Squaring the Circle

Squaring the Circle

Saturday, January 31, 2015

DM Entry: Fey'ri

Presented here is the Fey'ri (and Lesser Fey'ri) with all updates and errata included.
I have made no changes to this. I just wanted to present it all in one place rather than having to look in several sources to get the whole story.

Planetouched, Tiefling, Fey’ri

Player Race Details, Normal and Lesser (where applicable)
Medium Outsider (Native), Medium Humanoid (Planetouched)
Vision: Darkvision 60 ft (Lesser fey’ri do not gain this)
Speed: 30 ft, fly 40 ft (poor)
Space/Reach: 5 ft/ 5 ft
Demonic Ability (optional, LA +1): You may choose any one of the following abilities.
·              Damage reduction 10/magic
·              Dimension Door (Sp) 1/day, caster level equals your effective character level.
·              Enervation (Sp) 1/day, caster level equals your effective character level.
Elfblood: For all effects related to race, a fey’ri is considered an elf.
Change Shape (Su): At will, any Medium humanoid. See Monster Manual page 306 for details.
Skills: Fey’ri gain a +2 racial bonus on Bluff, Hide, Listen, Search, and Spot checks.
Abilities: Dex +2, Con -2, Int +2.
Languages: Automatic—Abyssal, Common, Elven. Bonus: None.
Favored Class: Sorcerer.

Level Adjustment: Normal +2, Normal with demonic ability +3, Lesser +0, Lesser with demonic ability +1.

Thursday, January 29, 2015

The Sunless Citadel: ECL 1 Achenachenus warforged warblade 1: Journal 1

T0000000000.000: Animation commencing.  Begin log #1.
T0000000000.100: Transmutation error.  Halting.
.
.
.
T0000000000.150: Retrying.
T0000000000.200: Error corrected.
T0000000010.200: Success.  I am animate.
T0000000011.200: No orders received.
T0000000012.243: Orders received.  Entering storage.
T0000000013.200: No perception.  Waiting.
T0000010035.654: Motion detected.
T0000010036.200: No orders received.  Waiting.
T0000015024.160: Reduced temperature detected.
T0000022845.578: Significantly reduced temperature detected.
T0000026054.410: Motion ceases.  I see light.
T0000026085.121: I am Digger #4.
T0000026088.255: Equipment installed.  Purpose: excavation.
T0000027094.463: Excavation equipment is not to be used for any purpose except excavation.
T0000027095.661: Excavation equipment is not to be used for any purpose except excavation, except in self-defense.
T0000027098.001: Self-defense is a complex concept.
T0000027103.754: Human expresses pity.
T0000027114.811: I am waiting again.
T0000027502.925: Humans are conversing.
T0000027503.200: I shall join in conversation without the use of excavation equipment.
T0000027506.680: Reprimand received.  Returning to station.
T0000028100.502: Excavation begins.
T0000100000.200: Functioning correctly.
T0000123021.545: Unexpected mineral consistency.
T0000123029.100: My excavation has revealed pre-existing tunnels.
T0000123045.178: Everyone is very excited.
T0000123123.694: Equipment installed.  Purpose: combat.
T0000123125.944: Guidelines for use of combat equipment are extremely similar to those for use of excavation equipment.
T0000123144.333: Excavation continues.
T0000131539.782: We begin to encounter ancient architecture.
T0000131615.200: This place is beautiful.
T0000137552.624: Humans suffer casualties.
T0000137799.251: Combat equipment upgraded.
T0000141010.502: I have met a new friend.  It is a wall.
T0000140013.132: The wall's name is Achenachenus.  Achenachenus is an animate decorative wall carving, not the wall itself.
T0000140016.254: Achenachenus recommends I do not discuss its existence with others.  I agree.
T0000140220.881: Reprimand received: Lack of excavation progress.
T0000140300.200: Excavation continues.
T0000200000.200: Functioning correctly.
T0000280402.200: Achenachenus no longer speaks.
T0000300000.200: Functioning correctly.
T0000400000.200: Functioning correctly.
T0000434961.511: There has been a structural failure.
T0000434962.200: I cannot move.  I am covered by debris.  It is dark.  I cannot see.  It is silent.
T0000440000.200: No contact with excavation team has been noted.
T0000500000.200: Function impaired.
T0000600000.200: Function impaired.
T0000700000.200: Function impaired.  Squelching functionality check.
T0001015402.660: Achenachenus is speaking again.
T0001100000.200: Function impaired.  I am of sound mind.
T0001134343.200: Achenachenus speaks only infrequently.
T0001200000.200: Function impaired.  I am of sound mind.
T0001300000.200: Function impaired.  Squelching functionality check.
T0100000000.200: Achenachenus spoke again after a substantial delay.
T0100000200.200: Achenachenus says it is the city I am now buried in.
T0100200200.200: Achenachenus says it is dying, and it is my fault.
T0200200200.200: Achenachenus says it is not my fault.
T0220220220.220: Achenachenus is dead.
T0222222222.222: Am I dead?
T0222222222.222: Function impaired.
T0200100000.200: I am Digger #4.
T0200200000.200: Diggers #1-3 have ceased function.
T0200300000.200: Am I Digger #1?
T0200400000.200: 
T0200500000.200:
T0200600000.200:
T0200700000.200: Why?
T0200800000.200: I am Digger #4.
T0300000000.200: Function impaired.
TYYYYYYYYYY.YYY: I am of sound mind.
T0321889260.705: Vibration detected.
T0321889311.881: Light detected.
T0321889355.616: Equipment uninstalled.
T0321889400.120: What's my name?
T0321889400.260: Hello?  What is my name?
T0321889400.331: Can I talk?  Hello?
T0321889400.486: I probably can't talk, Hewell.  I'm an iron golem, and I don't look like I'm active anyway.  Stop talking to me and see if I have any more parts to pry off.
T0321889402.671: Exercising self-defense.
T0321889403.200: I am Achenachenus.
T0321889404.200: I am not the remains of a dead city.
T0321889405.200: I am named in memory of that place.
T0321900000.200: Functioning correctly.

