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Jamie Boggett (Topic #8665)

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This Character is played by Cappucina
Category: Character
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Horseman
avatar
Philosopher
7/1/2006 11:18:10 AM
PostID: 72697
You have good points.

Boy, I wish I hadn't lost my previous write up. I believe I had it so every time the Sorcerer drew on "Extra Magic Power", there was an increasingly diffuclt DC roll that could seriously harm or even kill the Sorcerer. I think this is in keeping with the books.

Also looking over my spells, I think Telekensis should be usable by Sorcerers. I don't think it details how Gandalf the Grey is captured by Saruman, but in the movies Saruman uses a Telekensis like spell to close the doors. So lets make that one available again.

Please post what changes you would make to make things more equitable.
   Like this post
Horseman
avatar
Philosopher
7/1/2006 11:21:50 AM
PostID: 72698
In addition, I think it is OK for sorcerers to have an advantage because they will be part of a larger community. The community of Sorcerers who closely monitor those of their race. In this way a Sorcerer character doesn't have all the free will a Wizard might have.    Like this post
Cappucina

Courageous Warrior
7/5/2006 11:54:33 AM
PostID: 73369
Jaime made 5th level today. She's a bit more than 12,000 XP now. I changed the Spell slots to spell points as per the new system on the character sheet.

Skald was kind enough to email me the spell compendium sorceror spell list. There are loads and loads of new spells. It is a bit overwhelming. And, I don't have the full spell descriptions - just the name and a one liner. There are some spells that sound interesting - and I would like to expand her list to include them. But, I have no idea if they fall within the Tolkein magical rules - it is not clear to me that they do or don't. How shall we proceed? Do you want me to choose the ones I would like and then you can edit...or do you want to choose new spells yourself? Do you have that spell compendium by the way?    Like this post
Cappucina

Courageous Warrior
7/5/2006 12:14:50 PM
PostID: 73374
I also have a question about the magic staff that Olorin gave her. It allows her to cast spells at +1 CL. Does this mean that she can cast a spell one level higher - free of paying spell points? Or is this just for factors that don't matter in the point payment system such as spell duration, range, etc.    Like this post
Cappucina

Courageous Warrior
7/5/2006 3:31:13 PM
PostID: 73429
At first, the new sorceror seemed improved. Overly improved and unbalanced. But, after thinking about it, I see why it works out alright.

The point system gives wizards a big advantage over the sorceror in that if a 10th wizard casts a Lightening bolt, it uses a 3rd level spell slot to make the 10d6 attack. If a 10th Sorceror wants to cast it at 10d6, they will have to spend spell points to boost it up from 3rd level. I hadn't looked at spell points that way.

Another huge factor is the fatigue. Especially at low levels - cast two spells and you are fatigued and quickly exhausted. This seems very realistic - you exert yourself when directing magical energy. However. There is no other class that has any sort of fatguing type penalties attached to their main abilities. Fighters can fight for 20 hours straight, bards can sing as long as they wish, monks can kick and jump, etc. - I guess. These seem like exhausting efforts too. The only time I've ever seen fatigue come into play - ever - is a long period of running where the rules were checked. This is a major penalty against the Sorceror. But, I think it is a good one considering the House rules that the Sorceror has access to way more spells than the Players Handbook gives them. You give and you take away.

On the other hand, if the character rests for one hour his spell point total rises to 1/3, 2 hours and he gets 2/3 back of his normal maximum. Sorcerors can regain lost spell points at any time with rest!!! That's nice and I think it makes sense.

But, I think it is a little cheesy that a high level sorceror might down a potion of heal or restoration to remove his exhaustion and then get those 2/3 daily spell points back. Though this is expensive! I cannot think of anything a wizard might do in equivalent. Pearls of power? Yes, but, Sorcerors can use those too. Maybe it will work in your game because no one walks around with a belt pouch full of heal potions. But, in other games, I can really see this being abused and frustrating for everyone else involved. Maybe it should be limited to once a day or something!

----------------------------------
I am reconsidering how overpowered the 3 time a day metamagic usage seemed at first. Considering the wizard gets to cast at his caster level anytime he uses a spell and the sorceror has to choose to cast it at a lower level or buff it with more spell points - this doesn't seem too crazy anymore.

