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    Somewhere Over The Top!!!
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    Apprentice Greytalker

    Joined: Mar 16, 2007
    Posts: 58


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    Sun May 27, 2007 9:45 am  
    Somewhere Over The Top!!!

    Shocked Cool

    This selection is definitely not for the faint of heart or weak DM's!

    ECTOPLASMIC SYMBIOTIC DRAGON ARMOR
    By Matan Thunder

    This device is a ghostly grey misty slime which coats the devices wielder in an extra layer of coating over their normal clothing and armor. It allows its recipient to operate normally in all ways while the device coats them in a slime like ectoplasm. There is no moisture in the creature it simply coats the owners existing equipment except for the weapons. The jellylike substance has a misty quality and when discovered is approximately 2 ft. diameter blob of ectoplasm that hovers 3 ft. off the ground, until the owner activates it using a silent mental act of will.

    This device is used primarily access a selection of magical powers and abilities from a group of monsters which provide selected body parts in order to tap into their any powers by the device owner. The grey misty apparition which is activated when the device wearer dons the armor can be a image of any of the represented alchemically linked life forms with the following additional special mutations: 4 retractible arms, 4 retriever cleavers, & 2 noble aboleth tentacles.

    The symbiotic life form undergoes True adamantine and True tin Essence exposure which provides it with a number of abilities listed in section A..

    The Alchemically created Symbiotic Life form is comprised of multiple components from a variety of magical monsters and creatures which serve as the ectoplasmic base components for this spell which are detailed in section B.

    One of the innate component parts of this device are Draconic in nature, which not only provide in the powers but also provides a selection of proficiencies which dragon kind alone possess. The device owner can activate the ability to assume a draconic form and and gain many powers when engaged in combat situations. The basic nature of this device is predetermined to be a Faerie Dragon nature of age 12 with all the commensurate abilities granted to that type of dragon at that age which is detailed in section C.

    Due to the fact that one of the component parts of this device is an Andeloid monster which can absorb and utilize a preset number of hit dice creatures by absorbing them into its form which is detailed in section D.

    A special component of the substance of this device allows implantation and utilization of any magic item placed into the mist like gel that serves as the base material of the creation, and are held as if iron glued to the substance as detailed in section E.

    The creature is imbued with several magical powers unique to this device which are detailed in this section F .

    Section A

    True Tin Essence: Immunity to control spells: such as charm, hold person, slow, etc. have no affect on the device wearer.
    Rulership: up to 200 levels or hit dice worth of any type of creature can be compelled to follow the orders given by the device wearer. Creatures possessing a 15 or greater intelligence or 4 + Hit Dice are allowed a saving throw verses spell in order to avoid rulership power.

    True Adamantine Essence: The devices capable of storing 1-20 spells which will regenerate over the duration of 1 turn after the spell has been cast by the owners silent act of will. The basic spells for this creation are :
    1) level 9 Matan's Force Armor x4 4) level 6 Balch's Double Blow x3
    2) levels 4 Stoneskin x4 5) level 7 Matan's Double Jeopardy x3
    3) levels 4 Elude Blow "reverse" x3 6) level 9 Absorption x3
    All spells are cast by a level 100 level 6 Greater Circle casting for determination of range, duration, area of effect, and damage.

    Section B:

    Alchemically created combination symbiotic creation composed of the following monster types which are alchemically boosted to be 2x power as full as normally created, which bestows 2 x the number of normal spells and power activation during any given day as well as 2 x the psionic skills granted by any of the monsterous component forms.

    1) Faerie Dragon: Age 12, Mage 16th lvl/ Druid 14th lvl; and Euphoria Breath Weapon 2 ft. diameter A/E ; Improve Invisibility at will while performing other actions ; move 6"/ fly 24" MC:A. The material components from this creature is blood and brains which is drawn from a regenerating stockpile of the creatures component parts.

    2) Chrome Dragon: Age 12, possess three different gaseous Breath Weapons: flesh to stone ; 3x power cloud kill ; and smog breath that causes irritation of combat capabilities ; can transform into any technological item or vehicle with one round of concentration ; blindness aura reflection. The material components is the skin and bones of the creature drawn from a reservoir of the creatures component parts which has a regeneration spell to maintain stockpile levels.

    3) Luck Dragon : Age 12, innate luck ability where everything is 99% successful ; possesses the ability of a 30 th level mage. The material components are drawn from the creatures bone and blood which is drawn from a reservoir of the creatures component parts which has a regeneration spell upon it to retain stockpile levels.

    4) Stellar Dragon : Age 12, Seeker of knowledge which literally consuming the knowledge and turning it into clearer or milky gemstones of varying sizes which it exudes from its skin which are possibly gems of wisdom or pearls of knowledge which are embedded in the dragon scales ; grow to galactic size of 10,000 ft. thousand body & 11,001 ft. long tail ; breath weapon is a specialized 50 ft. wide internalized sphere of annihilation accompanied by a gravitational flux which draws objects in out to ranges 1,200 yards by 600 ft. wide cone terminus a successful saving throw verses Breath Weapon to negate his affects ; randomly teleport and attacker 500-6,000 yds distant (or 12 game hexes) in any direction ; use any PHB wizard spells at their discretion modified as if by meta magic ; summon one denizen from another plane once per round for upto 7 rounds. The material components of this creature are drawn from the creature's bones and skin, which is drawn from a magically regenerating stockpile.

    5) Cloud Dragon: Age 12, ability to assume cloud form at will once per round and 75% concealed in regular cloud cover ; cast solid fog spell and use their weather manipulation abilities to blind and disorient foes ; use control wind or stinking cloud against aerial opponents; the breath weapon is an icy blast 140 ft. long by 30 ft. high by 30 ft. wide inflicting 13-108 + 12 damage to creatures caught in the blast ; creatures S size and smaller are blown 2-24 ft. head over heels + 3 ft. per age of the dragon, immune to cold. The material components of this creature are drawn from his blood and heart, which is drawn from a magically regenerating stockpile.

    6) Astral Dragon: Age 12, never surprised; acute senses ; armor class - 2; special attack sever astral cord from a successful bite, psionics possessed ; surprises foes 1-9 in 10 times on astral plane; Breath Weapon magical cylinder of force 180 ft. long by 10 ft. wide affects creatures with a feeblemind affect if a failed saving throw verses Breath Weapon is made effectively short circuits spell casters and psionic users and effectively strands astral travelers. The material components are a tooth and the blood of the creature, drawn from a magically regenerating stockpile.

    7) Greater Peltrast : Symbiotic relationship to host allowing access to the powers described above as if they were the dragon of that type which is made to mimic the grey misty composition of this creature that it mimics when using Breath Weapons of the appropriate dragon type. The normal form is that of the Faerie Dragon described in section B area 1 ; 33% MRS ; Immune to poison and crushing attacks; a amorphous shape combined with noble aboleth gel. These material components are drawn from the blood of this creatures, which is drawn from a magicly regenerating stockpile this creatures components.

    8) Vagabond: Symbiotic relationship to the host; 12th level psionic potential 4/6/19 fluent in meta psionics . The essence of this creatures mind serves as the material components for this creation which is drawn from a magically regenerating stockpile
    .
    9) Phaerimm: Abilities of the 22nd level mage ; possessing 4 retractable arms; 22 innate spells all of which are cast by force of will. The brain and skin of this creature serve as the material components for this device, which is drawn from a magically regenerating stockpile of this creatures components.

    10) Noble Aboleth: 2 Prehensile 3 fingered tentacles with submission/enslavement touch; psionic potential all attack moods, all defensive mode, and special sciences and devotions; technological weapons available if possible; innate magical spells, produced gel. The brain and tentacles service the material components for this device, which is drawn from a magically regenerating stockpile of this creatures component parts.

    11) Andeloid: Absorb the additional creatures up to 24 hit dice worth as follows 6 Hit Dice deodanth & 4 hit dice Star selkie which can SR spelljamming at 5 & change to human form, which are controlled by the absorber. The material components that this creature donates are gel-like ichor which is drawn from a magically regenerating stockpile of this creatures component parts.

    12) Bastellus: + 3 or better weapon to hit; 95% hide in shadow adjusted by high intelligence or wisdom scores; susceptible to protection from evil magic spells as a form of undead; powerful sleep spell within 50 ft. of creature saving throw verses spell - 4; feeds on the dreaming on the essences of creatures; the ability to manipulate dreams while the creature sleeps. The components drawn from this creature are the brain and blood, which is drawn from a magically regenerating stockpile of the creatures component parts.

    13) Quickling: move 96 in. per round; innate magical spells; 15th level Duelist/ 22nd lvl Mage; never surprised; 3x number of attacks. The material components are drawn from this creatures brain and blood , which is drawn from a magically regenerating stockpile of the creatures component parts or in this case a level 9 Stasis Clone created for this purpose.

    14) Retriever: Move 18 in.; 4 large cleaving arms capable of 3-18 points of damage; 4 magical eyes which are fire, cold, lightning, and a beam which transmutes an object into solid gold,mud, stone, or lead which are usable 1 time per 6 rounds up to ranges of six and choose, with the damage equal to the remaining hit points of the creature. These eye beams have saving throw verses petrification for the transmutation. The other eye powers have the saving throw verses dragon breath in order sustain only 1/2 damage. The material components are drawn from the creatures eyes, brain, arms, and blood, which are drawn from a magically regenerating stockpile of this creatures component parts.

    Section C:

    Innate draconic special proficiencies learned a lifetime of combat situations which are predetermined as follows:

    1) Wing buffet, dart, and swoop as with any other dragon creature.
    I) Tail whip & club, Fury +2 to hit & dmg, Increase Maneuver x2 (+4 init), Body Rollover
    II) Suprise foes, Guile Tongue, Terror, Trap Construction
    III) Treasure Lore, Breath Control, Hypnotic Gaze, Meditation Dream State, Roar, Tail Manipulation
    IV) Improved Roar, Change Breath Weapon

    Section D:

    Andeloid Absorbed Lifeforms: 6 Hit Dice Deodanth (time slip ability); 4 hit dice Star Selkie transform to human & SR 5 in spelljammer space;


    Section E:

    Magic items made the placed in the gel where it adheres as if iron glued to or in the gel surface at the device wearer is wishes, for easy access and possible useage by the symbiotic consciousness which this alchemical creation produces.

    Section F:

    A selection of innate magical spells preset for usage by the consciousness of the alchemical creation. The spells are as follows: level 5 Physical Invisibility; level 7 Duo Dimension; level 2 Mirror Image; level 6 Improved Blinking; level 1 Spider Climb; level 7 Manor's Mindsight. Each spell is usable three times per day as is cast by 67 level mage.

    And!!!!

    SPIGA SILK OUTFIT
    By Matan Thunder

    This is a full ninja styled body suit of a giant spider silk of a translucent honey to solid amber color that smells of mint leaves, which is being mass-produced by inducing several captured spiga spiders to spin large quantities of this silk which possesses many magical qualities. The original pair of spider's was cloned, submised, and put into a state of suspended animation which is only removed when they are knitting silk.

    All the details regarding this specialized magical silk are detailed in section A of this magical items creation.

    The entire outfit is immersed in True Tin Essence, True Adamantine Essence, and True Copper Essence dipped in order to further enhance this piece of regular equipment for several of my player character parties. It is detailed in section B.

    Section A

    This body suit is the equivalent of a armor class 3 which is further enhanced by true copper essence to make it a base armor class - 1; a 1/8 inch strand of the silk can support 4,000 lbs. and is often used in ropes as well as this outfit.
    1) Adds a + 20% MRS when the body is fully covered, if less of the body is covered less protection is offered.
    2) This silk cuts all fired damage, up 100 hit points, by 75 percent and stronger heat inflicts 1/4 less damage. All fire damage of 250 hit point potency and above does full damage and each extra + 25 hit points of damage burns away 4" inch square of silk
    3) Lightning up to 120 hit points does only 1/2 damage to the wearer but full damage beyond that point. Also each 50 hit points above the 500 hit point, in one shot, destroy is a 6" square of silk.
    4) It insulates against cold so well that 20% of all cold damage is always negated from its wearer regardless of strength or potency.
    5) It is 100% acid resistant by itself but is porous enough to allow 1-5% seepage within a 1-10 rounds. By the same token, this silk is not entirely waterproof either.
    6) There is a 20% chance that any and all arachnids smelling the silk, in any large amount, will not attack its wearer believing them to be a spiga spider. Of course, all Spiga tend to go berserk smelling smelling the silk and immediately attack its wearer 95% chance.

