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DIABOLIST (Glyph/Rune/Circle Arcane)
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<blockquote data-quote="Rachel" data-source="post: 5088749" data-attributes="member: 88033"><p>Inspired by some great homebrew on this site and others, I decided to share my first ever homebrew class. Hopefully, you will like it. Feedback is definately appreciated and please use it if you like. </p><p> </p><p><span style="color: red"><strong>DIABOLIST</strong></span></p><p> </p><p><strong>Class Traits</strong></p><p>-------------------</p><p>Role: Leader. You lead by bolstering and healing your allies whilst protecting them with powerful circle magics.</p><p>Power Source: Arcane. Magic is a precise, ritualistic, and secretive art for you that hearkens on realms without boundaries.</p><p>Key Abilities: Intelligence, Wisdom, Constituition</p><p>Armor Proficiencies.: Cloth</p><p>Weapon Proficiencies: Simple melee, simple ranged</p><p>Implements: Rods</p><p> </p><p>Bonus to Defense: +2 Will</p><p> </p><p>Hit Points at lst Level: 12</p><p>Hit Points gained per Level: 5</p><p>Healing Surges per day: 6</p><p> </p><p>Trained Skills: Arcana. From the class skills list below, choose three more trained skills at 1st level.</p><p>Class Skills: Dungeoneering (Wis), Endurance (Con), Heal (Wis), History (Int), Insight (Int), Perception (Wis), Religion (Int)</p><p> </p><p>Class Features: Spell Source, Master Ritualist, Spell Circle: Boost</p><p> </p><p><strong>Diabolist Class Features</strong>----------------</p><p>Diabolists have the following class features.</p><p> </p><p><strong>Spell Source</strong></p><p>As a diabolist, you gain power from timeless sources few can comprehend which must be channeled through symbolism.</p><p>Choose either Art of the Deep or Art of the Yonder. The choice you make grants you a specific feature and it's bonuses.</p><p> </p><p><em>Art of the Deep</em></p><p>Knowledge of the secrets of magic hidden from most others, veiled in secrecy from those in whom such knowledge would torment and destroy.</p><p> </p><p><span style="color: darkorange">[Sunken Power]</span></p><p>As long as you have any rune, glyph, or circle active in the current encounter, gain a +2 Power Bonus to all Fort saves.</p><p> </p><p><em>Art of the Yonder</em></p><p>A preternatural mental affinity for the intricacies and chaotic intellectual maelstrom that permeates and defines all levels of spellcasting.</p><p> </p><p><span style="color: darkorange">[Soaring Power]</span></p><p>As long as you have any rune, glyph, or circle active in the current encounter, gain a +2 Power Bonus to all Ref saves.</p><p> </p><p>Master Ritualist</p><p>You gain the Ritual Caster feat as a bonus feat, allowing you to use magical rituals. Additionally, when casting any ritual it's cost and cast time are both reduced by half, excepting the following rituals: Enchant Magic Item, Brew Potion.</p><p> </p><p> </p><p>Ritual Book</p><p>Rituals: Your book contains three 1st-level rituals</p><p>of your choice that you have mastered.</p><p>At 5th level, and again at 11th, 15th, 21st, and 25th</p><p>level, you master two more rituals of your choice and</p><p>add them to your spellbook. Any ritual you add must</p><p>be your level or lower.</p><p> </p><p><strong>Diabolist Powers</strong></p><p></p><p><span style="color: darkorange">[Spell Circle: Boost]</span></p><p>"Fingers or rod aglow with brilliant light, you cast a circle about the area, encompassing your allies and strengthening them."</p><p>Encounter- Arcane Standard Close burst 5 </p><p>Targets: You and each ally in burst</p><p>Effect: Grants a +2 Power Bonus to either Attack rolls (often Destruction) or AC (often Protection) until encounter ends.</p><p> </p><p>Creating a Diabolist</p><p>Intelligence and Wisdom are the most important ability scores for a diabolist. Constituition is a good second or third choice.</p><p>You may choose any powers you like, but many diabolists choose feats, skills, and powers to complement their Spell Source choice.