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  1. - Top - End - #1
    Firbolg in the Playground
     
    Temotei's Avatar

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    Default Base Class Contest XXVI - Flipping the Table

    Flipping the Table

    Welcome to Base Class Challenge number twenty-six! Let's have fun creating some breathtaking base classes! The rules are below, as always. Make an original D&D 3.5 base class and fight for the right to keep your kneecaps!


    1. You will be creating an original base class based around a theme of tabletop games other than D&D; anything is possible, from a monopolizing shoe to a chess master to a billiards master, so have fun with it! You may not post your entry anywhere else until after the contest is finished. If you have already posted a class under this theme, you may not enter it for this contest. You may use previous homebrew in your classes as long as no mention of the class or any part of the class was made in that homebrew. Aside from that, anything goes--psionics, martial maneuvers, spellcasting, whatever. Go crazy; new mechanics, new feats, new items, and everything else you can think of are fair game!

    2. Submissions are due by 23:59 02:59 Central Standard Time (USA/Canada) on February 17th, and should be submitted in the format shown in the next post or at least in a way that's easy on the eyes. Feel free to play around with fonts, images, and the like; just make sure it's not hard to read.

    3. There must be a name, complete class, and fluff for both combat and role playing purposes. Incomplete entries will be disqualified--no exceptions.

    4. Everyone is allowed only one entry per contest.

    5. Plagiarism is strictly forbidden. Violators will be towed disqualified and reported.


    The chat thread is here. Feel free to discuss each other's creations, give critique, or talk about what you think of this contest, but entries (and nothing else) belong in this challenge thread.

    Table...

    Flip!
    Last edited by Temotei; 2015-02-18 at 01:11 AM.
    Base Class Contest XXXXVII - Time is on Our Side (Yes it is)
    Chat Thread
    Contest Closes May 24th

    Homebrew
    Please feel free to PM me any thoughts on my homebrew (or comment in the thread if it's not too old).

  2. - Top - End - #2
    Firbolg in the Playground
     
    Temotei's Avatar

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    Default Re: Base Class Contest XXVI - Flipping the Table

    Base Class Name

    Put an optional image of your class here (getting permission from the artist beforehand unless they explicitly allow free use)

    Put a quote by or about a member of your class here!

    A general description of what your class is!

    Adventures: Why your class might adventure.

    Characteristics: What your class is capable of.

    Alignment: What alignment or alignments your class may have and why.

    Religion: What deities or ideals your class follows, if any, and why.

    Background: How you become part of your class and why.

    Races: What races most often have members of your class, as well as any races that cannot join, along with why.

    Other Classes: How your class relates to other classes, positively or negatively, and why.

    Role: What your class does in and for a party.

    Adaptation: How a DM might change your class to fit into their campaign or unique world setting.

    GAME RULE INFORMATION
    CLASS NAME's have the following game statistics.
    Abilities: A brief description of what ability scores are important to your class.
    Alignment: What alignments are available to your class are listed here. "Any" is a possibility.
    Hit Die: dx
    Starting Age: What age your class starts at level one as normally ("As barbarian," "As bard," and "As cleric" are the standard options, though feel free to put down the numbers, as well.).
    Starting Gold: What amount of currency your class starts at level one with normally ("As barbarian," "As cleric," "As druid," "As fighter," "As monk," and "As sorcerer" are the standard options, though feel free to put down the numbers, as well.).

    Class Skills
    The CLASS NAME's class skills (and the key ability for each skill) are...

    Skill Points at First Level: (x + Int modifier) x 4
    Skill Points at Each Additional Level: x + Int modifier

    CLASS NAME
    Level Base Attack Bonus Fort Save Ref Save Will Save Special
    1st
    +x
    +x
    +x
    +x
    Class Ability
    2nd
    +x
    +x
    +x
    +x
    Class Ability
    3rd
    +x
    +x
    +x
    +x
    Class Ability
    4th
    +x
    +x
    +x
    +x
    Class Ability
    5th
    +x
    +x
    +x
    +x
    Class Ability
    6th
    +x
    +x
    +x
    +x
    Class Ability
    7th
    +x
    +x
    +x
    +x
    Class Ability
    8th
    +x
    +x
    +x
    +x
    Class Ability
    9th
    +x
    +x
    +x
    +x
    Class Ability
    10th
    +x
    +x
    +x
    +x
    Class Ability
    11th
    +x
    +x
    +x
    +x
    Class Ability
    12th
    +x
    +x
    +x
    +x
    Class Ability
    13th
    +x
    +x
    +x
    +x
    Class Ability
    14th
    +x
    +x
    +x
    +x
    Class Ability
    15th
    +x
    +x
    +x
    +x
    Class Ability
    16th
    +x
    +x
    +x
    +x
    Class Ability
    17th
    +x
    +x
    +x
    +x
    Class Ability
    18th
    +x
    +x
    +x
    +x
    Class Ability
    19th
    +x
    +x
    +x
    +x
    Class Ability
    20th
    +x
    +x
    +x
    +x
    Class Ability

    Class Features
    All of the following are class features of the CLASS NAME.

    Weapon and Armor Proficiencies: What weapons and armor your class is proficient in the use of!

    All other class features go here (Use the format shown directly below if you don't know what to do.)!

    CLASS FEATURE NAME (Ex, Su, Sp, Ps):



    Spoiler
    Show
    [CENTER][b][SIZE=3][U]Base Class Name[/U][/SIZE][/b]

    Put an optional image of your class here!

    [i]Put a quote by or about a member of your class here![/i][/center]

    A general description of what your class is!

    [b]Adventures:[/b] Why your class might adventure.

    [b]Characteristics:[/b] What your class is capable of.

    [b]Alignment:[/b] What alignment or alignments your class may have and why.

    [b]Religion:[/b] What deities or ideals your class follows, if any, and why.

    [b]Background:[/b] How you become part of your class and why.

    [b]Races:[/b] What races most often have members of your class, as well as any races that cannot join, along with why.

    [b]Other Classes:[/b] How your class relates to other classes, positively or negatively, and why.

    [b]Role:[/b] What your class does in and for a party.

    [b]Adaptation:[/b] How a DM might change your class to fit into their campaign or unique world setting.

    [B]GAME RULE INFORMATION[/B]
    CLASS NAME's have the following game statistics.
    [B]Abilities:[/B] A brief description of what ability scores are important to your class.
    [B]Alignment:[/B] What alignments are available to your class are listed here. "Any" is a possibility.
    [b]Hit Die:[/b] dx
    [B]Starting Age:[/B] What age your class starts at level one as normally ("As barbarian," "As bard," and "As cleric" are the standard options, though feel free to put down the numbers, as well.).
    [b]Starting Gold:[/b] What amount of currency your class starts at level one with normally ("As barbarian," "As cleric," "As druid," "As fighter," "As monk," and "As sorcerer" are the standard options, though feel free to put down the numbers, as well.).

    [B]Class Skills[/B]
    The CLASS NAME's class skills (and the key ability for each skill) are...

    [B]Skill Points at First Level:[/B] (x + Int modifier) x 4
    [B]Skill Points at Each Additional Level:[/B] x + Int modifier

    [B]C[SIZE=1]LASS NAME[/SIZE][/B]
    [table="class:grid head"]
    [tr]
    [th][b]Level[/b][/th]
    [th][b]Base Attack Bonus[/b][/th]
    [th][b]Fort Save[/b][/th]
    [th][b]Ref Save[/b][/th]
    [th][b]Will Save[/b][/th]
    [th][b]Special[/b][/th]
    [/tr]
    [tr]
    [td]1st[/td]
    [td][center]+x[/center][/td]
    [td][center]+x[/center][/td]
    [td][center]+x[/center][/td]
    [td][center]+x[/center][/td]
    [td]Class Ability[/td]
    [/tr]
    [tr]
    [td]2nd[/td]
    [td][center]+x[/center][/td]
    [td][center]+x[/center][/td]
    [td][center]+x[/center][/td]
    [td][center]+x[/center][/td]
    [td]Class Ability[/td]
    [/tr]
    [tr]
    [td]3rd[/td]
    [td][center]+x[/center][/td]
    [td][center]+x[/center][/td]
    [td][center]+x[/center][/td]
    [td][center]+x[/center][/td]
    [td]Class Ability[/td]
    [/tr]
    [tr]
    [td]4th[/td]
    [td][center]+x[/center][/td]
    [td][center]+x[/center][/td]
    [td][center]+x[/center][/td]
    [td][center]+x[/center][/td]
    [td]Class Ability[/td]
    [/tr]
    [tr]
    [td]5th[/td]
    [td][center]+x[/center][/td]
    [td][center]+x[/center][/td]
    [td][center]+x[/center][/td]
    [td][center]+x[/center][/td]
    [td]Class Ability[/td]
    [/tr]
    [tr]
    [td]6th[/td]
    [td][center]+x[/center][/td]
    [td][center]+x[/center][/td]
    [td][center]+x[/center][/td]
    [td][center]+x[/center][/td]
    [td]Class Ability[/td]
    [/tr]
    [tr]
    [td]7th[/td]
    [td][center]+x[/center][/td]
    [td][center]+x[/center][/td]
    [td][center]+x[/center][/td]
    [td][center]+x[/center][/td]
    [td]Class Ability[/td]
    [/tr]
    [tr]
    [td]8th[/td]
    [td][center]+x[/center][/td]
    [td][center]+x[/center][/td]
    [td][center]+x[/center][/td]
    [td][center]+x[/center][/td]
    [td]Class Ability[/td]
    [/tr]
    [tr]
    [td]9th[/td]
    [td][center]+x[/center][/td]
    [td][center]+x[/center][/td]
    [td][center]+x[/center][/td]
    [td][center]+x[/center][/td]
    [td]Class Ability[/td]
    [/tr]
    [tr]
    [td]10th[/td]
    [td][center]+x[/center][/td]
    [td][center]+x[/center][/td]
    [td][center]+x[/center][/td]
    [td][center]+x[/center][/td]
    [td]Class Ability[/td]
    [/tr]
    [tr]
    [td]11th[/td]
    [td][center]+x[/center][/td]
    [td][center]+x[/center][/td]
    [td][center]+x[/center][/td]
    [td][center]+x[/center][/td]
    [td]Class Ability[/td]
    [/tr]
    [tr]
    [td]12th[/td]
    [td][center]+x[/center][/td]
    [td][center]+x[/center][/td]
    [td][center]+x[/center][/td]
    [td][center]+x[/center][/td]
    [td]Class Ability[/td]
    [/tr]
    [tr]
    [td]13th[/td]
    [td][center]+x[/center][/td]
    [td][center]+x[/center][/td]
    [td][center]+x[/center][/td]
    [td][center]+x[/center][/td]
    [td]Class Ability[/td]
    [/tr]
    [tr]
    [td]14th[/td]
    [td][center]+x[/center][/td]
    [td][center]+x[/center][/td]
    [td][center]+x[/center][/td]
    [td][center]+x[/center][/td]
    [td]Class Ability[/td]
    [/tr]
    [tr]
    [td]15th[/td]
    [td][center]+x[/center][/td]
    [td][center]+x[/center][/td]
    [td][center]+x[/center][/td]
    [td][center]+x[/center][/td]
    [td]Class Ability[/td]
    [/tr]
    [tr]
    [td]16th[/td]
    [td][center]+x[/center][/td]
    [td][center]+x[/center][/td]
    [td][center]+x[/center][/td]
    [td][center]+x[/center][/td]
    [td]Class Ability[/td]
    [/tr]
    [tr]
    [td]17th[/td]
    [td][center]+x[/center][/td]
    [td][center]+x[/center][/td]
    [td][center]+x[/center][/td]
    [td][center]+x[/center][/td]
    [td]Class Ability[/td]
    [/tr]
    [tr]
    [td]18th[/td]
    [td][center]+x[/center][/td]
    [td][center]+x[/center][/td]
    [td][center]+x[/center][/td]
    [td][center]+x[/center][/td]
    [td]Class Ability[/td]
    [/tr]
    [tr]
    [td]19th[/td]
    [td][center]+x[/center][/td]
    [td][center]+x[/center][/td]
    [td][center]+x[/center][/td]
    [td][center]+x[/center][/td]
    [td]Class Ability[/td]
    [/tr]
    [tr]
    [td]20th[/td]
    [td][center]+x[/center][/td]
    [td][center]+x[/center][/td]
    [td][center]+x[/center][/td]
    [td][center]+x[/center][/td]
    [td]Class Ability[/td]
    [/tr]
    [/table]

    [B]Class Features[/B]
    All of the following are class features of the CLASS NAME.

    [b]Weapon and Armor Proficiencies:[/b] What weapons and armor your class is proficient in the use of!

    All other class features go here (Use the format shown directly below if you don't know what to do.)!

    [b]CLASS FEATURE NAME (Ex, Su, Sp, Ps):[/b]
    Base Class Contest XXXXVII - Time is on Our Side (Yes it is)
    Chat Thread
    Contest Closes May 24th

    Homebrew
    Please feel free to PM me any thoughts on my homebrew (or comment in the thread if it's not too old).

  3. - Top - End - #3
    Bugbear in the Playground
     
    UristMcRandom's Avatar

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    Default Re: Base Class Contest XXVI - Flipping the Table

    Cardshark



    "If you're gonna play the game, you gotta learn to play it right"

    Cheat, Blackjack, Bridge, Pinochle, Poker, Solitaire, Spades. Card games come in many varieties, and the players of these games come in even more. To some, however, these are more than games; they're a philosophy, a way of and metaphor for life. These people are known as Cardsharks.

    Adventures: Why your class might adventure.

    Characteristics: What your class is capable of.

    Alignment: Cardsharks come from all walks of life, and their alignment reflects this. Cardsharks may be of any alignment.

    Religion: Cardsharks as a group are not drawn to any particular religion. Many choose to follow Olidammara, god of rogues, but still others hold other ideals.

    Background: Cardsharks are usually ordinary people with a knack for playing cards. They may be playing small-time in the local tavern, or competing in a high-stakes regional game in a large city, but a love of the game is their driving motivation to become a Cardshark.

    Races: Humans, Halflings, and Gnomes make up the majority of Cardsharks. Half-Elves who have been raised among Humans sometimes take the class, but Elves, Dwarves, Half-Orcs, and Half-Elves who have been raised among Elves are less likely to become Cardsharks.

    Other Classes: Cardsharks generally get along well with most everyone. Paladins and more zealous Clerics may find their tendency towards playing games rather than worship or more "productive" actions to be annoying or downright distasteful.

    Role: What your class does in and for a party.

    Adaptation: How a DM might change your class to fit into their campaign or unique world setting.

    GAME RULE INFORMATION
    Cardsharks have the following game statistics.
    Abilities:
    Alignment: Any
    Hit Die: d6
    Starting Age: Moderate
    Starting Gold: 5d4x10 (120 gp)

    Class Skills
    The Cardshark's class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Diplomacy (Cha), Forgery (Int), Intimidate (Cha), Knowledge (local) (Int), Perform (Cha), Profession (Wis), Sleight of Hand (Dex), Spot (Wis)

    Skill Points at First Level: (5 + Int modifier) x 4
    Skill Points at Each Additional Level: 5 + Int modifier

    Cardshark
    Level Base Attack Bonus Fort Save Ref Save Will Save Special
    1st
    +0
    +0
    +0
    +2
    Deal, 52 Pickup
    2nd
    +1
    +0
    +0
    +3
    Card Trick
    3rd
    +2
    +1
    +1
    +3
    4th
    +3
    +1
    +1
    +4
    Uncanny dodge
    5th
    +3
    +1
    +1
    +4
    6th
    +4
    +2
    +2
    +5
    7th
    +5
    +2
    +2
    +5
    52 Pickup (move action)
    8th
    +6/+1
    +2
    +2
    +6
    Improved uncanny dodge
    9th
    +6/+1
    +3
    +3
    +6
    10th
    +7/+2
    +3
    +3
    +7
    11th
    +8/+3
    +3
    +3
    +7
    12th
    +9/+4
    +4
    +4
    +8
    13th
    +9/+4
    +4
    +4
    +8
    14th
    +10/+5
    +4
    +4
    +9
    52 Pickup (swift action)
    15th
    +11/+6/+1
    +5
    +5
    +9
    16th
    +12/+7/+2
    +5
    +5
    +10
    17th
    +12/+7/+2
    +5
    +5
    +10
    18th
    +13/+8/+3
    +6
    +6
    +11
    19th
    +14/+9/+4
    +6
    +6
    +11
    20th
    +15/+10/+5
    +6
    +6
    +12

    Class Features
    All of the following are class features of the Cardshark.

    Weapon and Armor Proficiencies: Cardsharks are proficient with the sword cane, hand crossbow, sap, dagger, dart, and his deck of cards. Cardsharks are proficient with Light armor, but not with any shields.

    Deck of Cards: A Cardshark begins play with a deck of ordinary playing cards, stored in a wooden box. The deck is composed of 52 normal cards, plus two Jokers.

    The Cardshark relies on his deck of cards for most of his class abilities. He may also attack with his cards by throwing them at his enemies (1d4 piercing damage, 19-20/x2 Crit range, 20 ft. range)

    Cards are kept in one of two places by a Cardshark: his Deck, and his Hand. Only 5 cards may be in a Hand at any given time, and only cards in a hand can be thrown or used in a Card Trick.

    Deal: As a move action, a Cardshark may deal cards into his Hand. Dealing requires that both of his hands be empty, and he may only deal if his Hand contains less than 5 cards.

    52 Pickup (Su): As a standard action, a Cardshark may gather all of his cards that he hasn't discarded to himself. This action requires at least one of his hands be empty to receive the cards, which appear neatly shuffled and stacked. At 7th level, this becomes a move action, and at 14th level, it becomes a swift action.

    Card Trick (Sp): Cards have a magic all their own, and the Cardshark realizes this better than anyone else. Starting at 2nd level, once per day per Cardshark level, he may discard one of his cards to activate a spell-like ability as indicated below. The caster level for these abilities are the minimum plus half his Cardshark level.



    CLASS FEATURE NAME (Ex, Su, Sp, Ps):
    Last edited by UristMcRandom; 2015-01-24 at 01:53 AM.

  4. - Top - End - #4
    Banned
     
    Jormengand's Avatar

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    Default Re: Base Class Contest XXVI - Flipping the Table

    The Warp Mage


    Fireman Logoless by chaosbywind

    The messenger bowed low, pressing its muzzle to the floor. "Speak-speak" snarled the Grey Seer, too agitated to appreciate the fawning. "Unexpected complications, most powerful of potentates" said the Scurrier. Before the creature could finish, the Grey Seer sent bolts of lightning to roast him alive.

    "Bad news can wait" thought the rat-mage, and it was always best to kill the messenger.

    Warp magi harness the very essence of chaos: the mysterious power known as the Winds of Magic. They hold true to their faith in Sigmar, their hope for change or their desire for power as they bombard their foes with potent magic.

    Adventures: Warp magi are almost always hard extremists, willing to risk death for their cause. They are prepared to put themselves in mortal danger for power, faith, or whatever other cause they follow.

    Characteristics: Warp magi cast an extremely limited and yet extremely powerful selection of spells. This means they might not always have the right tool for the job, but when they do, they are exceptionally powerful, and even when they have the wrong tool for the job, its power can carry into other areas.

    Alignment: Any. The immense power and risk might suggest chaotic warp magi, but this risk can also be suffered for extreme devotion.

    Religion: Empire wizards usually worship Sigmar; Damsels always worship The Lady; Skink Priests and Slann worship one of the Old Ones; Chaos Sorcerers and heralds owe the Chaos Gods their power; Skaven Warlocks, Seers and Priests worship the Great Horned Rat or possibly Nurgle; Orcs worship Gork and Goblins Mork; Elven warp magi of all calibres have their own gods such as Asuryan and Kaela Mensha Khaine; Liches, Vampires, Necromancers and Ogres have no particular deities.

    Background: Empire wizards are trained to be wizards, for Warlock Engineers it is a self-taught business, and Chaos Sorcerers bargain for power, but Damsels, Skink Priests and Grey Seers are all born to take the role. The reasons for becoming a warp mage are diverse, but more important is what you choose to do with that power.

    Races: Humans, elves, skaven, skinks, orcs, goblins, liches, vampires, ogres, beastmen, and certain types of demon feel the power of the Winds of Magic. While dwarves respond to the Winds, they use it in an entirely different manner.

    Other Classes: Grey Seers regard fighters as tools, Slann regard them as necessary, and goblins regard them as their eminent superiors. There is no one way that a warp mage might react to others.

    Role: A warp mage is anything from the iconic blaster to someone who protects and heals their allies. The Lores of Magic allow for a wide range of magi.

    Adaptation: Warp mage abilities could easily be extended to races other than those for whom they were intended, especially if races such as skaven are nonexistent in the setting.

    GAME RULE INFORMATION
    Warp Magi have the following game statistics.
    Abilities: The key ability of each type of warp mage is different, but that is the most important one. Other ability scores are usually only as useful as they might otherwise be.
    Alignment: Any, but many of the warp pathways and lores of magic are alignment-restricted.
    Hit Die: d4. However, many paths change this.
    Starting Age: As barbarian
    Starting Gold: As sorcerer.

    Class Skills
    The warp mage's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge (all skills, taken individually) (Int), Profession (Wis), and Spellcraft (Int).

    Skill Points at First Level: (2 + Int modifier) x 4
    Skill Points at Each Additional Level: 2 + Int modifier

    Warp mage
    Level BAB Fort Ref Will Special
    1st +0 +0 +0 +2 Spell (1st), Lores of Magic, Winds of Magic 2d6
    2nd +1 +0 +0 +3 Special Ability (1st)
    3rd +1 +1 +1 +3 Channel 1d6
    4th +2 +1 +1 +4 Spell (2nd)
    5th +2 +1 +1 +4 Ward Save (6+), Winds of Magic 3d6
    6th +3 +2 +2 +5 Channel 2d6, Dispel Dice
    7th +3 +2 +2 +5 Spell (3rd)
    8th +4 +2 +2 +6 Special Ability (2nd)
    9th +4 +3 +3 +6 Channel 3d6
    10th +5 +3 +3 +7 Spell (4th), Winds of Magic 4d6
    11th +5 +3 +3 +7 Ward Save (5+)
    12th +6/+1 +4 +4 +8 Channel 4d6
    13th +6/+1 +4 +4 +8 Spell (5th)
    14th +7/+2 +4 +4 +9 Special Ability (3rd)
    15th +7/+2 +5 +5 +9 Channel 5d6, Winds of Magic 5d6
    16th +8/+3 +5 +5 +10 Spell (6th)
    17th +8/+3 +5 +5 +10 Ward Save (4+)
    18th +9/+4 +6 +6 +11 Channel 6d6
    19th +9/+4 +6 +6 +11 Spell (7th)
    20th +10/+5 +6 +6 +12 Special Ability (4th), Winds of Magic 6d6
    Class Features
    All of the following are class features of the warp mage.

    Weapon and Armor Proficiency
    Warp magi are proficient in all simple weapons, and the longsword and short sword. They are not proficient in any type of armour or shield.

    Warp magic, Lores, Warp pathways, and the Winds of Magic
    Each warp mage chooses a Warp pathway (though often, the choice is limited by race and alignment). If a character can't choose a Warp pathway, they can't be a warp mage. Once that is done, the Warp pathway lists a number of the Lores of Magic. The warp mage must choose one of these.

    The Warp pathway grants special abilities at second level and every third thereafter, but the real power comes with spells. You get one Warp spell (which, in reality, is only a spell-like ability) at first level, and another every third level. These are drawn from the Lore of Magic the warp mage has chosen.

    At the start of each encounter, you roll for the Winds of Magic - they are fickle, and sometimes they can leave the would-be-master of arcane power without any such power. As such, you roll 2d6, plus d6/5 levels, and the result is the number of power dice you have to cast spells.

    To cast a spell, you must spend dice from your power pool to attempt to equal or beat the casting difficulty of that spell. You can roll any number of dice from your power pool (removing them from the pool in the process) and add your primary statistic modifier. Some spells allow you to increase the casting difficulty deliberately to increase the spell's effects: should this be so, you must declare which version of the spell you are using before you use it. In either case, if your roll equals or exceeds the casting difficulty, you succeed at casting the spell, so long as your actual die roll is at least 3 (therefore you must roll some dice for your spell to have any chance of success).

    If you roll two or more sixes, your spell can't be counterspelled (such as with dispel magic) or dispelled, it ignores spell resistance and no saves can be taken against its effects, but you channel some portion of the magical energy into a damaging effect. To determine the effect of the mis-cast spell, first resolve the normal spell effect, and then roll on the following table:

    D20 Effect
    1-2 Dimensional Cascade
    3-7 Calamitous Detonation
    8-13 Detonation!
    14-18 Magical Feedback
    19-20 Power Drain

    Dimensional Cascade: You take a ward save if you have one, if you don't, or fail, you take 1d6 damage/level. Everyone else within 20 feet takes this damage too, but can take a reflex save for half damage. Regardless of the ward save, you then take a will save or you are plane shifted to the Realms of Chaos. If you pass, you lose d6 dice from your power pool instead (minimum 0).

    Calamitous Detonation: Everyone within 10 feet, including you, takes 1d6 damage/level (ward negates). People other than you can take a reflex save to halve the damage. You lose d6 dice from your power pool (minimum 0).

    Detonation!: Everyone in a square adjacent to you takes d6 damage per level (reflex half). You lose d6 dice from the power pool (minimum 0).

    Magical Feedback: You, and everyone within 100 feet who can use spells, powers, or spell-like or psi-like abilities takes 1d6 damage per 2 levels (ward negates, will half). You also lose d6 dice from the power pool (minimum 0).

    Power Drain: You lose half your caster levels, rounding the end caster level down. You get them back after your next 8-hour rest, but until then you can't cast Warp Spells unless you have a high enough level to cast them (Spell level, times three, minus two). If you're first-level, you might not be able to cast spells. In that case, you're not affected by other people's Magical Feedback unless you have other abilities which trigger it. You can't save against this effect, but you don't lose power dice.

    The damage dealt by miscasts isn't any specific type of damage and the damage can only be prevented by saving, or with abilities which specifically prevent damage. Miscasting is a spell-like ability with the same level as the spell you were trying to cast. The difficulty class of a saving throw against a miscast is 10, plus the spell level, plus the number of dice used in casting.

    You can't roll for the winds of magic inside an anti-magic area, due to it being a supernatural ability. However, if you have the ability to channel power dice (see channel), you might be able to cast spells later even if you never rolled for the winds of magic. Merely posessing power dice isn't supernatural.

    Channel (Su)
    At any point during each of your turns, you may attempt to channel power dice. You may only do this once per round, but it takes no action to do. By rolling one die per three levels, you may add any die which rolls a six to your power pool.

    Ward Save (Su)
    From 5th level, a mysterious force-field surrounds you. Any attack made against you, or any spell requiring any sort of attack roll to hit, may be deflected by your ward. Roll a die; on the roll of a 6+ you negate the attack in its entirety.

    The ward save improves to 5+ at 11th level and 4+ at 17th level.

    Dispel Dice (Sp)

    You can attempt to counter a spell or spell-like ability by using your power dice. If it is a warp spell, you must roll higher than the caster. If it is an utterance, you must beat one third of the utterer's Truespeak check result. Otherwise, you must beat 5, plus twice the spell level.

    This is difficult, however, as you must take the ready action as normal and also specify immediately the number of power dice you wish to convert into dispel dice. You must then roll against whichever spell you wish to counter - a spellcraft check will reveal the spell as normal and also the difficulty class, but you can try to dispel it either way.

    If you roll two or more sixes, the counterspell attempt is automatically successful but no miscast is caused.

    You may attempt to dispel a spell in the same manner. In this case, the value to beat is equal to the lowest value that would allow the spell to be cast in the first place (the warp spell's casting value, a third of the utterance's difficulty class for a Perfected Map utterance or the target's difficulty class for an Evolving Mind or Crafted Tool utterance), which for normal spells will be the same as if you were countering the spell.

    The Warp Pathways

    Spoiler: Bray-Shaman
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    Requires: Beastman, any nonlawful.

    Primary ability: Charisma

    Lores: Beasts, Death, Shadows, the Wild

    Passive: You are, unlike many wizards, a competent fighter. You use the medium base attack progression for warp mage levels.

    1st: You have much tougher skin than most. You get a natural armour bonus equal to 2, plus 1 per three levels. This increases your other natural armour if any, but natural armour applied later (such as by magical items) doesn't stack.

    2nd: You are, unlike many wizards, not squishy. Re-roll all your hit dice from warp mage as d8s, and warp mage hit dice are henceforth d8s for you.

    3rd: (Su) You have access to a powerful magical ability which suppresses all magical item effects near you. Once per day, you may cause every magic item within 100 feet to stop working for 2d6 minutes.

    4th: You grow two extra arms. As well as allowing you more offhand attacks, this allows you to cast two warp spells as the same standard action.


    Spoiler: Butcher
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    Requires: Ogre

    Primary ability: Constitution

    Lores: The Great Maw, Beasts, Death, Heavens

    Passive: You are a competent fighter. Your base attack bonus progression is the same as the rogue's, and you have a d8 hit die.

    1st: You lose one of the points of level adjustment you would normally be subject to as an ogre, entitling you to an extra level immediately. You also have the opportunity to convert one of your giant hit dice into a warp mage level.

    2nd: You lose the other point of level adjustment, giving you yet another level immediately. You can convert another giant hit die into a warp mage level.

    3rd: You can convert up to two more giant hit dice into warp mage levels.

    4th: You can eat your slain foes. Eating a foe gives you a +2 bonus to strength for 10 minutes per hit die that creature had (this bonus is cumulative with itself, maximum +30) and restores 1d6 hit points to you per hit die it had.


    Spoiler: Chaos Sorcerer of Chaos Undivided
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    Requires: Human, Evil, Worship a Chaos God or gods (Even Khorne)

    Primary ability: Choose: Strength, dexterity or constitution.

    Lores: Death, Fire, Heavens, Shadow

    Passive: You bear the marks of all four chaos gods. Your mark of Khorne gives you a +1 bonus on damage rolls made with your attacks, plus one more per 4 levels; the mark of Slaanesh grants you the same bonus to your AC, including touch AC; the mark of Tzeentch gives you +1 caster level, plus 1 more at 15th level. The mark of Nurgle increases your hit die to a d8. As a chaos sorcerer, you are proficient in heavy armour.

    Each further level, you choose a gift from one of the Chaos gods. You don't have to choose the same god each time, or a different god each time; you are free in your selection. In fact, which chaos gods are attached to which abilities doesn't actually have any mechanical effect.

    1st: Choose one:
    Khorne: Your bonus applies to attack rolls as well as damage rolls. You gain SR 5+level, and may remove or reinstate it as a free action, even if it's not your turn.
    Slaanesh: You gain a +1 bonus, plus 1 per 5 levels, on reflex saves.
    Tzeentch: You gain a +1 bonus, plus 1 per 5 levels, on will saves.
    Nurgle: You gain a +1 bonus, plus 1 per 5 levels, on fortitude saves.

    2nd: Choose one:
    Khorne: Your damage bonus applies to spells.
    Slaanesh: You gain a +1 bonus, plus 1 per 5 levels, on initiative rolls.
    Tzeentch: You can re-roll ward save results of a 1. You can't re-roll the same die you just re-rolled.
    Nurgle: You get a +1 bonus, plus 1 per 4 levels, to your natural armour bonus.

    3rd: Choose one:
    Khorne: You can rage as a barbarian of half your level.
    Slaanesh: You gain a +5 bonus to your base attack bonus.
    Tzeentch: You can roll a free extra die when casting spells.
    Nurgle: Your hit die is retroactively and henceforth increased to a d12. Further, you are completely unimpeded by the weight of medium armour, and you do not take additional penalties for running in heavy armour.

    4th:
    Khorne: Your melee weapon attacks always hit.
    Slaanesh: Your ranged weapon attacks always hit.
    Tzeentch: You roll any miscast three times and choose the result from the three.
    Nurgle: You gain regeneration 20/fire.


    Spoiler: Chaos Sorcerer of Nurgle
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    Requires: Human, Chaotic Evil, worship Nurgle.

    Primary ability: Constitution

    Lores: Nurgle

    Passive: You bear the Mark of Nurgle. You have a d12 hit die for all Warp Mage levels. As a chaos sorcerer, you are also proficient in all armour but no shields.

    1st: You gain a +1 bonus, plus 1 per 4 levels, on fortitude saves.

    2nd: You gain a +1 bonus, plus 1 per 3 levels, to your natural armour bonus.

    3rd: You are completely unimpeded by the weight of any armour, and you even ignore armour check penalties.

    4th: You gain regeneration 25/fire.


    Spoiler: Chaos Sorcerer of Slaanesh
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    Requires: Human, Chaotic Evil, worship Slaanesh

    Primary ability: Dexterity

    Lores: Slaanesh

    Passive: You bear the mark of Slaanesh. You get a dodge bonus to AC equal to 2, plus 1 per 2 levels. As a chaos sorcerer, you are also proficient in heavy armour, and have a d6 hit die for all warp mage levels.

    1st: You gain a +1 bonus, plus 1 per 4 levels, on reflex saves.

    2nd: You gain a +1 bonus, plus 1 per 5 levels, on initiative rolls.

    3rd: You gain a +5 bonus to attack rolls. You also make an extra attack at your highest base attack bonus whenever you attack; this does stack with effects like haste.

    4th: Your ranged weapon attacks always hit and the result is always a critical hit.


    Spoiler: Chaos Sorcerer of Tzeentch
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    Requires: Human, Chaotic Evil, worship Slaanesh

    Primary ability: Strength

    Lores: Tzeentch

    Passive: You bear the mark of Tzeentch. Your caster level is treated as 1 higher, plus 1 per 6 levels. As a chaos sorcerer, you are also proficient in heavy armour, and have a d6 hit die for all warp mage levels.

    1st: You gain a +1 bonus, plus 1 per 4 levels, on will saves.

    2nd: Your mark of Tzeentch becomes empowered, reducing the target number of your ward save by 1. This can reduce your target number to 3+.

    3rd: You get a +6 bonus to any spell you cast. You may choose to cast any spell where you roll exactly one 6 with irresistible force (and a miscast); you do not ever have to.

    4th: You are unaffected by miscasts; irresistible force still applies.


    Spoiler: Damsel of the Lady
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    Requires: Human, female (Males should become battle wizards instead), any lawful or good.

    Primary ability: Wisdom

    Lores: Beasts, Heavens, Life

    Passive: You carry a powerful blessing with you. You have a 6+ ward save against attacks which deal more damage than your hit dice times 3. When you get a ward save at level 5, this ability instead increases a ward save against such attacks by 1 step.

    1st: You confer your blessing to allies within medium range (100 ft + 10 ft/level).

    2nd: You inspire chivalry in those about you. Allies with your blessing (including you) are immune to fear effects.

    3rd: Your blessing becomes more inspiring still. Allies with the blessing are immune to mind-affecting abilities.

    4th: You become a prophetess of the lady. As well as the blessing, you apply your original ward save to allies in range.


    Spoiler: Dark Elf Sorceress
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    Requires: Drow, female.

    Primary ability: Charisma

    Lores: Dark or any from the Big Eight

    Passive: You are simply good at magic. You add 1, plus 1 per 4 levels, to the result of any casting rolls you make.

    1st: You learn the spell Chillwind. If you know it, you learn a first-level spell from any of the Big Eight instead.

    2nd: You learn the spell Word of Pain. If you know it, you learn a second-level spell from any of the Big Eight instead.

    3rd: You learn the spell Power of Darkness or Doombolt (You choose).

    4th: You learn the spell Bladewind. If you know it, you learn a fourth-level spell from any of the Big Eight instead.


    Spoiler: Dragon Mage of Caledor
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    Note to DMs: A dragon mage swiftly becomes less a person on a dragon, and more a dragon with a person on it. This should be taken into account when determining whether to allow a player to play one.

    Requires: High elf, Chaotic Good

    Primary ability: Charisma

    Lores: Fire

    Passive: You have severely limited spellcasting ability, to the point of only ever being able to cast the spell Rhuin's Fireball. However, you acquire a dragon, who is your constant companion in battle. The creature is a Wyrmling brass dragon, but only has a single hit die per Warp Mage level you have. This dragon is born to be ridden by you, and can only be ridden by you, but you needn't take ride checks, and it can carry you if you're the same size as it.

    1st: Your dragon becomes a very young dragon. It still only has one hit die per level you have.

    2nd: Your dragon is now young. It becomes Juvenile at 11th level.

    3rd: Your dragon is now a young adult. It becomes an adult at 17th level.

    4th: Your dragon becomes a mature adult.


    Spoiler: Empire Battle Wizard
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    Requires: Human, male, any nonevil.

    Primary ability: Intelligence

    Lores: Any from The Big Eight.

    Passive: You are simply better than normal at casting spells. You get a +1 bonus on rolls made to cast warp spells, plus 1 per 5 levels.

    1st: You remember small amounts from your companions' studies. You acquire a second first-level spell from another lore from the Big Eight.

    2nd: You carry with you a Dispel Scroll. Once per day, you may counter a spell without using any dice or any chance of failure. You still can't dispel a spell cast with Irresistible Force in this way.

    3rd: You gain more mastery of your secondary lore, acquiring its second-level spell. This must be from the same lore as your additional first-level spell.

    4th: Once per day, you may use the powerful mirror of Van Horstmann on a foe. If the target, who must be within 60 feet, fails a will save, you may immediately swap any combination of the following with the chosen foe:
    Your melee, ranged or/and base attack bonus
    Your armour class, flat footed armour class and/or touch armour class.
    Any one or more of your save bonuses
    Any one or more of your physical ability scores.

    Do not re-calculate any characteristic being swapped based on another being swapped - for example, don't re-calculate fortitude saves if you swap your fortitude and constitution with a foe. However, if you swap base attack bonus but not melee attack bonus, you should re-calculate your melee attack bonus from your new base attack bonus.

    Your characteristics are "Locked" for one minute - that is, taking off or putting on armour will neither aid you nor hinder your foe if your armour classes are swapped. After one minute, your characteristics are restored. The death of one or other creature doesn't end the effect, but it doesn't stop the effect ending either.

    Example: Josiah is an Empire Battle Wizard with a melee attack bonus of +11, a ranged attack bonus of +10 and a base attack bonus of +9. He's up against a creature whose melee attack bonus is +34, ranged attack bonus is +15 and base attack bonus is also +15. He swaps his melee and base bonuses, giving him a melee bonus of +34 and base bonus of +15. His ranged bonus is calculated with his new base attack bonus, and is now +19. The monster uses Josiah's melee and base attack bonuses, but calculates its new ranged attack bonus from his base attack bonus instead of its own, and so it has a ranged attack bonus of +9.


    Spoiler: Firebelly
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    Requires: Ogre

    Primary ability: Constitution

    Lores: Fire

    Passive: You are a competent fighter. Your base attack bonus progression is the same as the rogue's, and you have a d8 hit die.

    1st: You lose one of the points of level adjustment you would normally be subject to as an ogre, entitling you to an extra level immediately. You also have the opportunity to convert one of your giant hit dice into a warp mage level.

    2nd: You lose the other point of level adjustment, giving you yet another level immediately. You can convert another giant hit die into a warp mage level.

    3rd: You can convert up to two more giant hit dice into warp mage levels.

    4th: Any fire damage you deal in any way ignores resistance and immunity to fire.


    Spoiler: Grey Seer
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    Requires: Skaven (Grey seer). Grey seers are born into the role, so you can't multiclass into grey seer.

    Primary ability: Intelligence.

    Lores: Plague and Ruin. Each time the Grey Seer would choose a spell, he can choose either lore to take the spell from. As his last spell, he always takes The Curse of the Horned Rat, the single spell from The Dreaded Thirteenth spell.

    Passive: You have uncanny luck, and no-one's quite sure why. You get a +1 luck bonus to all saves and to armour class, plus 1 more per 5 levels.

    1st: You are (quite rationally, you think) averse to running out of magic. Each combat, you produce 1d3 warptokens. You can use a warptoken to produce an additional power die in an emergency - even after you've rolled all the other dice to cast a spell. However, the warptoken can cause a miscast (and thus, irresistible force), and also, if you roll a 1 when using a warptoken you take a point of damage for each hit die you have.

    2nd: You are proficient in both spells of plague and of ruin. You gain whichever of Warp Lightning and Pestilent Breath you don't already know.

    3rd: You may call upon the power of the screaming bell as a standard action. If you do, you may choose to roll 1d6, 2d6 or 3d6 to see how hard the screaming bell is struck. Refer to the following table to find the effect:

    Roll Effect
    1 Not Yet In Stride
    2-4 Unholy Clamour
    5-8 Emboldened
    9-10 Scorch
    11-12 Deafening Peals
    13 A Stirring Beyond the Veil
    14-16 Wall of Unholy Sound
    17 Avalanche of Energy
    18 Apocalyptic Doom

    Not Yet In Stride: The Rat Ogre strains under the task.
    The air stirs with magical energy, but no game effect yet.

    Unholy Clamour: The toll of the bell fills the Grey Seer with zeal.
    You immediately make a full move or charge action without taking the full-round action to do so. If you have a spare move action, you can turn the attack from a charge into a full attack.

    Emboldened: The high-pitched squeaking of the skaven rises to meet the Bell's clanging.
    You, and your allies within 100 feet, may re-roll all failed saving throws for one round.

    Scorch: The tolling sound opens vents in the ground.
    The Bell itself (not the grey seer) immediately casts the Scorch spell. You choose the target for the spell.

    Deafening Peals: The unnatural vibrations of the bell spread outwards.
    Each enemy within 400 feet with seven or more hit dice instantly takes d3 negative levels. The Screaming Bell attempts to destroy every structure within 400 feet that extends above eight feet tall, taking a strength check with a bonus equal to twice your level to break everything.

    A Stirring Beyond the Veil: Something that should not be awoken answers the Bell's summons...
    Every opponent within 100 feet takes 5d6 damage, and then you make a full attack or a charge without taking an action to do so.

    Wall of Unholy Sound: The deafening peals roll across the land, driving the skaven to new heights of ferocity.
    You, and all allies within 400 feet, may take a full-attack or charge action without spending the action to do so. The Screaming Bell attempts to destroy every structure within 400 feet that extends above eight feet tall, taking a strength check with a bonus equal to three times your level to break everything.

    Avalanche of Energy: A surge of energy ripples from the Screaming Bell.
    You and all allies within 100 feet immediately move up to their full movement speed, then make a charge or full attack. When they do, they may re-roll any attack or damage roll they make, including an attack roll to confirm a critical hit.

    Apocalyptic Doom: With a cataclysmic eruption of sound, the Screaming Bell splits asunder, crashing to the ground like ten thousand thunderclaps. Sometimes even years later, survivors still report hearing a faint echo, the final resonations of the bell or distant unearthly laughter.

    You broke the Screaming Bell. You idiot.

    You can't use the Screaming Bell again for one week, and when you break it, everyone within 4d6*100 feet takes 3d6 points of damage.

    4th: You can turn into a vermin lord as a standard action.

    If you do, you gain base attack bonus equal to your hit dice. You get a +5 bonus to initiative, and become colossal along with your equipment, gaining a +16 bonus to strength and constitution at the same time. Finally, you can produce out of nowhere a colossal-sized doomglave, which is a glaive like any other but you are proficient with it, and it is a +10 weapon that deals triple the normal damage and deals damage to anything, regardless of any attempt to prevent some or all of the damage. You can maintain the vermin lord form indefinitely, or release it as a standard action.

    Vermin Lords can still cast spells.


    Spoiler: Goblin Shaman
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    Requires: Goblin, any chaotic.

    Primary ability: Wisdom

    Lores: The Little Waaaaaaagh!

    Passive: You're a sneaky little goblin. You have the same base attack bonus as a rogue, and a reflex save bonus to match.

    1st: You gain 1 sneak attack die, plus one per 4 levels. Your sneak attack works much as a rogue's.

    2nd: You gain a +2 dodge bonus to armour class, + 1 per 3 levels.

    3rd: You can call a little Waaagh? When you call a little Waaagh? you scream high-pitchedly and half-heartedly. Any ally within 100 feet of you can scream high-pitchedly and half-heartedly on his or her next turn. Then on your turn and for a minute after, all participants in the little Waaagh? get a +4 bonus to dexterity for each person who screamed (Maximum +40).

    4th: You can summon an Arachnarok spider. It is a Web-spinner Colossal Monstrous Spider which serves you faithfully and well, and you can ride it without needing to roll. You can re-summon it 1 hour after its dismissal or death.


    Spoiler: Herald of Nurgle
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    Requires: Plaguebearer

    Primary ability: Wisdom

    Lores: Nurgle

    Passive: You bear the Mark of Nurgle. You have a d12 hit die for all Warp Mage levels.

    1st: You gain a +1 bonus, plus 1 per 4 levels, on fortitude saves.

    2nd: You gain a +1 bonus, plus 1 per 3 levels, to your natural armour bonus.

    3rd: You are completely unimpeded by the weight of any armour, and you even ignore armour check penalties.

    4th: You gain regeneration 25/fire.


    Spoiler: Herald of Slaanesh
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    Requires: Daemonette

    Primary ability: Intelligence

    Lores: Slaanesh

    Passive: You bear the mark of Slaanesh. You get a dodge bonus to AC equal to 2, plus 1 per 2 levels.

    1st: You gain a +1 bonus, plus 1 per 4 levels, on reflex saves.

    2nd: You gain a +1 bonus, plus 1 per 5 levels, on initiative rolls.

    3rd: You gain a +5 bonus to attack rolls. You also make an extra attack at your highest base attack bonus whenever you attack; this does stack with effects like haste.

    4th: Your ranged weapon attacks always hit and the result is always a critical hit.


    Spoiler: Herald of Tzeentch
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    Requires: Horror

    Primary ability: Charisma

    Lores: Tzeentch

    Passive: You bear the mark of Tzeentch. Your caster level is treated as 1 higher, plus 1 per 6 levels.

    1st: You gain a +1 bonus, plus 1 per 4 levels, on will saves.

    2nd: Your mark of Tzeentch becomes empowered, reducing the target number of your ward save by 1. This can reduce your target number to 3+.

    3rd: You get a +6 bonus to any spell you cast. You may choose to cast any spell where you roll exactly one 6 with irresistible force (and a miscast); you do not ever have to.

    4th: You are unaffected by miscasts; irresistible force still applies.


    Spoiler: High Elf Mage
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    Requires: High elf

    Primary ability: Intelligence

    Lores: High, or any from the Big Eight.

    Passive: You are simply good at magic. You add 1, plus 1 per 4 levels, to the result of any casting rolls you make.

    1st: You learn the spell Apotheosis. If you know it, you learn a first-level spell from any of the Big Eight instead.

    2nd: You learn the spell Hand of Glory. If you know it, you learn a second-level spell from any of the Big Eight instead.

    3rd: You learn the spell Drain Magic or Soul Quench (You choose).

    4th: You learn the spell Tempest. If you know it, you learn a fourth-level spell from any of the Big Eight instead.


    Spoiler: Loremaster of Hoeth
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    Requires: High elf

    Primary Ability: Intelligence

    Lores: The first-level spells of the big eight in any order.

    Passive: You gain two spells at first level.

    1st: You retroactively and henceforth replace your base attack bonus progression and hit dice with those of the fighter.

    2nd: You get a +10 bonus on initiative rolls.

    3rd: You can cast two warp spells as a full-round action.

    4th: You can cast two warp spells and full attack or charge as a full-round action.


    Spoiler: Liche Priest
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    Requires: Lich

    Primary ability: Charisma

    Lores: Death, Light, Nehekhara

    Passive: You gain resistance to acid and sonic 10, and your DR for being a lich is no longer overcome by magic.

    1st: You immediately lose a single point of level adjustment, allowing you to gain what is essentially a free level.

    2nd: You immediately lose a single point of level adjustment, allowing you to gain what is essentially a free level.

    3rd: You immediately lose a single point of level adjustment, allowing you to gain what is essentially a free level. At nineteenth level, you lose your final point of level adjustment.

    4th: You become a heirophant, capable of granting power like your own to others. Your allies within 30 feet gain your ward save.


    Spoiler: Necromancer
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    Requires: Human, any evil.

    Primary ability: Charisma

    Lores: Vampires

    Passive: You have acquired an affinity for negative energy. You are unaffected by negative energy.

    1st: Your affinity for negative energy is strengthened. You are healed by both positive and negative energy.

    2nd: You learn how to make your undead creatures stronger. Undead creatures you create gain three hit dice of advancement.

    3rd: Your undead are even stronger, and gain a +4 natural armour bonus to AC and DR 10/magic.

    4th: Your undead become stronger still. They get a +10 perfection bonus to all ability scores.


    Spoiler: Orc Great Shaman
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    Requires: Orc, any chaotic.

    Primary ability: Strength

    Lores: The big Waaaaaaaaaagh!

    Passive: You're a big tough orc. You have a d8 hit die for all warp mage levels and have a medium base attack bonus progression much as a rogue.

    1st: Your fortitude save progression becomes that of the fighter.

    2nd: Whenever one of your allies makes an attack, you may gain +2 to your strength score for one round.

    3rd: You may call a WAAAAAAAAAAGH! This is an absolutely terrible idea, but it's fun so you're going to do it anyway. You scream at the top of your voice as a standard action. Each ally within 100 feet of you can then choose to shout at the top of his or her voice as a standard action before your next turn. From your next turn, for one minute, each participant in the WAAAAAAAAAAAGH! gets a +4 bonus to strength for each person who participated (Maximum +40).

    4th: You may reach out about forty thousand years into the future, and wield the mighty power of Old Zogwort, by casting on an 18+. One target creature is turned into a vile creature called a squig if their fortitude save is failed. The squig is essentially equivalent to a dog despite its different shape. It immediately goes mad and attacks random nearby creatures for no apparent reason.


    Spoiler: Plague Priest
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    Requires: Skaven (Clan Pestilens)

    Primary ability: Constitution

    Lores: Plague and The Dreaded Thirteenth Spell

    Passive: Your body is big and bloated. You get a d12 hit die.

    1st: You exhume toxic fumes. A foe who you threaten takes 1 damage/level each round (fortitude negates).

    2nd: You are actually competent at fighting. Your base attack bonus retroactively and forevermore the same progression as a monk's, as is your fortitude save. You gain the Two-weapon fighting, greater two-weapon fighting, improved two-weapon fighting and perfect two-weapon fighting feats even though you almost certainly don't meet the prerequisites.

    3rd: Once per day, you may call upon the essence of the great plague furnace. You may create a backwards 30 foot cone which represents the location where the great plague censer swings. Anyone who is in this area takes a fortitude save or dies, a reflex save or take 10d6 crushing and 5d6 acid damage, and a will save or is confused for 2d4 rounds.

    4th: You become one with the plague. You cannot fail fortitude saves.


    Spoiler: Skink Priest
    Show
    Requires: Skink

    Primary ability: Intelligence

    Lores: Heavens

    Passive: Whenever an ally within medium range (100 ft + 10 ft/level) casts a spell or spell-like ability, or manifests a power or psi-like ability, which you could cast or manifest if your Warp Mage levels were all levels in the class casting or manifesting it, you may act as a vassal for it. If you and the ally agree (this agreement or otherwise, and no other information, is communicated telepathically), the spell originates from your location, not theirs. You also make the attack roll for anything which requires it. For example, if you act as a vassal for an Anti-magic field, it is centred on you; if you act as a vassal for a cure light wounds spell, you can cast it on anyone you can touch (using your own attack bonus if a touch attack is needed).

    1st: By casting on a 5+, you can summon a snake (tiny viper) within 25 feet of you, which serves for one round per level.

    2nd: You learn the Shem's Burning Gaze spell, even though it's a lore of light spell.

    3rd: You acquire a Cloak of Feathers, allowing you to fly with a speed of 60 feet (Perfect). You also gain Spell Resistance equal to 6, plus your level.

    4th: You acquire a Cube of Darkness. Once per day, you may use the Cube of Darkness as an immediate action. Roll a d6 for each spell being cast, and each spell currently active within 1000 feet. A roll of a 2 or higher dispels or counters that spell.


    Spoiler: Slann Mage-priest
    Show
    Requires: Slann

    Primary ability: Wisdom

    Lores: High, or any of the big eight. Alternatively, a Slann may choose to learn spells in the same way as a Loremaster of Hoeth - by choosing a first-level spell from each lore of the Big Eight in turn, and gaining two spells instead of one at first level.

    Passive: You acquire a palanquin, which is a giant floating chair capable of lifting you 10 feet above a solid or liquid surface. It can move in the same way that a human might, assuming that a human could walk ten feet in midair, but it uses your actions to do so. You can cause the palanquin to descend to the ground, or even through water.

    1st: You choose a Discipline of the Old Ones at this level.

    2nd: Your Palanquin bears a Shield of the Old Ones. Your ward save is improved by 1 step (to a minimum of 3+).

    3rd: You choose a Discipline of the Old Ones at this level.

    4th: You choose a Discipline of the Old Ones at this level.

    The disciplines of the Old Ones are as follows:

    Reservoir of Eldritch Energy: The Slann may store unused power dice between battles. The maximum number of dice to be stored in this manner is 1, plus 1 per 5 levels.
    Soul of Stone: When the Slann Mage-priest rolls on the miscast table, he may voluntarily add or subtract up to 2 from the numerical result.
    Becalming Cogitation: The Slann Mage-priest re-rolls failed dispel and counterspell attempts using the Dispel Dice ability.
    Convergence: The slann channels with two extra dice.
    The Harrowing Scrutiny: The Slann has a frightful presence aura, causing those who witness his glory to be frightened. The range is 30 feet and the duration is 5d6 rounds.
    Transcendent Healing: The Slann benefits from the lore of life lore attribute regardless of the lore he's using. If he's using it already, the effect is duplicated.
    Unfathomable Presence: The Slann gains Spell Resistance equal to 11, plus his Warp Mage level.
    Focus of Mystery: Requires ability to cast third-level spells from the Lore of High Magic. You gain either the spell Soul Quench or Drain Magic, depending on which one you don't know.
    Higher State of Consciousness: The Slann gains DR 10+level/magic.


    Spoiler: Spellweaver
    Show
    Requires: Wood elf, any nonevil

    Primary ability: Charisma

    Lores: High, Dark

    Passive: You ignore any terrain penalty for moving in wooded areas, allowing you to charge in them as well. Animals are less aggressive towards you and your comrades, as are forest spirits. Generally, such creatures won't attack your group of their own accord unless one or more of you is an immediate threat.

    1st: By casting on an 8+, you can cause up to 2d6 trees within 100 feet to move up to 30 feet.

    2nd: You learn whichever of Apotheosis or Chillwind you don't know.

    3rd: You learn whichever of Hand of Glory or Word of Pain you don't know.

    4th: You learn whichever three of Soul Quench, Drain Magic, Power of Darkness and Doombolt you don't know.


    Spoiler: Vampire Count
    Show
    Requires: Vampire

    Primary ability: Charisma

    Lores: Vampires

    Passive: You know how to make your undead creatures stronger. Undead creatures you create gain three hit dice of advancement.

    1st: You immediately lose a single point of level adjustment for being a vampire, allowing you an extra level in exchange.

    2nd: You lose the other point of level adjustment for being a vampire, giving you a second bonus level.

    3rd: Your undead are even stronger, and gain a +4 natural armour bonus to AC and DR 10/magic.

    4th: Your undead become stronger still. They get a +10 perfection bonus to all ability scores.
    Last edited by Jormengand; 2015-02-16 at 02:03 PM.

  5. - Top - End - #5
    Dwarf in the Playground
    Join Date
    Dec 2013
    Gender
    Male

    Default Re: Base Class Contest XXVI - Flipping the Table

    The Munchkin



    My Astral Projection mind controls an Ice Assassin of me, which then summons a Djinn to give me three wishes, which I then use to find a random human, make him subservient to me, and teleport him to the Ice Assassin; I then order the random dude to follow the black cat.

    A Munchkin isn't limited to those pesky rules. He ignores them! Retroactively applying bonuses, simultaneously being two races, actually cheating, and much more, he fights his way to the top of munchkinry. To properly use a Muchkin, both the player and the DM have to be able to think outside the box and adapt to new situations.

    Adventures: A Munchkin doesn't choose to adventure. By virtue of being a Munchkin, you are already adventuring! Just as one does not simply walk into Mordor, a Munchkin does not simply not adventure. The Munchkin is defined be their adventure! They live, breathe, and optimize for their adventure!

    Characteristics: The Munchkin is capable of making the rules a living document. He defies all expectations, especially the expectation of no other expectations. On that note, only players that are up to changing their character sheets constantly should play a Munchkin.

    Alignment: A Munchkin is almost always Chaotic, but can be Good, Neutral, or Evil if he so chooses. Very rarely is there a Lawful munchkin.

    Religion: The Munchkin only follows religions when he needs to. If the Munchkin says he follows a certain religion, then he has actually followed that religion his entire life. Even if he changes religion every minute, his backstory retroactively changes such that he has been a follower of that religion forever.

    Background: One does not simply choose to be a Munchkin. You become a Munchkin after the inexplicable revelation that the world is run by an omnipotent and omniscient overlord, the mysterious Dee-em.

    Races: A Munchkin can be born of any race. Munchkins also sometimes change their race during their adventure.

    Other Classes: A Munchkin views other classes with disdain, viewing them as "too limited, too predictable." His disdain increases according to a mythic "Tier List" which a Munchkin gains access to after becoming a Munchkin.

    Role: A Munchkin's role is generally some kind of damage-dealer, though that may vary depending on luck and choice.

    Adaptation: A Munchkin doesn't adapt to a setting. A setting adapts to a Munchkin.

    GAME RULE INFORMATION
    Munchkins have the following game statistics:
    Abilities: A Munchkin's important abilities depend on the player. However, many Munchkins tend toward the Mental ability scores. Because, you know, casting.
    Alignment: Any nonlawful (Chaotic suggested)
    Hit Die: d6
    Starting Age: Any
    Starting Gold: 0

    Class Skills
    All skills are class skills for the Munchkin.

    Skill Points at First Level: (4 + Int modifier) x 4
    Skill Points at Each Additional Level: 4 + Int modifier

    Munchkin
    Level
    BAB
    Fort
    Ref
    Will
    Special
    1
    +0
    +0
    +0
    +2
    TPM, Random Advancement
    2
    +1
    +0
    +0
    +3
    Random Advancement
    3
    +2
    +1
    +1
    +3
    Random Advancement
    4
    +3
    +1
    +1
    +4
    Random Advancement
    5
    +3
    +1
    +1
    +4
    Random Advancement
    6
    +4
    +2
    +2
    +5
    Random Advancement
    7
    +5
    +2
    +2
    +5
    Random Advancement
    8
    +6/+1
    +2
    +2
    +6
    Random Advancement
    9
    +6/+1
    +3
    +3
    +6
    Random Advancement
    10
    +7/+2
    +3
    +3
    +7
    Random Advancement, Munchkin's Motto
    11
    +8/+3
    +3
    +3
    +7
    Random Advancement
    12
    +9/+4
    +4
    +4
    +8
    Random Advancement
    13
    +9/+4
    +4
    +4
    +8
    Random Advancement
    14
    +10/+5
    +4
    +4
    +9
    Random Advancement
    15
    +11/+6/+1
    +5
    +5
    +9
    Random Advancement
    16
    +12/+7/+2
    +5
    +5
    +10
    Random Advancement
    17
    +12/+7/+2
    +5
    +5
    +10
    Random Advancement
    18
    +13/+8/+3
    +6
    +6
    +11
    Random Advancement
    19
    +14/+9/+4
    +6
    +6
    +11
    Random Advancement
    20
    +15/+10/+5
    +6
    +6
    +12
    Random Advancement, I Win

    Class Features
    All of the following are class features of the Munchkin.

    Weapon and Armor Proficiencies: The Munchkin is proficient with all Simple weapons, Light and One-Handed weapons, all Armor and Shields.

    TPM (Treasure Per Monster): A Munchkin does not ever get gold. If there is a treasure hoard, he never takes any monetary pieces from it. In fact, he never even bothers keeping money that he gets by selling his own items. Instead, he has an encounter-based Item-giving system. Whenever he beats (or is in a party that beats) a monster, he gets a number of treasures equal to 1/4 the monster's CR (rounded up). Treasures are randomly determined by rolling a d20 and referring to the table below:

    Die Roll
    Random Treasure
    1
    Mundane Weapon
    2
    Masterwork Mundane Weapon
    3 - 7
    Magical Weapon
    8
    Mundane Armor
    9
    Masterwork Mundane Armor
    10 - 14
    Magical Armor
    15 - 19
    Other Random Magical Equipment
    20
    Free Random Advancement*
    *see class ability

    Spoiler: Random Mundane Weapons
    Show
    Once you have determined that you are going to be obtaining a a mundane weapon, roll a d20 and determine which mundane weapon it is. Refer to the table below.

    Die Roll
    Result
    1
    Dagger
    2
    Light Mace
    3
    Heavy Mace
    4
    Morningstar
    5
    Longspear
    6
    Heavy Crossbow
    7
    Light Hammer
    8
    Handaxe
    9
    Kukri
    10
    Shortsword
    11
    Trident
    12
    Warhammer
    13
    Rapier
    14
    Falchion
    15
    Greataxe
    16
    Greatsword
    17
    Lance
    18
    Bastard Sword
    19
    Two-Bladed Sword
    20
    Spiked Chain

    Spoiler: Random Magical Weapons
    Show
    Magical Weapons are slightly more difficult to obtain, and thus take more die rolls and more randomness. First, roll a d20 and use the Random Mundane Weapon rules to determine the weapon. Then, roll a die* to determine that weapon's power level (Minor, Medium, Major). Refer to the generating magic weapons rules to determine your weapon's enhancement bonus and set of powers.
    Die Roll
    Result
    1 - 6
    Minor Weapon
    7 - 10
    Medium Weapon
    11 - 12
    Major Weapon

    *Use a d8 when below level 5. Use a d6 + 3 until level 10. From levels 10 - 14 use a d6 + 6. From level 15 on, use d3 + 9.

    Spoiler: Random Mundane Armor
    Show
    When determining which armor you get, see the table below. Check below the table to determine what starred results mean.

    Die Roll
    Result
    1
    Padded
    2
    Leather
    3
    Studded Leather
    4
    Chain shirt
    5
    Hide
    6
    Scale mail
    7
    Chainmail
    8
    Breastplate
    9
    Splint mail
    10
    Banded mail
    11
    Half-plate
    12
    Full-plate
    13
    Buckler
    14
    LS Shield*
    15
    HS Shield*
    16
    Tower Shield
    17
    Armor + Spikes*
    18
    Shield + Spikes*
    19
    Armor + Shield*
    20
    Armor + Shield + Spikes*

    LS/HS Shield: Light/Heavy Steel Shield, respectively.
    Armor + Spikes: Roll a d12 to determine what armor; you get that armor with armor spikes.
    Shield + Spikes: Use a d4 + 12 to determine what shield; that shield with shield spikes.
    Armor + Shield: Roll a d12 and d4 + 12, you get both resulting items.
    Armor + Shield + Spikes: Roll a d12 and d4 + 12, you get both items, and both come with armor/shield spikes (whichever is appropriate).

    Spoiler: Random Magical Armor
    Show
    Magical Armor is more difficult to obtain, and thus takes extra, extra random. First, roll a d20 and use the Random Mundane Armor rules to determine the armor. Then, use a die roll* to determine that armor's power level (Minor, Medium, Major). If you do not know how to randomly pick magical effects for armor, visit the rules for random magical armor to determine your armor's enhancement bonus and manyfold powers.
    Die Roll
    Result
    1 - 6
    Minor Armor
    7 - 10
    Medium Armor
    11 - 12
    Major Armor

    *Use a d8 when below level 5. Use a d6 + 3 until level 10. From levels 10 - 14 use a d6 + 6. From level 15 on, use d3 + 9.

    Spoiler: Random Magical Equipment
    Show
    To determine if you get a minor, medium, or major magical item, first roll 1d3. Very simply, a 1 means Minor, 2 is Medium, and 3 is Major. This is also shown in the table below.

    Die Roll
    Result
    1
    Minor
    2
    Medium
    3
    Major

    After determining what level of item you have, refer to the table in the sourcebook (found on the online SRD here) and roll a d100 to determine what magic item you get. Each magic item has its own randomization table. If you would get a Weapon or Armor, instead re-roll and continue to do so until you get a non-weapon, non-armor magical item.


    Random Advancement: A Munchkin does not gain abilities as a regular class does. Instead, every level he gains a Random Advancement. Your Random Advancement is determined by rolling a d20, referring to the table below, and then possibly going though further steps.

    Die Roll
    Result
    1 - 4
    Arcane Caster
    5 - 8
    Divine Caster
    9 - 11
    Swordsage
    12
    Monk
    13
    Fighter
    14 - 16
    Race
    17
    Half-Breed
    18
    Super Munchkin
    19
    Cheat!
    20
    Two Random Advancements

    Spoiler: What Means What
    Show
    Arcane Caster: When you get this advancement, choose one of the following classes and take a level in it: Wizard, Sorcerer, Beguiler.*

    Divine Caster: When you get this advancement, choose one of the following classes and take a level in it: Cleric, Druid, Favored Soul, Bard*

    Swordsage / Monk / Fighter: When you get one of these advancements, take a level in the appropriate class.*

    Extra Feat: Take an extra feat that you qualify for, or a number of Fighter Bonus Feats equal to the number (of FBF) you had previously, plus 1.

    Race: Your get a new race! ~to be implemented~

    Half-Breed (gb): You may be two races simultaneously! The next time you gain a race due to the "Race" advancement, you may choose to be a member of it and your current race simultaneously. You get the bonuses and effects of both. If you get the Race advancement again, you may replace either of your races with the new one. If you already have the Halfbreed advancement and get it again, instead reroll.

    Super-Munchkin (gb): You now have two classes! You've basically become gestalt! The next time you get a class from a Random Advancement, you may take a level in the new class and the class you had last level. If you get yet another class, you can replace either of the classes you took last level. If you already have the Super Munchkin advancement but get it again, instead reroll.

    Cheat! (gb): You're a cheater, Harry! You donít break rules, but youíre a cheater! Every time you get this, you may choose a piece of armor or equipment. Even if you canít wear the equipment, even if it would normally put you over your weight limit, despite any and all reasons not to, you can wear that equipment.

    Technically, though, you arenít wearing your equipment. You gain all the benefits of wearing it, true, but you gain none of the side-effects. Is it cursed? Forget about it! Too heavy? Who cares! Actually a quest-based item that has no effects and canít actually be used? Youíre golden, baby!

    Two Random Advancements: Take two more Random Advancements.

    *Whenever you roll a class level (Arcane/Divine caster, Monk, Swordsage, Fighter) you may instead take a level in a class you took last level. For example, if Mr. Smartypants the Munchkin took a level in Wizard last level and this time rolled a Monk, he (like any sane person) can choose to take another level in Wizard instead.


    Munchkin's Motto (gb): When a Munchkin reaches level 10, he has reached the level at which he makes a greater realization about the universe. A Munchkin, as long as he isn't caught, may cheat and otherwise not follow the rules of the game. If he is caught, then all such cheating that was caught is undone, however this cannot cause retroactive changes.

    For example, Munchkin Tim is out of spells for the day. He neglects to tell his GM Unaware this during the next battle, and uses his nonexistant spells. Even if Unaware catches the blatant breaking of the rules after the battle, the battle already happened, the spells were used regardless, and the GM is officially not allowed to punish the player for his cheating. This overrides GM supremacy clauses.

    I Win (gb): At level 20, the Munchkin wins. Even if there is no victory condition or end to the campaign, he wins anyway. The Munchkin character officially becomes an NPC controlled by the player, and the player may create a new character. The new character is of a level determined by certain otherworldly forces (called the Dhee-Ehm), but is otherwise created by the player that controlled the Munchkin.
    Last edited by 1pwny; 2015-02-12 at 06:18 PM.
    I do stuff.

    I usually log on, look at some threads, post, watch for few minutes, then leave and come back the next day. If I don't respond to your replies immediately, don't take offence.

    My Homebrewer's Signature

  6. - Top - End - #6
    Ogre in the Playground
     
    DrowGuy

    Join Date
    Feb 2005
    Location
    NJ
    Gender
    Male

    Default Re: Base Class Contest XXVI - Flipping the Table

    Spellshaper

    Jaya Ballard, by Matt Cavotta
    "Of course you should fight fire with fire. You should fight EVERYTHING with fire"
    -Jaya Balard, Task Mage

    Where as a wizard learns spells of the ancients and sorcerers instinctivly cast the spells of their ancestors, spellshapers draw on the primal energies of magic and shape them into useful effects.

    Adventures: A spellshaper is always searching for new sources of mana. At higher levels, they can travel the planes seeking them out. Be warned, there arealso things that seek out the planeswalkers requiring them to adventure to survive.

    Characteristics: Depending on their favored color, a spellshaper can be healers, deal damage with fire and lightning, Control the forces of life and death, empower their allies and themselves, or harass and disable their opponents. All spellshapers can summon creatures to their aide. The longer combat goes on, the more powerful their spells can become.

    Alignment: A spellshaper's alignment can determine which colors of magic they are most proficient. Lawful spellshapers tend to favor White, Blue and Black. Chaotic spellshapers favor green and red magic. Although white favoring spellshapers tend to be good and black tend to be evil, this is no guarantee.

    Religion: Spellshapers can revere any god, depending on which plane they are from. Although at higher levels, many view themselves as demigods.

    Background: Becoming a spellshaper varies from person to person. One may live near a source of mana, intuitively tapping into it barely knowing what they are doing. Others are taught by masters or learn from old books. To some, it is seen as a blessing from divine or infernal powers. None can say for sure what the truth really is, but it cannot be denied that it does take practice to master the art.

    Races: Any race can become a Spellshaper, although certain races tend to favor particular colors. Elves, for example, favor green mana. Orcs, Goblinoids, and Dwarves tend to use Red mana over others. Those that count themselves among the undead exclusively devote themselves to black mana. Halflings usually favor white mana. Even so, This seems to be true not as a racial distinction, but as an indicator of where that race tends to live. An orc that lived near a source of black mana would be more likely to favor black magic than red.

    Other Classes: Most non-magical classes easily confuse Spellshapers for sorcerers, wizards, or even clerics. This suits the Spellshapers just fine, as strange and new abilities often attract unwanted attention. Spellcasters

    Role: A spellshaper's role depends largely on what colors they prefer. White spellshapers are healers and protecters. Green spellshapers usually buff allies. Blue spellshapers interfere with their opponents. Black spellshapers weaken their foes. Red favoring spellshapers focus primarilly on dealing direct damage. Although all can do a little bit of everything. Spellshapers also summon monsters when their other abilities won't help.

    Adaptation: If you don't want your players to become immortal or if planar travel is not for your campaign, the Planeswalker and Genesis abilities may be alstered, replaced, or removed to the DM's liking.

