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"The fool calls himself a wise man; while the wise man knows himself to be nothing more than a fool." -I.D.
I.D.
*CURRENTLY UNDER CONSTRUCTION*
Real Name: Unknown
Nicknames: Id, Justified Id

Statistics

Race: Metaphysical Creation (Aberration); Looks like Zoomorph (Catboy)
Age: Unknown (~22)
Class: Charm Assassin
Job: Assassin, Streetwalker
Height: 6'2"
Weight: 143 lbs.
Eye Color: Left Purple/Right Black
Hair Color: Black
Skin Color: White
Body Build: Lithe
Birthdate: Unknown
Birthplace: Unknown
Nationality: None
Current Residence: No official residence
Blood Type: Unknown
Home Planet: Earth
Home Plane: Material- Kansas (Universe )

Alignment: Neutral Evil (Malefactor)
Religion: None
Elemental Attachment(s): Aether 200%

Known Familiar(s): None
Current Affiliation(s): None
Past Affiliation(s): None

Favorite Food: Fish
Favorite Drink: Whiskey, Vodka and Tequila
Favorite Music: Gothic (Representative Band: Orgy)
Favorite Time of Day: Midnight

Aspiration: To be loved and cared for.
Darkest Fear: Lack of fulfilling his aspiration.

Weaponry: Dual chakrams, poison needles, smoke bombs throwing knives and aether runes.

Character Information

Fighting Style: Primordially I.D. uses charm, aether and illusions to get rid of his enemies, but if using these abilities is impossible, he goes into a rather murderous role of killing his subjects quickly and silently. He is graceful and to the point, trying to finish a battle before it even starts. Poison needles, smoke bombs, throwing knives are some of his many long-range weapons which he also uses in battle. He has no particular physical combat style other than the use of his weapons, however; though his claws and his teeth give good, deep gashes if needed.

Special Abilities/Skills: Inate ability to use telepathic charms are one of his many special abilities, where he tries to confuse his opponents into accepting him, allowing him for a swift, non-violent kill. Otherwise he uses deception using his magical illusions. If those don't work, he has several aether magicks and runes that allow him to control the powerful fifth element and use it against his opponents. He can also see in very dark areas, has extremely good sense of smell and hearing, and his reflexes are three times faster than a human's.

Characteristics/Personality: Bieng Neutral Evil, I.D. only cares for what he needs, what he wants and what he desires. All that he is concerned about is getting what he wants as soon as possible; usually being people's affections, their money or their things. If not, he simply kills them.
Happy- When happy, I.D. is usually being satisfied. He is getting what he wants, and thus he is jolly.
Anger- Caused by denying him anything that he may want, I.D.s anger is invisible. He hides it under a guise of manipulation of his peers until he can get rid of it. ID's anger only comes out when he is completely denied what he wants, which makes him completely mad with the desire to kill.
Sadness- He is saddened whenever he doesn't recieve satisfaction, which leads to frustration, which leads to anger. Usually sadness is the cause of his lack of satisfaction despite doing his best to attain it or constant little denials here and there.
Combat- In combat, I.D. is either very flirty, very silent and focused or very psychopathic. It all depends on what context the battle is based upon; but normally and as default it is silent and focused.

Advantages: Through deception and intrigue he fools his foes to focus on other things as he goes for the kill. Hiding, sneaking, and striking at precise moments are all trademark moves of this tainted creature. Many of his weapons and abilities also include range, giving him the advantage of fighting opponents from afar without even breaking a sweat. His quick reaction rate, running speed and high agility and dexterity give him an edge about opponents that wish to get close to him, making him one hell of an unreachable enemy.

Bio: Very little is known about I.D. While he has several stories to tell about his past and about where he came from... he doesn't know how to get there, nor does he know the name of the place where he was, or why he was there. All that he knows is that he now travels dimensions for his own pleasures and benefits, giving people what they want as long as they trade in a fair share of their deal.