    Section B

    True Tin Essence: Immunity to control spells such as: hold person, charm, slow, etc. and will have no effect on the wearer of this device. Rulership: up to 200 levels or hit dice of any type of creature can be compelled to follow the orders given by the device wearer. Only creatures with a 15 or greater intelligence or 4 + Hit Dice are allowed a saving throw verses magic spell to avoid rulership power.

    True Copper Essence: This essence has the capability to add + 4 protection to this device .

    True Adamantine Essence: The devices capable of storing 1-20 spells which will regenerate over the duration of 1 turn any spell that was cast by the owners silent mental act of will. The base spells are:

    1) level 10 Perfect Wish 11) level 9 C's Spell of the Gingwatzim
    2) level 8 Devastate 12) level 7 S's Sonic Touch
    3) level 7 Volley 13) level 8 B's Eye of Thieving
    4) level 4 Fire Shield 14) level 9 " Communication Assistance
    5) level 9 Wish 15) level 5 Rapid Transit Spell
    6) level 5 Tempus Fugit 16) level 9 H's Spell of Inaction
    7) level 6 Farsight 17) level 7 " Binding Spell
    8) level 8 Extension V 18) level 9 Fighting Fervor
    9) level 9 B's Improved Simalcrum 19) level 9 M's Force Armor
    10) level 9 Reverse Damage 20) level 4 Halo of Eyes

    All of the spells cast by this device receive the benefits of being caster by a 67th level spell caster, which cast the spells in an area known as the Stone Stand which augments all magic by + 50% in range, duration, area of effect, and damage. Furthermore, a group of five other 20th level mages formed level 6 Greater Circle casting in order to further augment the statistics detailed above.



    DRAGONSKIN SCABBARD
    By Matan Thunder

    This item is created from the skins of the various dragon types, which are accessed from a large selection of various dragon component parts which are magically regenerated from large stockpiles, which various player characters of mine possessed. The rigid scabbard is 2 1/2 feet long which always appears to be empty, but which can contain any bladed weapon of any size that the owner of the device wishes. This device is dipped in the essences of True Tin, True Copper, & True Adamantine which gives it the following powers:

    True Tin Essence: Immunity to control spells such as: hold person, charm, slow, etc. and will have no effect on the wearer of this device. Rulership: up to 200 levels or hit dice of any type of creature can be compelled to follow the orders given by the device wearer. Only creatures with a 15 or greater intelligence or 4 + Hit Dice are allowed a saving throw verses magic spell to avoid rulership power.

    True Copper Essence: This essence has the capability to add + 4 protection to this device .

    True Adamantine Essence: The devices capable of storing 1-20 spells which will regenerate over the duration of 1 turn any spell that was cast by the owners silent mental act of will. The spells contained in this device are as follows:

    1) level 10 Perfect Wish 11) level 4 O's Silver Tongue
    2) level 9 E's Efflugent Epuration 12) level 7 Limited Wish
    3) level 7 Teleport without Error 13) level 6 Power Word Silence
    4) level 1 T's Steady Aim 14) level 6 Anti Magic Shell
    5) level 2 " Hunting Hawk 15) level 5 B's Fantastic Fencers
    6) " " " " 16) level 6 " Beseiging Bolts
    7) level 3 T's Deadly Strike 17) level 8 " Most Excellent Force Sculpture
    8) " " " " 18) level 4 D's Tool Box
    9) level 4 T's Running Warrior 19) level 4 Non Detection
    10) level 2 R's Aptitude Appropriator 20) level 6 O's Excrutiating Screen of Vacuum

    All spells are exposed to meta magic spells which increased their effectiveness by + 200% to range, duration, area of effect, and damage; with an innate -16 toward saving throws for creatures afflicted by the offensive spells detailed above. The spell is also cast by a 67th level mage who is assisted by five 20th level mages linked by a level 6 Greater Circle spell casting which yields a 167 level base for determination of range, duration, area of effect, and damage.



    WRISTBAND SYMBIOT
    By Matan Thunder

    This simple 1 in. wide skin-colored wristband is flexible and slides over in the creatures hand and affixes to their wrist, and which has a crystal focus stone in the center of the top of the wristband. This magical device is made incorporating a symbiotic life form and several other life forms in an alchemically created homunculus as detailed in section A of this device, which was then exposed to True Tin Essence and True Adamantine Essence as detailed in section B of this devices description .

    Section A

    The symbiotic life form created by this device possesses several other creatures essences and allows the wearer of this device to access those essences in magical powers as if they were a creature of that type by silent mental act of will of the device owner. This alchemical creation is 2x as powerful which will yield 2x the number of magical and psionic powers because of this power upgrade . The life forms contained in this device are:

    Bionid: The wearer of this device can shape change into the form of this creatures exoskeleton and spurs of bone, as well as granting the wearer 6x the normal number of attack; each attack is a vorpal attack; the ability to emit energy blast as detailed for this monster type; and due to a large body size and strength the creature is capable of crushing smaller foes in combat. The material components for this part of the creature are derived from the exoskeleton and spurs of the creature, and they are derived from a regenerating stockpile of the creatures component parts.

    Quickling: +2 attacks per round; move 96 in. per round; armor class - 3; ventriloquism, shatter, levitate, forget, and fire charm. The material components for this part of the creature are derived from the blood, leg bones, and brains of the creature, and they are derived from a regenerating stockpile of the creatures component parts.

    Living Scroll: Possesses an 18 INT, the ability to store up to 10 spells on its pages of the owners wishes which will replenish themselves on a daily basis. The material components for this part of the creature are derived from the blood, skin, and brains of the creature, and they are derived from a regenerating stockpile of the creatures component parts.

    Vagabond: The symbiotic creature which is the symbiot of this creation possesses the abilities of the 12th Psionicist; 4 Disciplines/ 6 Sciences/ 19 Devotions are accessible; 250 PSP's; access to all meta psionics as well as the other four disciplines; immunity to all mental spells; capability occupy other creatures bodies through the use of psionic powers. The material components for this part of the creature are derived from the mental essences of the creature, and they are derived from a regenerating stockpile of the creatures component parts.

    Ealuzim Gingwatzim: Manifest itself as any type of +2 weapon which can have special powers and purposes; Create a Magical screen over a doorway or aperture which will drain - 4 Strength to creatures passing through it; creatures touching the screen are paralyzed no saving throw; MRS 25%. The material components for this part of the creature are derived from the essence and energies of the creature, and they are derived from a regenerating stockpile of the creatures component parts.

    Lesser & Greater Peltrast; Another symbiotic creature with a much more physical composition which serves as the physical manifestation of this alchemical creature. 7% + 33% MRS; immunity to poisons and crushing; 1/2 damage edged weapons; Senses vibrations; Infravision 6"; In order to get fed on a regular basis it will generate a Monster Summoning 6 spell which is followed by specialized - 1 saving throw suggestion spell which allows the peltrast to plant a suggestion to attack its owner/wielder in order that blood may be spilled and it may feed. The material components for this part of the creature are derived from the skin, blood, and brain of the creature, and they are derived from a regenerating stockpile of the creatures component parts .

    Life Cloak : Another symbiotic creature which confers: telepathy; detection of magic; 8 Hit Dice; Fly 18 in. ,MC:D; + 1 STR, INT, & CON; can also manifested temporary speed boost 2x the normal speed and attack for 1 round, but then must take 1-10 rounds to recover from the expenditure of energy. The material components for this part of the creature are derived from the skin, blood, and brain of the creature, and they are derived from a regenerating stockpile of the creatures component parts .

    Skyzorr'n: An Insectoid creature with the ability to attack with 4 arms wielding weapons, which bestows upon the device wearer 2 insectiod arms of M size to use in combat situations. The material components for this part of the creature are derived from the skin, blood, and 4 arms of the creature, and they are derived from a regenerating stockpile of the creatures component parts .
    20th Level Star Mage: This type of made it possesses the ability to regenerate rapidly; also when exposed to a starry sky it allows the spell caster to cast twice as many spells as they normally capable of doing; the number of spells available all are: 5, 5, 5,-5, 5, 4,-3, 3, 2 on a normal daily basis without exposure to starlight. An unfortunate side effect is the possibility of a runaway Focus stone as detailed under the star mage description. The material components for this part of the creature are derived from the skin, blood, and brains of the creature, and they are derived from a regenerating stockpile of the creatures component parts .

    Luck Dragon: 99% innate luck ability; the capabilities of the 20th level mage 5, 5, 5,-5, 5, 4,-3, 3, 2 on a normal daily basis . The material components for this part of the creature are derived from the skin, blood, and brains of the creature, and they are derived from a regenerating stockpile of the creatures component parts .

    Section B

    True Tin Essence: Immunity to control spells such as: hold person, charm, slow, etc. and will have no effect on the wearer of this device. Rulership: up to 200 levels or hit dice of any type of creature can be compelled to follow the orders given by the device wearer. Only creatures with a 15 or greater intelligence or 4 + Hit Dice are allowed a saving throw verses magic spell to avoid rulership power.

    True Copper Essence: This essence has the capability to add + 4 protection to this device .

    True Adamantine Essence: The devices capable of storing 1-20 spells which will regenerate over the duration of 1 turn any spell that was cast by the owners silent mental act of will. The base spells are:

    1) level 7 Duo Dimension 11) level 5 Far Reach III
    2) level 7 Silent Accord 12) level 5 K's Procurement
    3) level 7 Sand Gems 13) level 6 Augmentation II
    4) level 9 Finger of the Storm (Tornado) 14) level 7 S's Delicate Dishes
    5) level 8 Devastate 15) level 5 Improved Blink
    6) level 7 Volley 16) level 6 Dilation II
    7) level 8 Temporal Freedom 17) level 5 T's Destructive Resonance
    8) level 4 M's Force Missle 18) level 8 Analyze Dweomer
    9) level 7 Suffocate 19) level 6 Trollish Fortitude
    10) level 3 Alacrity 20) level 9 Black Blade of Devastation

    All spells are exposed to meta magic spells which increased their effectiveness by + 200% to range, duration, area of effect, and damage; with an innate -16 toward saving throws for creatures afflicted by the offensive spells detailed above. The spell is also cast by a 67th level mage who is assisted by five 20th level mages linked by a level 6 Greater Circle spell casting which yields a 167 level base for determination of range, duration, area of effect, and damage.


    MAGICAL BEJEWELED WRISTBAND II:
    By Matan Thunder

    This item is comprised of 20 intlocking plates of platinum set with emerald, sapphires, diamonds, and rubies. Each platelet is representative of a single spell accessible by the device wearer activating it by silent mental act of will. The device is exposed to the alchemical formulas of:

    True Tin Essence: Immunity to control spells such as: hold person, charm, slow, etc. and will have no effect on the wearer of this device. Rulership: up to 200 levels or hit dice of any type of creature can be compelled to follow the orders given by the device wearer. Only creatures with a 15 or greater intelligence or 4 + Hit Dice are allowed a saving throw verses magic spell to avoid rulership power.

    True Copper Essence: This essence has the capability to add + 4 protection to this device .

    True Adamantine Essence: The devices capable of storing 1-20 spells which will regenerate over the duration of 1 turn any spell that was cast by the owners silent mental act of will. The base spells are:

    1) level 10 Perfect Wish 11) level 4 Wizard Sight
    2) level 9 Time Reaver 12) level 9 Army
    3) level 3 O's Sure Footed Shuffle 13) level 3 T's Deadly Strike
    4) level 4 B's Most Excellent Force Sculpture 14) level 3 " Eyes of the Eagles
    5) level 5 " Fantastic Fencers 15) level 4 Thunderlance
    6) level 6 " Besieging Bolts 16) level 1 Magic Missle
    7) level 4 O's Silver Tongue 17) level 5 Ironguard
    8) level 6 " Excrutiating Screen of Vacuum 18) level 4 Divination Enhancement
    9) level 9 M's Magic Self 19) level 3 Square the Circle
    10) level 1 D's Adventurer's Luck 20) level 9 Estate Transference

    All spells are exposed to meta magic spells which increased their effectiveness by + 200% to range, duration, area of effect, and damage; with an innate -16 toward saving throws for creatures afflicted by the offensive spells detailed above. The spell is also cast by a 67th level mage who is assisted by five 20th level mages linked by a level 6 Greater Circle spell casting which yields a 167 level base for determination of range, duration, area of effect, and damage.

    More next!!!

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    Sun May 27, 2007 9:47 am  

    Shocked Happy

    CUSTOMIZED MAGE SPELL BOOK
    By Matan Thunder

    2 'x 2' x 1" thick tome, with endless vellum pages. It possesses 10 psionic receptacle stones capable of storing 100 PSP's @. The device is alchemically treated with TRUE ADAMANTINE AND TRUE TIN DIP conferring the powers listed in section A.

