New Feat: Spell Duel

Spell Duel

You can attempt to engage another caster in a spell duel.

Benefit: Once per day, on a successful counterspell attempt, you can choose to engage your opponent in a spell duel (see below).

Prerequisite: Improved Counterspell

Special: You can take this feat multiple times. Each time you take this feat you can attempt to engage in a spell duel one additional time per day.

Spell Duel
This skill encounter allows players to engage opponents in a magical test of wits.

Scenario: You can use your magical prowess to counter an opponent’s offensive spell or spell-like ability, and possibly turn it against her. 

Challenge Rating: Varies

Complexity: See text

Skill DC: 15 + the encounter’s challenge rating. 

Primary Skills: Arcana, Intimidate, Intuition, Religion, Stamina.

Arcana or Religion: You and your opponent can make Arcana or Religion checks each round on your turns to try and counter each other’s spells. On a successful check, you deal 1d6 points of nonlethal damage to the other. On a successful check of five or more, you deal 2d6 points of nonlethal damage to the other.

Intimidate: You and your opponent can attempt to demoralize each other. On a successful check, the other is shaken for 1 round.

Intuition: You and your opponent can make opposed Intuition checks to gain some insight into the other’s mind. Success means, you gain a +2 bonus on your Arcana or Religion check for this round.

Stamina: Each round, you and your opponent must make a Stamina check (DC 10 + damage dealt) at the beginning of your respective turns. The first one to fail this check 4 times loses the duel.

If you or your opponent succeed on this check by 5 or more, you may choose to cast a spell this round. Since you and your opponent’s full attention are on one another, either you can choose to counter the other person’s spell as an immediate action.

Spell Duel Hazards The interaction of spells in a spell duel often results in unintended consequences for both the spellcasters engaged in the duel, and anyone who may happen to be nearby. At the end of any round where opponents are engaged in a spell duel, roll d%, and consult the following chart to determine the nature of the effect.

d% Effect
01-50 No effect.
51-60 A creature of neutral alignment appears and begins randomly attacking the nearest creature it sees. The DM chooses a creature from the monsters listed on a summon monster spell equal to half the level of the highest level caster engaged in the duel. The creature appears at a random location. To generate direction randomly, roll d% to choose a caster in the duel, then roll 1d8 and count clockwise around the compass, starting with south. To generate range randomly, roll 3d6, and multiply the result by 5.
61-70 A bright flash appears halfway between the two casters engaged in the duel. Creatures within 40 feet of the area must make a Fortitude save or be blinded for 1d4 rounds. The save DC is equal to the DC of the highest level spell in the duel.
71-80 A circular pit 15 feet wide appears within close range of one of the two casters engaged in the duel. Creatures within the area of the pit must make a Reflex save or take falling damage. The pit is 10 feet deep per caster level of the highest caster in the duel. The save DC is equal to the DC of the highest level spell in the duel.
81-90 A bolt of energy streaks out from a location halfway between the two casters engaged in the duel. The bolt deals 1d6 points of damage per caster level of the highest caster in the duel to the nearest creature within close range (Reflex half). The bolt deals acid, cold, electricity, or fire damage. To determine the nature of the damage dealt, roll 1d4. The save DC is equal to the DC of the highest level spell in the duel.
91-00 A loud bang emanates from a location halfway between the two casters engaged in the duel. Creatures within 40 feet must make a Fortitude save or be deafened for 1d4 rounds.The save DC is equal to the DC of the highest level spell in the duel.

Outcome: Whomever loses the duel make a Spellcraft check (DC 10 + spell level), or be subjected to the effects of the spell cast by the opponent. Otherwise, the spell dissipates, dealing no damage.

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Sidebar: Building a Better GM: A Challenge (Part II)

This is my second post in response to ckutalik’s challenge Building a Better GM.

My friend is fond of a quote by Steve Martin, from the movie ‘My Blue Heaven.’ “It’s not tipping I believe in. It’s overtipping.”

This pretty well sums up how I feel about game preparation. I don’t believe in it. I believe in overpreparation. What that means is that when I run a campaign, I don’t just slap together some stat blocks and call it a day. I write fully fleshed out campaign modules- complete with tactics, sidebars and yes, even flavor text. This may seem like a lot of work to many people, and some might even find it a little constraining. I think that’s a perfectly legitimate opinion, if that’s how you roll. However, I don’t usually think that well on my feet, and I often find that I fumble things when my players do something unexpected. Taking the time to write my own modules actually gives me time to think through some of the many potential actions that players might take, and to come up with ways to address those actions. It also gives me an opportunity to create some truly unique encounters that I wouldn’t be able to come up with on the fly.

To give you an example, one encounter that always sticks out in my mind is oen that I ran for a Ghostwalk campaign. During the encounter, the characters are in a carriage that gets ambushed by a group of goblins. The goblins kill the driver, and take control of the horses. As I was running this encounter, one of the players, who was playing a ghost at the time, managed to escape from the carriage by going incorporeal, and tried to spook the carriage horses, in the hopes that it would give the players an opportunity to escape. The action left me a little dumbfounded for a moment, and I started desperately trying to think of some rules to handle such a situation. That is, of course, until I read my module and noticed that I had actually written in rules for just such an occurrence! That forethought on my part allowed me to run an encounter that was incredibly cinematic, and one that I doubt would have been half as entertaining if I hadn’t.

Of course, I don’t just overprepare for the adventures I write myself. I also overprepare when I run published modules. For example, when I ran Expedition to Castle Ravenloft I did a lot of research on Strahd, so that I could get a sense of how to run him tactically. I also bought a CD of Halloween music and used the songs to create two soundtracks: One for background music, and one specific for encounters. Since I was running a two-night campaign, I rewrote large chunks of the module, moving encounters around, so that I could run the ones I thought were most enjoyable, while skipping the ones I didn’t want to use. Finally, since I was planning to use character death as a way to heighten the sense of horror in my campaign, I created character sheets for PCs to use, so that they could rejoin the game as quickly as possible should their characters die. I feel like this overpreparation on my part helped create a truly satisfying, and truly terrifying adventure for my players.

Now again, I realize that overpreparation isn’t for everyone. In fact, I’ve known GMs who are at their best when they run things on the fly. As I said, though, I’m not that kind of GM, and I feel like overpreparation is one of the best things I can bring to the table.

What kind of GM are you? Do you overprepare, or are you the sort of GM who likes to run things on-the-fly?

