Post by Gaiyamato on Jan 19, 2015 3:31:48 GMT
Crystal Staff of Aecrethyl
Aecrethyl was a powerful Half-elf Netherese mage before the fall of Netheril who experimented with gem magic. His crowning achievement was the creation of his staff.
During the fall of Netheril Aecrethyl was commanding Netherese forces in battle against the Phaerimm when Karsus made his ill-fated attempt against Mystra, temporarily disabling all magic on toril. As Aecrethyl fell in battle his staff fragmented into dozens of tiny shards, some of which were lost, some of which were taken by Netherese or Phaerimm, and even some again by the Elves present on the day. When magic returned to Toril each shard manifested as a minor magic item and became prized possessions for the wielders.
Shards of Aecrethyl
There are 8 different colours of shard, each corresponding to a different school of magic. For each colour there are 3 shards, for a total of 24 shard fragments. Each one has it's own unique power. All shard powers have a Caster Level of 3 and may be activated by anyone as a full round action by speaking a command word. When a shard is activated it glows with a deep white light for the round it is activated on. Shards that have a constant effects strobe a soft white gentle light constantly when held.
All shard Fragments have a market value of 9000gp.
Note: This cost is only if a character wishes to start with a single shard fragment, they cannot be purchased on the open market for this price. A character should never begin with more than one fragment. Gathering each fragment should be a small adventure of themselves.
Light Pink Quartz (Abjuration)
Shards:
with black flecks
3/day Protection from Arrows
with blue flecks
3/day Resist Energy (Can specify a different energy type each time)
with white streaks
At will Node Lock (once only per node)
Brilliant Blue Quartz (Conjuration)
with gold flecks
3/day Glitterdust
with red flecks
3/day Summon Monster II
with green flecks
3/day Acid Arrow
White Quartz (Divination)
with black flecks
At will Locate Node
with red streaks
3/day See Invisibility
with blue flecks
3/day Detect Thoughts
Deep Green Quartz (Enchantment)
with white streaks
3/day Daze Monster
with gold streaks
3/day Power Word Sicken
with metallic-blue flecks
3/day Hideous Laughter
Bright Red Quartz (Evocation)
with blue flecks
3/day Snowball Swarm
with orange flecks
3/day Sun Bolt
with black streaks
3/day Darkness
Translucent Quartz (Illusion)
lights up blue
3/day Blur
lights up yellow
3/day Invisibility
lights up green
3/day Disguise Undead
Jet Black Quartz (Necromancy)
with deep black streaks
3/day Lifebolt
with white streaks
3/day Dessicate
with blue flecks
3/day Command Undead
Orange and Yellow streaked Quartz (Transmutation)
with blue flecks
3/day Knock
with gold flecks
3/day Darkvision
with green flecks
3/day Fins to Feet
To find out the command word for a shard is often a hard task or trial an error. Passing a Knowledge(Arcana) check at DC 20 and a Spellcraft check at DC 20 or A Knowledge(History) check at DC 20 and a Gather Information check at DC 22 will give you the command word for one shard. These checks may only be made once per week and require a Library or similar for research.
In addition to the powers of the shards on their own, if each of the 3 shards from the same stone are brought within 1' of each other and all 3 command works spoken together as a single sentence as part of a ritual (see below), they instantly form into a single pure unmarred crystal of their original type and colour. The Gemstone formed is about the size of a small dagger and can be used in combat as a small sized dagger-1, though it counts as magical for bypassing DR. They retain all 3 of their previous abilities and gain the additional benefit of providing +1 to the Caster level of any Arcane spell being cast by the wielder of the corresponding school if used as a focus component in the spell. A completed shard can be split into it's fragments again by striking it with a Warhammer or Hammer or any type with at least a +1 enhancement bonus, whoever does this must make a fortitude save against DC 15 or suffer 2D3 Wisdom damage. The shards may be reformed into a complete shard again after 10 minutes.
Shard Ritual
Each shard has it's own slightly different ritual to assemble. To learn the ritual requires a Spellcraft DC 25 check and takes one week of study of the shard fragments.
