Alex the Maelstrom

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Alex the Maelstrom

Post  magicspellz12 on Sun Aug 16, 2009 2:27 pm

HP: 78/78; AP 1; HS 4/6

Alex the Maelstrom
Race: Human
Class: Wizard
Level: 12
XPs:
Alignment: Unaligned

Ability Scores
STR: 9 (-1/+6)
CON: 11 (+0/+7)
DEX: 11 (+0/+7)
INT: 24 (+7/+14)
WIS: 17 (+3/+10)
CHR: 14 (+2/+9)

Defenses
AC: 27 (10 +7 Int +3 Robe +7 Level)
Fort: 21 (10+1 Human +7 Level +3 Broach)
Ref: 28 (10 +7 Int +1 Human +7 Level +3 Broach)
Will: 27 (10 +3 Wis +1 Human +3 Wizard +7 Level +1 Robe +3 Broach)

Hit Points: 51/78 (Bloodied 39)
Surge Value (+3 due to Dragonling Familiar): 22
Surges per Day: 0/6
Resistance: Poison 10
Current AP: 2 (Can spend 2/encounter)

Speed: 6
Initiative: +7
Size: Medium
Passive Perception: 20
Passive Insight: 25
Senses: Normal


Class Features:
-Orb of Imposition: Once per encounter as a free action, you can perform either:
--Designate one creature you have cast a wizard spell upon that has an effect that lasts until the subject succeeds on a saving throw. That creature takes a -2 penalty to its saving throws against that effect equal to your Wisdom modifier.
--Extend the duration of an effect created by a wizard at-will spell that would otherwise end at the end of your current turn. The effect instead ends at the end of your next turn.
-Staff of Defense: A staff of defense grants you a +1 bonus to AC. In addition, once per encounter as an immediate interrupt, you gain a bonus to defense against one attack equal to your Constitution modifier (+0).
-Cantrips are minor spells you gain at 1st level. You can use the ghost sound, light, mage hand, and prestidigitation cantrips as at-will powers.
-Spellbook You possess a spellbook, a book full of mystic lore in which you store your rituals and your daily and utility
spells.
Extra Damage Action: When you spend an action point to take an extra action, you also add one-half your level to the damage dealt by any of your standard action attacks this turn.
Energy Stretch: Once per day, you can breach your boundaries and stretch your magic to performin a spell you have already used so that you can use it again. Make a Wisdom check. The result indicates the kind of spell you can use. You can instead extract a spell using a lower result than the result you rolled, if you so choose.
1–10: Encounter utility spell.
11–15: Encounter attack spell.
16–20: Daily utility spell.
21 or higher: Daily attack spell.

Skills:
+19 Arcana (+5 trained +7 Int +7 level)
+15 Nature (+5 trained +3 Wis +7 level)
+19 Religion (+5 trained +7 int +7 level)
+19 History (+5 trained +7 int +7 level)
+15 Dungeoneering (+5 trained +3 Wis +7 level)
+15 Insight (+5 trained +3 Wis +7 level)

Languages:
Common
Primordial

Feats:
Wintertouched
Lasting Frost
Arcane Familiar

Ritual Caster
Arcane Healer (Initiate of the Faith)
Jack of All Trades

War Wizardry
Spell Focus
Enlarge Spell

Second Implement (Staff)
Implement Expertise (Staff)
Weapon Focus (Staff)


Rituals:
* = Unmastered but upon person.
Animal Messenger
Arcane Mark
Chameleon Cloak
Comprehend Language
Disenchant Magic Item
Duplicate
Enchant Magic Item
Endure Elements
Fey Passage
Hallucinatory Item
Knock
Linked Portal
Make Whole
Magic Circle
Sending
Transer Magic Item
Tensers Floating Disc
Water Breathing
Water Walk

Power Summary

All powers are currently At-will powers.

Summation of Powers (*=prepared):
Cantrips:
Ghost Sound
Mage Hand
Prestidigitation
Light
------
At Will:
-WaterWave
-IceColumn
-WaterWhip
-----
Encounter:
-Graveyard Fog
-ScorchingVapour
-HotRain
-StormCage
-WaterDisc* (Utility)
-IceSlope (Utility)
----
Daily:
-SlowBlood
-SnowDrift
-SoothingRiver (Multiclass)
-IceKnife
-IceGrasp
-EnergyWall
-Maelstrom
Utility Daily
-WatermagicCounterspell (Utility)
-FogWall (Utility)
-Siquerods Elemental Resistance (Utility)
-WaterGate (Utility)
-Sudden Storm

Item Daily Powers
-Wavestride (Item)
-Pierce (Item)
-Tides of Retribution (Item)
-Mindbend (Item)
-Mental Concentration (Item)

Cantrips:
Ghost Sound -Wizard Cantrip- At-Will Arcane, Illusion
Forming a horn of ice with his water, Alex blows to create a myriad of sounds.
Standard Action Ranged 10
Target: One object or unoccupied square
Effect: You cause a sound.

