levels you possess. This benefit persists for one minute.
Temporary Portal (Major): At 10th level, you can create a temporary portal adjacent to your position (0ft range) and connecting to a location within long range (400 feet + 40 feet per warpriest level you possess) that you designate, similarly to the dimension door spell except that you must be free to move through the portal and do not immediately teleport to the desired location. Instead, the door is free-standing and anyone can pass through while the door. The door persists for one minute or until a number of creatures has passed through the door equal to one per three warpriest levels you possess (maximum 5).

Protection Blessing
Source: Advanced Class Guide (http://www.d20pfsrd.com/classes/hybrid-classes/warpriest/blessings/)

Deities: Angharradh, Arvoreen, Baravar Cloakshadow, Berronar Truesilver, Chauntea, Corellon Larethian, Deneir, Dumathoin, Eldath, Gaerdal Ironhand, Garl Glittergold, Geb, Gorm Gulthyn, Hanali Celanil, Helm, Kelemvor, Laduguer, Lathander, Marthammor Duin, Moradin, Nephthys, Rillifane Rallathil, Selune, Shaundakul, Silvanus, Sune, Tempus, Torm, Tymora, Ubtao, Ulutiu, Urogalan, Valkur, Waukeen, Yondalla

Repose Blessing
Source: Advanced Class Guide (http://www.d20pfsrd.com/classes/hybrid-classes/warpriest/blessings/)

Deities: Jergal, Kelemvor, Osiris, Urogalan

Rune Blessing
Source: Advanced Class Guide (http://www.d20pfsrd.com/classes/hybrid-classes/warpriest/blessings/)

Deities: Deneir, Dugmaren Brightmantle, Jergal, Mystra, Thoth

Serpent Blessing

Deities: Finder Wyvernspur, Sebek, Set, Tiamat, Ubtao
Predatory Sense (Minor): You gain the power to sense the heat of nearby creatures, as many snakes are able. You gain a competence bonus to visual perception rolls against targets equal to half your warpriest level (minimum +2) based on the difference between heat signatures. This does not allow you to negate invisibility or stealth but you can search for such creatures as a swift action instead of a move action.
Venomous Strike (Major): At 10th level, you can perform a single, swift strike and deliver a potent venom if successful. This works similarly to the feat vital strike except that, if the attack is successful, the target must also succeed a fortitude save against poison, suffering 1d3 strength and dexterity damage each round for ten rounds, unless the target succeeds the initial fortitude saving throw or three consecutive saving throws following the initial saving throw. Additional strikes after the first offer no benefit with regards to the poison. Successfully negating the poison renders the target immune for 24 hours. If the warpriest possesses the vital strike, improved vital strike, or greater vital strike, this ability increases the multiplier of damage by one, so a successful greater vital strike deals five times normal damage on a single strike.

Slime Blessing

Deities: Ghaundaur
Devouring Touch (Minor): With a melee touch attack or unarmed strike, you deal 1d6 points of acid damage on a successful attack. The target must also succeed a fortitude saving throw or suffer 1 point of temporary constitution damage but only if the target suffers any acid damage from the attack.
Greater Devouring Touch (Major): At 10th level, you can bless an ally with the ability to deliver a greater devouring touch once per round for up to one minute. With a melee touch attack or unarmed strike, you deal 1d6 points of acid damage plus 1d6 points of divine damage on a successful attack. The target must also succeed a fortitude saving throw or suffer 1d4 points of temporary constitution damage if the attack is successful. The blessed ally also gains 5ft reach (or increases their reach by five feet) for the duration of this ability.

Spell Blessing

Deities: Azuth, Mystra, Savras, Thoth
Minor Spell Immunity (Minor): You can bless a single ally with the power to more easily resist a spell, gaining spell resistance 11 plus your warpriest level against one hostile first level or lower spell upon blessing that ally. At 6th level, you this benefit increases in power to include any one 2nd level spell or lower. This benefit increases by one spell level every three levels thereafter to a maximum of one 6th level spell or lower at 18th level. This benefit persists for one minute or until it successfully resists one hostile spell.
Touch of the Weave (Major): At 10th level, you can bless a single ally with vast knowledge of spells and magic, granting that ally a +1 competence bonus per two warpriest levels to all spellcraft checks and use magic device checks to use spell trigger items, such as scrolls and wands. This also allows the blessed target to use those skills untrained, allowing them to succeed checks above DC 10. This benefit persists for one minute.

Spider Blessing

Deities: Lolth, Selvetarm
Spider Sense (Minor): You gain the ability to bless a single ally with a preternatural sense of imminent danger, gaining a +1 dodge bonus to AC and reflex saving throws. This benefit persists for up to one minute.
Entrap Prey (Major): At 10th level, you gain the ability to swiftly wrap a single creature in dense webbing as a ranged touch attack out to 30 feet. The target must succeed a reflex saving throw or gain the grappled condition. A successful reflex saving throw still causes the target to gain the entangled condition. A second application of this ability can cause the target to become pinned without a saving throw. Escaping the webbing requires an escape artist or combat maneuever check against the DC of the effect (+5 if pinned.) The webbing persists for one minute.

Strength Blessing
Source: Advanced Class Guide (http://www.d20pfsrd.com/classes/hybrid-classes/warpriest/blessings/)

Deities: Anhur, Bahgtru, Clangeddin, Garagos, Gruumsh, Helm, Ilmater, Lathander, Loviatar, Malar, Tempus, Torm, Uthgar

Suffering Blessing

Deities: Ilmater, Jergal, Kossuth, Loviatar, Talona, Yurtrus
Strike of Suffering (Minor): You can bless a single weapon or up to 50 ammunition for a ranged weapon with a touch to deliver an attack that, if successful, is extraordinarily painful. A creature struck by the weapon must succeed a fortitude saving throw or gain the sickened and staggered condition. A successful fortitude saving throw negates both conditions. The staggered condition persists for one round and the sickened condition persists for one minute. Attempting to cast a spell while this ability is in effect forces that caster to make a concentration check DC 10 plus the level of the spell to be cast or loose the spell.
Rejuvination of Suffering (Major): At 10th level, you gain the power to benefit from the suffering of others. Any time a creature you can percieve is affected by the Strike of Suffering ability or other spell or effect that causes pain (such as pain strike or symbol of pain), you can activate this ability and gain fast healing as an immediate action. This benefit persists as long as at least one individual suffers from the effects or one minute, whichever ends sooner and healing a number of hit points each round equal to those affected by the attack that causes pain (maximum 10).

Sun Blessing
Source: Advanced Class Guide (http://www.d20pfsrd.com/classes/hybrid-classes/warpriest/blessings/)

Deities: Horus-Re, Lathander

Time Blessing

Deities: Grumbar, Labelas Enoreth
Forsee Death (Minor): You gain the ability to bless a single willing ally with a brief glimpse of an attack that may kill or maim them and grant them the impending sense of that event's arrival. Any attack that would result in a critical hit or lethal blow against the ally must reroll the critical hit confirmation roll (if the attack was a successful critical hit) or the attack roll (if it was a normal attack that would have otherwise been a mortal wound and reducing the ally's hit points to less than zero hit points). If the attack was a spell that would have dealt a mortal blow, the final relevant or otherwise most relevant roll that determines whether the ally is struck a mortal blow is rerolled. If there is no relevant attack or saving throw roll involved, then this ability is ineffective. While the blessing is in effect, the ally gains a +1 insight bonus to AC and reflex saving throws. This blessing persists for one minute.
Patient Spell (Major): At 10th level, when you cast a spell of one level lower than the highest spell level you can cast (to a maximum of 5th level) on yourself or a single ally, the spell does not immediately activate. Instead, the spell remains dormant until you or the ally wills the spell to activate as a swift action. Only one such blessed spell can be active on a target at any given time. This blessing persists for one minute with the blessed spell activating at that time. This blessing works similarly to a contingency and cannot be used with other spells that work in the same way.

Trade Blessing

Deities: Abbathor, Nephthys, Shaundakul, Vergadain, Waukeen
My Property (Minor): You gain the ability to bless a single ally with greater ability protect the things that is theirs, granting them a +2 divine bonus to combat maneuver defense against the dirty trick, disarm, steal, and sunder combat maneuvers. This benefit increases by 1 when the Warpriest reaches 4th level and an additional +1 to a maximum of +4 when the warpriest reaches 8th level. This benefit persists for one minute.
Hostility Fine (Major): At 10th level, you gain the ability to bless a single ally with the ability to financially penalize any opponent that successfully attacks that ally for the duration of the blessing as long as that ally takes no hostile actions. Any successful attack by a hostile opponent against within 10 feet of that ally per warpriest level you possess allows the ally to steal an item from that opponent either through the steal combat maneuver or through the sleight of hand, per the choice of the ally and each can be performed despite any distance between the two. The blessed ally gains a +2 divine bonus to any check to steal or use sleight of hand. Any hostile action performed by the ally immediately dismisses the blessing. This blessing persists for one minute.

Travel Blessing
Source: Advanced Class Guide (http://www.d20pfsrd.com/classes/hybrid-classes/warpriest/blessings/)

Deities: Akadi, Baervan Wildanderer, Brandobaris, Fenmarel Mestarine, Gwaeron Windstrom, Hoar, Istishia, Kelemvor, Lliira, Marthammor Duin, Mielikki, Oghma, Sehanine Moonbow, Selune, Sharess, Shaundakul, Tymora, Vhaeraun

Trickery Blessing
Source: Advanced Class Guide (http://www.d20pfsrd.com/classes/hybrid-classes/warpriest/blessings/)

Deities: Abbathor, Akadi, Baravar Cloakshadow, Beshaba, Brandobaris, Cyric, Erevan Ilesere, Garagauth, Garl Glittergold, Lolth, Mask, Oghma, Sharess, Shargaas, Vergadain, Vhaeraun

Tyranny Blessing

Deities: Bane, Tiamat
Kneel (Minor): This ability works similarly to the spell Command, immediately causing the target to face you and drop to one knee for one round, forcing the target to take no actions for one round. This does not make the target helpless or otherwise unable to defend themselves. This ability is ineffective against creatures with more hit dice than the Warpriest but lasts for one round per level of the Warpriest to a maximum of one minute. The target receives a will saving throw to resist the effect and recieves a new saving throw each round the target is subject to the effect. This is an enchantment (compulsion) effect.
Leader's Request (Major): At 10th level, you gain the ability to bless a single ally with tremendous drive to complete a task you designate at the time you grant the blessing. Your ally gains the benefits of greater heroism, but only when actively working to complete the task you designate. You can change this task as an immediate action. This blessing persists for one minute.

Undeath Blessing

Deities: Kiaransalee, Velsharoon
Commandeer Undead (Minor): With a touch, you can force a non-intelligent undead creature to make a will saving throw or fall under your command for one minute. Undead under your control due to this blessing gain a saving throw each following round to dismiss the effect. Other creatures suffer 1d6 negative energy damage or half on a successful will saving throw. This other effect does not heal creatures that normally heal from negative energy.
Greater Commandeer Undead (Major): At 10th level, you can force any undead creature to make a will saving throw or fall under your command for one minute. Undead under your control due to this blessing gain a saving throw each following round to dismiss the effect. Other creatures suffer 6d6 negative energy damage or half on a successful will saving throw. This other effect does not heal creatures that normally heal from negative energy. Creatures that die from this ability rise as a skeleton or zombie (your choice) under your control for one minute.

War Blessing
Source: Advanced Class Guide (http://www.d20pfsrd.com/classes/hybrid-classes/warpriest/blessings/)

Deities: Anhur, Arvoreen, Clangeddin, Corellon Larethian, Deep Duerra, Gaerdal Ironhand, Garagos, Gorm Gulthyrn, Gruumsh, Haela Brightaxe, Ilneval, Red Knight, Selvetarm, Sheverash, Solonor Thelandira, Tempus, Tyr, Uthgar

Water Blessing
Source: Advanced Class Guide (http://www.d20pfsrd.com/classes/hybrid-classes/warpriest/blessings/)

Deities: Deep Sashelas, Eldath, Isis, Istishia, Sebek, Silvanus, Umberlee

Weather Blessing
Source: Advanced Class Guide (http://www.d20pfsrd.com/classes/hybrid-classes/warpriest/blessings/)

Deities: Aerdrie Fenya, Anhur, Auril, Isis, Istishia, Talos, Umberlee

Watery Death Blessing

Deities: Blibdoolpoolp, Umberlee
Fear the Water (Minor): You gain the ability to touch an opponent to instill a primal fear of the watery depths. An opponent you touch in melee must succeed a will save or become shaken when within the sight of water. At 7th level, if the target is fully immersed in water, the opponent becomes panicked instead of shaken (will save negates) but each round the target of the blessing remains panicked, they receive a new saving throw to reduce the effect to the shaken condition. The effect persists for one minute. This ability does not affect creatures that do not breathe, possess the amphibious, aquatic, or water subtype, or are otherwise native to life in water. This is a mind-affecting and fear effect.
Drag into the Depths (Major): At 10th level, you or a touched ally gain the ability to drown an opponent during a grapple through the blessing of your deity. Upon a successful grapple, the target must succeed a fortitude saving throw or become unable to breathe, as though suddenly brought underwater. This saving throw must be made each round the grapple is successful and the effect ends if the save is successful. If pinned, the target makes a new saving throw against suffocation but failure means the target also becomes blinded and deafened on a failed fortitude saving throw, seeing only themselves falling deeper and deeper into the cold depths. No further saving throws are made regardless of success or failure. If the target is underwater, the opponent can only hold their breath for one round per two points of their constitution score. This benefit persists for one minute.

Neoxenok
2016-06-05, 08:22 PM
The Regions of Faerun
The regions within the geography of faerun is as much about the local regional cultures as much as the actual geography, so even peoples that have the same actual region can have somewhat different cultures, represented by the regional traits, languages, religions, and common magics in the area.
Characters of different overall races (and even some sub-races) can even have their own version of the same region, due to being their own cultural identity. Knowledge (http://www.d20pfsrd.com/skills/knowledge) (Local) grants a character detailed information about a local peoples, cultures, traditions, legends, religions, and other such information.
Each individual region lists what knowledge (local) skill applies to that particular region. Listed below on this page is the sort of information that can be acquired by a knowledge (local) check about any region in particular.

Sources: Player's Guide to Faerun, Player's Guide to Faerun Errata
House Rule: Regardless of a character's starting region, all starting characters that begin play in their home region begin play with a +1 trait bonus to the knowledge (http://www.d20pfsrd.com/skills/knowledge) (local) skill of their home region. In addition, they always treat that skill as though it were untrained, allowing for knowledge (local) checks in their home region above DC 10. Knowledge (Local) for a character's home region is always a class skill for that character.
House Rule: When selecting a religion, selecting one of the major religions within your home region grants you a +1 trait bonus to all knowledge (relgion) checks due to the availability of faith-related resources (churches, faith literature, priests, and congregations) and the ubiquitous presence of those of similar faith. You can also make knowledge (religion) checks above DC 10 as though the skill were untrained for you, but only with regards to your chosen faith.


Human Regions
Aglarond (http://www.giantitp.com/forums/showsinglepost.php?p=20859351&postcount=5), Altumbel (http://www.giantitp.com/forums/showsinglepost.php?p=20860023&postcount=6), Amn (http://www.giantitp.com/forums/showsinglepost.php?p=20862854&postcount=8), Anauroch (http://www.giantitp.com/forums/showsinglepost.php?p=20862934&postcount=9), Calimshan (http://www.giantitp.com/forums/showsinglepost.php?p=20863544&postcount=11), Chessenta (http://www.giantitp.com/forums/showsinglepost.php?p=20863768&postcount=12), Chult (http://www.giantitp.com/forums/showsinglepost.php?p=20864405&postcount=13), Cormyr (http://www.giantitp.com/forums/showsinglepost.php?p=20866009&postcount=14), the Dalelands (http://www.giantitp.com/forums/showsinglepost.php?p=20867330&postcount=15), Damara (http://www.giantitp.com/forums/showsinglepost.php?p=20867479&postcount=16), Dambrath (http://www.giantitp.com/forums/showsinglepost.php?p=20867570&postcount=17), the Dragon Coast (http://www.giantitp.com/forums/showsinglepost.php?p=20867805&postcount=18), the Golden Water (http://www.giantitp.com/forums/showsinglepost.php?p=20870886&postcount=19), the Great Dale (http://www.giantitp.com/forums/showsinglepost.php?p=20871025&postcount=20), the Great Glacier (http://www.giantitp.com/forums/showsinglepost.php?p=20871158&postcount=21), Halruaa (http://www.giantitp.com/forums/showsinglepost.php?p=20871500&postcount=22), the Hordelands (http://www.giantitp.com/forums/showsinglepost.php?p=20874289&postcount=23), Impiltur (http://www.giantitp.com/forums/showsinglepost.php?p=20874466&postcount=24), the Lake of Steam (http://www.giantitp.com/forums/showsinglepost.php?p=20875310&postcount=25), Lapaliiya (http://www.giantitp.com/forums/showsinglepost.php?p=20878138&postcount=26), Lantan (http://www.giantitp.com/forums/showsinglepost.php?p=20878287&postcount=27), the Moonsea (http://www.giantitp.com/forums/showsinglepost.php?p=20878656&postcount=28), the Moonshae Isles (http://www.giantitp.com/forums/showsinglepost.php?p=20878736&postcount=29), Mulhorand (http://www.giantitp.com/forums/showsinglepost.php?p=20878753&postcount=30), Narfell (http://www.giantitp.com/forums/showsinglepost.php?p=20880157&postcount=31), the Nelanther Isles (http://www.giantitp.com/forums/showsinglepost.php?p=20880379&postcount=32), Nimbral (http://www.giantitp.com/forums/showsinglepost.php?p=20882346&postcount=33), the North (http://www.giantitp.com/forums/showsinglepost.php?p=20901613&postcount=34), Rashemen (http://www.giantitp.com/forums/showsinglepost.php?p=20905761&postcount=35), the Ride (http://www.giantitp.com/forums/showsinglepost.php?p=20927132&postcount=36), Samarach (http://www.giantitp.com/forums/showsinglepost.php?p=20927170&postcount=37), Sembia (http://www.giantitp.com/forums/showsinglepost.php?p=20927304&postcount=38), the Shaar (http://www.giantitp.com/forums/showsinglepost.php?p=20927418&postcount=39), Shadovar (http://www.giantitp.com/forums/showsinglepost.php?p=20936617&postcount=41), Shou Expatriate (http://www.giantitp.com/forums/showsinglepost.php?p=20936698&postcount=42), Silverymoon (http://www.giantitp.com/forums/showsinglepost.php?p=20937074&postcount=43), the Sword Coast (http://www.giantitp.com/forums/showsinglepost.php?p=20941693&postcount=44), Tashalar (http://www.giantitp.com/forums/showsinglepost.php?p=20943958&postcount=45), Tehtyr (http://www.giantitp.com/forums/showsinglepost.php?p=20943999&postcount=46), Tharsult (http://www.giantitp.com/forums/showsinglepost.php?p=20944098&postcount=47), Thay (http://www.giantitp.com/forums/showsinglepost.php?p=20954102&postcount=48), Thesk (http://www.giantitp.com/forums/showsinglepost.php?p=20956697&postcount=49), Thindol (http://www.giantitp.com/forums/showsinglepost.php?p=20960411&postcount=50), Turmish (http://www.giantitp.com/forums/showsinglepost.php?p=20960664&postcount=51), Underdark (Old Shanatar (http://www.giantitp.com/forums/showsinglepost.php?p=20961842&postcount=52)), Unther (http://www.giantitp.com/forums/showsinglepost.php?p=20963966&postcount=53), Uthgardt Tribesfolk (http://www.giantitp.com/forums/showsinglepost.php?p=21211633&postcount=54), Vaasa (http://www.giantitp.com/forums/showsinglepost.php?p=21211675&postcount=55), the Vast (http://www.giantitp.com/forums/showsinglepost.php?p=21211675&postcount=56), the Vilhon Reach (http://www.giantitp.com/forums/showsinglepost.php?p=21211675&postcount=57), Waterdeep (http://www.giantitp.com/forums/showsinglepost.php?p=21267901&postcount=58), the Western Heartlands (http://www.giantitp.com/forums/showsinglepost.php?p=21289954&postcount=59), the Wizard's Reach (http://www.giantitp.com/forums/showsinglepost.php?p=21291233&postcount=60).


Dwarf Regions
Chult (http://www.giantitp.com/forums/showsinglepost.php?p=20864405&postcount=13), the Galena Mountains (http://www.giantitp.com/forums/showsinglepost.php?p=21291306&postcount=61), the Great Glacier (http://www.giantitp.com/forums/showsinglepost.php?p=20871158&postcount=21), the Great Rift (http://www.giantitp.com/forums/showsinglepost.php?p=21303252&postcount=62), Oldonnar (http://www.giantitp.com/forums/showsinglepost.php?p=21303263&postcount=63), the Smoking Mountains (http://www.giantitp.com/forums/showsinglepost.php?p=21347260&postcount=64), the Spine of the World (http://www.giantitp.com/forums/showsinglepost.php?p=21349294&postcount=79), the Sword Coast (http://www.giantitp.com/forums/showsinglepost.php?p=20941693&postcount=44), Turmish (http://www.giantitp.com/forums/showsinglepost.php?p=20960664&postcount=51), Underdark (Darklands (http://www.giantitp.com/forums/showsinglepost.php?p=21347299&postcount=65)), Underdark (Earthroot (http://www.giantitp.com/forums/showsinglepost.php?p=21347375&postcount=67)), Underdark (Northdark (http://www.giantitp.com/forums/showsinglepost.php?p=21347341&postcount=66)), Underdark (Old Shanatar (http://www.giantitp.com/forums/showsinglepost.php?p=20961842&postcount=52)), Waterdeep (http://www.giantitp.com/forums/showsinglepost.php?p=21267901&postcount=58)


Elf Regions
the Chondalwood (http://www.giantitp.com/forums/showsinglepost.php?p=21347420&postcount=68), Cormanthyr Drow (http://www.giantitp.com/forums/showsinglepost.php?p=21347439&postcount=69), Elven Court (http://www.giantitp.com/forums/showsinglepost.php?p=21347463&postcount=70), Evereska (http://www.giantitp.com/forums/showsinglepost.php?p=21347481&postcount=71), Evermeet (http://www.giantitp.com/forums/showsinglepost.php?p=21347510&postcount=72), the Forest of Lethyr (http://www.giantitp.com/forums/showsinglepost.php?p=21348415&postcount=73), the High Forest (http://www.giantitp.com/forums/showsinglepost.php?p=21348477&postcount=74), the Inner Sea (http://www.giantitp.com/forums/showsinglepost.php?p=21349070&postcount=75), Menzoberranyr (http://www.giantitp.com/forums/showsinglepost.php?p=21349182&postcount=76), the Outer Sea (http://www.giantitp.com/forums/showsinglepost.php?p=21349219&postcount=77), Sildeyuir (http://www.giantitp.com/forums/showsinglepost.php?p=21349250&postcount=78), Silverymoon (http://www.giantitp.com/forums/showsinglepost.php?p=20937074&postcount=43), Snow Eagle Aerie (http://www.giantitp.com/forums/showsinglepost.php?p=21350217&postcount=80), Waterdeep (http://www.giantitp.com/forums/showsinglepost.php?p=21267901&postcount=58), the Wealdath (http://www.giantitp.com/forums/showsinglepost.php?p=21573628&postcount=81), the Yuirwood (http://www.giantitp.com/forums/showsinglepost.php?p=21573646&postcount=82)


Gnome Regions
The Great Dale (http://www.giantitp.com/forums/showsinglepost.php?p=20871025&postcount=20), Lantan (http://www.giantitp.com/forums/showsinglepost.php?p=20878287&postcount=27), Thesk (http://www.giantitp.com/forums/showsinglepost.php?p=20956697&postcount=49), Underdark (Northdark (http://www.giantitp.com/forums/showsinglepost.php?p=21347341&postcount=66)), the Western Heartlands (http://www.giantitp.com/forums/showsinglepost.php?p=21289954&postcount=59)


Half-Elf Regions
Aglarond (http://www.giantitp.com/forums/showsinglepost.php?p=20859351&postcount=5), The Dalelands (http://www.giantitp.com/forums/showsinglepost.php?p=20867330&postcount=15), Dambrath (http://www.giantitp.com/forums/showsinglepost.php?p=20867570&postcount=17), the Dragon Coast (http://www.giantitp.com/forums/showsinglepost.php?p=20867805&postcount=18), the High Forest (http://www.giantitp.com/forums/showsinglepost.php?p=21348477&postcount=74), Silverymoon (http://www.giantitp.com/forums/showsinglepost.php?p=20937074&postcount=43), Waterdeep (http://www.giantitp.com/forums/showsinglepost.php?p=21267901&postcount=58)


Halfling Regions
Amn (http://www.giantitp.com/forums/showsinglepost.php?p=20862854&postcount=8), Calimshan (http://www.giantitp.com/forums/showsinglepost.php?p=20863544&postcount=11), Channath Vale (http://www.giantitp.com/forums/showsinglepost.php?p=22023377&postcount=83), the Chondalwood (http://www.giantitp.com/forums/showsinglepost.php?p=20860023&postcount=68), Luiren (http://www.giantitp.com/forums/showsinglepost.php?p=22023462&postcount=84), the North (http://www.giantitp.com/forums/showsinglepost.php?p=20901613&postcount=34), the Western Heartlands (http://www.giantitp.com/forums/showsinglepost.php?p=21289954&postcount=59)


Orc and Half Regions
Amn (http://www.giantitp.com/forums/showsinglepost.php?p=20862854&postcount=8), Chessenta (http://www.giantitp.com/forums/showsinglepost.php?p=20863768&postcount=12), the Hordelands (http://www.giantitp.com/forums/showsinglepost.php?p=20874289&postcount=23), the Moonsea (http://www.giantitp.com/forums/showsinglepost.php?p=20878656&postcount=28), the North (http://www.giantitp.com/forums/showsinglepost.php?p=20901613&postcount=34), Thesk (http://www.giantitp.com/forums/showsinglepost.php?p=20956697&postcount=49), Underdark (Northdark (http://www.giantitp.com/forums/showsinglepost.php?p=21347341&postcount=66)), Vaasa (http://www.giantitp.com/forums/showsinglepost.php?p=21211675&postcount=55)


Planetouched Regions
Calimshan (http://www.giantitp.com/forums/showsinglepost.php?p=20863544&postcount=11), Chessenta (http://www.giantitp.com/forums/showsinglepost.php?p=20863768&postcount=12), Impiltur (http://www.giantitp.com/forums/showsinglepost.php?p=20874466&postcount=24), Mulhorand (http://www.giantitp.com/forums/showsinglepost.php?p=20878753&postcount=30), the Silver Marches (http://www.giantitp.com/forums/showsinglepost.php?p=22023518&postcount=85), Thay (http://www.giantitp.com/forums/showsinglepost.php?p=20954102&postcount=48), Unther (http://www.giantitp.com/forums/showsinglepost.php?p=20963966&postcount=53), the Western Heartlands (http://www.giantitp.com/forums/showsinglepost.php?p=21289954&postcount=59)


Regions for Other Races
Ashane (http://www.giantitp.com/forums/showsinglepost.php?p=22024930&postcount=86) (Spirit Folk), Delimbiyr Vale (http://www.giantitp.com/forums/showsinglepost.php?p=22024962&postcount=87) (Fey'ri), the Earthfast Mountains (http://www.giantitp.com/forums/showsinglepost.php?p=22025717&postcount=88) (Bugbear, Goblin, Hobgoblin), the Far Hills (http://www.giantitp.com/forums/showsinglepost.php?p=22025748&postcount=89) (Kir-lanan), the Forest of Lethyr (http://www.giantitp.com/forums/showsinglepost.php?p=21348415&postcount=73) (Volodni), the High Forest (http://www.giantitp.com/forums/showsinglepost.php?p=21348477&postcount=74) (Centaur), the Icerim Mountains (http://www.giantitp.com/forums/showsinglepost.php?p=22028291&postcount=92), (Taer), the Plateau of Thay (http://www.giantitp.com/forums/showthread.php?490235-Finding-your-Path-in-the-Forgotten-Realms-2-Still-Looking&p=22032525#post22032525) (Centaur, Gnoll), the Shaar (http://www.giantitp.com/forums/showsinglepost.php?p=20927418&postcount=39)(Wemic), Sphur Upra (http://www.giantitp.com/forums/showsinglepost.php?p=22032541&postcount=96) (Gloaming), the Stormhorns (http://www.giantitp.com/forums/showsinglepost.php?p=22032651&postcount=97) (Aarakocra), Surkh (http://www.giantitp.com/forums/showsinglepost.php?p=22044106&postcount=99) (Lizardfolk), Underdark (Deep Imiskar (http://www.giantitp.com/forums/showsinglepost.php?p=22044141&postcount=100)) (Deep Imiskari), Underdark (Fluvenilstra (http://www.giantitp.com/forums/showsinglepost.php?p=22044180&postcount=101)) (Slyth), Underdark (Reeshov (http://www.giantitp.com/forums/showsinglepost.php?p=22044241&postcount=102)) (Grimlock), Underdark (Sloopdilmonpolop (http://www.giantitp.com/forums/showsinglepost.php?p=22044268&postcount=103)) (Kuo-toa), Underdark (Yathchol (http://www.giantitp.com/forums/showsinglepost.php?p=22044303&postcount=104)) (Chitine)

Knowledge (http://www.d20pfsrd.com/skills/knowledge) (Local) Checks:
Whenever you make a knowledge (local) check with regard to a region, you can make a check for general knowledge about the region, about a specific detail, fact, or other bit of lore, and specific information about individual legends, personalities, inhabitants, laws, customs, traditions, governments, cities, and the humanoids and other creatures specific to that area.
DC 5: You know the name and very general location of the region on a map. You might know a few names of exceptionally famous individuals or rulers from that area, even if you don't necessarily know if they are from a particular region. You are aware that one or more types of humanoids live in the area as perhaps even one or more individual races but not subraces. For example, you might know there are elves in the High Forest, but the kind or kinds of elf escape you. You can also achieve this information with a knowledge (geography) check of the same DC.
DC 10: Identify the difference between one humanoid subrace from another, such as the difference between a moon elf and a sun elf or a chondath human from a mulan human. You also possess vague knowledge about the most overtly famous aspects of the local culture and the most famous legends, personalities, and rulers of that area. You can also identify cities from this region that are well known outside of the region and vitally important within the region. You are aware of the most common language used in the region. You are aware of the most common religion or religions worshipped in the region. You can identify a particular region on a map. You can also achieve this information with a knowledge (geography) check of the same DC.
DC 11: You know a few things about the local tradition that is somewhat common knowledge outside of the region. You know a few topical facts about the region with regard to current events and a few highlights of the history of the region but not in great detail.
DC 12: You can identify prominent landmarks of a region and regions important to travelers and tourists. This is the minimum DC required to know enough about the region's culture to avoid a major kerfuffle with the locals and avoid any penalties to charisma and charisma-based skill checks due to culture shock.
DC 13: You have some knowledge of the different major cultures and some of the native animals that reside there, especially those of prominence or importance to the local economy. You know enough about the local government to have a very broad idea of how it works and perhaps a few interesting facts about it. You might know a few trivia facts about the region.
DC 15: You are aware of local rumors and up-to-date information on current events related to the region. You know of the common customs and local traditions that are practiced in that region even if those customs aren't generally well known outside of the region. You know general information about the local personalities and important officials as well as important details about the region's government, culture, and it's peoples. You are aware of the important landmarks and have some knowledge of the most important events of the local history.
DC 18: You possess detailed, professional-level knowledge of your local region and it's customs, personalities, government, locales, and culture and numerous historical facts about these things. This level of knowledge extends to interesting trivia and details about the goings on within the town that even most locals are unaware of.
DC 20: You are knowledgeable of details that are unknown even in professional circles, such as hidden rulers, organizations, and locations. This is not necessarily hidden to locals, but your knowledge of facts and details of this region includes things that the locals actively keep hidden from outsiders but not from other locals.
DC 25:
DC 30:
DC 35:
DC 45:


Regional Traits

Neoxenok
2016-06-05, 09:04 PM
Aglarond
Under Construction
Note that more lore information will be added when I start converting the actual forgotten realms campaign setting including examples of what the broader strokes of the kind of information you can gain with an appropriate knowledge (local) check.
Source: Player's Guide to Faerun
Knowledge (http://www.d20pfsrd.com/skills/knowledge) (Local-Aglarond (http://forgottenrealms.wikia.com/wiki/Aglarond))

Campaign Location:

Shared Regions:

Lore: The Yuirwood is home to the largest population of half-star elves and half-wild elves in Faerun. The half-elves of Aglarond, however, descend from the moon elves that were far more friendly to human contact before the star elves returned to Faerun.

Region: Aglarond (Half-Elf)
Recommended Subraces: Half-Moon Elf
Automatic Languages: Aglarondan, Elven
Bonus Languages: Chessentan, Damaran, Draconic, Mulhorandi, Orc, Sylvan, Untheric
Favored Deities: Mielikki, Rillifane, Rallathil, Silvanus
Regional Traits: Forester, Luck of Heroes, Militia, Treetopper
Bonus Equipment: In addition to your normal starting equipment at first level, you can select either (A), (B), or neither and add 100gp to your starting gold. These benefits only apply to starting 1st level characters. (A) Masterwork Longbow or Masterwork Longsword; (B) Masterwork Hide Armor and Masterwork Darkwood (http://www.d20pfsrd.com/equipment---final/special-materials#TOC-Darkwood) Shield.

Lore: The humans of Aglarond dwell along the northern shores of the peninsula, leaving the green Yuirwood to the elves and half-elves.

Region: Aglarond (Human)
Recommended Subraces: Chondathan, Damaran, Rashemi
Automatic Languages: Aglarondan
Bonus Languages: Chessentan, Damaran, Draconic, Elven, Mulhorandi, Orc, Sylvan, Untheric
Favored Deities: Chauntea, Selune, Valkur
Regional Traits: Discipline, Luck of Heroes, Treetopper
Bonus Equipment: In addition to your normal starting equipment at first level, you can select either (A), (B), or neither and add 100gp to your starting gold. These benefits only apply to starting 1st level characters. (A) Masterwork Studded Leather Armor and 20 Masterwork Arrows; (B) Arcane Scroll containing Protection from Arrows (http://www.d20pfsrd.com/magic/all-spells/p/protection-from-arrows) and Web (http://www.d20pfsrd.com/magic/all-spells/w/web) (caster level 3rd).

Neoxenok
2016-06-06, 02:14 AM
Altumbel
Under Construction
Note that more lore information will be added when I start converting the actual forgotten realms campaign setting including examples of what the broader strokes of the kind of information you can gain with an appropriate knowledge (local) check.
Source: Player's Guide to Faerun
Knowledge (http://www.d20pfsrd.com/skills/knowledge) (Local-Aglarond (http://forgottenrealms.wikia.com/wiki/Altumbel))

Campaign Location: The Unapproachable East

Shared Regions: Aglarond (http://www.giantitp.com/forums/showsinglepost.php?p=20859351&postcount=5)

Lore: Populated by clannish humans and merchant-pirates, Altumbel lies near the center of the Sea of Fallen Stars.

Region: Altumbel
Recommended Subraces: Chondathan, Damaran, Mulan
Automatic Languages: Aglarondan
Bonus Languages: Aquan, Chondathan, Chessentan, Rashemi, Serusan, Untheric
Favored Deities: Chauntea, Selune, Valkur
Regional Traits: Bullheaded, Militia, Stormheart
Bonus Equipment: In addition to your normal starting equipment at first level, you can select either (A), (B), or neither and add 100gp to your starting gold. These benefits only apply to starting 1st level characters. (A) Masterwork Longsword or Masterwork Spear; (B) Masterwork Chain Shirt and Masterwork Lute (http://www.d20pfsrd.com/equipment---final/goods-and-services/tools-kits#TOC-Musical-Instrument).

Neoxenok
2016-06-06, 03:16 AM
Regional Traits of the Forgotten Realms
Regional traits are keyed to specific regions, be they large (such as a nation or geographic region) or small (such as a city or a specific mountain).

In order to select a regional trait, your PC must have originated from that region or possess at least one rank in a knowledge (local) skill keyed to that region. You can possess only one regional trait regardless of the number of total allowed traits (typically two).

Aftersight [Regional]
Source: Races of Faerun
Will be added when Races of Faerun is converted.
Prerequisite Regions: Rashemen (Human)

Ancestral Spirit [Regional]
Source: Races of Faerun
Will be added when Races of Faerun is converted.
Prerequisite Regions: the Great Glacier (Human), Uthgardt Tribesfolk (Human)

Animal Friends [Regional]
Source: Races of Faerun
Will be added when Races of Faerun is converted.
Prerequisite Regions: the Great Dale (Gnome)

Arachnid Rider [Regional]
Source: Races of Faerun
Will be added when Races of Faerun is converted.
Prerequisite Regions: Menzoberranyr (Elf), Underdark (Darklands) (Dwarf)

Arcane Schooling [Regional]
Source: Player's Guide to Faerun
In your homeland, magic is prominent and amongst many in your culture and some basic knowledge of the use of arcane magic is available to everyone.
Prerequisite Regions: Chessenta (Humans, Planetouched), the Golden Water (Human), Halruaa (Human), Lantan (Human), Mulhorand (Human), Nimbral (Human), Underdark (Deep Imaskar) (Deep Imaskari), Unther (Human), Wizards' Reach (Human)
Benefit: The use magic device skill is a class skill for you and you can make skill checks with use magic device as though it were an untrained skill, allowing for skill checks above DC 10. You gain a +3 trait bonus to activate arcane scrolls and wands.

Arctic Adaptation [Regional]
Source: Races of Faerun
Will be added when Races of Faerun is converted.
Prerequisite Regions: Damara (Human), Narfell (Human), the North (Human), Vaasa (Human)

Artist [Regional]
Source: Player's Guide to Faerun
Your people cultivated and developed the artistic talents of those with the willingness and drive to express themselves through their artistic talents.
Prerequisite Regions: Chessenta (Human), the Dalelands (Half-Elf), Sildeyuir (Elf), Snow Eagle Aerie (Elf), Thesk (Gnome), Waterdeep (Human), Western Heartlands (Gnome, Human)
Benefit: Select one of the following options: 1) You can select any two of the following skills that are craft skills that involves art (such as calligraphy, painting, sculpture, and weaving) or perform skills. Of the two you have selected, you gain those skills as class skills. If those skills are already class skills, you gain a +1 trait bonus to those skills. Bards and Skalds that select this feat additionally gain a bonus round of use of their bardic music or equivalent. Once these choices are made, the choices are permanent.

Axethrower [Regional]
Source: Player's Guide to Faerun
Throwing heavy weapons is a necessity of daily life for hunting, fishing, and even fighting. You've learned to throw far and accurate with various thrown weapons.
Prerequisite Regions: the Great Glacier (Dwarf, Human), the Moonsea (Orc and Half-Orc), the Moonshae Isles (Human), Surkh (Lizardfolk), the North (Human), Underdark (Northdark) (Orc and Half-Orcs), Vaasa (Human)
Benefit: The range increment of any throwing weapon you wield is 10ft greater for you. In addition, the range penalty you receive for throwing your weapon beyond the first range increment is lessened by one.

Azerblood [Regional]
Source: Races of Faerun
Will be added when Races of Faerun is converted.
Prerequisite Regions: Underdark (Old Shanatar) (Dwarf)

Batrider [Regional]
Source: Races of Faerun
Will be added when Races of Faerun is converted.
Prerequisite Regions: Underdark (Old Shanatar) (Dwarf)

Battlejump [Regional]
Source: Unapproachable East
Will be added when Unapproachable East is converted.
Prerequisite Regions: the Icerim Mountains (Taer)

Blooded [Regional]
Source: Player's Guide to Faerun
Fighting, combat, and the threat of death wears on anyone and the value of reacting quickly and efficiently to the defense of your home and family means you need to always keep your wits about you.
Prerequisite Regions: the Chondalwood (Elf), Cormanthyr Drow (Elf), the Dalelands (Human), Delimbiyr Vale (Fey'ri), the Inner Sea (Elf), Menzoberranyr (Elf), the Nelanther Isles (Human), the Outer Sea (Elf), the Plateau of Thay (Centaur, Gnoll), Sildeyuir (Elf), Silverymoon (Human), Tethyr (Human), Underdark (Earthroot), Underdark (Northdark) (Orc and Half-Orcs), Underdark (Reeshov) (Grimlock), Vaasa (Orc and Half-Orc)
Benefit: You gain a +1 trait bonus to initiative and perception checks as well as will saving throws against fear.

Bloodline of Fire [Regional]
Source: Player's Guide to Faerun
You are descended from the efreet that ruled Calimshan long ago. Your blood retains much of the fire in their spirit.
Prerequisite Region: Calimshan (Human, Planetouched)
Benefit: You receive a +1 trait bonus to all saving throws against fire and fire effects. Any supernatural, spell-like abilities, or spells you use with the fire descriptor or the fire type that deals fire damage deals an additional one point of fire damage per damage die used in the effect to a maximum of +5 damage. For example, a level 3 sorcerer that casts burning hands deals 3d4+3 points of fire damage in total on a failed saving throw. The same sorcerer at 8th level that casts fireball deals 8d6+5 points of damage on a failed saving throw.

Bullheaded [Regional]
Source: Player's Guide to Faerun
You've seen a lot during your life and you've been threated by foes both angry and fearsome. It takes quite a bit to shake your resolve.
Prerequisite Region: Altumbel (Human), Damara (Human), the Great Dale (Human), the Great Rift (Dwarf), the Icerim Mountains (Taer), Rashemen (Human), the Spine of the World (Dwarf), Underdark (Earthroot), Underdark (Northdark) (Dwarf), Western Heartlands (Human)
Benefit: You gain a +1 trait bonus to all will saving throws. Any time you successfully save against a fear effect that grants a secondary effect upon a successful saving throw, you instead negate the effect. The duration of any such effect is reduced by one round regardless if the saving throw was successful (minimum 0 rounds).

Caravanner [Regional]
Source: Races of Faerun
Will be added when Races of Faerun is converted.
Prerequisite Regions: Cormyr (Human), the Dalelands (Human), Sembia (Human), Thesk (Human), Western Heartlands (Human)

Cosmopolitan [Regional]
Source: Player's Guide to Faerun
You are very comfortable in your own skin around anyone, regardless of their background or history and you know enough about city life that you know if you're not capable in the lies, doublespeak, and general deceitfulness of the people of the city, then you'll just be another of their victims.
Prerequisite Region: Amn (Halfling, Human), the Golden Water (Human), the Sword Coast (Human), Waterdeep (Dwarf, Elf, Half-Elf, Human)
Benefit: You gain a +1 trait bonus to all bluff and sense motive checks as well as diplomacy checks to gather information.

Dauntless [Regional]
Source: Player's Guide to Faerun
You can withstand greater punishment and continue to thrive and push forward.
Prerequisite Region: Amn (Orc or Half-Orc), Chessenta (Orc or Half-Orc), Damara (Human), the Galena Mountains (Dwarf), the Great Dale (Human), Impiltur (Human), the Moonshae Isles (Human), Surkh (Lizardfolk), Smoking Mountains (Dwarf), Turmish (Dwarf), Underdark (Earthroot), Underdark (Fluvenilstra) (Slyth), Underdark (Old Shalantar) (Dwarf, Human), Vaasa (Orc and Half-Orc)
Benefit: You gain +2 hit points at first level. At 2nd level, you gain hit points as though you rolled the maximum allowable on your hit die roll. At 3rd level and above, you determine hit points normally.

Discipline [Regional]
Source: Player's Guide to Faerun
Your culture has given you all the tools you need to clear and focus your mind to accomplish any task through sheer willpower and determination. You are difficult to distract even under the duress of combat or magic.
Prerequisite Region: Aglarond (Human), Cormyr (Human), Evereska (Elf), Luiren (Halfling), Mulhorand (Planetouched), Shadovar (Human), Shou Expatriate (Human), Thay (Human), Underdark (Fluvenilstra) (Slyth), Underdark (Yathchol) (Chitine), Western Heartlands (Gnome), the Yuirwood (Elf)
Benefit: You gain a +1 trait bonus to all will saving throws and to all concentration checks.

Disentangler [Regional]
Source: Races of Faerun
Will be added when Races of Faerun is converted.
Prerequisite Regions: Chult (Dwarf)

Draw from the Land [Regional]
Source: Unapproachable East
Will be added when Unapproachable East is converted.
Prerequisite Regions: Rashemen (Human)

Dreadful Wrath [Regional]
Source: Player's Guide to Faerun
Fear is a potent ally and you've learned to inspire it with your every action.
Prerequisite Regions: the Far Hills (Kir-Lanan), Impiltur (Planetouched), Rashemen (Human), Silver Marches (Planetouched), Thay (Planetouched), Underdark (Sloopdilmonpolop) (Kuo-Toa), Western Heartlands (Planetouched)
Benefit: Select one of the following three actions. 1) Perform a charge attack, 2) cast a spell that targets either an enemy or includes an enemy in its area, or 3) make a single attack. With your selected action, you can make an intimidate check to demoralize the targeted opponent as a part of the action performed. However, when making an attack or casting a spell, the time it takes to perform the action increases. If the action is a standard action, then it increases to a full-round action. Spells that require a full-round action instead require a one-round action. Spells with longer casting times or swift and immediate action casting times (such as a quickened spell) cannot be affected by this feat. Charge attacks are performed as normal, except that your AC penalty increases from -2 to -4. Only one enemy can be intimidated by an action through the use of this trait, even if your action damages or targets multiple enemies. Once you have selected an action when taking this trait, that choice is permanent.

Drow Eyes [Regional]
Source: Races of Faerun
Will be added when Races of Faerun is converted.
Prerequisite Regions: Dambrath (Half-Elf)

Education [Regional]
Source: Player's Guide to Faerun
The availability and importance of education is paramount and formal schooling was given to you from a young age.
Prerequisite Regions: Chessenta (Human), Evermeet (Elf), Lantan (Gnome, Human), Silverymoon (Elf, Half-Elf, Human), Snow Eagle Aerie (Elf), Waterdeep (Human)
Benefit: You gain one of the following: 1) A +1 trait bonus to two knowledge skill of your choice. 2) You can select two knowledge skills. These skills are always class skills for you. 3) You can select one knowledge skill. You gain a +1 trait bonus to that skill and that skill is a class skill for you. Once this choice is made, that choice is permanent.

Ethran [Regional]
Source: Player's Guide to Faerun
You have been initiated into the Wychlaran as a member of the Ethran (the "untrained".)
Prerequisite Region: Rashemen (Human)
Benefit: You gain the ability to participate in the circle magic of Hathrans. Knowledge (Local-Rashemen) becomes a class skill for you if it wasn't already and you gain a +1 trait bonus to all Knowledge (Local-Rashemen) checks.

Fearless [Regional]
Source: Player's Guide to Faerun
You have been through far more in a week than many in Faerun have faced in their lifetimes and your courage is unflappable. Where others would cower in fear, you stand strong.
Prerequisite Region: Anauroch (Human), Channath Vale (Halflings), the Hordelands (Orc and Half-Orc), Elven Court (Elf), Impiltur (Human), Lantan (Gnome), Snow Eagle Aerie (Elf), Sphur Upra (Gloamings), the Stormhorns (Aaracokra), Western Heartlands (Halfling)
Benefit: You gain a +1 trait bonus to will saving throws against fear and to initiative. Any time you successfully save against a fear effect that grants a secondary effect upon a successful saving throw, you instead negate the effect and the duration of any such effect is reduced by one round regardless if the saving throw was successful (minimum 0 rounds).

Fleet of Foot [Regional]
Source: Player's Guide to Faerun
You know how to make use of your mobility in combat.
Prerequisite Regions: the Dalelands (Half-Elf), the Forest of Lethyr (Elf), the High Forest (Elf, Half-Elf), the Shaar (Human), Thindol (Human), the Wealdath (Elf)
Benefit: You gain a +1 dodge bonus to your armor class and combat maneuver defense anytime you move 10 feet or more in a combat round against attacks of opportunity. Any time you perform a run action, your base speed improves by 5 feet. (Therefore, if your normal base speed is 30ft, then when you take a run action for x4 speed, you can move a distance equal to 140 feet or 175 feet if you also possess the run feat and can run at x5 your base speed.

Foe Hunter [Regional]
Source: Player's Guide to Faerun
Your land and way of life is constantly besieged by fierce enemies and raiders. Training and experience in fighting them has taught you a great deal about how to best them.
Prerequisite Regions: Chult (Human), Cormyr (Human), the Dragon Coast (Half-Elves), the Galena Mountains (Dwarf), Impiltur (Human), the Moonsea (Human), the North (Halfling, Human), Samarach (Human), the Spine of the World (Dwarf), Tashalar (Human), Thindol (Human)
Benefit: You gain a +1 trait bonus to bluff, sense motive, and survival checks against a particular foe determined by your region (normally listed in parenthesis next to this feat). You also gain a +1 bonus to all weapon, unarmed strike, and natural attack damage rolls against your regional foe.

Forester [Regional]
Source: Player's Guide to Faerun
You have lived your life in one of the many great forests of Faerun and you can make just about any forest your home.
Prerequisite Region: Aglarond (Half-Elf), the Chondalwood (Elf, Halfling), the Dalelands (Human), the Forest of Lethyr (Elf, Volodni), the High Forest (Elf, Half-Elf, Centaur), the Great Dale (Gnome, Human)
Benefit: You gain a +1 trait bonus to all perception and stealth checks. When in a forested terrain, these bonuses increase to +2.

Forgeheart [Regional]
Source: Player's Guide to Faerun
Work around the strong heat of the forge fire or the heat-blasted lands of your homeland (or both) has made you inured to extreme heat that would fell lesser creatures.
Prerequisite Regions: Smoking Mountains (Dwarf), the Sword Coast (Dwarf)
Benefit: You gain a +5 trait bonus to all fortitude saving throws against heat dangers (http://www.d20pfsrd.com/gamemastering/environment/environmental-rules#TOC-Heat-Dangers) and a +2 trait bonus to fortitude and reflex saving throws against effects that cause fire damage. These benefits do not stack with one another.

Furious Charge [Regional]
Source: Player's Guide to Faerun
You are no stranger to battle and the value of mobility and he necessity of striking fast, hard, and true.
Prerequisite Regions: Chessenta (Orc or Half-Orc), Cormyr (Human), the High Forest (Centaur), the Ride (Human), the Shaar (Wemic), the Stormhorns (Aaracokra), Tethyr (Human), Uthgardt Tribesfolk (Human)
Benefit: Upon a successful attack after a charge attack, you deal +2 points of precision-based damage. Creatures immune to critical hits or sneak attack (or both) is immune to this additional damage.

Genie Lore [Regional]
Source: Races of Faerun
Will be added when Races of Faerun is converted.
Prerequisite Regions: Calimshan (Human)

Gift of Tongues [Regional]
Source: Races of Faerun
Will be added when Races of Faerun is converted.
Prerequisite Regions: Evereska (Elf)

Grim Visage [Regional]
Source: Races of Faerun
Will be added when Races of Faerun is converted.
Prerequisite Regions: Damara (Human)

Harem Trained [Regional]
Source: Races of Faerun
Will be added when Races of Faerun is converted.
Prerequisite Regions: Calimshan (Human)

Horse Nomad [Regional]
Source: Player's Guide to Faerun
Riding and shooting is a way of life for you and is valued by your culture.
Prerequisite Regions: the Hordelands (Human, Orc and Half-Orc), the Ride (Human), the Shaar (Human)
Benefit: You gain proficiency in the shortbow (and the composite shortbow), the light lance, and the scimitar. You also gain a +1 trait bonus to all ride checks and the ride skill is considered a class skill for you.

Iron Mind [Regional]
Source: Races of Faerun
Will be added when Races of Faerun is converted.
Prerequisite Regions: Underdark (Darklands) (Dwarf)

Jotunbrud [Regional]
Source: Races of Faerun
Will be added when Races of Faerun is converted.
Prerequisite Regions: Damara (Human), the North (Human)

Jungle Stamina [Regional]
Source: Races of Faerun
Will be added when Races of Faerun is converted.
Prerequisite Regions: Chult (Dwarf)

Knifefighter [Regional]
Source: Player's Guide to Faerun
You're adept at fighting and using weapons within a grapple.
Prerequisite Regions: Anauroch (Human), Channath Vale (Halflings), Chessenta (Planetouched), Dambrath (Half-Elf, Human), the Dragon Coast (Half-Elves), Earthfast Mountains (Bugbear, Goblin, Hobgoblin), the Lake of Steam (Human), the Sword Coast (Human), Thesk (Orc and Half-Orc), Underdark (Yathchol) (Chitine)
Benefit: When attacking with an unarmed strike or light weapon in a grapple, you do not take the -2 penalty to attacks rolls.

Landwalker [Regional]
Source: Races of Faerun
Will be added when Races of Faerun is converted.
Prerequisite Regions: the Inner Sea (Elf)

Long Reach [Regional]
Source: Unapproachable East
Will be added when Unapproachable East is converted.
Prerequisite Regions: the Forest of Lethyr (Volodni), the Plateau of Thay (Centaur, Gnoll)

Luck of Heroes [Regional]
Source: Player's Guide to Faerun
Danger is fraught from every corner in your region and even the ordinary can, even unexpectedly, achieve the extraordinary.
Prerequisite Region: Aglarond (Half-Elf and Human), Channath Vale (Halflings), the Dalelands (Human), Elven Court (Elf), the Forest of Lethyr (Elf), Sphur Upra (Gloamings), Tethyr (Human), Turmish (Human), the Vast (Human), Western Heartlands (Halfling), the Yuirwood (Elf)
Benefit: Once per day, as an immediate action, if you were to fail a saving throw or be hit with an attack against your armor class or combat maneuver defense by one or two points, you can instead count your saving throw, armor class, or combat maneuver defense as a success, as though it were one or two points higher.

Magic in the Blood [Regional]
Source: Player's Guide to Faerun
Your ability to naturally manipulate magic is a little greater for you than others.
Prerequisite Regions: Ashane (Spirit Folk), Calimshan (Planetouched), Delimbiyr Vale (Fey'ri), the Far Hills (Kir-Lanan), the Great Dale (Gnome), Menzoberranyr (Elf), Mulhorand (Planetouched), Oldonnar (Dwarf), Thesk (Gnome), Underdark (Darklands) (Dwarf), Underdark (Northdark) (Gnome), Unther (Planetouched)
Benefit: You gain two additional uses of any spell-like ability you can cast. This need not be a spell-like ability you gain at 1st level but it must be a 0 level or 1st level spell-like ability. Once your choice is made, it cannot be changed.

Magical Training [Regional]
Source: Player's Guide to Faerun
Learning to use magic in your culture is a part of everyday schooling and in your culture, it seems most people at least know the basics of magic.
Prerequisite Regions: Evereska (Elf), Evermeet (Elf), Halruaa (Human), Nimbral (Human)
Benefit: You can select one of the following. Once your choice is made, the benefit is permanent. 1) You gain the ability to use a single arcane cantrip (0-level spell) of your choice once per day as a spell-like ability. The saving throw DC is charisma-based. 2) You gain a bonus spell slot from which to prepare zero-level spells if you prepare spells similarly to a wizard or a witch. 3) You gain a bonus cantrip spell known if you are a arcane spellcasting class that gains spells known similarly to the bard or sorcerer.

Merchantile Background [Regional]
Source: Player's Guide to Faerun
Whether you come from a wealthy family, a family with a deep tradition in the art of the negotiation, trade, or business, or you just have the gift of a salesman's tongue, you have a talent for the art of buying and selling.
Prerequisite Region: Amn (Halfling, Human), Calimshan (Halfling), Lantan (Gnome, Human), Sembia (Human), Shou Expatriate (Human), the Sword Coast (Human), Tashalar (Human), Tharsult (Human), Thesk (Human), Turmish (Human), Underdark (Darklands) (Dwarf), Underdark (Northdark) (Gnome), the Vast (Human), Waterdeep (Human)
Benefit: Any item you sell is sold at 55% of its normal market value and any item you purchase is purchased at 95% of it's normal market value. Any time a skill check is required to haggle up or down a price, the character receives a +1 trait bonus to the relevant skill check or skill checks and any end result of a haggle results with a 5% bonus to the character's favor.
Normal: Items are normally sold at 50% of market value and purchased at 100% of it's market value.

Metallurgy [Regional]
Source: Races of Faerun
Will be added when Races of Faerun is converted.
Prerequisite Regions: the Great Rift (Dwarf), the Sword Coast (Dwarf)

Militia [Regional]
Source: Player's Guide to Faerun
You were trained at an early age to fight and have been a part of a well-armed militia in the defense of your home and the lands to which your home is a part. Therefore, you know your way around a few weapons.
Prerequisite Region: Aglarond (Half-Elf), Altumbel (Human), the Dalelands (Human), Impiltur (Human), Luiren (Halfling), Samarach (Human), Thindol (Human), Turmish (Human)
Benefit: You gain one of the following benefits: 1) You gain proficiency in one martial weapon of your choice. 2) You gain proficiency in two simple weapons of your choice. 3) Your non-proficiency penalty in all simple and martial weapons is reduced by 2. Once you make your choice, that choice is permanent.

Mind over Body [Regional]
Source: Player's Guide to Faerun
Your mental discipline that you have developed through the teachings from the aesthetics and mystics of your homeland have allowed you to reduce your body's frailties with the power of your mind and thoughts.
Prerequisite Regions: Ashane (Spirit Folk), Calimshan (Human, Planetouched), Mulhorand (Human), Shou Expatriate (Human), Silverymoon (Elf, Half-Elf, Human), Snow Eagle Aerie (Elf), Thay (Human, Planetouched)
Benefit: Select the highest ability modifier of your constitution, intelligence, wisdom, and charisma. You can use that modifier instead of your constitution modifier to determine your bonus hit points at first level. If you can cast spells or manifest psionics (not spell-like abilities or supernatural abilities), then you gain +3 additional hit points. At 2nd level and every level thereafter, you determine hit points normally.

Nobody's Fool [Regional]
Source: Races of Faerun
Will be added when Races of Faerun is converted.
Prerequisite Regions: Luiren (Halfling), Western Heartlands (Halfling)

Oral History [Regional]
Source: Races of Faerun
Will be added when Races of Faerun is converted.
Prerequisite Regions: the Great Glacier (Dwarf), the Moonshae Isles (Human), Smoking Mountains (Dwarf), the Spine of the World (Dwarf), Uthgardt Tribesfolk (Human)

Otherworldly [Regional]
Source: Player's Guide to Faerun
Whether due to the favor of your deity or some other mystical influence, you have become something a little more and a little greater than mortal.
Prerequisite Regions: Ashane (Spirit Folk), Evermeet (Elf), Sildeyuir (Elf), Underdark (Deep Imaskar) (Deep Imaskari)
Benefit: You gain the outsider type with the native subtype, replacing your normal type and subtype. You gain a +1 trait bonus to all charisma-based skill checks with creatures of your original type and subtype as they see you as something unique and intriguing among others of your kind. In addition, you gain 60ft Darkvision.

Plague Resistant [Regional]
Source: Races of Faerun
Will be added when Races of Faerun is converted.
Prerequisite Regions: the Vilhoun Reach (Human)

Resist Poison [Regional]
Source: Player's Guide to Faerun
Whether due to the devices of nature and fate or the purposeful intent of those that wish you harm, you have become inured to poisons to a greater extent than most.
Prerequisite Regions: Dambrath (Human), Earthfast Mountains (Bugbear, Goblin, Hobgoblin), Lapaliiya (Human), the Moonsea (Orc and Half-Orc), the North (Orc and Half-Orc), Underdark (Northdark) (Dwarf), Underdark (Old Shalantar) (Human), Underdark (Yathchol) (Chitine)
Benefit: You gain a +1 trait bonus to fortitude saving throws to resist poison. If the poison that afflicts you requires two or more consecutive saving throws to negate the effects of the poison, you need one fewer consecutive successful saving throws to negate the effects of the poison.

Saddleback [Regional]
Source: Player's Guide to Faerun
You've spent endless hours around horses and learning to ride and fight on saddleback.
Prerequisite Regions: Cormyr (Human), Dambrath (Human), the Hordelands (Human), Narfell (Human), Nimbral (Human), the North (Human), Western Heartlands (Human)
Benefit: You gain a +1 trait bonus to all ride checks and ride is a class skill for you. If you, the mount you are riding, or both you and your mount is subject to a reflex saving throw, you gain a +1 trait bonus to that saving throw as long as you are mounted.

Shadow Shield [Regional]
Source: Races of Faerun
Will be added when Races of Faerun is converted.
Prerequisite Regions: Western Heartlands (Human)

Shadow Song [Regional]
Source: Races of Faerun
Will be added when Races of Faerun is converted.
Prerequisite Regions: Western Heartlands (Human)

Shadow Walk [Regional]
Source: Races of Faerun
Will be added when Races of Faerun is converted.
Prerequisite Regions:

Silver Palm [Regional]
Source: Player's Guide to Faerun
Your culture is based upon haggling and the art of the deal. You're talented at manipulating people and appraising your wares.
Prerequisite Regions: Amn (Halfling, Human), the Dragon Coast (Human), the Golden Water (Human), the Great Rift (Dwarf), Sembia (Human), Tharsult (Human), Thesk (Human), Turmish (Dwarf), the Vilhoun Reach (Human), Waterdeep (Dwarf, Human)
Benefit: You gain a +1 trait bonus to all appraise, bluff, diplomacy, and sense motive checks when bargaining (http://www.d20pfsrd.com/skills/diplomacy). You can select one of these skills and that becomes a class skill for you if one of them isn't already.

Sky Rider [Regional]
Source: Races of Faerun
Will be added when Races of Faerun is converted.
Prerequisite Regions: the Great Rift (Dwarf)

Smooth Talk [Regional]
Source: Player's Guide to Faerun
Whether through diplomacy or passionate if misguided argumentation, your culture values settling disputes with words and reason.
Prerequisite Regions: Silverymoon (Human), Sphur Upra (Gloamings), Thesk (Gnome, Human), Waterdeep (Elf, Half-Elf, Human)
Benefit: You gain a +1 trait bonus to all diplomacy checks and diplomacy is a class skill for you.

Snake Blood [Regional]
Source: Player's Guide to Faerun
The blood of the yuan-ti taints your blood and grants you a heritage just on the periphery of the human lineage.
Prerequisite Regions: Chult (Human), the Lake of Steam (Human), Lapaliiya (Human), Samarach (Human), Tashalar (Human), Tharsult (Human), Thindol (Human), the Vilhoun Reach (Human), Western Heartlands (Human)
Benefit: You gain a +1 trait bonus to reflex saving throws and initiative checks. You also gain a +1 trait bonus to fortitude saving throws against poison.

Spellwise [Regional]
Source: Player's Guide to Faerun
Spells and magic are relatively common in your culture and you can quickly learn to recognize it for what it is.
Prerequisite Regions: Calimshan (Human), Evermeet (Elf), Halruaa (Human), Nimbral (Human), Shadovar (Human), Wizards' Reach (Human)
Benefit: You gain a +1 trait bonus to will saves against illusion spells and effects and all spellcraft checks. Spellcraft is a class skill for you.

Spire Walking [Regional]
Source: Races of Faerun
Will be added when Races of Faerun is converted.
Prerequisite Regions: Western Heartlands (Human)

Stoneshaper [Regional]
Source: Races of Faerun
Will be added when Races of Faerun is converted.
Prerequisite Regions: the Galena Mountains (Dwarf), Oldonnar (Dwarf), Turmish (Dwarf)

Street Smart [Regional]
Source: Player's Guide to Faerun
You know how to keep an ear to rumor and maintain an active network to stay knowledgeable about your home and the secrets therein.
Prerequisite Region: Amn (Halfling, Human), Calimshan (Halfling, Human), the Moonsea (Human), Unther (Human), Western Heartlands (Planetouched), Wizards' Reach (Human)
Benefit: You gain a +1 trait bonus to diplomacy checks to gather information as well as intimidate and sense motive checks. After spending 24 hours within a city and spending a day talking to people through a DC 15 diplomacy check to gather information, these bonuses increase to +2 within that city for the remaining duration of your stay and for 1d4 days after.

Stormheart [Regional]
Source: Player's Guide to Faerun
Whether you were born with sea legs or you were forced to grow a pair, you are naturally attuned to the waves and the dangers thereof.
Prerequisite Region: Altumbel, the Dragon Coast (Human), the Lake of Steam (Human), Lapaliiya (Human), the Nelanther Isles (Human), the Sword Coast (Human), Tharsult (Human)
Benefit: You gain a +1 trait bonus to all acrobatics checks and profession (sailor) checks. You ignore all movement penalties for fighting on pitching or slippery decks.

Strong Soul [Regional]
Source: Player's Guide to Faerun
The supernatural powers and magic that can rip a man's soul right out of his body is well known to you and your people and through either training or natural talent, you can resist even the most horrifying of fates.
Prerequisite Regions: Channath Vale (Halflings), the Dalelands (Half-Elf), Dambrath (Half-Elf), Elven Court (Elf), Luiren (Halfling), the Moonshae Isles (Human), Oldonnar (Dwarf), Silverymoon (Elf, Half-Elf), Underdark (Northdark) (Gnome), Western Heartlands (Gnome)
Benefit: You gain a +1 trait bonus to fortitude saving throws and will saving throws against death effects, energy drain, and effects that deal ability drain. If you receive long-term care with a successful heal check while under the effects of energy drain or ability drain, you can recover from one level of negative energy or one point of ability drain instead of recovering from ability damage without needing a saving throw. You can not recover from permanent negative levels in this fashion.

Surefooted [Regional]
Source: Player's Guide to Faerun
You are adapted to living and fighting on steep slopes and treacherous surfaces.
Prerequisite Regions: Amn (Orc or Half-Orc), the Great Glacier (Human), the Moonsea (Orc and Half-Orc), Underdark (Reeshov) (Grimlock), Uthgardt Tribesfolk (Human), Vaasa (Orc and Half-Orc)
Benefit: You gain a +1 trait bonus to all acrobatics checks and climb checks. Your speed and movement is not reduced nor do you need to make skill checks or reflex saving throws from steep slopes and icy conditions, though your speed is halved with both icy conditions on a steep slope.

Survivor [Regional]
Source: Player's Guide to Faerun
You have long adapted to particularly harsh and dangerous places.
Prerequisite Regions: Anauroch (Human), the Chondalwood (Elf), Chult (Dwarf, Human), the Great Glacier (Dwarf, Human), the Icerim Mountains (Taer), Narfell (Human), the Outer Sea (Elf), the Shaar (Human), Underdark (Fluvenilstra) (Slyth), Underdark (Sloopdilmonpolop) (Kuo-Toa)
Benefit: You gain a +1 trait bonus to fortitude saving throws and all survival checks. Survival is a class skill for you.

Swift and Silent [Regional]
Source: Player's Guide to Faerun
Not being seen is a way of life for you. Your life is that of controlling what your enemies see and hear.
Prerequisite Regions: the Chondalwood (Elf), Cormanthyr Drow (Elf), Earthfast Mountains (Bugbear, Goblin, Hobgoblin), the North (Halfling, Orc and Half-Orc), the Shaar (Wemic), Underdark (Old Shalantar) (Human), Uthgardt Tribesfolk (Human), the Wealdath (Elf)
Benefit: You gain the ability to use your stealth skill while running, gaining a -20 penalty to your stealth check. You still can not use the skill when charging or attacking.

Tattoo Focus [Regional]
Source: Player's Guide to Faerun
Your tattoo not only grants you a measure of additional control over your arcane magic, but it marks you as someone trained by a Thayan Red Wizard.
Prerequisite Regions: Thay (Human, Planetouched)
Benefit: Your tattoo acts as a focus component for all of your arcane spells that require a focus component of less than 1 gold piece in value. You must still provide any focus components if the value of the component is 1 gold piece or greater. This trait also allows you to participate in Red Wizard circle magic.

Theocrat [Regional]
Source: Races of Faerun
Will be added when Races of Faerun is converted.
Prerequisite Regions: Mulhorand (Human, Planetouched), Unther (Human, Planetouched)

Thug [Regional]
Source: Player's Guide to Faerun
You are quick to act and confrontational because more often than not, you know it works.
Prerequisite Regions: Amn (Orc or Half-Orc), the Dragon Coast (Human), Impiltur (Planetouched), the Moonsea (Human), the Nelanther Isles (Human), the Plateau of Thay (Centaur, Gnoll), Silver Marches (Planetouched), Thesk (Orc and Half-Orc), Underdark (Northdark) (Dwarf, Orc and Half-Orc), Underdark (Reeshov) (Grimlock), Unther (Human, Planetouched), the Vast (Human), the Vilhoun Reach (Human), Waterdeep (Dwarf), Western Heartlands (Planetouched)
Benefit: You gain a +1 trait bonus to initiative, appraise, and intimidate checks.

Thunder Twin [Regional]
Source: Player's Guide to Faerun
You were born as one of the generation of dwarves blessed by Moradin's Thunder Twin Blessing in the Year of Thunder.
Prerequisite Regions: the Galena Mountains (Dwarf), the Great Rift (Dwarf), Smoking Mountains (Dwarf), the Spine of the World (Dwarf), the Sword Coast (Dwarf), Turmish (Dwarf), Underdark (Old Shanatar) (Dwarf), Waterdeep (Dwarf)
Benefit: You have a fraternal or identical twin and as long as your fraternal or identical twin is alive, you can make a DC 12 wisdom check to determine your twin's direction and approximate distance as a move action that does not provoke an attack of opportunity. When your twin is within 30 ft of your location, you can also sense if your twin is injured, dying, or dead. You gain a +5 trait bonus to any heal or sense motive check with regard to your twin.
In addition, you gain a +1 trait bonus to all diplomacy and intimidate checks.

Tireless [Regional]
Source: Player's Guide to Faerun
Your culture values the sort of dogged persistence and relentlessness that pushes you to your limit.
Prerequisite Region: the Galena Mountains (Dwarf), the Hordelands (Human, Orc and Half-Orc), the Ride (Human), the Shaar (Wemic), Surkh (Lizardfolk), the Sword Coast (Dwarf), Thindol (Human), Underdark (Old Shanatar) (Dwarf), Vaasa (Human)
Benefit: You gain a +1 trait bonus to fortitude saving throws against fatigue and exhaustion. Your constitution is considered to be two points higher for the purpose of determining the duration of any activity that requires endurance for effects keyed off of your constitution score (such as holding your breath or long-distance running).

Treetopper [Regional]
Source: Player's Guide to Faerun
You are at home amongst the dense foliage, tall trees, and high places.
Prerequisite Region: Aglarond (Half-Elf, Human), the Chondalwood (Elf, Halfling), the High Forest (Elf, Half-Elf), the Yuirwood (Elf)
Benefit: You gain a +1 trait bonus to acrobatics and climb. While climbing, attackers do not gain a bonus to hit you, although you are still considered flat-footed.

Twin Sword Style [Regional]
Source: Player's Guide to Faerun
You have mastered the art of twin swordplay, allowing your weapons to fight as one.
Prerequisite Regions: Menzoberranyr (Elf), Sembia (Human), Waterdeep (Elf, Half-Elf, Human)
Benefit: As long as you wield two weapons of the same type and weight, such as two steel scimitars or one steel mace and one adamantine mace but not a steel longsword and a mythril longsword, you can treat the weapon in your off-hand as though it were a light weapon for the purpose of determining your penalties for two-weapon fighting. If your weapons are already light, such as daggers, then you take no penalties for two-weapon fighting.

Vremyonni Training [Regional]
Source: Unapproachable East
Will be added when Unapproachable East is converted.
Prerequisite Regions: Rashemen (Human)

Woodwise [Regional]
Source: Unapproachable East
Will be added when Unapproachable East is converted.
Prerequisite Regions: Elven Court (Elf), the Forest of Lethyr (Volodni), Sildeyuir (Elf), the Wealdath (Elf)

Religion Traits of the Forgotten Realms (https://forums.giantitp.com/showsinglepost.php?p=25119586&postcount=159)

Neoxenok
2016-06-06, 08:47 PM
Amn
Under Construction
Note that more lore information will be added when I start converting the actual forgotten realms campaign setting including examples of what the broader strokes of the kind of information you can gain with an appropriate knowledge (local) check.
Source: Player's Guide to Faerun, Player's Guide to Faerun Errata
Knowledge (http://www.d20pfsrd.com/skills/knowledge) (Local-Amn (http://forgottenrealms.wikia.com/wiki/Amn))

Campaign Location:

Shared Regions:

Lore: The Halfling realm of Mieritin once stood on the eastern shore of the Lake Esmel. Many lightfoot halflings still inhabit the region.

Region: Amn (Halfling)
Recommended Subraces: Lightfoot Halfling
Automatic Languages: Chondathan, Halfling
Bonus Languages: Alzhedo, Draconic, Giant, Illuskan, Orc
Favored Deities: Halfling Pantheon
Regional Traits: Cosmopolitan, Mercantile Background, Silver Palm, Street Smart
Bonus Equipment: In addition to your normal starting equipment at first level, you can select either (A), (B), or neither and add 100gp to your starting gold. These benefits only apply to starting 1st level characters. (A) Masterwork Light Crossbow or Masterwork Dagger; (B) Masterwork Studded Leather Armor and Three Potions of Cure Light Wounds (http://www.d20pfsrd.com/magic/all-spells/c/cure-light-wounds).

Lore: The northernmost realm of the Lands of Intrigue, Amn is a populous and powerful merchantile country that is currently dealing with an infestation of monsters.

Region: Amn (Human)
Recommended Subraces: Calishine*, Tethyrian
Automatic Languages: Chondathan
Bonus Languages: Alzhedo, Elven, Giant, Goblin, Nexalan, Orc, Shaaran
Favored Deities: Bane, Chauntea, Cyric, Selune, Shar, Sune, Waukeen
Regional Traits: Cosmopolitan, Mercantile Background, Silver Palm, Street Smart
Bonus Equipment: In addition to your normal starting equipment at first level, you can select either (A), (B), or neither and add 100gp to your starting gold. These benefits only apply to starting 1st level characters. (A) Thieves' Tools, Hand Crossbow, and 10 Masterwork Bolts; (B) Masterwork Longsword or Masterwork Short Sword.

*Author's Note: Apparently, the GitP forums is racist against the fair people of Calimshan and the term to which they are called. Therefore, I have renamed them the Calishine (Cali * shine).

Lore: Amn has been plagued by humanoid raiders who lair in the mountain ranges surrounding the country.

Region: Amn (Orc and Half-Orc)
Recommended Subraces: Half-Orc
Automatic Languages: Chondathan, Orc
Bonus Languages: Alzhedo, Draconic, Giant, Gnoll, Halfling
Favored Deities: Bane, Cyric, Tempus, Tyr, Waukeen
Regional Traits: Dauntless, Surefooted, Thug
Bonus Equipment: In addition to your normal starting equipment at first level, you can select either (A), (B), or neither and add 100gp to your starting gold. These benefits only apply to starting 1st level characters. (A) Masterwork Battleaxe or Masterwork Orc Double Axe; (B) Chain Shirt and Masterwork Heavy Steel Shield.

Neoxenok
2016-06-06, 09:05 PM
Anauroch
Under Construction
Note that more lore information will be added when I start converting the actual forgotten realms campaign setting including examples of what the broader strokes of the kind of information you can gain with an appropriate knowledge (local) check.
Source: Player's Guide to Faerun
Knowledge (http://www.d20pfsrd.com/skills/knowledge) (Local-Anauroch (http://forgottenrealms.wikia.com/wiki/Anauroch))

Campaign Location:

Shared Regions:

Lore: The great desert Anauroch is home ot the wild nomads known as the Bedine.

Region: Anauroch
Recommended Subraces: Bedine
Automatic Languages: Midani
Bonus Languages: Chondathan, Damaran, Draconic, Gnoll, Netherese, Orc
Favored Deities: Beshaba, Kelemvor, Selune, Talos
Regional Traits: Fearless, Knifefighter, Survivor
Bonus Equipment: In addition to your normal starting equipment at first level, you can select either (A), (B), or neither and add 100gp to your starting gold. These benefits only apply to starting 1st level characters. (A) Masterwork Scimitar or Masterwork Dagger; (B) Composite Shortbow (Strength +2) and 10 Masterwork Arrows.

Valkyn Dracon
2016-06-06, 09:19 PM
Looking good so far. I liked the region of origin material when I first saw it in the Forgotten Realms, and I like what I see of it that you've brought over so far.

Neoxenok
2016-06-07, 12:48 AM
Calimshan
Under Construction
Note that more lore information will be added when I start converting the actual forgotten realms campaign setting including examples of what the broader strokes of the kind of information you can gain with an appropriate knowledge (local) check.
Source: Player's Guide to Faerun, Player's Guide to Faerun Errata
Knowledge (http://www.d20pfsrd.com/skills/knowledge) (Local-Calimshan (http://forgottenrealms.wikia.com/wiki/Calimshan))

Campaign Location:

Shared Regions:

Lore: Lightfoot halflings were brought into Calimshan millennia ago as slaves of the djinn and many still inhabit the region.

Region: Calimshan (Halfling)
Recommended Subraces: Lightfoot Halfling, Strongheart Halfling
Automatic Languages: Alzhedo, Halfling
Bonus Languages: Auran, Chondathan, Draconic, Ignan, Shaaran
Favored Deities: Brandobaris
Regional Traits: Mercantile Background, Street Smart
Bonus Equipment: In addition to your normal starting equipment at first level, you can select either (A), (B), or neither and add 100gp to your starting gold. These benefits only apply to starting 1st level characters. (A) Masterwork Dagger or Masterwork Scimitar; (B) Potion of Levitate (http://www.d20pfsrd.com/magic/all-spells/l/levitate) and Three Thunderstones (http://www.d20pfsrd.com/equipment---final/goods-and-services/herbs-oils-other-substances#TOC-Thunderstone).

Lore: One of the Oldest and most heavily populated human kingdoms, Calimshan is a land of mighty wizards and humans with djinni bloodlines.

Region: Calimshan (Human)
Recommended Subraces: Calishine*, Tethyrian
Automatic Languages: Alzhedo
Bonus Languages: Auran, Chondathan, Chultan, Draconic, Ignan, Shaaran, Talshalan
Favored Deities: Azuth, Ilmater, Shar, Sharess, Siamorphe, Talos, Tyr
Regional Traits: Bloodline of Fire, Genie Lore, Harem Trained, Mind over Body, Street Smart, Spellwise
Bonus Equipment: In addition to your normal starting equipment at first level, you can select either (A), (B), or neither and add 100gp to your starting gold. These benefits only apply to starting 1st level characters. (A) Wand of Magic Missile (http://www.d20pfsrd.com/magic/all-spells/m/magic-missile) (Caster Level 1; 20 Charges); (B) Masterwork Chain Shirt and Potion of Cure Light Wounds (http://www.d20pfsrd.com/magic/all-spells/c/cure-light-wounds).

*Author's Note: Apparently, the GitP forums is racist against the fair people of Calimshan and the term to which they are called. Therefore, I have renamed them the Calishine (Cali * shine).

Lore: The bloodlines of the djinn and the efereet run strong in the deserts of Calimshan.

Region: Calimshan (Planetouched)
Recommended Subraces: Air Genasi, Fire Genasi
Automatic Languages: Alzhedo
Bonus Languages: Auran, Chondathan, Goblin, Ignan, Shaaran, Talshalan
Favored Deities: Ilmater, Shar, Sharess, Talos, Tyr
Regional Traits: Bloodline of Fire, Magic in the Blood, Mind over Body
Bonus Equipment: In addition to your normal starting equipment at first level, you can select either (A), (B), or neither and add 100gp to your starting gold. These benefits only apply to starting 1st level characters. (A) Masterwork Scimitar or Masterwork Falchion; (B) Wand of Magic Missile (http://www.d20pfsrd.com/magic/all-spells/m/magic-missile) (Caster Level 1; 20 Charges).

Neoxenok
2016-06-07, 02:44 AM
Chessenta
Under Construction
Note that more lore information will be added when I start converting the actual forgotten realms campaign setting including examples of what the broader strokes of the kind of information you can gain with an appropriate knowledge (local) check.
Source: Player's Guide to Faerun
Knowledge (http://www.d20pfsrd.com/skills/knowledge) (Local-Chessenta (http://forgottenrealms.wikia.com/wiki/Chessenta))

Campaign Location:

Shared Regions:

Lore: Westernmost of the Old Empires, Chessenta is a divided land of feuding city-states.

Region: Chessenta (Human)
Recommended Subraces: Mulan, Turami
Automatic Languages: Chessentan
Bonus Languages: Aglarondan, Chondathan, Draconic, Mulhorandi, Turmic, Untheric
Favored Deities: Anhur, Azuth, Hoar, Lathander, Red Knight, Tiamat, Waukeen
Regional Traits: Arcane Schooling, Artist, Education, Street Smart
Equipment: In addition to your normal starting equipment at first level, you can select either (A), (B), or neither and add 100gp to your starting gold. These benefits only apply to starting 1st level characters. (A) Masterwork Short Sword or Masterwork Longspear; (B) Scroll of Blur (http://www.d20pfsrd.com/magic/all-spells/b/blur) and Levitate (http://www.d20pfsrd.com/magic/all-spells/l/levitate).

Lore: The cities of Airspur and Reth, as well as the nearby mountains, are home to many orc tribes that have warred and traded with the humans of Chessenta for centuries.

Region: Chessenta (Orc and Half-Orc)
Recommended Subraces: Half-Orc, Mountain Orc
Automatic Languages: Chessentan, Orc
Bonus Languages: Chondathan, Draconic, Giant, Turmic
Favored Deities: Hoar, Tiamat, Tempus, Tyr
Regional Traits: Dauntless, Furious Charge
Equipment: In addition to your normal starting equipment at first level, you can select either (A), (B), or neither and add 100gp to your starting gold. These benefits only apply to starting 1st level characters. (A) Masterwork Bastard Sword or Masterwork Falchion; (B) Masterwork Breastplate.

Lore: Long contested between Chessenta and Unther, the lonely coasts of Threskel are home to many water genasi.

Region: Chessenta (Planetouched)
Recommended Subraces: Aasimar, Water Genasi
Automatic Languages: Chessentan
Bonus Languages: Aglarondan, Chondathan, Draconic, Mulhorandi, Turmic, Untheric
Favored Deities: Anhur, Azuth, Hoar, Lathander, Red Knight, Tiamat
Regional Traits: Arcane Schooling, Knifefighter, Street Smart
Equipment: In addition to your normal starting equipment at first level, you can select either (A), (B), or neither and add 100gp to your starting gold. These benefits only apply to starting 1st level characters. (A) Masterwork Short Sword or Masterwork Spear; (B) Masterwork Breastplate.

Neoxenok
2016-06-07, 08:48 AM
Chult
Under Construction
Note that more lore information will be added when I start converting the actual forgotten realms campaign setting including examples of what the broader strokes of the kind of information you can gain with an appropriate knowledge (local) check.
Source: Player's Guide to Faerun
Knowledge (http://www.d20pfsrd.com/skills/knowledge) (Local-Chult (http://forgottenrealms.wikia.com/wiki/Chult))

Campaign Location:

Shared Regions:

Lore: The wild dwarves reside in the jungles of Chult, as well as in the nearby Mhair Jungle.

Region: Chult (Dwarf)
Recommended Subraces: Wild Dwarf
Automatic Languages: Chultan, Dwarven
Bonus Languages: Draconic, Goblin, Ignan, Shaaran, Tashalan
Favored Deities: Thard Harr
Regional Traits: Disentangler, Jungle Stamina, Survivor
Equipment: In addition to your normal starting equipment at first level, you can select either (A), (B), or neither and add 100gp to your starting gold. These benefits only apply to starting 1st level characters. (A) Masterwork Handaxe or Masterwork Shortspear; (B) Three doses of Black Adder Venom (http://www.d20pfsrd.com/gamemastering/afflictions/poison/black-adder-venom).

Lore: The folk of the Chult inhabit the trackless and treacherous jungles of southern Faerun.

Region: Chult (Human)
Recommended Subraces: Chultan, Tashalan
Automatic Languages: Chultan
Bonus Languages: Alzhedo, Draconic, Dwarven, Goblin, Shaaran, Sylvan, Tashalan
Favored Deities: Shar, Thard Harr, Ubtao
Regional Traits: Foe Hunter (Goblinoid), Snake Blood, Survivor
Equipment: In addition to your normal starting equipment at first level, you can select either (A), (B), or neither and add 100gp to your starting gold. These benefits only apply to starting 1st level characters. (A) Masterwork Kukri or Masterwork Shortspear; (B) Two doses of Large Scorpion Venom (http://www.d20pfsrd.com/gamemastering/afflictions/poison/large-scorpion-venom).

Neoxenok
2016-06-07, 04:49 PM
Cormyr
Under Construction
Note that more lore information will be added when I start converting the actual forgotten realms campaign setting including examples of what the broader strokes of the kind of information you can gain with an appropriate knowledge (local) check.
Source: Player's Guide to Faerun
Knowledge (http://www.d20pfsrd.com/skills/knowledge) (Local-Cormyr (http://forgottenrealms.wikia.com/wiki/Cormyr))

Campaign Location:

Shared Regions:

Lore: Also known as the Forest Kingdom, Cormyr is a strongland of noble knights and great lords.

Region: Cormyr (Human)
Recommended Subraces: Chondathan, Tethyrian
Automatic Languages: Chondathan
Bonus Languages: Damaran, Elven, Gnome, Goblin, Halfling, Orc, Turmic
Favored Deities: Chauntea, Deneir, Helm, Lathander, Lliira, Milil, Selune, Silvanus, Tempus, Tymora, Tyr, Waukeen
Regional Traits: Caravanner, Discipline, Foe Hunter (Goblinoid), Furious Charge, Saddleback
Equipment: In addition to your normal starting equipment at first level, you can select either (A), (B), or neither and add 100gp to your starting gold. These benefits only apply to starting 1st level characters. (A) Masterwork Longsword or Masterwork Heavy Mace; (B) Masterwork Banded Mail.

Neoxenok
2016-06-08, 12:00 AM
The Dalelands
Under Construction
Note that more lore information will be added when I start converting the actual forgotten realms campaign setting including examples of what the broader strokes of the kind of information you can gain with an appropriate knowledge (local) check.
Source: Player's Guide to Faerun
Knowledge (http://www.d20pfsrd.com/skills/knowledge) (Local-Dalelands (http://forgottenrealms.wikia.com/wiki/Dalelands))

Campaign Location:

Shared Regions: Cormanthor Drow, the Elven Court

Lore: While half-elves are common in many of the Dales, the land of Deepingdale is home to more half-moon elves and half-wood elves than any other place for hundreds of miles around.

Region: the Dalelands (Half-Elf)
Recommended Subraces: Half-Drow Elf, Half-Moon Elf
Automatic Languages: Chondathan, Elven
Bonus Languages: Dwarven, Giant, Goblin, Sylvan, Undercommon
Favored Deities: Eilistraee, Mielikki, Silvanus, Sune
Regional Traits: Artist, Fleet of Foot, Strong Soul
Equipment: In addition to your normal starting equipment at first level, you can select either (A), (B), or neither and add 100gp to your starting gold. These benefits only apply to starting 1st level characters. (A) Masterwork Longbow or Masterwork Spear; (B) Composite Longbow (Strength +2).

Lore: Scattered beneath the branches of th eancient forest of Cormanthor, the Dales are a series of small cantons with a tradition of fierce independence.

Region: the Dalelands (Human)
Recommended Subraces: Chondathan, Vaasan
Automatic Languages: Chondathan
Bonus Languages: Damaran, Elven, Giant, Gnome, Orc, Sylvan
Favored Deities: Chauntea, Lathander, Mielikki, Oghma, Shaundakul, Silvanus, Tempus, Torm, Tyr
Regional Traits: Blooded, Caravanner, Forester, Luck of Heroes, Militia
Equipment: In addition to your normal starting equipment at first level, you can select either (A), (B), or neither and add 100gp to your starting gold. These benefits only apply to starting 1st level characters. (A) Composite Longbow (Strength +2); (B) Masterwork Longbow, Masterwork Spear, or Masterwork Quarterstaff.

Neoxenok
2016-06-08, 01:12 AM
Damara
Under Construction
Note that more lore information will be added when I start converting the actual forgotten realms campaign setting including examples of what the broader strokes of the kind of information you can gain with an appropriate knowledge (local) check.
Source: Player's Guide to Faerun
Knowledge (http://www.d20pfsrd.com/skills/knowledge) (Local-Damara (http://forgottenrealms.wikia.com/wiki/Damara))

Campaign Location:

Shared Regions: the Galena Mountains

Lore: North of Impiltur is the young and prosperous kingdom of Damara after a decades long war with the Witch-King of Vaasa.

Region: Damara (Human)
Recommended Subraces: Damaran, Chondathan
Automatic Languages: Damaran
Bonus Languages: Chondathan, Dwarven, Giant, Goblin, Orc, Uluik
Favored Deities: Ilmater, Silvanus, Tempus
Regional Traits: Arctic Adaptation, Bullheaded, Dauntless, Grim Visage, Jotnbrud
Equipment: In addition to your normal starting equipment at first level, you can select either (A), (B), or neither and add 100gp to your starting gold. These benefits only apply to starting 1st level characters. (A) Masterwork Bastard Sword or Masterwork Battle Axe; (B) Two Scrolls of Cure Moderate Wounds (http://www.d20pfsrd.com/magic/all-spells/c/cure-moderate-wounds).

Neoxenok
2016-06-08, 01:57 AM
Dambrath
Under Construction
Note that more lore information will be added when I start converting the actual forgotten realms campaign setting including examples of what the broader strokes of the kind of information you can gain with an appropriate knowledge (local) check.
Source: Player's Guide to Faerun
Knowledge (http://www.d20pfsrd.com/skills/knowledge) (Local-Dambrath (http://forgottenrealms.wikia.com/wiki/Dambrath))

Campaign Location:

Shared Regions:

Lore: A human nation conquered by drow centuries ago, Dambrath is now home to a large number of half-drow.

Region: Dambrath (Half-Elf)
Recommended Subraces: Half-Drow
Automatic Languages: Dambrathan, Elven
Bonus Languages: Draconic, Gnoll, Halfling, Halruaan, Shaaran, Undercommon
Favored Deities: Lolth, Loviatar
Regional Traits: Drow Eyes, Knifefighter, Strong Soul
Equipment: In addition to your normal starting equipment at first level, you can select either (A), (B), or neither and add 100gp to your starting gold. These benefits only apply to starting 1st level characters. (A) Masterwork Chain Shirt and one dose of Drow Poison (http://www.d20pfsrd.com/gamemastering/afflictions/poison/drow-poison); (B) Masterwork Spiked Chain or Masterwork Scourge.

Lore: Settled centuries ago by Nars and a small number of Illuskans who wandered through portals in the Council Hills, Dambrath fell under the rule of the drow city of T'lindhet and the cult of Loviatar. Humans with no drow blood are considered servants at best.

Region: Dambrath (Human)
Recommended Subraces: Illuskan, Shaaran
Automatic Languages: Dambrathan
Bonus Languages: Dwarven, Elven, Halfling, Halruaan, Gnoll, Illuskan, Shaaran, Undercommon
Favored Deities: Loviatar, Tempus
Regional Traits: Knifefighter, Resist Poison, Saddleback
Equipment: In addition to your normal starting equipment at first level, you can select either (A), (B), or neither and add 100gp to your starting gold. These benefits only apply to starting 1st level characters. (A) Masterwork Light Crossbow or Masterwork Rapier; (B) Three doses of Drow Poison (http://www.d20pfsrd.com/gamemastering/afflictions/poison/drow-poison).

Neoxenok
2016-06-08, 04:26 AM
The Dragon Coast
Under Construction
Note that more lore information will be added when I start converting the actual forgotten realms campaign setting including examples of what the broader strokes of the kind of information you can gain with an appropriate knowledge (local) check.
Source: Player's Guide to Faerun
Knowledge (http://www.d20pfsrd.com/skills/knowledge) (Local-Dragon Coast (http://forgottenrealms.wikia.com/wiki/Dragon_Coast))

Campaign Location:

Shared Regions:

Lore: Small numbers of half-aquatic elves can be found in almost any of the lands around the Sea of the Fallen Stars, but more of them dwell off the shore lands of Cormyr, the Dragon Coast, and Sembia than elsewhere.

Region: the Dragon Coast (Half-Elves)
Recommended Subraces: Half-Aquatic Elf
Automatic Languages: Elven, Serusan
Bonus Languages: Aquan, Chondathan, Giant, Goblin, Turmic
Favored Deities: Deep Sashelas
Regional Traits: Foe Hunter (Dragon), Knifefighter
Equipment: In addition to your normal starting equipment at first level, you can select either (A), (B), or neither and add 100gp to your starting gold. These benefits only apply to starting 1st level characters. (A) Masterwork Trident or Masterwork Shortspear; (B) Five 50gp Pearls.

Lore: Home to a handful of wealthy and sophisticated city-states, such as Starmantle and Westgate, the Dragon Coast is the crossroads of Faerun.

Region: the Dragon Coast (Human)
Recommended Subraces: Chondathan, Tethyrian
Automatic Languages: Chondathan
Bonus Languages: Aglarondan, Chessentan, Damaran, Goblin, Halfling, Orc, Turmic
Favored Deities: Helm, Mask, Nobanion, Sune, Tempus, Tymora, Umberlee
Regional Traits: Silver Palm, Stormheart, Thug
Equipment: In addition to your normal starting equipment at first level, you can select either (A), (B), or neither and add 100gp to your starting gold. These benefits only apply to starting 1st level characters. (A) Masterwork Rapier or Masterwork Light Crossbow; (B) Potion of Blur (http://www.d20pfsrd.com/magic/all-spells/b/blur) or Potion of Levitate (http://www.d20pfsrd.com/magic/all-spells/l/levitate).

Neoxenok
2016-06-08, 11:06 PM
The Golden Water
Under Construction
Note that more lore information will be added when I start converting the actual forgotten realms campaign setting including examples of what the broader strokes of the kind of information you can gain with an appropriate knowledge (local) check.
Source: Player's Guide to Faerun
Knowledge (http://www.d20pfsrd.com/skills/knowledge) (Local-The Golden Water (http://forgottenrealms.wikia.com/wiki/Golden_Water))

Campaign Location:

Shared Regions:

Lore: The eastern lands of Estagund, Durpar, Var the Golden, and Ulgrath lie on the shores of the Golden Water, far to the south.

Region: the Golden Water (Human)
Recommended Subraces: Durpari
Automatic Languages: Durpari
Bonus Languages: Draconic, Dwarven, Giant, Halruaan, Halfling, Mulhorandi, Shaaran
Favored Deities: Gond, Selune, Torm, Waukeen
Regional Traits: Arcane Schooling, Cosmopolitan, Silver Palm
Equipment: In addition to your normal starting equipment at first level, you can select either (A), (B), or neither and add 100gp to your starting gold. These benefits only apply to starting 1st level characters. (A) Masterwork Scimitar, Masterwork Kukri, or Masterwork Falchion; (B) Wand of Cure Light Wounds (http://www.d20pfsrd.com/magic/all-spells/c/cure-light-wounds) (Caster Level 1st, 20 Charges).

Neoxenok
2016-06-09, 12:00 AM
The Great Dale
Under Construction
Note that more lore information will be added when I start converting the actual forgotten realms campaign setting including examples of what the broader strokes of the kind of information you can gain with an appropriate knowledge (local) check.
Source: Player's Guide to Faerun
Knowledge (http://www.d20pfsrd.com/skills/knowledge) (Local-the Great Dale (http://forgottenrealms.wikia.com/wiki/Great_Dale))

Campaign Location:

Shared Regions:

Lore: Forest gnomes and rock gnomes are common in the Unapproachable East.

Region: the Great Dale (Gnome)
Recommended Subraces: Forest Gnome, Rock Gnome
Automatic Languages: Damaran, Gnome
Bonus Languages: Draconic, Elven, Gnoll, Goblin, Orc, Sylvan
Favored Deities: Baervan Wildwanderer
Regional Traits: Animal Friends, Forester, Magic in the Blood
Equipment: In addition to your normal starting equipment at first level, you can select either (A), (B), or neither and add 100gp to your starting gold. These benefits only apply to starting 1st level characters. (A) Masterwork Light Mace or Masterwork Shortspear; (B) Wand of Cure Light Wounds (http://www.d20pfsrd.com/magic/all-spells/c/cure-light-wounds) (Caster Level 1st; 20 Charges).

Lore: Stretching for hundreds of miles between the Forest of Lethyr and the Rawlinswood, the Great Dale is home to reclusive clanfolk and mighty druids.

Region: the Great Dale (Human)
Recommended Subraces: Chondathan, Damaran, Nar
Automatic Languages: Damaran
Bonus Languages: Giant, Goblin, Mulhorandi, Rashemi, Sylvan
Favored Deities: Shaundakul, Silvanus, Talona
Regional Traits: Bullheaded, Dauntless, Forester
Equipment: In addition to your normal starting equipment at first level, you can select either (A), (B), or neither and add 100gp to your starting gold. These benefits only apply to starting 1st level characters. (A) Masterwork Longbow or Masterwork Shortbow; (B) Healer's Kit (http://www.d20pfsrd.com/equipment---final/goods-and-services/tools-kits#TOC-Kit-Healer-s), Two Antitoxin (http://www.d20pfsrd.com/equipment---final/goods-and-services/herbs-oils-other-substances#TOC-Antitoxin)s, and Twenty Masterwork Arrows.

Neoxenok
2016-06-09, 01:01 AM
The Great Glacier
Under Construction
Note that more lore information will be added when I start converting the actual forgotten realms campaign setting including examples of what the broader strokes of the kind of information you can gain with an appropriate knowledge (local) check.
Source: Player's Guide to Faerun
Knowledge (http://www.d20pfsrd.com/skills/knowledge) (Local-the Great Glacier (http://forgottenrealms.wikia.com/wiki/Great_Glacier))

Campaign Location:

Shared Regions:

Lore: The fabled Inugaakalikurit, or arctic dwarves, dwell in the icebound mountain ranges of the Great Glacier.

Region: the Great Glacier (Dwarf)
Recommended Subraces: Arctic Dwarf, Shield Dwarf
Automatic Languages: Dwarven, Uluik
Bonus Languages: Aquan, Auran, Damaran, Draconic, Giant
Favored Deities: Talos, Ulutiu
Regional Traits: Axethrower, Oral History, Survivor
Equipment: In addition to your normal starting equipment at first level, you can select either (A), (B), or neither and add 100gp to your starting gold. These benefits only apply to starting 1st level characters. (A) Masterwork Light Pick or Masterwork Shortspear; (B) Masterwork Hide Armor and Riding Dog (http://www.d20pfsrd.com/bestiary/monster-listings/animals/dog/riding-dog).

Lore: This fierce land is the home of the Ulutiuns, skillful hunters and nomads who survive where few others can. To the east lies the isolated nation of Sossal, home to the cold-loving Sossrim.

Region: the Great Glacier (Human)
Recommended Subraces: Sossrim, Ulutiun
Automatic Languages: Uluik
Bonus Languages: Auran, Damaran, Dwarven, Elven, Giant
Favored Deities: Auril, Ulutiu
Regional Traits: Ancestral Spirit, Axethrower, Surefooted, Survivor
Equipment: In addition to your normal starting equipment at first level, you can select either (A), (B), or neither and add 100gp to your starting gold. These benefits only apply to starting 1st level characters. (A) Masterwork Javelin or Masterwork Spear; (B) Masterwork Hide Armor and Potion of Cure Moderate Wounds (http://www.d20pfsrd.com/magic/all-spells/c/cure-moderate-wounds).

Neoxenok
2016-06-09, 04:33 AM
Halruaa
Under Construction
Note that more lore information will be added when I start converting the actual forgotten realms campaign setting including examples of what the broader strokes of the kind of information you can gain with an appropriate knowledge (local) check.
Source: Player's Guide to Faerun
Knowledge (http://www.d20pfsrd.com/skills/knowledge) (Local-Halruaa (http://forgottenrealms.wikia.com/wiki/Halruaa))

Campaign Location:

Shared Regions:

Lore: Halruaa lies on the southern coast of Faerun, a land where the arcane and magical arts and knowledge is steeped in everyday culture.

Region: Halruaa (Human)
Recommended Subraces: Halruaan, Shaaran, Tashalan
Automatic Languages: Halruaan
Bonus Languages: Dambrathan, Elven, Goblin, Halfling, Shaaran, Tashalan
Favored Deities: Azuth, Mystra, Shar
Regional Traits: Arcane Schooling, Magical Training, Spellwise
Equipment: In addition to your normal starting equipment at first level, you can select either (A), (B), or neither and add 100gp to your starting gold. These benefits only apply to starting 1st level characters. (A) Scroll of Web (http://www.d20pfsrd.com/magic/all-spells/w/web) (Caster Level 3rd) and Six 1st Level Arcane Spells of Your Choice (Caster Level 1st); (B) Wand of Sleep (http://www.d20pfsrd.com/magic/all-spells/s/sleep) (Caster Level 1st; 20 Charges)

Neoxenok
2016-06-09, 07:29 PM
The Hordelands
Under Construction
Note that more lore information will be added when I start converting the actual forgotten realms campaign setting including examples of what the broader strokes of the kind of information you can gain with an appropriate knowledge (local) check.
Source: Player's Guide to Faerun
Knowledge (http://www.d20pfsrd.com/skills/knowledge) (Local-Hordelands (http://forgottenrealms.wikia.com/wiki/Hordelands))

Campaign Location:

Shared Regions:

Lore: Also known as the Endless Wastes, the Hordelands are home to the fierce Tuigan tribes.

Region: the Hordelands (Human)
Recommended Subraces: Rashemi, Tuigan
Automatic Languages: Tuigan
Bonus Languages: Damaran, Goblin, Mulhorandi, Rashemi, Shou Expatriate
Favored Deities: Akadi, Grumbar, Malar, Selune
Regional Traits: Horse Nomad, Saddleback, Tireless
Equipment: In addition to your normal starting equipment at first level, you can select either (A), (B), or neither and add 100gp to your starting gold. These benefits only apply to starting 1st level characters. (A) Masterwork Shortbow or Composite (Strength +2) Shortbow; (B) Light Horse (http://www.d20pfsrd.com/bestiary/monster-listings/animals/horse) (Combat Trained (http://www.d20pfsrd.com/skills/handle-animal#purpose-combat-training)), Bit and Bridle (http://www.d20pfsrd.com/equipment---final/goods-and-services/animals-animal-gear#TOC-Bit-and-Bridle), Military Saddle (http://www.d20pfsrd.com/equipment---final/goods-and-services/animals-animal-gear#TOC-Saddle), and Barding (http://www.d20pfsrd.com/equipment---final/goods-and-services/animals-animal-gear#TOC-Barding) Studded Leather.

Lore: The gray orcs of the east can be found in roving bands from the Great Glacier to the borderlands of Murghom.

Region: the Hordelands (Orc and Half-Orc)
Recommended Subraces: Half-Orc, Gray Orc
Automatic Languages: Orc, Rashemi
Bonus Languages: Damaran, Gnoll, Mulhorandi, Tuigan
Favored Deities: Orc Pantheon
Regional Traits: Fearless, Tireless
Equipment: In addition to your normal starting equipment at first level, you can select either (A), (B), or neither and add 100gp to your starting gold. These benefits only apply to starting 1st level characters. (A) Masterwork Spear or Masterwork Greataxe; (B) Masterwork Studded Leather Armor and Potion of Bull's Strength (http://www.d20pfsrd.com/magic/all-spells/b/bull-s-strength).

Neoxenok
2016-06-09, 08:33 PM
Impiltur
Under Construction
Note that more lore information will be added when I start converting the actual forgotten realms campaign setting including examples of what the broader strokes of the kind of information you can gain with an appropriate knowledge (local) check.
Source: Player's Guide to Faerun, Player's Guide to Faerun Errata
Knowledge (http://www.d20pfsrd.com/skills/knowledge) (Local-Impiltur (http://forgottenrealms.wikia.com/wiki/Impiltur))

Campaign Location:

Shared Regions:

Lore: A prosperous kingdom of the northern short of the Inner Sea, Impiltur has a history of conflict with the warlike humanoids of the nearby mountains and the forgotten demons of ancient empires.

Region: Impiltur (Human)
Recommended Subraces: Chondathan, Damaran
Automatic Languages: Damaran
Bonus Languages: Aglarondan, Chessentan, Chondathan, Dwarven, Giant, Goblin, Mulhorandi, Turmic
Favored Deities: Ilmater, Selune, Tymora, Valkur, Waukeen
Regional Traits: Dauntless, Fearless, Foe Hunter (Demon), Militia
Equipment: In addition to your normal starting equipment at first level, you can select either (A), (B), or neither and add 100gp to your starting gold. These benefits only apply to starting 1st level characters. (A) Masterwork Bastard Sword or Masterwork Morningstar; (B) Masterwork Thieves' Tools (http://www.d20pfsrd.com/equipment---final/goods-and-services/tools-kits#TOC-Tools-Thieves-) and Masterwork Studded Leather Armor.

Lore: Nar demonbinders brought many demons to the Easting Reach, and the tiefling, progeny of these visitors can now be found in the hinterlands of the Impiltur.

Region: Impiltur (Planetouched)
Recommended Subraces: Tiefling
Automatic Languages: Damaran
Bonus Languages: Abyssal, Aglarondan, Chessentan, Chondathan, Dwarven, Goblin, Turmic
Favored Deities: Bane, Cyric, Ilmater, Tymora, Waukeen
Regional Traits: Dreadful Wrath, Thug
Equipment: In addition to your normal starting equipment at first level, you can select either (A), (B), or neither and add 100gp to your starting gold. These benefits only apply to starting 1st level characters. (A) Masterwork Bastard Sword or Masterwork Morningstar; (B) Masterwork Thieves' Tools (http://www.d20pfsrd.com/equipment---final/goods-and-services/tools-kits#TOC-Tools-Thieves-) and Masterwork Studded Leather Armor.

Neoxenok
2016-06-10, 03:46 AM
The Lake of Steam
Under Construction
Note that more lore information will be added when I start converting the actual forgotten realms campaign setting including examples of what the broader strokes of the kind of information you can gain with an appropriate knowledge (local) check.
Source: Player's Guide to Faerun
Knowledge (http://www.d20pfsrd.com/skills/knowledge) (Local-Lake of Steam (http://forgottenrealms.wikia.com/wiki/Lake_of_Steam))

Campaign Location:

Shared Regions:

Lore: The bustling city-states of the Lake of Steam are wealthy and strong, but the shadow of evil gods lies over them.

Region: the Lake of Steam (Human)
Recommended Subraces: Calishine*, Shaaran
Automatic Languages: Shaaran
Bonus Languages: Alzhedo, Chondathan, Dwarven, Goblin, Tashalan
Favored Deities: Bane Chauntea, Cyric, Lathander, Sune, Tyr, Waukeen
Regional Traits: Knifefighter, Snake Blood, Stormheart
Equipment: In addition to your normal starting equipment at first level, you can select either (A), (B), or neither and add 100gp to your starting gold. These benefits only apply to starting 1st level characters. (A) Masterwork Scimitar, Masterwork Falchion, or Masterwork Glaive; (B) Potion of Darkvision (http://www.d20pfsrd.com/magic/all-spells/d/darkvision) or Potion of Invisibility (http://www.d20pfsrd.com/magic/all-spells/i/invisibility).

*Author's Note: Apparently, the GitP forums is racist against the fair people of Calimshan and the term to which they are called. Therefore, I have renamed them the Calishine (Cali * shine).

Neoxenok
2016-06-10, 10:51 PM
Lapaliiya
Under Construction
Note that more lore information will be added when I start converting the actual forgotten realms campaign setting including examples of what the broader strokes of the kind of information you can gain with an appropriate knowledge (local) check.
Source: Player's Guide to Faerun
Knowledge (http://www.d20pfsrd.com/skills/knowledge) (Local-Lapaliiya (http://forgottenrealms.wikia.com/wiki/Lapaliiya))

Campaign Location:

Shared Regions:

Lore: The inhabitants of the Lapal League dwell along the southeastern short of the Shining Sea between Sammaresh and Ormpur. Their territory reaches as far inland as the Mhair Jungles, Bandit Wastes, and the Dun Hills.

Region: Lapaliiya (Human)
Recommended Subraces: Shaaran, Tashalan
Automatic Languages: Tashalan
Bonus Languages: Alzhedo, Chultan, Gnoll, Halruaan, Shaaran, Yuan-ti
Favored Deities: Ilmater, Kelemvor, Selune, Talos, Waukeen
Regional Traits: Resist Poison, Snake Blood, Stormheart
Equipment: In addition to your normal starting equipment at first level, you can select either (A), (B), or neither and add 100gp to your starting gold. These benefits only apply to starting 1st level characters. (A) Masterwork Scimitar or Masterwork Javelin; (B) Masterwork Studded Leather Armor and Potion of Invisibility (http://www.d20pfsrd.com/magic/all-spells/i/invisibility).

Neoxenok
2016-06-10, 11:59 PM
Lantan
Under Construction
Note that more lore information will be added when I start converting the actual forgotten realms campaign setting including examples of what the broader strokes of the kind of information you can gain with an appropriate knowledge (local) check.
Source: Pathfinder RPG Ultimate Combat, Player's Guide to Faerun
Knowledge (http://www.d20pfsrd.com/skills/knowledge) (Local-Lantan (http://forgottenrealms.wikia.com/wiki/Lantan))

Campaign Location:

Shared Regions:

Lore: Home to the largest population of gnomes in Faerun, Lantan is an island nation of wonderous invention and bustling commerce that lies north of the Chultan peninsula.

Region: Lantan (Gnome)
Recommended Subraces: Rock Gnome
Automatic Languages: Gnome, Lantanese
Bonus Languages: Alzhedo, Chondathan, Draconic, Dwarven, Ignan, Illuskan
Favored Deities: Gond
Regional Traits: Education, Fearless, Mercantile Background
Equipment: In addition to your normal starting equipment at first level, you can select either (A), (B), or neither and add 100gp to your starting gold. These benefits only apply to starting 1st level characters. (A) Pistol (http://www.d20pfsrd.com/equipment---final/weapons/firearms), Powderhorn, and Ten Masterwork Bullets; (B) Masterwork Heavy Crossbow.

Lore: Fabled as a land of mechanical wonders, Lantan lies north of the Chultan peninsula.

Region: Lantan (Human)
Recommended Subraces: Lantanna
Automatic Languages: Lantanese
Bonus Languages: Alzhedo, Chondathan, Dwarven, Gnome, Ignan, Illuskan, Shaaran
Favored Deities: Azuth, Gond
Regional Traits: Arcane Schooling, Education, Mercantile Background
Equipment: In addition to your normal starting equipment at first level, you can select either (A), (B), or neither and add 100gp to your starting gold. These benefits only apply to starting 1st level characters. (A) Pistol (http://www.d20pfsrd.com/equipment---final/weapons/firearms), Powderhorn, and Ten Masterwork Bullets; (B) Masterwork Heavy Crossbow.

Neoxenok
2016-06-11, 03:31 AM
The Moonsea
Under Construction
Note that more lore information will be added when I start converting the actual forgotten realms campaign setting including examples of what the broader strokes of the kind of information you can gain with an appropriate knowledge (local) check.
Source: Player's Guide to Faerun
Knowledge (http://www.d20pfsrd.com/skills/knowledge) (Local-the Moonsea (http://forgottenrealms.wikia.com/wiki/Moonsea))

Campaign Location:

Shared Regions:

Lore: A grim land of smelters, foundries, and mining camps, the Moonsea is home to the sinister cities of Zhentil Keep and Mulmaster.

Region: the Moonsea (Human)
Recommended Subraces: Chondathan, Damaran, Vaasan
Automatic Languages: Damaran
Bonus Languages: Chessentan, Chondathan, Draconic, Giant, Goblin, Orc
Favored Deities: Bane, Cyric, Loviatar, Mask, Talona, Talos, Tyr
Regional Traits: Foe Hunter (Orc), Street Smart, Thug
Equipment: In addition to your normal starting equipment at first level, you can select either (A), (B), or neither and add 100gp to your starting gold. These benefits only apply to starting 1st level characters. (A) Masterwork Short Sword or Masterwork/Normal Two-Bladed Sword; (B) Hand Crossbow and Two Doses of Greenblood Oil (http://www.d20pfsrd.com/gamemastering/afflictions/poison/greenblood-oil).

Lore: The Great Grey Land of Thar, north of the Moonsea is well known for its population of fierce mountain orc tribes.

Region: the Moonsea (Orc and Half-Orc)
Recommended Subraces: Half-Orc, Mountain Orc, Orog
Automatic Languages: Damaran, Orc
Bonus Languages: Chondathan, Draconic, Dwarven, Giant
Favored Deities: Bane, Cyric, Orc Pantheon, Talona, Talos
Regional Traits: Axethrower, Resist Poison, Surefooted
Equipment: In addition to your normal starting equipment at first level, you can select either (A), (B), or neither and add 100gp to your starting gold. These benefits only apply to starting 1st level characters. (A) Masterwork Greataxe or Masterwork/Normal Orc Double Axe; (B) Chain Shirt and Masterwork Heavy Steel Shield.

Neoxenok
2016-06-11, 04:42 AM
The Moonshae Isles
Under Construction
Note that more lore information will be added when I start converting the actual forgotten realms campaign setting including examples of what the broader strokes of the kind of information you can gain with an appropriate knowledge (local) check.
Source: Player's Guide to Faerun
Knowledge (http://www.d20pfsrd.com/skills/knowledge) (Local-the Moonshae Isles (http://forgottenrealms.wikia.com/wiki/Moonshae_Isles))

Campaign Location:

Shared Regions:

Lore: West of Faerun lie the Moonshae Isles, whose population is divided between the native Ffolk and the invading Illuskans.

Region: the Moonshae Isles (Human)
Recommended Subraces: Ffolk, Illuskan
Automatic Languages: Illuskan
Bonus Languages: Aquan, Chondathan, Elven, Giant, Orc, Sylvan
Favored Deities: Chauntea, Tempus
Regional Traits: Axethrower, Dauntless, Oral History, Strong Soul
Equipment: In addition to your normal starting equipment at first level, you can select either (A), (B), or neither and add 100gp to your starting gold. These benefits only apply to starting 1st level characters. (A) Masterwork Studded Leather Armor and Twenty Masterwork Arrows; (B) Masterwork Handaxe, Masterwork Battleaxe, or Masterwork Greataxe.

Neoxenok
2016-06-11, 05:05 AM
Mulhorand
Under Construction
Note that more lore information will be added when I start converting the actual forgotten realms campaign setting including examples of what the broader strokes of the kind of information you can gain with an appropriate knowledge (local) check.
Source: Player's Guide to Faerun
Knowledge (http://www.d20pfsrd.com/skills/knowledge) (Local-Mulhorand (http://forgottenrealms.wikia.com/wiki/Mulhorand))

Campaign Location:

Shared Regions:
Regional Archetypes: The Eye of Horus-Re (http://www.giantitp.com/forums/showsinglepost.php?p=22538944&postcount=112) (Cleric of Horus-Re Archetype)

Lore: This ancient land lies at the eastern end of the Sea of Fallen Stars. For many centuries, undying god-kings have ruled as pharaohs here.

Region: Mulhorand (Human)
Recommended Subraces: Durpari, Mulani
Automatic Languages: Mulhorandi
Bonus Languages: Aglarondan, Chessentan, Draconic, Durpari, Goblin, Tuigan, Untheric
Favored Deities: Mask, Mulhorandi Pantheon, Mystra, Red Knight
Regional Traits: Arcane Schooling, Mind over Body, Theocrat
Equipment: In addition to your normal starting equipment at first level, you can select either (A), (B), or neither and add 100gp to your starting gold. These benefits only apply to starting 1st level characters. (A) Masterwork Falchion, Masterwork Khopesh, or Masterwork Sickle; (B) Two 2nd Level Divine Spell Scrolls (Caster Level 3rd) of your choice. You cannot select spells that possess an expensive material component.

Lore: Ruled by incarnations of their deities for thousands of years, many of the folk of Mulhorand have a trace of the divine in their heritage.

Region: Mulhorand (Planetouched)
Recommended Subraces: Aasimar, Earth Genasi, Tiefling
Automatic Languages: Mulhorandi
Bonus Languages: Aglarondan, Celestial, Rashemi, Shaaran, Untheric
Favored Deities: Mulhorandi Patheon
Regional Traits: Discipline, Magic in the Blood, Theocrat
Equipment: In addition to your normal starting equipment at first level, you can select either (A), (B), or neither and add 100gp to your starting gold. These benefits only apply to starting 1st level characters. (A) Masterwork Falchion or Masterwork Khopesh; (B) Scroll of Lesser Restoration (http://www.d20pfsrd.com/magic/all-spells/r/restoration) and Spiritual Weapon (http://www.d20pfsrd.com/magic/all-spells/s/spiritual-weapon).

Neoxenok
2016-06-11, 04:01 PM
Narfell
Under Construction
Note that more lore information will be added when I start converting the actual forgotten realms campaign setting including examples of what the broader strokes of the kind of information you can gain with an appropriate knowledge (local) check.
Source: Player's Guide to Faerun
Knowledge (http://www.d20pfsrd.com/skills/knowledge) (Local-Narfell (http://forgottenrealms.wikia.com/wiki/Narfell))

Campaign Location:

Shared Regions:

Lore: A cold and savage steppeland south of the Great Glacier, Narfell is renowned as the home of the best horsemen in Faerun.

Region: Narfell (Human)
Recommended Subraces: Damaran, Nar
Automatic Languages: Damaran
Bonus Languages: Goblin, Orc, Rashemi, Tuigan, Uluik
Favored Deities: Talos, Tempus, Waukeen
Regional Traits: Arctic Adaptation, Saddleback, Survivor
Equipment: In addition to your normal starting equipment at first level, you can select either (A), (B), or neither and add 100gp to your starting gold. These benefits only apply to starting 1st level characters. (A) Light Horse (http://www.d20pfsrd.com/bestiary/monster-listings/animals/horse) (Combat Trained (http://www.d20pfsrd.com/skills/handle-animal#purpose-combat-training)), Bit and Bridle (http://www.d20pfsrd.com/equipment---final/goods-and-services/animals-animal-gear#TOC-Bit-and-Bridle), Military Saddle (http://www.d20pfsrd.com/equipment---final/goods-and-services/animals-animal-gear#TOC-Saddle), and Barding (http://www.d20pfsrd.com/equipment---final/goods-and-services/animals-animal-gear#TOC-Barding) Studded Leather; (B) Masterwork Lance or Masterwork Longspear.