    GAME RULE INFORMATION
    CLASS NAME's have the following game statistics.
    Abilities: A brief description of what ability scores are important to your class.
    Alignment: Any
    Hit Die: d4
    Starting Age: As Wizard
    Starting Gold: As Wizard

    Class Skills
    The Spellshaper's class skills (and the key ability for each skill) are Concentration(Con), Craft(int), Decipher Script (int), Handle Animal (cha), Heal (wis), Knowledge (all; taken individually) (int), Profession (wis), Spellcraft (int)

    Skill Points at First Level: (4 + Int modifier) x 4
    Skill Points at Each Additional Level: 4 + Int modifier

    CLASS NAME
    Level Base Attack Bonus Fort Save Ref Save Will Save Special Colors Known
    1st
    +0
    +0
    +0
    +2
    Spellcasting, Manabond, Favored Color 1
    2nd
    +1
    +0
    +0
    +3
    Summon Creature I 1
    3rd
    +1
    +1
    +1
    +3
    Artifice 1
    4th
    +2
    +1
    +1
    +4
    Summon Creature II 1
    5th
    +2
    +1
    +1
    +4
    2
    6th
    +3
    +2
    +2
    +5
    Summon Creature III 2
    7th
    +3
    +2
    +2
    +5
    Mana Rampt 2
    8th
    +4
    +2
    +2
    +6
    Summon Creature IV 2
    9th
    +4
    +3
    +3
    +6
    3
    10th
    +5
    +3
    +3
    +7
    Summon Creature V 3
    11th
    +5
    +3
    +3
    +7
    Flashcast 3
    12th
    +6/+1
    +4
    +4
    +8
    Summon Creature VI 3
    13th
    +6/+1
    +4
    +4
    +8
    4
    14th
    +7/+2
    +4
    +4
    +9
    Summon Creature VII 4
    15th
    +7/+2
    +5
    +5
    +9
    Planeswalker 4
    16th
    +8/+3
    +5
    +5
    +10
    Summon Creature VIII 4
    17th
    +8/+3
    +5
    +5
    +10
    Mythic Spell 5
    18th
    +9/+4
    +6
    +6
    +11
    Summon Creature IX 5
    19th
    +9/+4
    +6
    +6
    +11
    Mythic Summon 5
    20th
    +10/+5
    +6
    +6
    +12
    Genesis 5

    Class Features
    All of the following are class featu0res of the CLASS NAME.

    Weapon and Armor Proficiencies: The Spellshaper is proficient in all simple weapons and light armor, but not shields.

    All other class features go here (Use the format shown directly below if you don't know what to do.)!

    Spellcasting: A Spellshaper can cast spells from their Color Known spell list. In order to cast a spell, they must spend mana drawn from various sources, the most common source being Manabonds (See Below). To cast a spell, they spend the mana listed under the spell's cost. Once a spell is cast, it may not be cast again for 1d4-1 rounds. A result of 0, indicates the the spell may be cast again right away, provided the spellshaper has an action and required mana available. A single spell may be cast no more than four times in a single combat. The save DC for spellshaper spells is 10+1/2 spellshaper level+primary casting ability's modifier (see favored color).

    Colors Known: At first level, a spellshaper knows all the spells of their favored color. At 5th level and every four levels after that, the spellshaper learns the spells of another color of their choice, and gains the ability to form manabonds of that color.

    Manabond: Once per round a spellshaper may form a bond with a locus of mana of a color that he knows as a free action. Each round, this manabond produces one mana of its color per round that may be spent until the start of the next round. At the end of combat, all formed manabonds break and the spellshaper must start again the next combat.

    Spoiler: Sidebar: Casting Spells out of Combat
    Show
    Maintaining Manabonds for long periods of time is extremely dangerous. Without the flow of combat constantly emptying the spellshapers Mana pool, the strain would easily kill the spellshaper. To cast a spell outside of combat, the spellshaper must concentrate on holding the bonds for as long as he needs mana for the spell. He then casts the spell and all manabonds break immediately afterwards. Spells with a duration of "Until the end of combat" cannot be cast outside of combat, as the spell ends when the manabonds are broken.


    Favored Color: A spellshaper's first known color is their "favored color". This determines the primary ability score that determines the saving throw for their spells as shown on the table below
    Color Ability
    Blue Intelligence
    White, Black Wisdom
    Red, Green Charisma
    Additionally, the spellshaper gains a +1 bonus to the Save DC and caster level checks when casting spells of their favored color. This bonus increases to +2 if they only spend mana of that color to cast the spell.

    Summon Creature: A spellshaper may use mana to summon creatures. At second level he can summon monsters off the Summon Nature's Ally I (including those Granted by the Child of Winter feat from the Eberron campaign setting), Summon Undead I, and Summon Monster I lists. Every even levels after that, the may cast from the list one level higher. He must take 1 full round to cast the spell and spend an amount of mana equal to half the level of the spell level of the list he intends to summon from rounded up. If the summon has one of the traits listed below, he must spend at least one mana of the corresponding color. If the trait appears for more than one color, he may spend either color (A creature with the fey type may be summoned with blue or green mana). If the summon has traits from two separate lists, both colors must be spent (A fiendish shark must have both Blue and Black mana spent to summon it). The creature remains until it is destroyed, or until the spellshaper's manabonds are broken. A spellshaper may not use a higher level use of this ability to summon multiple of a creature from a lower list. Each level of Summon Creature is considered as a separate spell for the purposes of the number of times it can be cast per combat and the wait until it can be cast again.
    Required Color Trait
    White Good Subtype, Air Subtype, Celestial Template
    Blue Water Subtype, Air subtype, Aquatic subtype, Fey, Axiomatic Template
    Black Undead, Evil Subtype, Vermin, Fiendish Template
    Red Earth Subtype, Fire Subtype. Anarchic template
    Green Non-aquatic animals and magical beasts on Summon Nature's Ally, Plants, Fey
    Spoiler: Anarchic and Axiomatic template
    Show
    The anarchic template may applied to creatures on the summon monster list instead of Fiendish. The Axiomatic template may be applied instead of Celestial


    Artifice (Su): At 3rd level, a spellshaper can use their mana to activate spell trigger and spell completion magic items without fail, by spending an amount of mana equal to the level of the spell they wish to cast from the item.

    Mana Ramp (Sp): at 7th level, the spellshaper gains a special spell depending on their favored color to help amplify their ability to draw mana. This spell follows all the normal rules for spellcasting.
    Spoiler: White: False Dawn
    Show
    Evocation
    Mana Cost: W
    Casting Time: Special (See text)
    Range: Personal
    Target: Self
    Duration: Instantanious
    Saving Throw: None (harmless)
    Spell Resistance: No (harmless)
    Until the end of the current turn, all of your remaining mana becomes white mana, and the colored mana costs for all spells you know become white. These spells now count as white spells for the purposes of your favored spell bonus. You may cast this spell as a free action, even if it is not your turn.

    Spoiler: Blue: High Tide
    Show
    Evocation
    Mana Cost: U
    Casting Time: Special (See text)
    Range: Personal
    Target: Self
    Duration: Instantanious
    Saving Throw: None (harmless)
    Spell Resistance: No (harmless)

    Until the end of the current turn, you gain the use of an extra blue mana for each unused blue manabond you have. You may cast this spell as a free action, even if it is not your turn.

    Spoiler: Black: Dark Ritual
    Show
    Evocation
    Mana Cost: B
    Casting Time: Special (See text)
    Range: Personal
    Target: Self
    Duration: Instantanious
    Saving Throw: None (harmless)
    Spell Resistance: No (harmless)

    Though an offering of black mana to the dark powers, your power is returned threefold. You gain three black mana that may be used immediately to cast a spell. If the mana is not used by the end of the current turn, it is lost. You may cast this spell as a free action, even if it is not your turn.

    Spoiler: Red: Seething Song
    Show
    Evocation
    Mana Cost: 2R
    Casting Time: Special (See text)
    Range: Personal
    Target: Self
    Duration: Instantanious
    Saving Throw: None (harmless)
    Spell Resistance: No (harmless)

    This spell causes primal fires to well up in your soul. The sound of crackling and burning surrounds like music. You gain five red mana that may be used immediately to cast a spell. If the mana is not used by the end of the current turn, it is lost You may cast this spell as a free action, even if it is not your turn.

    Spoiler: Green: Wild Growth
    Show
    Divination
    Mana Cost: 1G
    Casting Time: 1 Standard Action
    Range: Personal
    Target: Self
    Duration: Instantanious
    Saving Throw: None (harmless)
    Spell Resistance: No (harmless)

    This spell reaches out to the world around you, searching for another source of mana and forming an immediate bond to it. You instantly form a manabond of any color that you know. However, the bond does not produce mana until the start of your next turn.


    Flashcast: At 11th level, a spellshaper gains the ability to increase the speed at which they cast spells. By spending two extra mana, they can cast a spell that would normally take a standard action as a swift or immediate action, or a spell that normally takes a swift or immediate action as a free action that does not need to be on their turn.

    Planeswalker (Ex):At 15th level the spellshaper's connetion with raw magical power awakens a spark inside of them. They become planeswalkers, immortal beings that can traverse the multiverse of their own will. They no longer age, and take no further ability penalties for age categories and they no longer die of old age. They may also spend 10 mana of any color to spend a full round action to transport themselves and 50lbs of non-living matter to another plane as the planeshift spell.

    Mythic Spell (Sp):At 17th level a Spellshaper learns a powerful spell associated with their favored color. Unlike their other spells, this spell may only be used once per day, but otherwise follows all the same rules for spellcasting.
    Spoiler: White:Iona's Judgment
    Show
    Conjuration(Teleportation)
    Mana Cost: 4W
    Casting Time: Swift Action
    Range: Touch
    Target: Creature Touched
    Duration: Instantaneous
    Saving Throw: Will Partial
    Spell Resistance: Yes
    This spell delves into the soul of the target, plowing through their psyche to send them away to their final destination. The target must pass a will save or be transported to a random plane that matches their alignmnet. Even on a successful save, the shock of their soul being plowed through and visions of their ultimate fate stun them for 1d4+1 rounds.

    Spoiler: Blue: Time Warp
    Show
    Transmutation
    Mana Cost: 3UU
    Casting Time: Swift Action
    Range: Personal
    Target: You
    Duration: 1 round
    This spell alters the flow of time itself launching themselves backwards 6 seconds. Observers may feel a slight sense of deja vu, but otherwise cannot recall exactly what transpired in the previous timeline. The spellshaper gets another full round of actions after the current one as if one full round had passed. The spellshaper can, form another mana bond, cast spells, and affect others within this extra round. Injuries sustained during this time accumulate on all involved.

    Spoiler: Black: Plague Wind
    Show
    Conjuration(Creation)
    Mana Cost: 7BB
    Casting Time: 1 Standard Action
    Range: Medium
    Effect: Cloud spreads in a 40ft radius 20ft High
    Duration: 1 round
    Saving Throw: Fortitude Partial
    Spell Resistance: No
    A deep black and purple cloud rips forth from the origin of this spell, whipping about like a snake sniffing out its prey. The spell seeks out those within its effect that the caster designates as foes and forces its way down their throats, into their tear ducts and through their skin. All affected must make a fortitude save or die. Even if they succeed, they still take 1d4+1 constitution damage as the deadly vapors work into their bodies.

    Spoiler: Red: Flamewave
    Show
    Evocation
    Mana Cost: 3RRRR
    Casting Time: 1 Standard Action
    Range: 120ft
    Effect: 20ft Tall, 60ft wide wave of fire
    Saving Throw: Reflex half (see Text)
    Spell Resistance: Yes
    The spellshaper calls the raw energy of fire, forming a towering wall of flames, 20ft high and 60ft wide and launches it forward to a distance of 120ft. All in the wave's path take 1d6 fire damage per caster level. A successful reflex save halves the damage, but the wave is so massive that even if the subject has evasion, they still take 1/4 damage on a successful saving throw

    Spoiler: Green: Might of Oaks
    Show
    Evocation
    Mana Cost: 3G
    Casting Time: 1 Immediate Action
    Range: Medium
    Target: One creature
    Duration: 1 round/Level
    Saving Throw: Fortitude Negates
    Spell Resistance: Yes
    Green mana is a source of strength and life, this spell amplifies that to a near ridiculous degree. The subject of this spell and all their equipment grow to colossal size for the duration of the spell. Their ability scores, reach, Natural Armor, and AC change according to the Changes to Statistics by Size table. If the location cannot contain their new size, the subject makes a strength check based on their new strength score to break the boundaries of this spell. If they fail, the spell fails and they reduce back to their original size immediately.


    Mythic Summon (Sp): At 19th level the spellshaper learns of a creature that they can summon beyond the strength of what they normally can depending on their favored color. This summon follows all the rules of their normal summon except that it can only be summoned once per day and the spell has the casting cost listed in the table below.
    Favored Color Casting Cost Creature
    White 4WW Astral Deva
    Blue 3UU Frost Worm
    Black 4BB Nightwing
    Red 5RR Young Adult Red Dragon
    Green 3GG Werewolf Lord (Hybrid form)

    Genesis (Sp):At 20th level the spellshaper may create a demiplane of their own. They must first planeswalk to the space between planes where they spend one week gathering mana from across the multiverse to build the seed of their plane. This acts like the Genesis spell except that the caster may only have one demiplane created at a time, although they may continue to use this ability to increase the size of their plane. Using this ability is very draining and takes 5000xp each time it is used.
    Last edited by Beelzebub1111; 2015-02-17 at 10:49 PM.

  7. - Top - End - #7
    Ogre in the Playground
     
    DrowGuy

    Join Date
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    Default Re: Base Class Contest XXVI - Flipping the Table

    Spoiler: Reading Spells
    Show

    Mana Cost: This is how much mana it takes to cast the spell, using the following key:
    1-9: That much mana must be spent of any color
    W, U, B, R, G: Indicates one mana of White, Blue, Black, Red, or Green mana respectively must be spent for each instance of that letter
    X: Any amount of mana of any color may be spent to pay the cost of X. The ammount of mana spent on X is usually related to an "X" in the spell description

    Duration:If a duration of "Combat" indicates that the spell ends when the Manabonds of the Spellshaper are broken. Usually this takes place at the end of combat.


    White Spells

    Healing Salve
    Spoiler
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    Conjuration(Healing)
    Mana Cost: W
    Casting Time: 1 immediate action
    Range: Touch
    Target: Creature Touched
    Duration: Instantaneous
    Saving Throw: Will Half (harmless)
    Spell Resistance: Yes (harmless)

    The spellshaper can quickly channel white mana into a physical paste that can be quickly applied to wounds. This salve heals 1d8 points damage + 1 per caster level. (maximum +20)

    Pacifism
    Spoiler
    Show

    Enchantment (Charm) [Mind Affecting]
    Mana Cost: 1W
    Casting Time: 1 Standard Action
    Range: Close (25ft + 5 per two caster levels)
    Target: One Living Creature
    Duration: 1 round + 1 round/level
    Saving Throw: Will Negates
    Spell Resistance: Yes

    The creature enchanted by this spell is overcome with feelings of compassion and doubt. The subject cannot bring themselves to harm another living creature for the duration of the spell. Even if directly attacked, they cannot retaliate without passing another will save with a +4 bonus.

    Saltblast
    Spoiler
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    Conjuration (Creation)
    Mana Cost: 3WW
    Casting Time: 1 Standard Action
    Range: Medium (100ft + 10ft per level)
    Target: One creature
    Duration: Instantaneous
    Saving Throw: Reflex Half
    Spell Resistance: No
    You focus a large amount of white mana, giving it solid form, and launch it forward into a solid stream of fine grain targeting a single creature. This crystaline substanse tears away at the skin dealing 1d4+1 bludgeoning and slashing damage per caster level t the target creature. A successful reflex save can reduce this damage by half.

    Guardian Angel
    Spoiler
    Show
    Conjuration(Healing)
    Mana Cost: XW
    Casting Time: 1 immediate action
    Range: Close (25ft + 5 per two caster levels)
    Target: One creature
    Duration: 1 turn
    Saving Throw: Will Half (harmless)
    Spell Resistance: Yes (harmless)

    The spellshaper can quickly respond to protect an ally in trouble, throwing an aura of white mana vaguely shaped like an angel to intercede in the attack. The subject gains 5 temporary hit-points per mana spent on X (Maximum 5 per level) until the end of the current turn.

    Circle of Protection
    Spoiler
    Show
    Abjuration
    Mana Cost: 1W
    Casting Time: 1 Standard Action
    Area: 15ft radius cylinder
    Duration: Combat
    Saving Throw: Will (harmless)
    Spell Resistance: Yes (harmless)
    This spell creates a magical circle in the ground that, when charged with mana, protects those within it from harm. When you cast this spell, select one of five energy types: Acid, Cold, Electricity, Fire, Sonic. As a free action, even if it is not your turn, you may spend one mana of any color to give everyone within the area of the spell energy resistance to that type of 5+5 per four caster levels until the end of the current turn.


    Blue Spells

    Unsummon
    Spoiler
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    Abjuration
    Mana Cost: U
    Casting Time: 1 immedate action
    Range: Medium
    Target: One Summoned Creature
    Saving Throw: None
    Spell Resistance: Yes
    This spell quickly undoes that magical energies that tie a summoned creature in place, bouncing those energies back to the caster. When you cast this spell targeting a summoned creature, the creature returns from whence it came. The originator of the effect regains the use of the spell or ability that summoned the creature as if it had not been cast or used.

    Hydroblast
    Spoiler
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    Evocation
    Mana Cost: U
    Casting Time: 1 immediate action
    Range: Medium
    Target: One Creature
    Saving Throw: Reflex partial
    Spell Resistance: Yes
    This spell launches a burst of blue mana at the target lake a geyser of elemental force. With a successful ranged touch attack, the target is knocked away from the caster 10ft + 10ft per 4 caster levels. A successful reflex save halves this distance, and they add a +4 bonus to the roll if they have more than two legs or the Stability ability. This movement does not provoke attacks of opportunity, and if they hit a surface, they take 1d6 damage for every 10ft they would otherwise travel.

    If this spell is used against a creature with the fire or earth subtype, they take 1d4 damage per caster level if the touch attack succeeds, in addition to being pushed back

    Cancel
    Spoiler
    Show
    Abjuration
    Mana Cost: 1UU
    Casting Time: 1 immediate action
    Range: Medium
    Target: One Spellcaster
    Saving Throw: None
    Spell Resistance: No
    One function of blue magic is to disrupt other magical energies. You cast this spell in response to another caster's spell, and attempt to counter it. You make a caster level check against DC 11+spell's caster level. If you succeed, the spell is countered. Otherwise the spell takes effect as normal.

    Ray of Command
    Spoiler
    Show
    Enchantment (Compulsion) [mind-affecting]
    Mana Cost: 3U
    Casting Time: 1 standard action
    Range: Medium
    Target: One target creature
    Duration: One round
    Saving Throw: Will Negates
    Spell Resistance: Yes
    A blue beam of light streaks out from the caster's finger. If it strikes with a successful ranged touch attack, the subject makes a will save. If they fail, the caster commands their next action. This can be as specific as "Move 30ft to the right and strike your ally with your weapon" or as general as "Harm your nearest ally". The subject of the spell will carry out that action on their turn, then the spell will end. The subject will remember being controlled to act against their will.

    Deluge
    Spoiler
    Show
    Evocation
    Mana Cost: 3U
    Casting Time: 1 standard action
    Range: 50ft
    Target: Cone Shaped Burst
    Duration: Instantaneous.
    Saving Throw: None
    Spell Resistance: Yes
    Blue magical energy floods an in front of the character as a torrent of water, washing away all in its path. The force is enough to stagger even the toughest foes. All subjects in the cone are subject to both a trip and a bull rush attack opposed by the caster's primary casting ability.


    Black Spells

    Weakness
    Spoiler
    Show
    Necromancy
    Mana Cost: B
    Casting Time: 1 Standard Action
    Range: Short
    Target: One Living Creature
    Duration:Combat
    Saving Throw: Fortitude Negates
    Spell Resistance: Yes
    An aura of blackness weighs down upon the target, making them unable to move. The subject fails their saving throw they take a 1d6 + 1 per two levels (max 1d6+5) penalty to their strength score and a 1d4+1 per 2 levels (Max 1d4+5) penalty to their constitution score. The subject's strength and constitution scores cannot drop below 1.

    Terror
    Spoiler
    Show
    Necromancy [Mind Affecting, Fear]
    Mana Cost: 1B
    Casting Time: 1 Standard Action
    Range: Short
    Target: One Living Creature
    Duration:Instantaneous
    Saving Throw: Fortitude partial
    Spell Resistance: Yes
    This spell causes a subject to experience the physical effects of intense fear. This causes a great, possibly fatal pain in the subject. They take 1d6 damage per 2 caster levels and are stunned for one round. A successful fortitude save halves the damage and negates the stunning effect.


    Drain Life
    Spoiler
    Show
    Necromancy
    Mana Cost: X1B
    Casting Time: 1 Standard Action
    Range: Short
    Target: One Living Creature
    Duration:Instantaneous
    Saving Throw: Fortitude partial
    Spell Resistance: Yes
    The caster creates a siphon, absorbing life energy from another living creature. The subject takes 1d8+1 damage per mana spent on X (Maximum 1d8+1 per level) and heals an equivalent amount of damage to themselves. Healed damage in excess of the maximum hit points are gained as temporary hit points that disappear at the end of combat

    Animate Dead
    Spoiler
    Show
    Necromancy
    Mana Cost: 2BB
    Casting Time: 1 Standard Action
    Range: Touch
    Target: One corpse touched
    Duration:Combat
    Saving Throw: None
    Spell Resistance: no
    This spell can reanimate the body of the recently deceased for a short time. The spellshaper touches the corpse of a creature that died this combat with a maximum hit dice equal to the spellshaper's caster level. They awaken with all the abilities they had available when they died, but only have half their original hit points, no constitution score, and the undead type. At the end of the spell's duration, the body collapses into a pile of dust, drained of all life-essence.

    Mind Rot
    Spoiler
    Show
    Enchantment [Mind-Affecting
    Mana Cost: 2B
    Casting Time: 1 Standard Action
    Range: Medium
    Target: One Living Creature
    Duration:Instantaneous
    Saving Throw: Will partial
    Spell Resistance: Yes
    Claws of black energy swipe at the mind of the subject, ripping away part of their psyche. They take 1d4+1 damage per two caster levels (maximum 1d4+5) to eiither Intelligence Wisdom or Charisma score, whichever is highest. A succesful fortitude save, dazes the subject for 1 round instead.


    Red Spells

    Shock
    Spoiler
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    Evocation
    Mana Cost: R
    Casting Time: 1 Immediate Action
    Range: Short
    Target: One Creature
    Duration:Instantaneous
    Saving Throw: No
    Spell Resistance: Yes
    The caster shoots a spark of electricity from the palm of their hand. A succesful ranged touch attack deals 1d4+1 electricity damage to the target creature. At third level, and every two levels after that, the spell deals an additional 1d4+1 damage

    Fireball
    Spoiler
    Show
    Evocation
    Mana Cost: XR
    Casting Time: 1 Standard Action
    Range: Long
    Area: 5ft radius burst
    Duration:Instantaneous
    Saving Throw: Reflex Half
    Spell Resistance: Yes
    The caster pools mana into their hand and throws it like a grenade. The packet of energy explodes when it reaches its target dealing 2d6 fire damage per mana spent on X (Maximum 1d6 per level) in a 5ft radius burst (Reflex Half). The caster may spend additional mana to increase the radius of the burst by 5ft per mana spent.

    Earthbind
    Spoiler
    Show
    Evocation [Force]
    Mana Cost: 2R
    Casting Time: 1 Standard Action
    Range: Long
    Target: One Flying Creature
    Duration: Combat
    Saving Throw: Reflex negates
    Spell Resistance: Yes
    Red bands of force energy spring forth from the ground and attach to a creature in the air. The creature falls from the sky and takes falling damage upon impact with the ground. They can not fly by any means for the durration of the spell. A Successful escape artist check (DC 15+caster level) can escape the bonds.

    Pyroclasm
    Spoiler
    Show
    Evocation
    Mana Cost: 1RR
    Casting Time: 1 Standard Action
    Range: 15ft
    Area: A 15ft radius burst centered on the caster
    Duration:Instantaneous
    Saving Throw: Reflex Half
    Spell Resistance: Yes
    The ground explodes around the caster. Fires erupting around the caster. All inside the area aside from the caster take 1d6 fire damage per 2 caster levels (Reflex half)

    Shiv's Embrace
    Spoiler
    Show
    Transmutation
    Mana Cost: 2RR
    Casting Time: 1 Standard Action
    Range: Touch
    Target: One Creature touched
    Duration:1 round/level
    Saving Throw: Fortitude Negates (Harmless)
    Spell Resistance: Yes (Harmless)
    The caster imbues the subject with the might of dragons. The subject gains the Half Red Dragon Template for the duration of the spell, except that the breath weapon deals 1d8 damage per level of the caster instead of the n


    Green Spells

    Fog
    Spoiler
    Show
    Conjuration (Creation)
    Mana Cost: G
    Casting Time: 1 Immediate Action
    Range: 10ft
    Effect: Cloud spreads in a 10ft radius around you 10ft high
    Duration:1 round
    Saving Throw: No
    Spell Resistance: No
    In a quick reaction to danger, the caster can throw up a dense cloud of fog. Until the start of the caster's next turn, Those inside the cloud are considered to have total concealment. If cast in a response to an attack, that attack suffers a 50% miss chance.

    Giant Growth
    Spoiler
    Show
    Transmutation
    Mana Cost: G
    Casting Time: 1 Immediate Action
    Range: Short
    Target: One creature
    Duration:1 round
    Saving Throw: Fortitude Negates (Harmless)
    Spell Resistance: Yes (Harmless)
    Green mana is the energy of life and growth. This spell imbues a creature with terrible strength and power for 1 round. The creature grows one size category, doubling in height and multiplying its weight by 8. They gain a +4 size bonus to strength, -2 to dexterity, +2 to natural armor, and all associated bonuses and penalties for an increase in size category. Any equipment the creature was holding also increases in size, but magical properties of the equipment remain unchanged.

    Plummet
    Spoiler
    Show
    Conjuration (Creation)
    Mana Cost: 2G
    Casting Time: 1 standard Action
    Range: 10ft
    Effect: Cloud spreads in a 10ft radius around you 10ft high
    Duration:1 round
    Saving Throw: Reflex constricted
    Spell Resistance: No
    This spell conjures vines of green mana that strike airborn creatures. The vines snake out and strike at an airborn, which must make a reflex save or be entangled. They take 2d6 damage from being constricted, then fall to the ground taking any falling damage. The vines disappear after the duration allowing them to take flight again.

    Overrun
    Spoiler
    Show
    Transmutation
    Mana Cost: 3GG
    Casting Time: 1 Standard Action
    Range: Close
    Target: One Creature/Level, no two of which are more than 30ft apart
    Duration:1 Round
    Saving Throw: Fortitude negates (Harmless)
    Spell Resistance: Yes (Harmless)
    This spell gives creatures affected the might of a hoard of stampeding rhinos. They gain a +6 enhancement bonus to their strength score and a +20ft enhancement bonus to their movement speed. They also deal an additional 1d6+1d6 damage per 4 caster levels on a charge attack.


    Naturalize
    Spoiler
    Show
    Abjuration
    Mana Cost: 1G
    Casting Time: 1 Immediate Action
    Range: Medium
    Target: 1 Creature, spell, or object
    Duration:Instantaneous
    Saving Throw: No
    Spell Resistance: No
    The caster uses his mastery over natural forces to destroy the unnatural. The caster makes a caster level check against a spell, or against each spell currently in effect on a creature. (DC 11+Caster level) If you succeed a particular check, the spell is dispelled. otherwise it remains in effect. If cast against a magic item, the magic item is disabled for 1d4 hours, after which it returns to its own power.
    Last edited by Beelzebub1111; 2015-02-18 at 06:17 AM.

  8. - Top - End - #8
    Ogre in the Playground
     
    DrowGuy

    Join Date
    Feb 2005
    Location
    NJ
    Gender
    Male

    Default Re: Base Class Contest XXVI - Flipping the Table

    Feats

    Guildmage
    Prerequisites:Two colors known for the appropriate guild
    Benefit: When the spellshaper selects this feat, they also choose a guild in which they know both of the associated colors. They gain the benefits listed of that guild
    Azorius (WU)

    Boros(WR) -- As an immediate action you may spend 1WR to give a target within 30ft the effects of the Haste spell for 1 round per two spellshaper levels or the end of combat, whichever comes first. When you summon a creature, if you spent only both Red and White mana to summon it, the summoned creature has the effects of a Haste spell for as long as it is summoned.

    Dimir(UB) -- As a standard action, you may spend 2UB to turn a target with 30ft invisible for 1 round per spellshaper level or until the end of combat, whichever comes first. Attacking ends this effect as the invisibility spell. When you summon a creature, if you spent only both Blue and Black mana to summon it, the summoned creature is invisible until it attacks a foe (as the invisibility spell)

    Golgari(GB)
    Gruul(RG)
    Izzet(RU)
    Orzhov(BW)
    Rakdos(BR)
    Selesnya(GW)

    Simic(GU) -- As a swift action, you may spend 1GU to conjure a cytoplastic cyst that lasts until the end of combat. This cyst grants a +2 enhancement bonus to any ability score chosen at the creation of the cyst to whatever creature it is attached to. You may attach the cyst to a target with a ranged touch attack with a range increment of 10ft as a standard action. A creature may carry any number of cysts and the bonuses stack with other cysts up to +6. When you summon a creature, if you spent only both Green and Blue mana to summon it, it appears with one cytoplastic cyst enhancing an ability score of your choosing.

    Battlemage
    Prerequisites: Three colors known of the appropriate cult
    Benefit:
    Nightscape
    Stormscape
    Sunscape
    Thornscape
    Thunderscape
    Ana
    Ceta
    Dega
    Necra
    Raka

    Artifacts

    Mox

    Isochron Scepter

    Magic Locations




    Races


    Kor

    • +2 Dexterity, -2 Constitution
    • Blindsense 10ft - A Kor's barbels allow them to "taste" the area around them, warning them of neaerby danger
    • +2 Racial bonus on Climb, Swim, Jump, and Tumble checks.
    • Favored class: Fighter



    Vedalken

    • +2 intelligence, -2 constitution
    • +2 racial bonus on Craft and Knowledge (Architecture and Engineering) checks
    • Natural Artificers: Vedalkin always treat Use Magic Device as a class skill
    • Favored Class: Artificer


    Akki
    Last edited by Beelzebub1111; 2015-01-27 at 07:42 AM.

  9. - Top - End - #9
    Ogre in the Playground
     
    boomwolf's Avatar

    Join Date
    Aug 2007
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    In your head.
    Gender
    Male

    Default Re: Base Class Contest XXVI - Flipping the Table

    Fluxer



    "You cannot expect things stay constant, you have to learn to go with the flow."
    -Adrian Menor Trazin, the negative third recorded fluxer

    Fluxer, the name given to those who follow the Flux of the multiverse. unstable pieces of the universe that came from outside of it, and do not actually belong. they do not see the world like most do, and not knowing better they will seem mad, as they not only see what is, but what isn't the boundaries between and even the systems that create them.
    Where other see luck, a Fluxer sees the roll of an invisible dice, where others see history the Fluxer sees a written story and where other sees reality, the Fluxer sees options. the universe is optional and ever-changing, the only constant is the Fluxer himself.

    Adventures: A Fluxer does not in fact adventure, they simply accept that the adventure EXISTS, and follow it through. they are fully aware that they cannot escape the adventure itself, and even if they refuse to follow through, it will only mean another will take its place.

    Characteristics: A Fluxer cannot actually do anything at all, they are not much greater than a common man in terms of abilities, they take advantage of what COULD have been done, following a set of rules that is not necessarily shared with those around him in order to reach goals he should not have been able to.

    Alignment: Fluxers are almost always chaotic, as they either have to be capable of handling the changes of the reality around them, or they quickly lose their minds. a lawful personalty just won't be able to handle the rapid and random alteration of what many call the "laws of nature"

    Religion: Few, if any, of the fluxers follow any gods. as their mere presence alter the possibility of reality its hard for them to accept any higher power, after all-the lawful good god of one reality might be chaotic evil in another.

    Background: One does not become a fluxer, you either are or you are not. you might have simply never noticed that you are, after all anyone that isn't one never notices anything is wrong, and anyone that is never realizes that what they experience isn't normal. the members of the class are those who notice, and began to learn how to bend possibility to their own advantage.

    Races: Fluxers are not more susceptible to being one race over others, or more accurately they are not of any race to begin with. while they can be currently a human, and elf, or even a dragon it is not what they are, but only a shell they are in. as they are not truly part of reality the do not belong to any one race. though many of the Fluxers who are not used to the nature of their existence tend to hold on to what they thought they were before they learned of the Flux.

    Other Classes: While one would expect the Fluxer to get along splendidly with spellcasters due to their shared tendencies to alter "reality", the opposite is true, as your average spellsacter looks for the system and method of all things, and finds it hard to accept the Fluxer's do not actually do anything, but rather follow through things that happen outside of his direct influence.
    Suprisingly its the least educated members of socity that get along best with the Fluxer, any who does not question how things are done to begin with have are the easiest to accept that he just does things, and the method never bothers them.

    Role: The role of the Fluxer isn't set, though he can be mostly classified as a supporting character, given the fact many of his powers revolve around changing the rules either directly for his own advantage, of for the advantage of his fellows, and a jack of all trades, given how his abilities spread thin over many fields, and are not always predictable.

    Adaptation: The nature of the Fluxer makes him fit in every world equally by the fact he never fits in to begin with. they live outside what others consider normal reality and their interaction with it is what the player actually does. altough, it will require the game master to accept the "normal" to become optional.

    GAME RULE INFORMATION
    Fluxer's have the following game statistics.
    Abilities: A Fluxer needs a healthy balance of all abilities, as what he needs changes. by having a bit of everything he can make sure that he is never without, while his opponents are.
    Alignment: Any is possible, but a quick decline to chaotic will occur.
    Hit Die: d8
    Starting Age: Any, age is irrelevant for a Fluxer
    Starting Gold: As monk

    Class Skills
    The CLASS NAME's class skills (and the key ability for each skill) are...

    Skill Points at First Level: (x + Int modifier) x 4
    Skill Points at Each Additional Level: x + Int modifier

    CLASS NAME
    Level BAB Fort Save Ref Save Will Save Special Flux Pool
    1st
    +0
    +x
    +x
    +x
    Fluxing, Lesser Fluxation 0
    2nd
    +1
    +x
    +x
    +x
    Lesser Fluxation 1
    3rd
    +2
    +x
    +x
    +x
    Alter the Flux (Ī1) 1
    4th
    +3
    +x
    +x
    +x
    Lesser Fluxation 2
    5th
    +3
    +x
    +x
    +x
    Alter the Flux (Ī2) 2
    6th
    +4
    +x
    +x
    +x
    Moderate Fluxation 2
    7th
    +5
    +x
    +x
    +x
    Multiflux 3
    8th
    +6
    +x
    +x
    +x
    Fluxsight 3
    9th
    +6
    +x
    +x
    +x
    Moderate Fluxation 4
    10th
    +7
    +x
    +x
    +x
    Alter the Flux (Ī3) 4
    11th
    +8
    +x
    +x
    +x
    ??? 4
    12th
    +9
    +x
    +x
    +x
    Moderate Fluxation 5
    13th
    +9
    +x
    +x
    +x
    Rapid Flux 5
    14th
    +10
    +x
    +x
    +x
    ??? 6
    15th
    +11
    +x
    +x
    +x
    ??? 6
    16th
    +12
    +x
    +x
    +x
    Greater Fluxation 6
    17th
    +12
    +x
    +x
    +x
    ??? 7
    18th
    +13
    +x
    +x
    +x
    Alter the Flux (Ī4) 7
    19th
    +14
    +x
    +x
    +x
    ??? 8
    20th
    +15
    +x
    +x
    +x
    Greater Fluxation 8

    Class Features
    All of the following are class features of the CLASS NAME.

    Weapon and Armor Proficiencies: What weapons and armor your class is proficient in the use of!

    All other class features go here (Use the format shown directly below if you don't know what to do.)!

    CLASS FEATURE NAME (Ex, Su, Sp, Ps):


    Quote Originally Posted by Cormag81 View Post
    2117: No matter how good a debater I am out of character there is no way to logically get out of falling after your paladin kills his patron god.

  10. - Top - End - #10
    Bugbear in the Playground
    Join Date
    Apr 2011
    Location
    Quarantine
    Gender
    Male

    Default Re: Base Class Contest XXVI - Flipping the Table

    Cheater

    Put an optional image of your class here!

    You're not going to believe this, but...

    The Cheater is someone who has become so good at lying that they can change reality itself by bluffing the king of the gods, known as the almighty "Ge-em."

    Adventures: Cheaters adventure for fame and loot, and to win! Life, to them, is a game to be mastered, played, and won-- and not fairly.

    Characteristics: Cheaters are capable of almost anything, much like a factotum. They can excel to a greater degree sometimes, but they have limits on how many times they can repeat their performances.

    Alignment: Cheaters exist by breaking certain fundamental rules. They are always non-lawful.

    Religion: The Cheater knows that all gods are subservient to the overgod, Ge-em. They don't worship the Ge-em, per-se, but instead bluff them into changing reality in their favor.

    Background: Cheaters start out as simple liars, saying whatever they need to in order to get ahead. However, at some point in their lives, they lie so well that reality can be affected by their wishes. They bluff the gods and reality to suit their needs.

    Races: Lying really well comes more naturally to some races, such as the drow, but it can show up in any of the common races. Humans adapt to it quite well, as they do to most tasks, but gnomes have a devious streak that plays well with their mastery of illusion.

    Other Classes: Cheaters shine when they don't have to come up with miraculous solutions repeatedly, so they do best as the backup support role. They get along with anyone who can help them in any way, though they often use them for their own ends.

    Role: The cheater can do it all; he'll find a way.

    Adaptation: Any game with a cheater in it also has a Ge-em, though sometimes they are called "De-em."

    GAME RULE INFORMATION
    Cheaters have the following game statistics.
    Abilities: Charisma is by far the Cheater's most important ability. What follows depends on the secondary role they wish to fill. The Cheater would probably benefit most from a high Intelligence score after Charisma, but they can fill any role and therefore may want to invest in strength or dexterity instead.
    Alignment: Non-lawful.
    Hit Die: d6
    Starting Age: As bard.
    Starting Gold: As cleric.

    Class Skills
    The Cheater's class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disguise (Cha), Gather Information (Cha), Knowledge (all skills, taken individually) (Int), Listen (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language (n/a), Spellcraft (Int), and Use Magic Device (Cha).

    Skill Points at First Level: (6 + Int modifier) x 4
    Skill Points at Each Additional Level: 6 + Int modifier

    CLASS NAME
    Level Base Attack Bonus Fort Save Ref Save Will Save Special
    1st
    +0
    +2
    +2
    +2
    Bluff the GM, OOC Knowledge, Expert Liar
    2nd
    +1
    +3
    +3
    +3
    3rd
    +1
    +3
    +3
    +3
    4th
    +2
    +4
    +4
    +4
    5th
    +2
    +4
    +4
    +4
    6th
    +3
    +5
    +5
    +5
    7th
    +3
    +5
    +5
    +5
    8th
    +4
    +6
    +6
    +6
    9th
    +4
    +6
    +6
    +6
    10th
    +5
    +7
    +7
    +7
    11th
    +5
    +7
    +7
    +7
    12th
    +6
    +8
    +8
    +8
    13th
    +6
    +8
    +8
    +8
    14th
    +7
    +9
    +9
    +9
    15th
    +7
    +9
    +9
    +9
    16th
    +8
    +10
    +10
    +10
    17th
    +8
    +10
    +10
    +10
    18th
    +9
    +11
    +11
    +11
    19th
    +9
    +11
    +11
    +11
    20th
    +10
    +12
    +12
    +12

    Class Features
    All of the following are class features of the Cheater.

    Weapon and Armor Proficiencies: Cheaters are proficient in light armor and simple weapons.

    Bluff the GM (Ex): The most powerful and fundamental ability of the Cheater is his ability to bluff the Ge-em, the being in control of all reality. Each lie comes with a risk, but can be used to great effect. There are seven types of bluffs the Cheater can use on the Ge-em. Each lie starts out as a DC 10 Bluff check, and each successful lie told increases the DC for all lies by two. Additionally, the DC for that specific lie goes up by another two. Each separate lie can be used once per Cheater level per day. Using a lie is a non-action that may be used at any time on the Cheater's turn or another's turn, with some restrictions on certain lies. The DC's for all lies reset to 10 at the dawn of every morning. The suspicion of the Ge-em is fleeting; He's got a lot to keep track of, you know.

    The lies:
    Spoiler: The Ass Pull
    Show
    I bought it back in town... The Ass Pull is often the most powerful lie the Cheater can tell. It allows him to reach into an extradimensional space between his butt cheeks and pull out nearly any item. In addition to the DC, the Cheater is limited to the result of the check times the square of his Cheater levels to determine the price in gold pieces of the item he attempts to summon. The item in question appears in the Cheater's hand; to onlookers, it appears that they used the quick draw feat to retrieve the item from somewhere on their person. The price of the item is deducted simultaneously from the Cheater's funds. The Cheater typically stores his funds within the same extradimensional space; this functions as unlimited storage for money, but not other items. The Cheater does not have to store his money here, but cannot use the Ass Pull if he does not have the funds within his extradminensional space. If he successfully beats the DC but does not have a high enough check for the desired item, it counts as failing the roll, and does not raise the DC for this lie or any others. Multiple Ass Pulls checks are allowed per round, but once one is failed, this particular lie cannot be used until the next round. Nothing in the extradimensional space can be detected by any magic or power short of the Ge-em's, and it is rumored He doesn't even really check it that often.


    Spoiler: Omitted Damage
    Show
    I forgot to record it... This lie may be used any time the Cheater takes damage, after the amount of damage is announced. It negates one attack, spell, or other source of damage per check, up to the amount of the bluff check result. If the bluff check result is lower than the damage, it counts as failing the check even if it exceeded the DC. Only one Omitted Damage check may be made per attack, spell, or other damaging action.


    Spoiler: Peek Beyond the Screen
    Show
    Whoa, what's that over there? This is actually a feint check against the Ge-em. By getting the Ge-em to look at something outside the known universe for a moment, the Cheater is able to take a quick glance behind the veil of reality and into the inner workings of the universe. Specifically, they learn about the fundamental nature of an opponent or ally. With a successful Peek Beyond the Screen check, the Cheater picks one creature they have line of effect to and learns one or more facts about them. They roll a d6 and that determines what they learn.
    Die Roll Result
    1 Current hit point total
    2 Alignment and Creature Type, including Subtypes
    3 Armor Class
    4 Damage immunities, vulnerabilities, resistances, and DR type and amount
    5 Roll twice and combine
    6 Learn all 1-4


    Spoiler: Multiclassing
    Show
    Did I tell you I multiclassed last level? The Multiclassing lie is a complicated one because it comes with a few options. Each one confers a different benefit, but all of them increase the DC of the Multiclass lie by two. Multiple uses of the Multiclassing lie are possible in one round, but like the Ass Pull, it is impossible to use after a failed check until the next round. Thus, if a Cheater rolls to multiclass to fighter, and it is his first lie of the day, he must beat DC 10. If, in the same round, he also wants to multiclass to monk, he must beat DC 14, due to the rule of every lie adding 2 to the DC of all lies, and the rule causing the DC of a particular lie to increase by 2. If he makes that check and also wants to multiclass to barbarian, he must beat DC 18, and any other lie will have a DC of 14. If he fails the check to multiclass barbarian, he cannot use the multiclass lie any more that round, but the DC's remain the same.
    Spoiler: Fighter
    Show
    The fighter option makes the Cheater's base attack bonus equal to his Cheater levels plus any other base attack bonus he gets from other classes he might have. This lasts for one round per Cheater level.

    Spoiler: Monk
    Show
    The monk option gives the Cheater the Monk's unarmed attack damage and options as if they were a monk equal to their Cheater levels, plus any actual monk levels, for one round per Cheater level.

    Spoiler: Barbarian
    Show
    The barbarian option gives the Cheater the rage ability as a barbarian of equal level to their Cheater level plus any Barbarian levels they have. This means they also gain greater rage, tireless rage and all other rage-related barbarian class features if their effective barbarian level is high enough. This lie lasts for one round per Cheater level.

    Spoiler: Rogue
    Show
    The Rogue option gives the Cheater sneak attack as if they were a rogue equal to their Cheater levels plus any rogue levels they have. They also cannot be sneak attacked by a rogue whose levels are four levels lower than the sum of their rogue and Cheater levels, and they can sneak attack a rogue whose level is less than four levels above theirs. This lasts for one round per Cheater level.

    Spoiler: Bard
    Show
    The bard option gives the Cheater the bard's inspire courage and inspire competence class features, however, they must either fake their Perform skill or have a high enough Perform skill to make use of these abilities. This lasts for one round per Cheater level.



    Spoiler: Fake Skill
    Show
    I put max ranks in it... The Fake Skill lie is when the Cheater fakes their proficiency in a skill so hard that the universe grants them a measure of success. After a successful Fake Skill check, the Cheater chooses any skill and makes one single skill check as if they had maximum ranks for their Cheater levels plus any ranks they actually have, but not higher than their character level plus three. They also add their Charisma bonus in addition to whatever they add or subtract for their modifier in that skill's associated ability. If it is a Charisma-based skill, they add their Charisma bonus twice. If they have a Charisma penalty, they only add the penalty once.


    Spoiler: Fake Feat
    Show
    Who DOESN'T have that feat? The Fake Feat lie allows the Cheater to act as if they have a feat of their choosing, as long as they meet the prerequisites for it. They gain the benefits for one round per Cheater level. Only one Fake Feat may be obtained at a time, but additional uses can change which feat is gained this way. A faked feat cannot be the prerequisite for any other feat or prestige class.


    Spoiler: Reroll
    Show
    That was just a practice roll... This lie allows the Cheater to take any d20 die roll they've made and reroll it, though they must take the result of the second roll even if it's worse than the first one. This lie can be used only immediately after the die roll, not after any other actions have been made, and only once per d20 roll.


    OOC Knowledge: Out of Character Knowledge works exactly like Bardic Knowledge, and the two stack when determining the chance of knowing some stray bit of information.

    Expert Liar: The Cheater's ability to lie goes beyond skill and training. They invest some part of their being into every lie they tell; this is partly them believing their own BS, and partly a bending of fundamental rules. The Cheater adds his class level to all Bluff checks as an untyped bonus.
    Last edited by sengmeng; 2015-02-16 at 02:55 PM.

  11. - Top - End - #11
    Titan in the Playground
     
    Zaydos's Avatar

    Join Date
    Aug 2009
    Location
    Erutnevda

    Default Re: Base Class Contest XXVI - Flipping the Table

    Simic Biomancer Preample

    Why is there a post before the class you ask? Because like Incarnum, Binding, and Martial Maneuvers the class introduces some new concepts, and new abilities which apply beyond itself either to other classes (Mana casting) or to a significant number of creatures (evolutions), or to both (cytoplasmic grafts). As these rules do not fit into any individual abilities of the class, but are instead part of many separate abilities, both of the class, of certain of its spell effects, and of many of their summoned creatures I thought it best to put them somewhere where they could be referenced back to more easily than mixed in with specific features, as a means of avoiding re-posting the same thing at 3 different places in the class. These new rules are divided into Mana Casting and Cytoplasmic Grafts/Evolutions. I may also use this post, if I get around to it, as a place to include a sort of introduction which explains what's different from D&D, what's different from M:tG, what's different from both, and why I made the choices I did (which is usually either "D&D is less gamist than M:tG" or "It'd have been completely broken in D&D").

    Spoiler: New Rules
    Show

    Color Identity: Each creature or character that has the ability to interact with mana either by gathering it or using it has a color identity, as do some creatures which do not including any creature which can be summoned with mana spells. A creatureís color identity can include any combination of Black, Blue, Green, Red, or White or be Colorless. A creature can only gather mana that matches their color identity or is colorless, and if they would add mana that would belong to another color to their mana pool it becomes colorless. Certain other abilities may interact with color identity, for example certain cytoplasmic grafts and evolutions can only be crafted if the graft-originator or creatureís summoner has a certain color in their color identity.


    Mana Mana is a source of magical energy used to fuel certain ability. Any creature capable of gathering or using mana has a mana pool, the capacity of which represents the maximum amount of mana they can hold at a single time. Typically a creature will begin an encounter with maximum mana (as gathering mana can be done at-will as a standard action and even in the worst situations can usually be gathered back to maximum within a minute or so). Mana comes in five colors (Black, Blue, Green, Red, and White), as well as colorless mana and any colored mana may be freely used as colorless mana when required. Some effects call for either of two colors, such as the Bioshift spell which requires 1 Green or 1 Blue mana, and others call for both of two (or more) colors, such as Summon Drakewing Krasis which requires 1 colorless as well as 1 Green and 1 Blue mana, an or means that either color can be used and that the spell can be learned if only one of the two colors is part of the casterís color identity, while an and means that it requires the stated amount of each and requires both colors to be part of the casterís color identity; some spells (such as the theoretical Summon Marisiís Twinclaws[/url]) use both an or and an and (in the case of twinclaws it requires 2 Colorless, 1 Green, and 1 Red or White mana), in which case either of the two colors connected with an or can be used but Green must be used and the casterís color identity must include Green and at least one of Red or White.

    Mana is usually obtained through the Gather Mana action (although there are other methods) or passively as described under Gather Mana.

    Gather Mana Any creature with a mana pool may perform the gather mana action. Gathering mana is a standard action which provokes attacks of opportunity unless performed defensively (requiring a DC 15 Concentration check). Certain creatures, such as birds of paradise, have special rules for gathering mana with their racial abilities. For most, however, you compare their Mana Expertise Level and the tier of the terrain on the table below. Terrain comes in five types, one for each color, and is rated in tiers separately for each color. A character uses the highest value in a region that matches one of the colors in their color identity to determine overall mana which can be gathered, but may only gather mana of a specific color equal to that allowed by the terrainís tier for that color. In addition to mana which is actively gathered, a character passively regains mana of a color equal to that terrainís tier in that color; if a terrain has positive tiers in two or more colors that are part of a characterís color identity they gain a total amount equal to the terrainís highest tier (in a color that is part of their color identity) but may divide it between varying colors up to that colorís tier (for example in a humid rainforest a simic Biomancer would be able to gain 3 mana, but only 1 of it could be blue). Any mana in excess of a creatureís mana capacity is lost, although they may choose which color of mana is lost in that situation.

    Determining a terrainís tier:
    Each of the 5 types of mana are judged separately. Tier I features count only if within 60-ft of the gatherer, tier II features count if within 200-ft and count as tier I if within a mile, tier III features count if within 1 mile reducing to tier II if out to 3 miles and tier I if out to 10 miles. These are normal ranges and some features may only count if closer. The following are meant as a basic set of examples to help DMs determine the tier of mana available in an area; in general if it physically fits the related terrain (forest = green, mountain = red, island/ocean = blue, plains = white, swamp = black) or the philosophy and flavor of the color it should help in the generation of it magic (for more about colorsí flavors for those unfamiliar with them see here[/url]).

    Spoiler: simplified terrain tiers
    Show
    For a more simplified version everywhere is tier I for all colors unless there is a reason otherwise, and when within the associated terrain type it is tier III.


    Universal: A site which has been dwelt in by a mage of the proper color slowly gains their color identity. A simic Biomancerís childhood home may be tier 1 green and blue for that reason, meanwhile their sanctum where they work their magic might be tier 2, and the academy where simic Biomancers are trained would be tier 3.
    Green:
    Tier I: A single tree, a large (4+ 5-ft squares) garden, verdant life non-forest, shrine to minor nature spirit.
    Tier II: An area with at least 8 trees within 60-ft of the gatherer, an area where at least 10 trees average per 16000 square feet (40-ft by 40-ft square), a botanical garden or arboretum, a druidic site, a temple to a god of nature.
    Tier III: A densely forested region, a jungle, or tropical rainforest, a druidic grove, a powerful site of reverence to a god of nature.

    Blue:
    Tier I: A small stream or pond, any sizeable amount of water (at least 1 square), any site of high humidity, a place of learning or pure intellect.
    Tier II: Being in water, the coast, a large lake, at least 8 squares of water within 60-ft, being on a large island (ocean > 10 miles away, but no point more than 80 miles from the ocean), a rain storm, a site of learning, or a library.
    Tier III: The coast of an island (when on said island), being on a boat at sea, or being in sea water, a major academy of magical learning, a great library.

    Red:
    Tier I: Rocky or hilly ground, any sizeable fire (at least 1 square), a small artificial underground structure (such as a basement), within sight of a mountain over 3 miles tall.
    Tier II: A hill top, mountainous terrain, a cliff-face, within a large artificial underground structure (such as a dungeon), a natural cave, a site associated with passion, battle, or freedom.
    Tier III: A mountain peak within 1000-ft, within a large cave structure, a mountain over 3 miles high, a site traditionally associated with passion/battle/freedom for generations.

    White:
    Tier I: Farmland, an open wilderness area, any place where the rein of law holds sway.
    Tier II: A stretch of open plains, a sizeable lawn, a temple to a socially accepted god, a courthouse.
    Tier III: A wide open plain that stretches for at least 10 miles in all directions, a prosperous city where law and community are held in great respect, a major temple to a socially accepted god.

    Black:
    Tier I: Desert, polluted region, a dead body, any place where living creatures have been sacrificed, a tomb, anywhere that undead have been for a long period.
    Tier II: Wetlands, a realistic swamp (i.e. a highly diverse and life filled biome), a necromancerís abode, a lichís lair, a vampireís tomb, a place where the worship of demons is practiced, a graveyard, a wasteland.
    Tier III: A fetid bog, a fantasy swamp, a tainted region, a deep swampland, inside a lichís lair, inside a vampireís tomb, the inside of a major graveyard, the region around a demilich/vampire lordís lair, a major site in the worship of an archfiend.

    Planar Terrain: Planes from Mechanus to Elysium are typically Tier III White terrain as is the Positive Elemental Plane, while Arborea, and Acheron at Tier II (as are positive quasielemental planes if used), and Baator is Tier I. Planes from Baator to the Abyss are normally Tier III Black terrain, as is the Plane of Shadow and Negative Energy Plane, and Acheron and Pandemonium (as well as any negative quasielemental planes if used) are Tier II terrain. Planes from Pandemnium to Ysgard are Tier III Red terrain, as are the Elemental Planes of Fire and Earth (and the paraelemental planes of magma and smoke and quasielemental planes of mineral and radiance), Arborea and the Abyss are tier II, while the Beastlands and the Outlands are tier I (as is the planes of ooze, and ash if used). The Beastlands and Arborea are tier III Green terrain, while all Inner Planes, the Outlands, Bytopia, and Ysgard are all tier II Green terrain. The Astral Plane, Mechanus, and the Planes of Air and Water are all tier III Blue terrain (as are Ice, Steam, and Lightning if used), with Acheron, and the Ethereal Plane both being tier II Blue terrain (as is the plane of Ooze if used), the plane of Limbo is tier I Blue terrain (as is Vacuum, Salt, and Smoke if used). This is in addition to whatever is determined by the local terrain.

    MEL Tier 0* Tier I Tier II Tier III
    1 0 (1) 2 2 2
    2 0 (1) 2 3 3
    3 0 (2) 2 3 3
    4 1 (2) 2 3 3
    5 1 (2) 2 3 4
    6 1 (2) 2 3 4
    7 1 (2) 2 3 4
    8 1 (3) 3 3 4
    9 1 (3) 3 3 5
    10 1 (3) 3 3 5
    11 1 (3) 3 4 6
    12 2 (3) 3 4 6
    13 2 (4) 4 5 7
    14 2 (4) 4 5 7
    15 2 (4) 4 5 8
    16 2 (4) 4 6 8
    17 2 (4) 4 6 9
    18 2 (5) 5 6 9
    19 2 (5) 5 7 10
    20 3 (5) 5 7 10
    *: The parenthetical numbers represents how much mana total can be gathered from such a site, with the first number what amount of that can be colored; if a terrain is 0 in one of your colors and 1+ in the other the first number is used for how much of the former color can be gathered, if it is 0 in both/all the first number is used to determine how much colored mana can be used (if it is 0 in two but not a 3rd the first two may only have colored mana put together equal to the first number).

    Example: A 5th level Simic Biomancer is in a dungeon located underneath a massive forest. The dungeon is within 1 mile of the ancient rainforest (tier III green) and as a large dungeon falls under tier II red. The Simic Biomancer is able to draw 3 Green Mana from the area each round automatically, but is unable to passively gain Blue Mana. When they use a Gather Mana action they gain 4 mana (as it is tier III in a color matching their color identity) but only 1 can be Blue (as that is the maximum Blue mana they can draw from a Tier 0 terrain). As their mana capacity is 4 they will rarely need to do this unless they require Blue mana (as they automatically regain 3 mana each round) or have taken feats or evolutions to improve their mana capacity. If they had the Gruul Initiate (Simic) feat then they would passively gain either 3 Green mana, 2 Green mana and 1 Red mana, or 2 Red mana and 1 Green mana (as it is a tier II Red terrain they cannot passively regain more than 2 red mana there) and with the gather mana action could gain 4 Green mana, 3 Green mana and 1 Blue mana, 3 Green mana and 1 Red mana, 3 Red mana and 1 Blue mana, 2 Red mana and 1 Green mana and 1 Blue mana, or any other combination which equaled a total of 4 with no more than 3 Red mana or 1 Blue mana. If a Simic Biomancer had Red as part of their color identity and were in a natural cavern (tier III Red) which was tier 0 for both Green and Blue they would gain 3 Red Mana and 1 Blue or Green Mana when they used Gather Mana; if Red was not part of their color identity they would gain 1 Colorless and 1 Blue or Green Mana when they used Gather Mana. At Lv 15 the same Simic Biomancer would gain 6 Red Mana and either 1 Blue and 1 Green or 2 Blue or 2 Green Mana with a Gather Mana action if Red was part of their Color Identity, or 2 Colorless and one of 1 Blue and 1 Green, 2 Blue, or 2 Green Mana with a Gather Mana ability.

    Changing Mana Color and Coloring Mana a.k.a. Filtering Mana: Any character able to Gather Mana may, as a standard action, Filter Mana. Like gathering mana this provokes attacks of opportunity and can be performed defensively. When a character filters mana they may change any or all mana in their mana pool to the mana color(s) of their choice as long as those colors match their color identity.

    Example: A 5th level Simic Biomancer has 4 Green mana in their mana pool, but they want to summon a Drakewing Krasis which requires 1 Green, 1 Blue, and 1 Colorless Mana to be cast. They use the Filter Mana action to transform 2 of that mana into Blue Mana and then spend 2 Green Mana and 1 Blue Mana to summon the krasis; as any color mana may be spent for colorless.

    Sanctums: A character may also tie themselves to a region creating a sanctum. Any character capable of casting 1st level mana spells can create a sanctum for themselves. A sanctum can have a diameter up to 10-ft x the characterís mana caster level, and requires 1 day of work to create per 30-ft of its diameter. A character may only have as many sanctums as their Intelligence modifier and must manually destroy their link to a sanctum before making more. A sanctum is treated as 1 tier higher in all colors for the bonded character (a field with a single tree would become a tier II Green terrain for the sanctum holder, and a house in the middle of town would become tier I and likely eventually become tier II due to habitation). Two mana castersí sanctums cannot usually overlap, but those in the same tradition can on occasion create them in such a way that they may. Typically this means two mages of the same base class which grants spells and the same in universe organization and requires the first mage to intentionally make their sanctum in such a way as to allow others of the same tradition to create overlapping sanctums.

    Destroying Sanctums: A sanctum is far easier to destroy than create; taking only 1 hour per day it required to create, or 10 minutes per day if the creator is destroying it himself. This destruction can be performed by any character capable of casting 1st level mana spells.

    Mana Casting: In general casting a mana spell functions much like casting an divine or arcane spell, and like a divine spell . There are significant differences, however.
    • Color: Mana spells have certain colors which serves as the spellís color identity (should that matter).
    • Mana: Mana spells, aside from cantrips and a few other exceptions, cost mana to cast. This mana is expended from the casterís mana pool when the spell is cast. Any mana may be spent as colorless mana, but for colored mana only mana of that color functions.
    • Heightening: Mana spells can be prepared and/or cast in higher level spell slots. When this is done they are effectively heightened as if with the heighten spell metamagic feat, and may gain additional benefits described within the spell itself similar to psionic augmentation. A spell heightened this way is treated as the higher level in all ways.


    0 Level Mana Spells: Like arcane and divine spellcasting there are level 0 mana spells. These Tricks never gain additional benefits from being heightened, and always have a base mana cost of 0 mana. Many Tricks lack a color identity, and many are identical to common arcane and divine level 0 spells; if otherwise identical to an arcane/divine spell they will simply be listed by its name and with any color identity they possess after it in parenthesis. As normal for mana spells you must include at least one of their colors in your own color identity to cast the spell (for example Ghost Sound is Blue and Black, a Simic Biomancer has Blue in their color identity and therefore could cast it, a Boros Battlemage does not and therefore despite the fact that they could pay its 0 mana cost could not cast Ghost Sound).

    Exotic Spells: It is possible for a Mana caster to learn spells not on their spell list which are mana spells. For Simic Biomancers doing so is as simple as having the proper color identity and then finding a written record of the spell and scribing it into their spell book. For spontaneous casters like Gruul Warchanters the process is more complicated, requiring a special ritual which switches one of their spells known for the new spell. This ritual still requires a scroll or other written form of the spell, and consumes it much like scribing a scroll, as well as consuming rare reagents costing 100 GP per spell level. Collective spells such as Summon Simic Creature or Summon Gruul Creature cannot be learned as Exotic Spells instead each individual summon being learned as its own spell.

    Collective Spells: Some mana spells of the Summoning subschool are collective spells meaning they are able to summon a variety of different creatures. Each creature that can be summoned this way is learned separately, with so many based on your level in the class which granted the class being learned automatically. Additional creatures can be learned from a scroll of that specific summon or from a spellbook through a ritual that costs 25 GP per minimum level of the spell needed to summon that creature, spontaneous mana casters such as Gruul Warchanters may learn additional summons this way as well as those like Simic Biomancer who learn spells as a wizard. Collective spells may not be learned as exotic spells instead each individual creature being treated as its own spell for the purposes of learning them as Exotic Spells as well as for creating spell trigger and spell completion items. When a spell reprepares a summon creature spell by prematurely ending a summon or based upon it being dead it is reprepared as the specific Summon [Creature] spell as opposed to as the original collective spell.

    Cytoplasmic Grafts: Cytoplasmic grafts are bundles of magically altered biomatter. They are transferable through the bestow graft ability, as well as some spells. A creatureís ability to hold cytoplasmic grafts depends upon if it is naturally a graft-bearing creature (represented by the Cytoplasmic subtype) or has the evolve ability, or does not. A creature with the evolve special quality, or which has the cytoplasmic subtype may hold a total number of grafts and evolutions equal to its summoner or creatorís caster level, or if somehow naturally occurring a number determined by the DM and may have no more instances of a single graft active than 1 plus Ĺ their hit dice (minimum 2). A creature without the evolve ability or cytoplasmic subtype may only bear Ĺ their character level in cytoplasmic grafts and evolutions at a single time, and may have no more instances of a single graft active than 1/4th of their hit dice (minimum 1). A creature with the cytoplasmic grafts class feature does not count grafts granted by it against their limit of grafts which can be born at a single time, and may carry an additional instance of a graft compared to a creature that does not have the class feature (bringing their minimum to 2).

    Any creature bearing a graft normally gains certain benefits from it, but a creature with evolve or the cytoplasmic subtype gains additional benefits. Such a creature gains +1 HD for each graft they bear, in the case of a cytoplasmic creature its initial hit dice are derived this way and lost if it loses the grafts (losing feats, and skill ranks as appropriate); they gain skills, feats, and ability score bonuses for these hit dice as normal, but they do not increase the creatureís size. They also gain +1 to Strength, Dexterity, Constitution, and Natural Armor for each graft beyond their initial grafts (if reduced below initial grafts they do not lose ability scores).

    A creature may carry more grafts than their limit or grafts they do not meet prerequisites for using (such as a graft that improves a natural weapon they lack, a graft which improves a fly speed they do not possess, or a graft which requires other grafts to function). If they do so any excess or non-functional grafts become nascent, meaning that they have no effect, until they are no longer in excess, or prerequisites are met. On a naturally graft bearing creature, or a creature able to create or bestow grafts any number of grafts can be suppressed, becoming nascent, as a standard action allowing other grafts to activate (whichever of their choice that could). For a creature which is not able to do these things, the grafts added after the limit is reached become nascent and typically remain that way.

    Cytoplasmic grafts are by default corporeal and cannot be applied to an incorporeal creature. A graft that has been granted ghost touch (such as if it was made by someone with the Craft Ghost Touch Grafts feat), or which has been made incorporeal (either because it was created by an incorporeal creature, or because its bearer has been made incorporeal,) can be grafted onto an incorporeal creature. An incorporeal graft cannot be applied to a corporeal creature (unless it is ghost touch).

    Save DCs for Grafts: The save DCs of grafts is largely independent of the graft-bearerís stats, instead the DC is 10 + Ĺ the graft-bearerís hit dice + Ĺ the graft-originatorís intelligence modifier + the number of instances of the graft in question born. So if a Simic Basilisk was summoned with 3 instances of the Death Whisper graft by an Int 22 Simic Biomancer the save DC for its Death Whisper ability would be 24, if it gave up 2 other grafts and thus 2 hit dice it would become DC 23, if one of those was a death whisper graft itíd be down to DC 22. The naturally occurring grafts of a naturally occurring cytoplasmic creature are based off of its Constitution modifier instead of its creatorís Intelligence modifier.

    Graft Originator: Some grafts reference the graft originator. In the case of a graft on a summoned creature, or created by a spell (such as Thrive), the graft is considered to originate from the summoner or spellcaster. In the case of a graft formed through the Shape Grafts class feature the graft originator is whoever created the graft. If an ability requires mana it may come from the graft bearer or the graft originator as long as the originator is on the same plane and is willing; a graft originator does not know why or necessarily who is requesting mana unless they have line of sight, otherwise they get only a vague sense of direction/distance and which type of graft is being activated. Giving mana in this way is a free action which can be performed outside of your own turn.

    Evolutions: Evolutions are normally only possessed by creatures with the evolve special quality, or which gain them via class levels, but there are certain spells or effects which can transfer them. Evolutions function in many ways like grafts and have the same total number which can be applied to creatures; i.e. a creature with the evolve special quality, or which has the cytoplasmic subtype may hold a total number of grafts and evolutions equal to its summoner or creatorís caster level, or if somehow naturally occurring a number determined by the DM, and other creatures may have only Ĺ their character level in evolutions and grafts. A creature may have up to Ĺ of its evolutions (rounded up) be identical to each other, with the exception of the size evolution which may only make up 1/3rd of their evolutions (rounded down, min 1). Like grafts, evolutions grant cytoplasmic creatures and creatures with Evolve a +1 bonus to Strength, Dexterity, Constitution, and Natural Armor per evolution beyond their initial ones possessed. Unlike grafts a creatureís initial evolutions do not grant hit dice, but ones beyond those(including bonus evolutions for being summoned from a higher spell slot) do grant bonus hit dice to cytoplasmic creatures and creatures with evolve. Evolutions may not increase the base damage of a natural weapon attack to higher than 8d6, only the size increase evolution can break this limit and then other evolutions increasing natural weapon damage do not apply.

    Like grafts it is possible for a creature to gain an evolution which it cannot use either due to having too many grafts/evolutions already or lacking some necessary trait (an skeleton cannot benefit from the poisonous blood evolution, a creature without the charming force special attack cannot benefit from an evolution that solely improves it). These evolutions become non-functional and nascent as grafts would.

    Unlike grafts a corporeal creatureís evolution may be freely applied to an incorporeal creature and vice versa.

    Shaping Cytoplasmic Grafts:
    Some creatures, cytoplasmic creatures, are formed with cytoplasmic grafts. Others, however, such as Simic Biomancers and Simic Initiates are able to consciously shape cytoplasmic grafts. These grafts last just shy of 24 hours (approximately 23 and a half hours), and the ritual to form them can be performed once per day. This ritual takes one hour, similar to preparing spells. When grafts are shaped the shaper selects which grafts they are, up to their maximum, and shapes them on themselves; you may only shape one instance of any single graft plus 1 per 2 character levels beyond the minimum required to shape that graft (1st for those without one listed). They may then bestow grafts to other creatures if they have the Bestow Graft ability.

    Once a cytoplasmic graft has been shaped it normally remains shaped until its time has expired, at which point they naturally dissolve. Shaping grafts require an amount of magic and as grafts are supernatural in nature they are suppressed in an anti-magic or dead magic zone, although a cytoplasmic creature (or creature with evolve) does not lose hit dice granted by grafts suppressed in this way. Grafts can be prematurely unshaped by the graft-originator with an expenditure of a standard action, and 2 colorless and 2 green mana as long as the graft is within 30-ft.


    Spoiler: Why I did what I did
    Show
    So I'm going to do this as some sort of make-believe Q & A or interview... I guess readers should feel free to add questions if they want, but for now I'm just going to ask myself some questions and give you my justifications of my choices.

    Q: Well the first thing that I notice is you went with Vancian casting, why was that?

    A: Lore ultimately. Way back when the Library represented your grimoires and well library. Your hand were the spells you had currently memorized from your spellbooks and when you cast one it left your memory. In other words the fluff for how you the player cast spells was drawn straight from Jack Vance, as D&D already has a way to represent casting with that fluff it seemed odd to use something different

    Q: But you gave the spells level instead of just mana costs, isn't that kind of odd? I mean M:tG uses mana cost why did you combine both limitations?

    A: Because mana costs didn't work as a good limiter for D&D. Mana cost and power of spell are not directly related and how powerful certain spells are is quite different between the two games. Murder/Terror/etc are extremely powerful in D&D, the equivalent of a 7th level spell (Finger of Death), but pretty low cost in MtG. So it would have meant finding a new non-vancian system which would have necessitated either making the spells limited in some other foreign way (such as avoiding long term buffs completely) and it would have just felt foreign. So I co-opted D&D's system, gave spells levels, and reasoned that Planeswalkers as Epic Characters weren't really bothered much by spell levels. I mean heightening sometimes gives spells effects they lack in M:tG but for the most part in my mind all spells a Planeswalker casts are cast at Lv 6.

    Q: Well that just brings up more questions. I'm going to start with the first one, though, why does Murder/Terror matter when you're making a Blue Green class?