Light -Wizard Cantrip- At-Will Arcane
With a wave of his hand, the water freezes around an object, emitting a pale blue glow.
Minor Action Ranged 5
Target: One object or unoccupied square
Effect: You cause the target to shed bright light. The light fills the target’s square and all squares within 4 squares of it. The light lasts for 5 minutes. Putting out the light is a free action.

Mage Hand -Wizard Cantrip- At-Will Arcane, Conjuration
You gesture toward an object nearby, and a spectral floating hand lifts the object into the air and moves it where you wish.
Minor Action Ranged 5
Effect: You conjure a spectral, floating hand in an unoccupied square within range. The hand picks up, moves, or manipulates an adjacent object weighing 20 pounds or less and carries it up to 5 squares. If you are holding the object when you use this power, the hand can move the object into a pack, a pouch, a sheath, or a similar container and simultaneously move any one object carried or worn anywhere on your body into your hand.
As a move action, you can move the hand up to 5 squares. As a free action, you can cause the hand to drop an object it is holding, and as a minor action, you can cause the hand to pick up or manipulate a different object.
Sustain Minor: You can sustain the hand indefinitely.
Special: You can create only one hand at a time.

Prestidigitation -Wizard Cantrip-At-Will Arcane
You perform an amusing magical trick, such as creating a dancing wisp of light, freshening a wilting flower, making a coin invisible, or warming a cold drink.
Standard Action Ranged 2
Effect: Use this cantrip to accomplish one of the effects given below.
-Move up to 1 pound of material.
-Create a harmless sensory effect, such as a shower of sparks, a puff of wind, faint music, or a strong odor.
-Color, clean, or soil items in 1 cubic foot for up to 1 hour.
-Instantly light (or snuff out) a candle, a torch, or a small campfire.
-Chill, warm, or flavor up to 1 pound of nonliving material for up to 1 hour.
-Make a small mark or symbol appear on a surface for up to 1 hour.
-Produce out of nothingness a small item or image that exists until the end of your next turn.
-Make a small, handheld item invisible until the end of your next turn.
Nothing you create with this cantrip can deal damage, serve as a weapon or a tool, or hinder another creature’s actions. This cantrip cannot duplicate the effect of any other power.
Special: You can have as many as three prestidigitation effects active at one time.

Should you find yourself a Frost Staff, do yourself the following math.
Attack: -2 (lost enchancement bonus of Orb) +enchancement of Staff, +1 (implement expertise).
Damage: +1 to all except those already affected by burning blizzard. Hitting with a power leads to Vulnerable 5 Cold until the end of my next turn.


At-Will:
IceColumn-Wizard Attack 1 -At-Will- Arcane, Conjuration, Implement, Lightning
Standard Action Ranged 10
Effect: Conjure a pillar of Ice crackling with cold energy in an unoccupied square within range. The pillar occupies 1 square and lasts until the end of your next turn. Each enemy that moves into a square adjacent to the piollar takes 1d6 +12 lightning damage.

WaterWhip (Phantom Bolt) -Wizard Attack 1-At-Will, Arcane, Cold Implement
Standard Action Ranged 10
Target: One creature
Attack: +18 vs. Will
Hit: 1d6 +12 Psychic damage and slide the target 1 square.

WaterWave -Wizard Attack 1-At-Will-Arcane, Implement, Thunder
Standard Action Close blast 3
Target: Each creature in blast
Attack: +18 vs. Fortitude
Hit: 1d6 +12 thunder damage, and you push the target 4 squares.

Encounter:
GraveFog
Encounter ✦ Arcane, Illusion, Implement, Psychic
Standard Action Area burst 1 within 10 squares
Target: Each creature in burst
Attack: +19 vs. Will
Hit: 1d8 +12 psychic damage, and target is slowed until the end of your next turn.
Effect: Puddles writhe in the designated area and continue until the end of your next turn. Any creature that enters the area of the grasping shadows takes psychic damage equal to 7 and is slowed until the end of its next turn.

ScorchingVapour Wizard Attack 3-Encounter-Arcane-Fire-Implement
Standard Action Close burst 3
Target: Each enemy in burst
Attack: +18 vs. Fortitude
Hit: 1d8 +12, and ongoing 5 fire damage (save ends).

Rolling Mist Wizard Attack 13-Encounter Arcane, Illusion, Implement, Necrotic, Zone
Standard Action Area burst 1 within 20 squares
Target: Each creature in burst
Attack: +18 vs. Will
Hit: 1d6+12 Necrotic damage.
Effect: The burst creates a zone of illusory darknes that last until the end of your next turn. All creatures are blinded while they are wthin the zone.
Orb of Imposition: You can extend the duration of this effect, even though t is not an at-will power. IF you do so, the zone expands to a burst 3 and does not affect you or your allies.


Storm Cage
Standard Action Area burst 2 within 20 squares
Target: Each creature in burst
Attack: +18 vs. Reflex
Hit: 4d6 +12 lightning and thunder damage.
Effect: You conjure a wall in the 16 outer squares of the burst (forming a square enclosure). Any creature that starts its turn adjacent to the wall or moves into a wall square takes 10 lightning damage. Moving into a wall square costs 1 extra square of movement. The wall does not grant cover
or concealment. It lasts until the end of your next turn.

