God45
#PrayersForBahakan
- Joined
- 23 Oct 2012
- Messages
- 18,552
Jag har hållit på att skriva ett spel om att spela trollkarlar tillhörandes olika magikerskolor på ett magiker universitet i en stor fantasy stad. Det är väldigt till massivt inspirerat av osynliga universitetet. Det bygger på old school D&D regler och alla magierna är tagna från Pathfinder SRD:n. Här är vad jag har hittills. Jag vill gärna ha feedbback på det som är här och förslag på vad jag ska göra med settingen och kampanjen. Tack
Rules
Classes
Magic-user are the only allowed class. But then you pick one school of magic that defines what kind of spells you uses and how you gain your magic.
Determination of abilities
Prior to the character selection by players it is necessary for the player to roll
three six-sided dice in order to rate each as to various abilities, and thus aid them
in selecting a role. Categories of ability are: Strength, Intelligence, Wisdom, Constitution,
Dexterity, and Charisma. Each player notes his appropriate scores, obtains
a similar roll of three dice to determine the number of Gold Pieces (Dice
score x 10) he starts with, and then opts for a class.
To hit and damage bonus
Magic-user: Never get any advancement To hit and damage bonus
Armour class
Equal to the highest of charisma or dexterity.
Alignment
Pick one of each category:
Chaos, Neutral and Law.
Good, Neutral and Evil.
Hitdice
1d4 per level.
Weapons
Wands
Wands are one-handed weapons that deal 1-4 damage in line of sight. The energy of the damage are decided when the wand is made but can be anyting from fire or ice to pain or radiation.
Staff
A staff is a two handed melee weapon that deals 1d6 damage.
Knives
Knives deals 1d4 damage. They are often easy to hide.
Xp requierments
Magic-user: 1:0 2: 2500 3: 5000 4: 10000 5: 20000 6: 32000 7: 35000
Magic rules
A magic-user may cast a number of spells each day equal to his/her level without risk, after this they must roll under their Inteligence to avoid a magical fumble.
The different strains of arcane magic are so different that a magic-user may chose one and only one school of magic and thus gains the spells from that school of magic.
Schools of magic
Infernalist
Infernalists are the sharpest deal makers you will ever find. Each and everyone of them tricked a demon they dealt with and gained magical powers as their prize. Their magic makes them even better att tricking people and gives them the strength of hell to back up their threats with. Infernalists use of infernal magic may give them demonic features such as hornes, goatlike eyes or tails.
First cirkel (Level 1)
Brimstone: Fiery stone deals 1d4 fire damage/level (max 5d4) plus nauseates targets, as melee touch attack or splash weapon.
Hood: Conjure a hood that renders its wearer blind and deaf.
Transceibe: Record a conversation on a scroll, book, or tablet
Clear conscience: Caster loses all memory of events just prior to casting the spell.
Contrariness: Target must lie and be generally disagreeable and difficult.
Second cirkel (Level 3)
Oathbind: Willing participants immediately gain awareness that another party has violated the terms of a written contract.
Curse of Prevarication: Subject can't tell the truth.
Hellfire touch: A blast of hellfire blazes from your hands. You must succeed on a touch attack to deal damage to the target. The spell deals 1d6 points of damage per caster level (maximum 15d6). Any creature killed by this spell must make a Will saving throw; failure means the creature’s soul is damned to Hell as a burst of brimstone appears around its corpse.
Third cirkel (Level 5)
Curse of truth: Target is incapable of speaking falsehoods
Black ray of flesh parting: An obsidian ray deals 1d6 physical damage per caster level
Extract knowledge: Learn details about one thing from target disembodied brain
Visions of hell: Illusory hellscape makes creatures gain an -5 to all rolls.
Plague mage
A plague mage are a wizard that infects himself with magicaly modified diseases. If they survive their bodies are transformed and they gain magical powers. Plague mages are constantly sick, the diseases doesent hurt them but also never fully heals.
First cirkel (Level 1)
Foul flesh: Caster’s foul taste dissuades living creatures from biting him.
Caustic cloud: A burst around the wizard that deals 1d6 acid, +1 per 2 levels, and targets save or are blinded for 1 round.
Pus spray: Deals 1d6 non-lethal damage and may knock down targets.
Fever: Victim suffers a –1 circumstance penalty on all attack rolls and skill checks, and requires a Concentration check to cast spells.
