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Started by Anastasia, April 28, 2014, 03:56:16 AM

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Anastasia

Custom epic feats for this will come when I design someone who uses this PrC.

Epic Mage of the Illuminated Temple

Hit Die

d4

Skill Points at Each Additional Level

2 + Intelligence modifier



   
   
   
   
   
   
   
   
   
   
   
LevelBase Attack BonusSpecialSpells
11+11-+1 arcane
12+12Glorious spellcasting+1 arcane
13+13Smite evil 3/day+1 arcane
14+14Bonus feat, glorious spelcasting+1 arcane
15+15-+1 arcane
16+16Glorious spellcasting+1 arcane
17+17-+1 arcane
18+18Bonus feat, glorious spellcasting, smite evil 4/day+1 arcane
19+19-+1 arcane
20+20Glorious spellcasting+1 arcane

Glorious Spellcasting (Su)

At 12th level and every 2 levels thereafter, the epic mage of the illuminated temple may choose another spell to be affected by glorious spellcasting.

Smite Evil (Su)

At 13th level and every 5 levels thereafter, the epic mage of the illuminated temple may smite evil another time per day.

Bonus Feats

An epic mage of the illuminated temple gains an epic bonus feat at level 14 and every 4 levels thereafter.

Epic Mage of the Illuminated Temple Bonus Feat List

Armor Skin, Automatic Metamagic, Enhance Spell, Epic Reputation, Epic Spell Capacity, Epic Spell Focus, Epic Spell Penetration, Epic Toughness, Familiar Spell, Great Smiting, Holy Strike, Ignore Material Components, Improved Aura of Courage, Improved Combat Casting, Improved Metamagic, Intensify Spell, Legendary Rider, Perfect Health, Permanent Emanation, Planar Turning, Positive Energy Aura, Spectral Strike, Spontaneous Spell, Widen Aura of Courage.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?

Anastasia

#151
Death's Metal (Bleakarum)

This black metal is ice cold to the touch and pitch black. It is incredibly dense and heavy, with a typical ingot of it weighing 3,000 pounds. This metal is in reality concentrated negative energy combined with rare metals into an alloy. It is technically known as bleakarum, though most that know of it call it death's metal. The origins of it are not clear, though it seems that only powers and deities with control over undead are able to create it. This is actually not true, a mistaken assumption based on the difficulty of successfully synthesizing death's metal. Bleakarum has four times the hardness of steel but the same hit points as steel.

A weapon made of death's metal deals 1d6 points of negative energy damage per round to living creatures that hold it, while undead creatures heal 1d6 points of damage instead. Such weapons deal an extra 3d6 points of negative energy damage per successful strike. On a critical hit, both the wielder and target instead take 6d6 points of negative energy damage (9d6 if the weapon's critical multiplier is x3, 12d6 if the weapon's critical multiplier is x4 and so forth). Finally, the weapon's critical hit multiplier increases by 1. Weapons made of death's metal instinctively seek to slay all living creatures, seemingly driven of their own volition to find the most devastating and lethal blows.

Armor made of death's metal deals 10d6 points of negative energy damage per round to the wearer, with undead creatures heal 10d6 points of damage instead. However, the wearer is immune to all negative energy damage (barring what the armor and any other weapons or armor made of bleakarum inflicts) and negative levels. Additionally, the armor's armor bonus applies to incorporeal touch attacks.

Weapons and armor made of death's metal weigh 8 times as much as normal. While heavy, the dense metal's weight lessens when the metal is worked further.

Weapons and armor not primarily composed of metal cannot be made with death's metal.

The exact price for a weapon or armor made of death's metal varies. The rarity of the material makes obtaining it difficult, as it is seldomly offered for sale. Nonetheless, it is approximately +50000 gold for a weapon and +100000 gold for armor.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?

Anastasia

Spell-Less Bard

Some bards focus not on magic, but instead on bardic music and a few roguish tricks.

Gain

Evasion (as rogue), uncanny dodge, improved uncanny dodge (both as rogue), bonus feats at level 1, 2, 4, 7, 10, 13 and 16 (any bardic music feat, Extra Music, Song of the Heart and Words of Creation).

Lose

Spells.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?

Anastasia

This updates epic psion to this campaign's houserules. Most of the feats can be found in the EPH or CPsi.

Epic Psion

Hit Die

d4

Skill Points at Each Additional Level

2 + Intelligence modifier.



   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
LevelBase Attack BonusSpecialPower Points/DayPowers KnownMaximum Power Level Known
21+10-3763710th
22+11-4103810th
23+11Bonus feat4453910th
24+12-4814011th
25+12-5184111th
26+13Bonus feat5564211th
27+13-5954312th
28+14-6354412th
29+14Bonus feat6764512th
30+15-7184613th
31+15-7614713th
32+16Bonus feat8054813th
33+16-8504914th
34+17-8965014th
35+17Bonus feat9435114th
36+18-9915215th
37+18-10405315th
38+19Bonus feat10905415th
39+19-11415516th

Powers

At 21st level and every level thereafter, the epic psion's manifesting improves. His manifester level increases as normal. Further, once the epic psion obtains the Epic Manifesting feat, he gains powers of 10th level and higher. See the table above for his progression. Until he gains Epic Manifesting, he cannot select powers of 10th level or higher. He may select powers of 9th level or lower as normal.

Bonus Feats

An epic psion gains an epic bonus feat at level 23 and every 3 levels thereafter.

Epic Psion Bonus Feat List

Automatic Metapsionics, Epic Crafting, Epic Expanded Knowledge, Epic Manifesting, Epic Overchannel, Epic Power Penetration, Epic Psionic Endowment, Epic Psionic Focus, Improved Combat Manifestation, Improved Metapsionics, Multiaction, Power Knowledge, Psicrystal Power

Automatic Metapsionics [Epic, Metapsionic]
Prerequisite: Four or more metapsionic feats
Benefit: Choose a non-epic metapsionic feat you possess. All of your 1st, 2nd and 3rd  level powers are automatically affected by this metapsionic feat without using additional power points or expending your psionic focus.
Special: You may select this feat more than once. Each time you take this feat, you may either select a different metapsioinc feat you possess and apply it to your 1st, 2nd and 3rd level powers or apply it to the next three levels of powers of a metapsionic feat that you already possess this feat for. For example, a psion with automatic metapsionics (extend power) x2 would automatically extend all powers of 1st through 6th level.

Epic Crafting [Epic]
Prerequisite: Any two item creation feats.
Benefit: You can create items that exceed 200,000 gold or items that exceed the normal limits for non-epic equipment. You must still have the normal, non epic feat to create an item in the first place, such as Craft Wondrous Item, Craft Ring and so on.

Epic Overchannel [Epic, Psionic]
Prerequisite: Overchannel, int 19
Benefit: You may now increase your manifester level by four when manifesting a power. If you do, you take 7d8 points of damage.
Special: You can select this feat more than once. Each time you do, you can increase your manifester level by 1 more at the cost of 2d8 additional damage (+5 manifester level and 9d8 damage, +6 maniester level and 11d8 damage and so forth).
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?

Anastasia

#154
Epic vow of poverty. This was originally posted by one of the designers over on the WoTC boards and has been adapted for this campaign. The majority of the work here comes from that, this is just streamlining it to work for us.

Some of this (the ability score boosters in particular) may break down at higher levels. We'll cross that bridge when we get to it.


Epic Vow of Poverty [Epic, Exalted]
Prerequisite: Vow of Poverty
Benefit: You gain epic level benefits for your Vow of Poverty. See the table below. All conditions of Vow of Poverty continue to apply.



   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
LevelBenefit
21AC bonus+11, resistance+4
22Holy wake
23Ability score enhancement +10/+8/+6/+4/+2, bonus feat, exalted strike+6 (epic)
24AC bonus+12, damage reduction 15/epic and evil, deflection+4, natural armor+3
25Holy aura, resistance+5
26Bonus feat, Exalted strike+7 (cold iron or silver)
27Ability score enhancement +12/+10/+8/+6/+4/+2, AC bonus+13
28Energy resistance 30
29Bonus feat, damage reduction 20/epic and evil, exalted strike+8, resistance+6, timeless body
30AC bonus+14, deflection+5
31Ability score enhancement +14/+12/+10/+8/+6/+4
32Bonus feat, exalted strike+9 (holy), fast healing, natural armor+4
33AC bonus+15, resistance+7
34Damage reduction 25/epic and evil
35Ability score enhancement +16/+14/+12/+10/+8/+6, bonus feat, energy immunity (first), exalted strike+10
36AC bonus+16, deflection+6
37Resistance+8, swiftness
38Bonus feat, exalted strike+11 (holy power)
39Ability score enhancement +18/+16/+14/+12/+10/+8, AC bonus+17, damage reduction 30/epic and evil, tongues
40Energy immunity (second), natural armor+5

AC Bonus (Su)

An epic ascetic's exalted bonus to AC continues to increase by +1 for every 3 character levels beyond 18th (+11 at 21st level, +12 at 24th level, +13 at 27th level, and so forth).

Resistance (Ex)

An epic ascetic's resistance bonus to saving throws increases by +1 for every 4 character levels beyond 17th (+4 at 21st, +5 at 25th, +6 at 29th, and so forth).

Holy Wake (Ex)

Once he attains 22nd level, an epic ascetic character does not need to sleep and is immune to all natural and magical sleep effects.  An epic ascetic spellcaster still requires eight hours of rest before he can replenish his spells, usually spending the time in a meditative trance.

Exalted Strike (Su)

An epic ascetic's exalted strike ability continues to increase as he gains levels.  The enhancement bonus to attack and damage rolls increases by +1 for every 3 character levels beyond 20th.  At 23rd level, any weapon the character wields effectively becomes a +6 weapon, and can overcome the damage reduction of a creature as though it were an epic weapon.  At 26th level, the ascetic's attacks are considered to have been made with a silver or cold iron weapon, whichever would be more beneficial.  At 32nd level, any weapon the character wields is considered to have the holy ability, dealing extra damage to evil creatures.  At 41st level, any weapon the character wields is considered to have the holy power ability.

Ability Score Enhancement (Ex)

An epic ascetic's ability score enhancements continue to increase beyond 20th level.  At 23rd level, his existing bonuses increase by +2 and he gains a +2 bonus to a fifth ability score.  At 27th level, he gains a +2 bonus to those five scores and a +2 bonus to a sixth ability score.  The bonus for each ability score then increases by +2 for every 4 character levels he achieves.

Damage Reduction (Su)

At 24th level, the epic ascetic's damage reduction improves to 10/epic and evil.  For every 5 levels the ascetic gains beyond 24th, his damage reduction improves by 5 points (15/epic and evil at 29th, 20/epic and evil at 34th, etc.).

Deflection (Su)

An epic ascetic's deflection bonus to AC increases by +1 at 24th level, and every 6 levels thereafter.

Natural Armour (Ex)

An epic ascetic's natural armour bonus to AC increases by +1 for every 8 character levels beyond 16th (24th, 32nd, 40th, and so forth).

Holy Aura (Su)

An epic ascetic of 25th level and above is surrounded at all times by the effects of the holy aura spell.  This aura provides all of the usual benefits of the spell to any good creature within 20 feet of the ascetic.

