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Kalgalath

PostPosted: Fri Aug 20, 2004 9:16 pm


Ok.... just for starters, I LOVE making custom things for D&D, no matter what the edition is. Custom Races, Items, Spells, Monsters, Classes, you name it, I've done it. It takes a LOT of work to make a well balanced custom, usually hours if not days of work and comparisons, and then of course it has to pass the gameplay test.

Here I will posting Information about a Base Class that is so far my favorite one I've allowed in my games, and is very well balanced for the most part. Yes, there are a few quirks, (Like the Energy Sphere spell needs re-writing, because its too powerful for a non-specialist) but with the exception of a few quirks at really high levels, this class has always done well in any campaign I've played.

A few notes:
1. This class is completely based off all the various Zelda games that have been created. Since the ideas and names behind it are copyrighted by Nintendo, respect that.

2. A friend and I have been designing this class for some time now. . . for about a year, really. It started out as a 2nd edition Specific-Mythos Priest, much like Druids were, and has slowly progressed into a Base Class, and now has been ported over to 3.5 edition guidelines.

3. The Hylian Magic system is based on mana, and very similar to the power point system that Psionicists use. However, unlike other casters, Hylians have NO metamagic feats. Their magic is different; it isnt alterable or augmentable.

4. I would love to see people in here use this class, if whoever DMs will allow it of course. Feel free to use the class along these guidelines. Feel free to submit opinions about what you think needs improving, changing, etc, but keep all criticism CONSTRUCTIVE, please.

5. The Hylian Crafting System has not been completed. I havent had the time to go through all the various magical items in the DMG and other books to compare things to, so if you want to make something, ask me and I'll do the work on the item, and update the postings.

6. Please don't post in this thread! There is a discussion thread about the class. This thread is for me to post the stats for the class. The Discussion thread is Here
PostPosted: Fri Aug 20, 2004 9:25 pm


Hylian Acolyte: A Base Class
Mythos: The Three Goddesses
Din, Farore, Nayru

Wisdom, Courage, and Power: These three words embody the warrior who takes up the path of the Acolyte. Wisdom to guide, Power to achieve one's goals, Courage to stride forth into the face of danger: The Acolyte strives to achieve these things and maintain them in proper balance in both himself, and the world around him.

Adventures: A Hylain Acolyte adventures in order to acquire new powers and items to use in his pursuit of the triforce. While most of the Acolyte's power comes ultimately from the Three Goddesses, a great deal of his power comes from the weapons and items that he wields, channeling the the Godesses' power through material objects. The Acolyte quests in search of these objects which he believes will no doubt help him or her in his quest.

Characteristics: The Acolyte is a blend of mage, cleric, and warrior that combines some of the best aspects of each, but at the expense of losing the sheer power that specialists may enjoy. Drawing their power from the Three Godesses Din, Farore, and Nayru, the Acolyte is at heart a divine warrior similar to a paladin in his powers, but much different in his mission. The Acolyte is a warrior dedicated to the pursiut of the Triforce, eventually decideding for himself whether it should be used for humanity's good, whether it should be protected from use, or whether he wishes to use it's power for his own personal gain.

Religion: All Acoltyes are proponents of the Three Goddesses Din, Farore, and Nayru, and while they may admit to the existance of other deities, they ignore them as being lesser than those three who shaped the world. As the Triforce is the central symbol of the Three Goddesses, it is properly the primary Holy Symbol for the Hero. There are also seven minor Holy Symbols, one for each of the 7 sages. (forest, fire, water, spirit, shadow, light, wind)

Lord Quintus
Background: The current pantheon has not always existed, and the gods are not ashamed to admit this. None of the major pantheon takes credit for the creation of the world. However, there is a lesser-known group of deities, the Three Goddesses, whose supporters claim are the oldest of the gods and the true creators of the cosmos. The Goddesses: Din, Naryu, and Farore are said to have created the world and the most powerful item in it: the Triforce. Hylian Acolytes are the mortal instruments of the Goddesses, sallying forth with the power of the Triforce behind them. Worshippers of the Goddesses are rare, but usually found in fairly large groups. In most campaign worlds, one particular nation or geographic area will recognize the Goddesses. Hylian Acolytes draw their name from the race from which they are most abundantly drawn.

Races: Since Goddess-devotees exist in groups and they beleive that the Goddesses created all peoples, they have different names for some of the common races than other peoples. To them Elves are "Hylians," Half-elves (which exist in forest communities descended from half-elves, not first-generation crossbreeds) are "Kokiri," and humans are "Hyrulians." Those three races are the most common of Hylian acolytes. However, the Orcs and Half-orcs, called "Gerudo" are occasionally worshippers of the more destructive aspects of the Goddesses and occasionally become acolytes.


Game Rule Information
Hylian Acolytes Have the following game statistics:
Abilities: Wisdom determines the amount of mana an acolyte can have at any one time. Acolytes also gain an extra 3x Wis Modifier in Mana points.
Alignment: Any, though tendencies run towards: Lawful Good, Neutral Good, Lawful Evil, and Chaotic Evil.
Hit Dice: d8

Class Skills: Climb, Concentration, Craft (any), Gather Information, Heal, Intimidate, Jump, Knowledge (Arcana), Knowledge (religion), Knowledge (history), Listen, Perform (sing), Perform (Ocarina), Perform (Flute), Pick Locks, Profession (Any), Ride (Dex), Search, Spot, Spellcraft, Swim, Use Magic Device.
Skill points at each level: 3+Int modifier.

Weapons and Armor:
Blades, Maces, Hammers, Bows (not Xbows), Quarterstaves, Slingshots, Boomerangs, Whips, Light Armors and Shields.

Kalgalath


Kalgalath

PostPosted: Fri Aug 20, 2004 9:46 pm


Hylian Crafting: The Acolyte is adept at crafting various Hylian magical objects that will aid him in his or her quest. At 6th and 11th level this skill increases, allowing the creation of more powerful items.

Hylian Casting: The Hylian Acolyte draws his power from an inner reserve of strength that is granted to him by his connection with the Triforce. This magic is replenished each day, and can be poured forth into magical potions as a means of preserving and extended the Acolytes use of magic. Hylian Acolyte counts as niether divine or arcane spellcasting, and as such cannot be used with metamagic feats. It CAN, with the permission of your DM, be substituted as filling a divine or arcane (but not manifesting) spellcasting requirement for a Prestige Class.

Goddess’ Blessing: The Acolyte gains a +2 Bonus to all saving throws involving Wind or Fire. Good Acolytes also get a bonus against light-based attacks, and evil Acolytes get a bonus against darkness attacks. Neutral Acolytes get a +1 to both light and dark.

Balance of the Heart: At 3rd, 9th, and 18th level, the Acolyte becomes aligned with another piece of the triforce, and may call upon the powers of the triforce a certain number of times per day. At 3rd level, the character is aligned to one piece, and can use that pieces power once per day. At 6th level , the Acolyte is aligned to two pieces of the triforce, and may use either pieces powers up to a total of twice per day. At 18th leve, the Acolyte is aligned to the complete triforce, and can use any of the triforce’s abilities up to 3 times a day.
Courage: Dispell all fear effects in a 10ft radius about the Acolyte. In addition, all friendly creatures in the area of effect gain a +3 morale bonus to attack and damage for 3 rounds.
Wisdom: The Acolyte gains an insight bonus for three rounds equal to his Wisdom Modifier to on of the following which is chosen at the time of casting: Attack Bonus, Armor Class, A Skill Check, or Spell Save DC's. For spell saves, this means the Wis modifier counts twice.
Power: For the next three rounds, the Acolyte may spend 3 mana to add 1d6 to his damage rolls when attacking with his weapon of choice. For each extra 3 mana spent in addition to the initial 3, this damage increases by another 1d6. An Acolyte may not spend more mana in this way than he has levels during the three rounds. Ex. A Ninth level Acolyte may spend 9 mana on the first round for +3d6, or 6 mana on one round and 3 on another, or 3 mana each round, or 3 mana per hit on a full attack, etc.


Bonus Feat: At every four levels, the Acolyte gains a bonus feat that may be selected from the fighter bonus feats list.

Tempered Blade: At 5th, 10th, and 15th level, the Acolyte chooses an individual bladed weapon (or pair of weapons, if he dual-wields) to improve. Tempered blades are automatically considered masterwork quality if they are not already. Tempering a blade increases the blade’s damage class by one die size higher. A blade may be tempered more than once. This ability is chosen once, and only once, each time the Acolyte gains it. If he loses his blade, he may start a new blade when he reaches the appropriate level, but the other increases have been lost for good. This ability reflects an Acolyte's bond with a particular weapon, and thus is useable on personal weapons that are manifested in a magical fashion instead of carried, such as a SoulKnife's SoulBlade, or another such weapon that is capable of upgrading.
PostPosted: Fri Aug 20, 2004 9:59 pm


User Image

Craftable Items and Thier Level Requirements:

Hylian Crafting:
Bomb (1st) - acts like a small grenade
|-> [2d6 damage, 5 ft radius, 10 ft range increment, wt 1 lb, cost 150 gp]
Mana Potion (1st) - Refills 3d4 mana
Health Potion (1st) - heals 2d6 damage
Compass (1st) - Used to cast Treasure Sense

Magic Boomerang (3rd) - Deals better damage. Small Chance to stun and enemy.
Vaulan Feather (3rd) - acts as a ring of featherfall
Magic Lantern (3rd) - a shielded lantern with continual light.