Neoxenok
2016-06-11, 05:10 PM
The Nelanther Isles
Under Construction
Note that more lore information will be added when I start converting the actual forgotten realms campaign setting including examples of what the broader strokes of the kind of information you can gain with an appropriate knowledge (local) check.
Source: Pathfinder RPG Ultimate Combat, Player's Guide to Faerun
Knowledge (http://www.d20pfsrd.com/skills/knowledge) (Local-Nelanther Isles (http://forgottenrealms.wikia.com/wiki/Nelanther_Isles))

Campaign Location:

Shared Regions:

Lore: Plagued by pirates and brigands, the Nelanther Isles lie west of Tethyr's Velen peninsula.

Region: the Nelanther Isles (Human)
Recommended Subraces: Calishine*, Chondathan, Illuskan
Automatic Languages: Chondathan
Bonus Languages: Alzhedo, Goblin, Illuskan, Lantanese, Orc, Shaaran
Favored Deities: Beshaba, Cyric, Talos, Tempus, Umberlee
Regional Traits: Blooded, Stormheart, Thug
Equipment: In addition to your normal starting equipment at first level, you can select either (A), (B), or neither and add 100gp to your starting gold. These benefits only apply to starting 1st level characters. (A) Masterwork Dagger or Masterwork Scimitar; (B) Pistol (http://www.d20pfsrd.com/equipment---final/weapons/firearms), Powderhorn, and Ten Masterwork Bullets.

*Author's Note: Apparently, the GitP forums is racist against the fair people of Calimshan and the term to which they are called. Therefore, I have renamed them the Calishine (Cali * shine).

Neoxenok
2016-06-12, 07:59 AM
Nimbral
Under Construction
Note that more lore information will be added when I start converting the actual forgotten realms campaign setting including examples of what the broader strokes of the kind of information you can gain with an appropriate knowledge (local) check.
Source: Player's Guide to Faerun, Player's Guide to Faerun Errata
Knowledge (http://www.d20pfsrd.com/skills/knowledge) (Local-Nimbral (http://forgottenrealms.wikia.com/wiki/Nimbral))

Campaign Location:

Shared Regions:

Lore: The mysterious land of Halruaan expatriates is cloaked in a veil of illusion. The Land of the Flying Hunt is best known for its glass-armored, Pegasus-mounted warriors.

Region: Nimbral (Human)
Recommended Subraces: Halruaan
Automatic Languages: Halruaan
Bonus Languages: Chulan, Dambrathan, Durpari, Halfling, Midani, Tashalan
Favored Deities: Azuth, Cyric, Mystra
Regional Traits: Arcane Schooling, Magical Training, Saddleback, Spellwise
Equipment: In addition to your normal starting equipment at first level, you can select either (A), (B), or neither and add 100gp to your starting gold. These benefits only apply to starting 1st level characters. (A) Scroll of Invisibility (http://www.d20pfsrd.com/magic/all-spells/i/invisibility) (Caster Level 3rd) and Six 1st Level Arcane Spell Scrolls (Caster Level 1st) of your choice; (B) Wand of Silent Image (http://www.d20pfsrd.com/magic/all-spells/s/silent-image) (Caster Level 1st; 20 Charges.)

Neoxenok
2016-06-17, 04:51 AM
The North
Under Construction
Note that more lore information will be added when I start converting the actual forgotten realms campaign setting including examples of what the broader strokes of the kind of information you can gain with an appropriate knowledge (local) check.
Source: Player's Guide to Faerun, Player's Guide to Faerun Errata
Knowledge (http://www.d20pfsrd.com/skills/knowledge) (Local-the North (http://forgottenrealms.wikia.com/wiki/Savage_Frontier))

Campaign Location:

Shared Regions:

Lore: Lightfoot halfling settlements dot the banks of the lower Delimbiyr Vale, though they are most concentrated around the village of Secomber.

Region: the North (Halfling)
Recommended Subraces: Lightfoot Halfling
Automatic Languages: Illuskan, Halfling
Bonus Languages: Chondathan, Dwarven, Elven, Giant, Orc
Favored Deities: Halfling Pantheon
Regional Traits: Foe Hunter (Orc), Swift and Silent
Equipment: In addition to your normal starting equipment at first level, you can select either (A), (B), or neither and add 100gp to your starting gold. These benefits only apply to starting 1st level characters. (A) Masterwork Composite (Strength +0) Longbow or Masterwork Short Sword; (B) Masterwork Chain Shirt and Three Potions of Endure Elements (http://www.d20pfsrd.com/magic/all-spells/e/endure-elements).

Lore: This region includes the humans who live in the upper vales of the Delimbiyr and Dessarin rivers, from Daggerford to Llorkh and from Red Larch to Mirabar. The folk of Neverwinter, Luskan, and Baldur's Gate are described by the Sword Coast region. Silverymoon describes the people of the Silver Marches and Waterdeep includes the lower Dessarin Vale.

Region: the North (Human)
Recommended Subraces: Illuskan
Automatic Languages: Illuskan
Bonus Languages: Chondathan, Dwarven, Elven, Giant, Goblin, Orc
Favored Deities: Auril, Deneir, Eldath, Lurue, Malar, Mielikki, Milil, Mystra, Oghma, Selune, Shaundakul, Shiallia, Silvanus, Talos, Tempus
Regional Traits: Arctic Adaptation, Axethrower, Foe Hunter (Orc), Jotunbrud, Saddleback
Equipment: In addition to your normal starting equipment at first level, you can select either (A), (B), or neither and add 100gp to your starting gold. These benefits only apply to starting 1st level characters. (A) Masterwork Battleaxe, Masterwork Heavy Mace, or Masterwork Longsword; (B) Masterwork Studded Leather Armor and 20 Arrows.

Lore: King Obould's Dark Arrow Keep is only one of many orc strongholds located in the foothills and high valleys of the Spine of the World.

Region: the North (Orc and Half-Orc)
Recommended Subraces: Half-Orc, Mountain Orc, Orog, Tanarukk
Automatic Languages: Illuskan, Orc
Bonus Languages: Draconic, Dwarven, Goblin, Giant
Favored Deities: Bane, Cyric, Orc Pantheon, Talona, Talos
Regional Traits: Resist Poison, Swift and Silent
Equipment: In addition to your normal starting equipment at first level, you can select either (A), (B), or neither and add 100gp to your starting gold. These benefits only apply to starting 1st level characters. (A) Masterwork Banded Mail with Armor Spikes (http://www.d20pfsrd.com/equipment---final/armor/armor-spikes); (B) Masterwork Dire Flail, Masterwork Greataxe, or Masterwork Orc Double Axe.

Neoxenok
2016-06-18, 08:08 AM
Rashemen
Under Construction
Note that more lore information will be added when I start converting the actual forgotten realms campaign setting including examples of what the broader strokes of the kind of information you can gain with an appropriate knowledge (local) check.
Source: Player's Guide to Faerun
Knowledge (http://www.d20pfsrd.com/skills/knowledge) (Local-Rashemen (http://forgottenrealms.wikia.com/wiki/Rashemen))

Campaign Location:

Shared Regions:

Lore: A wild and beautiful land of the distant east, Rashemen is home to fierce berserkers and mysterious masked spellcasters known as the Witches of Rashemen (referred to as the Wychlaran by the Rashemis themselves.)

Region: Rashemen (Human)
Recommended Subraces: Nar, Rashemi
Automatic Languages: Rashemi
Bonus Languages: Aglarondan, Damaran, Goblin, Mulhorandi, Tuigan
Favored Deities: Chauntea, Mielikki, Mystra
Regional Traits: Aftersight, Bullheaded, Draw from the Land, Dreadful Wrath, Ethran, Vremyonni Training
Equipment: In addition to your normal starting equipment at first level, you can select either (A), (B), or neither and add 100gp to your starting gold. These benefits only apply to starting 1st level characters. (A) Masterwork Greataxe or Masterwork Greatsword; (B) Wand of Detect Magic (http://www.d20pfsrd.com/magic/all-spells/d/detect-magic) (Caster Level 1st; 20 Charges) and Wand of Light (http://www.d20pfsrd.com/magic/all-spells/l/light) (Caster Level 1st; 20 Charges).

Neoxenok
2016-06-24, 12:49 AM
The Ride
Under Construction
Note that more lore information will be added when I start converting the actual forgotten realms campaign setting including examples of what the broader strokes of the kind of information you can gain with an appropriate knowledge (local) check.
Source: Player's Guide to Faerun
Knowledge (http://www.d20pfsrd.com/skills/knowledge) (Local-the Ride (http://forgottenrealms.wikia.com/wiki/The_Ride))

Campaign Location:

Shared Regions:

Lore: North of the Moonsea and south of the Tortured Land lies the broad green swale known as the Ride, which is home to numerous roaming barbarian tribes.

Region: the Ride (Human)
Recommended Subraces: Nar, Vassan
Automatic Languages: Damaran
Bonus Languages: Chondathan, Giant, Goblin, Orc, Rashemi
Favored Deities: Malar, Selune, Talos, Tempus
Regional Traits: Furious Charge, Horse Nomad, Tireless
Equipment: In addition to your normal starting equipment at first level, you can select either (A), (B), or neither and add 100gp to your starting gold. These benefits only apply to starting 1st level characters. (A) Light Horse (http://www.d20pfsrd.com/bestiary/monster-listings/animals/horse) (Combat Trained (http://www.d20pfsrd.com/skills/handle-animal#purpose-combat-training)), Bit and Bridle (http://www.d20pfsrd.com/equipment---final/goods-and-services/animals-animal-gear#TOC-Bit-and-Bridle), Military Saddle (http://www.d20pfsrd.com/equipment---final/goods-and-services/animals-animal-gear#TOC-Saddle), and Barding (http://www.d20pfsrd.com/equipment---final/goods-and-services/animals-animal-gear#TOC-Barding) Studded Leather; (B) Masterwork Battleaxe or Masterwork Spear.

Neoxenok
2016-06-24, 01:05 AM
Samarach
Under Construction
Note that more lore information will be added when I start converting the actual forgotten realms campaign setting including examples of what the broader strokes of the kind of information you can gain with an appropriate knowledge (local) check.
Source: Player's Guide to Faerun, Player's Guide to Faerun Errata
Knowledge (http://www.d20pfsrd.com/skills/knowledge) (Local-Samarach (http://forgottenrealms.wikia.com/wiki/Samarach))

Campaign Location:

Shared Regions:

Lore: In the Sanrach basis on the southern shore of the Chultan peninsula lies the xenophobic nation of Samarach, a vassal state of Nimbral.

Region: Samarach (Human)
Recommended Subraces: Chultan, Tashalan
Automatic Languages: Chultan
Bonus Languages: Draconic, Dwarven, Goblin, Tashalan, Yuan-Ti
Favored Deities: Kossuth, Lathander, Malar, Set, Sharess, Ubtao
Regional Traits: Foe Hunter (Yuan-Ti), Militia, Snake Blood
Equipment: In addition to your normal starting equipment at first level, you can select either (A), (B), or neither and add 100gp to your starting gold. These benefits only apply to starting 1st level characters. (A) Masterwork Scimitar or Masterwork Composite (Strength +0) Shortbow; (B) Potion of Bear's Endurance (http://www.d20pfsrd.com/magic/all-spells/b/bear-s-endurance).

Neoxenok
2016-06-24, 02:00 AM
Sembia
Under Construction
Note that more lore information will be added when I start converting the actual forgotten realms campaign setting including examples of what the broader strokes of the kind of information you can gain with an appropriate knowledge (local) check.
Source: Pathfinder RPG Ultimate Intrigue, Player's Guide to Faerun
Knowledge (http://www.d20pfsrd.com/skills/knowledge) (Local-Sembia (http://forgottenrealms.wikia.com/wiki/Sembia))

Campaign Location:

Shared Regions:

Lore: Perhaps the wealthiest and most powerful kingdom west of the Inner Sea, Sembia is a sophisticated land of duelists, merchants, and thieves.

Region: Sembia (Human)
Recommended Subraces: Chondathan
Automatic Languages: Chondathan
Bonus Languages: Chessentan, Damaran, Gnome, Halfling, Mulhorandi, Shaaran, Turmic
Favored Deities: Azuth, Deneir, Lathander, Loviatar, Mystra, Sune, Tymora, Tyr, Waukeen
Regional Traits: Caravanner, Mercantile Background, Silver Palm, Twin Sword Style
Equipment: In addition to your normal starting equipment at first level, you can select either (A), (B), or neither and add 100gp to your starting gold. These benefits only apply to starting 1st level characters. (A) Abacus (http://www.d20pfsrd.com/equipment---final/goods-and-services/tools-kits#TOC-Abacus) and Concealable Thieves' Tools (http://www.d20pfsrd.com/equipment---final/goods-and-services/tools-kits#TOC-Tools-Thieves-), and 30 days' service of a Fence (http://www.d20pfsrd.com/equipment---final/goods-and-services/hirelings-servants-services#TOC-Hirelings); (B) Masterwork Rapier or Masterwork Dagger.

Neoxenok
2016-06-24, 03:07 AM
The Shaar
Under Construction
Note that more lore information will be added when I start converting the actual forgotten realms campaign setting including examples of what the broader strokes of the kind of information you can gain with an appropriate knowledge (local) check.
Source: Player's Guide to Faerun
Knowledge (http://www.d20pfsrd.com/skills/knowledge) (Local-the Shaar (http://forgottenrealms.wikia.com/wiki/Shaar))

Campaign Location:

Shared Regions:

Regional Prestige Classes: Shaaryan Hunter (http://www.giantitp.com/forums/showsinglepost.php?p=23141369&postcount=122)

Lore: The vast savanna stretches for more than 1000 miles across southern Faerun. The Shaar is home to numerous nomadic tribes, though it also supports a handful of more permanent settlements.

Region: the Shaar (Human)
Recommended Subraces: Calishine*, Shaaran
Automatic Languages: Shaaran
Bonus Languages: Alzhedo, Dambrathan, Durpari, Dwarven, Gnoll, Halruaan, Tashalan, Untheric
Favored Deities: Akadi, Mask, Shar, Tempus
Regional Traits: Fleet of Foot, Horse Nomad, Survivor
Bonus Equipment: In addition to your normal starting equipment at first level, you can select either (A), (B), or neither and add 100gp to your starting gold. These benefits only apply to starting 1st level characters. (A) Masterwork Studded Leather Armor and Masterwork Light Wooden Shield; (B) Light Horse (http://www.d20pfsrd.com/bestiary/monster-listings/animals/horse) (Combat Trained (http://www.d20pfsrd.com/skills/handle-animal#purpose-combat-training)), Bit and Bridle (http://www.d20pfsrd.com/equipment---final/goods-and-services/animals-animal-gear#TOC-Bit-and-Bridle), Military Saddle (http://www.d20pfsrd.com/equipment---final/goods-and-services/animals-animal-gear#TOC-Saddle), and Barding (http://www.d20pfsrd.com/equipment---final/goods-and-services/animals-animal-gear#TOC-Barding) Studded Leather.

*Author's Note: Apparently, the GitP forums is racist against the fair people of Calimshan and the term to which they are called. Therefore, I have renamed them the Calishine (Cali * shine).

Lore: The noble Wemics claim the Shaar as their hunting ground.

Region: the Shaar (Wemic)
Recommended Subraces: Wemic
Automatic Languages: Sylvan
Bonus Languages: Dwarven, Gnoll, Halling, Shaaran, Untheric
Favored Deities: Nobanion
Regional Traits: Furious Charge, Swift and Silent, Tireless
Bonus Equipment: In addition to your normal starting equipment at first level, you can select either (A), (B), or neither and add 100gp to your starting gold. These benefits only apply to starting 1st level characters. (A) Masterwork Club or Masterwork Spear; (B) Masterwork Heavy Wooden Shield and Three Potions of Cure Light Wounds (http://www.d20pfsrd.com/magic/all-spells/c/cure-light-wounds).

Neoxenok
2016-06-25, 10:17 AM
A Treatise of the Forgotten Realms:
or Why I learned to Stop Worrying and Love the Spellplague

Preamble:
So... the spellplague (http://forgottenrealms.wikia.com/wiki/Spellplague) happened. Whether you know it or not, the Realms is a living place even moreso than other campaign settings. Novels, new sourcebooks, video games, and just about everything is considered to be realms cannon. The state of the realms in 5th edition (http://dnd.wizards.com/), or so I've been told, is going to be determined by a combination of fan input and multiple modules run in the living realms. Yet another major catastrophe that belies the realms in order to transition it from the old edition to the new. It seems fitting to me that the greatest catastrophe that nearly destroyed the realms would occur prior to the weakest of D&D editions (https://www.youtube.com/watch?v=sw0DMw96UH0) (at least in terms of popularity (http://www.awesomedice.com/blog/284/google-statistics-dd-vs-pathfinder/)). During the 3e heyday, there were three "big" campaign settings that was in wide use and others that were available either through third party or from Wizards of the Coast, but wasn't well supported if at all. Nowadays, Pathfinder (http://paizo.com/pathfinderRPG) has the world of Golarion (http://pathfinder.wikia.com/wiki/Golarion) which is an interesting place on its own, but we're here today because we're fans of the realms and Pathfinder.

So it might seem obvious to convert the "crunch" material from 3.5 edition and 3rd edition as many people who play Pathfinder nowadays are the ones that that either prefer it over 4th and now 5th Editions of Dungeons and Dragons and the respective changes those editions have brought to the realms.

In addition to making room for the new 4th edition (http://dnd4.wikia.com/wiki/D%26D4_Wiki) additions and changes to the game rules, this was also done to address a number of "problems (http://bctcomics.com/bbforum/index.php?topic=102.0;wap2)" brought up on the WotC forums at the time and to many people who play Pathfinder, these complaints may very well remain valid to anyone that might wish to participate in any game using this setting - whether it's a homebrew conversion to pathfinder, 4th, or 5th edition or someone running a 3.5e or 3rd edition D&D game. I've decided to a stab at talking about these issues and about why I'm converting the Realms pre-spellplague instead of anything post-spellplague where the ruleset for 4th and 5th edition D&D games tend to work best.

First, let me talk about the criticisms of the realms and why the Forgotten Realms Campaign Setting is my favorite of the major four campaign settings I've played in, which includes Greyhawk (http://www.canonfire.com/wiki/index.php?title=Greyhawk), the D&D standby until 4th edition, Eberron (http://eberron.wikia.com/wiki/World_of_Eberron), the relative newcomer that avoids many of the Tolkein-based tropes that are played straight in other settings with a fairly unique feel to it, Golarion, the candle-bearing Campaign setting for the Pathfinder Roleplaying Game that seems to try to have its cake and eat it too in terms of the "game feel" with both the standard RPG tolkeinesque tropes and areas of the Campaign Setting that break that tropes completely, and the Forgotten Realms Campaign Setting, which is among the oldest of any of these campaign settings with lore written about it predating even the great Gygax's first foray into tabletop RPG gaming. I'll also go more in-depth into my thoughts on those settings as well as others I hadn't mentioned yet.


The Criticisms of the Forgotten Realms Campaign Setting
(Pre-Spellplague)

So I'll start this by talking about the criticisms (https://www.quora.com/Why-did-they-nearly-ruin-the-Forgotten-Realms-when-the-4th-Edition-came-out) that I can still find online that don't refer to the spellplague as well as those I remember talking about when I was a member of the Wizards of the Coast forums pre-4th edition both before and during the announcement phases of the game and the changes to the realms and the developers' complaints about the realms. Sadly, I can't find those developer's notes anymore. They had their own channels at one point during 4e's rollout phase that seem to no longer exist, but it only mirrored what I'm going to talk about.


There is so much lore and backstory on the Realms that there is no room for customization or creativity on the part of an aspiring Dungeon Master. For example, if I were to decide that Alustriel was secretly a were-demon battle cyborg as a part of a hidden coven of a cult, there'll always be players telling me about how this can't possibly happen due to a half-dozen sourcebooks or fiction novels saying that it's impossible. I don't want to read ten novels and buy a ton of sourebooks (some of which are out of print nowadays) just to run a few games.

Well, yes, the Realms has a lot of source material and lore (http://www.candlekeep.com/) behind it. Beyond simply saying that you can "rule 0" whatever you want into or out of the game, there is a vast amount of cannon lore that is constantly being written and re-written about it. A separate sourebook, the Grand History of the Realms (https://www.amazon.com/Grand-History-Realms-Forgotten/dp/0786947314), was a fan-made book that tracked all of the cannon material and events from all (pre-4th edition/pre-spellplague) sources and listed everything in ... a truly Grand history of the Forgotten Realms campaign setting right up until the spellplague.

It can seem daunting, but consider this:
Much of the source material, particularly from before 3rd edition, was essentially rewritten for 3rd edition, though many, many details were glossed over. People that still have 2nd edition sourcebooks can still use them, if only to expand upon material that already exists for 3rd edition, so you don't really need a ton of source material. All of it serves the same purpose as, say, the Silver Marches campaign accessory (https://www.amazon.com/Marches-Dungeons-Roleplaying-Forgotten-Accessory/dp/0786928352) (3rd Ed) does to the Forgotten Realms campaign setting (https://www.amazon.com/Forgotten-Campaign-Setting-Dungeons-Roleplaying/dp/0786918365) book proper. Further, given how things can change over time, there's no reason that things couldn't have changed in a manner more to your liking. If anyone tells you that you need anything beyond the Forgotten Realms campaign setting of any edition to make decisions about how you run your game, that person is lying or simply doesn't know better.

Further, the only thing that matters in how you run your game is what is cannon to YOUR game, even if it otherwise contradicts cannon or what your player or players consider cannon. After all, if WotC can upend their own campaign setting with the spellplague, deciding that events contradict a few minor notes in a sourcebook you don't have is irrelevant in the grand scheme of things. Further, the background Lore exists to enhance your Forgotten Realms experience, not impede it. If it fails to do that, then you are always free to ignore it.

That being said, the Forgotten Realms' greatest strength as a campaign setting is it's depth and the sheer expanse of lore. If you're the type that prefers more lore-light settings that you can fill in yourself, a setting like Greyhawk would be perfect. I'm aware that Greyhawk has a great deal of lore behind it, but as it exists in the Greyhawk Gazetteer for the Living Greyhawk campaign, provides a bare essentials campaign setting that's even lighter than Eberron and Golarion as well and there's likely very few people familiar with the greater expanse of lore behind it that likely hasn't been updated for decades (to my knowledge).


Look at all the ultra-powerful individuals and power groups in Faerun. Why are lower-level adventurers even needed when virtually every problem in the Realms can be solved with just a handful of people that are essentially living gods that can reshape everything about Faerun?

The quick (https://www.youtube.com/watch?v=a_OVG18__dQ) answer (https://www.youtube.com/watch?v=jXlzewwShU0) is that they either can't or choose not to.
This may or may not seem like a cop-out to you, but it's true. There are a lot of answers here but part of this also goes into the type of campaign setting the realms actually is versus what you and perhaps others perceive the realms to be.

I'll explain. In short, the Realms is not a place where you're the big damn heroes (http://tvtropes.org/pmwiki/pmwiki.php/Main/BigDamnHeroes). That isn't to say that your characters can't be powerful or influential, but it does mean that no matter how powerful your PCs are, there's always people around that are your peers and even more individuals that can tear your PC's souls right out of their bodies and banish each molecule of their bodies into separate dimensions of reality should they choose to misbehave in some manner or another.

This also means that NPCs, especially the more active and political ones that you would think have nothing to do other than instantly solve your PC's problems, tend to be doing their own thing. The seven sisters have their own projects that keep them busy with respect to how they wish to participate in the realms. They have their own countries to run. Some NPCs are retired and just don't feel as though they should. Others ARE actively participating and hiring your PCs to help them is a part of how they're participating in the realms.

For example, the Simbul (http://forgottenrealms.wikia.com/wiki/Simbul) might be on to a plot by a Red Wizard she believes to be hatching a plot to invade Aglarand, so she hires a troupe of PCs she believes will help her in a subtle manner, during which she runs her country and keeps an eye on things from afar, using her resources to aid the PCs while also being able to keep an eye on things that she couldn't by doing these things herself.

In other words, the realms is a big place and has a lot going on to which any group of PCs, no matter how powerful they are (or think they are) in any sense, that tends to mean that they're cogs in a much larger whole.

Above the low-level PCs are higher level NPCs that have their own parts to play or have responsibilities that prevent them from micro-managing what your PCs are doing (I mean, this is why even high level PCs need other party members, right?) Above them are even higher level NPCs, then the powers that are hidden and ancient, and even the gods themselves interfere with the lives of mortals (decreed by Ao (http://forgottenrealms.wikia.com/wiki/Ao) himself) and even if your PCs become gods themselves, still have to complete with powers and enemies even greater still.

You will never be the most powerful beings in the realms.
There are always greater powers out there.

To some of you, this may be a weakness, but to others, this is a strength. There is no getting around this because this is something the realms has built up on since the very beginning. The PCs are always a smaller part of a huge and expansive universe. Further, this is also the reason why high level adventurers and NPCs aren't out wiping out all those troublesome kobolds, Tuigan hordes, Obould's armies, Drow raiding parties, and so on, because they'll probably be met by other NPCs that have opposing goals or they're the generals, matrons, or leaders of those armies and these events are these NPCs acting in the world.

The Simbul isn't sitting around with nothing better to do and if it's your preference that the PCs are hailed as heroes for their actions, well, here's the thing...

Just because all these powers and forces exist doesn't mean your PCs aren't a big deal. These NPCs and great powers are influential but still as rare as they are in other campaign settings. Nearly all of those listed ultrapowerful NPCs are listed as such BECAUSE they are rare and highly influential and it's actually rarer to find high level NPCs that are hidden or unheard of.

Think of them like celebrities. There's always room in Hollywood (or Bollywood or other equivalent) for new talent but the existence of other huge celebrities and power players in the business doesn't detract from your successes and just because a movie is being made doesn't mean that these huge mega-stars are a shoe-in for the part.

Again, these powerful NPCs are listed by name and stats because they are rare.... in most cases at least.

There are other campaign settings where such power players either don't exist or have been relegated out of the game for one reason or another. This was one of the core concepts for Eberron, for example, and that is a strength of that particular campaign setting but the entire setting in which Faerun exists is designed to make the PCs a cog in a place far greater and deeper than they as opposed to being truly wonderous from the get-go.

Both play styles are great and have their strengths, but the Forgotten Realms should not be faulted for catering to one play style over the other.


The Gods of the Forgotten Realms is very, very many. There are gods and sub-gods that even cover the same if not similar portolios. You'll have a goddess for magic (mystra (http://forgottenrealms.wikia.com/wiki/Mystra)), a god of spells (azuth (http://forgottenrealms.wikia.com/wiki/Azuth)), a god of divinations (savras (http://forgottenrealms.wikia.com/wiki/Savras)), a goddess of illusions (lliira (http://forgottenrealms.wikia.com/wiki/Lliira)), a lich-god of necromancy (velsharoon (http://forgottenrealms.wikia.com/wiki/Velsharoon)), and that doesn't even count the demi-human deities that cover similar areas (Corellan Larethian (http://forgottenrealms.wikia.com/wiki/Corellon_Larethian) is the patron of Elven magic, for example). Why in all Faerun does this campaign setting have so many deities, especially when so many of them cover similar divine portfolios?

I'm not entirely certain if I've phrased this complaint right, but the general idea is that there is just too many gods and perhaps needlessly so and "that's just how the forgotten realms is" just isn't a satisfactory answer, despite being utterly true.

I'll attempt to offer anther perspective because there are actually many in-game reasons for this that is actually one of the most important distinguishing factors with other campaign settings.

The forgotten realms is a deeply religious place. This is because the gods are very active in the realms and it is a fact that they can and do answer prayers and can visibly and viscerally affect the world. Nowhere is this more true than with the Drow, where Lloth (http://forgottenrealms.wikia.com/wiki/Lolth)'s favor can drive families into power or tear them apart and into enslavement to other, more favored houses.

This isn't just true for a few though, in the lore of the realms, all gods aren't just there to grant powers, but are actually decreed by their boss, Lord Ao, to have this relationship with their worshippers and they have a real impact on events in the realms, even if they aren't physically present (which can also happen).

In the realms, there are no 'philosophy' clerics and any few that don't profess to a particular god are still being granted their spells by one god or other such divine power granting deific being for reasons of their own. The power of the gods very much depends on how many worshippers they have and how fervent they are in their worship. This is widely believed to be the reason that both Lolth and Mystra are greater deities (after lolth's silence). Mystra is followed by innumerable people - many of which aren't clerics and aren't individually especially religious compared to Lolth, who has far fewer worshippers but her worshippers are far more fervent than Mystra's.

Because of these reasons, the gods are just as much the power players of the realms as Elminster, the Zhentarim, and just about anyone else. Compare this to Eberron's distant deities or the more standard assumptions with 3e's D&D clerics or those of Golarion.

The worshippers determine the power and influence of their deities, so elves that wish to worship an elven deity of magic can either grant that power to an existing elven god (such as Corellan) or ascend a mortal to a new elven god or goddess of magic, which is why there can be multiple such deities instead of a few. This also means that certain gods only exist and influence where they are known in the realms and geographically separate areas may not only have their own set of gods but may overlap those known in Faerun, though older gods tend to be better known globally due to their age and long-standing influence. This means that Mystra might be worshipped worldwide whereas younger gods may have "duplicates" elsewhere... at least among humans.

This also all means that even dead gods never fully die as long as they are remembered, such as in the case of Bhaal (http://forgottenrealms.wikia.com/wiki/Bhaal), who foresaw his own death (and led to the events of the Baldur's Gate (https://www.baldursgate.com/) games), Mykrul (http://forgottenrealms.wikia.com/wiki/Myrkul) (whose presence is felt in Neverwinter Nights 2: Mask of the Betrayer (https://www.amazon.com/Neverwinter-Nights-Expansion-Pack-Mask-Betrayer/dp/B000R2WIE2)).

So ultimately, the number of gods exists for good reason in terms of the realms lore. I understand that that doesn't necessarily excuse it but similarly with the NPCs, this is also a matter of play style and personal preference that can be seen as either a feature or a bug of the campaign setting depending on your personal preferences. They exist this way very much due to events and dictates steeped in the lore of the realm that has a very serious in-game effect on the day-to-day lives of both PCs and everyone else in the realms.


Subraces for every season, character class, element, and geographic location exists in the realm. Moon elves don't make good wizards? Try gold elves. Neither of those grab you for rangers? Try wood elves or green elves. Bards or sorcerers? Star elves. Dwarves are no less numerous or distinct (and who would play standard halflings when you have stronghearts?) I mean, holy crap! It's just another way to super-optimize an already problematic ruleset, why can't the differences between the subraces be more like humans - just a few minor physical differences and perhaps a cultural difference?

Unlike the other criticisms, this one is more rooted in the mechanics of the game and not the flavor of the campaign. It really doesn't matter as much if the green elf is statistically similar to the core D&D elf or if it has its own stats. Some cases are more necessary than others (drow elves or arctic dwarves) but I have no real answer for this one beyond the desire to make the subraces of the forgotten realms more distinct from one another, reflected in their game mechanics.

There is the point that the distinction does, in fact, lend to the flavor and culture of each of the sub races. They are different, not just culturally but physiologically, psychologically, and how they interact with the world as much as the different core races are and some of these subraces are simply not available depending on where your campaign is in the forgotten realms, so just because green elves and gold elves are listed in the same section of the forgotten realms campaign setting manual doesn't mean that green elves are available as a player race in Mulhorand.

Beyond that, it is another way to distinguish between other campaign settings. Eberron has subraces of elves, but other than the drow, they're all statistically the same. Greyhawk has high, grey, dark, and one or two others I'm forgetting. Dragonlance has a number of elves of their own, and forgotten realms has theirs that are distinguishable not just by name, but by everything about them.

So these are the main criticisms as I remember them. There may be more, but let's move onto how Wizards of the Coast not only chose to introduce the changes that 4th edition would bring to the realms, but also how they chose to address these criticisms all in one fell swoop.


The Spellplague

They've done it. They blew it up! They blew it all to Hades!

One hundred years after the spellplague changed the face of the Forgotten Realms, we can now enter the new and improved face of Faerun. All of the above criticisms are addressed and solved. The spellplague wiped out the vast majority of the gods, the remaining either became exarchs, dead, missing, or were discovered to secretly be another god. Most of the NPCs were likewise affected in such a manner as to have been killed by the spellplague, rendered insane, gone missing, or simply ignored. The subraces were all folded into one of the two elves available for the 4th edition ruleset - eladrins or elves (seems that despite the desire to eliminate all the sub-races, the core rules included two and a half varieties of elf but zero gnomes or aasimar - go figure). Furthermore, a hundred years passed and the spellplague leaves the realms enough of a new place that all the old lore no longer "holds back" the setting for new DMs or players.

Problems solved!

... or was it? In addition to addressing the above criticisms, it was also important to note that Wizards of the Coast wanted to spurn Greyhawk as the "official" campaign setting and even though the core material didn't have a 'default' setting (the example gods were from disparate settings), new adventures and other things focused on the new Realms as the go-to place for your grand 4th edition adventures.

What this meant, of course, is that they had to make the new 4e races available in the new realms as well as some of the new default deities, such as Asmodeus and the Dragonborn.

The end result is the 4th Edition Forgotten Realms campaign setting (https://www.amazon.com/Forgotten-Realms-Campaign-Guide-4th/dp/0786949244). So if you never had anything to do with the realms before this point, just understand that people were... divided.

While I don't believe the 4e version of the setting to be a bad one in and of itself, coming at this as a longtime fan of the setting, I can't help but lament everything that is now simply gone. What IS there is interesting and there are definitively a number of high points about the Forgotten Realms setting as it exists in the 4th Edition ruleset.

Many names and places you'll recognize are there as are a number of new ones. It doesn't fail as a campaign setting and it certainly works for your 4th and beyond edition dungeon-crawling and dragon-fighting so any success or failure beyond this would be rooted in the 4th edition rules itself, which also has a fair number of high and low points.

I, however, am of the opinion that 4th edition rules, though an excellent set of rules for anyone's RPG gaming, is not dungeons and dragons, despite being named as such. The forgotten realms is still the forgotten realms, but now what is it compared to greyhawk? dragonlance? eberron? File the names off the NPCs, places, and gods, and what do you have? Sure, there's a few unique classes, powers, races, but our new campaign setting has expunged decades worth of background, lore, fiction, and so on to what end?

The realms now lacks depth since the new realms apparently needs to be "lore-light" to attract new DMs previously intimidated by the sheer volume of the material. Now, it's no longer necessary to feel as though you're attempting to avoid the land mines of crossing Realms Cannon.

Let's talk about what I mean by talking about why the setting was popular to begin with.


The Forgotten Realms Campaign Setting

The first official sourcebook for the Realms was written by Ed Greenwood (https://en.wikipedia.org/wiki/Ed_Greenwood), with Jeff Grubb and Karen Martin, and illustrated by Keith Parkinson, Jeff Easley, Clyde Caldwell, and Tim Conrad for the 1987 release of the original Forgotten Realms Boxed Set for the Dungeons and Dragons roleplaying game.

According to Ed Greenwood, he had been writing lore on the realms long before anyone else's eyes had set upon his work. According to his Wikipedia article, "He began writing stories about the Forgotten Realms as a child, starting in the mid 1960s; they were his dream space for swords and sorcery stories." With that in mind, let's talk about what made the realms unique and that depth I keep saying is missing now.

We can start by talking about magic.

Magic is arguably the most important aspect of any game based in the fantasy genre and particularly in any fantasy tabletop RPG. The forgotten realms is no different. Magic suffuses every corner of the forgotten realms as it does for Eberron and Greyhawk as well. None of those settings are what you might consider low magic settings. Forgotten realms, however is definitively a high magic campaign setting.

Like Eberron and Greyhawk, it has all the usual magical trappings that a place with wizards can bring but where it differs is the inclusion of high level magic and epic level magic and the practitioners of those magic that exists and influences the world of Faerun. The most powerful of such spells outright stripped the god of magic of his own divinity and caused the cataclysm of Netheril.

Magic and individuals of immense power exists and thrives here and makes its mark on Faerun... right up until the spellplague, which obliterated magic so thoroughly in faerun that the gods of magic, most of its practitioners, worshippers, and many of the most magical places of faerun were all wiped out.

Three problems, since most of those troublesome NPCs were wizards. One stone.

Now, let's discuss the gods.

Faerun is also an exceptionally religious place, as I mentioned earlier. The gods are among the most important and influential aspect of existing in the forgotten realms not only for individuals living in this world but it should extend to players as well.

You see, by default, even in Pathfinder, you can worship a god or not and such a decision is mostly only important to someone playing a cleric in the core 3.5e or pathfinder rules. It's even less influential in Eberron, as the gods are distant, so a few of the rules, such as domain and alignment restrictions, are far looser. In all of these settings, you don't even need to follow a god. You can have what is known as a 'philosophy' cleric. One that follows some dogma or another religiously even if it's not affiliated with another god, religion, or church.

The Forgotten Realms is essentially the opposite of all that. Religion and choosing gods is so important that anyone that receives divine powers, such as the paladin, druid, and ranger, must all choose a patron deity.

Anyone that does not follow a deity or those that are particularly fickle in their religious beliefs get shunted into the Wall of the Faithless (http://forgottenrealms.wikia.com/wiki/Wall_of_the_Faithless) once it is time for a person's untimely demise (this is not immediate upon a character's death, so someone that dies can still be resurrected normally).

This manifests in a variety of ways. The forgotten realms is not a place where the whims of the gods are unknown or unknowable. The gods make their presence and desires known and can benefit or punish those followers in their churches accordingly. A cleric that strays too far from his god's teachings can one day find themselves unable to recover their divine spells comparatively swiftly.

Given the prevalence and importance of magic in the realms, it's no wonder why there are so many gods that concern themselves just with magic and why Mystra is not only the most powerful and influential of deities but also among the most commonly worshipped deities in all of Faerun.

Naturally, the spellplague rid the realms not only of the vast majority of gods, but their associated faiths, followers, and now there are literally no gods of magic in faerun at all.

Nineteen gods are worshiped in Faerûn, spread across all alignments and holding mastery over a wide range of spheres. - 4th Edition Forgotten Realms Campaign Setting

There are no special rules for worshipping deities in the post-spellplague realms, by the way. The book states that there are other gods and use Umberlee as an example, but none of the others are worth more than a mere mention. None of them have anything to do with magic. I recall one of the developers being particularly smug about the fact that Mystra was never replaced and was never going to be replaced. In Faerun, magic just isn't that important, apparently.

So what's left?

Nothing about this realms is unique. Magic was brought to where 4th edition needed it to be and it was now standard for the new game ruleset. Religion is nowhere near as important. There are few important faces in the realms. While much of the original survived, the "fluff" is comparatively sparse compared to it's previous iterations.

So...


Conclusion

The end result is that the "upgrade" from 3rd to 4th included a generic campaign setting refluffed to include forgotten realms names and places to fit criticisms that utterly fail to understand what the realms is, why people are drawn to it to begin with, and strip it of everything that sets it apart from the other settings at the time or since and render all that lore from 3rd and previous editions completely irrelevant if you wanted to keep up with the realms of the present.

Perhaps after the Sundering (http://forgottenrealms.wikia.com/wiki/Sundering_(event)), things will look up, but despite the trap of thinking that it's ruined forever (http://tvtropes.org/pmwiki/pmwiki.php/Main/TheyChangedItNowItSucks) now, I still find myself drawn to the "old realms". As such, as I work on this conversion, I don't consider anything beyond the events of 1385 to be cannon and everything between the spellplague and Summertide, 1372 DR to be cannon-optional.

Therefore, in the hopes of making you understand my ongoing "conversion philosophy", everything I write in this conversion guide will assume any such campaigns based on what I post will use the 3e-compatible material, though I may choose to borrow things and ideas that exist from 4th edition as I see fit. (I've had some ideas for residuum and I like the idea of Astral Diamonds and the feywild).

I hope this long rant allows you to understand my reasoning and my thoughts on the subject in case anyone thought I may choose to create a converted forgotten realms post-spellplague and why I would generally prefer not to. To those of you that don't know why some Forgotten Realms fans resisted the 4th edition changeover (particularly if they were only "meh" on the rules but hate the new realms) then I hope I've provided some insight with that regard.



Thank You.

Neoxenok
2016-06-26, 08:40 PM
Shadovar
Under Construction
Note that more lore information will be added when I start converting the actual forgotten realms campaign setting including examples of what the broader strokes of the kind of information you can gain with an appropriate knowledge (local) check.
Source: Player's Guide to Faerun
Knowledge (http://www.d20pfsrd.com/skills/knowledge) (Local-Shadovar (http://forgottenrealms.wikia.com/wiki/Shadovar))

Campaign Location:

Shared Regions:

Lore: The folk of the City of Shade are known as Shadovars. Their flying city is currently grounded on the shores of the Shadow Sea in the heart of the Anauroch.

Region: Shadovar (Human)
Recommended Subraces: Netherese, Shade
Automatic Languages: Netherese
Bonus Languages: Chondathan, Damaran, Draconic, Elven, Loross, Thorass
Favored Deities: Shar
Regional Traits: Discipline, Spellwise
Equipment: In addition to your normal starting equipment at first level, you can select either (A), (B), or neither and add 100gp to your starting gold. These benefits only apply to starting 1st level characters. (A) Masterwork Ranseur or Masterwork Shortsword; (B) Wand of Sleep (http://www.d20pfsrd.com/magic/all-spells/s/sleep) (Caster Level 1st; 20 Charges).

Neoxenok
2016-06-26, 09:09 PM
Shou Expatriate
Under Construction
Note that more lore information will be added when I start converting the actual forgotten realms campaign setting including examples of what the broader strokes of the kind of information you can gain with an appropriate knowledge (local) check.
Source: Player's Guide to Faerun
Knowledge (http://www.d20pfsrd.com/skills/knowledge) (Local-Thesk (http://forgottenrealms.wikia.com/wiki/Thesk))

Campaign Location:

Shared Regions:

Lore: Many strange kingdoms and empires lie far to the east of Faerun, at the end of the Golden Way. From these distant lands, a small number of merchants, settlers, and diplomats have come to Faerun in seasrch of new opportunities in the West.

Region: Shou Expatriate (Human)
Recommended Subraces: Shou
Automatic Languages: Shou
Bonus Languages: Draconic, Durpari, Goblin, Mulhorandi, Rashemi, Tuigan
Favored Deities: Celestial Bureaucracy (equivalent to worshipping a pantheon)
Regional Traits: Discipline, Mercantile Background, Mind over Body
Equipment: In addition to your normal starting equipment at first level, you can select either (A), (B), or neither and add 100gp to your starting gold. These benefits only apply to starting 1st level characters. (A) Masterwork Katana; (B) Masterwork Nunchaku or Masterwork Kukri.

Neoxenok
2016-06-26, 11:49 PM
Silverymoon
Under Construction
Note that more lore information will be added when I start converting the actual forgotten realms campaign setting including examples of what the broader strokes of the kind of information you can gain with an appropriate knowledge (local) check.
Source: Player's Guide to Faerun
Knowledge (http://www.d20pfsrd.com/skills/knowledge) (Local-the Silver Marches (http://forgottenrealms.wikia.com/wiki/Luruar))

Campaign Location:

Shared Regions:

Lore: Also known as the Gem of the North, the cit of Silverymoon is a beacon of hope, safety, and learning amid the wilds of the North. It is home to a large number of moon elves.

Region: Silverymoon (Elf)
Recommended Subraces: Moon Elf, Sun Elf
Automatic Languages: Elven, Illuskan
Bonus Languages: Chondathan, Dwarven, Giant, Orc, Sylvan
Favored Deities: Elven Pantheon (the Seldarine)
Regional Traits: Education, Mind over Body, Strong Soul
Equipment: In addition to your normal starting equipment at first level, you can select either (A), (B), or neither and add 100gp to your starting gold. These benefits only apply to starting 1st level characters. (A) Masterwork Longsword or Masterwork Rapier; (B) Breastplate and 20 Masterwork Arrows.

Lore: Heir to the long lost elf kingdoms of the North, Silverymoon is home to many who have both moon elf and human blood.

Region: Silverymoon (Half-Elf)
Recommended Subraces: Half-Moon Elf
Automatic Languages: Elven, Illuskan
Bonus Languages: Chondathan, Dwarven, Giant, Orc, Sylvan
Favored Deities: Elven Pantheon (the Seldarine), Mystra, Oghma, Selune, Sune
Regional Traits: Education, Mind over Body, Strong Soul
Equipment: In addition to your normal starting equipment at first level, you can select either (A), (B), or neither and add 100gp to your starting gold. These benefits only apply to starting 1st level characters. (A) Masterwork Longsword or Masterwork Rapier; (B) Masterwork Chain Shirt and Potion of Endure Elements (http://www.d20pfsrd.com/magic/all-spells/e/endure-elements).

Lore: Often called the Gem of the North, Silverymoon is a city of magic and learning on the Rauvin River in the far North. It is the leading city of the Silver Marches, a league of human cities and dwarf citadels.

Region: Silverymoon (Human)
Recommended Subraces: Chondathan, Illuskan
Automatic Languages: Chondathan
Bonus Languages: Dwarven, Elven, Giant, Illuskan, Orc, Sylvan
Favored Deities: Deneir, Lurue, Mielikki, Milil, Mystra, Oghma, Silvanus
Regional Traits: Blooded, Education, Smooth Talk
Equipment: In addition to your normal starting equipment at first level, you can select either (A), (B), or neither and add 100gp to your starting gold. These benefits only apply to starting 1st level characters. (A) Masterwork Longbow, Masterwork Longsword, or Masterwork Rapier; (B) Masterwork Studded Leather Armor and either two 1st or one 2nd Level Arcane or Divine Spell Scroll of your choice (Caster Level 3rd).

Neoxenok
2016-06-28, 05:34 AM
The Sword Coast
Under Construction
Note that more lore information will be added when I start converting the actual forgotten realms campaign setting including examples of what the broader strokes of the kind of information you can gain with an appropriate knowledge (local) check.
Source: Pathfinder RPG Ultimate Combat, Player's Guide to Faerun
Knowledge (http://www.d20pfsrd.com/skills/knowledge) (Local-the Sword Coast (http://forgottenrealms.wikia.com/wiki/Sword_Coast))

Campaign Location:

Shared Regions:

Lore: Many shield dwarf merchants, smiths, and weaponmakers live in human cities such as Mirabar and Neverwinter along the Sword Coast.

Region: the Sword Coast (Dwarf)
Recommended Subraces: Shield Dwarf
Automatic Languages: Dwarven, Illuskan
Bonus Languages: Chondathan, Elven, Giant, Gnome, Orc
Favored Deities: Dumathoin, Marthammor, Duin, Moradin
Regional Traits: Forgeheart, Mercantile Background, Metallurgy, Thunder Twin, Tireless
Equipment: In addition to your normal starting equipment at first level, you can select either (A), (B), or neither and add 100gp to your starting gold. These benefits only apply to starting 1st level characters. (A) Masterwork Hand Axe or Masterwork Greataxe; (B) Masterwork Splint Mail and Heavy Steel Shield.

Lore: Stretching from Luskan in the North to Baldur's Gate in the south, the Sword Coast is a region of isolated city-states, fiercely competitive in commerce and prone to open brigandage.

Region: the Sword Coast (Human)
Recommended Subraces: Illuskan, Tethyrian
Automatic Languages: Illuskan
Bonus Languages: Chondathan, Dwarven, Giant, Halfling, Orc
Favored Deities: Bane, Beshaba, Chauntea, Lathander, Mask, Mystra, Tempus
Regional Traits: Cosmopolitan, Knifefighter, Stormheart
Equipment: In addition to your normal starting equipment at first level, you can select either (A), (B), or neither and add 100gp to your starting gold. These benefits only apply to starting 1st level characters. (A) Masterwork Longsword or Masterwork Dagger; (B) Pistol (http://www.d20pfsrd.com/equipment---final/weapons/firearms), Powderhorn, and Ten Masterwork Bullets.

Neoxenok
2016-06-28, 05:49 PM
Tashalar
Under Construction
Note that more lore information will be added when I start converting the actual forgotten realms campaign setting including examples of what the broader strokes of the kind of information you can gain with an appropriate knowledge (local) check.
Source: Player's Guide to Faerun
Knowledge (http://www.d20pfsrd.com/skills/knowledge) (Local-Tashalar (http://forgottenrealms.wikia.com/wiki/Tashalar))

Campaign Location:

Shared Regions:

Lore: Located on the northern shores of the Chultan peninsula, Tashalar is a sun-soaked land of olive groves, vineyards, and powerful merchant houses. It is threatened by the insidious yuan-ti of the nearby jungles.

Region: Tashalar (Human)
Recommended Subraces: Chultan, Shaaran, Tashalan
Automatic Languages: Tashalan
Bonus Languages: Alzhedo, Chultan, Draconic, Illuskan, Orc, Shaaran, Yuan-Ti
Favored Deities: Chauntea, Malar, Savras, Set, Waukeen
Regional Traits: Foe Hunter (Yuan Ti), Mercantile Background, Snake Blood
Equipment: In addition to your normal starting equipment at first level, you can select either (A), (B), or neither and add 100gp to your starting gold. These benefits only apply to starting 1st level characters. (A) Masterwork Light Crossbow and 20 Bolts; (B) Masterwork Hide Armor and Heavy Darkwood (http://www.d20pfsrd.com/equipment---final/special-materials#TOC-Darkwood) Shield

Neoxenok
2016-06-28, 06:08 PM
Tethyr
Under Construction
Note that more lore information will be added when I start converting the actual forgotten realms campaign setting including examples of what the broader strokes of the kind of information you can gain with an appropriate knowledge (local) check.
Source: Player's Guide to Faerun
Knowledge (http://www.d20pfsrd.com/skills/knowledge) (Local-Tethyr (http://forgottenrealms.wikia.com/wiki/Tethyr))

Campaign Location:

Shared Regions:

Lore: This large kingdom of noble knights and great lords was recently reunited under the rule of a king and queen after a terrible civil war.

Region: Tethyr (Human)
Recommended Subraces: Calishine*, Tethyrian
Automatic Languages: Chondathan
Bonus Languages: Alzhedo, Elven, Goblin, Lantanese, Orc
Favored Deities: Helm, Ilmater, Siamorphe, Torm, Tyr
Regional Traits: Blooded, Furious Charge, Luck of Heroes
Equipment: In addition to your normal starting equipment at first level, you can select either (A), (B), or neither and add 100gp to your starting gold. These benefits only apply to starting 1st level characters. (A) Potion of Cure Moderate Wounds (http://www.d20pfsrd.com/magic/all-spells/c/cure-moderate-wounds); (B) Masterwork Chainmail.

*Author's Note: Apparently, the GitP forums is racist against the fair people of Calimshan and the term to which they are called. Therefore, I have renamed them the Calishine (Cali * shine).

Neoxenok
2016-06-28, 06:40 PM
Tharsult
Under Construction
Note that more lore information will be added when I start converting the actual forgotten realms campaign setting including examples of what the broader strokes of the kind of information you can gain with an appropriate knowledge (local) check.
Source: Pathfinder Companion: Adventurer's Armory, Pathfinder RPG Advanced Class Guide, Player's Guide to Faerun, Player's Gudie to Faerun Errata
Knowledge (http://www.d20pfsrd.com/skills/knowledge) (Local-Tharsult (http://forgottenrealms.wikia.com/wiki/Tharsult))

Campaign Location:

Shared Regions:

Lore: The island nation of Tharsult serves as a center for sea trade within the Shining Sea.

Region: Tharsult (Human)
Recommended Subraces: Calishine*, Shaaran
Automatic Languages: Alzhedo
Bonus Languages: Aquan, Chultan, Halfling, Tashalan, Yuan-Ti
Favored Deities: Ilmater, Selune, Shar, Tyr, Valkur, Waukeen
Regional Traits: Mercantile Background, Silver Palm, Snake Blood, Stormheart
Equipment: In addition to your normal starting equipment at first level, you can select either (A), (B), or neither and add 100gp to your starting gold. These benefits only apply to starting 1st level characters. (A) Masterwork Cutlass or Masterwork Blade Boot (http://www.d20pfsrd.com/equipment---final/weapons/weapon-descriptions/blade-boot); (B) Masterwork Studded Leather Armor and Three Potions of Blurred Movement (http://www.d20pfsrd.com/magic/all-spells/b/blurred-movement).

*Author's Note: Apparently, the GitP forums is racist against the fair people of Calimshan and the term to which they are called. Therefore, I have renamed them the Calishine (Cali * shine).

Neoxenok
2016-07-01, 08:27 AM
Thay
Under Construction
Note that more lore information will be added when I start converting the actual forgotten realms campaign setting including examples of what the broader strokes of the kind of information you can gain with an appropriate knowledge (local) check.
Source: Player's Guide to Faerun
Knowledge (http://www.d20pfsrd.com/skills/knowledge) (Local-Thay (http://forgottenrealms.wikia.com/wiki/Thay))

Campaign Location:

Shared Regions:

Lore: A forbidding and mysterious realm of the Unapproachable East, Thay is the homeland of the widely feared Red Wizards.

Region: Thay (Human)
Recommended Subraces: Mulan, Rashemi
Automatic Languages: Mulhorandi
Bonus Languages: Chessentan, Damaran, Gnoll, Infernal, Rashemi, Ruigan, Untheric
Favored Deities: Bane, Gargauth, Kossuth, Loviatar, Shar, Talona
Regional Traits: Discipline, Mind over Body, Tattoo Focus
Equipment: In addition to your normal starting equipment at first level, you can select either (A), (B), or neither and add 100gp to your starting gold. These benefits only apply to starting 1st level characters. (A) Two 2nd Level Arcane Scrolls of Your Choice (Caster level 3rd); (B) One 2nd Level Arcane Scroll of Your Choice (Caster Level 3rd) and Six 1st Level Arcane Scrolls of Your Choice (Caster Level 1st).

Lore: For centuries, the powerful wizards of Thay have bred their slaves with outsiders of various types in an effort to create the perfect servitors.

Region: Thay (Planetouched)
Recommended Subraces: Genasi (Any), Tiefling
Automatic Languages: Mulhorandi
Bonus Languages: Aglarondan, Damaran, Gnoll, Infernal, Rashemi
Favored Deities: Bane, Cyric, Kossuth, Loviatar, Shar
Regional Traits: Dreadful Wrath, Mind over Body, Tattoo Focus
Equipment: In addition to your normal starting equipment at first level, you can select either (A), (B), or neither and add 100gp to your starting gold. These benefits only apply to starting 1st level characters. (A) Scroll of Invisibility (http://www.d20pfsrd.com/magic/all-spells/i/invisibility) and Scorching Ray (http://www.d20pfsrd.com/magic/all-spells/s/scorching-ray); (B) Masterwork Breastplate and Three Arcane Potions of Your Choice (Caster Level 1st).

Neoxenok
2016-07-02, 12:19 AM
Thesk
Under Construction
Note that more lore information will be added when I start converting the actual forgotten realms campaign setting including examples of what the broader strokes of the kind of information you can gain with an appropriate knowledge (local) check.
Source: Player's Guide to Faerun
Knowledge (http://www.d20pfsrd.com/skills/knowledge) (Local-Thesk (http://forgottenrealms.wikia.com/wiki/Thesk))

Campaign Location:

Shared Regions:

Lore: The city-state of Milvarune and the surrounding Dragonjaw Mountains are home to many large clans of rock gnomes.

Region: Thesk (Gnome)
Recommended Subraces: Rock Gnome
Automatic Languages: Aglarondan, Gnome
Bonus Languages: Damaran, Draconic, Elven, Illuskan, Terran
Favored Deities: Gnome Pantheon
Regional Traits: Artist, Magic in the Blood, Smooth Talk
Equipment: In addition to your normal starting equipment at first level, you can select either (A), (B), or neither and add 100gp to your starting gold. These benefits only apply to starting 1st level characters. (A) Masterwork Light Mace or Masterwork Longsword; (B) Masterwork Studded Leather Armor and Five Thunderstones and Two Potions of Cure Light Wounds (http://www.d20pfsrd.com/magic/all-spells/c/cure-light-wounds).

Lore: A loose confederation of mercantile city-states strung out along the Golden Way, Thesk is plagued by the Shadowmasters of Telflamm, a powerful thieves' guild.

Region: Thesk (Human)
Recommended Subraces: Damaran, Rashemi, Tuigan
Automatic Languages: Damaran
Bonus Languages: Aglarondan, Chondathan, Giant, Gnoll, Mulhorandi, Orc, Rashemi, Shou, Tuigan
Favored Deities: Chauntea, Mask, Shaundakul, Waukeen
Regional Traits: Caravanner, Mercantile, Background, Silver Palm, Smooth Talk
Equipment: In addition to your normal starting equipment at first level, you can select either (A), (B), or neither and add 100gp to your starting gold. These benefits only apply to starting 1st level characters. (A) Masterwork Studded Leather Armor and Masterwork Thieves' Tools; (B) Masterwork Scale Mail Armor and Healer's Kit.

Lore: Twelve years ago, a Zhentish, legion of mountain orc warriors disbanded in Thesk after helping to defend the land from the horde of Yamun Kahan.

Region: Thesk (Orc and Half-Orc)
Recommended Subraces: Half-Orc, Gray Orc, Mountain Orc
Automatic Languages: Damaran, Orc
Bonus Languages: Giant, Gnoll, Gnome, Mulhorandi, Rashemi
Favored Deities: Bane, Shaundakul, Waukeen
Regional Traits: Knifefighter, Thug
Equipment: In addition to your normal starting equipment at first level, you can select either (A), (B), or neither and add 100gp to your starting gold. These benefits only apply to starting 1st level characters. (A) Masterwork Spear or Masterwork Greataxe; (B) Masterwork Chainmail with Armor Spikes.

Neoxenok
2016-07-03, 10:47 AM
Thindol
Under Construction
Note that more lore information will be added when I start converting the actual forgotten realms campaign setting including examples of what the broader strokes of the kind of information you can gain with an appropriate knowledge (local) check.
Source: Pathfinder Companion: Adventurer’s Armory, Pathfinder RPG Advanced Class Guide, Player's Guide to Faerun, Player's Guide to Faerun Errata
Knowledge (http://www.d20pfsrd.com/skills/knowledge) (Local-Thindol (http://forgottenrealms.wikia.com/wiki/Thindol))

Campaign Location:

Shared Regions:

Lore: On the southern coast of the Chultan peninsula lies this merchant nation populated by fleet-of-foot Tashalans and Chultans.

Region: Thindol (Human)
Recommended Subraces: Chultan, Tashalan
Automatic Languages: Tashalan
Bonus Languages: Chultan, Dwarven, Goblin, Shaaran, Yuan-Ti
Favored Deities: Lathander, Lliira, Malar, Savras, Set, Tymora
Regional Traits: Fleet of Foot, Foe Hunter (Yuan-Ti), Militia, Snake Blood, Tireless
Equipment: In addition to your normal starting equipment at first level, you can select either (A), (B), or neither and add 100gp to your starting gold. These benefits only apply to starting 1st level characters. (A) Masterwork Cutlass or Masterwork Blade Boot (http://www.d20pfsrd.com/equipment---final/weapons/weapon-descriptions/blade-boot); (B) Masterwork Studded Leather Armor and Three Potions of Blurred Movement (http://www.d20pfsrd.com/magic/all-spells/b/blurred-movement).

Neoxenok
2016-07-03, 01:04 PM
Turmish
Under Construction
Note that more lore information will be added when I start converting the actual forgotten realms campaign setting including examples of what the broader strokes of the kind of information you can gain with an appropriate knowledge (local) check.
Source: Pathfinder Player Companion: Melee Tactics Toolbox, Player's Guide to Faerun
Knowledge (http://www.d20pfsrd.com/skills/knowledge) (Local-the Vilhon Reach (http://forgottenrealms.wikia.com/wiki/Turmish))

Campaign Location:

Shared Regions:

Lore: The Aphrunn Mountains and Orsraun Mountains are home to many shield dwarves.

Region: Turmish (Dwarf)
Recommended Subraces: Gold Dwarf, Shield Dwarf
Automatic Languages: Dwarven, Turmic
Bonus Languages: Chondathan, Elven, Giant, Gnome, Halfling
Favored Deities: Dwarven Pantheon
Regional Traits: Dauntless, Silver Palm, Stoneshaper, Thunder Twin
Equipment: In addition to your normal starting equipment at first level, you can select either (A), (B), or neither and add 100gp to your starting gold. These benefits only apply to starting 1st level characters. (A) Masterwork Melee Weapon or Masterwork Melee Weapon or Masterwork Melee Weapon; (B) Masterwork Armor and potion or scroll (2nd level).

Lore: A prosperous l and on the northern shores of the Vilhon Reach, Turmish is dominated by the Turami.

Region: Turmish (Human)
Recommended Subraces: Chondathan, Turami
Automatic Languages: Turmic
Bonus Languages: Chessentan, Chondathan, Draconic, Dwarven, Ignan, Shaaran
Favored Deities: Lliira, Silvanus, Talos, Tyr
Regional Traits: Luck of Heroes, Mercantile Background, Militia
Equipment: In addition to your normal starting equipment at first level, you can select either (A), (B), or neither and add 100gp to your starting gold. These benefits only apply to starting 1st level characters. (A) Splint Mail and Masterwork Heavy Steel Shield; (B) Melee Contingency Kit (http://www.d20pfsrd.com/equipment---final/goods-and-services/tools-kits#TOC-Kit-Melee-Contingency) and One 1st Level Potion of Your Choice (Caster Level 3rd).

Neoxenok
2016-07-03, 09:06 PM
Underdark (Old Shanatar)
Under Construction
Note that more lore information will be added when I start converting the actual forgotten realms campaign setting including examples of what the broader strokes of the kind of information you can gain with an appropriate knowledge (local) check.
Source: Player's Guide to Faerun, Player's Guide to Faerun Errata
Knowledge (http://www.d20pfsrd.com/skills/knowledge) (Local-Underdark (Old Shanatar) (http://forgottenrealms.wikia.com/wiki/Old_Shanatar))

Campaign Location:

Shared Regions:

Lore: Ancient Shanatar, once the homeland of the shield dwarves, fell many centuries ago. However, Iltkazar, the Mithral Kingdom, still remains.

Region: Underdark (Old Shanatar) (Dwarf)
Recommended Subraces: Shield Dwarf
Automatic Languages: Dwarven, Undercommon
Bonus Languages: Aquan, Draconic, Elven, Gnome, Terran
Favored Deities: Dumathoin
Regional Traits: Azerblood, Batrider, Dauntless, Thunder Twin, Tireless
Equipment: In addition to your normal starting equipment at first level, you can select either (A), (B), or neither and add 100gp to your starting gold. These benefits only apply to starting 1st level characters. (A) Masterwork Dwarven Urgrosh or Masterwork Heavy Mace; (B) Masterwork Chainmail and Three Potions of Cure Light Wounds (http://www.d20pfsrd.com/magic/all-spells/c/cure-light-wounds).

Lore: Generations of humans from Calimshan and the Lake of Steam have been enslaved by the beholders of Zokir and the drow of Guallidurth. Many escaped into the Udnerdark wilds, led by Ibrandul the Skulking God. However, they continue to make their homes in the lightless lands that have become their home.

Region: Underdark (Old Shalantar) (Human)
Recommended Subraces: Calishine*, Tethyrian
Automatic Languages: Dwarven
Bonus Languages: Aquan, Alzhedo, Chondathan, Elven, Undercommon
Favored Deities: Grumbar, Mask, Shar, Shaundakul, Talona, Talos
Regional Traits: Dauntless, Resist Poison, Swift and Silent
Equipment: In addition to your normal starting equipment at first level, you can select either (A), (B), or neither and add 100gp to your starting gold. These benefits only apply to starting 1st level characters. (A) Masterwork Battle Axe or Masterwork Dagger; (B) Masterwork Chain Shirt and a Deluxe Dungeoneering Kit (http://www.d20pfsrd.com/equipment---final/goods-and-services/tools-kits#TOC-Kit-Dungeoneering).

*Author's Note: Apparently, the GitP forums is racist against the fair people of Calimshan and the term to which they are called. Therefore, I have renamed them the Calishine (Cali * shine).

Neoxenok
2016-07-04, 04:26 PM
Unther
Under Construction
Note that more lore information will be added when I start converting the actual forgotten realms campaign setting including examples of what the broader strokes of the kind of information you can gain with an appropriate knowledge (local) check.
Source: Player's Guide to Faerun
Knowledge (http://www.d20pfsrd.com/skills/knowledge) (Local-Unther (http://forgottenrealms.wikia.com/wiki/Unther))

Campaign Location:

Shared Regions:

Lore: One of the three Old Empires of southeast Faerun, Unther was ruled for centuries by the evil god-king Gilgeam, who perished in the Time of Troubles. Now Unther is disintegrating from the twin pressures of Mulhorandi invasion and the squabbles of its own nobles and priests.

Region: Unther (Human)
Recommended Subraces: Mulan, Turami
Automatic Languages: Untheric
Bonus Languages: Chessentan, Draconic, Mulhorandi, Orc, Shaaran
Favored Deities: Bane, Mystra, Mulhorandi Pantheon, Tiamat
Regional Traits: Arcane Schooling, Street Smart, Theocrat, Thug
Equipment: In addition to your normal starting equipment at first level, you can select either (A), (B), or neither and add 100gp to your starting gold. These benefits only apply to starting 1st level characters. (A) Masterwork Breastplate and Three Potions of Enlarge Person (http://www.d20pfsrd.com/magic/all-spells/e/enlarge-person) (Caster Level 1st); (B) Scroll of Detect Thoughts (http://www.d20pfsrd.com/magic/all-spells/d/detect-thoughts) and Scorching Ray (http://www.d20pfsrd.com/magic/all-spells/s/scorching-ray) (Caster Level 3rd).

Lore: Like the folk of Mulhorand, the people of Unther were ruled by incarnate gods who often took morals as spouses.

Region: Unther (Planetouched)
Recommended Subraces: Aasimar, Fire Genasi, Tiefling
Automatic Languages: Untheric
Bonus Languages: Abyssal, Chessentan, Dwarven, Orc, Shaaran
Favored Deities: Anhur, Bane, Mystra, Tempus, Tiamat
Regional Traits: Magic in the Blood, Theocrat, Thug
Equipment: In addition to your normal starting equipment at first level, you can select either (A), (B), or neither and add 100gp to your starting gold. These benefits only apply to starting 1st level characters. (A) Masterwork Scale Mail and 20 Cold Iron Arrows; (B) Three Doses of Black Adder Venom (http://www.d20pfsrd.com/gamemastering/afflictions/poison/black-adder-venom).

Neoxenok
2016-09-17, 01:46 AM
Uthgardt Tribesfolk
Under Construction
Note that more lore information will be added when I start converting the actual forgotten realms campaign setting including examples of what the broader strokes of the kind of information you can gain with an appropriate knowledge (local) check.
Source: Player's Guide to Faerun
Knowledge (http://www.d20pfsrd.com/skills/knowledge) (Local-the North (http://forgottenrealms.wikia.com/wiki/The_North))

Campaign Location:

Shared Regions:

Lore: The Uthgardt barbarians roam the forests and hills of the North.

Region: Uthgardt Tribesfolk
Recommended Subraces: Illuskan
Automatic Languages: Illuskan
Bonus Languages: Chondathan, Dwarven, Elven, Giant, Orc
Favored Deities: Uthgar
Regional Traits: Ancestral Spirit, Furious Charge, Oral History, Surefooted, Swift and Silent
Equipment: In addition to your normal starting equipment at first level, you can select either (A), (B), or neither and add 100gp to your starting gold. These benefits only apply to starting 1st level characters. (A) Masterwork Battleaxe or Masterwork Greataxe; (B) Masterwork Studded Leather Armor Armor and 20 Masterwork Arrows.

Neoxenok
2016-09-17, 02:09 AM
Vaasa
Under Construction
Note that more lore information will be added when I start converting the actual forgotten realms campaign setting including examples of what the broader strokes of the kind of information you can gain with an appropriate knowledge (local) check.
Source: Player's Guide to Faerun
Knowledge (http://www.d20pfsrd.com/skills/knowledge) (Local-Vaasa (http://forgottenrealms.wikia.com/wiki/Vaasa))

Campaign Location:

Shared Regions:

Lore: A cold, hard land formerly ruled by the terrible Witch-KingVaasa is no longer a bastion of evil - but neither is it a place for those who aren't ready to defend themselves with sword and spell.

Region: Vaasa (Human)
Recommended Subraces: Damaran, Vaasan
Automatic Languages: Damaran
Bonus Languages: Abyssal, Giant, Goblin, Orc, Uluik
Favored Deities: Auril, Orcus, Talos
Regional Traits: Arctic Adaptation, Axethrower, Tireless
Equipment: In addition to your normal starting equipment at first level, you can select either (A), (B), or neither and add 100gp to your starting gold. These benefits only apply to starting 1st level characters. (A) Masterwork Splint Mail; (B) Masterwork Heavy Mace or Masterwork Light Mace.

Lore: Once the soldiers of the Witch King, the half-orcs of Vaasa are a strong and study folk who manage to carve out a living from this forbidding land.

Region: Vaasa (Orc and Half-Orc)
Recommended Subraces: Half-Orc, Mountain Orc
Automatic Languages: Damaran, Orc
Bonus Languages: Dwarven, Giant, Goblin, Uluik, Undercommon
Favored Deities: Bane, Orc Pantheon
Regional Traits: Blooded, Dauntless, Surefooted
Equipment: In addition to your normal starting equipment at first level, you can select either (A), (B), or neither and add 100gp to your starting gold. These benefits only apply to starting 1st level characters. (A) Masterwork Orc Double Axe or Masterwork Spear; (B) Chain Shirt and Masterwork Heavy Steel Shield.

Neoxenok
2016-09-17, 02:29 AM
The Vast
Under Construction
Note that more lore information will be added when I start converting the actual forgotten realms campaign setting including examples of what the broader strokes of the kind of information you can gain with an appropriate knowledge (local) check.
Source: Player's Guide to Faerun
Knowledge (http://www.d20pfsrd.com/skills/knowledge) (Local-the Vast (http://forgottenrealms.wikia.com/wiki/The_Vast))

Campaign Location:

Shared Regions:

Lore: Home to small, independent city-states, such as Tantras and Raven's Bluff, the Vast is renowned as the land where adventurers can make names for themselves.

Region: the Vast (Human)
Recommended Subraces: Chondathan, Damaran
Automatic Languages: Damaran
Bonus Languages: Aglarondan, Chondathan, Dwarven, Giant, Goblin, Orc, Rashemi
Favored Deities: Chauntea, Eldath, Mystra, Tempus, Torm, Tymora, Umberlee, Waukeen
Regional Traits: Luck of Heroes, Mercantile Background, Thug
Equipment: In addition to your normal starting equipment at first level, you can select either (A), (B), or neither and add 100gp to your starting gold. These benefits only apply to starting 1st level characters. (A) Three Potions of Cure Light Wounds (http://www.d20pfsrd.com/magic/all-spells/c/cure-light-wounds) (Caster Level 1st) and 20 Masterwork Arrows; (B) Banded Mail with Armor Spikes.

Neoxenok
2016-09-17, 02:40 AM
The Vilhoun Reach
Under Construction
Note that more lore information will be added when I start converting the actual forgotten realms campaign setting including examples of what the broader strokes of the kind of information you can gain with an appropriate knowledge (local) check.
Source: Player's Guide to Faerun
Knowledge (http://www.d20pfsrd.com/skills/knowledge) (Local-Vilhoun Reach (http://forgottenrealms.wikia.com/wiki/Vilhon_Reach))

Campaign Location:

Shared Regions:

Lore: Dominated by the old and decrepit realm of Chondath, the Vilhon Reach is a land of contradictions. A constant conflict simmers between sophisticated merchant-lords and a powerful druid circle that is determined to limit human expansion.

Region: the Vilhoun Reach (Human)
Recommended Subraces: Chondathan, Shaaran, Turami
Automatic Languages: Chondathan
Bonus Languages: Dwarven, Elven, Giant, Halfling, Illuskan, Orc
Favored Deities: Eldath, Helm, Lliira, Malar, Nobanion, Silvanus, Talos, Tempus, Tyr
Regional Traits: Plague Resistant, Silver Palm, Snake Blood, Thug
Equipment: In addition to your normal starting equipment at first level, you can select either (A), (B), or neither and add 100gp to your starting gold. These benefits only apply to starting 1st level characters. (A) Masterwork Dagger or Masterwork Rapier; (B) Chain Shirt and 20 Masterwork Bolts.

Neoxenok
2016-10-03, 08:27 PM
Waterdeep
Under Construction
Note that more lore information will be added when I start converting the actual forgotten realms campaign setting including examples of what the broader strokes of the kind of information you can gain with an appropriate knowledge (local) check.
Source: Player's Guide to Faerun, Ultimate Psionics
Knowledge (http://www.d20pfsrd.com/skills/knowledge) (Local-Waterdeep (http://forgottenrealms.wikia.com/wiki/Waterdeep))

Campaign Location:

Shared Regions:

Lore: Several large and prosperous shield dwarf clans inhabit Waterdeep and it's immediate environs, including the Forlorn Hills and the Sword Mountains.

Region: Waterdeep (Dwarf)
Recommended Subraces: Shield Dwarf
Automatic Languages: Dwarven
Bonus Languages: Alzhedo, Chondathon, Elven, Halfling, Illuskan, Orc
Favored Deities: Dwarven Pantheon
Regional Traits: Cosmopolitn, Silver Palm, Thug, Thunder Twin
Equipment: In addition to your normal starting equipment at first level, you can select either (A), (B), or neither and add 100gp to your starting gold. These benefits only apply to starting 1st level characters. (A) Masterwork Chain Shirt and a steel family crest made with cut zircon and studded with tiger eye and turquoise gems worth 50gp; (B) Masterwork Heavy Mace or Masterwork Battleaxe.

Lore: Many moon elves reside in the forests and hills of the lower Delimibiyr and Dessarin Vales. They frequent the bustling human city of Waterdeep.

Region: Waterdeep (Elf)
Recommended Subraces: Moon Elf
Automatic Languages: Chondathan, Elven
Bonus Languages: Alzhedo, Dwarven, Halfling, Illuskan, Orc
Favored Deities: Elven Pantheon
Regional Traits: Cosmopolitan, Smooth Talk, Twin Sword Style
Equipment: In addition to your normal starting equipment at first level, you can select either (A), (B), or neither and add 100gp to your starting gold. These benefits only apply to starting 1st level characters. (A) Masterwork Dagger or Masterwork Rapier; (B) Wand of Magic Missile (http://www.d20pfsrd.com/magic/all-spells/m/magic-missile) (Caster Level 1st; 20 Charges).

Lore: Elves and Humans have lived side by side on the Sword Coast for many centuries, so half-moon elves are fairly common in the city of splendors.

Region: Waterdeep (Half-Elf)
Recommended Subraces: Half Moon-Elf
Automatic Languages: Chondathan, Elven
Bonus Languages: Alzhedo, Dwarven, Halfling, Illuskan, Orc
Favored Deities: Angarradh, Sehanine Moonbow, Selune, Sune
Regional Traits: Cosmopolitan, Smooth Talk, Twin Sword Style
Equipment: In addition to your normal starting equipment at first level, you can select either (A), (B), or neither and add 100gp to your starting gold. These benefits only apply to starting 1st level characters. (A) Masterwork Dagger or Masterwork Rapier; (B) Masterwork Chain Shirt and 5 blue quartz gems worth 10gp each.

Lore: Known as the greatest city of the Sword Coast, Waterdeep is a cosmopolitan metropolis of bustling commerce, skulking rogues, and mighty wizards. It sits above the dreadful maze known as the Undermountain, which has long been a destination of interest for adventurers.

Region: Waterdeep (Human)
Recommended Subraces: Chondathan, Illuskan, Tethyrian
Automatic Languages: Chondathan
Bonus Languages: Dwarven, Elven, Giant, Halfling, Illuskan, Orc
Favored Deities: Faerunian Pathneon
Regional Traits: Artist, Cosmopolitan, Education, Mercantile Background, Silver Palm, Smooth Talk, Twin Sword Style
Equipment: In addition to your normal starting equipment at first level, you can select either (A), (B), or neither and add 100gp to your starting gold. These benefits only apply to starting 1st level characters. (A) Masterwork Longsword or Masterwork Rapier or Masterwork Short Sword; (B) Any Two Spells or Psionic Power scrolls or power stones of 2nd level or lower.

Neoxenok
2016-10-10, 07:48 PM
The Western Heartlands
Under Construction
Note that more lore information will be added when I start converting the actual forgotten realms campaign setting including examples of what the broader strokes of the kind of information you can gain with an appropriate knowledge (local) check.
Source: The Player's Guide to Faerun
Knowledge (http://www.d20pfsrd.com/skills/knowledge) (Local-Western Heartlands (http://forgottenrealms.wikia.com/wiki/Western_Heartlands))

Campaign Location:

Shared Regions:

Lore: Scattered gnome villages and settlements exist throughout the vales of the River Chionthar and the Winding Water.

Region: Western Heartlands (Gnome)
Recommended Subraces: Rock Gnome
Automatic Languages: Gnome, Chondathan
Bonus Languages: Draconic, Dwarven, Goblin, Illuskan, Sylvan, Terran
Favored Deities: Gnome Pantheon
Regional Traits: Artist, Discipline, Strong Soul
Equipment: In addition to your normal starting equipment at first level, you can select either (A), (B), or neither and add 100gp to your starting gold. These benefits only apply to starting 1st level characters. (A) Pistol (http://www.d20pfsrd.com/equipment---final/weapons/firearms), Powderhorn, and Ten Masterwork Bullets; (B) Arcane Scroll of Invisibility (http://www.d20pfsrd.com/magic/all-spells/i/invisibility) and Mirror Image (http://www.d20pfsrd.com/magic/all-spells/m/mirror-image) (Caster Level 3rd).

Lore: Halfling settlers can be found throughout the Western Heartlands, primarily on the vale west of the Far Hills.

Region: Western Heartlands (Halfling)
Recommended Subraces: Lightfoot Halfling
Automatic Languages: Chondathan, Halfling
Bonus Languages: Alzhedo, Dwarven, Gnome, Goblin, Illuskan
Favored Deities: Halfling Pantheon
Regional Traits: Fearless, Luck of Heroes, Nobody's Fool
Equipment: In addition to your normal starting equipment at first level, you can select either (A), (B), or neither and add 100gp to your starting gold. These benefits only apply to starting 1st level characters. (A) Masterwork Light Crossbow or Masterwork Shortbow; (B) Masterwork Chain Shirt.

Lore: Stretching from the Dragon Coast to the lower reaches of the Chionthar Vale, the Western Heartlands is home to scattered settlements and homesteads as well as caravan cities such as Iriaebor and Scornubel.

Region: Western Heartlands (Human)
Recommended Subraces: Calashine*, Chondathan
Automatic Languages: Chondathan, Tethyrian
Bonus Languages: Elven, Giant, Goblin, Illuskan, Midani, Orc, Turmic
Favored Deities: Deneir, Helm, Kelemvor, Lathander, Oghma, Tempus
Regional Traits: Artist, Bullheaded, Caravanner, Saddleback, Shadow Shield, Shadow Song, Snake Blood, Spire Walking
Equipment: In addition to your normal starting equipment at first level, you can select either (A), (B), or neither and add 100gp to your starting gold. These benefits only apply to starting 1st level characters. (A) Masterwork Bastard Sword or Masterwork Greatsword; (B) Potion of Lesser Restoration (http://www.d20pfsrd.com/magic/all-spells/r/restoration).

*Author's Note: Apparently, the GitP forums is racist against the fair people of Calimshan and the term to which they are called. Therefore, I have renamed them the Calishine (Cali * shine).

Lore: Since the opening of a portal to the Nine Hells in the Year of the Worm, increasing numbers of devil-spawned tieflings have been encountered in the vicinity of Dragonspear Castle.

Region: Western Heartlands (Planetouched)
Recommended Subraces: Tiefling
Automatic Languages: Chondathan
Bonus Languages: Alzhedo, Elven, Giant, Goblin, Infernal, Orc
Favored Deities: Bane, Cyric, Lathander, Mask, Oghma, Tempus
Regional Traits: Dreadful Wrath, Street Smart, Thug
Equipment: In addition to your normal starting equipment at first level, you can select either (A), (B), or neither and add 100gp to your starting gold. These benefits only apply to starting 1st level characters. (A) Masterwork Bastard Sword or Masterwork Greatsword or Masterwork Melee Weapon; (B) Potion of Lesser Restoration (http://www.d20pfsrd.com/magic/all-spells/r/restoration).

Neoxenok
2016-10-11, 07:07 AM
The Wizard's Reach
Under Construction
Note that more lore information will be added when I start converting the actual forgotten realms campaign setting including examples of what the broader strokes of the kind of information you can gain with an appropriate knowledge (local) check.
Source: Player's Guide to Faerun
Knowledge (http://www.d20pfsrd.com/skills/knowledge) (Local-Aglarond (http://forgottenrealms.wikia.com/wiki/Aglarond))

Campaign Location:

Shared Regions:

Lore: Along the southern coast of the Aglarondan peninsula lie the cities of the Wizards' Reach, a group of independent city-states long coveted (and contested) by Chessenta, Unther, and Thay.

Region: Wizards' Reach (Human)
Recommended Subraces: Chondathan, Mulan, Rashemi
Automatic Languages: Untheric
Bonus Languages: Aglarondan, Chessentan, Elven, Mulhorandi, Orc, Serusan
Favored Deities: Hoar, Mystra, Selune, Shar, Tiamat, Tyr, Umberlee, Velkur
Regional Traits: Arcane Schooling, Spellwise, Street Smart
Equipment: In addition to your normal starting equipment at first level, you can select either (A), (B), or neither and add 100gp to your starting gold. These benefits only apply to starting 1st level characters. (A) Masterwork Studded Leather Armor and 10 Masterwork Bolts; (B) One scroll of any 2nd level spell or lower and 3 thunderstones (http://www.d20pfsrd.com/equipment---final/goods-and-services/herbs-oils-other-substances#TOC-Thunderstone).

Neoxenok
2016-10-11, 07:45 AM
The Galena Mountains
Under Construction
Note that more lore information will be added when I start converting the actual forgotten realms campaign setting including examples of what the broader strokes of the kind of information you can gain with an appropriate knowledge (local) check.
Source: Player's Guide to Faerun
Knowledge (http://www.d20pfsrd.com/skills/knowledge) (Local-Damara (http://forgottenrealms.wikia.com/wiki/Damara))

Campaign Location:

Shared Regions:

Lore: Flanked by Impiltur, Damara, and the Vast, the Galena Mountains (and the nearby Earthspur Mountains) are home to numerous shield dwarf enclaves.

Region: Galena Mountains (Dwarf)
Recommended Subraces: Shield Dwarf
Automatic Languages: Damaran, Dwarven
Bonus Languages: Chondathan, Giant, Goblin, Orc, Undercommon
Favored Deities: Dwarven Pantheon
Regional Traits: Dauntless, Foe Hunter (Goblin), Stoneshaper, Thunder Twin, Tireless
Equipment: In addition to your normal starting equipment at first level, you can select either (A), (B), or neither and add 100gp to your starting gold. These benefits only apply to starting 1st level characters. (A) Masterwork Dwarven Urgrosh or Masterwork Heavy Pick; (B) Masterwork Chain Shirt.

Neoxenok
2016-10-14, 11:20 PM
The Great Rift
Under Construction
Note that more lore information will be added when I start converting the actual forgotten realms campaign setting including examples of what the broader strokes of the kind of information you can gain with an appropriate knowledge (local) check.
Source: Player's Guide to Faerun
Knowledge (http://www.d20pfsrd.com/skills/knowledge) (Local-Shaar (http://forgottenrealms.wikia.com/wiki/Shaar))

Campaign Location:

Shared Regions:

Lore: Mightiest of all dwarf realms, the Great Rift is the ancestral homeland of the gold dwarves.

Region: the Great Rift (Dwarf)
Recommended Subraces: Gold Dwarf
Automatic Languages: Dwarven
Bonus Languages: Giant, Gnome, Goblin, Shaaran, Terran, Untheric
Favored Deities: Dwarven Pantheon
Regional Traits: Bullheaded, Metallurgy, Silver Palm, Sky Rider, Thunder Twin
Equipment: In addition to your normal starting equipment at first level, you can select either (A), (B), or neither and add 100gp to your starting gold. These benefits only apply to starting 1st level characters. (A) Divine scroll of Bull's Strength (http://www.d20pfsrd.com/magic/all-spells/b/bull-s-strength) and 5 thunderstones (http://www.d20pfsrd.com/equipment---final/goods-and-services/herbs-oils-other-substances#TOC-Thunderstone); (B) Masterwork Dwarven Waraxe or Masterwork Heavy Mace.

Neoxenok
2016-10-14, 11:30 PM
Oldonnar
Under Construction
Note that more lore information will be added when I start converting the actual forgotten realms campaign setting including examples of what the broader strokes of the kind of information you can gain with an appropriate knowledge (local) check.
Source: Player's Guide to Faerun
Knowledge (http://www.d20pfsrd.com/skills/knowledge) (Local-Underdark [Old Shanatar (http://forgottenrealms.wikia.com/wiki/Old_Shanatar)])

Campaign Location:

Shared Regions:

Lore: The fabled kingdom of Oldonnar, home of the rare urdunnir (or orecutter) dwarves, lies beneath the Alamir Mountains

Region: Oldonnar (Dwarf)
Recommended Subraces: Urdunnir
Automatic Languages: Dwarven
Bonus Languages: Draconic, Giant, Terran, Undercommon
Favored Deities: Dumathoin
Regional Traits: Magic in the Blood, Stoneshaper, Strong Soul
Equipment: In addition to your normal starting equipment at first level, you can select either (A), (B), or neither and add 100gp to your starting gold. These benefits only apply to starting 1st level characters. (A) Masterwork Heavy Pick or Masterwork Mace; (B) Masterwork Chainmail.

Neoxenok
2016-10-28, 11:40 PM
The Smoking Mountains
Under Construction
Note that more lore information will be added when I start converting the actual forgotten realms campaign setting including examples of what the broader strokes of the kind of information you can gain with an appropriate knowledge (local) check.
Source: The Player's Guide to Faerun
Knowledge (http://www.d20pfsrd.com/skills/knowledge) (Local-the Smoking Mountains (http://forgottenrealms.wikia.com/wiki/Smoking_Mountains))

Campaign Location:

Shared Regions:

Lore: The gold dwarves of the Great Rift have established strongholds, foundries, and smelters near volcanic fires of the Smoking Moutains and the Black Ash Plain of Unther.

Region: Smoking Mountains (Dwarf)
Recommended Subraces: Gold Dwarf
Automatic Languages: Dwarven
Bonus Languages: Chessentan, Goblin, Mulhorandi, Undercommon, Untheric
Favored Deities: Dwarven Pantheon
Regional Traits: Dauntless, Forgeheart, Oral History, Thunder Twin
Equipment: In addition to your normal starting equipment at first level, you can select either (A), (B), or neither and add 100gp to your starting gold. These benefits only apply to starting 1st level characters. (A) Masterwork Chain Shirt; (B) Wand of Cure Light Wounds (http://www.d20pfsrd.com/magic/all-spells/c/cure-light-wounds) (Caster Level 1st; 20 Charges).

Neoxenok
2016-10-28, 11:55 PM
Underdark (Darklands)
Under Construction
Note that more lore information will be added when I start converting the actual forgotten realms campaign setting including examples of what the broader strokes of the kind of information you can gain with an appropriate knowledge (local) check.
Source: Player's Guide to Faerun
Knowledge (http://www.d20pfsrd.com/skills/knowledge) (Local-Underdark (Darklands (http://forgottenrealms.wikia.com/wiki/Darklands)))

Campaign Location:

Shared Regions:

Lore: Dunspeirrin, a powerful duergar city below Orsraun Mountains, is one of the oldest and strongest gray dwarf realms. A gray dwarf from any city revering Deep Duerra could choose this region, particularly if he is interested in the study of psionics.

Region: Underdark (Darklands) (Dwarf)
Recommended Subraces: Gray Dwarf
Automatic Languages: Dwarven, Undercommon
Bonus Languages: Aquan, Chondathan, Draconic, Giant, Goblin
Favored Deities: Deep Duerra
Regional Traits: Arachnid Rider, Iron Mind, Magic in the Blood, Mercantile Background
Equipment: In addition to your normal starting equipment at first level, you can select either (A), (B), or neither and add 100gp to your starting gold. These benefits only apply to starting 1st level characters. (A) Masterwork Short Sword or Masterwork Warhammer; (B) Masterwork Splint Mail.

Neoxenok
2016-10-29, 12:22 AM
Underdark (Northdark)
Under Construction
Note that more lore information will be added when I start converting the actual forgotten realms campaign setting including examples of what the broader strokes of the kind of information you can gain with an appropriate knowledge (local) check.
Source: Player's Guide to Faerun
Knowledge (http://www.d20pfsrd.com/skills/knowledge) (Local-Underdark (Northdark (http://forgottenrealms.wikia.com/wiki/Northdark)))

Campaign Location:

Shared Regions:

Lore: Gracklstugh, the Deepkingdom of the duergar, lies below the Evermoors. Any gray dwarf native to a city where Laduguer is worshipped in preference to Deep Duerra could select this region.

Region: Underdark (Northdark) (Dwarf)
Recommended Subraces: Gray Dwarf
Automatic Languages: Dwarven, Undercommon
Bonus Languages: Draconic, Giant, Goblin, Orc, Terran
Favored Deities: Laduguer
Regional Traits: Bullheaded, Resist Poison, Thug
Equipment: In addition to your normal starting equipment at first level, you can select either (A), (B), or neither and add 100gp to your starting gold. These benefits only apply to starting 1st level characters. (A) Masterwork Chain Shirt and light steel shield; (B) Masterwork Battleaxe or Masterwork Handaxe or Masterwork Light Crossbow with 10 Masterwork Bolts.

Lore: A svirfneblin city now in ruins, Blingdenstone lies beneath the lower Rauvin Vale in the North. Smaller deep gnome settlements are scattered throughout the northern throughout the northern Underdark. A deep gnome from any city similar to what Blingdenstone was before its ruin could choose this region.

Region: Underdark (Northdark) (Gnome)
Recommended Subraces: Deep Gnome
Automatic Languages: Gnome, Undercommon
Bonus Languages: Draconic, Dwarven, Elven, Illuskan, Terran
Favored Deities: Callarduran Smoothhands
Regional Traits: Magic in the Blood, Mercantile Background, Strong Soul
Equipment: In addition to your normal starting equipment at first level, you can select either (A), (B), or neither and add 100gp to your starting gold. These benefits only apply to starting 1st level characters. (A) Masterwork Dagger or Masterwork Heavy Pick or Masterwork Light Pick; (B) Masterwork Chain Shirt.

Lore: Beneath the upper Delimbiyr Vale lie the ruins of the ancient shield dwarf kingdom of Ammarindar. Now occupied by the infernal legions of Kaanyr Vhok, the Sceptered One, Ammarindar is home to many tanarruks.

Region: Underdark (Northdark) (Orc and Half-Orcs)
Recommended Subraces: Mountain Orc, Orog, Tanarrukk
Automatic Languages: Orc
Bonus Languages: Abyssal, Giant, Goblin, Illuskan, Undercommon
Favored Deities: Orc Pantheon
Regional Traits: Axethrower, Blooded, Thug
Equipment: In addition to your normal starting equipment at first level, you can select either (A), (B), or neither and add 100gp to your starting gold. These benefits only apply to starting 1st level characters. (A) Masterwork Greatsword or Masterwork Spear; (B) Masterwork Banded Mail with Armor Spikes.

Neoxenok
2016-10-29, 12:48 AM
Underdark (Earthroot)
Under Construction
Note that more lore information will be added when I start converting the actual forgotten realms campaign setting including examples of what the broader strokes of the kind of information you can gain with an appropriate knowledge (local) check.
Source: Player's Guide to Faerun, Player's Guide to Faerun Errata
Knowledge (http://www.d20pfsrd.com/skills/knowledge) (Local-Underdark (Earthroot (http://forgottenrealms.wikia.com/wiki/Earthroot)))

Campaign Location:

Shared Regions:

Lore: Deep beneath the Earthspur Mountains lie the remnants of the shield dwarf kingdom called Earthfast.

Region: Underdark (Earthroot)
Recommended Subraces: Shield Dwarf
Automatic Languages: Dwarven, Undercommon
Bonus Languages: Elven, Giant, Goblin, Orc, Terran
Favored Deities: Moradin
Regional Traits: Blooded, Bullheaded, Dauntless
Equipment: In addition to your normal starting equipment at first level, you can select either (A), (B), or neither and add 100gp to your starting gold. These benefits only apply to starting 1st level characters. (A) Masterwork Battleaxe or Masterwork Light Crossbow with 10 Masterwork Bolts; (B) Masterwork Scale Mail and Potion of Cure Moderate Wounds (http://www.d20pfsrd.com/magic/all-spells/c/cure-moderate-wounds).

Neoxenok
2016-10-29, 01:18 AM
The Chondalwood
Under Construction
Note that more lore information will be added when I start converting the actual forgotten realms campaign setting including examples of what the broader strokes of the kind of information you can gain with an appropriate knowledge (local) check.
Source: Player's Guide to Faerun
Knowledge (http://www.d20pfsrd.com/skills/knowledge) (Local-the Chondalwood (http://forgottenrealms.wikia.com/wiki/Chondalwood))

Campaign Location:

Shared Regions:

Lore: Once home to the green elf realm of Nikerymath, the Chondalwood is now the home of several roving tribes of wild elves.

Region: the Chondalwood (Elf)
Recommended Subraces: Wild Elf
Automatic Languages: Elven
Bonus Languages: Chessentan, Chondathan, Gnoll, Halfling, Shaaran, Sylvan, Untheric
Favored Deities: Rillifane Rallathil
Regional Traits: Forester, Survivor, Treetopper
Equipment: In addition to your normal starting equipment at first level, you can select either (A), (B), or neither and add 100gp to your starting gold. These benefits only apply to starting 1st level characters. (A) Masterwork Short Spear or Masterwork Spear; (B) Masterwork Hide Armor and Elixir of Hiding (http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/e-g/elixir-of-hiding).

Lore: Homeland of the ghostwise halflings for more than a thousand years, the Chondalwood is a large, warm woodland south of Chondath and Chessenta.

Region: the Chondalwood (Halfling)
Recommended Subraces: Ghostwise Halfling
Automatic Languages: Chondathan, Halfling
Bonus Languages: Chessentan, Elven, Gnoll, Shaaran, Sylvan
Favored Deities: Sheela Peryroyl, Urogalan
Regional Traits: Blooded, Forester, Swift and Silent, Treetopper
Equipment: In addition to your normal starting equipment at first level, you can select either (A), (B), or neither and add 100gp to your starting gold. These benefits only apply to starting 1st level characters. (A) Masterwork Longbow or Masterwork Shortbow or Masterwork Short Spear; (B) 3 Doses of Blue Whinnis Poison (http://www.d20pfsrd.com/gamemastering/afflictions/poison/blue-whinnis).

Neoxenok
2016-10-29, 01:38 AM
Cormanthyr Drow
Under Construction
Note that more lore information will be added when I start converting the actual forgotten realms campaign setting including examples of what the broader strokes of the kind of information you can gain with an appropriate knowledge (local) check.
Source: Player's Guide to Faerun
Knowledge (http://www.d20pfsrd.com/skills/knowledge) (Local-Dalelands (http://forgottenrealms.wikia.com/wiki/Dalelands))

Campaign Location:

Shared Regions:

Lore: Drawn by the promise of ancient surface elf magic, the drow of House Jaelre and the Auzkovyn Clan have occupied old strongholds deep in the forest.

Region: Cormanthyr Drow (Elf)
Recommended Subraces: Drow
Automatic Languages: Elven
Bonus Languages: Abyssal, Chondathan, Draconic, Drow Sign, Orc, Sylvan, Undercommon
Favored Deities: Eilistraee, Vhaeraun
Regional Traits: Blooded, Swift and Silent
Equipment: In addition to your normal starting equipment at first level, you can select either (A), (B), or neither and add 100gp to your starting gold. These benefits only apply to starting 1st level characters. (A) Masterwork Light Crossbow or Masterwork Rapier; (B) Hand Crossbow and 3 Doses of Drow Poison (http://www.d20pfsrd.com/gamemastering/afflictions/poison/drow-poison).

Neoxenok
2016-10-29, 01:54 AM
Elven Court
Under Construction
Note that more lore information will be added when I start converting the actual forgotten realms campaign setting including examples of what the broader strokes of the kind of information you can gain with an appropriate knowledge (local) check.
Source: Player's Guide to Faerun
Knowledge (http://www.d20pfsrd.com/skills/knowledge) (Local-Dalelands (http://forgottenrealms.wikia.com/wiki/Dalelands))

Campaign Location:

Shared Regions:

Lore: Not all of Cormanthyr's surface elves have abandoned their ancient home. Many moon elves, wood elves, and wild elves still remain in places such as Semberholme, Tangled Trees, and the old Elven Court itself.

Region: Elven Court (Elf)
Recommended Subraces: Moon Elf, Wild Elf, Wood Elf
Automatic Languages: Chondathan, Elven
Bonus Languages: Damaran, Giant, Gnome, Orc, Sylvan
Favored Deities: Elven Pantheon
Regional Traits: Fearless, Luck of Heroes, Strong Soul, Woodwise
Equipment: In addition to your normal starting equipment at first level, you can select either (A), (B), or neither and add 100gp to your starting gold. These benefits only apply to starting 1st level characters. (A) Masterwork Chain Shirt; (B) Divine Scroll of Barkskin (http://www.d20pfsrd.com/magic/all-spells/b/barkskin) and Tree Shape (http://www.d20pfsrd.com/magic/all-spells/t/tree-shape) (Caster Level 3rd).

Neoxenok
2016-10-29, 02:10 AM
Evereska
Under Construction
Note that more lore information will be added when I start converting the actual forgotten realms campaign setting including examples of what the broader strokes of the kind of information you can gain with an appropriate knowledge (local) check.
Source: Player's Guide to Faerun
Knowledge (http://www.d20pfsrd.com/skills/knowledge) (Local-Western Heartlands (http://forgottenrealms.wikia.com/wiki/Western_Heartlands))

Campaign Location:

Shared Regions:
Regional Archetypes: Evereskan Tomb Guardian (http://www.giantitp.com/forums/showsinglepost.php?p=22533703&postcount=111) (Slayer Archetype)

Lore: Laid waste by the onslaught of Anauroch's phaerimms, this realm of moon and sun elves is slowly recovering from the furious battles of the last year.

Region: Evereska (Elf)
Recommended Subraces: Chondathan, Elven
Automatic Languages: Auran, Draconic, Goblin, Giant, Illuskan, Orc
Bonus Languages: Elven Pantheon
Regional Traits: Discipline, Gift of Tongues, Magical Training
Equipment: In addition to your normal starting equipment at first level, you can select either (A), (B), or neither and add 100gp to your starting gold. These benefits only apply to starting 1st level characters. (A) Masterwork Chain Shirt and 20 Masterwork Arrows; (B) Wand of Color Spray (http://www.d20pfsrd.com/magic/all-spells/c/color-spray) (Caster Level 1st; 20 Charges).

Neoxenok
2016-10-29, 02:41 AM
Evermeet
Under Construction
Note that more lore information will be added when I start converting the actual forgotten realms campaign setting including examples of what the broader strokes of the kind of information you can gain with an appropriate knowledge (local) check.
Source: Player's Guide to Faerun
Knowledge (http://www.d20pfsrd.com/skills/knowledge) (Local-Evermeet (http://forgottenrealms.wikia.com/wiki/Evermeet))

Campaign Location:

Shared Regions:

Lore: Far over the western ocean lies the fabulous isle of Evermeet, final refuge and stronghold of the gold, silver, and green elves.

Region: Evermeet (Elf)
Recommended Subraces: Moon Elf, Sun Elf, Wood Elf
Automatic Languages: Elven
Bonus Languages: Aquan, Auran, Celestial, Chondathan, Illuskan, Sylvan
Favored Deities: Elven Pantheon
Regional Traits: Education, Magical Training, Otherworldly, Spellwise
Equipment: In addition to your normal starting equipment at first level, you can select either (A), (B), or neither and add 100gp to your starting gold. These benefits only apply to starting 1st level characters. (A) Scroll of Knock (http://www.d20pfsrd.com/magic/all-spells/k/knock) and Invisibility (http://www.d20pfsrd.com/magic/all-spells/i/invisibility) (Caster Level 3rd); (B) Masterwork Longbow or Masterwork Longsword.

Neoxenok
2016-10-29, 01:59 PM
The Forest of Lethyr
Under Construction
Note that more lore information will be added when I start converting the actual forgotten realms campaign setting including examples of what the broader strokes of the kind of information you can gain with an appropriate knowledge (local) check.
Source: Player's Guide to Faerun
Knowledge (http://www.d20pfsrd.com/skills/knowledge) (Local-Great Dale (http://forgottenrealms.wikia.com/wiki/Great_Dale))

Campaign Location:

Shared Regions:

Lore: Tribes of wood elves hide deep in the forests of the Unapproachable East.

Region: the Forest of Lethyr (Elf)
Recommended Subraces: Wood Elf
Automatic Languages: Damaran, Elven
Bonus Languages: Giant, Gnoll, Gnome, Orc, Rashemi
Favored Deities: Elven Pantheon
Regional Traits: Fleet of Foot, Forester, Luck of Heroes
Equipment: In addition to your normal starting equipment at first level, you can select either (A), (B), or neither and add 100gp to your starting gold. These benefits only apply to starting 1st level characters. (A) Masterwork Studded Leather Armor and 3 Potions of Cure Light Wounds (http://www.d20pfsrd.com/magic/all-spells/c/cure-light-wounds) (Caster Level 1st); (B) Masterwork Hide Armor and a divine scroll of Heat Metal (http://www.d20pfsrd.com/magic/all-spells/h/heat-metal) (Caster Level 3rd).

Lore: Centaurs and the volodni, or pinefolk, are found in most forests of the Unapproachable East.

Region: the Forest of Lethyr (Volodni)
Recommended Subraces: Volodni
Automatic Languages: Damaran, Sylvan
Bonus Languages: Draconic, Goblin, Mulhorandi, Orc, Rashemi, Treant
Favored Deities: Silvanus
Regional Traits: Forester, Long Reach, Woodwise
Equipment: In addition to your normal starting equipment at first level, you can select either (A), (B), or neither and add 100gp to your starting gold. These benefits only apply to starting 1st level characters. (A) Masterwork Longbow or Masterwork Spear; (B) Masterwork Hide Armor and a divine scroll of Chill Metal (http://www.d20pfsrd.com/magic/all-spells/c/chill-metal) (Caster Level 3rd).

Neoxenok
2016-10-29, 02:22 PM
The High Forest
Under Construction
Note that more lore information will be added when I start converting the actual forgotten realms campaign setting including examples of what the broader strokes of the kind of information you can gain with an appropriate knowledge (local) check.
Source: Pathfinder Advanced Player's Guide, Player's Guide to Faerun, Player's Guide to Faerun Errata
Knowledge (http://www.d20pfsrd.com/skills/knowledge) (Local-the High Forest (http://forgottenrealms.wikia.com/wiki/High_Forest))

Campaign Location:

Shared Regions:

Lore: Once divided among the ancient elf kingdoms of Eaerlan, Siluvanede, and Sharrven, the High Forest is now home to the most numerous and vigorous populations of moon and wood elves remaining in northern Faerun.

Region: the High Forest (Elf)
Recommended Subraces: Wood Elf
Automatic Languages: Elven
Bonus Languages: Gnoll, Goblin, Halfling, Illuskan, Sylvan
Favored Deities: Elven Pantheon
Regional Traits: Fleet of Foot, Forester, Treetopper
Equipment: In addition to your normal starting equipment at first level, you can select either (A), (B), or neither and add 100gp to your starting gold. These benefits only apply to starting 1st level characters. (A) Masterwork Longbow or Masterwork Longsword; (B) Composite Longbow (Strength +2).

Lore: The High Forest and the city of Loudwater are home to many half-moon elves and half-wood elves descended from citizens of the ancient elf kingdoms of Eaerlann, Siluvanede, and Sharrven. A handful of half-drow dwell in the High Forest in the ruined city of Karse.

Region: the High Forest (Half-Elf)
Recommended Subraces: Half-Moon Elf, Half-Wood Elf
Automatic Languages: Elven, Illuskan
Bonus Languages: Chondathan, Giant, Goblin, Orc, Sylvan
Favored Deities: Lurue, Mielikki, Rillifane Rallathil, Silvanus
Regional Traits: Fleet of Foot, Forester, Treetopper
Equipment: In addition to your normal starting equipment at first level, you can select either (A), (B), or neither and add 100gp to your starting gold. These benefits only apply to starting 1st level characters. (A) Masterwork Composite Longbow (Strength +0) or Masterwork Longsword; (B) Masterwork Studded Leather Armor and potion of Cure Moderate Wounds (http://www.d20pfsrd.com/magic/all-spells/c/cure-moderate-wounds) (Caster Level 3rd).

Lore: Centaurs roam throughout the High Forest.

Region: the High Forest (Centaur)
Recommended Subraces: Centaur
Automatic Languages: Sylvan
Bonus Languages: Chondathan, Draconic, Elven, Giant, Illuskan, Orc
Favored Deities: Lurue, Mielikki, Rillifane Rillathil, Silvanus
Regional Traits: Forester, Furious Charge
Equipment: In addition to your normal starting equipment at first level, you can select either (A), (B), or neither and add 100gp to your starting gold. These benefits only apply to starting 1st level characters. (A) Masterwork Composite Longbow (Strength +0) or Masterwork Greatclub; (B) Masterwork Studded Leather Armor and potion of Feather Step (http://www.d20pfsrd.com/magic/all-spells/f/feather-step) (APG) (Caster Level 6th).

Neoxenok
2016-10-29, 06:38 PM
The Inner Sea
Under Construction
Note that more lore information will be added when I start converting the actual forgotten realms campaign setting including examples of what the broader strokes of the kind of information you can gain with an appropriate knowledge (local) check.
Sources: Pathfinder RPG Advanced Race Guide, Player's Guide to Faerun
Knowledge (http://www.d20pfsrd.com/skills/knowledge) (Local-the Inner Sea (http://forgottenrealms.wikia.com/wiki/Sea_of_Fallen_Stars))

Campaign Location:

Shared Regions:

Lore: Dozens of aquatic elf settlements, including the great city of Myth Nantar, lie scattered through the waters of the western and central Sea of the Fallen Stars.

Region: the Inner Sea (Elf)
Recommended Subraces: Aquatic Elf
Automatic Languages: Elven, Serusan
Bonus Languages: Aquan, Chondathan, Draconic, Giant, Sylvan
Favored Deities: Deep Sashelas
Regional Traits: Blooded, Landwalker
Equipment: In addition to your normal starting equipment at first level, you can select either (A), (B), or neither and add 100gp to your starting gold. These benefits only apply to starting 1st level characters. (A) Masterwork Longspear or Masterwork Trident; (B) Masterwork Leather Armor and potion of Aboleth's Lung (http://www.d20pfsrd.com/magic/all-spells/a/aboleth-s-lung) (ARG) (Caster Level 3rd).

Neoxenok
2016-10-29, 07:29 PM
Menzoberranyr
Under Construction
Note that more lore information will be added when I start converting the actual forgotten realms campaign setting including examples of what the broader strokes of the kind of information you can gain with an appropriate knowledge (local) check.
Source: Player's Guide to Faerun
Knowledge (http://www.d20pfsrd.com/skills/knowledge) (Local-Underdark (Northdark (http://forgottenrealms.wikia.com/wiki/Northdark)))

Campaign Location:

Shared Regions:

Lore: The city of Menzoberranzan, located miles below the upper Surbrin Vale, is perhaps the most notorious of Faerun's drow realms. A drow from any Lolth-dominated city could choose this region.

Region: Menzoberranyr (Elf)
Recommended Subraces: Drow
Automatic Languages: Elven, Undercommon
Bonus Languages: Abyssal, Draconic, Drow Sign, Goblin, Illuskan
Favored Deities: Lolth
Regional Traits: Arachnid Rider, Blooded, Magic in the Blood, Twin Sword Style
Equipment: In addition to your normal starting equipment at first level, you can select either (A), (B), or neither and add 100gp to your starting gold. These benefits only apply to starting 1st level characters. (A) Hand Crossbow 20 Masterwork Bolts; (B) Scroll of any two 2nd level arcane or divine spells (Caster Level 3rd) of your choice.

Neoxenok
2016-10-29, 07:43 PM
The Outer Sea
Under Construction
Note that more lore information will be added when I start converting the actual forgotten realms campaign setting including examples of what the broader strokes of the kind of information you can gain with an appropriate knowledge (local) check.
Source: Player's Guide to Faerun, Player's Guide to Faerun Errata
Knowledge (http://www.d20pfsrd.com/skills/knowledge) (Local-the Outer Sea)

Campaign Location:

Shared Regions:

Lore: West of Faerun lies the Trackless Sea, and south of Faerun lies the Great Sea. Both are home to many aquatic elves.

Region: the Outer Sea (Elf)
Recommended Subraces: Aquatic Elf
Automatic Languages: Aquan, Elf
Bonus Languages: Alzhedo, Chondathan, Draconic, Illuskan
Favored Deities: Deep Sashelas
Regional Traits: Blooded, Survivor
Equipment: In addition to your normal starting equipment at first level, you can select either (A), (B), or neither and add 100gp to your starting gold. These benefits only apply to starting 1st level characters. (A) Masterwork Dagger or Masterwork Trident; (B) Masterwork Studded Leather Armor and potion of Cure Moderate Wounds (http://www.d20pfsrd.com/magic/all-spells/c/cure-moderate-wounds) (Caster Level 3rd).

Neoxenok
2016-10-29, 07:57 PM
Sildeyuir
Under Construction
Note that more lore information will be added when I start converting the actual forgotten realms campaign setting including examples of what the broader strokes of the kind of information you can gain with an appropriate knowledge (local) check.
Source: Player's Guide to Faerun
Knowledge (http://www.d20pfsrd.com/skills/knowledge) (Local-Aglarond (http://forgottenrealms.wikia.com/wiki/Aglarond))

Campaign Location:

Shared Regions:

Lore: The extraplanar realm of Sildeyuir, located in the depths of the Yuirwood, is home to the reclusive star elves.

Region: Sildeyuir (Elf)
Recommended Subraces: Star Elf
Automatic Languages: Aglarondan, Elven
Bonus Languages: Abyssal, Auran, Infernal, Mulhorandi, Rashemi, Sylvan
Favored Deities: Corellon Larethian
Regional Traits: Artist, Forester, Otherworldly, Woodwise
Equipment: In addition to your normal starting equipment at first level, you can select either (A), (B), or neither and add 100gp to your starting gold. These benefits only apply to starting 1st level characters. (A) Masterwork Longsword or Masterwork Rapier; (B) Masterwork Chain Shirt and Masterwork Lute.

Neoxenok
2016-10-29, 08:25 PM
The Spine of the World
Under Construction
Note that more lore information will be added when I start converting the actual forgotten realms campaign setting including examples of what the broader strokes of the kind of information you can gain with an appropriate knowledge (local) check.
Source: Player's Guide to Faerun
Knowledge (http://www.d20pfsrd.com/skills/knowledge) (Local-Silver Marches (http://forgottenrealms.wikia.com/wiki/Spine_of_the_World))

Campaign Location:

Shared Regions:

Lore: Home to some of the most famous shield dwarf kingdoms of the North, this region includes strongholds such as Citadel Adbar, Citadel Felbarr, and Mithral Hall.

Region: the Spine of the World (Dwarf)
Recommended Subraces: Arctic Dwarf, Shield Dwarf, Urdunnir
Automatic Languages: Dwarven
Bonus Languages: Chondathan, Draconic, Giant, Goblin, Illuskan, Orc
Favored Deities: Dwarven Pathneon
Regional Traits: Bullheaded, Foe Hunter (Orc), Oral History, Thunder Twin
Equipment: In addition to your normal starting equipment at first level, you can select either (A), (B), or neither and add 100gp to your starting gold. These benefits only apply to starting 1st level characters. (A) Masterwork Dwarven Waraxe or Masterwork Warhammer; (B) Breastplate and 3 Potions of Cure Light Wounds (http://www.d20pfsrd.com/magic/all-spells/c/cure-light-wounds).

Neoxenok
2016-10-30, 07:16 AM
Snow Eagle Aerie
Under Construction
Note that more lore information will be added when I start converting the actual forgotten realms campaign setting including examples of what the broader strokes of the kind of information you can gain with an appropriate knowledge (local) check.
Source: Player's Guide to Faerun
Knowledge (http://www.d20pfsrd.com/skills/knowledge) (Local-the Great Glacier (http://forgottenrealms.wikia.com/wiki/Aerie_of_the_Snow_Eagles))

Campaign Location:

Shared Regions:

Lore: The hidden refuge of the avariel lies beyond the frozen peaks of the Icerim Mountains in northeast Faerun.

Region: Snow Eagle Aerie (Elf)
Recommended Subraces: Avariel
Automatic Languages: Auran, Elven
Bonus Languages: Damaran, Draconic, Giant, Rashemi, Sylvan, Tuigan
Favored Deities: Aerdrie Faenya
Regional Traits: Artist, Education, Fearless, Mind over Body
Equipment: In addition to your normal starting equipment at first level, you can select either (A), (B), or neither and add 100gp to your starting gold. These benefits only apply to starting 1st level characters. (A) Masterwork Longsword or Masterwork Rapier; (B) Wand of Cure Light Wounds (http://www.d20pfsrd.com/magic/all-spells/c/cure-light-wounds) (Caster Level 1st; 20 Charges).

Neoxenok
2017-01-08, 12:59 AM
The Wealdath
Under Construction
Note that more lore information will be added when I start converting the actual forgotten realms campaign setting including examples of what the broader strokes of the kind of information you can gain with an appropriate knowledge (local) check.
Source: Player's Guide to Faerun
Knowledge (http://www.d20pfsrd.com/skills/knowledge) (Local-the Wealdath (http://forgottenrealms.wikia.com/wiki/Forest_of_Tethir))

Campaign Location:

Shared Regions:

Lore: Home to wild elves and wood elves, the Wealdath makes up a large part of the human country of Tethyr.

Region: the Wealdath
Recommended Subraces: Wood Elf, Wild Elf
Automatic Languages: Chondathan, Elven
Bonus Languages: Alzhedo, Draconic, Giant, Goblin, Shaaran
Favored Deities: Elven Pantheon
Regional Traits: Fleet of Foot, Swift and Silent, Woodwise
Equipment: In addition to your normal starting equipment at first level, you can select either (A), (B), or neither and add 100gp to your starting gold. These benefits only apply to starting 1st level characters. (A) Masterwork Longbow; (B) Masterwork Chain Shirt and potion of Cure Light Wounds (http://www.d20pfsrd.com/magic/all-spells/c/cure-light-wounds).

Neoxenok
2017-01-08, 01:10 AM
The Yuirwood
Under Construction
Note that more lore information will be added when I start converting the actual forgotten realms campaign setting including examples of what the broader strokes of the kind of information you can gain with an appropriate knowledge (local) check.
Source: Player's Guide to Faerun
Knowledge (http://www.d20pfsrd.com/skills/knowledge) (Local-Aglarond (http://forgottenrealms.wikia.com/wiki/Yuirwood))

Campaign Location:

Shared Regions:

Lore: Though man of the Yuirwood's elves are star elves who shelter in Sildeyuir, the Yuirwood itself is a home to a number of wild elves.

Region: the Yuirwood
Recommended Subraces: Star Elf, Wild Elf
Automatic Languages: Aglarondan, Elven
Bonus Languages: Chessentan, Damaran, Draconic, Mulhorandi, Sylvan, Untheric
Favored Deities: Elven Pantheon
Regional Traits: Discipline, Luck of Heroes, Treetopper
Equipment: In addition to your normal starting equipment at first level, you can select either (A), (B), or neither and add 100gp to your starting gold. These benefits only apply to starting 1st level characters. (A) Masterwork Studded Leather Armor and 20 Masterwork Arrows; (B) Divine Scroll of Barkskin (http://www.d20pfsrd.com/magic/all-spells/b/barkskin) (2nd Level) and Tree Shape (http://www.d20pfsrd.com/magic/all-spells/t/tree-shape) (2nd Level) (Caster Level 3rd).

Neoxenok
2017-05-23, 12:16 PM
Channath Vale
Under Construction
Note that more lore information will be added when I start converting the actual forgotten realms campaign setting including examples of what the broader strokes of the kind of information you can gain with an appropriate knowledge (local) check.
Source: Player's Guide to Faerun
Knowledge (http://www.d20pfsrd.com/skills/knowledge) (Local-Shaar (http://forgottenrealms.wikia.com/wiki/Shaar))

Campaign Location:

Shared Regions:

Lore: Between the western Shaar and the mysterious land of Halruaa lies the valley of the River Channath and the Forest of Amtar. Ghostwise and strongheart halflings are common in the small villages of this region.

Region: Channath Vale
Recommended Subraces: Ghostwise Halfling, Strongheart Halfling
Automatic Languages: Halfling, Shaaran
Bonus Languages: Dambrathan, Dwarven, Elven, Gnoll, Halruaan
Favored Deities: Halfling Pantheon
Regional Traits: Fearless, Knifefighter, Luck of Heroes, Strong Soul
Equipment: In addition to your normal starting equipment at first level, you can select either (A), (B), or neither and add 100gp to your starting gold. These benefits only apply to starting 1st level characters. (A) Masterwork Studded Leather Armor and 1 dose of black adder venom (http://www.d20pfsrd.com/gamemastering/afflictions/poison/black-adder-venom/); (B) Masterwork Sling and 10 Alchemical Silver (http://www.d20pfsrd.com/equipment/special-materials#TOC-Silver-Alchemical) Bullets.