Energy Resistance (Ex)

At 28th level, an epic ascetic's energy resistance increases to 30.  Beginning at 35th level, an epic ascetic chooses one energy type (acid, cold, electricity, fire or sonic).  The epic ascetic is now immune to that energy type.  An epic ascetic chooses another energy type for every 5 levels beyond 35th (40th, 45th, 50th and 55th).

Timeless Body (Ex)

Upon attaining 29th level, an epic ascetic no longer takes penalties to his ability scores for aging and cannot be magically aged.  Any such penalties that he has already taken, however, remain in place.  Bonuses still accrue, and the ascetic still dies of old age when his time is up.

Fast Healing (Ex)

Upon reaching 32nd level, an epic ascetic's regeneration ability improves.  He gains the fast healing ability, healing an amount of damage per round equal to (ascetic's level -5)/5, rounded down.

Swiftness (Su)

Upon reaching 36th level, the epic ascetic's speed doubles (this does not stack with any magical or supernatural enhancements to speed) and he gains the evasion ability (as the monk class feature).  He also gains a +20 competence bonus on Balance, Climb, Jump and Tumble checks.  Three times per day, he can act as though under the effects of a haste spell for 20 rounds.

Tongues (Ex)

At 39th level, an epic ascetic can communicate with any creature, as though under the effects of a tongues spell.

Bonus Feats

An epic ascetic gains an epic bonus feat at level 23 and every 3 levels thereafter.

Armor Skin, Bonus Domain, Damage Reduction, Energy Resistance, Epic Toughness, Extended Life Span, Fast Healing, Great Ability, Great Smiting, Ignore Material Components, Improved Alignment-Based Casting (good), Improved Aura of Courage, Improved Spell Resistance, Music of the Gods, Penetrate Damage Reduction, Perfect Health, Spontaneous Domain Access, Widen Aura of Courage. An epic ascetic can also select any epic or non epic exalted feat.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?

Anastasia

Quick note: This one's barebones due to WotC's epic warlock going in a feat-based direction for new invocations and boosts. Any oddities can be written down to that. More feats for this will come.

Epic Warlock

Hit Die

d6

Skill Points at Each Additional Level

2 + Intelligence modifier.



   
   
   
   
   
   
   
   
   
   
   
LevelBase Attack BonusSpecialInvocations Known
21+15Invocations12
22+16Eldritch blast 10d613
23+17Bonus feat, damage reduction 6/cold iron, fiendish resilience 813
24+18Eldritch blast 11d614
25+18-14
26+19Bonus feat, eldritch blast 12d615
27+20Damage reduction 7/cold iron15
28+21Eldritch blast 13d6, fiendish resilience 1116
29+21Bonus feat16
30+22Eldritch blast 14d617

Invocations

At 21st level and every level thereafter, the epic warlock's invocations improve. His invocation's caster level continues to equal his warlock level and continues to gain new invocations as noted on the table above. Further, once the epic warlock obtains the Epic Invocations feat, he gains access to epic invocations.

Warlocks face an additional restriction with epic invocations. A 21st level warlock must select an epic invocation with a level equivalent of 10th or lower. This limit rises by 1 at level 24 and every 3 levels thereafter (11th at 24th level, 12th at 27th level and so on).

Eldritch Blast (Sp)

At 22nd level and every 2 levels thereafter, the epic warlock's eldritch blast's damage increases by 1d6.

Damage Reduction (Su)

At 23rd level and every 4 levels thereafter, the epic warlock's damage reduction increases by 1.

Fiendish Resilience (Su)

At 23rd level and every 5 levels thereafter, the epic warlock's fast healing from fiendish resilience increases by 3.

Bonus Feats

An epic warlock gains an epic bonus feat at level 23 and every 3 levels thereafter.

Epic Warlock Bonus Feat List

Additional Magic Item Space, Armor Skin, Energy Resistance, Epic Crafting, Epic Eldritch Blast, Epic Invocations, Epic Spell Penetration, Extended Lifespan, Extra Invocations, Fast Healing, Improved Combat Casting, Spellcasting Harrier, Superior Initiative.

Epic Eldritch Blast [Epic]
Prerequisite: Eldritch Blast 5d6
Benefit: The damage from your eldritch blast increases by 1d6.
Special: You can select this feat more than once. Its benefits stack.

Epic Invocations [Epic]
Prerequisite: Ability to use invocations of the normal maximum level in at least one invoking class.
Benefit: You can select epic invocations when you gain new invocations.

Extra Invocations [Epic]
Prerequisite: Able to use greater invocations
Benefit: You gain an extra invocation. This may be any invocation you qualify for.
Special: You can select this feat more than once. You gain another extra invocation.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?

Anastasia

#156
This PrC is an epic continuation to war weaver. Iddy was interested in it, so here you go.

Quiescent weaving wasn't continued due to balance concerns on my end. Honestly, if you can't prepare the party with 4 free spells, you're screwed anyway.


Grand Weaver

Hit Die

d4

Requirements

Skills

Craft (Weaving) 15 ranks, Knowledge (Arcana) 15 ranks, Spellcraft 15 ranks

Feats

Enlarge Spell

Epic Feats

Improved Tapestry

Special

War Weaver level 5th

Class Skills

The grand weaver's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Knowledge (all skills, taken individually), Profession (Wis) and Spellcraft (Int).

Skill Points at Each Level

2 + Intelligence modifier



   
   
   
   
   
   
   
   
   
   
   
LevelBase Attack BonusSpecialSpells
1+0Advanced tapestry+1+1 arcane
2+1Adaptable tapestry+1 arcane
3+1Bonus feat+1 arcane
4+2Advanced tapestry+2+1 arcane
5+2Adaptable tapestry, flexible tapestry+1 arcane
6+3Bonus feat+1 arcane
7+3Advanced tapestry+3, swift tapestry+1 arcane
8+4Adaptable tapestry+1 arcane
9+4Bonus feat+1 arcane
10+5Advanced tapestry+4, expanded tapestry+1 arcane

Advanced Tapestry (Su)

The grand weaver can add spells to an eldritch tapestry that lesser wizards cannot. At 1st level and every three levels thereafter, he increases the maximum level of spells he can cast into an eldritch tapestry by 1. The level of spell you can add to your tapestry cannot exceed the maximum level of spell you can cast.

Adaptable Tapestry (Su)

Grand weavers are noted for being able to learn to integrate unusual spells into their tapestry. At 2nd level and every three levels thereafter, he may select a spell that would not normally qualify for eldritch tapestry. He may now cast that spell into an eldritch tapestry. Spells with a range of personal and a target of you are not eligible unless you have the means to change the spell's range.

The DM may rule a spell chosen is not suitable for eldritch tapestry. In that case, the grand weaver must choose another.

Flexible Tapestry (Su)

At 5th level, the grand weaver gains a greater control over his eldritch tapestry. When a spell requires decision making on your part, you may make the choice separately for each member of the tapestry.

Swift Tapestry (Su)

An expert grand weaver can set up an eldritch tapestry faster than usual. At 7th level, it only takes 1 minute to create an eldritch tapestry.

Expanded Tapestry (Su)

At 10th level, a grand weaver's tapestry reaches even farther. Triple the final range of any spell cast through your eldritch tapestry. This is applied after enlarged tapestry's modifier to range is applied, as well as any other modifiers for range. For example, spell with a range of medium (100ft + 10ft/level) cast by a grand weaver with a caster level of 35 would have a base range of 450ft, which would be tripled to 1350ft when cast in the tapestry.

The benefits of this ability stack with enlarge spell and other metamagics that increase the range of a spell.

Bonus Feats

Automatic Metamagic, Enhance Spell, Epic Crafting, Epic Spell Capacity, Epic Spell Focus, Epic Spell Penetration, Extra Adaptable Tapestry, Familiar Spell, Ignore Material Components, Immediate Tapestry, Improved Metamagic, Improved Tapestry, Intensify Spell, Monitor Tapestry, Permanent Emanation, Planar Tapestry, Spell Stowaway, Spontaneous Spell, Tenacious Spell.

Extra Adaptable Tapestry [Epic]
Prerequisite: Adaptable Tapestry
Benefit: Choose two spells that you cannot normally add to your eldritch tapestry. You may now add them into your eldritch tapestry. This follows all the rules as described in adaptable tapestry, including that the DM may choose to rule that a spell is not suitable for eldritch tapestry.

Immediate Tapestry [Epic]
Prerequisite: Swift Tapestry
Benefit: It now only takes you 1 standard action to create an eldritch tapestry.

Improved Tapestry [Epic]
Prerequisite: Eldritch Tapestry
Benefit: Increase the maximum level of spells you can cast into your eldritch tapestry by 1. This stacks with the benefits of advanced tapestry. The level of spell you can add to your tapestry cannot exceed the maximum level of spell you can cast.
Special: You can select this feat more than once. Its benefits stack.

Monitor Tapestry [Epic]
Prerequisite: Advanced Tapestry
Benefit: You are aware of the condition of those in your eldritch tapestry. This is identical to a status spell, except that the duration lasts until the eldritch tapestry ends.

Planar Tapestry [Epic]
Prerequisite: Expanded Tapestry, Immediate Tapestry, Monitor Tapestry
Benefit: The range of spells cast through your eldritch tapestry is infinite. You can cast spells on those in your eldritch tapestry no matter the distance or normal range of the spell, so long as they are on the same plane as you.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?

Anastasia

#157
Spiritual Wounds

Spiritual wounds are the result of the presence of epic outsiders on the Prime Material Plane. The mortal world is unable to withstand this purity of spirit, and such encounters leave permanent marks on the world. These spiritual wounds cause varying effects, ranging from beneficial to baneful. No matter the type of the effect, the wound frays at the fabric of the Prime.

Overview

As noted above, spiritual wounds are what happens when powerful outsiders come to the Prime. The mortal world is a world of souls encased in bodies of dirt, blood and flesh. Outsiders are beings of pure spirit, alignment and ethos. They are one body and soul united together in perfect and intense harmony. A world designed to hold mortals cannot withstand this and spiritual wounds are the inevitable result. It is akin to tossing powerful acid onto cloth, it is inevitable the cloth will be damaged and ultimately consumed.

Outsiders of all types can cause spiritual wounds. A celestial is no less alien to the Prime Material Plane than a demon. While the wounds they cause are likely to be less onerous than the ones fiends cause, they still weaken the world and bombard it with things mortals are not prepared to handle. Other creatures do not cause spiritual wounds, including elementals. Elementals with an alignment-based template, such as celestial creature (or the other equivalents) or the half-celestial (or again the other equivalents) may be able to cause spiritual wounds at the DM's discretion. If the elemental is able to, count it as one hit dice category lower than it actually is. Thus, an eligible elemental would need to have at least 26 hit dice to cause a spiritual wound and can never qualify for 40+ hit dice effects.

Creatures from the Far Realm do not use these rules. They cause specific maladies as explained in the creature's stat block. Creatures of the Beyond are translated into outsiders with the evil subtype by Creation, but this is merely Creation's attempt to interpret something alien to it. These damages these creatures cause are not limited to the Prime Material in any case.

Note that deities are not covered by these rules. Deities cause terribly powerful spiritual wounds, ones beyond the power of the wounds presented here. Deities that are not outsiders still cause spiritual wounds. For the sake of this, a deity is a creature with divine rank 1 or higher. A deity's wounds are always unique to the deity and fitting of what they represent. Divine avatars are not subject to causing spiritual wounds, no matter how many hit dice they have. Notably, one of the main purposes of avatars is to be able to interact safely with the prime. Likewise, divine proxies also do not cause spiritual wounds.

