World of Kulan DM
Or maybe it could be Vangath, known as one of the legendary Nightshards of Nyx. Hmm, I like that idea.
While I don't mind Vargrim, I'd like to keep a 'shadowy' reference to the creature's name of legend. Hmm, Grimshade or Direshade? (Or maybe something with gloom or umbra?)
Hmm, Vargrim, the Child of Nyx?
While I don't mind Vargrim, I'd like to keep a 'shadowy' reference to the creature's name of legend. Hmm, Grimshade or Direshade? (Or maybe something with gloom or umbra?)
You should b able to edit the post and then click on the link and unlink it.
Name: Vinccenzo d'Lucio Wizard [level 5]-Rogue [level 1]-swiftblade  xp 15 000 [+10% to xp gained from level 6 on from item familiar] Goal: 21 000 xp associated with the wizard guild of transmutation specialist: Transmutation; counter schools: Necromancy and conjuration just attained Wizard 5, so all level 3 spells will be Haste str 14 +2 dex 17 +3 con 14 +2 int 17 +3 wis 18 +4 cha 14 +2 level 4 stat increase: Int lang: 2 local + draconic bab +2; str +2; wpn +1 AC base dex magic misc total chain shirt, +4 +3 +1 18 mithral [max dex +6; acp -0; spell fail 10%; 10 lbs]
Saves: Base attrb misc Total Fort +1 +2 x +3 ref +3 +3 x +6 will +4 +4 x +8 Notes
Weapon Attack Damage Critical Knotes rapier, +1 +6 1d6 +3 18-20/*2 [P] BAB +3;Str +2; Magic +1 Dagger +5 1d4 +2 19-20/*2 [S,P] BAB +3;Str +2 Lt X bow +6 1d8 19-20/*2 [P] BAB +3;Dex +3;
heirloom item: rapier, +1 free[2320 gpv] spell book, 100 pages free + starting gold 13 000 gp spell book costs 10,350 gp 2*dagger 4 gp light crossbow 35 gp *10 bolts 1 gp chain shirt 100 gp *mithral +1,000 gp *+1 ench +1,000 gp total 12,490 gp
Skill Mod Ranks Misc Total *Appraise (int) 3 1 x +4 [+6] [+2 with rings] *Balance (dex) 3 5 2 +10 Tumble *Bluff (cha) 2 1 x +3 *Climb (str) 2 5 2 +9 Use rope *Concentration (con) 2 8 7 +15 Feat; Feat; item familiar invesment: 6 ranks; bonus:+2 *Craft (int) 3 1 x +4 jewelry [rings] *Decipher (int) 3 1 x +6 *Diplomacy (cha) 2 1 2 +5 Sense Motive *Disable Device (int) 3 1 x +4 *Disguise (cha) 2 1 x +3 *Escape Artist (dex) 3 1 2 +6 Use rope, involving ropes *Forgery (int) 3 1 x +4 *Gather Info (cha) 2 1 x +3 Handle Animal (wis) 4 0 x 0 Heal (wis) 4 0 x x *Hide (dex) 3 4 x +7 *Intimidate (cha) 2 0 x x *Jump (Str) 2 5 7 +14 ring, tumble *Arcana (int) 3 6 x +9 *Architecture 3 1 x +4 *Dungeoneering 3 0 x x *Geography 3 0 x x *History(int) 3 0 x + *Local (int) 3 1 x +4 *Nature (int) 3 0 x x *Nobility 3 0 x x *Planes(int) 3 1 x +4 *Religion (int) 3 0 x +4 *Listen (wis) 4 5 x +9 *Move Silently (dex) 3 5 x +8 *Open Lock (dex) 3 5 x +8 *Perform (cha) 2 1 x +3 Acrobat *Profession (wis) 4 0 x xr Ride (dex) 3 0 x x *Search (int) 3 5 x +8 *Sense Motive (wis) 4 5 x +9 *Sleight of Hand (dex) 3 1 x +4 Speak Language (int) 3 1 x x *Spellcraft (int) 3 6 2 +11 Knowledge: Arcana [+2: trans to learn] *Spot (wis) 4 5 x +9 Survival (wis) 4 0 x x *Swim (str) 2 1 x +3 *Tumble (dex) 3 5 5 +13 Feat, jump *UMD (cha) 2 1 (2) +3 (+5) Spellcraft (scrolls only) *Use rope (dex) 3 5 x +8
Level Can 1st 2nd 3rd 4th Base 4 3 2 1 int 0 1 1 1 spec 1 1 1 1 total 5 5 4 3 Save dc: 13 14 15 16 17 all 3rd level spells cast at level 5 MUST be Haste
