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View Full Version : [BASE CLASS] Mage, an occult veiw of magic



Xeran
2007-10-10, 03:35 PM
I created this class to represent a veiw of magic more on par with current occult veiws on the matter. Depending on your philiosophy there are some who think that many of these powers can be utilized in real-life if your will is strong enough and you know what you are doing. The spells and class abilities I got from a philiosophy of magic related to Yezidi influenced satanistic sub cults. And the runes are of course original Elder Furthark. Anyway, here is the Mage.

Actual Class
Mage

Mage’s are the possessors of true astral psychic energy. They gain their power from a variety of sources, including inner power, power drawn from outside forces, and by consorting with otherworldly beings.
Adventures: Every Mage seeks to better themselves and they’re understanding of the universe. They and they alone are acutely aware of their place in the cycle of things and are able to manifest their desires in accordance with their fate. In addition to this idealistic view, Mage’s may also adventure for any of the baser reasons, like wealth, power, romance, etc.
Characteristics: What characterizes the Mage is that he works magic in a way undreamed of by other spellcasters. He harnesses the energy from his own spirit and any of his soroundings, and is advised and guided by otherworldly entities. He is capable of producing magical effects in ways wizards or sorcerers would find impossible.
Alignment: The Mage leans toward no alignment in particular, save neutrality. They are far more interested in furthering their knowledge and acquiring more understanding then in some debate of morality.
Religion: The Mage is strange when it comes to religion. Some are fervent believers, thinking that their powers come from some otherworldly force. Others worship the otherworldly entities, like Angels or Demons. And still others believe that since they can draw power from themselves, no deity deserves their worship.
Background: The Mage, with his strange beliefs and truck with dire entities, often earns the enmity of others, especially of organized religion. Many are hunted down as soon as they show the first hints of their power. This is the reason why almost all Mage’s learn alone, developing their skills more through practice then study.
Races: Because Mage’s practice a magic beyond that of most temporal gods of natural arcane sources the Mage is rare in any race. Due to their consuming ambition and lust for power Humans are among the most common of Mages, and even they are rare. Halflings are for the most part unaware of Mages, but those that settle down on learn to fear them from nearby religious groups. Elves, Dwarves and Gnomes are the rarest of all Mages, with their powerful religions and theocratic leanings they are repressive and often discriminated against the Mage. Half-Orcs and Half-Elves, outcasts that they are, sometimes sympathize with the Mages plight. Both races have been known to have Mages before.
Other Classes: Those who know little of them often best like the Mage. To these people the Mage is no different then a wizard or sorcerer. To someone who can identify them however they are often met with fear or trepidation, and most organized religions say that their powers are a sin and that all Mages should be burned at the stake.

Class Skills

The class skills for the Mage (and key abilities) are Bluff (Cha), Concentration (Con), Decipher Script (Int), Knowledge: Arcana (Int), Knowledge: Religion (Int), Knowledge: The Planes (Int), Profession (Wis), Sense Motive (Wis), and Use Magic Device (Cha).

Skill Points at 1st Level: (2 + Int modifier) x 4.
Skill Points at Each Additional Level: 2+ Int modifier.

Class Features

Abilities: A Strong Charisma will aid in your dealings with otherworldly beings and some abilities. A high Wisdom betters other class abilities, and is useful for working with Runes. Either way a good Constitution is a great choice due to the Mages low Hit Dice.
Alignment: Any.
Hit Die: d4.
Starting Gold: 3d4x10 (75 gp)


Level Base Attack Fort Save Ref Save Will Save Special
1 +0 +0 +0 +2 Curse*, Heretic, Awaken Chakras, Trance State
2 +1 +0 +0 +3 Aura Reading*, Dread Strike
3 +1 +1 +1 +3 Lesser Binding Spell*, Telepathy (100’)
4 +2 +1 +1 +4 Binding Spell*, Dread Might
5 +2 +1 +1 +4 Banishing Ritual*, Summoned Ally I
6 +3 +2 +2 +5 Energy Ripping Spell*, Lesser Rune
7 +3 +2 +2 +5 Evil Eye*, Soul Dedication
8 +4 +2 +2 +6 Third Eye Ritual*, Break Mind 1/Day
9 +4 +3 +3 +6 Energy Drain Spell*, Shadow Servant
10 +5 +3 +3 +7 Cosmic Energy Ritual*, Summoned Ally II
11 +5 +3 +3 +7 Greater Levitation Spell*
12 +6/1 +4 +4 +8 Telekinesis*, Greater Rune, Break Mind 2/Day
13 +6/1 +4 +4 +8 Pyrokinesis Spell*
14 +7/2 +4 +4 +9 Transposition Spell*, Greater Soul Dedication
15 +7/2 +5 +5 +9 Death Spell*, Summoned Ally III
16 +8/3 +5 +5 +10 Elemental Ritual*, Break Mind 3/Day
17 +8/3 +5 +5 +10 Utterdeath Spell*
18 +9/4 +6 +6 +11 Astral Manifestation Ritual*, Elder Rune
19 +9/4 +6 +6 +11 Enochian Death Chant*
20 +10/5 +6 +6 +12 Thoughtform*
Mages receive one spell at each level, denoted with the * sign.