Finally, outsiders with the native subtype do not cause spiritual wounds. As they are not fully spiritual existences, they do not cause the same strain on the Prime Material.

Rules

There are four categories to determine the power of the spiritual wounds an outsider inflicts. These use the outsider's total hit dice to determine the power of the wound. These are 21 to 25 hit dice, 26 to 30 hit dice, 31 to 39 hit dice and 40 or more hit dice. Additionally, there are modifying factors that influence the power of a wound. See Table 1.1: Modifying Factors for Spritual Wounds, below. Increase or decrease the severity of the wound as noted in the modifying factor, to a minimum of no wound caused. If a wound's power would be increased past 40+ hit dice, increase the power of the wound some other way, such as by increasing the area, difficulty of healing the wound and so forth.

An outsider that decreases the wound caused to no wound cause can exist on the Prime safely, so long as no factor occurs to strengthen the severity of of the wound. Should this happen, the outsider immediately causes a spiritual wound. An outsider below 21 hit dice does not cause a spiritual wound, even if there are modifying factors in favor of causing a more severe wound.

Additional means of modifying spiritual wounds exist, this list is not exhaustive.

Table 1.1: Modifying Factors for Spiritual Wounds



   
   
   
   
   
   
Modifying FactorWound Adjustment
Former Native-1
Elemental Subtype or Template-1
Soothing Presence-1
Divine Rank Zero+1
Destructive Presence+1

Former Native

If the creature was born on the Prime in question, decrease the severity of the wound by one category. This only applies if the creature was not born as an outsider or as an outsider with the native subtype. This also only applies to outsiders that remember their past life, generally only mortals that ascended through their own power or the direct intervention of a divine patron. These creatures retain a tie to the Prime of their birth, which allows them to be there with less strain.

Elemenetal Subtype or Template

If the creature has the air, earth, fire or water subtypes, decrease the severity of the wound by one category. This also applies if the creature has a template tied to the Elemental Planes, such as half fire elemental. This does not apply if the creature already has the elemental type, as the less severe wounds elementals cause is already factored in to them.

Soothing Presence

If the creature has the soothing presence feat, decrease the severity of the wound by one category.

Divine Rank Zero

If the creature has divine rank zero, increase the severity of the wound by one category. This includes creatures that count as divine rank zero for the sake of effects, such as a Duke of Hell or Authority of Celestia.

Destructive Presence

If the creature has the destructive presence feat, increase the severity of the wound by one category. 

Types of Wounds

There are three types of spiritual wounds, alignment, elemental and other. Outsiders usually cause alignment wounds, while elementals usually cause elemental wounds. However, any creature capable of causing spiritual wounds can cause any suitable wound they meet the prerequisites for, no matter the type.

Alignment wounds are tied to the Outer Planes and alignment. These tend to be difficult to heal and require the opposing alignment to heal the wound. These infect the world with the stuff of the afterlife and belief. Some wounds of this type, particularly those from good aligned outsiders, can be appealing to mortals. However, even the ones that appeal to mortals can have negative effects on them.

Elemental wounds are tied to the Inner Planes and the elements. They are usually easier to heal than the other types of wounds, but are also more hostile to mortal life. This is not because the stuff of the Inner Planes is inherently hostile to life, but that too much of it is often dangerous to mortals.

Other wounds are for things that do not fit in either of the two previous categories. Wounds that deal with the breakdown of the boundaries of the planes also go here. It's something of a catchall category.

There is often more than one type of spiritual wound mixed together. A creature can create more than one type of wound at once, should it be appropriate. For example, an angel might cause the align area and glory wounds together. This is more common with outsiders of 26 or more hit dice, those with the destructive presence feat or those with divine rank 0.

Unique outsiders usually have a unique spiritual wound that they cause. This may be a particular combination of wounds or something wholly unique. A few examples of this are provided below.

Identifying Wounds

The effects of a wound may be identified by a Knowledge (Planes) check. The DC is equal to the minimum hit dice required to cause the wound. For example, a wound that has a prerequisite of 21+ hit dice has a DC of 21.

A specific wound caused by a unique outsider can also reveal the identity of the outsider. The Knowledge (Planes) check must match or exceed the hit dice of the creature that caused it + 10 to do so.

Spread of Wounds

If left unchecked, spiritual wounds naturally spread. The speed of this varies from wound to wound (and between different occurrences of the same wound), but the average is by 10ft in area per week. Some wounds expand much faster and other wounds are stable for long periods of time, not expanding at all. Eventually, a spiritual wound left along long enough and that expands far enough collapses into a planar rift spiritual wound (and replaces the previous wounds).

When this happens to a wound is left to the DM's discretion, but a wound must have at least tripled in area before this can happen.

Outsiders and Spiritual Wounds

An outsider is immune to any negative effects of a wound they qualify for or caused, though they enjoy any benefits from it. In the case of spiritual wounds with varying prerequisites, such as align area and requiring the good or evil subtype, they must qualify in the same way the creature that caused it qualified for it. This also applies to any creature also capable of causing spiritual wounds, such as an elemental with an alignment-based template.

Reading the Entries

Type

The type of wound. It is possible for a wound to be more than one type of wound if appropriate, but this is rare and usually the domain of wounds caused by unique outsiders.

Prerequisites

Just like feats, spiritual wounds have prerequisites. All wounds have a prerequisite of a number of hit dice needed. Note that creatures do not need to select spiritual wounds like feats, only qualify for them.

Area

The area affected by the wound. The area extends from all directions from the point of the wound. For example, a 300ft wound extends 300ft in every direction from the wound. Generally, the point a wound is caused at is the point where the creature was when it caused the wound. If the radius of the wound is not a multiple of five, round it to the nearest multiple of five, to a minimum of 5ft.

Means of Healing

The means of which the wound can be healed. A wound has to be healed at the point it was caused, usually where the creature that caused it first appeared on the Prime. The creature(s) healing the wound have to be physically in that space or directly adjacent to it (in cases where the wound requires multiple creatures to close or renders the point of the wound impossible to enter).

Druids and rangers, as champions of the natural world, are able to heal spiritual wounds even when they do not have access to the spells that a wound requires. They may instead substitute an unused spell slot (or an unused spell per day in the case of a spontaneous caster) of a level equal or greater to than the spell that would heal the wound. This only applies if they do not have access to the spell that would normally heal the wound (such as a wish or miracle spell). Doing so expends the slot or spell per day as if a spell was cast with it.

If a druid or ranger spends an unused spell slot or spell per day of a higher level than required to heal the wound, they gain a +1 bonus to any caster level check to heal the wound per level above the minimum required. For example, a druid who uses an empty 11th level spell slot to heal a wound that requires a wish or miracle spell would gain a +2 bonus to any caster level check to heal it.

Saving Throw

If a wound allows a saving throw, the type will be noted here. The saving throw for a spiritual would is 10 + Charisma modifier of the creature that caused it + 1/2 of the creature that caused its hit dice. For example, an creature with 22 hit dice and a Charisma modifier of +10 would result in a save DC of 31.

List of Spiritual Wounds

This list is not exhaustive, but instead a sample of the most common spiritual wounds.

Align Area
Type: Alignment
Prerequisites: 21+ hit dice, good or evil subtype, cha 13
Area: A number of feet equal to the creature's hit dice times its Charisma modifier.
Means of Healing: A consecrate or desecrate spell, whichever is the opposite of the effect caused. A caster level check equal to the hit dice of the creature that caused it is required.
Saving Throw: None

The presence of the creature causes the area around it to become consecrated (if the creature has the good subtype) or desecrated (if the creature has the evil subtype).

Burning Wound
Type: Elemental
Prerequisites: 21+ hit dice, fire subtype
Area: A number of feet equal to the creature's hit dice times its Charisma modifier.
Means of Healing: A dispel fire spell.
Saving Throw: None

This spiritual wound causes a drastic rise in the temperature within the wound. The temperature within the area rises by two temperature bands (minimum warm). Water evaporates from the area within 10 minutes. Small sources of water such as a stream or a pond are evaporated and destroyed by this wound. Larger sources of water such as a river or lake, suffer a small reduction in mass but are otherwise unaffected. Due to the temperature instability between the wounded area and the surrounding, violent, unpredictable and unnatural weather within and around the wound is common.

Freezing Wound
Type: Elemental
Prerequisite: 21+ hit dice, cold subtype
Area: A number of feet equal to the creature's hit dice times its Charisma modifier.
Means of Healing: A dispel cold spell.
Saving Throw: None

This spiritual wound results in a sharp drop in the temperature within the wound. The temperature within the area falls by two temperature bands (minimum cold). Water within the area freezes within 10 minutes. Sources of water that are only partially in the wound, such as a lake, only have the parts within the wound frozen. Due to the temperature instability between the wounded area and the surrounding, violent, unpredictable and unnatural weather within and around the wound is common.

Final Perfection
Type: Alignment
Prerequisite: 40+ hit dice, lawful subtype, cha 13
Area: A number of feet equal to the creature's hit dice times its Charisma modifier.
Means of Healing: A wish or miracle spell. A caster level check equal to the hit dice of the creature that caused it is required. Chaotic creatures gain a +4 bonus to this roll.
Saving Throw: Will negates; see text

This ability is a more extreme version of perfected life. Everything affected becomes absolutely lawful and perfect. There are no flaws, everything is symmetrical and connected and all is in order. In fact, the terrain and creatures cannot be affected by any means short of a wish or miracle spell. They are immortal and invincible, incapable of changing. Creatures that are within the wound's area when it is created or that spend an hour's time within the wound must make a Will save or become part of the wound. Spending multiple hours within the wound requires a saving throw for each hour.

Creatures affected gain the axiomatic creature template and change to lawful alignment if they are not already so. They are bound to stay within the area of the wound and cannot leave it, or even think of leaving it, as they are part of perfection. A wish or miracle spell can free a single creature from the wound, remove the axiomatic creature template and restore them to their previous alignment (if it changed). A creature freed remembers their time within the wound fondly, but is under no compulsion to rejoin it.

Some effects of the wound linger after it is healed. Inanimate objects, normal plants and animals within the area keep any traits they have gained but are vulnerable and resume aging. Intelligent plans, animals and creatures keep the axiomatic creature template, though a wish or miracle spell can remove it.

Glory
Type: Alignment
Prerequisite: 26+ hit dice, good subtype, cha 13
Area: A number of feet equal to the creature's hit dice times its Charisma modifier.
Means of Healing: A dispel good spell. A caster level check equal to the hit dice of the creature that caused it is required.
Saving Throw: Will negates; see text

The area of this spiritual wound is suffused with the eternal glory of the Heavens. The area is bright and full of beauty. Life seems better here and pain, discomfort and misery are far away. Peace reigns within this wound. Plants grow abundantly and animals that stay within the area gain the celestial creature template. However, this glory does not come without effects. Any mortal creature that spends an hour within this wound must make a Will save. Failure results in the creature deciding to stay within the area of the wound. They will resist leaving by any and all means, and if removed, attempt to return with all their power. This effect can be dispelled by dispel good, greater dispel magic or remove enchantment. Creatures that stay within the wound age one year per day they spend there. They feel drawn to what lies beyond, less and less attached to the mortal realm as they age and pass on.

