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Brianna - Stats

Copyright © 2003 by Eden Celeste
All rights reserved.
Female Tiefling Rogue 2/Swashbuckler 3/Bard 3/Druid 5/Fochlucan Lyrist 10/Plane Dancer 10/Master of Many Forms 1, age 32

Brianna is a stunningly beautiful woman, but is exotic in ways that many find disturbing. She clearly has a demon somewhere in her ancestry; in fact, her great-something grandmother is a succubus. This reveals itself not only in various physical traits, but also in her personality: her emotions are never far beneath the surface and she smolders with passion. She can control this masterfully, when she chooses, and exudes self-confidence and charm. Her voice is so melodious that the listener quickly gets over the shock of her physical quirks and almost always finds her irresistible.

She is of normal build, but shapely, with a long face, deep purple eyes, and long curly black hair extending down her back. Her fingers are unusually long and dextrous, almost talon-like, but without claws. Her canine teeth are long and sharp - small fangs, essentially. One does not immediately notice this, as she's learned to conceal this when she talks and smiles, but an observant person will catch a glimpse when she sings or laughs. However, the feature which most noticeably reveals her demonic ancestry is her long prehensile tail, a recent development, acquired when the chaos storm on the plane of Serabbanin drew out this manifestation of her heritage.

"She has a strong will but a weak won't."

"If you can't be with the one you love, love the one you're with."

Veracity, upon Brianna's return from the Necropolis: "You've been good, right? Or, if not good, you've been careful, at least?"

Brianna CR 34
Female Tiefling Rogue 2/Swashbuckler 3/Bard 3/Druid 5/Fochlucan Lyrist 10/Plane Dancer 10/Master of Many Forms 1
N Medium outsider (native)
Divine Rank 0
Init +22; Senses darkvision 120', low-light vision, true seeing 120' (from ring); Perception +61
Languages Common, Mulhorandi, Ancient Khemitian, Undercommon, Abyssal, Celestial, Infernal, Draconic, Druidic, Sylvan, Aklo, Elvish, Drow, Dwarven, Halfling, Gnome, Auran, Ignan, Aquan, Terran, Giant, Sphinx, Yuan-Ti, tongues (bard spell), comprehend languages (Brianna's circlet of insight), speak with animals (Brianna's circlet of insight), telepathy (Brianna's circlet of insight)
Height 5 ft. 7 in., weight 135 lb., age 32.
XP: (ECL 35) 595,000 + 4,322 = 599,322 + 30,678 = 630,000 (ECL 36)


AC 61 (+66 vs. ranged attacks), touch 46, flat-footed 54 (+59 vs. ranged attacks)
hp 466 (34 HD); DR 10/epic
Immune critical hits and sneak attacks (from armor);
hold, paralysis, slow (from freedom of movement);
debilitating effects of pain (from Rhapsody of Pain);
transmutation (polymorph, petrification, any attack which alters form), energy drain, ability drain, ability damage, mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects) (from divine rank 0 and do not apply to effects from beings of divine rank 0 or higher);
Resist SR 40 (32); evasion, improved evasion, acid 30 (0), cold 30 (5), electricity 30 (5), fire 30 (5), sonic 30 (0)
Fort +34, Ref +43, Will +37
Speed land 120 ft. (12 squares), fly 120 ft. (perfect), burrow, swim 60 ft. (12 squares), climb 30 ft. (6 squares); woodland stride, freedom of movement
Melee +10 wounding vampiric dagger +48/+48/+43/+38/+33 (1d4+14+9+1d6 fire +1 Con/19-20) or
+3 collision wounding adamantine scourge +33/+33/+28/+23/+18 (1d8+12 + 1 Con/19-20) or
whip of red shadows +42/+42/+37/+32/+27 (1d3+8 nonlethal + 1d10 electrical/20x2 & tear away shadow) or
Ranged +15 force collision composite shortbow (+4 strength bonus) (70 ft.) +55/+55/+50/+45/+40 (1d6+25/x3) or
+3 ricocheting collision wounding adamantine chakram (30 ft.) +41/+41/+36/+31/+26 (1d8+12 +1 Con/20x3) or
masterwork sling +39 (50 ft.) (1d6+4/20)
Base Atk +25 (BAB +18); Grp +28
Attack Options sneak attack +2d6, spells
Special Actions bardic music 23/day (countersong, fascinate 8 creatures (DC of Perform check), suggestion (DC 38, DC 40 vs. females), inspire courage +4, inspire competence, inspire greatness in 5 allies, song of freedom, inspire heroics in 3 allies, mass suggestion (DC 38, DC 40 vs. females)), distracting appearance 2/day (DC 37 Will) (from Otherworldly Countenance), haste (continuously active from Brianna's tread), translocation at will (swift action from Brianna's tread), greater teleport at will (upon command from Brianna's tread), invisibility at will (upon command from ring of security), 3/day extra actions from Brianna's cincture, detect thoughts at will (DC 13) from Brianna's circlet of insight
Combat Gear Sword of Lamnion +28 (4d6+3/19-20) (sword of force 80 ft. range for 22 rounds)
Magic Rating 33
Bard Spells Known (CL 33 penetration @ CL 35):
6th (6/day)— analyze dweomer, greater scrying (DC 28), hindsight, mass charm monster (DC 33)
5th (6/day)— greater dispel magic, kiss of life, Leomund's hidden lodge (SC 113), mass suggestion (DC 32, DC 34 vs. females), shadow walk
4th (7/day)— dimension door, dominate person (DC 31), inner beauty (FCI 92), legend lore, modify memory (DC 28)
3rd (7/day)— charm monster (DC 30), claivoyance/clairaudience, cure serious wounds, lesser geas (DC 30), phantom steed
2nd (7/day)— cure moderate wounds, enthrall (DC 29), suggestion (DC 29, DC 31 vs. females), tongues, whirling blade (SC 238)
1st (7/day)— charm person (DC 28), cure light wounds, improvisation (SC 121), inspirational boost (SC 124), unseen servant
0 (4/day)— detect magic, hygiene, mage hand, mending, message, prestidigitation
Druid Spells Prepared (CL 31 penetration @ CL 33):
9th— cast in stone (SC 43) (DC 28), foresight, phantom bear (SC 155), shapechange, summon elemental monolith (SC 214)
8th— bombardment (SC 37) (DC 27), finger of death (DC 27), phantom wolf (SC 157), red tide (SC 170) (DC 27), word of recall
7th— heal, sunbeam (DC 26), true seeing, wind walk, word of balance (SC 242)
6th— antilife shell, drown (SC 74) (DC 25), energy immunity (SC 80), enveloping cocoon (SC 83) (DC 25), find the path
5th— baleful polymorph (DC 24) (2), death ward, freeze (SC 99), owl's insight (SC 152), panacea (SC 152), quill blast (SC 164) (DC 24)
4th— chain of eyes (SC 45), dispel magic (2), flame strike (DC 23), ice storm (DC 23), lay of the land (SC 131), scrying
3rd— blindsight (SC 32), daylight, infestation of maggots (SC 123) (DC 22), neutralize poison, remove disease, stone shape, vigor (SC 229)
2nd— delay poison, earthbind (DC 21) (SC 76), gust of wind, lesser restoration, master air (SC 139), splinterbolt (SC 203) (2)
1st— climb walls, entangle, faerie fire, hawkeye (SC 110), obscuring mist, pass without trace, produce flame, remove scent (SC 173)
0— create water, dawn (SC 59), detect poison, know direction, light, purify food and drink
Spell-Like Abilities:
at will plane shift (CL 31)
10/day analyze portal (CL 31)
1/day darkness (CL 31), gate (CL 31)
Abilities Str 13 (19), Dex 22 (34), Con 17 (23), Int 22 (28), Wis 22 (28), Cha 22 (34)
Inherent Bonuses Strength +5, Dexterity +5, Constitution +5, Charisma +5, Intelligence +5, Wisdom +5
SQ bardic knowledge +34, grace, improved wild shape, insightful strike, morphic stability, nature sense, planar sanctum, planar survival, quasi-deity powers, resist nature's lure, shifter's speech, tiefling traits, trackless step, trapfinding, unbound, wild empathy +22, wild shape (Small, Medium) (animal, humanoid) 2/day for 5 hours, woodland stride
Feats Alertness (+2 Perception & Sense Motive), Armor Proficiency (Light, Medium), Combat Reflexes, Endurance, Eschew Materials, Fiend Sight, Greater Spell Focus (Enchantment), Improved Initiative, Improved Precise Shot, Keeper of Forbidden Lore, Ordered Chaos, Otherworldly Countenance (Unearthly Beauty), Point Blank Shot, Practiced Spellcaster, Precise Shot, Quick Draw, Seductive (Female), Sexual Training, Shield Proficiency, Spell Focus (Enchantment), Track, Weapon Finesse, Weapon Group (Basic, Bows, Druid, Exotic, Flails and Chains, Light Blades, Slings & Thrown Weapons). 2/3 General Feat Points available.
Epic Feats Epic Spell Focus (Enchantment), Ignore Material Components, Lasting Inspiration, Spellcasting Harrier, Superior Initiative
Skills Acrobatics (Balance, Jump, Tumble) +39, Appraise +10, Bluff +30 (+32 vs. females), Climb +5, Concentration +28, Craft (Composition) +20, Craft (Jewelrymaking) +20, Diplomacy (Diplomacy, Gather Information) +54 (+56 vs. females), Disable Device (Disable Device, Open Locks) +58, Disguise +21 (+23 to act in character), Escape Artist +13, Fly +17, Heal +15, Intimidate +23 (+25 vs. females), Knowledge (Arcana) +23, Knowledge (Architecture & Engineering) +16, Knowledge (Dungeoneering) +16, Knowledge (Geography) +16, Knowledge (History) +16, Knowledge (Local) +16, Knowledge (Nature) +37, Knowledge (Nobility) +16, Knowledge (Religion) +20, Knowledge (The Planes) +35, Linguistics (Decipher Script, Forgery, Speak Language) +49, Perception (Listen, Search, Spot) +61, Perform (Dance, Oratory, Sing, Strings) +62 (+64 for females), Perform (Sexual Techniques) +62 (+64 for females), Perform (Sexual Techniques) (take 10 naked w/female) 57, Ride +13, Sense Motive +50, Sleight of Hand +20, Spellcraft +49, Stealth (Hide, Move Silently) +60, Survival +30, Swim +5, Use Magic Device +38, Use Rope +13
Possessions Brianna's shell (Lord Charox) (3,379,000) equipped with greater crystal of adaptation (3,000), Brianna's guard (37,165) equipped with greater crystal of arrow deflection (5,000), Brianna's fang (Lady Zaura) (3,920,000) equipped with greater crystal of fire assault (6,000), scabbard of keen edges (16,000), Brianna's sting (Lady Zaura) (7,220,000) equipped with greater fiendslayer crystal (5,000), Brianna's fury (143,001), Brianna's lash (101,020), quiver of Ehlonna (1,800) (contains 60 normal arrows), greater elemental slaying arrows (8) (32,456), whip of red shadows (200,000), masterwork sling (301), Brianna's bustier (1,026,800), Brianna's cincture (84,000), Brianna's circlet of insight (2,122,650), Brianna's ring of security (284,050), Brianna's ring of true seeing (180,000), Brianna's tread (400,000), amulet of epic natural armor +10 (Lady Vel'zrit) (2,000,000), gloves of epic dexterity +12 (Lady Vel'Azrit) (1,440,000), greater bracers of archery (25,000), mantle of epic spell resistance (Vandis) (290,000), Rhapsody of Pain (Veracity) (200,000), luckstone (20,000), Brianna's tools (90,000), Sword of Lamnion (Tebryn) (55,690), gate key (378,000), rod of the path (306,870), Heward's handy haversack (2,000), horn of plenty (Vandis) (12,000), artificer's monocle (1,500), portable hole (20,000), scrying shard (1,350), talisman of the disk (500), tome of worldly memory +10 (6,000), wand of assay spell resistance (50 charges) (21,000), wand of dimensional anchor @ CL 20 (50 charges) (60,000), silver holy symbol of Isis (25), silver unholy symbol of Malcanthet (25), silver holy symbol of Sif (25), masterwork lute of zalantar wood with mithril frets (4,400), tiny lens of ruby set in a golden loop (worth 1,500) (arcane focus for analyze dweomer), jade circlet (worth 1,500) (arcane focus for shapechange), 4 strips of ivory (worth 50 each) (arcane focus for legend lore), 105,548 gp.
Equippable Possessions greater demolition crystal (6,000), greater truedeath crystal (10,000)
Sellable Possessions none
Possessions in handy haversack 240 regular arrows
Treasures & Trophies City of the Spider Queen: Szith Morcane officer's letter, Dorina's letter, Dorina's map, large masterwork weirwood lyre inlaid with mithril (Dorina) (1,400),
Necropolis: 3" figurine of Hathor from Atmu-thoth-rahat's "The House of All Neteru" in Artuat in Khemit (120),
Maure Castle: The Greater Halls: a piece of parchment, a tattered journal, a tattered piece of parchment, a small key, scroll of Heward's upliftment @ CL 20 (4,500), Elluvia's cameo (2,300),
The Sundered Tower of Moil: complete set of keys to Sundered Tower of Moil (location of Acererak's soul machine & soul crown), silver unholy symbol of Acererak (25),
The Heart of Hellfire Mountain: Book of Brimstone (Lady Midori),
Shothragot, the Herald of Tharizdun: cold iron unholy symbol of Tharizdun (25), magical items for temples of Tharizdun: 4 purple robes of Tharizdun, torch of revealing, 3 lumps of incense of dreaming,
Maure Castle: The Chambers of Antiquities: two letters, a small ledger, a leather-bound book, tapestry of eight-pointed star (5,000), tapestry of "The land that Zomph made" (5,000), tapestry of three balors (from Elluvia) (1,500), tapestry of three burning towers (from Elluvia) (1,500), Elluvia's shrine to Malcanthet (tapestry (1,000), idol (250), ritual objects), lock of Elluvia's hair, rod of seven metals (1,000), shadowy tapestry in leather bag (800), golden cuirass (1,000), Codex of Dead Names,
The Darkest Hour: Muzziomone: Flask of Zepeth, The Scroll of Akarioso
The Darkest Hour: The Baneliness: amulet of the dollmaker, tapestry of The Baneliness, a page from one of The Baneliness's journals, 3 rings with faceted yellow gems,
The Darkest Hour: The Apotheosis of Vandis: silver holy symbol of Shina-Tsu-Hiko, marked with verses of anathema (500), 3" figurine of Sekhmet from Atmu-thoth-rahat's "The House of All Neteru" in Artuat in Khemit (120)
Real Estate Townhouse in the Lady's Ward of Sigil (500,000)
Household Furnishings (Sigil) cabinet of feasting (288,000), disturbing erotic statue (Elluvia) (0)
Research Library (Sigil) Mozul's library (20,000), Elluvia's library, Thren's library, collection of large books on elementals (1,200), collection of books on the arcana of shadows (2,000), The Eschatonic Scripts (90)
Retainers (Sigil) Hobyah, the Porcelain Dandy
Assets manual of bodily health +5 (used), manual of gainful exercise +5 (used), manual of quickness of action +5 (used), tome of clear thought +5 (used), tome of leadership and influence +5 (used), tome of understanding +5 (used).
IOUs none
Debts none

Bardic Knowledge: Brianna may make a bardic knowledge check with a bonus of +34 to see whether she knows some relevant information about local notable people, legendary items, or noteworthy places.

