Someday I'll get back to having the time to come up with quips again. Ah well.

Entry number 1:

Quote Originally Posted by Hae Wyre
Hae Wyre


Chaotic Neutral Star Elf
Planar Bard 6/cataclysm mage 3/Hoard stealer 5/Sublime Chord 1/Ultimate Magus 5

Note: If you’re not playing in a “kitchen sink” campaign, you can replace star elf with Spell Scales from Races of the Dragon. (Warning: One Very Realmsy stuffed sentence) Star elves have a pseudo-cataclysmic past, so it is reasonable to suggest a cataclysm mage refluff around being refugees from Sildenyuir.

Spoiler: star elf
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-2 CON, +2 CHA.
Medium-sized.
Type: Humanoid (extraplanar)
Land speed 30.
Immunity to magic sleep spells and effects, and a +2 racial saving throw bonus against enchantment spells and effects.
Low Light Vision Otherworldly Touch: Between sunset and sunrise a star elf confers the ghost touch ability on any melee weapon she wields and any armor she wears, but only so long as she keeps the weapon in hand or wears the armor. Star elves have a magical affinity for starlight that gives them an unusual edge in fighting extradimensional foes.
Extraplanar: Star elves are not outsiders, but they are not native to faerun. Spells and effects that target extraplanar creatures affect star elves. Banaishment, dismissal, and similar effects that banish outsiders return a star elf to Sildeyuir
+2 racial bonus on Listen, Search and Spot checks. A star elf who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for that door
Star elves have no racial weapon proficiencies.
Favored Class: Bard
Automatic Languages: Common and Elven. Bonus Languages: by character region.
Level Adjustment: +0

Spell Scale
+2 Charisma, -2 Con
Low-Light Vision: A spellscale can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. He retains the ability to distinguish color and detail under these conditions.
Humanoid (dragonblood): Spellscales are humanoids with the dragonblood subtype. For all effects related to race, a spellscale is considered a dragon.
Blood Quickening: Each day, a spellscale can perform a draconic meditation to gain a benefit. Variations of this meditation are described in the Blood-Quickening Meditations sidebar, page 25.
Favored Class: Sorcerer . A multiclass spellscale's sorcerer class does not count when determining whether he takes an experience point penalty for multiclassing.

32 point buy.
str 8,
dex 10,
con 12 -2 = 10
int 17,
wis 8,
cha 17+2=19
All stat bonuses go to charisma

Quote Originally Posted by High Judge E’eliya
Hae Wyre has a stay of execution in no small part for the knowledge and arcane benefits he has accrued for the mithral elf resistance against the incursion of the Nilshae. The lawbreaking that Hae engaged in remains denounced and let all others be warned that they may not employ any methods of the sort that Hae willingly flung his frail little body into.
Quote Originally Posted by Grank, the goblin guard
So this little bag was levitating towards me, and it slipped right under the adamantine door. I figured it was one of Slugg’s magical trinkets, and paid it no mind. Always stop and question little floating bags! Take it from me. Slugg took one of my eyes for that robbery
Quote Originally Posted by Hurgurk, Troglodyte raid lieutenant
We was chasin the elf. Me, Captain, and my two cousins. So, We turned a corner and found a little rope hangin. It was a little portal. Captain said it was a rope trick used by minor wizards. He sent my cousins up. And nothing happened. I thought I could hear some singing, but i din’t know. A Half day later, Captain decided to climb the rope himself. He’s still gone.
Hae Wyre has a basket of tricks all based around re-routing portals through a combination of planar bardic music use and spells, this character can get around obstacles. The first six levels play like a bard. Hae is weak and very squishy, so it is advised that he inspires courage from whatever safety he can muster.

