CHAPTER 7: nei

 

The Espers and “nei”

Palmans started developing psionics long ago. However, some individuals not only were born with psionics, but took it a bit farther. These “ESPers” as people came to call them, were born with a special gift, being able to harness an unkown force beyond the scope of ordinary psionic techniques. Such “esper magic” was called “nei” by the espers, and by harnessing it these individuals work unique effects like flying, teleportation, invisible walls and even weather control. This ability to use nei (a palman ideogram/word for “strenght”, “spirit”, and otherwise “power”) combined with their natural psionic prowess made these espers fearsome individuals in and by themselves, as they clearly stuck out from the rest of the population: if technique users were cut a slack above the average palman, espers were cut a slack FAR above the average technique user.

For undisclosed reasons, on SC 341, palman king Lassic banishes the espers from Palma, forcing them to refuge in Dezoris and live in an uneasy half-peace with the xenophobic dezorian palmans for the following year. Fearful of the espers powers, dezorian administration initiates a zero-tolerance campaing against espers and powerful psionic users alike; such pogrom left as aftermath a whole dezorian town burnt to ashes and the espers' complete dissapearance from public sight. However, the official version of the story is that all Espers died when they attempted to overthrow dezorian goernment.

Espers as an NPC “race”

While still surviving, the GM should NOT allow espers as player characters, because their vast superiority over other races would disrupt game balance.

General Data: While a bit different genetically speaking, espers are still palmans for all biological aspects. However, their slight biological differences make espers age at one-third the usual rate.

  • Attribute Modifiers: +4 to wisdom, +2 to charisma. Espers suffer no attribute penalties.

  • Natural-born Technique Users: Being the espers a gifted racial group, all espers have automatically the Technique User feat. Also, when spending skill points, espers can take any technique as a class skill regardless of class (as long as he possesses the required psi-affinity of course).
  • Racial Skill Modifiers: Having spent the last three thousand years hiding in Dezoris, espers have become natural survivalists. +2 racial modifier on Wilderness Lore checks for cold environments.
  • Alignment: Always lawful
  • Favored class: Esper Wizard
    Rune Walsh, Esper Wizard

Rune Walsh, Esper Wizard

 

Nei, the art of esper magic (OPEN GAMING CONTENT)


nei allows espers with levels in the Esper Wizard prestige class to work paranatural effects in the form of “spells”. This spells don't drain the character's Structural points, but on the character's spiritual strenght or “nei”. As the Esper Wizard progresses in levels, the amount of nei he can store increases, allowing the character to cast a greater number of spells, and endowing the Wizard with a greater understanding of their nei, learning how to cast more complex spells.

To represent this, the Esper Wizard recieves a given number of “spells per day” he can cast. As he increases in level, his number of “spells per day” also increase, the table included in his class description showing how many spells of each level he can cast per day. The character always has the option to fill a higher-level spell slot with a lower-level spell.


Wisdom and Esper Wizards

An Esper Wizard's spellcasting capability is tied to the Wisdom ability. If a character's Wisdom score is 9 or lower, the character can't cast spells.

Table: Bonus Spells

 

Wisdom Score

Bonus Spell (By spell level)

0

1

2

3

4

5

6

7

8

9

0-9

Can't cast spells

10-11

-

-

-

-

-

-

-

-

-

-

12-13

-

1

-

-

-

-

-

-

-

-

14-15

-

1

1

-

-

-

-

-

-

-

16-17

-

1

1

1

-

-

-

-

-

-

18-19

-

1

1

1

1

-

-

-

-

-

20-21

-

2

1

1

1

1

-

-

-

-

22-23

-

2

2

1

1

1

1

-

-

-

24-25

-

2

2

2

1

1

1

1

-

-

26-27

-

2

2

2

2

1

1

1

1

-

28-29

-

3

2

2

2

2

1

1

1

1

30-31

-

3

3

2

2

2

2

1

1

1

32-33

-

3

3

3

2

2

2

2

1

1

34-35

-

3

3

3

3

2

2

2

2

1

36-37

-

4

3

3

3

3

2

2

2

2

38-39

-

4

4

3

3

3

3

2

2

2

40-41

-

4

4

4

3

3

3

3

2

2

42-43

-

4

4

4

4

3

3

3

3

2

44-45

-

5

4

4

4

4

3

3

3

3

46+

-

And so on..

Casting a Spell

To cast a spell, the character must be able to speak (if the spell has a verbal component) and gesture (if it has a somatic component), having at least one hand free. In combat, casting a spell draws an attack of oportunity unless the Wizard chooses to “cast on the defensive”. This requires a successfull Wis check DC 15, a failed check means the character looses the spell and it is wasted.


If a spell has multiple versions, the character chooses which version to use when the character casts it.


Casting a spell counts against the character's daily limit for spells of that level, but the character can cast the same spell again if the character hasn't reached his or her limit.


Casting Time

The character can cast a spell with a casting time of 1 action as a standard action, just like making an attack.


A spell that takes 1 full round to cast is a full-round action. It comes into effect just before the beginning of the character's turn in the round after the character began casting the spell. The character then acts normally after the spell is completed. A spell that takes 1 minute to cast comes into effect just before the character's turn 1 minute later (and for each of those 10 rounds, the character is casting a spell as a full-round action).


The character must make all pertinent decisions about a spell (range, target, area, effect, version, etc.) when the character begins casting.


Range

A spell's range indicates how far from the character it can reach, as defined on the Range line of the spell description. A spell's range is the maximum distance from the character that the spell's effect can occur, as well as the maximum distance at which the character can designate the spell's point of origin. If any portion of the spell's area would extend beyond the range, that area is wasted. Standard ranges include:

  • Personal: The spell affects only the character.

  • Touch: The character must touch a creature or object to affect it.

  • Close: The spell can reach up to 25 feet away from the character. The maximum range increases by 5 feet for every two full caster levels.

  • Medium: The spell can reach up to 100 feet + 10 feet per caster level.

  • Long: The spell can reach up to 400 feet + 40 feet per caster level.

  • Unlimited: The spell can reach anywhere on the same plane of existence.

  • Range Expressed in Feet (or meters): Some spells have no standard range category, just a range expressed in feet.

Aiming a Spell

The character must make some choice about whom the spell is to affect or where the effect is to originate, depending on the type of spell.


Target or Targets: Some spellshave a target or targets. the character casts these spells directly on creatures or objects, as defined by the spell itself. The character must be able to see or touch the target, and the character must specifically choose that target. However, the character does not have to select the character's target until the moment the character finishes casting the spell. If the character casts a targeted spell on the wrong sort of target, such as casting charm person on a dog, the spell has no effect.

If the target of a spell is the character ("Target: the character"), the character does not receive a saving throw, and spell resistance does not apply. The Saving Throw and Spell Resistance lines are omitted from such spells.

Effect: Some spells create or summon things rather than affecting things that are already present. The character must designate the location where these things are to appear, either by seeing it or defining it. Range determines how far away an effect can appear, but if the effect is mobile it can move regardless of the spell's range.