Cantrips: Dancing Lights: Creates torches or other lights. Detect Poison: Detects poison in one creature or small object. Detect Magic: Detects spells and magic items within 60 ft. Light: Object shines like a torch. Prestidigitation: Performs minor tricks. Ray of Frost: Ray deals 1d3 cold damage. Read Magic: Read scrolls and spellbooks. Resistance: Subject gains +1 on saving throws. Silent Portal: Negates sound from door or window. Sonic Snap: Subject takes 1 point of sonic damage and is deafened 1 round. Trans Amanuensis: Copy non-magical text. Mage Hand: 5-pound telekinesis. Mending: Makes minor repairs on an object. Message: Whispered conversation at distance. Open/Close: Opens or closes small or light things. --- Stick: Glues an object weighing 5 pounds or less to another object Level 1 Ectoplasmic Armor --- Color Spray Critical Strike Identify Magic Missile Nightshield Shocking Grasp Ice dagger --- Trans Accelerated Movement: Balance, Climb, or Move Silently at normal speed with no penalty on skill check. Cutting Hand: Ebon Eyes: Subject can see through magical darkness. Expeditious Retreat, Swift: Your speed increases by 30 ft. for 1 round. Jump: Subject gets bonus on Jump checks Low-Light Vision: See twice as far as a human in poor illumination. Mage Hand, Greater: As mage hand, but medium range and up to 40 lb. Shieldbearer: Shield floats near subject to offer protection. level 2 Balancing Lorecall --- Blur Burning Sword Chain of Eyes Combust --- Discern Shapechanger Electric Loop Ethereal Chamber Flaming Sphere Mirror Image Resist Energy See Invisibility Sting Ray Trans Alter Self: Assume form of a similar creature Bear's endurance: Subject gains +4 to Con for 1 min./level Bull's strength: Subject gains +4 to Str for 1 min./level Cat's grace: Subject gains +4 to Dex for 1 min./level Fox's Cunning: Subject gains +4 to Int for 1 min./level Owl's wisdom: Subject gains +4 to Wis for 1 min./level Knock: Opens locked or magically sealed door Levitate: Subject moves up and down at your direction. Wraithstrike: melee touch att for 1 round. level 3 Haste [t]: One creature/level moves faster, +1 on attack rolls, AC, and Reflex saves Dispel Magic Tongues Hold Person Wind Wall Dolorous Blow: Weapon’s threat range is doubled and threats are automatically confirmed. level 4
spell book costs: [Scroll Cost]+[Writing Cost] level 1: [50*9]+[100*9] =450+900=1350 level 2: [150*18]+[200*18] =2700+3600=6300 level 3: [375*4]+[300*4] =1500+1200=2700 10,350 gp spent
1ST-LEVEL WIZARD SPELLS Abjur Alarm: Wards an area for 2 hours/level. Dispel Ward: As dispel magic, but affects only wards. Ectoplasmic Armor: Gain armor bonus against incorporeal touch attacks. Endure Elements: Exist comfortably in hot or cold environments. Hold Portal: Holds door shut. Ironguts: Subject gains +5 bonus on saving throws against poison. Protection from Chaos/Evil/Good/Law: +2 to AC and saves, counter mind control, hedge out -elementals and outsiders. Resist Planar Alignment: Subject can resist penalties for being of an opposed alignment on an -aligned Outer Plane. Shield: Invisible disc gives +4 to AC, blocks magic missiles. Div Appraising Touch: Gain +10 bonus on Appraise checks. Arrow Mind: You threaten nearby squares with your bow and fire without provoking attacks -of opportunity. Comprehend Languages: You understand all spoken and written languages. Detect Secret Doors: Reveals hidden doors within 60 ft. Detect Undead: Reveals undead within 60 ft. Guided Shot: You ignore distance, cover, concealment penalties with your ranged attacks -for 1 round. Insightful Feint: Gain +10 on your next Bluff check to feint in combat. Instant Locksmith: Make Disable Device or Open Lock check at +2 as free action. Instant Search: Make Search check at +2 as free action. Master’s Touch: You gain proficiency in a weapon or shield touched for 1 minute/level. Spontaneous Search: Instantly Search area as if having taken 10. Targeting Ray: You and allies are +1 to hit/3 levels against subject. True Strike: +20 on your next attack roll. Ench Charm Person: Makes one person your friend. Distract Assailant: One creature is flat-footed for 1 round. Hypnotism: Fascinates 2d4 HD of creatures. Incite: Subjects can’t ready actions or delay. Inhibit: Subject delays until next round. Shock