Neoxenok
2017-05-23, 12:42 PM
Luiren
Under Construction
Note that more lore information will be added when I start converting the actual forgotten realms campaign setting including examples of what the broader strokes of the kind of information you can gain with an appropriate knowledge (local) check.
Source: Player's Guide to Faerun
Knowledge (http://www.d20pfsrd.com/skills/knowledge) (Local-Luiren (http://forgottenrealms.wikia.com/wiki/Luiren))

Campaign Location:

Shared Regions:

Lore: The southerly nation of Luiren is the home of the strongheart halflings and the origin of all of Faerun's Hin.

Region: Luiren
Recommended Subraces: Lightfoot Halfling, Strongheart Halfling
Automatic Languages: Halfling
Bonus Languages: Dambrathan, Durpari, Dwarven, Elven, Gnoll, Halruaan, Shaaran
Favored Deities: Yondalla
Regional Traits: Discipline, Militia, Nobody's Fool, Strong Soul
Equipment: In addition to your normal starting equipment at first level, you can select either (A), (B), or neither and add 100gp to your starting gold. These benefits only apply to starting 1st level characters. (A) Masterwork Long Sword or Masterwork Short Sword; (B) Masterwork Heavy Darkwood (http://www.d20pfsrd.com/equipment/special-materials/#TOC-Darkwood) Shield and 3 Tanglefoot Bag (http://www.d20pfsrd.com/equipment/goods-and-services/herbs-oils-other-substances/#TOC-Tanglefoot-Bag)s.

Neoxenok
2017-05-23, 12:58 PM
Silver Marches
Under Construction
Note that more lore information will be added when I start converting the actual forgotten realms campaign setting including examples of what the broader strokes of the kind of information you can gain with an appropriate knowledge (local) check.
Source: Player's Guide to Faerun, Player's Guide to Faerun Errata
Knowledge (http://www.d20pfsrd.com/skills/knowledge) (Local-the Silver Marches (http://forgottenrealms.wikia.com/wiki/Luruar))

Campaign Location:

Shared Regions:

Lore: Demons ruled Hellgate Keep for centuries, and their tiefling descendants can now be found across the Silver Marches and upper Delimbiyr Vale.

Region: Silver Marches
Recommended Subraces: Tiefling
Automatic Languages: Illuskan
Bonus Languages: Abyssal, Chondathan, Dwarven, Elven, Giant, Goblin, Orc
Favored Deities: Bane, Cyric, Lathander, Oghma, Silvanus, Talos
Regional Traits: Dreadful Wrath, Thug
Equipment: In addition to your normal starting equipment at first level, you can select either (A), (B), or neither and add 100gp to your starting gold. These benefits only apply to starting 1st level characters. (A) Masterwork Long Sword or Masterwork Rapier; (B) Masterwork Studded Leather Armor and scroll (2nd level Arcane or Divine).

Neoxenok
2017-05-23, 08:34 PM
Ashane
Under Construction
Note that more lore information will be added when I start converting the actual forgotten realms campaign setting including examples of what the broader strokes of the kind of information you can gain with an appropriate knowledge (local) check.
Source: Player's Guide to Faerun
Knowledge (http://www.d20pfsrd.com/skills/knowledge) (Local-Rashemen (http://forgottenrealms.wikia.com/wiki/Rashemen))

Campaign Location:

Shared Regions:

Lore: Many spirit folk dwell along the cold shores of Lake Ashane in the Unapproachable East.

Region: Ashane
Recommended Subraces: Spirit Folk
Automatic Languages: Rashemi, Sylvan
Bonus Languages: Aquan, Auran, Giant, Goblin, Mulhorandi, Rashemi, Shou, Tuigan
Favored Deities: Mielikki, Selune, Silvanus
Regional Traits: Magic in the Blood, Mind over Body, Otherworldly
Equipment: In addition to your normal starting equipment at first level, you can select either (A), (B), or neither and add 100gp to your starting gold. These benefits only apply to starting 1st level characters. (A) Masterwork Nunchaku or Masterwork Siangham or Masterwork Spiked Chain; (B) Wand of Detect Magic or Wand of Light (Arcane or Divine; Caster Level 1st; 20 Charges).

Neoxenok
2017-05-23, 08:46 PM
Delimbiyr Vale
Under Construction
Note that more lore information will be added when I start converting the actual forgotten realms campaign setting including examples of what the broader strokes of the kind of information you can gain with an appropriate knowledge (local) check.
Source: Player's Guide to Faerun, Player's Guide to Faerun Errata
Knowledge (http://www.d20pfsrd.com/skills/knowledge) (Local-the High Forest (http://forgottenrealms.wikia.com/wiki/High_Forest))

Campaign Location:

Shared Regions:

Lore: The fey'ri haunt the upper reaches of the Delimbiyr Vale, lurking in secret lairs in the nearby High Forest.

Region: Delimbiyr Vale
Recommended Subraces: Fey'ri
Automatic Languages: Elven
Bonus Languages: Abyssal, Chondathan, Dwarven, Giant, Illuskan
Favored Deities: Ghaunadaur, Shevarash
Regional Traits: Blooded, Magic in the Blood
Equipment: In addition to your normal starting equipment at first level, you can select either (A), (B), or neither and add 100gp to your starting gold. These benefits only apply to starting 1st level characters. (A) Masterwork Dagger or Masterwork Long Sword; (B) Masterwork Chain Shirt.

Neoxenok
2017-05-24, 01:41 AM
Earthfast Mountains
Under Construction
Note that more lore information will be added when I start converting the actual forgotten realms campaign setting including examples of what the broader strokes of the kind of information you can gain with an appropriate knowledge (local) check.
Source: Player's Guide to Faerun
Knowledge (http://www.d20pfsrd.com/skills/knowledge) (Local-Vast (http://forgottenrealms.wikia.com/wiki/The_Vast))

Campaign Location:

Shared Regions:

Lore: Goblins, hobgoblins, and bugbears plague the Earthfast Mountains between the Vast and Damara.

Region: Earthfast Mountains
Recommended Subraces: Bugbear, Goblin, Hobgoblin
Automatic Languages: Goblin
Bonus Languages: Damaran, Dwarven, Giant, Orc, Undercommon
Favored Deities: Hruggek, Maglubiyet
Regional Traits: Knifefighter, Resist Poison, Swift and Silent
Equipment: In addition to your normal starting equipment at first level, you can select either (A), (B), or neither and add 100gp to your starting gold. These benefits only apply to starting 1st level characters. (A) Masterwork Studded Leather Armor and 2 doses of Greenblood Oil (http://www.d20pfsrd.com/gamemastering/afflictions/poison/greenblood-oil/); (B) Masterwork Short Sword or Masterwork Spear.

Neoxenok
2017-05-24, 01:55 AM
The Far Hills
Under Construction
Note that more lore information will be added when I start converting the actual forgotten realms campaign setting including examples of what the broader strokes of the kind of information you can gain with an appropriate knowledge (local) check.
Source: Player's Guide to Faerun, Player's Guide to Faerun Errata
Knowledge (http://www.d20pfsrd.com/skills/knowledge) (Local-Western Heartlands (http://forgottenrealms.wikia.com/wiki/Western_Heartlands))

Campaign Location:

Shared Regions:

Lore: Hidden lairs of kir-lanans can be found throughout the Western Heartlands, but the Far Hills and Sunset Mountains are home to several rookeries.

Region: the Far Hills
Recommended Subraces: Kir-lanan
Automatic Languages: Kir-lanan
Bonus Languages: Abyssal, Chondathan, Draconic, Giant, Infernal, Orc
Favored Deities: None (and violently so)
Regional Traits: Dreadful Wrath, Magic in the Blood
Equipment: In addition to your normal starting equipment at first level, you can select either (A), (B), or neither and add 100gp to your starting gold. These benefits only apply to starting 1st level characters. (A) Masterwork Longspear or Masterwork Spiked Chain; (B) Masterwork Chain Shirt.

Neoxenok
2017-05-24, 06:22 PM
Just curious... Did I overlook Baldur's Gate?

Baldur's gate isn't listed specifically, it's subsumed into the rest of the Sword Coast (http://www.giantitp.com/forums/showsinglepost.php?p=20941693&postcount=44).
... at least for humans and dwarves.

It's really difficult to tell where some regions are in respect to one another, but when I finish the player's guide to faerun and begin working on the main campaign setting book, I'll be able to start grouping regions together in broader campaign areas so it'll be easier to see, for example, if you're starting a game in baldur's gate, you'll know that your halfling character (as an example) can likely come from Amn instead of, say, the Western Heartlands.

Neoxenok
2017-05-24, 07:07 PM
The Icerim Mountains
Under Construction
Note that more lore information will be added when I start converting the actual forgotten realms campaign setting including examples of what the broader strokes of the kind of information you can gain with an appropriate knowledge (local) check.
Source: Player's Guide to Faerun, Unapproachable East
Knowledge (http://www.d20pfsrd.com/skills/knowledge) (Local-Rashemen (http://forgottenrealms.wikia.com/wiki/Rashemen))

Campaign Location:

Shared Regions:

Lore: Bands of ferocious taer haunt the freezing slopes and mists of the Icerims of the East.

Region: the Icerim Mountains
Recommended Subraces: Taer
Automatic Languages: Giant
Bonus Languages: Auran, Damaran, Dwarven, Rashemi, Tuigan
Favored Deities: Auril, Loviatar
Regional Traits: Battle Jump, Bullheaded, Survivor
Equipment: In addition to your normal starting equipment at first level, you can select either (A), (B), or neither and add 100gp to your starting gold. These benefits only apply to starting 1st level characters. (A) Masterwork Greatclub; (B) Masterwork Hide Armor and Six Applications of Taer Stench Grease (see below).

Taer stench grease is brewed by Taer alchemists from a combination of common herbs, stink bugs, and their own musk. After a minute spent applying it to a creature or object, it mixes with air to produce a foul stench that is considered to be an inhaled poison. Creatures within 10 feet of the affected creature or object must make a fortitude saving throw DC 15 or gain the sickened condition while they remain within the area of effect. Creatures that exit the area of effect can make a new saving throw with a +5 bonus to their fortitude saving throw to remove the sickened condition. A failed save results in the sickened condition persisting for a further 1d3 rounds. Creatures that re-enter the area must save again and can become sickened.
Once applied, the effect of the grease persists for 1d6+4 minutes. The sickened condition persists for the duration of the grease as long as the creature remains within the area of the stench.
Type: Alchemical Item; Price: 50gp (25gp for Taer) Craft DC: 25 (15 for Taer) Weight: 1 lb

AOKost
2017-05-24, 10:35 PM
Baldur's gate isn't listed specifically, it's subsumed into the rest of the Sword Coast (http://www.giantitp.com/forums/showsinglepost.php?p=20941693&postcount=44).
... at least for humans and dwarves.

It's really difficult to tell where some regions are in respect to one another, but when I finish the player's guide to faerun and begin working on the main campaign setting book, I'll be able to start grouping regions together in broader campaign areas so it'll be easier to see, for example, if you're starting a game in baldur's gate, you'll know that your halfling character (as an example) can likely come from Amn instead of, say, the Western Heartlands.

Great to know! Thanks! :D Keep up the amazing work!

rferries
2017-05-24, 11:21 PM
Great to know! Thanks! :D Keep up the amazing work!

Seconded, this is a project of incredible scope!

Neoxenok
2017-05-26, 01:10 AM
The Plateau of Thay
Under Construction
Note that more lore information will be added when I start converting the actual forgotten realms campaign setting including examples of what the broader strokes of the kind of information you can gain with an appropriate knowledge (local) check.
Source: The Player's Guide to Faerun
Knowledge (http://www.d20pfsrd.com/skills/knowledge) (Local-Thay (http://forgottenrealms.wikia.com/wiki/Thay))

Campaign Location:

Shared Regions:

Lore: Many of Thay's gnolls come from the northwestern frontiers of that forbidding land. Centaurs once freely roamed the Plateau of Thay, but now most of them serve the Red Wizards.

Region: the Plateau of Thay
Recommended Subraces: Centaur, Gnoll
Automatic Languages: Gnoll
Bonus Languages: Abyssal, Draconic, Goblin, Infernal, Mulhorandi, Rashemi
Favored Deities: Yeenoghu
Regional Traits: Blooded, Long Reach, Thug
Equipment: In addition to your normal starting equipment at first level, you can select either (A), (B), or neither and add 100gp to your starting gold. These benefits only apply to starting 1st level characters. (A) Masterwork Battleaxe or Masterwork Shortspear; (B) Masterwork Spiked Scale Mail.

Neoxenok
2017-05-26, 01:22 AM
Sphur Upra
Under Construction
Note that more lore information will be added when I start converting the actual forgotten realms campaign setting including examples of what the broader strokes of the kind of information you can gain with an appropriate knowledge (local) check.
Source: Player's Guide to Faerun
Knowledge (http://www.d20pfsrd.com/skills/knowledge) (Local-Underdark (Earthroot (http://forgottenrealms.wikia.com/wiki/Earthroot)))

Campaign Location:

Shared Regions:

Lore: Existing between the plane of shadow and the material plane, Sphur Upra is the city of the Gloamings.

Region: Sphur Upra
Recommended Subraces: Gloaming
Automatic Languages: Undercommon
Bonus Languages: Aquan, Draconic, Dwarven, Elven, Sylvan, Terran
Favored Deities: None
Regional Traits: Fearless, Luck of Heroes, Smooth Talk
Equipment: In addition to your normal starting equipment at first level, you can select either (A), (B), or neither and add 100gp to your starting gold. These benefits only apply to starting 1st level characters. (A) Masterwork Studded Leather Armor and Twenty Masterwork Arrows; (B) Arcane Scroll of Invisibility (http://www.d20pfsrd.com/magic/all-spells/i/invisibility) and Knock (http://www.d20pfsrd.com/magic/all-spells/k/knock/) (Caster Level 3rd).

Neoxenok
2017-05-26, 02:32 AM
The Stormhorns
Under Construction
Note that more lore information will be added when I start converting the actual forgotten realms campaign setting including examples of what the broader strokes of the kind of information you can gain with an appropriate knowledge (local) check.
Source: Player's Guide to Faerun, Races of Faerun
Knowledge (http://www.d20pfsrd.com/skills/knowledge) (Local-Cormyr (http://forgottenrealms.wikia.com/wiki/Cormyr))

Campaign Location:

Shared Regions:

Lore: Driven from their home in the Star Mounts by a dragon, many Aaracokras founded new Aeries in the Stormhorns of Cormyr.

Region: the Stormhorns
Recommended Subraces: Aarakocra
Automatic Languages: Auran
Bonus Languages: Chondathan, Draconic, Elven, Orc, Sylvan
Favored Deities: Aerdrie Faenya
Regional Traits: Fearless, Furious Charge
Equipment: In addition to your normal starting equipment at first level, you can select either (A), (B), or neither and add 100gp to your starting gold. These benefits only apply to starting 1st level characters. (A) Masterwork Javalin or Masterwork Longspear or Masterwork Spear; (B) Masterwork Flight Lance (See Below).

This is a 10-foot wooden shaft topped by blade. The back end is fletched to keep the lance's flight true. This weapon is normally used with a charge while flying, hurled at the bottom of a swoop maneuver to impale the target. It may be used as a melee weapon as if it were a shortspear.
Type: Exotic Weapon; Damage (Medium): 1d8 Piercing; Critical Hit: x3; Range: 30ft; Weight: 5 lbs

arcaneshield
2017-05-26, 06:53 PM
Now I understand that this is not strictly a forgotten realms class, but it fits into the lore and you've already laid the groundwork with your tying mysteries to deities. Since I've been playing NWN 2 again as this class, I figured I'd give it a try.

Favored Soul (Oracle Archetype)
While most oracles draw their strength from a variety of gods and do not tend to venerate any one deity in particular, the Favored Soul draws their strength from one deity who has blessed and cursed them with their favor. Blessed them with divine abilities and cursed them with the resulting negative impact of storing such divine power in a mortal form. Favored souls are often loners, wandering the land serving their deities. They are welcomed by their churches but treated as unusual and are sometimes misunderstood. They are emissaries of their deities and outside the church's command structure - respected mystics not requiring the support normally crucial to a priest's success. This makes them sometimes revered and sometimes envied by their cleric cousins. While favored souls are occasionally disrespected for their perceived lack of discipline, devout worshipers know that they are a powerful message from, and indeed a living manifestation of their deities.

Alignment: A favored soul's alignment must be within one step of her deity’s, along either the law/chaos axis or the good/evil axis.
Weapon and Armor Proficiency: The Favored Soul gains proficiency in their deity's favored weapon. If the favored soul worships a deity with unarmed strike as its favored weapon, the favored soul gains Improved Unarmed Strike as a bonus feat.
Divine Weapon Specialization (Ex): At first level, the favored soul gains the increased base weapon damage of the warpriest’s sacred weapon ability with her deity's favored weapon at her favored soul level. This replaces the revelations gained at 1st and 15th levels.
Divine Wings (Su): At 7th level you may manifest either feathered wings (good aligned) or batlike wings (evil aligned; neutral may choose either upon gaining this class feature). You gain a fly speed of 60 feet with good maneuverability. This effect lasts for 1 minute per favored soul level. At 15th level this becomes permanent. This replaces the revelation gained at 7th level.

Neoxenok
2017-05-29, 11:27 PM
Surkh
Under Construction
Note that more lore information will be added when I start converting the actual forgotten realms campaign setting including examples of what the broader strokes of the kind of information you can gain with an appropriate knowledge (local) check.
Source: Player's Guide to Faerun
Knowledge (http://www.d20pfsrd.com/skills/knowledge) (Local-Vilhon Reach (http://forgottenrealms.wikia.com/wiki/Vilhon_Reach))

Campaign Location:

Shared Regions:

Lore: While the lizardfolk hunt in many marshlands, the city of Surkh on the shores of the Deepwash is home to a great number of civilized scaly warriors.

Region: Surkh
Recommended Subraces: Lizardfolk
Automatic Languages: Draconic
Bonus Languages: Aquan, Chondathan, Goblin, Illuskan, Orc
Favored Deities: Semuanya
Regional Traits: Axethrower, Dauntless, Tireless
Equipment: In addition to your normal starting equipment at first level, you can select either (A), (B), or neither and add 100gp to your starting gold. These benefits only apply to starting 1st level characters. (A) Masterwork Javelin; (B) Masterwork Hide Armor and Heavy Wooden Shield.

Neoxenok
2017-05-29, 11:40 PM
Underdark (Deep Imaskar)
Under Construction
Note that more lore information will be added when I start converting the actual forgotten realms campaign setting including examples of what the broader strokes of the kind of information you can gain with an appropriate knowledge (local) check.
Source: Player's Guide to Faerun
Knowledge (http://www.d20pfsrd.com/skills/knowledge) (Local-Underdark [Earthroot (http://forgottenrealms.wikia.com/wiki/Earthroot)])

Campaign Location:

Shared Regions:

Lore: A hidden vault buried deep below the Endless Wastes, Deep Imaskar is the home of the Deep Imaskari people whose very flesh has been steeped in the magic of the deep-earth.

Region: Underdark (Deep Imaskar)
Recommended Subraces: Deep Imaskari
Automatic Languages: Roushoum
Bonus Languages: Abyssal, Aquan, Celestial, Draconic, Terran, Undercommon
Favored Deities: Chauntea, Grumbar, Kossuth, Mystra, Shar
Regional Traits: Arcane Schooling, Otherworldly
Equipment: In addition to your normal starting equipment at first level, you can select either (A), (B), or neither and add 100gp to your starting gold. These benefits only apply to starting 1st level characters. (A) One 2nd Level Spell Scroll (Arcane) (Caster Level 3rd) or One 2nd Level Psionic Power Stone (Manifester Level 3rd) and Three Thunderstone (http://www.d20pfsrd.com/equipment/goods-and-services/herbs-oils-other-substances/#TOC-Thunderstone)s; (B) Wand of Detect Magic (http://www.d20pfsrd.com/magic/all-spells/d/detect-magic) or Wand of Light (http://www.d20pfsrd.com/magic/all-spells/l/light) (Caster Level 1st; 20 Charges).

Neoxenok
2017-05-29, 11:52 PM
Underdark (Fluvenilstra)
Under Construction
Note that more lore information will be added when I start converting the actual forgotten realms campaign setting including examples of what the broader strokes of the kind of information you can gain with an appropriate knowledge (local) check.
Source: Player's Guide to Faerun
Knowledge (http://www.d20pfsrd.com/skills/knowledge) (Local-Great Bhaerynden (http://forgottenrealms.wikia.com/wiki/Great_Bhaerynden))

Campaign Location:

Shared Regions:

Lore: Known as the Garden City of the Underdark, Fluvenilstra lies below the Shaar. This beautiful area is home to the mysterious race known as the slyths.

Region: Underdark (Fluvenilstra)
Recommended Subraces: Slyth
Automatic Languages: Undercommon
Bonus Languages: Aquan, Dwarven, Elven, Gnome, Terran
Favored Deities: Chauntea, Grumbar, Shar
Regional Traits: Dauntless, Discipline, Survivor
Equipment: In addition to your normal starting equipment at first level, you can select either (A), (B), or neither and add 100gp to your starting gold. These benefits only apply to starting 1st level characters. (A) Masterwork Melee Weapon or Masterwork Melee Weapon or Masterwork Melee Weapon; (B) Masterwork Armor and potion or scroll (2nd level).

Neoxenok
2017-05-30, 12:13 AM
Underdark (Reeshov)
Under Construction
Note that more lore information will be added when I start converting the actual forgotten realms campaign setting including examples of what the broader strokes of the kind of information you can gain with an appropriate knowledge (local) check.
Source: Player's Guide to Faerun
Knowledge (http://www.d20pfsrd.com/skills/knowledge) (Local-Northdark (http://forgottenrealms.wikia.com/wiki/Northdark))

Campaign Location:

Shared Regions:

Lore: Deep below the Serpent Hills lies the grimlock city of Reeshov.

Region: Underdark (Reeshov)
Recommended Subraces: Grimlock
Automatic Languages: Terran, Undercommon
Bonus Languages: Abyssal, Elven, Kuo-Toan, Orc
Favored Deities: Shar
Regional Traits: Blooded, Surefooted, Thug
Equipment: In addition to your normal starting equipment at first level, you can select either (A), (B), or neither and add 100gp to your starting gold. These benefits only apply to starting 1st level characters. (A) Masterwork Battleaxe; (B) Masterwork Spiked Scale Mail Armor.

Neoxenok
2017-05-30, 12:23 AM
Underdark (Sloopdilmonpolop)
Under Construction
Note that more lore information will be added when I start converting the actual forgotten realms campaign setting including examples of what the broader strokes of the kind of information you can gain with an appropriate knowledge (local) check.
Source: Player's Guide to Faerun
Knowledge (http://www.d20pfsrd.com/skills/knowledge) (Local-Old Shanatar (http://forgottenrealms.wikia.com/wiki/Old_Shanatar))

Campaign Location:

Shared Regions:

Lore: Reputed to be the greatest kuo-toa city in the Underdark, Sloopdilmonpolop lies beneath Firedrake Bay, off the coast of Tethyr.

Region: Underdark (Sloopdilmonpolop)
Recommended Subraces: Kuo-toa
Automatic Languages: Kuo-toa, Undercommon
Bonus Languages: Aquan, Draconic, Dwarven, Elven
Favored Deities: Blibdoolpoolp
Regional Traits: Dreadful Wrath, Survivor
Equipment: In addition to your normal starting equipment at first level, you can select either (A), (B), or neither and add 100gp to your starting gold. These benefits only apply to starting 1st level characters. (A) Masterwork Pincer Staff or Masterwork Spear; (B) Arcane or Divine Scroll of Bear's Endurance (http://www.d20pfsrd.com/magic/all-spells/b/bear-s-endurance/) and Arcane or Divine Scroll and Scroll of Resist Energy (http://www.d20pfsrd.com/magic/all-spells/r/resist-energy) (2nd Level; Caster Level 3rd).

Neoxenok
2017-05-30, 12:36 AM
Underdark (Yathchol)
Under Construction
Note that more lore information will be added when I start converting the actual forgotten realms campaign setting including examples of what the broader strokes of the kind of information you can gain with an appropriate knowledge (local) check.
Source: Player's Guide to Faerun
Knowledge (http://www.d20pfsrd.com/skills/knowledge) (Local-Northdark (http://forgottenrealms.wikia.com/wiki/Northdark))

Campaign Location:

Shared Regions:

Lore: Beneath the Graypeak Mountains lies the chitine realm of Yathchol.

Region: Underdark (Yathchol)
Recommended Subraces: Chitine
Automatic Languages: Undercommon
Bonus Languages: Drow Sign, Elven, Kuo-toan, Orc
Favored Deities: Lolth
Regional Traits: Discipline, Knifefighter, Resist Poison
Equipment: In addition to your normal starting equipment at first level, you can select either (A), (B), or neither and add 100gp to your starting gold. These benefits only apply to starting 1st level characters. (A) Masterwork Javelin or Masterwork Short Sword; (B) Potion of Lesser Restoration (http://www.d20pfsrd.com/magic/all-spells/r/restoration/).

Neoxenok
2017-05-30, 03:42 AM
Feats of the Forgotten Realms

Arcane Preparation [General]
Source: Player's Guide to Faerun
You can prepare your spells in a manner similar to a wizard or cleric.
Prerequisite: Ability to cast spells without preparation.
Benefit: If you cast arcane spells without preparation similarly to a bard or sorcerer, you gain the ability to record spells to and prepare spells from a spellbook using your spell list.
If you cast divine spells without preparation similarly to an oracle, you gain the ability to pray for and prepare spells similarly to a cleric or druid would from your spell list.
You can prepare a number of spells equal to one spell in a spell slot up to one spell level below the highest spell level you can cast or two spells at any spell level up to two spell levels below the highest spell level you can cast. These spells are cast no differently as other prepared spells are.

Blessed of the Seven Sisters
Source: Player's Guide to Faerun
The Seven Sisters and faithful of Mystra have taught you to be a force of good in the world and a positive representation of the art.
Prerequisites: Ability to cast arcane spells of 1st level or higher, Any Good Alignment, Knowledge (Local-Aglarond), Knowledge (Religion) 1 rank, Patron Deity: Mystra, Spellcraft 1 Rank
Benefit: You gain a +2 sacred bonus to all saving throws against spells with the [Evil] descriptor
Exhalted Magic of Mystra: You gain the the following spells, adding them to your arcane class spell list. This allows a character to select them as a spell known but these are not automatically added to the character's spells known. When you gain the indicated number of ranks in Knowledge (Religion), you gain the listed spells of the indicated spell level. If you do not have access to the indicated spell level, you do not gain access to that spell until you do. If you have the ability to cast spells from multiple spell lists (such as if you are a multiclass character), you must select one class to which you add the acquired spells to. If the acquired spell is already on your spell list, you use just the lowest level version of the spell.

2 Ranks (1st Level)- Ray of HopeMythic, Vision of Heaven
4 Ranks (2nd Level)- Ease PainDF
6 Ranks (3rd Level)- Blessed Sight
8 Ranks (4th Level)- Sword of ConscienceDF
10 Ranks (5th Level)- Crown of FlameMythic, Sacred GuardianMythic
12 Ranks (6th Level)- Crown of BrillianceM, Mythic
14 Ranks (7th Level)- Righteous SmiteMythic
Protect the Innocent: In order to select this ability, you must have already selected the Defense Against Evil ability offered by this feat and you must have 6 ranks in the Knowledge (Local-Aglarond) skill. Creatures protected by the defense against evil ability are not affected by any hostile spell that you or anyone that possesses the Protect the Innocent ability can cast, as though you had failed to overcome their spell resistance. If you possess 11 or more ranks in Knowledge (Local-Aglarond), creatures protected by your Defense Against Evil ability additionally gain spell resistance against evil spells and spell-like abilities and spells and spell-like abilities cast by evil creatures equal to 10 + your ranks in the Knowledge (Local-Aglarond) skill.
Defense Against Evil (Sp): You gain the ability to cast the protection from evil spell once per day per five ranks you possess in the spellcraft skill (minimum 1). Your caster level for this is equal to your ranks in the spellcraft skill. Any saving throw is equal to 10 plus half your ranks in spellcraft plus your primary spellcasting ability modifier. When you possess 3 ranks in the spellcraft skill, you can divide the duration of the spell into 1-minute intervals among the creatures touched.
Special: You can take this feat multiple times to a maximum of three times. Each time you select this feat, your sacred saving throw bonus against spells with the [Evil] Descritpor increases by 1.

Circle Spellcaster [General]
You can focus the magic of several casters to create spells of tremendous potency.
Prerequisite: Ability to Cast Spells, Spellcraft 1 Rank
Benefit: You gain the ability to lead in a form of Circle Magic able to cast all varieties of circle spells (see circle magic).

Daylight Adaptation [General]
Source: Player's Guide to Faerun
You have adapted to the painful sunlight of the surface world.
Prerequisite: Light blindness or light sensitivity racial drawback.
Benefit: You no are no longer affected by your light blindness or light sensitivity racial drawbacks.

Delay Spell [Metamagic]
Source: Player's Guide to Faerun
You can modify your spells to delay their effect until a time of your choosing up to thirty seconds after you finish casting the spell.
Benefit: You can delay the spell's activation by one or more rounds after you finish casting the spell to a maximum of 5 rounds. You determine the delay as you cast the modified spell and once the delay is set, it cannot be changed. The spell activates at the beginning of the round you designate. Only personal, touch, targeted, and area-of-effect spells can be modified by this metamagic feat and all decisions affecting the spell's result must be made when the spell is cast (such as where the spell takes effect, who or what the spell targets, the shape of the spell, and so on). All end-result effects of the spell (such as saving throws) are determined when the spell activates. Conditions that would cause the spell to fail or invalidate the spell in any way, such as targets leaving the spell's maximum range or the environment changes to nullify the spell's effect, cause the spell to fail.
A delayed spell does not use up the spell's normal duration while it is delayed and begins when the spell activates. The spell can be detected at the point where it was cast and can be dispelled or suppressed normally.
A delayed spell uses up a spell slot one level higher than the spell's actual level.

Extra Lettering [General]
You can use your destructive runes more often.
Prerequisites: Destruct Letter (1d6)
Benefit: You gain two additional uses of your destruct letter.
Special: You can select this feat multiple times. It's effects stack.

Favored of the Zulkirs
Source: Player's Guide to Faerun
Your talents and ruthlessness haven't gone unnoticed by the influential and powerful of Thay. You have been given access to hidden knowledge and magical secrets, of which few know.
Prerequisites: Ability to cast arcane spells of 1st level or higher, Human, Knowledge (Local-Thay) 1 Rank, Neutral Evil or Lawful Evil Alignment, Spellcraft 1 Rank, Tattoo Focus
Benefit: You gain a +2 bonus to all concentration checks involved in Thayan Circle Magic.
The Magic of Rulers: You gain the the following spells, adding them to your class spell list. This allows a character to select them as a spell known but these are not automatically added to the character's list of spells known. When you gain the indicated number of ranks in Knowledge (Local-Thay), you gain the listed spells of the indicated spell level. If you do not have access to the indicated spell level, you do not gain access to that spell until you do. If you have the ability to cast spells from multiple spell lists (such as if you are a multiclass character), you must select one class to which you add the acquired spells to. If the acquired spell is already on your spell list, you use just the lowest level version of the spell.

[i]1 Rank (0th Level)- Unnerving Gaze
2 Ranks (1st Level)- Bestow WoundM, Mythic, SorrowMythic
4 Ranks (2nd Level)- Slow ConsumptionMythic
6 Ranks (3rd Level)- Drown
8 Ranks (4th Level)- Psychic PoisonM/DF
10 Ranks (5th Level)- Morality UndoneMythic
12 Ranks (6th Level)- False SendingM/DF
14 Ranks (7th Level)- Whirlwind of TeethM/DF, Mythic
Thayan Circle Master: Through advanced training, you have mastered Thayan Circle Magic to a far greater extent than your peers. Spells you cast that are augmented through Thayan Circle Magic are always considered to be cast at a spell level equal to the highest spell level you have access to, as though it were heightened by the heighten spell metamagic feat to the highest spell level you are capable of casting. You must possess at least 5 ranks in Knowledge (Local-Thay) in order to select this ability.
Thayan War Magic: Any spell you cast that inflicts damage adds 1 point of damage of the same type of damage the spell inflicts per two ranks you possess in the spellcraft skill. This bonus damage cannot be healed through magical means unless the caster succeeds on a caster level check DC 11 + your ranks in Knowledge (Local-Thay).
Special: You can take this feat multiple times to a maximum of three times. Each time you select this feat, you can select another of the three abilities and your bonus to concentration checks involved in Thayan Circle Magic improves by 1.

Greater Tenacious Magic [General]
Your spells are nearly impossible to dispel.
Prerequisite: Tenacious Magic
Benefit: Your spells are especially resilient against dispelling magic. The dispel DC of any spell you cast is increased by 4 points. In addition, if a dispel attempt is successful against your spells they continue to persist for another 1d6 rounds or until the duration would normally end, whichever is sooner. This benefit does not stack with the benefits from Tenacious Magic.

Hathran
Source: Player's Guide to Faerun
The Hathran, also known as the Witches of Rashemen, are the protectors of the Rashemi people. They are a unified sisterhood of powerful spellcasters that work as the real power of Rashemen. When interacting with outsiders and even more often than not otherwise, they wear masks to conceal their identities.
Prerequisites: Ability to cast 0 and 1st level spells, Any non-chaotic and non-evil alignment, Ethran Trait, Knowledge (Local- Rashemen) 1 Rank, and Skill Focus (Knowledge (Local- Rashemen)). Must be a good member in standing with the Witches of Rashemen.
Taboo: In Hathran society, the crafting of magic items, save scrolls and power stones is taboo for its women. As such, no Female Hathran can select or use an item creation feat. However, this allows female Hathrans to focus on other aspects of their magic and develop it further. Female Hathrans add their ranks in Knowledge (Local-Rashemen) and their bonus from skill focus (Knowledge (Local-Rashemen)) to their caster level to determine the duration of their abjuration and conjuration spells.
Benefit: You radiate such power and authority amongst the Rashemi people, you gain a +1 bonus to all bluff, diplomacy, and intimidate checks when interacting with them and with all creatures with the spirit subtype. Those that also possess the leadership feat add +1 to their overall leadership score. In addition to the above benefit, you can also select one of the items below.
Hathran Magic: You gain the the following spells, adding them to your class spell list. This allows a character to select them as a spell known but these are not automatically added to the character's spells known. When you gain the indicated number of ranks in Knowledge (Local-Rashemen), you gain the listed spells of the indicated spell level. If you do not have access to the indicated spell level, you do not gain access to that spell until you do. If you have the ability to cast spells from multiple spell lists (such as if you are a multiclass character), you must select one class to which you add the acquired spells to. If the acquired spell is already on your spell list, you use just the lowest level version of the spell.

1 Rank (0-Level)- Naturewatch
2 Ranks (1st Level)- Low-Light Vision, Scatterspray
4 Ranks (2nd Level)- Flame dagger, Moonbeam, One with the Land
6 Ranks (3rd Level)- Flashburst, Moonblade
8 Ranks (4th Level)- Land Womb, Lesser Planar Ally
10 Ranks (5th Level)- Lesser Entice Fey, Lesser Planar Binding, Moon Path
12 Ranks (6th Level)- Planar Ally*, Planar Binding*
14 Ranks (7th Level)- Entice Fey*
16 Ranks (8th Level)- Greater Planar Binding*
18 Ranks (9th Level)- Greater Entice Fey*
Rashemi Circle Magic: You gain the ability to lead in Rashemi Circle Magic. When synchronizing the magical energies of the participants in your circle, you can substitute your Spellcraft check for Knowledge (Local-Rashemen). You also acquire a power called Spirit Speech (Su), which allows you to speak to and understand any creature with the spirit subtype. A circle leader of Rashemi circle magic requires a minimum of two participants and a maximum of two participants plus one additional participant when you have two ranks in the Knowledge (Local-Rashemen) skill and an additional participant every three ranks you possess thereafter.
Rashemi Spirit Magic (Su): You gain the ability to summon Spirits of Rashemen. Any animal, fey, magical beast, or plant you summon through any summoning spell you possess, such as summon monster or summon nature's ally, gain the Spirit of Rashemen Template. If a summoned creature were to already gain a template (such as the fiendish or celestial template for creatured summoned through summon monster), then this benefit replaces that template with the Spirit of Rashemen template. Special: You can select this feat multiple times. Each time you select this feat, you can select another one of the benefits described and your bonuses to bluff, diplomacy, intimidate, and your leadership score all increase by +1.
*= This is a Pathfinder spell that exists on other class spell lists. If you select this spell, this provides you no benefit outside of possibly lowering the spell level of a pre-existing version of that spell on your spell list. If you choose to do this, this spell will not be added in addition to the pre-existing spell but instead replaces it on your spell list.

Initiate of Bane
Source: Player's Guide to Faerun
[I]You've been initiated into the greatest secrets of the faith of Bane.
Prerequisites: Intimidate 1 Rank, Knowledge (Religion) 1 Rank), Patron Deity (Bane), and Skill Focus (Intimidate).
Benefit: You can select one of the following benefits. In addition to those benefits, anytime you demoralize a foe using intimidate, the duration is one round greater than normal.
Cowing Intimidation: When demoralizing a foe, all of the penalties caused by the condition and the number of targets the character can affect with demoralize increase by 1 per 5 ranks the character possesses in Knowledge (Religion).
Domineering Strike: You can intimidate a foe as a swift action when casting a spell or successfully connecting an attack. Successful hits against multiple foes can also be intimidated with no additional actions up to one additional target per 5 ranks the character possesses in the Knowledge (Religion) skill.
Banite Magic: You gain the the following spells, adding them to your class spell list. This allows a character to select them as a spell known but these are not automatically added to the character's spells known. When you gain the indicated number of ranks in Knowledge (Religion), you gain the listed spells of the indicated spell level. If you do not have access to the indicated spell level, you do not gain access to that spell until you do. If you have the ability to cast spells from multiple spell lists (such as if you are a multiclass character), you must select one class to which you add the acquired spells to. If the acquired spell is already on your spell list, you use just the lowest level version of the spell.

2 Ranks (1st Level)- Selfish Cure, Light[I]Mythic
6 Ranks (3rd Level)- Mystic LashMythic, Selfish Cure, ModerateMythic
8 Ranks (4th Level)- Selfish Cure, SeriousMythic
10 Ranks (5th Level)- Battletide, Selfish Cure, CriticalMythic
12 Ranks (6th Level)- Stone WalkM
14 Ranks (7th Level)- Undeath after DeathM
Special: You can select this feat multiple times. Each time you select this feat, you can select another one of the benefits described and anytime you demoralize a foe, the duration increases by one more round.

Initiate of Cyric
Source: Player's Guide to Faerun
[I]You have been initiated into the greatest secrets of Cyric's church.
Prerequisites: Patron Deity: Cyric, Knowledge (Religion) 1 Rank.
Benefit: You gain a +2 Profane bonus to your will saving throws against fear. In addition, you gain one of the follow abilities listed below.
Cyricist Magic: You gain the the following spells, adding them to your class spell list. This allows a character to select them as a spell known but these are not automatically added to the character's spells known. When you gain the indicated number of ranks in Knowledge (Religion), you gain the listed spells of the indicated spell level. If you do not have access to the indicated spell level, you do not gain access to that spell until you do. If you have the ability to cast spells from multiple spell lists (such as if you are a multiclass character), you must select one class to which you add the acquired spells to. If the acquired spell is already on your spell list, you use just the lowest level version of the spell.

4 Ranks (2nd Level)- Black TalonMythic
6 Ranks (3rd Level)- Skull WatchF, Mythic
8 Ranks (4th Level)- Dread BlastMythic, Skull of Secrets
10 Ranks (5th Level)- Skull EyesF
14 Ranks (7th Level)- Triple MaskDF Mythic
Faith of Intrigue (Ex): You gain the ability to use your bonus, including your class skill bonus, in your Knowledge (Religion) skill bonus in place of your bluff and disguise skill bonuses, effectively treating your knowledge (religion) skill as those skills.
Murderous Glee (Su): Whenever you successfully kill an opponent, you gain a +2 morale bonus to your attack rolls, saving throws against fear, and temporary hit points equal to your ranks in Knowledge (religion). These benefits persist for one round per rank you possess in knowledge (religion). Multiple kills within the time of this duration does not stack. Instead, it simply resets the duration and total amount of temporary hit points to equal your ranks in knowledge (religion.)
Special: You can take this feat multiple times to a maximum of three times. Each time you select this feat, you can select another of the three abilities and your bonus to will saves against fear increases by 1 point.

Initiate of Gond
Source: Player's Guide to Faerun
[I]You have been initiated into the greatest secrets of Gond's church.
Prerequisites: Patron Deity: Gond, Knowledge (Religion) 1 Rank.
Benefit: You gain the ability to use your Knowledge (Religion) skill bonus in place of one craft skill of your choice upon selecting this feat. Once selected, this choice can not be changed. In addition, you can select one of the abilities listed below.
Gift of Gond (Sp): You can create raw materials as the minor creation spell as a spell-like ability usable once per day per point of your intelligence modifier (minimum once). You must have a minimum of 7 ranks in knowledge (religion) to select this ability. You can use this ability to create materials as major creation once you have 9 ranks in knowledge (religion).
Gondaran Magic: You gain the the following spells, adding them to your class spell list. This allows a character to select them as a spell known but these are not automatically added to the character's spells known. When you gain the indicated number of ranks in Knowledge (Religion), you gain the listed spells of the indicated spell level. If you do not have access to the indicated spell level, you do not gain access to that spell until you do. If you have the ability to cast spells from multiple spell lists (such as if you are a multiclass character), you must select one class to which you add the acquired spells to. If the acquired spell is already on your spell list, you use just the lowest level version of the spell.

2 Ranks (1st Level)- WieldskillMythic
6 Ranks (3rd Level)- Understand Device
12 Ranks (6th Level)- Fantastic Machine
Touch of Gond (Sp): You gain the ability to instantly transform raw materials into a finished product. This works precisely as the fabricate spell. You must have 9 ranks in knowledge (religion) to select this ability. You can use this ability a number of times per day equal to your intelligence modifier (minimum once).
Special: You can take this feat multiple times to a maximum of three times. Each time you select this feat, you can select another of the three abilities and you can use your knowledge (religion) bonus in place of another selected craft skill.

Initiate of Helm
Source: Player's Guide to Faerun
[I]You have been initiated into the greatest secrets of Gond's church.
Prerequisites: Patron Deity: Helm, Knowledge (Religion) 1 Rank.
Benefit: You gain a +2 bonus to all initiative checks and you can select one of the three abilities listed below.
Magic of Helm: You gain the the following spells, adding them to your class spell list. This allows a character to select them as a spell known but these are not automatically added to the character's spells known. When you gain the indicated number of ranks in Knowledge (Religion), you gain the listed spells of the indicated spell level. If you do not have access to the indicated spell level, you do not gain access to that spell until you do. If you have the ability to cast spells from multiple spell lists (such as if you are a multiclass character), you must select one class to which you add the acquired spells to. If the acquired spell is already on your spell list, you use just the lowest level version of the spell.

4 Ranks (2nd Level)- WarningMythic
6 Ranks (3rd Level)- ForcewardDF, Mythic, Mace of OdoDF, Mythic
Pierce Deception (Ex): You can make an immediate will saving throw against any illusion spell that normally requires interaction, such as most figment and glamer illusion spells like disguise self and silent image when the effect comes within 30ft of you and you are aware of the illusion. You get a +1 bonus to your will saves against all illusions per 5 ranks you possess in knowledge (religion) (minimum +1).
Unending Vigilance (Ex): You have learned to push your body to extremes in order to maintain a vigilant watch. You can add half your ranks in knowledge (religion) to your consitution checks or fortitude saves to resist starvation, thirst, or any deleterious effects of sleep deprivation.
Special: You can take this feat multiple times to a maximum of three times. Each time you select this feat, you can select another of the three abilities and your bonus to initiative increases by 1 point.

Initiate of Ilmater
Source: Player's Guide to Faerun
[I]You have been initiated into the greatest secrets of Ilmater's church.
Prerequisites: Patron Deity: Ilmater, Knowledge (Religion) 1 Rank.
Benefit: You gain a +2 sacred bonus to your fortitude saving throw against death effects in addition to one of the benefits selected below.
Envigoration (Ex): Any time you cure a creature of it's hit points regardless of whether it is magical or not, any excess hit points recovered that would normally exceed it's normal maximum hit points is retained as temporary hit points to a maximum equal to your total ranks in knowledge (religion). These temporary hit points persist for one hour per rank you possess in the knowledge (religion) skill or until those hit points are lost through damage or some other means.
Ilmater's Magic: You gain the the following spells, adding them to your class spell list. This allows a character to select them as a spell known but these are not automatically added to the character's spells known. When you gain the indicated number of ranks in Knowledge (Religion), you gain the listed spells of the indicated spell level. If you do not have access to the indicated spell level, you do not gain access to that spell until you do. If you have the ability to cast spells from multiple spell lists (such as if you are a multiclass character), you must select one class to which you add the acquired spells to. If the acquired spell is already on your spell list, you use just the lowest level version of the spell.

8 Ranks (4th Level)- Favor of Illmater, Glory of the Martyr[I]F, DF, Pact of MartyrdomMythic
Gift of Life (Su): You gain the ability to enhance any effect that cures hit point damage. Once per day, you can add one point per rank you possess in knowledge (religion) to the number of hit points restored by that effect. In addition, if cast upon a creature that has died within 1 round, apply the healing from this spell to the creature. If the healed creature’s hit point total is at a negative amount less than its Constitution score, it comes back to life and stabilizes at its new hit point total. If the creature’s hit point total is at a negative amount equal to or greater than its Constitution score, the creature remains dead. Creatures brought back to life through gift of life gain a temporary negative level that lasts for 1 day.
Special: You can take this feat multiple times to a maximum of three times. Each time you select this feat, you can select another of the three abilities and your bonus to fortitude saving throws against death increases by 1.

Initiate of Lathander
Source: Player's Guide to Faerun
You have been initiated into the greatest secrets of Lathander's church.
Prerequisites: Patron Deity: Lathander, Knowledge (Religion) 1 Rank.
Benefit: The followers of Lathander respect art, culture, and nature and the betterment of oneself. When you select this feat, you gain a +1 bonus to any two craft or perform skills (or one of each) of your choice as well as knowledge (nature) and you can use these skills as though they were untrained. In addition, you can select one of the following abilies listed below.
Dawn's Magic: You gain the the following spells, adding them to your class spell list. This allows a character to select them as a spell known but these are not automatically added to the character's spells known. When you gain the indicated number of ranks in Knowledge (Religion), you gain the listed spells of the indicated spell level. If you do not have access to the indicated spell level, you do not gain access to that spell until you do. If you have the ability to cast spells from multiple spell lists (such as if you are a multiclass character), you must select one class to which you add the acquired spells to. If the acquired spell is already on your spell list, you use just the lowest level version of the spell.

2 Ranks (1st Level)- Rosemantle[I]M Mythic
4 Ranks (2nd Level)- Negative Plane Protection
6 Ranks (3rd Level)- SunriseDF Mythic
10 Ranks (5th Level)- Shield of LathanderMythic
14 Ranks (7th Level)- Greater Shield of LathanderMythic
18 Ranks (9th Level)- Undeath's Eternal FoeDF Mythic
Natural Light (Sp): You gain the ability to cast the light spell as a standard action a number of times equal to three plus your charisma modifier with a caster level equal to your total ranks in knowledge (religion). The caster can, however, choose as many as three additional functions for this spell, depending upon the target touched. If a weapon or ammunition is touched, the light dims to a low glow that is visible in darkness but does not meaningfully emit light, similarly to luminescent fungus. However, for the duration of the effect, the weapon is considered to be magical for the purpose of attacking incorporeal undead. If the spell is cast upon armor or a shield it's glow is also reduced to a low glow. The affected armor or shield AC bonus can be added against the touch attacks of attacking undead including incorporeal undead. Finally, you can use this spell to directly attack an undead creature as a melee touch attack, discharging the spell instantly in a bright flash and dealing 1d6 points of positive energy damage +1 per two ranks you possess in the knowledge (religion) skill.
Talented Healer: When using the heal skill, any spell with the word "cure" in the name, or the breath of life spell to recover hit point damage, you can add your ranks in knowledge (religion) to the total number of hit points healed. When treating deadly wounds, this benefit only applies if the heal skill check DC of 25 or higher is met to add your wisdom modifier to the number of hit points recovered.
Special: You can take this feat multiple times to a maximum of three times. Each time you select this feat, your skill bonuses increase by 1 and you can select another of the listed abilities.


Feats of the Forgotten Realms (I-Z) (http://www.giantitp.com/forums/showsinglepost.php?p=23593597&postcount=127)

Neoxenok
2017-05-30, 04:51 PM
Arcane Devotee [5 Level Prestige Class]
Source: Player's Guide to Faerun
The hierarchies of the faiths of Faerun are not just made up of those with divine power. Those churches, particularly those with a devotion to magic in general, employ individuals of faith with arcane magic. Arcanists of all stripes can possess as much devotion as any other within any faith and the gods of Faerun recognize this and frequently grant their faithful a number of divine blessings to compliment their talents and devotion.
Arcane devotees are most common amongst the deities that themselves favor arcane magic, such as Azuth, Mystra, Savras, and others.
Role: Arcane devotees fulfill the same role as other arcanists would in the party though enhanced with some divine powers. They may be able to fufill a role as a secondary cleric depending upon their choices with the arcane devotee's class abilities.
Prerequisites: Knowledge (Arcana) 7 Ranks, Knowledge (Religion) 7 Ranks; Ability to cast 4th level arcane spells; You must have a patron deity and it must be the deity that you serve as an arcane devotee; Alignment within one step of the devotee's patron deity's.
Alignment: An arcane devotee's alignment must be within one step of their patron deity's.
Hit Dice: d6
Class Skills: Craft (Int), Knowledge (Arcana) (Int), Knowledge (Religion) (Int), Profession (Wis), Spellcraft (Int).
Skill Points Per Level: 2 + Intelligence Modifier
Base Attack Bonus: Poor (1/2 Level, round down)
Saving Throws: Good Will Save (1 + 1 per 2 Levels), Bad Fortitude and Reflex Saves (+1 at 2nd level + 1 per 3 levels after)
Class Features:

Weapon and Armor Proficiency: Arcane devotees gain no additional weapon or armor proficiency.
Arcane Study: When an arcane casting class with a performance ability, such as the bard or skald advances as an arcane devotee, their arcane devotee levels stack with them for determining the number of rounds per day the devotee can maintain their performance, the ability to more swiftly use their performance ability (normally gained at the bard's 7th and 13th levels for bards and skalds), determining how powerful the performance is, and when the devotee gains new performances.
Alternatively, when a new arcane devotee level is gained, the arcane devotee levels stack with an arcane casting class for determining the power of their eidolon or similar ability for determining their hit dice, evolution points, and if the eidolon-using class also has the ability to use the summon monster spell-like ability, then arcane devotee stacks with that class for how powerful that spell-like ability is and when improvements to that ability is gained. For example, A summoner 10/arcane devotee 5 can cast summon monster 8 as a 15th level caster and summon an eidolon with evolution points as a 15th level summoner.
Alternatively, When a new arcane devotee level is gained, the character gains new spells per day as if she had also gained a level in a spellcasting class she belonged to before adding the prestige class. She does not, however, gain other benefits a character of that class would have gained, except for additional spells per day, spells known (if she is a spontaneous spellcaster), and an increased effective level of spellcasting. If a character had more than one spellcasting class before becoming an arcane devotee, she must decide to which class she adds the new level for purposes of determining spells per day. You can only increase these benefits in an arcane casting class that qualifies for this prestige class.
Aura (Ex): An Arcane Devotee of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity’s alignment (see detect evil for details).
Divine Secret: At 1st level and again and 3rd and 5th level, you gain a divine secret selected from the list below. Unless otherwise noted, you can only select a divine secret once.

Arcane Channel Energy (Su): As a cleric equal to your arcane devotee level, except that you must expend a spell slot in order to use this ability. You can add 2 hit points to any hit points recovered or injured through the use of this ability per spell level of the spell slot sacrificed. You cannot sacrifice 0 level spell slots in this fashion and this does not give you the ability to use variant channel energy powers, such as those outlined in ultimate magic. Characters that already possess channel energy from another class can stack their arcane devotee for the purpose of determining the power of their channel energy, but does not benefit from the devotee's version of the ability which allows the ability to sacrifice arcane spell slots.

Arcane Domain: You gain a single cleric domain as a cleric equal to your arcane devotee level, gaining the associated powers but none of the associated domain spells. You can select this ability multiple times, each time gaining a new cleric domain. Any effects or powers keyed off of wisdom can instead be keyed off the ability score keyed to your arcane powers (intelligence for witches and wizards or charisma for sorcerers and bards, for example). Characters that have levels in a class that grant a cleric domain can stack their arcane devotee levels with the levels in the domain-granting class to determine when they gain their domain powers and how powerful those domain powers are. You do not gain the ability to prepare to cast any domain spells from the selected domains.

Blessings of the Faithful (Su) An arcane devotee learns to harmonize their magical energies with divine casters that share their faith. Once per day per Arcane Devotee level, whenever a devotee is a target of a harmless or otherwise helpful divine spell, the effect is improved as though it were enhanced by the extend spell and empower spell metamagic feats if the spell benefits from those metamagic feats and those feats could otherwise be applied to those spells. This effect only benefits you and cannot be applied to divine spells you cast upon yourself but it can be applied to the spell-like abilities of outsiders aligned with your patron deity.

Divine Bloodline: You can only select this ability if you cast spells spontaneously, similarly to a bard or sorcerer. You gain a bonus 0 level spell known and that spell known can be selected from the cleric/oracle spell list and an additional spell known with successively higher spell levels for every arcane devotee level you possess. This means a 5th level arcane devotee would have gained five spells known of each spell level of 4th level and lower as a bonus spell known from the cleric/oracle spell list. Sorcerers that select this power also stack their arcane devotee levels with their sorcerer levels for determining when they gain their bloodline spells and their total level for determining the power of their bloodline abilities but gain no other benefit from their sorcerer bloodline, such as additional bloodline powers.

Divine Shroud (Sp): As an immediate action once per day, an arcane devotee can create a shroud of divine energy around himself that protects the devotee from hostile spells. This grants the devotee spell resistance equal to 7 + the devotee's total character level +1 per arcane devotee level. This persists until the end of the devotee's following turn. At 5th level, you gain a second use of this ability.

Faithful Studies: You can only select this ability if you prepare spells similarly to a wizard or witch. You gain two 0-level spells known selected from the cleric/oracle spell list. At each arcane devotee level above 1st, you gain two additional spells known from the cleric/oracle spell list at successively higher spell levels, so a 5th level arcane devotee should have two spells known at each spell level up to 4th level. Specialized wizards must select one of these two spells gained each level from the specialized spell school. If the arcane devotee selected the arcane domain ability above, one of the spells gained can be selected from that domain.

Reach of the Holy (Ex): To any spell you can cast, you can increase the range or the area of effect of any spell you can cast as though you applied the enlarge spell metamagic feat or the widen spell metamagic feat. You may use this ability a number of times per day equal to your arcane devotee level. Widening an area requires three uses instead of one use of this ability. You can both widen and enlarge a spell simultaneously, expending four uses of this ability at no additional penalty. Using this ability does not alter the time necessary to cast the affected spell nor does casting it require a higher level spell slot.
Divine Synergy (Su): At 2nd Level, the Arcane Devotee gains a +1 bonus to all saving throws when within 30ft + 10 feet per Devotee level of a summoned creature or other outsider allied with the Arcane Devotee's patron deity. At 4th level, this benefit increases to +2. This is a divine bonus that does not apply against divine casters or outsiders allied with your patron deity. In addition, any harmless spell cast upon an outsider or divine caster allied with your patron deity is affected as though by the empower spell (http://www.d20pfsrd.com/feats/metamagic-feats/empower-spell-metamagic-final/) metamagic feat.


Special Abilities

Aura, Arcane Study, Divine Secret
Divine Synergy (+1)
Divine Secret
Divine Synergy (+2)
Divine Secret

Neoxenok
2017-06-06, 09:00 PM
Divine Champion [5 Level Prestige Class]
Source: Player's Guide to Faerun
Even the most peaceful faiths need warriors to summon to their deity's cause, be it to defend, destroy, or enslave them. They are warriors of faith that fight or defend in the name of their deity. Most often, they do the bidding of their church by fighting their wars, protecting their faithful, and otherwise acting in the best interests of their faith.
Role: A divine champion is a warrior with a small plethora of divine powers to augment both their attack and defensive abilities. They should find themselves in a good position along with the warriors and front-line combatants of any group of adventurers.
Prerequisites: Base Attack Bonus +7; Knowledge (Religion) 7 Ranks; Proficiency in their patron deity's weapon; A Divine Champion must have a patron deity and it must be the one the Divine Champion serves as a Divine Champion.
Alignment: A Divine Champion's alignment must be within one step of their patron deity's.
Hit Dice: d10
Class Skills: Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Knowledge (Religion) (Int), Ride (Dex), Swim (Str).
Skill Points Per Level: 2 + Intelligence Modifier
Base Attack Bonus: Good (1/Level)
Saving Throws: Good Fortitude Save (1 +1 per two levels), Poor Reflex and Will Saving Throws (+1 at 2nd level and an addition +1 per three levels after)
Class Features:

Weapon and Armor Proficiency: Divine champions are proficient in medium and light armor, all shields (except tower shields, and all martial and simple weapons.
Aura (Ex): A Divine Champion of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity’s alignment (see detect evil for details).
Bonus Feat: At 2nd level and again at 4th level, you gain a bonus feat selected from among the following listed below.
You must qualify for the selected feat. Adept Champion (UC), Believer's Boon (ACG), Believer’s Hands (ACG), Blessed Striker (ACG), Channeled Shield Wall (UM), Divine Protection (ACG), Greater Weapon of the Chosen (ACG), Improved Weapon of the Chosen (ACG), Radiant Charge (UM), Reactive Healing (ACG), Skill Focus (Knowledge (Religion)), Warrior Priest (UM), Weapon Focus (Deity's Favored Weapon), Weapon of the Chosen (ACG)
Divine Secret: At 1st, 3rd, and 5th level, the Divine Champion gains a divine secret selected from the list below. Unless otherwise specified, a divine secret can be selected only once.

Champion of Champions: Your divine champion levels stack with your qualifying class for the purpose of determining any divine bond, fiendish bond, lay on hands, touch of corruption, and ability to smite good, evil, or other alignment powers, but not when gaining new abilities, such as mercies or cruelties or new smiting attempts.

Channel Energy (Su): As a cleric equal to your divine champion level, usable a number of times per day equal to 1 + your Charisma modifier. A character that already has channel energy from the class that qualifies for this prestige class must instead count their divine champion levels as levels of the qualifying class for the purpose of determining the power of their channel energy ability.

Divine Wrath (Su): The divine champion calls upon the favor of their god to unleash a greater battle prowress. Once per day as a swift action, the divine champion gains a +2 bonus to all attack rolls, damage rolls, saving throws, and damage reduction 5/- for a number of rounds equal to their charisma modifier (minimum 0) + one round per divine champion level. These rounds need not be used consecutively. Good aligned divine champions gain these bonuses as sacred bonuses whereas evil divine champions gain these bonuses as profane bonuses. Neutral characters can select one or the other.

Divine Wrath, Greater (Su): As Divine Wrath, except that your damage reduction is improved to 10/-. You must have already selected the Divine Wrath ability to benefit from this ability.

Grace of the Champion (Sp): Once per day as an immediate action, you can recover a number of hit points equal to 1d8 + your charisma modifier and for a number of rounds equal to your divine champion level later, you gain a +1 morale bonus on all attacks rolls and will saving throws against fear.

Grace of the Champion, Greater (Sp): As Grace of the Champion, except that you recover 5d8 + 10 + Your Charisma Modifier. In addition, you benefit from a lesser restoration (http://www.d20pfsrd.com/magic/all-spells/r/restoration/) effect. Further, the ability is usable three times per day, but once used, you can not use the ability again for another 1d4 rounds. You must have selected Improved Grace of the Champion previously to be able to select this ability.

Grace of the Champion, Improved (Sp): As Grace of the Champion, except that you recover 3d8 + 5 + your charisma modifier and it is usable twice per day, but it can't be used a second time for 1d4 rounds. You must have selected Grace of the Champion previously to be able to select this ability.

Smite Infidel (Su): Once per day, you gain the ability to smite an infidel of your faith. As a swift action, you gain a +2 bonus to all of your attack rolls and a +5 damage bonus to any successful melee and ranged attacks you make against the target of your smite. Additionally, you gain a +5 deflection bonus to your armor class against the target of your smite. These benefits persist until until the target of the champion's smite is dead or until the champion rests and regains use of his or her class abilities. Unlike smite evil or similar abilities, this ability is not restricted by alignment and can potentially be any target. However, use of this ability against the tenets, members, or allies of the faith can cause the champion to become disfavored with the champion's god and depending upon the circumstances, the god can simply cause the ability to fail or, for more egregious actions against the nature of the champion's faith, the champion can have all his divine abilities revoked and gain two permanent negative levels until they receive an atonement. It is best for the champion to exercise careful consideration before choosing to use this ability.

Strike of Truth (Sp): With a quick prayer to your god, you gain the ability to strike true with your weapon. Once per day as a swift action, you can ignore any range increment penalties for a ranged attack as well as concealment less than full concealment on your next attack within one round of activation.


Special Abilities

Aura, Divine Secret
Bonus Feat
Divine Secret
Bonus Feat
Divine Secret

Neoxenok
2017-08-25, 09:45 PM
Divine Disciple [5 Level Prestige Class]
The gods of the realms make their voices heard through all that cast divine magic, but none more clearly than through their Divine Disciples. They possess a connection above and beyond that of even clerics of the faith and can call upon the close servants of their deity and gain special favor for their devotion.
Role: Divine disciples fulfill the same role as other divine casters, more focused on summoning, with superior communication and abilities as it relates to calling upon their god's servants.
Prerequisites: Able to Cast 4th-Level Divine Spells; Knowledge (Religion) 7 Ranks; Skill Focus (Religion); A Divine Disciple must have a patron deity and it must be the one the Emissary serves as a Divine Emissary.
Alignment: A divine disciple's alignment must match that of their deity.
Hit Dice: d6
Class Skills: Craft (Int), Diplomacy (Cha), Knowledge (History) (Int), Knowledge (Planes) (Int), Knowledge (Religion) (Int), Profession (Wis), and Spellcraft (Int).
Skill Points Per Level: 2 + Intelligence Modifier
Base Attack Bonus: Poor (1/2 Level, round down)
Saving Throws: Good Will Save (1 + 1 per two levels thereafter), Bad Fortitude and Reflex Save (+1 at 2nd level and +1 per three levels thereafter)
Class Features:

Weapon and Armor Proficiency: The Divine Disciple does not gain proficiency in any weapon or armor except proficiency in the disciple's deity's favored weapon or improved unarmed strike if the deity's favored weapon is unarmed strikes.
Spells: At first level and again every level thereafter, a Divine Disciple gains new spells per day as if he had also gained a level in a divine spellcasting class he belonged to before adding the prestige class. He does not, however, gain other benefits of that class other than spells per day, spells known, and an increased effective level of spellcasting. If he had more than one divine spellcasting class before becoming a Divine Disciple, he must decide to which class he adds the new level for the purpose of determining spells per day. The selected class must qualify for the prestige class.
Divine Emissary (Su): At 1st level, the Divine Disciple can communicate telepathically with outsiders aligned with or servile to the Disciple's deity out to a 60ft radius. At 3rd level, the Emissary can communicate with any outsider or divine spellcaster that worship's the Disciple's patron deity. At 5th level, this distance increases to 120ft.
Utter Devotion: Divine Disciples are fanatically devoted to their deity and the philosophies that deity espouses. This devotion curries their god's favor and can evoke that god's wrath should that trust be betrayed. You gain a bonus to all knowledge (religion) and (planes) checks equal to your divine disciple level when it concerns your religion, god, and the planar realm in which your patron deity resides.
Divine Secret: At 2nd Level and again at 4th Level, you gain a divine secret selected from the list below. Unless otherwise noted, you can only select a divine secret once.

Augment Summoning: Any creature summoned or called by the Divine Disciple gains the benefit of the Augment Summoning (http://www.d20pfsrd.com/feats/general-feats/augment-summoning-final/) feat. You do not need to meet the prerequisites.

Channel Energy (Su): You gain the ability to channel energy as a cleric equal to your Divine Emissary level. If you already possess levels in a class that possesses the channel energy ability, levels in this class stacks with that class for determining the power of this ability.

Deity's Blessing: Any creatured summoned by you receives the benefit of an aid spell that persists for the duration of the spell used the summon the creature or until it is dispelled (using your caster level to set the dispel DC).

Disciple's Domain: You can only select this ability if the class which you qualified for this prestige class grants one or two domains, blessings, or a similar ability. Your divine disciple class levels stack with your qualifying class for the purpose of determining the power of your domains and when you gain any of your domain powers. Alternatively, if your qualifying class grants two or more domains, you can select one of those domains to receive that benefit and your class level counts as four levels higher for determining the power of your selected domain's powers.

Disciple's Planar Ally (Sp): You gain the ability to cast the Planar Ally spell as a spell-like ability usable once per day with a caster level equal to your total hit dice. Unlike the spell, you need only pay half the normal offering and/or payment and gain a +2 to any charisma-based checks with the summoned creature.

Disciple's Planar Ally, Greater (Sp): As Disciple's Planar Ally, except that you can now cast Greater Planar Ally as a spell-like ability instead of Planar Ally and the duration is doubled. In order to select this ability, you must have previously selected Disciple's Planar Ally.

Rejuvenate Summons: You can sacrifice a spell slot as an immediate action to heal a creature you summoned within short range (25ft + 5ft per two caster levels). Your summoned creature recovers 1d8 hit points per spell level of the spell slot sacrificed + your charisma modifier. If you cast this spell as a full round action instead of an immediate action and sacrifice a fifth level spell or higher, your summoned creature also recovers from ability damage and the blinded, confused, dazed, dazzled, deafened, diseased, exhausted, fatigued, feebleminded, insanity, nauseated, poisoned, sickened, and stunned conditions, as per the heal spell.

Rejuvenate Summons, Greater: As the Rejuvenate Summons ability, except that it affects one creature per caster level you possess in the qualifying class as long as the affected creatures are within 30 feet of another affected creature. In order to select this ability, you must have previously selected Rejuvenate Summons.
Sacred Defense (Su): At 3rd level, any time a created you summoned is within 30 feet + 10 feet per class level from you, you gain a +1 sacred bonus to all saving throws against divine spells and all spells cast by outsiders not associated with your patron deity. In addition, your summoned creature or creatures gains a +4 bonus to will saving throws against dismissal and banishment as well as spell resistance equal to 6 times your class level. At 5th level, the sacred bonus to your saving throws increases to +2.

Special Abilities

Divine Emissary (60ft Telepathy, Outsiders), Utter Devotion, Spells
Divine Secret
Divine Emissary (60ft Telepathy, Outsiders/Divine Casters), Sacred Defense (+1)
Divine Secret
Divine Emissary (120ft Telepathy, Outsiders/Divine Casters), Sacred Defense (+2)

Neoxenok
2017-10-28, 06:41 PM
Divine Seeker [5 Level Prestige Class]
Each deity and their associated faiths value, as much as any other organization, secrecy and the ability to accomplish tasks without necessarily using brute force. They are specialized in infiltration and retrieving people or things important to the Seeker's faith or perform other covert missions for the faith using powers granted by their patron deity.
Role: Divine Seekers are specialists in the same way as Ninjas, Rogues, or Vigilanties. They know a wide variety of skills but back that up with magical abilities of a divine origin.
Prerequisites: Disable Device 3 Ranks; Knowledge (Religion) 7 Ranks; Perception 3 Ranks; A Divine Seeker must have a patron deity and it must be the one the seeker serves as a Divine Seeker.
Alignment: The Divine Seeker must possess the same alignment as the Seeker's Patron Deity.
Hit Dice: d8
Class Skills: Acrobatics (Dex), Climb (Str), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Knowledge (Geography) (Int), Knowledge (Religion) (Int), Linguistics (Int), Perception (Wis), Profession (Wis), Ride (Dex), Spellcraft (Int), Stealth (Dex), Survival (Wis), and Swim (Str).
Skill Points Per Level: 6 + Intelligence Modifier
Base Attack Bonus: Average (3/4 Level, round down)
Saving Throws: Good Reflex and Will Save (1 + 1 per two levels thereafter), Bad Fortitude Save (+1 at 2nd level and +1 per three levels thereafter)
Class Features:

Weapon and Armor Proficiency: A divine seeker is proficient with simple weapons and light armor
Aura (Ex): A Divine Seeker of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity’s alignment (see detect evil for details).
Thwart Magic Trap: At 1st level, You gain a bonus to disable device and perception checks equal to 3 + your Divine Seeker level to locate, disable, or bypass magic traps. You gain the ability to setect and disarm magical traps as though you possessed the trapfinding (http://www.d20pfsrd.com/classes/core-classes/rogue#TOC-Trapfinding) ability if you didn't already possess that ability. This ability counts as trapfinding for purposes relating to prerequisites for feats.
Divine Secret: At first level and every two levels thereafter, you gain a divine secret selected from the list below. Unless otherwise noted, you can only select a divine secret once.
Bonus Feat: You gain a bonus feat from among the following list of select feats. You can select this ability multiple times, selecting a new feat from amongst the feats in the following list: Alertness, Betrayer (UC), Brilliant Planner (UI), Call Truce (UI), Cat's Fall (UI), Deceitful, Deft Hands, Feign Curse (UC), Fool Magic (UC), Intimidating Performance (ACG), Intoxicating Flattery (UC), Nerve-Racking Negotiator (UC), Persuasive, Persuasive Bribery (UC), Quick Favor (UC), Sabotage Specialist (UC), Threatening Negotiator (UC), True Deception (UC), Walking Sleight (UC), Willing Accomplice (UC)
Career Agent: Your divine seeker levels stack with any class levels you possess in one selected class to determine your total level when considering uncanny dodge, rogue talents, ki powers, ninja tricks, social talents, vigilante talents, and their advanced versions. This ability does not grant you additional rogue talents, ninja tricks, social talents, vigilante talents, and their advanced versions nor allow access to more advanced variations unless you already had access to those abilities.
Divine Magic (Sp): You gain a few spell-like abilities granted by your patron deity to aid in fulfilling your mission or missions for your faith. You can select any two from the following list of spells, gaining them as spell-like abilities usable once per day each. Alternatively, you can select one spell-like ability and use it three times per day. The saving throw DC is charisma-based. Detect the Faithful (UC), Find the Path, Locate Creature, Locate Object, Mage's Private Sanctum, Secure Shelter, Sending
Divine Perseverance (Sp): Once per day as an immediate action if you are brought to -1 hit points or lower, you can immediately recover a number of hit points equal to 1d6 per divine seeker level + your charisma modifer.
Divine Stealth (Sp): As an immediate action (whether your characters is aware of the need or not), you gain a sacred (if your patron deity is good or neutral) or profane (if your patron deity is evil or neutral) bonus to your stealth checks equal to your Divine Seeker level for one round per divine seeker level. You can use this ability three times per day.
Saving Grace (Su): Once per day, as an immediate action, you can reroll any saving throw you just made with a +2 sacred (if your patron deity is good or neutral) or profane (if your patron deity is evil or neutral) bonus. If you succeed the roll, you suffer no effect if the effect you saved against forces you to suffer a lesser effect on a successful saving throw.
Nondetection (Sp): At 2nd level, you gain the ability to cast the spell nondetection on yourself once per day with a caster level equal to 10 + your divine seeker level. At 4th level, this ability upgrades to Communal Nondetection.
God's Secrets (Su): At 4th level, you can not unwittingly admit secrets of your faith, whether alive, dead, or undead. This includes direct methods such as thought detection and speak with dead but also includes command, mental domination, suggestion, and control by transforming you into an undead creature under another's control and commanded to give any relevant secrets to your faith. The nature of what constitutes a secret of your faith includes information that, if known to another party, would be damaging to your patron deity, it's servants, it's church, or any of it's allies. This ability does not prevent those abilities from otherwise working normally. In addition to this benefit, your nondetection spell-like ability's caster level improves by 5.


Special Abilities
Aura, Divine Secret, Thwart Magic Trap
Nondetection
Divine Secret
God's Secrets, Communal Nondetection
Divine Secret

Neoxenok
2017-10-29, 12:55 AM
Circle Magic
Circle magic is a skill in which more than one practitioner of magic combine their skill for a greater effect. There are many such traditions in all of Faerun and many of the most powerful magical effects produced are created in this manner. The exact effects vary depending upon the culture and magical traditions of the participating practitioners of magic. There are, however, a few similarities.

General Circle Magic Rules
All forms of circle magic requires a includes a circle leader and two or more participants. Any character can be a participant for a particular circle magic tradition if they meet certain prerequisites. In most cases, this just includes the ability to cast spells or use spell-like abilities without any other special feats or other abilities, though this can vary depending on the circle magic tradition. However, to become a circle leader, one must possess a special feat or other ability that specifically allows one to become a circle leader for a particular tradition of circle magic.

To initiate circle magic, all participants must delay their actions until the circle leader and all participants can act at the same time. At that point, all participants can simply choose to participate by contributing their magical power to the circle leader. The circle leader must perform a spellcraft check DC 10 + the total number of participants + the highest caster level among all participants to collectively synchronize your magical energies as a swift action.
For example, a group of five casters is being led by a sixth with a caster level of 19. The spellcraft DC for this is 10 +6 (the participants) + 19 for a total of 35. If this check fails, the circle simply fails to synchronize with no ill effects.

Once synchronized, all participants act on the same initiative and take their actions simultaneously and this persists until one or more of the participants breaks from the circle and acts on their own. The circle's initiative is the same as the circle leader's minus the number of participants. All participants must be within reach of the nearest participant. Most that participate in circle magic form an actual circle, but this is not strictly required. No participant is required to stay in any particular location or formation, but any participant that moves must begin and end their turn within reach of at least one other participant.

It is possible to form circle magic when none of the participants or leader can use spells or cast magic, often instead using a different skill than spellcraft appropriate to the tradition and the bonus to the skill DC simply treats the highest caster level as "0" when determining the DC. Such traditions are often rarer but it is not uncommon in religious or bardic traditions.

Circle Spells
Circle spells are similar to the typical types of spells cast by clerics, psychics, wizards, and similar professions except that they can only be created in a magic circle containing one circle leader and at least two participants except that they are far more powerful - a result of weaving several lesser, weaker spells into a single powerful spell directed by the circle leader.

Acquiring a Circle Spell
A circle spell is not gained as a spell known in the traditional sense. Circle spells are written into their own spellbooks as recipes for the circle magic members to follow to create the spell using other, lesser spells. Circle spells are made up of several different spells weaved together by the circle leader using one of the prerequisite spells as a template and the participants add additional spells or magical energy by expending spell slots or other forms of magical energy as outlined in the circle spell's description.

Circle Spells are either researched or acquired from circle spellbooks. Circle spellbooks are no different from a wizard's spellbook and they or a similar receptacle can be used to record a circle spell. This can include a wizard's spellbook or a witch's familiar. Researching or recording a circle spell into a spellbook works similarly to the standard rules for researching new spells and adding spells into a spellbook (see Adding Spells to a Wizard’s Spellbook in the Pathfinder Core Rulebook) and has similar costs and requirements.

Casting a Circle Spell
In order to cast a circle spell, the character must be able to act as a circle leader in an appropriate circle tradition (Circle Spellcaster, Elven High Magic, Epic Circle Spellcaster, Netherese, etc) usually through a feat, class ability, or trait. The character must possess the appropriate circle spell in a circle spellbook, which must be at-hand when casting the circle spell.

The circle leader must have prepared one of the prerequisite spells in a spell slot equal to the spell level of the circle spell to be cast. When a circle has been established by a leader with two or more participants, the circle leader, with the circle spellbook at hand, and participants can cast the circle spell as an action as stated in the spell's description (usually a one round action) and expend the prerequisite spells and spell components to create the effects of the desired circle spell.

The circle leader determines the type of spell the circle spell is (arcane, divine, or psychic), it's caster level, and saving throw DC. If the circle leader possesses no spellcasting ability, they use charisma to determine the saving throw DC.

Circle Spells Backlash
Casting circle spells channels magical power often beyond the individual ability of any of the constituent members of a given circle. The circle leader shoulders the majority of the responsibility and channels the power, which can be disastrous for the unprepared or distracted. Each circle spell lists one of the following new components: MB, SB, CB, and LB.
These are short for moderate backlash, serious backlash, critical backlash, and lethal backlash.

Any time a circle spell is being cast, the circle leader must succeed a concentration check DC 10 plus the spell level of the circle spell plus the number of total participants (including the circle leader). A circle spell subject to any other concentration checks must also make those with a +5 to the total DC. Failure of any concentration check involving circle spells always results in light backlash in addition to disrupting the spell but no components are wasted. Failure on a result of a natural one or any number from a result of 5 or lower than the concentration DC results in the type of backlash listed in the spell description as well as the failure of the spell to cast and the loss of any and all components used in the process. There is no saving throw against backlash and backlash cannot be mitigated by spells, magic, or any supernatural power unless specifically stated.

Circle spells that possess a casting time longer than one round and up to one day add +5 to all concentration check DCs. Circle spells with a casting time longer than one day add +2 for each additional day (maximum +20).

Light Backlash: 1d6/Spell level of backlash damage and the fatigued condition
Moderate Backlash: 1d8/Spell Level of backlash damage and the exhausted condition
Serious Backlash: 1d10/Spell Level of backlash damage, 1d4 ability burn to all ability scores, and the exhausted condition.
Critical Backlash: 1d12/Spell Level of backlash damage, 2d4 ability burn to all ability scores, , and the exhausted condition.
Lethal Backlash: 1d20/Spell Level of backlash damage, 3d6 ability burn to all ability scores, and the exhausted condition.

The backlash damage, like ability burn, cannot be healed through magic or psionics and must recover through natural healing. Backlash damage is it's own damage type and not resisted by any form of energy resistance or damage reduction. Ability burn otherwise functions as ability damage.

Circle Spells with a Duration of Concentration

Spells that require continuous concentration once the actual spell is cast is treated the same as casting the spell in terms of how a caster is affected by backlash damage except that the backlash affects the creature concentrating on the spell instead of the caster.

Circle Spells and Metamagic
Circle spells cannot benefit from metamagic feats nor magical effects that replicate the effect of metamagic feats. Circle spells are, by nature, delicate and easily dissipated so attempting to alter a circle spell at any point disrupts this delicate balance.

Component spells modified by a metamagic feat does not affect the circle spell in any fashion. Mythic spells or mythic variations of component spells are treated similarly to metamagic in the respect that they do not affect the circle spell's outcomes. Planar traits and similar environmental effects, however, can modify a circle spell as though it were affected by a metamagic feat.


Circle Spellcaster
Circle Leader: Must possess the Circle Spellcaster feat.
Participants: Participants must be able to cast the required component spells used to create circle spells.
Benefit: You are able to cast all varieties of circle spells. This includes those from other circle disciplines, except epic circle spells, as long as all of the spell's requirements are met (see circle spells.)
Cost: There are no costs associated with this sort of circle magic except those associated with the circle spells to be cast.

Elven High Magic
Circle Leader:
Participants:
Benefit:
Cost:
Coming soon!

Epic Circle Spellcaster
Circle Leader: Must possess the Circle Spellcaster and Epic Circle Spellcaster feat.
Participants: Participants must be able to cast the required component spells used to create circle spells.
Benefit: You are able to cast all varieties of circle spells, including those of other circle magic disciplines, as long as all of the spell's requirements are met.
Cost: There are no costs associated with this sort of circle magic except those associated with the circle spells to be cast.

Lunar Circle Magic
Circle Leader: Circle leaders must possess the Initiate of Selune feat and have selected the Full Moon Circle ability.
Participants: All participants must have selected Selune as their patron deity.
Benefit:
Cost:
Coming soon!

Netherese Circle Magic
Circle Leader: Circle leaders must possess the Netherese Circle Magic ability granted by the Arcanist with the Netherese Arcanist archetype.
Participants: Participants in Netherese Circle Magic must possess an Arcane Reservoir, similar to that granted by the Arcanist.
Benefit:
Cost:
Coming soon!

Rashemi Circle Magic
Circle Leader: Circle leaders must possess the Rashemi Circle Magic ability granted by the Hathran initiate feat.
Participants: All participants must possess the Ethran trait.
Benefit:
Cost:
Coming soon!

Thayan Circle Magic
Circle Leader: Circle leaders must possess the Thayan Circle Leader ability granted by the Red Wizard wizard archetype.
Participants: All participants must possess the Tattoo Focus trait.
Benefit: You can increase the power of any spell you cast, gaining one of the following benefits per participant other than the circle leader:
Increase the caster level by one per participant (maximum +4).
Increase the saving throw DC by one per two participants (maximum +2)
Add the benefit of one or more of the following metamagic feats within a spell level adjustment of one per participant; Empower Spell, Enlarge Spell, Heighten Spell, Intensified Spell (APG), Maximize Spell, or Widen Spell. You cannot heighten a spell beyond the highest spell level normally accessible to the circle leader. Neither the circle leader nor any of the participants need to possess the metamagic feat to recreate its effects in this manner. These metamagic effects do not stack with any similar metamagic effects from other sources.
Cost: All participants must expend a spell of first level or higher each round one or more of the benefits are used. In addition, the circle leader is subject to light backlash damage if any concentration check is failed in relation to casting or concentrating on any spells that benefit from the benefits provided from Thayan Circle Magic.


List of Circle Spells (https://forums.giantitp.com/showsinglepost.php?p=24909196&postcount=146)

Neoxenok
2017-10-31, 03:23 AM
Epic Levels in the Forgotten Realms

The world of Faerun is rife with ancient and powerful magics and the individuals and nations that wield them. Numerous threats and creatures push the limits of power and achieved heights even beyond the normal limit as to what 20th level creatures and even 10th tier mythic creatures are capable of.
The epic level rules of 3.0 and 3.5 edition of the game was tailor-made for the Forgotten Realms as were the mythic rules but epic was not converted for pathfinder. Given this, something must be done to bring in rules to allow the game to truly progress beyond 20th level in order to allow for true compatibility between pathfinder and the game rules developed for the forgotten realms in the older versions of the game.

There are very high quality online resources (http://www.jessesdnd.com/epicpf) for running a pathfinder game into epic levels but those rules are incomplete as a constantly increasing number of classes and rule sets are not included in the linked epic level rules and this creates a problem that would take an enormous amount of work to solve. There are also no modules and few online resources that take advantage of these rules or any other similar set. So, the following ruleset is designed to allow for epic progression whilst minimizing the amount of work aspiring DMs need to do and to avoid requiring constant revisions every time Paizo releases a new source book.

So, I've ultimately decided to create epic rules that have more in common with the "e6" or "p6" ruleset (http://p6codex.com/) than the epic level ruleset from previous editions but not exactly the same. This is to stymie power advancement to a slower crawl and therefore make encounters that don't use these epic rules challenging for longer and with minimal (if any necessary) changes.


Epic Level Rules

Characters that advance to 20th level and gain enough experience points to advance beyond gain no further class levels, instead gaining epic levels. Unlike mythic tiers, any character can achieve epic levels given time and experience. Each time an epic level is earned, your character earns the following:

One hit point per epic level gained.
A number of skill points equal to his or her Intelligence modifier (minimum 1), one feat or bonus feat (as long as the feat isn't necessary to qualify for other feats), and one known spell, as appropriate, can be reassigned.
One bonus feat that the epic character qualifies for. If the character is a mythic character, they can also select a mythic feat, which can only be selected once per five epic levels to a maximum equal to half the total number of mythic tiers the character possesses (minimum 0). A character with epic levels also gains the option to select epic feats they qualify for. All epic feats by default require the character possess 20 character levels and at least one epic level, including the level used to take an epic feat. Epic feats typically cannot be taken more than once every five epic levels.

An epic level does not advance any class features nor does it count as a hit dice in and of itself. Even if a character is not a mythic character, an epic character counts as mythic (tier 0 if a character has no mythic tiers already) for all purposes.



Gaining Epic Levels


Epic Level Slow Progression Medium Progression Fast Progression
Level 1 6,420,000 4,320,000 2,880,000
Level 2 7,490,000 5,040,000 3,360,000
Level 3 8,560,000 5,760,000 3,840,000
Level 4 9,630,000 6,480,000 4,320,000
Level 5 10,700,000 7,200,000 4,800,000
Level 6 12,840,000 8,640,000 5,760,000
Level 7 14,980,000 10,080,000 6,720,000
Level 8 17,120,000 11,520,000 7,680,000
Level 9 19,260,000 12,960,000 8,640,000
Level 10 21,400,000 14,400,000 9,600,000
Level 11 25,680,000 17,280,000 11,520,000
Level 12 29,960,000 20,160,000 13,440,000
Level 13 34,240,000 23,040,000 15,360,000
Level 14 38,520,000 25,920,000 17,280,000
Level 15 42,800,000 28,800,000 19,200,000
Level 16 51,360,000 34,560,000 23,040,000
Level 17 59,920,000 40,320,000 26,880,000
Level 18 68,480,000 46,080,000 30,720,000
Level 19 77,040,000 51,840,000 34,560,000
Level 20 85,600,000 57,600,000 38,400,000
Level 21 102,720,000 69,120,000 46,080,000
Level 22 119,840,000 80,640,000 53,760,000
Level 23 136,960,000 92,160,000 61,440,000
Level 24 154,080,000 103,680,000 69,120,000
Level 25 171,200,000 115,200,000 76,800,000
Level 26 205,440,000 138,240,000 92,160,000
Level 27 239,680,000 161,280,000 107,520,000
Level 28 273,920,000 184,320,000 122,880,000
Level 29 308,160,000 207,360,000 138,240,000
Level 30 342,400,000 230,400,000 153,600,000
Level 31 410,880,000 276,480,000 184,320,000
Level 32 479,360,000 322,560,000 215,040,000
Level 33 547,840,000 368,640,000 245,760,000
Level 34 616,320,000 414,720,000 276,480,000
Level 35 684,800,000 460,800,000 307,200,000
Level 36 821,760,000 552,960,000 368,640,000
Level 37 958,720,000 645,120,000 430,080,000
Level 38 1,095,680,000 737,280,000 491,520,000
Level 39 1,232,640,000 829,440,000 552,960,000
Level 40 1,369,600,000 921,600,000 614,400,000
Level 41 1,643,520,000 1,105,920,000 737,280,000
Level 42 1,917,440,000 1,290,240,000 860,160,000
Level 43 2,191,360,000 1,474,560,000 983,040,000
Level 44 2,465,280,000 1,658,880,000 1,105,920,000
Level 45 2,739,200,000 1,843,200,000 1,228,800,000
Level 46 3,287,040,000 2,211,840,000 1,474,560,000
Level 47 3,834,880,000 2,580,480,000 1,720,320,000
Level 48 4,382,720,000 2,949,120,000 1,966,080,000
Level 49 4,930,560,000 3,317,760,000 2,211,840,000
Level 50 5,478,400,000 3,686,400,000 2,457,600,000
Level 51 6,574,080,000 4,423,680,000 2,949,120,000
Level 52 7,669,760,000 5,160,960,000 3,440,640,000
Level 53 8,765,440,000 5,898,240,000 3,932,160,000
Level 54 9,861,120,000 6,635,520,000 4,423,680,000
Level 55 10,956,800,000 7,372,800,000 4,915,200,000
Level 56 13,148,160,000 8,847,360,000 5,898,240,000
Level 57 15,339,520,000 10,321,920,000 6,881,280,000
Level 58 17,530,880,000 11,796,480,000 7,864,320,000
Level 59 19,722,240,000 13,271,040,000 8,847,360,000
Level 60 21,913,600,000 14,745,600,000 9,830,400,000
Level 61 26,296,320,000 17,694,720,000 11,796,480,000
Level 62 30,679,040,000 20,643,840,000 13,762,560,000
Level 63 35,061,760,000 23,592,960,000 15,728,640,000
Level 64 39,444,480,000 26,542,080,000 17,694,720,000
Level 65 43,827,200,000 29,491,200,000 19,660,800,000
Level 66 52,592,640,000 35,389,440,000 23,592,960,000
Level 67 61,358,080,000 41,287,680,000 27,525,120,000
Level 68 70,123,520,000 47,185,920,000 31,457,280,000
Level 69 78,888,960,000 53,084,160,000 35,389,440,000
Level 70 87,654,400,000 58,982,400,000 39,321,600,000
Level 71 105,185,280,000 70,778,880,000 47,185,920,000
Level 72 122,716,160,000 82,575,360,000 55,050,240,000
Level 73 140,247,040,000 94,371,840,000 62,914,560,000
Level 74 157,777,920,000 106,168,320,000 70,778,880,000
Level 75 175,308,800,000 117,964,800,000 78,643,200,000
Level 76 210,370,560,000 141,557,760,000 94,371,840,000
Level 77 245,432,320,000 165,150,720,000 110,100,480,000
Level 78 280,494,080,000 188,743,680,000 125,829,120,000
Level 79 315,555,840,000 212,336,640,000 141,557,760,000
Level 80 350,617,600,000 235,929,600,000 157,286,400,000
Level 81 420,741,120,000 283,115,520,000 188,743,680,000
Level 82 490,864,640,000 330,301,440,000 220,200,960,000
Level 83 560,988,160,000 377,487,360,000 251,658,240,000
Level 84 631,111,680,000 424,673,280,000 283,115,520,000
Level 85 701,235,200,000 471,859,200,000 314,572,800,000
Level 86 841,482,240,000 566,231,040,000 377,487,360,000
Level 87 981,729,280,000 660,602,880,000 440,401,920,000
Level 88 1,121,976,320,000 754,974,720,000 503,316,480,000
Level 89 1,262,223,360,000 849,346,560,000 566,231,040,000
Level 90 1,402,470,400,000 943,718,400,000 629,145,600,000
Level 91 1,682,964,480,000 1,132,462,080,000 754,974,720,000
Level 92 1,963,458,560,000 1,321,205,760,000 880,803,840,000
Level 93 2,243,952,640,000 1,509,949,440,000 1,006,632,960,000
Level 94 2,524,446,720,000 1,698,693,120,000 1,132,462,080,000
Level 95 2,804,940,800,000 1,887,436,800,000 1,258,291,200,000
Level 96 3,365,928,960,000 2,264,924,160,000 1,509,949,440,000
Level 97 3,926,917,120,000 2,642,411,520,000 1,761,607,680,000
Level 98 4,487,905,280,000 3,019,898,880,000 2,013,265,920,000
Level 99 5,048,893,440,000 3,397,386,240,000 2,264,924,160,000
Level 100 5,609,881,600,000 3,774,873,600,000 2,516,582,400,000
Level (+1) X2 XP from your current Epic Level -5


Epic Feats

Armor Skin [Epic]
Source: Epic Level Handbook
Prerequisite: Constitution 21+
Benefit: Your natural armor bonus increases by +2. Characters with a base attack bonus of +15 or higher increase their natural armor by +3 instead. Characters with a base attack bonus of +20 increase their natural armor by +5 instead.

Damage Reduction [Epic]
Source: Epic Level Handbook
Prerequisite: Constitution 19+
Benefit: Your damage reduction (except DR/-) improves by 5. Alternatively, you can elect to gain damage reduction 3/- or improve your existing DR/- by 3.
Special: You can select this feat multiple times. Each time you select this feat, your existing damage reduction improves by 5 (if not DR/-) or 3 (if DR/-). You can only select this feat once per five epic levels you possess. In addition, the prerequisite constitution increases by 2 each time this feat is selected, so in order to select this feat a second time, you must have more than 5 epic levels and a constitution of 21 or higher.

Epic Circle Spellcaster [Epic] [Mythic]
Prerequisites: Circle Spellcaster, Epic Spellcasting, Key Spellcasting Attribute 25+, Mythic Tier 1+
Benefits: This ability works as the Circle Spellcaster feat except you are able to cast circle spells above 9th level.

Epic Dodge [Epic]
Source: Epic Level Handbook
Prerequisite: Dexterity 21+
Benefit: Gain a +2 dodge bonus to your armor class. Characters with a base attack bonus of +15 or higher instead gain a +3 dodge bonus. Characters with a base attack bonus of +20 instead gain a +5 dodge bonus to their armor class.

Epic Leadership [Epic]
Source: Epic Level Handbook
Prerequisites: Charisma 19+, Leadership
Benefit: Your leadership score can improve beyond 25 without limit. For every leadership point beyond 25, you gain 5 additional 1st level followers with higher level followers being half in number from the previous level, rounded down (to a minimum of 0). This feat allows you to gain followers above 6th level but you cannot gain followers above 10th level.
Characters that possess a cohort can select to gain one of the following benefits:
+4 bonus to two ability scores.
+2 bonus to four ability scores.
Two bonus feats the cohort qualifies for.
Once a benefit for a cohort has been selected, it can not be changed. A character that looses or dismisses a cohort can select a new choice for a new cohort.

Epic Prowess [Epic]
Source: Epic Level Handbook
Benefit: You gain a +1 insight bonus to all attack rolls, your combat maneuver bonus, and your combat maneuver defense. Characters with a base attack bonus of 15 or higher instead gain a +2 insight bonus. Characters with a base attack bonus of 20 also gain a +2 insight bonus to all damage rolls and to armor class.

Epic Psionics [Epic]
Prerequisites: Ability to Manifest Powers, Achieved the maximum number of levels in the manifesting class, Key Spellcasting Attribute 23+
Benefit: Your normal maximum manifesting level improves by 2. This only improves the maximum number of power points you can expend upon manifesting a power and not other aspects of manifesting, such as your total manifester level, so this means a 20th level psion that selected this feat at his or her first epic level can expend 22 power points when manifesting an augmented power but the manifester level is still 20 when determining other things, like range and ability to penetrate spell resistance or power resistance.
You also gain 20 bonus power points plus twice the number of times you've selected this feat.
Special: You can select this feat multiple times. Each time you select this feat, your manifesting level improves by 2 for the above listed purposes. You can only select this feat once for every five epic levels you possess and your prerequisite key ability modifier improves by 2 each time you select this feat.
You can only select this feat once for any one class that qualifies for this feat. You can select this feat twice for any class that qualifies for this feat that has access to sixth level powers or higher. You can select this feat three times for any class that qualifies for this feat that has access to 9th level powers.

Epic Reputation [Epic]
Source: Epic Level Handbook
Prerequisites: Charisma 21+, Epic Leadership, Leadership
Benefit: Your cohort's maximum level increases to 20. You must have a leadership score of 26 for your cohort to have 18 levels, a leadership score of 28 to have a cohort of 19th level, or a leadership score of 30 to have a cohort of 20th level.

Epic Speed [Epic]
Source: Epic Level Handbook
Prerequisites: Constitution 19+, Dexterity 19+
Benefit: Your base speed improves by 10 feet. Characters with a base attack bonus of 15 or higher instead increase their base speed by 20 feet. Characters with a base attack bonus of 20 instead increase their base speed by 30 feet.

Epic Spellcasting [Epic]
Source: Epic Level Handbook
Prerequisites: Ability to Cast Spells, Achieved the maximum number of levels in the casting class, Key Spellcasting Attribute 23+
Benefit: You gain zero spell slots of a spell level one level higher than the normal maximum available to one qualifying spellcasting class. Although you begin with 0 spell slots, you gain any bonus spell slots based on your key spellcasting ability modifier and any bonus spell slots (such as a cleric's bonus domain spell slots or the wizard's specialization spell slots. Your base spell slots improve by 1 per epic level you possess beyond the first until you gain a number of base spell slots equal to the number of normal base spell slots you have for the next lowest spell level.
For example, a specialist wizard that selects this feat at the first epic level with a 25 intelligence gains 0 10th level spell slots +1 specialist wizard bonus +0 from the 25 intelligence (+7 modifier). This wizard gains 1 new spell slot at the 2nd epic level and every epic level until his or her 5th, when the base number of spell slots equals the wizard's normal maximum of 4 spell slots +1 specialist wizard bonus spell slot + any bonus from a high ability score.
This feat does not allow you to gain new spells known of 10th level or higher, this simply makes available higher level spell slots that a spellcaster could use to cast lower level spells, including those modified by metamagic feats.
For example, the above example wizard could use a 10th level spell slot to cast a 9th level spell modified by the extend spell feat.
Special: You can select this feat multiple times. Each time you select this feat, you gain 0 base spell slots at the next highest spell level. You can only select this feat once for every five epic levels you possess and your prerequisite key ability modifier improves by 2 each time you select this feat. In addition, your epic levels count as 5 points lower for determining how many base spell slots you possess for your newly gained spell level per additional instance in which you've selected this feat.
You can only select this feat only once for any one class that qualifies for this feat. You can select this feat twice times for any class that qualifies for this feat that has access to sixth level spells or higher. You can select this feat three times for any class that qualifies for this feat that has access to 9th level spells.

Epic Toughness [Epic]
Source: Epic Level Handbook
Prerequisite: Constitution 19+
Benefit: You gain a number of hit points equal to twice your base attack bonus. Characters with a base attack bonus of 15 or higher gain twice your base attack bonus plus 5 additional hit points. Characters with a base attack bonus of 20 gain twice your base attack bonus plus 10 additional hit points.
Special: You can select this feat multiple times. It's benefit stacks. Each time you select this feat, the prerequisite constitution increases by 2. You can only select this feat once per five epic levels.

Fast Healing [Epic]
Source: Epic Level Handbook
Prerequisite: Constitution 21+
Benefit: You gain fast healing 2. Characters with a base attack bonus of 15 or higher instead gain fast healing 3. Characters with a base attack bonus of 20 instead gain fast healing 5.
Special: You can select this feat multiple times. It's benefit stacks. Each time you select this feat, the prerequisite constitution increases by 2. You can only select this feat once per five epic levels.

Gestalt [Epic]
Source: Unearthed Arcana (http://www.d20srd.org/srd/variant/classes/gestaltCharacters.htm)
Benefit: Select a class in which you haven't achieved the maximum level. You gain the class features, abilities, proficiencies, and class skills of the earliest level of that class that you don't already possess. You do not gain the actual hit dice of the selected class nor the benefits of that hit die nor do you gain the hit point and skill point of your epic level. Instead, your base attack bonus and saving throw bonuses overlap with the base attack bonus and saving throw bonuses of the twenty hit dice you've already gained.
Instead of the normal hit point and skill points you gain from your selected class, you gain 1 hit point if the class grants 1d6 hit points, 2 hit points if the class grants 1d8 hit points, 3 hit points if the class grants 1d10 hit dice, or 4 hit points if the class grants 1d12 hit dice. You also gain a number of skill points equal to half the base skill points of the selected class, so a class that grants 4 + your intelligence modifier skill points allows you to instead gain 2 skill points. You can still reassign a number of skill points equal to your intelligence modifier as normal.
For example, a character that has 20 wizard levels and has taken the gestalt feat 20 times to select the fighter class with a 30 intelligence has 20d6 hit points (one maximized for the first level) + 60 from taking the feat gestalt (fighter) 20 times. This example character would have a total of 260 skill points (200 from a high intelligence + 40 from wizard levels +20 from gestalt (fighter). The character would have a +20 base attack bonus, a +12 base fortitude save, a +12 will save, and a +6 reflex saving throw. The character would have 20 hit dice (as 20 epic levels don't factor into hit dice. This character counts as having twenty levels in fighter, 20 levels in wizard, but only 20 hit dice.
When selecting this feat for a class you've already taken levels in, such as a sorcerer6/paladin4/eldritch knight10, a player decides to advance as a sorcerer by taking the gestalt (sorcerer) feat five times. This advances all of the class features of a sorcerer five times, gaining all of the bloodline benefits and the fifth feat would advance the sorcerer's casting ability to 20th level, allowing the character to cast spells as a 20th level sorcerer with the other class features of an 11th level sorcerer. You could take gestalt feat a 6th time and select sorcerer, but your casting ability (access to spells known, spells per day, caster level, etc) would not advance but you would gain the other class features a sorcerer possesses, such as that you would count as a 12th level sorcerer for your sorcerer class features or other things, such as feats.
You are considered to have a character level in your gestalt class equal to the number of levels in that class you already have and the number of times you've selected this feat for that specific class to determine the power of class features.
Special: You can select this feat multiple times. Each time you select this feat, you can choose to gain the features of a new class or the next level of a class you've already selected with this feat or a class you've already taken levels in that hasn't achieved the maximum level in. You can select this feat once for every five epic levels you have achieved.
This feat does not grant you any level-based benefits normally associated with hit dice, such as the feats gained at every odd level and the ability score bonus granted at every fourth level.

Improved Spell Resistance [Epic]
Source: Epic Level Handbook
Prerequisite: Constitution or Wisdom 19+ or Racial Spell Resistance
Benefit: Your existing spell resistance improves to 12 + your total class level or you gain that spell resistance if you don't already possess spell resistance. If your spell resistance is already equal to 12 plus your hit dice, it improves by 2.
Special: You can select this feat multiple times to a maximum of 5 times (in total). Each time you select this feat, your spell resistance improves by 2 and the prerequisite constitution and wisdom score increases by 2. You can only select this feat once per five epic levels.

Legendary Commander [Epic]
Source: Epic Level Handbook
Prerequisites: Charisma 21+, Epic Leadership, Leadership, Leadership Score 27+
Benefit: When calculating the number of followers you gain through leadership, you can add 115 additional level 1 followers. When calculating 2nd level and higher followers, you can factor in this benefit.
Special: You can select this feat multiple times, gaining an additional 125 level one followers each time. You can only select this feat once per every five epic levels you possess and each time you select this feat, the prerequisite charisma and leadership score you must possess each increase by 2. So to select this feat three times, you must have 15 or more epic levels, a charisma score of 25 or higher, and a leadership score of 31 or higher.

Overwhelming Critical [Epic]
Source: Epic Level Handbook
Prerequisites: Strength 21+
Benefit: Any time you score a critical hit with an attack where you apply your strength modifier to attack rolls, you add 1d6 to the total damage, even if the target creature is immune to critical hits. Characters with a base attack bonus of 15 or higher add 1d8 to the total damage instead of 1d6. Characters with a base attack bonus of 20 add 1d10 to the total damage instead of 1d6.
Special: You can select this feat multiple times, stacking the bonus damage. Each time you select this feat, the prerequisite strength increases by 2. You can only select this feat once every five epic levels you possess.

Powerful Body [Epic]
Benefit: You improve one of your physical ability scores (strength, dexterity, or constitution) by 1. Characters with a base attack bonus of 15 or higher instead improve two physical ability scores by 1. Characters with a base attack bonus of 20 instead improve all three ability scores by 1.
Special: You can select this feat multiple times. It's benefit stacks. You cannot improve any individual ability score by more than five points using this feat. You can only select this feat once per five epic levels.

Powerful Mind [Epic]
Benefit: You improve one of your mental ability scores (intelligence, wisdom, charisma) by 1. Characters with a base attack bonus of 15 or higher instead improve two mental ability scores by 1. Characters with a base attack bonus of 20 instead improve all three mental ability scores by 1.
Special: You can select this feat multiple times. It's benefit stacks. You cannot improve any individual ability score by more than five points using this feat. You can only select this feat once per five epic levels.

Precision Critical [Epic]
Prerequisites: Dexterity 21+
Benefit: Any time you score a critical hit with an attack where you apply your dexterity modifier to your attack rolls, you add 1d6 to the total damage, even if the target creature is immune to critical hits. Characters with a base attack bonus of 15 or higher add 1d8 to the total damage instead of 1d6. Characters with a base attack bonus of 20 or higher add 1d10 to the total damage instead of 1d6.
Special: You can select this feat multiple times, stacking the bonus damage. Each time you select this feat, the prerequisite dexterity increases by 2. You can only select this feat once every five epic levels you possess.

Superior Initiative [Epic]
Source: Epic Level Handbook
Prerequisite: Dexterity 21+, Improved Initiative
Benefit: You gain an initiative bonus equal to your base attack bonus. This benefit does not stack with the initiative bonus from Improved Initiative.

Neoxenok
2017-11-03, 02:48 AM
Evereskan Tomb Guardian (Slayer Archetype) {Elf Racial Archetype}
Few things are as important to the various elven races than the heroes, people, and family of their lives. As such, elves decorate their homes, temples, and tombs of their fallen heroes with important artifacts and consider many such places deeply sacred. Unfortunately, this also means that elven lands are often the target of those that would plunder them for valuables and other treasure. Evereskan Tomb Guardians exist to protect and retrieve that which their people consider sacred whether religiously or culturally and they are empowered by the Seldarine to accomplish this task.

Guardian Skills: Evereskan Tomb Guardians gain Disable Device, Diplomacy, Linguistics, and Sleight of Hand as class skills. These class skills replace Disguise and Heal as class skills.
Sacred Duty (Su): At first level, the Evereskan Tomb Guardian gains the continuous ability to sense the presence of an important person, place, or thing within one mile of the Tomb Guardian's location. This does not give the guardian knowledge of the location or relevance of what is being sensed but if the guardian spends one minute in reverie, the guardian gains insight that allows the guardian to understand what the target is (a person, place, or thing) and in a broad sense what the guardian must do (locate and retrieve, protect, question, interrogate, pursue, etc). To accomplish this task, the Tomb Guardian is granted a +2 sacred bonus to all bluff, disable device, knowledge, intimidate, perception, sense motive, stealth, and survival checks as well as all attack and damage rolls in order to accomplish the Tomb Guardian's goals related to the sensed object.
This ability replaces the first studied target ability, which is delayed until 5th level where it progresses from that point normally.
Devoted Pursuit (Su): Evereskan Tomb Guardians, once they've perceived an enemy or looter of their people, will pursue that enemy until they retrieve all that was taken from their people or otherwise recievedproper recompense. At first level, they can mark one enemy that they have personally identified by any means. The guardian gains the supernatural power to be aware of the target's direction in relation to the guardian and their approximate distance. If the tomb guardian also makes this target the target of their studied target ability, the relevant bonuses of that ability increase by +2. This ability works similarly to locate creature (http://www.d20pfsrd.com/magic/all-spells/l/locate-creature) except that the range is unlimited as long as the target remains on the same plane.
Silent Guardian (Ex): At 13th level, the Evereskan Tomb Guardian can spend 15 minutes at a specific location in order to attune him or herself to that area, which includes the area in a 100ft radius location from that spot. The guardian must spend that 15 minutes surveying the entire area. Once completed, the guardian gains a +2 insight bonus to all initiative, perception, and stealth checks while in that area. These benefits persist for that area for as long as the guardian remains in that area and lost if the guardian leaves. Once per day when within a studied area, the tomb guardian can ignore difficult terrain for one round as a swift action. At 17th level, the bonuses improve to +4 and the guardian can ignore difficult terrain thrice per day.
This ability replaces the slayer's advance ability at 13th and 17th level.
Slayer Talents: The following slayer talents complement the Evereskan tomb guardian archetype: Foil Scrutiny (http://www.d20pfsrd.com/classes/hybrid-classes/slayer/slayer-talents/paizo-slayer-talents/foil-scrutiny), Rogue Talent (Fast Stealth (http://www.d20pfsrd.com/classes/core-classes/rogue/rogue-talents/paizo-rogue-talents/fast-stealth-ex)), Rogue Talent (Hard to Fool (http://www.d20pfsrd.com/classes/core-classes/rogue/rogue-talents/paizo-rogue-talents/hard-to-fool-ex)), or Trapfinding (http://www.d20pfsrd.com/classes/hybrid-classes/slayer/slayer-talents/paizo-slayer-talents/trapfinding)
Advanced Slayer Talents: The following advanced slayer talents (and advanced rogue talents) complement the Evereskan tomb guardian archetype: Evasion, Hunter's Surprise (http://www.d20pfsrd.com/classes/core-classes/rogue/rogue-talents/paizo-rogue-advanced-talents/hunter-s-surprise-ex), or Woodland Stride (http://www.d20pfsrd.com/classes/hybrid-classes/slayer/slayer-talents/paizo-slayer-talents-advanced/woodland-stride)

Neoxenok
2017-11-05, 03:19 AM
The Eye of Horus-Re (Cleric of Horus-Re Archetype)
Following the Time of Troubles, the chief deity of the Mulhorandi Pantheon has become heavily involved in mortal affairs and has begun taking his battles against Set beyond the borders of Mulhorand. Horus-Re has accomplished this by both increasing the number and overall presence of his Eyes of Horus-Re amongst the mortal populace.
Unlike the majority of the clergy of Horus-Re's, the Eyes ignore the politics of Mulhorand and maintain their own hierarchy for the purpose of proselytizing and battling against the minions of Set.
Regional Restriction: Eyes of Horus-Re are exclusively trained in the Mulhorand region. Characters that wish to become an Eye of Horus-Re must select Mulhorand as their home region.
Specialty Priest: All Eyes of Horus-Re must select Horus-Re as a patron deity. If a cleric looses Horus-Re as a patron deity, they loose all benefits of this archetype and revert to a standard ex-cleric or an ex-cleric with a different archetype. This archetype can be regained through atonement.
Eye of Horus-Re Skills: Eyes of Horus-Re gain perception as a class skill. This benefit replaces appraise as a class skill.
Disciple of the Sun (Su): You only gain access to one domain and that domain must be the Sun domain.
Burst of Radiance (Sp): Any time you channel energy, you brilliantly glow as though you had cast a daylight spell centered on yourself with a spell level equal to half your cleric level. This daylight effect persists until the end of your next turn. The Eye can opt to not activate this effect.
Radiance (Ex): All of the spells you cast with the [light] descriptor, the spells granted by the Sun domain (though not necessarily just your sun domain spells), and spells with the word "light" in the name, such as searing light, can be enlarged, extended, or widened as though you possessed the enlarge spell, extend spell, and widen spell metamagic feats. The total adjustment of the spells modified by these feats is one less in total (minimum of 0 adjustment) than normal. At 6th level, the total level adjustment is reduced by two. At 12th level, the described spells are enlarged, extended, and widened automatically with no adjustment to spell level or casting time. Any spell with the [Darkness] descriptor you cast has the range, radius, and duration halved.
See in Darkness (Su): At 10th level, you gain the See in Darkness (http://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-See-in-Darkness-Su-) as the universal monster ability, which allows you to see perfectly in any type of darkness, including that such as the one created by the deeper darkness spell.
True Sight (Sp): At 13th level, you gain the ability to cast the True Seeing spell as a spell-like ability usable for a number of rounds equal to your cleric level. These rounds need not be used consecutively.

Neoxenok
2017-11-10, 04:32 AM
Rune Magic
Note: Rune Magic described here replaces Pathfinder's Rune Magic (https://www.d20pfsrd.com/magic/variant-magic-rules/rune-magic/) as described in Path of Iron (https://www.opengamingstore.com/collections/premier-partners/products/path-of-iron).

Deep in the mountains of the far North, one can find the signs and symbols of the Dwarven alphabet. To the foreigner, it might seem an odd practice only to find out the hard way that they can hold divine power. This is Rune Magic, a form of magic developed by Giants and adopted by dwarves and ancient for both.
Although Dwarves and Giants have been using Rune Magic almost exclusively for an age, the development and use of it has seeped outside their purview and outside the north, but it is still largely seen as being unique to them.

Using Rune Magic
In order to use Rune Magic, you must select the Inscribe Rune feat and inscribing runes using this feat will often an require an intelligence, craft (calligraphy), or spellcraft check. This, however, only allows for a more basic use of runic magic. True masters of the form of magic is practiced by Runecasters (and similar users) that choose to develop their knowledge beyond that limited scope.

Inscribing Runes also requires the ability to use divine magic.

Creating Runes
If you have the inscribe rune feat, you can craft any 3rd level or lower spells that has an area of effect, requires a ranged or melee touch attack, or targets a creature into a rune. Spells that have a personal range or target (self) are invalid for use with this feat.

When inscribing a rune, you must succeed an intelligence, craft (calligraphy), or spellcraft check equal to the DC listed in the rune's entry. Other craft skills may be required appropriate to the material in which a rune is being inscribed. The check DC is 10 + the caster level of the spell being inscribed. Other modifiers may apply.

If the check fails, the rune is imperfect and cannot hold the spell though 20% of the materials is wasted and the spells are cast.

Runes can only be individually placed on objects or on a set area on a larger object. A single 0-Level or 1st level spell can be placed on a medium-sized object or a single 5 foot square area. A 2nd or 3rd Level spell can be placed upon large-sized object or a 10 foot square area.

The base price of a rune is equal to 100gp x caster level x spell level of the spell being inscribed into the rune. A 0 level spell counts as 0.5 spell level for this purpose.
The cost to craft a rune is 1/2 this value or 50gp x caster level x spell level.

Inscribing a rune requires takes 2 hours if its base price is 250 gp or less, otherwise inscribing a rune takes 1 day for each 1,000 gp in its base price.

Triggering a Rune
Depending upon the spell scribed as a rune, runes are triggered when they are read, touched, when they enter an area, or when they enter a specific 5ft square. Inscribing a rune that can activate when a creature steps on a specific 5-ft square must employ a spell that requires a target or ranged touch attack within the spell's range. This spell automatically targets the first creature that enters the square. Spells with a ranged touch attack target the square with a ranged touch attack bonus equal to the spell's spell level and the target has a 50% miss chance, similarly to firing blindly.

As with a symbol spell, a rune cannot be placed upon a weapon with the intent of having the rune triggered when the weapon strikes a foe.

Unlike a glyph of warding, a rune, once created, glows with an obvious magical aura that is visible even to those without the aid of magical detection. However, runes, like the objects they are inscribed upon, can be hidden through illusion magic or other forms of mundane trickery.
For example, a priest with the help of a mage friend can permanency an object with an inscribed rune upon it an invisibility spell to obfuscate the object with the rune, through which by making the object invisible so does the rune. An illusion spell could also obfuscate the rune as it would the object it is inscribed upon. A rune could also be hidden using any number of skills appropriate to the method used to hide the rune and the object (probably disguise or stealth), though the object takes a -2 penalty per spell level of the rune due the way it glows.

A read magic spell allows the caster to identify the spell held in a rune with a successful Spellcraft check (DC 15 + the spell's level). A rune activated by reading it can be identified as such (though not disarmed) by a disable device check. Doing so lowers the DC by 5 only to read the rune without triggering it, even if it is normally triggered by being read.

Disarming Runes
Runes can be disarmed or deactivated in several ways. A successful erase spell deactivates a rune with a successful caster level check (DC 11 + the rune's caster level, as normal). Touching the rune to erase it does not trigger the rune unless the erase spell fails to deactivate the rune.

Dispel magic and mage's disjunction treat runes like any other magic item.

Finally, a rogue can use her Disable Device skill to disable runes (DC 25 + the spell's level), like any magic trap.

Neoxenok
2018-03-16, 01:22 AM
Hammer of Moradin (Warpriest of Moradin Archetype) {Dwarf Racial Archetype}
The Warpriests of Moradin are many but within the Halls of the great dwarven halls of the North lie a special breed of warpriest especially trained and blessed by Moradin to defend their homeland against the enemies that surround them on all fronts and attack them wherever they hide. The Hammers are not just an elite force against the dark creatures that haunt them but also the hope of the Dwarven people.

Faithful of Moradin: All Hammers of Moradin are trained by and granted power from the Faithful of Moradin. All those that elect to take this archetype must select Moradin as their patron deity and must select the Warhammer as their focus weapon and their sacred weapon. A warpriest that looses faith in Moradin and switches to another patron deity looses all Hammer of Moradin abilities and must elect to become a standard Warpriest or select another archetype. This ability modifies the Warpriest class, the Focus Weapon ability, and their Sacred Weapon ability.
Aura of Courage (Su): Beginning at 1st level, you gain the Aura of Courage (https://www.d20pfsrd.com/classes/core-classes/paladin/#TOC-Aura-of-Courage-Su-) as a paladin of your Warpriest level. You gain immunity to fear effects and all allies within a 30 foot radius gain a +4 to their saving throws against fear effects. This ability replaces one of your Blessings gained at first level, affording you only one blessing granted by your deity. This ability modifies the Blessings (http://www.d20pfsrd.com/classes/hybrid-classes/warpriest/#TOC-Blessings-Su-) ability.
Damage Reduction (Ex): Starting at 2nd level, you gain Damage Reduction 2/-. This damage reduction increases by 1 every three levels beyond 2nd level to a maximum of 8/- at 20th level. This benefit replaces Fervor.
Sacred Hammer (Su): The Hammer of Moradin can select the following special weapon abilities to apply to their warhammers; Axiomatic, Bane (Drow, Humanoid (Goblinoid), or Humanoid (Giant)), Disrupting, Ghost Touch, Holy, Throwing, Thundering, and Returning. This ability modifies the Sacred Weapon (http://www.d20pfsrd.com/classes/hybrid-classes/warpriest/#TOC-Sacred-Weapon-Su-) ability.
Powerful Grip (Ex): Starting at 10th level, the Hammer of Moradin gains a bonus equal to 1 and 1/2 times their strength modifier (rounded down) on damage rolls when wielding their Focus Weapon one-handed instead of their normal strength bonus. In addition, they gain a +2 to their combat maneuver defense against disarm, steal, or sunder maneuvers. Holding their focus weapon two-handed grants no additional benefit.
Quake (Sp): At 15th level, as a standard action, you can strike the ground with your warhammer and violently shake the ground in front of you, creating a cone of destruction out to 60 feet, dealing an amount of damage equal to the damage you normally cause with a successful hit of your focus weapon +1 point of damage per Warpriest level and causing all within the area of effect to fall prone upon a failed reflex saving throw against a DC of 10 + half your Warpriest level + your wisdom modifier. A successful reflex saving throw reduces your damage to half and negates the prone condition. You can use this ability a number of times equal to 3 plus your wisdom modifier. This ability replaces the bonus feat you normally gain at 15th level.
Power Throw (Sp): At 18th level, you can charge your warhammer with divine power and throw it as a standard action. All creatures within a 5 foot line per warpriest level must succeed a reflex saving throw DC of 10 + half your Warpriest Level + your wisdom modifier or suffer from damage equal to the damage you normally do with your warhammer +1 per Warpriest Level you possess. A successful reflex saving throw reduces the damage to half. You can use this ability a number of times equal to 3 plus your wisdom modifier. The thrown hammer returns as a free action, appearing instantly in the hand that threw it. This ability replaces the bonus feat you normally gain at 18th level.
Bones of the Earth (Su): At 20th level, as a swift action, the Hammer of Moradin can infuse him or herself with a very powerful blessing from Moradin. For one round per Hammer of Moradin level, their DR increases to 15/-, they receive a -2 penalty to dexterity, immunity to critical hits, and the ability to Earth Glide (https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules/#Earth_Glide_Ex) as the universal monster special ability with a base speed of 60 feet. This is due to a connection to the plane of earth, as such, while using the Earth Glide ability, the Hammer of Moradin is also incorporeal. At any time while this ability is active, the Hammer can leave the material plane and touch the borders of the Plane of Earth in order to swiftly travel long distances similarly to the Shadow Walk (https://www.d20pfsrd.com/magic/all-spells/s/shadow-walk/) spell, expending one round of this ability for every hour spent travelling through the plane of earth (minimum one round). This ability can only be activated when touching earth or solid rock and you can only exit the plane of earth from an area of solid rock. You need not use the rounds consecutively. This ability replaces Aspect of War.

