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Post by Emmarie on Nov 8, 2010 11:15:03 GMT -5
Name: Emmarie Kathryn Von'Dire Kuldair Galway Screen Name: exalted emerald Current Rank: Grinja Defender Current Dice: 2d60 Race: twi'kh'ronen Racial Weakness: Sonic Alignment: Lawful Good Languages: Common, Kh'ronish, Elvish Age: Late 50's, early 60's but Ageless since 30's Status: Devoted to Kol Iverson (diseasedtyrant) Children: William Von'Dire (feraiprince) Aedria Kuldair (aedriakuldair) E'jaz Kuldair (no mun, looking!) Grandchildren: Damin (deceased) and Devon (no mun) Von'dire Granddaughter-in-law: Kesare'lynn Von'Dire (sylvantopaz) Profession: Mage Bonus: "Surge of Power" Mages are given a +3 to all magical attacks they make in combat, whether registered spells or not. Secondary Profession: Druid Primary Weapon: Emeryx, Enchanted Longsword Secondary Weapon: Magic Important Items-- "R" Bead : This is a bead with an inscribed "R", that functions as a Rezz Coin. Racial Skills (Free)Race -- Kh'ronen Weakness -- Sonic Energy 1. Out of the Loop : The kh'ronen can remove himself from the timestream, only to reappear later in the same state and location. To outsiders, they appear to vanish into thin air for a few seconds to a few minutes. When used in combat while being attacked, a kh'ronen can, for one attack, take no damage at all. Prerequisite: Kh'ronen only 2. Tempus Fugit : This is a "wrinkle" in time. One can manipulate the very fabric of time, causing the caster and/or the group they are in to move at extremely fast speeds, the distance between point A and point B shortening substantially. Something that normally would take a day of travel, can be traveled in less than a half hour. Skills (14) 1. Delay Pain - You are able to delay the pain from wounds, even severe wounds, during combat until after combat ends. At that time all of the pain from every wound rushes upon you and if it is severe you may pass out. 2. Delay Spell - A spellcaster can use this skill to cast a spell, and delay it's effects for up to 15 minutes (mun) time. If this is used before combat, invoking the spell does not take up one's attack turn. 3. Knowledge - You have accrued knowledge of one specific source. You must take this for every type of knowledge, and gain a +5 to each knowledge check asked for in that area. You may choose ONE type of knowledge per Gemstone rank you attain to gain your boost! [Botany, Deities, The Planes) 4. Know direction - No matter where your destination is.. you always know where your going, how to get there and what direction you are going in. 5. Polylingual - You can speak and understand all languages, but cannot read or write in any language but your own. 6. Alchemy 7. Familiar : You gain a familiar, which is able to channel your spells. You may send your familiar to make a magical attack upon an opponent, allowing you to stay out of melee range of combat. Familiars have 10hp. 8. Innate Spell : You have mastered one spell so well, that you may cast it once per combat, and it does not count towards your one registered spell per combat. You still must give a save if such applies. You MUST choose your spell at the time of taking this skill, and cannot change it out until you reach the next gemstone level. Prerequisite: Mage (Primary), Abet'zi Rank SPELL: Arcana Form 9. True Seeing - You are able to see all things as they actually are. You can see secret doors hidden by magic, the exact location of creatures or objects that are hiding, see invisible creatures or objects normally and see through illusions. 10. Extra Spell : A spellcaster is granted an extra spell for each gemstone rank they gain. Such as moving from Rosha to Abet'zi you get an extra spell. Abet'zi to Mel'yn you get an extra spell. 11. Healing Circle : All creatures within a circle made by the healer are healed at once up to 10hp of damage, instead of having to heal individually. You may use this once per adventure 12. Combat Companion: Atalaya, Crystalline Cat 1d30 | 30hp Free Skill : Telepathy 13. Low-Light Vision : The ability to see in low-light situations. 14. Rezz the Dead Bonus for Druid: Healing Affinity Bonus for Mage: Magical Affinity What does your character carry in their adventuring gear?Bedroll, Blanket, Enchanted Mug, Candles, Flint/Steel, Chalk, Enchanted Inkpen, 3 days rations, Waterskin, Empty Vials and Pouches for collecting things, Gash Glue (alchemy item), Bandages, A few clean cloths, change of clothing Attachments:
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Post by Emmarie on Jun 10, 2011 23:32:54 GMT -5
Spells
1. Spell Name: Detect/Break Curse Type of Spell: Effect Components: V Range/area of effect: 100feet/150/200/250 Target: Area or Single Object or person Duration: Instant Saving Throw: No Explanation: Emmarie can use this to detect, and then remove a curse upon a person or object. V: "Fon in'lan." (Detect Curse) V: "In'lan skeeth." (Break Curse)
2. Spell Name: Mantle of Air Type: Effect Subclass: Conjuration Components: V, S, M Target: 3 pcs, 4npcs Duration: per magic charter (6 hours) Saving Throw: No Explanation: Creates a thin layer of breathable, filtering air around the caster. This negates any harmful gas / poisons in the air while the caster is surrounded by the mantle of clean air. This provides breathable air even in such environments as a vacuum or underwater. Vocal: "Abbe'dar Kh'ron, riatare da safro aerie."(My father Kh'ron, envelope me in sweet air.) Somatic: After the vocal is said, then breathe out a puff of your own life's breath, it will layer around the caster or target/s. Material: Your own breath.
