Spellbook
Avara KormeyyA genius mage that has made up for her lack of limbs with an incredible array of utility spells. These spells have no somatic components, but instead tend to require a specific state of mind. If one is capable of gaining psionic focus (or similar), or can otherwise control their emotions, they may come naturally to the caster, otherwise, a charisma check may be required to elicit the proper emotion. The charisma DC is 11 + the level of the spell being cast. Arrows of Awaken Stand (Avaran)
Transmutation: Sorc/Wiz 3 A bizarre magic that can unlock peculiar and specialized abilities within those affected. Those without a significant fighting spirit may find these abilities destroying them instead, however.
Components: Emotion (a desire for growth, and a fighting spirit), M* (up to five arrowheads made from meteoric iron worth at least 15gp each) This spell permanently alters the arrowheads used as components, infusing them with alien knowledge and incredibly arcane potential. Avara's version of these arrowheads are most effective on those with high karmatronic potential, but otherwise low mnemonic expression. A creature with levels only in NPC classes that is dealt at least 1 hit point worth of damage by one of these arrow heads (such as the case of pricking one's finger upon it) may immediately trade in all of their levels in NPC classes to become a sorcerer with the Stand User bloodline, or a psionic class of their choice. All NPC levels must be traded over, and these levels must be in only one class. They may afterward multiclass as normal.
A creature with non-psionic class levels gains the naturally psionic racial trait, and may trade half of their class levels in as if they were NPC class levels as mentioned previously. If their new class is reasonably similar to their old class, they may instead trade in all of their previous class levels for their new class (subject to DM approval).
A creature with no class levels (such as one with only racial hit dice), or is only 1st level, must attempt a DC 15 will save. On a failure, the creature gains the [something bad] template and immediately becomes hostile to all other creatures, attacking to the best of their ability with its new powers. If the will save is successful, the creature instead gains a level in one of the classes mentioned previously (and if it is a 1st level creature, it is also subject to the previous effects).
If the creature does not choose to trade its class levels or to gain such abilities, it instead becomes haunted by the powers it spurned, treating it as having a permanent haunt with thematically relevant effects.
As these arrowheads are mere imitations, they are unable to properly awaken a Requiem version of a stand if used by someone already imbued with a stand.
Create Artificial Soul, lesser
Necromancy: Dread Necro 1, Grey Necro 1, Sorc/Wiz 1, White Necro 1 A strange spell, created as a means to demonstrate that a living creature's soul was not necessary to bind to a corpse for necromancy. It has proven to be quite useful otherwise, having a reusable soul to animate otherwise temporary servants.
Components: Emotion (that of a teacher or parent passing down knowledge), M* (a specialized device made of crystals, copper, and bone, costing 100gp) You create a small spirit capable of animating corpses, or items that resides in the device used as a material component for this spell. You may place the spirit created by this spell into a single undead creature, animated object, automaton, golem, or other artificial creature that you are creating through alchemical, magical, or psionic means. This spirit has an intelligence, wisdom, and charisma score of 7, and you may apply your intelligence modifier to one of these ability scores (chosen when this spell is cast), and uses these scores in place of the normally listed relevant scores of the creature type being created. If the creature being animated by this spirit is more than 120ft away from the device, it is staggered until it is back within range. If it is more than 300ft away, it instead becomes inert, with a 10% chance of being able to act that turn (though it is still staggered).
This spirit persists for as long as the device is not destroyed (if it is broken, the spirit may attempt a DC14 wisdom save to remain within), retaining its memory of previous bodies it has inhabited, as well as how it has been treated by you and other creatures. The spirit starts out friendly towards you, though that may change depending on your actions, and has a personality much like a psicrystal.
Spectral Grapple
Necromancy: Sorc/Wiz 2 A spell that mimics what comes naturally to Avara, "vectors" filled with dark emotions that grab and tear at those grabbed.
Components: Emotion (hatred and/or fear) You may cast this spell when you initiate a grapple or are grappled or otherwise grabbed, causing many spectral arms to extend from your mind and appear in the physical realm. In regards to grapple checks, you may use your caster level in place of your base attack bonus, and your casting ability modifier in place of your strength modifier, and you gain a +4 profane bonus to grapple attempts and to your AC against grapples. When using these spectral arms, you ignore freedom of movement, grease, and other protections against grapple checks, and deal 2d4 points of negative energy damage each round to creatures grappling you and creatures you are grappling. You may rely entirely on these spectral arms to maintain a grapple, leaving you free to use your physical arms for other tasks, if you succeed a grapple check without this spell's bonuses (failing a check does not end the grapple, it merely means your physical arms are not free to perform a task); attempting this check uses the normal action cost, regardless of success or failure.
Kihmberry O'KaineKihm's spells are designed with the idea that the spellcaster would be at least modestly armored and using only one hand. These spells have their arcane spell failure chance for casting in armor reduced by 10%, if they have somatic components at all. Animate Deathless
Necromancy: Dread Necro 5, Grey Necro 4, Sorc/Wiz 4, White Necro 3 Familiar Shape: Fighter
Transmutation: Wizard 3 Familiar Shape: Servant
Transmutation: Wizard 2 Transmutation: Sorc/Wiz 3 When you cast this spell, you take on the appearance of a human version of yourself. You may attempt to appear human without any penalty, though individuals who are familiar with you may still recognize you.