At sixth level, he obtains portal dissonance:
Spoiler: planar bard sub level
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Portal Dissonance (Su): A bard of 6th level or higher with 9 or more ranks in a Perform skill who selects this planar substitution benefi t can use music or poetics to infl uence intraplanar and extraplanar portals, moderate or severe planar breaches, and other discrete passages between planes (complete planar breaches cannot be affected). The portal, breach, or other qualifying passage to be affected must be centered within 60 feet. The bard must know about the portal. Each round of the performance, he attempts a DC 20 Perform check. The bard can’t take 10 on this check. Success indicates that the bard can redirect the portal destination to the mouth of any other active portal or breach he has personally traveled through in the past 30 days. Redirection automatically fails if the portal chosen as the temporary endpoint is no longer active. Only creatures and objects are affected by redirection, not traits (which leak through planar breaches). Creatures that enter the portal from the bard’s side of the portal, or creatures that would otherwise arrive at the bard’s location through the portal, instead arrive at the endpoint of another portal chosen by the bard this round. The portal to which the bard redirects travelers continues to connect to its original destination; if a redirected creature attempts to go back through the bard-influenced portal, it doesn’t return to the bard’s location, but instead to that portal’s natural endpoint. The bard may keep up the dissonance for 10 consecutive rounds (this counts as one of the bard’s bardic music uses per day). This benefit replaces the suggestion bardic music ability gained by a standard bard at 6th level.

This effect will be combined with the Cataclysm of flesh cataclysm mage ability, the rope trick spell, the hoardstealer’s deep pockets ability, the scramble portal spell, the shadow well spell, the shadow cache spell, and the precipitate breach spell. Hae will be able to stow himself in a deep pocket, and walk out anywhere else, or to use one of the other portal abilities to land himself back into his own deep pocket. On enemies, they can be sent to other planes using scramble portal. And they may be inclined to follow Hae, in which case they have to contend with his use of portal well. Further, if enemies do wind up in Hae’s deep pockets through these portal shenanigans, Hae will be able to use transdimensional spell to target them with acid rain or shadow evocations of fireball or lightning bolt.

Considering the plane hopping nature of Hae’s abilities, it should be reasonable for them to get access to planar touchstone. That feat allows one to key to the catalogues of enlightenment, which grant domain abilities. Keying to the kobold domain grants search and disable device to the skill list.

Melodic casting allows you to use your portal redirections while casting portal based spells.

Levels 7-12
Here is where Hae gets really weird. Hae learns cataclysm of flesh and ups his bard spell casting. Cataclysm of flesh does this
Spoiler: cataclysm of flesh
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Cataclysm of Flesh (Sp): At 3rd level, you complete your study of the daelkyr-Dhakaani conflict, gaining the ability to tear a hole in the fabric of the planes and let the madness of Xoriat corrupt all it touches. This ability has a range of 25 feet + 5 feet per class level, and a duration of 1 round per class level. All creatures within a 20-foot radius of the affect's center must succeed on a Reflex save (DC 14 + your Int modifier) or be touched by the lemon rains and mindless star-worms of the Realm of Madness, forced to endure as their own flesh melts away and rains upward to patter on the ceiling as they deliquesce. An affected creature cannot hold or use any item (including clothing, armor, magic items, and so on). It can ooze forward with gelatinous pseudopods at a speed of 10 feet. If it normally has movement modes other than land speed, those modes are reduced by 30 feet (with a speed of 0 or less meaning that the creature has lost that movement mode until it regains its normal form).


That looks to me like a planar breach. So use your bardic music ability to transport the baddies to your deep pocket.

Speaking of deep pockets, at level 12, you finally get the ability. Rather than take all 10 levels of hoardstealer to obtain maximum room in your deep pockets, widen supernatural ability doubles the area of effect, so you only need 5 levels to get 10 levels worth of deep pocket space.

Note: if you have to take the spellscale option, the kobold domain makes sense. Further, the hide from dragons ability makes you unable to detect yourself. I’m not sure what that means, but it does seem like a fun thing to play with.

