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<blockquote data-quote="Ralts Bloodthorne" data-source="post: 3007827" data-attributes="member: 6390"><p><span style="font-size: 18px"><strong>The Archmage</strong></span></p><p>Only the nation of the Shingar Dominion produces these powerful spellcasters, and their companions in power: The Theurge.</p><p></p><p>Those that journey to the Shingar Dominion must search out one of the great masters of magic (Research Check: DC: 30) that are still living, finding out where they are located, their name, and what they like.</p><p></p><p>They must then gift the Archmage with gifts of no less than 50,000 gp.</p><p></p><p>Below is a sample Archmage and what she may require.</p><p>[sblock]Acaoven CR16</p><p>Female Human Wizard 13/Archmage 3</p><p>NG Medium Humanoid</p><p>Init 0; Senses Listen +4, Spot +6</p><p>Languages Common, Gnoll, Halfling, Infernal, Undercommon, Sylvan</p><p></p><p>AC 10 (), touch 10, flat-footed 10</p><p>hp 45 (16HD)</p><p>Fort +8 Ref +10 Will +16</p><p></p><p>Speed 30 ft. (6 squares)</p><p>Melee +4 club +10/+5 (1d6+3)</p><p>Space 5 ft.; Reach 5 ft.</p><p>Base Atk +7; Grp +6</p><p>Wizard Spells Memorized (CL 16, +6 melee touch, +7 ranged touch) </p><p>8th--sympathy (DC 23/W)</p><p>7th--symbol of stunning (2) (DC 22/W)</p><p>6th--disintegrate (2) (DC 21/F)</p><p>5th--cloudkill (2) (DC 20/F), permanency (3)</p><p>4th--charm monster (DC 19/W), illusory wall (2) (DC 19/W), resilient sphere (2) (DC 19/R)</p><p>3rd--clairaudience/clairvoyance, deep slumber (DC 18/W), haste (DC 18/F), lightning bolt (DC 18/R), sleet storm</p><p>2nd--command undead (DC 17/W), darkness, fog cloud, hideous laughter (DC 17/W), misdirection (DC 17)</p><p>1st--jump (DC 16/W), mage armor (DC 16/W), protection from evil (DC 16/W), ray of enfeeblement, reduce person (2) (DC 16/F)</p><p>0--acid splash, detect poison, resistance (DC 15/W)</p><p></p><p>Abilities Str 8, Dex 10, Con 11, Int 21, Wis 14, Cha 11</p><p>SQ familiar, mastery of shaping, mastery of counterspelling and mastery of elements</p><p>Feats Craft Magic Arms and Armor, Craft Wondrous Item, Heighten Spell, Lightning Reflexes, Skill Focus (Spellcraft), Spell Focus (Necromancy, Evocation, Abjuration and Conjuration)</p><p>Skills Appraise +13 (+8 ranks, +5 int), Climb +2 (+3 ranks, -1 str), Concentration +16 (+16 ranks), Decipher Script +20 (+15 ranks, +5 int), Escape Artist +8 (+8 ranks), Heal +9 (+7 ranks, +2 wis), Jump +9 (+10 ranks, -1 str), Knowledge (Arcana) +24 (+19 ranks, +5 int), Knowledge (Local) +13 (+8 ranks, +5 int), Listen +4 (+2 ranks, +2 wis), Search +12 (+7 ranks, +5 int), Spellcraft +29 (+19 ranks, +5 int, +2 synergy,+3 skill focus), Spot +6 (+4 ranks, +2 wis)(+9 in bright light).</p><p>Possessions +4 club, cloak of resistance +3, oil of magic weapon, potion of water breathing, potion of pass without trace, potion of jump, 11 pp, 13 gp, 12 sp, 19 cp, 2950 gp in other assets.</p><p>Spellbook Wizard: spells prepared plus: 0--arcane mark, dancing lights, daze, detect magic, disrupt undead, flare, ghost sound, light, mage hand, mending, message, open/close, prestidigitation, ray of frost, read magic, touch of fatigue</p><p>1st--burning hands, cause fear, charm person, chill touch, color spray, detect secret doors, detect undead, disguise self, erase, expeditious retreat, feather fall, hypnotism, magic weapon, obscuring mist, protection from chaos, silent image, unseen servant</p><p>2nd--blindness/deafness, continual flame, flaming sphere, ghoul touch, glitterdust, mirror image, owl's wisdom, see invisibility, summon monster II, touch of idiocy, web, whispering wind</p><p>3rd--fireball, gaseous form, gentle repose, heroism, keen edge, magic circle against evil, secret page, stinking cloud, water breathing</p><p>4th--bestow curse, black tentacles, confusion, enervation, fear, greater invisibility, phantasmal killer, shout</p><p>5th--break enchantment, false vision, mind fog, overland flight, summon monster V, transmute mud to rock</p><p>6th--greater dispel magic, mass cat's grace, mass eagle's splendor, mass fox's cunning, mass owl's wisdom</p><p>7th--limited wish, mass hold person, forcecage</p><p>8th--symbol of insanity</p><p>Spell Book value: 14100 gp.