• The VOIDRUNNER'S CODEX is coming! Explore new worlds, fight oppressive empires, fend off fearsome aliens, and wield deadly psionics with this comprehensive boxed set expansion for 5E and A5E!

So much flavor, oh my!

IstraRaugir

First Post
Hey guys,
It's been done before and I'll do it again (mostly because the old threads are a mile long and have been dead for years). This here thread is to dump all your crazy campaign ideas, custom classes, odd magic items and other miscellaneous junk. It can be fully laid out or just the barest glimmer of an idea. With a bit of luck your work will inspire others to create something new and interesting (and maybe you'll even draw a few compliments :p).
Seeing as I started the thread I think I should lead by example. The following is a custom class I designed for my campaign. And as a result it's all flavor and no crunch (I can post the numbers and mechanics later if anyone is interested).

SONGBLADE:
Songblades are a rare and mysterious class of spellcasters that share many commonalities with sorcerers and bards (in fact they are routinely mistaken for them by the layman). The most striking feature of any songblade is usually his/her voice. A songblade’s voice is nearly a living thing: it causes the very air to ripple with elemental forces and can easily captivate the more feeble minded. The casting of a songblade is universally musical in nature be it a complex songweave or a Zephyr’s powerful note. The fact that songblades are not as weak bodied as their fellow casters and that their flowing poses are not as easily hampered by armor allows some songblades to thrive at the frontline.
Their exact origin is unknown but many assume their power is a blessed as a deity’s favorite, others claim that it is based on some hidden bloodline or an arrangement with dark beings.
Whatever the source, their magic is a thing of its own; as it seems bend or break most conventional rules of magic. Indeed some claim that a songblade doesn’t actually wield magic but simply moves with the magic’s own accord.

There are four paths a songblade may walk: one for each type of spell they can master (Zephyr, Song & Zenith) and one aimed at the caster’s resilience (Pure Song).
Zephyrs: Are powerful spells usually consisting of only a single note or whistle that wreath the caster in elemental magic. Though powerful these spells are unfocused and can harm friends as bad as foes.
Specializing in this path lets the caster empower spells up to and over the point where they endanger himself. When anguished masters of this path have been known to unleash terrifying blasts of magic capable of leveling small settlements.
Songs: Are the most recognizable songblade spells and they can have a strong impact on the course of battle by aiding allies or hindering enemies. Once started a song can be maintained with minimal effort allowing the songblade to focus on other tasks. Any perilous conditions however can cause the song to falter and end prematurely.
Specializing in this path reduces the chance of a song faltering and trains the caster’s vocal skills to the point where they can weave multiple songs together into an entirely new spell. Masters of this path can mold their voice to inhuman levels, seemingly blending and alternating songs at will.
Zeniths: Are the most diverse group of spells a songblade can use employing a level of sophistication equal to the spells of a wizard or sorcerer. This intricacy does not come easy to songblades and requires their full attention for longer than most deem safe. As a result zeniths are usually chosen for their usefulness outside of combat. Conversely offensive zeniths are unusually devastating should a songblade cast it successfully.
Specializing in this path makes the songblade resilient to damage while casting eventually resulting in a powerful ward protecting the caster. Masters of this path can access the spelltrance; casting their minds into the Aether and allowing them to cast their spells unconstrained by their physical form.
Pure Voice: The Pure Voice does not favor one spell type over the other but focuses on the essence behind them.
Following this path results in a clarity of mind and body unmatched by the other specializations eventually enriching their breath with the very essence of Life. Masters of this path have been known to wield the Life in its purest form, delaying or denying death from taking themselves or an ally.

Another ideas I had for this campaign was to design a second custom spellcaster class whose spells are fueled by (self-inflicted) wounds. How do you fight something that gets more dangerous as you wound it? :D

I've also been toying with using different arrowheads specialized for different armor types (needle bodkins for 'soft' armor like chainmail & leather and plate cutters for 'hard' armor like plate, banded & scale).

