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LordofBones
Posted - 17 Jul 2024 : 15:08:12AZUTH The High One, Patron of Wizards, the Lord of Spells, the Hand of Sorcery, the Lord of Spellcraft, Patron of Mages, the First Magister Lesser Power of Arcadia Symbol A human hand, pointing upwards, outlined in a nimbus of blue fire Realm Azuth (Arcadia/Buxenus) Alignment Lawful Neutral Aliases none Superior Mystra Allies Arcanic, Baravar Cloakshadow, Cyrrollalee, Deneir, Kereska (informal), Kirith Sotheril, Mellifleur, Mythrien Sarath, Leira (dead), Oghma, Remnis, Tyche (dead) Foes Cyric Servants Savras, Velsharoon Servitor Creatures arcadian avengers, cats (pure gray), constructs of all types, creatures capable of arcane spellcasting or spell-like abilities, dogs (pure gray), devas, the Favored (resurrected spellcasters capable of telepathy and independent flight), inevitables, mice (pure gray), owls (pure gray), watchghosts Manifestations a glowing, intangible, mustached and bearded floating mouth; a white, glowing, upright hand with its extended forefinger outlined with a shimmering silver aura; an electric blue radiance; an echoing, dry, male voice that sometimes also accompanies another manifestation. Signs of Favor the presence of his servitor creatures Worshipers arcane spellcasters of all types (wizards in particular), loremasters, monks of the Shining Hand, philosophers, sages Cleric Alignments LE, LG, LN Specialty Priests Magistrati Holy Days ascension of a new Favored or Magister Important Ceremonies the Transforming, Wild Nights Portfolio Wizards, mages, spellcasters in general Domains Illusion, Magic, Mentalism, Mind, Knowledge, Law, Spell Favored WeaponOld Staff (quarterstaff)
AZUTH Male Wizard 20, Loremaster 15, Arcane Lord 10, Arcane Devotee 5 of Mystra, Archmage 5 LN Medium Outsider (Extraplanar, Lawful) Divine Rank 10 Init +16 (+16 Dex); Senses 10-mile-radius; Listen +57, Spot +57; See Magic; remote sensing (5 locations), portfolio sense Aura divine aura (1000 ft, Will DC 64); Languages can communicate with any living creature; Dark Speech, Words of Creation _________________________________________________________________________________________________________
AC 97, touch 58, flat-footed 81 casting defensively 115 (+16 armor, +15 deflection, +16 Dex, +10 divine, +1 dodge, +6 luck, +23 natural) hp 1,158 (55d4 plus 935), secret health; arcane shield (+1 AC/spell level for 1 round/spell level), divine shield 20/day (100 hp); DR 30/epic, chaotic and adamantine Immune ability damage, ability drain, acid, antimagic, banishment, cold, death effects, disease, disintegration, electricity, energy drain, fire, imprisonment, mind-affecting effects, paralysis, poison, sleep, sonic, stunning, turning and rebuking, transmutation Resist cold 30; SR 89 Fort +60 Ref +59 Will +67 _________________________________________________________________________________________________________
Speed 60 ft. Melee old staff +59/+54 (1d6 + 28 plus spell/20/x2) or Melee spell +53 or Ranged arcane fire +54 (10d6 + 1d6/spell level) or Ranged spell +54 Base Atk +28; Grp +53 Atk Options arcane fire (10d6 + 1d6/spell level), divine blast 21/day 10 miles, 25d12 damage); Master Staff, Staff Expertise Special Actions alter reality, arcane mastery 1/day, divine shroud 1/day, expanded spell power 2/day, gauge weakness 1/day, mastery of counterspelling, mastery of elements, mastery of shaping, mental ward 10/day (+57 resistance bonus for 1 hour to touched creature’s next Will saving throw), reach of the holy 16/day, recall spell 3/day; Metamagic Vigor, Residual Magic Combat Gearold staff
