Wednesday, June 27, 2018

Item Arcanomicon

Still under construction.

The following spells are ideas I expect should require careful consideration.

ELDRITCH EFFIGY
School abjuration
Level sorcerer/wizard 5, witch 5
Components V, S, F (effigy of the target's true form and size, worth at least 500 gp)
Casting Time 1 minute
Range touch
Target one willing creature
Duration permanent (D)
Spell Resistance yes

Every previous instance of this spell currently active in respect to the focus or the subject immediately ends. Magical items worn by the focus while this spell remains active, function as if similarly worn by the subject, excluding the auras, non-magical properties and material forms of such items. In each instance where two or more magical items currently have a case for effectively occupying the same magic item slot belonging to the subject, only one such item the subject actually wears can be made to do so at that time.

INNATE ITEM
School abjuration
Level sorcerer/wizard 2, witch 2
Components V, S
Casting Time 1 minute
Range touch
Target one willing creature
Duration instantaneous
Spell Resistance no

The subject can choose a single magical item properly worn and actively occupying at least one of their magic item slots, provided that item is not intelligent or an artifact. When that item is chosen, you can attempt a single caster level check against it (DC 15 + chosen item's caster level). If that check succeeds, the chosen item's inherent magical properties are separated from its current material form and anchored as a supernatural ability inherent to the subject's very being. The term 'innate item' hereafter refers to such a supernatural ability.
    Despite lacking anchor to a material form and any qualities having one would provide, each 'innate item' always occupies the same magic item slot(s) it did when last in its previous format, never allowing such slot(s) be occupied for any other magical purpose. Otherwise unchanged, each 'innate item' retains its caster level, any activation method(s) and any spell effect(s) it can be used to produce.
    As a free or immediate action, a willing creature can engage or disengage the function(s) for a single 'innate item' they possess. As a standard action of their own true volition, a willing creature can dismiss and thus destroy, any number of 'innate items' they possess.
    Each attempt you make to derive an 'innate item' from a cursed magic item automatically fails, but also generates a supernatural arc of energy between yourself and the subject, dealing 1d4 damage to both for each caster level that cursed magic item has. If you are also the subject, you instead take 1d6 damage per caster level. That damage has no type, yet denies for 1 minute, all forms of regeneration to any creature(s) it harms. While the corresponding item remains a cursed magic item, that damage cannot be healed, and any creature(s) slain by it directly cannot be restored to life. Nothing less than a deity's direct efforts can avoid, redirect, mitigate or circumvent; that damage or its aforementioned consequences.
    Should you fail in any attempt to derive an 'innate item' from a particular magic item when it is not cursed, every following attempt you make corresponding to that same item automatically fails until you gain another caster level.

Saturday, June 23, 2018

Conveyance Codex

The following spells were designed to extend upon the precedent of some 3.5 D&D spells uniquely capable of targeting an entire ship. The first spell in this series, is based upon augment object (SBG).

AUGMENT CONVEYANCE
School transmutation
Level sorcerer/wizard 4
Components V, S
Casting Time 1 minute
Range long (400 ft. + 40 ft./level)
Target one vessel, vehicle or similar structure
Duration 1 hour + 24 hours/level (D)
Saving Throw none
Spell Resistance no

Every portion of the subject has its break DCs increased by +20 and its hardness and hit points doubled. They are also considered magic items with an effective caster level corresponding to this spell's effect (save bonus equals 2 + caster level). Damage sustained by any portion of the subject while this spell's effect remains active upon it, is halved and rounded down when that effect ends. While this spell's effect ends for any portion separated from the subject's greatest remaining whole, that effect will extend to include any repairs made, or replacements added, to that subject.

Friday, June 15, 2018

Arcane Exploit Annex

Still under construction.

The following are arcane exploits in the works, for those of the arcanist class.

ALTERFORM ARCANICS (Arcane Exploit)
You can provide components in any form you assume by arcane exploitation.
Benefit: While your arcane reservoir has at least 1 point, you gain a supernatural ability mimicking benefit of the Natural Spell feat besides replacing every mention of "using Wild Shape" with "subject to any polymorph effect you originated by feature of any class (effective or otherwise) that governs your arcane reservoir" instead.

ARCANIC FIST (Arcane Exploit)
You can augment yourself as an arcane weapon.
Prerequisite: Improved Unarmed Strike.
Benefit: As a free or immediate action, you can expend 1 point from your arcane reservoir to treat your unarmed strikes as magic for the purpose of overcoming damage reduction, while every 4 class levels (effective or otherwise) that govern your arcane reservoir gives them a +1 enhancement bonus (stacking with any other enhancement bonus to a maximum of +5). You can use this exploit to give your unarmed strikes any of the following weapon special abilities: agile, bane, defending, flaming, flaming burst, frost, icy burst, ghost touch, guardian, limning, mimetic, nullifying, sapping, seaborne, shock, shocking burst, speed, spell storing, thundering, vicious and wounding. However, you must match the cost of each special ability given with an equal reduction of the enhancement bonus. Duplicate special abilities do not stack. The supernatural effect of using this exploit lasts for a number of minutes equal to your Charisma modifier (minimum 1) or until it is used again.

CONCERT ARCANICS (Arcane Exploit)
You can actively support an arcane concert of more than one ongoing effect.
Benefit: You can add your Charisma bonus (if any) to your Intelligence modifier for concentration checks as an extraordinary ability. As a free or immediate action, you can expend 1 point from your arcane reservoir as a supernatural ability to redirect and/or maintain concentration on a single ongoing effect you originated by feature of any class (effective of otherwise) that governs your arcane reservoir. Each instance of doing so can occur parallel to every other action you take and effect you make, allowing you actively support more than one such effect at the same time (while points in your arcane reservoir hold out).