Daily:
SnowDrift (Web) Wizard Attack 5
You cover the area in snow.
Daily ✦ Arcane, Implement, Zone
Standard Action Area burst 2 within 20 squares
Target: Each creature in burst
Attack: +18 vs. Reflex
Hit: The target is immobilized (save ends).
Effect: The burst creates a zone of webs that fills the area until the end of the encounter or for 5 minutes. The zone is considered difficult terrain. Any creature that ends its move in the web is immobilized (save ends).

*SlowBlood (Sleep) Wizard Attack 1-Daily ✦ Arcane, Implement, Sleep
Standard Action Area burst 2 within 20 squares
Target: Each creature in burst
Attack: +18 vs. Will
Hit: The target is slowed (save ends). If the target fails its first saving throw against this power, the target becomes unconscious (save ends).
Miss: The target is slowed (save ends).

IceKnife (Acid Arrow) Wizard Attack 1
Daily ✦ Acid, Arcane, Implement
Standard Action Ranged 20
Primary Target: One creature
Attack: +18 vs. Reflex
Hit: 2d8 +12 acid damage, and ongoing
5 acid damage (save ends). Make a secondary attack.
Secondary Target: Each creature adjacent to the primary
target
Secondary Attack: +18 vs. Ref
Hit: 1d8 +12, and ongoing 5 acid damage (save ends).
Miss: Half damage, and ongoing 2 acid damage to primary target (save ends), and no secondary attack.

*IceGrasp (Bigby’s Icy Grasp) Wizard Attack 5
You conjure a giant floating hand made of chiseled ice that clutches foes and freezes them.
Daily ✦ Arcane, Cold, Conjuration, Implement
Standard Action Ranged 20
Effect: You conjure a 5-foot-tall hand of ice in an unoccupied square within range, and the hand attacks. As a move action, you can move the hand up to 6 squares.
Target: One creature adjacent to the hand
Attack: +18 vs. Reflex
Hit: 2d8 +12 Intelligence modifier cold damage, and the hand grabs the target. If the target attempts to escape, the hand uses your Fortitude or Reflex defense.
Sustain Minor: A target grabbed by the hand takes 1d8 +8 cold damage when you sustain this power. As a standard action, you can attack another target with the hand, but it must release a target it has grabbed.

Maelstrom (Ice Storm) Wizard Attack 9 Daily ✦ Arcane, Cold, Implement, Zone
Standard Action Area burst 3 within 20 squares
Target: Each creature in burst
Attack: +18 vs. Fortitude
Hit: 2d8 + 12 cold damage, and the target is immobilized (save ends).
Miss: Half damage, and the target is slowed (save ends).
Effect: The burst creates a zone of ice. The zone is difficult terrain until the end of the encounter or for 5 minutes.

EnergyWall (Wall of Fire) Wizard Attack 9-Daily ✦ Arcane, Conjuration, Fire, Implement
Standard Action Area wall 8 within 10 squares
Effect: You conjure a wall that consists of contiguous squares filled with arcane fire. It can be up to 8 squares long and up to 4 squares high. The wall lasts until the end of your next turn. Any creature that starts its turn adjacent to the wall takes 1d6 +7 fire damage.
If a creature moves into the wall’s space or starts its turn there, the creature takes 3d6 +7 fire damage. Entering a square occupied by the wall costs 3 extra squares of movement. The wall blocks line of sight.
Sustain Minor: The wall persists.

*Freeze! Wizard (Face of Death Attack 9-Daily, Arcane, Fear, Illusion, Implement.
Standard Action Area Burst 1 within 10 squares
Target: Each creature in burst
Attack: +18 vs. Will
Hit: The target is immobilised (save ends)
First Failed saving throw: the target is helpless (save ends)
Aftereffect: The target is slowed (save ends)
Miss: The target is immobilised (save ends)
After Effect: The Target is slowed (save ends).


Last edited by magicspellz12 on Tue Aug 18, 2009 5:31 pm; edited 1 time in total
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Re: Alex the Maelstrom

Post  magicspellz12 on Sun Aug 16, 2009 2:28 pm

Utility:
SoothingRiver (Healing Word)
Daily ✦ Divine, Healing
Minor Action Close burst 5
Target: You or one ally
Effect: The target can spend a healing surge and regain an additional 4d6 hit points.

*WaterDisc (Shield) Wizard Utility 2-Encounter, Arcane, Force
Immediate Interrupt Personal
Trigger: You are hit by an attack
Effect: You gain a +4 power bonus to AC and Reflex defense
until the end of your next turn.

IcySlope (Jump) Wizard Utility 2-Encounter, Arcane
Move Action Ranged 10
Target: You or one creature
Effect: The target makes an Athletics check to jump with a +10 power bonus, and the target does not have to move to make a running jump.

FogWall (Wall of Fog) Wizard Utility 6
Daily ✦ Arcane, Conjuration
Standard Action Area wall 8 within 10
Effect: You conjure a wall that consists of contiguous squares filled with arcane fog. The wall lasts until the end of your next turn. It can be up to 8 squares long and up to 4 squares high. The fog grants concealment to creatures in its space and blocks line of sight.
Sustain Minor: The wall persists.