Weapon and Armor Proficiency: Mages are proficient with simple weapons. They are not proficient with any armor or shields, though this does not mean they cannot wear armor, Arcane Spell Failure has no effect on the Mages abilities.

Spells: A Mage casts spells unlike any other caster. His spells are not arcane spells or divine, but instead Supernatural Abilities he gains by condensing power and then either Invoking it or Evoking it. Invoking a power applies it to you, something that while occasionally beneficial can be downright suicidal with the wrong spells. Evoking it targets the power at another, either a creature, object, inanimate, etc. This power arises from either an external force or an internal force. Starting out all a Mage can do to raise energy is raising it through his own Chakras. Later, with the aid of spells like the Cosmic Energy Ritual, he can gain more power from other things as well. To cast a spell a Mage must have some form of power present, either through an item, a ritual, or through his Chakras. If he does not have any energy all spellcasting attempts automatically fail. A spell may be cast a number of times equal to how many levels ago it was gained divided by two (round down), for a minimum time of once per day. Thus a third level mage could cast Curse, Aura Reading, and the Lesser Binding Spell each once, but a fourth level Mage could cast the Curse Spell twice. Likewise a twelfth level Mage could cast Curse six times, Aura Reading five times, the Lesser Binding and normal Binding spells four times, Banishment and the Energy Ripping Spell three times, Evil Eye and the Third Eye ritual two times a day, and the spells Energy Drain, Cosmic Energy Ritual, Greater Levitation, and Telekinesis each once a day. Thus the four most powerful spells you know are always only useable once per day. To cast a spell you must have a Wisdom score of 10+the spells level. A spells level is always half of the level you first receive it, rounded down. Thus Thoughtform is the only 10th level spell. The save DC of any spell is 10+the spells level+your Wisdom modifier. Spells are detailed below.
Heretic: The power the Mage utilizes is an inherent blasphemy to the Gods, and they let their mortal servants know how much this displeased them. When dealing with any character capable of casting divine spells treat them as one step more negative if an NPC and deal with them at –4 circumstance bonus to Diplomacy and Gather Information. On the other hand Magus’ tend to stick together, there are so few of them they often help each other out. If you should happen to encounter another Magus, exceedingly rare as that is, this penalty is reversed for them, they are one step more friendly and you have a +4 circumstance bonus on Diplomacy and Gather Information checks. Many especially religious people will possibly attack the Mage upon learning his identity. However all these penalties and bonuses only apply if the person can tell you are a Mage. They can automatically tell if you use any Class Ability in front of them, including casting a Spell. If you have a Rune active you are automatically known for what you are (they’re painted right on your forehead). Also a successful spot check will tell them you are a Mage, regardless of anything you do. If you are attempting to disguise it then this is an opposed roll, otherwise the DC for the spot check is 25-your Mage level. More powerful Mages are easier to spot.
Awaken Chakras: Each day in order to be able to cast spells or utilize Runes you must awaken each Chakra. This requires 2 minutes per class level and a good 8 hours of rest (the same sort of rest spellcasters need). Awakening the Chakras does more then that however. At any time where the Mage has at least one spell left he gains a +4 bonus on saves to resist enchantment effects.
Trance State: The mind is far stronger when it is in a Trance State, becoming more intuitive and willful. Each Encounter the Mage can cast one spell in Trance State for each five levels beyond first, plus another spell. Thus levels 1-5 you can cast one spell, 6-10 it is two, 11-15 it is three, and 16-20 it is four spells. The only other way to obtain additional Trance States for spells is to use Focus Points. Trance States confer a few benefits. They can lessen the chance of Cataclysms, as shown in the Magic Mechanics section. They also add +1 to the effective caster level. Using Two Trance States uses on a single Dread Spell will make it unnecessary to roll for a Cataclysm, though there is then no increase in caster level.
Dread Strike: You have learned to harness the magical energies you wield and use them to empower your attacks. By giving up a spell slot you can gain a bonus on your attacks. For each spell slot you sacrifice you gain a profane bonus to your attack roll equal to the spells level, which lasts for one round. Or until you make a single attack, whichever comes first. This is a free action. You can only lose a max spell level equal to your Charisma modifier.
Telepathy: The Mage can communicate telepathically with any creature with an intelligence score of at least 3 as a free action. He is able to do this out to a range of 100’.
Dread Might: At 4th level your mastery over the vagaries of magic now grants you a shielding power. Your gain a +1 bonus on AC and Saving Throws. If you are evil the power of Black Magic sustains you, and the bonus is Profane. If you are good the power of White Magic makes the bonus Sacred. Neutral characters choose when they receive this ability and thereafter the choice may never change.
Summoned Ally I: Much of the Mages power lies in his congress with Demons, Devils, and other extraplanar creatures. Starting at fifth level as a full-round action the Mage can summon forth a Hell Hound (MM 152). The creature follows his entire verbal or telepathic commands but cannot ever use any of its own summoning abilities. The Mage can do this 1/Day and the Hell Hound remains for an amount of minutes equal to your charisma modifier. This is a supernatural ability.
Lesser Rune: By sitting meditatively, humming the Rune and painting it into your forehead with special ink you can gain some of its mystic power. Every time from this point onward when you gain a new spell you can instead gain access to a Lesser Rune. Lesser Runes have a casting time of 10 minutes each and are Supernatural abilities. They are listed as Lesser in terms of potency. Unlike most normal supernatural abilities they require both verbal and somatic components, as well as special ink to draw the rune on yourself costing 100 gp per Rune. Runes remain in effect throughout the day. If they cross into an Antimagic Field they are suppressed until the person goes outside it. They cannot be dispelled; this simply suppresses them for 2d4 rounds. Runes are described in the Rune Description section. You can cast a Rune as many times as you wish per day, but you may only have one Lesser, one Greater, and one Elder Rune active at any one time. Erasing a Rune to make room for another is a full-round action.
Soul Dedication: Your soul is fervently dedicated to your craft, and thus divine magic can find it hard to effect you. You gain a Spell Resistance of 5+class levels, but this only applies to divine magic.
Break Mind: By concentrating on a single creature within thirty feet who you have line of sight to and has an intelligence score of at least 3 you can attempt to conquer their mind, at least for a little while. This is a standard action and a supernatural ability. The target must make a will save (DC=10 + 1/2 class levels + Charisma modifier) or fall under your command for as long as you maintain concentration (max 1 minute). You can get a minor empathy to them, so while you can feel what they feel, you cannot see through their eyes. Should they ever go more then a 100’ from you they are free from your control. You cannot use your Break Mind class feature against the same creature more then once in a given 24-hour period. You can do this 1/Day at 8th level, 2/Day at 12th, and 3/Day at 16th level.
Shadow Servant: With a touch you can grant a willing creature (including yourself) the ability to control his or her own shadow, making it a living thing. At your touch on a willing creature their shadow leaps from the ground and turns into a Shadow Elemental under their control. However they also immediately lose 1/3 of their hp, rounded down. A Mage can instead chose to lose four Focus Points, if they have them. A person can only have one Shadow Elemental under their control at any one time. In addition to the Elemental’s normal powers, they can also deliver touch attacks for their master, just like a familiar. While this is in effect you cast no shadow, but as soon as the elemental dies your shadow comes back in 1d4 rounds (after which time you could create another Shadow Elemental. A Mage can use this ability an amount of times each day equal to his Charisma modifier. If the creature touched has an HD/level of 9 or more then the Elemental is Medium sized. If their HD/level is 13 or higher the Elemental is instead Huge sized. If this is ever attempted on a creature with an HD/level of less then 9 nothing happens and the attempt is wasted.
Summoned Ally II: The Mage has now met with and secured the services of an even greater entity. The Mage can now summon as a full-round action one Bralani (MM 94). The Bralani is unable to summon any others of its kind. This creature follows all the Mages telepathic or verbal commands and remains for an amount of minutes equal to your charisma modifier. This ability may be used 1/Day. This is a supernatural ability.
Greater Rune: This functions like Lesser Rune except its casting time is twenty minutes, its potency is listed as Greater, and ink costs 1,000 gp.
Greater Soul Dedication: Your resistance to magic has increased along with your power. Your Spell Resistance now affects arcane spells as well.
Summoned Ally III: The Mage has contracted the services of his most powerful ally yet, a mighty demon. 1/Day for an amount of minutes equal to your charisma modifier you can summon a Hezrou (MM 45). This creature obeys his every telepathic or verbal command but is unable to summon other Demons in any way.
Elder Rune: This functions like Lesser Rune except its casting time is thirty minutes, its potency is listed as Elder, and ink costs 3,000 gp.