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Sidebar: Wirry

A common trope used in trhiller movies is to place characters in a dark, confined space, while some unseen, or shadowy figure torments them. A good example of this is the opening scene of the movie, Scream. Another example is the dock scene in Batman Begins. In each film, the characters grow more and more terrified as the scene progresses, until eventually they succumb to hysterics.

This was the concept I had in mind when I created the wirry. I wanted a creature that could hide in the shadows and produce the type of hysterical fear that you see so often in movies.

Now I realize that there’s a danger in ascribing game mechanics to what is supposed to be an emotionally charged encounter. However, I would counter that even the most terrifying encounters are incapable of driving players to the brink of hysterics*. I also think that a creature like this, in the hands of a skilled GM, might really make the hair stand up on the necks of more than a few players. I mean just imagine: The players are all in the back of a butcher’s shop, the salted carcasses of cattle hanging from the rafters. They round the corner, only to come face to face with the hanged body of the former butcher. As they turn away in horror, they are shocked to discover that, instead of salted carcasses, they are now surrounded by the hanged, and desiccated bodies of dozens of villagers. Behind them, the door slams shut, and a shadowy figure disappears behind a hanged villager. They run to catch up with the creature, and instead see the the ghostly visage of a young girl. The girl giggles, and the entire room echoes with the sound. The girl’s face peels back, revealing a black skull with sharp teeth. One of the players screams and flees.

Seriously, I could go on like that for hours, and that’s exactly the sort of encounter I hope to create.

*The closest I ever came was when I ran Expedition to Castle Ravenloft. One of my players thought it would be a great idea to create a min/maxed orc barbarian/eye of Gruumsh that could do insane amounts of damage with each hit. Unfortunately, he neglected to consider the repurcussions of playing a 6th level character with a Wisdom of 6, and a Will save of 1 against a bunch of vampires. Needless to say, his character didn’t make his save against Strahd’s dominate ability, and in the final encounter, when he made his reappearance as a newly created vampire, the players all shouted in unison, “OH GOD! KILL THE ORC! KILL THE ORC!”

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New Monster: Wirry

Wirry
Small Fey
Hit Dice: 1d6 (3 hp)
Initiative: +3
Speed: 30 ft. (6 squares), climb 30 ft.
Armor Class: 14 (+1 size, +3 Dex)
Base Attack/Grapple: +1/-3
Atk: Claw +5 melee (1d3)
Full Atk: 2 claws +5 melee (1d3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Spell-like abilities, unnerve
Special Qualities: Damage reduction 5/cold iron, low-light vision
Saves: Fort +0 [[0, +0 Con]], Ref +5 [[2, +3 Dex]], Will +3 [[2, +1 Wis]]
Abilities: Str 10, Dex 17, Con 10, Int 10, Wis 12, Cha 16.
Skills: [[30 ranks]] Climb +13 [[5, +0 Str, +8 racial]], Hide +12 [[5, +3 Dex, +4 size]], Listen +6 [[5, +1 Wis]], Move Silently +8 [[5, +3 Dex]], Spot +6 [[5, +1 Wis]], Survival +6 [[5, +1 Wis]].
Feats: Weapon Finesse
Environment: Temperate hills
Organization: Solitary, gang (2-4), or band (6-11)
Challenge Rating: 2
Treasure: No coins, 50% goods, 50% items
Alignment: Always chaotic evil
Advancement: 2-3 (Small)
Level Adjustment: +4

Wirries are small creatures with mottled skin, long ears, and sharp claws. They wear earth-colored clothing that is usually tattered and worn. Wirries reside in ancient ruins, frightening, and murdering anyone who dares to enter their lairs.

A wirry stands about 2½ feet tall and weighs about 30 pounds.

A wirry speaks Sylvan and Common.

Combat
Wirries typically hide in an out of way location using their unnerve ability to drive their victims mad.

Spell-Like Abilities: mirror image. Caster level 3rd.

Unnerve (Su): Once per day, a wirry can imbue a 40-foot radius area with an aura of dread and fear. Within this area, a wirry can subject creatures to any one of the following spell-like abilities as a move action.

  • ghost sound
  • minor image
  • silent image
  • mage hand
  • 3/day telekinesis (1 object weighing no more than 25 lbs.)

The effects generated by these spells are generally unsettling, and each round that a wirry uses one of these abilities, creatures within the area must make a Will save (DC 13), or suffer from an escalating condition of fear and agitation as described on the table below.

Condition Effect
Shaken -2 penalty on attack rolls, saving throws, skill checks, and ability checks.
Frightened As shaken, plus the creature attempts to flee from the perceived source of its fear as best it can. If unable to flee, it may fight.
Panicked As shaken, plus the creature drops anything it holds and flees at top speed from the perceived source of its fear. If cornered, the creature cowers.
Hysterical As panicked, plus the creature takes 1d4 points of temporary Wisdom damage each round.

The conditions and effects produced by the aura continue so long as the wirry concentrates on the area. Once a wirry ceases concentrating, creatures in the area begin to feel their fear ebb by one condition each round until they return to normal.

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Sidebar: Spell Seeds

Spell seeds are a concept that I have been thinking about ever since I first read about epic spell seeds in the Epic Level Handbook nine years ago. My thought had been then, if they can create a system for crafting epic spells, why can’t they create a system for crafting regular spells?

The answer, I ultimately concluded, is that it’s hard. There are a lot of variables that go into crafting spells, and everything, from how much damage they deal, to how many targets they can affect, must be taken into account. For example, the spell meteor swarm produces four, 40-foot radius spreads that deal both fire and bludgeoning damage. The spell also relies on a combination of ranged touch attacks and Reflex saving throws in order to deal damage. Coming up with seeds that could accommodate all of those variables, while still creating a balanced system for lower-level spells, is an incredibly complex challenge; one that is not for the faint of heart. Still, I liked the idea of creating a system that would give players a basic set of rules that would allow them to create their own spells, while simultaneously ensuring that those spells have some level of balance, so I decided to accept the challenge, and the result is what you see here in this blog.

In the end, I’m not convinced that every seed presented in this blog is entirely balanced. I also have to admit that the system I’ve created will not faithfully recreate every spell exactly as written in the Player’s Handbook For example, in my attempts to recreate the spell meteor swarm using spell seeds, I created a spell that has a material component, and deals 5d6+5 points of fire damage, instead of the normal 6d6. Still, in trying to create a system that can duplicate the effects of a spell, like meteor swarm, I feel like I’ve laid the foundation for what I hope will become a comprehensive, balanced system for crafting spells.

