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Straegis II

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Straegis II Empty Straegis II

Post  macksgarageusa Mon Aug 17, 2009 9:50 pm

Name: Imperial Ambassador Straegis II
Race: Eladrin
Class: Warlord/Wizard
Level: 16
XPs: 69000
Alignment: Good

STR: 20 (+5, +13)
CON: 14 (+2, +10)
DEX: 11 (+0, +8 )
INT: 21 (+5, +13)
WIS: 11 (+0, +8 )
CHR: 12 (+1, +9)

AC: 30 (10, +11 Eladrin Braidmail,+1 Shield,+8 Half-level)
Fort: 26 (10, +5 Str,+1 Warlord,+8 Half-level,+2 Cloak)
Ref: 26 (10, +5 Int,+1 Shield,+8 Half-level,+2 Cloak)
Will: 23 (10, +1 Chr,+1 Warlord,+1 Eladrin,+8 Half-level,+2 Cloak)

Hit points: 101 (50 Bloodied)
Surge value: 25
Surges per day: 9

Current AP: 1

Speed: 6
Initiative: +13
Size: M
Passive Perception: 18
Passive Insight: 18
Senses: Low-Light

Racial Features:
- +1 Will Defense (+5 vs. Charm)
- Trance (Eladrin meditate 4 hours per night instead of sleep, while in trance- aware of surroundings and/or enemies as normal.)
- Fey Step ([9] sq. with Eladrin Armor and Eladrin Boots)
- Eladrin Education

Class Features:
- Combat Leader (Myself and each Ally within 10 who can see and hear me gain [+5 Combat Commander] Init)
- Tactical Presence (When ally I can see spends AP they gain [+5] Attack)
- Inspiring Word (2/Encounter, 1/Round) Myself or Ally within [10] sq. can spend healing surge, regain HP [+4d6]. {Martial, Healing} Minor Action.

Spiral Tactician Paragon Path Features:
- Second Step (When I spend AP to take extra action, I regain use of Fey Step if it was used this encounter)
- Spiral Timing (When the party rolls Initiative, I can allow one ally, within line of sight, to reroll for Initiative [+5], ally must use the new result)
- Fey Tactics (Attack bonus granted to allies by Tactical Presence is now equal to my Int. modifier [+5], instead of one half the mod.)

Feats:
- Tactical Assault (Improves Tactical Presence, adds [+5] Damage)
- Eladrin Soldier (+2 Damage with Longsword or Spear)
- Skill Focus (Choose a skill with which you already have training: Arcana) Gain +3 Feat Bonus to checks with this skill.
- Linguist (Can speak/read and write: Draconic/Iokharic, Giant/Davek and Supernal fluently)
- Weapon Expertise (Choose a Weapon Group: Spear) Gain a [+2] bonus to Attack rolls with any weapon power I use with a weapon from this group.
- Fey Tactics (When I use Fey Step) Teleport one ally within 5 sq. of my starting position a distance equal to my Fey Step distance.
- Feywild Protection (When I use Fey Step) Gain +2 to ALL defenses until the end of my next turn.
- Combat Commander (Improves Combat Leader class feature) The bonus granted by Combat Leader is now equal to my Int. modifier [+5].
- Arcane Initiate (Multiclass Wizard) Gain training in Arcana. Choose 1st level Wizard At-Will power to use once per Encounter, can use implement when using Wizard power.
- Ritual Caster (Can Master and Perform Rituals my level and lower).

Basic Attacks:
- Melee: The Eye of Gruumsh’s Spear, Spear[?] +20[?] to Attack, 1d8+10[?] Damage (Crit.=+3d6 Damage)
- Ranged: Javelin +19 to Attack, 1d6+9 Damage, Handaxe +15 to Attack, 1d6+5 Damage(Crit.=+1d6 Damage)

At-Will:
- Commander's Strike (Ally of my choice makes basic melee Attack, [+5] Damage) {Martial, Weapon} Standard Action. Attack.
- Wolf Pack Tactics (+20 vs. AC, 1d8+10 Damage) Ally of my choice, adjacent to myself or target, can shift 1 sq. for free. {Martial, Weapon} Standard Action. Attack.
- Lightning (“Fulgoris”) As a Free Action, all Damage done by Javelin is Lightning Damage, another Free Action returns Damage to normal.

