Planar Mage Formulas (Part 2):
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Summon Elemental V
6th-level Conjuration (Summoning) formula [See text]
Minimum Cost: See text
Casting Time: 1 round
Duration: 1 minute (D)
This formula functions like Summon Elemental I, but it summons a creature from the list below (it can't be used to summon a creature from the Summon Elemental I's list).
{table=head]Creature Summoned|Cost|Descriptor
Air Elemental, Huge|6 A|Air
Belker [Neutral Evil]|6 A|Air
Chraal [Neutral Evil] (MMIII)|6 A, 6 W|Air, Water
Cinderspawn [Chaotic Evil] (LM)|6 F, 4 N|Fire
Earth Elemental, Huge|6 E|Earth
Fire Elemental, Huge|6 F|Fire
Ice Paraelemental, Huge (MoP)|6 A, 6 W|Air, Water
Magma Paraelemental, Huge (MoP)|6 E, 6 F|Earth, Fire
Ooze Paraelemental, Huge (MoP)|6 E, 6 W|Earth, Water
Oread (FF)|6 E|Earth
Salamander, average [Neutral Evil]|6 F|Fire
Smoke Paraelemental, Huge (MoP)|6 A, 6 F|Air, Fire
Storm Elemental, Large (MMIII)|6 A|Air
Voidwraith [Neutral Evil] (LM)|6 A, 4 N|Air
Water Elemental, Huge|6 W|Water
Xorn, average|6 E|Earth[/table]
Summon Elemental VI
7th-level Conjuration (Summoning) formula [See text]
Minimum Cost: See text
Casting Time: 1 round
Duration: 1 minute (D)
This formula functions like Summon Elemental I, but it summons a creature from the list below (it can't be used to summon a creature from the Summon Elemental I's list).
{table=head]Creature Summoned|Cost|Descriptor
Air Elemental, Greater|7 A|Air
Arrowhawk, elder|7 A|Air
Djinni (genie) [Chaotic Good]|7 A|Air
Earth Elemental, Greater|7 E|Earth
Fire Elemental, Greater|7 F|Fire
Ice Paraelemental, Greater (MoP)|7 A, 7 W|Air, Water
Inferno Spider (MMIV)|7 F|Fire
Invisible Stalker|7 A|Air
Magma Paraelemental, Greater (MoP)|7 E, 7 F|Earth, Fire
Movanic Deva [Neutral Good] (FF)|5 N, 5 P|Good
Ooze Paraelemental, Greater (MoP)|7 E, 7 W|Earth, Water
Smoke Paraelemental, Greater (MoP)|7 A, 7 F|Air, Fire
Storm Elemental, Huge (MMIII)|7 A|Air
Water Elemental, Greater|7 W|Water
Xorn, elder|7 E|Earth[/table]
Summon Elemental VII
8th-level Conjuration (Summoning) formula [See text]
Minimum Cost: See text
Casting Time: 1 round
Duration: 1 minute (D)
This formula functions like Summon Elemental I, but it summons a creature from the list below (it can't be used to summon a creature from the Summon Elemental I's list).
{table=head]Creature Summoned|Cost|Descriptor
Djinni, noble (genie) [Chaotic Good]|8 A|Air
Efreeti (genie) [Lawful Evil]|8 F|Fire
Salamander, noble [Neutral Evil]|8 F|Fire
Storm Elemental, Greater (MMIII)|8 A|Air
Tojanida, elder|8 W|Water
Void Ooze (PlH)|8 A, 6 N|Air[/table]
Augmentation: By spending 1 additional planar point of each type required to summon a specific kind of creature, you can summon 1d3 creatures of that kind instead of only one, and the effective level of the formula increases by 1 for the purpose of effects that rely on it. You cannot augment this formula any further.
Summon Elemental VIII
9th-level Conjuration (Summoning) formula [See text]
Minimum Cost: See text
Casting Time: 1 round
Duration: 1 minute (D)
Augmentation: No
This formula functions like Summon Elemental I, but it summons a creature from the list below (it can't be used to summon a creature from the Summon Elemental I's list).