Spell-like Abilities (CL 55th; +1 divination, illusion and law spells) At will – antimagic field, antipathy (DC 42), anyspell, astral projection, brain spider (DC 42), break enchantment, calm emotions (DC 37), clairaudience/clairvoyance, comprehend languages, detect secret doors, detect thoughts (DC 37), dictum (DC 42), discern location, discern lies (DC 39), dispel chaos (DC 40), dispel magic, displacement, divination, find the path, foresight, greater anyspell, greater teleport, hold monster (DC 41), identify, imbue with spell ability, legend lore, lesser confusion (DC 36), lesser telepathic bond, limited wish, mage armor, magic circle against chaos, mind blank, mind fog (DC 40), minor image (DC 37), mislead (DC 41), modify memory (DC 39), mordenkainen’s disjunction, nystul’s magic aura, order’s wrath (DC 39), persistent image (DC 40), phantasmal killer (DC 39), plane shift (DC 40), probe thoughts (DC 41), project image (DC 42), protection from chaos, protection from spells, rary’s mnemonic enhancer, rary’s telepathic bond, screen (DC 43), shield of law (DC 43), silence (DC 37), silent image (DC 36), spell resistance, spell turning, summon monster IX (lawful creatures only), true seeing, weird (DC 44)
Wizard Spells per Day (CL 67th; 85th vs SR; +1 divination, illusion and law spells; all spells are maximized and quickened; Spontaneous Wizard Spells; 3 quickened spells per round) 24th (4/day) – DC 94 or 102 for specialized schools 23rd (4/day) – DC 93 or 101 for specialized schools 22nd (4/day) – DC 92 or 100 for specialized schools 21st (5/day) – DC 91 or 99 for specialized schools 20th (5/day) – DC 90 or 98 for specialized schools 19th (5/day) – DC 89 or 97 for specialized schools 18th (5/day) – DC 88 or 96 for specialized schools 17th (6/day) – DC 87 or 95 for specialized schools 16th (6/day) – DC 86 or 94 for specialized schools 15th (6/day) – DC 85 or 93 for specialized schools 14th (6/day) – DC 84 or 92 for specialized schools 13th (7/day) – DC 83 or 91 for specialized schools 12th (7/day) – DC 82 or 90 for specialized schools 11th (7/day) – DC 81 or 89 for specialized schools 10th (7/day) – DC 80 or 88 for specialized schools 9th (10/day) – DC 79 or 87 for specialized schools 8th (10/day) – DC 78 or 86 for specialized schools 7th (10/day) – DC 77 or 85 for specialized schools 6th (10/day) – DC 76 or 84 for specialized schools 5th (11/day) – DC 75 or 83 for specialized schools 4th (11/day) – DC 74 or 82 for specialized schools 3rd (11/day) – DC 73 or 81 for specialized schools 2nd (12/day) – DC 72 or 80 for specialized schools 1st (13/day) – DC 71 or DC 79 for specialized schools Cantrips (4/day) – DC 70 or 78 for specialized schools *variable; see Lord of Spells
Epic Spells per Day 5 arcane, up to Spellcraft DC 153 or DC 158 for epic spells of Azuth’s specialized schools; Epic Spells Known Azuth has developed and researched almost all known epic spells from common sources. He has personally developed and researched dozens of new epic spells never seen on Faerun, and his personal notes and libraries are surpassed only by greater deities of knowledge and magic. _________________________________________________________________________________________________________