3. Spell Name: Voices and Visions of the Past Subclass of Spell: Chronomancy Type of Spell: Effect Components: V Range/area of effect: 150feet Target: Area Duration: 12/24/48 Saving Throw: No Explanation: The Chronomancer using this ability is able to hear conversations and see events that occurred in the recent past within an area. It can be used individually - i.e. only hearing what happened, or seeing what happened. V: "Salen'ze t'e orakadella."
4. Spell Name: Paradox Subclass of Spell: Chronomancy Type of Spell: Effect Components: none Range/area of effect: Close Target: 3 PC / 4NPC or per charter Saving Throw: (Yes or No) Only by PC Undead Explanation: When Paradox is cast, the chronomancer can alter a minor event from his past that may effect the present. Such an event might be exchanging one memorized spell for a more useful one (switching out a spell in the spellbook for another), having bought a cask of ale instead of a cask of oil, or instead of insulting someone who now harbors a grudge and his help is needed, instead someone else was insulted. The event being changed should not be more than three hours in duration, and it must be something personally done by the chronomancer or something the chronomancer could have influenced. (Maybe someone else made the insult, and the chronomancer could explain it away somehow.) Events changed can have happened up to a month beforehand. (The results are up to those being affected. Perhaps the chieftain is now insulted because his chief warrior was insulted. Or the person insulted now bears a grudge.) Changing events in time may have adverse effects in the present, so this spell should be used with major caution. It can only be used once per day, instead of twice, as it is upsetting to the fabric of time. Vocal: "T'as lasod oratio zela'dar. Xedra dressar, al'a vadrina."
5. Spell Name: Error-Free Teleportation Type of Spell: Effect Components: V Range/area of effect: 100feet Target: Self or Others Duration: Instant Saving Throw: No Explanation: You must have some clear idea of the location and layout of the destination. You can’t simply teleport to the warlord’s tent if you don’t know where that tent is, what it looks like, or what’s in it. The clearer your mental image, the more likely the teleportation works. Areas of strong physical or magical energies may make teleportation more hazardous or even impossible. Note: Teleportation is instantaneous travel through the Astral Plane. Anything that blocks astral travel also blocks teleportation. V: "Glessect s'yn." (Move us)
6.Spell Name: Rope Trick Type of Spell: Effect Components: V, S, M Range/area of effect: 100feet Target: One rope, up to 7 can fit in space. Duration: 12/24/48 hours Saving Throw: No Explanation: This spell is cast on a rope that is 6 to 30 feet long. When cast, the rope rises into the air until it is perpendicular as if it is affixed at the upper end. It is, in fact, attached to an extradimensional space. The spellcaster and up to six others, or seven total (without the spellcaster) can climb up the rope and disappear into this safe place where no creature can find them. The rope can be pulled up into the space, so that nothing is seen of them or the rope by anyone if less than seven have climbed into the space. If it is filled with all seven people, the rope hangs suspended in the air. An extremely strong creature could remove the rope. Spells cannot be cast from the extradimensional space, and area effects do not harm those within the space. Those in this extradimensional space can see out as if there were a 3x5 window centered on the rope. You will not run out of air while in the extradimensional space. A spell could be cast while the spell caster was on the rope climbing up, and the area effects would not harm the spellcaster if she/he climbed into the space right after the spell is cast. The persons in the extradimensional space must climb down prior to the ending of the spell, or they are dropped from the height at which they entered the space. The rope can only be climbed by one person at a time. Note that you can use the rope trick to reach an actual spot if you do not climb all the way to the top. This spell is ineffective in places where extradimensional spaces are inaccessible, such as the Astral Plane. Vocal: Rope that lies here under my hand, lift me up, above the land. Hide me where I'm safe and sound, rising above this space and ground. Somatic- Motion: Place one palm on the rope. Material: Rope, whatever focus the chronomancer uses for dimensional magic. In Emma's case, her emerald timepiece.