{table=head]Creature Summoned|Cost|Descriptor
Air Elemental, Elder|9 A|Air
Earth Elemental, Elder|9 E|Earth
Fire Elemental, Elder|9 F|Fire
Ice Paraelemental, Elder (MoP)|9 A, 9 W|Air, Water
Magma Paraelemental, Elder (MoP)|9 E, 9 F|Earth, Fire
Ooze Paraelemental, Elder (MoP)|9 E, 9 W|Earth, Water
Smoke Paraelemental, Elder (MoP)|9 A, 9 F|Air, Fire
Unraveler (PlH)|7 A, 7 E, 7 F, 7 W, 5 N, 5 P|Air, Earth, Fire, Water
Water Elemental, Elder|9 W|Water[/table]
Towering Thunderhead
9th-level Conjuration (Creation) formula [Air]
Minimum Cost: 9 A
Range: Long (400 ft. + 40 ft./level)
Area: Cylinder (40-ft. radius, 60 ft. high)
Duration: 3 rounds (D)
Saving Throw: None
Spell Resistance: No
Augmentation: No
You channel the energy of the Elemental Plane of Air in order to create an enormous mass of dark clouds. This formula functions like the spell of the same name (described in Complete Mage).
It also counters and dispel the eponymous spell and vice-versa.
Transmute Rock to Lava
9th-level Transmutation formula [Earth, Fire]
Minimum Cost: 9 E, 9 F
Range: Medium (100 ft. + 10 ft./level)
Area: One 10-ft. cube
Duration: Instantaneous
Saving Throw: Reflex half; see text for the Transmute Rock to Lava spell (Complete Arcane)
Spell Resistance: No
Augmentation: No
You suffuse the earth within the area with the energy of the Elemental Plane of Fire, transforming it into lava. This formula functions like the spell of the same name (described in Complete Arcane).
It also counters and dispel the eponymous spell and vice-versa.
New Monsters:
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Buio
Size/Type: Medium Outsider
Hit Dice: 2d8+4 (13 hp)
Initiative: -1
Speed: 30 ft. (6 squares)
Armor Class: 9 (-1 dex), touch 9, flat-footed 10
Base Attack/Grapple: +2/+3
Attack: Masterwork Morningstar +4 melee (1d8+1)
Full Attack: +3
Space/Reach: 5 ft./5 ft.
Special Attacks: Spell-like abilities
Special Qualities: Body of darkness, darkvision 60 ft., outsider traits, see in darkness
Saves: Fort +5, Ref +2, Will +5
Abilities: Str 13, Dex 8, Con 14, Int 10, Wis 15, Cha 10
Skills: Bluff +9, Concentration +7, Diplomacy +5, Heal +7, Knowledge (the planes) +5, Listen +9, Search +7, Spot +11
Feats: Alertness, Improved InitiativeB, Tomb-Tainted SoulB (LM)
Enviroment: Negative Energy Plane
Organization: Company (2–4 3rd level fighters or clerics), squad (11–20 3rd-level fighters or clerics plus 2 8th-level fighter/clerics and 1 12th-level cleric)
Challange Rating: 2
Treasure: Standard
Alignment: Often Chaotic Neutral
Advancement: By character class
Favored Class: Cleric
Level Adjustment: +2
The buio are a race of warriors who live on the Negative Energy Plane. They are believed to be close relatives of lumi (see Monster Manual III), exhaling darkness instead of light, but they have a neck, unlike their positive counterparts.
Buio's society mirror lumi's; they worship Darkness for its ability to hide the weak from their oppressors. They spend most of their life in shadow and rarely leave their home plane. They make occasional patrols around their cities, looking for unfortunate travelers to help. Undead creatures also sometimes get their hospitality, but it rarely happens.
An average buio stands between 5 and 7 feet in height and weighs 100 to 300 pounds.
Buio speak Common and Lumi.
Combat
A buio usually goes into combat with its morningstar. They prefer to fight in shadow, as their opponents can rarely see as well in it as themselves. Buio clerics favor spells that can directly harm undead creatures, especially the spells that don't rely on positive energy.
Body of darkness (Su). A buio's body is suffused with gloomy negative energy. It is immune to all death spells, magical death effects, energy drain, and any positive energy effect (given that they gain Tomb-Tainted Soul as a bonus feat, they are healed by negative energy effects).
Buio are adapted to live on the Negative Energy Plane. They never take damage or gain negative levels as a result of being in a plane with the negative-dominant energy trait, and thus are never in danger of becoming a wraith when on the Negative Energy Plane. When on a plane with the major negative-dominant energy trait, buio gain 5 hit points for every negative level that the plane would have inflicted on them (though this healing is not converted into temporary hit points if they are at full health).
A buio sheds faint darkness around itself. However, this effect is too weak to give them any in-game benefit.
See in darkness (Su). Buio can see perfectly in darkness of any kind, even that created by a Deeper Darkness spell.
Spell-like abilities. At will— Darkness; 3/day— Inflict Light Wounds (DC 13); 1/day— Death Ward (DC 16). Caster level 3rd.
Skills. A buio has a +4 racial bonus on Bluff checks and a +2 racial bonus on Search and Spot checks.