You lose any abilities granted by your race for the duration of the transformation (including ability scores and movement), though you retain your own creature type and subtypes, as well as any applicable templates. Your base speed becomes 30 feet if your original race has a higher or lower base speed.
Conjuration (Creation): Sorc/Wiz 3 Transmutation: Alchemist 3, Artifice 3, Bard 3, Sorc/Wiz 3 Using a cart or wagon as base material, you convert it into a mobile workshop capable of moving on its own at a modest pace (though it requires either a driver or allies to guide it). What sort of workshop it becomes depends on the masterwork tools used as a focus. Conjuration (Summoning): Sorc/Wiz 2, Summoner 2 Kihm's Harassing Rabid Raccoons
Conjuration (Summoning): Sorc/Wiz 4, Summoner 3 Evocation [Force]: Magus 1, Sorc/Wiz 1 Conjuration/Transmutation: Magus 6, Sorc/Wiz 8 Subtly alters the surrounding space within (medium) range, allowing the caster to attack with swords anywhere within. The caster may make multiple attacks per round by expending lesser spell slots. Transmutation: Magus 5, Sorc/Wiz 6 Abjuration [Force]: Bard 3, Sorc/Wiz 4 Conjuration (Creation): Bard 0, Sorc/Wiz 0, Summoner 0 Seafoam Upon the ShoreConjuration (Water): Oracle 3, Water 3, Waves 3 You surround a creature within range with magical water. For this spell's duration, or after three successful attacks, the creature gains the following benefits. Their base movement speed increases by +10 feet, they gain a swim speed equal to their base speed, they gain a +2 circumstance bonus to attack and damage rolls (increasing to +4 under water or against creatures weak to water), and deal +2d8 damage on a successful attack. This bonus damage increases to +4d8 against creatures with the fire subtype or otherwise weak to water.
Optional Material Component: You may use a vial of holy water (or otherwise aligned water) to increase the bonus damage to +4d8 against creatures weak to that type of water (holy water against undead, creatures with the evil subtype, etc; unholy water against creatures with the good subtype, etc.). When a vial of aligned water is used as a component, this spell gains the alignment descriptor of that water.
Transmutation (Healing, Water): Alchemist 2, Water 2, Waves 2, Wizard 2 You purify and transform up to 3 flasks of water into Aqua Vitae, a curative tonic that cures 1d4+1 HP to the imbiber. For every 3 caster levels beyond 3rd, you produce an additional flask, up to a maximum of 6 flasks at 12th level.
Optional Material Component: You may use a potion of cure light wounds as a spell component in casting this spell, changing the duration to instantaneous.
Water of Life, Greater
Transmutation (Healing, Water): Alchemist 4, Water 4, Waves 4, Wizard 4 You purify and transform up to 3 flasks of water into Aqua Vitae Magna, a curative tonic that cures 1d8+3 HP to the imbiber. For every 3 caster levels beyond 7th, you produce an additional flask, up to a maximum of 6 flasks at 16th level.
Optional Material Component: You may use a potion of cure moderate wounds as a spell component in casting this spell, changing the duration to instantaneous.
Water of Life, Supreme
Transmutation (Healing, Water): Alchemist 5, Water 6, Waves 6, Wizard 6 You purify and transform up to 3 flasks of water into Aqua Vitae Maxima, a curative tonic that cures 2d8+12 HP to the imbimber. For every 3 caster levels beyond 11th, you produce an additional flask, up to a maximum of 6 flasks at 18th level.
Optional Material Component: You may use a potion of cure serious wounds as a spell component in casting this spell, changing the duration to instantaneous.
SihraThese psionic powers have been passed down through lines of gardjnna families. As such, gardjnna may select these powers regardless of their class if they are able to manifest powers of the appropriate level. Psychoportation: Nomad 2 You create a point of altered gravity within range, pulling or pushing creatures away from it (chosen when you first manifest this power). If you set it to pull, creatures moving away from the point are checked, and must make a strength check (DC equal to 12 + your intelligence modifier) to be able to do so. If you set it to push, creatures moving toward the point are checked, and must make a strength check (as above) to be able to do so. In either case, the area under the effects of this power are treated as rough winds for flying creatures.
A creature that succeeds in its strength check to move against the gravity pulse treats the area as rough terrain when moving against the force, unless they succeeded by 5 or higher.
Augment: For every 4 additional power points spent on this power, the radius increases by 5ft, the strength DC increases by +2, and the duration increases by 1 round. You may change whether the gravity pulse pushes or pulls at the start of your turn as a move action.
Psychoportation: Nomad 4 As Gravity Pulse, except as noted above and here. The strength check to avoid being checked is instead 14 + your intelligence modifier, and you may move the effect up to 30ft as a move action. In addition, if the marble passes through a creature's space, it takes 3d8 points of bludgeoning damage, with a successful fortitude halving the damage.
Augment: For every 3 additional power points spent on this power, the radius increases by 5ft, the strength DC increases by +2, and the bludgeoning damage increases by 1d8. You may spent 1 power point as a free action at the start of your turn to alter whether the gravity marble pushes or pulls.
Singularity - medium range; creates a small orb of concentrated gravity that pulls creatures and objects into it within 30 feet as gravity pulse, functioning as a sphere of annihilation. The sphere remains for 1 round per level, but loses its function as a sphere of annihilation after the caster finishes, instead dealing 1d6 points of force damage per manifester level to creatures within it, and an additional 1d6 points of force damage per manifester level to creatures that fail their strength checks to move within.
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