*Watermagic Counterspell (Dispel Magic) Wizard Utility 6
Daily ✦ Arcane
Standard Action Ranged 10
Target: One conjuration or zone
Attack: +18 vs. the Will defense of the creator of the conjuration or the zone
Hit: The conjuration or the zone is destroyed. All its effects end, including those that normally last until a target saves.

*WaterGate Wizard Utility 10 Daily ✦ Arcane, Teleportation
Minor Action Ranged 20
Target: Two unoccupied squares
Effect: You create a dimensional rift between the two target squares that lasts until the end of your next turn. Any creature that enters one of the target squares can move to the other target square as if it were adjacent to that square. A creature cannot pass through the rift if either square is
occupied by another creature. Sustain Minor: The rift persists.

Siqerod's Elemental Resistance Wizard Utility 10 Daily; Arcane
Minor Action Ranged 10
Target: You or one creature
Effect: Against a particular elemental magic (chosen by you), the target gains resistance equal to your level +7 until the end of the encounter or for 5 minutes. Choose the magic source from the following list: Earth, Water, Air, Fire.

Sudden Storm Spellstorm Mage Utility 12 Daily ✦ Arcane, Zone
Standard Action Area burst 2 within 20 squares
Effect: The burst creates a zone of wind and rain that lasts until the end of your next turn. Squares in the zone are difficult terrain and are lightly obscured. As a move action, you can move the zone up to 5 squares.
Sustain Minor: The zone persists.

Items
Staff of Frozen Ground
This iron-shod and petrified staff is cold to the touch; ice-cold.
Enhancement: +3 Attack rolls and damage rolls
Critical: +3d6 cold damage
- Power (At-Will - Cold): Free Action. All damage dealt by this weapon is cold damage. Another free action returns the damage to normal.
- Power (Daily - Cold): Free Action. Use this power when you hit with the weapon. The target takes an extra 2d8 cold damage and is slowed until the end of your next turn.

Wavestrider Boots Level 4
Item Slot: Feet 840 gp
Property: If you begin your turn standing on a solid surface, you can move across liquid as if it were normal terrain. If you are still on liquid at the end of your turn, you fall in.
Wavestride Power (Daily): Minor Action. You can move across liquid surfaces as if they were normal terrain until the end of the encounter.

Ritual Candle
Level: 11 Price: 9000 gp
Wondrous Item
Property: This candle never burns down (except as noted).
Power (Daily): Standard Action. Light the candle before beginning to perform a ritual. You gain a +2 power bonus to any skill checks made as part of the ritual.
The candle automatically extinguishes at the end of the ritual and can be used again the following day.

Gloves of Aries
These gloves bear the symbol of a ram’s head.
Level: 8 Price: 3400 gp
Item Slot: Hands
Property: Add 1 square to the distance of any push effect you create.

Headband of Intellect
This ornamental silk cord strengthens your mental retention, recall, and powers.
Level: 10 Price: 5000 gp
Item Slot: Head
Property: Gain a +2 item bonus to knowledge or monster knowledge checks, and a +1 item bonus to attack rolls on powers that have the psychic keyword.
Power (Daily): Minor Action. Gain a +2 power bonus to the next Intelligence attack that you make this turn.

Sending Stones (Other one owned by Katrina)
Level: 11, Price: 9000 gp
Wondrous Item
Power (At-Will): Standard Action. Until the end of your next turn, any person speaking into one stone can be heard by those near the other stone as though he or she were standing in the other stone’s place. At the end of your next turn, both stones are exhausted. With a minor action, any character touching a single stone renews the set.
Special: Sending stones normally come in a matched pair attuned to one another. Larger sets of stones attuned to each other can be created (add 50 percent to the base price for each additional stone).

Tides of Retribution.
(Level 8; 3400 gp)
Implement: Water (Orb of Imposition)
Enhancement: +2 to Attack Rolls and Damage Rolls
Critical: +2d6
Change the Tides Power (Daily): Free Action. Use this power when you hit a target with an attack using this implement. One effect affecting you or an ally within 5 squares of you ENDS. The target gains that effect with the same duration.

Brooch of Vitality: This warm, redwood, heart-shaped brooch beats softly and represents the durability of life.
Item Slot: Neck*
Enhancement: +3 Fortitude, Reflex, and Will
Property: Increase your maximum hit points by 5.

Qalibarian Foestone
This pointed lodestone is set into a golden chain, and when aimed toward an enemy, it grants you understanding of your foes’ weaknesses. This device was standard issue for Qalibar’s advisors and assassins.
Level 12 (13,000 gp) Wondrous Item
Power (At-Will): Minor Action. Choose one creature you can see. You learn all the target’s vulnerabilities, as well as which of its defenses is lowest.

Robe of the Mindbender
(Lvl 12 +3 13,000)
Armor: Githweave Cloth (+1 Will)
Enhancement: +3 AC
Power (Daily): Free Action. Use this power when you miss with an attack that targets Will defense. Reroll your attack with a power bonus equal to the enhancement bonus of this armor.