Stats

Strength:
Dexterity:
Constitution:
Intelligence:
Wisdom:
Charisma:

Weapons
Dominant Hand: Left handed.

[Weapon Set #1]
Dusk & Dawn
Weapon Types & Names: Boomerangs - Dual Chakrams
A pair of razor sharp chakrams with the power of aether infused into them.
Chakram Radius: 0'15" (from side to side)
Chakram Width: 0'0.5" (thickness of the weapon)
Materials: Mithril (Enchanted)
Weight: 3 lbs.
Resistance: 193,000 lbs of pressure, 300,000 degrees Celsius
Sharpness: 0.004 mm
Comfort (Handle): Average
Abilities-
-Deception: Each chakram, upon being tapped before being hurled, can become three separate chakrams being thrown at the same general direction in different angles. However, only one of them will be the true chakram. Because it is random which one is real, the true chakram is determined with a dice roll.
-Aether Edge: Runes across the chakram provide it's sharp edges with a powerful aether substance that can cut almost anything. It uses extreme heat and magical force to generate the added sharpness. They are not affected by anti-magic fields, but can be affected by magic disjunctions. Gives the blades the Aether elemental property.
-Master's Only: The chakrams can only be grabbed by five rings that are suspended at the inner section of the chakram by bladed tubes. Inside and outside, the rings and the blades of the tubes are sharp and would cut fingers off unless they are protected by special rings worn around the fingers to prevent getting cut. I.D. has such rings on each finger, which instantly attract the chakram back to him whenever it bounces against something.

[Aux. Weapon]
Serpent Dagger
Weapon Types & Names: Dagger- Dagger
A curved, snaked blade dagger drenched in a blood-damaging poison.
Blade Height: 0'" (from handle top to blade tip)
Blade Width: 0'1" (thickness of the weapon)
Blade Length: 0' (broad of the blade)
Dagger Height:
Dagger Width:
Dagger Length:
Materials:
Weight: 3 lbs.
Resistance: 193,000 lbs of pressure, 300,000 degrees Celsius
Sharpness: 0.004 mm
Comfort (Handle): Average
Abilities-
-Poisoned: The poison in this dagger is of the Brown Recluse Spider. It's symptoms include nausea, malaise, fever, hemolysis (breaking of blood cells) and thrombocytopenia (decrease in blood's platelet count), thus making all future wounds incurred by this weapon and further into the battle hard or impossible to heal.

Equipment

[Accessory #1]
Memories of Me
Accessory Type & Name: Collar- Existential Matrix
A cat collar that connects Id with reality.
Materials: Plastic, Silver, Ectoplasm
Weight: Light
Resistance: 1300 lbs of pressure; 2304 degrees Celsius
Comfort: Average
Abilities-
-Memory Of: Ties I.D. to Xiege's mind, thus tying him down to his reality and tying him to any other realities he may want to go into. Through this collar I.D. can immerse himself into other dimensions at will via Memoria.

[Footwear]
Deserters
Footwear Type & Name: Encahnted Speed Shoes - Tennis Shoes
A pair of enchanted shoes that allow the user to glide above the ground and move much more faster than normal.
Materials: Polyester, Plastics, Leather, Rubber, Iron & Gemstone (Enchanted)
Weight: Light
Resitance: 302 lbs of Pressure, 807 degrees Celsius
Comfort: Excellent
Abilities-
-Quick Glide: The user of these shoes is granted the ability to glide 3 inches above the ground at will at speeds of up to 110 miles per hour.

Undergarments include a pair of socks.

Other protective accessories include a series of magic runes inscribed across his body that protect him against magic transformations, magic instant-death spells and magical enchantments.