Ray: Some effects are rays. The character aims a ray as if using a ranged weapon, though typically the character makes a ranged touch attack rather than a normal ranged attack. As with a ranged weapon, The character can fire into the dark or at an invisible creature and hope the character hit something. The character doesn't have to see the creature he or she is trying to hit, as the character does with a targeted spell. Intervening creatures and obstacles, however, can block the character's line of sight or provide cover for the creature the character is aiming at. If a ray spell has a duration, it's the duration of the effect that the ray causes, not the length of time the ray itself persists.

Spread: Some effects, notably clouds and fogs, spread out from a point of origin to a distance described in the spell. The effect can extend around corners and into areas that the character can't see. Figure distance by actual distance traveled, taking into account turns the spell effect takes. The character must designate the point of origin for such an effect but need not have line of effect to all portions of the effect.

Area: Some spells affect an area. The character selects where the spell starts, but otherwise the character doesn't control which creatures or objects the spell affects. Sometimes a spell describes a specially defined area, but usually an area falls into one of the categories below.

Burst: As with an effect, the character selects the spell's point of origin. The spell bursts out from this point, affecting whatever it catches in its area. A burst spell has a radius that indicates how far from the point of origin the spell's effect extends.

Cone: When the character casts a spell with a cone area, the cone shoots away from the character in the direction the character designates. A cone starts as a point directly before the character, and it widens out as it goes. A cone's width at a given distance from the character equals that distance. Its far end is as wide as the effect is long. (A 25-foot-long cone is 10 feet wide at 10 feet of its length and 25 feet wide at its far end.)

Creatures: Some spells affect creatures directly (like a targeted spell), but they affect creatures in an area of some kind rather than individual creatures the character selects. The area might be a burst, a cone, or some other shape. Many spells affect "living creatures," which means all creatures other than constructs and undead. If a spell has a limited amount of targets it can effect, it will ignore those that it cannot effect.

Cylinder: As with a burst, the character selects the spell's point of origin. This point is the center of a horizontal circle, and the spell shoots down from the circle, filling a cylinder.

Emanation: Some spells, such as silence, have an area like a burst except that the effect continues to radiate from the point of origin for the duration of the spell.

Objects: Some spells affect objects within an area the character selects (as above, but affecting objects instead of creatures).

Spread: Some spells spread out like a burst but can turn corners. the character selects the point of origin, and the spell spreads out a given distance in all directions. Figure distance by actual distance traveled, taking into account turns the spell effect takes.

Other: A spell can have a unique area, as defined in its description.

(S) Shapeable: If an Area or Effect entry ends with "(S)," the character can shape the spell. A shaped effect or area can have no dimension smaller than 10 feet. Many effects or areas are given as cubes to make it easy to model irregular shapes. Three-dimensional volumes are most often needed to define aerial or underwater effects and areas.

Line of Effect: A line of effect is a straight, unblocked path that indicates what a spell can affect. A line of effect is canceled by a solid barrier. It's like line of sight for ranged weapons, except it's not blocked by fog, darkness, and other factors that limit normal sight.

The character must have a clear line of effect to any target that the character casts a spell on or to any space in which the character wishes to create an effect. The character must have a clear line of effect to the point of origin of any spell the character casts. For bursts, cones, cylinders, and emanating spells, the spell only affects areas, creatures, or objects to which it has line of effect from its origin (a burst's point, a cone's starting point, a cylinder's circle, or an emanating spell's point of origin). An otherwise solid barrier with a hole of at least 1 square foot through it does not block a spell's line of effect.

Such an opening makes a 5-foot length of wall no longer considered a barrier for purposes of a spell's line of effect (though the rest of the wall farther from the hole can still block the spell).


Saving Throw

Most harmful spells allow an affected creature to make a saving throw to avoid some or all of the effect. The Saving Throw line in a spell description defines which type of saving throw the spell allows and describes how saving throws against the spell work.


Negates: This term means that the spell has no effect on an affected creature that makes a successful saving throw.

Partial: The spell causes an effect on its subject, such as death. A successful saving throw means that some lesser effect occurs (such as being dealt damage rather than being killed).

Half: The spell deals damage, and a successful saving throw halves the damage taken (round down).

None: No saving throw is allowed.

Disbelief: A successful save lets the subject ignore the effect.


(Object): The spell can be cast on objects, which receive saving throws only if they are nei Items or if they are attended (held, worn, grasped, etc.) by a creature resisting the spell, in which case the object gets the creature's saving throw bonus unless its own bonus is greater. (This notation does not mean that a spell can only be cast on objects. Some spells of this sort can be cast on creatures or objects.) A nei item's saving throw bonuses are each equal to 2 + one-half its caster level.

(Harmless): The spell is usually beneficial, not harmful, but a targeted creature can attempt a saving throw if it wishes.


Saving Throw Difficulty Class: A saving throw against the character's spell has a DC of 10 + the level of the spell + the character's Wisdom bonus. A spell's level can vary depending on the character's class. Always use the spell level applicable to the character's class.

Succeeding at a Saving Throw: A creature that successfully saves against a spell without obvious physical effects feels a hostile force or a tingle, but cannot deduce the exact nature of the attack. Likewise, if a creature's saving throw succeeds against a targeted spell, the character senses that the spell has failed. The character does not sense when creatures succeed at saving throws against effect and area spells.

Voluntarily Giving Up a Saving Throw: A creature can voluntarily forego a saving throw and willingly accept a spell's result. Even a character with a special resistance to magic can suppress this if he or she wants to.

Items Surviving after a Saving Throw: Unless the descriptive text for the spell specifies otherwise, all items carried and worn are assumed to survive a magical attack. If a character rolls a natural 1 on his saving throw, however, an exposed item is harmed (if the attack can harm objects). The four items nearest the top on Table: Items Affected by Magical Attacks are the most likely to be struck. Determine which four objects are most likely to be struck and roll randomly among them. The randomly determined item must make a saving throw against the attack form and take whatever damage the attack deals. If an item is not carried or worn and is not a nei item, it does not get a saving throw. It simply is dealt the appropriate damage.

Table: Items Affected by Magical Attacks

             

Order*

Item

1st

Armor

2nd

nei helmet

3rd

Item in hand (including weapon, wand, etc.)

4th

CF coat

5th

Stowed or sheathed weapon

6th

CF clothing

7th

nei clothing

8th

Miscellaneous nei items

9th

Anything else

                 

*In order of most likely to least likely to be affected.

The Spell's Result

Once the character knows which creatures (or objects or areas) are affected, and whether those creatures have made successful saving throws (if any), the character can apply whatever results a spell entails.Many spells affect particular sorts of creatures. These terms, and terms like them, refer to specific creature types that are defined by these rules.

Duration

Once the character has determined who's affected and how, the character needs to know for how long. A spell's Duration line tells the character how long the magical energy of the spell lasts.

Timed Durations: Many durations are measured in rounds, minutes, hours, or some other increment. When the time is up, the magic goes away and the spell ends. If a spell's duration is variable the GM rolls it secretly.

Instantaneous: The spell energy comes and goes the instant the spell is cast, though the consequences of the spell might be long-lasting.