In fact, let me know what you decide. It will definately influence whether or not I take more metamagic feats. In fact, if she will have to pay the spell points for the feats, I probably will not take any more metamagic feats. If she gets three free usages of each feat per day, I will probably take at least one more. She already has Extend Spell. Certainly the other choices will be Permanent Spell and another will be Empower or Maximize. How metamagic is used will be the deciding factor.   This post last edited on 7/5/2006 3:42:58 PM   Like this post
Cappucina

Courageous Warrior
7/5/2006 3:48:45 PM
PostID: 73433
I think that Dispel Magic and Greater Dispel Magic are Sorceror spells - Gandalf did something like that to Theoden too remove his Saruman.

Searing Light - he sort of did that to a few times.

Planar stuff. I don't know. I thought when he 'died' after the Balrog fight that he did travel to another plane. Heaven perhaps? He spent a lot of time recovering there and refreshing himself and growing stronger. Then he returned to the exact time and place he died, ready to continue to assist mankind.    Like this post
Horseman
avatar
Philosopher
7/5/2006 11:35:22 PM
PostID: 73545
You make great points on the usage of spell points.

I found my other draft of the Spell Point Usage. I am going to go through it, incorporating your concerns, take a harder look at how feats will operate with spell points and then post that version.

One of the main things I am going to do is try to simplify the whole process.

   Like this post


7/6/2006 7:14:30 PM
PostID: 73813
OK, look this over I have vastly simplified the whole process. Now if I can get Metamagic Feats to work with this I think we will have a winner. Then we can start to look more closely at Spells and Special Feats. Tell me what you think.

The Revised Sorcerer Spell Point System

CASTING SPELLS

The Sorcerer character normally prepares spells in advance or
chooses them in advance or chooses them on the spot, casting a
spell works the same way. And that way has changed
dramatically from the way that Wizards of the Coast laid out in
the Players Handbook.

KNOWN SPELLS/SPELLS PER DAY

Spell slots as shown in the Players Handbook are a thing of the
past. A character may cast any spell in their chosen field of
knowledge. Spell slots can safely be ignored entirely in this
system.

STARTING SPELL POINTS:
The spell point system presented here allows sorcerers to more freely pick and choose which spells they cast each day.

Every sorcerer has a reserve of spell points based on level (see Table: Spell Points Per Day). Characters also gain bonus spell points from a high ability score (just as a normal sorcerer would gain bonus spells from a high ability score; see Bonus Spell Points and Bonus Spells, below). These spell points provide the magical power behind the caster’s spells: He spends a number of spell points appropriate to the spell’s level to cast the spell (see Casting Spells, below). Once spent, spell points are expended until the caster has sufficient time to rest and prepare new spells (see Preparing Spells, below).

Metagame Analysis: Spell Points
The spell point system dramatically expands the versatility of a sorcerer. Since he’s no longer tied to using a specific number of spell slots, he can much more easily adapt to situations.
In general, sorcerer become more powerful—though they aren’t capable of casting any spell they couldn’t cast before, they are now capable of casting more high-level spells per day and more of whichever spells they need. If a 15th-level sorcerer needs to cast a light spell a dozen times during an adventure, he can do that (though not much else).

One balancing factor is the cost for sorcerer to increase the damage dealt by their spells. This cost helps to maintain balance between spells of different level. If you didn’t have to pay more for a 9d6 lightning bolt than for a 5d6 lightning bolt (a 3rd-level spell costing 5 spell points), then the 9d6 lightning bolt would cost barely more than half as much as a 9d6 cone of cold (a 5th-level spell costing 9 spell points), even though both spells deal equal damage.

Spell Points Table:
MODIFIED conversion from PHB spells given at cost of
1Spell Point per level to cast

Spell Points per Day
Level Sorcerer
1st 3
2nd 4
3rd 5
4th 10
5th 15
6th 20
7th 30
8th 40
9th 50
10th 65
11th 80
12th 95
13th 115
14th 130
15th 150
16th 170
17th 190
18th 210
19th 230
20th 250

Sorecerers receive one (1) Bonus Spell Point per ability modifier, per level for high scores, ie. 12 +1, 14+2, 16 +3, 18 +4.