Level 13: sweet spot
Let the sublime chord levels begin! With this level you get the rest of your portal redirecting tools, including the ability to make a breach that doesn’t cause deliquescence. From here on, you are finishing up two more levels of hoardstealer and then moving on to ultimate magus.

The rest of the levels, From here we use ultimate magus to advance both hoardstealer and sublime chord casting. You’ll be able to persist spells all day at 20th level, and at 15th level...you get rope trick. Read rope trick again...that spell pairs badly with shadow cache, deep pockets, etc. If you need to rip a hole into the astral, you have all of the tools that you need to do so. Yes, this was possible at level 9, but that means that your DM will be nixxing rope trick shenanigans super early. It’s better to throw that into your arsenal later for at least one big surprise astral voyage of a BBEG. Further, ultimate magus allows you to blow spells from your terrible hoardstealer class list to augment your sublime or bardic casting.



Level Class BAB Fort Ref Will Skills Feats Class abilities
1 planar bard 0 0 2 2 36: Appraise 4,
Disable Device 1cc
Escape Artist 4
Hide 4,
knowledge (arcana) 4,
knowledge (history) 4,
knowledge (the planes) 4
listen 4,
Move silently 2
Open lock 2cc,
perform 4,
Profession (astrology) 4
spellcraft 4
Transdimensional Spell (Complete Divine, p. 85) [Metamagic] Bardic music, bardic knowledge,
countersong, fascinate,
inspire courage +1
2 planar bard 0 0 3 3 9: Appraise 5,
disable device 1,
Escape Artist 4,
Hide 5,
knowledge (arcana) 5,
knowledge (history) 5,
knowledge (the planes) 5,
listen 5,
Move silently 3,

Open lock 2,
perform 5,
Profession (astrology) 4
spellcraft 5
3 planar bard 1 1 3 3 9: Appraise 6,
Disable Device 2cc,
Escape artist 4,
Hide 6,
Knowledge (arcana) 5
Knowledge (history) 6
Knowledge (the planes) 6

Listen 5,
Move silently 4
Open Lock 2,
Perform 6
Profession (astrology) 4
Spellcraft 6
Melodic Casting (Complete Mage, p. 44) [General] planar inspiration
4 planar bard 1 1 4 4 9: Appraise 7,
Disable Device 2cc,
Escape artist 4,
Hide 6,
Knowledge (arcana) 5
Knowledge (history) 7
Knowledge (the planes) 7

Listen 6,
Move silently 6

Open Lock 3,
Perform 7
Profession (astrology) 4
Spellcraft 6
5 planar bard 2 1 4 4 9: Appraise 8,
Disable Device 2cc,
Escape artist 4,
Hide 8,
Knowledge (arcana) 5
Knowledge (history) 8
Knowledge (the planes) 8

Listen 8,
Move silently 8

Open Lock 3,
Perform 7
Profession (astrology) 4
Spellcraft 6
6 planar bard 2 2 5 5 9: Appraise 8,
Disable Device 3cc,
Escape artist 4,
Hide 8,
Knowledge (arcana) 5
Knowledge (history) 8
Knowledge (the planes) 8
Listen 8,
Move silently 8
Open Lock 3,
Perform 7
Profession (astrology) 4
Search 8
Spellcraft 6
catalogues of enlightenment: kobold domain portal dissonance
7 cataclysm mage 2 2 5 7 5: Appraise 8,
Disable Device 4cc,
Escape artist 4,
Hide 8,
Knowledge (arcana) 5
Knowledge (history) 8
Knowledge (the planes) 8
Listen 8,
Move silently 8
Open Lock 4,
Perform 8