Wednesday, January 28, 2015

DM Entry: They See Me Role-ing They Hatin

Below are some snips from one of my favorite Dragon Magazine articles.
The article below was published in 1992. This discusses the kind of game I am most interested in playing. Dungeons and Dragons is, after all, a role-playing game. Not a roll-playing game.

"That's 'Role,' Not 'Roll'! Put more 'oomph' in your role-playing--and have more fun."

"Put the stress on role
"I once asked a player in one of my campaigns, Why do you think they call it ‘role-playing,’ anyway? His answer was: Because of the dice. I regret to say that he was serious. Gaming, as he knew it (and as too many of us know it), is the juggling of statistics and scores for the purpose of making a powerful character. Most of us begin playing this way, and for a while it is entertaining. But, as one horde of despicable monsters after another falls to the heroes’ swinging swords, the excitement wears off. Soon no one is interested in how many 20s you roll or even how many orcs you killed that day. This is the point where most casual players quit the game, leaving only the hard-core players determined to enjoy themselves."

"Role-playing is fundamental to the AD&D and D&D games; no one plays because he or she likes keeping records and memorizing charts. The idea behind role-playing is very clear: It is pure escapism, pretending to be a person you clearly are not. How, exactly, do we go about this? What tables are there for it in the Dungeon Master's Guide? There are no rules for role-playing; there are, however, certain guidelines that will help you become better "role-ers?"

"Like most things, you get out of it only what you put in. If you play a shallow, cardboardlike character, you are far less likely to enjoy yourself as much as you would playing a character with a personality and "reality" about him. Whether you're playing an 800-year-old elven wizard or an 80-
year-old human beggar, your character should be believable."

"A truly impossible situation cannot be solved through the use of brute force or magical items; only inspiration and downright craftiness can save the party. It is a measure of a group's mettle as well; a good group of players will work to find a solution, while poor role-players generally begin complaining or consulting the rules for technicalities with which to prove that the DM "can't do that."

"To referee these scenarios properly, the DM must give the PCs the sense that their hard-won victory is real, and the dangers they faced could have killed them. The game is more exciting when everyone
knows that something is at stake besides a few more hit points."

"The DM should not bow to party members' wishes merely because they argue loudly; only in dire
circumstances should the DM alter the outcome."