Abilities Str 40, Dex 42, Con 44, Int 58, Wis 46, Cha 40 SQ arcane reach, avatar, divine synergy, divinity, imbued staff, immortality, lore +45, sacred defense +2, secrets (applicable knowledge, dodge trick, newfound arcana x2, secret health), spell power +4 Feats Arcane Manipulation, Chain Spell, Cooperative Spell, Craft Magic Arms and Armor, Craft Rod, Craft Staff, Craft Wand, Craft Wondrous Item, Dark Speech (B), Empower Spell, Enchant Staff (varies), Enlarge Spell, Extend Spell, Forge Ring, Fortify Spell, Greater Spell Focus (any two) (B) *, Heighten Spell, Imbued Defense, Invest Spell (varies), Maximize Spell, Metamagic Vigor, Quicken Spell, Repeat Spell, Residual Metamagic, Scribe Scroll (B), Skill Focus (Knowledge [arcana], Spellcraft), Spell Focus (any two) *, Spellcasting Prodigy (wizard), Transdimensional Spell, Twin Spell, Words of Creation (B) Epic Feats Craft Epic Staff, Enhance Spell, Epic Skill Focus (Spellcraft), Epic Spell Focus (any two) (B) *, Epic Spellcasting (B), Improved Heighten Spell, Master Staff, Multispell (x2), Intensify Spell, Scribe Epic Scroll, Staff Expertise *Variable; see Lord of Spells Salient Divine Abilities Arcane Mastery, Automatic Metamagic (maximize spell, quicken spell), Craft Artifact, Divine Archmage (10th level; arcane reach, arcane shield x1, spell power +3) **, Divine Skill Focus (Knowledge [arcana], Spellcraft), Divine Spell Focus (any two) *, Divine Spellcasting, Improved Spell Resistance, Instant Counterspell, Lord of Spells (unique salient divine ability), See Magic, Spontaneous Wizard Spells *Variable; see Lord of Spells Skills Appraise +92 (+98 alchemical substances, books and scrollwork, sculptures), Concentration +85, Craft (alchemy) +92, Craft (bookbinding) +92, Craft (sculpting) +92, Decipher Script +92, Diplomacy +66, Disguise +51, Forgery +63, Gather Information +89, Intimidate +54, Knowledge (arcana) +115, Knowledge (architecture and engineering) +92, Knowledge (dungeoneering) +92, Knowledge (geography) +92, Knowledge (history) +92, Knowledge (local) +92, Knowledge (nature) +92, Knowledge (nobility and royalty) +92, Knowledge (religion) +92, Knowledge (the planes) +92, Listen +57, Perform (comedy) +54, Search +63 (+69 secret doors and compartments), Sense Motive +59, Spellcraft +133 (+135 any two specialized schools, +139 scrolls, +143 epic spells and spell seeds, +148 epic spells and spell seeds of specialized schools), Spot +57, Use Magic Device +86 (+98 scrolls); Domain +2 Concentration, Diplomacy, Sense Motive and Spellcraft Possessionsold staff, ring of spell-battle, ring of weapon-breaking, robe of the high one
Arcane Fire (Su) Azuth has the ability to change arcane spell energy into arcane fire, manifesting it as a bolt of raw magical energy. The bolt is a ranged touch attack with a range of 800 ft that deals 10d6 points of damage plus 1d6 points of damage per level of the spell used to create the effect.
Arcane Mastery (Su) Azuth may, once per day, re-roll a random effect of any arcane spell he has just cast. For instance, he could re-roll damage from a meteor swarm, the effect of a confusion spell, or any other effect determined by a random roll of the dice.
Arcane Reach (Su) Azuth can use spells with a range of touch on a target up to 100 feet away as a ranged touch attack.
Arcane Shield (Su) As an immediate action, Azuth can sacrifice a prepared spell or unused spell slot of 1st level or higher and gain an untyped bonus to AC equal to the level of the spell slot he sacrificed for 10 rounds.
Divine Shroud (Sp) Once per day, Azuth may surround himself with a shroud of glowing divine power that protects him against hostile spells. This ability functions like the spell resistance spell cast at his caster level.
Divine Synergy (Ex) Azuth has harmonized his magic with that of Mystra’s worshipers. Any time he is the target of a harmless spell cast by a divine spellcaster of Mystra, the spell functions as if affected by the Empower Spell feat, if applicable. A spell that cannot be affected by the Empower Spell feat gains no further benefit from this ability.