Neoxenok
2018-03-26, 08:34 PM
Spells of the Forgotten Realms

Acid Storm
School Evocation [Acid]; Level Magus 6, Shaman 7, Sorcerer/Wizard 6, Witch 6
===CASTING===
Casting Time One Standard Action
Components V, S, M
===EFFECT===
Range Medium (100ft + 10ft./level)
Area Cylinder (20ft radius/40ft high)
Duration Instantaneous (See Text)
Saving Throw Reflex Half and Fortitude Half (See Text); Spell Resistance Yes
===DESCRIPTION===
You cause a great amount of acid to pour downwards within the area all at once, dissolving anything and everything in the area to nothing. All creatures within the area suffer 1d6 points of acid damage per two levels (maximum 10d6). A successful reflex saving throw halves this damage.
All creatures that suffered any acid damage during the first round suffer an additional 1d6 points of acid damage per four levels (maximum 5d6) on the following round unless they succeed a fortitude saving throw, which halves the damage.
Material Component: A flask of acid
===MYTHIC===
This spell deals 1d10 points of acid damage per two levels (maximum 10d10) and those that suffered any acid damage suffers an additional 1d10 points of acid damage per hour levels (maximum 5d10) on the following around.
Augmented (6th): By expending three uses of mythic power, creatures that fail their follow-up fortitude saving throw to resist the acid damage also suffers 1d6 points of constitution damage and the affected targets becomes sickened for one minute per tier due to the lingering pain.
Source: Player's Guide to Faerun

Anyspell WILL COMPLETE WHEN I GET TO PROPER SOURCE
School ; Level Initiate of Magic 3
===CASTING===
Casting Time
Components
===EFFECT===
Range
Target
Area
Duration
Saving Throw (); Spell Resistance
===DESCRIPTION===
===MYTHIC===
Source: XXX

Anyspell, Greater WILL COMPLETE WHEN I GET TO PROPER SOURCE
School ; Level Initiate of Magic 6
===CASTING===
Casting Time
Components
===EFFECT===
Range
Target
Area
Duration
Saving Throw (); Spell Resistance
===DESCRIPTION===
===MYTHIC===
Source: XXX

Ball Lightning, Greater
School Evocation [Air, Electricity]; Level Druid 5, Magus 5, Occultist 5, Shaman 5, Sorcerer/Wizard 5 Elemental School: Air 5
===DESCRIPTION===
This spell works as the ball lightning (APG) spell, except as follows:
When casting the spell, the caster can choose to create lightning balls that persist after dealing damage, allowing them to deal 3d6 electricity damage to any opponent occupying the same square as the ball lightning every round the target fails a reflex saving throw. If the caster chooses to use this mode of the spell, additional lightning balls do not stack their damage against the same opponent, however, each additional ball adds +1 to the spell's saving throw DC.
In addition, no matter which mode of the spell is selected when cast, the caster can, as a move action, designate one or more opponents within range and the created lightning balls will home in on the selected opponent, moving to occupy the same square as the selected opponent without needing input by the caster to do so. This benefit works regardless of whether the caster chose to use the persist mode of the lightning balls or the standard mode as described by the ball lightning (APG) spell.
Source: Player's Guide to Faerun, formerly just "Ball Lightning"

Battletide
School Transmutation; Level Initiate of Bane 5
===CASTING===
Casting Time One Round
Components V, S, (DF if cast as a Divine Spell)
===EFFECT===
Range Close (25 feet + 5 feet per two caster levels)
Target You and up to one creataure per caster level, no two of which can be more than 30 feet apart
Duration 1 round/level
Saving Throw Will (Negates) (Harmless if cast upon allies); Spell Resistance Yes
===DESCRIPTION===
When you cast this spell, you affect a number of allies and enemies equal to your caster level. Selected enemies are slowed as the slow (http://www.d20pfsrd.com/magic/all-spells/s/slow/) spell and affected allies are hasted as described by the haste (https://cse.google.com/cse?q=haste&cx=006680642033474972217%3A6zo0hx_wle8#gsc.tab=0&gsc.q=haste&gsc.page=1) spell. In addition to those described benefits and penalties include a -2 penalty to all damage rolls to enemies and allies receive a +2 bonus to all weapon damage rolls. Lastly, all allies affected by this spell can voluntarily end the spell prematurely to cast a spell they have known or prepared as a swift action, ending the spell at the end of their current turn. This spell must be a 0 or 1st level spell.
Source: Player's Guide to Faerun

Bestow Wound
School Transmutation; Level Favored of the Zulkirs 1
===CASTING===
Casting Time 1 Standard Action
Components V, S, M
===EFFECT===
Range Touch
Target Living Creature Touched
Duration Instantaneous
Saving Throw Fortitude Negates; Spell Resistance Yes
===DESCRIPTION===
You inflict 1d8 points of damage +1 per caster level you possess (maximum +5) upon the target and you heal 1 point of damage per caster level (maximum 5). If this brings you over your normal maximum hit points, you retain the additional hit points as temporary hit points. Temporary hit points gained by this spell does not stack with itself.
Material Component: An eye agate worth 10gp.
===MYTHIC===
the damage dealt by this spell increases to 1d12 points of damage +2 per caster level (maximum +10) and you heal 2 hit points per caster level, retaining any hit points beyond your normal maximum hit points as temporary hit points. Temporary hit points gained by this spell does not stack with itself.
Source: The Book of Vile Darkness

Black Talon
School Necromancy [Evil]; Level Initiate of Cyric 2
===CASTING===
Casting Time 1 Standard Action
Components V, S
===EFFECT===
Range Personal
Target You
Duration 1 Round/Level
Saving Throw No (See Text); Spell Resistance No
===DESCRIPTION===
One of your arms transforms into a retractable, rubbery appendage ending in a talon seemingly made of pure darkness. You can attack with this claw as though it were a natural attack with a reach 5 feet greater than normal with a +1 profane bonus to your attack rolls. At 7th level, this profane bonus increases to +2 and at 11th level, this profane bonus again increases to +3.
This attack deals 1d6 points of slashing damage +1 point of negative energy damage per two caster levels you possess (maximum +5). This attack acts in all ways as a normal claw attack, so if used as a primary attack, you also add your strength modifier to it's slashing damage or half your strength modifier if used as a secondary attack. This natural attack penetrates damage reduction as though it were a magical weapon. This talon also has a critical threat range of 19-20 x2.
You can also use this spell to make touch attacks, dealing only the negative energy damage this spell normally provides. As a spell, you cannot use the claw created by this spell to deliver other touch spells, such as shocking grasp. Unlike other spells that deal negative energy damage, the negative energy from this spell does not heal or otherwise benefit undead creatures.
===MYTHIC===
Increase the negative energy damage to 1d6 + your caster level (maximum 10 + your mythic tier) and the critical threat range to 18-20 x3. On a successful critical hit, the target also gains one point of strength damage (fortitude negates.)
Augmented (3rd): By expending three uses of your mythic power, you create two claws or one for each of your hands. You must have both hands free to gain this benefit.
Source: Player's Guide to Faerun

Blessed Sight
School Divination; Level Blessed of the Seven Sisters 3
===CASTING===
Casting Time 1 Standard Action
Components V, S
===EFFECT===
Range Personal
Target You
Duration 1 Minute/Level (D)
===DESCRIPTION===
Your eyes glow with a white light and allows you to see evil auras within 120 feet of you when you cast this spell. The effect is similar to a detect evil spell, but does not require concentration and discerns aura location and strength more quickly. You know the location and strength of all evil auras within your sight. An aura’s strength depends on the type and Hit Dice of any evil creature, as noted in the description of the detect evil spell in the Pathfinder Core Rulebook.

While this spell is active, you gain the benefit of the protection from evil spell. Additionally, all bonuses granted by protection from evil increase by 1 against any creature you detect as evil through the use of this spell.
Source: Book of Exalted Deeds

Blinding Spittle
School Transmutation; Level Alchemist/Investigator 2, Druid 2, Shaman 2, Witch 2
===CASTING===
Casting Time One Standard Action
Components V, S
===EFFECT===
Range Close (25ft + 5ft./2 Levels)
Effect One missile of spit
Duration Instantaneous
Saving Throw Fortitude Partial; Spell Resistance Yes
===DESCRIPTION===
You spit a sticky mass of black saliva at a single opponent within range as a ranged touch attack with a -4 penalty. The opponent struck by the spittle is blinded until it can wash or rinse it's eyes with water or some other rinsing fluid.
A successful fortitude save negates the blindness but still causes them to suffer a -4 penalty to all vision-based perception checks and all opponents 30ft beyond that opponent gains 20% concealment.
This spell has no effect on creatures without eyes or creatures that don’t depend on eyes for vision.
Source: Player's Guide to Faerun

Blindsight
School Transmutation; Level Alchemist/Investigator 6, Psychic 6, Sorcerer/Wizard 6
===CASTING===
Casting Time One Standard Action
Components V, S
===EFFECT===
Range Touch
Target Creature Touched
Duration One Minute/Level
Saving Throw Will Negates (Harmless); Spell Resistance Yes (Harmless)
===DESCRIPTION===
You gain an extrasensory perception of your surroundings, granting you blindsight out to a 60ft range. Unlike the echolocation (UM) spell, this blindsight is not based on sound vibrations, but instead uses a sort of magical sonar. This blindsight only works in areas where magic functions normally and may have unpredictable results in or near areas of wild magic and any areas of dead magic or antimagic fields are impenetrable to this blindsight and the caster is blind inside of such areas.
Source: Player's Guide to Faerun

Bombardment
School Evocation [Earth]; Level Druid 8, Shaman 9 Elemental School: Earth 9
===CASTING===
Casting Time One Standard Action
Components V, S, F
===EFFECT===
Range Long (400ft + 40ft./Level)
Area 15ft Radius Burst
Duration Instantaneous
Saving Throw Reflex Half; Spell Resistance No
===DESCRIPTION===
You create a mass of stone and earth high in the air and slam it against the area you designate, crushing and burying those unfortunate enough to be in the target area. Those in the target area suffer 1d6 points of bludgeoning damage per level (maximum 20d6 bludgeoning damage) and become buried.
Creatures buried beneath the rock are prone to suffocate unless they can escape with a combat maneuver check or escape artist check against the DC of the spell as a full-round action.
A successful reflex saving throw halves the damage and negates the burial effect.
Focus Component: A quartz crystal embedded in rock
===MYTHIC===
Those in the target area suffer 1d10 points of bludgeoning damage per level (maximum 20d10). The combat maneuver check or escape artist check DC increases by your tier.
Source: Player's Guide to Faerun

Briartangle
School Transmutation; Level Initiate of Nature 4
===DESCRIPTION===
This spell works as per the entangle spell, except as noted above and below;
Creatures entangled by this spell must make a strength or escape artist check against the DC of the spell +5.
The entangling plants, regardless of their original type, gain incredibly sharp thorns that deal 1d6 points of piercing damage each round the entangled creature remains entangled. Even if creatures are within the area of the spell and not entangled, they suffer 1d6 points of piercing damage for every 5 feet of movement they move through the area of the spell unless they succeed an acrobatics check to tumble through the area against the DC of the spell +5 +1 per 5 feet of distance traveled through the area of the spell.

If the plants in the area are covered in thorns, those in the area take 1d6+1 points of piercing damage and 1 point continuous and cumulative bleed damage instead of the normal damage listed above. Other effects, depending on the local plants, might be possible at GM discretion.
===MYTHIC===
The spell functions in areas without any vegetation, causing plants to spring up out of the ground. These plants can reach creatures that are up to 10 feet in the air. Plants affected or created by the spell sprout thorns that deal 2d6 points of damage and 2 points of continuous and cumulative bleed damage.
Source: Player's Guide to Faerun

Caligarde's Claw
School Evocation [Force]; Level Bloodrager 3, Magus 3, Occultist 3, Psychic 4, Sorcerer/Wizard 4, Spellblazer 3
===CASTING===
Casting Time One Standard Action
Components V, S, M
===EFFECT===
Range Medium (100ft + 10ft./Level)
Effect Invisible Claw of Force
Duration One Round/Level (D)
Saving Throw None; Spell Resistance Yes
===DESCRIPTION===
When the spell is cast, you create an invisible claw made of pure force energy that you control with mental commands. You can command the claw to perform a number of different actions. The claw is medium sized with a base damage of 1d4 and is directed as a free action up to once per round. The claw attacks with a strength equal to the caster's primary casting ability score modifier (intelligence for wizards and charisma for sorcerers, for example) or 22, whichever is lower.
The claw can be used to attack a single opponent within range of the spell, moving toward that opponent with a speed of 90ft. It can make only one attack per round and cannot make an attack of opportunity whilst in an attack mode but it can stay with an opponent if it moves as long as it doesn't exceed the claw's total movement for that round or moves beyond the spell's range. The claw's base attack bonus is equal to the caster's plus the claw's strength modifier +2 for being invisible. Creatures that cannot see invisible targets are flat-footed to the claw. The claw does not benefit from any feats or class features possessed by the caster, so a rogue/wizard cannot sneak attack a target with this spell, for example.
It can be used to defend a single creature or a 5ft diameter area. When defending an area, any creature that moves through that area or through an adjacent area (as though the claw were a medium creature that threatened the spaces around within 5ft) can make a single attack of opportunity. The claw can make a number of attacks of opportunity equal to one half your caster level (minimum 2).
Defending a creature offers the same benefit as an area except that it also grants the creature a +1 deflection bonus to it's AC. Multiple claws guarding a single area or creature don't stack their attacks of opportunity but the deflection bonus granted to a protected creature increases the deflection bonus to AC by 1 for every additional claw (to a maximum of +5).
The claw itself possesses an AC of 25 (+4 Diminuative +6 Dexterity +5 Deflection) (27 if invisible to that creature), Hardness 30, and a number of hit points equal to 10 plus your caster level. Failing a caster level check against a creature's spell resistance when attacking successfully ends the spell but succsesfully beating a creature's spell resistance applies until the beginning of the claw's next turn, so for example, the claw can attack and then make an attack of opportunity against the same creature later in the same round but only needs to check the creature's spell resistance once.
===MYTHIC===
The strength score of the spell is no longer limited to 22. You can also expend additional mythic uses to create additional claws, creating one claw per additional use of mythic power to a maximum equal to your mythic rank.
Source: Player's Guide to Faerun
Houserule: Works the same but renamed "Diclonius' Vector"

Claws of the Beast
School Transmutation; Level Alchemist/Investigator 1, Druid 1, Ranger 1, Shaman 1, Summoner/Unchained Summoner 1, Witch 2
===CASTING===
Casting Time One Standard Action
Components V, S
===EFFECT===
Range Personal
Target You
Duration One Round/Level (D)
===DESCRIPTION===
When you finish casting the spell, your fingers sprout claws. You gain a natural claw attack for each limb you possess. Each claw deals 1d4 points of damage for medium creatures or as appropriate depending upon the caster's size catagory.
If the caster already possesses claws, they instead lengthen and sharpen, increasing the damage die by one, so 1d4 claw damage for medium creatures increases to 1d6.

This spell can be made permanent via the permanency spell. The caster must be at least 9th level and the GP cost is 2,500 GP.
Source: Player's Guide to Faerun

Cloud of Bewilderment
School Evocation; Level Alchemist/Investigator 2, Bard/Skald 2, Bloodrager 2, Magus 2, Sorcerer/Wizard 2, Summoner/Unchained Summoner 2, Witch 2
===CASTING===
Casting Time One Standard Action
Components V, S
===EFFECT===
Range 10ft
Area 10ft Cone
Duration Instantaneous
Saving Throw Fortitude Negates; Spell Resistance Yes
===DESCRIPTION===
You breathe out an invisible cone of noxious air. Each creature within the area becomes nauseated for 1d6 rounds. Creatures receive a fortitude saving throw each round to negate the effect.
===MYTHIC===
The duration of the nausea caused by this spell increases to a number of rounds equal to 2d4 + your tier.
Augmented (9th): By expending three uses of mythic power, the cone's area increases by 5ft per mythic tier you possess. Creatures that fail the save in the first round must succeed two consecutive fortitude saving throws to negate the effect (though succeeding the initial save still negates the effect entirely). Non-mythic creatures receive no additional saving throws if the initial save is failed.
Source: Player's Guide to Faerun

Create Magic Tattoo
School Conjuration (Creation); Level Mesmerist 3, Occultist 2, Psychic 2, Runecaster 2, Shaman 2, Sorcerer/Wizard 2, Witch 2
===CASTING===
Casting Time 10 Minutes
Components V, S, M, F
===EFFECT===
Range Touch
Target Creature Touched
Duration One Day
Saving Throw None; Spell Resistance Yes (Harmless)
===DESCRIPTION===
You weave a single magical tattoo into a single target, which enhances the target creature in a manner chosen by the caster. The type of benefit and power of that benefit is dependant upon the caster's caster level, as indicated below. Any target creature can possess as many as three tattoos, with increasingly powerful benefits. Additional tattoos can either provide a different benefit or increase the power of a benefit granted by a tattoo already inscribed.
A single tattoo can provide one of the following benefits:

Bodily Resistance: You gain a +2 resistance bonus to all fortitude saving throws. This benefit increases by 1 with each additional tattoo.
Burden: Your carrying capacity quadruples. Each additional tattoo increases this benefit by one multiple.
Deflection: You gain a +1 deflection bonus to AC. This benefit increases by 1 with each additional tattoo.
Deft Dillitante: You gain a +1 competence bonus to either all dexterity-based skill checks. This benefit increases by 1 with each additional tattoo.
Evasive Resistance: You gain a +2 resistance bonus to all reflex saving throws. This benefit increases by 1 with each additional tattoo.
Mental Resistance: You gain a +2 resistance bonus to all will saving throws. This benefit increases by 1 with each additional tattoo.
Physical Skill Talent: You gain a +2 competence bonus to one strength or dexterity-based skill of your choice. This benefit increases by 1 with each additional tattoo or the benefit applies to another dexterity or strength-based skill.
Powerful Dillitante: You gain a +1 competence bonus to all strength-based skill checks. This benefit increases by 1 with each additional tattoo.
Spell Resistance: You gain spell resistance 9. This benefit increases by 2 with each tattoo.
Store Spell: When casting this spell, you can also expend a single zero or first level area, target, ranged touch, or melee touch range spell to store in the selected tattoo. At any point in time during the spell's duration, the target creature can use a standard action to retrieve the stored spell, activating it upon the target creature as though it were cast upon him. The stored spell only targets the target creature, even if it would normally affect multiple creatures or an area. The tattoo storing the spell disappears as though it's duration has ended and the spell activates as though it were cast normally granting it's normal benefit for it's normal duration. Each additional tattoo stores an additional spell, each requires a separate activation.
Total Resistance: You gain a +1 resistance bonus to all saving throws. This benefit increases by 1 with each additional tattoo.
Unarmed Power: A single natural attack or unarmed strike becomes magical and gains a +1 enhancement bonus to attack and damage rolls. This benefit increases by 1 with each additional tattoo or applies to a different natural attack or unarmed strike.
At eighth level, you can create two tattoos with one casting of this spell. At 13th level, you can create three tattoos with one casting of this spell.
A successful erase spell removes a single magic tattoo. A successful dispel magic spell can remove multiple magic tattoos if targeted on the creature bearing them.
Material Component: Special tattoo inks worth 100gp. This applies to a single casting of this spell, even if it creates multiple tattoos.
Focus Component: Specialized tattoo needle worth 50gp.
===MYTHIC===
The spell's duration increases to one day/level but the cost of the material component increases to 500gp per casting of this spell.
Source: Player's Guide to Faerun

Crown of Brilliance
School Evocation [Good, Light]; Level Blessed of the Seven Sisters 6
===CASTING===
Casting Time 1 Round
Components V, S, M
===EFFECT===
Area 20 ft Radius Emanation Centered on You
Duration 1 Round/Level (D)
Saving Throw Fortitude Partial; Spell Resistance Yes
===DESCRIPTION===
A blazing white crown of light hovers over your head, making you into a shining beacon of good. You shed bright light out to a 20 foot radius, normal light out to a 80 foot radius, and dim light out to a 240 foot radius. In the first round of casting, all creatures within a 20 foot radius of the caster must succeed a fortitude saving throw or become blinded for 1d4 rounds. Creatures that successfully attack the caster with natural or melee weapons without reach at any point during the spell's duration must also make this saving throw or become blinded for 1d4 rounds. A successful saving throw still causes all affected creatures to be dazzled while remaining in the area of bright light.

Creatures with light sensitivity or those that suffer damage from light, such as vampires, are blinded for 3d6 rounds and suffer 3d6 points of damage every round they remain within the radius of bright light or with successful attacks against the caster with natural or melee weapons without reach if they fail their fortitude save. A successful save negates this additional damage but they are still dazzled while remaining in the area of bright light.
Material Component: An opal worth at least 100 gp, carried on your person through the duration of the spell. The opal shatters upon completion of the spell, and the spell ends prematurely if the opal is shattered by other means.
===MYTHIC===
The blindness caused by this spell lasts for a number of rounds equal to 1d10 plus your tier. The blindness becomes permanent for creatures sensitive to or damaged by light. Damage caused to creatures with light sensitivity or those that suffer damage from light must make their saving throw with a -4 penalty and suffer 3d10 points of damage on a failed saving throw.

Creatures within the area of normal light (between 20 and 80 feet from the caster) suffer the normal effects of the spell.
Source: Book of Exalted Deeds

Crown of Flame
School Evocation [Fire, Good]; Level Blessed of the Seven Sisters 5
===CASTING===
Casting Time 1 Standard Action
Components V
===EFFECT===
Area 10 ft. Radius Emanation Centered on You
Duration 1 Round/Level (D)
Saving Throw None; Spell Resistance Yes
===DESCRIPTION===
A crown of intense flames appears over your head, surrounding you in an aura of intense heat. All creatures that approach to within 10 feet of you and with each successful attack against you with natural or melee weapons without reach suffer 1d6 points of fire damage + 1 point per caster level (maximum +20).

Against Fey, Outsiders, and Undead of evil alignment, the damage of this spell is half fire damage but the other half results directly from divine power and is therefore not subject to being reduced by resistance to fire-based attacks.
===MYTHIC===
The damage inflicted by this spell increases to 1d8 points of damage + 1 point per caster level (maximum +20) and the area of the spell's effect increases to 20 ft. radius emanation.
Source: Book of Exalted Deeds

Dread Blast
School Necromancy; Level Initiate of Cyric 4
===CASTING===
Casting Time 1 Standard Action
Components V, S
===EFFECT===
Range Medium (100ft + 10ft/Level)
Effect Ray
Duration Instantaneous
Saving Throw Will Partial; Spell Resistance Yes
===DESCRIPTION===
You fire a ray of black necromantic energy at a single target as a ranged touch attack. A creature struck by this ray suffers 1d8 points of negative energy damage +1 per caster level you possess (maximum +20). In addition, the target becomes dazed for one round.
A successful will save halves the damage and negates the dazed condition.
===MYTHIC===
You can fire off an additional dread blast against another opponent. A creature that successfully saves against the spell is staggered for one round instead of dazed.
Augmented (3rd): You can expend additional uses of mythic power, firing off one additional dread bolt for every use of mythic power expended to a maximum of one dread bolt per tier. You cannot more than one bolt against a single opponent.
Source: Player's Guide to Faerun

Drown
School Conjuration (Creation) [Evil]; Level Favored of the Zulkirs 3
===CASTING===
Casting Time 1 Standard Action
Components V
===EFFECT===
Range Medium (100 ft. + 10 ft/Level)
Target One Creature with Lungs and a Need to Breathe
Duration Instantaneous
Saving Throw Fortitude Partial (See Text); Spell Resistance Yes
===DESCRIPTION===
You fill the target's lungs with water, forcing them to drown. A successful fortitude saving throw forces enough of the water out of the target's lungs to expel th water to avoid drowning.

A failed fortitude save means the subject is unable to expel the water, causing the subject to drown unless a he makes a DC 10 Constitution check every round. Each round, the subject can make a new fortitude saving throw to expel the water and a new constitution check to avoid falling unconcious, but the DC of the constitution check increases by 1.

When the character finally fails her Constitution check, she begins to drown. In the first round, she falls unconscious (0 hp). In the following round, she drops to –1 hit points and is dying. In the third round, she drowns. The subject can still make new fortitude saving throws during each of these rounds to expel the water in their lungs until the subject finally drowns.

Each round the target of the spell is unable to expel the water from their lungs, he is staggered.

Creatures that don't need to breathe are immune to this spell.
Source: Book of Exalted Deeds

Ease Pain
School Conjuration (Healing); Level Blessed of the Seven Sisters 2
===CASTING===
Casting Time 1 Standard Action
Components S, DF
===EFFECT===
Range Touch
Target Creature Touched
Duration Instantaneous
Saving Throw Will Negates (Harmless); Spell Resistance Yes (Harmless)
===DESCRIPTION===
Ease pain dispels all forms of pain and removes any and all associated penalties and nonlethal damage caused by pain, such as those from inflict pain (OA), pain strike (APG), symbol of pain, or similar effects. Spells and magical effects that inflict pain are subject to being dispelled. The caster must succeed a caster level check (1d20 + your caster level) against the DC of the ongoing spell of 11 plus the spell's caster level. Only a single such spell can be dispelled in this manner per use of this spell. The highest level spell is dispelled first and determined randomly among equal level spells.
Ease pain does not heal any damage or other effects not directly related to pain.
Source: Book of Exalted Deeds

Elminster's Effulgent Epuration
School Abjuration; Level Sorcerer/Wizard 9
===CASTING===
Casting Time One Standard Action
Components V, S
===EFFECT===
Range Close (25ft + 5ft./2 Levels)
Effect One Magic-Absorbing Sphere/Caster Level
Duration One Round/Level (D)
Saving Throw Will Negates (Harmless); Spell Resistance Yes (Harmless)
===DESCRIPTION===
When the spell is cast, you bring forth one silvery glowing sphere for every caster level you possess within the range of the spell. Each sphere is about 6 inches in diameter and as many as five can occupy a single 5-ft square.
The purpose of the spheres is to protect a designated creature or area against magical attacks so when the spell is cast, the caster can designate which area(s) or creature(s) receive this protection. When protecting an area, only the five-foot square area the sphere occupies can be protected.
When a protected area or creature is attacked by a spell or spell-like ability of any spell level, one or more spheres protecting that area or creature is expended and attempts a dispel check against the spell. This is similar to a dispel magic spell when used to counterspell except that if the dispel attempt fails, then additional spheres are expended, each adding +1 to the initial dispel check until all spheres are expended or the spell is successfully dispelled.
When a protected creature or area is included within an area-of-effect or multi-target spell (such as fireball or mass inflict wounds spell), all protected areas are affected with the spheres closest to the point of origin or center (as appropriate) of the spell and additional spheres are expended radiating outward from that area. All spheres affected by the area spell are affected. A multi-target spell is affected similarly, so if the first target expends all the activated spheres, then the next target continues to contribute spheres to a single dispel check until it succeeds, negating the entire spell for all targets.
Spheres can be moved to protect a new area or creature as a free action but each sphere moves 90ft per round. Spheres can be the target of physical or supernatural attacks, possessing an AC of 25 (10 +4 size +5 Dexterity +1 Dodge +5 Deflection) with 1 hit point per caster level and are considered incorporeal. They cannot be caught flat-footed, surprised, and are immune to all forms of precision-based damage, such as sneak attack and the like. They are considered objects and possess hardness 1. Spheres destroyed by physical attacks are destroyed without any other effects.
A caster cannot control more spheres than his or her caster level, so casting the spell multiple times only replenishes spent spheres and additional spheres beyond that are wasted.
===MYTHIC===
When additional spheres are expended to aid in the first sphere's dispel check, each sphere adds +2 to the initial dispel check. The caster can also create and control one additional sphere per mythic tier the caster possesses.
Augmented (9th): The duration of the spell increases to 10 minutes/level when you expend six uses of mythic power. Each sphere adds +3 to a dispel check against an attacking spell.
Source: Player's Guide to Faerun

Eye of Power
School Divination (Scrying); Level Psychic 9, Sorcerer/Wizard 9
Effect Magical Sensor
===DESCRIPTION===
This spell works as the arcane eye spell, except as follows:
You are able to cast any spell of 7th level or lower with a range other than personal through the eye as long as you don't target the eye itself. Attempting to cast any spell of 8th level or higher still expends a spell slot, but produces no effect other than destroying the eye itself.
Spells cast through the eye originate from the eye as though it cast the spell itself.
Unlike arcane eye, the spell is visible and corporeal though somewhat translucent. It is an object with hardness 1, AC 23 (10 +8 size +5 Deflection), with 20% concealment against all attacks. Due to it's small size and somewhat translucent body, it also possesses a stealth bonus of +20 and does not produce any sound when moving. It has 50 hit points +2 per caster level.
Source: Player's Guide to Faerun

False Sending
School Illusion (Glamer); Level Favored of the Zulkirs 6
===CASTING===
Casting Time 10 Minutes
Components V, S, M/DF
===EFFECT===
Range See Text
Target One Creature
Duration One Round
Saving Throw Will Negates (See Text); Spell Resistance No
===DESCRIPTION===
As sending except that you can fool the recipient into believing that you are someone you are not. The recipient receives a will saving throw to pierce the glamer, allowing them to realize the deception but this does not reveal the spell's true sender.
Material Component: a piece of steel wire, painted a copper color
Source: Book of Vile Darkness

Fantastic Machine WILL COMPLETE WHEN I GET TO PROPER SOURCE
School ; Level Initiate of Gond 6
===CASTING===
Casting Time
Components
===EFFECT===
Range
Target
Area
Duration
Saving Throw (); Spell Resistance
===DESCRIPTION===
===MYTHIC===
Source: XXX

Favor of Ilmater
School Necromancy; Level Initiate of Ilmater 4
===CASTING===
Casting Time 1 Standard Action
Components V, S
===EFFECT===
Range Medium (100ft + 10ft/level)
Target One willing creature
Duration 1 Round/Level
Saving Throw Will Negates (Harmless); Spell Resistance Yes (Harmless)
===DESCRIPTION===
When this spell is cast, the target is protected from several severely detrimental effects, but at great personal cost. For the duration of the spell, the target gains DR 20/- against nonlethal damage, immunity to charm and compulsion effects, and immunity to all attacks and effects that function specifically by causing pain. Furthermore, the target is immune to the dazed, exhausted, fatigued, nauseated, sickened, staggered, and stunned conditions. The target can also remain conscious as long as the target's negative hit points don't exceed his or her constitution score.
However, each time the target is subject to any of the above effects, the target gains a negative level unless that effect allows a saving throw and/or spell resistance and that saving throw is successful or spell resistance negates it. A negative level is not gained on any attack or effect that causes non lethal damage that deals 20 or fewer points of non-lethal damage.
These negative levels are gained immediately but the penalties do not apply until the duration of the spell expires though you still die if your negative levels equal or exceed your current hit dice total. These negative levels persist for 3d6 hours.
Creatures immune to negative levels can still benefit from this spell but when they would ordinarily gain a negative level, the spell discharges and ends, causing the caster 3d6 points of damage caused by pure magical energy.
Source: Player's Guide to Faerun

Fiendform I
School Transmutation (Polymorph); Level Magus 6, Sorcerer/Wizard 6, Summoner/Unchained Summoner 5
===CASTING===
Casting Time One Standard Action
Components V, M
===EFFECT===
Range Touch
Target Living Creature Touched
Duration One Minute/Level
Saving Throw Will Negates (Harmless); Spell Resistance Yes (Harmless)
===DESCRIPTION===
You become a small or medium evil outsider. You gain an alignment aura equivelent to an outsider that matches the alignment your chosen outsider, though your retain your normal alignment and creature type. Your base land speed changes to that of your chosen form to a maximum of 60 feet and 60ft darkvision. If the form you assume has any of the following abilities, you gain those abilities: Bite (One, 1d6), Change Shape, Claws (Two, 1d4), Damage Reduction, Detect Thoughts, Faith-Stealing Strike, Heretical Soul, Scent, See in Darkness, Spell Resistance 5 + Caster Level, Telepathy 100ft..
If the creature has immunity to death, disease, mind-affecting effects, or poison, you instead gain a +8 resistance bonus to saves against that effect.
If the creature has immunity or resistance to an energy type, you gain resistance to that energy type up to 20.
If the creature has any weaknesses or vulnerabilities, you gain those weaknesses or vulnerabilities.

You can more easily cast spells that the creature has as spell-like abilities, although you must still cast them as normal for your class. When you cast a spell that the creature has as a spell-like ability, it requires no verbal or somatic components and can’t be countered.

Small Fiend: +2 Size Dexterity, +4 Size Constitution, +1 Natural Armor
Medium Fiend: +2 Size Strength, +4 Size Constitution, +1 Natural Armor

Material Component: A tooth or bone from any evil outsider.
===MYTHIC===
The spell’s bonuses to ability scores increase by 2, the natural armor bonus increases by 1, and the ability score penalties decrease by 2 (minimum penalty of 0). Choose one natural attack type the animal form has, such as bite or claws. The critical multiplier for this attack type increases by 1 (maximum ×4).
Augmented (2nd): If you expend two uses of mythic power, the ability score bonuses increase by an additional 2. During each casting of the spell, a number of times equal to your tier, you can act as if you had the Natural Spell feat for 1 round. For example, if you’re 2nd tier, you can use the Natural Spell feat for 2 rounds per casting of mythic fiendform.
Source: Player's Guide to Faerun

Fiendform II
School Transmutation (Polymorph); Level Sorcerer/Wizard 7, Summoner/Unchained Summoner 6
===CASTING===
Casting Time One Standard Action
Components V, M
===EFFECT===
Range Touch
Target Living Creature Touched
Duration One Minute/Level
Saving Throw Will Negates (Harmless); Spell Resistance Yes (Harmless)
===DESCRIPTION===
This spell functions as Fiendform I, except it also allows you to assume a large evil outsider. You gain an alignment aura equivelent to an outsider that matches the alignment your chosen outsider, though your retain your normal alignment and creature type. Your base land speed changes to that of your chosen form to a maximum of 60 feet and 60ft darkvision. If the form you assume has any of the following abilities, you gain those abilities: Bay, Beard, Bite (One, 1d8 large/1d6 Medium/1d4 Small), Chains (Four, 1d6 Large/1d4 Medium/1d3 Small), Change Shape, Claws (Two, 1d6 large/1d4 Medium/1d3 Small), Constrict (3d6 Large/2d6 Medium/1d8 Small), Damage Reduction, Dancing Chains, Detect Thoughts, Faith-Stealing Strike, Fly 40ft (Good), Heat, Heretical Soul, Infernal Wound, Paralysis, Pounce, Protective Slime, Scent, See in Darkness, Shadow Blend, Spell Resistance 7 + Caster Level, Tail Slap (One, 2d6 Large/1d8 Medium/1d6 Small), Sprint, Telepathy 100ft., Unnerving Gaze.
If a creature is incorporeal, you assume the appearance of incorporealness but is not actually incorporeal. Instead, you can assume incorporealness up to one round per caster level you possess as a swift action and you need not use these rounds consecutively.
If the creature has immunity to death, disease, mind-affecting effects, or poison, you instead gain a +8 resistance bonus to saves against that effect.
If the creature has immunity or resistance to an energy type, you gain resistance to that energy type up to 20.
If the creature has any weaknesses or vulnerabilities, you gain those weaknesses or vulnerabilities.

You can more easily cast spells that the creature has as spell-like abilities, although you must still cast them as normal for your class. When you cast a spell that the creature has as a spell-like ability, it requires no verbal or somatic components and can’t be countered.

Large Fiend: +4 Size Strength, +6 Size Constitution, +2 Natural Armor

Material Component: A tooth or bone from any evil outsider.
===MYTHIC===
The spell’s bonuses to ability scores increase by 2, the natural armor bonus increases by 1, and the ability score penalties decrease by 2 (minimum penalty of 0). Choose one natural attack type the animal form has, such as bite or claws. The critical multiplier for this attack type increases by 1 (maximum ×4).
Augmented (2nd): If you expend two uses of mythic power, the ability score bonuses increase by an additional 2. During each casting of the spell, a number of times equal to your tier, you can act as if you had the Natural Spell feat for 1 round. For example, if you’re 2nd tier, you can use the Natural Spell feat for 2 rounds per casting of mythic fiendform.
Source: Player's Guide to Faerun

Fiendform III
School Transmutation (Polymorph); Level Sorcerer/Wizard 9
===CASTING===
Casting Time One Standard Action
Components V, M
===EFFECT===
Range Touch
Target Living Creature Touched
Duration One Minute/Level
Saving Throw Will Negates (Harmless); Spell Resistance Yes (Harmless)
===DESCRIPTION===
You become a Huge evil outsider. This spell functions as Fiendform I and II, except it also allows you to assume a huge evil outsider. You gain an alignment aura equivelent to an outsider that matches the alignment your chosen outsider, though your retain your normal alignment and creature type. Your base land speed changes to that of your chosen form to a maximum of 60 feet and 60ft darkvision. If the form you assume has any of the following abilities, you gain those abilities: Acid, Adhesion, Agile Grappler, Bay, Barbed Defense, Beard, Bite (One, 3d6 huge/2d6 large/1d8 Medium/1d6 Small), Blindsight 30ft, Chains (Four, 2d6 huge/1d8 large/1d6 medium/1d4 small), Chained Daggers, Change Shape, Claws and/or Pincers and/or Tentacles and/or Tongues (Two, 2d6 huge/1d8 large/1d6 Medium/1d4 Small), Constrict (6d6 huge/4d6 Large/3d6 Medium/2d6 Small), Damage Reduction, Dancing Chains, Deflect Rays, Detect Thoughts, Dismantle Armor, Faith-Stealing Strike, Fear Gaze, Fly 60ft (Good), Fear, Fear Aura, Grab, Heat, Heretical Soul, Impale (6d8 huge/4d8 large/3d8 medium/2d8 small), Infernal Wound, Nausea, Paralysis, Penetrating Strike, Poison, Pounce, Protective Slime, Rain of Debris, Rend (2d6 huge/1d8 large/1d6 Medium/1d4 Small), Rot, Scent, See in Darkness, Shadow Blend, Slow, Spell Resistance 11 + Caster Level, Sting (2d6 huge/1d8 large/1d6 medium/1d4 small), Tail Slap (One, 4d6 huge/3d6 Large/2d6 Medium/1d8 Small), Sprint, Telepathy 100ft., Unholy Nimbus, Unnerving Gaze.
If a creature is incorporeal, you assume the appearance of incorporealness but is not actually incorporeal. Instead, you can assume incorporealness up to one round per caster level you possess as a swift action and you need not use these rounds consecutively.
If the creature has immunity to death, disease, mind-affecting effects, or poison, you instead gain a +8 resistance bonus to saves against that effect.
If the creature has immunity or resistance to an energy type, you gain resistance to that energy type up to 20.
If the creature has fast healing or regeneration, you gain fast healing 5.
If the creature has any weaknesses or vulnerabilities, you gain those weaknesses or vulnerabilities.

You can more easily cast spells that the creature has as spell-like abilities, although you must still cast them as normal for your class. When you cast a spell that the creature has as a spell-like ability, it requires no verbal or somatic components and can’t be countered.

Huge Fiend: +6 Size Strength, +8 Size Constitution, +4 Natural Armor

Material Component: A tooth or bone from any evil outsider.
===MYTHIC===
The spell’s bonuses to ability scores increase by 2, the natural armor bonus increases by 1, and the ability score penalties decrease by 2 (minimum penalty of 0). Choose one natural attack type the animal form has, such as bite or claws. The critical multiplier for this attack type increases by 1 (maximum ×4).
Augmented (2nd): If you expend two uses of mythic power, the ability score bonuses increase by an additional 2. During each casting of the spell, a number of times equal to your tier, you can act as if you had the Natural Spell feat for 1 round. For example, if you’re 2nd tier, you can use the Natural Spell feat for 2 rounds per casting of mythic fiendform.
Source: Player's Guide to Faerun


Spells of the Forgotten Realms {Fir-M} (http://www.giantitp.com/forums/showsinglepost.php?p=23294072&postcount=125)

Neoxenok
2018-05-14, 04:31 AM
Harper Agent (Vigilante Archetype)
The semisecret organization known as the Harpers has members scattered all across Faerûn. These individuals are dedicated to battling evil, discovering and preserving forgotten lore, and maintaining the balance between nature and civilization. Harper agents are the 'field agents' of the Harper organization, acting directly to gather intelligence and eliminate threats to the greater good. Equally adept at operating alone or in small groups, Harper agents display a versatility that few others can match.

Aura (Su): A Harper Agent has a particularly powerful good-aligned aura corresponding to the Harper Pantheon’s alignment (see detect evil for details).
Code of the Harpers: The Harper organization isn't just a network of people, each member that swears to live by the Harper Code is granted a measure of divine power as granted by the deities that support them, including Azuth, Deneir, Eldath, Lliira, Lurue, Mielikki, Milil, Mystra, Oghma, Selûne, Shaundakul, Shiallia, Silvanus, Tymora and the entire Seldarine regardless of their individual religiosity. As such, a Harper Agent can consider "Harpers" as a whole as a patron deity and must be any non-evil alignment. They do not, however, have to worship any of those gods as a patron deity. Harpers must live by the Code of the Harpers and egregious violations of that code can cause the harper agent to loose their status within the organization and all of their divine powers and they become an Ex-Harper Agent (see Ex-Harper Agent below).
Harper Blessings (Su): The Harper Blessings are blessings that are granted by the Gods that support the harpers and is itself a measure of divine power. Unlike the powers granted to a cleric, these are gifted regardless of who your actual patron deity is and these are granted as long as you do not break the Harper Code.
The caster level for any spells or spell-like effects granted by a blessing is equal to your Harper Agent level. Spell-like abilities gained by a blessing are altogether usable once per day plus one time per four Harper Agent levels unless otherwise noted. All spell-like abilities from all blessings count against this limit. The saving throw DCs of any spell-like abilities gained from any blessing is intelligence-based unless otherwise noted. This ability replaces the Social Talent gained at first level, Unshakable, Startling Appearance, Frightening Appearance, and Stunning Appearance.

Azuth's Magic (Su): With a contemplative prayer to the Lord of Spells, the Harper Agent gains the ability to cast a limited number of divine spells, accessing four Orisons from the inquisitor's spell list that the Harper Agent can cast at will as divine spells, determined when the blessing is activated. At fourth level, the Harper Agent can prepare two additional spells of first-level divine spells or lower selected from the Inquisitor spell list. At 7th level, the Harper Agent can prepare one additional spell of 2nd level or lower. At 10th level, the Harper Agent can prepare one additional spell of 3rd level or lower. At 13th level, the Harper Agent can prepare one additional spell of 4th level or lower. Access to the high level spells and saving throw DCs are keyed off of wisdom similarly to the inquisitor. These spells remain prepared for as long as the blessing is active. If the blessing ends at any point, the Harper Agent looses the prepared spells, as though they were expended. Whether active or not, this blessing does not grant the Harper Agent the ability to qualify for feats or other abilities that require the ability to cast spells. When the Harper Agent selects this blessing, they also gain a sacred bonus equal to half your Harper Agent level (rounded down) to all spellcraft checks and this skill can be used untrained.
Deneir's Eye (Su): Praying for the Eyes of Deneir grant the Harper Agent powers over many forms of magical writing and runes. You gain the benefit of Trapfinding or Trap Sense as a rogue or unchained rogue of the Harper Agent's level. In addition, you gain a +1 sacred bonus on Reflex saves to avoid traps and a +1 dodge bonus to AC against attacks made by traps but only to defend against magical glyphs, runes, and symbols. In addition, this ability grants a +1 sacred bonus to all disable device and perception checks per two Harper Agent levels (rounded down) against glyphs, runes, and symbols and you can use these skills as though they were untrained. At any point when this blessing is active, you gain the ability to cast comprehend languages, erase, or read magic as a spell-like ability with a caster level equal to your harper agent level. At 5th level, you gain the ability to cast tongues.
Eldath's Love (Su): With a prayer and a blessing, you ask for the love and peace of Eldath. Whilst this blessing is active, you gain the benefit of a Sanctuary spell with a saving throw DC of 10 + half your harper agent level + your intelligence modifier with a caster level equal to your harper agent level. This benefit and this blessing ends if you attempt a hostile action against any creature. In addition, while this blessing is active, you can heal others with a touch. As a spell-like ability, you can heal yourself or a touched creature a number of hit points equal to 1d8 + your Harper Agent level. At fourth level, hit points healed by this ability increases by 1d8 points and an additional 1d8 points per two harper agent levels thereafter. At 10th level, this spell-like effect also removes 1d4 points of ability damage, and dispels any magical effects reducing one of the subject's ability scores. This healing touch does not affect undead creatures.
Lliira's Heart (Su): By meditating and asking Lliira for strength, you are granted a +2 sacred bonus to your saving throws against all fear and compulsion effects. This benefit also applies to the intimidation checks of others against you. This benefit increases by 1 at 5th level and again every five levels thereafter to a maximum of +6 at 20th level. At any time while this blessing is active and you've failed a saving throw against a fear or compulsion effect, you can make an additional saving throw the following round to prematurely end the effect. You can only benefit from this once per individual effect, including instances of the same effect from the same source. For example, if the Harper Agent is subject to a dragon's fear aura and fails their saving throw, they can reroll their save the following round. If the Harper Agent is subject to the same fear aura at a later time, they can gain a reroll at that time as well.
Lurue's Voice (Su): By singing a brief hymn, you can call upon Lurue's Voice, granting the Harper Agent the ability to Speak with Animals as the spell continuously as well as a +1 sacred bonus per two harper agent levels (rounded down) to all Bluff, Diplomacy, Handle Animal, Intimidate, and Ride checks to influence Animals and Magical Beasts. These skills can be used untrained for this purpose. At 4th level, the Harper Agent gains the ability to cast Summon Nature's Ally I as a spell-like ability. At 7th level, this improves to Summon Nature's Ally II. At 10th level, this improves to Summon Nature's Ally III. At 13th level, this improves to Summon Nature's Ally IV.
Mielikki's Silence (Su): By taking a moment to meditate and take in your surroundings, you find a oneness with nature that allows you to swiftly move through the brush. When in natural settings, you gain a +1 sacred bonus to all stealth and survival checks whilst this blessing is active per two harper agent levels (rounded down). At 13th level, you gain the ability to cast the tree stride spell as a spell-like ability.
Milil's Song (Su): With a whistle and a short song, you gain the blessing of Milil's song. While the blessing is active, you gain a bonus to all perform (sing) checks equal to half your harper agent level (rounded down). At any time while this blessing is active, you can use the countersong or fascinate bard songs as a bard of the Harper Agent's level. You can activate a song as a standard action or maintain a song as a free action for a maximum of two rounds per Harper Agent level. At fourth level, you also gain the ability to inspire courage and inspire competence. For the purpose of determining the bonuses and overall power of these bardic songs, use your harper agent level -3. You are not considered to possess bardic music for the purpose of qualifying for feats or other benefits that lists it as a prerequisite.
Mystra's Boon: Praying for the guidance of Mystra grants the Harper Agent intuitive knowledge of magic. You gain a +2 sacred bonus to all saving throws against spells and spell-like abilities. This benefit increases by +1 at 5th level and again every five levels thereafter to a maximum of +6 at 20th level. Furthermore, you gain a +1 sacred bonus per two Harper Agent levels (rounded down) to all Spellcraft and Use Magic Device skill checks and the ability to use those skills as though they were untrained skills. You gain the ability to cast Detect Magic as a spell-like ability usable at will. At 10th level or higher, you gain the ability to cast Dispel Magic as a spell-like ability.
Oghma's Knowledge (Su): If you meditate in contemplative thought for a moment, your mind is flooded with great knowledge. Whilst this blessing is active, you gain a +1 bonus to all knowledge skills (except nobility and geography) per two harper agent levels (rounded down). You can also use these skills untrained.
Selûne's Light (Su): When you pray to Selune, she may show you the light to find your way. While the blessing is active, you gain a +2 sacred bonus to will saves against illusions and you gain the ability to cast the know direction and light as spell-like abilities at-will. The Harper Agent can also faerie fire and detect the faithful (UI) as spell-like abilities. Detect the faithful detects other Harpers specifically rather than worshipers of any particular deity. At 7th level, the Harper Agent can cast Locate Object as a spell-like ability. At 10th level, you can cast Locate Creature and Find the Path as spell-like abilities. Your bonus to will saves vs. illusions increases by 1 for every five levels of harper agent you possess to a maximum of +6 at 20th level.
Shaundakul's Stride (Su): With a prayer and a long, deep breath, you can gain the blessing of Shaundakul. When active, you gain the benefit of the Endurance feat. If you already possess the Endurance feat, this blessing increases the bonuses that the endurance feat grants by 2. You also gain the ability to cast the Longstrider spell as a spell-like ability. At 13th level, you can cast dimension door as a spell-like ability.
Shiallia's Embrace (Su): Once you pray to Shiallia, you are warmed with the energy of life. You gain a +2 sacred bonus to all saving throws against negative energy and death effects. This benefit improves by 1 for every five Harper Agent levels you possess to a maximum of +6 at 20th level. In addition, any time you suffer negative levels or ability damage or drain to your constitution score, you take one less than what you'd otherwise take (to a minimum of 0). At 11th level, this benefit improves to 2 fewer negative levels, constitution damage, or constitution drain.
Silvanus' Protection (Su): After a moment of silence and prayer to Silvanus, you gain his blessing. For the duration of this blessing, you gain cold and fire resistance 5, you no longer need to eat or drink, and you gain a +2 sacred bonus to your saving throws against any environmental hazards you may face. For every five levels you possess in the Harper Agent class, you can gain another type of energy resistance (acid, electricity, or sonic) or increase a resistance you already have by 5. In addition, your bonus against environmental hazards increases by 1 to a maximum of +6 at 20th level. Further, at any time while this blessing is active, you can cast the entangle spell as a spell-like ability. At 7th level, creatures that fail their saving throw against entangle also gain one point of bleeding damage.
The Grace of the Seldarine (Ex): Once you have prayed and petitioned to the elven gods, they bless you with their gifts. For the duration of the blessing, you gain a +1 sacred bonus to all attack rolls and a +2 sacred bonus to all damage rolls with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), as well as any weapon with the word “elven” in its name. At 11th level, these bonuses increase to +2 and +4, respectively. At 5th level, you can cast the True Strike spell as a spell-like ability.
Tymora's Smile (Su): By wishing yourself the luck of Tymora, you gain a +1 luck bonus to one of the following: attack rolls, AC and combat maneuver defense, saving throws, initiative, or combat maneuver bonus. At any point while the blessing is active, you can reroll any one roll. This is a spell-like effect that can be activated as an immediate action.
Harper Skills: Harper Agents gain Knowledge (Geography) and Linguistics as class skills. This benefit replaces Knowledge (Dungeoneering) and Ride as class skills.
Harper Knowledge (Ex): At 2nd level, you gain a bonus equal to half your Harper Agent level to all Knowledge (Geography), Knowledge (Nobility), Linguistics, and Sense Motive checks. In addition, you can use all of these skills as though they were untrained. This ability replaces the vigilante talent gained at 2nd level.
Dual Blessings: Starting at 11th level, you can activate and have active two blessings simultaneously. This benefit replaces the social talent gained at 11th level.
Swift Blessings: At 12th level, the Harper Agent can activate a known blessing (or dual blessing) as a swift action once per day. You gain one additional use of this ability at 16th level and again at 20th level, to a maximum of three times per day. This ability replaces the Vigilante Talent gained at 12th level.


Harper code
"Harpers work against villainy and wickedness wherever they find it, but they work ever mindful of the consequences of what they do.
All beings should walk free of fear, with the right to live their lives as they wish.
The rule of law aids peace and fosters freedom, so long as the laws are just and those who enforce them lenient and understanding.
No extreme is good. For freedom to flourish, all must be in balance: the powers of realms, the reaches of the cities and the wilderlands into each other, and the influence of one being over another.
Whatever it takes, a Harper will do. Pride never rules the deeds of a true Harper.
Freedom is a multiversal right, though Harpers can spare themselves less freedom than those they work to protect when the need presents itself.
Harpers police their own. A Harper who hears the call of personal power can no longer hear the sweet song of the harp. A Harper who seizes power, and holds it above all else, is a traitor to the harp. Traitors must die for freedom to live.
Without a past, no being can appreciate what they have, and where they may be going."

Ex-Harper Agent
Any Harper agent who violates the code of the Harpers, endangers other Harpers through negligence or deliberate action, or intentionally turns away from the Harpers quickly gains a reputation in the organization. Such an individual revokes access to the Harper Agent archetype and becomes a standard vigilante. A petition to the High Harpers, fulfillment of a suitable quest set by that group, and an atonement spell from the Harper Pantheon brings the former Harper agent back into good standing and allows them to regain access to the archetype's features.

Neoxenok
2018-05-21, 01:37 AM
Incantatrix (Wizard Archetype)
An incantatrix is a female practitioner of the arcane arts that has practiced in the mastery of manipulating spells with metamagic both during and even after a spell has been cast by themselves, an item, or even an ally. They leverage this specialization against the incursion into the material plane by forces from beyond mortal understanding. Incantatrixes are most often found on the borders of the material plane, dealing with troublesome portals that allow dangerous beings to wander the realms and the mages that are often behind them. Although much rarer, males that take this specialty are known as Incantators.

Diminished Spellcasting: You gain one fewer spell per day per spell level you possess (minimum 0). Your general spell slots gained from your wizard levels are reduced in this manner and not your specialist spell slots or those gained from a high ability score or other sources.
Incantation Focus: At first level, you must select the focused arcane school of Banishment (APG p144) as a wizard specialization. You gain all of the usual benefits of school specialization in the Banishment focus of Abjuration specialization except that you must select three opposition schools of magic instead of two. You can not select divination as an opposition school.
Greater Unstable Bonds (Su): Your Unstable Bonds ability becomes more powerful, now able to target a called or summoned creature within a 25 foot range + 5 feet per two wizard levels. You no longer need to make a melee touch attack against a target summoned creature. You can use this power as a swift action.
Seize Summons (Su): At 4th level, you gain the ability to wrest control of a summoned creature away from its master. As a standard action, you can select a creature that has been summoned via a Conjuration (Summoning) school and succeed an opposed concentration check. Success indicates that you have won control of the summoned creature and the creature treats you as though you have summoned it for the remaining duration of the summoning spell used to conjure the creature divided in half. If a master isn't present, the concentration DC is equal to 10 + twice the spell level of the spell used to summon the creature. The summoned creature must be within close range (25 feet + 5 feet per two wizard levels you possess.)
You can use this ability a number of times equal to 3 + your intelligence modifier.
Bonus Metamagic Feat: At 5th level and every five levels thereafter, you gain a bonus metamagic feat. This ability modifies the wizard bonus feats normally gained at those levels.
Metamagic Mastery (Su): At 8th level, you can apply any one metamagic feat that you know to a spell you are about to cast. This does not alter the level of the spell or the casting time. You can use this ability once per day at 8th level and one additional time per day for every two wizard levels you possess beyond 8th. Any time you use this ability to apply a metamagic feat that increases the spell level by more than 1, you must use an additional daily usage for each level above 1 that the feat adds to the spell. Even though this ability does not modify the spell’s actual level, you cannot use this ability to cast a spell whose modified spell level would be above the level of the highest-level spell that you are capable of casting.
Co-Operative Metamagic (Su): At 9th level, you gain the ability to apply any metamagic feat you know to a spell an ally is casting as an immediate action by expending an available spell slot. The selected ally must be within touch range. The spell slot to be expended must be of the spell level that would normally be occupied by the modified spell were it prepared as such, regardless of whether you know the spell or if the spell is available on your spell list. For example, a 12th level wizard could expend a 6th level spell slot to modify an ally cleric's cure serious wounds with the maximize spell metamagic feat. The incantrix can not use this ability to apply the quicken spell, silent spell, or still spell metamagic feats to an ally's spell.
Lockdown (Sp): At 11th level, you gain the ability to halt extradimensional travel of a single target creature, object, spell, or portal within 25 feet + 5 feet per two wizard levels you possess as an immediate action. This ability otherwise works like Dimensional Anchor (http://www.d20pfsrd.com/magic/all-spells/d/dimensional-anchor/) spell except that it can target portals and immediately shut down an active portal or prevent one from working with a successful caster level check against a DC of 11 + the caster level of the portal. This ability works for one round per wizard level you possess. Your caster level is equal to your wizard level for the purpose of determining how effective it is against a creature or object's spell resistance.
You can use this ability twice per day and one additional time per day every three levels beyond 11th level to a maximum of five times per day at 20th level.
Trigger Metamagic (Su): At 14th level, you can apply any metamagic feat you know to a spell trigger item. Using this ability requires a number of additional charges equal to the effective spell level increase of the metamagic feat being used. For example, using this ability to empower a wand requires three charges (1 charge as normal + 2 additional charges from using the empower spell feat). Using this ability increases the casting time of using the item. Items that are normally a standard action to activate requires a full-round action and items that normally require a full round action increase to one round. Items that require one round or more to cast increase their casting time by one round. This ability cannot be used on a spell trigger item that does not also have charges, such as a strand of prayer beads.
Spell Sculptor (Su): At 16th level, you gain the ability to modify spells that are already in effect. You can only affect active spells and you must expend a spell slot equal to the target spell's level and succeed a spellcraft check (DC 20 + the target spell's caster level + the target spell's level) and a caster level check (DC 11 + the target spell's caster level). You can not affect summoned creatures or things created by spells but only active spells. If successful, you gain control of the spell without suffering it's effects and can adjust any decisions made when casting the spell, as though it were being recast by the original caster. This can include modifying it's area, location, energy type, etc. This can also include dismissing the spell if the target spell can be dismissed. This also allows you to take control of an active spell away from the original caster, if applicable, requiring an opposed spellcraft check if the original caster is currently controlling the spell or adding +5 to the initial spellcraft check if the original caster isn't actively controlling the spell.
It is also possible to modify an active spell and add a metamagic effect. To do so, the caster must expend a spell slot the spell would need to occupy with the added metamagic effect. So, for example, modifying an active phantasmal steed spell with the extend spell feat would require a 4th level spell slot and the spellcraft DC increases by twice the spell level adjustment of the metamagic feat being used. You can not use this ability to modify a spell with a metamagic feat it cannot normally be modified by. Failing the spellcraft check wastes the attempt. Failing the check by 5 or more causes you to suffer the effects of the spell and 1d6 points of damage per spell level of the target spell.
Superior Metamagic Mastery (Su): At 18th level, you treat any spell modified by one or more metamagic feats you know as one level lower for the purpose of determining how many uses of your metamagic mastery ability you need. This does not allow you to treat the modified spell as being a spell level lower than it's actual spell level and any use metamagic mastery requires at least one use of the ability, even if the adjusted level is zero.

Neoxenok
2018-06-07, 02:26 AM
Justiciar of Tyr (Inquisitor Archetype)
The Justiciars of Tyr are the elite of the elite amongst Tyr's faithful and they embody everything Tyr stands for above and beyond even his Priesthood. Outside of the church, they can often be seen serving their communities as peacekeepers, militia, judges, lawyers, and other places where the faith of Tyr is strong and relevant in the public circle.

Special Requirements: Justicars of Tyr are specialized Inquisitors that have selected Tyr as their patron Deity and are of the Lawful Good or Lawful Neutral alignments. Justiciars of Tyr must be in good standing with their faith and loose all benefits of this archetype if they transition out of Tyr's faith and/or transition into an alignment that is neither lawful good or lawful neutral. Justiciars can regain their lost abilities and advancement potential if they atone for their actions (see the atonement spell description).
Aura (Su): A Justiciar of Tyr has a particularly powerful aura of both good and law (see detect evil for details). Their aura's power is equal to their Justiciar of Tyr level.
Smite Anarchy (Su): Once per day, as a swift action, you gain the power to smite anarchy, as the paladin's smite evil ability, except the targets affected by this ability must be chaotic. Justiciars add their wisdom modifier to their attack rolls and all other smite effects during a smite attempt instead of their charisma modifier. Outsiders with the chaos subtype, chaos-aligned dragons, and undead creatures receive the bonus 2 points to damage on the first successful attack instead of the creatures normally afflicted with the bonus damage.
You gain an additional use of this ability at 4th level and again every three levels thereafter to a maximum of 7 times per day at 18th level. This ability replaces judgement.
Bureaucratic Knowledge (Ex): Justiciars of Tyr gain a bonus equal to half their level to diplomacy checks to gather information at 2nd level. If a Justiciar of Tyr expends 2d6 hours gathering information, they can also add this bonus to all Knowledge (Local) checks concerning that local region and make checks with that knowledge (local) skill as though it were usable untrained. This ability replaces Track.
Blade of Justice (Su): At 5th level, a Justiciar of Tyr can imbue one of her weapons with the axiomatic weapon special ability as a swift action. This ability only functions while the Justiciar of Tyr wields the weapon. If dropped or taken, the weapon resumes granting this ability if it is returned to the inquisitor before the duration expires. This ability lasts for a number of rounds per day equal to the inquisitor’s level. These rounds do not need to be consecutive. This ability replaces the bane ability normally gained at 5th level.
Aura of Justice (Su): At 8th level, the Justiciar of Tyr gains Aura of Justice as the Paladin ability except that the benefit applies to the smite anarchy ability gained by the Justiciar of Tyr. This replaces the 2nd judgement ability normally gained at that level.
Blade of True Justice (Su): At 12th level, a Justiciar of Tyr can imbue one of her weapons with both the axiomatic and holy weapon special abilities as a swift action. This ability only functions while the Justiciar of Tyr wields the weapon. If dropped or taken, the weapon resumes granting this ability if it is returned to the inquisitor before the duration expires. This ability lasts for a number of rounds per day equal to the justiciar’s level. These rounds do not need to be consecutive. This ability replaces the greater bane ability normally gained at 12th level.
Maimed God's Boon (Su): At 16th level, the Justiciar of Tyr can expend a swift action to gain the benefit of a Shield of Law spell, except that the deflection bonus to armor class and resistance bonus to saving throws is equal to the Justiciar of Tyr's Wisdom Modifier and the spell resistance is equal to 15 + the Justiciar of Tyr's level. The saving throw DC of this effect is equal to 10 + half the Justiciar of Tyr's Level + the Justiciar of Tyr's Wisdom modifier. This ability lasts for a number of rounds per day equal to the justiciar’s level. These rounds do not need to be consecutive. This ability replaces third judgement normally gained at that level.
Dictum (Sp): At 17th level, the Justiciar of Tyr gains the ability to cast dictum, as the spell, as a spell-like ability. This ability is usable once per day. You gain a second use of this ability at 19th level. The saving throw of this spell-like ability is equal to 10 + half the Justiciar of Tyr's Level + the Justiciar of Tyr's Wisdom modifier. This ability replaces Slayer.
Aura of Absolute Law (Su): At 20th level, the Justiciar of Tyr has proven herself such a shining beacon of order and justice that chaos cannot stand against her. She is surrounded by a constant dispel chaos effect at all times. Driving a chaotic outsider back to its home plane or dispelling a chaotic enchantment spell temporarily discharges and ends this effect, but the justiciar may reactivate it as a free action on her next turn. This ability replaces true judgement.

Neoxenok
2018-06-07, 05:04 AM
Monk of the Long Death (Monk Archetype) (Unchained Monk Archetype)
Scattered across Faerûn, the monks of the long death are members of a macabre, secretive order of scholars seeking to understand the true nature of death. They do not care about the soul or the afterlife - only about the actual process of death, specifically its effects on living tissue. Their organization is strongest in Thay, but outposts are scattered throughout Faerûn, even in the Silver Marches.

Monk of the Long Death Skills: Monks of the Long Death gain Heal and Knowledge (Arcana) as class skills. The Monk of the Long Death does not gain Escape Artist or Perform as class skills.
Poison Use Mastery: Monks of the long death are trained in the use of poison and never risk accidentally poisoning themselves when applying poison to a piercing or slashing monk weapon. At 4th level, any poison you use gains a +1 bonus to the saving throw DC and an additional +1 bonus every four Monk of the Long Death levels thereafter to a maximum of +5 at 20th level. At 8th level, victims that fail their initial saving throw against the poison must succeed one additional time in order to cure themselves of the poison. At 16th level, the victim must succeed one additional time in order to cure themselves of a poison afflicted to them by a monk of the long death for a total of two additional times. This ability replaces stunning fist.
Deathguard (Ex): Beginning at 2nd level, Monks of the Long Death can more easily resist the pull of death. Any time they succeed a fortitude or will saving throw against any effect that normally forces you to take a secondary effect on a successful fortitude or will saving throw, the effect is negated. Further, you gain a +1 bonus to all saving throws against energy drain and death effects. Further, a Monk of the Long death can add this bonus to their constitution score when determining how many negative hit points they can have before they die and to their constitution check to stabilize when at negative hit points. This benefit increases by 1 every three levels thereafter. This benefit replaces evasion.
Macabre Shroud (Ex): At 3rd level (Monks) or 4th level (Unchained Monks), Monks of the Long Death gain a +2 bonus to will saving throws against fear, their intimidate DC against demoralization, and all intimidate checks. This benefit replaces still mind.
Death Knell (Sp): At 4th level, the Monk of the Long Death gains the ability to use Death Knell, as the spell, as a spell-like ability. You must expend one ki point to use this ability. By expending two ki points, you can use this ability on a creature that has died as long as it has been dead for no longer than one round per monk of the long death level you possess. By expending three ki points, you can use this ability as an immediate action after killing an opponent. This benefit replaces slow fall for monks or the ki power normally gained at 4th level for unchained monks.
Improved Deathguard (Ex): Beginning at 9th level, the Monk of the Long Death can now apply their bonuses from their deathguard ability to fortitude and will saving throws against effects that use positive or negative energy, such as the cure or inflict spells at their option. On a successful saving throw against any positive or negative energy effect that offers a secondary effect, such as half damage, on a successful saving throw, the effect is instead negated. Further, the Monk of the Long Death automatically succeeds any saving throw to remove temporary negative levels. This ability replaces improved evasion.
Quivering Palm (Su): The Unchained Monk variation of the Monk of the Long Death gains the Quivering Palm ki power at 16th level. This benefit is no different than the standard Quivering Palm ability that Unchained Monks can normally select except that they gain this power automatically. This benefit replaces the ki power normally gained at that level. The core rulebook monk, on the other hand, gains the ability to use Quivering Palm more than once per day by expending four ki points if the ability has already been used. This benefit alters the Quivering Palm ability normally gained by Monks at 15th level.


Monk Order of the Long Death
The Order that trains Monks of the Long Death are a tight-knit order with harsh, secretive training methods. Monks of the Long Death, as a result, are almost always Lawful Neutral or Lawful Evil as the organization itself is evil in nature. Those that break from the order recieve no special penalty outside of the order's reaction to the errant monk. Minor infractions can incur harsh penalties but betraying the order's secrets, sharing secrets with outsiders, unsanctioned training, leaving the order, or similar infractions results in death, usually by way of assassination by others of their order.

Neoxenok
2018-06-08, 02:08 AM
The Morninglord of Lathander (Cleric of Lathander Archetype)
The Church of Lathander is well known and highly respected across Faerûn. A large part of that respect comes from Lathander's elite priests, who are known as the morninglords. Morninglords are, in many ways, the epitome of the classical cleric archetype - they are kindly healers and advisors, stalwart protectors, and implacable foes of the undead. Because morninglords believe it is their duty to bring Lathander's light to all the dark places of the world, they often travel the breadth of Faerûn, preaching the glories of their god to any who will listen and smiting his foes wherever they appear.
Diminished Cleric Ability: Morninglords of Lathander do not gain the domains normally gained by Clerics of Lathander. Consequently, they also do not gain the bonus spell slots used to prepare the domain spells they would normally gain.
Bane of the Restless: You gain Extra Channel and Turn Undead as bonus feats. At 4th level, you gain Improved Channel as a bonus feat.
Lathander's Inner Light: Morninglords of Lathander gain Perform as a class skill. Furthermore, Morninglords of Lathander gain a number of skill points every level equal to 4 + their intelligence modifier. This ability replaces the skill points they normally gain every level.
Specialty Priest: Morninglords of Lathander are clerics of a specific deity. In this case, all Morninglords must have Lathander as a patron deity. If a cleric looses Lathander as a patron deity, they loose all benefits of this archetype and revert to a standard ex-cleric or an ex-cleric with a different archetype. This archetype can be regained through atonement.
Creative Fire: Morninglords gain a +2 bonus to all craft and perform skill checks. A Morninglord of Lathander that invests 10 or more ranks in any one or more craft or perform skill increases that bonus to +4 for those skills.
Channel Light Ray (Sp): At 6th level, Morninglords gain the ability to channel energy into a focused beam of light. When you activate this ability, you affect all creatures within a 60ft line. This ability works as channel energy in all other ways.
Light of Lathander: At 6th level, any time the Morninglord of Lathander casts a spell with the light descriptor, that spell is considered to be one spell level higher than normal for the purpose of dispelling darkness spells. In addition, they are automatically enlarged and widened as though modified by the enlarge spell metamagic feat and the widen spell metamagic feat with no adjustment in casting time or spell slot needed to prepare the spells. At 13th level, the Morninglord gains sunbeam as a 7th level cleric spell. At 15th level, the Morninglord gains sunburst as an 8th level cleric spell.
Greater Turn Undead: At 10th level, the Morninglord of Lathander gains the ability to use a more powerful turn undead ability. This ability works as Turn Undead, except you must expend three uses of channel energy. This affects all undead within 60ft and you gain a +2 bonus to the saving throw DC of this ability. Furthermore, the duration of the greater turn undead attempt is equal to 1 minute + 1 round per Morninglord level you possess. Undead that successfully save against your greater turn attempt are shaken for the effect's normal duration.
Blessing of Dawn (Su): At 14th level, during any morning in which the Morninglord of Lathander and all of the Morninglord's allies within 60ft witness a sunrise after a night's rest recover hit point damage as though they received a channel energy to recover their hit points without needing to expend any channel energy uses. This ability activates during the time the Morninglord prays for and recovers their spells once a sunrise is witnessed. In order to benefit from this ability, a sunrise must be witnessed and this sunrise must be an actual sunrise of Toril's star upon the surface of Toril instead of a fake or illusory sunrise or a sunrise of another world, even if Toril's is happening simultaneously. This benefit applies every morning regardless if within Lathander's domain in his realm of Morninglory.
Rejuvination of the Morn (Su): At 18th level, anytime the Morninglord of Lathander recieves the benefit of the Blessing of the Dawn, they recieve the maximum effect of their channel energy ability, as though they rolled the maximum possible result on their dice rolls. In addition, they can immediately make a new saving throw against any disease or poison currently afflicting them with a +2 bonus on their saving throw to do so, immediately curing the disease or poison upon a successful saving throw regardless of whether they'd otherwise require additional saving throws. Furthermore, they can also recover 1d4+1 points of temporary ability damage and one point of ability drain.
Aura of Radiance (Su): At 20th level, the Morninglord of Lathander is never without the light of Lathander when it is needed. The Morninglord is not impeded by any darkness of any kind, magical or otherwise. They always see in full color and many swear to seeing colors they hadn't before. Furthermore, they are also immune to blindness and can even see without eyes. Characters with the oracle's curse that grants blindness (or a similar ability) loose that ability and must select another to take its place. The Morninglord also recieves a +2 insight bonus to AC and combat maneuver defense against all attacks and a +2 sacred bonus to all saving throws. These benefits improve to +4 against Undead.

Neoxenok
2018-06-09, 01:01 AM
Order of the XXX
Flavor Text
Edicts:
Challenge:
Skills:
Order Abilities:

Ability 1 (Ex, Su, or Sp):
Ability 2 (Ex, Su, or Sp):
Ability 3 (Ex, Su, or Sp): .

Order of the Purple Dragon Knight
Source: Player's Guide to Faerun
The Purple Dragon Knights are the elite soldiers of Cormyr and famous throughout the realms for their honor and bravery in the face of adversity. They are well respected by most, even their enemies and they are required to act accordingly. Adventuring Purple Dragon Knights are often working for or working to advance a cause important to their homeland.
Edicts: The Cavalier cannot be of a chaotic or evil alignment. They must conduct themselves with honor, professionalism, and loyalty to the crown, friends, allies, and countrymen of Cormyr at all times even when not working directly for the crown or the country. A cavalier that becomes evil or chaotic looses all of the benefits of this order but can regain them once the knight's alignment returns and he performs a mission for the Purple Knights organization in penance.
Challenge: Whenever the Purple Dragon Cavalier issues a challenge, he gains a +1 morale bonus on all attack rolls, saving throws, and skill checks against the intended target. This bonus increases by +1 every five levels the cavalier possesses to a maximum of +5 at level 20.
Skills: The Purple Dragon Knight gains Perform (Oratory) and Perception to his class skill list. The Cavalier gains a bonus equal to 1/2 his cavalier level (minimum +1) to all sense motive checks to detect lies.
Order Abilities:
Rallying Cry (Su): At 2nd level, the Purple Dragon Knight can utter a powerful shout (such as "For Cormyr!") as a swift action allowing all allies within 30ft to make a charge with a +1 morale bonus on their next attack roll and increase their speed by 10 feet during a charge action. In addition, affected allies gain a +4 morale bonus to all will saves against fear. These effects last for a number of rounds equal to the cavalier's charisma modifier. The bonus to attack and speed are expended upon completion of a charge action but the bonus against fear lasts for the full duration. This ability is usable a number of times per day equal to 3 + his charisma modifier.
Inspire Courage (Su): At 8th level, the cavalier gains the inspire courage ability of a bard (see page 37 of the pathfinder core rulebook). The cavalier must activate this ability by giving a rousing speech (usually through the perform (oratory) skill) and thus must maintain this ability through speech and cannot use other abilities (such as casting magic spells or using items that require a verbal component). Affected allies gain a +2 morale bonus to attack rolls, damage rolls, and saves against fear and charm effects as the bard ability. This ability is usable for a number of rounds per day equal to his charisma modifier plus his cavalier level plus his number of ranks in the perform (oratory) skill. If the cavalier also has bard levels, they stack for purposes of determining the duration and overall bonus for this ability but the cavalier itself does not improve upon this ability. For example, a 10th level cavalier with an 18 charisma can use this ability for 14 rounds per day with a +2 morale bonus but a 10th level cavalier/7th level bard can use this ability 38 rounds per day with a morale bonus of +4.
Final Stand (Su): At 15th level for a number of rounds equal to the Purple Dragon Knight's charisma modifier plus his cavalier level, he can inspire his troops to heroic effort as a standard action. This grants a +2 dodge bonus to armor class and a number of temporary hit points equal to 1d10 + his cavalier level + the number of skill ranks he possesses in perform (oratory) to all allies within 30ft.

Bloodline Name
Flavor Text

Class Skill: Skill (Abl)
Bonus Spells: 1st Level Spell (3rd), 2nd Level Spell (5th), 3rd Level Spell (7th), 4th Level Spell (9th), 5th Level Spell (11th), 6th Level Spell (13th), 7th Level Spell (15th), 8th Level Spell (17th), 9th Level Spell (19th)
Bonus Feats: Feat, Feat, Feat, Feat, Feat.
Bloodline Arcana: Game Rules for the Bloodline Arcana.
Bloodline Powers: Flavor Text.
Power (Ex, Sp, or Su): At 1st level, (Game Rules).
Power (Ex, Sp, or Su): At 3rd level, (Game Rules).
Power (Ex, Sp, or Su): At 9th level, (Game Rules).
Power (Ex, Sp, or Su): At 15th level, (Game Rules).
Power (Ex, Sp, or Su): At 20th level, (Game Rules).


Wizard Arcane School Name
Flavor Text
Unique Arcane School Spells

At 1st level, add the following spells to your Wizard spell list at the listed spell level: 0th Level- ; 1st Level- ; 2nd Level- ; 3rd Level- ; 4th Level- ; 5th Level- ; 6th Level- ; 7th Level- ; 8th Level- ; 9th Level- .
Arcane School Power 1 (Ex, Su, or Sp):
Arcane School Power 2 (Ex, Su, or Sp):
Arcane School Power 3 (Ex, Su, or Sp):
Arcane School Wizard Spells
0th-
1st-
2nd-
3rd-
4th-
5th-
6th-
7th-
8th-
9th-

Rune Mage
Source: Giantcraft
Rune mages are wizards that have adapted the knowledge and power of symbols, language, and runes for use within the arcane arts.
Arcane School

This arcane school is not specialized, gaining no opposition schools and no bonus spell slots for a school specialization.
Inscribe Rune: You gain inscribe rune as a bonus feat at 1st level. You do not need to meet the prerequisites of this feat.
Spell Rune (Su): Once per day at first level, you can inscribe a rune as the inscribe rune feat. You bear no cost when making this inscription and this ability requires one minute plus one minute per spell level of the spell to be inscribed. You can use this ability one more time per day at 4th level and an additional time per day every two levels beyond that (maximum 10/day.) Each spell level beyond 1st you inscribe requires one additional use of this ability, so a 3rd level spell requires three uses of this power. This ability also benefits from advanced rune crafting, counting the spell level adjustment from metamagic feats against the uses per day of this ability. Runes created using this ability persist until triggered or until one hour per wizard level has passed, whichever happens first.
Advanced Rune Crafting: At 4th level, you gain the ability to apply any one metamagic feat you know to any rune you inscribe through the inscribe rune feat. This metamagic feat must have a spell level adjustment of +0 or +1. The resulting rune is still considered to be a rune of its base spell level but the minimum caster level of the rune is two higher per spell level adjustment of the metamagic feat, so a level one spell rune created with the extend spell feat can not be created with a caster level below 3. At 7th level, this ability improves to allow any number of metamagic feats with a total spell level adjustment of +2 or lower and the minimum caster level becomes 4 higher for these inscribed runes. These benefits improve by 1 and 2, respectively, every three levels thereafter to a maximum level adjustment of +6 and a minimum caster level 12 higher at 20th level. It is not possible to use this ability in conjunction with the heighten spell metamagic feat.

Shadow Adept
Source: Player's Guide to Faerun
Shadow Adepts are wizards that have focused their studies and magical knowledge into harnessing their magical power from the shadow weave. Although they are no longer connected to Mystra's weave and the rules of magic are a little different, they find that their magic has benefits that the weave didn't afford them.
Arcane School

Shadow Adepts are specialist wizards therefore gain two opposition schools in favor of gaining a specialty. However, Shadow Adepts must select the evocation and transmutation schools as opposition schools. Spells of the darkness descriptor are exempt from the associated penalties of being in the opposition school. The Shadow Adept does not select a specific school as a specialist school. Instead, the shadow adept can prepare the Shadow Adept School Specialist Wizard Spells in any bonus spell slots designated for the wizard's specialized school, adding any non-sorcerer/wizard spells listed below to the wizard's spell list for this purpose (such as deeper darkness) as a spell of the indicated spell level.
Student of the Shadow Weave: At first level, you gain the Shadow Weave Magic feat as a bonus feat, even if you don't otherwise meet the prerequisites.
Shield of Shadows (Su): At 2nd level, you gain the ability to activate the Shield of Shadows as a standard action, creating a shadowy globe of darkness that surrounds the caster and benefits them as a shield spell, granting the corresponding benefits. At 6th level, this ability improves by also granting concealment against melee and ranged attacks. At 12th level, this ability improves further, granting spell resistance equal to 12 + your wizard level. This ability can remain active for up to a number of rounds equal to 3 + your intelligence modifier. These rounds need not be used consecutively.
Shadow Double (Su): At 14th level, you can create a shadow duplicate of yourself as a standard action. This ability works like the project image spell except that you are rendered invisible as the greater invisibility spell for the duration of the effect. This ability can remain active for up to a number of rounds equal to 3 + your intelligence modifier. These rounds need not be used consecutively.
Shadow Adept School Specialist Wizard Spells
0th- Bleed, Ghost Sound, Touch of Fatigue
1st- Chill Touch, Ray of Enfeeblement, Shadow Weapon (UM)
2nd- Darkness, Shadow Anchor (ARG), Twillight Haze (ACG)
3rd- Deeper Darkness, Exquisite Accompaniment (UM)
4th- Lesser Simulacrum (UM), Shadow Conjuration, Shadow Step (UM)
5th- Shadow Evocation, Shadowbard (UM), Symbol of Striking (UC),
6th- Mislead, Night Terrors (HA), Shadow Walk
7th- Familiar Double (ACG), Greater Shadow Conjuration, Lunar Veil (UM), Project Image, Simulacrum
8th- Greater Shadow Evocation, Orb of the Void (UM)
9th- Shades

Neoxenok
2018-06-11, 02:25 AM
Shaaryan Hunter [10 Level Prestige Class]
Source: Player's Guide to Faerun
Shaaryan Hunters have the awful reputation across Faerun of being brigands, bandits, criminals, heathens, criminals, brutes, or any combination those. They also have the reputation of being masterful horse riders and hunters with a wild and free spirit about them that many. As such, they are objects of both fear and jealousy. Although such rumors are exaggerated, they are only *mostly* exaggerated. The stories of their ability on horseback is not exaggerated. They are masterful hunters and horse riders, capable of hunting down prey with alarming speed and precision.
Role: The role of a Shaaryan Hunter within an adventuring party is that of a tracker, a mobile and deft mounted warrior, and archer. Many begin play as barbarians, cavaliers, fighters, rangers, and even the rare bard, druid, rogue, or skald.
Prerequisites: Must be from the Shaar Region, Handle Animal 5 Ranks, Ride 5 Ranks, Survival 5 Ranks, Animal Affinity feat, and the Mounted Combat feat.
Alignment: There is no restriction on alignment, though many tend toward all varieties of the neutral alignments.
Hit Dice: d10
Class Skills: Climb (Str), Craft (Int), Handle Animal (Cha), Heal (Wis), Knowledge (Geography) (Int), Knowledge (Nature) (Int), Knowledge (Local- Shaar Region), Perception (Wis), Profession (Wis), Ride (Dex), Stealth (Dex), Survival (Wis), and Survival (Wis).
Skill Points Per Level: 4 + Intelligence Modifier
Base Attack Bonus: Good (1/Level)
Saving Throws: Good Fortitude and Reflex Save (1 + 1 per 2 Levels), Bad Will Save (+1 at 2nd level + 1 per 3 levels after)
Class Features:
Weapon and Armor Proficiency: You gain proficiency in short bows (including composite shortbows).
Mount (Ex): Shaaryan Hunters form a bond with a chosen mount and hunting companion. This ability is similar to the Cavalier special ability (http://www.d20pfsrd.com/classes/base-classes/cavalier/#TOC-Mount-Ex-). If the Shaaryan Hunter has levels in another class that grants a mount or animal companion (such as the ranger, cavalier, or druid), Shaaryan Hunter levels stack for the purpose of determining their mount's abilities.
Mount Empathy (Ex): Shaaryan Hunters form a close bond with their mount. They must frequently push them to greater heights and so a deep trust must exist between them. Shaaryan Hunters gain a competence bonus to their handle animal and ride checks equal to their class level with their mount.
Mounted Tracking: At 2nd level, you gain the ability to follow tracks whilst mounted. You gain penalties based on your mount's speed, which means you gain no penalties at half your mount's base speed, a -5 penalty while moving at full speed, or a -20 to your survival check to track while moving at double your normal speed.
Track (Ex): A Shaaryan Hunter adds half his level (minimum 1) to Survival skill checks made to follow tracks. If the Shaaryan Hunter also has levels in another class that grants the Track ability, Shaaryan Hunter levels stack with that class for the purpose of determining their track bonus.
Saddle Stunt: At 3rd level, a Shaaryan Hunter gains the ability to perform a saddle stunt. A saddle stunt is a special ability or trick you can perform with your mount, pushing you and your mount to perform extraordinary feats. You gain this ability again at 5th level and again every two levels thereafter and 10th level, selecting a new ability from the list below each time.
Burst of Speed (Ex): You can spur your mount with a DC 25 ride check, adding 20 feet to your mount's overall speed during a charge and this adds +1 to your attack bonus for that charge. This also causes 1d6 points of non-lethal damage to your mount or twice that much on a failed ride check of 5 or more points. After using this ability, the mount becomes fatigued for 3d6 rounds. This ability cannot be used on a fatigued mount.
Burst of Speed, Greater (Ex): You can spur your mount with a DC 35 ride check, adding 30 feet to your mount's overall speed during a charge and this adds +2 to your attack bonus and damage roll for that charge. This also causes 3d6 points of non-lethal damage to your mount or twice that much on a failed ride check of 5 or more points. After using this ability, the mount becomes fatigued for 10d6 rounds. This ability cannot be used on a fatigued mount. You must have already selected the Burst of Speed saddle stunt.
Mounted Accuracy (Ex): You gain a +1 bonus to your attack rolls when using a shortbow (including composite shortbows) while mounted. You can select this ability a second time, increasing it's bonus to +2.
Mount Feat: You can select one of the following feats. Your animal companion mount gains the selected feat, in addition to those normally gained through your mount ability, it doesn't possess it already: Acrobatic, Agile Maneuvers, Armor Proficiency (light), Athletic, Blind-Fight, Combat Reflexes, Diehard, Dodge, Endurance, Great Fortitude, Improved Bull Rush, Improved Initiative, Improved Natural Armor, Improved Natural Attack, Improved Overrun, Intimidating Prowess, Iron Will, Lightning Reflexes, Mobility, Power Attack, Run, Skill Focus, Spring Attack, Stealthy, Toughness, Weapon Finesse, and Weapon Focus.
Long Rider (Ex): Your mount can walk for 12 hours before entering a forced march. Normally, they could only walk for 8 hours before entering a forced march.
Mounted Maneuvering (Ex): You can spur your mount to stay on it's feat, ready to leap and move at a moment's notice. With a DC 25 ride check, you mount gains a +1 dodge bonus to it's armor class and reflex saving throws until the beginning of your next round. This causes the mount to suffer 1d3 points of non-lethal damage or 1d6 non-lethal damage if the check fails by 5 or more.
Mounted Maneuvering, Greater (Ex): You can spur your mount to stay on it's feat, ready to leap and move at a moment's notice. With a DC 35 ride check, you mount gains a +2 dodge bonus to it's armor class and reflex saving throws until the beginning of your next round. This causes the mount to suffer 1d6 points of non-lethal damage or 3d6 non-lethal damage if the check fails by 5 or more. This benefit supersedes the benefits from Mounted Maneuvering. You must have selected Mounted Manuevering saddle stunt before selecting this saddle stunt.
Mounted Skirmish (Ex): Any time your mount moves more than 10 feet and you make an attack action, charge, or full attack action while riding that mount, you can add 1d6 precision damage to your weapon damage on your first attack. Effects that counter, block, or defeats sneak attack is also effective against mounted skirmish. Foes with uncanny dodge are immune to this ability. If the shaaryan hunter makes more than one attack this turn, this ability only applies to the first attack.
Mounted Skirmish, Greater (Ex): As mounted skirmish, except that you can add 2d6 sneak attack damage to your weapon damage instead of just 1d6. This benefit replaces that of mounted skirmish.
Bonus Feat: At 2nd level, you gain a bonus feat. You must meet the selected feat's prerequisites, if any. This feat must be selected from among the following: Mounted Archery, Mounted Skirmisher (APG), Mounted Shield (APG), Ride-by-Attack, Spirited Charge, Trample, Trick Riding (APG), Unseat. At 4th level and again every two levels thereafter, you may select an additional feat from among the indicated list of feats.
Swift Mounted Tracking: At 5th level, you gain the ability to follow tracks while moving at your mount's full speed with no penalty to your survival checks. When moving at double your mount's speed, you suffer only a -10 penalty.
Born in the Saddle (Ex): At 10th level, you can ride your mount as though you were born and bred to do so. You no longer take a penalty to ride checks to ride a mount without a saddle. In addition, your mount or animal companion ability with horses is now based upon your total hit dice instead of just your Shaaryan Hunter level. Lastly, you gain the ability to grant yourself and your mount companion a +2 morale bonus to all attack rolls, damage rolls, saving throws, combat maneuver bonus, and combat maneuver defense as a standard action. This benefit persists for a number of rounds equal to 10 rounds plus your Shaaryan Hunter class level. These rounds need not be used consecutively and only persist for you and your mount whilst you remain on horseback.

Special Abilities

Mount, Mount Empathy, Track
Bonus Feat, Mounted Tracking
Saddle Stunt
Bonus Feat
Saddle Stunt, Swift Mounted Tracking
Bonus Feat
Saddle Stunt
Bonus Feat
Saddle Stunt
Bonus Feat, Born in the Saddle, Saddle Stunt

Neoxenok
2018-08-05, 03:00 AM
Runecaster (Alchemist Alternate Class)
Source: Player's Guide to Faerun
Masters of the potent magics of language, words, and symbols, the ancient magics originated with the Giants of ancient times. Since that time, their secrets spread to the dwarves and then beyond the hills and mountains of their homes to some lucky few, all of whom are known as Runecasters.
Role: Runecasters are divine casters that specialize in protective magics and wards, but have access to a variety of restorative magic and evocations. They also have some ability to detect and disable traps, particularly magical ones and especially glyphs and symbols.
Alignment: A Runecaster's alignment must be within one step of her deity’s, along either the law/chaos axis or the good/evil axis.
Hit Dice: d8
Class Skills: Appraise (Int), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Fly (Dex), Heal (Wis), Knowledge (Arcana) (Int), Knowledge (Religion), Linguistics (Int), Perception (Wis), Profession (Wis), Spellcraft (Int), Use Magic Device (Cha).
Skill Points Per Level: 4 + Intelligence Modifier
Base Attack Bonus: Average (3/4 Level, round down)
Saving Throws: Good Reflex and Will Saves (2 + 1/2 Level round down), Poor Fortitude Save (1/3 level round down)
Class Features:
Weapon and Armor Proficiency: Runecasters are proficient with all simple weapons. They are also proficient with light and medium armor and shields, but not tower shields.
Runecasting: Runecasters are trained masters of calligraphy and the use of symbology that is potent with powerful divine magics. This mastery grants them a competence bonus equal to their class level when using the Craft (Calligraphy) skill to inscribe rules (see the inscribe rune feat) and a bonus equal to half of their total runecaster level (minimum +1) to all linguistics checks. In addition, a runecaster can use craft (calligraphy) to identify a rune as if using detect magic and read magic. You must clearly see the rune and expend one round identifying the rune.
Aura (Ex): A runecaster of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity’s alignment (see detect evil for details).
Bonus Language: A Runecaster may substitute Giant for one of the bonus languages available to the character because of his race.
Combat Casting: You gain Combat Casting as a bonus feat as the Runecaster does not have the advantage of being able to use many of their abilities at a distance but has trained to better use their abilities in melee combat. The runecaster need not meet the prerequisites.
Destruct Letter (Su): In the learning of magical words, symbols, hieroglyphs, and others, the easiest to learn and most useful to use for adventuring is the destruct letter. It is a single letter that itself is the basic foundation for the more complex runes and glyphs used for a Runecaster's other magics. When written on a creature or object, that target suffers magic damage equal to 1d6 plus the runecaster's wisdom modifier. This damage is purely magical in nature and there is no saving throw against it. Like all runecasting magic, it merely needs to be written and no ink or other special materials is required. Unlike most supernatural abilities, the letter must be written and therefore a somatic component is required for the letter to be written upon the target. Writing a destruct letter is a standard action and requires a successful melee touch attack. This ability can be used a number of times per day equal to 3 + the runecaster's wisdom modifier.
Inscribe Rune (Ex): You gain Inscribe Rune as a bonus feat. A Runecaster can inscribe runes of any spell he knows (up to 3rd level), using his Runecaster level as his caster level. The spell must be one that can be inscribed into a rune. The Runecaster does not need to meet the prerequisites for this feat.
Spellcasting: Runecasters begin play with the ability to cast divine spells drawn from the runecaster spell list. The runecaster's alignment, however, may restrict them from casting certain spells opposed to their moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells. A runecaster must choose and prepare their spells in advance.
A runecaster can prepare a number of letters, or 0-level spells, each day, as below under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again.
To prepare or cast a spell, a runecaster must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a runecaster’s spell is 10 + the spell level + the runecaster's Wisdom modifier.
Like other spellcasters, a runecaster can cast only a certain number of spells of each spell level per day. Their base daily spell allotment is given on Table: Runecaster. In addition, runecasters receive bonus spells per day if they have a high Wisdom score (see Table: Ability Modifiers and Bonus Spells).
Runecasters meditate or pray for their spells, often through calligraphy drawn by hand in the air or a sandbox. Each runecaster must choose a time at which they must spend 1 hour each day in quiet contemplation or supplication to regain her daily allotment of spells. Time spent resting has no effect on whether a runecaster can prepare spells. A runecaster may prepare and cast any spell on the runecaster spell list, provided that they can cast spells of that level, but they must choose which spells to prepare during her daily meditation.
A runecaster can’t cast spells of an alignment opposed to their own or the runecaster's chosen deity’s (if one was chosen). Spells associated with particular alignments are indicated by the chaotic, evil, good, and lawful descriptors in their spell descriptions.
Talisman (Su): At first level, the Runecaster gains the ability to create a magical talisman, usually in the form of a necklace with a simple wooden block or plate with a carefully written and intricate symbol of the Runecaster's design that possesses magical powers of protection and luck, though the talisman can take any form the runecaster chooses. The talisman must occupy one of the following body slots similarly to an ordinary magic item: Belt, Chest, Feet, Hands, Head, Headband, Neck, Shoulders, or Wrists. The talisman cannot also be a magic item, so for example, a Runecaster cannot designate an amulet of natural armor as her talisman. It must be otherwise non-magical.
Whatever the form of the talisman, the Runecaster begins play with the item and can craft another item to serve as the talisman at any time. Creating a talisman costs 100gp and requires eight hours of work. The runecaster can prepare any number of items to serve as talismans but only one can be enchanted at any time with the old talisman loosing its magic when a new one is enchanted. Enchanting a talisman and writing the special symbols on it requires special inks and an hour's time to create. Once created, its benefits persist for 24 hours or until expended. Talismans grant the wearer a +1 luck bonus to all saving throws and to AC. At any point during the 24 hours the talisman is enchanted, the runecaster can, as an immediate action, add a 1d6+1 luck bonus to a saving throw. Doing this expends the magic within the talisman and it becomes non-magical again.
An enchanted talisman only benefits the runecaster and although it retains its magical effects, it does not benefit a wearer other than the Runecaster. This talisman also acts as the Runecaster's divine focus, where necessary, and frequently also functions as a holy symbol.
Glyph-Finding (Ex): At 2nd level, the Runecaster gains the ability to locate and disarm magical traps similarly to the trapfinding ability of a rogue. In addition, the runecaster gains a bonus equal to half the runecaster's level to all disable device and perception checks for the purpose of finding and disarming traps. Unlike the rogue, the runecaster can also use their craft (calligraphy) check in place of a disable device check to disarm a glyph or symbol spell.
Symbology (Su): At 2nd level, you gain the ability to alter your destruct letter or talisman based on your knowledge of the symbology of your runes and words. There are a two basic types of symbols. Modify Symbol: Those that modify your destructive symbol and change its basic nature, such as the type of damage or how it affects its target. Word: Words involve one or more extra symbols that add to your destruct letter's effect by changing how the energy is used, such as by allowing the letter to affect an area. Using either symbol costs an additional use of your destruct letter and both can be used together, costing two additional uses of your destruct letter instead of one. Talisman: This will alter how your talisman functions, usually by granting a new benefit once the magic of the talisman is expended. Multiple talisman selections stack, adding new abilities to the same talisman you create each time you select this ability. When you activate your talisman's immediate action ability, only the abilities you need activated are activated and not necessarily all of them but it regardless expends the magic of the talisman and no other immediate actions can be used.
All saving throw DCs are equal to 10 + half your runecaster level + your wisdom modifier.
Anti-Life Equation (Modify): Your destruct letter channels negative energy, healing an undead target an amount of damage equal to your destruct letter's normal damage or harming a living target an equal amount. The target can make a will save to reduce the damage by half
Anti-Life Equation, Greater (Modify): As the anti-life equation except that you also afflict your opponent with one negative level. You must be 8th level and have already selected the Anti-Life Equation to select this ability. Negative levels gained by this ability persist for one hour per runecaster level you possess, to a maximum of 15. Against undead opponents, they instead gain 5 temporary hit points that persist for the same length of time for each negative level they gain.
Blast Glyph (Word): Your destruct letter creates an explosion, inflicting the destruct letter's destructive energy over an area instead of a specific target. Once written, the word triggers at the beginning of your next turn over a 20ft radius of effect. A blast glyph need not be written on its target and can instead be written anywhere, including the air in front of the runecaster where the symbol glows brighter and brighter until it triggers. All creatures in the area of effect must make a reflex saving to reduce the destruct letter's damage by half and negate any secondary effects produced by a modified destruct letter. A runecaster performing combat calligraphy (see combat calligraphy), target an area (AC 5) instead of a creature or other target.
Blast Glyph, Greater (Word): As blast glyph, except that the area of effect is doubled and the effect of the blast glyph can be delayed by up to five rounds or can be triggered if a designated creature enters the area of effect within that time. You must be at least 12th level and have previously selected the blast glyph symbology.
Burning Rune (Modify): Your destruct letter burns its target with fire energy in addition to its normal destructive energy damage. Half of your destruct letter damage is fire damage and the other half remains purely destructive. A destruct letter modified by burning rune adds 1d6 to the total damage.
Burning Rune, Greater (Modify): This ability works as burning rune, except that any opponent that suffers fire damage also suffers debilitating pain and gains the nauseated condition until the beginning of your next turn unless they succeed a will save. A destruct letter modified by greater burning rune adds 2d6 to the total damage. You must be 12th level and have already selected burning symbol to select this ability.
Electrified Letter (Modify): Your destruct letter shocks its target with electricity energy in addition to its normal destructive energy damage. Half of your destruct letter damage is electricity damage and the other half remains purely destructive. A destruct letter modified by electrified letter adds 1d6 to the total damage.
Electrified Letter, Greater (Modify): This ability works as electrified letter, except that any opponent that suffers electricity damage is also stunned until the beginning of your next turn unless they succeed a will save. A destruct letter modified by greater electrified letter adds 2d6 to the total damage. You must be 12th level and have already selected electrified letter to select this ability.
Freezing Sign (Modify): Your destruct letter freezes its target with cold energy in addition to its normal destructive energy damage. Half of your destruct letter damage is cold damage and the other half remains purely destructive. A destruct letter modified by freezing sign adds 1d6 to the total damage.
Freezing Sign, Greater (Modify): This ability works as freezing sign, except that any opponent that suffers cold damage is also slowed until the beginning of your next turn unless they succeed a will save. A destruct letter modified by greater freezing sign adds 2d6 to the total damage. You must be 12th level and have already selected freezing sign to select this ability.
Friendship Talisman (Talisman): You gain the ability to enchant multiple talismans. Each talisman you create must be attuned to a single individual that isn't already attuned to a runecaster's talisman of any kind, including those made by other runecasters, and all talismans you create provide the same benefits to their wearers. You can create any number of extra talismans but any more beyond one extra talisman requires the expense of one use of your destruct letter.
Holy Letter (Modify): Your destruct letter deals divine damage that specifically afflicts neutral and evil-aligned creatures. Against evil creatures, each of your destruct letter's damage dice increase to 1d8. Against Neutral creatures, each of your destruct letter's damage dice decreases to 1d4. Good-aligned creatures suffer no damage from a destruct letter modified by this ability. You must have a good component to your alignment to select this ability.
Letter of the Law (Modify): Your destruct letter deals divine damage that specifically afflicts neutral and chaotic -aligned creatures. Against Chaotic creatures, each of your destruct letter's damage dice increase to 1d8. Against Neutral creatures, each of your destruct letter's damage dice decreases to 1d4. Lawful-aligned creatures suffer no damage from a destruct letter modified by this ability. You must have a lawful component to your alignment to select this ability.
Magical Ward (Talisman): You can expend your talisman's enchantment to gain spell resistance equal to 12 + your runecaster level against the spell or spell-like effect that triggered the immediate action.
Runic Aura (Word): This ability combines the benefits of blast glyph and unrelenting word. You write your symbol to affect an area, as blast glyph, except the energy buildup is gradual and the destructive energy persists, afflicting creatures within as Unrelenting Word. Creatures within the area of effect that succeed a fortitude save halve the damage and negate any secondary effects. Once a creature successfully saves while within the area, they negate the effects of the aura until the beginning of their next turn. You must be 8th level to select this ability and have selected both blast glyph and unrelenting word.
Runic Ward (Talisman): Your talisman protects you against your destruct letter's destructive energies. While your talisman is enchanted, you gain resistance to the magical damage of the destruct letter equal to your runecaster level (minimum 5). When you expend the magic of the talisman, you can negate all of the effects of your destruct letter, including any additional effects from words or modifications.
Sign of Recovery (Modify): Your destruct letter channels positive energy, healing a living target an amount of damage equal to your destruct letter's normal damage or harming undead an equal amount. The target can make a will save to reduce the damage by half.
Sign of Recovery, Greater (Modify): This ability works as sign of recovery, except that a living target also recovers 1 points of ability damage per destruct letter damage die per damaged ability score in addition to the blinded, confused, dazed, dazzled, deafened, diseased, exhausted, fatigued, feebleminded, insanity, nauseated, poisoned, sickened, and stunned conditions. You must have selected the life symbol modification and be 14th level to select this ability. Affected undead gain none of these benefits, instead, they gain the staggered condition until the beginning of their next turn unless they succeed a will saving throw.
Spell Rune (Talisman): You can modify your talisman to store a single spell you cast into your talisman at the time you enchant it. Your spell can be later released as an immediate action, targetting and affecting you only, even if the spell normally affects an area or multiple targets. You can only store one spell in this manner of up to third level. You must be 8th level to select this ability.
Spell Rune, Greater (Talisman): As spell rune, except that you can store spells of up to sixth level. You must be 16th level and have already selected the spell rune.
Unholy Letter (Modify): Your destruct letter deals divine damage that specifically afflicts neutral and good-aligned creatures. Against good creatures, each of your destruct letter's damage dice increase to 1d8. Against Neutral creatures, each of your destruct letter's damage dice decreases to 1d4. Evil-aligned creatures suffer no damage from a destruct letter modified by this ability. You must have an evil component to your alignment to select this ability.
Unrelenting Word (Word): Instead of releasing all of your destruct letter's energy all at once, you can instead release that energy over a duration of one round. When performing combat calligraphy, your letter persists beyond the first round to deal damage for one additional round per successful attack. For each additional round beyond the first, the letter deals damage equal to 1d6 + your wisdom modifier. Words that alter the damage die of your destruct letter also alters this damage die. Secondary effects are only inflicted during the first round. You must be 6th level to select this ability and you must possess the combat calligraphy ability.
Unrelenting Word, Greater (Word): As unrelenting word, except the duration inflicted by additional attacks is doubled. You must be 12th level or higher and have selected unrelenting word to select this ability.
Wanderer's Rune (Talisman): Whilst enchanted, your talisman adds a +2 morale bonus to all will saving throws against fear and a +2 competence bonus to all sense motive and perception checks. You also gain the ability to expend your talisman's enchantments as an immediate action to add your 1d6+1 luck bonus to your initiative roll.
Words of Warding (Word): Your destruct letter works similarly to a glyph of warding spell except that there is no verbal or material component cost to activating this ability, the ward persists for one hour per runecaster level you possess or until discharged, and discharging the ward either affects the target as per your destruct letter (modified or otherwise) or with a spell you cast into the ward of up to 3rd level. You must specify, upon creating the ward, whether you wish to afflict the target with a spell or your destruct letter. You must be 8th level to select this ability.
Words of Warding, Greater (Word): As words of warding, except that you can select a spell of up to sixth level to impart into the created glyph. You must have selected the words and warding symbology and be 16th level to select this ability.
Written Anarchy (Modify): Your destruct letter deals divine damage that specifically afflicts neutral and lawful-aligned creatures. Against lawful creatures, each of your destruct letter's damage dice increase to 1d8. Against Neutral creatures, each of your destruct letter's damage dice decreases to 1d4. Chaotic -aligned creatures suffer no damage from a destruct letter modified by this ability. You must have a chaotic component to your alignment to select this ability.
Danger Sense (Ex): At 3rd level, a runecaster gains a +1 bonus on Reflex saves to avoid traps and a +1 dodge bonus to AC against attacks made by traps. In addition, they gain a +1 bonus on Perception checks to avoid being surprised by a foe. These bonuses increase by 1 every 3 runecaster levels thereafter (to a maximum of +6 at 18th level). This ability counts as trap sense for the purpose of any feat or class prerequisite, and can be replaced by any archetype class feature that replaces trap sense. The bonuses gained from this ability stack with those gained from trap sense (from another class).
Efficient Inscribing (Ex): At 3rd level, when crafting a rune per the inscribe rune feat, the object or area in which the rune is scribed can be done on a much smaller area. A zero or first level spell can be scribed on a tiny object or a 2 square foot area. A 2nd or 3rd level spell can be scribed on a small object or an area equal to 3 1/2 square feet. In addition, scribing a rune costs half the normal amount in raw materials, equal to the spell's caster level x the spell's spell level x25gp. The DC to identify the Runes created using inscribe rune increases to DC 16 + double the spell's level.
Improved Rune Inscriptions: At 5th level, you can inscribe runes that are both more powerful and aren't expended after one activation. You can now inscribe runes of spells of up to 4th level.
Inscribed runes can be made with multiple charges allowing an inscribed rune to be activated multiple times as long as the trigger conditions are met. Any rune created with charges requires one round per spell level of the rune's spell to recharge after activation before the rune can be triggered again. These runes are otherwise the same as typical runes created by the inscribe rune feat. Such runes are created with 50 charges by default unless otherwise specified. These runes are far larger, more expensive, and far more time consuming to create than standard runes. A single 0-Level or 1st level spell can be placed on a large-sized object or a single 5 foot square area. A 2nd or 3rd Level spell can be placed upon huge-sized object or a 15 foot square area. A 4th level spell can be placed upon a gargantuan-sized object or a 20ft square area.
The base price of a charged rune is equal to 2500gp x caster level x spell level of the spell being inscribed into the rune. A 0 level spell counts as 0.5 spell level for this purpose. The cost to craft a charged rune is 1/2 this value or 1250gp x caster level x spell level. The skill check DC of a charged rune is 25 + the caster level of the spell being inscribed. Other modifiers may apply. A 0 level spell counts as 0.5 spell level for this purpose. A spell with an expensive material component must also be included, multiplying that cost by 50 or the number of charges the rune is created with.
It is possible to create a rune with fewer than 50 charges, the creation cost of which is 50gp x the number of charges, x the rune's caster level x the rune's spell level. A charged rune cannot be created with fewer than 3 charges.
Once all of the charges of a charged rune are used, the rune and the underlying magic is expended and disappears.
A standard rune of a 4th level spell occupies a 5ft square area or a medium-sized object.
Combat Calligraphy: At 6th level, you gain the ability to use your destruct letter as a full round action, adding additional words to increase your destruct letter's total damage against that opponent through additional successful touch attacks. When you attack in this manner, you make a full attack action with your full attack bonus with a -10 penalty to all attacks against the opponent's touch AC. The first successful attack creates the destruct letter as normal but each successive attack beyond the first increases the damage of the destruct letter by 1d6. All attacks using appendages capable of writing clear calligraphy can apply to this ability, including irative attacks from a high attack bonus, bonus attacks from gained from two weapon fighting or haste, but not from sources incapable of writing calligraphy, such as slam attacks. When performing combat calligraphy, you gain a bonus attack using your full attack bonus (with the -10 penalty that applies to all other attacks). This additional attack stacks with the bonus attacks from haste and other similar effects.
At 12th level, you can make two extra attacks.
Persistent Rune (Sp): At 11th level, you gain the ability to permanently energize spells to make them persist forever or until dispelled or disjoined, as the permanency spell. Unlike the permanency spell, you can only make area spells and spells that target objects permanent. Activating this ability requires ten minutes, requires a somatic component (writing the magical rune), and costs the normal expensive material component that using permanency costs. You must expend a use of your destruct letter to use this ability and you must create the rune upon the object to be made the target of the permanent spell or the rune must be written on an object or object's surface area within the area spell's effect.
A rune that is destroyed or moved out of the permanent spell's area ruins the benefit of this ability. It does not immediately end the spell made permanent, but it remains for the spell's normal duration as though it were freshy cast.
Greater Rune Inscriptions (Su): At 14th level, your ability to inscribe runes improves further, allowing you to inscribe runes, charged or otherwise, of spells of up to 5th level. The object size or surface area a level 5 rune is the same as that of 4th level spells, which, for a charged rune is a 20ft square area or a gargantuan-sized object. Standard runes of 4th and 5th level spells occupy a 5ft square area or a medium-sized object.
Master of Symbols (Sp): At 17th level, you gain the ability to create any spell with the word "glyph" or "symbol" in its name as a spell-like ability, including those not on the runecaster's spell list and including those of a higher spell level than the runecaster can normally cast but no higher than half of the runecaster's level. Unlike most spell-like abilities, you must still pay the material component cost and this ability still requires the somatic component of writing the symbol or glyph. Each time you use this ability, you must expend one use of your destruct letter ability.
The spell created using this ability has a spell level equal to half your runecaster level to a maximum of 9th level. The created spell also has a saving throw DC equal to 10 + half your runecaster level + your wisdom modifer, where appropriate, and a caster level equal to your runecaster level.
Master Rune Inscriptions (Su): At 19th level, your ability to inscribe runes improves to a level only a true master can manage, allowing you to inscribe runes, charged or otherwise, of spells of up to 6th level. The object size or surface area of a level 6 rune is a 30ft square area or a colossal-sized object for charged runes or a 10ft square area or a large-sized object for a standard rune.
Master Runecaster: At 20th level, the Runecaster becomes a master of the symbology of runes and you gain the ability to use your destruct letter at will as long as the destruct letter is unmodified. Modify symbol and words can now be added together at no additional cost and, by expending an additional use of your destruct letter, you can force opponents to suffer an extra 50% total damage and any saving throw DCs granted by your modified destruct letter increases by 2.


Special Abilities

Aura, Bonus Language, Combat Casting, Destruct Letter (1d6), Inscribe Rune, Runecasting, Talisman
Glyph-Finding, Symbology
Danger Sense +1, Efficient Inscribing
Symbology, Destruct Letter (2d6)
Improved Rune Inscriptions
Combat Calligraphy (One Bonus Attack), Danger Sense +2, Symbology
Destruct Letter (3d6)
Symbology
Danger Sense +3
Symbology, Destruct Letter (4d6)
Persistent Runes
Combat Calligraphy (Two Bonus Attacks), Danger Sense +4, Symbology
Destruct Letter (5d6),
Symbology, Greater Rune Inscriptions
Danger Sense +5
Symbology, Destruct Letter (6d6)
Master of Symbols
Danger Sense +6, Symbology
Master Rune Inscriptions
Symbology, Master Runecaster


Runes Per Day
Level 0th 1st 2nd 3rd 4th 5th 6th
1st 3 1
2nd 4 2
3rd 4 3
4th 4 3 1
5th 4 4 2
6th 5 4 3
7th 5 4 3 1
8th 5 4 4 2
9th 5 5 4 3
10th 5 5 4 3 1
11th 5 5 4 4 2
12th 5 5 5 4 3
13th 5 5 5 4 3 1
14th 5 5 5 4 4 2
15th 5 5 5 5 4 3
16th 5 5 5 5 4 3 1
17th 5 5 5 5 4 4 2
18th 5 5 5 5 5 4 3
19th 5 5 5 5 5 5 4
20th 5 5 5 5 5 5 5

Runecaster Spell List:
0 Level (Letters): Arcane Mark, Bleed, Brand (APG), Detect Magic, Guidance, Light, Mending, Read Magic, Resistance, Stabilize, Touch of Fatigue, Virtue
1st Level: Alarm, Ant Haul (APG), Bane, Bless, Blessed Fist (ACG), Body Capacitance (ACG), Comprehend Langauges, Corrosive Touch (UM), Crafter's Fortune (APG), Cure Light Wounds, Dancing Lantern (APG), Deadeye’s Lore (UC), Divine Favor, Endure Elements, Entropic Shield, Expedicious Retreat, Hex Ward (UM), Hide from Undead, Inflict Light Wounds, Interrogation (UM), Invisibility Alarm (ACG), Ironbeard (ARG), Karmic Blessing (ARG), Know the Enemy (UM), Longshot (UC), Magic Aura, Magic Stone, Magic Weapon, Marid's Mastery (ARG), Obscure Poison (UI), Protection from Chaos/Evil/Good/Law, Recharge Innate Magic (ARG), Remove Fear, Remove Sickness (UM), Sanctify Corpse (UM), Sanctuary, Shocking Grasp, Shield of Faith, Stunning Barrier (ACG), Sun Metal (UM), Touch of Combustion (ARG)
2nd Level: Ablative Barrier (UC), Aid, Air Step (ACG), Alchemical Allocation (APG), Align Weapon, Ancestral Regression (ARG), Ant Haul (Communal) (UC), Bear's Endurance, Blood Blaze (ARG), Blood in the Water (MC), Blood Transcription (UM), Bullet Shield (UC), Bullet Ward (ACG), Bull's Strength, Burst Bonds (APG), Cat's Grace, Conditional Favor (UI), Consecrate, Cure Moderate Wounds, Curse Terrain (Lesser) (HA), Darkness, Darkvision, Death Candle (ARG), Deathknell, Defensive Shock (UM), Delay Disease (ARG), Delay Pain (UM), Delay Poison, Desecrate, Disfiguring Touch (UM), Eagle's Splendor, Effortless Armor (UC), Elemental Touch (APG), Endure Elements (Communal) (UC), Enemy's Heart (ARG), Enshroud Thoughts (OA), Escaping Ward (ARG), Explosive Runes, False Life, Fire Trap, Fox's Cunning, Frigid Touch (UM), Gentle Repose, Glyph of Warding, Heroic Fortune (APG), Inflict Moderate Wounds, Languid Venom (UI), Life Channel (ARG), Life Pact (ACG), Litany of Defense (UC), Magic Boulder (MC), Magic Siege Engine (UC), Mark of Obvious Ethics (ACG), Owl's Wisdom, Path of Glory (ACG), Protection from Arrows, Protection from Chaos/Evil/Good/Law (Communal) (UC), Protective Penumbra (UM), Remove Paralysis, Resist Energy, Restoration (Lesser), Sacred Bond (APG), Sentry Skull (ARG), Sepia Snake Sigil, Share Language (APG), Shield of Fortification (ACG), Stave Off Corruption (HA), Stricken Heart (ACG), Strong Wings (ARG), Surmount Affliction (UM), Symbol of Exsanguination (HA), Symbol of Healing (UM), Symbol of Mirroring (UM), Tactical Acumen (UC), Touch Injection (UC), Touch of Idiocy, Undetectable Alignment, Weapon of Awe (APG), Zone of Truth
3rd Level: Absorb Toxicity (UC), Absorbing Touch (APG), Age Resistance (Lesser) (UM), Air Breathing (MC), Align Weapon (Communal) (ACG), Amplify Elixir (APG), Archon's Aura (UM), Aura of Cannibalism (MC), Banish Seeming (APG), Bestow Curse, Bestow Insight (ARG), Blood Biography (APG), Brand (Greater) (APG), Cast Out (APG), Conagion, Continual Flame, Create Pit (APG), Cure Serious Wounds, Damnation (HA), Darkvision (Communal) (UC), Daylight, Daybreak Arrow (UC), Deeper Darkness, Delay Poison (Communal) (UC), Disable Construct (ACG), Discovery Torch (UC), Dispel Magic, Disrupt Silence (UI), Elemental Aura (APG), Fester (APG), Guiding Star (APG), Heroism, Hollow Heroism (UI), Inflict Serious Wounds, Invisibility Purge, Isolate (MC), Ki Leech (UM), Levitate, Magic Circle against Chaos/Evil/Good/Law, Magic Vestment, Magic Weapon (Greater), Mantle of Calm (ACG), Named Bullet (UC), Nap Sack (APG), Nondetection, Obscure Object, Paragon Surge (ARG), Prayer, Protection from Arrows (Communal) (UC), Protection from Energy, Remove Blindness/Deafness, Remove Curse, Remove Disease, Resist Energy (Communal) (UC), Sands of Time (UM), Secret Page, Selective Alarm (UI), Share Language (Communal) (UC), Shield of Fortification (Greater) (ACG), Stunning Barrier (Greater) (ACG), Symbol of Laughter (ACG), Symbol of Revelation (UM), Symbol of Slowing (UM), Tongues, Voluminous Vocabulary (UI), Ward the Faithful (APG), Water Breathing, Water Walk, Wrathful Mantle (APG)
4th Level: Age Resistance (UM), Air Walk, Anti-Incorporeal Shell (ACG), Aura of Doom (UM), Aura of the Unremarkable (UI), Bloatbomb (ACG), Borrow Corruption (HA), Brand of Tracking (AG), Calcific Touch (APG), Conditional Curse (UI), Contingent Scroll (ACG), Cure Critical Wounds, Curse Terrain (HA), Darkvision (Greater) (UM), Deadman’s Contingency (UI), Death Ward, Detonate (APG), Earth Glide (ARG), Enchantment Foil (ACG), False Life (Greater) (UM), Fly, Fire Shield, Freedom of Movement, Geas-Quest (Lesser), Guardian of Faith (ACG), Healing Warmth (ARG), Imbue with Spell Ability, Inflict Critical Wounds, Interrogation (Greater) (UM), Magic Aura (Greater) (UI), Magic Siege Engine (Greater) (UC), Mark of Justice, Mark of the Reptile God (MC), Neutralize Poison, Nondetection (Communal) (UC), Path of Glory (Greater) (ACG), Persistent Vigor (ACG), Poison, Protection from Energy (Communal) (UC), Rest Eternal (APG), Restoration, Shadowy Haven (ARG), Simulacrum (Lesser) (UM), Spell Immunity, Spiked Pit (APG), Stoneskin, Symbol of Pain, Symbol of Scrying (UM), Symbol of Striking (UC), Symbol of Sleep, Vampiric Touch, Ward of the Season (ARG), Water Walk (Communal) (UC), Witness (UM)
5th Level: Astral Projection (Lesser) (UM), Ban Corruption (HA), Battlemind Link (UM), Cleanse (APG), Conagion (Greater) (UM), Curse (Major) (UM), Decollate (HA), Dismissal, Disrupting Weapon, Flame Strike, Glyph of Warding (Greater), Guards and Wards, Half-Blood Extraction (ARG), Hallow, Heroic Fortune (Mass) (APG), Hungry Pit (APG), Life Bubble (APG), Magic Jar, Mask From Divination (AG), Overland Flight, Passwall, Permanency, Planar Adaptation (APG), Rapid Repair (UM), Reprobation (UM), Resurgent Transformation (APG), Sacred Nimbus (HA), Slay Living, Spell Resistance, Spell Immunity (Communal) (UC), Stoneskin (UC), Symbol of Fear, Symbol of Persuasion, Symbol of Sealing (UM), Tongues (Communal), Unhallow, Vampiric Shadow Shield (ACG)
6th Level: Alleviate Corruption (HA), Age Resistance (Greater) (UM), Antilife Shell, Antimagic Field, Antipathy, Binding, Breath of Life, Circle of Death, Contingency, Curse Terrain (Greater) (HA), Dimensional Lock, Dispel Magic (Greater), Dust Ward (MC), Fester (Mass), Fire Snake (APG), Forbiddance, Geas-Quest, Heroism (Greater), Hollow Heroism (Greater) (UI), Joyful Rapture (UM), Named Bullet (Greater) (UC), Protection from Spells, Raise Dead, Repulsion, Secret Chest, Simulacrum, Symbol of Death, Symbol of Insanity, Symbol of Strife (UM), Symbol of Stunning, Symbol of Vulnerability (UM), Symbol of Weakness, Sympathy, Transformation, Trap the Soul, Undeath to Death, Word of Recall

Neoxenok
2018-08-10, 02:43 AM
Zhentarim Spy (Vigilante Archetype)
Source: Player's Guide to Faerun
The Zhentarim is among the most famed and feared "secret" organizations in Faerûn. Its members have their hands in nearly every illicit business imaginable, from assassination to drug trafficking to slavery. Though there are many diverse character types within its ranks, the Zhentarim spy is probably the one Faerûnians encounter most often - even if they never realize it.