Now of course, the seeds I have listed here can’t be used to craft every spell in the Player’s Handbook. In fact, they can’t even craft every evocation spell. That said, I feel like they provide a decent primer, and I hope I can use that primer when creating additional spell seeds for future blog posts.

By the way, please try to break this system, and if there is something that you think seems seriously flawed, please let me know. I would like to make this system as versatile as possible, while still maintaining some level of game balance. Thanks.

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Spell Seeds

Spell Seeds:

Spell seeds are the basic building blocks of all spells. Casters can combine these seeds to create new spells.

Seed Descriptions:

The description of each seed is presented in a standard format. Each category of information is explained and defined below.

Name
The first line of every seed gives the name by which it is generally known.

School (Subschool)
Like spells, all spell seeds belong to a school of magic (and possibly a subschool of magic). Use this to determine the school (and possible subschool) of the final spell you choose to create.

For spells created using universal seeds, always use the school of the seed with which the universal seed is combined. When combining seeds from different schools, or subschools, use your best judgment to determine what the resulting spell’s school, or subschool is.

Level
Like spells, all spell seeds have a particular level. Use this to determine the level of the spell  you choose to create.

Unless a seed has a minimum spell level (see below), when crafting spells that use multiple seeds, add the levels of all the seeds together, and use the total as the spell’s level. For example, a spell crafted using the blast and earth seeds would have a spell level of 2.

Minimum Caster Level
This is the minimum caster level required to use a particular seed when crafting spells.

Minimum Spell Level
Some seeds are so powerful that they cannot be used for creating lower level spells. If combined with other seeds whose total levels do not add up to this minimum spell level, use this number as the crafted spell’s level instead.

Components
Like spells, all seeds have spell components that the caster must perform or use during casting. A spell crafted from multiple seeds uses the combined spell components of all seeds used in its crafting.

Casting Time
Like spells, all seeds have a minimum casting time. If a spell is crafted from multiple seeds with different casting times, use whichever one is longer.

Range
Like spells, all seeds have a certain range. If a spell is crafted from multiple seeds with different ranges, use whichever is longer.

Aiming
Like spells, all seeds can be aimed. If a spell is crafted from multiple seeds with different ranges, use the aiming information listed for the seed with the longer range.

Duration
Like spells, all seeds have a certain duration. When combining seeds with different durations, use whichever is longer.

Saving Throw
Like spells, many seeds allow targets to make a saving throw to avoid some or all of the effect. For spells crafted from multiple seeds with different types of saving throws, determining whether or not targets should get a saving throw for certain effects can be a little tricky. In such cases, you can use the spell examples below to determine how to adjudicate such effects.

Spell Resistance
Like spells, many seeds have spell resistance. For purposes of crafting spells, if at least one seed in a crafted spell has spell resistance, then the resulting spell will also have spell resistance.

Descriptive Text
Like spells, all seeds have text which describes how the seed works. If one of the previous entries says ‘see text,’ this is where the explanation is found.

Augment
Many seeds have variable effects that can be activated by increasing the seed’s level. In general, the higher the spell level, the more powerful the resulting effect. How this affects the resulting, crafted spell, is specific to the seed used in crafting it. Some augmentations allow you to increase a seed’s damage, extend its area, or perform other, unique effects. Each seed that can be augmented includes an entry explaining how the augmentation affects the seed’s level. However, you cannot craft a spell that is higher than the highest level spell you can cast.

Spell Seed List:

Acid
Evocation [Acid]
Level: 0
Minimum Caster Level: 1st
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: Creature or object touched.
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

Your successful melee touch attack deals 1d4-1 points of acid damage per caster level (max 5d4-5) plus 1 point of splash damage to all creatures within 5 feet. This damage ignores hardness.

If this seed is part of a combination that does not include a universal seed, the maximum damage dealt automatically decreases to 1d4, and the seed does not deal splash damage.

Augment: You can increase the seed’s damage by one die type by increasing its spell level (maximum d6).

You can also increase the seed’s maximum damage dealt, by increasing its spell level. To determine maximum damage, multiply the base maximum damage by the seed’s new spell level + 1. For example, if you increase the seed’s spell level to 2, the maximum damage dealt would be (2+1) × (5d4-5) = 15d4-15. If, however, the seed is part of a combination that does not include a universal seed, the maximum damage deal would be (2+1) × (1d4) = 3d4.

If you choose to increase both the die type and the maximum damage dealt, the numbers stack.  For example, if you decide to increase the die type for damage dealt and increase the maximum damage dealt by one spell level each, the seed’s spell level would add up to 2.

Material Component: Powdered rhubarb leaf, and an adder’s stomach.

Air
Evocation [Air]
Level: 1
Minimum Caster Level: 1st
Components: V, S
Casting Time: 1 standard action
Range: 60 ft.
Duration: 1 round
Saving Throw: Fortitude negates
Spell Resistance: Yes

This seed creates a small whirlwind of air, 5 feet in diameter. Creatures of Medium size or smaller, who are caught in the area of the whirlwind, are checked, and flying creatures of Medium size or smaller are forced to land.

Alternatively, you can use this seed to create a cacophonous wind. All creatures within a 20 foot radius spread take a -4 penalty to Notice checks that require hearing. All movement within the area is halved.

Blast
Evocation [Earth or Water]
Level: 1
Minimum Caster Level: 3rd
Components: V, S
Casting Time: 1 standard action
Range: See text
Duration: Instantaneous
Saving Throw: See text
Spell Resistance: Yes

You can combine this seed with any of the following seeds to produce the following effects.

Air: You can duplicate the effects of a gust of wind spell. The range is 60 ft.

Earth: You pummel your opponents with massive stones. You must succeed on a ranged touch attack to hit your target. The stones deal 3d6 points of bludgeoning damage. For every three caster levels (to a maximum of 12th), you get one additional stone. You may choose to have the stones strike a single creature, or several creatures. A single stone can only strike one creature. No two targets can be more than 15 feet apart. Targets receive no saving throw. The range is 25 feet. + 5 feet per 2 levels.

Water: You unleash a powerful geyser of water in a line extending from your hands. Creatures of Medium size or smaller who are caught in the area of the geyser are knocked prone and take 1d4 points of nonlethal damage. Fortitude negates. The range is 25 feet. + 5 feet per 2 levels.

Cold
Evocation [Cold]
Level: 0
Minimum Caster Level: 1st
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: Creature or object touched.
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

Your successful melee touch attack deals 1d4 points of cold damage +1 point per caster level (max 5d4+5).

