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<blockquote data-quote="Sepulchrave II" data-source="post: 3883911" data-attributes="member: 4303"><p><strong>Mulissu Reimagined</strong></p><p></p><p>Rebuilt after her self-directed reincarnation by Teppu at CR32, modified again after <em>Complete Mage</em> came out; sylph-derived sorcerer spellcasting neatly shores gaps in a prohibited school bar by being a dedicated arsenal of Abjuration effects (Mulissu's regret for previously eschewing the Abjuration school for the purposes of specialization is well-known). Her metamagic versatility is very high – the large numbers of sorcerer slots also act as a sink to metamagick prepared lower-level wizard spells through the augmented casting special ability, and the Improved Metamagic epic feat adds even more flexibility. Expanded spell knowledge provides a number of spontaneous attack and utility spells. Mulissu's original spell collection was lost when her pocket paradise was overrun by demons; subsequently, the savant gained access to Jovol's coveted hidden cache of spellbooks.</p><p></p><p>Against a single electricity-vulnerable target, Mulissu can burn all of her prepared 10th-level spells to deal 96d6 points of damage in 1 round, no save – which ain't too shabby. Most of her other higher level slots see more utilitarian spells, whilst her main armamentarium is based around electrically-substituted empowered <em>orbs of acid</em> which can be freely admixed, maximized or quickened by burning sorcerer slots. When magically outfitted for battle with the epic buffs <em>metallection</em> and <em>sublime mind</em> in effect, and with a <em>mantle of egregious might</em> the Save DCs against Mulissu's spells rise to 44+ spell level (more for electrical evocations, although <em>finger of death, implosion</em> and <em>dominate monster</em> start to look very attractive). Epic attack spells (<em>holocaust of lightning, glance of thunder</em>) are very XP and backlash intensive, and reserved for extreme situations.</p><p></p><p>Mulissu uses a tweaked <em>Creature Catalogue</em> sylph as the base, as the MMII version is kind of screwy – this lends to an unusual type/subtype combination when her elemental perfection is applied. Retained her original modest 58-point buy (cough). +5 inherent bonuses. </p><p></p><p>Mulissu is 'legal' in the sense that epic spell development costs are set against her equipment value total (as an ECL35 PC), but XP costs for development would otherwise place Mulissu several ECLs higher. Included in her inventory are items retrieved from Iua and one subsequently crafted; her sapphire and ring have been upgraded to epic legacy-item status (sapphire costed at around 1.0M gold). As usual, multiple buff effects are folded into relatively few items. Mulissu's SR is figured as HD+18, as per CC sylph. She's a solid CR35.</p><p></p><p></p><p></p><p><strong><span style="font-size: 12px"><span style="color: SlateGray">Mulissu</span></span></strong></p><p><em><span style="color: SlateGray">Despotrix of Fumaril</span></em></p><p></p><p><strong>Female Sylph Evoker 7 / Air Savant 10 / Ultimate Magus 10</strong>; NG Medium Elemental (Augmented Fey, Air); Hit Dice 3d6+18 plus 27d4+162; hp 256; Spd 30 ft.; fly 130 ft. (perfect); Init +11; Armor Class 39 (+8 armor, +11 Dex, +5 deflection, +5 natural; touch 26, flat-footed 28); Base Atk +14; Grp +17; Atk +14 touch or +25 ranged touch; SA Spell-like abilities, spells; SQ Arcane spell power +4, augmented casting, darkvision 60ft., energy focus, energy penetration, elemental perfection, expanded spell knowledge, immunities (electricity, paralysis, poison, sleep, stunning), low-light vision, not subject to critical hits, SR48; SV Fort +24 Ref +29 Will +35; Str 16 Dex 33 Con 22 Int 42 Wis 26 Cha 35</p><p></p><p><strong>Skills:</strong> Bluff +48, Concentration +39, Craft (alchemy) +49, Craft (engraving) +49, Decipher Script +49, Diplomacy +54, Gather Information +29, Intimidate +50, Knowledge (arcana) +49, Knowledge (local) +49, Knowledge (the planes) +49, Knowledge (nature) +49, Knowledge (nobility) +49, Knowledge (religion) +49, Listen +18, Perform (oratory) +28, Sense Motive +45, Spellcraft +83, Spot +18, Use Magic Device +45 (+53 scrolls)</p><p></p><p><strong>Feats:</strong> Craft Wondrous Item, Empower Spell, Epic Spellcasting, Improved Metamagic (-1), Improved Spell Capacity (10th), Maximize Spell, Energy Admixture (electricity), Energy Substitution (electricity), Great Fortitude (B), Greater Spell Focus (Evocation), Iron Will (B), Multispell, Quicken Spell, Rapid Metamagic, Scribe Scroll, Spell Focus (Evocation), Widen Spell </p><p></p><p><strong>Elemental Specialty (Ex):</strong> When Mulissu casts any prepared arcane spell with an energy descritptor which deals damage, the descriptor changes to [electricity] and the spell deals electricity damage</p><p></p><p><strong>Augmented Casting:</strong> Mulissu can sacrifice a spell or spell slot in one arcane spellcasting class to grant a metamagic enhancement to a spell cast using her other arcane class. The level of the spell or spell-slot sacrificed must equal or exceed the level of the metamagic enhancement; only spells of 5th-level or lower can be augmented by this ability. Mulissu can apply the benefit of any metamagic feat she knows in this way. She may use this ability 8 times per day.</p><p></p><p><strong>Elemental Type:</strong> Mulissu does not need to sleep, eat or breathe. She is treated as an elemental, but may be raised, resurrected or reincarnated.</p><p></p><p><strong>Permanent Magical Effects (Sp):</strong> The following effects are always active upon Mulissu (caster level 20th, where appropriate) – arcane sight, comprehend languages, detect magic, read magic, see invisibility, tongues.</p><p></p><p><strong>Spell-Like Abilities:</strong> At will – invisibility, levitate; Caster Level 30th.</p><p></p><p> </p><p><strong><span style="font-size: 12px">Typical Wizard Spells Prepared</span></strong></p><p></p><p>Mulissu casts spells as a 23rd level evoker (Abjuration and Illusion barred, 4/8/8/8/8/7/7/7/7/6/3 per day, CL 27th. Save DC 26+ spell level; 28+ spell level for [electricity] spells or evocations, 30+ spell level for electrical evocations). She gains a +4 bonus on spell penetration checks when using spells with the electricity descriptor. Mulissu can prepare and cast an extra evocation spell of each level every day. Her spellbooks are very extensive – assume access to any PHB wizard spell, plus those listed below.