    It is an alchemically created lifeform which is created from several types of specially garnered lifeforms possessing innate magical powers which will be conferred symbiotically to the device owner by simply wearing the spellbook on his hip on a peltrast symbiotically leather sash which are listed in section B.

    It is a specially empowered psionically created device which taps into the psionic receptacles listed above but also granting several psionic powers as detail4ed in section C.

    The device is endowed with several arch magics in its pages as well as the device has several of the magics applied the tome itself in section D.

    The device was created with 30, level 9 Stasis Clones , which are subjected to a level 8 polymorph any object to transform them into a special book cover which is to serve as a special level 1 Circle spell casting and psionic Convergance is tied to the book owner as stated in section E.

    The device is specially subjected to the affects of the level 8 Ringweave spell simulating the magic item augmenting powers of the Ring of Winter artifacts, which is listed in section F.

    The magic book has a level 7 Duo dimensional spell cast on a specially created Teles Ball which possesses several magical powers detailed in section G.

    The device has magic regenerating Giant Runes etched on several of its pages which are usable by any class as if they were a rune casting mage as detailed in section H.

    The outer cover of the book is covered with many regenerating Drow Elf runes which are usable by any class which are usable as detailed in section I.

    The bindings of the book is engraved in regenerating Elvish Totems which are usable by any class are described in section J .

    The entire tome serves as a Cinnibar Essence source which bestows several levels of cinnibar powers to the devices owner as detailed in section K.

    Several elf moonsword powers are duplicated as magical powers in this device which are listed in section L .

    The final power which this device bestows is granted by use of a simple Mythal that creates a mythal ghost which can be summoned prior to near death, as described in section M.

    Section A

    True Tin Essence: Immunity to control spells: such charm, hold person, slow, etc. have no affect on the device wearer.
    Rulership: upto 200 levels or hit dice worth of any type of creature can be compelled to abate the device holder. Only creatures with the 15 or greater intelligence or 4 + Hit Dice are allowed a saving throw verses magic spell to avoid a the rulership power .

    True Adamantine Essence Dipped: Is capable of storing 1-20 spells which will regenerate over the duration of 1 turn after the spell was cast by the owners silent mental act of will. The base spells are:

    1) level 7 limited wish x4 4) level 9 Hreidmar's Inaction x4
    2) level 7 dragon breath x3 5) level 6 Khazid's Procurement x3
    3) level 8 gold spiral of domination 6) level 6 worship x2

    All spells cast by a level 100 level 6 Greater Circle casting for determination of range, duration, area of effect, and damage.

    Section B

    Alchemically created combination symbiotic creation from the following monster types which is 2x as powerful than the original creation could be, bestowing 2x the # of spells and powers which normally would be available, and 2x the psionic skills the originals had at the time of their instilling in this creation.:

    1) Luck Dragon: innate luck ability, the abilities of the 30th level mage; derived from the bones of a luck dragon which are magically regenerated in order to provide the necessary stockpiles of this creatures component parts.

    2) Dream Slayer: afflicted sleeping creatures have their dreams invaded and manipulated; derived from the brain matter of the creature, which is derived from a regenerating stockpile of this creatures component parts.

    3) Bastellas: + 3 or better weapon to hit, 95% hiding in shadows, sleep dominating powers; derived from the brain matter of the creature, which is derived from a regenerating stockpile of the creatures component parts.

    4) Great Dreamer: Spell Jammer rating of 18, 100 Hit Dice, creatures viewing make saving throw verses magic spell because of the creatures innate beauty, summon air elementals, sound lance of 10 mi. range; derived from the blood & bones of the creature, which is derived from a regenerating stockpile of the creatures component parts.

    5) Phaerimm: higher levels spell caster 21-40 with force of will spell casting, 44% MRS, 1 innate spell per level of experience as a spell caster; derived from the blood and brains of the creature, which is derived from a regenerating stockpile of the creatures component parts.

    6) Quickling: move 96 in. per round, never surprised, innate spells, 15th level Duelist / 22nd level mage with designated powers, martial arts, and proficiencies; derived from the blood and brains of the creature, which is derived from a regenerating stockpile of the creatures component parts in the form of stasis clones level 9.

    7) Ruler Aboleth: submission touch, innate psionic powers of high power, level 8 Veil spell at will, create slime; derived form the blood, brains, and tentacles of the creature, which is derived from the regenerating stockpile of the creatures component parts.

    8) Deodanth: 19th lvl Star mage/24th lvl Cleric/22nd lvl psionicist, time slip abilities, 50% MRS; derived from the blood and brains of the creature, which is derived from its stockpile of the creatures regenerating component parts in the form of stasis clones level 9.

    9) Peltrast: innate symbiotic relationship, immune to poisons, 7% MRS ; derived from the blood, skin, and brains of the creature which is derived from the stockpile of the creatures regenerating component parts.

    10) Tween: etherealness, the ability to allow the symbiotic host to make 2 dice roll to determine the success of a attack or action while causing those within 60 ft. to make 2 dice rolls and select the worst roll; derived from the blood and brain of the creature, which is to ride from the stockpile of the creatures regenerating component parts.

    Section C

    Psionically Empowered: T/N, PSP (100), INT 22, EGO 12, with permanent power manipulation; psychocorporative powers, Dream Travel, Teleport, Time Shift, Time Travel, Time Duplication. The entire device is linked in a Convergence to the clones in section E and the Receptacles in the cover of the tome.

    Section D

    Arch Magic which is granted to the tome in case of destruction etc.. Persistent Rebirth level 13 is granted to the tome in case of destruction, and the rebirth takes place within 48 hours of its destruction at the same location. Glory Everlasting level 11 is granted to the level 9 stasis clones detailed in section E . Unbearable Insight is granted bestowing 2x the normal experience point warrants granted to other characters, with a side effect of being obsessive in moody as well as having insomnia. This is the persona which the device possesses.

    Section E

    Specialized Book Cover which is comprised of 30 stasis clones (level 9) shaped with a level 8 polymorph any object in to cover for the book. The clones are level 68 mages with innate psionic powers linked with a level 6 Greater Circle casting and permanent psionic Convergance to the tome owner who then taps into the spell powers granted by this part of the creation.
    Spells #:
    Psionics:

    Section F

    Use of the Ring of Winter Magic Item Augmentation Power which is created using the level 8 Ringweave spell which specializes in the simulation of magic powers possessed by magical rings. This power specifically simulates the power of the artifacts known as the Ring of Winter, but is somewhat lesser in power and requires more time to cause permanent augmentation to take effect.

    Section G

    Level 7 Duo Dimensioned Teles Ball ( power levels learned), range augmentation 95 x, duration augmentation 11 x , area of effect 95 x, for. spells cast through this magical device. Permanent intelligence ( ), functions as a crystal ball with ESP and telepathy.

    Stored manna ( ).

    Section H

    Giant Runes: Each rune regenerates in 24 hours, and each rune is usable three times per day and are placed individual lead on designated pages in the tome. The runes are cast at 20th level:

    1) Mnebid level 7 4) Tantest level 6
    2) Lelph level 7 5) Hrelshar level 3
    3) Hyladir level 6 6) Diedark level 5

    These runes are usable 1 per round but require the owners full concentration in order to use them. There is cast as if the tome owner were a 20 level giant rune caster.

    Section I

    Drow Runes: In order to use these runes on the book's cover they must be touched in order activate them, which requires one round. They are cast as if the tome owner were a drow of the appropriate skill level in order to use the rune. The rune caster draws the rune with their forefinger which least a slight afterglow for one round after the rune is inscribed. One rune is transferable each round and they will return 24 hours after they are used. The runes are usable three times per day each. The runes are:

    1) Chain Lightning 12-72 damage 4) Shadow Flares: all within 40 ft. suffer 8-64 points of damage
    2) Power Word Blind saving throw 5) Magic Reflection: house glyph .
    spell or permanently blinded 6) Blade Barrier at the devices owners lowest level
    3) Sacred Glyph: save or feeblemind


    The runes magically swim about the surface of the book cover until the usage of one is required by the device owner, then the rune swims under the forefinger of the user then attaches itself to the finger for transference to another surface.

    Section J

    Elf Totems: Are etched along the binding of the book which may be touched to activate and are each usable three times per day. The device owner must touch the desired totem and it is then conferred to the appropriate material for useage of the tome user .

    1) Eagle 4) Horse
    2) Fox 5) Unicorn
    3) Hawk 6) Shrike

    Section K

    Cinnibar Extract/Essence eminates from this device a constant regenerative cycle via a small gate that originates int he Known world of Mystara. The owner uses several level 9 stasis clones as the source for 20 CON points which must be sacrificed in order to access the legacy without unnecessary side effects . Allows the owner to tap in to the powers of the Cinnibar legacy and the following powers :

    III) Amber Paralysis x2, Immune to fire and + 10 hit points, Anti-Magic I, Crimsom Fire
    IV) Regeneration x2, Gaseous Form x2, Protection vs Invulner, Pyric Brand, Anti-Magic II
    V) Power Storing, Planar Phase x2, Red Blur, Contaminate II
    VI) Alter Ego +++++

    These contamination levels are maintained by the constant regenerative cycle of the small gate which moves around with this device bestowing the above powers to which user.

    Section L

    The device has the following Moonsword powers duplicated as glowing runes engraved on the book's cover which must be touched in order to activate the powers detailed below.

    1) Elfshadow as with Arylin's moonblade except the owners own ghosts appear with variable powers in skills.
    2) Warning of impending danger to the device holder as per the description in Elvish Moonblades 3) Dream warning as per the description of Elvish Moonblades

    Section K

    The device contains a special Mythal connection which will tap into the properties of the Mythal Ghost which appears when the device holder is wounded severely. In this creation the ghost can accompany its owner and assist them as necessary in goals and attacks the owner wishes to make.

    And!!!

    MAGICAL & PSIONIC BATTERIES OF POWER STORAGE
    By Matan Thunder


    This device was created to serve cast a specialized magical and psionic battery-like device which takes the form of a 3 in. long by 1 in. diameter composite metal cylinder in which is stored of variety of magical and psionic powers which can be utilized by spell caster or psionic player character. Inside the device the creator has placed in miniature storage facility in addition to the battery like structure of the device through the use of several specially worded with spells.

    The entire device is coated in True Tin Essence & True Adamantine Essence to grant a group of additional spells which the device will possess in its owner can activate as detailed in section A.

    The greatest power of this device is the use alchemically augmented level 9 stasis clones spell and the level 8 miniaturization spell which are used in conjunction with the level 8 Spell Holding spell & the level 6 Greater Circle mage spell and the meta-psionic power known as Convergence which will allow the devices owner/toucher to gain access to latent spell casting power and psionic potential by simply touching the device, which is detailed in section B.

    These devices for specially designed to fit inside a staff as detailed in the sections above in order to facilitate a much larger storage capacity. This is detailed in section C of this device.

    The device is created in conjunction with a Lich's specialized power ritual, which is specially designed to dissipate the normally fatal results upon a mortal spell caster from exposure to this ritual by using the staff and its storage potential in order to prevent the death of the spell caster using the power ritual. This is detailed in section D. of this device.

    The devices also created a special location (The Stone Stand) with access to a specialized magical ugmentation which is detailed in section E of this device.

    In section F a specialized harmonic resonance is capable of allowing for a multiple spell casting of identical spells in the same melee round with a loss of only a single spell from the memory of the spell caster.

    The device also possesses the unique chemical composition based in magical and mundane chemical elements which are used to store and help focus latent spell energy and psionic potential which is detailed in section G of this device.

    Section A

    True Tin Essence: Immunity to all control spells: such as hold person, charm, slow, etc. which will have no effect upon the device holder/wielder. Rulership: the ability to control of to 200 hit dice or levels of any type of creature which can be compelled to follow orders given by the devices user. Only creatures possessing a 15 or greater intelligence or 4 + Hit Dice are allowed a saving throw verses magic spell in order to avoid rulership power.

    True Adamantine Essence: is capable of storing 1-20 spells which will regenerate over the duration of 1 turn after the spell has been cast by the owners silent mental act of will. The base spells are:

    1 ) level 9 Thiondars Anti-Magic Wall 4 ) level 9 Spellshift (all forms possible) x4
    2 ) level 9 Brainblaze x3 5 ) level 9 Matan's Spiral of Paralyzation x3
    3 ) level 7 Silent Accord x6 6 ) level 9 Spell Loop x3

    All of this spell casters spell casting is augmented by the level 6 Greater Circle spell casting and psionic Convergance it order to tap individual spell potential as well as Greater Circle spell casting effects, where the actual level of spell potential augmentation must be determined by accessing exactly what level the alchemically upgraded level 9 stasis clones possess.