I also had the idea of making a 'reincarnating' item. A semi-sentient entity that pops up every now and then with slightly different appearance and powers. For instance: The Verdant Legacy may have been a powerful halberd that could lengthen and shorten itself. But its new form is that of a spear which projects its deadly intent forward with each strike. Either way the banner of blazing green just below the tip shows everyone that this is the Verdant Legacy and it is not to be trifled with.

That's it for now guys. I'll post some more later. In the mean time i look forward to reading whatever you cooked up.
 

log in or register to remove this ad

Gold Roger

First Post
Well, I already wrote up some of these on another thread, so I might as well elaborate a bit and throw them in here.

Following are the most prominent mystic combat techniques I thought up to ground the monk class in my campaign world:

Redhand: This unnarmed fighting style origates from diabolists and others who make pacts with the devils of the nine hells. The full extent of this mystical style can only be learned directly from summoned devils, who demand consequtively greater sacrifices for their tutorship from the practitioners. Yet, many find the sacrifice to be worth it, for the greatest users find thes can wreath their hands in hellfire and shatter the soul as much as the body with their strikes and kicks. This style is practiced by diabolists, assassins, corrupt nobles, those ready to sacrifice everything for their goals and the devils themselves.

Magog: An orc combat style that is said to be older than the first weapons. Magog is a brutish style that focuses on fiststrikes and wrestling and looks at a low level like mere brawling. However, by excessive training and focus on the most primal parts of their mind, the user can shatter stone and throw giants. Practitioners are very much sought as bodyguards for their terrible intimidation potential, quick reaction and lacking need for weapons. Users are mercenaries, soldiers, professional athletes, priests of strength and tribal warriors.

Monitor: To learn these forbitten techniques the user must travel deep into the underdark and live among its inhuman troglodyte residents. At the high cost of loosing their sanities, the users bend the laws of reality at their touch, becomming a force to be recogned with. That is, if they can still remember their original purpose. Appart from the various kinds of troglodyte (troglodyte, kuo-toa, doppelganger, grimmlock, to name just a few), mad hermits, devotees of elder and alien gods and a few drow practise the style.

Fatecutter: Used by secular philosophers and cults concerned with fate, luck and doom, this style is only taught to carefully selected individuals, for it is said it's practitioners can reweave the strands of fate itself. It takes a lifelong dedication to mystic phillosophie and meditation, but a master kills his opponents by merely tipping them. Other than aforementioned philosophers, seekers of forbidden lore desire the knowledge granted by this style and supernatural servants of gods wield it.

Inner Dragon: This style was originaly developed by the lizardman minions of dragons in an attempt to become closer to their masters and further adapted by the worlds free willed people (basically PC races). Inner dragon mostly imitates the movement and power of dragons, to a point that is scarily and supernaturaly close to the original. Said originals range in their reaction from amused tutorship to disgustetly eating the imprudent immitator. Apart from draconic minions, all sorts practise the style, but most can be discerned by their delusions of grandeur.

Mercy Hand:
This exceptionaly serene style was developed by mystics, who seek enlightenment through a close alignment to good and law, as a way to defeat attackers without killing. Closely related to the powers of Mount Celestia, the style shows abilities like those of paladins and is devestating against undead and supernaturally evil beings. The great dedication to harmony and peace keeps the users few, but it's also been seen used by angels themself.

Pessan(Golden): Originaly merchants sick to death of being robbed, users of this style are striking and hardly like a martial artists in their appearance, bedecked in fine fabrik and jewelry. Pessan teaches an absolute materialism and eshews arms and armor as unbefiting for one of status and a waste of wealth. Developed by the weak and smart to beat the strong, Pessan employs attacks on weak spots, clever grips and throws and every dirty trick in the book. Practised mostly by the rich and powerful, the style has also found its way to the followers of the monkey queen, godess of thieves and hedonism.

There are also many more obscure (such as the githzerai style), deriviative and mixed styles (for example many redhand and monitor users used other styles before).
 

sciborg3

First Post
Had to trim this out of a Planewalker piece:

The Infinite Staircase leads you to your heart's desire, but what if your heart's desire is the murder of the Lady of Pain?