</p><p></p><p><strong><em>1st</em></strong> – <em>ebon eyes, magic missile</em> x2, <em>enlarge person, identify scrier, magical performance, obscuring mist, ray of enfeeblement, spontaneous search</em></p><p></p><p><strong><em>2nd</em></strong> – <em>alter self, chain of eyes, detect thoughts</em> x2 (DC28), <em>whispering wind</em> x2, <em>seeking ray</em> x2, <em>wings of air</em></p><p></p><p><strong><em>3rd</em></strong> – <em>alter fortune, blink, clairaudience/clairvoyance, deeper darkvison, halt</em> (DC29), <em>haste</em> (x2), <em>magic circle against evil, slow</em> (DC29)</p><p></p><p><strong><em>4th</em></strong> – <em>assay spell resistance</em> x2, <em>fireball</em> (electrically-substituted, empowered) x2 (DC33), <em>lightning bolt</em> (empowered) x3 (DC33), <em>know vulnerabilites</em> (DC30), <em>wall of fire</em> (electrically-substituted) (DC34)</p><p></p><p><strong><em>5th</em></strong> – <em>orb of acid</em> (electrically-substituted, empowered) x5, <em>sending, teleport, wall of force</em></p><p></p><p><strong><em>6th</em></strong> – <em>analyze dweomer, contingency, true seeing, disintegrate</em> (DC32), <em>mage's lucubration, flesh to stone</em> (DC32), <em>probe thoughts</em> (DC32), <em>interplanar telepathic bond</em></p><p></p><p><strong><em>7th</em></strong> – <em>control weather, finger of death</em> (DC 33), <em>forcecage</em> (DC 35), <em>greater fireburst</em> (electrically-substituted, maximized) (DC35), <em>greater scrying</em> (DC 33), <em>reverse gravity, synostodweomer, limited wish</em></p><p></p><p><strong><em>8th</em></strong> – <em>delayed blast fireball</em> (electrically-substituted, empowered) (DC37), <em>disintegrate</em> (maximized) (DC32), <em>mantle of egregious might, mass charm monster</em> (DC34), <em>moment of prescience, passage of lightning, teleport</em> (quickened), <em>utter thrall</em> (DC34)</p><p></p><p><strong><em>9th</em></strong> – <em>chain lightning</em> (electrically-admixed) (DC36), <em>dominate monster</em> (DC35), <em>foresight, gate, implosion</em> (DC 37), <em>shapechange, time stop</em></p><p></p><p><strong><em>10th</em></strong> – <em>orb of acid</em> (electrically-admixed, electrically-sustituted, quickened) x2, <em>meteor swarm</em> (electrically substituted, empowered) (DC39) </p><p></p><p></p><p><strong><span style="font-size: 12px">Sorcerer Spells Known</span></strong></p><p></p><p>Mulissu also casts spells as a 17th-level sorcerer (6/9/9/9/9/8/8/8/6 per day; CL 21st; Save DC 22+ spell level, 24+ spell level for evocations, 26+ spell level for electrical evocations). Mulissu knows 1 extra sorcerer spell of level 1 through 5 by virtue of her expanded spell knowledge ability.</p><p></p><p>1st – <em>disguise self, magic aura, protection from evil, serene visage, shield, true strike</em>; 2nd – <em>aiming at the target, bear's endurance, blur, deflect, greater alarm, resist energy</em>; 3rd – <em>anticipate teleportation, energy vulnerability</em> (DC25), <em>great thunderclap</em> (DC27), <em>lightning bolt</em> (DC29), <em>magic circle against evil</em>; 4th – <em>celerity, charm monster</em> (DC26), <em>condemnation, dimensional anchor, stifle spell</em>; 5th – <em>baleful polymorph</em> (DC27), <em>indomitability, mage's private sanctum, reciprocal gyre, zone of respite</em>; 6th – <em>antimagic field, greater dispel magic, seal portal</em>; 7th – <em>antimagic ray, banishment</em> (DC29), <em>energy absorption</em>; 8th – <em>dimensional lock, mind blank</em> </p><p></p><p></p><p><strong><span style="font-size: 12px">Possessions</span></strong></p><p></p><p><em>Resilient pebble, crystal ball with telepathy, bracers of armor +8, circlet of the tyrant, obsidian steed, gloves of storing, ring of aery power, sapphire of mutable coruscations</em>. </p><p></p><p><strong><em>Ring of Aery Power</em>:</strong> this diamond and platinum <em>+30 Spellcraft ring</em> bestows <em>freedom of movement</em> and the Evasion special ability upon the wearer, grants a +6 enhancement bonus to the wearer's Dexterity and increases any flight speed by 30ft. (this is an enhancement bonus). (290K, CL 20th).</p><p></p><p><strong><em>Resilient Pebble</em>:</strong> This unassuming, mottled grey rock is set in iron and occupies the amulet slot. It provides a +5 resistance bonus to all saving throws, a +5 natural armor bonus and a +5 deflection bonus to armor class (160K, CL 20th)</p><p></p><p><strong><em>Sapphire of Mutable Coruscations</em>:</strong> This perfectly spherical gemstone is the size of a walnut, and can be seen to swirl with all shades of blue, yellow and white. Mulissu has unlocked many of its secrets - she typically wears the sapphire around her neck on an adamantine chain, although the stone itself occupies no item slot.</p><p>The sapphire grants its owner a +8 enhancement bonus to Intelligence, and allows him or her to summon an air elemental monolith of maximum hit points once per day. The elemental serves unfailingly for a period of one hour. The owner of the <em>sapphire of mutable coruscations</em> can also channel stored spell energy and use the sapphire to spontaneously cast any of the following spells: <em>prismatic aura, prismatic bow, prismatic deluge, prismatic eye, prismatic mist, prismatic ray, prismatic sphere, prismatic spray, prismatic wall</em>; either a prepared spell or an unused slot may be channelled into the <em>sapphire of mutable coruscations</em> in this fashion. (CL20th, 1M) </p><p></p><p><strong><em>Circlet of the Tyrant</em>:</strong> Fashioned by Mulissu after her ascension to power in Fumaril, this narrow gold band bestows a +6 enhancement bonus to the wearer's Wisdom and Charisma and grants a +20 competence bonus to all Bluff, Diplomacy, Intimidate and Sense Motive skill checks (200K, CL20th) </p><p></p><p></p><p><span style="font-size: 12px"><strong>Unique Nonepic Spells</strong></span></p><p></p><p><strong>Passage