SPELL POINT REGENERATION

Spell points will regenerate at a rate equal to one point per hour
per level of caster. For instance, If Jamie is level 5 and has 26
spell points and she exhausts all of her spell points in a battle she
must rest in order to gain spell points back. For ever hour that
she rests (resting does include sleep, but sleep is not a
requirement of rest) she will gain 1 spell point per level per hour.
Resting means sitting at camp reading a spellbook, relaxing. If you are moving around, wandering through a dungeon, riding a horse faster than a walk, etc… You are not resting. It is unfortunately the role of the spell caster that he/she must sit on their collective butts at times in exchange for their immense powers. In this case Jamie being 5th level with regain 5 spell points per hour. It would take Jamie 6 hours of rest to regain her magical power, unless she is fatigued and then it will take longer. See Fatigue.


SPELL POINT TRANSFER

Spell points may be transferred to another Sorcerer if you so
choose The transfer rate is equal to the lowest
level character’s transfer rate. ie: Jamie at level five decides
that she needs to transfer some points to Clive the level 3
Sorcerer. The max transfer rate will be the same as Clives’
transfer rate. The transfer of spell points (maximum) is the level
of the caster. So Jamie can transfer 3 spell points per round to Clive.

SPELL CASTING (OVERCASTING)

While a spell might only cost 2 points to cast (a level 2 spell), the
caster may dump more points into the casting in order to increase
damage, range, duration or increase the chance to affect the
target. This is called overcastting. The following occurs when
this is done:

Points Effect
1 Range+10 feet per point per spell level

2 Damage+1 damage die per two points per spell level
(magic missile does 1d4+1 damage. For an extra one
spell point it will do 2d4+1.)

3 Duration+1 unit of measurement per two spell points per spell level
(Bull’s Strength normally lasts 1 hour per level. It is a
level 2 wizard spell so for an extra four spell points the
spell can be made to last 2 hours per level.)

4 Save-1 to opponent’s save throw for ever two spell points per spell level.
(In the case of Burning Hands, a Reflex save halves the
damage. Since this is a level 1 spell, if the wizard
wishes to dump an extra two spell points into the
casting, she can make the save throw as Reflex -1
instead of just a straight Reflex save.)


  This post last edited on 7/6/2006 7:15:16 PM   Like this post
Cappucina

Courageous Warrior
7/6/2006 9:52:08 PM
PostID: 73883
You wrote "While a spell might only cost 2 points to cast (a level 2 spell)." But, unless you changed things, a level 2 spell costs 3 points to cast.

I see you reduced the number of spell points gained per level and, drastically, the number gained by the ability bonus.

I think this would be fine, except then the fatigue and exhaustion variant rules become very, very harsh. She will be resting - a lot - under these new rules.

For example, Jaime has 20 spell points now instead of 29. After casting 3 2nd level spells and one first level spell she will be fatigued and at 10/20. That is very very quickly fatigued. There is no cushion at all. Compare it to a regular 3.5 Sorceror - she can cast 8! 1st level spells and 5! 2nd level spells per day.


cost per level...
0 01
1st 1
2nd 3
3rd 5
4th 7
5th 9
6th 11
7th 13
8th 15
9th 17    Like this post
Horseman
avatar
Philosopher
7/6/2006 10:28:22 PM
PostID: 73893
It should be one spell point per spell level to cast

cost per level...
0 01
1st 1
2nd 2
3rd 3
4th 4
5th 5
6th 6
7th 7
8th 8
9th 9

very simple.

I will keep looking at fatigue to make it fair.    Like this post
Cappucina

Courageous Warrior
7/6/2006 10:39:29 PM
PostID: 73896
Those are cheap then. With those costs, especially at high levels, the fatigue is very very very fair. We'll see how it works with Jaime. If she is really overpowered when she gets to higher levels then you can adjust (make spells cost more perhaps).    Like this post
Horseman
avatar
Philosopher
7/6/2006 10:42:54 PM
PostID: 73898
Agreed, so we will move ahead with this and I will keep working on the feats and special feats like Magic Sense, which Jamie just learned IC.    Like this post
Cappucina

Courageous Warrior
11/1/2006 10:47:01 PM
PostID: 99253
Fritz hands Jaimie a small piece of parchment. Upon opening it Jaimie finds a receipt from the Gryphon’s Pheathers.




