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[Kulan] The Lands of Harqual (Updated: Feb 3/2022)
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<blockquote data-quote="Knightfall" data-source="post: 4486322" data-attributes="member: 2012"><p style="text-align: center"><span style="color: darkorange"><strong>HEWARD TALLINSON</strong></span></p> <p style="text-align: center"><span style="color: darkorange"><strong>The Sorcerer</strong></span></p><p></p><p><span style="color: darkorange"><strong>Heward Tallinson (CR 25)</strong></span></p><p>The man known as The Sorcerer is one of the most powerful arcanists in the Lands of Harqual. He is the Regent of External Concerns for the College of Wizardry and an ex-adventurer who has traveled the world and beyond. He's been a sailor on both airships and spelljammers. He's been a soldier and fought in the Second Ogre War.</p><p></p><p>Heward survived the Purge in the Kingdom of Thallin by the King Varath and Nether's Deathtide. He helped Japheth Arcane, the Chancellor of the Arcane Order, and the other Regents of the College of Wizardry magically move Mathghamhna from Thallin to the isolated island it nows stands on near the center of Lake Qualitian.</p><p></p><p>Heward was pivotal in helping strengthen the magical wards protecting the Kingdom of the Silver Leaves in the Year of the Return (749 N.C.) after the Knotwood was corrupted. He has always been a friend to the elves of the Great Forest and continues to work with adventuring groups to battle the blood elves and demons now infesting the Knotwood.</p><p></p><p>Heward's age has always been a matter of conjecture and rumor. Some believe that he is hundreds of years older than he appears. Others believe that he actually immortal and a great deal more powerful than he lets on. There may be some truth behind this rumor as many historical documents make reference to a powerful arcanist named Heward who lived and fought in the West during and before the time of the First Ogre War.</p><p></p><p>Other, more outrageous, claims say that he is the son of the Interloper God of the same name or that he an immortal avatar of The Bard. Heward just laughs when questioned about the matter.</p><p></p><p><strong>hp</strong> 114 (25d4+50)</p><p>_________________________________________________</p><p>Male human sorcerer 5 / wizard 5 / ultimate magus 10 [sup]1[/sup] / archmage 5 [sup]2[/sup]</p><p>LN Medium humanoid (human)</p><p><strong>Init</strong> +3; <strong>Senses</strong> Listen +5, Smell +3, Spot +5, Taste +3</p><p><strong>Languages</strong> Common, Denila, Draconic, Dwarven, Elven, Giant, Nagpa, Suar</p><p>_________________________________________________</p><p><strong>AC</strong> 27 (+3 Dex, +4 natural, +5 armor, +4 deflection, +1 insight), touch 18, flat-footed 24</p><p><strong>Resist</strong> Cold 10 [minor ring of cold resistance], Fire 10; <strong>SR</strong> 18 [robe of the archmagi]</p><p><strong>Fort</strong> +11, <strong>Ref</strong> +13, <strong>Will</strong> +21</p><p><strong>Epic Save Bonus</strong> +2 [included above]</p><p>_________________________________________________</p><p><strong>Speed</strong> 30 feet (6 squares)</p><p><strong>Melee</strong> +3 adamantine dagger +15 (1d4+3/19-20/x2) or</p><p><strong>Melee</strong> Touch +12 (by spell) or </p><p><strong>Ranged</strong> Touch +15 (by spell)</p><p><strong>Space</strong> 5 ft.; <strong>Reach</strong> 5 ft.</p><p><strong>Base Atk</strong> +9; <strong>Grp</strong> +12</p><p><strong>Epic Atk Bonus</strong> +3</p><p><strong>Atk Options</strong> Arcane reach</p><p><strong>Special Actions</strong> Master of counterspelling</p><p><strong>Combat Gear</strong> Potion of bear's endurance, potion of bull's strength, potion of cat's grace, elixir of fire breath</p><p><strong>Sorcerer Spells Known</strong> (CL 18th; save DC = 16 + spell level; save DC = 17 + spell level for all Conjuration and Evocation spells)<p style="margin-left: 20px"><span style="color: white">8th (2/day) — greater shout</span></p> <p style="margin-left: 20px"><span style="color: