This shimmering material always seems to evoke imagination when viewed. Although it is crystalline, it rings like a bell when struck and has surprising flexibility. Being close or in contact with it when you go to sleep is said to help bring prophetic dreams and messages from Echoe, and some say it is the only material that is real while dreaming and has special properties on Echoe’s home plane. Echite is slightly lighter than iron and about just as light as wood, but harder than both. All items made from Echite are considered masterwork and may be enchanted, but they may not hold an enchantment value (including special abilities) greater than +6 or they shatter, forever useless.
Weapons made from Echite are particularly useful against Dreams and Dreamless and function as if they had the bane special quality against them. Armor and shields made from Echite grants concealment against Dreams and Dreamless. Echite’s special nature also grants it a resistance to being hurt by magic. Any damage from a magical, psionic, spell-like, or supernatural source must overcome the material’s hardness to damage it.
Echite has 20 hit points per inch of thickness and hardness 15. Any item, not just metal ones, may be made out of Echite.
Cost Modifiers: Weapon: +2,000 gp; Light armor: +3,000gp; Medium Armor: +6,000 gp; Heavy Armor: +10,000 gp; other items: +500 gp per pound
This semi-crystalline material has strange properties in that it has the appearance of crystal, but also has metallic properties of ductility, malleability, and conductivity. It is used extensively in research and Ominia, and is not uncommon on the astral plane, but is fairly rare on the material plane. Zorite is known for being very interactive with magical, psionic, and incarnic energies and finds great use in wondrous items and such.
Weapons made from Zorite are automatically considered to have the spell storing property. Armor and shields crafted out of Zorite grants a bonus to saves against spells: +1 for light, +2 for medium, and +3 for heavy. Adding spikes to armor or shields allows use of the spell-storing ability as well. The above abilities can be altered through special preparation for psionic or incarnic equivalents. Only items made of metal can be made of zorite instead. For example, the blade of a longsword or battleaxe might be zorite, but the handle would not. Weapons made of wood, such as quarterstaves, cannot be made from zorite. Ranged weapons can be inlaid with enough zorite to receive the same benefits.
Zorite can be specially prepared so that it can absorb, conduct, or emanate magical, psionic, or incarnic effects. When made into a sheet, zorite can absorb spells, spell-like, and supernatural effects. Each sheet is half-an-inch thick and can absorb 10 caster levels per square foot. An effect which is totally absorbed is negated, and effects which are partially absorbed function at the lowered caster level. Fully absorbed zorite is very brittle and loses half its HP and must be drained of its magical energies in a special process taking one hour per square foot.
When made into a wire or bar, zorite becomes conductive to such energies. Any effect directed at one end is conducted through the wire or bar and comes out the other end as if it had been cast from that point. Targeted spells that are so conducted are ‘fired’ out in a straight line. Since the spell must hit the end of the wire or bar (and since they are usually small surfaces), conductive zorite is usually attached to a sheet of absorptive zorite which acts as a collector. In that role, the absorptive zorite is never filled unless it is struck with too many caster levels at once (in which case the rest continues as normal). Conductive zorite can safely conduct 5 caster levels for every quarter-inch2 of cross-sectional area. Anymore and the wire or bar is overloaded and explodes, becoming useless and dealing 2d4 damage per extra caster level in a 10 foot radius (Reflex half). Conductive zorite never overloads unless forced and thus a small wire can safely drain a large sheet over time (assume max conduction of levels per round). Spells which have been conducted once cannot be absorbed or conducted again and simply fizzle.
When made into a small object, usually spherical or polyhedral in shape, zorite can emanate energies. A spell of up to 4th level may be cast into an emanation stone and will be constantly emanated in a 10ft radius around the stone. The emanation functions at the caster level of whoever cast it and lasts for 1 day per caster level. Casting dispel magic or greater dispel magic on an emanation stone turns it off, but placing it in an antimagic field merely suppresses it. Disjunction turns it off and erases the spell placed inside. If the stone is moved, the effect follows it, leaving the previous area completely clean and unaffected. Placing the stone in a bag of holding does not stop the stone from affecting the area, but placing it in a portable hole or other extradimensional space will. If two or more areas overlap, the effects overlap as well unless they are contrary in which case they cancel each other out, regardless of caster level. In order to be placed in an emanation stone, a spell must affect an area, must have a duration greater than instantaneous, and must not be a wall spell or other spell whose effect takes on a distinct physical shape. Otherwise the spell is merely spread out in a 10ft. burst and the stone is useless for a day. If a piece of conductive zorite is attached to an emanation stone, the spell is instead emanated out of the wire’s end in a 15ft. cone. Absorptive zorite will stop a spell from affecting anything behind it and will not fill up while doing so, though it is unable to absorb spells from another source during that time.
