Wednesday, January 27, 2016

Spell: Mage Clock

Mage Clock
Divination (phantasm)
Level: Sorcerer 1, Wizard 1
BoXM: Wizard 1
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: A phantasmal clock
Duration: 1 day/level
Saving Throw: None
Spell Resistance: No
Source: The Mage’s Tower website

Upon casting this spell, a phantasmal timepiece appears. It can either mentally sound in the caster's mind at the times prescribed at the time of casting; or it can audibly chime. If the audible chime is selected it can sound so softly it can only be heard from 5 feet away or so loudly that it can be heard from 120 feet away.

At the time of casting, the caster can select the appearance of the mage clock as well as when it chimes. The mage clock can appear as something as small as a round disk one inch across or as large as a 10 foot tall grandfather clock. It can chime on the hour, the half hour or even quarter hour as the caster wishes.

Some casters use more than one mage clock, having each sound at differing times and with differing sounds.

​The mage clock is stationary and unmovable; however if it is cast inside a moveable object such as a box, carriage or ship, it remains stationary relative to wherever it is cast.​

Mage clock can be made permanent with a permanency spell.​

GM Note

The BoXM entry is for players playing in the Arcane Age of Greyhawk campaign. It is based on Monte Cook's Book of Experimental Magic. I cannot recommend it enough.

Sunday, January 24, 2016

Spell: Vampiric Lanthorn

Vampiric Lanthorn

Necromancy (shadow)
Level: Sorcerer 4, Wizard 4
BoXM: Wizard 7
Casting Time: 1 standard action
Components: V, S, F (an inscribed and carefully prepared silver lantern fueled with pure oil
   and shadowstuff; such a lantern always has hardness 4 and 30 hp, and it costs 400 gp)
Effect: One 30-ft.-radius circle
Duration: 1 round/level or until lantern destroyed
Saving Throw: Fortitude negates
Spell Resistance: No
Source: The Mage's Tower website

By lighting a ritually prepared lantern, you generate an area within which the life is drawn out of all creatures around you and channeled through the lantern into you. At the time of the spell’s casting, all creatures within the lantern’s light must make a Fortitude save each round that they remain in the area. Success means they are unaffected that round. Failure means they suffer 2d4 hit point loss, and you gain hit points equal to 1d4 per creature damaged in this way. You retain these points for 10 rounds after the spell ends.

If the lantern is destroyed, the spell ends immediately, and you lose all leeched hit points.
 ​
GM Note

The BoXM entry is for players playing in the Arcane Age of Greyhawk campaign. It is based on Monte Cook's Book of Experimental Magic. I cannot recommend it enough.

Thursday, January 21, 2016

Spell: Guide Craft, Greater

Guide Craft, Greater

​Transmutattion
Level: Sorcerer 5, Wizard 5
BoXM: Wizard 10
Components: V, S, M (an arrowhead)
CastingTime: 1 standard action
Range: Touch
Target: See text
Duration: One hour/level
Saving Throw: None
Spell Resistance: No
Source: The Mage’s Tower website

A cart, wagon, boat, or ship moves as you command. The vehicle can be no larger than 100 feet long + 20 feet per level (a 10th-level wizard can steer a 300-foot-long vessel). The craft must have its normal means of locomotion, or you may cast power craft. You do not need to concentrate to maintain this effect—so you could cast it on a horse-drawn wagon, command it to “go straight,” and take a nap. The horse will pull the wagon straight until you tell it otherwise or the duration ends.

Unlike guide craft, more complex instructions are possible. While the craft is affected by greater guide craft, it responds to situations and commands nearly as well as it would if you were actually at the controls (treat the craft as having half your Int and Wis scores and half your ranks in any relevant skills (Profession Navigator, Profession Sailor, etc.).
 ​
GM Note

The BoXM entry is for players playing in the Arcane Age of Greyhawk campaign. It is based on Monte Cook's Book of Experimental Magic. I cannot recommend it enough.

Spell: Embed Ioun Stone

​Embed Ioun Stone

Universal
Level: Sorcerer 5, Wizard 5
BoXM: Wizard 10
Components: S, M
Casting Time: 1 hour
Range: Personal
Target: You
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
Source: The Mage’s Tower website

Upon completion of this spell, the caster is able to take a single ioun stone and implant it into his body in any one of the 14 mystical chakra points (crown, brow, throat, shoulder (right and left), arm (right and left forearm), hand (right and left palm or back of the hand), heart, waist, feet (right and left) and soul (typically chin or immediately above the chest chakra). Doing so immediately renders the embedded stone safe from external spells (spells cast by other than the wearer of the stone).

No more than one ioun stone per caster level may be embedded (in total) using this spell.
 ​
GM Note

The BoXM entry is for players playing in the Arcane Age of Greyhawk campaign. It is based on Monte Cook's Book of Experimental Magic. I cannot recommend it enough.

