• crApple soldered on storage upgrade...

    Off Topic
    1
    0 Votes
    1 Posts
    15 Views
    dwarfD
    in case any of you schlubs need more storage on your macintrash… (( after watching the vijeo, it’s quite obviously beyond my skillset (and eyes) but at least there’s a cheaper option than the ole boo-foo, choo-choo from Jobs ))
  • pierce any shield

    Game Discussion
    1
    0 Votes
    1 Posts
    63 Views
    dwarfD
    [image: IPBVgyS.jpeg]
  • Live Action Voltron wraps filming

    Off Topic voltron movies live action 80s
    1
    0 Votes
    1 Posts
    88 Views
    daermadmD
    https://comicbook.com/anime/news/voltron-live-action-movie-release-update/ No images yet, but I’m excited.
  • how'd ya like to be the poor fucker who drives this around ??

    Off Topic
    1
    0 Votes
    1 Posts
    84 Views
    dwarfD
    be like hoisting a live, ticking nuke on a towtruck and hoping like hell you don’t hit a pothole anything, ANYTHING goes wrong and you simply become part of the FLASH… https://arstechnica.com/science/2025/05/cern-gears-up-to-ship-antimatter-across-europe/
  • Real Genius... for real ;p

    Off Topic
    1
    0 Votes
    1 Posts
    93 Views
    dwarfD
    in an homage to the beloved 80’s movie, DARPA uses a laser to transfer 800 watts some 5 miles away and use it to make popcorn #style https://www.theregister.com/AMP/2025/05/19/darpa_energy_beaming_record/
  • Whispers of the Deep Manaethereal..Ohh What a Day