    A: I might be making a Blue-Green class now, but I intend to make a framework around which additional classes can be made. I have not succeeded perfectly in that, and if you pay close attention you might notice I've avoided Mill entirely, and most color specific effects. The first is just a conversion nightmare, the latter would require me to assign colors to D&D as a whole, and probably work best if a color wheel alignment system was used. Another reason, of course, was that the problem wasn't unique to Blue Green, a high mana counterspell isn't really better than a low mana one often enough (Cancel to Counterspell, etc) or even Boomerang to Telepathy. In M:tG telepathy is a neat trick, in D&D it's a 2nd-3rd+ level spell which enables Mindsight, conversely Boomerang is powerful tempo control which can delay an opponent's entire game while in D&D you have to figure out an effect which could count as it and what it ends up with is still tempo control but it lacks the sheer power which makes Boomerang something that needed weaker versions. Murder/Terror was just the cleanest example as it is the easiest to understand the conversion.

    Q: Alright, I'll... sure I'll accept that for now. You said in a previous answer that Planeswalkers were Epic Characters, doesn't this class represent a Planeswalker?

    A: No it does not. It represents a Simic mage, the capstone is actually being this guy but some spells in Ravnica represent the magical powers used by the non-planeswalking Ravnicans. Planeswalkers aren't the only mages, just the most powerful, immortal entities, who are able to travel between worlds. If you note the Simic Biomancer never gets the ability to travel between planes, not even in the sense that a wizard or cleric can.

    Q: So you think a 2/2 is the equivalent of a 20th level character, but you gave them the ability to summon far more powerful creatures than that?

    A: Now you're just being asinine. I think that the power of a card is not limited to its P/T. That and in all honesty a Simic Biomancer ends up as like 7 different Simic creatures at once, plus a spellshaper of some sort. But Momir Vig is powerful, not because of his raw ability to fight you, but he created Kraj, he commanded Protean Hulks. Power isn't raw combat strength, and if a Biomancer tried just pushing their way through an enemy they'd do much worse than that protean hulk they can summon.

    Q: You know I take offense to being called asinine, especially from you, but fine let's move on. You mentioned heightening earlier and your means of doing it is just well weird. I mean D&D doesn't do that and neither does M:tG so why?

    A: Lazy design Ok more honestly, D&D is all about options and I needed options appropriate for levels from 1st to 20th. Looking over Simic Cards I kept running into a problem that most stopped lower or just really didn't have the expansiveness for a full spell list. I mean I only have around 50 spells not counting summons compared to over a hundred for wizards in the PHB. So I looked at Psionics' augmentation system and found a way to stretch them. I think 5e did it too, but really it was a way of making the class play better without going outside of M:tG for effects; instead I just expanded upon the spells and typically looked at different ways to represent the effect. Is Giant Growth +1 size category or 2? Is it 1 round or 1 battle or longer? How long is a turn in M:tG? Does a single target spell affect a creature or an area? Some creatures in M:tG are groups, after all. While I typically went 1 turn = 1 round/caster level, 1 creature = 1 creature, it let me build effects at a variety of levels and leave them recognizable as M:tG cards while also giving a character some easy flexibility. So like I said, lazy design, though I'd probably prefer if you called it efficient (not that I would myself).

    Q: Can you give me a good example of Heightening to justify this?

    A: Fog. D&D has fog effects of a variety of levels and all could be claimed to prevent combat damage. Obscuring Mist, Fog Cloud, Solid Fog. The first two make it hard to engage in melee, though their area is a tad small. Solid Fog on the other hand really does stop combat damage for a while, but is powerful. So the spell starts out as Obscuring Mist and slowly becomes Solid Fog, and then you can get duration to be longer as a sort of strategic option where you leave fog to protect your towere while you're away or studying within. You even get options to trade the Solid Fog effect for a larger area. Alternatively Cancel. It's Blue counterspells are a big thing. By giving Cancel a level limit to what it could counter it let me make it a lower level spell, but by allowing you to heighten it I could still allow you to cast it from a 6th level slot to counter 9th level spells and it function.

    Q: Fine I'll accept that, I guess. So why did you do evolutions how you did? I mean well for both really.

    A: Why did I split them so awkwardly? Really the class's probably shouldn't be called evolutions but something more specialized, but I guess they're evolutions to allow you to shift them about temporarily with bioshift if you want, give an ally Gyre Sage so they can get more mana, or turn your melee chump into Ooze-man! For creatures... I have an obsession with options if you haven't noticed and this lets you turn a Cloudfin Raptor into your build a beast making your summons really your workhorse spells. I chose to base evolving off of spell level because hit dice does not always equal power and it let me make glass cannon creatures that could still evolve their allies while also putting more hard limits in place so that the power could not be brought out of hand.

    Q: Why did you choose the evolutions you did, for the Biomancer that is?

    A: I didn't want to let you summon the PC race/class summons, so I made them class features instead. A Gyre Sage, a Fathom Mage, a Guildmage, these are all Biomancers, they're what you are. I wanted them represented somehow, though, and that's why I made them how I did. Experiment One was the most questionable, but I felt that it worked and gave the class a transhumanist option of Become Ooze.

    Q: What about Size Increase and Krasis Hide, what creatures do they represent?

    A: I finished making the creatures first and looked over them and noticed there were 2 universal evolutions. Natural Armor of some sort, and Size Increase, so I felt that the PC should have those options if I was making them be Evolutions. If I went back and made them be just "specializations" and detached them from the evolution rules I'd remove those two.

    Q: Why did you do what you did to mana recovery, I mean there are no lands?

    A: I said it before, you're not a planeswalker. You don't control boundless dominions. You draw mana from the land nearby. I made it so you could mostly recover your mana every turn, at least with some effort or the right terrain, because 1 that's how M:tG does it and 2 mana was supposed to be a minor limitation instead of your main limit. At 20th level if you're in your element you're regaining 6 mana each round, unless you're casting multiple spells each round you're at full mana, of course you aren't guaranteed to be in Tier 3 terrain, even Red which gets tier 2 from dungeons is unlikely to be guaranteed that at 20th level. But it does mean you can generally go a good while without needing to recover mana unless you're breaking action economy, or using activated creature abilities. Which is, honestly, the intent. At lower levels you have more difficulty but are unlikely to be casting multiple spells in a round and serves to make being in your own terrain more important. This allows a show of mastery to be developed, a low level Biomancer just isn't as capable outside of their favored terrain. I added Sanctums to represent a link to an area like a Land but on a lesser extent, since you aren't a planeswalker.

    Q: What about the whole tiers, I mean why does a single tree count as a forest?

    A: It doesn't. Tier III terrain in theory represents your basic lands and the like, Tier I and II are just things that have enough mana of that type to draw from. In total it's a game mechanical concession to the differences in game design between M:tG and D&D. Just like easy color filtering on that note. I added in philosophical ties because M:tG does allow for that, and it helped explain Guild Gates. Especially with the "color mages' academy gains their colors" part. I could have made it where you needed full fledged lands, but then I'd have had to make it function through distant links which 1) work better for planeswalkers, 2) would have removed the tactical element of choosing your battlefield completely. I wanted being in your terrain to have a benefit but for it to be possible to play at or near normal power outside of it. Feats like the Initiate feats, the Mana Color feat, and Ravnican Mage can further help by allowing you to gain mana from more types of terrain.

    Q: Why did you do the weird thing with Graft save DCs?

    A: I wanted to make it where having a lot of grafts was actively better, their power not merely additive but each graft adding more than the one before. Of course in the end I had to compromise my intent and make only the graft in question count and really I could use some opinions on this.

    Q: You have all these creatures and spells, but you're missing the most iconic Simic Creature. Where is Kraj?

    A: Kraj would be a Lv 7 or higher summon, or in other words something completely inaccessible short of Epic Levels. I could have made Kraj similar to how I made the Sky Swallower (hard to control but powerful), but I felt that he deserved more. If I get enough requests for it I might actually stat him up as an epic spell, but till then.

    Q: So why did you give them monstrous recovery isn't that really kind of out of place? I mean why does casting a summon spell give you another spell?

    A: I wanted to encourage them to summon things. Simic is a creature heavy guild, it's full of creatures who do things. I wanted to encourage you to summon creatures. So I gave the an ability to make it easier to summon a lot of things. Of course the cost means it can be prohibitive to use it, well if you aren't a gyre sage that is. It also only really comes into play at high levels at the point where low level summons aren't particularly useful, it can recover non-summon spells but only if you use species gorger cycling which means you're eating one of your 5th or 6th level slots just to get more 3rd or 4th slots.

    Q: Wait Species Gorger cycle? What is that and how many more slots can it get you?

    A: Species Gorger unsummons a summon at the end of turn, so each time you summon it, it prematurely ends a summon but re-prepares it. So you can theoretically just keep using it to get a single attack out of it and then unsummoning it. It could theoretically give you infinite lv 3 summons, but a reserve feat can already do the same (summon elemental companion) or it could reprepare each of your 3rd level or lower spells. I'm still thinking about reducing the power a bit, and knocking it down to 3 levels lower with Gr. Monstrous Recovery for just this reason. Simic Visionary, on the other hand, only works with Summon Simic Creature which the re-prepped spell isn't.
    Last edited by Zaydos; 2015-02-14 at 11:48 AM.
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    Default Re: Base Class Contest XXVI - Flipping the Table

    Simic Biomancer

    "Look beyond, to the vascular awareness that all life is a map to greater knowledge."
    óMomir Vig, Biomancy, vol. I

    A Simic Biomancer is a mage of the Simic Combine, the guild in charge of promoting life on the city-plane of Ravnica. Expanding beyond their original role, the Simic Combine turned to using magic to augment life, either via the creation of malleable organic nodules of magic infused organic materials or the promotion of highly adaptive life forms. Simic Biomancers use their magic both to summon creatures designed by the work of the guild, heal, and on occasion a variety of effects and abilities. Outside of Ravnica a Simic Biomancer may be divorced from the Simic Combine but they continue to be a mage who specializes in the understanding and development of biological life.

    Adventures: A Simic Biomancer might adventure for a variety of reasons. One adventures to gain the capital to fund their research. Another out of the drive for knowledge, feeding their curiosity even at te risk of their own life. A third adventures to push themselves against the hardships of the road and spur their own personal "evolution" (really adaptation) towards a stronger, more perfect form of life. Specific adventures that might appeal to a Biomancer would be those that either pushed them to adapt to a new situation, or which promise to reveal insights into the creation of life either natural or artificial. A Simic Biomancer might also act to adventure when nature and civilization are in conflict, continuing to fulfill their guild's role to maintain a place for life even in the great plane-wide city.

    Characteristics: A Simic Biomancer's grafts allow them to buff and augment allies to a limited extent. Their summons can act either as ablative meat shields, scouts, or damage sources. Their evolutions allow them to focus in one or eventually several aspects granting more spells per day, greater access to mana (and thus more spells per encounter), more grafts, a melee transformation, charm abilities, or various other tricks. Their spells add abilities allowing them to perform battlefield control, heal, buffing, or even various anti-mage abilities.

    Alignment: In a game which uses alignments based on the colors of Magic, a Simic Biomancer is going to tend towards Blue and/or Green, as the Simic Philosophy is used by M:tG as the poster child for mixing the philosophies of those colors. In more traditional games a Simic Biomancer tends towards Neutrality. While they value order they recognize that it can constrain adaptability and that while chaos allows for freedom often the best adaptation is the creation of some form of order. Morally they still tend towards Neutrality, as they seek the development of perfect life willing to accept that on occasion to produce this greater good others suffer but being typically unwilling to harm others simply for their personal well being.

    Religion: To some members of the old Combine evolution was almost a god in and of itself, the perfection of life a fanatical pursuit. Even in the new Combine the natural ebb and flow of life and its continuous development and re-development is almost a religious sect all of its own. In more traditional games Simic Biomancers may tend towards some of the same gods as druids, although they often serve them with a more intellectually focused devotion. Others worship gods of knowledge or magic. From the core (PHB) deities a Simic Biomancer would most likely worship Obad-Hai, Ehlonna, or Boccob, although Vecna and Wee Jas might appeal to certain Biomancers (especially those who dabbled in Dimir or Golgari arts respectively).

    Background: In Ravnica a Simic Biomancer is trained by the Simic Combine, chosen from their initiates due to their magical talent. Even outside of the city-plane, Simic Biomancers tend to be trained by organized academies, although it is possible that the tradition is passed on from one dedicated hedge mage to another. A Simic Biomancer's background is likely much like a wizard's, one which requires the same dedicated training and study.

    Races: Humans, elves, vedalken, and merfolk all are found within the Simic Combine with regularity. Outside of Ravnica Simic Biomancy remains relatively common in humans and elves, as well as adding gnomes to that list. These races have an understanding of magic which is coupled with an understanding of biology and the development of living things.

    Other Classes (Ravnican): Simic Biomancers and Simic Initiates form a natural pair, the mage and the sword, with Biomancers typically taking the superior role in the hierarchy of the Combine. When dealing with members of other guilds more conflict is likely to arise. A Simic Biomancer finds themselves feeling kinship for Izzet Magelord's quest for new knowledge and even their acts of life creation in the form of merging elementals to form weirds; at the same time Magelords' blatant disregard for safety and the well being of life in their constant search not only for new magic but also new ways to blow things up is a point of conflict between the two. Magelords, for their part, find Biomancers overly restrained and too concerned with safety and regulations. In Dimir Ghosts, when they know of them at all, they find a respect for knowledge they can admire and an access to secrets they can envy, but also an unscrupulousness, selfishness, and miserliness with their knowledge which Biomancers can find off-putting. Dimir Ghosts find Biomancers lacking in necessary pragmatism but glorious sources of information to be stolen. Azorius Lawmages are a necessary evil, their enforcement of laws needed for the continued functioning of society but their enforcement of unnecessary laws a hassle and hurdle in the way of progress. On their end Azorius Lawmages regard the Combine a productive member of society, as long as they avoid steering into Izzet-like mad magiscience such as the fiasco which was Kraj. In Selesnya Unionists they find a respect for, and desire to propagate, life which they can respect and admire, but also a stifling of individuality in the face of the common weal which could threaten an end to the improvement of individuals and in the long term undermine the common benefit. Selesnya Unionists for their part find a shared respect for life and in that the common good but that their ideas of how to further this common weal differ. Similarly Simic Biologists can respect the tenacity and tending of life shown by Golgari Rot Farmers and their philosophy which reuses everything, even if sometimes they find their blacker arts disturbing. Rot Farmers find a certain camaraderie with Biomancers as well, even if they find the blue mages' willingness to throw away that which is unnecessary to often be wasteful. In Gruul Warchanters, Simic Biomancers find a similar drive to protect life, but where Warchanters seems happy to almost hedonistically fight amongst themselves and allow the wild to be wild, a Biomancer seeks to improve upon nature's designs. While this is a point of conflict between the two groups, it's not unheard of for a gruul warchanter to become a simic biomancer. When dealing with Boros Battlemages, Biomancers find less points of common ground, and while cooperation is far from unheard of their varying focuses and differences on the importance of law and order leads to conflict between the two when forced into prolonged close contact. Similarly Orzhov Priests tend to have little common ground with Biomancers and while the two can work together if they are not careful they will butt head. Rakdos Witches, however, are those that Biomancers tend to have the most friction with. Their wanton lack of concern with life and knowledge, and chaotic hedonistic bloodshed tends to put them at odds with the Simic Biomancers, though sometimes they can become begrudging allies.

    Other Classes (Standard): A Simic Biomancer sees kinship with druids, as both serve to balance humanity and nature, but many druids do not see the same in Biomancers seeing them instead as corrupters of nature. Biomancers also feel kinship with wizards who love of knowledge is a match of their own. They fin many of the more intelligence based classes easy to get along with, while finding that the more martially inclined help keeping a buffer between them and their foes and benefit the most from the grafts they can bestow.

    Role: A Simic Biomancer's grafts are used to empower allies, their summons even able to spread grafts onto allies. As such Biomancers tend towards the party support role, using summons to assist in combat, and adding to this a sprinkle of battlefield control and healing.

    Adaptation: The Simic Biomancer can be divorced from the Combine. They could be a variation of wizard which draws upon the power in leylines and focus on the energies of the flow of life. Simic Biomancers could be mad mage-scientists creating kaiju-like monstrosities and turning themselves into monsters, feared by the populace and dwelling in towering spires. They could also play the role of humble physicians seeking the nature of life the better to cure i, though at that point you may wish to add spells to cure disease, poison, and ability damage/drain to their list.

    GAME RULE INFORMATION
    Simic Biomancer's have the following game statistics.
    Abilities: Simic Biomancers are Intelligence based spellcasters as such Intelligence is of primary import. As they are primarily summoners and lack personal combat prowess Strength is of minimal importance.
    Alignment: Any; if you use .
    Hit Die: d6
    Starting Age: As wizard.
    Starting Gold: As wizard.

    Class Skills
    The Simic Biomancer's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Decipher Script (Int), Handle Animal (Cha), Heal (Wis), Knowledge (all skills, taken individually) (Int), Profession (Wis), Spellcraft (Int), and Survival (Wis).

    Skill Points at First Level: (2 + Int modifier) x 4
    Skill Points at Each Additional Level: 2 + Int modifier

    SIMIC BIOMANCER
    Level Base Attack Bonus Fort Save Ref Save Will Save Evolutions C. Grafts Special Mana Cap 0 1st 2nd 3rd 4th 5th 6th
    1st
    +0
    +0
    +0
    +2
    0
    1
    Shape Grafts, Bestow Grafts, Scribe Scroll
    2
    2
    1
    -
    -
    -
    -
    -
    2nd
    +1
    +0
    +0
    +3
    1
    1
    -
    3
    3
    2
    -
    -
    -
    -
    -
    3rd
    +1
    +1
    +1
    +3
    1
    2
    Emergency Cytoplasm
    3
    4
    3
    -
    -
    -
    -
    -
    4th
    +2
    +1
    +1
    +4
    1
    2
    Sustained Grafts
    4
    4
    3
    1
    -
    -
    -
    -
    5th
    +2
    +1
    +1
    +4
    1
    3
    Mana Recovery 1
    4
    4
    3
    2
    -
    -
    -
    -
    6th
    +3
    +2
    +2
    +5
    2
    3
    Bestow Graft (Standard)
    4
    4
    3
    3
    -
    -
    -
    -
    7th
    +3
    +2
    +2
    +5
    2
    3
    -
    5
    4
    3
    3
    1
    -
    -
    -
    8th
    +4
    +2
    +2
    +6
    2
    4
    Lesser Monstrous Recovery
    5
    4
    3
    3
    2
    -
    -
    -
    9th
    +4
    +3
    +3
    +6
    2
    4
    Grafted Eyes
    5
    4
    3
    3
    3
    -
    -
    -
    10th
    +5
    +3
    +3
    +7
    3
    4
    Sustained Summon
    6
    4
    4
    3
    3
    -
    -
    -
    11th
    +5
    +3
    +3
    +7
    3
    5
    Bestow Graft (Ranged)
    6
    4
    4
    3
    3
    1
    -
    -
    12th
    +6
    +4
    +4
    +8
    3
    5
    Mana Recovery 2
    7
    5
    4
    3
    3
    2
    -
    -
    13th
    +6
    +4
    +4
    +8
    3
    5
    Bestow Graft (Swift)
    7
    5
    4
    3
    3
    3
    -
    -
    14th
    +7
    +4
    +4
    +9
    4
    5
    Automatic Heightening
    8
    5
    4
    4
    3
    3
    1
    -
    15th
    +7
    +5
    +5
    +9
    4
    6
    Grafted Telepathy
    8
    5
    4
    4
    3
    3
    2
    -
    16th
    +8
    +5
    +5
    +10
    4
    6
    Bestow Graft (Move)
    8
    5
    4
    4
    3
    3
    2
    -
    17th
    +8
    +5
    +5
    +10
    4
    6
    Greater Monstrous Recovery
    9
    5
    4
    4
    4
    3
    3
    -
    18th
    +9
    +6
    +6
    +11
    5
    7
    -
    9
    5
    5
    4
    4
    3
    3
    1
    19th
    +9
    +6
    +6
    +11
    5
    7
    Mana Recovery 3
    10
    5
    5
    4
    4
    3
    3
    2
    20th
    +10
    +6
    +6
    +12
    5
    7
    Simic Pinnacle
    10
    5
    5
    5
    4
    4
    3
    3

    Class Features
    All of the following are class features of the Simic Biomancer.

    Weapon and Armor Proficiencies: A Simic Biomancer is proficient in simple weapons and light armor but not shields.

    Color Identity: A character with levels in Simic Biomancer includes Green and Blue in their Color Identity and they must either have Green or Blue in their preexisting Color Identity or have no preexisting color identity in order to take levels in Simic Biomancer. A character may not take levels in Simic Biomancer if they have levels in one of the other 9 Guildmage classes (Azorius Lawmage, Boros Battlemage, Dimir Ghost, Golgari Rot Tender, Gruul Warchanter, Izzet Magister, Orzhov Priest, Rakdos Witch, or Selesnya Unionist) although the Simic Combine has methods to retrain away such classes and the [Guild] Initiate (Simic) feats allow a Simic Biomancer to show a certain amount of knowledge and familiarity with the techniques of these guilds and classes.

    Spellcasting: A Simic Biomancer has the ability to cast Mana Spells. They learn and prepare spells in a fashion similar to wizards, with spellbooks and the same costs and difficulties for adding new spells, but they only begin play with all Simic Biomancer cantrips, and 3 1st level spells in their spell book one of which is always Summon Simic Creature. At 1st level they know how to summon 2 creatures with Summon Simic Creature. At each level beyond first they learn 1 new spell and how to summon 1 new creature with Summon Simic Creature (of any level they can heighten it to). At 4th level they learn Simic Charm as a bonus spell in their spellbook which does not count against their spell learned that level. Simic Biomancers may learn additional spells as wizards do and may even learn non-Simic Biomancer Mana Spells (as described under "Exotic Spells" in the new rules section).

    Shape Grafts (Su): A Simic Biomancer gains the ability to shape grafts as described in the New Rules section. They may shape those grafts listed in the post below.

    Bestow Graft (Su): By spending a full-round action a Simic Biomancer may bestow one of the cytoplasmic grafts they bear to another touched willing creature creature, transferring the graft to the target. The Simic Biomancer loses all benefits from the graft and the bestowed creature gains all benefits from the graft. Whenever a Simic Biomancer summons a creature they may transfer a graft they bear to it as part of its summoning (a free action) even if the creature does not appear within the normal range of their bestow graft ability. Grafts bestowed to summon creatures return to the Simic Biomancer after the creature is banished, killed, the duration ends, or otherwise unmade, but the graft is nascent for 1 minute thereafter.
    Beginning at 6th level you may bestow a graft as a standard action. At 13th level you gain the ability to bestow a graft as a swift action (in addition to standard action if they choose to do so). At 16th level you gain the ability to bestow a graft as a move action (allowing you to bestow 3 grafts in one round as a Standard, Move, and then Swift action).
    Beginning at 11th level you gain the ability to bestow a graft at a range of 30-ft instead of touch, the target must still be willing.

    Evolutions: A simic Biomancer develops certain evolutions as they develop. Unlike their class granted grafts a simic Biomancerís evolutions count against their maximum number of evolutions and grafts born at a single time. A simic Biomancerís evolutions represent physical, magical, and/or spiritual changes to the Biomancer and can be Ex or Su and some may even grant spell-like abilities, unlabeled abilities are extraordinary in their basic nature but modify supernatural abilities. Some Simic Biomancer evolutions have effects based off of how many class granted evolutions, these effects care about the number granted to the character who natively had the evolution and apply at that effect even if transferred to another creature through Bioshift or the Simic Guildmage evolution. Others have effects based off of the total number of evolutions you possess, these are based instead on the current number of evolutions possessed by the character who currently has the evolution.
    Spoiler: Evolutions
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    • Graft Initiate: You may shape 1 additional graft each day. This increases to 2 additional grafts if you have 3 or more class granted evolutions, and 3 additional grafts if you have 5 or more.
    • Gyre Sage: Your mana capacity is increased by 1 plus the number of evolutions you possess and whenever you Gather Mana you gain additional Green mana equal to the number of class granted evolutions you possess.
    • Fathom Mage: You may prepare an additional spell of each level up to the number of evolutions you possess through class levels. These spells do not have to be Simic Biomancer spells if you have access to another form of spell casting, but must be prepared (as opposed to spontaneous).
    • Master Biomancer: Whenever you summon a creature with a mana spell it appears with one graft or evolution. This may be any graft or evolution the creature is natively able to form, or one from the Burst of Strength or Thrive spells.
    • Vigean Graftmage (Su): As a standard action you may spend 1 colorless and 1 Blue mana to grant a creature bearing a graft or evolution an attack action. If you have at least 3 evolutions you may spend 2 colorless and 2 Blue mana to either use this ability as a swift action or grant the target a standard action. If you have at least 4 evolutions you may spend 2 colorless and 2 blue mana to grant a target an attack action as an immediate action on your part or 3 colorless and 3 blue to grant the target a standard action as a swift action on your part or full round action as a standard action on your part.
    • Simic Guildmage (Su): As a standard action you may spend 1 colorless and 1 Green mana to move a cytoplasmic graft or evolution from one willing creature within 30-ft to another willing creature within 30-ft. In addition you may spend 1 colorless and 1 Green mana to move the effect of a spell you cast from one creature within 30-ft of you to another creature, this second target must be within the original range of the spell and is allowed any saving throws or spell resistance that would normally be allowed.
    • Zameck Guildmage (Su): Whenever you summon a creature you may pay an additional Green and Blue mana, if you do it appears with an additional Graft or Evolution (as if you had the Master Biomancer evolution). In addition you may spend a Green and a Blue mana to draw grafts or evolution from a creature you have summoned. By removing 4 grafts and/or evolutions from a single creature you can reprepare a spell you have expended that was at least 2 spell levels lower than the creature you removed the grafts/evolutions from.
    • Krasis Hide (Ex): You gain an enhancement bonus to natural armor equal to 1 plus the number of evolutions you possess up to 4 evolutions. If you possess 5 or more evolutions you instead gain a +7 enhancement bonus to natural armor.
    • Size Increase (Ex): You gain powerful build (as a half-giant). If you have 3 or more evolutions this increases to a full size increase with a +4 to Strength, +2 to Constitution, and -2 to Dexterity; this increases the size of gear used, your facing/reach, natural weapon damage, and size modifiers normally (but does not apply the normal ability modifiers for increasing in size).
    • Cytoplast Manipulator (Su): This evolution allows you to forcibly bestow grafts on unwilling creatures and then use those grafts to control them. By spending 2 colorless and one Blue mana you may use Bestow Graft to bestow a graft on an unwilling creature, and you may pay this as an additional cost when using another method to move grafts to move them to an unwilling creature; if they succeed on their Will save (DC 10 +1/2 your Simic Biomancer level + your Intelligence modifier) the graft is not moved remaining where it was before. In addition you may exert your influence over grafts that you originated allowing you to spend 3 colorless and 2 Blue mana to control a creature bearing a graft you are the graft-originator for as if with Dominate Monster (this is a mind-affecting compulsion effect); if you have 3 or less evolutions from class levels you may only use this ability to control humanoids (as with Dominate Person). A successful Will save (same DC) resists this control and grants a creature 1 hour of immunity, and you must pay 1 Blue mana each round to maintain this control. You may not control a specific creature for more than 1 hour each day and a controlled creature has full memory of events while it was controlled unless you have at least 4 evolutions from class levels in which case you may spend 2 colorless and 3 Blue mana when this ability ends to remove their memory of the period.
    • Coiling Oracle (Ex): When you gain this evolution you begin taking on certain snake-like traits even as you open your mind to the possibilities of the future. You gain scent, low-light vision (if you do not already have it) and may draw upon mana not yet present in your personal time stream allowing you to treat the terrain wherever you are as 1 tier higher for one color of mana of your choice to a maximum of tier 3; changing which color is affected can be done once per day as part of preparing spells. Cosmetically you gain snake-like features, serpentine eyes, a serpentine tongue, and a yellow-golden hue to your skin. If you have 3 or more evolutions from class levels your body takes on more serpentine traits. Your legs merge into a long, snake-like tail, reducing your base land speed to 20-ft (if 30-ft) or 15-ft (if 20-ft) but you gain a +4 bonus on checks to resist bull rush and/or trip when standing on the ground or on a location where they can wrap their tail around it to gain stability, and gain a +4 to saving throws against poison, in addition your mind develops a sensitivity to future events granting you the ability to use Augury as a spell-like ability 3 times per day (CL = Simic Biomancer level). If you have 5 or more evolutions from class levels your mastery of your snake-like body improves giving you a 15-ft climb and swim speed, as well as granting you immunity to venom (bite inflicted poisons), and your mind peers deeper into the future allowing you to use Divination instead of Augury as a spell-like ability and to use Foresight as a spell-like ability 1/day with a duration of 1 minute per 2 caster levels (instead of 10 minutes/caster level).
    • Experimental Ooze: This evolution slowly transforms you into an ooze-like state. You gain a 20% chance of negating any extra damage from a critical hit or precision damage per evolution you have gained through class levels and gain a +2 bonus on saves versus poison, sleep effects, paralysis, polymorph, and stunning per evolution from class levels.

      If you have 5 or more evolutions from class levels your type changes to Ooze gaining the Augmented Subtype, and you gain ooze traits except for Blind, Blindsight, and Mindless. You retain your human-like shape although are visibly made of ooze. It is possible to sculpt your appearance otherwise once you are full ooze and gives you a +10 to disguise if you can overcome looking like an ooze copy, but changing your appearance in this way requires a Standard action and maintaining it requires concentration (which is also a standard action). This ability to control your shape does grant a +10 bonus to Escape Artist checks.

      In addition you may, as a free action, suppress 2 evolutions you possess or grafts you bear and shaped with the shape graft ability to gain regeneration 5 for 1 minute which is overcome by fire and acid; an evolution suppressed by this effect does not function for 8 hours, while a graft suppressed by this effect do not function again until you reshape grafts.
    • Ooze Flux: This evolution allows you to channel grafts and evolutions into the form of a living ooze-like beast. To do so is a standard action and requires you pay 3 colorless and 1 Green mana. You then select a number of grafts you are the originator of, or evolutions on creatures you summoned or yourself. Any evolution is merely suppressed for 8 hours meaning all benefits from it are lost (and an evolution suppressed this way cannot be used for this ability or for Experimental Ooze. A graft is unshaped, disappearing until it can be shaped again. You then create an ooze with hit dice equal to the number of grafts and evolutions consumed this way or your Simic Biomancer level (whichever is lower). This ooze lasts for 1 minute per Simic Biomancer level. The ooze is medium sized if it has 6 or less hit dice, large if it has 7 to 12, and huge if it has 13 or more (in theory a 21 hit die ooze would be gargantuan and a 35 hit die ooze would be colossal). The ooze has Acid Immunity, a single slam attack (dealing 1d6 damage if medium, 1d8 if large, and 2d6 if huge), gaining a second if they have at least 8 hit dice (a 25 hit die ooze would gain another pair of slam attacks), 11 Str if Medium, 19 if Large, 27 if Huge, 5 Dexterity, and 13 Constitution if Medium, 17 if Large, and 21 if Huge, regardless of size it has no natural armor and Int -, Wis 10, Cha 1. It has space and reach as a quadrupedal creature. This ooze obeys your commands explicitly although itís skeleton level intelligence can render some commands beyond its capacity to obey.
    • Beetleform Mage: This evolution allows you to channel your mana to, temporarily, transform yourself into a potentially dangerous beetle hybrid creature similar to a beetle equivalent of a centaur. You may use this ability for up to 2 rounds per Simic Biomancer level each day, and entering this form is a standard action which costs you 1 Blue and 1 Green mana; returning to your natural form is a swift action. While in this beetle form you are unable to cast spells but your base attack bonus increases to match your character level and you gain the following changes based upon how many evolutions from class levels that you possess. Your size increases by the listed number of size categories and you gain the listed bonus to Str, Dex, and Con, while your natural armor becomes the listed value (before enhancement bonuses) if it is better than your pre-existing natural armor bonus , in addition you gain the fly speed and all abilities listed in the other column including those for lower numbers of evolutions.
      Evolutions Size Str Dex Con Natural Armor Fly Other
      1 0 +4 +2 +4 +2 10-ft (poor) Darkvision 60-ft
      2 0 +6 +2 +4 +3 20-ft (average) Climb Ĺ land speed, tremorsense 60-ft
      3 1 +8 +2 +4 +5 30-ft (good) -
      4 1 +10 +4 +4 +6 40-ft (good) 2 claws as primary natural weapons dealing 1d8 damage (if large)
      5 1 +12 +4 +6 +8 60-ft (good) Flyby Attack (bonus feat)


    Emergency Cytoplasm (Su): Once per day, as a full-round action, a 3rd level or higher Simic Biomancer may shape 2 grafts + 1 per 6 levels beyond 3rd. These grafts are in addition to those normally gained from class levels and last for 1 minute per point of Constitution modifier the Simic Biomancer possesses. Doing so is a tiring act for the Biomancer and leaves them fatigued.

    Sustained Grafts: A Simic Biomancer learns how to prolong the life of grafts from their summoned creatures. When a 4th level or higher Simic Biomancerís summoned creature is banished, killed, or otherwise removed from existence (such as the end of its summoning) any grafts that were formed with them but are born by other creatures remain for 1 minute per Simic Biomancer level. For example a level 4 Simic Biomancer summons an Aquastrand Spider and then has it bestow both of its initial grafts thus killing the spider, normally its grafts would immediately disappear but instead they would remain for 4 minutes.

    Mana Recovery (Su): A Simic Biomancer learns to draw even the least traces of mana. At the start of each turn a 5th level or higher Biomancer adds 1 Green or Blue mana to their mana pool, this increases to 2 mana in any combination of Green or Blue mana at 12th level, and 3 mana at 17th. This is in addition to any mana gained automatically by being in mana rich terrain, or through artifacts, gathering mana, and the like.

    Lesser Monstrous Recovery: A Simic Biomancer learns how to recoup some of the mana spent to summon creatures. Beginning at 8th level whenever you cast a mana spell of the Summoning subschool you may regain 1 colorless mana.

    Grafted Eyes (Su): Grafts are not merely a means of augmenting the creature bearing them, and a Simic Biomancer can manipulate and use the grafts they have bestowed for their own ends. Beginning at 9th level a Simic Biomancer may tap into the senses of any creature bearing a graft they originated as long as that creature is on the same plane. This act requires a standard action to initiate and requires concentration (as a standard action) to maintain and gives the Biomancer access to all the creatureís senses (any special vision, hearing, etc, use the graft-bearerís Listen, Search, and Spot). The Biomancer does not select a creature to view in this way, instead selecting a graft they originated and viewing through whosoever is bearing it now. There is no save, or spell resistance to this effect and the even Mind Blank does not block it.

    Sustained Summon: A Simic Biomancer learns to sustain the duration of a single summoned creature. Beginning at 10th level a Simic Biomancer may when a summon would vanish due to its duration ending choose to instead reduce their mana capacity by the spell level used to summon it to maintain the summon for (up to) 8 hours, and its grafts are sustained for this duration as well (assuming it is somehow destroyed or ended). A Biomancer may sustain only one summon at a time, and even if the summon is prematurely ended the Biomancer does not regain the reduced mana capacity till the full 8 hours have passed although they may prematurely end its grafts and duration completely to be able to sustain a different summon (this does not refund the mana capacity reduction). A creature summoned with evolve uses its spell level used to summon it not its effective spell level after evolving to determine how much mana capacity reduction is applied (for example a cloudfin raptor summoned with a 2nd level slot and then evolved twice to an effective 3rd level slot still uses its original 2nd level slot for this effect).

    Automatic Heightening: A Simic Biomancer learns to get the most out of even the weakest mana spells. Beginning at 14th level whenever a Simic Biomancer casts a mana spell in a first level spell slot it is treated as if it were cast in a 2nd level spell slot (this does not allow the preparation of 2nd level spells in 1st level spell slots), the spell is heightened as if with Heighten spell and with whatever effects the spell would normally receive for being cast in a 2nd level spell slot.

    Grafted Telepathy (Su): A Simic Biomancer may expand their mind through the cytoplasm that makes up grafts. Beginning at 15th level a Simic Biomancer gains telepathy with a 300-ft range but only towards creatures with cytoplasmic grafts. This telepathy extends to an infinite range as long as the creature is on the same plane with regards to creatures bearing grafts that you are the originator of. In addition you may sense the location of any creature bearing a graft you originated as well as whether they are non-intelligent, non-sentient (Int 1 or 2), below average (Int 3-7), average (Int 8-13), above average (14-21), super human (22-29), or godlike (30+).

    Greater Monstrous Recovery: A Simic Biomancer is a true master of recovery of magical essence. Whenever a Lv 17 or higher Simic Biomancer casts a mana spell of the Summoning subschool they may pay 3 additional colorless mana as part of casting it, if they do they may instantly reprepare a spell 2 spell levels lower. A spell other than Summon Simic Creature may only be reprepared this way once per day.

    Simic Pinnacle: At 20th level a Simic Biomancer has become a master of biomancy and all it entails gaining the power of a true guild leader. At 20th level the Simic Biomancer must choose either Simic Speaker or Simic Visionary. If they choose Simic Speaker 1/day they may harness a biomantic resonance to both gain additional spells and empower creatures. When they do so they may reprepare a spell of each level lower than that of the highest level creature they have summoned (note evolve creatures can reach level 6-1/2 which would grant a 6th level spell), and any creature with evolve immediately evolves twice as if two spells of higher level than it were cast. If they choose Simic Visionary whenever they cast Summon Simic Creature they immediately gain an additional Summon Simic Creature spell of 1 spell level lower (this stacks with Greater Monstrous Recovery, meaning if a 6th level Summon Simic Creature spell were cast you could pay 3 mana to gain both a 3rd level spell you had already cast and a new 5th level Summon Simic Creature spell).
    Last edited by Zaydos; 2015-02-13 at 07:16 PM.
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    Default Re: Base Class Contest XXVI - Flipping the Table

    Simic Biomancer Grafts

    Spoiler: Spoilered for length in the contest thread.
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    • Ocular Implants: The graft bearing creature gains a +4 competence bonus to Spot and Search checks, creature gains Low-light Vision if they did not have it already, and darkvision 60-ft or their existing darkvision extends 30-ft. This graft can be applied to a creature twice; the second iteration upon a creature grants it the ability to see invisible creatures as if with the spell See Invisibility and to detect magic auras as the spell Detect Magic usable at will.
    • Internal Anti-Toxins: The graft bearer gains a +4 bonus on saves against poison for each instance of this graft that they bear. 3 or more instances of this graft grant immunity instead.
    • Vital Reinforcement: Cytoplasm spreads through vital organs, reinforcing them physically while also giving them jolts of life-reaffirming magic at critical junctures. A creature bearing this graft gains a +4 bonus to saves versus death effects, death attacks, death from massive damage, and death from coup de grace, per instance of this graft they possess.
    • Crown of Eyes: The graft bearing creature gains all-around vision (+4 to spot/search checks and cannot be flanked). Each additional instance of this graft grants the grafted creature an additional +2 bonus to Spot and Search checks. You must be level 5 or higher to shape this graft.
    • Aural Implants: The graft-bearing creature gains a +4 competence bonus to listen checks and gains blindsense 30-ft. Each instance of this graft beyond the first increases the listen bonus by +2 and the blindsense by 5-ft. You must be level 9 or higher to shape this graft.
    • Chameleon Hide: The graft bearerís flesh becomes capable of blending in with one or more environments. The graft bearer gains a +4 competence bonus to Hide checks, and when this graft is formed select 1 type of terrain (forest, hills, plains, desert, swamp, urban, or underground) per instance of graft. This bonus increases to +8 in the selected environment(s). Each instance of this graft is tied to a specific terrain and can be granted separately.
    • Adrenal Accelerant: As a free action the graft bearing creature may activate beads of cytoplasm in their adrenal glands granting them a momentary surge in physical fitness. When they use this ability they gain a +8 bonus to Str, Dex, and Con for 1 round and are then fatigued for 1 minute. A creature cannot use this ability when fatigued. Each additional instance of this graft grants the creature an additional +2 bonus to Str, Dex, and Con when it is used, and each 3 beyond the first cause its effects to last for 1 additional round whenever it is used but the resulting lasts 1 minute per round that the bonus lasted.
    • All-Temperature Acclimation Adaptor: This graft grants the creature bearing it Fire and Cold resistance 10 per instance of this graft. You must be at least 5th level to shape this graft.
    • Mana Accumulator Cyst: A cyst of cytoplasm forms beneath the bearerís skin. This cyst slowly charges up mana, gaining 1 colorless mana per round or changing 1 colorless mana within to any color of mana within the graft creatorís color identity. This cyst can hold up to 3 points of mana, and mana within the cyst cannot be freely accessed. Instead as a standard action the graft bearer may draw mana out of the cyst to add to their own mana pool or to the mana pool of a creature they are touching. A creature with this graft which does not naturally have a mana pool gains one with a capacity of 1 point of mana.
    • Telepathic Receptor: A creature bearing this graft becomes telepathically receptive. They may receive telepathic signals from creatures with telepathy from twice the normal distance and even non-telepathic creatures may communicate with them from up to 60-ft as if they had telepathy. A second instance of this graft turns the receptor into a transceiver as well granting full-fledged telepathy with a 60-ft range. A third instance allows the use of Detect Thoughts at-will as a Supernatural ability.
    • Regenerative Spore Capsule: A creature bearing this graft can destroy this graft as a swift action to heal 2 hit points per level in classes which grant the ability to shape grafts the graftís creator has, and heal 1 point of ability damage to each ability score. A creature bearing multiple of these grafts can dissolve multiple of them as one action.
    • Cyto-chitin: The graft bearerís flesh is covered with a chitin formed from chitin granting it a +2 enhancement bonus to its Natural Armor bonus, this bonus increases by +1 per instance of this graft beyond the first.
    • Ley Tattoo: Intricate patterns of cytoplasm form across the graft-bearerís skin. They are able to channel their life energy through these patterns to grant the graft creator mana. By paying 3 hit points, as a free action, the graft bearer may grant the graft originator 1 point of Green or Black mana; this damage cannot be reduced or prevented in any way and ignores regeneration. The graft-bearer may pay additional hit points to channel even more mana to the graft originator.
    • Acidic Blood: Cytoplasm laces the graft-bearing creatureís blood causing it to become dangerously acidic when mixed with air. Whenever they take slashing or piercing damage this blood spills out. It deals 1d4 damage + 1/3 character levels of the graft-originator to all adjacent creatures (Reflex save negates); a creature damaging them with a natural weapon or unarmed strike is not allowed a save. Each instance of this graft beyond the first adds 2d4 additional damage.
    • Helium Bladder: A creature bearing this graft gains a fly speed of 10-ft with a poor maneuverability. Each additional instance of this graft improves a creatureís fly speed by 10-ft and its flight maneuverability by 1 grade to a maximum of Good. You must be at least level 5 to select this graft.
    • Mirrored Eyes: Cytoplasm layers over the graft-bearerís eyes filtering out hostile magic and reflecting blinding light. The graft-bearer gain immunity to gaze attacks and light-base blindness. A second instance causes them to actively reflect gaze attacks back on their users.
    • Cytoplasmic Wings: The graft-bearer gains a fly speed equal to their land speed with average maneuverability; the helium bladder graft improves this to good maneuverability. You must be at least level 11 to select this graft.
    • Krasis Fins: Cytoplasm forms a series of fins across the bearerís body as well as covering it in a streamlined film. The graft-bearer gains a swim speed equal to their base land speed. There is no benefit for multiple instances of this graft.
    • Implanted Gills: Cytoplasm infiltrates the bearerís lungs and throat forming a system of gills. These cytoplasmic gills grant the graft-bearer the ability to breathe water as easily as air.
    • Artificial Lung: Cytoplasm infiltrates the bearerís lungs and gills forming an artificial respiratory structure capable of drawing oxygen from air. A creature with this graft may breathe air as easily as water.
    • Reflex Augmenters: Cytoplasm roots itself in the graft-bearerís brain enhancing their reactions. A creature with this graft gains a +2 insight bonus to Reflex saves to a maximum of +6. Three instances of this graft also grants Evasion, five instances grant Improved Evasion.
    • Cognizance Enhancer: Cytoplasm forms a neuron mesh in the graft-bearerís brain. This grants them a +2 competence bonus to all Int and Wis based checks; each instance of this graft beyond the first increases the bonus by +1.
    • Pheromone Augmenter: Cytoplasmic bumps form across arm and leg pits emitting a potent pheromone cocktail. You gain a +2 competence bonus to Charisma based checks, this bonus increases to +4 when dealing with creatures with which reproduction is possible for you without specialized magic.
    • Amphetamine Glands: The graft-bearer gains a +4 competence bonus to Initiative checks, each additional instance of this graft increases the bonus by +2.
    • Climber Claws: The cytoplasm forms into small, but powerful, claws designed for climbing walls and surfaces. The graft-bearer gains a climb speed equal to Ĺ their land speed. Each instance of this graft beyond the first grants an additional +2 bonus to climb checks. Requires 3rd level to shape.
    • Manipulator Tendrils: Small, agile tendrils of cytoplasm forms from the graft-bearerís hands. The graft bearer gains a +4 on checks to resist disarm attempts, and gain a +4 competence bonus to Disable Device, Open Locks, and Sleight of Hands checks. These tendrils count as having thievesí tools (preventing any penalty for not having thievesí tools), but do not stack with the bonus granted by mw thievesí tools. Each additional instance of this graft improves these bonuses by +2.
    • Crystal Heart: This graft empowers a vital reinforcement graft, granting a benefit only to creatures already bearing the vital reinforcement graft. Cytoplasm hardens the creatureís heart and reinforces it metaphysically as well as physically granting the graft-bearer an immediate save to remove any negative levels they gain and, if they have at least three instances of the Vital-Reinforcement graft, immunity to death effects. This immediate save against a negative level is in addition to the normal save 24 hours later.
    • Sebaceous Oil Glands: Cytoplasmic tendrils spread out beneath the bearerís skin causing it to ooze a slick oil. The graft-bearer gains a +6 competence bonus to Escape Artist, this bonus increases by +4 for each additional instance of this graft born.
    • Cognizance Implant: The cytoplasm of this graft forms an elaborate crystalline network which naturally stores and harnesses psionic power. Each instance of this graft is created with a number of power points equal to Ĺ the graft-originatorís level. If these power points are spent and the graft is then transferred the power points remain spent, although a creature may pay power points as a standard action to refill a cognizance implant at a 1 to 1 ratio.
    • Polyglot Implant: A creature with this graft gains the ability to understand any spoken language, and speak any language that they have heard while bearing this graft. This benefit does not extend to written languages unless a second instance of this graft is born. Shaping this graft requires 5th level or higher.
    • Holding Cyst: The cytoplasm forms a seemingly small cyst on the bearerís stomach, which they may open as a free action. This cyst can store materials as a bag of holding type I, but only opens 9Ē wide.
    • Life-Force Simulator: This graft creates an artificial life-force which flows through the graft-bearer. An undead or deathless creature with this graft gains immunity to Turn or Rebuke Undead and does not register as undead for the purposes of Detect Undead.
    • Spell Relay: A cytoplasmic cyst forms across the bearer acting as a relay for the graft-originatorís spells. If a creature bearing this graft is within range of a spell the graft-originator casts they may treat the spell as originating from the graft-bearerís space and recalculate the maximum range accordingly. For example if the graft-originator was casting Totally Lost which has a range of ďCloseĒ if the graft-bearer was within the range (50-ft at minimum caster level) the caster could treat themselves as being in that square and target a creature within 50-ft of the graft-bearer instead of within 50-ft of themselves. It is theoretically possible to chain a spell in this way (to continue the above, if there was a graft-bearer 30-ft away and another 70-ft away in the same direction, it would be possible to chain it off the first to the second to a target within 50-ft of the second).
    • Youthful Essence: This graft restores youthful vim and vigor to the graft-bearer. If a creature bearing this graft is older than adulthood treat them as one age category younger for determining ability score penalties per instance of this graft.
    • Thought Shield: A framework of cytoplasm forms a cage around the graft-bearerís brain shielding their thoughts from long distance sensory. Grafted creature is immune to mind-reading effects, telepathic commands, detects as non-intelligent for any magical means of detecting a creatureís intelligence, and cannot be sensed with mindsight. It is also difficult to target the grafted creature with long distance spells such as scrying or nightmare and they gain a +5 bonus to saving throws against any spell cast on them without line of sight or line of effect. The grafted creature can also not read minds, use mindsight, or communicate telepathically by any means. A second instance of this graft restores the creatureís ability to communicate outwardly via telepathy, and a third instance of this graft protects the creature from Charm and Compulsion effects.
    • Sprinting Legs: Cytoplasmic structures run through the graft-bearerís legs giving them a cheetah like ability to burst forward. Each instance of this graft improves the bearerís run speed multiplier by +1 (from x4 to x5 normally, or from x3 to x4 in heavy armor, or from x5 to x6 with the run feat) and grants the bearer a +4 bonus on running jumps.
    • Rooting Cytoplasm: Cytoplasm in the graft-bearerís feet reaches down worming and burrowing into the ground tethering them into it. When standing on a surface with hardness less than 10 the graft-bearer gains a +4 circumstance bonus to Climb and Balance checks to remain where they are as well as checks and saves to avoid being bull rushed, blown away by the wind, or otherwise forcibly moved without teleportation. Each additional instance of this bonus by +2 and the hardness of a surface it can work on by 5.
    • Scope Eye: Cytoplasmic lenses form near the creatureís eyes moving down in front of them when long distance accuracy is needed. Each instance of this graft reduces ranged penalties with ranged (but not thrown) weapons by 1 range increment, extends the range in which point blank shot and precision damage can be used by 15-ft, and reduces spot penalties due to distance by up to 5 points. One instance would remove all penalties to spot for seeing a creature 50-ft away, or reduce the penalty against one 100-ft away to -5 instead of -10, as well as allow sneak attacks from 45-ft away, and remove the penalty to shoot a creature within 215-ft with a composite longbow or reduce the penalty to shoot on 220-ft or further away by 2. Two instances would remove all penalties to spot for seeing a creature 100-ft away, reduce the penalty against one 120-ft away to -2, allow sneak attacks from 60-ft away, and allow a creature up to 325-ft away to be struck with a composite longbow without penalty.
    • Shielding Vines: Vines of cytoplasm spread across the bearerís back moving and darting to intercept attacks. This graft grants the bearer a +2 shield bonus to AC. Each additional instance of this graft increases this shield bonus by +1. In addition extra instances provide further bonuses. The 2nd instance of this graft allows this shield bonus to apply against ranged touch attacks. The 3rd instance of this graft grants the ability to deflect arrows (as the feat) 1/round. The 4th instance grants the ability to deflect rays as if they were arrows and apply this shield bonus to melee touch attacks but not incorporeal touch attacks. The 5th instance allows the use of the deflect arrows ability 3 times per round.
    • Evocation Amplifier: This graft focuses elemental powers that the bearer invokes through the art of magic. The graft-bearer gains +1 damage per die with evocation effects that they cast or use through spell-like abilities, including spell completion items and staffs but not other spell trigger items. This graft does not stack with itself.
    • Cytoplasmic Blade: This graft takes the form of a blade of cytoplasm. It functions as a longsword sized for the wielder with an enhancement bonus (as a magic weapon) equal to 1/4th the originatorís hit dice. Each additional instance of this graft increases the enhancement bonus by 1 (to a maximum of +5) or grants it a special quality equivalent to a +1 bonus; each time a graft is added all these special qualities can be rearranged and if the creature has 3 or more instances of this graft it can pool the bonus granted by multiple instances to gain a single special quality worth more (for example with 3 instances of this graft a +2 special quality such as wounding could be chosen, and with 6 a +5 such as Vorpal could be selected).
    • Optical Battle Analytic: Cytoplast in the bearerís eyes track movement and observe a creatureís location. The bearer halves the miss chance they suffer when attacking a creature they can see, and may inflict precision damage on creatures with less than total concealment. A second instance of this graft allows the bearer to ignore concealment less than total, and the miss chance from the displacement spell and other similar effects, entirely as well as identify the real caster when looking at the images created by Mirror Image with a DC 10 Wisdom check (as a free action, may not retry until a round has past).
    • Spell Disruptor Graft: A cytoplastic cyst forms on the graft bearer radiating an aura which makes casting spells difficult within the region. Any spell cast within 5-ft of the graft bearer (including the graft-bearerís own spells) has a 20% chance of failing unless the caster sacrifices a spell of 1 level lower or higher, pays 2 colorless mana, or sacrifices a use of a spell-like ability one level lower or higher (this cost is paid before the fail chance is rolled). Each additional instance of this graft increases the range by 5-ft, and the failure chance by 10% (to a maximum of 70%), every second instance of this graft increases the mana cost (but not spell slot cost) to overcome its effect by 1.
    • Chaos Flux Compensator: Cytoplasmic cysts form on the graft-bearerís back allowing an influence over pure chaos. The graft bearer gains a +6 bonus to their Wisdom score for the purposes of controlling Limbo and Wisdom checks related to controlling Limbo. Each additional instance of this graft increases this bonus to Wisdom by +4. A character must have Red as part of their color identity to shape this graft.
    • Coordinator Implant: The graft-bearer gains a +2 competence bonus to Spot, Listen, and Will saves for each creature with a coordinator implant with the same graft-originator within 5-ft per graft-originator level. In addition when flanking with a creature bearing a coordinator implant with the same originator they gain a bonus to damage equal to the graft-originatorís Intelligence modifier. When attacking a creature threatened by 2 other creatures bearing a coordinator implant with the same originator the graft-bearer is considered to flank it (even if using a ranged attack). In addition the graft-bearer gains a +1 additional bonus to hit a creature for each creature other than themselves beyond the 1st with a coordinator implant with the same originator also threatening it.
    • Concealing Sporecloud: Cytoplasm sprouts from the creatureís back billowing out spores which serve to conceal it. As a swift action the graft bearing creature may release a cloud of spores into the air around it granting it concealment for 1 round, after which they must wait 4 rounds before using this graft again. If the creature bears 2 instances of this graft they may grant themselves total concealment for one round instead of concealment. Three instances extend the cloud by 5-ft granting adjacent creatures concealment. Each instance beyond third extends the size of the cloud by 5-ft, the cloud being treated as that created by the Obscuring Mist spell.
    • Life-Preservation Spore Lacing: Spores of cytoplasm infiltrates the graft-bearerís body, moving through its blood stream. The graft-bearer gains Fast Healing 1, but only when below half health. Each additional instance of this graft increases the bearerís Fast Healing by 2, but it remains only active when at less than half-health.
    Last edited by Zaydos; 2015-01-24 at 09:50 PM.
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    Default Re: Base Class Contest XXVI - Flipping the Table

    Grafts and Evolutions which may be Granted by Spells


    Certain spells grant cytoplasmic grafts (thrive), evolutions (forced adaptation), or both (Burst of Strength). All these spells draw from the same two lists of grafts and evolutions which may be granted via spells. As these lists are large and the post size limit relatively small I have given these lists their own post. Each list is divided by the minimum spell level the spell must be to grant the specific graft or evolution.

    Evolutions Grantable by Spells:
    Spoiler
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    Level 1st
    • Scent (Ex): A creature with this evolution gains the Scent special quality.
    • Night Eyes (Ex): A creature with this evolution gains Low-Light Vision, a second instance grants Superior Low-Light Vision.
    • Cave Eyes (Ex): A creature with this evolution gains Darkvision 60-ft, or its darkvision range increases by 30-ft. Each instance of this evolution beyond the first extends the creatureís darkvision range by 30-ft.
    • Armored Hide (Ex): A creature with this evolutionís natural armor is increased by 1 per instance of this evolution (this is not an enhancement bonus).
    • Energy Resistance (Ex): A creature with this evolution gains energy resistance 5 against each energy type, each additional instance of this evolution increases this energy resistance by 5.
    • Evolved Speed (Ex): A creature with this evolution gains a +10-ft increase to all its speeds per instance of this evolution.
    • Adaptive Resilience (Ex): Whenever a creature with this evolution fails a saving throw they gain a cumulative +1 untyped bonus to saves of that type until they go 1 minute without making one. Multiple instances of this evolution stack increasing the save bonus up to a maximum of +3. Voluntarily failed saves do not trigger this evolutionís effect.
    • Spyís Eyes (Su): Gains a +2 bonus to Spot and Search checks and the ability to use Detect Magic as a spell-like ability at-will. Each time after the first this evolution is gained the bonus to Spot and Search increases by +2 and it gains one of the following as a continuous, self only, spell-like ability: see invisibility, detect good, detect evil, detect chaos, detect law, arcane sight, greater arcane sight (requires arcane sight), true seeing (requires any 4 others), detect undead.
    • Resilience (Ex): The creature gains 2 temporary hit points per hit die. Multiple instances of this graft stack.
    • Evolved [Skill] (Ex): When you bestow this evolution select a skill; each skill is treated as a different evolution. The creature gains a +2 untyped bonus to the selected skill, each instance of this evolution beyond the first increasing this bonus by +2.
    • Voice Mimicry (Ex): A creature with this ability may perfectly emulate any voice or sound it has heard, up to the roar of a mighty beast. This does not grant it any understanding of language.


    Level 2
    • Fangs (Ex): This evolution grants the creature a bite attack (if it has a mouth) dealing 1d6 damage if the creature is medium or increases the damage of an existing bite natural weapon by 1 die size. This natural weapon is a primary natural weapon unless another is used as the primary natural weapon.
    • Claws (Ex): This evolution grants the creature a pair of claw attacks with its hands or front legs (if it lacks hands/front legs it gains no benefit) each dealing 1d4 damage if the creature is medium, or increases the damage of existing claw attacks by 1 die size. This natural weapon is secondary unless the creature possesses no other natural weapons.
    • Spell Talent: A creature with this evolution gains the ability to use a single 1st level spell known to the caster of the spell creating this evolution as a spell-like ability 1/day. Each additional instance of this evolution grants an additional spell as a spell-like ability or an additional daily use.
    • Iron Hide (Ex): A creature with this evolution gains DR X/- equal to half their DR overcome by magic.
    • Gills (Ex): A creature with this evolution gains the ability to breathe water as easily as air.
    • Krasis Fins (Ex): A creature with this evolution gains a swim speed equal to one-half their base land speed.


    Level 3:
    [list[*]Evolved Strength (Ex): The creature gains a +4 bonus to its Strength when it gains this evolution. This evolution can only be gained once.[*]Instinctual Weapon Mastery (Ex): The creature gains proficiency in all martial and exotic weapons. In addition each instance of this evolution grants the creature a single Fighter bonus feat; the creature is considered to have a fighter level equal to their hit dice for the purposes of feat prerequisites.[*]Stampede (Ex): If the creature has four or more legs it gains a trample attack dealing 1d6+1-1/2 Str bonus damage if the creature is medium sized (Ref DC is Strength based). Each instance of this evolution beyond the first increases the damage from the trample attack by 1d6.[*]Crocanura Tongue: A creature with this evolution gains a tongue attack with a reach equal to its normal melee reach +10-ft. This tongue deals 1d6 damage and can be used as a primary or secondary natural weapon. A creature with this evolution and the evolve ability may take any of the crocanura evolutions with tongue in their name as well as the Stopping Force evolution.[/list]

    Level 4
    • Expanded Cognition (Ex): Each time this evolution is selected the creatureís Intelligence increases by 4, its Wisdom increases by 2, and its Charisma increases by 2; this evolution cannot increase an ability score equal to or above the spell casterís Intelligence. If this increases a creatureís Intelligence to 6 or higher it may speak one language the spellcaster is fluent in, plus one language per point of Intelligence bonus it possesses.
    • Seaborne (Ex): A creature with this evolution gains the amphibious subtype, a 30-ft swim speed, and the ability to breathe water as easily as air.
    • Batís Ears (Ex): Gains a +4 bonus to Listen checks and blindsense out to 30-ft. If this ability is selected a second time this becomes blindsight and the bonus is increased to +8.
    • Blade Turning Hide (Su): The creature gains DR 5 per instance of this evolution overcome by magic weapons and damage (this also allows it to overcome DR as if its natural weapons were magic).
      Mind Poison (Ex): A creature with this evolution gains a poison which it can inflict with a type of natural weapon it possesses which deals piercing damage and it selects when it gains this evolution. This poisonís initial and secondary damage are both 1d6 Wisdom damage; the Fortitude DC is Constitution based.


    Level 5
    • Aura of Terror (Su): A creature with this ability manifests a palpable aura of dread. Enemy creatures within 10-ft of it must make a Will save each round (DC is Charisma based) or be Shaken for 1 round. Each instance of this evolution increases this effects range by 10-ft and its duration by 1 round although multiple failures against the same creatureís aura of terror cannot increase a creature to frightened or higher instead prolonging the duration (although combined with another fear effect they could cause a creature to become frightened/panicked/cowering).
    • Lionís Legs (Ex): A creature with this evolution gains the Pounce special attack allowing it to make a full attack on the end of a charge.
    • Raking Claws (Ex): A creature must have the claws evolution to gain this one. A creature with this evolution gains a pair of claws on its hind legs allowing it to make a pair of rake attacks whenever it charges if it has pounce, and against grappled foes. These hind claws deal the same base damage as their foreclaws but as a rake attack is always treated as a primary natural weapon to determine to hit and damage bonuses.
    • Grasping Jaw (Ex): A creature with this evolution gains the Improved Grab ability with its Bite. They are able to use this ability on creatures up to one size category smaller than they are.
    • Size Increase: The creature increases in size by 1 category, increasing its Strength by 4, Constitution by 2, natural armor by 2 and decreasing its Dexterity by 2; any natural weapons it possesses have their damage increase for increasing in size category normally. A creature may select this evolution multiple times its effects stacking, but no more than 1/3rd of their evolutions may be this one.
    • Hasty Krasis (Su): As a free action a creature with this evolution may invoke a state identical to the Haste spell on themselves. This state lasts 1 round per instance of this evolution they possess and then they must wait 2 rounds before activating it again.
    • Recuperative Enzymes (Ex): A creature with this evolution gains Fast Healing 4 per instance of this evolution.
    • Poisonous Blood (Ex): A creature with this evolution has blood which acts as a contact poison. Whenever the creature takes slashing or piercing damage any adjacent creature must make a Reflex save (DC 10 + Ĺ HD + Con modifier) or receive a dose from the poison which deals 1d6 Strength damage as initial and secondary damage (Fort save same DC as Ref negates). A creature which deals slashing or piercing damage to the creature with a natural weapon or unarmed strike is not allowed a Reflex save to avoid the poison and suffers the effects even if not adjacent. Each instance of this evolution past the first increases the poisonís damage by 1.


    Level 6
    There are none.


    Cytoplasmic Grafts which may be granted by Spells
    Spoiler
    Show
    Level 1:
    • Skilled (select skill): Grafted creature gains a +2 competence bonus to selected skill, each instance of this graft beyond the first increases this bonus by +2.
    • Internal Anti-Toxins: The graft bearer gains a +4 bonus on saves against poison for each instance of this graft that they bear. 3 or more instances of this graft grant immunity instead.
    • Ocular Implants: The graft bearing creature gains a +4 competence bonus to Spot and Search checks, creature gains Low-light Vision if they did not have it already, and darkvision 60-ft or their existing darkvision extends 30-ft. This graft can be applied to a creature twice; the second iteration upon a creature grants it the ability to see invisible creatures as if with the spell See Invisibility and to detect magic auras as the spell Detect Magic usable at will.
    • Chameleon Hide: The graft bearerís flesh becomes capable of blending in with one or more environments. The graft bearer gains a +4 competence bonus to Hide checks, and when this graft is formed select 1 type of terrain (forest, hills, plains, desert, swamp, urban, or underground) per instance of graft. This bonus increases to +8 in the selected environment(s). Each instance of this graft is tied to a specific terrain and can be granted separately.
    • Adrenal Accelerant: As a free action the graft bearing creature may activate beads of cytoplasm in their adrenal glands granting them a momentary surge in physical fitness. When they use this ability they gain a +8 bonus to Str, Dex, and Con for 1 round and are then fatigued for 1 minute. A creature cannot use this ability when fatigued. Each additional instance of this graft grants the creature an additional +2 bonus to Str, Dex, and Con when it is used, and each 3 beyond the first cause its effects to last for 1 additional round whenever it is used but the resulting lasts 1 minute per round that the bonus lasted.
    • Reflex Augmenters: Cytoplasm roots itself in the graft-bearerís brain enhancing their reactions. A creature with this graft gains a +2 insight bonus to Reflex saves to a maximum of +6. Three instances of this graft also grants Evasion, five instances grant Improved Evasion.
    • Pheromone Augmenter: Cytoplasmic bumps form across arm and leg pits emitting a potent pheromone cocktail. You gain a +2 competence bonus to Charisma based checks, this bonus increases to +4 when dealing with creatures with which reproduction is possible for you without specialized magic.
    • Amphetamine Glands: The graft-bearer gains a +4 competence bonus to Initiative checks, each additional instance of this graft increases the bonus by +2.
    • Manipulator Tendrils: Small, agile tendrils of cytoplasm forms from the graft-bearerís hands. The graft bearer gains a +4 on checks to resist disarm attempts, and gain a +4 competence bonus to Disable Device, Open Locks, and Sleight of Hands checks. These tendrils count as having thievesí tools (preventing any penalty for not having thievesí tools), but do not stack with the bonus granted by mw thievesí tools. Each additional instance of this graft improves these bonuses by +2.
    • Life-Force Simulator: This graft creates an artificial life-force which flows through the graft-bearer. An undead or deathless creature with this graft gains immunity to Turn or Rebuke Undead and does not register as undead for the purposes of Detect Undead.
    • Scope Eye: Cytoplasmic lenses form near the creatureís eyes moving down in front of them when long distance accuracy is needed. Each instance of this graft reduces ranged penalties with ranged (but not thrown) weapons by 1 range increment, extends the range in which point blank shot and precision damage can be used by 15-ft, and reduces spot penalties due to distance by up to 5 points. One instance would remove all penalties to spot for seeing a creature 50-ft away, or reduce the penalty against one 100-ft away to -5 instead of -10, as well as allow sneak attacks from 45-ft away, and remove the penalty to shoot a creature within 215-ft with a composite longbow or reduce the penalty to shoot on 220-ft or further away by 2. Two instances would remove all penalties to spot for seeing a creature 100-ft away, reduce the penalty against one 120-ft away to -2, allow sneak attacks from 60-ft away, and allow a creature up to 325-ft away to be struck with a composite longbow without penalty.


    Level 2:
    • Life-Preservation Spore Lacing: Spores of cytoplasm infiltrates the graft-bearerís body, moving through its blood stream. The graft-bearer gains Fast Healing 1, but only when below half health. Each additional instance of this graft increases the bearerís Fast Healing by 2, but it remains only active when at less than half-health.
    • Concealing Sporecloud: Cytoplasm sprouts from the creatureís back billowing out spores which serve to conceal it. As a swift action the graft bearing creature may release a cloud of spores into the air around it granting it concealment for 1 round, after which they must wait 4 rounds before using this graft again. If the creature bears 2 instances of this graft they may grant themselves total concealment for one round instead of concealment. Three instances extend the cloud by 5-ft granting adjacent creatures concealment. Each instance beyond third extends the size of the cloud by 5-ft, the cloud being treated as that created by the Obscuring Mist spell.
    • Optical Battle Analytic: Cytoplast in the bearerís eyes track movement and observe a creatureís location. The bearer halves the miss chance they suffer when attacking a creature they can see, and may inflict precision damage on creatures with less than total concealment. A second instance of this graft allows the bearer to ignore concealment less than total, and the miss chance from the displacement spell and other similar effects, entirely as well as identify the real caster when looking at the images created by Mirror Image with a DC 10 Wisdom check (as a free action, may not retry until a round has past).
    • Shielding Vines: Vines of cytoplasm spread across the bearerís back moving and darting to intercept attacks. This graft grants the bearer a +2 shield bonus to AC. Each additional instance of this graft increases this shield bonus by +1. In addition extra instances provide further bonuses. The 2nd instance of this graft allows this shield bonus to apply against ranged touch attacks. The 3rd instance of this graft grants the ability to deflect arrows (as the feat) 1/round. The 4th instance grants the ability to deflect rays as if they were arrows and apply this shield bonus to melee touch attacks but not incorporeal touch attacks. The 5th instance allows the use of the deflect arrows ability 3 times per round.
    • Scope Eye: Cytoplasmic lenses form near the creatureís eyes moving down in front of them when long distance accuracy is needed. Each instance of this graft reduces ranged penalties with ranged (but not thrown) weapons by 1 range increment, extends the range in which point blank shot and precision damage can be used by 15-ft, and reduces spot penalties due to distance by up to 5 points. One instance would remove all penalties to spot for seeing a creature 50-ft away, or reduce the penalty against one 100-ft away to -5 instead of -10, as well as allow sneak attacks from 45-ft away, and remove the penalty to shoot a creature within 215-ft with a composite longbow or reduce the penalty to shoot on 220-ft or further away by 2. Two instances would remove all penalties to spot for seeing a creature 100-ft away, reduce the penalty against one 120-ft away to -2, allow sneak attacks from 60-ft away, and allow a creature up to 325-ft away to be struck with a composite longbow without penalty.
    • Sprinting Legs: Cytoplasmic structures run through the graft-bearerís legs giving them a cheetah like ability to burst forward. Each instance of this graft improves the bearerís run speed multiplier by +1 (from x4 to x5 normally, or from x3 to x4 in heavy armor, or from x5 to x6 with the run feat) and grants the bearer a +4 bonus on running jumps.
    • Rooting Cytoplasm: Cytoplasm in the graft-bearerís feet reaches down worming and burrowing into the ground tethering them into it. When standing on a surface with hardness less than 10 the graft-bearer gains a +4 circumstance bonus to Climb and Balance checks to remain where they are as well as checks and saves to avoid being bull rushed, blown away by the wind, or otherwise forcibly moved without teleportation. Each additional instance of this bonus by +2 and the hardness of a surface it can work on by 5.
    • Youthful Essence: This graft restores youthful vim and vigor to the graft-bearer. If a creature bearing this graft is older than adulthood treat them as one age category younger for determining ability score penalties per instance of this graft.
    • Life-Force Simulator: This graft creates an artificial life-force which flows through the graft-bearer. An undead or deathless creature with this graft gains immunity to Turn or Rebuke Undead and does not register as undead for the purposes of Detect Undead.
    • Sebaceous Oil Glands: Cytoplasmic tendrils spread out beneath the bearerís skin causing it to ooze a slick oil. The graft-bearer gains a +6 competence bonus to Escape Artist, this bonus increases by +4 for each additional instance of this graft born.
    • Telepathic Receptor: A creature bearing this graft becomes telepathically receptive. They may receive telepathic signals from creatures with telepathy from twice the normal distance and even non-telepathic creatures may communicate with them from up to 60-ft as if they had telepathy. A second instance of this graft turns the receptor into a transceiver as well granting full-fledged telepathy with a 60-ft range. A third instance allows the use of Detect Thoughts at-will as a Supernatural ability.
    • Crown of Eyes: The graft bearing creature gains all-around vision (+4 to spot/search checks and cannot be flanked). Each additional instance of this graft grants the grafted creature an additional +2 bonus to Spot and Search checks. You must be level 5 or higher to shape this graft.
    • Cyto-chitin: The graft bearerís flesh is covered with a chitin formed from chitin granting it a +2 enhancement bonus to its Natural Armor bonus, this bonus increases by +1 per instance of this graft beyond the first.
    • Pheromone Augmenter: Cytoplasmic bumps form across arm and leg pits emitting a potent pheromone cocktail. You gain a +2 competence bonus to Charisma based checks, this bonus increases to +4 when dealing with creatures with which reproduction is possible for you without specialized magic.