Magic Mechanics
Magic Mechanics
Focus Points: Focus Points are a way to gain a little extra power when needed. Several effects can give you Focus Points, but your Focus Points can never exceed twice your level. If any effect should cause you to have negative Focus Points, every two negative Focus Points you have turning into a negative level resolve this. Focus Points can be used to do many things. One Focus Point can be used to stabilize your own HP, instantly retreat from any Battle of Wills, add +1 to the DC of a spell, ability or effect, or add +1d6 to an attack, damage, skill, or ability roll. Multiple Focus Points can be applied to spells, abilities, or effects, but not to rolls. For two Focus Points you can also treat one spell you cast as though you cast it in Trance State. Also Focus Points can be used for Chakra Healing, allowing you to heal 10 hp per Focus Point used with a melee touch attack. This harms undead an equal amount. Four Focus points can be used to safely summon a Shadow Elemental as described in the Shadow Servant ability, provided you posses the ability. Lastly five Focus Points can be used to re-roll any roll you have just made, no matter what it is for. You must keep the second result, regardless of whether it is better or worse.
Verbal Spells: While most supernatural abilities have no verbal components, a good number of Mage spells do. They are interjected with Enochian, a mystic language that can only be used in the construction of spells. Spells marked as verbal require a verbal component to their casting, if this sound is muffled, by a Silence spell for instance, the spell will not work and the spell use will be wasted.
Dread Spell: Dread Spells are spells of the darkest Black Magic. Since they utilize this they tend to be very dangerous and capable of causing catastrophes if handled incorrectly. Each time a Dread Spell is cast the player must roll a dice. If they are not in a Trance State when they cast it they must roll 1d4. If they are in a Trance State they roll 1d20. Either way on a natural roll of 1 the player suffers a Cataclysm. When a Player is subjected to a Cataclysm they must make a Will Save (DC = 2xyou class level) or die. Whether they succeed or fail they also create one Storm of Vengeance (PHB 286) like effect (Caster Level 20th) for each remaining Dread Spell they had available to them that day, all within a three mile radius at random points. A player might succeed at the Will save and still die from a storm.
Battle of Wills: Any Mage may at any time attempt to enter into a Battle of Wills with another spellcaster (either divine or arcane) or any creature possessing at least one Spell-Like ability. If the target willfully agrees of its own accord (this cannot be coerced in any way) then a Battle of Wills begins. You and your opponent make opposed Will saves. Whoever wins three in a row has crushed the others will, and that person loses all arcane spellcasting, divine spellcasting, Spell-Like abilities, and Supernatural abilities for 24 hours. Initiating a Battle of Wills is a full-round action, and resolving it takes place within that time. At any time where one of you wins one of the opposed saves you may choose to exit the Battle of Wills instantly.