Encounter:
- Fey Step (Teleport up to 5 sq.) [9 sq. when wearing Eladrin Armor and Eladrin Boots.] {Teleportation, Personal} Move Action. Racial.
- Knight’s Move (Grant one Ally within 10 sq. Move as Free Action) {Martial} Move Action. Utility.
- Steel Monsoon (+20 vs. AC, 2d8+10 Damage) Allies [5] within 5 sq. can shift one square for free. {Martial, Weapon} Standard Action. Attack.
- Surprise Attack (+20 vs. AC, 1d8+10 Damage) On Hit, as a Free Action one ally within 5 sq. makes basic attack [+5] on a target of their choice. {Martial, Weapon} Standard Action. Attack.
- Fey Step Assault (+20 vs. Ref., 2d8+10 Damage, Paragon) If I use Fey Step to move adjacent to target, gain combat advantage for this Attack, [+1d8] extra damage. {Martial, Weapon} Standard Action. Attack.
- Beat Them Into the Ground (+20 vs. Fort., 2d8+10 Damage) On Hit, Target is knocked prone and as a Free Action, every ally within 5 sq. makes a basic attack [+5] on a target of their choice. The attacks deal no damage but knock the target prone on a hit. {Martial, Weapon} Standard Action. Attack.
- Warlords Banner (Close Burst 5) Every ally in burst can spend a healing surge. Until the end of my next turn, each ally gains +2 power bonus to attack rolls. {Martial, Healing} Standard Action. Utility.
- Convey Ally (Range 20) Teleport one ally a number of squares equal to my Fey Step distance. {Martial, Teleportation} Move Action. Utility.
- EoG’s Spear Transformation (Change Spear into ANY other simple, military, or superior melee weapon.) Can be ended as a Minor Action. {Polymorph} Minor Action.
- Scorching Burst (+13 vs. Ref., 1d6+5 Fire Damage to All creatures in burst) Area burst 1 within 10 sq. {Arcane, Fire, Implement} Standard Action.

Daily:
- Lead the Attack (+20 vs. AC, 3d8+10 Damage) Until Encounter ends, myself and All allies within 5 sq. gain power bonus to Attack target= Hit: 1+[5], Miss: +1. {Martial, Weapon} Standard Action. Attack.
- Knock Them Down (+20 vs. AC, 3d8+10 Damage) On Hit, my target is knocked prone and as a Free Action, Every Ally within 10 sq. can move up to 3 sq. and make a melee Basic Attack against a target of their choice. These attacks deal no damage but knock the target prone on a hit. On Miss, Half Damage and target is knocked prone. {Martial, Weapon} Standard Action. Attack.
- Renew the Troops (+20 vs. AC, 3d8+10 Damage) Every Ally who has line of sight to me, regains HP [+1] as if they had spent a healing surge. {Healing, Martial, Weapon} Standard Action. Attack.
- Anticipate Attack (Immediate Interrupt, +20 vs. Reflex, 2d8+10 Damage) Triggered when an adjacent enemy hits me with a melee attack, I can shift 1 sq. and make an attack against that enemy. Each Ally adjacent to the enemy can make an Opportunity Attack with Combat Advantage and gain [+5] to Damage. {Martial, Weapon} Attack.
- Tactical Shift (Immediate Interrupt) Triggered when an ally within 10 sq. is hit by a melee or ranged attack. That ally can shift 1+[5] sq. out of harms way. {Martial} Utility.
- Protection (From Shield, Myself and Adjacent Ally gain resist 10 to all damage until end of my next turn.) Standard Action.
- Arc Lightning (“Fulmineum”) As a Free Action, on Hit with Javelin, the target and EACH enemy within 2 sq. of the target take [2d6] Lightning Damage.
- Qalibarian Factotum (From Helm, Gain training in one skill until the end of the encounter, or for one hour when not in an encounter.) Minor Action.
- Invisibility (From Eladrin Ring) Once Daily as a Standard Action, become Invisible until the end of my next turn. If I’ve reached one milestone today, use of the power only requires a Minor Action. Illusion.
- Teleport (From Eladrin Boots) Once Daily as a Move Action, teleport up to 5 sq. (10 sq. if you are Eladrin). Teleportation.