Greater Align Area
Type: Alignment
Prerequisites: 30+ hit dice, good or evil subtype, cha 13
Area: A number of feet equal to the creature's hit dice times its Charisma modifier.
Means of Healing: A hallow or unhallow spell, whichever is the opposite of the effect caused. A caster level check equal to the hit dice of the creature that caused it is required. Creatures of the opposite alignment of the effect gain a +4 bonus to this roll.
Saving Throw: None

This functions as align area, except that the area is hallowed or unhallowed. A fitting spell may be attached depending on the creature that causes this wound. The spell affects creatures that share the creature's alignment (if positive) or all creatures of the opposing good-evil alignment (if negative).

Intermixing
Type: Alignment
Prerequisite: 26+ hit dice, chaotic subtype, cha 13
Area: A number of miles equal to 2d10 times the creature's Charisma modifier.
Means of Healing: A dispel chaos spell.
Saving Throw: None

Within the bounds of this spiritual wound, newborn life is altered and changed. Any pregnant creature that spends at least 1/4th of her pregnancy within this spiritual wound or that gives birth within it will have a mutated child. These mutations vary wildly from the minor to the impossible. In addition, there is a 25% chance any child affected will be born with the anarchic creature template. The mutations are entirely random in nature and can range from helpful to harmful. Multiple generations born within this spiritual wound soon become nothing like known creatures from the Prime. Such creatures are usually unique magical beasts, aberrations or outsiders.

Mathematical Instability
Type: Alignment
Prerequisite: 26+ hit dice, chaotic subtype, cha 13
Area: 8d10 times creature's Charisma modifier.
Means of Healing: A dispel chaos spell. A caster level check equal to the hit dice of the creature that caused it is required.
Saving Throw: None

This wound causes chance to infuse everything and cause unpredictable results. All attack rolls, damage rolls, checks and saving throws have a -6 penalty and gain a 1d10 bonus. Chaotic creatures reduce this penalty to -5 and increase the bonus to 1d12. For example, an attack roll of 1d20+20 would become 1d20+14+1d10. Effects that eliminate chance, such as spells augmented with the maximize spell feat, fail within this spiritual wound. Due to the unpredictable nature of this wound, any sort of divination to analyze or predict it fails.

Omens
Type: Alignment
Prerequisite: 30+ hit dice, evil subtype
Area: 5ft and 1,000 miles; see text
Means of Healing: Dispel evil spell. A caster level check equal to the hit dice of the creature that caused it is required. Good creatures gain a +4 bonus to this roll.
Saving Throw: Will save; see text

This spiritual wound is a tiny, festering tear. It is usually part of another wound. Regardless, the effects of this wound reach for 1,000 miles. Omens causes macabre omens to sweep over the range of effect. These omens vary but are obvious and foretell great doom. If part of another wound, this wound's omens relate to that. This wound also projects a considerable mental effect that targets seers, diviners and others who deal in divination. Every week, a number of suitable creatures equal to the Charisma modifier of the creature that caused the wound are beset by apocalyptic visions. These visions are omens and warnings. While they provide insight to the problem and wound, these visions are deeply disturbing. A Will save is needed to prevent madness from the vision. Creatures that fail the save are treated as being under the effects of an insanity spell until cured.

Ossification
Type: Elemental
Prerequisite: 26+ hit dice, earth subtype, cha 13
Area: A number of feet equal to the creature's hit dice times its Charisma modifier.
Means of Healing: A flesh to stone spell
Saving Throw: Fortitude negates; see text

This wound results in all plant life and animals within the wound when it is created to become petrified, as well as any creature that spends an hour or more within the wound. A Fortitude save prevents petrification and grants immunity to the effects of this wound for 24 hours. A creature petrified can be restored as normal, but doing so within the area of the wound requires a caster level check with a DC equal to the hit dice of the creature that caused the wound.

Perfected Life
Type: Alignment
Prerequisite: 21+ hit dice, lawful subtype, cha 13
Area: A number of feet equal to the creature's hit dice times its Charisma modifier.
Means of Healing: Dispel law spell.
Saving Throw: None

The presence of the creature causes the natural world to discard chaos and assume rigid order. All plants, natural terrain, buildings and animals are altered to become more perfect. They gain greater symmetry, a healthy if perfectly predictable and regimented growth and a lack of any wear, tear or damages. Animals within the area when the wound is first inflicted gain the axiomatic creature template, as do any animals that lair in or constantly visit the area.

Planar Rift
Type: Other
Prerequisite: 30+ hit dice
Area: Varies; see text
Means of Healing: A dimensional lock spell, wish or miracle. A caster level check equal to the hit dice of the creature that caused it is required.
Saving Throw: Varies; see text

The creation of this spiritual wound causes a direct tear between the Prime and the plane of origin of the creature that caused it. This rift appears as a shimmering tear of varying size, but is usually large and unmistakable. The exact appearance varies and depends on the plane it is connected to. A rift to Fire smokes and burns, a rift to Limbo appears as twisting, undulating chaos and so forth. This rift appears at the point the creature that caused it appeared (as normal) or at the point of the spiritual wound that grew into it (if caused by a weakened boundaries wound).

When first created, a planar rift causes a massive disturbance in nature. Plants and animals within it take 10d6 points of damage; this kills most animals and plants instantly. Fey and other creatures attuned to nature such as druids and rangers take 20d6 points of damage. A Fortitude save halves the damage taken. Creatures slain by this damage have their souls sucked into whatever plane the rift connects to. The exact result of this varies by plane, but usually the soul eventually becomes part of that plane, an outsider of that plane or similar fate. Those connected to the Lower Planes generally have their souls captured by the first capable fiend that chances on them.

One round after that damage is taken, any creature within the wound is at risk of being sucked into the rift. A Reflex save is allowed to negate this. Creatures sucked in find themselves in a random location within the plane the rift connects to and with no immediate means of return. The unstable nature of the rift results in this, rather than appearing on the other side of the rift.

Once created, the rift has the following effects.

Bring creatures

Creatures native to the plane the rift connects to come through it. These creatures appear within 100 miles of the rift. The amount and total hit dice of creatures brought at one time varies, but is no greater than the hit dice of the creature that caused the rift. Bring creatures can occur anywhere from hourly to daily to anything in between.

Elemental discharge

This effect only occurs when the plane the rift is connected to is one of the elemental planes or an elemental plane with an elemental dominant trait. A sudden and massive discharge of elemental energies bombard all creatures within the wound. This deals 20d10 points of damage to all creatures within the rift. A Reflex save is allowed to halve this damage. The type of damage matches the plane (Fire=fire, Water=cold, Earth=acid, Air=electricity) if possible. Particular quasi and para elemental planes may have mixed or unique effects. Elemental discharges generally happen no more than ten times per hour.

Energy discharge

This effect only occurs when the plane the rift is connected to has the positive or negative energy dominant trait. This deals 20d10 points of positive or negative energy damage (matching the plane's trait) to all creatures within the wound. A Fortitude save is allowed to halve this damage. While positive energy heals living creatures, remember that living creatures that absorb more than two times their maximum HP explode and are slain. Energy discharges generally happen no more than ten times per hour.

Alter nature

The energies of the rift invoke a permanent change in the natural world around it. This affects everything within the wound and everything within 100 miles of the wound. The exact effect of this varies and is related to the plane the rift is connected to. Such a change is highly traumatic and kills off approximately one third of all animals and plants within the range. Multiple alter natures will leave the effected areas with alien, otherworldly wildlife and plants surrounded by a largely dead and desolate world. Alter nature generally happens once per two to three days.

Alter weather

The energies of the rift permanently alters the weather of the natural world around it. This affects the area of the wound and 100 miles around it. The exact change varies and depends on the plane the rift is connected to. These changes tend to make the world ultimately unsuitable for mortal life, and fully unsuitable after several occurrences. Alter weather generally happens once per week.

Planar crumbling

The area around the wound succumbs, widening the area of the wound by 1000ft. Immediately after the initial effects of the wound repeat, dealing damage to all eligible creatures then attempting to suck in any creatures within range. Planar crumbling happens at a wildly varying rate, but using conjuration (teleportation) spells within the wound or the creation of another spiritual wound within the rift usually provokes an occurrence of planar crumbling (though no more than once per three hours).

Note that even if a planar rift is successfully healed, the effects of alter nature and alter weather remain. The act of a deity or epic magic is required to restore natural weather or nature to the area.

Rainstorm
Type: Elemental
Prerequisite: 21+ hit dice, water subtype, cha 13
Area: A number of feet equal to the creature's hit dice times its Charisma modifier.
Means of Healing: A dispel water spell.
Saving Throw: None

This wound results in constant rainfall within the wound. Treat this as downpour conditions, soon flooding the wound and the area around it. This changes to blizzard conditions in colder climates and seasons, but otherwise functions identically. If this wound occurs underwater or the wound becomes underwater (such as being due to flooding), water simply flows from the wound at an equivalent rate as the downpour.

Sunlight
Type: Elemental
Prerequisite: 21+ hit dice
Area: A number of feet equal to the creature's hit dice times its Charisma modifier.
Means of Healing: A dispel fire spell.
Saving Throw: None

This spiritual wound causes eternal sunshine in the affected area. It is always high noon within the wound and perfectly sunny, no clouds blocking the sun. It's as warm as a summer day no matter the weather outside of it. Assuming the temperature in the wound is different than the area outside of it, this causes instability resulting in violent, unpredictable and unnatural weather around the wound. Additionally, endless sunshine disrupts some plants, eliminates fungus growth in the area and causes difficulties for many animals and creatures.

Vermincall
Type: Alignment
Prerequisite: 21+ hit dice, evil subtype, cha 13
Area: A number of feet equal to the creature's hit dice times its Charisma modifier.
Means of Healing: A dispel evil spell.
Saving Throw: None

This wound creates a zone that lures and supports vermin. Within this range, vermin are drawn and thrive. Cockroaches, fleas, bed bugs, spiders and so forth inevitably and inextricably infest this area. Attempts to exterminate the vermin fail, as there always seem to be more. These vermin tend to carry diseases such as filth fever, demon fever and devil chills. Any creature that spends an hour in this wound or is bitten by the vermin must make a Fortitude save or contract one of those diseases. The DC to recover from these diseases is the DC to resist infection.

Weakened Boundaries
Type: Other
Prerequisite: 21+ hit dice
Area: 5ft; see text.
Means of Healing: A dimensional anchor spell.
Saving Throw: None

This spiritual wound causes a small wound 5ft in size. This wound has no visible effects most of the time, but every 24 hours the wound weakens the dimensional bonds of the area. This causes extraplanar creatures to be appear within 1000ft of the wound. These creatures are treated as having come through an open gate of their own will. The creatures called vary, but match the alignment or elemental subtype of the creature that caused the wound. Any number of creatures may be called, but the total hit dice of all creatures called may be no greater than one half of the creature that caused the wounds hit dice. Once there these creatures will act normally, including returning to whence they came if they have the ability and desire to do so. They are not treated as being summoned or called and are fully on the Prime.