Candle of Wisdom (5th) - pre-determined spell of 3rd level or lower is cast without mana cost once/day
Staff of the Shiekah (5th) - allows the acolyte to turn undead as if he were a cleric of 2 levels lower.

Advanced Hylian Crafting:
Gauntlets of Power (6th ) - Increases strength by 4
Ether Medallion (6th) - Enables casting of Ether
Chaplet of Time (6th) - allows use of minor abilities
Fairy Lantern (6th) - like Magic Lantern, but also reveals invisible creatures.

Sword of Courage (8th) - Infinite Master's Blade at full health
Health Elixer (8th) - refills a lot of health

Titan’s Gauntlets (10th) - Increases Strength by 8
Mana Elixer (10th) - refills a lot of mana
Boots of Waterwalking (10th) - allows the Acolyte to walk on water.

Expert Hylian Crafting:
Bombos Medallion (11th) - Enables casting of Bombos
Hover Boots (11th) - allows the wearer to walk on air for 1 round before falling
|->Also gives +5 feet to movement.
Magnetic Gloves (11th) - used to attract or repel metallic objects in a direct line.

Quake Medallion (13th) - Enables casting of Quake
Ghost Cloak (13th) - become invisible/ semi-incorporeal. Drains mana per round

Mask of Annonimity (15th) - Causes lesser beings to not notice you.
Piece of Power (15th) - Causes weapon to deal triple damage upon next strike. If strike misses, the piece is wasted.
Guardian Acorn (15th) - halves all damage recieved for 3 rounds.

Kalgalath


Kalgalath

PostPosted: Fri Aug 20, 2004 10:06 pm


Hylian Spell List
E - Spells Reserved for Evil Characters
G - Spells Reserved for Good Characters
*Note: Neutral Characters must pick either the Good or Evil version of a spell upon attaining access to that spell level. The other spell may henceforth not be cast.

0th level
Flame of Darkness E – Creates a small flame in the palm of the acolyte’s hand. Exudes light similar to a darkness spell. May be tossed at an enemy to deal 1d3 points of damage.
Flame of Light G – Creates a small flame in the palm of the acolyte’s hand. Exudes light similar to a light spell. May be tossed at an enemy to deal 1d3 points of damage.
Jump – Allows the Acolyte to jump twice his normal distance and height.
Magic Powder M – Enchants a fistful of dust to toss at an enemy. Causes random effects.
Treasure Sense M – Indicates the direction towards the nearest object of significant value

1st level
Awakening Wind – Causes a target to awaken from magical or normal sleep
Din’s Fire – Summons for the Flames of Din to damage the acolytes enemies.
Frozen Flames – summons for a ball of cool flames that spreads like normal fire but deals cold damage. Extinguishes normal flames. Deals 1d4/level if thrown at an enemy.
Master's Blade M – Enchants a sword to cast bolts of energy as a ranged attack
Mudora's Curse E - Deals 1d10 damage to an enemy
Saria’s Blessing G – Restores 1d10 hp to the Acolyte
Shadow Swarm E - Summons Shadow Insects to attack the Acolyte's foes.
Silver Swarm G - Summons Silver Insects to attack the Acolyte's foes.

2nd level
Farore's Wind – Allows the acolyte to return to a previously visited spot
Pegasus Rush – Increases a creatures speed and lets it charge with P/S weapons.
Ray of Spiritual Flame – Casts forth a 30ft line of flame that deals 1d4/level
Somaria's Prismatic Bridge – Creates a shimmering bridge of color.
Spirit Mirror M – Creates a shimmering shield of light on the caster’s arm that reflects magical projectiles and gaze attacks back upon their casters.
Tongues of Mudora – Allows the acolyte to read things that are written in an unknown language

3rd level
Energy Shield M – Imbues the Acolyte’s shield with Energy Resistance 10 to a type of energy
Energy Sphere – Casts a ball of energy that splits into three parts and deals 1d6/level per part.
Eye of Truth – See an object’s true nature
Improved Shadow Swarm E - Calls forth a pair of dark insects.
Improved Silver Swarm G - Calls forth a pair of silver insects.
Nayru’s Love G – Creates a protective shield that prevents damage
Nayru’s Scorn E – Creates an offensive shield that deals damage
Shadow Mount E - Summons a shadow creature to act as the caster’s mount.
Silver Mount G - Summons a silver creature to act as the caster’s mount.
Summon Blighting Spirit E – Summons a Poe to wound a target for 3 + 1d6 per 2 caster levels
Summon Healing Spirit G – Summons a fairy to heal a target for 3 + 1d6 per every 2 caster levels
Sword Vortex M – Charges an Acolyte’s Blade with magical force, releasing it in a whirlwind strike.
Trifold Darkness E – Calls forth darkness to assault one’s enemies.
Trifold Light G – Calls forth light to assault ones enemies.

4th level
Blighting Shadow E - Heals an undead creature or deals damage and negative levels to living targets.
Courageous Heart - Acoltye gains +6 Con and extra hit points
Farore’s Wisdom - Acolyte gains +6 Wis and extra mana
Flame Arrow M – Enchants a drawn arrow with the power of fire.
Healing Light G - Heals a living target of damage and negative levels, or damages undead.
Ice Arrow M – Enchants a drawn arrow with the power of ice.
Moon Pearl M – Creates a magical guard against shapechanging.
Rune of the Wallmaster - Inscribes a Trap Rune that summons a wallmaster when activated.
Surge of Power - Acoltye gains +6 Str and can ignore the first 5 points of damage reduction.
Volvagia’s Hammer M – Enchants a mace or hammer to strike with shattering force.

5th level
Ether Medallion M – massive Lightning strike in an area.
Expel Curse M, XP- Removes a curse from a target and seals it into a mask.
Hideous Wings E – The Acolyte takes the form of a bat for a time.
Luminous Wings G – The Acolyte takes the form of a fairy for a time.
Peace of Heart – The acolyte bonds with a target to attempt to cure its mind.
Ray of Spiritual Frost – Freezes enemies and Deals cold damage
Shadowed Selves – Creates mirror images of the caster that deal real damage.

6th level
Animate Shadow – Causes a target’s shadow to become corporeal, attacking the owner.
Bombos Medallion M – Massive flame attack in an area
Energy Armor M – Grants the Acolyte’s Armor energy resistance 10 to a type of energy
Master’s Hands - Opens a rift from which Wallmasters appear and attempt to drag the Acoltyte’s enemies into, teleporting them away.
Song of Brilliance G, M – Creates a 30ft radius patch of sunlight, regardless of location or time.
Song of Darkness E, M – Creates a 30ft radius patch of night, regardless of location or time.
Storm Anthem M – Creates a large storm in an area around the caster.

7th level
Mask of Souls M, XP – Attempts to seal disembodied spirits with a mask.
Quake Medallion M – Massive earth attack in an area.
Triune Chorus – at least 3 acolytes come together to make a sonic attack.

8th level
Lost Halls – Enchants an area with light fog and causes dimensional distortion.
Sage’s Seal M, XP – banishes and object or creature to an alternate crystal sphere

9th level
Dawn of the Fierce Deity – Acolyte temporarily becomes an avatar-like being for several hours.  
PostPosted: Fri Aug 20, 2004 10:27 pm


Level 0 Spells

Flame of Darkness
(Conjuration) [Evil]
Domain: Triforce, Fire
Components: S, DF
Casting Time: 1 standard action
Area of effect: one target
Duration: until dispelled or thrown.
Saving throw: N/A
Spell Resistance: Yes
Mana Cost: 1
Maintenance Cost: None

The Acolyte conjures up a small, bright flame in the plam of his hand that functions as would a darkness spell. The flame has a blue-black color to it, and appears to devour the light around it, shrouding the area in shadow. It can be hurled up to ten feet to deal 1d3 shadow and fire damage to any target. Darkness-sensitive creatures take double damage.
The reverse of this spell is Flame of Light.

Flame of Light
(Conjuration) (Good)
Domain: Triforce, Fire
Components: S, DF
Casting Time: 1 standard action
Area of effect: one target
Duration: until dispelled or thrown.
Saving throw: N/A
Spell Resistance: Yes
Mana Cost: 1
Maintenance Cost: None

The Acolyte conjures up a small, bright flame in the plam of his hand that functions as would a light spell with half radius. The flame has a bright, whitish color to it, as if made out of pure light. It can be hurled up to ten feet to deal 1d3 light and fire damage to any target. Light-sensitive creatures take double damage.
The reverse of this spell is Flame of Darkness.