Spells
Spell Descriptions
All spells marked below with ^ have a verbal component, the character must speak in Enochian, a language that will only be spoken in spellcasting and that the character automatically knows when he learns a spell. All spells marked with * are dread spells.
Curse ^
Level: 1
Time: 1 immediate action
Range: Close (25’+5’/2 levels)
Target: One creature.
Duration: up to 5 rounds
Saving Throw: Will Negates
You utter a vile spitting curse in an ancient enochian dialect, and the creature of your malice feels a short wave of foreboding.
The subject of this spell needs to make a saving throw, or the first saving throw after that that the creature makes has a –1 profane penalty. This will remain dormant until the creature makes a save or until five rounds pass, after which it dissipates harmlessly. More then one Curse may be applied to a single creature, and each time this is cast you can choose how many of your daily uses you wish to apply in the casting. The effects stack. You cannot apply more then half your total Curse’s per day (rounded down) to a single creature until all previous ones have been used. Thus if you can cast Curse six times a day, you can only apply three to a creature in any given casting, though the next round you could cast your remaining three on him as long as the previous three were no longer dormant within him. The Curse spell can never apply to saves from another Curse spell.

Aura Reading
Level: 1
Time: 1 standard action
Range: 60’
Area: Cone-shaped emanation
Duration: Concentration, up to 1 minute/level (D)
Saving Throw: None
Your third eye chakra grows increasingly sensitive to the bioelectric pulses and atomic vibrations that create auras. You find magically endowed objects and living creatures pulse with light in your newfound sight.
This spell functions exactly as the spell Detect Magic (PHB 220) except it has a few changes. The concentration needed to maintain this spell is a move action, rather then a standard action. Also, along with magic glowing in your sight living creatures do as well. All living creatures give off an aura, regardless of whether they are people or lizards. You can see the auras of only creatures you can see, this does not let you locate opponents who are invisible or hiding. If the creature you are looking at has class levels or HD of five or less, the aura is faint. If the levels/HD is between six and eleven, the aura is moderate. If the levels/HD is between twelve and twenty, the aura is strong. An HD or level of anything higher then twenty is overwhelming. You can also study their aura to divine information about them. On the first round of concentrating on them you receive a +10 circumstance bonus to Sense Motive checks against them, which persists for as long as you concentrate against them. During the second round you discover whether or not they have arcane or divine spellcasting abilities, though not if they can use Spell-Like abilities. In the third round of concentration you can detect whether they are good or evil.