Gryphons Pheather's

Possessions held in care for Ms. Jamie Boggett

3,000 gold pieces

1 backless black leather gown tailored to fit snugly from shoulder to hip. Has minor shadow and blur on it, user activates with a thought.

1 Wand of Detect Magic (24 charges) (375 gp) (Design/inscription provides clue to function)

Sold to pay for materials for Cloak of Charisma Wand of Hold Person (13 charges) (4500 gp)

Sold to pay for materials for Cloak of Charisma1 carved ebony scroll case with fire opal caps (2,042.6 gp)

1 scroll of Raging Flame Level 1(Spell Compendium pg. 164),

1 pot made of platinum and filled with honey 36 oz. 4,000 gp ,

1 dagger inlaid to depict a forest. Imbued with the spell DaggerSpell Stance. 1 Use, lasts 5 rounds.

Please note your password is required to retrieve your property.
  This post last edited on 5/7/2007 9:28:54 AM   Like this post
Cappucina

Courageous Warrior
11/1/2006 10:48:14 PM
PostID: 99255
Fritz hands Jaimie a small piece of parchment. Upon opening it Jaimie finds a receipt from the Gryphon’s Pheathers.




Gryphons Pheather's

Possessions held in care for Ms. Jamie Boggett

3,000 gold pieces

1 backless black leather gown tailored to fit snugly from shoulder to hip. Has minor shadow and blur on it, user activates with a thought.

1 Wand of Detect Magic (24 charges) (375 gp) (Design/inscription provides clue to function)
Wand of Hold Person (13 charges) (4500 gp),

1 carved ebony scroll case with fire opal caps (2,042.6 gp)

1 scroll of Raging Flame Level 1(Spell Compendium pg. 164),

1 pot made of platinum and filled with honey 36 oz. 4,000 gp ,

1 dagger inlaid to depict a forest. Imbued with the spell DaggerSpell Stance. 1 Use, lasts 5 rounds.

Please note your password is required to retrieve your property.    Like this post
Cappucina

Courageous Warrior
11/18/2006 9:56:59 AM
PostID: 103951
Jamie with a little help from Olorin cast the spells necessary to enchant the new rope. When completed the rope appears as such with the stated abilities.

The rope does not appear to be a rope at first glance. Instead it appears as five foot tall twisted bronze staff. The staff has what appears to be a looped head.

As a staff it can be wielded as a +1 weapon at any time. However, Jamie can pour 1 spell point per hour, to increase the weapon by an additional +1. Jamie can do this to a maximum of an additional +4. She will have to pay this cost every hour it is needed.

When the staff is grasped Jamie gains the ability to Speak with Animals

The staff can be hurled like a spear,
with a sucessful hit the staff unravels doubling in size to 10' in length and will entangle a single individual. The rope has a strength of 19 plus your charisma score. Olorin says the strength would have been higher except the dragon bristle was taken from a juvenile bronze dragon, but it was the only bristle available in sufficient quantities.


When commanded with Jamies chosen command word,

The rope will continue to unravel from five feet up to 800 feet in length, but as it gets longer the strength is less.

length.......lbs weight held
5..............1000
10..............750
25..............500
50..............300
100.............200
200.............100
400..............50
800...............5

Jamie can command the rope will extend up to 25' in length and can lay as a snare. Jamie must then speak another chosen command word to make it entangle the nearest target.

Lastly the rope can be commanded to form an inanimate object, like a hammock or net.

OOC
Jamie needs to do the following
1. Choose a name for this unique rope
2. Choose a Command Word to entangle, whether hurled or used as a snare
3. Choose a Command word to unravel the staff or make an inanimate object.
4. Choose a Command word to hold the rope/staff in whatever its current shape in place.



This post last edited on 7/31/2006 2:54:38 AM
Jamie Boggett
(Cappucina)

8/1/2006 8:11:10 PM
PostID: 78987 Jaime finds an open courtyard in the college with a bit of grass, a stone bench, and a tree. And, she gives each of the commands a separate command word. Then, she practices. She learns how to use the rope by trial and error. The comand to entangle is, Tangle! The comand for manufacturing objects is, Form ________! The command to become a staff is, Attention!
Orolin finds her holding one end of the rope, the other is successfully grappling the bench.