    Lore
    1
    0 Votes
    1 Posts
    125 Views
    halfgiantH
    “Whispers of the Deep Manaethereal…Ohh What a Day” as told by Gorlen [The tavern’s din dims as Gorlen, short in stature but tall in tales, climbs onto his favorite barrel-stool at the hearthside. The gnome adjusts his shopkeeper’s apron—still dusty with powdered silverleaf—and clears his throat with a sip of blackberry mead.] “Ahem. Right then. You think you’ve seen everything this side of the Crystalmere? Pfft. You’ve bartered for cursed relics, dodged debt-collecting devils, maybe even walked the Ethereal Plane with your mage-friends and their shiny boots. But have you ever heard the mana sing? I have. And I didn’t find it in a wizard’s tower, nor some star-bound ritual. No. I found it by mistake—because I was trying to sell cheese.” [He lets the crowd settle into disbelief before continuing, smugly.] Once, long ago—or maybe it was last week, time gets funny where I was—I glimpsed the veil between here and there. Not the Ethereal, no no, that misty transit realm’s but the porch swing to a house you should never walk into. I’m talkin’ about the Manaethereal—a plane stitched from pure, unrefined mana, pulsing like the heart of creation itself." “They say it shadows the Ethereal Plane like a mirage atop a mirror, but it’s deeper—thicker. The air there hums, sings, screams sometimes, with the voices of spells unborn and thoughts unfinished. In the Manaethereal, you don’t cast spells, they cast you. Wild surges crawl up your skin, and if you’re lucky, they leave you enlightened. If not? Well, I met a fellow who sneezed and became a constellation.” The audience chuckles nervously. “Let me explain. I’m a merchant, not some wand-waggler. I sell the unusual—mirrors that whisper, fishhooks that catch lies, that sort of thing. I was brokering a deal with a Shimmering Barterspirit—ghastly thing with a pearl for a face and wings made of scrolls. We were arguing over the price of a jar of ethereal-preserved gorgon butter when I stepped one toe too far into its realm. That’s when I felt it—the snap of reality unraveling like a badly-stitched sock.” “What I tumbled into wasn’t the Ethereal Plane. No, this was denser… alive. The air crackled. Threads of magic drifted like pollen, glowing blue and violet. You don’t walk in the Manaethereal, you float, pushed by your own intent and the pulse of something much deeper.” [He holds up a brass orb—its surface swirling with flickers of light, not reflections but living glyphs.] “I found this there. A manasphere. Self-spinning, thought-reactive. Doesn’t work on this side quite the same—nearly ignited my entire inventory of scented scrolls when I tried to appraise it. I only escaped thanks to a trade I made with a creature called an Echoform—a being made entirely of recycled spell energy. It took my name in trade. My real name. I’m Gorlen now, and that’ll have to do.” [He leans forward, voice low and smoky.] “But that’s just the edge of the Manaethereal. Beyond the shimmering veil lies the Deep Manaethereal—a place so saturated with raw magic that reality itself pulses. There, in a storm of crystal vines and radiant currents, floats the Auric Tangle, said to be the root of all mana on every plane. Some say it’s a thought left unfinished by the gods. Others? That it’s the beginning of a new Weave, one that would make the current one look like a child’s kite string.” “And now, the seams are weakening. In V’Ral, spells surge for no reason, minor enchantments birth echoes, and even my wares are misbehaving. Something from the Deep is bleeding into our world—and if I know anything, it’s that uncontrolled mana never shows up just to say hello.” [He raises his tankard solemnly.] “So, if any of you brave, curious, or mad souls want to venture there… I have maps. Poorly drawn, but enchanted. I have relics. Dangerous, but curious. And most importantly, I have stories. But you’ll have to bring the courage—and maybe a cleric or two.” It was morning, working off a hangover from the previous night—not the kind you write about in travel songs or bottle in a sun-essence vial—but the soft kind, the sort that steals into alley cracks and warms the stone just enough to coax a sigh out of your bones. I was perched on my shop’s stoop, pipe in hand, watching the steam curl off a nearby bakery cart and waiting for the street to remember it was alive. Then she stepped through. Not from the city gates, no, gods no. She shimmered out of the base of the Obelisk, that old slab of nonsense the locals paint on festival days but never really notice… Gorlen chuckles enjoying calling the Obelisk an old slab. The air around it hummed a bit that morning, subtle—like a string plucked underwater. The obelisk didn’t split. It sighed. And there she was. Amarwyn. I knew her the way you know your own shadow—unspoken, immediate. She had her mother’s stillness, her grace. Elisha could silence a forest just by walking through it, and this one—this girl—she carried that same weight. Not heavy like sorrow. Heavy like a blooming truth. Her hair glinted like dew on morning grass, and I swear to all the planes, the cobblestones beneath her grew moss as she passed. I didn’t move. Didn’t dare. Just puffed slow on the pipe and watched, like I was seeing a story the gods forgot to finish. She didn’t see me—not truly. Oh, her eyes flicked past, pausing for a moment. And for a heartbeat, just maybe, there was a flicker of something ancient in her gaze. Recognition? A memory not her own? I couldn’t tell. You see, she doesn’t know I’m her great uncle. And she mustn’t, not yet. Too many threads wind through Elisha’s lineage, too many promises kept with ink made of favors and blood. I’ve been in hiding longer than she’s drawn breath, wrapped in false names and safer silences. I wasn’t ready to reveal myself to anyone just yet. But there she was, like the dawn being born in front of me. She stayed one night. Slept by the old shrine—grandpa’s shrine. She didn’t speak to anyone save a beggar who thanked her for warmth, though he swore she never touched him. Next morning? Gone. Eastward. Toward the Sylvaeren Reach, if I’m any judge of a blooming path. And me? I’m still here. Pipe’s a little colder. Heart’s a little heavier. Maybe I should’ve said something. Maybe I will, if she ever returns. But for now, I watch the obelisk and wonder what part of her mother she’ll discover first—the magic… or the burden." Amarwyn Race: Half-Elf / Half-Plant (Divine-Blooded) Class: Mage/Cleric (Nature and Magic Domains) Origin: Daughter of Elisha (Demigoddess of Magic and Hunt) and Lathander (God of Dawn and Renewal) Current Location: Unknown; last seen departing V’Ral Age: Ageless in appearance (appears as a youthful adult) Background: Born under the first convergence of the twin stars Naeril and Sol’tereth, Amarwyn entered the planes not through birth, but as a radiant bloom within the Calyx of Awakening, a sacred locus deep in the Plane of Radiance, nurtured by her mother Elisha’s soul-magic and kissed by Lathander’s first light. Her body is as much vine and blossom as it is blood and bone—her veins carry glowing mana instead of crimson, and when she sleeps, wildflowers bloom in her footprints. Though her divine father gifted her with boundless vitality and joy, it was Elisha’s legacy that took deepest root in her spirit: the huntress’s quiet focus, the arcane intuition, and the primal communion with growing things. She walks as both guardian and mystery—an avatar of rebirth, arcane resonance, and wild renewal. Her first steps into the Material Plane were not accidental. Propelled by a pulse from the Obelisk buried beneath the planet’s ancient foundation—a relic that hums with planar convergence—Amarwyn emerged from a portal, barefoot and dew-laced, into the early dawn streets of the city. She said nothing at first, only paused to breathe deeply, as if tasting the soul of the world. She stayed a single night in the city, quietly seated outside an old shrine near Gorlen’s shop, speaking little but leaving behind a trail of glowing moss along the stonework. Locals whispered about the “Flower-Walker,” the girl with starlight eyes who wept softly when she saw how disconnected the trees in V’Ral had become from their root-sisters across the planes. But before sunrise, she was gone. Her destination: the Sylvaeren Reach—an ancient and majestic forest veiled from most maps, hidden by enchantments older than mortal kingdoms. The elves call it Arvandisthil, or “the Living Memory.” It is said that every tree there is sentient, every flower a spell yet unspoken, and every beast a guardian chosen by primal spirits. The Reach is a sanctuary of wandering spirits, awakened groves, and manaethereal is so strong that the mana ripples visibly in the air like heat on stone. Some say Amarwyn now wanders its emerald paths, learning from druidic circles and wild arcana, listening for a deeper calling from her mother’s bloodline. Others claim she seeks the Heartbloom, a mythical seed that, when planted, could regrow a dying world—or awaken a god yet unborn. A few days later. Golen in the Drunkin Ogre, is seen mumbling to a whispy blue ghost that by some accounts if viewed at the right angle, sounds a little like Arg’s description. “You ask where she went, do you?” Heh. You think she’d linger long in the brick-and-candle stink of a city? Nay. She left V’Ral as quiet as sunrise, off to a place most folk couldn’t find even with a map made by a god drunk on truth. She went to the Sylvaeren Reach. And, fool that I am, I followed—just far enough to know she was safe, I had to be sure. And just far enough to remember why none of us should ever walk its paths lightly.” “The Reach is old. Older than scrolls. Older than Elven memory, and that’s saying something. It’s not a forest, not really. It’s… the memory of one. The trees don’t grow; they remember growing. Roots don’t seek water—they follow whispers. And mana? Mana doesn’t flow—it lives. It watches.” “Legends say the Reach was seeded from the last breath of a god of growth, or maybe the tear of the Deep-manaethereal itself after some cosmic heartbreak. Who can say? What I do know is that it guards itself. You don’t find the Reach; the Reach finds you—if it wants to.” “I got in, mind you. Still have a few tricks left in these gnarled fingers, plus a favor owed from a bark-skinned dryad named Mossa who once tried to rob me. Long story. Anyway, I followed her trail—Amarwyn’s, I mean. It wasn’t hard. The plants parted for her, not out of fear, but reverence. Vines moved just enough to offer her shade. Flowers bloomed when she passed. Even the wind bent to keep from tousling her hair.” “I caught sight of her once—just once—before the canopy swallowed her whole. She was standing in a glade where the air shimmered like spun glass, eyes closed, palms open. You could feel the Reach breathing with her. She wasn’t just in that forest. She was becoming part of it.” “There’s a place deep inside the Reach called the Weaveheart Glade. No one’s seen it since the Age of Spires, not even the druids who treat the forest like their grandmother’s diary. Some say the last Goddess of Growth herself passed through it during her ascension. Others say it’s where mana dreams. I say it’s where Amarwyn was always meant to go.” “I didn’t stay. You don’t overstay in Sylvaeren Reach. Every step further in asks something from you. Time, memory, maybe a secret you didn’t want to give up. Me? I’d already given enough. But I left something for her—a book with a single inlaid crest, etched in star adamantine, and mana-gold, etched with the sigil of our bloodline. Buried it near a spring that sang her name in a language older than breath.” “She’ll find it, one day. When she’s ready.” Gorlen leans back, pipe ember glowing, lost in a rare silence. “She’s not just her mother’s daughter. She’s the next stanza of a song none of us have heard all the way through. And gods help anyone who tries to silence it.” Across the distant reaches of the sphere, the mists beneath the Autaria Dynasty stirs. Within the shadowed rim of the Autaria Dynasty’s furthest dominions—beyond the war-hewn basalt roads of Dareth’Myr and the scorched glass plains of Kelvaris—rests a forgotten caldera swaddled in mist. This place is Emberlight Hollow, untouched by conquest, unmarked on imperial charts, and alive in ways few lands dare to be. Here, the veil between realms thins. Magic flows gently, not like a torrent but like breath—slow, natural, aware. The trees bear mirrored leaves. The streams sing to those who listen. And the mana pulses with a rhythmic cadence long absent from the wider world. For centuries, Emberlight Hollow has remained still—its druids and planar geomancers merely tending to balance, preserving harmony against the ever-gnawing ambitions of fire-throned kings and vault-born wizards. Even the fall of the Autaria Conclave of Flame, with all its planar tampering and celestial arrogance, brought only a faint sigh to the Hollow. But now, something moves. The Veilwardens have felt it first—a subtle turbulence across the mana threads beneath the roots of the Heartpine Circle. Spells require gentler tongues to speak. The moonflowers bloom one night early. The stars above the Hollow realign as if bracing for something long promised and long delayed. The Eldertree Atheren—who has not spoken aloud in a generation—opened a single eye last week and whispered, “The Bloom stirs.” None know what it means. The druids convene. The Emberlight Accord, a council only gathered in ages of convergence, has been called. Old banners of the Elemental Compacts are unearthed. Rites meant to awaken sleeping groves and commune with future echoes are performed by firelight and crystal song. They do not speak of names. They do not guess at faces. They do not presume fate. They only know that magic is shifting, and something ancient has begun to root itself once again into the world. Whether it be salvation, consequence, or reckoning—they cannot yet say. But the Hollow listens. And it waits.
  • Ring of Insightful Duality

