Editing Kyuad

Jump to: navigation, search

Warning: You are not logged in. Your IP address will be publicly visible if you make any edits. If you log in or create an account, your edits will be attributed to your username, along with other benefits.

The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit.
Latest revision Your text
Line 116: Line 116:
 
** Spell Talisman: A woven undershirt with embroidery that looks like a glowing leaf.  '''Spell: False Life'''
 
** Spell Talisman: A woven undershirt with embroidery that looks like a glowing leaf.  '''Spell: False Life'''
 
** '''Acquiring stone''' - "Sometimes ''innovation'' means ''stealing another's secret before anyone else can.''  When successfully counterspelling another spellcaster, this item pays for the spell energy cost of the spell you cast, and returns to you an amount of spell energy equal to the level of the spell cast by your opponent.  It also grants a type of insight into the spells others cast for the purpose of counterspelling.
 
** '''Acquiring stone''' - "Sometimes ''innovation'' means ''stealing another's secret before anyone else can.''  When successfully counterspelling another spellcaster, this item pays for the spell energy cost of the spell you cast, and returns to you an amount of spell energy equal to the level of the spell cast by your opponent.  It also grants a type of insight into the spells others cast for the purpose of counterspelling.
** ''' Wizardry Circlet ''' AKA.  the Ego's Cord, the Circlet of Intellect, Isecizot the Mindful Tender<br>This circlet is a light cord of metals woven as a rope, hardened by the forge with a small onyx gem so that it rests upon the forehead of the wearer.  The headband adds to the wearer's Intelligence score in the form of an enhancement bonus of +4.  This enhancement bonus does not earn the wearer extra skill points when a new level is attained; use the unenhanced Int bonus to determine skill poins. <br /> The wearer's arcane spell energy can be augmented with a request of the band. Before the wearer can communicate with or use the circlet, he must attune himself to it by concentrating on the band's power and cordially introducing himself.  The more that the wearer shares with the circlet, the more apt the item will be to work ''with'' the wearer. This requires undisturbed concentration and takes 3 hours. At the end of this period, the wearer makes a Concentration check with a DC of 20. If he succeeds, the wearer is attuned with the band until removed. When removed the duration of the attunement runs out, the wearer must repeat the process. If successful in attuning the circlet, the wearer can choose to increase the DC of the Concentration check required for another person to attune the circlet to match his own Concentration check result.
+
** ''' Wizardry Circlet ''' AKA.  the Ego's Cord, the Circlet of Intellect, Isecizot the Mindful Tender<br />
*** '''Powering Spells''':  When an attuned channeling spellcaster casts a spell while wearing the band, he may draw on the band's spell energy to help power the spell. To do so, he casts the spell as normal and makes a Concentration check with a DC equal to 15 + the level of the spell. If he succeeds, the band provides up to one half the points of the required spell energy from its spell energy pool (round down), while the channeler provides the rest from his own spell energy pool or by suffering Constitution damage (Taint may not be used to cast spells with the circlet's aid). For every 5 points by which he exceeds the check DC, the band provides an additional point of spell energy. Using the band in this way is not considered an action, and requires no additional time beyond that normally consumed in the casting of the spell. <br>  [similar to Headband of Intellect & Ring of Wizardry]  Moderate Transmutation; CL 18th; Craft Wondrous Item & Forge Ring, fox's cunning and Limited Wish. <br> Weight [2.4 lbs.]  
+
This circlet is a light cord of metals woven as a rope, hardened by the forge with a small onyx gem so that it rests upon the forehead of the wearer.  The headband adds to the wearer's Intelligence score in the form of an enhancement bonus of +4.  This enhancement bonus does not earn the wearer extra skill points when a new level is attained; use the unenhanced Int bonus to determine skill poins. <br /> The wearer's arcane spell energy can be augmented with a request of the band. Before the wearer can communicate with or use the circlet, he must attune himself to it by concentrating on the band's power and cordially introducing himself.  The more that the wearer shares with the circlet, the more apt the item will be to work ''with'' the wearer. This requires undisturbed concentration and takes 3 hours. At the end of this period, the wearer makes a Concentration check with a DC of 20. If he succeeds, the wearer is attuned with the band until removed. When removed the duration of the attunement runs out, the wearer must repeat the process. If successful in attuning the circlet, the wearer can choose to increase the DC of the Concentration check required for another person to attune the circlet to match his own Concentration check result. <br> '''Powering Spells''':  When an attuned channeling spellcaster casts a spell while wearing the band, he may draw on the band's spell energy to help power the spell. To do so, he casts the spell as normal and makes a Concentration check with a DC equal to 15 + the level of the spell. If he succeeds, the band provides up to one half the points of the required spell energy from its spell energy pool (round down), while the channeler provides the rest from his own spell energy pool or by suffering Constitution damage (Taint may not be used to cast spells with the circlet's aid). For every 5 points by which he exceeds the check DC, the band provides an additional point of spell energy. Using the band in this way is not considered an action, and requires no additional time beyond that normally consumed in the casting of the spell. <br>  [similar to Headband of Intellect & Ring of Wizardry]  Moderate Transmutation; CL 18th; Craft Wondrous Item & Forge Ring, fox's cunning and Limited Wish. <br> Weight [2.4 lbs.]  
 
