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"The fool calls himself a wise man; while the wise man knows himself to be nothing more than a fool." -I.D.
Gene Dalfont (Part 3)
...profile continued from previous entry.

Move Earth
Transmutation [Earth]

Level: VI
Components: Verbal, Somatic, Material
Casting Time: See text
Range: Long (800 ft.)
Area: Dirt in an area up to 750 ft. square and up to 10 ft. deep (S)
Duration: Instantaneous
Attempted Save: None
Spell Resistance: No
Move earth moves dirt (clay, loam, sand), possibly collapsing embankments, moving hillocks, shifting dunes, and so forth.

However, in no event can rock formations be collapsed or moved. The area to be affected determines the casting time. For every 150-foot square (up to 10 feet deep), casting takes 10 minutes. The maximum area, 750 feet by 750 feet, takes 4 hours and 10 minutes to move.

This spell does not violently break the surface of the ground. Instead, it creates wavelike crests and troughs, with the earth reacting with glacierlike fluidity until the desired result is achieved. Trees, structures, rock formations, and such are mostly unaffected except for changes in elevation and relative topography.

The spell cannot be used for tunneling and is generally too slow to trap or bury creatures. Its primary use is for digging or filling moats or for adjusting terrain contours before a battle.

This spell has no effect on earth creatures.

Material Component: A mixture of soils (clay, loam, and sand) in a small bag, and an iron blade.


Circle of Death
Necromancy [Death]

Level: VI
Components: Verbal, Somatic, Material
Casting Time: 1 standard action
Range: Medium (300 ft.)
Area: Several living creatures within a 40-ft.-radius burst
Duration: Instantaneous
Attempted Save: Fortitude negates
Spell Resistance: Yes
A circle of death snuffs out the life force of living creatures, killing them instantly.

The spell slays living creatures within it. Creatures with the fewest health/constitution are affected first; among creatures with equal health, those who are closest to the burst’s point of origin are affected first. Creatures must be touching the ground at the moment of the burst.

Material Component: The powder of a crushed black pearl with a minimum value of 500 gp.


Spell Turning
Abjuration

Level: VII
Components: Verbal, Somatic, Material
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: Until expended or 200 min.
Spells and spell-like effects targeted on you are turned back upon the original caster. The abjuration turns only spells that have you as a target. Effect and area spells are not affected. Spell turning also fails to stop touch range spells.

From seven to ten (1d4+6) spells are affected by the turning. The exact number is rolled secretly.

If you and a spellcasting attacker are both warded by spell turning effects in operation, a resonating field is created.

Roll randomly to determine the result.

d% Effect
01–70 Spell drains away without effect.
71–80 Spell affects both of you equally at full effect.
81–99 Both turning effects are rendered nonfunctional for 1d4 minutes.
100 Both of you go through a rift into another plane.

Material Component: A small silver mirror.


Arcane Summon
Conjuration (Summoning)

Level: VII
Components: Verbal, Somatic, Material
Casting Time: 1 standard action
Range: See text
Target: One object weighing 10 lb. or less whose longest dimension is 6 ft. or less
Duration: Permanent until discharged
Attempted Save: None
Spell Resistance: No
You call some nonliving item from virtually any location directly to your hand.

First, you must place your arcane mark on the item. Then you cast this spell, which magically and invisibly inscribes the name of the item on a sapphire worth at least 1,000 gp. Thereafter, you can summon the item by speaking a special word (set by you when the spell is cast) and crushing the gem. The item appears instantly in your hand. Only you can use the gem in this way.

If the item is in the possession of another creature, the spell does not work, but you know who the possessor is and roughly where that creature is located when the summons occurs.

The inscription on the gem is invisible. It is also unreadable, except by means of a read magic spell, to anyone but you.

The item can be summoned from another plane, but only if no other creature has claimed ownership of it.

Material Component: A sapphire worth at least 1,000 gp.


Vision
Divination

Level: VII
Components: Verbal, Somatic, Material, Sacrifice
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: See text
Vision brings to your mind legends about an important person, place, or thing. This spell functions like legend lore, except that it works more quickly but produces some strain on you. You pose a question about some person, place, or object, then cast the spell. If the person or object is at hand or if you are in the place in question, you receive a vision about it. If only detailed information on the person, place, or object is known, the information gained is incomplete. If only rumors are known, the information gained is vague.
When completed, the divination brings legends (if any) about the person, place, or things to your mind. These may be legends that are still current, legends that have been forgotten, or even information that has never been generally known. If the person, place, or thing is not of legendary importance, you gain no information. As a rule of thumb, characters who are 11th level and higher are “legendary,” as are the sorts of creatures they contend with, the major magic items they wield, and the places where they perform their key deeds.

Material Component: Incense worth at least 250 gp.

Sacrifice: Random body limb becomes stone for 3 turns.