of Lightning</strong></p><p>Conjuration (Teleportation) [Electricity]</p><p></p><p><strong>Level:</strong> 8</p><p><strong>Components:</strong> V</p><p><strong>Casting Time:</strong> 1 standard action</p><p><strong>Range:</strong> Personal and touch</p><p><strong>Target:</strong> You and touched objects or other touched willing creatures</p><p><strong>Duration:</strong> Instantaneous</p><p><strong>Saving Throw:</strong> None and Will negates (object)</p><p><strong>Spell Resistance:</strong> No and Yes (object)</p><p></p><p>You and up to one other creature per three caster levels are borne by a discharge of magical lightning to a location with which you have at least passing familiarity: you must have <em>scried</em> the target area or visited it at least once. The destination point may be on any plane. The passage of lightning seeks out interstices between planes, and is not subject to effects which specifically target astral movement; it is, however, subject to spells which otherwise block interplanar travel such as <em>dimension lock</em> and <em>forbiddance</em>. An atmosphere of some kind must be present at both the departure and destination points to successfully cast a <em>passage of lightning</em>.</p><p></p><p>You, and creatures whom you bring with you may carry gear which does not exceed maximum load. Large creatures count as two additional creatures, Huge creatures as four additional creatures etc. for purposes of this spell.</p><p></p><p></p><p><strong>Instantaneous Elemental Tempest</strong></p><p>Conjuration (Summoning) [Air]</p><p></p><p><strong>Level:</strong> Sor/Wiz 9</p><p><strong>Components:</strong> V,S</p><p><strong>Casting Time:</strong> 1 standard action</p><p><strong>Range:</strong> One mile; see text</p><p><strong>Effect:</strong> A one mile radius sphere centered on you, a 20 ft./level radius sphere centred on you, and a 20 ft. radius sphere centred on you; see text</p><p><strong>Duration:</strong> Concentration (maximum 4 rounds)</p><p><strong>Saving Throw:</strong> See text</p><p><strong>Spell Resistance:</strong> Yes; see text</p><p></p><p>This spell creates a potent zone of magical cyclonic activity with a radius of one mile centred on the caster. Three distinct regions exist within the elemental tempest, and the power of the spell increases towards the centre.</p><p></p><p>• The tertiary zone, which extends out to the full one mile limit, is characterized by hurricane-force winds which render normal missile attacks useless and cause siege weapons to incur a penalty of –8 on attack rolls. Medium-sized or smaller creatures are blown away, large creatures are knocked down and huge creatures are checked unless they succeed at a Fortitude saving throw.</p><p></p><p>• The secondary zone extends up to 20ft. per caster level, and is characterized by all of the above effects; in addition, the seconday zone is shot through by lightning. Every round that a creature stays within the secondary zone, he or she is 50% likely to be struck by lightning and suffer 1d6 dice of damage (d6s). A successful Reflex save halves the amount of damage sustained</p><p></p><p>• The primary zone, with a radius of 20ft., is an area of intense electromagnetic activity, and is characterized by plasma vortices, unusual lightning phenomena, and bizarre atmospheric conditions. Conditions in the tertiary and secondary zones do not prevail within the primary zone, but creatures within this area automatically sustain 1d8 points of electrical damage +1 point per caster level (max +25) every round, with no saving throw allowed.</p><p></p><p></p><p><strong><span style="font-size: 12px">Epic Spells</span></strong></p><p></p><p><strong>Dispelling Blast</strong></p><p>Abjuration</p><p></p><p><strong>Spellcraft DC:</strong> 75</p><p><strong>Components:</strong> V, S</p><p><strong>Casting Time:</strong> 1 standard action</p><p><strong>Range:</strong> 300 ft.</p><p><strong>Area:</strong> 100-ft. radius burst</p><p><strong>Duration:</strong> Instantaneous</p><p><strong>Saving Throw:</strong> None</p><p><strong>Spell Resistance:</strong> No</p><p><strong>To Develop:</strong> 675,000 gp; 14 days; 27,000 XP. Seed: <em>Dispel</em> (DC19). Factors: +30 on dispel check (+30 DC), change from target to 20-ft. radius area. (+10 DC), increase area by 400% (+16 DC) 1 action casting (+20 DC). Mitigating Factors 20d6 backlash (-20 DC).</p><p></p><p>All ongoing spell effects within a 100-ft. radius burst are dispelled as if struck by a targeted <em>dispel magic</em>, and the properties of magic items are suppressed for 1d4 rounds. Mulissu must succeed at a dispel check (1d20+40) for each object or ongoing spell effect. She suffers a –15 penalty on her Spellcraft check when casting this spell.</p><p></p><p></p><p><strong>Glance of Thunder</strong></p><p>Evocation [Sonic]</p><p></p><p><strong>Spellcraft DC:</strong> 90</p><p><strong>Components:</strong> None</p><p><strong>Casting Time:</strong> 1 swift action</p><p><strong>Range:</strong> 1200 ft.</p><p><strong>Effect:</strong> Ray</p><p><strong>Saving Throw:</strong> None</p><p><strong>Spell Resistance:</strong> Yes</p><p><strong>To Develop:</strong> 810,000 gp; 17 days; 32,400 XP. Seed: <em>Energy</em> (Sonic) (DC19). Factors: quickened (+28DC), no verbal or somatic component (+4DC), increase damage to 30d6 (+40 DC), ray (+4), increase damage die to d20 (+40 DC). Mitigating Factors: specialist school (-5 DC), 40d6 backlash (-40 DC)</p><p></p><p>As a swift action, Mulissu glares at target creature within range. It suffers 30d20 points of sonic damage (average 315); Mulissu must succeed at a ranged touch attack to strike the target.</p><p></p><p></p><p><strong>Ha'uh</strong></p><p>Conjuration (Summoning) [Air][Cabal]</p><p></p><p><strong>Spellcraft DC:</strong> 71</p><p><strong>Components:</strong> V, S, Ritual</p><p><strong>Casting Time:</strong> 1 minute</p><p><strong>Range:</strong> 75 ft.