    The basic augmentation of spells cast using one of these batteries is 100 levels which affect range, duration, area of effect, and damage potential of the spells cast by the devices holder. Of course, if the spell casters used in the level 9 stasis clones spell are of higher levels this spell potential could greatly increase.

    Psionic convergence can allow for multiple Devotions and Sciences to be used simultaneously in conjunction with other meta-psionic powers which allows splicing of multiple powers into a single release of psionic powers possessed by those in the Convergance by the battery owner.

    Section B

    The production of alchemically augmented level 9 stasis clones produce clones which are 2x as powerful as normal which allows a doubling of the spell potential and psionic potential which can be drawn from each clone in the time stasis state. As each clone is depleted it can be updated and re-empowered by the spell caster simply touching the clone without bringing any potential from the clone maker. The clone is attuned to the single creature from which they were created, so most spell casters use clones of the themselves so that they can touch the Clone re-empower the clone by simply touching the battery and willing it to be done. This spell uses a vast number of the level 8 spell Miniaturization and level 7 Duo Dimension in conjunction with the level 8 Spell Holding magic spells cast on the stasis clones themselves in order to store large numbers of the creations inside the battery for a prolonged duration. This avoids the use each of permanency magics which would drain constitution points from the spell caster. The alchemical augmentations this device possesses are bestowed by a simple to inch by 2 in. by 1/4 inch thick pack of symbiotic skin similar to a lesser peltrast which only has the power to bestow an alchemical augmentation to the standard level 9 stasis clone. All batteries must be created for their individual spell caster or psionic wielder to be a low 9 stasis clone of themselves in order to utilize the battery correctly. The mixture leaves 3 levels of storage space for the level 9 stasis clones approximately two 7/8th inch and one storage space for the elements of the battery components which help to serve as a technological example for the magical and psionic storage compartments, and which helps to interlock the three component parts of the battery into one functional unit.

    Section C

    This specially created 6 ft. long staff is capable of holding 24 batteries with a permanent level 6 Greater Circle spell & a permanent psionic Convergance cast into the molten mithril which comprises the outer shell of the specially constructed hollow staff. It appears to be a shiny metallics staff which made be used as a + 4 staff to hit into damage when used in combat situations and make confer touched base spells when been used as a weapon in this way. Each of the 24 batteries contains a vast amount of magical and psionic energy to be tapped into by its owner.

    Section D

    The creation of this magic device was specifically designed to incorporate a specialized Lich's power ritual in order to dissipate the normally lethal interaction of such a powerful ritual with a mortal holder. The Lich's power ritual is so a specialized type which in increases of magic potential of spells cast using the battery by 3x the normal range, duration, area of effect, and damage. The use each of this device to hold spell energy is specifically designed to be a 2-way storage device so that this power can be recharged each week if necessary. There are many level 9 stasis clones used in the spell in order to cause the power overload that is normally associated with this power ritual to be dispersed equally and nonlethally among many clones which is serve as the battery source for this device. This 3x normal power to spells is not cumulative between individual batteries so the 3x is the limit to this specialized power increase which this device produces.

    Section E

    The creation of this device is all undertaken in the specialized confines of the STONE STAND in the Forgotten Realms game setting which allows an innate beneficial + 50% to any magic cast within its area to increase the range, duration, area of effect, and the damage to any spell cast in this zone. This would affect the duration of several of the batteries functions, including the ones detailed in section D, C ,F, and A .

    Section F

    Through the usage of a Robe of Repitition which is sacrificed in the creation of each individual battery (magically created with the level 9 wonderform spell) a magical harmonic chiming vibration is produced with each batteries creation that causes the manifestation of the second spell which functions exactly as the first spell a 30% of the time whenever a spell is cast using one of the battery power. Only a single battery can build this harmony each round so only a single repetition can be completed with the spell cast.

    Section G

    The batteries by themselves are composed of the following magical metallic alloys and real elements incorporated in the construction of some of the best batteries of today. The magical elements are mithril casing with an alloy of cadrium and vartium from the Arduin Grimiores V, mixed with boron, iron, and neodymium alloyed together as if it were a real battery of the highest power. The magical alloys of the battery make it resistant to heat of almost all types, it possesses a + 3 saving throw to other forms of destruction, and it bestows upon its owner a 60% MRS .

    Section H

    The psionic storage potential of this device is generated using the Convergance power of the device in a specially prepared meta psionic Receptacle science created the in each battery storage compartment. The actual potential must be inherent in the mind stasis clones spells clone to be utilized properly, and as stated above each individual creature can only utilize the battery which is created from a level 9 stasis clone of themselves and no one else. If a stasis clone doesn't have a psionic potential then that part of the battery is dormant.

    More on the way!!!

    Shocked Cool
    Apprentice Greytalker

    Joined: Mar 16, 2007
    Posts: 58


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    Sun May 27, 2007 9:48 am  

    Wink Exclamation

    RESONANCE VOICE HARMONIZER

    This device is created from a one inch wide 10 in. diameter black Faerie Dragon skin leather which is sewn with golden wire and has a small 1 in square box made of platinum which is to be positioned directly under the device owners chin. The device magically sizes itself to its owner whenever it is first attached to a new owner through use of a golden clasp attached to the device. There are many mithril runes sewn into the devices surfaces. This device can only be worn by mages or bards in order to utilize the spell resonance properly.

    The power of this device can be used once per round, and up to 10 times per day. The power of this magical device will triple the affects of range, duration, area of effect, damage, etc., as long as the spell possesses a verbal component which this device can harmonize upon. The use of this power only requires a single semantic and material component as required by the spell in order to yield its triple affect. When this power is used the voice of its user harmonizes and warbles for the duration of the casting of the spell.

    True Tin Essence Dipped: Immunity to all control spells such as charm, hold person, slow, etc.. have no affect on the device wearer whatsoever. Rulership: up to 200 levels or hit dice worth of any type of creatures can be considered to obey the devices wearer. Only creatures with the 15 or greater intelligence or 4 + Hit Dice are allowed a saving throw verses magic spell in order to avoid the rulership power.

    True Adamantine Essence Dipped: is capable of storing 1-20 spells which will regenerate over the duration of 1 turn after the spell was cast by the owner of the device by silent mental act of will. The spells possessed by this device are:

    1) 2x Wish lvl 9 6) 2x Matan's Magic Self lvl 9
    2) 2x Slygon's Spiral of Sleep lvl 5 7) 2x Marcum's Improved Wraithform lvl
    3) 2x Marcum's Spiral of Domination lvl 8 8) 2x Continuous Spell Holding lvl 8
    4) 2x Matan's Spiral of Paralyzation lvl 9 9) 2x Silent Accord lvl 7
    5) 2x Power Word a Spell lvl 9 10) 2x Shade's Seeker Monsters lvl 7

    All spells are cast by a 100 level Greater Circle spell casting (lvl 6) for the determination of the range, duration, area of effect, or damage.

    Metal Weapon Symbiot

    This symbiotic homonculous created creature is augmented by True Tin Essence Dipped and True Adamantine Dipped in the form of a small dragon 2 ft. tall, 8 legged, winged, 3 ft. long tailed, and all possessed of a vorpal strike when the creature is in this form. The creature can assume the form of a humanoid form that it has previously viewed, with the possibility of four retractable forms inset into the torso. Its most powerful form though is when it uses its powers of metal merging and metal animation whereupon they can wield chosen weapon by the device owner as if wielded by them.

    The creature is immune to all mental magics but has been specially using psychic mental surgery in order to keep the creation under the control of the device owner. The pernese fire lizards can teleport at will, and can on contact with telepathy its life bonded owner and for take them with them at will daily. They come in a variety of colors. They bond for life at birth with the first creature that they make eye contact with. They fly at 18 in. maneuverability Class A, 2x claws, bite, breath weapon, not bothered by cold, and must eat firestone to produce a breath weapon. Due to its alchemically created nature this creation is 2x as powerful as the normal powers listed below.

    This device is a specially alchemically created life form which has a wide variety of powers which will be detailed in this section A. which are symbiotically transferred to the holder of the device inhabited by this creation. All powers are activated by silent mental act of will of the devices owner with a one melee segment activation time. Multiple powers can be activated in Sequence and any powers which are in constant activation will be conferred to the owner of the device without the need of silent mental activation.

    This device has been specially treated with True Tin Essence Dip & True Adamantine Essence Dipped to provide an array of magical abilities which the device owner can activate while holding the device or cause the device itself to activate on verbal command. The device has a sentience of its own which can activate powers on verbal command of the device owner if separated from them. Orders can also be conferred by silent mental act of will if the device is actually held by the device owner. The magical powers and spells of this process are detailed in section B description of the device.

    Due to the nature of the symbiotic relations multiple psionic powers will be accessible to the device holder and will be detailed in section C in order to lend more detail to these powers.

    This section D of this device describes the powers conferred to any weapon which is inhabited by the symbiotic creature and conferred to the weapon in addition to any other magical powers which it may possess. These powers come from multiple creatures which are part of the symbiotic alchemical creation from which this creature is made.

    This section E of this device descibes basic spellcasting capabilities of the alchemical creation in order to dictate the limitations of spell craft which the creation can call upon.

    This section F details a section of upon the alchemically linked Quickling skills, proficiciencies, and class power of the gamma mutated player character utilized in this alchemical creation.

    Section A

    Alchemically Created Symbiotic Life Form: The creature created from the below listed life forms is alchemically enhanced to be 2x as powerful as the normal creature component parts with normally be. This allows two times the normal number of spell useages per day at two times the normal range, duration, area of effect, and damage.

    1) Faux Faerie: Its special ability to reproduce, its ability to 100% to absorg incoming spell energy of 29 levels of spell energy, whereupon it ejects 1 random spell in order to launch one of the stored spells for the incoming spell back towards the source of the incoming magic. This is all roll randomly. There is no overload quality to this special magical battery storage situation and because of the symbiotic nature it will confer it to the device holder or owner. The material components derived from this creature were its blood, bones, hair, and the branch it was resting in at night.

    2) Beholder: The use of its ten special eye powers; special special central anti magic ray eye power, ability to levitate and move at 3 in. per round. The material components to gathered from this creature are the eyestalks, the central eye, the blood, and and parts of its exoskeleton.

    3) Noble Aboleth: The enslavement touch ability, a special psionic potential listed in section C, the ability to secrete slime, in the 3 in. radius, is the ability to initiate the spectral force spell at will once per round, and an understanding of technological weapons and their uses and functions. The components of this creature which are utilized in the alchemical creation all are its three fingered tentacle, it's brain, it's blood, 1 ft. square of its exoskeleton, and its slime gland.

    4) Phaerimm: The ability to command magic as a 22nd level mage, 22 innate magical spells, 44% magic resistance, Fly 9 in. maneuverability class A, and possesses 4 retractable humanoid arms. The material components derived from this creature are its brain, it's blood, it's hide, and one of its arms.

    5) Quickling: Move 96 in. per round, never surprised, innate spells, 15th level Duelist/ 22nd level Star Mage, instant cellular regeneration , special proficiencies, and martial arts skills. The material components contributed from this creature are blood, bone, brains, derrived from an ever regenerating stockpile of material component parts from specially created stasis clones.

    6) Vagabond: Scoin; This creature is a symbiotic creature of the mind and provides its symbiotic master with the abilities of the 12th level psionicist at a rating of (4/6/19) with 300 PSP's. Scion Powers: - 6 armor class, + 10 hit dice/+2 hp per die minimum; Enhanced movement + 30% ability to go ethereal at will; Wounding + 1 hit point per die of damage inflicted which must be healed normally without magic; fear aura 35 ft. radius - 1 saving throw verses spells, those with 4 Hit Dice or less ft. 2-8 turns, while creatures with greater hit dice make a saving throw vs spell or be affected for one round. The components donated by this creature are derived from the mantle essences of its being through the use of several limited wishes when one of these creatures dies .

    7) Carbuncle: This creature contributes its ability the fly at 32 in. per round maneuverability Class B, it also has a shiny red double strength luckstone imbedded in its forehead which provides a + 1 or + 2 to saving throws and a treasure enhancements of plus/minus 10-40% adjustment for determination of size and division of treasures discovered while using this device, and a immunity to psionic powers after the pre requisite psionic mental surgery power has been applied to the creation to ensure lifelong obedience to the owner of the device and the party members. The material components provided by this creature are obviously the luckstone, the wings, the blood, the brain, and sinew .

    8) Luck Dragon: Innate 99% successful luck ability, the abilities of a 20th level mage. The material components derived from this creature come from an ever regenerating stockpile which is maintained by the player characters which is the blood, bones, brain, and fur of this creature.