white">7th (4/day) — Bigby's grasping hand, phase door</span></p> <p style="margin-left: 20px"><span style="color: white">6th (6/day) — chain lightning, globe of invulnerability, summon monster VI</span></p> <p style="margin-left: 20px"><span style="color: white">5th (6/day) — ball lightning [sup]3[/sup], cone of cold, greater blink [sup]3[/sup], overland flight, teleport</span></p> <p style="margin-left: 20px"><span style="color: white">4th (7/day) — dimension door, dispelling screen [sup]3[/sup], enervation, metal melt [sup]3[/sup], wall of fire</span></p> <p style="margin-left: 20px"><span style="color: white">3rd (7/day) — bands of steel [sup]3[/sup], caustic smoke [sup]1[/sup], chain missile [sup]3[/sup], lightning bolt, phantom steed</span></p> <p style="margin-left: 20px"><span style="color: white">2nd (8/day) — bull's strength, gust of wind, Melf's acid arrow, scorch [sup]3[/sup], swift fly [sup]3[/sup], whispering wind</span></p> <p style="margin-left: 20px"><span style="color: white">1st (8/day) — benign transposition [sup]3[/sup], cause fear, endure elements, lesser orb of electricity [sup]3[/sup], magic missile, shield</span></p> <p style="margin-left: 20px"><span style="color: white">0th (6/day) — arcane mark, acid splash, caltrops [sup]3[/sup], electric jolt [sup]3[/sup], mage hand, prestidigitation, ray of frost, sonic snap [sup]3[/sup], touch of fatigue</span></p><p><strong>Wizard Spells Prepared</strong> (CL 18th; save DC = 17 + spell level; save DC = 18 + spell level for all Conjuration and Evocation spells)<p style="margin-left: 20px"><span style="color: white">8th (2/day) — deadly lahar [sup]1[/sup], polar ray</span></p> <p style="margin-left: 20px"><span style="color: white">7th (3/day) — banishment, Maximized orb of sound [sup]3[/sup], plane shift</span></p> <p style="margin-left: 20px"><span style="color: white">6th (4/day) — analyze dweomer, disintegrate, familiar refuge [sup]1[/sup], planar binding</span></p> <p style="margin-left: 20px"><span style="color: white">5th (4/day) — break enchantment, channeled sonic blast [sup]1[/sup], dimension jumper [sup]1[/sup], telekinesis</span></p> <p style="margin-left: 20px"><span style="color: white">4th (5/day) — dimensional anchor, greater invisibility, incendiary surge [sup]1[/sup], orb of electricity [sup]3[/sup], Transdimensional fireball</span></p> <p style="margin-left: 20px"><span style="color: white">3rd (6/day) — anticipate teleportation [sup]3[/sup], deep slumber, hailstones [sup]3[/sup], haste, sleet storm, Transdimensional fireburst [sup]3[/sup]</span></p> <p style="margin-left: 20px"><span style="color: white">2nd (6/day) — detect thoughts, entice gift [sup]3[/sup], incendiary slime [sup]1[/sup], invisibility, resist energy, scare</span></p> <p style="margin-left: 20px"><span style="color: white">1st (6/day) — disguise self, feather fall, hold portal, jet of steam [sup]1[/sup], scatterspray [sup]3[/sup], unseen servant</span></p> <p style="margin-left: 20px"><span style="color: white">0th (4/day) — detect magic, disrupt undead, read magic, open/close</span></p><p><strong>Spell-like Abilities</strong> (CL 18th)<p style="margin-left: 20px"><span style="color: white">2/day — Maximized sound lance [sup]3[/sup]</span></p><p>_________________________________________________</p><p><strong>Abilities</strong> Str 11 (+0), Dex 12 (+1) [16 (+3) with gloves of Dexterity +4], Con 14 (+2), Int 20 (+5) [24 (+7) with headband of intellect +4], Wis 16 (+3), Cha 20 (+5) [22 (+6) with pink and green sphere ioun stone]</p><p><strong>SA</strong> High arcana (arcane reach, master of counterspelling, mastery of elements, spell power, spell-like ability)</p><p><strong>SQ</strong> +2 to caster level checks to overcome spell resistance, arcane spell power, augmented casting, expanded spell knowledge, familiar (snake)</p><p><strong>Feats</strong> Alertness [dark blue rhomboid ioun stone] [sup]B[/sup], Brew Potion, Cooperative Spell [sup]4[/sup], Craft Cane, Craft Extraordinary Item, Craft Staff, Craft Wondrous Item, Maximize Spell, [Scribe