7. Spell Name: Planar Door Type of Spell: Effect Components: V Range/area of effect: n/a Target: n/a Duration: Instant Saving Throw: No Explanation: The caster can open a shimmering doorway between the caster and a plane. This may draw the attention of planar creatures, and if the door is left open for any given time planar creatures may travel from their plane into the material plane. The caster may close the door anytime they wish.
There is an 90% chance that the caster can determine which plane they open a door into.
Roll 1d10 1- 18 = Caster can determine the plane they open the door into. 19-20 = Door opens into a random plane
RANDOM PLANES 1d25 1-Air 2- Earth 3- Fire 4- Water 5- Positive Energy 6- Negative Energy 7- smoke 8- magma 9- ooze 10- ice 11- lightning 12- mineral 13- radiance 14- steam 15- vacuum 16- dust 17- ash 18- salt 19- astral 20- ethereal 21- shadow 22 - Outer Plane (your choice) 23- Demiplane (your choice) 24 - Material Plane 25 - Temporal Plane
8. Spell Name: Pain Transferrance Type of Spell: Healing / Effect Components: V Range/area of effect: -- Target: 3PC / 4 NPC or per charter Duration: Instant Saving Throw: Yes if Forced Explanation: This spell transfers the wounds and pain (and hit points) from one person, to another. The caster can choose to take upon themselves the pain and damage of anyone within the combat that is hit (transferring any dmg rolled upon the target to the caster instead). Or they may choose to put the pain and wounds they have, upon their target/s. V: "Voysh iyon i'ist."
9.Spell Name: Prismatic Eye Type of Spell: Effect Components: V Range/area of effect: 150feet Target: Self Duration: 12 hours Saving Throw: No Explanation: The caster creates a visible orb that resembles an eye, that floats above the shoulder of the caster. The caster can see through the eye, and can move the eye within range in any direction if needed. The eye has darkvision, and normal vision up to 60 feet in good light. The caster can choose to have the eye emit a beam of prismatic light which can be as bright as the caster chooses. Bonus: +2 to Spot Vocal: "Eye of vision, eye of sight, show the way, bring me light." Somatic- Motion: The shoulder that the eye should appear above is touched as the chanting is done.
10. Spell Name: Joshua's Moment Type of Spell: Effect Components: V Range/area of effect: 150feet Target: Area or Single Object Duration: Up to 12 hours (Usually a very short time though) Saving Throw: No Explanation: Slows down time during a dramatic moment. A chronomancer may, in moments of dramatic climax, slow down time around them. Whenever something truly significant is happening, the Chronomancer can invoke this spell to grant themselves and their allies more time to act. This spell cannot be invoked until the climax of an adventure, a moment of high drama, etc. For the duration of the climax, the Chronomancer’s party moves at double speed to the rest of the world. Any enemies who attempt to stop them doing something are also sucked into the moment. In a combat situation, work out the fight round by round as normal, but anyone or anything not involved counts as moving at half speed. Chanting enemy mages mouth their incantation at half-speed, the timer on the bomb ticks down with agonising slowness, that impending tidal wave eeks it's way towards land, and even that meteorite heading for the planet’s surface pauses somewhat in its’ descent. Vocal: Siga orak! (slow time!) Somatic: A palm pressed outwards towards the main event happening (an army approaching, the tidal wave, the meteorite, the bomb, etc)
11. Name: Legacystone Type: Effect Effects: Creates a stone that can carry a message. Components: V, M Area: -- Target: -- Duration: Until activated This spell programs an image of the caster along with a message, of no more than one hour in length which will then activate when certain conditions bound into the legacystone take place. Such as, if a message is being sent to a certain person, the message will not activate until that person holds the legacystone in their hand.