Divinity Azuth is an embodiment of ancient divine power. As such, reality is his to shape as he sees fit. Alter Reality: Azuth may alter reality within the bounds of his portfolio. This functions as a wish spell that requires no XP or material cost. The limits of this ability are fully described in Deities and Demigods. Hee can additionally alter his size from Fine to Colossal and may additionally alter up to 100 pounds of objects in the same manner. Avatar: Azuth can have up to five avatars at any given time. The Lord of Spells is commonly depicted as a white-bearded, white-haired vigorous old man dressed in gray silk robes carrying a staff one and a half times his height that is topped with a huge, cabochon-cut topaz. He never wears a hat. He also often appears as a 20-foot-tall pyramid shape with no apparent eyes or mouth that is covered with sparkling, pulsing lights. In this shape, he glides along, perfectly able to see, speak, and unleash spells. Divine Blast: Azuth can create a ray of divine power that extends for up to 10 miles, dealing up to 25d12 points of damage, as a ranged touch attack with no saving throw. Azuth can unleash a divine blast 18 times per day, and alter the visual, auditory and sensation-based qualities of his divine blast as he desires. Azuth’s divine blasts generally take the form of an electric-blue radiance. Divine Shield: As a free action 20 times per day, Azuth can create a shield that lasts 10 minutes and stops 100 points of damage from attacks. Once the shield stops that much damage, it collapses. Any damage Azuth is naturally immune to does not count towards the shield’s limits.
Expanded Spell Power (Ex) Twice per day, Azuth cast any spell that has an effect that is capped by level as if the cap were twice the listed amount. For example, he could cast a fireball that dealt 20d6 damage, rather than the normal maximum of 10d6, or a magic missile that fired 10 missiles, rather than the normal maximum of 5. His caster level still applies to such limits and does not stack with the effects of the Enhance Spell epic feat.
Gauge Weakness (Su) Azuth may spend a standard action to analyze any single foe that he can see (even via a scrying effect). He instantly knows all of that foe's current save bonuses (Fortitude, Reflex, and Will), thus allowing the Patron of Wizards to better tailor his spell choice for the encounter. If the target's save bonuses change at a later time, he is not automatically privy to this information.
Lord of Spells (unique salient divine ability) Azuth possesses a deep understanding of spellcasting and possesses mastery of spellcraft surpassed only by the greater powers of magic. The Patron of Wizards uses the totality of his Hit Dice to determine his effective wizard level and as such has 11 bonus feats. He treats all spells not from the sorcerer/wizard spell list as arcane spells and adds them to his spell list. Whenever he rests to refresh his daily allotment of spells, the High One can alter his Spell Focus feat and Divine Spell Focus salient divine ability to affect two schools of his choice and additionally treats Greater Spell Focus and Epic Spell Focus in the selected schools as bonus feats.
Azuth is additionally treated as a wizard specialized in the two schools he has taken Spell Focus in with all the attendant benefits of specialization and can choose to gain the benefits of any one alternate class feature allowed to wizards without replacing any of his existing class features whenever he refreshes his daily spell allotment. Spells of his specialized schools have their numeric values and limits, such as caster level caps and Hit Dice limitations, increased to one-and-a-half times their normal value (For example, when specialized in evocation, Azuth’s fireball deals 15d6 damage instead of 10d6) and add half his divine rank (+5) to any numeric bonus they grant.
Azuth’s mastery extends to epic magic. He gains a +10 bonus to Spellcraft for the purposes of casting, developing and researching epic spells. He halves the development time, resource cost and experience cost for casting epic spells, and always takes only the minimal amount of backlash damage.
