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Wednesday 20 March 2019

Quators - Tenderfoot Halflings

In the Spirelands, many nations and cities rise and fall, and empires that once stood strong for a hundreds of years are now forgotten. One of the few exceptions to this, is Hegemony, a nation state that was made up of Phaetox and Minotaurs, seeking a stable lawful state a chaotic land. It rose to prominence, as the city became a haven for many outcasts who were looking for a place to call home. But it was a group of Tenderfeet (halflings) that came to lead the city in defenses that many still recall.  While weak individually, they excelled in hit and run tactics in small groups. They remain fiercely loyal to the ideals and to the city itself.

The phaetox and minotaurs still reside in the city and keep their vows yet while some still believe in the lofty goals their collective loyalty often lie elsewhere. The Quators still believe in the nation and maintain the continual defense of the cities. The reside in the orange grasslands that surround the city, as there are a dozen villages of less than a hundred halfling inhabitants.

Quatorian (Tenderfoot Halfling)
Small fey, chaotic good

Armor Class 17
Hit Points 51 (7d8 + 7)
Speed 20 ft., swim 20 ft.

STR 9 (+0)
DEX 19 (+4)
CON 13 (+1)
INT 10 (+0)
WIS 15 (+2)
CHA 13 (+1)

Skills Stealth +8, Acrobatics +5, Animal Handling +5, Knowledge (Nature) +5, Perception +5; either Persuasion +6 or Survival +6
Condition Immune to Perception & Identification Spells
Senses passive Perception 15
Languages Common, Sylvan
Challenge 3 (700 XP)

Invisibility: When not wearing medium or heavier armor, and more than 40 feet from an opponent, they gain +10 to their stealth checks

Blasting Arrows: When with 5 or more other Quatorian Halflings shooting missile weapons at the same, at the same victim, they gain +1  in damage for each arrow that hits. Must be lead by a 6HD or higher leader.

ACTIONS
Multiattack. The Quatorian makes two attacks with their dagger or sling.

Trip or Disarm: A Quatorian gains +4 on attempts to either trip a medium sized or disarm them.
Every Quatorian must specialize in one of these  specialized attack routines.

Defensive Bonus Quatorian's gain +6 (instead of the standard +4 bonus) to avoid being tripped


The Two Solitudes


Two great solitudes exist in my game world: one is of the sollus and the other, the spires.  More than eighty per cent of all people of the domain live in one of these two ways. They are less regions but ways of life. 

In the exodus, people abandoned their towns due to the great Tyrant purge, when for a period of two hundred and fifty relentless years the tyrants attempted to obliterate all civilization. The people fled to every corner of the domain, searching for sanctuary. In the north, the people found the spires. These are enormous stone plateaus many more than a mile high, whose top is protected from the cold. They have long been found in the winded canyon, formerly areas inhabited by the animals or flying beasts. With the help of rangers and others, the people soon began to find them everywhere in the north, as if awoken from a slumber by the pleas of the people.   Using spell, rope and flying beast, the people reached the top. Once they did, the people claimed it as their home and defended it as their own. Space and ecology was severely limited, and the balance was so delicate, no spire could support more than fifty thousand inhabitants and most far fewer then that. Thus each spire became a island nations, inwardly focused and shut off from the rest of the world.

As refugees found one spire inhabited, it was easier to travel to the next spire rather than fight the defenders of a spire. Yet this protection limited themselves in other ways. Each spire became inwardly focused, and survival of their people meant they turned away from a greater ideal. Each became an island, of one people, of one culture, and they cared little to travel. Most became self sufficient, and dared not risk the wrath of either the tyrants or the raiders by traveling the wind-torn land. The vast number of spires, scattered over the entire north of the domain, ensured survival for many species. The tyrants cared little for individual scattered villages, unable to raise an army to threaten them. 

Separated by distance, unable to travel, isolated from everyone else, the races became vulnerable to each other. Orcs, Salamanders, Minotaurs, and others banded together to raid spires. Though not easy or quick, over time, the lone spires always fell to the battle hardened ways of the sell-swords. The people may have been protected from some of the evils of the domain, but danger was everywhere...

In the south, survival took on another means. The Lyrrian elves first used their magic to protect not only their forests, but also the newly arrived immigrants that came to their forest for protection. Even with the help of their fey allies, the people were still vulnerable to the whims of the terrible tyrants, who attacked the settlements without fear of retaliation. Their problem was two fold. Not only must they defend against the tyrants, but also the cold and ice prevented traditional methods of livelihood. The people could struggle to do one, but against these two foes ensured eventual doom.

It took hundreds of years before some unknown wizards or priest discovered a simple solution. A common stone, sollus, long used to light underground corridors provided heat and protective glow, but it did not burn. Using simple magics, the magic of the stone was enhanced providing this warmth to a much larger area. The elves gathered this stone, and raised it in towers, which provided enough warmth to grow shum and shul. With this basic need taken care of, the elves, along with their humanoid allies united to fight the tyrant raids. Though they could not defeat the army of tyrants they were able to put them to a stalemate, and give them enough time to grow and able to face the next invasion. 

Over time, the use of this warmth stone changed people's lives. It became the center of all civilization. Provided just enough warmth to grow the basic foodstuffs, and enabled the people to fight rather than continually flee the tyrant attacks. The exodus was finally ending. Yet, this lifesaver came at a terrible price. Simple spells could enhance the heat and the radius of the sollus, but they also decayed the stone. With a finite life, cities could be held prisoners of their own supply. And the cold could over-take them once again, so the people warred over this simple stone. A delicate balance now exists, but people have fought a multitude of wars, as each group has fought for supremacy and control of the sollus. Empires have arisen and fallen. Even now war can emerge from seemingly ancient grudges, but the people have always found ways to unite once again, either from an outside force or from an enemy in their own presence. Life continues.

There are many cities and races that use sollus, but two major paths exist. The first is represented by Greater Lyrria in the center of the domain, near the great elven forest of Lyrria. The second is a human dominated area known as the old south. This was actually the last region believed to use sollus stone. So close to the tyrant' s home, these people knew they must be united. The military became core, and the people tempered by fear and discipline built a mighty nation, Mandos, has existed for thousands of years. The battle-king is chosen from the warlords, but his rule is absolute when he has rule. And thus the oldest continual nation and culture still flourishes, thus the name - the old south. Thus the two extremes. Either a strictly lawful and well-defined culture of respect and order, seeing themselves as a united people or a chaotic mish-mash as many peoples fight for the stone in games of strength and bloodshed. The Old South was homogenous, and they kept to old traditions to keep the focus alive.

These are obviously not the only places, but it is where and how most races survive. A few isolated valleys are protected from the cold in other ways. Some have ancient forest spirits keeping the cold at bay. In the far west, the Sea of Stones is devoid of all cold and ice, a jungle paradise as many believe, but worship the great enemy – the dragon. And Phastia, an ancient nation that in an attempt to defeat the cold brought unending heat and fire, ravaged by their own pride. Shaer-Lai is on another continent, a land some call Asian, but it fell a long-time ago, now it is merely a dead land, with undead princes bickering with few living Samurai there to serve them.

