Talk:Zyindra

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Contents

Tier 3 to Tier 3 Advancement Choices

  • Increase Effort by 1.
  • Increases Magic skill to Specialized.
  • Add 4 points to stat pools (1 to each, including special pool)
  • Increase Intellect edge by 1

Tier 2 to Tier 3 Advancement Choices

  • Increase Effort by 1.
  • Increases Magic skill to Specialized.
  • Add 4 points to stat pools (1 to each, including special pool)
  • Increase Intellect edge by 1

Spheres of Magic Choices

High Caster, gaining talents 1 per level (+2 bonus @ 1st level), but they would also get one bonus every even level derived from their Patron, and applicable ONLY within the sphere or spheres deemed appropriate for their patron. Gain one Sphere of choice, and one Sphere for Patron at first level.

Spell Points: 6 (1 per level, +1 per level for drawbacks, + INT bonus)

  • Healing Patron (Positive Material Plane), using Life sphere, gained as bonus at 1st level.
  • Fate Sphere taken at 1st level.
  • Base talent at 1st level used to purchase access to Protection Sphere
  • First bonus talent at 1st level used to purchase Armored Magic (aegis) talent in Protection Sphere
  • Second bonus talent at 1st level used to purchase Greater Healing talent in Life Sphere
  • Custom drawbacks for casting (5, +1 spell point per level)

Class Skills

  • Craft (Int)
  • Fly (Dex)
  • Heal (Wis)
  • Intimidate (Cha)
  • Knowledge (arcana) (Int)
  • Knowledge (history) (Int)
  • Knowledge (nature) (Int)
  • Knowledge (planes) (Int) --> Knowledge (Religion)
  • Profession (Wis)
  • Spellcraft (Int)
  • Use Magic Device (Cha)

Hexes

  • Aura of Purity has a very limited use but is great for that use. Negating airborn ickies in a 10 foot area.
  • Charm is essentially a charm person spell that works on any creature.
  • Feral Speech lets you talk to animals.
  • Flight gives you feather fall at your level. At 3rd it turns into levitate and at 5th into fly.
  • Fortune grants good luck to a creature within 30 feet. Allowing them to reroll one d20 roll and take the better result. Lasts 1 round. Like Healing, you can only use it once per day per person.
  • Mudwitch lets you turn into ooze.
  • Peacebond prevent someone from drawing a weapon (including ammunition like arrows) for a number of rounds equal to your level. Will save negates.
  • Prehensile Hair give you... well... prehensile hair. It grows up to 10 feet long, acts as a limb with your INT score in place of STR and if used to attack does 1d3 damage. It can manipulate items but not weapons with full dexterity. You can do it level minutes per day, spent in 1 minute increments.
  • Slumber is basically the sleep spell on a single creature within 30 feet for level rounds. Will negates. It isn't bound to the HD level of the creature but the sleep can end with the use of a standard action on the part of another party. You can use it once per creature per day.
  • Swamp's Grasp turns a 10 foot square per level within 90 feet into difficult terrain for 3+INT modifier rounds.
  • Tongues lets you understand any spoken language for a number of minutes per day equal to your level (spent in 1 minute increments). Once you reach 5th you can also speak any language.
  • Wards gives whomever you ward +2 AC, +2 to saves which lasts until the target is hit or fails a saving throw. You can't use it on yourself, the ward gets better at higher levels and there's no limit on how often you can use it, though you can only have one ward up at a time. There's nothing about range here.
  • Water Lung lets you or a target breathe water for 1 minute. Or a water breathing target can breathe air for 1 minute.
  • Catseye give you cat eyes (and dark vision) for 24 hours. Or an ally. Only one active at a time. Zyindra's would be fox eyes, naturally.
  • Familiar Growth gives Sabbath a battle form. Making him an animal companion (qv. Druid of equal level) for 1 minute per level.
  • Scuttle lets you climb like a spider.
  • Whispers lets you summon guidance for you or an ally that gives a bonus of half your level on a skill that lasts for 1 turn, 1 minute or 1 day depending on the skill chosen.
  • Will-O-Wisp lets you summon a pale light that lasts for 1 hour and gives you and your allies +4 to Perception checks made to notice things.
  • Eldritch Ally increases effective caster level by 1 while in physical contact with familiar.

Feats

  • Cooperative Crafting: You can assist another character in crafting mundane and magical items. You must both possess the relevant Craft skill or item creation feat, but either one of you can fulfill any other prerequisites for crafting the item. You provide a +2 circumstance bonus on any Craft or Spellcraft checks related to making an item, and your assistance doubles the gp value of items that can be crafted each day.
  • Craft Wondrous Item:
  • Extra Hex:
  • Craft Rituals: You may research rituals.
  • Extra Magic Talent: Gain an additional sphere or a talent from a sphere you possess. You may take this feat multiple times. The effects stack.
  • Extra Spell Points: Increase spell point pool by 2.
  • Cunning: +3 skill points, +1 per Hit Die beyound 3
  • Curious: Add 3 skills to your list of class skills
  • Improved Cunning: Gain a skill rank per Hit Die.