</p><p> </p><p><span style="color: blue">Destruction Diabolist</span></p><p>Suggested Class Feature: Art of the Yonder</p><p>Suggested Feat: Coordinated Explosion (phb2)</p><p>Suggested Skills: Arcana, History, Insight, Religion</p><p>Suggested At-Will Powers: Rune of Excitation, Glyph of Rebuking</p><p>Suggested Encounter Power: Glyph of Explosion</p><p>Suggested Daily Power: Spell Circle: Flaming</p><p> </p><p><span style="color: blue">Protection Diabolist</span></p><p>Suggested Class Feature: Art of the Deep</p><p>Suggested Feat: Distant Advantage (phb2)</p><p>Suggested Skills: Arcana, Endurance, Heal, Perception</p><p>Suggested At-Will Powers: Radiating Strike, Glyph of Draining</p><p>Suggested Encounter Power: Rune of Indecisiveness</p><p>Suggested Daily Power: Spell Circle: Icey</p><p> </p><p><strong>Level 1 At-Will Spells</strong></p><p>---------------------------</p><p><span style="color: lime">[Glyph of Draining]</span></p><p>The life force of your foe is stolen by this greedily pulsing glyph to benefit a chosen ally.</p><p>At-Will- Arcane, Healing, Implement Standard Ranged 10 </p><p>Target: One creature</p><p>Attack: Wisdom vs. Fort Hit: 1d6 + Wis mod damage</p><p>Effect: One ally adjacent to the target regains HP equal to half the damage inflicted.</p><p> </p><p><span style="color: lime">[Glyph of Rebuking]</span></p><p>A searing glyphic symbol delivered with contempt that also befuddles the hapless foe.</p><p>At-Will- Arcane, Implement Standard Ranged 10 </p><p>Target: One creature </p><p>Attack: Intelligence vs. Will Hit: 1d8 + Int mod damage</p><p>Effect: Target is Dazed (save ends).</p><p> </p><p><span style="color: lime">[Radiating Strike]</span></p><p>As your strike connects, gentle restorative magics ebb out to heal nearby allies.</p><p>At-Will- Arcane, Healing, Weapon Standard Melee weapon Target: One creature </p><p>Attack: Wisdom vs. AC Hit: 1[W] + Wis mod damage</p><p>Effect: All allies adjacent to target when hit regain HP equal to the caster's Con mod.</p><p>Special: Counts as a Basic Melee attack.</p><p> </p><p><span style="color: lime">[Rune of Excitation]</span></p><p>A tiny fiery rune appears on the target's held item or weapon, instantly exciting it's molecules to white hot intensity.</p><p>At-Will- Arcane, Fire, Implement Standard Ranged 5 </p><p>Target: One creature </p><p>Attack: Intelligence vs. Ref Hit: 2d4 + Int mod damage</p><p>Effect: Afflicted item may be dropped immediately. If not, target takes ongoing fire damage 2 (save ends).</p><p>Special: Counts as a Basic Ranged attack.</p><p> </p><p><strong>Level 1 Encounter Spells</strong></p><p>------------------------------</p><p><span style="color: red">[Glyph of Explosion]</span></p><p>Summons into being a glowing red glyphabove a targeted square or enemy which then explodes, dealing widespread damage.</p><p>Encounter- Arcane, Implement Standard Burst 3 Ranged 10 Target: Each enemy in burst </p><p>Attack: Intelligence vs. Fort Hit: 1d8 + Int mod damage</p><p> </p><p><span style="color: red">[Glyph of Heroism]</span></p><p>A shining glyph flashes over the diabolist's head as they strike, inspiring their allies to do the same.</p><p>Encounter- Arcane, Implement, Weapon Standard </p><p>Target: One creature Melee Weapon </p><p>Attack: Wisdom vs. AC Hit: 2[W] + Wis mod damage</p><p>Effect: Allies adjacent to the target may make a free Basic Melee or Basic Ranged attack against the same target.</p><p> </p><p><span style="color: red">[Rune of Armor Constriction]</span></p><p>Where once the marked armor defended, it now assaults, tightening around the victim's body and squeezing the life from them.</p><p>Encounter- Arcane, Implement Standard Target: One creature Ranged 5 </p><p>Attack: Wisdom vs. Fort Hit: 2d4 + Wis mod damage</p><p>Special: Target must be wearing chain, scale, or plate armor. While the glyph is active, the armor cannot be removed.</p><p>Sustain Minor: Ongoing physical damage 3 (save ends). </p><p> </p><p><span style="color: red">[Rune of Indecisiveness]</span></p><p>A hazy blue rune appears on the forehead of an enemy, causing indecision and slowing their reactions.</p><p>Encounter- Arcane, Implement Standard Target: One creature </p><p>Ranged 5 </p><p>Attack: Intelligence vs. Will Hit: 1d8 + Int mod damage</p><p>Effect: Target loses combat advantage (if it has). Also, they cannot gain combat advantage or make opportunity attacks until the caster's next turn.