Jump
(Alteration)
Domain: Triforce
Components: S
Casting Time: 1 standard action
Area of effect: self
Duration: 1 round
Saving throw: N/A
Spell Resistance: No
Mana Cost: 1
Maintenance Cost: None

While the Acolyte is under the effects of this spell, she may jump up to twice her normal height and distance. (Halves Jump DCs.)

Magic Powder
(Transmutation)
Domain: Triforce, Chaos
Components: S, DF, M
Casting Time: 1 standard action
Range: Touch
Target / Area of Effect: 1 handfull of dust
Duration: 1 round
Saving Throw: None
Spell Resistance: Yes
Mana Cost: 1
Maintenance Cost: 0

The caster imbues a handful of dust with magical properties, and then flings it at an enemy, who must be within 15 feet. Roll a d6 and interpret the results as follows:
1: Target changes color.
2: Target catches fire.
3: Target is paralyzed for 1 round.
4: All magic on target is dispelled.
5: Target is blinded for 1d3 rounds.
6: Target takes 1d4+1.
The material component is a pinch of dust or sand, which is clenched in the fist and then flung at the enemy.

Treasure Sense
(Divination)
Domain: Triforce, Knowledge
Components: S, M
Casting Time: 1 standard action
Range: Touch
Target / Area of Effect: 1 compass
Duration: 1 round
Saving Throw: None
Spell Resistance: No
Mana Cost: 1
Maintenance Cost: 0

The Acolyte enchants a compass to point to direction towards the nearest
treasure chest within 120 feet containing objects of significant value (DM decides what counts as ‘significant’). When the duration expires, the compass is destroyed. If there is no treasure within the spell’s area of effect, the spell fails, and the mana is wasted, but the compass remains.

Kalgalath


Kalgalath

PostPosted: Fri Aug 20, 2004 10:33 pm


First Level Spells

Awakening Wind
(Conjuration/Healing)
Domain: Triforce, Healing, Elemental (Wind)
Components: DF, S
Casting Time: 1 standard action
Range: touch
Target / Area of Effect: 1 subject
Duration: Instantaneous
Saving Throw: Will Neg
Spell Resistance: Yes
Mana Cost: 3
Maintenance Cost: 0

Fully awakens the target from any kind of sleep, trance, meditation, or hypnosis; whether voluntary or involuntary, magical or otherwise.

Din’s Fire
(Evocation)
Domain: Triforce, Elemental (Fire)
Components: Df, S
Casting Time: 1 standard action
Range: special
Target / Area of Effect: 4.5 Radius
Duration: Instantaneous
Saving Throw: Ref Half
Spell Resistance: Yes
Mana Cost: 3
Maintenance Cost: 0

Creates an expanding ball of magical fire that expands outward from the caster in a 4.5 foot radius. This fire deals 3 damage +1d3/level to creatures in neighboring spaces. At level 3 the caster may select a target other than himself within 30 feet to be the focal point of the fireball. At level 6 the caster may also cause the focal point to take the damage in addition to the surrounding creatures. The caster takes no damage from this spell.

Frozen Flames
(Conjuration)
Domain: Triforce, Cold
Components: DF, S
Casting Time: 1 standard action
Range: Medium (100ft +10ft./level)
Target / Area of Effect: 1 target
Duration: Instantaneous
Saving Throw: Ref Half
Spell Resistance: Yes
Mana Cost: 3
Maintenance Cost: 0

Summons a ball of blue flames that envelopes a target and burns as normal flames would, but exude coldness instead of heat. Deals 1d4 per level. Spreads and burns like normal flames, but deals cold damage, and extinguishes normal flames if it comes in contact with them.

Master’s Blade
(Transmutation)
Domain: Triforce, Combat
Components: DF, S, M
Casting Time: 1 standard action
Range: Touch
Target / Area of Effect: 1 Handheld Blade
Duration: 9 Minutes / Level, or until discharged
Saving Throw: None
Spell Resistance: Yes
Mana Cost: 3
Maintenance Cost: 0

This spell enchants any blade held by the caster with the ability to fire an energy projectile attack at a target up to 90ft away. This attack is a ranged touch attack, and deals 1d6 + 3 damage / level to a maximum of 1d6 + 27. The item receives 1 charge for every two casters levels, after which it returns to it’s previous state. A ranged touch attack is required to hit the target.

Mudora’s Curse
(Necromancy) (Evil)
Domain: Triforce, Healing
Components: DF, S
Casting Time: 1 standard action
Range: Close (25ft + 5ft./ 2 levels)
Target / Area of Effect: 1 target
Duration: Instantaneous
Saving Throw: Will Half
Spell Resistance: Yes
Mana Cost: 3
Maintenance Cost: 0

Envelops an enemy in a pillar of darkness, dealing 1d10 damage.
The reverse of this spell is Saria’s Blessing.

Saria’s Blessing
(Necromancy) (Good)
Domain: Triforce, Healing
Components: DF, S
Casting Time: 1 standard action
Range: Personal
Target / Area of Effect: Self
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
Mana Cost: 3
Maintenance Cost: 0

Envelops the Acolyte in a pillar of green light, healing him for 1d10 points.
The reverse of this spell is Mudora’s Curse.

Shadow Swarm
(Conjuration) (Evil)
Domain: Triforce
Components: V, S
Casting Time: 1 full action
Range: Close (25 ft + 5ft./2 levels)
Target / Area of Effect: 1 subject
Duration: 1 Combat or until slain
Saving Throw: None
Spell Resistance: No
Mana Cost: 3
Maintenance Cost: 0

Summons a pair of dark black insects that glow with a dark purple light to attack the Acolyte’s foes. The insects absorb light similar to that of Dancing Shadows The insects act on the same initiative as the Acolyte, and remain either until slain, or until combat is ended, whichever is sooner. For every 5 caster levels, the Acolyte may pay an extra 6 mana to add 2 more insects to the summoning at the time of casting.
Shadow Insect Hp: 1d6, Attack: Sting +2 (1d4) Saves: 0/4/0 AC: 14 Move: Fly 90 (perfect) Size: Tiny
*Note: Neutral Characters who choose this spell must choose all shadow swarm spells. The reverse of this spell is Silver Swarm.

Silver Swarm
(Conjuration) (Good)
Domain: Triforce
Components: V, S
Casting Time: 1 full action
Range: Close (25 ft + 5ft./2 levels)
Target / Area of Effect: 1 subject
Duration: 1 Combat or until slain
Saving Throw: None
Spell Resistance: No
Mana Cost: 3
Maintenance Cost: 0

Summons a pair of glowing sliver insects to attack the Acolyte’s foes. The insects exude light similar to that of Dancing Lights The insects act on the same initiative as the Acolyte, and remain either until slain, or until combat is ended, whichever is sooner. For every 5 caster levels, the Acolyte may pay an extra 6 mana to add 2 more insects to the summoning at the time of casting.
Silver Insect Hp: 1d6, Attack: Sting +2 (1d4) Saves: 0/4/0 AC: 14 Move: Fly 90 (perfect) Size: Tiny
*Note: Neutral Characters who choose this spell must choose all sliver swarm spells. The reverse of this spell is Shadow Swarm.
PostPosted: Fri Aug 20, 2004 10:41 pm


Second Level Spells

Farore's Wind
(Conjuration/Teleportation)
Domain: Triforce, Elemental (Air)
Components: S, DF
Casting Time: 1 standard action
Range: Close (25ft + 5ft./2 levels)
Target / Area of Effect: Special
Duration: 3 + 1d6 / level hours
Saving Throw: None
Spell Resistance: No
Mana Cost: Special
Maintenance Cost: 0

Can be used to create a point which can be returned to later via teleport. As long as the point is extant, caster can teleport back to it with a mental command. The point remains for 2 +1d6 /level hours. At third level the caster can teleport individual items, at sixth level the caster can also teleport all creatures within a nine foot radius, at ninth level the caster can teleport individual creatures. If a creature is unwillinging teleported, treat as per a teleport other spell. The caster gains the ability to have one additional warp point every three levels. The cost to place a warp point is 6 mana, returning to a point costs nothing. A warp point is dispelled at the time of returning. If the caster has multiple points placed, he chooses one to return to.

Pegasus Rush
(Transmutation)
Domain: Triforce, Combat
Components: S, DF
Casting Time: 1 standard action
Range: Touch
Target / Area of Effect: 1 target
Duration: 1 round / level
Saving Throw: None
Spell Resistance: Yes
Mana Cost: 6
Maintenance Cost: 0

Augments the speed of the person touched. Their movement range increases to +20 feet per round, and they have the ability to make charge attacks with any piercing or slashing weapon. Any charging feats the character may have are useable with said weapons. In addition, the character may make a full attack with said weapons at the end of the charge, and the +2 attack bonus is applied to all attacks.

Ray of Spiritual Fire
(Evocation)
Domain: Triforce, Elemental (Fire)
Components: S, DF
Casting Time: 1 standard action
Range: 30 ft
Target / Area of Effect: 30 ft Line
Duration: Instantaneous
Saving Throw: Ref Half
Spell Resistance: Yes
Mana Cost: 6
Maintenance Cost: 0

A ray of fire that extends from the caster's right hand to the target. 1d4 damage per level of the caster to any creature in the line of fire. Also ignites all readilly flammable materials. Any creature affected may make a reflex save to halve the damage. If used on a creature frozen with Ray of Spiritual Frost that has at least 5 less HD than the caster has levels, they must make a fortitude save or be destroyed with no chance of resurrection.