*** '''Nexus Power'''<br />  Spell Energy:  23<br />Recovery:  1d10 per day<br />Affinity: Knowledge, non-weapon items<br />Feats: any non-weapons
 
*** '''Nexus Power'''<br />  Spell Energy:  23<br />Recovery:  1d10 per day<br />Affinity: Knowledge, non-weapon items<br />Feats: any non-weapons
 
*** ''' ISECIZOT the Mindful Tender'''
 
*** ''' ISECIZOT the Mindful Tender'''
Line 241: Line 241:
 
**** Level 7: '' forcecage, illusion of displacement (mass invisibility), sequester, sword ''
 
**** Level 7: '' forcecage, illusion of displacement (mass invisibility), sequester, sword ''
 
**** Level 8: '' the gauntlets (clenched fist), blasts of icy sapphire (polar ray), repel metal or stone, auras of the sun (sunburst)''
 
**** Level 8: '' the gauntlets (clenched fist), blasts of icy sapphire (polar ray), repel metal or stone, auras of the sun (sunburst)''
** ''' the Ledger of Gyrn ''' - (magic item / spellbook)'' (1 lb.) <br />This book is impressively clear despite the bad illustrations due to extensive references. It doesn't take much effort to determine that it will prove useful. After a quick examination, one will find that the contents have a few areas of deep insight you hadn't considered. The worn but well made tome is of a small size: 10"x8" and 3" thick. It is extremely durable, waterproof, bound with iron overlaid with mithral and locked (amazing lock). <br> [similar to Boccobs Blessed Book]
+
** ''' the Ledger of Gyrn ''' - (magic item / spellbook)'' (1 lb.) <br />
 +
This book is impressively clear despite the bad illustrations due to extensive references. It doesn't take much effort to determine that it will prove useful. After a quick examination, one will find that the contents have a few areas of deep insight you hadn't considered. The worn but well made tome is of a small size: 10"x8" and 3" thick. It is extremely durable, waterproof, bound with iron overlaid with mithral and locked (amazing lock). <br> [similar to Boccobs Blessed Book]
 
*** '''Properties:''' A wizard can fill the 1,000 pages of this book with spells without paying the 25 vp per page material cost.
 
*** '''Properties:''' A wizard can fill the 1,000 pages of this book with spells without paying the 25 vp per page material cost.
** ''' The Unabridged Hermetic Lexicon ''' - (magic item / spellbook)'' (7.3 lb.) <br>This book is hard to understand because of a lack of coherent planning. With time, intellect, or both, one can make sense of the book, and it will reveal it is extremely useful. Making it even more of a find, the contents provide an occasional insight or new idea. This work bestows upon any character the ability to use the spells within its pages. However, any character not already able to use spells gains one negative level for as long as the book is in his possession or while he uses its power. The book has 25 pages. Once a page is turned it can never be turned back - paging through is a one-way trip. If the book is closed, it always opens again to the page it was on before the book was closed.  When the last page is turned, the book vanishes.  Once per day the owner of the book can cast the spell to which the book is opened.  If that spell happens to be one that is on the character's class spell list, he can cast it up to four times per day.  The pages cannot be ripped out without destorying the book.  Similarly, the spells cannot be cast scroll spells, nor can they be copied into a spellbook, their magic is bound up permanently within the book itself.  The owner of the book need not have the book on his person in order to use its power.  The book can be stored in a place of safety while the owner is away and still allow its owner to cast spells by means of its power.  Each time a spell is cast, there is a chance that the energy connected with its use causes the page to magically turn despite all precautions.  The owner knows this and may even benefit from the turning by gaining access to a new spell.  The chace that a page turns depends on the spell the page contains and what sort of spellcaster the owner is.  <br> [similar to the Book of Infinate Spells] <br>  Strong (all schools); CL 18th.
+
** ''' The Unabridged Hermetic Lexicon ''' - (magic item / spellbook)'' (7.3 lb.) <br>  
 +
This book is hard to understand because of a lack of coherent planning. With time, intellect, or both, one can make sense of the book, and it will reveal it is extremely useful. Making it even more of a find, the contents provide an occasional insight or new idea. This work bestows upon any character the ability to use the spells within its pages. However, any character not already able to use spells gains one negative level for as long as the book is in his possession or while he uses its power. The book has 25 pages. Once a page is turned it can never be turned back - paging through is a one-way trip. If the book is closed, it always opens again to the page it was on before the book was closed.  When the last page is turned, the book vanishes.  Once per day the owner of the book can cast the spell to which the book is opened.  If that spell happens to be one that is on the character's class spell list, he can cast it up to four times per day.  The pages cannot be ripped out without destorying the book.  Similarly, the spells cannot be cast scroll spells, nor can they be copied into a spellbook, their magic is bound up permanently within the book itself.  The owner of the book need not have the book on his person in order to use its power.  The book can be stored in a place of safety while the owner is away and still allow its owner to cast spells by means of its power.  Each time a spell is cast, there is a chance that the energy connected with its use causes the page to magically turn despite all precautions.  The owner knows this and may even benefit from the turning by gaining access to a new spell.  The chace that a page turns depends on the spell the page contains and what sort of spellcaster the owner is.  <br> [similar to the Book of Infinate Spells] <br>  Strong (all schools); CL 18th.
 