The ritual takes 1 hour to complete and requires 12,000gp of components (differs for each shard).
Multiple complete shards can be linked together and have additional benefits depending on what shards are linked to them, each completed shard gains the listed power if the other completed shard type is attached above or below it. To find the power for the shard, find it's listing in the left hand column and then find the new additional power it has gained in the table. Each power is 1/day and Caster Level is 9th. It takes a standard action to conjoin two shards or disconnect two shards. It takes a full round to disassemble or assemble the complete staff.
Shards attached:
When all 8 shards are assembled into one single item it finally becomes the staff of Aecrethyl. I retains all of the powers of the fragments and completed shards as noted above, and now functions as a Runestaff of Power. It also becomes a Weapon of Legacy. When assembled glowing purple runes line the length of the staff and a small ball of white light appears on top.
Omen: When any of the Runestaff powers are activated by an arcane caster wielding the staff a brief illusion of floating cities and the smell of incense is given to the user. Anyone can see all of the shards in the staff light up at once.
History
The Crystal Staff was made by a powerful Wizard, long long ago. His name has been lost to the mists of time. Upon his death the staff shattered into 24 crystal fragments that were scattered and lost. Reassembling these fragments creates an artifact of tremendous power. DC 10
The Crystal Staff of Aecrethyl was forged by a powerful Wizard of Netheril called Aecrethyl. In the great war that destroyed Netheril he was killed by the Phaerimm and his staff was destroyed upon his death, shattering into 24 fragments. If you assemble the shards and learn their command words then you can rebuild the staff and gain access to it's power. DC 15, Test of Knowledge
The Crystal Staff of Aecrethyl was created thousands of years ago in Netheril, before the Phaerimm war, and was an attempt to unify the different schools of magic. Aecrethyl was a chosen of Mystra, one of the first of the original Godess. He placed much of his own life force and magical power into the staff, and upon his death the release of this force shattered the staff into the 24 fragments. DC 20, Mastery of the Schools
Aecrethyl was a powerful Netheril Arcmage who forged the staff itself from condensed essence of each school of magic, forming the 8 Crystals. He placed a portion of his life force into each of the 8 crystals and then forged them into a powerful staff. Hungry for power however he then turned the staff into a great runestaff and an artifact. When Karsus attempted to become the God of magic by challenging Mystra Aecrethyl was slain by the Phaerimm, as his soul departed the world of Toril the staff fell into fragments, each one still containing a spark of magical power, fueled by his life force, still trapped in the gemstone. DC 25, Sojourn of the Soul
Table
Legacy Rituals
Test of Knowledge
Their wielder must prove their worthiness to the staff before it will allow the wielder to access the powers of Aecrethyl within it. You must pass any 3 knowledge checks that each have a DC of 25 or more. These need not be together and any amount of time can pass between them. No one may assist you with these and you cannot use magic to boost your check results. These cannot be checks about the staff itself. Cost: 2,500gp Feat Granted: Least Legacy (Crystal Staff of Aecrethyl).
Mastery of the Schools
You must cast one spell of each school during single combat with a creature of CR equal to your level and defeat the creature (need not be slain). No one else may assist you in any way, not even with healing or casting spells on you before the battle. Cost: 12,000gp Feat Granted: Lesser Legacy (Crystal Staff of Aecrethyl).
Sojourn of the Soul
You have the Vestige of Aecrethyl bound and travel to the Fuge plane. There the spirit of Aecrethyl will challenge you to a mage duel. You cannot have any assistance from anyone else, not even other spells cast upon you by another spellcaster, you may use magic items you carry. If you are still alive after 5 combat rounds you complete the challenge and Aecrethyl will kneel to you. Cost: 50,000gp Feat Granted: Greater Legacy (Crystal Staff of Aecrethyl).
Wielder Requirements
Wizard, must not be barred from any school
Able to cast 3rd level spells
Spellcraft 8, Knowledge(History) 5
Arcane Manipulation feat
Must have attuned to the Runestaff
Legacy Item Costs
Save Penalty - You suffer the highest noted save penalty to all saves.
Spell Slots - on the indicated level you must permanently sacrifice a number of your highest currently available level spell slots equal to the number indicated. This effect is permanent and does not change once applied.