If this seed is part of a combination that does not include a universal seed, the maximum damage dealt automatically decreases to 1d4, and the spell level of the seed increases by one.

You can increase the seed’s damage by one die type by increasing its spell level (maximum d6).

Augment: You can increase the seed’s damage by one die type by increasing its spell level (maximum d6).

You can also increase the seed’s maximum damage dealt, by increasing its spell level. To determine maximum damage, multiply the base maximum damage by the seed’s new spell level + 1. For example, if you increase the seed’s spell level to 2, the maximum damage dealt would be (2+1) × (5d4+5) = 15d4+15. If, however, the seed is part of a combination that does not include a universal seed, the maximum damage deal would be (2+1) × (1d4) = 3d4.

If you choose to increase both the die type and the maximum damage dealt, the numbers stack.  For example, if you decide to increase the die type for damage dealt and increase the maximum damage dealt by one spell level each, the seed’s spell level would add up to 2.

Material Component: A piece of glass or crystal.

Cone
Universal
Level: 0
Minimum Caster Level: 1st
Components: V, S
Casting Time: 1 standard action
Range: 15 ft.
Area: Cone-shaped burst
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes

You can combine this seed with any of the following seeds in order to convert them into a cone attack.

  • Acid
  • Cold
  • Earth
  • Electricity
  • Fire
  • Force
  • Negative Energy
  • Sonic

The damage dealt by the attack decreases by one die type. So for example, a seed that normally deals 1d6 points of damage would deal 1d4 instead.

Augment: If you increase the seed’s spell level by one, the damage dealt by the ray is equal to the damage normally dealt by the base seed.

You can also double the range by increasing the cone seed’s level by two (maximum 60 ft). For example, if you increased the cone’s range to 30 ft., the cone seed would have a spell level of 2.

If you choose to increase both the damage and the range of the seed, the numbers stack.  For example, if you decide to increase the cone’s damage by one die type, and increase its range to 60 ft., the seed’s level would add up to 5.

Cylinder
Universal
Level: 3
Minimum Caster Level: 7th
Minimum Spell Level: 3
Components: V, S, M
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Area: Cylinder (20-ft.-radius, 40 ft. high)
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes

You can combine this seed with any of the following seeds in order to convert them into a 20-foot radius cylinder.

  • Acid
  • Cold
  • Earth
  • Electricity
  • Fire
  • Force
  • Negative Energy
  • Sonic
  • Water (fog)

The damage dealt by the attack decreases by one die type. So for example, a seed that normally deals 1d6 points of damage would deal 1d4.

Augment: If you increase the seed’s spell level by one, the damage dealt by the spread is equal to the damage normally dealt by the base seed.

Earth
Evocation [Earth]
Level: 1
Minimum Caster Level: 1st
Components: V, S, M
Casting Time: 1 standard action
Duration: Instantaneous
Saving Throw: See text
Spell Resistance: None

You can use this seed to produce a shockwave that travels through the ground, toppling creatures and loose objects. The shockwave only affects creatures standing on the ground within the power’s area. Creatures that fail their saves are knocked prone, and take 1d4 points of nonlethal damage per caster level (maximum 5d4).

Alternatively if you combine this seed with a seed that produces an area of effect, the seed deals 1d6 points of bludgeoning damage per caster level to all creatures within the area (maximum 5d6).

Examples of seeds that produce an area of effect include the cone, cylinder, line, and spread seeds. If an  area of effect seed, such as the cone seed, specifies that the damage of a seed is reduced, reduce the damage as appropriate.

Augment: You can increase the seed’s maximum damage dealt, by increasing its spell level. To determine maximum damage, multiply the base maximum damage by the seed’s new spell level. For example, if you increase the seed’s spell level to 3, the maximum damage dealt would be 3 × (5d6) = 15d6, or 3 × (5d4) = 15d4.

Material Components: A small pebble.

Electricity
Evocation [Electricity]
Level: 0
Minimum Caster Level: 1st
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: Creature or object touched.
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

Your successful melee touch attack deals 1d4 points of electricity damage per caster level (maximum 5d6). When delivering the jolt, you gain a +3 bonus on attack rolls if the opponent is wearing metal armor (or made out of metal, carrying a lot of metal, or the like.

If this seed is part of a combination that does not include a universal seed, the maximum damage dealt automatically decreases to 1d4, and the spell level of the seed increases by one.

Augment: You can increase the seed’s damage by one die type by increasing its spell level (maximum d6).

You can also increase the seed’s maximum damage dealt, by increasing its spell level. To determine maximum damage, multiply the base maximum damage by the seed’s new spell level + 1. For example, if you increase the seed’s spell level to 2, the maximum damage dealt would be (2+1) × (5d4) = 15d4. If, however, the seed is part of a combination that does not include a universal seed, the maximum damage deal would be (2+1) × (1d4) = 3d4.

If you choose to increase both the die type and the maximum damage dealt, the numbers stack.  For example, if you decide to increase the die type for damage dealt and increase the maximum damage dealt by one spell level each, the seed’s spell level would add up to 2.

Material Component: A bit of fur and an amber, crystal, or glass rod.

 
Fire
Evocation [Fire]
Level: 0
Minimum Caster Level: 1st
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: Creature or object touched.
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

Your successful melee touch attack deals 1d4 points of fire damage +1 point per caster level (maximum 5d4+5).

If this seed is part of a combination that does not include a universal seed, the maximum damage dealt automatically decreases to 1d4, and the spell level of the seed increases by one.

Augment: You can increase the seed’s damage by one die type by increasing its spell level (maximum d6).

You can also increase the seed’s maximum damage dealt, by increasing its spell level. To determine maximum damage, multiply the base maximum damage by the seed’s new spell level + 1. For example, if you increase the seed’s spell level to 2, the maximum damage dealt would be (2+1) × (5d4+5) = 15d4+15. If, however, the seed is part of a combination that does not include a universal seed, the maximum damage deal would be (2+1) × (1d4) = 3d4.

If you choose to increase both the die type and the maximum damage dealt, the numbers stack.  For example, if you decide to increase the die type for damage dealt and increase the maximum damage dealt by one spell level each, the seed’s spell level would add up to 2.

Material Component: A piece of phosphorous or sulfur.

Force
Evocation [Force]
Level: 0
Minimum Caster Level: 1st
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: Creature or object touched.
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

Your successful melee touch attack sends a bolt of force through the target, dealing 1d4 points of force damage per caster level (maximum 5d4).

