Lorocus has developed in his studies beyond the normal bounds of Lord lore. He has found several spells reminiscent of the Lords of the time of Kevin Landwaster. These insights allow his lore to have special affects. The following lists all additional affects these spells have as well as normal spell effects.
1st - Grand Ceremony Animal Adoration Forsee Weather Bestow Healthsense
Blessings of the GD Cleanse Sea Entangle Rocklight
Detect Magic Mosquito Swarm
2nd - Slag Metal Create Lake Locate Druid Wind Bolt
Worlds Breath Summon Hurtloam Cure Lt wounds (Bonus)
3rd - Plant Growth Stone Shape Know Alignment Eradicate Poison
Gilden Tree Krill Sharpness
4th - Rockhard Dispel Magic Animate Tree Lordsfire Shield
Freedom of Movement
5th - Earth’s Attack Gratitude of the GD Aura of the Grand Druid
6th - Major Globe of Invulnerability Light of Krill
7th – Druidsbane Maxima Diabolic Ex
The player must satisfy the following criteria:
Conjuration
Spellcraft DC: 40
Casting Time: 1 hour
Components: V,S,M, XP
Range: Short
Area: 1 Treant
Duration: Permanent or 4 Turns/lvl (D)
Saving Throw: No
Spell Resistance: None
To Develop: 1st ed conversion
Able to animate any tree into a treant ( HD 12 HP 92 Attk 2 D 4-24 MV 12”) who will follow telepathic commands of caster. Treant can animate 2 more non-intelligent treants just like him under his control as desired. XP Cost 1,000 if permanent
Enchantment - 1st lvl
Spellcraft DC: 30
Components: V,S,M Casting Time: 1 full rd
Range: Close Area: 1 Creature
Duration: Permanent Saving Throw: Will Neg
Spell Resistance: No To Develop: 1st ed conversion
The saving thro DC for this is determined by the casters Handle Animal Check during casting. Will add +2 TH/Damage to defend caster, creature become Fanatic reaction permanently, Gains immunity to mind control and acts as Animal Friendship.
Abjuration - 5th lvl
Spellcraft: 60
Range: 0lvl. AOE: personal Duration: 1 hour / lvl.
The sheer power and importance of the station of the GD is highlighted by this potent spell. All types of creatures noted below who are aware of the GD (no matter what method of awareness whether line of sight, sound, smell tremorsense, ect) are aware they are in the presence of the GD. The effects vary based on who the person who perceives the GD is. All natural animals, living beings, all elementals and earthpower sensing creatures (healthsense) can detect the aura.
It grants the following
Abjuration - 1st lvl Spellcraft: 30
Components: V,S,M Casting Time: 1 minute
Range: Close Area: 1 person/4lvls
Duration: 4 min/lvl Saving Throw: Neg
Spell Resistance: Yes To Develop: 1st ed conversion
Grants Healthsense to those touched. Any druid gains 5000xp. Acts as Detect of Earthpower, Druid Magic, Positive/Negative energy, Netherworldly Influences and Beings. 5% per level of recipient to ID plane.
Abjuration - 1st lvl Spellcraft: 30
Casting Time: 1 full rd Components: V,S,M
Range: Short Area: 1 person/4lvls
Duration: Permanent (until used) Saving Throw: Will Neg
Spell Resistance: Yes
To Develop: 1st ed conversion
Allows recient to receive one of the following (caster choice):
· +5 bonus on any save/roll/non prof check after roll once
· +3 bonus on any save/roll/non prof check before roll three
Only one blessing at any time. If added to God check, Gods may respond but look to grand Druid to then owe them a favor.
Evocation - 1st lvl Spellcraft: 35
Casting Time: 1 action Components: V,S,M
Range: Long Area: Small Sea
Duration: Permanent Saving Throw: None
Spell Resistance: None
To Develop: 1st ed conversion
Completely cleanse water. Will return water to pristine natural state. Cannot be dispelled. Water Elementals must save or be charmed. Water Weirds are converted to Lawful Good.
Abjuration - 1st Spellcraft: ??
Casting Time: 10 minutes Components:
Range: Short Area: Min 4cubic feet/level
Duration: Permanent Saving Throw: None
Spell Resistance: none To Develop: 1st ed conversion
Creates a natural spring quickly forming a pond or lake ( Luck %). Min of 4 cubic feet water/level. May be cast in desert and is NOT dispellable as it becomes a natural phenomena immedaitely.