    9) Yugoloth, Ultroloth: Fascination gaze ability, innate spell abilities, + 3 or better weapon to hit, never surprised. The material components derived from this creature come from an ever regenerating stockpile of material components parts maintained by the player characters, and the materials used in this creation are the eyes, blood, bones, brain, and skin.
    10) Tween: This symbiotic ethereal creature will affect its owners dice rolls in a positive manner allowing them to make 2 rolls and allowing then to select only the better of the two; while other creatures within a 60 ft. radius must roll 2 dice and take the worst of the 2 dice rolls for the determination of to hit, saving throws, damage, etc.. The creatures to give their owner a brief glimpse into the future that allows them to adjust their actions for that round. The material components that are utilized in this creation are derived from that ever regenerating stockpile of material components in this case the blood, bones, and brain of the creature are utilized in the alchemical creation.

    11) Behir: This creature provides immunity to electrical attacks, poisonous attacks, and can eject a lightning bolt once per turn which is 20 ft. long. The material components are garnered from the regenerating stockpile listed above and in this instance are the scales, blood, throw, heart, and skull which are used in the alchemical creation.

    12) Steel Shadow: This creature is possibly the most important creature in the symbiotic relationship as it provides for an necessary power for its symbiotic body to enter into the weapons of the device owner. One of the lesser powers that this creature provides its owner is its ability to provide them with immunity to lightning, the most potent power this creature provides the device owner is its ability to merge with any metal object, ( which could be the device owners primary weapon), or if the device owner wishes this creation could also and made a secondary weapon or shields using its ability to animate metal objects. The material components garnered for this device come from the ever regenerating stockpile detailed above but in this case are comprised of almost 80 percent of all of the creatures body parts in order to provide this life form the optimum use of its powers.

    13) Ulitharid: This creature provides an upgraded psionic mind blast which scrambles the minds of creatures it attacks, it also possesses a limited spell list which are all save begins at - 4 verses spells. The material components garnered from this creature are derived from the ever regenerating stockpile detailed above and come from the blood, bones, brain, and skull of the creature.

    14) Amethyst Dragon: This creature provides an impressive list psionic powers which are detailed in section C, this creature passes on its ability to breathe underwater to the device holder, the creature possesses an impressive Breath Weapon which is a lozenge of energy which releases and concussive force that knocks creatures to the ground, dragon fear , and a limited number . of spells. The creature is also immune to all force based magic and poisons. The material components are derived from an ever regenerating stockpile and in this case are comprised of the brain, throat, blood, bone, and heart.

    15) Bionid: The limbs and joints of this creature possessed sharp spurs which inflict vorpal like attacks on creatures it engages in combat with and this creature possesses the ability to amid a blast of energy from its chest area. The material components garnered from this creature come from the regenerating stockpile, and are the joints, the head, the chest, and the brain of this living constructs.

    16) Moondog: This creature possesses a limited form of telepathy, it attacks and with a keening howl, and it's baying is harmful to the evil creatures only within 80 ft. affected with a fear spell cast as if it were cast by a 12th level spell caster, additional baying has a cumulative effect, howling causes 5-8 points of damage to all evil creatures within 40 ft. and causes intense physical pain to extra planar creatures of evil alignment which makes them 5% likely to return to their plane of origination. Whining causes dispel illusion, barking causes the spell evil once per round. This creature possesses a large selection of spells, the creature also has the ability to travel ethereally or astrally at will, possess 60 ft. in for the and double normal vision, and an unusually keen sense of smell and hearing, plus the ability to detect all Illusions. Association with this creature for one hour will negate a charm spell as well as remove any curse upon the creature. Another unique power possessed by this creature is its ability to create a shadowy hypnotic pattern which affects only evil creatures, while granting a good creatures protection from evil and remove fear from this same magical manifestation. This creature may not perform any other action while this magical affect is being initiated and extends to a range of 50 ft.. The material components provided for the alchemical creation of this device come from the magically regenerating stockpile as detailed above and the components donated for this manifestation of are the heart, brain, bone, skull, blood, and sinew.

    17) Star Selkie: This creature allows the manifestation to change into a humanoid form as desired by the device owner, its primary power allows it to reach spell jamming speeds within SR of 5, it allows it to reach the form of a large ramming projectile 5-8 ft. long. These forms are allowed augment its innate form as a small draconic creature. The material components provided for this alchemical creation come from the magical regenerating stockpile as detailed above, and the components provided in this situation are the exoskeleton, the brain, the heart, and the blood.

    18) Retriever: This creature provides an additional four different types of eye powers with ranges of 60 ft.usable once per 6 rounds, the eyes powers are fire, lightning, cold, and transmutation, as well as equipping 4 of the appendages of the dragon with cleaver like appendages that inflict additional damage when used as weapons. Player characters of fifth level or less and monsters of 6 Hit Dice or less will flee in panic at the site of this creature whenever it approaches within 30 ft. of them unless the saving throw verses magic spell is successfully made. The material components provided by this creatures for this alchemical creation come from the magical regenerating stockpile as detailed above, and the components provided in the section are one cleaver arm, blood, exoskeleton, 4 eyes, and the brain.

    19) Phase Wing: This unique creature has the powers of translocation as a phase spider, due to the nature of its attack style it can provide an additional + 2 to its attack sequences with any weapon uses in conjunction with this steel shadow monster. The creatures exist on the ethereal plane as well as the prime material plane equally and it emits a sonic blast equal to its number of hit dice + 2 die 4 in damage. The material components provided by this creatures for this alchemical creation come from the magical regenerating stockpile as detailed above, and the components provided in the section are the wings, the heart, the throat, the brain, the blood, the sinew, to beak, and the talons.

    20) Griveling: This creatures home is in the earth through which they move at 12 in. per round and which they can see through as if it were air, they lie in wait in walls of earth and stone to grab the unwary, and they possess a number of spells. The creature is immune to normal cold and fire and immune to magical cold . The material components provided by this creatures for this alchemical creation come from the magical regenerating stockpile as detailed above, and the components provided in the section are the blood, the heart, the brain, and the bones.

    Section B

    True Tin Essence Dipped: Immunity to control spells; such as charm, hold person, slow, etc. have no affect upon the device wearer. The device grants Rulership: up to 200 levels or hit dice worth of any type of creature can be compelled to obey the device holder. Only creatures with a 15 or greater intelligence or 4 + Hit Dice are allowed a saving throw verses magic spell in order to avoid the rulership power.

    True Adamantine Essence Dipped: This magical essence is capable of storing 1-20 spells which will regenerate over a duration of 1 turn after any spell is cast from the device by the silent mental act of will of the device owner. The spells imbedded in this device are:

    1) 10x Lvl 7 Silent Accord 4) 2x Lvl 2 First Strike
    2) 2x Lvl 4 Triple Strike 5) 2x Lvl 8 Thrice Supreme
    3) 2x Lvl 9 N's Lethal Weapon IV 6) 2x Lvl 4 Remote Access

    All spells cast by a 100 level 6 Greater Circle casting for determination of range, duration, area of effect, and damage.

    Section C

    Noble Aboleth: 310 PSP's, all attack & defense modes, plus body equillibrium, cell adjustment, ESP, body control, & probability travel. Plus any pre-requisite powers necessary to have these listed powers.

    Rogue Psionics: 621 PSP's cell adjustment, awe, mind link, combat mind, contact, mind over body, danger sense, telekinesis, invincible foes, control body, dimension door, psionic blast, tower of iron will, and sight link
    .
    Vagabond: 12th lvl, 4/6/19, all attack & defense modes, 200 + 100 PSP's of psionic power. An innate meta psionic talent. Clairsentient power: Any power which lets them learn things. Psychometabolism: Any power which allows them to change form or travel in difficult terrain. Metapsionics: They are masters of this discipline, having access to all the powers without regard to their total number of disciplines, sciences, in devotions . Telepathy: The creature can use any telepathic power to communicate or gain information, plus enough attack forms to psionically defend themselves. Psychoportation: Any which allows them to travel.

    Ulitharid: Though referred to as magical powers the noble illithid is a psionic creature with powers comparable to an 11th level psionicist in the psionic powers related to the following magical powers psionic mind blast, telekinesis, forget, eyebite, true seeing, legend lore, and cell adjustment. I would also confer a limited amount of domination skills out of the telepathy Sciences or Devotions.

    Amethyst Dragon: HD=LVL of psionicist, 3/3/5, PB, EW, PsC, MBI, TS, TW,; PSP's 250; Psychokinesis; detonate, project force, telekinesis, control body, inertial barrier, molecular agitation; Psychometabolism; complete healing, energy containment, metamorphosis, cell adjustment, expansion, reduction; Telepathy; domination, mindlink, mindwipe, contact, ESP, Identity penetration, truthear; Metapsionics; empower, psychic surgery, ultrablast, magnify, psionic sense, psychic drain.

    Section D

    Through the symbiotic creature a number of powers can be conferred directly through the weapon inhabited by this alchemical creation.

    A) All of the Beholders eye powers can be used simultaneously, even the disentigration, along the weapons length.
    B) Submission touch of the weapon as if it were the tentacle of the Noble Aboleth.
    C) Behir lightning bolt blast 1x turn.
    D) Steel Shadow transfers to a foes metal weapon and animate it against their will.
    E) Retriever 4 eye powers can blast down the length of the blade to strike a foe engaged by the symbiot.
    F) Phase Wing bestows an additional + 2 to any weapon which is inhabiting during offensive combat situations.
    G) Griveling allows the user to move through earth and see through it as if it were air.
    H) Ultroloth touch causes a fear reaction in creatures struck by its weapons form.

    Section E

    A) The Faux Faerie: Creates itself creates a self replenishing battery of magical energy which will absorb incoming magic while ejecting outgoing magical energies which it has stored automatically and randomly.

    B) Noble Aboleth: Has the capability to cast its Spectral Forces spell once per round as per the spells limitation at the level of the hit dice the creature possesses.

    C) Phaerimm: Has the full spell casting abilities of a 22nd level mage which has the following number of spells 5, 5, 5,-5, 5, 5,- 4, 4, 3,- 2which are capable of being cast by the silent mental act of will of this creature. The creature also possesses 22 innate spells which they are intuitively able to cast above this normal spell casting ability.

    D) Quickling: 22nd level Star Mage, capable of casting 2x the normal number of spells limited to the caster while under direct starlight. The number of spells normally cast are:16, 15, 14,-14, 13, 13,-13, 12, 12,-1. Near instantaneous regeneration. 100% Invisibility when moving, once per day quickling can invoke the following powers of ventriloquism, forget, levitate, shatter, dig, and fire charm.

    E) Luck Dragon: 20 of level mage: the number of spells castable by this creature are: 5, 5, 5-5, 5, 4,-3, 3, 2 and are cast by silent mental act of will of the creature.

    F) Yugoloth, Ultroloth: Has the following powers as if they were a 15th level spell caster, the following powers are usable at will daily fear on touch, charm person or monster, teleport without error, ESP, clairvoyance, clairaudience, create the illusion as the wand, suggestion, mislead, magic jar, and telekinesis upto 500 lbs. or 5000 gp. Once per date the device owner can also call upon a wall of fire, inscribe a symbol of persuasion, insanity, or hopelessness, or create a blade barrier.

    G) Amethyst Dragon: 2, 2, 2,-2, 2, 2 mage spells / 2, 2, 2-2, 2, 2 clerical magic all spells are cast as if by a ninth level spell caster + its combat modifier. All of the spells all are adapted for use by a dragon.

    H) Moon Dog: All of the spells are cast as if by a 12th level spell caster and are usable 1 at a time 1 per round by silent mental act of will of the creature; change self 3x a day, cure disease by lick 1x day, cure light wounds by lick 1x day 1x person, dancing lights, darkness 15 ft. radius, detect evil always active, detect Invisibility always active, detect magic always active, the detect snare's and pits always active, improved invisibility, light, mirror image 3x per day, non-detection, shades 1x per day, slow poison by a lick, 1x per week per individual, & wall of fog.

    I) Griveling: This creature has a number of spell affects usable once per day at eighth level spell ability for the following spells: stoneskin, transmute rock to mud, transmute mud to rock, and dig.

    Section F

    Elemental Competent, + 2 saving throws all their attacks, - 5 saving throw verses cold + one point of damage per Hit Dice, Excellent Liar + 5 charisma when doing so, - 3 verses undead attacks, - 3 verses petrification, quick learner + 20% experience, Bump of direction 95% accurate, weather prediction 50% accurate; Air Elemental essence imbiber allows gliding of 270 ft. when launched from at least a 10 ft. elevation.