Hemophilia: Attack on target deals +1d6 damage.
Tumor tentacle: Grow a limb with a 10 ft. reach that can deliver slam and touch attacks.
Second cirkel (Level 3)
Bronchitis: Subject cannot produce sounds from its mouth.
Necro plague: Pale yellow slime devours the flesh of an target. Causing 1d6 damage per round.
Torn muscles: One living creature cannot run and suffers a -4 penalty to attacks, skills and ability checks.
Tainted: The caster's skin becomes mottled with poison-filled pustules that can burst in a 5-ft. Radius.
Third cirkel (Level 5)
Acis spit: Spit deals 1d6 points of acid damage and blinds target.
Fake amputation: Convinces the subject they have lost a limb.
Blood Crystals: Subject's blood crystallizes and rips through veins causing 4d6 points of damage.
Corrosive blood: Piercing and slashing weapons take acid damage.
Military mage
A wizard trained for warfare by the army and now left to his own devises when the war ended. Simple but effektive spells are his bread and butter.
First cirkel (Level 1)
True shield: Caster gains a +20 deflection bonus to AC against the next attack.
Summon weapon: Melee or ranged weapon of your choice (Immediate).
Torchbearer: You conjure a creature that carries a torch, sunrod, lantern or daylight spell.
Pacifist: The target is suddenly convinced that killing is wrong and will avoid combat whenever possible. If forced into combat, the target will do her best to deliver only non-lethal damage and will cast only spells that do not do physical damage.
Energy weapon: One weapon deals an additional 1d6 damage of the chosen energy type.
Mage armour: Gives subject +4 armor bonus.
Summon Black hawk: Summons giant riding hawk for 2 hours/level.
True strike: +20 on your next attack roll.
Second cirkel (Level 3)
Summon air strike: You cause a fiery hot stone to fall from the sky doing 2d6 per level damage to a single target.
Fit of Pique: Force target to attack its ally.
Scout: Double the range of your vision
Ride the winds: Fall safely, levitate, or fly by floating on the air.
Third cirkel (Level 5)
Flash bang: Obscure vision and cause 2d6 fire damage per round.
Nondetection: Hides subject from divination, scrying.
Clairaudience/Clairvoyance: Hear or see at a distance for 1 min./level.
Deep sea mage
It takes a very special kind of psyche to become a Deep sea mage. Taking a shitload of mutagens and then drowning yourself hoping that you develop gills and the ability to breath under water before you drown is not for the fainth of hearth. But you did it and now the sea whispers it secrets to you. All deep sea mages have gills.
First cirkel (Level 1)
Water Breathing: Subjects can breathe underwater.
Create Water: Creates 2 gallons/level of pure water.
Endure Elements: Exist comfortably in hot or cold environments.
Crushing grasp: Touch delivers 1d6/level crushing damage (max 5d6).
Second cirkel (Level 3)
Resist Energy: Ignores first 10 (or more) points of damage/attack from specified energy type.
Darkvision: See 60 ft. in total darkness.
Summon shark: You summon a shark with 3 HD and the ability to fly thst serves you.
Transformation: You can transform into an dolphin, an octopus or an shark. You gain one natural weapon and a superhuman swiming speed.
Third cirkel (Level 5)
Protection from Energy: Absorb 12 points/level of damage from one kind of energy.
Water Walk: Subject treads on water as if solid.
Cause/Cure Bends: By casting this spell and making a touch attack, the wizard either causes a humanoid target to double over in pain from high-pressure gas bubbles forced into their bloodstream, or cures said affliction as it occurs naturally in divers. The target is unable to move for 1d4 hours and takes 1d10 points of damage unless they succeed a Fortitude save.
Mentalist
All wizards know that every being in the universe have a true name. A symbolic representation of who they are and how they interact with fate. Mentalists have through pure willpower messed up their truename in such a way that they aren't really a part of the world anymore. As such they have gained the ability to change the world or at least make the world seem like it have changed. Mentalists have crazy eyes that glow purple giving them constant nightvision, this is a side effekt of messing with their true namne.
First cirkel (Level 1)
Disguise Self: Changes your appearance.
Magic Aura: Alters object’s magic aura.
Silent Image: Creates minor illusion of your design.
Ventriloquism: Throws voice for 1 min./level.