and Awe: Flat-footed creatures get –10 on initiative. Sleep: Puts 4 HD of creatures into magical slumber. Evoc Blood Wind: Subject uses natural weapons at range. Burning Hands: 1d4/level fire damage (max 5d4). Guiding Light: +2 on ranged attacks against creatures in illuminated area. Light of Lunia: You radiate silvery light, which you can expend as 2 bolts that deal 1d6 damage. Luminous Gaze: Your eyes emit light, dazzle creatures. Persistent Blade: Blade of force attacks subject, automatically flanks. Ray of Flame: Ray deals 1d6/2 levels fire damage, ignites subject. Sonic Blast: Subject takes 1d4/2 levels sonic damage plus deafness. Tenser’s Floating Disk: Creates 3-ft.-diameter horizontal disk that holds 100 lb./level. Thunderhead: Small lightning bolts deal 1 damage/round. Illus Disguise Self: Changes your appearance. Net of Shadows: Ordinary shadows that provide concealment to all in the area. Nystul’s Magic Aura: Alters object’s magic aura. Serene Visage: Gain insight bonus on Bluff checks equal to half your level. Silent Image: Creates minor illusion of your design. Ventriloquism: Throws voice for 1 min./level Trans Animate Rope: Makes a rope move at your command. Babau Slime: Secrete a body-covering acid that damages attacking foes. Breath Flare: Your breath weapon dazzles subjects. Cheat: Caster rerolls when determining the success of a game of chance. Cutting Hand: Your hand gains a +2 enhancement bonus and deals 1d6 damage. Enlarge Person: Humanoid creature doubles in size. Expeditious Retreat: Your speed increases by 30 ft. Feather Fall: Objects or creatures fall slowly. Fist of Stone: Gain +6 Str and natural slam attack. Horrible Taste: Touched creature or object nauseates biting or swallowing foes. Magic Weapon: Weapon gains +1 bonus. Nerveskitter: Subject gains +5 bonus on initiative checks. Portal Beacon: You grant others knowledge of a magic portal’s location. Raging Flame: Fires burn twice as hot, half as long. Ray of Clumsiness: Victim takes 1d6 Dexterity penalty +1/2 levels. Reduce Person: Humanoid creature halves in size. Remove Scent: Hides touched creature’s scent. Repair Light Damage: Repairs 1d8 damage +1/level (max +5) to any construct. Scatterspray: Group of small objects flies apart in a burst. Slide: Move subject 5 feet. Slow Burn: Fires burn twice as long. Spell Flower: Hold the charge on one touch spell per forelimb. Weapon Shift: Touched weapon changes form. Wings of the Sea: +30 ft. to subject’s swim speed. 2ND-LEVEL WIZARD SPELLS Abjur Aiming at the Target: +10 bonus on Concentration checks for previously cast spell. Alarm, Greater F: As alarm, and it works on coexistent planes. Arcane Lock M: Magically locks a portal or chest. Dissonant Chant: Concentration checks more difficult within area of spell. Distracting Ray: Ray forces spellcaster to make Concentration check. Earth Lock M: Constricts tunnel, preventing access. Ectoplasmic Feedback: Incorporeal attackers take 1d6 damage + 1/level. Obscure Object: Masks object against scrying. Portal Alarm: You are alerted when a creature passes through a warded portal. Protection from Arrows: Subject immune to most ranged attacks. Scintillating Scales: Your natural armor bonus turns into a deflection bonus. Div Detect Thoughts: Allows “listening” to surface thoughts. Marked Object: You gain bonus to track a specific being. Locate Object: Senses direction toward object (specific or type). Ench Daze Monster: Living creature of 6 HD or less loses next action. Entice Gift: Subject gives caster what it’s holding. Mechanus Mind: Reformat subject’s mind to be coldly calculating. Mindless Rage: Subject compelled to attack you physically for 1 round/level. Ray of Stupidity: Victim takes 1d4+1 Intelligence