Permanent: The energy remains as long as the effect does. This means the spell is vulnerable to dispel magic.

Concentration: The spell lasts as long as the character concentrates on it. Concentrating to maintain a spell is a standard action that doesn't provoke attacks of opportunity. Anything that could break the character's concentration when casting a spell can also break the character's concentration while the character is maintaining one, causing the spell to end (see Concentration, below). The character can't cast a spell while concentrating on another one. Sometimes a spell lasts for a short time after the character ceases concentrating. In these cases, the spell keeps going for the stated length of time after the character stops concentrating. Otherwise, the character must concentrate to maintain the spell, but the character can't maintain it for more than a stated duration in any event.

Subjects, Effects, and Areas: If the spell affects creatures directly, the result travels with the subjects for the spell's duration. If the spell creates an effect, the effect lasts for the duration. The effect might move or remain still. Such effects can be destroyed prior to when their durations end. If the spell affects an area, then the spell stays with that area for the spell's duration. Creatures become subject to the spell when they enter the area and become no longer subject to it when they leave.

Touch Spells and Holding the Charge: If the character doesn't discharge a touch spell on the round the character casts the spell, the character can hold the discharge of the spell (hold the charge) indefinitely. The character can make touch attacks round after round. The character can touch one friend (or the character can touch his or her self) as a standard action or up to six friends as a full-round action. If the character touches anything with the character's hand while holding a charge, the spell discharges. If the character casts another spell, the touch spell dissipates.

Discharge: A few spells last for a set duration or until triggered or discharged.

(D): If the Duration line ends with "(D)," the character can dismiss the spell at will. The character must be within range of the spell's effect and must speak words of dismissal, which are usually a modified form of the spell's verbal component. If the spell has no verbal component, the character dismisses the spell with a gesture. Dismissing a spell is a standard action that does not provoke attacks of opportunity. A spell that depends on concentration is dismissible by its very nature, and dismissing it does not require an action (since all the character has to do to end the spell is to stop concentrating).

Components

V (Verbal): A verbal component is a spoken incantation. To provide a verbal component, the character must be able to speak in a strong voice. A silence spell or a gag spoils the incantation (and thus the spell). A spellcaster who has been deafened has a 20% chance to spoil any spell he tries to cast if that spell has a verbal component.

S (Somatic): A somatic component is a measured and precise movement of the hand or some other part of the body. The character must have at least one hand free to provide a somatic component.

XP (XP Cost): Some powerful spells entail an experience point (XP) cost to the character. No spell, not even restoration, can restore the lost XP. The character cannot spend so much XP that the character loses a level, so the character cannot cast the spell unless the character has enough XP to spare. However, the character may, on gaining enough XP to attain a new level, use the XP for casting a spell rather than keeping the XP and advancing a level. The XP are treated just like a material component expended when the character casts the spell, whether or not the casting succeeds.

Concentration

To cast a spell, the character must concentrate. If something interrupts the character's concentration while the character is casting, the character must make a Concentration check or lose the spell. The more distracting the interruption and the higher the level of the spell the character is trying to cast, the higher the DC is. The default DC is 15) If the character fails the

check, the character loses the spell just as if the character had cast it to no effect.

Injury: Getting hurt or being affected by hostile magic while trying to cast a spell can break the character's concentration and ruin a spell. If while trying to cast a spell the character takes damage, fail a saving throw, or are otherwise successfully assaulted, the character must make a Wisdom check. The DC is 10 + points of damage taken + the level of the spell the character is casting. If the character fails the check, the character loses the spell without effect. The interrupting event strikes during spellcasting if it comes between when the character starts and completes a spell (for a spell with a casting time of 1 full round or more) or if it comes in response to the character casting the spell (such as an attack of opportunity provoked by the spell or a contingent attack, such as a readied action).

If the character is taking continuous damage, half the damage is considered to take place while the character is casting a spell. the character must make a Wisdom check (DC 10 + one-half the damage that the continuous source last

dealt + the level of the spell the character is casting). If the last damage dealt was the last damage that the effect could deal, then the damage is over, and it does not distract the character. Repeated damage, does not count as continuous damage.

Grappling or Pinned: The only spells the character can cast while grappling or pinned are those without somatic components. Even so, the character must make a Wisdom check DC 20 or lose the spell.

Vigorous Motion: If the character is riding on a moving mount, taking a bouncy ride in a wagon, on a small boat in rough water, belowdecks in a storm-tossed ship, or simply being jostled in a similar fashion, the character must make a Wisdom check (DC 10 + the level of the spell the character is casting) or lose the spell.

Violent Motion: If the character is on a galloping horse, taking a very rough ride in a wagon, on a small boat in rapids or in a storm, on deck in a storm-tossed ship, or being tossed roughly about in a similar fashion, the character must make a Wisdom check (DC 15 + the level of the spell the character is casting) or lose the spell.

Violent Weather: If the character is in a high wind carrying blinding rain or sleet, the DC is 5 + the level of the spell the character is casting. If the character is in wind-driven hail, dust, or debris, the DC is 10 + the level of the spell the character is casting. The character loses the spell if the character fails the Wisdom check. If the weather is caused by a spell, use the rules in the Spell subsection above.

Entangled: If the character wants to cast a spell while entangled, the character must make a Wisdom check (DC 15) to cast the spell. the character loses the spell if the character fails.

NPC Prestige Class: Esper Wizard

Esper wizardry is the art of nei. While all espers develop at least some basic nei as part of their formation (level 1 or two at least), Esper Wizards live for the sole purpose of the continuous developing of their nei. Dedicated Esper Wizards become living nei batteries, able to perform amazing feats that could only be called “magical”. Normally, only espers are able to grasp the secrets of esper wizardry, however, with the newest advanced in genegineering, the creation of individuals with incredible psionic strenght is generating persons with mental powers similar to those of the espers. Highly unlikely as it seems, a Force character under the apprenticeship of a true esper may, with time, grasp the most basic notions of esper wizardry.

Prerequisites: <<Optional, esper characters can take this class even at character level 1, regardless of meeting the prerequisites or not.>>

  • Alignment: Any lawful

  • Wisdom 13+
  • Knowledge(History): 10 ranks
  • Knowledge(Arcana): 8 ranks
  • Psionic Prowess
  • At least 3 techniques at rank 6 or higher
  • Special: The characters requires an esper (not a False Esper) mentor who can introduce him to the ways of nei.

The Esper Wizard's class skills and the key ability for each, are as follows:

   

Class Skill

Key Ability

Class Skill

Key Ability

Knowledge: Arcana

Int

Precise Movement

Dex

Knowledge: History

Int

Profession

Wis

Levitate

Wis

Sense Motive

Wis

     

Skill Points at 1st level: (6xInt modifier) x4
Skill Points at Each additional level: 6+Int modifier

Structural Points: 1d6 plus constitution modifier per level.

Weapon and Armor Proficiency: His metaphysical pursuit of nei doesn't leave much room for many other matters. As a result, the Esper Wizard is only proficient with weapons that require little strenght, little skill, or both (dagger, club, revolver, and taser). The Esper Wizard is proficient with no armor.