Spheres of Power

Talents I want:

  • Warp Sphere
    • Unseeing Teleport - choose direction and distance rather than LoS
    • Distant Teleport - increase to Long range when spending spell point
    • Quick Teleport - Teleport as a move action rather than standard action
    • Emergency Teleport - Teleport to evade attacks, granting evasion and a bonus of half caster level to AC and Reflex saves
  • Light Sphere
    • Blinding Light
    • Bound Light
    • Searing Light
    • Lasting Light
    • Illuminate
  • Healing Sphere
    • Resuscitate - heal back from the dead within 1 round
    • Restorative Cure - spend spell point when healing to also remove conditions or restore ability damage at the same time
    • Restore Soul - adds 1d8 to heal; also cured of ability drain and temporary negative levels
    • Greater Healing (two more times) This is capped at x3 for now, as game balance is discussed.
    • Ranged Healing - Close range instead of touch
    • Mass Healing - +1 person per 2 levels at once
  • Fate Sphere
    • Greater Consecration - increase radius
  • Diviniation Sphere
    • Base
    • Detect Undead Talent - grant the ability to detect undead based on the Life Sphere rather than the Death Sphere.
  • Protection Sphere
    • Distant Protection - Ward or Aegis within Close range rather than touch
    • Greater Barrier - barrier as flat plane
    • Resistance - aegis grants bonus to saving throws
    • Obstruction (aegis) - absorbs damage, granting low DR


Pathfinder: Krystallos
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Cypher System Character Sheet

Zyindra
Zportait.jpg
Full Name Zyindra
Touched Human Witch (flavored Adept) Who Works Miracles
Tier 2
Age 19
Homeland Emerald Shire
Favored Totem Emerald
XP' 16 Spent/16 Total

Pools

MIGHT 9 · SPEED 11 · INTELLECT 20 · RADIANCE 3
Armor 0

Edge & Effort

MIGHT 0 • SPEED 0 • INTELLECT 2
EFFORT 2

Skills

  • Magic Lore (Trained/-1 Difficulty)
  • Healing (Specialized/-2 Difficulty)
  • Alchemy & Potions (Trained/-1 Difficulty) Note the ability to create one-shot assets as-needed based on alchemy & potions
  • Cooking (Trained/-1 Difficulty)
  • Krystallos Lore (History & Religion) (Trained/-1 Difficulty)
  • Nature (Trained/-1 Difficulty)

Special Abilities

  • Hedge Magic (1 Intellect point): Can perform small tricks such as creating light, changing the color or basic appearance of a small object, cause small objects to float through the air, clean a small area, mend a broken object, prepare food, and so on. Cannot be used to harm another.
  • Magic Sense: Can sense magic by studying an area or object for one minute.
  • Cypher Friend: Can carry up to 3 cyphers without negative consequences
  • Prehensile Hair: (2 Intellect points): You can reach out to 10 feet with your hair and use it to manipulate and lift objects. When performing feats of strength with your hair you use your Intellect Pool instead of your Might Pool. Your hair cannot be used to harm or grapple another.
  • Short Range Warp: (2 Intellect points): You can teleport anywhere you can see within 100 feet.
  • Resonance Field: (1 Intellect point): Energy patterns form around your body to block attacks. When active, defending against most attacks becomes an Intellect ability and not Might or Speed. If you get a minor or major effect the creature attacking you takes damage.
  • Ward: You have an energy shield around you at all times and gain +1 Armor.
  • Barrier: (3 Intellect points): You can create a solid, opaque, stationary energy barrier within 10 feet. The barrier can be up to 10 x 10 feet in size. It is level 2 (target number 6 to shatter) and lasts for 10 minutes. It can be placed anywhere it fits and can be floating. Each level of Effort you apply strengthens the barrier by one level.
  • Healing Touch: (1 Intellect point): You touch someone and restore 1d6 points of one stat Pool to them. This is a difficulty 2 Intellect task. Each time you attempt to heal the same creature the task increases by one step. The difficulty returns to 2 after 8 hour’s rest.
  • Alleviate: (3 Intellect points): You can cancel one malady (disease/poison) in one creature.
  • Familiar: You have a level 2 creature which serves as a conduit to your patron power. The creature is intelligent and can speak with you, though no one else can understand it. It will not attack others but provides a +1 bonus to any action it can assist you with. You must perform a ritual each sunrise and commune with your familiar. Failure to do so results in an inability to use any ability which requires intellect points, though you can still spend Effort on non-Magical tasks.
  • Radiance Pool: You have an additional Pool called Radiance that contains 3 points. When spending points from any other Pool on a task involving magic, you can tak points from your Radiance Pool to spend on Effort or ability costs. If you do so, however, the flood of radiant energy overflows and triggers a Wild Magic effect (see Flaws). Your Radiance Pool refreshes when you commune with your familiar each day.

Pathfinder Character Sheet

Zyindra
Zportait.jpg
Class Witch (Patron: Healing)
Archetype Hex Channeler
Level 6
Race Human
Experience Points 15,000
Details
Full Name Zyindra
Age 18
Alignment Neutral Good
Homeland Emerald Shire
Favored Class Witch

Attributes

STR 12 (+1) • DEX 15 (+2) • CON 13 (+1) • INT 18 (+4) • WIS 18 (+4) • CHA 12 (+1)


Hit Points 33 • Initiative +2 • Speed 30 ft (land) • Inspiration Points: 4 • Stamina Points: 3

Defenses & Attacks

Armor Class 14/19 • Touch 12/14 • Flat-Footed 11/17 • CMD 18 • Flat-Footed CMD 14

  • Armor: Protection Aegis • AC Bonus +6 • Max DEX NA • Armor Check Penalty 0 • Spell Failure 0% • 5 hours

Fortitude Save +3 • Reflex Save +4 (+6 w/ fox) • Will Save +8


Base Attack Bonus +3 • Melee Attack +4 • Ranged Attack +5 • CMB +4

  • SpellstaffAttack Bonus +7 • Damage 1d6 • Crit 19-20/x2 • Range 60 ft • Type Force

Trained Skills

2 skill ranks per level (Witch class), +4 per level (Intelligence), +1 per level (Focus class), +1 per level (human race), +1 per level (Cunning feat), +2 per level (Background): 66 skill points

  • Craft/Alchemy © +6 (Int) +19
  • Craft/Cooking © +5 (Int) +12
  • Diplomacy +4 (Chr) +5 (+6 for Gather Information checks)
  • Fly © +1 (Dex) +3 (+7 with broom)
  • Heal © +6 (Wis) +13
  • Knowledge/Arcana © +6 (Int) +13
  • Knowledge/Dungeoneering +3 (Int) +7
  • Knowledge/History © +3 (Int) +10
  • Knowledge/Local © +3 (Int) +11
  • Knowledge/Nature © +3 (Int) +10
  • Knowledge/Religion © +4 (Int) +11
  • Linguistics +3 (Int) +7
  • Perception +5 (Wis) +9 (+11 when within arm's length of your familiar) [Sabbath: +12]
  • Sense Motive +4 (Wis) +8 (+10 when within arm's length of your familiar)
  • Spellcraft © +6 (Int) +13
  • Survival +3 (Wis) +6 [Sabbath: +7, +11 tracking scent]
  • Use Magic Device © +1 (Cha) +5