Given the difficulties of navigating the staircase alone and keeping the flame of desire clear and bright in your heart, few have found their heart's desire even when their goal has been something far less grand than the assassination of the Lady of Pain. This however has not kept the monks of the Cerulean Garden from continuing in their attempts to dispose of Her Serenity. A collection of githzerai, the cerulean monks were content to meditate on the nature of reality within their monastery on the plane of Limbo until the day all of them had a single vision of impending disaster. The nature of this disaster, and whom it affects, has been kept secret to all outside the order. All that is known is that to avert this calamity the Lady of Pain must die. The monks, originally numbering in the hundreds, believed that their conviction coupled with their will would allow them to seek the answer to their problem in the myriad turns of the Infinite Staircase. Unfortunately none of them truly desired the death of the Lady in their innermost hearts, each of them wanted baser things such as love, joy, peace, or even a selfish enlightenment and release of the spirit. Of the hundreds who departed, only forty-nine monks were able to refuse their hearts desire and return to the monastery.


The flaw, they realized, was that they had experienced too much of the multiverse to focus their hearts on such a singular task. At first they attempted to bear and raise children dedicated to the singular goal of the Lady's demise, but even this proved to be a fruitless endeavor for even the staunchest fanantic sought such frivolities as glory, worship, or even a parent's unconditional love. After the last of the children sent a letter explaining she had found happiness and would never return to the monastery nor complete the quest she'd been birthed for, the elder githzerai decided to create the Cerulean Garden.

Located in the depths of a Ysgardian's earthberg's Underdark, the Garden is a massive heptagon pool with seventy seven levels of floors built above its placid, sapphire surface. Every floor leads to wings upon wings of art supplies, libraries, instruments, alchemist labs, mage workshops and engineer dens. Windows open out to locations across the Multiverse so that materials and inspiration, not to mention sustenance, are easily acquired. Creators of all sorts are welcomed to this place, all invited for the express purpose of ensuring the Garden forever connects to the Infinite Staircase.

The pool is accessible only to the githzerai elders, each of these monks possessing the powers of an anarch in addition to other powers of the mind not the least of which is a powerful telepathy. Using this discipline they communicate to the giant water plants grown in the great pool, where each specimen contains a gestating gith child within the head of its unbudded stalk. When a plant finally blossoms into a flower, the child is found sleeping peacefully at the center. Each child awakens, walking upon the water with all the weight of a pond skater, to the monks who equip the adolescent psion with various items for its trip onto the Staircase. Note that each child is a true child of the ancient, undifferentiated race of Gith, and for all the significance of this fact the monks still indoctrinate them with a single heart's desire and send them to what so far are their likely demises on the turns of the Infinite Staircase.

=-=-=

Follow up to Die Vecna Die:

According to the events of Die Vecna Die!, the archlich enters Sigil by controlling the power of Ravenloft's Mists whose tendrils are argued to be capable of kidnapping anyone from any part of the Great Wheel. Additionally, the hotly contested adventure claims that at his moment of entry Vecna was not a god. We could assume that he was a proxy to his own burgeoning divinity, that it is only after he takes a step into the Cage does his divinity wax to its fullness within his own being.

Even if we took all of this at face value, and accepted that a group of adventurers aided the Lady of Pain in ousting the Whispered One from Sigil, the conclusion of the adventure is that the reality of the Great Wheel is rewritten and that few, if anyone, remembers the events leading up to the cataclysmic encounter that almost granted the Master of the Spider the Throne the Lady's own Throne of Blades as well as the means of controlling the entirety of the Multiverse.

So did these events in truth take place, with only those of us within the sheltered confines of Earth privy to them given our unique relationship to the Great Wheel? Did Vecna receive a unique understanding of magic through communication with a mysterious entity referred to as the Serpent? While it is only one possibility out of many, here is what at least some scholars and many Multiversal guardians believe:

Vecna retains a patchwork of memories of the now overwritten timeline, but even he is not sure if these visions possess any veracity. The Serpent, if it was ever more than a manifestation of his own thoughts and desires, no longer speaks to the Whispered One.