Starting Funds: 1d6x1000 meseta (coins)

Standard Equipment

  • Survival Knife

  • Revolver and 2 spare quick loaders
  • Audiorecorder or Listener (see nei Items)

Class Features:

  • Starting Feats: The False Esper begins the game with one psionic feat for free.

  • Spells: An Esper Wizard is limited to casting a certain number of spells of each level per day, this number of spells he can cast per day is improved by his bonus spells, if any. The Esper Wizard refills his stores of nei by resting eight hours. An Esper Wizard may use a higher-level slot to cast a lower-level spell if he so chooses. The spell is still treated as its actual level, not the level of the slot used to cast it. To learn or cast a spell, the character must have a Charisma score of at least 10 + the spell's level. The Difficulty Class for saving throws against Esper Wizard spells is 10 + the spell's level + the Esper's Wisdom modifier. Also, an Esper Wizard begins knowing a certain number of spells (see the table below), each time the Esper Wizards gets a new level, he learns new spells as pointed in the aforementioned table. An Esper Wizard's spell selection is permanent, once a spell is learned, it cannot be “unlearned” to learn new ones. An Esper Wizard selects his spells from the Sorcerer/Wizard list found in http://www.opengamingfoundation.org

  • Bonus Psionic Feats: At levels 2 and 9, the Esper Wizard gets another Psionic feat of his choice for free.

  • Craft nei Items: Begining at level 6, the Esper Wizard learns to infuse mundane items with nei, confering them power of their own. In fact, having been relegated from palman society thousands of years ago, the espers technollogical advancement got stuck, having to rely on nei items solely to replace technollogy for their mundane needs. Enchanting a miscellaneous nei item takes 1 day for each 1,000 meseta in its price. To enchant a miscellaneous nei item, the Esper Wizard must spend 1/25 of the item's price in XP and use up raw materials costing half of this price, besides having to qualify for the item's prereqisites . The character can also mend a broken miscellaneous nei item if it is one that the character could make. Doing so costs half the XP, half the raw materials, and half the time it would take to enchant that item in the first place. Some nei items incur extra costs in material components or XP as noted in their descriptions. These costs are in addition to those derived from the item's base price. The character must pay such a cost to create an item or to mend a broken one.

  • nei Master: At level 10, select a number of techniques equal to the character's Wisdom modifier. The Esper Wizard can execute that techniques at no Structural points cost. If selecting spells instead, the Esper Wizard selects a number of spell slots instead (ie if the Wisdom modifier is 4, he could select one level-4 spell, two level-2 spells, one level-1 and one level-3 spells, etc), and such selected spell(s) can be executed by the Esper Wizard as an innate ability, once per round.

     

Level

Base Attack
Bonus

Fort
Save

Ref
Save

Will
Save

Special

Defense
Bonus

Reputation
Score

1st

+0

+0

+1

+2

Psionic Feat

+0

0

2nd

+1

+0

+2

+3

Psionic Feat

+1

0

3rd

+1

+1

+2

+3


+1

1

4th

+2

+1

+2

+4


+1

1

5th

+2

+1

+3

+4

Psionic Feat

+2

1

6th

+3

+2

+3

+5

Craft nei Items

+2

2

7th

+3

+2

+3

+5


+2

2

8th

+4

+2

+3

+5


+3

2

9th

+4

+2

+4

+6

Psionic Feat

+3

3

10th

+4

+3

+4

+6

nei Master

+3

3

   
                                                       
TABLE: Esper Wizard's Spells per day          
       

Level

Spells per day (per level)

0

1

2

3

4

5

6

7

8

9

1st

5

1

-

-

-

-

-

-

-

-

2nd

6

1

1

-

-

-

-

-

-

-

3rd

6

2

1

1

-

-

-

-

-

-

4th

6

2

2

1

1

-

-

-

-

-

5th

6

2

2

2

1

1

-

-

-

-

6th

6

3

2

2

2

1

1

-

-

-

7th

6

3

3

2

2

2

1

1

-

-

8th

6

3

3

3

2

2

2

1

1

-

9th

6

3

3

3

3

2

2

2

1

1

10th

6

3

3

3

3

3

2

2

2

1

         
 
TABLE: Esper Wizard's Spells known
 

Level

Spells known (per level)

0

1

2

3

4

5

6

7

8

9

1st

4

2

-

-

-

-

-

-

-

-

2nd

5

2

1

-

-

-

-

-

-

-

3rd

5

2

2

-

-

-

-

-

-

-

4th

6

3

2

1

-

-

-

-

-

-

5th

6

3

3

2

1

-

-

-

-

-

6th

7

3

3

3

1

1

-

-

-

-

7th

7

4

3

3

2

2

1

-

-

-

8th

8

4

4

3

3

3

1

1

-

-

9th

8

5

5

4

3

3

2

2

1

1

10th

9

5

5

4

4

4

3

3

2

2

       
                                       
 

NPC Prestige Class: Chaos Priest (REVISED OPEN GAMING CONTENT)

Since Mother Brain's abolition of all religions, no theollogical system of beliefs has been able to last among the palman's agnostic society. Over the last millenia, small religious cults have come and gone and, occasionally, there is the curious who stumbles into evidence about the existence of an entity old as time itself. Those curious enough take their research further, and among those few, only those fool enough actually attempt to contact the entity, allured by the promises of power the entity made to those that promised him loyalty and servitude...

...and among those few fools, only a handful find their pleas answered.

 

 

“The world is on its way to destruction. The greed of men destroyed their original home and sought Algo's doom. The planet is dying because of man's corruption, and is already beyond hope. Only by attaining total destruction can Algo be reborn, but those still alive cling to their petty terrenal existence like filthy pigs. Help me, help me burn this planet to ashes so it can be reconstructed, help me cleanse these petty people in the purifying flames of death. Be the savior, help me.”

Those that successfully contact a Dark Force and agree to the pact are endowed with nei, the ability to harness unnatural power. Chaos Priests think of their illegitimate nei as “magic”, as it enables them to do all kind of “miracles” in the name of their deity. Those eager to follow Dark Force's way of corruption and death are rewarded with greater power and divine magic. Chaos Priests aren't innherently evil, but being zealots to an unforgiving deity of destruction makes them capable of the most atrocious genocides out of duty. While a Chaos Priest won't necesarily slay a victim with glee or torture for pleasure, he won't hesitate to blow up the gravity inducer of an office building or even a nursery, incinerating everyone inside if his patron deity told him so in a dream.

 

      Zio, the black Magician

Zio “The Black Magician”

Palman Chaos Priest

In their twisted, nihilistic point of view, Chaos Priests often see themselves as romantic heroes, angels of death, or even soldiers of God, carrying orders for a greater (if obscure) good. Dark Force usually favors creativity and gives its priests freedom of action, but whenever it needs a specific job done, it contacts a priest in dreams. Inside the government's territory, Chaos Priests usually act as activists or fundamentalist terrorists. When outside the government's reach, a Chaos Piest will often seize a small town and form a religious cult, using the town as his fixed base of operations to recruit new believers (including another Chaos Priests). The nature of a Chaos Priest's ways should discourage GMs from allowing it as a PC prestige class.