Yet life, in this land continues. Through the cold or the worst of the tyrant purges, the struggle of life in all of its various forms continues.

Thursday 14 March 2019

The Beast without Beauty


Have been doing fey write-ups for a while. This isn't one I've used, but will slip into one of my games as a cursed Lord. In my game world, he has met a "Beauty" many times, but one hasn't fallen for him yet, so he is cursed to continue doing his duty - protecting the nearby villages.


The Beast CR 10
XP 9,600
LE (LG) Medium outsider (native, shapechanger)
Init +9; Senses darkvision 60 ft.; Perception +14

DEFENSE
AC 25, touch 16, flat-footed 19 (+5 Dex, +1 dodge, +9 natural)
hp 115 (10d10+60)
Fort +9, Ref +12, Will +8
DR 10/Blessed Silver; SR 25

OFFENSE
Speed 40 ft., Running on all fours - 50 ft
Melee Two Claws +16/+11 (1d10+4/ X3, 15–20)
Special Attacks Detect thoughts, Cursed Charm

Spells Known (CL 7th, Sorcerer)
3rd (5/day)—lightning bolt (DC 16), suggestion (DC 16)
2nd (7/day)—web, invisibility, minor image
1st (7/day)—charm person (DC 14), mage armor, magic missile, shield, silent image
0—dancing lights, detect magic, ghost sound (DC 13), mage hand, mending, message, prestidigitation

STATISTICS
Str 16, Dex 20, Con 22, Int 13, Wis 13, Cha 17  /  5 (see below)
Base Atk +10; CMB +13; CMD 29
Feats Combat Expertise, Dodge, Improved Critical (Claws), Improved Initiative, Power Attack

Skills Bluff +20, Diplomacy +16, Knowledge (Local) +24, Perception +14, Perform +16, Sense Motive +14, Stealth +18;  Racial Modifiers +4 Bluff, +8 Knowledge
Languages Common, Infernal, Undercommon, Angelus
SQ change shape (true self, animal form)

ECOLOGY

Environment Property
Organization solitary
Treasure Triple (art, gems, other treasure)

SPECIAL ABILITIES

Detect Thoughts (Su) The Beast can detect thoughts as per the spell of the same name (CL 18th). He can suppress or resume this ability as a free action. When he uses this ability, on his property, it always functions as if it had spent three rounds concentrating and thus gains the maximum amount of information possible. A creature can resist this effect with a DC 18 Will save. The save DC is Charisma-based.

Cursed Charm (Su) When near either females or anyone he has an attraction towards, the beast loses all charm and civility, as he can do little but roar out words and commands. If forced into a conversation treat the Beast as having a 5 in charisma. Attraction is used not just sexually, but those he either wants something from or is obligated to.

Change shape: The Beast has three forms, human, as a humanoid beast similar to a werewolf and a wolfhound. He has no control of what he changes into. Normally he will patrol as a wolf for speed, but if he needs to confront foes, he will change to the werewolf form. Only alone, does he change back into human.

*    *    *    *    *    *     
The Beast is a cursed liege who is doomed to protect his crumbling castle and lands from invaders. Once thought that the kiss of a beautiful woman could cure the curse, but this has failed many times. He has lived at least three lifetimes, and none remember his true name, most just call him The Beast or Lord. He appears as a hairy beastly monstrosity, with horns, long ears, sharpened claws and fur.

He still feels the call of his homeland, and every night he patrols the small villages around his keep. Outsiders he believes is a threat he will tear apart. In these nights, away from his keep he radiates a Lawful Evil alignment. Yet, when inside his keep and is peaceful, he has a good alignment. Those who know his tale believe this was his original alignment, as he doesn't hurt anyone unless they try to steal or hurt those under his protection.

What few realize is that inside his castle, he transforms back into his human self until he is called back into action. He does not communicate with anyone, and if he is seen or spoken to, he will change back into his Beast form in a mere moment. On occasion he will use his magic to animate dishes or other household items so that he can amuse himself or guests. While he does not engage visitors, he will sometimes allow visitors to stay a night or two in the castle, as long as they don't steal or break the many artefacts inside. If ever asked why he was turned into the Beast, he simply says that he failed, with no further details.

Even if the Beast is killed in battle, he re-appears back at his castle within two weeks. There is something keeping his spirit bound to the land. He is given respect by fey and outsiders that go through his property. He has access to a teleportation circle, magical labs and prison.


Wednesday 13 March 2019

Rokan - evil, bat-winged, serpent spell-caster (Anti-Coatl)

My inspiration for the Rokan is to be an evil Coatl - a direct threat, not one hiding in the corners inspiring or teaching, but one that is very active in completing its goals. This is a winged serpent creature that uses magic in devious ways, but it has two aspects, as they can switch to a larger, spell-less figure in physical combat. They join evil groups to learn forbidden magic and gain access to magical nexus sites but will not hesitate to flee if a battle turns against them or the organization.

Rokan

Small Size Magical Beast
Hit Dice: 82 hp (11d8 + 33 con)
Initiative: +9 (small), +2 (Large)

Speed: (when small) 20 ft, Fly 60 (Good); 40 ft (Cannot fly when large sized)
AC: 24 (+8 natural, +1 size, +5 Dex), touch 17, flat-footed 18
Base Attack/Grapple: +3/+10 (Large form only)
Attack: Bite+11 (2d6+5) (Large Size only)
Special Attack: Grapple +15 (3d6) (Large Size only)
2nd Special Attack: Back Slap +10 (2d8+5)
Base Atk +12 CMB +10 CMD 25 (Small)

Special Attacks: Spells as 12th level Sorcerer (Small Size Only), Turn Undead as 8th level evil Cleric
Special Qualities: Change to Large Size; +15 Constrict 2d8 (Grapple)
Saves: Fort +10 Ref +12 (+8 when large) Will +3

Abilities: Str 11, Con 16, Dex 21, Int 16, Wis 10, Cha 20 *Switch Str and Dex scores when they change to large size

Skills: Diplomacy, +12, Knowledge (Arcana) +9, Knowledge (Planes) +9, Perception +12, Move Silently +9, Sense Motive +9, Spellcraft +12, (Escape Artist +20 in small size)
Feats: Eschew Spell Component, Hover, Improved Initiative, Imp Evasion

Environment: Magical Nexi or Evil Temples
Organization: Solitary
Challenge Rating: 12

Treasure: Double Standard
Alignment: Neutral Evil
Advancement: by character class (always Sorcerer)

Radiate protection from Good 20 ft radius: Good-aligned characters will suffer a –2 to all of their attacks and saving throws when facing a Rokan.