ECHO OPTIMAL AGE (Arcane Exploit)
You recall your peak physical performance with arcane power.
Benefit: While your arcane reservoir has at least 1 point, you gain the continuous effect of lesser age resistance as a supernatural ability. When at least 4 or 8 class levels (effective or otherwise) govern your arcane reservoir, any effect you gain from this exploit improves to age resistance or greater age resistance respectively.

EMBODY OPTIMAL AGE (Arcane Exploit, Greater)
You recover your peak physical performance with arcane expertise.
Prerequisite: Echo Optimal Age.
Benefit: You gain the continuous effect of lesser age resistance as an extraordinary ability. When at least 14 or 18 class levels (effective or otherwise) govern your arcane reservoir, that effect improves to age resistance or greater age resistance respectively. When at least 20 class levels (effective or otherwise) govern your arcane reservoir, you cannot die from old age.

GRIMOIRE GUILE (Arcane Exploit)
You bring game to arcane literacy and spellbook logistics.
Benefit: You can add your Charisma bonus (if any) to your Intelligence modifier for checks to decipher and learn arcane spells from written sources an extraordinary ability. As a free or immediate action, you can expend 1 point from your arcane reservoir to originate secluded grimoire as a supernatural ability derived from all class levels (effective or otherwise) that govern your arcane reservoir. At any given time, you can have one extra secluded grimoire for each class level (effective or otherwise) that governs your arcane reservoir.

MAGE'S LUXURIOUS LIBRARY (Arcane Exploit, Greater)
You can arrange a grimoire gala almost anywhere.
Prerequisite: Grimoire Guile.
Benefit: Any mage's magnificent mansion you originate by feature of any class (effective or otherwise) that governs your arcane reservoir, requires no focus component and may include among its furnishings, up to one exacting replica of each secluded grimoire you currently have. As a standard action, you can expend 1 point from your arcane reservoir to originate mage's magnificent mansion as a supernatural ability derived from all class levels (effective or otherwise) that govern your arcane reservoir.

Relevant Items (may require due consideration)

GRIMOIRE, GUARDED (Wondrous Item)
A well-made tome, typically leather-bound and no more than 12" by 8" by 1" measured in inches.
Price 2,000 gp; Slot none; Weight 1 lb.; CL 1st; Aura faint universal
Properties This tome can serve as a compact spellbook with up to 1,000 pages or its equivalent. Certain spells gain a permanent duration when cast upon it, as follows: book ward, lighten object, magic aura, greater magic aura, mask dweomer, obscure object, obscured script, preserve, prestidigitation (keeps it clean), secret sign, shrink item, theft ward and waterproof.
Cost 1,000 gp; Requirements Craft Wondrous Item; Special An arcane spellcaster with Grimoire Guile (an Arcane Exploit) may ignore all crafting requirements to make and/or alter this item without penalty.

SELF-INSCRIBING (Magic Item Alteration)
An item so altered can correspond with others via inscriptions upon its surface.
Base Item Any permanent magical item lacking intelligence.
Price +4,000 gp; Slot no change; Weight no change; CL as base item; Aura no change
Properties An intelligent version of the base item, as follows:
Alignment Any (usually N), Senses 30 ft.
Int 10, Wis 10, Cha 10, Ego as per price of base item + 1.
Languages Empathy, understands any one language (usually known to its creator).
Intelligent Item Powers As follows:
Literal Luminosity (Su) Content inscribed upon this item continuously sheds light as a candle. As a free or immediate action, this item can suspend or resume any portion of this effect.
Self-Literate (Ex) This item has a vicarious view of itself and can comprehend languages and skim when reading from itself.
Self-Decipher (Su) This item can read magic when reading from itself.
Self-Evident (Su) This item can selectively enable others to comprehend languages, read magic and skim when they read from it while also touching it.
Self-Display (Sp) At will (self only)—erase, mending, prestidigitation, secret sign.
Cost +2,000 gp; Requirements Craft Construct, each aforementioned spell of 2nd-level or less, fox's cunning

Wednesday, June 13, 2018

Apexian Race

Still under construction.

The Apexian race featured below, is one idea for engineered members of humanity.

Apexian Racial Traits (Advanced Race / 20 RP)

+2 Strength, +2 Dexterity, +2 Constitution, +4 to One Mental Ability Score: Apexian characters are physically enhanced and gain a +4 racial bonus to one mental ability score of their choice at creation to compliment the focus of their programming. (8 RP)

Humanoid (Human): Apexians are humanoids with the human subtype.

Medium: Apexians are medium creatures and have no bonuses or penalties due to their size.

Fast Speed: Apexians have a base speed of 40 feet. (1 RP)

Low-Light Vision: Apexians can see twice as far as a race with normal vision in conditions of dim light. (1 RP)

Darkvision: Apexians can see perfectly in the dark up to 120 feet. (3 RP)

Healing Factor: Apexians gain healing factor 2. They naturally recover hit points and ability score points (lost to ability damage) at twice the normal rate when resting or subject to uses of the Heal skill. (2 RP)

Tech Intuitive: Apexians gain Technologist as a bonus feat at 1st level. They can gain other feats listing Technologist as a prerequisite, as if every skill rank prerequisite were reduced by 2, to no less than 1. (2 RP)

Naturally Psionic: Apexians gain Wild Talent as a bonus feat at 1st level. If they gain levels in a psionic class, they gain the Psionic Talent feat instead. When taking a level in a favored class, they can choose to gain an additional power point instead of a hit point or skill point. (2 RP)

Languages: Apexians begin play speaking Common and any other single language. Apexians with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). (1 RP)