Untrained Skills

  • Acrobatics (Dex) +2
  • Appraise (Int) +4
  • Bluff (Cha) +1
  • Climb (Str) +1
  • Disable Device (Dex) +2 TRAINED ONLY
  • Disguise (Cha) +1
  • Escape Artist (Dex) +2
  • Handle Animal (Cha) +1 TRAINED ONLY
  • Intimidate © (Cha) +1
  • Perform (Cha) +1
  • Profession (Wis) +4 TRAINED ONLY
  • Ride (Dex) +2
  • Sleight of Hand (Dex) +2 TRAINED ONLY
  • Stealth (Dex) +2
  • Swim (Str) +1

Languages: Amethystish, Emeraldish, Sapphirish, Rubbish, Jadenese, Amazonite, Citrinic, Ancient Citrinic

Proficiencies

  • Weapons: Simple Weapons
  • Armor/Shields: None

Traits, Drawbacks and Feats

  • Adopted (Trait): You were raised by Halflings and gain a Halfling trait at first level (you picked Well-Informed).
  • Alchemical Adept (Trait): You gain a +2 trait bonus on all Craft (alchemy) checks. You never ruin raw materials upon failure unless you roll a natural 1.
  • Caretaker (Trait): You gain a +1 trait bonus on Heal checks and Heal is always a class skill for you.
  • Well-Informed (Trait): You gain a +1 trait bonus on Diplomacy to gather information and on Knowledge (local) checks. Knowledge (local) is always a class skill for you.

  • Attached (Drawback): Whenever your familiar is in threatened, in danger, or in someone else's possession you suffer a -1 penalty on Will saves and a -2 penalty on saves vs fear effects. If your familiar is ever lost or killed, exchange this drawback for the Doubt drawback.

  • Alertness (Class Feature Feat): When within arm's length of your familiar you gain +2 on Perception and Sense Motive checks.
  • Brew Potion (Class Feature Feat): You can create a potion of any 3rd level or lower spell that you know and that targets one or more creatures or objects. Brewing a potion takes 2 hours if the base price is 250 gp or less or one day for each 1,000 gp in the base price. When you create a potion you set the caster level, which must be sufficient to cast the spell in question. The cost in raw materials is one half the base price.

  • Amateur Investigator (Feat): You gain an Inspiration Pool equal to your INT modifier. You can spend 1 Inspiration Point as a free action to add 1d6 to the result of a Knowledge, Linguistics or Spellcraft check so long as you are trained in the skill. You may spend the point even if you are taking 10 or 20 on the check. You spend the point after the check is rolled but before the results are revealed. You can only spend an Inspiration Point once per day per skill. Your Inspiration Pool refreshes each morning.
  • Extra Hex (Feat): Gain 1 extra hex class power. You chose Healing Touch.

  • Cantrip: (granted bonus for a full caster taking Spheres of Magic conversion) You can create a variety of small magical effects. These effects are not powerful and are treated as sphere effects in all ways. They require a standard action to use, have a range of Close, and are either instantaneous or have a duration of 1 hour depending on the effect created.
    • You may make a ranged touch attack, dealing 1d3 acid, electricity, fire, or cold damage to a target.
    • You may clean, soil, or color up to 1 cubic ft of material per round.
    • You may create floating lights the size of candle flames and move them up to 20 ft per round as a free action.
    • You may create a spark such as with flint and steel, which may ignite flammable, unattended Fine objects.
    • You may open or close a door or container weighing no more than 30 lbs.
    • You may chill, warm, or flavor 1 lbs. of nonliving material.
    • You may create a small breeze from whichever direction you choose, strong enough to rustle clothing and flicker candles.
    • You may lift objects weighing up to 1 lbs. and move them up to 10 ft per round.
    • You may create small non-speech sounds, such as that of a mouse screeching, soft simple harp music, or the hubbub of a whispered conversation.

  • Cunning (Feat, 3rd level): You gain +3 skill points, and +1 skill point per character level above 3rd.
  • Extra Magic Talent (Feat, 5th level): Gain 1 extra magic talent (Spheres & Powers magic system)

Racial Abilities

  • +1 Skill Point per level
  • +1 Feat at 1st level
  • +2 to any attribute at 1st level

Class Abilities

  • Sphere Casting: You can cast sphere magic as detailed in the magical abilities section below.
  • Hex: You have learned magical tricks called hexes that grant you power. Unless otherwise noted, a hex is a standard action and does not provoke an attack of opportunity. The save to resist a hex is equal to 10 + 1/2 your witch level + your INT modifier.
    • Cauldron (Ex): You receive Brew Potion as a bonus feat and a +4 insight bonus on Craft (alchemy) checks.
    • Healing (Su): You can soothe wounds by touch. This acts as a Cure Light Wounds spell using your witch level. Once a creature has benefited from your Healing hex it cannot benefit from it again for 24 hours. At 5th level the hex upgrades and acts as a Cure Moderate Wounds spell (2d8+15).
    • Prehensile Hair (Su): The witch can instantly cause her hair (or even her eyebrows) to grow up to 10 feet long or to shrink to its normal length, and can manipulate her hair as if it were a limb with a Strength score equal to her Intelligence score. Her hair has reach 10 feet, and she can use it as a secondary natural attack that deals 1d3 points of damage (1d2 for a Small witch). Her hair can manipulate objects (but not weapons) as dexterously as a human hand.