</p><p><strong>Effect:</strong> One summoned advanced air primal (Ha'uh)</p><p><strong>Duration:</strong> 1 hour (D)</p><p><strong>Saving Throw:</strong> None</p><p><strong>Spell Resistance:</strong> No</p><p><strong>To Develop:</strong> 639,000 gp; Seed: <em>Summon</em> (DC14), <em>Fortify</em> (DC17). Factors: increase target CR by 48 (+96 DC), increase duration by 2900% (+58 DC), grant +19 additional SR (+38 DC), +20 on opposed check to dispel (+40 DC). Mitigating Factors: elemental specialty (-5 DC), ritual spell (-187 DC; 1 x 9th, 1 x 8th, 2 x 7th, 5 x 5th, 12 x 4th level spells)</p><p></p><p>This spell summons Ha'uh – an advanced (128 HD) air primal for a period of 1 hour. When Ha'uh manifests, its spell resistance automatically increases to 62; attempts to <em>dispel</em> Ha'uh treat Mulissu as a 47th-level caster. The spell requires the participation of 21 other spellcasters of various power and ability</p><p></p><p>Ha'uh appears where Mulissu designates and acts immediately on her turn. It attacks any enemies or performs other actions to the best of its ability. The summoning ends if Ha'uh is asked to perform actions inimical to its nature.</p><p></p><p><span style="font-size: 9px"><strong>Ha'uh</strong></span></p><p><span style="font-size: 9px">Advanced Primal Air Elemental; Colossal Elemental (Air, Extraplanar); CR 50; HD 128d8+1152; hp 1728; Init +24, Spd Fly 100 ft. perfect; Armor Class 64 (-8 size, +16 Dex, +48 natural); Base Atk +96 melee; Grp +140; Atk +124 melee (8d6+28/19-20); Full Atk 2 slams +124 melee (8d6+28/19-20); SA Air mastery, whirlwind; SQ DR 10/-, Immunities (paralysis, poison, sleep, stunning), not subject to critical hits, spell resistance 42; SV Fort +53 Ref +74 Will +49; Str 68 Dex 43 Con 28 Int 10 Wis 13 Cha 13</span></p><p><span style="font-size: 9px"><strong>Skills:</strong> Listen +134, Spot +134 </span></p><p><span style="font-size: 9px"><strong>Feats:</strong> Alertness, Awesome Blow, Blinding Speed (x2), Cleave, Combat Reflexes, Devastating Critical (slam), Dodge, Epic Will, Flyby Attack, Great Cleave, Great Fortitude, Great Strength (x20), Improved Critical (slam), Improved Initiative, Improved Natural Attack, Iron Will, Mobility, Lightning Reflexes, Overwhelming Critical (slam), Power Attack, Spring Attack, Superior Initiative, Weapon Focus (slam)</span></p><p><span style="font-size: 9px"></span></p><p><span style="font-size: 9px"><strong>Air Mastery (Ex):</strong> Airborne creatures take a -1 penalty on attack and damage rolls against Ha'uh.</span></p><p><span style="font-size: 9px"></span></p><p><span style="font-size: 9px"><strong>Devastating Critical:</strong> Creatures who suffer a critical hit from Ha'uh's slam attack must make a Fortitude saving throw (DC 102) or die.</span></p><p><span style="font-size: 9px"></span></p><p><span style="font-size: 9px"><strong>Whirlwind (Su):</strong> Ha'uh can assume the form of a whirlwind once every 10 minutes for up to 64 rounds. A Reflex save permits creatures to resist or escape Ha'uh's whirlwind effects (DC 102).</span></p><p></p><p></p><p><strong>Holocaust of Lightning</strong> </p><p>Evocation [Electricity]</p><p></p><p><strong>Spellcraft DC:</strong> 85</p><p><strong>Components:</strong> V,S</p><p><strong>Casting Time:</strong> 1 standard action</p><p><strong>Range:</strong> 1200 ft</p><p><strong>Area:</strong> 100 ft. radius burst</p><p><strong>Duration:</strong> Instantaneous</p><p><strong>Saving Throw:</strong> Reflex half</p><p><strong>Spell Resistance:</strong> Yes</p><p><strong>To Develop:</strong> 621,000 gp; 13 days; 24,840 XP. Seed: <em>Energy</em> (Electricity) (DC19). Factors: 1 action casting time (+20 DC), increase area by 400% (+16 DC), increase damage to 40d6 (+60 DC), increase damage die to d20 (+40 DC), specialist school (-5 DC), elemental speciality (–5 DC). Mitigating factors: 40d6 Backlash (-40 DC), burn 2000 XP (-20 DC).</p><p></p><p>Creatures within a 100-ft radius burst suffer 40d20 points of electricity damage (average 420); a Reflex save (DC 40) halves the damage.</p><p></p><p></p><p><strong>Metallection</strong> </p><p>Transmutation</p><p></p><p><strong>Spellcraft DC:</strong> 73</p><p><strong>Components:</strong> V, S</p><p><strong>Casting Time:</strong> 1 minute</p><p><strong>Target:</strong> You</p><p><strong>Duration:</strong> 20 hours</p><p><strong>To Develop:</strong> 657,000 gp; 14 days; 26,280 XP. Seed: <em>Fortify</em> (DC17). Factors: grant additional +29 bonus to ability score (+58 DC). Mitigating factors: personal (-2).</p><p></p><p>Mulissu gains a +30 enhancement bonus to Intelligence for 20 hours.</p><p></p><p></p><p><strong>Momentary Suspension</strong></p><p>Transmutation</p><p></p><p><strong>Spellcraft DC:</strong> 67</p><p><strong>Components:</strong> None</p><p><strong>Casting Time:</strong> 1 swift action</p><p><strong>Target:</strong> You</p><p><strong>Duration:</strong> 5 rounds of apparent time; see text</p><p><strong>To Develop:</strong> 603,000 gp; 13 days; 24,120 XP; Seed: <em>Transport</em> (DC 27). Factors: temporal (+8 DC), quickened (+28 DC), no verbal or somatic components (+4 DC)</p><p></p><p>As a swift-action spell with no components, Mulissu moves herself into another time stream (as <em>time stop</em>). She gains 5 rounds of apparent time.</p><p></p><p></p><p><strong>Mulissu's Paling</strong></p><p>Evocation [Force][Cabal]</p><p></p><p><strong>Spellcraft DC:</strong> 75</p><p><strong>Casting Time:</strong> 10 minutes</p><p><strong>Range:</strong> 2 miles</p><p><strong>Area:</strong> 2-mile radius, centered on you</p><p><strong>Duration:</strong> 100 hours</p><p><strong>Saving Throw:</strong> None</p><p><strong>Spell Resistance:</strong> No</p><p><strong>To Develop:</strong> 675,000gp; 27,000 XP; Seeds: <em>Energy</em> (weather) (DC 25), <em>Energy</em> (DC 19), <em>Lock</em> (DC 29), <em>Ward</em> (DC 14). Factors: change energy to [force] effect (ad hoc +10 DC), nullify <em>disintegrate</em> (+10), nullify <em>mage's disjunction</em> (+16), nullify <em>Mulissu's paling</em> (special; +18 DC), add 6 additional targets (+60 DC), change one target to area (+10 DC), +50 on opposed caster level check to <em>dispel</em> (+100 DC), increase duration by 800% (+16 DC). Mitigating Factors: 10 min casting (-20 DC), specialty school (-5), burn 2400 XP (-24), ritual spell (-187 DC; 1 x 9th, 1 x 8th, 2 x 7th, 5 x 5th, 12 x 4th level spells)</p><p></p><p>Mulissu erects a spherical magical barrier with a radius of two miles. The perimeter is experienced as a wind of impenetrable density: this is actually a [force] effect equivalent to a <em>wall of force</em>. The area within the sphere is subject to a <em>dimensional lock</em> (as <em>quiescence of the spheres</em>). Upon casting, Mulissu and up to five other targets designated by her are not subject to the spell and freely pass into and through the warded area, either physically or through <em>teleportation</em> or similar effect. Mulissu also designates a single 20-ft. radius 'hole' within the <em>paling</em> which is not subject to the dimensional bar. This area can be closed with a nonepic <em>dimensional lock</em> or opened, as the needs of Mulissu dictate. When open, entities can be conjured into the 'hole' and <em>gates</em> opened there.