Abjuration Spellcraft DC: 27
Casting Time: 1 action Components: V,S,M
Range: Short Area: 1 person/level
Duration: Permanent Saving Throw: Neg
Spell Resistance: Yes
To Develop: 1st ed conversion
This lore is a gift from Diancecht, the healing God. It allows the spell to work on I different person per level of caster with no maximum for caster level. It will also cure Frost Bite/Cold damage at a x4 rate.
Abjuration
Casting Time: 1 action
Components: V,S,M
Range: Long
Area: 30x30
Duration: Instant
Saving Throw: None
Spell Resistance: No
To Develop: 1st ed conversion
Dispel is d20 + x2 casters level vs Druid Magics (no cap)
Dispel is d20 + 1 casters level vs non-Druid Magics (no cap)
Automatically Dispels Druid Magic / Druid Spells in memory within AOE
Demagics all items for three rounds automatically within AOE
* The Grand Druid also gets a +10 Dispel vs Druid Magics on top of this!
Abjuration - 1st lvl Spellcraft DC: 27
Components: V,S,M Casting Time: 1 action
Range: Short Area: 2" Path 8" Long
Duration: 8 rds/Level Saving Throw: None
Spell Resistance: None
To Develop: 1st ed conversion
Functions on any plane or area I Augments Healthsense to Detect all Powers or Magic in an area or on a person (i.e. Psionics, Channeling, Pattern Magic, Logrus, Auras, Artifacts, Relics, Geas, Quests, Charms, etc.) and will identify them as such. Breaks through any protections under 6th level. Always gives "extra" info.
Abjuration - 7th lvl Spellcraft DC: 70
Casting Time: 1 Std Act Components: V,S,M
Range: Personal Area: 4"/lvl radius (normally 1"/lvl)
Duration: 4 rds/lvl (D) (normally 1 rd lvl) Saving Throw: No
Spell Resistance: None
This spell operates as a Druidsbane Maxima (d8 damage per round, Concentration DC50 to use spells/at will powers if evil out worldly or undead, Fort save or Blindness upon first entering AOE). The difference is this spell is the following:
This will cost 7000xp, 70,000gp and a DC70 Spellcraft to create.
Abjuration Spellcraft DC: 50
Casting Time: 1 full round Components: V,S,M
Range: Long Area: 1" radius/lvl
Duration: Up to 8 rds Saving Throw: Reflex half
Spell Resistance: Yes
Caster may choose any or all of the four elements to lash out at any specified being(s) in the AOE. Caster may exclude some people in AOE and choose other as desired. Earth element, if chosen , must go last. The effect is the first element named attack, then 2 rds later the second, then 2 rds later the third, then 2 rds later the fourth until all elements are attacking at once. Each element causes 1d4 per level of the caster per element in damage. Air causes buffeting and electric damage, fire burn, water causes acid rain and cold and earth causes earthquakes and geyser explosions from the ground. The victim may save for half each round for each element and immunities to that element will mitigate damage. On the last round, all victims must Reflex Save vs Spells at Spell DC+4 or be swallowed up into the earth ( 5-50ft down).
Level: | Drd 1 |
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Components: | V, S, DF |
Casting Time: | 1 standard action |
Range: | Long (400 ft. + 40 ft./level) |
Area: | Plants in a 80-ft.-radius spread |
Duration: | 4 min./level (D) |
Saving Throw: | Reflex partial; see text |
Spell Resistance: | No |
Spellcraft: 20
Grasses, weeds, bushes, and even trees wrap, twist, and entwine about creatures in the area or those that enter the area, holding them fast and causing them to become entangled and Held (as Hold Spell). The creature can break free and move half its normal speed by using a full-round action to make a DC 26 Strength check or a DC 26 Escape Artist check. A Reflex save (at a +6 vs Normal DC...very difficult to break) is not Held but still Entangled and cannot move. Note: The effects of the spell may be altered somewhat, based on the nature of the entangling plants.
In addition, the plants can be deadly and can Strangle a victim (1% chance per caster level of strangulation) to death if the caster wills.
Abjuration - 3rd Spellcraft DC: 38
Components: | V, S, M/DF |
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Casting Time: | 1 standard action |
Range: | Touch |
Target: | Creature or object of up to 5 cu. ft./level touched |
Duration: | 10 min./level (Permanent) |
Saving Throw: | None |
Spell Resistance: | No |
You detoxify any sort of venom (Destroys all poisons in area, to include magical poisons, venoms, moral or/and ethical poisons, venomous creatures (permanently). All effects are permanent with no MR or save. This will resurrect those slain by poison. Includes Anzid.) in the creature or object touched. A poisoned creature suffers no additional effects from the poison, and any temporary effects are ended, but the spell does not reverse instantaneous effects, such as hit point damage, temporary ability damage, or effects that don’t go away on their own.