She gives him a huge grin.. "It works great. I've named it - String Thing. It's become a most unusual...er...pet. Thanks for all your help."    Like this post
Cappucina

Courageous Warrior
11/21/2006 11:50:14 AM
PostID: 104773
Jamie Bogget has 50 TU to figure. How far along can she get with the following.....
---------------
1) Jamie researches the various uses of Purple Roxo Die. She is convinced it has more properties than just being a nice color for royalty to wear. Does it do anything other than color clothing purple? How is it most effective?

2) Jamie stocks up her spell component pouch. She needs all sorts of weird things - tiny bells, tiny mirrors, insense, honey comb, dead spiders, and so forth. She also needs some silver powder and crystals and such.

3) Jamie goes and picks up her reward from Luther at the Gryphon's Pheather magic shoppe. She may trade in some of the stuff, like the silver pot, for something more useful to her right there in the shop.

4) Jamie develops connections with other arcane magic users. She rents out a workshop bench from one of them and crafts a Wondrous Item.

5) Jaime researches information on other rulers who have come to power like Philip the Bold and about previous plagues. She's got connections to the Inklings who are a wealth of information. Before, she was only interested in entertaining stories. Now, she's interested in the stories because history has a way of repeating itself and she is going to try to figure out the future from the past.

6) Jamie gathers as much information as she can about the East. She hits libraries and read and reads. She'll interview any old man or woman known to travel East back in the day when it was more safe - merchants and whatnot. And, she'll interview any of the refugees she finds coming out of the East.
   Like this post
Cappucina

Courageous Warrior
8/18/2008 10:18:32 AM
PostID: 243232
100/182


minus 25 - 6 suggestion x2, 1 shield, 6 globe, 6 repulsion, 3 nondetection....plus 3 for metamagic, (now at 157) add 13 for an hour's rest, -3 blur (now at 167)
daylight -9, chain lightening -8, disintegrate -8 (now at 142)

Mass Bear's Endurance -8, quickened dispe vs. spider climb -9, undeath to death -8, quickened dispel vs. summoned vermin -9, daylight -3, hold monster -5 (now at 100)
-------
91/182 fatigued
60/182 exhausted
  This post last edited on 4/8/2009 10:30:49 AM   Like this post
Cappucina

Courageous Warrior
4/9/2010 7:22:04 PM
PostID: 349191
Jamie went from 13th level to 14th level today.
Her hit points went up 3 (2+1).
Her BAB went up to 7/2.
4 skill points went one each to concentration, spellcraft, bluff, and perform.
Her raven gained 1 hit point.

Jamie has access to 7th level spells and her spell point system increased to reflect the new level and a new bonus for each spell level.
Secure Rolls:
spot 1d20(2)+2 = 4
memory 1d20(20)+0 = 20
   Like this post
Cappucina

Courageous Warrior
8/7/2010 1:52:57 PM
PostID: 370039
Wages of Sin
Enchantment (Compulsion) [Good,
Mind-Affecting]
Level: Sorcerer/wizard 6
Components: V, Abstinence
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft/level)
Target: One evil creature/level
Duration: 1 round/level
Saving Throw: Will negates
Spell Resistance: Yes
The affected creatures’ own evil
thoughts and impulses blossom in their
minds into intense suspicion and distrust.
Each subject becomes convinced
that its own allies are plotting to kill it at
any moment, and attacks the nearest
evil creature using whatever attack
form (melee or ranged attack, spell,
supernatural or spell-like ability) is
most effective against that foe, to the
best of its knowledge. Affected creatures
do not completely ignore other
threats, but attack evil creatures in preference
to any other foes.
Abstinence Component: You must refrain
from intoxicants and stimulants for
one week before casting this spell.

Bolt of Glory
Evocation [Good]
Level: Glory 6, GloryPr 6
Components: Verbal, Somatic
Use your holy symbol or similar object as a Divine Focus
Casting Time: 1 standard action
Range: Close (25 ft. + 5ft./2 levels)
Effect: Ray
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
BOOK REFERENCE(S): D&D's Draconomicon, and the Book of Exalted Deeds

You project a bolt of positive energy at a single creature. You must make a successful ranged touch attack to strike your target. The bolt deals 1d6 points of damage per two caster levels (maximum 7d6). Against undead, evil outsiders, and creatures native to the Negative Energy Plane, the bolt instead deals 1d6 points of damage per caster level (maximum 15d6). The bolt deals no damage to good outsiders or creatures native to the Positive Energy Plane.