Second cirkel (Level 3)
Blur: Attacks miss subject 20% of the time.
Hypnotic Pattern: Fascinates (2d4 + level) HD of creatures.
Invisibility: Subject is invisible for 1 min./level or until it attacks.
Magic MouthM: Speaks once when triggered.
Minor Image: As silent image, plus some sound.
Mirror Image: Creates decoy duplicates of you (1d4 +1 per three levels, max .
Misdirection: Misleads divinations for one creature or object.
Phantom TrapM: Makes item seem trapped.
Third cirkel (Level 5)
Displacement: Attacks miss subject 50%.
Illusory ScriptM: Only intended reader can decipher.
Invisibility Sphere: Makes everyone within 10 ft. Invisible.
Major Image: As silent image, plus sound, smell and thermal effekts.
Necromancer
Unlike the other mages on this list there is no real trick to becoming a necromancer. You just study alot and read many, many books. They are incidently about dark, foul and sanity blasting magics so you are still pretty messed up. But hey, that is the price of doing bussines.
First cirkel (Level 1)
Cause Fear: One creature of 5 HD or less flees for 1d4 rounds.
Chill Touch: One touch/level deals 1d6 damage and possibly 1 Str damage.
Ray of Enfeeblement: Ray deals 1d6 +1 per two levels Str damage.
Second cirkel (Level 3)
Blindness/Deafness: Makes subject blinded or deafened.
Command Undead: Undead creature obeys your commands.
False Life: Gain 1d10 temporary hp +1/level (max +10).
Ghoul Touch: Paralyzes one subject, which exudes stench that makes those nearby sickened.
Scare: Panics creatures of less than 6 HD.
Spectral Hand: Creates disembodied glowing hand to deliver touch attacks.
Third cirkel (Level 5)
Gentle Repose: Preserves one corpse.
Halt Undead: Immobilizes undead for 1 round/level.
Vampiric Touch: Touch deals 1d6/two levels damage; caster gains damage as hp.
Create unded: Create an undead servant with 1 hd/caster level that obeys the necromancers commands.
White witch
You removed your hearth and pierced it with a spike or shard of fey ice, sacrificing the extrems of your emotional spectrum for magical power. White witches are immune to cold damage but is otherwise affected by ice magic normaly. White witches are universaly pale and over time their skin turns snow white, their hair also pales first becoming blond and then white. Hate is cold, hell is cold and you are the master of the cold.
First cirkel (Level 1)
Icicle dagger: You create a masterwork dagger out of ice. The dagger deals 1 point of cold damage in addition to normal dagger damage. If the dagger leaves your hand for more than 1 round, it melts and the spell ends.
Frost bite: Your melee touch attack deals 1d6 points of nonlethal cold damage + 1 point per level
Frost fall: The area of this spell is covered in chilling frost, dealing 2d6 points of cold damage to all creatures within it.
Ice slick: A thin sheet of perfectly smooth ice spreads out over the ground or floor in the area you designate. Any creature standing on the ice when it appears — or that steps on the ice — must make a Reflex save or fall prone. Those that do fall down take 1d4 points of cold damage.
Second cirkel (Level 3)
Ice spears: You may cause a number of ice spears equal to one spear for every four caster levels you possess to burst from the ground. A creature that occupies a square from which a spear extends (or that is within 10 feet of the ground below) takes 2d6 points of piercing damage and 2d6 points of cold damage per square
Ice prison: You trap the target in solid ice 1 inch thick per caster level. If the creature fails a dexterity save, it is helpless, but can still breathe (the ice blocks line of effect to the target).
Third cirkel (Level 5)
Ice body: Your form transmutes into living ice, granting you several abilities. You gain the cold subtype and damage reduction 5. You are immune to ability score damage, blindness, critical hits, deafness, disease, drowning, electricity, poison, stunning, and all spells or attacks that affect your physiology or respiration. You can move through ice and snow like a fish through water.
Frigid touch: Your melee touch attack deals 4d6 points of cold damage and causes the target to be trapped in ice and helpless for 1d4 rounds.
Demonologist
Demonologists are the bitter enemies of infernalists. According to the demonologists this is because the infernalists are humans playing with powers beyond their reckoning, pretenders to the throne as it where, while the demonologist are wiling servants and propeths of hell. According to the indernalists it is because the demonologist are a bunch of fuck ups. The thing is that while infernalsits tricked hell out of their magic demonologists bargened their souls for magic to begin with.