The Zhentarim Organization: You must possess the evil alignment and remain in good standing with the Zhentarim organization. Zhentarim spies, regardless of their feelings, are considered to always be a part of the organization. It is possible for a Zhentarim spy to have a change of heart and later change their alignment at no consequence to their abilities, but the Zhentarim will take measures to ensure they either remain loyal or die.
Cover Identity (Ex): Zhentarim spies, unlike most vigilantes, don't necessarily have a 'dual identity' or treat their vigilantism as the alter-ego. They are trained to infiltrate and gather information as much as they are to take action in their brand of vigilantism for their organization.
In a process that can take days, months, or even years, the Zhentarim spy can develop a number of identities other than their true identity equal to their charisma modifier (minimum two), each of which is designated as either a social identity or a vigilante identity.
In order to develop a new identity or replace an old one, the Zhentarim spy must spend at least one week and 100 gp per hit dice they currently possess in order to train themselves, develop paperwork, and properly adopt the new identity.
Further, as the Zhentarim spy must often infiltrate organizations that are often fully dimetrically opposed to their philosophies and ethics, the Zhentarim spy's identities are not limited to being one step from their true identities and can develop an identity with any alignment they wish.
This ability otherwise works exactly as the Dual Identity power of the vigilante. This ability alters and replaces the Dual Identity ability as well as the vigilante's proficiency with medium armor and shields.
Poison Use (Ex): At 5th level, the Zhentarim Spy receives training in the use of poison and never risks accidentally poisoning herself when applying poison to a blade.
This ability replaces Startling Appearance.
Unlikely Cover (Ex): At 11th level, the Zhentarim Spy gains the ability to develop an identity that is radically different than herself. When developing a new identity, the Zhentarim spy no longer suffers any disguise skill penalties when disguised as a different gender, race, or age catagory. Further, when adopting this new identity, the Zhentarim spy counts as a creature of that age, race, or gender when determining the effects of spells, magic items, and other abilities that rely on such things. Spells that alter the character's alignment, race, gender, and age affect all identities simultaneously.
This ability replaces Frightening Appearance.
Deep Cover (Su): At 17th level, the Zhentarim Spy develops and reinforces their mental and physical discipline to allow them to separate the effects of conditions and abilities between different identities. When a Zhentarim spy successfully saves against an ongoing effect, the spy can then opt to allow themselves to be affected anyway but only to a particular identity, even if the effects are radical but not lethal or result in dismemberment, disintegration, or a similar effect. For example, if the vigilante successfully saves against a disease they developed, they can opt to allow the disease to continue to affect them, but only to a specific assumed identity. This benefit can also apply to effects or abilities that do not allow a saving throw or if a saving throw is failed, but are cured at another time. For example, if a particular identity was publicly transformed into a statue and secretly cured, the Zhentarim spy can resume the identity as a statue, reestablishing the magic that was cured. Spells or effects with a limited duration continue to run that duration regardless of which identity the Zhentarim spy currently adopts, so the spy cannot resume an effect that has an expired duration.
This ability replaces Stunning Appearance.

Neoxenok
2018-08-13, 03:45 AM
Spells of the Forgotten Realms {A-Fie} (http://www.giantitp.com/forums/showsinglepost.php?p=22948650&postcount=115)

Fireward
School Transmutation; Level Initiate of Nature 5
Duration 1 hour/level
Saving Throw None or Will Negates (Object); Spell Resistance No or Yes (Object)
===DESCRIPTION===
This spell functions like quench except as indicated above and as follows;
All non-magical fires within the area of effect is immediately extinguished when this spell becomes active and no non-magical fires can be sparked in the area of effect for the duration of the spell.
Magical fire effects are suppressed automatically inside of the area of the spell as though the spell were an anti-magic field except that it only affects fire spells and spells that produce fire effects.
Creatures with the fire subtype do not suffer damage but each round spent within the area of this spell's effect must succeed a will saving throw or be banished per the banishment spell. Spell resistance applies.
All magic items that creates or controls flame loses all its fire-based magical abilities for the duration it remains within this spell's area of effect and for 1d4 hours after it exists the area unless it succeeds on a Will save or resists the effect through spell resistance. Artifacts are immune to this effect.

This spell can be made permanent via the permanency spell. The caster must be at least 13th level and the GP cost is 12,500 GP.
Source: Player's Guide to Faerun

Flame Dagger WILL COMPLETE WHEN I GET TO PROPER SOURCE
School ; Level Hathran 2
===CASTING===
Casting Time
Components
===EFFECT===
Range
Target
Area
Duration
Saving Throw (); Spell Resistance
===DESCRIPTION===
===MYTHIC===
Source: XXX

Flashburst WILL COMPLETE WHEN I GET TO PROPER SOURCE
School ; Level Hathran 3
===CASTING===
Casting Time
Components
===EFFECT===
Range
Target
Area
Duration
Saving Throw (); Spell Resistance
===DESCRIPTION===
===MYTHIC===
Source: XXX

Fleshshiver
School Transmutation [Evil]; Level Antipaladin 4, Occultist 5, Psychic 5, Sorcerer/Wizard 5, Witch 5
===CASTING===
Casting Time One Standard Action
Components V, S, M
===EFFECT===
Range Close (25ft. + 5ft./2 Levels)
Target One Creature
Duration Instantaneous
Saving Throw Fortitude Partial; Spell Resistance Yes
===DESCRIPTION===
This ghoulish spell is designed to cripple a single creature. The target suffers 6d6 points of bludgeoning damage as well as 1d4+1 points of ability damage to constitution. The pain is immediate and extreme as the opponent is nauseated for 2d4 rounds, then sickened and slowed until the constitution damage is healed due to the pain.
A successful fortitude saving throw negates all of the above effects except the bludgeoning damage.
Material Component: A bone, which is snapped as part of casting the spell.
===MYTHIC===
The target instead suffers 6d10 points of bludgeoning damage. Add half your tier to the total points of constitution ability damage. A successful fortitude save reduces the duration of the nausea to 2 rounds and negates all of the other effects, except the bludgeoning damage.
Source: Player's Guide to Faerun

Forceward
School Abjuration; Level Initiate of Helm 3
===CASTING===
Casting Time 1 Full Round
Components V, S, DF
===EFFECT===
Range 10ft
Target You and any allies within a 10-ft-radius emanation centered on you
Duration 1 Minute/Level
Saving Throw No (See Text); Spell Resistance Yes
===DESCRIPTION===
You create a sphere of force centered on you that envelops everything within a 10ft radius emanation centered on you. Once cast, the sphere is affixed to the spot you were standing at the time the spell is cast and is immobile. Everything in the interior and 5 feet outside of the sphere is illuminated with light equivalent to that of a candle. Invisible creatures are made partially visible and glow but still retain total concealment as long as they remain in the affected area.
All allied creatures targeted within the sphere are designated as able to remain within unhindered and all others are forced out of the area unless they succeed a will saving throw. Those that fail this saving throw are safely moved to the nearest point outside of the sphere and any that remain within must make this saving throw each round they remain within the sphere. If there is no safe area from which they can be moved to outside of the sphere, they are moved to the outermost point but are then able to move about freely within the sphere until they must save again.
The caster and all designated allies within the sphere receive a +2 deflection bonus to AC and DR 4/magic against all attacks made from outside of the sphere. The deflection bonus to AC increases by 1 and the damage reduction increases by 2 for every six caster levels the caster has (maximum +5 deflection to AC and DR 10/magic).
Allied creatures that exit the sphere are no longer treated as allies and if the caster exits the sphere, the spell dissipates. All other creatures must succeed a will save to enter the sphere from outside. This includes creatures with natural attacks attacking creatures inside the sphere from outside.
===MYTHIC===
The sphere created by this spell is not affixed to a location but instead to the caster. Designated allies can enter or exit the sphere at will, though they must be within the area when the spell is cast. Opponents only need to succeed a save or suffer the deleterious effects when attempting to willingly enter the sphere and do not suffer the effects if the caster attempts to envelop an opponent. They become, by default, permitted to enter the sphere, though that privilege may be revoked if and when they exit the sphere.
Source: Player's Guide to Faerun

Gedlee's Electric Loop
School Evocation [Electricity]; Level Bloodrager 2, Magus 2, Occultist 2, Sorcerer/Wizard 2, Spellblazer 2, Witch 3 Elemental School Air 2
===CASTING===
Casting Time One Standard Action
Components V, S, M
===EFFECT===
Range Close (25ft. + 5ft./2 Levels)
Target One Creature plus one secondary creature per 3 levels (each must be within 30ft of one another)
Duration Instantaneous
Saving Throw Fortitude Partial; Spell Resistance Yes
===DESCRIPTION===
You create a small stroke of lightning that targets one creature plus one additional creature per three levels (maximum of four in total). Each creature suffers 1d6 points of electricity damage per two caster levels you possess (maximum 5d6 points of damage). The primary target is also stunned for one round.
A successful fortitude saving throw negates the stun effect and halves the damage.
Material Component: A loop of copper wire and a magnet.
===MYTHIC===
You deal 1d10 points of electricity damage per two caster levels. The maximum number of opponents you affect with this spell increases by one per mythic tier you possess.
Augment (3th): By expending two uses of mythic power, all secondary targets can also become stunned for one round unless they succeed a fortitude saving throw.
Source: Player's Guide to Faerun

General of Undeath
School Necromancy [Evil]; Level Cleric/Oracle 8
===CASTING===
Casting Time One Standard Action
Components V, S, M
===EFFECT===
Range Close (25ft. + 5ft./2 Levels)
Target One corpse plus one additional corpse per level (each must be within 30ft of one another)
Duration Instantaneous
===DESCRIPTION===
This spell works as the animate dead spell, except that you can create five hit dice per caster level you possess of undead creatures per casting of this spell to a maximum of ten hit dice of undead per level you possess. Undead you control through the Command Undead feat does not count toward this limit.
Material Component: An onyx gem worth at least 25 gp per Hit Die of the undead.
===MYTHIC===
Add your tier to your caster level when determining how many Hit Dice of undead you can animate with a single casting of this spell. This doesn’t increase the total number of Hit Dice worth of undead you can control. By expending a second use of mythic power, you can ignore the spell’s material component cost.
Augmented (6th): If you expend two uses of mythic power, any skeletons or zombies you create gain either the agile or savage mythic template. This template lasts for a number of days equal to your tier. Alternatively, if you’re 8th tier and expend four uses of mythic power, any skeletons you create permanently gain the mythic skeleton template.
Source: Player's Guide to Faerun

Glory of the Martyr
School Abjuration [Good]; Level Initiate of Ilmater 4
===CASTING===
Casting Time 1 Standard Action
Components V, S, F, DF
===EFFECT===
Range Close (25ft + 5ft/2 Levels)
Target One creature/level, no two of which can be more than 30 ft. apart
Duration 1 Hour/Level (D)
Saving Throw Will Negates (Harmless); Spell Resistance Yes (Harmless)
===DESCRIPTION===
This ability works as shield other except the benefit applies to all affected creatures, allowing the caster to suffer half the hit point damage normally suffered by any of the targets and each of the targets only suffer half damage. Unlike shield other, this spell allows the caster to also suffer half the ability damage and ability drain suffered by any of the targets.
If one of the targets of the spell dies or moves out of the spell's range from the caster, the tie is severed for that target. If the spell's connection to all of the targets are severed, then the spell ends.
Should the caster die while the spell is in effect, the spell is discharged and a burst of positive energy resonates among all targets, curing all of 1d8 + your caster level (maximum +20) hit points and healing 1d4 points of ability damage to all ability scores.
Focus: A platinum ring worth at least 50gp worn by you and each target of the spell.
Source: Player's Guide to Faerun

Great Thunderclap
School Evocation [Sonic]; Level Shaman 8, Sorcerer/Wizard 7, Witch 7
===CASTING===
Casting Time One Standard Action
Components V, S, F
===EFFECT===
Range Medium (100 ft. + 10 ft/Level)
Area 5 ft radius sphere/level
Duration Instantaneous
Saving Throw See Text; Spell Resistance No
===DESCRIPTION===
When the spell is finished casting, a massive thunderclap explodes from the designated point out to the full extent of the spell's radius. All creatures within that area are knocked prone, stunned for one round, and suffer deafness for one minute. A successful fortitude saving throw negates the deafness, a successful reflex saving throw allows the creature to avoid being knocked prone, and a successful will save negates the stunned condition.
Focus Component: An iron bell.
Source: Magic of Faerun

Handfire
School Evocation [Light]; Level Initiate of Selune 1
===CASTING===
Casting Time One Standard Action
Components V, S
===EFFECT===
Range Touch
Target Creature Touched
Duration Instantaneous
Saving Throw No; Spell Resistance Yes
===DESCRIPTION===
Your hand is suddenly surrounded by motes of pale light of a color of your choosing that is punctuated by sparks. Overall, while you hold the charge of the spell, it provides illumination equal to that of a candle but provides no heat and cannot ignite combustible materials.
When used as a melee touch attack, you deal an amount of damage equal to 1d6 + your caster level (maximum +5) to the opponent touched. Against undead creatures and living creatures with a particular vulnerability to light, this spell deals 1d6 points of damage per caster level (maximum 5d6). This spell has no effect on creatures that are neither alive nor dead, such as constructs.
===MYTHIC===
The damage you deal increases to 1d10 + your caster level (maximum 5 + your tier) against a touched opponent and 1d10 per caster level (maximum 5d10) against undead and other creatures with special vulnerabilities to light.
Augmented (3rd): When you spend three uses of your mythic power, a touched undead or light-vulnerable creature is also enfeebled, suffering a penalty to strength equal to 1d6 + half your caster level (maximum +5). The touched opponent can halve that penalty with a successful fortitude saving throw. This penalty persists for one minute per caster level.
Source: Player's Guide to Faerun

Harmony
School Transmutation [Sonic]; Level Bard/Skald 1
===CASTING===
Casting Time One Standard Action
Components V, S
===EFFECT===
Range Personal
Target Self
Duration One Minute/Level (D)
===DESCRIPTION===
While this spell is active, this spell allows you to harmonize your music with other things you do and certain allies and grant a few benefits. While this spell is active, you can take actions, including casting spells, with verbal or somatic components without disrupting your bardic performance, however, each action you take that would normally disrupt your bardic performance requires you expend an extra round of bardic performance (so you expend two rounds of your bardic performance to maintain your performance for that one round).
In addition, anytime you initiate an inspire courage performance while another bard or skald has a performance active (any performance), even if that bard/skald is hostile and the performance benefits hostile opponents, your inspire courage bonuses increase by 1.
===MYTHIC===
The duration of this spell increases to 1 hour/level. If you expend two uses of mythic power, you no longer expend additional uses of your bardic performance rounds when casting spells during an active performance.
Source: Player's Guide to Faerun

Holy Star
School Abjuration; Level Initiate of Magic 7
===CASTING===
Casting Time One Standard Action
Components V, S
===EFFECT===
Range Personal
Target You
Effect Protective star of energy
Duration One Round/Level (D)
===DESCRIPTION===
You create a glowing mote of energy that stays near your shoulder, providing light equal to that of a candle. This star has three functions and you can designate which function to activate as a swift action on your turn.
Fire Bolt: As a standard action, the star launches a bolt of fire out in the direction indicated by the caster. You must succeed a ranged touch attack against a creature within close range (25 ft + 5 feet per two caster levels). If the bolt successfully hits the target, it deals 6d6 points of fire damage. This bolt is subject to spell resistance.
Personal Protection: The star rapidly flies around the caster, partially obscuring the caster and interfering with attempts to hit the caster in melee combat. The caster gains 20% concealment and a +4 deflection bonus to armor class.
Spell Reflection: This protective mode allows the star to interfere with any spells directed at the caster, absorbing any spell subject to spell resistance of up to 5th level and the holy star dissipates. Spells of 6th level or higher dissipate the spell without being absorbed but the caster gains a +4 resistance bonus to any saving throws against the spell. Spells not subject to spell resistance bypass the star without dissipating it.
Source: Player's Guide to Faerun

Howling Chain
School Evocation [Force] [Sonic]; Level Magus 6, Occultist 6, Psychic 6, Sorcerer/Wizard 6, Witch 6
===CASTING===
Casting Time One Standard Action
Components V, S, F
===EFFECT===
Range Medium (100ft. + 10ft./Level)
Target One Creature
Duration One Round/Level
Saving Throw Reflex Negates; Spell Resistance Yes
===DESCRIPTION===
You create a whirlwind of moving chains around a single opponent, hampering movement, vision, and ability to use magic. Each chain shimmers red and is made of pure force. The noise created by this spell is so loud that all creatures within 10 feet of the target creature suffer a -10 penalty to all perception checks based on sound. This penalty is reduced by 1 every 10 feet beyond the first until the penalty reaches 0 at 100 feet.
The chains don't hold or grapple the target creature, instead whizzing around the target at incredible speeds and making tremendous noise. The chains do, however, stay with the target creature for the duration of the spell, even through teleportation and plane shifting effects. The target becomes deafened and suffers a -10 penalty to all vision based perception checks. All creatures within the target's sight gain 20% concealment against all of the target's attacks and any attempt to cast a spell requires a concentration check DC 15 + the spell level (plus the 20% chance of spell failure from being deafened).
Every round the target remains subject to the spell, the target is attacked by two chains with an attack bonus equal to the spell's caster level + the caster's primary casting ability modifier (intelligence for wizards, charisma for sorcerers, etc) and dealing 2d6 points of bludgeoning damage, penetrating damage reduction as though from a magical and adamantine bludgeoning weapon. Any time the target moves more than 5 feet in a single round, the spell attacks with a chain again which, if successful, deals damage and immediately halts the target's movement for the round.
A successful reflex saving throw negates all of the effects of this spell.
Focus Component: A small length of platinum chain worth at least 500 gp.
===MYTHIC===
You add your tier to the chain's attack bonus, the concentration DC to cast spells, and your primary casting ability modifier to the damage the chains deal. The base damage dealt by the force chains increase to 2d10.
Source: Player's Guide to Faerun

Icelance
School Transmutation [Cold]; Level Druid 4, Magus 3, Shaman 4, Spellblazer 3, Sorcerer/Wizard 3 Elemental School: Water 3
===CASTING===
Casting Time One Standard Action
Components V, S, M
===EFFECT===
Range Medium (100ft. + 10ft./Level)
Effect One Giant Lance of Ice
Duration Instantaneous
Saving Throw None; Spell Resistance No
===DESCRIPTION===
You create a long and incredibly sharp lance of ice out of water or ice and hurl at a target within range. In order to hit the target opponent, you must succeed an attack roll using your ranged attack bonus against the target's AC.
A successful hit deals 2d6 points of piercing damage and 2d6 points of cold damage. If the target takes any of the piercing damage, they gain the 2 points of bleed damage. The ice lance immediately shatters upon impact.
Material Component: At least 10 lbs of water, ice, or snow.
===MYTHIC===
You can add your tier to the spell's attack roll and the spell's damage increases to 2d10 piercing and 2d10 cold damage.
Augmented (3rd): You can hurl an ice lance at one additional target for every use of mythic power beyond the first.
Source: Player's Guide to Faerun

Inferno
School Transmutation [Fire]; Level Druid 5, Psychic 5, Shaman 5, Witch 5 Elemental School: Fire 4
===CASTING===
Casting Time One Standard Action
Components V, S, M
===EFFECT===
Range Close (25ft. + 5ft./2 Levels)
Target One Creature
Duration Instantaneous
Saving Throw Fortitude Partial; Spell Resistance Yes
===DESCRIPTION===
You partially transmute the target creature to explosively catch fire in a burst of intense flames. The target suffers 4d6 points of fire damage, 2d6 points of non-typed/non-elemental damage, 1d3 points of constitution damage bleed, and the target catches fire. If the target successfully extinguishes the fire, the constitution damage bleed also stops.
A successful fortitude save negates the non-typed damage, the constitution damage bleed, and catching fire.
Material Component: A gob of beeswax.
Source: Player's Guide to Faerun

Ironguard, Lesser
School Abjuration; Level Initiate of Mystra 3
===CASTING===
Casting Time 1 Standard Action
Components V, S, M
===EFFECT===
Range Touch
Target Creature Touched
Duration 1 Minute/Level
Saving Throw Will Negates (Harmless); Spell Resistance Yes (Harmless)
===DESCRIPTION===
The target creature becomes warded against metal. The warded creature gains damage reduction 10/magic against metal weapons. This spell doesn’t grant you the ability to damage creatures with similar damage reduction. Once the spell has prevented a total of 10 points of damage per caster level (maximum 100 points), it is discharged.
Arcane Material Component: A tiny shield of wood, glass, or crystal
Source: Spell Compendium, D&D 3.5 Edition

Ironguard, Lesser, Communal
School Abjuration; Level Initiate of Mystra 4
Target Creatures Touched
===DESCRIPTION===
This spell works similarly to Ironguard, Lesser except the duration of the spell is divided into 1-minute intervals among the creatures touched. Once the spell absorbs 10 points of damage per caster level (maximum 100 points) for a subject, the spell’s effects end for that subject.

Land Womb WILL COMPLETE WHEN I GET TO PROPER SOURCE
School ; Level Hathran 4
===CASTING===
Casting Time
Components
===EFFECT===
Range
Target
Area
Duration
Saving Throw (); Spell Resistance
===DESCRIPTION===
===MYTHIC===
Source: XXX

Lawful Sword
School Evocation [Law]; Level Antipaladin 4, Paladin 4
===CASTING===
Casting Time One Standard Action
Components V, S
===EFFECT===
Range Touch
Target Melee Weapon Touched
Duration One Round/Level (D)
Saving Throw None; Spell Resistance No
===DESCRIPTION===
This spell allows you to channel the power of law into your sword, or any other melee weapon you choose. The weapon acts as a +5 axiomatic weapon (+5 enhancement bonus on attack and damage rolls, extra 2d6 damage against chaotic opponents). It also emits a magic circle against chaos effect (as the spell). If the magic circle ends, the sword creates a new one on your turn as a free action. The spell is automatically canceled 1 round after the weapon leaves your hand. You cannot have more than one lawful sword at a time.
If this spell is cast on a magic weapon, the powers of the spell supersede any that the weapon normally has, rendering the normal enhancement bonus and powers of the weapon inoperative for the duration of the spell. This spell is not cumulative with bless weapon or any other spell that might modify the weapon in any way. This spell does not work on artifacts. A masterwork weapon’s bonus to attack does not stack with an enhancement bonus to attack.
Source: Player's Guide to Faerun

Lightning Ring
School Evocation [Electricity]; Level Sorcerer/Wizard 8, Witch 9 Elemental School: Air 8
===CASTING===
Casting Time One Round
Components V, S, M
===EFFECT===
Range Personal (See Text)
Effect A ring of lightning that can create two lightning bolts/round or burst of lightning (See Text)
Duration One Round/Level (D) or Instantaneous (See Text)
Saving Throw Reflex Half (See Text); Spell Resistance Yes
===DESCRIPTION===
When you cast this spell, you can create either a constant ring of lightning that can shoot lightning bolts against opponents each round or a massive burst that sends lightning energy in all directions.
The ring option creates a ring of lightning around the caster for one round/level and grants three benefits. The first benefit is that the caster gains electricity resistance 20 for the duration of the spell. The second benefit is that all creatures within 10 feet of the caster suffer 2d6 points of electricity damage every round they remain in that area including any attacks through that area (such as if a creature has reach). There is no save against this effect but spell resistance negates any damage for one round. The third benefit is that the caster can launch two lightning bolts each round. Each lightning bolt deals 6d6 electricity damage in a 60ft line unless the targets succeed a reflex saving throw for half damage.
At any time, the caster can elect to release the spell's energy, ending the duration of the spell and creating a massive sphere of electricity out to 60 feet in all directions. The damage the spell deals equals 1d6 points of electricity damage for every remaining round of the spell's duration (maximum 20d6.) Therefore, if an 18th level caster creates a ring of lightning, then chooses to release the spell five rounds later, then all creatures within 60ft of the caster suffer 13d6 points of electricity damage (18d6 for an 18th level caster - 5d6 for the five rounds that have passed to this point). If this option is performed during the duration of the first option, activating this option requires a standard action but if this option is evoked immediately upon casting the spell, it requires no additional action.
A reflex saving throw halves damage caused by the electricity bolts and the burst.
Material Component: A small glass ring and a bit of fur from any animal.
===MYTHIC===
The electricity damage of the lightning ring increases to 2d10. The electricity damage of the lightning bolts created by the lightning ring increase to 6d10. The damage dealt by the burst of electricity increase to 1d10 per caster level (maximum 20d10).
Augmented (9th): By expending ten uses of mythic power, any creature that fails their reflex saving throw against the lightning bolts are also stunned for 1d4 rounds and any creature that fails their reflex saving throw against the electricity burst is stunned for 2d4 rounds. A successful fortitude saving throw reduces the duration of the stun effect to one round and two rounds for the lightning bolts and lightning burst, respectively.
Source: Player's Guide to Faerun

Lively Step
School Transmutation; Level Bard 2, Bloodrager 1, Magus 1, Psychic 2, Sorcerer/Wizard 2, Spellblazer 1, Summoner/Unchained Summoner 2
===CASTING===
Casting Time One Standard Action
Components V, S
===EFFECT===
Range Close (25ft. + 5ft./2 Levels)
Target One Creature/Level (No two of which can be more than 30ft. apart.)
Duration 8 Hours
Saving Throw Will Negates (Harmless); Spell Resistance Yes (Harmless)
===DESCRIPTION===
This spell, with a verbal component of a brief but lively and effective marching song, fills you and target creatures with energy gusto to march forward. While the spell is in effect, your base speed is considered to be 10ft faster for the purpose of overland movement. This bonus is not an enhancement bonus to speed and therefore, its benefits stack. In addition, you gain a +4 bonus to your constitution checks to endure a forced march and DR 2/- against the non-lethal damage caused by hustling and/or forced marching.
Characters that gain the fatigued condition due to a forced march when this spell expires gains the exhausted condition (no save.)
Source: Player's Guide to Faerun

Low-Light Vision WILL COMPLETE WHEN I GET TO PROPER SOURCE
School ; Level Hathran 1
===CASTING===
Casting Time
Components
===EFFECT===
Range
Target
Area
Duration
Saving Throw (); Spell Resistance
===DESCRIPTION===
===MYTHIC===
Source: XXX

Mace of Odo
School Evocation [Force]; Level Initiate of Helm 3
===CASTING===
Casting Time 1 Standard Action
Components V, S, DF
===EFFECT===
Range 0ft.
Effect Mace of Force
Duration 1 Round/Level or Instantaneous (See Text)
Saving Throw None and Fortitude Negates (See Text); Spell Resistance Yes
===DESCRIPTION===
You create a mace made entirely of force that appears in your hand. This mace acts, in all ways, as a +1 undead bane mace and thus any bonuses you would normally have with a mace, such as from feats or a high strength score, apply normally. It can penetrate damage reduction as a magical adamantine weapon. Attacking an opponent checks spell resistance, causing the mace to disappear if the mace fails to penetrate the target's spell resistance. Spell resistance is only checked once each round.
At the caster's option at any time during the spell's duration, you can elect to make a single melee touch attack with the weapon, expending all of it's magical energy into a single attack. If the attack hits the opponent, it deals 1d6 points of force damage per two caster levels you possess (maximum 5d6) and the target must succeed a fortitude saving throw or become paralyzed for 1 round. A successful fortitude save negates the paralysis. Undead creatures must succeed a saving throw as well, becoming staggered for 1d4+1 rounds instead of paralyzed for one round.
The spell persists as long as you wield it and dissipates if it is disarmed or if it is dropped, though it is possible to swap it into another hand.
===MYTHIC===
The mace ignores the damage reduction and spell resistance of undead creatures.
Source: Player's Guide to Faerun

Manyjaws
School Evocation [Force]; Level Sorcerer/Wizard 3, Spellblazer 3
===CASTING===
Casting Time One Standard Action
Components V, S, M
===EFFECT===
Range Medium (100ft. + 10ft./Level)
Effect One pair of disembodied flying force jaws per two caster levels (maximum 5)
Duration One Round/3 Levels (minimum 1)
Saving Throw Reflex Half; Spell Resistance Yes
===DESCRIPTION===
You create one or more pairs of floating jaws, each made of pure force energy, of a style or design you choose at any location or locations within the spell's range. Each round, you cause the jaws to attack one or more selected creatures within range of the spell. Each individual pair of jaws inflicts 1d4 points of force damage on the selected target. Multiple jaws set to attack a single target stack their damage.
Each round, you are able to direct the jaws to attack the same target or redirect to a different target that requires the jaws fly to that target with a base fly speed of 40 feet (perfect). They can expend two move actions if they can't reach the target within one movement action but they cannot run. Redirecting the jaws to a different target or targets requires a move action, otherwise they'll automatically attack the target they were previously attacking until the spell ends, the target dies, or they are redirected. If the target dies before they are redirected, they simply float at their current location until directed otherwise.
A single successful reflex saving throw from a target halves the collective damage caused by all jaws attacking that target and spell resistance is checked once against all jaws attacking a single target. If the jaws fail to penetrate a creature's spell resistance, the attacking jaws against that creature all wink out of existence.
Material Component: A tooth from any creature.
===MYTHIC===
The maximum amount of jaws you create and the duration of the spell are increased by your tier. Each jaw deals 1d4+1 points of force damage.
Source: Player's Guide to Faerun

Mold Touch
School Conjuration (Creation); Level Initiate of Nature 3
===CASTING===
Casting Time One Standard Action
Components V, S, DF
===EFFECT===
Range Touch
Target Creature or Object Touched
Effect Patch of Brown Mold
Duration Instantaneous
Saving Throw None; Spell Resistance No
===DESCRIPTION===
You create a patch of brown mold on a creature, object, or surface you touch, covering an area no greater than about 5 feet in diameter and centered at the spot touched.
You can cause the mold to appear on a living creature with a successful melee touch attack against that creature.
All creatures within 5 feet of the mold suffer 3d6 points of non-lethal cold damage each round. It is noticeably cold between 5 and 30 feet from a patch of brown mold but the mold does not cause cold damage in that area. A creature that has brown mold directly on it suffers 3d6 lethal cold damage each round instead of non-lethal damage. It is difficult but possible to shake or strip the mold off as a one-round action with a DC 15 strength, dexterity, or escape artist check.
Fire brought within 5 feet of brown mold causes the mold to instantly double in size, requiring eight times as much time to remove and increasing the area of effect but does not increase the damage caused by the mold to any of the affected creatures. Cold damage, such as from a cone of cold, instantly destroys it.
Source: Player's Guide to Faerun

Moon Path WILL COMPLETE WHEN I GET TO PROPER SOURCE
School ; Level Hathran 5, Initiate of Selune 5
===CASTING===
Casting Time
Components
===EFFECT===
Range
Target
Area
Duration
Saving Throw (); Spell Resistance
===DESCRIPTION===
===MYTHIC===
Source: XXX

Moon Blade WILL COMPLETE WHEN I GET TO PROPER SOURCE
School ; Level Hathran 3, Initiate of Selune 3
===CASTING===
Casting Time
Components
===EFFECT===
Range
Target
Area
Duration
Saving Throw (); Spell Resistance
===DESCRIPTION===
===MYTHIC===
Source: XXX

Moonbeam WILL COMPLETE WHEN I GET TO PROPER SOURCE
School ; Level Hathran 0
===CASTING===
Casting Time
Components
===EFFECT===
Range
Target
Area
Duration
Saving Throw (); Spell Resistance
===DESCRIPTION===
===MYTHIC===
Source: XXX

Moonweb
School Abjuration [Force]; Level Initiate of Selune 5
===CASTING===
Casting Time One Standard Action
Components V, S, DF
===EFFECT===
Range Touch
Effect Web of Force up to 20ft in Diameter
Duration 10 Minutes/Level (D)
Saving Throw No; Spell Resistance Yes
===DESCRIPTION===
You create a web made of pure force that, when casting, can create one of the following three things upon casting. Once chosen, this option cannot be changed once the spell becomes active. The web created gives off a faint glow as candlelight, appearing as a dark starry night with a high, full moon. It does not give off heat nor can it ignite combustible materials. The web itself is porous, allowing liquids, gasses, and fine-sized creatures to pass through it unhindered. Diminutive creatures can pass through any web with an escape artist check DC 30. Although it is possible to see through the barrier, it does grant cover against creatures on the opposing side of any barrier created by this spell.


Web Barrier: You create a circular barrier that, similarly to a web spell, must be anchored on at least one side. It can be placed in any orientation, such as vertically or horizontally.
Web Shelter: You create a 20ft diameter hemisphere of web that is 10 feet high at most. This anchor of this variation of the spell must be situated at the center of this hemisphere. This variation has an "inside" and "outside". Those outside of the shelter see the dark starry night visage with a full moon whereas those inside can see out of the hemisphere as though it were fully transparent, though the web appears to sparkle a bit. There is no entrance or exit through the hemisphere and the spell must be dismissed or destroyed to allow passage, though creative placement of natural obstacles can prevent the web from completely enclosing an area.
Web Shield: You can create any type of shield you are proficient in using. Once created, it is not necessary to keep ahold of it and it can be used, dropped, and later picked up by any creature as long as it isn't dispelled or destroyed. If this is used to create a tower shield, it can not grant total cover and can only provide partial cover. A character that succeeds a DC 25 craft (armorsmithing) check when casting this spell instead creates a masterwork shield that can also become the target of spells that affect shields, such as magic vestment. It can not be targeted as such otherwise. It has no weight.
As the spell is made of force, it is highly resilient to damage, however, as the force effects is created is thin and relatively fragile due to the thin web-like strands of force. Force webs created by this spell have hardness 30 and 1 hit point per caster level of the spell.
Source: Player's Guide to Faerun

Morality Undone
School Enchantment [Curse, Evil, Mind-Affecting]; Level Favored of the Zulkirs 5
===CASTING===
Casting Time 1 Standard Action
Components V, S, M/DF
===EFFECT===
Range Close (25 ft. + 5 ft/2 Levels)
Target One Nonevil Non-Outsider Creature
Duration 10 Minutes/Level
Saving Throw Will Negates; Spell Resistance Yes
===DESCRIPTION===
This spell transforms the target creature into their worst self, bringing out their most vile impulses. Their alignment becomes a powerfully evil version of their former self, suppressing their anxieties, regrets, guilt, kindness, conscience, compassion, and fears. This tends to transform targets into far more bloodthirsty and cruel versions of their former selves.

Creatures that possess a good-aligned divine aura, such as clerics of good aligned deities and paladins, gain a +4 bonus to saving throws against this spell. Non-evil creatures that possess an evil divine aura, such as neutral clerics of evil deities, gain a -4 penalty to save against this spell.

Using this spell in conjunction with a spell such as dominate person or suggestion is particularly useful, because it changes what acts are against a subject’s nature.

This spell is a curse and can only be removed by the remove curse spell and similar spells that likewise remove curses, such as break enchantment and limited wish.
Material Component: A broken holy symbol of a good-aligned god.
===MYTHIC===
The duration of this spell becomes one day per caster level. In addition, the recipient receives a +2 morale bonus to all attack rolls, saving throws, and ability and skill checks against the target's allies and friends.
Augmented (7th): By expending three uses of mythic power, you can cause the duration to become permanent.
Source: Book of Vile Darkness

Mystic Lash
School Transmutation; Level Initiate of Bane 3
===CASTING===
Casting Time Standard Action
Components V, S, (DF if cast as a divine spell)
===EFFECT===
Range 15 feet Emanation
Effect Electric Whip
Duration 1 Round/Level (D)
Saving Throw Fortitude (Partial); Spell Resistance Yes
===DESCRIPTION===
You create a whip of ghostly red energy that emanates from your hand that never harms you. This whip acts in all ways as a normal whip except that you are considered to be proficient in its use even if you aren't otherwise proficient in whips.
Any feats that benefits a whip also benefits your mystic lash. To affect a target creature, you must succeed at a ranged touch attack with the mystic lash. The creature struck suffers 1d6 points of slashing damage +1 per two caster levels (maximum +5) and 1d6 points of electricity damage +1 per two caster levels you possess (maximum +5) and targets must succeed on a fortitude save when successfully struck or become stunned for one round. A successful fortitude saving throw negates the stunning effect from this instance of the spell for the remainder of is duration. The stunning effect's duration is not tied into the spell's normal duration and thus cannot be affected by metamagic effects, such as extend spell. Failure to penetrate spell resistance negates the spell and ends the effect.
The spell is an emanation and therefore can't be disarmed or sundered but the spell is "held" by the caster and can be prematurely ended by "dropping" the whip as a free action. This effect is treated as a magical weapon for the purpose of penetrating damage reduction.
===MYTHIC===
The slashing and electricity damage each increase by 1d6 points of damage and the target can be forced to successfully save against the effect a number of additional times equal to half of the caster's mythic tier per casting of this spell (rounded down, minimum 0). For example, this means a tier 6 mythical character character can force a target hit by the whip to successfully save against the stun effect up to 4 times before the target no longer needs to save against that instance of the spell.
Source: Player's Guide to Faerun

Mystra's Miasma
School Abjuration; Level Sorcerer/Wizard 9, Witch 9
===CASTING===
Casting Time One Standard Action
Components V, S, M
===EFFECT===
Range Medium (100ft. + 10ft./Level)
Area 30ft. Radius Emanation +5ft./2 Levels
Duration One Round/Level
Saving Throw Will Partial (See Text); Spell Resistance No
===DESCRIPTION===
A bank of fog billows out from the point you designate, creating numerous effects. The fog obscures all sight, including darkvision, beyond 5 feet. A creature within 5 feet has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker can’t use sight to locate the target).

In addition to the above effects, creatures moving through this fog move at half their normal speed and take a -2 penalty on all melee attack and melee damage rolls. The vapors prevent effective ranged weapon attacks (except for magic rays and the like). A creature or object that falls into solid fog is slowed so that each 10 feet of vapor that it passes through reduces the falling damage by 1d6. A creature cannot take a 5-foot-step while in Mystra's Miasma. Mystra's Miasma's effects do not stack with similar effects, such as from the solid fog spell in terms of slowed movement and attack penalties.

Finally, Mystra's Miasma also creates a sort of sinkhole in the weave, making it difficult to cast any spells and weakening any spells cast into or from any casters within the miasma. Each character within Mystra's Miasma must succeed a concentration check as though affected by a non-damaging spell while casting (the concentration DC is the DC of Mystra's Miasma + the spell level of the spell the caster is attempting to cast). In addition, all spells that are cast into, within, or through the miasma reduces the caster level and saving throw DC by 4 (if this reduces the caster level to 0, the spell fails.)

A successful will saving throw negates the effect of the miasma that makes it difficult to cast spells as such the caster does not need to make concentration checks but all of the other penalties apply. Creatures who access the Shadow Weave to cast their spells are immune to the caster level check penalty and effect on a caster's concentration unless you also call upon the Shadow Weave. In that case, the spell is called Shar’s Miasma and Weave users are immune to the caster level check penalty and effect on a caster's concentration.

Unlike normal fog, only a severe wind (31+ mph) disperses these vapors, and it does so in 1 round.
Material Component: A small piece of quilted cloth, which must be soaked in water while the spell is cast.
===MYTHIC===
All concentration DCs when within the miasma increases by your tier regardless of a successful will save or whether the caster uses the shadow weave or not. By expending three uses of mythic power, each attempt to cast a spell when within the Miasma causes the caster 1d6 points of non-lethal damage per spell level of the cast spell (will save for half).
Augmented (6th): By expending six uses of mythic power, you can select one 8th level or lower spell for every four caster levels you possess (minimum 1). These selected spells automatically fail when a caster within the Miasma casts the spell and the spell automatically fails to affect any creature within the miasma as though it were an anti-magic field. For every two additional uses of mythic power above six you use, you can select an additional spell of 8th level or lower that automatically fails within the miasma.
Source: Player's Guide to Faerun


Spells of the Forgotten Realms {N-R} (http://www.giantitp.com/forums/showsinglepost.php?p=23600348&postcount=128)

Neoxenok
2018-09-09, 02:24 AM
HOUSE RULE
The Leadership Feat

Purpose
The purpose of this houserule is to nerf the leadership feat while still allowing it and making it a desirable feat to have.


Rationale
The leadership feat is the most powerful feat in Dungeons and Dragons 3.5 edition and pathfinder as it allows a character to essentially gain a second character from 7th level and onward. Although followers are limited in scope in terms of how they contribute and won't be affected, the cohort will be changed as such to be about as powerful as pathfinder's druid animal companion.


Result

Most aspects of leadership remain as written as what gets changed is the nature of your cohort and (to a lesser extent) followers. Normally, the leadership feat grants a cohort of any character class, but this house rule limits this.

Instead, a cohort must select either the adept, expert, or warrior NPC classes. Ability scores for this cohort must be 10, 10, 10, 11, 11, and 11 or 13, 12, 11, 10, 9, and 8 before any racial modifiers and arranged to taste. However, in addition to the normal benefits of those NPC classes, they also gain class features per the variant multiclassing rules of Pathfinder Unchained, except they are gained one level sooner (2nd, 6th, 10th, 14th, and 18th) as bonus abilities as a part of the selected class instead of replacing your feats. When determining the power of certain gained class features, you are treated as 1st level in the emulated class at minimum. In addition, they gain a bonus feat at 4th level and every four levels thereafter, selected among the following, depending upon the class:
All/Any: Any teamwork feat.
Adept: Any item creation or metamagic feat.
Expert: Any performance feat, great fortitude, iron will, lightning reflexes, toughness, signature skill, and skill focus.
Warrior: Any combat, critical, grit, or panache feat.
The cohort must qualify for any bonus feat's prerequisites.

The followers granted by leadership must be commoners with average (10, 10, 10, 11, 11, and 11) ability scores and they gain no bonus feats or variant multiclass abilities as described above for cohorts. It is possible to have adept, expert, or warrior followers, but they are considered to be one level higher than they actually are. As such, your level one followers are always commoners and your 2nd level and higher followers can be level 1 adepts, experts, and/or warriors or level 2 commoners and so on.

The leadership feat is otherwise unchanged. Cohorts do not gain favored class bonuses or traits unless it is gained by taking any feats that grant those abilities.

Neoxenok
2018-12-25, 07:49 AM
Feats of the Forgotten Realms (A-I) (http://www.giantitp.com/forums/showsinglepost.php?p=22044549&postcount=104)

Initiate of Malar
Source: Player's Guide to Faerun
You have been initiated into the greatest secrets of Malar's church.
Prerequisites: Patron Deity: Malar, Knowledge (Religion) 1 Rank, Survival 1 Rank.
Benefit: You must select one of either you, your animal companion, or any natural or fiendish animal you summon magically and once that choice is made, that selection becomes permanent. Your selection must possess a natural attack. All of your selection's natural attacks gain a +2 bonus to all damage rolls and survival checks to track. In addition, you can select one of the abilities listed below. Lastly, survival becomes a class skill for you if it wasn't already.
Apex Predator (Ex): You can affect an animal with your knowledge (religion) skill the same way you would affect a humanoid creature with the intimidate skill. You can also use this ability to influence a magical beast with an Intelligence score of 1 or 2 but you take a –4 penalty on the check. If you also possess the wild empathy skill, you gain a +2 bonus to both wild empathy and this function of knowledge (religion).
Malarite's Magic: You gain the the following spells, adding them to your class spell list. This allows a character to select them as a spell known but these are not automatically added to the character's spells known. When you gain the indicated number of ranks in Knowledge (Religion), you gain the listed spells of the indicated spell level. If you do not have access to the indicated spell level, you do not gain access to that spell until you do. If you have the ability to cast spells from multiple spell lists (such as if you are a multiclass character), you must select one class to which you add the acquired spells to. If the acquired spell is already on your spell list, you use just the lowest level version of the spell.

4 Ranks (2nd Level)- Spectral Stag[I]DF
6 Ranks (3rd Level)- Possess Animal
8 Ranks (4th Level)- Strength of the BeastF
Predator's Hunt (Ex): If you spend at least an hour successfully tracking an individual creature, you gain a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against that individual creature for up to 24 hours or until that creature is dead. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. You may make Knowledge skill checks untrained when attempting to identify these creatures. This benefit is similar to, and stacks with, the ranger's favored enemy. This benefit increases by +1 for every 10 ranks you possess in the survival skill. This ability can only be used against one creature in any given 24 hour period.
Special: You can take this feat multiple times to a maximum of three times. Each time you select this feat, you can select another of the three abilities and the damage and survival bonuses each increase by one.

Initiate of Magic
Source: Player's Guide to Faerun
You have been initiated into the greatest secrets of the gods of magic.
Prerequisites: Patron Deity: Azuth, Mystra, or Savras, Knowledge (Arcana) 1 Rank, Knowledge (Religion) 1 Rank, Spellcraft 1 Rank.
Benefit: You gain the ability to cast detect magic and read magic as spell-like abilities, each usable once per day with a caster level equal to your ranks in knowledge (religion) plus one additional time each for every five ranks you possess in knowledge (religion).
Art of the Weave: You gain the the following spells, adding them to your class spell list. This allows a character to select them as a spell known but these are not automatically added to the character's spells known. When you gain the indicated number of ranks in Knowledge (Religion), you gain the listed spells of the indicated spell level. If you do not have access to the indicated spell level, you do not gain access to that spell until you do. If you have the ability to cast spells from multiple spell lists (such as if you are a multiclass character), you must select one class to which you add the acquired spells to. If the acquired spell is already on your spell list, you use just the lowest level version of the spell.

4 Ranks (2nd Level)- Spell ShieldDF, Mythic
6 Ranks (3rd Level)- Lesser Anyspell, Lesser Ironguard
8 Ranks (4th Level)- Lesser Ironguard (Communal)
10 Ranks (5th Level)- Spell PhylacteryDF, M, Mythic
12 Ranks (6th Level)- Greater Anyspell, SpellmantleMythic
14 Ranks (7th Level)- Holy Star
Spell Defender: You gain the ability to leverage items and other effects that grant resistance to magic. Any time you are granted spell resistance by a magic item, such as spell resistance armor or a mantle of spell resistance, that spell resistance increases by 1 point per two ranks you possess in the knowledge (religion) skill. Spells, spell-like abilities, class, or racial abilities that grant spell resistance instead increases by 1 and an additional +1 per 6 ranks in the spellcraft skill.
Student and Teacher of the Weave (Su): You gain the ability to store and cast spells using your knowledge of spellcraft in yourself or others. In order to store a spell within yourself, another creature must willingly cede a spell to you by expending the prepared spell or open spell slot for a known spell as though it were cast except that you gain the spell and the ability to cast that spell. This process requires one minute regardless of the spell's normal casting time, does not expend any spell components, and retains the spell's properties (arcane, divine, psychic). If you are able to cast spells, you can give your spells to others in the same manner, even if the recipient lacks this feat's ability. Casting a stored spell obeys all of the normal rules of casting that spell as though it were from the original caster (cleric spells can be cast in armor while wizards cannot) except that the caster level of the spell is equal to either the original caster's caster level or your own ranks in spellcraft, whichever is lower. The saving throw DC is based off of your intelligence, regardless of the key spellcasting ability score from the donating spellcaster. This is also true when using this ability to store a spell of yours to allow someone else to cast that spell. Recipients without any ranks in spellcraft or an intelligence score less than 10 + the spell level of the spell to be stored cannot benefit from this ability. You can use this ability to store a number of spells whose total spell levels do not exceed your ranks in the spellcraft skill. Zero level spells count as half a rank for this purpose. The spell level of any spell to be stored cannot exceed half your total ranks in the spellcraft skill (rounded down) to a maximum of 6th level.
Special: You can take this feat multiple times to a maximum of three times. Each time you select this feat, you can select another of the three abilities. In addition, when you select the feat a second time, you gain the ability to cast detect magic and read magic each at will. When you select the feat a third time, you gain the ability to cast detect magic as a move action when specifically targeting one object or one creature within the spell's normal range and the read magic spell becomes active continuously and becomes a supernatural ability instead of a spell-like ability.

Initiate of Nature
Source: Player's Guide to Faerun
You have been initiated into the greatest secrets of Eldath, Mielikki, and Silvanus' church.
Prerequisites: Patron Deity: Eldath, Mielikki, or Silvanus, Knowledge (Nature) 1 Rank, and Knowledge (Religion) 1 Rank.
Benefit: You gain the knowledge (nature) skill as a class skill if wasn't already. When you select this feat, you gain the benefit of a single favored terrain, selected from the ranger's list of favored terrains with a +2 bonus on all relevant skills and other modifiers. If you have or later gain the benefit of a favored terrain feature, such as through levels as a ranger, you do not gain a new favored terrain, but your bonus with this selected terrain improves by 2. In addition, you gain one of the selected abilities below.
[I]Command Plants (Su): As a standard action, you can enslave a creature with the plant type within 30 feet. Plant creatures receive a Will save to negate the effect. The DC for this Will save is equal to 10 + 1/2 your characater level + your Charisma modifier. Plant creatures that fail their saves fall under your control, obeying your commands to the best of their ability, as if under the effects of dominate monster. Intelligent plant creatures receive a new saving throw each day to resist your command. You can control any number of plant creatures, so long as their total Hit Dice do not exceed your character level. You can use this ability a number of times equal to your charisma modifier. If you possess the channel energy ability, you instead expend a use of your channel energy ability to use this ability. If you use channel energy in this way, it has no other effect (it does not heal or harm nearby creatures). If a plant creature is under the control of another creature, you must make an opposed Charisma check whenever your orders conflict. You gain a bonus to the saving throw DC equal to +1 if you possess 1 or more ranks in knowledge (nature) and this benefit improves to +2 if you possess 10 or more ranks in knowledge (nature).
Magic of Nature: You gain the the following spells, adding them to your class spell list. This allows a character to select them as a spell known but these are not automatically added to the character's spells known. When you gain the indicated number of ranks in Knowledge (Religion), you gain the listed spells of the indicated spell level. If you do not have access to the indicated spell level, you do not gain access to that spell until you do. If you have the ability to cast spells from multiple spell lists (such as if you are a multiclass character), you must select one class to which you add the acquired spells to. If the acquired spell is already on your spell list, you use just the lowest level version of the spell.

6 Ranks (3rd Level)- Mold Touch[I]DF
8 Ranks (4th Level)- BriartangleDF, Mythic, ThornsprayM, Mythic
10 Ranks (5th Level)- FirewardDF, Tree HealingDF
Wild Empathy (Ex): You can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. To make a wild empathy check, you must roll a 1d20 and add your Knowledge (Nature) skill modifier to determine the wild empathy check result.
The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
To use wild empathy, you and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time.
An initiate of nature can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a –4 penalty on the check.
If a character already possesses the wild empathy ability (such as through levels as a druid or ranger), you use whichever modifier is higher and add +2 to the result. This bonus increase to +4 if you possess 10 or more ranks in knowledge (nature).
Special: You can take this feat multiple times to a maximum of three times. Each time you select this feat, you can select another of the three abilities and your favored terrain bonus improves by 1.

Initiate of Selune
Source: Player's Guide to Faerun
You have been initiated into the greatest secrets of Selune's church.
Prerequisites: Patron Deity: Selune, Knowledge (Religion) 1 Rank.
Benefit: You gain the ability to cast the augury spell once per day with a caster level equal to your ranks in knowledge (religion). In addition, you can select one of the abilities listed below.
Full Moon Circle: You gain the ability to lead a team of participants of other faithful Selunites in Lunar Circle Magic (see circle magic). You can substitute your knowledge (religion) skill for spellcraft when making any relevant checks with regards to Lunar Circle Magic.
Lunar Empathy (Ex): You can improve the attitude of an animal or lycantherope. This ability functions just like a Diplomacy check made to improve the attitude of a person. To make a wild empathy check, you must roll a 1d20 and add your Knowledge (Religion) skill modifier to determine the wild empathy check result.
The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
To use wild empathy, you and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time.
An initiate of selune can also use this ability to influence a magical beast with an Intelligence score of 1 or 2 or otherwise intelligent creatures that have lost control of their ability to reason. Examples include feebleminded creatures or lycantheropes that have failed their control self check but she takes a –4 penalty on the check.
If a character already possesses the wild empathy ability (such as through levels as a druid or ranger), you use whichever modifier is higher and add +2 to the result. This bonus increase to +4 if you possess 10 or more ranks in knowledge (religion).
Moon Magic: You gain the the following spells, adding them to your class spell list. This allows a character to select them as a spell known but these are not automatically added to the character's spells known. When you gain the indicated number of ranks in Knowledge (Religion), you gain the listed spells of the indicated spell level. If you do not have access to the indicated spell level, you do not gain access to that spell until you do. If you have the ability to cast spells from multiple spell lists (such as if you are a multiclass character), you must select one class to which you add the acquired spells to. If the acquired spell is already on your spell list, you use just the lowest level version of the spell.

2 Ranks (1st Level)- Handfire[I]Mythic
6 Ranks (3rd Level)- Moon Blade
8 Ranks (4th Level)- Strength of the BeastF, Wall of MoonlightMythic
10 Ranks (5th Level)- Moon Path, Moon WebDF
Special: You can take this feat multiple times to a maximum of three times. Each time you select this feat, you can select another of the three abilities listed above. In addition, you can use the augury ability one additional time per day. When you select this feat the second time, any time you roll a percentile dice to determine the results of your augury spell-like ability or any divination spell, you can roll twice and take the second result. When you select this feat a third time, your ability to cast augury as a spell-like ability is replaced by the ability to cast the divination spell as a spell-like ability usable an equal number of times per day as augury (three) and a caster level equal to your ranks in knowledge (religion).

Initiate of Tyr
Source: Player's Guide to Faerun
You have been initiated into the greatest secrets of Tyr's church.
Prerequisites: Patron Deity: Tyr, Knowledge (Religion) 1 Rank.
Benefit: Mandatory for all those closely affiliated with the faith of Tyr, you have a strong grasp of the laws common to most regions of Faerun. You treat all knowledge (local) skills as untrained, allowing you to roll checks above DC 10.
Justicar Focus: You gain a +1 to all attack and damage rolls with longswords. This feat does not stack with the weapon focus (longsword) feat but you are treated as though you possessed the weapon focus (longsword) feat for all intents and purposes.
Sense Guilt (Su): You gain the ability to sense a creature's guilt as it pertains to a particular crime within 30 feet. This ability does not detect whether or not a creature feels guilty but rather a very general sense that the target individual is guilty of some crime that warrents a significant punishment. It is possible to make a sense motive check (DC 15) when activating this ability to gain a hunch as to the type of crime in the broadest sense, such as discerning whether the crime is related to property, violence, or murder. A target guilty of multiple significant crimes is detected as such, though the exact number is not detected. This ability is usable as a swift action at will. It is a mind-influencing effect. What crimes warrent detection and the degree of the severity of guilt by this ability is determined by a combination of the initiate's own moral stance as well as that of Tyr's on law and justice and enforcement of law and justice in relation to the laws relevant to where the initiate is in a geopolitical sense. The ability provides no clues as to what the initiate should do with this information. The affected target receives a will save to negate the effect and ability for the initiate to detect guilt on the target's crimes. The DC of this ability is equal to 10 + half your ranks in knowledge (religion) + your wisdom modifier.
Tyrran Magic: You gain the the following spells, adding them to your class spell list. This allows a character to select them as a spell known but these are not automatically added to the character's spells known. When you gain the indicated number of ranks in Knowledge (Religion), you gain the listed spells of the indicated spell level. If you do not have access to the indicated spell level, you do not gain access to that spell until you do. If you have the ability to cast spells from multiple spell lists (such as if you are a multiclass character), you must select one class to which you add the acquired spells to. If the acquired spell is already on your spell list, you use just the lowest level version of the spell.

8 Ranks (4th Level)- Sword and Hammer[I]DF, Mythic
12 Ranks (6th Level)- Greater Sword and HammerDF, Mythic
Special: You can take this feat multiple times to a maximum of three times. Each time you select this feat, you can select another of the three abilities and your bonus to knowledge (local) and profession checks increases by 1.

Innate Spell [General]
Source: Player's Guide to Faerun
Your mastery of magic allows you to gain a spell you know as a spell-like ability.
Prerequisite: Ability to Cast Spells (Arcane, Divine, or Psychic), Spellcraft 1 Rank
Benefit: You gain one spell you know as a spell-like ability usable once per day. Bards, Bloodragers, Sorcerers, and similar classes can select any spell on their spell list instead of a spell known. If a selected spell is one spell level lower than the highest spell level the character can cast, then the spell-like ability is usable three times per day. You can not select a spell with an expensive (1 gp or higher) material or focus component for use with this feat.

Inscribe Rune
Source: Player's Guide to Faerun
[I]You gain the ability to inscribe spells onto a variety of surfaces as runes, activating with a touch, when read, or when near the rune.
Prerequisites: Divine Caster Level 3rd
Benefit: You can inscribe a rune of any 3rd-level or lower spell that you know and that targets a creature, requires a melee touch or ranged touch attack, or affects an area. Inscribing a rune takes 10 minutes for a zero level spell and one hour per spell level of the spell being scribed. When you inscribe a rune, you set the caster level, which must be sufficient to cast the spell in question and no higher than your own level. To inscribe a rune, you must use up raw materials costing one half this base price.
When you inscribe a rune, you make any choices that you would normally make when casting the spell. Inscribing a rune with an area of effect has the area always centered on the rune itself and can activate when touched or when a creature enters the area of effect. A spell that requires a target, melee touch, or ranged touch attack must target a creature that touches the rune in some manner. A rune that activates when read must use a spell that requires a target. Inscribing a rune can activate when a creature steps on a specific 5-ft square must employ a spell that requires a target or ranged touch attack within the spell's range. This spell automatically targets the first creature that enters the square. Spells with a ranged touch attack target the square with a ranged touch attack bonus equal to the spell's spell level and the target has a 50% miss chance, similarly to firing blindly.
See Rune Magic (http://www.giantitp.com/forums/showsinglepost.php?p=22554876&postcount=113) rules for more information.

Insidious Magic [Metamagic]
Source: Player's Guide to Faerun
Your spells are difficult to detect through divination and other methods of detection.
Benefits: Divination spells don't automatically detect or defeat your spells or other magical effects. This only benefits a spell and not something the spell protects, for example, this protects a character's disguise self spell from being detected by detect magic or arcane sight but this does not prevent an invisible character from being detected by the see invisibility spell although it would protect invisible characters against invisibility purge. For a spell modified by this feat to be defeated or detected, the caster must succeed an opposed caster level check. The results of the caster level check apply to one instance of a given spell or for one hour, whichever duration is shorter. Failure means the spell is undetectable or continues to operate despite the opposing spell. Success means the caster gains information about or defeats the spell normally.
This spell takes up a spell slot two spell levels higher than the spell's actual level.
Normal: Divination spells can automatically gain information about your spells or otherwise defeat them, such as detect magic sensing magical auras, invisibility purge dispelling illusion spells, or true seeing discerning illusions.

Magical Artisan [General]
Source: Player's Guide to Faerun
The magic items you create are not merely functional, but works of high magical art.
Prerequisites: Any Item Creation Feat
Benefit: At your option, you can elect to take twice as long and expend 25% extra gold (75% of the item's market price) to create a magic item. This item gains a +2 bonus to all caster level checks to penetrate spell resistance, a +1 bonus to the effect's saving throw DC, and any non-instantaneous duration of any effect created by the item is doubled. This feat only benefits magic items that use their own caster level and saving throw DCs and not the caster's caster level and saving throw DCs (like staves).
Alternatively, an item crafter can choose to create an item as efficiently as possible, reducing the creation cost of the item by 10% (40% of the item's market price).
Making use of this feat increases the item's craft DC by 5.

Mythic Delay Spell [Metamagic] [Mythic]
You've mastered the ability to delay and set off your spells at a time of your choosing.
Prerequisite: Delay Spell, 1st Mythic Tier
Benefit: When you cast a spell modified by delay spell, you can delay the spell up to a maximum of 10 rounds.
By expending a use of your mythic power, you can increase the delay further from rounds to minutes to a maximum of one minute per mythic tier you possess.
By expending a use of your mythic power, you can use delay spell without increasing the casting time of the spell or increasing the spell slot it uses.
Normal: You can delay a spell using the delay spell metamagic feat by up to 5 rounds.

Pernicious Magic [General]
Source: Player's Guide to Faerun
You have better optimized your magic to take advantage of the shadow weave's advantages.
Prerequisite: Shadow Weave Magic
Benefits: Your enchantment, illusion, and necromancy spells are considered to be one spell level higher than they are for the purpose of counterspelling the spells of a weave-user. In addition, your enchantment, illusion, and necromancy spells have a dispel DC of 13 + your caster level.
However, your evocation and transmutation count as one spell level lower than they normally are for the purpose of counterspelling and have a dispel DC of 9 + your caster level.
Normal: Spells possess a dispel DC of 11 + your caster level.

Shadow Thief
Source: Player's Guide to Faerun
[I]Members of the Shadow Thieves are among the most prosperous and largest thieves' guild in all of Faerun. Although their largest stronghold is in Amn, their reach can and does extend well beyond Amn's borders. Those that are the most successful in this organization are those that seek profit and power and control. Although shadow thieves are not unknown to skulking or thieving as most in such guilds, their specialty lies in their ability to pursue more duplicitous means to get what they want out both in and out of the shadows.
Prerequisites: Bluff 1 rank, Diplomacy 1 rank, Intimidate 1 rank, and must be a member of the Shadow Thieves' guild.
Benefit: You gain bluff, diplomacy, and intimidate as class skills if you did not have them as such beforehand. In addition, you gain a bonus to your leadership score equal to +1 due to your reputation and the influence of the Shadow Thieves. In addition, you can select one of the abilities below.

Betrayer (Ex): You are an expert in getting a target to drop their guard for an act of ultimate betrayal on your part. By approaching a target as a person to be trusted, you can get them to drop their guard long enough for you to strike and maximize your chances of hurting or killing the target. You must spend five minutes of uninterrupted conversation with the target and the target's attitude toward you must be indifferent, friendly, or helpful by the end of that time. A diplomacy check to change the target's attitude can be made during this time. Once five minutes have passed and the target is indifferent, friendly, or helpful, you can make a diplomacy check against the target's opposed sense motive check as a free action at any time. If successful, the target is considered flat-footed against you for one round plus one round per five points in which your diplomacy check exceeds their sense motive check or until you attack, make a hostile action, or otherwise make them lose their trust of you, whichever comes first. The target is considered to have been "studied" for the purpose of employing the death attack ability on the target. If the diplomacy check was failed, your target sees plainly your ill intentions and the consequences of your deceit are dependent upon the situation but most subjects simply become hostile and act accordingly. If you succeed the diplomacy check but fail to make any hostile action, the target may generally remain indifferent, friendly, or helpful.
Doublespeak (Ex): As a shadow thief, you learn speak in such a way as to obfuscate and layer your meaning. People you interact with can never be quite sure if you were telling the truth or even if they should take seriously a veiled threat. Any time you suffer the negative consequences of a social interaction (successful or not), such as a failed bluff or diplomacy check or even a successful intimidate check against a particular target, you can attempt a bluff check with a -5 penalty after at least three rounds of conversation to remove those penalties (such as bluff's -10 penalty on a failed bluff check to lie, a failed attempt to change a target's attitude through diplomacy, or virtually any consequence from intimidate) and essentially allow you to treat the target as though the previous interaction didn't happen. This is only the case if the target was unaffected by the consequences of that interaction (directly or indirectly, though the target must be able to connect those consequences to that interaction somehow). If the target suffered negative lasting consequences from that interaction (the target was attacked by you, your lies caused the target to get into serious trouble, etc.), then the penalty for using this ability increases by a further -5.
Trustworthy (Ex): You have a trustworthy face. When improving a creature's attitude toward you for the first time, you can adjust the target's attitude toward you by two steps instead of one. The DC to perform this action is increased by 5. In addition, any time you make a request or suggest a course of action with diplomacy or bluff, the associated penalty or increase in the DC is lessened by 5 (to a minimum of 0.)
Special: You can select this feat multiple times. You can not select a special ability more than once unless specifically stated otherwise. Each time you select this feat, your bonus from your reputation to your leadership score improves by 1. In addition, you can select from one of the special abilities again, select a different ability you hadn't selected before. You can select this feat a maximum of three times.

Shadow Weave Magic [General]
Source: Player's Guide to Faerun
You have unlocked the secrets to using the magic of the shadow weave.
Prerequisites: Ability to cast arcane or divine spells, Knowledge (Arcana) 1 Rank or patron deity Shar.
Benefit: From this point forward, your spells tap into the shadow weave permanently.
The shadow weave is optimal for some types of spells and less than optimal for others. Spells of the enchantment, illusion, and necromancy schools of magic are easier to create, use, and manipulate with metamagic. When applying one or more metamagic feats to a spell of the enchantment, illusion, and necromancy spell schools, reduce the total spell level adjustment of the spell slot needed by one. Further, you can use the enlarge, extend, and widen spell metamagic feats with spells of these schools as though you possessed those metamagic feats, but only for spells of those schools.
Spells with the [Darkness] descriptor that you cast are enlarged, extended, and widened automatically as though modified by those metamagic feats. This benefit does not stack with that of the enlarge, extend, and widen metamagic feats.
The shadow weave, however, is less than optimal when casting spells that involve energy and matter. Spells of the evocation and transmutation schools are more difficult to cast and use (except those of the [darkness] descriptor.) Any spell you cast of the evocation and transmutation schools modified by one or more metamagic feats adds +1 to the total spell level adjustment of the spell slot required to cast those spells. Further, the damage dice produced by any spells of those schools is reduced by one step (so every 1d6 becomes 1d4 or 1d8 becomes 1d6 and so on). Lastly, the non-instantaneous duration of any spell of any of these spell schools is halved.
Spells with the [Light] descriptor can be cast by a shadow weave user, but they have their range, radius, and duration are halved, as appropriate.

Spell Thematics [General]
Source: Player's Guide to Faerun
Your spells, whether done as an expression of creativity or a deliberate act to make it difficult for others to identify your spells, are cast differently from the standard practices, making them wholly your own.
Prerequisites: Ability to cast spells or manifest psionics and Spellcraft 1 Rank
Benefit: It is much more difficult for others to identify your spells as they are being cast. The DC to identify your spells is equal 20 + your ranks in spellcraft + the spell's level.
Normal: The spellcraft DC to identify your spells is equal to 15 + the spell's level.

Spellcasting Prodigy [General]
Source: Player's Guide to Faerun
You possess an uncanny talent for magic.
Benefit: Treat one of your mental ability scores (intelligence, wisdom, or charisma) as two points higher when determining spellcasting and class ability benefits keyed to that ability score. This benefit does not stack with any racial ability score bonuses to that ability score but any racial penalty is ignored.
For example, an orc and elf wizard are treated as having a 17 intelligence for the purpose of preparing and casting wizard spells and the wizard's class features even though the elf has a 17 intelligence (15 +2 racial) and a orc has a 13 intelligence (15 -2 racial).
Special: You can only select this feat as a 1st level character. You can select this feat even if you don't possess any levels in a spellcasting class. This feat cannot be applied to an ability score if its value is 1, 2, or it is a non-ability score.

Spellfire Talent [Spellfire]
Source: Magic of Faerun, Player's Guide to Faerun
Prerequisite: Constitution 13+, Spellfire Pool
Benefit: Your spellfire pool increases by 2 spellfire points and your maximum spellfire pool capacity increases by 4 points.
Special: You can select this feat multiple times. It's effects stack.

Spellfire Wielder [General]
You have discovered that you possess the ability to absorb and redirect magical energy to other uses.
Prerequisite: Constitution 13+
Benefit: You gain the ability to gain and use spellfire points. Any time you rest, similarly to regaining spells or other class abilities, you regain lost spellfire points equal to your constitution modifier. You also gain spellfire points by successfully saving against first level or higher spells (including harmless spells) that affect you equal to one point per two spell levels of the spell (minimum one). You can possess a maximum number of spell points equal to your constitution score. Spellfire points in excess of your constitution modifier is simply lost.
You can use spellfire points for any of the following benefits:
Spellfire Light (Sp):You can cast the light (http://www.d20pfsrd.com/magic/all-spells/l/light/) as an arcane spell with a caster level equal to your hit dice by expending one spellfire point.
Spellfire Ray (Sp): You can create a ray of fire that you can use to attack enemies out to close (25ft + 5 feet per two hit dice you possess) range as a ranged touch attack. Opponents you hit with this ray suffer 1d6 + 1 per two hit dice you possess in fire damage. You must expend two spellfire points to use this ability.
Spellfire Charge (Su): You can use one racial spell-like ability with limited uses without expending a use of that ability by expending three spellfire points. This must be a racial spell like ability or a spell-like ability gained by a racial feat.
Special: Characters that has selected the endurance (http://www.d20pfsrd.com/feats/general-feats/endurance-final/) and/or endurance (mythic) (http://www.d20pfsrd.com/mythic/mythic-feats/endurance-mythic/) add the noted modifier to the character's character's constitution score to determine the character's maximum spellfire point capacity. Also, you can not take this feat if you already possess a spellfire pool. If you select this feat and later gain a spellfire pool from another source, such as from a class feature that grants a spellfire pool, this feat is automatically replaced with the spellfire talent feat.

Spellguard of Silverymoon
Source: Player's Guide to Faerun
[I]As the bastion of civilization in the savage North, the city of Silverymoon attracts a great deal of attention from the fell creatures that inhabit the snow-shrouded forests. Evil giants, trolls, dark elves, and creatures of an even fouler bent scheme to make the Gem of the North fall. Fortunately for the Silvaeren, the city is well defended against such threats. The Spellguard, Silverymoon's elite cadre of battle-trained arcane spellcasters, protects the city against the threat of hostile magic and aids the Knights in Silver against more mundane threats.
Prerequisites: Non-Evil Alignment, Membership in Good Standing with the Spellguards of Silverymoon, Spellcraft 1 Rank
Obligation: The Spellguard is a military unit, not just a loose fraternity of mages. As such, each spellguard of Silverymoon must spend at least two days out of every tenday on active duty, usually either guarding the walls of Silverymoon itself or patrolling the surrounding area with a detachment of the Knights in Silver.
Token: As a member of the Spellguard, newly inducted member receives an adrath token - a small metal disk that allows him to cast spells that are normally forbidden by the mythal. As long as he has this token in his possession, he may cast conjuration (summoning) spells, evocation [fire] spells, and spells with the teleportation descriptor within the wards of Silverymoon. He may also freely use magic items that produce those effects.
This token does not magically appear in the spellguard's possession; he must return to Silverymoon to receive it from his superior.
Ward Attunement: Each spellguard of Silverymoon is inducted formally into the order through an elaborate ceremony held in the High Palace of Silverymoon. This ceremony, attunes the spellguard to the mythal that surrounds Silverymoon, allowing access to a variety of powers granted to them by the mythal.
See The Wards of Silverymoon for information on ward attunement.
Benefit: You gain a +2 bonus to all concentration checks when casting defensively. In addition, you can select one of the following abilities and gain the selected benefits listed below.
Mythal Magic of Silverymoon: You gain the ability to better use the benefits provided by your attunement to Silverymoon's mythal and, in addition, you gain the ability to store some of the mythal's power for use outside of the Mythal's influence.
In order to store a spell, you must possess a minimum number of skill ranks in the spellcraft skill to store a spell as indicated below. You can store a number of spells in this manner equal to half your total skill ranks in spellcraft (minimum 1). Similarly to casting them within the mythal, the spells are cast by command word. However, when cast outside the mythal, the spell is cast at a caster level equal to your total ranks in spellcraft with a saving throw DC equal to 10 + half your ranks in spellcraft (rounded down) + your intelligence modifier. The spells have a spell level equal to half your number of ranks in spellcraft, rounded down.

1 Rank- Feather Fall, Protection from Evil
2 Ranks- Bless Weapon, Shield, Shocking Grasp
4 Ranks- Bull's Strength, Cat's Grace, Negative Energy Protection, Silence
6 Ranks- Invisibility Purge, Ironguard (Lesser), Quench, Remove Curse, Remove Paralysis, Tongues
8 Ranks- Air Walk, Detect Scrying, Discern Lies
10 Ranks- Dispel Chaos, Dispel Evil
12 Ranks- Control Water
14 Ranks- Antipathy (Evil-Aligned Demons, Devils, Dragons, Drow, Duergar, Giants, Goblinoids, Mind Flayers, Orcs, and Trolls Only)
Spellguard (Su): Once per day, you can cast any beneficial personal-range arcane spell on another creature as though it were a touch-range spell. You can use this ability one additional time for every five ranks you possess in the spellcraft skill.
Selective Spell (Su): You gain the ability to discriminate whether a target becomes affected by a spell of yours or not once per day. Alternatively, the cast spell can be modified by this ability as such that it only affects the selected targets. Any time you cast a spell that affects an area, you designate one creature per rank you possess in spellcraft either exempt from the spell's effects or specifically targeted by the spell's effects at your option. This benefit only persists for one round for each use of the ability, but multiple uses of this ability can be used for spells that have a duration longer than one round. You gain an additional use of this ability for every five ranks you possess in the spellcraft skill.
Special: You can select this feat multiple times to a maximum of three times in total. Each time you select this feat, you can select another of the three available abilities and your bonus to concentration checks increases by 1.
The Wards of Silverymoon: The city of Silverymoon is protected by a powerful magical effect called a mythal. This potent form of elven high magic forbids the casting of several types of spells, causer other spells to, be permanently in effect, and allows the denizens of Silverymoon to use still other spells with a word. The mythal's effects cover the city itself plus an area 1,000 yards beyond its limits in all directions (even up into the sky and down into the earth).
Spells with the death, evil, or teleportation descriptor, conjuration (summoning) spells, and evocation [fire] spells are all forbidden by the mythal of Silverymoon. Any attempt to cast such a spell fails automatically, though the spell slot is used up normally.
The following spells are continually in effect throughout the area of the mythal, much like a spell fixed to a hallow or unhallow effect: antipathy (to all evil-aligned demons, devils, dragons, drow, duergar, giants, goblinoids, mind flayers, orcs, and trolls), detect scrying (all creatures within the mythal gain the benefits of this effect), invisibility purge, negative energy protection, and protection from evil.
Finally, characters attuned to the mythal may activate any of the following spells by command word, exactly as if it were an ability of a magic item in the character's possession: air walk, bless weapon, bull's strength, cat's grace, control water, discern lies, dispel chaos, dispel evil, feather fall, ironguard (Lesser), quench, remove curse, remove paralysis, shield, shocking grasp, silence, and tongues.
More information on Silverymoon's wards can be found on page 57 of The Silver Marches.
Ex-Spellguards: A spellguard of Silverymoon who is derelict in his duty, betrays Silverymoon or the Silver Marches, or otherwise acts in a manner inappropriate for a military officer of his stature is cast out of the Spellguard. His ward token is deactivated, and his attunement to the mythal is fully nullified, effectively loosing all benefits gained by this feat. This can be reversed if the spellguard pays for any crimes or other debts to society as appropriate to the crime and the desires of the leadership of Silverymoon and the guard.
A character may at any time choose to retire from the Spellguard. A retiree is expected to hand in his adrath token, loosing the benefits of ward attunement but retaining the abilities granted by this feat, treating all areas even within the mythal as though he were outside the mythal.
Under exceptional circumstances, however, a retired spellguard may reenlist and regain full attunement to the wards of Silverymoon's mythal.

Tenacious Magic [General]
Source: Player's Guide to Faerun
Your spells are especially difficult to dispel.
Benefit: Your spells are especially resilient against dispelling magic. The dispel DC of any spell you cast is increased by 2 points. In addition, if a dispel attempt is successful against your spells they continue to persist for another 1d4 rounds or until the duration would normally end, whichever is sooner.

Twin Spell [Metamagic]
Source: Player's Guide to Faerun
You cast the selected spell twice simultaneously.
Benefit: You cast one harmless or beneficial touch, ranged touch, or target spell that affects one creature twice, performed simultaneously. You gain the benefit of one of the twinned spells while the other can be used normally on another creature. You do not benefit from the extra spell if you used both on the same target.
A twinned spell uses up a spell slot one level higher than the spell's actual level.

Neoxenok
2018-12-29, 04:11 AM
Spells of the Forgotten Realms {Fir-M} (http://www.giantitp.com/forums/showsinglepost.php?p=23294072&postcount=125)

Nature's Balance
School Transmutation; Level Druid 4, Summoner/Unchained Summoner 3
===CASTING===
Casting Time One Standard Action
Components V, S
===EFFECT===
Range Touch
Target Creature Touched
Duration 10 Minutes/Level (D)
Saving Throw Fortitude Negates (Harmless); Spell Resistance Yes (Harmless)
===DESCRIPTION===
You create a mystical link between yourself and a touched creature, lending them a degree of your power. When you cast this spell, you suffer a -4 penalty to one of your ability scores and increase the touched creature's same ability score by an equal amount.
This benefit persists as long as both you and the touched creature remain on the same plane. The spell is active on both you and the selected target and dispelling the spell on either the caster or the target creature ends the spell on both. The ability bonus on the target creature is non-typed and the ability penalty on the caster cannot be removed without dispelling the spell.
You can cast this spell multiple times, affecting a different ability score for each instance of the spell. This spell only benefits one ability score at any given time and does not stack with other instances of this spell, so two different casters cannot increase the same ability score on the same creature nor can the same caster cast the spell twice to benefit/penalize the same ability score.
===MYTHIC===
You can increase and penalize one additional ability score with a single casting of this spell. If you expend two uses of mythic power, you can affect three additional ability scores or all six ability scores with three uses of mythic power.
Source: Player's Guide to Faerun

Naturewatch WILL COMPLETE WHEN I GET TO PROPER SOURCE
School ; Level Hathran 0
===CASTING===
Casting Time
Components
===EFFECT===
Range
Target
Area
Duration
Saving Throw (); Spell Resistance
===DESCRIPTION===
===MYTHIC===
Source: XXX

Negative Energy Protection
School Abjuration; Level Initiate of Lathander 2
===CASTING===
Casting Time 1 Standard Action
Components V, S
===EFFECT===
Range Touch
Target Creature Touched
Duration 10 Minutes/Level
Saving Throw Will Negates (Harmless); Spell Resistance Yes (Harmless)
===DESCRIPTION===
This spell grants a limited amount of protection from negative life energy, shielding you from hit point damage from negative energy. For the duration of this spell, any time the target would gain negative energy damage, such as from an inflict spell, the damage inflicted is lessened by 10 points (to a minimum of 0).
This resistance increases to 20 at 7th level and 30 at 11th level.
Source: Spell Compendium, D&D 3.5 Edition

Nybor's Gentle Reminder
School Enchantment (Compulsion) [Mind-Affecting] [Pain]; Level Favored of the Zulkirs 2
===CASTING===
Casting Time One Standard Action
Components V, S, F
===EFFECT===
Range Close (25ft. + 5ft./2 Levels)
Target One Living Creature
Duration One Round/Level
Saving Throw Will Negates; Spell Resistance Yes
===DESCRIPTION===
This spell was developed by Thayan slave drivers that wanted to get the point across to their slaves. It has since spread to use in combat. This spell sends a stinging jolt of pain that resonates throughout the target's body for the duration of the spell. The target is dazed for one round (until the beginning of your next turn) and gains the shaken condition for the remaining duration of the spell.
The pain caused by this spell is distracting, forcing the caster to make a concentration check against a DC equal to this spell's save DC plus the level of the spell the caster is attempting to cast.
Focus Component: A stick at least one foot long.
Source: Player's Guide to Faerun

Nybor's Mild Admonishment
School Enchantment (Compulsion) [Mind-Affecting] [Pain]; Level Favored of the Zulkirs 3
===CASTING===
Casting Time One Standard Action
Components V, S, F
===EFFECT===
Range Close (25ft. + 5ft./2 Levels)
Target One Living Creature
Duration One Round/Level
Saving Throw Will Negates; Spell Resistance Yes
===DESCRIPTION===
Developed by Thayan slave drivers, this spell has since spread to use in combat. This spell sends waves of crippling pain into a single indivdiual that resonates for the duration of the spell. The target is dazed for one round (until the beginning of your next turn) then nauseated for 1d4+1 rounds, then shaken the remaining duration of the spell.
The pain caused by this spell is distracting, forcing the caster to make a concentration check against a DC equal to this spell's save DC plus the level of the spell the caster is attempting to cast.
Focus Component: A stick at least one foot long.
Source: Player's Guide to Faerun

Nybor's Stern Reproof
School Enchantment (Compulsion) [Mind-Affecting] [Pain]; Level Favored of the Zulkirs 7
===CASTING===
Casting Time One Standard Action
Components V, S, F
===EFFECT===
Range Close (25ft. + 5ft./2 Levels)
Target One Living Creature
Duration One Round/Level
Saving Throw Will Partial (See Text); Spell Resistance Yes
===DESCRIPTION===
This spell was developed by Thayan slave drivers to show their servants the consequences of their displeasure. It has since found good use against the enemies of Thay in combat. This spell sends such pain into the mind of the subject that it dies a slow and painful death. The target is paralyzed for 1d4+1 rounds and suffers 1 point of constitution and wisdom drain each round. At the end of those rounds of being paralyzed, the target suffers 10 points of damage per caster level. If the target survies the damage, they remain nauseated for the remaining duration of the spell.
A successful will save during the first round negates the effects of paralysis and ability drain for one round, instead gaining the sickened condition. During the second round, the target must succeed another will saving throw. If this save fails, they suffer 3d6 points of damage +1 per caster level but still gains the nauseated condition for the remaining duration of the spell. If the second save is successful, the target still suffers the damage but the spell is otherwise negated.
Focus Component: A stick at least one foot long.
Source: Player's Guide to Faerun

Nchaser's Glowing Orb
School Evocation [Light]; Level Cleric/Oracle 4, Inquisitor 4, Sorcerer/Wizard 3 Elemental School Void 3
===CASTING===
Casting Time One Standard Action
Components V, S, F, M
===EFFECT===
Range Touch
Effect A floating, flying magical orb of controlled light
Duration Permanent
Saving Throw None (Harmless); Spell Resistance No
===DESCRIPTION===
Inside a thin glass sphere, you spark a magical light roughly the size of a human fist. The orb can float, ordered to follow a particular target, stay in one place, or be directed to fly to a target or location with a fly speed of 60ft (perfect) at any time. The light level is variable and it is possible for the orb to create light bright enough to have bright light out to a 60ft radius from the orb (120ft shadowy illumination) or be extinguished entirely and generate no light at all and anywhere in between.
Directing the orb's movement or light levels can be performed as a mental command by the caster and any others designated by the caster that can be performed as a free action. The caster can designate controllers or undesignate them at any time. Conflicting commands defaults to the caster or the winner of an opposed charisma check. A caster can create as many of these orbs as he wishes and directions can be made for individual orbs, groups, or all orbs. The caster can only control an orb if he is within 60 feet of that orb and has line of sight.
Breaking the glass sphere destroys the magic and ends the spell. The sphere has AC 18 (10 + 8 Size) with 2 hit points and 0 hardness.
Light spells counter and dispel darkness spells of an equal or lower level.
Material Component: Ruby dust worth 200 gp.
Focus Component: The glass sphere into which the light is placed. An orb usable for this purpose has a hardness of 0 and 2 hit points.
Source: Player's Guide to Faerun

Obediant Avalanche
School Conjuration (Creation) [Cold]; Level Shaman 9, Sorcerer/Wizard 9, Witch 9 Elemental School Air 9
===CASTING===
Casting Time One Standard Action
Components V, S
===EFFECT===
Range Medium (100ft. + 10ft./Level)
Area 40ft. Radius (See Text)
Duration Instantaneous
Saving Throw Reflex Partial (See Text); Spell Resistance No
===DESCRIPTION===
You create a sizable avalanche of snow in midair and drop it upon all within your foes below. The effect of an obedient avalanche depends upon the distance from the spell's point of origin, as follows:
Within 20 feet: Each creature within the area suffers 1d6 points of damage per caster level [maximum 25d6]. This damage is half bludgeoning damage and half cold damage. All creatures within this area is also buried and the terrain is covered in heavy snow. A successful reflex saving throw negates the burial and halves the damage.
Buried creatures cannot breathe and must succeed a strength or escape artist check as a one-round action against the DC of this spell to escape. The terrain in this area is considered difficult terrain and movement is halved within the area.
Between 20 feet to 40 feet: Each creature within the area suffers 1d6 points of damage per caster level [maximum 25d6]. This damage is half bludgeoning damage and half cold damage. All creatures within this area are also pushed to the edge of the area of effect away from the point of origin and rendered prone. A successful reflex saving throw halves the damage and is neither pushed to the edge of the area of effect nor rendered prone. A failed reflex save still allows the character to succeed a strength or acrobatics check against the DC of the spell to avoid the push and prone effects of the spell.
The hardness of objects and structures is treated as 5 points lower (to a minimum of 0) for the purpose of suffering damage from this spell.
The snow created by this spell is real snow and persists as real snow would. An obedient avalanche extinguishes all flames it touches.
===MYTHIC===
The spell deals 1d10 points of half bludgeoning and half cold damage per caster level [maximum 25d10]. By expending two uses of mythic power, a fog of powdered snow enshrouds the entire radius of the spell's area for a number of rounds after the spell is cast equal to your tier. Any creature that enters this area cannot see past 10 feet in any direction and all creatures not within 10 feet of a creature gains concealment. In addition, all creatures within the spell's radius during this duration suffers 1d6 points of non-lethal damage each round due to the extreme cold.
Source: Player's Guide to Faerun

One with the Land WILL COMPLETE WHEN I GET TO PROPER SOURCE
School ; Level Hathran 2
===CASTING===
Casting Time
Components
===EFFECT===
Range
Target
Area
Duration
Saving Throw (); Spell Resistance
===DESCRIPTION===
===MYTHIC===
Source: XXX

Pact of Martyrdom
School Necromancy [Good]; Level Initiate of Ilmater 4
===CASTING===
Casting Time 1 Standard Action
Components V, S
===EFFECT===
Range Touch
Target Creature Touched
Duration Instantaneous
Saving Throw None; Spell Resistance Yes (Harmless)
===DESCRIPTION===
You cure the target creature of hit points by exchanging yours to the target. You can exchange a maximum of 10 hit points per caster level (maximum 100) in this manner. If you have fewer hit points than this, then you can only exchange up to a maximum of your full hit point total plus your constitution score, killing you at the expense of the health of the target in the process. If cast upon a creature that has died within 1 round, apply the healing from this spell to the creature. If the healed creature’s hit point total is at a negative amount less than its Constitution score, it comes back to life and stabilizes at its new hit point total. If the creature’s hit point total is at a negative amount equal to or greater than its Constitution score, the creature remains dead. Creatures brought back to life through pact of martyrdom gain a temporary negative level that lasts for 1 day.
===MYTHIC===
The maximum number of hit points cured by this spell is increased by your tier. This does not allow the caster to cure the target more hit points than he has to give. If the caster dies due to this spell, the target is cured an additional 10 points of damage per tier you possess.
Augmented (7th): By expending two uses of mythic power, you can affect one creature/level (as long as they are within 30ft of one another) within close range (25ft + 5ft/2 levels). Your hit points are divided amongst all targets. If the caster dies through the use of this spell, all targets are each cured an additional 10 hit points per tier you possess, regardless of how many hit points the caster has to give each target.
Source: Player's Guide to Faerun

Possess Animal
School Necromancy; Level Initiate of Malar 3
===CASTING===
Casting Time One Round
Components V, S, M
===EFFECT===
Range Close (25 ft. + 5 ft./2 levels)
Target One Animal
Duration One Minute/Level (D)
Saving Throw Will Negates; Spell Resistance Yes
===DESCRIPTION===
You attempt to possess a normal animal (not a magical beast, vermin, or other monster type) by projecting your soul into its body. The target animal must be within spell range and you must know where it is, though you do not need line of sight or line of effect to it. When you transfer your soul upon casting, your body appears to be dead. Failure to take over a host ends the spell.

If you are successful, your life force occupies the host body. The host’s soul is imprisoned with you, but can still use its own senses (though it can’t assert any influence or use even purely mental abilities). You can communicate telepathically with the host as if you shared a common language, but only with your consent. You keep your Intelligence, Wisdom, Charisma, level, class, base attack bonus, base save bonuses, alignment, and mental abilities. The body retains its Strength, Dexterity, Constitution, hit points, natural abilities, and automatic abilities. A body with extra limbs doesn’t allow you to make more attacks (or more advantageous two-weapon attacks) than normal. You can’t activate the body’s extraordinary or supernatural abilities, nor can you cast any of its spells or spell-like abilities.

As a standard action, you can shift freely back to your own body regardless of range, so long as it remains on the same plane. If the host’s body is killed, you return to your own body and the life force of the host departs (it is dead). If your body is slain, when the spell expires or the host’s body is killed, you are slain. It is possible to cast this spell on a new target from within another creature’s body; this resets the duration. You still return to your original body (not any intermediate body) when you take a standard action to do so or the spell’s duration expires. Returning to your body ends the spell.
Source: Player's Guide to Faerun

Presper's Moonbow
School Evocation [Electricity]; Level Bloodrager 4, Magus 4, Medium 4, Occult 4, Psychic 5, Sorcerer/Wizard 5, Spellblazer 4 Elemental School Air 5
===CASTING===
Casting Time One Standard Action
Components V, S, M
===EFFECT===
Range Medium (100ft. + 10ft./Level)
Effect 1d4 Motes + 1 per five levels
Duration One Round/Level or when all motes launched
Saving Throw None; Spell Resistance Yes
===DESCRIPTION===
You create a number of glowing motes around you, each of which glow similarly to a faerie fire spell. You may immediately launch one or more motes to one or more enemies within range, directly any number of motes to any number of enemies.
Each mote individually deals 6d6 points of electricity damage that does not stack with other motes, however, when launching multiple motes against the same target, the damage total against that individual target increases by 2d6 points of electricity damage per additional mote.
Material Component: A small piece of moonstone.
===MYTHIC===
Each round for the duration of the spell, a new mote is created and remains until launched or the spell's duration ends, whichever occurs sooner. The caster can never have more motes than eight plus your tier.
Source: Player's Guide to Faerun

Prismatic Eye
School Evocation; Level Psychic 6, Sorcerer/Wizard 6
===CASTING===
Casting Time One Standard Action
Components V, S, F
===EFFECT===
Range Medium (100ft. + 10ft./Level)
Effect Magical Rainbow-Colored Eye
Duration One Round/Level
Saving Throw Yes (See Text); Spell Resistance Yes
===DESCRIPTION===
You create a magical floating prismatic eye about the size of an apple that can shoot rays that replicate the effects of a prismatic spray. Each round, you can mentally command the eye to perform an action as a free action as long as the eye remains within line of sight and inside of the range of the spell. The eye has a fly speed of 40 feet (perfect), an AC of 18 (10 + 8 Fine Size), and one hit point per two caster levels.
Starting the round the eye appears, the eye can fire off one ray per two caster levels you possess with each ray producing a random effect that corresponds to one of the colors of a prismatic spray spell. Whenever you wish to fire a ray from the eye to an opponent, you must make a ranged touch attack with an attack bonus equal to this spell's spell level. A successful ranged touch attack with a 50ft. range produces a random effect determined by a 1d8 roll and the result listed below.

1-2(Red): 20 Points of Fire Damage [Fortitude Half]
3(Orange): 40 Points of Acid Damage [Fortitude Half]
4(Yellow): 80 Points of Electricity Damage [Fortitude Half]
5(Green): Poison [Freq 1/round; Init: 2d6 Con Damage; Sec: 1 Con Damage/Rnd; Cure: 2 Consecutive Fortitude Saves]
6 (Blue): Flesh to Stone [Fortitude Negates]
7 (Indigo): Insanity [Will Negates]
8 (Violet): Sent to Another Plane [Will Negates]

Once all of the spell's rays have been fired, the spell ends.
Focus Component: A polished, rainbow-hued abalone shell.
Source: Player's Guide to Faerun

Psychic Poison
School Abjuration [Evil, Poison]; Level Favored of the Zulkirs 4
===CASTING===
Casting Time 10 Minutes
Components V, S, M/DF
===EFFECT===
Range Touch
Target Creatures or Objects Touched
Duration One Hour/Level
Saving Throw Will Negates (Harmless) and Fortitude Negates (See Text); Spell Resistance Yes (Harmless) and No (See Text)
===DESCRIPTION===
All creatures and objects touched by the caster are protected against magical divinations and mind-affecting spells. Anyone attempting to cast a divination or mind-affecting spell upon the touched objects or creatures of this spell become afflicted by a psychic poison. The poison affects the target immediately, causing the subject to suffer 1d2 points of intelligence and charisma damage each round for up to six rounds. Poisoned creatures can make a Fortitude save each round to negate the damage and end the affliction.

This spell does not thwart the attempt to use magical divinations or mind-affecting spells against the touched creatures or objects of the spell nor does it provide any special defenses against the use of those spells. Spell resistance does not apply to the poisoning effect.
Material Component: A bit of humanoid brain tissue
===MYTHIC===
Source: Book of Vile Darkness

Ray of Hope
School Enchantment (Compulsion) [Good, Mind-Affecting]; Level Blessed of the Seven Sisters 1
===CASTING===
Casting Time 1 Standard Action
Components V, S
===EFFECT===
Range Close (25 ft. + 5 ft./2 Levels)
Target One Living Creature
Duration 1 Round/Level (Maximum of 5 Rounds)
Saving Throw Will Negates (Harmless); Spell Resistance Yes (Harmless)
===DESCRIPTION===
This spell imbues a single creature with great bravery and morale in battle. The target gains a +2 morale bonus on attack rolls, saves, and skill checks.
===MYTHIC===
In addition to the spell's normal effects, it grants a +2 morale bonus on all damage rolls and grants a number of temporary hit points equal to your caster level (maximum +15). This spell's maximum duration increases by a number of rounds equal to your tier.
Augmented (4th): By expending three uses of mythic power, this spell can be cast as a swift action.
Source: Book of Exalted Deeds

Righteous Smite
School Evocation [Good]; Level Blessed of the Seven Sisters 7
===CASTING===
Casting Time 1 Standard Action
Components V, S
===EFFECT===
Range Medium (100 ft. + 10 ft./Level)
Area 20-ft. Radius Spread
Duration Instantaneous (See Text)
Saving Throw Will Partial (See Text); Spell Resistance Yes
===DESCRIPTION===
You draw down holy power to smite the evil forces that oppose you. All creatures of any neutral alignment suffer 1d4 points of damage per two caster levels you possess (maximum 10d4 points of damage.) All creatures of any evil alignment suffer 1d6 points of damage per caster level (maximum 20d6) and are blinded for 1d4 rounds. Evil fey, dragons, outsiders, and undead suffer 1d8 points of damage per caster level (maximum 20d8) and become blinded and deafened for 1d4 rounds. A successful will saving throw negates the blindness and deafness and halves the indicated damage.
===MYTHIC===
All creatures of any neutral alignment suffer 1d8 points of damage per two caster levels you possess (maximum 10d8 points of damage.) All creatures of any evil alignment suffer 1d10 points of damage per caster level (maximum 20d10) and are blinded and deafened for 1d4 rounds plus a number of rounds equal to your tier. Evil fey, dragons, outsiders, and undead suffer 1d12 points of damage per caster level (maximum 20d12) and become blinded and deafened for 1d4 rounds plus a number of rounds equal to your tier. A successful will saving throw negates the blindness and deafness and halves the indicated damage.
Source: Book of Exalted Deeds

Rosemantle
School Abjuration; Level Initiate of Lathander 1
===CASTING===
Casting Time 1 Standard Action
Components V, S, M
===EFFECT===
Range Touch
Target Creature Touched
Duration 1 Minute/Level
Saving Throw Will Negates (Harmless); Spell Resistance Yes (Harmless)
===DESCRIPTION===
You cause a target to briefly glow with a rose-colored light that fills the target with the light and hope of Lathander. The target gains a +2 morale bonus to all saving throws against spells and effects that cause pain or has the [pain] descriptor as well as effects that cause the sickened or nauseated conditions, and any fear effect or spell with the [fear] descriptor.
This benefit improves by +1 at 6th level and again at 10th level to a maximum of +4.
Material Component: A single rose petal.
===MYTHIC===
The duration of this spell improves to 10 minutes/level.
Source: Player's Guide to Faerun

Ruby Ray of Reversal
School Abjuration; Level Sorcerer/Wizard 7
===CASTING===
Casting Time One Standard Action
Components V, S, M
===EFFECT===
Range Medium (100ft. + 10ft./Level)
Target One Natural or Magical Hazard (See Text)
Duration Instantaneous
Saving Throw None; Spell Resistance No
===DESCRIPTION===
From your fingertips shoots a thin bright ruby-red light that has the power to bypass, negate, or suppress a number of hazards and obstacles both mundane and magical. Unless otherwise stated, the benefits of this spell applies to both mundane and magical variations of the same obstacle, such as the webs of monsterous spiders or the web spell if the effect specifies that it affects webs in general. The following is a list of hazards and the method by which the spell corrects them.
Dispel: This spell can affect an individual spell as though targetted by dispel magic.
Free Soul: You can target a crystal, gem, or other recepticle that houses a soul or has a spell cast upon it in order to store a soul, such as magic jar, Soul Bind, or Trap the Soul. Once cast, the spell is automatically dispelled, the gem, crystal, or other recepticle is destroyed and any souls trapped within are freed.
Normalize Body: You force a creature to revert to it's natural form. This undoes any extraordinary, spell, spell-like, or supernatural effect that alters a creature's form. Creatures with extraordinary or supernatural ability to transform recieve a will saving throw to reduce the effect and must remain in their natural form for 1d4+1 rounds before they can shift out of their normal form again. Instantaneous transmutations (such as flesh to stone) and any creature under the effect of a transmutation (polymorph) spell require a caster level check (1d20 + caster level, maximum +15) against a DC of 11 + the caster level of the effect that caused the transformation to remove.
Punch Hole: This spell can create a 1ft radius hole through any force effect, such as forecage, resilient sphere, or wall of force. This does not destroy the spell creating those effects.
Remove Bio-Hazard: This function destroys all webbing, grease, molds, and slimes out to a 20ft radius from a point designated within the spell's range.
Trap: You can spring one trap within the spell's range, activing a trap as though it's mechanism was triggered and an available target is at the proper location. Note that this does not safely disable the trap but instead simply springs the trap.
Unlock: You can unlock a lock similarly to a knock spell, except it dispels hold portal or arcane lock if successful.
Untie: You can untie knots or free a target from a grapple. You or a pinned, tied, or grappled target can make an immediate combat maneuver check using your base attack bonus plus your primary spellcasting ability modifier.
Material Component: A ruby with a value of 250gp.
Source: Player's Guide to Faerun


Spells of the Forgotten Realms {S-St} (http://www.giantitp.com/forums/showsinglepost.php?p=23838210&postcount=132)

Neoxenok
2019-03-13, 12:57 AM
Spellblazer
Source: Magic of Faerun, Player's Guide to Faerun (Formerly Spellfire Channeler and Spellfire Hierophant)
Spellfire is the raw energy of the weave and spellblazers are it's master.
Role: The spellblazer is a warrior that uses magic as his weapon in perhaps the most literal manner possible. They possess a deep and intrinsic connection to the weave and are capable of pulling magic directly out of the weave and even directly away from magical attacks against them. Although perhaps the most blunt of all types of magic-users in faerun, they're none the less effective.
Alignment: Any
Hit Dice: d10
Class Skills: Bluff (Cha), Craft (Int), Disguise (Cha), Heal (Wis), Intimidate (Cha), Knowledge (Arcana) (Int), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), Survival (Wis), and Use Magic Device (Cha).
Skill Points Per Level: 2 + Intelligence Modifier
Base Attack Bonus: Average (3/4 Level, round down)
Saving Throws: Good Fortitude Save (2 + 1/2 Level round down), Bad Reflex and Will Save (1/3 level round down)
Class Features:
Weapon and Armor Proficiency: Spellblazers are proficient in all simple weapons and with light armor. A spellblazer is able to cast spellblazer spells while wearing light armor without incurring the normal chance of spell failure. This does not affect the arcane spell failure chance for arcane spells received from other classes. Like other arcane spellcasters, a spellblazer wearing medium or heavy armor or wielding a shield incurs a chance of arcane spell failure if the spell in question has somatic components.
Crown of Fire (Su): At first level, you gain the ability to activate an ability called the Crown of Fire, flushing yourself with spellfire energy for a short time. When active, you glow brightly, shedding bright light out to 5 feet per spellblazer level you possess and shadowy illumination out to 10 feet per spellblazer level beyond that. This works similarly to an evocation [light] spell, dispelling any spells with the darkness descriptor of a level equal to or less than half your spellblazer level (rounded down). You also suffer a -2 penalty to stealth checks per spellblazer level.
While active, you gain fast healing 1 and your spellbolts in all of its forms are suffused with the energy of true spellfire and deal purely magical damage instead of any of the elemental energy types. Lastly, all spellblazer abilities that cost spell points to use cost one fewer spell points than normal to a minimum of one spell point. This benefit counts against the normal maximum number of spell points you can spend on a single ability, so a tenth level spellblazer can still only spend 5 spell points on a single ability with the crown of fire active before the discount thus they only expend four spell points but gain the benefit of having spent five total points.
Activating the crown of fire is a free action that must be performed on your turn. You can maintain the Crown of Fire for a number of rounds equal to 4 + your wisdom modifier plus an additional 2 rounds for every spellblazer level you possess after 1st level.
While the crown of fire is active, you can not absorb spells to gain spell points in any fashion. When the duration of the ability expires, you become fatigued for double the number of rounds in which the crown of fire ability was active. You can not activate crown of fire while fatigued or exhausted.
Magical Aura (Su): The spellblazer's connection to the weave and magical forces in general cause him to glow as a magic item with a caster level equal to his spellblazer level. If the spellblazer has zero spell points in his spell pool, then this glow ceases. See the detect magic spell for details.
Spellfire Bolt (Sp): Despite the prominance of the term "fire" and related terms in the name of the class and several of it's class features, the spellblazer is not strictly tied to the fire energy type. At first level, the spellblazer chooses one of four energy types (acid, cold, electricity, and fire) and that energy type becomes becomes the default energy type for the spellfire bolt and any class features (other than spells) that use an energy type unless otherwise noted.
The spellblazer can form one of three types of spellfire bolts; a ranged weapon-like bolt, a melee weapon-like bolt, or a spell-like bolt as described below.

Ranged Spellfire Bolt: The ranged weapon-like bolt allows the spellblazer to cast the spellfire bolt as an attack action or full-round attack action as though it were a ranged weapon attack. The ranged spellfire bolt attacks as a ranged weapon attack with a close range increment (25 ft + 5 ft per two spellblazer levels) and deals damage equal to 1d6 plus your wisdom modifier. This type of attack is considered to be a ranged attack (not a ranged touch attack) and is likewise affected by any feats or abilities that benefit ranged attacks, such as point blank shot, manyshot, weapon focus (spellfire bolt), and the like. Spellfire bolts require at least one hand to be free but the energy bolts only appear long enough to be fired so the spellblazer can benefit from a free hand anytime he isn't attacking an opponent. These bolts threaten a critical hit on a natural 20 and deal double damage upon a successful critical hit.

Melee Spellfire Bolt: The melee weapon-like bolt allows the spellblazer to briefly create one or more weapons of the chosen energy at hand and attack in melee, dealing damage equal to 1d6 + your wisdom modifier on a successful melee attack. The created weapons appear as long as necessary as long as you have at least one empty hand and at any time appropriate for making a melee attack, such as attacks of opportunity. These energy bolts are treated in all ways as any other melee weapon and they threaten opponents as though you were wielding melee weapons. These bolts threaten a critical hit on a natural 20 and deal double damage upon a successful critical hit. Unlike normal melee weapons, they always deal the same damage and do not gain bonus damage from being wielded two-handed nor is damage lessened for off-handed attacks. Your melee bolts are considered light weapons.

Spell-like Spellfire Bolt: The spell-like bolt allows the spellblazer to create a single, concentrated bolt of energy at a single opponent as either a melee touch attack or a ranged touch attack out to close range (25 ft + 5 ft per two spellblazer levels) as a standard action. This attack deals damage equal to 1d6 + your wisdom modifier plus an additional 1d6 points per four levels beyond first (to a maximum 5d6 at 17th level.) At 3rd level, you can use this ability as a full-round action to deal an additional 1d6 points of your chosen energy damage plus an additional 1d6 every five levels thereafter to a maximum of +4d6 at 18th level.

Once a spellblazer has selected an energy type and a type of spellfire bolt, he can use the spellfire bolt of the selected energy type at will at no cost. The spellblazer can still use one of the other energy types or one of the other types of spellfire bolts, but each use costs a spell point, so a spellblazer that selects fire and the spell-like bolt can fire a ranged weapon-like cold energy bolt at the cost of two spell points (one for the change in energy type and the other for the change in bolt type.)

All versions of the spellfire bolt is still a spell-like ability and is manifested as such, however, unlike most spell-like abilities, you must use somatic components when casting your spellfire bolts and are thus subject to arcane spell failure with medium and heavy armor as well as shields, though you can cast your spellfire bolt in light armor without difficulty. Success or failure of any arcane spell failure check applies for all attacks made with both melee and ranged weapon-like bolts for the duration of the intended action. When using a melee or ranged weapon-like bolt, you are treated as using a melee or ranged weapon for the purpose of determining whether an attack of opportunity is provoked. The spell-like bolt does provoke an attack of opportunity as casting spells or spell-like abilities normally would. Attacking a creature with your melee or ranged weapon-like spellfire bolt checks spell resistance once during a full attack action and success or failure affects all attacks against that creature for the duration of that full attack action.

Your spellfire bolt is considered to have a spell level equal to one-half of your spellblazer level rounded down (minimum 0th) to a maximum of a 9th level equivalent at 18th level. Spellfire bolts possess a caster level equal to their spellblazer level.

Any spellfire bolts that require a saving throw possess a saving throw DC based off of the spellfire bolt's spell level and is wisdom-based, so any saving throw DC is equal to 10 + half your spellblazer level (rounded down, minimum 0) + your wisdom modifier.
Spell Pool (Su): At first level, you gain the ability to gain and use spell points. The spell pool is the repository of magical energy siphoned directly off the weave and from the spellblazer's absorption abilities used to power the spellblazer's magical abilities. The number of spell points in a spellblazer's spellfire pool is equal to his wisdom modifier plus half his spellblazer level (minimum 0).
This pool is replenished each morning after 8 hours of rest or meditation. These hours need not be consecutive.
It is also possible to gain spellfire points and add them to his spellfire pool by being targeted or affected by a level one or higher spell and succeeding the saving throw against that spell, gaining a number of spell points equal to one-half the spell level (minimum one.) Spells that do not offer a saving throw or are not affected by spell resistance do not benefit the spellblazer in this fashion. A spellblazer cannot possess more spell points than his constitution score plus his wisdom score plus his spellblazer level and any points gained in excess of this number are simply lost. All excess spell points beyond those gained normally after resting are lost when the spellblazer would normally rest and regain their spell points.
The spellblazer can spend a maximum of one spell point on any given ability per two spellblazer levels (minimum 1) to a maximum of nine at 18th level.
Spellfire Essence (Least): Beginning at first level, the spellblazer learns to manipulate their spellfire in new ways. They can enhance or modify their spellfire bolts or use the same energy to create entirely new effects. Each ability has one of four designations, including (ranged), (melee), and (spell-like) corresponding to the spellblazer's spellfire bolt selection and (any) which does not correspond to a spellfire bolt selection. A spellfire essence ability that corresponds to a spellfire bolt type modifies that type of spellfire bolt and can not be applied to another type. All spellfire essence abilities cost at least one spell point to activate and only one can be activated at a given time. All are spell-like abilities but unlike most spell-like abilities, these use somatic components and suffer from arcane spell failure except in light armor. Spellfire essence abilities that aren't keyed off of your spellfire bolt abilities only target the spellblazer unless otherwise noted in the description.
Any spellfire essence ability that deals damage, like your spellfire bolt, defaults to your selected energy type and costs one additional spell point to use any other energy type. Any spellfire essence ability with a designation other than your selected spellfire bolt type and (any) costs one additional spell point to activate. All of these costs stack.
[COMPLETE LISTING OF SPELLFIRE ESSENCE ABILITIES (http://www.giantitp.com/forums/showsinglepost.php?p=23772554&postcount=130)]
Mettle (Ex): At 2nd level, whenever the spellblazer is affected by a spell or other effect that forces the spellblazer to suffer a secondary or partial effect upon a successful saving throw, the spellblazer instead negates the effect entirely.
Spellfire Power: At second level and again every two levels thereafter, the spellblazer can select a spellfire power from the list below. These abilities allow the spellblazer to access to entirely new abilities and skills or alter and improve those that already exist. Once selected, it cannot be changed.
[COMPLETE LISTING OF SPELLFIRE POWERS (http://www.giantitp.com/forums/showsinglepost.php?p=23772554&postcount=130)]
Spells: Beginning at 4th level, the spellblazer gains the ability to cast a small number of arcane spells, which are drawn from the Spellblazer spell list. To learn or cast a spellblazer spell, the spellblazer must have a wisdom score equal to 10 + the spell level. He can cast spells he knows without preparing them ahead of time. The saving throw DCs of the spellblazer's spell is 10 + the spell's level + the spellblazer's wisdom modifier.
Like other spellcasters, a spellblazer can cast only a certain number of spells of each level per day. His base daily spell allotment is given on Table: Spellblazer. In addition, he receives bonus spells per day if he has a high wisdom score. The spellblazer does not need to prepare these spells in advance; he can cast any spell he knows at any time, assuming he hasn’t yet used up his allotment of spells per day for the spell’s level. When Table: Spellblazer indicates that the spellblazer gets 0 spells per day of a given spell level, he gains only the bonus spells he would be entitled to based on his Wisdom score for that spell level.
The spellblazer’s selection of spells is limited. At 4th level, a spellblazer knows two 1st-level spells of his choice. A spellblazer gains more spells as he increases in level, as indicated on Table: Spellblazer Spells Known. Unlike spells per day, the number of spells a spellblazer knows is not affected by his wisdom score. At 8th level and every 3 levels thereafter, a spellblazer can choose to learn a new spell in place of one he already knows. This swap follows all the same rules as for a sorcerer.
Through 3rd level, a spellblazer has no caster level. At 4th level and higher, his caster level is equal to his spellblazer level – 3.
Greater Absorption: At 4th level, your more advanced knowledge of spells and magic allows you to retain more magical power for your spellfire pool. Any time you successfully save against a first level or higher spell that is affected by spell resistance, you can add a number of spell points equal to the spell's level to your spellfire pool.
Spellfire Essence (Lesser): Beginning at seventh level, you gain knowledge of more advanced spellfire essence abilities. These abilities work as spellfire essence (least) abilities except they cost two spell points or more to cast unless otherwise noted in their descriptions.
You can select any spellfire essence (lesser) ability listed below or a spellfire essence (least) ability from that list. Additionally, any time you gain a spellfire essence (lesser) ability, you can also select one spellfire essence (least) ability and swap it for another of equal power from that same list.
[COMPLETE LISTING OF SPELLFIRE ESSENCE ABILITIES (http://www.giantitp.com/forums/showsinglepost.php?p=23772554&postcount=130)]
Spell Resistance (Ex): The spellblazer gains spell resistance at 8th level. This spell resistance is equal to 9 + the spellblazer's class level.
Any time the spellblazer successfully resists a first level or higher spell with spell resistance, he gains a number of spell points equal to half the spell's level (minimum one) to add to his spellfire pool.
The spellblazer's spell resistance increases by 1 at 14th level and 1 again at 20th level to a maximum of 11 + your spellblazer level.
Advanced Spellfire Power: At 10th level and every two levels that follow, you can select an advanced spellfire power among those listed below instead of a normal spellfire power.
[COMPLETE LISTING OF SPELLFIRE POWERS (http://www.giantitp.com/forums/showsinglepost.php?p=23772554&postcount=130)]
Greater Crown of Fire (Su): At 11th level, you gain the greater crown of fire ability. This works as crown of fire except as follows:
Your fast healing improves to 3. Any time you expend spell points to use an ability, you expend two fewer spell points to a minimum of one.
Once you gain greater crown of fire, you can not make use the lesser version of this ability.
Superior Absorption: At 12th level, any time you successfully resist a spell through spell resistance of any kind, he gains a number of spell points equal to the level of the spell and adds it to his spellfire pool. This ability benefits you, even with spell resistance other than that granted by this class, such as if you benefit from a spell or magic item that grants spell resistance.
Spellfire Essence (Greater): Beginning at 13th level, you gain knowledge of more advanced spellfire essence abilities. These abilities work as spellfire essence (least) or (lesser) abilities except they cost three spell points or more to cast unless otherwise noted in their descriptions.
You can select any spellfire essence (greater) ability listed below or a spellfire essence (least) or (lesser) ability from that list. Additionally, any time you gain a spellfire essence (greater) ability, you can also select one spellfire essence (least) or (lesser) ability and swap it for another of equal power from that same list.
[COMPLETE LISTING OF SPELLFIRE ESSENCE ABILITIES (http://www.giantitp.com/forums/showsinglepost.php?p=23772554&postcount=130)]
Spellfire Essence (Superior): Beginning at 17th level, you gain knowledge of the most advanced spellfire essence abilities. These abilities work as spellfire essence (least), (lesser), or (greater) abilities except they cost four spell points or more to cast unless otherwise noted in their descriptions.
You can select any spellfire essence (superior) ability listed below or a spellfire essence (least), (lesser), or (greater) ability from that list. Additionally, any time you gain a spellfire essence (superior) ability, you can also select one spellfire essence (least), (lesser), or (greater) ability and swap it for another of equal power from that same list.
[COMPLETE LISTING OF SPELLFIRE ESSENCE ABILITIES (http://www.giantitp.com/forums/showsinglepost.php?p=23772554&postcount=130)]
Superior Crown of Fire (Su): At 20th level, you gain the superior crown of fire ability. This works as crown of fire except as follows:
Your fast healing improves to 5. Any time you expend spell points to use an ability, you expend four fewer spell points to a minimum of one.
Once you gain superior crown of fire, you can not make use of any lesser version of this ability.