The creature is immune to any poison it is exposed to during the duration of the spell. Unlike with delay poison, such effects aren’t postponed until after the duration —the creature need not make any saves against poison effects applied to it during the length of the spell.
This spell can instead neutralize the poison in a poisonous creature or object for the duration of the spell, at the caster’s option.
Working on it - 3/4 way done!
Creates a 5 radius of absolute dead Earthpower area. Cut off from Source/Weaves/Force/Earthpower/Druidic Pacts.
Not a thing
you do with lore affects him. It is af he has been removed from this universe
for the purposes of the Pacts and Earthpower. He has no ability to share in the
greater harmonies of life and have them protect or aid him in any way. After
great amounts of study, you begin to wonder how you might do something like that
so you set to work on making a lore equivalent. This is about the only way you
have to begin to understand how to remove it. You work into the night pursuing
lines of thought and questions. Lirenda helps you. She had mentioned a couple of
things that gave you ideas (just minor comments but they revealed an idea to
you) - that the 'natural' world is composed of layers. There is the natural like
bears and rabbits and plants and people, then there is another 'supernatural"
level (not to be confused with extra planar to which this normally referes)
which is composed of things like elves, dwarves, gnomes, halflings, goblins. And
then there may be even a third layer with things like unicorns, centaurs, dryads
etc. Some how this division plays a role. the normal Cast Out first level
miracle deals only on the first level while this one you are comming up with
deals with the deeper layers of nature.
You are inventing a seventh level miracle called Excommunication which will have
the effect of stilling a druid. You can only still a druid of half your level
but the excommunication casting can be joined with other casters and levels are
additive. A druid so stilled cannot cast any druid miracles or use any druid
powers and no forms of druidic healing (includes goodberries) or protection will
work for that druid (attacks will function against them). So far it looks like
Excommunication is permanent (i.e. no reversal
You can also tell that some verson of this seventh level Excommunication was used on Lysaer but to get that effect the total levels would have to be well over 100 levels of druidicy or more! Lysaer tells you that 5 of the Fellowship participated in the ritual. They magicallly appeared in Avenor late one night in his bedroom and stole him away, performed the ritual, and then deposited him back.
Dvination - 1st Spellcraft DC: 35
Casting Time: 1 minute Components: V,S,M
Range: 0 Area: Continent Wide
Duration: 8 hrs/level Saving Throw: None
Spell Resistance: None
To Develop: 1st ed conversion
100% accurate knowledge including wind currents, altitude dependencies, outside influences and type of spell, spellcaster level,item and general locale within one mile. If cast before Control Weather double effect of Control.
Level: | Brd 4, Clr 4, Drd 4, Luck 4, Rgr 4 |
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Components: | V, S, M, DF |
Casting Time: | 1 standard action |
Range: | Personal or touch |
Target: | You or creature touched |
Duration: | 40 min./level |
Saving Throw: | Will negates (harmless) |
Spell Resistance: | Yes (harmless) |
Spellcraft: DC 50
This spell enables you or a creature you touch to move and attack normally for the duration of the spell, even under the influence of magic that usually impedes movement, such as paralysis, solid fog, slow, and web. The subject automatically succeeds on any grapple check made to resist a grapple attempt, as well as on grapple checks or Escape Artist checks made to escape a grapple or a pin.
This spell grants SR 30 + Caster level for immunity to any force type spells that restrict movement or move the protected individual (Wall of Force, 7th color of Prismatic Wall or Sphere, Bigsby's spells, ect).
This spell allows the movement thru time at a static rate and thus the individual cannot be moved in time and space without forgoing this protection. This includes Time Travel, Teleport, Dimension Door but NOT Gate magics or summoning. The recipient would be protected (for one round) vs TIme Storms as well but would need to immediately move otherwise it is assumed they have willingly forgone this protection due to the power of a TIme Storm.
The spell also allows the subject to move and attack normally while underwater, even with slashing weapons such as axes and swords or with bludgeoning weapons such as flails, hammers, and maces, provided that the weapon is wielded in the hand rather than hurled. The freedom of movement spell does not, however, allow water breathing.
A leather thong, bound around the arm or a similar appendage.
Abjuration - 1st lvl Spellcraft DC: 40
Components: V,S,M Casting Time: 10 minutes +
Range: Touch Area: See Below
Duration: Permanent Saving Throw: Neg
Spell Resistance: Yes
To Develop: 1st ed conversion
Holy rites of the druids…each has a special blessing.