GloryPr stands for Glory Prestige. Both domains are both D&D sanctioned. One is from the Book of Exalted Deeds, the Glory Prestiege is explained on page 122 of the Draconomicon. So unless you are using a particular prestige class, please use this spell from the Book of Exalted Deeds, this spell is exactly the same and level as described in BOTH books but both domains are very different so be careful. Please refer to the Domains page for more details.

Ability Rip
Transmutation
Level: Sor/Wiz 7
Components: Verbal, Somatic
Material Component: A caterpillar in a cocoon
Casting Time: 1 hour
Range: Touch
Targets: Two living creatures
Duration: 1 hour/level
Saving Throw: Fortitude negates; see text
Spell Resistance: Yes
BOOK REFERENCE(S): D&D's Serpent Kingdoms

You rip a supernatural ability of your choice away from one creature and transfer it to another. The two creatures must be within 30 feet of each other and remain conscious throughout the casting of the spell. In exchange for this new ability, the recipient permanently loses a supernatural ability it already possesses. If it has none to exchange, it instead loses two class levels (or 2 Hit Dice if it has no class levels).
Class features cannot be transferred by means of this spell. The spell fails if used to transfer an ability to a creature that lacks the proper body parts, size, or other criterion for its use, or if the target creature has fewer than 2 Hit Dice and no supernatural abilities to trade. Either subject may negate the transfer with a successful Fortitude save.

Antidragon Aura
Abjuration
Level: Clr 4, Sor/Wiz 4
Components: Verbal, Somatic
Use your holy symbol or another object as a Divine Focus.
Material Component: A chunk of Platinum worth at least 25 gp (slightly less than 1 ounce).
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Area: 1 creature/two levels, no two of which can be more than 30ft. apart
Duration: 1 minute/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
BOOK REFERENCE(S): D&D's Draconomicon

All targets gain a +2 luck bonus on Armor Class and on saving throws against the attacks, spells, and special attacks(extraordinary, supernatural, and spell-like) of dragons. This bonus increases by +1 by every four caster levels above 7th (to +3 at 11th, +4 at 15th, and a maximum of +5 at 19th).

suppress breath weapon
find weakness in scales
hide from dragons
detect undead

Arcane Poison
Necromancy
Level: Sor/Wiz 5
Components: Somatic
Material Component: The head of a poisonous snake.
Casting Time: 1 standard action
Range: Touch
Target: Living creature touched
Duration: Instantaneous
Saving Throw: Fortitude partial (see text)
Spell Resistance: Yes
BOOK REFERENCE(S): d20 Ultimate Arcane Spellbook

With this spell the caster effects the target with a deadly poison by making a successful touch attack.
This spell inflicts 2d6 points of temporary Constitution damage and another 1d6 points of temporary Constitution damage one minute later. Each instance of damage can be halved by a successful Fortitude save (DC 10 + caster level).

Aura of Light
Evocation [Good]
Level: Clr 2, Pal 2
Components: Verbal
Casting Time: 1 standard action
Range: Personal
Area: 10 ft. radius sphere centered on you
Duration: 1 round/level (D)
Saving Throw: Will negates
Spell Resistance: Yes
BOOK REFERENCE(S): d20 Ultimate Divine Spellbook

This spell surrounds you with a bright aura equal to a light spell. Non-good creatures in a 10 ft. radius of you suffer a - 1 circumstance penalty to attack rolls, Armour Class, and Reflex saves. Evil creatures also suffer a -1 morale penalty to Will saves. Furthermore, missile weapon attacks directed against you suffer a 20% miss chance, even if those attacks originate from outside the 10 ft. radius.
If an aura of light and an aura of darkness come into contact, both are negated.
EVIL ALIGNED CREATURES CANNOT USE THIS SPELL!


Suppress Breath Weapon
School Enchantment (Compulsion) [Mind-Affecting]
Level Brd 3, Sor/Wiz 3
Recharge Time General
Version Draconomicon
Sources Draconomicon on page 115
Short Description
Subject can't use its breath weapon.