Aura of Fear: Creatures within 20 ft of a Rokan are affected by a powerful fear effect. Those who fail a will saving throw (DC 18) will suffer the effects of a fear spell. Those who save are not affected. Creatures who pass their saving throw are unaffected by the same Rokan's fear effect for 24 hours.

Large Size: AC 21, Speed 30 ft., climb 30 ft., swim 30 ft;

The Rokan is a dual sized creature, it`s primary form is a small bat-winged, serpent with small spike horns that wields spells. It's larger body is between 15 to 20 feet long and three feet wide - it is very good in combat, especially at constricting victims. They have a rough black skin with small barely noticeable yellow triangles. When they expand to their large size, their wings are absorbed into their body and these yellow scales dominate most of its scales. They will not hesitate to take down foes using either strategy.

They often work for evil organizations for high payments, either as a protector or a spell-casting ally. While not cowards, they have a habit of retreating when combat is going against them or their allies. This gives them a horrible reputation. When the going is smooth, there are few mortal spell-casters as beneficial as a Rokan to have on your side.

Combat: Rokan are superb natural sorcerers with a wide variety of spells and other abilities. They have no pre-set plan, as they try to gauge any situation and react quickly to almost any situation. They switch to their large form to inflict heavy damage or to constrict foes. All spells they cast upon themselves in their small form are retained if they switch size. They radiate a protection from good and fear aura within a 20 ft radius in both forms.

They can control undead as an 8th level evil priest in their small size only. Undead still listen to Rokan who have switched size - but they cannot attempt to turn more undead in their large format. One of their primary motivators is magical treasure, so they are always keen not to destroy magical items, especially those they can actually use.

Typical Spells as 12th level Sorcerer; Spells per Day: 6/6/6/6/6/5/3; Spells Known: 9/5/5/4/3/2/1*
1st level: Shield, Obscuring Mist, Ray of Enfeeblement, Colour Spray, Magic Missile
2nd level: Protection from Arrows, Glitterdust, Mirror Image, Blindness, Levitate
3rd level: Dispel Magic, Lightning Bolt, Gaseous Form, Vampiric Touch
4th level: Shout, Bestow Curse, Stoneskin
5th level: Dismissal, Feeblemind
6th level: Disintegrate (item only)

Set Form: Rokan never use magic that manipulates their fform, they take a -8 on skill or spell checks if forced into an alternate form.

Tuesday 12 March 2019

Plague Rats – Prestige class of the city of Shenth

I have wanted to have a prestige class like this one for awhile. It's specifically only for one area of my game world, the city that once contained a plague that can never be fully eradicated. It exists just beneath the surface, with these rats doing what they can to treat the victims and ensure fewer people are infected.

Plague Rats – Prestige class of the city of Shenth. Named for the rats that carry the deadly plague that once nearly destroyed the city, but have been a constant threat for more than three hundred years. More than half of the members are dwarfs, as they were the ones who originally contracted the disease. They are honoured, despised and pitied by the other citizenry at the same time; these exterminators are needed, but due to the ever-present rotting smell emanating from them, they are more like a secret cabal of the near damned, tolerated as long as they are far away.

Unlike other prestige classes there is only way to join this group; contract the disease. Most people who contact this disease never become plague rats, but the plague carriers when they originally contracted the disease do not resist the contagion, thus their bodies adapts to become stronger with the disease than it ever did before. Most carriers never advance in the prestige class, but they can to enable them use the effects of their disease to their advantage.

Appear as a common person of their race, except they have small red boils on their hands that flare up and drip blood when they are scared or sick. When first infected these boils appear through-out their body but then settle down over a few weeks time as their body adjusts.

Hit Dice: D6 (unless their previous class is higher)
Requirements: To qualify to become a plague rat is to either roll a one on a saving throw or to deliberately forego a saving throw
Class Skills: as original class
Weapon and Armor Proficiency: as original class
Saving Throw: Advance as original class
Spells: If they previously had spells, they advance

1st level: Plague Carrier; Detect Disease; +1 charisma to infected
2nd level: Recognize stage of Disease; speak with animals; +1 level in all abilities of original class 3rd  level: Absorb Disease; +3 charisma to infected; +1 level in all abilities of original class 
4th level: Transmit Disease ; +1 level in all abilities of original class   
5th level: Adapt Disease; +5 charisma to infected; +1 level in all abilities of original class 

Plague Carrier: The individual is infected with the Shenth plague, and outside of divine intervention, they will always carry the plague within themselves. A carrier never suffers ill effects from the plague. They are passive carriers, as anytime a previously unexposed humanoid touches the individual; they must make a Fort save vs DC 2 to avoid catching the plague. If they pass this saving throw, they are immune to the disease, if they fail, see the Shenth plague entry.
Those who pass take an immediate -2 on their constitution and charisma for the next six hours. Those who fail their saving throw slowly starts to blossom with the red boils, and must make a DC 16 every day or suffer -1 cumulative charisma and constitution until either reaches 5, then they reverse and slowly increase to its natural point.

Detect Disease: per the spell in the player’s handbook; as an innate spell.

Charisma bonus: The infected will automatically recognize a carrier, and will respond positively to him or her, gaining extra bonuses as they increase in level.

Recognize Disease: Plague rats may make a spot check (DC 12) to determine if someone has been affected by the disease, how long they have had it and at what stage of infection they are in.

Speak with Animal: used primarily to speak with the rats that inhabit the lower levels of the city

Absorb Disease: Upon laying their hands on an individual affected by the plague, they are able to cure the inflicted and remove the plague from anyone except another plague rat. Any charisma loss however is permanent. If someone doesn't want to be cured, they cannot be cured through this method.

Transmit Disease: While plague rats are always passive carriers, at this stage, a plague rat can infect others with the plague with full effects without touching them. Those whom the plague rat wishes to infect can be within forty feet and the plague rat can see them. Upon two rounds of concentration, the victim must make a Fort DC 15 or be affected with the disease.

Adapt Disease: Perhaps the most insidious of all their powers, at this stage, the plague rat can adapt the disease so that it will affect one type of creature. So, they can change the plague to effect elves or giants only. It takes ten minutes of uninterrupted activity to adjust their body chemistry. They use this so they can more easily blend in.



Monday 11 March 2019

Shenth - Free City in the Sea of Stones

One of the first cities I tried to create. It's an area that I have used in stories, but never long, as a starting point, a place to hire a ship or get their mission. Shenth has a long stories history but its also in the centre of trade, pirating and war in the Sea of Stones, in the between two major nations. 

Shenth - Free City in the Sea of Stones

Population: 300,000 (275,000 on the cliff-side) Distribution: Human 70%, Dwarf: 20%, Minotaur 4%, Various remainder

Official Rule: Towerocracy, Influenced by the High Nobility

Unofficial Rule: the Ring: a group of wealthy Tharon merchants who attempt to keep the city goods flowing freely to ports outside of Tharon control.