Weakened boundaries are notoriously unstable. For every 100 hit dice of creatures brought to the Prime by this spiritual wound, increase the total maximum hit dice of the creatures summoned by one. Should a set of weakened boundaries summon 5,000 hit dice of creatures, the weakened boundaries are replaced by a planar rift.

Windstorm
Type: Elemental
Prerequisite: 21+ hit dice, air subtype
Area: A number of feet equal to the creature's hit dice times its Charisma modifier.
Means of Healing: A control weather spell
Saving Throw: None

This wound causes constant windstorms within the area. There is a constant wind of at least severe wind force at all times, with the exact wind speed and direction changing periodically and randomly. Greater windstorms, dust storms and tornadoes are common within and near the wound.

Specific Outsider Effects

These are provided as an example and this is not an exhaustive list.

Haze of War
Type: Alignment
Prerequisite: 40+ hit dice, evil subtype, cha 23
Area: A number of miles equal to Gathgorian's hit dice times his Charisma modifier; 405 miles.
Means of Healing: A wish or miracle spell. A caster level check equal to Gathgorian's hit dice is required; DC 45. Creatures with the vow of nonviolence feat gain a +3 bonus to this roll, creatures with the vow of peace feat gain a +6 bonus instead.
Saving Throw: Will negates; see text

Haze of war causes all creatures within the area to fall into a rage unless they succeed on a Will save (DC 41). Affected creatures will attack any creature that is not a friend or ally. This rage persists for as long as the creature is in the area of the wound and 9 rounds thereafter. Creatures who enter the area of the wound are immediately subject to the rage and must make a Will save. Creatures that succeed on the save are immune to the effects of this wound for 24 hours or until they leave and re-enter the area of the wound.

Creatures affected by this rage retain the mental capacity to use spells (except spells that would nullify the effects of the rage), use tactics and to fight intelligently. This rage is a mind-affecting effect, but it is difficult to prevent. A mind blank spell is able to protect a creature from the effects of rage, though lesser magic (such as protection from evil) does not. A calm emotions spell or greater magic can end the rage, though the caster must succeed on a DC 45 caster level check. A creature that is cured of the rage through magic is immune to it for 24 hours, as if they had made the Will save. Creatures immune to mind-affecting abilities through racial or innate abilities are immune to haze of war, as are all devils.

Opal Glow
Type: Alignment
Prerequisite: 26+ hit dice, lawful subtype, good subtype, cha 21
Area: A number of feet equal to Antenora's hit dice times her Charisma modifier; 375ft.
Means of Healing: A wish or miracle spell. A caster level check equal to Antenora's hit dice is required; DC 29. Chaotic evil creatures gain a +4 bonus to this roll.
Saving Throw: None

This wound has the same effect as the glory and perfected life wounds. In addition, the area is suffused with open deposits of Sylican opal. These deposits of Sylican opal shed light like a torch and cast an opal blue-green light over the entire area. The total value of the opal within the wound is equal to the number of feet of the radius times fourteen; 5250 gold.

Spiritual Wound Accessories

Destructive Presence [Epic]
Prerequisite: Able to cause spiritual wounds
Benefit: Your presence is more straining on the Prime than normal. You raise the severity of the spiritual wounds you cause by one category. If you already cause the maximum level of spiritual wound available, increase the effect of the wound in some way (see rules, above).

Planar Child [General]
Prerequisite: Born within the area of a spiritual wound, not an outsider or elemental
Benefit: Your type becomes outsider with the native subtype. This grants your darkvision 60ft and immunity to effects that work on humanoids but not outsiders, such as charm person. You gain a +4 bonus to saving throws against the effects of spiritual wounds.
Special: This feat can only be taken at first level.

Soothing Presence [Epic]
Prerequisite: Able to cause spiritual wounds
Benefit: Your presence is less straining on the Prime than normal. You lower the severity of the spiritual wounds you cause by one category, to a minimum of no wound caused.

Wound Healer [General]
Prerequisite: Able to cast 3rd level spells
Benefit: You gain a +4 bonus to any caster level checks to heal a spiritual wound, as well as a +4 bonus to the Knowledge (Planes) check to discover how to heal a spiritual wound. This stacks with the benefit from the wound sense feat.

Wound Sense [General]
Prerequisite: Planar Child or int 13 and wis 13
Benefit: You are unusually sensitive to spiritual wounds. You automatically sense when you enter the area of one. In addition, if you succeed on a DC 16 Intelligence check when you first enter a spiritual wound, you identify the effects of it. If you do, you gain a +5 bonus to the Knowledge (Planes) check to discover how to heal the wound.

Circle of Spiritual Protection
Abjuration
Level: Clr 10, Sor/Wiz 10
Components: V, S, M
Casting Time: 1 minute
Range: Touch
Area: 30ft radius emanation from touched point
Duration: 1 day/level
Saving Throw: None
Spell Resistance: No

This spell creates a magic circle that protects the Prime from injury due to the presence of creatures able to cause spiritual wounds. A creature of 30 or less hit dice called into this circle does not cause spiritual wounds so long as it stays within the circle. If the creature leaves the circle, the circle is dispelled while the creature is still in it or the creature is still in the circle when the duration expires, a spiritual wound is immediately created.

This spell can be combined with other spells that call creatures capable of causing spiritual wounds. The spell's casting time is added to the casting time of the calling spell and the duration begins when the calling spell is cast.

This spell is ineffective if a creature has divine rank 1 or higher.

Material Component

A mix of ground up cold iron, silver and diamond dust worth 2,500 gold.

Greater Circle of Spiritual Protection
Abjuration
Level: Clr 14, Sor/Wiz 14
Components: V, S, M

This spell is identical to circle of spiritual protection, except that it affects outsiders of up to 39 hit dice.

Material Component

A mix of ground up cold iron, silver and diamond dust worth 7,500 gold.

Identify Wound
Divination
Level: Clr 4, Drd 2, Rgr 2
Components: V, S, DF
Casting Time: 1 standard action
Range: 60ft
Area: Cone-shaped emanation
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No

This spell allows you to study an area and identify any spiritual woulds active within it. Studying an area is a standard action.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?

Anastasia

This is a small booster for polymorph subschool spells. It runs with the format in Complete Mage and uses this for more forms and options. Notes as follows.

- When selecting a good polymorph subschool spell for yourself, you need to choose something that's relevant at your power level and that gives something worthwhile in exchange for what you give up. The most likely reasons are for raw combat power, for versatility of abilities beyond your normal grasp or for mobility. A wise choice options up a new realm of options for the caster, while a poor choice leaves them shorn of their spellcasting when they need it the most.

- The drawback of these spells is more pronounced in gestalt, while the strength of them is watered down. Versatility is less needed and most people aren't pure casters. This isn't to say that these spells are worthless in gestalt, but they are less useful.

- At heart, these spells are useful but situational. They're far less powerful than standard polymorph or shapechange. Imagine each as a single tool versus the full tool kit of polymorph or shape change.

- The secondary purpose of this is to establish some epic polymorph spells, help feel that out. Bear in mind those are a little tentative as a result of that. Any changes will be shown in the spell collection changelog.

- Each spell will have some italicized text to note what the purpose of the spell is from a design standpoint.


---

Jokes aside, this one is meant to complement the spells from Complete Scoundrel. There's spells that turn you into a fish and a bird there, so one with a burrow speed covers that aspect of movement.

Badgerform
Transmutation (Polymorph)
Level: Drd 1
Components: V, S
Casting Time: 1 swift action
Range: Personal
Target: You
Duration: 1 round/level

You take the form of a badger (MM 268). See the polymorph subschool sidebar (CM 91) for more information.

These elemental form spells can be adapted to other elemental types. Some may not balance precisely and require a different touch, but the skeleton for them is there. T over in B5 may be interested in this spell, actually.

Least Form of the Ice Spirit
Transmutation (Polymorph) [Cold]
Level: Sor/Wiz 3
Components: V, S
Casting Time: 1 swift action
Range: Personal
Target: You
Duration: 1 round/level

You take the form of a small ice para-elemental (see here). See the polymorph subschool sidebar (CM 91) for more information.

This one's offers some spells and a way to go partially dragon for a short period of time.

Draconic Champion
Transmutation (Polymorph) [Good]
Level: Sor/Wiz 4
Components: V, S
Casting Time: 1 swift action
Range: Personal
Target: You
Duration: 1 round/level

You take the form of a dragonborn spirit (see here), including the scimitar and breastplate normally used by such creatures. You gain 20 temporary hit points, which expire at the end of the spell. You may use any of the dragonborn spirit's spell-like abilities once per casting of the spell. See the polymorph subschool sidebar (CM 91) for more information.

As least, except it also gives temp HP now. The previous spell's a little too weak for it. +1 level for 1 advancement category of elemental seems about right.

Lesser Form of the Ice Spirit
Transmutation (Polymorph) [Cold]
Level: Sor/Wiz 4
Components: V, S
Casting Time: 1 swift action
Range: Personal
Target: You
Duration: 1 round/level

You take the form of a medium ice para-elemental (see here). You gain 30 temporary hit points, which expire at the end of the spell. See the polymorph subschool sidebar (CM 91) for more information.

Pixieshape is a prime example of a form that is physically weak but has excellent options nonetheless. How to place and price these forms is tricky. In this case, 4th level to match improved invisibility felt right.

Pixieshape
Transmutation (Polymorph)
Level: Sor/Wiz 4
Components: V, S
Casting Time: 1 swift action
Range: Personal
Target: You
Duration: 1 round/level

You take the form of a pixie (MM 236), including the bow and arrows normally used by such creatures. You may use each of the pixie's once per day spell-like abilities once per casting of the spell, except for irresistible dance, which you cannot use. You have a supply of 2 memory loss and 2 sleep special arrows, which vanish when the spell ends. See the polymorph subschool sidebar (CM 91) for more information.

No great change from the last one. No one really needs all of these spells, but the various form allows casters of greatly varying power to access a level-appropriate elemental form.

Form of the Ice Spirit
Transmutation (Polymorph) [Cold]
Level: Sor/Wiz 5
Components: V, S
Casting Time: 1 swift action
Range: Personal
Target: You
Duration: 1 round/level

You take the form of a large ice para-elemental (see here). You gain 30 temporary hit points, which expire at the end of the spell. See the polymorph subschool sidebar (CM 91) for more information.

See the last ice spirit spell. Same here, not much to add yet.

Greater Form of the Ice Spirit
Transmutation (Polymorph) [Cold]
Level: Sor/Wiz 6
Components: V, S
Casting Time: 1 swift action
Range: Personal
Target: You
Duration: 1 round/level

You take the form of a huge ice para-elemental (see here). You gain 40 temporary hit points, which expire at the end of the spell. See the polymorph subschool sidebar (CM 91) for more information.

This one's to note that it's possible to use templated creatures for these spells. At least basic templates, anyway.

Heavenly Hunter's Form
Transmutation (Polymorph) [Good]
Level: Sor/Wiz 7
Components: V, S
Casting Time: 1 swift action
Range: Personal
Target: You
Duration: 1 round/level

You take the form of a celestial dire tiger (see here). You gain 50 temporary hit points, which expire at the end of the spell. See the polymorph subschool sidebar (CM 91) for more information.

Another ice elemental spell. 7's about right for a greater elemental or maybe even a bit weak for it.

