Avarphyn'Teuvel'Khilat: Difference between revisions

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The full powers of a matched pair will only work for members of the [[House of Khilat]]. When a matched pair is donned by an eligible family member, they will self-identify their full powers.  Their powers can't be shared, requiring they be worn by a single individual.  
The full powers of a matched pair will only work for members of the [[House of Khilat]]. When a matched pair is donned by an eligible family member, they will self-identify their full powers.  Their powers can't be shared, requiring they be worn by a single individual.  
=== Protection ===
::The Avarphyn enhances the wearer's Armor Class by +3.  Only weapons with an equivalent of +1 enchantment or made from Cold Iron can strike the wearer.


==== Faerie Fire ====
=== Faerie Fire ===
::The Khilat symbols at the wrists can be illuminated with ''Faerie Fire'' at will; typically gold, but any color can be chosen.
::The Khilat symbols at the wrists can be illuminated with ''Faerie Fire'' at will; typically gold, but any color can be chosen.


=== Continuous ===
== Continuous ==
The avarphyn provides the following continuous powers:
The avarphyn provides the following continuous powers:


===== Cat's Grace =====
=== Cat's Grace ===
::The wearer gains the benefits of ''Cat's Grace''.  When first worn, the dexterity bonus is initially determined based on the best applicable character class and remains the same for every subsequent activation. Dexterity enhancement is re-evaluated at each level advancement, but won't be lower than the adjustment from the previous level and will never exceed 20. Those with Bralani, Ghaele, Shiere or Tulani dominate heritage gain +1 to their first determination.
::The wearer gains the benefits of ''Cat's Grace''.  When first worn, the dexterity bonus is initially determined based on the best applicable character class and remains the same for every subsequent activation. Dexterity enhancement is re-evaluated at each level advancement, but won't be lower than the adjustment from the previous level and will never exceed 20. Those with Bralani, Ghaele, Shiere or Tulani dominate heritage gain +1 to their first determination.


::''Cat's Grace'' benefits Bralani dominant wearers with an additional +1 to hit with any bow.
::''Cat's Grace'' benefits Bralani dominant wearers with an additional +1 to hit with any bow.


===== Nimbus of Protection =====
=== Nimbus of Protection ===
::The wearer's Armor Class is enhanced by +3.  Only weapons with an equivalent of +1 enchantment or made from Cold Iron can strike the wearer. Non-magical missiles are deflected at a 5 foot radius. The nimbus absorbs incoming ''Magic Missiles'' and each missile extends current active minor powers by 1 round.  
::The nimbus forms a sphere of protection extending to a 5 foot radius around the wearer. Non-magical missiles are deflected. The nimbus absorbs incoming ''Magic Missiles'' and each missile extends current active minor powers by 1 round.  


::Saving throws are improved by +4 for all creatures and equipment within a 5 foot radius.  The saving throw bonus is cumulative with all protective devices, including magic armor and ''rings of protection''.
::Saving throws are improved by +4 for all creatures and equipment within the 5 foot radius.  The saving throw bonus is cumulative with all protective devices, including magic armor and ''rings of protection''.


::The wearer is protected from spells and spell like powers of 3rd level or lower, similar to ''Cloak of Adeamozs''. 3rd level spells are reduce by 2 points per die or 4 points from set base damage, 2nd level spells are reduced by 3 points per die or 8 points from set base damage, and 1st level spells are reduced by 4 points per die or 12 points from set base damage. Wearers with Ghaele heritage gain an additional point reduction from the die or base, while Tulani heritage gain 2 points reduction from the die or base.  
::The nimbus provides protection from spells and spell like powers of 3rd level or lower, similar to ''Cloak of Adeamozs''. 3rd level spells are reduce by 2 points per die or 4 points from set base damage, 2nd level spells are reduced by 3 points per die or 8 points from set base damage, and 1st level spells are reduced by 4 points per die or 12 points from set base damage. Wearers with Ghaele heritage gain an additional point reduction from the die or base, while Tulani heritage gain 2 points reduction from the die or base.  


::The nimbus provides immunity to Silver, Gold, Shadow and Deep ''Dragon Breath'' attacks from all Khilat avarphyn, and only sustains half damage from attacks cast using a dragon tooth. ''Dragon Scales'' can provide additional protection.  
::The nimbus provides immunity to [https://web.archive.org/web/20180613031716/http://www.lomion.de/cmm/dragmsil.php  Silver], [https://web.archive.org/web/20180706142852/http://www.lomion.de/cmm/dragmgol.php Gold], [https://web.archive.org/web/20181019064748/http://www.lomion.de/cmm/dragdeep.php Deep] and [https://web.archive.org/web/20180915223905/http://www.lomion.de/cmm/dragshad.php Shadow] ''Dragon Breath'' attacks from all Khilat avarphyn, and only sustains half damage from attacks cast using a dragon tooth. ''Dragon Scales'' can provide additional protection.  