Bardic Music: Brianna can use her song or poetics to produce magical effects on those around her. She can use any combination of the following effects, 23 times per day.

Countersong (Su): Brianna can counter magical effects that depend on sound by making a Perform check at +54 for each round of countersong. Any creature within 30 feet of her who is affected by a sonic or language-dependent magical attack may use her Perform check result in place of his or her saving throw if desired. Countersong lasts for 10 rounds.

Fascinate (Sp): Brianna can cause up to eight creatures within 90 feet that can see and hear her to become fascinated with her. Brianna's Perform check result at +54 is the DC for the opponent's Will save. Any obvious threat breaks the effect. Fascination lasts for as long as Brianna continues to play and concentrate, up to 22 rounds. This is an enchantment (compulsion), mind-affecting ability.

Inspire Courage (Su): Allies who can hear Brianna receive a +4 morale bonus to saves against charm and fear effects and a +4 morale bonus on attack and weapon damage rolls. The effect lasts for as long as the ally hears the song and for 50 rounds (from Lasting Inspiration feat) thereafter. This is a mind-affecting ability

Inspire Competence (Su): An ally within 30 feet who can see and hear Brianna gets a +2 competence bonus on skill checks with a particular skill for as long as he or she can hear the music, to a maximum of 2 minutes. This is a mind-affecting ability.

Suggestion (Sp): Brianna can make a suggestion (as the spell) to a creature she has already fascinated. A Will save with a DC of 38 (40 vs. females) negates the effect. Using suggestion on a fascinated creature does not count as against Brianna's daily usage of Bardic Music effects. This is an enchantment (compulsion), mind-affecting, language-dependent ability.

Inspire Greatness (Su): Up to four allies within 30 feet (including herself) who can hear Brianna sing receive 2 bonus Hit Dice (d10s), the commensurate number of temporary hit points (apply Constitution modifier, if any to these bonus Hit Dice), a +2 competence bonus on attack rolls, and a +1 competence bonus on Fortitude saves. The effect lasts for as long as the ally hears the song and for 50 rounds (from Lasting Inspiration feat) thereafter. Inspire Greatness is a mind-affecting ability.

Song of Freedom (Sp): Brianna can use music or poetics to create an effect equivalent to the break enchantment spell (caster level equals her bard level). Using this ability requires 1 minute of uninterrupted concentration and music, and it functions on a single target within 30 feet. Brianna can't use song of freedom on herself.

Inspire Heroics (Su): Brianna can use music or poetics to inspire tremendous heroism in herself or up to two willing allies within 30 feet. A creature so inspired gains a +4 morale bonus on saving throws and a +4 dodge bonus to AC. The effect lasts for as long as the ally hears the song and for up to 50 rounds (from Lasting Inspiration feat) thereafter. Inspire heroics is a mind-affecting ability.

Mass Suggestion (Sp): This ability functions like suggestion, above, except that a bard of 18th level or higher with 21 or more ranks in a Perform skill can make the suggestion simultaneously to any number of creatures that he has already fascinated (see above). Mass suggestion is an enchantment (compulsion), mind-affecting, language-dependent ability.

Distracting Appearance (Ex): Brianna has Unearthly Beauty from the Otherworldly Countenance feat. As a full-round action, she can attempt to distract a target within 30 feet by focusing her attention upon it. The target must be able to see her and can resist her distracting appearance by making a Will save vs. DC 37 (DC 10 + 15 (CL/2) + 12 (Cha modifier)). Failure indicates that the target is fascinated for as long as she remains in its line of sight. This ability is usable 2/day.

Evasion (Ex): If Brianna makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. This ability does not work when Brianna is helpless.

Grace (Ex): Brianna gains a +1 competence bonus on Reflex saves.

Improved Evasion (Ex) (From Brianna's tread): If exposed to any effect that normally allows a character to attempt a Reflex saving throw for half damage, Brianna takes no damage with a successful saving throw and only half damage on a failed save. This ability does not work when Brianna is helpless.

Improved Wild Shape (Su): Brianna can assume humanoid forms when she uses wild shape.

A master of many forms knows how to use her wild shape ability to assume a wider range of forms and sizes as defined in the following table
A master of many forms also gains one additional daily use of her wild shape ability per class level gained.

Level Type Size
1st humanoid -
2nd giant Large
3rd monstrous humanoid -
4th fey Tiny
5th vermin -
6th aberration Huge
7th plant -
8th ooze Diminutive
9th elemental -
10th dragon Gargantuan

Insightful Strike (Ex): Brianna can add her Intelligence bonus (+9; already included above) to damage done with any weapon she can use Weapon Finesse with, in addition to her Strength bonus. Targets immune to critical hits or sneak attack are immune to insightful strike.

Morphic Stability (Ex): Brianna has the ability to impose her will on her surroundings to a limited extent. On planes with the highly morphic trait (such as Limbo in the D&D cosmology) or the magically morphic trait (such as the Plane of Shadow), the terrain stabilizes around her. She automatically calms the terrain within a radius of 180 feet (30 feet per plane dancer level). This area moves with her and is centered on her. Permanent structures within the plane are unaffected, and the terrain can still be changed through normal activity.

Nature Sense (Ex): Brianna gains a +2 bonus on Knowledge (nature) and Survival checks.

Planar Sanctum (Su): At 10th level, a Plane Dancer achieves full mastery of the planes and gains her final power: the ability to create and manage her own demiplane. Mages, clerics, and psionicists have 9-level powers to perform a similar feat, but, as an epic character of at least Character Level 30, the Plane Dancer's power is much more versatile.

The Planar Sanctum can be formed off either the Astral or the Ethereal plane. The Plane Dancer must spend at least three months of planning, carefully specifying all the details of the plane she will create. Having done so, she must travel to the Astral or Ethereal Plane or to a plane that has access to one of those planes (such as the Material Plane) and spend 8 hours concentrating. At the end of this time the plane springs into existence from a point and instantly expands to a radius of 10 x (Caster Level) feet. The plane will continue to expand forevermore at a rate of 1 ft. radius per day. The new demiplane will initially have a single portal to the location at which it was formed, although other portals can be added later, using the usual methods.

The new plane will be filled with air or water (decided by its creator). The terrain can be a flat featureless plain, rolling hills, craggy and foreboding mountains, an ocean dotted with islands, or anything that the Plane Dancer can imagine. Obviously, there will not be room for large natural features in a 300 ft. radius sphere, but as the plane expands, the terrain expands to fill it, as specified, and large features will develop over the years.

The Plane Dancer specifies the environmental conditions of the plane (usually those of a temperate spring day on the Material Plane) and the plane's light level (bright, normal, dim, or darkness), which can differ for the two sides of a "flat" plane.

Unless the plane has the Bountiful attribute, there are no native creatures or plants on this plane, though the Plane Dancer may bring some there (if the plane's light is bright or normal, it counts as sunlight for growing plants). The environment of the plane counts as normal terrain for the purpose of effects that target earth, stone, wood, and so on. For example, one could use move earth to create a hill or wall of stone to create a barricade. If the Plane Dancer gave the Morphic trait to her demiplane, she can do this at will (at a reduced casting time) without needing to use spells.

As a standard action, the Plane Dancer may eject a creature from her Planar Sanctum. The creature may resist with a Will saving throw vs DC (Caster Level + Charisma bonus). An ejected creature goes to the closest plane to the demiplane (usually the Astral Plane or the Ethereal Plane, but if the Planar Sanctum was created from the Material Plane, the creature is sent to the Material Plane).

The Plane Dancer may specify optional attributes of the plane at the time of creation. After creation, while within her Planar Sanctum, the Plane Dancer can tweak the parameters as desired, although she must spend at least a week carefully planning the change.

The Plane Dancer can own and manage exactly one Planar Sanctum at a time unless all portals to an existing one are destroyed.

The optional planar traits that a Plane Dancer can apply to her Planar Sanctum include the following:

Alignment: The plane gains the (mildly) chaos-, good-, evil-, law-, or neutral-aligned alignment trait (see Alignment Traits). The Plane Dancer cannot give her Planar Sanctum an alignment trait for an alignment she does not have.

Bountiful: The plane gains a thriving natural ecology, with streams, ponds, waterfalls, and plants. This provides enough plant-based food (nuts, grains, fruit, fungi, and so on) to support one Medium creature for every 10-foot square of surface area. The demiplane does not have any animals unless they are imported, but the ecology can sustain itself for as long as the demiplane exists without requiring watering, gardening, pollination, and so on, and dead organic material decays and returns to the soil in the normal manner. If the demiplane has ambient light, these plants are normal, familiar surface plants; if it is a realm of twilight or darkness, these plants are fungi and other plants adapted to near-darkness or underground locations.

Elemental: The plane gains the air-, earth-, fire-, or water-elemental dominant trait (see Elemental and Energy Traits).

Gravity: By default a demiplane's gravity is normal and oriented in one direction, like what most creatures are used to on the Material Plane. By selecting this feature, the plane's gravity is heavy, light, none, objectively directional, or subjectively directional (see Gravity).

Seasonal: The demiplane has a seasonal cycle and a light cycle, usually similar to those of a land on the Material Plane, but customizable as the Plane Dancer sees fit (for example, the demiplane could always be winter, day and night could alternate every 4 hours, and so on).

Shape: By default, the demiplane has a fixed shape and borders. The plane may be self-contained so it loops upon itself when a creature reaches one edge (see Shape and Size). The Plane Dancer may designate areas or locations on the edges of her plane where this occurs (such as a pair of secret doors or a path in the woods) or apply it to the entire plane. If it applies to the entire plane, a creature on this plane is effectively on the surface of a sphere, except that the "horizon" does not curve.

If the plane does not loop, the Plane Dancer decides how the "edges" operate. The "surface" of the plane may be spherical, in which case the plane is effectively a planetoid with a surface area equal to a disk of the current "radius" of the plane. Otherwise, the plane will be flat, and the edges may end in mist, a featureless void, a wall, or a similar unreal-looking barrier. Such a plane can have two surfaces: one facing "up", and the other "down", with gravity (if the plane has any), directed to the "floor" of both faces. If the edges of such a plane wrap, the only access between the two sides is through a hole or cavern between them. Otherwise, it may be possible to pass from one side to the other at "the edge of the world".

Structure: The demiplane has a specific, linked physical structure, such as a giant tree, floating castle, labyrinth, mountain, and so on. (This option exists to allow a theme for the plane without having to worry about the small details of determining what spells are needed for every hill, hole, wall, floor, and corner).

Energy: The plane gains the (minor) negative- or positive-dominant energy trait (see Elemental and Energy Traits). A plane cannot have both the negative-dominant and positive-dominant energy traits.

Magic: The plane gains the dead magic, enhanced magic, impeded magic, or wild magic planar trait (see Magic Traits). A plane with dead magic permits entry/exit only through a permanent planar portal. A plane with enhanced or impeded magic applies it to one type of magic, such as "effects with the fire descriptor or that manipulate fire" or "death spells and spells from the Death or Repose domains." A plane cannot be enhanced and impeded for the same kinds of spells.

Morphic: The Plane Dancer may use move earth at will in the demiplane at one-tenth of the spell's normal casting time, and can reshape normal plants in the same manner (such as by twisting trees into a fence or humanlike shapes). She is even able to affect rock formations with this ability, though the casting time for this is only half normal.

Portal: Your demiplane gains a permanent gate to one location on another plane, which can only be used for planar travel. This location must be very familiar to you. This gate is always open and usable from both sides, but you can secure it using normal means (such as by building a door around it).

Time: By default, time passes at the normal rate in the demiplane, however the plane may have the erratic time, flowing time (half or double normal time), or timeless trait (see Time).

Planar Survival (Ex): Brianna immediately becomes attuned to the nature of the planes she visits and personally immune to their natural planar effects. Any effect that would be negated by the avoid planar effects spell is negated by the planar survival ability as well.

Brianna is immune to the "normal" fires of the Elemental plane of Fire, but fire-based attack forms and unusually fiery areas there still affect her. Because this extraordinary ability is the result of attuning herself to a particular plane, Brianna remains vulnerable to the same sort of damage in other planes where that attack form is not part of the natural order. Fires on other planes, including the Material Plane, affect her normally.

Quasi-deity powers

Creatures of divine rank 0 are sometimes called quasi-deities or hero deities. Creatures that have a mortal and a deity as parents also fall into this category. These entities cannot grant spells, but are immortal and usually have one or more ability scores that are far above the norm for their species. They may have some worshipers. Ordinary mortals do not have a divine rank of 0. They lack a divine rank altogether.

A divine rank of 0 provides the following effects:

  • All deities that are outsiders have all alignment subtypes that correspond with their alignment.
  • Maximum hit points for each Hit Die
  • A much enhanced speed:

    Size Biped
    (two or fewer legs)
    Quadruped
    (three or more legs)
    Fine 20 ft. 60 ft.
    Diminutive 30 ft. 70 ft.
    Tiny 40 ft. 80 ft.
    Small 50 ft. 90 ft.
    Medium 60 ft. 100 ft.
    Large 80 ft. 120 ft.
    Huge 100 ft. 140 ft.
    Gargantuan 120 ft. 160 ft.
    Colossal 140 ft. 180 ft.

    Use the Biped column for burrow and swim speed, regardless of form.
    Use half the value in the Biped column for climb speed.
    Use twice the value of the Quadruped column for fly speeds if capable of flying.

  • A deflection bonus equal to the deity's Charisma bonus, if any.
  • A variety of immunities. Unless otherwise indicated, these immunities do not apply if the attacker is a deity of equal or higher rank.
    • Immune to polymorphing, petrification, or any other attack that alters its form. Any shape-altering powers the deity might have work normally on itself.
    • Not subject to energy drain, ability drain, or ability damage.
    • Immune to mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
  • Fire resistance of 5 + divine rank.
  • Spell resistance of 32 + divine rank.
  • All deities (even those of rank 0) are naturally immortal and cannot die from natural causes. Deities do not age, and they do not need to eat, sleep, or breathe. The only way for a deity to die iso through special circumstances, usually by being slain in magical or physical combat.

Divine rank is a factor in several other effects, but has no visible effect for a quasi-deity:

  • A field of divine energy encompasses the deity's body and provides a divine Armor Class bonus equal to the divine rank.
  • A deity gets its divine rank as a divine bonus on all attack rolls
  • A deity gets its divine rank as a divine bonus on all saving throws.
  • A deity gets its divine rank as a divine bonus on all skill checks, ability checks, caster level checks, and turning checks.