If this seed is part of a combination that does not include a universal seed, the maximum damage dealt automatically decreases to 1d4, and the spell level of the seed increases by one.

Augment: You can increase the seed’s damage by one die type by increasing its spell level (maximum d6).

You can also increase the seed’s maximum damage dealt, by increasing its spell level. To determine maximum damage, multiply the base maximum damage by the seed’s new spell level + 1. For example, if you increase the seed’s spell level to 2, the maximum damage dealt would be (2+1) × (5d4) = 15d4. If, however, the seed is part of a combination that does not include a universal seed, the maximum damage deal would be (2+1) × (1d4) = 3d4.

If you choose to increase both the die type and the maximum damage dealt, the numbers stack.  For example, if you decide to increase the die type for damage dealt and increase the maximum damage dealt by one spell level each, the seed’s spell level would add up to 2.

Material Component: A pinch of powder made from a clear gem.

Force Shape
Conjuration (Creation) [Force]
Level: 1
Minimum Caster Level: 1st
Components: V, S
Casting Time: Varies
Range: Close (25 ft. + 5 ft./2 levels)
Effect: (see text)
Duration: 1 hour/level
Saving Throw: None
Spell Resistance: No

You can combine this seed with the force seed to conjure objects made of force. Examples of such items are as follows.

Simple Objects: You can conjure simple shapes- such as a cube or a sphere- as a standard action. To conjure a more complex item- such as a ladder, takes 1 minute, and you must succeed on the appropriate skill check. The volume of any item conjured cannot exceed 1 cubic foot per caster level.

Armor: You can conjure an invisible, but tangible field of force that surrounds you, providing a +4 armor bonus to AC. Unlike mundane armor, you incur no armor check penalty, arcane spell failure chance, or speed reduction. Since the armor is made of force, incorporeal creatures can’t bypass it the way they do normal armor.

Shield: You can conjure an invisible, tower shield-sized mobile disk of force that hovers in front of you. It negates magic missile attacks directed at you. The disk also provides a +4 shield bonus to AC. This bonus applies against incorporeal touch attacks, since it is a force effect. The shield has no armor check penalty, or arcane spell failure chance. Unlike with a normal tower shield, you can’t use the shield for cover.

Weapon: You can conjure a simple, melee weapon that has no cost- such as a club, or a quarterstaff- as a standard action. To conjure a more complex weapon- such as a mace, or a longsword- takes 1 minute, and you must succeed on the appropriate skill check. Ranged weapons- other than thrown weapons- are generally too complex, requiring multiple, moving parts, to be conjured using this seed.

Negative Energy
Necromancy
Level: 0
Minimum Caster Level: 1st
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

Your successful melee touch attack deals 1d4 points of negative energy damage +1 point per caster level (maximum 5d4+5).

If this seed is part of a combination that does not include a universal seed, the maximum damage dealt automatically decreases to 1d6, and the spell level of the seed increases by one.

Augment: You can increase the seed’s damage by one die type by increasing its spell level (maximum d6).

You can also increase the seed’s maximum damage dealt, by increasing its spell level. To determine maximum damage, multiply the base maximum damage by the seed’s new spell level + 1. For example, if you increase the seed’s spell level to 2, the maximum damage dealt would be (2+1) × (5d4+5) = 15d4+15. If, however, the seed is part of a combination that does not include a universal seed, the maximum damage deal would be (2+1) × (1d4) = 3d4.

If you choose to increase both the die type and the maximum damage dealt, the numbers stack.  For example, if you decide to increase the die type for damage dealt and increase the maximum damage dealt by one spell level each, the seed’s spell level would add up to 2.

Material Component: A pinch of grave dirt.

Line
Universal
Level: 0
Minimum Caster Level: 3rd
Minimum Spell Level: 2
Components: V, S
Casting Time: 1 standard action
Range: 120 ft.
Area: See text
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes

You can combine this seed with any of the following seeds in order to convert them into a 120-ft line, extending from your fingertips.

  • Acid
  • Cold
  • Earth
  • Electricity
  • Fire
  • Force
  • Negative Energy
  • Sonic

The damage dealt by the attack decreases by one die type. So for example, a seed that normally deals 1d6 points of damage would deal 1d4 instead.

Augment: If you increase the seed’s spell level by one, the damage dealt by the line is equal to the damage normally dealt by the base seed.

Ray
Universal
Level: 0
Minimum Caster Level: 1st
Components:  V, S
Casting Time: 1 standard action
Range: Close (25 ft. +5 ft./2 levels)
Effect: Ray
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

You can combine this seed with any of the following seeds in order to convert them into a ray attack.

  • Acid
  • Cold
  • Electricity
  • Fire
  • Force
  • Negative Energy
  • Sonic

The damage dealt by the attack decreases by one die type. So for example, a seed that normally deals 1d6 points of damage would deal 1d4.

Augment: If you increase the seed’s spell level by one, the damage dealt by the ray is equal to the damage normally dealt by the base seed.

You can add additional rays by increasing the ray seed’s spell level by one. You gain one additional ray for every four caster levels beyond 3rd (to a maximum of 3 rays at 11th level). The rays may be fired at the same or different targets, but all rays must be aimed at targets within 30 feet of each other and fired simultaneously.

If you choose to increase both the damage and the range of the seed, the numbers stack.  For example, if you decide to increase the ray’s damage by one die type, and add additional rays, the seed’s spell level would add up to 2.

Sonic
Evocation [Sonic]
Level: 0
Minimum Caster Level: 1st
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: Creature or object touched.
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

Your successful melee touch attack sends a vibration through the target, dealing 1d4 points of sonic damage -1 point per caster level (maximum 5d4-5), minimum 1. This damage ignores hardness.

If this seed is part of a combination that does not include a universal seed, the maximum damage dealt automatically decreases to 1d4, and the spell level of the seed increases by one.

Augment: You can increase the seed’s damage by one die type by increasing its spell level (maximum d6).

You can also increase the seed’s maximum damage dealt, by increasing its spell level. To determine maximum damage, multiply the base maximum damage by the seed’s new spell level + 1. For example, if you increase the seed’s spell level to 2, the maximum damage dealt would be (2+1) × (5d4-5) = 15d4-15. If, however, the seed is part of a combination that does not include a universal seed, the maximum damage deal would be (2+1) × (1d4) = 3d4.

If you choose to increase both the die type and the maximum damage dealt, the numbers stack.  For example, if you decide to increase the die type for damage dealt and increase the maximum damage dealt by one spell level each, the seed’s spell level would add up to 2.

