Academy of the Chromatic Order--Higher Level Advanced Studies


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Bront

The man with the probe
Rystil Arden said:
Daryne Master's Cloak
[SBLOCK]This cloak is intricately woven from dreamsilk with the Academy's, Daryne's, and the cloak's recipient's Arcane Marks emblazoned on the back, and decorated along the fringe with arcane runes in either green, yellow, or an iridescent golden yellow-green (indicating specialty). The cloak itself is a stylish royal blue.

The powers of the cloak will only function for the wearer whose Arcane Mark matches the one on the back for the intended recipient. In all but the most extreme cases, this means that it only works for the intended wearer. The wearer of the Daryne Master's Cloak receives a +1 resistance bonus to all saves and is able to travel in comfort in adverse (but not extreme) temperature and weather conditions (protected from rain and snow, though not strong winds, and comfortable in the same temperature range as if under the effect of Endure Elements). Additionally, the wearer of the cloak can veil herself in cosmic or phantasmal energy once a day as a Swift action. If the energy chosen is cosmic, then if she casts an Evocation spell that deals energy damage in the same round, the cloak's energy adds 2d6 (for non-area spells--if multiply targeted like with Scorching Ray, choose only one target (one of the rays) to take the 2d6 extra damage) or 1d6 (for area spells) additional damage of the same energy type as the spell normally deals. If the energy chosen is phantasmal and she casts an illusion spell in the same round, the spell is extended or if the spell only lasts for Concentration, it persists for 1d4 extra rounds once Concentration drops.

The resistance bonus to saves can be increased at additional cost
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How does Magic Missile qualify for this? Area or no? +1d6 per missile?

Other than clairity issues, I like it as something that's unique and fun.

Rystil Arden said:
Mordrue Master's Cloak
[SBLOCK]This cloak is intricately woven from magically treated quintessence with the Academy's, Mordrue's, and the cloak's recipient's Arcane Marks emblazoned on the back, and decorated along the fringe with arcane runes in either white, orange, or timeless brass light orange (indicating specialty). The cloak itself is a practical parchment brown.

The powers of the cloak will only function for the wearer whose Arcane Mark matches the one on the back for the intended recipient. In all but the most extreme cases, this means that it only works for the intended wearer. The wearer of the Mordrue Master's Cloak receives a +1 resistance bonus to all saves and is able to travel in comfort in adverse (but not extreme) temperature and weather conditions (protected from rain and snow, though not strong winds, and comfortable in the same temperature range as if under the effect of Endure Elements). Additionally, the wearer of the cloak can Detect Magic at will. Finally, 1/day, as a Swift Action, the wearer of the cloak may draw upon the cloak's connection to herself and power to plumb the depths of her mind. If she has cast a 1st through 3rd level Divination or Abjuration spell this round, she may choose to retain it in memory to be used again later.
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Detect Magic at will seems a bit excessive, but then, it's an L0 spell, and at that level, a mage will take 2-3 of them anyway, so it's probably pretty good.

YES

Rystil Arden said:
Omega Master's Cloak
[SBLOCK]This cloak is intricately woven from the threads of condensed arcane energy matrices with the Academy's, Omega's, and the cloak's recipient's Arcane Marks emblazoned on the back, and decorated along the fringe with arcane runes in either blue, red, or a swirling shifting mix of sapphire and ruby colour (indicating specialty). The cloak itself is an impressive platinum colour, much like the metal renowned for the combination of its receptivity for use in relatively-powerful magical items and its practicality compared to rarer and more obscure materials.

The powers of the cloak will only function for the wearer whose Arcane Mark matches the one on the back for the intended recipient. In all but the most extreme cases, this means that it only works for the intended wearer. The wearer of the Omega Master's Cloak receives a +1 resistance bonus to all saves and is able to travel in comfort in adverse (but not extreme) temperature and weather conditions (protected from rain and snow, though not strong winds, and comfortable in the same temperature range as if under the effect of Endure Elements).
Additionally, the wearer is able to use her cloak to attune to her magic items, helping protect their dweomers and coax a bit more out of them. The wearer can use her own caster level in place of the item's when opposing Dispel Magic attempts if her own is better. Additionally, she can make a Use Magic Device Check (DC 15 + item's caster level) in order to use her own Int bonus to calculate the DC of the item's spells. If the check fails, the item still works, but it uses the minimum DC, as usual.
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YES

I like it for the Magic Item Conneseur.

Rystil Arden said:
Sice Master's Cloak
[SBLOCK]This cloak is intricately woven from a form of soft glossy silken fabric created by stabilising amorphaline, with the Academy's, Sice's, and the cloak's recipient's Arcane Marks emblazoned on the back, and decorated along the fringe with arcane runes in either purple, black, or a deep regal amethyst with a dark sparkle (indicating specialty). The cloak itself is the deep rich purple of kings and emperors.