</p><p></p><p>Personal Info: Background: Explorer - Mage, Ht: 5' 4", Wt: 129lbs, Hair: Blond, Eyes: Grey, Age: 53.</p><p></p><p>Acaoven`s hawk familiar: hp 22</p><p></p><p>Mastery of Shaping: Acaoven can alter area and effect spells that use the following categories: burst, cone, cylinder, emanation, or special. The alteration consists of creating spaces in the spell's area or effect that are not subject to the spell. The minimum dimension for these spaces is a 5-foot cube. Furthermore, any shapeable (S) spells have a minimum dimension of 5 feet instead of 10 feet.</p><p></p><p>Mastery of Counterspelling: When Acaoven successfully counterspells any spell subject to spell turning, she reflects it fully back on the original caster. A spell not subject to spell turning is merely counterspelled.</p><p></p><p>Mastery of Elements: Acaoven can prepare any arcane spell she knows with the acid, cold, fire, electricity, or sonic designator to be cast as a different element. For example, a fireball may be prepared to deal sonic damage instead of fire damage.</p><p></p><p><strong>Gaining Acoaven's Tutelage</strong></p><p>Acoaven requires those who wish to be an archmage to perform the following tasks:</p><p></p><ul> <li data-xf-list-type="ul">Remain completely silent for 1 month, not speaking at all.</li> <li data-xf-list-type="ul">Follow her to the Valley of the Ancients, which contain old looted tombs from an unknown time in the mists of history. During this time, the supplicant may not use magic, but instead must be able to correctly identify a potion of <em>endure elements</em> from a flask of normal water, or a flask of poison (FOrtitude Check: DC: 22, Damage 1d4 Int) each of the three days it will take to reach the Valley.</li> <li data-xf-list-type="ul">Identify runes carved on the outer wall of the largest aboveground tomb. The supplicant must correctly identify ALL of the runes. (Knowledge (Arcana): DC: 28) They are: Pain, Death, Robbery, Afterlife, and Woe</li> <li data-xf-list-type="ul">The supplicant must then be able to memorize the spells given to them by Acoaven, which are: <em>transmute rock to mud, forcecage, and summon monster V</em> and then cast them in that order on the bubbling mudflats.</li> <li data-xf-list-type="ul">Once these are accomplished, Acoaven will take the supplicant under her wing and teach then the arts of the Archmage</li> </ul><p>[/sblock]</p></blockquote><p></p>
[QUOTE="Ralts Bloodthorne, post: 3007827, member: 6390"] [size=5][b]The Archmage[/b][/size] Only the nation of the Shingar Dominion produces these powerful spellcasters, and their companions in power: The Theurge. Those that journey to the Shingar Dominion must search out one of the great masters of magic (Research Check: DC: 30) that are still living, finding out where they are located, their name, and what they like. They must then gift the Archmage with gifts of no less than 50,000 gp. Below is a sample Archmage and what she may require. [sblock]Acaoven CR16 Female Human Wizard 13/Archmage 3 NG Medium Humanoid Init 0; Senses Listen +4, Spot +6 Languages Common, Gnoll, Halfling, Infernal, Undercommon, Sylvan AC 10 (), touch 10, flat-footed 10 hp 45 (16HD) Fort +8 Ref +10 Will +16 Speed 30 ft. (6 squares) Melee +4 club +10/+5 (1d6+3) Space 5 ft.; Reach 5 ft. Base Atk +7; Grp +6 Wizard Spells Memorized (CL 16, +6 melee touch, +7 ranged touch) 8th--sympathy (DC 23/W) 7th--symbol of stunning (2) (DC 22/W) 6th--disintegrate (2) (DC 21/F) 5th--cloudkill (2) (DC 20/F), permanency (3) 4th--charm monster (DC 19/W), illusory wall (2) (DC 19/W), resilient sphere (2) (DC 19/R) 3rd--clairaudience/clairvoyance, deep slumber (DC 18/W), haste (DC 18/F), lightning bolt (DC 18/R), sleet storm 2nd--command undead (DC 17/W), darkness, fog cloud, hideous laughter (DC 17/W), misdirection (DC 17) 1st--jump (DC 16/W), mage armor (DC 16/W), protection from evil (DC 16/W), ray of enfeeblement, reduce person (2) (DC 16/F) 0--acid splash, detect poison, resistance (DC 15/W) Abilities Str 8, Dex 10, Con 11, Int 21, Wis 14, Cha 11 SQ familiar, mastery of shaping, mastery of counterspelling and mastery of elements Feats Craft Magic Arms and Armor, Craft Wondrous Item, Heighten Spell, Lightning