Living Greyhawk Unlockable


Name Dragon Ally
School Conjuration (Calling)
Level Dragon 7, Sor/Wiz 7
Recharge Time General
Version SPC
Sources Draconomicon on page 111, Spell Compendium on page 72
Short Description
As dragon ally, lesser, but up to 18 HD.

Living Greyhawk Unlockable

Name Dragonsight
School Transmutation
Level Brd 5, Sor/Wiz 5
Recharge Time 6 hours
Version Draconomicon
Sources Draconomicon on page 112, Spell Compendium on page 73
Short Description
Gain low-light vision*, darkvision*, and blindsense*.

Name Earthbind
School Transmutation
Level Arc 2, Drd 2, Sor/Wiz 2
Recharge Time 30 minutes
Version SPC
Sources Draconomicon on page 112, Spell Compendium on page 76
Short Description
Subject creature can't fly*.

Name Hide from Dragons
School Abjuration
Level Asn 4, Brd 5, Hoard 4, Sor/Wiz 7
Recharge Time General
Version SPC
Sources Draconomicon on page 113, Spell Compendium on page 114
Short Description
Dragons can't perceive one subject/two levels.


Name Lower Spell Resistance
School Transmutation
Level Arc 4, Clr 4, Sor/Wiz 4
Recharge Time 5 minutes
Groups SR Reducers
Version Draconomicon
Sources Draconomicon on page 114
Short Description
Subject's spell resistance reduced.

Living Greyhawk Unlockable


Name Monstrous Thrall
School Enchantment (Compulsion) [Mind-Affecting]
Level Domination 9
Recharge Time General
Version SPC
Sources Complete Divine on page 169, Defenders of the Faith on page 87, Draconomicon on page 114, Spell Compendium on page 142
Short Description
As true domination, but nearly permanent and affects any creature.

Name Phantasmal Thief
School Conjuration (Creation) [Force]
Level Greed 8, Sor/Wiz 8
Recharge Time General
Version Draconomicon
Sources Book of Vile Darkness on page 100, Draconomicon on page 114
Short Description
Creates an unseen force that steals from oth


Name Scale Weakening
School Transmutation
Level Sor/Wiz 2
Recharge Time 1 hour
Version Draconomicon
Sources Draconomicon on page 114
Short Description
Subject's natural armor weakens.

Living Greyhawk Unlockable


Name Wingbind
School Evocation [Force]
Level Sor/Wiz 4
Recharge Time General
Version SPC
Sources Draconomicon on page 80, Spell Compendium on page 240
Short Description
A net of force entangles the target, preventing it from charging, running, or flying.

Living Greyhawk Unlockable

Name Incorporeal Nova
School Necromancy [Death]
Level Arc 5, Clr 5, Sor/Wiz 6
Recharge Time General
Version SPC
Sources Libris Mortis on page 67, Spell Compendium on page 121
Short Description
Destroy incorporeal undead.

Incorporeal Nova
Edit 00 1…
Incorporeal Nova
Necromancy [Death]
Level: Cleric 5, sorcerer/wizard 6
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Area: 50-ft.-radius burst
Duration: Instantaneous
Saving Throw: Will negates
Spell Resistance: Yes

A nova of dissolution dissipates the immaterial
bodies of incorporeal and gaseous
creatures, destroying them instantly.

The spell destroys 1d4 HD worth
of creatures per caster level (maximum
20d4) in the area. Usually,
creatures such as shadows, wraiths,
spectres, ghosts, and similar creatures
are destroyed, though vampires and
living creatures in gaseous form are
also affected, as are other incorporeal
creatures. Creatures with the fewest
HD are affected first; among creatures
with equal HD, those that are closest
to the point of origin of the burst are
affected first. No creature with 9 or
more HD is affected, and HD that are
not sufficient to affect a creature are
wasted.

Living Greyhawk Unlockable

Name Ghost Trap
School Abjuration [Ectomancy]
Level Arc 6, Clr 6, Sor/Wiz 7
Recharge Time 6 hours
Version SPC
Sources Libris Mortis on page 65, Spell Compendium on page 103
Short Description
Incorporeal creatures turn corporeal.