Cost modifiers: Weapon: +1,500gp; Light armor: +2,500gp; Medium armor: +5,000gp; Heavy armor: +8,000gp; other items: +750 per pound. Absorption sheets: 1,000gp per square foot. Conductive zorite: 750gp per quarter-inch2 of cross-sectional area times 1.5x the length in feet. Emanation stones: 3,500gp each.
Zorite has 15 hp per inch of thickness and hardness 10.
Alloying steel with zorite produces a metal which is anathema to magic. Weapons made out of zorite steel produce a dispel magic effect against any magical item (excluding artifacts) as if it had CL 7. Armor and shields made out of zorite steel automatically provide SR 15 to the user. Small chunks of zorite steel can be used in a similar manner as absorptive zorite though they are stronger and less brittle. They can negate spells cast on them or around them in a 5-ft radius. For each level of spell cast on them above 3rd level there is a 10% chance that the zorite in the alloy will sublime rendering the alloy useless (automatic against epic spells).
Cost modifiers: Weapon +2,000 gp; Light armor: + 3,000 gp; Medium armor: + 5,500 gp; Heaver armor: +8,500 gp; other items: +1,000 gp per pound. Negation chunks: 4,000 gp each.
Zorite steel has 15 hp per inch of thickness and hardness 10
This substance is a blend of platinum, echite, and zorite powdered and sintered together. It is the result of Carina’s research into the nature of corruption. It is the only known substance that can contain or hold corruption for a reasonable length of time without corroding or becoming corrupted in turn. Due to its manufacture, Carinite is very brittle and cannot be worked once hardened. It is not terribly resistant to heat, having a melting point similar to copper. Working with Carinite adds 5 to the DC of any Craft check.
Carinite has 5 hp per inch of thickness and hardness 5
Players may create new spells to supplement the ones found in the allowed books as they require. To do so, start by determining the concept of the spell and the basic mechanics (area, target, effect, duration, etc). Then study the spell research system and use the table to make the spell. A good player will also role-play his desire for a new spell and the way he or she has come up with this idea, as well as the process of crafting it.
Because spell research is a complicated task, the system and table has been moved to Spell Research.
Carina’s research has stumbled upon the ability to improve spells by adding in new material components during the casting. It’s hard to predict what the effects will be when the new material is added, so players need to keep track on their own on the Improved Spell Components page.
Enchanting and Crafting
In Ferros, various materials have different properties with regards to being enchanted just as they have different physical and chemical properties.
- Cold Iron: Drawn from the bowels of the earth, this iron is particularly resistant to enchantment just as it resists the Fey. It costs an extra 1000 gp to lay any enchantment on a piece of cold iron and the process takes an extra day.
- Steel: Steel is merely iron with some carbon added via charcoal. Because of this impurity it no longer has the same resistance that iron does as it now carries the essence of the land in it. Steel enchants normally.
- Leather/Hide/Wood: Materials such as cloth, leather, wood, and hide all come from nature with little refining needed and as such are enchanted as normal. Wizards do not normally possess the same connection to the land, however, and must spend 10% more XP to enchant such materials while druids get a 10% discount to their XP cost.
- Copper/Brass/Bronze: Copper is a soft and workable metal and it comes naturally in the world needing little refinement usually. Though it does not conduct magic any better than steel, it will accept it more easily. The process of enchanting copper takes one day less than usual to a minimum of half a day. Its alloys are the same making it a good choice for magical equipment and items.
- Silver: Silver (and sterling silver) is a strong conductor of magic and has inherently purifying properties, hence its effectiveness against lycanthropes. Silver items can be given spell storing up to level 4 spells and holy/evil/axiomatic/chaotic at half the normal cost.