Material Component: A chip of mica.

Spread
Universal
Level: 0
Minimum Caster Level: 3rd
Minimum Spell Level: 2
Components: V, S, M
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Area: 20-ft.-radius spread
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes

You can combine this seed with any of the following seeds in order to convert the damage dealt by them into a 20-foot radius spread.

  • Acid
  • Cold
  • Earth
  • Electricity
  • Fire
  • Force
  • Negative Energy
  • Sonic

The damage dealt by the attack decreases by one die type. So for example, a seed that normally deals 1d6 points of damage would deal 1d4.

Augment: If you increase the seed’s spell level by one, the damage dealt by the spread is equal to the damage normally dealt by the base seed.

You can double the radius of this seed by increasing its spell level by two (maximum 40 feet).

You can add additional spreads by increasing the seed’s level by three. You gain one additional spread for every four caster levels (to a maximum of 4 spreads at 16th level). Augmenting the seed in this manner increases its minimum spell level to 5.

If you choose to increase both the radius and the number of spreads, the numbers stack.  For example, if you decide to increase the damage, increase the spread’s radius to 40 ft., and add additional spreads, the seed’s spell level would add up to 6.

Water
Conjuration [Water]
Level: 0
Minimum Caster Level: 1st
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Up to 2 gallons of water/level
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

This seed generates wholesome, drinkable water, as per the create water spell.

If this seed is combined with the cold seed, the water automatically freezes. If the resulting spell deals damage, increase the level of this seed by one. The damage dealt is a combination bludgeoning damage (maximum 5d6) subtracted from the maximum damage dealt by the cold seed. For example, if the maximum damage dealt by the cold seed is 5d6, you can choose to deal any of the following combinations of damage.

  • 5d6+5 cold
  • 1d6 bludgeoning, 4d6+4 cold
  • 2d6 bludgeoning, 3d6+3 cold
  • 3d6 bludgeoning, 2d6+2 cold
  • 4d6 bludgeoning, 1d6+1 cold
  • 5d6 bludgeoning

Material Component: A clear, glass marble.

Sample Spells:

Elemental Storm
Evocation [Fire or Cold]
Level: Sor/Wiz 4
Components: V,S, M
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Area: Cylinder (20-ft. radius, 40 ft. high)
Duration: 1 full round
Saving Throw: Reflex half
Spell Resistance: Yes

You can combine the following seeds to rain down great magical hailstones, or a column of ash and fire on your opponents.

  • Earth + Fire
  • Cold + Water

The spell deals 3d6 points of bludgeoning damage, and 2d6+2 points of the appropriate energy damage to every creature within the area. A -4 penalty applies to each Notice check made within the storm’s effect, and all land movement within its area is at half speed. At the end of the duration, the storm disappears, leaving no aftereffects (other than the damage dealt).

Material Components: A small pebble, and either a piece of phosphorous, or a piece of glass.
Seeds: Air, Cold, Cylinder, Water.

 
Ice Sheet
Conjuration (Creation)
Level: 1
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Area: 10-ft. square
Duration: 1 round/level
Saving Throw: See text
Spell Resistance: No

You can combine the water and cold seeds to create a sheet of ice. Any creature within the area when the spell is cast must make a Reflex save or fall. This save is repeated on your turn each round that the creature remains within the area. A creature can walk across the ice sheet at half normal speed with a DC 10 Agility check. Failure means it can’t move that round (and must then make a Reflex save or fall), while 5 or more means it falls (see the Agility skill for details).

Material Components: A crystal, and a clear, glass marble.
Seeds: Cold, Water

Elemental Swarm
Evocation [Fire or Cold]
Level: 9
Components: V, S, M
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Area: Four 40-ft. radius spreads; see text
Duration: Instantaneous
Saving Throw: None or Reflex half; see text
Spell Resistance: Yes

You can combine the following seeds to pummel your opponents with four, massive spheres of cosmic rock or ice.

  • Earth + Fire
  • Cold + Water

The spheres spring from your outstretched hand and streak in straight lines to the spots you select. Depending on the seeds used in casting the spell, the spheres leave a trail of ice or fiery sparks.

If you aim at a specific creature, you make a ranged touch attack to strike the target with a sphere. Any creature struck by one of the spheres takes 2d6 points of bludgeoning damage (no save) and receives no saving throw against the sphere’s energy damage (see below). If a targeted sphere misses its target, it simply explodes at the nearest corner of the target’s space. You may aim more than one sphere at the same target.

Once a sphere reaches its destination, it explodes in a 40-foot radius spread, dealing 5d6+5 points of cold or fire damage to each creature in the area. If a creature is within the area of more than one sphere, it must save separately against each (Energy resistance applies to each sphere’s damage individually.

Material Components: A piece of phosphorous, and a small crystal or pebble.
Seeds: Blast, Earth, Fire, Spread

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The City of Haven (Part II)

Horolc (Commerce District)

LN azer expert 5, fighter 18

Senses: Perception +12 [[11, +1 Wis]], darkvision 60 ft.

Skills: Appraise +12 [[11, +1 Wis]], Diplomacy +5 [[6, -1 Cha]], Intimidate +5 [[6, -1 Cha]], Intuition +7 [[6, +1 Wis]], Profession (armorsmithing) +27 [[26, +1 Int]], Profession (blacksmithing) +22 [[21, +1 Int]], Profession (weaponsmithing) +27 [[26, +1 Int]].

Appearance: Horolc is a bald, broad-shouldered azer, with bronze skin, and a long beard composed of white fire. His only clothing is a tunic of hammered mithral plates that cover his waist and upper thighs.

Initial Attitude: Indifferent. Horolc runs a small blacksmithing shop in the Commerce District, a description of which is provided below.

The walls of this small, semi-outdoor shop are lined with a wide assortment of mithral weapons and mithral suits of armor. Standing over a black anvil, a dwarflike creature with a beard of fire hammers a mithral strip into shape.

Horolc (as is evident from the many items he has for sale) prefers to work with mithral. PCs who request non-mithral items suffer a -10 penalty on their Diplomacy checks to influence Horolc’s attitude, while PCs who speak favorably of the wide range of mithral items he has for sale receive a +10 bonus. Unfriendly: If the PCs insult Horolc, either by asking for a non-mithral item or by some other slip-of-the-tongue, the azer charges them an additional 20% on all purchases. Helpful: Horolc is willing to sell any of his mithrine items for the price of a regular mithral item.