Demonologic magic takes the form of command words uttered by the demonologist in order to summon a demon into themself. The demonologist then takes on the body of the demon and is free to use its powers while in its form. The drawback is that during this time the demon have a chance to creep into the mages body and use it for its purposes. So you have to ask yourself how long does it take to ruin your life?
Special rules: For every level the demonologist can stay 1d4 rounds in a demonic form before the demon takes over their body.
First cirkel (Level 1)
Flames of passion: The demonologist takes the form of a succubus or incubus. This gives them an 18 charisma, the ability to look like any humanoid the user desires and the ability to use the following spells at will: Charm person andVentriloquism.
Wings of malice: The demonologist takes the form of an imp. This gives them winged flight and the ability to throw a never missing projectile doing 1d6 damage of any energy type to a targer in sight. The imp can also use the spell identify at will.
Second cirkel (Level 3)
Shadow without light: The demonologist takes the form of an shadow demon. This makes them abel to pass through solid objects at will and makes them immune to physical damage and damage from two energy types of their chosing. They also gain an 1d8 natural claw attack.
Blood drinker: The demonologist takes the form of an Blood demon. This gives them 6 hp per level instead of their current hp and an armourclass of 18. They also gain an bite attack doing 1d10 damage and the ability to fully heal themself if they spend two rounds draining a corpse of all the blood.
Third cirkel (Level 5)
Colourless flame: The demonologist takes the form of an being of shadow and flame, a so called Balrog. In this form the demonologist can only be harmed by third cirkel magic or higher, he gains an armourclass of 18 and 1d8 hp per level instead of their current hp. The Balrog also have a flame whip attack doing 1d6 damage/level and creatures of equal or lower level must make a wisdom check or flee in terror for 1d6 rounds.
Lord of the pit: The demonologist takes the form of a minor demonic nobel. This gives them an charisma of 24 and an inteligence of 24. In this form the demonologist can use the following spells at will:
Dominate thrall: If a creature fails an opposed inteligence check you controlls the creature for 1d6 hours. The creature gains a new roll in order to try and break free if ordered to do something fundamentaly against its nature.
Flight: The caster can fly at a speed of 3 times his ordinary movement.
Destroy magic: Turns of all spells in the area unledd the caster of a spell takes 1d12 damage per spell to keep the spell going.
True seeing: Sees through all illusions and all magic.
Rules
Classes
Magic-user are the only allowed class. But then you pick one school of magic that defines what kind of spells you uses and how you gain your magic.
Determination of abilities
Prior to the character selection by players it is necessary for the player to roll
three six-sided dice in order to rate each as to various abilities, and thus aid them
in selecting a role. Categories of ability are: Strength, Intelligence, Wisdom, Constitution,
Dexterity, and Charisma. Each player notes his appropriate scores, obtains
a similar roll of three dice to determine the number of Gold Pieces (Dice
score x 10) he starts with, and then opts for a class.
To hit and damage bonus
Magic-user: Never get any advancement To hit and damage bonus
Armour class
Equal to the highest of charisma or dexterity.
Alignment
Pick one of each category:
Chaos, Neutral and Law.
Good, Neutral and Evil.
Hitdice
1d4 per level.
Weapons
Wands
Wands are one-handed weapons that deal 1-4 damage in line of sight. The energy of the damage are decided when the wand is made but can be anyting from fire or ice to pain or radiation.
Staff
A staff is a two handed melee weapon that deals 1d6 damage.
Knives
Knives deals 1d4 damage. They are often easy to hide.
Xp requierments
Magic-user: 1:0 2: 2500 3: 5000 4: 10000 5: 20000 6: 32000 7: 35000
Magic rules
A magic-user may cast a number of spells each day equal to his/her level without risk, after this they must roll under their Inteligence to avoid a magical fumble.
The different strains of arcane magic are so different that a magic-user may chose one and only one school of magic and thus gains the spells from that school of magic.
Schools of magic
Infernalist
Infernalists are the sharpest deal makers you will ever find. Each and everyone of them tricked a demon they dealt with and gained magical powers as their prize. Their magic makes them even better att tricking people and gives them the strength of hell to back up their threats with. Infernalists use of infernal magic may give them demonic features such as hornes, goatlike eyes or tails.