Mundane Gear:
- Waterskin (2lb) (Orb)
- Wooden Flask of water painted with Guls.
- Leather Armour (15lb)
- Spare Jerkin from Imil (Currently wearing the Jerkin torn at the second Trebuchet battle)
- Leather Bag (Purchased at Jaru)
- Spellbook (3lb)
--Sigil Sequence for Imil, Jaru, Heroes Vortex and the Imperial City.
-Scrolls of Dark Light, Seek Rumor and Eye of Alarm
- Adventurers Kit (Backpack (2lb), Flint and Steel, Bedroll (5lb), Belt Pouch (0.5lb), Iron Rations 10 days (10lb), Waterskin (4lb))
-85gp Alchemical Reagents
-Codex of Rock Magic Containing: Arcane Mark, Disenchant Magic Item, Duplicate, Enchant Magic Item, Endure Elements, and Transfer Enchantment.
-Potion of Healing x3
-Etolic Myths Containing: Notes by Rockbenders in Imperial City.
-A collection of Napkins detailing the basic principles of common magic.
-A napkin detailing the basic principles of the spell:
-300gp
-Notes to cast the following spells.

Siqerod's Destablization Wizard Utility 6
You render an enemy's spell inert, by robbing it of its magical fuel (mana).
Daily - Arcane
Standard Action - Ranged 10
Target: One conjuration or zone
Attack: Intelligence vs. the Fortitude defense of the creator of the conjuration or the zone.
Hit: The conjuration or the zone is destroyed. All its effects end, including those that normally last until a target saves.

Siqerod's Magical Barrier Utility 2
Through the power of mana, you can bolster your mind and body against attacks.
Encounter - Arcane, Force
Immediate Interrupt - Personal
Trigger: You are hit by an attack
Effect: You gain a +4 power bonus to Fortitude and Will defenses until the end of your next turn.

Crystal, White Dragonling familiar
Defences: Same as Alex
HP: 1, a missed attakc never damages a minion. If reduced to 0 hit points or fewer, it is destroyed. After your next short rest or extended rest, it reappears in passive mode in your spaces.
A familiar can't attack.
A familiar can't be hit by its masters attacks.
You and your Familiar can speak to one another in a special arcane language. Other creatures hear only gibberish from you, and grunts and squaks from your famlilar,. Your familiar doesn't undestand other languages, but it can parrot back what it hears.
Size: Tiny and a Familiar can't flank.
A Familiar cannot pick up or manipulate objects.
Switching modes is a minor action.
Passive: A familiar can't be targeted or damaged by any effect.
Active: By using a move action you can move a familiar its speed.
A familiar can't move more than 20 squares away from you. If it ends more than 20 squares away at the end of your turn, it teleports into your square and enters pasive mode.
Your familiar can use skills and take actions as normal, but you must use the revelant action to order it to do so. Your familiar does not have its own set of actions to use.

Speed 5 (Fly 6 (Hover))
Constant benefits@ You can read and speak Draconic. When you spend a healing surge you gain an additional 3 HP.

Active benefits: Dragon Breath: Once per encounter you can use your dragonlings space as the origin square ora close blast arcane power.
Background

Personality: Intellectual, Well-read, Unseasoned (as a warrior), Zany, Exotic, Naive (when it comes to battle), Homesick but Dutiful (to Imil, and his friends), Loyal.
Mannerisms: Alex carries with him everywhere a waterskin full of water, shaped like a sack across his back and ornately decorated with the flowing script of the Imil Water Mages. At the start of every battle he usuall uncorks it, spilling it's contents onto the floor in a large puddle beneath him. Alex uses this as the medium to cast his spells as a Water Magician of Imil. He can telekinetically manipulate any fluid (most commonly water) or turn it to ice, often forming sharp spears and hurling them telekinetically towards foes, or slapping them with belts of water, or even raising waves to batter them.
Appearance: See art!

Alex's Story:
"I hail from Imil. Miles and miles away from here where not a single shoot grows in the spring and no tree's cloud the horizon. In the summer there are days when the sun never goes down, and the nights are short even in the coldest of winters.
Imil is a city made from the ice; sculpted and shaped by our magic into homes, shops, temple, walls, streets...everything" He closes his eyes, and his hands shape invisible castle walls and battlements in the air as he describes them. "Yes. I can see it now, the huge tower in the centre, it's many rivers -We use them for transport- How I miss it." He opens his eyes and notices his waving hands have attracted some moisture from the air, he brushes them off.

"Imil is the last known home of the Ancient Tribe of Water Mages. To be a Water Mage you have to have the gift in your blood, you cannot just learn the art like so many ordinary Wizards. There used to be many more tribes, in the times of the two great empires: Dragonborn and Tiefling.
They're all gone now; or simply out of contact. And to make matters worse the magic is fading from our bloodlines. I am the last recorded birth with the ability to Bend the Water, and it seems that even the masters who are still capable are losing power. We are still numerous, but are giving birth to children without the magic, and the magic that we have seems tainted.