</p><p> </p><p><strong>Level 1 Daily Spells</strong></p><p>------------------------</p><p><span style="color: purple">[Astral Invader]</span></p><p>Summons a shifting arcanic wraith which dives into the host target, opening them up to increased Arcane damage.</p><p>Daily- Arcane, Implement, Necrotic Standard Target: One creature</p><p>Attack: Wisdom vs. Will Hit: 2d6 + Wis mod damage</p><p>Effect: Target gains Vulnerable Arcane 5 until the caster's next turn.</p><p>Sustain Minor: Effect continues.</p><p> </p><p><span style="color: purple">[Rune of Spiked Death]</span></p><p>Places a jagged purple rune on the target's armor which suddenly sprouts deadly spikes on the inside, painfully lancing flesh.</p><p>Daily- Arcane, Implement Standard Target: One creature Ranged 10 </p><p>Attack: Intelligence vs. Fort Hit: 3d8 + Int mod damage</p><p> </p><p><span style="color: purple">[Spell Circle: Flaming]</span></p><p>Creates a zone defined by a faintly glowing spell circle that damages an enemy with a gout of fire roaring up from it's center.</p><p>Daily- Arcane, Fire, Implement, Zone Standard Close burst 2</p><p>Hit: 3d6 + Int mod damage plus ongoing fire damage 4 (save ends).</p><p>Effect: The burst creates a zone until the end of your next turn. The first enemy who enters the zone takes damage and the zone dissapears.</p><p> </p><p><span style="color: purple">[Spell Circle: Icey]</span></p><p>Creates a zone defined by a faintly glowing spell circle that damages an enemy with a spike of ice lancing up from it's center.</p><p>Daily- Arcane, Cold, Implement, Zone Standard Close burst 2</p><p>Hit: 3d6 + Wis mod damage and target is Slowed (save ends).</p><p>Effect: The burst creates a zone until the end of your next turn. The first enemy who enters the zone takes damage and the zone dissapears.</p><p> </p><p><strong>Level 2 Utility Spells</strong></p><p>----------------------------</p><p><span style="color: purple">[Glyph of Freetongue]</span></p><p>A soft yellow glyph appears over an ally's head, broadening their audial senses and knowledge of linquistics.</p><p>Encounter- Arcane Standard Melee touch Target: You or one ally</p><p>Effect: Choose one language at casting. Target can freely understand and speak (not write) that language until the caster's next turn.</p><p>Sustain Minor: Effect continues.</p><p> </p><p><span style="color: purple">[Glyph of Lesser Warding]</span></p><p>A glowing green glyph wards a door, window, archway or similar portal from monsters by slowing their movements.</p><p>Daily- Arcane Standard Target: One portal Ranged 10 </p><p>Effect: Each monster of the named sub-type that attempts to cross the threshold until the caster's next round may make a save to do so, and can cross unimpeded if they succeed. Otherwise, they may pass but are Dazed and Slowed (save ends).</p><p>Sustain Standard: Effect continues.</p><p> </p><p><span style="color: purple">[Glyph of Resourcefulness]</span></p><p>A soft yellow glyph appears over an ally's head, affording them great mental clarity or nimble dexterity.</p><p>Encounter- Arcane Standard Melee touch Target: You or one ally</p><p>Effect: Grants the target a +1 plus caster's Int mod Power Bonus to their next Int or Dex key ability skill roll.</p><p> </p><p><span style="color: purple">[Rune of Resizing]</span></p><p>Small, scrawling white runes run across the surface of an item, armor, or weapon, temporarily altering it's size.</p><p>Daily- Arcane Standard Melee touch Target: One item (worn/held or not).</p><p>Effect: The item's size becomes either one size level larger or smaller for a duration equal to the caster's Wisdom mod. So, a 2handed weapon of medium size could be shrunk to 1handed size (stats adjust accordingly) for use by small creatures, or an armor of medium size can be enlarged to fit a large sized creature. Also, a mundane item can be reduced in size to transport easier (less space and weight).</p><p>Sustain Minor: Effect continues (must touch again to do so).</p><p> </p><p><strong>PARAGON PATHS</strong></p><p><span style="color: blue">Deathwarder</span></p><p>A diabolist may choose to focus his spellcraft on mastering the aspects of the epic struggle of life and death, learning to prolong and improve the first, while staving off or even preventing the second.