Resist Nature's Lure: Brianna gains a +4 bonus on saving throws against the spell-like abilities of fey.

Shifter's Speech (Ex): Brianna maintains her ability to speak normally (including verbal components of spells) regardless of the form she takes. Furthermore, she can communicate with other creatures of the same kind while in wild shape, as long as such creatures are normally capable of communicating with each other using natural methods.

Sneak Attack: If Brianna's opponent is ever denied his Dexterity bonus to AC, or if Brianna flanks him, she does an extra 2d6 damage on each attack. (+1d6 from Rogue 2, +1d6 from Brianna's bustier).

Tiefling traits: +2 Dexterity, +2 Intelligence, -2 Charisma (included in listed statistics); cold, electricity, and fire resistance 5; spell-like abilities 1/day—darkness as a sorceress of her character level; darkvision up to 60 feet; +2 racial bonus on Bluff and Hide checks (already figured into the statistics given above); Level adjustment +1.

Trackless Step (Ex): Brianna leaves no trail in natural surroundings and cannot be tracked.

Trapfinding: Brianna can use the Search skill to find traps with Search DCs higher than 20, and the Disable Device skill to disarm magical traps.

Unbound: Brianna's Druid oaths have been relaxed, allowing her to wear light metal armor with no loss of spellcasting, supernatural, or spell-like abilities. She also suffers no experience point penalty for multiclassing.

Wild Empathy (Ex): Brianna can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. She rolls 1d20 and adds her druid level and her Charisma modifier to determine the wild empathy check result.
The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
To use wild empathy, Brianna and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time.
Brianna can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a -4 penalty on the check.

Wild Shape (Su): Brianna has the ability to turn herself into any Small or Medium animal or humanoid and back again twice per day. Her options for new forms include all creatures with the animal or humanoid type. This ability functions like the alternate form special ability, except as noted here. The effect lasts for 1 hour per druid level, or until she changes back. Changing form (to animal or back) is a standard action and doesn’t provoke an attack of opportunity. Each time you use wild shape, you regain lost hit points as if you had rested for a night.

Any gear worn or carried by the druid melds into the new form and becomes nonfunctional. When the druid reverts to her true form, any objects previously melded into the new form reappear in the same location on her body that they previously occupied and are once again functional. Any new items worn in the assumed form fall off and land at the druid's feet.

The form chosen must be that of an animal the druid is familiar with.

A druid loses her ability to speak while in animal form because she is limited to the sounds that a normal, untrained animal can make, but she can communicate normally with other animals of the same general grouping as her new form. (The normal sound a wild parrot makes is a squawk, so changing to this form does not permit speech.)

The new form’s Hit Dice can’t exceed the character’s druid level.

Woodland Stride (Ex): Brianna can move through natural thorns, briars, overgrown areas, and similar terrain at her normal speed and without damage or other impairment. However, thorns, briars, and overgrown areas that are magically manipulated to impede motion still affect her.


Brianna's Real Estate

Brianna lives in a large house on Deva Street in the Lady's Ward of Sigil. The house is worth 500,000 gp and is fully paid for; she owns it outright with no mortgage.


Brianna's Library

Brianna is attempting to add a secondary profession to her repertoire: that of Sage, specializing in Nature and The Planes. To this end, she has been collecting a library of books from various sources.

1) Brianna and the all-girl party defeated Mozul, a High Priest of Malcanthet in the Greater Halls of Maure castle. She collected 700 books that cover a wide range of subjects relating to the planes of existence. This collection is worth 20,000 gp.

2) Brianna commissioned Veracity, Yol, and Igor to return to Maure Castle and bring back whatever possessions they can find of Elluvia Maure. That team discovered Elluvia's secret study and delivered all the books it contained to Brianna. There were two distinct collections.

One consists of books on arcana, including a definitive collection on the Enchantment school of magic. There is also a selection of books on Conjuration magic and demonology, in particular, relating to succubi, lilitus, and Malcanthet and her rivals and spawn.

The other is Elluvia's substantial collection of erotica, much of which could be characterized as kinky. As it happens, Elluvia's kinks aligned well with Brianna's, and she is well pleased with this collection.

3) When Brianna and the Starborn explored the interior of the Skull of Paithah, they discovered the lair of Thren, a long-dead epic Necromancer, and recovered his personal library. As might be expected, this is a definitive collection on the Necromancy school of magic. It is also an exceptional resource on epic magic and arcana in general, with a focus on matters of Life and Death. Finally, it is a comprehensive resource on the nature of divine beings and the powers wielded by such.

4) While seeking prophecies that might pertain to the planequakes, Brianna purchased a copy of The Eschatonic Scripts on Ashfar for 90 gp.

5) Brianna purchased several additional collections of arcane books from the Maure Castle party.

A collection of books pertaining to the arcane secrets of shadows - the Plane of Shadow, monsters that dwell there or are otherwise associated with shadows, spells with the [shadow] descriptor, and magic items that manipulate shadows. (2,000 gp)

24 large books of Elementals, worth 50 gp each. One of the books on water elementals has the word "aurijiah" circled on it. In the margin, someone with a shaky hand has written "The founts are curious for their blending abilities. Perhaps new concoctions can be made from these."

When Brianna uses this library as a resource for sagely research, it grants a +6 circumstance bonus to Knowledge (the planes) or Knowledge (nature), a +4 circumstance bonus to Knowledge (arcana) or Knowledge (religion), and a +6 bonus to Spellcraft pertaining to the Enchantment and Necromancy schools of magic.


RETAINERS AND ALLIES

Hobyah, the Porcelain Dandy

Medium Construct
Hit Dice: 45d10+20 (267 hp)
Initiative: +21
Speed: 40 ft. (8 squares)
Armour Class: 47 (+13 Dex, +24 natural), touch 23, flat- footed 34
Base Attack/Grapple: +33/+40
Attack: +10 keen rapier +56 melee (1d6+17/15-20) or +10 keen spiked chain +56 melee (2d4+20/19-20)
Full Attack: +10 keen rapier +56/+51/+46/+41 melee (1d6+17/15-20) or +10 keen spiked chain +56/+51/+46/+41 melee (2d4+20/19-20)
Space/Reach: 5 ft./5 ft. (10 ft. with spiked chain)
Special Attacks: Sneak attack +10d6
Special Qualities: Blindsight 120 ft., construct traits, immunity to acid, intrinsic weaponry, magic immunity, resistant to cold 50 and electrical damage 50, vulnerability to sonic, weaponbreaking
Saves: Fort +15, Ref +28, Will +16
Abilities: Str 24, Dex 36, Con -, Int 18, Wis 13, Cha 28
Skills: Appraise +17, Balance +37, Bluff +33, Diplomacy +33, Hide +37, Knowledge (nobility and royalty) +28, Listen +21, Move Silently +41, Perform (dance) +38, Search +28, Sense Motive +14, Spot +14, Tumble +37, Use Rope +25
Feats: Blinding Speed, Cleave, Combat Expertise, Combat Reflexes, Dodge, Great Cleave, Improved Disarm, Improved Feint, Improved Initiative, Improved Trip, Mobility, Power Attack, Run, Spring Attack, Superior Initiative, Weapon Finesse
Environment: Any urban
Organisation: Solitary
Challenge Rating: 27
Treasure: -
Alignment: Always lawful neutral
Advancement: By character class
Level Adjustment: -

These exotic, graceful, fast-moving constructs are found in the courts of exceptionally powerful kings and emperors. They serve the joint functions of major domo, spy, assassin, manservant or even concubine. As a royal court is often a place of intrigue and rumourmongering, it is useful to have an ally who combines the virtues of utter loyalty and complete discretion.

There are a finite number of these creatures in existence. They were created long ago, to serve an unknown purpose; the secrets of their creation are long lost. Those that have survived have been discovered in old tombs alongside their former masters or buried amid the clutter in ancestral attics.

A porcelain dandy serves one, and only one, master. When that master is killed, the dandy enters the service of the first person to claim it. The dandy instinctively knows whether its master is alive or dead.

A porcelain dandy resembles a human figure made from gleaming white ceramic, with a smooth oval instead of a face (this material resembles porcelain only in its appearance; it is tougher than iron). In keeping with its name, it will often dress in the most flamboyant clothes available. Purple frock coats, broad gold-buckled shoes, high wigs and ebony canes topped with diamonds are favoured. Female dandies exist and are much rarer. These dress in black or scarlet ball gowns with high, stiff necks.

A dandy never speaks aloud. It communicates with mime and exaggerated gestures or, if necessary, with written messages in florid script. It always carries pen, ink and parchment in case this should be necessary.

The creature's favoured class is rogue. Its weapons are treated as epic for the purposes of overcoming damage reduction.

Intrinsic Weaponry (Ex): The porcelain dandy's +10 keen rapier and +10 keen spiked chain are part of its body, though they do not function as natural weapons. The rapier is extruded from the wrist of the right arm, and the spiked chain from the wrist of the left. It can manifest or withdraw these items as a free action, and it gains a +4 bonus against disarm attempts. The weapons do not function if removed from the dandy.

Immunity to Magic (Ex): A porcelain dandy is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against the creature, as noted below:

  • A magical attack that deals sonic damage deals double damage against the dandy, which cannot resist it, though it is allowed a saving throw.
  • A magical attack that deals fire damage heals 1 point of damage for each 3 points of damage the attack would otherwise deal. If the amount of healing would cause the dandy to exceed its full normal hit points, it gains any excess as temporary hit points. For example, a porcelain dandy hit by a fireball gains back 6 hit points if the damage total is 18 points. A porcelain dandy gets no saving throw against fire effects.

Sneak Attack (Ex): This functions like the rogue class ability of the same name.

Weaponbreaking (Ex): The porcelain dandy's body is phenomenally tough and pulses with subtle vibrations. Weapons have a chance to shatter against it. Any weapon that successfully strikes the porcelain dandy must also make a Fortitude saving throw (DC 20) or be shattered into pieces.


amulet of epic natural armor +10 (2,000,000),

This amulet, claimed from Lady Vel'Azrit of the drow Ennead of Ashfar, provides a +10 enhancement bonus to natural armor.

artificer's monocle (MIC 72) (1,500)

This glass lens is rimmed with gold and has a fine gold chain attached to an ear clip

Putting on a monocle is a standard action. While wearing an artificer's monocle, whenever you use your artificer knowledge class feature (ECS 31) to detect an item's magical aura or you cast detect magic and have at least 5 ranks of Knowledge (arcana), you can spend 1 additional minute studying the item. If you do, you can identify the abilities of that item as if you had cast identify upon it.

Brianna's bustier (1,026,800)

This form-fitting lingerie provides the following continuous benefits:
+10 resistance bonus to all saves (1,000,000)
+1d6 damage to sneak attacks (12,800)
+2 save DC for enchantment spells & spell-like abilities and Charisma-based extraordinary or supernatural abilities. (14,000 per veil of allure)

Brianna's cincture (84,000)

This elegant belt is crafted from green leather with mithril tracery that looks like vines. Tiny, leaf-shaped plates of silver branch off the mithril to create a glimmering pattern.

This belt offers the following continuous benefits:
+2 competence bonus on initiative checks
+6 enhancement bonus to Constitution (36,000)
+6 enhancement bonus to Strength (36,000)

This belt provides the powers of a belt of battle (MIC 73). It has three charges, which are renewed each day at dawn. Spending one or more charges via a swift (mental) command grants an extra action, which must be taken immediately (before taking any other action).

1 charge: 1 move action
2 charges: 1 standard action
3 charges: 1 full-round action

Brianna's circlet of insight (2,122,650)

This silver circlet looks like it is made of twisted silver vines and leaves. At the brow, there is the emblem of two ravens, made of carved jet, with inset ruby eyes.

The circlet provides the following benefits:
telepathy (detect thoughts at will, can initiate two-way telepathy once thoughts are detected, once per day can implant a suggestion) (27,000)
+12 enhancement bonus to Charisma (1,440,000)
+6 enhancement bonus to Intelligence (36,000)
+6 enhancement bonus to Wisdom (36,000)
spell penetration +2 (as third eye penetrate) (8,000 * 1.5)
perception +30 (+30 competence bonus to Perception (Listen, Search, Spot) checks) (90,000 * 1.5)
linguistics +30 (+30 competence bonus to Linguistics (Decipher Script, Forgery) checks) (90,000 * 1.5)
sense motive +30 (+30 competence bonus to Sense Motive checks) (90,000 * 1.5)
persuasion +10 (+10 competence bonus to all Charisma based skill checks, as enhanced circlet of persuasion) (2,500 * 10 * 1.5)
sending (on command) (75,600) (1.5 * 4 * 7 * 1,800)
detect magic (at will) (1,350) (1.5 * .5 * 1 * 1,800)
detect secret doors (at will) (2,700) (1.5 * 1 * 1 * 1,800)
comprehend languages (4,500) (1.5 * 1 * 1 * 2,000 * 1.5)
read magic (1,500) (1.5 * .5 * 1 * 2,000)
speak with animals (6,000) (1.5 * 1 * 1 * 2,000 * 2)

Brianna's fang (3,920,000)

This +10 wounding vampiric dagger was claimed from Lady Zaura of the drow Ennead of Ashfar.

Brianna's fury (143,001)

+3 ricocheting collision wounding adamantine chakram

weighs 1 lb.
is a slashing weapon
has a range increment of 30'
uses all of Brianna's iterative attacks as long as each subsequent target is within 30' of the previous target
automatically returns to her hand at the beginning of the next round
does 1d8+3+5 base damage
does 1 point of Con damage
is made of adamantine and thus ignores hardness of objects

Brianna's guard (37,165)

This +5 ghost ward mithril buckler equipped with a greater crystal of arrow deflection grants a +6 shield bonus to armor class, or +5 to touch AC, and an additional +5 vs. ranged attacks. Brianna can use her bow without penalty while wearing this. She can use the Deflect Arrow feat once per round.

Brianna's lash (101,020)

+3 collision wounding adamantine scourge

weighs 2 lb.
is a slashing weapon
does 1d8+3+5 base damage
does 1 point of Con damage
is made of adamantine and thus ignores hardness of objects

Brianna's ring of security (284,050)

The ring provides the following continuous benefits:
freedom of movement (40,000)
see invisible (12,000 * 1.5)
sustenance (2,500 * 1.5)
universal major energy resistance (180,000) (resistance 30 to acid, cold, electricity, heat, sonic)

Upon command, it allows:
invisibility (20,000 * 1.5)

Whenever necessary, no command needed, it provides:
feather falling (2,200 * 1.5)
water breathing (6,000 * 1.5)

Brianna's shell (3,379,700)

This +12 called glamered stealth +30 ghost ward heavy fortification mithril shirt was claimed from Lord Charox of the drow Ennead of Ashfar.