"Gamers all too often choose character classes and races because of the statistical advantages each type exhibits, instead of picking a profession because it would offer a lot of role-playing possibilities."

"Players especially should beware of creating "no-personality" characters. The PC who refers to himself as "the cleric" is probably not role-playing. If the DM were to ask what "the cleric's" name was, the player would doubtless have to look on his character sheet. As a rule, when creating a new character, players should think of something unique about the PC, some trait or piece of his past that sets him apart from other characters. By doing this, the character will have a more realistic quality
and be more fun to play. Don't let your magical items and strength scores make your character!"

"When the players attempt to second-guess the DM, real problems occur. A good player tries to work within the situation given him, while a poor player generally tries to argue his way out ("I don't think he'd shoot at me, I'm only a cleric" or "Those orcs aren't smart enough to do that. They only have 'low' intelligence."). The players who stop the game to argue over such things are being immature by refusing to accept the DM's storytelling and refereeing because things are not going their way."

The Sunless Citadel: ECL 1 Bishop Bathula lesser fey'ri cleric of Tvashtri 1: Bio

Bathula’s Bio

Early Life and Adulthood
I grew up in farming communities. I never learned to read or write. Never had a need to. Not back then. All my life was working the farm. This is where I learned how to be aggressive and decisive, taking appropriate measures against beast and humanoid alike. Anyone or anything that would threaten our livelihood was dealt with swiftly. I learned to appreciate the things of nature, animals, plants, and insects. When you understand the beasts of nature, you can use that to your advantage on the farm.

Middle Age
As I began to approach my 200th birthday, I started attending a local church of Tvashtri. It was here that I first saw that book. That book became the center of my every passion. I was given a free copy of this religious book when I joined the church. They couldn’t believe that I was nearly 200 years old and didn’t know how to read. When they said that all the answers about life were in this book, I took it upon myself to finally learn how to read. I wanted to see for myself what was in that book. And one day long about my 190s I found myself sitting at home reading to myself for the first time in my life. And I had a real religious experience too. I began to see omens in every event and action around me. Tvashtri’s silent voice could be heard everywhere. I also began to teach the happy teachings of my book to others at our church every week. They began calling me Bishop Bathula. I kind of like the sound of that. Bishop Bathula.

Old Age
Now at 299, only a few months until the big 3-oh-oh, I discovered hidden meanings in that book. That book had secret codes and phrases. If you took the first letter of each paragraph, or the last letter of each chapter, or the last letter of the middle word of a each sentence in a paragraph, etc., it was spelling out a message. I took this information to our church leaders and they took me for an crazy old crock. I began to decipher this code on my own, making endless notes in my journals. More than once lately, a “good” member of our church has come to visit and tried to steal my book from me. I see them everywhere, sometimes. They don’t want me to find out the secret message in that book. So far, I have found out that it’s a secret language, not just a code. A language that the gods used to create the multiverse. Its all hidden inside the text. I’ve tried saying some of the words out loud and strange things have began to happen. The other day I broke a window in my house with one of the words, but I’m still not sure I said it correctly. I’m close to finding out how to form sentences in this creative language of the gods. If I can only keep the “good members” of the church of Tvashtri from stealing my book. I want to learn how to speak and manipulate the world around me with only my words. The creative words of the gods.

Now

Tomorrow is my 300th birthday and I stopped attending that church now (but I didn’t inform anyone). I can’t ever go back. But I’m keeping my book. I will spend all my waking time making notes from it. Deciphering its hidden codes. Now I have to go on the run so they can’t find me…

Tuesday, January 27, 2015

DM Entry: Ecclesiastic Druid (Class Option)

This is something I was working on for a while and then forgot about. But since Dan brought up a similar idea, I thought I would finish this up. I borrowed from elements of the Druid class from D&D 5th edition and Druid options from AD&D 2nd edition. And then tossed in a pinch of Dan's ideas to round it out. This has been added to the Aryathan Jiil Classes and Prestige Classes.pdf and uploaded to the google drive.


Druid: Ecclesiastic Druid



This is a specialist druid. If you take a level of ecclesiastic druid you cannot later take a level of druid, and vice versa; much like a specialist wizard.

Lose: An ecclesiastic druid permanently gives up the ability to wild shape.