Somaria’s Prismatic Bridge
(Conjuration/Creation)
Domain: Triforce
Components: DF, S, V
Casting Time: 1 standard action
Range: 30 ft
Target / Area of Effect: special
Duration: 3 minutes
Saving Throw: None
Spell Resistance: No
Mana Cost: 6
Maintenance Cost: 0

When this spell is cast, the caster chooses a point within 30 feet. A bridge composed of light of shifting colors extends from the ground directly in front of the caster’s feet to that point. The bridge is nine feet wide and has no height. It is absolutely immovable for the duration of the spell, at which time it fades out of existence.

Spirit Mirror
(Conjuration/Creation)
Domain: Triforce, Protection
Components: S, DF
Casting Time: 1 standard action
Range: Touch
Target / Area of Effect: One Shield, or Personal
Duration: 3 rounds + 1 round / level
Saving Throw: None
Spell Resistance: No
Mana Cost: 6
Maintenance Cost: 0

Creates a shimmering shield of light on the caster’s arm that reflects magical projectiles and gaze attacks back upon their casters. Example spells would be magic missile, eyebite, Melf’s minute meteors, etc. Area of effect damage is not reflected, such as the splash damage from Melf’s Minute Meteors. The shield can appear either upon the caster’s bare arm, or over an existing shield. A dexterity check is required in order to ‘catch’ a spell upon the shield. When a spell is reflected, its caster gets a reflex save to avoid the spell’s effects. If this spell is cast while Energy Shield is in effect, Energy Shield is dispelled.

Tongues of Mudora
(Divination)
Domain: Triforce, Divination
Components: S, DF
Casting Time: 1 standard action
Range: Personal
Target / Area of Effect: Self
Duration: 3 + 1 round / level
Saving Throw: None
Spell Resistance: No
Mana Cost: 6 per ‘page’
Maintenance Cost: 0

Allows the Acolyte to acurrately translate writings the Acolyte does not understand. Each time the spell is cast, the Acolyte can translate what he can currently see.

Kalgalath


Kalgalath

PostPosted: Fri Aug 20, 2004 10:57 pm


Third Level Spells

Eye of Truth
(Divination)
Domain: Triforce, Divination
Components: S, DF
Casting Time: standard action
Range: Personal
Target / Area of Effect: Self
Duration: Concentration
Saving Throw: None
Spell Resistance: No
Mana Cost: 9
Maintenance Cost: 3/round

Allows the caster to perceive both the true nature and magical aura of the targeted person, monster, item, etc. The Acolyte makes a circle between thumb and forefinger, and looks through it as if it were an eyeglass. This does not allow the Acolyte to know the nature of an enchantment, or to know the function of a magical item. For example, the caster could perceive that a wall was an illusion, and that a rock behind it was really a polymorphed sword, and that the sword was magical, but not what the sword’s power was, or how to activate it, or that passing through the illusion would set off a contingency spell.

Energy Sphere
(Evocation) [Force]
Domain: Triforce, Force
Components: S, DF
Casting Time: 1 standard action
Range: 60 feet
Target / Area of Effect: Special
Duration: Instantaneous
Saving Throw: Fort Half
Spell Resistance: Yes
Mana Cost: 9
Maintenance Cost: 0

Fires a single sphere of energy 3 feet in diameter that travels 10 feet and then detonates into 3 separate bolts, each to strike at a separate target. Each minor sphere is 1 foot in diameter and deals 1d6 / level of the caster of non-elemental damage, to a maximum of 8d6. Targets struck may make a fortitude save for half damage.

Energy Shield
(Enchantment)
Domain: Triforce, Protection, Elemental (All)
Components: S, DF, M
Casting Time: 1 standard action
Range: Touch
Target / Area of Effect: 1 Shield
Duration: Until changed or dispelled
Saving Throw: None
Spell Resistance: No
Mana Cost: 9
Maintenance Cost: 0

The Acolyte enchants his shield with the power to resist one type of energy, granting it energy resistance / 10 for that type of energy. His shield then changes to a color that relects the energy type chosen: Cold = Blue, Fire = Red, Lighning = White, Light = Gold, Shadow = Black. This energy resistance stacks with that probided by Energy Armor. If cast while Spirit Mirror is in effect, Spirit Mirror is dispelled.

Nayru’s Love
(Abjuration) (Good)
Domain: Triforce, Protection
Components: S, DF
Casting Time: 1 standard action
Range: Personal
Target / Area of Effect: Self
Duration: 1d3 rounds / 3 levels (max 9)
Saving Throw: None
Spell Resistance: No
Mana Cost: 9
Maintenance Cost: 0

Creates a shimmering prism of light about the caster that prevents all non-magical physical damage dealt to him. The barrier is insubstantial, but will deflect any non-magical weapon that is used to harm the caster. It does not protect the caster from spells, only physical attacks. The barrier lasts for 1d3 rounds for every 3 levels of the caster, to a maximum of 9 rounds. The barrier may be dispelled at will.

Nayru’s Scorn
(Abjuration) (Evil)
Domain: Triforce, Protection
Components: S, DF
Casting Time: 1 standard action
Range: Personal
Target / Area of Effect: Self
Duration: 1d3 rounds / 3 levels (max 9)
Saving Throw: None
Spell Resistance: No
Mana Cost: 9
Maintenance Cost: 0

Creates a barrier of both light and shadow that spins about the caster. Any creature who physically attacks the caster takes 1d6 / 3 levels points of energy damage from the shield, The barrier lasts for 1d3 rounds for every 3 levels of the caster, to a maximum of 9 rounds. The barrier may be dispelled at will.

Summon Healing Spirit
(Conjuration/Summoning) (Good)
Domain: Triforce, Healing
Components: S, DF
Casting Time: 1 standard action
Range: 30ft
Target / Area of Effect: 1 Target
Duration: Until Used
Saving Throw: None
Spell Resistance: No
Mana Cost: 9
Maintenance Cost: 0

Summons a small fairy-like creature of light. If a friendly creature is badly wounded (50% Hp or less), the fairy will heal 1d6/2 caster levels + 3 points of damage and then dissipate. If no one is in need of healing, the fairy will remain with the caster until either dispelled or a creature is in need of healing, at which time it will heal the creature and dissipate. A maximum of 3 fairies may be with the caster at any time.
The reverse of this spell is Summon Blighting Spirit.

Summon Blighting Spirit
Domain: Triforce
Components: S, DF
Casting Time: 1 standard action
Range: 30ft
Target / Area of Effect: 1 Target
Duration: Until Uesd
Saving Throw: None
Spell Resistance: No
Mana Cost: 9
Maintenance Cost: 0

Summons a small ghost-like creature of darkness. The caster may then direct this creature to deal 1d6/2 caster levels + 3 points of magical damage and then dissipate (Fort save halves damage.) If not directed to attack, the ghost will remain with the caster until either dispelled or it is so directed, at which time it will attack the creature and dissipate. A maximum of 3 ghosts may be with the caster at any time.
The reverse of this spell is Summon Healing Spirit.

Sword Vortex
(Transmutation)
Domain: Triforce, Combat
Components: S, M, DF
Casting Time: 1 standard action
Range: Touch
Target / Area of Effect: Handheld Blade
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
Mana Cost: 9
Maintenance Cost: 0

Momentarily enchants the Acolyte’s blade with magical energy, and gives him great speed to strike all enemies in a circle about him. Deals magical damage to all enemies currently in melee with the Acolyte. The amount of damage dealt is equal to the weapon used, plus 3x the wisdom modifier. Strength bonuses apply. By giving up his other attacks for the round, the Acolyte may increase the damage bonus to 9x his wisdom modifier.

Trifold Light
(Evocation) (Good)
Domain: Triforce, Sun
Components: S, DF
Casting Time: 1 standard action
Range: See Below
Target / Area of Effect: See Below
Duration: See Below
Saving Throw: See Below
Spell Resistance: No
Mana Cost: See Below
Maintenance Cost: 0

This powerful spell can have one of several effects, determined by the caster at the time of the casting.
Bolt of Light, Mana Cost 9: The caster hurls a bolt of light towards a target creature. Any creature thus targeted will be affected as if having been the target of a continual light spell, and is blinded for 1d4 rounds, and also takes 2d8 points of burning damage. Undead struck by this bolt must make a fortitude save or be destroyed if their HD is at least 3 less then the caster’s level.
Light of Binding, Mana Cost 12: The caster calls forth a cone of blinding light from his hands, binding a creature in its place for 1d3+1 rounds. Creatures thus bound may not move away, but are free to attack anything within arms’ reach. Creatures bound in this fashion take 1.5 times damage from all attacks by normal and magical weapons while under the effects of the spell. For this form of the spell, the caster must concentrate on binding the creature, taking no other action for the duration of the spell.
Enchant Arrows, Mana Cost 15: The caster may enchant up to 3d3 projectiles (arrows, bolts, darts, shuriken, throwing daggers), causing them to glow brightly as if they had been the target of a light spell. These may then be fired or thrown at any target as normal. When a projectile enchanted with Trifold light strikes a solid object, it detonates in a brilliant burst of light, dealing 1d8 burn damage in addition to whatever damage the projectile would normally inflict. In addition, the target is blinded for 1d4 rounds, suffering a +4 penalty to AC and a -4 penalty to attack rolls. If the target is an undead creature, it takes double damage from this spell. Objects enchanted in this fashion hold their enchantment for 3 rounds, after which they become normal projectile weapons again. Regardless of whether or not the attack hits the intended target, it will detonate when fired, and is not reusable. Note that this spell can only be used on weapons specifically intended to be used as projectiles (as flame arrows).
The reverse of this spell is Trifold Darkness.

