Manacite refining is a process that involves smelting the raw manacite ore in a specialized mana powered crucible for 10 days. 10 pounds of Manacite ore will result in 1 pound of refined manacite.
These crucible range in size from 3’ around and designed to be on a workbench to an entire cavern 200’ across and enchanted to smelt manacite. The only known cavern sized smelters are currently located within the various dwarven mountains across the planet.
Powering a manacite crucible varies based on the size of the crucible and the age of the manacite ore. A typical workbench sized crucible can process 100 pounds of ore at once and has 5 cube slots, using one charge from each cube per day as it runs.
At the end of the process, the molten manacite ore seems to suddenly change consistency. The refined manacite falls to the bottom of the crucible passes through it and into a reservoir underneath where it solidifies.
The dross remaining in the crucible is mostly a high quality sand and is often used for glass making. Any other trace metals that were in the raw ore will solidify in clumps as it cools. These metals are predisposed to being enchanted and are highly sought after. From a 100 pound smelting of ore, you would be lucky to have an ounce of any other metal.
Only rules posted in this category are official.
Items in Rules Discussion are applicable on a case by case basis.
All casting classes use spell points. The specifics of the system are located here. I have run the Daerma campaigns with a spell point system since its inception in 1999. I have played under this system for years prior to that.
Powermasters do not exist here, aside from a single NPC. If you know what they are, no you cannot play one. If you do not know what they are, I will eventually have history posted.
The Manathereal Plane: More details on this will be explained in the Transference of V`Ral history beginning with Part IV.
Generate Ability Scores however you want, but I can assure you now that your character won’t live long if you try to play a character with all 18′s.
All Races are allowed. Monster races are open for discussion with the DM.
Alignment can be any Non-Evil.
All Classes are allowed if I have the book. Pretty much anything 3e to 3.5e is going to be allowed.
All creatures native to this new campaign multiverse, automatically have access to a single cantrip that they can cast once a day. For player characters, it is chosen at character creation and can never be changed.
Stoneskin – Dwarf
Priest Spell Compendium Volume 3 page 605
Sphere: Elemental Earth
Components: V, S, M
Casting Time: 1
Area of Effect: 1 creature
Saving Throw: None
When this spell is cast, 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. However, magical attacks from such spells as fireball, magic missile, lightning bolt, and so forth have their normal effects. The spell’s effects are not cumulative with multiple castings.
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.
The material components of the spell are granite and diamond dust sprinkled on the recipient’s skin.
Notes: Very rare spell granted by some dwarven deities, identical to the 4th-level wizard spell of the same name.
hmm… looks like they shitcanned the 3.0 Ambidexterity fcheat in 3.5… rolling it into the Two-weapon fighting feat - just FYI (PH 3.0 page 125, table 8-2 vs PH 3.5 page 160, table 8-10)
you can tell i rarely play melee, huh ?
Level: Sor/Wiz 9
Components: V,S,M or F (see text)
Casting Time: 1 full round
Range: 100 yards + 10 yards/caster level
Effect: 5’ radius sphere + 1’ / caster level
Duration: Permanent or 1 round (see text)
Saving Throw: None
Spell Resistance: See Text
Depending on the version of the spell you wish to cast, Magic Zone has three effects. When cast in any version, Magic Zone creates a sphere of magical energy. The Dead Zone and Wild Zone effects do extend under ground if the target area would include it. The Spellfire Sphere does not penetrate solid objects, but if cast in air or water it is a full sphere.
Dead Zone: To use this version of the spell, the caster must know the exact location of an existing Dead Magic Zone (DMZ). When cast, this version of the spell basically moves a section of the known DMZ to the target area of the spell. Dead Zone cannot be targeted on a person or object. This version of the spell is permanent. A Limited Wish will dismiss it back to its original location or a Wish will destroy it. The material component for this spell is piece of a magical staff that was drained of its power.
Wild Zone: This version of the spell is creates a sphere of magical influence just like Dead Zone, except the area is a wild magic area. To cast this version of the spell, the caster must know the location of a Wild Magic Zone, or have a Rod of Wonder. Wild Zone cannot be targeted on a person or object. This version of the spell is permanent. A Limited Wish will dismiss it back to its original location or a Wish will destroy it. The focus for this version is a pendant with the symbol of chaos etched on it and made from fools gold. If the Rod of Wonder is used in lieu of a known Wild Magic Zone, it is consumed in the casting.
Spellfire Sphere: Casting the Spellfire Sphere version of Magic Zone creates a ball of spellfire in the area of effect. It last for an entire round and causes 7d10 damage to any creature caught inside of it, no save. The Spellfire Sphere has a 10% chance of draining the most powerful magic item caught in the area of effect and using that power to sustain itself for another round. If it does drain an item and continue for another round, it again has a 10% chance of draining the next most powerful item in the area of effect and continuing for a third round. In theory a Spellfire Sphere could burn as long as there are magic items in its area of effect to power it. Artifacts are immune to this effect and intelligent items get a saving throw equivalent to its owner’s save. If the Sphere fails to drain an item because it is an artifact or intelligent item that saved, it burns out after that round. This version of the spell can be resisted but the nature of the raw energy makes it harder to resist, causing a -5 penalty to anyone trying to resist.