It provides +16 to AC, or +12 to touch AC. This light armor has an arcane spell failure chance of 10% (none for Brianna, as a bard), a maximum Dexterity bonus of +6, and no armor check penalty. The armor provides a +30 competence bonus to Stealth (Hide & Move Silently) and negates all critical hits and sneak attacks.

Upon command, this armor changes shape and form to appear as a normal set of clothing.

If Brianna is not currently wearing this armor, it is on the same plane as she is, and no other creature has worn it since she last wore it, Brianna can call it to her as a standard action by speaking a command word, regardless of intervening distance. The armor appears on her body as if she had donned it in the normal fashion. If she is wearing other armor, it appears in her space or the adjacent space of her choice.

It weighs 10 lbs.

Brianna's sting (7,220,000)

This +15 force collision composite shortbow (+4 strength bonus) was claimed from Lady Zaura of the drow Ennead of Ashfar.

Brianna's tools (90,000)

These custom magical thieves tools grant a +30 competence bonus to Disable Device (including Open Lock).

Brianna's tread (Custom epic Boots of Mobility) (400,000)

These shoes grant their wearer vast flexibility in movement. The wearer's speed doubles for all movement rates. This counts as an enhancement bonus. The wearer operates as if under the effect of a haste spell at all times: +1 on Attack rolls, +1 dodge bonus to AC and to Reflex saves (both only when not denied Dexterity bonus to AC), and can make one additional attack per round with any weapon she is holding at full base attack bonus, when making a full attack action. The boots grant the wearer a +6 enhancement bonus to Dexterity and she gains the Evasion ability (as the rogue or monk class feature), or Improved Evasion if she already has that ability through another means. The wearer gains a +20 competence bonus on Acrobatics (Balance, Jump, Tumble) checks.

Additionally, the wearer gains three additional forms of movement. At will (use activated), the wearer can fly at her land speed (as modified by the boots) with perfect maneuverability (as cloak of the phoenix, MIC 210). Once per round upon command (as a standard action), the wearer can activate a greater teleport. Once per round as a swift action, the wearer can make a short dimensional hop: a teleportation of up to 10 feet with no chance of error to any destination within line of sight and line of effect (as anklet of translocation, MIC 71).

At will, as a standard action, the wearer can command the boots to assume the appearance of any sort of footwear desired (as in the "glamered" property of armor).

Caster Level: 20th; Prerequisites: Craft Wondrous Item, Craft Epic Wondrous Item, cat's grace, dimension door, fly, greater teleport, haste, jump.

cabinet of feasting (288,000)

This cabinet has the ability to produce a feast for up to forty people, three times per day. Merely opening the doors of the cabinet reveals platters of food of all types and flavors of the very freshest sort. The meal has all the qualities and benefits of that produced by a heroes' feast spell.

Caster Level: 40th; Prerequisites: Craft Wondrous Item, Craft Epic Wondrous Item, heroes' feast; Market Price: 288,000 gp; Weight: 20 lb.

crystal of adaptation, greater (armor crystal) (MIC 24)

This bright green, circular crystal is pleasantly warm to the touch.

The wearer is protected by temperature extremes as if by endure elements. Additionally, the wearer is protected from all alignment traits of any plane, as well as positive-dominant and negative-dominant traits.

crystal of arrow deflection, greater (shield crystal) (MIC 25)

This blue sapphire is cut into a large cabochon. It contains a small flint arrowhead in its center.

This augment crystal grants a +5 bonus to AC against ranged attacks and allows Brianna to deflect one ranged attack per round as if she had the Deflect Arrows feat.

crystal of fire assault, greater (weapon crystal) (MIC 25)

This fiery red crystal appears to burn with a heatless flame.

This crystal adds an extra 1d6 points of fire damage to the weapon's damage. The target takes an additional 1d6 points of fire damage one round later. Multiple hits on the same creature in a round don't stack.

demolition crystal, greater (weapon crystal) (MIC 65)

This blue-white diamond bears a tiny adamantine emblem of a hammer.

Demolition crystals were designed for those who fight constructs, particularly for the servants of wizards who battle enemy golems.

Least: A weapon with this crystal attached deals an extra ld6 points of damage to constructs.
Lesser: As the least crystal, and the weapon is treated as adamantine for the purpose of overcoming the damage reduction of constructs.
Greater: As the lesser crystal, and the weapon can deliver sneak attacks and critical hits against constructs as if they were living creatures.

Price (Item Level): 1,000 gp (4th) (least); 3,000 gp (7th) (lesser); 6,000 gp (10th) (greater)

fiendslayer crystal, greater (weapon crystal) (MIC 65)

This perfect crystal sphere emits a faint white glow.

A fiendslayer crystal helps you fight creatures infused with evil.

Least: A weapon with this crystal attached deals an extra ld6 points of damage to evil outsiders.
Lesser: As the least crystal, and the weapon is treated as good-aligned for the purpose of overcoming damage reduction.
Greater: As the lesser crystal, and if the weapon scores a critical hit against an evil outsider, that creature can't use any teleportation abilities or spells for 1 round.

Any evil creature that grasps a weapon bearing a fiendslayer crystal gains one negative level, which remains as long as the weapon is held and disappears when the weapon is no longer wielded. This negative level never results in actual level loss, but it cannot be overcome in any way (including restoration spells) while the weapon is wielded.

Price (Item Level): 1,000 gp (4th) (least); 3,000 gp (7th) (lesser); 5,000 gp (9th) (greater)

gate key (378,000)

When properly operated, the gate key can be used to attune any bounded space, such as a doorway or a cave opening, to another bounded space on another plane of existence previously visited by the wielder. When two bounded spaces are attuned, an interdimensional portal springs up at each location, and the two portals are connected. When the wielder creates a pair of portals, he or she also establishes the necessary key that travelers must have to access the portal. Possible keys include nothing, a pearl, a particular hair color, or even the gate key itself. Up to sixty different pairs of portals can be attuned in this manner. Once all sixty pairs of portals are created, the key cannot create additional gates, though it may still be the necessary key to access some or all of the portals. To any creature without the proper key, the interdimensional portals are not visible (though true seeing or similar magic reveals their presence).

Caster Level: 21st; Prerequisites: Craft Wondrous Item, Craft Epic Wondrous Item, gate; Market Price: 378,000 gp; Weight: 1 lb.

gloves of epic dexterity +12 (1,440,000),

These gloves, claimed from Lady Vel'Azrit of the drow Ennead of Ashfar, provide a +12 enhancement bonus to Dexterity.

mantle of epic spell resistance (290,000)

This garment is worn over normal clothing or armor. It grants the wearer spell resistance 40.

Caster Level: 29th; Prerequisites: Craft Wondrous Item, Craft Epic Wondrous Item, spell resistance; Market Price: 290,000 gp. Weight: 1 lb.

Rhapsody of Pain (Minor Artifact from Book of Vile Darkness) (200,000)

These oddly named earrings allow the wearer to function as if continually under the effects of both a sadism and a masochism spell. Furthermore, the wearer is immune to the debilitating effects of pain, such as those brought on by a symbol of pain, although she still feels the pain.

Caster Level: 16th; Weight -

rod of the path (306,870)

This rod serves as an aid to trailblazing and travel. It grants the wielder a +30 enhancement bonus on Survival checks for tracking. The handle of the rod is hollow, functioning like a telescope. When the wielder peers through it, the limits of vision are three times normal (and spotting distances for encounters are tripled). In addition, the telescoping handle enables the wielder to view things as though affected by a true seeing spell.

The rod also has the following powers.

Map
Three times per day a section of the rod unrolls like a scroll from a tube, revealing a map of the surrounding area, centered on the location of the rod. The area shown on the map covers an area as small as 50 feet in radius to as large as 24 miles in radius, zooming in or out with a set of command words. The map reveals natural topography and all types of structures (even hidden ones), but it will not show the location of creatures.

Passage
Three times per day, this power allows the wielder and up to five others in a 20-foot radius to move unhindered through natural plant growth or bodies of water (as per the freedom of movement spell).

Bridge
Once per day, this power allows the user to create a 5-foot-wide, 40-foot-long stone cause-way across chasms and canyons. The bridge created lasts for 1 hour.

Pass without Trace
Once per day, this power can be used on the wielder and twenty others, for 21 minutes. It is otherwise as the spell pass without trace (caster level 24th).

Caster Level: 21st; Prerequisites: Craft Rod, Craft Epic Rod, find the path, freedom of movement, pass without trace, wall of stone; Market Price: 306,870 gp.

scrying shard (MIC 184) (1,350)

Ever-shifting deep red swirls writhe within this fist-sized pink crystal.

A character of any class can cast scrying using a scrying shard as a focus.

Sword of Lamnion (55,690)

A miniature platinum sword with a grip and pommel of copper and zinc. This is the (250 gp) focus for the Mordenkainen's sword spell and can cast that spell once per day upon command at CL 22.

This spell brings into being a shimmering, swordlike plane of force. The sword strikes at any opponent within 80 feet of the wielder, as directed, starting in the round it is summoned. Its attack bonus is +28. As a force effect, it can strike ethereal and incorporeal creatures. It deals 4d6+3 points of force damage, with a threat range of 19-20 and a critical multiplier of x2.

The sword always strikes from the direction of the wielder. It does not get a bonus for flanking or help a combatant get one. If the sword goes farther than 80 feet or out of sight from the wielder, or if the wielder stops directing it, the sword returns and hovers.

Each round after the first, the wielder can use a standard action to switch the sword to a new target. Otherwise, the sword continues to attack the previous round's target.

The sword cannot be attacked or harmed by physical attacks, but dispel magic, disintegrate, a sphere of annihilation, or a rod of cancellation affect it. The sword's AC is 13 (10, +0 size bonus for Medium object, +3 deflection bonus).

If an attacked creature has spell resistance, the resistance is checked the first time the sword strikes it. If the sword is successfully resisted, it is dispelled. If not, the sword has its normal full effect on that creature for the duration of the spell.

Cost: 7 (spell level) * 22 (caster level) * 1,800 (command) * 1/5 (once per day) + 250 (focus cost) = 55,690

talisman of the disk (MIC 188) (500)

This convex lens of crystal dangles from a chain carved from blue glass.

As a standard action, a talisman of the disk creates a Tenser's floating disk (PH 294). The disk can hold 300 lbs. and lasts for 3 hours or until dismissed by another standard action. The disk's maximum range for you is 30 ft.

If you are wearing a magic item that provides an enhancement bonus to strength, the disk's carrying capacity increases by 100 lbs. per point of bonus granted by the item.

tome of worldly memory +10 (6,000) (MIC 190)

This small book is bound in hammered silver and engraved with the continents of the world.

By studying the book for 1 minute, gain a +10 competence bonus to a single Knowledge check. If you have at least 5 ranks of the Knowledge check in question, you can peruse it as a standard action to gain the benefit. The tome functions three times per day.

truedeath crystal, greater (weapon crystal) (MIC 65)

This amethyst is carved in the shape of a humanoid skull.

Clerics craft truedeath crystals to aid themselves and others in sending undead to their final rest.

Least: A weapon with this crystal attached deals an extra ld6 points of damage to undead.
Lesser: As the least crystal, and the weapon also functions as a ghost touch weapon (DMG 224).
Greater: As the lesser crystal, and the weapon can deliver sneak attacks and critical hits against undead as if they were living creatures.

Price (Item Level): 1,000 gp (4th) (least); 5,000 gp (9th) (lesser); 10,000 gp (12th) (greater)

whip of red shadows (Minor Artifact)

This is a finely crafted leather whip handle with what appears to be a lash of softly glowing light attached to it.

The whip of red shadows is a +4 brilliant energy shocking burst whip. On a successful critical hit, it tears away the victim's shadow, leaving behind a weeping scarlet silhouette in its wake as the victim's actual shadow merges with the whip. Until the shadow is healed, the wielder of the whip gains a +2 on attack rolls and damage rolls with the whip against that target and inflicts 2 points of Wisdom drain with each successful hit. A torn shadow can be healed with a greater restoration, miracle, or wish spell; otherwise it must be allowed to heal naturally (which it does after the victim gets 8 hours of uninterrupted rest).

The whip of red shadows is intelligent, with an Intelligence of 10, Wisdom of 10, and Charisma of 18. It can speak Common, although it rarely chooses to do so, opting instead to simply communicate telepathically with its wielder. It has the special purpose to steal shadows, and the special power, as described above, to do so. It is aligned Neutral, so that any character who does not have exactly that alignment who handles it acquires a negative level until the whip is put down. This negative level cannot be removed or mitigated in any way for as long as the whip is held by the character. The whip of red shadows has an Ego of 19.

A whip is an Exotic weapon in the Flails & Chains Weapon Group. It deals 1d3+4 points of nonlethal damage on a successful hit and is treated as a melee weapon with a reach of 15 feet, although it does not threaten that area. Unlike most other weapons with reach, its wielder can attack a creature anywhere within its reach (even adjacent foes). Using a whip provokes an attack of opportunity, just like using a ranged weapon. A character with the Weapon Finesse feat can use Dexterity, rather than Strength, to modify their attack roll with a whip.

Normally, a whip deals no damage to a creature with an armor bonus of +1 or greater or a natural armor bonus of +3 or greater, but the special properties of whip of red shadows negate some of those disadvantages:

As a brilliant energy weapon, it ignores all armor and shield bonuses. Dexterity, deflection, dodge, natural armor, and other such bonuses still apply. A brilliant energy weapon cannot harm undead, constructs, or objects. It always gives off light as a torch in a 20 ft. radius; this cannot be suppressed.

The whip of red shadows is also a shocking burst weapon, and does an extra d6 of electrical damage - which can affect otherwise immune targets - with every successful hit when the shock power is activated. The whip itself, as an intelligent weapon, can activate this power. On a successful critical hit (normally a natural 20, unless the wielder has Improved Critical for Flails and Chains), in addition to doing double damage, the whip deals an extra 1d10 points of electrical damage, whether or not the shock ability is active.

Strong necromancy; CL 20th; Weight 2 lb.

CALLED (MIC 8)

Price: +2,000 gp
Property: Armor or shield
Caster Level: 9th
Aura: Moderate; (DC 19) conjuration
Activation: Standard (command)

At first glance, this armor or shield looks like any other item of its kind. Closer inspection reveals a small image of a beckoning hand inscribed on its surface.

Provided that you and your called armor or shield are on the same plane, you can call it to you by speaking the proper com- mand word, regardless of the intervening distance. If you aren't wearing armor at the time, a suit of called armor appears on your body, as though you had donned it in the normal fashion. If you are wearing other armor when you speak the command word, the called armor appears in your space or in an adjacent space you designate that is capable of holding it. A called shield appears on the proper arm if you are not already using another shield when you call it, or in your space or a designated adjacent space if you are.

If any other creature has worn your called armor or shield since you last wore it, you can no longer call it until you wear it again.