Legacystones can be any semi-precious crystalline stone, and each one must have conditions to activate it. A 3-D image of the caster appears when it is activated, and the message is then given. Once the message has been delivered, the stone crumbles into dust. This is a perfect way of sending private messages that one does not wish anyone else to know, it is much more reliable than parchment as it appears to be nothing more than a stone to those attempting to intercept. Vocal - The message is given while standing in front of, or holding the stone in front of her. "Finis" is stated when the message is over, and then she states the conditions of activation. Without activation conditions, the legacystone is worthless. Material- A crystalline gemstone - like an emerald, ruby, sapphire...but not something like coral, turquoise, etc.
12. Ebon Eyes Type: Effect Subclass: Transmutation Components: V, S Range: Touch Target: Creature Touched, 3pc's Duration: 12 hours / per charter by rank Saving Throw: No Explanation: The target of this spell gains the ability to see normally within any magically induced darkness or shadowy conditions, normal darkness or shadows. While the spell is in effect, a jet-black film covers the target's eyes. This gives "darkvision". Somatic: Closing one's eyes Vocal: Duvhresk Vis'z "Eyes of Darkness"
13. Arcana Form Type: Evade Effects: The caster becomes a being of pure magical energy. Components: V Area: -- Target: Caster Duration: 1 round of combat The caster is able to take on a form of pure, arcane magic which enables her to take no mundane damage, while being able to cast combat spells. This allows her to evade one attack against her in combat. Vocal: Zi lam ar'khan xela.
14. Reverse Time Type: Effect Components: V, S. Range: 150feet, or per charter Target: Any nonliving object of any size (though larger the object the more strain on the caster) Duration: ----- Explanation: When cast this spell affects the object returning it to a state of a previous time. This is extremely useful for mending armor or repairing other damaged objects by returning them to the state they where in before they where damaged. This can be used on objects made from things that where once living, but if used on something once living it cannot return it to a state in which it was living. S- Hand extended to the object, palm open. V- "Temporis qui pretereo, crucio accersitus redeo iterum." (Time which has passed, be called forth once more //Latin.)
15. Spell Name: Non-detection Type: Chronomancy, Illusion Components: O Target: 3pc, 4npc Duration: per charter Stealth Bonus: +3/4/5 Saving Throw: No Explanation: This spell creates a temporal field around the caster, shrouding her from detection by scrying, vision, scent, magic items, locate creature, etc. It gives the caster a stealth bonus as well, per rules. Other: Her chronomantic timepiece which focuses her time powers.
16. Reset Type: Heal Target: One target, can be self. Duration: Instantaneous Effect: Replace character with recent former version, healing damage and negating effects. By casting "Reset" on a character involved in combat (either spars or quests), you in essence switch out the present creature with a past version, healing them of the damage taken on that round alone and negating any magical effects that were placed on them during the last round of combat.
17. See Contents Type: Effect Subclass: Invocation/Evocation Target: One closed container Duration: Instantaneous Effect: You can see the contents of a closed container. This spell allows the caster to see through any container, chest, box, etc to see what is inside before it is opened. This does not unlock the container, merely shows what is inside. V: "Salen ze"--- "show me"
18. Spell Name: Lucent Wings Type: Effect Components: none Range/area of effect: Close Target: 1 target Duration: 12 / 24 / 48 Explanation: This spell creates a pair of bright, ethereal-looking wings of prismatic light upon the caster's back, allowing them the ability to fly. The light is bright enough to light up the area around the caster, and any undead within the area cannot physically touch the caster while her lucent wings are formed. Vocal: "Lucen Aerie."