Cha Loss - At each indicated level you lose a number of Charisma points as noted. This loss is permanent and cannot be regained through any method.
Legacy Item Abilities
Light Focus
The staff may be used as a focus for the Light spell. This doubles the area of effect and duration of the spell.
Spell Clutch
A number of times per day as noted on the table above, you can recall any 1st-level spell that she has already prepared and then cast. The spell is then prepared again, just as if it hadn't been cast. This stacks with the Deep Imaskari ability of the same name.
Universal Knowledge
Each time you gain a spellcaster level you gain all universal spells you are able to cast from your spell list, added to your spellbook automatically.
Quarterstaff
The Quarterstaff enhancement bonus increases as indicated on the table.
High Arcana
You may select 1 high Arcana ability from the Archmage Prestige class High Arcana list. You must meet the requirements of the High Arcana (lost spell slot) in order to take it.
Bind Vestige (Aecrethyl)
You gain Bind Vestige as a bonus feat only while holding the staff and can bind the Aecrethyl Vestige (see below) only.
Universal Power
Universal spells are all cast at +1 Caster Level, and you count as 1 Caster Level higher when making magic items.
Practiced Binder (Aecrethyl)
You gain Practised Binder as a bonus feat only while holding the staff, and it applies to the Aecrethyl Vestige only.
Aecrethyl's Assent
Add the 8th level wizard spell Aecrethyl's Assent (see below) to your spellbook for free, you must be able to cast 8th level spells to cast it.
Manifest Aecrethyl
Once per month you may make a second binding check to gain the ability to cast the epic spell Proctiv's Move Mountain OR Cast a Mythal Seed spell ignoring the normal requirements to cast the spells (you are still limited by your caster level in spell levels added to a mythal however). To cast the spell you must pass a DC 50 Spellcraft check expend a 9th level spell slot permanently and pay a cost of 5000xp and use a gemstone worth 50,000gp as a material component. In addition upon completion of the spell you suffer 1D4+1 permanent wisdom damage, that cannot be healed or restored in any way. The costs (excluding the WIS damage) are paid even if you fail the spellcraft roll.
Aecrethyl Vestige
to be completed
Aecrethyl's Assent
School: Universal
Level: Sorcerer/Wizard 8th
Components: V, S
Casting Time: 1 full round action
Range: Touch
Target: Self
Duration: 10 minutes/level
Saving Throw: na
Spell Resistance: No
Effect:
Once cast your feet rise from the ground by 1', allowing you to float similar to a float disc spell. You can only move over any surface you could normally walk on. If you attempt to float across water for example you will sink to the bottom until you are 1' above the ground underneath the water. you cannot move upward using this effect. In addition you are surrounded by a nimbus of light that acts as a daylight spell of the same caster level in the immediate area emanating from yourself. While under the affect of this spell all spell DCs are increased by 3, and your caster level for Abjuration and Divination spells increases by 2. Lastly all friendly troops within the radius of the daylight spell may use your saving throw modifiers against fear and mind controlling effects and for battlefield morale checks.
When this spell ends you gently float to the ground unharmed and the light rapidly fades over 1 round.
Adventure/Campaign notes and ideas
Staff fragments should rarely if ever be handed out as random treasure, or be allowed to be purchased in a shop. What fragments are known of are carefully horded by the spellcasters who hold them. The Red Wizards hold two of the shards and hope to gather more and unlock it's secrets for example. If a character were to complete even a single completed shard then they would quickly become hunted by all manner of both good and evil spellcasters and creatures, wanting the power for themselves. If a character starts to collect two or more completed shards it would rapidly become a campaign of it's own with entire empires moving armies to hunt down the character. Powerful monsters would stalk them day and night. Assembling the staff itself would need to lead to a significant showdown as each legacy is unlocked.
About half of the shards are scattered underneath the sands of the Great Desert that marks where ancient Netheril once stood. Some are in ruins, others are simply buried under the sand waiting to be found by accident.
Over time I will add a bunch of low to medium CR short dungeon crawls that DMs can use to gain a single fragment.