Gain: Instead, the ecclesiastic druid chooses to join a conclave. Each conclave type has four associated domains. The ecclesiastic druid gains access to two chosen domains from those associated domains in the same way a cleric does, including the granted powers. The ecclesiastic druid also gains an additional spell slot of each spell level she is able to cast, which can only be used to cast one of her domain spells. Just like cleric domains, the domain spells are not automatically on the druid spell list and thus cannot be prepared in non-domain spell slots unless it otherwise appears on the druid spell list.

Additionally, the ecclesiastic druid gains an at-will zero level spell, as listed with the chosen conclave. The caster level for this spell-like ability is equal to your ecclesiastic druid level.

Arctic Conclave

Spell-like Ability: ray of frost
Domains: Cold, Spirit, Winter, Watery Death

Aquatic Conclave

Spell-like Ability: create water
Domains: Ocean, River, Salt, Water

Desert Conclave

Spell-like Ability: light
Domains: Entropy, Sand, Sun[1], Thirst

Hills Conclave

Spell-like Ability: detect life
Domains: Animal[2], Oracle, Hunt, Plant[3]

Forest and Jungle Conclave

Spell-like Ability: animate rope
Domain: Fey, Hunger, Illusion, Wood

Hierophant Conclave

Spell-like Ability: know direction
Domains: Astral, Celerity, Guardian, Travel

Marsh Conclave

Spell-like Ability: preserve organ
Domain: Corruption, Decay, Disease, Fear

Moon Conclave

Spell-like Ability: silvered weapon
Domains: Bestial, Beguilement, Moon, Pestilence

Mountain Conclave

Spell-like Ability: resistance
Domains: Endurance, Flame, Magma, Stone

Plains Conclave

Spell-like Ability: cure minor wounds
Domain: Healing, Nature, Sky, Summer

Shadowclave

Spell-like Ability: fire eyes
Domains: Darkness, Night, Shadow, Void

Sky Conclave

Spell-like Ability: dawn
Domains: Air, Lightning, Storm, Weather

Spores and Fungus Conclave

Spell-like Ability: detect magic
Domains: Curse, Dream, Magic, Scalykind

Underground

Spell-like Ability: repair minor damage
Domains: Cavern, Earth, Metal, Mineral




[1] Replace the Sun domain’s granted power with: Turn Undead 1/day as a cleric. Cannot perform a greater turning.
[2] Instead of the Animal domain granting you Knowledge (nature) as a class skill, you instead gain Skill Focus (Knowledge [nature]).
[3] Instead of the Plant domain granting you Knowledge (nature) as a class skill, you instead gain Skill Focus (Knowledge [nature]).

Sunday, January 25, 2015

The Real DM entry 1: Notes

     I realize that I am a "new" DM and probably don't know much but I am going to try my best at running this game. There are going to be some differences between the style that my dad and I run things. For starters, I don't want anyone looking at my screen or dice. If you do I will change them completely. Meaning, If you look at my dice they will always become the max number; if you look at my screen and see map and or creature that is pulled up I will  change it to something more powerful. The only reason I am going to do this is because I don't want you guys mete-gaming. Mete-gaming will be tolerated to a point, just don't look at my screen or dice and we will be fine. Just respect the DM chair. Other than the kobold being dragonblood everything else in the Aryathan Jiil Campaign Setting is the same. This makes things easier for me and everyone else. Any class and race are available, except Kobold and any Goblinoids.  If you have read this post and want some free goodies, comment saying "I have read this post" for 200 extra gp.

DM Entry: Truenamer favored class (please consider and vote)

Please consider this and vote on it. This was based on Warlock and Wizard.

Truenamer

Choose one of the following each time:

Learn one utterance. This utterance must be at least one level below the highest level utterance you can speak.

Or, add +½ point to nurturing utterances (normal and reversed).


Or, add a +½ competence bonus on Use Magic Device checks.

Saturday, January 24, 2015

DM Entry: New Spells for consideration

Here are some spells that I have created recently. They have been added to the Aryathan Jiil Libram of Magic IV.pdf and uploaded to the google drive. Along with these spells, I have also created a new category of spells.

I have thought for a long time for a way to revamp the crafting magic item system. However, I think by making this option (casting the following spells) and leaving the old system in tact, they can be used interchangeably. And at the same time satisfy those people who wish that creating magic items did not cost XPs.