His confusion about the rewritten past is manifested in the Cavern of Insight, a massive underground realm hidden deep within the depths of Pluton's color leeching soil. All the eyes in cavern are turned toward its center, where a rough hewn altar supports a mummified hand holding up a single desiccated eye. The altar, itself a bound elemental, rotates, with whisper of grinding stone, returning all the gazes directed at it. The entire site radiates a malevolent divinity churning with frustration toward itself. This because the entire Cavern of Insight is an avatar of the Dark Lord of Secrets. Vecna hopes that somewhere in the recurrence of self examination the Cavern provides the truth of what happened to him before Time itself was unfurled and rewoven.

=-=-=

The Lady is a Vestige, and can only be killed by another like Herself

"Soaked into me deeper than any lover Ipos whispers secrets in the braids of my muscle and the marrow-filling of my too brittle bones. He tells me the Lady is a vestige that has departed from their place outside the boundaries of true existence. She is a fully present spirit who has no need of a vessel to be Here, to be extant in the Now.


Sigil is Her circle She has summoned Herself into, the circumference-price for Her ability to traverse the axes of the Real.

Can She be killed? Yes, everything can die, but She can only be killed by someone who follows Her, who shadows the Road She took..."
-Praetor Noriia, Legends of the Pact Binders


Vestiges are beings who are trapped beyond life and death, existing a spiritual state quite different not only from undeath but from the rest of existence all together. Normally, vestiges are beyond the reach of the gods but also, to those with the knowledge, able to be summoned by mere mortals known as pact binders.


Summoning a vestige requires a seal, a portal through which it can step trough. In the normal course of this highly abnormal magic, vestiges can only influence reality through those pact binders who take them into their flesh for a time. Even then their ability to work their will is limited both in time and control.


But what if a vestige was summoned, or summoned itself, utilizing Sigil as a seal? A pact to itself, just as it is said that Odin hung from Yggdrasil as a sacrifice to his own divinity? Or perhaps someone else, possibly the dabus, called her here to serve as the city's eternal guardian? Could such a being remain somehow aloof from the powers of the gods but also possess, within that limited circumference, mastery of its environment? After all, their nature is held to be undefinable by the known laws of the Multiverse, and the Lady and Sigil certainly qualify on that front. Not only would it bring meaning to using the Cage to describe the city, it might explain why the city is referred to as a Sigil if it were the Lady's own pact binding seal?


Could the Lady of Pain be a vestige?


Most people, including most pact binders, find this to be nothing more than the ravings of Praetor Norila after the once great pact binder went mad attempting to wrest the secrets of creation from the vestiges she summoned obsessively. Those wishing to follow in her footsteps would have to seek answers from the vestiges, who themselves are enigmatic beings existing in place possibly farther than the nightmarish Far Realms.


Questioning vestiges requires summoning them, and pact binders must contest with these spirits for dominance in the binding. Such contests can include solving and posing riddles, other mental challenges, or some sort of contest pitting the binders psyche against that of the vestige. However, even when one has mastered a vestige its memory of its own past, let alone any secrets it had about the Multiverse, might be unclear or even long forgotten. Additionally, vestiges hunger to know the reality they were shorn from, and will pretend to possess knowledge they, in fact, do not have. Following their advice or their directions to supposed methods of killing the Lady might lead one to fates worse than death. If one could somehow compel them to recall their pasts, one would have a valuable resource given their numbers include the Accerak the Devourer, the once Lord of Nine Geryon, the dead sun god Amon, and numerous other beings of legend who once possessed incredible power.


If there are any pact binders seeking to become vestiges then return via their own wills, they are keeping it a secret and for good reason. Pact binding isn't well tolerated at the best of times, and pact binders in Sigil suspected of threatening the Lady are likely to be drawn and quartered without so much as a trial or possibly even an arrest. Anyone undertaking such a mission should realize that Ipos, perhaps the first pact binder, ended up as a vestige himself and for all the incredible power he was said to possess, not the least of which was traveling through the depth and breadth of the Multiverse, remains on the far side of all creation.
 