Prerequisites: Craft Magic Arms and Armor, teleport.
Cost to Create: 1,000 gp, 80 XP, 2 days.

COLLISION (MIC 31)

Price: +2 bonus
Property: Weapon
Caster Level: 6th
Aura: Moderate; (DC 18) transmutation
Activation: -

This delicately balanced weapon settles into your grip as if you had wielded it for years. Its blue-gray hue shimmers as you heft the weapon.

A collision weapon temporarily increases its own mass at the end point of each swing or shot. When you wield such a weapon, you deal an extra 5 points of damage with each hit.

Projectile weapons bestow this property upon their ammunition.

Prerequisites: Craft Magic Arms and Armor, weapon of impact (SC 237).
Cost to Create: Varies.

FORCE (MIC 35)

Price: +2 bonus
Property: Projectile Weapon
Caster Level: 9th
Aura: Moderate; (DC 19) evocation
Activation: -

This weapon appears translucent, as though its substance is not entirely of this world.

A projectile weapon with the force property turns ammunition shot from it into a force attack. These force projectiles automatically overcome damage reduction and suffer no miss chance against incorporeal targets, but they don’t damage creatures immune to force effects. Ammunition shot from a force weapon deals the same amount of damage as normal ammunition.

Prerequisites: Craft Magic Arms and Armor, magic missile.
Cost to Create: Varies.

GHOST WARD (MIC 11)

Price: +1 bonus
Property: Armor or shield
Caster Level: 5th
Aura: Faint; (DC 17) conjuration
Activation: -

This item appears normal at first glance, but closer examination reveals the image of a ghostly face on its surface.

A suit of armor or shield that has this property allows you to add its enhancement bonus (but not its armor or shield bonus) to your Armor Class against touch attacks (including incorporeal touch attacks).

Prerequisites: Craft Magic Arms and Armor, mage armor.
Cost to Create: Varies.

RETURNING (SRD)

Price: +1 bonus
Property: thrown weapon
Caster Level: 7th
Aura: Moderate; (DC 19) transmutation
Activation: -

This special ability can only be placed on a weapon that can be thrown. A returning weapon flies through the air back to the creature that threw it. It returns to the thrower just before the creature’s next turn (and is therefore ready to use again in that turn).

Catching a returning weapon when it comes back is a free action. If the character can’t catch it, or if the character has moved since throwing it, the weapon drops to the ground in the square from which it was thrown.

Prerequisites: Craft Magic Arms and Armor, telekinesis.
Cost to Create: Varies.

RICOCHETING [SYNERGY] (inspired by Pathfinder)

Price: +12,000 gp
Property: thrown weapon
Caster Level: 7th
Aura: Moderate; (DC 19) transmutation
Activation: -

A ricocheting weapon functions as a returning weapon (see above).

Additionally, it can strike at multiple foes with a single throw, using the iterative attacks provided by a high base attack bonus. After a successful hit, the weapon will rebound off that target and strike at another target, and so on for each of the wielder's additional attacks. The distance to each target adds to the total range of the weapon, and range penalties apply.

The weapon can only ricochet if it successfully hits a target; if it misses, it stops ricocheting, has no further attacks that round, and returns as normal for a weapon with the returning property. Because ricocheting attacks are treated as separate attacks, modifiers that only apply to one attack roll (such as true strike) only apply to the first attack and not the others. The ricochet attacks count as the wielder's additional attacks for that round.

(Inspired by Pathfinder's Ricochet Hammer, which is a +1 returning light hammer which will use iterative attacks to strike successive targets.)

Prerequisites: Craft Magic Arms and Armor, telekinesis.
Cost to Create: 6,000.

VAMPIRIC (MIC 45)

Price: +2 bonus
Property: Melee weapon
Caster Level: 9th
Aura: Moderate; (DC 19) necromancy
Activation: -

A gaping maw with elongated incisors adorns this weapon. The fangs shimmer wetly.

A vampiric weapon deals an extra 1d6 points of damage to any living creature it hits, and you heal damage equal to this amount.

Prerequisites: Craft Magic Arms and Armor, vampiric touch.
Cost to Create: Varies.

WOUNDING (SRD)

Price: +2 bonus
Property: Weapon
Caster Level: 10th
Aura: Moderate; (DC 19) evocation
Activation: -

A wounding weapon deals 1 point of Constitution damage from blood loss when it hits a creature. A critical hit does not multiply the Constitution damage. Creatures immune to critical hits (such as plants and constructs) are immune to the Constitution damage dealt by this weapon.

Prerequisites: Craft Magic Arms and Armor, mage's sword.
Cost to Create: Varies.


holy symbol of Isis

An ankh with a star.

unholy symbol of Malcanthet

A pair of feminine lips, the lower one pierced with an iron thorn, dripping a single drop of blood.

holy symbol of Sif

An upraised sword.

Codex of Dead Names (Minor Artifact)

Written by Elluvia Maure, this dense tome contains cramped but graceful handwritten pages that comprise a lengthy treatise on the history, physical descriptions, and cause of death of five hundred unique demons. Many of these demons had, in some way, crossed Elluvia's patron Malcanthet, and those who weren't slain by Elluvia were most often slain by Malcanthet herself.

This copy is inscribed on the inside front cover: "Uncle - Take this as a reminder to never underestimate the fairer sex. Read and learn. - Elluvia"

The following spells are recorded in the Codex of Dead Names: alert bebilith*, banishment, binding, call dretch horde*, dismissal, gate, greater planar binding, lesser planar binding, planar binding, plane shift, trap the soul. Spells marked with an asterisk are from the Book of Vile Darkness.

A wizard can learn these spells in the same way she can learn spells from another wizard's spellbook. In addition, a character who spends 8 hours studying one of these spells and makes a successful Spellcraft check (DC = 10 plus the level of the spell) gains the ability to use that spell once per day as a spell-like ability for as long as she retains possession of this copy of the Codex. A character can gain only one of these spell-like abilities, but may switch spells by following the procedure outlined above. If anyone else claims ownership of the Codex (this includes anyone who uses the Codex to learn a spell or spell-like ability) this spell-like ability is lost.

Caster Level 18th; Strong conjuration [chaos, evil]; 8 lb.


OBSOLETE POSSESSIONS

manual of bodily health +5

As a result of reading this, Brianna has a +5 inherent bonus to Constitution, accounted for in the stats above. Since it has been used, the book is no longer magical.

manual of gainful exercise +5

As a result of reading this, Brianna has a +5 inherent bonus to Strength, accounted for in the stats above. Since it has been used, the book is no longer magical.

manual of quickness of action +5

As a result of reading this, Brianna has a +5 inherent bonus to Dexterity, accounted for in the stats above. Since it has been used, the book is no longer magical.

tome of clear thought +5

As a result of reading this, Brianna has a +5 inherent bonus to Intelligence, accounted for in the stats above. Since it has been used, the book is no longer magical.

tome of leadership and influence +5

As a result of reading this, Brianna has a +5 inherent bonus to Charisma, accounted for in the stats above. Since it has been used, the book is no longer magical.

tome of understanding +5

As a result of reading this, Brianna has a +5 inherent bonus to Wisdom, accounted for in the stats above. Since it has been used, the book is no longer magical.


SPELLS

Analyze Portal (Spell Compendium 10)
Divination
Level: Bard 3, Portal 2, sorcerer/wizard 3
Components: V, S, M
Casting Time: 1 minute
Range: 60 ft.
Area: Cone-shaped emanation from you to the extreme of the range
Duration: Concentration, up to 1 round/level (D)
Saving Throw: See text
Spell Resistance: No

Seeing with a magic eye, you sense the portal. Studying it, knowledge about the portal comes into your mind as though it was a memory you could not recall until now.

You can tell whether an area contains a magical portal or the effect of a gate spell. If you study an area for 1 round, you know the sizes and locations of any such portals in the area. Once you find a portal, you can study it. (If you find more than one portal, you can study only one at a time.)
Each round you study a portal, you can discover one property of the portal, in this order.

  • Any key or command word needed to activate the portal.
  • Any special circumstances governing the portal's use (such as specific times when it can be activated).
  • Whether the portal is one-way or two-way.
  • A glimpse of the area where the portal leads. You can look at the area where the portal leads for 1 round; the range of your vision is the spell's range. Analyze portal does not allow other divination spells or spell-like abilities to extend through the portal. For example, you cannot also use detect magic or detect evil to study the area where the portal leads while viewing the area with analyze portal.
For each property, you make a caster level check (1d20 + caster level) against DC 17. If fail, you can try again in the next round.
Analyze portal has only a limited ability to reveal unusual properties, as follows.
  • Random Portals: The spell reveals only that the portal is random and whether it can be activated now. It does not reveal when the portal starts or stops functioning.
  • Variable Portals: The spell reveals only that the portal is variable. If you study the portal's destination, the spell reveals only the destination to which the portal is currently set.
  • Creature-Only Portals: The spell reveals this property. If you study the portal's destination, the spell reveals where the portal sends creatures. If it is the kind of portal that sends creatures to one place and their equipment to another place, the spell does not reveal where the equipment goes.
  • Malfunctioning Portals: The spell reveals only that the portal is malfunctioning, not what sort of malfunction the portal produces.
Material Components: A crystal lens and a small mirror.

Blindsight (Spell Compendium 32)
Transmutation
Level: Cleric 3, druid 3
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 minute/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

You touch your intended subject, which then turns its head rapidly about as if looking for the source of some sound.

This spell grants the subject the blindsight ability (MM 306) effective out to 30 feet.

Bombardment (Spell Compendium 37)
Conjuration (Creation)
Level: Druid 8
Components: V, S, F
Casting Time: 1 standard action
Mb>Range: Long (400 ft. + 40 ft./level)
Area: Cylinder (15-ft. radius, 40 ft. high)
Duration: Instantaneous
Saving Throw: Reflex half; see text
Spell Resistance: No

You point to the empty air and boulders tumble into being, burying your opponents.

You designate the spot on which the cylinder is centered. Each creature in the area that fails a Reflex saving throw takes 1d8 points of damage per caster level (maximum 20d8) and is buried under 5 feet of rubble. A successful save halves the damage and avoids burial. A buried creature can free itself with a DC 20 Strength check (a full-round action), or it can be dug free by others (a single creature working alone requires 1 minute to free a trapped creature). A buried creature is unable to move, and cannot cast spells with somatic components, and any material components must be in hand.
After this spell is cast, its area is covered in 5 feet of dense rubble (DMG 90)
Focus: A quartz crystal embedded in rock.

Cast in Stone (Spell Compendium 43)
Transmutation
Level: Druid 9
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level (D)
Saving Throw: None and Fortitude negates; see text
Spell Resistance: No

Your eyes become like gray stone orbs traced with golden veins. The change catches the foes fighting you by surprise, and they turn to stone.

Any creature within 30 feet that meets your gaze is permanently turned into a mindless, inert statue (as flesh to stone), unless it succeeds on a Fortitude save. You can free the victim of your own cast in stone at any time by speaking a command word you establish during the casting.
Each creature within range of the gaze must attempt a saving throw against the gaze effect each round at the beginning of its turn. A creature can avert its eyes, which grants a 50% chance to avoid the gaze but in turn grants you concealment relative to it. A creature can close its eyes or turn away entirely; doing so prevents the gaze from affecting it but grants you total concealment from that creature.
In addition, you can actively attempt to use the gaze as a standard action each round. To do so, you choose a target within range, and that target must attempt a saving throw. A target that is averting or shutting its eyes gains the above benefits.

Chain of Eyes (Spell Compendium 45)
Divination
Level: Cleric 3, druid 4, sorcerer/wizard 2
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Living creature touched
Duration: 1 hour/level
Saving Throw: Will negates
Spell Resistance: Yes

With the creature's will to resist brushed aside, you gaze out from its eyes to see your own satisfied smile.

You can use another creature's vision instead of your own. While this spell gives you no control over the subject, each time it comes into physical contact with another living being, you can choose to transfer your sensor to the new creature. During your turn in a round, you can use a free action to switch from seeing through the current creature's eyes to seeing normally or back again.
Each transfer attempt allows the new target a saving throw and spell resistance. If a target resists, the spell ends.

Dawn (Spell Compendium 59)
Abjuration
Level: Druid 0, ranger 1
Components: V
Casting Time: 1 swift action
Range: 15 ft.
Target: All creatures in a 15-ft.-radius burst centered on you
Duration: Instantaneous
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes (harmless)

With a cry similar to a rooster's you cast the spell. For a moment you feel as if you had just awakened from a comfortable nap, but as the feeling fades, those around you begin to stir.

All sleeping creatures in the affected area awaken. Those who are unconscious because of nonlethal damage wake up and are staggered. This spell does not affect dying creatures.

Drown (SC 74)
Conjuration (Creation) [Water]
Level: Druid 6
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One living creature
Duration: Instantaneous
Saving Throw: Fortitude negates
Spell Resistance: Yes

You speak the words and make the sign of the wave. Your foe sputters, water gushing from his mouth, then collapses.

You create water in the lungs of the subject, causing it to begin drowning (DMG 304) as if it had failed to continue holding its breath. The subject's hit points immediately drop to 0, and it falls unconscious. In the next round, it loses another hit point (bringing its hit points to -1) and is dying. In the following round, it dies.
Coughing and other attempts by the subject to physically expel the water from its lungs are useless. However, another creature can stabilize the subject by making a DC 15 Heal check on the creature before it dies.
Undead, constructs, creatures that do not need to breathe, and creatures that can breathe water are unaffected by this spell.

Earthbind (Spell Compendium 76)
Transmutation
Level: Druid 2, sorcerer/wizard 2
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: One creature
Duration: 1 minute/level (D)
Saving Throw: Fortitude negates
Spell Resistance: Yes

Your foe will reach you in seconds. You cast this spell, and yellow strips of magical energy loop about its wings, hampering its flight and dragging it to ground.

You hinder the subject creature's ability to fly (whether through natural or magical means) for the duration of the spell. If the target fails its saving throw, its fly speed (if any) becomes 0 feet. An airborne creature subjected to this spell falls to the ground as if under the effect of a feather fall spell. Even if a new effect would grant the creature the ability to fly, that effect is suppressed for the duration of the earthbind spell.
Earthbind has no effect on other forms of movement, or even on effects that might grant airborne movement without granting a fly speed (such as jumping or levitate or air walk spells).

Energy Immunity (Spell Compendium 80)
Abjuration
Level: Cleric 6, druid 6, sorcerer/wizard 7
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 24 hours
Saving Throw: None
Spell Resistance: Yes (harmless)

A sense of security fills you as you complete the spell. As you touch the intended target of the spell, the feeling lingers for a moment before fading.

This abjuration grants a creature and its equipment complete immunity to damage from one of the five energy types - acid, cold, electricity, fire, or sonic. Energy immunity absorbs only hit point damage, so the recipient could still suffer side effects such as drowning in acid, being deafened by a sonic attack, or becoming immobilized in ice (and thus helpless).
Energy immunity overlaps protection from energy and resist energy. As long as energy immunity is in effect, the other spells absorb no damage.