Magic Item Set: Aecrethyl's Array
Items:
Ring of Arcanist Power (As a Ring of Wizardry 6th, but allows you to break the slots into lower level spell slots if you wish (so 2 3rd etc.))
Aecrethyl's Ring Magic Engine (Constant Greater Enhance Magical flow + Spell Engine 1/day both CL 17)
Netherese Robe of Soul Power (As the Cloak of Soulbound Resistance, but may exchange spell slots for Essentia to invest into the Robe (only), Each spell level of the slot given up = 1 Essentia. Max 5 Essentia invested)
Braces of Soulformed Spellcasting (may take hp damage to apply Quicken Spell Metamagic feat to spells you are casting, 2hp per spell level of the spell+2?)
Crystal Staff of Aecrethyl (hahaha.. lol, good luck reaching all 5)
Set Bonuses:
3 Items: Spell Resistance 10+HD
5 Items: Can apply Intensify Spell Metamagic feat to spells without possessing the feat, still must be able to cast the resulting spell.
Aecrethyl was a powerful Half-elf Netherese mage before the fall of Netheril who experimented with gem magic. His crowning achievement was the creation of his staff.
During the fall of Netheril Aecrethyl was commanding Netherese forces in battle against the Phaerimm when Karsus made his ill-fated attempt against Mystra, temporarily disabling all magic on toril. As Aecrethyl fell in battle his staff fragmented into dozens of tiny shards, some of which were lost, some of which were taken by Netherese or Phaerimm, and even some again by the Elves present on the day. When magic returned to Toril each shard manifested as a minor magic item and became prized possessions for the wielders.
Shards of Aecrethyl
There are 8 different colours of shard, each corresponding to a different school of magic. For each colour there are 3 shards, for a total of 24 shard fragments. Each one has it's own unique power. All shard powers have a Caster Level of 3 and may be activated by anyone as a full round action by speaking a command word. When a shard is activated it glows with a deep white light for the round it is activated on. Shards that have a constant effects strobe a soft white gentle light constantly when held.
All shard Fragments have a market value of 9000gp.
Note: This cost is only if a character wishes to start with a single shard fragment, they cannot be purchased on the open market for this price. A character should never begin with more than one fragment. Gathering each fragment should be a small adventure of themselves.
Light Pink Quartz (Abjuration)
Shards:
with black flecks
3/day Protection from Arrows
with blue flecks
3/day Resist Energy (Can specify a different energy type each time)
with white streaks
At will Node Lock (once only per node)
Brilliant Blue Quartz (Conjuration)
with gold flecks
3/day Glitterdust
with red flecks
3/day Summon Monster II
with green flecks
3/day Acid Arrow
White Quartz (Divination)
with black flecks
At will Locate Node
with red streaks
3/day See Invisibility
with blue flecks
3/day Detect Thoughts
Deep Green Quartz (Enchantment)
with white streaks
3/day Daze Monster
with gold streaks
3/day Power Word Sicken
with metallic-blue flecks
3/day Hideous Laughter
Bright Red Quartz (Evocation)
with blue flecks
3/day Snowball Swarm
with orange flecks
3/day Sun Bolt
with black streaks
3/day Darkness
Translucent Quartz (Illusion)
lights up blue
3/day Blur
lights up yellow
3/day Invisibility
lights up green
3/day Disguise Undead
Jet Black Quartz (Necromancy)
with deep black streaks
3/day Lifebolt
with white streaks
3/day Dessicate
with blue flecks
3/day Command Undead
Orange and Yellow streaked Quartz (Transmutation)
with blue flecks
3/day Knock
with gold flecks
3/day Darkvision
with green flecks
3/day Fins to Feet
To find out the command word for a shard is often a hard task or trial an error. Passing a Knowledge(Arcana) check at DC 20 and a Spellcraft check at DC 20 or A Knowledge(History) check at DC 20 and a Gather Information check at DC 22 will give you the command word for one shard. These checks may only be made once per week and require a Library or similar for research.