- Gold: Despite its value as currency gold’s only inherent worth is that it cannot be tarnished. Gold items cannot be enchanted with spells of the Illusion school unless the gold is significantly devalued by alloying it with copper or silver.
- Platinum: Like gold, platinum is highly resistant to tarnish but like silver it is a strong conductor of magic. When enchanting platinum, the caster effectively is one caster level higher than normal at no additional cost. (Example: a 2nd level caster enchanting platinum with cure light wounds can lay a CL 3 spell on the platinum at the CL 2 cost.)
- Electrum: The alloy of gold and silver, along with other precious metal alloys such as white gold, generally takes enchantments easily. The XP cost of enchanting a precious metal alloy is reduced by 20% but the alloy does not gain the benefits of its component metals.
- Zinc: Zinc is more often used in brass than it is alone and is often regarded as not particularly interesting. Zinc is a low-melting metal and cannot take more than a +2 level enchantment or more than a 3rd level spell in any given enchantment attempt (though it can accumulate the normal amount of enchantments over time).
- Tin: With a lower melting point than zinc, tin is mostly alloyed with copper to make bronze and with lead to make pewter. It cannot hold any enchantments of the Evocation school and it cannot take more than a +1 level enchantment or greater than a 2nd level spell in any given enchantment attempt. It’s easy workability, however, mean that it is more efficient to enchant reducing the gold and time costs by 25%.
- Meteoric Iron: The metal from a meteorite is often called iron even though it is an alloy of iron and nickel and small amounts of other metals. This lends it a particularly tough composition. It takes an extra day to enchant but thereafter it can be struck to provide light as a torch for 10 minutes at a time. Items made from it cost the same as Mythril.
- Zorite Steel: If steel is alloyed with zorite, the resulting metal becomes anathema to magic. Zorite steel cannot be enchanted.
- Echite: This crystalline dream material cannot hold more than a +6 enchantment value lest it shatter, forever useless.
- Mercury: Also known as quicksilver, this liquid metal can transfer magical energy when used in laboratories but it is also quite effective as a poison. Weapons with the frost or icy burst enchantments can be dipped into mercury to freeze a thin coat onto the weapon. As a poison mercury can be applied through injury or ingestion and deals 1d3 Con primary damage, 1d6 Wis drain and 1d6 Int secondary damage, and requires a DC 17 save to resist. The wisdom drain is ability drain, not ability damage, and does not recover over time.
- Lead: Lead is slightly toxic over time but more well known for its workability and density. Because it is so soft, lead is not suitable for weapons and armor but if enchanted it’s density makes it particularly suited to Conjuration spells. Conjurations may be cast at a +1 caster level when lead is being used, but the gold cost is 10% higher due to the increased density.
- Carinite: This substance can not hold any enchantment that causes corruption or uses corruption in any way. Any enchantment that protects, resists, detects, or purifies corruption in any way may be added at half the XP cost.
Enchanting and crafting magical items no longer costs XP. Instead, for each 200 XP the caster loses one of his highest level spell slots. The caster can regain those spell slots by earning XP. For every 200 XP he earns, he regains one spell slot, regardless of how much XP it would have cost him to craft the item. Casters lose spell slots from the highest level going down and regain them from the lowest level coming up.
- Heimdall makes a potion of cure serious wounds. It costs 36 XP, but instead he loses one of his highest level spell slots. He makes ten potions in total, costing him ten spell slots instead of 360 XP. For every 200 XP he earns he will regain one spell slot. He must earn a total of 2000 XP, which adds to his XP total as usual.
- Obrican makes two items that cost 120 XP and 530 XP each. He loses one spell slot for the first item and three spell slots for the second item. Since he has lost four spell slots, he must earn 800 XP to regain them. That XP adds to his total as usual.
Spell Batteries are a new magical item that were invented by Obrican Nikshii. They contain a partially finished spell much like a scroll. Spell batteries are specially modified puzzle boxes built out of various materials. By solving them, the caster moves the various components of a circuit into place. Once correctly solved, the spell flows throw the circuit and into the caster, who completes the spell to cause it to take effect. Once the spell has been cast from the battery it is drained, although it can be recharged with another spell.