Dimensional Lock
Abjuration

Level: VIII
Components: Verbal, Somatic
Casting Time: 1 standard action
Range: Medium (300 ft.)
Area: 20-ft.-radius emanation centered on a point in space
Duration: One day/level
Attempted Save: None
Spell Resistance: Yes
You create a shimmering emerald barrier that completely blocks extradimensional travel. Forms of movement barred include astral projection, blink, dimension door, ethereal jaunt, etherealness, gate, maze, plane shift, shadow walk, teleport, and similar spell-like or psionic abilities. Once dimensional lock is in place, extradimensional travel into or out of the area is not possible.

A dimensional lock does not interfere with the movement of creatures already in ethereal or astral form when the spell is cast, nor does it block extradimensional perception or attack forms. Also, the spell does not prevent summoned creatures from disappearing at the end of a summoning spell.


Iron Body
Transmutation

Level: VIII
Components: Verbal, Somatic, Material
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 20 min. (Dismissable)
This spell transforms your body into living iron, which grants you several powerful resistances and abilities.

Your body becomes as hard as titanium. You are immune to blindness, critical hits, status damage, deafness, disease, drowning, electricity, poison, stunning, and all spells or attacks that affect your physiology or respiration, because you have no physiology or respiration while this spell is in effect. You take only half damage from acid and fire of all kinds. However, you also become vulnerable to all special attacks that affect iron golems.

You gain a an enhancement bonus to your strength, but you take a penalty to dexterity as well, and your speed is reduced to half normal. You have an arcane spell failure chance of 50% and an armor penalty, just as if you were clad in full plate armor. You cannot drink (and thus can’t use potions) or play wind instruments.

Your unarmed attacks deal damage equal to a metal club sized for you, and you are considered armed when making unarmed attacks.

Your weight increases by a factor of ten, causing you to sink in water like a stone. However, you could survive the crushing pressure and lack of air at the bottom of the ocean—at least until the spell duration expires.

Material Component: A small piece of iron that was once part of either an iron golem, a hero’s armor, or a war machine.


Sunburst
Evocation [Light]

Level: VIII
Components: Verbal, Somatic, Material
Casting Time: 1 standard action
Range: Long (800 ft.)
Area: 80-ft.-radius burst
Duration: Instantaneous
Attempted Save: Reflex partial; see text
Spell Resistance: Yes
Sunburst causes a globe of searing radiance to explode silently from a point you select. All creatures in the globe are blinded and take heavy radiation damage. A creature to which sunlight is harmful or unnatural takes double damage. A successful Reflex save negates the blindness and reduces the damage by half.

An undead creature caught within the globe is completely destroyed, or halfly destroyed if a Reflex save is successful. In addition, the burst results in the destruction of any undead creature specifically harmed by bright light regardless of any save.

The ultraviolet light generated by the spell deals damage to fungi, mold, oozes, and slimes just as if they were undead creatures. Sunburst dispels any darkness spells within its area.

Material Component: A piece of sunstone and a naked flame.


Mage Disjunction
Abjuration

Level: IX
Components: Verbal
Casting Time: 1 standard action
Range: Close (125 ft.)
Area: All magical effects and magic items within a 40-ft.-radius burst
Duration: Instantaneous
Attempted Save: Will negates (object)
Spell Resistance: No
All magical effects and magic items within the radius of the spell, except for those that you carry or touch, are disjoined. That is, spells and spell-like effects are separated into their individual components (ending the effect as a dispel magic spell does), and each permanent magic item must make a successful item will save or be turned into a normal item. An item in a creature’s possession uses its own will or its possessor’s mental will, whichever is higher.

You also have a 20% chance of destroying an antimagic field. If the antimagic field survives the disjunction, no items within it are disjoined.

Even artifacts are subject to disjunction, though there is only a 20% chance of actually affecting such powerful items. Additionally, if an artifact is destroyed, you must make a formiddable mental will save or permanently lose all spellcasting abilities. (These abilities cannot be recovered by mortal magic, not even miracle or wish.)

Note: Destroying artifacts is a dangerous business, and it is 95% likely to attract the attention of some powerful being who has an interest in or connection with the device.


Prismatic Sphere
Abjuration

Level: IX
Components: Verbal
Casting Time: 1 standard action
Range: 10 ft.
Effect: 10-ft.-radius sphere centered on you
Duration: 200 min. (Dismissable)
Attempted Save: See text
Spell Resistance: See text
Prismatic sphere conjures up an immobile, opaque globe of shimmering, multicolored light that surrounds you and protects you from all forms of attack. The wall flashes with seven colors, each of which has a distinct power and purpose. The sphere flashes in all colors of the visible spectrum.

The sphere’s blindness effect on creatures with less than 8 HD lasts 2d4x10 minutes.