Tuesday, January 19, 2016

Location: The Ruins of Darkbridge Temple

The Ruins of Darkbridge Temple

The ruins are isolated in the desert and, like most sites of the vanished kingdom of Sulm, shunned by the nomads. This was once a place dedicated to the worship of Sulm's dark gods. Now in ruins, the site is said to be cursed, and the nomads claim that anyone who visits it will inevitably sicken and die. The above ground portion of the temple is known to harbor poisonous snakes and manscorpions. No one knows the extent of the underground portion of the temple, but ancient tales state that large numbers of sacrificial victims could be housed there, and that elaborate ceremonies were often performed. Recently, local nomads loyal to Rary have begun to experience unexplained disappearances and blame some malevolent force in the temple ruins. They beg their new king for aid.

DM's Notes: The underground complex harbors numerous undead, the remains of prisoners and temple priests, as well as a tribe of jermlaine and the usual array of dungeon scavengers. The disappearances do indeed originate at the ruins and are the work of the shadow dragon Smoke, who recently moved to the temple from the Abbor Alz. Smoke emerges at night to prey on surrounding lands and has so far managed to keep his existence a secret, but he may eventually come into conflict with Rary and Volte, the blue dragon of Dagger Rock.

Excerpted from Rary the Traitor, pg. 22

Monday, January 18, 2016

Race: Avariel

AVARIEL

Rarest of the elven races, the avariel, the winged elves, live a reclusive existence, seldom seen by outsiders. Such is their scarcity and seclusion, that their status is almost that of legend, and many believe tales of these winged elves to be little more than myth and wild fancy.

Personality:
Avariel are a proud people, aloof to the affairs of the world, save when such concerns impact upon their own lives. Of all the elven races, the avariel are the most serious-minded, and can even be ruthless when necessity dictates, but are just as appreciative of beauty, creativity, and the natural world, but their greatest joy by far, is that of flight. Even when not soaring through the heavens, they can be seen with a far-off look in their eyes. Their love of the unbounded sky is matched only by their discomfort of enclosed spaces, and the avariel suffer from crippling claustrophobia.

Physical Description: 
Avariel are graceful and striking, standing as tall as most humans, though they appear even more fine-boned than their landborn elven kin. Their features are more chiseled, more angular, their eyes larger, and golden, azure, emerald, or rich hazel. The hollow bones that enable them to fly make them frail, though their chests and shoulders are strong, powering their magnificent eagles' wings. Their plumage is usually the purest of whites, though blacks and greys are known, and their hair is white, black, or more rarely, gold or silver. Like other elves, they have no facial or body hair. They prefer simple, loose clothing that does not impede their wings, usually in pale white, grey, or silver. Avariel have shorter lifespans than those of other elves, reaching majority at 50, and seldom living beyond the age of 300. Like other elves, the avariel do not sleep, instead entering meditative trance for 4 hours per day.

Relations:
Despite an aloofness that can astound even other elves, avariel rarely exhibit the haughtiness and arrogance many have come to associate with elvenkind, though they pity all races lacking the ability to fly. They have little to do with other races, only maintaining cordial, but brief, contact with other elven settlements within range of their homes. They reserve their greatest pity for those avariel who are incapable of flight, whether due to accident, injury, illness, or misfortunate birth. Unaccepting of pity themselves, such wingless or flightless avariel seek lives elsewhere, or end their own lives in despair.

Alignment:
Like other elves, the avariel value freedom, and lean towards the gentler aspects of chaos, and although not quite as deeply respectful of all life as their ground-dwelling kin, are still good more often than not.

Avariel Lands: 
Avariel settlements are rare, located in secluded and inaccessible mountains, their many towers carved into the rock faces and plateaus, resplendent with many windows, perches, and balconies. Their societies are commonly composed entirely of avariel dedicated to one of two paths of life: the path of the warrior, or the path of the aesthete, though a rare few settlements compose members of both paths. The warriors are not all combatants, as might be inferred, though many are, but all follow the philosophy of action, of doing. Aesthetes are the thinkers, those inclined to study, magic, art, music, and philosophy. There is no animosity between followers of the different paths, both of whom have long lineages, and they each support and respect the other to the best of their abilities. Avariel seldom trade with outsiders other than other elves, obtaining from them the rare metal implements that they themselves do not use. Avariel craftsmanship utilizes glass, crystal, obsidian, and stone almost exclusively, even in the construction of weapons, and gems and semiprecious stones are used for currency. Those rare avariel encountered beyond their mountain dwellings are usually those seeking escape from pity due to their inability to fly, or the rare avariel gripped by an overpowering wanderlust.