Last edited:


GhostBear

Explorer
My groups plays a complete homebrew setting in 3.5 and I very much wanted to play a half-dragon. We didn't really like the current half-dragon template (and the ECL+3 scared me) and we wanted something with some customization, so we turned it into a racial class type thing.

The core concept is that half-dragon blood affects everyone a little differently. Whenever one advances a level as a half-dragon, they receive two "racial progressions" which can be spent on several categories. This allows some customization along the way which is fun.

The rest is in a spoiler block so I don't make an utter mess of the thread for uninterested parties.[sblock]The rules below are a bit cleaned up from what we have in our personal wiki. We haven't play tested this extensively, so if someone decides to use this please send me some feedback on how it worked out for you. Also, I apologize for some of the formatting; I don't know if it's possible to add actual tables into a post.

I think the ECL+1 is pretty reasonable; all a character really gets for being a half dragon is some natural weapons (which may need toned down), better vision, and a smattering of rather minor abilities. To get much of a benefit, they need to take levels in Half-Dragon as well.

As a side note, I think that getting a collection of progression tables together to build a class would be a good way to keep things similar, and yet allow for wider customization. Moreso than feats.

I would like to add another table or two at some point; perhaps one that advances natural weapons.

And so, without further ado:

The half-dragon race may be applied to any race with which dragons may crossbreed. When creating a character, the player must select the color of her dragon parent. This affects the nature of the breath weapon and damage immunities.

A half-dragon starts at level 0 on each of the half-dragon progression tables. At character creation, the player may give up one of the tables completely to start at level 1 on another table. This is also the only way in which a half-dragon may reach the highest level of a progression table. Otherwise, they may only reach level 3 of the table.

For example, Bormac the blue half-dragon is pretty fat, so he decides that he won't ever be able to fly. He gives up the benefits of the Flight table entirely, and instead adds one progression to the Hardened Scales table. He now has a +2 to his natural armor class, and any saves against electrical attacks result in 0 damage (since he is blue). He may also eventually reach level 4 of the Hardened Scales table.

Half-Dragon Class
ECL: +1
Hit Die: d8
Skill Points: 6 + Int (x4 at First Level)
Class Skills: Concentration (Con), Craft (Int), Diplomacy (Cha), Knowledge (all skills, taken individually) (Int), Listen (Wis), Profession (Wis), Search (Int), Speak Language (None), Spellcraft (Int), and Spot (Wis).
Weapon and Armor Proficiency: The Half Dragon class provides no weapon or armor proficiencies.

Code:
Level	BAB	Fort	Reflex	Will	Special
1	0	+1	0	+1	2 Half Dragon Progressions
2	+1	+2	0	+2	2 Half Dragon Progressions; Immunities
3	+2	+3	+1	+3	2 Half Dragon Progressions
4	+3	+4	+2	+4	2 Half Dragon Progressions; Dragon Type

Half Dragon Progressions: When a half-dragon goes up a level, it receives 2 Half Dragon Progressions. Each must be spent on a separate progression table. This prevents someone from racing to a specific high-level progression.

Immunities (Ex): The Half-Dragon is immune to Sleep and Paralysis effects.

Dragon Type (Ex): The Half-Dragon loses his base racial type and is now considered a full Dragon for the purposes of spells and effects. For example, a sword of Dragonsbane will now be effective against the character, but Charm Person will not. Despite popular dragon propaganda, dragons are not people.

Additional Racial Traits:
Natural Attack: 2x Claws (1d4+1/2 Strength Modifier), Bite (1d6+1/2 Strength Modifier) (Secondary).
Low Light Vision
Dark Vision: 60'
Ability Adjustment: +2 Charisma

Half Dragon Ability Table: Flight
Code:
Level	Benefit
0	Glide, downward movement 5' for ever 10' travelled
1	Fly, 1.5x Base Speed, Clumsy
2	Fly, 2x Base Speed, Poor
3	Fly, 2.5x Base Speed, Average, Bonus Flight Related Feat
4	Fly, 3x Base Speed, Good Mobility, Second Bonus Flight Related Feat

Half Dragon Ability Table: Breath Weapon
Code:
Level	Damage	Range	DC
0	1d3/Level	15'	10+Con
1	1d4/Level	20'	10+Con+1/2 Character Level
2	1d6/Level	25'	10+2x Con+1/2 Character Level
3	1d8/Level	30'	10+2x Con+Character Level
4	1d8/Level	35'	10+3x Con+Character Level, Bonus Breath Weapon Feat
Note: Breath Weapon damage depends on the color of the character's dragon heritage.
Note: Breath Weapons are a standard action, and can be used every (10-Con Bonus) combat rounds.
Note: Range given is for conical breath weapons. For breath weapons that travel in a line, double this range.