In addition to the powers of the shards on their own, if each of the 3 shards from the same stone are brought within 1' of each other and all 3 command works spoken together as a single sentence as part of a ritual (see below), they instantly form into a single pure unmarred crystal of their original type and colour. The Gemstone formed is about the size of a small dagger and can be used in combat as a small sized dagger-1, though it counts as magical for bypassing DR. They retain all 3 of their previous abilities and gain the additional benefit of providing +1 to the Caster level of any Arcane spell being cast by the wielder of the corresponding school if used as a focus component in the spell. A completed shard can be split into it's fragments again by striking it with a Warhammer or Hammer or any type with at least a +1 enhancement bonus, whoever does this must make a fortitude save against DC 15 or suffer 2D3 Wisdom damage. The shards may be reformed into a complete shard again after 10 minutes.
Shard Ritual
Each shard has it's own slightly different ritual to assemble. To learn the ritual requires a Spellcraft DC 25 check and takes one week of study of the shard fragments.
The ritual takes 1 hour to complete and requires 12,000gp of components (differs for each shard).
Multiple complete shards can be linked together and have additional benefits depending on what shards are linked to them, each completed shard gains the listed power if the other completed shard type is attached above or below it. To find the power for the shard, find it's listing in the left hand column and then find the new additional power it has gained in the table. Each power is 1/day and Caster Level is 9th. It takes a standard action to conjoin two shards or disconnect two shards. It takes a full round to disassemble or assemble the complete staff.
Shards attached:
-- | Abjuration | Conjuration | Divination | Evocation | Illusion | Necromancy | Transmutation |
Abjuration | -- | Dimensional Anchor | Lesser Globe of Invulnerability | Celestial Brilliance | Greater Resistance | Ice Shield | Stoneskin |
Conjuration | Orb of Sound | -- | Orb of Electricity | Orb of Fire | Orb of Force | Orb of Cold | Orb of Acid |
Divination | Detect Scrying | Arcane Eye | -- | Assay Spell Resistance | Know Vulnerabilities | Locate Creature | Unluck |
Evocation | Fire Shield | Force Missiles | Early Twilight | -- | Energy Spheres | Damning Darkness | Dragon Breath |
Illusion | Disguise Ship | Phantasmal Killer | Greater Invisibility | Rainbow Pattern | -- | Shadow Well | Hallucinatory Terrain |
Necromancy | Fear | Ebon Ray of Doom | Mind Frost | Orb of Negative Energy | Enervation | -- | Animate Dead |
Transmutation | Voice of the Dragon | Battlefield Fortification | Spell enhancer | Backlash | Displacer Form | Iron Bones | -- |
When all 8 shards are assembled into one single item it finally becomes the staff of Aecrethyl. I retains all of the powers of the fragments and completed shards as noted above, and now functions as a Runestaff of Power. It also becomes a Weapon of Legacy. When assembled glowing purple runes line the length of the staff and a small ball of white light appears on top.
Omen: When any of the Runestaff powers are activated by an arcane caster wielding the staff a brief illusion of floating cities and the smell of incense is given to the user. Anyone can see all of the shards in the staff light up at once.
