Thursday, January 10, 2019

Feat: Adept of the Dark Duality

Adept of the Dark Duality

​You have discovered the secret of tapping into the Dark Duality of magic.

Prerequisite: Cha, Int or Wis +18, ability to cast 3rd level spells or hexes.

Benefit: Your magic is now partially powered by the Dark Duality. You can use magic items which draw their power from the Dark Duality without taking damage.

Spells from the Illusion and Necromancy are cast with increased power and efficiency. Add a +1 bonus to the DC for all saving throws of spells you cast from those schools. Spells with the darkness descriptor or the shadow subschool add a +1 to the effective level at which they are cast. These bonuses are cumulative, so that a spell from the Necromancy school that has the darkness descriptor would have both a +1 to saving throw DCs and a +1 to the level it was effectively cast at.

Tapping into the Dark Duality is not without its costs, however. Spells from the schools of Evocation and Transmutation have their effective caster level reduced by one (except spells with the darkness descriptor or from the shadow subschool).  The reduced caster level affects the spell’s range, duration, damage, and any other level-dependent variables the spell might have, including dispel checks against you. Spells with the light descriptor are weakened even more; their effective caster level is reduced by two.

Any attempt to identify spells cast by a Adept of the Dark Duality through Spellcraft have their DC increased by +5. Spells and items which automatically identify spells in effect function normally.

Any magic items you craft draw their power partially from the Dark Duality. Anyone attempting to use such items that has not been initiated into the mysteries of the Dark Duality must make a Use Magic Device check (DC 15 + the caster level of the item) or take damage (10 hit points + 1 hit point per caster level of the item). Use in this case is defined as activation for those items which require action, being worn or handled in the case of passive use items such arms and armor as well as rings, clothings, etc.

Special: The mysteries of the Dark Duality come with a price. When this feat is taken, you immediately lose one level. This penalty cannot be removed through the use of restorative magics such as restoration or greater restoration. The only way to remove this penalty is by mastering the power of the Dark Duality (taking the Master of the Dark Duality feat) or surviving passage through the Darkbridge (artifact); which confers the Master of the Dark Duality feat upon survivors.

Feat: Abjurant Caster

Abjurant Caster

Your abjuration spells are more powerful.

Prerequisites: Swift Abjuration class ability.

Benefit: The maximum level of spell you can quicken using the Swift Abjuration class ability is now equal to 1/2 your character level (rounded up).

Normal: The maximum level of spell you can quicken in this way is equal to 1/2 your (abjurant champion) class level (rounded up).

Source: The Mage's Tower website

Feat: Abbreviated Spellscript

Abbreviated Spellscript

You have learned an alternate method for recording your spells.

Prerequisites: Must record spells in a spellbook, Caster level 1+.

Benefit: Using a more efficient and compact script when writing spells into your spellbook, you record an entire spell on a single page. Doing so does require double the time it normally would.

Normal: A spell takes up one page of the spellbook per spell level. Even a 0-level spell (cantrip) takes one page. The process takes 1 hour per spell level. Cantrips (0 levels spells) take 30 minutes to record.

Source: The Mage's Tower

Monday, January 7, 2019

Feat: Master of the Threefold Path

Master of the Threefold Path

Prerequisites: Int 28+, Spell Mastery, Flexible Wizardry, Improved Flexible Wizardry, Initiate of the Threefold Path, Adept of the Threefold Path, wizard level 18th.

Benefit: When you use Adept of the Threefold Path to flexibly prepare spell slots, you can finalize one of these slots with a swift action instead of a move action.

Source: The Mage's Tower website
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Sunday, January 6, 2019

Wondrous Item: Argent Anhedron Ioun Stone

Argent Anhedron Ioun Stone

Aura strong varied; CL 12th
Slot
Price 10,000 gp
Weight

Description

This crystalline stone always floats in the air and must be within 3 feet of its owner to be of any use. When a character first acquires this stone, she must hold it and then release it, whereupon it takes up a circling orbit 1d3 feet from her head. Thereafter, the stone must be grasped or netted to separate it from its owner. The owner may voluntarily seize and stow the stone (to keep it safe while she is sleeping, for example), but she loses the benefits of the stone during that time. Ioun stones have AC 24, 10 hit points, and hardness 5.

This ioun stone grants Alacritous Cogitation (as the feat), while orbiting.

Construction

Requirements Craft Wondrous Item, creator must be 12th level
Cost 5,000 gp

Source: The Mage's Tower
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Wondrous Item: Amber Sphere Ioun Stone

Amber Sphere Ioun Stone

Aura strong varied; CL 12th
Slot
Price 100,000 gp
Weight

Description

This crystalline stone always floats in the air and must be within 3 feet of its owner to be of any use. When a character first acquires this stone, she must hold it and then release it, whereupon it takes up a circling orbit 1d3 feet from her head. Thereafter, the stone must be grasped or netted to separate it from its owner. The owner may voluntarily seize and stow the stone (to keep it safe while she is sleeping, for example), but she loses the benefits of the stone during that time. Ioun stones have AC 24, 10 hit points, and hardness 5.

This ioun stone is also known as the amber sphere of Divine Knowledge; it acts as a holy symbol, grants +3 insight bonus to Perception, Knowlege (Religion) and Intelligence-based skill checks.

Construction

Requirements Craft Wondrous Item, creator must be 12th level
Cost 50,000 gp

Source: Adventurer’s Vault 2 (WotC 4E), pg. 28

Wondrous Item: Amber Cube Ioun Stone

Amber Cube Ioun Stone

Aura strong varied; CL 12th
Slot
Price 10,000 gp
Weight

Description

This crystalline stone always floats in the air and must be within 3 feet of its owner to be of any use. When a character first acquires this stone, she must hold it and then release it, whereupon it takes up a circling orbit 1d3 feet from her head. Thereafter, the stone must be grasped or netted to separate it from its owner. The owner may voluntarily seize and stow the stone (to keep it safe while she is sleeping, for example), but she loses the benefits of the stone during that time. Ioun stones have AC 24, 10 hit points, and hardness 5.

This ioun stone grants Spell Thematics (as the feat), while orbiting.

Construction

Requirements Craft Wondrous Item, creator must be 12th level
Cost 5,000 gp

Source: The Mage's Tower