First cirkel (Level 1)
Brimstone: Fiery stone deals 1d4 fire damage/level (max 5d4) plus nauseates targets, as melee touch attack or splash weapon.
Hood: Conjure a hood that renders its wearer blind and deaf.
Transceibe: Record a conversation on a scroll, book, or tablet
Clear conscience: Caster loses all memory of events just prior to casting the spell.
Contrariness: Target must lie and be generally disagreeable and difficult.
Second cirkel (Level 3)
Oathbind: Willing participants immediately gain awareness that another party has violated the terms of a written contract.
Curse of Prevarication: Subject can't tell the truth.
Hellfire touch: A blast of hellfire blazes from your hands. You must succeed on a touch attack to deal damage to the target. The spell deals 1d6 points of damage per caster level (maximum 15d6). Any creature killed by this spell must make a Will saving throw; failure means the creature’s soul is damned to Hell as a burst of brimstone appears around its corpse.
Third cirkel (Level 5)
Curse of truth: Target is incapable of speaking falsehoods
Black ray of flesh parting: An obsidian ray deals 1d6 physical damage per caster level
Extract knowledge: Learn details about one thing from target disembodied brain
Visions of hell: Illusory hellscape makes creatures gain an -5 to all rolls.
Plague mage
A plague mage are a wizard that infects himself with magicaly modified diseases. If they survive their bodies are transformed and they gain magical powers. Plague mages are constantly sick, the diseases doesent hurt them but also never fully heals.
First cirkel (Level 1)
Foul flesh: Caster’s foul taste dissuades living creatures from biting him.
Caustic cloud: A burst around the wizard that deals 1d6 acid, +1 per 2 levels, and targets save or are blinded for 1 round.
Pus spray: Deals 1d6 non-lethal damage and may knock down targets.
Fever: Victim suffers a –1 circumstance penalty on all attack rolls and skill checks, and requires a Concentration check to cast spells.
Hemophilia: Attack on target deals +1d6 damage.
Tumor tentacle: Grow a limb with a 10 ft. reach that can deliver slam and touch attacks.
Second cirkel (Level 3)
Bronchitis: Subject cannot produce sounds from its mouth.
Necro plague: Pale yellow slime devours the flesh of an target. Causing 1d6 damage per round.
Torn muscles: One living creature cannot run and suffers a -4 penalty to attacks, skills and ability checks.
Tainted: The caster's skin becomes mottled with poison-filled pustules that can burst in a 5-ft. Radius.
Third cirkel (Level 5)
Acis spit: Spit deals 1d6 points of acid damage and blinds target.
Fake amputation: Convinces the subject they have lost a limb.
Blood Crystals: Subject's blood crystallizes and rips through veins causing 4d6 points of damage.
Corrosive blood: Piercing and slashing weapons take acid damage.
Military mage
A wizard trained for warfare by the army and now left to his own devises when the war ended. Simple but effektive spells are his bread and butter.
First cirkel (Level 1)
True shield: Caster gains a +20 deflection bonus to AC against the next attack.
Summon weapon: Melee or ranged weapon of your choice (Immediate).
Torchbearer: You conjure a creature that carries a torch, sunrod, lantern or daylight spell.
Pacifist: The target is suddenly convinced that killing is wrong and will avoid combat whenever possible. If forced into combat, the target will do her best to deliver only non-lethal damage and will cast only spells that do not do physical damage.
Energy weapon: One weapon deals an additional 1d6 damage of the chosen energy type.
Mage armour: Gives subject +4 armor bonus.
Summon Black hawk: Summons giant riding hawk for 2 hours/level.
True strike: +20 on your next attack roll.
Second cirkel (Level 3)
Summon air strike: You cause a fiery hot stone to fall from the sky doing 2d6 per level damage to a single target.
Fit of Pique: Force target to attack its ally.
Scout: Double the range of your vision
Ride the winds: Fall safely, levitate, or fly by floating on the air.
Third cirkel (Level 5)
Flash bang: Obscure vision and cause 2d6 fire damage per round.
Nondetection: Hides subject from divination, scrying.
Clairaudience/Clairvoyance: Hear or see at a distance for 1 min./level.
Deep sea mage
It takes a very special kind of psyche to become a Deep sea mage. Taking a shitload of mutagens and then drowning yourself hoping that you develop gills and the ability to breath under water before you drown is not for the fainth of hearth. But you did it and now the sea whispers it secrets to you. All deep sea mages have gills.