</p><p> </p><p><span style="color: blue">Realmseeker</span></p><p>Many diabolists are so adept at seeking out the msyteries of the arcane, that their ambition begins to extend out to the mysteries of the entire world, and specifically the most intriquing and hidden of it's places.</p><p> </p><p><span style="color: blue">Rune Lord</span></p><p>A diabolist who truly understands the role of language and culture within his art may take to mastering the compexities of rune use as a written language capable of astonishing miracles.</p><p> </p><p><span style="color: blue">Sigil Master</span></p><p>This diabolist seeks knowledge and mastery of a little known, almost lost focus of power; the sigil, a twisting form of living art which has strange and wondrous properties when scribed upon a mortal form.</p></blockquote><p></p>
[QUOTE="Rachel, post: 5088749, member: 88033"] Inspired by some great homebrew on this site and others, I decided to share my first ever homebrew class. Hopefully, you will like it. Feedback is definately appreciated and please use it if you like. [COLOR=red][B]DIABOLIST[/B][/COLOR] [B]Class Traits[/B] ------------------- Role: Leader. You lead by bolstering and healing your allies whilst protecting them with powerful circle magics. Power Source: Arcane. Magic is a precise, ritualistic, and secretive art for you that hearkens on realms without boundaries. Key Abilities: Intelligence, Wisdom, Constituition Armor Proficiencies.: Cloth Weapon Proficiencies: Simple melee, simple ranged Implements: Rods Bonus to Defense: +2 Will Hit Points at lst Level: 12 Hit Points gained per Level: 5 Healing Surges per day: 6 Trained Skills: Arcana. From the class skills list below, choose three more trained skills at 1st level. Class Skills: Dungeoneering (Wis), Endurance (Con), Heal (Wis), History (Int), Insight (Int), Perception (Wis), Religion (Int) Class Features: Spell Source, Master Ritualist, Spell Circle: Boost [B]Diabolist Class Features[/B]---------------- Diabolists have the following class features. [B]Spell Source[/B] As a diabolist, you gain power from timeless sources few can comprehend which must be channeled through symbolism. Choose either Art of the Deep or Art of the Yonder. The choice you make grants you a specific feature and it's bonuses. [I]Art of the Deep[/I] Knowledge of the secrets of magic hidden from most others, veiled in secrecy from those in whom such knowledge would torment and destroy. [COLOR=darkorange][Sunken Power][/COLOR] As long as you have any rune, glyph, or circle active in the current encounter, gain a +2 Power Bonus to all Fort saves. [I]Art of the Yonder[/I] A preternatural mental affinity for the intricacies and chaotic intellectual maelstrom that permeates and defines all levels of spellcasting. [COLOR=darkorange][Soaring Power][/COLOR] As long as you have any rune, glyph, or circle active in the current encounter, gain a +2 Power Bonus to all Ref saves. Master Ritualist You gain the Ritual Caster feat as a bonus feat, allowing you to use magical rituals. Additionally, when casting any ritual it's cost and cast time are both reduced by half, excepting the following rituals: Enchant Magic Item, Brew Potion. Ritual Book Rituals: Your book contains three 1st-level rituals of your choice that you have mastered. At 5th level, and again at 11th, 15th, 21st, and 25th level, you master two more rituals of your choice and add them to your spellbook. Any ritual you add must be your level or lower. [B]Diabolist Powers[/B] [COLOR=darkorange][Spell Circle: Boost][/COLOR] "Fingers or rod aglow with brilliant light, you cast a circle about the area, encompassing your allies and strengthening them." Encounter- Arcane Standard Close burst 5 Targets: You and each ally in burst Effect: Grants a +2 Power Bonus to either Attack rolls (often Destruction) or AC (often Protection) until encounter ends. Creating a Diabolist Intelligence and Wisdom are the most important ability scores for a diabolist. Constituition is a good second or third choice. You may choose any powers you like, but many diabolists choose feats, skills, and powers to complement their Spell