Anyone who can cast the stored spell normally can solve the puzzle box without problem. If someone who cannot cast the spell solves the puzzle box (which requires an Intelligence check with DC equal to 10 plus the spell’s level), the spell battery explodes, dealing 1d6 per spell level damage with a reflex save for half (DC equal to solve DC). The maximum level of the spell or combined level of the spells that a single battery can contain is equal to the number of sides of the puzzle box (i.e. a cubical puzzle can contain up to six spell levels). Recharging a spell battery takes as long as enchanting it originally, unless it is being recharged with a spell of a different level, in which case, the time and cost are each multiplied by 1.5.
Spell batteries are Wondrous Items.
Receipts are meta-game items that grant in-game boosts. They do not occupy a body slot but you may only have three receipts. Receipt bonuses stack with any and all bonuses including those from other receipts. Receipts must be kept on your person during a session in order to gain the listed benefit. Receipts may not be sold or exchanged for anything in-game except as follows: a receipt may be burned in exchange for 300 XP/bonus. To clarify, a receipt that offers a +1 to Str and a +2 to Will saves may be burnt for 600 XP. The burning must be complete and must happen in-person or on camera.
The following spells are forbidden and may not be used. They do not exist within the world except as theoretical ideas that do not work. It is impossible to research them or develop them independently and it is impossible to make a spell that duplicates their effects.
limited wish, wish, miracle, bend reality, reality revision
Out-of-game this is to keep the players from becoming gods (in a sense) and to prevent things like wishing Lachesis dead. Items such as the Manuals and Tomes which boost ability scores still exist and can be created literally by magic. They’re expensive and if I think you’re abusing them bad things will happen. The tarrasque, if it exsists at all, can be killed or defeated without the use of these spells.
In-game these spells don’t exist mostly as a consequence of the Great Seal. Miracle is a spell that directly invokes a deity’s power on the Material Plane, but the Great Seal prevents this. If the other spells were permitted, it would allow Jomy Marquis and Vardalon a way around this and thus out of fairness those two gods eliminated those spells/powers from existence. Additionally, said gods felt it made the wizards and psions way too OP.
Try to get past these restrictions too many times and bad things will happen…
I just realized the 9th level Luck domain spell is miracle. So now it’s Dart’s Dodge wherein you get to simply exit reality for one round, avoiding everything that happens.
For 5e the spell Miracle has been replaced by the class feature Divine Intervention. This feature will continue to exist as described in the PHB with the understanding that generally effects are limited to spells and occasional assistance beyond that. Intervention is not provided directly by the deity but rather by the deity’s Favored Saint and so their assistance is somewhat limited. Thus asking for an emergency cure light wounds is fine, but asking for an earthquake to swallow up your enemies is not.
Characters begin with their alignment of choice, but through their actions they may accumulate points toward an alignment change. This point system is a quantitative attempt at handling alignment changes fairly and based on character actions over time. It may be changed as the campaign progresses.
When a character performs an action that is exceptionally representative of a particular alignment (good, evil, law, or chaos) he/she receives a point of that alignment type. It is the players’ responsibility to keep track of these points. Exalted and Vile points are for good and evil, respectively, while Law and Chaos points are for lawful and chaotic alignments. It takes 10 points to move a character one alignment over in the alignment space. For example, a neutral good character requires 10 Vile points to become true neutral and an additional 10 Vile points to become evil. Points of opposing alignments cancel out, so if that same NG character had 9 Vile points and 5 Exalted points, it would take an additional 6 Vile points to move their alignment. Alternatively, you can rule that opposing alignment points simply remove each other to simplify calculations and thus our example only really has 4 Vile points. When a character moves an alignment space they may reset their points on that axis to zero.
A character who wishes to gain access to BoVD or BoED must have the correct alignment and then gain 15 of the appropriate points on top of that. Once they have attained these points they may be contacted by an Exalted or Vile outsider to cement their transformation. As with clerics, if an Exalted character does anything Vile (or vice-versa) even once, they lose their access to that book and all skills and abilities gained from it until they have atoned. Their alignment on the ethical axis does not affect Exalted or Vile status, though their patron may have something to say about it.