      The hair cannot be sundered or attacked as a separate creature. Pieces cut from the witch’s elongated hair shrink away to nothing. Using her hair does not harm the witch’s head or neck, even if she lifts something heavy with it. The witch can manipulate her hair a number of minutes each day equal to her level; these minutes do not need to be consecutive, but must be spent in 1-minute increments. A typical male witch with this hex can also manipulate his beard, moustache, or eyebrows.
    • Fortune grants good luck to a creature within 30 feet. Allowing them to reroll one d20 roll and take the better result. Lasts 1 round. Like Healing, you can only use it once per day per person.
    • Channel Positive Energy grants the witch the ability to channel positive energy in a manner similar to that of a priest. Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the witch. The witch can channel energy a number of times per day equal to 3 + her Charisma modifier (4x per day). This otherwise functions as a cleric using channel energy, except the witch does not require a holy symbol to use this ability. The hex channeler uses her witch level as her cleric level for all other effects dependent upon channel energy (except increasing the amount of damage healed or dealt). The hex channeler can choose whether or not to include herself or her familiar in this effect.

      This burst heals or deals 1d6 points of damage. Every time the hex channeler is able to learn a new hex (including major or grand hexes, but not hexes gained through the Extra Hex feat), she can instead increase her channel energy amount by 1d6.
  • Witch's Familiar: You have formed a close bond with a familiar, an animal that guides you and teaches you magic. At 1st level, your familiar stores all possible 0 level spells plus 3 + your INT modifier 1st level spells. At each new witch level, your familiar can store two new spells of any spell level which you can cast from the Witch spell list. It is also possible to teach your familiar new spells from a scroll (assuming the spell is on the Witch spell list). Your familiar may also learn spells from another familiar. In addition, due to your familiar you gain the following benefits:
    • While the familiar is within arm's length you gain the Alertness feat.
    • You may cast spells with a target of "You" on your familiar as a touch spell.
    • You share an empathic link with your familiar that extends to a 1 mile radius. Only general emotions can be shared.
    • Your familiar gives you a special ability (+2 bonus on Reflex saves).
  • Ability Score Increases:
    • +1 Wisdom @ 4th level

Equipent

Item Weight Location
Dagger 1 lb Belt, left
Quarterstaff 4 lbs Held, left
Alchemy Crafting Kit 5 lbs backpack
backpack 2 lbs Worn, both shoulders
bedroll 5 lbs Tied beneath the backpack
belt pouch 0.5 lbs Belt, right
flint & steel belt pouch
ink backpack
pen backpack
iron pot (cauldron) 5 lbs backpack
mess kit 1 lbs inside iron pot
soap backpack
5 torches 5 lbs backpack
small shovel 2 lbs backpack
5 days rations backpack
3 waterskins 16 lbs left shoulder
Formula Book 3 lbs backpack
Healer's Kit (stocked herself) -2 1 lbs backpack
Midwife's Kit (stocked herself) 2 lbs backpack
Surgeon's Tools (case embossed with Icon for John the Barber) 5 lbs healer's kit
Spell Component Pouch 2 lbs waist
Explorer's Outfit 8 lbs backpack
10 Candles backpack
10 Chalk backpack
Chalkboard 2 lbs backpack
iron skillet 2 lbs inside iron pot
ladle 1 lbs inside iron pot
skewer inside iron pot
wooden cutting board 1 lbs backpack
cutting knife 1 lbs inside iron pot
iron tripod for the pot 1 lb backpack
packet of tinder belt pouch
selection of seasonings belt pouch
50 foot of rope 10 lbs tied around backpack
Sack 0.5 lbs right shoulder
Shaving Kit 0.5 lbs backpack
Sealing Wax 1 lb backpack
Antidote Kit (stocked herself) 3 lbs Healer's kit
131gp, 19sp, 1pp belt pouch
Potion of Healing (her own; 1d8+4; Wild Surge check when drunk -- fed to Kaza, created flaming sphere wild surge belt pouch
(2) Fire Ward Gel (her own make; 1 hour resistance to fire if slathered on beforehand belt pouch
1 anti-plague
1 anti-toxin
1 bloodblock
2 sunrods
2 vials of holy water
2 vials of liquid rainbow
1 vial of potion of restoration
Veterinary potion for Sabbath
Cure Moderate Wounds (self) [2d8+15, wild surge check required]
Seasickness cures
(2) Mage Armor potions [+5 AC 4 hours, wild surge check required]
(2) Fortune potions [+1 to any 1 check, 5 min]
Warp Potion [100ft range, LoS required, wild surge check required]
belt pouch
1 medium tent bag of holding
winter clothing bag of holding
Bracers of Armor +1 Worn
Map of Tomb's location
Map of Amethyst Island
Map of Amethyst City
Extra journal
4 vials of ink
10 pens
Copies of metal books from tomb, translated
bag of holding
Bag of Holding Type I' This appears to be a common cloth sack about 2 feet by 4 feet in size. The bag of holding opens into a non-dimensional space: its inside is larger than its outside dimensions. Regardless of what is put into the bag, it weighs a fixed amount. This particular bag weighs 15 pounds at all times. It is capable of holding up to 250 lbs and 30 cubic feet.

If a bag of holding is overloaded, or if sharp objects pierce it (from inside or outside), the bag immediately ruptures and is ruined, and all contents are lost forever. If a bag of holding is turned inside out, all of its contents spill out, unharmed, but the bag must be put right before it can be used again. If living creatures are placed within the bag, they can survive for up to 10 minutes, after which time they suffocate. Retrieving a specific item from a bag of holding is a move action, unless the bag contains more than an ordinary backpack would hold,in which case retrieving a specific item is a full-round action.