Being easily corruptible, palmans make the vast majority of Chaos Priests, however, discriminated since birth, resentful numans also make for specially evil Chaos Priests. Being naturally sensitive to deception and otherwise “bad vibes”, dezorian and esper Chaos Priests are almost unheard of. Finally, sometimes, while in a fit of twisted humor, a Dark Force may contact a lone motavian under the guise of “the soul of the outraged planet”, urging him to destroy the vile palmans and dezorians before they finish destroying the planet. Chaos Priests that go stray from the path of destruction are stripped from their powers in the best case, and exterminated outright in the worst.


Minor Deity: Dark Force

  • Alignment: Chaotic Evil

  • Domains: Death, Destruction, Evil, Chaos

  • Favored Weapon: Scythe

GM's NOTE: Even after the dissapearance of the Profound Darkness, there are still a handful of Dark Forces roaming the universe. And while some may have centuries or even millenia sealed away on distant planets, some are still free.


Prerequisites:

  • Alingment: Any non-good

  • Wisdom 11+
  • Knowledge(History): 10 ranks
  • Knowledge(Arcana): 5 ranks
  • Special: The characters requires to have a peaceful encounter with a Dark Force and agree to the pact of binding.

The Chaos Priest's class skills and the key ability for each, are as follows:

     

Class Skill

Key Ability

Class Skill

Key Ability

Diplomacy

Cha

Knowledge: History

Int

Intimidate

Cha

Profession

Wis

Knowledge: Arcana

Int

Sense Motive

Wis

 
 

Skill Points at 1st level: (6xInt modifier) x4
Skill Points at Each additional level: 6+Int modifier

Structural Points: 1d6 plus constitution modifier per level.

Weapon and Armor Proficiency: Chaos Priests tend to favor the scythe, being a symbol of death and culling, but they also learn to do with almost any easy-to-use weapon that grants a quick kill. Chaos Priests are also proficient with the revolver, automatic pistol, energy pistol and dagger. Chaos Priests are proficient with no armor.

Starting Funds: 1d10x1000 meseta

Class Features:

  • Starting Feats: The Chaos Priest Recieves the Technique User feat and begins the game with one psionic feat for free.

  • Spells: Chaos Priest casts divine spells ( http://www.opengamingfoundation.org) . He may prepare and cast any spell on the cleric spell list, provided he can cast spells of that level. The Difficulty Class for a saving throw against a Chaos Priest's spell is 10 + the spell's level + the Priest's Wisdom modifier. The Chaos Priest regains his daily allotment of spells by spending one hour in total contemplation or supplication, this must be done at midnight. In addition to his standard spells, a Chaos Priest gets one domain spell of each spell level, starting at 1st. When a Chaos Priest prepares a domain spell, it must come from one of his two domains.

  • Deity, Domains, and Domain Spells: Choose two from among the deity's domains for your Chaos Priest's domains (in this case, from among the domains of Destruction, Death, Evil, and Chaos). You can only select the Evil domain if the Chaos Priest's alignment is evil too. Each domain gives your Chaos Priest access to a domain spell at each spell level, from 1st on up, as well as a granted power. Your Priest gets the granted powers of all the domains selected. With access to two domain spells at a given spell level, a Priest prepares one or the other each day. If a domain spell is not on the Cleric Spells list, a cleric can only prepare it in his domain slot.

  • Spontaneous Casting: Chaos Priests can channel stored spell energy into inflict spells (an inflict spell is one with "inflict" in the title) spells that they haven't prepared ahead of time. The Chaos Priest can "lose" a prepared spell in order to cast any inflict spell of the same level or lower. He can't, however, use spontaneous casting to convert domain spells into inflict spells. These spells arise from the particular powers of the cleric's deity, not divine energy in general.

  • Chaotic, Evil, Good, and Lawful Spells: A Chaos Priest can't cast spells of an alignment opposed to his own or to his deity's.

  • Rebuke Undead: A Chaos Priest has the supernatural ability to rebuke undead ( http://www.opengamingfoundation.org).He may attempt to rebuke undead a number of times per day equal to three plus his Charisma modifier.

   

Level

Base Attack
Bonus

Fort
Save

Ref
Save

Will
Save

Special

Defense
Bonus

Reputation
Score

1st

+0

+2

+0

+2

Starting Feats, Rebuke Undead

+0

3

2nd

+1

+3

+0

+3


+1

4

3rd

+2

+3

+1

+3


+1

4

4th

+2

+4

+1

+4


+2

5

5th

+3

+4

+1

+4


+2

5

6th

+3

+5

+2

+5


+3

6

7th

+4

+5

+2

+5


+3

6

8th

+4

+6

+2

+6


+4

7

9th

+5

+6

+3

+6


+4

7

10th

+5

+7

+3

+7


+5

8

                         
    TABLE: Chaos Priest's Spells per day          
         

Level

Spells per day (per level)

0

1

2

3

4

5

6

7

8

9

1st

5

1+1

-

-

-

-

-

-

-

-

2nd

6

1

1+1

-

-

-

-

-

-

-

3rd

6

2

1

1+1

-

-

-

-

-

-

4th

6

2

2

1

1+1

-

-

-

-

-

5th

6

2

2

2

1

1+1

-

-

-

-

6th

6

3

2

2

2

1

1+1

-

-

-

7th

6

3

3

2

2

2

1

1+1

-

-

8th

6

3

3

3

2

2

2

1

1+1

-

9th

6

3

3

3

3

2

2

2

1

1+1

10th

6

3

3

3

3

3

2

2

2

2+1

 
                           
 

APPENDIX 1: Nei MAGIC


**NOTE: This spells are in addition to those selectable in http://www.opengamingfoundation.org.


Black Wave

Necromancy
Level: Death 5
Components: V,S
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Duration: Instantaneous
Saving Throw: Fortitude partial
Spell Resistance: Yes

The Chaos Priest releases from his hand a purple bolt of crackling electricity towards its target. Victims are entitled a saving throw once struck. If succeeded, the victim merely takes 4d6 points of damage. If failed, the victim contracts a serious disease as per the Contagion spell. This disease, however, cannot be healed by natural (nor unnatural) means: the Treat Injury skill is useless, and no magical aid short of a Heal Spell can remove it. Succeeded Fortitude saves on the part of the victim won't help him recover lost attribute points nor recover from the disease, but they will keep him from loose additional attribute points (until the next save, that is). If the victim dies from attribute point loss then he cannot be resurrected by anything short of a Miracle spell.

Flaeli

Transmutation
Level: Sor/Wiz 8, Destruction 9
Components: V,S
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Duration: Instantaneous
Saving Throw: Fortitude partial
Spell Resistance: Yes

As Disintegrate, but the caster can cause to vanish a cube of a size equaling 1 meter per caster level. Flaeli doesn't work on anything made from organic matter.