    Game Discussion magic item
    1
    0 Votes
    1 Posts
    137 Views
    halfgiantH
    Ring of Insightful Duality “This platinum ring is etched with the delicate sigils of an open eye and a stylized fox, symbolizing mental clarity and cunning. When worn, it heightens the wearer’s intellectual and perceptive faculties to supernatural levels.” The Ring of Insightful Duality grants the wearer a +10 insight bonus to both Intelligence and Wisdom. These bonuses do not stack with other insight bonuses to the same abilities. The wearer’s enhanced mind sharpens spellcasting, problem-solving, memory recall, and intuitive judgment. This boon is particularly potent for characters who rely on Intelligence-based or Wisdom-based skills, saving throws, or spellcasting. Prerequisites: Forge Ring, Owl’s Insight, Fox’s Insight (or similar custom 9th-level spells), Caster Level 20 Slot: Ring Aura: Strong transmutation Caster Level: 20th Weight: — Price: 375,000 gp
  • (2E) Chaotic Commands

    Rules Discussion spells
    1
    0 Votes
    1 Posts
    185 Views
    halfgiantH
    Chaotic Commands Sphere: Protection Level: 5 Range: Touch Components: V, S Duration: 1 turn/level Casting Time: 5 Area of Effect: Creature touched Saving Throw: None Description: This spell renders the recipient immune to magical compulsions and commands that influence their actions. While under the effects of chaotic commands, the subject is completely protected from all charm, command, suggestion, domination, and similar mind-controlling effects, whether they originate from spells, spell-like abilities, or other magical sources. This protection includes immunity to enchantment/charm spells such as command, suggestion, domination, hypnotism, geas, quest, emotion, and fear, as well as psionic mind control powers. It also renders the subject immune to magical attempts to force verbal responses or obedience. Chaotic commands is often used to protect a party member in situations where enemy spellcasters or creatures with dominating powers are expected. The spell does not protect against illusions, physical attacks, or non-magical coercion. Only one creature may be protected per casting of this spell. References: Tome of Magic (https://adnd2e.fandom.com/wiki/Priest_Spell_List_(TOM)), Page 89
  • Riftborn Archivist - Sunken Library Encounter