Magic items placed inside the bag do not offer any benefit to the character carrying the bag. If a bag of holding is placed within a portable hole, a rift to the Astral Plane is torn in the space: bag and hole alike are sucked into the void and forever lost. If a portable hole is placed within a bag of holding, it opens a gate to the Astral Plane: the hole, the bag, and any creatures within a 10-foot radius are drawn there, destroying the portable hole and bag of holding in the process.
Backpack
A cloak clasp made of gold in the shape of a scarab worn
ancient oversized gold coin from kobold tomb wrapped in rag in bag of holding
masterwork blue glass duck from faerie hole wrapped in rags in bag of holding
Magical Cooking kit (dimensional, grants Feat for magical cooking) 25 lbs bag of holding
Broom of Flying: Grants up to 9 hours per day 40ft flight +4 Fly skill checks, carry up to 200 pounds; also flies to owner from as far away as 300 yards with command word. 3 lbs bag of holding

Magical Abilities

  • Spell Points: 16 (1 per level, +1 per level for drawbacks, + INT bonus)
  • Caster Level: +6
  • Casting Ability Modifier: INT (+4)
  • Saving Throw DC: 17 (10 + 1/2 caster level + INT modifier)
  • Magical Skill Bonus: +6
  • Magical Skill Defense: 17
  • Concentration Check: +10 (INT+MSB) vs DC 15 + Caster level

Magical Tradition

  • Focus Casting: Your magic requires you to use an item such as a wand, holy symbol, ring, or staff to create magic. Using magic without your focus requires you to make a concentration check (DC 20 + 1/2 the caster level) to produce the desired effect. Failure means time (and any spell points) are spent, but no effect happens. If a focus is lost, stolen, or broken, the caster must create a new focus by securing the necessary item and spending 8 hours bonding with it.

Zyindra's focus is a staff that is a branch from a tree from a seed planted at the same place and time as her own birth and Sabbath's, which she uses as a sympathetic link to the access of the positive material plane.

  • Magical Signs: Your magic is accompanied by a tell-tale sign; for example, your body glows brightly, the sound of tortured souls shriek as you cast, feelings of a deep chill affect all creatures within 30 ft. All nearby creatures know when you are using magic, as well as the nature of the magic used.

Zyindra's magical signs are that her eyes sparkle and glow with green and gold light when casting, and the same light flows in sparkles and pulses around her and outward from her with her magic.

  • Somatic Casting: You must gesture to cast spells—a process that requires you to have at least 1 hand unoccupied. When using magic, you cannot wear armor heavier than light without incurring a chance of arcane spell failure. You may select this drawback twice. If taken a second time, you cannot wear any armor or use a shield without incurring a chance of arcane spell failure.

Zyindra has taken this drawback twice.

  • Wild Magic: Your magic is not entirely stable and can result in a variety of unwanted effects. Whenever you spend a Spell Point, there is a 10% chance an unexpected event happens alongside your magic. Roll as if you had activated a rod of wonder. Add that effect to those you produce with your magic. At the GM’s discretion, wild magic tables, or even tables of his own creation, may be added to the possible effects your magic creates.

Wild Magic Table

Life Sphere

Lifesphere.png
You wield the powers of life.

Base Powers

Invigorate (Base Power)
  • Spell Point Cost: 0
  • Action: Standard
  • Range: Touch or 25 ft w/ Ranged Healing talent
  • Duration: 1 hour

As a standard action, you may invigorate a touched creature, granting them temporary hit points equal to your caster level (minimum: 1). Unlike normal temporary hit points, this ability can only be used on an injured target and cannot raise a target’s current hit points plus their temporary hit points to be higher than their total hit points. This benefit lasts for 1 hour. Temporary hit points, even from different sources, do not stack; only the highest bonus applies.

Cure (Base Power)
  • Spell Point Cost: 1
  • Action: Standard
  • Range: Touch or 25 ft w/ Ranged Healing talent
  • Duration: Instant

As a standard action, you may spend a spell point to touch a target and heal it an amount of damage equal to 1d8 + your caster level. This is a positive energy effect, and as such may be used to harm undead (Will half).

Restore (Base Power)
  • Spell Point Cost: 1
  • Action: Standard
  • Range: Touch or 25 ft w/ Ranged Healing talent
  • Duration: Instant

As a standard action, you may touch a target and spend a spell point to restore their physical and mental health. This accomplishes all of the following. Note that if the condition targeted is part of an on-going effect, this suppresses the effect for a number of round equal to your caster level. This cannot be used to remove curses or instantaneous effects.

  • Heals 1d4 points of ability damage to one ability score of your choice.
  • Removes the fatigued condition or lessens exhaustion to fatigued.
  • Removes the sickened condition or lessens nauseated to sickened.
  • Removes the shaken condition or lessens frightened to shaken, or panicked to frightened.
  • Removes the staggered condition.
  • Removes the dazzled condition.

Talents

Greater Restore (Talent)
  • Spell Point Cost: 0
  • Action: N/A
  • Range: N/A
  • Duration: N/A

When restoring a target, instead of lessening the exhausted, nauseated, frightened, and panicked conditions, they are completely removed. This also heals all ability damage and the stunned condition.

Greater Healing (Talent) x2
  • Spell Point Cost: 0
  • Action: N/A
  • Range: N/A
  • Duration: N/A

Your cure effect heals 3 points per caster level instead of 1 point per caster level. You may take this talent a total of 4 times. Each time this talent is taken, increase the amount healed by 1 hit point per caster level, to a maximum of 5 hit points per caster level. [1d8+12]

Restore Health (Talent)
  • Spell Point Cost: 0 (does not cost anything additional for the Healing
  • Action: N/A
  • Range: N/A
  • Duration: N/A

Your cure ability heals an additional 1d8 hit points. When restoring a target, you may make a magic skill check against the DC of any poison or disease the target is suffering from. On a success, this removes that poison or disease from the target. This does not reverse damage the target may have suffered from the poison or disease (such as ability damage), but it does stop the poison or disease from causing any more.

Mass Healing (Talent)
  • Spell Point Cost: +1
  • Action: N/A
  • Range: N/A
  • Duration: N/A

You may spend an additional spell point when using a cure or invigorate to affect an additional creature per 2 caster levels (+3 currently). All targets must be within range.