    Level 3:
    • War Adapted Nerves: Cytoplast forms a snaking series of artificial nerves which serve to instill the graft bearer with instinctual combat reflexes. One instance of this graft increases the bearerís BAB by 1 (up to their hit dice), 2 increase it by 3 (up to their hit dice), and 3 increase it to their hit dice.
    • Coordinator Implant: The graft-bearer gains a +2 competence bonus to Spot, Listen, and Will saves for each creature with a coordinator implant with the same graft-originator within 5-ft per graft-originator level. In addition when flanking with a creature bearing a coordinator implant with the same originator they gain a bonus to damage equal to the graft-originatorís Intelligence modifier. When attacking a creature threatened by 2 other creatures bearing a coordinator implant with the same originator the graft-bearer is considered to flank it (even if using a ranged attack). In addition the graft-bearer gains a +1 additional bonus to hit a creature for each creature other than themselves beyond the 1st with a coordinator implant with the same originator also threatening it.
    • Cytoplasmic Endomuscles: Cytoplasm forms artificial muscles throughout the graft bearerís body granting them a +4 enhancement bonus to Strength, +2 per additional instance of this graft. To a maximum of +10.
    • Cytoplasmic Blade: This graft takes the form of a blade of cytoplasm. It functions as a longsword sized for the wielder with an enhancement bonus (as a magic weapon) equal to 1/4th the originatorís hit dice. Each additional instance of this graft increases the enhancement bonus by 1 (to a maximum of +5) or grants it a special quality equivalent to a +1 bonus; each time a graft is added all these special qualities can be rearranged and if the creature has 3 or more instances of this graft it can pool the bonus granted by multiple instances to gain a single special quality worth more (for example with 3 instances of this graft a +2 special quality such as wounding could be chosen, and with 6 a +5 such as Vorpal could be selected).
    • Evocation Amplifier: This graft focuses elemental powers that the bearer invokes through the art of magic. The graft-bearer gains +1 damage per die with evocation effects that they cast or use through spell-like abilities, including spell completion items and staffs but not other spell trigger items. This graft does not stack with itself.
    • Aural Implants: The graft-bearing creature gains a +4 competence bonus to listen checks and gains blindsense 30-ft. Each instance of this graft beyond the first increases the listen bonus by +2 and the blindsense by 5-ft.
    • All-Temperature Acclimation Adaptor: This graft grants the creature bearing it Fire and Cold resistance 10 per instance of this graft.
    • Regenerative Spore Capsule: A creature bearing this graft can destroy this graft as a swift action to heal 2 hit points per level in classes which grant the ability to shape grafts the graftís creator has, and heal 1 point of ability damage to each ability score. A creature bearing multiple of these grafts can dissolve multiple of them as one action.
    • Mirrored Eyes: Cytoplasm layers over the graft-bearerís eyes filtering out hostile magic and reflecting blinding light. The graft-bearer gain immunity to gaze attacks and light-base blindness. A second instance causes them to actively reflect gaze attacks back on their users.
    • Krasis Fins: Cytoplasm forms a series of fins across the bearerís body as well as covering it in a streamlined film. The graft-bearer gains a swim speed equal to their base land speed. There is no benefit for multiple instances of this graft.
    • Implanted Gills: Cytoplasm infiltrates the bearerís lungs and throat forming a system of gills. These cytoplasmic gills grant the graft-bearer the ability to breathe water as easily as air.
    • Artificial Lung: Cytoplasm infiltrates the bearerís lungs and gills forming an artificial respiratory structure capable of drawing oxygen from air. A creature with this graft may breathe air as easily as water.
    • Polyglot Implant: A creature with this graft gains the ability to understand any spoken language, and speak any language that they have heard while bearing this graft. This benefit does not extend to written languages unless a second instance of this graft is born. Shaping this graft requires 5th level or higher.
    • Spell Relay: A cytoplasmic cyst forms across the bearer acting as a relay for the graft-originatorís spells. If a creature bearing this graft is within range of a spell the graft-originator casts they may treat the spell as originating from the graft-bearerís space and recalculate the maximum range accordingly. For example if the graft-originator was casting Totally Lost which has a range of ďCloseĒ if the graft-bearer was within the range (50-ft at minimum caster level) the caster could treat themselves as being in that square and target a creature within 50-ft of the graft-bearer instead of within 50-ft of themselves. It is theoretically possible to chain a spell in this way (to continue the above, if there was a graft-bearer 30-ft away and another 70-ft away in the same direction, it would be possible to chain it off the first to the second to a target within 50-ft of the second).
    • Thought Shield: A framework of cytoplasm forms a cage around the graft-bearerís brain shielding their thoughts from long distance sensory. Grafted creature is immune to mind-reading effects, telepathic commands, detects as non-intelligent for any magical means of detecting a creatureís intelligence, and cannot be sensed with mindsight. It is also difficult to target the grafted creature with long distance spells such as scrying or nightmare and they gain a +5 bonus to saving throws against any spell cast on them without line of sight or line of effect. The grafted creature can also not read minds, use mindsight, or communicate telepathically by any means. A second instance of this graft restores the creatureís ability to communicate outwardly via telepathy, and a third instance of this graft protects the creature from Charm and Compulsion effects.
    • Climber Claws: The cytoplasm forms into small, but powerful, claws designed for climbing walls and surfaces. The graft-bearer gains a climb speed equal to Ĺ their land speed. Each instance of this graft beyond the first grants an additional +2 bonus to climb checks.
    • Web Caster: The bearer of this graft gains the ability to cast web up to 3 times a day per instance of this graft. This functions as a monstrous spiderís ability to cast a web but the DC to escape the web is 10 + 1/2 the graft bearing creatureís hit dice + the number of web caster grafts the creature bears + Ĺ (rounded down) of the total number of grafts the creature has; the DC to burst out with a strength check includes an additional bonus equal to the number of web caster grafts the user bears to a maximum of +4. With one graft the bearerís webs can be used on targets of up to Medium size and each instance beyond the first increases the maximum size of creature that can be caught by the web by 1 size category.


    Level 4
    • Cytoplasmic Wings: The graft-bearer gains a fly speed equal to their land speed with average maneuverability; the helium bladder graft improves this to good maneuverability.
    • Spell Disruptor Graft: A cytoplastic cyst forms on the graft bearer radiating an aura which makes casting spells difficult within the region. Any spell cast within 5-ft of the graft bearer (including the graft-bearerís own spells) has a 20% chance of failing unless the caster sacrifices a spell of 1 level lower or higher, pays 2 colorless mana, or sacrifices a use of a spell-like ability one level lower or higher (this cost is paid before the fail chance is rolled). Each additional instance of this graft increases the range by 5-ft, and the failure chance by 10% (to a maximum of 70%), every second instance of this graft increases the mana cost (but not spell slot cost) to overcome its effect by 1.
    • Chaos Flux Compensator: Cytoplasmic cysts form on the graft-bearerís back allowing an influence over pure chaos. The graft bearer gains a +6 bonus to their Wisdom score for the purposes of controlling Limbo and Wisdom checks related to controlling Limbo. Each additional instance of this graft increases this bonus to Wisdom by +4. A character must have Red as part of their color identity to shape this graft.
    • Growth Stimulate Cytoplast (Su): This cytoplasm stimulates the expansion of the creatureís body increasing it one size category as if the spell Enlarge Person was cast upon. This size increase functions regardless of its creature type and lasts for as long as the graft persists, and multiple instances of this graft do not stack with each other.
    • Telekinetic Projector: A creature with this graft can lift one object or creature weighing up to 200 lbs within 100-ft as if through the Telekinesis spell. This may only be used for sustained force, and may only be used to move willing creatures and objects (unintelligent magic items are always considered unwilling). Activating this ability requires that either the grafted creature, or the graft originator provide 1 Blue mana each minute it is used and requires a standard action to activate. Each instance of this graft a creature bears increases the maximum weight that can be moved by 200 lbs.
    • Lightning Cannon: A creature with this graft is able to generate electrical blasts. As a standard action it may release an electrical blast dealing 1d6 electric damage per hit die of the graft bearing creature (Reflex save halves) in a 60-ft line. Each additional instance of this graft increases the damage dealt by 3d6.
    • Liquid Cannon: The graft bearer gains a liquid cannon which fires either acidic or freezing sludge which deals 3d6 damage of the selected energy type (acid or cold) as a ranged touch attack with a range of 60-ft. This attack is treated as if it were a manufactured weapon for the purpose of making multiple attacks in a round. Each instance of this graft beyond the first increases the damage dealt by 1d6. In addition if the originator of this graft includes Red as part of their color identity creatures bearing this graft may fire volatile liquid which ignites with air as well and deals fire damage.
    • Ionized Air Shield: Cytoplasmic growths form on the graft bearerís body ionizing the air around them. A creature with this graft gains a +2 deflection bonus to AC per instance of this graft they possess.
    • Graft Magnet (Su): This cytoplasmic implant calls to other cytoplasm nearby. A creature bearing this graft can, as a standard action, pull a cytoplasmic graft from a willing creature within 60-ft to itself as if the creature had used Bestow Graft to give the bear of this graft the desired graft. To do this the (graft magnet) graft bearing creature, or the (graft magnet) graft originator, must pay 4 colorless mana; the graft originator may pay this cost reflexively as a free action on their part when the graft bearer uses this ability. Each additional instance of this graft reduces the cost to use this ability by 1 to a minimum of 1, in addition if a creature bears two instances of this graft they can use the ability as a swift action, if they bear three they can use it as a move or swift action, and if they bear 4 or more they can use it as a free action. A creature bearing at least 5 instances of this graft created by a character with Black as a part of their color identity can use it on an unwilling creature, but doing so costs 3 colorless a black and a green mana and the target is allowed a Will save (DC 10 + Ĺ graft bearing creatureís hit dice, + instances of this graft + Ĺ total number of grafts); each instance above 5 of this graft reduces this cost by 1 colorless (to a minimum of BG with 8 instances).
    • Cytoplasmic Vine (Ex): Each instance of this graft gives the bearer a single tendril of cytoplasm which can be used to make a secondary natural weapon vine attack (dealing bludgeoning damage) which deals 1d4 damage if medium sized (1d3 if small, 1d6 if large).
    • Plant Charmer Cytoplasm (Sp): A creature bearing this graft gains the ability to channel mana through it to perform an array of effects upon plants based upon the instances of this graft born. Activating any of the abilities requires a standard action and each ability requires 1 green mana to be expended either by the graft creator or graft bearer each round (as a free action) or it ends immediately. With one instance of this graft the bearer can use it to speak with plants (as the spell). With two instances the user can invoke an effect identical to the Entangle spell. With three instances you can influence plant creatures as if with the Command Plants spell, except: each use can influence only one creature; you can influence a single plant creature regardless of its hit dice but may not influence a total of more than 2 HD of plant creatures per character level you possess if you use multiple simultaneous activations of this ability; you may not influence a single plant creature for longer than 1 hour each day with this ability; and any creature which successfully saves against this ability is immune to it for 10 minutes. With four instances you can influence plant creatures as if with the Control Plants spell with the same limitations as applied to Command Plants above and with the additional cost of a second Green mana a round for each use. Five or more instances of this graft have no cumulative effect.


    Level 5:
    • Plaxcaster (Su): As an immediate action the graft bearer may cast a covering of plax towards a single creature within 20-ft per instance of this graft they bear. This plax forms a short lived protective covering over the targeted creature giving it Spell Resistance equal to the graft originatorís caster level plus 3 per instance of this graft born by the creature casting the plax which lasts for 1 round. Using this ability costs 2 colorless mana which can be provided by either the graft bearer or the graft creator. A successful ranged touch attack is required to hit the target, but a willing target may choose to forgo their Dexterity bonus and grant the graft bearer a +2 to hit (as if they were blinded against the graft bearer).
    • Plax Skin (Su): This graft grants the bearer Spell Resistance equal to the graft originatorís caster level plus 3 per instance of this graft.


    Level 6:
    There are none.
    Last edited by Zaydos; 2015-02-14 at 11:47 AM.
    Peanut Half-Dragon Necromancer by Kurien.

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    Default Re: Base Class Contest XXVI - Flipping the Table

    Simic Biomancer Spells


    With the exception of Summon Simic Creature these spells are currently listed Alphabetically with no division for minimum level, and no cantrips are included. I intend to fix both of these reading errors, but WiP.

    Reading Spell Entries: Mana spell entries read like normal spell entries except with two additional lines. These lines are Color and Mana. Color: This line identifies the spell's color identity, it is possible for a character whose color identity only has one of these colors to cast the spell but they must have at least one of them. Mana: Indicates what mana and how much of it, must be spent to cast the spell; a number represents the amount of colorless mana, and each letter represents 1 mana of the corresponding color (G = Green, U = Blue, B = Black, W = White, R = Red).

    Simic Biomancer Spells By Level

    0 Level (Tricks)
    • Arcane Mark
    • Create Water (Blue, Green)
    • Dancing Lights
    • Detect Poison (Black, Green, White)
    • Detect Magic
    • Ghost Sound (Black, Blue)
    • Light
    • Mage Hand (Blue)
    • Mending
    • Prestidigitation
    • Read Magic
    • Vital Berry (Green, White; new)


    1st Level
    • Bioshift
    • Boomerang
    • Determined
    • Dispel
    • Elemental Resonance
    • Fog
    • Giant Growth
    • Hindervines
    • Hover Barrier
    • Mending Touch
    • Mutant's Prey
    • Quicken
    • Regeneration
    • Shielding Plax
    • Spell Snare
    • Stream of Life
    • Thrive
    • Utopia Sprawl
    • Wildwood Rebirth
    • Summon Simic Creature


    Level 2
    • Bred for the Hunt
    • Burst of Strength
    • Convolute
    • Early Harvest
    • Forced Adaptation
    • Naturalize
    • Paralyzing Grasp
    • Simic Charm
    • Telepathy


    Level 3
    • Cancel
    • Copy Enchantment
    • Dream Leash
    • Flight
    • Flight of Fancy
    • Frazzle
    • Levitation
    • Miming Slime
    • Mindstatic
    • Research
    • Spell Rupture


    Level 4
    • Aetherize
    • Cytoshape
    • Plasm Capture
    • Rewind
    • Totally Lost
    • Voidslime


    Level 5
    • Flow of Ideas
    • Mystic Genesis
    • Primeval Light


    Level 6
    Heightened Spells Only.

    Spoiler: Spells A-R
    Show
    Aetherize
    Conjuration (Teleportation)
    Color: Blue
    Level: 4
    Mana: 3U
    Components: S, V
    Casting Time: 1 Standard action.
    Range: 100-ft +10-ft/caster level
    Target(s): 1 creature + 2 creatures/spell slot above 4th.
    Duration: Instantaneous
    Saving Throw: Will negates
    Spell Resistance: Yes
    With a wave of your hand and a single word you send a creature away from you. If the target fails its Will save it is teleported to a random location on the same plane at least 1 mile away from you per 3 caster levels and up to 20 miles away per 3 caster levels (roll 1d8 for direction, as per a miss with a grenade like weapon, and 1d20 per 3 caster levels to determine distance in miles). An extraplanar creature instead is returned to their home plane appearing at a random location as if affected by Banishment. If the target is a summoned or called creature and fails its Will save the effect summoning/calling it is also immediately ended upon it along with any control granted thereby.
    Heightening: If you prepare this spell with a higher level slot it may affect an additional 2 targets per spell level above 4th.

    Bioshift
    Transmutation
    Color: Green and Blue
    Level: 1st
    Mana: G/U
    Components: S, V
    Casting Time: 1 Standard action
    Range: Close (25-ft + 5-ft/2 caster levels)
    Target(s): 2 willing creatures.
    Duration: Permanent (D)
    Saving Throw: No
    Spell Resistance: Yes
    When you cast this spell choose a cytoplasmic graft or evolution plus an additional one per 4 caster levels one target possesses and transfer them to the second target. If the graft or evolution was temporary in nature (such as one generated by a summoned creature) they last only until they would normally disappear or 2 rounds per caster level whichever is longer.
    Heightening: If a 2nd level slot is used this spell may be cast as a swift action; if a 3rd level spell slot is used be cast as a standard action targeting unwilling creatures (in which case any unwilling creature is allowed a Will save to resist); if a 4th level spell slot is used this spell may be cast as an immediate action; if a 5th level spell slot is used it may affect unwilling creatures (as above) and be cast as a swift action.

    Boomerang
    Conjuration (Teleportation)
    Color: Blue
    Level: 1st
    Mana: UU
    Components: S, V
    Casting Time: 1 Swift action.
    Range: 100-ft +10-ft/caster level
    Target(s): 1 creature or object.
    Duration: Instantaneous
    Saving Throw: Will negates
    Spell Resistance: Yes
    When you cast this spell the target must make a Will save if they fail they are instantly teleported back to whatever location they were in 1 round before you cast this spell, even if that location is another plane. If this returns a summoned or called creature to its native plane then any effects upon the target due to being summoned or called are instantly ended.
    Heightening: When you cast this spell with a higher level slot you have the following options. The effects are not cumulative.
    3rd level slot: The target is not allowed a Will save.
    4th level slot: You may cast the spell as an immediate action.
    6th level slot: You may cast this spell as an immediate action without allowing a Will save.
    2nd+: If you cast this spell in a slot 1 level higher than required for whatever other option you have selected then it returns the target to their position from 2 rounds earlier. For every 2 additional levels above required for the chosen option you may teleport the creature to their location from 1 round further back.

    Bred for the Hunt
    Evocation/Transmutation
    Color: Green and Blue
    Level: 2nd
    Mana: 1GU
    Components V
    Casting Time: 1 standard action
    Range: 10-ft x spell slotís level
    Area: Emanation centered on you out to maximum range
    Duration: 2 rounds/caster level.
    Saving Throw: No
    Spell Resistance: No
    When you cast this spell it generates an invisible aura around you. Whenever a creature bearing a cytoplasmic graft granted to it by you, or a creature you summoned which has a cytoplasmic graft or evolution, kills another creature within this aura you may instantly regain one expended spell (and the slot it was prepared in) at least 2 levels lower than the spell slot used to cast this spell.

    Burst of Strength
    Transmutation
    Color: Green
    Level: 2nd
    Mana: G
    Components V
    Casting Time: 1 standard action
    Range: Close (25-ft +5-ft/2 caster levels)
    Target: 1 creature
    Duration: Instantaneous and 1 round/caster level.
    Saving Throw: Will negates (Harmless)
    Spell Resistance: Yes (harmless)
    With a word you invoke a surge of strength in the target forming an evolution or cytoplasmic graft on them even as they gain the ability to make a single attack action. What evolution or graft is granted is chosen from the Spell Granted Evolutions or Spell Granted Grafts lists up to the level the spell was cast in.
    Heightening: If cast in a 3rd level spell slot the duration is 2 rounds/caster level. If cast in a 4th level spell slot it may be cast as a swift action and grants 2 grafts. If cast in a 5th level spell slot it is cast as an immediate action. If the spell is cast as a 6th level spell slot the duration is 1 minute/2 caster levels and it grants 3 grafts.

    Cancel
    Abjuration
    Color: Blue
    Level: 3rd
    Mana: 1UU
    Components V
    Casting Time: 1 immediate action
    Range: Medium (100-ft + 10-ft/caster level)
    Target(s): 1 spell being cast
    Duration: Instantaneous
    Saving Throw: No
    Spell Resistance: No
    When you cast this spell counter another spell which is being cast. If the spell to be affected is level 3 or lower then it is automatically countered as if you had used another casting of it to counter the spell. If the spell to be affected is level 4 or higher then this functions as using Greater Dispel Magic to counter a spell.

    This effect may counter spell-like abilities but they are always countered as if by (Greater) Dispel Magic and those above the automatic level for being counterspelled cannot be countered at all.

    Heightening: For every level above 3rd the spell slot you use to prepare this spell is the maximum level which you may automatically counter is increased by two.

    Convolute
    Abjuration
    Color: Blue
    Level: 2nd
    Mana: 2U
    Components V
    Casting Time: 1 immediate action
    Range: Medium (100-ft + 10-ft/caster level)
    Target(s): 1 spell being cast
    Duration: Instantaneous
    Saving Throw: No
    Spell Resistance: No
    When you cast this spell counter another spell which is being cast. If the spell to be affected is level 4 or lower then it is automatically countered as if you had used another casting of it to counter the spell unless its caster expends either 4 mana or another spell slot of 3rd level or higher.
    Heightening: For each spell level above 2nd the slot you prepare this spell in is the maximum level of spell you may counter with it increases by 2.

    Copy Enchantment
    Universal
    Color: Blue
    Level: 3rd
    Mana: 2U
    Components S, V
    Casting Time: 1 standard action
    Range: Close (25 Ėft + 5-ft/2 caster levels)
    Target(s): 1 active spell effect
    Duration: Instantaneous
    Saving Throw: No
    Spell Resistance: No
    When you cast this spell you recreate the target spell effect as if you were its original caster. Range is determined from your current location, and you choose any targets for the spell. If the spell to be copied is more than 2 levels higher than the spell slot used to prepare this spell it has no effect; if you use a 6th level or higher spell slot to prepare this spell it may affect spells up to 3 levels higher than the spell slot used.

    Cytoshape
    Transmutation
    Color: Green and Blue
    Level: 4th
    Mana: 1GU
    Components S, V
    Casting Time: 1 Standard Action
    Range: Close (25-ft + 5-ft/2 caster levels)
    Target(s): 1 creature.
    Duration: 1 round/caster level
    Saving Throw: Fort negates
    Spell Resistance: Yes
    The target becomes an exact duplicate of another creature within range as if through the Polymorph spell. Unlike polymorph the new form assumed may be of any creature type or size, but it still must be corporeal, and only creatures with 20 (or your caster level whichever is lower) or less racial hit dice may have their forms copied by this effect. The target is allowed spell resistance and a Fortitude save to resist this effect, but the creature whose form is copied is not allowed a save or spell resistance.
    Heightening: If you cast this spell with a 6th level or higher spell slot you may cast it as a Swift action.

    Determined
    Abjuration
    Color: Blue and Green
    Level: 1st
    Mana: GU
    Components V
    Casting Time: 1 swift action
    Range: Personal
    Target(s): You
    Duration: Until the end of your turn.
    Saving Throw: No
    Spell Resistance: No
    When you cast this spell it weaves protective shields of mana around your other magic, until the end of your current turn other spells you cast cannot be counterspelled by mortal magic such as Cancel, Greater Dispel Magic, or another casting of the same spell. They may still be dispelled, however.

    Dispel
    Abjuration
    Color: Blue
    Level: 1st
    Mana: U
    Components V
    Casting Time: 1 immediate action
    Range: Medium (100-ft + 10-ft/caster level)
    Target(s): 1 spell being cast
    Duration: Instantaneous
    Saving Throw: No
    Spell Resistance: No
    When you cast this spell counter another spell which is being cast as a swift or immediate action. If the spell to be affected is level 1 or lower then it is automatically countered as if you had used another casting of it to counter the spell. If the spell to be affected is level 2 or higher then this functions as using Dispel Magic to counter a spell.

    This effect may counter spell-like abilities but they are always countered as if by (Greater) Dispel Magic and those above the automatic level for being counterspelled cannot be countered at all.

    Heightening: For every level above 1st the spell slot you used to prepare this spell is the maximum level of spell you may automatically counter is increased by 2, and if the spell slot used is 3rd level or higher it affects spells above the level it may automatically counter as if using Greater Dispel Magic to counter the spell.

    Dream Leash
    Enchantment (Charm) [Mind-affecting, Language-dependent]
    Color: Blue
    Level: 3rd
    Mana: 3UU
    Components S, V
    Casting Time: 1 standard action
    Range: Close (25-ft +5-ft/2 caster levels)
    Target(s): 1 creature or 1 spell effect
    Duration: 1 hour/caster level
    Saving Throw: Will negates
    Spell Resistance: Yes
    This spell functions as Charm Monster except as noted above.
    Heightening: If you use a 4th level or higher spell slot to prepare this spell you may instead cast this spell targeting a spell effect. In that case this is an Evocation effect as opposed to Enchantment (Charm) and loses both its descriptors and has an instantaneous duration. If the spell effect affects an area then the center of the effect can be changed to another location within the range of this spell, if it affects one or more creatures new targets can be chosen within the range of this spell for each target of the original spell which was within range of this one; these new targets must be within range of this spell. If the original spell had a range of touch it may not be place on an unwilling target, and any saving throws or spell resistance may be applied to this re-targeted spell. It uses the remaining duration and all other choices of the spell as it was originally cast, including its original save DC, caster level, etc, but you are considered the caster for any effect of the spell. A creature which is under the effect of the spell may make a Will save to prevent the spell effect from being stolen in this manner.
    If you use a 6th level or higher spell slot to prepare this spell you may have it function as Dominate Monster except as noted above and loses the language dependent and charm descriptors gaining the Compulsion descriptor instead.

    Early Harvest
    Evocation
    Color: Green
    Level: 2nd.
    Mana: 1GG
    Components V
    Casting Time: 1 Standard action
    Range: Personal
    Target(s): You
    Duration: Instant
    When you cast this spell your mana pool instantly fills with mana in any combination of colors you can generate by Gathering Mana.

    Elemental Resonance
    Evocation/Transmutation
    Color: Green
    Level: 1st
    Mana: 2GG
    Components S, V
    Casting Time: 1 Standard action
    Range: Touch
    Target(s): Creature other than yourself touched
    Duration: 1 hour/caster level
    Saving Throw: Will negates (harmless)
    Spell Resistance: Yes (harmless)
    The target radiates and aura of energy which resonates with your own natural mana absorption. This aura has a range of 10-ft per spell level of the spell slot used to prepare this spell. Each round if you begin your turn in the area of this aura add mana to your mana pool equal to the spell level used to prepare this spell or 1/3rd the target creatureís hit dice rounded up (whichever is lower). This mana may be of any combination of colors which you can gather with Gather Mana.

    Flight
    Transmutation
    Color: Blue
    Level: 3rd
    Mana: U
    Components: S, V
    Casting Time: 1 standard action
    Range: Close (25-ft +5-ft/2 caster levels)
    Target(s): 1 creature
    Duration: 1 minute/caster level
    Saving Throw: Will negates (harmless)
    Spell Resistance: Yes (harmless)
    This spell functions as Fly except as noted here.
    Heightening: For each level higher than 3rd the spell slot you prepare this spell in is you may increase its duration or the speed granted by one step (to a maximum of three steps increase in either option). Itís duration increases to 10 minutes/level, 1 hour/level, and then to 24 hours, while the speed increases by 30-ft (20-ft in medium or heavy armor or carrying a medium or heavy load). You may mix and match choices, so for example by preparing it in a 6th level spell slot you could grant 60-ft speed for 24 hours, 90-ft speed for 1 hour/caster level, 120-ft speed for 10 minutes/caster level, or 150-ft speed for 1 minute/caster level.

    Flight of Fancy
    Transmutation
    Color: Blue
    Level: 3rd
    Mana: 3U
    Components: S, V
    Casting Time: 1 standard action
    Range: Close (25-ft +5-ft/2 caster levels)
    Target(s): 1 creature
    Duration: 1 minute/caster level
    Saving Throw: Will negates (harmless)
    Spell Resistance: Yes (harmless)
    This spell functions as Fly except it grants a 90-ft (60-ft in medium or heavy armor or when carrying a medium or heavy load) fly speed instead of a 60-ft one, and when you cast this spell you may re-prepare one spell you have cast this day at least 2 spell levels lower than the slot used for this spell.
    Heightening: For each level higher than 4th the spell slot you prepare this spell in is you may increase its duration or the speed granted by one step (to a maximum of two steps increase in either option). Itís duration increases to 10 minutes/level, and 1 hour/level, while the speed increases by 30-ft (20-ft in medium or heavy armor or carrying a medium or heavy load). You may mix and match choices, so for example by preparing it in a 6th level spell slot you could grant 90-ft speed for 1 hour/caster level, 120-ft speed for 10 minutes/caster level, or 150-ft speed for 1 minute/caster level.

    Flow of Ideas
    Universal
    Color: Blue
    Level: 5th
    Mana: 5U
    Components S, V
    Casting Time: 1 full round
    Range: Personal
    Target(s): You
    Duration: Instantaneous
    When you cast this spell you gain an additional spell slot of each level lower than the spell slot used for this spell. You may instantly prepare a spell in each of these slots. These bonus slots are lost when you next regain spell slots.

    Fog
    Conjuration (Creation)
    Color: Green
    Level: 1
    Mana: G
    Components V, S
    Casting Time: 1 standard action
    Range: 20-ft
    Effect: Cloud spreads in 20-ft radius from you, 20-ft high
    Duration: 1 round/level
    Saving Throw: No
    Spell Resistance: No
    This spell functions as Obscuring Mist except as noted here.
    Heightening: If you prepare this spell in a 2nd level spell slot itís range increases to Medium, itís effect becoming fog spreads in 20-ft radius, 20-ft high, and its duration increases to 1 minute/caster level.
    If you prepare this spell in a 3rd level spell slot you may choose either thick fog or large fog. If you choose thick fog creatures within the mist are considered entangled (-2 to attacks, -4 to Dex, half speed). If you choose large fog the area is increased to 40-ft radius.
    If you prepare this spell in a 4th level spell slot and choose thick fog the cloud created is solid as one created by a solid fog spell, this supersedes the entangling effect, and if you choose large fog the area is 80-ft radius, regardless of your choice the duration further increases to 10 minutes/caster level.
    If you prepare this spell in a 5th level spell slot the duration further increases to 1 hour/caster level.
    If you prepare this spell in a 6th level spell slot the duration increases to 1 day/caster level.

    Forced Adaptation
    Transmutation
    Color: Green
    Level: 2nd
    Mana: G
    Components S
    Casting Time: 1 Standard action
    Range: Close (25-ft +5-ft/2 caster levels)
    Target(s): 1 willing creature
    Duration: 1 round/caster level.
    Saving Throw: No.
    Spell Resistance: Yes.
    The round you cast this spell, and every 2 rounds thereafter, you may grant one creature you have an evolution chosen from the list below. Each time a creature gains an evolution you may select a different one from the list below , assuming the creature meets the prerequisites, or any list it has access to natively and some evolutions may be taken multiple times. When this spell ends all evolutions granted by it end immediately, but if it was dispelled these evolutions remain until its duration would have ended normally (if disjoined, however the evolutions are removed immediately). If this spell is suppressed by antimagic evolutions no longer accrue during that time, if a creature which is benefiting from an evolution granted by this spell is in an area of antimagic the benefit of any evolutions granted by this spell are suppressed while it is within the antimagic, but it may still receive new evolutions through this spell which become active when it leaves the area of antimagic.

    If cast in a 3rd level or higher spell slot this spellís duration increases to 2 rounds/caster level.

    Frazzle
    Abjuration
    Color: Blue
    Level: 3rd
    Mana: 3U
    Components V
    Casting Time: 1 immediate action
    Range: Medium (100-ft + 10-ft/caster level)
    Target(s): 1 spell being cast
    Duration: Instantaneous
    Saving Throw: No
    Spell Resistance: No
    When you cast this spell counter another spell which is being cast. If the spell to be affected is level 3 or lower then it is automatically countered as if you had used another casting of it to counter the spell. If the spell to be affected is level 4 or higher then this functions as using Dispel Magic to counter a spell. This spell cannot counter Blue spells or non-colored spells from the Divination, Enchantment, or Illusion schools.

    This effect may counter spell-like abilities but they are always countered as if by (Greater) Dispel Magic and those above the automatic level for being counterspelled cannot be countered at all.
    Heightening: For every level above 2nd the spell slot you use to prepare this spell is the maximum level which you may automatically counter is increased by two and it functions as Greater Dispel Magic against higher level spells.

    Giant Growth
    Transmutation
    Color: Green
    Level: 1st
    Mana: G
    Components V, S
    Casting Time: 1 Standard action
    Range: Touch
    Target(s): 1 creature
    Duration: 1 minute/caster level
    Saving Throw: Fort negates
    Spell Resistance: Yes
    This spell functions as Enlarge Person but may be cast on any creature regardless of type.
    Heightening: If cast from a 2nd level or higher spell slot you may cast this spell with a range of close. If cast from a 3rd level or higher spell slot the duration of this spell increases to 10 minutes/caster level, the casting time is reduced to 1 Swift action, or the target grows 2 size categories. If cast from a 4th level or higher spell slot the range increases to medium. If cast from a 5th level or higher spell slot you may select 2 of the advantages from the 3rd. If cast from a 6th level or higher spell slot you gain all the benefits from a 3rd level slot. All effects are cumulative.

    Hindervines
    Transmutation
    Color: Green
    Level: 1st
    Mana: 2G
    Components V, S
    Casting Time: 1 standard action
    Range: Long (400-ft +40-ft./level)
    Area: Plants in a 40-ft-radius spread
    Duration: 1 minute/caster level
    Saving Throw: Reflex partial
    Spell Resistance: No
    This spell functions as Entangle except as noted here. The plants modified by this effect will not attempt to entangle any creatures bearing a cytoplasmic graft or an evolution but are still slowed to half speed when moving through the area.
    Heightening: If you cast this spell from a 2nd level spell slot the creatures with a cytoplasmic graft or evolution are not slowed when moving through the area.
    If you cast this spell from a 3rd level spell slot it becomes a Conjuration (Creation) effect and can be used where there are no naturally occurring plants and the duration is 10 minutes/caster level.
    If you cast this spell from a 4th level spell slot creatures within the area without a cytoplasmic graft or evolution are slowed to 1/4th speed when moving through the area, and are completely unable to move when entangled, and creatures with a cytoplasmic graft or evolution gain both cover and concealment from the writhing vines.
    If you cast this spell from a 5th level spell slot and center the effect on yourself its area is doubled (to 80-ft) and the duration becomes 1 hour/caster level.
    If you cast this spell from a 6th level spell slot the duration becomes 1 day/cast level.
    All effects are cumulative.

    Hover Barrier
    Evocation [Force]
    Color: Blue
    Level: 1st
    Mana: 2U
    Components V, S
    Casting Time: 1 standard action
    Range: Close (25-ft + 5-ft/2 caster levels)
    Effect: 1 wall of force.
    Duration: 1 round/caster level
    Saving Throw: No
    Spell Resistance: No
    When you cast this spell you create a wall of solid force anywhere within range up to 5í per caster and 5í high per two caster levels (minimum 5í), this wall is unaffected by gravity and may be created in the air, or even used as a floating bridge be creating it horizontally instead of vertically. All portions of this wall must be connected, and you must have line of effect to them before its creation. The wall is semi-transparent, creatures within 10-ft of it have concealment against creatures which must observe them through the wall, and those further away have total concealment. Each section of the wall is AC 3, and has 8 hp per caster level. A section of the wall may be destroyed with a successful Strength check using the same DC as this spellís saving throw would be if it had one, and the wall is destroyed by any effect which destroys a Wall of Force. As a projection of pure force incorporeal creatures may not pass through this wall.
    Heightening: If a 2nd level spell slot is used to cast this spell its range becomes Medium and the wall gains Hardness 5.
    If a 3rd level spell slot is used to cast this spell its Hardness is 15 and the Strength check DC to break it is increased by 5.
    If a 4th level spell slot is used to cast this spell it becomes as difficult to damage as a Wall of Force and can no longer be broken with a strength check or by attack rolls. And its duration is increased to 1 minute/caster level.
    If a 5th level spell slot is used to cast this spell its duration is increased to 10 minutes/caster level.
    If a 6th level spell slot is used to cast this spell its duration is increased to 1 hour/caster level.

    Levitation
    Transmutation
    Color: Blue
    Level: 3rd
    Mana: 2UU
    Components V, S
    Casting Time: 1 standard action
    Range: 50-ft x spell slotís level
    Area: Emanation centered on you out to maximum range
    Duration: 10 minutes/caster level.
    Saving Throw: No
    Spell Resistance: No
    You create an aura of magical force around you which empowers creatures you have summoned. Any creature summoned or created by a spell you cast gains a fly speed of 40-ft (average maneuverability) while within this area.
    Heightening: If you cast this from a 4th level spell slot the flight maneuverability is increased to good, and the creatures can fly while carrying a medium, but not heavy, load.
    If you cast this from a 5th level spell slot the flight speed is increased to 60-ft and the creatures can fly while carrying a heavy load.
    If you cast this from a 6th level spell slot the duration is increased to 1 day/caster level.

    Mending Touch
    Conjuration (Healing)
    Color: Green
    Level: 1st
    Mana: G
    Components V
    Casting Time: 1 immediate action
    Range: Close (25-ft +5-ft/2 caster levels)
    Target(s): 1 creature
    Duration: Instantaneous
    Saving Throw: Will halves
    Spell Resistance: Yes
    When you cast this spell it immediately heals a creature within range 1d4 hit points. If the creature is currently receiving enough damage to kill it then it instead prevents 2d4 of that damage. You may choose to heal a creature receiving lethal damage instead of preventing damage when it is receiving a lethal attack, in which case it is healed before the damage is dealt.
    Heightening: If cast from a 2nd level spell slot this spell heals 2d4 + Ĺ caster level (maximum +5) hit points or prevents 4d4 + Ĺ caster level (maximum 5) damage from an otherwise lethal attack.
    If cast from a 3rd level spell slot this spell heals 4d6 + caster level (max 10) hit points or prevents 6d6 + caster level (max 10) damage from an otherwise lethal attack.
    If cast from a 4th level spell slot this spell heals 8d6 + caster level (maximum +20) hit points or prevents 12d6 + caster level (max +20) damage from an otherwise lethal attack.
    If cast from a 5th level spell slot this heals 12d6 + 2/caster level hit points or prevents all damage from an otherwise lethal attack.
    If cast from a 6th level spell slot this restores a creature to maximum hit points, or prevents all damage from an otherwise lethal attack and heals the target 8d6+caster level hit points.

    Miming Slime
    Conjuration (Creation)
    Color: Green
    Level: 3rd
    Mana: 2G
    Components: V, S
    Casting Time: 1 standard action
    Range: Close (25-ft +5-ft/2 caster levels)
    Effect: One slime duplicate
    Duration: 1 round/caster level
    Saving Throw: No
    Spell Resistance: No
    When you cast this spell you create an eidolon of slime which replicates a creature you have summoned, created with a spell, or which bears one of your grafts. It looks identical to the creature, and any gear the creature is carrying, but is made of green slime. This ooze is effectively polymorphed into the target gaining any traits that polymorph would grant and even gaining the targetís hit dice, maximum hit points, base attack bonus, base saving throws, and feats. It does not gain any Extraordinary Special Qualities, Supernatural abilities, or any class features of the copied creature other than hit dice, base attack bonus, saving throw bonuses, and bonus feat. The slime has Int 2, Wis 12, and Cha 4, and splits its skill points equally between Spot and Listen; its feats are the same as the copied creatureís although it loses the benefits of any feat it fails to qualify for. The ooze can understand your commands and obeys you absolutely, but is limited to relatively simple commands.

    Mindstatic
    Abjuration
    Color: Blue
    Level: 3rd
    Mana: 3U
    Components V
    Casting Time: 1 immediate action
    Range: Medium (100-ft + 10-ft/caster level)
    Target(s): 1 spell being cast
    Duration: Instantaneous
    Saving Throw: No
    Spell Resistance: No
    When you cast this spell counter another spell which is being cast. If the spell to be affected is level 5 or lower then it is automatically countered as if you had used another casting of it to counter the spell unless its caster expends either 6 mana or another spell slot of 5th level or higher.
    Heightening: For each spell level above 3rd the slot you prepare this spell in is the maximum level of spell you may counter with it increases by 2.

    Mutantís Prey
    Transmutation
    Color: Green
    Level: 1st
    Mana: G
    Components V
    Casting Time: 1 standard action
    Range: Close (25-ft + 5-ft/caster level)
    Target(s): 1 willing creature bearing a cytoplasmic graft or an evolution
    Duration: Instantaneous
    Saving Throw: No
    Spell Resistance: No
    You imbue the target with a surge of energy allowing it to lash out with a sudden ferocity. When you cast this spell the target creature may make an attack action as a free action.
    Heightening: If you cast this spell from a 2nd level or higher spell slot its range increases to Medium.
    If you cast this spell from a 3rd level or higher spell slot you may cast it as a swift action.
    If you cast this spell from a 4th level or higher spell slot you may cast it as an immediate action.
    If you cast this spell from a 6th level or higher spell slot the target may make a full attack action instead of an attack action or may take a standard action that is not limited to an attack action.

    Mystic Genesis
    Abjuration/Trasmutation
    Abjuration
    Color: Blue and Green
    Level: 5th
    Mana: 2GUU
    Components V
    Casting Time: 1 immediate action
    Range: Medium (100-ft + 10-ft/caster level)
    Target(s): 1 spell being cast
    Duration: Instantaneous
    Saving Throw: No
    Spell Resistance: No
    When you cast this spell counter another spell which is being cast. If the spell to be affected is level 8 or lower then it is automatically countered as if you had used another casting of it to counter the spell. If the spell to be affected is level 9 or higher then this functions as using Greater Dispel Magic to counter a spell except with no cap to the bonus to your dispel check based upon caster level.

    This effect may counter spell-like abilities but they are always countered as if by Greater Dispel Magic (with no caster level cap) and those above the automatic level for being counterspelled cannot be countered at all.

    In addition if you successfully counter a spell with this spell the magical forces coalesce into an ooze. This ooze has stats as a living spell version of the spell that was being cast but it does not gain the Spell Effect ability, instead dealing damage with their Slam attack as if two size categories larger.

    Heightening: For every level above 5th the spell slot you use to prepare this spell is the maximum level which you may automatically counter is increased by two.

    Naturalize
    Abjuration
    Color: Green
    Level: 2nd
    Mana: 1G
    Components V
    Casting Time: 1 standard action
    Range: Medium (100-ft + 10-ft/caster level)
    Target(s): 1 creature, magic item, or spell effect
    Duration: Instantaneous
    Saving Throw: See below
    Spell Resistance: No
    This spell may be cast for one of three effects.
    In the first you target a spell effect which you are specifically aware of, automatically dispelling it as if with a successful Dispel Magic.
    In the second you target a magic item. The targeted magic item, or anyone who is holding it, must make a Will save. On a failure it is destroyed unless its caster level is higher than yours, and even then it is suppressed for 1 hour. On a success it is merely suppressed for 1d4+1 rounds. Artifacts may be targeted by this effect but are never destroyed, only being temporarily suppressed.
    In the third you target a creature and this spell acts as an area dispel magic on that creature except that you may also dispel magic items. If this effect dispels a magic item it is suppressed for 1 minute.
    Heightening: If you cast this spell from a 4th level or higher spell slot it may act as an area greater dispel magic.

    Paralyzing Grasp
    Transmutation
    Color: Blue
    Level: 2nd
    Mana: 2U
    Components V, S
    Casting Time: 1 standard action
    Range: Touch
    Target(s): Living humanoid touched
    Duration: 1d6+2 rounds (D)
    Saving Throw: Fortitude negates
    Spell Resistance: Yes
    With a touch you paralyze the creature unless it succeeds at a Fortitude save.
    Heightening: If you cast this spell in a 3rd level slot it can affect any living creature.
    If you cast this spell in a 4th level slot its duration becomes 1 round level.
    If you cast this spell in a 5th level slot its duration becomes 10 minutes/level.
    If you cast this spell in a 6th level slot its duration becomes permanent (D).

    Plasm Capture
    Abjuration
    Color: Blue and Green
    Level: 4th
    Mana: GGUU
    Components V
    Casting Time: 1 immediate action
    Range: Medium (100-ft + 10-ft/caster level)
    Target(s): 1 spell being cast
    Duration: Instantaneous
    Saving Throw: No
    Spell Resistance: No
    When you cast this spell counter another spell which is being cast. If the spell to be affected is level 5 or lower then it is automatically countered as if you had used another casting of it to counter the spell. If the spell to be affected is level 6 or higher then this functions as using Greater Dispel Magic to counter a spell. In addition when you successfully counter a spell with this effect at the beginning of your next turn you add mana, in any combination of colors you can regain with Gather Mana, equal to the mana spent on the spell or the spellís level if it did not have an associated mana cost to your mana pool.

    This effect may counter spell-like abilities but they are always countered as if by Greater Dispel Magic and those above the automatic level for being counterspelled cannot be countered at all.

    Heightening: For every level above 4th the spell slot you use to prepare this spell is the maximum level which you may automatically counter is increased by two.

    Primeval Light
    Abjuration/Evocation [Light]
    Color: Green
    Level: 5th
    Mana: 3G
    Components V, S
    Casting Time: 1 full round
    Range: Medium (100-ft + 10-ft/caster level)
    Target(s): 1 creature, spell effect, or object
    Duration: Instantaneous
    Saving Throw: No
    Spell Resistance: No
    When you cast this spell you bathe the target in momentary bright light which strips away magic and you may choose one of two effects.
    In the first you disjoin all spell effects on the target, as if with a Mageís Disjunction spell. This cannot destroy magic items, but does immediately end a spell effect (such as a wall of force or prismatic sphere).
    In the second you disjoin all spell effects which were put in place by the target and are on the same plane of existence. This includes spell effects they created with spell trigger and spell completion items, as well as those they cast themselves. If used on a magic item any spell effect created using that item is disjoined regardless of who used the item for this purpose (for example if this was used on a staff of wall of fire all wall of fires created by that staff would be disjoined regardless of who used the staff to make them or where they were as long as they were on the same plane).

    Heightening: If you use a 6th level or higher slot for this spell its casting time is reduced to 1 standard action.

    Quicken
    Universal
    Color: Blue
    Level: 1st
    Mana: U
    Components V
    Casting Time: 1 Standard Action
    Range: Personal
    Target(s): You.
    Duration: 1 round or until discharged.
    When you cast this spell you coalesce a bead of time, instilling it within you and holding it there. The next time you cast a spell while this bead is held within you it expands. While this spell is active the next time you cast a spell with a casting time of 1 standard action or less and a level no more than 1 higher than Quickenís you may cast it as an immediate action.

    Regeneration
    Transmutation
    Color: Green
    Level: 1st
    Mana: 1G
    Components V, S
    Casting Time: 1 standard action
    Range: Touch
    Target(s): Touched creature
    Duration: 1 minute/caster level
    Saving Throw: Fort negates (harmless)
    Spell Resistance: Yes (harmless)
    The target gains Fast Healing 1 for the duration; this Fast Healing works even when they are unconscious but cannot bring the targetís hit points above Ĺ their maximum.
    Heightening: For each level above 1st the spell slot used for this spell is you may select one of the following benefits:
    Fast Healing rate increases. The first time this is selected it becomes 2, the second time 4, the third 8, the fourth 15, and the 5th 25. It may not be selected more than 5 times.
    The maximum hit points this effect can restore a creature beyond increases. The first time this is selected it becomes 3/4th, the 2nd time it becomes full, the 3rd time it gains the ability to grant the target temporary hit point up to the targetís level, the 4th time it gains the ability to grant the target temporary hit points up one half their full hit points, the 5th time it gains the ability to grant the target temporary hit points up their full hit points.
    Regeneration. Selecting this ability the first time counts as two abilities. The target gains Regeneration instead of Fast Healing only acid, fire, and positive/negative energy dealing lethal damage. If it is selected again acid no longer deals lethal damage, two more times means neither acid nor fire overcome this regeneration and three times (the equivalent of 5 selections) means that even negative/positive energy does not.

    Research
    Universal
    Color: Blue and Green
    Level: 3rd level
    Mana: GU
    Components: V, S
    Casting Time: 1 minute
    Range: Personal
    Target(s): You
    Duration: Instantaneous
    When you cast this spell you may instantly prepare 2 levels worth of spells from the Druid and/or Wizard lists, with level 0 spells counting as Ĺ a level each. Druid spells require Green mana equal to their spell level, and Wizard spells require Blue mana equal to their spell level; if the spell is on both lists choose which it is cast as when you prepare it. You retain these spells until they are cast or you prepare spells normally once more or gain spell slots through a second iteration of this spell. This spell is however taxing on your magical capabilities and can only be used a number of times in a day equal to your Intelligence modifier.
    Heightening: For each spell level higher than 3rd you cast this spell as you may prepare 2 additional spell levels worth of spells, but no single spell may ever be as high level as you used to cast this spell.
    In addition casting this spell grows quicker the higher level the slot you use is. Becoming 1 full round (4th level), a full round action (5th level), to a minimum of a standard action (6th level).

    Rewind
    Abjuration
    Color: Blue
    Level: 4th
    Mana: 2UU
    Components V
    Casting Time: 1 immediate action
    Range: Medium (100-ft + 10-ft/caster level)
    Target(s): 1 spell being cast
    Duration: Instantaneous
    Saving Throw: No
    Spell Resistance: No
    When you cast this spell counter another spell which is being cast. If the spell to be affected is level 5 or lower then it is automatically countered as if you had used another casting of it to counter the spell. If the spell to be affected is level 6 or higher then this functions as using Greater Dispel Magic to counter a spell. Whether you successfully counterspell a spell with this effect or not at the start of your next turn you regain the mana spent to cast it.

    This effect may counter spell-like abilities but they are always countered as if by (Greater) Dispel Magic and those above the automatic level for being counterspelled cannot be countered at all.

    Heightening: For every level above 4th the spell slot you use to prepare this spell is the maximum level which you may automatically counter is increased by two.
    Last edited by Zaydos; 2015-01-31 at 03:59 PM.
    Peanut Half-Dragon Necromancer by Kurien.

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    Default Re: Base Class Contest XXVI - Flipping the Table

    Simic Biomancer Spells S-Z

    Spoiler: Spells S-Z
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    Shielding Plax
    Abjuration/Evocation
    Color: Blue and Green
    Level: 1st
    Mana: 2(G or U)
    Components V, S
    Casting Time: 1 standard action
    Range: Touched
    Target(s): Creature touched
    Duration: 1 minute/caster level
    Saving Throw: Will negates (harmless)
    Spell Resistance: Yes (harmless)
    You create a shielding ward of magical force around the target which wards it from spells granting the target Spell Resistance 4 + your caster level for the duration. In addition when you cast this spell you may re-prepare a spell you have cast at least 2 levels lower than this one.
    Heightening: For each level above 1st you cast this spell as the target gains an additional +4 spell resistance in addition it gains the following benefits.
    2nd: Range increases to Close.
    4th: The Spell Resistance granted by this spell now applies to any spell which directly affects them (even SR no spells) and Supernatural abilities, although it is considered to be 8 less against Supernatural abilities. In the case of Supernatural abilities use the attackerís class level for their caster level if the ability is granted by class levels and does not have a CL equivalent measure already (such as effective binder level, initiator level, meldshaper level, etc), or their hit dice if not tied to any specific class.
    5th: The duration increases to 10 minutes/caster level.
    6th: The Spell Resistance granted by this spell now applies to any ability, other than a normal attack or skill check, which targets them, but is at -10 against Extraordinary abilities and -5 against Supernatural. This includes extraordinary abilities which the attacker chooses to apply, including the benefits from choice activated feats (such as Power Attack), and class features of all sorts. If the ability is enhancing a normal attack or skill check (such as the use of the Mountain Hammer maneuver or Power Attack feat) and it fails to overcome their Spell Resistance the normal attack without the benefits from the enhancement is still made. When using class features use the attackerís class level as its caster level unless they have a specific caster level equivalent (Effective Binder Level, initiator level, meldshaper level, etc), in the case of racial abilities, feats, or other abilities not tied to a specific class use their character level instead.

    Simic Charm
    Abjuration or Transmutation
    Color: Blue and Green
    Level: 2nd
    Mana: GU
    Components See below
    Casting Time: See below
    Range: See below
    Target(s): See below
    Duration: See below
    Saving Throw: Will negates (harmless)
    Spell Resistance: Yes (harmless)
    This spell, learned only by the initiates of the Simic way, is in many ways three separate spells. When cast the caster chooses one of the ways the spell can manifest which determines its school, components, casting time, range, targets, and even duration; although in all cases the target(s) are allowed a Will save and spell resistance to negate the effects.
    The first mode is to unsummon a creature you have summoned instantly repreparing the spell slot used to summon it as a Summon [said creature] spell of the same level. This has a casting time of one swift action, reducing to one immediate action if a 4th level slot is used, and 1 free or immediate action if a 6th level slot is used. Itís range is medium, increasing to line of sight and effect if a 3rd level slot is used. If a 5th level slot is used line of sight and line of effect are no longer needed, the spell working as long as the summoned creature is still a valid target when the spell is used. This has a single Verbal component.

    The second mode grants yourself and all creatures summoned by you or bearing one of your cytoplasmic grafts within 20-ft per spell level used to cast this spell Spell Resistance 12 + your caster level until the start of your next turn. Each spell level higher than 2nd you use to cast Simic Charm in this mode adds 3 to the Spell Resistance granted. If you cast this spell from a 4th level spell slot this spell resistance applies against Supernatural abilities and spell resistance no spells; use the attackerís class level or caster level equivalent (initiator, effective binder, meldshaper level, etc) for class derived abilities, and character level for non-class derived ones. If you cast this spell from a 6th spell slot this spell resistance applies against any ability specifically targeting one of the creatures, such as an attack, or a sleight of hand check to steal from the creature (but not a hide check which applies equally to all creatures observing the hiding creature); determine effective caster level for overcoming this spell resistance as per Supernatural abilities. Casting this spell in this mode is an Immediate action.

    The final mode functions as the Giant Growth spell cast as a spell one level lower.

    Spell Rupture
    Abjuration
    Color: Blue
    Level: 3rd
    Mana: 3U
    Components V
    Casting Time: 1 immediate action
    Range: Medium (100-ft + 10-ft/caster level)
    Target(s): 1 spell being cast
    Duration: Instantaneous
    Saving Throw: No
    Spell Resistance: No
    When you cast this spell you draw upon energy from the bond between you and a summoned creature to disrupt the energy of another spell which is being cast and counter it. If the spell to be affected is level 5 or lower then it is automatically countered as if you had used another casting of it to counter the spell unless its caster expends either a spell slot equal to the level of whatever spell slot was used to summon any creature you have currently summoned or that much plus 1 mana. If you currently have a summoned creature which was summoned with a 4th level or higher spell the max level that this spell can counter is increased by 2 for each level above 5th it is.
    If you do not have a creature summoned when you cast this spell it fails automatically regardless of the level of spell you are countering.
    This effect may counter spell-like abilities at least 2 levels lower than the highest level spell it can counter as if by using Greater Dispel Magic, they are, however allowed to expend a daily use of a spell-like ability as if it were a spell slot; if they expend an at-will ability this way they cannot use it again for 2 rounds.

    Spell Snare
    Abjuration
    Color: Blue
    Level: 1st
    Mana: U
    Components V
    Casting Time: 1 immediate action
    Range: Medium (100-ft + 10-ft/caster level)
    Target(s): 1 spell being cast
    Duration: Instantaneous
    Saving Throw: No
    Spell Resistance: No
    When you cast this spell counter a 1st level spell or spell-like ability which is being cast or activated. This can only counter spells of exactly 1st level.

    Heightening: Unlike most mana spells you may not choose to use this spell at a lower level than you prepare it, or choose to forgo certain benefits of heightening it to the desired level.
    If you cast this spell as a 2nd level spell it can counter 2nd or 3rd level spells and spell like abilities instead of 1st level ones.
    If you cast this spell as a 3rd level spell it can counter 4th or 5th level spells and spell like abilities instead of 1st level ones.
    If you cast this spell as a 4th level spell it can counter 6th or 7th level spells and spell like abilities instead of 1st level ones.
    If you cast this spell as a 5th level spell it can counter 8th or 9th level spells and spell like abilities instead of 1st level ones.
    If you cast this spell as a 6th level spell it can counter 10th or 11th level spells and spell like abilities instead of 1st level ones. Epic Spells are considered 10th level for these purposes.

    Stream of Life
    Conjuration (Healing)/Conjuration (Creation)
    Color: Green
    Level: 1st
    Mana: Variable plus G
    Components V, S
    Casting Time: 1 Standard action
    Range: Close (25-ft + 5-ft/2 class levels)
    Effect: Half a gallon of restorative water
    Duration: 8 hours.
    Saving Throw: No
    Spell Resistance: No
    When you cast this spell it creates half a gallon of water, as if with the Create Water spell. Any creature drinking (the majority of) this water is considered to have met their need for water for the day regardless of their size, and heals 2 points of damage per point of mana beyond the first spent on casting this spell per spell level this spell is cast as. Drinking the water is a standard action, and being washed in it (also a standard action) can be used instead of drinking it but expends the waterís magic as if it had been drunk.

    Telepathy
    Divination
    Color: Blue
    Level: 2nd
    Mana: U
    Components V, S
    Casting Time: 1 Standard action
    Range: Personal
    Target(s): You
    Duration: 10 minutes/caster level.
    When you cast this spell you attune your mind to receiving and transmitting thoughts, granting you telepathy out to 20-ft.
    Heightening: Each level above 2nd you cast this spell as its range is increased becoming 60-ft, 120-ft, 1000-ft, 1 mile, 5 miles, 10 miles, 50 miles, 100 miles, and repeating for levels above 10.
    You may choose to increase its duration to 1 hour/caster level instead of gaining 2 range increases.
    You may choose to be able to read thoughts of those within range while under the effects of this spell as if with Detect Thoughts instead of gaining 1 range increase.

    Thrive:
    Transmutation
    Color: Green
    Level: 1st
    Mana: XG
    Components V, S
    Casting Time: 1 Standard action
    Range: Close (25-ft + 5-ft/2 class levels)
    Target(s): X creatures within range
    Duration: 2 rounds/caster level
    Saving Throw: Will negates (harmless)
    Spell Resistance: Yes (harmless)
    Invoking magic you create a series of temporary cytoplasmic grafts one on each target creature. You may target a number of creatures equal to the amount of colorless mana spent on this spell. While regardless of spell level spent you may grant X creatures each 1 graft you may bestow a number of different grafts with this spell up to the spell level used to cast this spell chosen from the lists below (one per spell level).

    Heightening: In addition to granting access to a greater variety of grafts, if heightened to level 5 you may target the same creature twice (it counts as two targets), and if heightened to level 6 you may target the same creature 3 times.

    Totally Lost
    Conjuration (Teleportation)
    Color: Blue
    Level: 4th
    Mana: 3U
    Components V, S
    Casting Time: 1 Standard action
    Range: Close (25-ft + 5-ft/2 class levels)
    Target(s): 1 creature, object, or free standing magical effect
    Duration: Special
    Saving Throw: Will negates
    Spell Resistance: Yes
    With a word of power you teleport the target into an extradimensional city. When used on a creature this functions as the Maze spell except that the target is allowed a Will save to resist and reappears at a random location within 100-ft when it ends (roll 1d8 to determine direction, roll 1d20 x 5 for distance). The target never reappears in a space which cannot support them or which is inherently dangerous, instead reappearing in the nearest safe square. If used on an object it can affect a single object which in its entirety fits within a 30-ft cube sending them to the same extradimensional city for 1 minute before they reappear in a random location within 100-ft. A free standing spell effect (such as a wall of force, or the effect of an alarm spell) is affected as a magic item (being allowed a will save as one) and is otherwise affected as an object but may be affected regardless of size.
    Heightening: If a 6th level spell slot no saving throw is allowed against this effect.

    Utopia Sprawl
    Evocation
    Color: Green
    Level: 1st
    Mana: G
    Components V, S
    Casting Time: 1 Standard action
    Range: Personal
    Target(s): You
    Duration: 1 hour/caster level.
    When using Gather Mana in Tier I or higher Green terrain or passively regaining mana due to being in such terrain you regain 1 additional mana of any color you can gain with Gather Mana.
    Heightening: If you cast this spell as a 2nd level spell you may cast it on a willing creature with a range of touch.
    If you cast this spell as a 3rd level spell any terrain which is Tier I or higher for the color Green is considered one tier higher (to a maximum of 3rd) for mana recovery.
    If you cast this spell as a 4th level spell terrain which would normally be considered tier 0 for Green mana is considered a 2nd tier Green terrain for mana recovery.
    If you cast this spell as a 5th level spell any terrain is considered a 3rd tier Green terrain for mana recovery.
    If you cast this spell as a 6th level spell you gain another additional mana of any color when passively regaining mana due to being in Green terrain (which due to this spell is everywhere) or using the Gather Mana action.

    Voidslime
    Conjuration (Creation)/Transmutation
    Color: Blue
    Level: 4th
    Mana: GUU
    Components V, S
    Casting Time: 1 immediate action
    Range: Medium (100-ft + 10-ft/caster level)
    Effect: 1 ball of slime
    Duration: Instantaneous action
    Saving Throw: Will negates
    Spell Resistance: Yes
    When you cast this spell you create a sphere of time devouring slime and launch it at a target. If it hits it eats a few moments of their personal future. In effect this slime interrupts any action the target is attempting, preventing a single attack, standard, move, swift, immediate, or full round action the target is attempting. Any expenditure of spells, charges, power points, etc involved in the action are still expended but key moments from it are removed making it impossible to truly complete. If the action would have taken longer than 1 full round it is too long to wholly negate this way, although a spell or other ability which requires concentration to complete if attacked requires a DC 25 + Spell level (or equivalent, 0 if none) to complete despite this interruption.
    A successful Will save negates this effect and you must make a successful ranged touch attack to strike the target with the slime.

    Heightening: If you cast this spell in a 6th level slot a Will save is no longer allowed to negate this attack, although a ranged touch attack is still required.

    Wildwood Rebirth
    Universal
    Color: Green
    Level: 1st
    Mana: 1G
    Components V, S
    Casting Time: 1 standard action
    Range: Personal
    Target(s): You
    Duration: Instantaneous
    When you cast this spell you may instantly reprepare one Summon Creature spell you have cast up to 2 spell levels higher than this spell, but the creature summoned by that spell must have died and that spell's duration must still be active had it not died.

    Summon Simic Creature
    Conjuration (Summoning)
    Color: Blue, Green, or Blue and Green
    Level: 1st
    Mana: Varies
    Components V, S
    Casting Time: 1 standard action (normally)
    Range: Close (25-ft + 5-ft/2 caster levels)
    Effect: 1 creature
    Duration: 2 rounds per caster level
    Saving Throw: No
    Spell Resistance: No
    When you cast this spell you may summon any creature from the list below appropriate to the level you cast this spell at that you know how to summon (a Simic Biomancer learns how to summone 1 creature with this spell per level as part of their spellcasting). Some creatures also gain benefits for heightening directly. This functions as Summon Monster except as listed here. t indicates a creature which can be summoned as a swift action, or as an immediate action by casting the spell as one level higher than usual (see individual spells for details). Grafts bestowed by a summoned creature do not fade if it dies or is banished, but do fade at the end of its duration and can be dispelled as if they were separate spell effects than the summoned creature.

    Each creature has its own mana cost to cast the spell based upon what is being summoned and will be listed after its name in parenthesis (eventually WiP). This spell cannot be learned as an Exotic Spell, although Summon [any individual creature] could be learned thus; knowledge of this spell and how to summon a creature is equivalent to knowledge of that creature's specific summon spell (for example knowing this spell and how to summon a Drakewing Krasis would also count as knowledge of the Summon Drakewing Krasis spell). This spell may not be put into a spell trigger or spell completion item instead the specified summon spell (such as Summon Drakewing Krasis) being instilled instead.

    1st: Aquastrand Spider* (1G), Birds of Paradise (G), Cloudfin Raptor* (U), Crocanura* (2G), Frilled Oculus (1U), Murmuring Phantasm (1U), Molded Slime* (XG)
    2nd: Acidic Slime (3GG), Battering Krasis* (2G), Clinging Anemones* (3U), Drakewing Krasis (1GU), Giant Spider* (2GG), Gobbling Ooze (4G), Nimbus Swimmer* (XGU), Patagia Viper (3G), Sporeback Troll* (3G)
    3rd: Assault Zeppelid* (2GU), Elusive Krasis* (1GU), Helium Squirter* (4U), Plaxmantat (1U), Shambleshark*t (GU), Simic Ragworm (3G), Trygon Predator (1GU)
    4th: Adaptive Snapjaw* (4G), Cytolast Rootkin* (2GG), Indrik Stomphowler (4G), Plaxcaster Frogling* (1GU), Simic Manipulator* (1UU), Skyline Predatort
    5th: Cytospawn Shambler* (6G), Omnibian (1GGU), Sapphire Drake (5U), Species Gorger (3GU)
    6th: Protean Hulk (5GG), Simic Basilisk* (4GG), Simic Sky Swallower (5GU)
    Heightening: Any spell marked with * or t can be heightened for additional effect. Creatures with evolve typically gain 2 evolutions per level they are heightened, and cytoplasmic creatures gain 2 grafts per level they are heightened. Those marked t are cast more quickly when heightened, and if also marked with * show more complication. Any creature whose heightening is not simply 2 evolutions or grafts per level heightened above their default level will have a Heightened section.
    Last edited by Zaydos; 2015-01-31 at 06:33 PM.
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    Simic Bestiary


    Formatting still in progress
    Certain abilities are common among Simic creatures and will be detailed here as opposed to in each individual stat block.
    Bestow Graft (Su): By spending a full-round action the creature may bestow one of the cytoplasmic grafts they bear to another touched willing creature, transferring the graft to the target. The original creature loses all benefits from the graft (including hit dice if a cytoplasmic creature) and the bestowed creature gains all benefits from the graft. Whenever another creature is summoned within 30-ft a creature with this ability may transfer a single graft they bear to it as it appears (a free action usable outside their turn). Grafts bestowed to summon creatures return to the creature that bestowed that graft after the creature is banished, killed, the duration ends, or otherwise unmade, but the graft is nascent and grants no benefits for 1 minute thereafter.

    Cytoplasmic Subtype: A creature with the cytoplasmic subtype naturally bears cytoplasmic grafts. They may bear a number equal to their summonerís caster level, or relevant equivalent (if they have no equivalent it is up to the DM to determine how high they want it; for random encounters of a permanent nature Iíd suggest lower than party level), or their initial number whichever is higher (an aquastrand spider may bear 2 grafts even if its summoner is caster level 1). In addition they gain hit dice based upon the number of grafts they bear. Their initial hit dice are gained through cytoplasmic grafts, and they may lose their initial hit dice by bestowing grafts upon other creatures. If they gain additional cytoplasmic grafts they also gain a +1 bonus to Str, Dex, Con, and Natural Armor per additional graft (as well as the benefits of increasing their hit dice). Each creature with the cytoplasmic subtype has their own list of cytoplasmic grafts that they can appear with.

    Cytoplasmic Grafts: Indicates a list of grafts a cytoplasmic creature may begin with. All cytoplasmic grafts are supernatural in nature (note a cytoplasmic creature does not lose hit dice or ability scores for a graft suppressed via anti-magic).

    Evolve: Whenever an creature with evolveís summoner summons another creature with a spell of the same level as that used to summon the creature with evolve or higher the evolving creature gains an additional evolution from their list of evolutions and is considered to have been summoned with a spell half a level higher for all purposes that do not specify otherwise. Each evolution grants a creature with evolve an additional hit die, +1 to Str, Dex, Con, and natural armor, in addition to its specific effects. A creature with evolve usually has a number of starting evolutions with their minimum spell level used to summon them, these evolutions do not grant hit dice or bonuses to physical ability scores/natural armor, and gain an additional 2 evolutions (which do grant HD/bonuses) per spell level above their minimum used to summon them.

    Evolutions: Each creature with evolve has a list of evolutions they may gain through evolve (and certain spells) and a certain number of evolutions they appear with when the minimum spell level is used to summon them. These are listed here.

    Spoiler: 1st level creatures
    Show
    Aquastrand Spider
    Small Magical Beast
    HD: 2d10 (11 hp)
    Initiative +3
    Speed: 30-ft (6 squares), climb 20-ft
    Armor Class: 14 (+1 size, +3 Dex), t 14, FF 11
    Base Attack/Grapple: +2/-4
    Attack: Bite +6 melee(1d4-2)
    Full Attack: Bite +6 melee (1d4-2)
    Space/Reach: 5-ft/5-ft
    Special Attacks: Bestow Graft, web
    Special Qualities: Darkvision 60-ft, tremorsense 60-ft, Cytoplasmic Grafts
    Saves: Fort +3, Ref +6, Will +1
    Abilities: Str 7, Dex 17, Con 10, Int 4, Wis 12, Cha 7
    Skills: Climb +11, Hide +12*, Jump +4, Listen +6, Move Silently +4*, Spot +6.
    Feats: Weapon Finesse[/b]
    Environment: Ravnica (Urban)
    Organization: Colony (2-5) or swarm (6-11)
    Challenge Rating: 1
    Treasure: None.
    Advancement: By grafts.
    Level Adjustment: None.

    Grafts: An aquastrand spider begins with 2 grafts of their summoner's choice.