Lesser Binding Spell
Level: 1
Time: 1 standard action
Range: Close (25’+5’/2 levels)
Target: 1 creature/3 levels, no two of which may be more then 30’ apart
Duration: 1 round/level
Saving Throw: Will Negates
Drawing repelling energies into your chakras, enemies find it hard to move and defend themselves in your presence.
Except as notes above, this spell is exactly like the Slow spell. (PHB 281)

Binding Spell ^
Level: 2
Time: 1 Standard Action
Range: Medium (100’+10’/level)
Target: Either one humanoid or one creature; see text.
Duration: 1 round/level; see text.
Saving Throw: Will negates; see text.
In the strange enochian language you order the creature to halt immediately, and it finds it must obey.
If your caster level is between 1 and 10 this spell functions exactly like the Hold Person spell (PHB 242) except as noted above. If your caster level is higher, it instead acts as a Hold Monster spell (PHB 242) except as noted above.

Banishing Ritual ^
Level: 2
Time: 1 minute
Range: self
Area: 20’ emanation centered on the caster
Duration: Instantaneous
Saving Throw: Will negates; see text.
Chanting in resounding words of enochian, you order an otherworldly entity away from you, perhaps even back to the place that spawned it.
This spell forces an extraplanar creature back to its home plane if it fails a special Will Save (DC = Spells Save DC – creatures HD + caster level). If the spell is successful the creature is instantly whisked to a random point within his plane (10% chance of instead going to a similar plane). If he fails his save this still affects the creature. He is instantly teleported to any location outside the spell area he wants.

Energy Ripping Spell *
Level: 3
Time: 1 standard action
Range: Touch or 100’; see text
Target: Creature touched or all plant life; see text
Duration: Instantaneous
Saving Throw: Fortitude negates or none; see text
Beckoning mentally to the aura of life force, you draw it in around you, breathing the light into your chakras.
You draw energy out of either a creature you touch of the very land itself. If you use this against the land all plants within the area whither and die and you must move out of that withered area before you may cast this spell again (unless you cast it against a creature). In an area devoid of any plant life whatsoever you may only target a creature with this spell. If you target a creature you first must hit with a melee touch attack. Then if the creature fails the save they take 1d4 constitution damage and cannot cast spells or use Spell-Like abilities for an amount of rounds equal to the amount of constitution damage done with this spell. In either case a successful casting of this spell grants you one Focus Point.

Evil Eye
Level: 3
Time: 1 full-round action
Range: 30’
Target: Self
Duration: 1 round/3 levels
Saving Throw: Fortitude Partial
Concentrating all your force into your eyes, you open up the pupils in ways to shine chakra energy from them into anyone with range, blasting them with its force.
You gain a gaze attack that stuns or holds in place any creature who meets your gaze. After casting this spell each round as a move action you can target someone within range with your gaze. If they fail the save, they are stunned for 2d4 rounds. If they succeed at their save or are immune to stunning, they instead are held, as by the Hold Monster spell (PHB 242).

Third Eye Ritual ^
Level: 4
Time: 1 minute
Range: Long (400’+40’/level)
Target: Self
Duration: Instantaneous, one day
Saving Throw: No
Chanting in ancient enochian you call forth the ability to see the threads of all magic, and the knowledge of how to unweave them with a thought.
This spell has two abilities, chosen at the time of casting. Either you can use it to counterspell as if it was a Dispel Magic spell (PHB 224) three times within the day or it can be like the other two uses of the Dispel Magic spell a single time, immediately.

Energy Drain Spell *
Level: 4
Time: 1 standard action
Range: Close (25’+5’/level)
Target: One Creature
Duration: 1 round/3 levels (max 4 rounds)(D)
Saving Throw: Fortitude negates
Beckoning mentally to the aura of life force in the creature before you, you draw it in around you, breathing the light into your chakras. As you do the life force is drained, and you feed on the sustenance that is the very soul.
As this spell is cast the creature must make a save or gain 1d4 negative levels and the caster of the spell gains an equal amount of Focus Points. At the beginning of each consecutive round the creature makes a new fortitude save or takes 1d10 damage, with the spells caster healing an equal amount up to but not exceeding the casters max hp.

Cosmic Energy Ritual
Level: 5
Time: 10 minutes
Range: Personal
Target: Self
Duration: Instantaneous
Saving Throw: Will negates – harmless
In a secret rite older then time itself, you draw energy away from something far greater then mere plants and animals. You draw it from the cosmos. When each cosmic sign is prominent, you gain its power.
This spell, capable of being cast only at night, can grant you huge bonuses to power via Focus Points, but at an equally large risk. In it you harness the power of an astrological sign, but if the sign is in poor conjunction, altered by bad omens, is misinterpreted, etc. and you do it on the wrong day the rite can also rob you of your power. After the spell is cast you immediately gain (1d4-1) Focus Points/level. However you also lose (1d4-1) Focus Points/level. For instance a 10th level caster would immediately gain 10d4-10 Focus Points. Lets say he rolled a total of 18. That means he gains 8 Focus points. However he then needs to roll 10d4-10 again. Say he rolls 21. That means he not only loses all the Focus Points he just gained, he loses an additional three beyond that.