Source choice. [COLOR=blue]Destruction Diabolist[/COLOR] Suggested Class Feature: Art of the Yonder Suggested Feat: Coordinated Explosion (phb2) Suggested Skills: Arcana, History, Insight, Religion Suggested At-Will Powers: Rune of Excitation, Glyph of Rebuking Suggested Encounter Power: Glyph of Explosion Suggested Daily Power: Spell Circle: Flaming [COLOR=blue]Protection Diabolist[/COLOR] Suggested Class Feature: Art of the Deep Suggested Feat: Distant Advantage (phb2) Suggested Skills: Arcana, Endurance, Heal, Perception Suggested At-Will Powers: Radiating Strike, Glyph of Draining Suggested Encounter Power: Rune of Indecisiveness Suggested Daily Power: Spell Circle: Icey [B]Level 1 At-Will Spells[/B] --------------------------- [COLOR=lime][Glyph of Draining][/COLOR] The life force of your foe is stolen by this greedily pulsing glyph to benefit a chosen ally. At-Will- Arcane, Healing, Implement Standard Ranged 10 Target: One creature Attack: Wisdom vs. Fort Hit: 1d6 + Wis mod damage Effect: One ally adjacent to the target regains HP equal to half the damage inflicted. [COLOR=lime][Glyph of Rebuking][/COLOR] A searing glyphic symbol delivered with contempt that also befuddles the hapless foe. At-Will- Arcane, Implement Standard Ranged 10 Target: One creature Attack: Intelligence vs. Will Hit: 1d8 + Int mod damage Effect: Target is Dazed (save ends). [COLOR=lime][Radiating Strike][/COLOR] As your strike connects, gentle restorative magics ebb out to heal nearby allies. At-Will- Arcane, Healing, Weapon Standard Melee weapon Target: One creature Attack: Wisdom vs. AC Hit: 1[W] + Wis mod damage Effect: All allies adjacent to target when hit regain HP equal to the caster's Con mod. Special: Counts as a Basic Melee attack. [COLOR=lime][Rune of Excitation][/COLOR] A tiny fiery rune appears on the target's held item or weapon, instantly exciting it's molecules to white hot intensity. At-Will- Arcane, Fire, Implement Standard Ranged 5 Target: One creature Attack: Intelligence vs. Ref Hit: 2d4 + Int mod damage Effect: Afflicted item may be dropped immediately. If not, target takes ongoing fire damage 2 (save ends). Special: Counts as a Basic Ranged attack. [B]Level 1 Encounter Spells[/B] ------------------------------ [COLOR=red][Glyph of Explosion][/COLOR] Summons into being a glowing red glyphabove a targeted square or enemy which then explodes, dealing widespread damage. Encounter- Arcane, Implement Standard Burst 3 Ranged 10 Target: Each enemy in burst Attack: Intelligence vs. Fort Hit: 1d8 + Int mod damage [COLOR=red][Glyph of Heroism][/COLOR] A shining glyph flashes over the diabolist's head as they strike, inspiring their allies to do the same. Encounter- Arcane, Implement, Weapon Standard Target: One creature Melee Weapon Attack: Wisdom vs. AC Hit: 2[W] + Wis mod damage Effect: Allies adjacent to the target may make a free Basic Melee or Basic Ranged attack against the same target. [COLOR=red][Rune of Armor Constriction][/COLOR] Where once the marked armor defended, it now assaults, tightening around the victim's body and squeezing the life from them. Encounter- Arcane, Implement Standard Target: One creature Ranged 5 Attack: Wisdom vs. Fort Hit: 2d4 + Wis mod damage Special: Target must be wearing chain, scale, or plate armor. While the glyph is active, the armor cannot be removed. Sustain Minor: Ongoing physical damage 3 (save ends). [COLOR=red][Rune of Indecisiveness][/COLOR] A hazy blue rune appears on the forehead of an enemy, causing indecision and slowing their reactions. Encounter- Arcane, Implement Standard Target: One creature Ranged 5 Attack: Intelligence vs. Will Hit: 1d8 + Int mod damage Effect: Target loses combat advantage (if it has). Also, they cannot gain combat advantage or make opportunity attacks until the caster's next turn. [B]Level 1 Daily Spells[/B] ------------------------ [COLOR=purple][Astral Invader][/COLOR] Summons a shifting arcanic wraith which dives into the host target, opening them up to increased Arcane damage. Daily- Arcane, Implement, Necrotic Standard Target: One creature Attack: Wisdom vs. Will Hit: 2d6 + Wis mod damage Effect: Target gains Vulnerable Arcane 5 until the caster's next turn. Sustain Minor: Effect