19. Burst of Lava Type: Attack Subclass: Evocation, Druid Components: V, M Range: 150feet Target: 3PC's, 4NPC's or per rank Duration: Instantaneous. Saving Throw: Yes. Explanation: The caster, during this spell, creates a well of lava beneath the surface of the ground, which then explodes in a fiery blast doing damage to those around. After the initial explosion, the magma remains pouring out of the ground for 2 more rounds until it finally cools. The caster still has control of it to a point, and may use it for subsequent attacks, but they gain no special benefits (it's just merely for rp, they roll their regular dice just for their attacks). Vocal: "A'yarduthrial, om'terra." (To battle, mother earth. In Kh'ronish) Material: chip of igneous rock thrown down
20. Bind and Sink Type: Effect Subclass: Alteration and Enchantment Targets: 3pc's or 4npc's or per rank Components: V, S Saving Throw: Yes Explanation: This spell forces a creature or object to be bound to the earth or the floor where they stand for one round, causing them to lose an attack unless they are able to use ranged attacks.
If done willingly, the caster can continue the chanting which would then cause the subject to begin sinking into the earth or floor slowly. It is a slow process, it places the creature into a sort of suspended animation. The creature will not grow older while buried, their bodily functions cease, and they are completely unharmed and undamaged while sunken. They sink as far below the surface as they are tall. If someone were 5 foot tall, they'd be 5 foot below the surface once sunken completely. Digging up the subject negates the spell. And if someone does a detect magic, a faint aura of enchantment would be detected of an undefinable magic. There are all sorts of uses for this. It can even be cast on oneself, if needed, for hiding purposes, though of course you'd be stuck in the ground if someone didn't know where you had sunk yourself because you wouldn't be able to un-sink yourself. But... might be better than dying... Vocal: Bind: "Earth, reach and bind. Chayim 'Elat, it is time." Sink: " Providence, grab his feet, pull, pull, down so deep." Somatic: Two hands held palm down towards the one the caster wishes to be bound to the earth. When the caster wishes the subject to be sunken, then the pointer finger is then pointed down.
21. Verdigris Type: Effect, Lose Turn Subclass: Druid / Conjuration Targets: 3PC's or 4 NPC's or per rank. Range: 150feet Saving Throw: Yes This spell creates a whirlwind of grass, shrubs, and trees that overgrows the area like a tidal wave. The plant growth creeps and curls across everything in the area, ensnaring it and coiling around it as if it had been growing there for a century or more for one round of combat. They may then break free, but the plant growth remains for 6 hours, after which is vanishes though it leaves the effects behind (such as cracked foundations, crumbling walls, etc). Vocal: Victus verdigris.
22. Fate of an Innocent Components: V,S,M Target: Unborn child Saving Throw: No Description: This powerful spell enables the caster to transform an unborn child within the mother's womb. This is essentially a manipulation of the genetic structure, blood, and/or chromosones of the unborn child. This can be used to change the race of the baby, to change parentage, or to remove unwanted traits or defects. It can also be used to add traits that are directly related to one's blood, race and genes. (Such as one's vision, hearing, hair color, eye color, etc) It in effect, crafts a child within the womb to be as the parent wishes him/her to be. If used within one week of conception, it may also be used to determine the sex of the child. As this is one of Emma's most powerful spells, she is unwilling to teach it to others, as it could be dangerous in the wrong hands.
If there are twins, triplets, etc this spell must be cast for each one.
Somatic: Hands are placed upon the stomach of the mother. Material: Depends. If blood lineage is being changed, she must have a sample of blood. If certain genetic traits are being given, blood or a hair sample must be obtained to give the child that ability. (for example, a hair from a drow could be used to give the child enhanced night vision) Vocal: Z'irim orakedoar sangui yr iau. (I bestow future blood and life.)
23. Nimbus Type: Attack Range: Self Target: 3 PC's, 4 NPC's, or per rank Duration: 1 Round Damage: +3 / +4 / 1d extra Save: Yes Description: The caster's blood is transformed into searing golden light which causes your circulatory system to shine harmlessly through your skin. The heart appears as a pulsating sun, and light bleeds from your eyes, nose, mouth and even your pores causing pain and damage to those nearby but leaving you unharmed. This damaging light emanates from you in a circle inflicting damage against unprotected creatures.
Creatures in the vicinity may be selected for immunity, but once they are chosen, you must cast the spell again for them to be affected. You may only have one nimbus active at a time.
The power of the nimbus is extremely effective against the undead. Undead (including vampires) may not come into physical contact with the caster of the nimbus while it is in effect. Undead cannot voluntarily enter the range of the nimbus either.