Azuth’s mastery of spellcraft is such that he can wrest control of a spell that requires concentration (such as implosion, major image, or summon swarm) from another spellcaster within 30 feet. If the target spellcaster is willing, this transfer of concentration occurs automatically. Otherwise, he and the target spellcaster make an opposed caster level check. If he wins, he gains control of the spell for as long as he maintains concentration or until the original spell duration expires. The spell functions as though Azuth were the caster (even if it is a spell he cannot cast), including any variables determined when the spell was cast (including its caster level). The original spellcaster can be affected by his own spell, though he receives a +2 circumstance bonus on any saving throw allowed against it. If Azuth allows his concentration to lapse before the spell duration expires, the original caster may reassert control over his spell by making a successful caster level check (DC 15 + spell level). If he fails to do so, no one controls the spell.
Azuth can also attempt to seize control over a persistent effect created by another spellcaster. The effect must be one that does not depend on concentration but still relies on or responds to the caster's control (such as a summon monster spell or spiritual weapon, but not a wall of fire or acid fog). Furthermore, the effect (but not necessarily the spellcaster) must be within 30 feet of Azuth. The target spellcaster and Azuth must make an opposed caster level check. If the High One wins, he gains control of the spell until its duration expires. The spell functions as though the Azuth had cast it, including any variables determined when the spell was cast (including its caster level). The original caster can be affected by his own spell, though he receives a +2 circumstance bonus on any saving throw allowed against it. If the spell is dismissible and Azuth wishes to dismiss it, he must make a second successful opposed caster level check to do so. If he fails, the spell remains in effect and control reverts to the original caster.
Finally, Azuth can seize control of a spell being cast. He must succeed at a Spellcraft check to identify the spell being cast; if he succeeds, he and the original caster must make opposed Spellcraft checks. If he succeeds, the original caster loses control of the spell and it resolves as though Azuth had cast it with regard to caster level, saving throws, targets and variables. The original caster can be affected by his own spell, though he receives a +2 circumstance bonus on any saving throw allowed against it.
Azuth’s mastery of spellcraft has also given him insights into the interweaving of magic and material in the construction of magical items. His touch functions as a rod of cancellation when he desires, and only epic magical items are allowed a saving throw (Will DC 62) to negate the effect. Artifacts and divine regalia are unaffected.
Mastery of Counterspelling When Azuth counterspells a spell, it is turned back upon the caster as if it were fully affected by a spell turning spell. If the spell cannot be affected by spell turning, it is still turned back upon the caster.
Mastery of Elements Azuth can alter an arcane spell when cast so that it utilizes a different element from the one it normally uses. This ability can alter a spell with the acid, cold, fire, electricity, force or sonic descriptors as well as spells that deal negative or positive energy damage. The spell’s casting time is unaffected. He decides whether to alter the spell’s energy type and chooses the new energy type when he begins casting.
Mastery of Shaping Azuth can alter area and effect spells of any shape. The minimum dimension for these spaces is a 5-foot cube. Furthermore, any shapeable spells have a minimum dimension of 5 feet instead of 10 feet.
Reach of the Holy (Ex) Azuth may apply the effects of the Enlarge Spell feat to any spell he casts without increasing the casting time or using a higher-level spell slot. He can use this ability 16 times per day.
Recall Spell (Su) Azuth can use a standard action to recall any spell he has already cast within the past hour, three times per day.
Recognize Spell (Ex) Azuth instantly knows when an arcane spell is cast within line of sight, even if he can't see or hear the caster. He also knows with unerring precision exactly what the spell is (including any metamagic effects). This ability doesn't grant any bonus to saves, but it can help the Lord of Spellcraft’s counterspell efforts immensely.
Sacred Defense (Ex) Azuth has a +2 bonus on saving throws against divine spells, as well as the spell-like and supernatural abilities of outsiders.
Spell Power +4 Azuth’s caster level, maximum caster level and spell saving throw DC are increased by +4.
Possessions
Azuth’s dearest possession is the Old Staff, his staff of office and most trusted companion. This priceless scepter of polished oak always stands at one and a half times Azuth’s height in any form, is shod in iron and inscribed with sigils, and bears a huge, cabochon-cut topaz or blue sapphire known as both the Donjon of Facets and the Spirit Stone as its finial. The Old Staff is a +6 defending everdancing quarterstaff that grants him a +6 luck bonus to armor class and saving throws. Azuth may use the staff to smite opponents. If 1 charge is expended (as a free action), the staff causes double damage (×3 on a critical hit) for 1 round. The Old Staff has 100 charges that refresh every dawn. The gem-finial of the staff can be used as a focus for the caster’s imprisonment spells.
