A flask of thick green glass, a thought bottle can be used to store thoughts, memories, experience, or spells. A single bottle can hold five thoughts or memories at a time, or a single creature’s current experience, or a single spellcaster’s collection of prepared spells. Any individual that touches the bottle and speaks the command word instantly gains a general knowledge of the bottle’s contents, but doesn’t actually access the thoughts, memories, or spells within until she consciously decides to do so. Storing or retrieving anything from a thought bottle requires a full-round action that provokes attacks of opportunity.
Thoughts: The bottle can store specific ideas, communications, or conclusions. Once a memory is stored, it disappears from the user’s mind, but she remembers the general nature of the stored thought. For example, if the user stored the name of a murderer, that name would disappear from her memory and be unrecoverable from her own mind by any means, though she would know that the thought bottle now contains the murderer’s name. Similarly, secret messages and intelligence can be hidden in a thought bottle to pass them to someone else.
Memories: The user’s recollection of a single day’s events can be stored in the bottle. Once stored, the user remembers the general nature of the memory (“the day we performed the Ritual of Binding”) but loses all details of the event itself.
Experience: A thought bottle can be used to offset level loss as a restoration spell can, but is effective against level loss that even restoration can’t undo (including levels lost due to death, but not the negative levels bestowed by magic items such as a holy weapon). When a user’s experience has been stored within the bottle, he can subsequently access the bottle to restore his XP total to exactly what it was when it was last stored, negating any levels lost in the interim. Storing experience in the bottle is difficult, and the user must pay 500 XP (deducted before storing) to do so. Only the creature that stored experience can retrieve it, but if the bottle is destroyed or lost, the user suffers no ill effects.
Spells: An owner who prepares spells can store some or all of her memorized spells in a thought bottle. Any spell she puts into the thought bottle is expended as if she had cast it, but the spells in the bottle can then be retrieved at any later date to be prepared as normal. Wizards often use this function of the bottle to create a kind of backup spellbook, concealing thought bottles in well-hidden bolt-holes against the eventuality of their grimoires being stolen or destroyed. Only the character who stored the spells can retrieve them, and if the bottle is destroyed, the stored spells are lost with no effect.
Level: Sorcerer 4, Wizard 4,
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: 1 round
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
You utter a phrase, and magical power begins to swell within you.
The subject of mystic surge is able to channel a greater amount of magical energy into the next spell it casts before this spell’s duration expires.
That spell’s save DC increases by 2, and its effective caster level increases by 1.
Benefits: You may activate a staff in place of an attack instead of as a standard action. As a full-round action, you could thus make as many staff activations as you could normally make ranged attacks. For instance, if your base attack bonus is +11, you could activate a staff three times as a full-round action. If you also had the Rapid Shot feat, you could activate the staff four times as a full-round action.
Each activation after the first costs one additional charge from the staff, cumulative. Thus, the second activation in a round costs 2 extra charges, the third activation 3 extra charges, and so forth.
Armor: reduces weight and ASF, grants a bonus to bluff checks.
Weapon: reduces weight and size category.
Armor: bonus to saves vs. fire and heat effects.
Weapon: deals bonus damage to creatures with the cold subtype.
Armor: reduces ASF, grants a bonus to concentration checks.
Weapon: deals bonus damage to psionic creatures.
Armor: bonus to AC when charging.
Weapon: bonus to damage when charging.
Armor: increases ACP and ASF, reduces MDB, grants bonus AC while adjacent to an ally.
Weapon: deals bonus damage to targets that are flanked.
Armor: deals damage to melee attackers.
Weapon: bonus to confirm crits.
Armor: bonus to resist bullrushes or trip attempts.
Weapon: bonus damage against a charging foe.
All templates are published in Dungeon Master’s Guide II (DMG II), except:
Dwarvencraft: increases an items hp, hardness, and break DC (this modifies a material, similar to a template). RoS
Templates from Dragon Magazine #358
Acid Washed: bonus against acid, rust or distintegration
Basket Hilt: bonus against disarm attempts
Caster Armor: reduces ASF
Enhanced Bracing: Bonus to damage when set against a charge
Enviromentally Designed: Bonus to saving throws against harsh enviromental conditions(hot or cold)
Folded Metal: Bonus to hardness
Lightweight: makes armor lighter
Long-Range: increases range increment of bows and crossbows
Ornate: bonus to diplomancy or intimidate
Perfect Balance: bonus to AC when taking the total defense action, melee weapon only
Razor Sharp: extra damage on a bladed slashing weapon
Reinforced: increased armor bonus and weight
Resilient: extra hit points to the item
Segmented: increases MDB
Serrated: extra damage on a successful critical hit
Vital Coverage: bonus to AC when opponent is confirming a critical
Dragon Magazine Annual 5
“Breakaway” weapons: reduces carrying size; threat on natural 20 only
Quicksilver/iron-filled: +2 damage maces, morningstars, hammers +2 damage, +1 damage for most other types
yeah - i think in NWN they built 'em into neverending charged rods… so my caster wound up blasting EVERYTHING with his ray of frost ;p took farking FOREVER to crack open a chest or kill any monster over level 2… but giving our Wand of Arcane Mark with unlimited charges to someone like Dregs would wind up with him autographing every block, building and paving stone in Vral with sigils - just to annoy Sorvani…
one of these days V really needs to get the city a 2nd powerviner for dregs to play with… ;p
Shit, this happened the same day I was there, I had no idea.
Mobile Suit Gundam: The Witch From Mercury Prologue debuted in Japan on July 14 at the Gundam Factory Yokohama (the site of the life-size moving Gundam statue), the life-size Gundam Unicorn statue in Tokyo’s Odaiba
@halfgiant Barb at Hot Yoga is a SAINT !! she has really helped my find my center and core strength , Plus she has hired me to help with vision quest, I mean its a little weird that Hippies lick me then go sit naked in the woods, but hey who am I to judge.
So that is where you got the money for the Angel bombs.