    Cytoplasmic Grafts:
    Spoiler
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    • Web Caster: The bearer of this graft gains the ability to cast web up to 3 times a day per instance of this graft. This functions as a monstrous spiderís ability to cast a web but the DC to escape the web is 10 + 1/2 the graft bearing creatureís hit dice + the number of web caster grafts the creature bears + Ĺ (rounded down) of the total number of grafts the creature has; the DC to burst out with a strength check includes an additional bonus equal to the number of web caster grafts the user bears to a maximum of +4. With one graft the bearerís webs can be used on targets of up to Medium size and each instance beyond the first increases the maximum size of creature that can be caught by the web by 1 size category.
    • Hydrotoxin: The bearer of this graft gains a poison special attack which can be delivered by any bite attack they may possess; if the bearer does not have a bite attack they gain one as a secondary natural weapon which deals 0 damage but inflicts this poison attack and has no effect against a creature which has DR that would apply against the attack if it dealt 1 damage.
      This poison deals 1d3 Dexterity damage as initial and secondary damage and makes the graceful movements necessary for flight difficult inflicting a cumulative -5-ft movement speed to any winged flight that a target possesses per failed save. Each additional instance of this graft increases the damage dealt by this poison by 1 die size (1d3 -> 1d4 -> 1d6 -> 1d8 -> 2d6 -> 2d8) to a maximum of 2d8 and the reduction to flight speed by 5-ft; if at least 4 instances of this graft are born by a creature then a failed save also reduces winged flight maneuverability by one grade (clumsy becomes unable to fly). The save DC to resist this poison is 10 + Ĺ the graft bearing creatureís hit dice + the graft bearing creatureís Con modifier + Ĺ the instances of this graft born by the creature.
    • Climbing Pads: This graft manifests as pads of sticky cytoplasm covering the hands and feet of the graft-bearing creature. These pads grants them a +4 on checks and saves to maintain their grasp of objects as an incidental benefit. Bearing this graft grants the creature a climb speed of 10-ft or half their base land speed (whichever is lower) or increases their climb speed by the same amount if they already possessed a climb speed. Each additional instance of this graft adds the same amount to their climb speed, whether initially granted by this graft or not. This climb speed can never be more than their land speed.
    • Ocular Implants: The graft bearing creature gains a +4 competence bonus to Spot and Search checks, creature gains Low-light Vision if they did not have it already, and darkvision 60-ft or their existing darkvision extends 30-ft. This graft can be applied to a creature twice; the second iteration upon a creature grants it the ability to see invisible creatures as if with the spell See Invisibility and to detect magic auras as the spell Detect Magic usable at will.
    • Crown of Eyes: The graft bearing creature gains all-around vision (+4 to spot/search checks and cannot be flanked). Each additional instance of this graft grants the grafted creature an additional +2 bonus to Spot and Search checks.
    • Adrenal Accelerant: As a free action the graft bearing creature may activate beads of cytoplasm in their adrenal glands granting them a momentary surge in physical fitness. When they use this ability they gain a +8 bonus to Str, Dex, and Con for 1 round and are then fatigued for 1 minute. A creature cannot use this ability when fatigued. Each additional instance of this graft grants the creature an additional +2 bonus to Str, Dex, and Con when it is used, and each 3 beyond the first cause its effects to last for 1 additional round whenever it is used but the resulting lasts 1 minute per round that the bonus lasted.
    • Cyto-chitin: The graft bearerís flesh is covered with a chitin formed from chitin granting it a +2 enhancement bonus to its Natural Armor bonus, this bonus increases by +1 per instance of this graft beyond the first.
    • Chameleon Hide: The graft bearerís flesh becomes capable of blending in with one or more environments. The graft bearer gains a +4 competence bonus to Hide checks, and when this graft is formed select 1 type of terrain (forest, hills, plains, desert, swamp, urban, or underground) per instance of graft. This bonus increases to +8 in the selected environment(s). Each instance of this graft is tied to a specific terrain and can be granted separately.
    • Internal Anti-Toxins: The graft bearer gains a +4 bonus on saves against poison for each instance of this graft that they bear. 3 or more instances of this graft grant immunity instead.
    • Aquastrand Exomuscles: Cytoplasm forms external muscles and reinforcements across the graft bearerís body granting them a +4 enhancement bonus to Strength, +2 per additional instance of this graft. To a maximum of +10.
    • Aquastrand Propellers: Multiplies the range of any Web Caster graft the bearer possess by the number of instances of this graft that creature bears +1.


    Skills: An aquastrand spider has a climb speed and thus gains a +8 bonus to Climb checks. They may use Dexterity in place of Strength for Climb and Jump checks. An aquastrand spider gains a +4 bonus on Listen and Spot checks and a +4 racial bonus to Hide checks (in addition to their +4 size bonus), this bonus increases to +8 in their own webs.

    Bird of Paradise
    Small Magical Beast
    HD: 1d10+2 (7 hp)
    Initiative +4
    Speed: 5-ft (1 square), fly 50-ft (average)
    Armor Class: 15 (+1 size, +4 Dex), t 15, FF 11
    Base Attack/Grapple: +1/-6
    Attack: Talons +5 melee(1d4-3)
    Full Attack: Talons +5 melee (1d4-3)
    Space/Reach: 5-ft/5-ft
    Special Attacks: Generate Mana, Bestow Mana
    Special Qualities: Darkvision 60-ft
    Saves: Fort +4, Ref +6, Will +1
    Abilities: Str 5, Dex 17, Con 14, Int 4, Wis 12, Cha 11
    Skills: Listen +3, Spot +15
    Feats: Weapon Finesse
    Environment: Ravnica (Urban) or warm forests.
    Organization: Solitary, flight (2-5), or flock (6-24)
    Challenge Rating: 1/3
    Treasure: None.
    Advancement: None.
    Level Adjustment: None.

    Generate Mana (Su): As a standard action a bird of paradise can generate mana. They may either generate 1 point mana of any color and as part of the same action bestow it to a creature within 30-ft, or generate 2 points of mana of any combination of colors and store it. A bird of paradise may stir up to 6 points of mana.

    Bestow Mana (Su): As a standard action a bird of paradise may bestow up to 6 points of mana on a willing creature within 30-ft. Any mana beyond that which the creature may store is lost.

    Skills: A bird of paradise gains a +12 racial bonus to Spot checks.

    Cloudfin Raptor
    Small Magical Beast
    HD: 1d10+1 (6 hp)
    Initiative +3
    Speed: 5-ft (1 square), fly 50-ft (average)
    Armor Class: 14 (+1 size, +3 Dex), t 14, FF 11
    Base Attack/Grapple: +1/-5
    Attack: None
    Full Attack: None
    Space/Reach: 5-ft/5-ft
    Special Attacks: Evolutions, Evolve
    Special Qualities: Darkvision 60-ft
    Saves: Fort +3, Ref +5, Will +1
    Abilities: Str 7, Dex 17, Con 12, Int 4, Wis 12, Cha 7
    Skills: Listen +5, Spot +17
    Feats: Alertness
    Environment: Ravnica (Urban)
    Organization: Solitary, flight (2-5), or flock (6-24)
    Challenge Rating: 1/3
    Treasure: None.
    Advancement: None.
    Level Adjustment: None.

    Evolutions: A cloudfin raptor always begins with 1 evolution, which does not grant hit dice, physical ability scores, or natural armor increases. Each spell level higher than 1st used to initially summon a cloudfin raptor grants it 2 additional evolutions.
    Spoiler
    Show
    Talons: Gains a pair of claw attacks each dealing 1d3 damage. If these are its only natural weapon this is considered a primary natural weapon, if the cloudfin raptor has another natural weapon which can be a primary natural weapon that natural weapon takes precedence and these claws are considered secondary natural weapons. Each time the cloudfin raptor gains this evolution after the first its claw damage is increased by 1 die size (1d4, 1d6, 1d8, 2d6, 3d6, 4d6, 6d6).
    Tail Stinger: Gains a single stinger attack which deals 1d4 damage. This stinger is its primary natural weapon unless it also has a bite attack, in which case it is a secondary natural weapon. Each time a cloudfin raptor gains this evolution after the first the damage is increased by 1 die size (16, 1d8, 2d6, 3d6, 4d6, 6d6, 8d6).
    Fangs: Gains a single bite attack which deals 1d4 damage. This bite attack is its primary natural weapon. Each time a cloudfin raptor gains this evolution after the first the damage is increased by 1 die size (16, 1d8, 2d6, 3d6, 4d6, 6d6, 8d6).
    Spyís Eyes (Su): Gains a +2 bonus to Spot and Search checks and the ability to use Detect Magic as a spell-like ability at-will. Each time after the first this evolution is gained the bonus to Spot and Search increases by +2 and it gains one of the following as a continuous, self only, spell-like ability: see invisibility, detect good, detect evil, detect chaos, detect law, arcane sight, greater arcane sight (requires arcane sight), true seeing (requires any 4 others), detect undead.
    Batís Ears: Gains a +4 bonus to Listen checks and blindsense out to 30-ft. If this ability is selected a second time this becomes blindsight and the bonus is increased to +8.
    Telepathic Link (Su): The cloudfin raptor maintains an telpathic link with its summoner out to 50-ft per evolution the cloudfin raptor possesses. Each additional selection of this evolution extends the range by an order of magnitude (500-ft/evo, ~1 mile/evo, ~10 miles/evo, ~100 miles/evo).
    Screech (Su): The cloudfin raptor gains the ability to emit an ear-shattering screech. This deals 1d4 damage/hit die it possesses in a 15-ft cone (Fort DC 10 + Ĺ hit dice + Con modifier halves). Each additional time the cloudfin raptor selects this evolution its area of effect or damage increases alternatingly beginning with area of effect. The increases go 30-ft, 60-ft, 90-ft, 120-ft, 150-ft, 180-ft (+30-ft/additional increase), and 1d6/hit die, 1d8/hit die, 1d10/hit die, 2d6/hit die, 2d8/hit die, 3d6/hit die, 4d6/hit die (+1d6/hit die per additional increase).
    Size: The cloudfin raptor increases in size by 1 category, increasing its Strength by 4, Constitution by 2, natural armor by 2 and decreasing its Dexterity by 2; any natural weapons it possesses have their damage increase for increasing in size category normally. A cloudfin raptor may select this evolution multiple times its effects stacking, but no more than 1/3rd of their evolutions (min 1) may be this one.
    Thick Skin: Each time this evolution is selected the cloudfin raptorís natural armor increases by +2.
    Envenomed Stinger: A cloudfin raptor must have a Tail Stinger evolution to choose this one. Its stinger attack becomes poisonous dealing 1d4 Dexterity damage as initial and secondary damage (Fort DC 10 +1/2 hit dice + Con mod). Each additional time this evolution is selected the initial and secondary damage increase by 1 die size (1d6 -> 1d8 -> 2d6 -> 3d6 -> 4d6 -> 6d6), or the Fort DC to resist increases by 2, or the damage becomes Constitution damage instead of Dexterity damage.
    Expanded Cognition: Each time this evolution is selected the cloudfin raptorís Intelligence increases by 4, its Wisdom increases by 2, and its Charisma increases by 2; this evolution cannot increase an ability score equal to or above the summonerís Intelligence. If this increases the cloudfin raptorís Intelligence to 6 or higher it may speak one language its summoner is fluent in, plus one language per point of Intelligence bonus it possesses.
    Extended Wings: Each time this evolution is selected the cloudfin raptorís fly speed is increased by 30-ft.
    Indomitable: Each time this evolution is selected the cloudfin raptor gains Improved Toughness as a bonus feat twice.
    Voice Mimicry: A cloudfin raptor with this ability may perfectly emulate any voice or sound it has heard, up to the roar of a mighty beast. This does not grant it any understanding of language, although should the summoner possess a means to communicate with it (such as telepathic link) they may be able to make it repeat back over heard conversations however.
    Spell Conduit: A cloudfin raptor with this ability can serve as a conduit for its summoners spells allowing them to calculate their ranges from its square and the cloudfin raptor to deliver touch spells for its summoner. This ability requires the Telepathic Bond ability and only functions as long as the cloudfin raptor is within Ĺ the maximum range of the telepathic bond.
    Storm Born: A cloudfin raptor with this ability gains immunity to electricity, sonic, or wind effects. Each time they gain this ability after the first they gain another one of those immunities.


    Skills: A cloudfin raptor gains a +12 racial bonus to Spot checks.

    Crocanura
    Medium Magical Beast
    HD: 2d10+8 (19 hp)
    Initiative +1
    Speed: 20-ft (4 squares)
    Armor Class: 14 (+1 Dex, +3 natural), t 11, FF 13
    Base Attack/Grapple: +2/+3
    Attack: Tongue +4 melee (1d6+1)
    Full Attack: Tongue +4 melee (1d6+1)
    Space/Reach: 5-ft/5-ft (15-ft with tongue)
    Special Attacks: Evolutions, Evolve
    Special Qualities: Darkvision 60-ft
    Saves: Fort +7, Ref +4, Will +1
    Abilities: Str 13, Dex 12, Con 19, Int 4, Wis 12, Cha 7
    Skills: Jump +6, Listen +3, Spot +3
    Feats: Weapon Focus (Tongue)
    Environment: Ravnica (Urban)
    Organization: Solitary, or watch (2-5)
    Challenge Rating: 1
    Treasure: None.
    Advancement: None.
    Level Adjustment: None.

    Evolutions: Whenever a crocanura gains an evolution from its evolution ability or another ability which allows it to pick one of its own evolutions it may select one from the following list. A crocanura may not select the same evolution for more than half of its evolutions. A crocanura always begins with 1 evolution, which does not grant hit dice, physical ability scores, or natural armor increases. Each spell level higher than 1st used to initially summon a crocanura grants it 2 additional evolutions.
    Spoiler
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    Grasping Tongue: A crocanura with this evolution gains the Improved Grab ability with its tongue and a constrict attack which deals 1d6 + Strength modifier damage. It may use this improved grab ability on a creature up to its size category, and each additional instance of this evolution past the first increases the max size category it can use this ability on and grants it a +2 bonus on grapple checks made using its tongue.
    Long Tongue: A crocanura with this evolution gains a +5-ft increase to its tongue reach per instance of this evolution.
    Size Increase: The crocanura increases in size by 1 category, increasing its Strength by 4, Constitution by 2, natural armor by 2 and decreasing its Dexterity by 2; any natural weapons it possesses have their damage increase for increasing in size category normally. A crocanuraís tongue reach remains 10+the reach of a long creature of its size category. A crocanura may select this evolution multiple times its effects stacking, but no more than 1/3rd of their evolutions may be this one.
    Thick Skin: Each time this evolution is selected the crocanuraís natural armor increases by +2.
    Uncanny Reflexes: The crocanura gains Combat Reflexes as a bonus feat and its Dexterity is considered 4 higher for the effects of that feat. If this evolution is selected a second time the crocanura may make any number of attacks of opportunity each round.
    Deadly Tongue: Each time the crocanura selects this evolution its tongue damage increases by 1 die size.
    Claws: When a crocanura selects this evolution they gain a pair of claw attacks as secondary weapons each dealing 1d4 + Strength damage. Each additional instance of this evolution past the first increases their claw damage by 1 die size.
    Multi-Claws: A crocanura must have Claws and at least 2 other evolutions to select this evolution. They gain an additional 2 claw attacks.
    Expanded Senses: A crocanura with this evolution gains +2 to Listen, Search, and Spot checks and gains Blindsense 30-ft. A second selection increases these benefits by +2 and replaces the blindsense with blindsight. Each selection past the second increases these benefits by +2 and allows it to tell if a creature within its blindsight range is one of the following: A specific alignment (either a specific combination or good, evil, chaotic, or lawful; each alignment chosen separately), alive, undead, deathless, extraplanar, or possessing a specific subtype.
    Stopping Force: A moving creature struck by a crocanura with this evolutionís tongue must make a Reflex save (DC 10 + damage dealt) or stop moving. Each additional instance of this evolution beyond the first increases the Tumble check to move past a crocanura without provoking an attack of opportunity by 3.
    Mighty Leaping: A crocanura with this evolution is always considered to be running for the purposes of jumping and may move further than their land speed in a single jump as a move action. In addition they gain a +6 bonus on Jump checks for each instance of this evolution they possess. If they possess this evolution twice they may jump as a swift action.
    Fog Frog: A crocanura with this evolution is surrounded by fog equivalent to an Obscuring Mist spell. This fog covers the crocanuraís body and expands 5-ft in all directions per instance of this evolution.
    Rushing Tongue: A crocanura with this evolution which strikes a creature with its tongue may attempt to bulrush that target with a +4 bonus on the opposed check. It is considered to move along with the target out to the maximum reach of its tongue but no further. A crocanura must have the Stopping Tongue evolution to select this evolution.
    Seaborne: A crocanura with this evolution gains the amphibious subtype, a 30-ft swim speed, and the ability to breathe water as easily as air.
    Firebreath: A crocanura with this evolution gains the ability to breathe fire in a 30-ft cone dealing 1d4 damage per hit die it possesses as a standard action (Reflex save DC 10 + Ĺ hit dice + con mod) after which it must wait 1d4 rounds. A second instance of this evolution increases the damage to 1d6 per hit die and each additional instance adds +3d6 damage (this is not +3d6 per hit die). A summoner must have Red as part of their color identity to select this evolution.
    Mana Gatherer: A krasis with this ability may expend a standard action to gain 1 point of colorless mana or to bestow it upon a willing creature within 10-ft; it may only store up to 5 mana at a time. Each additional time the krasis gains this evolution they gain an additional point of colorless mana each time they gather it or may bestow an additional point of mana with a single action.


    Skills: A crocanura gains a +10 racial bonus to Jump checks (but suffers a -6 penalty due to its speed).

    Frilled Oculus
    Small Aberration
    HD: 2d8+8 (17 hp)
    Initiative +2
    Speed: 20-ft (4 squares)
    Armor Class: 13 (+1 size, +2 Dex), t 13, FF 11
    Base Attack/Grapple: +1/-4
    Attack: Claw +1 melee(1d3-1)
    Full Attack: 2 Claws +1 melee (1d3-1)
    Space/Reach: 5-ft/5-ft
    Special Attacks: Mana Empowerment
    Special Qualities: Darkvision 60-ft, See Invisibility, DR 3/magic
    Saves: Fort +4, Ref +2, Will +4
    Abilities: Str 9, Dex 15, Con 18, Int 8, Wis 12, Cha 11
    Skills: Search +11, Spot +18
    Feats: Weapon Focus (Claw)
    Environment: Ravnica (Urban).
    Organization: Solitary
    Challenge Rating: 1/2
    Treasure: None.
    Advancement: None.
    Level Adjustment: None.

    Mana Empowerment (Su): A frilled oculus may draw mana from its summoner, if its summoner is willing, as a swift action. This drains one colorless and one green mana from its summoner and grants the frilled oculus a +12 bonus to Strength, +4 bonus to natural armor, and increases its DR to 3/- for 1 round.
    Skills: A frilled oculus gains a +12 bonus to Spot and Search checks.

    Mumuring Phantasm
    Large Aberration
    HD: 4d8+16 (34 hp)
    Initiative -2
    Speed: 10-ft (2 squares)
    Armor Class: 9 (-1 size, -2 Dex, +2 Deflection), t 9, FF 9
    Base Attack/Grapple: +3/+10
    Attack: Grasp +5 melee touch (Improved Grab)
    Full Attack: 2 Grasps +5 melee touch (Improved Grab)
    Space/Reach: 10-ft/10-ft
    Special Attacks: Improved Grab, Whispers
    Special Qualities: Darkvision 60-ft, Fast Healing 5, Warped Presence, Mindless
    Saves: Fort +5, Ref -1, Will +4
    Abilities: Str 17, Dex 6, Con 19, Int -, Wis 10, Cha 15
    Skills: -
    Feats: -
    Environment: Ravnica (Urban) or Insane Asylums.
    Organization: Solitary, flight (2-5), or flock (6-24)
    Challenge Rating: 1
    Treasure: None.
    Advancement: None.
    Level Adjustment: None.

    Improved Grab (Ex): A murmuring phantasm that hits a creature with its grasp attack may attempt to start a grapple as with the improved grab ability against a foe up to huge size. A murmuring phantasm deals no damage with its grapple, simply restraining a foe, and forcing them to listen to its whispers.

    Whispers (Su): A creature grappled by a murmuring phantasm is forced to listen to its maddening whispers taking 1 point of Wisdom damage per round they are grappled.

    Warped Presence (Su): A murmuring phantasm adds its Charisma modifier to its AC as a deflection bonus.

    Molded Slime
    Medium Ooze
    HD: 3d10+3 (19 hp)
    Initiative -5
    Speed: 5-ft* (1 square)
    Armor Class: 5 (-5 Dex), t 5, FF 5
    Base Attack/Grapple: +2/+3
    Attack: Slam +3 melee (1d6+1 and 1d4* acid)
    Full Attack: Slam +3 melee (1d6+1 and 1d4* acid)
    Space/Reach: 5-ft/5-ft
    Special Attacks: -
    Special Qualities: Ooze Traits, Molded, Acid Immunity
    Saves: Fort +2, Ref -4, Will +1
    Abilities: Str 12*, Dex 1*, Con 12*, Int -, Wis 10, Cha 1
    Skills: -
    Feats: -
    Environment: Ravnica (Urban).
    Organization: Solitary
    Challenge Rating: 1
    Treasure: None.
    Advancement: 4-5 HD (Medium), 6-11 HD (Large), 12-17 HD (Huge), 18+ HD (Gargantuan)
    Level Adjustment: None.
    Heightening: When summoned with a spell above 1st level the molded slime gains +3 HD per additional level of the spell. A molded slime summoned this way may advance in size categories but a Large molded slime only gains a +4 bonus to Strength for the size increase, otherwise it follows the table. If the mana spent to summon a slime is too low it may have 0 Dexterity.

    Molded: When a molded slime is summoned many of its abilities are determined by how much mana the summoner is willing to expend. A summoner must expend at minimum a single Green mana, but for each additional point of colorless mana the summoner spends the molded slime gains a +1 bonus to Strength, Dexterity, and Constitution, its base land speed increases by 5-ft, and it deals 1 additional acid damage with its slam attack. As such by spending 16 mana to summon a 1st level Molded Slime it would have 27 Strength, 16 Dexterity, and 27 Constitution, if it were a 2nd level Molded Slime it would have 31 Strength, 14 Dexterity, 31 Constitution and +1 to one ability score due to its hit dice. A 6th level Molded Slime would have 18 HD, 47 Strength, 14 Dexterity, 35 Constitution, and +4 to ability scores due to hit dice; it would also drain you of your maximum mana after a focus in mana had been established and cost you one of your highest possible spell slots.
    Last edited by Zaydos; 2015-01-31 at 04:33 PM.
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    Default Re: Base Class Contest XXVI - Flipping the Table

    Simic Bestiary cont. Level 2


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    Acidic Slime
    Medium Ooze
    HD: 4d10+8 (30 hp)
    Initiative +6
    Speed: 30-ft (6 squares)
    Armor Class: 16 (+6 Dex), t 16, FF 10
    Base Attack/Grapple: +3/+3
    Attack: Slam +9 melee (1d6 and 2d4 acid and poison)
    Full Attack: Slam +9 melee (1d6 and 2d4 acid and poison)
    Space/Reach: 5-ft/5-ft
    Special Attacks: Acidic touch, poison
    Special Qualities: Ooze Traits, Acid Immunity
    Saves: Fort +3, Ref +7, Will +1
    Abilities: Str 10, Dex 23, Con 14, Int -, Wis 10, Cha 1
    Skills: -
    Feats: Weapon FinesseB
    Environment: Ravnica (Urban), temperate and cold forests and underground.
    Organization: Solitary
    Challenge Rating: 3
    Treasure: None.
    Advancement: None
    Level Adjustment: None.

    Acidic Touch (Ex): Any creature weapon striking an acidic slime with a natural weapon or unarmed strike takes 2d4 acid damage, a metal creature striking it takes 3d6 damage instead. An acidic slimeís body also dissolves metal and any metal which touches it (such as a weapon striking it, or metal armor worn by a creature it strikes) takes 3d6 acid damage which ignores hardness.

    Poison (Ex): An acidic slimeís whole body is a contact poison. Any creature touching it, such as a creature which strikes it with an unarmed strike, natural weapon, or is struck by it receives a dose of this poison. Its initial and secondary damage are both 1d3 Constitution damage (Fort DC to resist 14).

    Battering Krasis
    Large Magical Beast
    HD: 3d10+6 (22 hp)
    Initiative +0
    Speed: 40-ft (8 squares)
    Armor Class: 14 (-1 size, +5 natural), t 9, FF 14
    Base Attack/Grapple: +3/+11
    Attack: Headbutt +7 melee (1d8+6)
    Full Attack: Headbutt +7 melee (1d8+6)
    Space/Reach: 10-ft/5-ft
    Special Attacks: Evolve, Evolutions, Trample (2d6+6)
    Special Qualities: Darkvision 60-ft,
    Saves: Fort +3, Ref +7, Will +2
    Abilities: Str 18, Dex 10, Con 15, Int 2, Wis 12, Cha 7
    Skills: Listen +4, Spot +4
    Feats: Weapon Focus (Headbutt), Power Attack
    Environment: Ravnica (Urban).
    Organization: Solitary
    Challenge Rating: 2
    Treasure: None.
    Advancement: None
    Level Adjustment: None.

    Evolutions: Whenever a battering krasis gains an evolution from its evolution ability or another ability which allows it to pick one of its own evolutions it may select one from the following list. A battering krasis may not select the same evolution for more than half of its evolutions. A battering krasis always begins with 1 evolution, which does not grant hit dice, physical ability scores, or natural armor increases. Each spell level higher than 2nd used to initially summon a battering krasis grants it 2 additional evolutions.
    Spoiler
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    Living Ram: A battering krasis with this evolution deals +1d6 damage on a charge with its headbutt or gore attack per instance of this evolution. This bonus damage is doubled against inanimate objects and the krasis gains a +4 bonus on checks made to break down walls and doors per instance of this evolution.
    Impaling Horn: A battering krasis with this evolution replaces its headbutt attack with a gore attack which deals bludgeoning and piercing damage. In addition the krasisís gore damage increases by 1 die size for each instance of this evolution to a maximum of 8d6.
    Crocanura Tongue: A battering krasis with this evolution gains a tongue attack with a reach equal to its normal melee reach +10-ft. This tongue deals 1d6 damage and can be used as a primary or secondary natural weapon. A battering krasis with this evolution may take any of the crocanura evolutions with tongue in their name as well as the Stopping Force evolution.
    Size Increase: The battering krasis increases in size by 1 category, increasing its Strength by 4, Constitution by 2, natural armor by 2 and decreasing its Dexterity by 2; any natural weapons it possesses have their damage increase for increasing in size category normally. A battering krasisís tongue reach remains 10+the reach of a long creature of its size category. A battering krasis may select this evolution multiple times its effects stacking, but no more than 1/3rd of their evolutions may be this one.
    Thick Skin: Each time this evolution is selected the battering krasisís natural armor increases by +2.
    Blade Turning Hide: The battering krasis gains DR 4 per instance of this evolution overcome by magic weapons and damage (this also allows it to overcome DR as if its natural weapons were magic).
    Scent: The battering krasis gains Scent, if it also has Seaborne its Scent functions at double the normal range underwater.
    Indomitability: The battering krasis gains Improved Toughness as a bonus feat twice.
    Seaborne: A battering krasis with this evolution gains the amphibious subtype, a 30-ft swim speed, and the ability to breathe water as easily as air.
    Improved Trample: Each time this evolution is selected the krasis deals an additional 1d6 damage with its trample attack.
    Poisonous Blood (Ex): A battering krasis with this evolution has blood which acts as a contact poison. Whenever the battering krasis takes slashing or piercing damage any adjacent creature must make a Reflex save (DC 10 + Ĺ HD + Con modifier) or receive a dose from the poison which deals 1d6 Strength damage as initial and secondary damage (Fort save same DC as Ref negates). A creature which deals slashing or piercing damage to the krasis with a natural weapon or unarmed strike is not allowed a Reflex save to avoid the poison and suffers the effects even if not adjacent. Each instance of this evolution past the first increases the poisonís damage by 1.
    Ramming Charge: A battering krasis must have the living ram evolution to gain this one. Whenever a battering krasis with this evolution deals damage to a creature with a charge attack it may bull rush that creature as a free action to move it in a straight line in the direction it charged towards. It does not have to enter the creatureís square or make a touch attack, and it does not provoke attacks of opportunity for the bull rush attempt. It may push a creature up to the limits allowed by the opposed Strength check without moving along with the creature, although it may move along with the creature if it chooses up to the limits of the remaining maximum charge distance. A battering krasis with this evolution gains a +3 bonus to Bull Rush attempts for each instance of this evolution it possesses.
    Crashing Charge: A battering krasis must have the Ramming Charge evolution to gain this one. Whenever a battering krasis with this evolution bull rushes a creature into a solid object, such as a wall, door, or another creature, the bull rushed creature and object it was bull rushed into take 2d6+1-1/2 the battering krasisís Strength modifier damage +1d6 damage for every 5-ft beyond the first remaining in the forced movement from the bull rush.


    Clinging Anemones
    Tiny Plant (Swarm, Amphibious)
    HD: 3d8+6 (19 hp)
    Initiative -3
    Speed: 5-ft
    Armor Class: 12 (-3 size, +2 size, +3 natural), t 9, FF 12
    Base Attack/Grapple: +2/-
    Attack: Swarm (1d6)
    Full Attack: Swarm (1d6)
    Space/Reach: 10-ft/0-ft
    Special Attacks: Distraction, Evolve, Evolutions
    Special Qualities: Aquatic Movement, Darkvision 60-ft, Plant traits, Half damage from Slashing and Piercing, Swarm traits, Mindless
    Saves: Fort +5, Ref -2, Will +1
    Abilities: Str 5, Dex 4, Con 15, Int -, Wis 10, Cha 7
    Skills: -
    Feats: -
    Environment: Ravnica (Urban).
    Organization: Solitary
    Challenge Rating: 2
    Treasure: None.
    Advancement: None
    Level Adjustment: None.

    Aquatic Movement (Ex): A swarm of clinging anemones can move as quickly on a sea bed as on land and are not slowed by water.
    Distraction (Ex): Any living creature that begins its turn with a clinging anemone swarm in its space must succeed on a Fortitude save (DC 10 + Ĺ hit dice + Con modifier) or be nauseated for 1 round.
    Evolve: If an evolution increases its hit dice to 6 then the damage from the anemonesí swarm attack increases to 2d6 (before evolution), +1d6 per 5 HD beyond 6.
    Evolutions: Whenever a clinging anemones gains an evolution from its evolution ability or another ability which allows it to pick one of its own evolutions it may select one from the following list. The clinging anemones may not select the same evolution for more than half of its evolutions. The clinging anemones always begin with 1 evolution, which does not grant hit dice, physical ability scores, or natural armor increases.
    Spoiler
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    Sharp Edged: The clinging anemonesí swarm attack is considered magic for the purposes of overcoming DR and is increased by 1d6 for each instance of this evolution it possesses.
    Resilient Swarm: The clinging anemones gain acid, cold, electric, and fire resistance 5, a second instance increases this to 10, a third to 20, a fourth to 30, and a fifth to immunity.
    Clinging Swarm: A creature sharing a space with a clinging anemone swarm must make a Strength check or Escape Artist check (DC 10 + Ĺ hit dice + Constitution modifier) to move through the area. In addition any square the swarm occupies is considered difficult terrain for other creatures.
    Poisonous Barbs: The clinging anemonesí swarm attack inflicts poison with an initial and secondary damage of 1d4 Dexterity (Fort DC 10 + Ĺ hit dice + Constitution modifier). Each additional instance of this evolution increases the die size of the damage by 1.
    Expansive Swarm: The clinging anemone swarm covers an additional 4 squares for each instance of this evolution.
    Spell Siphon: Any creature attempting to cast a spell or activate a spell-like ability within a space shared with the clinging anemone swarm suffers a 20% chance of spell failure. A second instance increases this to 50%.
    Anti-magic Swarm: A clinging anemone swarm must have the spell siphon evolution twice to select this evolution. Any space occupied by a clinging anemone swarm with this evolution is considered to be under the effect of an anti-magic field; the magic summoning the anemone swarm is not suppressed by its own anti-magic field.
    Indomitable: The clinging anemone swarm gains the Improved Toughness feat as a bonus feat twice for each instance of this evolution.
    Blood Draining: Whenever the anemone swarm deals damage with its swarm attack it regains half that many hit points (round down, minimum 1).
    Awakened Swarm: The swarm gains an Intelligence of 4 and +2 to Wisdom and Charisma (this may not raise any stat above its summonerís Intelligence) and it loses the Mindless trait. This evolution may be taken multiple times for each instance beyond the first the swarm gains another +4 Intelligence, +2 Wisdom, and +2 Charisma (no stat may be raised over the summonerís Intelligence thus). A swarm with this evolution can be directed not to attack certain creatures, and may exempt certain creatures from its Distraction ability or Clinging Swarm ability.
    Telepathic Link: Requires Awakened Swarm. The clinging anemone raptor maintains an telpathic link with its summoner out to 50-ft per evolution the clinging anemone possesses. Each additional selection of this evolution extends the range by an order of magnitude (500-ft/evo, ~1 mile/evo, ~10 miles/evo, ~100 miles/evo).
    Observant Swarm: The clinging anemone swarm gains Blindsense 60-ft, which functions at double distance when underwater. If this evolution is taken a second time this blindsense becomes Blindsight.
    Rooted Swarm: A swarm with this evolution is considered 2 size categories larger for resisting wind effects and forced movement as long as it is touching the ground. Each additional instance of this evolution increases its effective size by 2 size categories (up to colossal).
    Vile Swarm: Damage dealt by a swarm with this evolution is considered vile damage (see Book of Vile Darkness) for the purposes of healing it. A summoner must have Black as part of their color identity to grant this evolution.
    Sea Stirrer: When underwater a swarm with this evolution creates a current flowing in towards it. This current pulls creatures floating or swimming in water within 20-ft of the swarm per evolution it possesses 5-ft towards the swarm each round (as flowing water pulls creatures downstream, see DMG page 92) and increases the swim DC to swim through the area to a minimum of 15. Each additional instance of this evolution the swarm possesses increases the speed at which creatures are drawn in by 5-ft.
    Sucking Swarm: This evolution requires the Sea Stirrer evolution. A swarm with this evolution creates a wind blowing towards it when it is exposed to air. This wind does not affect the swarm, regardless of intensity, and extends out 20-ft from the swarm per evolution it possesses. With one instance of this evolution the wind is equivalent to a strong (21-30 mph) wind, and each additional instance increases the speed by one grade to a maximum of hurricane with 4 instances.


    Drakewing Krasis
    Large Magical Beast
    HD: 4d10+8 (30 hp)
    Initiative +2
    Speed: 10-ft (2 squares), fly 90-ft (average)
    Armor Class: 14 (-1 size, +2 Dex, +3 natural), t 11, FF 12
    Base Attack/Grapple: +4/+12
    Attack: Bite +12 melee (1d8+4)
    Full Attack: Bite +12 melee (1d8+4) and 2 claws +10 melee (1d6+2)
    Space/Reach: 10-ft/5-ft
    Special Attacks: -
    Special Qualities: Darkvision 60-ft, Scent
    Saves: Fort +6, Ref +6, Will +2
    Abilities: Str 19, Dex 15, Con 14, Int 2, Wis 13, Cha 8
    Skills: Listen +4, Spot +9
    Feats: Multiattack, Power Attack
    Environment: Ravnica (Urban)
    Organization: Solitary or pair
    Challenge Rating: 2
    Treasure: None.
    Advancement: None.
    Level Adjustment: -.

    Giant Spider: When used to summon a Giant Spider it summons a Large Monstrous Spider. For each spell slot higher than 2nd used the size category of the monstrous spider increases by 1 size category.

    Gobbling Ooze:
    Large Ooze
    HD: 4d8+16 (34 hp)
    Initiative -2
    Speed: 10-ft (2 squares), climb 10-ft
    Armor Class: 10 (-1 size, -2 Dex, +3 natural), t 7, FF 10
    Base Attack/Grapple: +3/+11
    Attack: Slam +11 melee (1d8+6 and improved grab)
    Full Attack: Slam +11 melee (1d8+6 and improved grab)
    Space/Reach: 10-ft/5-ft
    Special Attacks: Improved Grab, Constrict (2d8+6), Consume Essence
    Special Qualities: Ooze traits, acid immunity, mindless, blindsight 60-ft
    Saves: Fort +5, Ref -1, Will +1
    Abilities: Str 19, Dex 7, Con 19, Int -, Wis 10, Cha 1
    Skills: -
    Feats: -
    Environment: Ravnica (Urban)
    Organization: Solitary
    Challenge Rating: 2
    Treasure: None.
    Advancement: None.
    Level Adjustment: Ė

    Consume Essence: A summoner may, as a free action, pay a Green mana and prematurely end the duration of another summoning spell they have cast to channel that energy into a gobbling ooze they have summoned. This grants the gobbling ooze an additional 2 hit dice and +2 to Strength and Constitution.

    Nimbus Swimmer
    Medium Aberration
    HD: 5d10+5 (32 hp)
    Initiative +1
    Speed: 5-ft (1 square), fly 20-ft* (average*), swim 20-ft*
    Armor Class: 14 (+1 Dex, +3 Natural), t 11, FF 13
    Base Attack/Grapple: +3/+4
    Attack: Bite +5 melee (1d6+1)
    Full Attack: Bite +5 melee (1d6+1)
    Space/Reach: 5-ft/5-ft
    Special Attacks: -
    Special Qualities: Molded, DR 0/magic*, universal energy resistance 0*
    Saves: Fort +2, Ref +2, Will +5
    Abilities: Str 13*, Dex 13*, Con 13*, Int 2, Wis 12, Cha 6
    Skills: Listen +7, Spot +7, Swim +9
    Feats: Weapon Focus (Bite), Alertness
    Environment: Ravnica (Urban).
    Organization: Solitary
    Challenge Rating: 2
    Treasure: None.
    Advancement: 6-11 HD (Large), 12-17 HD (Huge), 18+ HD (Gargantuan)
    Level Adjustment: None.

    Heightening: When summoned with a spell above 2nd level the molded slime gains +3 HD per additional level of the spell. A nimbus swimmer summoned this way may advance in size categories but a Large molded slime only gains a +4 bonus to Strength for the size increase, otherwise it follows the table. A nimbus swimmerís class skills are Listen, Spot, and Swim.

    Molded: When a nimbus swimmer is summoned many of its abilities are determined by how much mana the summoner is willing to expend. A summoner must expend at minimum a single Green mana and a single Blue mana, but for each additional point of colorless mana the summoner spends the molded slime gains a +1 bonus to Strength, Dexterity, and Constitution, and its base fly and swim speeds increase by 5-ft. For every 2 points of colorless mana the nimbus swimmer gains DR 1/magic (this allows them to overcome DR with natural weapons as if they were magic) and universal energy resistance 1. Finally their flight maneuverability improves by one step per 3 mana.

    Patagia Viper:
    Large Magical Beast
    HD: 3d10 (16 hp)
    Initiative +7
    Speed: 30-ft (6 squares), climb 20-ft, swim 30-ft
    Armor Class: 15 (-1 size, +3 Dex, +3 Natural), t 12, FF 12
    Base Attack/Grapple: +3/+7
    Attack: Bite +5 melee (1d6 plus poison)
    Full Attack: Bite +5 melee (1d6 plus poison)
    Space/Reach: 10-ft/5-ft
    Special Attacks: Poison
    Special Qualities: Scent, Telepathic Bond
    Saves: Fort +3, Ref +6, Will +2
    Abilities: Str 10, Dex 17, Con 11, Int 2, Wis 12, Cha 6
    Skills: Balance +11, Climb +11, Hide +8, Listen +5, Spot +6, Swim +8
    Feats: Improved Initiative, Weapon Finesse
    Environment: Ravnica (Urban).
    Organization: Brood (1 patagia viper, 2 lesser patagia vipers)
    Challenge Rating: 3
    Treasure: None.
    Advancement: None
    Level Adjustment: None.

    Poison: Bite, DC 11, 1d6 Con initial and secondary damage.

    Telepathic Bond (Su): Every patagia viper has a telepathic bond with two asexually reproduced young (lesser patagia vipers), sharing a communal consciousness across the trio. As long as one of the three is not flat-footed none of them are, and as long as one of the three is not flanked none of them are. This bond can even function across planes. When these young mature this bond is broken and new young are budded. A summoned patagia viper appears with its two young. Due to this telepathic bond the three vipers are all affected by mind-affecting effects as if they were one creature using the best Will save of the three.

    Lesser Patagia Viper:
    Large Magical Beast
    HD: 1d10 (5 hp)
    Initiative +7
    Speed: 30-ft (6 squares), climb 20-ft, swim 30-ft
    Armor Class: 17 (+1 size, +3 Dex, +3 Natural), t 14, FF 14
    Base Attack/Grapple: +1/-1
    Attack: Bite +5 melee (1d3 plus poison)
    Full Attack: Bite +5 melee (1d3 plus poison)
    Space/Reach: 5-ft/5-ft
    Special Attacks: Poison
    Special Qualities: Scent, Telepathic Bond
    Saves: Fort +2, Ref +5, Will +1
    Abilities: Str 6, Dex 17, Con 11, Int 2, Wis 12, Cha 6
    Skills: Balance +11, Climb +11, Hide +11, Listen +7, Spot +7, Swim +6
    Feats: Improved InitiativeB, Weapon Finesse
    Environment: Ravnica (Urban).
    Organization: Brood (1 patagia viper, 2 lesser patagia vipers)
    Challenge Rating: -
    Treasure: None.
    Advancement: None
    Level Adjustment: None.

    Sporeback Troll
    Large Monstrous Humanoid
    HD: 3d8+9 (22 hp)
    Initiative -1
    Speed: 30-ft (6 squares)
    Armor Class: 13 (-1 size, -1 Dex, +5 natural), t 8, FF 13
    Base Attack/Grapple: +3/+10
    Attack: Claw +5 melee (1d6+3)
    Full Attack: 2 claws +5 melee (1d6+3)
    Space/Reach: 10-ft/10-ft
    Special Attacks: Bestow Graft, Rend (1d8+4)
    Special Qualities: Darkvision 60-ft, Cytoplasmic Grafts
    Saves: Fort +3, Ref +3, Will +4
    Abilities: Str 17, Dex 8, Con 16, Int 8, Wis 12, Cha 9
    Skills: Listen +4, Spot +4.
    Feats: Weapon Focus (Claw), Great Fortitude
    Environment: Ravnica (Urban)
    Organization: Solitary
    Challenge Rating: 2
    Treasure: None.
    Advancement: By grafts.
    Level Adjustment: None.

    Cytoplasmic Grafts (Su): A sporeback troll normally begins with 3 grafts of their summoners choice.
    Spoiler
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    • Ocular Implants: The graft bearing creature gains a +4 competence bonus to Spot and Search checks, creature gains Low-light Vision if they did not have it already, and darkvision 60-ft or their existing darkvision extends 30-ft. This graft can be applied to a creature twice; the second iteration upon a creature grants it the ability to see invisible creatures as if with the spell See Invisibility and to detect magic auras as the spell Detect Magic usable at will.
    • Adrenal Accelerant: As a free action the graft bearing creature may activate beads of cytoplasm in their adrenal glands granting them a momentary surge in physical fitness. When they use this ability they gain a +8 bonus to Str, Dex, and Con for 1 round and are then fatigued for 1 minute. A creature cannot use this ability when fatigued. Each additional instance of this graft grants the creature an additional +2 bonus to Str, Dex, and Con when it is used, and each 3 beyond the first cause its effects to last for 1 additional round whenever it is used but the resulting lasts 1 minute per round that the bonus lasted.
    • Chameleon Hide: The graft bearerís flesh becomes capable of blending in with one or more environments. The graft bearer gains a +4 competence bonus to Hide checks, and when this graft is formed select 1 type of terrain (forest, hills, plains, desert, swamp, urban, or underground) per instance of graft. This bonus increases to +8 in the selected environment(s). Each instance of this graft is tied to a specific terrain and can be granted separately.
    • Internal Anti-Toxins: The graft bearer gains a +4 bonus on saves against poison for each instance of this graft that they bear. Three or more instances grant poison immunity instead.
    • Cytoplasmic Endomuscles: Cytoplasm forms artificial muscles throughout the graft bearerís body granting them a +4 enhancement bonus to Strength, +2 per additional instance of this graft. To a maximum of +10.
    • Regenerative Spore Capsule: A creature bearing this graft can destroy this graft as a swift action to heal 2 hit points per caster level of the sporeback trollís summoner, and heal 1 point of ability damage to each ability score. A creature bearing multiple of these grafts can dissolve multiple of them as one action.
    • Recuperative Spore Lacing: Spores of cytoplasm float through the graft bearerís bloodstream serving to knit and close wounds at superhuman speeds. A creature bearing this graft gains Fast Healing 2 per instance of this graft that the creature bears.
    • Regenerative Spore Emplacement: Spores of cytoplasm spread across the graft bearerís flesh mending wounds with phenomenal speeds. A creature bearing this graft gains Regeneration 2 overcome by acid and fire per instance of this graft, this regeneration does nothing to lethal damage gained before the graft was first applied.
    • Vital Reinforcement: Cytoplasm spreads through vital organs, reinforcing them physically while also giving them jolts of life-reaffirming magic at critical junctures. A creature bearing this graft gains a +4 bonus to saves versus death effects, death attacks, death from massive damage, and death from coup de grace, per instance of this graft they possess.
    • Infectious Spores: Cytoplasm infests one of a creatureís natural weapons seeping into wounds inflicted with it and tearing at the creature from the inside. A creature with this graft selects one type of natural weapon they possess which deals slashing and/or piercing damage (bite, claw, stinger, etc). Any creature struck by the selected natural weapon must make a Fortitude save (DC 10 +1/2 grafted creatureís hit dice + the number of infectious spores grafts the creature bears connected to the chosen natural weapon + Ĺ (rounded down) of the total number of grafts the creature has) or take an additional 1d4 damage per instance of this graft the creature possesses. Regardless of whether they succeed or fail their save wounds inflicted by the chosen natural weapon bleed profusely, dealing 1 damage per instance of this graft per round until the creature receives either magical healing or a DC 15 Heal check (creatures without blood are unaffected by this bleeding damage). A creature with more than one instance of this graft may choose to apply them to different natural weapons in which case each natural weapon measures its instances separately.
    • Concealing Sporecloud: Cytoplasm sprouts from the creatureís back billowing out spores which serve to conceal it. As a swift action the graft bearing creature may release a cloud of spores into the air around it granting it concealment for 1 round, after which they must wait 4 rounds before using this graft again. If the creature bears 2 instances of this graft they may grant themselves total concealment for one round instead of concealment. Three instances extend the cloud by 5-ft granting adjacent creatures concealment. Each instance beyond third extends the size of the cloud by 5-ft, the cloud being treated as that created by the Obscuring Mist spell.
    Last edited by Zaydos; 2015-01-31 at 04:36 PM.
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  19. - Top - End - #19
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    Default Re: Base Class Contest XXVI - Flipping the Table

    Simic Bestiary cont. Level 3

    Spoiler
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    Assault Zeppelid
    Huge Aberration
    HD: 8d8+40 (76 hp)
    Initiative -1
    Speed: 0-ft (0 squares), fly 60-ft (good)
    Armor Class: 14 (-2 size, -1 Dex, +3 natural), t 11, FF 12
    Base Attack/Grapple: +6/+20
    Attack: -
    Full Attack: -
    Space/Reach: 15-ft/10-ft
    Special Attacks: Ram, Pustule Blast
    Special Qualities: Blind, blindsight 120-ft, Assualt Platform
    Saves: Fort +8, Ref +0, Will +7
    Abilities: Str 21, Dex 7, Con 18, Int 4, Wis 13, Cha 6
    Skills: Listen +12
    Feats: Weapon Focus (Pustule Blast), Great Fortitude, Improved Toughness
    Environment: Ravnica (Urban)
    Organization: Solitary or pair
    Challenge Rating: 4
    Treasure: None.
    Advancement: None.
    Level Adjustment: -.

    Ram (Ex): While an assault zeppelid cannot normally make natural weapon or unarmed strike attacks it is capable of performing a powerful full body ram. By performing a charge the assault zeppelid can perform a single melee attack with a melee reach of 5-ft. This attack deals 2d6+1-1/2 Strength modifier damage and requires an attack roll (+12 including the +2 from charging). If the assault zeppelid successfully hits a target with this attack it may attempt to bull rush without needing to make a melee touch attack to initiate it or provoking any additional attacks of opportunity.

    Pustule Blast (Ex): An assault zeppelid is covered in dozens, hundreds, of pustules filled with a corrosive substance. With muscular contraction it can pop some of these pustules and send a jet of this corrosive solution towards one or more targets. An assault zeppelid can fire up to 6 attacks this way as a Standard action, but no more than 1 attack at a single medium or smaller target, 2 attacks at a single large creature, or 4 at a single huge creature; they may fire any number against a gargantuan or colossal creature. Each of these pustules is a ranged touch attack (+4 to hit) dealing 4d6 acid damage with a range of 50-ft.

    Assault Platform Despite having no legs an assault zeppelid calculates its carrying capacity as if it were a quadruped. In addition it may fly while carrying a medium load (although its fly speed is reduced to 40-ft).

    Elusive Krasis
    Large Monstrous Humanoid (Amphibious)
    HD: 6d8+30 (57 hp)
    Initiative +3
    Speed: 40-ft (8 squares), swim 60-ft
    Armor Class: 18 (-1 size, +3 Dex, +6 natural), t 12, FF 15
    Base Attack/Grapple: +6/+12
    Attack: Mw Halberd +8 melee (2d8+3)
    Full Attack: Mw Halberd +8/+3 melee (2d8+3)
    Space/Reach: 10-ft/10-ft
    Special Attacks: Evolve, Evolutions
    Special Qualities: Darkvision 60-ft, Evasion, Elusive Movement, Burst of Speed, Water Breathing
    Saves: Fort +7, Ref +8, Will +6
    Abilities: Str 14, Dex 17, Con 21, Int 8, Wis 12, Cha 9
    Skills: Listen +6, Spot +7, Swim +10, Tumble +11.
    Feats: Power Attack, Stand StillXPH, Combat Reflexes
    Environment: Ravnica (Urban)
    Organization: Solitary, pair, or squad (3-12)
    Challenge Rating: 4
    Treasure: None.
    Advancement: By evolutions.
    Level Adjustment: None.

    Elusive Movement (Ex): An elusive krasis does not provoke attacks of opportunity due to movement and gains a +8 racial bonus on Tumble checks.

    Burst of Speed (Ex): An elusive krasis may move up to Ĺ its speed as a swift action.

    Evolutions: The elusive krasis always begin with 2 evolutions, which do not grant hit dice, physical ability scores, or natural armor increases. Each spell level higher than 3rd used to initially summon an elusive krasis grants it 2 additional evolutions.

    Spoiler
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    Evolved Speed: The elusive krasisís land and swim speed are both increased by 10-ft per instance of this evolution.
    Evolved Strength: The elusive krasis gains a +4 bonus to its Strength when it gains this evolution. This evolution can only be gained once.
    Instinctual Weapon Mastery: The elusive krasis gains proficiency in all martial and exotic weapons, and an elusive krasis summoned with this evolution may appear carrying a masterwork weapon of the summonerís choice instead of a halberd. In addition each instance of this evolution grants the elusive krasis a single Fighter bonus feat; the krasis is considered to have a fighter level equal to their hit dice for the purposes of feat prerequisites.
    Thick Skin: Each time this evolution is selected the elusive krasisís natural armor increases by +2.
    Blade Turning Hide: The elusive krasis gains DR 5 per instance of this evolution overcome by magic weapons and damage (this also allows it to overcome DR as if its natural weapons were magic).
    Scent: The elusive krasis gains Scent and its Scent functions at double the normal range underwater.
    Mana Gatherer: A krasis with this ability may expend a standard action to gain 1 point of colorless mana or to bestow it upon a willing creature within 10-ft; it may only store up to 5 mana at a time. Each additional time the krasis gains this evolution they gain an additional point of colorless mana each time they gather it or may bestow an additional point of mana with a single action.
    Indomitability: The elusiv krasis gains Improved Toughness as a bonus feat twice.
    Sublime Blade Adept: The elusive krasis gains the ability to initiate a single martial maneuver with an Initiator Level of ĺ its HD and no recovery method. It does not need to know any prerequisite maneuvers to select a maneuver. Maneuvers may be selected from Stone Dragon, Diamond Mind, or Shadow Hand; if the summoner has Red as part of their Color Identity they may also select Desert Wind, and if they have White they may also select Devoted Spirit, and if they have Black the Edge of Apocalypse (or other DM deemed appropriate discipline). Each additional instance of this evolution grants the krasis an additional maneuver, or it may select the same maneuver twice gaining the ability to use it multiple times in a single encounter.
    Sublime Blade Mastery: The elusive krasis gains a single martial stance with an Initiator Level of ĺ its HD. It does not need to meet the prerequisite maneuvers known but must know a maneuver of that discipline already via the Sublime Blade Adept evolution.
    Size Increase: The elusive krasis increases in size by 1 category, increasing its Strength by 4, Constitution by 2, natural armor by 2 and decreasing its Dexterity by 2; any natural weapons it possesses have their damage increase for increasing in size category normally. An elusive krasis may select this evolution multiple times its effects stacking, but no more than 1/3rd of their evolutions may be this one.
    Hasty Krasis (Su): As a free action an elusive krasis with this evolution may invoke a state identical to the Haste spell on themselves. This state lasts 1 round per instance of this evolution they possess and then they must wait 2 rounds before activating it again.
    Iron Hide: An elusive krasis with this evolution gains DR X/- equal to half their DR overcome by magic.
    Recuperative Enzymes: An elusive krasis with this evolution gains Fast Healing 4 per instance of this evolution.
    Poisonous Blood: An elusive krasis with this evolution has blood which acts as a contact poison. Whenever the elusive krasis takes slashing or piercing damage any adjacent creature must make a Reflex save (DC 10 + Ĺ HD + Con modifier) or receive a dose from the poison which deals 1d6 Strength damage as initial and secondary damage (Fort save same DC as Ref negates). A creature which deals slashing or piercing damage to the krasis with a natural weapon or unarmed strike is not allowed a Reflex save to avoid the poison and suffers the effects even if not adjacent. Each instance of this evolution past the first increases the poisonís damage by 1.
    Fangs: An elusive krasis with this evolution gains a bite attack dealing 1d6 damage which can be used as a primary natural weapon or a secondary natural weapon alongside their manufactured weapon. Each instance of this evolution past the first increases the damage by one die size (to a maximum of 8d6).
    Spell Talent: An elusive krasis with this evolution gains the ability to use a single 1st level spell known to its summoner as a spell-like ability 1/day. Each additional instance of this evolution grants an additional spell as a spell-like ability or an additional daily use.
    Swift Strike: An elusive krasis with this evolution gains the ability to make a single attack action as an immediate action 1/encounter per instance of this evolution.


    Helium Squirter
    Large Aberration
    HD: 5d8+25 (47 hp)
    Initiative -2
    Speed: 5-ft (1 square)
    Armor Class: 15 (-1 size, -2 Dex, +8 natural), t 7, FF 15
    Base Attack/Grapple: +3/+7
    Attack: Liquid Cannon +7 ranged touch (3d6 acid or cold)
    Full Attack: Liquid Cannon +5/+5 ranged touch (3d6 acid or cold)
    Space/Reach: 10-ft/0-ft
    Special Attacks: Bestow Graft, Liquid Cannon
    Special Qualities: Darkvision 60-ft, Cytoplasmic Grafts
    Saves: Fort +6, Ref -1, Will +5
    Abilities: Str 11, Dex 6, Con 20, Int 4, Wis 12, Cha 7
    Skills: Listen +5, Spot +5
    Feats: Point Blank Shot, Rapid Shot
    Environment: Ravnica (Urban)
    Organization: Solitary
    Challenge Rating: 3
    Treasure: None.
    Advancement: By grafts.
    Level Adjustment: None.

    Cytoplasmic Grafts (Su): Typically a helium squirter troll has 5 grafts one of which is automatically the liquid cannon.

    Spoiler
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    • Helium Bladder: A creature bearing this graft gains a fly speed of 10-ft with a poor maneuverability. Each additional instance of this graft improves a creatureís fly speed by 10-ft and its flight maneuverability by 1 grade to a maximum of Good.
    • Crown of Eyes: The graft bearing creature gains all-around vision (+4 to spot/search checks and cannot be flanked). Each additional instance of this graft grants the grafted creature an additional +2 bonus to Spot and Search checks.
    • Telekinetic Projector: A creature with this graft can lift one object or creature weighing up to 200 lbs within 100-ft as if through the Telekinesis spell. This may only be used for sustained force, and may only be used to move willing creatures and objects (unintelligent magic items are always considered unwilling). Activating this ability requires that either the grafted creature, or the helium squirterís summoner provide 1 Blue mana each minute it is used and requires a standard action to activate. Each instance of this graft a creature bears increases the maximum weight that can be moved by 200 lbs.
    • Lightning Cannon: A creature with this graft is able to generate electrical blasts. As a standard action it may release an electrical blast dealing 1d6 electric damage per hit die of the graft bearing creature (Reflex save halves) in a 60-ft line. Each additional instance of this graft increases the damage dealt by 3d6.
    • Liquid Cannon: The graft bearer gains a liquid cannon which fires either acidic or freezing sludge which deals 3d6 damage of the selected energy type (acid or cold) as a ranged touch attack with a range of 60-ft. This attack is treated as if it were a manufactured weapon for the purpose of making multiple attacks in a round. Each instance of this graft beyond the first increases the damage dealt by 1d6. In addition if the originator of this graft includes Red as part of their color identity creatures bearing this graft may fire volatile liquid which ignites with air as well and deals fire damage.
    • Distant Cannon: This graft requires the liquid cannon graft. A creature bearing this graft may use their liquid cannons out to 250-ft.
    • Ionized Air Shield: Cytoplasmic growths form on the graft bearerís body ionizing the air around them. A creature with this graft gains a +2 deflection bonus to AC per instance of this graft they possess.
    • Regenerative Spore Capsule: A creature bearing this graft can destroy this graft as a swift action to heal 2 hit points per caster level of the sporeback trollís summoner, and heal 1 point of ability damage to each ability score. A creature bearing multiple of these grafts can dissolve multiple of them as one action.
    • Recuperative Spore Lacing: Spores of cytoplasm float through the graft bearerís bloodstream serving to knit and close wounds at superhuman speeds. A creature bearing this graft gains Fast Healing 2 per instance of this graft that the creature bears.
    • All-Temperature Acclimation Adaptor: This graft grants the creature bearing it Fire and Cold resistance 10 per instance of this graft.
    • Telepathic Receptor: A creature bearing this graft becomes telepathically receptive. They may receive telepathic signals from creatures with telepathy from twice the normal distance and even non-telepathic creatures may communicate with them from up to 60-ft as if they had telepathy. A second instance of this graft turns the receptor into a transceiver as well granting full-fledged telepathy with a 60-ft range. A third instance allows the use of Detect Thoughts at-will as a Supernatural ability.
    • Cytoplasmic Shield Cage: Cytoplasm forms a protective cave around the graft bearing creature granting it a +2 bonus to natural armor per instance of this graft.
    • Weightless Shot: This graft requires the Liquid Cannon graft to function. Any creature struck by the grafted creature must make a Fort save (DC 10 +1/2 hit dice +instances of this graft +1/2 number of grafts born) or become near weightless for 1 round floating up 5-ft off of the ground for 1 round; this has no effect on creature that are already flying.


    Plaxmanta
    Large Aberration
    HD: 3d8+9 (22 hp)
    Initiative +3
    Speed: 40-ft (8 squares)
    Armor Class: 16 (-1 size, +3 Dex, +4 natural), t 7, FF 15
    Base Attack/Grapple: +2/+10
    Attack: Bite +5 melee (1d8+4)
    Full Attack: Bite +5 melee (1d8+4) and 2 claws +5 melee (1d6+2)
    Space/Reach: 10-ft/5-ft
    Special Attacks: Burst of Resistance
    Special Qualities: Darkvision 60-ft, DR 5/magic
    Saves: Fort +4, Ref +4, Will +4
    Abilities: Str 19, Dex 16, Con 16, Int 4, Wis 12, Cha 7
    Skills: Listen +4, Spot +4
    Feats: Multiattack, Improved Multiattack
    Environment: Ravnica (Urban)
    Organization: Solitary
    Challenge Rating: 3
    Treasure: None.
    Advancement: None.
    Level Adjustment: None.

    Burst of Resistance: When a plaxmanta is summoned it releases a wave of magic shielding plax in a 10-ft radius per level of the spell slot used to summon the plaxmanta. Creatures within this area gain Spell Resistance 12 + 4 x the spell level used to summon the plaxmanta for 1 round. Unlike with Grafts and Evolutions levels spent to increase the speed of Summon Plaxmanta from a swift to immediate action count for this effect.

    Shambleshark
    Large Monstrous Humanoid (Amphibious)
    HD: 4d8+8 (26 hp)
    Initiative +2
    Speed: 30-ft (6 squares), swim 30-ft
    Armor Class: 15 (-1 size, +2 Dex, +4 natural), t 11, FF 13
    Base Attack/Grapple: +4/+11
    Attack: Mw Falchion +7 melee (2d6+3; 18-20/x2)
    Full Attack: Mw Falchion +7 melee (2d6+3; 18-20/x2)
    Space/Reach: 10-ft/10-ft
    Special Attacks: Evolve, Evolutions, Ambush Strike
    Special Qualities: Darkvision 60-ft, Water Breathing
    Saves: Fort +3, Ref +6, Will +5
    Abilities: Str 16, Dex 15, Con 15, Int 8, Wis 12, Cha 9
    Skills: Listen +4, Spot +5, Swim +11
    Feats: Power Attack, Stand StillXPH
    Environment: Ravnica (Urban)
    Organization: Solitary, pair, or squad (3-12)
    Challenge Rating: 3
    Treasure: None.
    Advancement: By evolutions.
    Level Adjustment: None.

    Heightening: Summoning a shambleshark is normally a swift action. By casting it in a spell slot 1 level higher than normal it is possible to summon a shambleshark as an immediate action. This level of spell slot increase does not count towards the number of evolutions that the shambleshark appears with or its spell level for the purposes of determining which creatures will cause it to evolve (it does however allow it to evolve creatures as if one level higher).

    Ambush Strike (Ex): If a shambleshark is summoned as an immediate action it can appear already making an attack. The target of this attack must make a Reflex save (DC what the DC for the spell would be if it allowed a saving throw) or be flat-footed against all attacks made by the shambleshark that round.

    Evolutions: The shambleshark always begin with 2 evolutions, which do not grant hit dice, physical ability scores, or natural armor increases. Each spell level higher than 3rd used to initially summon a shambleshark grants it 2 additional evolutions.

    Spoiler
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    Evolved Strength: The shambleshark gains a +4 bonus to its Strength when it gains this evolution. This evolution can only be gained once.
    Instinctual Weapon Mastery: The shambleshark gains proficiency in all martial and exotic weapons, and an shambleshark summoned with this evolution may appear carrying a masterwork weapon of the summonerís choice instead of a halberd. In addition each instance of this evolution grants the shambleshark a single Fighter bonus feat; the shambleshark is considered to have a fighter level equal to their hit dice for the purposes of feat prerequisites.
    Thick Skin: Each time this evolution is selected the shamblesharkís natural armor increases by +2.
    Blade Turning Hide: The shambleshark gains DR 5 per instance of this evolution overcome by magic weapons and damage (this also allows it to overcome DR as if its natural weapons were magic).
    Scent: The shambleshark gains Scent and its Scent functions at double the normal range underwater.
    Indomitability: The elusiv krasis gains Improved Toughness as a bonus feat twice.
    Sublime Blade Adept: The shambleshark gains the ability to initiate a single martial maneuver with an Initiator Level of ĺ its HD and no recovery method. It does not need to know any prerequisite maneuvers to select a maneuver. Maneuvers may be selected from Stone Dragon, Diamond Mind, or Shadow Hand; if the summoner has Red as part of their Color Identity they may also select Desert Wind, and if they have White they may also select Devoted Spirit, and if they have Black the Edge of Apocalypse (or other DM deemed appropriate discipline). Each additional instance of this evolution grants the krasis an additional maneuver, or it may select the same maneuver twice gaining the ability to use it multiple times in a single encounter.
    Sublime Blade Mastery: The shambleshark gains a single martial stance with an Initiator Level of ĺ its HD. It does not need to meet the prerequisite maneuvers known but must know a maneuver of that discipline already via the Sublime Blade Adept evolution.
    Size Increase: The shambleshark increases in size by 1 category, increasing its Strength by 4, Constitution by 2, natural armor by 2 and decreasing its Dexterity by 2; any natural weapons it possesses have their damage increase for increasing in size category normally. An shambleshark may select this evolution multiple times its effects stacking, but no more than 1/3rd of their evolutions may be this one.
    Iron Hide: An shambleshark with this evolution gains DR X/- equal to half their DR overcome by magic.
    Recuperative Enzymes: An shambleshark with this evolution gains Fast Healing 4 per instance of this evolution.
    Claws: An shambleshark with this evolution gains a pair of crab-like claws. These claws can be used as two natural weapons dealing 1d6 damage each which can be used as a primary natural weapon or a secondary natural weapon alongside their manufactured weapon. Each instance of this evolution past the first increases the damage by one die size (to a maximum of 8d6).
    Sneak Attack: A shambleshark with this evolution gains the ability to make sneak attacks (as the rogue ability) as a rogue with 3 levels per instance of this evolution.
    Improved Grab: A shambleshark with this evolution gains the improved grab ability with its claw natural weapon attacks. A shambleshark may only use this ability on creatures at least 1 size category smaller than itself.


    Simic Ragworm
    Huge Magical Beast (Amphibious)
    HD: 7d10+28 (66 hp)
    Initiative +1
    Speed: 30-ft (6 squares), swim 30-ft, burrow 10-ft
    Armor Class: 14 (-2 size, +1 Dex, +5 natural), t 9, FF 13
    Base Attack/Grapple: +7/+20
    Attack: Bite +11 melee (2d6+7)
    Full Attack: Bite +11 melee (2d6+7)
    Space/Reach: 15-ft/10-ft
    Special Attacks: Swift Strike
    Special Qualities: Darkvision 60-ft, Water Breathing, Tremorsense 60-ft
    Saves: Fort +9, Ref +6, Will +3
    Abilities: Str 21, Dex 12, Con 19, Int 1, Wis 12, Cha 4
    Skills: Listen +8, Spot +8, Swim +12
    Feats: Power Attack, Weapon Focus (Bite), Alertness
    Environment: Ravnica (Urban)
    Organization: Solitary
    Challenge Rating: 5
    Treasure: None.
    Advancement: -
    Level Adjustment: None.

    Swift Strike (Su): A simic ragwormís summoner may, as an immediate action, lend the worm a measure of magical energy to stimulate it into action. By paying 1 blue mana as an immediate action the ragwormís summoner may allow the ragworm to make a melee attack as an immediate action.

    Trygon Predator
    Small Magical Beast
    HD: 4d10+12 (34 hp)
    Initiative +7
    Speed: 5-ft (1 square), fly 60-ft (good)
    Armor Class: 21 (+1 size, +7 Dex, +3 natural), t 18, FF 14
    Base Attack/Grapple: +4/+0
    Attack: Bite +12 melee (1d6 and eat magic)
    Full Attack: Bite +12 melee (1d6 and eat magic)
    Space/Reach: 5-ft/5-ft
    Special Attacks: Eat Magic
    Special Qualities: Darkvision 60-ft, Sense Magic
    Saves: Fort +6, Ref +11, Will +2
    Abilities: Str 11, Dex 24, Con 17, Int 6, Wis 12, Cha 10
    Skills: Listen +2, Spellcraft +8, Spot +2, Tumble +10
    Feats: Weapon Finesse, Blind-Fight, Mage SlayerB, Pierce Magical ProtectionB
    Environment: Ravnica (Urban)
    Organization: Solitary, pair, rookery (3-10)
    Challenge Rating: 4
    Treasure: None.
    Advancement: -
    Level Adjustment: None.

    Eat Magic (Su): A trygon predator devours magical effects for sustenance. Whenever a trygon predator strikes a creature with its bite attack that creature is affected as if by an area Greater Dispel Magic (CL 5 or summonerís CL whichever is higher). Unlike area Greater Dispel Magic this ability may affect magic items carried or worn by the target suppressing them for 1 minute if they would be dispelled, and draining 1 daily charge or 5 charges from a charged item.
    Whenever the trygon predator dispels an effect with eat magic, or with the Pierce Magical Protection feat, it siphons off some of that magical energy gaining an enhancement bonus to all ability scores equal to the spell effectís level or 1/3rd its caster level if it did not have a spell level, temporary hit points equal to twice this enhancement bonus, and a 5 x this bonus foot enhancement to its fly speed (+5-ft/spell level or +1 square/spell level). This bonus lasts for 1 minute. Multiple instances of this effect do not stack, only the highest bonus applying at any given time.
    A trygon predator may directly attack a magic item or free-standing spell effect (such as a wall of fire or solid fog) in which case it resolves the attack as a touch attack and attempts to dispel the item or spell effect with a +10 to its effective caster level. Spell effects are normally treated as inanimate objects unless they are free moving in which case they have an AC determined by the DM on their size and effective Dexterity (unless actively evading this should typically be a severe penalty, if actively evading this should be no higher than the casting modifier of the caster if they are controlling it).
    Spoiler: Magic Items and Ecology
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    While the rules for eat magic above indicates that a single magic item could theoretically feed a trygon predator, or even a family of trygon predators, indefinitely, this is in fact a simplification for game mechanical ease. Each time a trygon predator devours magic from a magic item it permanently weakens the enchantments binding that magic into place. While such weakening can be repaired by a mage capable of creating the item (this requires the same work and effort as 1 dayís labor on creating the magic item but has no gp or XP costs connected with it, even if the spells would normally require expensive components or XP), if left unchecked it will eventually destroy the item. An item can feed a trygon predator once per caster level before being destroyed but one that has been fed from a number of times equal to half its caster level becomes unreliable suffering a 20% chance of failure (if a continuous item this is checked at the beginning of each encounter).


    Sense Magic (Su): A trygon predator may sense magical auras within 60-ft. This functions as a combination of blindsense and Detect Magic, allowing the trygon predator to sense the number, locations, and strengths of magical auras within range instantaneously without need to concentrate or see the aura. It may also reflexively attempt Spellcraft checks to identify the school of any and all auras within its sense. This sense does not require line of sight or line of effect, but is blocked by a thin sheet of lead, an inch of metal, a foot of stone, three feet of dirt, or 10 feet of wood.

    Skills: A trygon predator gains a +8 racial bonus on Spellcraft checks.
    Last edited by Zaydos; 2015-01-31 at 04:38 PM.
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    Default Re: Base Class Contest XXVI - Flipping the Table

    Simic Bestiary cont. Lv 4


    Spoiler
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    Adaptive Snapjaw:
    Large Magical Beast
    HD: 11d10+33 (93 hp)
    Initiative +1
    Speed: 40-ft (8 squares)
    Armor Class: 18 (-2 size, +1 Dex, +9 natural), t 11, FF 17
    Base Attack/Grapple: +11/+26
    Attack: Bite +17 melee (2d8+7)
    Full Attack: Bite +17 melee (2d8+7) and tail +15 melee (1d6+3)
    Space/Reach: 15-ft/10-ft
    Special Attacks: Evolve, Evolutions
    Special Qualities: Darkvision 60-ft, DR 10/magic
    Saves: Fort +10, Ref +8, Will +4
    Abilities: Str 25, Dex 13, Con 17, Int 2, Wis 12, Cha 6
    Skills: Listen +8, Spot +8
    Feats: Weapon Focus (Bite), Power Attack, Stand StillXPH, Cleave
    Environment: Ravnica (Urban).
    Organization: Solitary
    Challenge Rating: 8
    Treasure: None.
    Advancement: None
    Level Adjustment: None.

    Evolutions: The adaptive snapjaw always begin with 2 evolutions, which do not grant hit dice, physical ability scores, or natural armor increases.