Reflexes, Skill Focus (Spellcraft), Spell Focus (Necromancy, Evocation, Abjuration and Conjuration) Skills Appraise +13 (+8 ranks, +5 int), Climb +2 (+3 ranks, -1 str), Concentration +16 (+16 ranks), Decipher Script +20 (+15 ranks, +5 int), Escape Artist +8 (+8 ranks), Heal +9 (+7 ranks, +2 wis), Jump +9 (+10 ranks, -1 str), Knowledge (Arcana) +24 (+19 ranks, +5 int), Knowledge (Local) +13 (+8 ranks, +5 int), Listen +4 (+2 ranks, +2 wis), Search +12 (+7 ranks, +5 int), Spellcraft +29 (+19 ranks, +5 int, +2 synergy,+3 skill focus), Spot +6 (+4 ranks, +2 wis)(+9 in bright light). Possessions +4 club, cloak of resistance +3, oil of magic weapon, potion of water breathing, potion of pass without trace, potion of jump, 11 pp, 13 gp, 12 sp, 19 cp, 2950 gp in other assets. Spellbook Wizard: spells prepared plus: 0--arcane mark, dancing lights, daze, detect magic, disrupt undead, flare, ghost sound, light, mage hand, mending, message, open/close, prestidigitation, ray of frost, read magic, touch of fatigue 1st--burning hands, cause fear, charm person, chill touch, color spray, detect secret doors, detect undead, disguise self, erase, expeditious retreat, feather fall, hypnotism, magic weapon, obscuring mist, protection from chaos, silent image, unseen servant 2nd--blindness/deafness, continual flame, flaming sphere, ghoul touch, glitterdust, mirror image, owl's wisdom, see invisibility, summon monster II, touch of idiocy, web, whispering wind 3rd--fireball, gaseous form, gentle repose, heroism, keen edge, magic circle against evil, secret page, stinking cloud, water breathing 4th--bestow curse, black tentacles, confusion, enervation, fear, greater invisibility, phantasmal killer, shout 5th--break enchantment, false vision, mind fog, overland flight, summon monster V, transmute mud to rock 6th--greater dispel magic, mass cat's grace, mass eagle's splendor, mass fox's cunning, mass owl's wisdom 7th--limited wish, mass hold person, forcecage 8th--symbol of insanity Spell Book value: 14100 gp. Personal Info: Background: Explorer - Mage, Ht: 5' 4", Wt: 129lbs, Hair: Blond, Eyes: Grey, Age: 53. Acaoven`s hawk familiar: hp 22 Mastery of Shaping: Acaoven can alter area and effect spells that use the following categories: burst, cone, cylinder, emanation, or special. The alteration consists of creating spaces in the spell's area or effect that are not subject to the spell. The minimum dimension for these spaces is a 5-foot cube. Furthermore, any shapeable (S) spells have a minimum dimension of 5 feet instead of 10 feet. Mastery of Counterspelling: When Acaoven successfully counterspells any spell subject to spell turning, she reflects it fully back on the original caster. A spell not subject to spell turning is merely counterspelled. Mastery of Elements: Acaoven can prepare any arcane spell she knows with the acid, cold, fire, electricity, or sonic designator to be cast as a different element. For example, a fireball may be prepared to deal sonic damage instead of fire damage. [b]Gaining Acoaven's Tutelage[/b] Acoaven requires those who wish to be an archmage to perform the following tasks: [list]Remain completely silent for 1 month, not speaking at all. [*]Follow her to the Valley of the Ancients, which contain old looted tombs from an unknown time in the mists of history. During this time, the supplicant may not use magic, but instead must be able to correctly identify a potion of [i]endure elements[/i] from a flask of normal water, or a flask of poison (FOrtitude Check: DC: 22, Damage 1d4 Int) each of the three days it will take to reach the Valley. [*]Identify runes carved on the outer wall of the largest aboveground tomb. The supplicant must correctly identify ALL of the runes. (Knowledge (Arcana): DC: 28) They are: Pain, Death, Robbery, Afterlife, and Woe [*]The supplicant must then be able to memorize the spells given to them by Acoaven, which are: [i]transmute rock to mud, forcecage, and summon monster V[/i] and then cast them in that order on the bubbling mudflats. [*]Once these are accomplished, Acoaven will take the supplicant under her wing and teach then the arts of the Archmage[/list] [/sblock] [/QUOTE]
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