Greater Levitation Spell
Level: 5
Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 round/level
Saving Throw: Will negates – harmless
The creature you touch immediately lightens then lifts into the air. It is soon able to move by its own thought. Gravity no longer has any meaning on it.
This spell allows a limited sort of flight, more like levitating something upward then gliding from there. When this spell is in effect the creature touched acts as if constantly under the effect of a Feather Fall spell (PHB 230). Even if the spell runs out and the creature is still in the air, the feather fall effect persists until the creature reaches the ground. While this spell is in effect you can move up or down at a fly speed of 30’ (Perfect). You can also move in any other direction at one-third that speed.

Telekinesis
Level: 6
Time: 1 standard action
Range: Long (400’+40’/level)
Target: See text
Duration: Concentration (up to 1 round/level) or Instantaneous; see text
Saving Throw: Will negates (object) or none; see text
With nothing more then a thought and a concentrated look objects fly around you and people go tumbling as well.
Except as noted above, this spell functions in all respects like that of the Telekinesis spell (PHB 293).

Pyrokinesis
Level: 6
Time: one standard action
Range: Medium (100’+10’/level)
Area: 60’ line
Target: Unattended natural fires or metal items of one creature/2 level within 30’ of each other
Duration: Instantaneous or 2d4 rounds (D); see text
Saving Throw: Reflex partial or none (object)
Either all natural flames around you burn and glare at your whim, a line of red hot fire strike forth from you, or the metal on your enemy begins to burn bright red.
This spell has one of three effects, which must be chosen at time of casting. The first is that the caster can alter every unattended fire within range, increasing or decreasing its size, heat, and light by up to 100%. He can alter different fires individually, putting some out while others burn brighter or larger. The second effect of this spell is that a red hot line of fire springs forth from your hand and burns your enemies, causing 1d6/level (max 15d6) fire damage with a reflex save halving the damage. You must have an open flame of any size or type in at least one hand to use this effect. The last spell effect makes the metal equipment on a number of creatures burn with red hot heat. This causes 2d8 fire damage. If the creature succeeds at a reflex save, the spells effect on them ends. Otherwise they must roll for fire damage an additional 2d4 rounds as the metal slowly retains the built up heat. To use this spell effect each creature targeted must have metal items as equipment, be encased in metal, have copious amounts of metal, etc.

Transposition
Level: 7
Time: 1 standard action
Range: Personal and Touch
Target: Self and touched objects and other touched willing creatures
Duration: Instantaneous
Saving Throw: None and Will negates (object)
With a flash you and your friends disappear. On the other side of the world you slowly fade into sight, gaining more and more solidity until you are whole once more.
Except as noted above and after this, this spell functions exactly like the Greater Teleport spell (PHB 294). After casting this spell you and whoever is with you does not appear at the destination for three rounds.

Death Spell *
Level: 7
Time: 1 standard action
Range: Medium (100’+10’/level)
Target: One creature
Duration: Instantaneous
Saving Throw: Fortitude Partial
First through a supreme effort of force you blacken your enemies aura, making it incredibly vulnerable. Then you gather gray energy, evoking it into your opponent.
The target of this spell must make a Fortitude save or immediately die. If the save is successful they instead contract a disease, as the Contagion spell (PHB 214).

Elemental Ritual ^*
Level: 8
Time: 1 full round action
Range: 10’
Target: 1 unattended flame, or 1 5’ square of empty land, or 1 5’x5’x5’ empty block of water or air
Duration: 1 round/level (D)
Saving Throw: None
With a short series of enochian commands you cause an elemental to appear, ready to do your bidding.
This ritual turns elements into their respective elementals. Thus fire will grow and shape itself into a fire elemental and land will rise and become an earth elemental. This spell is otherwise like the Summon Monster XIII spell (PHB 287), save for two things. First, the spell will only create elementals, of one type per casting. Like the Summon Monster spell it can create several of the lesser versions. Secondly, this spell does not summon, but actually create an elemental. It is birthed into being, and if it dies or the spells duration ends, it truly dies. This, the fact that each time this spell is cast it kills the elemental force that comes to serve you, is why this is a Dread Spell.

Utterdeath Spell ^*
Level: 8
Time: 1 standard action
Range: Close (25’+5’/level)
Target: One creature
Duration: Instantaneous
Saving Throw: Fortitude partial
After discovering your enemies’ true name through the fluctuations of its aura you speak it backward in enochian, effectively un-creating him. He is instantly obliterated from existence.
The target of this spell must make a Fortitude save or die instantly, all traces of the creature immediately vanishing as they are vaporized. His clothing, equipment, etc. remains untouched and crumples to the floor. The creature cannot be raised or resurrected without a True Resurrection spell, a Resurrection and a Limited Wish, or through a Miracle. Those who succeed on the save instead take 1d6 ability damage each to Strength, Dexterity, and Constitution as small parts of them are erased from existence.