You can pass into and out of the prismatic sphere and remain near it without harm. However, when you’re inside it, the sphere blocks any attempt to project something through the sphere (including spells). Other creatures that attempt to attack you or pass through suffer the effects of each color, one at a time.

Typically, only the upper hemisphere of the globe will exist, since you are at the center of the sphere, so the lower half is usually excluded by the floor surface you are standing on, making it look more like a 'Prismatic Dome'. The lower half, however, still does exist underground, and affects creatures the same way as it would above ground.

The colors of the sphere have the same effects as the colors of a prismatic wall.

Prismatic sphere can be made permanent with a permanency spell.

Each color in the sphere has a special effect. The accompanying table shows the seven colors of the sphere, the order in which they appear, their effects on creatures trying to attack you or pass through the wall, and the magic needed to negate each color.

The sphere can be destroyed, color by color, in consecutive order, by various magical effects; however, the first color must be brought down before the second can be affected, and so on. A rod of cancellation or a mage disjunction spell destroys a prismatic sphere, but an antimagic field fails to penetrate it. Dispel magic and greater dispel magic cannot dispel the sphere or anything inside it. Spell resistance is effective against a prismatic wall, but the caster level check must be repeated for each color present.

Prismatic Sphere Effects
Color, Order --- Effect of Color --- Negated By
Red, 1st --- Stops nonmagical ranged weapons. Deals heavy fire damage (Reflex half). --- Cone of Cold (any magical produced cone-shaped ice burst)
Orange, 2nd --- Stops magical ranged weapons. Deals intense acid damage (Reflex half). --- Gust of Wind (any magically produced cone-shaped wind burst)
Yellow, 3rd --- Stops poisons, gases, and petrification. Deals 300000 volts of electricity (Reflex half). --- Disintegrate (any magically produced disintegration)
Green, 4th --- Stops breath weapons. Poison (Kills; Fortitude partial for 1d6 points of Con damage instead). --- Passwall (any magically produced ability to pass through walls)
Blue, 5th --- Stops divination and mental attacks. Turned to stone (Fortitude negates). --- Magic Missile (only this spell will work)
Indigo, 6th --- Stops all spells. Will save or become insane (as insanity spell). ---Daylight (any magically produced solar light that is cast through a large area)
Violet, 7th --- Energy field destroys all objects and effects.* Creatures sent to another plane (Will negates). --- Dispel Magic (any spell designed to dispell magical effects)
* The violet effect makes the special effects of the other six colors redundant, but these six effects are included here because certain magic items can create prismatic effects one color at a time, and spell resistance might render some colors ineffective (see above).


Meteor Swarm
Evocation [Fire]

Level: IX
Components: Verbal, Somatic
Casting Time: 1 standard action
Range: Long (800 ft.)
Area: Four 40-ft.-radius spreads; see text
Duration: Instantaneous
Attempted Save: None or Reflex half; see text
Spell Resistance: Yes
Meteor swarm is a very powerful and spectacular spell that is similar to fireball in many aspects. When you cast it, four 2- foot-diameter spheres spring from your outstretched hand and streak in straight lines to the spots you select. The meteor spheres leave a fiery trail of sparks.

If you aim a sphere at a specific creature, you may make a ranged touch attack to strike the target with the meteor. Any creature struck by one of these spheres takes heavy bludgeoning damage (no save) and receives no attempted save against the sphere’s fire damage (see below). If a targeted sphere misses its target, it simply explodes at the nearest corner of the target’s space. You may aim more than one meteor at the same target.

Once a sphere reaches its destination, it explodes in a 40-foot-radius spread, dealing inmense fire damage to each creature in the area. If a creature is within the area of more than one sphere, it must save separately against each. (Fire resistance applies to each sphere’s damage individually.)

"And for my next trick...!"

Sentient Companions
The hawk familiar, psi-crystal and the two summoned demons that Gene controls in battle give Gene the ability to outnumber his opponent at any given time. Not only do his companions give him that ability, but they also have abilities of their own.

Fos
Hawk Familiar
Familiar Abilities: All familiars have special abilities (or impart abilities to their masters) depending on the master’s combined level in classes that grant familiars, as shown below. The abilities given are cumulative:

Alertness (Ex) : While a familiar is within arm’s reach, the master gains additional alertness in his sight and his hearing.

Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.

Share Spells: At the master’s option, he may have any spell (but not any spell-like ability) he casts on himself also affect Fos. Fos must be within 5 feet at the time of casting to receive the benefit. If the spell or effect has a duration other than instantaneous, it stops affecting the familiar if it moves farther than 5 feet away and will not affect the familiar again even if it returns to the master before the duration expires. Additionally, Gene may cast a spell with a target of “You” on Fos (as a touch range spell) instead of on himself. A master and his familiar can share spells even if the spells normally do not affect creatures of the familiar's type (magical beast).