Current Mayor: Lord Alexander Valdreth (Human Noble, Known patronage to the Ring & church of Keran)

Well Known City Features: Barracks, Noble Estates, Bridge Arena, Docks, Lifts, Sanctuary of the Pains, Open Market, Old Districts, Silent Graveyard, Dwarven Baths, The Solomo Library, Unicorn’s Garden

Towers: Sorrow, Song-House, Stars, Seed, Law, Wyvern, Guild, Bell, Pleasure, Clock

Obelisks: Keran, Japeth, Quanna, Casna, Orelleo, Holon, Horned One, the Pains, Shi-Lo

Temples: Rosetti & Keran

Unofficial and Unsanctioned History

Rule: The six high noble families maintain control of much of the cities wealth and military. However, more than seventy years ago, in 956 AT, during an attack with the Tor’ecke charr tribe, the nobles once again faced with rebellion due to taxation. To stop civil war they gave each of the guilds (or towers) a seat at the counsel table. In return for their loyalty and fees, each of the major towers have a vote on city issues. The mayor is determined by the noble families, and it is he that determines his deputies as well as having veto power (anything less than 80% can be vetoed by the mayor.) While a tower-master may be voted as mayor, it is extremely unlikely. The current mayor is Alexander di Valdreth.

History: It is best known for a Plague spread by the water rats infecting all areas of the city. A small group of its citizens regularly patrol and kill the many rats or other small animals. It is also the primary reason why the city knights are permitted to deal with the Lower Citizens with brute force, for suspicion of carrying the Plague.

City Features

Noble Estates: lands to the west of the city, on a out crop that holds each of the high nobles estates. Each is a sprawling mansion with other buildings that are rigidly patrolled by the individual nobles private armies.  Only individuals with connections to the nobles are allowed entry, upon pain of arrest during the day. Those found wandering at night are killed or captured on sight. Each of these estates function as a small town, having almost all of the necessary requirements for daily life, except of course for certain luxuries and services. Five of the six noble families have their estates here, as well as four other recognized lesser nobles but still wealthy families.

Bridge Arena: In the shadows of the largest lifts, this arena was created during the epidemic as a way of proving their worth and health before enter Cliffside. Now it is used by gladiators to prove their prowess in battle. Each week on Sword Day (every 9th day in the 10th day week) , fantastic non-lethal battles occur to determine favour of the nobles, as well as to allow the common citizenry to gamble. The current champion is: Vuneros (Minotaur, 16th level fighter,) who has won more than twenty battles for House Xannos. Any kind of battle is allowed, including magical duels, but these are especially rare. Entry fee is 1sp.

Dockside: The lower area of the city. Twelve large wharves converge, allowing up to two hundred ships to dock at one time. Mostly dwarves, minotaurs and humans are in this section of town, but criminals and other unmentionables also inhabit this terrible place. There are few patrols that occur in this section of the city, as guardsmen are often ambushed. Most merchants have their own private mercenaries to ensure safe passage of goods. Anything illegal can be found here, if you know where to look. Only the bravest, most foolish or the most poor would dare stay at one of the lousy inns in this section of the city at night, knowing they could be stolen away or used in dark, esoteric rituals/

Lifts: cranes that lift merchandise and people the two thousand feet from the docks into the Cliffside. Minotaurs and ogres are the most common wheelmen, who physically turn the gigantic elevator cranks; however, there are also three magical lifts. The standard lift cost is 1sp per pound for merchandise or 3gp (flat) for living creatures. This is the most common form of taxation in the city. Nobles do not have to pay for their merchandise, as all own their personal or family lifts, also, many towers control their own lifts, so their members do not have to pay. There is usually a one to three hour wait for a lift. The crane guild runs 13 out of 16 lifts, but they do not own them.

Sanctuary of the Pains: While many other areas of the Sea of Stones have suffered from the De'Sh Plague, no other location has had to deal with the disease like this city. It has found peace, and this is
a monument and hospice to the sacrifices and torments of the plague victims. Up to 100 infected can wait here until their symptoms are cured; this usually takes anywhere from 1-3 months. The cost is free, but it is also mandatory on order of the city counsel. There is always between 10-20 plague carriers here, waiting to help the infected, share their knowledge as well as destroy any rats or any other animal carrier.  Sorkasin (Male Dwarf  Monk / Rogue) is the current leader of this group. He also acts as the unofficial speaker of the dockside to the counsel.

Open Market: An area outside of the gates on the Cliffside, where trade is brisk and rumored as brutal. Officially since the market is outside the city, it is also outside of the city control. Anything goes here, at least in theory, and the City Knights continuously warn those who do use the market of buyer beware. Unofficially, the trade is cheaper, of a higher quality, and safer than anything found inside the gates. The merchants want to build the trade, and go out of their way to ensure quality and repeat business. While they should be left alone by the City Knights, they are harassed continuously. The city resents this growing form of trade done outside of their hands.

Tower of Sorrow: There is no graveyard in the city rather one enormous mortuary called the Sorrow Tower serves the purpose. It is just inside the western gate, very near the noble estates. It is run by the Sorrow Guild, who are professional morticians, mourners & undead slayers. Typical burial costs 1sp, but the services range up to 500 gp, depending upon the status of the individuals involved. Most of the guild are 3rd to 5th level experts (morticians) but up to 10% of the guild are adventuring classes, who actively hunt undead. It is the only known Sorrow Guild that do not have Jackalla serving there, visitors from away find it highly suspicious, but they suffer from the vile plague in the city.
  The current speaker of this guild is Morven Kul-lutho (Human Male, 11th level Rogue, CE) a quiet, insensitive, bald man who was once a famous slayer. He demands absolute loyalty from the undead slayers in his command, and he meets his followers in absolute darkness to hear their reports and speaks only when he has to.
  His current lover, Rebbinna de Fluer (Female Half-Elf, 7th level Bard, NG) is known to many of the noble classes as a dirge singer and her services are well sought out by mourning familes. She is respected by the city guards, nobility and undead slayers alike. Some believed she must be charmed to willingly stay with this unkind, unsophisticated bastard.

City Tower: Beside the obelisk of Japeth, this is the building that holds a majority of both the knights and weaponry. While not over-imposing, what few citizens realize is that the majority is underground, in caverns that were once home to lizardith lands. Patrols are organized on the sea, in the sky, on land and below it. Specialists serve five days a month, in order to avoid paying taxes. Bureaucrats also work here, but jammed into rooms and many are forced to change on a monthly basis - records are never a priority.