    15th level Duelist + 5 armor class, + 3 to combat, + 5 to Combat Bonus with same weapon, quarterstaff master, parry death blow, + 2 saving throw verses fear, 4/1 attacks per round with the staff, may use to weapons with a - 1 penalty to the offhanded weapon.
    16th lvl Alchemist with a alchemical APR of 528% success rate.

    Weapon Proficiencies: + 3 to hit, + 3 to damage; quick draw staff; 2 handed weapons style, one handed weapon style; Special Fighters skill, stunning ability, hit location; special fighting skills drive movement;
    Martial art style: 3/1, 1-6 damage, armor class 8, Vital area I, Lock I, Push II - III, Kick II & IV, Strike II - III, Slash II - III, movement VI - VIII.
    Non Weapon Proficiencies: blind fighting, concealed semantics, rope use, running, blacksmith, tanning, glass blower + 2, tinker, read and write, spell craft, weapon smith, haggling + 2, diplomacy + 1, leadership.

    Gamma Mutations
    Physical: 2x dual brain, heightened precision, metamorph, heightened speed 18, multiple limbs + 2 arms
    Mental: 2x duality, intuition 18, life leech 18, telekinetic hand 18, photokinesis 18, thermokinesis 18, stunning force 18.

    And!!!

    +6 ELBOW SPIKE SYMBIOT
    By Matan Thunder

    This device is a specialized flexible armored joint which attaches independently to the elbow of any creature and allows a symbiotic relationship to take place between the device wearer and all of the selected magical monsters powers which the device creates via a alchemical combination.

    The device itself is made of a adamantine/kyrrad alloy bestowing this device with a + 6 to hit and to damage quality inflicting 1-6 + 6 points of damage + any potential strength bonus which is conferred on a successful to hit roll with the 6 in. long elbow spike. The device possesses a reservoir to store up to 10 doses of a lethal toxin called "Golden Fool", which causes a - 3 saving throw verses poison to inflict 1/2 damage. Creatures failing their saving throw sustain 4-48 points of damage on the first round after the injection takes place. The poison reservoir is discreetly disguised to conceal its nature from any but the most intense scrutiny.

    The device can be worn by any type of character class of a neutral or evil nature if the poison is used, or a good aligned character if the poison reservoir is left empty which can lend itself to sample DNA from the desired creature for future cloning. On a fumbling dice roll the owner of such a device will accidentally stab themselves automatically. The player characters who created this device had access to the home world of the Gamma world setting and the specialized mutations which are prevalent on that planet .

    The device is dipped into True Tin Essence and True Adamantine Essence which provides for the powers designated in Section A of this device descriptions.

    The device is composed of a wide variety of individually powerful creatures which are a alchemically created life form, which is further augmented by the access to several types of ultra powerful monsters possessing the powers of Scoins or greater powered monsters which represent uniquely created creatures. This combination creature is listed in Section B which details the components which are used in the alchemical creation process and the powers which the creature will exhibit upon its successful completion. The creatures powers will be further augmented for each specially unique scoin or greater powered creature.

    The device has been exposed to a specialized levels 10 Mythal which endowed it the powers of a Mythal ghost, but which can appear and serve useful purposes when the character is down to 50% of their hit points or less. These powers are described in section C of this devices description as detailed below.

    The characters created this device had access to a parallel prime material plane which serves as the home world for the Gamma world game setting, which allowed them to assimilate several of the best gamma mutations to be specially designed into the greater peltrast creature component for access to the device wearer. These powers are described in section D of this Devices power descriptions.

    Section A

    True Tin Essence: Immunity to control spells: such as charm, hold person, slow, and etc. and have no affect on the device wearer. Rulership: up to 200 hit dice or levels of any type of creature can be compelled to follow the orders given by the devices wearer. Creatures possessing a intelligence of 15 or greater or possessing 4 or more hit dice are allowed a saving throw verses magic spell in order to avoid the rulership power.

    True Adamantine Essence: The device is capable of storing 1-20 spells which will regenerate over the duration of 1 turn after the spell has been cast by the owners silent act of will. The basic spells of this device are:

    1) level 10 Perfect Wish x2 5) level 7 Anticipation x3
    2) level 9 Blade in Soul x3 6) level 9 Ring of Swords x2
    3) level 9 Algarth's Embattlement x2 7) level 9 Maw of Chaos x3
    4) level 8 Afterclap x3 8) level 7 Simbul's Spell Trigger x2

    All spell are cast as if the caster were involved in an level 6 Greater Spell Circle with 100 levels of spell potential available in regards to range, duration, area of effect, and damage for the spells listed above.

    Section B

    This details of the alchemically created combination symbiotic creatures are found below individually with those possessing higher scoin powers listed in the section detailed for the monster type being described. The alchemical benefit for this creation is a creature that is 2 x as powerful as originally designed, which allows for 2 x as many usages of an individual spell power or 2 x as many spells usable per day, as well as 2 x all psionic powers available on a daily basis.

    1) Bionid: shaped shift into this form; 6x normal attacks; vorpal attacks for each attack; energy blast; and physical crush. The material components for this part of the creature are derived from the creatures sharpened spurs , which are derived from a regenerating stockpile of the creatures component parts.

    2) Quickling: + 2 attacks per round; move 96 in.; armor class - 3; ventriloquism, shatter, levitate, forget, and fire charm ; 15th level Duelist/ 22nd level mage character classes. The material component parts of this creature are the legs and arm bones, blood, and brains, which are derived from a magically regenerating stockpile of the creatures component parts.

    3) Living Scroll: It possesses an 18 intelligence which allows 10 spells to be learned and later cast by this creature at the direction of the device wearer. Currently nine levels 7 limited wishes & 1 full wish are stored in the scrolls memory. The material component parts of this creature are its skin and blood, which are derived from magicly regenerating stockpile of the creatures component parts.

    4) Vagabond: Symbiotic creature of the mind which allows the owner to access its 12th lvl psionicist powers which are (4/6/19 & 300 PSP's); Immune to mental spells; potential of occupying another creatures body via psionics. Scoin: -6 armor class; + 10 Hit Dice/2 pts per die minimum; Enhanced movement + 30%; the ability to go ethereall at will; Wounding + 1 hit point per die of damage inflicted; Fear 35' radius, - 1 saving throw, those with 4 or less hit dice flee 2-8 turns, while creatures of greater hit dice make a saving throw to be affected by the spell for one round. The material components which are donated to this creation are its mental essences, which are derived from a magicly regenerating stockpile of the creatures component parts.

    5) Maranzim: Creatures of the ethereal planes; form of a + 2 Staff of Power; form of a - 5 STR draining energy screen each round; Paralysis Touch no saving throw; 50% MRS. The material components derived from this creature are its blood and brains, which are derived from a magically regenerating stockpile of the creatures component parts.

    6) Luck Dragon: Innate 99% luckiness of the creature; powers of the 20th level mage. The material components derived from this creature are its brain and bones, which are derived from magically regenerating stockpile of the creatures component parts.

    7) Lifecloak: symbiotic relationship bestowing telepathy; detection of magic; 8 Hit Dice; Enfoldment causes one level drain of experience; 8 hit dice; Flight 18 in./ MC:D; + 1 STR,CON, & INT; 2 x STR and SPEED for one round requiring rest for 1-10 rounds afterwards. Great Elder: -10 armor class; +20 hit dice/ 3 minimum per die; Touch in inflicts 5-30 points in damage with a - 4 saving throw allowed to avoid the gravity well power of this touch, which will hold targets immobile for 2-20 rounds, saving throws reduce both by 1/2 ; Magical Invulnerability to Invocation and Evocation spells; Enhanced Movement by +100% the normal; Gaze Weapon - 5 saving throw to avoid gaze, dur 17-23 rounds; 5-30 points of damage to a target selected each round, telekinesis up to 700 lbs. The material components derived from this creature or its blood and skin, which are derived from a magic the regenerating stockpile of the creatures component parts.

    8) Lesser Peltrast: immune to poison and crushing attacks; 7% MRS; armor class 4; 1 + 6 Hit Dice; 2 ft. long; Paragon: -12 armor class; + 25 Hit Dice/ 3.5 hit points minimum per die; Regeneration: + 4 hit points per/round, only creatures reaching -20 hit points and a full wish can kill this creature permanently; Enhanced damage + 2 hit dice and 3 hit points per/dice minimum; Fear 50 ft. radius, - 4 saving throw vs spells causing all creatures 4 Hit Dice or less to flee 2-8 turns, while 4 + 1 Hit Dice fear one round on a failed saving throw; Elemental Invulnerability of Earth & Fire which it treats as if it were a native of that plane. The material components derived from this creature or its blood and skin, which are derived from a magic the regenerating stockpile of the creatures component parts.

    9) Greater Peltrast: Immune to poison & crushing attacks; 33% MRS; Armor Class 4; 2 + 6 Hit Dice; resembles a translucent rock or crystal; Call Monsters as Monster Summoning 6 in order to produce bloodshed which they feed upon; - 1 saving throw suggestion spell on creatures called by this creature in order to produce hostile reactions. Elder: - 8 armor class; + 15 Hit Dice/minimum of 2.5 points per die; wounding 1-4 points of damage per round which cannot be healed by magical means to creatures struck by this creature; Elemental Invulnerability of earth and water which it treats as if it were a near native of that plane. The material components derived from this creature or its blood and skin, which are derived from a magic the regenerating stockpile of the creatures component parts.

    10) 30th level Star mage: Cellular regeneration linked to the star mage gemstone: the ability to cast 2 x spells when under moonlight; proficiencies suitable for a mage. The material components derived from this creature or its blood and focus stone, which are derived from a magic the regenerating stockpile of the creatures component parts .

    11) Aleax: Physical manifestation of vengeance for certain deities . Abilities to shape change into selected target and possess magic items of the exact same nature of the creature selected for attack. Specialized Regeneration 1 hit point the first-round, 2 hit points the second round, 4 hit points the finger round, a hit points the fourth round, etc.. The material components derived from this creature or its blood and bones, which are derived from a magic the regenerating stockpile of the creatures component parts .

    12) Time Dimensional: armor class 2; Hit Dice 16; 4-16 points of damage; + 3 or better weapon to hit; 90% MRS on prime material plane; slip out of time at will; manifest 1-4 copies of themselves in combat to assist although if one manifestation is damaged all suffer the same amount of damage; break contact of reality at will; movement 10 yds per round per Hit Dice in reality; absorbs chronomancy spell within a 30 yd radius as if it were food. The material components derived from this creature or its essences & dust, which are derived from a magic the regenerating stockpile of the creatures component parts .

    13) Stellar Dragon: Age 12; armor class - 9 ; 70% MRS; 50 hit dice; move 12 in. / Fly 48 in. MC:A; enormous philosophers of the spell jamming world; they consume knowledge which they transformed into clear or milky gemstones of varying sizes, which are sometimes gems of wisdom and perils of knowledge; specialized Breath Weapon sphere of annihilation combined with a gravitational flux which draws things in with a 50 ft. wide base by Cone 1200 yards long by 600 ft. wide at the terminus; randomly Teleport and attacker 500-6,000 yds or 1-12 hexes in the desired direction; allows them to modify spells from their selection which is 4, 4, 3,-3, 2 to suit their needs; summon one denizen for up to 7 rounds which serve the dragon slavishly remaining 2-12 rounds before snapping back to their home continuum . The material components derived from this creature or its blood, scales, and brain, which are derived from a magic the regenerating stockpile of the creatures component parts .

    14) Titans: move 36 inches; 20 hit dice; 2x attacks doing 7-42 + 14 Strength bonus points of damage; specialized single creature attack inflicting 10-60 points in damage per hit usable every other round, attacks capable of destroying buildings or sinking ships; 50% MRS; Multiple spells at 20th level of experience at will, employing mage and clerical magic; become ethereal 2x per day; The material components derived from this creature or its blood and brain, which are derived from a magic the regenerating stockpile of the creatures component parts .

    15 ) Grey Slaadi: 10 + 6 hit dice; armor class 1; Move 12 in.; 55% MRS; possess 18 (00) STR; Multiple spells available for use including flame strike & lightning ball to name a few; the travel between the planes that will; unaffected by cold or disintegration spells; sometimes carries magical weaponry; gate 1-3 other grey slaadi 60% chance of success; ability to use Enchant and Item spell level 6; psionics 160 PSP's with A, C, D / F, G, H . The material components derived from this creature or its blood, bone, and brain, which are derived from a magic the regenerating stockpile of the creatures component parts .