Trifold Darkness
(Evocation) (Evil)
Domain: Triforce, Sun
Components: S, DF
Casting Time: 1 standard action
Range: See Below
Target / Area of Effect: See Below
Duration: See Below
Saving Throw: See Below
Spell Resistance: No
Mana Cost: See Below
Maintenance Cost: 0

This powerful spell can have one of several effects, determined by the caster at the time of the casting.
Bolt of Darkness, Mana Cost 9: The caster hurls a bolt of darkness towards a target creature. Any creature thus targeted will be affected as if having been the target of a continual darkness spell, and is blinded for 1d4 rounds, and also takes 2d8 points of burning damage. Living creatures affected by this spell must make a fortitude save or acquire 1 negative level.
Bonds of Darkness, Mana Cost 12: The caster calls forth a cone of darkness from his hands, binding a creature in its place for 1d3+1 rounds. Creatures thus bound may not move away, but are free to attack anything within arms’ reach. Creatures bound in this fashion take 1.5 times damage from all attacks by normal and magical weapons while under the effects of the spell. For this form of the spell, the caster must concentrate on binding the creature, taking no other action for the duration of the spell.
Enchant Arrows, Mana Cost 15: The caster may enchant up to 3d3 projectiles (arrows, bolts, darts, shuriken, throwing daggers), causing them to radiate shadow as if they had been the target of a darkness spell. These may then be fired or thrown at any target as normal. When a projectile enchanted with Trifold darkness strikes a solid object, it detonates in a blast of darkness, dealing 1d8 burning damage in addition to whatever damage the projectile would normally inflict. In addition, the target is blinded for 1d4 rounds, suffering a +4 penalty to AC and a -4 penalty to attack rolls. Living targets must make a fortitude save or acquire one negative level. Objects enchanted in this fashion hold their enchantment for 3 rounds, after which they become normal projectile weapons again. Regardless of whether or not the attack hits the intended target, it will detonate when fired, and is not reusable. Note that this spell can only be used on weapons specifically intended to be used as projectiles (as flame arrows).
The reverse of this spell is Trifold Light.

Improved Silver Swarm
(Conjuration) (Good)
Domain: Triforce
Components: V, S
Casting Time: 1 full action
Range: Close (25ft + 5ft./2 levels)
Target / Area of Effect: N/a
Duration: 1 combat or until slain
Saving Throw: None
Spell Resistance: No
Mana Cost: 9
Maintenance Cost: 0

Summons a pair of glowing sliver insects to attack the Acolyte’s foes. The insects exude light similar to that of Dancing Lights The insects act on the same initiative as the Acolyte, and remain either until slain, or until combat is ended, whichever is sooner. For every 5 caster levels, the Acolyte may pay an extra 9 mana to add 2 more insects to the summoning at the time of casting.
Silver Insect Hp: 3d6, Attack: Sting +4 (1d6) Saves: 2/6/2 AC: 18 Move: Fly 90 (perfect) Size: Small Special Qualities: Light Alignment - deals double damage to shadow creatures, Blinding Sting - Will save or take -4 to hit and damage for 3 rounds.
The reverse of this spell is Improved Shadow Swarm. Creatures with this spell must also have taken Silver Swarm.

Improved Shadow Swarm
(Conjuration) (Evil)
Domain: Triforce
Components: V, S
Casting Time: 1 full action
Range: Close (25ft + 5ft./2 levels)
Target / Area of Effect: N/a
Duration: 1 combat or until slain
Saving Throw: None
Spell Resistance: No
Mana Cost: 9
Maintenance Cost: 0

Summons a pair of dark black insects that glow with a dark purple light to attack the Acolyte’s foes. The insects absorb light similar to that of Dancing Shadows The insects act on the same initiative as the Acolyte, and remain either until slain, or until combat is ended, whichever is sooner. For every 5 caster levels, the Acolyte may pay an extra 9 mana to add 2 more insects to the summoning at the time of casting.
Shadow Insect Hp: 3d6, Attack: Sting +4 (1d6) Saves: 2/6/2 AC: 18 Move: Fly 90 (perfect) Size: Small Special Qualities: Shadow Alignment - deals double damage to light creatures, Blinding Sting - Will save or take -4 to hit and damage for 3 rounds.
The reverse of this spell is Improved Silver Swarm. Creatures with this spell must also have taken Shadow Swarm.

Silver Mount
(Conjuration)(Good)
Domain: Triforce, Animal
Components: V, S, DF
Casting Time: 1 full action
Range: Close (25ft + 5ft./2 levels)
Target / Area of Effect: N/a
Duration: 2 hours / level
Saving Throw: None
Spell Resistance: No
Mana Cost: 9
Maintenance Cost: 0

Summons a shining silver size large creature to the caster’s side to act as a mount. The mount will serve willingly and well.
The first time a mount is called, the caster must pay 500 XP and spends one full day creating a mystic bond with the beast. From then on, that individual animal is the one the caster summons. If the beast is ever slain. he must spend the XP again to aquire a new mount. The bond provides no extra benefits: if the caster wishes to ride or train the beast, he must learn to do so. When the mount is called by means of the spell, it appears the following round, at full health and complete with riding equipment appropriate to the creature.
When a mount is first called, the caster chooses a creature type for the mount to resemble. See the monster entry for details.
The reverse of this spell is Shadow Mount.

Shadow Mount
(Conjuration)(Evil)
Domain: Triforce, Animal
Components: V, S, DF
Casting Time: 1 full action
Range: Close (25ft + 5ft./2 levels)
Target / Area of Effect: N/a
Duration: 2 hours / level
Saving Throw: None
Spell Resistance: No
Mana Cost: 9
Maintenance Cost: 0

Summons a flaming, black, size large creature to the caster’s side to act as a mount. The mount will serve willingly and well.
The first time a mount is called, the caster must pay 500 XP and spends one full day creating a mystic bond with the beast. From then on, that individual animal is the one the caster summons. If the beast is ever slain. he must spend the XP again to aquire a new mount. The bond provides no extra benefits: if the caster wishes to ride or train the beast, he must learn to do so. When the mount is called by means of the spell, it appears the following round, at full health and complete with riding equipment appropriate to the creature.
When a mount is first called, the caster chooses a creature type for the mount to resemble. See the monster entry for details.
The reverse of this spell is Silver Mount.
PostPosted: Sun Sep 12, 2004 7:18 pm


Level 4 Spells

Blighting Shadow
(Necromancy) (Evil)
Domain: Triforce, Necromancy
Components: V, S, DF
Casting Time: 1 standard action
Range: Close (25 ft + 5 ft./2 levels)
Target / Area of Effect: 1 creature
Duration: Instantaneous
Saving Throw: Will Neg
Spell Resistance: Yes
Mana Cost: 12
Maintenance Cost: 0

The Hylian radiates a beam of negative energy from his hand which heals undead creatures of 1d6 points of damage per 3 levels of the caster. If cast on a living creature, the creature takes 1d6 Damage per caster level and gains 2 Negative Levels.
The reverse of this spell is Healing Light.

Courageous Heart
(Transmutation)
Domain: Triforce, Combat
Components: V, DF
Casting Time: 1 standard action
Range: Personal
Target / Area of Effect: Self
Duration: 1 min / level
Saving Throw: None
Spell Resistance: No
Mana Cost: 12
Maintenance Cost: 0

The Acolyte is blessed with greater vitality and stamina. It grants the caster a +6 enhancement bonus to Constitution, which adds the usual benefits to hit points, Fortitude saves, Constitution checks, and so on. It also grants an additional number of temporary hit points equal to 3 times the Acolytes Wisdom modifier.

Farore’s Wisdom
(Transmutation)
Domain: Triforce, Combat
Components: V, DF
Casting Time: 1 standard action
Range: Personal
Target / Area of Effect: Self
Duration: 1 min / level
Saving Throw: None
Spell Resistance: No
Mana Cost: 12
Maintenance Cost: 0

The Acolyte is blessed with wisdom. It grants the caster a +6 enhancement bonus to Wisdom, which adds the usual benefits to Mana points, save DC’s, Will saves, and so on. It also grants an additional number of temporary Mana points equal to 3 times the Acolyte’s Wisdom modifier.