Solomo Library: This is an arcane library, one of the oldest in the Sea of Stones. This guild has unsurpassed danger and certainly not a safe place for beginning students. While there are many rumours of what goes on here, there is one thing that is understood by the wizards, the city nobles are to remain unharmed. What research or trade happens here is unimportant to the nobles, as long as they remain in the seat of power. Wizard wraiths apparently watch all activities and do not hesitate to kill those who break this one law. Spell-casters of all manner come here, if they can either gain the attention of another wizard of their exploits, or simply find one to bribe. There are known celestials and demonic figures who inhabit the tower, neither able to exit by any typically known means. All outsiders who find their way here are controlled via a powerful geas to serve as teachers and guides for a quota of their time. Another item of great mystery is how the wizards choose a speaker to represent their interests, some say it is done by intrigue and murder, while others say it is done by chance. Either way, their speakers rarely hold their job for more than three years before they are replaced by another. The current speaker, or Solomo as they call themselves, is Vule-Anne (Female Elf) who is remarkable for her beauty as well as a pink pseudodragon familiar who travels with her and seems to know dirty limericks that amuses everyone who hears it. The library itself does not sell magical items, however, individuals may sometimes accept commissions to create scrolls or potions.

Unicorn’s Garden: A glade of tremendous beauty and solace; it is the circling garden surrounding most of the cliff side city.  This is one of the few places of comfort to the citizens, and many peoples come here to find comfort among the chaos. The small forest was once home to a wondrous unicorn druid that helped the citizens during the early Cliffside years. This place is a favorite among the nobles, children and workers alike who come here to cavort. There is believed to be a fey gate located here, although, it’s location seems to change on a weekly basis. A small group of rangers meet here daily to discuss issues of the outside world. Patrols in and around the garden were once common, but they have learned to stay clear of the place since many city knights have become permanently lost if they harass some of the fey or other visitors. Rumors abound of a healing fountain that can heal anything short of a death and this is why the nobles vigorously help to defend it from development. Abby-Gail (Female Charity) is a bard and generous benefactor who spends much of her time among the fey and others here. She is an excellent source of knowledge, and helps good aligned adventurers willing to help the poor in the city.

 Local Terms:

Push-Off: *&$#-off, or jump in a lake would be the equivalent; meaning, leave me alone or I’ll push you off the cliff
 Hares: Widows who reside in the city
The Mazes: somewhere you don’t want to be i.e. the plague mazes at port-side

 Local Organizations
The Ring: a group of Tharon merchants who throw around coin to keep slaves & drugs running into their home bases. They maintain a strong pirate tradition that is officially illegal – unofficially, they control the waters so the Shenth merchants don’t have to.

Merchants of Flesh: Necromantic organization based in the port-side, who create fleshings (lesser golems) to sell to the highest bidders. While not illegal, it is distateful and nobody readily admits to using these beings in their crypts. Yet many nobles and merchants alike use them as they are incredibly loyal and you don't have to feed or pay them.

4th Finger: A strong mercenary group that hires mostly Minotaurs for protection work (some say extortion) to help defend Tharon and other visitors to the city. They are a big hit at the arenas. They are named after a Sea of Stones faerie tale about only needing a giants’ 4th finger to accomplish a task.

The Grey: A wizard organization that helps promote magic outside of Tharon, or, that is what they claim. They have often raised small groups of soldiers to help rescue each other. They have a small tower in the edge-side, where they can look down at two of the magical lifts that they control.

Sons of Honour: Tharon and Lazell men of stature who are pushing for union of the two nations. They are good aligned, and have loose connections with the good aligned churches.

Greater Noble Families
House Xannos: A family of wizards & warlocks, known for their brutal slayings of the father (per Tharon tradition.) Their grey-black cloaked wizards have long been seen cavorting in the darkness of the Solomo Library, and most years they have at least one of their members in the seat of honour there. They have worked with many faiths over the years, but work with Keran only when the money pays well. It is unknown if they have a primary business anymore, as they are fabulously wealthy and do not seem to need to work to maintain their power. The current speaker for this house is Thalos di Xannos, a powerful wizard who specializes in force magics.

House Lothan: There was a time whenever anybody thought of the port-side, they thought of the Lothan. These were the ultimate sailors and traders that took a terrible beating during the last plague. Just as they have always done, they have emerged in a great spectacle, as they sponsored several large expeditions to Zale in Phastia. The current leader is Lemm di Lothan (Human Male, 12th lev Rogue, CE) – a fat, lazy man who seems to have the knack for knowing which boats to sponsor and which ones to turn down. But there might be more to this dullard than appears, as he was mugged more than a year ago and took out four assailants himself, before going back to drinking his shum.

House Vadash: This family has long been the whispered threat that would attempt to take over the city. While the other families have their area of interest, the Vadash has theirs in a little bit of everything. Their soldiers guard four of the major gates, and having 3 of the current four generals of the city, they essentially control the barracks as well. Yet, they also have a string of wizards and priests under the family banner, let alone the monks and thieves. This family openly deals with the Keranic faith and is not afraid to make demands of the church. Evelynn dem Vadash, (Priest of Keran, Female Tiefling) has lead this group within the city for over 100 years, and doesn’t look like she has aged a day. Rumours abound of her fathers heritage, but her mother was the last speaker who groomed Evelynn for her position.

House Honour-Heart: The honours are perhaps the only saving grace this city has had in the eyes of the good aligned. They have remained to the ideals of Quanna, despite living in one of the bleakest places in the Sea of Stones. While others might see their position as hopeless, they have won many battles versus evil and corruption in the city, and just the fact that the city hasn’t become a province of Tharon shows this to be true. Their speakers are chosen for a five year period, and then are elected among their kin – the only family to chose their leader in this way. The current speaker is Corven Honour Heart (Paladin, Knight of the Gold Sash / City Knight, Human Male) who is an elderly devout man who spends as much of his time at the obelisk of Quanna as he can, neglecting family business to be among the faithful. Nobody questions him, as he has earned this in his long quest for both his city, his faith and his family.

De Fluer (Flower): Powerful merchant family based in Shenth. They are nationalists who resent Tharon intrusion, although they stop short of calling for violent action. They are calling for the city to look into making allies with the Chavon elves, others call this too dangerous and a way to aggravate the Tharons. Cuzzel de Fleur has recently come to his post as leader of the clan, as his father was killed in defense of their merchant dealings.

Lesser Nobles  (17 families of wealth or distintion)
Di Fitzens: Notorious land-owners who at one time controlled up to 40% of the property of the city. They have a strong allegiance to the Shion Cult (Thief guild.) The current leader, a notorious pirate in his earlier years is Troi di Fitzens and is known to be ruthless in all his dealings.

Di Corrovel: House of Dwarven merchants, well connected in the Tharon Empire

Di Neicht: Human Tharon exiles, who are openly promoting building the Shenth dominion, unlike most of their kind who believe that Shenth should remain as-is.

De Butelle: Merchants who have connections with several aquatic races. Many of their kind have mated with sea elves. Lasai de Butelle (Sea-kin) is known for her famous songs about the tragedy of war and the harshness of the sea.