So, we send out scouts. Laving the more capable, but less learned Mage Soldiers to guard Imil, I and many others travel to different spots searching for any Water Benders in the community, a hidden water tribe, or a ruined Water Mage stronghold, in the hopes that we can learn sometihng about why the magic is failing our children and us. I came to the outskirts of the Malbog, where a small tribe of rustic Water Benders was supposed to have been, but...I found nothing.

I spent all the money I had -perhaps rather foolishly- getting here although I do believe some of it was stolen.
So, I took this contract because I need the money. Either the vast sum I will need to return to Imil and tell them of my failure, or an amount so that I can learn to perform a sending Ritual and await more instructions." Alex looks into the fire utterly depressed with the doom that seems to face his people. But then he perks up a little.

"I am enjoying the adventure though, especially in the swamp; there is so much water here, it's almost like being at home, where the very ground is made of water.
Crossing the plains was terrible, in a short encounter with a wolf I had to take the water from the plants around me, and they don't hold much water either so many of them died. I dread the thought of being sent into the desert- I'll be utterly useless, there isn't even any moisture in the air. Still, perhaps it'd be nice to see more of the world, my journey so far has been pleasant and exciting.
See, I never really used my powers very much at home; perhaps that is why they are fading from out blood...all we ever use them for is fishing and building now, as battles are rarely fought. But here, in the wild, I can lash out with my Watery Powers regularly, the magic rushes through my blood more than it ever has in the drill yard.
Perhaps by the time I return I will know all of the techniques ever mastered!"

Alex stops his rather long soliloquy and listens intently to the stories of the others. Feeling rather lucky to be out here sitting in a disgusting swamp.


Last edited by magicspellz12 on Mon Aug 24, 2009 6:55 pm; edited 3 times in total
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Re: Alex the Maelstrom

Post  magicspellz12 on Sun Aug 16, 2009 2:35 pm

Rituals:
* = Unmastered but upon person.
Animal Messenger
*Arcane Mark
Comprehend Language
Disenchant Magic Item
*Duplicate
Enchant Magic Item
*Endure Elements
Hallucinatory Item
Knock
Linked Portal
Make Whole
Magic Circle
Sending
*Transer Magic Item
Tensers Floating Disc
Water Breathing
Water Walk

Animal Messenger
Level: 1
Category: Exploration
Time: 10 minutes
Duration: Special
Component Cost: 10 gp
Market Price: 50 gp
Key Skill: Nature
You target a nonhostile Tiny animal, such as a sparrow, a raven, a fox, or a carp. The animal must remain within 5 squares of you for the time necessary to perform the ritual. Once the ritual is complete, you whisper a message of up to 25 words to the animal and name a recipient and
a location. The animal bounds off toward the location, in search of the recipient. The animal avoids danger along its path. Upon finding the recipient, the animal approaches until it is adjacent to the recipient, and then your whisper issues from the animal’s mouth, conveying the message. When the animal delivers its message or the ritual’s duration
ends, your influence ends and the animal reverts to its natural behavior.
Your Nature check determines how long the animal is affected by the ritual.
Nature Check Result Duration:
19 or lower 6 hours
20–29 12 hours
30–39 18 hours
40 or higher 24 hours

Arcane Mark
Level: 1
Category: Creation
Time: 5 minutes
Duration: Permanent
Component Cost: 10 gp
Market Price: 20 gp
Key Skill: Arcana (no check)
You set your personal arcane mark on an object. It manifests as a unique sigil of your devising. After the first moment, it is invisible and can be seen only by a creature using Arcana to detect magic. Ritual casters use arcane marks to identify their property and sometimes to designate places of great import.


Comprehend Language
Level: 1
Category: Exploration
Time: 10 minutes
Duration: 24 hours
Component Cost: 10 gp
Market Price: 50 gp
Key Skill: Arcana
24 hours.
Using this ritual on a language you have heard allows you to understand it when spoken for the next 24 hours and, if your Arcana check result is 35 or higher, to speak the language fluently for the duration.
Using this ritual on a language you have seen as a piece of writing allows you to read the language for the next 24 hours and, if your Arcana check result is 35 or higher, to write the language in its native script or in any other script you know for the duration.
Using this ritual on a language you have both heard and seen as a piece of writing within the past 24 hours allows you to understand it in both forms for the next 24 hours, and an Arcana check result of 35 or higher allows you to speak and write the language.

Disenchant Magic Item
Level: 6
Category: Creation
Time: 1 hour
Duration: Instantaneous
Component Cost: 25 gp
Market Price: 360 gp
Key Skill: Arcana (no check)
When you finish performing this ritual, you touch a magic item and destroy it, turning it into a quantity of residuum valued at one-fifth of the item’s price. The item must be your level or lower and must be something that can be created using the Enchant Magic Item ritual.