Skills:
+18 Athletics (+5 Trained,+5 Str,+8 Half-level)
+14 Endurance (+5 Trained,+1 Con,+8 Half-level)
+20 History (+5 Trained,+5 Int,+2 Eladrin,+8 Half-level)
+13 Heal (+5 Trained,+8 Half-level)
+14 Intimidate (+5 Trained,+1 Chr,+8 Half-level)
+23 Arcana (+5 Trained,+5 Int,+2 Eladrin,+8 Half-level,+3 Skill Focus)
+11 Bluff (+8 Half-level,+1 Chr, +2 Ring)

Languages:
- Common
- Elven/Rellanic
- Draconic/Iokharic
- Dwarven/Davek
- Giant/Davek
- Supernal

Magic Items:
- The Eye of Gruumsh’s Spear ([Dynamic Weapon]Lvl 11, Spear[?], +2 Prof, d8, +3 to Attack, +3 to Damage, Crit.=+3d6, Versatile, 6 lbs.) As a Minor Action, this weapon can be changed into a different melee weapon from any category (simple, military, or superior), the effect lasts until the end of the Encounter or until you end it as a Minor Action.
- Lightning Javelin (Lvl 10, Spear, +2 Prof, d6, +2 to Attack and Damage, Crit.=+1d6 Lightning Damage, Range=10/20, Heavy Thrown, 2 lbs.) As a Free Action, all damage done by this weapon is Lightning damage, another Free Action returns damage to normal.
- Light Shield of Protection (+1 AC, 6 lbs) Protection once Daily.
- Eladrin Braidmail (Lvl 13, Braidmail +8 AC, Enhancement +3 AC, 40 lbs.) Add [2] sq. to the maximum distance of any teleport I make. This armor has no speed or skill check penalties.
- The Terramancers Cloak ([Cloak of Walking Wounded]Lvl 9, Cloak, Neck +2 Fort., Ref. Will) If I use second wind while bloodied, can expend two healing surges instead of one and gain HP from both.
- Qalibarian Factotum Helm (Lvl 14, Helm, Head) As a Minor Action, Daily- Gain training in one skill until the end of the encounter, or for one hour when not in an encounter.
- Enchanted Ring of the Eladrin Royal Seal (Lvl 18, Ring, +2 Bluff) Once Daily, as a Standard Action I can become Invisible until the end of my next turn. If I’ve reached one milestone today, this power only requires a Minor Action.
- Eladrin Boots (Lvl 16, Feet) Add 2 sq. to the maximum range of any teleport you make, other than the following: Once Daily, as a Move Action teleport up to 5 sq. (10 sq. if you are Eladrin.)
- 3X Potion of Healing (Lvl 5) Drink potion, spend healing surge, regain 10 HP. {Consumable, Healing} Minor Action.
- Potion of Vitality (Lvl 15) Drink potion, spend healing surge, regain 25 HP, make one saving throw against effect save can end. {Consumable, Healing} Minor Action.
- 3X Ruby Focus: A small jeweled eye made of silver and ruby.
- 2X Stonemeal Biscuits: Dwarven biscuits that increase health and endurance.
- 95 gp worth of Alchemical Reagents.
- 900 gp worth of Mystic Salves
- 40 gp worth of Herbs
- 150 gp worth of Scribing Materials