 Religious Groups

People all over the realm worship the same deities, some by different names, but the portfolios and basic principles remain the same. The most typical religious structure is an obelisk, which is devoted to a deity or in rare cases an ideal such as freedom or prosperity. Not just symbolic, obelisks are literally the source of all magical energy in the domain - if no obelisks stood no magic energy would be available, for clerics. wizards or any classes.

There is often no official group that holds services at obelisks, rather recognized people of good standing give a sermon or speech every ten-day / week. Followers need to go to an obelisk or give offerings on a specific basis but not necessarily attend service. Most people are pagan, showing respect to a deity if an issue or problem they face falls under their portfolio. Many clerics can worship one or many deities, paladins worship only one and the majority follow Japeth.

Temples are the largest religious structures, and these have followers that serve the deity in set manners and customs. These do have a set organization dedicated to running their daily and weekly activities unlike the obelisks.

This is the only Rosetti temple in the sea of Stones and one of the largest Keranic temples. Those who serve or pay tithing to Keran, do so to alleviate cursing or potential evil prospects. Many widows, prostitutes and unwed mothers offer gifts of service to Lady Love (Rosetti), but always discretely at night. Officially any widows from city sanctioned battles may reside here free of charge if they have children.

Keran, LE God of Night and Fright, Evil - Sacrifice to alleviate fear & Nightmares
Japeth: LG, God of Bravery, Patron of Paladins - To plan strategy and for personal courage
Quanna: LG, Goddess of Light - Followers look to for guidance in fealty and matters of conscious
Casna: LN, Lord of Laws - Enforce rigid laws and organization, or to help change persecution
Orelleo: CN, Lord of Travel and Trade, Patron of Businessmen and Sailors- To plan trips, especially long voyages
Holon: N, Sacred One, Druid Patron  For fertility, sicknesses, grow plants and animal health
Horned One: LE, Minotaur God of Strength, Battle and Fertility - Before Battle, especially duels
The Pains: NE, Goddesses of Suffering, Torture and Sickness - Offer to alleviate symptoms
Shi-Lo: LN, God of Contemplation, Patron of Martial Arts - Monks are his faithful
Rosetti: N, Goddess of Love, Romance and Beauty - personal matters or issues of infidelity




Saturday 9 March 2019

Fesh Swamp Encounters

The Fesh Swamp lands is located in the Northern Veck, an area that once supported multiple large communities of various humanoid populations, half of them trading with each other, the others always looking for ways to gain military advantage. When the Creeping initially happened, few understood what it meant, and didn't put up any resistance because they didn't realize the threat nor did they know what they stood against.

The Creeping is best described as the destabilization of civilization, when fits of madness and paranoia overwhelmed pockets of civilization until the rungs of civil society were lost. Though not immediately affected, eventually the the swamps grew in size and danger until they took over the land, draining the community of the few remaining magic and other resources. When they fell into such disrepair, the few survivors either had to flee or drowned in the miasma of the environment around them. Most people who know of the Creeping, associate it with the growth of swamps, some experts though know it was the madness that preceded the changes of the land that was the much greater threat.

Many civilized peoples feel this area is lost to anything good or habitable, but this is far from true. Lizardith humanoid lizard-men both savage and civilized, now claim this territory as their own and maintain small to much larger communities in the Fesh. There are certainly dangers still here, but there are also opportunities, and the lizard-men help outsiders with both survival and trade. They do not just "steal" or raid  from the crypts or magical Towers that are littered throughout the Fesh, as they consider many of the artefacts tainted. Some lizardith villages have an opposing view, as they make much of their income by guiding adventurers into these locations. Some items or areas are so vile, the lizardith will warn the would-be adventurers or even seize horrific magic, but this is very rare, at most they warn outsiders and just ignore.

A few of the magical raiders believe there are a great treasure still left behind and make planned excursions into the cities, crypts and temples of the area. A few of these work with the lizardith and druids of the region, but most don't, and are simply out to make any silver that they can.

Fesh Encounters

d%         Result
01  Creeping Doom (DC 12 or 15 or 18+)
02  Vanglore  (Humanoid shapeshifters, #2-8, 3+, LE)
03  Aranea
04  Green Render (as Grey Render with camoflage, )
05  Lizardith, Civilized  #2-9, HD 2 or 3, Align LN (85%)
06  Muter
07  Winged Monkey
08  Basilisk
09  Cultists (Stone, Snake, Tentacle, Web, Vine)  # 2-5, HD 1-3, Human or Lizardith
10  Abandoned Site  (home belonging to a farmer, recluse, witch, seer, artist)
11  Dead (true) hammered to tree or chained down
12  Blue Bees # 9-16, HD 2
13  Oxylla 2d12
14  Green-skinned Swamp Beavers
15  Tenderfoot  #2-9, HD 2 or 3, Align NG (85%), Patrol
16  Trap (Pit, Falling Logs, Falling Net)
17  Tree-Giant (1d3), As cloud Giant
18  Small Stream (Entryway, , Road)
19  Minotaur 2d2
20  Camp Site ( # 5-20, Any Primary)
21  Ogre #2-5, HD 3-5, Align LE (85%)
22  Hydra (4 heads, 50%; 5 heads 25%, 6 heads 20%, 7+ heads 5%)
23  Satyr
24  Jackalla (2d4, Undead Patrol)
25  Otyugh
26  Card Soldiers
27  Goblins
28  Doscilli
29  Vined Soldier
30 Holy Site (80% Obelisk, 20% Church, Any non-evil)
31  Wood Statue (25% Wood Golem)
32  Ood 
33  Pool (10-20 ft radius, 100 ft depth)
34  Giant Snake   ???
35 Clockwork (1d6 Fighter 2-4th level; Align LN)
36  Dianoga
39  Dire crocodile 1d3
40  Merchant Traders ( # 5-20, Any Primary Race, 25% N, LN, NG, LE)
41  Chund
42  Assassin Vine
43  Synast with 2-5 Servants
44  Shambling Mound
45  Green Gargoyle (85% appear as vegetation when not moving & 30 ft away)
46  Razorvine
47 Piercer (10d10), over a 30 - 100 square ft radius
48  Swarm (Bat, Rat, Leech, Stirge)
49  Bugbear
50  Faeire Stone or Flower Circle (Nymph, Pixie,Grig)
51  Skin Devils
52 Troll (2d5)
53  Little Piggies
54  Chuul
55  Lizardith, Savage  #2-9, HD 2 or 3, Align LE (85%)
56 Wrapping Deaths (Psi-Cloakers) 2d5
57  Giff  (2d5, HD 3+, LN)
58  Girallon
59  Boggards 2d6
60  Lepers or Refugee Camp (20-70, HD 1-2, N)
61  Necrites - Undead Humanoids, 2d6, Patrolling, LN, LE, NG) ??? ??
62  Primal
63  Spectator (see below)
64  Jawatha 
67  Large Hanging Web-Coccoon
68  Tame
69  Sinking bog hole  (DC 13)
70  Patrol Camp Site (# 11-30, Level 1-3, Any Race)
71  Tennianos
72  Jungle Elf (2d4 , Level 2-5, NG)
73  Gammorec (2d4 , Level 2-5, NE)
74  Nyssian Imp
75  Shal
76  Owlbear
77  Sharavan
78 Escaped slaves (#2d8, Roll Below, N, )
79  Dire crocodile 1d3
80  Slaver Camp (# 11-30, Level 2-3, Any Race)
81  Ferrasil  (Green Minotaurs, N, #2-8, HD 3+)
82  Psider
83  Vottinna
85  Green slime
86  Green Hag CR 5, NE
87  Lamia
88  Hag
89  Manticore (1d2)
90   Large Bridge
91  Spirit naga
92  Callanna
93  Undead, Carcass #2d6, NE, HD 1-3
94  Black pudding 2d4
95  Lillend
96  Prickett
97  Coatl
98 Sylph or Dryad
99   Ravok
00 Ogre-mage