History
The Crystal Staff was made by a powerful Wizard, long long ago. His name has been lost to the mists of time. Upon his death the staff shattered into 24 crystal fragments that were scattered and lost. Reassembling these fragments creates an artifact of tremendous power. DC 10
The Crystal Staff of Aecrethyl was forged by a powerful Wizard of Netheril called Aecrethyl. In the great war that destroyed Netheril he was killed by the Phaerimm and his staff was destroyed upon his death, shattering into 24 fragments. If you assemble the shards and learn their command words then you can rebuild the staff and gain access to it's power. DC 15, Test of Knowledge
The Crystal Staff of Aecrethyl was created thousands of years ago in Netheril, before the Phaerimm war, and was an attempt to unify the different schools of magic. Aecrethyl was a chosen of Mystra, one of the first of the original Godess. He placed much of his own life force and magical power into the staff, and upon his death the release of this force shattered the staff into the 24 fragments. DC 20, Mastery of the Schools
Aecrethyl was a powerful Netheril Arcmage who forged the staff itself from condensed essence of each school of magic, forming the 8 Crystals. He placed a portion of his life force into each of the 8 crystals and then forged them into a powerful staff. Hungry for power however he then turned the staff into a great runestaff and an artifact. When Karsus attempted to become the God of magic by challenging Mystra Aecrethyl was slain by the Phaerimm, as his soul departed the world of Toril the staff fell into fragments, each one still containing a spark of magical power, fueled by his life force, still trapped in the gemstone. DC 25, Sojourn of the Soul
Table
Wielder Level | Save Penalty | Cha Loss | Spell Slots | Special |
6th | -- | -1 | -- | Spell Clutch 2/day, Light Focus |
7th | -- | -- | 1 | Universal Knowledge |
8th | -1 | -- | -- | +3 Quarterstaff |
9th | -- | -- | -- | High Arcana |
10th | -- | -1 | 1 | Spell Clutch 3/day |
11th | -- | -- | -- | Bind Vestige (Aecrethyl) |
12th | -2 | -- | -- | Universal Power |
13th | -- | -1 | -- | High Arcana |
14th | -- | -- | 1 | +4 Quarterstaff |
15th | -3 | -- | -- | Spell Clutch 4/day |
16th | -- | -1 | -- | Practiced Binder (Aecrethyl) |
17th | -- | -- | 1 | Aecrethyl's Assent |
18th | -- | -1 | -- | High Arcana |
19th | -4 | -- | -- | +5 Quarterstaff |
20th | -- | -1 | 1 | Manifest Aecrethyl |
Legacy Rituals
Test of Knowledge
Their wielder must prove their worthiness to the staff before it will allow the wielder to access the powers of Aecrethyl within it. You must pass any 3 knowledge checks that each have a DC of 25 or more. These need not be together and any amount of time can pass between them. No one may assist you with these and you cannot use magic to boost your check results. These cannot be checks about the staff itself. Cost: 2,500gp Feat Granted: Least Legacy (Crystal Staff of Aecrethyl).
Mastery of the Schools
You must cast one spell of each school during single combat with a creature of CR equal to your level and defeat the creature (need not be slain). No one else may assist you in any way, not even with healing or casting spells on you before the battle. Cost: 12,000gp Feat Granted: Lesser Legacy (Crystal Staff of Aecrethyl).
Sojourn of the Soul
You have the Vestige of Aecrethyl bound and travel to the Fuge plane. There the spirit of Aecrethyl will challenge you to a mage duel. You cannot have any assistance from anyone else, not even other spells cast upon you by another spellcaster, you may use magic items you carry. If you are still alive after 5 combat rounds you complete the challenge and Aecrethyl will kneel to you. Cost: 50,000gp Feat Granted: Greater Legacy (Crystal Staff of Aecrethyl).
Wielder Requirements
Wizard, must not be barred from any school
Able to cast 3rd level spells
Spellcraft 8, Knowledge(History) 5
Arcane Manipulation feat
Must have attuned to the Runestaff
Legacy Item Costs
Save Penalty - You suffer the highest noted save penalty to all saves.
Spell Slots - on the indicated level you must permanently sacrifice a number of your highest currently available level spell slots equal to the number indicated. This effect is permanent and does not change once applied.
Cha Loss - At each indicated level you lose a number of Charisma points as noted. This loss is permanent and cannot be regained through any method.
Legacy Item Abilities
Light Focus
The staff may be used as a focus for the Light spell. This doubles the area of effect and duration of the spell.
Spell Clutch
A number of times per day as noted on the table above, you can recall any 1st-level spell that she has already prepared and then cast. The spell is then prepared again, just as if it hadn't been cast. This stacks with the Deep Imaskari ability of the same name.
Universal Knowledge
Each time you gain a spellcaster level you gain all universal spells you are able to cast from your spell list, added to your spellbook automatically.
Quarterstaff
The Quarterstaff enhancement bonus increases as indicated on the table.
High Arcana
You may select 1 high Arcana ability from the Archmage Prestige class High Arcana list. You must meet the requirements of the High Arcana (lost spell slot) in order to take it.