Background: Horolc is a retired adventurer, whose skills in mithralwork are virtually unmatched. In fact, Horolc is one of the few blacksmiths in the entire known multiverse who specializes in crafting mithrine items (see below).

Mithrine: Mithrine is a unique form of mithral that only the most gifted blacksmiths are able to work with. Crafting a mithrine item requires a Craft check (DC 30) of the appropriate type in addition to all other Craft checks necessary to create the item. Failure on this check results in the ruining of the item and all materials used in its construction.

Mithrine items are just like mithral items except for the following effects. Spell failure chances for armors and shields are decreased by 15%, maximum Dexterity bonus is increased by 3, and armor check penalties are lessened by 4 (to a minimum of 0). Weapons that are crafted from mithrine are so light and easy to wield that the penalty for using a mithrine weapon when fighting with two weapons is reduced by 2, and the range increment for thrown weapons is increased by 20 ft.

Mithrine items cost 300 gp more than a standard mithral item.

Garkane (Guild District)

LN mercane wizard 17, expert 5

Senses: Perception +17

Skills: Appraise +28 [[18, +6 Int, +4 racial]], Deception +21 [[18, +3 Cha]], Decipher Script +26 [[20, +6 Int]], Diplomacy +25 [[18, +3 Cha, +4 racial]], Intimidate +18 [[15, +3 Cha]], Intuition +22 [[18, +4 Wis]], Arcana +34 [[28, +6 Int]], Planar +34 [[28, +6 Int]].

Appearance: Garkane is a tall, long faced creature, with blue skin, and long, spindly fingers. He is dressed in the robes of a well-to-do merchant.

Initial Attitude: Indifferent. There is little one can do to alter Garkane’s initial starting attitude. He is a mercane, who is well versed in the art of deception, and diplomacy. If one threatens hostility, the mercane simply closes his window and summons the Haven Sentinel guard.

Background: Garkane is a moneylender from the Guild District. PCs may decide to call on the mercane for the purpose of purchasing expensive items. At that time, read or paraphrase the following.

Nearly every surface in this small, but opulent room is comprised of marble. At the far end, behind a barred, teller window, sitting in front of an impressive looking vault, is a large, blue-skinned individual with long, spindly fingers.

Garkane is willing to lend the PCs up to 150,000 gp at a monthly rate of 10%. The PCs are required to at least pay off the interest on the loan each month. Failure to pay can result in stiff fines of 100 gp per 1,000 gp left on the loan.

Torbolg (Magic District)

NE male tiefling rogue 7, wizard 5, arcane trickster 10

Senses: Perception +9, darkvision 60 ft.

Skills: Appraise +12, Deception +26, Craft (alchemy) +12, Diplomacy +15, Gather Information +21, Intuition +9, Intimidate +15, Arcana +12, Planar +12, Research +12, Thievery +18

Appearance: Except for his red eyes, grey skin, and sharp, pointed canines, Torbolg appears to be a human male, with jet black hair, and a pronounced widow’s peak.

Initial Attitude: Unfriendly. Torbolg has already been courted by one of Hadovas’s spies, and has been promised 1,000 gp in exchange for any information regarding a group of adventurers matching the PCs’ descriptions. Torbolg is certainly interested in the offer, and will most likely take it unless the PCs can convince him otherwise. Hostile: In addition to ratting out the PCs to Hadovas’s spies, Torbolg switches out one item that the PCs purchase with a cursed item of similar appearance. PCs are allowed opposed Spot checks against Torbolg’s Sleight of Hand to notice the switch. Indifferent: Torbolg warns the PCs that there is someone looking for them, and if the PCs are willing to pay him double what Hadovas’s spies are offering, he might be persuaded to look the other way. Helpful: Torbolg warns the PCs that there is someone looking for them.

Background: Torbolg runs a small shop in the Magic District, a description of which is provided below.

This shelves of this little shop are overflowing with any number of magical curiosities- including wands, books, scrolls, potions, spell components, robes, cloaks, and other items- leaving very little room for maneuvering.

In addition to running a legitimate business within the city of Haven, Torbolg is also in the business of selling black market magic items on the side. Before mentioning this, however, Torbolg tries to get a sense of the PCs, by engaging them in small talk; asking them about their business in town, whether or not they’re religious, what kinds of items they’re in the market for, etc. PCs who make an opposed Sense Motive check realize that Torbolg is trying to determine their alignment. What his reasons are for doing so remain unclear.

Depending on the kinds of answers that the PCs give to Torbolg’s inquiries, the tiefling might mention, nonchalantly, that if they are willing to wait a day or two, he might be able to give them a 25% discount on one or two of the magic items they are interested in purchasing. If the PCs seem interested, Torbolg tells them that he would need half the money up front as a good faith payment. If the PCs seem reluctant, Torbolg says to them, “Don’t worry. I’m not going to steal from you. I have a shop here full of stuff that’s worth more than what I’m asking you for, and it’s not like I could just pack it all up tonight and leave. Trust me. I’ll get you what you’re asking for.”

If the PCs still seem reluctant, Torbolg waves his hands dismissively and says, “Hey, I’m just trying to help you out. If you don’t want my help, that’s fine. I can sell it to you full price, if you want.” If the PCs still seem reluctant, but are interested in purchasing the item full price they will need to make an additional Diplomacy check at a -10 penalty to avoid changing Torbolg’s attitude to Hostile. His mood, at this point, cannot be improved above unfriendly.

Note: If the PCs decide to purchase some of the black market magic items that Torbolg has for sale, there is a 20% chance that they will arouse the suspicions of the Haven sentinels (see Encounters with the Law).

Jartana (Market District)

CG female djinni expert 7, sorcerer 13

Senses: Perception +13, darkvision 60 ft.

Skills: Appraise +21, Arcana +27, Deception +32, Diplomacy +15, Intimidate +11, Intuition +23, Planar +13, Profession (alchemist) +37.

Appearance: Jartana is a tall, beautiful woman, whose brightly colored clothes are lined with gold colored bangles that jingle softly as she moves.

Initial Attitude: Indifferent. Helpful: Jartana is willing to offer the PCs a 10% discount on any of her wares.

Background: Jartana is a merchant from the Market District, whose incenses and perfumes are said to be some of the most fragrant in all the planes. Though many have tried to identify her aromatic, secret ingredients, few have been able to successfully duplicate their potency.

As the PCs approach Jartana’s booth, read or paraphrase the following.

                This little outdoor shop, with its blocks of incense, and its many bottles of perfume, is completely surrounded in an aura of heavenly scents and fragrances.

