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Higher Level Psionics PbP (Demon with a Glass Hand)
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<blockquote data-quote="Shayuri" data-source="post: 3786205" data-attributes="member: 4936"><p>As it happens...I have a draft ready. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>I've included sources on spells and items, and provided a capsule description of what non-core spells and items do. If you need more details on anything let me know and I can do a full writeup. Most of it's from your sources...I did dip into the Compendiums a little though.</p><p></p><p>[sblock=Shard Rough Draft]Name: Shard</p><p>Race: Human</p><p>Class/Level: Sorceror 5/Wild Mage 9</p><p>Gender: Female</p><p>Exp</p><p></p><p>Desc: Pending</p><p></p><p>Strength (STR) 8 -1</p><p>Dexterity (DEX) 16 +3 (8)</p><p>Constitution (CON) 14 +2 (6)</p><p>Intelligence (INT) 10 +0 (2)</p><p>Wisdom (WIS) 14 +2 (6)</p><p>Charisma (CHA) 18 +4 (10)</p><p></p><p>Alignment: Chaotic Neutral</p><p>AC: 13 (10 + 3 Dex</p><p>Hit Points: 4+13d4+28</p><p>Movement: 30'</p><p></p><p>Init: +2</p><p>Base Attack Bonus: +6</p><p>Melee Attack: +5</p><p>Ranged Attack: +8</p><p>Fort: +6</p><p>Reflex: +9</p><p>Will: +9</p><p></p><p>Race Abilities</p><p>Bonus Feat</p><p>Bonus skills</p><p></p><p>Class Abilities:</p><p>Sorceror</p><p>- Metamagic Specialist (PHB2 variant)</p><p></p><p>Wild Mage</p><p>- Wild Magic (-3 base caster level, but +1d6 when each spell cast)</p><p>- Random Deflector 3/day (redirect some spells/attacks to random target within 20')</p><p>- Student of Chaos (When using magic device that offers random result, roll twice and select)</p><p>- Chaotic Mind (immune to Confusion & Insanity, constant Nondetection effect)</p><p>- Reckless Dweomer (Can expend slot of 1st level or higher to produce Rod of Wonder effect)</p><p></p><p>Skills: 24+27</p><p>Concentration +19 (17 ranks +2 Con)</p><p>Knowledge Arcana +10 (8 ranks +0 Int +2 Synergy)</p><p>Knowledge Planes +4 (4 ccranks ranks +0 Int)</p><p>Spellcraft +7 (5 ranks +0 Int +2 feat)</p><p>Use Magic Device +12 (4 ccranks +2 ranks +2 feat +4 Cha)</p><p></p><p>Languages - Common, Draconic</p><p></p><p>Feats</p><p>1 Celestial Heritage (+2 vs elec & petri, gain Prot from Evil)</p><p>1 Eschew Materials</p><p>3 Magical Aptitude</p><p>6 Celestial Lance (1d8/spell level used, 60' line, only to evil)</p><p>9 Empower Spell</p><p>12 Quicken Spell</p><p></p><p>Spells (Base DC 17+lvl, Caster level 13+1d6)</p><p>0 6/6 - Acid Splash, Mending, Message, Ghost Sound, Light, Disrupt Undead, Prestidigitation, Arcane Mark, Detect Poison</p><p>1 8/8 - Shield, Magic Missile, Dawnburst, Alarm, True Strike, Protection from Evil</p><p>2 8/8 - Invisibility, Arcane Turmoil, Rope Trick, See Invisible, Dimension Hop</p><p>3 8/8 - Energy Aegis, Arcane Sight, Disobedience, Phantom Steed</p><p>4 7/7 - Confusion, Ennervation, Voice of the Dragon, Orb of Force</p><p>5 7/7 - Telekinesis, Lucent Lance, Greater Blink</p><p>6 6/6 - Disintegrate, Greater Heroism</p><p>7 4/4 - Limited Wish</p><p></p><p>Noncore spells</p><p>Dawnburst (Complete Mage)</p><p>- Causes all creatures within 10' of caster to glow like torches for 1 rnd/lvl. Reduces invisibility to concealment. Makes Hide difficult. Causes 1d6+CL (max 5) to undead and light-sensitive creatures.</p><p></p><p>Arcane Turmoil (complete Mage)</p><p>- Works as per targeted Dispel Magic (can't do area version), but also causes a spellcaster to lose 1 prepared spell or slot of highest level if Will save failed.</p><p></p><p>Dimension Hop (PHB2)</p><p>- Teleport 5'/2 CL as standard action, either self or creature touched. Will negates.</p><p></p><p>Energy Aegis (PHB2)</p><p>- As immediate action, grant self or ally at Close range 1 rnd of resistance 20 to specified energy type.