Profession (astrology) 4
Search 8
Spellcraft 6
Dhakaani secret, personal prophecy
8 cataclysm mage 3 2 5 8 5: Appraise 8,
Disable Device 4cc,
Escape artist 4,
Hide 8,
Knowledge (arcana) 8
Knowledge (history) 8
Knowledge (the planes) 8
Listen 8,
Move silently 8
Open Lock 4,
Perform 9
Profession (astrology) 6
Search 8
Spellcraft 6
xoriat secret
9 cataclysm mage 3 3 6 8 5: Appraise 8,
Disable Device 4cc,
Escape artist 4,
Hide 8,
Knowledge (arcana) 12
Knowledge (history) 8
Knowledge (the planes) 8
Listen 8,
Move silently 8
Open Lock 4,
Perform 8.5
Profession (astrology) 6
Search 8
Spellcraft 6
extra music cataclysm of the flesh
10 hoardstealer 3 3 8 8 9: Appraise 8,
Disable Device 4cc,
Escape artist 4,
Hide 8,
Knowledge (arcana) 13
Knowledge (history) 8
Knowledge (the planes) 8
Listen 10,
Move silently 8
Open Lock 4,
Perform 10
Profession (astrology) 6
Search 8
Spellcraft 6
Darkvision +30 ft., trapfinding
11 hoardstealer 4 3 9 8 9: Appraise 8,
Disable Device 4cc,
Escape artist 4,
Hide 8,
Knowledge (arcana) 13
Knowledge (history) 8
Knowledge (the planes) 8
Listen 13,
Move silently 8
Open Lock 4,
Perform 11.5
Profession (astrology) 6
Search 8
Spellcraft 6
Hide from dragons 1/day
12 hoardstealer 5 4 9 9 9: Appraise 8,
Disable Device 4cc,
Escape artist 4,
Hide 8,
Knowledge (arcana) 13
Knowledge (history) 8
Knowledge (the planes) 8
Listen 13,
Move silently 8
Open Lock 4,
Perform 15
Profession (astrology) 6
Search 8
Spellcraft 6
UMD 2
Widen Supernatural Ability (Tome of Magic, p. 75) [General] Trap sense +2, deep pockets
13 sublime chord 5 4 9 11 7: Appraise 8,
Concentrate 4
Disable Device 4cc,
Escape artist 4,
Hide 8,
Knowledge (arcana) 13
Knowledge (history) 8
Knowledge (the planes) 8
Listen 13,
Move silently 8
Open Lock 4,
Perform 16,
Profession (astrology) 6
Search 8
Spellcraft 6
UMD 2
Bardic lore, bardic music
14 hoardstealer 4 6 4 10 11 9: Appraise 8,
Concentrate 4
Disable Device 4cc,
Escape artist 4,
Hide 8,
Knowledge (arcana) 13
Knowledge (history) 8
Knowledge (the planes) 8
Listen 13,
Move silently 8
Open Lock 4,
Perform 16,
Profession (astrology) 6
Search 8
Spellcraft 8
UMD 7
Treasure dowsing 1/day
15 hoardstealer 5 6 4 10 11 9: Appraise 8,
Concentrate 4
Disable Device 4cc,
Escape artist 4,
Hide 8,
Knowledge (arcana) 13
Knowledge (history) 8
Knowledge (the planes) 8
Listen 13,
Move silently 8
Open Lock 4,
Perform 18,
Profession (astrology) 6
Search 8
Spellcraft 8
UMD 14
extra spell: rope trick Darkvision +60 ft.
16 ultimate magus 6 4 10 13 5: Appraise 8,
Concentrate 7
Disable Device 4cc,
Escape artist 4,
Hide 8,
Knowledge (arcana) 13
Knowledge (history) 8
Knowledge (the planes) 8
Listen 13,
Move silently 8
Open Lock 4,
Perform 19,
Profession (astrology) 6
Search 8
Spellcraft 8
UMD 14
Arcane spell power +1
17 ultimate magus 7 4 10 14 5: Appraise 8,
Concentrate 11
Disable Device 4cc,
Escape artist 4,
Hide 8,
Knowledge (arcana) 13
Knowledge (history) 8
Knowledge (the planes) 8
Listen 13,
Move silently 8
Open Lock 4,
Perform 20,
Profession (astrology) 6
Search 8
Spellcraft 8
UMD 14
Expanded spell knowledge (1st level or lower)
18 ultimate magus 7 5 11 15 5: Appraise 8,
Concentrate 14
Disable Device 4cc,
Escape artist 4,
Hide 8,
Knowledge (arcana) 13
Knowledge (history) 8
Knowledge (the planes) 8
Listen 13,
Move silently 8
Open Lock 4,
Perform 21,
Profession (astrology) 6
Search 8
Spellcraft 8
UMD 14
extend spell Augmented casting
19 ultimate magus 8 5 11 16 5: Appraise 8,
Concentrate 17
Disable Device 4cc,
Escape artist 4,
Hide 8,
Knowledge (arcana) 13
Knowledge (history) 8
Knowledge (the planes) 8
Listen 13,
Move silently 8
Open Lock 4,
Perform 22,
Profession (astrology) 6
Search 8
Spellcraft 8
UMD 14
Arcane spell power +2, expanded spell knowledge (2nd level or lower)
20 ultimate magus 8 5 11 16 5: Appraise 8,
Concentrate 20
Disable Device 4cc,
Escape artist 4,
Hide 8,
Knowledge (arcana) 13
Knowledge (history) 8
Knowledge (the planes) 8
Listen 13,
Move silently 8
Open Lock 4,
Perform 23,
Profession (astrology) 6
Search 8
Spellcraft 8
UMD 14
persistent spell Bonus feat
Bard
Spells per Day
Level 0lvl 1st 2nd 3rd 4th 5th 6th
1st 2 - - - - - -
2nd 3 0 - - - - -
3rd 3 1 - - - - -
4th 3 2 0 - - - -
5th 3 3 1 - - - -
6th 3 3 2 - - - -
7th 3 3 2 - - - -
8th 3 3 2 0 - - -
9th 3 3 3 1 - - -