Special Abilities
Crown of Fire, Magical Aura, Spellfire Bolt, Spellfire Pool, Spellfire Essence (Least)
Mettle, Spellfire Power
Spellfire Essence (Least)
Greater Absorption, Spellfire Power
Spellfire Essence (Least)
Spellfire Power
Spellfire Essence (Lesser)
Spell Resistance, Spellfire Power
Spellfire Essence (Lesser)
Advanced Spellfire Power
Spellfire Essence (Lesser), Greater Crown of Fire
Advanced Spellfire Power, Superior Absorption
Spellfire Essence (Greater)
Advanced Spellfire Power
Spellfire Essence (Greater)
Advanced Spellfire Power
Spellfire Essence (Superior)
Advanced Spellfire Power
Spellfire Essence (Superior)
Advanced Spellfire Power, Superior Crown of Fire


Spells Per Day
Level 1st 2nd 3rd 4th
1st - - - -
2nd - - - -
3rd - - - -
4th 0 - - -
5th 1 - - -
6th 1 - - -
7th 1 0 - -
8th 1 1 - -
9th 2 1 - -
10th 2 1 0 -
11th 2 1 1 -
12th 2 2 1 -
13th 3 2 1 0
14th 3 2 1 1
15th 3 2 2 1
16th 3 3 2 1
17th 4 3 2 1
18th 4 3 2 2
19th 4 3 3 2
20th 4 4 3 3

Spells Known
Level 1st 2nd 3rd 4th
1st - - - -
2nd - - - -
3rd - - - -
4th 2 - - -
5th 3 - - -
6th 4 - - -
7th 4 2 - -
8th 4 3 - -
9th 5 4 - -
10th 5 4 2 -
11th 5 4 3 -
12th 6 5 4 -
13th 6 5 4 2
14th 6 5 4 3
15th 6 6 5 4
16th 6 6 5 4
17th 6 6 5 4
18th 6 6 6 5
19th 6 6 6 5
20th 6 6 6 5


Spellblazer Spell List
1st Level: Alter Winds (APG), Anticipate Peril (UM), Animate Rope, Ant Haul (APG), Blend (ARG), Blurred Movement (ACG), Body Capacitance (ACG), Bouncy Body (MC), Break (APG), Burning Hands, Color Spray, Corrosive Touch (UM), Cure Light Wounds, Detect Magic, Ear-Piercing Scream (UM), Endothermic Touch (MC), Endure Elements, Enlarge Person, Expeditious Excavation (APG), Expedicious Retreat, Faerie Fire, Feather Fall, Feather Step (APG), Flare Burst (APG), Floating Disk, Frostbite (APG), Gentle Breeze (ACG), Hydraulic Push (APG), Icicle Dagger (UM), Jump, Jury-Rig (UC), Keen Senses (APG), Light, Long Arm (ACG), Mage Armor, Magic Aura, Marid's Mastery (ARG), Mirror Strike (UC), Monkey Fish (ACG), Mudball (ARG), Obscuring Mist, Polypurpose Panacea (UM), Produce Flame, Ray of Enfeeblement, Ray of Sickening (UM), Read Magic, Recharge Innate Magic (ARG), Reduce Person, Remove Sickness (UM), Resistance, Shield, Shield of Fortification (ACG), Shock Shield (UC), Shocking Grasp, Snowball (UW), Stone Fist (APG), Stunning Barrier (ACG), Summon Minor Monster (UM), Summon Monster I, Sundering Shards (ACG), Thunderstomp (ACG), Touch of Combustion (ARG), Touch of Fatigue, Touch of Gracelessness (APG), Touch of the Sea (APG), True Strike, Vanish (APG), Ventriloquism, Web Bolt (ARG), Windy Escape (ARG)
2nd Level: Aboleth's Lung (ARG), Acid Arrow, Adhesive Blood (ACG), Aggressive Thundercloud (ACG), Air Step (ACG), Alter Self, Amplify Stench (MC), Animal Aspect (UC), Ant Haul, Blur, Communal (UC), Arcane Disruption (ACG), Arrow Eruption (B2), Bear's Endurance, Blood Armor (ACG), Bull's Strength, Burning Gaze (APG), Cat's Grace, Certain Grip (UC), Continual Flame, Cure Moderate Wounds, Cushioning Bands (UM), Darkvision, Defensive Shock (UM), Detect Magic, Greater (UI), Detect Thoughts, Disfiguring Touch (UM), Elemental Touch (B2), Endure Elements, Communal (UC), Euphoric Cloud (ACG), Extreme Flexibility (ACG), Fiery Shuriken (UC), Fire Breath (APG), Flame Blade, Flaming Sphere, Fog Cloud, Frigid Touch (UM), Frost Fall (UC), Glide (APG), Glitterdust, Greensight (UW), Gust of Wind, Gusting Sphere (ARG), Hypnotic Pattern, Ice Slick (MC), Invisibility, Lesser Restoration, Levitate, Locate Object, Misdirection, Molten Orb (ACG), Owl's Wisdom, Pouncing Fury (UW), Protection from Arrows, Pyrotechnics, Quick Change (HA), Remove Paralysis, Resist Energy, River Whip (ACG), Rope Trick, Scorching Ray, See Invisibility, Share Language (APG), Share Memory (UM), Shatter, Slipstream (APG), Sonic Scream (ACG), Spider Climb, Spontaneous Immolation (UC), Steal Breath (ARG), Stone Call (APG), Stone Discus (ACG), Strong Wings (ARG), Summon Monster II, Summon Swarm, Time Shudder (ACG), Unshakable Chill (UM), Web, Web Shelter (UM), With the Wind (UW)
3rd Level: Ablative Barrier (UC), Air Breathing (MC), Air Geyser (ACG), Ancestral Regression (ARG), Animal Aspect, Greater (UC), Aqueous Orb (B2), Arcane Sight, Aura Sight (ACG), Beast Shape I, Blink, Blood Scent (ARG), Burrow (UM), Chain of Perdition (UC), Cloak of Winds (APG), Countless Eyes (UM), Cure Serious Wounds, Darkness, Darkvision, Communal (UC), Daylight, Disable Construct (ACG), Dispel Magic, Displacement, Distracting Cacophony (UM), Dust of Twillight (APG), Earth Tremor (UW), Elemental Aura (APG), Eruptive Postules (UM), Excruciating Deformation (UM), Fins to Feet (ARG), Fire Trail (ARG), Fireball, Firestream (ARG), Fly, Force Punch (UM), Gaseous Form, Ghoul Touch, Haste, Healing Thief (UC), Hostile Levitation (UC), Hydraulic Torrent (APG), Ironskin (MC), Lightning Bolt, Mad Monkeys (UM), Monstrous Physique I (UM), Nauseating Trail (ACG), Nondetection, Obsidian Flow (UC), Paragon Surge (ARG), Protection from Arrows, Communal (UC), Protection from Energy, Protective Penumbra (UM), Rain of Frogs (UM), Raging Rubble (ARG), Ray of Exhaustion, Remove Blindness/Deafness, Remove Disease, Resinous Skin (ARG), Resist Energy, Communal (UC), Searing Light, Share Language, Communal (UC), Sleet Storm, Slow, Stinking Cloud, Strangling Hair (UM), Stunning Barrier, Greater (ACG), Summon Monster III, Swarm of Fangs (MC), Thunderstomp, Greater (ACG), Tiny Hut, Touch Injection (UC), Trial of Fire and Acid (MC), Twilight Knife (APG), Undead Anatomy I (UM), Urban Step (UI), Vampiric Touch, Water Breathing, Wind Wall
4th Level: Absorbing Inhalation (ARG), Adjustable Polymorph (ACG), Age Resistance, Lesser (UM), Aggressive Thundercloud, Greater (ACG), Ball Lightning (APG), Beast Shape II, Break, Greater (APG), Calcific Touch (APG), Cloud Shape (ARG), Cone of Cold, Conjuration Foil (UI), Controlled Fireball (UI), Creeping Ice (ACG), Cure Critical Wounds, Curse of Magic Negation (UM), Darkvision, Greater (UM), Death Ward, Detonate (APG), Dimension Door, Dimensional Anchor, Dragon's Breath (APG), Earth Glide (ARG), Elemental Body I, Eyes of The Void (ACG), Fey Form I (UW), Fire Shield, Firefall (APG), Flaming Sphere, Greater (ACG), Freedom of Movement, Globe of Invulnerability, Lesser, Healing Warmth (ARG), Hellmouth Lash (ARG), Ice Storm, Locate Creature, Magic Aura, Greater (UI), Miasmatic Form (ARG), Mirror Transport (ACG), Monstrous Physique II (UM), Neutralize Poison, Nondetection, Communal (UC), Persistent Vigor (ACG), Protection from Energy, Communal (UC), Pyrotechnic Eruption (HA), Remove Curse, Resilient Sphere, Restoration, Ride the Waves (UM), River of Wind (APG), Scorching Ash Form (ARG), Seek Thoughts (APG), Shield of Fortification, Greater (ACG), Shout, Solid Fog, Spellcrash, Lesser (ACG), Stone Shape, Stoneskin, Summon Monster IV, Tail Current (UW), Tailwind (UW), Telekinetic Charge (UC), Temporary Graft (HA), True Form (APG), Unbearable Brightness (ACG), Undead Anatomy II (UM), Vermin Shape I (UM), Vitriolic Mist (UM), Volcanic Storm (UM), Wall of Fire, Wall of Ice

Neoxenok
2019-03-13, 01:09 AM
Spellfire Essence (Least)
Absorbing Shield (Any): You gain a +1 shield bonus to AC and a +1 resistance bonus to all saving throws for a number of minutes equal to one plus your wisdom modifier (minimum one). In addition, any time you successfully gain spell points through your absorption abilities, you gain an additional spell point. The shield and resistance increase by 1 for every two additional spell points you use to activate this ability. The shield itself is a force effect and therefore also applies against the touch attacks of incorporeal creatures.
Curing Touch (Any): You can touch an opponent, channeling your spellfire into the target's body and accelerating the healing process. This ability cures a number of hit points in a living creature equal to 1d8 plus your wisdom modifier to a maximum of the creature's normal hit point maximum. As this ability is not positive energy, it has no effect on non-living creatures. The effect is instantaneous. You can expend additional spell points into this ability, adding 1d8 to the number of hit points healed per additional spell point used to activate this ability.
Eldritch Reach (Ranged): The range increment of your bolts increase to medium (100ft + 10ft per spellblazer level).
Entropic Warding (Any): You gain concealment against all forms of ranged attack, you leave no trail, and cannot be tracked by scent. You can be detected by scent normally but cannot be tracked. The duration of this ability is 24 hours. By expending one extra spell point, you also gain damage reduction 10/magic against ranged attacks and a +5 competence bonus to the DC of any survival checks to track you. Once the damage reduction has absorbed 10 points of damage per caster level (maximum 100 points), you loose the benefit of the damage reduction but retain all of the other benefits.
Fire Light (Any): This ability works as the light spell, except that it's appearance is that of a blue fire that emits no heat nor combusts flammable objects. You can have a number of active fire light spells active at any time equal to your wisdom modifier (minimum one). If cast upon a creature, it appears to set them ablaze in a blue fire acting as a faerie fire spell but only affecting only the touched creature. This effect will persist on the creature for 24 hours but can be put out like a fire would with a DC 15 reflex saving throw.
Frightful Ray (Spell-like): Your spellfire bolt also causes the target to gain the shaken condition unless they succeed a will save. The condition persists for a number of rounds equal to one plus your wisdom modifier (minimum 1) on a failed save. You can expend additional spell points to increase the penalties of the shaken condition by one per two additional spell points spent. This is a fear effect.
Heavy Strike (Melee): You intensify the energy of your spellfire bolt, giving it a more solid composition. Your spellfire bolt takes the shape of a single club appropriate to your size, which you can use to strike one or two-handed, dealing damage as though it were a +1 club that deals 1d6 bonus damage of your selected spellfire bolt energy type. This "club" persists for 24 hours. This ability is considered both spellfire and a club - whichever is more advantageous in terms of feats or other abilities. You can expend additional spell points to increase the enhancement bonus by 1 for every two additional spell points expended.
Noxious Ray (Spell-like): Your spellfire bolt also causes the target to gain the sickened condition unless they succeed a fortitude saving throw. The condition persists for a number of rounds equal to one plus your wisdom modifier (minimum 1) on a failed save. You can increase the penalties of the sickened condition by one per two additional spell points spent.
Spellsense (Any): You gain the benefit of a continuous detect magic and read magic effect. You do not need to concentrate on either effect as if they were each made permanent through the permanency spell except that the benefits only last for 24 hours. By expending two additional spell points, you also benefit from a continuous see invisibility effect and darkvision as the spells.
Tiring Ray (Spell-like): Your spellfire bolt also causes the target to gain the fatigued condition unless they succeed a fortitude saving throw. The condition persists for a number of rounds equal to one plus your wisdom modifier (minimum 1) on a failed save.
Spellfire Essence (Lesser)
Absorbing Dispel (Any): This ability works as the dispel magic spell except it has several other effects. If the spell successfully dispels a spell on the target, that target must also succeed a will saving throw, suffering 1d6 points of damage per spell level of the dispelled spell and the spellblazer gains one spell point per spell level of the dispelled spell. A successful will save negates both of these effects.
Acidic Burn (Spell-Like): When your spellfire bolt successfully hits a creature, they suffer 1d6 points of your selected spellfire energy damage for a number of rounds after equal to 1d4 plus your wisdom modifier (minimum 1 round) unless they succeed a fortitude saving throw and the secondary effect is negated. This spellfire essence ability has a strong affinity for the acid energy type and does not cost an extra spell point to deal acid damage if your default energy type isn't acid. If your default energy type is acid, then half your damage is infused with true spellfire and is non-typed energy damage.
Blinding Ray (Spell-Like): Your spell-like spellfire bolt is extremely bright and targets you successfully hit light up as well. If your spellfire bolt successfully hits an opponent, all creatures within a 40ft radius of the target must succeed a fortitude saving throw or become blinded for a number of rounds equal to 1d4 plus your wisdom modifier. On a successful saving throw, the target is instead dazzled and no other creatures are affected.
Curing Touch, Improved (Any): You can touch an opponent, channeling your spellfire into the target's body and accelerating the healing process. This ability cures a number of hit points in a living creature equal to 2d8 plus your wisdom modifier to a maximum of the creature's normal hit point maximum. In addition, this ability dispels any magical effects reducing one of the subject’s ability scores or cures 2d4 points of temporary ability damage among all of the target's ability scores. As this ability is not positive energy, it has no effect on non-living creatures. The effect is instantaneous. You can expend additional spell points into this ability, adding 1d8 to the number of hit points and 1d4 to the total number of temporary ability points healed per additional spell point used to activate this ability.
Dimension Hop (Any): Once you activate this ability, you become partially insubstantial and translucent, gaining a 20% miss chance on any attack made against you and a +4 competence bonus to all stealth checks. At any time while this ability is active, you can teleport from one location to the next, moving any distance across any number of jumps up to a cumulative maximum of 100 feet plus 10 feet per point of your wisdom modifier. This ability expires after a number of rounds equal to 1d4 plus (minimum one) your wisdom modifier or once the maximum distance is achieved. You can expend two additional spell points to increase the duration to 1d4 minutes plus one minute per point of your wisdom modifier or you can expend one or more spell points to increase your competence bonus to stealth checks by 2 points and your maximum distance travelled by 10 feet per spell point spent.
Draining Assault (Melee): If you successfully hit a creature with your melee spellfire bolt against any creature with any prepared spells or spell-like abilities, they gain a -2 penalty to their caster level (to a minimum of 1) and the saving throw DCs of their spells and spell-like abilities. In addition, for every successful hit against that creature with your melee spellfire bolt, you gain a spell point. The target receives a will save upon the first successful attack and success negates the penalties and prevents you from draining any spell points from the target until the beginning of your next turn. Only one saving throw is made in any given round and the penalties don't stack. The penalties and ability to drain spell points persists until the beginning of your next turn.
Hypothermic Blast (Spell-Like): When your spellfire bolt successfully hits a creature, they must also make a fortitude saving throw or suffer the slow condition on a failed save. The slow condition persists for a number of rounds equal to 1d4 plus your wisdom modifier. A successful save negates the slow condition. This spellfire essence ability has a strong affinity for the cold energy type and does not cost an extra spell point to deal cold damage if your default energy type isn't cold. If your default energy type is cold, then half your damage is infused with true spellfire and is non-typed energy damage.
Incinerating Burst (Spell-Like): When your spellfire bolt successfully hits a creature, it also creates an explosion centered on the target in addition to dealing it's normal damage. The target and all creatures within a 5ft radius of the target creature must succeed a reflex saving throw or catch fire (see environmental rules) and be pushed away from the center of the explosion by 10 feet. A successful reflex saving throw negates both effects of catching fire and getting blown back. This spellfire essence ability has a strong affinity for the fire energy type and does not cost an extra spell point to deal fire damage if your default energy type is any other energy type. If your default energy type is fire, then half your damage is infused with true spellfire and is non-typed energy damage. Using this ability to deal any energy type other than electricity, fire, or true spellfire removes the chance of opponents catching fire.
Lightning Arc (Spell-Like): When your spellfire bolt successfully hits a creature, it also arcs to all adjacent creatures, including those adjacent to any secondary targets. All secondary creatures affected by the lightning arc recieve half of the damage the inital creature took and all affected targets must succeed a fortitude save or gain the stunned condition for one round. This spellfire essence ability has a strong affinity for the electricity energy type and does not cost an extra spell point to deal electricity damage if your default energy type is any other energy type. If your default energy type is electricity, then half your damage is infused with true spellfire and is non-typed energy damage.
Spell Storing Bolt (Ranged): You gain the ability to add your spells to your ranged spellfire bolt as though it were a spell storing weapon. When you make an attack against a target, you can designate one of your attacks to store a selected known first level spell as you make the attack as a swift action. The selected spell must be a target, melee touch, or ranged touch spell with a casting time of one standard action or less.
The spell is released upon the target if the attack is successful, affecting the target as the spell normally would. Only one bolt can be modified this way per instance of the use of this ability. You can store higher level spells in your spellfire bolt by expending two additional spell points per spell level of the known spell.
Superior Senses (Any): You gain blindsense out to 30ft as well as scent and lowlight vision. You also gain a +4 competence bonus to all perception checks for a number of minutes equal to 1d4 plus your wisdom modifier (minimum one). You can increase the competence bonus to perception by 4, the range of blindsense by 10 feet, and the multiple of your lowlight vision modifier by 1 for every two additional spell points you expend.
Wall of Spellfire (Any): This ability works as the wall of fire spell except half the damage is infused with the power of spellfire, dealing half damage of yoru selected energy type and half non-typed damage. You can expend an extra two spell points to cause all of the damage to become infused with spellfire and deal it's full damage as untyped.
Spellfire Essence (Greater)
Blasting Line (Spell-Like): All creatures within a 60ft line must make a reflex saving throw or suffer the effects of your spell-like spellfire bolt. The damage from your spellfire bolt is halved on a successful reflex saving throw.
Concussive Blast (Spell-Like): When you successfully attack a creature with your spellfire bolt, they must succeed a will saving throw or become confused for a number of rounds equal to 1d6 plus your wisdom modifier (minimum one).
Curing Touch, Greater (Any): You can touch an opponent, channelling your spellfire into the target's body and accelerating the healing process. This ability cures a number of hit points in a living creature equal to 3d8 plus your wisdom modifier to a maximum of the creature's normal hit point maximum. In addition, this ability dispels any magical effects reducing one of the subject’s ability scores and cures 3d4 points of ability damage or drain amongst all of the target's ability scores. As this ability does not use positive energy, it has no effect on non-living creatures. This ability also dispells all temporary negative levels. The effect is instantaneous. You can expend additional spell points into this ability, adding 1d8 to the number of hit points and 1d4 to the total number of ability points healed per additional spell point used to activate this ability.
This ability can bring recently slain creatures back to life. If used on a creature that has died within 1 round, apply the healing from this ability to the creature. If the healed creature’s hit point total is at a negative amount less than its Constitution score, it comes back to life and stabilizes at its new hit point total. If the creature’s hit point total is at a negative amount equal to or greater than its Constitution score, the creature remains dead. Creatures brought back to life through greater curing touch gain a temporary negative level that lasts for 1 day.
Creatures slain by death effects cannot be saved by greater curing touch.
Discorperating Burst (Spell-Like): This ability works as the teleport spell except that all creatures within a 10ft radius of both the point of origin and destination point must succeed a reflex saving throw or suffer the effects of your spellfire bolt. The spellblazer can suppress the bursting effect if necessary when activating this ability.
Disrupting Ray (Spell-Like): When you successfully attack a creature with your spellfire bolt, they must succeed a fortitude saving throw or become nausiated for a number of rounds equal to 1d6 plus your wisdom modifier (minimum one).
Eldritch Cone (Spell-Like): All creatures within a 40ft cone must make a reflex saving throw or suffer the effects of your spell-like spellfire bolt. The damage from your spellfire bolt is halved on a successful reflex saving throw.
Penetrating Bolts (Melee): When activating this spellfire essence ability, your melee spellfire bolts are not subject to spell resistance. In addition, your melee spellfire bolts is able to deal damage normally against incorporeal creatures. An incorporeal creature’s 50% reduction in damage from corporeal sources does not apply to your attacks made against it.
Rapid Fire (Ranged): When activating this ability, you are able to attack a number of creatures within a 30ft radius equal to 1d6 plus your wisdom modifier (minimum 2). Your attack rolls per each attack are rolled normally, as though against a single creature with each attack roll applying for your attacks against all opponents.
Spellfire Armor (Any): When you activate this ability, you surround yourself in your spellfire energies, damaging any creature that attacks you in melee. You gain an armor bonus equal to 1 plus your wisdom modifier. Any creature that attacks you suffers energy damage equal to 1d6 plus your wisdom modifier. This energy damage is of the same type as your spellfire bolt. You can increase your armor bonus by one for every additional two spell points you expend on this ability. This ability lasts for a number of rounds equal to 1d6 plus your wisdom modifier.
True-Striking Bolts (Ranged): When activating this ability, your ranged spellfire bolts gain the ability to fully bypass all forms of concealment (except total concealment) and ignore spell resistance. When attacking creatures that don't possess concealment, you instead gain a +2 insight bonus to all attack rolls and +1d6 precision-based damage. You can increase the insight bonus to your attack by +1 for every two additional spell points you expend into the ability. Creatures immune to critical hits or sneak attacks are immune to this bonus damage. You can only inflict the bonus precision damage on creatures within 30ft of you.
Voracious Dispel (Any): This ability works as greater dispel magic except for a number of other benefits this ability grants. If the spell successfully dispels a spell on the target, that target must also succeed a will saving throw, suffering 1d6 points of damage per spell level of the first dispelled spell and an additional 1d6 points of damage for every dispelled spell beyond the first. In addition, the spellblazer gains one spell point per spell level of the first dispelled spell and an additional spell point for each additional dispelled spell. A successful will save halves the damage and the spellblazer gains no spell points.
Spellfire Essence (Superior)
Curing Touch, Superior (Any): You can touch an opponent, channelling your spellfire into the target's body and accelerating the healing process. This ability cures a number of hit points in a living creature equal to 4d8 plus your wisdom modifier to a maximum of the creature's normal hit point maximum. In addition, this ability dispels any magical effects reducing one of the subject’s ability scores and cures 4d4 points of ability damage or drain amongst all of the target's ability scores. As this ability does not use positive energy, it has no effect on non-living creatures. This ability also dispels all temporary negative levels and cures 1 permanent negative level. The effect is instantaneous. You can expend additional spell points into this ability, adding 1d8 to the number of hit points and 1d4 to the total number of ability points healed per additional spell point used to activate this ability. You also cure one additional permanent negative level in addition to those benefits when you expend four additional spell points.
This ability can bring recently slain creatures back to life. If used on a creature that has died within 1 round, apply the healing from this ability to the creature. If the healed creature’s hit point total is at a negative amount less than its Constitution score, it comes back to life and stabilizes at its new hit point total. If the creature’s hit point total is at a negative amount equal to or greater than its Constitution score, the creature remains dead.
Creatures slain by death effects can be saved by superior curing touch. Permanent negative levels can only be removed from a single creature by this ability once per week. This benefit does not stack with that of restoration or greater restoration (so a creature that already received a restoration to remove any permanent negative levels does not benefit from this ability.)
This ability also restores lost limbs and body parts as though affected by a regeneration spell and cures the subject of the following conditions; blindness, confusion, dazed, dazzled, deafness, disease, exhausted, fatigued, feebleminded, insanity, nauseated, poisoned, sickened, stunned. This ability can also end any curses, enchantments, and transmutations (including petrification) as long as the spell level of the effect is less than that of this ability.
Drain Life (Spell-Like): Opponents you hit with your spell-like spellfire bolt must also succeed a fortitude saving throw or suffer 1d4 negative levels on a failed saving throw. These negative levels persist for 24 hours. For every negative level the target suffers, you gain 1 spell point. A successful fortitude saving throw negates this effect.
Eye of the Magi (Any): You gain the benefit of the true seeing and greater arcane sight spells. This benefit persists for a number of rounds equal to 1d8 plus your wisdom modifier. By expending two additional spell points, you also gain a +4 competence bonus to all initiative and perception checks. These bonuses increase to +10 if you expend five additional spell points.
Molten Steel Body (Any): You gain the benefit of the iron body spell, except you are heated to extreme temperatures. In addition to iron body's normal benefits, you gain fire immunity and cold vulnerability. Your damage reduction is reduced to 10/adamantine but any weapon striking you takes fire damage equal to 2d6 plus your wisdom modifier. This damage is dealt to the striking weapon and not to the creature unlike that creatures strikes you with an unarmed or natural attack. All creatures within 10ft of you suffer 1d6 points of fire damage each round. In addition, your slam attacks deal an additional 1d6 points of fire damage and anything you touch that is combustible is set aflame. There is no saving throw against any of these effects. You can suffuse the flames with pure spellfire by expending two additional spell points, replacing all forms of this ability's fire damage with non-typed magical damage. This ability persists for a number of rounds equal to 1d8 plus your wisdom modifier (minimum one). Your spellblazer spells and other abilities do not suffer the arcane spell failure imposed by this ability.
Phased Body (Any): You partially desychronize yourself with reality, gaining concealment and a +8 competence bonus to all escape artist checks. This benefit persits for 24 hours, however, at any point during that duration, you can desynchronize yourself further as a standard action, becoming fully incorporeal but this reduces the duration of the effect to a number of rounds equal to 1d8 plus your wisdom modifier (minimum one). At any point, you can desynchronize yourself even further gaining the benefit of either greater teleport or plane shift and ending the effect entirely.
Spellfire Burst (Spell-Like): All creatures within a 20ft radius of your position when you activate this ability must succeed a reflex saving throw or suffer your spell-like spellfire bolt's effects. A successful reflex saving throw halves this damage.
Spellfire Maelstrom (Spell-Like): All creatures within a 40ft radius of a point you designate at long range (400ft + 40ft per spellblazer level) are thrust in the middle of a maelstrom of spellfire. All creatures within must succeed a reflex saving throw or suffer 2d6 bludgeoning damage plus 2d6 of your default spellfire bolt energy type and be knocked prone. The bludgeoning damage is also a force-effect. A successful reflex saving throw negates the effect of being knocked prone but not the damage. This maelstrom persists for a number of rounds equal to 1d8 plus your wisdom modifier (minimum one).

Spellfire Powers
Archery Training: You gain the benefit of point blank shot and precise shot feats as bonus feats. In addition, you can use your wisdom score or your dexterity score, whichever is higher, to qualify for any combat feats with point blank shot and/or precise shot as prerequisites instead of dexterity.
Combat Training: You gain a bonus combat feat. You must meet that feat's prerequisites and must have selected either the ranged or melee spellfire bolt type. You can select this feat a second time, selecting another combat feat you meet the prerequisites for.
Crown of Spells (Su): When you activate your crown of fire ability or any of it's greater variations, you can also expend one spell point per spell level to gain the benefit of a single 2nd level or lower spell you know with a duration greater than instantaneous. The spell you select must be a spell you can target upon yourself and the spell's duration becomes equal to that of your crown of fire ability, even if it is normally longer or shorter. The selected spell only affects you, even if it normally targets multiple allies or affects an area. As the spell becomes a part of the crown of fire, it is treated as a supernatural effect and thus cannot be dispelled. It's saving throw, if any, becomes 10 + half your spellblazer level rounded down + your wisdom modifier.
In addition, while your crown of fire ability is active, the caster level of your spells increases to equal your spellblazer level. You must be 8th level to select this ability. This ability is activated as a part of the crown of fire and requires no additional action.
Deceive Item (Ex): You gain the ability to expertly use magic items. You treat use magic device as an untrained skill, allowing you to achieve skill checks above DC 10. In addition, you gain a bonus to that skill equal to half your spellblazer level (minimum +1).
Deep Reserve: You become more skilled at storing unused spell points. When you rest and regain your spell points, you instead retain half your previous day's reserve or begin the day with your normal allotment of spell points, whichever is higher. You must be 4th level or higher to select this ability.
Drain Item (Sp): You can drain the magical energy directly out of any consumable magic item, such as scrolls, wands, and potions. The spellblazer must otherwise be able to use the item safely which may require a skill check of one kind or another such as disable device for a magical trap or use magic device for a wand or scroll with a spell that the spellblazer is otherwise unable to cast. If successful, the spellblazer gains a number of spell points equal to the spell level of the spell stored in the consumable item and the item itself is consumed as though used normally and no spell effect activates. You must be 4th level or higher to select this ability.
Elemental Spellbolt: You can select any energy type to manifest with your spellbolt without needing to expend any additional spell points. Your selected energy type is still considered your default energy type for any related purposes.
Improved Melee Spellfire Bolts: Your melee spellfire bolts improve in quality. The damage your melee spellfire bolts deal improves to 1d8 and your critical threat range improves to 19-20, though you still deal double damage on a successful critical hit. At your option, you can instead improve the critical threat range to 18-20 but your weapon damage is reduced to 1d4 and you can use your dexterity modifier for attack rolls with this version of spell bolt instead of your strength modifier. As a third option, you can attack with your spellfire bolt two-handed, altering the bolt damage to 1d10 and you are able to add 1 and 1/2 times your wisdom modifier to damage. This variation retains the 19-20 critical threat range. Once you have selected an option, that choice becomes permanent for this version of your spellfire bolt.
Improved Ranged Spellfire Bolts: Your ranged spellfire bolts improve in quality. The damage your ranged spellfire bolts deal improves to 1d8 and you can inflict x3 damage on a successful critical hit.
Magical Body (Ex): You gain the choice of one of two forms of damage reduction. You can gain damage reduction 2/Silver or 2/Cold Iron. Once this choice is made, that choice is permanent. This damage reduction increases by 1 at 10th level and again at 14th level and 18th level. You must be 6th level to select this ability.
Metamagic Adaptation: You learn to adapt your knowledge of metamagic for use with your unique spellfire abilities. When you cast your spell-like spellfire bolt, use a spellfire essence (any) or (spell-like) ability, you can opt to modify it with one or more metamagic feats you know. Using metamagic feats to modify your spell-like spellfire bolt or spellfire essence abilities costs additional spell points equal to the spell level adjustment of the metamagic feat. You cannot use heighten spell in conjunction with this feat.
Metamagic Training: You gain a bonus metamagic feat. You must meet that feat's prerequisites and must have selected the spell-like spellfire bolt type. You can select this feat a second time, selecting another metamagic feat you meet the prerequisites for. You must be sixth level to select this ability.
Rapid Blast: When you cast your spell-like spellfire bolt, you can opt to cast it as a full-round action to fire off two melee or ranged touch attacks that deals normal damage instead of one that deals increased damage. You can also fire two rays that deals the increased damage but doing so requires a one-round action instead of a full-round action.
This ability also benefits any spellfire essence abilities that benefit your spell-like spellfire bolt. Spellfire essence abilities you use that are fired as ranged touch attacks, melee touch attacks, or target opponents can benefit from this ability. This does not benefit any spellfire essence abilities that create area of effects.
Spellfire Adaptation (Ex): You have adapted to the spellfire energies you constantly wield. You gain energy resistance 5 plus half your spellblazer level to your selected energy type of your spellfire bolt and to the damage of pure spellfire, such as that caused by spellfire bolts while the crown of fire ability is active, when using the true spellfire ability, or when a similar ability is used by another spellblazer or user of spellfire.
You can select this ability a second time, increasing your resistance to 10 plus your spellblazer level. At 20th level, you become immune to your selected energy type and to the non-typed damage caused by spellfire.
True Spellfire: You gain the ability to suffuse your spellfire bolts with the power of true spellfire, dealing pure magical energy damage. Abilities that resist spellfire energy can resist this type of energy. Manifesting a spellfire ability with true spellfire costs two additional spell points.
Versatile Spellbolt: Using spellbolts of different types (melee, ranged, spell-like) other than your selected default doesn't require spell points to use.
Warrior's Training: You gain proficiency in medium armor and shields. In addition, you gain the ability to cast your spellblazer spells and use your spellblazer spell-like abilities in medium armor and whilst using a shield without the normal chance of spell failure. You must have selected the melee spellfire bolt as your default type of spellfire bolt to select this ability.
Advanced Spellfire Powers
Bottomless Reserve (Su): You become more skilled at storing unused spell points. When you rest and regain your spell points, you instead retain your entire previous day's reserve or begin the day with your normal allotment of spell points, whichever is higher. You must be 20th level to select this ability and have previously selected the deep reserve spellfire power ability.
Cannibalize Spells (Su): You gain the ability to cannibalize your own spell slots in order to gain more spell points. You can perform this action as a move action, which expends a spell slot you have available as though it were used to cast a spell, instead granting you a number of spell points equal to the level of the spell +1. You cannot cannibalize 0-level spells.
Crown of Recovery: When you initiate your crown of fire ability or any of the improved versions, you immediately recover hit points equal to 1d8 + your spellblazer level and your fast healing or regeneration improves by 1. You can select this ability multiple times, improving the hit points restored by 2d8 and fast healing by 2 to a maximum of 3 times.
When you select this ability the third time, your crown of fire's fast healing ability improves to regeneration. This regeneration can be curtailed with the three energy types you did not select as your default spellfire bolt energy type, so a spellblazer that selected electricity as their default spellfire bolt energy type can have their regeneration halted if affected by acid, cold, or fire damage.
Crown of Spells, Improved: This ability works the same as the crown of spells ability except that you gain any one spell of 4th level or lower or any two spells of 3rd level or lower as a part of activating the crown of fire ability or any of it's improved variations. You expend a number of spell points equal to the combined levels of the spells to be cast. You must be 16th level to select this ability.
Drain Permanent Item (Sp): You gain the ability to absorb magical energy from any magical item with a melee touch attack. You cannot affect creatures, such as golems. You must be able to use the item safely even if it requires a skill check, such as disable device for magical traps or use magic device for certain magic items. When this ability is used, the target item must make a will saving throw. Failure of this saving throw destroys the item, granting the spellblazer a number of spellpoints equal to half the item's caster level, rounded down. If the will save succeeds, the item gains the broken condition and no attempt to drain the item further can succeed until 24 hours after the item is repaired. This ability is ineffective against items that cannot gain the broken condition through normal means (such as artifacts).
You must have selected the drain item spellfire power previously in order to select this ability. You can also select this ability a second time, affording a number of spell points gained from a failed will save equal to the caster level of the item and the item is not broken if the saving throw succeeds, but you still can not attempt to drain the target item for at least 24 hours after the attempt is made.
Elemental Affinity: You have a particular affinity for the energy type you selected for your spellfire bolt. Any spell you cast that shares your selected energy type as a subtype can be infused with spellfire, dealing half it's normal damage as untyped damage. You must expend two spell points when casting that spell and the action to do is performed as a part of casting that spell. You must have selected the true spellfire ability to select this spellfire power.
Healing Spellfire: Any spellfire essence ability you use that cures hit point damage is improved to work at a range and affect multiple allies. By expending five additional spell points, you can use your curative spellfire essence abilities out to a close range (25ft + 5ft per two caster levels) to a single target and a number of additional willing targets equal to one plus your wisdom modifier (minimum one) as long as no individual target is more than 30ft from the nearest affected target. You do not need to roll to hit any target with your curative spellfire essence ability when using this enhancement.
Imbue Item (Su): You gain the ability to create magic items with your spellfire energy, allowing you to create magic items as though you possessed any/all required spells to craft that item with no adjustment to the spellcraft DC you must meet in order to craft an item. This ability does not allow you to craft spell completion items, such as potions, scrolls, staves, or wands.
You must have selected the deceive item spellfire power to select this ability.
Rapid Blast, Improved: This ability works as the rapid blast spellfire power except that you can fire three spell-like spellfire bolts instead of two. You must have selected the rapid blast spellfire power to select this power.
Retain Spell (Su): When you successfully absorb a spell, you can retain knowledge of that spell. This allows you to temporarily gain that spell as a spell known. You can retain knowledge of a number of spells equal to your wisdom modifier until the next time you regain spells or when 24 hours has passed. You can only retain a spell of a spell level equal to or lower than the highest spell level you have access to. This retained spell is treated the same as any other spell known you possess, including the requirements needed to cast the spell (minimum wisdom score, spell slot of the appropriate level, etc.)
Retain Spell, Greater (Su): This ability works as retain spell, except you can retain the knowledge of any spell you have successfully absorbed. Casting any spell above 4th level requires that you must expend spell points equal to the spell level of the retained spell. You must be 18th level or higher to select this ability and have previously selected the retain spell ability.
Steal Spell (Su): You gain a special ability that allows you to directly steal an active spell affecting a target creature. When you successfully attack a creature with your melee spellfire bolt at least once in a given round, you can make a caster level check against a DC equal to 11 + the caster level of the highest level spell affecting the target. If this check is successful, the spell is transferred to the spellblazer. This ability can only be attempted once per round. If the spellblazer is aware of the spells affecting the target, he can attempt to transfer that specific spell by increasing the DC by 5. This ability only works with the melee spellfire bolt.
True Spellfire Warrior: You can easily channel pure spellfire when using your weapon-like spellfire bolt. Any attack you deal with either your ranged or melee spellfire bolts deals non-typed damage with no expendature of spell points. In addition, any time you successfully hit an opponent, you deal 1d6 points of additional damage of your selected default energy type and an additional 1d10 +1d10 per point of critical multiplier above x2 points of your default energy type of damage on a successful critical hit. You must have previously selected the true spellfire ability to select this ability and your default spellfire bolt type must be either the ranged or melee type.

Neoxenok
2019-03-14, 03:38 AM
Netherese Arcanist (Arcanist Archetype) {Human Racial Archetype}
Source: Player's Guide to Faerun
This uniquely human style of arcane practice is rare to an extreme in Faerun, once the foundational profession of one of the mightiest empires to ever exist. The Netherese arcanist is a more modern version of an otherwise ancient practice of magic.
Netherese Circle Magic: At first level, you gain the ability to lead and/or participate in Netherese circle magic.
Field Specialization: Netherese arcanists specialize in one of three different "fields" of magic - invention, mentalism, or variation. Once selected, the Netherese arcanist must select one of the two remaining fields as a minor field. These fields cover spells of the following schools, subschools, and descriptors;

Invention: All abjuration, conjuration, and evocation spells. All illusion (shadow) spells.
Mentalism: All divination, enchantment, and illusion spells. All fear and mind-affecting spells of any school.
Variation: All necromancy, transmutation, and universal spells. All conjuration (calling), conjuration (summoning), and conjuration (teleportation) spells.

When a Netherese arcanist prepares spells, he must prepare a certain number of those spells from his specialty field, as described below:


Spells Per Day
Level 0th 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st 2+2S 1+1S - - - - - - - -
2nd 3+2S 1+1S - - - - - - - -
3rd 3+2S 2+1S - - - - - - - -
4th 4+2S 2+1S 0+1S - - - - - - -
5th 4+2S 2+2S 1+1S - - - - - - -
6th 5+2S 2+2S 1+1S 0+1S - - - - - -
7th 5+2S 3+2S 2+1S 1+1S - - - - - -
8th 6+2S 3+2S 2+1S 1+1S 0+1S - - - - -
9th 6+2S 3+2S 2+2S 2+1S 1+1S - - - - -
10th 7+2S 3+2S 2+2S 2+1S 1+1S 0+1S - - - -
11th 7+2S 3+2S 3+2S 2+2S 2+1S 1+1S - - - -
12th 7+2S 3+2S 3+2S 2+2S 2+1S 1+1S 0+1S - - -
13th 7+2S 3+2S 3+2S 2+2S 2+2S 2+1S 1+1S - -
14th 7+2S 3+2S 3+2S 2+2S 2+2S 2+1S 1+1S 0+1S - -
15th 7+2S 3+2S 3+2S 2+2S 2+2S 2+2S 2+1S 1+1S - -
16th 7+2S 3+2S 3+2S 2+2S 2+2S 2+2S 2+1S 1+1S 0+1S -
17th 7+2S 3+2S 3+2S 2+2S 2+2S 2+2S 2+1S 2+1S 1+1S -
18th 7+2S 3+2S 3+2S 2+2S 2+2S 2+2S 2+1S 2+1S 1+1S 0+1S
19th 7+2S 3+2S 3+2S 2+2S 2+2S 2+2S 2+1S 2+1S 2+1S 1+1S
20th 7+2S 3+2S 3+2S 2+2S 2+2S 2+2S 2+1S 2+1S 2+1S 2+1S

The number followed by an "S" refers to the minimum number of field specialty spells a Netherese arcanist must prepare so a 15th level netherese arcanist can prepare one seventh level spell from the chosen specialty field and one other seventh level spell from the selected minor field or specialty field.

The third remaining field not selected as either the specialty field or minor field is treated similarly to the specialty wizard's opposition schools, which means that preparing a spell from the third field requires two prepared spell slots. These spell slots can not be one of those designated for the specialty field.
In addition, the Netherese arcanist suffers a -4 penalty to all spellcraft checks when crafting items using spells from the third field.

This ability replaces your arcanist exploits gained at your 3rd, 7th, 11th, 15th, and 19th arcanist levels.
Backlash Resistance: Beginning at 2nd level, the Netherese arcanist is resistant to the backlash damage typically caused by circle spells. Any backlash damage caused by circle spells or other circle magic is reduced by one point for every two Netherese Arcanist levels you possess (to a minimum of 0). At 6th level, any ability burn the arcanist suffers is reduced by one (to a minimum of 0). This reduction of ability burn increases by one every four levels beyond to a maximum of 4 at 18th level.
Field Mastery: Because of the Netherese arcanist's field specialization, half of all spells gained at first level (rounded up) and both of the two spells gained from each new arcanist level must be a spell from the chosen field specialization. These spells are mastered so thoroughly that the netherese arcanist need not record them in his spellbook and need not prepare them from a spellbook. This benefit applies only to those described spells. Other spells recorded into the arcanist's spellbook, including those from his field specialization, are treated normally. This benefit is similar to that of the spell mastery feat.
Spell Artisan: When creating new spells or scribing any spells into your spellbook, all associated GP costs are reduced to 75% of the normal cost.
Netherese Supremacy (Su): Beginning at 3rd level, the Netherese arcanist can expend points from his Arcane Reservoir to cast any field specialty spells that the arcanist has prepared equal to 1 plus the spell level of the specialty spell. Unlike the Magical Supremacy ability gained at 20th level, this confers no other benefits and can't be used to cast any other prepared spells. When the Magical Supremacy ability is gained, the cost of casting a field specialty spell is reduced to half (rounded down, minimum 1).
Field Focus: At 7th level, you gain the benefit of the spell focus feat, except it applies to all spells of your chosen field specialty. This ability does not stack with the spell focus feat but is treated as that feat for any purpose relevant to that feat.
Greater Field Focus: At 15th level, you gain the benefit of the greater spell focus feat, except it applies to all spells of your chosen field specialty. This ability does not stack with the spell focus or greater spell focus feat but is treated as those feats for any purpose relevant to that feat.

Neoxenok
2019-04-11, 02:23 AM
Spells of the Forgotten Realms {N-R} (http://www.giantitp.com/forums/showsinglepost.php?p=23600348&postcount=128)

Sacred Guardian
School Divination; Level Blessed of the Seven Sisters 4
===CASTING===
Casting Time 1 Standard Action
Components V, S
===EFFECT===
Range Touch
Target Object or Willing Creature Touched
Duration 1 Hour/Level
Saving Throw No; Spell Resistance Yes (Harmless)
===DESCRIPTION===
This spell works similarly to the status spell, allowing you to keep track and mentally monitor the relative position and general condition of the touched creature or object and you. You are aware of direction and distance to the object or creature and any conditions affecting them: unharmed, wounded, disabled, staggered, unconscious, dying, nauseated, panicked, stunned, poisoned, diseased, confused, broken or the like. Once the spell has been cast upon the target, the distance between it and the caster does not affect the spell as long as they are on the same plane of existence. If a subject leaves the plane, or if it dies, the spell ceases to function for it.

At any time while the spell is active, you can cast up to one spell per four caster levels (minimum 1) with a range of touch or greater of 1st level or lower upon the target as long as this spell is active. At 9th level and again every three levels thereafter, this benefit improves to allow spells of one level higher to be cast in this manner (to a maximum of 5th level spells at 18th level).

The caster can also cast scrying or greater scrying upon the subject at any time. If the caster casts scrying or greater scrying on the subject, it does not receive a saving throw and unless the subject is warded by a spell or in a location that blocks scrying magic, the spell automatically succeeds.

Once, at any point in time during the spell's duration, the caster can teleport, as dimension door, to the target's location as a standard action. Doing this causes the spell to expire prematurely.
===MYTHIC===
The distance in which the spell works becomes unlimited and can work even if the subject leaves the plane of existence. You can add your tier to the number of spells possible to cast upon the subject while the spell is active. Further, teleporting to the subject does not cause the spell to expire and can be performed a number of times per day equal to half your tier (minimum Once).
Source: Book of Exalted Deeds

Scatterspray WILL COMPLETE WHEN I GET TO PROPER SOURCE
School ; Level Hathran 1
===CASTING===
Casting Time
Components
===EFFECT===
Range
Target
Area
Duration
Saving Throw (); Spell Resistance
===DESCRIPTION===
===MYTHIC===
Source: XXX

Selfish Cure, Critical
School Conjuration (Healing) [Curse] [Evil]; Level Initiate of Bane 5
===DESCRIPTION===
As selfish cure, light, except you heal a target 4d6 +1 per caster level (maximum +20) and can later injure that target and heal yourself 4d8 +1 per caster level (maximum +20).
===MYTHIC===
The damage dice cured and inflicted increase from 4d6 to 4d10 and 4d8 to 4d12, respectively, and the bonus damage cured or inflicted increase to 2 points per caster level (to a maximum of +40).

Selfish Cure, Light
School Conjuration (Healing) [Curse] [Evil]; Level Initiate of Bane 1
===CASTING===
Casting Time Standard
Components V, S
===EFFECT===
Range Touch and close (25 feet + 5 feet per 2 levels) (see text)
Target Creature Touched
Duration Instantaneous and 1 round/level until discharged (see text)
Saving Throw Will Negates or Half (see text); Spell Resistance Yes (see text)
===DESCRIPTION===
This spell has two effects. When laying your hand upon a living creature, you channel positive energy that cures 1d6 points of damage +1 point per caster level (maximum +5), similarly to cure light wounds. This effect is instantaneous and harmless but can be halved with a successful will saving throw or resisted by spell resistance.
The other effect of the spell has a duration of one round per level. At any time during the spell's duration and as long as you are within close range of the target, you can expend a swift action to discharge this effect of the spell, injuring the target by 1d8 points of damage +1 per caster level (maximum +5) and curing yourself the same amount. The damage to the target and the healing to you can be negated if the target makes a successful will save against the effect.
If the target attempts to resist the spell initially, the target can make a will saving throw to reduce the amount of damage healed by half and negate the other effect entirely. Targeting yourself with this spell restores you as the first effect of the spell but the second effect is negated.
===MYTHIC===
The damage dice cured and inflicted increase from 1d6 to 1d10 and 1d8 to 1d12, respectively, and the bonus damage cured or inflicted increase to 2 points per caster level (to a maximum of +10).

Selfish Cure, Moderate
School Conjuration (Healing) [Curse] [Evil]; Level Initiate of Bane 3
===DESCRIPTION===
As selfish cure, light, except you heal a target 2d6 +1 per caster level (maximum +10) and can later injure that target and heal yourself 2d8 +1 per caster level (maximum +10).
===MYTHIC===
The damage dice cured and inflicted increase from 2d6 to 2d10 and 2d8 to 2d12, respectively, and the bonus damage cured or inflicted increase to 2 points per caster level (to a maximum of +20).

Selfish Cure, Serious
School Conjuration (Healing) [Curse] [Evil]; Level Initiate of Bane 4
===DESCRIPTION===
As selfish cure, light, except you heal a target 3d6 +1 per caster level (maximum +15) and can later injure that target and heal yourself 3d8 +1 per caster level (maximum +15).
===MYTHIC===
The damage dice cured and inflicted increase from 3d6 to 3d10 and 3d8 to 3d12, respectively, and the bonus damage cured or inflicted increase to 2 points per caster level (to a maximum of +30).

Shield of Lathander
School Abjuration [Light]; Level Initiate of Lathander 5
===CASTING===
Casting Time Immediate Action
Components V, S
===EFFECT===
Range Personal
Target You
Duration 1 Round
Saving Throw Fortitude Negates (See Text) (Harmless); Spell Resistance No (Harmless)
===DESCRIPTION===
When you cast this spell as an immediate action, you gain damage reduction 10/adamantine until the beginning of your next turn in a bright flash of light. All creatures within threat range of the caster of this spell must make a fortitude saving throw or become blinded for 1d4+1 rounds and dazzled for 1d4+1 minutes. A successful fortitude save negates the blindness.
===Mythic===
The damage reduction granted by this spell increases by your tier.
Source: Player's Guide to Faerun

Shield of Lathander, Greater
School Abjuration [Light]; Level Initiate of Lathander 7
===CASTING===
Casting Time 1 Standard Action
Components V, S
===EFFECT===
Range Touch
Target Creature Touched
Duration 1 Round/Level
Saving Throw None (Harmless) and Partial (See Text); Spell Resistance No (Harmless)
===DESCRIPTION===
The touched creature glows in a dull light that pulses and throbs as though it is ready to burst forth and gains damage reduction 10/- as well as resistance 10 to acid, cold, electricity, fire, negative energy, and sonic damage for the duration of the spell. The target of the spell is also immune to blindness, dazzled, and energy drain. The light generated by this spell gives off light as a light (https://www.d20pfsrd.com/magic/all-spells/l/light/) spell. Any adjacent creature striking the target of this spell in melee is blinded 1d4+1 rounds and dazzled for 1d4+1 minutes. A successful fortitude save negates the blindness.
===Mythic===
The damage reduction and energy resistances granted by this spell increases by your tier.
Augmented (3rd Tier): By expending three uses of mythic power, you cause any creature striking you 1d6 points of damage each time you are struck. This damage increases to 2d6 if that creature is undead or takes damage from true sunlight.
Source: Player's Guide to Faerun

Shroud of Flame
School Evocation [Fire]; Level Bloodrager 4, Magus 4, Psychic 5, Sorcerer/Wizard 5, Spellblazer 4, Witch 5; Elemental School: Fire 5
===CASTING===
Casting Time One Standard Action
Components V, S, M
===EFFECT===
Range Close (25ft. + 5ft./2 Levels)
Target One Creature
Duration One Round/Level
Saving Throw Reflex Negates and Partial (See Text); Spell Resistance Yes
===DESCRIPTION===
Known as the "trollkiller", this spell causes a creature to burst into magically sustained and enhanced flames. Once the spell is cast, the target creature bursts into flames, causing the target to suffer 2d6 fire damage each round. Unlike typical catching on fire, the flames are magically perpetuated and likewise much more difficult to douse. A successful reflex saving throw during the first round negates the effect. Each round after a failed reflex saving throw, the target can expend a move action and make a reflex saving throw to reduce the fire damage dealt each round to 1d6 and a move action again a following round to negate the spell entirely to douse the fire. Alternatively, the target can expend a one-round action to make a reflex save to fully negate the spell.
While the spell is in effect, all creatures within 10ft of the target suffer half the fire damage as the target (no save) and must succeed a reflex saving throw (DC 15) in order to avoid catching fire themselves. (This is a mundane fire and not a part of the spell.)
Material Component: A pinch of saltpeter, a small piece of phosphorus, and a scrap of lace cloth or a spiderweb.
===MYTHIC===
You cause the target to explode in a burst of flames, adding 1d6 fire damage per mythic tier as a bonus to the spell's initial fire damage and all creatures within a 20ft radius are affected. A successful reflex save halves this damage (instead of negating it) though only the target catches fire on a failed reflex saving throw.
Augmented (6th): By expending three uses of mythic power, the inital save does not negate the effects of the spell, instead, the damage is halved the spell continues to afflict the target until three consecutive saving throws are succeeded to negate the effects.
Source: Player's Guide to Faerun

Simbul's Spell Matrix
School Transmutation; Level Magus 5, Sorcerer/Wizard 5
===CASTING===
Casting Time One Standard Action
Components V, S, F
===EFFECT===
Range Personal
Effect Magical matrix of magic that holds one or more spells
Duration 10 Minutes/Level (D)
===DESCRIPTION===
You prepare a magical matrix that allows you to store up to three spells, which may be later released and used as a swift action.
Beginning round following the casting of Simbul's Spell Matrix, you must cast the spell or spells to be stored into the matrix. These spells can be one third level spell, two second level spells, or three spells of first level or lower. Each individual spell cast into the matrix must have a casting time of one round or less. The matrix closes the round following the last spell you cast into the matrix or one round later (if you cast no spells into the matrix or any spell you cast has a casting time of more than one round).
Once you have cast this spell and stored one or more spells into the spell matrix, this spell causes 1d6 +3 points of damage to the caster. This damage cannot be healed by any means until the spell matrix is used, dismissed, or dispelled.
At any point while the spell is cast, you can release any number of stored spells as a swift action, even allowing you to cast multiple spells in a single action. If multiple spells are released, all released spells must be cast upon the same target or that spell fails to affect that target, such as if a target 30ft away is selected and one of the spells has a range of touch. Once a spell is cast from the matrix, it is expended and no longer available to cast from the matrix. Once all stored spells are cast from the matrix, the spell ends. Dispelling the spell matrix also dispels all spells stored within regardless of whether the stored spells have a higher caster level or not.
In addition to the above benefits, it is also possible to have the spells released from a triggering condition similarly to a contingency spell. The spell matrix may be programmed with a triggering condition at any time and while the triggering condition exists, it is not possible to release the stored spells any other way unless or until the triggering condition is removed. One minute is required to create a triggering condition if the spell is already active or can be done as part of initially casting the spell. You can remove the triggering condition as a free action.
You cannot have this spell and a contingency spell active simultaneously. This spell counts as a contingency spell for the purpose of interacting with other spells.
Focus Component: A piece of amber with a value of 500 gp.
===MYTHIC===
This spell's duration increases to one hour/level. Any time you expend one or more spells from the matrix, you can expend another use of mythic power as an immediate action to replace all spells expent from the matrix, replenishing them as though they were never used.
Source: Player's Guide to Faerun

Simbul's Spell Sequencer
School Transmutation; Level Sorcerer/Wizard 7
===DESCRIPTION===
This spell works as Simbul's Spell Matrix except you can store up to one forth level spell, two third level spells, or three spells of 2nd level or lower. Once you have cast this spell and stored one or more spells into the sequencer, this spell deals 2d6 +4 points of damage upon the caster. This damage cannot heal until the spells within the sequencer are used or the sequencer is dismissed or dispelled.
Focus Component:A sapphire with a value of 1,000 gp.
===MYTHIC===
As Simbul's Spell Matrix.
Source: Player's Guide to Faerun

Simbul's Spell Trigger
School Transmutation; Level Sorcerer/Wizard 9
===DESCRIPTION===
This spell works as Simbul's Spell Matrix except you can store up to one fifth level spell, two forth level spells, or three spells of 3rd level or lower. Once you have cast this spell and stored one or more spells into the trigger, this spell deals 3d6 +5 points of damage upon the caster. This damage cannot heal until the spells within the trigger are used or the trigger is dismissed or dispelled.
Focus Component: A diamond with a value of 1,500 gp.
===MYTHIC===
As Simbul's Spell Matrix.
Source: Player's Guide to Faerun

Skull of Secrets
School Illusion (Shadow); Level Initiate of Cyric 4
===CASTING===
Casting Time 10 Minutes
Components V, S
===EFFECT===
Range Close (25ft + 5ft/2 Levels)
Effect Intangible Skull
Duration Permanent Until Discharged
Saving Throw None (See Text); Spell Resistance No
===DESCRIPTION===
You create a semi-translucent floating intangible skull that trails black flames as it moves. The effect is entirely illusory and can neither give nor take physical damage from attacks. The skull has a 40ft fly speed (Perfect) with a +10 competence bonus to fly checks, but it cannot move more than 20 feet away from it's point of origin.
The skull can be triggered to perform one or both of two functions. One of the two triggers delivers a message of 25 or fewer words, delivered in any language, over a period of 10 minutes. This message cannot fulfill the verbal components of a spell nor the command words of a magic item. The second of the two triggers causes the skull to spit out a line of flames 10 feet long, dealing 1d8 points of fire damage per two caster levels (maximum 5d8 points of fire damage) at the creature that triggered this response unless that target succeeds a reflex saving throw. A failed reflex saving throw also forces the target or targets to succeed a fortitude saving throw or become dazed for one round. This line of fire is subject to spell resistance.
The triggering condition to create the above effects can be the same for both, allowing the skull to speak and deliver it's message and spit it's fire simultaneously or two separate triggering conditions to illicit one response for one triggering conditions and the other for the other triggering condition. Once all of it's triggering conditions have been met, the spell discharges and the skull disappears. The skull can only produce a given effect once, regardless of the number of times a triggering condition has been met.
The spell functions when specific conditions are fulfilled according to your command as set in the spell. Commands can be as general or as detailed as desired, although only visual and audible triggers can be used. Triggers react to what appears to be the case. Disguises and illusions can fool them. Normal darkness does not defeat a visual trigger, but magical darkness or invisibility does. Silent movement or magical silence defeats audible triggers. Audible triggers can be keyed to general types of noises or to a specific noise or spoken word. Actions can serve as triggers if they are visible or audible. A Skull of Secrets cannot distinguish alignment, level, Hit Dice, or class except by external garb.
Source: Player's Guide to Faerun

Skull Eyes
School Transmutation; Level Initiate of Cyric 5
===CASTING===
Casting Time 1 Standard Action
Components V, S
===EFFECT===
Range Personal
Target You
Duration 1 Round/Level
Saving Throw None (See Text); Spell Resistance No (See Text)
===DESCRIPTION===
Your eyes transmute into black orbs with tiny skulls replacing your irises. This does not affect your vision, but it does grant you a gaze attack against all creatures within a 20ft cone projected out of your eyes. This gaze effect can produce an effect that either confuses or charms it's targets at the caster's option, decided by who the caster looks at. The target of this gaze must succeed a will save or become charmed with the caster for as long as the caster stares at that individual or until the duration of the spell persists, whichever ends sooner. All other opponents must succeed a will saving throw (DC -2) or become confused for the duration of this spell.
If the caster ceases to gaze at the charmed target, the target instead reverts to being confused and gets a will saving throw to negate the effect. If the caster gazes at a new target that is already confused, that target can become charmed instead if it fails a new will saving throw.
Any target that succeeds a will save against any of the above effects become immune to all of the effects of this spell for the run of it's duration. The effects of this spell is subject to spell resistance.
Source: Player's Guide to Faerun

Skull Watch
School Necromancy; Level Initiate of Cyric 3
===CASTING===
Casting Time 1 Standard Action
Components V, S, F
===EFFECT===
Range Touch
Target One Skull of a Huge or Smaller Creature
Duration 1 Hour/Level or Until Discharged
Saving Throw None (See Text); Spell Resistance No
===DESCRIPTION===
This spell affects the skull of any creature of up to huge size that, once affected by the spell, will gently float 5 feet into the air, facing a direction of your choosing. For the duration of the spell, it monitors an area equal to a 90 foot cone emanating from the skull. It can see as well as a person and is likewise blocked by walls and darkness and fooled by illusions and invisibility. It does, however, have a competence bonus to perception checks equal to the caster's caster level (maximum +10).
Any creature that enters it's field of vision triggers the skull to emit a piercing shriek that can be heard up to a half a mile away. Creatures within 60 feet of the skull are deafened for 4d4+8 hours unless they succeed a fortitude saving throw to reduce the duration to minutes instead of hours.
The caster of this spell becomes instantly aware that this spell has been triggered and which skull has been triggered if multiple instances of this spell is active though no other details are made known to the caster. The caster can program the kind or kinds of creatures that trigger the skull or don't trigger the skull. For example, a caster can program a skull to ignore creatures smaller than a small-sized creature and certain individuals that the caster allows to pass the area the skull monitors. Once the spell is active, the caster can move and position the skull in any direction. The skull is also not set to float 5 feet into the air and it can be moved to a higher or lower position by the caster. The skull itself typically two size categories smaller than the source creature with an AC of 13 for a skull from a medium humanoid (+2 size +1 natural) with a hardness of 5 and 1 hit point per caster level of the caster. If the skull is destroyed before it is triggered, the caster is not made aware of it's destruction.
Skull watch can be made permanent with the permanency spell. A permanent skull watch resets 1d4 rounds after it is triggered.
Focus: The skull in which the spell is cast must be from a once-living creature, as opposed to a replica.
===MYTHIC===
When triggered, the skull's shriek persists for 1d4+1 rounds and causes 1d8 points of sonic damage each round and also forcing a fortitude saving throw each round against deafness. A character that fails the fortitude saving throw twice consecutively is permanently deafened.
In addition, the caster of the skull watch becomes not only aware that the skull was triggered, but sees what or who triggered the spell as though viewing the area through the skull's eyes with a +1 competence bonus to perception checks per caster level (maximum +10).
Source: Player's Guide to Faerun

Slow Consumption
School Necromancy [Evil]; Level Favored of the Zulkirs 2
===CASTING===
Casting Time 10 Minutes
Components V, S
===EFFECT===
Range Touch
Target One Living Creature
Duration One Day/Level
Saving Throw Fortitude Negates; Spell Resistance Yes
===DESCRIPTION===
The caster absorbs of the life force of a living subject and uses that power for himself. Over the course of 24 hours, the subject heals at twice the normal rate and does not need to eat or drink. The subject, on the other hand, must eat and drink for both himself and the caster. In addition, the subject cannot heal naturally and suffers 1 point of constitution damage after 24 hours. Subjects with special natural healing abilities (such as fast healing or regeneration) do not benefit the caster.

This spell can be rendered permanent with the permanency spell, requring a minimum caster level of 10th and 5,000gp.
===MYTHIC===
This spell halts the caster's aging while active and forces the subject to age three days for every one that passes.

Augmented (5th): By expending three uses of mythic power, the duration of this spell becomes permanent. In addition, any special healing qualities the subject possesses (such as fast healing or regeneration) provides fast healing 1 per tier (to a maximum of the creature's normal fast healing or regeneration) and reduces the subject's fast healing or regeneration by a like amount.
Source: Book of Vile Darkness

Sorrow
School Enchantment [Evil, Mind-Affecting]; Level Favored of the Zulkirs 1
===CASTING===
Casting Time 1 Standard Action
Components V, S
===EFFECT===
Range Close (25 ft. + 5 ft./2 Levels)
Target One Living Creature
Duration 1 Round/Level (Maximum of 5 Rounds)
Saving Throw Will Negates; Spell Resistance Yes
===DESCRIPTION===
This spell imbues a single creature with intense grief and sadness in battle. The target gains a -2 morale bonus on attack rolls, saves, and skill checks.
===MYTHIC===
In addition to the spell's normal effects, it grants a -2 morale bonus on all damage rolls and AC. This spell's maximum duration increases by a number of rounds equal to your tier.
Augmented (4th): By expending three uses of mythic power, this spell can be cast as a swift action.
Source: Book of Vile Darkness

Spectral Stag
School Conjuration (Creation); Level Initiate of Malar 2
===CASTING===
Casting Time One Standard Action
Components V, S, DF
===EFFECT===
Range 0 Feet
Effect One quasi-real staglike creature
Duration One Minute/Level
Saving Throw See Text; Spell Resistance No
===DESCRIPTION===
You conjure a quasi-real, staglike creature that you can direct to either attack a target or simply carry you on its back. (It's colorization can be customized as you see fit.) It makes no sound when it moves.

The stag is a magical construct fully under your control and no ride check is required to control it and it always appears with a bit, bridle, and riding saddle. When created, it appears directly next to you and you can direct it as a free action.

The stag is considered to be a large creature and has an AC 18 (-1 size, +4 natural armor, +5 Dex) and 7 hit points + 1 hit point per caster level. If it loses all its hit points, the spectral stag disappears. It has a speed of 15 feet per two caster levels, to a maximum of 75 feet at 10th level. It can bear its rider’s weight plus up to 10 pounds per caster level.

When directed to attack, it charges at a foe, moving at up to five times its speed, gores, and bull rushes it's selected opponent or simply gores any opponents within melee range. It does not suffer an attack of opportunity when performing a bull rush attack. It's attack bonus and combat maneuver bonus is equal to your caster level +4 (it's strength modifier) and, if applicable, it's combat maneuver defense is equal to 19 plus your caster level (10 +4 strength +5 Dex + your caster level).
If it successfully hits an opponent with its gore attack, it deals 1d6 +4 points of piercing damage.

At 10th level, the stag can ride over sandy, muddy, or even swampy ground without difficulty or decrease in speed.
Source: Player's Guide to Faerun

Spell Enhancer
School Universal; Level Sorcerer/Wizard 4
===CASTING===
Casting Time One Standard Action
Components V
===EFFECT===
Range Personal
Effect Enhance your Next Spell
Duration One Round or until Discharged (See Text)
===DESCRIPTION===
When your casting of this spell is complete, you store the spell energy from this spell to suffuse the next spell you cast, enhancing it's overall effectiveness.
The next spell you cast within this spell's duration gains one of the following benefits:
Any one caster level check, attack roll, or combat maneuver bonus roll gains a +4 luck bonus OR can be rerolled if one of these rolls results in failure.
You can apply a metamagic feat you know to the spell as long as the total adjusted spell level is equal to that of spell enhancer. If the caster possesses no metamagic feats, the caster gains no benefit from this ability.
The target spell's caster level increases by 2.
The target spell gains a +1 bonus to the saving throw DC.
This spell is discharged and ends once it provides one of it's listed benefits to a target spell.
===MYTHIC===
You can benefit from two of the above selections of spell enhancements simultaneously. The caster cannot stack benefits from selecting the same enhancement twice.
Source: Player's Guide to Faerun

Spell Phylactery
School Evocation; Level Initiate of Magic 5
===CASTING===
Casting Time 10 Minutes
Components V, S, M, DF
===EFFECT===
Range Touch
Target Scroll and Creature Touched (See Text)
Duration Permanent Until Triggered
Saving Throw None; Spell Resistance Yes (Object)
===DESCRIPTION===
When you cast this spell, you must select a scroll bearing a spell with a spell level of up to one-forth of your caster level (maximum 5th level). You must be able to cast the spell you've selected and the scroll itself is consumed in this process. Once this process is complete, you must select the creature you intend to target with the effects of the spell you chose on the scroll where the spell will remain dormant as a spell phylactery until triggered.

The spell on the scroll you selected must be able to be cast as a touch spell, a ranged touch spell, or a spell that targets one or more creatures. When the phylactery is placed upon the target creature, you must select one or more triggering conditions from which the phylactery will be triggered. When the phylactery is triggered, it casts the spell you selected from the original scroll, targeting the recipient of the spell phylactery even if the original spell required a touch or ranged touch attack.

Similarly to the contingency spell, only one instance of this or similar spells can be active on any creature and any new spell phylactery, contingency, or similar spell will cause the first spell phylactery spell to harmlessly discharge and become replaced by the new spell phylactery, contingency, or similar spell.
===MYTHIC===
You can store a second spell from a scroll on the spell phylactery to be triggered simultaneously when the triggering conditions are met. Both spells must be equal to one-forth of your caster level -1 (maximum 4th).
Augmented (5th): By expending two uses of mythic power, you can store two spells simultaneously as before, but each spell can possess a spell level of up to one-third of your caster level (maximum 5th).
Source: Player's Guide to Faerun

Spell Shield
School Abjuration; Level Initiate of Magic 2
===CASTING===
Casting Time One Standard Action
Components V, S, DF
===EFFECT===
Range Touch
Target Creature Touched
Duration One Minute/Level (D)
Saving Throw Will Negates (Harmless); Spell Resistance Yes (Harmless)
===DESCRIPTION===
You gain a +2 resistance bonus against all spells and spell-like abilities. This benefit increases by 1 for every six caster levels you possess (to a maximum +5).
===MYTHIC===
Whenever you successfully save against a spell, you can choose to discharge and end the spell as a free action to negate any secondary effects of that spell that you would ordinarily suffer as a result of a successful saving throw.
Source: Player's Guide to Faerun

Spellmantle
School Abjuration; Level Initiate of Magic 6
===CASTING===
Casting Time One Round
Components V, S
===EFFECT===
Range Touch
Target Creature Touched
Duration 10 Minutes/Level
Saving Throw Will Negates (Harmless); Spell Resistance Yes (Harmless)
===DESCRIPTION===
You create a magical, glowing aura around the creature touched that protects it against certain spells. Upon casting, you designate any one spell per four caster levels you possess (minimum one) of 4th level or lower and this spell will render you immune to those designated spells. This spell is unable to protect against spells delivered by touch or spells that ignore spell resistance.

Whenever the subject of this spells is affected by one of the designated spells, they are not only unaffected by the designated spell or spells, but gain one of the following benefits below. This benefit is designated when this spell is cast and can not be changed until a new instance of this spell is cast. Only one instance of this spell can be active upon any one creature at any time. New instances of this spell simply replace any other previously active versions of this spell. The benefits of this spell do not stack with that of spell immunity or similar spells.

Cast Designated Spell: In order to select this option, you must have a caster level of 8 or higher. When you do select this option, you must use one of the spells you'd otherwise gain every four caster levels as a beneficial spell that activates every time this spell successfully protects you from one of the other spells you had designated.
For example, a 16th level wizard could select enervation, slow, and fireball as spells to be protected from and when affected by those spells, the target can receive the benefit of a protection from energy spell.
The selected beneficial spell must be one that the caster is able to cast at the time this spell is cast, discharging both spells simultaneously. The beneficial spell only targets or benefits the subject of the spellmantle spell, even if other targets would otherwise be affected or the spell is ordinarily an area spell. Any variables of the beneficial spell decided upon when cast are decided upon when spellmantle is cast, so if the beneficial spell were a protection from energy spell, the caster must select one energy type (such as fire) at the time of casting and each time spellmantle triggers the beneficial spell, protection from energy will only use the one version (fire, in this case).

Recover Health: Each time the creature protected by spellmantle would ordinarily be affected by the designated spell, the creature recovers a number of hit points equal to 1d8 per spell level of the designated spell +1 per caster level of the designated spell the mantle protected against.

Recover Magic: Each time the creature protected by spellmantle would ordinarily be affected by the designated spell, the creature recalls an expended spell equal to the spell level of the designated spell the mantle protects against. The spell is then prepared again, just as if it had not been cast.
The creature protected by this mantle can not recover more spells than what they have already used for the day. Recovered spells beyond the maximum they had normally prepared is wasted.

The spellmantle can protect the target creature against a total number of spell levels equal to 1d4 +1 per two caster levels you possess (maximum 1d4 +10). If the spellmantle lacks sufficient capacity to absorb a spell, the absorption does not occur. Once it has absorbed its capacity, it dissipates.
===MYTHIC===
You can designate a number of additional spells that spellmantle protects you from equal to half your mythic tier (minimum 1).
In addition, you can absorb a number of spell levels equal to 1d10 +1 per two caster levels (to a maximum of 1d10 +10).
Source: Player's Guide to Faerun

Stone Body
School Transmutation; Level Alchemist/Investigator 6, Cleric/Oracle 6, Magus 6, Psychic 6, Sorcerer/Wizard 6 Elemental School Earth 6
===CASTING===
Casting Time One standard Action
Components V, S, M/DF
===EFFECT===
Range Personal
Target You
Duration One Minute/Level (D)
===DESCRIPTION===
This spell transforms your body into living stone, which grants you several powerful resistances and abilities. You gain damage reduction 10/adamantine. You are immune to blindness, cold, critical hits, ability score damage, deafness, disease, drowning, poison, stunning, and all spells or attacks that affect your physiology or respiration because you have no physiology or respiration while this spell is in effect. You take only half damage from electricity and fire. However, you also become vulnerable to all special attacks that affect stone golems.

You gain a +4 enhancement bonus to your Strength score, but you take a -4 penalty to Dexterity as well (to a minimum Dexterity score of 1), and your speed is reduced to half normal. You have an arcane spell failure chance of 35% and a -6 armor check penalty, just as if you were clad in full plate armor. You cannot drink (and thus can’t use potions) or play wind instruments.

Your unarmed attack deals damage equal to a club sized for you (1d4 for Small characters or 1d6 for Medium characters), and you are considered armed when making unarmed attacks.

Your weight increases by a factor of 3, causing you to sink in water like a stone. However, you could survive the lack of air at the bottom of the ocean–at least until the spell duration expires.
Counterspell: Stone to Flesh counters and dispels this spell.
Material Component: A small piece of stone that was once part of a stone golem, a greater earth elemental, or a castle’s outer wall.
Source: Player's Guide to Faerun

Stone Walk
School Conjuration [Teleportation]; Level Initiate of Bane 6
===CASTING===
Casting Time 10 Minutes
Components V, S, F, (DF if cast as a divine spell)
===EFFECT===
Range Touch
Target Stone Touched
Duration Permanent until discharged
Saving Throw Will Negates (Object); Spell Resistance Yes (Object)
===DESCRIPTION===
You magically link two prepared stones extradimensionally as such that speaking a command word (a free action) opens an ethereal passage for yourself and others of your choosing.
Before casting the spell, both prepared stones, each of which must be a stone that, at minimum, fully occupies an approximate 5 foot square or more. Preparing the stones requires one hour each, at minimum, using special materials that includes a paste made from amber and rubies worth 500gp for each end of the link. It is possible to create more ends of the link, possibly allowing for different paths to transverse.
When you cast Stone Walk, you can designate all prepared stones as ends of the link and connect them all. Once established, a command word is designated as such that any that know the command word can activate and open the link and transverse the ethereal tunnels to the other links. All of the links combined can be separated by no more than 100 miles per caster level. Although you can transverse any one link to any other, only the nearest distances count to this limit, so if a caster with a 13 caster level can link all links in a 1300 mile chain or less, than all links are valid. The caster can link only one stone per three caster levels (maximum 8).
Each casting of the spell allows up to one medium creature per caster level to transverse the ethereal tunnels. Once this number of creatures has passed through the ethereal tunnels, the spell is discharged. It takes one hour of travel inside of the ethereal tunnels per 100 miles. The spell remains in effect until all of the creatures have exited the passages but once that number of creatures has opened the passages, the spell ceases to allow more into the tunnels.
This spell is subject to dispel magic and similar spells as any spell is though with some differences. When cast on one link, a dispel check against all links must be made though it is treated as one spell. If more than half of the links are dispelled or if the connections between the remaining links violates the limitations of the spell, the entire spell is dispelled. Mage's Disjunction automatically dispels the spell. Spells that block or forbid extradimensional movement likewise blocks the effects of this spell and suppresses the effect but does not dispel it. Links within such areas are simply not available as destinations though dimensional travel is only blocked at the links, so two links are not blocked from one another if the intervening space between happens to contain a spell that blocks extradimensional travel. If the spell is dispelled with travelers inside, they can still arrive to their destination without difficulty.
Counterspell: Phase Door counters and dispels this spell.
Focus Component: Two or more stones prepared with materials that includes a paste made from rubies and amber of 500gp value. Only the caster can make these preparations and no others can use another's stone without making their own preparations using the same materials.
Source: Player's Guide to Faerun

Strength of the Beast
School Transmutation (Polymorph); Level Initiate of Malar 4, Initiate of Selune 4
===CASTING===
Casting Time One Standard Action
Components V, F
===EFFECT===
Range Personal
Target You
Duration One Round/Level
===DESCRIPTION===
When you cast this spell, your body assumes the form a hybrid lycantherope form of one animal of your choice. The selected animal must be within one size category of you.

If the form you assume has any of the following abilities, you gain the listed ability: climb 30 feet, fly 30 feet (average maneuverability), swim 30 feet, darkvision 60 feet, low-light vision, and scent.

Smaller lycantherope: +2 size bonus to dexterity, +2 size bonus to constitution, DR 5/silver, +1 natural armor
Equal-sized lycantherope: +2 size bonus to strength, +2 size bonus to constitution, DR 5/silver, +2 natural armor
Larger lycantherope: +4 size bonus to strength, +2 size bonus to constitution, -2 size penalty to dexterity, DR 5/silver, +2 natural armor

When a true lycantherope (afflicted or natural) casts this spell, they gain an entirely different benefit. Instead of the above effects, they gain all of the benefits of their lycantheropic hybrid form without needing to transform or make any checks to control their shape. Their ability scores do not change between shapes nor does their size change nor do they gain their lycantherope movement types. If the lycantherope does assume their hybrid form, they they gain a +10ft enhancement bonus to speed, and a +4 enhancement bonus to their strength, dexterity, and constitution.
Source: Player's Guide to Faerun


Spells of the Forgotten Realms {Su-Z} (http://www.giantitp.com/forums/showsinglepost.php?p=23838216&postcount=133)

Neoxenok
2019-04-11, 02:30 AM
Spells of the Forgotten Realms {S-St} (http://www.giantitp.com/forums/showsinglepost.php?p=23838210&postcount=132)

Summon Undead I
School Conjuration (Summoning) [Evil]; Level Anti-Paladin 1, Bloodrager 1, Cleric/Oracle 1, Shaman 1, Sorcerer/Wizard 1, Spiritualist 1, Summoner/Unchained Summoner 1, Witch 1
===CASTING===
Casting Time One Round
Components V, S, F/DF
===EFFECT===
Range Close (25ft. + 5ft./2 Levels)
Effct One Summoned Creature
Duration One Round/Level (D)
Saving Throw None; Spell Resistance No
===DESCRIPTION===
You summon an undead creature from somewhere in the cosmos. The majority are spontaneously created in certain extraplanar realms where the dead are not allowed to die. This spell summons a single undead creature from the first level list on the summon undead table below.
You choose which creature to summon and you can select any from the first level list each time you cast this spell. Summoned undead do not count toward the total Hit Dice of undead that you can control with animate dead or the cleric's command undead ability.
Focus Component: A tiny bag, a small (not lit) candle, and a carved bone from any humanoid.
Source: Player's Guide to Faerun

Summon Undead II
School Conjuration (Summoning) [Evil]; Level Anti-Paladin 2, Bloodrager 2, Cleric/Oracle 2, Shaman 2, Sorcerer/Wizard 2, Spiritualist 2, Summoner/Unchained Summoner 2, Witch 2
Effect One or more summoned creatures, no two of which can be more than 30ft. apart
===DESCRIPTION===
This spell functions like summon undead I, except that you can summon one creature from the 2nd-level list or 1d3 creatures of the same kind from the 1st-level list.
Source: Player's Guide to Faerun

Summon Undead III
School Conjuration (Summoning) [Evil]; Level Anti-Paladin 3, Bloodrager 3, Cleric/Oracle 3, Shaman 3, Sorcerer/Wizard 3, Spiritualist 3, Summoner/Unchained Summoner 3, Witch 3
Effect One or more summoned creatures, no two of which can be more than 30ft. apart
===DESCRIPTION===
This spell functions like summon undead I, except that you can summon one creature from the 3rd-level list, 1d3 creatures of the same kind from the 2nd-level list, or 1d4+1 creatures of the same kind from the 1st-level list.
Source: Player's Guide to Faerun

Summon Undead IV
School Conjuration (Summoning) [Evil]; Level Anti-Paladin 4, Bloodrager 4, Cleric/Oracle 4, Shaman 4, Sorcerer/Wizard 4, Spiritualist 4, Summoner/Unchained Summoner 4, Witch 4
Effect One or more summoned creatures, no two of which can be more than 30ft. apart
===DESCRIPTION===
This spell functions like summon undead I, except that you can summon one creature from the 4th-level list, 1d3 creatures of the same kind from the 3rd-level list, or 1d4+1 creatures of the same kind from a lower-level list.
Source: Player's Guide to Faerun

Summon Undead V
School Conjuration (Summoning) [Evil]; Level Cleric/Oracle 5, Shaman 5, Sorcerer/Wizard 5, Spiritualist 5, Summoner/Unchained Summoner 5, Witch 5
Effect One or more summoned creatures, no two of which can be more than 30ft. apart
===DESCRIPTION===
This spell functions like summon undead I, except that you can summon one creature from the 5th-level list, 1d3 creatures of the same kind from the 4th-level list, or 1d4+1 creatures of the same kind from a lower-level list.
Source: Player's Guide to Faerun

Table: Summon Undead

Level Creature Source
1st Beheaded Bestiary 4 (P 17) CR 1/3
Ectoplasmic Human Bestiary 4 (P 82) CR 1/2
Human Skeleton Bestiary 1 (P250) CR 1/3
2nd Crawling Hand Bestiary 2 (P 59) CR 1/2
Festrog Bestiary 3 (P115) CR 1
Ghoul or Lacedon Bestiary 1 (P146) CR 1
Human Zombie Bestiary 1 (P288) CR 1/2
Isitoq Bestiary 4 (P159) CR 1/2
Pickled Punk Bestiary 4 (P214) CR 1
3rd Draugr Bestiary 2 (P110) CR 2
Giant Ant Spore Zombie Bestiary 6 (P287) CR 3
Guardian Phantom Armor Bestiary 4 (P213) CR 2
Huecuva Bestiary 3 (P150) CR 2
Human Juju Zombie Bestiary 2 (P291) CR 2
Plagued Horse Bestiary 5 (P194) CR 2
Shroudskin Bestiary 4 (P243) CR 2
Skeletal Champion Bestiary 1 (P252) CR 2
Trailgaunt Bestiary 6 (P264) CR 3
Wight Bestiary 1 (P276) CR 3
4th Allip Bestiary 3 (P 12) CR 3
Combusted Bestiary 6 (P 63) CR 3
Giant Phantom Armor Bestiary 4 (P213) CR 4
Leechroot Bestiary 5 (P155) CR 4
Lovelorn Bestiary 6 (P182) CR 4
Shadow Bestiary 1 (P245) CR 3
Vukodlak Bestiary 5 (P272) CR 3
5th Gravebound Bestiary 5 (P128) CR 4
Greater Crawling Hand Bestiary 2 (P 59) CR 5
Mummy Bestiary 1 (P210) CR 5
Swamp Mummy Bestiary 5 (P178) CR 4
Wraith Bestiary 1 (P281) CR 5


Sunrise
School Evocation [Light]; Level Initiate of Lathander 3
===CASTING===
Casting Time 1 Standard Action
Components V, S, DF
===EFFECT===
Range Touch
Target Object Touched
Duration 1 Round/Level (Maximum 10 Rounds)
Saving Throw None; Spell Resistance No (see text).
===DESCRIPTION===
As daylight (https://www.d20pfsrd.com/magic/all-spells/d/daylight/), except it is touched with a true divine light of Lathander. Any undead creature or creature vulnerable to damage from light that is touched by the light from this spell receive 1d4 points of damage each round they remain exposed to the damage inflicted by this spell. Creatures that are both undead and vulnerable to damage from light instead receive 1d6 points of damage each round they remain exposed to the light of this spell.
Creatures damaged by this spell can negate the effect if the spell fails to penetrate the creature's spell resistance until the beginning of their next turn.
Multiple instances of this spell overlap an existing area but does not stack damage or light levels. Unlike daylight, this spell cannot be made permanent via the permanency spell.
===MYTHIC===
The spell's duration is no longer limited to 10 rounds and the spell also damages aberrations, evil dragons, evil fey, evil outsiders, and oozes for 1d4 points of damage for each round of exposure. Any of those creatures that also possess any vulnerability to light instead suffer 1d6 points of damage for each round of exposure (so one of those creatures that also has light blindness or light sensitivity suffers the extra damage).
Source: Player's Guide to Faerun

Surelife
School Abjuration; Level Shaman 9, Witch 8
===CASTING===
Casting Time One Round
Components V, S, M
===EFFECT===
Range Personal
Target You
Duration 10 Minutes/Level (D)
===DESCRIPTION===
This spell protects you against some condition or event that would ordinarily be harmful to your person or life-threatening, such as falling off a cliff, tripping into a pool of magma, drowning, or being buried alive. This spell protects only against natural occurances or conditions that isn't the direct result of magical attack or a direct attack from a creature (such as a dragon's breath, meteor swarm spell, or a coup de grace from an enemy.)
When choosing a condition to protect against, you must be specific as to the manner and method of death. Falling into an open pit, falling off a cliff, and falling off an airship are three seporate conditions. Buried in a snow avalanche, buried in a cave-in, and buried in a mud-slide are three seporate conditions. This spell does protect against environmental conditions as well, so in a pinch, "burning to death from the fires of the plane of fire" works as a condition as well.
This spell also protects against natural poisoning and disease but you must select a specific disease or poison to protect yourself against.
When the selected condition or event occurs, the target is rendered fully immune and invulnerable to all factors relating to the specified manner of death and/or injury. Once you are removed from that situation or the duration of the spell ends (whichever occurs first), the spell is discharged. Poisons, diseases, and other conditions that would otherwise linger if untreated are neutralized immediately and don't pose a threat if a character is affected before the duration of the spell ends.
Material Component: An ointment of peach syrup and cinnabar.
Source: Player's Guide to Faerun

Sword and Hammer
School Evocation [Force]; Level Initiate of Tyr 4
===CASTING===
Casting Time One Standard Action
Components V, S, DF
===EFFECT===
Range Medium (100ft + 10ft/Level)
Effect Two Magic Weapons of Force
Duration One Round/Level (D)
Saving Throw Reflex Partial (See Text); Spell Resistance Yes
===DESCRIPTION===
A magical longsword and warhammer of pure force energy come into existence either by your side or at the location of a target you designate where they can attack immediately. When striking an opponent, they each fly into a flanking position and attempt to interfere with the target's movements as much as possible.
The weapons attack using your attack bonus plus your wisdom modifier +2 due to flanking and deal 1d10 points of force damage +1 per caster level (maximum +10) with a critical range of 19-20 with a x2 critical multiplier. Due to the way the weapons position and fly around the target, the target treats any terrain as difficult terrain for the purpose of movement and any acrobatics, climb, fly, or swim checks receive a -1 penalty per two caster levels you possess (maximum -5) and any targets attempting to cast a spell must succeed a DC 20 concentration check plus double the spell level of the spell the target is attempting to cast.
The weapons created by this spell strike as a spell and not a pair of weapons, so damage reduction doesn't apply but spell resistance is checked when initially cast or set upon the target from another target. If spell resistance resists the spell, the spell itself is negated but if it doesn't, then spell resistance isn't checked again unless the spell is directed to another target then returns at a later time. None of your class features or feats affect the weapons, so sneak attack, weapon focus, and the like do not apply to the strikes from these weapons.
A successful reflex saving throw throws off the weapon's attempts to distract, negating the difficult terrain effects, skill penalties, necessity to make concentration checks to cast spells, and the flanking bonus to the weapons. A saving throw attempt is only made when the spell initially targets the target and the effects of success or failure remains as long as the spell continues to target that individual target.
The longsword or warhammer's touch AC is 13 (10 + 2 Tiny Size +1 Dodge Bonus). Neither weapon can be attacked or harmed by physical attacks, but dispel magic, disintegrate, a sphere of annihilation, or a rod of cancellation affects it.
===MYTHIC===
Each weapon deals 2d6 base damage (instead of 1d10) and adds your tier to the skill penalties and concentration DC inflicted by the spell.
Source: Player's Guide to Faerun

Sword and Hammer, Greater
School Evocation [Force]; Level Initiate of Tyr 6
===DESCRIPTION===
This spell functions as Sword and Hammer, except the base weapon damage of the longsword and warhammer is increased to 2d6 each, their attack rolls gain a +2 bonus to all attack rolls, the skill penalties increase to -1 per two caster levels (maximum -10), and the concentration DC is 25 + double the spell's spell level.
In addition to these benefits, the movement speed of the target is halved unless negated by a successful reflex saving throw.
===MYTHIC===
A strike from either the longsword or the warhammer adds 1d6 to the base damage if the target is either chaotic or evil or 2d6 if it is chaotic evil. In addition, you can add your tier to the damage roll of each weapon as well as the skill penalties and concentration DC on a failed reflex saving throw.
Source: Player's Guide to Faerun

Sword of Conscience
School Enchantment (Compulsion) [Good, Mind-Affecting]; Level Blessed of the Seven Sisters 4
===CASTING===
Casting Time 1 Round
Components V, DF
===EFFECT===
Range Close (25 ft. + 5 ft./2 Levels)
Target One Evil Creature
Duration Instantaneous (See Text)
Saving Throw Will Partial; Spell Resistance Yes
===DESCRIPTION===
You strike an evil creature with the anxieties, conscience, fears, and remorse already within their hearts, minds, and souls. This causes the target to suffer the nauseated condition for 1d4 rounds and 2d6 points of wisdom and charisma damage. A successful will saving throw negates the wisdom and charisma damage and nauseated condition, but the target gains the sickened condition for 1d4 rounds instead.

An evil creature can only be affected by this spell once during any given 24-hour period regardless of whether the saving throw is successful or not. Evil outsiders are unaffected by this spell.
Source: Book of Exalted Deeds

Thorn Spray
School Transmutation; Level Initiate of Nature 4
===CASTING===
Casting Time One Standard Action
Components V, S, M
===EFFECT===
Range Close (25ft + 5ft/2 Levels)
Effect Thorny Plant that Explodes on Impact
Area 10ft Radius
Duration Instantaneous
Saving Throw No and Reflex Half; Spell Resistance No
===DESCRIPTION===
You hurl a tiny plant at a target creature within range as a ranged touch attack that bursts upon impact with the target, spraying it's magically sharpened thorns in all directions. It deals 6d6 points of piercing and bludgeoning damage upon the creature struck by the ranged touch attack and all other creatures within the radius of the effect are permitted a reflex saving throw for half damage.
This damage bypasses damage reduction as though it were a magical weapon. In addition, the creature struck by the ranged touch attack and all those in the area that failed their reflex saving throw suffer 1d6 hit point bleed.
Material Component: Tiny plant stem or other piece with thorns.
===MYTHIC===
The hit point damaged caused by this spell increases to 6d10 and the area of effect is doubled. Half your tier is added to the spell's hit point bleed (rounded down to a minimum of 0).
Source: Player's Guide to Faerun

Transcribe Symbol
School Abjuration; Level Mesmerist 6, Runecaster 6, Sorcerer/Wizard 8, Witch 8
===CASTING===
Casting Time One Standard Action
Components V, S, F
===EFFECT===
Range Touch
Target Magic Glyph, Rune, Symbol, or other Writing
Duration 10 Minutes + 1 Minute/Level or Until Discharged
Saving Throw None; Spell Resistance No
===DESCRIPTION===
You create a protective spell upon yourself that allows you to touch and manipulate a magic sigil (such as a glyph or warding or symbol of death) without triggering it. The caster must be aware of the target sigil and that magic symbol must have been disarmed but otherwise left intact. For this spell's duration, it also grants a +10 competence bonus to all disable device checks to disarm all forms of magic sigils as well as the ability to disarm magic sigils, similarly to the trapfinding ability of a rogue. The touched sigil is absorbed into your hand and held as magical potential until this spell ends or you select a new location for the sigil to be transferred. The process of placing the sigil in a new location discharges this spell. The caster can, during the placement of the sigil, opt to re-enable the sigil, allowing it to be triggered again at a later time. This does not put the caster in any immediate danger and the caster can leave in the same manner in which the caster had approached in order to capture the sigil.
The symbol can be held for this spell's duration but if the spell is not placed in a suitable location, the transcribe symbol spell ends and the caster suffers the effects of the sigil as though the caster had triggered it normally. The sigil is destroyed and lost in this process. The new location the magical sigil is placed must have the appropriate specifications as though the caster were creating the magical sigil himself.
Focus Component: A piece of slate that has been scoured bare and smooth on one side.
Source: Player's Guide to Faerun

Tree Healing
School Conjuration (Healing); Level Initiate of Nature 5
===CASTING===
Casting Time One Standard Action
Components V, S, DF
===EFFECT===
Range Personal and Touch
Target Self and One Tree
Duration One Day (D)
Saving Throw Fortitude Negates (Harmless) (Object) and Fortitude Partial (See Text); Spell Resistance Yes (Harmless) (Object) and No
===DESCRIPTION===
You meld into a tree that is large enough to accommodate you in all dimensions. Once you have entered the target tree, your form melds into it to gain protection and nourishment from the tree. This does not harm the tree as this exchange is mutually beneficial with the help of this spell.
You are nourished and protected from the outside elements, no longer needing to breathe or eat and you are protected from the extremes of heat, cold, weather, and environmental conditions except those that directly harm the tree. You have total concealment against outside observers and do not emit any scent. Magical detection can still reveal your location and other properties if they can work through the tree to your position within it, treating the intervening wood as a barrier similar to a wall even though you exist merged within the tree itself. Whilst within the tree, you are treated as though you are provided long term care (see the Heal skill). Any hit points you recover is also recovered by the tree, if it has suffered any damage.
Whilst within the tree, the caster is blind and can hear what goes on outside of the tree, but suffers a -4 penalty to perception rolls. Other senses may be similarly affected in one way or another.
Destruction of the tree to an extent that it can no longer fit you within it, shunts you out of the tree, causing 6d6 points of damage. If the tree is completely destroyed (such as by blight, disintegration, forest fire, etc) while you are within it, you must make a DC 17 fortitude saving throw or suffer 3d6 points of constitution damage or 6d6 hit points of damage on a successful saving throw.
Unhealthy trees, such as those dying from injury or disease, can be entered using this spell and if a successful fortitude saving throw DC 17 is made (regardless of success or failure), the tree can begin to recover. Success of this save does nothing to the caster, but failure causes 1d4 points of ability damage to the caster's strength, dexterity, and constitution scores.
Spell users with an affinity for nature may use this spell multiple times over the course of days, weeks, and even months to help a tree stave off major injury, disease, or death.
Source: Player's Guide to Faerun

Triple Mask
School Illusion (Shadow); Level Initiate of Cyric 7
===CASTING===
Casting Time 1 Standard Action
Components V, S, DF
===EFFECT===
Range Medium (100ft +10ft/level)
Effect Three Shadow Duplicates
Duration 1 Round/Level (D)
Saving Throw Will Disbelief (If Interacted With); Spell Resistance No
===DESCRIPTION===
This spell creates three illusory duplicates of you that look, sound, smell, and feel as you do though the images are semi-intangible. These illusions are made with shadow stuff and can interact with their surroundings as effectively as an unseen servant spell.
When the spell is active, the illusions are motionless and nonreactive but can perform simple commands as an unseen servant spell unless the caster chooses to switch his or her perceptions into one of the created illusions. This allows the caster to experience his or her environment as though that were his or her body. During this time, the caster's body experiences no sensations and as such remains vulnerable should it be attacked while your perceptions inhabit one of your shadows. An inhabited shadow clone can act and speak in a manner precisely like the caster's original body but it does not do so perfectly, allowing a +20 competence bonus to disguise checks to look like the caster. An opposed check to detect the disguise or interacting with the illusion and succeeding the associated will save allows a creature to see the illusion as an illusion and defeat the deception. The caster can switch his or her perceptions between his or her body or one of the shadow clones as a standard action. The caster can program an inhabited shadow to perform an action after it exits.
The semi-tangible body of an illusion is only partially real. If attacked, it has the same AC as the caster minus any bonuses from equipment or spells affecting it's body though it's semi-tangible nature affords it a 50% miss chance. It has hit points equal to 1d6 + your caster level and a shadow that is brought to zero or fewer hit points is destroyed.
It is also possible for a caster to cast spells through the shadow as though it were the caster as long as the range is touch or greater. It is not possible to affect the shadow with a spell except those that affect shadow illusions or those that deal hit point damage.
The shadows can move anywhere as long as they remain within the spell's range of the caster but dimensional movement, such as use of the dimension door or teleport spells disrupts the connection of the shadows to the caster and thus prematurely ends the spell. An illusion cannot leave the dimension it was created within and is destroyed if it is moved extra-dimensionally (such as by stepping through a portal) the shadow is immediately destroyed. If a shadow the caster inhabits is destroyed, the caster immediately reverts back to his or her own body and becomes shaken for 1d4 rounds (no save).
===MYTHIC===
Dimensional travel or moving the shadows outside of the spell's range does not disrupt the spell, however, the shadow clones must be within the spell's range of the caster for the caster to occupy one of the clones.
Augmented (6th): With three uses of mythic power, the spell's duration changes to 1 hour/level and the range increases to long (400ft + 40ft/level). You can inhabit any shadow clone as long as you and they are on the same plane. When cast, the clones are created within range, but can move beyond that.
Source: Player's Guide to Faerun

Undead Bane Weapon
School Transmutation; Level Anti-Paladin 3, Paladin 3, Ranger 3
===CASTING===
Casting Time One Standard Action
Components V, S, DF
===EFFECT===
Range Touch
Target Ammunition or Weapon Touched
Duration One Minute/Level
Saving Throw None; Spell Resistance No
===DESCRIPTION===
You give a touched weapon or up to fifty arrows, bolts, or bullets the undead bane property. If the target weapon or ammunition wasn't already magical, they also gain a +1 enhancement bonus.
An undead bane weapon increases the enhancement bonus of a weapon by 2 and adds 2d6 damage to every successful attack against an undead creature.
Any weapon affected by this spell glows with a serene gray radiance that sheds as much light as a candle.
Source: Player's Guide to Faerun

Undeath after Death
School Necromancy [Curse] [Evil]; Level Initiate of Bane 7
===CASTING===
Casting Time Standard or 10 Minutes (see text)
Components V, S, M, (DF if cast as a divine spell)
===EFFECT===
Range Touch
Target Living Creature Touched
Duration Permanent until Discharged
Saving Throw Fortitude Partial or None (see text); Spell Resistance Yes
===DESCRIPTION===
As a standard action, you can touch a creature, causing searing pain as you tear a piece of it's life force and corrupt it with with dark energies and the power of undeath. You deal 4d8 points of negative energy damage +1 per caster level (maximum 35) and the target gains the sickened condition until the beginning of their next turn. If the target dies at any point during the spell's duration, the spell is discharged and the target will arise as a crypt spawn under the caster's control during the next sunset. A successful fortitude saving throw halves the damage, negates the sickened condition, and ends the spell.
Each day the spell remains active upon the recipient, they must make a fortitude saving throw or suffer 1 point of constitution drain upon a failed saving throw. Three consecutive successful fortitude saves removes the need to make this saving throw and negates all future constitution drain. This spell cannot be dispelled but can be removed with a break enchantment, limited wish, miracle, remove curse, or wish.
Alternatively, this spell can be cast upon a willing target. This version of the spell requires 10 minutes of casting and does not offer a saving throw. Targets are nauseated for 1d4 minutes and sickened for 2d4 x10 minutes afterward but otherwise do not suffer the negative energy damage nor the constitution drain.
If the caster dies before this spell takes effect, the crypt spawn created is free-willed.
Material Component: A piece of obsidian shaped like a heart, which is absorbed into the magical power to be discharged into the target as a touch attack. This black onyx gem must be worth 50gp per hit dice of the target.
Source: Player's Guide to Faerun

Undeath's Eternal Foe
School Abjuration [Good]; Level Initiate of Lathander 9
===CASTING===
Casting Time One Standard Action
Components V, S, DF
===EFFECT===
Range Touch
Target Creature or Creatures Touched, up to one/level
Duration One Minute/Level
Saving Throw Will Negates (Harmless); Spell Resistance Yes (Harmless)
===DESCRIPTION===
You are filled with the holy light of Lathander, granting one of his greatest boons to aid his flock against the undead. Each creature subject to this spell gains several benefits, including immunity to ability damage, ability drain, energy drain, and negative energy damage from any or all sources, undead or not. This spell does not remove negative levels that the subject has already gained, but it does remove the penalties from negative levels for the duration of its effect.

In addition, this spell grants a +5 sacred bonus to AC, all saving throws, and combat maneuver defense against any and all forms of attacks originating from an undead creature, regardless of whether it is a natural ability of theirs (such as the vampire's domination ability) or one gained elsewhere, such as a magical item they carry or a spell gained from sorcerer levels.

Lastly, the subject can make melee and ranged attacks against ethereal or incorporeal undead as if they were using ghost touch weapons and their weapons deal damage as though they were good-aligned and magical weapons if they weren't already. Further, any armor and/or shield used by the subject is treated as having the ghost touch property, allowing the armor and shield's AC bonuses to count against the incorporeal touch attacks of incorporeal undead. These benefits do not apply against incorporeal creatures that are not undead.

When you cast this spell it has a total duration of one minute per caster level. You can divide this duration up in any manner you wish, not necessarily equally, between a number of creatures touched equal to your caster level.
===MYTHIC===
This spell's range changes to close (25ft + 5ft per two caster levels) and target changes to one creature per caster level, no two of which can be more than 30 ft. apart. The duration of the spell is not divided amongst the recipients of the spell.
Augmented (6th): By expending five uses of mythic power, you can add half your tier to the sacred bonus to AC, saving throws, and combat maneuver defense against the abilities of undead creatures. In addition, all melee and ranged attacks against undead bypass any damage reduction they possess and undead creatures destroyed by a creature with this spell active upon them can not rise as undead again. Only mythic creatures or mythic spells able to create or remake undead must succeed a caster level check against the caster level of this spell to succeed. Attempts by anything else automatically fails.
Source: Player's Guide to Faerun

Understand Device
School Divination; Level Initiate of Gond 3
===CASTING===
Casting Time 1 Standard Action
Components V, S
===EFFECT===
Range Personal
Target You
Duration 1 Round/level
===DESCRIPTION===
You gain a powerful intuition on the inner workings of mechanical devices. You gain the ability to make disable device checks untrained. In addition, you gain a competence bonus to your disable device checks equal to your caster level (maximum +10) for the duration of the spell when used with mechanical devices of any kind and locks. Further, while the spell is in effect, a disable device check that fails by 9 or less can be attempted again though a failure of 10 or more points can still cause something to go wrong.
Source: Player's Guide to Faerun

Unnerving Gaze
School Illusion (Phantasm); Level Favored of the Zulkirs 0
===CASTING===
Casting Time 1 Standard Action
Components V, S
===EFFECT===
Range 20 ft. Radius Sphere
Area All Humanoid Creatures within 20 ft.
Duration Instantaneous
Saving Throw Will Negates; Spell Resistance Yes
===DESCRIPTION===
All humanoid creatures within a 20ft. radius sphere around the caster see someone that provokes a powerful emotional response, usually someone they loved that died or someone with similar emotional attachments. This causes those creatures to become dazzled (-1 to all attack rolls) for 1d3 rounds.
Source: Book of Vile Darkness

Vipergout
School Conjuration (Summoning); Level Sorcerer/Wizard 7, Summoner/Unchained Summoner 6, Witch 7
===CASTING===
Casting Time One Standard Action (See Text)
Components V, S, M
===EFFECT===
Range 0 ft.
Effect 2d4 Summoned venomous snake swarms (Bestiary 3)
Duration One Round/Level
Saving Throw None; Spell Resistance No
===DESCRIPTION===
This spell summons 2d4 celestial or fiendish venomous snake swarms (B3) which leap forth from your mouth to attack your enemies beginning in the round you complete the spell. You can choose not to release all of the summoned viper swarms all at once, storing the viper swarms within yourself and releasing them later as a swift action on your turn. Whilst stored, you cannot speak or use spells with a verbal component without unintentionally releasing the remaining swarms.
All of the snake swarms disappear when the spell ends. This spell adopts the evil or good descriptor, depending on whether you choose to summon fiendish or celestial venomous snake swarms, respectively.
===MYTHIC===
The distraction and poison saving throw DCs increases by your tier.
Source: Player's Guide to Faerun

Vision of Heaven
School Enchantment [Good, Mind-Affecting]; Level Blessed of the Seven Sisters 1
===CASTING===
Casting Time 1 Standard Action
Components V
===EFFECT===
Range Close (25 ft. + 5 ft./2 Levels)
Target One Evil Creature
Duration One Round/Level
Saving Throw Will Negates; Spell Resistance Yes
===DESCRIPTION===
You deluge the target creature with visions of the blessed joy of the Seven Heavens and the rewards that await those that have lived a life of virtue, causing the target to become blinded and dazed for 1 round and dazzled for the remaining duration of the spell.
Source: Book of Exalted Deeds

Wall of Moonlight
School Evocation [Good, Light]; Level Initiate of Selune 4
===CASTING===
Casting Time One Standard Action
Components V, S
===EFFECT===
Range Medium (100 ft. + 10 ft./level)
Effect Vertical Wall of Twilight 20ft High and 20ft Long/Level
Duration One Round/Level
Saving Throw None and Fortitude Negates (See Text); Spell Resistance Yes
===DESCRIPTION===
You create a wall of shimmering twilight, as though it were a window into a dark and starry night with a full moon. This wall generates light bright light over it's entire length. This wall need not be anchored to any surface and is completely opaque on both sides of the wall and the "wall" itself is made of up pure blinding light with about 5 feet of thickness. Out to 20 feet beyond, the wall provides bright illumination and shadowy illumination 40 feet beyond that point.
It is possible for any creature to pass through, gaining a reddish-white glow as though affected by a faerie fire spell that persists for the spell's normal duration. However, creatures of non-good alignments suffer 1 point of damage each round in the area of shadowy illumination, 1d6 points of damage in the area of bright light, and 2d6 points of damage +1 per two caster levels (maximum +10) when passing through the wall itself and must succeed a fortitude saving throw or suffer the blindness condition for 1d4+1 rounds. Abberations, undead creatures, evil outsiders, and followers of Shar that possess a divine aura suffer double the damage stated above and any secondary effects, such as the blindness and faerie fire effects, have their duration doubled.

This spell can be made permanent through the use of the permanency spell. The caster must be at least 12th level and the cost is 10,000 GP.
===MYTHIC===
The area of bright light and shadowy illumination illuminates 50% extra area (30 feet beyond the wall for bright light and shadowy illumination for 60 feet beyond that. The height of the wall also increases to 30 feet.
Augmented (3rd): By expending two uses of mythic power, you gain the ability to shape the wall more effectively. For every 20 feet of the wall's length, you can bend the wall at a 90 degree angle.
Source: Player's Guide to Faerun

Wall of Sand
School Conjuration (Creation) [Earth]; Level Cleric/Oracle 4, Druid 5, Magus 4, Shaman 5, Sorcerer/Wizard 4, Summoner/Unchained Summoner 4, Witch 4 Elemental School Earth 4
===CASTING===
Casting Time One Standard Action
Components V, S, M/DF
===EFFECT===
Range Medium (100ft. + 10ft./Level)
Effect Sand wall whose area is up to one 5-ft. square/level (S)
Duration Concentration + 1 Round/Level
Saving Throw None; Spell Resistance No
===DESCRIPTION===
You create a wall of viscous, opaque, whirling wall of sand. The wall itself is dense and maintained by the magic that summoned it but must be summoned upon a surface that can support its weight. Once the spell is cast and the wall is placed, the wall is immobile.
The wall itself is not solid but is dense enough to fully prevent ranged attacks from moving through it. It is possible to perform a melee attack against a creature on the other side of the wall if the creature's reach allows it to fully bypass the wall (by reaching through the sand). Creatures within the sand effectively have damage reduction 15/piercing due to the sand and total concealment from all creatures outside of the wall. Regardless, creatures within or on the other side of the wall also have total concealment and the sand makes it difficult to attack creatures on the other side of the wall with a weapon effectively through the sand, suffering a -2 penalty to attack and damage rolls in addition to any other penalties (such as from total concealment.) Creatures within the wall do not suffer this penalty when attacking outside the wall or another creature inside the wall.
Moving through the wall is very difficult. Making the attempt requires a strength check or escape artist check against the DC of the spell, which allows a creature to move five feet through the wall as a full-round action. Creatures within the wall are treated as buried and are unable to breathe, hear, see, or speak effectively. Casting a spell within the wall is possible if the spell does not require a verbal component but must succeed a concentration check DC 25 + twice the spell's level.
The wall itself is effectively immune to damage, however, attacking the wall with a bludgeoning attack as a full-round action reduces the duration of the spell by one round if no one is concentrating on the spell. If the caster is concentrating on the spell, he must succeed a concentration check DC equal to the spell's level plus half the damage dealt to the wall or the caster's concenetation breaks.
Any open, unprotected fl ame thrust into the wall of sand is instantly extinguished.
Material Component: A handful of sand.
===MYTHIC===
Any creature that passes through the wall of sand becomes severely irritated as the sand continues to grate the creature's senses, retaining all of the conditions and effects of being within the wall for a number of rounds equal to 1d4 + your tier. Mythic creatures with a tier equal to or higher than yours are merely dazzled for that length of time.
A successful reflex saving throw reduces the duration of this effect to one round.
Source: Player's Guide to Faerun

Warning
School Divination; Level Initiate of Helm 2
===CASTING===
Casting Time 1 Standard Action
Components V, S
===EFFECT===
Range Touch
Target Creature Touched
Duration 1 Minute/Level or Until Discharged
Saving Throw Will Negates (Harmless); Spell Resistance Yes (Harmless)
===DESCRIPTION===
You gain a competence bonus to perception checks and an insight bonus to your initiative equal to your caster level (maximum +5). This spell's insight bonus to initiative does not stack with that of the Anticipate Peril spell. Once either bonus applies, the spell ends.
===MYTHIC===
Add your tier to the spell's perception and initiative bonuses and the maximum perception and initiative bonuses this spell can grant. You also gain uncanny dodge as a rogue equal to your caster level.
Augment (3rd): By expending two uses of your mythic power, you gain improved uncanny dodge as a rogue equal to your caster level.
Source: Player's Guide to Faerun

Whirlwind of Teeth
School Evocation [Evil, Pain]; Level Favored of the Zulkirs 7
===CASTING===
Casting Time 1 Standard Action
Components V, S, M/DF
===EFFECT===
Range Medium (100 ft. + 10 ft./Level)
Area 5 ft./Level Radius Cylinder 10 ft./Level High
Duration One Round/Level
Saving Throw Reflex Half; Spell Resistance Yes
===DESCRIPTION===
The caster creates an opaque area of swirling energy in the form of roaring, screeching mouths full of teeth. All creatures within the area suffer 2d6 points of bleed damage and gain the nauseated condition for one round due to the pain. A successful reflex saving throw halves the damage and negates the nauseated condition.

The caster can direct the movement of the whirlwind as a free action. It can move up to 40 feet each round.
Material Component: A handful of bloody teeth.
===MYTHIC===
All creatures affected by the spell suffer 2d10 points of bleed damage plus 1 point per tier you possess.
Source: Book of Vile Darkness

Wieldskill
School Divination; Level Initiate of Gond 1
===CASTING===
Casting Time 1 Standard Action
Components V, S
===EFFECT===
Range Touch
Target Creature Touched
Duration 1 Min./level
Saving Throw Will Negates (Harmless); Spell Resistance Yes
===DESCRIPTION===
This spell imbues a target with a touch of divine guidance, granting a competence bonus to one of the following skills, selected at the time of casting: appraise, craft (any one), disable device, knowledge (engineering), or use magic device equal to your caster level (maximum +5). Alternatively, you can gain proficiency with any one simple weapon, any one light armor, or any shield (except a tower shield) as though you possessed the appropriate feat. This spell does not actually give you any proficiency feat.
===MYTHIC===
You add your mythic tier to the maximum competence bonus this spell grants. In addition, you can select any weapon, armor, or shield in which to gain proficiency as though you possessed the appropriate feat. This spell does not actually give you any proficiency feat.
Source: Player's Guide to Faerun

Neoxenok
2019-04-12, 01:28 AM
Magic Items of Forgotten Realms
(Armor and Shields)


Armor Enhancements

Death Warding (Armor Only)
Price: +2 Special Enhancement; Aura: Moderate Necromancy; CL: 7th; Weight: -
This special armor enhancement grants its wearer special protection against death effects, death magic, and negative energy. Any time you are subject to a death effect, you gain a +2 morale bonus to any/all saving throws against that effect.
In addition, you are protected against negative energy and energy drain. Any time you are subject to gaining energy drain or negative levels, you gain two fewer negative levels than indicated (minimum 0). Also, you gain resistance 10 against damage from all forms of negative energy, such as that from an inflict wounds spell, a harm spell, or channel negative energy from an evil cleric.
This ability does not protect against the negative levels gained from death or similar circumstances. These benefits do not stack with that of the death ward spell.
Construction Cost: +2 Special Enhancement
Construction Requirements: Craft Magic Arms and Armor, Death Ward
Source: Player's Guide to Faerun

Death Warding, Greater (Armor Only)
Price: +4 Special Enhancement; Aura: Strong Necromancy; CL: 14th; Weight: -
This special armor enhancement grants its wearer special protection against death effects, death magic, and negative energy. Any time you are subject to a death effect, you gain a +4 morale bonus to any/all saving throws against that effect.
In addition, you are protected against negative energy and energy drain. Any time you are subject to gaining energy drain or negative levels, you gain four fewer negative levels than indicated (minimum 0). Also, you gain resistance 30 against damage from all forms of negative energy, such as that from an inflict wounds spell, a harm spell, or channel negative energy from an evil cleric.
This ability does not protect against the negative levels gained from death or similar circumstances. These benefits do not stack with that of the death ward spell.
Construction Cost: +4 Special Enhancement
Construction Requirements: Craft Magic Arms and Armor, Death Ward


Specific Magic Armors and Shields

Captain Aerad’s Shield
Price: 9,170gp; Aura: Moderate Abjuration; CL: 9th; Weight: 15 lbs
Once wielded by a legendary dwarf hero of Ammarindar, this +3 heavy steel shield was once thought to have the power to shatter any weapon that would strike it. Unknown to the foes of Aerad at the time, the powerful construction and enchantment of this shield was easily able to shatter the primitive bronze weapons of Captain Aerad without the need of a powerful enchantment. Still, this shield, although not ornate by any means, is uniquely adorned and marked as a special shield gifted to Captain Aerad with the banner unique to Aerad's command and dwarven family house and is a valuable piece of Ammarindar's history.
This item grants a +5 shield bonus to AC, a -1 armor check penalty, and a 15% arcane spell failure.
Construction Cost: 4,670gp
Construction Requirements: Creator must be 9th level, Craft Magic Arms and Armor
Source: Player's Guide to Faerun

Dragonheart Armor
Price: 14,900gp; Aura: Faint Abjuration; CL: 3rd; Weight: 30 lbs
This armor was worn by one of the last kings of Ammarindar before being slain within Hellgate Keep. Despite the grim fate of the previous owner, this armor is in good condition.
This armor is a +1 Fire Resistant Red Dragonhide Scale Mail, which grants a +6 armor bonus, a maximum dexterity bonus of +3, an armor check penalty of -3, arcane spell failure of 25%, and the armor also grants its wearer fire resistance 10. The armor itself is immune to any fire damage. It is considered medium armor for the purpose of determining speed reduction and proficiency required to wear the armor.
Construction Cost: 7,650 gp
Construction Requirements: Craft Magic Arms and Armor, Energy Resistance
Source: Player's Guide to Faerun

Neoxenok
2019-04-24, 02:15 AM
HOUSE RULE
Monster Lore

Purpose
Replace identification of a monster's abilities and weaknesses with something more logical and sensible.


Rationale
Identifying a monster's weaknesses and strengths is based on their hit dice - specifically a DC of 10 + their HD.
This is one that has always bothered me and it's not due to balance or game issues so much as the fact that it makes no sense if you think about it. Granted this is true for many things in the game as a lot of stuff is glossed over for the sake of not having over-complicated rules, but I think this deserves a change.
For example, many of the abilities and weaknesses between a great wyrm red dragon and a wyrmling red dragon are the same despite the former having a much more difficult knowledge check to understand. Also, what's the DC to know a creature's creature type (the dragon type with the fire subtype) and facts about that? Why is is more difficult to know that Great Wyrm Red Dragons are immune to paralysis than of some random 1 hit-die dragon despite sharing all of the dragon creature type traits?
The last time I ran a 3.5 edition campaign, I used the normal rules, but I also ruled a bit of a tiered system for knowing different things about the same creature, so if a PC failed a knowledge check against a pit fiend, he might still be able to discern more basic facts about the creature since he beat a DC of 10 (outsider traits, ba'atzu traits, etc).
I feel like a more logical and detailed system can be devised for this sort of thing if for no reason than to base it on something other than the creature's hit dice or challenge rating.

The resulting changes I've made make monster lore a bit more complex and subject to DM fiat which can be seen as a negative, but I think it irons out all of the issues I have with it. I think it gives a better framework overall for determining one of the most common skill rolls in the game.
Opinions may vary from mine though.


Result

Base DC
10: Animals, Humanoids, Plants, Vermin
15: Constructs, Dragons, Fey, Magical Beasts, Monstrous Humanoids, Oozes, Undead
20: Aberrations, Outsiders

The base DC covers the most basic information about a creature - which includes its name and most relevant information listed as a creature's creature type and any relevant subtypes to that creature. If a knowledge check is failed, a result that beats the base DC can still allow this basic information to be known.
If a base DC check is failed, a DM may rule that some bits of information can be known if the check is within 4 points of the base DC but a failure of 5 or more points results in that the creature is fully unknown to the player.

Knowledge Modifier
-5: Exceptionally Common (Domestic animals, common pests, most humanoid species, etc.)
+0: Common (Most/all non-humanoids you aren't a member species of, lantern archons, skeletons, zombies)
+5: Uncommon (Cockatrice, Dryads, Githyanki, Mind Flayers, Most "exotic" animals, Vampires, Wights)
+10: Rare (Adult or Younger True Dragons, Liches, Unfettered Eidolon)
+20: Virtually Unknown (Mature Adult and Older True Dragons, Pit Fiends, Solar Angel)
+30: Unique Creature (Mythical Creatures, the Tarrasque)
+40: Mythical Individual Creature (Baba-Yaga, Dracula, Gods, Planar Lords, Strahd)

The knowledge modifier is a summation of the available knowledge of a creature. A low modifier represents a creature that is either well-studied (even if it's exceptionally rare) or exceptionally common (even if it hasn't been formally studied) in any fashion or both. Creatures that are rare and/or not well studied will have a high modifier. It is not possible to make a knowledge check to know anything about a creature that is fully unknown, however, it is possible to ascertain an unknown creature's type and any relevant subtypes with a knowledge check against the base DC listed above +10, but no further information can be gleaned with a knowledge check.
The rarity of a creature also has nothing to do with how common a creature is with respect to the material plane, but rather how known they are among a given intelligent species. A lantern archon counts as "common" because they are among the most common of creatures among the celestial planes along with the petitioners themselves even though they're rarely encountered on the material plane without being summoned with magic.

Unique Modifiers (Applied Individually, except where noted)
+2 to +20: Detailed information above and beyond creature stats (anatomy and physiology, mating habits, etc).