Religion:
The avariel are a deeply religious people, but they owe their greatest loyalty, not to Corellon Larethian, but Aerdrie Faenya, the winged elven goddess of the air, the weather, and avians. Although their true origins are a mystery, the avariel hold that it is her intervention that enables them to survive, and that they are her favored children. Some avariel even belief that they were the original elven race, though many more of their sages speculate that Aerdrie Faenya's hand melded them with their beloved giant eagles.

Language:
The avariel speak the same lilting and fluid language as other elves, and some have even devised an intricate sign language based upon this tongue. Some avariel consider it a source of pride to learn and speak Auran, the language of all avian creatures, and a rare few learn a scattering of the languages utilized by those races dwelling in proximity to them.

Names: 
Avariel pick their own names upon reaching the age of majority, though close friends may continue to use the avariel's "child name". Family names are of vital import to the avariel, whose lineages stretch back untold centuries, devoted to the path which they have chosen.

Male Names: Aerontar, Daedamai, Peregrane, Raptiir, Sperenshay, and Talasphir.

Female Names: Aerie, Cassae, Esthaenie, Icaria, Lethri, and Nahlrie.

Family Names: Adongala ("Peacewhisper"), Driiquar ("Airdance"), Elandinai ("Arrowbreeze"), Kiirquarlani ("Gemsoul"), Silathdiir ("Mountainstone"), and Xilokerym ("Petalsword").

Adventurers: 
Avariel take up adventuring only if gripped by uncontrollable wanderlust, or seeking a life elsewhere as a result of exile, self-imposed or otherwise. Followers of the warrior path make up by far the majority of those avariel gripped by wanderlust.



AVARIEL RACIAL TRAITS

· +4 Dexterity, -4 Constitution: Avariel are extremely light and graceful but their hollow bones make them painfully frail.

· Medium-size: As Medium-size creatures, avariel have no special bonuses or penalties due to their size.

· Avariel base speed is 25 feet. They can fly at a speed of 45 feet (average). Avariel cannot fly when wearing Medium or Heavy armor. Custom fitting for armor purchased outside of avariel settlements has a cost equal to half the value of the armor itself.

· Low-light Vision: Avariel can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retain the ability to distinguish color and detail under these conditions.

· Proficient with either longsword or rapier; proficient with bolas and lasso. Avariel find that the muscles they use to fly, oppose those used to fire ordinary bows.

· +4 racial bonus to Spot checks; +2 racial bonus to Listen and Search checks. An avariel's vision is akin to that of a giant eagle, able to discern details on objects up to a mile away.

· Avariel may take the Flyby Attack feat (see page 11 of the Monster Manual) as a General feat; this is not a free bonus feat.

· Claustrophobia: whenever an avariel finds herself enclosed in a small area for any significant length of time, she must make a Will save (DC 13) or become panicked (-2 morale penalty on all actions; can become aggressive). Saves are made every day. The panic subsides when the character is brought out into the open air.

· Avariel find their wings an impediment to motion when on the ground, suffering a -2 attack penalty and -2 AC penalty as a result. These penalties can be negated if the avariel takes the Ground Combat feat (see below).

· Automatic Languages: Common and elven. Bonus Languages: Auran, Avariel Sign, Draconic, Dwarven, Giant, Goblin, Orc. Avariel commonly know the languages of their enemies and allies, as well as Draconic, the language commonly found in ancient tomes of secret knowledge. They have developed a form of silent communication somewhat similar to the drow sign language.

· Favored Class: Avariel of the warriors' way have Fighter as their favored class. Avariel of the aesthetes' way have Wizard as their favored class. A multiclass avariel's fighter/wizard class does not count when determining whether she suffers an XP penalty for multiclassing.

· Level Adjustment: +1. Although no more powerful or weak than most other elven subraces, the avariel's ability to fly is an extremely useful ability.

RANDOM STARTING AGE

Race: Avariel
Adulthood: 50 years
Barbarian/Rogue/Sorcerer: +4d6
Bard/Fighter/Paladin/Ranger: +6d6
Cleric/Druid/Monk/Wizard: +10d6

AGING EFFECTS
Race: Avariel
Middle Age: 140 years
Old: 195 years
Venerable: 250 years
Maximum Age: +4d20 years

RANDOM HEIGHT AND WEIGHT
Avariel, man Base Height: 4'10", Height Modifier +2d10, Base Weight 70 lb., Weight Modifier x (1d6) lb.
Avariel, woman Base Height: 4'5", Height Modifier +2d10, Base Weight 65 lb., Weight Modifier x (1d6) lb.

NEW FEATS
GROUND COMBAT [GENERAL, AVARIEL ONLY]
The avariel trains to fight effectively of the ground.
Prerequisites: Base Attack Bonus +2
Benefit: Due to specialized training, the avariel is able to compensate for theencumbering effects of her wings when engaging in ground-based combat, negating the usual avariel penalties for doing so.
Normal: Avariel suffer a -2 penalty to attacks and AC when fighting on the ground.