ü Dispellable only by Druid x2 level (ie 30th)
ü Come of Age: +1 Permanent to one save area
ü Rest Eternal: No raise via Wish ( Lien on soul )
ü Marriage: +3% Reaction to spouse permanent
ü Dedication: +3 loyalty to Faith (Earthpower/Grand Druid)/+5 % Xp Bonus perm
ü Investiture: Conveys Special Arch Druid powers
ü Initiation: Animal Forms has acute sense (+25%)
ü Special Vows: +5% Xp Bonus to next level only
ü Hallowed Ground: Turns Undead as 3rd level Priest
ü Cast Out: Acts as Jewel of Attacks
Abjuration
Spellcraft DC: 50
Casting Time: 10 minutes
Components: V,S,M
Range: Short
Area: 1 person
Duration: Permanent until used
Saving Throw: None
Spell Resistance: Yes
To Develop: 1st ed conversion
Last until enacted by recipent by speaking or thinking actively "Be True". Stats all raised by 2-5 for full day. Also gains Healthsense and Blessing ( lasts 1 day for all effects). Will emmanate a goodwill to beasts and natural creatures gaining positive shift on reaction while gratitude is in place. If currently has Blessing, this Blessing lasts one day so may have 2 for brief period.
Abjuration - 3rd Spellcraft: 30
Casting Time: 1 action Components: V,S,M
Range: Short Area: 40 persons in range
Duration: 1 rd Saving Throw: No
Spell Resistance: No
To Develop: 1st ed conversion
Reveals all alignments ever held, current alignment, align status, and gives brief alignment history. Also know where soul will go when target dies and God worshipped. Can be used to put lien on soul…40 person AOE.
Evocation - 3rd Spellcraft DC: 30
Casting Time: 1 action Components: V,S,M
Range: Krill Area: Krill
Duration: 1 Minute / lvl Saving Throw: None
Spell Resistance: None
Imbues Krill with a bonus of +1 per 3 lvls. This bonus applies to TH and damage (Max +15). This also extends Krills Threat and makes it Keen(15-20 critical).
Abjuration - 5th Spellcraft DC: 70
Casting Time: 1 action Components:V,S,M
Range: Krill Area: 90ft radius
Duration: Instant Saving Throw: Fort Negates
Spell Resistance: Yes
A brilliant blast of light, as per krill type light, flashes and ALL creatures within 90ft under wielders hit die must fortitude save vs wielders lvl in DC or Cringe - as per stunned, cannot act, can only go complete defensive in melee, may not heal or cast spells, stun lasts 3 rounds.
Abjuration - 2nd Spellcraft DC: 30
Casting Time: 1 rd Components:V,S,M
Range: Continent Wide Area: 1 subject / rd
Duration: 1 rd / level Saving Throw: None
Spell Resistance: None
To Develop: 1st ed conversion
May specify any druid spellcasters or specific kinds of druids to locate (Bards, Aes Sedai, EP Druids, Celtic Druids, ect.). Will pierce any protections under 5th level. May specify individuals as desired. Scry Check required (-5 per check after 1st)
Abjuration - 5th Spellcraft DC: 40
Casting Time: 1 action Components: V,S,M
Range: Short Area: 1 creature
Duration: 8 rds + 4 rds/lvl Saving Throw: None
Spell Resistance: None
This spell wreathes you in Lordsfire causes damage to each creature that attacks you in melee. The flames also protect you from Energy based attacks. Can be cast on others.
Any creature striking you with its body or a handheld weapon deals normal damage, but at the same time the attacker takes x2 damage in Lordsfire (physical HTH attacks). Creatures wielding weapons with exceptional reach are not subject to this damage if they attack you.
Recipent can save for NO DAMAGE versus Energy attack otherwise blocks x2 Lorocus Wisdom in damage (Physical or energy). Druid may use Lordsfire to pump up shield to block additional energy (move action).
Abjuration - 6th lvl Spellcraft: 70
Casting Time:1 action Components: V,S,M
Range: Personal Area: 10ft radius Globe
Duration: 4 rounds per level Saving Throw: None
Spell Resistance: No
Moves with caster (10 ft radius from caster)
Protects against all 1-4th level spells
Globe is Immune to Dispel Magic(s)
Protects against all Psionics Devotions & Psionic Manifestations
Protects against all minor Pattern/Logrus Powers (Powers up to 4th level)
Protects against all magic and non-magic missiles (DR50)
Conjuration/Summoning - 1st Spellcraft: 30
Components: V,S,M Casting Time: 1 action
Range: Long Area: 1 creature / level (20 creature max)
Duration: 6rds /level Saving Throw: None
Spell Resistance: Yes (Special)
To Develop: 1st ed conversion
Affect creatures hit by DR Magic. +4 SR Check on top of other adjustments
Cannot be dispelled, must be dismissed - Affects spellcasting and at will power use (Concentration Check with DC as Spellcraft check of caster)! No spells or at will powers while affected and all combat rolls at -2.