The full +20 bonus grants comprehensive data on creature.
+5: Creature is legendary and has comprehensive but contradictory accounts or similarly obfuscated information
+5: Templated or similarly augmented creature or other less common variant (including mythic ranks)

Templates or augmentations that turn one creature into a whole other type of creature, such as most undead templates, do not gain this DC bonus. This DC bonus would count for creatures such as those with the giant or advanced templates or some other variant of an existing creature, such as one with more hit dice than is typical or unusual racial powers not typically possessed by standard or more well known versions of those creatures.
+10: Discern unknown creature's type and subtypes and relevant information (Do not apply knowledge modifier)

A successful knowledge check grants all relevant information concerning their strengths, weaknesses, powers, and abilities - their complete "monster manual" or "bestiary" information. Beating this DC can also grant detailed information about the creature that's not necessarily relevant to their statistical information, such as whether they have body parts to harvest, valuable pelts, if they're edible, etc. (see unique modifiers).
Failing the knowledge check by 1 to 4 points may grant some specifically useful information or general information per the DM's determination or circumstance.
Failure by 5 or more only grants basic information on the creature's type and relevant subtype(s) if the knowledge check still beats the base DC.
If a base DC check is failed, a DM may rule that some very broad bits of information can be known if the check is within 4 points of the base DC but a failure of 5 or more points results in that the creature is fully unknown to the player.

Neoxenok
2019-04-25, 02:45 AM
Magic Items of Forgotten Realms
(Weapons)


Weapon Enhancements

Doomwarding
Price: +23,240 gp; Aura: Strong Universal; CL: 13th; Weight: -
Weapons with this special quality are a specialty within the faith of Tymora and are frequently bestowed as gifts to adventurers. This, however, is not unique to their faith.
A doomwarding weapon is created with 7 charges. On the wielder's turn, a single charge can be expended as part of an attack action involving the weapon. No more than a single charge can be used in a turn even if the wielder is afforded more than one attack with the weapon in a turn. Expending a charge grants one of the following abilities depending on when it is expended. If expended before an attack roll, you add 1d8 as a luck bonus to the attack roll or you can reroll any single roll after the fact. You can also expend a charge to gain a single extra attack with the weapon at the wielder's highest attack bonus with that weapon, acting similarly to speed weapons or if the character were hasted.
A found weapon usually possesses 1d8-1 charges with each charge adding 3,320 gp to the weapon's overall value.
Construction Cost: 16,870 gp
Construction Requirements: Creater must be a caster of at least 15th level, Craft Magic Arms and Armor, Limited Wish
Source: Player's Guide to Faerun

Spellblade
Price: +84,000 gp; Aura: Moderate Abjuration; CL: 7th; Weight: -
Spellblade weapons render the wielder immune to a single designated 4th level or lower spell that is chosen at the time the weapon is created. The wielder is treated as though he possesses effectively unbeatable spell resistance, unaffected by any measure by the chosen spell, which is absorbed by the weapon.
If the chosen spell specifically targets the caster, he can also choose to reflect the spell toward a new target of the wielder's choice using the wielder's attack roll if the spell requires a ranged or melee touch attack. If the spell is a touch attack, the wielder can store the spell into the weapon and later release it, similarly to a spell storing weapon but the caster must do this immediately.
Construction Cost: 42,000 gp
Construction Requirements: Creater must be a caster of at least 15th level, Craft Magic Arms and Armor, Spell Immunity, Spell Turning
Source: Player's Guide to Faerun

Sure Striking
Price: +1 Special Enhancement; Aura: Moderate Transmutation; CL: 6th; Weight: -
A sure-striking weapon disrupts the regenerative process of creatures it successfully critical hits, bypassing any alignment or material-based damage reduction (as though it were a +5 weapon) and halting it's fast healing and regeneration until the beginning of your next turn. This ability is ineffective against regeneration that has no method to halt that regeneration.
The wielder activates this ability as a free action during a critical hit. This ability can be used three times per day.
Construction Cost: +1 Special Enhancement
Construction Requirements: Craft Magic Arms and Armor, Inflict Moderate Wounds, Weapon of Awe
Source: Player's Guide to Faerun


Specific Weapons

Baneblade of Damron (Dragathil)
Price: 171,920; Aura: Strong Evocation [Good]; CL: 12th; Weight: 2 lbs
One of six powerful weapons created before the fall of Myth Drannor, this weapon is keyed to a particular race or profession which, in this case, is any creature with at least five ranks in the diplomacy skill. All of the baneblades are +4 holy, evil outsider and undead bane swords. Each sheds light equivalent to that of a torch, though the wielder may suppress this light with a mental command.
This particular baneblade is a medium-sized rapier with a slight curve and a row of small rubies down the center of the blade and a large basket hilt in the form of roses twined around three harps. Dragathil glows with a fierce red light when drawn but is designed to subdue rather than smite.
In addition to the common powers of a baneblade, Dragathil also possesses the merciful property and allows its wielder to cast hold person once per day with a saving throw DC 20.
Construction Cost: 86,120 gp
Construction Requirements: Craft Magic Arms and Armor, Creator must be good-aligned, Cure Light Wounds, Holy Smite
Source: Player's Guide to Faerun

Baneblade of Damron (Evaelathil)
Price: 179,310 gp; Aura: Strong Evocation [Good]; CL: 12th; Weight: 1 lb
One of six powerful weapons created before the fall of Myth Drannor, this weapon is keyed to a particular race or profession which, in this case, is halflings. All of the baneblades are +4 holy, evil outsider and undead bane swords. Each sheds light equivalent to that of a torch, though the wielder may suppress this light with a mental command.
This particular baneblade is a small short sword and it glows a soft green light when drawn.
In addition to the common powers of a baneblade, Evaelathil also grants fire resistance 10 and allows the wielder to cast charm person and locate creature once per day each with a saving throw DC of 20.
Construction Cost: 89,810 gp
Construction Requirements: Craft Magic Arms and Armor, Creator must be good-aligned, Charm Person, Holy Smite, Locate Creature, Resist Energy
Source: Player's Guide to Faerun

Baneblade of Damron (Faervian)
Price: 199,065 gp; Aura: Strong Evocation [Good] (plus aura of stored spell); CL: 17th; Weight: 4 lbs
One of six powerful weapons created before the fall of Myth Drannor, this weapon is keyed to a particular race or profession which, in this case, is any arcane spellcaster. All of the baneblades are +4 holy, evil outsider and undead bane swords. Each sheds light equivalent to that of a torch, though the wielder may suppress this light with a mental command.
This particular baneblade is a distinctly elven-crafted medium-sized longsword, which looks as though it were forged from one solid piece of burnished steel, and it glows a deep purple when drawn.
In addition to the common powers of a baneblade, Faervian is also a spell-storing weapon that also acts as a greater rod of silent spells, allowing the wielder can cast up to three spells per day of up to 9th level without verbal components as though using the Silent Spell feat.
Construction Cost: 99,690 gp
Construction Requirements: Craft Magic Arms and Armor, Creator must be lawful good, Craft Rod, Silent Spell, Holy Smite
Source: Player's Guide to Faerun

Baneblade of Damron (Keryvian)
Price: 237,635 gp; Aura: Strong Evocation [Good]; CL: 12th; Weight: 6 lbs
One of six powerful weapons created before the fall of Myth Drannor, this weapon is keyed to a particular race or profession which, in this case, is any cavalier, fighter, paladin, or ranger of good alignment. All of the baneblades are +4 holy, evil outsider and undead bane swords. Each sheds light equivalent to that of a torch, though the wielder may suppress this light with a mental command.
This baneblade was made as the last and most powerful of all of Demron's swords. This medium-sized bastard sword’s blade is tinted a light shade of blue, and its hilt is shaped in the likeness of a great blue dragon clutching the blade in its “teeth.” When wielded in battle, Keryvian glows and crackles with blue energy.
In addition to the common powers of a baneblade, Keryvian is also a keen weapon that grants its wielder the ability to cast alarm at will (audible alarm only). The weapon also grants the wearer a continuous feather fall effect and a +20 competence bonus to all acrobatics checks to jump.
Construction Cost: 118,985 gp
Construction Requirements: Craft Magic Arms and Armor, Creator must be good-aligned, Creator must have 20 ranks in the Acrobatics skill, Alarm, Holy Smite, Keen Edge
Source: Player's Guide to Faerun

Baneblade of Damron (Mhaorathil)
Price: 171,510 gp; Aura: Strong Evocation [Good]; CL: 12th; Weight: 2 lbs
One of six powerful weapons created before the fall of Myth Drannor, this weapon is keyed to a particular race or profession which, in this case, is dwarves. All of the baneblades are +4 holy, evil outsider and undead bane swords. Each sheds light equivalent to that of a torch, though the wielder may suppress this light with a mental command.
This particular baneblade is a medium-sized short sword. It Originally designed for the dwarven defenders of Myth Drannor and it sheds a bright orange light when drawn.
In addition to the common powers of a baneblade, Mhaorathil allows its wielder to use cure light wounds, disrupting weapon, and remove disease once per day each with a saving throw DC of 20.
Construction Cost: 85,910 gp
Construction Requirements: Craft Magic Arms and Armor, Creator must be good-aligned, Cure Light Wounds, Disrupting Weapon, Holy Smite, Remove Disease
Source: Player's Guide to Faerun

Baneblade of Damron (Morvian)
Price: 214,750 gp; Aura: Strong Evocation [Good, Lawful]; CL: 12th; Weight:
One of six powerful weapons created before the fall of Myth Drannor, this weapon is keyed to a particular race or profession which, in this case, is any creature of lawful good alignment. All of the baneblades are +4 holy, evil outsider and undead bane swords. Each sheds light equivalent to that of a torch, though the wielder may suppress this light with a mental command.
This particular baneblade is a medium-sized greatsword, which, when drawn from its scabbard, Morvian glows with a fierce yellow light like that of the sun.
In addition to the common powers of a baneblade, Morvian is also an axiomatic weapon that allows its wielder to use daylight once per day with a saving throw DC of 20.
Construction Cost: 107,550 gp
Construction Requirements: Craft Magic Arms and Armor, Creator must be lawful good, Daylight, Holy Smite, Order's Wrath
Source: Player's Guide to Faerun

Cheldaorn Katar
Price: 8,302 gp; Aura: Faint Necromancy; CL: 5th; Weight: 1 lb
This ornate +1 punching dagger is made from the tooth of a fallen black dragon and originally made by a renegade elf assassin from the city of Ascalhorn, which is now known as Hellgate Keep. Many copies have since been made of this weapon and is a favorite of all manner of hired killers and thieves.
Once per day upon a successful attack as a free action, the wielder of the dagger can activate a poison effect, forcing the struck opponent to make a fortitude saving throw (DC 16) or suffer the effects of the poison spell.
Construction Cost: 4,302 gp
Construction Requirements: Craft Magic Arms and Armor, Poison
Source: Player's Guide to Faerun

Craemmol’s Hammer
Price: 102,312 gp; Aura: Moderate Evocation; CL: 9th; Weight: 5 lbs
This +3 Warhammer once belonged to a forgotten dwarf warrior legendary for his battle prowress as well as his greed but the details and name of this warrior have been lost to time.
When drawn, the warhammer sheds bright yellow light equivalent to that of a torch, though this can be supressed or resumed as a swift action.
This weapon can also sense when drow elves are within 60ft of the weapon, letting out a loud ringing sound like a large bell. If the wielder holds the weapon and concentrates on it as a full-round action, he can learn the number and locations of all drow within the area.
Construction Cost: 51,312 gp
Construction Requirements: Craft Magic Arms and Armor, Creator must be 9th level, Alarm, Locate Creature
Source: Player's Guide to Faerun

Heartcleaver
Price: 386,320 gp; Aura: Strong Evocation; CL: 18th; Weight: 12 lbs
This terrible weapon is a large +2 Vorpal Battleaxe constantly drips a foul, greenish ichor, which inhibits magical healing of the wounds it inflicts. It once belonged to the nycaloth lord Gaulguth until he lost a battle whilst in search of the Nether Scrolls. It was last seen at the Final Stand on the Evening Star, when the city of Myth Drannor fell in the hands of a great but forgotten hero. It is believed to lie somewhere within the rubble of the city.
In addition to its normal effects, any creature dealt damage by this weapon suffers grievous, cursed wounds. Each successful hit causes the target to suffer several effects, including 1 point of bleed damage and cursed wounds that don't heal with magic. The DC of any heal check to stop the bleed damage or recover hit points increases by 5. Any spell used to recover hit point damage must succeed a DC 20 caster level check or fail. This bleed damage stacks with itself with multiple successful hits. This effect is a curse that begins with the first successful attack against a target creature, who recieves a will save (DC 16) to resist the curse for one round, even if attacked with the weapon multilpe times in one round.
This weapon also reduces the effectiveness of fast healing and regeneration (but only regeneration that offers methods to bypass that regeneration, such as acid and fire for a troll's regeneration), reducing that creature's fast healing and regeneration by 1 with each successful hit until it reaches 0 instead of causing bleed damage. Once a creature's fast healing or regeneration reaches 0, it ceases to benefit that creature and this weapon can cause bleed damage to that creature normally.
Construction Cost: 193,320gp
Construction Requirements: Craft Magic Arms and Armor, Creator must be 15th level, Bestow Curse, Circle of Death, Keen Edge
Source: Player's Guide to Faerun

Lashing Sword of Samos the Skullreaver
Price: 47,310 gp; Aura: Moderate Transmutation; CL: 9th; Weight: 2 lbs
Once owned by a dwarf that specialized in hunting undead, this +1 short sword is created with a special blue gem as it's pommel that sparkles with arcing blue energy.
At the wielder's option as a swift action, the wielder can create a whip of pure blue energy that extends out from the short sword. This energy is harmless to any creature other than the undead and does not require any special proficiency to wield. This whip is equally harmful to any sort of undead, both corporeal and incorporeal and each attack with the whip is considered a melee touch attack. The whip's range is 10ft and each successful hit with the weapon deals the short sword's normal damage. On a successful critical hit against an undead creature, that undead creature must succeed a will saving throw (DC 17) or suffer critical damage two multiples higher than the short sword's normal critical damage (x4 instead of x2). A successful will save negates this additional critical hit damage.
Construction Cost: 23,310 gp
Construction Requirements: Craft Magic Arms and Armor, Disrupting Weapon
Source: Player's Guide to Faerun

Nychyaella’s Healing Spear
Price: 68,482 gp; Aura: Moderate Necromancy; CL: 10th; Weight: 6 lbs
This weapon is a +2 spear with a shaft of shadow-top wood and a gleaming alchemical silver head.
As it is an alchemical silver weapon, it suffers a 1 penalty to all damage rolls.
All successful attacks against any living creature heals the wielder of the weapon one point of damage. In addition, once per day as an immediate action on a successful critical hit, all the damage dealt by the weapon also heals the wielder by the same amount. The weapon must inflict damage upon a target in order to heal it's wielder.
Construction Cost: 34,482gp
Construction Requirements: Craft Magic Arms and Armor, Vampiric Touch
Source: Player's Guide to Faerun

Rustblade
Price: 58,301 gp; Aura: Moderate Transmutation; CL: 7th; Weight: 1 lb
This fragile-looking dagger always appears rusted and pitted and ready to break against a stiff breeze, however, this +1 dagger is as sturdy as as any other steel masterwork dagger.
In addition to it's normal abilities, this weapon also ignores the hardness of any metal object, leaving any strikes of this weapon against a metal object with deep, rusted cuts. Items immune to being rusted either naturally or through magical attacks is immune to this ability and the weapon is resisted by hardness of such an object normally.
Construction Cost: 29,301gp
Construction Requirements: Craft Magic Arms and Armor, Rusting Grasp
Source: Player's Guide to Faerun

Twinblades Alight
Price: 80,620 gp; Aura: Moderate Evocation; CL: 10th; Weight: 6 lbs
This unique battleaxe of dwarven construction is a masterpiece of the dwarven art of weaponsmithing, possessing a double-bladed head where one head is made of adamantine and the other of cold iron. In the hands of a lawful good dwarf, the weapon is enchanted as a +2 axiomatic and holy weapon.
In the hands of a creature that isn't a lawful good dwarf, it's enchantment is only that of a +2 weapon.
Construction Cost: 39,206 gp, 6 sp, and 7 cp
Construction Requirements: Craft Magic Arms and Armor, Creator must be a 10th level lawful good dwarf, Creator must also craft the weapon from scratch by succeeding a DC 30 craft (weaponsmithing) check, Fabricate, Holy Smite, Order's Wrath
Source: Player's Guide to Faerun

Tyranny’s Knell
Price: 102,312 gp; Aura: Moderate Evocation; CL: 10th; Weight: 5 lbs
In the hands of most users, this golden warhammer functions as a +2 warhammer. In the hands of a dwarf, however, this weapon's enhancement bonus increases by +1 and acts as a throwing and returning weapon, allowing it to be hurled as a thrown weapon with a range increment of 30 feet and dealing an additional 1d8 points of damage against any creature successfully hit by the weapon when used as a throwing weapon.
Against humanoid creatures with the giant subtype, the weapon deals an additional 2d8 points of damage when the weapon is used as a thrown weapon. Additionally, the giant must succeed a fortitude saving throw (DC 11) or be reduced by one size catagory (as though afflicted by a reduce person spell) once per round if successfully hit by the weapon when thrown.
Lastly, once per tenday, the wielder of this weapon can hit the ground and create an earthquake effect as the spell, centered at the point in which the warhammer struck the ground. The wielder of the weapon is not affected by the spell itself but may be subject to alterations in the terrain or other secondary effects caused by the use of the spell.
Construction Cost: 51,312 gp
Construction Requirements: Craft Magic Arms and Armor, Creator must be a 10th level dwarf, Earthquake, Reduce Person
Source: Player's Guide to Faerun

Neoxenok
2019-04-26, 03:01 AM
Magic Items of Forgotten Realms
(Rings)

Akkabar’s Battleblade Ring:
Price: 25,920 gp; Aura: Moderate Evocation; CL: 12th; Weight: -
This ornate steel ring appears as a twisted conflageration of swords and other bladed weaponry intertwined amongst themselves like vines.
As a standard action, the wearer can speak a command word to activate the ring's power, causing it to fly off the hand of the wearer to any location within 60 feet and instantly expanding to create a blade barrier. This blade barrier acts in all ways as a blade barrier spell with a caster level of 12 (reflex DC 19) except that the damage dealt by the spell is slashing damage and not force damage and the spell does not carry the force descriptor nor can spell resistance resist it's effects. The effect has a total duration of twelve minutes. The duration need not be consecutive but can be divided up into one-minute increments.
Once the duration of the effect is expired or the wielder has dismissed the battleblade ring, the blade barrier instantly collapses back into the ring and returns to the hand of the wearer unless the wearer has died or moved beyond 60 feet of the blade barrier, in which case the ring simply drops to the ground.
Construction Cost: 12,960 gp
Construction Requirements: Forge Ring, Animate Objects, Blade Barrier
Source: Player's Guide to Faerun

Annulus Conflagros:
Price: 81,440 gp; Aura: Moderate Evocation [Fire]; CL: 8th; Weight: -
This twisted copper ring has a slight firy glow about it. It's design resembles a loop of dancing flames with a few tiny rubies and topaz gems set about the gem sparkle like sparks of a flame.
Each annulus conflageros ring grants fire resistance 10 to its wearer and allows the weare to activate the following spells with the appropriate command words as a standard action each.
Pyrotechnics usable at will, (save DC 14).
Burning hands usable three times per day (reflex DC 13).
Fireball usable twice per day (reflex DC 15).
Wall of Fire usable once per day.
Construction Cost: 40,720 gp
Construction Requirements: Forge Ring, Burning Hands, Fireball, Pyrotechnics, Resist Energy, Wall of Fire
Source: Player's Guide to Faerun

Velsharoon’s Binding:
Price: 24,500 gp; Aura: Faint Abjuration; CL: 5th; Weight: -
This unique ring is actually two rings, one of which is worn on the index finger and the other on the pinkie, each joined together by a fine silver chain. The two rings are considered to be one ring for the purpose of item slot limitations.
This ring protects its wearer against the undead, providing benefits similar to that of the protection from evil spell, except applying to attacks from undead creatures. This ring also provides the wearer a +3 resistance bonus to any saving throw against spell or spell-like ability of the necromancy school.
Construction Cost: 12,250 gp
Construction Requirements: Forge Ring, Halt Undead, Protection from Evil, Resistance
Source: Player's Guide to Faerun

Neoxenok
2019-04-27, 02:55 AM
Magic Items of Forgotten Realms
(Rods)

Rod of Divergence
Price: 110,500 gp; Aura: Strong Abjuration; CL: 13th; Weight: 5 lbs
The Rod of Divergence comes in five varieties, marked with art, runes, and other symbols representative of one of the five major energy types; acid, cold, electricity, fire, and sonic energy. Each type of rod is also possesses a tip with a valuable gemstone representative of each of these elements, which are emerald, sapphire, topaz, ruby, and a diamond, respectively.
While the rod is drawn, the wielder can, as an immediate action, redirect any spell of the energy type corresponding to the type of Rod of Divergence the wielder is wielding as long as the target or area of the spell targets him or any creature or location within ten feet of the wielder. In doing so, the wielder expends a number of charges equal to the level of the spell being redirected +1.
In addition to the above ability, the wielder can cast faerie fire at will with a color corresponding to the gem on top of the rod. When all charges are expended, the gem crumbles to useless dust and it becomes non-magical. The gem attached to the rod is an important part of the magic of the rod itself and cannot be used for another purpose, such as as a spell's material component without ruining either the spell, the gem, or both. Removing the gem counts as breaking the rod and must be repaired accordingly.
Construction Cost: 55,250 gp
Construction Requirements: Craft Rod, Faerie Fire, Spell Turning
Source: Player's Guide to Faerun

Rod of Spheres
Price: 45,000gp; Aura: Moderate Evocation [Force]; CL: 9th; Weight: 5 lbs
Perportedly an original creation of Elminster of Shadowdale, this rod has gained some popularity since it's orignal creation and has been copied numerous times across Toril. This simple wooden rod is capped with steel ends and possesses an open steel hoop at it's top.
Activating the rod is a standard action in which the wielder gently blows through the steel hoop which creates a softly glowing bubble with a three foot radius. You blow the bubble around one or more objects or creatures that can fit within the bubble which the bubble then gently lifts above the ground, floating 1d4+1 feet above the ground. The bubbles are luminescent and can be seen in darkness. They shed light equivelent to a candle. The bubbles are permiable to air and sound but are resistant to the elements, keeping the contents safe from foul weather (so the bubble can keep it's contents safe from being wet during rain or snow) and the air within the bubble remains calm as long as the bubble is intact, though the bubble itself is subject to the wind, possessing an equivelent fly speed of 20 feet (perfect) and is considered a medium creature with a +0 strength modifier for the purpose of strength checks against being moved. The bubbles themselves, once created, always remain within 30 feet of the wielder of the Rod of Spheres (up to the limit of their aformentioned flight speed) unless pushed or moved elsewhere, in which case it remains motionless. If they are moved beyond this distance for any reason, the wielder can regain control of a sphere as a free action once the wielder moves within that distance. If dropped a distance above the ground, they fall gently, as though affected by a feather fall spell until they reach 1d4+1 feet above the ground.
Each created sphere persists until 8 hours have passed, in which case they gently fall to the ground as they dissapate. Although they are fairly resistant to the elements and day-to-day wear and tear, they are not impermiable and can be broken with with a DC 10 strength check or 5 if any pointed tool or weapon is available as a full-round action to pierce the bubble. Each bubble has the texture and consistency of a sort of latex, rubber, or soft plastic. It has a hardness of 0 and 2 hit points. Each bubble can support up to 140 lbs.
Each rod is created with 50 charges. Each bubble created expends one charge.
Construction Cost: 22,500 gp
Construction Requirements: Craft Rod, Feather Fall, Floating Disc
Source: Player's Guide to Faerun

Neoxenok
2019-05-02, 02:18 AM
Magic Items of Forgotten Realms
(Staves)

Thunderstaff
Price: 88,513 gp 3sp 3cp; Aura: Strong Evocation; CL: 17th; Weight: 2 lbs
The Thunderstaff is a dark duskwood masterwork/masterwork quarterstaff with a decorative mythral head intricately sculpted into a blue dragon's head at one end of the quarterstaff and a long, tail-like spike at the other end that allows the thunderstaff to also be wielded as a spear. A thunderstaff is created to simulate the wrath of an angry blue dragon, bearing the elemental powers of thunder and lightning as well as transformative magic that can transform the caster into a blue dragon.
More than a dozen or so thunderstaves exist in the world, one of which is famously wielded by Khelben “Blackstaff” Arunsun. It is rumored that certain thunderstaves also wield other unique powers as well, likely due to weapon enchantments or different variants of the electrical or thunder magic enchanted into the staff. This entry is representative of a typical thunderstaff. A thunderstaff possesses the following spells:
Shocking Grasp (1 Charge)
Gedlee's Electric Loop (New) (1 Charge)
Lightning Bolt (1 Charge)
Ball Lightning (APG) (2 Charges)
Lightning Arc (UM) (2 Charges)
Chain Lightning (2 Charges)
Great Thunderclap (New) (3 Charges)
Lightning Ring (New) (3 Charges)
Extended Form of the Dragon III (Blue Dragon Only) (3 Charges)
Construction Cost: 44,596 gp 6 sp 7cp
Construction Requirements: Craft Staff, Extend Spell, Ball Lightning, Chain Lightning, Form of the Dragon III, Gedlee's Electric Loop, Great Thunderclap, Lightning Arc, Lightning Bolt, Lightning Ring, Shocking Grasp
Source: Player's Guide to Faerun

Neoxenok
2019-05-12, 01:54 AM
Magic Items of Forgotten Realms
(Wondrous Items)


Belt Slot

[None Yet]


Body Slot

[None Yet]


Chest Slot

Tasmia's Heart (Chest Slot)
Price: 273,000 gp; Aura: Moderate Transmutation; CL: 7th; Weight: 0.5 lbs
This elaborate, well made bustier is laced with black silk and adorned with gems, particularly sapphires and beljurls.
When worn, Tasmia's Heart grants its wearer the continuous effects of both freedom of movement and water breathing as the spells.
If Tasmia's Heart, if worn long enough, also protects the wearer's body from the ravages of age. While this is worn, the wearer is treated as being one age catagory younger than they actually are. If middle aged, the wearer suffers no age-related detriments at all. If old or venerable, the wearer is treated as middle-aged and old, respectively. Further, Tasmia's Heart protects venerable wearer's from death, allowing it's wearer to reach their maximum age as though the roll to determine their maximum age was rolled to it's maximum result, however, once the wearer reaches and passes the year they would have ordinarily died, the wearer instead becomes venerable and suffers the usual penalties of being of venerable age.
Wearers using Tasmia's Heart to live beyond their maximum years can go up to 24 hours without wearing the bustier before suffering any ill effects but becomes fatigued after one hour, exhausted after eight hours, unconscious after sixteen hours, and dies once 24 hours have passed. There is no save against any of these effects.
Construction Cost: 136,500 gp
Construction Requirements: Craft Wondrous Items, Creator must be at least 10th level, Freedom of Movement, Lesser Age Resistance (UM), Water Breathing


Eyes Slot

[None Yet]


Hands Slot

Gauntlets of Weaponry Arcane (Hands Slot)
Price: 9,000 gp; Aura: Faint Transmutation; CL: 3rd; Weight: 1 lb
These heavy leather and silver-adorned gloves cover the wearer's hands and lower forearms. Ornate silver stitching adorns the inner portion of the hands and arm guards. The silver chainmail reinforcing the palms is carved with tiny, intricate runes etched into each chain.
While worn, any weapon or other item held by the wearer can penetrate damage reduction as though it were magical and made of silver, including weapons that normally cannot be silvered, such as wooden weapons or any non-silver metal weapons. If the wearer's weapon can already penetrate damage reduction as a silver magical weapon, then these gloves add +1d6 to the weapon's damage against such creatures with damage reduction. These benefits apply even if other conditions are required to penetrate the creature's damage reduction, such as DR 10/silver and holy. These benefits also apply against regeneration where silver is a listed vulnerability against that regeneration.
Construction Cost: 4,500 gp
Construction Requirements: Craft Wondrous Items, Magic Weapon
Source: Player's Guide to Faerun

Gloves of Taarnahm the Vigilant (Hand Slot)
Price: 27,000 gp; Aura: Moderate Transmutation; CL: 9th; Weight: 1 lb
These chainmail gloves appear worn and well-used with no special markings, as though the creator was of a practical mind with no special affinity for special engravings. There is, however, an iron plate on top of each of the hands with special draconic runes that briefly glows softly when the magic within the gloves is activated.
Any weapon or other item intended to be used as a weapon can be enchanted as a standard action, making that item a +1 throwing and returning weapon. These properties persist for as long as the weapon is held and for one round thereafter, allowing the weapon to be thrown (and returned) while retaining the magical properties granted by these gloves.
More powerful magical weapons can likewise be enchanted but the enhancement bonus to attack and damage is reduced by 2 (to a minimum of +1). This does not affect special weapon properties though weapons that already possess both the throwing and returning properties add +1d6 damage to any creature struck by the weapon when used as a thrown weapon.
Construction Cost: 13,500 gp
Construction Requirements: Craft Magic Arms and Armor, Craft Wondrous Item, Magic Stone, Telekinesis
Source: Player's Guide to Faerun


Head Slot

Pegasus Helm of Kloeth Ironstar (Head Slot)
Price: 36,520 gp; Aura: Moderate Conjuration [Chaos][Good]; CL: 8th; Weight: 3 lbs
This magnificent winged horse-hair helmet is ornately crafted with art depicting a great pegasus, connecting the wings of the and horse-hair tail of the helm with the body of a pegasus covering the steel of the helm itself.
The helm allows the wearer to summon a celestial pegasus once per day as a full-round action using a command word unique to a particular Pegasus Helm of Kloeth Ironstar. This effect is similar to that of the Lesser Planar Ally spell except the pegasus arrives immediately, short-cutting what would otherwise be a negociation phase. The pegasus remains on the material plane for up to 3 hours.
Unlike a summon monster spell, however, the pegasus is cognizant and can make decisions of it's own volition. It is aware of the alignment of the summoner and can refuse a summon or cut short the duration of the summoning effect and return to it's home plane at any time as a swift action.
More than that, however, the pegasus in some fashion has a great deal of control over the power of the helm as well. Although an ordinary person can summon the pegasus with the limitations listed above, an owner that proves himself to the pegasus, forms a bond with the pegasus, or endears him or herself to the pegagsus in some fashion may find that the pegasus can extend the duration of their stay to as much as 8 hours and the pegasus may become more powerful, gaining up to two hit dice and the advanced simple template. This benefit only applies for the benefit of a particular wielder and may not apply to a new wielder, even if that is a friend or ally of the helm's original wielder. Building such trust with the pegasus depends upon the nature of the relationship between the wielder and the pegasus and the personality of the pegasus summoned by this helm.
Each helm created does not summon just any celestial pegasus but it instead summons a specific pegasus, which is determined when the helm is created. If the pegasus dies whilst summoned, the helm blackens and cracks and becomes unusable, gaining the broken template. If the helm is repaired, it becomes possible to summon the pegasus again.
Construction Cost: 30,760 gp
Construction Requirements: Craft Wondrous Item, Creator must be chaotic and/or good aligned, Creator must succeed a diplomacy check against the creation DC of the item, Lesser Planar Ally
Source: Player's Guide to Faerun


Headband Slot

Shroudcrown (Headband Slot)
Price: 192,000 gp; Aura: Moderate Abjuration; CL: 10th; Weight: 1 lb
This agate-encrusted bronze circlet is heavily enchanted to protect it's wearer against the undead.
Three times per day, the wearer can affect all undead within 30 feet as though they were affected by a cleric with the turn undead feat (Will DC 17). This ability does not allow the wearer to channel energy if they did not already possess the ability. However, if the wearer is a cleric that can channel positive energy, this crown gives them three additional uses of channel energy and they can use channel energy up to three times to turn undead as though they possessed the feat (Will DC 17). If the wearer is a cleric that can channel positive energy and already possesses the turn undead feat, this crown grants them three additional uses of channel energy and any time they use their turn undead feat, the saving throw DC is two higher than their normal turn undead save DC.
In addition to the above benefit, the wearer gains a +2 resistance bonus to all saving throws against the spells and spell-like abilities cast by undead creatures. Lastly, the wearer constantly benefits from an effect identical to that of the hide from undead spell (Save DC 11).
Most times this item is found, it is apparent that the wearer died a grisly fate against the very creatures this item was designed to protect against.
Construction Cost: 96,000 gp
Construction Requirements: Craft Wondrous Items, Creator must be a 10th level cleric that can channel positive energy, Turn Undead, Hide from Undead, Resistance
Source: Player's Guide to Faerun


Neck Slot

Symrustar's Choker (Neck Slot)
Price: 42,500 gp; Aura: Moderate Transmutation; CL: 7th; Weight: -
This delicate and elegant elven-crafted mythral and silver choker was amazingly crafted to act as a spellbook for wizards.
In order to make use of the choker, it must be worn for more than 24 hours, after which the magic becomes attuned to a particular wizard. The wearer can make use of Symrustar's Choker by focusing on the choker in a sort of meditative trance, as though recalling a deep memory. This process is used when reviewing recorded spells for preparation each day. Scribing spells can be performed by focusing on the spell to be recorded in this manner, as though committing the spell to memory when it is actually being transferred to the choker. Scribing spells into the choker can be performed with no material cost, though the wizard must still expend the necessary time and energy.
To most wizards, the choker can only store up to four spells per spell level. However, wizards that gain this item can select this choker as a bonded item. Unlike a normal bonded item, it cannot be used to once per day cast a spell they had not prepared but instead can use the choker to store a limitless number of spells.
If the choker is removed for more than 24 hours, the spells stored within cannot be accessed until it has been worn for more than 24 hours. A wizard that bonded with this choker can always access any spells they've stored within but if they somehow loose their bonded status with the item, than they become unable to access more than four spells of a given level, which are determined randomly.
A choker than transfers ownership and bonds to a new wizard looses all spells aside from four randomly determined spells recorded per each spell level and cannot be recovered unless or until it re-bonds with a previous owner.
Construction Cost: 21,500 gp
Construction Requirements: Craft Wondrous Items, Fox's Cunning, Secret Page, Share Memory
Source: Player's Guide to Faerun


Shoulders Slot

Najjar's Cloak of Weaponry (Shoulders Slot)
Price: 3,750gp; Aura: Moderate Conjuration; CL: 9th; Weight: 1 lb
This gauzy-looking white linnen cloak is made from the tanned pelt of a displacer beast. It was created by a Calishine warrior-mage Najjar to aid him in combat against his rival, Vycaena. The details of that rivalry has since been lost to time, but the cloak has since gotten into the hands of others and copied by many across Faerun.
Najjar's Cloak of Weaponry was designed to store weaponry and any ammunition for that weaponry of less than 6 feet in any dimension, typically excluding two-handed weaponry for the cloak's wearer. The space within is approximately six feet by six feet by one foot, much like a typical weapon's locker or rack. The cloak can store up to 25 lbs of material, similarly to a type II bag of holding except there is no chance of rupturing due to the sharp edges of it's contents and volitile contents, such as alchemist's fire, can remain within the bag with no chance of "setting off."
A living creature that can somehow fit inside the cloak has air for up to one minute.
Construction Cost: 1,875 gp
Construction Requirements: Craft Wondrous Items, Secret Chest
Source: Player's Guide to Faerun


Wrists Slot

Ynloeth's Bracer (Wrists Slot)
Price: 70,000 gp; Aura: Moderate Conjuration (Creation) [Force]; CL: 7th; Weight: 1 lb
Originally created for and owned by Coronal Ynloeth of Shantel Othreier, this single silver bracer was made for the left arm. Despite being a single bracer, the unoccupied right arm is not free for another item to take up the wrists item slot.
This bracer benefits the wearer as bracers of armor +8 except that the item also grants the additional benefit of rendering the wearer immune to the death effect of the shattering swords of Coronal Ynloeth. In addition, the wearer's constitution counts as 8 points higher for the purpose of determining how many hit points of damage the wearer can suffer before death below 0 hit points.
Construction Cost: 35,000
Construction Requirements: Craft Wondrous Items, Creator’s caster level must be 16th level, Death Ward, Mage Armor
Source: Player's Guide to Faerun


Slotless Wondrous Items

Aquamarine of Spell Extending
Price: 79,200 gp; Aura: Strong Evocation; CL: 11th; Weight: -
This item is a small crystal hourglass capped at each end with gold and silver caps with an aquamarine gem that floats within one of the hourglass' heads. Once per day as a standard action, the wielder of the Aquamarine of Spell Extending can affect a spell affecting the wielder and only the wielder, even if the spell normally affects multiple targets. Once affected, the wielder may halt or resume the affected spell at will as a swift action in incriments based on the spell's normal duration (rounds if the spells' duration is measured in rounds or minutes if it's based on minutes or 10 minutes if the spell's duration is normally measured in incriments of 10 minutes and so on...). The Aquamarine of Spell Extending must be held in order to halt or resume a spell's duration.
When a spell is inactive, it's aura remains around the item's wielder regardless of whether the item is held, stowed, or even on the person at all. The spell can only be halted or resumed if the item's wielder is holding the Aquamarine of Spell Extending. The spell can still be affected as though it were active and thus can be dispelled but the spell itself is in a sort of stasis and provides no benefits to the wielder until it's duration is resumed. While halted, the aquamarine within the Aquamarine of Spell Extending glows with a soft light and fills the hourglass with translucent blue sand that flows into the other head of the hourglass regardless of it's orientation and disappears once the affected spell's duration expires.
Each hour that passes once an affected spell is halted reduces the duration of the spell by one incriment regardless of it's full duration. Once a day has passed, the duration of the spell expires even if the duration is normally longer.
Construction Cost: 39,600 gp
Construction Requirements: Craft Wondrous Item, Extend Spell, Contingency
Source: Player's Guide to Faerun

Instrument of the Winds
Price: 23,910 gp; Aura: Moderate Conjuration; CL: 11th; Weight: 3 lbs
This ornate silver-plated lute is of masterwork quality, providing a +2 circumstance bonus to perform (wind instruments) when using this lute. Most users find that it is unnaturally easy to produce loud yet highly intricate sounds.
Once per day as a standard action, the user can make a perform (wind instrument) check (DC 15) to summon one huge air elemental, 1d3 large air elementals, or 1d4+1 medium air elementals for up to 10 rounds. These rounds can be used non-consecutively.
If the wielder is a bard, the bard can use the lute's power to summon air elementals as part of a bardic performance without interrupting the performance, using the duration of the lute simultaneously. If the bard is not currently creating a bardic performance, the bard can use the lute to summon the air elemental or air elementals similarly to a bardic performance, expending rounds from his or her bardic performance instead of any of the 10 rounds the lute normally possesses.
Construction Cost: 12,030 gp
Construction Requirements: Craft Wondrous Items, Creator must be able to use bardic music or a similar ability, Summon Monster VI
Source: Player's Guide to Faerun

Kiira N'Vaelahr
Price: 200,800 gp; Aura: Moderate Divination, Illusion, and Transmutation; CL: 9th; Weight: 1 lb
This bright green gem is about the size of a man's fist and is among the most sougtht-after magic items in all of faerun. It was originally created for the most skilled spies serving the city of Myth Drannor before the city's fall and has spread swiftly across all of faerun.
When placed into the skin of an intended and willing host, the kiira n'vaelahr embeds itself painlessly into the host's flesh, attaching itself as such that it cannot be removed if the host is unwilling without severely damaging the host's body. Due to the size of the kiira n'vaelahr and the nature of the work of most intended hosts, it is typically embedded above or near the heart, but it can be placed anywhere on the body and later moved through the host's mental effort.
The gem grants it's host a variety of powers, as follows:
The kiira n'vaelahr links with the host's mind and, as a free mental action, can record all of the host's memory and all of the host's perceptions to a maximum of 10 days. These days need not be consecutive. These recorded memories are hazy and somewhat limited in the way that recording memories is and the imperfection that implies. Alternatively, the host can choose to record in detail far surpassing any creature's memory, recording, in full detail everything that happened limited only by the creature's perceptions. to a maximum of 10 hours. These hours need not be consecutive. The gem can, at the host's option, record the thoughts and feelings of the host as well, not impacting the maximum recording time in any case.
Memories recorded by the gem can be viewed at the option of the kiira n'vaelahr's owner through a major image spell provided by the gem itself. The gem is also capable of transferring recorded memories into a recepticle but no such devices are known to exist, thought to be destroyed. Once the gem detaches from it's host, the kiira n'vaelahr's recordings do not follow, effectively wiping any recordings made by the gem. The gem cannot access memories not recorded by the host but a host could go through his own memory during a recording of his or her own volition.
The host of the kiira n'vaelahr can detect thoughts at will. Any thoughts detected through this ability can be recorded as above. The saving throw DC of this ability is 12 plus the host's charisma modifier.
The host of the kiira n'vaelahr can transfer the contents of any recorded memories or the results of an active detect thoughts spell to a single willing target within 60 feet of the host telepathically. This also has the benefit of allowing the host to communicate his or her own thoughts to the target. If the target possesses his or her own kiira n'vaelahr, then this ability allows the two to communicate, share recorded memories, or live results of an active detect thoughts spell with one another telepathically at will. This benefit is activated as a free action.
The host gains a +2 resistance bonus to all will saving throws.
Once per day, the host may use overland flight, as the spell.
Construction Cost: 100,400 gp
Construction Requirements: Craft Wondrous Items, Detect Thoughts, Major Image, Overland Flight
Source: Player's Guide to Faerun

Mantle Stone of Vhyridaan
Price: 550,400 gp; Aura: Strong Abjuration; CL: 13th; Weight: -
This small gem was designed to resemble an ioun stone in that it is a gem that floats 1d3 feet from it's user's head. It is, however, not an actual ioun stone. Because it is not an actual ioun stone, there are no cracked or imperfect varieties of this item, as this is treated much like any other magic item with such variations being just a broken version of the standard version of this item. Any valuable gem can be imbued with the properties as such to create a mantle stone of Vhyridaan.
However, like an ioun stone, the item can be snatched or netted from the caster's orbit. It possesses an AC of 26 (10 +8 fine size +4 dodge +4 natural), 10 hit points, and hardness 5.
A mantle stone of Vhyridaan possesses a capacity to either absorb incoming hostile spells that are subject to spell resistance as an immediate action or store spells the user designates similarly to a ring of spell storing as a free action as part of casting that spell.
The mantle stone of Vhyridaan can store or absorb up to fifteen spell levels worth of spells up to a maximum of five spell levels with any individual use of the item as such the mantle stone of Vhyridaan cannot store or absorb an individual spell of a higher spell level than 5th level. Such spells simply bypass the gem entirely though five spell levels are expended in the attempt anyway.
Construction Cost: 275,450gp
Construction Requirements: Craft Wondrous Item, Quicken Spell, Imbue with Spell Ability, Spell Turning
Source: Player's Guide to Faerun

Potara Earrings
Price: 144,000 gp; Aura: Strong Psychometabolism/Transmutation; CL: 20th; Weight: -
These pristine earrings possess large spherical jades attached to gold chains that grip firmly into the wearer's ears. The two earrings are identical except that one earring is slightly larger than the other. Although a beautiful and elegant color, they are relatively simple earrings whose power is not readily apparent.
Once per day as a one round action, two individual creatures can each take one of the two earrings, attaching their earring to opposite sides of the body respective to the other individual. Usually, this means one individual puts one earring on the right ear and the other individual puts the other earring on their left ear. Both individuals must be adjacent to one another. Once the earrings are in place, the two individuals are immediately drawn into one another and fuse into one being with traits from both individuals, though the individual that wore the larger earring is in control of the fused being and possesses the dominant personality but with many traits from the other fused individual. The fused individual is an entirely new being and typically identifies as such.
The fusion persists for one hour but can be dismissed at any time. Other than the duration, the fusion is otherwise precisely like the psionic power fusion. The individual that wore the larger earring appears wearing both earrings when the fusion ends. Although these earrings are typically used on a particular area of the body, these earrings do not take up a body slot.
Construction Cost: 72,000 gp
Construction Requirements: Craft Wondrous Item, Crafter must possess psionic power points, Extend Power, Fusion

Ruehar's Flute
Price: 17,250 gp; Aura: Faint Transmutation; CL: 5th; Weight: 3 lbs
Although Ruehar's Flute resembles a rolled up spell scroll perforated with the holes and other parts necessary to make it into a true flute. This item is particularly rare outside of the descendants of Ruehar, a green elf wizard who lived during the days of Myth Drannor and was once renowned for his talent in music.
When the flute is played for a standard action, it emanates light as a light spell, gradually fading after 1d4 rounds +1 round for every rank the wielder possesses in perform (wind instraments). If the wielder continues to play the flute, the light will remain active.
During any round the flute is being played, the following spells, if within the radius of the flute's light, are automatically dispelled; acid fog, cloudkill, fog cloud, obscuring mist, solid fog, stinking cloud, or any similar fog or air-based spell that can be automatically dispersed by the gust of wind spell is likewise dispelled.
The flute also possesses a secondary ability activated by command word which, when spoken, allows the flute to be "unfurled" like a scroll revealing a small spellbook with twenty pages. Ruehar's Flute has been copied and used by his descendants so a Ruehar's Flute copy that has been found may have a known command word amongst their records.
The original Ruehar's Flute contains the following spells:
1st- Color Spray, Floating Disc, Magic Missile, Ventriloquism
2nd- Daze Monster, Glitterdust, Lively Step (NEW)
3rd- Phantom Steed, Tiny Hut
4th- Polymorph
Many more flutes have since been manufactured by Ruehar's descendants and may contain different spells or may remain blank.
Construction Cost: 8,750 gp
Construction Requirements: Craft Wondrous Items, Gust of Wind, Light, Secret Page
Source: Player's Guide to Faerun

Weirdstone
Price: 405,000 gp; Aura: Strong Abjuration; CL: 20th; Weight: 5 lbs
This innocuous fist-sized faceted glass looks like a large glass replica of a massive diamond. It is a not-uncommon decoration in many wealthier homes, but this particular item belies powerful magic that makes it among the most sought-after items in all of Faerun. The Weirdstone is well known, among others that serve a similar function, to protect the privacy of those that wish to keep their secrets and such individuals will go to great lengths to find and employ such an item for their own benefit.
The weirdstone is activated when placed upon a flat, stable surface and willed into activation through mental command. After the mental command is given, the weirdstone chimes to signal it's activation, floating gently up to as much as three feet into the air. This entire process takes approximately one minute, after which the weirdstone projects it's magical effects out to a six mile radius and provides the following magical effects:
Blocks all extradimensional travel into the area. This includes, but isn't limited to, astral projection, blink, dimension door, ethereal jaunt, etherealness, gate, maze, plane shift, shadow walk, teleport, and similar spells and spell-like abilities. This does not prevent the movement of creatures already in an extradimensional plane.
All creatures within the radius are protected from all divination spells and effects and such effects. Any creature within the area possesses spell resistance 31 against any divination spell or spell-like ability.
The weirdstone does not block extradimensional travel or divinations when directed outside of the radius of the effect of the gem, so it is possible to teleport or scry on a creature outside of the weirdstone with no ill effects.
Construction Cost: 205,000 gp
Construction Requirements: Craft Wondrous Items, Widen Spell, Dimensional Lock, Nondetection
Source: Player's Guide to Faerun

Neoxenok
2019-05-26, 12:40 AM
Magic Items of the Forgotten Realms
(Unique Items)


Weapons

Black Sword
Price: 134,735 gp; Aura: Strong Transmutation; CL: 12th; Weight: 6 lbs
This blackened iron +3 bastard sword was forged during the height of the Imaskari Empire for a powerful but forgotten warrior to wield in battle against the Emperor. The weapon is intelligent and aware of the fall of the Imaskari Empire, feeling fulfilled in that sense. In the intervening time, it seeks to fulfill it's purpose by seeking out despots and similar tyrants to that of the long dead Imaskar Emperor and overthrowing them by any means necessary.
AL: Lawful Neutral; Ability Scores: 10 INT; 14 WIS; 14 CHA
Senses: 120ft Vision and Hearing; Speech (Imaskari)
Powers: Darkness 3/day; Dispel Magic 3/day; Silence 3/day
Purpose: Overthrow Tyrants; Wielder gains a +2 luck bonus with attack rolls, saving throws, and checks.
Ego: 18
The black sword is haughty and driven towards it's singular goal. It possesses an inflated sense of self-importance and arrogance that causes it to believe most creatures are beneath it. As such, it rarely speaks unless it is forced to interact. It typically prefers to remain silent and fairly passive unless it is given the chance to fight against a tyrant or those working on behalf of a tyrannical organization or government. Then, it lights up and eggs it's wielder onward against those forces.
Construction Cost: 67,785 gp
Construction Requirements: Craft Magic Arms and Armor, Darkness, Dispel Magic, Divine Favor, Silence
Source: Player's Guide to Faerun

Calathangas
Price: 70,420 gp; Aura: Moderate Transmutation (Polymorph); CL: 5th; Weight: 2 lbs
This weapon, a +1 rapier also known as the Rat Blade and the Sting of Xerastos, first appeared in the Dalelands nearly a century ago. It's origins are otherwise entirely unknown but it has since proven to be a very dangerous weapon.
A wielder that possesses this weapon for one or more tendays or is struck by this weapon in combat must succeed a fortitude saving throw DC 15 or contract lycanthropy, becoming an afflicted wererat.
Calathangas glows softly when within 50 feet of any sort of mouse, rat, wererat, or similar creature. Once per day as a one-round action, the wielder of this weapon can summon 1d6 +1 rat swarms or 3d6 dire rats, which arrive 2d6 rounds after being summoned and serve the wielder for up to one hour.
Construction Cost:35,370 gp
Construction Requirements: Craft Magic Arms and Armor, Creator must be a natural wererat lycantherope, Extend Spell, Contagion, Summon Nature's Ally III, Summon Swarm
Source: Player's Guide to Faerun

Dyerwaen
Price: 54,435 gp; Aura: Moderate Transmutation; CL: 6th; Weight: 6 lbs
This weapon was forged by the elves that once inhabited the old Myth Drannor to the first human settlers of the Dalelands as a gesture of good will and friendship. This +2 Bastard Sword appears merely ceremonial with elven designs and magical runes but it actually is entirely functional and heavily enchanted to grant it's bearer powerful gifts of the forest and a magical mark that signifies it's bearer as a friend of elves and the forest. The Dyerwaen is actually a twin of another weapon of human design gifted to the elven people but that weapon has since been lost in the chaos that also lost Myth Drannor.
A creature that bears this weapon gains a +2 competence bonus to all charisma checks with good-aligned forest fey and woodland creatures as well as elves. Dyerwaen also grants it's bearer +2 competence bonus to all stealth and survival checks, which increases to +5 each when in forested terrain.
When within a forest, the wielder can activate a hide from animals, know direction, and pass without trace at will each as a standard action as the appropriate spells of the same names. The wielder can also, once per day as a standard action, activate a speak with plants effect, as the spell.
Construction Cost: 27,385 gp
Construction Requirements: Craft Magic Arms and Armor, Creator must be a druid, Creator must be an elf, Creator must be good-aligned, Creator must possess 5 ranks in the stealth and survival skills, Hide from Animals, Know Direction, Pass without Trace, Speak with Plants
Source: Player's Guide to Faerun

Elqillar
Price: 202,315 gp; Aura: Strong Illusion; CL: 12th; Weight: 4 lbs
This +1 scimitar was created by a Calishine Illusionist named Akir Ahad to aid in escaping assassination at the hands of his political rivals. The presence of this weapon outside the hands of that mage or any of his descendants signifies that the attempt had likely failed. None the less, it possesses potent abilities that grant it's wielder the power of and the power to thwart subterfuge.
At the wielder's command, Elqillar can shape itself into any weapon sized for a small, medium, or large creature. Whatever it's form, it always retains it's +1 enhancement bonus and multicolored draconic runes spelling out the weapon's name on it's blade.
While the weapon is on the owner's person, this weapon grants it's wearer a number of benefits, including immunity to detect thoughts, discern lies, and any attempt to magically discern his alignment as though he were wearing a ring of mind shielding. Further, the weapon's owner can alter his appearance at will, as disguise self as a standard action. In order to gain these benefits, the weapon must be attended but not stowed, which means the weapon can benefit the wielder when sheathed for use but not stored in the character's backpack or when it isn't on the wielder's person.
Lastly, any time Elqillar strikes an opponent that is not in their true form, that opponent must succeed a will saving throw (DC 14) or be forced to revert to their normal form until the end of your next turn. This does not dispel, disenchant, or alter the form of the target but instead forces the target to immediately will themselves back into their true form (if possible) and become unwilling to change their form again. This is a mind-affecting compulsion effect. The target need only make up to one saving throw per round regardless of success or failure, even if struck multilpe times by the same weapon.
Construction Cost: 101,315 gp
Construction Requirements: Craft Magic Arms and Armor, Creator must be a wizard specialized in illusion magic, Disguise Self, Nondetection, Suggestion, Versatile Weapon (APG)
Source: Player's Guide to Faerun

Evithyan’s Blade
Price: 72,315 gp; Aura: Moderate Transmutation; CL: 11th; Weight: 4 lbs
This ancient +3 longsword was forged by an elven hero whose name is engraved upon the blade's base. The weapon is atypical of elven design as it was built for function and otherwise has few markings upon it to identify it as an elven weapon other than an unusually thin blade for a longsword but with a typical blade width. It is not, however, any more vulnerable to damage or breakage than a typical longsword due to the quality of it's construction and steel.
Despite not possessing any markings upon it to indicate it's purpose, the weapon was made to battle against drow. Against them, the weapon's enhancement bonus increases to +5 but it does not deal any additional damage. Instead, each round the drow target is struck at least once by the blade, the drow must succeed a fortitude saving throw DC 20 or suffer 1d4 points of constitution bleed. The target only makes one save in any given round, no matter how many times the target is struck by the same weapon. The constitution bleed is not cumulative, though the constitution damage caused by the bleed is cumulative.
Construction Cost: 36,315 gp
Construction Requirements: Craft Magic Arms and Armor, Disintegrate, Keen Edge
Source: Player's Guide to Faerun

Ilbratha, Mistress of Battle
Price: 52,315 gp; Aura: Faint Transmutation; CL: 5th; Weight: 4 lbs
This +1 longsword is marked as a Cormyran royal weapon that was forged at the behest of King Azoun I of Cormyr himself but it has since been lost in a storm at sea.
In addition to it's enhancement bonus to attack and damage, Ilbratha grants it's wielder a +10 competence bonus to acrobatics checks to jump. Ilbratha also grants it's wielder the ability to blink and use a mirror image effect, as the spells, for up to five rounds per day each. These rounds need not be used consecutively and are individually activated as a swift action.
Construction Cost: 26,315 gp
Construction Requirements: Craft Magic Arms and Armor, Creator must possess 10 ranks in the acrobatics skill, Blink, Mirror Image
Source: Player's Guide to Faerun

Nightwatcher
Price: 64,115 gp; Aura: Moderate Evocation; CL: 9th; Weight: 4 lbs
This ancient black weapon was forged back in the days of ancient Netheril. Nightwatcher is an adamantine +3 longsword with a pitch-black blade with an intricate silver and ivory pommel set with a large black pearl.
When held, Nightwatcher grants it's bearer low-light vision or extends the wielder's already existing low-light vision by one multiple (so a creature that sees twice as well in such conditions can instead see three times as well.) In addition, the blade can disperse magical darkness like a fog being blown away within 30 feet as a standard action with a caster level check, as though dispelled with the dispel magic spell.
If Nightwatcher is planted firmly into the ground but remains within 30 feet of the wielder, Nightwatcher hums in a low, but loud tone if anyone (other than those designated by the wielder) with hostile intent approaches within 60 feet of the blade.
Construction Cost: 33,715 gp
Construction Requirements: Craft Magic Arms and Armor, Alarm, Alter Self, Dispel Magic, Light
Source: Player's Guide to Faerun

Shazzellim
Price: 124,615 gp; Aura: Moderate Evocation; CL: 10th; Weight: 4 lbs
Created by the Red Wizards of Thay to counter and combat the Harpers, this +1 keen scimitar was originally given a sleek and ornamental but still quite functional design. The blade itself is sleek and serpentine, gently tapering off to a point at the end of the gentle curve of the blade. The crosspiece has an ornament depicting a pair of rearing serpents with a gold and red stain to them.
AL: Neutral Evil; Ability Scores: 17 INT; 17 WIS; 10 CHA
Senses: 120ft Vision and Hearing (Perception +13); Speech & Telepathy (Abyssal, Infernal, Orc)
Powers: @Will Detect Magic, 3/day Locate Object
Purpose: Slay members of the Harpers; @Will Empowered Fireball (15d6 fire damage; Reflex DC 16)
Ego: 22
Shazzellim is generally dour and mean. In the rare time it speaks, it rarely says anything positive about anything. It generally almost seems to resent it's own existence and has few good opinions of anyone and especially not the care it has recieved since it's forging and only begrudgingly acknowledges things done in it's favor - such as repairs. It approaches it's purpose of hunting Harpers as a chore though that doesn't take away from the seriousness in which it approaches it's purpose.
Construction Cost: 62,465 gp
Construction Requirements: Craft Magic Arms and Armor, Detect Magaic, Fireball, Locate Object
Source: Player's Guide to Faerun

Taragarth, the Bloodbrand
Price: 42,310 gp; Aura: Faint Abjuration; CL: 3rd; Weight: 2 lbs
This +1 short sword was forged in the earliest days of the Silver Marches of the North. It was first brought to bear against invading trolls and it allowed it's wielder to wether their allies' fire attacks without fear of harm. It is, however, able to benefit it's wielder in other more subtle ways as well.
Taragarth grants it's wielder, when being wielded unsheathed, fire resistance 10 and renders the wielder immune to the effects of thought detection such as from the detect thoughts and discern lies spells as well as attempts to magically discern the wielder's alignment.
Construction Cost: 21,310 gp
Construction Requirements: Craft Magic Arms and Armor, Nondetection, Resist Energy
Source: Player's Guide to Faerun

Neoxenok
2019-05-26, 03:16 AM
Artifacts of the Forgotten Realms


Minor Artifacts

Mythallar
Price: N/A; Aura: Overwhelming Universal; CL: 30th; Weight: 292,346,178 lbs
This extremely rare and powerful magical device was first created in 845 NY (-3014 DR) by Ioulaum, the Father of Netheril. It has the outward appearance of a crystal ball 150ft in diameter except that it sheds extremely bright light, almost as though the disc of the Sun itself had been plucked from the sky. Almost all mythallars in Faerûn were destroyed or rendered powerless as a result of Karsus's Folly, resulting in the fall of the Netheril Empire though some mythallar survived through sheer luck or divine intervention, such as that which saved the Shadow Enclave and Selunarra.
Its function is a simple one as it converts raw magic from the weave of Mystryl, now Mystra, and sends that power out to one mile in radius to provide the magical energies required for Netherese constructs and magic items to operate. This also allowed arcanists to create quasimagical items without the need to drain their vitality and life energies. Every Netherese enclave contained at least one mythallar, especially since the mythallar was absolutely necessary to keep their cities afloat.
Today, the mythallar provides a number of benefits. All spells cast within the mythallar's radius affected as though it were affected by the extend spell feat. This benefit does not stack with the extend spell feat. Any spell that can be rendered permanent by the permanency spell is rendered permanent, as though affected by the permanency spell but only when within one mile of the mythallar.
Creating magic items utilizing the mythallar is far easier than standard item creation, but possessing the drawback that the item created looses all magical properties outside of the mythallar's influence. Once outside of the mythallar's influence, the item can regain its magical properties upon re-entering an area within one mile of the mythallar. Creating magic items utilizing the mythallar requires only one day and the cost of creating the target magic item is discounted by 50%. Further, spellcraft checks gain a +10 competence bonus to create any magic item, including magic items not attuned to the mythallar.
There are a number of drawbacks regarding the mythallar as it is extremely powerful. Any object or creature of any type is immediately destroyed by merely touching the mythallar, as though disintegrated. There is no saving throw against this effect. Left to its own devices, the mythallar will disintegrate up to 10 feet of material around its diameter before coming to a rest surrounded by magical energy created by its disintegrating effect. This disintegrating effect does not affect magic items or spells of any kind and an apparatus to support and contain the mythallar can be enhanced through magic with no danger to itself, outside of its immense weight and physical dimensions.
Standing near the mythallar forces a fortitude saving throw (DC 25) or become permanently blinded when within 150 feet unless proper precautions are taken. A successful saving throw reduces this effect to the dazzled condition, which persists for as long as the subject remains within 150 feet of the mythallar and for 2d4+2 minutes afterward. It provides full daylight out to 1500 feet and shadowy illumination out to 15,000 feet. Although caused by magic, this light is mundane light and acts accordingly.
Destruction: Although virtually impervious to damage from both mundane and magical effects, the mythallar can be destroyed through a mythic disintegration effect, such as by the mythic disintegrate spell and spells that produce similar effects.
Source: Forgotten Realms Encyclopedia Magica, Lost Empires of Faerun


Shattering Swords of Coronal Ynloeth
Price: N/A; Aura: Strong Transmutation; CL: 20th; Weight: 4 lbs (Each)
This item is actually a pair of +5 holy speed longswords that were onced owned by Coronal Ynloeth of Shantel Othreier during the Crown Wars. The name is well known and still sung about by nearly every sort of elf to the modern day. Desite the infamy of the blades and their former wielder, their ultimate fate is unknown.
The Shattering Swords are believed to have been created by some of the greatest swordsmiths of Othreier with the aid of the divine power of Correllon Larethian himself, through intermediaries summoned for this purpose, granting the wielder untold grace and and martial prowress in combat. Since then, these blades have been used to great effect during major battles of the Crown Wars, including the Battle of the Gods' Theater in -10,700 DR.
It is known that Coronal Ynloeth died sometime around -10,600 DR, shortly before the Shantel Othreier fell to the
Vyshaantar Empire, but the fate of the Shattering Swords after this point is unknown. Scholars believe that the weapons were claimed as treasures by the Vyshaantar Empire, who may not have known their true value at the time and records beyond this point are simply lost. However, it is believed they may reside at or near Hellgate Keep.
When wielded individually, each Shattering Sword functions as a mere +2 longsword and similarly detects as with a moderate evocation aura (caster level 6th) but when wielded simultaneously with it's twin, they each function as the full +5 holy speed longswords they truely are. However, unlike most speed weapons, the bonus attack from the speed property of each Shattering Sword stacks with that of it's twin, allowing for two bonus attacks at the wielder's full attack bonus when wielding both weapons. This benefit still does not stack with other similar abilities, such as from haste or other weapons with the speed property.
The greatest power of the Shattering Swords is a terrible and lethal ability that has decimated entire armies in a single swipe. Once per year as a standard action that does not provoke an attack of opportunity, the wielder of the Shattering Swords can hit the blades together in a particular and specific manner, shattering the swords into miniscule jagged shards that swiftly and immediately multiply and explode outward into a storm of metal death 500 feet out from the wielder's location when the swords were shattered for one round, dealing 50d6 points of damage to all creatures caught within the storm. Evil creatures suffer an additional 10d6 points of damage. The damage is lessened by 2 for every 10 feet away from the center of the storm the creature is. All creatures except those within 10 feet of the center are entitled to a reflex saving throw for half damage (DC 30). The body of wielder of the blades is completely and utterly destroyed in the process as such that nothing remains, though the wielder can be resurrected normally, true resurrection is often required due to a lack of a corpse or other remains.
Destruction: The Shattering Swords can be destroyed only if wielded by elven twins where one possesses the opposite alignment of the other with one twin wielding one blade in the right hand and the other in his or her left. They must do the same with each wearing a Ynloeth's Bracer using the same arm as their sword arm. They must then activate a time stop spell or similar effect simultaneously, stand opposite to one another, then shatter the weapons to activate it's once-per-year ability. During this instant, the blades will be shattered but haven't yet exploded or multiplied. The twins must each gather the shards of the weapon wielded by the opposite twin before the time stop effect ends.
Once completed, the shards and broken sword pieces will remain but the magic of the Shattering Swords is destroyed permanently.
Source: Player's Guide to Faerun

Neoxenok
2019-07-27, 09:38 PM
Cleric Domains {A - Su} (http://www.giantitp.com/forums/showsinglepost.php?p=20853747&postcount=2)

Time Domain
Source: Player's Guide to Faerun

Deities: Grumbar, Labelas Enoreth
Granted Power: Although not a master of time's ebbs and flows, your faith gives you some measure of control and that can be more than enough.

Sudden Extend (Su): Twice per day, you can apply the effect of the extend spell (http://www.d20pfsrd.com/feats/metamagic-feats/extend-spell-metamagic---final) metamagic feat to one spell you are casting without increasing the casting time or spell level. This effect does not stack with the extend spell feat's effects. You may use this ability one additional time per day at 7th level, 13th level, and 19th level to a maximum of five times per day.

Sudden Quicken (Su): Once per day at 12th level, you can apply the effect of quicken spell (http://www.d20pfsrd.com/feats/metamagic-feats/quicken-spell-metamagic---final) metamagic feat to one spell you are casting without increasing the casting time or spell level. This effect does not stack with the quicken spell metamagic feat's effects. You can use this ability one additional time per day at 15th level and 18th level to a maximum of three times per day.
Domain Spells: 1st- Youthful Appearance (http://www.d20pfsrd.com/magic/all-spells/y/youthful-appearance) (UM); 2nd- Sands of Time (http://www.d20pfsrd.com/magic/all-spells/s/sands-of-time) (UM); 3rd- Slow (http://www.d20pfsrd.com/magic/all-spells/s/slow); 4th- Haste (http://www.d20pfsrd.com/magic/all-spells/h/haste); 5th- Permanency (http://www.d20pfsrd.com/magic/all-spells/p/permanency); 6th- Contingency (http://www.d20pfsrd.com/magic/all-spells/c/contingency); 7th- Age Resistance, Greater (http://www.d20pfsrd.com/magic/all-spells/a/age-resistance) (UM); 8th- Temporal Stasis (http://www.d20pfsrd.com/magic/all-spells/t/temporal-stasis); 9th- Time Stop (http://www.d20pfsrd.com/magic/all-spells/t/time-stop)

Trade Domain
Source: Player's Guide to Faerun
Deities: Abbathor, Nephthys, Shaundakul, Vergadain, Waukeen
Granted Power: Trade is about more than the money, greed, capitalism, or the things. It's about the exchange of power. When creating your character with this domain, increase your total starting gold by 50gp.

Insider's Knowledge (Su): You can substitute your appraise skill for spellcraft when identifying magic items and determining their value and function. You are considered to have read magic and detect magic active for the purpose of determining the spellcraft DCs.

Trade Experience: You gain a bonus equal to half your cleric level to all appraise, any one knowledge (local), any one profession, and sense motive checks (minimum +2). Treat these skills as untrained class skills for the purpose of determining how high of a DC you can reach when making skill checks.
Domain Spells: 1st- Message (http://www.d20pfsrd.com/magic/all-spells/m/message); 2nd- Eagle's Splendor (http://www.d20pfsrd.com/magic/all-spells/e/eagle-s-splendor); 3rd- Tongues (http://www.d20pfsrd.com/magic/all-spells/t/tongues); 4th- Sending (http://www.d20pfsrd.com/magic/all-spells/s/sending); 5th- Fabricate (http://www.d20pfsrd.com/magic/all-spells/f/fabricate); 6th- True Seeing (http://www.d20pfsrd.com/magic/all-spells/t/true-seeing); 7th- Mage's Magnificent Mansion (http://www.d20pfsrd.com/magic/all-spells/m/mage-s-magnificent-mansion); 8th- Mind Blank (http://www.d20pfsrd.com/magic/all-spells/m/mind-blank); 9th- Discern Location (http://www.d20pfsrd.com/magic/all-spells/d/discern-location)

Travel Domain
Source: Pathfinder Core Rulebook (http://www.d20pfsrd.com/classes/core-classes/cleric/domains/paizo---domains/travel-domain)

Deities: Akadi, Baervan Wildanderer, Brandobaris, Fenmarel Mestarine, Gwaeron Windstrom, Hoar, Istishia, Kelemvor, Lliira, Marthammor Duin, Mielikki, Oghma, Sehanine Moonbow, Selune, Sharess, Shaundakul, Tymora, Vhaeraun

Trickery Domain
Source: Pathfinder Core Rulebook (http://www.d20pfsrd.com/classes/core-classes/cleric/domains/paizo---domains/trickery-domain)

Deities: Abbathor, Akadi, Baravar Cloakshadow, Beshaba, Brandobaris, Cyric, Erevan Ilesere, Garagauth, Garl Glittergold, Lolth, Mask, Oghma, Sharess, Shargaas, Vergadain, Vhaeraun

Tyranny Domain
Source: Player's Guide to Faerun

Deities: Bane, Tiamat
Granted Power: There is little room for weakness of as only the strongest of will can rule.

Dominator: You gain spell focus (enchantment) at first level as a bonus feat. At 6th level, your enchantments are more difficult to dispel, gaining a +2 bonus to their dispel DC. At 10th level, the sense motive DC to discern if someone is charmed or dominated by you increases by 5. At 14th level, even spells that ordinarily remove or suppress your enchantments must now check against the dispel DC of your enchantments or become rendered ineffective for the spell's remaining duration (the attacking spell, not the enchantment.)

Dire Leader: At 5th level, you gain leadership as a bonus feat. At 12th level, you gain 150% of the listed number of followers. At 19th level, you gain 200% of the listed number of followers. Cohorts receive no special benefits.
Domain Spells: 1st- Command (http://www.d20pfsrd.com/magic/all-spells/c/command); 2nd- Enthrall (http://www.d20pfsrd.com/magic/all-spells/e/enthrall); 3rd- Discern Lies (http://www.d20pfsrd.com/magic/all-spells/d/discern-lies); 4th- Fear (http://www.d20pfsrd.com/magic/all-spells/f/fear); 5th- Command, Greater (http://www.d20pfsrd.com/magic/all-spells/c/command); 6th- Geas/Quest (http://www.d20pfsrd.com/magic/all-spells/g/geas-quest); 7th- Grasping Hand (http://www.d20pfsrd.com/magic/all-spells/g/grasping-hand); 8th- Charm Monster, Mass (http://www.d20pfsrd.com/magic/all-spells/c/charm-monster); 9th- Dominate Monster (http://www.d20pfsrd.com/magic/all-spells/d/dominate-monster)

Undeath Domain
Source: Player's Guide to Faerun

Deities: Kiaransalee, Velsharoon
Granted Power: All that is alive will die and enter the domain of those that have mastered the power of undeath.

Bonus Feat: You gain command undead (http://www.d20pfsrd.com/feats/general-feats/command-undead---final) as a bonus feat. You must possess the ability to channel negative energy to benefit from this feat.

Undead Master (Su): The number of hit dice of undead you can control through your spells, such as animate dead, is increased by 6 additional hit dice per cleric level you possess in addition to the normal 4 hit dice per caster level. Further, any time you use your channel energy ability recover hit point damage to your undead subjects, you can recover an additional hit point per two cleric levels you possess (minimum 1).
Domain Spells: 1st- Detect Undead (http://www.d20pfsrd.com/magic/all-spells/d/detect-undead); 2nd- Desecrate (http://www.d20pfsrd.com/magic/all-spells/d/desecrate); 3rd- Animate Dead (http://www.d20pfsrd.com/magic/all-spells/a/animate-dead); 4th- Undead Anatomy II (http://www.d20pfsrd.com/magic/all-spells/u/undead-anatomy-i) (UM); 5th- Inflict Light Wounds, Mass (http://www.d20pfsrd.com/magic/all-spells/i/inflict-light-wounds); 6th- Create Undead (http://www.d20pfsrd.com/magic/all-spells/c/create-undead); 7th- Control Undead (http://www.d20pfsrd.com/magic/all-spells/c/control-undead); 8th- Create Greater Undead (http://www.d20pfsrd.com/magic/all-spells/c/create-undead); 9th- Energy Drain (http://www.d20pfsrd.com/magic/all-spells/e/energy-drain)

War Domain
Source: Pathfinder Core Rulebook (http://www.d20pfsrd.com/classes/core-classes/cleric/domains/paizo---domains/war-domain)

Deities: Anhur, Arvoreen, Clangeddin, Corellon Larethian, Deep Duerra, Gaerdal Ironhand, Garagos, Gorm Gulthyrn, Gruumsh, Haela Brightaxe, Ilneval, Red Knight, Selvetarm, Sheverash, Solonor Thelandira, Tempus, Tyr, Uthgar

Water Domain
Source: Pathfinder Core Rulebook (http://www.d20pfsrd.com/classes/core-classes/cleric/domains/paizo---domains/water-domain)

Deities: Deep Sashelas, Eldath, Isis, Istishia, Sebek, Silvanus, Umberlee

Weather Domain (Formerly Storm)
Source: Pathfinder Core Rulebook (http://www.d20pfsrd.com/classes/core-classes/cleric/domains/paizo---domains/weather-domain)

Deities: Aerdrie Fenya, Anhur, Auril, Isis, Istishia, Talos, Umberlee

Watery Death Domain
Source: Player's Guide to Faerun

Deities: Blibdoolpoolp, Umberlee
Granted Power: Death by drowning remains a favorite of many in sacrifice to the unpredicable ocean depths. You are no exception.

Amphibious (Su): You gain the ability to hold your breath for extended lengths of time equal to five rounds per point of the character's constitution score and a +2 bonus to all swim checks. At 3rd level, this benefit increases to one minute per point of the character's constitution score and your bonus to swim checks increases to +5. At 6th level, you gain the ability to breathe water. At 9th level, you gain a swim speed equal to 15 feet per round. At 12th level, this speed increases to 30 feet per round and you gain the ability to move underwater as though you were continually benefitting from a freedom of movement (http://www.d20pfsrd.com/magic/all-spells/f/freedom-of-movement) spell, except it only applies to your movements in water, casting in water, and underwater combat penalties.

Drowning Touch (Sp): At 8th level, you can touch a creature that is unable to breathe (http://www.d20pfsrd.com/gamemastering/environment/environmental-rules#TOC-Drowning) and holding their breath with a melee touch attack or as part of a grapple. With a successful melee touch attack, the target must succeed a fortitude saving throw equal to DC 10 + half your cleric level + your wisdom modifier or they loose a number of rounds the target can hold their breath equal to 1d4 + the cleric's wisdom modifier. A successful saving throw negates this effect. Characters that are already suffocating suffer no additional effect from this ability. Regardless of whether the saving throw is successful or not, the victim becomes immune to the effect for 24 hours once a saving throw is made. The cleric can use this ability once per day plus one additional time at 14th level and a third time at 20th level to a maximum of three times per day.
Domain Spells: 1st- Bungle (http://www.d20pfsrd.com/magic/all-spells/b/bungle) (UM); 2nd- Unshakable Chill (http://www.d20pfsrd.com/magic/all-spells/u/unshakable-chill) (UM); 3rd- Control Water (http://www.d20pfsrd.com/magic/all-spells/c/control-water); 4th- Aqueous Orb (http://www.d20pfsrd.com/magic/all-spells/a/aqueous-orb) (APG); 5th- Suffocation (http://www.d20pfsrd.com/magic/all-spells/s/suffocation) (APG); 6th- Plague Storm (http://www.d20pfsrd.com/magic/all-spells/p/plague-storm) (UM); 7th- Vortex (http://www.d20pfsrd.com/magic/all-spells/v/vortex) (APG); 8th- Horrid Wilting (http://www.d20pfsrd.com/magic/all-spells/h/horrid-wilting); 9th- Suffocation, Mass (http://www.d20pfsrd.com/magic/all-spells/s/suffocation) (APG)

Neoxenok
2019-08-09, 11:09 PM
HOUSE RULE
Action Points

Purpose
My version of action points essentially serve the same function as "hero points" but serves as more of a story or narrative "moment of awesome" than as a singular boost to a singular action. In fact, I would refer to this as a sort of "bullet time action point".


Rationale
I've never been a fan of action points (Eberron or d20 modern) or hero points (pathfinder) as I've been the sort to believe that characters generally get more than enough powers and abilities as such that they should be able to hold out on their own without this sort of boost. Also, I generally dislike such dissociated game mechanics and I despise even more how weirdly they interact in a in-game vs out-of-game way.
The concept has grown on me a bit over time, mostly thanks to the game I'm currently a player in as of the time of this writing. The reason being just because it seems that other people seem to enjoy it and I've relied on them on one or two occasions but I still don't particularly like to use them. Pathfinder's hero points give a greater variety of effects and hand out fewer hero points and limit the maximum number you can have at any time, but you can take feats and use spells and such that affect something players manipulate rather than characters.
So, I've decided to fix these things - mostly by divorcing action points away from the in-game world entirely and making sure each individual action point counts.


Result
Action points are activated at any time, including as a response to another's action, as a free action and affect a character with a number of benefits lasting until the beginning of their next turn. During this time, the character receives the following benefits:

Any d20 roll that automatically fails on a natural one does not fail on a natural one.
Critical threats are automatically successful critical hits.
You gain a +2 luck bonus to AC, combat maneuver defense, all save DCs (spells, class abilities, racial abilities, etc), and skill DCs. This benefit increases to +6 at 8th level and +10 at 16th level.
You gain a 1d6 luck bonus to all d20 rolls and checks. This benefit increases to 2d6 at 8th level and 3d6 at 16th level.

All players have one action point for use with every game session. Unspent action points are not carried over from game session to game session, though bonus action points can be awarded or carried over under specific circumstances determined by the DM.

Neoxenok
2019-08-17, 12:54 PM
HOUSE RULE
Aging Effects

Purpose
To replace the 3.5 edition and 1st edition pathfinder effects of aging with something more sensible.


Rationale
Because it's too simple and is basically a nonsensicial set of rules to represent characters and NPCs of advanced age. What I've created is harsher, sure, but I think might actually be more conductive to roleplaying the rare few characters that reach or start at an advanced age.


Result
When your character ages into an advanced age category (middle, old, and venerable age) they gain a bonus feat each time an age category is reached due to their advanced experience and must make one or more 1d20 rolls and gain a age-related penalties listed below. When middle aged, the character rolls one d20. When old aged, the character rolls a d20 twice, taking two penalties or stacking the same penalty if a result is gained two or more times. When venerable, a character must roll a d20 three times and accept all of the results.
All listed penalties stack if a result is given multiple times, so an old-aged character given the 'dimming awareness" result twice has a -4 penalty to all wisdom based checks and skill checks as well as initiative checks and any one results on a wisdom or wisdom-based skill check always results in failure.

Failing Mental Health: Roll 1d8+2 twice and accept both results.
Dementia: You must succeed a will save (DC 5 +5/age category) during any stressful situation or become confused for 1d4 rounds per age category.
Mental Exhaustion: You gain a -1 age penalty to wisdom per age category.
Lapsing Cognition: You gain a -1 age penalty to intelligence per age category.
Diminishing Presence: You gain a -1 age penalty to charisma per age category.
Weakening Willpower: You gain a -1 age penalty to all will saving throws per age category.
Dimming Awareness: You gain a -1 age penalty to all wisdom-based skill checks and initiative checks per age category and you automatically fail any such wisdom and wisdom-based skill checks on a natural one.
Forgetful: You gain a -1 age penalty to all intelligence-based skill checks per age category and you automatically fail any such intelligence and intelligence-based skill checks on a natural one.
Diminishing Presence: You gain a -1 age penalty to all charisma-based skill checks per age category and you automatically fail any such charisma and charisma-based skill checks on a natural one.
Unfocused: You gain a -1 age penalty to all concentration checks and saving throws against effects that cause the confusion, dazed or fascinated conditions and you automatically fail any such concentration checks on a natural one.
Diminishing Stamina: You gain a -1 age penalty to all constitution checks and saving throws against fatigue and exhaustion per age category and you automatically fail any such constitution checks on a natural one.
Chronic Weakness: You gain a -1 age penalty to all strength-based skill checks per age category and you automatically fail any such strength and strength-based skill checks on a natural one.
Diminishing Coordination: You gain a -1 age penalty to all dexterity-based skill checks per age category and you automatically fail any such dexterity and dexterity-based skill checks on a natural one.
Dulled Reflexes: You gain a -1 penalty to all reflex saving throws and to all initiative checks.
Immunocompromised: You gain a -1 age penalty to fortitude saving throws per age category.
General Weakness: You gain a -1 age penalty to strength per age category.
Aching Joints: You gain a -1 age penalty to dexterity per age category.
Chronic Illness: You gain a -1 age penalty to constitution per age category.
Chronic Pain: You must succeed a fortitude save (DC 5 + 5/age category) during strenuous physical activity or become nauseated with pain for 1d4 rounds per age category.
Failing Physical Health: Roll 1d8+10 twice and accept both results.

Neoxenok
2021-02-01, 01:17 AM
Circle Spells

Animus Blast
School Necromancy [Cold, Evil]; Level Circle 7
===CASTING===
Casting Time One Round
Components V, S, M
===EFFECT===
Range Medium (100ft. + 10ft./Level)
Area 20ft Radius Sphere
Duration Instantaneous
Saving Throw Reflex Half; Spell Resistance Yes
===DESCRIPTION===
When this spell is cast, it deals 1d6 points of cold damage and 1d6 points of negative energy damage per two caster levels you possess to a maximum of 8d6 points of damage each (or 16d6 altogether).
All creatures killed by the damage caused by this spell rise 1d4 rounds later as either skeletons or zombies depending upon the caster's choosing and the condition of the bodies. All undead created by this spell also possess the cold subtype.

As with any spells that creates or assumes control of undead creatures, you cannot create more hit dice worth of undead than your caster level or control more than four times your caster level.
Material Component: An onyx gem worth at least 25 gp per hit die of undead to be created by the spell.
===PREREQUISITE SPELLS=== (3 Participants)
Animate Dead, Freezing Sphere, Mass Inflict Light Wounds
Source: Dungeons and Dragons 3rd Edition Epic Level Handbook

Animus Blizzard
School Necromancy [Cold, Evil]; Level Circle 8
===CASTING===
Casting Time One Round
Components V, S, MB, M
===EFFECT===
Range Medium (100ft. + 10ft./Level)
Area Cylinder (20ft. Radius; 60ft. Height)
Duration Instantaneous
Saving Throw Fortitude Partial; Spell Resistance Yes
===DESCRIPTION===
When this spell is cast, it deals 1d6 points of cold damage and 1d6 points of negative energy damage per two caster levels you possess to a maximum of 10d6 points of damage each (or 20d6 altogether).
All creatures killed by the damage caused by this spell rise 1d4 rounds later as Frost Wights (Bestiary 1).

A successful fortitude save halves the damage but doesn't prevent a creature from rising as a wight if killed anyway.

As with any spells that creates or assumes control of undead creatures, you cannot create more hit dice worth of undead than your caster level or control more than four times your caster level.
Material Component: A clay pot containing the soil from a grave site, skillfully created with valuable dyes worth 50gp per hit die of undead to be created.
===PREREQUISITE SPELLS=== (3 Participants)
Create Undead, Ice Storm, Mass Inflict Moderate Wounds
Source: Dungeons and Dragons 3rd Edition Epic Level Handbook

Contingent Resurrection
School Conjuration (Healing); Level Epic Circle 10
===CASTING===
Casting Time Ten Minutes
Components V, S, SB, M, DF
===EFFECT===
Range Touch
Target Willing Living Creature Touched
Duration Permanent (D) Until Discharged
Saving Throw No; Spell Resistance Yes (Harmless)
===DESCRIPTION===
When cast, Contingent Resurrection provides a persistant source of life energy that constantly invigorates the target creature and, if killed at any point whilst the spell remains active, is returned to life as though through a true resurrection spell. This immediately restores the killed creature to full hit points, vigor, and health, with no negative levels (or loss of Constitution points) and all of the prepared spells possessed by the creature when it died one minute following death and/or destruction. This spell can restore a creature to life even if the target's body is completely destroyed, killed by a death effect, or turned into an undead creature and later destroyed. Creatures that died of old age cannot be resurrected by this spell, nor can constructs or or undead be revivified as constructs or undead.

While active, the spell provides the target creature the constant benefit of a +6 enhancement bonus to constitution and the creature does not suffer the negative effects of middle, old, or venerable age. This spell does not extend the target creature's life, however.

After restoring the target creature to life, the spell is expended and no longer provides any benefits to the target creature.
Similarly to the contingency spell, you can use only one instance of this or any similar spell on a given creature. If a second is cast, the first one (if still active) is dispelled.
Material Component: A white angel tear diamond worth 50,000 gp.
===PREREQUISITE SPELLS=== (5 Participants)
Bear's Endurance, Contingency, Greater Age Resistance (UM), Permanency, True Resurrection
Source: Dungeons and Dragons 3rd Edition Epic Level Handbook

Create Living Vault
School Conjuration (Creation); Level Epic Circle 10
===CASTING===
Casting Time Five Days
Components V, S, CB, M
===EFFECT===
Range 0 ft.
Effect One Living Vault (50ft. Cube)
Duration Instantaneous
===DESCRIPTION===
Upon completion of this incredibly long and complicated spell, the caster creates a Living Vault. A living vault is an exceptionally powerful animated object tasked with storing items and even creatures for it's master or masters.

Once the spell is complete, the vault lurches to life with groaning steel creaks. Once brought into existence, it gains only the barest minimum spark of intelligence - enough to understand and interpret the master's commands. Once brought to life, the size and shape of the vault becomes malleable, capable of appearing as large as a building or as small as a 5ft by 5ft by 5ft box. If the master is present, the vault manifests a door that only it's master and designated allies can operate.

Once created, the vault can be used to store any objects of any number or size, transported into the vault physically, or teleported into the vault by the master's order through the vault's ability to use dimension door. Items inside the vault are protected from the following:

Divination (Scrying) Spells as well as divinations that detect objects or locations from a distance, such as clairvoyance/clairaudience, detect spells, locate object, and also prevents location by such magic items as crystal balls. All other divinations must succeed a caster level check against DC (13 + circle leader's caster level) to detect any item stored in the vault's interior. Teleportation and summoning into the vault is impossible except by the vault itself. Discern location can locate an item contained by the vault, though it still must succeed a caster level check.

Living creatures affected by the sequester spell is treated as an object for the purpose of storage though only for as long as the spell persists. When the spell about to end, the vault will appear to the closest master and eject the occupant.

The living vault is attuned to one or more specific masters decided by the circle spell's leader upon completion of the spell and only those masters can choose to change that designation. The living vault and it's masters are aware of one another's location as though affected by a constant discern location spell. At any time the master can call upon the vault by concentrating for a standard action and the vault will appear adjacent to the master that summoned it 1d4 rounds later. It appears in any size or shape that the caster imagines at the moment it is summoned, appropriate to the location to which it is being summoned due to the vault's control over it's own shape and size as well as it's control over the reality it is entering. It remains within line of sight of it's master as long as the master desires, though if it looses line of sight with it's master, it returns to the ethereal plane of it's own volition.

It can alter it's size to appear as small as a box that barely looks to fit a medium-sized creature within it or mobilize as it's full size of a 50ft hollow cube of magically hardened steel. This is often not necessary however, as the vault can appear in the ethereal plane and partially manifest itself in the material plane as a door or other apparatus to signify to it's master that it is present with the rest of it hidden fully away in the ethereal plane or astral plane (as appropriate though it favors the ethereal plane.)

Once it appears, the master merely needs to think of the object desired from the vault and the master needs merely to open the door to find the summoned item or items specifically. If requested, the master and designated companions can travel into the vault. The interior can be arranged in any way the master imagines though always plain, relatively featureless outside of doors, stairs, halls, or rooms. For example, the interior could appear as a storage building with long halls and doors leading to individual rooms containing one or more stored items or a massive open warehouse where everything is visible but separated by catwalks or other arbitrary barriers. A master can alter the interior at will but only in terms of access to stored items or the vault itself. For example, a master can omit an item from appearing or doors can be locked but a companion could not be trapped someplace or attacked, though the master can revoke the companion's allowance and the vault can expel the intruder and, if necessary, treat a designated target as hostile. An intruder forced to be expelled out must succeed a will save (DC 20 + the caster's primary casting attribute) or be thrown into a maze, as the spell, and ejected outside of the vault upon escape.

The interior of a living vault, however, is no refuge from the outside nor is it a method of travel. Allowing creatures into the interior shuts off much of the magic that animates and protects the vault. While in the interior, the vault is unable to move, travel, or regenerate damage. Although closed off to outsiders, the vault, while occupied, is vulnerable to being forced open though the doors are massive reinforced steel doors (hardness 10; break DC 40; 180 HP). Once the doors are forced open, the interior defenses are temporarily cracked, allowing access to all stored objects, rendering the interior unable to be manipulated, and the intruders unable to be forced out. Once all creatures within have exited the vault, it can repair it's damage normally and resume it's functions.

The living vault is capable of defending itself if attacked but it refuses orders to attack opponents as it's nature and instinct is protective of the objects it stores. It avoids combat whenever possible but (see living vault entry) if forced into combat.
Material Component: A massive 50ft by 50ft by 50ft steel vault worth 550,000 gp.
===PREREQUISITE SPELLS=== (20 Participants)
Animate Objects, Call Construct (UM), Create Demiplane (UM), Dimension Door, Dimensional Lock, Discern Location, Fabricate, Imprisonment, Major Creation, Mage's Faithful Hound, Mage's Private Sanctum, Nondetection, Permanency, Rapid Repair (UM), Secret Chest, Sequester, Shapechange, Shrink Item, True Seeing, Unbreakable Construct (UM)
Source: Dungeons and Dragons 3rd Edition Epic Level Handbook

Crown of Vermin
School Conjuration (Summoning); Level Circle 8
===CASTING===
Casting Time One Round
Components V, S, MB
===EFFECT===
Range Personal
Effect Stinging Insects Follow and Surround you out to a 10ft radius.
Duration Concentration + 2 Rounds
Saving Throw None (See Text); Spell Resistance No
===DESCRIPTION===
A massive swarm consisting of a variety of of biting and stinging insects appear when the spell's casting is complete, fully surrounding and following the caster. The caster is immune to the effects of the swarm, but no other creature is. While the swarm is active, the circle leader is effectively deafened due to the thickness of the cloud of insects though still able to see any creature out to a distance of 5 feet, though such creatures gain 20% concealment. Other creatures within the swarm are blinded, deafened, and rendered unable to breathe as the insects swarm and engulf any creature that enters the swarm's area. Creatures can shake off all three effects for one round by succeeding a reflex saving throw (DC 22) but even so, they still suffer a -20 penalty to perception checks and can only see 5 feet through the swarm. The caster is fully obscured from those the outside of the swarm. The crown of vermin blocks most senses, including blindsense, tremorsense, and scent due to the sheer number of swarming insects.

All creatures within suffer 2d6 points of cumulative bleed damage each round they remain within the swarm. This damage ignores any damage reduction except "-" damage reduction, such as 10/- damage reduction. Such creatures are also subjected to the poison of numerous venomous creatures each round they remain within the swarm's area of effect.

Crown of Vermin Swarm—injury; save Fort DC 22; frequency 1/round for 4 rounds; effect 1d4 ability score damage to all six ability scores; cure 2 consecutive saves. The save DC is Constitution-based.

Living creatures subject to damage from the summoned insects are also subject to the distraction ability typical to swarms, causing any creature subject to damage from this swarm to become nauseated for one round (Fortitude DC 22). Spellcasting or concentrating on spells within the area of a swarm requires a caster level check (DC 20 + spell level). Using skills that involve patience and concentration requires a DC 20 Will save.

The insects that comprise this swarm is being continually summoned for the duration of the spell's effect, automatically replenishing any insects destroyed by outside attacks or left behind due to the leader's movements. This swarm does not act like a typical swarm and instead acts as though they are an extension of the caster.

Two crowns of vermin interacting with one another reduces the effectiveness of each, reducing all saving throw DCs by 5 and each circle leader must succeed a concentration check DC 30 + 1 per round of contact or loose the crown of vermin and suffer the spell's backlash damage.
===PREREQUISITE SPELLS=== (4 Participants)
Antilife Shell, Creeping Doom, Insect Plague, Summon Swarm
Source: Dungeons and Dragons 3rd Edition Epic Level Handbook

Damnation
School Conjuration [Teleportation]; Level Epic Circle 10
===CASTING===
Casting Time One Round
Components V, S, SB, M, DF
===EFFECT===
Range Close (25ft + 5ft./2 Levels)
Target One Creature within Range
Duration Instantaneous (See Text)
Saving Throw Will Negates (See Text); Spell Resistance Yes
===DESCRIPTION===
When the spell is complete, the target is thrown across the planes and into a fighting pit within the bowels of hell where the target is forced to encounter 1d4+1 powerful (CR 15+) entities that have a vested interest in the target each hour the target remains within the pit. The pit is a labyrinth with no true exit, controlled by unknown lords of hell in which powerful native creatures teleport within to do battle.

In addition, the target is cursed to remain within hell permanently, unable to take advantage of planar travel of any kind but receives a new will saving throw each hour the target remains in hell. If the target succeeds three consecutive will saves, it breaks the curse but does not return the target to their native plane nor allow the target to escape their prison if they don't otherwise have the means to do so.
Material Component: A blood ruby worth 20,000gp.
===PREREQUISITE SPELLS=== (3 Participants)
Bestow Curse, Gate, Sympathy
Source: Dungeons and Dragons 3rd Edition Epic Level Handbook

Demise Unseen
School Necromancy [Death]; Level Epic Circle 12
===CASTING===
Casting Time One Hour
Components V, S, LB
===EFFECT===
Range Unlimited within the Same Plane
Target One Living Creature
Duration Instantaneous (see Text)
Saving Throw Fort and Will Negates (See Text); Spell Resistance Yes
===DESCRIPTION===
You locate and scry a known target within the same plane as the spell scrying. A successful will saving throw against the scrying effect negates any further effects of this spell. The difficulty of the save depends on how well your knowledge of the subject and what sort of physical connection (if any) you have to that creature. Furthermore, if the subject is on another plane, it gets a +5 bonus on its Will save.


Knowledge Will Save Modifier
None* +10
Secondhand (you have heard of the subject) +5
Firsthand (you have met the subject) +0
Familiar (you know the subject well) -5

Connection Will Save Modifier
Likeness or picture -2
Possession or garment -4
Body part, lock of hair, bit of nail, etc. -10

*You must have some sort of connection (see below) to a creature of which you have no knowledge.

If the will save is failed, the caster can momentarily visualize the target and location and, if the caster so chooses, interrupt or proceed with the spell (such as if the target is incorrect.) If the caster so chooses, the target must immediately make a fortitude saving throw or suffer 20 points of damage per caster level or 10d6 points of damage +1 per caster level if the save is successful. If the target dies from this damage, it is instantly and seamlessly transformed into a ghoul under your control. Once the caster chooses to attempt to kill the target (or not), the scrying effect ends.

You control the ghoul created by this spell as control undead except that commands can be given over any distance as long as the ghoul and the caster remain on the same plane of existence. The duration of this effect is permanent until dispelled.

If any of the saves succeed, you can’t attempt this spell on that subject again for at least 24 hours.
===PREREQUISITE SPELLS=== (5 Participants)
Control Undead, Create Undead, Finger of Death, Scrying, Sending
Source: Dungeons and Dragons 3rd Edition Epic Level Handbook

Dire Winter
School Evocation [Cold]; Level Epic Circle 11
===CASTING===
Casting Time One Hour
Components V, S, MB, M
===EFFECT===
Range 0 ft.
Area 2-mile-radius circle, centered on you (See Text)
Duration One Day/Caster Level (D)
Saving Throw None; Spell Resistance No
===DESCRIPTION===
Once the spell is finished casting, the weather in a two mile radius around your position radically changes over the course of an hour or two into a constant, ongoing winter storm. Within minutes, thick clouds darken the sky, the temperature plummets to incredibly cold temperatures, the winds pick up, and the entire area is blanketed in snow for the duration of the spell, adding 2d6 feet of snow per day.

All creatures within the radius of the effect suffer 2d6 cold damage and 1d6 points of lethal damage each round (no save) due to the cold, hail, and constant 50+ mile per hour winds. The heavy snow and winds, in addition to the normal effects, force those exposed to the elements a -10 penalty to perception checks in addition to the normal penalties of strong winds. All creatures within the radius of effect suffer limited visibility due to the snowfall and wind. Sight, including darkvision, beyond 5 feet has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker can’t use sight to locate the target).

Each hour a creature is exposed to the elements causes each target a 10% chance to be struck by lightning that deals 8d6 points of electricity damage (no saving throw.)

Dire Winter counters and dispels Rain of Fire.
Material Component: Permanent crystal ice taken from the frozen wastes of Cania worth 20,000gp. For every additional 2,000gp of value of this crystal ice, the radius increases by one mile to a maximum of one additional mile per level of the caster.
===PREREQUISITE SPELLS=== (5 Participants)
Control Weather, Freezing Sphere, Gust of Wind, Ice Storm, Storm of Vengeance
Source: Dungeons and Dragons 3rd Edition Epic Level Handbook

Dragon Knight
School Conjuration (Summoning); Level Circle 9
===CASTING===
Casting Time One Round
Components V, S, MB, M
===EFFECT===
Range Close (25ft. +5ft./2 Levels)
Effect One Summoned Dragon of 18 HD or less
Duration One Round/Level (D)
Saving Throw None; Spell Resistance No
===DESCRIPTION===
This spell summons a single dragon to a location within range and acts immediately per the summoner's orders. The summoned dragon must possess 18 or fewer hit dice. This spell gains the alignment subtype or subtypes (chaotic, evil, good, or lawful) and energy type (acid, cold, electricity, fire, or sonic) of the dragon the spell summons.
Material Component: Items, gems, or currency valued at 5,000 gp.
===PREREQUISITE SPELLS=== (5 Participants)
Demand, Discern Location, Dominate Monster, Gate, Greater Teleport
Source: Dungeons and Dragons 3rd Edition Epic Level Handbook

Dragon Strike
School Conjuration (Summoning); Level Epic Circle 10
===CASTING===
Casting Time One Minute (See Text)
Components V, S, SB, M
===EFFECT===
Range Close (25ft. +5ft./2 Levels)
Effect Ten Summoned Dragons of 18 HD or less
Duration One Minute + One Round/Level (D)
Saving Throw None; Spell Resistance No
===DESCRIPTION===
After one round, this spell summons a single dragon to a location within range and acts immediately per the summoner's orders. Each following round, another dragon appears and acts immediately per the summoner's orders until a total of ten dragons have been summoned. The summoned dragons must each possess 18 or fewer hit dice. This spell gains the alignment subtype or subtypes (chaotic, evil, good, or lawful) and energy type (acid, cold, electricity, fire, or sonic) of the dragon the spell summons.
Material Component: Items, gems, or currency valued at 50,000 gp.
===PREREQUISITE SPELLS=== (5 Participants)
Demand, Discern Location, Dominate Monster, Gate, Greater Teleport
Source: Dungeons and Dragons 3rd Edition Epic Level Handbook

Dreamscape
School Enchantment (Compulsion) [Mind-Affecting]; Level Circle 9
===CASTING===
Casting Time One Minute
Components V, S, F
===EFFECT===
Range Touch
Target Creatures Touched (Target and caster plus five allies)
Duration 10 Minutes/Level (See Text)
Saving Throw Will Negates; Spell Resistance Yes
===DESCRIPTION===
When the spell is complete, you touch a single target that has the ability to dream. Then, you, the target, and as many as five allies immediately fall into a deep sleep unless the target succeeds a will saving throw. All affected creatures remain asleep until awoken or they awaken naturally. On a failed saving throw, you and your selected allies enter the dreams of the touched creature and remain there for the spell's duration. This place is known as the "dreamscape." When within the dreamscape, time is experienced differently, allowing all affected creatures to experience one hour for every ten minutes of time spent within the dreamscape (so the duration of the spell expires one hour per caster level to those within the target's dream.)

A dreamscape is the embodiment of the dreamer's unconscious mind, appearing as a place populated by creatures, known as figments, and locales known to the dreamer or imagined but often distorted by the dreamer's perceptions, knowledge, and general mood. The nature of the dream is entirely dependent upon the dreamer's unconscious mind. This means that the dreamer does not exert conscious control of the dreamscape. The touched creature and allies are conscious, aware, and in control of their actions whilst within the dreamscape but they do not exert any more control over the nature of the dreamscape than they could with the real world, though the nature of each dreamscape can vary wildly.

The target is present within the dream and acts accordingly to their persona but is generally unaware of their circumstance and treat the dream as any other. In truth, the target *is* the entire dreamscape itself and all those populated within it, however, only one figment, represented by the target, exists as an extension of the target's full conciseness. If any figment becomes aware of the presence of intruders, the dreamscape can turn against them and the target can become cognizant of the dream and the presence of the intruders. This always results in the figments gaining a hostile attitude toward the intruders and no amount of persuasion can convince them to do otherwise.

Each figment generally possesses the same limitations and abilities as the target regardless of their appearance but gains a +8 morale bonus to all attacks, ability and skill checks, and saving throws against intruders when hostile. Figments may possess other abilities as dreamed by the dreamer. Killing a figment does not affect the target in any way. The dreamscape can create as many figments as necessary to combat the touched creature and allies. If the touched creature or allies are killed at any point, they are ejected from the dream, the spell ends, and the target becomes aware of the intrusion and wakes.

In order to remain within the dreamscape without alerting the figments to their intrusion, the touched creature and allies must simply blend into the environment as though they are "supposed" to be there. This can mean dressing and acting appropriately or simply avoiding too much attention to themselves. If interacting with figments, any charisma skill or charisma ability check must not fail by five or more in order to avoid drawing the attention of the dreaming mind. The nature of this is highly variable and may be up to the game master to determine the nature of the figments, the dream, and how the dream responds to intruders. Intruders cannot die whilst within the dream, but they are shunted out and awoken. Once all intruders are expunged, the target of the spell also awakens.

While within the dream, the touched creature and allies have intimate access to the innermost mind of the target. They can gather information about the target, including details they would never willingly reveal. The touched creature and allies each can make a diplomacy check to gather information on the subject, as normal for the skill, gaining detailed knowledge of the target creature. Each successful diplomacy check to gather information answers one question per successful diplomacy check gathering information.

The touched creature and allies can also change the target in ways that fundamentally alters how they think and perceive the world. This functions similarly to the suggestion spell except that the effect is permanent. You give the target an idea, goal, or drive. This does not change their personality, memories, or knowledge, but can change their outlook and focus. The idea, goal, or drive must be believable to the target and fit within the scope of their character, otherwise the effect fails to take hold.
For example, a lone low-ranking goblin soldier may be given motivation and drive to be chieftain of his tribe, a business owner may be motivated to dissolve his company in order to make his own mark in the world, or a warlord may be motivated to go to war with a former ally in order to unite the tribes into a greater whole.

It is possible to make repeated attempts against the same creature, but all subsequent skill and ability check DCs increase by 5 if attempted within the same year as a previous attempt and the environment may be more hostile in other ways as well.
Focus Component: A crystal ball.
===PREREQUISITE SPELLS=== (8 Participants)
Astral Projection, Create Mindscape (OA), Deep Slumber, Dream Scan (OA), Lullaby, Mind Probe (OA), Modify Memory, Telepathic Bond
Source: Dungeons and Dragons 3rd Edition Epic Level Handbook

Eclipse
School Evocation (Darkness); Level Epic Circle 11
===CASTING===
Casting Time Ten Minutes
Components V, S, CB, M
===EFFECT===
Range Unlimited
Effect A disc of pure darkness.
Area See Below
Duration 1 Hour/Level (D)
Saving Throw None; Spell Resistance No
===DESCRIPTION===
You create a disc of pure darkness situated between yourself and your planet's main star. The disc hovers above the caster hundreds of miles above the surface of the planet it was cast upon and completely covers the star as such that no part of the star can be seen from your vantage point. This disc is pure magical darkness and allows no light from the target star to pass through, creating a true solar eclipse.

The umbra of the eclipse extends to a five mile radius surrounding the caster. Although the umbra of the eclipse isn't itself magical, it is infused with the magic that created the disc so that within the umbra of the eclipse, all sources of magical light of an equal or lower level than the spell is immediately extinguished and no such spells are able to be cast while the darkness of the eclipse remains in effect in that area.

Assuming typical daylight brightness, the spell typically reduces the ambient lighting to dim darkness within the umbra due to the indirect light of the surrounding areas. Creatures within this area have concealment (20% miss chance in combat) from those without darkvision or the ability to see in darkness. A creature within an area of dim light can make a Stealth check to conceal itself.

The spell is anchored to the caster and the caster is always at the center of the umbra. This spell is only active during times when the target star has risen and not blocked by other celestial objects, including the planet the caster is standing on or any other relevant moons or planets. As such, this spell will not cause an eclipse on the side of the planet opposite to the caster. Other objects, such as clouds or when the caster is within a building or as much as one mile underground, do not inactivate the spell's effect. Even if the target star isn't visible, the spell's duration continues and will resume if it has reappeared in the sky.

This spell does not stack with itself. If the caster is on a planet with multiple stars, this spell can be cast multiple times, causing an eclipse with each target star with the umbras converging upon the caster.
Material Component: Polished gemstones mined from Selûne worth 50,000gp.
===PREREQUISITE SPELLS=== (5 Participants)
Deeper Darkness, Floating Disc, Guiding Star (APG), Protective Penumbra (UM), Shadow Conjuration
Special: If an additional participant casts the permanency spell and the magical artifact, the Tear of Selûne is included as a focus component, the disc of darkness' radius and distance to the caster increases as such the umbra's radius increases to 125 miles and the duration of the spell becomes permanent and anchored to the artifact instead of the caster. The value of the gems used as a material component increases to 200,000gp.
Source: Dungeons and Dragons 3rd Edition Epic Level Handbook

Eidolon
School Conjuration (Creation); Level Circle 8
===CASTING===
Casting Time One Minute
Components V, S, SB, M
===EFFECT===
Range Close (25 ft. + 5 ft/2 Levels)
Effect One Duplicate of the Caster
Duration One Hour/Level or until Expended (See Below)
Saving Throw None; Spell Resistance No
===DESCRIPTION===
By casting Eidolon, the caster creates a duplicate of him or herself. The eidolon is a perfect duplicate of the caster, including all magical and mundane equipment. The eidolon is, for all intents and purposes, the caster in terms of how it thinks and acts. Through casting this spell, both the eidolon and the caster gain two temporary negative levels that each expire when the spell's duration ends. These temporary negative levels cannot be removed without dispelling the spell itself.

The caster and it's eidolon are powerfully connected to one another through the magic that created the eidolon. Although the eidolon can think and act independently, it is fundamentally an extension of the caster and both the caster and eidolon ultimately act to benefit one another as though they were the same being. When expending or using any abilities possessed by the caster, it is expended from both the eidolon and the caster. This extends to it's equipment as well despite the appearance of possessing it's own equipment. Any time a limited-use ability or item is used or expended, it affects both the caster and eidolon simultaneously. For example, if the eidolon throws a magical javelin, the item disappears and cannot be used by the caster until it is picked up by either the eidolon or the caster. If the caster casts a 9th level spell, it is expended from both the eidolon and the caster's prepared spells . If the eidolon uses a scroll, it is expended and removed from both the caster and eidolon simultaneously. If the eidolon's weapon is sundered, then the caster's weapon is sundered.

Although caster and eidolon can think and act independently, they are both generally aware of what one another is doing and what their thoughts are but neither can perceive through the other's senses. This sense even extends if the two are on separate planes. However, their thoughts can interfere with one another during stressful events, staggering their actions. Between both the caster and eidolon, they can only use the actions normally afforded to one creature during one round (a swift action, standard, and movement action or a full-round action and swift action). However, if both the eidolon and caster have no other actions in a given round, they can each take a movement, double movement, or run action.

Despite being connected to one another as described above, the eidolon does possess it's own body, which is a perfect replica of that of the caster, with it's own hit points. It is affected and targeted as though it were a separate being, which means the eidolon can be poisoned, injured, given a status effect, and so on without affecting the caster and vice-versa. It also means that even if the caster or eidolon affects itself with a spell or other effect, it is not shared between the two.

If either the eidolon or the caster dies at any point while the spell is active, the survivor absorbs the soul and becomes the caster (as the clone spell). The temporary negative levels become the permanent negative levels normally gained when the clone spell is used. The equipment and body from the killed caster or eidolon disappear completely, absorbing into the survivor.
Material Component: A diamond worth 3,000 gp.
===PREREQUISITE SPELLS=== (4 Participants)
Clone, Limited Wish, Major Creation, Polymorph Any Object
Source: Dungeons and Dragons 3rd Edition Epic Level Handbook

Enslave
School Enchantment (Compulsion) [Mind-Affecting]; Level Epic Circle 11
===CASTING===
Casting Time One Round
Components V, S, SB
===EFFECT===
Range Close (25 ft. + 5 ft./2 Levels)
Target One Living Creature
Duration Permanent
Saving Throw Will Partial; Spell Resistance Yes
===DESCRIPTION===
The caster makes a permanent thrall of any one living creature within range. On a successful saving throw, the target is staggered for 1d4 rounds due to the overwhelming force attempting to wrest control of the target's mind. The caster establishes a telepathic link with the subject’s mind. If the creature has a language, the caster can generally force the subject to perform as he or she desires, within the limits of its abilities. If the creature has no language, the caster can communicate only basic commands. The caster knows what the subject is experiencing, but does not receive direct sensory input from it.

If the subject is forced to take an action against its nature, including obviously self-destructive orders, it receives a new saving throw with a penalty of –10 to resist taking that particular action. If it succeeds, it still remains the caster’s thrall despite its minor mutiny. Once a subject makes a successful saving throw to resist a specific order, it succeeds all future saving throws to resist taking that specific action. Spells such as protection from evil or similar can prevent the caster from exercising control or using the telepathic link while the subject is so protected, but it does not prevent the establishment of enslave nor does it dispel the effects.
===PREREQUISITE SPELLS=== (3 Participants)
Bestow Curse, Dominate Monster, Permanency
Source: Dungeons and Dragons 3rd Edition Epic Level Handbook

Epic Counterspell
School Abjuration; Level Epic Circle 10
===CASTING===
Casting Time Four Hours
Components V, S, SB, F
===EFFECT===
Range Touch
Target Willing Creature Touched
Duration One Day/Level (D) or until Discharged
===DESCRIPTION===
You create a specialized contingency, as the contingency spell, upon the target that protects them from any hostile magic. At any time during the casting of the spell, any of the participants can cast as many as one additional spell of 9th level or lower per four caster levels to be added to the contingency created by this spell as the casting time of the spell is less than ten minutes.

At any time during the spell's duration, any caster that casts a hostile spell that targets or includes the recipient of epic counterspell, that spell is immediately counterspelled regardless of the spell's origin or the character's knowledge of the impending attack. The recipient of epic counterspell need not be prepared for the attack nor have knowledge of the origin of the attacking spell. If the attacking spell matches a spell stored within the contingency, the spell is countered as an immediate action. If the spell does not match a spell stored within the contingency, the recipient of epic counterspell must succeed a caster level check against that of the attacking spell (as though using dispel magic). This action does not discharge any spells stored within the contingency.

This spell can also be used to proactively counterspell an attacking spellcaster, willing the spell to counterspell hostile magic even if the spells are not cast directly upon the recipient of epic counterspell as normal. Regardless of any spells stored within the contingency, this spell is able to counter a number of spells equal to one per four caster levels, regardless of the success of such attempts. Once this number of counterspell attempts have been made, the spell is discharged.

Similarly to the contingency spell, you can use only one instance of this or any similar spell on a given creature. If a second is cast, the first one (if still active) is dispelled.
The benefits of this spell and that of spell immunity and similar spells do not stack with the benefits of epic counterspell. The more recent spell dispels the previous spell.
Focus Component: An intricately carved ivory statuette worth 6,000gp.
===PREREQUISITE SPELLS=== (4 Participants)
Contingency, Dispel Magic, Foresight, Spell Immunity
Source: Dungeons and Dragons 3rd Edition Epic Level Handbook

Epic Mage Armor
School Abjuration [Force]; Level Circle 2
===CASTING===
Casting Time One Minute
Components V, S
===EFFECT===
Range Touch
Target Creature Touched
Duration One Hour/Level (D)
Saving Throw Will Negates (Harmless); Spell Resistance Yes (Harmless)
===DESCRIPTION===
You grant the touched creature a +3 armor bonus, a +1 shield bonus, and a +1 enhancement bonus to natural armor. All of these bonuses increase by +1 each for every three levels the caster possesses above 3rd level. Unlike mundane armor, epic mage armor entails no armor check penalty, arcane spell failure chance, or speed reduction. Because epic mage armor is made of force, incorporeal creatures can’t bypass it the way they do normal armor or shields, though natural armor enhancement is not treated differently.
===PREREQUISITE SPELLS=== (3 Participants)
Barkskin, Mage Armor, Shield
Source: Dungeons and Dragons 3rd Edition Epic Level Handbook

Epic Repulsion
School Abjuration; Level Circle 8
===CASTING===
Casting Time One Round
Components V, S, MB, F/DF
===EFFECT===
Range Personal
Area A 10-ft.-radius/level emanation centered on you
Duration One Minute/Level (D)
Saving Throw Will Negates; Spell Resistance Yes
===DESCRIPTION===
You create an invisible and mobile field that surrounds you and prevents any creature or attack against the caster. You are able to decide the radius of the effect at any time while the spell is in effect, thus increasing or decreasing the area (to the spell's maximum allowed per your level) and activating or reactivating the emanation at any time as a swift action.

Any creature entering the field must make a will save or be unable to move further toward the subject of the spell. Increasing the size of the field or moving toward the intruder does not force the creature further back unless the creature chooses to move further back. The field also blocks all dimensional travel into the field, but not out of the field and it does not prevent the caster from employing extradimensional travel (such as astral projection, dimension door, etherealness, or planar shift.) The epic repulsion field does not interfere with the movement of creatures already in ethereal or astral form when the spell is cast, nor does it block extradimensional perception or attack forms. Also, the spell does not prevent summoned creatures from disappearing at the end of a summoning spell.

Repelled creatures’ actions are not otherwise restricted. They can fight other creatures and can cast spells and attack you with ranged weapons. Such attacks though are affected by the repulsion field, causing ranged attacks to suffer a 50% miss chance against the subject emanating the field and that subject possesses a +2 deflection bonus +1 per six levels (maximum +6) against all attacks.
Focus Component: An armored figurine wielding a silver shield and two faithful companions worth 50,000gp.
===PREREQUISITE SPELLS=== (4 Participants)
Dimensional Lock, Entropic Shield, Repulsion, Shield of Faith
Source: Dungeons and Dragons 3rd Edition Epic Level Handbook

Epic Spell Reflection
School Abjuration; Level Epic Circle 11
===CASTING===
Casting Time Eight Hours
Components V, S, SB, F/DF
===EFFECT===
Range Touch
Target Creature Touched
Duration One day/level (D) or until expended
Saving Throw None; Spell Resistance Yes (Harmless)
===DESCRIPTION===
The target of this spell gains a powerful ward against all spells, gaining a +10 resistance bonus to saving throws against spells and spell resistance equal to 12 + your caster level. Any spells that target the recipient of this spell that fail to penetrate the target's spell resistance is reflected back at the attacker. This abjuration turns spells that target you specifically but area spells that happen to include you are not affected. This abjuration, similarly to the spell turning spell, also does not stop melee touch spells. This spell reflects a number of spells with a total number of spell levels equal to 3d6 +1 per two caster levels you possess. If a qualifying spell possesses a higher spell level than can be reflected by the remaining spell levels this abjuration is able to reflect, the spell has a proportionate chance to be harmlessly deflected, so an 8th level spell would have a 50% chance to be reflected if the spell has 4 spell levels remaining.

Spells that penetrate the spell's granted spell resistance or can't be reflected (such as an area-of-effect or melee touch spell) and allow a saving throw are entirely negated if the saving throw is successful, even if the spell has a secondary effect on a successful saving throw. For example, a character hit with fireball negates the damage entirely if the reflex saving throw is successful. Spells negated in this manner also cost the user a number of spell levels from the total remaining, as though it were reflected.

Once all spell levels are expended, the spell ends. This spell does not stack with similar spell turning effects or spell resistance granted by spells or items. Only the more powerful spell applies. Creatures with natural spell resistance have their spell resistance checked after determining success or failure of this spell's granted spell resistance and whether a spell is reflected or not.

If you and a spellcasting attacker are both warded by spell turning effects in operation, a resonating field is created.

Roll randomly to determine the result.


d% Effect
1-70 Spell drains away without any effect.
71-80 Spell affects both equally with full effect.
81-95 Both turning effects are rendered non-functional for 1d4 Minutes
96-98 Both of you are thrust into another plane.
99-100 Both turning spells are violently dispelled, causing 1d6 points of damage per remaining spell level to each.

Focus Component: An intricate diamond-studded silver mirror worth 100,000gp.
===PREREQUISITE SPELLS=== (5 Participants)
Dispel Magic, Protection from Spells, Spell Immunity, Spell Resistance, Spell Turning
Source: Dungeons and Dragons 3rd Edition Epic Level Handbook

Eternal Freedom
School Abjuration; Level Epic Circle 10
===CASTING===
Casting Time Eight Hours
Components V, S, MB, M
===EFFECT===
Range Touch
Target Creature Touched or Object of 2,000 lbs or less
Duration Permanent
Saving Throw Will Negates (Harmless); Spell Resistance Yes (Harmless)
===DESCRIPTION===
The recipient of this spell gains the ability to move about without restriction or impediments, even under the influence of magic that usually impedes movement, such as paralysis, solid fog, slow, and web. All combat maneuver checks made to grapple the target automatically fail. The subject automatically succeeds on any combat maneuver checks and Escape Artist checks made to escape a grapple or a pin. Physical barriers also provide only limited restriction to the recipient's movements, allowing the subject to walk through (but not see through) five or more feet of material by slipping through the ethereal plane, though every five feet causes the recipient to have a 50% chance of being shunted through to the nearest open space and suffering 1d6 points of damage per five feet traveled in this manner. The recipient is unable to travel through solid material in this manner if unable to access the ethereal plane, such as by being dimensionally anchored or when within a dimensionally locked area.