damage. Rebuke: Subject is dazed 1 round, then shaken. Tasha’s Hideous Laughter: Subject loses actions for 1 round/level. Touch of Idiocy: Subject takes 1d6 points of Int, Wis, and Cha damage. Evoc Fireburst: Creatures within 10 feet take 1d8/level fire damage. Flame Dagger: Beam of fire deals 1d4 damage +1/level. Force Ladder F: Creates an immobile ladder of force. Frost Breath: Icy breath deals 1d4 damage/2 levels. Light of Mercuria: You radiate golden light, which you can expend as 2 bolts that deal 1d6 -damage, 2d6 against undead and evil outsiders. Rainbow Beam F: Ray dazzles and deals 1d12 damage/3 levels of random type. Ray of Ice: Ray deals 1d6 cold damage/2 levels. Scorch: Jet of flame deals 1d8/2 levels (max 5d8). Slapping Hand: Hand makes creature provoke attacks of opportunity. Snowball Swarm: Snowballs deal 2d6 points of cold damage in 10-ft. burst. Veil of Shadow: Darkness grants you concealment. Continual Flame M: Makes a permanent, heatless torch. Darkness: 20-ft. radius of supernatural shadow. Flaming Sphere: Creates rolling ball of fire, 2d6 damage, lasts 1 round/level. Gust of Wind: Blows away or knocks down smaller creatures. Scorching Ray: Ranged touch attack deals 4d6 fire damage, +1 ray/four levels (max 3). Shatter: Sonic vibration damages objects or crystalline creatures Illus Bladeweave: Your melee attack dazes your opponent. Cloak Pool: Hide a color pool on the Astral Plane from view. Dark Way: Creates temporary unbreakable bridge supporting up to 200 lb./level. Delusions of Grandeur: Subject thinks it is better than it is. Discolor Pool: Change the color of a color pool on the Astral Plane. Disguise Undead: Change appearance of one corporeal undead. Hypnotic Pattern: Fascinates (2d4 + level) HD of creatures. Invisibility: Subject is invisible for 1 min./level or until it attacks. Leomund’s Trap M: Makes item seem trapped. Magic Mouth M: Speaks once when triggered. Minor Image: As silent image, plus some sound. Misdirection: Misleads divinations for one creature or object. Phantasmal Assailants: Nightmare creatures strike subject for 8 Wis damage, 8 Dex damage. Phantom Foe M: Subject is always flanked by one creature. Reflective Disguise: Viewers see you as their own species and gender. Shadow Mask: Grants +4 on saves against light spells, protection from gaze attacks. Shadow Radiance: Area filled with intense light that grows brighter. Shadow Spray: Deals 4 points of Str damage and dazes. Wall of Gloom: Shadow barrier obscures vision. Trans Augment Familiar: Your familiar becomes more powerful. Balor Nimbus: Your flaming body damages foes in grapple. Belker Claws: Touch attack deals 2d12 damage and lingers +1 round/3 levels. Body of the Sun: Your body emanates fire, dealing 1d4 fire damage/2 levels. Bristle: Armor spikes attack with wearer. Darkvision: See 60 ft. in total darkness. Eagle’s Splendor: Subject gains +4 to Cha for 1 min./level. Earthbind: Subject creature can’t fly. Earthen Grasp: Arm made of earth and soil grapples foes. Extend Tentacles: +5 ft. to reach of tentacle attack. Fearsome Grapple: You grow tentacles that help you grapple. Fins to Feet: Transforms tails and fins into legs and feet. Fly, Swift: Gain fly speed of 60 ft. for 1 round. Fuse Arms: Multiple arms/tentacles become one pair of stronger limbs. Ghost Touch Armor: Armor works normally against incorporeal attacks. Heroics: Fighter gains one fighter bonus feat. Hurl: Thrown weapon returns to thrower. Infernal Wound: Weapon deals persistent, bleeding wounds. Ironthunder Horn: Intense vibrations trip those in area. Lively Step: You and allies gain +10 increase to speed. Mountain Stance: Subject becomes hard to move. Quick Potion: Creates a potion that must be used within 1 