Bind Vestige (Aecrethyl)
You gain Bind Vestige as a bonus feat only while holding the staff and can bind the Aecrethyl Vestige (see below) only.
Universal Power
Universal spells are all cast at +1 Caster Level, and you count as 1 Caster Level higher when making magic items.
Practiced Binder (Aecrethyl)
You gain Practised Binder as a bonus feat only while holding the staff, and it applies to the Aecrethyl Vestige only.
Aecrethyl's Assent
Add the 8th level wizard spell Aecrethyl's Assent (see below) to your spellbook for free, you must be able to cast 8th level spells to cast it.
Manifest Aecrethyl
Once per month you may make a second binding check to gain the ability to cast the epic spell Proctiv's Move Mountain OR Cast a Mythal Seed spell ignoring the normal requirements to cast the spells (you are still limited by your caster level in spell levels added to a mythal however). To cast the spell you must pass a DC 50 Spellcraft check expend a 9th level spell slot permanently and pay a cost of 5000xp and use a gemstone worth 50,000gp as a material component. In addition upon completion of the spell you suffer 1D4+1 permanent wisdom damage, that cannot be healed or restored in any way. The costs (excluding the WIS damage) are paid even if you fail the spellcraft roll.
Aecrethyl Vestige
to be completed
Aecrethyl's Assent
School: Universal
Level: Sorcerer/Wizard 8th
Components: V, S
Casting Time: 1 full round action
Range: Touch
Target: Self
Duration: 10 minutes/level
Saving Throw: na
Spell Resistance: No
Effect:
Once cast your feet rise from the ground by 1', allowing you to float similar to a float disc spell. You can only move over any surface you could normally walk on. If you attempt to float across water for example you will sink to the bottom until you are 1' above the ground underneath the water. you cannot move upward using this effect. In addition you are surrounded by a nimbus of light that acts as a daylight spell of the same caster level in the immediate area emanating from yourself. While under the affect of this spell all spell DCs are increased by 3, and your caster level for Abjuration and Divination spells increases by 2. Lastly all friendly troops within the radius of the daylight spell may use your saving throw modifiers against fear and mind controlling effects and for battlefield morale checks.
When this spell ends you gently float to the ground unharmed and the light rapidly fades over 1 round.
Adventure/Campaign notes and ideas
Staff fragments should rarely if ever be handed out as random treasure, or be allowed to be purchased in a shop. What fragments are known of are carefully horded by the spellcasters who hold them. The Red Wizards hold two of the shards and hope to gather more and unlock it's secrets for example. If a character were to complete even a single completed shard then they would quickly become hunted by all manner of both good and evil spellcasters and creatures, wanting the power for themselves. If a character starts to collect two or more completed shards it would rapidly become a campaign of it's own with entire empires moving armies to hunt down the character. Powerful monsters would stalk them day and night. Assembling the staff itself would need to lead to a significant showdown as each legacy is unlocked.
About half of the shards are scattered underneath the sands of the Great Desert that marks where ancient Netheril once stood. Some are in ruins, others are simply buried under the sand waiting to be found by accident.
Over time I will add a bunch of low to medium CR short dungeon crawls that DMs can use to gain a single fragment.
Magic Item Set: Aecrethyl's Array
Items:
Ring of Arcanist Power (As a Ring of Wizardry 6th, but allows you to break the slots into lower level spell slots if you wish (so 2 3rd etc.))
Aecrethyl's Ring Magic Engine (Constant Greater Enhance Magical flow + Spell Engine 1/day both CL 17)
Netherese Robe of Soul Power (As the Cloak of Soulbound Resistance, but may exchange spell slots for Essentia to invest into the Robe (only), Each spell level of the slot given up = 1 Essentia. Max 5 Essentia invested)
Braces of Soulformed Spellcasting (may take hp damage to apply Quicken Spell Metamagic feat to spells you are casting, 2hp per spell level of the spell+2?)
Crystal Staff of Aecrethyl (hahaha.. lol, good luck reaching all 5)
Set Bonuses:
3 Items: Spell Resistance 10+HD
5 Items: Can apply Intensify Spell Metamagic feat to spells without possessing the feat, still must be able to cast the resulting spell.