A mad creature has a nonzero Wisdom below 5. Any Wisdom damage is treated instead as Wisdom drain, subtracted from the creature’s normal Wisdom score. Once the Wisdom has been drained to the current score, the creature is permanently mad as the spell Insanity. Restoring drained points of wisdom will not remove the madness, though restoring damaged points will. Killing a maddened creature will restore it in its final moments. Most maddened creatures are highly violent: +2 to attack rolls, but -2 to AC.
Any creature which, for whatever reason, does not have a Wisdom score is considered permanently mad. While normal madness may be cured magically, a creature without a wisdom score may never experience lucidity.
Some monsters have this extraordinary ability that makes them fuller of vitality than usual. Such monsters always receive a minimum of one-half the maximum plus one HP for each hit die they have, including any temporary or additional hit die they may receive at any time. [For example: 4d4 regular = 4+2+1+4 = 11. A Prominent version would instead be 4+3+3+4 = 14] Prominence cannot be suppressed, and a creature with prominence maintains it even if raised from the dead or made into an undead. In that sense, it is more a property of creatures rather than a special ability.
Prominent monsters are always advanced versions of regular monsters (as given in their entry in the Monster Manual). The Boss template also provides the prominence ability, as do the spells Prominence/Deminence.
Spells or abilities that create creatures such as constructs or undead can also create prominent versions of such creatures. The creator must advance the hit die of the creature by at least 2 and must use a gem worth at least 50 gp that comes from either the Positive or Negative Energy Planes. Summoned creatures are never prominent unless summoned in a special ritual.
The Song of Nephilim
The Song of Nephilim is a supernatural piece of music which causes madness in those who hear it. It was once used by mindflayers against the gith as a means to control the slaves. However, in the gith’s rebellion, it was discovered that the illithids were not immune to the Song as the gith had long thought. They turned it against their illithid masters and used it to great effect. When the gith split into the githyanki and githzerai, they differed in how they thought the Song should be used. The githyanki felt that all copies should be destroyed and hunted it down as ruthlessly as illithids while the githzerai thought it was a weapon to be treated with care and respect, though only used as a last resort. A few people think (DC 30 Knowledge(planes or history)) that the githyanki’s sack of the great Ominian library on the Astral plane was because the illumian scholars had been keeping some copies there. Secretly, the Ominians were doing research on it due to its strange effect on illumians.
The Song of Nephilim is a strange and ancient supernatural effect. None are sure what causes it or why it exists, but it does take some measure of skill to play it correctly. Simply humming, playing, whistling, or hearing the Song will do no more than bring an ominous feeling on unease to the player/listeners. However, if the song is played with the intent to inflict madness, the performer must make a DC 15 Perform check to play it correctly and must remake it each minute he continues to play it. If he fails, he suffers the effects instead. Characters with the use of bardic music can use one use of it to successfully play the Song without requiring the Perform check. When played correctly, the performer is immune to the madness effect while all creatures who can hear the Song (within 50 feet of the performer) are affected. Creatures beyond 50 feet must make Listen checks each round to not listen to the Song (DC 6 +1 per 10 feet away).
Hearing the Song means that a creature must succeed on a DC 16 Will save or take 1d4 points of Wisdom damage. Due to acclimation, githyanki and githzerai receive a +4 racial bonus on the save. For a live performance, the save must be made every round until the creature becomes permanently mad or the Song is no longer being played. Once the Song stops, the effects cease immediately. Certain magical items are also capable of playing the Song of Nephilim. These items, such as illithid resonance stones, generally affect creatures within 30 feet of the source of the Song. Creatures farther away may still hear the Song, but are not affected aside from feeling uneasy. For every 10 feet of distance added to the area of an item which produces the Song, increase the cost to make it by 1000 gp. Illusion spells which are designed to produce the Song can only produce the effect if they can produce intelligible speech and the subjects do not disbelieve the effect. The save DC is still 16 for the Wis damage, but the disbelief is as usual, also subject cannot suffer Wisdom drain as they normally would from an illusion spell. Epic spells may produce the Song easily and at full strength.