Flame Arrow
(Enchantment)
Domain: Triforce, Combat, Fire
Components: V, S, DF, M
Casting Time: 1 standard action
Range: Touch
Target / Area of Effect:1 Arrow
Duration: til arrow is loosed
Saving Throw: None
Spell Resistance: Yes
Mana Cost: 12
Maintenance Cost: 0

The Acolyte enchants an Arrow he has drawn with his bow with the power of flames. The arrow bursts into magical flames which do not harm the caster. The caster looses the arrow at a target of his choice upon completion of the spell. The arrow travels its target, and the bursts in a wreath of flames, destroying the arrow in the process. Creatures struck with flame arrows take normal damage for the arrow plus 1d8, and catch on fire. The fire remains for 1d3 rounds for every three levels of the caster, and deal 1d8 fire damage per round.

Healing Light
(Evocation) (Good)
Domain: Triforce, Necromancy
Components: V, S, DF
Casting Time: 1 standard action
Range: Close (25 ft + 5 ft./2 levels)
Target / Area of Effect: 1 creature
Duration: Instantaneous
Saving Throw: Will Neg
Spell Resistance: Yes
Mana Cost: 12
Maintenance Cost: 0

The Hylian radiates a beam of light from his hand which heals 1d6 points of damage per 3 levels of the caster, and also heals 1d4 Negative Levels to the target. If cast on an undead creature, the creature takes 1d6 Damage per caster level.
The reverse of this spell is Blighting Shadows.

Ice Arrow
(Enchantment)
Domain: Triforce, Combat, Cold
Components: V, S, DF, M
Casting Time: 1 standard action
Range: Touch
Target / Area of Effect:1 Arrow
Duration: til arrow is loosed
Saving Throw: None
Spell Resistance: Yes
Mana Cost: 12
Maintenance Cost: 0

The Acolyte enchants an Arrow he has drawn with his bow with the power of cold. The arrow is enveloped in a wreath of cold energy which does not harm the caster. The caster looses the arrow at a target of his choice upon completion of the spell. The arrow travels its target, and the bursts in a wreath of ice, destroying the arrow in the process. Creatures struck with ice arrows take normal damage for the arrow plus 1d8, and are slowed for 1d3 rounds for every three levels of the caster, and take 1d4 cold damage per round.

Moon Pearl
(Transmutaion)
Domain: Triforce, Protection
Components: S, DF, M
Casting Time: 1 standard action
Range: Touch
Target / Area of Effect: 1 pearl
Duration: Until used
Saving Throw: None
Spell Resistance: No
Mana Cost: 12
Maintenance Cost: 0

Creates a single moonpearl that can be worn on a chain or a bracelet. When the character wearing it is polymorphed, the moonpearl remains unchanged. After one round, the pearl shatters, and the character returns to his original form. The pearl remains until shattered, and the Acolyte may only own one pearl at a time. Moon Pearls do not dispel Hideous Wings or Luminous Wings.
A necessary material component is a pearl, worth at least 100 Gp, which becomes enchanted.

Rune of the Wallmaster
(Conjuration [teleport])
Domain: Triforce, Trickery
Components: S, DF
Casting Time: 1 standard action
Range: Touch
Target / Area of Effect: 1 Wall
Duration: 1 hour / level
Saving Throw: None
Spell Resistance: Yes
Mana Cost: 18
Maintenance Cost: 0

The Hylian Acolyte Inscribes an invisible trap rune upon the surface of a wall. Any creature passing within 10 feet of the Rune triggers the trap, manifesting a Wallmaster. as per Master’s Hands, with the following additions:
Only one Wallmaster appears, and it attacks only the target who triggered the trap. If the Wallmaster fails, it dissapears back into the rift. When the rune is triggered, it is destroyed, and the Hylian who scribed it knows of its destruction.

Surge of Power
(Transmutation)
Domain: Triforce, Combat
Components: V, DF
Casting Time: 1 standard action
Range: Personal
Target / Area of Effect: Self
Duration: 1 min / level
Saving Throw: None
Spell Resistance: No
Mana Cost: 12
Maintenance Cost: 0

The Acolyte is blessed with greater strength and power. It grants the caster a +6 enhancement bonus to Strength, which adds the usual benefits to attack bonus, damage, Strength checks, and so on. It also allows the Acolyte to ignore an enemy’s first 5 points of damage reduction when the acolyte attacks with his preferred weapon.

Volvagia’s Hammer
(Transmutaion)
Domain: Triforce
Components: S, M, DF
Casting Time: 1 standard action
Range: Touch
Target / Area of Effect: 1 Mace or Hammer
Duration: 1 round
Saving Throw: None
Spell Resistance: No
Mana Cost: 12
Maintenance Cost: 0

Enchants the Hero’s weapon to be able to strike with great force, splintering wood or shattering weak stone. The weapon does triple damage while thus enchanted, but all attack rolls suffer a –3 penalty. An attack roll is allowed as part of the spell. When in use, the Acoltye gets x2 to his Sunder Roll.

Kalgalath


Kalgalath

PostPosted: Sun Sep 12, 2004 9:17 pm


Level 5 Spells

Ether Medallion
(Evocation)
Domain: Triforce, Elemental (Air)
Components: S, V, DF, M
Casting Time: 1 standard action
Range: 0
Target / Area of Effect: All creatures in 40-ft Radius
Duration: One round
Saving Throw: See Below
Spell Resistance: Yes
Mana Cost: 15
Maintenance Cost: 0

Casting this spell requires that the Acolyte have an Ether Medallion in his possession. The Acolyte Grips the Medallion in his hand and holds it aloft, summoning Farore’s furious power to assault his enemies. The use of the Ether medallion causes massive pillars of lightning to manifest in an area about the caster. These pillars appear and disappear at random for each segment of a full round. Each segment all creatures in the area of effect must make a reflex save or be struck for 5d6 points of electrical damage and be stunned for one round afterwards. The caster is immune to this effect.

Expel Curse
(Abjuration)
Domain: Triforce
Components: V, S, M, DF, XP
Casting Time: 1 standard action
Range: Touch
Target / Area of Effect: 1 creature
Duration: Instantaneous
Saving Throw: See Below
Spell Resistance: Yes
Mana Cost: 15
Maintenance Cost: 0

This spell functions exactly would the Remove Curse spell, with the following additions: First, the caster must have in his possession a small, non-magical wooden mask worth no less than 50gp. When Expel Curse is cast, if the curse if successfully removed, the curse is then placed within the mask, creating a premanently cursed item. Should anyone attempt to wear the mask, they are inflicted by the curse the mask carries. Creatures who place the mask on thier own faces are treated as willing, and therefore automatically fail the saving throw. If another creature attempts to place the mask on a creature, it ges a Will save to avoid being afflicted by the curse. A worn mask attatches itself to the face of the wearer, and cannot be removed except via another remove curse or expel curse.
For all intents and purposes, Expel Curse may be substituted into the process of removing a curse. For instance, a character turned into a crystal statue by a Crystal Dragon’s death ability requires Dispel magic to be cast, followed by Bless and Remove Curse. Instead of remove curse, Expel curse could be substituded, removing the affliction and creating a Mask of Curses that turns the wearer into a crystal statue.
The XP cost for this spell is 100 x the caster level of the curse.

Hideous Wings
(Transmutation)(Evil)
Domain: Triforce
Components:
Casting Time: 1 standard action
Range: Personal
Target / Area of Effect: Self
Duration: 1 turn / level
Saving Throw: None
Spell Resistance: No
Mana Cost: 15
Maintenance Cost: 0

The Acolyte transforms himself into a small, demonic bat-like creature. He gains size Fine, and the ability to fly at a speed of 60 (perfect). The transformation may be dispelled at will. All clothing and equiment are transformed as well, and the caster may not cast spells or use abilities while in this form.
The reverse of this spell is Luminous Wings.

Luminous Wings
(Transmutation)(Good)
Domain: Triforce
Components:
Casting Time: 1 standard action
Range: Personal
Target / Area of Effect: Self
Duration: 1 turn / level
Saving Throw: None
Spell Resistance: No
Mana Cost: 15
Maintenance Cost: 0

The Acolyte transforms himself into a small, fairy-like creature of light. He gains size Fine, and the ability to fly at a speed of 60 (perfect). The transformation may be dispelled at will. All clothing and equiment are transformed as well, and the caster may not cast spells or use abilities while in this form.
The reverse of this spell is Hideous Wings.