The old staff is Azuth’s imbued staff (Dragon #338 p58) and allows use of light 3/day and presdigitation 1/day. Azuth may deliver touch spells through the Old Staff and may forego natural healing to cause the Staff to instead heal 55 hp for one night. By spending a full round action, Azuth can know the distance and direction to the staff as long as they are on the same plane and can summon it to his side as a standard action. The Lord of Spellcraft can additionally change the spells bestowed upon the staff by his Enchant Staff and Imbued Staff feats daily whenever he prepares his spells, and he does not lose spell slots for doing so.
The Old Staff has a variety of spell-like powers. Some of its powers consume charges, others don’t. The following powers do not use charges: • Arcane sight (always active) • Assay spell resistance • Enlarge person • Hold portal • Knock • Levitate • Mage hand • Magic missile • Pyrotechnics • Ray of enfeeblement • Shield • Touch of idiocy
The following powers drain 1 charge per usage: • Chain lightning • Cone of cold • Firebrand • Greater dispel magic • Greater teleport • Major image • Superior invisibility • Telekinesis • True seeing • Wall of fire • Wall of force • Web
These powers drain 2 charges per usage: • Energy drain • Gate • Lightning ring • Polymorph any object • Prismatic wall • Sunburst • Time stop
Azuth can enhance spells cast by the staff with his metamagic feats, expending one extra charge per two spell levels. The Old Staff also allows its wielder to store a number of spells within the staff equal to the wielder’s Intelligence modifier. Each spell consumes 1 charge for every 4 spell levels when cast. Azuth can additionally draw charges from the staff to cast his spells in place of expending a spell slot; for every four spell levels, he expends one charge from the staff.
The old staff gives the wielder spell resistance 58. Azuth does not benefit from this protection as it is superseded by his own innate Spell Resistance, but creatures he bequeaths the Old Staff to enjoy this protection. The staff can also be used to absorb arcane spell energy directed at its wielder, as a rod of epic absorption does. The staff converts spell levels first into charges before retaining them as spell energy usable by a spellcaster. The old staff always communicates its charge capacity to Azuth.
The old staff can be broken for a retributive strike. Such an act must be purposeful and declared by the wielder. All charges in the staff are released in a 30-foot spread. All within 10 feet of the broken staff take hit points of damage equal to 8 times the number of charges in the staff, those between 11 feet and 20 feet away take points equal to 6 times the number of charges, and those 21 feet to 30 feet distant take 4 times the number of charges. A DC 79 Reflex save reduces damage by half. The character breaking the staff has a 50% chance (01–50 on d%) of traveling to another plane of existence, but if he does not (51–100), the explosive release of spell energy destroys him. Azuth cannot be harmed by the old staff’s retributive strike, and the artifact reappears within his realm in 1d4 days, fully recharged.
Unique only to Azuth is the ability to create a powerful variant of the epic spell reflection epic spell centered around both Azuth and the Old Staff as long as both are on the same plane of existence. Azuth may use this ability at will as an immediate action and without restriction to the level of the spell being reflected, including epic spells of the appropriate type, but the effect only functions for 1 round.
Azuth also wears the robe of the high one, a regal, intricate and well-embroidered robe of unblemished grey velvet. This grand wizard’s robe functions as a double-strength vest of the archmagi and grants the Lord of Spells a +8 bonus to the maximum caster level and saving throws of all spells he casts. The wearer’s metamagic feats each reduce to their spell level adjustment increases by 1, to a maximum spell level increase of +1 spell level.