    16) Ultraloth, Yugoloth: Move, swimming, fly, 15 in. MC:C; 14 + 28 Hit Dice; 110% MRS verses first level magic; armor class -5; + 2 or better weapon to hit; multiple spell selection including teleport without error; fascination gaze as if under a hold person spell watching the colors coursing through the eyes of the creature and those making their saving throws perceive the creature as someone who is loved and respected. The material components derived from this creature or its blood, bone, and brain, which are derived from a magic the regenerating stockpile of the creatures component parts . The material components derived from this creature or its blood, bone, and brain, which are derived from a magic the regenerating stockpile of the creatures component parts .

    17 ) Krakentua: 80 ft. tall; 7 whipping tentacles 1-4 damage @ if successful to hit means the target has been grabbed & 2 hands 1-10 points a crushing damage specialized grab attack; 50 hit dice; trample, spit, & mist . The material components derived from this creature or its blood, bone, and brain, which are derived from a magic the regenerating stockpile of the creatures component parts .

    18 ) Hu Hsien: 2 forms one is that of a foxlike creature while the second is that of a female human maiden with a 18 CHR; known for their ability to trick other creatures; + 3 or better weapons to hit; multiple spell selections including 3x per week in ancient curse or reward, as well as many more; limited regeneration at 2 hit points per hour; immune to fire damage, 50% damage from cold attacks, double damage electrical based attacks; - one level of experience or hit dice to creatures spending 24 hours in the maiden forms presence. The material components derived from this creature or its blood, bone, and brain, which are derived from a magic the regenerating stockpile of the creatures component parts .

    19 ) Deepspawn:14 Hit dice; 77% MRS; 14 ft. diameter to at 20 ft. with 3 tentacles in inflicting 3-12 points of damage; ability to copy any creature destroyed and eaten by the deepspawn in its lifetime, the secondary creatures serve as protectors; ESP and the water breathing at will; immune to poison; heal spell once per day; regenerate lost arms and stocks 2 hit points per day. Great Elder:--10 armor class; + 20 hit dice/ + 3 modifier per die ; Voice power: - 3 saving throw adjustment verses spell, 60 yard range, duration is 2-12 days, charm is the power ; Second magic voice power is - 3 saving throw adjustment verses spell, a 60 yd range, duration 2-12 days, magical stunning is the power, both voice powers are available simultaneously; Magical Invulnerability to invocation and evocation magic ; Psionic powers as follows, PSP's 168, Astral projection, life detection, aversion, feel sound, and contact. The material components derived from this creature or its blood, bone, and brain, which are derived from a magic the regenerating stockpile of the creatures component parts .

    20 ) Tarkus: this creature looks like a cross between an armadillo and a World War one tank, which will open up to size if the elbow spike is set down and commanded to grow to the size the owner wishes ; 20 hit dice; a armor class - 1; move 15 in.; bite 3-18 damage, Crush = death by rolling over them body size 10 ft. by 10 ft. by 25 ft., 2 organic howitzers 120 mm inflicting 9-108 damage in the 40 ft. radius of the blast; creatures below 4 Hit Dice flee fear among saving throw verses spell is made; The material components derived from this creature or its blood, bone, and brain, which are derived from a magic the regenerating stockpile of the creatures component parts .

    Section C

    Through exposure to a specially created Mythal level 10 spell the creature created will be able to call upon a specialized Mythal ghost which appears when the creature is reduced to less than 50% of their normal hit points.

    Section D

    In this section several Gamma World mutations have been implanted into the creature through the use of cloning on creatures of that world, by gathering small samples with discretion and to avoid detection by magical means which are not understood on that world.

    1 ) Dual Brain 5 ) Photokenisis
    2 ) Duality 6 ) Skeletal Enhancement
    3 ) Heightened Precision 7 ) Stunning Force
    4 ) Intuition 8 ) Telekinetic Hand

    These powers are further detailed in the Gamma Mutation charts, but the duel brains allow this creation to activate 2 spells or powers each round. The Duality power allows 2 tasks to be undertaken simultaneously without penalty by the device, while trade and precision grants a + 4 bonus to combat. The intuition allows detection of a creatures next action when the power is turned on, while photokenisis is a form of Invisibility. Skeletal enhancements increase damage inflicted in hand-to-hand combat to increase by + 50%, as well as providing substantial protection from jumps and falls. The other powers are somewhat self-explanatory.

    More to come,


    Later

    Shocked Laughing
    Apprentice Greytalker

    Joined: Mar 16, 2007
    Posts: 58


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    Sat Jun 09, 2007 8:29 pm  

    Shocked Cool

    Here is another in a long line of “Over the Top” items that are just to add a little flavor to your game. Are you tired of your favorite PC being mangled over and over again in outdoor (& Indoor possible variation) adventure settings. Are the costs of healing potions inflated so much that it is becoming harder to make a copper point. Here is the answer for that dilemma. Now you can sense the world around the PC and emit your attack routines right over there where the bad guys are……on your Combat Discharger!!!!

    Combat Discharger
    By Matan Thunder


    These devices were originally created by the Arduin Consortium as a means of conveying attack routines outside the Time Lords Battle Sphere, while limiting the party’s potential to be injured in combat. These devices were much sought after inside the Consortium after their creation as they could serve as a very effective attack platform when present on any device with enough room for their user to project an specific attack sequence from.

    This 8’ diameter pad is 3” thick, and is made of a living symbiotic lifeform with the appearance of a brown leathery bouncy material backed that possesses a resiliency of steel. The primary function of this device is to provide for a distance attack system for melee weapons as well as any other type of attack. It can also serve as a mobile attack platform, as it can even fly and reach spelljamming speeds.

    The pad is activated whenever some creature places their feet on top of the device. This activates a 360 degree vision sensory field that can represent any place within 1 mile of the pad. The perspective presented is as if the user of the device were on the ground in the location currently occupied by an illusion (projected image) of the occupant of this device. The creature on the pad then may initiate any attack routine they have access to, which is then transmitted via a Remote Access spell affect. This conveys the attack to the site of the user’s wishes in precise synchronization with the user’s movements. .

    The combat discharger will read/sense all movements of a creature on top of it, and it is then able to translate their attack routines with perfect precision to the target location through the remote access affect, as if the user were actually there.. The only difference is that the damaging end of the attack materializes at the location within range combat dischargers affect at the moment of the attack. This attack can be accompanied by an illusion of the attacker that the victim may key on to initiate counter moves, but there is no substance to this affect, except at the moment the Remote Access projects the attack to the victim.



    Device Sighting System

    The viewing sensors of the combat discharger come from 3 small black sapphire nodes spaced equally around the discharger pad (flawless stones worth 10000 gp each). These sensors have a combined projected image & programmed illusion working in tandem to project a point in the surrounding terrain within a range of 1 mile. These provide a view of the location present near the location of the viewing powers of the device. They are the source of all the use of the Remote Access Powers of the discharger, but the sensors are intangible, and they can move about at the will of the combat discharger do move about freely at the users wishes.

    The sensors of the device are 3 invisible illusionary phantasmal sensors about 1” in diameter that can move anywhere within 1 mile of the platform discharger. The range of these devices when not aboard the Time Lords Sphere is 1 mile from their set up location!. In situations where they are in the device noted, all range factor are related to the position of the Time Lord’s Battle Sphere’s outer hull (or 1 mile from the discharger if outside the sphere. They move about at quickling speeds throughout the area of affect.

    The primary sighting system provides a 360 degree panoramic view of any position within the 1 mile sensor range, with an illusion (like a projected image) of the creature occupying the combat discharger occupying a location that is directly in the sync with the illusions viewpoint. The view shows up as a light transparent blue bubble 10’ around the devices user, that presents the view as he would see it if he were the illusion. . The user is allowed to emit his remote access power anywhere within 10’ of the illusion regardless of the illusions view, even behind a target. This primary sighting feature can zoom in/out with 1 seg of thought by the devices user.

    The viewing surface can also be oriented by the mental will of the user, to make a secondary transparent target tracking option anywhere on its surface with a single segments thought. There is a slightly darker blue illuminated field 2’ x 2’ that will track targets within the 1 mile range. This second targeting viewpoint can zoom in/out anywhere within the 1 mile radius. The targets will be viewed as if from above, but the user can alter the viewpoint of this second view to any axis they wish. The sight surface can appear anywhere the user wishes in the 360 degree field, and the images on the surface will be red with the image of the target creature, (which is viewed by the sensors) appear on the surface. The system can track any creature moving throughout the 1 mile radius, regardless of size, even if invisible or out of phase.

    The viewing nodes of the discharger have each been also been True Adamantine & True Tin dipped for additional magic powers in visual and other spells for the dischargers use.

    Node 1

    The sensor nodes also has been subjected to an Alchemical process called True Admantite Dipping which allows them to store, regenerate, and use a number of spells during a day. There are 11-20 spells that can be stored in this manner (roll randomly), and they regenerate each turn.

    Part of this same process requires the application of the substance known as True Tin that will provide the following powers. Immunity to control spells such as charm, hold,, slow, etc… The substance also conveys Rulership powers (as the Rod of Rulership) to up to 100 level/hit dice of creatures that are forced to obey the device wielder. Only those creatures with a 15> INT or 4+ hit dice are allowed a save vs spell to avoid being compelled to obey.

    True Adamantine Powers (Regenerate every 10 minutes)

    1. Lv 3 Infravision (Sight Augmentation)
    2. Lv 4 Ultravision (Sight Augmentation)
    3. Lv 3 Wizard Sight (Sight Augmentation)
    4. Lv 6 True Sight (Sight Augmentation)
    5. Lv 7 Vision (Supernatural Guidance/Research)
    6. Lv 9 Foresight (Powerful 6th Sense Between Self & Another)
    7. Lv 6 Balch’s Double Blow (3x) (Attk Augmentation)
    8. Lv 3 Tenser’s Deadly Strike (Attk Augmentation)
    9. Lv 8 Spell Holding (For the Above Spells)
    10. Lv 2 Shadowstrike (Strobe-like Strike Attk Augmentation)
    11. Lv 3 Quevven’s Draining Blades (Vampiric Drain Attk Augmentation)
    12. Lv 5 Master of Arms (Weapon Proficiency Boost of 2 Slots In Speicalization)
    13. Lv 9 Envorpal Weapon (Confer Vorpal Strike to Bladed Wps)
    14. Lv 5 Quickblade (Wpn Bonus of +3 To Hit/Damage and -1 Wpn Speed Factor)
    15. Lv 2 Amplify Damage (Bonus 2d6 Damage to Wpn)
    16. Lv 6 Critical Hit ({Attk as ½ Lvl Fgt For Mages} & Double Damage )
    17. Lv 4 Sakratara’s Triple Stirke (Two Arcane Wpn Duplicates (Norm Dmg By Wpn)
    18. Lv 2 Blinding Strike (-1 Initiative Bonus & Once Double # Attks)


    Node 2

    The sensor nodes also has been subjected to an Alchemical process called True Admantite Dipping which allows them to store, regenerate, and use a number of spells during a day. There are 11-20 spells that can be stored in this manner (roll randomly), and they regenerate each turn.

    Part of this same process requires the application of the substance known as True Tin that will provide the following powers. Immunity to control spells such as charm, hold,, slow, etc… The substance also conveys Rulership powers (as the Rod of Rulership) to up to 100 level/hit dice of creatures that are forced to obey the device wielder. Only those creatures with a 15> INT or 4+ hit dice are allowed a save vs spell to avoid being compelled to obey.

    True Adamantine Powers (Regenerate every 10 minutes)

    1. Lv 3 Infravision (Sight Augmentation)
    2. Lv 4 Ultravision (Sight Augmentation)
    3. Lv 3 Wizard Sight (Sight Augmentation)
    4. Lv 6 True Sight (Sight Augmentation)
    5. Lv 7 Vision (Supernatural Guidance/Research)
    6. Lv 9 Foresight (Powerful 6th Sense Between Self & Another)
    7. Lv 8 Thrice Supreme (4x) (3 Rolls Keep Best For 4 rds)
    8. Lv 8 Spell Holding (2x) (Holds Spells On)
    9. Lv 9 Life Field (Damage Augmentation to Attks)
    10. Lv 9 Return (Keeps 5 HP In Contingency of Death)
    11. Lv 5 Conduit (Spells Into Multiple Arrows/Bolts)
    12. Lv 2 First Strike (Auto Initiative For Multi Creatures)
    13. Lv 7 Alter Occurrence (Alters a Recent Past Event Only 1 Chance)
    14. Lv 5 Missile Multiplication II (Creates 3d6 Missiles From 1)
    15. Lv 2 Whirling Blade (Around the Casters Wrist)
    16. Lv 4 Darkray’s Anti Magic Ray (Dispel Magic Strike With Wpn For Dur)
    .