Items

Item Belt: A belt worn around the waist, where small, handheld devices can be put into pockets or strapped on with little difficulty.
Pockets: 6

Carried in Item Belt : Weight per Unit : Pocket
Poison Needle x20 : Light : Pocket 1, Left Back
Smoke Bomb x5 : 1 lb : Pocket 2, Right Hip
Lighter x1 : Light : Pocket 3, Right Crotch
Nutri-Bar x5 : Light : Pocket 4, Left Crotch
Water Bottle x1 : 1 lb : Pocket 4, Left Crotch
Smoke Bomb x5 : 1 lb : Pocket 5, Left Hip
Poison Needle x20 : Light : Pocket 6, Right Back
Throwing Knives x5 : 1 lb : Straps, Central Back

Abilities

Feats

Physical/Special Abilities

[Psychic Charms]
I.D.'s psychic charms involve getting opponent's attention completely off cue. Dominating others is a very important part of the equation, thus

Charm, Psionic
Telepathy (Charm) [Mind-Affecting]

Level: D
Display: Mental
Manifesting Time: 2 seconds or less
Range: Close (35 ft.)
Target: One humanoid
Duration: 2 hours
Attempted Save: Will negates
Power Resistance: Yes
Power Points: 1
This charm makes a humanoid creature regard you as its trusted friend and ally (treat the target's attitude as friendly). If the creature is currently being threatened or attacked by you or your allies, however, it is not affected by this charm.

The psionic power does not enable you to control the charmed person as if it were an automaton, but it perceives your words and actions in the most favorable way. You can try to give the subject orders, but convincing it to do anything it wouldn’t ordinarily do requires the proper logic behind it, otherwise the creature reacts as it would if an odd task were being asked of the creature. An affected creature never obeys suicidal or obviously harmful orders, but it might be convinced that something very dangerous is worth doing. Any act by you or your apparent allies that threatens the charmed person breaks the charm. You must speak the person's language to communicate your commands, or else be good at pantomiming.

Augment: You can augment this power in one or more of the following ways.
1. If you spend 2 additional power points, this power can also affect an animal, fey, giant, magical beast, or monstrous humanoid.
2. If you spend 4 additional power points, this power can also affect an aberration, dragon, elemental, or outsider in addition to the creature types mentioned above.
3. If you spend 4 additional power points, this power’s duration increases to one day per level.

In addition, for every 2 additional power points you spend to achieve any of these effects, this power's difficulty to save oneself from it becomes.


Cloud Mind
Telepathy [Mind-Affecting]
Level:
Psion/wilder 2
Display: None
Manifesting Time: 1 standard action
Range: Close (25 ft. +5 ft./2 levels)
Target: One creature
Duration: 1 min./level
Saving Throw: Will negates
Power Resistance: Yes
Power Points: 3
You make yourself completely undetectable to the subject by erasing all awareness of your presence from its mind. This power has the following effects.

First, you are invisible and inaudible to the creature. It cannot even detect your presence by means of blindsense, blindsight, scent, or tremorsense. It cannot pinpoint your location by any means.

Second, the subject remains unaware of your actions, provided you do not make any attacks or cause any obvious or directly threatening changes in the subject’s environment. If you attack the subject creature, the effect ends.

If you take an action that creates a sustained and obvious change in the subject’s environment - for example, attacking a creature aside from the subject or moving a large or attended object the subject can see - the subject immediately gains a new saving throw against the power. An ally of the subject creature that is able to see or perceive you can use a move action to warn the subject and thereby grant it a new saving throw.


Cloud Mind, Mass
Telepathy [Mind-Affecting]
Level:
Psion/wilder 6
Target: One creature/level
Power Points: 11
As cloud mind, except as noted above. Each creature is affected individually.


Aversion
Telepathy (Compulsion) [Mind-Affecting]
Level:
D
Display: Auditory and material
Manifesting Time: 1 standard action
Range: Close (35 ft.)
Target: One creature
Duration: 2 hours
Attempted Save: Will negates
Power Resistance: Yes
Power Points: 3
You plant a powerful aversion in the mind of the subject. If the object of the implanted aversion is an individual or a physical object, he/she will prefer not to approach within 30 feet of it. If it is a word, he/she will try not to utter it; if it is an action, he/she will not willingly attempt to perform it; and if it is an event, he/she will not willingly attend it. The subject will take reasonable steps to avoid the object of its aversion, but will not put himself/herself in jeopardy by doing so.