While the nimbus is active, light is radiated in a 100 foot radius, though damage only occurs if a creature is within 10 feet of the caster. Vocal: "Within me dwells the piercing light of holiness." Somatic: Hands are held straight out to the side, palms upward as the spell is cast.
24. Spirit Servant Type: Effect Subclass: Conjuration/Summoning Components: V Duration: 12 / 24 / 48 Saving Throw: No. Explanation: A spirit servant is a force of brightly glowing energy that takes the general shape according to the caster's will: humanoid, angelic, frightening, etc. The color of the mass of energy can change at will as well. It is a servant of the caster, tendrils can be extended to open doors, lift objects, take messages to people, even get drinks and do anything a normal servant would do. On quests, the spirit servant carries equipment, and will do menial tasks such as cook and find firewood, it does not talk though, it merely follows orders. It can be used to frighten the enemy, or as a distraction. V: "Sparet daela." (Spirit Servant)
25. Emma's Prismatic Arch Type: Attack, Healing, Effect (depending on ray) Targets: 3pc's, 4npc's or per charter and rank Save: Yes This spell creates a glimmering rainbow arch of light between the caster's open palms. Once the rainbow takes form, the caster can choose to fire a ray one foot wide from the rainbow, aimed at a creature up to 10 feet away. The ray takes the form of one of the seven colors of the rainbow. Only one colored ray can be shot out per round. Red: Cold Energy / Attack +3/+4/+5 Orange: Heat Energy / Attack +3/+4/+5 Yellow: Acid Damage / attack +3/+4/+5 Green: Healing Blue: Electrical / Attack +3/+4/+5 Violet: Damages Undead Only. / Attack +3/+4/+5 Pink: Changes loyalty for remainder of battle.
Range: per charter Vocal: Seven colors across the sky, seven colors before me lie. Seven rays of light I call, seven rays of power befall. Somatic- Motion: Hands, palm up, held before the spellcaster, crystal prism in one palm. Material: Crystal prism that shatters at the dispelling of the spell.
26. Steel Womb Type: Effect Target: One pregnant woman Duration: Entire Pregnancy When cast upon the mother, a steel charm is given to be worn on the body at all time. This forms a protective barrier around the baby/babies, so that illness, wounds, disease, harm of any type cannot come to the child. It is self-sufficient, meaning if the mother dies, the child can survive for the entire 9 months in the steel womb, outside of the body. V:
27. Emma's Kiss of Peace Type: Effect Target: One person Duration: 12 hours A kiss given by Emmarie sends a warm, peaceful feeling into the creature kissed. Depressed feelings are temporarily replaced by a feeling of euphoric bliss. Much safer than drugs and alcohol that do the same thing, this effect lasts for an hour before fading. Her kiss is a blessing upon the target, blessing them with a respite from the stress and pain of life. It is usually placed upon the forehead.
-----others, in process--- Spell Name: Divine Storm [good] Subclass of Spell: Psionic Psionic Area (if psionic): atmokinesis Type of Spell: Effect Components: none Range/area of effect: Close Target: Up to 5 PC's Duration: 1 hour or until dispelled if sooner Saving Throw: (Yes or No) Only by PC undead Explanation: This divine storm manifests as a bright, warm, sunny day. The sun shines even at night, helping to drive evil and undead creatures into their dark homes or underground. The air has a slight scent of cinnamon, which serves to hearten good creatures and give them strength and confidence to stand strong in battle. While in the area of this storm, evil creatures attack with a -3 to each attack, and good aligned creatures gain a +3 atk as a morale bonus. Mundane Effects: Clear sky, light wind.
Ruby Ray of Reversal BoS4.39 Type: Effect Subclass: Chronomancy
This is a very powerful spell that reverses the effects of spells and situations. It harneses the magical energy within a ruby, creating a red beam that lances out in a straight line in the caster's chosen direction. Upon contact with any of the following situations, the ruby ray will correct the situation as listed, then wink out of existence. The ray only effects ONE situation per use.