Least Form of the Ice King
Transmutation (Polymorph) [Cold]
Level: Sor/Wiz 7
Components: V, S
Casting Time: 1 swift action
Range: Personal
Target: You
Duration: 1 round/level

You take the form of a greater ice para-elemental (see here). You gain 50 temporary hit points, which expire at the end of the spell. See the polymorph subschool sidebar (CM 91) for more information.

Specialized forms can be harder to place. In this case, the crystal reef hunter is really good at what it does, but that only applies underwater. If you need this, it's a great option. If you don't, it's worthless. I generally aim for it to be reasonably balanced assuming that you need it.

Predator of the Crystal Waves
Transmutation (Polymorph)
Level: Sor/Wiz 8
Components: V, S
Casting Time: 1 swift action
Range: Personal
Target: You
Duration: 1 round/level

You take the form of a crystal reef hunter (see here). You gain 60 temporary hit points, which expire at the end of the spell. See the polymorph subschool sidebar (CM 91) for more information.

The temp HP of these forms continue to rise. I've been eyeballing those, since I didn't notice any rhyme or reason to the amount of temp HP the canon spells give.

Lesser Form of the Ice King
Transmutation (Polymorph) [Cold]
Level: Sor/Wiz 8
Components: V, S
Casting Time: 1 swift action
Range: Personal
Target: You
Duration: 1 round/level

You take the form of an elder ice para-elemental (see here). You gain 60 temporary hit points, which expire at the end of the spell. See the polymorph subschool sidebar (CM 91) for more information.

This form is all about the unusual options. Its SLAs give a normal wizard access to things he normally wouldn't have, as well as a host of special abilities. In this case, the sheer variety pushes it up to 9th level.

Body of the Astral Deva
Transmutation (Polymorph) [Good]
Level: Sor/Wiz 9
Components: V, S
Casting Time: 1 swift action
Range: Personal
Target: You
Duration: 1 round/level

You take the form of an astral deva (MM 11), including the mace normally used by such creatures. You gain 30 temporary hit points, which expire at the end of the spell. You may use each of the astral deva's at will spell-like abilities once per casting of the spell, and you may not use it's once per day spell-like abilities. See the polymorph subschool sidebar (CM 91) for more information.

This one's both experimental and possibly subject to being moved. That's okay since it's not a spell any of y'all are going to use. An undead, incorporeal polymorph is unorthodox (and RAW illegal as I understand it, could be wrong), so consider this one an experiment. Likewise, I'm not sure about the level of this spell. It's not quite as good as the other 9th level polymorph subschool spells, but it gives incorporeality and a good suite of abilities, so eh.

Sharran Avenger
Transmutation (Polymorph) [Evil]
Level: Sor/Wiz 9
Components: V, S
Casting Time: 1 swift action
Range: Personal
Target: You
Duration: 1 round/level

You take the form of a face of loss (see here). You gain 50 temporary hit points, which expire at the end of the spell. Spawn that you create are no longer under your control once the spell ends, though they are friendly towards you. See the polymorph subschool sidebar (CM 91) for more information.

This spell is an exception to the rule that incorporeal creatures are immune to polymorph subschool spells. You are able to take this form and maintain it for the spell's duration; you do not die for having no Constitution score.

Who wouldn't like to take the form of a pit fiend? Well, anyone not a lawful evil jerk, anyway. This form's like the astral deva one above, except a bit stronger and without the versatility. Still not a bad option for what it is.

Champion of the Pit
Transmutation (Polymorph) [Evil, Lawful]
Level: Sor/Wiz 10
Components: V, S
Casting Time: 1 swift action
Range: Personal
Target: You
Duration: 1 round/level

You take the form of a pit fiend (MM 57). You gain 90 temporary hit points, which expire at the end of the spell. You may use any of the pit fiend's at will spell-like abilities once per casting of the spell, you cannot use its once per day or once per year spell-like abilities. See the polymorph subschool sidebar (CM 91) for more information.

This one's bumped to 10th level. I feel it's borderline but reasonable. It may not be quite as good as dragonshape, though dragonshape's one of those 9th level spells that's a little too strong, like they wanted to cram a concept into non-epic game play. Sort of like summon elemental monolith, which is certainly appropriate to mention here.

Form of the Ice King
Transmutation (Polymorph) [Cold]
Level: Sor/Wiz 10
Components: V, S
Casting Time: 1 swift action
Range: Personal
Target: You
Duration: 1 round/level

You take the form of an ice para-elemental monolith (see here). You gain 100 temporary hit points, which expire at the end of the spell. See the polymorph subschool sidebar (CM 91) for more information.

Planetars are meant to show that you can choose a creature with innate spellcasting, but that you don't get to use it. As such, the spell needs to be properly discounted since you're not getting that aspect of the creature.

Planet Defender
Transmutation (Polymorph) [Good]
Level: Sor/Wiz 10
Components: V, S
Casting Time: 1 swift action
Range: Personal
Target: You
Duration: 1 round/level

You take the form of a planetar (MM 11), including the greatsword normally used by such creatures. You gain 70 temporary hit points, which expire at the end of the spell. You do not gain the normal spellcasting ability of your new form. You may use any of the planetar's at will or three times per day spell-like abilities once per casting of the spell, you cannot use its once per day spell-like abilities. The planetar's always active spell-like abilities function as normal. See the polymorph subschool sidebar (CM 91) for more information.

As planet defender, except a solar. Resurrection's barred on purpose, as it's campaign limited. This might be a 13th level spell, it fell on the border and I opted to keep it at 12th for now.

Star Defender
Transmutation (Polymorph) [Good]
Level: Sor/Wiz 12
Components: V, S
Casting Time: 1 swift action
Range: Personal
Target: You
Duration: 1 round/level

You take the form of a solar (see here), including the greatsword, bow and arrows and breastplate normally used by such creatures. You gain 140 temporary hit points, which expire at the end of the spell. You do not gain the normal spellcasting ability of your new form. You may use any of the solar's at will or three times per day spell-like abilities once per casting of the spell, you cannot use its once per day spell-like abilities or its resurrection spell-like ability. The solar's always active spell-like abilities function as normal. See the polymorph subschool sidebar (CM 91) for more information.

I have no idea if this one's at the right level, since primal magic's so hard to price. Even cut down to one use it offers a shot of amazing versatility. This one will see revision in the future, it's mostly a placeholder to finish the elemental forms.

Greater Form of the Ice King
Transmutation (Polymorph) [Cold]
Level: Sor/Wiz 15
Components: V, S
Casting Time: 1 swift action
Range: Personal
Target: You
Duration: 1 round/level

You take the form of a primal ice para-elemental (see here). You gain 200 temporary hit points, which expire at the end of the spell. You may use the primal ice para-elemental's primal magic spell-like ability once per casting of the spell. See the polymorph subschool sidebar (CM 91) for more information.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?

Anastasia

Epic Divine Oracle

Hit Die

d6

Skill Points at Each Additional Level

2 + intelligence modifier.



   
   
   
   
   
   
   
   
   
   
   
LevelBase Attack BonusSpecialSpells
11+5Trap sense+4+1 existing class
12+6-+1 existing class
13+6Bonus feat+1 existing class
14+7Trap sense+5+1 existing class
15+7-+1 existing class
16+8Bonus feat+1 existing class
17+8Trap sense+6+1 existing class
18+9-+1 existing class
19+9Bonus feat+1 existing class
20+10Trap sense+7+1 existing class

Trap Sense (Ex)

At 11th level and every 3 levels thereafter, the epic divine oracle's trap sense increases by 1.

Bonus Feats

An epic divine oracle gains an epic bonus feat at level 23 and every 3 levels thereafter.

Epic Divine Oracle Bonus Feat List

Armor Skin, Automatic Metamagic, Bonus Domain, Enhance Spell, Epic Spell Capacity, Epic Spell Focus, Epic Spell Penetration, Ignore Material Components, Improved Alignment-Based Casting, Improved Metamagic, Intensify Spell, Multiaction, Permanent Emanation, Spectral Strike, Spell Stowaway, Spell Opportunity, Spontaneous Domain Access, Spontaneous Spell, Tenacious Magic.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?

Anastasia

Epic Sentinel

Hit Die

d10

Skill Points at Each Additional Level

2 + Intelligence modifier.



   
   
   
   
   
   
   
   
   
   
   
LevelBase Attack BonusSpecial
21+21Spells
22+22-
23+23Bonus feat
24+24Dispel evil 5/week
25+25Smite evil 6/day
26+26Bonus feat
27+27-
28+28Dispel evil 6/week
29+29Bonus feat
30+30Smite evil 7/day

Dispel Evil (Sp)

At 24th level and every 4 levels thereafter, the epic sentinel gains another weekly use of dispel evil.

Smite Evil (Su)

At 25th level and every 5 levels thereafter, the epic sentinel gains another daily use of smite evil.

Bonus Feats

An epic sentinel gains an epic bonus feat at level 23 and every 3 levels thereafter.

Epic Sentinel Bonus Feat List

Armor Skin, Devastating Critical, Epic Prowess, Epic Reputation, Epic Spell Capacity, Epic Toughness, Great Smiting, Holy Strike, Improved Aura of Courage, Improved Combat Casting, Legendary Rider, Overwhelming Critical, Perfect Health, Permanent Emanation, Spectral Strike, Spontaneous Spell, Widen Aura of Courage.

Spellcasting

At 21st level and every level thereafter, the epic sentinel's spellcasting improves. His caster level increases as normal. Further, once the epic sentinel obtains the Epic Spell Capacity feat, he gains spells of 5th level and higher. See the table below for his progression. The pattern below continues infinitely.

Paladin spells per day



   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
Level5th6th7th8th9th
210----
221----
232----
243----
2530---
2631---
2732---
2833---
29330--
30331--
31332--
32333--
333330-
343331-
353332-
363333-
3733330
3833331
3933332

Just need this somewhere handy for now. The formatting needs a few tweaks, I know, this is temporary.

Spell List

5th: atonement, celestial brillianceBoED, condemnationPHB2, crown of flameBoED, cure critical wounds, dancing bladePHB2, dawnshroudCoV, divine agilitySC, divine retributionCC, life's graceSC, light of purityCC, inner beautyFC1, mass cure light wounds, plane shift, radiancePHB2, renewed vigorPHB2, righteous might, sacred guardianBoED, spell resistance, stalwart pactSC, summon monster 5, telepathy blockBoED, true seeing, vanishing weaponBoED, vulnerabilitySC, wages of sinCC, zone of peacebondCity, zone of respiteSC.
6th: antilife shell, bolt of glorySC, celestial bloodBoED, chasing perfectionPHB2, crown of brillianceBoED, flame strike, greater dispel magic, greater restoration, heal, light of courageCC, mass bull's strength, mass cure moderate wounds, mass eagle's splendor, resurrection, spiritual guardianCC, summon monster 6, touch of adamantineBoED, vengeance haloBoEDvisage of the deitySC, weight of sinCC
7th: bastion of goodBoED, brilliant bladeSC, dictum, greater cloak of braverySC, greater plane shiftSC, holy starSC, holy word, lion's roarSC, mass cure serious wounds, mass restorationSC, mass spell resistanceSC, regenerate, repulsion, rejuvenating lightCC, righteous burstPHB2, summon monster 7
8th: antimagic field, brilliant auraSC, celestial valorHome, crown of gloryBoED, holy aura, mass cure critical wounds, mass death wardSC, shield of law, summon monster 8, tomb of lightBoED
9th: blinding gloryBoED, energy immunityHome, gate, greater visage of the deitySC, miracle of healthHome, mass heal, miracle, righteous exileFC2, summon monster 9, undeath's eternal foeSC

Superscript guide

sc Spell Compendium.
city Cityscape.
cc Complete Champion.
fc1 Fiendish Codex 1.
phb2 Player's Handbook 2.
boed Book of Exalted Deeds.
cov Champions of Valor.
fc2 Fiendish Codex 2.
home Homebrew.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?