continues. [COLOR=purple][Rune of Spiked Death][/COLOR] Places a jagged purple rune on the target's armor which suddenly sprouts deadly spikes on the inside, painfully lancing flesh. Daily- Arcane, Implement Standard Target: One creature Ranged 10 Attack: Intelligence vs. Fort Hit: 3d8 + Int mod damage [COLOR=purple][Spell Circle: Flaming][/COLOR] Creates a zone defined by a faintly glowing spell circle that damages an enemy with a gout of fire roaring up from it's center. Daily- Arcane, Fire, Implement, Zone Standard Close burst 2 Hit: 3d6 + Int mod damage plus ongoing fire damage 4 (save ends). Effect: The burst creates a zone until the end of your next turn. The first enemy who enters the zone takes damage and the zone dissapears. [COLOR=purple][Spell Circle: Icey][/COLOR] Creates a zone defined by a faintly glowing spell circle that damages an enemy with a spike of ice lancing up from it's center. Daily- Arcane, Cold, Implement, Zone Standard Close burst 2 Hit: 3d6 + Wis mod damage and target is Slowed (save ends). Effect: The burst creates a zone until the end of your next turn. The first enemy who enters the zone takes damage and the zone dissapears. [B]Level 2 Utility Spells[/B] ---------------------------- [COLOR=purple][Glyph of Freetongue][/COLOR] A soft yellow glyph appears over an ally's head, broadening their audial senses and knowledge of linquistics. Encounter- Arcane Standard Melee touch Target: You or one ally Effect: Choose one language at casting. Target can freely understand and speak (not write) that language until the caster's next turn. Sustain Minor: Effect continues. [COLOR=purple][Glyph of Lesser Warding][/COLOR] A glowing green glyph wards a door, window, archway or similar portal from monsters by slowing their movements. Daily- Arcane Standard Target: One portal Ranged 10 Effect: Each monster of the named sub-type that attempts to cross the threshold until the caster's next round may make a save to do so, and can cross unimpeded if they succeed. Otherwise, they may pass but are Dazed and Slowed (save ends). Sustain Standard: Effect continues. [COLOR=purple][Glyph of Resourcefulness][/COLOR] A soft yellow glyph appears over an ally's head, affording them great mental clarity or nimble dexterity. Encounter- Arcane Standard Melee touch Target: You or one ally Effect: Grants the target a +1 plus caster's Int mod Power Bonus to their next Int or Dex key ability skill roll. [COLOR=purple][Rune of Resizing][/COLOR] Small, scrawling white runes run across the surface of an item, armor, or weapon, temporarily altering it's size. Daily- Arcane Standard Melee touch Target: One item (worn/held or not). Effect: The item's size becomes either one size level larger or smaller for a duration equal to the caster's Wisdom mod. So, a 2handed weapon of medium size could be shrunk to 1handed size (stats adjust accordingly) for use by small creatures, or an armor of medium size can be enlarged to fit a large sized creature. Also, a mundane item can be reduced in size to transport easier (less space and weight). Sustain Minor: Effect continues (must touch again to do so). [B]PARAGON PATHS[/B] [COLOR=blue]Deathwarder[/COLOR] A diabolist may choose to focus his spellcraft on mastering the aspects of the epic struggle of life and death, learning to prolong and improve the first, while staving off or even preventing the second. [COLOR=blue]Realmseeker[/COLOR] Many diabolists are so adept at seeking out the msyteries of the arcane, that their ambition begins to extend out to the mysteries of the entire world, and specifically the most intriquing and hidden of it's places. [COLOR=blue]Rune Lord[/COLOR] A diabolist who truly understands the role of language and culture within his art may take to mastering the compexities of rune use as a written language capable of astonishing miracles. [COLOR=blue]Sigil Master[/COLOR] This diabolist seeks knowledge and mastery of a little known, almost lost focus of power; the sigil, a twisting form of living art which has strange and wondrous properties when scribed upon a mortal form. [/QUOTE]
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DIABOLIST (Glyph/Rune/Circle Arcane)
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