    Node 3

    The sensor nodes also has been subjected to an Alchemical process called True Admantite Dipping which allows them to store, regenerate, and use a number of spells during a day. There are 11-20 spells that can be stored in this manner (roll randomly), and they regenerate each turn.

    Part of this same process requires the application of the substance known as True Tin that will provide the following powers. Immunity to control spells such as charm, hold,, slow, etc… The substance also conveys Rulership powers (as the Rod of Rulership) to up to 100 level/hit dice of creatures that are forced to obey the device wielder. Only those creatures with a 15> INT or 4+ hit dice are allowed a save vs spell to avoid being compelled to obey.

    True Adamantine Powers (Regenerate every 10 minutes)

    1. Lv 3 Infravision (Sight Augmentation)
    2. Lv 4 Ultravision (Sight Augmentation)
    3. Lv 3 Wizard Sight (Sight Augmentation)
    4. Lv 6 True Sight (Sight Augmentation)
    5. Lv 7 Vision (Supernatural Guidance/Research)
    6. Lv 9 Foresight (Powerful 6th Sense Between Self & Another)
    7. Lv 9 Nrok’s Lethal Weapon IV (Wpn Forces st vs Spells -2; 70% Death/30% 6xDmg)
    8. Lv 9 Nondeath (Prevents Instant Death Magics/Dmg Death For the Dur)
    9. Lv 7 Fiction (Allows For a Tailored Outcome)
    10. Lv 7 Eldron’s Second Chance (Time Alteration Spell To Repair Past Event)
    11. Lv 6 Diamondblade (Vorpal Like Affect)
    12. Lv 7 Luck (+1 Bonus to Rolls)
    13. Lv 1 Kitric’s Dweomer Strike (+2 Wpn Dmg Bonus For Dur)
    14. Lv 1 Thellum’s Edge of Blasting (Dmg Bonus to Wpn 1pt Per Caster Lvl 1 Blow
    15. Lv 3 Zorn’s Aerial Accuracy (Never Miss Thrown Mssls For 5 Mssls)
    16. Lv 7 Anticipation (Know Attks/Actions of Those w/In 60’ For 1 Rd)
    17. Lv 7 Dancing Weapon (Animate A Wpn Mv 28” MC:A)
    18. Lv 3 Lesion (Wpn Augmentation Treats All As AC10)
    19. Lv 7 Dimensional Blade (Blade Becomes 2 Dimensional Dmg Augmentation)
    20. Lv 9 Matan’s Magic Self (Create Mobile Magic Field Emanating From Self)


    ***********************************************************

    The substance of the combat discharger is made of specially created homunculus fashioned from tissue samples of: Living Scroll/ Tween/ Quickling/ Phaerimm/ Retriever/ Astral Dragon/ Star Selkie/ Carbuncle/ Living Steel/ Overseer Beholder. These creatures were melded together via successive Monimerge spells and the resultant creature was turned into a homunculus form through alchemical processes that allow it to gain further powers during this creation process.

    1) Living Scroll: This created lifeform creates a living scroll that can cast the spells on it. This device possesses a 17 intelligence with magical powers similar to those granted on the intelligence sword tables of the dungeon master's guide. Furthermore, if the mage possesses a spell book the scroll can memorize 1 spell per intelligent point above an 8 intelligence.

    The 9 spells at this time are

    1. Lv 9 Absorption (Magic Absorbing Affect)
    2. Lv 9 Meteor Swarm (Attk Spel
    3. Lv 7 Teleport Without Error (Evasion Spell)
    4. Lv 7 Duo Dimension (Evasion/Concealment Spell)
    5. Lv 6 Chain Lightning (Attk Spell)
    6. Lv 9 Shape Change (Alters Device to Evade Capture)
    7. Lv 7 Devestate (Spell Power Increaser)
    8. Lv 9 Time Stop (Attk & Evasion Spell)
    9. Lv 7 Volley (Spell Protection Reverser)


    Whenever a spell is used by the living scroll it disappears from their memory and must be replenished with the new spell as if the spell caster were relearning the spell on a daily basis. This device can use any level of spell out to ninth level.

    2) Tween: This symbiotic denizens of the ethereal plane are smoky outlines of their host for those viewing them on the prime. The tweens have the ability to see seconds into the future which allows their host to make two dice rolls and take the best of the two rolls. Unfortunately others within 50’ are forced to make two rolls and will always take the worst. (These devices are immune to the affect, so if two dischargers are within the 50’ range they are not affected).

    3) Quickling: These creatures offer the combat discharger user great speed and tremendous agility for the device, and to gain the following powers when using it: Move 96”; 3/1 Number of Attacks; 100% Invisible when not moving; 90% Invisible when moving (during attacks); Spells each one use and simple will activation: ventriloquism, forget, levitate, shatter, dig, and fire charm.

    4) Phaerimm: This cone shaped creature serves as a great deal of the power for these devices. They offer vast mage spellcasting powers that are activated by silent act of will. This creature conveys the device the following powers: 44% MRS to all but petrification/polymorph attacks with are 77% MRS; Those spells overcome by the MRS% that cause damage become part of a defensive reflex that will confer healing to the creature or have the spell affect 100% reflected back to the source (Healing is at the rate of 1 hit point per spell level & otherwise a reflected spell affects the rebound victim normally); Supra Genius; Operate as a 22nd level spellcaster (5,5,5,-5,5,5,-4,4,2); The device also has adopted one spell per level as a spell caster that they can cast at will one time per day:

    They are:

    Innate: 1st Chromatic Orb & Magic Missile; 2nd Detect Invis & Mirror Image; 3rd Non Detection & Wraithform; 4th Firecharm (Fire) & Rock to Mud; 5th Cloudkill & Demi Shadow Monsters; 6th Mass Suggestion & Permanent Illusion; 7th Limited Wish & Duo Dimension; 8th Polymorph Any Object & Trap the Soul; 9th Foresight & Time Stop.

    Spells by casters lvl: 1st Magic Mssl x3; Enlarge, Mount; 2nd Knock, Improved Phantom Forces x2, Web, Flaming Sphere; 3rd Blink, Water Breathing, Hold Person, Hold Undead, Explosive Runes; 4th Improved Invisibility, Evard’s Black Tentacles, Phantasmal Killer, Ice Storm; 5th Magic Jar x2, Wall of Force, Passwall, Cone of Cold; 6th Chain Lightning, Disintegrate, Globe of Invulnerability, Mislead, Projected Image; 7th Mass Invisibility, Phase Door, Delay Blast Fireball, Control Undead; 8th Glassteel, Incendiary Cloud, Symbol; 9th Time Stop, Foresight.


    5) Retriever: Multiple eye attacks from this part of the homunculi are part of this creatures legacy to the combat discharger. These can be projected through the combat discharger by the mental command of their user. Each of these rays has a 60’ range & can be used per round (but must recharge 6 rds after use): fire blast, cold blast, lightning blast, & transmutation (mud, stone, gold, or lead st vs. petrifaction). The eye powers offer damage equal to the devices current hit points, which are related to the creatures 10 hit dice (roll randomly for each discharger).

    6) Astral Dragon Age 10: This creature offers the homunculi and combat discharger a number of powers. They are granted to the user of the discharger by silent act of will. They can: Sense psionic use/creatures within 240’ of users remote access location; +6 psionic blast; Breath weapon 6x day magical force blast 10’ wide x 160’ long which causes damage (per dragons current HP) & st vs dragon breath or be feebleminded for 1 turn per age level; Spellcaster’s at age 10 = 9th level spell caster
    (higher level casters have been alluded to in githyanki lore).

    Its spells are: ?? (7th Lvl 4,3, 2, -1)= 1st Mount, Alarm, Gaze Unseen Servant, Sleep; 2nd Mirror Image, Magic Mouth, Detect Evil; 3rd Fireball, Tongues; 4th Confusion

    7) Star Selkie: This creature is an ethereal shapechanging race that provide a combat discharger (and its user) motive powers that can allow for travel while riding the device and still using its powers. The creature conveys to the rider: In space an SR of 5; Encapsulation of the rider/user in their bullet-like shaped bodies for a ram attack that does 11-20 dmg (or 1-2 hull pts damage); the final power of the homunculi device is to allow it to shape change to a human like form for transport with the user.

    8) Carbuncle: This luck generating doglike creature conveys additional powers to the device. They are: Fly 32” MC:A; Immune to psionic attacks; Double strength LUCKSTONE powers (10d4% to luck/5d2 on saving throws, etc..)

    9) Living Steel: This creature offers some very useful components to the homunculi component of the device. The creatures grants: A solid texture to the skin-like material that makes up the surface of the discharger; Immunity to all weapons of up to +2 to the discharger itself; It can alter its from to anything, which included a number of forms that create armor for the user, while still retaining its combat discharger powers (i.e. the mat can become an armor that still allows for the use of the devices powers); It takes 1 round to change forms; It grants immunity to electricity/fire based attacks of less than 55 hp in strength (if exceed the discharger will take full dmg, but will reform in the following round); Cold attacks that make it through MRS can slow the discharger by 50%.

    10) Beholder (Overseer): As you can imagine the device gains the full gamut of eye powers for the overseer: These powers include: cone of cold; paralysis; telekinesis; mass charm, mass suggestion; spell turning; temporal stasis; dispel magic; chain lightning; emotion; domination; major creation; Serten’s spell immunity. Each are useable in a single round as these eye affects have access to remote access spells to shoot their eye rays through.

    *******************************************************************

    The nature of the homunculi creation has further augmented the powers above. This creation was granted (as part of being a new lifeform) a great increase in speed that effectively doubles all speeds that the tissue supplying creatures above.

    This means that the user of the discharger is granted the following adjusted speed augmentations: Speed of movements 192” mv/ 64” Fly MC:A; SR 10; 6/1 attacks per round; 2 spells cast for each round (or 2 times the number of powers used i.e. eye rays, etc…).




    Each combat discharger has also had the True Adamantine Treatment applied to its surface. This coating will has been subjected to an Alchemical process called True Admantite Dipping which allows them to store, regenerate, and use a number of spells during a day. There are 11-20 spells that can be stored in this manner (roll randomly), and they regenerate each turn.

    Part of this same process requires the application of the substance known as True Tin that will provide the following powers. Immunity to control spells such as charm, hold,, slow, etc… The substance also conveys Rulership powers (as the Rod of Rulership) to up to 100 level/hit dice of creatures that are forced to obey the device wielder. Only those creatures with a !5> INT or 4+ hit dice are allowed a save vs spell to avoid being compelled to obey.

    There are 1-20 spell affects that are capable of activating over the entire surface. The following spells are applied via this procedure. The spells are all cast as if by a 26th level spell caster in duration, range, etc… The spells are the following:

    1) Lv 5 Tempus Fugit (Time Alteration)
    2) Lv 4 Remote Access (x5) (Distance Attack Facilitator)
    3) Lv 5 Awaken From Afar (Activates Magic Items From Distance)
    4) Lv 5 Telekinesis (Grasp/Grab/ Attack Force)
    5) Lv 7 Silent Accord (x2) (Mind Attack Spell Even a Miss is a Failed Save Later)
    6) Lv 6 Projected Image (x2) (Distance Illusion of Combat User)
    7) Lv 9 Matan’s Hydra Head (Multiple Head & Actions)
    8) Lv 9 Morg’s Contemplate Fate (Future Decision Help)
    9) Lv 9 Morg’s Duality of Mind (2 Minds In One Body)
    10) Lv 8 Continuous Spell Holding (Locks Another Spell On)
    11) Lv 5 Dart’s Multiple Arms (4 Arms For User)
    12) Lv 5 Visions of Future Clarity (See 1 Turn Into Future)
    13) Lv 9 Ageless’s Force of Will Spellcasting (Instant Spell Casting)
    14) Lv 9 Matan’s Magic Self (Create Mobile Magic Field Emanating From Self)


    You should note that all spells could be changed out for others allowed in your campaign, and by the same extension you could go for a wider range of monstrous homunculus components in the creation of your own customized versions. Of course you might be careful with the flight components, as their loss makes the mat somewhat difficult to move.

    More to come,

    Later

    Wink Cool

    Blood and souls for my lord Arioch!!!!!!!

    So let it be written,
    So let it be done!!

    Lo there do I see my father,
    Lo there do I see my mother, and my sisters, and my brothers,
    Lo there do I see do I see the line of my people, back to the beginning,
    Lo they do call to me,
    They bid me take my place among them,
    In the Halls of Vahalla
    Where the brave,
    May live,
    Forever
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