Anastasia

Master Mentalist

Hit Die

d4

Requirements

Skills

Variable skill 6 ranks; see below

Feats

Expanded Knowledge (see below), any one metapsionic feat

Psionics

Able to manifest 7th level powers

Special

Psion level 1st

Class Skills

The master mentalist's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Knowledge (all skills, taken individually) (Int), Profession (Wis) and Psicraft (Int).



   
   
   
   
   
   
LevelBase Attack BonusFortitude SaveReflex SaveWill SaveSpecialPowers Known
1+0+0+0+2Discipline study, reciprocal boost+1 psion
2+1+0+0+3Bonus power-
3+1+1+1+3Bonus feat+1 psion
4+2+1+1+4Bonus power-
5+2+1+1+4Discipline mastery+1 psion

Discipline Study (Ex)

On taking the first level of this class, the master mentalist must choose a new psionic discipline. This must be a different one than the one she chose as a 1st level psion. The master mentalist must have at least 6 ranks in any one of that new discipline's class skills granted by choosing that discipline. For example, a master mentalist who selects clairsentience as his new discipline must have 6 ranks in Gather Information, Listen or Spot.

The master mentalist does not gain immediate access to the new discipline (nor does she lose access to her previous discipline). She treats the skills of her new discipline as class skills for this class, as well as any further psion levels she takes. As she gains levels in this class, she gains access to additional abilities from her new discipline.

Additionally, the power chosen by the expanded power feat prerequisite of this class must be from the new discipline chosen.

Reciprocal Boost (Ex)

A master mentalist possesses a mind of great power. She can expend her psionic focus to greatly increase her ability to augment psionic powers for a brief period of time. The next power the master mentalist manifests is manifested with a bonus of 1d6+1 manifestor levels. The mental strain of doing this sickens her for one round. If any metapsionic feats are applied to the power, she is nauseated for one round instead. This ability can be used once per day. At 4th level, it can be used twice per day.

Bonus Power (Ex)

At 2nd and 4th level, the master mentalist's study of new frontiers of her mind bears fruit. She gains an extra power known, as if she had selected the expanded knowledge feat. However, any power selected must be from her new discipline.

Bonus Feat

At 3rd level, the master mentalist gains a bonus feat. This may be any psionic, metapsionic or psionic item creation feat.

Discipline Mastery (Ex)

At the pinnacle of her power, the master mentalist learns to study two different and specialized fields of psionic power. She gains access to her new discipline as well as her old one.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?

Anastasia

#162
Anti-Teleportation Booster

One of the greatest tools high and epic level characters have is teleportation. The ability to travel to where you wish instantly solves many problems and greatly reduces the severity of others. It is also a potent weapon, for it allows all manner of traps and defenses to be bypassed and for heroes to directly strike at the threat behind them. This makes measures against teleportation a vital need for powerful creatures of all stripes. This booster provides methods that can stop or manage teleportation, as well as how each measure can be defeated by enterprising characters.

Ways to Stop Teleportation

Spells

Magic provides the most ready and accessible means of stopping teleportation. Spells such as dimensional lock, forbiddance and zone of respite all offer means to stop dimensional intrusions, while anticipate teleport and greater anticipate teleport allow a caster to ready themselves when creatures teleport to them. Regardless, every spell varies in effectiveness and duration, but they can generally be dealt with by dispelling them in person.

New spells to deal with teleportation are provided below.

Ley Lines

A defense native to the Prime Material, a sufficiently strong ley line or ley line cluster can render teleportation dangerous or impossible. The exact effect depends on the strength of the ley line, which is described below.

A moderate ley line renders teleportation magic of 5th level or lower unsafe. These spells have a 20% chance of producing a mishap, which causes 2d10 points of damage to all travelers and results in them being shunted to a random location on that Prime or to the Astral Plane (50% chance of either). In the case of teleport or other spells that have a chance of mishap already, both chances of mishap are rolled and resolved separately. Spells of 6th level or higher are not affected by a moderate ley line.

Strong ley lines disrupt dimensional travel further. Spells of 6th level or lower have a 60% chance of mishap, while greater teleport and greater plane shift both have a 20% chance of mishap. A mishap due to a strong ley line inflicts 4d10 points of damage to all travelers, but is otherwise identical to the above. Gate and other 9th level or higher spells are not affected by a strong ley line.

Overwhelming ley lines prevent all dimensional travel with only a few exceptions. A gate spell can function, but there is a 25% chance the spell fails. This spell failure applies to other 9th level teleportation spells, though epic spells can overcome the risk of failure entirely.

A ley line cluster, which is a convergence of several ley lines into a node, prevents all teleportation and dimensional travel. It is possible for epic magic to make teleportation possible, though such methods are usually known only to a few deities and the fey lords.

Regardless, there's little to be done about ley lines. They're a natural part of the Prime.

Psychic Storm

A psychic storm on the Astral Plane can make teleportation to an area of another plane temporarily impossible. Under normal circumstances this is not a concern, as the odds of one being in exactly the right place at the right time are remote. However, is is possible to create a psychic storm that does not naturally dissipate and stays in place. This provides a powerful defense against teleportation, dooming any efforts to teleport into the area to failure. Any creature that attempts to do so, as well as any passengers, suffer the mental effect of being exposed to a psychic storm (MoP 51).

Setting up a psychic storm in this way requires a great deal of research. Doing so takes one month of research, which consumes 10,000 gold in rare supplies and requires a successful DC 30 Knowledge (Arcana) or Knowledge (Planes) check at the location to be protected. Success allows the researcher to pin point where on the Astral the psychic storm must be. From there, completing the ritual of the howling mind on the Astral Plane creates a permanent psychic storm.

The only remedy to this defense is to travel to the Astral Plane, locate the psychic storm and end it. A wish or miracle spell cast within a psychic storm can stop it, as can specialized magic.

Dead Magic Area

Dead magic areas are areas where magic does not function due to damage to the Weave. As magic does not work there, teleportation and planar intrusion are not possible. There is little to be done about these, short of petitioning Mystra and her faithful to heal the area afflicted. While these areas are an option to stop teleportation, the anti magic nature of them makes them an unpopular option of last resort.

Teleportation Beacon

While not strictly a defense against dimensional travel, a teleportation beacon causes all means of dimensional travel within the area affected to appear at the beacon's focal point. There is no save against this, though weaker teleportation beacons can be overwhelmed by sufficiently powerful magic. As a magical item, a teleportation beacon can be destroyed or dispelled like any other item. Most are protected by various abjurations and guardians to prevent unhappy travelers from doing exactly that.

Sever Astral Links

Finally, the most absolute defense against dimensional travel is to sever an area's connection to the Astral Plane. Doing so makes teleportation - including means such as shadow walk - completely impossible. Severed astral links are rare and are almost always a defensive measure by a deity or planar lord within their realm. The means to restore astral links are difficult, as not even a wish or miracle spell will suffice. A deity can use alter reality to do so (and requires an opposed rank check to do so if it is another deity's plane or divine realm), and there are epic spells to sever and restore astral links.

New Magic Items

Teleportation Beacons

Teleportation beacons range in size from small objects to elaborately carved designs. The exact shape of each one varies and they range in size from a small sphere to a life sized statue of a human. More expensive ones are usually made of sturdy materials such as hard stone, steel or even adamantine, so that they are harder to destroy. Additionally, most are surrounded by wards or protected by creatures.

Teleportation Beacon, Least

This beacon eases teleportation and plane shifting, making them less prone to error. A teleportation beacon must be placed down in an area and allowed to attune for 1 week. Thereafter, it grants several benefits to creatures that teleport to within 100ft of it. The teleport spell treats the affected area as very familiar. A plane shift spell targeted at the affected area will appear there rather than within 5d100 miles. Teleportation spells and powers with similar drawbacks to those two spells are likewise aided at the DM's discretion.

Moderate divination; CL 7th; Craft Wondrous Item, scrying; Price: 10,000 gold.

Teleportation Beacon, Lesser

This has the same properties as a least teleportation beacon except with a range of 1000ft. When placed down, the creature that does so may select a location within 1000ft of the beacon. This location must be able to support creatures and not empty air. All attempts to teleport, plane shift or otherwise use effects of the teleportation subschool appear within the range of the beacon are rerouted to the chosen location instead. If the location chosen is occupied when another creature would appear there, the creature appears in the nearest legal position within the range instead. If there are no legal positions available within the range, the teleportation effect functions normally instead.

Moving the teleport beacon out of the range of the point selected ends the effect and it may be placed down with a new location selected.

Gate and epic spells are capable of bypassing a lesser teleportation beacon, though greater teleport and greater plane shift are not.

Strong divination; CL 15th; Craft Wondrous Item, scrying; Price: 100,000 gold.

Teleportation Beacon

This has the same properties as a lesser teleportation beacon except with a range of 1 mile.

Overwhelming divination; CL 21st; Craft Wondrous Item, greater scrying; Price: 210,000 gold.

Teleportation Beacon, Greater

This has the same properties as a teleportation beacon except with a range of 10 miles. Gate is not able to bypass a greater teleportation beacon, though an epic spell conceivably could.

Overwhelming divination; CL 30th; Craft Wondrous Item, greater scrying; Price: 630,000 gold.

New Spells

Teleportation Scrambler
Evocation
Level: Sor/Wiz 4
Components: V, S, M
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 hour/level

You cause a zone of astral distortion to surround you, which scrambles, distortes and damages any creature that teleports to a point 10ft per caster level of you. Creatures that do so suffer 1d10 points of damage points of damage per caster level (maximum 10d10) when they do so. A successful Fortitude save halves the damage but spell resistance does not apply.

Ley Line Travel
Conjuration (Teleportation)
Level: Drd 6
Components: V, S
Casting Time: 1 standard action
Range: Personal and touch
Targets: You and creatures touched
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

This spell can only be cast when you are within a ley line. It allows you to instantly travel to any other point on the ley line. This location must be safe and have sufficient space for you and any creatures affected to appear. If cast in a ley line node, you can travel to any point in the node or to any point on the ley lines that connect to the node. Unlike with teleport, you appear with no chance of mishap.

This spell is not subject to the normal disruptions to teleportation that ley lines can cause, but other means to stop teleportation are effective against it.

Restore Astral Links
Abjuration
Level: Sor/Wiz 15
Components: V, S, F
Casting Time: 1 round
Range: Short (25ft + 5ft 2/levels)
Area: 1 100ft cube/level
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

This spell restores an area's connection to the Astral Plane. Doing so allows teleportation and dimensional magics to function properly in the area affected by a sever astral links spell or by the actions of a deity.