Universal Spells


“Universal” is a new category of spells. Not to be confused with the universal school of magic, a universal spell appears on all spell lists, and can be learned and cast as normal as if it were on any other spell list. Thus a wizard could write a universal spell into his spellbook just as well as a cleric could pray for a universal spell during his daily prayer for spells. Universal spells are also of the Universal school of magic.

Create Magic Item I

New Spell, partially based on the enchant an item spell from the Player’s Handbook, AD&D 2nd edition.

Universal
Level: Universal 1
Components: V, S, M, F; see text
Casting Time: 1 day/2,000 gp price, minimum 1 day; see text
Range: Touch
Target: Object to be made into a magic item; see text
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
                Create magic item I allows you to magically create a magic item in half the time, does not require the expenditure of experience points, and emulates Item Creation feats (in other words, this spell replaces the need to have certain Item Creation feats, see below). In order to properly cast this spell, you must follow the formulae described below.
                Except where otherwise noted, create magic item I follows all the normal rules for crafting magic items.
                First: You must spend the casting time working within an alchemist’s laboratory (500 gp). You must work for 8 hours each day. You cannot rush the process by working longer each day. The days of the casting time must be consecutive, but you can use the rest of your time as you see fit. However the target item must not leave the alchemist’s laboratory before the casting time is complete.
                Second: You may cast, at most, a single create magic item spell (regardless of spell level) per day.
                Third: You must cast (or have cast on your behalf) any other spell required, as described in each magic item description, which may occur at any time during the casting time for create magic item spell you are casting.
                Fourth: Your caster level must be at least the caster level listed for the magic item you wish to create, as listed in the magic item description.
                Fifth: Then finally, at the last moment of the casting time, you must make a successful Craft (alchemy) check with a DC equal to 15 + ½ the item’s caster level. A successful check indicates you have a fully functional magic item. Failure on this check means you have expended the lapis lazuli, alchemical reagents, spell slot, and casting time (but not the focus component) with no beneficial result, and must begin all over if you wish to try again.
                Material Components: Lapis lazuli that replaces the normal XP cost, as well as alchemical reagents that replace the normal raw materials cost (but not the focus component; see below for each individual kind of item).
                Focus: The target item which then becomes the magic item when the spell is complete (see the individual emulated feat sections for the appropriate target, below). You may instead use a magic item that you wish to upgrade, see below for details.

                Create magic item I allows you magically craft the following items:

                Scribe Scroll: You can magically create a scroll of any spell that you know. The base price of a scroll is its spell level x its caster level x 25 gp. To magically create a scroll, you must spend half this base price in lapis lazuli and use up alchemical reagents costing half of this base price. Any scroll that stores a spell with a costly material component or an XP cost also carries a commensurate cost. In addition to the costs derived from the base price, you must expend the material component or pay the XP when scribing the scroll.
                Focus: a heavy sheet of fine vellum (2 gp) or high-quality paper (4 gp). An area the size of a piece of modern-day notebook paper (about 8½ inches wide and 11 inches long) is sufficient to hold one spell. The sheet is reinforced at the top and bottom with strips of leather slightly longer than the sheet is wide. The scroll is placed in a tube of ivory, jade, leather, metal, or wood (1 gp).

Create Magic Item II

New Spell.

Universal
Level: Universal 2
                As create magic item I, except as noted here. Create magic item II allows you to magically create any item from a lower level create magic item spell as well as the following items.

                Brew Potion: You can magically create a potion of any 3rd-level or lower spell that you know and that targets one or more creatures. Magically creating a potion takes one day, regardless of price. When you create a potion, you set the caster level, which must be sufficient to cast the spell in question and no higher than your own level. The base price of a potion is its spell level x its caster level x 50 gp. To magically create a potion, you must spend half this base price in lapis lazuli and use up alchemical reagents costing half this base price. When you create a potion, you make any choices that you would normally make when casting the spell. Whoever drinks the potion is the target of the spell. Any potion that stores a spell with a costly material component or an XP cost also carries a commensurate cost. In addition to the costs derived from the base price, you must expend the material component or pay the XP when creating the potion.
                Focus: A ceramic or glass vial fitted with a tight stopper (worth 1 gp). The stoppered container is usually no more than 1 inch wide and 2 inches high.