Bard Spells Known
Level 0lvl 1st 2nd 3rd 4th 5th 6th
1st 4 - - - - - -
2nd 5 2 - - - - -
3rd 6 3 - - - - -
4th 6 3 2 - - - -
5th 6 4 3 - - - -
6th 6 4 3 - - - -
7th 6 4 3 - - - -
8th 6 4 4 2 - - -
9th 6 4 4 3 - - -

0: Detect magic, Mage Hand, Detect Crossroads (magic of faerun p.88), Minor Disguise (Spell Compendium, p. 142), prestidigitation, mending
1:Inspirational Boost (Spell Compendium, p. 124), Guided Path (Complete Mage p.106), Undersong (Spell Compendium, p. 227), Harmony (player’s guide to faerun)
2:Portal Well (Champions of valor p.56), misdirection, insight of good fortune (PHB2 p.116), soundburst
3: Shadow Cache (Spell Compendium, p. 183), Listening Coin (Spell Compendium, p. 133), G'Elsewhere Chant (Spell Compendium, p. 100)


Spoiler: Important spells
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Portal Well (Champions of Valor p.56) Transmutation Level: Bard 2, Components: V, S, M, Casting Time: 1 standard action Range: Touch Target: Active portal touched Duration: 1 round/level (D) When you step into a portal affected by this spell, you can wait for a short time within an extradimensional space between the portal's entrance and exit. This spell only works on a portal you are able to activate; for example, if you are an elf and the target portal doesn't work for elves, you can't use this spell on the portal. The extradimensional space created by this spell is similar to that created by a rope trick spell but can only hold you and your gear (up to your maximum heavy load). When the spell ends, you exit the portal at either your point of entry or the portal's destination. While within this extradimensional space, you can see the origin and destination locations, though the images are blurry (much like viewing the Material Plane from the Ethereal Plane). Dispel magic or gate seal traps you within the extradimensional space for as long as the portal is negated or sealed (as would surrounding both ends with a dead magic area). Mordenkainen's disjunction or some other effect that destroys a portal outright forcibly ejects you from one random end of the portal and deals 5d6 points of damage to you. This spell originated in Shaundakul's church and is hard to find elsewhere. Arcane Material Component: A silver wire tied in a knot.