Typical Slave Races: Goblin, Gnoll, Abeill, Tenderfoot, Ogre, Lizardith,
Typical Owners: Human, Ogre, Elf, Lizardith, Gnoll, Minotaurs, Troll, Gammorec


Roll 1d20 on initial primary race roll. If under 12, roll 1d12. If over, roll 1d10 for next roll. Always roll 1d20 on 3rd roll. Primary Races: Not just hunters or raiders, but come together in small communities.

01 Phaetox - Humanoid with flame wings, Can fly, Cannot lie
02-04 Lizardith, Savage - Spears
05 Ferrasil: Green Minotaurs, very large horns, N, # 2d4
06 Lizardith, Civilized - Coral Armor, Weapons of all kinds
07 Elf, Jungle  Green-Skinned; #2d4, 2d3 HD, NG; Patrol, Treasure Seekers
08  Ogre #1d4, 3+  HD, LE
09 Ghoran - Sentient Plant Humanoid
10 Changeling- Small fey that can use magic
11 Thorne-Kin
12 Minotaur Bull Headed Humanoid, famous for patrols and hunts
13 Leshy Small, plant humanoids, druidic, wonderful planters
14 Clockwork- Sentient, Free-thinking Machines
15 Jackalla-Jackal Headed Humanoids, Undead Hunters
16 Troll
17 Quillian - Quill throwing Porcupine Humanoids
18 Elf, Jungle***
19  Leaf-Kin Sentient plant humanoid
20 Tenderfoot - Halflings

21 Callanna
22  Gammorec
23 Satyr
24 Giant

Friday 1 March 2019

Battle Mage: The Mandorrian War Wizard.

One of my oldest and most used spell-casters. So many times when players, especially new players ask if they can play a wizard, this is often my default. They are a little different as they can wear armor.

Battle Mage: The Mandorrian War Wizard. 

Role: You originate from Mandos, the land of the sword in the heart of the old south. As a spellcaster you are shown little respect, and treated as mere battle fodder. Only after proving yourself for five years in battle are you given full rights. Those who survive this testing as a battle-mage are respected far and wide, but few make it that far. 

Requirements: Mandorrian by birth, Spellcraft +5; Oath of Allegiance to Mandos
              May be either Wizard or Sorcerer

Hindrances:  Cannot gain or replace a familiar if they do not have one
          Can cast spells from no more than four spell schools
          Can know no more than eight spells per level

Benefits: Automatic access to the War Domain; treat as arcane spells
  Use d6 for hp; Gain Saving Throws as spellcaster
          Gain proficiency of all simple Martial Weapons
          Gain Craft (Armorsmithing) and Craft (Weaponsmithing) as class skills
          Gain new Spells and spell level as per their Caster Level

 Abilities by Battle Mage Level

1st Wear padded armor without Arcane Spell Failure                               Gain +1 Level
2nd Wear leather armor without Arcane Spell Failure                               Gain +1 Level
3rd Wear studded leather without Arcane Spell Failure                            Gain +1 Level
4th Gain Endurance and Diehard                                                              Gain +1 Level
5th  Wear chain shirt or hide without Arcane Spell Failure; Gain Free Feat
6th Wear chain mail or breastplate without Arcane Spell Failure              Gain +1 Level
7th  Wear splint mail or banded mail without Arcane Spell Failure           Gain +1 Level
8th Inscribe Spell-Gem                                                                              Gain +1 Level
9th Wear half-plate without Arcane Spell Failure                                      Gain +1 Level
10th Craft Magic Arms and Armor                                                             Gain +1 Level

Endurance & Diehard: Per standard PhB
Inscribe Spell-Gem: Per Nysarian Meta-Feats
Craft Magic Arms and Armor: Able to craft magical arms or armor. They pay the normal exp point cost for their creation as per DMG. Also, they must be able to cast a spell to imbue armor with its property.

War Domain: May switch a memorized spell with a war domain spell at will

1 Magic Weapon
2 Spiritual Weapon
3 Magic Vestment
4 Divine Power
5 Celestial Strike  (stats as Flame Strike)
6 Blade Barrier
7-9   Player Option for what War Spells to be added

Thursday 28 February 2019

Gravity Domain

Can't really remember if I posted this before. But here we go!


Gravity Domain
Granted Powers: You can increase or decrease an object’s weight by 50%; you can use these abilities a total number of times per day equal to 3 + your Charisma modifier.


0. Minor Gravity Resistance
1. Delay Gravity
2. Increased Gravity
3. Negate Gravity
4. Gravity Arc
5. Null Gravity
6. Centre of Gravity
7. Reverse Gravity
8. Gravity’s Full Weight
9. Gravity Well


Minor Gravity Resistance
Transmutation
Level: Clr 0, Sor/Wiz 0
Components: V, S
Casting Time: 1 free action
Range: Medium (100 ft. + 10 ft./level)
Targets: One Large or smaller freefalling object  
Duration: 1 round/level
Saving Throw: None
Spell Resistance: Yes
An object no heavier than ten pounds will float in midair. The caster can move the object by grasping it and moving it normally, but when they take their hand off the item, it will stay put. If another creature moves the object, it will move as normal, but, the spell end. Used by some spellcaster while drinking in pubs, or for reading spells from scrolls.


Delay Gravity
Transmutation
Level: Clr 1, Sor/Wiz 1
Components: V, S
Casting Time: 1 swift action
Range: Medium (100 ft. + 10 ft./level)
Targets: One Large or smaller creature  
Duration: 1 round/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes
This spell leaves the target hanging in midair, for the subject is temporarily immune to the effects of gravity. Unless they are able to touch an object to direct their movement, or until acted upon by another creature or force (rope, weapon, etc) the subject is unable to move from their suspended position.