Fate Sphere

Fatesphere.png
You command cosmic forces including luck, destiny, and alignment.

Base Powers

Word (base power)
  • Spell Point Cost: 0
  • Action: Standard
  • Range: Close (25 ft)
  • Duration: Variable

As a standard action, you may invoke a word of power, affecting a single creature within Close range. When you gain the Fate sphere, you gain the following word. Some Fate talents are marked (word). These talents grant you additional words.

Hallow (word)
  • Spell Point Cost: 1
  • Action: Standard
  • Range: Close (25 ft)
  • Duration: 1 minute per caster level

You may spend a spell point to hallow a target for 1 minute per caster level. Choose an end of the alignment spectrum (good, evil, lawful, chaotic); you must choose an alignment that you possess. The target of this word gains a +1 sacred bonus (profane bonus if you are evil; if you are neither good nor evil you must choose whether you grant sacred or profane bonuses with this sphere) to attack rolls, AC, and saving throws made against targets of your opposed alignment (evil for good, lawful for chaotic, etc.). This bonus increases by 1 for every 10 caster levels possessed.

The target also gains immunity to any spell or sphere effect that possesses or exercises mental control over them (including enchantment [charm] effects and enchantment [compulsion] effects), so long as that effect originates from a creature who possesses your opposed alignment. If the target is already under the influence of such an effect, the target is allowed to make a new saving throw against the controlling effect. Success means the effect is suppressed for the duration of this word, but resumes when this word expires. This does not expel a controlling life force (such as a ghost or projected spirit), but it does prevent them from controlling the target.

Consecration (base power)
  • Spell Point Cost: 0
  • Action: Standard
  • Range: 20 ft radius centered on self
  • Duration: Variable

As a standard action, you may affect a 20 ft radius centered on you with a consecration. This aura moves as you do. When you gain the Fate sphere, you gain the following consecration. Fate talents marked (consecration) grant you additional consecrations.

Serendipity (consecration)
  • Spell Point Cost: 0
  • Action: Standard
  • Range: 20 ft radius centered on self
  • Duration: Concentration. Spend a spell point for 1 round/caster level without concentration.

You may bestow luck upon your allies. All allies within range gain a +1 luck bonus to attack rolls, skill checks, ability checks, and saving throws. This bonus lasts as long as you concentrate. You may spend a spell point as a free action to allow this effect to continue for 1 round per caster level without concentration.

Talents

Greater Serendipity (Talent)

When you use your serendipity consecration, in addition to bestowing a luck bonus upon your allies, all enemies within the area of effect also suffer a -1 penalty to their own attack rolls, skill checks, ability checks, and saving throws.

Protection Sphere

Protectionphere.png
You are a user of the magics of preservation.

Base Powers

Ward (base power)
  • Spell Point Cost: 0
  • Action: Standard
  • Range: Radius centered on starting location
  • Duration: Concentration. May spend a spell point for 1 round/caster level without concentration.

As a standard action, you may create an ward centered on yourself with a radius of up to 10 ft + 5 ft per caster level, but can also be made so small as to only cover yourself. Wards remain as long as you concentrate, but you may spend a spell point to allow them to remain for 1 round per caster level without concentration. Wards remain in the location they were created, even if you move. When you gain the Protection sphere, you gain the following ward:

Barrier (ward)
  • Spell Point Cost: 0
  • Action: Standard
  • Range: Radius centered on starting location
  • Duration: Concentration. May spend a spell point for 1 round/caster level without concentration.

You may create a ward that stops attacks, movement, breath weapons, and any spells or sphere effects that must travel to their destination (such as destructive blasts, ghost strikes, or spells that require ranged touch attacks). Other spells or sphere effects, however, such as teleportation effects, mind-altering magic, and gaze attacks may all bypass this ward. Ethereal creatures are technically stopped by the barrier, but can usually find a way around it (as the barrier does not cut through objects, and so usually stops at ground level).

A barrier has hit points equal to 4 + your caster level and a Break DC of 15 + 1/2 your caster level. If an attack is directed at a target through the barrier, the attack first deals its damage to the barrier itself. If this damage is enough to destroy the barrier, the attack continues on to its intended target, although damage dealt to the barrier is subtracted from any damage done to the target or targets. Burst-effect attacks such as splash weapons, fireball spells, or others attempting to travel through the barrier explode at the barrier’s edge and also must overcome the barrier’s hp to damage targets on the other side.

If you maintain your barrier through concentration, its HP is renewed each round on your turn.

Aegis (base power)
  • Spell Point Cost: 1
  • Action: Standard
  • Range: Touch
  • Duration: 1 hour per caster level

As a standard action, you may touch a creature and spend a spell point, granting them an aegis for 1 hour per caster level. Unwilling targets are allowed a Will save to resist gaining an aegis. You gain the following aegis when you gain the Protection sphere:

Deflection (aegis)
  • Spell Point Cost: 1
  • Action: Standard
  • Range: Touch
  • Duration: 1 hour per caster level

You grant the target a +1 Deflection bonus to AC, +1 per 5 caster levels.

Talents

Armored Magic (aegis) Talent
  • Spell Point Cost: 1
  • Action: Standard
  • Range: Touch
  • Duration: 1 hour per caster level

You may create an aegis that wraps the target in protective barriers, granting them either a +3 armor bonus or a +1 shield bonus to AC (your choice). This does not stack with other armor or shield bonuses, but does apply against attacks made by incorporeal creatures. These bonuses increase by +1 for every 5 caster levels you possess.

Light Sphere

Lightsphere.png
You may create and manipulate light.

Base Powers

Glow (Base Power)

  • Spell Point Cost: 0
  • Action: Standard
  • Range: Touch or 25 ft (Ranged touch attack roll required)
  • Duration: 1 minute per level

As a standard action, you may cause an object or creature to glow for 1 minute per caster level, outlining it with light as a candle, which may be of any color you wish. This requires a touch attack or ranged touch attack. The object or creature becomes outlined with light, giving it a -20 penalty on Stealth checks and negating all bonuses usually bestowed by invisibility, blink effects, darkness, or similar effects.