Shadow Cache (Spell Compendium, p. 183) Illusion (Shadow) Level: Bard 3Components: V, S, Casting Time: 1 standard action Range: Touch Area: 1-ft.-diameter circle Duration: 1 minute/level (D) SWith a flourish, you open an invisible portal. Plunging your arm inside, you see your hand vanish as though it were invisible. You can temporarily stash small items on the Plane of Shadow (DMG 152) or permanently dispose of them there. This spell opens a small portal to the Plane of Shadow that is invisible on the Material Plane and appears as a small disk on the Plane of Shadow. You can reach into the Plane of Shadow through the portal created by shadow cache, but only small, nonliving objects can pass entirely through the hole. The cache can hold up to 30 cubic feet of material, or 250 pounds. You can recover objects placed in the portal throughout the duration of the spell, or by casting another hadow cache later. A shadow cache remains stationary at the point where you create it. Items placed in a shadow cache can possibly be picked up by natives of the Plane of Shadow, and in any event are slowly moved by the morphic trait of the plane. For every 24 hours that passes, there is a 10% chance each day that objects placed on the Plane of Shadow with shadow cache are gone (either moved or taken). The spell cannot be cast on the Plane of Shadow itself, but only on planes coexistent with the Plane of Shadow.


Hoardstealer
Spells per Day/Spells Known
Level 1st 2nd 3rd 4th
10th 0 - - -
11th 1 - - -
12th 1 0 - -
13th 1 0 - -
14th 1 1 - -
15th 1 1 0 -
16th 1 1 1 -
17th 2 1 1 0
18th 2 1 1 1
19th 2 2 1 1
20th 2 2 2 1

1:expeditious retreat, identify,
2:Cat's Grace, Invisibility
3:Clairaudience, Shrink item
4:freedom of movement, dimension door

Sublime Chord
Spells per Day


Level 4th 5th 6th
13th 2 1 -
14th - - -
15th - - -
16th - - -
17th 2 2 -
18th 3 2 1
19th - - -
20th 3 3 2

Sublime Chord
Spells known


Level 4th 5th 6th
13th 3 1 -
14th - - -
15th - - -
16th - - -
17th 4 2 -
18th 4 2 1
19th - - -
20th 4 3 2

4:Shadow Well (Spell Compendium, p. 186), Scramble Portal (Spell Compendium, p. 181), shadow conjuration
5: Precipitate Breach (Planar Handbook p.103),]Acid Rain (Heroes of Battle), shadow evocation
6: Seal Portal (Planar Handbook p.104), Eye of Stone (Races of Stone)

Spoiler: Important Spells
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Shadow Well (Spell Compendium, p. 186) Illusion (Shadow) Level: Sorcerer 4, Wizard 4, Components: V, S, Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: One creature Duration: 1 round/level Saving Throw: Will negates; see text Spell Resistance: Yes You spit out the words of the spell, and the shadow of your foe darkens, becoming a solid black pit. Your opponent pinwheels its arms as it topples backward into the darkness. You cause the target's shadow to become a temporary gateway to a pocket realm within the Plane of Shadow. The target must make a Will save or be pulled into the gateway. Inside the pocket realm, the creature sees a deserted, gloomy duplicate of the real world, while shadowy phantasms stalk and taunt it without causing actual harm. Each round, the creature can attempt another Will save to return from the shadow well. Otherwise, the subject returns to the real world when the spell's duration expires. Being trapped in a shadow well can be terrifying; upon returning to the real world, the subject must succeed on another Will save or be frightened for 1d4 rounds. Upon leaving the pocket realm, the subject reappears in the spot it had been in when the shadow well spell was cast. If this spot is filled with a solid object, the subject appears in the nearest adjacent empty space. Spells and abilities that move a creature within a plane, such as teleport and dimension door, do not help a creature escape a shadow well spell, although a plane shift spell allows it to flee to another plane as normal. The target might still become frightened upon leaving.