</p><p></p><p>Mulissu's paling, in whole or in part, is not subject to <em>disintegrate</em> or <em>mage's disjunction</em>. Epic spells incorporating the <em>dispel</em> or <em>destroy</em> seeds treat Mulissu as a 77th-level caster for purposes of opposed checks. <em>Mulissu's paling</em> must be renewed every 100 hours. Mulissu suffers a -15 penalty on her Spellcraft check to cast this spell, as it contains seeds from the Abjuration school.</p><p></p><p></p><p><strong>Sublime Mind</strong></p><p>Transmutation</p><p></p><p><strong>Spellcraft DC:</strong> 75</p><p><strong>Components:</strong> V, S</p><p><strong>Casting Time:</strong> 1 minute</p><p><strong>Target:</strong> You</p><p><strong>Duration:</strong> 20 hours</p><p><strong>To Develop:</strong> 675,000 gp; 14 days; 27,000 XP. Seed: <em>Fortify</em> (DC23). Factors: grant additional +9 insight bonus to ability score (+54 DC). Mitigating factors: personal (-2).</p><p></p><p>Mulissu gains a +10 insight bonus to Intelligence for 20 hours.</p></blockquote><p></p>
[QUOTE="Sepulchrave II, post: 3883911, member: 4303"] [B]Mulissu Reimagined[/B] Rebuilt after her self-directed reincarnation by Teppu at CR32, modified again after [I]Complete Mage[/I] came out; sylph-derived sorcerer spellcasting neatly shores gaps in a prohibited school bar by being a dedicated arsenal of Abjuration effects (Mulissu's regret for previously eschewing the Abjuration school for the purposes of specialization is well-known). Her metamagic versatility is very high – the large numbers of sorcerer slots also act as a sink to metamagick prepared lower-level wizard spells through the augmented casting special ability, and the Improved Metamagic epic feat adds even more flexibility. Expanded spell knowledge provides a number of spontaneous attack and utility spells. Mulissu's original spell collection was lost when her pocket paradise was overrun by demons; subsequently, the savant gained access to Jovol's coveted hidden cache of spellbooks. Against a single electricity-vulnerable target, Mulissu can burn all of her prepared 10th-level spells to deal 96d6 points of damage in 1 round, no save – which ain't too shabby. Most of her other higher level slots see more utilitarian spells, whilst her main armamentarium is based around electrically-substituted empowered [I]orbs of acid[/I] which can be freely admixed, maximized or quickened by burning sorcerer slots. When magically outfitted for battle with the epic buffs [I]metallection[/I] and [I]sublime mind[/I] in effect, and with a [I]mantle of egregious might[/I] the Save DCs against Mulissu's spells rise to 44+ spell level (more for electrical evocations, although [I]finger of death, implosion[/I] and [I]dominate monster[/I] start to look very attractive). Epic attack spells ([I]holocaust of lightning, glance of thunder[/I]) are very XP and backlash intensive, and reserved for extreme situations. Mulissu uses a tweaked [I]Creature Catalogue[/I] sylph as the base, as the MMII version is kind of screwy – this lends to an unusual type/subtype combination when her elemental perfection is applied. Retained her original modest 58-point buy (cough). +5 inherent bonuses. Mulissu is 'legal' in the sense that epic spell development costs are set against her equipment value total (as an ECL35 PC), but XP costs for development would otherwise place Mulissu several ECLs higher. Included in her inventory are items retrieved from Iua and one subsequently crafted; her sapphire and ring have been upgraded to epic legacy-item status (sapphire costed at around 1.0M gold). As usual, multiple buff effects are folded into relatively few items. Mulissu's SR is figured as HD+18, as per CC sylph. She's a solid CR35. [B][SIZE=3][COLOR=SlateGray]Mulissu[/COLOR][/SIZE][/B] [I][COLOR=SlateGray]Despotrix of Fumaril[/COLOR][/I] [B]Female Sylph Evoker 7 / Air Savant 10 / Ultimate Magus 10[/B]; NG Medium Elemental (Augmented Fey, Air); Hit Dice 3d6+18 plus 27d4+162; hp 256; Spd 30 ft.; fly 130 ft. (perfect); Init +11; Armor Class 39 (+8 armor, +11 Dex, +5 deflection, +5 natural; touch 26, flat-footed 28); Base Atk +14; Grp +17; Atk +14 touch or +25 ranged touch; SA Spell-like abilities, spells; SQ Arcane spell power +4, augmented casting, darkvision 60ft., energy focus, energy penetration, elemental perfection, expanded spell knowledge, immunities (electricity, paralysis, poison, sleep, stunning), low-light vision, not subject to critical hits, SR48; SV Fort +24 Ref +29 Will +35; Str 16 Dex 33 Con 22 Int 42 Wis 26 Cha 35 [B]Skills:[/B] Bluff +48, Concentration +39, Craft (alchemy) +49, Craft (engraving) +49, Decipher Script +49, Diplomacy +54, Gather Information +29, Intimidate +50, Knowledge (arcana) +49, Knowledge (local) +49, Knowledge (the planes) +49, Knowledge (nature) +49, Knowledge (nobility) +49, Knowledge (religion) +49, Listen +18, Perform (oratory) +28, Sense Motive +45, Spellcraft +83, Spot +18, Use Magic Device +45 (+53 scrolls) [B]Feats:[/B] Craft Wondrous Item, Empower Spell, Epic Spellcasting, Improved Metamagic (-1), Improved Spell Capacity (10th), Maximize Spell, Energy Admixture (electricity), Energy Substitution (electricity), Great Fortitude (B), Greater Spell Focus (Evocation), Iron Will (B), Multispell, Quicken Spell, Rapid Metamagic, Scribe Scroll, Spell Focus (Evocation), Widen Spell [B]Elemental Specialty (Ex):[/B] When Mulissu casts any prepared arcane spell with an energy descritptor which deals damage, the descriptor changes to [electricity] and