Mundane Gear:
- Leather Armor (+2 AC, 15 lbs)
- Light Shield (+1 AC, 6 lbs)
- 6x Handaxes (+2 Prof, d6, Off-hand, Heavy thrown, 10 lbs)
- 1x Javelin (+2 Prof, d6, Spear, Heavy thrown, 2 lbs)
Standard Adventurer's Kit (33 lbs)
Leather Tome written in Davek.(Giant)
Leather Tome written in Iokharic.(Draconic)
31 maps in leather case.
90 pp
5170 gp
90 sp
96 cp

Personality: Relaxed, Self-assured, Skeptical, Commanding, Flexible, Stern, Steady, Stoic, Unshakable
Mannerisms: Thinks all small persons are unintelligent.
Appearance: Slightly taller and heavier than average Eladrin.
Background: Birth-Born on another plane, Geography-Urban, Occupation-Military
Born in the Feywild, the son of General Straegis spent most of his childhood in a large city. Straegis II followed in his father's footsteps and joined the military as soon as he could. His family name guaranteed him a spot in officers school, where he soon gained a reputation as being a bit "clumsy". This caused many of his equals and superiors to underappreciate and underestimate his military talents and intelligence. When he was asked to carry a decoy scroll to the human military (so another courier could safely transport the real scroll) he was determined to prove himself to everyone, so Straegis II took it upon himself to switch the two scrollcases. Carrying the real scroll and leaving the decoy in the hands of another, he left the relative safety of the Feywild to make a name for himself and prove his military genius, or die trying!


Last edited by macksgarageusa on Sun Jun 06, 2010 4:14 pm; edited 10 times in total
macksgarageusa
macksgarageusa
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Straegis II Empty Straegis Ritual Book