Scramble Portal (Spell Compendium, p. 181) Transmutation [Chaotic] Level: Sorcerer 4, Wizard 4, Components: V, S, M, Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: One interplanar gate or portal Duration: 1 round/level Saving Throw: None (for portal) Spell Resistance: No You raise your hand and send a roiling ball of crackling, multicolored energy at the portal, knowing its chaotic power will give portal users a surprise. You randomize the destination of one interplanar gate or portal for the duration of the spell. Anyone who passes through the portal from either side is sent to a random plane instead of the portal's normal destination. Material Component: A cracked mirror.

Precipitate Breach (Planar Handbook p.103) Conjuration (Teleportation) Level: Sorcerer 5, Wizard 5, Components: V, M, Casting Time: 10 minutes Range: 0 ft. Effect: Planar breach; see text Duration: See text Saving Throw: None Spell Resistance: Yes You meddle with the boundaries between planes, creating instability and, finally, a minor planar breach. See Planar Breaching, page 151, for details concerning this phenomenon. You have no control over the breach created. However, as opposed to a truly random breach (see page 153), when this spell is first cast in any area that doesn't already contain a breach, a minor breach forms automatically. The breach has the size (10d10-foot radius) and onset time following casting (1d4 rounds) described for a random breach. Roll on Table 7-1: Random Planar Breaching, page 152, to determine the trait that leaks through from the breaching plane. The effect is as for a minor breach. The breach has a standard duration for a minor breach (1d6 days minus 12 hours, minimum 12 hours), after which time it fades away. If you cast precipitate breach into an area that currently hosts a minor breach, you precipitate a severe breach. Reroll the size, the onset time, and the trait that leaks through from the breaching plane (which could mean that the identity of the breaching plane changes). The effect is as for a severe breach. The breach has a standard duration for a severe breach (1d6 days minus 48 hours, minimum 1 hour), after which time it fades away. This spell has no effect if cast into an area currently hosting a severe or complete breach. Material Component: Jade dust worth 250 gp sprinkled in the center of the effect.




Spoiler: References
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Races
Star Elf (Unnapproachable East p.9)
Spellscale (Races of the Dragon p.27)

Classes
Ultimate Magus (Complete Mage p. 77)
Sublime Chord (Complete Arcane p. 60)
Hoardstealer (Draconomicon p. 130)
Cataclysm Mage (Explorer's Handbook p. 58)
Bard (Core)
Planar substitution levels (Planar Handbook p. 29)

Feats
Transdimensional Spell (Complete Divine, p. 85)
Melodic Casting (Complete Mage, p. 44)
Planar Touchstone (Planar Handbook p.41) Catalogues of enlightenment (Planar Handbook p.166) Kobold Domain (Web)
Extra Music (Complete Adventurer, p. 109)
Widen Supernatural Ability (Tome of Magic, p. 75)
Extra Spell (Complete Arcane, p. 79)
Persistent Spell (Complete Arcane, p. 81)

Spells
Detect Crossroads (magic of faerun p.88)
Minor Disguise (Spell Compendium, p. 142)
Portal Well (Champions of Valor p.56)
Shadow Cache (Spell Compendium, p. 183)
Inspirational Boost (Spell Compendium, p. 124)
Guided Path (Complete Mage p.106)
Undersong (Spell Compendium, p. 227)
insight of good fortune (PHB2 p.116)
Listening Coin (Spell Compendium, p. 133)
G'Elsewhere Chant (Spell Compendium, p. 100)
Scramble Portal (Spell Compendium, p. 181)
Shadow Well (Spell Compendium, p. 186)
Precipitate Breach (Planar Handbook p.103)
Seal Portal (Planar Handbook p.104)
Acid Rain (Heroes of Battle)
Eye of Stone (Races of Stone)