Increased Gravity
Transmutation
Level: Clr 2, Sor/Wiz 2
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Targets: One Large or smaller freefalling object  
Duration: 1 min/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes
This spell increases the effects from gravity, making it difficult to move. Any creature that fails it's saving throw, will have their movement reduced by ten however it can never less than 5 ft per round. It also imposes a -5 skill penalty on all movement or dexterity based skills. All missile attacks will likewise take a -2 penalty during this period. The caster affects an additional person for every three caster levels.


Negate Gravity
Transmutation
Level: Clr 3, Sor/Wiz 3
Components: V, S, M
Casting Time: 1 standard action
Range: Close (20 ft. + 5 ft./level)
Targets: One Large or smaller freefalling object  
Duration: 10 min/level
Saving Throw: None
Spell Resistance: Yes
This spell negates gravity, or more specifically the effects of weight on any one object or all objects within a 10 feet radius as designated by the caster. The original weight affected can be no more than 100 pounds per caster level. The spells seems to be designed to assist adventurers in the looting of lairs. This spell will not reduce weight for the effects of other spell limits, such as the listed weight for teleportation. Objects affected by this spell also inflict no damage if thrown or if it falls on a creature. The material component for casting this spell is a one pound or heavier paperweight which is destroyed in the casting.


Gravity Arc
Telekinesis
Level: Clr 4, Sor/Wiz 4
Components: V, S
Casting Time: 1 swift action
Range: Medium (100 ft. + 1 ft./level)
Targets: One Large or smaller object  
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No
This spell enables manipulation of a moving object’s gravity by increasing or decreasing its speed. If an item is sped up, such as an arrow or rock, the damage inflicted is multiplied by 1.5 and any reflex save to avoid is increased in difficulty by +4.  If used to slow an item down, it will either half damage or add +4 to a reflex saving throw as the danger becomes much easier to avoid, whichever the manifester chooses. Only objects, which have no natural means of movement, can be affected by this power, living creatures, undead or constructs are immune to the effect. The caster can affect any one object for the duration of the spell; but if they do so, they are unable to cast another spell that round as it requires all of their focus.


Null Gravity
Transmutation
Level: Clr 5, Sor/Wiz 5
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 1 ft./level)
Area: Up to one 10-ft. cube per two levels (S)
Duration: 1 min/level
Saving Throw: None
Spell Resistance: No
This spell creates an area where the effects of gravity are nullified, there is no up or down in this area of weightlessness. Objects less than twenty pounds, not affixed will start to float upwards. Creatures immediately feel lighter in weight, they gain +20 to all movement based skills (jump, climb, balance, etc). Creatures who jump for height reach their maximum height but will then hang in the air. Creatures moving in a downward direction have the effects of a featherfall spell on them. If caught midair, they are affected as if a delay gravity spell has been cast on them.  While useful in an outdoor setting, inside a building or in an underground setting the spell is devastating effect; as characters can jump off the walls or ceiling, using their momentum to inflict greater damage, or to attack and then jump upwards to get away!


Centre of Gravity
Transmutation
Level: Clr 6, Sor/Wiz 6
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (200 ft.+100 ft / 3 levels higher than 12)
Area: Up to one 10-ft. cube per two levels (S)
Duration: 1 round/level
Saving Throw: None; see text
Spell Resistance: No
This spell changes the flow of gravity, instead of everything falling down, objects “fall” towards a centered point of gravity as defined by the spellcaster at the rate of 60 feet per round, even if they have to fall upwards to do so. This point must be a stationary point or person within the range of the spell. Objects of less than 20 pounds will automatically move towards the centre of gravity. Provided it has something to hold onto, a creature caught in the area can attempt a reflex save to secure itself when the spell effect happens.
Creatures gain their size adjustment to resist the effect of this spell.
If this spell is centered on a person, the subject gets a will save to avoid the effect. If cast on a creature, the feel no negative effects from gravity, however, they will take 1d10 damage from random debris hitting them. If weapons or animals fly towards them, adjudicate normally.
The spellcaster is immune to the effects of this spell for the first round only, after that point however, they can grab onto an object to prevent themselves from falling. Bracing yourself and not moving will give a +4 to a creature’s reflex saving throw.  Any round, when a creature or object is not fully tethered, they risk making the reflex check to avoid being dragged towards the centre point. Any round a character moves faster than 1/3 their normal base speed they must make an additional reflex check. Creatures who can fly or levitate can keep themselves from falling; but if they move more than 1/3 their normal fly speed, they must make the save.
There is nothing intrinsically dangerous or lethal about this spell, creatures or objects are simply forced to move towards the center of the gravity well; however, a cunning a spellcaster will position the centre of gravity down a pit where spikes, poisonous snakes or much worse awaits.
The material component for casting this spell is a small iron ball which is dropped; when the ball hits the ground the spell is cast. If the ball is caught or is prevented from hitting the ground/floor, the spell is effected negated.


Reverse Gravity: 7th lev Spell (see SRD for more details)


Gravity’s Full Weight
Transmutation
Level: Clr 8, Sor/Wiz 8
Components: V, S, M
Casting Time: 1 standard action
Range: Close (20 ft. + 5 ft./level)
Targets: One Large or smaller freefalling object  
Duration: Permanent
Saving Throw: Fort Negates
Spell Resistance: Yes
This spell increases a creature and all the objects they weigh 500%, preventing most creatures from either using weapons or even moving.  This spell is often cast when their target is in water or ice, causing them to crash downwards. The material component for this spell is a bullette scale.


Gravity Well
Transmutation
Level: Clr 9, Sor/Wiz 9
Components: V, S, M
Casting Time: 1 standard action
Range: 300 ft radius
Duration: Three Rounds
Saving Throw: None; see text
Spell Resistance: Yes
This spell changes the flow of gravity, similar to centre gravity, except the new gravity point is within a planar gate, and anything that fails their saving throw gets thrown into a random spot on a new plane as designated by the spellcaster. Objects of less than 20 pounds will automatically move towards the centre of gravity. Provided it has something to hold onto, a creature caught in the area can attempt a reflex save to secure itself when the spell effect happens. Creatures who can fly or levitate can gain no advantage from their flight.  Creatures gain their grapple size adjustment to resist the effect of this spell.
Characters bracing themselves and not moving will give a +4 to a creature’s reflex saving throw.  Any round, when a creature or object is not fully tethered, they risk making the reflex check to avoid being dragged towards the centre point. Any round a character moves faster than 1/3 their normal base speed they must make an additional reflex check to avoid being lost to the force of gravity. The spellcaster and anyone touching the spellcaster for the full three rounds are immune to the effects of this spell; but if the touch ends for a moment, the creature must make a saving throw as normal.
The material component for casting this spell is a small ball comprised of a material from the plane that the spell would send their victims to, otherwise, this spell material works the same as the centre gravity spell.


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On a sidenote, I used swift action and not free action because of a decision my players and I made together. Spells, like featherfall, should be considered swift, because you can cast them when it’s not your turn but this also prevents you from being able to cast more than one spell a round. If the general feeling among the critics on this board is that it should be left as a free action, I will make the change!