hour/level. Pyrotechnics: Turns fire into blinding light or choking smoke. Razorfangs: Your bite or claw attack threatens a critical hit on a 19 or 20. Repair Moderate Damage: Repairs 2d8 damage +1/level (max +10) to any construct. Rope Trick: As many as eight creatures hide in extradimensional space. Scale Weakening: Subject’s natural armor weakens. Slide, Greater: Move subject 20 feet. Snake’s Swiftness: Subject immediately makes one attack. Sonic Weapon: Weapon touched deals +1d6 sonic damage with each hit. Speak to Allies: Subjects can converse at distance without moving lips. Spider Climb: Grants ability to walk on walls and ceilings. Stone Bones: Corporeal undead gains +3 natural armor bonus. Surefooted Stride: You can move over rubble as easily as you can over open ground. Swim: Subject gains swim speed, +8 bonus on Swim checks. Whirling Blade: Hurled slashing weapon magically attacks all foes in 60-ft. line. Whispering Wind: Sends a short message 1 mile/level. Wings of Air: Subject’s flight maneuverability improves by one step. 3RD-LEVEL WIZARD SPELL Abjur Anticipate Teleportation F: Predict and delay the arrival of creatures teleporting into range by 1 round. Antidragon Aura M: Allies gain bonus to AC and saves against dragons. Avoid Planar Effects: Provides temporary protection against overtly damaging planar traits. Earthen Grace: Subject takes only nonlethal damage from stone and earth. Eradicate Earth: Deals 1d8 points of damage/level to earth creatures (max 10d8). Explosive Runes: Deals 6d6 damage when read. Magic Circle against Chaos/Evil/Good/Law: As protection spells, but 10-ft. radius and 10 min./level. Non-detection M: Hides subject from divination, scrying. Protection from Energy: Absorb 12 points/level of damage from one kind of energy. Reverse Arrows: As protection from arrows, but negated arrows turn back upon their source. Sign of Sealing M: Magical sigil protects door or chest, deals 1d4/level damage (max 10d4) if opened. Div Analyze Portal: Find a nearby portal and discover its properties. Arcane Sight: Magical auras become visible to you. Circle Dance: Indicates direction to known individual. Clairaudience/Clairvoyance: Hear or see at a distance for 1 min./level. Telepathic Bond, Lesser: Link with subject within 30 ft. for 10 minutes/level. Unluck: Subject remakes all rolls, uses worse result for 1 round/level. Ench Deep Slumber: Puts 10 HD of creatures to sleep. Heroism: Gives +2 bonus on attack rolls, saves, skill checks. Mesmerizing Glare: Your gaze fascinates creatures. Miser’s Envy: Subject jealously covets nearby object. Rage: Subjects gains +2 to Str and Con, +1 on Will saves, –2 to AC. Ray of Dizziness: Subject can take only move or standard actions. Suggestion: Compels subject to follow stated course of action. Suppress Breath Weapon: Subject can’t use its breath weapon. Evoc Blacklight: Create an area of total darkness. Blade of Pain and Fear: Creates blade of gnashing teeth. Capricious Zephyr: Gale-force winds push creatures. Chain Missile: Multiple missiles deal 1d4+1 damage each, then strike secondary targets. Daylight: 60-ft. radius of bright light. Fireball: 1d6 damage per level, 20-ft. radius. Flashburst: Flash of light dazzles and blinds creatures in area. Glowing Orb F: Creates permanent magical light; you control brightness. Great Thunderclap: Loud noise causes stunning, deafness, and knocks prone in a large area. Leomund’s Tiny Hut: Creates shelter for ten creatures. Lightning Bolt: Electricity deals 1d6/level damage. Hailstones: Frigid globes deal 5d6 cold damage. Light of Venya: You radiate pearly light, which you can expend as 2 bolts that deal 2d6 damage, 4d6 against undead and evil outsiders. Manyjaws: One set of jaws/level attacks enemies for 1d6 damage. Rainbow Blast F: Line deals 1d6 damage of each energy type. Resonating Bolt: Sonic energy deals 1d4 damage/level (max 10d4). Scintillating Sphere: 20-ft.