If the subject is forced into taking an action he/she has an aversion to, he/she has trouble focusing and doing this action properly due to the uncomfortability of the matter at hand.

Augment: For every 2 additional power points you spend, the subject's ability to avoid the effect decreases and the duration of the effect increases by 1 hour.


Attraction
Telepathy (Charm) [Mind-Affecting]
Level: D
Display: Auditory
Manifesting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: 1 hour/level
Saving Throw: Will negates
Power Resistance: Yes
Power Points: 1
You plant a compelling attraction in the mind of the subject. The attraction can be toward a particular person or an object. The subject will take reasonable steps to meet, get close to, attend, or find the object of its implanted attraction. For the purpose of this power, “reasonable” means that, while attracted, the subject doesn’t suffer from blind obsession. He will act on this attraction only when not engaged in combat. The subject won’t perform obviously suicidal actions. He can still recognize danger but will not flee unless the threat is immediate. If you make the subject feel an attraction to yourself, you can’t command him indiscriminately, although he will be willing to listen to you (even if he disagrees). This power grants you a bonus on any interaction you make involving the subject (such as Bluff, Diplomacy, Intimidate, and Sense Motive).

Augment: For every 2 additional power points you spend, this power's difficulty to withstand and the bonus on interaction with the target increases.


Correspond
Telepathy [Mind-Affecting]
Level:
Psion/wilder 4
Display: Mental
Manifesting Time: 10 minutes
Range: See text
Target: One creature with an Intelligence score of 3 or higher
Duration: 1 round/level
Saving Throw: None
Power Resistance: No
Power Points: 7
You forge a passive mental link with a creature with which you have previously had physical or mental contact. The subject need not be within sight or even on the same plane as you are. The subject recognizes you, and you can mentally communicate with it for the duration (though nothing forces the subject to respond to you), exchanging messages of twenty-five words or less once per round. Receiving a message is not an action and does not provoke attacks of opportunity; however, sending a message is equivalent to a standard action that can provoke attacks of opportunity.


Crisis of Breath
Telepathy (Compulsion) [Mind-Affecting]
Level:
Telepath 3
Display: Auditory
Manifesting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./ level)
Target: One breathing humanoid
Duration: 1 round/level
Saving Throw: Will negates, Fortitude partial; see text
Power Resistance: Yes
Power Points: 5
You compel the subject to purge its entire store of air in one explosive exhalation, and thereby disrupt the subject’s autonomic breathing cycle. The subject’s lungs do not automatically function again while the power’s duration lasts.

If the target succeeds on a Will save when crisis of breath is manifested, it is unaffected by this power. If it fails its Will save, it can still continue to breathe by taking a standard action in each round to gasp for breath.

An affected creature can attempt to take actions normally (instead of consciously controlling its breathing), but each round it does so, beginning in the round when it failed its Will save, the subject risks blacking out from lack of oxygen. It must succeed on a Fortitude save at the end of any of its turns in which it did not consciously take a breath. The DC of this save increases by 1 in every consecutive round after the first one that goes by without a breath; the DC drops back to its original value if the subject spends an action to take a breath.

If a subject fails a Fortitude save, it is disabled (0 hp). In the following round, it drops to -1 hit points and is dying. Curing powers or spells can revive a dying subject normally, so long as this power’s duration has expired; if the power is still in effect, a revived creature is still subject to Fortitude saves in each round when it does not consciously breathe.

Augment: You can augment this power in one or more of the following ways.
1. If you spend 2 additional power points, this power can also affect an animal, fey, giant, magical beast, or monstrous humanoid.
2. If you spend 4 additional power points, this power can also affect an aberration, dragon, elemental, or outsider in addition to the creature types mentioned above.
3. If you spend 6 additional power points, this power can affect up to four creatures all within a 20-ft.-radius burst.

In addition, for every 2 additional power points you spend to achieve any of these effects, this power’s save DC increases by 1.