Peace of Heart
(Conjuration/Healing)
Domain: Triforce, Healing, Charm
Components: S, DF
Casting Time: 1 standard action
Range: Touch
Target / Area of Effect: 1 target
Duration: Permanent
Saving Throw: None
Spell Resistance: Yes
Mana Cost: 15
Maintenance Cost: 0

The Acolyte attempts to bond psychically with an allied creature to cure adverse spell effects in the mind or insanity. The caster must first make a Knowledge (Arcana) check (DC 10 + Target's Level), then roll a d100 +caster’s level –target’s level. Interpret the results as follows:
1-10: Target is not cured, caster contracts the target’s insanity.
11-20: Target is cured, caster becomes insane.
21-30: Target is not cured, contracts a phobia of anything that purports to cure insanity.
31-70: No effect.
71-90: Target is partially cured; may make a Will save each day to stave off the effects of the insanity. Under stressfull situations, must make a second Will save.
91-100: Target is cured.
Natural 100: Critical success: Target is not only cured, but gains the ability to make a will save to avoid an effect that would cause insanity. This Will save is in addition to any save they may be granted by the Spell/Effect.
In order for the spell to be successful, the caster must concentrate for a period that lasts 3 minutes/level of target. If the spell is interrupted during the time, divide the results of the d100 roll by 2, and then apply results as per the chart.

Shadowed Selves
(Illusion/Shadow)
Domain: Triforce
Components:
Casting Time: 1 standard action
Range: Close (25 ft + 5 ft./2 levels)
Target / Area of Effect: Self
Duration: 3 rounds / 3 levels
Saving Throw: None
Spell Resistance: No
Mana Cost: 15
Maintenance Cost: 0

Creates 2 Mirror Images of the Caster which move in different directions but take the same action as the caster. Each image deals full damage but is dispelled if attacked. Images renew themselves every 3 rounds up to the full duration of the spell. The caster can cast cooperative spells with the help of the images, as these count as parts of the same action as the caster, but they cannot cast spells independently, they otherwise always take the same action as the caster. The effects of the spell are cumulative; if cast consecutively, each image also triples. If the caster desires to cast a spell while under the effects of Shadowed Selves, he must pay 3x the normal cost, unless he is casting Shadowed Selves consecutively, in which case he incurs the normal cost.

Ray of Spiritual Frost
(Evocation)
Domain: Triforce, Elemental (Water)
Components: S, DF
Casting Time: 1 standard action
Range: 30ft
Target / Area of Effect: 30ft Line
Duration: 1d4 rounds
Saving Throw: Fort Neg
Spell Resistance: Yes
Mana Cost: 15
Maintenance Cost: 0

Shoots a ray of freezing ice that extends from the caster’s left hand to the target. Any creatures caught in the line of fire must make a reflex save or be frozen stiff for 1d4 rounds, and take 2d3 cold damage each round they are frozen. If Ray of Spiritual Fire is used on creatures frozen with this spell that have at least 5 less HD than the caster has levels, they must make a fortitude save or be destroyed with no chance of resurrection.  
PostPosted: Sun Sep 12, 2004 9:43 pm


Level 6 Spells

Animate Shadow
(Illusion/Shadow)
Domain: Triforce
Components: S, DF
Casting Time: 1 standard action
Range: Close (25 ft + 5 ft./2 levels)
Target / Area of Effect: 1 creature
Duration: See Below
Saving Throw: Will Neg
Spell Resistance: Yes
Mana Cost: 18
Maintenance Cost: 0

Transforms a target creature’s shadow into a copy of that creature. The creature must make a will save or their shadow vanishes and becomes an exact copy of them that counts as an outsider, with the same stats, plus an elemental weakness to light-based spells and abilities (It takes 1d6 damage if it is the target of a light or similar spell.) This shadow creature immediately attacks the target. It lasts until either it takes fatal damage (it’s HP is equal to the original creature's) or the creature is killed, at which point it melts into the ground and becomes the creature’s shadow again. The shadow gains the use of all the target's feats, skills, and physical and extrordinary abilities, but non of its spells or spell like abilities.

Bombos Medallion
(Evocation)
Domain: Triforce, Elemental (Fire)
Components: S, DF, V, M
Casting Time: 1 standard action
Range: 0
Target / Area of Effect: 50 ft radius
Duration: One Round
Saving Throw: None
Spell Resistance: Yes
Mana Cost:
Maintenance Cost:

Casting this spell requires that the Acolyte have a Bombos Medallion in his possession. The Acolyte Grips the Medallion in his hand and holds it aloft, summoning Din’s furious power to assault his enemies. The effect of the Bombos medallion is similar to a fireball, centered on the caster and dealing 12d6 fire damage. In addition, creatures who fail the save catch on fire for 3 rounds, taking an additional 3d6 per round. The caster is immune to this effect.

Energy Armor
(Enchantment)
Domain: Triforce, Protection, Elemental (All)
Components: S, DF, M
Casting Time: 1 standard action
Range: touch
Target / Area of Effect: Worn armor or clothing
Duration: Until changed or dispelled.
Saving Throw: None
Spell Resistance: No
Mana Cost: 18
Maintenance Cost: 0

The Acolyte enchants his armor or clothing with the power to resist one type of energy, granting it energy resistance / 10 for that type of energy. His armor then changes to a color that relects the energy type chosen: Cold = Blue, Fire = Red, Lightning = White, Acid = Green, Sonic = Crystalline, Light = Gold, Shadow = Black. This energy resistance stacks with that probived by Energy Shield.

Master's Hands
(Conjuration [teleport])
Domain: Triforce, Trickery
Components: S, DF
Casting Time: 1 standard action
Range: Medium (100 + 10ft/level)
Target / Area of Effect: 5 ft square
Duration: 1 full round
Saving Throw: None
Spell Resistance: No
Mana Cost: 18
Maintenance Cost: 0

The Hylian Acolyte opens a 5ft rift into a void realm in an open space, calling forth the spectral form of a Wallmaster. The Wallmaster floats out from the rift and attempts to seize the closest enemy target within 30ft and drag it into the rift. The Wallmaster must make a grapple attack against the victim, and if successful, drags the victim into the rift unless the victim can make a DC 25 Strength check. Any creature dragged into the rift is randomly teleported to an open space up to 200 feet in any direction ((d8 for direction, 2d100 for distance)). If the roll results in an occupied space, the target is deposited in the nearest empty space (no teleport damage taken). Note that this COULD mean that the target is simply teleported back to his original position.
If the Wallmaster misses its intended target, it remains near the rift, and any creature near it that provokes an attack of opportunity is subject to another attempt to be dragged into the rift.
For every 5 levels of the caster above 10th, an extra Wallmaster may be summoned from the rift. At the end of a full round, the Wallmasters return to the rift, and the rift closes.

Song of Brilliance
(Evocation) (Good)
Domain: Triforce, Sun, Light
Components: S, DF
Casting Time: 1 standard action
Range: Close (25 ft + 5ft. / 2 levels)
Target / Area of Effect: 30ft radius
Duration: 3 rounds
Saving Throw: None
Spell Resistance: No
Mana Cost: 18
Maintenance Cost: 0

The Acolyte plays a lifting tune on an instrument, channeling magical energy through it. The use of this song causes a patch of brilliant sunlight to manifest itself within 30ft of the caster. This sunlight appears regardless of the location of the caster, and will harm creatures sensitive to light.
The reverse of this spell is Song of Darkness

Song of Darkness
(Evocation)
Domain: Triforce, Darkness, Chaos
Components: S, DF
Casting Time: 1 standard action
Range: Close (25 ft + 5ft. / 2 levels)
Target / Area of Effect: 30ft radius
Duration: 3 rounds
Saving Throw: None
Spell Resistance: No
Mana Cost: 18
Maintenance Cost: 0

The Acolyte plays a haunting tune on an instrument, channeling magical energy through it. The use of this song causes a patch of darkness to manifest itself within 30ft of the caster. This darkness appears regardless of the location of the caster, and will blind creatures sensitive to shadow. Living non-evil creatures within the radius are weakened.
The reverse of this spell is Song of Brilliance.

Storm Anthem
(Conjuration/Creation)
Domain: Triforce, Weather, Elemental (Air)
Components: M, DF
Casting Time: 1 standard action
Range: 0
Target / Area of Effect: 30ft / level radius
Duration: 1d3 rounds / 3 levels
Saving Throw: None
Spell Resistance: No
Mana Cost: 18
Maintenance Cost: 9/round

Summons a storm. Sky becomes heavily overcast to the horizon, rain begins falling. All flying creatures must make a reflex save to land safely, or take 1d4 from heavy wind and then become grounded for the duration of the spell. All enemies have 33% of being hit by lightning for 1d3/ 2 levels of caster each round (roll once). Caster must make a will save each round, or all allied have 33% of being hit by lightning for 1d3/ 2 levels of caster that round as well. The area directly around the caster for a 3ft radius is perfectly calm, with no rain or wind, and a corresponding opening in the clouds above.

Kalgalath


Kalgalath

PostPosted: Sun Sep 12, 2004 9:56 pm


Level 7 Spells

Quake Medallion
(Evocation)
Domain: Triforce, Elemental (Fire), Elemental (Earth)
Components: V, S, M, DF
Casting Time: 1 standard action
Range: 0
Target / Area of Effect: 50 ft radius
Duration: Instantaneous
Saving Throw: Ref Hald
Spell Resistance: Yes
Mana Cost: 21
Maintenance Cost: 0

Casting this spell requires that the Acolyte have a Quake Medallion in his possession. The Acolyte Grips the Medallion in his hand and holds it aloft, summoning Din’s furious power to assault his enemies. Use of the Quake Medallion causes the earth the erupt violently in an area around the caster, causing 14d6 earth and fire damage to all in the area of effect. Those who fail the save are also stunned for 3 rounds. The caster is immune to this effect.