Roll], Scribe Scroll, Skill Focus (Spellcraft) [sup]B[/sup], Spell Focus (conjuration), Spell Focus (evocation), Transdimensional Spell [sup]4[/sup]</p><p><strong>Epic Feats</strong> Energy Resistance (Fire)</p><p><strong>Skills</strong> Bluff +16 [+19 with snake familiar], Concentration +25, Craft (alchemy) +25, Craft (bookbinding) +22, Decipher Script +24, Diplomacy +20, Disguise +6 (+8 to act), Forgery +9, Gather Information +8, Intimidate +8, Knowledge (arcana) +26, Knowledge (history) +20, Knowledge (geography) +18, Knowledge (local) +18, Knowledge (nobility and royalty) +20, Knowledge (ships and shipping) +20, Knowledge (the planes) +20, Knowledge (war) +20, Listen +5, Profession (sailor) +12, Profession (scribe) +12, Profession (soldier) +15, Search +17, Smell +3, Spellcraft +35 (+37 to decipher spells on rolls/scrolls), Spot +5, Survival +3 (see below) *, Taste +3, Use Magic Device +16 (+20 involving rolls/scrolls)<p style="margin-left: 20px"><span style="color: white">*Heward gains a +2 synergy bonus on the following Survival checks: to keep from getting lost or for avoiding hazards; in aboveground natural environments; when on other planes; when following tracks.</span></p><p><strong>Possessions</strong> +3 adamantine dagger, amulet of natural armor +4, boots of teleportation, cane of thunder and lightning (Moderate evocation; CL 8th; great thunderclap, lightning bolt, thunderhead; Price TBD) (15 charges), gloves of Dexterity +4, headband of intellect +4, ioun stones (dark blue rhomboid, dusty rose prism, pink and green sphere) minor ring of cold resistance, ring of protection +4, robe of the archmagi, staff of transmutation (30 charges)</p><p><strong>Spellbooks</strong> Heward's knowledge of magic is quite substantial even though he doesn't know the highest order of arcane spells. His library of spellbooks includes all 1st through 8th-level Conjuration and Evocation spells from the <em>D&D Player's Handbook v.3.5</em> and <em>D&D Spell Compendium</em> as well as many additional spells from the following sources: <em>D&D Complete Mage</em>, <em>D&D Dragon Magic</em>, and <em>D&D Player's Handbook II</em>. His extensive travels has also exposed him to magic from other continents and worlds, which means he knows several of the unique spells from <em>Ancient Kingdoms: Mesopotamia</em>, <em>D&D Oriental Adventures</em>, <em>Gary Gygax's Necropolis</em>, <em>Relics & Rituals: Excalibur</em>, <em>The Complete Book of Eldritch Might</em>, and the Spells 3.5 document for World of Kulan.</p><p>_________________________________________________</p><p><strong>Arcane Reach (Su)</strong> Heward can use spells with a range of touch on a target up to 30 feet away. He must make a ranged touch attack.</p><p><strong>Arcane Spell Power (Ex)</strong> Heward's caster level for all arcane spells is increased by 4.</p><p><strong>Augmented Casting (Su)</strong> Heward can choose to sacrifice a spell or slot from one of his classes to apply the effect of a metamagic feat that he knows to a spell cast using another arcane class. The sacrificed spell or slot is lost (just as if he cast the spell) in addition to the spell he is actually casting. See pg. 78 of <em>D&D Complete Mage</em> for more details on this class ability.</p><p><strong>Expanded Spell Knowledge (Ex)</strong> Heward has added the following spells selected from his spellbook to the list of arcane spells known for his sorcerer class: lesser orb of electricity (1st), scorch (2nd), bands of steel (3rd), dispelling screen (4th), and greater blink (5th).</p><p><strong>Mastery of Counterspelling</strong> When Heward counterspells a spell, it is turned back upon the caster as if it were fully affected by a spell turning spell. If the spell cannot be affected by spell turning, then it is merely counterspelled.</p><p><strong>Mastery of Elements</strong> Heward can alter an arcane spell when cast so that it utilizes a different element from the one it normally uses. This ability can only alter a spell with the acid, cold, fire, electricity, or sonic descriptor. The spell’s casting time is unaffected. Heward decides whether to alter the spell’s energy type and chooses the new energy type when he begins casting.