Megido

Invocation/Evocation
Level: Sor/Wiz 9, Destruction 9
Components: V,S
Casting Time: 1 round
Range: The caster
Duration: Instantaneous
Saving Throw: Reflex partial
Spell Resistance: Yes

Used only in the most desperate cases for it means death to everyone and everything... including the caster. The caster releases a massive energy explosion centered on himself that damages everything within 30 meters of the caster per caster level of the character. The explosion has the following effects:

  • Up to 10 meters: All targets suffer 2d10 points of damage per caster level... caster included (Reflex save for half). Inanimate objects in the area require successfull saves as per under a Flaeli spell.

  • 11-100 meters: All targets suffer 1d10 points of damage per caster level (Reflex save for half). Inanimate objects 3 meters in size or smaller require successfull saves as per under a Disintegrate spell.
  • 101+ meters: All targets suffer 1d6 points of damage per caster level (Reflex save for half).

Nightmare

Transmutation
Level: Evil 7

Components: V,S
Casting Time: 1 round
Range: Touch.
Duration: 1 minute per caster level.
Saving Throw: Special (see text)
Spell Resistance: None

For a brief period, the target becomes an avatar to Dark Force's might. Recieving the following benefits.

  • Frightful Prescence: All opponents watching the target must succeed Will save or become shaken.

  • Supernatural Strenght: The target recieves a supernatural bonus of +1 to strenght per caster level and Damage Reduction 12.
  • Enhanced Magic: All spells cast while under the effects of Nightmare are treated as if they were two spell levels higher.

While under the effects of Nightmare, the target seems to increase one size (from small to medium, from medium to large and so on), appearing larger and more muscular, and the target's eyes seem to take a purple glint (all is an illusion actually). Sense Evil probes will always show the target of Nightmare as overwhelming, regardless of the Chaos Priest's level or the level of the character casting the Sense Evil.

APPENDIX 2: Nei Items (REVISED OPEN GAMING CONTENT)

Nei items are regular items infused with nei energy by a powerful esper. Each nei item is then able to reproduce the effects of one or more esper magic spells.

Sincer their complete disappearance in SC 342, espers lost all contact with palman society and, lacking a reasonable amount of qualified technicians and otherwise technollogy-related nei (the techniques Brose and Gibrose are a palman creation, not esper), they slowly started loosing all contact with technollogy as well. Giving up on science, espers resorted finally to build a new society for themselves, a society based entirely on nei.

A person can use the functions of a nei item by will alone, just by touching the item and willing it so. However, the character must first know what the item does, and only psionic users are able to use nei items with the exception of nei weapons and otherwise items whose powers are considered to be “always on”.

Nei Weapons

A nei weapon can have two things, either special properties or pluses. Weapons that have pluses add that number to all attack and damage rolls made with that weapon. Weapons with special properties can have a variety of qualities that distinguish them from ordinary weapons. Adding either pluses or special qualities adds a cost to the weapon. Remember that the esper crafting the item needs just half the required meseta. The costs are in addition to the weapon cost. All nei weapons are crafted as masterwork weapons, but enhancement bonuses aren't compatible with enchantment bonuses.

 
Table: Weapons
   

Pluses

Base Price

+1

2,000 mst

+2

8,000 mst

+3

18,000 mst

+4

32,000 mst

+5

50,000 mst

+6**

72,000 mst

+7**

98,000 mst

+8**

128,000 mst

+9**

162,000 mst

+10**

200,000 mst

   

**A weapon can't actually have a bonus higher than +5. Use these lines to determine price when special abilities are added in.

Weapons come in two basic categories: melee and ranged. Some of the weapons listed as melee weapons (for example, daggers) can also be used as ranged weapons. In this case, their enhancement bonus applies to either type of attack. Special abilities count as additional bonuses for determining the market value of the item, but do not modify attack or damage bonuses (except where specifically noted). A single weapon cannot have a modified bonus (enhancement bonus plus special ability bonus equivalents) higher than +10. A weapon with a special ability must have at least a +1 enhancement bonus.

CASTER LEVEL FOR WEAPONS

The caster level of a weapon with a special ability is given in the item description. For an item with only an enhancement bonus and no other abilities, the caster level is three times the enhancement bonus. If an item has both an enhancement bonus and a special ability, the higher of the two caster level requirements must be met.

BONUS DAMAGE DICE

Some nei weapons deal bonus dice of damage. Unlike other modifiers to damage, bonus dice of damage are not multiplied when the attacker scores a critical hit.

LIGHT GENERATION

Fully 60% of nei weapons shed light equivalent to a torch (6m. radius). These glowing weapons are quite obviously magical. Such a weapon can't be concealed when drawn, nor can its light be shut off. Some of the specific weapons detailed below always or never glow, as defined in their descriptions.

HARDNESS AND HIT POINTS

An attacker cannot damage a nei weapon with an enhancement bonus unless his own weapon has at least as high an enhancement bonus as the weapon struck. Each +1 of enhancement bonus also adds 1 to the weapon's or shield's hardness and hit points. Energy melee weapons can damage a nei weapon if their damage dice equals or bests the nei weapon's enhancement bonus (example: a Dragonslayer could damage a +1 Longsword or even a +5 longsword)

SPECIAL QUALITIES

Brilliant Energy

A brilliant energy weapon has its significant portion-such as its blade or axe head transformed into light, although this does not modify the item's weight. It gives off light as a torch (6m radius). A brilliant energy weapon ignores nonliving matter. Equipment Defense bonuses do not count against it because the weapon passes through armor. (Dexterity, deflection, dodge, natural armor, and other such bonuses still apply.) A brilliant energy weapon cannot harm undead, androids, and objects.

Prerequisites: Gaseous form, continual flame; Market Price: +4 bonus.

Defending

A defender weapon allows the wielder to transfer some or all of the sword's enhancement bonus to his Defense as a special bonus that stacks with all others. As a free action, the wielder chooses how to allocate the weapon's enhancement bonus at the start of his turn before using the weapon, and the effect to Defense lasts until his next turn.

Prerequisites: Mage Armor; Market Price: +1 bonus.

Flaming

Upon command, a flaming weapon is sheathed in fire. The fire does not harm the hands that hold the weapon. Flaming weapons deal +1d6 points of bonus fire damage on a successful hit.

Prerequisites: Fireball; Market Price: +1 bonus.

Flaming Burst

A flaming burst weapon functions as a flaming weapon that also explodes with flame upon striking a successful critical hit. The fire does not harm the hands that hold the weapon. Flaming burst weapons deal +1d10 points of bonus fire damage on a successful critical hit. If the weapon's critical multiplier is x3, add +2d10 points of bonus fire damage instead, and if the multiplier is x4, add +3d10 points of bonus fire damage.

Prerequisites: Fireball; Market Price: +2 bonus.

Frost

Upon command, a frost weapon is sheathed in icy cold. The cold does not harm the hands that hold the weapon. Frost weapons deal +1d6 points of bonus cold damage on a successful hit.

Prerequisites: Ice storm; Market Price: +1 bonus.

Icy Burst

An icy burst weapon functions as a frost weapon that also explodes with frost upon striking a successful critical hit. The frost does not harm the hands that hold the weapon. Icy burst weapons deal +1d10 points of bonus cold damage on a successful critical hit. If the weapon's critical multiplier is x3, add +2d10 points of bonus cold damage instead, and if the multiplier is x4, add +3d10 points of bonus cold damage.