Situations and spells effected:
•Webs (natural and mystical) or viscous globs immediately melt away, one patch of glob or webbing totally vanishing. •Mechanical or magical traps are automatically sprung, affecting normally any creatures or objects in their area of effect. •Knots are untied, chains, straps and other restrictive devices fall loose. •An entangling device or situation brought about by spells is negated and those affected freed. •A locked and barred door is opened upon the ruby ray striking it. •A mage-lock portal is opened. •A 1 foot wide hole is opened in a wall of force energy. •An illusion hit by the ruby ray is dispelled instantly. •A transformed individual, whether turned to stone or polymorphed, is returned to his previous state. •A person under the charm of another is instantly freed of the hold upon their mind.
Spell Name: Expel Summoned BoS4.40 Type: Evocation Components: V, S Target: Summoned Creature Duration: Immediate Saving Throw: Yes Explanation: This spell negates a summoned creature, sending it back to where it was summoned from. The summoner must summon the creature again to use it.
Vocal: "Here you are, now there you will be. Go back to where you cannot be seen." Somatic: Point to the summoned creature.
Spell Name: Temporal Simultaneous BoS4.49 Subclass of Spell: chronomancy Psionic Area (if psionic): Type of Spell: effect / double roll Components: none Range/area of effect: targeted creature/s Target: Up to 5 PC's Duration: Instantaneous Saving Throw: (Yes or No) Yes Explanation: This powerful spell of Emmarie's crushes two rounds into one within a fold of time. This is in effect a lose a turn in a sense, depending on how you look at it. Two rounds are merged together, and the damage that Emmarie rolls, is taken by the targeted creature twice.
15. Chronoclone: Effect / Combat Effects: creates clones of the caster made from chronoplasm Range: 20 ft Components: V, S Area: -- Target: -- The chronomancer can form up to 5 clones from chronoplasm. The resulting clones look exactly like the chronomancer that formed them, but do not possess any chronomancer abilities, save a chronoplasmic weapon similar to the original’s and chronoplasmic armor similar to the armor of the caster. This potential army is single-mindedly bent on attack, and can perform no special feats, nor use skills. They are mindless (except for a rudimentary battle prowess), only nod in agreement when given a mental command by the owner, are incapable of speech, and have a rather blank stare. When destroyed, the chronoclone shatters to the ground and the chronoplasmic shards melt away to nothing. A chronoclone attacks with half the dice of it's creator and has 5hp. Vocal: K'rafft (#) orak'tempori adgrif'z, nawr! ene - 1 vee - 5 Somatic: Arms are outstretched, clones form from the fingertips on each side.
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Post by Emmarie on Aug 10, 2011 17:38:51 GMT -5
exaltedemerald - EMMA --“Glass of Enlightenment" :: Small, rectangular piece of black enchanted glass, pass over items that need translated, or deciphered and the glass deciphers the script. Mg --"Scroll of Amber Imprisonment" : Once you get this spell written in necronian translated, you will know what it does! When read in necronian, this spell gives you ability to entomb a target creature within an irregular block of translucent, petrified tree sap, in a state of suspended animation. For the creature, time ceases to flow and it's condition becomes fixed. The state persists until the magic is removed by a the caster, or a dispel magic. The amber, like the creature within, is virtually indestructable and immune to other magic. This cannot be used in combat. Mg --"Wrath of Emeryx" (longsword) - 3d3 attack. Mg --"Castellated Chromaticism" (ring) - 2d3 defense Mg --"Twi'kh'ron's Blessing" (ring) - Adds 5 healing points to her allowance per mission/adventure. Mg -- "Safro Ze'chi" (Sweet Spirit) psaltery - This masterfuly crafted psaltery is a family heirloom. It allows for the owner to Perform before a gathered crowd as if they had the skill "Perform". Mg -- "Tome of Alchemy" - This tome of alchemy gives it's owner a +5 to any Knowledge (Alchemy/Potions) checks. --Black and Silver ring from Margro Gutrot, the ogre mage. It appears to be a signet ring from a kh'ronish family with the symbol of an acorn and oak leaf. (If presented to Emmarie, she can tell you more.....there is more!) No doubt stolen from the body of someone she has killed. (From Evan) --A large number of sea charts and maps, some even showing lands outside of the Eldon Heath area. In the chests were also thick woolen blankets, an oil lamp, and extra oil, and few fiction books written in kh'ronish. (From Evan)
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