The spell also allows the subject to move and attack normally while underwater, even with slashing weapons such as axes and swords or with bludgeoning weapons such as flails, hammers, and maces, provided that the weapon is wielded in the hand rather than hurled. The eternal freedom spell does not, however, grant water breathing.
Material Component: One ring of freedom of movement and 10,000 gp worth of Peridot.
===PREREQUISITE SPELLS=== (3 Participants)
Blink, Freedom of Movement, Permanency
Source: Dungeons and Dragons 3rd Edition Epic Level Handbook


Circle Spells {G-Sa} (https://forums.giantitp.com/showsinglepost.php?p=24916844&postcount=148)

Neoxenok
2021-02-01, 01:24 AM
Living Vault
What you thought to be a gleaming building made almost entirely of steel and stone instead moves as though reacting to your presence.
CR 17; XP 102,400; N Colossal Construct; Ethereal Plane
Init +2; Senses Darkvision, Low-light Vision, True Seeing; Perception +28 (+38 against Master)
========== Defense ==========
AC 36; Touch 6; Flat-Footed 36 (-8 Size -2 Dex +30 Natural Armor +6 Deflection) CMD 57 (59 v Bull Rush)
HP 204 (19d10 + 99) Fast Healing 10
Fort +6 Reflex +4 Will +7
DR 15/Epic and Adamantine Immune ability damage, ability drain, bleed, disease, death effects, fatigue, exhaustion, energy drain, massive damage, mind-influencing effects, necromancy effects, non-lethal damage, paralysis, poison, polymorph, sleep effects, and stunning Resist Acid 10 SR 33 (vs Divinations)
Weaknesses Freedom
Defensive Abilities Concealment (20%), Does not breathe, eat, or sleep, Improved Evasion
========== Offense ==========
Speed 10ft
Melee 2 Slams +29 (4d6+48/19-20x2)
Space 50ft Reach 10ft CMB +49 (+51 Bull Rush)
Special Attacks Imprisonment (Will DC 21), Maze Wave (Will DC 21)
========== Statistics ==========
Str 54, Dex 7, Con -, Int 1, Wis 12, Cha 1; Base Attack +19
Feats Ability Focus (Imprisonment), Ability Focus (Maze Wave), Improved Bull Rush, Improved Critical (Slam), Improved Initiative, Improved Natural Attack (Slam), Power Attack (-5 to attack rolls and +15 to damage rolls factored above), Skill Focus (Perception), Toughness, Weapon Focus (Slam)
Skills Perception +28 (+38 Recognize Master)
Languages It can understand but not speak common, though it can understand any language it's master speaks.
Special Qualities Call Vault, Construct Traits, Dimension Door, Recognition, Safekeeping
========== Ecology ==========
Environment Any Environment (Usually the Ethereal Plane)
Organization Solitairy
Treasure Triple Standard
========== Special Abilities ==========
Call Vault (Sp) The Living Vault can be summoned at any time by concentrating for a standard action and the vault will appear adjacent to the master that summoned it 1d4 rounds later. It appears in any size or shape that the caster imagines at the moment it is summoned, appropriate to the location to which it is being summoned due to the vault's control over it's own shape and size as well as it's control over the reality it is entering. It can be summoned to any plane as long as the vault can sense it's master's location through the equivelent of the discern location spell. It can remain by it's master indefinitely but when not being summoned, it always returns to the Ethereal plane. It cannot transverse the planes to any location other than the ethereal plane unless called by it's master to that location. If the vault looses it's line of sight of it's master, it returns to the ethereal plane of it's own volition.
Dimension Door (Sp) The Living Vault can cast dimension door, as the spell. It can use this spell on itself as normal for the spell or upon any willing creature within 60 feet but only to allow that target into it's interior. It cannot use this ability upon an unwilling or hostile creature.
Freedom - The spell Freedom is exceptionally lethal to a living vault and undoes much of the magics that hold it together. If targeted by this spell, the Living Vault must succeed a will save or suffer 2d6 points of damage per caster level of the spell (maximum 60d6) or 5d6 + the spell's caster level (maximum +25) on a successful saving throw. If this damage destroys the vault, it explodes in a massive expulsion of magical energy that deals 30d6 points of purely magical damage out to a 150 foot radius and expels all of the vault's contents harmlessly and randomly in that area. A reflex saving throw (DC 41) halves this damage.
Imprisonment (Su) Once per day as a standard action, the living vault can imprison a single creature within 60ft as the spell Imprisonment except that the creature is imprisoned within the vault. Unlike imprisonment, the target receives a constitution-based will saving throw DC 21 to negate the spell's effects. Creatures imprisoned within the vault in this way is treated as any of the other objects stored within the vault and is likewise considered to be an object. The affected creature is comatose and suspended as though affected by the sequester spell while trapped within the vault. The creature can be freed by the master's command or a freedom spell as normal but only when within 100 feet of the vault. In either case, the imprisoned creature is released at a designated location within or outside of the vault per the master's order or adjacent to the vault if released by freedom.
Morphic Multi-Dimensional Shape (Su) - Once created, the Living Vault's exact internal and external shape is ill-defined with it's size, shape, and proportions hidden and folded away in often multiple dimensions. As such, the Living Vault is always considered to have 20% concealment. It can also alter itself to be any size from medium to colossal. The vault, internally, can appear to be any size or shape of the vault (or master's) choosing. This ability also grants the vault a +6 deflection bonus to AC, a constant 20% miss chance, immunity to all shape-change and polymorphic effects, and the benefit of improved evasion.
Maze Wave (Su) - The living vault can create a magical wave that seems to ripple outward from the vault that sends all creatures in a 60ft cone emanating from the vault into an extradimensional maze as the Maze spell. All creatures are allowed a will saving throw DC 21 to negate the effect. The DC is constitution-based. Once used, the vault must wait 1d4 rounds before the ability can be used again.
Recognition (Ex) - Once made, a living vault responds only to its master. No other being can access the vault’s interior. The vault is not fooled by disguised creatures and can distinguish between its true master and false duplicates, even penetrating disguises used in conjunction with form-altering magics, illusions, simulacrum, and similar effects. The vault does, however, respond to the product of a clone spell. This also grants a +10 bonus to it's perception check against it's master or creatures attempting to impersonate it's master.
Safekeeping (Su) - The interior of the living vault, including the vault itself, is immune to Divination (Scrying) Spells as well as divinations that detect objects or locations from a distance, such as clairvoyance/clairaudience, detect spells, locate object, and also prevents location by such magic items as crystal balls. All other divinations must succeed a caster level check against DC 33 to detect any item stored in the vault's interior. Teleportation and summoning into the vault is impossible except by the vault itself though teleporting out of the vault is possible. Discern location can locate an item contained by the vault, though it still must succeed a caster level check.

Created by powerful magic, the Living Vault is a living storage space for the prized items, treasures, and sometimes people of those that have created it or those they have designated its master. It serves its master with unbreakable loyalty and possesses a cunning if animalistic intelligence possessed by few other constructs. The circle spell that creates it has origins as far back as the first spells created by mortals, originally existing as a 11th level spell before Mystra's ban. After Mystra's ban, the living vault spell, like many spells of 10th level and higher, was recreated as a circle spell and thus has found use since this time by the rare few beings in Faerun powerful enough to cast such spells.

The living vault creature created by the spell is very powerful itself and most of the living vaults still active in the planar realms have long outlived any creator that would have dominion over it. During their time on their own, they can spend countless years or even eons in any one area they feel safe before moving to a new area while others rarely stop moving. The majority of living vaults tend to roam the ethereal plane, but with their power to plane shift, they can be found in any planar realm suitable for their existence. They are completely solitary and avoid contact with any living creatures, including other living vaults.

Neoxenok
2021-02-05, 04:34 PM
Circle Spells {A-E} (https://forums.giantitp.com/showsinglepost.php?p=24909196&postcount=146)

Gift of Alliance
School Conjuration (Calling, Good); Level Elven High Magic 10
===CASTING===
Casting Time 20 Minutes or More (See Text)
Components V, S, SB, M, F/DF
===EFFECT===
Range Close (25 ft + 5 ft/2 Levels)
Effect One or more called outsiders (See Text)
Duration Instantaneous
Saving Throw Will Negates; Spell Resistance Yes
===DESCRIPTION===
By casting this spell, you petition Corellon Larethian, the creator and protector of the elves, to send an one or more allies for the express purpose of aiding and defending the elven people as a whole. The creatures selected originate from the elven realm and can include any creature of 6 or fewer hit dice, originating from Arvandor and locales from allies of Corellon Larethian. Creatures that normally are not outsiders gain the celestial template. If you know an individual creature’s name, you may request that individual by speaking the name during the spell (though you might get a different creature anyway).

If the casters extend the casting time, the maximum hit dice of the summoned creature or creatures increases by 6 for every additional 20 minutes spent casting this spell. A creature does not need to appear every 20 minutes, allowing the summoner to call creatures of more than 6 hit dice up to a maximum of 18 hit dice for one hour spent casting this spell. Creatures summoned of less than the maximum hit dice can carry the difference in maximum hit dice over to the next interval of time, so if a 4 hit die creature is summoned during the first 20 minutes, an 8 hit die creature can be summoned during the next 20 minute interval.

Unlike the planar ally spells, the creatures that respond to the summons have already effectively bargained for their services as the spell is only used for the purpose of aiding and defending the elven people as a whole. Corellon Larethian does not respond to this spell and send allies to help an individual elf or the elf's immediate allies unless the concerns extend to a society or societies of elves or their close allies.

Creatures summoned by this spell still require a payment. Although payment is discounted compared to the planar ally spells. This means that the summoned creature or creatures must be paid 25gp per total hit dice of all summoned creatures for a task requiring as much as ten minutes per caster level. For a task taking up to 1 hour per caster level, the creature requires a payment of 100 gp per HD. A long-term task, one requiring up to one day per caster level, requires a payment of 500 gp per hit dice of all creatures summoned by this spell.

A nonhazardous task requires no payment, while an especially hazardous task might require a greater gift. Few if any creatures will accept a task that seems suicidal (remember, a called creature actually dies when it is killed, unlike a summoned creature). However, if the task is directly linked to the survival of one or more societies of elven people, it may severely reduce or even waive the payment.

At the end of its task, or when the duration bargained for expires, the creature returns to its home plane (after reporting back to you, if appropriate and possible).

Note: When you use a calling spell that calls an air, chaotic, earth, evil, fire, good, lawful, or water creature, it is a spell of that type.
Focus Component: A shrine dedicated to Corellon Larethian consisting of four equidistant ornate elven statues standing upon a stone platform. This platform is etched with a detailed holy symbol of Corellon Larethian that also acts as a magic circle against evil. This shrine should have a total value of 20,000gp.
Material Component: Coins or other valuables totaling 25 to 500gp per hit dice of total summoned creatures.
===PREREQUISITE SPELLS=== (4 Participants)
Dimensional Anchor, Gate, Greater Planar Ally, Magic Circle Against Evil
Source: Player's Guide to Faerun

Glorious Light of Renewal
School Conjuration (Healing); Level Circle 5
===CASTING===
Casting Time Ten Minutes
Components V, S, CB, M, DF
===EFFECT===
Range Close (25 ft. + 5 ft./2 Levels)
Target one dead creature/level, no two of which can be more than 30 ft. apart
Duration Instantaneous
Saving Throw None (See Text); Spell Resistance Yes (Harmless)
===DESCRIPTION===
You restore life to a number of deceased creatures equal to your caster level that have been dead for no longer than 1 day per caster level. In addition, the subject’s soul must be free and willing to return. If the subject’s soul is not willing to return, the spell does not work for that individual; therefore, a subject that wants to return receives no saving throw.

Coming back from the dead is an ordeal. The subjects of the spell each gain two permanent negative levels when it is raised, just as if it had been hit by an energy-draining creature. If the subject is 1st level, it takes 2 points of Constitution drain instead (if this would reduce its Con to 0 or less, it can’t be raised). A character who died with spells prepared has a 50% chance of losing any given spell upon being raised. A spellcasting creature that doesn’t prepare spells (such as a sorcerer) has a 50% chance of losing any given unused spell slot as if it had been used to cast a spell.

A raised creature has a number of hit points equal to 5d8 plus its current hit dice or its normal maximum hit points, whichever is lower. Any ability scores damaged to 0 are raised to 1. Mundane (non-magical) poison and disease are cured in the process of raising the subject, but magical diseases and curses are not undone. While the spell closes mortal wounds and repairs lethal damage of most kinds, the body of the creature to be raised must be whole. Otherwise, missing parts are still missing when the creature is brought back to life. None of the dead creature’s equipment or possessions are affected in any way by this spell.

A creature who has been turned into an undead creature or killed by a death effect can’t be raised by this spell. Constructs, elementals, outsiders, and undead creatures can’t be raised. The spell cannot bring back a creature that has died of old age.
Material Component: One diamond worth 4,000 gp + 1,000 gp per creature raised.
===PREREQUISITE SPELLS=== (3 Participants)
Breath of Life, Mass Cure Light Wounds, Raise Dead
Source: Dungeons and Dragons 3rd Edition Epic Level Handbook

Hellball
School Evocation [Acid, Electricity, Fire, Sonic]; Level Epic Circle 10
===CASTING===
Casting Time One Round
Components V, S, M, CB
===EFFECT===
Range Long (400 ft. + 40 ft./Level)
Area 100-ft.-radius spread
Duration Instantaneous (See Text)
Saving Throw Fortitude Partial and Reflex Half (See Text); Spell Resistance Yes
===DESCRIPTION===
At the designated point, an incredibly bright, massive, and powerful explosion detonates with a deafening bang. All creatures within the radius of the effect suffer 1d6 points of each of acid, electricity, fire, and sonic damage per two caster levels and are knocked prone and moved 5 x 2d10 feet away from the center of the spell's effect. A successful reflex saving throw halves this damage and the creatures are not knocked prone or moved.

In addition to the above effects, the spell is so bright, loud, and powerful, that all that fail their reflex saving throws are permanently blinded, deafened, and suffer 2d6 points of constitution damage. A successful fortitude save negates those penalties but affected creatures are still dazzled and deafened for 3d6 minutes.

For one round per three caster levels after the above effects, a superheated, choking, noxious, acidic vapour persists within the area. Creatures that remain within the area cannot breathe and suffer 3d6 acid damage, 3d6 fire damage, and 1d4 points of constitution damage each round the cloud persists. No saving throw negates this effect.
Material Component: Sulfur mined in hell.
===PREREQUISITE SPELLS=== (4 Participants)
Acid Fog, Chain Lightning, Greater Shout, Meteor Swarm
Source: Dungeons and Dragons 3rd Edition Epic Level Handbook

Horrible Army of the Dead
School Necromancy [Death, Evil]; Level Circle 6
===CASTING===
Casting Time One Round
Components V, S, MB
===EFFECT===
Range Close (25 ft. + 5 ft./2 Levels)
Target one creature/level, no two of which can be more than 30 ft. apart
Duration Instantaneous
Saving Throw Fortitude Negates; Spell Resistance Yes
===DESCRIPTION===
You target and kill nearby enemies, snuffing out their life force immediately. The spell slays 1d4 HD worth of living creatures per caster level (maximum 20d4). Creatures with the fewest HD are affected first; among creatures with equal HD, those who are closest to the burst’s point of origin are affected first. No creature of 10 or more HD can be affected, and HD that are not sufficient to affect a creature are wasted.

Those killed are raised as undead skeletons or zombies that obey your spoken commands.

The undead can be made to follow you, or they can be made to remain in an area and attack any creature (or just a specific kind of creature) entering the place. They remain animated until they are destroyed. A destroyed skeleton or zombie can’t be animated again.

Regardless of the type of undead you create with this spell, you can’t create more HD of undead than twice your caster level with a single casting of animate dead. The desecrate spell doubles this limit.

The undead you create remain under your control indefinitely. No matter how many times you use this spell, however, you can control only 4 HD worth of undead creatures per caster level. If you exceed this number, all the newly created creatures fall under your control, and any excess undead from previous castings become uncontrolled. You choose which creatures are released. Undead you control through the Command Undead feat does not count toward this limit.
===PREREQUISITE SPELLS=== (3 Participants)
Animate Dead, Circle of Death, Mass Inflect Light Wounds
Source: Player's Guide to Faerun

Kinetic Control
School Transmutation; Level Circle 9
===CASTING===
Casting Time One Minute
Components V, S, SB
===EFFECT===
Range Touch
Target Creature Touched
Duration One Day/Level or until discharged (D)
Saving Throw Fortitude Negates (Harmless); Spell Resistance Yes (Harmless)
===DESCRIPTION===
The touched creature gains damage reduction 10/epic, ignoring the first ten points of damage from any weapon with an enhancement bonus of +5 or less (not including special abilities). Any time the subject of the spell suffers hit point damage from a physical (melee or ranged) attack that does not overcome the spell's granted damage reduction, the target gains momentum for one round that is stored until it's use is desired. The subject can store a maximum of one round's worth of momentum per level of the caster. Once this limit is reached, the touched creature no longer benefits from the damage reduction of the spell.

At any time, the subject of the spell can tap into their stored momentum, gaining access to one of the benefits below as a swift action. This benefit persists until the subject has expended all stored rounds worth of momentum. Once all rounds of this ability have been expended and no more can be stored, the spell is discharged.

As a swift action, the subject can tap into the stored momentum, gaining any one of the benefits below for one or more rounds. Once activated, the rounds gained need not be used consecutively and can be stopped and later re-started again as a swift action.


BENEFIT DESCRIPTION
Countermomentum Increase your damage reduction to 20/epic and gain a +4 to CMD against bull rush, disarm, drag,
overrun, reposition, sunder, and trip combat maneuvers. You can only store momentum if qualifying
attacks deal hit point damage despite the increased damage reduction while this ability is active.
Increased Damage +1d6 damage to any attack and +1d10 damage upon a critical hit per multiplier above x1
(+2d10 for x3, +3d10 for x4, etc). This damage is of the same type as the attack used (Slashing, etc).
This only benefits physical attacks (melee and ranged) of all types, including unarmed and natural.
Pinpoint Strike You gain a +2 bonus to combat maneuver checks to disarm, drag, reposition, sunder, and trip.
You also deal an additional 1d6 points of damage with successful sunder attacks.
Reverberating Strike Physical melee Attacks against the target creature deals 2d6 points of sonic damage against
an attacker that uses unarmed, natural, or melee weapon attacks using manufactured weapons.
This does not prevent damage from successful attacks against the subject of the spell.
Unyielding Movements The subject of the spell gains a 10ft enhancement bonus to speed and a +2 to combat maneuver checks
to bull rush or overrun opponents. This ability increases your attack bonus to +4 when making a
charge attack.
===PREREQUISITE SPELLS=== (5 Participants)
Contingency, Polymorph, Repulsion, Shatter, Shout
Source: Dungeons and Dragons 3rd Edition Epic Level Handbook

Let Go of Me
School Evocation; Level Circle 7
===CASTING===
Casting Time Ten Minutes
Components V, S, CB
===EFFECT===
Range Personal
Target You
Duration One Hour/Level (D)
Saving Throw Fortitude Negates; Spell Resistance Yes
===DESCRIPTION===
You glow with a powerful magical aura charged with powerful destructive energy. When a creature attempts to grapple you, you can, as an immediate action, discharge the spell and push the creature back 5 feet per two caster levels you possess and deal 2d6 points of damage per caster level (maximum 40d6) unless the target succeeds a fortitude saving throw, reducing the damage to 5d6 damage and the creature is not pushed back. For every size category of the target above Medium, reduce the distance pushed by 5 feet (–5 feet for Large, –10 feet for Huge, –15 for Gargantuan, and –20 feet for Colossal) to a minimum of 0 feet. Any creature reduced to 0 or fewer hit points by this spell is entirely disintegrated, leaving behind only a trace of fine dust. A disintegrated creature’s equipment is unaffected.
===PREREQUISITE SPELLS=== (4 Participants)
Contingency, Disintegrate, Fire Shield, Forceful Hand
Source: Dungeons and Dragons 3rd Edition Epic Level Handbook

Living Lightning
School Evocation [Electricity]; Level Circle 8
===CASTING===
Casting Time Ten Minutes
Components V, S, SB, M
===EFFECT===
Range 0 Feet
Effect Sustained Living Lighting Bolt Spell
Duration One Day/Level
Saving Throw Reflex Half; Spell Resistance Yes
===DESCRIPTION===
You create an animate and self-sustained lightning bolt that first appears as an extremely bright white orb that shoots to life before coming under the caster's control, sensing his or her thoughts. The lightning bolt is not truly sentient but does possess a sort of instinct and sense of self-preservation when not under the caster's command. It is linked to the caster as such that the caster is aware of the living lightning and can communicate through purely mental action and is generally aware of the bolt's presence and location at all times, existing as an extension of the caster.

The living lightning bolt possesses a rudimentary sight that is able to "see" out to 60 feet from it's location but it possesses no other senses. When at rest, the living lightning exists as an orb about the size of a human fist. It glows bright enough to be seen at night but does not shed light. During the daytime, the living lightning is difficult to see and possesses a +22 (+12 size +10 in Daylight) bonus to stealth checks. It's physical body has (almost) no weight and floats where it chooses with an AC 22 (10 + 4 size +8 deflection) and a number of hit points equal to three times this spell's level (24) + twice your caster level. It is immune to cold, electricity, fire, and sonic damage. It is also immune to all precision-based damage and critical hits. It can not move of it's own accord and is always considered flat-footed.

In order to attack or move, it "casts" itself, transforming into a lightning bolt, a 120ft (or less) line that deals 12d6 points of electricity damage. The orb body of the living lightning disappears and reappears at the other end of the lightning bolt. This does not provoke an attack of opportunity under any circumstance. Creatures within the spell's area are able to save for half. A successful spell resistance check negates the spell and effectively destroys the living lightning.

On it's own, the living lightning will generally follow it's creator or a designated creature. It can be commanded through mental action by the creator or verbal command by anyone it recognizes as an ally. Because of it's connection to it's creator, it can understand more complex orders but any other creature the creator allows to command it can only give simple instructions, such as 'follow', 'defend', or 'attack'. If attacked, it possesses enough of a sense of self-preservation to defend itself or retreat if damaged. If dispelled or the duration of the spell ends, the orb merely looses it's brightness until it fades out of existence.
Material Component: Amethist worth 20,000 gp.
===PREREQUISITE SPELLS=== (5 Participants)
Animate Objects, Lightning Bolt, Limited Wish, Polymorph Any Object, Trap the Soul
Source: Dungeons and Dragons 3rd Edition Epic Level Handbook

Lord of Nightmares
School Illusion (phantasm) [emotion, fear, mind-affecting]; Level Circle 5
===CASTING===
Casting Time One Round
Components V, S, SB
===EFFECT===
Range Close (25 ft. + 5 ft./2 Levels)
Target One Living Creature
Duration Instantaneous
Saving Throw Will Disbelief; Spell Resistance Yes
===DESCRIPTION===
You inflict a death sentence upon a single target within range of the effect by inflicting it with a unique magical disease of the mind known as the Dream Larva.

Dream Larva {Pathfinder Unleashed Affliction}
Type disease, communication of experiences; Save Fort DC 17 or as the Spell
Track unique (See Below); Onset 1d4 Days; Frequency 1/day
Effect Latent/Carrier The victim will begin to see a shadowy figure off in the distance every now and again. As the days wear on, the victim's dreams will take a darker and darker tone. The victim suffers a -2 penalty to all saving throws against fear.

Weakened People and places take on a more horrific appearance during periods of stress and the Lord of Nightmares draws closer. During combat or similarly stressful events, the victim must succeed a will save DC 17 or become shaken for 1d12x10 minutes. The constant distraction causes the victim to have greater difficulty casting spells, increasing all concentration DCs by 5.

Impaired The dread of knowing that the Lord of Nightmares draws near begins to consume the victim. The penalty to will saves against fear increases to -4. Should the victim succumb to any fear effect, they suffer 1 point of wisdom and charisma damage unless the victim succeeds a will save (DC 17).

Terrified The victim is certain the object of their terror is close by and permanently gains the shaken condition. Every dream is a vivid nightmare, causing the victim to become unable to regain daily abilities expended from the previous day and become fatigued for 24 hours unless the fortitude save against the disease is made.

Living Nightmare The Lord of Nightmares is here. The penalty to will saves against fear increases to -8. Each day, the victim gains one point of wisdom and charisma drain.

Dead The victim dies when the victim's wisdom or charisma damage reaches zero, succumbing to the Lord of Nightmares. Raising or resurrecting the victim at this point is risky, as the soul that returns to the body may not belong to the original owner. Instead, the corpse animates as a Minion of Nightmares, twisting and warping the corpse into a new and grotesque abberation.
Cure Break Enchantment if the target hasn't died or True Resurrection to bring the victim back to life without creating a Minion of Nightmares. Creatures immune to fear are immune to the effects of this disease but may still carry the disease and infect others. Creatures immune to disease are immune to the disease brought on by this spell.
===PREREQUISITE SPELLS=== (7 Participants)
Animate Dead, Bestow Curse, Confusion, Contagion, Fear, Nightmare, Phantasmal Killer
Source: Dungeons and Dragons 3rd Edition Epic Level Handbook

Template:Minion of Nightmares (CR +1)
Acquired/Inherited Template Acquired
Quick Rules CR +1; Type Aberration (Augmented); Senses Darkvision (Su) and Thoughtsense (Su) 60ft; Aura Unnatural Aura (Su) 30ft; Dream Larva (Su) Inflict the disease by natural attack (DC 15 +subject's wisdom modifier); Damage Reduction (Ex) 5/magic or silver; Regeneration 2 (Su) Weak against acid, fire, good, and silver attacks; Weakness Gain Light Blindness (Ex);
Usable with Summons No
Creating a Minion of Nightmares This template is applied to animals, dragons, fey, humanoids, magical beasts, monstrous humanoids, plants, and vermin as long as they possess an intelligence and charisma score of 3 or higher.

Rebuild Rules:
Challenge Rating +1
Alignment Always NE
Type Creature's type changes to Aberration (Augmented).
Senses Gain Darkvision 60ft and Thoughtsense (Su) 60ft.
Aura Gain Unnatural Aura (Su) 30ft.
Speed Speed is reduced by 10 feet (to a minimum of 15 feet.)
Attacks Affected creatures that do not possess any natural attacks but possess human-like arms with hands or something functionally similar gains a claw attack for each hand their species normally possesses as appropriate for their size. Creatures that do not possess any arms or similar limbs and fine-sized creatures do not gain a claw attack if they don't already possess such an attack. A successful hit with a natural attack inflicts the victim with the dream larva disease. The DC is wisdom-based.
Creatures that gain a natural deals damage as appropriate for their size below. The creature is considered proficient in any such attack.

Creature Size Claw Damage
Diminuative 1
Tiny 1d2
Small 1d3
Medium 1d4
Large 1d6
Huge 1d8
Gargantuan 2d6
Colossal 2d8
Special Attacks: Dream Larva (Su); Creatures struck by any natural attack from the Minion of Nightmares is afflicted with the dream larva disease. The saving throw DC is wisdom-based.
Defensive Abilities Gain damage reduction (see below). Gain immunity to all divinations, fear, and mind-affecting effects (Ex).

HD DR
1-5 5/magic or silver
6-10 5/magic and silver
11+ 10/good and silver
Defensive Abilities Gain Regeneration 2 (Acid, Fire, Good, Silver)
Weaknesses Gain Light Blindness (Ex).
Ability Scores STR and WIS +2, and CON +4. DEX, INT, and CHA -2 (Minimum 1).
Skills Gain a +4 bonus to all intimidate checks.
Languages Gain Aklo as a known language.

Mass Frog
School Transmutation [Curse] (Polymorph); Level Circle 5
===CASTING===
Casting Time One Round
Components V, S, SB
===EFFECT===
Range Medium (100 ft. + 10 ft./Level)
Target one creature/level, no two of which can be more than 30 ft. apart
Duration Permanent
Saving Throw Fortitude Negates; Will Partial (See Text) Spell Resistance Yes
===DESCRIPTION===
As beast shape III, except that you change the subjects into a frog or toad (caster's choice). If the new form would prove fatal to the creature, such as an aquatic creature not in water, the subject gets a +4 bonus on the save.

If the spell succeeds, the subject must also make a Will save. If this second save fails, the creature loses its extraordinary, supernatural, and spell-like abilities, loses its ability to cast spells (if it had the ability), and gains the alignment, special abilities, and Intelligence, Wisdom, and Charisma scores of its new form in place of its own. It still retains its class and level (or HD), as well as all benefits deriving therefrom (such as base attack bonus, base save bonuses, and hit points). It retains any class features (other than spellcasting) that aren't extraordinary, supernatural, or spell-like abilities.

Any polymorph effects on the target are automatically dispelled when a target fails to resist the effects of mass frog, and as long as mass frog remains in effect, the target cannot use other polymorph spells or effects to assume a new form. Incorporeal or gaseous creatures are immune to mass frog, and a creature with the shapechanger subtype can revert to its natural form as a standard action.

Unlike typical polymorph spells, this spell can only be removed with a break enchantment, limited wish, miracle, remove curse, wish, or a kiss from the target's true love.
===PREREQUISITE SPELLS=== (3 Participants)
Baleful Polymorph, Bestow Curse, Mass Reduce Person
Source: Dungeons and Dragons 3rd Edition Epic Level Handbook

Momento Mori
School Necromancy [Death]; Level Epic Circle 10
===CASTING===
Casting Time One Round
Components V, S, M, LB
===EFFECT===
Range close (25 ft. + 5 ft./2 levels)
Target One Living Creature
Duration Instantaneous
Saving Throw Fortitude and Will Negates (See Text); Spell Resistance Yes
===DESCRIPTION===
You immediately kill the target and attempt to capture its soul upon a failed fortitude saving throw. If killed upon a failed fortitude saving throw, the target's soul becomes trapped within a crystal skull, which glows with a strange light and prevents the target from being raised or resurrected. A successful fortitude saving throw negates both the death effect and soul-trapping effect but the target still suffers 12d6 plus your caster level points of damage. Targets with 100 or fewer hit points receive no saving throw.
The body of the creature killed by this spell is completely and utterly destroyed, leaving behind only a fine dust and whatever belongings they were carrying.
Material Component: An intricate crystal skull valued at 2,500gp per hit die of the intended target.
===PREREQUISITE SPELLS=== (4 Participants)
Destruction, Power Word Kill, Soul Bind, Symbol of Death
Source: Dungeons and Dragons 3rd Edition Epic Level Handbook

Mummy Dust
School Necromancy [Curse, Death, Disease, Evil]; Level Circle 7
===CASTING===
Casting Time One Round
Components V, S, CB
===EFFECT===
Range medium (100 ft. + 10 ft./level)
Target One Living Creature
Effect cloud spreads in 20-ft. radius, 20 ft. high if target creature dies
Duration Instantaneous and 1d4+1 Rounds (See Text)
Saving Throw Fortitude Partial and Will Partial (See Text); Spell Resistance Yes and No (See Text)
===DESCRIPTION===
You force a single target within range to immediately suffer 10 points of damage per caster level you possess unless the target succeeds a fortitude saving throw and instead suffers damage equal to 7d6 points plus your caster level. If the target survives, no further effects occur, but if the target dies from the effects of this spell, it explodes into a gaseous necromantic cloud that spreads mummy rot. Spell resistance applies to the death effect but not to any of the following.

Immediately following the death of the target creature, its body explodes outward, creating a bank of pus-colored fog that billows out from the point of origin of the killed target. The target creature's body is completely destroyed in this process, leaving behind nothing but the cloud created by this spell (carried equipment still remains). The fog obscures all sight, including darkvision, beyond 5 feet. A creature within 5 feet has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker can't use sight to locate the target).

Each round a creature remains within the cloud, they must succeed a will saving throw or catch mummy rot and gain the nauseated condition. A successful save avoids both the mummy rot and the nauseated condition but they still gain the sickened condition. The nauseated and sickened conditions remain for as long as they remain within the cloud and for 1d4+1 rounds thereafter.

The cloud remains for the listed duration (1d4+1 rounds) and doesn't move, but it spreads outward by 5 feet every round it remains, increasing its radius accordingly until the duration expires.

A moderate wind (11+ mph) disperses the fog in 4 rounds; a strong wind (21+ mph) disperses the fog in 1 round.

The spell does not function underwater.
===PREREQUISITE SPELLS=== (5 Participants)
Bestow Curse, Cloudkill, Contagion, Create Undead, Destruction
Source: Dungeons and Dragons 3rd Edition Epic Level Handbook

Nailed to the Sky
School Conjuration (Teleportation); Level Circle 8
===CASTING===
Casting Time One Round
Components V, M, CB
===EFFECT===
Range Touch
Target Creature Touched
Duration Instantaneous
Saving Throw Will Partial; Spell Resistance Yes
===DESCRIPTION===
You teleport the target creature into geosynchronous orbit around the planet you're on (typically 22,236 miles (35,786 kilometres) above the planet's surface), affixing them into a spot in the sky directly above where they were before the spell affected them. Planes and worlds that do not have an equivalent location (flat worlds or strange planar realms) instead affix the target creature above or away from the surface at the equivalent distance or the furthest distance possible from their original location that does not put them in immediate danger. For example, the spell will teleport the creature into an airless environment but not inside a solid iron cube or immediately next to molten tungsten or a black hole. The spell typically targets locations as far away from anything as it can.

Once in space, targets typically suffer explosive decompression of the air within their lungs and immediately begin to suffocate due to the lack of air, which also makes casting spells with a verbal component impossible. Characters attempting to hold their breath suffer 1d6 points of damage and 1 point of constitution damage. If the creature can survive suffocation, it can also begin to suffer the effects of swift dehydration and the deleterious effects of radiation and heat exposure.

Creatures that succeed their will saving throw still suffer 3d6 points of damage but otherwise negate the effects of the spell.
Material Component: One large adamantine carpenter's nail the size (and equivalent price) of a masterwork dagger made of adamantine (3301 gold pieces.)
===PREREQUISITE SPELLS=== (4 Participants)
Charm Monster, Clairaudience/Clairvoyance, Greater Teleport, Reverse Gravity
Source: Dungeons and Dragons 3rd Edition Epic Level Handbook

Origin of the Species
School Conjuration (Creation, Healing); Level Epic Circle 12
===CASTING===
Casting Time One Round per Hit Dice of the Creature to be Created per Creature
Components V, S, M, F/DF, CB
===EFFECT===
Range 0 ft.
Effect One or More Living Creatures
Duration: Instantaneous
===DESCRIPTION===
You gain the ability to create one or more of nearly any animal, dragon, humanoid, magical beast, monsterous humanoid, ooze, plant, or vermin of your choosing, including unique ones of your own creation. Creatures with fewer than one hit die are considered to be one hit die creatures for the purposes of this spell. The creature to be created cannot possess more hit dice than the caster's caster level.

Creatures created by this spell are tyical members of their species and are created as infants, which may require long term care if there is no other pre-existing member of its species can care for it. Mythic and similarly unique and powerful creatures cannot be created by this spell unless the caster is also mythic. Each created creature is unique with respect to the fact that they are not clones or siblings of an existing member of their species unless specifically created to be so.

Creatures created by this spell possess no special affinity toward the caster beyond how such a creature would react if found in the wild.

Creating a wholly unique creature is possible but is substantially more difficult, increasing the concentration DC to cast this spell by 10 and the craft and knowledge DCs for the material component by 15 each. Such creatures should be created under the purview of the DM and following guidelines set in the Pathfinder Bestiary or the race building guidelines outlined by the race builder in the Advanced Race Guide.

The casting time of this spell is equal to one round per hit die of the creature to be created per creature.
Material Component: An intricate runic circle depicting the circle of life and death as well as symbols representing the creature or creatures intended to be created by this spell. Creating such a circle is labor intensive and intricate, requiring one hour of careful effort per hit die of the creature to be created and various special chemicals and items valued at 500gp per hit die of the creature to be created for an individual creature (so it doesn't factor when creating multiple creatures.) This requires a craft (calligraphy) and a knowledge skill (as appropriate to the creature being created) with a DC equal to 15 plus the hit die of the creature to be created.
Focus Component: An intricate marble statuette representative of the size and general appearance of a typical member of the species. The value of the statue is defined by the creature's size at 5,000gp plus an additional 5,000gp per size catagory above fine size.
Special: The caster's mythic tier can count toward the created creature's maximum hit die limit by expending two uses of mythic power. By expending 22 uses of mythic power, the caster can add twice his mythic tier. However, invoking this option changes the backlash from critical backlash (CB) to lethal backlash (LB).
===PREREQUISITE SPELLS=== (7 Participants)
Awaken, Major Creation, Miracle, Polymorph Any Object, Regenerate, Shapechange, Soul Bind
Source: Dungeons and Dragons 3rd Edition Epic Level Handbook

Peripety
School Abjuration; Level Circle 3
===CASTING===
Casting Time One Round
Components V, S
===EFFECT===
Range Touch
Target Creature Touched
Duration One Hour/Level
Saving Throw Will Negates (Harmless); Spell Resistance Yes (Harmless)
===DESCRIPTION===
The warded creature gains resistance to ranged weapons and some can be reflected to damage the attacker.
The subject gains damage reduction 10/magic against ranged weapons. This spell doesn't grant you the ability to damage creatures with similar damage reduction. Any attack that hits but fails to cause any damage due to the damage reduction is reflected back at the attacker using the same attack roll. Once the spell has prevented a total of 10 points of damage per caster level, it is discharged.
===PREREQUISITE SPELLS=== (3 Participants)
Entropic Shield, Protection from Arrows, Wind Wall
Source: Dungeons and Dragons 3rd Edition Epic Level Handbook

Pestilence
School Necromancy [disease, evil]; Level Circle 5
===CASTING===
Casting Time Ten Minutes
Components V, S, SB
===EFFECT===
Range close (25 ft. + 5 ft./2 levels)
Target one creature/level, no two of which can be more than 30 ft. apart
Duration Instantaneous
Saving Throw Fortitude Negates; Spell Resistance Yes
===DESCRIPTION===
The subjects contract one of the following diseases: blinding sickness, bubonic plague, cackle fever, filth fever, leprosy, mindfire, red ache, shakes, or slimy doom. The disease is contracted immediately (the onset period does not apply).

This disease created by this spell are extremely virulent variations and can pass from an infected host to a healthy one by simply being within 10 feet of one another. Otherwise, use the disease's listed onset, frequency, and save DC to determine further effects. For more information see Diseases in the Pathfinder Core Rulebook.
===PREREQUISITE SPELLS=== (3 Participants)
Contagion, Mass Inflict Light Wounds, Unhallow
Source: Dungeons and Dragons 3rd Edition Epic Level Handbook

Proctiv's Move Mountain
School Transmutation; Level Netherese 10
===CASTING===
Casting Time Two Hours
Components V, S, CB, F
===EFFECT===
Range Line of Sight
Target One Mountain
Duration Permanent (See Text)
Saving Throw None; Spell Resistance No
===DESCRIPTION===
You shear off the top of a mountain, levitate it into the air, and invert it, creating a floating mass of earth with a smooth surface suitable for construction. Once flipped over, this spell teleports the mythallar to the center of the newly created enclave, using it as its permanent power source. You control the movement, both vertical and horizontal, of the floating mountain.
Floating mountains created by this spell possess a surface area of up to one mile in radius. Larger mountains require additional Mythallar.
Focus Component: A Mythallar situated within the apparatus intended to serve as the magical center of the target mountain and a Crystal Ball scrying device of any type to be used to view the location to which the mythallar will be placed. For each additional Mythallar used as a focus component, the size of the radius of the surface area increases by one mile.
===PREREQUISITE SPELLS=== (6 Participants)
Levitate, Permanency, Polymorph Any Object, Reverse Gravity, Telekinesis, Teleport Object
Source: Player's Guide to Faerun, Forgotten Realms: Encylcopedia Arcana

Rain of Fire
School Evocation [Fire]; Level Epic Circle 11
===CASTING===
Casting Time One Minute
Components V, S, CB, M
===EFFECT===
Range 0 ft.
Area 2-mile-radius circle, centered on you
Duration Concentration
Saving Throw No and Fortitude and Reflex Negates (See Text); Spell Resistance Yes
===DESCRIPTION===
Immediately after the spell is cast, the sky darkens within the radius of effect, creating a flaming nightmare.

During the first ten rounds, all creatures caught within the area of effect suffer 1d6 points of fire damage each round from intense heat (no save).

From the 11th round and onward, all creatures within the area of effect must succeed a reflex saving throw (as the spell's DC) or suffer 6d6 points of fire damage and 2d6 points of bludgeoning damage from falling meteors. In addition, due to the meteor strikes, all creatures within the area must make a Fortitude save each round against heavy smoke inhalation (as the spell's DC) or spend that round choking and coughing. A character who chokes for 2 consecutive rounds takes 2d6 points of nonlethal damage. Smoke obscures vision, giving concealment (20% miss chance) to characters within it. Noise caused by the chaos from in-falling impacts cause all within the area to suffer a -10 penalty to perception checks to listen. For every 10 rounds that pass, subjects must succeed a fortitude saving throw or become permanently deafened.

From the 21st round onward, the ambient heat intensifies, increasing the fire damage all creatures suffer by 1d6 (no save). This damage increases by an additional 1d6 every 20 rounds to a maximum of 18d6. Rain of Fire counters and dispels Dire Winter.
Material Component: A meteoroid that has never touched the ground containing at least 20,000gp worth of raw iron. For every additional 2,000gp of the meteoroid's value, the radius of the effect increases by one mile to a maximum total of one mile per caster level.
===PREREQUISITE SPELLS=== (5 Participants)
Control Weather, Firestorm, Incendiary Cloud, Meteor Swarm, Storm of Vengeance
Source: Dungeons and Dragons 3rd Edition Epic Level Handbook

Raise Island
School Transmutation [Earth]; Level Circle 7
===CASTING===
Casting Time Two Hours
Components V, S, MB, M
===EFFECT===
Range Line of Sight
Effect Creates an Island up to 200 feet in diameter
Area 100-ft.-radius hemispherical island
Duration Instantaneous
Saving Throw None; Spell Resistance No
===DESCRIPTION===
Once this spell is cast, a new island rises from out of the sea, bringing to the surface a sandy or rocky but otherwise barren protrusion that is solid, stable, and permanently established. The island is roughly circular and about 200 feet in diameter. Raise island only works if the ocean is less than 1,000 feet deep where the spell is cast.

To create the island, the spell creates its own rock and sand as well as moves existing materials, shifting around living things without harming them, to create the necessary underlying structure below the waters to make a stable surface. The exact height and surface features are determined by the caster upon casting this spell but it cannot exceed 200 feet at the highest point. Once created, the island is typical for islands of its size and composition and is likewise subject to the effects of its environment as an island would be.
Material Component: A geode worth 10,000gp.
===PREREQUISITE SPELLS=== (4 Participants)
Antilife Shell, Major Creation, Move Earth, Transmute Mud to Rock
Source: Dungeons and Dragons 3rd Edition Epic Level Handbook

Ruin
School Transmutation; Level Circle 6
===CASTING===
Casting Time One Round
Components V, S, MB
===EFFECT===
Range Medium (100 ft. + 10 ft./level)
Effect Ray
Duration Instantaneous
Saving Throw Fortitude Partial (Object); Spell Resistance Yes
===DESCRIPTION===
As disintegrate, except the spell also deals 1d4 temporary negative levels on a successful ranged touch attack (No Save).

Twenty-four hours after gaining any temporary negative levels, the subject must make a Fortitude saving throw (against the spell's DC) for each negative level. If the save succeeds, that negative level is removed. If it fails, that negative level becomes permanent. Characters that die as a result of this spell automatically fail these saves, even if they are resurrected before twenty four hours has passed. A character that dies as a result of level loss from this spell has their soul disintegrated and cannot be resurrected by anything short of a miracle or wish spell and return with a number of permanent negative levels equal to their total hit dice -1.

Against an object, this spell simply disintegrates as much as a 20-foot cube of non-living matter.
===PREREQUISITE SPELLS=== (3 Participants)
Baleful Polymorph, Disintegrate, Enervation
Source: Dungeons and Dragons 3rd Edition Epic Level Handbook

Ruin, Greater
School Transmutation; Level Circle 9
===DESCRIPTION===
As ruin, except the spell deals 2d4 temporary negative levels.

Against an object, this spell simply disintegrates as much as a 50-foot cube of non-living matter.
===PREREQUISITE SPELLS=== (3 Participants)
Energy Drain, Disintegrate, Polymorph Any Object
Source: Dungeons and Dragons 3rd Edition Epic Level Handbook

Safe Time
School Conjuration [Teleportation]; Level Epic Circle 10
===CASTING===
Casting Time One Minute
Components V, S, MB, M
===EFFECT===
Range Touch
Target Creatures touched
Duration Permanent (D) until Expended (See Text)
===DESCRIPTION===
This spell sets up a contingency, as the contingency spell, among all those touched by the caster. The conditions set up to trigger any of the contingencies created by this spell can be separate for each touched creature, as determined by the touched creature, or the same or some combination of both. Once the condition or conditions are met for one of the touched creatures, the contingency of all creatures within 30 feet of any triggered contingency created is likewise triggered. This is only true for contingencies created by this spell as contingencies created by other spells are unaffected.

Once triggered, all affected creatures are shunted into their own space/time that exists conterminously with the spacetime in which the characters left. From the perspective of all non-affected creatures, the affected creatures have disappeared completely.

The affected creatures can move and interact with the environment and creatures, but are unable to affect or move them in any meaningful way, so even light and fragile objects are immovable and unbreakable for the affected creatures. The affected creatures can interact with one another and anything they have brought with them normally but cannot summon or teleport anything into or out of the new spacetime created by this spell, though affected creatures can otherwise use magic normally within the new space/time, but such magic cannot affect anything outside of the space/time unless brought by one of the affected creatures, such as created objects, spells that affect carried objects or creatures, or similar effects. Thus, affected creatures can use their time in the safe time to recover from injury or escape a situation or prepare for a combat that has already started.

Affected creatures are removed from their native space/time for 1 round, during which they experience 1d4+1 rounds.

Similarly to the contingency spell, you can use only one instance of this or any similar spell on a given creature. If a second is cast, the first one (if still active) is dispelled.
Material Component: A vial of quintessence containing approximately one ounce of quintessence each per person to be affected by this spell. Quintessence can be obtained through the psion (shaper) power of the same name.
===PREREQUISITE SPELLS=== (5 Participants)
Contingency, Plane Shift, Greater Teleport, Time Stop, Wish or Miracle
Source: Dungeons and Dragons 3rd Edition Epic Level Handbook


Circle Spells {So-Z} (https://forums.giantitp.com/showsinglepost.php?p=24927188&postcount=150)

Neoxenok
2021-02-05, 04:51 PM
Minion of Nightmares (Human Aberrant Bloodrager)
Creeping nearby, a conspicuous person with an air of malice and a wicked smile prepares to attack.
CR 9; XP 6,400; NE Medium Abberation (Augmented Humanoid (Human)); Any Environment
Init +4; Senses Perception +13, Darkvision 60ft, Thoughtsense 60ft
Aura Unnatural Aura 30ft
========== Defense ==========
AC 16 (14 Bloodrage); Touch 10 (8 Bloodrage); Flat-Footed 16 (14 Bloodrage) (+6 Chainmail -2 Bloodrage) CMD 22
HP 99 (117 Bloodrage) (9d10+45) Regeneration 2 (Acid, Fire, Good, Silver)
Fort +11 (+13 Bloodrage) Reflex +3 Will +6 (+8 Bloodrage); +2 bonus against own or ally spells
DR 5/magic and silver, 1/- Immune divinations, fear, mind-affecting effects, nauseated and the sickened condition
Weaknesses Light Blindness (Ex)
Defensive Abilities Aberrant Fortitude (Su), Blood Sanctuary, Improved Uncanny Dodge (cannot be flanked, caught flat-footed, or lose his Dexterity bonus to AC against invisible attacker)
========== Offense ==========
Speed 25ft
Melee 2 Claws +13 (1d4+3 plus Dream Larva/19-20x2 plus Staggering Strike) Bloodrage 2 Claws +15 (1d4+5 plus Dream Larva/19-20x2 plus Staggering Strike)
Ranged +1 Composite (STR +5) Shortbow +8 (1d6+3/20x3) Bloodrage +1 Composite (STR +5) Shortbow +10 (1d6+6/20x3)
Ranged (Within 30ft) +1 Composite (STR +5) Shortbow +9 (1d6+5/20x3) Bloodrage +1 Composite (STR +5) Shortbow +11 (1d6+7/20x3)
Space 5ft Reach 10ft CMB +12 (+14 Bloodrage)
Special Attacks Abnormal Reach (Su), Dream Larva (Will DC 17), Staggering Strike (Su) (Fort DC 19 or Stagger for 1 round)
========== Statistics ==========
Str 16 (20 Bloodrage), Dex 10, Con 20 (24 Bloodrage), Int 6, Wis 12, Cha 12; Base Attack 9
Feats Ability Focus (Dream Larva), [Eschew Materials], Improved Critical (Claw), , [Iron Will], Point Blank Shot, Precise Shot, Weapon Focus (Claw)
Skills Intimidate +17, Perception +13, Spellcraft +10
Languages Aklo, Common
Special Qualities Bloodrage (25 Rounds/Day), Fast Movement
========== Spells and Spell-Like Abilities ==========
Spontaneous Spells Known (CL 9; Concentration +10)
2nd Level (1/day)--Glitterdust (Will DC 13, Resist Energy (20 pts)
1st Level (3/day)--Chill Touch (9 Uses; Fort/Will DC 12), Enlarge Person, Expeditious Retreat, Shield, Shocking Grasp
========== Ecology ==========
Environment Any
Organization Any
Treasure Standard plus a +1 Composite (Str+5) Shortbow and +1 Chainmail
========== Special Abilities ==========
Blood Casting (Su): The bloodrager has the ability to cast spells even while bloodraging. He can also cast these spells defensively and can make concentration checks for these spells while bloodraging. While bloodraging, he can cast and concentrate on only his bloodrager spells. Spells from other classes cannot be cast during this state.
Bloodrage (Su): The bloodrager’s source of internal power grants him the ability to bloodrage. This bloodrager can bloodrage for 25 rounds per day. Temporary increases to Constitution (such as those gained from bloodraging or spells like bear’s endurance) don’t increase the total number of rounds that a bloodrager can bloodrage per day. The total number of rounds of bloodrage per day is renewed after resting for 8 hours, although these hours need not be consecutive.
A bloodrager can enter a bloodrage as a free action. While in a bloodrage, a bloodrager gains a +4 morale bonus to his Strength and Constitution, as well as a +2 morale bonus on Will saves. In addition, he takes a –2 penalty to Armor Class. The increase to Constitution grants the bloodrager 2 hit points per Hit Die, but these disappear when the bloodrage ends and are not lost first like temporary hit points. While bloodraging, a bloodrager cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration.
A bloodrager can end his bloodrage as a free action. When the bloodrage ends, he’s fatigued for a number of rounds equal to twice the number of rounds spent in the bloodrage. A bloodrager cannot enter a new bloodrage while fatigued or exhausted, but can otherwise enter bloodrage multiple times during a single encounter or combat. If a bloodrager falls unconscious, his bloodrage immediately ends, placing him in peril of death.
Bloodrage counts as the barbarian’s rage class feature for the purpose of feat prerequisites, feat abilities, magic item abilities, and spell effects.

All minions of nightmares are created from attempts to bring back someone that has died from the [i]dream larva affliction through magical means. What returns is not the soul of the deceased but instead a consciousness created from the worst nightmares of the deceased being the minion once was. The creature they are now possesses a twisted mockery of the personality they once possessed. They don't exist for any singular purpose and they all possess a will of their own though all of them are naturally inclined to spread the dream larvae and inflict terror and fear upon others in some fashion or another.

Neoxenok
2021-02-13, 02:45 AM
Circle Spells {G-Sa} (https://forums.giantitp.com/showsinglepost.php?p=24916844&postcount=148)

Song of Enevehar
School Enchantment (Compulsion) [Mind-Affecting]; Level Circle 1
===CASTING===
Casting Time One Round
Components V, S
===EFFECT===
Range 300 ft.
Area All creatures within a 300ft Radius surrounding the caster.
Duration See Text
Saving Throw Will Negates; Spell Resistance Yes
===DESCRIPTION===
Enhanced through powerful amplifying magic, this spell enhances the Inspire Courage bardic performance to reach much farther than it normally would, allowing all creatures within the area of effect to hear it even if it would normally be drowned out by other noises. One foot of stone, one inch of common metal, or up to 3 feet of wood or dirt effectively blocks the effect of the spell. The penalties for distance to use the perception skill to effectively hear the song is reduced by 20 points within the radius of effect.

All allies within the radius of effect that can hear the song gain the benefit of the performer's inspire courage.
All enemies within the radius of effect suffer a morale penalty equal to the performer's inspire courage bonuses to all attack and damage rolls as well as will saving throws against charm and fear effects. A successful will saving throw negates these penalties.

The benefits of this spell persist for as long as the performer is able to maintain the performance.
===PREREQUISITE SPELLS=== (4 Participants)
Bane, Bless, Inspire Courage Bardic Performance (See Below), Message
Special: The circle leader of this spell must be able to Inspire Courage as the bardic performance or the equivalent through the perform (sing) skill. The caster level of the spell is determined by the number of ranks the caster possesses in the perform (sing) skill and the saving throw DC is based off of charisma. The circle leader does not need to expend a spell slot to activate this spell as it is done through the use of the bardic performance or the equivalent.
Source: Player's Guide to Faerun

Soul Dominion
School Necromancy; Level Epic Circle 10
===CASTING===
Casting Time One Hour
Components V, S, SB
===EFFECT===
Range Unlimited
Target One Creature
Duration One Hour/Level (D)
Saving Throw Will Negates; Spell Resistance Yes
===DESCRIPTION===
You wrest direct control of a creature's body at any distance, temporarily taking possessing another sentient creature. If the subject succeeds on a Will save, the spell fails with the target becoming aware of the attempted takeover as a strange, momentary jolt followed by tingling in the mind.
The difficulty of the save depends on how well your knowledge of the subject and what sort of physical connection (if any) you have to that creature. Furthermore, if the subject is on another plane, it gets a +5 bonus on its Will save.


Knowledge Will Save Modifier
None* +10
Secondhand (you have heard of the subject) +5
Firsthand (you have met the subject) +0
Familiar (you know the subject well) -5
*You must have some sort of connection (see below) to a creature of which you have no knowledge.

Connection Will Save Modifier
Likeness or picture -2
Possession or garment -4
Body part, lock of hair, bit of nail, etc. -10

If the saving throw fails, the target soul's control is temporarily suppressed as you fully possess their body. You keep your Intelligence, Wisdom, Charisma, level, class, base attack bonus, base save bonuses, alignment, and mental abilities. The body retains its Strength, Dexterity, Constitution, hit points, natural abilities, and automatic abilities. A body with extra limbs does not allow you to make more attacks (or more advantageous two-weapon attacks) than normal. You can’t choose to activate the body’s extraordinary or supernatural abilities. The creature’s spells and spell-like abilities do not stay with the body.

The caster's soul is connected at all times to their physical body by an incorporeal silver cord. If the cord is broken, you are killed. Luckily, very few things can destroy a silver cord. In addition, if the host body is slain, you return to your body. Damage inflicted upon the host body causes the caster to gain an equal amount of non-lethal damage.

Once the character dismisses the spell or its duration ends, the target resumes control of its body, fully aware of all events that occurred, having been a helpless witness trapped inside its own body. The target knows the name and general nature of its possessor if it succeeds at an additional Will saving throw.

A character cannot control creatures without a soul or a body with soul dominion.

If the save succeeds, you can’t attempt to scry on that subject again for at least 24 hours.
===PREREQUISITE SPELLS=== (4 Participants)
Astral Projection, Greater Scrying, Magic Jar, Soul Bind
Source: Dungeons and Dragons 3rd Edition Epic Level Handbook

Soul Scry
School Divination; Level Circle 5
===CASTING===
Casting Time One Minute
Components V, S
===EFFECT===
Range Unlimited
Target One Living Creature
Duration One Minute/Level (D)
Saving Throw Will Negates; Spell Resistance Yes
===DESCRIPTION===
You you can link to mind to a single creature out to any distance and experience everything that creature experiences through all senses as though inhabiting the creature's body without the creature's knowledge. You have no control of this creature nor can you communicate with it nor is the creature aware of your presence. If the subject succeeds on a Will save, the spell fails to create a telepathic connection to that creature. The difficulty of the save depends on how well your knowledge of the subject and what sort of physical connection (if any) you have to that creature. Furthermore, if the subject is on another plane, it gets a +5 bonus on its Will save.


Knowledge Will Save Modifier
None* +10
Secondhand (you have heard of the subject) +5
Firsthand (you have met the subject) +0
Familiar (you know the subject well) -5
*You must have some sort of connection (see below) to a creature of which you have no knowledge.

Connection Will Save Modifier
Likeness or picture -2
Possession or garment -4
Body part, lock of hair, bit of nail, etc. -10

During this time, the character’s own body remains in a trance-like state. If the subject takes damage, the character senses the injuries and suffers an equal amount of non-lethal damage. If the subject is knocked unconscious or killed, the spell immediately ends.

If the save succeeds, you can’t attempt to soul scry on that subject again for at least 24 hours.
===PREREQUISITE SPELLS=== (3 Participants)
Arcane Eye, Scrying, Telepathic Bond
Source: Dungeons and Dragons 3rd Edition Epic Level Handbook

Spell Resistance, Greater
School Abjuration; Level Circle 8
===CASTING===
Casting Time One Round
Components V, S, MB, M/DF
===EFFECT===
Range Touch
Area 10-ft.-radius emanation from touched creature
Duration Ten Minutes/Level
Saving Throw Will Negates (Harmless); Spell Resistance No
===DESCRIPTION===
The target creature and any creature within 10 feet of the touched creature gains spell resistance 15 + your caster level.
Material Component: A pinch of powdered iron or iron filings.
===PREREQUISITE SPELLS=== (3 Participants)
Antimagic Field, Dispel Magic, Spell Resistance
Source: Dungeons and Dragons 3rd Edition Epic Level Handbook

Spell Worm
School Enchantment (Compulsion) [Mind-Affecting]; Level Circle 3
===CASTING===
Casting Time One Round
Components V, S, MB
===EFFECT===
Range close (25 ft. + 5 ft./2 levels)
Target One Creature
Duration One Round/Level or until Completed
Saving Throw Will Negates; Spell Resistance Yes
===DESCRIPTION===
You force a powerful compulsion in the subject, forcing them to act by casting their spells every round and at every opportunity within their means regardless of whether the action is appropriate or needed. However, the state of mind the spell inflicts upon the target is also not at all condusive to the concentration and focus needed to cast spells effectively, causing the caster to need to make a concentration check against the DC of this spell plus the level of the spell to be cast or lose the spell.
Spell worm targets both spells and spell-like effects. Target creatures are not compelled to use their supernatural or extraordinary abilities. If a target creature possesses no spell or spell-like abilities to use, the target suffers 1d6 points of non-lethal damage for each remaining round of the spell's duration and the spell ends.
A successful will saving throw negates the effects of this spell.
===PREREQUISITE SPELLS=== (3 Participants)
Command, Suggestion, Tongues
Source: Dungeons and Dragons 3rd Edition Epic Level Handbook

Starshine Upon the People
School Conjuration (Healing); Level Elven High Magic 10
===CASTING===
Casting Time One Minute
Components V, S, CB, M, DF
===EFFECT===
Range close (25 ft. + 5 ft./2 levels)
Target One or more creatures, no two of which can be more than 30 ft. apart
Duration Instantaneous and One Hour/Level (See Below)
Saving Throw Will Negates (Harmless); Spell Resistance Yes
===DESCRIPTION===
This powerful recovery spell enables you to channel vast amounts of positive energy into several creatures to wipe away all forms of death, injury, and afflictions. It immediately ends any and all of the following adverse conditions affecting the target: ability damage, ability drain, blinded, confused, dazed, dazzled, deafened, diseased, exhausted, fatigued, feebleminded, insanity, nauseated, permanent and temporary negative levels, poisoned, sickened, and stunned. All targets are cured of hit point damage equal to 10 per caster level.

This spell also removes any penalties to an ability score (such as that caused by ray of enfeeblement). This spell also removes enchantments, transmutations, and curses, including those that cannot be dispelled by spells such as dispel magic or stone to flesh unless the spell afflicting the target is 9th level or higher.

This spell can bring recently slain creatures back to life. If cast upon a creature that has died within ten minutes, even if the creature died from a death effect, unless the death effect is a 9th level effect or higher. Once a creature has returned to life, apply the healing from this spell to the creature. If the healed creature’s hit point total is at a negative amount less than its Constitution score, it comes back to life and stabilizes at its new hit point total. If the creature’s hit point total is at a negative amount equal to or greater than its Constitution score, the creature remains dead.

Once the spell is complete, a blessing settles upon all participants and recipients, granting each a +1 morale bonus on attack rolls and will saving throws against fear for one hour per level of the caster.
Material Component: A diamond worth 5,000gp.
===PREREQUISITE SPELLS=== (5 Participants)
Bless, Break Enchantment, Breath of Life, Greater Restoration, Mass Heal
Source: Player's Guide to Faerun

Summon Nature's Ally X
School Conjuration (Summoning); Level Epic Circle 10
===CASTING===
Casting Time One Round
Components V, S, MB, DF
===DESCRIPTION===
This spell functions like summon nature’s ally I, except that you can summon one 10th-level creature, 1d3 9th-level creatures of the same kind, or 1d4+1 lower-level creatures of the same kind.

10th Level Subtype
Black Scorpion -
Immense Mandragora -
Manitou -
Phoenix Fire
Ypotryll -
Zomok -
===PREREQUISITE SPELLS=== (3 Participants)
Any three Summon Nature's Ally spells.
Source: Dungeons and Dragons 3rd Edition Epic Level Handbook, formerly Summon Behemoth

Summon Nature's Ally XI
School Conjuration (Summoning); Level Epic Circle 10
===CASTING===
Casting Time One Round
Components V, S, SB, DF
===DESCRIPTION===
This spell functions like summon nature’s ally I, except that you can summon one 11th-level creature, 1d3 10th-level creatures of the same kind, or 1d4+1 lower-level creatures of the same kind.

10th Level Subtype
Black Scorpion -
Manitou -
Phoenix Fire
Ypotryll -
Zomok -

11th Level Subtype
Luska Aquatic
Tunche -
===PREREQUISITE SPELLS=== (3 Participants)
Any three Summon Nature's Ally spells.
Source: Dungeons and Dragons 3rd Edition Epic Level Handbook, formerly Summon Behemoth

Summon Nature's Ally XII
School Conjuration (Summoning); Level Epic Circle 10
===CASTING===
Casting Time One Round
Components V, S, CB, DF
===DESCRIPTION===
This spell functions like summon nature’s ally I, except that you can summon one 12th-level creature, 1d3 11th-level creatures of the same kind, or 1d4+1 lower-level creatures of the same kind.

10th Level Subtype
Black Scorpion -
Manitou -
Phoenix Fire
Ypotryll -
Zomok -

11th Level Subtype
Erlking -
Luska Aquatic
Tunche -

12th Level Subtype
Behemoth, Thunder Behemoth, Earth
Kraken Aquatic
===PREREQUISITE SPELLS=== (3 Participants)
Any three Summon Nature's Ally spells.
Source: Dungeons and Dragons 3rd Edition Epic Level Handbook, formerly Summon Behemoth

Superb Dispel Magic
School Abjuration; Level Circle 9
===CASTING===
Casting Time One Round
Components V, S, MB
===EFFECT===
Range medium (100 ft. + 10 ft./level)
Target or Area one spellcaster, creature, or object; or a 40-ft.-radius burst
Duration Instantaneous
Saving Throw See Text; Spell Resistance No
===DESCRIPTION===
This spell functions like dispel magic, except that it can end more than one spell on a target, target multiple creatures, and end more types of magical effects.

You can choose to use superb dispel magic in one of three ways: a targeted dispel, area dispel, or a counterspell:

Targeted Dispel: This functions as a targeted dispel magic, but it can dispel one spell for every three caster levels you possess, starting with the highest level spells and proceeding to lower level spells.

Additionally, superb dispel magic can dispel any enchantment, transmutation, or curse, including instantaneous effects. Each effect is dispelled in the same way spells and spell effects are dispelled. Instantaneous effects use the dispel DC of the spell that created the effect. Success of the dispel check means that the creature is free of the spell, curse, or effect. For a cursed magic item, the DC is equal to the DC of the curse.

If the spell is one that cannot normally be dispelled by dispel magic or stone to flesh, supurb dispel magic works only if that spell is 8th level or lower.

If the effect comes from a permanent magic item, superb dispel magic does not remove the curse from the item, but it does free the victim from the item’s effects.

Area Dispel: When superb dispel magic is used in this way, this spell functions like greater dispel magic except that the spell affects everything within a 40-foot-radius burst.

Additionally, this spell can free creatures from active spells that were cast in the area, such as those that have instantaneous effects with a dispel check against a DC equal to 11 + the spell's caster level. This includes conjurations that send the target to spell-created alternate dimensions (such as maze), enchantments, transmutations, curses, including instantaneous effects, such as imprisonment. To free a creature from spells such as imprisonment or maze, you must know its name and background, and you must cast this spell as such the area of effect includes the spot where it was entombed or banished.

You may choose to automatically succeed on dispel checks against any spell that you have cast.

Counterspell: This functions as dispel magic, but you receive a +10 bonus on your dispel check to counter the other spellcaster’s spell.
===PREREQUISITE SPELLS=== (3 Participants)
Break Enchantment, Freedom, Greater Dispel Magic
Special: You can add any number of additional participants to this spell. Each additional participant must cast the spell dispel magic. Each additional participant adds +2 to the spell's dispel check, one additional spell that can be dispelled in a targetted dispel, and +10 feet to the radius of an area dispel.
Source: Dungeons and Dragons 3rd Edition Epic Level Handbook

Time Duplicate
School Divination; Level Epic Circle 12
===CASTING===
Casting Time One Hour
Components V, S, LB, M
===EFFECT===
Range Touch
Target Creature Touched
Duration Permanent Until Expended, then One Round (D) (See Text)
Saving Throw Will Negates (Harmless); Spell Resistance Yes (Harmless)
===DESCRIPTION===
When this spell is cast, a multitude of things occur simultaneously. A jolt to the nature of the flow of time is created that will ripple forward and affect the target at an indeterminate point in the future. In addition, a contingency is created upon the target creature that will eventually intersect with this ripple in the future and cause the caster to briefly exist in two places at once simultaneously.

Unlike most such contingency spells, this spell does not require its conditions to be specified by the caster, as actual knowledge of future events unknown to the caster predetermine how and when the contingency effect activates. This is represented by the touched creature being able to activate the ability at any time while the contingency is active as a free action.

Once activated, the ripples initially created when the spell was cast coalesces on the caster, rebounding, and shattering the flow of space/time around the caster. When this occurs, the caster creates two possible timelines that exist simultaneously for himself. During this time, the caster becomes blurry and less distinct as the two seem to occupy the same place at the same time, gaining concealment against all creatures except the caster possesses a 50% miss chance against suffering any effect whether beneficial or hostile. Because of the nature of this spell, true seeing does not defeat this effect.

For the duration of this spell, the caster can move and act as though they are two separate individuals acting simultaneously whose actions occur concurrently. The two cannot directly physically interact with one another as any attempt results in one passing through the other as though they weren't there at all. However if one attempts to communicate or indirectly affect the other (such as by affecting the environment or attempting to cast a spell with the other self in the area of effect or as the target), this collapses the flow of space/time and the one being affected by the other "becomes real" and the other winks out of existence as space/time realigns itself properly, thus ending the spell.

The pair can interact with others normally while the spell is active. All actions taken by both instances of the caster is carried out. All resources (items, spells, etc) that is expended from one is expended from the other. Any creature that successfully affects one instance of the caster, whether the effect is beneficial or a hostile action, collapses the space/time, fully determining the location and condition of the caster and winking the other instance out of existence immediately. If affected by an effect that targets both simultaneously, the caster must roll any saving throw, check for spell resistance, and have any variables for the spell determined for each instance of the caster and apply the worst effect and collapse the more successful instance. When checking for the 50% miss chance, any "miss" of an effect does not end the spell's effect.

If the space/time of the caster has not collapsed, the duration of the spell's effect ends at the beginning of the caster's following turn. If the caster is in two separate locations by that time, the caster can select which location they'd rather be in and the other will wink out of existence.

Similarly to the contingency spell, you can use only one instance of this or any similar spell on a given creature. If a second is cast, the first one (if still active) is dispelled.
Material Component: A Crystal Ball with True Seeing with the broken condition.
===PREREQUISITE SPELLS=== (10 Participants)
Contingency, Divination, Find the Path, Foresight, Greater Teleport, Miracle or Wish, Moment of Prescience, Plane Shift, True Seeing, Vision
Source: Dungeons and Dragons 3rd Edition Epic Level Handbook

Tolodine's Killing Wind
School Evocation [Acid] [Poison]; Level Netherese 10
===CASTING===
Casting Time One Round
Components V, CB
===EFFECT===
Range medium (100 ft. + 10 ft./level)
Area Cloud of acidic fog, up to 5 10-ft. cubes/Level (S)
Duration One Hour/Level (D)
Saving Throw Fortitude Partial (See Text); Spell Resistance Yes
===DESCRIPTION===
You create a cloud of billowing acidic vapors that blow at high speed from you through the area you designate. These vapors deal 2d6 points of acid damage to each creature caught within them (no save). These vapors obscure all sight, including darkvision, beyond 5 feet. A creature within 5 feet has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker can’t use sight to locate the target).

You can reshape the area as a standard action each round during the spell’s duration if you so desire, the vapors strongly blow from the previous location to the new, creating a severe blast of air (approximately 50 mph) that affects all creatures in its path. When in motion, the vapors do not meaningfully block vision as above. Once at its desired location, the billowing vapors once again settle and cause the effects above.

All flying creatures in this area take a -4 penalty on Fly skill checks. Tiny or smaller flying creatures must make a DC 25 Fly skill check or be blown back 2d6 x 10 feet and take 2d6 points of damage. Small or smaller flying creatures must make a DC 20 Fly skill check to move against the force of the wind.


A Tiny or smaller creature on the ground is knocked down and rolled 1d4 x 10 feet, taking 1d4 points of nonlethal damage per 10 feet.

Small creatures are knocked prone by the force of the wind.

Medium or smaller creatures are unable to move forward against the force of the wind unless they succeed at a DC 15 Strength check.

Large or larger creatures may move normally within the killing wind's effect.

Any creature, regardless of size, takes a -4 penalty on ranged attacks and Perception checks in the area of a gust of wind.

The force of the killing wind automatically extinguishes candles, torches, and similar unprotected flames. It causes protected flames, such as those in lanterns, to dance wildly and has a 50% chance to extinguish those lights.

In addition to the effects noted, Tolodine's Killing Wind can do anything that a sudden blast of wind would be expected to do. It can create a stinging spray of sand or dust, fan a large fire, overturn delicate awnings or hangings, heel over a small boat, and blow gases or vapors to the edge of its range.

In addition to the above effects, all creatures caught within the spell's path when shifting from one area to the next suffers 4d6 points of acid damage and 1d4 constitution damage. A successful fortitude saving throw negates the chance of getting knocked down (unless flying), half of the acid damage, and half the constitution damage caused by this spell. Creatures immune to poison are unaffected by the constitution damage but still suffer all of the other effects.

Special: At any time while the spell is active, the caster can choose to sacrifice some of his life energy to make the spell even deadlier. As a swift action, the caster can choose to suffer 1 temporary negative level. As the spell is already cast, this does not negatively impact the spell itself, but the spell's saving throw DC and caster level bonus to penetrate spell resistance each increase by 1.
This option can be performed multiple times. Its effects stack. Negative levels gained in this way are considered temporary but cannot be removed by any means while the spell remains active. However, after 24 hours, the caster must make his saving throws against making these temporary negative levels permanent as normal whether the spell remains active at that time or not.
===PREREQUISITE SPELLS=== (4 Participants)
Acid Fog, Cloudkill, Enervation, Gust of Wind, Limited Wish
Source: Player's Guide to Faerun, Forgotten Realms: Encylcopedia Arcana

Vengeful Gaze of God
School Transmutation; Level Epic Circle 12
===CASTING===
Casting Time One Round
Components V, S, LB
===EFFECT===
Range Touch
Target Creature Touched
Duration Concentration (D) (Maximum of One Round/2 Levels)
Saving Throw Fortitude Partial; Spell Resistance Yes
===DESCRIPTION===
When the spell is complete, the touched creature's eyes glow a bright white, gaining a gaze attack that annihilates all those in the touched creature's sight within 30 feet. If the creature already possesses a gaze ability, that ability is suppressed while this spell is active. Each opponent within the target creature's gaze must succeed a fortitude saving throw or suffer 2d6 points of damage per caster level and 2d4 temporary negative levels. A successful saving throw reduces the damage to 5d6 points of damage.

Like disintegrate, this spell disintegrates even objects constructed entirely of force, such as forceful hand or a wall of force, but not magical effects such as a globe of invulnerability or an antimagic field.

All non-magical, unattended objects, and solid surfaces is automatically disintegrated. Larger objects are disintegrated to a depth of 10 feet per round to a maximum of the gaze's normal range within the creature's entire visual field.

Creatures that die as a result of this spell automatically fail their saves against their temporary negative levels becoming permanent, even if they are resurrected before twenty four hours has passed. A character that dies as a result of level loss from this spell has their soul disintegrated and cannot be resurrected by anything short of a miracle or wish spell and return with a number of permanent negative levels equal to their total hit dice -1.
===PREREQUISITE SPELLS=== (5 Participants)
Energy Drain, Destruction, Disintegrate, Implosion, Shapechange
Source: Dungeons and Dragons 3rd Edition Epic Level Handbook

Verdigris
School Conjuration (Summoning); Level Circle 5
===CASTING===
Casting Time One Round
Components V, S, MB
===EFFECT===
Range 0 Feet
Area 100ft Radius Burst, Centered on Self
Duration 24 Hours
Saving Throw Fortitude Partial; Spell Resistance Yes
===DESCRIPTION===
This spell creates a tsunami of grass, shrubs, and trees that overgrows the area like a tidal wave. The plant growth creeps and curls across every-thing in the area, ensnaring it and coiling around it as if it had been growing there for a century or more.

All creatures within the area of effect suffer 1d6 points of piercing damage per 2 caster levels (maximum 5d6) plus 5d6 points of damage due to dehydration. Buildings are engulfed and they likewise suffer the piercing damage. Those destroyed by the damage have their foundations uprooted and their walls crumble. The plant growth remains for 24 hours, after which it vanishes.

A successful fortitude saving throw negates the damage from dehydration and halves the piercing damage as the affected creatures resist and tear away plant growths on their bodies The caster(s) are not subject to the effects of the spell.
===PREREQUISITE SPELLS=== (4 Participants)
Commune with Nature, Control Water, Plant Growth, Summon Nature's Ally III
Source: Dungeons and Dragons 3rd Edition Epic Level Handbook

Verdigris Tsunami
School Conjuration (Creation); Level Circle 9
===CASTING===
Casting Time One Round
Components V, S, SB
===EFFECT===
Range 0 Feet
Area 100ft Radius Burst, Centered on Self
Duration Instantaneous
Saving Throw Fortitude Partial; Spell Resistance No
===DESCRIPTION===
This spell harnesses all of the available plant and animal life inside of a terrain to create a self-sustained ecosystem within the radius of the spell's effect. This is accomplished through communing with the plant and animal life to create the most life it is possible to support in the spell's area of effect, swiftly reproducing and creating new life as needed from life that already exists, concentrating it in the affected area and creating a biosphere appropriate to what the terrain can sustain given the natural weather and available life-sustaining properties.

This spell cannot create life where none already exist and cannot create a biosphere with life inappropriate for that environment. All existing creatures and structures within the area of effect suffer 1d6 points of piercing damage per caster level (maximum 20d6) and 5d6 points of damage caused by dehydration. Buildings are engulfed as they suffer the piercing damage. Those destroyed by the damage have their foundations uprooted and their walls crumble.

A successful fortitude saving throw negates the damage from dehydration and halves the piercing damage as the affected creatures resist and tear away plant growths on their bodies. The caster(s) are not subject to the effects of the spell. Multiple castings of the same spell in the same area stack the effect, causing the radius of the spell's effect to increase by 10 feet each time this spell is cast.
===PREREQUISITE SPELLS=== (6 Participants)
Animate Plants, Call Animal (APG), Commune with Nature, Control Plants, Control Water, Plant Growth, Sympathy
Source: Dungeons and Dragons 3rd Edition Epic Level Handbook

Neoxenok
2021-02-15, 06:34 PM
Cognition Thief (Rogue and Unchained Rogue Archetype)
Source: The 3.5 Edition Forgotten Realms Player's Guide to Faerun
These psionic agents of espionage specialize in delving deeply into the minds of their targets to steal their very thoughts—and sometimes the ability to reason as well.
Psionic Skills: Cognition thieves gain Autohypnosis (Wis; Trained Only) as a class skill because of their training in mental discipline.
Wild Talent: The cognition thief gains Wild Talent as a bonus feat. If the cognition thief already has the psionic subtype, he instead gains Psionic Talent as a bonus feat.
This feat replaces the rogue and unchained rogue's proficiency in the hand crossbow, rapier, sap, shortbow, and short sword.
Sense Minds (Sp): At 1st level, the cognition thief can use sense minds, as the psionic power. As a move action, the cognition thief can concentrate on a single individual within 60 feet and determine its intelligence score, learning the strength of its mind (and becoming stunned for one round if it is 10 or more points higher than the cognition thief) as if having studied it for 3 rounds. While focusing on one individual, the cognition thief does not sense the minds of any other individual within range.
At 3rd level, the cognition thief gains the ability to read minds when focusing on an individual as above. At 8th level, the cognition thief gains the ability to use memory modification on the creature being focused upon. At 12th level, the cognition thief gains the ability to mind probe an individual being focused upon. These abilities all work as the psionic powers of the same name, except they can only be used when focusing on an individual creature when using sense minds. You can use this ability for a number of rounds per day equal to 4 + your intelligence modifier. At each level after 1st, a cognition thief can use sense minds for 2 additional rounds per day. When focusing on one individual, the cognition thief activates read thoughts, memory modification, or mind probe as a standard action while sense minds is active.
All saving throw DCs is equal to 10 + your intelligence modifier plus half the cognition thief's level (rounded down).
This ability replaces the rogue and unchained rogue's trapfinding and danger sense (or the rogue's trap sense) as well as the rogue and unchained rogue's 8th level and 12th level rogue talents. The rogue/unchained rogue can choose to gain trapfinding in place of a rogue talent.
Mental Assault (Sp): At 1st level, the cognition thief gains the ability to mentally assault a foe with a melee touch attack. A successful melee touch attack forces the target to suffer damage equal to the cognition thief's sneak attack dice and gain the dazed condition for one round. This ability cannot be used in conjunction with a natural attack, an unarmed strike, or sneak attack.
Beginning at 4th level, this ability improves, forcing an opponent to become confused for 1 round per two cognition thief levels in addition to being dazed for one round. When the cognition thief successfully uses this ability, they gain one feat or a number of skill ranks in a single skill the target possesses of the cognition thief's choice to a maximum of the target's total ranks or the cognition thief's total sneak attack dice, whichever is lower. The cognition thief cannot use a feat they do not themselves qualify for. This benefit persists for one minute per cognition thief level. The target looses the feat or skill ranks gained for the duration of the target's confusion. At 20th level, you can choose to render a target insane, as the insanity spell, instead of confused. A successful will saving throw (DC 10 + your intelligence modifier + half your cognition thief level rounded down) halves the damage and negates all secondary effects. Creatures with more hit dice than the cognition thief are immune to being dazed by this ability. This is an Enchantment or Telepathy (Compulsion) [Mind-Affecting] effect. The cognition thief can use this ability a number of times per day equal to 3 + the cognition thief's intelligence modifier as a standard action.
This ability replaces the unchained rogue's finesse training gained at level one, debilitating injury, and master strike abilities. Rogues loose two skill points per cognition thief level, gaining a number of skill points equal to 6 + their intelligence modifier and also do not gain their master strike ability.

Zaile
2021-02-15, 06:48 PM
Man this is a HUGE project. Much props. I will take some tome to go over it for sure.

My PF group DM may like this as well.

Neoxenok
2021-02-22, 11:11 PM
HOUSE RULE
DM-Less Buying, Selling, and Haggling

Purpose
The main purpose of this house rule is to allow PCs to buy and sell items without the need for the DM to micromanage item availability, prices, haggling, and all the things that take up unnecessary time and energy away from a game session or the DM's time out-of-game

Rationale
The reasoning behind it is simply because it gives player a clear map to buying and selling, give advantages to players that build around their capitalist tenancies (and give them something to do in their downtime), it actually simplifies a lot and removes DM micromanagement out of the equation outside of a few possible notes or modifications (such as town size, local conditions making buying/selling more or less difficult, etc.) It also completely eliminates the idea of "whoops I broke nation's economy by selling a bajillion gold worth of MW full plate armors to the local hamlet because the mage has fabricate and the iron wall spell" or the one-stop magic shop that has everything you need in a day because the DM didn't want to bother with spending an hour rolling on a chart for 5 minutes of game interaction for the player to go "darn. I wanted X item but instead you rolled Y item. Forget it."

This is a refined version of a system I've used for years and I absolutely stand by it.

Result

Purchasing and Selling
Items of any sort are purchased at the full value of the item's price and sold at half the listed price of the item. Mundane (non-magical) equipment, alchemical items, magical scrolls, and potions require one day per 1000 gold piece value of the aggregate items (rounded up) and Magic Items (except scrolls and potions), art pieces, and similar esoteric items require one day per 1000 gold piece value of each item separately to buy or sell.
Items made of rare or special materials (such as adamantine, darkwood, or mythral items) and masterwork items are considered to be magic items for the purpose of buying and selling such items.


Item Type Time Required Buy Price Sell Price
Alchemical/Mundane 1 Day/1000gp/Aggregate 100% 50%
Art 1 Day/1000gp/Per Item 100% 50%
Gems 1 Day/1000gp/Aggregate 100% 100%
Magic Item 1 Day/1000gp/Per Item 100% 50%
Scrolls/Potions 1 Day/1000gp/Aggregate 100% 50%
Trade Goods 1 Day/1000gp/Aggregate 100% 100%


Item Availability
Items are generally available based on their purchase price, the size of the community, and that community's listed base value on the table below. Items equal to or lower than the listed base value can be found within that community without modification to the time required to purchase or sell an item. High value items represent the most expensive and difficult to find item or items generally available in that community. Items above the base value require additional time as indicated by the "High Value" multiplier. This multiplier is factored into the time required to sell or purchase any item.


Community Size Base Value High Value Special Note
Thorp 50 gp x30 All items above a 10gp value are per item and not aggregate
Hamlet 200 gp x10 All items above a 50gp value are per item and not aggregate
Village 500 gp x10 All items above a 100gp value are per item and not aggregate
Small town 1,000 gp x5 -
Large town 2,000 gp x5 -
Small city 4,000 gp x3 -
Large city 8,000 gp x3 -
Metropolis 16,000 gp x2 -
Planar Metropolis 32,000 gp x2 -


Modifiers
Numerous conditions and modifiers may change and alter the price. The following modifiers is by no means comprehensive but can give a general idea as to what sorts of effects can modify a character's ability to purchase or sell an item in a city. Modifiers can not push the sale price of an item to more than -100%. Items with a -100% modifier to the sale price cannot be sold unless time is put into giving away the item for free. These modifiers do not affect the purchase or sale price of gems or trade goods.


Condition Time Modifier Purchase Modifier Sale Modifier Special Note
Black Market Same +50% (or More) Same Typically illegal activity
Buy or Sell Fast 1/2x +50% -25% -
Custom Item 2x Same -45% Item tailored to individual or select group
Destitute City 2x +10% -10% Community Size Base Value 75% of normal
High Demand Market 2x +10% +5% Selling halves instead of doubles the time
Oversaturated Market 1/2x -10% -5% Selling doubles instead of halves the time
Price Shop 20x -5% +5% -
Wealthy City Same Same Same Community Size Base Value 150% of normal


Bargaining and Haggling
Proficiency in the following skills can alter the time it takes to find an item as well as alter the price of an item when buying or selling.

Appraise
Bluff
Diplomacy
Knowledge (Local)* or Profession (Merchant)
Sense Motive

*= Knowledge (Local) skill must be relevant to the area where purchases or sales are being made.

Each rank in each of the above skills does the following:
Decreases the purchase price of an item by 1% (to a maximum of 20%).
Increases the sale price of an item by 1% (to a maximum of 20%).
Decreases the number of days it takes to buy or sell an item by one day per item or per aggregate group of similar items to a minimum of one day.

Feats that grant skill bonuses to these skills (such as skill focus), racial skill bonuses, and trait bonuses count as skill ranks for all of these benefits. The benefits these skills provide do not affect the sale or purchase prices of gems or trade goods. Items can never be purchased for less than the cost it takes to create that item (typically 1/2 the base price for magical items or 1/3rd the price for other items) +5%.

Collaboration and Help on Purchasing and Selling
Multiple characters can collaborate to divide up the work of selling or purchasing from a town or city. This process works as described above except that all of the collaborating individuals pool the benefits of their ranks in the bargaining and haggling skills (appraise, bluff, diplomacy, profession (merchant) or knowledge (local), and sense motive.) The highest number of ranks in any of the individual skills overrides lower ranks and does not stack, meaning that two characters that each have ranks in the same skill only consider the higher rank total and the benefits do not stack.

Conning a Buyer into Purchasing a Cursed Items, Fake Item, or Forgeries
This falls under the umbrella of confidence scamming, which is a new function of the bluff skill.

Neoxenok
2021-02-28, 01:27 PM
Bluff

Confidence Scammer
You can earn half your Bluff check result in gold pieces per tenday of dedicated work. You know how to use the tools of your trade, you know how to perform the profession’s daily tasks, how to supervise helpers, and how to handle common problems. You can also answer questions about the process. Basic questions are DC 10, while more complex questions are DC 15 or higher.

Action: Not applicable. A single check generally represents a tenday of work.

Try Again: Varies. An attempt to use the bluff skill to earn income through confidence scams cannot be retried. You are stuck with whatever wage your check result brought you. Another check may be made after a tenday to determine a new income for the next period of time. An attempt to accomplish some specific task can usually be retried.

Untrained: Untrained attempts at confidence scams are possible through using the simplest of tricks, earning a maximum of one silver piece per day of dedicated work.

Special: A spellcaster with a viper familiar gains a +3 bonus on Bluff checks.

If you have the Deceitful feat, you get a bonus on Bluff checks (see Feats).


Diplomacy

Panhandle
You can earn half your Diplomacy check result in gold pieces per tenday of dedicated work. You know how to use the tools of your trade, you know how to perform the profession’s daily tasks, how to supervise helpers, and how to handle common problems. You can also answer questions about the process. Basic questions are DC 10, while more complex questions are DC 15 or higher.

Action: Not applicable. A single check generally represents a tenday of work.

Try Again: Varies. An attempt to use the diplomacy skill to earn income through panhandling cannot be retried. You are stuck with whatever wage your check result brought you. Another check may be made after a tenday to determine a new income for the next period of time. An attempt to accomplish some specific task can usually be retried.

Untrained: Untrained attempts at panhandling is possible, earning a maximum of one silver piece per day of dedicated work.

Special: If you have the Persuasive feat, you gain a bonus on Diplomacy checks (see Feats).


Heal

Magical Treatment
You can use magical healing and recovery spells more effectively with the use of the heal skill. Any time you or a companion casts a spell that cures hit points on an individual or group of individuals, you can make a DC 10 heal check to recover a number of hit points equal to your heal check -10 or the result of the spell, whichever is higher. You cannot use this treatment to recover more hit points than normally allowed by the spell. Failure of this check lessens the result of the spell by 1 point per point below the DC 10 threshold. You must expend one use of a healer's kit to perform this task per individual affected or suffer a -4 penalty to the heal check.

Action: Providing magical treatment is a one-round action or as the spell plus one round if the casting time of the required spell is one round or longer.

Try Again: Varies. Generally speaking, you can’t try a Heal check again without witnessing proof of the original check’s failure.

Special: A character with the Self-Sufficient feat gets a bonus on Heal checks (see Feats).

A healer’s kit gives you a +2 circumstance bonus on Heal checks.

Intimidate

Bully
You can earn half your Intimidate check result in gold pieces per tenday of dedicated work. You know how to use the tools of your trade, you know how to perform the profession’s daily tasks, how to supervise helpers, and how to handle common problems. You can also answer questions about the process. Basic questions are DC 10, while more complex questions are DC 15 or higher.

Action: Not applicable. A single check generally represents a tenday of work.

Try Again: Varies. An attempt to use the intimidate skill to earn income through intimidation and bullying tactics cannot be retried. You are stuck with whatever wage your check result brought you. Another check may be made after a tenday to determine a new income for the next period of time. An attempt to accomplish some specific task can usually be retried.

Untrained: Untrained attempts at bullying is possible through using the simplest of tricks, earning a maximum of one silver piece per day of dedicated work.

Special: You also gain a +4 bonus on Intimidate checks if you are larger than your target and a –4 penalty on Intimidate checks if you are smaller than your target.

If you have the Persuasive feat, you get a bonus on Intimidate checks (see Feats).

A half-orc gets a +2 bonus on Intimidate checks.

Linguistics

Languages of the Forgotten Realms

Language Spoken By... Alphabet
Aboleth Aboleth and other deep sea (aquatic) aberrations. X
Abyssal Demons and other Chaotic Evil Outsiders X
Aglarandan Various Races of the Aglarand, Altumbel, Sildeyuir, Thesk, Yuirwood X
Aklo Derros, Inhuman or Otherworldly Monsters, Evil Fey X
Alzhedo Humans, Halflings, and Planetouched of Calimshan, Tharsult X
Aquan Aquatic Creatures, Water-Based Creatures, Aquatic Elves of the Outer Sea X
Auran Flying Creatures, Air-Based Creatures, Aarakocra, Avariel of Snow Eagle Aerie X
Boggard Bogards
Celestial Angels and other Good Outsiders X
Chessentan Humans, Half-Orcs, Orcs, and Planetouched of Chessenta X
Chondathan The Various Races of Amn, Chondalwood, Cormyr, Dalelands, Dragon Coast, Elven Court, X
Evereska, Nelanther Isles, Sembia, Silverymoon, Tethyr, Vilhoun Reach, Waterdeep, -
Wealdath, Western Heartlands -
Chultan Dwarves and Humans of the Chult, Samarach X
Common Adventurers, Surface Merchants, and Surface Tradesmen X
Cyclops Cyclops X
Damaran Various Races of Damara, Forest of Lethyr, Great Dale, Impiltur, Moonsea, Narfell, X
the Ride, Thesk, Vaasa, the Vast, Galena Mountains -
Dambrathan Half-Elves and Humans of Dambrath X
Dark Folk Dark creepers, dark slayers, and dark stalkers (creatures of the Dark Folk subtype.) X
Draconic Dragons, Reptilian Humanoids X
Drow Sign Lang. Secret Drow Language, typically raiding and scouting parties X
Druidic Druids Only X
Durpari Humans of the Golden Way X
Dwarven Dwarves, Humans of the Underdark (Old Shalantar) X
D'ziriak D'ziriak X
Elven Elves, Drow, and some Half-Elves X
Giant Cyclopses, Ettins, Giants, Ogres, Taer, Trolls X
Gnome Gnomes X
Goblin Bugbears, Goblins, Hobgoblins, other Goblinoids X
Gnoll Gnolls X
Grippli Grippli X
Halfling Halflings X
Halruaan Humans of Halruaa, Nimbral X
Ignan Fire-Based elemental creatures X
Illuskan Various Races of the High Forest, Moonshae Isles, the North, Silver Marches, X
Silverymoon, the Sword Coast, Uthgardt Tribesfolk -
Infernal Devils and other Lawful Evil Outsiders X
Kir-Lanan Kir-Lanan of the Far Hills X
Kuo-toa Kuo-Toa X
Lantanese Gnomes and Humans of Lantan X
Midani Humans of the Anarouch Region X
Mulhorandi Humans and Planetouched of Mulhorand, Thay X
Netherese Humans of the Shadowvar X
Necril Undead X
Orc Orcs, Half-Orcs X
Protean Proteans X
Rashemi Various Races of the Ashane, Hordelands, Ranshemi X
Roushoum Deep Imiskari of the Underdark (Deep Imaskar) X
Serusan Aquatic Elves and Various Half-Elves of the Dragon Coast, Inner Sea X
Shaaran Halflings and Humans of the Channath Vale, Lake of Steam, the Shaar X
Shou Humans of the Shou Experiate X
Sphinx Sphinxes X
Sylvan Centaurs, Fey Creatures, Plant creatures, Unicorns, Wemics X
Tashalan Humans of Lapaliiya, Tashalar, Thindol X
Terran Earth-Based elemental creatures, Grimlocks of the Underdark (Reeshov) X
Tethyran Humans of the Dragon Coast, Tethyr, Western Heartlands X
Treant Treants X
Tuigan Humans of the Hordelands X
Turmic Dwarves and Humans of Turmish X
Uluik Dwarves and Humans of the Great Glacier X
Untheric Humans and Planetouched of Unther, Wizard's Reach X
Undercommon Drow, Duergar, Gloamings, Grimlocks, Morlocks, Svirfneblin X
Vegepygmy Vegepygmies X
Yuan-Ti X X

Zaile
2021-03-02, 04:00 AM
Love the economic rules.

I'm curious as to your reasoning on the buying/selling timeframe. Why not just make it a Gather Info/Knowledge local/Diplomacy check?

Let's say you want to buy/sell 100k in items as a 10th level party. That's 100 days. 3 months. This is actually more time than crafting items of equal value.

Let's say you go to a big city, where most of this happens in-game. There are probably under 100 people in a city of 25k+, even in a place like Waterdeep, who can buy or sell that level of magic merch. Then there are merchant guilds, thieves guilds the rogue can contact, etc. Travel time notwithstanding, I don't think it should take you that long if you are close to a city that size and/or can teleport. Maybe a day or week tops in the city itself. Even buying/selling 1-10k eliminates 90%+ of any place you visit. That has to speed it up some yeah?

In my current PF game I'm the party crafter and I use most of my downtime when we travel to craft/upgrade for the group. I just get everyone to tell me what they want, I do the math, give to DM and he checks it. I love PF crafting rules and have convinced my 3.5 DMs to use it.

Neoxenok
2021-03-02, 03:40 PM
Love the economic rules.
Thanks.


I'm curious as to your reasoning on the buying/selling timeframe. Why not just make it a Gather Info/Knowledge local/Diplomacy check?
Well, the existing pathfinder rules (https://www.d20pfsrd.com/Magic-items/#Purchasing_Magic_Items) state the following:

"There is a 75% chance that any item of that value or lower can be found for sale with little effort in that community. In addition, the community has a number of other items for sale. These items are randomly determined and are broken down by category (minor, medium, or major). After determining the number of items available in each category, refer to Table: Random Magic Item Generation to determine the type of each item (potion, scroll, ring, weapon, etc.) before moving on to the individual charts to determine the exact item. Reroll any items that fall below the community’s base value."

For the record "that value" refers to the base community value, which I also use in this houserule. In summation, items higher than that value are rolled to determine what they are from the random treasure generation table. That means that items OTHER than what the DM rolls from that table is unavailable and a 3/4 chance of being available if it falls under that value.

The addition of the time frame shortcuts that question of availability (and need for the dm to roll a bunch of items) from the random magic item generation table. The time frame I devised for this houserule is a mostly 1-1 convertion of the time it takes to craft magic items, so an item worth 100k will take 100 days to find to purchase or craft (except crafting halves the cost of the item (https://www.d20pfsrd.com/magic-items/magic-item-creation/)).


Let's say you want to buy/sell 100k in items as a 10th level party. That's 100 days. 3 months. This is actually more time than crafting items of equal value.
That's patently untrue. Crafting 100,000gp worth of magic items requires 100 days.
Buying and selling items through the core pathfinder rules would also be a mess of rolling the 75% chance that a particular item is available (if at or below the base community value) and only a specific listed set of items are available period if above that value.
The rules appear virtually nonexistent on selling items other than that they sell at half their value. I've known a lot of DMs to take issue with this because, even in a metropolis, selling 100k worth of treasure is dumping a LOT of money into a single city all at once and that creates a host of issues for anyone with even a passing understanding of economics - it contributes to the idea of "the video game magic shop" where an entire kingdom's worth of money can be exchanged in a day.

What my houserule does is shortcut all of those issues and allow for dedicated party capitalists to add their value to the group as well as reduce that time and item buying price, and increase the selling price of items being sold. It plainly states the requirements and outcomes and gives a clear roadmap of finding the items the players wants. The idea behind all of this is not only eliminate these issues but allow players to deal with this outside of a game session entirely.


Let's say you go to a big city, where most of this happens in-game. There are probably under 100 people in a city of 25k+, even in a place like Waterdeep, who can buy or sell that level of magic merch. Then there are merchant guilds, thieves guilds the rogue can contact, etc. Travel time notwithstanding, I don't think it should take you that long if you are close to a city that size and/or can teleport. Maybe a day or week tops in the city itself. Even buying/selling 1-10k eliminates 90%+ of any place you visit. That has to speed it up some yeah?
Well, this is where the 3rd section of the houserule comes in and why metropolises have their 32k base value. If you follow my rules, you could argue that Waterdeep is a particularly wealthy metropolis and apply the "wealthy city" modifier that doubles the base community value to 64k and halves the time to 2k/day for items of 64k and below or 1k/day for high value items before factoring in the haggling skills that can reduce the time requirements further and add additional discounts.

You also have to consider that those 100 people aren't always going to be the same people and what they're willing to buy and sell is going to be fluid for a variety of reasons.

I think what can't be understated here is that an 8,000gp magic item, for example, is extremely expensive and costs more than most of Faerun's citizens make in their lifetime. It makes sense that such items would be hard to find in all but the largest cities.


In my current PF game I'm the party crafter and I use most of my downtime when we travel to craft/upgrade for the group. I just get everyone to tell me what they want, I do the math, give to DM and he checks it. I love PF crafting rules and have convinced my 3.5 DMs to use it.

Well, this rule works with my DMing style because I've noticed in PF adventure paths that there is essentially no time to actually sit down and do any crafting and any buying and selling is done basically RE4 style with individual merchants. Perhaps that's just my current DM, but downtime in or between adventures just doesn't seem to be a thing in published adventures unless a DM deliberately puts it there. We've done
Since I don't use published adventures, my players often actually have downtime to do things like this.

Most DMs in my experience otherwise just seem to handwave time when it comes to buying and selling things, so the only real advantage to crafting is the 1/2 price but then when are you going to find time to spend 102 days upgrading your +7 weapon to +10 when you can just find the weapon at the next shop? How many DMs still complain about the lack of "specialness" or rarity of powerful magic items given the above (even though the rules state that such items are rarely available) - putting them in the position of just telling their players "no, the item isn't available (and there are no rules as to saying when or how it can become available).

It's just... a mess in many ways and this aims to clean all of that up.

Zaile
2021-03-04, 03:50 AM
Thanks.


Well, the existing pathfinder rules (https://www.d20pfsrd.com/Magic-items/#Purchasing_Magic_Items) state the following:

"There is a 75% chance that any item of that value or lower can be found for sale with little effort in that community. In addition, the community has a number of other items for sale. These items are randomly determined and are broken down by category (minor, medium, or major). After determining the number of items available in each category, refer to Table: Random Magic Item Generation to determine the type of each item (potion, scroll, ring, weapon, etc.) before moving on to the individual charts to determine the exact item. Reroll any items that fall below the community’s base value."

For the record "that value" refers to the base community value, which I also use in this houserule. In summation, items higher than that value are rolled to determine what they are from the random treasure generation table. That means that items OTHER than what the DM rolls from that table is unavailable and a 3/4 chance of being available if it falls under that value.

The addition of the time frame shortcuts that question of availability (and need for the dm to roll a bunch of items) from the random magic item generation table. The time frame I devised for this houserule is a mostly 1-1 convertion of the time it takes to craft magic items, so an item worth 100k will take 100 days to find to purchase or craft (except crafting halves the cost of the item (https://www.d20pfsrd.com/magic-items/magic-item-creation/)).


That's patently untrue. Crafting 100,000gp worth of magic items requires 100 days.
Buying and selling items through the core pathfinder rules would also be a mess of rolling the 75% chance that a particular item is available (if at or below the base community value) and only a specific listed set of items are available period if above that value.
The rules appear virtually nonexistent on selling items other than that they sell at half their value. I've known a lot of DMs to take issue with this because, even in a metropolis, selling 100k worth of treasure is dumping a LOT of money into a single city all at once and that creates a host of issues for anyone with even a passing understanding of economics - it contributes to the idea of "the video game magic shop" where an entire kingdom's worth of money can be exchanged in a day.

What my houserule does is shortcut all of those issues and allow for dedicated party capitalists to add their value to the group as well as reduce that time and item buying price, and increase the selling price of items being sold. It plainly states the requirements and outcomes and gives a clear roadmap of finding the items the players wants. The idea behind all of this is not only eliminate these issues but allow players to deal with this outside of a game session entirely.


Well, this is where the 3rd section of the houserule comes in and why metropolises have their 32k base value. If you follow my rules, you could argue that Waterdeep is a particularly wealthy metropolis and apply the "wealthy city" modifier that doubles the base community value to 64k and halves the time to 2k/day for items of 64k and below or 1k/day for high value items before factoring in the haggling skills that can reduce the time requirements further and add additional discounts.

You also have to consider that those 100 people aren't always going to be the same people and what they're willing to buy and sell is going to be fluid for a variety of reasons.

I think what can't be understated here is that an 8,000gp magic item, for example, is extremely expensive and costs more than most of Faerun's citizens make in their lifetime. It makes sense that such items would be hard to find in all but the largest cities.



Well, this rule works with my DMing style because I've noticed in PF adventure paths that there is essentially no time to actually sit down and do any crafting and any buying and selling is done basically RE4 style with individual merchants. Perhaps that's just my current DM, but downtime in or between adventures just doesn't seem to be a thing in published adventures unless a DM deliberately puts it there. We've done
Since I don't use published adventures, my players often actually have downtime to do things like this.

Most DMs in my experience otherwise just seem to handwave time when it comes to buying and selling things, so the only real advantage to crafting is the 1/2 price but then when are you going to find time to spend 102 days upgrading your +7 weapon to +10 when you can just find the weapon at the next shop? How many DMs still complain about the lack of "specialness" or rarity of powerful magic items given the above (even though the rules state that such items are rarely available) - putting them in the position of just telling their players "no, the item isn't available (and there are no rules as to saying when or how it can become available).

It's just... a mess in many ways and this aims to clean all of that up.

All makes sense. I need to go over these tables some more, you did a lot of good work. Really good work on all this. I can see why works out pretty well for you.

Edit: It's late. With assistance or a valet familiar, you halve that time, so you are down to 50 days with any help.

Neoxenok
2021-03-07, 02:33 PM
Edit: It's late. With assistance or a valet familiar, you halve that time, so you are down to 50 days with any help.

One character with 10 ranks in appraise, bluff , diplomacy (or profession Merchant), knowledge (local), and sense motive can reduce the time to 50 days anyway.

Five characters, each with 10 ranks divided among those 5 skills can reduce all that to ten days. This is assuming each person has, at most, a 20k portion of treasure, as five characters cannot divide time like this for a single 100k value item, but they can collaborate if a single character lack ranks in all five skills, so a +5 holy weapon wod still take 99 days to sell before factoring in the reduction from skill ranks.

This assumes a wealthy city because 100k triggers the "high value" modifier that doubles the time required in a standard metropolis and time required is considered for the treasure before selling it.
So 100k worth of art, in a standard metropolis, would take 200 days. If 3 10th level characters each with 10 ranks in all 5 skills chose to collaborate to sell all of the items, then, that would mean
200 days -50 days (skill ranks) ÷ 3 (3 people) for 50 days each.

I hadn't considered multi-character collaboration so I haven't yet spelled out the rules in the post but I will ad# these rules when I get the chance.

Neoxenok
2021-07-11, 11:26 AM
Religion Traits of the Forgotten Realms
Religion traits indicate that your character has an established faith in a specific deity. Characters need not be a member of a class that can wield divine power to pick a religion trait, but you do have to have a patron deity and have some amount of religion in your background to justify this trait. Unlike the other categories of traits, religion traits can go away if you abandon your religion, though you can gain another should you regain your faith or you can select another in its place should you gain another faith.

Gift of Discernment [Religion]
Source: Player's Guide to Faerun
You are gifted by the divine with a conscience that guides your actions.
Prerequisite Patron Deity or Religion: Any
Benefit: You can take a moment (a free action) to contemplate an action you are about to perform and you can discern if this action would adversely affect your alignment or your standing with your deity. This effect is identical to the phylactery of faithfulness (http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/m-p/phylactery-of-faithfulness/). You can perform this ability as an immediate action if you succeed a DC 12 wisdom check.

Liira's Blessing [Religion]
Source: Player's Guide to Faerun
You are blessed by the Goddess of Freedom, making you more difficult to restrain.
Prerequisite Patron Deity or Religion: Liira
Benefit: You gain a +1 trait bonus to all escape artist checks and to all saving throws against any effect that would cause you to become entangled, held, or paralyzed.

Spider Bite [Religion]
Source: Player's Guide to Faerun
Your ambition and ruthlessness has garnered the blessing of the Spider Queen.
Prerequisite Patron Deity or Religion: Lolth
Benefit: Your saliva has become poisonous with a venom known as the "Drow's Promise". A number of times per day equal to your Constitution modifier (minimum 1/day), you can envenom a weapon that it wields with toxic saliva. Applying this venom in this way is a swift action. This venom is inflicted through injury or ingestion. Save Fort DC 10 + 1/2 the user’s Hit Dice + the user’s Constitution modifier; frequency 1/round for 6 rounds; effect 1d2 Str; cure 1 save.

Touch of Hate [Religion]
Source: Player's Guide to Faerun
Through Bane's favor, you have gained the ability to transform animals into loyal minions.
Prerequisite Patron Deity or Religion: Bane
Benefit: A number of times per day equal to your wisdom modifier (minimum 1), you can transform a touched animal into a Beast of Bane for one minute per hit dice you possess. Unwilling animals can resist this transformation with a fortitude saving throw (DC 10 + Half your Hit Dice + Your Wisdom Modifier). Transformed animals become friendly to you as though charmed by the charm animal spell and hostile to any creature that isn't another Beast of Bane.
Transformed creatures gain a +1 trait bonus to all damage rolls and a +1 trait bonus to all saving throws versus fear, pain, and poison. Creatures killed by a Beast of Bane are treated as having been killed by a death effect.
A Beast of Bane transformation can be made permanent with the permanency spell upon a willing animal as though it were a first level spell (minimum caster level 9th and a cost of 2,500 gp). Beasts of Bane forced to perform actions against its nature receive a new saving throw (+1 per attempt within the previous 24 hours) to break the transformation.

Regional Traits of the Forgotten Realms (https://forums.giantitp.com/showsinglepost.php?p=20860109&postcount=7)

Neoxenok
2021-07-15, 10:16 AM
Black Blood Hunter (Shifter Archetype)
The People of the Blood Blood are lycantheropes united only by their reverence for Malar, the Beastlord. The credo of the church of Malar is "survival of the fittest and winnow the weak" and the People of the Black Blood take this very seriously. This is a dispassionate sort of evil though the god grants favor to those that force their lessers into submission through rape, torture, and other vile acts.
Black blood hunters have no organizational structure. Some bands of People of the Black Blood include hunters; others do not. Some of the hunters have risen to leadership of their packs, while others wish only to participate in the hunt.
Dark Patron: Black Blood Hunters all gain their power through their faith, followings, and teachings of a specific deity. All Black Blood Hunters must have Malar as a patron deity and must possess a neutral evil or chaotic evil alignment. If a shifter looses Malar as their patron deity or shifts to an alignment other than chaotic evil or neutral evil, then they loose all benefits of this archetype and become ex-shifters. This archetype can be regained through atonement.
Lycanthropic Aspect (Su): The Black Blood Hunter selects one aspect and that becomes the Black Blood Hunter's sole aspect that they are able to gain.

At 2nd level and higher, they gain DR/Magic or Silver equal to half their shifter level. At 5th level, this improves to DR/Silver. At 10th level, this becomes DR/Good and Silver.

At 15th level, the Black Blood Hunter gains Fast Healing 1 when transformed into their hybrid form (see Greater Lycanthropic Aspect). At 20th level, this improves to Regeneration 1. This regeneration can be overcome by attacks using blessed weapons, silver weapons, or spells with the [Good] or [Lawful] descriptor.

Additionally, a Black Blood Hunter becomes immune to the lycanthrope’s curse of lycanthropy.
This ability modifies and replaces the shifter aspect ability gained level one as well as the second, third, forth, and final shifter aspect abilities gained at levels 5, 10, 15, and 20. In addition, the shifter does not gain light or medium armor proficiency nor shield proficiency.
Lycanthropic Empathy (Ex): As the shifter's Wild Empathy class feature, except they gain a +4 bonus on wild empathy checks with the type of animal she chose for her lycanthrope aspect.
Greater Lycanthropic Aspect (Su): At 4th level, the Black Blood Hunter can assume only the form of an animal of the same type as her lycanthropic aspect. However, instead of assuming a major form, she assumes a hybrid form that mixes the traits of her natural form and the major form of her aspect. While in a hybrid form, she gain a +2 bonus to her Strength score, a +2 natural armor bonus to her AC, and all of the natural attacks and abilities listed by her major form. A black blood hunter also counts as being in her natural form for the purpose of determining whether she can extend her shifter claws. A black blood hunter’s hybrid form is roughly the same size and shape as her natural form, albeit with bestial qualities such as digitigrade legs or shaggy fur, so her equipment does not merge into her new form when she shifts between her natural form and hybrid form. This otherwise counts as assuming a major form using wild shape.

This alters wild shape.
Greater Hybrid Form: At 9th level, the hybrid form of the Black Blood Hunter improves, granting a +2 bonus to strength, dexterity, and constitution while transformed into their hyrbid form.
This ability replaces the shifter's chimeric aspect ability normally gained at level 9.
Superior Hybrid Form: At 14th level, the hybrid form of the Black Blood Hunter improves, granting a +4 bonus to strength, dexterity, and constitution while transformed into their hyrbid form, increasing the bonuses granted by greater hybrid form by 2. In addition, this improved hybrid form's natural armor improves by 2.
This ability replaces the shifter's greater chimeric aspect ability normally gained at level 14.

Neoxenok
2021-08-29, 02:16 PM
Celebrant of Sharess (Bard Archetype)
Sharess is a paradoxical deity. Originally, she was a war goddess of the Mulhorandi pantheon—a champion in the war against Set and his forces of evil. Now, however, she is a goddess of passion and sex who is more often referred to as the Festhall Madam than as the Foe of Set. Most of her priests forget her glorious past and spend their time running brothels and celebrating the Endless Revel of Life, a nearly constant parade of festivals in their goddess’s honor.
celebrants of Sharess are different. They do not neglect Sharess in her present aspect as the goddess of pleasure and lust, but neither do they forget the ancient Foe of Set, who was Anhur’s lieutenant. Celebrants of Sharess are seducers and warriors, hedonists and pious champions of good. While many of the goddess’s followers are chaotic neutral and some even lean toward evil, the celebrants are an ever-present reminder that evil is the enemy, and that pleasure is to be enjoyed and shared with all as an act of good.
Though celebrants of Sharess are not clerics, in many ways they represent a truer embodiment of their deity’s nature than many of her clerics do.
Patron of Sharess: Celebrants of Sharess all gain their power through their faith, followings, and teachings of a specific deity. All Celebrants of Sharess must have Sharess as a patron deity and must possess one of the following alignments: Chaotic Good and Neutral Good. If a Celebrant of Sharess looses Sharess as their patron deity or shifts to an inappropriate alignemnt, then they loose all benefits of this archetype. This archetype can be regained through atonement.
Vow of Purity: Celebrants of Sharess must avoid all contact with dead creatures, including meat cooked for food. You may touch dead characters in order to restore them to life (by way of a raise dead or similar spell that requires you to touch the corpse), but for no other purpose. If you fight undead creatures or accidentally touch dead flesh, you must purify yourself in a special ritual that requires 1 hour and a flask of holy water. If you intentionally break your vow, you immediately and irrevocably lose the benefits of this archetype. If you break your vow as a result of magical compulsion, you lose the benefit of this archetype until you perform a suitable penance and receive an atonement spell.
Specialized Knowledge (Ex): A Celebrant of Sharess adds half her class level (minimum 1) to all Knowledge (History, Local-Mulhorand, and Religion) skill checks and may make these Knowledge skill checks untrained. In addition, a Celebrant of Sharess can make any knowledge check with a +4 bonus to that knowledge skill check as it pertains to the Church of Set and that check can be made untrained.
This ability modifies and replaces Bardic Knowledge.
Feline Familiar (Ex): At 1st level, Celebrants of Sharess form a powerful bond with a cat. This ability works as the Arcane Bond ability of the wizard, except the Celebrant of Sharess must select a familiar and that familiar must be a cat.
Flirtation (Su): At first level, the Celebrant of Sharess gains the ability to weaponize their sensuality and keep the attention of creatures upon them. This ability works as Fascinate does, except that your ability to distract the affected creatures increases. At third level, the penalty to reactions that Fascinate causes increases by 1 (to a -5 to all reactionary checks.) This penalty increases again by 1 every four levels thereafter to a maximum of -10 at 19th level.
This ability modifies Fascinate and replaces Inspire Competence.
Fury of the Tigress (Su): Celebrants of Sharess gain the power and fury of a tigress. Starting at 5th level, you can enter the Fury of the Tigress for a number of rounds equal to 12 plus the Celebrant of Sharess' constitution modifier. At each level after fifth, she can use the ability for two additional rounds. Temporary increases to Constitution, such as those gained spells like bear’s endurance, do not increase the total number of rounds that you can use Fury of the Tigress. A Celebrant of Sharess can enter a Fury of the Tigress as a free action. The total number of rounds of Fury per day is renewed after resting for 8 hours, although these hours do not need to be consecutive.

While in the Fury of the Tigress, the Celebrant of Sharess grows claws that are treated as natural weapons, allowing you to make two claw attacks as a full attack action using your full base attack bonus. These attacks deal 1d4 points of damage each (1d3 if you are Small) plus your Strength modifier. In addition to this benefit, you gain a +2 morale bonus to all damage rolls and will saving throws against fear. These claws are considered magic weapons for the purpose of overcoming DR. At 11th level, the damage increases by one step to 1d6 points of damage (1d4 if you are Small). At 17th level, these claws can overcome damage reduction as though they were chaotic and good weapons. While in the Fury of the Tigress state, a Celebrant of Sharess cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration. This includes the Celebrant's Bardic Performance.

A Celebrant of Sharess can end the Fury of the Tigress as a free action but becomes fatigued for a number of rounds equal to twice the number of rounds spent in the Fury of the Tigress. A Celebrant of Sharess cannot enter a new Fury of the Tigress state while fatigued or exhausted but can otherwise enter this state multiple times during a single encounter or combat.
This ability replaces the bard's lore master ability gained at 5th, 11th, and 17th level.
Inspire Desire (Su): At 9th level as a standard action, the Celebrant of Sharess can use her Flirtation ability to inspire one target to fall deeply in love with a designated target (or the next appropriate target seen if one is not designated.) The subject takes any opportunity to be near the object of its affection and makes every effort to win that creature's love. The target must have initially failed their will saving throw against the Celebrant of Sharess' Flirtation and must fail a new will saving throw in order to suffer the effects of this ability. A successful saving throw negates the inspire desire but does not break the flirtation effect. Once affected, the target suffers its effects for as long as the Celebrant of Sharess maintains the Flirtation effect.
Inspire desire is an compulsion, mind-affecting ability that relies on audible and visual components.
This ability replaces the Bard's Inspire Greatness ability gained at 9th level.
Pounce of the Tigress (Su): At 11th level, when the Celebrant is in a Fury of the Tigress state, she can make a full attack at the end of a charge. If attacking with claws and both claw attacks are successful, she can make a rake attack at the same attack bonus to deal 2d6 damage plus 1 1/2 times your strength modifier. The morale bonus to damage provided by the Fury of the Tigress ability also applies to this rake attack as well. This rake is considered a claw attack for the purposes of the the Celebrant of Sharess' ability to penetrate damage reduction.
Hymn of Sanctuary (Su): At 12th level, the Celebrant of Sharess and up to one ally per three levels is protected from attacks in a manner similar to the effect of the sanctuary spell. Any opponent attempting to strike or otherwise directily attack the celebrant or any of her allies, even with a targeted spell, must attempt a Will save (DC 10 + Half the Celebrant of Sharess' Class Level (rounded down) + the Celebrant of Sharess' Charisma Modifier). Success means the opponent can attack normally. If the save fails, the opponent can't follow through with the attack and that part of its action is lost. The opponent can't directly affect the celebrant or her allies for the duration of the effect. Creatures not attempting to attack remain unaffected. This effect does not prevent opponentes from using area or effect spells that would harm the celebrant or her allies. If the celebrant attacks another creature, or her allies do so, the sanctuary effect is broken.
Undead creatures recieve a -4 penalty to their saving throws against this ability.
This performance includes both audible and visual components.
This ability replaces the bard's Soothing Performance gained at 12th level.
Inspire Lust (Su): At 15th level, the Celebrant gains the ability to inspire lust in a target. This works as the Inspire Desire ability except the target seeks any opportunity to become physically intimate with the specified creaure, short of causing it physical harm. Inspire lust is an compulsion, mind-affecting ability that relies on audible and visual components.
This ability replaces the Bard's Inspire Heroics ability gained at 15th level.
Swiftness of the Tigress (Su): At 17th level, the Celebrant of Sharess gains the benefit of haste any time they are in the Fury of the Tigress state.
Hedonist Revel (Su): At 18th level, the Celebrant of Sharess gains the ability to affect multiple opponents with Inspire Desire and Inspire Lust, allowing you to simultaneously affect any number of creatures that she has already fascinated.
Hedonist Revel is an compulsion, mind-affecting ability that relies on audible and visual components.
This ability replaces the bard's Mass Suggestion gained at 18th level.