    Moved Lore
    1
    0 Votes
    1 Posts
    151 Views
    daermadmD
    Stat Block: Riftborn Archivist Huge Outsider (Chaotic, Extraplanar) Hit Dice: 60d8+720 (1,200 hp, maximized) Initiative: +10 (+10 Dex) Speed: Fly 60 ft. (perfect) Armor Class: 50 (-2 size, +10 Dex, +32 natural), touch 18, flat-footed 40 Base Attack/Grapple: +60/+82 Attack: Rift tendril +76 melee (4d6+14 plus essence drain, Will DC 42 negates) Full Attack: 4 rift tendrils +76 melee (4d6+14 plus essence drain, Will DC 42 negates) and archive gaze (60-ft. cone, Will DC 42 or stunned) Space/Reach: 15 ft./20 ft. Special Attacks: Essence drain, archive gaze, planar rift, spell-like abilities Special Qualities: Damage reduction 20/epic, darkvision 60 ft., immunity to mind-affecting effects, spell resistance 45, planar attunement, telepathy 100 ft. Saves: Fort +44, Ref +42, Will +37 Abilities: Str 38, Dex 30, Con 34, Int 28, Wis 20, Cha 34 Skills: Knowledge (arcana) +72, Knowledge (history) +72, Knowledge (planes) +72, Listen +68, Search +72, Spot +68, Spellcraft +72 Feats: None (outsider, feats not required for encounter) Environment: Ruined Library Dimension Organization: Solitary Treasure: Tome of Infinite Planes (see below) Alignment: Chaotic Neutral Advancement: — Treasure: Tome of Infinite Planes The Tome of Infinite Planes is a unique minor artifact carried by the Riftborn Archivist, a massive, leather-bound book (3 ft. tall, 2 ft. wide, 1 ft. thick) with pages that shimmer like liquid starlight. Each page is a portal to a different plane, inscribed with infinite knowledge but fraught with danger. The Tome reflects the Archivist’s role as a collector of planar secrets and ties into the Sundering Prism’s reality-warping theme. Appearance: The Tome’s cover is etched with shifting runes in Abyssal, Celestial, and Draconic, glowing faintly with prismatic light. Its pages rustle as if caught in an unseen wind, and faint whispers of planar voices echo when opened. The book weighs 50 pounds and radiates overwhelming magic (all schools). A 3-ft.-tall, 2-ft.-wide, 1-ft.-thick leather-bound book with pages of liquid starlight, weighing 50 pounds Powers: The Tome of Infinite Planes has the following abilities, usable by its bearer (requires attunement, 24 hours of study, Int 20+). All save DCs are 25 (10 + 15 artifact level, per DMG p. 268). Planar Knowledge (Su): The bearer can access the Tome to cast legend lore at will (CL 20th), gaining knowledge about any plane, creature, or object, but each use requires a Will DC 25 save or the bearer takes 1d6 Int damage from the overwhelming information. Planar Gate (Sp): Once per day, the bearer can open a gate to any plane by turning to a specific page (CL 20th). The gate lasts 1 minute, and creatures summoned through it are not automatically controlled (requiring negotiation or a Charisma check, DC 25). Infinite Library (Su): The bearer can cast secret chest at will (CL 20th), storing items in an extradimensional library within the Tome. The library can hold up to 1,000 pounds or 150 cubic feet, but retrieving an item requires a Knowledge (planes) DC 25 check (failure summons a CR 15 outsider guardian, e.g., a hezrou). Planar Surge (Su): 3/day, the bearer can unleash a 60-ft.-cone burst of planar energy, dealing 15d6 damage (roll 1d4: 1=fire, 2=acid, 3=cold, 4=electricity, Reflex DC 25 half) and forcing a Will DC 25 save or be plane shifted to a random plane. Reality Anchor (Su): While holding the Tome, the bearer is immune to forced planar travel (e.g., banishment, plane shift) unless they willingly travel. Drawbacks: Planar Instability: Each time a power is used, there’s a 10% chance a random rift opens nearby (as the Archivist’s planar rift: 15d6 damage, Reflex DC 25 half, Will DC 25 or plane shift). Curse of the Archivist: The bearer must make a Will DC 25 save each day or become obsessed with planar knowledge, taking a -4 penalty to all non-Knowledge skill checks until they spend 1 hour studying the Tome (triggering the planar instability chance). Binding: The Tome cannot be destroyed by conventional means; it reforms in a random plane 1d4 days after destruction unless a miracle or wish (CL 25th) is used to sever its planar ties (Spellcraft DC 40). Value: Treasure Value: Priceless (minor artifact, DMG p. 268). Narrative Role: The Tome could be used to retrieve the party member stranded in the Abyss (Layer 600: Endless Maze), but its instability risks further chaos, tying into the Sundering Prism’s theme.
  • (2E) Pierce Any Shield