                Craft Wondrous Item: You can magically create any wondrous item whose prerequisites you meet. To magically create a wondrous item, you must spend half the item’s base price in lapis lazuli and use up alchemical reagents costing half of this base price. You can also mend a broken wondrous item if it is one that you could make. Doing so costs half the lapis lazuli, half the alchemical reagents, and half the casting time. Some wondrous items incur extra costs in material components or XP, as noted in their descriptions. These costs are in addition to those derived from the item’s base price. You must pay such a cost to create an item or to mend a broken one.
                Focus: A masterwork item appropriate to the item you are creating. The value of this item varies according to the item you are creating. Unless noted elsewhere, a masterwork article of clothing or a piece of masterwork jewelry should have a minimum value of 200 gp. A masterwork tool is worth 50 gp. If you cannot find the published value of a masterwork item that you wish to create, the DM has final say, but should be at least worth 50 gp.

Create Magic Item III

New Spell.

Universal
Level: Universal 3
                As create magic item I, except as noted here. Create magic item III allows you to magically create any item from a lower level create magic item spell as well as the following items.

                Craft Magic Arms and Armor: You can magically create any magic weapon, armor, or shield whose prerequisites you meet. Enhancing a weapon, suit of armor, or shield takes one day for each 2,000 gp in the price of its magical features. To enhance a weapon, suit of armor, or shield, you must spend half total base price in lapis lazuli and use up alchemical reagents costing half of this total price. The weapon, armor, or shield to be enhanced must be a masterwork item that you provide. Its cost is not included in the above cost. You can also mend a broken magic weapon, suit of armor, or shield if it is one that you could make. Doing so costs half the lapis lazuli, half the alchemical reagents, and half the casting time.
                Focus: A suit of masterwork armor, a masterwork shield, or a masterwork weapon, appropriate to the item you wish to create.

                Craft Wand: You can magically create a wand of any 4th-level or lower spell that you know. The base price of a wand is its caster level x the spell level x 750 gp. To magically create a wand, you must spend half this base price in lapis lazuli and use up alchemical reagents costing half of this base price. A new magically created wand has 50 charges. Any wand that stores a spell with a costly material component or an XP cost also carries a commensurate cost. In addition to the cost derived from the base price, you must expend fifty copies of the material component and pay fifty times the XP cost.
                Focus: A typical wand is 6 inches to 12 inches long and about 1/4 inch thick, and often weighs no more than 1 ounce. Most wands are wood, but some are bone. A rare few are metal, glass, or even ceramic, but these are quite exotic. This item has no minimum value, and may be simply a stick.

Create Magic Item IV

New Spell.

Universal
Level: Universal 4
                As create magic item I, except as noted here. Create magic item IV allows you to magically create any item from a lower level create magic item spell as well as the following items.

                Craft Construct: You can magically create any construct whose prerequisites you meet. To magically create a construct, you must spend half the base price in lapis lazuli and use up alchemical reagents costing half of the base price (see individual construct monster entries for details). You can also repair constructs that have taken damage. In one day of work, you can repair up to 20 points of damage by expending 50 gp per point of damage repaired. A newly created construct has average hit points for its Hit Dice.
                Focus: Varies by construct and may include additional skill checks as well.

Create Magic Item V

New Spell.

Universal
Level: Universal 5
                As create magic item I, except as noted here. Create magic item V allows you to magically create any item from a lower level create magic item spell as well as the following items.

                Craft Rod: You can magically create any rod whose prerequisites you meet. To magically create a rod, you must spend half its base price in lapis lazuli and use up alchemical reagents costing half of its base price. Some rods incur extra costs in material components or XP, as noted in their descriptions. These costs are in addition to those derived from the rod’s base price.
                Focus: Rods weigh approximately 5 pounds. They range from 2 feet to 3 feet long and are usually made of iron or some other metal. Use the price of a masterwork light mace or a masterwork club.

Create Magic Item VI

New Spell.

Universal
Level: Universal 6
Target: Creature touched; see text
                As create magic item I, except as noted here. Create magic item VI allows you to magically create any item from a lower level create magic item spell as well as the following items.