    Spoiler
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    Thick Skin: Each time this evolution is selected the adaptive snapjawís natural armor increases by +2.
    Size: The adaptive snapjaw increases in size by 1 category, increasing its Strength by 8, Constitution by 4, natural armor by 2; any natural weapons it possesses have their damage increase for increasing in size category normally. An adaptive snapjaw may select this evolution multiple times its effects stacking, but no more than 1/3rd of their evolutions may be this one.
    Iron Scales (Ex): An adaptive snapjaw with this evolutionís DR becomes Magic and Adamantine instead of just Magic. This evolution is incompatible with Magic Scales and if the snapjaw has both Magic Scales takes precedence. Each additional instance of this evolution grants an additional 2 points of DR.
    Magic Scales (Su): An adaptive snapjaw with this evolutionís DR becomes overcome by Cold Iron instead of Magic. This evolution is incompatible with Magic Scales and if the snapjaw has both Magic Scales takes precedence. Each additional instance of this evolution grants an additional 2 points of DR.
    Auto-Adaptive Offensive (Ex): Whenever an adaptive snapjaw with this evolution misses a target they gain a cumulative +1 to hit that target. This bonus lasts until the snapjaw does not attack a target for 1 whole minute, and they may receive bonuses against multiple targets simultaneously. Each instance of this evolution beyond the first increases the bonus gained per miss by +1.
    Auto-Adaptive Resiliency (Su): Whenever an adaptive snapjaw with this evolution receives energy (acid, cold, electricity, fire, or sonic) damage they gain Energy Resistance 10 against that energy type for 1 minute thereafter, this resistance increases by 10 each time it is bypassed or overcome and the duration resets each time it prevents damage or is bypassed/overcome. A second instance of this evolution causes the snapjaw to gainImmunity instead of resistance whenever it receives energy damage.
    Breath Weapon (Su): An adaptive snapjaw with this evolution gains a breath weapon in the form of a cone of corrosive acid spit which deals 1d6 acid damage per hit die it possesses in a 30-ft cone; once it has used this breath weapon it must wait 1d4 rounds before using it again. Each additional instance of this evolution increases the damage dealt by 3d6 and increases the Ref save by 1. If the summonerís color identity includes Red they may choose to have the snapjaw gain a cone of fire (30-ft) or a line of electricity (60-ft) instead of a cone of acid, this choice is made when the snapjaw is first summoned.
    Recuperative Enzymes: An adaptive snapjaw with this evolution gains Fast Healing 4 per instance of this evolution.
    Poisonous Blood: An adaptive snapjaw with this evolution has blood which acts as a contact poison. Whenever the adaptive snapjaw takes slashing or piercing damage any adjacent creature must make a Reflex save (DC 10 + Ĺ HD + Con modifier) or receive a dose from the poison which deals 1d4 Strength damage and 1d4 Constitution damage as initial and secondary damage (Fort save same DC as Ref negates). A creature which deals slashing or piercing damage to the snapjaw with a natural weapon or unarmed strike is not allowed a Reflex save to avoid the poison and suffers the effects even if not adjacent. Each instance of this evolution past the first increases the poisonís damage (both strength and con) by 1.
    Claws: An adaptive snapjaw with this evolution has its forelimbs end in sharp, retractable claws. This grants it a pair of claw attacks (as secondary weapons) each dealing 1d8 damage. Each additional instance of this evolution increases the damage dealt by 1 die size.
    Fierce Fangs: The damage dealt by the adaptive snapjawís bite attack increases by 1 die size for each instance of this evolution.
    Bladed Tail: An adaptive snapjaw with this evolution deals slashing damage in addition to bludgeoning or piercing with its tail or sting attack. In addition the damage its tail or sting attack deals is increased by 1 die size for each instance of this evolution (including the first).
    Stinger: An adaptive snapjaw with this evolutionís tail ends in a powerful and deadly stinger. Their tail attack becomes a sting attack (the damage remains the same) dealing piercing instead of bludgeoning damage and inflicting poison with a successful strike. This poison (DC 10 +1/2 HD + Con modifier) deals 1d6 Strength and Dexterity damage as initial damage and 1d4 Strength and Dexterity damage and 3d8 hit point damage as secondary damage. Each instance of this evolution past the first increases the poisonís ability damage by 1 (to each ability in each instance) and the hit point damage by 1d8.
    Adaptive Poison: An adaptive snapjaw with this evolutionís poison automatically adapts to a creatureís immune system. Each time a creature successfully saves against the snapjawís poison (whether sting or blood or other form which it produces itself) they suffer a cumulative -1 penalty on future saves against the snapjawís poison, including the second save against secondary damage, for 1 hour. Additional instances of this evolution have no effect.
    Expanded Cognition: Each time this evolution is selected the snapjawís Intelligence increases by 4, its Wisdom increases by 2, and its Charisma increases by 2; this evolution cannot increase an ability score equal to or above the summonerís Intelligence. If this increases the snapjawís Intelligence to 6 or higher it may speak one language its summoner is fluent in, plus one language per point of Intelligence bonus it possesses.
    Seaborne: A adaptive snapjaw with this evolution gains the amphibious subtype, a 30-ft swim speed, and the ability to breathe water as easily as air.
    Crocanura Tongue: A adaptive snapjaw with this evolution gains a tongue attack with a reach equal to its normal melee reach +10-ft. This tongue deals 1d6 damage and can be used as a primary or secondary natural weapon. An adaptive snapjaw with this evolution may take any of the crocanura evolutions with tongue in their name as well as the Stopping Force evolution.
    Batís Ears: Gains a +4 bonus to Listen checks and blindsense out to 30-ft. If this ability is selected a second time this becomes blindsight and the bonus is increased to +8.
    Telepathic Link (Su): The adaptive snapjaw maintains an telepathic link with its summoner out to 50-ft per evolution the adaptive snapjaw possesses. Each additional selection of this evolution extends the range by an order of magnitude (500-ft/evo, ~1 mile/evo, ~10 miles/evo, ~100 miles/evo).
    Scent: The adaptive snapjaw gains Scent, if it also has Seaborne its Scent functions at double the normal range underwater.
    Voice Mimicry: A adaptive snapjaw with this ability may perfectly emulate any voice or sound it has heard, up to the roar of a mighty beast. This does not grant it any understanding of language, although should the summoner possess a means to communicate with it (such as telepathic link) they may be able to make it repeat back over heard conversations however.
    Mana Gatherer: A snapjaw with this ability may expend a standard action to gain 1 point of colorless mana or to bestow it upon a willing creature within 10-ft; it may only store up to 5 mana at a time. Each additional time the snapjaw gains this evolution they gain an additional point of colorless mana each time they gather it or may bestow an additional point of mana with a single action.
    Lionís Legs: A snapjaw with this evolution gains the Pounce special attack allowing it to make a full attack on the end of a charge.
    Raking Claws: A snapjaw must have the claws evolution to gain this one. A snapjaw with this evolution gains a pair of claws on its hind legs allowing it to make a pair of rake attacks whenever it charges if it has pounce and against grappled foes. These hind claws deal the same base damage as their foreclaws but as a rake attack is always treated as a primary natural weapon to determine to hit and damage bonuses.
    Grasping Jaw: A snapjaw with this evolution gains the Improved Grab ability with its Bite. They are able to use this ability on creatures up to one size category smaller than they are.
    Devouring Gullet: A snapjaw must have the Improved Grab ability associated with its Bite to benefit from this evolution. A snapjaw with this evolution gains the Swallow Whole ability, and is able to swallow 2 creatures 2 size categories smaller, 8 creatures 3 size categories smaller, 32 creatures 4 size categories smaller, or 128 creatures 5 or more size categories smaller. A swallowed creature takes 2d8+Strength modifier bludgeoning damage and 3d6 points of acid damage each round from the snapjawís gullet. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 25 points of damage to the gizzard (AC 15). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out.


    Cytoplast Rootkin
    Large Plant
    HD: 9d8+54 (94 hp)
    Initiative +0
    Speed: 20-ft (1 square)
    Armor Class: 21 (-1 size, +12 natural), t 9, FF 21
    Base Attack/Grapple: +6/+17
    Attack: Slam +12 melee (2d6+7)
    Full Attack: 2 Slams +12 melee (2d6+7)
    Space/Reach: 10-ft/10-ft
    Special Attacks: Bestow Graft, Graft Magnet, Cytoplasmic Burst
    Special Qualities: Darkvision 60-ft, Cytoplasmic Grafts, plant traits
    Saves: Fort +12, Ref +3, Will +4
    Abilities: Str 25, Dex 11, Con 23, Int 8, Wis 12, Cha 8
    Skills: Handle Animal +9, Knowledge (Nature) +9, Survival +9
    Feats: Power Attack, Stand StillXPH, Cleave, Improved Natural Weapon (Slam)
    Environment: Ravnica (Urban)
    Organization: Solitary
    Challenge Rating: 7
    Treasure: None.
    Advancement: By grafts.
    Level Adjustment: None.

    Cytoplasmic Burst (Su): When a cytoplast rootkin is summoned it creates a wave of energy which stimulates the growth of cytoplasm in grafts or of evolutions in creatures. Each other allied creature within 120-ft which bears a cytoplasmic graft or an evolution gains a new cytoplasmic graft or evolution which lasts for the duration of the rootkinís summoning (if it is ended prematurely the effects continue to last until it would normally have ended). If the creature is a natural graft-bearer or has the evolve quality it can gain any graft or evolution which it can naturally possess and a character with grafts/evolutions due to a class feature can gain any that feature could grant them, a creature which simply bears a graft or evolution due to being bestowed a cytoplasmic graft or given an evolution (such as through bioshift or another spell effect which bestows a temporary evolution) simply gains another graft or evolution of the same kind.

    A non-summoned cytoplast rootkin can use this ability 1/day as a swift action.

    Graft Magnet (Su): A cytoplast has 2 instances of the cytoplasmic graft of the same name automatically (see below).

    Cytoplasmic Grafts (Su): Typically a cytoplast rootkin has 9 grafts three of which are automatically graft magnet.A cytoplast rootkin gains an additional 2 grafts when it is summoned per level above 4th the spell used to summon it was and may not appear with more of the same graft than the level of the spell used to summon it.
    Spoiler
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    • Crown of Eyes: The graft bearing creature gains all-around vision (+4 to spot/search checks and cannot be flanked). Each additional instance of this graft grants the grafted creature an additional +2 bonus to Spot and Search checks.
    • Graft Magnet (Su): This cytoplasmic implant calls to other cytoplasm nearby. A creature bearing this graft can, as a standard action, pull a cytoplasmic graft from a willing creature within 60-ft to itself as if the creature had used Bestow Graft to give the bear of this graft the desired graft. To do this the graft bearing creature, or the (graft magnet) graftís creator, must pay 4 colorless mana; the cytoplast rootkinís summoner may pay this cost reflexively as a free action on their part when the graft bearer uses this ability. Each additional instance of this graft reduces the cost to use this ability by 1 to a minimum of 1, in addition if a creature bears two instances of this graft they can use the ability as a swift action, if they bear three they can use it as a move or swift action, and if they bear 4 or more they can use it as a free action. A creature bearing at least 5 instances of this graft created by a summoner with Black as a part of their color identity can use it on an unwilling creature, but doing so costs 3 colorless a black and a green mana and the target is allowed a Will save (DC 10 + Ĺ graft bearing creatureís hit dice, + instances of this graft + Ĺ total number of grafts); each instance above 5 of this graft reduces this cost by 1 colorless (to a minimum of BG with 8 instances).
    • Cytoplasmic Vine (Ex): Each instance of this graft gives the bearer a single tendril of cytoplasm which can be used to make a secondary natural weapon vine attack (dealing bludgeoning damage) which deals 1d4 damage if medium sized (1d3 if small, 1d6 if large).
    • Plant Charmer Cytoplasm (Sp): A creature bearing this graft gains the ability to channel mana through it to perform an array of effects upon plants based upon the instances of this graft born. Activating any of the abilities requires a standard action and each ability requires 1 green mana to be expended either by the graft creator or graft bearer each round (as a free action) or it ends immediately. With one instance of this graft the bearer can use it to speak with plants (as the spell). With two instances the user can invoke an effect identical to the Entangle spell. With three instances you can influence plant creatures as if with the Command Plants spell, except: each use can influence only one creature; you can influence a single plant creature regardless of its hit dice but may not influence a total of more than 2 HD of plant creatures per character level you possess if you use multiple simultaneous activations of this ability; you may not influence a single plant creature for longer than 1 hour each day with this ability; and any creature which successfully saves against this ability is immune to it for 10 minutes. With four instances you can influence plant creatures as if with the Control Plants spell with the same limitations as applied to Command Plants above and with the additional cost of a second Green mana a round for each use. Five or more instances of this graft have no cumulative effect.
    • Regenerative Spore Capsule: A creature bearing this graft can destroy this graft as a swift action to heal 2 hit points per caster level of the sporeback trollís summoner, and heal 1 point of ability damage to each ability score. A creature bearing multiple of these grafts can dissolve multiple of them as one action.
    • Recuperative Spore Lacing: Spores of cytoplasm float through the graft bearerís bloodstream serving to knit and close wounds at superhuman speeds. A creature bearing this graft gains Fast Healing 2 per instance of this graft that the creature bears.
    • Cytoplasmic Shield Cage: Cytoplasm forms a protective cage around the graft bearing creature granting it a +2 enhancement bonus to natural armor per instance of this graft.
    • Mana Accumulator Cyst: A cyst of cytoplasm forms beneath the bearerís skin. This cyst slowly charges up mana, gaining 1 colorless mana per round or changing 1 colorless mana within to any color of mana within the graft creatorís color identity. This cyst can hold up to 3 points of mana, and mana within the cyst cannot be freely accessed. Instead as a standard action the graft bearer may draw mana out of the cyst to add to their own mana pool or to the mana pool of a creature they are touching. A creature with this graft which does not naturally have a mana pool gains one with a capacity of 1 point of mana.
    • Spikeform Cytoplast: This graft forms a series of hardened spines around the blunt striking surfaces of the graft bearer. Any natural weapon the graft bearer possesses which would normally deal only bludgeoning damage now deals bludgeoning and piercing damage and the die size is increased by 1 step. Multiple instances of this graft do not stack.
    • Adrenal Accelerant: As a free action the graft bearing creature may activate beads of cytoplasm in their adrenal glands granting them a momentary surge in physical fitness. When they use this ability they gain a +8 bonus to Str, Dex, and Con for 1 round and are then fatigued for 1 minute. A creature cannot use this ability when fatigued. Each additional instance of this graft grants the creature an additional +2 bonus to Str, Dex, and Con when it is used, and each 3 beyond the first cause its effects to last for 1 additional round whenever it is used but the resulting lasts 1 minute per round that the bonus lasted.
    • Chameleon Hide: The graft bearerís flesh becomes capable of blending in with one or more environments. The graft bearer gains a +4 competence bonus to Hide checks, and when this graft is formed select 1 type of terrain (forest, hills, plains, desert, swamp, urban, or underground) per instance of graft. This bonus increases to +8 in the selected environment(s). Each instance of this graft is tied to a specific terrain and can be granted separately.
    • Cytoplasmic Endomuscles: Cytoplasm forms artificial muscles throughout the graft bearerís body granting them a +4 enhancement bonus to Strength, +2 per additional instance of this graft. To a maximum of +10.
    • Hinder Roots: Cytoplasm forms a series of root-like tendrils which stretch out from your feet. Creatures other than yourself treat all spaces adjacent to you, or which you occupy, as difficult terrain. Flying and swimming creatures are unaffected by this effect. Each instance of this graft beyond the first extends its effects another 5-ft out from you.
    • Bolstering Graft: When this graft forms, cytoplasmic resonators form across the graft-bearing creatureís back. These resonators, when activated, bolster the effect of another graft born by another creature. Activating these resonators requires a standard action and the expenditure of 1 point of colorless mana either by the bearer of this graft or this graftís creator; this mana cost must be paid each round for the bolstering to continue, with the cost increasing by 1 every other round it is maintained. The bolstered graft is considered to be 2 instances of whatever graft it is for the purposes of its effects, but not for calculating grafts born (including to determine bonus hit dice of cytoplasmic creatures). Only a graft within 60-ft can be bolstered this way, and should it move beyond that range this effect ends immediately. Each instance of this graft allows one additional graft to be bolstered at a time for no additional mana cost but no single graft may be bolstered twice simultaneously and no single kind of graft (such as Chameleon Hide) may be bolstered twice on the same creature simultaneously no matter how many instances they possess. For example if a creature bears two instances of this graft they could bolster an allyís Chameleon Hide graft and the same allyís Adrenal Accelerant graft, but they could not bolster the allyís Chameleon Hide graft twice even if the ally had 2 different instances of Chameleon Hide already. By increasing the mana cost to fuel this graft by a green mana (to a green and a colorless mana each round) evolutions may be bolstered as if they were grafts.

    Skills: A cytoplast rootkin gains a +4 racial bonus on Handle Animal and Knowledge (Nature) checks. They gain a +8 racial bonus on Survival checks.

    Indrik Stomphowler
    Huge Magical Beast
    HD: 12d10+48 (114 hp)
    Initiative -1
    Speed: 30-ft (6 squares)
    Armor Class: 20 (-2 size, -1 Dex, +13 natural), t 11, FF 17
    Base Attack/Grapple: +12/+28
    Attack: Slam +18 melee (3d6+8)
    Full Attack: 2 Slams +18 melee (3d6+8)
    Space/Reach: 15-ft/10-ft
    Special Attacks: Roar, Trample (4d6+12), Overcome Resistance
    Special Qualities: Darkvision 60-ft, DR 10/cold iron
    Saves: Fort +12, Ref +7, Will +5
    Abilities: Str 27, Dex 9, Con 19, Int 2, Wis 12, Cha 6
    Skills: Listen +8, Spot +9
    Feats: Weapon Focus (Slam), Power Attack, Cleave, Improved Natural Weapon (Slam), Ability Focus (Trample)
    Environment: Ravnica (Urban).
    Organization: Solitary
    Challenge Rating: 8
    Treasure: None.
    Advancement: None
    Level Adjustment: None.

    Roar (Su): By releasing a powerful, trumpeting roar an indrik stomphowler may shatter and suppress nearby magic. This functions as Greater Dispel Magic with a caster level equal to the stomphowlerís hit dice. A stomphowler may use this ability once per minute.
    Overcome Resistance (Su): An indrik stomphowler ignores all Supernatural or magically granted damage reduction (typically this is DR/magic, DR/alignment, or DR granted by magic items or spells) and overcomes Damage Reduction as if its natural weapons were cold iron.
    Trample (Ex): Damage is 4d6+12 instead of Slam + 1-1/2 strength and the Reflex save for half is DC 24.

    Plaxcaster Frogling
    Medium Magical Beast (Amphibious, Cytoplasmic)
    HD: 8d10+24 (68 hp)
    Initiative +2
    Speed: 20-ft (4 squares), swim 20-ft
    Armor Class: 20 (+2 Dex, +8 natural), t 12, FF 20
    Base Attack/Grapple: +8/+11
    Attack: Tongue +12 melee (1d6+3)
    Full Attack: Tongue +12 melee (1d6+3)
    Space/Reach: 5-ft/5-ft (10-ft with tongue)
    Special Attacks: Bestow Graft, Plaxcast
    Special Qualities: Darkvision 60-ft, Cytoplasmic Grafts
    Saves: Fort +11, Ref +8, Will +5
    Abilities: Str 17, Dex 15, Con 17, Int 6, Wis 12, Cha 8
    Skills: Spellcraft +13
    Feats: Weapon Focus (Tongue), Great Fortitude, Iron Will
    Environment: Ravnica (Urban)
    Organization: Solitary
    Challenge Rating: 7
    Treasure: None.
    Advancement: By grafts.
    Level Adjustment: None.

    Cytoplasmic Grafts (Su): Typically a plaxcaster frogling has 8 grafts two of which are automatically Plaxcaster and two of which are automatically Plax Skin. A plaxcaster frogling gains an additional 2 grafts when it is summoned per level above 4th the spell used to summon it was and may not appear with more of the same graft than the level of the spell used to summon it.
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    • Plaxcaster (Su): As an immediate action the graft bearer may cast a covering of plax towards a single creature within 20-ft per instance of this graft they bear. This plax forms a short lived protective covering over the targeted creature giving it Spell Resistance equal to the graft creatorís caster level (if a result of a summoning spell) or character level plus 3 per instance of this graft born by the creature casting the plax which lasts for 1 round. Using this ability costs 2 colorless mana which can be provided by either the graft bearer or the graft creator. A successful ranged touch attack is required to hit the target, but a willing target may choose to forgo their Dexterity bonus and grant the graft bearer a +2 to hit (as if they were blinded against the graft bearer).
    • Plax Skin (Su): This graft grants the bearer Spell Resistance equal to the graft creatorís caster level (if a result of a summoning spell) or character level (if otherwise) plus 3 per instance of this graft.
    • Spell Disruptor Graft (Su): A cytoplasmic cyst forms on the graft bearer radiating an aura which makes casting spells difficult within the region. Any spell cast within 5-ft of the graft bearer (including the graft-bearerís own spells) has a 20% chance of failing unless the caster sacrifices a spell of 1 level lower or higher, pays 2 colorless mana, or sacrifices a use of a spell-like ability one level lower or higher (this cost is paid before the fail chance is rolled). Each additional instance of this graft increases the range by 5-ft, and the failure chance by 10% (to a maximum of 70%), every second instance of this graft increases the mana cost (but not spell slot cost) to overcome its effect by 1.
    • Magic Suppressing Amplifier (Su): Cytoplasm bonds with and amplifies the spell disruptor grafts the creature bears. This graft has no effect if born by a creature with less than 2 spell disruptor grafts. On a creature with at least 2 spell suppressor grafts this creates an antimagic field out to Ĺ the distance of the range of the creatureís spell disruptor grafts, at the cost of deactivating the remainder of their range. The creature bearing this graft may still use Bestow Graft (if it possesses it) to give this graft to another creature, or, as a full round action, shed this graft prematurely unshaping the cytoplasm within.
    • Chameleon Hide: The graft bearerís flesh becomes capable of blending in with one or more environments. The graft bearer gains a +4 competence bonus to Hide checks, and when this graft is formed select 1 type of terrain (forest, hills, plains, desert, swamp, urban, or underground) per instance of graft. This bonus increases to +8 in the selected environment(s). Each instance of this graft is tied to a specific terrain and can be granted separately.
    • Cytoplasmic Endomuscles: Cytoplasm forms artificial muscles throughout the graft bearerís body granting them a +4 enhancement bonus to Strength, +2 per additional instance of this graft. To a maximum of +10.
    • Bolstering Graft: When this graft forms, cytoplasmic resonators form across the graft-bearing creatureís back. These resonators, when activated, bolster the effect of another graft born by another creature. Activating these resonators requires a standard action and the expenditure of 1 point of colorless mana either by the bearer of this graft or this graftís creator; this mana cost must be paid each round for the bolstering to continue, with the cost increasing by 1 every other round it is maintained. The bolstered graft is considered to be 2 instances of whatever graft it is for the purposes of its effects, but not for calculating grafts born (including to determine bonus hit dice of cytoplasmic creatures). Only a graft within 60-ft can be bolstered this way, and should it move beyond that range this effect ends immediately. Each instance of this graft allows one additional graft to be bolstered at a time for no additional mana cost but no single graft may be bolstered twice simultaneously and no single kind of graft (such as Chameleon Hide) may be bolstered twice on the same creature simultaneously no matter how many instances they possess. For example if a creature bears two instances of this graft they could bolster an allyís Chameleon Hide graft and the same allyís Adrenal Accelerant graft, but they could not bolster the allyís Chameleon Hide graft twice even if the ally had 2 different instances of Chameleon Hide already. By increasing the mana cost to fuel this graft by a green mana (to a green and a colorless mana each round) evolutions may be bolstered as if they were grafts.
    • Mana Accumulator Cyst: A cyst of cytoplasm forms beneath the bearerís skin. This cyst slowly charges up mana, gaining 1 colorless mana per round or changing 1 colorless mana within to any color of mana within the graft creatorís color identity. This cyst can hold up to 3 points of mana, and mana within the cyst cannot be freely accessed. Instead as a standard action the graft bearer may draw mana out of the cyst to add to their own mana pool or to the mana pool of a creature they are touching. A creature with this graft which does not naturally have a mana pool gains one with a capacity of 1 point of mana.
    • All-Temperature Acclimation Adaptor: This graft grants the creature bearing it Fire and Cold resistance 10 per instance of this graft.
    • Telepathic Receptor: A creature bearing this graft becomes telepathically receptive. They may receive telepathic signals from creatures with telepathy from twice the normal distance and even non-telepathic creatures may communicate with them from up to 60-ft as if they had telepathy. A second instance of this graft turns the receptor into a transceiver as well granting full-fledged telepathy with a 60-ft range. A third instance allows the use of Detect Thoughts at-will as a Supernatural ability.
    • Spell Reflector Plax (Su): A thin layer of plax bonds across the graft bearerís body allowing deflected magical energies to be wholly reflected. Whenever the graft bearerís Spell Resistance prevents a spell which could be reflected with Spell Turning or the graft bearer succeeds on a save for no effect against such a spell it is reflected back onto the caster as if through the spell turning spell.
    • Ocular Implants: The graft bearing creature gains a +4 competence bonus to Spot and Search checks, creature gains Low-light Vision if they did not have it already, and darkvision 60-ft or their existing darkvision extends 30-ft. This graft can be applied to a creature twice; the second iteration upon a creature grants it the ability to see invisible creatures as if with the spell See Invisibility and to detect magic auras as the spell Detect Magic usable at will.


    Simic Manipulator
    Medium Aberration (Amphibious, Evolving)
    HD: 8d8+24 (60 hp)
    Initiative +2
    Speed: 30-ft (6 squares)
    Armor Class: 15 (+2 Dex, +3 natural), t 12, FF 13
    Base Attack/Grapple: +6/+5
    Attack: Quarterstaff +5 melee (1d6-1)
    Full Attack: Quartstaff +5/+0 melee (1d6-1)
    Space/Reach: 5-ft/5-ft
    Special Attacks: Evolve, Evolutions, Charming Force
    Special Qualities: Darkvision 60-ft, DR 10/magic, Telepathy, SR 20, Water Breathing
    Saves: Fort +5, Ref +6, Will +8
    Abilities: Str 9, Dex 14, Con 16, Int 15, Wis 14, Cha 19
    Skills: Diplomacy +15, Knowledge (any one) +13, Spellcraft +13, UseMagic Device +15.
    Feats: Ability Focus (Charming Force), Force of PersonalityPHBII, Lightning Reflexes
    Environment: Ravnica (Urban).
    Organization: Solitary
    Challenge Rating: 8
    Treasure: None.
    Advancement: None
    Level Adjustment: None.

    Charming Force (Su): As a standard action the Simic Manipulator may attempt to charm a creature within 30-ft. This functions as Charm Monster against the targeted creature except the duration is 1 minute/hit die the Simic Manipulator possesses. A Simic Manipulator may use this ability three times per day. A DC 20 (Charisma based) Will save will resist this effect.

    Evolutions: The simic manipulator always begin with 2 evolutions, which do not grant hit dice, physical ability scores, or natural armor increases. Each spell level higher than 4th used to initially summon a simic manipulator grants it 2 additional evolutions.
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    Thick Skin: Each time this evolution is selected the simic manipulatorís natural armor increases by +2.
    Blade Turning Hide: The simic manipulatorís DR increase by 5 per instance of this evolution.
    Indomitability: The simic manipulator gains Improved Toughness as a bonus feat twice.
    Plant Commander: The simic manipulatorís Charming Force affects plants as if it were Command Plants and modified uses are considered not to have the mind-affecting tag against plants.
    Grave Commander:The simic manipulatorís Charming Force affects undead as if it were Command Undead and modified uses are considered not to have the mind-affecting tag against plants.
    Command Steel: The simic manipulatorís Charming Force can be used to affect constructs as if it did not have the Mind-Affecting descriptor.
    Vermin Lord: The simic manipulatorís Charming Force can be used to affect vermin and oozes as if it did not have the Mind-Affecting descriptor.
    Sway the Masses: If the simic manipulator uses their Charming Force against only one species of humanoids they can use it to affect up to 1 creature per 2 hit dice they possess. A simic manipulator with 3 other non-Sway the Masses evolutions may select Sway the Masses a second time, if they do they may use their Charming Force to affect multiple creatures of the same species which are not humanoids. If they take it a 3rd time it can affect multiple creatures even if they are not the same species but doing so requires 4 non-Sway the Masses evolutions.
    Confusing Charm: A simic manipulator with this evolution may use their Charming Force to confuse creatures in a 20-ft burst within 60-ft of the simic manipulator as if with the confusion spell. In addition if they cast Charm Monster or use it as a spell-like ability, spell trigger item, or spell completion item they may have it instead function as the spell Confusion.
    Dominating Force: A simic manipulator must have 6 other evolutions to select this evolution. A simic manipulator with this evolution may choose to dominate creatures with its charming force instead of charm them.
    Transfer Reins: A simic manipulator with this evolution may, as a standard action, transfer control/influence over any creature it has charmed or dominated either with charming force or another means to a touched creature.
    Stunning Gaze: A simic manipulator with this evolution gains a gaze attack with a range of 20-ft. Any creature meeting its gaze must make a Will save (Charisma based; typically DC 18) or be able to take only a single move, standard, or swift action for 1 round. A second instance of this evolution causes it to inflict 1 round daze instead. A third instance causes it to inflict daze and a hold effect like that caused by Hold Monster. This is a mind-affecting effect.
    Steal Summon: A simic manipulator may use its charming force to steal away a summoned or called creature from the creatureís summoner. When used this way the simic manipulator and summoner make opposed Charisma checks with any control granted by the magic summoning or calling the creature transfers to the simic manipulator or its summoner if any.
    Spell Servant: A simic manipulator with this evolution may cast spells that their summoner has prepared with a level no higher than twice the instance of this evolution the simic manipulator possesses. The summoner must be willing for the simic manipulator to do so and it can use the summonerís mana pool for the purpose of these spells.
    Claws: A simic manipulator with this evolution has its tentacle like fingers grow barbs allowing them to be used as claws dealing 1d4 damage each as primary natural weapons. Each additional instance of this evolution increases the damage dealt by 1 die size.
    Mind Poison: A simic manipulator with this evolution gains a poison which it can inflict with a type of natural weapon it possesses which deals piercing damage and it selects when it gains this evolution. This poisonís initial and secondary damage are both 1d6 Wisdom damage; the Fortitude DC is Constitution based.
    Somnolence: A simic manipulator with this evolution gains the ability to use their Charming Force to put 16 hit dice of creatures in a 20-ft radius burst within 60-ft to sleep as if with the sleep spell (except where noted). Each additional instance of this evolution increases the hit die limit by 4 HD. In addition a simic manipulator with this evolution may use any charm or dominate spell to instead put up to 4 HD of creatures per spell level to sleep as if with the sleep spell; this functions whether it is a spell they cast, a spell-like ability, a spell trigger item or a spell completion item.
    Evolved Strength: The simic manipulator gains a +4 bonus to its Strength when it gains this evolution. This evolution can only be gained once.
    Spell Talent: A simic manipulator with this evolution gains the ability to use a single 1st level spell known to its summoner as a spell-like ability 1/day. Each additional instance of this evolution grants an additional spell as a spell-like ability or an additional daily use.
    Size Increase: The simic manipulator increases in size by 1 category, increasing its Strength by 4, Constitution by 2, natural armor by 2 and decreasing its Dexterity by 2; any natural weapons it possesses have their damage increase for increasing in size category normally. A simic manipulator may select this evolution multiple times its effects stacking, but no more than 1/3rd of their evolutions may be this one.
    Stir Valor: A simic manipulator with this ability can turn its mental powers to bolstering the mindís of allies. A simic manipulator with this ability may use its Charming Force to grant allied creatures within 30-ft a moral bonus to attack rolls, damage, and will saves equal to 2 plus the number of instances of this evolution it possesses for 1 minute.
    Aura of Terror: A simic manipulator with this ability manifests a palpable aura of dread. Enemy creatures within 10-ft of it must make a Will save each round (DC is Charisma based) or be Shaken for 1 round. Each instance of this evolution increases this effects range by 10-ft and its duration by 1 round although multiple failures against the same simic manipulatorís aura of terror cannot increase a creature to frightened or higher instead prolonging the duration (although combined with another fear effect they could cause a creature to become frightened/panicked/cowering).


    Skyline Predator:
    Large Dragon
    HD: 9d12+18 (76 hp)
    Initiative +4
    Speed: 20-ft (4 squares), fly 80-ft (average)
    Armor Class: 20 (-1 size, +4 Dex, +7 natural), t 13, FF 16
    Base Attack/Grapple: +9/+19
    Attack: Bite +15 melee (2d6+6)
    Full Attack: Bite +15 melee (2d6+6), tail +12 melee (1d4+3), and either 2 claws (if flying) +12 melee (1d6+3) or 2 wings (if on the land)+12 melee (1d4+3)
    Space/Reach: 10-ft/5-ft
    Special Attacks: Sneak Attack +2d6
    Special Qualities: Darkvision 60-ft, low-light vision, scent, blindsense 60-ft.
    Saves: Fort +8, Ref +10, Will +8
    Abilities: Str 23, Dex 19, Con 15, Int 6, Wis 12, Cha 10
    Skills: Hide +12, Listen +9, Move Silently +16, Spot +9
    Feats: Improved Natural Weapon (Bite), Multiattack, Weapon Focus (Bite), Stealthy
    Environment: Ravnica (Urban).
    Organization: Solitary, or family (2 and 2d3-1 young)
    Challenge Rating: 6
    Treasure: None.
    Advancement: None
    Level Adjustment: None.
    Ambush Strike:

    Heightening: By summoning skyline predator with a 5th level or higher spell slot you are able to summon it as an immediate action. If you do so the sapphire drake may immediately take its action and any creature it attacks on the first round of its appearance must make a Reflex save (DC the same as the spellís save DC would be) or be treated flat-footed against the drake until the end of the drakeís first turn.
    Skills: A skyline predator gains a +4 racial bonus to Hide and Move Silently and a +8 racial bonus to Listen and Spot.
    Last edited by Zaydos; 2015-01-31 at 04:41 PM.
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    Default Re: Base Class Contest XXVI - Flipping the Table

    Simic Bestiary Lv 5-6


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    Cytospawn Shambler:
    Large Aberration (Cytoplasmic)
    HD: 13d8+78 ( hp)
    Initiative +2
    Speed: 40-ft (8 squares)
    Armor Class: 24 (-1 size, +2 Dex, +14 natural), t 11, FF 22
    Base Attack/Grapple: +13/+25
    Attack: Slam +20 melee (2d6+8)
    Full Attack: 2 Slams +20 melee (2d6+8), 4 vines +18 melee (1d6+4)
    Space/Reach: 10-ft/10-ft
    Special Attacks: Bestow Graft
    Special Qualities: Darkvision 60-ft, Cytoplasmic Grafts, Partial Amorphousness
    Saves: Fort +10, Ref +6, Will +10
    Abilities: Str 25, Dex 15, Con 23, Int 8, Wis 14, Cha 10
    Skills: Intimidate +8, Sense Motive +10
    Feats: Power Attack, Stand StillXPH, Improved Natural Weapon (Slam), Multiattack, Cleave
    Environment: Ravnica (Urban)
    Organization: Solitary
    Challenge Rating: 10
    Treasure: None.
    Advancement: By grafts.
    Level Adjustment: None.

    Partial Amorphousness (Ex): A cytospawn shamblerís body is made purely of cytoplasm, its form unstable. It is able to reshape organs and limbs, capable of projecting 2 manipulator arms in addition to its heavy slamming arms and four tentacle-like vines, as well as many smaller vines not of use in combat. This partial amorphousness not only lets it regrow lost limbs in a single round and make it immune to decapitation, but render it immune to death via coup de grace, flanking unless one of the participants has levels in a class which grants sneak attack and a character level at least 2 higher than the cytospawn shamblerís hit dice, and give it a 50% chance of preventing additional damage from critical hits and precision damage.

    Cytoplasmic Grafts (Su): Typically a cytospawn shambler has 13 grafts three of which are automatically War Adapted Nerves. A cytospawn shambler gains an additional 2 grafts when it is summoned per level above 5th the spell used to summon it was and may not appear with more of the same graft than the level of the spell used to summon it.
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    • War Adapted Nerves: Cytoplast forms a snaking series of artificial nerves which serve to instill the graft bearer with instinctual combat reflexes. One instance of this graft increases the bearerís BAB by 1 (up to their hit dice), 2 increase it by 3 (up to their hit dice), and 3 increase it to their hit dice.
    • Growth Stimulate Cytoplast (Su): This cytoplasm stimulates the expansion of the creatureís body increasing it one size category as if the spell Enlarge Person was cast upon. This size increase functions regardless of its creature type and lasts for as long as the graft persists, and multiple instances of this graft do not stack with each other.
    • Crown of Eyes: The graft bearing creature gains all-around vision (+4 to spot/search checks and cannot be flanked). Each additional instance of this graft grants the grafted creature an additional +2 bonus to Spot and Search checks.
    • Cytoplasmic Vine (Ex): Each instance of this graft gives the bearer a single tendril of cytoplasm which can be used to make a secondary natural weapon vine attack (dealing bludgeoning damage) which deals 1d4 damage if medium sized (1d3 if small, 1d6 if large).
    • Regenerative Spore Capsule: A creature bearing this graft can destroy this graft as a swift action to heal 2 hit points per caster level of the sporeback trollís summoner, and heal 1 point of ability damage to each ability score. A creature bearing multiple of these grafts can dissolve multiple of them as one action.
    • Recuperative Spore Lacing: Spores of cytoplasm float through the graft bearerís bloodstream serving to knit and close wounds at superhuman speeds. A creature bearing this graft gains Fast Healing 2 per instance of this graft that the creature bears.
    • Cytoplasmic Exoskeleton: Cytoplasm forms a protective exoskeleton around the graft bearing creature granting it a +2 enhancement bonus to natural armor per instance of this graft.
    • Spikeform Cytoplast: This graft forms a series of hardened spines around the blunt striking surfaces of the graft bearer. Any natural weapon the graft bearer possesses which would normally deal only bludgeoning damage now deals bludgeoning and piercing damage and the die size is increased by 1 step. Multiple instances of this graft do not stack.
    • Adrenal Accelerant: As a free action the graft bearing creature may activate beads of cytoplasm in their adrenal glands granting them a momentary surge in physical fitness. When they use this ability they gain a +8 bonus to Str, Dex, and Con for 1 round and are then fatigued for 1 minute. A creature cannot use this ability when fatigued. Each additional instance of this graft grants the creature an additional +2 bonus to Str, Dex, and Con when it is used, and each 3 beyond the first cause its effects to last for 1 additional round whenever it is used but the resulting lasts 1 minute per round that the bonus lasted.
    • Chameleon Hide: The graft bearerís flesh becomes capable of blending in with one or more environments. The graft bearer gains a +4 competence bonus to Hide checks, and when this graft is formed select 1 type of terrain (forest, hills, plains, desert, swamp, urban, or underground) per instance of graft. This bonus increases to +8 in the selected environment(s). Each instance of this graft is tied to a specific terrain and can be granted separately.
    • Cytoplasmic Endomuscles: Cytoplasm forms artificial muscles throughout the graft bearerís body granting them a +4 enhancement bonus to Strength, +2 per additional instance of this graft. To a maximum of +10.
    • Hinder Roots: Cytoplasm forms a series of root-like tendrils which stretch out from your feet. Creatures other than yourself treat all spaces adjacent to you, or which you occupy, as difficult terrain. Flying and swimming creatures are unaffected by this effect. Each instance of this graft beyond the first extends its effects another 5-ft out from you.
    • Cytoplasmic Blade: This graft takes the form of a blade of cytoplasm. It functions as a longsword sized for the wielder with an enhancement bonus (as a magic weapon) equal to 1/4th the originatorís hit dice. Each additional instance of this graft increases the enhancement bonus by 1 (to a maximum of +5) or grants it a special quality equivalent to a +1 bonus; each time a graft is added all these special qualities can be rearranged and if the creature has 3 or more instances of this graft it can pool the bonus granted by multiple instances to gain a single special quality worth more (for example with 3 instances of this graft a +2 special quality such as wounding could be chosen, and with 6 a +5 such as Vorpal could be selected).
    • Cytoplasmic Bow: This graft forms a bow of cytoplasm attached to the bearerís arm. While this bow can fire small bolts of cytoplasm (functioning as a +1 heavy crossbow of the proper size which reloads itself automatically), its true power lies in its ability to prematurely un-form other grafts and fire their raw cytoplasm. These fired grafts are ranged attacks as if fired from a heavy crossbow with a +5 enhancement bonus, but deal 1d6 damage per level of the graft creator. Multiple instances of this graft theoretically allow dual-wielding of the bows, but have no other cumulative effect.
    • Groundshaker Heels: This graft forms a series of bumps across the bearerís feet. Whenever the graft bearer walks along the ground they send out seismic rumbles along it nearby. Any creature whose square the graft bearer passes through or adjacent to when walking along the same surface that creature is standing on must make a Fortitude save (DC 10 +1/2 graft bearerís hit dice + instances of this graft + Ĺ other grafts born) or be knocked prone; a creature with stability, or four or more legs, receives the same bonus on this saving throw that they would on an opposed check to resist being tripped. These tremors have 2 additional effects: they deal 2d6 damage to the ground in any square the bearer passes through and 6d6 damage a round to any square they spend the entirety of a round in; and creatures with tremorsense may detect the graft bearer out to twice the normal range and the direction of the tremors out to up to quadruple. Each additional instance of this graft causes the tremors to extend further out by 5-ft affecting creatures further away when the graft bearer moves. No matter how many times the bearer passes by a creature in a round that creature only needs to make one saving throw to avoid this effect.


    Omnibian:
    Large Magical Beast (Amphibious)
    HD: 10d10+40 (95 hp)
    Initiative +3
    Speed: 20-ft (4 squares), swim 20-ft
    Armor Class: 22 (-1 size, +3 Dex, +10 natural), t 12, FF 219
    Base Attack/Grapple: +10/+20
    Attack: Tongue +16 melee (1d8+6 and improved grab)
    Full Attack: Tongue +16 melee (1d8+6 and improved grab)
    Space/Reach: 10-ft/5-ft (15-ft with tongue)
    Special Attacks: Improved Grab, Swallow Whole, Frog Curse
    Special Qualities: Darkvision 60-ft, Water Breathing, DR 10/magic
    Saves: Fort +11, Ref +10, Will +5
    Abilities: Str 23, Dex 16, Con 19, Int 13, Wis 14, Cha 16
    Skills: Hide +18, Move Silently +11, Listen +12, Spot +12
    Feats: Ability Focus (Frog Curse), Weapon Focus (Tongue), Combat Reflexes, Stand StillXPH
    Environment: Ravnica (Urban)
    Organization: Solitary
    Challenge Rating: 7
    Treasure: None.
    Advancement: By grafts.
    Level Adjustment: None.

    Frog Curse (Su): As a standard action an omnibian may polymorph a target creature into an omnibian for 1 minute. The target must be within 50-ft of the omnibian and is allowed a Fortitude save (DC 20, DC is Charisma based) to resist this effect. Unlike polymorph the target gains the omnibianís extraordinary special qualities and does not regain hit points, otherwise that creature gains the basic stats of an omnibian. A creature with Evolve retains its evolve ability, and a creature with the cytoplasmic subtype retains that subtype. Evolutions and cytoplasmic grafts are retained with this effect.

    Sapphire Drake
    Huge Dragon
    HD: 14d12+70 (148 hp)
    Initiative +2
    Speed: 20-ft (4 squares), fly 120-ft (good)
    Armor Class: 26 (-2 size, +2 Dex, +16 natural), t 10, FF 24
    Base Attack/Grapple: +14/+30
    Attack: Bite +20 melee (3d6+8)
    Full Attack: Bite +20 melee (3d6+8) and tail +18 melee (1d8+4) and either 2 claws (if flying) +18 melee (1d8+4) or 2 wings (if standing) +18 melee (1d8+4).
    Space/Reach: 15-ft/10-ft
    Special Attacks: Aerial Resonance
    Special Qualities: Darkvision 60-ft, DR 10/magic and adamantine, Low-Light Vision, Telepathy 60-ft, Telepathic Sending
    Saves: Fort +14, Ref +11, Will +11
    Abilities: Str 29, Dex 14, Con 21, Int 3, Wis 14, Cha 10
    Skills: Listen +19, Spot +19
    Feats: Improved Natural Weapon (Bite), Multiattack, Power Attack, Improved FlightCAdv, Aerial SuperiorityRotW.
    Environment: Ravnica (Urban)
    Organization: Solitary
    Challenge Rating: 9
    Treasure: None.
    Advancement: By grafts.
    Level Adjustment: None.

    Aerial Resonance (Su): A sapphire drake radiates an aura of energy which resonates with cytoplasmic grafts and evolutions. Allied creatures with cytoplasmic grafts or evolutions gain a fly speed of their base land speed with Good maneuverability.

    Telepathic Sending (Su): A sapphire drake can send a telepathic message to another telepathic creature up to 14 (1/HD) miles away.

    Species Gorger
    Gargantuan Magical Beast
    HD: 18d10+180 (279 hp)
    Initiative +0
    Speed: 30-ft (6 squares)
    Armor Class: 19 (-4 size, +0 Dex, +13 natural), t 6, FF 19
    Base Attack/Grapple: +18/+40
    Attack: Bite +28 melee (4d6+15 and improved grab)
    Full Attack: Bite +28 melee (4d6+15 and improved grab)
    Space/Reach: 20-ft/15-ft
    Special Attacks: Trample (6d6+15), Improved Grab, Swallow Whole
    Special Qualities: Darkvision 60-ft, DR 10/magic, Fast Healing 5, Unstable Summoning
    Saves: Fort +20, Ref +11, Will +8
    Abilities: Str 31, Dex 11, Con 28, Int 1, Wis 14, Cha 4
    Skills: Listen +12, Spot +13
    Feats: Improved Natural Weapon (Bite), Ability Focus (Trample), Improved Toughness, Weapon Focus (Bite), Power Attack, Cleave, Improved Bull Rush.
    Environment: Ravnica (Urban).
    Organization: Solitary
    Challenge Rating: 10
    Treasure: None.
    Advancement: None
    Level Adjustment: None.

    Swallow Whole (Ex): A species gorger can try to swallow a grabbed opponent of up to two sizes smaller by making a successful grapple check. The swallowed creature takes 3d8+10 points of bludgeoning damage and 10 points of acid damage per round from the tyrannosaurusís gizzard. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 35 points of damage to the gizzard (AC 17). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out.
    A gargantuan species gorgerís gizzard can hold 2 Large, 8 Medium, 32 Small, or 128 Tiny or smaller opponents.

    Trample (Ex): Deals 6d6+15 damage and the Reflex save DC is 29 (Strength based).

    Unstable Summons: Summoning a species gorger produces aetheric feedback. At the end of the species gorgerís first turn after being summoned its summoner must select one creature they have summoned and it is banished, the spell slot used to summon it becoming re-prepared with the appropriate specific summon spell (i.e. Summon Cloudfin Raptor as opposed to Summon Simic Creature).

    Protean Hulk
    Gargantuan Magical Beast
    HD: 23d10+203 (313 hp)
    Initiative +0
    Speed: 30-ft (6 squares)
    Armor Class: 19 (-4 size, +0 Dex, +13 natural), t 6, FF 19
    Base Attack/Grapple: +23/+46
    Attack: Bite +34 melee (4d6+16)
    Full Attack: Bite +34 melee (4d6+16)
    Space/Reach: 20-ft/15-ft
    Special Attacks: Trample (6d6+16), Aetheric Death Throes
    Special Qualities: Darkvision 60-ft, DR 10/magic, Fast Healing 8
    Saves: Fort +21, Ref +12, Will +11
    Abilities: Str 33, Dex 11, Con 28, Int 4, Wis 14, Cha 4
    Skills: Listen +15, Spot +15
    Feats: Improved Natural Weapon (Bite), Ability Focus (Trample), Improved Toughness, Weapon Focus (Bite), Power Attack, Cleave, Improved Bull Rush, Iron Will
    Environment: Ravnica (Urban).
    Organization: Solitary
    Challenge Rating: 12
    Treasure: None.
    Advancement: None
    Level Adjustment: None.

    Aetheric Death Throes: When Protean Hulk is reduced to negative hit points or its duration ends it immediately dies. Whenever the protean hulk dies it creates a burst of aetheric energy mixed with vital essence. This energy forms into 6 levels worth of Lv 4 or lower creatures summonable with Summon Simic Creature. These creatures trigger evolve as if they were newly summoned, even potentially triggering each otherís evolutions although in such a case they trigger at their unevolved level but are triggered at their (potentially) progressively evolved level (so if two level three creatures were summoned theyíd both evolve once because another level 3 creature was summoned, if three level 2 creatures were summoned theyíd each evolve once because another level 2 creature was summoned but then theyíd be level 2.5 and not evolve further; the most complicated case is probably two level 1s and two level 2s in which case the level 1s evolve three times each and the level 2s evolve once each, as the level 1s evolve each other pushing their levels to 1.5 where they are then evolved by one level 2 to level 2 and then by the other level 2 to level 2.5 while the level 2s are simply evolved to level 2.5 by the other level 2).
    Trample (Ex): Deals 6d6+16 damage and the Reflex save DC is 32 (Strength based).

    Simic Basilisk:
    Large Magical Beast
    HD: 16d10+96 (184 hp)
    Initiative -1
    Speed: 30-ft (6 squares)
    Armor Class: 21 (-1 size, -1 Dex, +13 natural), t 8, FF 18
    Base Attack/Grapple: +16/+24
    Attack: Bite +19 melee (2d6+4 and poison)
    Full Attack: Bite +19 melee (2d6+4 and poison) and 2 claws +17 (1d6+2 and poison)
    Space/Reach: 10-ft/5-ft
    Special Attacks: Bestow Graft, Death Gaze, Death Whisper
    Special Qualities: Darkvision 60-ft, Cytoplasmic Grafts, Poison Blood, Poison Immunity
    Saves: Fort +16, Ref +9, Will +7
    Abilities: Str 19, Dex 8, Con 23, Int 4, Wis 14, Cha 10
    Skills: Listen +11, Spot +12.
    Feats: Power Attack, Improved Natural Weapon (Bite), Multiattack, Ability Focus (Death Gaze), Ability Focus (Death Whisper), Ability Focus (Poison)
    Environment: Ravnica (Urban)
    Organization: Solitary
    Challenge Rating: 14
    Treasure: None.
    Advancement: By grafts.
    Level Adjustment: None.

    Cytoplasmic Grafts (Su): Typically a simic basilisk has 16 grafts two of which are automatically Death Whisper, two are automatically Death Gaze, two are automatically Poison Blood, and two are automatically Cytoplasmic Poison. A simic basilisk gains an additional 2 grafts when it is summoned per level above 6th the spell used to summon it was and may not appear with more of the same graft than the level of the spell used to summon it.
    Spoiler
    Show
    • Poisonous Blood: This graft moves through the graft-bearerís blood lacing it with a dangerous contact poison. Whenever the graft-bearer takes slashing or piercing damage any adjacent creature must make a Reflex save (DC 10 + Ĺ HD + # of instances of this graft + Ĺ # of other grafts) or receive a dose from the poison which deals 1d4 Strength damage and 1d4 Constitution damage as initial and secondary damage (Fort save same DC as Ref negates). A creature which deals slashing or piercing damage to the basilisk with a natural weapon or unarmed strike is not allowed a Reflex save to avoid the poison and suffers the effects even if not adjacent. Each instance of this evolution past the first increases the poisonís damage (both strength and con) by 1.
    • Death Gaze (Su): This graft modifies the graft-bearerís eyes, filling them with potent deadly energy. The graft-bearer gains a gaze attack with a range of 30-ft, which kills any creature that meets its gaze (Fort save negates) and has 6 or less hit dice. Each instance of this graft increases the maximum hit dice which may be affected by 2.
    • Death Whisper (Su): Cytoplasm interlaces through the graft-bearerís throat and vocal chords allowing them to make the speech of death itself. By expending 2 green mana (either the graft-bearer or graft-originator) the graft-bearer may whisper a word of death to another creature within 10-ft per instance of this graft born as a full-round action. This whisper of death forces the target to make a Will save, if they succeed they are shaken for 1 round, if they fail they must make a Fortitude save, if they succeed they are panicked for 3d6 rounds but if they fail they die instantly (this is a death effect). A 2nd instance of this graft cuts the mana cost down to 1 green mana, a third instance cuts the action down to a standard action, a fourth instance of this graft removes the Will save making it a Fort save with failure showing death and success leaving the creature shaken for 1 round, a fifth instance reduces the mana cost to 1 colorless mana, a sixth allows this ability to be used as a swift action for 2 colorless and 2 Green mana, and every instance beyond sixth reduces the cost to use it as a swift action by a colorless, then by a green, and then by converting the last green into colorless; instances beyond the 10th have no special effects. This ability may not be used more than once a round even I it is usable as a swift action.
    • Cytoplasmic Poison (Ex): Cytoplasm infests one of a creatureís natural weapons injecting into wounds inflicted with it in the form of a potent poison. A creature with this graft selects one type of natural weapon they possess which deals piercing damage (bite, claw, stinger, etc). This natural weapon inflicts a deadly poison dealing 1d6 Constitution damage as initial and secondary damage. Each additional instance of this graft adds 1 point of Strength and Dexterity damage to the poisonís effects. A creature with more than one instance of this graft may choose to apply them to different natural weapons in which case each natural weapon measures its instances separately.
    • Infectious Spores: Cytoplasm infests one of a creatureís natural weapons seeping into wounds inflicted with it and tearing at the creature from the inside. A creature with this graft selects one type of natural weapon they possess which deals slashing and/or piercing damage (bite, claw, stinger, etc). Any creature struck by the selected natural weapon must make a Fortitude save (DC 10 +1/2 grafted creatureís hit dice + the number of infectious spores grafts the creature bears connected to the chosen natural weapon + Ĺ (rounded down) of the total number of grafts the creature has) or take an additional 1d4 damage per instance of this graft the creature possesses. Regardless of whether they succeed or fail their save wounds inflicted by the chosen natural weapon bleed profusely, dealing 1 damage per instance of this graft per round until the creature receives either magical healing or a DC 15 Heal check (creatures without blood are unaffected by this bleeding damage). A creature with more than one instance of this graft may choose to apply them to different natural weapons in which case each natural weapon measures its instances separately.
    • Toxic Breath (Ex):[/b] Cytoplasmic growths lace the creatureís lungs. The graft-bearing creature gains immunity to inhaled toxins and their own breathe creates a toxic miasma around them. This miasma extends 5-ft from the graft-bearer per instance of this graft and is an inhaled poison which deals 1d4 Constitution damage as initial and secondary damage. Each instance of this graft beyond the first increases the secondary damage by 1, and every 2 instances increase the initial damage by 1.
    • Plax Skin (Su): This graft grants the bearer Spell Resistance equal to the graft creatorís caster level (if a result of a summoning spell) or character level (if otherwise) plus 3 per instance of this graft.
    • Mana Accumulator Cyst: A cyst of cytoplasm forms beneath the bearerís skin. This cyst slowly charges up mana, gaining 1 colorless mana per round or changing 1 colorless mana within to any color of mana within the graft creatorís color identity. This cyst can hold up to 3 points of mana, and mana within the cyst cannot be freely accessed. Instead as a standard action the graft bearer may draw mana out of the cyst to add to their own mana pool or to the mana pool of a creature they are touching. A creature with this graft which does not naturally have a mana pool gains one with a capacity of 1 point of mana.
    • All-Temperature Acclimation Adaptor: This graft grants the creature bearing it Fire and Cold resistance 10 per instance of this graft.
    • Regenerative Spore Capsule: A creature bearing this graft can destroy this graft as a swift action to heal 2 hit points per caster level of the sporeback trollís summoner, and heal 1 point of ability damage to each ability score. A creature bearing multiple of these grafts can dissolve multiple of them as one action.
    • Recuperative Spore Lacing: Spores of cytoplasm float through the graft bearerís bloodstream serving to knit and close wounds at superhuman speeds. A creature bearing this graft gains Fast Healing 2 per instance of this graft that the creature bears.
    • Adrenal Accelerant: As a free action the graft bearing creature may activate beads of cytoplasm in their adrenal glands granting them a momentary surge in physical fitness. When they use this ability they gain a +8 bonus to Str, Dex, and Con for 1 round and are then fatigued for 1 minute. A creature cannot use this ability when fatigued. Each additional instance of this graft grants the creature an additional +2 bonus to Str, Dex, and Con when it is used, and each 3 beyond the first cause its effects to last for 1 additional round whenever it is used but the resulting lasts 1 minute per round that the bonus lasted.
    • Chameleon Hide: The graft bearerís flesh becomes capable of blending in with one or more environments. The graft bearer gains a +4 competence bonus to Hide checks, and when this graft is formed select 1 type of terrain (forest, hills, plains, desert, swamp, urban, or underground) per instance of graft. This bonus increases to +8 in the selected environment(s). Each instance of this graft is tied to a specific terrain and can be granted separately.
    • Cytoplasmic Endomuscles: Cytoplasm forms artificial muscles throughout the graft bearerís body granting them a +4 enhancement bonus to Strength, +2 per additional instance of this graft. To a maximum of +10.
    • Poison Burst Cysts: Cytoplast forms a series of growths across the bearer, each filled with a dangerous poison. As a standard action the graft bearer may spend 1 green and 1 colorless mana (coming either from themselves or the graft-originator) to fire off a jet of contact poison from these cysts. This acts as a ranged touch attack with a range of 15-ft which does not provoke attacks of opportunity. A creature struck by this poison takes 1d6 acid damage per graft and suffers the effects of a poison with an initial and secondary damage of 1d6 Constitution. If a creature bears 4 or more instances of this graft 1 minute of paralysis is added to its secondary damage. Six or more instances of this graft add 1 round of paralysis to its initial damage.
    • Ocular Implants: The graft bearing creature gains a +4 competence bonus to Spot and Search checks, creature gains Low-light Vision if they did not have it already, and darkvision 60-ft or their existing darkvision extends 30-ft. This graft can be applied to a creature twice; the second iteration upon a creature grants it the ability to see invisible creatures as if with the spell See Invisibility and to detect magic auras as the spell Detect Magic usable at will.
    • Internal Anti-Toxins: The graft bearer gains a +4 bonus on saves against poison for each instance of this graft that they bear. 3 or more instances of this graft grant immunity instead.
    • Vital Reinforcement: Cytoplasm spreads through vital organs, reinforcing them physically while also giving them jolts of life-reaffirming magic at critical junctures. A creature bearing this graft gains a +4 bonus to saves versus death effects, death attacks, death from massive damage, and death from coup de grace, per instance of this graft they possess.
    • Crown of Eyes: The graft bearing creature gains all-around vision (+4 to spot/search checks and cannot be flanked). Each additional instance of this graft grants the grafted creature an additional +2 bonus to Spot and Search checks.


    Simic Sky Swallower:
    Gargantuan Magical Beast
    HD: 20d10+220 (330 hp)
    Initiative +1
    Speed: 30-ft (6 squares), fly 120-ft (good)
    Armor Class: 24 (-4 size, +1 Dex, +16 natural), t 7, FF 23
    Base Attack/Grapple: +20/+44
    Attack: Bite +38 melee (6d6+18 and Improved Grab)
    Full Attack: Bite +38 melee (6d6+18 and Improved Grab)
    Space/Reach: 20-ft/15-ft
    Special Attacks: Swallow Whole, Frightful Presence
    Special Qualities: Darkvision 60-ft, DR 10/magic and adamantine, Magic Immunity, Untameable, Scent
    Saves: Fort +22, Ref +13, Will +12
    Abilities: Str 35, Dex 13, Con 30, Int 2, Wis 18, Cha 10
    Skills: Listen +17, Spot +18
    Feats: Improved Natural Weapon (Bite), Improved Toughness, Weapon Focus (Bite), Power Attack, Cleave, Improved Bull Rush, Iron WillB
    Environment: The sky
    Organization: Solitary
    Challenge Rating: 15
    Treasure: None.
    Advancement: None
    Level Adjustment: None.
    Swallow Whole (Ex): A simic sky swallower can try to swallow a grabbed opponent of up to one size smaller by making a successful grapple check. The swallowed creature takes 4d8+12 points of bludgeoning damage and 15 points of acid damage per round from the tyrannosaurusís gizzard. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 35 points of damage to the gizzard (AC 19). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out.
    A gargantuan sky swallowerís gizzard can hold 1 Huge, 2 Large, 8 Medium, 32 Small, or 128 Tiny or smaller opponents.
    Frightful Presence (Ex): When a simic sky swallower roars, attacks, charges, or passes overhead creatures with less hit dice than it within 300-ft (that can see and hear it) must make a Will save (DC 20) or be shaken for 4d6 rounds. Creatures with 5 or less hit dice are panicked instead.
    Spell Immunity (Su): A simic sky swallower has, effectively, infinite spell resistance.
    Untameable (Ex): A simic sky swallower is difficult to control. Even the magic of summoning binds it only loosely. A simic sky swallower will attack any creature which has injured it, or any creature that it perceives as food (typically medium or smaller creatures are not perceived thus, but sometimes medium lifestock will be and most large or huge animals, dragons, and occasionally humanoids will be as well as air elementals) unless its summoner manages a to beat the simic sky swallower in an opposed Will save, and the sky swallower gains a +4 racial bonus to its save. A simic sky swallower will not break off an attack against a creature it was ordered to attack unless a similar save is made. This applies against other forms of control such as charm or dominate (as well as the additional save or check for a command that goes against the targetís nature).
    Last edited by Zaydos; 2015-01-31 at 04:42 PM.
    Peanut Half-Dragon Necromancer by Kurien.

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  22. - Top - End - #22
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    Default Re: Base Class Contest XXVI - Flipping the Table

    Feats, Items, and Stuffs


    Feats:
    Dedicated Evolutionist:
    Evolving creatures you summon appear with more evolutions.
    Prerequisites: Simic Biomancer Level 1+ or the Simic Initiate (any) feat, ability to cast 2nd level mana spells, Int 15+.
    Benefit: Creatures you summon with the evolve special quality appear with 1 additional evolution.

    Expanded Color Identity:
    You are in tune with more colors of mana than most.
    Prerequisite: A color identity.
    Benefit: Select a color. It is added to your color identity.
    Special: You may take this feat multiple times. Each time you do choose a different color.

    Extra Mana Capacity:
    You are able to store more mana than other spellcasters.
    Prerequisite: Mana Capacity of at least 1.
    Benefit: Your mana capacity is increased by 2.
    Special: You may take this feat multiple times, its effects stack.

    Improved Mana Recovery:
    You recover mana more easily than others who use it.
    Prerequisite: Extra Mana Capacity.
    Benefit: At the beginning of each of your turns you may add 1 colorless mana to your mana pool or change one mana in your mana pool to the color of your choice. This is in addition to any mana you recover due to class features or terrain.

    Leyline of Lifeforce:
    You are capable of tapping into leylines filled with vital life force, tying their powers into creatures you summon to give them greater stability and protect their summoning from spells that would counter them.
    Prerequisite: Green color identity, ability to cast 1st level mana spells, mana capacity 4 or greater.
    Benefit: When you cast a mana spell of the summoning subschool it cannot be countered. In addition creatures you summon are harder to banish or dispel gaining a +4 on all Will saves or to the DC of checks made to dispel them.

    Master of Grafts:
    You are more capable of transporting grafts to summoned creatures.
    Prerequisites: Bestow Grafts ability, ability to cast at least one spell of the summoning subschool.
    Benefit: Whenever you summon a creature you may transfer one cytoplasmic graft you are the graft originator of to that creature whether that graft is currently on you, or another creature (even if that creature lacks the bestow graft ability). This graft is in addition to those transferred via the Bestow Graft ability of yourself or other creatures you have summoned.

    Ravnican Mage:
    You are accustomed to life in cities and their flows of mana making you capable of drawing chromatic mana from a city.
    Prerequisites: Diplomacy 2 ranks.
    Benefit: When in a small town or larger settlement you gain mana as if the area was tier I terrain of every color, or its actual tier whichever is higher. When in a large city or larger settlement you gain mana as if the area was a tier II terrain of every color, or its actual tier whichever is higher.

    Shape Extra Graft:
    Your training has specialized in the art of creating cytoplasmic grafts allowing you to shape more than other members of the Simic Combine.
    Prerequisite: Shape Grafts ability.
    Benefit: You may shape 1 additional cytoplasmic graft with your Shape Grafts ability.

    Simic Ally:
    You are proficient in using cytoplasmic grafts which have been granted you.
    Prerequisite: Must have born a cytoplasmic graft at some point.
    Benefit: You gain the Bestow Grafts ability as a 1st level Simic Initiate or Simic Biomancer.

    Skilled Summons:
    Creatures you summon are particularly skilled.
    Prerequisite: Ability to cast a 2nd level or higher spell of the Summoning subschool (heightened spells count).
    Benefit: Whenever you summon a creature it gains 1 bonus feat that it meets the prerequisites for.

    Tradition Initiate Feats

    Note: Each initiate feat adds certain spells to your spells known, these are added automatically when you gain the appropriate spell level and are not known before that.

    Azorius Initiate (Simic) [Tradition Initiate]
    You have studied in the halls of law, bringing the authority of the guildpact and the sympathetic magic which links the laws of man to the laws of magic to aid in your biomancy.
    Prerequisites: Simic Biomancer level 1+, Wisdom 13+, no other Tradition Initiate feat
    Benefits: You add White to your color identity. If a creature is currently in the act of breaking or trying to break the law of the local realm your magic is more potent against them and they suffer a -1 to saving throws against it and you gain a +4 bonus to overcome their spell resistance. Finally you learn the following (exotic) spells: Summon Judge's Familiar, Summon Azorius Herald, Summon Soulsworn Spirit, Steeling Stance, Lyev Decree, and Fall of the Gavel.

    Dimir Initiate (Simic) [Tradition Initiate]
    You have dabbled in the deception and trickery of House Dimir, the guild which is not, even if you do not know it.
    Prerequisites: Simic Biomancer level 1+, Charisma 13+, no other Tradition Initiate feat.
    Benefits: You add Black to your color identity. You add Bluff and Disguise to your Simic Biomancer class skill list and may expend a spell slot to gain a +3 insight bonus per level, if the sacrificed spell slot was a mana spell, or a +2 bonus per level, if the sacrificed spell slot was not, to a Bluff or Disguise check as part of making that check. Finally you learn the following (exotic) spells: Summon Dimir Infiltrator, Summon Mindleech Mass, Summon Roofstalker Wight, Hands of Binding, Mind Vapors, and Muddle the Mixture.

    Golgari Initiate (Simic) [Tradition Initiate]
    You have dabbled in the arts of the Golgari Rot Tenders, learning to harness the powers of the dead and dying to spur forward the evolution of the living.
    Prerequisites: Simic Biomancer level 1+, Constitution 13+, no other Tradition Initiate feat
    Benefits: You add Black to your color identity. You may treat the benefits granted by the scavenge ability as if they were cytoplasmic grafts (including limits on numbers), you must choose whether to treat them as such when you scavenge the dead summoned creature. Finally you learn the following (exotic) spells: Summon Slitherhead, Summon Terrus Wurm, Summon Rot Farm Skeleton, Abrupt Decay, Bloodbond March, and Vigor Mortis.

    Gruul Initiate (Simic) [Tradition Initiate]
    You have dabbled in the shamanic arts of the Gruul clans.
    Prerequisites: Simic Biomancer level 1+, Strength 11+, Constitution 13+, no other Tradition Initiate feat
    Benefits: You add Red to your color identity. You may use Summon Simic Creature to activate the blood rush abilities of any creatures you know as if they were Simic Creatures. Finally you learn the following (exotic) spells: Summon Wasteland Viper, Summon Scorchwalker, Summon Wrecking Ogre, Summon Skarrg Goliath, Signal the Clans, and Killer Instinct.

    Izzet Initiate (Simic) [Tradition Initiate]
    You have dabbled in the arts of the mad mages of the Izzet League, learning to harness the raw powers of magic and use them to burn your foes.
    Prerequisites: Simic Biomancer level 1+, Intelligence 13+, no other Tradition Initiate feat
    Benefits: You add Red to your color identity. You may apply the Lesser and Greater Monstrous Recovery abilities to Evocations and any non-summoning spell learned through this feat as if they were Summoning spells. Finally you learn the following (exotic) spells: Summon Blistercoil Weird, Electrolyze, Gigadrowse, Mizzium Mortar, Odds, and Pyromantics.

    Selesnya Initiate (Simic) [Tradition Initiate]
    You have listened to the voice of the conclave and even now it resonates within you.
    Prerequisites: Simic Biomancer level 1+, Charisma 13+, no other Tradition Initiate feat
    Benefits: You add White to your color identity. As a swift action you may bestow mana to a creature within 30-ft; when you do so you lose up to 1 more point of mana than your Mana Recovery value and the target gains that much mana in the same colors. As a standard action you may bestow mana up to your mana capacity to a creature within 30-ft. If an ally casts a spell with convoke you may use either of these abilities outside of turn instead of granting mana normally due to convoke, in this case they expend your next swift or standard action (respectively) and instead of adding to the target's mana pool the mana is used directly to cast the spell with convoke. Finally you learn the following (exotic) spells: Summon Watchwolf, Summon Bronzebeak Moa, Summon Autochthon Wurm, Collective Blessing, Gather Courage, and Seed Spark.
    Last edited by Zaydos; 2015-01-31 at 01:19 PM.
    Peanut Half-Dragon Necromancer by Kurien.

    Current Projects:

    Group: The Harrowing Halloween Harvest of Horror Part 2

    Personal Silliness: Vote what Soulknife "Fix"/Inspired Class Should I make??? Past Work Expansion Caricatures.

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  23. - Top - End - #23
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    Default Re: Base Class Contest XXVI - Flipping the Table

    Exotic Spells (including those granted by Initiate Feats)


    Spoiler: Azorius Spells
    Show

    Summon Judge's Familiar
    Conjuration (Summoning)
    Color: Blue and White
    Level: 1st
    Mana: U or W
    Components V, S
    Casting Time: 1 standard action
    Range: Close (25-ft + 5-ft/2 caster levels)
    Effect: 1 Judge's Familiar
    Duration: 2 rounds per caster level
    Saving Throw: No
    Spell Resistance: No

    This spell functions as Summon Monster except that it only summons a judge's familiar.

    Heightening: If cast from a 2nd level spell slot the duration increases to 10 minutes per caster. If cast from a 3rd level spell slot the duration increases to 1 hour/caster level. In addition each level this spell is heightened grants a bonus hit die to the judge's familiar.

    Spoiler: judge's familiar
    Show

    Judge's Familiar
    Small Magical Beast
    HD: 2d10+4 (15 hp)
    Initiative: +3
    Speed: 5-ft (1 square) or fly 40-ft (average)
    Armor Class: 14 (+3 Dex, +1 size), t 14, FF 11
    Base Attack/Grapple: +2/-3
    Attack: Talons +6 melee (1d4-1)
    Full Attack: Talons +6 melee (1d4-1) and Bite +1 melee (1d4-1)
    Space/Reach: 5-ft/5-ft
    Special Attacks: Sacrificial Verdict
    Special Qualities: Darkvision 60-ft, Superior Low-light vision
    Saves: Fort +5, Ref +6, Will +3
    Abilities: Str 8, Dex 15, Con 14, Int 6, Wis 17, Cha 7
    Skills: Sense Motive +12, Spot +11
    Feats: Weapon Finesse

    A judge's familiar may speak one language that its summoner speaks.