Post  macksgarageusa Mon Aug 17, 2009 9:51 pm

Rituals:
My Ritual Book. The first few pages contain writing and drawings made by Raed on how to master his Fey Warstep techniques. 6 pages empty. (Value/ Component Cost/ Skill)
- Eye of Alarm (100/25/Arcana)
Level: 2, Category: Warding, Time: 30 minutes, Duration: 24 hours(*)
This Ritual creates watchful eyes that you place in any square within 10 sq. of where you perform the ritual. Each eye is located in a particular square; it’s intangible and can’t be interacted with physically. Your Arcana check determines how many eyes you can place and what type of vision or sensory ability they possess. The eyes do not hear but they see well, each eye uses your perception modifier +5. If an eye sees an intruder it emits a loud warning sound defined by you during the ritual. The perception DC to hear the signal is 0 (modified by distance).
The eyes never consider you an intruder and you can designate any number of ritual participants as nonintruders. When you perform the ritual you can designate on or more categories of creatures that the eyes will ignore. You can define these categories by obvious: physical characteristics, creature type, creature race or specific equipment.
(*)The rituals effects last for 24 hours or until you move more than 20 sq. from all the eyes.
Optional Focus- You can extend the duration of the ritual indefinitely by using a small jeweled focus, made of silver and ruby (100 gp). The ritual remains in effect as long as the focus remains within 20 sq. of any of the eyes.
- Arcane Lock (150,25,Arcana)
Level: 4, Category: Warding, Time: 10 minutes, Duration: Permanent
You lock a door, window, gate, portcullis, or some other means of ingress. You can open the door normally, but those without your permission find it locked. Arcana check +5 sets the DC for Strength or Thievery checks made to open it. When you perform the ritual you can allow for certain creatures, or types of creatures to pass thru normally, ignoring the ward’s effect. You can choose any or all (or none) of the following options.
Password: You set a verbal password. If uttered within 5 sq. of the portal, the speaker can ignore the ward for 1 minute.
Individuals: You can designate up to 10 specific individuals who can ignore the ward at all times.
Descriptions: You can describe one or more categories of creatures who can ignore the ward at all times, using specific, observable characteristics such as species, type, size or equipment carried or worn.
The Arcane Lock remains until you dismiss it, the door is destroyed or until the ward is defeated such as by the Knock ritual or a successful Strength or Thievery check. Wherever you are you instantly know if your Arcane Lock is defeated by one of these methods.
- Enchant Magic Item (175/Special/Arcana[No Check])
Level: 4, Category: Creation, Time: 1 hour, Duration: Permanent
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, there is no component cost for this use.
- Transfer Enchantment (175,25,Arcana[No Check])
Level: 4, Category: Creation, Time: 1 hour, Duration: Permanent
Transfer magical qualities (properties, powers, enhancement bonus) of an enchanted item to 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, etc.) and be the same type (wand, rod, weapon, etc.) as the original item. The enhancement to be moved must be valid for the receiving item, so that you cannot transfer ranged weapon qualities 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 higher level enchantment.
- Traveler’s Feast (175/35/Nature[No Check])
Level: 4, Category: Exploration, Time: 1 hour, Duration: 24 hours
You create food and water, enough to feed five Medium or Small creatures or two Large creatures for 24 hours. You designate the type of eaters when performing the ritual, and the ritual creates appropriate food (trail rations for people, grain for horses, and so on). Any food or water created but uneaten disappears at the end of the duration.
- Magic Circle (250/100/Arcana)
Level: 5, Category: Binding, Time: 1 hour, Duration: Until Broken
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 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.
- Commune with Nature (360/140/Nature)
Level: 6, Category: Divination, Time: 30 minutes, Duration: 10 minutes
By communing with primal spirits of nature, you can learn a number of facts about your immediate environs (within 1 mile of you). You can ask a number of questions, based on the result of your Nature check, about the terrain features, plants, minerals, bodies of water, creatures, and other aspects of your surroundings. The primal spirits you communicate with are honest but can be elusive. Most questions are answered with a yes or a no. Rarely do the spirits elaborate further, and when they do, their response is cryptic.
- Cure Disease (360/150/Heal)
Level: 6, Category: Restoration, Time: 10 minutes, Duration: Instantaneous
The Cure Disease ritual wipes away a single disease afflicting the subject, whether the disease is active or still incubating. The subject is completely cured and loses any negative side effects and symptoms of the disease. This ritual is physically taxing to the recipient; if used on an injured character, it can even kill them. Upon completing this ritual, make a Heal check, using the level of the disease as a penalty to this check. The result indicates the amount of damage the character takes. Assuming the character survives, this damage can be healed normally. If you know that your subject is suffering from multiple diseases, you must choose which one this ritual will cure. Otherwise, the ritual affects whichever single disease you knew about. You learn the disease level when you begin the ritual, and at that point you can choose not to continue, without expending any components.
- Sending (360/50/Arcana)
Level: 6, Category: Exploration, Time: 10 minutes, Duration: Instantaneous
You convey a mental message of up to 25 words to a person you know. If the target is within range, they receive the message mentally and can respond likewise. The rituals maximum range is determined by your Arcana check result.