Finally, the runes emblazoned around the robe blaze with otherworldly power representing the eight schools of magic; whenever Azuth is targeted by a hostile spell or spell-like ability that bypasses his spell resistance, the associated runes flare with eldritch magic and absorb the effect by making a successful caster level check against the effect using Azuth’s caster level. If Azuth succeeds, the spell is absorbed. He can then choose to expend the spell energy to grant himself a +1 bonus per four spell levels absorbed to the arcane caster level or spell save DC of the next spell he casts, or a +1 bonus per two spell levels to the next touch attack made with a spell, or to cast any spell he knows of the same level of the absorbed spell effect without expending his own spell slots. The associated runes each function 5 times per day per school. (CL 55th)
The Patron of Wizards also wears a ring of universal energy immunity and a ring of weapon-breaking.
Other Divine Powers As a lesser power, Azuth may take 10 on any check. Azuth treats a 1 on an attack roll or saving throw normally and not as an automatic failure. He is immortal. Senses Azuth can see (using normal vision or darkvision), hear, touch, and smell at a distance of 10 miles. As a standard action, he can perceive anything within ten miles of his worshippers, holy sites, objects, or any location where one of his titles or name was spoken in the last hour. He can extend his senses to up to five locations at once. He can block the sensing power of deities of his rank or lower at up to two remote locations at once for ten hours. Portfolio Sense Azuth senses any act or event involving arcane spellcasters as long as the event in question affects at least five hundred people. Automatic Actions Azuth can use any skill associated with his portfolio as a free action whether or not he has ranks in it, as long as the DC for the task is 20 or lower, or Knowledge [arcana] or Spellcraft if the DC is 30 or lower. Azuth cannot do anything as a free action if the task would be a move action or part of a move action. He can perform up to five such free actions each round. Create Magic Items Azuth can create any kind of magic item that affects or enhances arcane spellcasters as long as the item's market price does not exceed 30,000 gp.
NEW SALIENT DIVINE ABILITY
Divine Archmage Prerequisites: Divine Rank 6, able to cast 9th level arcane spells, 5th level archmage Benefit: The deity is among the greatest practitioners of magic in the multiverse. The deity treats its divine rank as its archmage class level for the purposes of selecting high arcana. The deity can select new high arcana and his high arcana does not sacrifice a spell slot upon selection; all previously sacrificed spell slots are restored. The deity’s existing high arcana is modified as follows:
Arcane Fire (Su): The base damage of this high arcana is equal to the deity’s divine rank. The deity can select this high arcana multiple times, increasing the damage dice to a maximum of d12. In addition, when using this high arcana, the highest spell level the deity has access to determines the ability’s damage. The deity may his alter arcane fire with metamagic feats; each spell level increase reduces the arcane fire’s effective spell level by one per spell level. Arcane Reach (Su): The deity’s reach is equal to 10 ft per divine rank. Mastery of Counterspelling: When the deity counterspells a spell that cannot usually be affected by spell turning, it is still reflected back to the caster. Mastery of Elements: The deity adds force, negative energy and positive energy to the energy types he can affect with this ability. Mastery of Shaping: The deity can alter area and effect spells of any shape. Spell Power: The deity can select this high arcana multiple times. This high arcana also applies to the spell’s maximum caster level (a deity with spell power +1 would deal 11d6 damage with a fireball, for example) and saving throw DC.
The deity can also select new high arcana: Arcane Shield (Su): As an immediate action, the deity can sacrifice a prepared spell or unused spell slot of 1st level or higher and gain an untyped bonus to AC equal to the the level of the spell or spell slot he sacrificed for 1 round per divine rank. If selected again, the deity’s arcane shield also absorbs 10 points of damage per spell level and collapses when the damage threshold is reached. Suggested Portfolios: magic, spellcasting, spellcasters
2 L A T E S T R E P L I E S (Newest First)
LordofBones
Posted - 23 Jul 2024 : 15:40:20
quote:Originally posted by Galuf the Dwarf
Interesting take. What source is Arcane Lord from? Dragon Magazine?