Astral Manifestation Ritual
Level: 9
Time: 30 minutes
Range: Touch
Target: Self plus one additional touched creature/2 levels
Duration: See text
Saving Throw: None
After a long, exhausting ritual you manage to free your souls from your bodies, allowing them to travel the astral realm. You can also manifest inside another plane.
Excepted as noted above and after, this spell functions exactly like the Astral Projection spell (PHB 202). Also this spell allows you and your allies to travel to another Plane. At any time while within the Astral Plane you may all take a full round action to manifest together on a different plane, your bodies instantly teleporting where you wish. This manifestation always has you appear in a relatively safe locale (not in a lake of lava, though maybe inside an evil wizards bedchamber) 5d% miles from your destination, much like the Plane Shift spell (PHB 263).

Enochian Death Chant ^*
Level: 9
Time: 1 full-round action
Range: 1d10x100 miles
Target: One creature; see text
Duration: Instantaneous
Saving Throw: Fortitude
Chanting a hymn of death in enochian, you also wish this to come to pass. Soon enough the words grow more insistent, and your enemy feels an instant of pain before his heart explodes from his chest.
This spell lets you kill another creature at a great distance. As long as you have something closely connected with the creature (a childhood toy, a drop of blood, hair, her brush, etc.) you can target any creature within range. The target must make a Fortitude save or die. If they succeed on the save they still take 20d6 negative energy damage.

Thoughtform *
Level: 10
Time: 1 immediate action
Range: Personal
Target: Self
Duration: 24 hours
Saving Throw: None
As your enemy plunges his sword into you seem to die. Right as the light in your eye dims however a ball of black energy flies into your killer.
This spell is mighty, more potent then death itself. When you cast this spell in response to an effect that would kill you, your body does indeed die. Your thoughts however remain the form of a Thoughtform. This ball of psychic energy flies into your killer, though you may make a Will save vs. your own spell to instead choose another sentient living creature within 50’ of your corpse. Whoever you fly into you immediately make opposed Will saves. You do this again 24 hours later and again a further 24 hours after that (for a total of 3 opposed rolls). Whoever wins more opposed rolls gains control of the body. If it is you, take the creature racial bonuses, race, and physical ability scores, keeping your mental ability scores, feats, skills, class progression, etc. You also immediately know all that the former body knew; allowing you to impersonate him perfectly with no need for a disguise check. If you won less opposed saves then your opponent, you instantly die with no chance of resurrection unless first a Miracle is cast and then a True Resurrection spell. If your opponent has his body taken by you he is unable to be resurrected without similar spells. A Wish or Miracle spell after you have taken over a new body can change it back into your old body over the course of 1d10 days.

Runes
Rune Description
Fehu
Potency: Lesser
Description: This Rune characterizes the beast of burden. Slow, stupid, slovenly, but also strong.
Effect: Doubles Carrying Capacity while this is in effect.

Uruz
Potency: Lesser
Description: This Rune represents the cosmic seed, of beginning and origins. It also characterizes increased magical power.
Effect: You can cast spells at +1 caster level while this is in effect, but you also have a 25% spell failure chance for each spell cast at the heightened caster level.

Thurisaz
Potency: Lesser
Description: The Rune of cutting, sharpness, and pain is also the Rune of the Berserker, giving the man might and power.
Effect: You can Rage like a Barbarian of equal level an amount of rounds per day equal to your constitution modifier (minimum 1). These rounds need not be cumulative.

Ansuz
Potency: Lesser
Description: This is the Rune of Speech, and of the destruction of tyranny. It is known as the God Rune and aids in self-expression.
Effect: Each time you activate this Rune choose five languages you do not know. While this Rune is in effect you know those languages.

Raidho
Potency: Lesser
Description: This is the Rune of travel, endurance, and journeys. It is also a Rune of relocation, and has been known to aid in seeking and striving.
Effect: +10 enhancement bonus to land, flight, and swim speeds, as long as the movement type is already available to the character.

Kenaz
Potency: Lesser
Description: This is the Rune of light, the soul, and intellect. It is known to greatly aid those who must travel in the underworld, as it will light their way and keep them safe there.
Effect: Your aura now continually emits light with a light radius of 5’, with a further 5’ of shadowy illumination beyond that. Also Undead must make a Will Save (DC=10+Class Level) to come within 5’ of you.

Gebo
Potency: Lesser
Description: This is the Rune of sacrifice and giving. Alternatively it is the Rune of receiving gifts, especially those that are deserved.
Effect: You gain a +2 sacred bonus to all Saves.

Wunjo
Potency: Lesser
Description: This is the Rune of honor and rewards. It is also the Rune of authority and is know to aid in mending families and friendships as this Rune is supposed to bring people closer together.
Effect: Choose three willing creatures upon activating this Rune. You have knowledge of them equivalent to the Status spell (PHB 285) for as long as the Rune is active.

Hagl
Potency: Greater
Description: This is a Rune of Destruction. It is also the Rune of hailstones. This Rune aids in any act in which something is lost or destroyed.
Effect: You are treated as if you had the Power Attack and Improved Sunder Feats whenever this Rune is active.