Duplicate
Level: 6
Category: Creation
Time: 10 minutes
Duration: Special
Component Cost: 70 gp
Market Price: 150 gp
Key Skill: Arcana
From one, there are now two.
Prior to performing this ritual, you fashion a crude clay
replica of a small, inorganic object you possess that
weighs no more than 2 pounds, such as a key. When you
complete this ritual, the crude replica transforms into an
exact copy of the original. It performs identically to the
original in all mundane ways and is not recognizable as a
fake, even by someone using the Arcana skill. A copy of a
magic item is nonmagical.
Once the duration expires, the object reverts to its
original crude clay form.
Arcana Check Result Duration
20 or lower 10 minutes
21–30 1 hour
31–40 1 day
41 or higher 1 week

Enchant Magic Item
Level: 4
Category: Creation
Time: 1 hour
Duration: Permanent
Component Cost: Special
Market Price: 175 gp
Key Skill: Arcana (no check)
You touch a normal item and turn it into a magic item of your level or lower. The ritual’s component cost is equal to the price of the magic item you create.
You can also use this ritual to resize magic armor (for example, shrink a fire giant’s magic armor to fit a halfling).
There is no component cost for this use.

Endure Elements
Level: 2
Category: Exploration
Time: 10 minutes
Duration: 24 hours
Component Cost: 20 gp
Market Price: 100 gp
Key Skill: Arcana or Nature
(no check)
The Endure Elements ritual lets you designate up to five ritual participants, including yourself, who ignore penalties associated with extremes of nonmagical weather.
An affected creature suffers no ill effects from ambient temperatures between –50 and 140 degrees Fahrenheit, and the creature’s equipment is likewise protected from the ravages of these temperatures and of precipitation.

Hallucinatory Item
Level: 5 Type: Deception
Time: 10 minutes Duration: 24 hours
Component Cost: 25 gp Market Price: 250 gp
Key Skill: Arcana
You create the illusion of a single inanimate object that appears, to all intents and purposes, to be real. You can use this ritual to create an illusory wall, door, weapon, or other object.
Your Arcana check result determines the illusion’s maximum size.
Arcana Check Result Maximum Size
19 or lower Small
20–29 Medium
30–39 Large
40 or higher Huge
Once you create the illusion, you cannot move it, and it can’t include moving parts. Creatures that view or interact with the illusion are entitled to Insight checks to detect the fact that it is false. This check’s DC equals your Arcana check result. A creature is allowed a check the first time it sees the illusion and each time it interacts with it. A creature that touches an illusion automatically determines that the image is a fake.

Knock
Level: 4
Category: Exploration
Time: 10 minutes
Duration: Instantaneous
Component Cost: 35 gp,
plus 1 healing surge
Market Price: 175 gp
Key Skill: Arcana
The Knock ritual allows you to open a single locked door, chest, gate, or other object. It even works against portals sealed with the Arcane Lock ritual or doors secured with bolts or bars that are on the far side, out of reach. You must defeat all the closures on a locked object to unlock
it. You make one Arcana check per lock, bar, Arcane Lock, or similar closure. The object you unlock does not open automatically; you still must open it yourself after the ritual unlocks it.
Make an Arcana check with a +5 bonus in place of a Thievery check to open each lock or closure. (See the Thievery skill description, page 189, for example DCs.) To undo bolts or bars you normally couldn’t reach, you must succeed on a DC 20 Arcana check.
If you use this ritual successfully against a portal protected by Arcane Lock, you destroy the Arcane Lock and its effects end.

Linked Portal
Level: 8 Category: Travel
Time: 10 minutes Duration: Special
Component Cost: 135 gp (see text) Market Price: 680 gp
Key Skill: Arcana
You create a shortcut across the fabric of the world, linking your location with a permanent teleportation circle somewhere else on the same plane. With a step, you can move from one circle to the other. As part of performing the ritual, you must sketch out a 10-foot-diameter circle in various rare chalks and inks. This temporary teleportation circle must exactly match the permanent teleportation circle at your destination. It disappears at the end of the portal’s duration.
At the completion of this ritual, make an Arcana check. The result determines the duration that the portal remains open.
Arcana Check Result Portal Duration
19 or lower 1 round
20–39 3 rounds
40 or higher 5 rounds
You can use a permanent teleportation circle as the origin point of this ritual, making minor temporary modifications as part of the ritual. Doing this reduces the cost to 50 gp of reagents and grants you a +5 bonus to your Arcana check.
While the portal is open, any creature that enters the circle at the origin point instantly appears at the other location, along with anything the creature holds or carries. The creature can even finish the rest of its move. Any number of creatures of any size can use an open portal;
the only limitation is the number that can reach the circle before it ends.
Anyone standing in the vicinity of either end of the portal can see a haze-infused vision of the teleportation circle at the other end of the connection, as well as the environment 60 feet beyond it. Effectively, everything at the destination within this area of visibility has concealment,
and the area beyond is completely fogged (Naturally, portals that last longer give you a better opportunity to study the place you’re going to before you step into the circle.). Environmental effects at one end of the connection don’t affect the other end.
Most major temples, important wizards’ guilds, and large cities have permanent teleportation circles, each of which has a unique set of magic sigils etched or inlaid into the ground. The exact sequence of sigils matters, because you’ve got to match it if you want to open a portal
leading there. The sigils aren’t any more complex than remembering a string of letters and numbers. You can use Linked Portal to any permanent teleportation circle whose sequence of sigils you know. When you learn this ritual, your DM will tell you at least two such sequences. In your travels and research, you’ll undoubtedly learn more.
This ritual can take you anywhere in the world, but it can’t take you to other planes. Sufficiently powerful warding magic, such as the Forbiddance ritual, can block a teleportation ritual. If the location is warded in such a manner, you learn that as soon as you begin the ritual, so you can interrupt the ritual and not expend any components.