Alteration - 3rd lvl Spellcraft: 30
Casting Time: 1 action Components: V,S,M
Range: Short Area: 80x80 level
Duration: Permanent Saving Throw: Neg
Spell Resistance: Yes
To Develop: 1st ed conversion
All plants in area grow to 400% of current size. All plants immune to fire & weapons. Can affect single tree and tree is immune to magic and magic weapons ( guarantee normal growth ). Can double HP of ambulatory vegetation in AOE. If used on Treant has 90% Unadjustable Magic resistance.
Abjuration - 4th lvl Spellcraft DC: 69
Casting Time: 10 minutes Components: V,S,
Range: Touch Area: All Creatures within 20ft Radius
Duration: 24 Hours Saving Throw: none
Spell Resistance: Yes
AC increases by 4 Gains +30 to Will Saves vs Fear
Virtually Immune to Bludgeoning Damage (DR 50/-)All weapons save or Break (Fort Save as 4th lvl spell)
Abjuration - 1st lvl Spellcraft: 30
Casting Time: 10 minutes Components: V,S
Range: Touch Area: 1"/lvl Radius from Caster , moves with Caster
Duration: 24 hours Saving Throw: none
Spell Resistance: yes
To Develop: 1st ed conversion
Those in AOE virtually immune to normal cold effects (DR30) and regenerate I HP/round even from death. Repeated use for one month acts as Restoration. Sheds light within AOE radius. (Undead take 1HP per round within its effects- Incidental effect from Heal Seed)
Note: AOE contains at least 2500 5ftx5ft squares....... That means up to that many creatures could potentially gain the benefits of this spell.....
Abjuration Spellcraft DC: 32
Components: V,S,M Casting Time: 1 action
Range: Long Area: 50lbs/lvl 1 creature/lvl
Duration: 6 rds Saving Throw: Yes – Fort Special
Spell Resistance: Yes
To Develop: 1st ed conversion
Worst effects in 1st round cast - searing damage for 2d4 and incapacitates limbs. Metal saves vs Disintegrate (Fort) each rd or melts, 4d6 with save
Alteration - 3rd Spellcraft DC:
Casting Time: 1 action Components: V
Range: 1” Area: 10x10x10/level/rd
Duration: 1 rd/lvl (D) Saving Throw: Neg
Spell Resistance: Yes
To Develop: 1st ed conversion
Singing to cast. Fine Detail: May use normal AOE and create sculptures (works of art) with Sculpture Default (Wis at 1/2). Value is 100gp per number made over check. Critical Success x10 value.
Rough Detail: AOE with rough detail is 10x10x10/level and halls can be dug as Lorocus moves. Lorocus often says : A statue is already alive in the stone, I am simply able to see it, and clear away the excess stone surrounding it.
Abjuration - 2nd lvl Spellcraft: ??
Components: V,S,M Casting Time: 1 minute
Range: Short Area: 14 cubic feet Duration: Permanent
Saving Throw: None Spell Resistance: None
To Develop: 1st ed conversion
Takes one Turn to summon from any rocky or muddy area. Summons 14 cubic feet of healing mud bubbling forth from ground. Acts as 4 jars of Keoghtom Ointments (Cure 9-12 pts/Application, 20 Applications., 180-240 hp total, Disease, Poison)
Transformation - 3rd Spellcraft:
Casting Time: 1 action Components: V,S,M
Range: 0 Area: Personal
Duration: 1 hr/lvl (D) or Permanent Saving Throw: None
Spell Resistance: None
To Develop: 1st ed conversion
Become Large Gilden Tree with 90% Unadjustable MR and Immune to All forms of other attacks. The closest inspection cannot reveal that the tree in question is actually a magically concealed creature. To all normal tests you are, in fact, a tree or shrub, although a detect magic spell reveals a faint transmutation on the tree. While in tree form, you can observe all that transpires around you just as if you were in your normal form, and your hit points and save bonuses remain unaffected. You gain a +10 natural armor bonus to AC but have an effective Dexterity score of 0 and a speed of 0 feet. You are immune to critical hits while in tree form. All clothing and gear carried or worn changes with you.
You can dismiss tree shape as a free action (instead of as a standard action).
May study and recast same spell or non-attack spells. May allow to become permanent at option. If Bloodguard joins cannot leave until duration ends.
Evocation - 2nd lvl Spellcraft: ???