Crisis of Life
Telepathy [Mind-Affecting, Death]
Level:
Telepath 7
Display: Mental
Manifesting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./ level)
Target: One creature
Duration: Instantaneous
Saving Throw: Fortitude partial; see text
Power Resistance: Yes
Power Points: 13
You interrupt the subject’s autonomic heart rhythm, killing it instantly on a failed saving throw if it has 11 Hit Dice or less. If the target makes its saving throw or has more than 11 Hit Dice, it takes 7d6 points of damage.

Augment: For every additional power point you spend, this power can kill a subject that has Hit Dice equal to 11 + the number of additional points.


Mind Probe
Telepathy (Charm) [Mind-Affecting]
Level:
Telepath 5
Display: Auditory, material, and visual
Manifesting Time: 1 minute
Range: Close (80 ft.)
Target: One creature
Duration: 10 rounds (Dismissable)
Saving Throw: Will partial; see text
Power Resistance: Yes
Power Points: 9
All the subject’s memories and knowledge are accessible to you, from memories deep below the surface to those still easily called to mind. You can learn the answer to one question per round, to the best of the subject’s knowledge. If the subject succeeds on a Will save, it is not required to answer the question; however, making a save does not end the power. You can ask the subject a new question (or the same question) in subsequent rounds for as long as the power’s duration persists.

You can probe a sleeping subject and automatically get an answer to your question. If the subject then succeeds on a Will save, it wakes after providing the answer and thereafter can resist answering by making Will saves as described above.

Subjects that do not wish to be probed can attempt to move beyond the power’s range, unless they are somehow hindered. You pose the questions telepathically, and the answers to those questions are imparted directly to your mind. You and the subject do not need to speak the same language, though less intelligent creatures may yield up only appropriate visual images in answer to your questions.


Mind Seed
Telepathy (Compulsion) [Evil, Mind-Affecting]
Level:
Telepath 8
Display: Mental
Manifesting Time: 1 standard action
Range: Touch
Target: One touched Medium or smaller humanoid
Duration: Instantaneous; see text
Saving Throw: Will negates
Power Resistance: Yes
Power Points: 15, Special Cost
You impress the totality of your psyche into a subject’s subconscious. If successfully implanted, the seed of your mind “germinates” over the period of one week. During this time, the subject begins to unconsciously take on your mannerisms.

When integration is complete (after one week), the subject becomes you in mind as you were when you manifested the power, but the subject’s level is eight lower than your own. (In effect, the subject has received eight negative levels - but these are negative levels that can’t be removed.) The subject does not have any of your physical ability scores or equipment, but does have the Intelligence, Wisdom, and Charisma scores you had when you were eight levels lower. The subject also knows the powers you knew when you were eight levels lower.

While the subject is initially your mental duplicate, the two personalities diverge over time. Although the subject starts off with memories of your experiences, it possesses its original “soul” and physical body and is free to develop its own personality based on its own new experiences. Thus, the subject is not your slave or servant, but instead a nonplayer character in its own right that shares your earlier memories.

Protection from evil or a similar spell or power can prevent you from implanting mind seed, or prevent a seed from germinating while the protective power lasts. Otherwise, a germinating seed can be removed (prior to germination) only by psychic chirurgery, reality revision, or similarly high-level effects. Manifesting mind seed again during the germination period also cleanses the subject’s mind.

Special Cost: One body part of the host becomes horridly wilted.


Mindlink
Telepathy [Mind-Affecting]
Level:
Telepath 1
Display: Mental
Manifesting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels); see text
Targets: You and one other willing creature within range that has an Intelligence score of 3 or higher
Duration: 10 min./level
Saving Throw: None; see text
Power Resistance: Yes (harmless)
Power Points: 1
You forge a telepathic bond with your target. You can communicate telepathically through the bond even if you do not share a common language. No special power or influence is established as a result of the bond. Once the bond is formed, it works over any distance (although not from one plane to another).