Half Dragon Ability Table: Innate Magic
Code:
Level	Spells Known			Castings Per Day
	0	1	2	3	0	1	2	3
0	2	 	 	 	2	 	 	 
1	3	1	 	 	2	2	 	 
2	4	2	 	 	3	2	 	 
3	4	2	1	 	3	3	2	 
4	4	3	2	1	4	3	2	1
Innate Magic levels stack with arcane caster levels for the purposes of determining spell power and spells per day, however Innate Magic levels may never exceed arcane caster levels from other classes for this purpose. Spells do not need to be prepared.

Half Dragon Ability Table: Hardened Scales
Code:
Level	Natural AC Bonus	Racial Damage Type
0	+1	 
1	+2			Save for 0 damage.
2	+3	 
3	+4			Fail save for 1/2 damage.
4	+6			Invulnerable to Damage Type
[/sblock]
 

IstraRaugir

First Post
Great responses so far guys.
I've been working on something new myself (with a big nod to the Clayr of Garth Nix's Old Kingdom novels and Castle Heterodyne from Studio Foglio's Girl Genius).

Greyward
In the far northwest corner of the kingdom built into and onto the Gray Cliffs lays the oldest settlement know to man: the city of Greyward. Stretching back to before the kingdom was formed and even before the birth of the city states before that.
At its peak in the Imperial days Greyward was a marvel of technology and spellcraft, the pinnacle of human achievement, nearly a living thin unto itself, a marble beacon of progress and civilization. That is of course, before it all came crashing down.
Like anything about the Great Catastrophe no one is really sure what happened to the old Greyward. All we know is that when the winds were stilled the city stood empty and it watched on as the world burned. When the survivors regrouped and the first city states started forming some looked at Greyward for safety. And while the city’s marvels were running wild it was still better than the horrors outside. So the people stayed and built their shelter in the city heeding no mind to the ruins between their homes, after all only wild magic and broken machinery awaited them there.
But as time passed on Greyward grew once again beneath the remains of the Grand Tower. And slowly the ruins on the surface were cleared and explored and curiosity began to grow. No more than three centuries after the Great Catastrophe they uncovered the Old Library of Greyward. A terrifying death trap in every sense of the word, but the Old Library also holds unimaginable knowledge and power.
And from the people sprang a few curious souls, so impassioned by the thirst for knowledge that they would brave dangers of the Old Library. They became the first Librarians.

The Old Library
The Old Library of Greyward lies more or less in the center of the old city bounds and extends into the bedrock for at least 24 levels. Its halls are home to powerful artifacts, unmatched spells and ancient knowledge. But more often than not though bewildering trinkets and undecipherable tomes are all that is found along with an array of deadly traps, rogue spells and bizarre creatures.
After more than a century of work the Librarians have managed to reclaim the top few levels and have accurately mapped the first dozen levels (a difficult feat due to the Library’s habit of warping reality).