IN THE REALMS
The avariel are known to have retreated from Faerun long before the other elven races,and although a few small communities may remain, hidden with the clouded peaks of the continent's mountains, the only known settlement can be found on Mount Sundabar, located in the range just north of the city of the same name, deep within the Silver Marches.

AVARIEL CHARACTER REGION
Region: Elf, avariel
Automatic Languages: Elven
Bonus Languages: Auran, Avariel Sign, Chondathan, Dwarven, Giant, Illuskan, Orc
Regional Feats: Education, Flyby Attack, Mind Over Body, Strong Soul
Equipment: (A) Longsword* or rapier*, (B) Studded leather*, 3 potions of cure light wounds, (C) Scrolls of resist elements and shatter

AVARIEL GLASS WEAPONS
Avariel are the undisputed masters of glasswork, using glass, crystal and obsidian to produce weapons, utensils, and even the studs on their leather armor. Even the most basic of avariel glass items is stronger than comparable glass items found anywhere else (Hardness 7, 10 HP/inch of thickness), and their masterwork items are every bit as strong as steel. Powerful avariel magicians make extensive use of the glassteel spell in fortifying their communities, and providing exemplary weapons for the defenders of their settlements.

ELF, AVARIEL
Medium-Size Humanoid (Elf)
Hit Dice: 1d8-2 (2 hp)
Initiative: +2 (Dex)
Speed: 25 ft.. 45 ft. (average)
AC: 15 (+2 Dex, +2 studded leather)
Attacks: Longsword +1 melee; or bolas +3 ranged
Damage: Longsword 1d8; or bolas 1d4 plus grapple
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Qualities: Avariel traits
Saves: Fort +0, Ref +2, Will +0
Abilities: Str 10, Dex 15, Con 6, Int 11, Wis 11, Cha 11
Skills: Listen +3, Search +3, Spot +3
Feats: Flyby Attack
Climate/Terrain: Temperate mountains
Organization: Company (2-4), or squad (11-20 plus 2 3rd-level sergeants and 1 leader of 3rd-6th level)
Challenge Rating: ½
Treasure: Standard
Alignment: Usually chaotic good
Advancement: By character class
Most avariel encountered outside their homes are warriors; the information in the statistics block is for one of 1st level (see page 39 in the Dungeon Master's Guide for more about the warrior class).

Sunday, January 17, 2016

Spell: Dimensional Wormhole

Dimensional Wormhole

​Transmutation
Level: Sorcerer 7, Wizard 7
BoXM: Wizard 14
Components: V, S,M
Casting Time: 1 hour
Range: See text
Effect: One way dimensional conduit between two fixed points
Duration: Permanent
Saving Throw: None
Spell Resistance: No
Source: The Mage's Tower website

You trace out an intricate mandala with the powdered obdurium dust while chanting the first half of the mantra-like verbal component of the spell; upon completing the second half of the mantra at another point, you link them together in such a way that no magic or material can block travel between them.

This spell creates a permanent one-way dimensional conduit between two fixed points which allows teleportation between those points even when teleportation might be blocked by magical or other means (such as a forbiddance spell for example).

Each of the two points covers a 10 foot x 10 foot square area and the primary (anchored) end of the dimensional wormhole is marked with an unique, intricate invisible mandala-like pattern (see invisibility and any form of arcane sight will reveal the mandala and Spellcraft or Knowledge (arcana) check (DC 35) will reveal what it is but not where it is linked to. The second point must be visited within 12 hours of completing the mandala on the anchored end and the final verbal component uttered there.

The two points so linked do not in themselves provide any form of teleportation. The two points so linked do not need to be on the same plane.

Casters often cast this spell once at each point to provide two way teleportation between desired locations.

To teleport to the linked point at the other end of the dimensional wormhole, the caster must not only visual the desired location but also its unique mandala. Committing the mandala to memory requires careful study (which takes an hour) as well as a Spellcraft check (DC 35). The caster of the dimensional wormhold is not required to make this check.

In order to link a point that is already in a blocked area, the caster must begin casting dimensional wormhole (completing the first mandala) at the desired location within the blocked area and then, within 12 hours, complete the second half at other, nonblocked location. Failure to complete the spell within 12 hours causes the spell to fail. During this 12 hour time frame the spell slot used is unavailable and even resting will not make it availabe until either the second point is linked or the 12 hours have passed.

Some wizards use this spell as a trap by linking to a blocked area. Since the wormhole is one way, someone teleporting through it might be sent to a blocked area where teleporting out is not an option.
 ​
Once a dimensional wormhole is cast only the casting of a mage's disjunction at the anchored end of the wormhole cast sever the connection.