As a free action, you may cause any creature or object you have caused to glow that is within Medium range to shed light as a torch, shedding normal light to 20 ft and increasing the light level by one step to a maximum of normal for 20 ft beyond this. Reducing this light is also a free action.

As a standard action, you may cause one of your glow effects within Medium range to shed bright light for as long as you concentrate. This produces bright light for 30 ft +5 ft per 2 caster levels, and increasing the light level by one step to a maximum of normal for 30 ft +5 ft per 2 caster level beyond this. As a free action, you may spend a spell point to allow the creature or object to continue glowing brightly without concentration for 1 minute per caster level, or until the glow effect expires, whichever comes first. The bright light produced by this effect is not the equivalent of daylight for the purposes of creatures that are damaged or destroyed by daylight, but it may affect creatures with Light Blindness or other conditions.

Whenever a glow effect interacts with a magical darkness effect (such as from the Dark sphere) the caster of the glow effect must pass a magic skill check against the MSD of the darkness effect’s caster. If he succeeds, the Light effect functions normally. If he fails, the Dark effect functions normally (outlines are swallowed, light sources are hampered, etc.) An area filled with normal or bright light from a glow effect is no longer considered an area of darkness for Dark sphere abilities.

Some talents are designated (light), which add additional effects to your glow ability. You may only apply the benefits of one (light) talent to any individual glow effect. While you may only apply one such talent to an individual glow effect, areas of bright light from different glow effects can overlap.

When augmenting a glow effect with a (light) talent, the effect is applied once per round, at the end of the caster’s turn. For example, if a glowing object is thrown into a large group of enemies, it would only affect those within the area where it landed, not those targets it passed by to arrive in that area.

Talents

You currently have no additional Talents in the Light Sphere.

Warp Sphere

You can twist space to your whim.

Base Powers

Teleport (Base Power)
  • Spell Point Cost: 0
  • Action: Standard
  • Range: Close or 25 ft + 2.5 ft per caster level (Additional spell point to increase to Medium or 100 ft + 10/caster level)
  • Duration: Instantaneous

You can spend a standard action to teleport yourself and up to a heavy load to any place within Close range. Alternately, you may teleport a touched willing creature and their carried equipment instead of yourself. You may spend a spell point to increase your teleport range to Medium instead of Close. You must have line of sight to your destination.

Bend Space (Base Power)
  • Spell Point Cost: 0
  • Action: Standard
  • Range: Touch
  • Duration: Varies

Talents marked (space) grant you ways of bending and folding space. Bending space requires a standard action, and you must be touching the target or location to be affected.

Talents

Teleport Beacon (space talent)
  • Spell Point Cost: 1
  • Action: N/A
  • Range: Unlimited (same plane)
  • Duration: 1 hour per caster level

You may designate a touched spot, object, or creature as a personal dimensional beacon, which lasts for one hour per caster level. You may spend a spell point to teleport yourself to your teleport beacon regardless of how far away it is, so long as it is on the same plane. If your teleport beacon is a creature or object, you may instead teleport your teleport beacon to you. You must use the Unwilling Teleport talent to do this with an unwilling creature, and they are allowed a saving throw as normal.

You may take this talent multiple times. You may have a number of active beacons at any one time equal to the number of times you have taken this talent. If you possess multiple teleport beacons and the Group Teleport talent, you may use the Group Teleport talent to teleport multiple teleport beacons at once, as if you were touching all affected targets. All affected teleport beacons must be teleported to the same location (you, or an unaffected teleport beacon of your choice).

Quick Teleport (space talent)
  • Spell Point Cost: +1
  • Action: Move action
  • Range: Close range (25 ft + 1ft)
  • Duration: N/A

When teleporting yourself or a group that includes yourself, you may spend an additional spell point to teleport as a move action instead of a standard action. You cannot make a free touch attack as part of a quick teleport, but you may affect another creature if you are already touching them.