Prerequisites: Ice storm; Market Price: +2 bonus.

Keen

This enchantment doubles the threat range of a weapon. For instance, if it is placed on a longsword (which has a normal threat range of 19-20), the keen longsword scores a threat on a 17-20. Only slashing weapons can be enchanted to be keen. Prerequisites: Disintegrate; Market Price: +1 bonus.

Lawful

A lawful weapon is lawfully aligned and infused with the power of law. It deals +2d6 points of bonus lawful damage against all of chaotic alignment. It bestows one negative level on any chaotic creature attempting to wield it. The negative level remains as long as the weapon is in hand and disappears when the weapon is no longer wielded. This negative level never results in actual level loss, but it cannot be overcome in any way (including restoration spells) while the weapon is wielded.

Prerequisites: Protection from Chaos, creator must be lawful; Market Price: +2 bonus.

Mighty Cleaving

A mighty cleaving weapon allows a wielder with the Cleave feat to make one additional cleave attempt in a round. Only one extra cleave attempt is allowed per round.

Prerequisites: Tenser's Transformation; Market Price: +1 bonus.

Returning

This enchantment can only be placed on a weapon that can be thrown. A returning weapon returns through the air back to the creature that threw it. It returns on the round following the round that it was thrown just before its throwing creature's turn. It is therefore ready to use again that turn.

Prerequisites: Telekinesis; Market Price: +1 bonus.

Shock

Upon command, a shock weapon is sheathed in crackling electricity. The electricity does not harm the hands that hold the weapon. Shock weapons deal +1d6 points of bonus electricity damage on a successful hit.

Prerequisites: Lightning bolt; Market Price: +1 bonus.

Shocking Burst

A shocking burst weapon functions as a shock weapon that also explodes with electricity upon striking a successful critical hit. The electricity does not harm the hands that hold the weapon. Shocking burst weapons deal +1d10 points of bonus electricity damage on a successful critical hit. If the weapon's critical multiplier is x3, add +2d10 points of bonus electricity damage instead, and if the multiplier is x4, add +3d10 points of bonus electricity damage.

Prerequisites: Lightning bolt; Market Price: +2 bonus.

Speed

A weapon of speed allows the wielder one single extra attack each round at his highest bonus. It is not cumulative with haste. The extra attack must be with this weapon, not with some other weapon. The weapon does not grant the benefits of a haste spell, so an additional partial action is not what is granted, simply an extra single attack with this weapon.

Prerequisites: Haste; Market Price: +4 bonus.

Spell Storing

A spell-storing weapon allows a spellcaster to store a single targeted spell of up to 3rd level in the weapon. (The spell must have a casting time of 1 action.) Any time the weapon strikes a creature and the creature takes damage from it, the weapon can immediately cast the spell on that creature as a free action if the wielder desires. (This ability is a special exception to the general rule that casting a spell from an item takes at least as long as casting that spell normally.) Once the spell has been cast, the weapon is empty of spells, and a spellcaster can cast any other targeted spell of up to 3rd level into it. The weapon magically imparts to the wearer the name of the spell currently stored within it.

Prerequisites: None; Market Price: +1 bonus.

Thundering

A thundering weapon creates a cacophonous roar like thunder upon striking a successful critical hit. The sonic energy does not harm the wielder of the weapon. Thundering weapons deal +1d8 points of bonus sonic damage on a successful critical hit. If the weapon's critical multiplier is x3, add +2d8 points of bonus sonic damage instead, and if the multiplier is x4, add +3d8 points of bonus sonic damage. Subjects dealt a critical hit by a thundering weapon must make a Fortitude save (DC 14) or be deafened permanently.

Prerequisites: Blindness/deafness; Market Price: +2 bonus.

Vorpal

This potent and feared enchantment allows the weapon to sever the heads of those it strikes. Upon a successful critical hit, the weapon severs the opponent's head (if it has one) from its body. Some creatures, such as many abominations have no heads. Others, such as robots, suffer little effect from the loss of their heads. Most other creatures, however, die when their heads are cut off. The GM may have to make judgment calls about this sword's effect. A vorpal weapon must be a slashing weapon.

Prerequisites: Disintegrate, Finger of Death; Market Price: +5 bonus.

Wounding

A weapon of wounding deals damage to a creature such that a wound it inflicts bleeds for 1 point of damage per round thereafter in addition to the normal damage the weapon deals. Multiple wounds from the weapon result in cumulative bleeding loss (two wounds for 2 points of damage per round, and so on). The bleeding can only be stopped by a successful Heal check (DC 15) or the application of any cure spell or other healing spell or technique.

Prerequisites: Mordenkainen's sword; Market Price: +1 bonus.

Nei Miscellaneous Items

These are but a few examples of nei items. If characters ever have the chance of visiting Nei, the city of the espers (I'll post it as soon as I have time), they'll most probably find a magical equivalent of many pieces of regular gear. However, leading a simple life, far from the intoxicating communications culture and suffocating consummerism that drives palmans, espers live only with the escential to live a quiet, prosperous life.

Note that espers see these items as everyday tools, not as “adventuring gear”.

Bead of Force

Used as sling ammo by esper law enforcers, this small black sphere appears to be a lusterless pearl. Upon sharp impact, however, the bead explodes, sending forth a burst of force that deals 5d6 points of damage to all creatures within a 10-foot radius. Each victim is allowed a Reflex saving throw (DC 16). Those who fail are then encapsulated in a sphere of force with a radius of 10 feet. Those trapped inside cannot escape except by those methods that can bypass or destroy a wall of force. The sphere persists for 3d6 minutes and then disappears. The explosion completely consumes the bead, making this a one-use item.

Prerequisites: Wall of force; Market Price: 2,000 mst; Weight: -.

Belt of Strength

This wide belt is made of thick leather and studded with iron. The belt adds to the wearer's Strength score in the form of an enhancement bonus of +4 or +6.

Prerequisites: Bull's strength; Market

Price: 16,000 mst (+4) or 36,000 mst (+6); Weight: ½ kg

Boots of Levitation

These leather boots allow the wearer to levitate as if she had cast levitate on himself.

Prerequisites: Levitate; Market Price: 7,500 mst; Weight: ½ kg

Bracers of Armor

Used by esper law enforcers, these items appear to be wrist or arm guards. They surround the wearer with an invisible but tangible field of force, granting him an armor bonus of +1 to +8, just as though he were wearing armor. Both bracers must be worn for the magic to be effective.

Prerequisites: Mage armor, creator's class level must be twice that of the bonus placed in the bracers; Market Price: 1,000 mst (+1), 4,000 mst (+2), 9,000 mst (+3), 16,000 mst (+4), 25,000 mst (+5), 36,000 mst (+6), 49,000 mst (+7), or 64,000 mst (+8); Weight: ½ kg

Candle of Truth

This white tallow candle, when burned, calls into place a zone of truth spell in a 30-foot radius centered on the candle. The zone lasts for 1 hour, as the candle burns. If the candle is snuffed before that time, the effect is canceled and the candle ruined. The listed price is only a formality, as the use of this item is restricted to law enforcement.