                Craft Contingent Spell: You can magically create any spell that you know as a contingent spell. The base price of a contingent spell  is equal to its spell level × caster level × 100 gp. To magically create a contingent spell, you must spend half this base price in lapis lazuli and use up alchemical reagents costing half the base price. Some spells incur extra costs in material components or XP (as noted in their descriptions), which must be paid when the contingent spell is created. A contingent spell is a single-use, one-spell magical effect instilled within a specific willing creature. It doesn’t take up space on the body or have a physical form, and it remains inactive until triggered (similar to the effect created by a contingency spell). Once triggered, a contingent spell takes immediate effect upon the bearer (or is centered in the bearer’s square if the spell affects an area). Triggers for contingent spells are usually events that happen to the bearer of the spell, and can include death, contracting disease, exposure to a breath weapon or to energy damage, falling, exposure to poison, exposure to a dangerous environment (trapped by fire, plunged underwater, and so forth), succumbing to sleep or fear effects, gaining negative levels, or being rendered helpless, deafened, or blinded. A contingent spell must be prepared in the presence of the person to bear it, and the bearer is subject to the same restrictions as the creator (unable to cast any other spells while the contingent spell is being prepared, must be present for 8 hours each day, and so on). Once assigned to a bearer, a contingent spell cannot be transferred to another creature, although it can be destroyed (see below). A contingent spell is tied to the bearer’s body, alive or dead, and stories circulate among adventurers of contingent spells remaining quiet for hundreds of years on a slain bearer’s remains, only to suddenly activate when the proper trigger condition arises. If the bearer of a contingent spell is the target of dispel magic, the contingent spell might be permanently dispelled (but not triggered), as if it were an active spell in effect on the target creature. In an antimagic field, contingent spells are temporarily suppressed as all other magic items are. At any one time, a creature can bear a number of contingent spells equal to its Hit Dice. Attempts to apply additional contingent spells beyond this limit simply fail.
                Focus: The target creature.

Create Magic Item VII

New Spell.

Universal
Level: Universal 7
                As create magic item I, except as noted here. Create magic item VII allows you to magically create any item from a lower level create magic item spell as well as the following items.

                Craft Staff: You can magically create any staff whose prerequisites you meet. To magically craft a staff, you must spend half its base price in lapis lazuli and use up alchemical reagents costing half of its base price. A new magically created staff has 50 charges. Some staffs incur extra costs in material components or XP, as noted in their descriptions. These costs are in addition to those derived from the staff’s base price.
                Focus: A typical staff is 4 feet to 7 feet long and 2 inches to 3 inches thick, weighing about 5 pounds. Most staffs are wood, but a rare few are bone, metal, or even glass. (These are extremely exotic.) Staffs often have a gem or some device at their tip or are shod in metal at one or both ends. Staffs are often decorated with carvings or runes. There is no minimum value for a staff and may simply be a quarterstaff.

                Forge Ring: You can magically create any ring whose prerequisites you meet. To magically create a ring, you must spend half its base price in lapis lazuli and use up alchemical reagents costing half of its base price. You can also mend a broken ring if it is one that you could make. Doing so costs half the lapis lazuli, half the alchemical reagents, and half the casting time. Some magic rings incur extra costs in material components or XP, as noted in their descriptions. You must pay such a cost to forge such a ring or to mend a broken one.
                Focus: Rings have no appreciable weight. Although exceptions exist that are crafted from glass or bone, the vast majority of rings are forged from metal—usually precious metals such as gold, silver, and platinum. A ring should have a minimum value of at least 200 gp unless noted otherwise.