Augment: You can augment this power in one or both of the following ways.
1. If you spend 4 additional power points, you can attempt to create a telepathic bond with a creature that is not willing (Will save negates).
2. For every additional power point you spend, this power can affect an additional target. Any additional target cannot be more than 15 feet from another target of the power.


Mind Trap
Telepathy [Mind-Affecting]
Level:
Psion/wilder 3
Display: Auditory
Manifesting Time: 1 immediate action
Range: Personal
Target: You
Duration: 1 round
Saving Throw: None
Power Resistance: Yes (harmless)
Power Points: 5
You set up a trap in your mind against psionic intruders. Anyone who attacks you with a telepathy power immediately loses 1d6 power points. This power’s effect does not negate the power that is currently being used against you.

You can manifest this power instantly, quickly enough to gain its benefit in an emergency. Manifesting the power is an immediate action. You can use this power even when it is not your turn.

Augment: For every additional power point you spend, this power’s duration increases by 1 round.


Personality Parasite
Telepathy [Mind-Affecting]
Level:
Psion/wilder 4
Display: Auditory and visual
Manifesting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./ level)
Target: One Medium or smaller humanoid
Duration: 1 round/level (D)
Saving Throw: Will negates
Power Resistance: Yes
Power Points: 7
You attempt to briefly partition the mind of your foe, calving off a minor personality that is antagonistic to the main personality. The parasitic personality functions with complete autonomy from the main personality. It does not control the body physically, but it can take one standard action each round that is purely mental, such as manifesting a power, in the same turn that the subject takes its normal actions.

The parasitic personality manifests powers using the subject’s power point reserve and known powers, but can only manifest powers three or more levels lower than the highest level of power the subject can normally manifest.

The parasitic personality actively attempts to manifest powers that negatively impact the subject, using the highest-level powers possible (so as to deplete the subject’s power point reserve), and the most deadly to the subject. You do not have control over what the parasitic personality does, though it always works against the interest of the subject.

Both minds communicate with each other telepathically. If a creature is targeted by a compulsion or charm effect while under the effect of this power, it can make a second saving throw if the first one fails. If both saving throws fail, then this power ends and the creature is affected by the charm or compulsion effect.

The parasitic personality does not gain any advantages if the main personality is subjected to a haste or schism effect.


Demoralize
Telepathy [Mind-Affecting]
Level:
Psion/wilder 1
Display: Mental and olfactory
Manifesting Time: About 2 seconds
Range: 30 ft.
Area: 30-ft.-radius spread centered on you
Duration: 1 min./level
Saving Throw: Will negates
Power Resistance: Yes
Power Points: 1
You fill your enemies with self-doubt. Any enemy in the area that fails its save becomes shaken for the duration of the power. Allies and creatures without an Intelligence score are unaffected.

Augment: For every 2 additional power points you spend, this power’s range and the radius of its area both increase by 5 feet, and the power’s save DC increases by 1.



Magical/Spiritual Abilities


Mirage Arcana
Illusion (Glamer)
Level:
V
Components: Verbal, Somatic
Casting Time: About 3 seconds
Range: Long (560 ft)
Area: One 20-ft. cube/level (S)
Duration: Concentration +1 hour/ level (D)
Attempted Save: Will disbelief (if interacted with)
Spell Resistance: No
This spell makes one natural terrain look, sound, and smell like some other sort of natural terrain, and enables you to make any area appear to be something other than it is. The illusion includes audible, visual, tactile, and olfactory elements. Unlike hallucinatory terrain, the spell can alter the appearance of structures (or add them where none are present). Still, it can't disguise, conceal, or add creatures (though creatures within the area might hide themselves within the illusion just as they can hide themselves within a real location).