Prerequisites: Zone of truth; Market Price: 2,500 mst; Weight: -

Crystal Ball

A crystal sphere about 6 inches in diameter used by esper centinels to watch for any outsider getting too close to the city. A character can use the device to see over virtually any distance or into other planes of existence, as with the spell scrying. The listed price is only a formality, as the use of this item is restricted to centinels. Certain crystal balls have additional powers that can be used through the crystal ball at targets viewed.

                   

Crystal Ball Type

Market Price

Crystal ball

42,000 mst

Crystal ball with see invisibility

50,000 mst

Crystal ball with detect thoughts

51,000 mst

Crystal ball with telepathy*

70,000 mst

Crystal ball with true seeing

80,000 mst

       

*-The viewer is able to send and receive silent mental messages with the person appearing in the crystal ball. Once per day the character may attempt to implant a suggestion (as the spell, DC 14) as well.

Prerequisites: Scrying (plus any additional spells put into item); Weight: 7 lb.

Garment of the Winterlands

A complete clothing set (cloak and boots included) that is a standard issue for espers that have to travel outside their city for any reason. The garment bestows many powers upon the wearer. First, he is able to travel across snow at his normal speed, leaving no tracks. The boots also enable him to travel at half normal speed across the most slippery ice (horizontal surfaces only, not vertical or sharply slanted ones) without falling or slipping. Another quality of the garment is that it halves the spotting distance of other viewers towards the esper. Finally, the garment of the winterlands warm the wearer, as if he were affected by an endure elements (cold) spell. In the dezorian palman city, Alysa, a rumor runs among rangers about misterious “cloaked snowmen” that endure the insufferable cold of the outside and leave no footprints.

Prerequisites: Endure elements, Improved Invisibility, cat's grace; Market Price: 3,500 mst; Weight: 3kg

Light Wand

A black wand with a leather grip and an amber sphere attached on the tip. Upon mental command, the lightwand provides lights as a regular flashlight. Larger versions of this tool provide illumination in esper homes.

Prerequisites: Light; Market Price: 100mst

Listener

A crystal that fits in one's palm and can capture sound like the user's voice, to be reproduced later at the user's command. Each listener can “record” up to 20 minutes of sound.

Prereqisites: Ghost Sound; Market Price: 200mst

Nei Artifacts and Relics

Artifacts and relics are different from the rest of nei items. Artifacts and relics are very similar in the fact that both are the most powerful types of nei items in existence, but differ in origin: while an artifact is a nei item created by a VERY potent being, a relic is the reminiscent in this world of a great power, usually occasioned by a world-shaking event. In any case, only one of each nei artifact or relic exists, and any attemp of duplicating one is most likely to fail, even by the most powerful espers.

ELSYDEON (Ancient Relic)

This legendary sword is told to contain the souls of all Algo's former protectors. Some motavians still tell their kids that, whenever the darkness threatens to arise, so will a group of protectors, and a sword of power...

On its own, Elsydeon is a +5, good-aligned longsword. Good aligned characters holding Elsydeon double their base attack bonus (or recieves a +5, whichever is higher) against any evil-aligned target, recieve a nei bonus of +5 to Defense and all saving throws and Magic Resistance 25. In the hands of a good-aligned owner, Elsydeon ignores a target´s Damage Reduction and can, once per day, deliver a Death Attack DC 20 on a succesful strike against targets up to 4 hit dice greater than the character. Beings of demigod status or higher are immune to this death attack. Against a Dark Force or similar evil supernatural entity, Elsydeon does 10d6 per succesful strike.

Other powers adjudicated to Elsydeon are:

  • Smite Evil at will

  • Detect Evil at will
  • Remove Disease once per week
  • Heal once per month
  • Cure Critical Wounds once per day
  • Protection from Evil 10' Radius once per day
  • Dispel Evil once every three days

All this abilities work just as their spell and granted divine power counterparts as if cast by a caster the same level as the weapon's owner. Evil aligned characters holding Elsydeon recieve one negative level, which can result in actual level loss (contrary to other good-aligned weapons).

NETHDREON, BLADE OF DARKNESS(Greater Relic)

Its very existence unknown to everyone, in its last moments, the greater entity known as Profound Darkness managed to pour some of its escence in this massive 2-handed sword. Normally a +5, Vorpal two-handed sword of Wounding, evil-aligned characters holding Nethdreon gain Frightful Prescence and the feats Great Cleave and Death Blow.

Some powers suspected to be possessed by Nethdreon are the following, all working just as their spell or granted power counterparts. These powers have a save DC of 18

  • Smite at will

  • Slay Living on a succesful strike, once per day
  • Detect Thoughs at will
  • Insanity on a succesful strike, twice per day
  • Mass Charm once per week
  • Suggestion once per day
  • Nightmare once per day
  • Black Wave once per day

Nethdreon is an Intelligent weapon (EGO points unknown). Good aligned characters holding Nethdreon won't suffer negative levels for holding it, but the lingering influence of the Profound Darkness will start corrupting the owner slowly. First, the sword will convince the owner to use the weapon 'to do good'. As the character gets used to using the weapon, the sword will make sure the owner realizes the power he wields, and will make sure the owner gets used to having power... slowly making him dependant on it. The character will eventually be able to do even greater things and may be regarded as a hero, then, the sword will convince the owner that he is a hero, he is a savior, and all his decisions are right, slowly manipulating him into abusing his power, slowly addicting him to it... and eventually, turning him into a pawn of darkness. Evil characters are usually quite easier to enslave to power.

Wether good or evil, victims eventually start believing they are the dark god, and enter into an uncontrolable lust for power. Their megalomania driving them to sheer madness, and ultimately collapsing into a hell of their own making.

A limited number of times have this wicked weapon made an appearance, never on the same planet, and always bringing doom and grief to those souls unfortunate enough to meet it, like a dark wanderer teaching his dark lesson about the human weakness wherever it goes.

THE AEROPRISM(Minor Artifact)

Created by the master wizard Lutz as the only means to reach the Alpatin plateau, hiding place of the Nei weapons of his creation, the Aeroprism has the power to pierce through any illusion (magical or otherwise). Any illusionary effects are automatically dispelled while in the prescence of the Aeroprism. Stronger enchantments however are only temporarily disabled (like the ones placed on the Alpatin plateau itself).

THE FRAD MANTLE(Minor Artifact)

Along with the Psi-wand, the Frad Mantle is the legendary symbol of Esper rulership, it is rumored to have belonged to the ancient Esper leader Noah. The wearer recieves a Magic Resistance equal to his character level plus 10, Damage Reduction 20, and +8 on all saving throws.

THE PSI-WAND(Artifact)

 

 
This elongated scepter along with the Frad Mantle are the symbols of Esper rulership. Espers holding the Psi-Wand recieve a nei bonus of +5 on all rolls regarding the use of Techniques while holding it. Esper Wizards also recieve the feats Greater Spell Penetration and Greater Spell Focus (Divination) while in possession of the Psi-Wand.
  Psi-Wand