</p><p><strong>Spell Power</strong> Heward’s effective caster level is increased by +1 (for purposes of determining level-dependent spell variables such as damage dice or range, and caster level checks only).</p><p><strong>Spell-Like Ability</strong> Heward has used one of his arcane spell slots (other than a slot expended to learn this or any other type of high arcana) to permanently prepare a maximized version of sound lance as a spell-like ability, which he can use twice per day. He does not use any components when casting the spell; although, a spell that costs XP to cast still does so and a spell with a costly material component instead costs him 10 times that amount in XP.</p><p>_________________________________________________</p><p>[sup]1[/sup] D&D Complete Mage</p><p>[sup]2[/sup] D&D Dungeon Master's Guide v.3.5</p><p>[sup]3[/sup] D&D Spell Compendium</p><p>[sup]4[/sup] D&D Complete Arcane</p></blockquote><p></p>
[QUOTE="Knightfall, post: 4486322, member: 2012"] [center][color="darkorange"][b]HEWARD TALLINSON The Sorcerer[/b][/color][/center] [color="darkorange"][b]Heward Tallinson (CR 25)[/b][/color] The man known as The Sorcerer is one of the most powerful arcanists in the Lands of Harqual. He is the Regent of External Concerns for the College of Wizardry and an ex-adventurer who has traveled the world and beyond. He's been a sailor on both airships and spelljammers. He's been a soldier and fought in the Second Ogre War. Heward survived the Purge in the Kingdom of Thallin by the King Varath and Nether's Deathtide. He helped Japheth Arcane, the Chancellor of the Arcane Order, and the other Regents of the College of Wizardry magically move Mathghamhna from Thallin to the isolated island it nows stands on near the center of Lake Qualitian. Heward was pivotal in helping strengthen the magical wards protecting the Kingdom of the Silver Leaves in the Year of the Return (749 N.C.) after the Knotwood was corrupted. He has always been a friend to the elves of the Great Forest and continues to work with adventuring groups to battle the blood elves and demons now infesting the Knotwood. Heward's age has always been a matter of conjecture and rumor. Some believe that he is hundreds of years older than he appears. Others believe that he actually immortal and a great deal more powerful than he lets on. There may be some truth behind this rumor as many historical documents make reference to a powerful arcanist named Heward who lived and fought in the West during and before the time of the First Ogre War. Other, more outrageous, claims say that he is the son of the Interloper God of the same name or that he an immortal avatar of The Bard. Heward just laughs when questioned about the matter. [b]hp[/b] 114 (25d4+50) _________________________________________________ Male human sorcerer 5 / wizard 5 / ultimate magus 10 [sup]1[/sup] / archmage 5 [sup]2[/sup] LN Medium humanoid (human) [b]Init[/b] +3; [b]Senses[/b] Listen +5, Smell +3, Spot +5, Taste +3 [b]Languages[/b] Common, Denila, Draconic, Dwarven, Elven, Giant, Nagpa, Suar _________________________________________________ [b]AC[/b] 27 (+3 Dex, +4 natural, +5 armor, +4 deflection, +1 insight), touch 18, flat-footed 24 [b]Resist[/b] Cold 10 [minor ring of cold resistance], Fire 10; [b]SR[/b] 18 [robe of the archmagi] [b]Fort[/b] +11, [b]Ref[/b] +13, [b]Will[/b] +21 [b]Epic Save Bonus[/b] +2 [included above] _________________________________________________ [b]Speed[/b] 30 feet (6 squares) [b]Melee[/b] +3 adamantine dagger +15 (1d4+3/19-20/x2) or [b]Melee[/b] Touch +12 (by spell) or [b]Ranged[/b] Touch +15 (by spell) [b]Space[/b] 5 ft.; [b]Reach[/b] 5 ft. [b]Base Atk[/b] +9; [b]Grp[/b] +12 [b]Epic Atk Bonus[/b] +3 [b]Atk Options[/b] Arcane reach [b]Special Actions[/b] Master of counterspelling [b]Combat Gear[/b] Potion of bear's endurance, potion of bull's strength, potion of cat's grace, elixir of