First cirkel (Level 1)
Water Breathing: Subjects can breathe underwater.
Create Water: Creates 2 gallons/level of pure water.
Endure Elements: Exist comfortably in hot or cold environments.
Crushing grasp: Touch delivers 1d6/level crushing damage (max 5d6).
Second cirkel (Level 3)
Resist Energy: Ignores first 10 (or more) points of damage/attack from specified energy type.
Darkvision: See 60 ft. in total darkness.
Summon shark: You summon a shark with 3 HD and the ability to fly thst serves you.
Transformation: You can transform into an dolphin, an octopus or an shark. You gain one natural weapon and a superhuman swiming speed.
Third cirkel (Level 5)
Protection from Energy: Absorb 12 points/level of damage from one kind of energy.
Water Walk: Subject treads on water as if solid.
Cause/Cure Bends: By casting this spell and making a touch attack, the wizard either causes a humanoid target to double over in pain from high-pressure gas bubbles forced into their bloodstream, or cures said affliction as it occurs naturally in divers. The target is unable to move for 1d4 hours and takes 1d10 points of damage unless they succeed a Fortitude save.
Mentalist
All wizards know that every being in the universe have a true name. A symbolic representation of who they are and how they interact with fate. Mentalists have through pure willpower messed up their truename in such a way that they aren't really a part of the world anymore. As such they have gained the ability to change the world or at least make the world seem like it have changed. Mentalists have crazy eyes that glow purple giving them constant nightvision, this is a side effekt of messing with their true namne.
First cirkel (Level 1)
Disguise Self: Changes your appearance.
Magic Aura: Alters object’s magic aura.
Silent Image: Creates minor illusion of your design.
Ventriloquism: Throws voice for 1 min./level.
Second cirkel (Level 3)
Blur: Attacks miss subject 20% of the time.
Hypnotic Pattern: Fascinates (2d4 + level) HD of creatures.
Invisibility: Subject is invisible for 1 min./level or until it attacks.
Magic MouthM: Speaks once when triggered.
Minor Image: As silent image, plus some sound.
Mirror Image: Creates decoy duplicates of you (1d4 +1 per three levels, max .
Misdirection: Misleads divinations for one creature or object.
Phantom TrapM: Makes item seem trapped.
Third cirkel (Level 5)
Displacement: Attacks miss subject 50%.
Illusory ScriptM: Only intended reader can decipher.
Invisibility Sphere: Makes everyone within 10 ft. Invisible.
Major Image: As silent image, plus sound, smell and thermal effekts.
Necromancer
Unlike the other mages on this list there is no real trick to becoming a necromancer. You just study alot and read many, many books. They are incidently about dark, foul and sanity blasting magics so you are still pretty messed up. But hey, that is the price of doing bussines.
First cirkel (Level 1)
Cause Fear: One creature of 5 HD or less flees for 1d4 rounds.
Chill Touch: One touch/level deals 1d6 damage and possibly 1 Str damage.
Ray of Enfeeblement: Ray deals 1d6 +1 per two levels Str damage.
Second cirkel (Level 3)
Blindness/Deafness: Makes subject blinded or deafened.
Command Undead: Undead creature obeys your commands.
False Life: Gain 1d10 temporary hp +1/level (max +10).
Ghoul Touch: Paralyzes one subject, which exudes stench that makes those nearby sickened.
Scare: Panics creatures of less than 6 HD.
Spectral Hand: Creates disembodied glowing hand to deliver touch attacks.
Third cirkel (Level 5)
Gentle Repose: Preserves one corpse.
Halt Undead: Immobilizes undead for 1 round/level.
Vampiric Touch: Touch deals 1d6/two levels damage; caster gains damage as hp.
Create unded: Create an undead servant with 1 hd/caster level that obeys the necromancers commands.
White witch
You removed your hearth and pierced it with a spike or shard of fey ice, sacrificing the extrems of your emotional spectrum for magical power. White witches are immune to cold damage but is otherwise affected by ice magic normaly. White witches are universaly pale and over time their skin turns snow white, their hair also pales first becoming blond and then white. Hate is cold, hell is cold and you are the master of the cold.