    Sacrificial Verdict (Su): As an immediate action the judge's familiar may draw 1 colorless mana from its summoner (if the summoner is willing) to counter a spell being cast. Doing so instantly kills the judge's familiar. This ability always functions against mana spells up to 1 level higher than the level used to summon the judge's familiar but a single point of colorless mana +1/2 the spell level used to summon the familiar can negate this effect. Against non-mana spells it functions as Dispel Magic used to counter spell, increasing to Greater Dispel Magic if a 5th or higher level slot is used to summon the familiar. In either case a single spell slot of the same level as the one used to summon the judge's familiar can be used to negate this effect.

    Superior Low-Light vision (Ex): A judge's familiar sees four times as far in low light conditions as a human.

    Skills: A judge's familiar gains a +4 bonus on Sense Motive checks and a +8 bonus on Spot checks.


    Summon Azorius Herald
    Conjuration (Summoning)
    Color: White
    Level: 2nd
    Mana: 2W
    Components V, S
    Casting Time: 1 standard action
    Range: Close (25-ft + 5-ft/2 caster levels)
    Effect: 1 Azorius Herald
    Duration: 2 rounds per caster level (special)
    Saving Throw: No
    Spell Resistance: No

    This spell functions as Summon Monster except that it only summons an azorius herald. If you do not pay at least 1 Blue mana as part of this spell's colorless casting cost its duration is reduced to 1 round.

    Heightening: If cast from a 3rd level spell slot the duration increases to 10 minutes per caster. If cast from a 4th level spell slot the duration increases to 1 hour/caster level. In addition each level this spell is heightened grants a bonus hit die to the azorius herald.

    Spoiler: Azorius Herald
    Show

    Azorius Herald
    Medium Deathless (Incorporeal)
    HD: 3d12+3 (22 hp)
    Initiative: +2
    Speed: 30-ft
    Armor Class: 14 (+2 Dex, +2 Deflection), t 14, FF 12
    Base Attack/Grapple: +1/-
    Attack: Incorporeal Touch +3 melee (1d6+2)
    Full Attack: Incorporeal Touch +3 melee (1d6+2)
    Space/Reach: 5-ft/5-ft
    Special Attacks: Healing Arrival, Healing Touch
    Special Qualities: Darkvision 60-ft, Deathless traits, Incorporeal traits
    Saves: Fort +1, Ref +3, Will +5
    Abilities: Str -, Dex 15, Con -, Int 12, Wis 15, Cha 14
    Skills: Diplomacy +8, Heal +8, Sense Motive +8
    Feats: Toughness, Dodge

    Healing Arrival: When you summon an Azorius Herald you heal 1d6 hit points per level of spell slot used to summon the azorius herald, this is a positive energy effect.

    Healing Touch (Su): An Azorius Herald may heal with a touch healing 1d4 damage + 1d4 damage per level above 2nd the spell used to summon the herald was. An azorius herald may use this ability 1/day per spell level of the spell used to summon it.


    Summon Soulsworn Spirit
    Conjuration (Summoning)
    Color: Blue
    Level: 3rd
    Mana: 3U
    Components V, S
    Casting Time: 1 standard action
    Range: Close (25-ft + 5-ft/2 caster levels)
    Effect: 1 Soulsworn Spirit
    Duration: 2 rounds per caster level (special)
    Saving Throw: No
    Spell Resistance: No

    This spell functions as Summon Monster except that it only summons a soulsworn spirit.

    Heightening: If cast from a 4th level spell slot the duration increases to 10 minutes per caster level. If cast from a 5th level spell slot the duration increases to 1 hour/caster level. In addition each level this spell is heightened grants a bonus hit die to the soulsworn spirit.

    Spoiler: Soulsworn Spirit
    Show

    Soulsworn Spirit
    Medium Deathless
    HD: 6d12+6 (45 hp)
    Initiative: +6
    Speed: 40-ft
    Armor Class: 15 (+2 Dex, +3 Deflection), t 15, FF 13
    Base Attack/Grapple: +3/3
    Attack: Caress of Fate +5 melee touch (3d6)
    Full Attack: Caress of Fate +5 melee touch (3d6)
    Space/Reach: 5-ft/5-ft (10-ft with arms)
    Special Attacks: Caress of Fate, Sworn Target, Teleportation
    Special Qualities: Darkvision 60-ft, Deathless traits
    Saves: Fort +2, Ref +4, Will +6
    Abilities: Str 10, Dex 15, Con -, Int 12, Wis 13, Cha 16
    Skills: Concentration +11, Knowledge (any one) +10, Survival +10
    Feats: Improved Toughness, Track, Improved Initiative

    A soulsworn spirit is proficient in simple weapons.

    Caress of Fate (Su): The touch of a soulsworn spirit may disrupt the timeline of a creature dealing 1d6 untyped magical damage to that target per spell level used to summon the soulsworn spirit.

    Sworn Target (Su): When the soulsworn spirit is summoned the caster may select a single creature within 100-ft, or a creature that the caster is carrying a piece of the body of (such as fingernail, hair, skin, etc). This has several effects. When the soulsworn spirit appears the target, if they are within 100-ft, must make a Will save (same DC as the summoning spell would have) or be unable to act for 1 round, they are allowed Spell Resistance to avoid this effect. In addition the soulsworn spirit may ignore any concealment against that creature less than total, roll twice for miss chance when attacking that creature and take the better result, and gains an insight bonus to hit the creature and to AC against the creature equal to the spell level used to summon the soulsworn spirit. A soulsworn spirit's summoner may change its sworn target as a full-round action that requires the caster to touch the soulsworn spirit. This new Sworn Target must be within 100-ft or the summoner must possess a piece of their body, and does not need to make a saving throw to resist being unable to act for a round.

    Teleportation (Sp): A soulsworn spirit may teleport to a square within 10-ft of its Sworn Target as a swift action 1/round as long as they are on the same plane. This is the equivalent of a 4th level spell-like ability.


    Lyev Decree
    Evocation [Law]
    Color: White
    Level: 2nd
    Mana: 1W
    Components V
    Casting Time: 1 standard action
    Range: Close (25-ft +5-ft/2 caster levels)
    Target(s): 1 or 2 creatures.
    Duration: 1 round.
    Saving Throw: Will negates.
    Spell Resistance: Yes.

    With a word you utter a decree of cosmic order momentarily arresting the targets. This spell effects up to two targets, using the power of magically enforced order to seal them. Creatures targeted this way may take no actions for 1 round (as if dazed), unless they succeed on a Will save. Creatures with the Chaotic subtype gain a +2 bonus on their save, while creatures with the Lawful subtype being naturally obedient to such forces suffer a -2 penalty on their save. Lawful creatures who have broken neither the law of their native land, nor the law of the land they are currently within, in the last week gain a +2 bonus on their save against this spell.

    Heightening: For each level this spell is heightened it may affect another target. If cast from a 4th level spell slot its duration increases to 2 rounds, but targets are allowed a second save after the first round of effect to end it immediately. If cast from a 5th level spell slot its duration increases to 1 round/level, but targets are allowed another save after each round to end the effect prematurely. If cast from a 6th level spell slot creatures are stunned as well for the duration.

    Steeling Stance:
    Evocation
    Color: White
    Level: 2nd
    Mana: 1WW
    Components: V
    Casting Time: 1 standard action
    Range: 30-ft
    Area: 30-ft burst centered on self.
    Duration: 1 round/caster level
    Saving Throw: Will negates (harmless)
    Spell Resistance: Yes (harmless)

    You imbue your allies with the flowing energy of white mana. Allied creatures within the area of this effect gain a +2 morale bonus to attack, damage, AC, and saving throws for the duration of the effect.

    Forecast: While you have this spell prepared 1/round you may spend one White mana as a swift action to imbue a single creature within close (25-ft + 5-ft/2 caster levels) range with part of its effect. This counts as casting a spell of Steeling Stance's level and has the same verbal component, and still allows a Will save, and Spell Resistance, but does not actually expend the spell or a spell slot. The target creature gains the benefits of Steely Stance for 1 round as if it had been cast from a level 1 lower than it is prepared in; if Steeling Stance was prepared in a 2nd level slot it grants a +1 bonus (instead of the +2 of the actual spell).

    Heightening: For each level above 2nd Steeling Stance was cast from the moral bonus from this spell is increased by 1. If cast from a 3rd level or higher slot creatures affected by this spell overcome Damage Reduction as if their attacks shared one aspect of your alignment and were magic, and gain DR 3/magic for the duration. If cast from a 4th level or higher slot they gain +1d6 damage against creatures whose alignment opposes the chosen aspect, and the granted DR is increased to 5/magic and the range is increased to 60-ft and the area to a 60-ft burst. If cast from a 5th level or higher slot the duration is increased to 1 minute/2 caster levels and the range becomes 1000-ft with a corresponding increase to area. If cast from a 6th level or higher slot the range and area becomes line of effect and the duration is increased to 1 minute/caster level.

    Fall of the Gavel
    Abjuration
    Color: Blue and White
    Level: 4th
    Mana: 3WU
    Components: V
    Casting Time: 1 immediate action
    Range: Medium (100-ft + 10-ft/caster level)
    Target(s): 1 spell being cast and you.
    Duration: Instantaneous
    Saving Throw: No
    Spell Resistance: No

    When you cast this spell counter another spell which is being cast. If the spell to be affected is level 5 or lower then it is automatically countered as if you had used another casting of it to counter the spell. If the spell to be affected is level 6 or higher then this functions as using Greater Dispel Magic to counter a spell. If you successfully counter the spell you turn its magical force into personal restorative energy healing 1d8 hit points per level of the countered spell plus twice your caster level.

    This effect may counter spell-like abilities but they are always countered as if by (Greater) Dispel Magic and those above the automatic level for being counterspelled cannot be countered at all.

    Heightening: For every level above 4th the spell slot you use to prepare this spell is the maximum level which you may automatically counter is increased by two.


    Spoiler: Dimir Spells
    Show

    Summon Roofstalker Wight
    Conjuration (Summoning)
    Color: Black
    Level: 1st
    Mana: 1B
    Components: V, S
    Casting Time: 1 standard action
    Range: Close (25-ft + 5-ft/2 caster levels)
    Effect: 1 Roofstalker Wight
    Duration: 2 rounds per caster level
    Saving Throw: No
    Spell Resistance: No

    This spell functions as Summon Monster except that it only summons a Rooftop Wight.

    Heightening: If cast from a 2nd level spell slot the duration increases to 1 minute per caster level, the wight gains 1 hit die, and you are able to telepathically communicate with it out to 30-ft. If cast from a 3rd level spell slot the duration increases to 1 hour/caster level and the wight gains three additional hit dice and may use your Hide and Move Silently ranks in place of its own. For each level above 1st the Roofstalker's sneak attack bonus increases by +1d6, and each level above 2nd the slot used is the telepathy range increases by an order of magnitude (3rd level = 300-ft, 4th equals 3000-ft, 5th equals 30,000-ft, 6th equals 300,000-ft).

    Spoiler: Rooftstalker
    Show
    Roofstalker
    Medium Undead
    HD: 2d12 (13 hp)
    Initiative: +6
    Speed: 40-ft (8 squares)
    Armor Class: 14 (+2 Dex, +2 natural), t 12, FF 12
    Base Attack/Grapple: +1/+3
    Attack: Slam +3 melee (1d6+3)
    Full Attack: Slam +3 melee (1d6+3)
    Space/Reach: 5-ft/5-ft
    Special Attacks: Sneak attack +1d6
    Special Qualities: Darkvision 60-ft, Undead traits, Touch the Sky, Turn Resistance +2
    Saves: Fort +0, Ref +2, Will +4
    Abilities: Str 15, Dex 15, Con -, Int 12, Wis 12, Cha 4
    Skills: Hide +11, Listen +6, Move Silently +10, Spot +6
    Feats: Improved InitiativeB, Stealthy
    Environment: Ravnica (Urban)
    Organization: Solitary, or squad (2-5)
    Challenge Rating: 1

    Sneak Attack (Ex): A roofstalker has sneak attack as the rogue ability dealing +1d6 damage.

    Touch the Sky (Su): As a swift action a roofstalker may call upon their summoner's mana (or their own if they have any) to gain a fly speed for 3 rounds. This costs 1 colorless and 1 Blue mana, and the bestowed fly speed is equal to their base land speed with good maneuverability.

    Skills: A roofstalker gains a +4 racial bonus to Hide and Move Silently checks.


    Summon Dimir Infiltrator
    Conjuration (Summoning)
    Color: Black and Blue
    Level: 2nd
    Mana: UB
    Components: V, S
    Casting Time: 1 standard action
    Range: Close (25-ft + 5-ft/2 caster levels)
    Effect: 1 Dimir Infiltrator
    Duration: 2 rounds per caster level
    Saving Throw: No
    Spell Resistance: No

    This spell functions as Summon Monster except that it only summons a Dimir Infiltrator (it appears carrying 2 normal daggers).

    Transmute: If you have this spell prepared you may sacrifice it as a standard action and pay 1 colorless, 1 blue, and 1 black mana to instantly prepare any lower level spell you know with a total mana cost of 2 mana (regardless of colors).

    Heightening: If cast from a 3th level spell slot the duration increases to 1 minute per caster level, the infiltrator gains 1 hit die, and you are able to telepathically communicate with it out to 100-ft. If cast from a 4th level spell slot the duration increases to 1 hour/caster level and the wight gains three additional hit dice and may use your Hide and Move Silently ranks in place of its own. For each level above 3rd the Roofstalker's sneak attack bonus increases by +1d6, and each level above 2nd the slot used is the telepathy range increases by an order of magnitude (4th equals 1000-ft, 5th equals 10,000-ft, 6th equals 100,000-ft).

    Spoiler: Dimir Infiltrator
    Show
    Dimir Infiltrator
    Medium Undead (Incorporeal)
    HD: 2d12 (13 hp)
    Initiative: +3
    Speed: fly 40-ft (good)
    Armor Class: 15 (+3 Dex, +2 Deflection), t 16, FF 12
    Base Attack/Grapple: +1/-
    Attack: Dagger +4 melee (1d4+3, 19-20/x2) or dagger +4 ranged (1d4, 19-20/x2, 10-ft range increment)
    Full Attack: 2 Daggers +2/+2 melee (1d4+3, 19-20/x2) or dagger +4 ranged (1d4, 19-20/x2, 10-ft range increment)
    Space/Reach: 5-ft/5-ft
    Special Attacks: Ghost Blades, Sneak attack +1d6
    Special Qualities: Darkvision 60-ft, Incorporeal traits, Undead traits
    Saves: Fort +0, Ref +3, Will +3
    Abilities: Str -, Dex 17, Con -, Int 12, Wis 12, Cha 15
    Skills: Hide +8, Listen +6, Spot +6
    Feats: Two-Weapon Fighting
    Environment: Ravnica (Urban)
    Organization: Solitary, or squad (2-5)
    Challenge Rating: 1

    Ghost Blades (Su): A dimir infiltrator may wield any slashing or piercing weapon as if it were Ghost Touch and may apply Dexterity to damage when wielding light slashing or piercing melee and thrown weapons.

    Sneak Attack (Ex): A dimir infiltrator has sneak attack as the rogue ability dealing +1d6 damage.


    Summon Mindleech Mass
    Conjuration (Summoning)
    Color: Black and Blue
    Level: 6th
    Mana: 5UBB
    Components: V, S
    Casting Time: 1 standard action
    Range: Close (25-ft + 5-ft/2 caster levels)
    Effect: 1 Mindleech Mass
    Duration: 2 rounds per caster level
    Saving Throw: No
    Spell Resistance: No

    This spell functions as Summon Monster except that it only summons a Mindleech Mass.

    Spoiler: Mindleech Mass
    Show
    Mindleech Mass
    Huge Aberration
    HD: 24d8+144 (262 hp)
    Initiative: -1
    Speed: 30-ft, swim 30-ft
    Armor Class: 23 (-2 Size, -1 Dex, +16 natural), t 7, FF 23
    Base Attack/Grapple: +18/+36
    Attack: Slam +26 melee (2d6+10 and mind drain)
    Full Attack: 2 Slams +26/+26 melee (2d6+10 and mind drain) and bite +26 melee (3d6+5 and mind drain)
    Space/Reach: 15-ft/15-ft
    Special Attacks: Mind Drain
    Special Qualities: Darkvision 60-ft, Amorphous, Hungry Mind, Spell Resistance 25, Telepathic Link
    Saves: Fort +13, Ref +6, Will +17
    Abilities: Str 31, Dex 7, Con 21, Int 14, Wis 16, Cha 18
    Skills: Intimidate +29, Listen +30, Spellcraft +29, Spot +30, Swim +18.
    Feats: Multiattack, Greater Multiattack, Power Attack, Stand StillXPH, Ability Focus (Mind Drain), Ability Focus (Hungry Mind), Improved Toughness, Cleave.
    Environment: Ravnica (Urban)
    Organization: Solitary
    Challenge Rating: 15

    Amorphous (Ex): A mindleech mass is an ever-shifting mass of closely linked leeches capable of shifting its body about as long as it maintains its general shape and has immunity to poison, sleep, paralysis, polymorph, and stunning effects. It is not subject to critical hits and, having no clear front or back, cannot be flanked.

    Hungry Mind (Su): Whenever a mindleech mass is specifically targeted by a non-extraordinary mind-affecting effect the originator of that effect must make a Will save (DC 28; DC is Charisma based) or be dazed for 1 round and the mindleech mass gains immunity to that effect. This is a mind-affecting effect.

    Mind Drain (Su): Whenever a mindleech mass hits a target with a natural weapon that target must make a DC 28 Will save or the mindleech mass pulls into their mind. It may either take magical power or memories. In the case of memories it takes the target's memory of a single contiguous 10 minutes of time at least 8 hours prior to the attack, causing the victim to completely forget it and giving the mindleech knowledge of such events as if they had happened to it (the mindleech chooses which 10 minutes). In the case of magical power the mindleech gains knowledge of the spells, spell-like abilities, and psionic powers the target possesses. It then may select one. In the case of a prepared spell the target loses that spell as if it had been cast. In the case of a spontaneous caster the mindleech selects a spell they know and they lose knowledge of that spell for 10 minutes and 1 spell slot of the level required to cast that spell. In the case of a psionic power the target loses that power known for 10 minutes and enough power points to manifest it once. In the case of a spell-like ability the target loses 1 use of that ability, and if it is at-will access to that ability for 1 minute. The Mindleech Mass or its summoner may 1/round cast a 4th level or lower mana spell or 5th level or lower spell stolen this way this round as if they were the target except as a free action; only one of the two may use this ability each round.

    Telepathic Link (Su): A mindleech mass may communicate with its summoner telepathically as long as they are on the same plane, and may form a telepathic link with another mindleech mass as an action requiring 10 minutes and lasting as long as both of them are alive.


    Hands of Binding
    Evocation [Force]
    Color: Blue
    Level: 1st
    Mana: 1U
    Components: V, S
    Casting Time: 1 standard action
    Range: Close (25-ft +5-ft/2 caster levels) (see below)
    Target: 1 creature (see below).
    Duration: 1 round (see below).
    Saving Throw: Reflex negates.
    Spell Resistance: Yes.

    Hands of force form around the creature holding it. The target is entangled for 1 round if they fail their saving throw.

    Cipher: When you cast this spell it also encodes upon a creature of your choice within 30-ft of you. Once per round when that creature damages an enemy with a weapon or weapon-like ability (an attack requiring an attack roll) they may, as a free action, invoke the effect of this spell on that target. This functions as if the spell had been cast targeting the damaged creature (same DC, heightening, etc except for this encoding of effect). This spell stays encoded for 1 round per caster level.

    Heightening: If cast from a 2nd level spell slot the target is immobilized as well as entangled. If cast from a 3rd level spell slot the target loses their dexterity bonus to AC for 1 round due to being restrained and this spell remains encoded for 3 rounds per caster level. If cast from a 4th level or higher spell slot the target may take only mental actions for 1 round and is entangled for 2 rounds instead of 1. If cast from a 5th level spell slot the target is effectively paralyzed for 1 round on a failed save and immobilized for 2 rounds instead of 1. If cast from a 6th level spell slot this spell remains encoded for 1 minute per caster level.

    Mental Vapors
    Enchantment (Compulsion) [Mind-Affecting]
    Color: Black
    Level: 3rd
    Mana: 3B
    Components: V, S
    Casting Time: 1 standard action
    Range: Close (25-ft +5-ft/2 caster levels) (see below)
    Target: 1 creature (see below).
    Duration: Instantaneous (see below).
    Saving Throw: Will negates.
    Spell Resistance: Yes.

    With words of magic you draw out the magical prowess of your target emptying it. On a failed Will save the target loses one spell, one daily use of a daily Spell-like ability, or power points equal to their manifester level; all such abilities are lost as if they had been expended naturally. The target may choose which spell/spell-like ability they lose but must lose one from one with access to the highest possible level and must lose from whichever type has the highest effect spell level (treat manifester level as 1/2 for effective spell level). In addition an erudite loses one unique power per day this is regained when they restore power points and reset unique powers per day.

    Cipher: When you cast this spell it also encodes upon a creature of your choice within 30-ft of you. Once per round when that creature damages an enemy with a weapon or weapon-like ability (an attack requiring an attack roll) they may, as a free action, invoke the effect of this spell on that target. This functions as if the spell had been cast targeting the damaged creature (same DC, heightening, etc except for this encoding of effect). This spell stays encoded for 1 round per caster level.

    Heightening: If cast from a 4th level spell slot the cipher effect remains encoded for 1 minute per caster level. If cast from a 5th level spell slot the cipher effect remains encoded for 10 minutes per caster level. If cast from a 6th level spell slot the cipher effect remains encoded for 1 hour per caster level.

    Muddle the Mixture
    Abjuration
    Color: Blue
    Level: 4th
    Mana: UU
    Components: V
    Casting Time: 1 immediate action
    Range: Medium (100-ft + 10-ft/caster level)
    Target(s): 1 spell being cast and you.
    Duration: Instantaneous
    Saving Throw: No
    Spell Resistance: No

    When you cast this spell counter another spell which is being cast. If the spell to be affected is level 5 or lower then it is automatically countered as if you had used another casting of it to counter the spell. If the spell to be affected is level 6 or higher then this functions as using Greater Dispel Magic to counter a spell. This spell cannot be used to counter spells of the Conjuration (Summoning) or Conjuration (Calling) subschools, or spell-like abilities which replicate them.

    This effect may counter spell-like abilities but they are always countered as if by (Greater) Dispel Magic and those above the automatic level for being counterspelled cannot be countered at all.

    Transmute: If you have this spell prepared you may sacrifice it as a standard action and pay 1 colorless, 2 blue mana to instantly prepare any lower level spell you know with a total mana cost of 2 mana (regardless of colors).

    Heightening: For every level above 4th the spell slot you use to prepare this spell is the maximum level which you may automatically counter is increased by two.


    Spoiler: Golgari Spells
    Show

    Summon Slitherhead
    Conjuration (Summoning)
    Color: Black and Green
    Level: 1st
    Mana: B or G
    Components V, S
    Casting Time: 1 standard action
    Range: Close (25-ft + 5-ft/2 caster levels)
    Effect: 1 Slitherhead
    Duration: 2 rounds per caster level
    Saving Throw: No
    Spell Resistance: No

    This spell functions as Summon Monster except that it only summons a slitherhead.

    Heightening: If cast from a 2nd level spell slot the duration increases to 10 minutes per caster. If cast from a 3rd level spell slot the duration increases to 24 hours. In addition each level this spell is heightened allows for one additional benefit to be scavenged with the scavenge ability, and a bonus hit die to the slitherhead.

    Spoiler: Slitherhead
    Show

    Slitherhead
    Tiny Plant
    HD: 2d8+6 (15 hp)
    Initiative: +3
    Speed: 30-ft (6 squares)
    Armor Class: 15 (+3 Dex, +2 size), t 15, FF 12
    Base Attack/Grapple: +1/-8
    Attack: Tentacle +6 melee (1d3-1)
    Full Attack: 4 Tentacles +6 melee (1d3-1)
    Space/Reach: 2-1/2-ft/0-ft
    Special Attacks: -
    Special Qualities: Darkvision 60-ft, Plant traits, Scavenge
    Saves: Fort +6, Ref +3, Will +1
    Abilities: Str 8, Dex 17, Con 17, Int 6, Wis 12, Cha 4
    Skills: Listen +4, Move Silently +7, Spot +3
    Feats: Weapon FinesseB, Dodge, MobilityB
    Environment: Ravnica (Urban)
    Organization: Solitary, or clutch (2-5)
    Challenge Rating: 1

    Scavenge (Su): If a summoned slitherhead is slain but its duration has not elapsed its summoner may, as a swift action, reclaim some of its lost essence and imbue another creature with it. Doing so allows them to select one of the following abilities from the list below or, if they have the Simic Initiate (Golgari) or Golgari Initiate (Simic) feat you may also select a single cytoplasmic graft, treat the following abilities as if they were grafts, or grant a creature with evolve or the cytoplasmic subtype an evolution or graft it could naturally gain. This bonus lasts for 1 minute per caster level of the spell used to summon the slitherhead or its remaining duration whichever is longer.
    • Scavenged Strength: The target creature gains a +2 profane bonus to Strength.
    • Scavenged Endurance: The target creature gains a +2 profane bonus to Constitution.
    • Scavenged Vitality: The target creature gains 10 temporary hit points.
    • Scavenged Stealth: The target creature gains a +4 competence bonus on Hide and Move Silently checks.
    • Scavenged Knowledge: The target creature gains full awareness of whatever the slitherhead had seen during its short existence.


    Available grafts (with Golgari/Simic Initiate feats)
    • Skilled (select skill)
    • Internal Anti-Toxins
    • Ocular Implants
    • Chameleon Hide
    • Lifeforce Simulator


    Skills: A slitherhead has a +4 racial bonus on Move Silently checks.


    Summon Rot Farm Skeleton
    Conjuration (Summoning)
    Color: Black and Green
    Level: 3rd
    Mana: 2BG
    Components V, S
    Casting Time: 1 standard action
    Range: Close (25-ft + 5-ft/2 caster levels)
    Effect: 1 Rot Farm Skeleton
    Duration: 1 minute per caster level
    Saving Throw: No
    Spell Resistance: No

    This spell functions as Summon Monster except that it only summons a rot farm skeleton.

    Heightening: If cast from a 4th level spell slot the duration increases to 10 minutes per caster level, the skeleton gains an additional hit die, and Mystic Blade improves to +3. If cast from a 5th level spell slot the duration increases to 24 hours, the skeleton gains 2 additional hit dice, and Mystic Blade improves to +4, the bonus damage against living creatures increasing to 2d6.

    Spoiler: Rot Farm Skeleton
    Show
    Rot Farm Skeleton
    Medium Undead
    HD: 6d12-12 (27 hp)
    Initiative: +7
    Speed: 40-ft (8 squares)
    Armor Class: 15 (+3 Dex, +2 natural), t 15, FF 12
    Base Attack/Grapple: +6/+9
    Attack: Greatsword +11 melee (2d6+5 + 1d6 against living creatures)
    Full Attack: Greatsword +11/+6 melee (2d6+5 + 1d6 against living creatures)
    Space/Reach: 5-ft/5-ft
    Special Attacks: Mystic Blade, Warrior
    Special Qualities: Darkvision 60-ft, Fragile, Reassemble, Undead Traits
    Saves: Fort +2, Ref +5, Will +5
    Abilities: Str 17, Dex 16, Con -, Int 6, Wis 11, Cha 6
    Skills: Listen +4, Spot +5
    Feats: Improved InitiativeB, Weapon Focus (Greatsword), Power Attack, Cleave.
    Environment: Ravnica (Urban)
    Organization: Solitary
    Challenge Rating: 5

    Fragile (Ex): A rot farm skeleton is by nature fragile suffering a -1 penalty to hit points per hit die.

    Mystic Blade (Su): Any weapon wielded by a rot farm skeleton is considered a +1 magic weapon and deals +1d6 damage against living creatures.

    Reassemble (Su): If a summoned rot farm skeleton is slain its summoner may as a standard action, spend 2 colorless, 1 black, and 1 green mana to reanimate it once more. The skeleton can be restored from anything short of total destruction (such as a disintegrate spell) and rises where its body is at full health and function.

    Warrior: A rot farm skeleton's BAB from its undead hit dice is full as opposed to 1/2.


    Summon Terrus Wurm
    Conjuration (Summoning)
    Color: Black
    Level: 4th
    Mana: 6B
    Components V, S
    Casting Time: 1 standard action
    Range: Close (25-ft + 5-ft/2 caster levels)
    Effect: 1 Terrus Wurm
    Duration: 2 minutes per caster level
    Saving Throw: No
    Spell Resistance: No

    This spell functions as Summon Monster except that it only summons a terrus wurm.

    Heightening: If cast from a 5th level spell slot the duration increases to 10 minutes per caster level, the wurm gains an extra hit die, and an additional effect can be chosen with Scavenge. If cast from a 6th level spell slot the duration increases to 24 hours, the wurm gains 3 extra hit dice, and three additional effects can be chosen with Scavenge.

    Spoiler: Terrus Wurm
    Show
    Terrus Wurm
    Huge Magical Beast
    HD: 22d12+44 (187 hp)
    Initiative -1
    Speed: 30-ft (6 squares), burrow 10-ft
    Armor Class: 20 (-2 size, -1 Dex, +13 natural), t 7, FF 20
    Base Attack/Grapple: +11/+27
    Attack: Bite +18 melee (4d6+12, 19-20/x2)
    Full Attack: Bite +18 melee (4d6+12, 19-20/x2)
    Space/Reach: 15-ft/10-ft
    Special Attacks: -
    Special Qualities: Darkvision 60-ft, DR 10/magic, DR 5/slashing, Scavenge.
    Saves: Fort +9, Ref +6, Will +14
    Abilities: Str 27, Dex 9, Con -, Int 2, Wis 12, Cha 6
    Skills: Listen +13, Spot +14
    Feats: Weapon Focus (Bite), Improved Natural Weapon (Bite), Improved Critical (Bite), Improved Toughness x2, Great Fortitude, Power Attack, Cleave
    Environment: Ravnica (Urban).
    Organization: Solitary
    Challenge Rating: 9

    Scavenge (Su): If a summoned terrus wurm is slain but its duration has not elapsed its summoner may, as a swift action which costs 6 colorless and 1 Black mana, reclaim some of its lost essence and imbue another creature with it. Doing so allows them to select five of the following abilities from the list below or, if they have the Simic Initiate (Golgari) or Golgari Initiate (Simic) feat you may also select five cytoplasmic grafts, treat the following abilities as if they were grafts, grant a creature with evolve or the cytoplasmic subtype 5 evolutions or grafts it could naturally gain, or some combination of the above which equals 5 abilities (if grafts or evolutions are granted abilities granted by this are automatically treated as grafts as well). This bonus lasts for 1 minute per caster level of the spell used to summon the terrus wurm or its remaining duration whichever is longer.
    • Scavenged Strength: The target creature gains a +2 profane bonus to Strength; this ability may be selected multiple times stacking up to +6.
    • Scavenged Endurance: The target creature gains a +2 profane bonus to Constitution; this ability may be selected multiple times stacking up to +6.
    • Scavenged Vitality: The target creature gains 10 temporary hit points; this ability may be selected multiple times each additional instance increasing the temporary hit points by 10.
    • Scavenged Knowledge: The target creature gains full awareness of whatever the terrus wurm had seen during its short existence.
    • Scavenged Power: The target creature's BAB improves by +1 up to their hit dice; this ability may be selected multiple times stacking up to +3.
    • Scavenged Fury: The target creature gains the ability to rage (as a barbarian) for 3 rounds per instance of this ability. Unlike a barbarian's rage you may activate and deactivate this ability on a round by round basis, though you are still fatigued at the end of a rage and cannot rage while fatigued.
    • Scavenged Rejuvenation: The target creature gains Fast Healing 1 plus 2 per instance of this ability beyond the first, as long as they are at half or less hit points.


    Available grafts (with Golgari/Simic Initiate feats)
    • Lifeforce Simulator
    • Adrenal Accelerant.
    • Manipulator Tendrils.
    • Life-Preservation Spore Lacing
    • Concealing Sporecloud
    • Cyto-chitin
    • All-Temperature Acclimation Adaptor
    • Regenerative Spore Capsule



    Abrupt Decay
    Necromancy [Death... sometimes]
    Color: Black and Green
    Level: 2nd
    Mana: BG
    Components V
    Casting Time: 1 standard action
    Range: Close (25-ft + 5-ft/2 caster levels)
    Target: 1 creature, spell effect, or magic item.
    Duration: Instantaneous
    Saving Throw: Fort or No.
    Spell Resistance: Yes
    With a word you bring the target to an abrupt end, bringing about the decay that time brings. This spell can target a creature, a magic item, or a spell effect. When used on a creature it is considered a death effect, otherwise it loses that descriptor. When used on a creature that creature must make a Fortitude save or immediately die if they have 3 or less hit dice; it has no effect on a creature with 2 or more hit dice. When used on a magic item that item (or its wielder) must make a Fort save or the item is immediately destroyed if it has a CL of 2 or less. When used on a spell effect that spell effect is immediately ended (as if dispelled) if its spell level is 1 or less. If this spell is used on a summoned creature the caster must choose whether to target it as a spell or as a creature.

    Heightening: If Abrupt Decay is heightened the limits on hit dice, cl, and spell level it can affect are increased. Its spell level maximum is different depending upon whether it is targeting a mana spell or a traditional spell (including psionics, spell-like abilities, and shadowcasting mysteries).
    Level cast HD CL Level (mana) Level (traditional)
    3 5 5 2 3
    4 9 9 3 4
    5 12 12 4 5
    6 16 16 5 7

    Bloodbond March
    Necromancy
    Color: Black and Green
    Level: 2nd
    Mana: 2BG
    Components V, S
    Casting Time: 1 full round action
    Range: Personal
    Target: You
    Duration: 1 minute/caster level.

    You call upon magical arts to empower your own sorcery. Whenever you summon a creature while this spell is active, if you have another creature of the same kind which you have summoned and it died but its duration has not yet expired that creature is revived. That creature must have a mostly intact body (a disintegrated creature is not a valid target) and its remaining duration continues to have counted down while it was dead, but it is revived at full hit points and with no lingering effects as if it had just been summoned once more.

    Heightening: If cast in a 3rd level spell slot this effect lasts 10 minutes/caster level. If cast in a 4th level spell slot you may revive all creatures of that kind which you have summoned and that have died. If cast in a 5th level spell slot its duration is 8 hours.

    Vigor Mortis
    Necromancy
    Color: Black
    Level: 3rd
    Mana: 2BB
    Components V, S
    Casting Time: 1 standard action
    Range: Close (25-ft + 5-ft/2 caster levels)
    Target: 1 dead creature.
    Duration: 1 round/caster level or special
    Saving Throw: No.
    Spell Resistance: No

    When you cast this spell you restore life to a dead creature with a mostly intact body within range, restoring them to one-half their maximum health and removing half of all ability damage they suffered. This life is only temporary. If the creature were one you had summoned this spell lasts until the remaining duration of that summoning spell ends, otherwise it lasts 1 round per caster level at which point the creature dies again. If you spent Green mana as part of the colorless mana to cast this spell the creature is restored with one additional racial hit die over what it would normally have. If you have the Golgari Initiate (Simic) or Simic Initiate (Golgari) feat and the creature has Evolve or the cytoplasmic subtype it instead gains an evolution or cytoplasmic graft it could naturally produce.

    Heightening: For each level above 3rd this spell is cast from the revived creature gains an additional hit die if Green mana was used. If used in a 5th level spell slot it can revive a creature permanently, but to do so requires a piece of onyx worth 5000 GP and a level is lost as if they were revived with Raise Dead; in this case the revival is an instantaneous effect, but the bonus hit dice last only 1 round/caster level.
    Last edited by Zaydos; 2015-01-30 at 02:07 AM.
    Peanut Half-Dragon Necromancer by Kurien.

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  24. - Top - End - #24
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    Default Re: Base Class Contest XXVI - Flipping the Table

    Exotic Spells (cont.)

    Spoiler: Gruul Spells
    Show

    Summon Wasteland Viper
    Conjuration (Summoning)
    Color: Green
    Level: 1st
    Mana: G
    Components V, S
    Casting Time: 1 standard action
    Range: Close (25-ft + 5-ft/2 caster levels)
    Effect: 1 Wasteland Viper
    Duration: 2 rounds per caster level
    Saving Throw: No
    Spell Resistance: No

    This spell functions as Summon Monster except that it only summons a wasteland viper.

    Bloodrush (Sp): If you have this spell prepared, or a collective spell which contains it you can spend 1 Green mana and sacrifice the prepared spell as a swift action to grant a single creature a +2 enhancement bonus to Strength, +2 enhancement bonus to natural armor, and a poison special attack which is carried by any natural weapon they use which deals slashing or piercing damage and inflicts 1d4 Constitution damage as initial and secondary damage. These bonuses last for 1 round per caster level.

    Heightening: If cast from a 2nd level spell slot the duration increases to 1 minute per caster level and the viper gains 1 hit die. If cast from a 3rd level spell slot the duration increases to 1 hour/caster level and the viper gains three additional hit dice. If used to bloodrush the enhancement bonus to natural armor is increased by 1 per spell level above 1st, and the enhancement bonus to Strength is increased by +2 per 2 spell levels above 1st. The duration of the bloodrush effect is increased to 1 minute per caster level if a 4th level or higher slot was sacrificed.

    Spoiler: wasteland viper
    Show
    Wasteland Viper
    Medium Magical Beast
    HD: 2d8+4 (13 hp)
    Initiative: +3
    Speed: 20-ft (4 squares), climb 20-ft, swim 20-ft
    Armor Class: 15 (+3 Dex, +2 natural), t 13, FF 12
    Base Attack/Grapple: +2/+2
    Attack: Bite +5 melee (1d4 and poison)
    Full Attack: Bite +5 melee (1d4 and poison)
    Space/Reach: 5-ft/5-ft
    Special Attacks: Poison
    Special Qualities: Darkvision 60-ft
    Saves: Fort +5, Ref +6, Will +1
    Abilities: Str 10, Dex 17, Con 15, Int 1, Wis 12, Cha 6
    Skills: Balance +11, Climb +11, Hide +12, Listen +5, Spot +5, Swim +8
    Feats: Weapon Finesse
    Environment: Ravnica (Urban)
    Organization: Solitary, or pair.
    Challenge Rating: 1

    Poison (Ex): A wasteland viper's bite attack carries a poison with initial and secondary damage of 1d6 Constitution (Fort DC 13 negates).

    Skills: Wasteland Vipers have a +4 racial bonus on Hide, Listen, and Spot checks and a +8 racial bonus on Balance and Climb checks. They can always choose to take 10 on a Climb check, even if rushed or threatened. They can use either their Strength modifier or Dexterity modifier for Climb checks, whichever is higher. They ave a +8 racial bonus on any Swim check to perform some special action or avoid a hazard and can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.


    Summon Scorchwalker
    Conjuration (Summoning) [Fire]
    Color: Red
    Level: 2nd
    Mana: 3R
    Components V, S
    Casting Time: 1 standard action
    Range: Close (25-ft + 5-ft/2 caster levels)
    Effect: 1 Scorchwalker
    Duration: 2 rounds per caster level
    Saving Throw: No
    Spell Resistance: No

    This spell functions as Summon Monster except that it only summons a scorchwalker.

    Bloodrush (Sp): If you have this spell prepared, or a collective spell which contains it you can spend 1 Colorless and 2 Red mana and sacrifice the prepared spell as a swift action to grant a single creature fire resistance equal to twice your caster level, +2d6 fire damage on all melee attacks, a +2 enhancement bonus to Strength and a -2 penalty to Constitution. These bonuses (and penalty) last for 1 round per caster level.

    Heightening: If cast from a 3rd level spell slot the duration increases to 1 minute per caster level and the scorchwalker gains 1 hit die. If cast from a 4th level spell slot the duration increases to 1 hour/caster level and the scorchwalker gains three additional hit dice. Each level above 2nd the spell slot used is also increases the fire damage from the scorchwalker's slam by +1d6. If used to bloodrush the fire damage is increased by +1d6 per slot used above 2nd and the duration of the bloodrush effect is increased to 1 minute per caster level if a 5th level or higher slot was sacrificed.

    Spoiler: Scorchwalker
    Show
    Scorchwalker
    Elemental (Fire)
    HD: 4d8-4 (14 hp)
    Initiative: +2
    Speed: 30-ft (6 squares)
    Armor Class: 11 (-1 size, +2 Dex), t 11, FF 9
    Base Attack/Grapple: +3/+13
    Attack: Slam +9 melee (1d8+6 plus 2d6 fire)
    Full Attack: Slam +9 melee (1d8+6 plus 2d6 fire)
    Space/Reach: 10-ft/10-ft
    Special Attacks: Burn
    Special Qualities: Darkvision 60-ft, elemental traits, fire immunity, cold vulnerability
    Saves: Fort +0, Ref +6, Will +1
    Abilities: Str 23, Dex 15, Con 9, Int 4, Wis 10, Cha 6
    Skills: Intimidate +5.
    Feats: Weapon Focus (Slam), Stand StillXPH
    Environment: Ravnica (Urban)
    Organization: Solitary.
    Challenge Rating: 2

    Burn (Ex): Any creature struck by a Scorchwalker must make a Reflex save (DC 11, Con-based) or catch on fire for 1d4 rounds taking 1d6 damage each round they are burning.


    Summon Wrecking Ogre
    Conjuration (Summoning)
    Color: Red
    Level: 4th
    Mana: 4R
    Components V, S
    Casting Time: 1 standard action
    Range: Close (25-ft + 5-ft/2 caster levels)
    Effect: 1 Wrecking Ogre
    Duration: 2 rounds per caster level
    Saving Throw: No
    Spell Resistance: No

    This spell functions as Summon Monster except that it only summons a wrecking ogre.

    Bloodrush (Sp): If you have this spell prepared, or a collective spell which contains it you can spend 3 Colorless and 2 Red mana and sacrifice the prepared spell as a swift action to grant a single creature an extra attack each round (as if hasted), the two-weapon fighting and multiattack feats if they do not possess them, and reduce penalties for fighting with two weapons by 2, a +10 enhancement bonus to Strength, a +4 enhancement bonus to Constitution, and a +3 enhancement bonus to natural armor. If the target already has Two-Weapon Fighting they gain Improved Two-Weapon Fighting or if they have that Greater Two-Weapon Fighting, or if they have all three they gain the ability to make an additional attack with their offhand weapon at an additional -5. If the target already has Multiattack they gain Improved Multiattack, if they have that they gain Rapid Strike with one pair of natural weapons they possess (even if they do not meet the prerequisites), and if they have all the above they gain Improved Rapid Strike. These bonuses last for 1 round per caster level.

    Heightening: If cast from a 5th level spell slot the duration increases to 1 minute per caster level and the wrecking ogre gains 1 hit die. If cast from a 6th level spell slot the duration increases to 1 hour/caster level and the wrecking ogre gains three additional hit dice. Each level above 2nd the spell slot used is also increases the fire damage from the scorchwalker's slam by +1d6. If used to bloodrush the the enhancement bonus to Strength, Constitution, and natural armor are each increased by 2 per spell level above 4th.

    Spoiler: Wrecking Ogre
    Show
    Wrecking Ogre
    Huge Giant
    HD: 12d8+72 (126 hp)
    Initiative: +1
    Speed: 40-ft (8 squares)
    Armor Class: 17 (-2 size, +1 Dex, +8 natural), t 9, FF 16
    Base Attack/Grapple: +9/+27
    Attack: Flail +18 melee (2d6+10) and Club +18 melee (2d6+10)
    Full Attack: Flail +18/+13 melee (2d6+10) and Club +18/+13 (2d6+10)
    Space/Reach: 15-ft/15-ft
    Special Attacks: Superior Two-Weapon Fighting, Wrecking Blows
    Special Qualities: Darkvision 60-ft
    Saves: Fort +14, Ref +5, Will +5
    Abilities: Str 31, Dex 12, Con 22, Int 6, Wis 12, Cha 6
    Skills: Intimidate +15.
    Feats: Improved TripB, Weapon Focus (Flail), Weapon Focus (Club), Power Attack, Cleave, Great Cleave
    Environment: Ravnica (Urban)
    Organization: Solitary.
    Challenge Rating: 8

    Perfect Two-Weapon Fighting (Ex): A wrecking ogre suffers no penalty for fighting with two weapons, even if both are one-handed as opposed to light, and can make as many attacks as their base attack bonus allows with each weapon. A wrecking ogre may also make a single attack with each weapon as an attack action.

    Wrecking Blows (Ex): A wrecking ogre's melee attack ignore Damage Reduction and hardness.


    Summon Skarrg Goliath
    Conjuration (Summoning)
    Color: Green
    Level: 6th
    Mana: 6GG
    Components V, S
    Casting Time: 1 standard action
    Range: Close (25-ft + 5-ft/2 caster levels)
    Effect: 1 Skarrg Goliath
    Duration: 2 rounds per caster level
    Saving Throw: No
    Spell Resistance: No

    This spell functions as Summon Monster except that it only summons a skarrg goliath.

    Bloodrush (Sp): If you have this spell prepared, or a collective spell which contains it you can spend 5 Colorless and 2 Green mana and sacrifice the prepared spell as a swift action to grant a single creature a +20 enhancement bonus to Strength, a +6 enhancement bonus to Constitution, and a +12 enhancement bonus to Natural Armor. In addition the creature's size increases by one category up to colossal (there are no modifications to ability scores or natural armor due to this size increase), and it gains the ability to make a single roar which causes enemies within 30-ft with less hit dice than your caster level to make a Will save (DC = this spell's) or be shaken for 4d6 rounds. These bonuses last for 1 round per caster level.

    Spoiler: Skarrg Goliath
    Show
    Skarrg Goliath
    Colossal Magical Beast
    HD: 24d10+240 (372 hp)
    Initiative: +3
    Speed: 30-ft (8 squares)
    Armor Class: 21 (-8 size, -1 Dex, +20 natural), t 1, FF 21
    Base Attack/Grapple: +18/+49
    Attack: Slam +26 melee (6d6+15)
    Full Attack: 2 Slams +26 melee (6d6+15)
    Space/Reach: 30-ft/20-ft
    Special Attacks: Trample (6d6+22), Roar
    Special Qualities: Darkvision 60-ft, Damage Reduction 10/-
    Saves: Fort +26, Ref +13, Will +11
    Abilities: Str 41, Dex 8, Con 31, Int 2, Wis 12, Cha 7
    Skills: Listen +14, Spot +13.
    Feats: Weapon Focus (Slam), Ability Focus (Trample), Power Attack, Cleave, Great Cleave, Iron Will, Improved Initiative, Great Fortitude, Ability Focus (Roar)
    Environment: Ravnica (Urban)
    Organization: Solitary.
    Challenge Rating: 15

    Trample (Ex): Ref DC 39 (Strength based).

    Roar (Ex): As a standard action a Skarrg goliath can issue a powerful roar which shakes the air. Any creature with less hit dice within 240-ft must make a Will save (DC 22) or be shaken for 4d6 rounds. Creatures with 5 or less hit dice which fail this save or panicked instead.


    Signal the Clans
    Evocation
    Color: Green and Red
    Level: 1st
    Mana: RG
    Components V
    Casting Time: 1 standard action
    Range: Personal
    Target: You
    Duration: Instantaneous.

    With a howl a warchanter can call forth the powers of battle, signalling to the aethers a need for the beasts of the Gruul clans. When this spell is cast select three creatures you know the specific Summon spell for, or can summon with a Collective spell. All creatures must be able to be summoned with a spell slot no more than one level higher than the spell slot used for this spell. You instantly prepare a version of the specific summon spell for one of these creatures 1 level higher than the spell used for Signal the Clans, up to the maximum spell level you can normally cast. On a 1-2 you prepare the first (alphabetically) creature selected, on a 3-4 the second, and on a 5-6 the last (alphabetically) creature selected. This bonus slot last until used or you regain spell slots normally.

    Heightening: By casting this spell from a 4th level or higher slot you may treat it as one level lower to cast it as a swift action. By casting this spell from a 6th level slot you may treat it as 1 level lower to cast it as a free action.

    Killer Instinct
    Evocation
    Color: Green and Red
    Level: 3rd
    Mana: 4RG
    Components V, S
    Casting Time: 1 standard action
    Range: Personal
    Target: You
    Duration: 10 minutes/caster level.

    For the duration of this spell you are able to cast a Summoning mana spells as a free action 1/round without paying any mana. If cast in this way the duration of the spell is reduced to 1 round.

    Heightening: If cast from a 5th level or higher spell slot the duration is increased to 1 hour/caster level.


    Spoiler: Izzet Spells
    Show


    Summon Blistercoil Weird
    Conjuration (Summoning) [Fire, Water]
    Color: Blue and Red
    Level: 1st
    Mana: U or R
    Components V, S
    Casting Time: 1 standard action
    Range: Close (25-ft + 5-ft/2 caster levels)
    Effect: 1 Blistercoil Weird
    Duration: 2 rounds per caster level
    Saving Throw: No
    Spell Resistance: No

    This spell functions as Summon Monster except that it only summons a blistercoil weird.

    Heightening: If cast from a 2nd level spell slot the duration increases to 1 minute per caster level and the weird gains 1 hit die. If cast from a 3rd level spell slot the duration increases to 1 hour/caster level and the weird gains three additional hit dice.

    Spoiler
    Show
    Blistercoil Weird
    Elemental (Fire, Water)
    HD: 2d8+4 (13 hp)
    Initiative: +2
    Speed: 30-ft (6 squares)
    Armor Class: 15 (+2 Dex, +3 natural), t 12, FF 13
    Base Attack/Grapple: +1/+3
    Attack: Slam +3 melee (1d6+2)
    Full Attack: Slam +3 melee (1d6+2)
    Space/Reach: 5-ft/5-ft
    Special Attacks: -
    Special Qualities: Darkvision 60-ft, Elemental traits, cold resistance 5, fire immunity, sorcerous resonance, Collected Memories
    Saves: Fort +5, Ref +5, Will +0
    Abilities: Str 15, Dex 14, Con 15, Int 2, Wis 10, Cha 1
    Skills: Listen +3, Spot +2
    Feats: Weapon Focus (Slam)
    Environment: Ravnica (Urban)
    Organization: Solitary
    Challenge Rating: 1

    Collected Memories (Su): When a living blistercoil weird vanishes due to its duration ending its summoner obtains all the memories it gained during its short life. If a summoner wants these memories prematurely they may, as a full round action, touch the weird and draw them out into their own mind (this deletes the weird's memories).

    Sorcerous Resonance (Su): Whenever a blistercoil weird's summoner casts a non-summoning spell it creates a resonance within the blistercoil's own form. For 1 round after its summoner casts a non-summoning spell the blistercoil weird gains an untyped bonus to attack equal to the spell level of the spell, an equal a deflection bonus to AC, temporary hit points equal to 3 times the spell level, and +1d4 damage per spell level of the spell which is half-cold and half-fire for 1 round.


    Electrolyze
    Evocation [Electricity]
    Color: Blue and Red
    Level: 2nd
    Mana: 1UR
    Components V, S
    Casting Time: 1 standard action
    Range: Medium (100-ft + 10-ft/caster level)
    Effect: 2 rays
    Duration: Instantaneous
    Saving Throw: No.
    Spell Resistance: Yes.

    When you cast this spell you fire forth a pair of electrified rays. You may fire both of these rays at the same target, or instead target 2 separate creatures. Each ray deals 1d6 electricity damage per 2 caster levels you possess, to a maximum of 6d6 per ray. When you cast this spell you may also reprepare a spell 2 levels lower than the slot used to cast this spell.

    Heightening: If cast in a 3rd level slot these rays gain a +4 bonus to hit metallic creatures or creatures in metallic armor and may deal up to 9d6 damage per ray. If cast in a 4th level slot you gain a 3rd ray which deals half as much damage (rounded down) as the first two rays. If cast in a 5th level slot any creature damaged by 1 or more of these rays must make a Will save or be dazed for 1 round. If cast in a 6th level slot you gain a 4th ray which deals half as much damage (rounded down) as the first two and each ray can deal up to 12d6 damage.

    Gigadrowse
    Enchantment (Compulsion) [Mind-affecting]
    Color: Blue
    Level: 1st
    Mana: U
    Components V, S
    Casting Time: 1 standard action
    Range: Close (25-ft +5-ft/2 caster levels)
    Target(s): 1 or more creatures.
    Duration: 1 round.
    Saving Throw: Will negates.
    Spell Resistance: Yes.

    When you cast this spell you disorient a single creature causing it to become flat-footed till its next action or for 1 round (whichever is shorter). When you cast this spell you may pay its mana cost any number of times, each time you pay its mana cost you can select an additional target within range.

    Heightening: If cast from a 2nd level spell slot you may creatures which have a type based immunity to mind-affecting effects. If cast from a 3rd level spell slot creatures are dazed for 1 round instead of flat-footed. If cast from a 4th level spell slot it may affect mindless creatures and its range becomes Medium. If cast from a 5th level spell slot the duration increases to 1 round/caster level, with targets allowed a save at the beginning of each of their turns after the first to end it prematurely. If cast from a 6th level spell slot creatures are stunned as well as dazed.

    Mizzium Mortar
    Evocation [Fire]
    Color: Red
    Level: 2nd
    Mana: 1R
    Components V, S
    Casting Time: 1 standard action
    Range: Long (400-ft + 40-ft/caster level)
    Area: 30-ft high, 5-ft radius cylinder.
    Duration: Instantaneous.
    Saving Throw: Reflex halves.
    Spell Resistance: Yes.

    A crashing ball of fire deals 1d6 damage/caster level (max 10d6) to all creatures within the area. If cast from a 4th level or higher slot it can be overloaded by paying 3 colorless and 3 Red mana instead of its normal mana cost changing its area to 1 30-ft high, 5-ft radius cylinder per caster level, but there must be at least 5-ft between the edges of each area and if a creature would be struck by two or more their damage is not additive but the creature must make a Reflex save per area they are within and take the worst result.

    Heightening: If cast from a 3rd level slot the damage is increased to 1d6+1 damage/caster level (max 15d6+15). If cast from a 5th level slot the damage is increased to 1d6+3/caster level (max 20d6+60). If cast from a 6th level slot the range is increased to line of sight, and if it is overloaded it creates 3 areas of effect per caster level.

    Odds
    Abjuration/Evocation
    Color: Blue and Red
    Level: 2nd
    Mana: UR
    Components V, S
    Casting Time: 1 standard action
    Range: Medium (100-ft + 10-ft/caster level)
    Target: 1 spell being cast.
    Duration: Instantaneous (see below).
    Saving Throw: No.
    Spell Resistance: No.

    When you cast this spell roll a die.

    If the result is even counter the targeted spell which is being cast. If the spell to be affected is level 2 or lower then it is automatically countered as if you had used another casting of it to counter the spell. If the spell to be affected is level 3 or higher then this functions as using Greater Dispel Magic to counter a spell.

    This effect may counter spell-like abilities but they are always countered as if by (Greater) Dispel Magic and those above the automatic level for being counterspelled cannot be countered at all.

    If the result is odd instead you copy the spell being targeted. If the spell is level 3 or lower then it is automatically copied and you may make all choices for the copy as if it you were the caster and the range is determined from your space, but it retains the original caster's caster level. If it is level 4 or higher you must roll as if to counter it with Greater Dispel Magic except with a +2 on the roll. If you succeed you copy the spell. This may affect spell-like abilities as if they were spells.

    Heightening: For every level above 2ndthe spell slot you use to prepare this spell is the maximum level which you may automatically counter or copy is increased by two.

    Pyromantics
    Evocation [Fire]
    Color: Red
    Level: 1st
    Mana: 1R
    Components V, S
    Casting Time: 1 standard action
    Range: Medium (100-ft + 10-ft/caster level)
    Target(s): 1 or more creatures.
    Duration: Instantaneous.
    Saving Throw: No.
    Spell Resistance: Yes.
    When you cast this spell streams of fire stretch out unerringly seeking out the target. This stream of fire deals 1d6+1 fire damage to the target. When you cast this spell you may pay its mana cost again up to 1/caster level and for each time you do you may add another target or increase the damage to 1 target by 1d6+1; you may choose a different option each time you pay this cost.

    Heightening: If you cast this spell from a 2nd level spell slot each stream deals 1d8+1 damage instead of 1d6+1 (and increases by 1d8+1). If you cast it from a 3rd level spell slot each stream deals 2d6 damage instead. If cast from a 4th level slot each stream deals 2d6+1 instead. If cast from a 5th each stream deals 3d6 instead. If cast from a 6th level slot each stream deals 4d6 instead.


    Spoiler: Selesnya Spells
    Show

    Summon Selesnya Sentry
    Conjuration (Summoning)
    Color: White
    Level: 2nd
    Mana: 2W
    Components V, S
    Casting Time: 1 standard action
    Range: Close (25-ft + 5-ft/2 caster levels)
    Effect: 1 Selesnya Sentry
    Duration: 2 rounds per caster level
    Saving Throw: No
    Spell Resistance: No

    This spell functions as Summon Monster except that it only summons a Selesnya sentry which appears in breastplate, with a large wooden shield, and a large battleaxe.

    Heightening: If cast from a 3rd level spell slot the duration increases to 1 minute per caster level and the selesnya sentry gains 1 hit die and any armor, shield, or weapon it uses are considered masterwork. If cast from a th level spell slot the duration increases to 1 hour/caster level and the selesnya sentry gains three additional hit dice and any armor, shield, or weapon it uses are considered to have a +1 enhancement, and any weapon it wields gains the Sacred quality (MiC).

    Spoiler: Selesnya Sentry
    Show
    Selesnya Sentry
    Medium Monstrous Humanoid
    HD: 4d8+12 (30 hp)
    Initiative: -1
    Speed: 20-ft (4 squares); 30-ft unarmored
    Armor Class: 19 (-1 Dex, +3 natural, +2 shield, +5 armor), t 9, FF 19
    Base Attack/Grapple: +4/+11
    Attack: Battleaxe +8 melee (2d6+4)
    Full Attack: Battleaxe +8 melee (2d6+4)
    Space/Reach: 5-ft/5-ft
    Special Attacks: Powerful Build
    Special Qualities: Darkvision 60-ft, Invoked Healing
    Saves: Fort +4, Ref +3, Will +6
    Abilities: Str 17, Dex 8, Con 16, Int 9, Wis 14, Cha 7
    Skills: Listen +6, Sense Motive +9, Spot +10
    Feats: Power Attack, Weapon Focus (Battleaxe)
    Environment: Ravnica (Urban)
    Organization: Solitary, pair, or squad (3-24).
    Challenge Rating: 2

    Invoked Healing (Su): A Selesnya Sentry, or its summoner, may expend mana as a swift action to grant it a modicum of regenerative capability. By expending 5 colorless and 1 Green mana the Selesnya Sentry may be granted either Fast Healing or Regeneration (overcome by fire and negative energy) equal to twice the spell level used to summon it for a number of round equal to its summoner's Charisma modifier. A Selesnya Sentry may only benefit from one of these effects at a given time.

    Skills: A Selesnya sentry gains a +4 racial bonus to Listen, Sense Motive, and Spot checks.


    Summon Watchwolf
    Conjuration (Summoning)
    Color: Green and White
    Level: 3rd
    Mana: GW
    Components V, S
    Casting Time: 1 standard action
    Range: Close (25-ft + 5-ft/2 caster levels)
    Effect: 1 Watchwolf
    Duration: 2 rounds per caster level
    Saving Throw: No
    Spell Resistance: No

    This spell functions as Summon Monster except that it only summons a watchwolf.

    Heightening: If cast from a 4th level spell slot the duration increases to 1 minute per caster level and the watchwolf gains 1 hit die. If cast from a 5th level spell slot the duration increases to 1 hour/caster level and the watchwolf gains three additional hit dice.

    Spoiler: watchwolf
    Show
    Watchwolf
    Large Magical Beast
    HD: 7d10+21 (59 hp)
    Initiative: +2
    Speed: 50-ft (10 squares)
    Armor Class: 15 (-1 size, +2 Dex, +4 natural), t 11, FF 13
    Base Attack/Grapple: +7/+18
    Attack: Bite +14 melee (2d6+10 and trip)
    Full Attack: Bite +14 melee (2d6+10 and trip)
    Space/Reach: 10-ft/5-ft
    Special Attacks: Trip
    Special Qualities: DR 5/magic, Darkvision 60-ft, Low-Light Vision, Scent, See Invisibility
    Saves: Fort +8, Ref +7, Will +4
    Abilities: Str 25, Dex 15, Con 17, Int 6, Wis 14, Cha 10
    Skills: Hide +0, Listen +7, Move Silently +4, Sense Motive +9, Spot +7, Survival +2*
    Feats: Alertness, Improved Natural Weapon (Bite), TrackB, Weapon Focus (Bite)
    Environment: Ravnica (Urban)
    Organization: Solitary, pair, or patrol (3-12).
    Challenge Rating: 4

    See Invisibility (Su): A watchwolf can see invisible and ethereal creatures as if it was under the effects of a see invisibility spell.

    Trip (Ex): A watchwolf that hits with a bite attack can attempt to trip its opponent (+11 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the watchwolf.

    Skills: A watchwolf has a +2 racial bonus on Hide, Listen, Move Silently, and Spot checks and a +4 racial bonus on Sense Motive checks.

    *It also has a +4 racial bonus on Survival checks when tracking by scent.


    Summon Autochthon Wurm
    Conjuration (Summoning)
    Color: Green and White
    Level: 6th
    Mana: 10GGGWW
    Components V, S
    Casting Time: 1 standard action
    Range: Close (25-ft + 5-ft/2 caster levels)
    Effect: 1 Autochthon Wurm
    Duration: 2 rounds per caster level (D)
    Saving Throw: No
    Spell Resistance: No

    This spell functions as Summon Monster except that it only summons an autochthon wurm.

    Convoke: When casting this spell you may have any number of allied creatures within 180-ft contribute to its casting. They can either do so with a bestow mana ability they possess, activating it out of turn at the cost of their next action of that type, or may contribute 2 mana of any color in their color identity at the cost of their next Standard action.

    Spoiler: autochthon wurm
    Show
    Autochthon Wurm
    Colossal Magical Beast
    HD: 30d10+240 (405 hp)
    Initiative: +1
    Speed: 50-ft (10 squares), burrow 30-ft
    Armor Class: 28 (-8 size, -3 Dex, +8 armor, +21 natural), t -1, FF 28
    Base Attack/Grapple: +30/+62
    Attack: Bite +38 melee (12d6+22)
    Full Attack: Bite +38 melee (12d6+22)
    Space/Reach: 45-ft/30-ft
    Special Attacks: Trample
    Special Qualities: Burrow, DR 10/-, Darkvision 180-ft, Frenzied Summons, Scent, Tremorsense 180-ft
    Saves: Fort +25, Ref +14, Will +11
    Abilities: Str 41, Dex 5, Con 27, Int 2, Wis 12, Cha 10
    Skills: Listen +17, Spot +18
    Feats: Ability Focus (Trample), Cleave, Great Cleave, Improved Initiative, Improved Natural Weapon (Bite), Power Attack, Weapon Focus (Bite)
    Environment: Ravnica (Urban)
    Organization: Solitary.
    Challenge Rating: 16.

    Burrow (Ex): An autochthon wurm may burrow through solid stone leaving usable tunnels in its wake, at least until they cave in, 20-ft in diameter. To burrow through stone is a move action per 5-ft.

    Frenzied Summons (Ex): An autochthon wurm is difficult to control. On any round in which its summoner does not spend a standard action to maintain control of it, the autochthon wurm tramples as many creatures as possible without regard to whether they are friend or foe.

    Trample (Ex): An autochthon wurm may perform a trample attack dealing 12d6+22 damage with a Reflex save DC of 32 (Strength based).


    Gather Courage
    Enchantment (Compulsion) [Mind-affecting]
    Color: Green
    Level: 1st
    Mana: G
    Components: V, S
    Casting Time: 1 Standard action
    Range: Touch
    Target: 1 creature
    Duration: 1 round/caster level
    Saving Throw: Will negates (harmless)
    Spell Resistance: Yes (harmless)

    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.

    Convoke: When casting this spell you may have any number of allied creatures within 30-ft per spell level used to cast it contribute to its casting. They can either do so with a bestow mana ability they possess, activating it out of turn at the cost of their next action of that type, or may contribute 2 mana of any color in their color identity at the cost of their next Standard action.

    Heightening: If cast from a 2nd level or higher spell slot its duration increases to 10 minutes/caster level. If cast from a 3rd level or higher spell slot it can be cast at a range of close and the bonuses are increased to +3. If cast from a 4th level or higher spell slot it can be cast as a swift action. If cast from a 5th level or higher spell slot the bonuses are increased to +4 and the target gains immunity to fear for the duration. If cast from a 6th level or higher spell slot it can be cast as an immediate action. All effects are cumulative (if cast from a 6th level slot it can be done as an immediate action at a range of close with a duration of 10 minutes/caster level which grants fear immunity and +4 to things).

    Seed Spark
    Abjuration/Conjuration (Creation)
    Color: White
    Level: 3rd
    Mana: 3W
    Components V
    Casting Time: 1 standard action
    Range: Medium (100-ft + 10-ft/caster level)
    Target(s): 1 creature, magic item, or spell effect
    Effect: 2 Saprolings.
    Duration: Instantaneous and 1 round/caster level (D)
    Saving Throw: See below
    Spell Resistance: No
    This spell may be cast for one of three effects.

    In the first you target a spell effect which you are specifically aware of, automatically dispelling it as if with a successful Dispel Magic.

    In the second you target a magic item. The targeted magic item, or anyone who is holding it, must make a Will save. On a failure it is destroyed unless its caster level is higher than yours, and even then it is suppressed for 1 hour. On a success it is merely suppressed for 1d4+1 rounds. Artifacts may be targeted by this effect but are never destroyed, only being temporarily suppressed.

    In the third you target a creature and this spell acts as an area dispel magic on that creature except that you may also dispel magic items. If this effect dispels a magic item it is suppressed for 1 minute.

    In addition if you paid Green mana to cast this spell and successfully dispel an effect two saproling creatures are created under your telepathic control. They have stats as shown below and last for 1 round per caster level.

    Spoiler: Saprolings
    Show
    Saproling
    Medium Plant
    HD: 4d8+4 (22 hp)
    Initiative: +0
    Speed: 20-ft (4 squares)
    Armor Class: 14 (+4 natural), t 10, FF 14
    Base Attack/Grapple: +3/+4
    Attack: Slam +4 melee (1d6+1)
    Full Attack: 2 Slams +4/+4 melee (1d6+1)
    Space/Reach: 5-ft/5-ft
    Special Attacks: -
    Special Qualities: Darkvision 60-ft, Mindless, Plant Traits
    Saves: Fort +5, Ref +1, Will +1
    Abilities: Str 13, Dex 11, Con 13, Int -, Wis 10, Cha 1
    Skills: -
    Feats: -
    Environment: Ravnica (Urban)
    Organization: Solitary, pair, patch (3-12), swarm (5-30), mass (10-100), bloom (50-500).
    Challenge Rating: 2.


    Heightening: If you cast this spell from a 5th level or higher spell slot it acts as an area greater dispel magic. For each level beyond 3rd the spell slot used to cast this spell is the created plant creatures gain 3 hit dice, and an additional saproling is created.


    Wake the Reflections
    Conjuration (Creation)
    Color: White
    Level: 1st
    Mana: W
    Components V, S
    Casting Time: 1 standard action
    Range: Close (25-ft + 5-ft/2 caster levels)
    Effect: 1 copy creature
    Duration: 1 round/caster level (D)
    Saving Throw: No
    Spell Resistance: No

    When you cast this spell you create a mirror image of any creature that you currently have summoned or created with a Conjuration (Summoning) or Conjuration (Creation) spell. This creature must be summonable or creatable with a spell no more than 1 level higher than the slot Wake the Reflections is cast from and is copied as if summoned from the minimum level spell which can summon it (aka unheightened), and lasts only for 1 round per caster level.

    Heightening If cast from a 2nd level or higher spell slot Wake the Reflections can be cast as a swift action, but if it is it can only copy creatures a level lower than the slot used for Wake the Reflections. If cast from a 3rd level or higher spell slot Wake the Reflections can be cast as an immediate action, but if it is it can only copy creatures 2 levels lower than the slot used for Wake the Reflections.


    Other
    Spoiler
    Show
    Summon Llanowar Elf
    Conjuration (Summoning)
    Color: Green
    Level: 1st
    Mana: G
    Components V, S
    Casting Time: 1 standard action
    Range: Close (25-ft + 5-ft/2 caster levels)
    Effect: 1 Llanowar Elf
    Duration: 2 rounds per caster level
    Saving Throw: No
    Spell Resistance: No

    This spell functions as Summon Monster except that it only summons a Llanowar elf with leather armor and a longsword.

    Heightening: If cast from a 2nd level spell slot the elf gains an additional level in warrior and remains for 10 minutes/caster level. For each spell level beyond the 2nd used to cast this spell the summoned elf gains 2 levels of Warrior. If cast from a 3rd level slot any weapon or armor the elf uses is considered masterwork. If cast from a 4th level slot the elf lasts 1 hour/caster level. If cast from a 5th level slot any weapon or armor the elf uses is considered +1. If cast from a 6th level slot any weapon or armor the elf uses is considered +3.

    Spoiler: Llanowar Elf
    Show
    Llanowar Elf
    Medium Humanoid (Elf)
    HD: 2d8+2 (11 hp)
    Initiative: +1
    Speed: 30-ft (6 squares)
    Armor Class: 13 (+1 Dex, +2 armor), t 11, FF 12
    Base Attack/Grapple: +2/+3
    Attack: Longsword +4 melee (1d8+1)
    Full Attack: Longsword +4 melee (1d8+1)
    Space/Reach: 5-ft/5-ft
    Special Attacks: Bestow Mana, Gather Mana
    Special Qualities: Elf Traits
    Saves: Fort +4, Ref +1, Will -1
    Abilities: Str 13, Dex 13, Con 12, Int 8, Wis 9, Cha 8
    Skills: Listen +2, Spot +2
    Feats: Weapon Focus (Longsword)
    Environment: Warm and temperate forest.
    Challenge Rating: 2

    A Llanowar elf is a 2nd level Wild Elf Warrior.

    Bestow Mana (Su): As a swift action a Llanowar elf can bestow a single point of mana to another creature within 30-ft with a mana pool, or a value equal to their Mana Recovery value +1. As a standard action a Llanowar Elf can bestow any or all the mana in their mana pool to another creature within 30-ft with a mana pool.