-radius burst deals 1d6 electricity/level. Shatterfloor: Deals 1d4 sonic/level plus damages floor surface. Sonorous Hum: Removes need to concentrate to maintain next spell cast. Sound Lance: Sonic energy deals 1d8/level damage. Wall of Light: Creates wall of light, can dazzle creatures. Illus Claws of Darkness: Claws deal 1d8 cold damage and have reach. Cone of Dimness: Subjects believe they are engulfed in magical darkness. Displacement: Attacks miss subject 50%. Illusory Script M: Only intended reader can decipher. Invisibility Sphere: Makes everyone within 10 ft. invisible. Major Image: As silent image, plus sound, smell and thermal effects. Shadow Binding: Ribbon like shadows entangle creatures in 10-ft.-radius burst. Shadow Cache: You open a small portal to the Plane of Shadow through which you can put an item for later retrieval. Spectral Weapon: Use quasi-real weapon to make touch attacks. Suspended Silence M: Object becomes programmed to create an area of silence at your command. Trans Air Breathing: Subjects can breathe air freely. Amorphous Form: Subject becomes puddlelike and can slip through cracks quickly. Bite of the Wererat: You gain the Dexterity and attacks of a wererat. Blink: You randomly vanish and reappear for 1 round/level. Deeper Darkvision: Subject can see 90 ft. in magical darkness. Demon Dirge: Demons are stunned and take 3d6 damage/round for 1d4 rounds. Devil Blight: Damage and stun baatezu; damage other lawful and evil creatures. Diamondsteel M: Metal armor provides damage reduction. Dragonskin: You gain a bonus to natural armor plus energy resistance 10. False Gravity: Travel on a solid surface as if that surface had its own gravity. Flame Arrow: Arrows deal +1d6 fire damage. Fly: Subject flies at speed of 60 ft. Gaseous Form: Subject becomes insubstantial and can fly slowly. Giant’s Wrath: Pebbles you throw become boulders. Girallon’s Blessing: Subject gains one additional pair of arms. Hamatula Barbs: Subjects grow barbs, which damage foes that attack subject in melee. Keen Edge: Doubles normal weapon’s threat range. Magic Weapon, Greater: +1/four levels (max +5). Primal Form: You change into elemental, gain some abilities. Repair Serious Damage: Repairs 3d8 damage +1/ level (max +15) to any construct. Rust Ray: Metal objects take 2d6 damage +1/2 levels. Secret Page: Changes one page to hide its real content. Shadow Phase: Subject becomes partially incorporeal. Shrink Item: Object shrinks to one-sixteenth size. Slow: One subject/level takes only one action/round, –2 to AC, –2 on attack rolls. Snake’s Swiftness, Mass: Allies each immediately make one attack. Spell Vulnerability: Reduce creature’s spell resistance by 1/caster level (max reduction 15). Spiderskin: Subject gains increasing bonus to natural armor, saves against poison, and Hide checks. Steeldance: Blades hover around you and attack foes. Stony Grasp: Arm made of soil and rock grapples foes. Tremor-sense: Grants tremor-sense to a range of 30 feet. Water Breathing: Subjects can breathe underwater. Weapon of Energy: Weapon deals extra energy damage. Weapon of Impact: As keen edge, but aids bludgeoning weapons. 