The powers of the cloak will only function for the wearer whose Arcane Mark matches the one on the back for the intended recipient. In all but the most extreme cases, this means that it only works for the intended wearer. The wearer of the Sice Master's Cloak receives a +1 resistance bonus to all saves and is able to travel in comfort in adverse (but not extreme) temperature and weather conditions (protected from rain and snow, though not strong winds, and comfortable in the same temperature range as if under the effect of Endure Elements). Additionally, the cloak's amorphous nature allows it to shift into alternate forms to fit the caster after form-changing magic with no difficulties. Finally, if the wearer slays a living opponent with a Necromancy spell, the cloak traps a tiny bit of that opponent's life force inside it. The cloak can then use the stored lifeforce to heal the wearer 1 hit point for each level of the Necromancy spell used to kill the victim, which the wearer can trigger as a Swift action, or it will automatically trigger when unconscious. The cloak can only store one tiny fragment of life essence at a time, so while it is storing one, any additional kills from Necromancy spells are lost (but the wearer can choose to keep the best of the two).
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Is there a limit on how often per day this healing ability can be used? I'm not sure I like the idea of storing it up. Also, it's worded a bit quirky, as I didn't first see that you could store up the initial charge.

Rystil Arden said:
Generalist Master's Cloak
[SBLOCK]This simple cloak is intricately woven from thick sturdy fabric with the Academy's and the cloak's recipient's Arcane Marks emblazoned on the back, plus smaller arcane marks of each of the houses arrayed in a cross surrounding the middle two marks. It is decorated along the fringe with arcane runes in silver. The cloak itself is a simple gray affair.

The powers of the cloak will only function for the wearer whose Arcane Mark matches the one on the back for the intended recipient. In all but the most extreme cases, this means that it only works for the intended wearer. The wearer of the Universal Master's Cloak receives a +1 resistance bonus to all saves and is able to travel in comfort in adverse (but not extreme) temperature and weather conditions (protected from rain and snow, though not strong winds, and comfortable in the same temperature range as if under the effect of Endure Elements). Additionally, the cloak is imbued with energies sympathetic to all schools of magic. The cloak is assumed to be detecting magic in all directions at all times (first round effects only) and sends a tingle to the wearer whenever magic is detected. The wearer can then spend a standard action of her own to take over the cloak's detect magic if she wants to spend three rounds and try to identify the auras. Finally, the wearer may prepare an additional 1st-level spell and an additional 2nd-level spell each day as long as her choices are from a different school than all her other 1st level spells and 2nd level spells respectively (if she has 36+ (or 38+) Int and has chosen to prepare spells from every school already in 1st or 2nd level slots, the extra spell can be from any school).
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YES

It's ultimately a gift of deminishing returns, and generalists are already penalized enough by lack of spells they are able to cast.
 

Rystil Arden

First Post
How does Magic Missile qualify for this? Area or no? +1d6 per missile?

Other than clairity issues, I like it as something that's unique and fun.

Looking at Hellcat Gauntlets in MIC, I changed it to be +2d6 either way. Magic Missiles doesn't work because Force is not an energy damage. If there are three scorching rays, only one of them does +2d6, not all three.

Is there a limit on how often per day this healing ability can be used? I'm not sure I like the idea of storing it up. Also, it's worded a bit quirky, as I didn't first see that you could store up the initial charge.

It is limited because it can only heal you if you kill someone (not KO but kill) with a necromancy spell. And even if you kill several people, you can't keep more than one charge of the healing in there at one time. So the real question is, how many killer Necromancy spells do you hae prepared, with victims on which to use them? Probably not many per day, right? Circle of Death is level 6 and the lowest insta-death (and the lower-level Necro spells were unlikely to get the kill). So here's an example:

Elayna gets this cloak brand new. It cannot heal her right now. However, she casts Finger of Death during an adventure, and even though usually her target makes the save, this time the target fails the save and dies. She is now storing one fragment of soul energy, and the level of the spell (Finger of Death) was 7, so it can heal her 7. Even if she kills a bunch more people, she'll still only have the ability to heal 7, and once she uses it, it's gone. Realistically, getting a killing blow with Necro spells doesn't come up too often--we've approved a feat in LEB, I believe, that does some sort of egregious and enormously powerful thing when you kill people with a Necromancy spell (I think it may have been restricted more specifically to [Death] as well), and I didn't vote against it because I realised how few times it would actually work. Not only because of high enemy Fort saves, but also because of Death Ward, the Necromancer's worst foe.
 

Bront

The man with the probe
I'll vote YES two both of those then , and Accademy Master.

I still need to see the Nexus to approve the Magus feat.
 






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