the spell deals electricity damage [B]Augmented Casting:[/B] Mulissu can sacrifice a spell or spell slot in one arcane spellcasting class to grant a metamagic enhancement to a spell cast using her other arcane class. The level of the spell or spell-slot sacrificed must equal or exceed the level of the metamagic enhancement; only spells of 5th-level or lower can be augmented by this ability. Mulissu can apply the benefit of any metamagic feat she knows in this way. She may use this ability 8 times per day. [B]Elemental Type:[/B] Mulissu does not need to sleep, eat or breathe. She is treated as an elemental, but may be raised, resurrected or reincarnated. [B]Permanent Magical Effects (Sp):[/B] The following effects are always active upon Mulissu (caster level 20th, where appropriate) – arcane sight, comprehend languages, detect magic, read magic, see invisibility, tongues. [B]Spell-Like Abilities:[/B] At will – invisibility, levitate; Caster Level 30th. [B][SIZE=3]Typical Wizard Spells Prepared[/SIZE][/B] Mulissu casts spells as a 23rd level evoker (Abjuration and Illusion barred, 4/8/8/8/8/7/7/7/7/6/3 per day, CL 27th. Save DC 26+ spell level; 28+ spell level for [electricity] spells or evocations, 30+ spell level for electrical evocations). She gains a +4 bonus on spell penetration checks when using spells with the electricity descriptor. Mulissu can prepare and cast an extra evocation spell of each level every day. Her spellbooks are very extensive – assume access to any PHB wizard spell, plus those listed below. [B][I]1st[/I][/B] – [I]ebon eyes, magic missile[/I] x2, [I]enlarge person, identify scrier, magical performance, obscuring mist, ray of enfeeblement, spontaneous search[/I] [B][I]2nd[/I][/B] – [I]alter self, chain of eyes, detect thoughts[/I] x2 (DC28), [I]whispering wind[/I] x2, [I]seeking ray[/I] x2, [I]wings of air[/I] [B][I]3rd[/I][/B] – [I]alter fortune, blink, clairaudience/clairvoyance, deeper darkvison, halt[/I] (DC29), [I]haste[/I] (x2), [I]magic circle against evil, slow[/I] (DC29) [B][I]4th[/I][/B] – [I]assay spell resistance[/I] x2, [I]fireball[/I] (electrically-substituted, empowered) x2 (DC33), [I]lightning bolt[/I] (empowered) x3 (DC33), [I]know vulnerabilites[/I] (DC30), [I]wall of fire[/I] (electrically-substituted) (DC34) [B][I]5th[/I][/B] – [I]orb of acid[/I] (electrically-substituted, empowered) x5, [I]sending, teleport, wall of force[/I] [B][I]6th[/I][/B] – [I]analyze dweomer, contingency, true seeing, disintegrate[/I] (DC32), [I]mage's lucubration, flesh to stone[/I] (DC32), [I]probe thoughts[/I] (DC32), [I]interplanar telepathic bond[/I] [B][I]7th[/I][/B] – [I]control weather, finger of death[/I] (DC 33), [I]forcecage[/I] (DC 35), [I]greater fireburst[/I] (electrically-substituted, maximized) (DC35), [I]greater scrying[/I] (DC 33), [I]reverse gravity, synostodweomer, limited wish[/I] [B][I]8th[/I][/B] – [I]delayed blast fireball[/I] (electrically-substituted, empowered) (DC37), [I]disintegrate[/I] (maximized) (DC32), [I]mantle of egregious might, mass charm monster[/I] (DC34), [I]moment of prescience, passage of lightning, teleport[/I] (quickened), [I]utter thrall[/I] (DC34) [B][I]9th[/I][/B] – [I]chain lightning[/I] (electrically-admixed) (DC36), [I]dominate monster[/I] (DC35), [I]foresight, gate, implosion[/I] (DC 37), [I]shapechange, time stop[/I] [B][I]10th[/I][/B] – [I]orb of acid[/I] (electrically-admixed, electrically-sustituted, quickened) x2, [I]meteor swarm[/I] (electrically substituted, empowered) (DC39) [B][SIZE=3]Sorcerer Spells Known[/SIZE][/B] Mulissu also casts spells as a 17th-level sorcerer (6/9/9/9/9/8/8/8/6 per day; CL 21st; Save DC 22+ spell level, 24+ spell level for evocations, 26+ spell level for electrical evocations). Mulissu knows 1 extra sorcerer spell of level 1 through 5 by virtue of her expanded spell knowledge ability. 1st – [I]disguise self, magic aura, protection from evil, serene visage, shield, true strike[/I]; 2nd – [I]aiming at the target, bear's endurance, blur, deflect, greater alarm, resist energy[/I]; 3rd – [I]anticipate teleportation, energy vulnerability[/I] (DC25), [I]great thunderclap[/I] (DC27), [I]lightning bolt[/I] (DC29), [I]magic circle against evil[/I]; 4th – [I]celerity, charm monster[/I] (DC26), [I]condemnation, dimensional anchor, stifle spell[/I]; 5th – [I]baleful polymorph[/I] (DC27), [I]indomitability, mage's private sanctum, reciprocal gyre, zone of respite[/I]; 6th – [I]antimagic field, greater dispel magic, seal portal[/I]; 7th – [I]antimagic ray, banishment[/I] (DC29), [I]energy absorption[/I]; 8th – [I]dimensional lock, mind blank[/I] [B][SIZE=3]Possessions[/SIZE][/B] [I]Resilient pebble, crystal ball with telepathy, bracers of armor +8, circlet of the tyrant, obsidian steed, gloves of storing, ring of aery power, sapphire of mutable coruscations[/I]. [B][I]Ring of Aery Power[/I]:[/B] this diamond and platinum [I]+30 Spellcraft ring[/I] bestows [I]freedom of movement[/I] and the Evasion special ability upon the wearer, grants a +6 enhancement bonus to the wearer's Dexterity and increases any flight speed by 30ft. (this is an enhancement bonus). (290K, CL 20th). [B][I]Resilient Pebble[/I]:[/B] This unassuming, mottled grey rock is set in iron and occupies the amulet slot. It provides a +5 resistance bonus to all saving throws, a +5 natural armor bonus and a +5 deflection bonus to armor class (160K, CL 20th) [B][I]Sapphire of Mutable Coruscations[/I]:[/B] This perfectly spherical gemstone is the size of a walnut, and can be seen to swirl with all shades of blue, yellow and white. Mulissu has unlocked many of its secrets - she typically wears the sapphire around her neck on an adamantine chain, although the stone itself occupies no item slot. The sapphire grants its owner a +8 enhancement bonus to Intelligence, and allows him or her to summon an air elemental monolith of maximum hit points once per day. The elemental serves unfailingly for a period of one hour. The owner of the [I]sapphire of mutable coruscations[/I] can also channel stored spell energy and use the sapphire to spontaneously cast any of the following spells: [I]prismatic aura, prismatic bow, prismatic deluge, prismatic eye, prismatic mist, prismatic