Illumians are also racially affected by the Song in odd ways, due to their fundamental linguistic nature. Illumians who play or hear the Song must make DC 16 Fort saves or resonate with it. If they succeed, they receive a +4 racial bonus on the Will save. If they fail, they automatically fail their Will saves to resist the Song’s effects for one minute and they amplify the existing Song effect within a 10 foot radius, causing the Song save DC to increase by 1. Resonance effects generated by multiple illumians stack. The effects of the Song also continue for one round after the Song stops, though only for the 10 foot radius area. Illumians who have come into contact with the Song always have suffered damage of some sort to their sigils, which appear twisted from then on.
The Song of Nephilim is a supernatural, sonic, mind-affecting effect and can easily be negated by such effects as magical silence and countersong. Mundane silencing efforts grant the listener a chance to make the Listen check as above to attempt to avoid hearing the Song (DC 10 for poor insulation, 5 for good insulation, 0 for deafness).
Cantus is a new skill available to anyone with draconic blood or any spell-casters able to find a draconic teacher (very rare). Simply put, Cantus is the skill of crafting, casting, and knowing about the draconic system of magic. Dragons view magic differently than mortal mages and while this does limit them to certain spells, it also allows them access to amazing abilities. Most creatures can only learn one type of Cantus, but there are those capable of learning multiple elements.
See Cantus for details.
- HD: d6
- Saves: Wisdom
- Spellcasting: As cleric, but you may choose the Life domain even if not normally available to your deity. You do not gain ritual casting.
- Deity: Must choose a deity, may not be a priest of an alignment or philosophy.
- Channel Divinity: Gained at level 3. Gain another use per rest at level 7 and again at level 18. Gain the Destroy Undead features at levels 6, 9, 12, 15, 18 with HD progression as cleric.
- Skill Proficiencies: Religion and choose one from History, Insight or Medicine.
- Equipment Proficiencies: No armor or shields, simple weapons and deity’s weapon, no tools.
- Ability Score Improvements at levels 4, 8, 12, 16, and 20.
- Gains Divine Intervention at level 12.
- HD: d4
- Saves: Intelligence
- Proficiencies: As commoner
- Ability Score Improvement at levels 4, 8, 12, 16, and 20.
- Gains the Magic Initiate Feat at level 1 and again at levels 7 and 14.
- Spellcasting: Intelligence-based, non-ritual. See below.
Ominian Commoners are the result of an impressive education system. Each time they gain the Magic Initiate Feat they must choose their spells from the Wizard spell list. They also gain a 2nd-level spell at level 10 and level 20 (also from the Wizard spell list). Most Ominian Commoners never get past level 2 or 3, however, and those who enjoy the study of spells usually become wizards. It should be noted that cultural differences across the empire mean that there are some communities that teach different spell lists.
Characters who grew up in the Ominian educational system gain the Magic Initiate Feat at level 1 only if their class does not already offer spellcasting (Barbarian, Monk, Fighter, Ranger, Rogue, Paladin). Such characters may use the feat to take spells from a different spell list (such as Druid or Cleric) if their backstory describes it appropriately.
Red Mage WIP
The red mage combines arcane and divine magic with a small amount of skill and battle prowess. In effect, it is the ultimate in diversification. The red mage is usually a somewhat charismatic character and will generally be portrayed as a renaissance man. His daily life is buys, however, as he struggles to keep his skills in harmony. He must practice combat, what skills he has, and both sorts of magic. While not religious, his daily meditation serves to confirm his dedication to his source of divine power, usually a philosophic or natural one, and to allow him to replenish his daily spells.
- HD: d6
- BAB: Rogue
- Saves: Good Fort
- Weapon and Armor Proficiency: Gains proficiency with light and one-handed martial weapons, light and medium armor, and light shields.
- Spellcasting: The red mage casts spontaneously from the list below. The save DC of his spells is determined by his Intelligence, but bonus spells are drawn from his Charisma.
- Cure Light Wounds, Magic Missile, Bless, Detect Undead, Inflict Light Wounds, Remove Fear, Obscuring Mist, Magic Weapon, Shield, Identify, True Strike, Detect Secret Doors, Jump, Chill Touch, Erase, Disguise Self, Detect Corruption, Alarm, Doom, Entropic Shield, Burning Hands
- Resist Energy, Acid Arrow, Glitterdust, Daze Monster, Flaming Sphere, Minor Image, Shocking Grasp, Blindness/Deafness, Lion’s Charge, Resist Corruption, Arcane Lock, Alter Self, Command Undead