    Rules Discussion spells
    1
    0 Votes
    1 Posts
    146 Views
    halfgiantH
    Pierce Any Shield (S M V) Spell Level: 9 Class: Wizard School: Alteration, Metamagic Range: 0 Duration: 1 round Area of Effect: Special Casting Time: 1 round Saving Throw: None Requirements: Somatic, Material, Verbal Source: Wizard’s Spell Compendium Vol 3 Description A more powerful version of pierce magic resistance, this spell must be cast one round before an offensive spell. The spell cast immediately after Pierce Any Shield cannot be stopped by any known magical defenses, including magic resistance, spell turning, spell absorption, anti-magic shell, or counterspell immunity. The target of the subsequent spell can only attempt a saving throw if the spell allows one, and such saving throws suffer a -8 penalty. The Pierce Any Shield spell does not protect the caster from events that would normally disrupt the casting of the subsequent spell. The material component is a silver spike or knife. Notes Common in the Mystara setting; otherwise, very rare.
  • (2E) Lowers Resistance

    Rules Discussion spells
    1
    0 Votes
    1 Posts
    139 Views
    halfgiantH
    Lowers Resistance Level: 5 Class: Wizard School: Abjuration, Alteration Range: 60 yards Duration: 1 turn + 1 round/level AOE: One creature Casting Time: 5 Save: None Requirements: Somatic (S), Material (M), Verbal (V) Source: Tome of Magic page 34, Wizard’s Spell Compendium Vol 2 Description This spell enables a wizard to attempt to reduce the magic resistance of a target creature. The target’s magic resistance applies to this spell but functions at only half its normal value. No saving throw is allowed beyond the magic resistance check. If the target has no magic resistance, the spell has no effect. If the spell successfully overcomes the target’s magic resistance, the creature’s magic resistance is reduced by a base of 16% plus an additional 1% per level of the caster. For example, a 9th-level caster would reduce the target’s magic resistance by 25% (16% base + 9% from level). Material Component A broken iron rod. Notes This is an uncommon spell, as noted in the Tome of Magic. The base reduction of 16% is substantially lower than in the spell’s originally published form.
  • Mage Armor, Superior

    Rules Discussion spells epicspell
    1
    0 Votes
    1 Posts
    124 Views
    halfgiantH
    Mage Armor, Superior Conjuration (Creation) [Force] Level: Wiz 10 Components: V, S Casting Time: 1 standard action Range: Touch Target: Creature touched Duration: 24 hours (D) Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless) An invisible but tangible field of force surrounds the touched creature, granting a +12 armor bonus to Armor Class. This bonus does not stack with other armor bonuses, such as those from worn armor or shields, but it can stack with enhancement bonuses to armor or other bonus types (e.g., deflection or natural armor). Unlike mundane armor, greater mage armor imposes no armor check penalty, arcane spell failure chance, or speed reduction. Because it is composed of force, incorporeal creatures cannot bypass it as they can with normal armor. Note: Because 3.5 Epic spell system is very wonky, and overpriced, it was rewritten for 10th spell level. 3.5 Version can be found here.
  • plane, tank, or battleship ??

    Off Topic
    1
    0 Votes
    1 Posts
    148 Views
    dwarfD
    where will bob install his first lightning cannon ??
  • 0 Votes
    1 Posts
    147 Views
    halfgiantH
    Veil of Absolute Deception School: Illusion (Glamer) [Mind-Affecting] / Abjuration Level: Clr 5 (True Cloak), Sor/Wiz 9 (Superior Invisibility), Psion 9 (Impenetrable Veil) Casting Time: 1 standard action Range: Personal or Touch (see text) Target: You or one creature or object touched Duration: 1 minute/level (D) Saving Throw: Will negates (harmless); see text Spell / Power Resistance: Yes (harmless) Amalgamated Spell Level Equivalent: 16th (Highest SL + Avg of the remaining) “In the shadowed halls of forgotten gods, where powermasters weave unseen threads and bend the fabric of thought, a secret was born—a veil so perfect that even the eyes of truth falter. The Veil of Absolute Deception cloaks its bearer in a tapestry of divine mystery, arcane illusion, and psionic denial, rendering them an enigma to all who seek them. To the world, they are a phantom, a lie so profound that reality itself bends to believe it.” Description: Veil of Absolute Deception is a powermaster spell masterful woven of divine, arcane, and psionic power, creating an unbreakable shroud that conceals the target from all forms of perception. This spell reverses the clarity of True Seeing to obscure truth, enhances Superior Invisibility’s total sensory concealment, and incorporates Impenetrable Veil’s psionic barrier to protect against mental and magical detection. The result is a near-perfect disguise that resists even the most potent divination and sensory abilities, making the target an unassailable phantom. Effect: When cast, Veil of Absolute Deception grants the following effects to the target: Total Sensory Invisibility: The target becomes invisible to all senses—sight, sound, smell, touch, and even magical detection—for the duration. This includes immunity to effects that normally reveaal invisibility, such as See Invisibility, Invisibility Purge, and Glitterdust. The target can attack, cast spells, or take other actions without breaking the invisibility, unlike standard invisibility spells. This effect extends to all gear carried or worn by the target, up to their maximum load. Divine Obfuscation: The spell creates a divine veil that obscures the target’s true nature from divination and supernatural senses. Spells and abilities such as True Seeing, Discern Location, Legend Lore, Scrying, and even True Seeing. Psionic Mental Barrier: The spell erects a psionic shield around the target’s mind and presence, rendering them immune to mind-affecting effects (e.g., Detect Thoughts, Dominate Person, or Mind Probe) and psionic detection powers (e.g., Detect Psionics, Clairvoyant Sense). Adaptive Illusion (Combined Effect): The caster can choose an alternate appearance for the target (e.g., a different creature, an object, or an empty space) that adapts dynamically to the observer’s expectations. This illusion affects all senses and is reinforced by the psionic and divine components, making it nearly impossible to disbelieve.
  • Powermaster Spell: Dimensional Ironskin