ray, prismatic sphere, prismatic spray, prismatic wall[/I]; either a prepared spell or an unused slot may be channelled into the [I]sapphire of mutable coruscations[/I] in this fashion. (CL20th, 1M) [B][I]Circlet of the Tyrant[/I]:[/B] Fashioned by Mulissu after her ascension to power in Fumaril, this narrow gold band bestows a +6 enhancement bonus to the wearer's Wisdom and Charisma and grants a +20 competence bonus to all Bluff, Diplomacy, Intimidate and Sense Motive skill checks (200K, CL20th) [SIZE=3][B]Unique Nonepic Spells[/B][/SIZE] [B]Passage of Lightning[/B] Conjuration (Teleportation) [Electricity] [B]Level:[/B] 8 [B]Components:[/B] V [B]Casting Time:[/B] 1 standard action [B]Range:[/B] Personal and touch [B]Target:[/B] You and touched objects or other touched willing creatures [B]Duration:[/B] Instantaneous [B]Saving Throw:[/B] None and Will negates (object) [B]Spell Resistance:[/B] No and Yes (object) You and up to one other creature per three caster levels are borne by a discharge of magical lightning to a location with which you have at least passing familiarity: you must have [I]scried[/I] the target area or visited it at least once. The destination point may be on any plane. The passage of lightning seeks out interstices between planes, and is not subject to effects which specifically target astral movement; it is, however, subject to spells which otherwise block interplanar travel such as [I]dimension lock[/I] and [I]forbiddance[/I]. An atmosphere of some kind must be present at both the departure and destination points to successfully cast a [I]passage of lightning[/I]. You, and creatures whom you bring with you may carry gear which does not exceed maximum load. Large creatures count as two additional creatures, Huge creatures as four additional creatures etc. for purposes of this spell. [B]Instantaneous Elemental Tempest[/B] Conjuration (Summoning) [Air] [B]Level:[/B] Sor/Wiz 9 [B]Components:[/B] V,S [B]Casting Time:[/B] 1 standard action [B]Range:[/B] One mile; see text [B]Effect:[/B] A one mile radius sphere centered on you, a 20 ft./level radius sphere centred on you, and a 20 ft. radius sphere centred on you; see text [B]Duration:[/B] Concentration (maximum 4 rounds) [B]Saving Throw:[/B] See text [B]Spell Resistance:[/B] Yes; see text This spell creates a potent zone of magical cyclonic activity with a radius of one mile centred on the caster. Three distinct regions exist within the elemental tempest, and the power of the spell increases towards the centre. • The tertiary zone, which extends out to the full one mile limit, is characterized by hurricane-force winds which render normal missile attacks useless and cause siege weapons to incur a penalty of –8 on attack rolls. Medium-sized or smaller creatures are blown away, large creatures are knocked down and huge creatures are checked unless they succeed at a Fortitude saving throw. • The secondary zone extends up to 20ft. per caster level, and is characterized by all of the above effects; in addition, the seconday zone is shot through by lightning. Every round that a creature stays within the secondary zone, he or she is 50% likely to be struck by lightning and suffer 1d6 dice of damage (d6s). A successful Reflex save halves the amount of damage sustained • The primary zone, with a radius of 20ft., is an area of intense electromagnetic activity, and is characterized by plasma vortices, unusual lightning phenomena, and bizarre atmospheric conditions. Conditions in the tertiary and secondary zones do not prevail within the primary zone, but creatures within this area automatically sustain 1d8 points of electrical damage +1 point per caster level (max +25) every round, with no saving throw allowed. [B][SIZE=3]Epic Spells[/SIZE][/B] [B]Dispelling Blast[/B] Abjuration [B]Spellcraft DC:[/B] 75 [B]Components:[/B] V, S [B]Casting Time:[/B] 1 standard action [B]Range:[/B] 300 ft. [B]Area:[/B] 100-ft. radius burst [B]Duration:[/B] Instantaneous [B]Saving Throw:[/B] None [B]Spell Resistance:[/B] No [B]To Develop:[/B] 675,000 gp; 14 days; 27,000 XP. Seed: [I]Dispel[/I] (DC19). Factors: +30 on dispel check (+30 DC), change from target to 20-ft. radius area. (+10 DC), increase area by 400% (+16 DC) 1 action casting (+20 DC). Mitigating Factors 20d6 backlash (-20 DC). All ongoing spell effects within a 100-ft. radius burst are dispelled as if struck by a targeted [I]dispel magic[/I], and the properties of magic items are suppressed for 1d4 rounds. Mulissu must succeed at a dispel check (1d20+40) for each object or ongoing spell effect. She suffers a –15 penalty on her Spellcraft check when casting this spell. [B]Glance of Thunder[/B] Evocation [Sonic] [B]Spellcraft DC:[/B] 90 [B]Components:[/B] None [B]Casting Time:[/B] 1 swift action [B]Range:[/B] 1200 ft. [B]Effect:[/B] Ray [B]Saving Throw:[/B] None [B]Spell Resistance:[/B] Yes [B]To Develop:[/B] 810,000 gp; 17 days; 32,400 XP. Seed: [I]Energy[/I] (Sonic) (DC19). Factors: quickened (+28DC), no verbal or somatic component (+4DC), increase damage to 30d6 (+40 DC), ray (+4), increase damage die to d20 (+40 DC). Mitigating Factors: specialist school (-5 DC), 40d6 backlash (-40 DC) As a swift action, Mulissu glares at target creature within range. It suffers 30d20 points of sonic damage (average 315); Mulissu must succeed at a ranged touch attack to strike the target. [B]Ha'uh[/B] Conjuration (Summoning) [Air][Cabal] [B]Spellcraft DC:[/B] 71 [B]Components:[/B] V, S, Ritual [B]Casting Time:[/B] 1 minute [B]Range:[/B] 75 ft. [B]Effect:[/B] One summoned advanced air primal (Ha'uh) [B]Duration:[/B] 1 hour (D) [B]Saving Throw:[/B] None [B]Spell Resistance:[/B] No [B]To Develop:[/B] 639,000 gp; Seed: [I]Summon[/I] (DC14), [I]Fortify[/I] (DC17). Factors: increase target CR by 48 (+96 DC), increase duration by 2900% (+58 DC), grant +19 additional SR (+38 DC), +20 on opposed check to dispel (+40 DC). Mitigating Factors: elemental specialty (-5 DC), ritual spell (-187 DC; 1 x 9th, 1 x 8th, 2 x 7th, 5 x 5th, 12 x 4th level spells) This spell summons Ha'uh – an advanced (128 HD) air primal for a period of 1 hour. When Ha'uh manifests, its spell resistance automatically increases to 62; attempts to [I]dispel[/I] Ha'uh treat Mulissu