First cirkel (Level 1)
Icicle dagger: You create a masterwork dagger out of ice. The dagger deals 1 point of cold damage in addition to normal dagger damage. If the dagger leaves your hand for more than 1 round, it melts and the spell ends.
Frost bite: Your melee touch attack deals 1d6 points of nonlethal cold damage + 1 point per level
Frost fall: The area of this spell is covered in chilling frost, dealing 2d6 points of cold damage to all creatures within it.
Ice slick: A thin sheet of perfectly smooth ice spreads out over the ground or floor in the area you designate. Any creature standing on the ice when it appears — or that steps on the ice — must make a Reflex save or fall prone. Those that do fall down take 1d4 points of cold damage.
Second cirkel (Level 3)
Ice spears: You may cause a number of ice spears equal to one spear for every four caster levels you possess to burst from the ground. A creature that occupies a square from which a spear extends (or that is within 10 feet of the ground below) takes 2d6 points of piercing damage and 2d6 points of cold damage per square
Ice prison: You trap the target in solid ice 1 inch thick per caster level. If the creature fails a dexterity save, it is helpless, but can still breathe (the ice blocks line of effect to the target).
Third cirkel (Level 5)
Ice body: Your form transmutes into living ice, granting you several abilities. You gain the cold subtype and damage reduction 5. You are immune to ability score damage, blindness, critical hits, deafness, disease, drowning, electricity, poison, stunning, and all spells or attacks that affect your physiology or respiration. You can move through ice and snow like a fish through water.
Frigid touch: Your melee touch attack deals 4d6 points of cold damage and causes the target to be trapped in ice and helpless for 1d4 rounds.
Demonologist
Demonologists are the bitter enemies of infernalists. According to the demonologists this is because the infernalists are humans playing with powers beyond their reckoning, pretenders to the throne as it where, while the demonologist are wiling servants and propeths of hell. According to the indernalists it is because the demonologist are a bunch of fuck ups. The thing is that while infernalsits tricked hell out of their magic demonologists bargened their souls for magic to begin with.
Demonologic magic takes the form of command words uttered by the demonologist in order to summon a demon into themself. The demonologist then takes on the body of the demon and is free to use its powers while in its form. The drawback is that during this time the demon have a chance to creep into the mages body and use it for its purposes. So you have to ask yourself how long does it take to ruin your life?
Special rules: For every level the demonologist can stay 1d4 rounds in a demonic form before the demon takes over their body.
First cirkel (Level 1)
Flames of passion: The demonologist takes the form of a succubus or incubus. This gives them an 18 charisma, the ability to look like any humanoid the user desires and the ability to use the following spells at will: Charm person andVentriloquism.
Wings of malice: The demonologist takes the form of an imp. This gives them winged flight and the ability to throw a never missing projectile doing 1d6 damage of any energy type to a targer in sight. The imp can also use the spell identify at will.
Second cirkel (Level 3)
Shadow without light: The demonologist takes the form of an shadow demon. This makes them abel to pass through solid objects at will and makes them immune to physical damage and damage from two energy types of their chosing. They also gain an 1d8 natural claw attack.
Blood drinker: The demonologist takes the form of an Blood demon. This gives them 6 hp per level instead of their current hp and an armourclass of 18. They also gain an bite attack doing 1d10 damage and the ability to fully heal themself if they spend two rounds draining a corpse of all the blood.
Third cirkel (Level 5)
Colourless flame: The demonologist takes the form of an being of shadow and flame, a so called Balrog. In this form the demonologist can only be harmed by third cirkel magic or higher, he gains an armourclass of 18 and 1d8 hp per level instead of their current hp. The Balrog also have a flame whip attack doing 1d6 damage/level and creatures of equal or lower level must make a wisdom check or flee in terror for 1d6 rounds.
Lord of the pit: The demonologist takes the form of a minor demonic nobel. This gives them an charisma of 24 and an inteligence of 24. In this form the demonologist can use the following spells at will:
Dominate thrall: If a creature fails an opposed inteligence check you controlls the creature for 1d6 hours. The creature gains a new roll in order to try and break free if ordered to do something fundamentaly against its nature.
Flight: The caster can fly at a speed of 3 times his ordinary movement.
Destroy magic: Turns of all spells in the area unledd the caster of a spell takes 1d12 damage per spell to keep the spell going.
True seeing: Sees through all illusions and all magic.