Persistent Image
Illusion (Figment)
Level:
V
Components: Verbal, Somatic, Material
Casting Time: Around 3 seconds
Range: Long (560 ft)
Effect: Visual figment that cannot extend beyond four 80-ft. cubes + one 80-ft. cube (Shapeable)
Duration: 8 minutes (Dismissable)
Attempted Save: Will disbelief (if interacted with)
Spell Resistance: No
This spell creates a figment that includes visual, auditory, olfactory, and thermal components, and said figment follows a script determined by you. The figment follows that script without your having to concentrate on it. The illusion can include intelligible speech if you wish. While concentrating, you can move the image within the range; or this movement can be included in the script.

The image disappears when struck by an opponent unless you had a script that allows the illusion to react appropiately.

Material Component: A bit of fleece and several grains of sand.


Mislead
Illusion (Figment, Glamer)
Level:
VI
Components: Somatic
Casting Time: About 2 seconds
Range: Close (45 ft.)
Target/Effect: You/one illusory double
Duration: 8 rounds (Dismissable) and concentration + 3 rounds; see text
Attempted Save: None or Will disbelief (if interacted with); see text
Spell Resistance: No
You become invisible, and at the same time, an illusory double of you appears. You are then free to go elsewhere while your double moves away. The double appears within range but thereafter moves as you direct it (which requires concentration beginning on the first round after the casting). You can make the figment appear superimposed perfectly over your own body so that observers don't notice an image appearing and you turning invisible. You and the figment can then move in different directions. The double moves at your speed and can talk and gesture as if it were real, but it cannot attack or cast spells, though it can pretend to do so.

The illusory double lasts as long as you concentrate upon it, plus 3 additional rounds. After you cease concentration, the illusory double continues to carry out the same activity until the duration expires. The improved invisibility lasts for 8 rounds, regardless of concentration.


Project Image
Illusion (Shadow)

Level: VII
Components: Verbal, Somatic, Material
Casting Time: About 3 seconds
Range: Medium (180 ft.)
Effect: One shadow duplicate
Duration: 8 rounds
Attempted Save: Will disbelief (if interacted with)
Spell Resistance: No
You tap energy from the Plane of Shadow to create a quasi-real, illusory version of yourself. The projected image looks, sounds, and smells like you but is intangible. The projected image mimics your actions (including speech) unless you direct it to act differently (which is a move action).

You can see through its eyes and hear through its ears as if you were standing where it is, and during your turn you can switch from using its senses to using your own, or back again, as a free action. While you are using its senses, your body is considered blinded and deafened.

If you desire, any spell you cast whose range is touch or greater can originate from the projected image instead of from you. The projected image can't cast any spells on itself except for illusion spells. The spells affect other targets normally, despite originating from the projected image.

Objects are affected by the projected image as if they had succeeded on their Will save.

You must maintain line of effect to the projected image at all times. If your line of effect is obstructed, the spell ends. If you use dimension door, teleport, plane shift, or a similar spell that breaks your line of effect, even momentarily, the spell ends.

Material Component: A small replica of you (a doll), which costs 5 GP to create.


Greater Invisibility
Illusion (Glamer)
Level:
IV
Components: Verbal, Somatic
Casting Time: Around 2 seconds
Range: Personal or touch
Target: You or a creature or object weighing no more than 800 lbs.
Duration: 8 minutes (Dismissable)
Attempted Save: Will negates (harmless)
Spell Resistance: Yes (harmless)
The creature or object touched becomes invisible, vanishing from sight, even from darkvision. If the recipient is a creature carrying gear, that vanishes, too. If you cast the spell on someone else, neither you nor your allies can see the subject, unless you can normally see invisible things or you employ magic to do so.

Items dropped or put down by an invisible creature become visible; items picked up disappear if tucked into the clothing or pouches worn by the creature. Light, however, never becomes invisible, although a source of light can become so (thus, the effect is that of a light with no visible source). Any part of an item that the subject carries but that extends more than 10 feet from it becomes visible.

Of course, the subject is not magically silenced, and certain other conditions can render the recipient detectable (such as stepping in a puddle).

Invisibility can be made permanent (on objects only) with a permanency spell.


User Image

*CURRENTLY UNDER CONSTRUCTION*





 
 
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