Artefacts
Crystal-o-graph
This is a pair of devices. Together they from two halves of a window frame. The frame
is double fronted. They users can talk through the devices when they are apart as if they
are together. The amount of distance does not have any effect, though they will not work
across planes.
Van Hil's Spherical Home Guard
This is a device that creates a protective sphere 10 kilometers in radius around the
sphere. The sphere is a phase change in the underlying construction of the universe and
makes the contents of the sphere effectively cease to exist in the current universe.
Similar in some aspects to an ethereal projection except the contents are not transported
to the ethereal plane.
The sphere is itself a sphere, 2 meters foot in radius, that is an intricate three
dimensional maze of crystalline spheres. One inside the other. When all the spheres are
aligned, the device is turned on.
The sphere is knocked out for 10 minutes every time Van Der Van's Van is activated.
Van der Van
This device looks like a 2.5 meters high and .5 meters feet round warp core. It is made
of a matt, jet-black alloy that is as hard as Adamantine and is very heavy. It flares out
at the ends. The metal work is covered with intricate veins, half protruding from the
surface. Around the centre is a control panel. This panel consists of a display section
with control surfaces above and below. The screen, which when triggered created a three
dimensional hologram of all space, is touch sensitive.
Anyone can operate the primary circuits by pressing the coded sequence of keys. This
sequence is a clockwise or counter-clockwise sequence, starting at any key. The sequence
of keys is the set of primary numbers. The larger the set, the greater the amount of
distance displayed in the hologram. The sequence is 1, 3, 5, 7, 11... The final number
keyed is the horizontal distance of the device's display in thousands of kilometers. (So
to activate the display at 5,000 km, press any key. Then press the third key in a
clockwise direction, then the fifth key beyond that.)
The device is a teleporter. It can teleport once per day, all within thirty feet, to
any known location. At the end of 24 hours the device will teleport everything that was
teleported out back. During this time it cannot be used to do any other teleportation
operation other than the return function. Any items gathered during the trip are not
returned. From the resulting stress of the teleportation trip, the characters need to make
a fortitude save (DC 20) or suffer one point of temporary constitution loss.
The device has two modes. In general teleportation mode, it will teleport to the
location with an accuracy of .001% of the distance. The amount of error is equal in all
three dimensions. Those teleported will be teleported to the nearest empty space to the
destination. If there is no empty space within the error tolerance of the device, then the
cargo is returned. Any characters so returned suffer half their hit points in damage from
the stress.
Associated with the van der van is a set of teleportation pads, 20 meters across, that
are used to teleport to the distant end. These devices are the key to the second mode of
operation. They allow accurate teleportation to the surface of the device. The device is
called a Van der Stop.
The return function is activated by pressing the sequence of keys 2, 4, 6, 8. Again
from any starting point and in any direction.
A character who takes more than 120g of spice, and
survives, gains the ability to interpret the holographic map on the van. This means that
the character can direct the van to teleport to the desired target disc or location.
Without this ability only a random destination can be selected.
Rings
Magic Fang
This ring gives the wearer a permanent magic fang spell effect. The character gains +1
to attack and damage for a single attack. More powerful versions of this ring allow more
than one attack to have a bonus.
Caster Level: 2; Prerequisites: Forge ring, magic fang, Caster must be at least twice
the level of the number of attacks to have a bonus; Market Price: 2,000gp (+1), 6,000gp
(+1/+1), 12,000 GP (+1/+1/+1)
Spells
Divination
Level: Sha 2
Components: V, S
Casting time: 1 action
Range: Touch
Target: One living creature
Duration: Instantaneous
Saving Throw: Will negates
Spell resistance: Yes
This spell allows the caster to activate the spirit world connection of the character.
This activation allows the character to gain the domain granted power and domain spells.
Transmutation
Level: Tim 8
Components: V, S, M
Casting time: 1 action
Range: 0
Target: 10ft radius per level
Duration: 1 minute per level
Saving Throw: Will negates
Spell resistance: Yes
You change the epoch of the current locale. Those located within the area of effect,
must save, or they start behaving as if they are in the different epoch. This can only be
used for epochs in the past. For every caster level you can alter the epoch by up to 100
years.
For instance, if a person had been a ruler of a local town, 30 years before, by casting
this spell to that epoch, those effected will believe that the specified person is
currently the ruler of the local town.
Charm
Level: Tol 9
Components: V, S, M
Casting time: 1 action
Range: Touch
Target: One Living Creature
Duration: Instantaneous
Saving Throw: Will negates
Spell resistance:Yes
You remove a prejudice permanently form the target. The prejudice must be specific
rather than general. So an Dwarf who hates Elves and wants to remove them from the planet,
would be cured of this curse; or a Paladin would no longer desire to remove all evil from
the world. This does not mean that the character would change in outlook. The paladin
would still despise evil, though want now perhaps to understand and re-educate the
evil-doers rather than kill them. This spell only works against intolerances that result
in the target wanting to cause physical harm and disruption to those they are intolerant
against.
Charm
Level: Tol 6
Components: V, S, M
Casting time: 1 action
Range: Touch
Target: One Living Creature
Duration: One hour per level.
Saving Throw: Will negates
Spell resistance:Yes
The target of this spell wants to be generous towards the spell caster as a good friend
may be generous in times of need. This generosity can take the form of actions or material
goods.