    Gather Mana (Su): A Llanowar elf has a mana expertise level for gathering mana equal to their character level and a color identity of Green. Their mana capacity is equal to twice what they can gather from a Tier III terrain with one action. In addition they have passive mana regeneration equal to 1/3rd their character level (1 at level 3, 3 at level 9).


    Rampant Growth
    Evocation
    Color: Green
    Level: 1st
    Mana: 1G
    Components V, S
    Casting Time: 1 Standard action
    Range: Personal
    Target(s): You
    Duration: 1 hour/caster level.

    When you cast this spell choose a color of terrain. For the duration of this spell you treat all terrain as 1 tier higher for that color (to a maximum of Tier III).

    Heightening: If cast as a 2nd level spell you may target a willing creature with this effect at a range of touch.
    If cast as a 3rd level spell you treat it as 2 tiers higher for the Gather Mana action (but not passive recovery).
    If cast as a 4th level spell you treat it as 3 tiers higher for the Gather Mana action and 2 tiers higher for passive recovery.
    If cast as a 5th level spell you treat all terrain as tier III of the selected color and gain an additional 2 mana of that color with any Gather Mana action.
    If cast as a 6th level spell you regain an additional 2 mana of the selected color passively each round.

    Summon Grizzly Bear
    Conjuration (Summoning)
    Color: Green
    Level: 3rd
    Mana: 1G
    Components V, S
    Casting Time: 1 standard action
    Range: Close (25-ft + 5-ft/2 caster levels)
    Effect: 1 Brown Bear
    Duration: 2 rounds per caster level
    Saving Throw: No
    Spell Resistance: No

    This spell functions as Summon Monster except that it only summons a Brown Bear

    Heightening: If cast as a 4th level spell this summons a Dire Bear instead. If cast as a 5th level spell its duration is increased to 10 minutes/caster level. If cast as a 6th level spell its duration is increased to 1 hour/caster level.
    Last edited by Zaydos; 2015-01-31 at 07:04 PM.
    Peanut Half-Dragon Necromancer by Kurien.

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  25. - Top - End - #25
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    Default Re: Base Class Contest XXVI - Flipping the Table

    Spoiler: Warlock Engineer
    Show
    Requires: Skaven (Skryre)

    Primary ability: Intelligence.

    Lores: Ruin and the Dreaded Thirteenth spell.

    Passive: You are a master engineer, as well as a spellcaster. Craft and Knowledge (Architecture and engineering) are always class skills for you, and you get a bonus equal to your Warp Mage level on such skill checks.

    1st: You are better than normal at using the spell Warp Lightning. When you cast it, you roll an extra die of damage for each four Warp Mage levels you have, and the spell's damage is limited to 20d6, not 10d6. You may also re-roll the die to determine the number of targets you hit, even if you roll a result of 1.

    2nd: You can enhance weapons. A warlock-enhanced weapon strikes as though the wielder's strength and dexterity were increased by 2, plus 2 per 5 levels you have. A weapon can only be enhanced by one Warlock Engineer at a time, but you can enhance one weapon, plus one per 5 levels you have, at once.

    3rd: You have access to Clan Skryre's terrifying inventions in the form of a warpmusket, two warplock pistols, a death globe and a doomrocket.

    Warpmusket: A medium warpmusket - one you, as a skaven, will presumably use - deals 3d6 points of damage to its target, and has a range increment of 20 feet. It requires two hands to use.
    Warplock Pistol: You can use Two-weapon fighting, improved two-weapon fighting and greater two-weapon fighting with two Warplock Pistols even if you don't have the feats to do so. They deal 2d6 points of damage if medium, require a single hand each to use, and have a range increment of 10 feet. They are designed to be able to whack someone as well as shoot them, and deal 1d6 damage (and are light weapons) when used to do so.
    Both warplock weapons can fire from the warpstone source indefinitely without need of reloading. They strike your opponent's touch AC. They require near-constant maintenance from a Warlock Engineer, and while some Stormvermin wield them, they will only last 2 hours without a Warlock Engineer nearby to fix them.
    Death Globe: You may throw the death globe at a creature within 30 feet, as a splash weapon. The creature hit takes 2d6 points of constitution damage; because it is a splash weapon the splash damage is only 2. Those immune to constitution damage are actually unaffected by the death globe, unlike with Clan Pestilens' spells which are potent enough to deal acid damage to those immune.
    Doomrocket: You may launch the doomrocket in any direction along a line. It then travels Xd6*5 feet, where X is a number between 4 and 10 of your choice. If all goes well (For a given value of "Well"), the doomrocket explodes, dealing 1d6/level damage to each creature within 20 feet. This damage is one third fire, one third force, and one third divine power Clan Skryre Badassery that cannot be prevented by any means (Spare damage is allocated to fire first, then force).

    If you roll three or more results of 1 when seeing how far the doomrocket travels, there is a (pretty large) chance that something has gone seriously wrong. Roll 1d20 on the following table to see exactly what is wrong:

    Roll Effect
    1-2 Kaboom!
    3-13 Stabilising fin lost!
    14-20 It's a dud!

    Kaboom: The doomrocket does not go Xd6*5 feet; in fact it does not go anywhere. It simply explodes in your face, and the faces of those within 20 feet of you.
    Stabilising fin lost: The doomrocket does a loop-the-loop before setting off in a direction that may or may not be at all related to the one in which you aimed it. Specifically, the rocket is fired 1d8*45 degrees clockwise of the intended direction. It goes the same distance as was rolled.
    It's a dud: It's not actually a dud, but it doesn't explode immediately. It still travels the normal distance, and if there's anyone in the square in which the rocket lands, they are whacked in the face (or face-equivalent. Or face-not-really-equivalent) for 3d6 points of bludgeoning damage. The doomrocket then sits there, ominously. It takes a DC 30 Knowledge (Architecture and engineering) or Profession (Engineer or Siege Engineer) to recognise an unexploded doomrocket, but a creature who does so can pick it up and lob it (as an improvised weapon, it has a range increment of only 5 feet and it only does 1d6 damage despite taking two hands to chuck it). Each turn, as whenever someone throws it, roll a d20. If the result is 15 or greater, it explodes as normal. Add 1 to the roll for each time such a roll has been made.

    After 8 hours' rest, a Nightrunner bribed by clan Skryre appears within the next 15 minutes to restock any equipment you have used. Equipment produced by Clan Skryre is magically and mechanically tagged, so you can't usually stockpile them. That said, if you have "Lost" equipment and later "Find" it, you may be able to acquire two copies of the same item - the runner's loyalty is to Clan Eshin, not Clan Skryre, and they're not paid to ask questions. The runner is a fifth-level rogue and first-level assassin.

    The runner only carries as much equipment as it intends to give you, as well as its own weapons. It will attempt to escape if attacked, and while the higher-ups of Clan Skryre can appreciate the urge to kill Eshin agents for no good reason, it will take one week to find you a new willing nightrunner, and repeatedly attacking Nightrunners may set Skryre and Eshin alike against you. On the other hand, the Nightrunner may be a source of semi-useful information.

    If you are at war with Clan Eshin, you are likely to get Stormvermin (6th-level Halberdier-path Honour Guard) or even Warlock Engineer (6th level Warlock-path Warp Mage) helpers instead.

    4th: You gain the ability to call forth the ultimate madness that is the Doomwheel. Needless to say, this is a terrible idea and yet highly amusing.

    Once per day, the powers that be teleport in a doomwheel to come to your aid. The doomwheel inevitably increases the rider's effective size to colossal, although they themselves cannot be targeted. The rider's armour bonus to AC is replaced by the Doomwheel's +10 bonus. The doomwheel has 300 hit points The Doomwheel does not take actions as such; instead it performs the following:

    • The Doomwheel's pilot chooses a direction the same way they would target a line spell.
    • The doomwheel moves 3d6*5 feet along that line.
    • The doomwheel itself fires lightning bolts at the nearest creature.
    • If the lightning bolts misfire, resolve the misfire.


    If the doomwheel runs into a static object, it takes a strength check with a +16 bonus to burst through. If it fails, it immediately stops, and takes 20d6 points of damage. If it runs into a creature, that creature must take a reflex save (DC 25) or be crushed under the wheel, taking 20d6 points of damage and being knocked prone.

    The doomwheel then fires three lightning bolts. Each one targets the nearest creature to you (not, of course, including you yourself). You can prevent this from occurring with a DC 20 intelligence check. Each lightning bolt deals 1d6*20 points of electricity damage to the targeted creature; roll once for all 3. If 6 is rolled, instead roll on the doomwheel misfire chart.

    The doomwheel misfire chart is as follows:

    D20 Effect
    1-7 Disaster
    8-17 Out of Control
    18-20 Burst of Speed

    Disaster: The doomwheel suffers a partial meltdown and begins to glow a luminous green tint.
    The doomwheel immediately takes 10d6 points of damage. Until its destruction, it rolls one less d6 when it would move. If it would move 0d6, it is destroyed.

    Out of control: The screeching feedback of the warpstone has jammed the sternwheel.
    Immediately move the doomwheel again, but roll a d8 to determine a random direction to move in rather than moving normally.

    Burst of Speed: The overheated warpstone reinvigorates the treadmill rats to perform truly inspired wheel-spinning as never before.
    For the remainder of the doomwheel's existence, it rolls a further die for its random movement.

    The destruction of the Doomwheel causes 10d6 points of damage to the pilot, but it can be abandoned before then, in which case it rolls on its merry way until it is destroyed, firing lightning bolts (which cannot be prevented by the pilot since there is none) and moving straight forwards.


    Lores of Magic

    The Big Eight

    The Big Eight are the domain of many warp magi.

    Spoiler: Beasts
    Show
    Attribute: You get +1 to cast Lore of Beasts spells on beastmen, animals, magical beasts and dragons.

    1st:
    The Flock of Doom (Cast on 5+)
    Conjuration
    Level: Warp mage 1
    Components: V, S
    Casting Time: 1 standard action
    Range: Medium (100 ft. + 10 ft./ level)
    Target: All enemies in range
    Duration: 1 round/level
    Saving Throw: None
    Spell Resistance: No

    You call upon a terrible flock of birds to attack your enemies. Each round, all enemies in the flock of doom take 2 points of damage.

    Cast on an 8+: The flock has a long range and deals 3 points of damage each round.

    2nd:
    Pann's Impenetrable Pelt (Cast on 8+)
    Transmutation
    Level: Warp mage 2
    Components: V, S
    Casting Time: 1 standard action
    Range: Short (25 ft. + 5 ft./2 levels)
    Target: 1 creature
    Duration: 1 round/level
    Saving Throw: None
    Spell Resistance: No

    The target creature gets a +8 natural armour bonus to AC.

    Cast on +16: Target is any number of creatures.

    3rd:
    The Amber Spear (Cast on 9+)
    Conjuration
    Level: Warp mage 3
    Components:V, S
    Casting Time:1 standard action
    Range: 60 ft
    Area: 60 ft line
    Duration: Instantaneous
    Saving Throw: None.
    Spell Resistance: No

    You launch a great amber spear, hitting everyone on the line Anyone struck must take 1d6/level (maximum 20d6) damage.

    Cast on a 15+: Everyone hit by the spear is knocked prone (reflex negates being knocked prone).
    4th:
    Wyssan's Wildform (Cast on 10+)
    Transmutation
    Level: Warp mage 4
    Components: V, S
    Casting Time: 1 standard action
    Range: Short (25 ft. + 5 ft./2 levels)
    Target: 1 creature
    Duration: 1 round/level
    Saving Throw: None
    Spell Resistance: No

    The target creature gets +16 strength and constitution for the duration.

    Cast on 13+: Increase range to medium (100ft + 10 ft/level)

    5th:
    The Curse of Anraheir (Cast on 10+)
    Transmutation
    Level: Warp mage 5
    Components: V, S
    Casting Time: 1 standard action
    Range: Long (400 ft+ 40 ft/level)
    Target: 1 creature/level
    Duration: 1 round/level
    Saving Throw: Will negates
    Spell Resistance: No

    The targeted creatures are cursed, and take a -5 penalty to attack rolls. They treat everything as difficult and dangerous terrain.

    Cast on 13+: The spell's range is unlimited.

    6th:
    The Savage Beast of Horros (Cast on 10+)
    Transmutation
    Level: Warp mage 6
    Components: V, S
    Casting Time: 1 standard action
    Range: Short (25 ft+ 5 ft/2 levels)
    Target: 1 creature
    Duration: 1 round/level
    Saving Throw: None
    Spell Resistance: No

    The target creature's strength and base attack bonus are doubled, and they can claim more than 4 attacks for having a high base attack bonus.

    Cast on 20+: Targets any number of creatures.

    7th:
    The Transformation of Kadon (Cast on a 16+)
    Transmutation
    Level: Warp mage 7
    Components: V, S
    Casting Time: 1 standard action
    Range: Personal
    Target: You
    Duration: Permanent (D)
    Saving Throw: None
    Spell Resistance: No

    You turn into a dragon or magical beast for the duration. This creature is far more powerful than others of its type, and gains the Paragon Creature template. You may choose a Paragon Young Adult Gold Dragon, a Paragon Manticore advanced to have 20 hit dice (Even though this is impossible; it's huge size) or a Paragon Twelve-headed Hydra advanced to have 20 hit dice (Even though this is again impossible and it's also huge).

    For the duration, you can't cast spells or use spell-like abilities. You lose your ward save for the duration.

    Cast on 20+: You may instead become a Paragon Mature Adult Gold Dragon or a Paragon Chimera advanced to have 27 hit dice.


    Spoiler: Death
    Show
    Attribute: Whenever you kill someone with a spell from the Lore of Death, you add a single die to the power pool.

    1st:
    The Aspect of the Dreadknight (Cast on 4+)
    Illusion (Phantasm) [Fear, mind-affecting]
    Level: Warp mage 1
    Components: V, S
    Casting Time: 1 standard action
    Range: Medium (100 ft + 10 ft/level)
    Target: One creature
    Duration: 1 round/level or 5d6 rounds
    Saving Throw: Will partial
    Spell Resistance: No

    The creature has a frightful presence aura (30 ft). Those who fail their saves are shaken for 5d6 rounds.

    Cast on 9+: Those who fail their saves are instead frightened.

    2nd:
    The Caress of Laniph (Cast on 6+)
    Necromancy
    Level: Warp mage 2
    Components: V, S
    Casting Time: 1 standard action
    Range: Close (25 ft + 5 ft/2 levels)
    Target: One creature
    Duration: Instantaneous
    Saving Throw: None
    Spell Resistance: No

    The target takes 1d8 points of damage for each point of difference between your caster level and its strength modifier.

    Cast on 12+: The range is medium (100 ft + 10 ft/level)

    3rd:
    Spirit Leech (Cast on 7+)
    Necromancy
    Level: Warp mage 3
    Components: V, S
    Casting Time: 1 standard action
    Range: Close (25 ft + 5 ft/2 levels)
    Target: One creature
    Duration: Instantaneous
    Saving Throw: None
    Spell Resistance: No

    You and the target creature each roll 1d20 and add their INT, WIS or CHA modifier (You choose the same ability score for both). If you roll higher, the creature divides their current hit point total by the difference plus 1.

    Cast on 10+: The range is medium (100 ft + 10 ft/level)

    4th:
    Soulblight (Cast on 9+)
    Necromancy
    Level: Warp mage 4
    Components: V, S
    Casting Time: 1 standard action
    Range: Medium (100 ft + 10 ft/level)
    Target: One creature
    Duration: 1 minute/level
    Saving Throw: None
    Spell Resistance: No

    The target creature takes a -4 penalty to strength and constitution for the duration.

    Cast on 18+: Target is any number of creatures in range.

    5th:
    Doom and Darkness
    Enchantment
    Level: Warp mage 5
    Components: V, S
    Casting Time: 1 standard action
    Range: Medium (100 ft + 10 ft/level)
    Target: One creature
    Duration: 1 minute/level
    Saving Throw: None
    Spell Resistance: No

    The target creature takes a -4 penalty to Intelligence, Wisdom and Charisma for the duration.

    Cast on 13+: Range is Long (400 ft + 40 ft/level)

    6th:
    The Fate of Bjuna (Cast on 13+)
    Necromancy
    Level: Warp mage 6
    Components: V, S
    Casting Time: 1 standard action
    Range: Close (25 ft + 5 ft/2 levels)
    Target: One creature
    Duration: Instantaneous
    Saving Throw: None
    Spell Resistance: No

    The target takes a single negative level for each point of difference between your caster level and its constitution modifier.

    7th:
    The Purple Sun of Xereus (Cast on 15+)
    Necromancy
    Level: Warp mage 7
    Components: V, S
    Casting Time: 1 standard action
    Range: See text
    Area: 10 ft radius
    Duration: 1 round/level (D)
    Saving Throw: Will negates
    Spell Resistance: No

    You summon the Purple Sun of Xereus, which casts light down upon an area adjacent to you. The Sun's light then moves 4d6*5 feet away from you, and looms ominously in its final position. Anyone touched by the light as it moves is slain instantly if they fail a will save. If a creature survives under the Sun's final position, the Sun keeps moving until there are no creatures alive under its baleful gaze. No creature may move into the Sun's light willingly; those that are forced inside must automatically save again next time the sun moves unless they are able to move out before it moves again.

    The Sun moves in the same way on each of your turns - you choose when on your turn, but you must let it move exactly once - except that it moves 1d6*5 feet in a random direction. Again, anyone who is touched by the light as it moves must save against the effect of is slain.

    Cast on 25+: The Purple Sun shines down over a 20 ft radius circle.


    Spoiler: Fire
    Show
    Attribute: Lore of Fire spells ignore up to half the target's fire resistance, and do a minimum of half damage. Further, if anyone dealt damage with Rhuin's Fireball, The Burning Head, Piercing Bolts of Burning or Flame Storm last round, the casting result of any of those spells cast so that it hits one of the same targets is increased by d3.

    1st:
    Rhuin's Fireball (Cast on 5+)
    Evocation [Fire]
    Level: Warp mage 1
    Components: V, S
    Casting Time: 1 standard action
    Range: Short (25 ft. + 5 ft./2 levels)
    Area: 10-ft.-radius spread
    Duration: Instantaneous
    Saving Throw: Reflex half
    Spell Resistance: Yes

    Rhuin's Fireball deals 1d6/level (maximum 5d6) fire damage to any creature it strikes.

    Cast on 10+: Increase the range to medium, the area to 20 feet and the maximum damage to 10d6.
    Cast on 18+: Increase the range to long, the area to 30 feet and the maximum damage to 20d6.

    2nd:
    Cascading Fire Cloak (Cast on 5+)
    Abjuration [Fire]
    Level: Warp Mage 2
    Components: V, S
    Casting Time: 1 standard action
    Range: You and your allies within 20 feet.
    Area: 20-ft.-radius spread
    Duration: 1 round/level.
    Saving Throw: None
    Spell Resistance: No

    You equip yourself and your allies with blazing cloaks of fire. Any foe who moves out of a square within your natural reach, or attacks you from within your natural reach, takes 2d6 fire damage each time they do so. You each get a +5 bonus on intimidate checks, plus 1 per 3 levels. You can't use Cascading Fire Cloak on unintelligent creatures, but your mounts are immune to the effect

    3rd:
    Flaming Sword of Rhuin (Cast on 8+)
    Transmutation [Fire]
    Level: Warp mage 3
    Components: V, S
    Casting Time: 1 standard action
    Range: Medium (100 ft. + 10 ft./level)
    Area: Allies within a 20-ft.-radius spread
    Duration: 1 hour/level.
    Saving Throw: None
    Spell Resistance: No

    The weapons of your allies glow with burning fire. Despite the name, the spell confers upon any weapon whatsoever the flaming burst property so long as a target wields it (this inherits the lore attribute). These weapons are also capable of damaging incorporeal and even ethereal foes.

    Cast on 11+: Increase range to long.

    4th:
    The Burning Head (Cast on a 10+)
    Conjuration [Fire]
    Level: Warp mage 4
    Components:V, S
    Casting Time:1 standard action
    Range: 60 ft
    Area: 60 ft line
    Duration: Instantaneous
    Saving Throw: Will partial
    Spell Resistance: No

    You fire a cackling face, burning all about it, which launches itself towards the foe. Anyone struck must take 1d6/level (maximum 20d6) fire damage. They must also take a will save or be terrified for 1d6 rounds.

    Cast on a 13+: The line is 120 feet long.

    5th:
    Piercing Bolts of Burning (Cast on 10+)
    Conjuration [Fire]
    Level: Warp Mage 5
    Components: V, S
    Casting Time: 1 standard action
    Range: Medium (100 ft + 10 ft/level)
    Effect: Powerful bolts of flame.
    Duration: Instantaneous
    Saving Throw: Reflex partial.
    Spell Resistance: No

    You fire forth powerful bolts of fire, which pierce through the toughest of armour and can pin down warriors. You shoot up to one piercing bolt of burning per 3 levels. Each requires a ranged touch attack, but hitting with one does 1d6/2 levels fire damage, and anyone struck by at least one piercing bolt of burning must take a reflex save. Any who fail are dragged along into the next square and fall prone. If the next square is occupied, they are pinned to its occupant, whether it be a wall or anything else, unless said occupant can take a reflex save to move out of the way. Failure indicates that the occupant takes the damage too, and the two are stuck together. They can unstick each other by taking a strength check whose DC is the same as the save DC. They get a +2 bonus on the check for each attempt that has been made.

    Cast on 13+: Increase the range to long range.

    6th:
    Fulminating Flame Cage (Cast on 11+)
    Evocation [Fire]
    Level: Warp mage 6
    Components: V, S
    Casting Time: 1 standard action
    Range: Medium (100 ft + 10 ft/level)
    Target: Up to 1 creature/level.
    Duration: 1 round/level.
    Saving Throw: Fortitude partial
    Spell Resistance: No

    You create several cages of flame. Each creature struck with a cage takes 1d6 fire damage/2 levels. They then take a fortitude save; if they succeed, they are spared the rest of the effect. Otherwise, for each action they wish to take they must take a fortitude save; failure indicates they take 2d6 more damage and can't move.

    Cast on 14+: Increase the range to long.

    7th:
    Flame Storm (Cast on 13+)
    Evocation [Fire]
    Level: Warp mage 7
    Components: V, S
    Casting Time: 1 standard action
    Range: Long (400 ft + 40 ft/level)
    Area: Several 15-ft.-radius spreads
    Duration: Instantaneous
    Saving Throw: Reflex half
    Spell Resistance: Yes

    You call down a mighty storm which can level entire villages, though it is not the most accurate of powers. Choose 1 location/3 levels. Then, for each location, roll 1d8 to determine a direction (1 forwards, 3 right, 5 backwards, 7 left) and (1d6-1)*5 to determine how far out your shot was in feet. Everything within 15 feet of the final location takes 1d6 damage/2 levels.


    Spoiler: Heavens
    Show
    Attribute: A flying creature struck by any damaging spell from the Lore of Heavens immediately takes another 1d6 points of damage per 2 levels.

    1st:
    Harmonic Convergence (Cast on 6+)
    Transmutation
    Level: Warp mage 1
    Components: V, S
    Casting Time: 1 standard action
    Range: Medium (100 ft + 10 ft/level)
    Target: One willing creature
    Duration: One minute/level
    Saving Throw: None
    Spell Resistance: No

    The chosen creature may re-roll any die that they rolled for any reason whose result is 1.

    Cast on 12+: The target is any number of creatures within short range (25 ft + 5 ft/2 levels)

    2nd:
    Iceshard Blizzard (Cast on 7+)
    Evocation
    Level: Warp mage 2
    Components: V, S
    Casting Time: 1 standard action
    Range: Medium (100 ft + 10 ft/level)
    Area: 30 ft radius
    Duration: One minute/level
    Saving Throw: None
    Spell Resistance: No

    You create a blizzard in the area, which slows all movement therein (flying, running or otherwise) by half, and those who wish to shoot into, out of or through the area take a -1 penalty on the attack roll per level. Creatures therein also take a -1 penalty on will saves per 3 levels.

    Cast on 10+: The range is long (400 ft + 40 ft/level).

    3rd:
    Wind Blast (Cast on 7+)
    Evocation
    Level: Warp mage 3
    Components: V, S
    Casting Time: 1 standard action
    Range: Medium (100 ft + 10 ft/level)
    Target: One creature
    Duration: Instantaneous
    Saving Throw: Fortitude half (Distance and damage)
    Spell Resistance: Yes

    The target creature is moved backwards 1d6*5 feet away from you. If it's slammed into another creature or an object, both participants take 1d6 points of damage per level.

    Cast on 14+: The creature moves 2d6*5 feet instead.

    4th:
    Curse of the Midnight Wind (Cast on 10+)
    Transmutation
    Level: Warp mage 4
    Components: V, S
    Casting Time: 1 standard action
    Range: Medium (100 ft + 10 ft/level)
    Target: One willing creature
    Duration: One minute/level
    Saving Throw: None
    Spell Resistance: No

    The chosen creature must make any roll it makes for any reason twice, taking the worst result.

    Cast on 20+: The target is any number of creatures within short range (25 ft + 5 ft/2 levels)

    5th:
    Urannon's Thunderbolt (Cast on 10+)
    Evocation
    Level: Warp mage 5
    Components: V, S
    Casting Time: 1 standard action
    Range: Medium (100 ft + 10 ft/level)
    Target: One creature
    Duration: Instantaneous
    Saving Throw: Reflex half
    Spell Resistance: No

    The target creature takes 2d6 points of damage per level. Half of this is electricity damage, but the other half results entirely from divine power and cannot be prevented.

    Cast on 13+: The range is long (400 ft + 40 ft/level)

    6th:
    The Comet of Cassandora (Cast on 12+)
    Evocation
    Level: Warp mage 6
    Components: V, S
    Casting Time: 1 standard action
    Range: Unlimited
    Target: Square seen
    Duration: Until the comet lands.
    Saving Throw: Reflex half
    Spell Resistance: No

    A giant comet looms over the target square, promising to annihilate any so bold or so foolish as to stay in the blast area. Put a counter on the square. Whenever your round begins, there is a 50% chance of adding another counter, unless there are six counters already in which case there is no chance. Otherwise, the comet strikes.

    When the comet strikes, it affects everywhere within 2d6*5 feet of the targeted square. Anyone and anything in range takes one die of damage per level. The die size used is twice the number of counters on the square.

    7th:
    Urannon's Chain Lightning (Cast on 10+)
    Evocation
    Level: Warp mage 7
    Components: V, S
    Casting Time: 1 standard action
    Range: Medium (100 ft + 10 ft/level)
    Target: One creature
    Duration: Instantaneous
    Saving Throw: Reflex half
    Spell Resistance: No

    This spell works the exact same way as Urannon's Thunderbolt, but there is a 65% chance that you will be able to choose another target within close range (25 ft + 5 ft/level) of the original target, and resolve the spell again against that target, complete with the possibility of choosing yet another target.


    Spoiler: Life
    Show
    Attribute: When you cast a spell from the Lore of Life, a creature of your choice within 30 feet regains 1 hit point per level you have.

    1st:
    Awakening of the Wood (Cast on 6+)
    Evocation
    Level: Warp mage 1
    Components: V, S
    Casting Time: 1 standard action
    Range: Medium (100 ft + 10 ft/level)
    Target: Up to 1d6 creatures in range
    Duration: Instantaneous
    Saving Throw: Reflex half, sometimes.
    Spell Resistance: Yes

    Each creature caught in the effect of Awakening of the wood is assailed by suddenly apparent branches. These deal 1d6 points of damage per level; a creature within 30 feet of a tree is not entitled to a save for half damage.

    If you have a Throne of Vines, the damage is capped at 20d6, otherwise it is limited to 10d6.

    2nd:
    Earth Blood (Cast on 8+)
    Transmutation
    Level: Warp mage 2
    Components: V, S
    Casting Time: 1 standard action
    Range: Medium (100 ft + 10 ft/level)
    Target: One creature
    Duration: 1 round/level.
    Saving Throw: None
    Spell Resistance: Yes

    For the duration, the creature affected has regeneration 10/silver. If you have a Throne of Vines, they get regeneration 15/silver instead.

    3rd:
    Skin to Stone (Cast on 8+)
    Transmutation
    Level: Warp mage 3
    Components: V, S
    Casting Time: 1 standard action
    Range: Medium (100 ft + 10 ft/level)
    Target: One creature
    Duration: 1 minute/level.
    Saving Throw: None
    Spell Resistance: Yes

    The target creature gets +4 constitution and a +6 natural armour bonus to AC. If you have a Throne of Vines, the effects are doubled.

    4th:
    Throne of Vines (Cast on 8+)
    Conjuration [Creation]
    Level: Warp mage 4
    Components: V, S
    Casting Time: 1 standard action
    Range: Personal
    Target: You
    Duration: 10 minutes/level.
    Saving Throw: None
    Spell Resistance: Yes

    You ignore the harmful effects of miscasts 80% of the time. The effects of many of your spells are increased.

    5th:
    Shield of Thorns (Cast on 9+)
    Abjuration
    Level: Warp mage 5
    Components: V, S
    Casting Time: 1 standard action
    Range: Medium (100 ft + 10 ft/level)
    Target: One creature
    Duration: 1 minute/level.
    Saving Throw: None
    Spell Resistance: Yes

    Those who attack someone protected by a shield of thorns take 1 point of piercing damage per level. With a Throne of Vines at your disposal, this damage is doubled.

    6th:
    Regrowth (Cast on 12+)
    Conjuration [Healing]
    Level: Warp mage 6
    Components: V, S
    Casting Time: 1 standard action
    Range: Medium (100 ft + 10 ft/level)
    Target: One creature
    Duration: 1 minute/level.
    Saving Throw: None
    Spell Resistance: Yes

    The creature targeted regains 1d6 hit points per two levels. A Throne of Vines increases this to 1d6 per level.

    Cast on 15+: Range becomes fairly long (200 ft + 20 ft/level)

    7th:
    The Dwellers Below (Cast on 18+)
    Necromancy
    Level: Warp mage 7
    Components: V, S
    Casting Time: 1 standard action
    Range: Medium (100 ft + 10 ft/level)
    Area: 20 ft radius cylinder
    Duration: Instantaneous
    Saving Throw: None
    Spell Resistance: Yes

    Those who dwell below the surface come for vengeance, appearing from underground and grabbing those where they emerge; even those who fly above them are dragged down with branches of magical plants. Those creatures must take a strength check (against the save DC of the spell) or be dragged to their inevitable doom.

    Those who fail the save are dragged down to be with the dwellers, and are usually never seen again. They are not dead, but are no longer fully with the world either. They may be found and recovered, but doing so is an arduous task and they are normally left to become one of those who dwell below.


    Spoiler: Light
    Show
    Attribute: The spells from the Lore of Light are empowered when used to damage undead or outsider [evil] creatures. If you use them as empowered spells anyway, the spell does double the normal, listed damage.

    1st:
    Shem's Burning Gaze (Cast on 5+)
    Evocation [Light, Fire]
    Level: Warp mage 1
    Components: V, S
    Casting Time: 1 standard action
    Range: Medium (100 ft + 10 ft/level)
    Target: Up to 1d6 creatures in range
    Duration: Instantaneous
    Saving Throw: None
    Spell Resistance: Yes

    Each creature struck by Shem's Burning Gaze takes 1d6 points of fire damage per level. (Max 10d6)

    Cast on 15+: The range is increased to long (400 ft + 40 ft/level) and the damage is 1d6/level. (Max 20d6)

    2nd:
    Ph‚'s Protection (Cast on 6+)
    Abjuration [Light]
    Level: Warp mage 2
    Components: V, S
    Casting Time: 1 standard action
    Range: Medium (100 ft + 10 ft/level)
    Target: 1 willing creature
    Duration: 1 round/level
    Saving Throw: None
    Spell Resistance: Yes

    The creature under the effect of Ph‚'s Protection gets a +4 bonus to armour class. Further, any attack that normally doesn't a require a roll to hit requires a ranged touch attack to be effective, otherwise it misses the creature under protection (but no other creatures are affected by this roll; if more than one creature is affected, make an attack roll against each).

    Cast on 12+: Target is any number of willing creatures in fairly short range (50 ft + 5 ft/level)

    3rd:
    The Speed of Light (Cast on 8+)
    Transmutation [Light]
    Level: Warp mage 3
    Components: V, S
    Casting Time: 1 standard action
    Range: Medium (100 ft + 10 ft/level)
    Target: 1 willing creature
    Duration: 1 round/level
    Saving Throw: None
    Spell Resistance: Yes

    The target creature moves at a blinding speed. That creature gets a dodge bonus to AC and a competence bonus to attack bonus equal to your caster level (Maximum +20).

    Cast on 16+: Target is any number of willing creatures in fairly short range (50 ft + 5 ft/level)

    4th:
    Light of Battle (Cast on 9+)
    Enchantment [Light, mind-affecting]
    Level: Warp mage 4
    Components: V, S
    Casting Time: 1 standard action
    Range: Medium (100 ft + 10 ft/level)
    Target: 1 willing creature
    Duration: 1 round/level
    Saving Throw: None
    Spell Resistance: Yes

    The chosen creature is immune to fear effects for the duration, and automatically passes all will saves for the duration.

    Cast on 18+: Target is any number of willing creatures in fairly short range (50 ft + 5 ft/level)

    5th:
    Net of Amyntok (Cast on 10+)
    Conjuration [Light]
    Level: Warp mage 5
    Components: V, S
    Casting Time: 1 standard action
    Range: Medium (100 ft + 10 ft/level)
    Target: 1 creature
    Duration: 1 round/level
    Saving Throw: Fortitude partial
    Spell Resistance: Yes

    Whenever the creature wishes to take any action that involves any sort of movement, they must take a fortitude save or they fail to do so. Failure causes the action to fail and be wasted, and the creature takes 2d6 points of piercing damage.

    Cast on 13+: Range is fairly long (200 ft + 20 ft/level).

    6th:
    Amyntok's Banishment (Cast on 10+)
    Evocation [Light]
    Level: Warp mage 6
    Components: V, S
    Casting Time: 1 standard action
    Range: Medium (100 ft + 10 ft/level)
    Target: 1 creature
    Duration: instantaneous
    Saving Throw: None
    Spell Resistance: No

    The targeted creature takes 1d6 points of damage per level, plus 1d6 points of damage per arcane spellcaster within 100 feet of you.

    Cast on 13+: Range is fairly long (200 ft + 20 ft/level).

    7th:
    Birona's Timewarp (Cast on 12+)
    Transmutation [Light]
    Level: Warp mage 7
    Components: V, S
    Casting Time: 1 standard action
    Range: Medium (100 ft + 10 ft/level)
    Target: 1 willing creature
    Duration: 1 round/level
    Saving Throw: None
    Spell Resistance: Yes

    The target creature moves very rapidly. Their movement speed for all modes of movement is tripled. They gain a +1 bonus per level to their base attack bonus (Allowing them to claim more than 4 attacks for a high base attack bonus), and re-roll failed attack rolls for the duration.

    Cast on 24+: Target is any number of willing creatures in fairly short range (50 ft + 5 ft/level)


    Spoiler: Metals
    Show
    Attribute: Spells from the lore of metal deal one more point of damage per die per point of armour bonus to AC possessed by the target.

    1st:
    Plague of Rust (Cast on 7+)
    Transmutation
    Level: Warp mage 1
    Components: V, S
    Casting Time: 1 standard action
    Range: Medium (100 ft + 10 ft/level)
    Target: One item or construct
    Duration: Instantaneous
    Saving Throw: Will negates (Object)
    Spell Resistance: No

    The target object takes considerable damage. Weapons deal damage as though one size smaller; the armour bonus of armour or shields is reduced by 2; other objects become broken, broken objects are destroyed. Weapons that no longer deal damage or armour or shields with no bonus to AC are destroyed.

    The spell Make Whole will remove these penalties without particular incident.

    Constructs instead take 1d6 points of damage per level (Maximum 10d6)

    Cast on 10+: Range becomes long (400 ft + 40 ft/level)

    2nd:
    Enchanted Blades of Aiban (Cast on 9+)
    Transmutation
    Level: Warp mage 2
    Components: V, S
    Casting Time: 1 standard action
    Range: Medium (100 ft + 10 ft/level)
    Target: Up to one weapon/level
    Duration: 1 minute/level.
    Saving Throw: None
    Spell Resistance: No

    The enchanted weapons grant the wielder a +1 bonus to attack and damage rolls per 3 levels, and all attacks made with them are touch attacks.

    Cast on 12+: The range is long (400 ft + 40 ft/level)

    3rd:
    The Glittering Robe (Cast on 9+)
    Transmutation
    Level: Warp mage 3
    Components: V, S
    Casting Time: 1 standard action
    Range: Medium (100 ft + 10 ft/level)
    Target: One creature
    Duration: 1 minute/level.
    Saving Throw: None
    Spell Resistance: Yes

    The chosen creature gets a +1 natural armour bonus to armour class per level. Each attack made against them with magic has a 35% chance of simply failing.

    Cast on 16+: Affects all allies in fairly short range (50 ft + 5 ft/level)

    4th:
    Gehenna's Golden Hounds (Cast on 9+)
    Conjuration
    Level: Warp mage 4
    Components: V, S
    Casting Time: 1 standard action
    Range: Fairly Short (50 ft + 5 ft/level)
    Target: One creature
    Duration: Instantaneous
    Saving Throw: Reflex partial
    Spell Resistance: No

    The targeted creature is attacked by 1d6 fearsome metallic hounds. The target must take a reflex save to avoid each one as it turns to molten iron and launches itself at the hapless victim; failure results in the victim taking 1d6 points of fire damage per two levels.

    Cast on 12+: The range is medium (100 ft + 10 ft/level)

    5th:
    Searing Doom (Cast on 10+)
    Evocation
    Level: Warp mage 5
    Components: V, S
    Casting Time: 1 standard action
    Range: Medium (100 ft + 10 ft/level)
    Target: One creature
    Duration: Instantaneous
    Saving Throw: None
    Spell Resistance: No

    You launch a molten projectile at the target, who takes 1d6 points of damage per level (Maximum 15d6)

    Cast on 20+: The maximum damage is 30d6.

    6th:
    Transmutation of Lead (Cast on 12+)
    Transmutation
    Level: Warp mage 6
    Components: V, S
    Casting Time: 1 standard action
    Range: Medium (100 ft + 10 ft/level)
    Target: One creature
    Duration: 1 round/level.
    Saving Throw: None
    Spell Resistance: Yes

    You turn a creature's entire collection of metallic items to dense metals, and even their clothes are now spun of leaden fibres. They take a -1 penalty per 3 levels on all rolls, move half as fast, and sink in water no matter how well they might normally swim. Those who are wearing absolutely nothing about their person whatsoever are spared the effect, but if they put anything on at all they are affected until they take it off again or the effect ends.

    Cast on 15+: The range is long (400 ft + 40 ft/level)

    7th:
    Final Transmutation (Cast on 15+)
    Transmutation and Enchantment [Mind-affecting]
    Level: Warp mage 7
    Components: V, S
    Casting Time: 1 standard action
    Range: Fairly Short (50 ft + 5 ft/level)
    Target: One creature
    Duration: Instantaneous or 1 round/level
    Saving Throw: Will negates
    Spell Resistance: No

    The transmutation part of the spell turns a single target to gold. This is similar to the spell Flesh to Stone, but worse - due largely to the fact that there exists no spell which turns such a creature back again, and that it affects those not made of flesh. The mind-affecting enchantment part of the spell causes those who look upon the gold to be fascinated for the duration. Creatures of your choice - including you - are exempt from the fascination effect.

    If the original will save to avoid being turned to gold fails, no creatures are fascinated. The transmutation part of the spell is not mind-affecting. The gold is low-quality and alloyed with other metals, making it basically worthless.

    Cast on 18+: The range is fairly long (200 ft + 20 ft/level)


    Spoiler: Shadow
    Show
    Attribute: When you cast a spell from the Lore of Shadows, you may swap places with a willing creature of the same size within 30 feet. If you are mounted, the must also be, and their mount must be the same size as yours.

    1st:
    Melkoth's Mystifying Miasma (Cast on 5+)
    Necromancy
    Level: Warp mage 1
    Components: V, S
    Casting Time: 1 standard action
    Range: Short (25 ft + 5 ft/2 levels)
    Target: One creature
    Duration: 1 round/level
    Saving Throw: None
    Spell Resistance: No

    The creature gains one of the following penalties:
    • -1/2 levels to attack rolls with melee weapons and +1 dodge to AC.
    • -1/2 levels to attack and damage rolls with ranged weapons
    • -1/2 levels to the next initiative roll or reflex save required.
    • -5/4 levels to movement speed.


    Cast on 10+: The target gets all four penalties.

    2nd:
    Steed of Shadows (Cast on 5+)
    Necromancy
    Level: Warp mage 2
    Components: V, S
    Casting Time: 1 standard action
    Range: Short (25 ft + 5 ft/2 levels)
    Target: One willing creature
    Duration: 1 round/level
    Saving Throw: None
    Spell Resistance: No

    The chosen creature immediately moves as though they had spent a move action to do so, and for the duration they can fly with a speed of 30 ft (Poor). They appear to be carried by an invisible horse.

    The spell takes effect after the lore attribute, potentially allowing you to swap yourself out of a dangerous position and then move another creature to safety.

    3rd:
    The Enfeebling Foe (Cast on 10+)
    Necromancy
    Level: Warp mage 3
    Components: V, S
    Casting Time: 1 standard action
    Range: Fairly Short (50 ft + 5 ft level)
    Target: One creature
    Duration: 1 round/level
    Saving Throw: None
    Spell Resistance: No

    The chosen creature's strength is halved for the duration.

    Cast on 13+: The spell's range is Fairly Long (200 ft + 20 ft/level)

    4th:
    The Withering (Cast on 13+)
    Necromancy
    Level: Warp mage 4
    Components: V, S
    Casting Time: 1 standard action
    Range: Fairly Short (50 ft + 5 ft level)
    Target: One creature
    Duration: 1 round/level
    Saving Throw: None
    Spell Resistance: No

    The chosen creature's constitution is halved for the duration.

    Cast on 16+: The spell's range is Fairly Long (200 ft + 20 ft/level)

    5th:
    The Penumbral Pendulum (Cast on 13+)
    Illusion (Phantasm)
    Level: Warp mage 5
    Components: V, S
    Casting Time: 1 standard action
    Range: 6d6*5 feet
    Area: 6d6*5 foot line.
    Duration: Instantaneous
    Saving Throw: Reflex negates
    Spell Resistance: No

    An illusory and yet somehow far too real pendulum of thinly-concealed malice forms in the sky, and swings along the line. Any who fail the reflex save are crushed into oblivion by the oncoming pendulum, and they take 3d6 points of damage per level. The pendulum ignores non-living creatures.

    Cast on 18+: The spell's range and area are doubled.

    6th:
    The Pit of Shades (Cast on 14+)
    Necromancy
    Level: Warp mage 6
    Components: V, S
    Casting Time: 1 standard action
    Range: Medium (100 ft + 10 ft/level)
    Area: 10 ft radius
    Duration: Instantaneous
    Saving Throw: Reflex negates.
    Spell Resistance: No

    The Pit of shades devours all those who fall into it. This is not a death effect; anyone who fails a reflex save simply dies.

    Cast on 17+: The Pit of Shades is instead 20 feet in radius.

    7th:
    Okkam's Mindrazor (Cast on 18+)
    Transmutation
    Level: Warp mage 7
    Components: V, S
    Casting Time: 1 standard action
    Range: Fairly Short (50 ft + 5 ft level)
    Target: One creature
    Duration: 1 round/level
    Saving Throw: None
    Spell Resistance: No

    The chosen creature's strength modifier is considered to be equal to the combined total of their intelligence, wisdom and charisma scores for the duration.

    Cast on 21+: The spell's range is Fairly Long (200 ft + 20 ft/level)


    Beastman Magic

    Bray shamans use this lore.

    Spoiler: The Wild
    Show
    Attribute: The spells from the Lore of the Wild are more powerful than most others.

    1st:
    Bestial Surge (Cast on 7+)
    Level: Warp mage 1
    Components: V, S
    Casting Time: 1 standard action
    Range: Close (25 ft + 5 ft/2 levels)
    Target: Any number of creatures in range.
    Duration: Instantaneous or one round.
    Saving Throw: None
    Spell Resistance: No

    Each creature affected immediately acquires a move action to use immediately or on their next turn.

    2nd:
    Viletide (Cast on 7+)
    Level: Warp mage 2
    Components: V, S
    Casting Time: 1 standard action
    Range: Close (25 ft + 5 ft/2 levels)
    Range: Medium (100 ft. + 10 ft./ level)
    Target: All enemies in range
    Duration: 1 round/level
    Saving Throw: None
    Spell Resistance: No

    Each foe in the Viletide takes 1d6 points of damage per round.

    3rd:
    Devolve (Cast on 9+)
    Transmutation
    Level: Warp mage 3
    Components: V, S
    Casting Time: 1 standard action
    Range: Short (25 ft + 5 ft/2 levels)
    Target: Any number of creatures in range
    Duration: Instantaneous
    Saving Throw: Will see text
    Spell Resistance: No

    The target creatures take a will save at a -20 penalty. Each creature takes 1d6 points of damage for each point by which they fail (those who somehow pass the save are unaffected).

    4th:
    Bray-Scream (Cast on 10+)
    Evocation [Sonic]
    Level: Warp mage 4
    Components: V, S
    Casting Time: 1 standard action
    Range: Medium (100 ft + 10 ft/level)
    Target: 1 willing creature
    Duration: Instantaneous
    Saving Throw: None
    Spell Resistance: No

    The target creature immediately casts a level 4 spell with verbal components, casting time a free action when it's not its turn, range 60 ft, area 60 ft cone, duration instantaneous, reflex half, no spell resistance. This spell deals 1d6 points of sonic damage to those in its area.

    5th:
    Traitor-Kin (Cast on 10+)
    Enchantment
    Level: Warp mage 5
    Components: V, S
    Casting Time: 1 standard action
    Range: Medium (100 ft + 10 ft/level)
    Target: Any number of creatures in range being used as mounts
    Duration: 1 round/level
    Saving Throw: Will negates if intelligent, otherwise none
    Spell Resistance: No

    The target creatures immediately turn on the creature that was trying to ride them and attempt to slay them, to the best of their ability and regardless of concern for their own safety.

    6th:
    Mantle of Ghorok (Cast on 13+)
    Transmutation
    Level: Warp mage 6
    Components: V, S
    Casting Time: 1 standard action
    Range: Medium (100 ft + 10 ft/level)
    Target: 1 willing creature
    Duration: 1 round/level
    Saving Throw: None
    Spell Resistance: No

    The creature makes 1d6 more attacks than normal at its highest base attack bonus, and its strength modifier is increased by 1d6. Each roll of a 6 or more deals 10d6 points of damage to that creature.

    7th:
    Savage Dominion
    Conjuration (Calling)
    Level: Warp mage 7
    Components: V, S
    Casting Time: 1 standard action
    Range: Medium (100 ft + 10 ft/level)
    Effect: One Giant, Gorgon or dragon
    Duration: 1 minute/level
    Saving Throw: None
    Spell Resistance: No

    You call one Stone Giant, Gorgon or Juvenile Black Dragon which serves you for the duration.


    Chaos Magic

    Followers of chaos, daemon and mortal alike, can harness the power of the three of the four chaos gods who grant spells.

    Spoiler: Nurgle
    Show
    Attribute: When you cast a spell from the lore of Nurgle, there is a 15% chance that you will regain 1 hit point per level and your constitution score will be increased by 4 for the rest of the day (Maximum +40).

    1st:
    Miasma of Pestilence (Cast on 5+)
    Necromancy
    Level: Warp mage 1
    Components: V, S
    Casting Time: 1 standard action
    Range: Medium (100 feet + 10 ft/level)
    Target: 1 creature
    Duration: 1 minute/level
    Saving Throw: None
    Spell Resistance: No

    Those foes threatened by the chosen creature take a -1 penalty to their base attack bonus per two levels (minimum -1).

    Cast on 10+: Those foes take a -1 penalty per level.

    2nd:
    Stream of Corruption (Cast on 7+)
    Evocation [Acid]
    Level: Warp mage 2
    Components: V, S
    Casting Time: 1 standard action
    Range: 60 feet
    Area: 60 ft cone
    Duration: Instantaneous
    Saving Throw: Reflex half
    Spell Resistance: Yes

    Foes struck by the stream of corruption take 1d6 points of constitution damage. If they're immune, they instead take 1d6 points of acid damage per level (maximum 10d6).

    3rd:
    Blades of Putrefaction (Cast on 8+)
    Transmutation
    Level: Warp mage 3
    Components: V, S
    Casting Time: 1 standard action
    Range: Medium (100 ft. + 10 ft./level)
    Area: Allies within range.
    Duration: 1 hour/level.
    Saving Throw: None/Fortitude negates
    Spell Resistance: No

    The targets' weapons are poisonous, and deal a single point of constitution damage to any creature they hit. A creature who is immune or passes a fortitude save takes 1d6 points of damage instead.

    4th:
    Curse of the Leper (Cast on 10+)
    Transmutation
    Level: Warp mage 4
    Components: V, S
    Casting Time: 1 standard action
    Range: Fairly Short (50 ft. + 5 ft./level)
    Target: One creature.
    Duration: 1 hour/level.
    Saving Throw: None/Fortitude negates
    Spell Resistance: No

    Choose one: The target creature's constitution increases by 1 per level (No save) or decreases by 1 per level (Fortitude negates) for the duration.

    Cast on 13+: The range is fairly long (200 ft + 20 ft/level)

    5th:
    Rancid Visitations (Cast on 10+)
    Necromancy
    Level: Warp mage 5
    Components: V, S
    Casting Time: 1 standard action
    Range: Medium (100 feet + 10 ft/level)
    Target: 1 creature
    Duration: Instantaneous
    Saving Throw: Fortitude partial
    Spell Resistance: No

    The target creature takes 1d6 points of damage, plus 1d6/4 levels. The creature must then take a fortitude save or take this damage again. If it fails, the creature must then keep taking fortitude saves to the same effect until it passes one or dies.

    6th:
    Fleshy Abundance (Cast on 11+)
    Transmutation
    Level: Warp mage 6
    Components: V, S
    Casting Time: 1 standard action
    Range: Short (25 ft + 5 ft/2 levels)
    Target: 1 creature
    Duration: 1 round/level
    Saving Throw: None
    Spell Resistance: No

    The target creatures have regeneration 10/fire for the duration.

    Cast on 22+: Target is any number of creatures in range.

    7th:
    Plague Wind (Cast on 15+)
    Necromancy
    Level: Warp mage 7
    Components: V, S
    Casting Time: 1 standard action
    Range: See text
    Area: 10 ft radius
    Duration: Instantaneous
    Saving Throw: Fortitude Negates
    Spell Resistance: No

    Plague Wind works the exact same way as the Purple Sun of Xereus (Including the cast on 25+ ability) except as noted above.
    Last edited by Jormengand; 2015-02-16 at 02:00 PM.

  26. - Top - End - #26
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    Default Re: Base Class Contest XXVI - Flipping the Table

    Spoiler: Slaanesh
    Show
    Attribute: When you kill someone with a Slaanesh spell, you get a +5 bonus to your base attack bonus for 1 minute. This stacks to a maximum of +20.

    1st:
    Lash of Slaanesh (Cast on 6+)
    Evocation
    Level: Warp mage 1
    Components: V, S
    Casting Time: 1 standard action
    Range: 60 ft
    Area: 60 ft line
    Duration: Instantaneous
    Saving Throw: Reflex half
    Spell Resistance: Yes

    Those creatures under the line take 1d6 points of damage per level.

    2nd:
    Aquiescence (Cast on 6+)
    Enchantment (Mind-affecting)
    Level: Warp mage 2
    Components: V, S
    Casting Time: 1 standard action
    Range: Medium (100 ft + 10 ft/level)
    Target: 1 creature
    Duration: 1 round/level
    Saving Throw: Will half (to -1/4 levels and -10)
    Spell Resistance: Yes

    The chosen creature takes a -1 penalty to its base attack bonus per two levels. Its movement speed is reduced by 20 feet.

    Cast on 9+: The range is long (400 ft + 40 ft/level)

    3rd:
    Pavane of Slaanesh (Cast on 7+)
    Transmutation
    Level: Warp mage 3
    Components: V, S
    Casting Time: 1 standard action
    Range: Medium (100 ft + 10 ft/level)
    Target: 1 creature
    Duration: Instantaneous
    Saving Throw: Will see text
    Spell Resistance: No

    The target creature takes a will save at a -20 penalty. That creature takes 1d6 points of damage for each point by which they fail (those who somehow pass the save are unaffected).

    Cast on 10+: The range is long (400 ft + 40 ft/level)

    4th:
    Hysterical Frenzy (Cast on 8+)
    Enchantment
    Level: Warp mage 4
    Components: V, S
    Casting Time: 1 standard action
    Range: Medium (100 feet + 10 ft/level)
    Target: Up to 1 creature/level
    Duration: 1 round/2 levels
    Saving Throw: Will negates (Harmless, sort of. Okay, not harmless, but you can choose to fail your save)
    Spell Resistance: No

    The target creatures rage as 20th-level barbarians. This is not entirely healthy to say the least, and they take 2d6 points of damage each round the spell is in effect. They can take a will save each round to end the effect.

    5th:
    Slicing Shards (Cast on 10+)
    Evocation
    Level: Warp mage 5
    Components: V, S
    Casting Time: 1 standard action
    Range: Medium (100 feet + 10 ft/level)
    Target: 1 creature
    Duration: Instantaneous
    Saving Throw: Will partial
    Spell Resistance: No

    The target creature takes 1d6 points of damage, plus 1d6/4 levels. The creature must then take a will save or take this damage again. If it fails, the creature must then keep taking will saves to the same effect until it passes one or dies.

    6th:
    Phantasmagoria (Cast on 10+)
    Illusion (Phantasm)
    Level: Warp mage 6
    Components: V, S
    Casting Time: 1 standard action
    Range: Medium (100 feet + 10 ft/level)
    Target: 1 creature
    Duration: 1 round/level
    Saving Throw: None
    Spell Resistance: No

    The creature is distracted by illusory beings. While so distracted, the creature must roll all its saves twice and take the worse result (this includes non-standard saves like the Base Attack save from Bladewind, but not Ward Saves which aren't saves in the normal sense).

    Cast on 20+: Target is any number of creatures in range.

    7th:
    Cacophonic Choir (Cast on 12+)
    Evocation (Sonic)
    Level: Warp mage 7
    Components: V, S
    Casting Time: 1 standard action
    Range: Medium (100 feet + 10 ft/level)
    Target: 1 creature
    Duration: Instantaneous and 1 round/level
    Saving Throw: Will partial
    Spell Resistance: No

    The creature targeted takes half its current hit points in sonic damage. The creature must take a will save or suffer the effect of Aquiescence as well.

    Cast on 24+: Target is any number of creatures in range.


    Spoiler: Tzeentch
    Show
    Attribute: When you roll a 6 to cast, keep the power die. When you cast a spell that deals damage, the target must take a fortitude save or take 1d3 fire damage/level. Those that pass get regeneration 10/fire for one round.

    The die size is not treated as a variable, numeric component of the spell, nor is the number of dice to be rolled for Infernal Gateway.

    1st:
    Blue Fire of Tzeentch (Cast on 5+)
    Evocation
    Level: Warp mage 1
    Components: V, S
    Casting Time: 1 standard action
    Range: Medium (100 ft + 10 ft/level)
    Target: One creature
    Duration: Instantaneous
    Saving Throw: None
    Spell Resistance: No

    The target takes 1d(1d6*2) points of fire damage per level. Determine the size of all dice at the same time.

    Cast on 8+: The range is long (400 ft + 40 ft/level)

    2nd:
    Treason of Tzeentch (Cast on 7+)
    Enchantment
    Level: Warp mage 2
    Components: V, S
    Casting Time: 1 standard action
    Range: Medium (100 ft + 10 ft/level)
    Target: Any number of creatures in range
    Duration: 1 minute/level
    Saving Throw: None
    Spell Resistance: No

    The chosen creatures use the lowest intelligence, wisdom and charisma values among any of the targets.

    3rd:
    Pink Fire of Tzeentch (Cast on 8+)
    Evocation
    Level: Warp mage 3
    Components: V, S
    Casting Time: 1 standard action
    Range: See text
    Area: 30 ft cone
    Duration: Instantaneous
    Saving Throw: Reflex half
    Spell Resistance: No

    You create a 30 ft cone which begins 1d6*5 feet away from you. Those who are struck take 1d(1d6*2) points of fire damage per level. Determine the size of all dice at the same time.

    4th:
    Bolt of Change (Cast on 8+)
    Evocation
    Level: Warp mage 4
    Components: V, S
    Casting Time: 1 standard action
    Range: 100 ft line
    Area: 100 ft line
    Duration: Instantaneous
    Saving Throw: Reflex half
    Spell Resistance: No

    You create a 100 ft line. Those who are struck take 1d(1d3*2+6) points of fire damage per level. Determine the size of all dice at the same time.

    5th:
    Gleam Magic (Cast on 8+)
    Divinatation
    Level: Warp mage 5
    Components: V, S
    Casting Time: 1 standard action
    Range: Fairly short (50 ft + 5 ft/level)
    Target: 1 creature
    Duration: Instantaneous or 1 hour/level
    Saving Throw: Intelligence negates, see text.
    Spell Resistance: No

    You and your opponent take opposed intelligence checks. If you win, that creature loses one of their prepared spells and you gain that spell for the duration as a spell-like ability (one use only), or they lose enough power points to manifest one power and you can use that power once during the duration as a psi-like ability, or they lose access to one warp spell for the duration and you can cast it by rolling as normal, or some suitable equivalent.

    6th:
    Tzeentch's Firestorm (Cast on 13+)
    Evocation
    Level: Warp mage 6
    Components: V, S
    Casting Time: 1 standard action
    Range: Fairly long (200 ft + 20 ft/level)
    Area: 10 ft radius
    Duration: Instantaneous
    Saving Throw: Reflex half
    Spell Resistance: No

    Each creature struck takes 1d(1d3*2+6) points of fire damage per level. Determine the size of all dice at the same time.

    Cast on 16+: The radius is 20 ft.

    7th:
    Infernal Gateway (Cast on 16+)
    Evocation
    Level: Warp mage 7
    Components: V, S
    Casting Time: 1 standard action
    Range: Medium (100 ft + 10 ft/level)
    Target: One creature
    Duration: Instantaneous
    Saving Throw: None
    Spell Resistance: No

    The target creature takes 1d6d(1d8*2) damage per level. That is, roll 1d6 per level, and that is the number of dice with 1d8*2 sides you roll.

    If you roll 7 or 8, use d12s but treat all of the other dice as having rolled 6.


    Dark Magic

    While the dark elves named this magic, wood elves also use it.

    Spoiler: Dark Magic
    Show
    Attribute: The lore attribute depends on who is casting the spell:

    Sorceress: When you roll to deal damage, pair up any dice that are the same (if three are the same, you have one pair and one left over; if four are the same you have two pairs). For each pair, you deal extra damage equal to that die result.
    Spellsinger: Whenever you cast a spell from the lore of Dark Magic, you may deal 1d3 points of damage per level to a creature within 30 feet.

    Also, the Lore of Dark Magic has two third-level spells.

    1st:
    Chillwind (Cast on 5+)
    Evocation [Cold]
    Level: Warp mage 1
    Components: V, S
    Casting Time: 1 standard action
    Range: Medium (100 ft + 10 ft/level)
    Target: 1 creature
    Duration: Instantaneous or 1 round/level
    Saving Throw: None
    Spell Resistance: Yes

    The creature struck takes 1d6 points of cold damage per 2 levels (Minimum 1d6), and also a -1 penalty on attack rolls per level.

    2nd:
    Word of Pain (Cast on 9+)
    Enchantment
    Level: Warp mage 2
    Components: V, S
    Casting Time: 1 standard action
    Range: Medium (100 ft + 10 ft/level)
    Target: 1 creature
    Duration: 1 round/level
    Saving Throw: None
    Spell Resistance: No

    The target creature suffers a -1 penalty to its base attack bonus and to its armour class (including touch AC) per level.

    Cast on 12+: The penalty also applies to damage rolls and movement speed (Round the movement speed penalty to the nearest 5).

    3rd:
    Power of Darkness (Cast on 8+)
    Transmutation
    Level: Warp mage 3
    Components: V, S
    Casting Time: 1 standard action
    Range: Personal
    Target: You
    Duration: Instantaneous or 1 round/level
    Saving Throw: None
    Spell Resistance: No

    Add 1d3 dice to your power pool. If you added 3 or more dice to your power pool, you take 1d6 points of damage per level. If you maximise the spell, you therefore automatically take 6 damage per level.

    In any case, you get +4 to your strength for the duration.

    Doombolt (Cast on 12+)
    Evocation
    Level: Warp mage 3
    Components: V, S
    Casting Time: 1 standard action
    Range: Medium (100 ft + 10 ft/level)
    Target: 1 creature
    Duration: Instantaneous
    Saving Throw: None
    Spell Resistance: Yes

    Doombolt deals 1d12 points of damage per level (Maximum 10d12) to the target creature

    Cast on 24+: Maximum damage is 20d12.

    4th:
    Bladewind (Cast on 9+)
    Evocation
    Level: Warp mage 4
    Components: V, S
    Casting Time: 1 standard action
    Range: Fairly Short (50 ft + 5 ft/level)
    Area: 20 ft radius
    Duration: Instantaneous
    Saving Throw: Base Attack negates
    Spell Resistance: No

    Each creature must take a save modified by their Base Attack Bonus or take 2d6 points of damage per level.

    5th:
    Shroud of Despair (Cast on 10+)
    Enchantment
    Level: Warp mage 5
    Components: V, S
    Casting Time: 1 standard action
    Range: Medium (100 ft + 10 ft/level)
    Target: Any number of creatures in range
    Duration: 1 round/level
    Saving Throw: None
    Spell Resistance: No

    The target creatures take a -4 penalty on all will saves it takes. Whenever one of them fails a will save, this penalty increases by 4 for that creature.

    6th:
    Soul Stealer (Cast on 11+)
    Necromancy
    Level: Warp mage 6
    Components: V, S
    Casting Time: 1 standard action
    Range: Fairly Short (50 ft + 5 ft/level)
    Area: 20 ft radius
    Duration: Instantaneous
    Saving Throw: None
    Spell Resistance: No

    You deal 1d6 damage/2 levels to each creature in the area, and regain the same amount of health.

    Cast on 14+: The spell's range is Fairly Long (200 ft + 20 ft/level)

    7th:
    Amzipal's Black Horror (Cast on 15+)
    Necromancy
    Level: Warp mage 7
    Components: V, S
    Casting Time: 1 standard action
    Range: See text
    Area: 10 ft radius
    Duration: Instantaneous
    Saving Throw: Fortitude Negates
    Spell Resistance: No

    Amzipal's Black Horror works the exact same way as the Purple Sun of Xereus (Including the cast on 25+ ability) except as noted above.


    High Magic

    High Magic is used by High Elf Magi, Slann Mage-priests, and Wood Elf Spellsingers, though the lore attribute is different for each. It has two first-level spells, and you can choose either.

    Spoiler: High Magic
    Show
    Attribute: Depends on the caster:

    High Magi: Successfully casting a High Magic spell improves your ward save by 1 point until your next turn.
    Slann: Whenever you cast a spell, you may choose a spell of the same level from the Big Eight. If you do, then next round, you know that spell instead of the spell you just cast.
    Spellsingers: When you cast a high magic spell, you automatically pass the next save you take (fortitude, reflex, will or ward).

    Also, there are two third-level spells available in the Lore of High magic. Most of its users will learn both due to their path abilities.

    1st:
    Apotheosis (Cast on 5+)
    Conjuration (Healing)
    Level: Warp mage 1
    Components: V, S
    Casting Time: 1 standard action
    Range: Fairly Short (50 ft + 5 ft/level)
    Target: One creature
    Duration: Instantaneous and 1 round/level or 5d6 rounds.
    Saving Throw: Will partial
    Spell Resistance: No

    The target creature regains 1d3 hit points for each hit die they have. They also gain a frightful presence aura, which affects those foes within 30 feet, causing them to be shaken for 5d6 rounds if they fail a will save (DC the same as the spell's). All castings of Apotheosis by the same caster use the same 24-hour immunity period after a passed save.

    Cast on 10+: Use d6s instead of d3s when healing.

    2nd:
    Hand of Glory (Cast on 5+)
    Transmutation
    Level: Warp mage 2
    Components: V, S
    Casting Time: 1 standard action
    Range: Fairly Short (50 ft + 5 ft/level)
    Target: One creature
    Duration: 1 round/level.
    Saving Throw: None
    Spell Resistance: No

    The creature gains one of the following benefits:
    • +1/level to attack rolls with melee weapons and +1 dodge to AC.
    • +1/level to attack and damage rolls with ranged weapons
    • +1/level to the next initiative roll or reflex save required.
    • +5/2 levels to movement speed.


    Cast on 10+: Gain all four benefits.

    3rd:
    Drain Magic (Cast on 7+)
    Abjuration
    Level: Warp mage 3
    Components: V, S
    Casting Time: 1 standard action
    Range: Fairly Short (50 ft + 5 ft/level)
    Target: One creature
    Duration: Instantaneous
    Saving Throw: None
    Spell Resistance: No

    Drain Magic reveals all spells, powers, and spell-like or psi-like abilities affecting the targeted creature, and ends one of these abilities chosen by you if you desire.

    Cast on 14+: Target is all creatures within range.

    Soul Quench (Cast on 8+)
    Evocation
    Level: Warp mage 3
    Components: V, S
    Casting Time: 1 standard action
    Range: Fairly Short (50 ft + 5 ft/level)
    Target: One creature
    Duration: Instantaneous
    Saving Throw: None
    Spell Resistance: No

    You cause a creature's immortal soul to contract within it, causing no lasting damage to the soul, and yet extensive damage to the body. This deals 2d6 damage/level (Maximum 30d6) to the targeted creature.

    Cast on 16+: The maximum damage is 60d6.

    4th:
    Walk Between Worlds (Cast on 8+)
    Conjuration (Teleportation)
    Level: Warp mage 4
    Components: V, S
    Casting Time: 1 standard action
    Range: Medium (100 ft + 10 ft/level)
    Target: One willing creature
    Duration: Instantaneous
    Saving Throw: None
    Spell Resistance: No

    The target creature immediately casts the Dimension Door spell without using any spell slots to do so.

    Cast on 16+: The range of the Dimension Door is doubled.

    5th:
    Tempest (Cast on 12+)
    Evocation
    Level: Warp mage 5
    Components: V, S
    Casting Time: 1 standard action
    Range: Fairly Long (200 ft + 20 ft/level)
    Area: 30 ft radius
    Duration: One round/level (D)
    Saving Throw: None
    Spell Resistance: No

    You create a small, localised hurricane. The hurricane stays in the targeted location, and won't move for the duration. Anyone in the location when the hurricane is created takes 1d6 damage/level.

    6th:
    Arcane Unforging (Cast on 13+)
    Abjuration
    Level: Warp mage 6
    Components: V, S
    Casting Time: 1 standard action
    Range: Fairly Long (200 ft + 20 ft/level)
    Target: One creature
    Duration: 24 hours
    Saving Throw: Will partial (Object).
    Spell Resistance: No

    The chosen creature takes 2d6 points of damage per point of armour or shield bonus to armour class it has. Then, all magic items in its possession are revealed to you. Choose one of those items - it takes a will save; failure deactivates all its functions for 24 hours. Unlike disjunction, Arcane Unforging is not likely to attract a powerful being's attention when used on an artifact, and certainly doesn't result in loss of power (unless, of course, you roll multiple sixes and are very unlucky with your miscast table roll.)

    7th:
    Fiery Convocation (Cast on 19+)
    Evocation
    Level: Warp mage 7
    Components: V, S
    Casting Time: 1 standard action
    Range: Fairly Long (200 ft + 20 ft/level)
    Target: All foes in range.
    Duration: One round/2 levels (D)
    Saving Throw: None
    Spell Resistance: No

    Each round, each creature affected takes 1d6 points of damage per level. Half of this damage is fire damage, but the other half results from divine power and cannot be prevented in any way.


    Necromancy

    As well as being the trade of the necromancer, necromancy is used by vampires.

    Spoiler: Vampires
    Show
    Attribute: When you cast a spell from the Lore of Vampires, you may have a single character within 25 ft + 5 ft/level take 1 point of negative energy damage per level.

    1st:
    Invocation of Nehek (Cast on 6+)
    Necromancy
    Level: Warp mage 1
    Components: V, S
    Casting Time: 1 standard action
    Range: Short (25 ft + 5 ft/2 levels)
    Target: Any number of creatures in range
    Duration: Instantaneous
    Saving Throw: None
    Spell Resistance: No

    Each creature targeted takes 1d6/2 levels (minimum 1d6) points of negative energy damage. Further, any dead creature in range can be raised as a zombie.

    Cast on 12+: Range is Fairly Short (50 ft + 5 ft/level).
    Cast on 18+: Range is Medium (100 ft + 10 ft/level).

    2nd:
    Vanihel's Danse Macabre (Cast on 6+)
    Transmutation
    Level: Warp mage 2
    Components: V, S
    Casting Time: 1 standard action
    Range: Close (25 ft + 5 ft/2 levels)
    Target: One creature in range
    Duration: Instantaneous or one round.
    Saving Throw: None
    Spell Resistance: No

    Each creature affected immediately acquires a move action to use immediately or on their next turn. They also re-roll failed attack rolls for one round.

    Cast on 12+: Target is any number of creatures in range.

    3rd:
    Hellish Vigour (Cast on 8+)
    Transmutation
    Level: Warp mage 3
    Components: V, S
    Casting Time: 1 standard action
    Range: Close (25 ft + 5 ft/2 levels)
    Target: One creature in range
    Duration: 1 minute/level
    Saving Throw: None
    Spell Resistance: No

    The chosen creature always does the maximum possible weapon damage and the damage is doubled for the duration.

    Cast on 16+: Target is any number of creatures in range.

    4th:
    Gaze of Nagash (Cast on 9+)
    Necromancy
    Level: Warp mage 4
    Components: V, S
    Casting Time: 1 standard action
    Range: Medium (100 ft + 10 ft/level)
    Target: One creature in range
    Duration: Instantaneous
    Saving Throw: None
    Spell Resistance: No

    The target creature takes 1d6 points of negative energy damage per level.

    Cast on 12+: The range is long (400 ft + 40 ft/level)

    5th:
    Mannfried's Raise Dead (Cast on 9+)
    Necromancy
    Level: Warp mage 5
    Components: V, S
    Casting Time: 1 standard action
    Range: Fairly Short (50 ft + 5 ft/level)
    Effect: 2d6+3 zombies
    Duration: 1 round/level
    Saving Throw: None
    Spell Resistance: No

    You create 2d6+3 zombies from the remains of those long dead. They serve you willingly and can follow simple commands, which you give them telepathically.

    Cast on 14+: You get 2d6+3 skeletons instead.

    6th:
    The Curse of Y