as a 47th-level caster. The spell requires the participation of 21 other spellcasters of various power and ability Ha'uh appears where Mulissu designates and acts immediately on her turn. It attacks any enemies or performs other actions to the best of its ability. The summoning ends if Ha'uh is asked to perform actions inimical to its nature. [SIZE=1][B]Ha'uh[/B] Advanced Primal Air Elemental; Colossal Elemental (Air, Extraplanar); CR 50; HD 128d8+1152; hp 1728; Init +24, Spd Fly 100 ft. perfect; Armor Class 64 (-8 size, +16 Dex, +48 natural); Base Atk +96 melee; Grp +140; Atk +124 melee (8d6+28/19-20); Full Atk 2 slams +124 melee (8d6+28/19-20); SA Air mastery, whirlwind; SQ DR 10/-, Immunities (paralysis, poison, sleep, stunning), not subject to critical hits, spell resistance 42; SV Fort +53 Ref +74 Will +49; Str 68 Dex 43 Con 28 Int 10 Wis 13 Cha 13 [B]Skills:[/B] Listen +134, Spot +134 [B]Feats:[/B] Alertness, Awesome Blow, Blinding Speed (x2), Cleave, Combat Reflexes, Devastating Critical (slam), Dodge, Epic Will, Flyby Attack, Great Cleave, Great Fortitude, Great Strength (x20), Improved Critical (slam), Improved Initiative, Improved Natural Attack, Iron Will, Mobility, Lightning Reflexes, Overwhelming Critical (slam), Power Attack, Spring Attack, Superior Initiative, Weapon Focus (slam) [B]Air Mastery (Ex):[/B] Airborne creatures take a -1 penalty on attack and damage rolls against Ha'uh. [B]Devastating Critical:[/B] Creatures who suffer a critical hit from Ha'uh's slam attack must make a Fortitude saving throw (DC 102) or die. [B]Whirlwind (Su):[/B] Ha'uh can assume the form of a whirlwind once every 10 minutes for up to 64 rounds. A Reflex save permits creatures to resist or escape Ha'uh's whirlwind effects (DC 102).[/SIZE] [B]Holocaust of Lightning[/B] Evocation [Electricity] [B]Spellcraft DC:[/B] 85 [B]Components:[/B] V,S [B]Casting Time:[/B] 1 standard action [B]Range:[/B] 1200 ft [B]Area:[/B] 100 ft. radius burst [B]Duration:[/B] Instantaneous [B]Saving Throw:[/B] Reflex half [B]Spell Resistance:[/B] Yes [B]To Develop:[/B] 621,000 gp; 13 days; 24,840 XP. Seed: [I]Energy[/I] (Electricity) (DC19). Factors: 1 action casting time (+20 DC), increase area by 400% (+16 DC), increase damage to 40d6 (+60 DC), increase damage die to d20 (+40 DC), specialist school (-5 DC), elemental speciality (–5 DC). Mitigating factors: 40d6 Backlash (-40 DC), burn 2000 XP (-20 DC). Creatures within a 100-ft radius burst suffer 40d20 points of electricity damage (average 420); a Reflex save (DC 40) halves the damage. [B]Metallection[/B] Transmutation [B]Spellcraft DC:[/B] 73 [B]Components:[/B] V, S [B]Casting Time:[/B] 1 minute [B]Target:[/B] You [B]Duration:[/B] 20 hours [B]To Develop:[/B] 657,000 gp; 14 days; 26,280 XP. Seed: [I]Fortify[/I] (DC17). Factors: grant additional +29 bonus to ability score (+58 DC). Mitigating factors: personal (-2). Mulissu gains a +30 enhancement bonus to Intelligence for 20 hours. [B]Momentary Suspension[/B] Transmutation [B]Spellcraft DC:[/B] 67 [B]Components:[/B] None [B]Casting Time:[/B] 1 swift action [B]Target:[/B] You [B]Duration:[/B] 5 rounds of apparent time; see text [B]To Develop:[/B] 603,000 gp; 13 days; 24,120 XP; Seed: [I]Transport[/I] (DC 27). Factors: temporal (+8 DC), quickened (+28 DC), no verbal or somatic components (+4 DC) As a swift-action spell with no components, Mulissu moves herself into another time stream (as [I]time stop[/I]). She gains 5 rounds of apparent time. [B]Mulissu's Paling[/B] Evocation [Force][Cabal] [B]Spellcraft DC:[/B] 75 [B]Casting Time:[/B] 10 minutes [B]Range:[/B] 2 miles [B]Area:[/B] 2-mile radius, centered on you [B]Duration:[/B] 100 hours [B]Saving Throw:[/B] None [B]Spell Resistance:[/B] No [B]To Develop:[/B] 675,000gp; 27,000 XP; Seeds: [I]Energy[/I] (weather) (DC 25), [I]Energy[/I] (DC 19), [I]Lock[/I] (DC 29), [I]Ward[/I] (DC 14). Factors: change energy to [force] effect (ad hoc +10 DC), nullify [I]disintegrate[/I] (+10), nullify [I]mage's disjunction[/I] (+16), nullify [I]Mulissu's paling[/I] (special; +18 DC), add 6 additional targets (+60 DC), change one target to area (+10 DC), +50 on opposed caster level check to [I]dispel[/I] (+100 DC), increase duration by 800% (+16 DC). Mitigating Factors: 10 min casting (-20 DC), specialty school (-5), burn 2400 XP (-24), ritual spell (-187 DC; 1 x 9th, 1 x 8th, 2 x 7th, 5 x 5th, 12 x 4th level spells) Mulissu erects a spherical magical barrier with a radius of two miles. The perimeter is experienced as a wind of impenetrable density: this is actually a [force] effect equivalent to a [I]wall of force[/I]. The area within the sphere is subject to a [I]dimensional lock[/I] (as [I]quiescence of the spheres[/I]). Upon casting, Mulissu and up to five other targets designated by her are not subject to the spell and freely pass into and through the warded area, either physically or through [I]teleportation[/I] or similar effect. Mulissu also designates a single 20-ft. radius 'hole' within the [I]paling[/I] which is not subject to the dimensional bar. This area can be closed with a nonepic [I]dimensional lock[/I] or opened, as the needs of Mulissu dictate. When open, entities can be conjured into the 'hole' and [I]gates[/I] opened there. Mulissu's paling, in whole or in part, is not subject to [I]disintegrate[/I] or [I]mage's disjunction[/I]. Epic spells incorporating the [I]dispel[/I] or [I]destroy[/I] seeds treat Mulissu as a 77th-level caster for purposes of opposed checks. [I]Mulissu's paling[/I] must be renewed every 100 hours. Mulissu suffers a -15 penalty on her Spellcraft check to cast this spell, as it contains seeds from the Abjuration school. [B]Sublime Mind[/B] Transmutation [B]Spellcraft DC:[/B] 75 [B]Components:[/B] V, S [B]Casting Time:[/B] 1 minute [B]Target:[/B] You [B]Duration:[/B] 20 hours [B]To Develop:[/B] 675,000 gp; 14 days; 27,000 XP. Seed: [I]Fortify[/I] (DC23). Factors: grant additional +9 insight bonus to ability score (+54 DC). Mitigating factors: personal (-2). Mulissu gains a +10 insight bonus to Intelligence for 20 hours. [/QUOTE]
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Eadric et. al. (The Paladin and his Friends).
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