Enveloping Cocoon (Spell COmpendium 83)
Evocation [Force]
Level: Druid 6
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: Cocoon of force around one Large or smaller creature
Duration: 1 round/level (D)
Saving Throw: Reflex negates
Spell Resistance: Yes

Crushing a caterpillar between your fingers, you create a tight cocoon of shimmering blue-green energy around your foe.

A cocoon of force encloses a creature of size Large or smaller, containing it for the spell's duration or until the cocoon is destroyed. The cocoon has hardness 10 and 10 hit points per caster level. The enveloping cocoon prevents the creature trapped inside from moving or casting spells with somatic components. The cocoon is too confining to permit effective attacks with anything larger than a natural or light weapon (and the creature inside can attack only the cocoon in any event).
You can attach a second spell to the cocoon by casting it at the cocoon. When the enveloping cocoon spell ends or is dismissed, the attached spell automatically affects the creature inside, with no save allowed (although spell resistance, if any, still applies). If the cocoon is destroyed before it is dismissed or the spell duration ends, the attached spell is wasted.
Any of the following spells from this book can be attached to an enveloping cocoon: infestation of maggots, languor, miasma, and phantasmal disorientation. In addition, a cocoon can be used in conjunction with these spells from the Player's Handbook: baleful polymorph, blight, contagion, dominate animal, flame strike, and poison (the subject fails the initial save but can attempt the second save).
Material Component: A live caterpillar.

Hawkeye (Spell Compendium 110)
Transmutation
Level: Druid 1, ranger 1
Components: V
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 10 minutes/level (D)

By crying out like a hawk, you improve your eyesight. Distant objects and creatures seem closer and more distinct.

Your range increment for ranged weapons increases by 50%, and you gain a +5 competence bonus on Spot checks.

Heward's Upliftment
Transmutation [Mind-Affecting, Sonic]
Level: Sor/Wiz 9
Components: V
Casting Time: 1 swift action
Range: Personal
Area: 100-ft. radius spread around caster
Duration: 1 round/2 levels
Saving Throw: Will partial (see text)
Spell Resistance: Yes

This powerful spell is initiated with a single word. When this spell is cast, a fantastic sound of organ music issues from the caster. This sound automatically dispels any silence spells in the area of effect. The nearly deafening music has no effect on the caster, but to all other creatures in the area the following effects occur:

  • All creatures in the area levitate into the air at a speed of 5 feet. A Will saving throw negates the effect, but creatures must make new Will saving throws each round they remain in the area of effect to resist levitation. A levitating creature cannot move, apart from the uncontrollable ascent - even flight is powerless to escape the levitation unless the affected creature has freedom of movement in effect. Teleportation can allow escape as well.
  • Levitating victims of this spell must make a new Will saving throw at the start of their turn to resist succumbing to a delusional vision of the sky or ceiling above peeling away to reveal the heavens, complete with winged angelic beings that appear to welcome the victims with open arms. A character that succumbs to the powerful illusion can take no actions and is considered helpless.
  • Three rounds into the spell's duration, the sound of music is deafening - all creatures in the area (save the caster) are automatically deafened for the remaining duration.

Hindsight (Spell Compendium 114)
Divination
Level: Brd 6, Sor/Wiz 9
Components: V, S, M
Casting Time: 1 hour
Range: 60 ft.
Area: 60 ft. emanation centered on you
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

The rigorous ritual of the spell finally draws to a close. You breathe a sigh of relief even as phantom images appear before your eyes, moving in reverse. Suddenly they cease their movements and seem more real. You watch as the phantom images play out their parts in quick succession, showing you the knowledge of the past you seek.

You can see and hear into the past, getting a look at events that happened previously at your current location. The level of detail you see and hear by means of this spell depends on the span of time you wish to observe; concentrating on a span of days renders a more detailed perspective than a span of centuries, for example. You can view only one span of time per casting, chosen from the following options.

Days: You sense the events of the past, stretching back one day per caster level. You gain detailed knowledge of the people, conversations, and events that transpired.

Weeks: You gain a summary of the events of the past, stretching back one week per caster level. Exact wording and details are lost, but you know all the participants and the highlights of the conversations and events that took place.

Years: You gain a general idea of the events of the past, stretching back one year per caster level. You notice only noteworthy events such as deaths, battles, scenes of great emotion, important discoveries, and significant happenings.

Centuries: You gain a general idea of the events of the past, stretching back one century plus an additional century for every four caster levels beyond 1st. For instance, a 16th-level caster would gain insight into the events of four centuries in the past, and a 17th-level caster would see back across five centuries. You notice only the most remarkable of events: coronations, deaths of important personages, major battles, and other truly historic happenings.

Material Component: An hour-glass-shaped diamond worth at least 1,000 gp.

Hygiene (Arcana Unearthed 213)
Transmutation
Level: Brd 0, Cleric 0, Sor/Wiz 0
Components: V
Casting Time: 1 standard action
Range: Touch
Target: One creature
Duration: Instantaneous
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes (harmless)

You clean the subject creature, ridding it of dirt, sweat, contamination, foul odors, and so on. This spell not only makes the subject presentable for fine company, it promotes better health.

For 24 hours after the casting, the subject gains a +1 circumstance bonus on all saves against disease.

Used frequently, this spell can stave off tooth decay and other minor maladies, although this has no in-game effect.

Improvisation (Spell Compendium 121)
Transmutation
Level: Bard 1
Components: V, S, M
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level (D)

With an elaborate flourish and call for luck, you toss the dice in your hand into the air. Immediately you feel as though fate favors you, filling you with confidence.

You gain access to a floating "pool" of luck, which manifests as bonus points you can use as desired to improve your odds of success at various tasks. This bonus pool consists of 2 points per caster level, which you can spend as you like to improve attack rolls, skill checks, and ability checks, although no single check can receive a bonus greater than one-half your caster level. You must declare any bonus point usage before the appropriate roll is made. Used points disappear from the pool, and any points remaining when the spell ends are wasted. These points count as luck bonuses for the purpose of stacking.
For example, a 14th-level bard pauses while chasing a pickpocket to cast improvisation. At any time during the next 14 rounds, he could use the points to provide himself a +7 luck bonus on a Spot check, a +7 luck bonus on a Climb check, and a +7 luck bonus on two of his attacks.
Material Component: A pair of dice.

Infestation of Maggots (Spell Compendium 123)
Necromancy
Level: Druid 3
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 round/2 levels
Saving Throw: Fortitude negates
Spell Resistance: Yes

You touch your foe with the dust of dead flies on your fingers, giving birth to hundreds of writhing maggots in his flesh.

With a successful melee touch attack, you infest a creature with maggotlike creatures. If the touched creature fails a Fortitude saving throw, the magical maggots deal 1d4 points of Constitution damage each round at the beginning of your turn. The subject makes a new Fortitude save each round to negate the damage in that round and end the effect.
The infestation can be removed with a remove disease or heal spell.
Material Component: A handful of dead, dried flies.

Inner Beauty (Fiendish Codex I 94-95)
Transmutation
Level: Bard 4
Components: V, S, F
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Target: One creature
Duration: 10 minutes/level
Saving Throw: Will negates; see below
Spell Resistance: Yes

You change the subject's physical appearance to reflect its personality and morality, revealing its true beauty or exposing its revolting ugliness.

Although this spell is particularly effective for rooting out demons that have used magic to assume pleasing forms, it also works well for augmenting good-aligned creatures.
If the subject is evil, its body and visage twist and deform, taking on a hideous, bestial appearance. In addition, the subject takes a -4 penalty to Dexterity and Charisma (minimum 0) for the duration of the spell. Furthermore, on the round that this transformation occurs, every creature within a 15-foot radius of the subject that can see it must succeed on a Fortitude save or become nauseated for 1d4 rounds by this sudden revelation of wickedness.
If the subject is good, its body and visage grow lovelier and more elegant, taking on an appearance of rapturous beauty and grace. In addition, the subject gains a +4 sacred bonus to Dexterity and Charisma for the duration of the spell. Furthermore, in the round when this transformation occurs, every creature within a 15-foot radius of the subject that can see it must succeed on a Fortitude save or be stunned for 1 round by this sudden revelation of virtue.
If the targeted creature is neither good nor evil, the spell has no effect.
Focus: A handheld mirror worth at least 500 gp.

Inspirational Boost (Spell Compendium 124)
Enchantment (Compulsion) [Mind- Affecting, Sonic]
Level: Bard 1
Components: V, S
Casting Time: 1 swift action
Range: Personal
Target: You
Duration: 1 round or special; see text

You concentrate on assisting your friends as you begin the short chant and simple hand-chopping motion necessary to cast the spell. As you finish, the spell's chant allows you to segue easily into bolstering your allies.

While this spell is in effect, the morale bonus granted by your inspire courage bardic music increases by 1.
The effect lasts until your inspire courage effect ends. If you don't begin to use your inspire courage ability before the beginning of your next turn, the spell's effect ends.

Freeze (Spell Compendium 99)
Conjuration (Creation) [Cold]
Level: Druid 6
Components: V, S, DF
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: Ray
Duration: 1 round/2 levels
Saving Throw: Reflex partial; see text
Spell Resistance: Yes

Calling upon divine power, your hand turns cold and numb as you complete the spell. A moment later, a thin blue ray swirled with white streaks from your outstretched hand, leaving a light fog in the air where it passed.

You must succeed on a ranged touch attack with the ray to strike a target. A target struck takes 2d6 points of cold damage. A creature struck must succeed on a Reflex save or be encased in a 5-inch-thick sheath of ice and be immobilized (and thus helpless). A creature encased in ice takes 2d6 points of cold damage each round until freed. A target encased in ice is aware and breathes normally but cannot speak or move other than to attempt to escape by making a Strength check (see below). It can still execute purely mental actions, such as using a spell-like ability. A spellcaster can cast a spell with no verbal or somatic component as long as the spell lacks a focus or material component, or the material component, focus, or divine focus is already in the spellcaster's hand.
The ice blocks line of effect. A winged creature cannot flap its wings and falls. A swimmer can't swim but, because ice floats, the encased swimmer will rise to the surface and bob about.
A DC 22 Strength check breaks the ice, freeing the encased creature. Creatures other than the target can also attack the ice. The ice has hardness 0 and 15 hit points. When the duration of the spell expires, the ice melts and the encased creature is freed. Damage that would harm the creature must first deal enough damage to destroy the ice before the creature takes damage, and damage dealt to the ice is subtracted from damage that would be dealt to the creature.

Kiss of Life (Book of Erotic Fantasy 109)
Conjuration (Healing)
Level: Brd 5, Sor/Wiz 6
Components: V, S, M
Casting Time: 1 round
Range: Touch
Target: Dead creature touched
Duration: Instantaneous
Saving Throw: None (see text)
Spell Resistance: Yes (harmless)

The caster can restore life to a very recently deceased creature by kissing it. The caster can bring back to life creatures that have been dead up to 1 round per caster level.

As raise dead, except as noted.

Bringing someone back from the dead in this manner is very draining to the caster, who must make a Fortitude save or gain one negative level. The difficulty of the save depends on the relationship between the caster and the target.

Relationship DC
Stranger 35
Acquaintance 30
Follower/Servant 25
Animal Companion 20
Party Member/Close Ally 20
Blood Relative 15
Cohort 15
Sexual Partner 10
Committed Lover 5

If the target falls into multiple relationships, use the most favorable.

Material Component: Perfumes, herbs, and powdered gemstones worth 1,000 gp.

Lay of the Land (Spell Compendum 131)
Divination
Level: Bard 4, druid 4, ranger 1
Components: V, S, F/DF
Casting Time: 3 rounds
Range: Personal
Target: You
Duration: Instantaneous

You cast this spell and are surrounded with a nimbus of green light. In your mind, a map unfolds of the surrounding area, showing the cities, hamlets, and known ruins as if penned by a cartographer. The light fades but the knowledge of the map remains.

You instantly gain an overview of the area around you. Lay of the land gives basic information relevant to major landmarks, such as rivers, lakes, and settlements (of at least hamlet size). It indicates the direction and distance to each from the current location. You have a good understanding of the terrain up to 50 miles from your current location.
Unlike find the path, this spell does not give information on traps, passwords, or impediments to a journey.
Arcane Focus: A small piece of lodestone.

Leomund's Hidden Lodge (Complete Arcane 113)
Conjuration (Creation)
Level: Bard 5, sorcerer/wizard 5
Components: V, S, F; see text
Duration: 24 hours

You picture in your mind the desired appearance of a camouflaged lodge even as you complete the motions and words of the spell. When you finish, you open your eyes and note a new feature in the landscape roughly the size of a house.

As Leomund's secure shelter (PH 247), except that the hidden lodge is perfectly camouflaged to blend in with whatever terrain or surroundings are appropriate. It might appear as a house-sized boulder in a rocky or mountainous area, as a sand dune in the desert, as a densely tangled thicket, a grassy knoll, or even a mighty tree. The hidden lodge also obscures all telltale signs of habitation, including any smoke, light, or sound coming from within.
At any distance of more than 30 feet, the lodge is indistinguishable from natural terrain. Any creature approaching within 30 feet is entitled to a DC 30 Survival check to spot the hidden lodge as an artificial dwelling and not a natural part of the landscape.
Focus: The focus of an alarm spell (silver wire and a tiny bell), if this benefit is to be included in the hidden lodge (see Leomund's secure shelter for more information).

Masochism (Book of Vile Darkness 99)
Enchantment [Evil]
Level: Assassin 3, Blackguard 3, Cleric 3, Pain 2, Sor/Wiz 2
Components: V, S, M
Casting time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level

For every 10 points of damage the caster takes in a given round while under the effect of this spell, she gains a +1 luck bonus on attack rolls, saving throws, and skill checks in the next round. The more damage the caster takes, the greater the luck bonus. It's possible to get a luck bonus for multiple rounds if she deals damage in more than one round during the spell's duration.
Material Component: A leather strap that has been soaked in the caster's blood.

Master Air (Spell Compendium 139)
Transmutation
Level: Druid 2
Components: V, S, F
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level

You hold a feather aloft and intone the spell. Great translucent wings unfold from your back. You leap up and are airborne.

You sprout a pair of insubstantial feathery or batlike (your choice) wings.
You can fly at a speed of 90 feet with good maneuverability (60 feet if you’re wearing medium or heavy armor). Using master air requires as much concentration as walking, so you can attack or cast spells normally. You can charge but not run, and you cannot carry aloft more weight than your maximum load (PH 161), plus any armor you wear.
Should the spell duration expire while you are still aloft, the magic fails slowly. You drop 60 feet per round for 1d6 rounds. If you reach the ground in that amount of time, you land safely. If not, you fall the rest of the distance, taking falling damage normally. Since dispelling a spell effectively ends it, you also fall in this way if the master air spell is dispelled.
Focus: A wing feather from any bird or the wing bone of any bat.