Castimg Time: 1 action Components:
Range: 1"/lvl Area: 1" Path 5" Long
Duration: 1 full rd Saving Throw: Special
Spell Resistance: Yes
To Develop: 1st ed conversion
Fortitude save or break neck. Sucessful save means 1d4/lvl (max 30d4) and Knockback 1 ft/rd (as Bulls Rush with d20+Spellcraft of caster used in check)
2nd lvl Spell |
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Illusion (Glammer) |
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Spellcraft DC:40 |
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Casting Time: 1 action |
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Components: V,S,M |
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Range: Personal |
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Area: 2"/lvl |
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Duration: 8 rds/lvl |
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Saving Throw: None |
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Spell Resistance: none |
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To Develop: 1st ed conversion |
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Caster Exhales and a large obscuring mist fills the AOE. Any Detects used within the cloud must make a opposed caster check vs. the cloud (Cloud adds +10 to its check) Failure means no detects, Scrying, Psionic Detects, Undead Lifesense or Healthsense work in cloud. Caster has Fogsense to find desired area. All senses including sight, hearing, scent, and sonic are muffled to 5ft. This includes divine attempts to see within cloud. Caster suprises 1 in 4. |
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54 |
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V,S,M |
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1 Minutes |
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Touch |
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One living creature |
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24 hrs |
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None |
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Yes |
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Seeds (Ward and Contact) |
Lorocus has reached out to Earthpower and asked that he always be heard. To that end, Earthpower has whispered a short song into Lorocus ear. By intoning this short, sweet song Lorocus is assured that all of Creation shall wait to hear his next words...hoping to hear the song yet again (at least until a day passes). Lorocus may also have someone sing with him and Creation shall hang on their every word instead. this spell does not end upon the death of the recipient
This provides the target with the ability to always speak and be heard. The ability to speak and be heard is not restricted by:
In situations where normal speech is impossible, the recipients voice is heard as melodic and disembodied voice all around.
This power may not be ended via Dispel Magic (any), Antimagic Shell, Wishes, Alter Reality or end via magical acceleration of time.
72 |
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V, S, M |
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1 Std Rd |
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Touch |
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You or creature touched |
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Contingent until expended, then 1 round of safe time |
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None |
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No |
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648,000gp; 13 days; 25,920 XP. Seed: Reveal,Forsee, Ward. Factors: move to time stream (+8 DC), reduce static time to 1 round (ad hoc +4 DC), activates when you would otherwise cause tempoal disruption (+25 DC). |
Freedom of Time allows any actions that would substantially harm the time stream, future, past or present as determined from the point of view of the caster to be shunted into a static time stream and have no negative effect in the timeflow or dimension for that round. It will be as if it never occurred and the recipient will be aware of what occurred that caused the spell to activate and a rough vision of what negative effect would have occurred if the activity would have been allowed to occur.
Once cast, the spell remains quiescent and does not activate until the trigger conditions have been met. Each day it remains untriggered, it uses up an epic spell slot, even if you cast it on another creature. The caster may have multiple spells cast (on others) but they become the "recipent" for purposes of the spell. Once triggered, the spell is expended normally. The spell is activated as determined by the DM and not the PC. The spell is aware(thru Reveal and Forsee Epic seeds) all actions the recipient is doing and the impact it has in the TIme Stream.
When the character does or is subject to any action, occurrence or effect that would negatively affect the Time Streams, that occurrence is negated. Thus, if a character reveals information from the future and negatively affects the stream, it would be shunted, never have occurred and the recipient would know why. Some examples would be:
This spell also provides one round of protection within the area of a Time Storm. The recipient can expend this spell to be immune to Ruin (Epic Spell), Ageing effects and any attempt to move the caster through time unknowingly or unwillingly. This requires a Caster Level check to be immune and if it fails, the Freedom from Time is not expended and recipient is unaware.
Spellcraft DC: | 34 (30d6 Backlash) |
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Components: | V, S |
Casting Time: | 1 minute |
Range: | Touch |
Target: | You or creature / object touched |
Duration: | Contingent until expended, then 1 round of safe time |
Saving Throw: | None |
Spell Resistance: | No |
To Develop: | 306,000 gp; 6 days; 12,240 XP. Seed: transport (DC 27). Factors: move to time stream (+8 DC), reduce static time to 1 round (ad hoc +4 DC), activates by conditions preset upon casting (+25 DC), -30 DC (30d6 backlash) |
Safe time can move the character (or the target) out of harm’s way by shunting him or her into a static time stream. Once cast, the spell remains quiescent and does not activate until the trigger conditions have been met. Each day it remains untriggered, it uses up an epic spell slot, even if you cast it on another creature. Once triggered, the spell is expended normally. When the character would otherwise be subject to any instantaneous effect or preconditon set at time of casting he or she is instead transported to a static time stream where time ceases to flow (example, prior to taking 50hp or more, prior to being killed, etc). The character’s condition becomes fixed—no force or effect can harm him or her until 1 round of real time has passed. Thus, the character avoids the damage he or she would otherwise receive, but the character also misses out on one round of activity. To the character, no time passes at all, but to onlookers who are part of real time, the character stands frozen and fixed in space for 1 full round.