</p><p></p><p>Disobedience (Complete Scoundrel)</p><p>- Grants immunity to charms and compulsions, and can fool a caster into thinking the charm/compulsion succeeded if they fail a will save. 1hr/CL.</p><p></p><p>Voice of the Dragon (Spell Compendium)</p><p>- 10 min/CL gain +10 to Bluff, Diplomacy and Intimidate attempts...can discharge spell by issuing a Suggestion.</p><p></p><p>Orb of Force (Complete Arcane)</p><p>- Ranged touch, 10d6 damage cap, no save, no SR, force damage.</p><p></p><p>Lucent Lance (Spell Compendium)</p><p>- Ranged touch, Ray, 15d6 damage cap, no save, SR applies. 15d4 dmg if in shadowy illumination. Blinds target for 1 rnd, dazzles for 1rnd/CL. Acts as 1 rnd sun exposure to light-sensitive creatures. Light damage.</p><p></p><p>Money - 880gp</p><p></p><p>Weapons -</p><p></p><p></p><p>Armour -</p><p></p><p></p><p>Gear -</p><p></p><p></p><p>Magic -</p><p>Ring of Arcane Might, 20k (Complete Arcane) +1 CL</p><p>Ring of Enduring Arcana, 6k (Complete Mage) +4 to dispel DC of spells.</p><p>Orange Prism Ioun Stone, 30k (SRD) +1 CL</p><p>Bracers of Armor +4, 16k (SRD)</p><p>Headband of Charisma +6, 36k (SRD)</p><p>Steadying Robe, 1k (Complete Mage) Negates need for Concentration check due to casting spell while in vigorous, violent or extremely violent motion.</p><p>Cloak of Comfort +3, 11k (Complete Mage) As Cloak of Resistance, plus Endure Elements within 30'.</p><p>Runestaff of Evocation, 25k (Magic Item Compendium) Allows casting each of the following spells 2/day, by spending spell slots of appropriate level.</p><p>- Chain Lightning</p><p>- Fireball</p><p>- Ice Storm</p><p>- Magic Missile</p><p>- Shatter</p><p>- Wall of Force</p><p></p><p>Survival Pouch, 3.3k (Magic Item Compendium) Can be accessed up to 5/day, each time producing one of the following effects: (anything taken out vanishes 8 hrs later, unless it's been eaten/drunk)</p><p>- 1 day rations for 1 Medium creature.</p><p>- 2 gallons water in skin</p><p>- Campfire (lit...lasts 8 hours or can make up to 8 torches that burn 1 hr each)</p><p>- Tent & 2 bedrolls</p><p>- 50' rope</p><p>- Composite shortbow (+1 Str) and 20 arrows. </p><p>- Shovel</p><p>- Pack Mule with riding gear and saddlebags. Treated as summoned, but will not fight.</p><p></p><p>Eternal Wand of Cure Light Wounds, 820gp (Magic Item Compendium) Cast 1st level spell 2/day.</p><p></p><p>Background: </p><p>Pending[/sblock]</p></blockquote><p></p>
[QUOTE="Shayuri, post: 3786205, member: 4936"] As it happens...I have a draft ready. :) I've included sources on spells and items, and provided a capsule description of what non-core spells and items do. If you need more details on anything let me know and I can do a full writeup. Most of it's from your sources...I did dip into the Compendiums a little though. [sblock=Shard Rough Draft]Name: Shard Race: Human Class/Level: Sorceror 5/Wild Mage 9 Gender: Female Exp Desc: Pending Strength (STR) 8 -1 Dexterity (DEX) 16 +3 (8) Constitution (CON) 14 +2 (6) Intelligence (INT) 10 +0 (2) Wisdom (WIS) 14 +2 (6) Charisma (CHA) 18 +4 (10) Alignment: Chaotic Neutral AC: 13 (10 + 3 Dex Hit Points: 4+13d4+28 Movement: 30' Init: +2 Base Attack Bonus: +6 Melee Attack: +5 Ranged Attack: +8 Fort: +6 Reflex: +9 Will: +9 Race Abilities Bonus Feat Bonus skills Class Abilities: Sorceror - Metamagic Specialist (PHB2 variant) Wild Mage - Wild Magic (-3 base caster level, but +1d6 when each spell cast) - Random Deflector 3/day (redirect some spells/attacks to random target within 20') - Student of Chaos (When using magic device that offers random result, roll twice and select) - Chaotic Mind (immune to Confusion & Insanity, constant Nondetection effect) - Reckless Dweomer (Can expend slot of 1st level or higher to produce Rod of Wonder effect) Skills: 24+27 Concentration +19 (17 ranks +2 Con) Knowledge Arcana +10 (8 ranks +0 Int +2 Synergy) Knowledge Planes +4 (4 ccranks ranks +0 Int) Spellcraft +7 (5 ranks +0 Int +2 feat) Use Magic Device +12 (4 ccranks +2 ranks +2 feat +4 Cha) Languages - Common, Draconic Feats 1 Celestial Heritage (+2 vs elec & petri, gain Prot from Evil) 1 Eschew Materials 3 Magical Aptitude 6 Celestial Lance (1d8/spell level used, 60' line, only to evil) 9 Empower Spell 12 Quicken Spell Spells (Base DC 17+lvl, Caster level 13+1d6) 0 6/6 - Acid Splash, Mending, Message, Ghost Sound, Light, Disrupt Undead, Prestidigitation, Arcane Mark, Detect Poison 1 8/8 - Shield, Magic Missile, Dawnburst, Alarm, True Strike, Protection from Evil 2 8/8 - Invisibility, Arcane Turmoil, Rope Trick, See Invisible, Dimension Hop 3 8/8 - Energy Aegis, Arcane Sight, Disobedience, Phantom Steed 4 7/7 - Confusion, Ennervation, Voice of the Dragon, Orb of Force 5 7/7 - Telekinesis, Lucent Lance, Greater Blink 6 6/6 - Disintegrate, Greater Heroism 7 4/4 - Limited Wish Noncore spells Dawnburst (Complete Mage) - Causes all creatures within 10' of caster to glow like torches for 1 rnd/lvl. Reduces invisibility to concealment. Makes Hide difficult. Causes 1d6+CL (max 5) to undead and light-sensitive creatures. Arcane Turmoil (complete Mage) - Works as per targeted Dispel Magic (can't do area version), but also causes a spellcaster to lose 1 prepared spell or slot of highest level if Will save failed. Dimension Hop (PHB2) - Teleport 5'/2 CL as standard action, either self or creature touched. Will negates. Energy Aegis (PHB2) - As immediate action, grant self or ally at Close range 1 rnd of resistance 20 to specified energy type. Disobedience (Complete Scoundrel) - Grants immunity to charms and compulsions, and can fool a caster into thinking the charm/compulsion succeeded if they fail a will save. 1hr/CL. Voice of the Dragon (Spell Compendium) - 10 min/CL gain +10 to Bluff, Diplomacy and Intimidate attempts...can discharge spell by issuing a Suggestion. Orb of Force (Complete Arcane) - Ranged touch, 10d6 damage cap, no save, no SR, force damage. Lucent Lance (Spell Compendium) - Ranged touch, Ray, 15d6 damage cap, no save, SR applies. 15d4 dmg if in shadowy illumination. Blinds target for 1 rnd, dazzles for 1rnd/CL. Acts as 1 rnd sun exposure to light-sensitive creatures. Light damage. Money - 880gp Weapons - Armour - Gear - Magic - Ring of Arcane Might, 20k (Complete Arcane) +1 CL Ring of Enduring Arcana, 6k (Complete Mage) +4 to dispel DC of spells. Orange Prism Ioun Stone, 30k (SRD) +1 CL Bracers of Armor +4, 16k (SRD) Headband of Charisma +6, 36k (SRD) Steadying Robe, 1k (Complete Mage) Negates need for Concentration check due to casting spell while in vigorous, violent or extremely violent motion. Cloak of Comfort +3, 11k (Complete Mage) As Cloak of Resistance, plus Endure Elements within 30'. Runestaff of Evocation, 25k (Magic Item Compendium) Allows casting each of the following spells 2/day, by spending spell slots of appropriate level. - Chain Lightning - Fireball - Ice Storm - Magic Missile - Shatter - Wall of Force Survival Pouch, 3.3k (Magic Item Compendium) Can be accessed up to 5/day, each time producing one of the following effects: (anything taken out vanishes 8 hrs later, unless it's been eaten/drunk) - 1 day rations for 1 Medium creature. - 2 gallons water in skin - Campfire (lit...lasts 8 hours or can make up to 8 torches that burn 1 hr each) - Tent & 2 bedrolls - 50' rope - Composite shortbow (+1 Str) and 20 arrows. - Shovel - Pack Mule with riding gear and saddlebags. Treated as summoned, but will not fight. Eternal Wand of Cure Light Wounds, 820gp (Magic Item Compendium) Cast 1st level spell 2/day. Background: Pending[/sblock] [/QUOTE]
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