Owl's Insight (Spell Compendium 152)
Transmutation
Level: Druid 5
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 hour
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes (harmless)

As you cast this spell, your face is overlaid with the image of a snow owl. The image fades as you bestow your ally with comprehension.

The subject gains an insight bonus to Wisdom equal to 1/2 your caster level.

Panacea (Spell Compendium 152)
Conjuration (Healing)
Level: Cleric 4, druid 5
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: Will half (harmless); see text
Spell Resistance: Yes (harmless)

You kneel next to your afflicted comrade and speak the soft words of this spell. At your touch a golden radiance infuses your companion.

This spell channels positive energy into a creature to wipe away its afflictions. It immediately ends any of the following conditions affecting the subject: blinded, confused, dazed, dazzled, deafened, diseased, exhausted, fatigued, frightened, nauseated, panicked, paralyzed, shaken, sickened, and stunned. It negates sleep effects and the effect of the feeblemind spell, and ends any additional effects from poison, as the neutralize poison spell. It also cures 1d8 points of damage + 1 point per caster level (maximum +20).
Panacea does not remove ability damage, negative levels, or drained levels. Used against an undead creature, panacea deals damage instead of curing the creature (which takes half damage if it makes a Will saving throw), but it has no other effect.

Phantom Bear (Spell Compendium 155)
Conjuration (Summoning)
Level: Druid 9
Components: V, S, DF
Casting Time: 1 round
Range: Medium (100 ft. + 10 ft./level)
Effect: One summoned phantom bear
Duration: Concentration, up to 1 round/level
Saving Throw: None
Spell Resistance: No

The ghostly image of a great bear appears before you. It rises silently on its hind legs and violently falls onto its forepaws, still making no sound. Then it opens its mouth, releasing a tremendous roar.

This spell functions like phantom wolf (page 157), except that you conjure an incorporeal bear with a fearsome roar.

Phantom Bear CR 14
N Huge magical beast (incorporeal)
Init +9; Senses darkvision 60 ft.; Perception +20
AC 25, touch 25, flat-footed 16; Dodge, Mobility
hp 147 (14 HD)
Fort +13, Ref +17, Will +7
Speed fly 60 ft. (good)
Melee 2 claws +23 incorporeal touch (2d6 plus 3d6 cold) and bite +22 incorporeal touch (2d8 plus 3d6 cold)
Space 15 ft.; Reach 15 ft.
Base Atk +14; Grp -
Atk Options Combat Reflexes
Special Actions fearsome roar
Abilities Str -, Dex 29, Con 20, Int 11, Wis 17, Cha 28
SQ incorporeal traits
Feats Combat Reflexes, Dodge, Mobility, Multiattack, Weapon Focus (bite)
Skills Perception +20
Fearsome Roar (Su): 120-ft. radius, once every 1d4 rounds, Will DC 26 negates. Creatures within 30 feet become panicked, others within the area become frightened for 3d6 rounds if they fail their saves.

Phantom Wolf (Spell Compendium 157)
Conjuration (Summoning)
Level: Druid 8
Components: V, S, DF
Casting Time: 1 round
Range: Medium (100 ft. + 10 ft./level)
Effect: One summoned phantom wolf
Duration: Concentration, up to 1 round/level
Saving Throw: None
Spell Resistance: No

Cupping a hand to your mouth, you howl like a wolf, and in a moment, mist coalesces into a wolflike form with terrible jaws.

You conjure forth an incorporeal white wolf with abnormally large, frosty jaws. This phantom wolf follows your mental commands, acting on your behalf as long as it remains within range and you continue to concentrate on it.
A phantom wolf appears where you designate and acts as you direct on your turn. You don't need to maintain line of effect once the spell is cast, but the spell ends if the phantom wolf is ever outside the spell's range.

Phantom Wolf CR 12
N Large magical beast (incorporeal)
Init +9; Senses darkvision 60 ft.; Perception +20
Aura frightful presence
AC 25, touch 25, flat-footed 16; Dodge, Mobility
hp 113 (12 HD)
Fort +12, Ref +17, Will +7
Speed fly 60 ft. (good)
Melee bite +22 incorporeal touch (2d6 plus 3d6 cold)
Space 15 ft.; Reach 15 ft.
Base Atk +14; Grp -
Atk Options Combat Reflexes
Abilities Str -, Dex 29, Con 18, Int 11, Wis 17, Cha 26
SQ incorporeal traits
Feats Alertness, Combat Reflexes, Dodge, Mobility, Weapon Focus (bite)
Skills Perception +20
Frightful Presence (Su): 30-ft. radius, Will DC 24 negates. Creatures with less than 12 HD become frightened for 3d6 rounds if they fail their saves. An opponent that succeeds on the save is immune to that same phantom wolf's frightful presence for 24 hours.

Remove Scent (Spell Compendium 173)
Transmutation
Level: Bard 1, druid 1, ranger 1, sorcerer/wizard 1
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 10 minutes/level
Saving Throw: Will negates
Spell Resistance: Yes

With a touch of a wax-covered finger to the subject, you inhale deeply and smell nothing.

This spells hides the scent of the creature or object touched for the duration of the spell. The scent ability (MM 314) cannot detect a creature under the effect of a remove scent spell. It also negates the harmful effects of the noxious stench exuded by certain creatures, such as ghasts, for the duration of the spell.
Material Component: A pinch of unscented candle wax.

Quill Blast (Spell Compendium 164)
Conjuration (Creation)
Level: Druid 5
Components: V, S, M
Casting Time: 1 standard action
Range: 20 ft.
Area: 20-ft.-radius spread centered on you
Duration: Instantaneous
Saving Throw: Reflex half; see text
Spell Resistance: Yes

Needle-sharp quills emerge from your skin as you begin casting this spell, then fly outward in every direction when you complete the spell.

Creatures within the spread of a quill blast are hit by one or more quills, depending on their size: Tiny or smaller, 4 quills; Small, 6 quills; Medium, 8 quills; Large, 10 quills; and Huge or larger, 12 quills.
Small or larger creatures that make their saves are struck by half as many quills; Tiny or smaller creatures that make their saves avoid the quills completely.
Each quill deals 1d6 points of damage and lodges itself into the creature it hits. Lodged quills impose a noncumulative -1 penalty on attack rolls, saves, and checks. All quills can be removed safely as a standard action with a DC 20 Heal check. Otherwise, removing the quills deals an extra 1d6 points of damage.
Material Component: A porcupine quill.

Red Tide (Spell Compendium 170-171)
Evocation [Water]
Level: Druid 8
Components: V, S, DF
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Mb>Area: 30-ft.-radius burst
Duration: Instantaneous
Saving Throw: Fortitude partial; see text
Spell Resistance: Yes

As you complete the spell, a surging, frothing wave of thick, red seawater washes over everything in the area.

All creatures in the area of a red tide spell are immediately knocked prone and must make a Fortitude saving throw.
A creature that makes its Fortitude save against a red tide is sickened for 1 minute. A creature that fails this saving throw is nauseated for 1 minute, and it takes 2d6 points of Strength damage. After 1 minute, the nausea ends but the creature must make a second Fortitude saving throw or take an additional 2d6 points of Strength damage. Creatures that are immune to poison are immune to these effects of a red tide.
Creatures with the fire subtype take 1d6 points of damage per caster level (maximum 20d6), or half with a successful Reflex save.
The tainted water evoked by this spell vanishes almost immediately, and any objects or creatures in the area do not emerge wet.

Sadism (Book of Vile Darkness 83)
Enchantment [Evil]
Level: Assassin 3, Blackguard 3, Cleric 3, Pain 2, Sor/Wiz 2
Components: V, S, M
Casting time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level

For every 10 points of damage the caster deals on a given round while under the effect of this spell, she gains a +1 luck bonus on attack rolls, saving throws, and skill checks in the next round. The more damage the caster deals, the greater the luck bonus. It's possible to get a luck bonus for multiple rounds if she deals damage in more than one round during the spell's duration.
Material Component: A leather strap that has been soaked in human blood.

Splinterbolt (Spell Compendium 204)
Conjuration (Creation)
Level: Druid 2
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One or more streams of splinters
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

You extend your hand toward your foe, flicking a single sliver of wood into the air, and a splinter larger than a titan's javelin whistles through the air.

You must make a ranged attack to hit the target. If you hit, the splinterbolt deals 4d6 points of piercing damage. A splinterbolt threatens a critical hit on a roll of 18-20.
You can fire one additional splinterbolt for every four levels beyond 3rd (to a maximum of three at 11th level). You can fire these splinterbolts at the same or different targets, but all splinterbolts must be aimed at targets within 30 feet of each other and fired simultaneously.
A creature's damage reduction, if any, applies to the damage from this spell. The damage from splinterbolt is treated as magic and piercing for the purpose of overcoming damage reduction.
Material Component: A splinter of wood.

Summon Elemental Monolith (Spell Compendium 214)
Conjuration (Summoning) [see text]
Level: Cleric 9, druid 9, sorcerer/wizard 9, wu jen 9
Components: V, S, M
Casting Time: 1 round
Range: Medium (100 ft. + 10 ft./ level)
Effect: One summoned elemental monolith
Duration: Concentration, up to 1 round/level (D)
Saving Throw: None
Spell Resistance: No

You call into being a gigantic, roughly humanoid creature composed entirely of elemental matter. The creature immediately attacks a nearby enemy.

You conjure a tremendously powerful creature known as an elemental monolith (see page 156). It appears at the spot you designate and acts immediately on your turn, attacking your opponents to the best of its ability. You must concentrate to maintain the spell's effect, but commanding the creature is a free action.
If you speak the elemental monolith's language and are close enough to communicate with it, you can direct it not to attack, to attack particular enemies, or to perform other actions. The monolith can't be summoned into an environment hostile to it in any way (for example, you couldn't summon a fire monolith underwater or an earth monolith high in mid-air).
When you use a summoning spell to summon an air, earth, fire, or water creature, it becomes a spell of that type.
Material Component: A gem worth 100 gp - aquamarine for air, tourmaline for earth, garnet for fire, or pearl for water.

Vigor (Spell Compendium 229)
Conjuration (Healing)
Level: Cleric 3, druid 3
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Living creature touched
Duration: 10 rounds + 1 round/level (max 25 rounds)
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

The sounds of battle ring in your ears as you lay hands on your fallen comrade. You can spare neither time nor magic to do more right now, but the blood flow slows to a trickle and her breathing becomes less labored, even as you are called to the aid of another.

The subject gains fast healing 2, enabling it to heal 2 hit point per round until the spell ends and automatically becoming stabilized if it begins dying from hit point loss during that time. Vigor does not restore hit points ost from starvation, thirst, or suffocation, nor does it allow a creature to regrow or attach lost body parts.
The effects of multiple vigor spells do not stack; only the highest-level effect applies.

Whirling Blade (Spell Compendium 238)
Transmutation
Level: Bard 2, sorcerer/wizard 2
Components: V, S, F
Casting Time: 1 standard action
Range: 60 ft.
Effect: 60-ft. line
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

With weapon in hand, you finish the last of the arcane gestures and words that activate the power of the spell. As you cast the spell, you hurl a single slashing weapon at your foes. The blade, carried along both by your might and your magical prowess, slashes at your foes while whirling forward.

You hurl a weapon held at the time of casting, and it magically attacks all enemies along a line to the extent of the spell's range. You make a normal melee attack, just as if you were attacking with the weapon in melee, against each foe in the weapon's path, but you can choose to substitute your Intelligence modifier or your Charisma modifier (as appropriate for your spellcasting class) for your Strength modifier on the weapon's attack rolls and damage rolls. Even if your base attack bonus would normally give you multiple attacks, a whirling blade gets only one attack (at your best attack bonus) against each target. The weapon deals damage just as if you had swung it in melee, including any bonuses you might have from ability scores or feats.
No matter how many targets your weapon hits or misses, it instantly and unerringly returns to your hand after attempting the last of its attacks.
Focus: A slashing melee weapon that you hurl.

Word of Balance (Spell Compendium 242)
Evocation [Sonic]
Level: Balance 7, druid 7
Components: V
Casting Time: 1 standard action
Range: 30 ft.
Targets: Creatures in a 30-ft.-radius spread centered on you
Duration: Instantaneous
Saving Throw: None or Will negates; see text
Spell Resistance: Yes

You utter the elder words of balance. Those who stray too far from the path of evenhandedness pay the price for their sins as the words judge them.

Any lawful good, chaotic good, lawful evil, or chaotic evil creature that hears a word of balance suffers ill effects according to its Hit Dice, as given below, with no saving throw. These effects are cumulative.

HD Effect
Equal to caster level Nauseated
Up to caster level -1 Weakened, nauseated
Up to caster level -5 Paralyzed, weakened, nauseated
Up to caster level -10 Killed
Nauseated: The creature is limited to a single move action for 1 round but can defend itself normally.
Weakened: The creature's Strength decreases by 2d6 points for 2d4 rounds.
Paralyzed: The creature is paralyzed and helpless for 1d10 minutes.
Killed: The creature dies if living or is destroyed if undead.

If you are on your home plane when you cast this spell, every lawful good, chaotic good, lawful evil, and chaotic evil elemental and outsider within the area is instantly banished back to its home plane unless it makes a successful Will saving throw at a -4 penalty. Creatures so banished cannot return for at least 24 hours. The banishment effect occurs whether or not the creatures actually hear the word of balance, though those that do also suffer the appropriate effects (see above).
Creatures whose HD exceed your caster level are unaffected by word of balance.


CITY OF THE SPIDER QUEEN

Szith Morcane officer's letter

A bone tube, formerly sealed in wax, contains a letter written in Elven. The Lady of the Dead is one of Kiaransalee's titles.

Indrizil:

Word has probably reached you about the fall of Maerimydra and perhaps you have wondered about my safety. Obviously, I survived the sack of the city, although it was a close call indeed. The city fell at the hands of mere chattel - the priestesses of the Spider Queen had kept the city so cowed that, with their power gone, its defenders could not resist even a force of goblins, ogres, and giants. We held our strong places for a time without the clerics, but then House Chûmavh was overthrown from within, and so we were undone.

I write to you from Szith Morcane, the old outpost north and west of the city. Perhaps you will come to visit me - though I must say that if you still profess faith in Lolth you will not be welcomed by those who rule here now. The Spider Queen's priestesses have found a new role here, which I think you will not enjoy very much.

I do not know if you still cling to the hope that the Spider Queen will restore you - will restore all of us - to her favor, but if you do, I urge you to reconsider. It is not too late for you or for our bond of blood. The Lady of the Dead will accept you still just as she has taken me into her care. All Maerimydra is her temple now, and her emissaries rule here too. Abandon your empty allegiance to a silent goddess and come too Szith Morcane, but do not wear the emblem of the spider. I have need of allies of my own blood, and if Lolth still ignores your pleas, I suspect you do as well.