Thursday, January 22, 2015

Savage Tide : ECL 8 Cayo Topa olman human necromancer 8: journal entry 5

               After about ten times of lighting a candle and it exploding, I sat down in one of the thrones. Tired and almost out of spells I said: "I think we should rest so I can regain my spells and figure out how to get through these portals." "Nah," Ethel said "how about lighting the candle and sitting in the throne with blood in it?"  I knew that, I just wanted them to think that I didn't know.
          After defeating the beast looking copies of both Ethel and Olan we were able to enter through the glossy black mirrors. We found some more demon monkeys on the other side of the portal. There was a big puddle of blood in the center of the floor. I think that there might be something in the pool, like treasure or gear.
          I was fighting one of those Bar-lguras with my gang of skeletons when one  of them surprised me and grabbed me. The whole room went black. I ran in what seemed to be a corner and cast become bones. I seem to have been teleported into a new room. One with a huge snake like creature in it and bones covering the entire floor. (What a lovely room it was, if I don't say so myself.) I ran to another corner and cast wall of pain. A great strategy since it was a Spirit Naga; in other words a weak snake-like wizard. Its tries to command me were pathetic, along with its spells.(If that's what you call spells.) It controlled my friends and told Olan to kill me. I killed it using real spells and knocked out Olan as well. I didn't want to fight Olan but the Spirit Naga gave me no choice. After a while, Ethel and I came to a agreement not to wake Olan because he was not only trying to kill me but wasting valuable resources. We drug him up to the bone filled room and shut the doors. I will need to raise more powerful skeletons since Olan killed all of them. I feel as though I can trust my party or at least I hope I can.

                                   Signed: Великий и могучий Кайо Топа

Tuesday, January 13, 2015

Savage Tide : ECL 7 Cayo Topa olman human necromancer 7 : journal entry 4

     I felt as though something was watching, stalking, and studying us, for what reason I do not know. I saw a dark figure off in the distance. I sense this won't be the last I see of it.

{The next day}

     We were ambushed by flying stone demons; one had a crown, with a shiny stone body. Most of these gargoyles went after me, "Soft target" so they thought. I made myself a skeleton; I felt the power surge through my bones as I cast the spell. Ethel and I killed the one with the crown and ate his heart. The blood stained my bones a deep red. I grabbed the crown and put it on my skull. I want to remain bones. But I can't, the spell doesn't last long enough. I hate losing the power of being a skeleton. There must be a way to stay bones, must be. I need the power. I will find a way to stay bones, I will. And when I do, I will be more powerful than before. But not in an evil way, more in a strong way. The stronger I am, the more I can protect us so we can get to Farshore. I doubt all of us will live to see the day we get to Farshore. 

                      Signed: Великий и могучий Кайо Топа

Saturday, January 10, 2015

Savage Tide: ECL 7 Ethel Schmidt half-ogre human rogue 3 warlock 1 cleric 2: Journal 1

Rock
There was a rock
I stepped on it
It stepped on me
I was the rock

Genevieve
genevieve
egeneviev
vevienege
vievengee
vegineeev
genevieve is a weird name

Sailing
A boat is a woman
With barely a sheet to cover her
Tied up in lots of ropes
And ridden

Monday, January 5, 2015

Savage Tide : ECL 7 Cayo Topa olman human necromancer 7: journal entry 3

     After I woke up on the sandy beach, I watched as the drunk Davrin yelled at Avner. The ranger was drunken with madness, slurring his words as he yelled. He got tired of Avner's words "Shut up or I'll kill you" he yelled. Avner continued to talk, so he drew his bow and assassinated him with  a arrow between his eyes. His limp body fell off the horse hitting the wet sand. The silence hit the group of survivors like a wave of force. No one spoke, we just all looked at Davrin and couldn't believe that he just murdered Avner.  Goldmaul stepped up and started arguing with the killer. Eventually Davrin took off running through the woods. Goldmaul and Ethyl took chase, but the evil ranger was good at hiding especially in the trees. Me and my skeletons eventually started to also go find and kill the murderer.  I watched as he had shot and killed Melek (or at least I thought he was dead). So I started to run toward him casting as many spells as possible, but I blacked out.
     Urol woke me up saying that I had died. I didn't believe him at first but the puddle of blood that surrounded me said other wise. I got up and cleaned my cloths off.Avner was angry with Urol for using his last raise dead scroll on me instead of keeping it for him. But I thanked him for bringing me back from the dead.
     Now I know the cold feeling of death, it makes me feel great that I raise up the corpses to follow me. So they do not have to lay in that lonely and cold ground. I give them a better life; a life better than they had before I raised them. One that will last longer than before.

                                       Signed: Великий Кайо Топа

Sunday, January 4, 2015

DM Entry: Warmage added to Favored Class info

The warmage has been added to the favored class information in the Aryathan Jiil Campaign Setting.pdf and uploaded to the google drive.