    Rules Discussion powermaster spell
    1
    0 Votes
    1 Posts
    121 Views
    halfgiantH
    Name: Dimensional Ironskin Level: Cleric 7 (Irongaurd, Greater), Wizard 4 (2E Stoneskin), Psion 7 (2E Dimensional Blade) Combined Level: 10 School: Abjuration [Force, Psionic] Casting Time: 1 standard action Range: Personal Target: You Duration: 1 minute per level (D) Saving Throw: None Spell Resistance: No The spell blocks 1d4 attacks, plus one attack per two levels of experience the caster has achieved. This limit applies regardless of attack rolls and regardless of whether the attack was physical or magical. For example, a stoneskin spell cast by a 9th-level wizard would protect against from five to eight attacks. An attacking griffon would reduce the protection by three each round; four magic missiles would count as four attacks in addition to inflicting their normal damage. When cast “Your skin takes on a metallic sheen with a stone-like texture, faintly glowing with swirling patterns of planar energy. Metal weapons pass through you harmlessly, while mundane and dimensional melee attacks are absorbed or deflected by the spell’s layered defenses.” Effect: When you cast Dimensional Ironskin, your skin transforms into a shimmering, metallic-stone hybrid infused with faint ripples of planar energy. This spell grants the following protections: Damage Reduction: The affected creature gains a virtual immunity to any attack by cut, blow, projectile, or the like. Even a sword of sharpness cannot affect a creature protected by stoneskin, nor can a rock hurled by a giant, a snake’s strike, etc. Immunity to Metal Weapons: You are immune to all damage from metal weapons (natural or manufactured), including melee and ranged attacks, as per Ironguard. This immunity persists for the full duration of the spell. Dimensional Protection: You are immune to melee attacks enhanced by dimensional or planar effects (e.g., a Dimensional Blade or similar psionic/arcane powers that bypass physical defenses by cutting through dimensions). This includes immunity to effects that teleport or sever your planar connection as part of a melee attack.
  • Powermaster Spell: Omniscient Sight

    Rules Discussion powermaster spell
    1
    0 Votes
    1 Posts
    106 Views
    halfgiantH
    Spell/Power Details Name: Omniscient Sight Level: Cleric 6 (True Seeing), Wizard 6 (True Seeing), Psion 6 (Pierce the Veil) Combined Level: 9 School/Discipline: Divination (Cleric/Wizard) / Clairsentience (Psion) Casting Time/Manifestation Time: 1 standard action Range: Personal or Touch (see below) Target: You or one creature touched Duration: 1 minute/level (D) Saving Throw: None or Will negates (harmless) Spell Resistance/Power Resistance: No “When you invoke Omniscient Sight, your eyes glow with a radiant light suffused with arcane runes and psionic energy. The world around you unveils its secrets as divine insight merges with arcane mastery and psionic clarity. Illusions melt away, hidden truths stand revealed, and the veils of deception part before your omniscient gaze.” Description Omniscient Sight combines divine revelation, arcane precision, and psionic clarity to grant the caster or a touched creature an unparalleled ability to perceive reality. Upon casting or manifesting this spell/power, the subject’s senses are heightened to a supernatural degree, piercing all forms of deception and illusion. The subject gains the following benefits: True Vision: The subject sees through all illusions (including invisibility, blur, displacement, mirage arcana, and similar effects), magical darkness, and polymorph or shapechanging effects, perceiving the true form of creatures and objects within 360 feet. This includes seeing through mundane disguises and obfuscations (e.g., fog, smoke) as if they were not present. Enhanced Detection: The subject automatically detects the presence of magical auras (as per Detect Magic), psionic auras (as per Detect Psionics), and alignment auras (as per Detect Evil/Good/Law/Chaos, all four simultaneously) within 360 feet, with no concentration required. With a standard action, the subject can analyze these auras to determine their strength, school/discipline, and specific properties. Mental Clarity: The subject gains immunity to mind-affecting illusions (e.g., phantasmal killer, weird) and a +4 bonus on Will saves against other mind-affecting effects for the duration, reflecting the psionic influence of mental discipline. Spiritual Insight: The subject can perceive the spiritual essence of creatures, gaining knowledge of their alignment (good, evil, lawful, chaotic) and whether they are undead, outsiders, or elementals, without requiring a check.
  • 0 Votes
    1 Posts
    121 Views
    halfgiantH
    Amalgamated Spell: Dimensional Triad Anchor Level: Cleric 4, Sorcerer/Wizard 4, Psion/Wilder 4 Combined Woven Spell Level: 8 School/Discipline: Abjuration (Divine), Abjuration (Arcane), Psychoportation (Psionic) Components: V, S (Verbal, Somatic) for Cleric/Wizard; Mental Focus (Psionic) Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Target: One creature or object Duration: 1 minute/level (D) Saving Throw: None Spell Resistance/Power Resistance: Yes Description Dimensional Triad Anchor combines the divine authority of the gods, the arcane mastery of the multiverse, and the psionic manipulation of spacetime into a singular, potent effect. When cast, you emit a shimmering ray of energy that fuses radiant divine light, arcane glyphs, and a pulsating psionic resonance. This ray locks the target in place within the dimensional fabric, preventing all forms of extradimensional movement or travel. Effect The target is enveloped in a field of interlocking energies: a glowing divine aura, swirling arcane runes, and a subtle psionic hum. Dimensional Lock: The target cannot use any form of extradimensional travel or movement for the duration of the spell. This includes, but is not limited to: Teleportation effects (e.g., teleport, dimension door, greater teleport). Planar travel (e.g., plane shift, gate, astral projection). Ethereal or incorporeal movement (e.g., ethereal jaunt, etherealness). Psionic teleportation powers (e.g., psionic teleport, psionic dimension door). Universal Resistance: The caster level check (or manifester level check for psionic manifestation) is made at +4 to reflect the combined potency of the three traditions. Components Verbal (V): A resonant chant invoking divine authority, arcane precision, or psionic focus, depending on the caster’s tradition. Somatic (S): A gesture that traces a triangular sigil in the air, symbolizing the unity of divine, arcane, and psionic power. Mental Focus (Psionic): For psionic manifesters, the power requires intense concentration rather than verbal or somatic components, in line with psionic mechanics.
  • The Erithar Kingdom