Empathic Link (Su): Gene has an empathic link with his familiar out to a distance of up to 1 mile. Gene cannot see through Fos' eyes, but they can communicate empathically. Because of the limited nature of the link, only general emotional content can be communicated. Because of this empathic link, Gene has the same connection to an item or place that Fos does.

Deliver Touch Spells (Su): Fos can deliver touch spells for Gene. If Gene and his hawk are in contact at the time Gene casts a touch spell, he can designate his familiar as the “toucher.” Fos can then deliver the touch spell just as the master could. As usual, if the master casts another spell before the touch is delivered, the touch spell dissipates.

Speak with Master (Ex): Fos and Gene can communicate verbally as if they were using a common language. Other creatures do not understand the communication without magical help.

Speak with Animals of Its Kind (Ex): Fos allows Gene to communicate with animals of approximately the same kind as itself (including dire varieties): birds. Such communication is limited by the intelligence of the conversing creatures.

Spell Resistance (Ex): Fos has extensive spell resistance, able of resisting low-level spells as well as moderate spells with ease; if they hit.

Scry on Familiar (Sp): Gene can scry on his familiar once per day.


Jyx
Single-minded Psicrystal
Psicrystal Abilities: All psicrystals have special abilities (or impart abilities to their owners) depending on the level of the owner. The abilities shown are cumulative.

Alertness (Ex): The presence of a psicrystal sharpens its master’s senses. While a psicrystal is within arm’s reach (adjacent to or in the same square as its owner), its owner gains alertness in sight and hearing. This effect stacks with his Familiar's similar ability.

Improved Evasion (Ex): If a psicrystal is subjected to an attack that normally allows a Reflex saving throw for half damage, it takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.

Personality (Ex): Single-minded. Jyx is often telling Gene what to do, where to go, despite whatever may be going around him. Jyx only cares about the task at hand and the most effective way to get it to work. Normally, Gene would have to be listening to Jyx all the time, but, thanks to his Boldur Helmet, he only listens to Jyx whenever he takes the helmet off.

Self-Propulsion (Su): As a standard action, Gene can will the psicrystal to form spidery, ectoplasmic legs that grant the psicrystal a land speed of 30 feet and a climb speed of 20 feet. The legs fade into nothingness after one day (or sooner, if the owner desires).

Share Powers (Su): At the owner’s option, he can have any power (but not any psi-like ability) he manifests on himself also affect Jyx. The psicrystal must be within 5 feet of him at the time of the manifestation to receive the benefit. If the power has a duration other than instantaneous, it stops affecting the psicrystal if it moves farther than 5 feet away, and will not affect the psicrystal again, even if it returns to its owner before the duration expires.
Additionally, Gene can manifest a power with a target of “You” on Jyx (as a touch range power) instead of on himself. The owner and psicrystal cannot share powers if the powers normally do not affect creatures of the psicrystal’s type (construct).

Sighted (Ex): Although it has no physical sensory organs, a psicrystal can telepathically sense its environment as well as a creature with normal vision and hearing. Darkness (even supernatural darkness) is irrelevant, as are areas of supernatural silence, though a psicrystal still can’t discern invisible or ethereal beings. A psicrystal’s sighted range is 40 feet.

Telepathic Link (Su): The owner has a telepathic link with his psicrystal out to a distance of up to 1 mile. The owner cannot see through the psicrystal’s senses, but the two of them can communicate telepathically as if the psicrystal were the target of a mindlink power manifested by the owner. For instance, a psicrystal placed in a distant room could relay the activities occurring in that room.
Because of the telepathic link between a psicrystal and its owner, the owner has the same connection to an item or place that the psicrystal does. For instance, if his psicrystal has seen a room, the owner can teleport into that room as if he has seen it too.

Deliver Touch Powers (Su): If the owner is 3rd level or higher, his psicrystal can deliver touch powers for him. If the owner and psicrystal are in contact at the time the owner manifests a touch power, he can designate his psicrystal as the “toucher.” The psicrystal can then deliver the touch power just as the owner could. As usual, if the owner manifests another power before the touch is delivered, the touch power dissipates.

Telepathic Speech (Ex): The psicrystal can communicate telepathically with any creature that has a language and is within 30 feet of the psicrystal, while the psicrystal is also within 1 mile of the owner.

Flight (Su): Gene can, as a standard action, will his psicrystal to fly at a speed of 50 feet (poor). The psicrystal drifts gently to the ground after one day (or sooner, if the owner desires).

"The strength of friendsh-- nah, too corny."

User Image

Character Ranking and Scores
Rank:
D

Cannon Battles: 1
Spars: 0

Deaths: 0
Kills: 0

Defeats: 1
Wins: 0
Draws: 0

>Non-Cannon Battles: 0
>Defeats: 0
>Wins: 0
>Unfinished: 0





 
 
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