Lighthouse for the Blind
Nizhoni, the Wild Thing

Description

Bio

Spellfire is refined, controlled, raw magic. In beneficent manifestations, it appears as a font of silver light and heal- ing energy. In battle, it is a searing blue-white jet of all-con- suming radiance. Spellfire in its basic form is described in the FORGOTTEN REALMS Campaign Setting, and that infor- mation is expanded here.
The supernatural ability known as spellfire is thought by many to be unique to a single person each generation, but recent information indicates that this is a fallacy, and that spellfire wielders are more common than originally thought. People born with the ability to use spellfire have the Spell- fire Wielder feat, described in the next chapter.
A person gifted with spellfire can perform amazing deeds, depending upon their skill, talent, and the amount of magical energy they have within them at the time. In gen- eral, spellfire can be used to heal, create blasts of destruc- tive fire, or absorb magical effects it contacts, although the exact effects vary by circumstance and user. Talented wield- ers have developed the ability to release multiple blasts at once or even fly (see the spellfire channeler prestige class in the next chapter).
Absorbing Spell Energy
A spellfire wielder can ready an action to absorb spells tar- geted at her as if she were a rod of absorption. She gains one level of spellfire energy for every spell level absorbed and can store a number of spellfire energy levels equal to her Constitution. If she has reached her limit, she cannot absorb spells until she expends some of her stored spellfire energy levels.
If an incoming spell effect has a greater number of spell levels than she can currently store, she absorbs spell levels up to her limit, and the remaining spell levels are divided by the original number of spell levels to determine what fraction of the effect gets through (as with the spell turn- ing spell, except that the caster of the spell is never at risk of being harmed).
If her Constitution decreases so that her number of stored spellfire levels is greater than her current Constitu- tion, the excess levels discharge at a random creature in range as destructive spellfire (see below).
Stored spellfire energy levels are unavailable in an antimagic field, but are not lost. Once the wielder is out of the antimagic field, the spellfire energy levels are again available for use. Dispel magic and similar effects cannot negate stored spellfire energy levels. A character with stored levels radiates magic as if he were an item with a caster level equal to his number of stored levels.

Using Spellfire
As a standard action, a spellfire wielder may expend stored spellfire energy levels as a melee or ranged touch attack (maximum range 400 feet), dealing 1d6 points of spellfire damage per level expended (Reflex half, DC 20). Spellfire damage is half fire damage and half raw magical power. Creatures with immunity, resistance, or protection against fire effects apply these to half of the damage, but not the other half. A creature can choose “spellfire” as a weapon for the purpose of the Weapon Focus feat.
A spellfire wielder can heal a target by touch, restoring 2 hit points per spellfire energy level expended for this pur- pose. This is not considered positive energy, so it does not injure undead.
Unlike most supernatural abilities, spellfire is affected by spells and magic items that affect spell-like abilities, such as a rod of absorption or rod of negation (if pointed at the manifestation rather than the wielder). It can be thwarted or counterspelled by dispel magic, and theoreti- cally a spellfire wielder could counterspell another’s spell- fire. However, spellfire is a supernatural ability and does not provoke an attack of opportunity when used, nor is it subject to spell resistance.

This rod absorbs spells or spell-like abilities into itself. The magic absorbed must be a single-target spell or a ray directed at either the character holding the rod or her gear. The rod then nullifies the spell’s effect and stores its potential until the wielder releases this energy in the form of spells of her own. She can instantly detect a spell’s level as the rod absorbs that spell’s energy. Absorption requires no action on the part of the user if the rod is in hand at the time.

A running total of absorbed (and used) spell levels should be kept. The wielder of the rod can use captured spell energy to cast any spell she has prepared without expending the prepared spell itself. The only restrictions are that the levels of spell energy stored in the rod must be equal to or greater than the level of the spell the wielder wants to cast, that any material components required for the spell be present, and that the rod be in the wielder’s hand when he casts the spell. For casters such as bards or sorcerers who do not prepare spells, the rod’s energy can be used to cast any spell of the appropriate level or levels that they know.

Rod of Absorption
A rod of absorption can absorb a maximum of 50 spell levels and thereafter can only discharge any remaining potential it might have. The rod cannot be recharged. The wielder knows the rod’s remaining absorbing potential and current amount of stored energy.

To determine the absorption potential remaining in a newly found rod, roll d% and divide the result by 2. Then roll d% again: on a result of 71—100, half the levels already absorbed by the rod are still stored within.