The Librarians
The Librarians themselves are probably one of the most powerful factions around. However because the Old Library is the focus of their endeavors they rarely extend their influence into the Greater Kingdom. The organization itself mostly resembles a military institute and is divided into 5 subsections:
The First Order is the elite fighting force of the Librarians and every member is an expert with both blade and magic. They are sent on the dangerous retrieval missions to the deeper levels and as a result they excel at destroying or circumventing obstacles.
The Second Order is the main offensive force of the Librarians and consists mostly fighters, archers, mages and healers. Their job is to support the First Order on their larger missions or to provide protection for the Third Order.
The Third Order has a dual purpose: They retrieve or capture any interesting objectives for the Fourth Order to analyze. They also pacify the areas that the First and Second Order have removed the most obvious threats from. This group consist of various specialist trapmasters and binders along with a few footmen, priests and beastmasters.
The Fourth Order focuses on the analysis, documentation and potential reproduction of the finds retrieved from the Library. Their ranks are filled with specialized alchemists, craftsmen and spellcasters equal to those of Ironholdt’s Guild of Innovation.
The Fifth Order is the largest (and some would argue most important) order of Librarians. They record and manage all the information concerning the Old Library. They process all reports and recovered texts, maintain the Grand Map and provide valuable intelligence for any missions planned.

PS: I tried using fancy spoiler blocks for this post but it gave a wierd double box with the text divided between them (or just missing). Anyone know anything about that?
PPS: This piece might get touched up later so be sure to keep your eyes peeled ^^
 

IstraRaugir

First Post
Unique spells for my custom Songblade class (only first level though). I tried to make these stick out without becoming overpowered but some are rather obviously inspired by standard 3.5 spells.

Firesnap [Zephyr, Evocation, Fire]
Level: Sbl 0
Component: V, S
Casting Time: Special
Range: Touch
Target: 1 creature
Duration: 1 minute or until discharged
Saving Throw: Fort negates
Spell Resistance: Yes

With a flick of the wrist the caster produces a small flame at his/her fingertip (free action) that provides a dim illumination in a 5ft radius around the caster and is not affected by wind effects. With an additional standard action this spell can be violently discharged into a bright flash of fire and cinders dealing 1 point of fire damage to a single creature within the caster’s reach and dazzles the target for 1d4 rounds.

Feylight [Zenith, Conjuration, Light]
Level: Sbl 0
Component: V, S, F
Casting Time: 1 round/lvl
Range: Personal
Effect: 5ft/lvl bright illumination (same distance dim illumination) centered on caster
Duration: 5 min/lvl
Saving Throw: None
Spell Resistance: No

This gentle chant opens a gate to the realm of the Ferhyn, a race of tiny fairy-like creatures with a distinctive colorful glow. The swirling drifts of Ferhyn that appear happily twirl around each other and the caster for a short get-together before fading away again, all the while illuminating the surrounding area.
Focus: A small gemstone that will brightly glow for the duration of the Feylight.

Bolstering Song [Song, Abjuration]
Level: Sbl 0
Component: V, S
Casting Time: 1 move action
Range: 20ft
Target: Allies within 20 ft
Duration: 1 minute
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

This inspiring song bolsters your allies’ spirits and grants them a +1 bonus to all saves for the duration.

Joyous Tune [Song, Enchantment]
Level: Sbl 0
Component: V, S
Casting Time: 1 move action
Range: 20ft
Target: Allies within 20ft
Duration: 1 minute or until discharged
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

This uplifting tune imbues your allies with a bright outlook and grants them a +1 bonus to a single attack roll, saving throw or skill check. This bonus disappears if the spell fails.

Concussion [Zephyr, Evocation, Sonic]
Level: Sbl 1
Component: V, S
Casting Time: 1 standard action
Range: Personal
Area: 15ft radius burst
Duration: Instantaneous
Saving Throw: Reflex; see text
Spell Resistance: Yes

This spell releases a concentrated shockwave that batters surrounding creatures dealing 1d4/level sonic damage (maximum 5d4) and deafening them for 1 round. A successful reflex save halves the sonic damage and negates the deafness.

Nature’s Lullaby [Song, Enchantment (compulsion), Mind-Affecting]
Level: Sbl 1
Component: V, S
Casting Time: 1 move action
Range: Personal
Target: Animals within 30ft
Duration: 1 min./level
Saving Throw: Will negates; see text
Spell Resistance: Yes

This soothing song calms animals, leaving them docile and harmless. The spell affects a maximum of 2d4+lvl HD of animals (starting with the highest HD animals). A dire animal or trained attack animal is allowed a saving throw; other animals are not. The calmed animals are not helpless and any threat breaks the spell’s hold.
 


Remove ads

Top