fire breath [b]Sorcerer Spells Known[/b] (CL 18th; save DC = 16 + spell level; save DC = 17 + spell level for all Conjuration and Evocation spells)[indent][color="white"]8th (2/day) — greater shout 7th (4/day) — Bigby's grasping hand, phase door 6th (6/day) — chain lightning, globe of invulnerability, summon monster VI 5th (6/day) — ball lightning [sup]3[/sup], cone of cold, greater blink [sup]3[/sup], overland flight, teleport 4th (7/day) — dimension door, dispelling screen [sup]3[/sup], enervation, metal melt [sup]3[/sup], wall of fire 3rd (7/day) — bands of steel [sup]3[/sup], caustic smoke [sup]1[/sup], chain missile [sup]3[/sup], lightning bolt, phantom steed 2nd (8/day) — bull's strength, gust of wind, Melf's acid arrow, scorch [sup]3[/sup], swift fly [sup]3[/sup], whispering wind 1st (8/day) — benign transposition [sup]3[/sup], cause fear, endure elements, lesser orb of electricity [sup]3[/sup], magic missile, shield 0th (6/day) — arcane mark, acid splash, caltrops [sup]3[/sup], electric jolt [sup]3[/sup], mage hand, prestidigitation, ray of frost, sonic snap [sup]3[/sup], touch of fatigue[/color][/indent][b]Wizard Spells Prepared[/b] (CL 18th; save DC = 17 + spell level; save DC = 18 + spell level for all Conjuration and Evocation spells)[indent][color="white"]8th (2/day) — deadly lahar [sup]1[/sup], polar ray 7th (3/day) — banishment, Maximized orb of sound [sup]3[/sup], plane shift 6th (4/day) — analyze dweomer, disintegrate, familiar refuge [sup]1[/sup], planar binding 5th (4/day) — break enchantment, channeled sonic blast [sup]1[/sup], dimension jumper [sup]1[/sup], telekinesis 4th (5/day) — dimensional anchor, greater invisibility, incendiary surge [sup]1[/sup], orb of electricity [sup]3[/sup], Transdimensional fireball 3rd (6/day) — anticipate teleportation [sup]3[/sup], deep slumber, hailstones [sup]3[/sup], haste, sleet storm, Transdimensional fireburst [sup]3[/sup] 2nd (6/day) — detect thoughts, entice gift [sup]3[/sup], incendiary slime [sup]1[/sup], invisibility, resist energy, scare 1st (6/day) — disguise self, feather fall, hold portal, jet of steam [sup]1[/sup], scatterspray [sup]3[/sup], unseen servant 0th (4/day) — detect magic, disrupt undead, read magic, open/close[/color][/indent][b]Spell-like Abilities[/b] (CL 18th)[indent][color="white"]2/day — Maximized sound lance [sup]3[/sup][/color][/indent]_________________________________________________ [b]Abilities[/b] Str 11 (+0), Dex 12 (+1) [16 (+3) with gloves of Dexterity +4], Con 14 (+2), Int 20 (+5) [24 (+7) with headband of intellect +4], Wis 16 (+3), Cha 20 (+5) [22 (+6) with pink and green sphere ioun stone] [b]SA[/b] High arcana (arcane reach, master of counterspelling, mastery of elements, spell power, spell-like ability) [b]SQ[/b] +2 to caster level checks to overcome spell resistance, arcane spell power, augmented casting, expanded spell knowledge, familiar (snake) [b]Feats[/b] Alertness [dark blue rhomboid ioun stone] [sup]B[/sup], Brew Potion, Cooperative Spell [sup]4[/sup], Craft Cane, Craft Extraordinary Item, Craft Staff, Craft Wondrous Item, Maximize Spell, [Scribe Roll], Scribe Scroll, Skill Focus (Spellcraft) [sup]B[/sup], Spell Focus (conjuration), Spell Focus (evocation), Transdimensional Spell [sup]4[/sup] [b]Epic Feats[/b] Energy Resistance (Fire) [b]Skills[/b] Bluff +16 [+19 with snake familiar], Concentration +25, Craft (alchemy) +25, Craft (bookbinding) +22, Decipher Script +24, Diplomacy +20, Disguise +6 (+8 to act), Forgery +9, Gather Information +8, Intimidate +8, Knowledge (arcana) +26, Knowledge (history) +20, Knowledge (geography) +18, Knowledge (local) +18, Knowledge (nobility and royalty) +20, Knowledge (ships and shipping) +20, Knowledge (the planes) +20, Knowledge (war) +20, Listen +5, Profession (sailor) +12, Profession (scribe) +12, Profession (soldier) +15, Search +17, Smell +3, Spellcraft +35 (+37 to decipher spells on rolls/scrolls), Spot +5, Survival +3 (see below) *, Taste +3, Use Magic Device +16 (+20 involving rolls/scrolls)[indent][color="white"]*Heward gains a +2 synergy bonus on the following Survival checks: to keep from getting lost or for avoiding hazards; in aboveground natural environments; when on other planes; when following tracks.