Incense of Body Purity: These incenses come in a variety of scents and fragrances, each of which can affect up to 11 creatures for a period of 24 hours with one of the following spells: mass bear’s endurance, mass bull’s strength, mass cat’s grace, mass eagle’s splendor, mass owl’s wisdom.

It takes 1 hour to burn each block of incense, during which time, participants must sit quietly in a state of contemplative meditation. Any activity performed by a participant during this time breaks the effect of the incense for that individual.

Strong Transmutation; CL 12th; Craft Wondrous Item, Extend Spell, mass bear’s endurance, mass bull’s strength, mass cat’s grace, mass eagle’s splendor, or mass owl’s wisdom; Price 3,600 gp; Weight 1 lb.

Formyte (Tavern District)

N male leshay (see pg. 202 of the Epic Level Handbook for statistics.)

Senses:  Perception +30, low-light vision

Skills: Deception +38, Diplomacy +35, Intimidate +20, Intuition +6, Local +31, Nature +31.

Appearance: Formyte looks like a tall, thin albino elf, with silvery hair and pale, white skin. His eyes, however, appear like deep pools of utter darkness, betraying a heritage far more ancient, and mysterious.

Initial Attitude: Indifferent. Formyte likes adventurers, and is particularly friendly to those whom he deems to be on a mission for a good cause. If the PCs happen to mention their mission to Formyte, they gain a +10 bonus to Diplomacy checks to influence his attitude. Formyte is sensitive about his heritage, however, and if the PCs happen to mention it, or ask about it, they receive a -10 penalty. Unfriendly: Formyte tells the PCs rather coldly that there are no rooms available at his inn, and recommends that they try one of the other taverns. If the PCs succeed at an opposed Sense Motive check, they realize this is false, and that Formyte simply wants them to leave.  Helpful: For each room of dream vision that the PCs are interested in taking, the innkeeper is willing to give them a second for half price.

Background: Formyte is one of the few surviving members of an enigmatic race known as the leshay. Though Formyte never speaks of it, legends say that the leshay are from an age whose very existence was eradicated from the space/time continuum. PCs who succeed at a Knowledge (nature) or Knowledge (history) check (DC 60) recall the legends of Formyte’s race. However, Formyte is rather touchy about the subject, and is unlikely to say anything corroborative on the subject.

Formyte’s inn, the Dreamkeeper’s Lodge, is a well respected establishment, with a reputation for clean rooms, good food, and a cheerful atmosphere. What makes the Dreamkeeper’s Lodge legendary, however, are its rooms of dream vision.

The cost of spending the night in a room of dream vision is 6,000 gp. Nevertheless, if the PCs succeed at a Knowledge (local) or Knowledge (the planes) check (DC 25), they recall rumors that Formyte has been known to give discounts to certain adventuring parties whose causes he deems worthy.

Room of Dream Vision: A room of dream vision is a magical location that is imbued with the divinatory power of dreams. Any creature who spends the night in a room of dream vision has their dreams filled with visions of the future, granting them a +1 insight bonus on all attack rolls, saves, and opposed ability or skill checks.

In addition, creatures who spend the night in a room of dream vision may choose to gain a +20 insight bonus on any single attack roll, saving throw, or opposed ability or skill check, as per the spell moment of prescience cast by a 20th level wizard. Once this ability is used, the creature no longer benefits from any of the insights granted by a room of dream vision.

Only one creature may benefit from its abilities at a time, and if multiple creatures try to sleep in the same room its abilities are not activated. Creatures who have already benefited from a room of dream vision cannot do so again for a period of one year. Creatures who do not sleep or dream gain no benefit from a room of dream vision.

Strong Divination; CL 20th

 

Ladiana (Temple District)

LG female astral deva cleric 12

Senses: Perception +24 darkvision 60 ft., low-light vision

Skills: Diplomacy +34, Intimidate +20, Intuition +5, Local +31, Planar +31, Religion +31.

Appearance: Ladiana is a tall, beautiful woman, dressed in white silk. She has long, feathered wings, silver hair, and dark, olive skin.

Initial Attitude: Varies. Ladiana’s starting attitude towards most creatures is indifferent. To creatures who openly worship Lathander, her starting attitude is friendly, and they gain a +10 bonus on all Diplomacy checks to influence her attitude. To creatures who radiate evil, and/or who are obviously of evil descent, her starting attitude is unfriendly, and such creatures take a -10 penalty on all Diplomacy checks when trying to influence her attitude. Helpful: Should the need ever arise, Ladiana allows the PCs to use the temple’s altar of morning glory one time at no cost in order to raise a comrade that has fallen in battle. Hostile: Ladiana’s attitude is rarely, if ever, hostile towards creatures of nonevil alignment. However, to creatures of evil alignment, she is extremely belligerent, refusing to grant them healing, and even going so far as to threaten them with her talisman of pure good if they will not leave the temple grounds.

Background: Ladiana is the high priestess of Haven’s temple of Lathander, home of the legendary altar of morning glory. She is the possessor of a holy artifact, associated with the sun god, known to many as a talisman of pure good.

Like any cleric, Ladiana is more than willing to offer her spellcasting services to adventurers who have been injured, in exchange for donations to the church. In addition, she is also willing to allow those who have fallen in combat to be raised using the altar of morning glory, in exchange for a 5,000 gp donation to the temple.

Altar of Morning Glory: This altar is a 5-foot-by-10-foot slab of black granite, with strange runes carved around the visible lip of the slab. If magically translated (no living creature still speaks the language that the runes are carved in) they read “Spill your life to defend the innocent. His light repays total sacrifice.”

Creatures whose bodies have been placed upon the altar, are immediately restored to life as per the raise dead spell, with the exception that they receive no experience penalty. The altar grants its special ability to only one creature in each 24-hour period. That creature must have fallen in battle, defending the innocent.

Strong Conjuration (Healing); Caster level 20th.

Yoshvayla (Travel District)

CN female xeph soulknife 17

Senses: Perception +4, darkvision 60 ft.

Skills: Psionics +14.

Appearance: Yoshvayla is a gaunt framed woman with dark skin. Her hair is a jet black, tied into a braided topknot with bits of hemp cloth and jeweled hair ties.

Background: Yoshvayla is a colorful xeph captain of her own astral ship, named Artesia. She primarily trades in rare and exotic goods, but she has a passionate love for adventure. Yoshvayla charges 500 gp per person for passage aboard the Artesia. If the PCs do not have the money to pay, Yoshvayla recommends that they go to the Guild District and ask Garkane for a loan.

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