Evocation Spellcraft: 70
Components: None Casting Time: 1 action
Range: Person or Place Touched . Area: 120ft Radius
Duration: Special Saving Throw: Special
Spell Resistance: Yes Development: Prior to the Merge
This is the Grand Druids method to protect a area, person or object from Forces aligned against him. It can be bypassed by those who bear his Gratitude or Blessings.
With this powerful spell, the Grand Druid is able to set his words to law in a contingency style magic. The Grand Druid places his hands upon the target and invokes the Seven Words and then begins casting. He pours forth magical energies in the form of spell levels and at will powers (1 at will power invocation per at will power – no chambering 12 Forbiddings and no items powers) until he is satisfied that the protection is sufficent. It takes one round per spell or power (it can take hours after which Lorocus is down the spells).
The Grand Druids ring is needed in the casting as a material component.
The Seal appears as a invisible (Detect Inviso shows) or visible (at Grand Druids desire) rune with Krill and a Staff crossed. Those in opposition to the Grand Druid will recognize this as a symbol that this target is under the Grand Druids protection…healthy respect at least.
Should the target (person/place or obeject) come under attack, the powers poured forth will defend the target as needed. Spells will rise up unbidden to defend the target, at will powers and the like. The spells are cast as if Lorocus were using them and cast using his will and desire (Tera’s interpetation of that desire). All of Lorocus’s sights and detectrs can be used to target the spell.
A list of powers that may be used include:
· Spells
· At Will Powers (1/each)
· Wards (1/each except for Lordsfire)
· Detects (constant)
Only 15 Seals may be set at any one time. If a 16th is cast the 1st one cast disappears.
Keep in mind these seals do Lorocus’s will in that situation so, while they may prevent one from dying, they may not prevent one from getting hurt to learn a lesson. Lorocus uses these Seals to protect places, items and people of need or note.
The spell ends when the spell desires to end or all spells have been cast from the Seal. Often time Lorocus will set the Seal with a purpose and, once accomplished, it falls. The Seal cannot rememorize spells BUT Lorocus will gain pertinent info about the uses of his Seal if he looks upon the Seal with Healthsense and Old Lords Detect Magic.
Spell will intelligently discharge its 3 stored spells either all 3 at once or a the rate of one per round. (in any order). It will notify the caster of an intrusion or of a possible trigger event, if it receives no instructions, it will proceed to loose its 3 spells in the order the it thinks the caster would have dictated. It will relay any information it knows or can ascertain per the Once the seal is "Broken" the depleted, the spell must be recast to reseal the individual or area.The Saving Throws of the spells must be recorded at the time of casting (Caster level, metamagics, Saves, etc.)
If the Grand Druid is present at the time of Trigger, it will cast on his initiative unless a triggering condition is met (i.e.. Falls more than 10 ft for a Feather fall or subject is about to die for a heal)
No at Will powers - If you want At will powers, I need to up the DC of the Spell.. Limit is Three (3) 9th level spells. If At will powers or other effects are to be chambered, Up the DC by 20.
The Seal appears as a invisible (Detect Inviso shows) or visible (at Grand Druids desire) rune with Krill and a Staff crossed. Those in opposition to the Grand Druid will recognize this as a symbol that this target is under the Grand Druids protection...healthy respect at least. Those opposed to the Grand Druid can only see an invisible seal if the have the ability to detect inviso.
Per Arcane Mark, can be visible or Invisible -but the seal can be dectect by See Invisible, or such powers. The opposition forces must make a DC check to recognize the Symbol as the Grand Druid.
All of Lorocus's sights and detects can be used to target the spell. (Gave it the Reveal Seed, can detect as a True Sight. To allow additional Senses, Each additional power will be at +4 DC (ie: Health sense or Pattern Sight, Etc.)