The creature would not undertake an action that would be self harmful. So the target
creature would allow the characters past a guard post without the proper authorisation.
However, the creature would not do so if it would result sever punishment. Similarly the
creature would give the party some financial assistance, but only within it's means.
Charm
Level: Tol 7
Components: V, S, M
Casting time: 1 action
Range: Touch
Target: One Living Creature
Duration: One hour per level
Saving Throw: Will negates
Spell resistance:Yes
You gain a temporary +10 to your charisma when trying to convince someone that they
should act in a tolerant way. This charisma bonus flows onto your other skills such as
diplomacy as normal.
Divination
Level: Tim 1
Components: S, M
Casting time: 1 action
Range: 0
Target: Self
Duration: Instantaneous
Saving Throw: None
Spell resistance: No
This spell allows your to know the current time in your native time reference.
The material component is a time-piece of no less the 10gs in value.
Enchantment (compulsion) [Mind-effecting]
Level: Sor 6
Components: S
Casting time: 1 action
Range: Close (25ft + 5ft/2 levels)
Target: Any creature within range of the same type.
Duration: 1 hour per level.
Saving Throw: Will negates
Spell resistance: Yes
Creatures of the same type must make a will power save. When the opposite sex fail the
creatures will protect the caster. When the same sex fails the creatures are enraged and
attack the caster. Creatures will die attempting to achieve their goal.
Transmutation
Level: Tim 5
Components: V, S, M
Casting time: 1 action
Range: Touch
Target: One Living Creature
Duration: Instantaneous
Saving Throw: Will negates
Spell resistance:Yes
This spell allows you to reverse time for one character by one round. This effect
undoes all the effects on that character in the last round. This only reverses the effect
of the round immediately preceding the casing of the spell.
Charm
Level: Tol 4
Components: V, S, M
Casting time: 1 action
Range: Close (25ft + 5ft per 2 levels)
Effect: Ray
Target: One Living Creature
Duration: 5 minutes per level.
Saving Throw: Will negates
Spell resistance:Yes
A ray of light spring from your digit. You must succeed at a ranged touch attack. A
creature effected by a ray of tolerance will no longer want to fight. The creature
desires, instead, to talk about the issues at hand to see if a peaceful solution can be
found. If one can, then the effect lasts beyond the time of the spell, until some other
event causes the creature to revert back to normal.
For example: a bugbear is charging to attack and fails it's save. The party convince
the bugbear, using superior bluff, that gnomish groups are indeed friendly and should be
allowed to pass. The bluff stays in place until another gnomish group see and attack the
bugbear. The bugbear now remembers that parties of gnomes are more like dinner than
friends and the effect is removed.
Charm
Level: Tol 5
Components: V, S, M
Casting time: 1 action
Range: Touch
Target: One Living Creature
Duration: 10 minutes per level.
Saving Throw: Will Saves
Spell resistance:Yes
You remove a prejudice form the target. The prejudice must be specific rather than
general. So an Dwarf who hates Elves and wants to remove them from the planet, would be
cured of this curse; or a Paladin would no longer desire to remove all evil from the
world. This does not mean that the character would change in outlook. The paladin would
still despise evil, though want now perhaps to understand and re-educate the evil-doers
rather than kill them. This spell only works against intolerances that result in the
target wanting to cause physical harm and disruption to those they are intolerant against.
Transmutation
Level: Tim 6
Components: V, S, M
Casting time: 1 action
Range: Touch
Target: One Creature
Duration: Instantaneous
Saving Throw: Will negates
Spell resistance:Yes
This spell allows you to reverse time for one character by one round. This effect
undoes all the effects on that character in the last round, including death. This only
reverses the effect of the round immediately preceding the casing of the spell.
Transmutation
Level: Tim 2
Components: S
Casting time: Free Action, Quickened Spell
Range: Close (25ft + 5ft/2 levels)
Target: Any non-living object.
Duration: 1 minute per level.
Saving Throw: None
Spell resistance: No
You must succeed in a ranged touch attack. The object, weighing no more than 5 lb per
caster level, is frozen in time for 1 minute per caster level. During this time, it cannot
move or be moved. No force or action will effect the object. Other effects, such as dispel
magic, will disrupt the magic field, as normal, and then the flow of time will resume.
This spell can be cast as a quick flick of the anatomy (say the eyebrows) allowing it
to be cast as a free action. It counts as one quickened spell against the limit of
quickened spells per round.
Divination
Level: Tim 7
Components: V, S, M
Casting time: 1 action
Range: Close (25ft + 5ft/2 levels)
Target: One Object
Duration: One year per level.
Saving Throw: Will negates
Spell resistance: Yes
This spell will teleport one object forward within the time stream. The item literally
ceases to exist, as it is moved to the plane of time. It reappears exactly where it
disappeared from after the special duration.
If the target is living, then the target must make a fortitude save, DC 20 minus caster
level, or suffer 3d6 of temporary constitution damage from the trauma of the teleport.
Divination
Level: Sha 1
Components: V, S
Casting time: 1 action
Range: Touch
Target: One living creature
Duration: Instantaneous
Saving Throw: Will negates
Spell resistance: Yes
This spell allows the caster to learn the spirit
world connection of the character. This is usually the spirit connection that best
matches the personality of the character.