Ghost Trap
(Libris Mortis: The Book of the Dead)

Abjuration
Level: Cleric 6, Sorcerer 7, Wizard 7,
Components: V, S,
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 min./level (D)

You are surrounded by a field of energy that negates incorporealness.
The radius of the field is 5 feet per caster level.
All incorporeal creatures in this field become corporeal.
Creatures cannot turn ethereal while in this area, and ethereal creatures cannot become nonethereal while in this field.


Name Spark of Life
School Necromancy [Positive]
Level Arc 3, Clr 3, Clr 7, Drd 4, Drd 8
Recharge Time General
Version SPC
Sources Libris Mortis on page 71, Spell Compendium on page 196
Short Description
Undead creature loses most immunities.

Spark of Life
(Libris Mortis: The Book of the Dead)

Necromancy
Level: Cleric 7, Druid 8,
Components: V, S,
Casting Time: 1 standard action
Range: Touch
Target: Undead creature touched
Duration: 1 round/level
Saving Throw: Will negates
Spell Resistance: Yes

A touch from your hand limns an undead creature in a faint yellow glow, making it vulnerable to many of the dangers that can harm living creatures.
For the duration of the spell, the undead creature is subject to extra damage from critical hits (and thus sneak attacks), nonlethal damage, ability drain, energy drain, fatigue, exhaustion, and damage to its physical ability scores (though it still lacks a Constitution score and thus can't take Constitution damage) as if it were alive.
It loses its immunity to effects that require a Fortitude save, as well as its invulnerability to poison, sleep effects, paralysis, stunning, disease, and death effects.
However, an undead affected by this spell gains a bonus on its Fortitude saves equal to its Charisma bonus (if any).
(The bonus doesn't apply to Fortitude saves against effects that also affect objects).
It must breathe, eat, and sleep just like a normal creature (though the last two aren't likely to come into play thanks to the spell's short duration).
While it is under the effect of this spell, both negative energy (such as inflict spells) and positive energy (such as cure spells) heal damage to the undead creature, rather than damaging it.
An undead creature affected by this spell retains all other traits.


Name Undead Bane Weapon
School Transmutation
Level Arc 4, Clr 4, Pal 3
Recharge Time 5 minutes
Version Libris
Sources Ghostwalk on page 59, Libris Mortis on page 72, Magic of Faerun on page 128, Player's Guide to Faerun on page 117
Short Description
Weapon gains the bane property and is aligned good.


Name Veil of Undeath
School Necromancy [Evil]
Level Arc 8, Clr 8, Sor/Wiz 8
Recharge Time 1 hour
Version Libris
Sources Libris Mortis on page 72
Short Description
You gain undead traits.

Living Greyhawk Unlockable

Barghest's Feast
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Barghest's Feast
Necromancy [Evil]
Level: Cleric 6, sorcerer/wizard 7
Components: V, S, M
Casting Time: 1 round
Range: Touch
Target: Corpse touched
Duration: Instantaneous
Saving Throw: Will negates (object)
Spell Resistance: Yes (object)

The diamond in your hand turns to coal,
and then to dust, which sprinkles down
upon the corpse. Where it strikes, ebon
flames spring up, and when the flames
pass nothing remains, not even grave dust.
“Return from that one,” you mutter.

Black flames flicker over a corpse,
utterly consuming it. You destroy the
remains of a dead person or creature, preventing any form of raising or resurrection
that requires part of the corpse.
There is a 50% chance that a wish,
miracle, or true resurrection spell cannot
restore to life a victim consumed by
a barghest’s feast spell. Check once for
each destroyed creature. If the d% roll
fails, the creature cannot be brought
back to life by mortal magic.

Material Component: A diamond
worth 5,000 gp.

Assay Spell Resistance
Edit 00 1…
Assay Spell
Resistance
Divination
Level: Cleric 4, sorcerer/wizard 4
Components: V, S
Casting Time: 1 swift
action
Range: Personal
Target: You
Duration: 1 round/level

Finishing the spell, your eyes glow with a
pale blue radiance, and you understand
how to overcome your foe’s resistance to
your magic.

This spell gives you a +10 bonus on
caster level checks to overcome the
spell resistance of a specific creature.
Assay resistance is effective against only
one specific creature per casting, and
you must be able to see the creature
when you cast the spell.

  This post last edited on 5/27/2012 9:55:33 AM   Like this post
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