SOULSTONE
Price (Item Level): 10,000 gp (12th)
Body Slot: Face
Caster Level: 9th
Aura: Moderate; (DC 19) transmutation
Activation: —; see text
Weight: —
This faceted gemstone is the size of a coin and
mounted on a golden disk covered in runes
and scrollwork.
Soulstones are boons to all those who channel the power of incarnum (see Magic
of Incarnum). When you use the proper
command thought, this gem adheres to
the center of your forehead (the same
command thought causes the soulstone to
disengage). While you wear a soulstone, you
can bind a soulmeld to your brow chakra,
gaining the normal ability granted by
such a bind. This effect functions despite
the fact that you are currently wearing a
magic item in that chakra. This bind is
in addition to any binds you are already
allowed (though it doesn’t let you bind an
extra soulmeld to your brow chakra).
If you are already able to bind soulmelds to your brow chakra, the soulstone
instead grants you 1 bonus essentia that
can be invested only in a soulmeld bound
to your brow chakra.

If you also wear a magic item that grants
an enhancement bonus to your Wisdom,
a soulstone also allows you to unshape a
soulmeld bound to your brow chakra and
immediately reshape another soulmeld,
even binding it to your brow chakra if you
want. This ability requires a full-round
action and functions once per day.
Prerequisites: Craft Wondrous Item, bind
a soulmeld to a chakra, essentia pool.
Cost to Create: 5,000 gp, 400 XP,
10 days.

Violated Horn
Also a quasi-magical item, the violated horn is a unicorn’s horn that has been removed from a still-living unicorn, leaving the creature crippled and in constant, terrible pain. For a violated horn to have special power, it must physically violate a victim during a perverse religious ritual conducted atop an altar dedicated to an evil god. The character performing the ritual must succeed at a Knowledge (arcana) check (DC 20) to perform the ritual properly, and no second tries are possible with that particular horn if the first check fails. Once a violated horn is powered, its possessor can break the horn at any time thereafter and be immediately transported to the site of the ritual as if a word of recall spell had been cast.

Karras Stone Knife
A quasi-magical item, this simple knife must be carved from a very rare stone procured from the gallbladder of an intelligent creature slain during a special harvesting ritual. Karras stone is made only into knives because it has only one special use – otherwise, it is normal stone. When a karras stone knife is used to sacrifice a living creature, the character using the knife gains a +1 profane bonus on the Knowledge (religion) check for the sacrifice.

Basic Information

Character Name Player Race Class
Level Alignment Deity Gender
Age Size Height Weight
Eyes Hair Skin Experience Points
Languages

Abilities

Name Score Mod Temp
Dmg
Temp
Boost
Str
Dex
Con
Int
Wis
Cha

Hit Points

Max Current Nonlethal

Initiative

Total Dex Mod Misc

Speed

Land Burrow Climb Fly Swim

Armor Class

= + + + + + +
Total Touch Flat-F. Armor Shield Dex Mod Size Natural Defl. Misc

Defenses

Miss % Damage Red. Spell Res.

CMB/CMD

= + +
CMB Base Att. Str Mod Size
= + +
CMD Base Dex Mod Misc Conditional

Saving Throws

  Total Base Abil. Mod Magic Misc. Temp. Conditional
Fort
Reflex
Will

Attack Bonuses

Melee = + + +
Ranged = + + +
Total Base Attack Bonus Abil. Mod Size Misc

Weapons+ Add

Name Attack Bonus Damage Critical Range Type Special Qualities

Protective Items

Armor

Name Type Bonus Max Dex Check Penalty Spell Failure Max Speed Special Qualities

Shield

Name Type Bonus Check Penalty Spell Failure Special Qualities

Ring / Amulet / Etc.

Name Type Bonus Special Qualities Name Type Bonus Special Qualities

Skills+ Add

CS Skill Key
Abil.
Total Abil.
Mod
Ranks Misc
Acrobatics Dex
Appraise Int
Bluff Cha
Climb Str
Craft () Int
Craft () Int
Craft () Int
Diplomacy Cha
Disable Device Dex
Disguise Cha
Escape Artist Dex
Fly Dex
Handle Animal Cha
Heal Wis
Intimidate Cha
Knowledge () Int
Knowledge () Int
Knowledge () Int
Knowledge () Int
Knowledge () Int
Linguistics Int
Perception Wis
Perform () Cha
Perform () Cha
Perform () Cha
Profession () Wis
Profession () Wis
Ride Dex
Sense Motive Wis
Sleight of Hand Dex
Spellcraft Int
Stealth Dex
Survival Wis
Swim Str
Use Magic Device Cha

Feats+ Add

FeatDescription

Special Abilities+ Add

AbilityDescription

Traits+ Add

TraitDescription

Inventory+ Add

Carrying Capacity

lbs. lbs. lbs. lbs. lbs.
Light Load Medium Load Heavy Load Lift Over Head Push/Drag

Money

Total PP GP SP CP

Spells

New Spells Section: Spell Levels+ Add

Character Bio



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