[/color][/indent][b]Possessions[/b] +3 adamantine dagger, amulet of natural armor +4, boots of teleportation, cane of thunder and lightning (Moderate evocation; CL 8th; great thunderclap, lightning bolt, thunderhead; Price TBD) (15 charges), gloves of Dexterity +4, headband of intellect +4, ioun stones (dark blue rhomboid, dusty rose prism, pink and green sphere) minor ring of cold resistance, ring of protection +4, robe of the archmagi, staff of transmutation (30 charges) [b]Spellbooks[/b] Heward's knowledge of magic is quite substantial even though he doesn't know the highest order of arcane spells. His library of spellbooks includes all 1st through 8th-level Conjuration and Evocation spells from the [i]D&D Player's Handbook v.3.5[/i] and [i]D&D Spell Compendium[/i] as well as many additional spells from the following sources: [i]D&D Complete Mage[/i], [i]D&D Dragon Magic[/i], and [i]D&D Player's Handbook II[/i]. His extensive travels has also exposed him to magic from other continents and worlds, which means he knows several of the unique spells from [i]Ancient Kingdoms: Mesopotamia[/i], [i]D&D Oriental Adventures[/i], [i]Gary Gygax's Necropolis[/i], [i]Relics & Rituals: Excalibur[/i], [i]The Complete Book of Eldritch Might[/i], and the Spells 3.5 document for World of Kulan. _________________________________________________ [b]Arcane Reach (Su)[/b] Heward can use spells with a range of touch on a target up to 30 feet away. He must make a ranged touch attack. [b]Arcane Spell Power (Ex)[/b] Heward's caster level for all arcane spells is increased by 4. [b]Augmented Casting (Su)[/b] Heward can choose to sacrifice a spell or slot from one of his classes to apply the effect of a metamagic feat that he knows to a spell cast using another arcane class. The sacrificed spell or slot is lost (just as if he cast the spell) in addition to the spell he is actually casting. See pg. 78 of [i]D&D Complete Mage[/i] for more details on this class ability. [b]Expanded Spell Knowledge (Ex)[/b] Heward has added the following spells selected from his spellbook to the list of arcane spells known for his sorcerer class: lesser orb of electricity (1st), scorch (2nd), bands of steel (3rd), dispelling screen (4th), and greater blink (5th). [b]Mastery of Counterspelling[/b] When Heward counterspells a spell, it is turned back upon the caster as if it were fully affected by a spell turning spell. If the spell cannot be affected by spell turning, then it is merely counterspelled. [b]Mastery of Elements[/b] Heward can alter an arcane spell when cast so that it utilizes a different element from the one it normally uses. This ability can only alter a spell with the acid, cold, fire, electricity, or sonic descriptor. The spell’s casting time is unaffected. Heward decides whether to alter the spell’s energy type and chooses the new energy type when he begins casting. [b]Spell Power[/b] Heward’s effective caster level is increased by +1 (for purposes of determining level-dependent spell variables such as damage dice or range, and caster level checks only). [b]Spell-Like Ability[/b] Heward has used one of his arcane spell slots (other than a slot expended to learn this or any other type of high arcana) to permanently prepare a maximized version of sound lance as a spell-like ability, which he can use twice per day. He does not use any components when casting the spell; although, a spell that costs XP to cast still does so and a spell with a costly material component instead costs him 10 times that amount in XP. _________________________________________________ [sup]1[/sup] D&D Complete Mage [sup]2[/sup] D&D Dungeon Master's Guide v.3.5 [sup]3[/sup] D&D Spell Compendium [sup]4[/sup] D&D Complete Arcane [/QUOTE]
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[Kulan] The Lands of Harqual (Updated: Feb 3/2022)
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