4TH-LEVEL WIZARD SPELLS Abjur Dispelling Screen: Targeted dispel magic on any creatures and unattended items, +10 max on caster level check. Forceward: Creates a sphere of force that protects against force effects and keeps out incorporeal creatures. Portal Alarm, Improved: Warded portal alerts you or a creature designated by you to creatures passing through it. Ray Deflection: Ray attacks are reflected away. Ray of Deanimation: Ray deals 1d6 damage/level to constructs. Resistance, Greater: Subject gains +3 on saving throws. Resist Energy, Mass: Creatures ignore damage from specified energy type. Wall of Chaos/Evil/Good/LawM: Wall blocks creatures of opposite alignment. Div Assay Spell Resistance: +10 bonus on caster level checks to defeat one creature’s spell resistance. Know Vulnerabilities: Determine subject’s vulnerabilities and resistances. Treasure Scent: You detect valuable metals and gems. Ench Battle Hymn: Allies can reroll one Will save/ round. Rebuke, Greater: Subject cowers for 1d4 rounds. Evoc Blistering Radiance: Light dazzles creatures, deals 2d6 fire damage in 50-ft.-radius spread. Defenestrating SphereF: Cloudy gray sphere knocks enemies prone, hurls them upward for subsequent falling damage. Dragon Breath: You choose a dragon type and mimic its breath weapon. Energy Spheres: Five colored spheres attack with or negate acid, cold, electricity, fire, and sonic energy. Explosive Cascade: Bouncing flame ball deals 1d6/level fire damage. Floating Disk, Greater: As floating disk, but you can ride it. Force Chest: 2-ft-cube chest made of force. Force Claw: Claw of force guards an area, making opportunity attacks. Force Missiles: Unerring missiles of force strike for 2d6 damage and explode in a burst. Forcewave: Bull rushes all creatures within 10 ft. Stone Sphere: 3-ft.-diameter stone sphere rolls over your enemies. Sword of Deception: Blade of energy attacks independently, deals 1d4 damage, penalizes subsequent save. Thunderlance: Lance of force deals 3d6 damage and might dispel force effects. Vortex of Teeth: 3d8 points of damage due to force per round to all creatures in the area. Wingbind: A net of force entangles the subject, causing it to fall from the sky. Illus Sensory Deprivation: All of subject’s senses are blocked. Shadow Well: Subject enters gloomy pocket plane and emerges frightened. Trans Attune Form: Grant creature temporary protection against overtly damaging planar traits. Backlash: Subject takes damage if it uses spells against another creature. Bite of the Werewolf: You gain the Strength and attacks of a werewolf. Blinding Breath: Your breath weapon blinds subjects. Corporeal Instability: Transform a creature into an amorphous mass. Darkvision, Mass: As darkvision, but affects one/ level subjects. Displacer Form: You change into displacer beast, gain some abilities. Entangling Staff: Quarterstaff can grapple and constrict foes. Fire Stride: Teleport from one fire to another. Flame Whips: Your forelimbs deal 6d6 fire damage. Flight of the Dragon: You grow dragon wings. Iron Bones: Corporeal undead gains +6 natural armor bonus. Metal Melt: Melts metal object without heat. Perinarch: Gain greater control over Limbo’s morphic essence. Raise from the Deep: Creature or sunken ship made buoyant. Repair Critical Damage: Repairs 4d8 damage +1/ level (max +20) to any construct. Ruin Delver’s Fortune: Cast on another creature’s turn and choose one of several benefits. Scramble Portal: You randomize the destination of a magic portal. Sharptooth: One of your natural weapons deals damage as if you were one size larger. Spell Enhancer: Lets you cast another spell in the same round at +2 caster level. Voice of the Dragon: +10 on Bluff, Diplomacy, and Intimidate checks; can use one suggestion. Wings of Air, Greater: Subject’s flight maneuverability improves by two steps.
Okay, thanks for letting me know.Hey Knightfall, I had to delete all my alerts on this site since they were causing technical problems, so if you need Relgar anytime soon, you'll probably have to send me a PM on the Piazza to prompt me to come back here, if I forget to do it on my own inish.