*** '''Spells''' (Treat each spell use as if a scroll were being employed, for puposes of determining casting time, spell failure, and so on.)
 
*** '''Spells''' (Treat each spell use as if a scroll were being employed, for puposes of determining casting time, spell failure, and so on.)
 
**** Level 7: ''[http://www.systemreferencedocuments.org/35/sovelior_sage/spellsMtoO.html#mages-sword Mage's Sword]'' (Caster Level 13) For Kyuad the spell functions thus: A sword of force attacks once per round at +25 (or +29) for 4d6+3 magical force damage (19-20/x2).  Standard action to change its target.  Lasts 13 (or 17) rounds, ranges away from the caster no further than 55 ft. (or 65 ft.).
 
**** Level 7: ''[http://www.systemreferencedocuments.org/35/sovelior_sage/spellsMtoO.html#mages-sword Mage's Sword]'' (Caster Level 13) For Kyuad the spell functions thus: A sword of force attacks once per round at +25 (or +29) for 4d6+3 magical force damage (19-20/x2).  Standard action to change its target.  Lasts 13 (or 17) rounds, ranges away from the caster no further than 55 ft. (or 65 ft.).
Line 267: Line 269:
 
**** Level 1: ''goodberry, longstrider, magic fang, unseen servant''
 
**** Level 1: ''goodberry, longstrider, magic fang, unseen servant''
 
**** Level 2: ''barkskin, continual flame, lifetrap (entangle and damage to undead)''
 
**** Level 2: ''barkskin, continual flame, lifetrap (entangle and damage to undead)''
**** Level 3: ''charm repair'' (Midnight 2E p. 134 - repairs a charm once), ''plant growth, spike growth, water breathing''
+
**** Level 3: ''Charm Repair (Midnight 2E p. 134 - repairs a charm once), plant growth, spike growth, water breathing''
**** Level 4: ''airwalk, bestow spell'' (Sorc.&S, p. 32 - gives a target a spell-like ability), ''holy smite'' (Clr spell from Good domain), ''reincarnate''
+
**** Level 4: ''airwalk, Bestow Spell (Sorc.&S, p. 32 - gives a target a spell-like ability), holy smite (Clr spell from Good domain), reincarnate''
**** Level 5: ''call lightning storm, commune with nature, mass cure light wounds, magic circle against shadow'' (Sorc.&S, p. 36 - as M.C.A.Evil, etc, but affects Izrador followers)
+
**** Level 5: ''call lightning storm, commune with nature, mass cure light wounds, Magic Circle Against Shadow (Sorc.&S, p. 36 - as M.C.A.Evil, etc, but affects Izrador followers)''
**** Level 6: ''analyze dweomer, find the path, fire seeds, guards and wards, ironwood, repel wood, spellstaff, summon nature’s ally VI''
+
**** Level 6: Analyze Dweomer, Find the Path, Fire Seeds, Guards and Wards, Ironwood, Repel Wood, Spellstaff, Summon Nature’s Ally VI
**** Level 7: ''changestaff, control weather, summon nature’s ally VII, sunbeam, transmute metal to wood''
+
**** Level 7: Changestaff, Control Weather, Summon Nature’s Ally VII, Sunbeam, Transmute Metal to Wood 
**** Level 8: ''earthquake, summon nature’s ally VIII, sunburst, whirlwind, word of recall'' (sanctuary: the Splinter Gate tree.  Limited to staff and one medium [naked] creature, items carried are lost)  
+
**** Level 8: Earthquake, Summon Nature’s Ally VIII, Sunburst, Whirlwind, Word of Recall (sanctuary: the Splinter Gate tree.  Limited to staff and one medium [naked] creature, items carried are lost)  
**** Level 9: ''storm of vengeance, summon nature’s ally IX, sympathy''
+
**** Level 9: Storm of Vengeance, Summon Nature’s Ally IX, Sympathy 
 
*** '''''NOTE:''''' The Splinter is taken from the Spinter Gate tree that houses the Academy of Whispers. It is made of the Darkwood material that has been magically treated to be unbreakable to all known means.  Normal Darkwood has 10 hit points per inch of thickness and hardness 5.
 
*** '''''NOTE:''''' The Splinter is taken from the Spinter Gate tree that houses the Academy of Whispers. It is made of the Darkwood material that has been magically treated to be unbreakable to all known means.  Normal Darkwood has 10 hit points per inch of thickness and hardness 5.
 
*** '''''NOTE:''''' It takes 1 hour to study each new spell level, in order to learn what spells it contains.
 
*** '''''NOTE:''''' It takes 1 hour to study each new spell level, in order to learn what spells it contains.

Please note that all contributions to RPGnet may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see RPGnet:Copyrights for details). Do not submit copyrighted work without permission!

Cancel Editing help (opens in new window)