Nauthiz
Potency: Greater
Description: This is the Rune of defiance. Of endurance and mental will, the desire to survive no matter what the cost.
Effect: You gain Resistance 5 to Fire, Cold, Electricity, Acid, and Sonic for as long as this Rune is active.

Isa
Potency: Greater
Description: This is the ice Rune. It is a Rune of all things as Ice. As Ice will slowly creep across a land, freezing little by little so as to remain unnoticed, this is also a Rune of concealment.
Effect: Whenever this Rune is in effect you receive a +10 Sacred Bonus on both Move Silently and Hide checks.

Jera
Potency: Greater
Description: This is the time Rune, the Rune of cycles, rebirth, and second chances. This Rune is known to aid those in matters of luck or fortune.
Effect: The cost to re-roll a roll is 3 Focus Points instead of 5 for as long as this Rune is in effect.

Eihwaz
Potency: Greater
Description: This Rune is used in Necromancy, usually in communicating with the Dead. It is also a Rune of transforming death.
Effect: You can communicate telepathically with mindless undead as if they were sentient and had an intelligence score of 6. They won’t attack you unless controlled and made to do so.

Perthro
Potency: Greater
Description: This Rune is sometimes used in Divinations. It is also known as the Rune of meditation and it is said that through this Rune we can discover knowledge of other Runes.
Effect: This Rune allows you to utilize an extra Lesser Rune. Whenever you choose to have this Rune also choose one effect of a Lesser Rune. You gain that effect as if you were using that Rune.

Algiz
Potency: Greater
Description: This is the protection Rune, used in binding and banishing negative energies or forces.
Effect: You receive a Deflection bonus to AC equal to 1/3 you class levels rounded down for as long as this Rune is in effect.

Sowilo
Potency: Greater
Description: The sun Rune, this is a Rune said to grant types of invincibility, albeit temporarily. It is also useful in empowering other Runes or magic’s.
Effect: Whenever this Rune is in effect you automatically stabilize when below 0 hp. You also can Empower a Spell or Spell-Like Ability 3/Day without altering the spell in any other way.

Tiwaz
Potency: Elder
Description: This Rune is said to install courage and honor. It is the Rune of justice.
Effect: While this Rune is in effect you are immune to Fear, magical or otherwise.

Bjork
Potency: Elder
Description: This is the female Rune. It is a Rune of nurturing and protection.
Effect: Every day you select this Rune choose an element: Cold, Fire, Electricity, Sonic, or Acid. For as long as this Rune is in effect you gain immunity to the element you chose.

Ehwaz
Potency: Elder
Description: This is the Horse Rune. This symbolizes traveling into the future, and this Rune is all about prescience.
Effect: When this Rune is active you can use an Augury spell (PHB 203) effect once a minute. The first four times it is used it has a 100% chance of meaningful reply. Each time after that it is used throughout the day the chance for a meaningful response lowers itself by 10%.

Mannaz
Potency: Elder
Description: This is the Rune of logic, the male Rune. It is useful for enhancing intellect and strengthening the mind.
Effect: You receive a +4 Sacred bonus vs. mind affecting spells or effects, you are able to use any skill, even untrained ones, and you receive a +2 inherent bonus to all Skills while this Rune is active.

Logr
Potency: Elder
Description: This is the Rune of revealing concealed things, albeit usually in cryptic ways.
Effect: No matter what the spell or effect, while this rune is active you can see every creature and object within 10’ as if they were completely visible.

Ingwaz
Potency: Elder
Description: This is the Rune of magical reserve energy. It is also the Rune of life force. It is said to convert prepared magical energy into other types of potential energies.
Effect: While you have this Rune in effect you gain the ability to exchange spells for healing. For each spell use you give up you heal hp equal to the spells level times ten. This can be done at any time, but cannot be used in response to a fatal attack to bring a character back from death.

Dagaz
Potency: Elder
Description: This is the Rune of realization. People realize their dreams, animals realize morality, and even items can realize themselves.
Effect: As a Full Round action you can animate any Huge or smaller object as if with the Animate Object spell (PHB 200). Giving the object commands is a free action but should the object die your current HP is automatically halved. You can then animate a new object however.

Odhal
Potency: Elder
Description: This is the Rune of ancestry. It is the Rune of bringing out what is hidden latent within your blood, and empowering it beyond your wildest dreams.
Effect: (Special: You may not take this Rune until 20th level or beyond.) As a free action you gain a +20 inherent bonus to each of your ability scores for one round a day. For instance you could add twenty to your charisma once a day, then your wisdom once that day, etc. You can add this bonus to multiple scores on the same round if you want.

Feats, Creatures, Magic Items, and Prestige Classes are on the way.

puppyavenger
2007-10-21, 06:55 PM
very cool and atmospheric.