Magic Circle
Level: 5
Category: Binding
Time: 1 hour
Duration: Until broken
Component Cost: 100 gp
Market Price: 250 gp
Key Skill: Arcana
You inscribe a circle on the ground, a circle emblazoned with arcane symbols of protection. If drawn correctly, these symbols make it difficult for creatures of a particular origin to enter or pass. When performing the ritual, you choose aberrant, elemental, fey, immortal, natural, shadow, or all. The last option applies a –5 penalty to your check. The circle requires 1 minute to inscribe per square inside the circle (and it must be a circle).
An affected creature whose level is lower than your Arcana check result minus 10 cannot pass through the circle, affect creatures through the circle’s boundary, or affect the boundary in any way. Other creatures of an affected origin take force damage equal to your Arcana check result when passing through the boundary, but doing so breaks the circle. Unaffected creatures can take a standard action to obscure the inscription and break the circle.

Make Whole
Level: 1
Category: Exploration
Time: 10 minutes
Duration: Permanent
Component Cost: Special
Market Price: 50 gp
Key Skill: Arcana (no check)
A single object that can fit in a 10-foot cube is completely repaired. The component cost is 20 percent of the item’s cost. In cases where you attempt to repair an item not on any price list, the DM determines the cost.

Sending
Level: 6 Category: Exploration
Time: 10 minutes Duration: Instantaneous
Component Cost: 50 gp Market Price: 360 gp
Key Skill: Arcana
You convey a mental message of up to 25 words to a person you know. If the target is within range, he or she receives the message mentally and can respond likewise. The ritual’s maximum range is determined by your Arcana check result.
Arcana Check Result Maximum Range
9 or lower 10 miles
10–19 100 miles
20–29 500 miles
30–39 1,000 miles
40 or higher Anywhere on the same plane


Tenser’s Floating Disk
Level: 1
Category: Exploration
Time: 10 minutes
Duration: 24 hours
Component Cost: 10 gp
Market Price: 50 gp
Key Skill: Arcana
Arcana Check Result Maximum Load
9 or lower 250 pounds
10–24 500 pounds
25–39 1,000 pounds
40 or higher 2,000 pounds
You create a slightly concave, circular plane of force that
floats a foot off the ground and can carry what you lay upon it. The disk is 3 feet in diameter and 1 inch deep at its center. It remains stationary unless you move more than 5 squares away from it, in which case it
moves with your base speed once per round until it is within 5 squares of you. You can command the disk to move up to your speed as a move
action. If you are more than 5 squares from the disk for 2 consecutive rounds, the disk disappears, dropping whatever it was carrying.
Your Arcana check result determines the maximum load the disk can
carry.

Transfer Enchantment
Level: 4 Component Cost: 25 gp
Category: Creation Market Price: 175 gp
Time: 1 hour Key Skill: Arcana (no check)
Duration: Permanent
You transfer the magical qualities (properties, powers, and enhancement bonus) of an enchanted item into another object. You must maintain physical contact with both items for the duration of the ritual.
The receiving item must occupy the same magic item slot (head, waist, armor, and so on) and be the same type (wand, rod, weapon, and so on) as the original item. The enchantment to be moved must be valid for the receiving item, so that you cannot transfer ranged weapon properties to melee weapons, cloth-only armor properties to chainmail, and so on.
You can transfer an enchantment to an item that already contains a lower-level enchantment, but the receiving item’s previous magic is lost. For example, the enhancement bonus and power of a suit of +1 barkskin hide (5th level) could be placed into a suit of +1 curseforged scale (3rd level), but the scale armor’s existing power is lost in doing so. You cannot transfer an enchantment to an item that already has a higherlevel enchantment.

Water Breathing
Level: 8 Category: Exploration
Time: 10 minutes Duration: Special
Component Cost: 135 gp Market Price: 680 gp
Key Skill: Arcana or Nature
When you perform this ritual, you can designate up to eight participants (including yourself if you wish) who breathe water as easily as they breathe air. Furthermore, they can speak normally underwater.
Water Breathing doesn’t change your ability to breathe air. It doesn’t confer a greater swim speed or the ability to fight underwater unhindered. It does protect any gear you and the participants carry, such as books and scrolls, from water damage.
Your check result determines the duration of the effect.
Arcana Check Result Duration
14 or lower 1 hour
15–19 2 hours
20–24 4 hours
25–29 8 hours
30 or higher 24 hours


Water Walk
Level: 2
Category: Exploration
Time: 10 minutes
Duration: 1 hour
Component Cost: 20 gp
Market Price: 100 gp
Key Skill: Nature (no check)
You or an ally can move on water as if it were solid ground. Rapids or choppy seas are considered difficult terrain. The target of this ritual can end its benefits as a free action. The target can immerse itself in water or swim underwater if desired without needing to end the ritual.
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