    Lore
    1
    0 Votes
    1 Posts
    130 Views
    daermadmD
    Sourced from this journal: Re: [Gorlen Blackhammer – Journal Entry #367](in the Year of -647) Erithar Kingdom Overview A Kingdom Reborn in Steel and Honor Government & Leadership Erithar is ruled by the Sovereign Council, a blend of warrior-kings, strategists, master crafters, and scholars. King Darius Velkor, the Reforged Sovereign, leads the kingdom with a balance of tradition and progress, ensuring Erithar remains both a military powerhouse and a beacon of innovation. Culture & Society Erithari society values discipline, honor, and craftsmanship. The caste system of the old kingdom has been replaced by a merit-based hierarchy, where warriors, smiths, and scholars alike can ascend based on skill and service. The kingdom is renowned for its Reforged Legions, battle-hardened troops wielding enchanted weapons and specialized war machines. Geography & Key Locations Veltrith Citadel – The heart of the kingdom, home to the Sovereign Council and the grand war halls. Blackforge Peaks – The industrial and magical crafting center, where dwarves and human artisans create legendary arms and armor. The Reforged Bay – A once-ruined port city, now a thriving trade hub connecting Erithar to neighboring lands. The Obsidian Arena – A battleground where warriors prove their might against the kingdom’s deadliest challenges. The Sylvan Verge – A mystical borderland where Erithari warriors train with elven spellblades and druids. Epic-Level Adventure Hooks in Erithar The Unfinished War The Autaria Dynasty, despite being neutral, has been secretly funding rogue warlords within Erithar. A hidden faction of Autarian warlords seeks to destabilize the kingdom by rekindling ancient blood feuds. The Sovereign Council seeks heroes to uncover the conspiracy, infiltrate enemy ranks, and prevent a war before it begins. The Hammer of the First King Legends speak of an ancient weapon, the hammer of the first Ebon Sovereign, lost during Erithar’s downfall. New texts suggest that it lies within a forgotten vault beneath the Blackforge Peaks. However, the vault is guarded by ancient constructs, cursed remnants of the kingdom’s past, and a sentient forge-spirit that judges the worthy. The Warlord’s Challenge A mighty warlord from beyond Erithar’s borders has declared the kingdom unworthy of its rebirth. He issues a challenge—defeat his army in ritual combat, or submit to his rule. His mercenary legion consists of ancient warriors bound by cursed oaths, requiring not just strength but strategic brilliance to overcome. The Ember Pact Betrayal The Ember Pact, the coalition of master smiths, has discovered a new method of forging soul-infused weaponry. However, their lead artificer has gone rogue, escaping with the knowledge and selling it to the highest bidder. The party must track him down, navigate through political intrigue, and decide if such power should exist at all. The Siege of the Shattered Bay A naval force of unknown origin has begun a supernatural siege on the Reforged Bay. Ships appear and vanish like ghosts, striking at key supply routes. Entire warships disappear without a trace. Is it an old enemy seeking revenge, or something older and more sinister awakening beneath the waves? The Soulforge Gambit Beneath the Obsidian Arena, a long-sealed vault houses an ancient machine capable of reforging warriors into nearly unstoppable beings. A rogue faction within the Reforged Legions seeks to activate it, willing to sacrifice hundreds of soldiers to create a godlike warlord. The heroes must decide whether to destroy or control this power. The Tournament of Kings Every 100 years, the Tournament of Kings is held in Erithar—an epic contest where champions battle for glory, power, and the right to challenge the king himself. However, this year’s tournament is different—one of the contestants is an outsider with a claim to the throne, and the tournament may be a cover for something far more sinister. The Hunt for the Shadow Vanguard A legendary covert group of Erithari warriors, the Shadow Vanguard, disappeared centuries ago during the kingdom’s fall. Now, their leader has returned, unchanged by time, claiming that something unnatural has kept them trapped between life and death. The heroes must uncover their fate, battle against time-warped foes, and decide whether to free or destroy the vanguard.
  • Special Ability Types