Mask of Souls
(Enchantment)
Domain: Triforce
Components: S, M, DF
Casting Time: 1 standard action
Range: Close (25 ft + 5 ft./2 levels)
Target / Area of Effect: 1 target (see below)
Duration: Permanent
Saving Throw: Will Neg
Spell Resistance: Yes
Mana Cost: 21
Maintenance Cost: 0

The caster, upon encountering a non-corporeal or disembodied spirit, may attempt to seal it. The spirit must make a will save or it becomes bound into a mask.
Any incorporeal, ethereal, or astral being is a legitimate target of this spell. This includes persons travelling astrally or ethereally by magical means. A spirit or soul currently possessing another creature, as with magic jar, or a corporeal creature’s soul located in a receptacle other than it’s body, such as a lich’s phylactery, both count as incorporeal spirits for the purposes of this spell. In such cases, the creature gains a +4 bonus to its saving throw.
This mask, when worn, causes the wearer to seem to have the sealed spirit for a soul. Any attempts to use mind-affecting spells or otherwise mentally influence the wearer will instead affect the spirit inside the mask, who is powerless. Spells such as know alignment or spells that discern magical aura will deliver results relevant to the spirit. Possession spells such as magic jar posses the mask, not the creature wearing it; in such a case the possession attempt automatically succeeds, the creature attempting possession becomes sealed in the mask, and the previous spirit is freed.
If at any time the person wearing the mask falls unconscious or asleep, they must roll a d20 and interpret the results as follows.
1-10: The spirit remains bound.
11-15: The spirit attempts to break free, and both it and the mask are destroyed.
16-18: The spirit breaks free, and is now extremely hostile.
19-20: The spirit possesses the wearer of the mask. Removing the mask will end this effect, and the mask and spirit will then both be destroyed. A necessary material component for this spell is an unpainted, unmarked wooden or paper mask, which becomes inhabited by the spirit. The mask’s appearance then changes relative to the nature of the spirit.

Triune Chorus
(Evocation)
Domain: Triforce, Combat
Components: V, S, DF, C
Casting Time: 1 standard action
Range: See Below
Target / Area of Effect: See Below
Duration: Instantaneous
Saving Throw: Ref Half
Spell Resistance: Yes
Mana Cost: 9 / member
Maintenance Cost: 0

This cooperative spell requires at least three acolytes casting the spell simultaneously. At the time of casting, the acolytes must be within 10 feet of each other. Upon completion of the spell, the acolytes sing a single, three-note chord. The result of the spell depends on the number of voices in the choir.
Trio: In this form, the spell projects a cone of sonic force 120 feet long and 40 feet wide at the base. All creatures within the area of effect must make a reflex save or suffer 2d4 points of damage. Those who successfully save suffer only 1d4 points. Undead suffer a -2 penalty to their saving throws.
Quartet: With four voices, the spell has the same area of effect as described above. However, all those who fail their saving throw suffer 2d4 points of damage and are deafened for one round. Those who successfully save suffer half damage and are not deafened. Undead creatures are not allowed a saving throw.
Quintet: Five singers produce a chord of major power. All within the area of effect suffer 3d4 points of damage (reflex save for half damage). Undead are not allowed a saving throw. All creatures are deafened for one round. Furthermore, pottery, glassware, crystal, and similar breakable goods must save or be shattered.
Ensemble: An ensemble of singers consists of six to ten acolytes. In this case, the area of effect increases to a cone 180 feet long and 60 feet wide at the base. All creatures within this area suffer 1d4 points of damage per priest and are deafened for 1d4 rounds. A successful saving reflex throw reduces the damage and duration of deafness by half. Undead creatures of 3 hit dice or less are immediately destroyed. All other undead suffer normal damage, but are not allowed a saving throw. Glass, pottery, crystal, bone, and all wooden items that are the strength of a door or less (chests, tables, chairs, etc.) must save or be shattered.
Choir: A choir, requires eleven to 26 acolytes. In this case, the area of effect expands to a cone 260 feet long and 80 feet wide at the base. All within the area of effect suffer 1d6 points of damage per acolyte to a maximum of 20d6. A saving reflex save reduces the damage to half. Those who fail to save are deafened for 1d10 rounds; those who succeed are deafened only 1d6 rounds. Undead creatures of 5 hit dice or less are immediately destroyed. Undead with more hit dice are not allowed a saving throw. Structures within the area of effect are damaged as if they suffered a direct hit from a catapult (one hit per three priests in the choir). Doors, chests, and other breakable items are instantly shattered.
Triorus: The most powerful group, a triorus consists of 27 or more acolytes. At this level, the area of effect is a cone 300 feet long and 100 feet wide. All within radius suffer 1d6 per acolyte. A reflex save halves damage, this save has a –3 penalty. Those who fail to save are deafened for 1d12 rounds, those who succeed only 1d8. Undead creatures of 5 HD or less are instantly destroyed, those with more are not permitted a saving throw. Any airborne creature is blown back 3d6x10 feet; if they impact a solid object apply damage as if they had fallen whatever distance they were blown. Structures within the area of effect are damaged as if they suffered a direct hit from a catapult (one hit per acolyte). Doors, chests, and other breakable items are instantly shattered.
At least three flesh-and-blood casters must be in concert for the spell to succeed, as harmonization is required. Additionally, one must have at least 3 ranks of Perform: Song. It is not necessary for any more than one to have this skill.
Triune Chorus cannot penetrate a silence spell.
PostPosted: Sun Sep 12, 2004 10:04 pm


Level 8 Spells

Lost Halls
(Abjuration)
Domain: Triforce, Trickery
Components: V, S, DF
Casting Time: 30 minutes
Range: 0
Target / Area of Effect: Variable
Duration: 3 hours / level
Saving Throw: None
Spell Resistance: Yes
Mana Cost: 24
Maintenance Cost: 0

Creates a seeming patch of fog around the caster, inhibiting vision to ten feet, this fog is opaque to darkvision and other specialty visions. Within the fog are numerous dimensional loops, such that if a creature enters the fog they will arrive back at the point they started at if they continue in a straight line, forcing them to either exit the fog exactly where they entered it, or continue to go in circles. A DC 15+caster level spot check is required to notice that one is going in circles.
One can become aware of the “direction” of the dimensional loops by trial and error, enabling one to proceed forward by changing direction frequently. Using this method, one can advance at 1/4 normal pace and making DC 20 intelligence checks for every 30 feet traveled, with a minimum of 1 check. Failure of one of these checks means that one has mistaken the position of a loop, and are now going in circles again. Spells such as Know Direction can make one of these checks an automatic success.
The caster may specify the size of the fog patch at time of casting, to a maximum of 10 square feet/caster level. The caster can always find a straight path through the fog, as can any creatures accompanying him, but without his guidance both friend and foe will become lost in fog.
*Note: Lost Halls can be made permanent with a Permanency spell.
*Note: Creatures immune to maze and other such spells can are not fooled by Lost Halls, and can proceed through the area normally.

Sage’s Seal
(Abjuration)
Domain: Triforce
Components: V, S, DF
Casting Time: 1 hour
Range: Sight
Target / Area of Effect: 1 creature or object
Duration: Permanent
Saving Throw: None
Spell Resistance: Yes
Mana Cost: All Mana
Maintenance Cost: 0

Banishes an item or creature to an alternate crystal sphere of the DM’s choice, and renders it permanently unable to return to the crystal sphere in which the spell was cast. Only the intervention of a powerful deity can remove the curse and allow the target to return to its original sphere, and then it still must find the means to do so. In addition to the triforce symbol, also requires that the caster have all of the seven minor seals. Sage’s Seal requires the Acolyte to be at full mana capacity, and requires the use of a Chaplet of Time.  

Kalgalath


Kalgalath

PostPosted: Sun Sep 12, 2004 10:05 pm


Level 9 Spells

Dawn of the Fierce Deity
(Transmutaion)
Domain: Triforce
Components: V, S, DF
Casting Time: 1 standard action
Range: Personal
Target / Area of Effect: Self
Duration: See Below
Saving Throw: None
Spell Resistance: No
Mana Cost: All Mana
Maintenance Cost: 0

The caster draws on his own anger to become an avatar of the complete triforce. As such, this spell can only be successfully cast when the caster is in the presence of a creature of opposing primary alignment.
The caster’s strength, dexterity, and constitution all rise to 18 or by +4 (whichever is higher for each stat), AC rises by +3 (misc modifier), and Base attack bonus by 3. He gains a spell resistance of 18. He perceives everything as if through an Eye of Truth spell, and has an amount of charges of Master’s Blade equal to his level. He regenerates 1hp per round. He cannot cast any spells normally, though he is allowed to use any spell-like or supernatural abilities he may possess. He must automatically attack any creature of the opposing primary alignment.
The transformation cannot be ended until one hour for every level of the caster has passed and all creatures of the opposing primary alignment present are killed.
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