61 (may increase DC +2 and gain +d8 extra damage) |
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None - Backlash 10d6 |
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1 full round |
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12,000 ft. |
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One creature, or up to a 10-foot cube of nonliving matter |
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Instantaneous |
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Fortitude half |
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Yes |
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549,000 gp; 11 days; 21,960 XP. Seed: destroy (DC 29). Factor: reduce casting time by 9 rounds (+18 DC).+10d6 Damage (+10DC) . Increase damage 1d8 for every +2 DC at determined at time of casting (+10DC), +4 DC No Somatic or Verbal,+10 Increase Damage die 1 step (d8), -10 DC 10d6 Backlash |
By accelerating the passage of time to the end of time, the character deals 30d8 points of damage to a single target within range and line of sight. This passage of time is extreme and may be adjusted (thus the caster can vary the damage and the DC of spell above 30d8 if desired, but also increases DC) based on how far into the future a objects is accelerated. The object does not actually travel time but is simply aged as if it did from a physical ( not mental) standpoint. This is the same as Disintegrate but has a cool description! If the target is reduced to -10 hit points or less (or a construct, object, or undead is reduced to 0 hit points), it is utterly destroyed as if disintegrated. Only a trace of fine dust remains.
Epic spells using the ward seed may also be destroyed, though the caster must succeed at an opposed caster level check against the other spellcaster to bring down a ward spell.
All 1st level spells have no save with "Gow Lung E Sand Day Vadin" words
Words may be used to dominate Bloodguard (evil act) if used by Lord
Acquired from knowledge of Kevins Wards…
Ward of Warning
· Area immune to 1-7th level spells
· May obscure Vision and cast Veil spell in area
· May see out but not in to area as desired
· X2 Wisdom in damage to those willed or set against
· Lasts 6 Turns/level
May access all DARK SUN Preserver spells (took full course load in Avagion dungeon)
Spells Include:
2nd lvl Wakkefulness
4th lvl Spider Strand
7th lvl Conjure Greater Elemntal
7th lvl Sands of Time
7th lvl Semipermanency
8th lvl Protection From Time
8th lvl Avagion Spell
Range: Touch Comp: V,S,M
Duration: 1 Week Casting: 1 Std Act
AOE: Creature Touched Save: None
When cast, creates a magical barrier around recipient 1inch away. Moves with recipient and protects from adverse affects of time.
1st Level
Works on Astral Plane only…and related Outer Planes. Filters out normal background magical noise and allows to work as normal Detect Magic. Developed by Lorocus
Magical Circle of Protection - Elementals
Duration: 1turn/lvl
Acts as Pro Evil vs one Elemntal type…1' radius…not paraelemntals.
From Enchantress Lirenda (Pact Adventure)
Acts as Haste for Wood or Stone Spells
Developed by Corena
4th Level Spells
Acts as Animal Friendship for another person..all same as spell
Learned from Village of Grand Druid
Circle of Protection 10' radius - Elementals
Duration: 1turn/lvl
Acts as Pro Evil vs one Elemntal type…not paraelemntals
As above, but protects vs all elemntals in 10 radiusc moves with caster
5th Level Spells
Duration 1 rd lvl or until used AOE: One Lordsfire Blast
May be cast same rd as fire is thrown or chambered
May add 40HP of Damage to Lordsfire burst
Developed by Corena
Greater Lordsfire Magnus same except 7th lvl and adds 60Hp
Duration: 3rds/lvl
As a Purify Air with a 1" rad per level and moves with caster
(Druid version of MU spell) From Avaginion (Test of Lorocus #4)
6th Level Spells
Casting Time: 1 action Components: V,S,M
Range: Short Area: 1 Tower
Duration: Permanent Saving Throw: No
Spell Resistance: No
Creates a Daerns Instant Fortress in one round. Permanent location. Basalt stone-20 people max-2 self firing Stone catapults From Avaginion (Test of Lorocus #4)
This metal cube is small, but when activated by speaking a command word it grows to form a tower 20 feet square and 30 feet high, with arrow slits on all sides and a crenellated battlement atop it. The metal walls extend 10 feet into the ground, rooting it to the spot and preventing it from being tipped over. The fortress has a small door that opens only at the command of the owner of the fortress—even knock spells can’t open the door.
The adamantine walls of instant fortress have 100 hit points and hardness 20. The fortress cannot be repaired except by a wish or a miracle, which restores 50 points of damage taken.
The fortress springs up in just 1 round, with the door facing the device’s owner. The door opens and closes instantly at his command. People and creatures nearby (except the owner) must be careful not to be caught by the fortress’s sudden growth. Anyone so caught takes 10d10 points of damage (Reflex DC 19 half).
The fortress is deactivated by speaking a command word (different from the one used to activate it). It cannot be deactivated unless it is empty.
Strong conjuration; CL 13th; Craft Wondrous Item, mage’s magnificent mansion; Price 55,000 gp.
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