    Game Discussion cheatsheet specialabilities
    1
    0 Votes
    1 Posts
    107 Views
    halfgiantH
    Table: Special Ability Types Extraordinary Spell-Like Supernatural Dispel No Yes No Spell resistance No Yes No Antimagic field No Yes Yes Attack of opportunity No Yes No Dispel: Can dispel magic and similar spells dispel the effects of abilities of that type? Spell Resistance: Does spell resistance protect a creature from these abilities? Antimagic Field: Does an antimagic field or similar magic suppress the ability? Attack of Opportunity: Does using the ability provoke attacks of opportunity the way that casting a spell does? – Extraordinary Abilities (Ex) Extraordinary abilities are nonmagical, though they may break the laws of physics. They are not something that just anyone can do or even learn to do without extensive training. These abilities cannot be disrupted in combat, as spells can, and they generally do not provoke attacks of opportunity. Effects or areas that negate or disrupt magic have no effect on extraordinary abilities. They are not subject to dispelling, and they function normally in an antimagic field. Using an extraordinary ability is usually not an action because most extraordinary abilities automatically happen in a reactive fashion. Those extraordinary abilities that are actions are standard actions unless otherwise noted. Spell-Like Abilities (Sp) Usually, a spell-like ability works just like the spell of that name. A few spell-like abilities are unique; these are explained in the text where they are described. A spell-like ability has no verbal, somatic, or material component, nor does it require a focus or have an XP cost. The user activates it mentally. Armor never affects a spell-like ability’s use, even if the ability resembles an arcane spell with a somatic component. A spell-like ability takes the same amount of time to complete as the spell that it mimics (usually 1 standard action) unless otherwise stated. Spell-like abilities cannot be used to counterspell, nor can they be counterspelled. In all other ways, a spell-like ability functions just like a spell: Using a spell-like ability while threatened provokes attacks of opportunity. It is possible to make a Concentration check to use a spell-like ability defensively and avoid provoking an attack of opportunity. A spell-like ability can be disrupted just as a spell can be. Spell-like abilities are subject to spell resistance and to being dispelled by dispel magic. They do not function in areas where magic is suppressed or negated. A spell-like ability usually has a limit on how often it can be used. A spell-like ability that can be used at will has no use limit. For creatures with spell-like abilities, a designated caster level defines how difficult it is to dispel their spell-like effects and to define any level-dependent variables (such as range and duration) the abilities might have. The creature’s caster level never affects which spell-like abilities the creature has; sometimes the given caster level is lower than the level a spellcasting character would need to cast the spell of the same name. If no caster level is specified, the caster level is equal to the creature’s Hit Dice. The saving throw (if any) against a spell-like ability is: 10 + the level of the spell the ability resembles or duplicates + the creature’s Cha modifier. Some spell-like abilities duplicate spells that work differently when cast by characters of different classes. A monster’s spell-like abilities are presumed to be the sorcerer/wizard versions. If the spell in question is not a sorcerer/wizard spell, then default to cleric, druid, bard, paladin, and ranger, in that order. Some creatures are actually sorcerers of a sort. They cast arcane spells as sorcerers do, using components when required. In fact, an individual creature could have some spell-like abilities and also cast other spells as a sorcerer. Supernatural Abilities (Su) Supernatural abilities are magical and go away in an antimagic field but are not subject to spell resistance, counterspells, or to being dispelled by dispel magic. Using a supernatural ability is a standard action unless noted otherwise. Supernatural abilities may have a use limit or be usable at will, just like spell-like abilities. However, supernatural abilities do not provoke attacks of opportunity and never require Concentration checks. Unless otherwise noted, a supernatural ability has an effective caster level equal to the creature’s Hit Dice. The saving throw (if any) against a supernatural ability is: 10 + ½ the creature’s HD + the creature’s ability modifier (usually Charisma).
  • Counterspell

    Game Discussion cheatsheet counterspells
    1
    0 Votes
    1 Posts
    119 Views
    halfgiantH
    Counterspells It is possible to cast any spell as a counterspell. By doing so, you are using the spell’s energy to disrupt the casting of the same spell by another character. Counterspelling works even if one spell is divine and the other arcane. How Counterspells Work To use a counterspell, you must select an opponent as the target of the counterspell. You do this by choosing the ready action. In doing so, you elect to wait to complete your action until your opponent tries to cast a spell. (You may still move your speed, since ready is a standard action.) If the target of your counterspell tries to cast a spell, make a Spellcraft check (DC 15 + the spell’s level). This check is a free action. If the check succeeds, you correctly identify the opponent’s spell and can attempt to counter it. If the check fails, you can’t do either of these things. To complete the action, you must then cast the correct spell. As a general rule, a spell can only counter itself. If you are able to cast the same spell and you have it prepared (if you prepare spells), you cast it, altering it slightly to create a counterspell effect. If the target is within range, both spells automatically negate each other with no other results. Counterspelling Metamagic Spells Metamagic feats are not taken into account when determining whether a spell can be countered Specific Exceptions Some spells specifically counter each other, especially when they have diametrically opposed effects. Dispel Magic as a Counterspell You can use dispel magic to counterspell another spellcaster, and you don’t need to identify the spell he or she is casting. However, dispel magic doesn’t always work as a counterspell.