Rhavaus

Dorina's letter

An elegant bone scrollcase contains this letter, written in Elven. Dorina T'sarran was the daughter of Irae T'sarran.

Daughter:

Our Dark Lady favors my efforts, and my research proceeds well. Within five tendays, perhaps six, all will be ready for the Day of Great Vengeance. The Spider Queen is Dead; we have already brought low the Spider-kissers and seized our rightful place in the realms of the dark. Now the Day draws near when we shall avenge ourselves upon those of the day-blasted lands, too, and achieve that ultimate triumph denied us so long ago.

While I prepare my Great Revenance, it falls to you to make ready the way. Harry the surface-dwellers, hunt them in their woods and fields, slay as many as you can. Withdraw from the fight if you must, and bring Zedarr with you, but as for the rest - they are to stand and die for the glory of the White Banshee. The battle for Szith Morcane will come to nothing when our Great Revenance comes to pass. If anything, our final vengeance is made ever sweeter by each fleeting false hope our enemies entertain before it falls upon them.

Work great slaughter for our Lady's dark glory, my daughter. Soon I will come to your from Maerimydra with such dark and terrible might that all Faerûn will tremble before us.

Mother

Dorina's map

A map of the Deep Wastes that clearly shows both Szith Morcane and Maerimydra, as well as much of the territory in between. Many important locations are not labeled, and branches in the pathway are not marked. The map labels Shadowdale's Twisted Tower as "Azmaer's Folly", after the last drow ruler of Shadowdale, whose incompetence (in the drow history) led to human triumph in the dale.

large weirwood lyre inlaid with mithril (1,400)

A masterwork instrument from Dorina's quarters.

masterwork lute made of zalantar wood with mithril flets (4,400)

A possession of the Matron Mother of House Chûmavh in Maerimydra. Brianna carries this and uses it as her primary instrument while performing.


NECROPOLIS

figurine of Hathor

This 3" tall figurine of Hathor was purchased from Atmu-thoth-rahat at "The House of All Neteru" in Artuat in Khemit.


MAURE CASTLE: THE GREATER HALLS

The All-Girl Party - Veracity, Brianna, Zhaji, and Yol - brought these back when they retrieved the crystal succubus skull (an artifact of Malcanthet) from Maure castle.

Elluvia's cameo

A large cameo of white coral set on a platinum chain studded with diamonds worth 2,300 gp. Within the cameo is a tiny portrait of a lithe girl, perhaps in her late teens, with green penetrating eyes, red hair, and a mischievous countenance. An inscription on the back side reads "To my most darling niece. A keepsake for you to remember your favorite Uncle by."

A small key (Bersteck's main treasury)

A locate object to find the lock it opened led to a brooding statue in an alcove. When the key was inserted in a tiny lock behind the statue, the wall faded into etheralness and revealed stairs down with a message in Abyssal: "Know that you approach the first temple to 'Y', our master, and that the appropriate sacrifices should be readied!"

A piece of parchment (From Bersteck's workshop)

By using the Crystals of Sooth while upon the current, I discovered a possible future problem generating from one named ILL, who is about investigating the three origin temples. If we have not attained 'order' by then, have her assassinated.

A tattered journal: (From Bersteck's workshop)

Uncle has fallen! We have interred him, but the rejuvenation will not last. The formula guards ... Curse the oaf... ... greed! Helping ... luvia to summon... I hope HER ... claws rent him!

They are upon us again, a nightmare bat ... endless. I must go and summon the
... wings to fight ... The Abyss... and the hordes ...
...nfathomable... ... pouring forth.

Afelbain fell defending the Star... ... amber, though his body w....seen. No time
to... ...gate.

CURSE VEXUS!! The staff is lost... us. Elluvia... ...to her mistress. H... message was sent by a mere... The inept and ...ish, coward!! May Y absorb him like he did ... lt!!

We are separated by a magical seal... Impossible!! Another has entered who we do not know...

I will leave up... the curren... they will have some surprises I left for... Malcant... others... ...hey do not ...stand... we wi... ...turn! Death to Us and our Ene... I commit these sentences to oblivion...

A tattered piece of parchment

The Elders have several of their order aligned against us. We must either return the Eye or ascertain its ancient use. Pray that the boy opens the way so HE may come. My niece is not always the trustworthy sort. Afelbain should follow her to make sure the plan is forwarded without error.

...with a short inscription in blood, written in Abyssal:

May the Lord of Deception, Fraz-Urb'luu, grant us our victory.

scroll of Heward's upliftment (4,500)

At Caster Level 20.


MAURE CASTLE: THE CHAMBERS OF ANTIQUITIES

Brianna hired Veracity, Yol, and Igor to retrieve Elluvia's Codex of Dead Names from the Chambers of Antiquities of Maure Castle. She also tasked them to bring back anything else they could find relating to Elluvia Maure, who was a follower of Malcanthet, the Queen of the Succubi, and therefore a subject of much interest.

Her minions succeeded valiantly and brought back much of interest.

From Vexxus' study

A letter from Vexxus to Uncle:

Why must we placate Rauxes? I derive no great favors from that court, and as far as family matters we are aeons beyond them in arcana. Their quest, unlike ours, is lashed to the road of madness and ruin. Perhaps this Xaene, who you foresee coming from another dimension soon, should be eliminated in advance lest he find the pattern and counterfeit our claims. I would gladly travel the Current to complete the deed. - Vex

A letter from Vexxus's operative in Duchy of Urnst to Vexxus:

Master - The duke, so my informant claims, has great fear of the House and regales the nobles in private to let Maure be. Your insights into the matter of their lassitude are correct. The Duchy will be no problem unless the current duke dies, and I have seen to it that he remains secretly guarded by the servant you assigned to my keeping so that does not transpire. - J

A small notebook detailing assassinations performed by Vexxus.

From the Tapestry Room

A leather-bound book with no title. The only words within are written on the inside leaf: "Think upon the Current."

This was in front of a large tapestry with a representation of golden eight-pointed star that shines with an immense light. The tapestry weighs 250 lbs. and is worth 5,000 gp.

Another large tapestry depicting a massive jungle replete with strange trees and foreign flowering plants. A slim ochre river cuts through the terrain in the distance, and two-headed avians with long, curved beaks roost in the background foliage. It has a title sewn in red thread near its top: "The Land that Zomph Made." This tapestry also weighs 250 lbs. and is worth 5,000 gp.

From Elluvia's Secret Study

A tapestry of three balors looking directly out at the viewer. Each has a different fiery symbol glowing on its flaming brow: a blood-red hobgoblin skull, six crossed black arrows, and a massive vampire bat's head. The tapestry weighs 300 pounds and is worth 1,500 gp.

A tapestry that depicts three immense towers ablaze against a background of brimstone, lava, and fire. The tapestry weighs 300 pounds and is worth 1,500 gp.

A disturbing erotic statue (5 ft. diameter, 8 feet tall).

Elluvia's shrine to Malcanthet

A shameless tapestry on the wall behind the shrine depicts an obscenely realistic image of a naked, horned woman with jet-black wings. Absolutely nothing is left to the imagination. 3 ft. wide by 8 ft. tall. (1,000 gp)

A small statue of pink marble, depicting a lounging woman of great beauty but with a sardonic smile upon her lips. Tiny horns on her head, a sinuous tail coiled about one leg, and huge bat-like wings reveal the demonic nature of the figure. (250 gp)

Black and red candles, an incense burner, a dagger with a black handle and a curved razor-sharp blade, a covered offering bowl, several small boxes containing incense and other ritual supplies.

lock of Elluvia's hair

A cedar box containing a lock of red hair, which appears to be sleek and supple. It detects faint Transmutation, consistent with treatment by unguent of timelessness.

The party also brought back a lot of other loot, some of which Brianna bought from them, as curios.

golden cuirass (1,000)

This magical cuirass is made of a strange flaky metal. Closer inspection reveals that it appears to be reshaping and reforming its own metal surfaces, constantly writhing and changing as it rebuilds itself.

This function as a masterwork breastplate that provides an unknown (to you) protection against an unknown kind of transformation.

It is worth 1,000 gp due to its curious and unique nature.

rod of seven metals (1,000)

This rod is a curious work of metalcraft, combining gold, silver, iron, nickel, tin, brass, and copper.

The Maures were studying it to ascertain the process by which the metals were fused.

Market Value: 1,000 gp.

shadowy tapestry (4 ft. x 4 ft.) (800)

Kept within a plain leather sack, this excellently preserved square of cloth undulates with a shadowy film that makes it impossible to discern any details on the tapestry's surface. If the characters bring the tapestry into shadows, the film melts into the nearby darkness to reveal four images. Each image shows a pair of hands engaged in a complex position. A Spellcraft check reveals that the hands match the somatic components of one of the following spells (one check per spell): shadow conjuration (DC 19), project image (DC 22), shadow walk (DC 21), and shadow evocation (DC 20). The tapestry is worth 800 gp but is far more valuable as a key to the Shadow Vault in area 50.

Market Value: 800 gp.


THE SUNDERED TOWER OF MOIL

complete set of keys to Sundered Tower of Moil

The location of Acererak's soul machine and soul crown.

unholy symbol of Acererak

This is a leering demonic face, made of silver. Brianna took it from a female elf vampire necromancer in the Sundered Tower of Moil.


THE HEART OF HELLFIRE MOUNTAIN

Book of Brimstone

This book, claimed from Lady Midori, an advanced pleasure devil, is written in Infernal. It has two parts:

I) details on the proper worship of Mephistopheles and info on the steps necessary to become his disciple, including gruesome rituals.
II) a small collection of arcane spells, each more evil than the previous.


SHOTHRAGOT, THE HERALD OF THARIZDUN

unholy symbol of Tharizdun

This is a dark spiral rune, made of cold iron. Brianna took it from Lareth the Beautiful inside Shothragot.

incense of dreaming

When you burn incense of dreaming in a torch of revealing, it causes that torch to chase away the gloom found in temples and shrines dedicated to the Dark God and also reveals magically hidden items and features of these locations. Burning this incense outside of the torch produces no effects.

purple robe of Tharizdun

A purple robe of Tharizdun protects you from the cold peculiar to temples dedicated to the Dark God. It has no other function.

torch of revealing

When you place incense of dreaming into the cup and light it, the torch of revealing casts violet light in a 10-foot radius and fills the air with a dreadful chill. These torches have a specific purpose: the revelation of specific, magically hidden objects within temples and shrines devoted to Tharizdun.


THE DARKEST HOUR: MUZZIOMONE

scroll of Akarioso

This is a scroll made of unidentifiable bluish material much like plastic film.

The scroll, which has survived in perfect condition, describes for posterity how Akarioso and his followers came here from Kandang to practice their dangerous species-altering magic away from the supervision of their dragon overlords. They entered through a gate that they made permanent, covering it with an earthen mound to mark the spot. They were intent upon finding a magical means to create super-creatures, strains of perfect life that would be free from the defects of ordinary biology.

The scroll mentions that a group of tame kobolds followed them through the gate and settled in the small wood near the city. The sorcerers felt that the kobolds would be ideal test subjects and practiced their magic upon them. It took several generations for the effects to become manifest; fortunately the natural lifespans of kobolds are not long and they breed enthusiastically. It also helped that with the differing time flow, the sorcerers were able to 'fast-forward' the experiment simply by leaving the plane and waiting for a while, observing how the successive generations varied in abilities. Akarioso was pleased to note that the kobolds did indeed begin to show signs of abnormally enhanced ability.

The most recent entries describe how the kobolds seem to be chafing at their lesser status. They have acquired so much new Intelligence that they have begun to realise how far down they are in the pecking order. Akarioso fears there may be an uprising. He writes that he does not wish to unleash the potent forces contained within the Flask of Zepheth to terminate the experiment, but he will do so if the alternative is to lose the city.

Flask of Zepheth

This dark indigo bottle is oddly warm to the touch. It hums like distant bees and seems to vibrate.

It radiates strong transmutation magic.


THE DARKEST HOUR: THE BANELINESS

Amulet of the Dollmaker

This unique artefact is usable only by the Baneliness. She may summon one doll swarm every 1d4 rounds as a standard action. She may control a maximum of 11 swarms at a time. The dolls are construct creatures. In combat she sends her doll swarms in to engage the Player Characters while bombarding them with spells from a distance.

Doll Swarm: Tiny construct (swarm); HD 12d10; hp 66; Init +10; Spd 30 ft.; AC 20, touch 18, flat-footed 14; Base Atk +9; Grp -; Atk (3d6, swarm); Full Atk (3d6, swarm); Space/Reach 10 ft./0 ft.; SA distraction; SQ magic immunity, damage reduction 15/epic and adamantine, darkvision 60 ft, swarm traits; AL N; SV Fort +4, Ref +10, Will +7; Str 1, Dex 22, Con -, Int 6, Wis 13, Cha 1.

Skills & Feats: Hide +19, Listen +10, Spot +10; Improved Initiative, Iron Will.

Distraction (Ex): Any living creature who begins its turn with a doll swarm in its space must succeed on a Fortitude save (DC 16) or be nauseated for one round. The save DC is Constitution-based.

tapestry of The Baneliness

A large tapestry depicting a skeletal creature who clutches a doll to her body with one hand and raises the other in an gesture of blessing; there is a broad black ring on one finger.

a diary entry from one of The Baneliness's journals

Mother is ready to undergo her transformation. My heart is bitter with envy. Although she has promised that I, too, will be taught the art of creating a phylactery and binding away my soul in return for the gifts of everlasting life and power over the things of bone and ash, the day cannot come soon enough for my liking.

I am told that I am not ready, that I am not responsible, that I cannot handle power. Damn her. One day, I will outmatch her in power. She chides me for my dolls, for my love of Rosemary. She says I am sentimental. Ha! That limp thing of rags has been a friend to me. She never has. If she thinks me sentimental, she should attend the interrogations that Captain Skraith and I have been carrying out.

Let the secrets be folded away. Watch and wait, girl. The time will come. I will know my moment and seize it.

3 rings with faceted yellow gems

From Mrs. Persimmon, Lord Skraith, and Mortec Chau. These were the keys needed to open the door from the Room of Twisted Verses.


THE DARKEST HOUR: THE APOTHEOSIS OF VANDIS

When Vandis became the new incarnation of The Darkness, he thoughtfully left behind all of his belongings for his companions. Brianna claimed some of the items that actually had an adventuring use, but also several for strictly sentimental reasons: in memory of her friend, Vandis.

silver holy symbol of Shina-Tsu-Hiko (500)

marked with verses of anathema (a focus for some spell).

3" figurine of Sekhmet (120)

from Atmu-thoth-rahat's "The House of All Neteru" in Artuat in Khemit.


Copyright © 2016 by Brianna Sollandry <brianna at hambo dot com> Ph'nglui mglw'nafh Cthulhu
R'lyeh wgah-nagl fhtagn.
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