Spells

C M Name Cast Components Range AoE Duration Save SR Notes
Arcane Mark 1 standard action V, S touch one personal rune or mark, all of which must fit within 1 sq. ft. Duration permanent none no Magically inscribe rune, mark, 6 char, vis or invis
Bleed 1 standard action V, S close (25 ft. + 5 ft./2 levels) one living creature instantaneous Will negates yes Causes stabilized to begin bleeding to death
X Dancing Lights 1 standard action V, S medium (100 ft. + 10 ft./level) Up to four lights, all within a 10-ft.-radius area 1 minute (D) none no Made lights
Daze 1 standard action V, S, M (a pinch of wool or similar substance) close (25 ft. + 5 ft./2 levels) one humanoid creature of 4 HD or less 1 round Will negates yes clouds the mind of a humanoid creature with 4 or fewer Hit Dice so that it takes no actions
X Detect Magic 1 standard action V, S 60 ft. cone-shaped emanation concentration, up to 1 min./level (D) none no 1st Round: Presence or absence of magical auras,
2nd Round: Number of different magical auras and the power of the most potent aura
3rd Round: The strength and location of each aura. Knowledge (arcana) to determine school of magic (One check per aura: DC 15 + spell level, or 15 + 1/2 caster level for a nonspell effect.)
Detect Poison 1 standard action V, S close (25 ft. + 5 ft./2 levels) one creature, one object, or a 5-ft. cube instantaneous none no determine exact type of poison with a DC 20 Wisdom check
1 X Guidance 1 standard action V, S touch creature touched 1 minute or until discharged Will negates (harmless) yes +1 competence bonus on a single attack roll, saving throw, or skill check
Light 1 standard action V, M/DF (a firefly) touch object touched 10 min./level none no 20-foot radius from the point touched
Mending 10 minutes V, S 10 ft. one object of up to 1 lb./level instantaneous Will negates yes restoring 1d4 hit points
Message 1 standard action V, S, F (a piece of copper wire) medium (100 ft. + 10 ft./level) one creature/level 10 min./level none no whisper messages, receive whispered replies, nearby can hear with a DC 25 Perception check
Purify Food and Water 1 standard action V, S 10 ft. 1 cu. ft./level of contaminated food and water instantaneous Will negates yes spoiled, rotten, diseased, poisonous, or contaminated food and water pure and suitable for eating and drinking
Read Magic 1 standard action V, S, F (a clear crystal or mineral prism) personal you 10 min./level decipher magical inscriptions on objects
Resistance 1 standard action V, S, M/DF (a miniature cloak) touch creature touched 1 minute Will negates (harmless) yes (harmless) granting it a +1 resistance bonus on saves
Spark 1 standard action V or S close (25 ft. + 5 ft./2 levels) one Fine object instantaneous Fortitude negates (object) yes (object) unattended Fine flammable object catch on fire
Stabilize 1 standard action V,S close (25 ft. + 5 ft./2 levels) one living creature instantaneous Will negates (harmless) yes (harmless) automatically stabilized and does not lose any further hit points
Touch of Fatigue 1 standard action V, S, M (a drop of sweat) touch creature touched 1 round/level Fortitude negates yes immediately fatigued for the spell's duration
C M Name Comp Components Range AoE Duration Save SR Notes
Cure Light Wounds 1 standard action V, S touch creature touched instantaneous Will half (harmless) yes (harmless) cures 1d8 points of damage +1 point per caster level (maximum +5)
Diagnose Disease 1 standard action V, S close (25 ft. + 5 ft./2 levels) one creature, one object, or a 5-ft. cube instantaneous none no any sort of disease or infestation (including molds, slimes, and similar hazards), or any exceptional or supernatural effects causing the sickened or nauseated effects, +4 bonus on Heal checks
Ear-Piercing Scream 1 standard action V, S close (25 ft. + 5 ft./2 levels) one creature instantaneous for damage; 1 round for dazed condition. Fortitude partial (see text) yes dazed for 1 round and takes 1d6 points of sonic damage per two caster levels (maximum 5d6). A successful save negates the daze effect and halves the damage
Identify 1 standard action V, S, M (wine stirred with an owl's feather) 60 ft. cone-shaped emanation 3 rounds/level (D) none no functions as detect magic, +10 enhancement bonus on Spellcraft checks made to identify the properties and command words of magic items in your possession
1 X Mage Armor 1 standard action V, S, F (a piece of cured leather) touch creature touched 1 hour/level (D) Will negates (harmless) no +4 armor bonus to AC
Sanctify Corpse 1 standard action V, S, DF, M (a pinch of silver dust) touch corpse touched 24 hours none no preventing it from being turned into an undead creature
1 X Sleep 1 round V, S, M (fine sand, rose petals, or a live cricket) medium (100 ft. + 10 ft./level) one or more living creatures within a 10-ft.-radius burst 1 min./level Will negates yes 4 HD of creatures

Weapons & Armor

  • Spellstaff (Light Ranged Weapon / 50 foot range / 2 damage)
  • Quarterstaff (Medium Melee Weapon / 4 damage)

Flaws

  • Inability: Because of the energies flowing through you other people can find you unnerving. The difficulty of any task involving charm/persuasion/deception is increased by 1.
  • Familiar Communion: You must commune with your familiar each morning for 1 hour or you cannot use any ability which requires the spending of Intellect pool.
  • Wild Magic: When you roll a 1 while performing a task involving your magical abilities or you use points from your Radiance Pool, the radiant energy overflows and strikes an object near you, transforming it into a single use cypher which immediately activates. The effect of the cypher is determined randomly. (Roll 1d20, 1d100)
  • Price of Magic: The use of magic is eased by rote and ritual. Choose three specific methods you must employ when using your mystical abilities. The intellect point cost for using your abilities increases by +1 for each method you are unable to employ when you use one of your abilities.
    • Focus: Zyindra uses a very special stave, created from a very special tree, as her focus for magical workings. To do any magical working without the stave, the difficulty of the task is increased by 3.
      Zyindra's focus is a staff that is a branch from a tree from a seed planted at the same place and time as her own birth and Sabbath's, which she uses as a sympathetic link to the access of the positive material plane.
    • Magical Signs: Zyindra's magic is accompanied by a tell-tale sign; for example, your body glows brightly, the sound of tortured souls shriek as you cast, feelings of a deep chill affect all creatures within 30 ft. All nearby creatures know when you are using magic, as well as the nature of the magic used.
      Zyindra's magical signs are that her eyes sparkle and glow with green and gold light when casting, and the same light flows in sparkles and pulses around her and outward from her with her magic.
    • Somatic Casting: You must gesture to cast spells—a process that requires you to have at least 1 hand unoccupied. When using magic, you cannot wear armor heavier than light without incurring a chance of arcane spell failure. You may select this drawback twice. If taken a second time, you cannot wear any armor or use a shield without incurring a chance of arcane spell failure.
      Zyindra has taken this drawback twice.

Cyphers & Artifacts

Number of Cyphers Which Can Be Carried Without Potential Negative Consequences: 3 (+1 in Holding Crystal)

  • Illithid Essence Potion (Cypher): Level 5 / Adds +1 to your Intellect Edge for one hour
  • Flying Broom (Cypher): Level 6 / allows you to fly for a total of (roll 3d20) minutes. You don't need to fly them consecutively. It flies at a speed of 1 mile per minute. If you run out of minutes while in mid-air it slowly falls back to the ground
  • Cloth Window (Cypher): Level 7 / A length of cloth the size of a flag (roughly 3x5 feet). When you unroll it and press it up against a solid surface it acts as a window, allowing you to see through up to 2 feet of material. You can use it once and it lasts for one minute before the magic fades.
  • Holding Crystal (Artifact): Diamond crystal a foot long 3 inches in diameter, with harness to strap across her back. Touching it to an item causes it to derez and disappear inside. Holds up to 250 pounds of information.