Restoring astral links can be dangerous. While it is possible for astral links to sever through unusual duress or by the sever astral links spell, it is most commonly seen in a deity's divine realm or the plane they rule over. Restoring the astral links a deity has severed in her divine realm or plane is guaranteed to get the attention of the deity, who is free to react as they see fit. Sending powerful servants to smite the offending creature is the most likely course of action, though avatars and even the deity herself may choose to appear.

Focus

A handheld replica of a color pool from the Astral Plane, made with a drop from a real color pool.

Sever Astral Links
Abjuration
Level: Sor/Wiz 15
Components: V, S, F
Casting Time: 1 round
Range: Short (25ft + 5ft 2/levels)
Area: 1 100ft cube/level
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

This spell severs an area's connection to the Astral Plane. Doing so prevents teleportation and dimensional magics from working in the area affected. An area affected can only be restored by a restore astral links spell or a deity using alter reality.

Severing astral links can be dangerous. While there is little risk if done in most locations, doing so on an outer plane or in a deity's divine realm will attract the attention of the deity or planar lord who rules there. This usually provokes the deity to send powerful servants or even an avatar to ascertain the situation and punish the spell caster. A deity and her avatars are capable of teleportation in their own divine realm, even if the astral links are severed, so this spell offers no defense against that happening.

Focus

A silver knife stained with the blood of an astral dreadnought.

New Incantation

Ritual of the Howling Mind
Evocation
Effective Level: 9th
Skill Check: Knowledge (Arcana) DC 35, 5 successes; Knowledge (Planes) DC 35, 5 successes
Failure: 3d6 points of Intelligence damage
Components: V, S, M, F, B
Casting Time: 100 minutes
Range: Touch
Target: Area touched
Duration: Permanent
Saving Throw: None
Spell Resistance: No

By invoking the ritual of the howling mind, you create a stable, permanent and immobile psychic storm (MoP 51). As such, this ritual may only be cast on the Astral Plane. It creates an psychic storm with a 10ft radius per hit die of the caster around the point touched.

When used to protect a location on another plane from teleportation, each 10ft radius covers a corresponding 100ft radius on that plane. See above for more information.

A psychic storm created by this spell can be dispelled by a wish or miracle spell, or specialized magic to calm Astral storms. Such magic is primarily known to the githyanki.

Failure

If the caster fails two consecutive checks, he suffers 3d6 points of Intelligence damage from the psychic backlash.

Material Component

A quartz crystal specially prepared, which is slowly broken as the ritual goes on and is worth 5,000 gold.

Focus

A drop of blood from a creature with the psionic subtype.

Backlash

The caster is swept away by a psychic storm, though they are not subject to the psychic storm's mental effects.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?

Anastasia

#163
Scythe Master

Hit Die

d10

Requirements

Base Attack Bonus

+8

Feats

Improved Critical (Scythe), Weapon Focus (Scythe)

Class Skills

The scythe master's class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Listen (Wis), Ride (Dex), Spot (Wis) and Swim (Str).

Skill Points per Level

2 + Intelligence modifier.



   
   
   
   
   
   
   
   
   
   
   
LevelBase Attack BonusFortitude SaveReflex SaveWill SaveSpecial
1+1+2+0+0Focus, weapon specialization
2+2+3+0+0Scytheblock+2
3+3+3+1+1Reaper's fall+2
4+4+4+1+1Circle cut
5+5+4+1+1Greater focus, reaper's reach, scytheblock+3
6+6+5+2+2Greater weapon focus
7+7+5+2+2Horrific critical
8+8+6+2+2Greater weapon specialization, reaper's fall+4, scytheblock+4
9+9+6+3+3Scythe master
10+10+7+3+3Finishing strike, ultimate focus

Focus (Ex)

Such is your devout dedication to learning the art of the scythe that other weapons are neglected. Whenever you wield a weapon that isn't a scythe, you suffer a -2 penalty to attack and damage rolls.

Weapon Specialization

You gain weapon specialization (scythe) as a bonus feat. If you already possess this feat, you may select another feat you qualify for.

Scytheblock (Ex)

You learn how to use a scythe's long handle to parry effectively, giving the benefits of a shield. You gain a +2 shield bonus to armor class. This bonus increases to +3 at 5th level and +4 at 8th level.

Reaper's Fall (Ex)

You learn every trick there is to trip an opponent with your scythe. When you use your scythe to make a trip attempt, you gain a +2 bonus to CMD. This bonus increases to +4 at 8th level. This benefit stacks with the improved trip feat and similar abilities.

Circle Cut (Ex)

Beginning at 4th level, you can make a single attack as a full round action. This attack applies to all squares within your reach and is otherwise identical to the whirlwind strike feat.

Greater Focus (Ex)

At 5th level, your penalty to attacks with weapons that aren't a scythe rises to -4.

Reaper's Reach (Ex)

With the long handle of the scythe, you can strike down foes at a distance. When you wield a scythe, your reach is considered 5ft longer than it usually is. Your scythe is not treated as a reach weapon, you may attack adjacent targets as normal.

Greater Weapon Focus

You gain greater weapon focus (scythe) as a bonus feat. If you already possess this feat, you may select another feat you qualify for.

Horrific Critical (Ex)

When you strike true with your scythe, it is a spectacle that inspires fear into all around you. Whenever you make a critical hit against a target, all enemies within 30ft must make a Will save (DC 10 + 1/2 your hit dice + your Strength modifier) or be shaken for 1 minute.

Greater Weapon Specialization

You gain greater weapon specialization (scythe) as a bonus feat. If you already possess this feat, you may select another feat you qualify for.

Scythe Mastery (Ex)

For any feat that applies to a scythe, you may ignore any requirements that require levels in a character class, such as fighter. For example, you may select weapon supremacy (scythe) without meeting the prerequisite of being an 18th level fighter. Any other requirements for a feat must still be met as normal.

Finishing Strike (Ex)

You have reached a new level of skill in dishing out decisive scythe blows. When wielding a scythe, increase your critical threat range by one and your critical hit multiplier by one. Apply these modifiers after other modifiers to your threat range and critical hit multiplier.

Ultimate Focus (Ex)

By neglecting other weapons, you have increased your own power with the scythe greatly. You gain a +2 bonus to attack and damage rolls with a scythe.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?

Anastasia

#164
This prestige class is for those fascinated by destruction, consumption and the nature of oozes. While not inherently evil, the majority of orbahs serve Juiblex. Few good-hearted people will follow a path associated with a demon lord and that involves self mutilation. Many consider it an evil path, though in truth it is more alien and abnormal than evil. Most who take thie prestige class willingly serve the Lord of Slime, though a few outliers see it as a path to power. Those outliers are sometimes targeted by mortal agents of Juiblex, though the Lord of Slime does not care to take action against them.

Quick note on the prereqs. Non-good is explained above plus by the self mutilating nature of the class. BAB is purely a check since this is meant for warrior types. Two of the feats are self evident, though iron will's there because it takes a lot of willpower to willfully harm yourself over and over.

Orbah means slime in Abyssal. At least in some dialects, anyway.


Orbah

Hit Die

d12

Requirements

Alignment

Any non-good

Base Attack Bonus

+5

Feats

Dodge, Iron Will, Toughness

Special

Must have sacrificed a part of your body to an ooze. Most aspirants to this prestige class sever part of a finger to fulfill this requirement. Magic to regrow the lost part afterwards is permissible.

Class Skills

The orbah's class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Listen (Wis), Ride (Dex), Spot (Wis) and Swim (Str).

Skill Points per Level

2 + Intelligence modifier



   
   
   
   
   
   
   
   
   
   
   
LevelBase Attack BonusFortitude SaveReflex SaveWill SaveSpecial
1+1+2+0+0Ooze body (hit points)
2+2+3+0+0Acid glob
3+3+3+1+1Ooze body (dodge+2)
4+4+4+1+1Poison ooze
5+5+4+1+1Ooze body (slime body)
6+6+5+2+2Slime wave 1/day
7+7+5+2+2Ooze body (dodge+4)
8+8+6+2+2Momentary split 1/day
9+9+6+3+3Ooze body (fast healing), slime wave 2/day
10+10+7+3+3Ooze body (transformation)

Ooze Body (Ex)

An orbah learns how to manipulate his body to flow freely like an ooze's. This grants several benefits.

At 1st level, the orbah's body becomes more slime-like and tougher, requiring more direct force to put down. The orbah gains a bonus to maximum hit points equal to his class level times three. For example, a 5th level orbah has a bonus of 15 to his maximum hit points.

At 3rd level, the orbah's body moves in ways a solid creature's cannot. This allows him to dodge unnaturally well, granting a +2 dodge bonus to armor class. This bonus increases to +4 at 7th level

At 5th level, the orbah's body parts become interchangeable, becoming more like one mass of slime. This grants the orbah a 50% chance to ignore critical hits and sneak attacks.

At 9th level, the orbah's body begins to restore itself and produce more slime to compensate for the nature of the orbah's abilities. This grants the orbah fast healing 1.

At 10th level, the orbah's body completes its transformation and becomes an ooze. His type changes to ooze. Unlike other oozes, the orbah is not mindless and retains his intellect, as well as his ability to see normally. He gains blindsight 30ft and becomes immune to critical hits, paralysis, poison, polymorph, sleep, sneak attacks and stunning. The orbah cannot be flanked. The orbah's body has unnatural flexibility and can contort itself freely, granting him a bonus to Escape Artist checks equal to his orbah level.

Acid Glob (Ex)

A 2nd level orbah can fire globs of acid from his own body. As a standard action, the orbah can hurl a glob of acid at a nearby target. This requires a ranged touch attack roll and has a maximum range of 60ft. The glob of acid deals 1d6 points of acid damage per orbah level.

The orbah must use a little of his own body for the acid glob. This deals 2d6 points of damage to the orbah.

Poison Ooze (Ex)

A 4th level orbah can convert part of his body into an acidic poison. Once per day as a standard action, the orbah can make a touch attack against a single creature. If he succeeds, the touched creature must make a Fortitude save (DC 10 + 1/2 orbah's hit dice + orbah's Constitution modifier) or be poisoned. This poison deals 1d10 points of Constitution damage as its initial and secondary damage.

The orbah must use some of his body to create this poison. This deals 3d6 points of damage to the orbah.

Slime Wave (Ex)

A 6th level orbah can release a wave of slime from his body. This is identical to a slime wave spell (SC 192), except that the spell is centered on the orbah and he is immune to the effects of his slime wave. The save DC is 10 + 1/2 the orbah's hit dice + the orbah's Constitution modifier. The orbah can use this ability once per day at level 6 and twice per day at level 9.

The orbah must use some of his body as the slime wave. This deals 5d6 points of damage to the orbah.

Momentary Split (Ex)

At 8th level, the orbah learns how to split off part of his body in the same manner that slimes split. By focusing his power and expending some of his energy, he is able to produce enough slime to form a short-lasting body identical to his normal body. Once per day when he makes a full attack, the orbah seemingly splits in two. This allows him to make two attacks for every attack he makes. For example, an orbah who attacks three times at +19/+14/+9 would make six attacks, two at +19, two at +14 and two at +9. Once the full attack is completed, the second body collapses into a puddle of slime. This stacks with effects that provide extra attacks, such as haste.

This ability is extremely draining on the orbah. He takes 1d8 points of damage per hit die he has and is fatigued until the end of the encounter.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?