- Linked Portal (680/135*/Arcana)
Level: 8, Category: Travel, Time: 10 minutes, Duration: Special
You create a shortcut across the fabric of the world, linking your location with a permanent teleportation circle somewhere 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 rare chalks and inks. This temporary 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 the portal remains open. *You can use a permanent teleportation circle as the origin point of this ritual. Doing this reduces the cost to 50gp 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 its area of visibility has concealment, and the area beyond is completely fogged out. Environmental effects at one end of the connection don’t affect the other end. Most major temples, 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. 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.
- Raise Dead (680/500/Heal[No Check])
Level: 8, Category: Restoration, Time: 8 hours, Duration: Instantaneous
To perform the Raise Dead ritual, you must have a part of the corpse of a creature that died no more than 30 days ago. Apply mystic salves and pray to the gods to restore dead creatures life. Subject returns to life as if they had taken an extended rest and is freed of any temporary conditions suffered at death, but permanent conditions persist. The subject returns to life with a death penalty: -1 to all attack rolls, skill checks, saving throws and ability checks. The death penalty fades after subject reaches 3 milestones. You cannot restore life to a creature that has been petrified or died of old age. The subject’s soul must be free and willing to return to life. Some magical effects trap the soul and can prevent Raise Dead from working. The gods can intervene and prevent a soul from journeying back to the land of the living. Paragon Tier cost=5,000gp, Epic Tier cost=50,000gp
- Remove Affliction (680/250/Heal)
Level: 8, Category: Restoration, Time: 1 hour, Duration: Instantaneous
Remove Affliction wipes away a single enduring effect afflicting the subject. The ritual can remove curses, such as charm or domination, and fear, confusion, insanity, polymorph, and petrification effects. All effects of the curse or other effect end. This ritual is physically taxing to the recipient; if used on an injured character, it can even kill them. Upon completing this ritual, make a Heal check, using the level of the effect you are trying to remove (or the level of the creature that caused the effect) as a penalty to this check. The result indicates the amount of damage the character takes. Assuming the character survives, this damage can be healed normally. You can use this ritual on an unwilling subject (usually, a former ally who is under some enemy’s influence), but you will have to restrain someone unwilling to undergo the ritual. If you know that your subject is suffering from multiple enduring effects, you must choose which one this ritual will remove. Otherwise, it affects whichever one affliction you knew about. You learn the affliction level when you begin the ritual, and can choose not to continue, without expending any components (for example, if you determine the affliction is too powerful for you to remove).
- Water Breathing (680/135/Arcana or Nature)
Level: 8, Category: Exploration, Time: 10 minutes, Duration: Special
When you perform this ritual, you can designate up to eight participants (including yourself) who breathe water as easily as they breathe air. Furthermore, they can speak normally underwater. Water Breathing does not 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.
- Consult Mystic Sages (1,000/400/Religion)
Level: 10, Category: Divination, Time: 30 minutes, Duration: 10 minutes
You ask a single question of mysterious, extraplanar presences about matters beyond your ken. Make a Religion check with a +10 bonus to uncover a clue, remember a bit of lore, or otherwise gain information about the world around you. The ritual grants a single piece of information that can take the form of a word, name, phrase, or brief story, depending on what exactly you’re looking for. You can learn a historical name, burial rites of an ancient society, or weaknesses of your enemies. The ritual can’t uncover information beyond the ken of the most learned sages. It’s of no use in trying to find a magic word known by only one person to unlock a crypt. Nor can it tell you definitively where treasure is hidden, however the mystic sages could tell you where a specific empress kept her treasury in ancient times or whether the treasure was looted when the empire fell.
- Detect Object (1,000/400/Arcana)
Level: 10, Category: Exploration, Time: 10 minutes, Duration: 5 minutes
Name an Object, for the duration of the ritual you can detect the direction and distance to the nearest example of that object, as long as it is within the range defined by your Arcana check. When attempting to locate a specific object, certain modifiers apply.
- Passwall (2,600/1,000/Arcana)
Level: 12, Category: Exploration, Time: 10 minutes, Duration: 1 minute
You create a passage through any solid material. You choose the orientation of the passage relative to the surface you touch. The passage is 1 square wide and tall. The passage can be a number of squares deep equal to your Arcana check divided by 5. This ritual does not conceal the passage from anyone or bar anyone from entering. A creature inside the passage when it closes takes 5d10 Damage and is ejected to the nearest end of the passage. This ritual does not affect the structural integrity of a cavern or wall; the passage is a twist in space, not an actual shifting of material.

- Nexus Elemental Alignment Transfer ( / / )
Level: 14+, Category: , Time: , Duration: Permanent
You can convert the elemental alignment (earth, fire, air, water) to that of another elemental origin (earth, fire, air, water).


Last edited by macksgarageusa on Tue Aug 18, 2009 12:40 am; edited 2 times in total
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