::The nimbus can be illuminated by ''Faerie Fire'' at will; typically iridescent silver, but any color can be chosen.
::The nimbus can be illuminated by ''Faerie Fire'' at will; typically iridescent silver, but any color can be chosen.


===== Regeneration  =====
=== Regeneration  ===
::The avarphyn pair can ''Regenerate'' 1 hit point per turn. They will eventually restore lost limbs and organs, and can return the wearer from death. Wounds received while wearing the avarphyn will heal leaving no scar. Dismemberment separating the avarphyn can cause independent regeneration of each side, with each side gaining a hit point every other turn, with a mutated merge of bodies when both avarphyn come into proximity of 5 feet.  If each avarphyn body portion has grown beyond an easy merge, the bracers ''Polymorph Self'' power can ease the transition while providing additional healing.  
::The avarphyn pair can ''Regenerate'' 1 hit point per turn. They will eventually restore lost limbs and organs, and can return the wearer from death. Wounds received while wearing the avarphyn will heal leaving no scar. Dismemberment separating the avarphyn can cause independent regeneration of each side, with each side gaining a hit point every other turn, with a mutated merge of bodies when both avarphyn come into proximity of 5 feet.  If each avarphyn body portion has grown beyond an easy merge, the bracers ''Polymorph Self'' power can ease the transition while providing additional healing.  


::If the wearer has dominant Deep Dragon heritage, then 1d4 hit points are regained per turn, split between the avarphyn if needed, with remainder alternating.
::If the wearer has dominant Deep Dragon heritage, then 1d4 hit points are regained per turn, split between the avarphyn if needed, with remainder alternating.


=== Major ===
== Major ==
Major powers can be used 3 times per day each, with each activation lasting up to 1 turn. After use of a major power, all major and minor powers become inactive for 1 full turn. Use of a major power for the forth time within 24 hours causes that power to become dormant for 1 year.  
Major powers can be used 3 times per day each, with each activation lasting up to 1 turn. After use of a major power, all major and minor powers become inactive for 1 full turn. Use of a major power for the forth time within 24 hours causes that power to become dormant for 1 year.  


===== Dragon Breath  =====
=== Dragon Breath  ===
::The wearer can make 3 breath weapon attacks within 1 turn as per the ''Dragon Breath'' spell.  One breath attack can be made per round. Breath weapon damage is equal to an adult dragon of the applicable type, plus 1 age category for every 5 levels of the wearer. The wearer is immune to their own avarphyn breath weapon.
::The wearer can make 3 breath weapon attacks within 1 turn as per the ''Dragon Breath'' spell.  One breath attack can be made per round. Breath weapon damage is equal to an adult dragon of the applicable type, plus 1 age category for every 5 levels of the wearer. The wearer is immune to their own avarphyn breath weapon.


::The wearer may select the type of breath weapon to be used in the round, choosing either Silver, Gold, Shadow, or Deep dragon breath.  The same type can be used multiple times during the turn.  
::The wearer may select the type of breath weapon to be used in the round, choosing either [https://web.archive.org/web/20180613031716/http://www.lomion.de/cmm/dragmsil.php  Silver], [https://web.archive.org/web/20180706142852/http://www.lomion.de/cmm/dragmgol.php Gold], [https://web.archive.org/web/20181019064748/http://www.lomion.de/cmm/dragdeep.php Deep] or [https://web.archive.org/web/20180915223905/http://www.lomion.de/cmm/dragshad.php Shadow] dragon breath.  The same type can be used multiple times during the turn.  


::Alternately, a dragon tooth can be used.  All 3 breath weapon attacks in the turn will match the type of dragon from which the tooth was taken. If the tooth is from a Silver, Gold, Shadow or Deep dragon, an additional age category is gained for calculating damage. The tooth is consumed in the casting.  Teeth from [[Khilat]] or [[Noctdrakken]] are only used in the most extreme circumstances since they are consumed in the casting and permanently lost.
::Alternately, a dragon tooth can be used.  All 3 breath weapon attacks in the turn will match the type of dragon from which the tooth was taken. If the tooth is from a Silver, Gold, Shadow or Deep dragon, an additional age category is gained for calculating damage. The tooth is consumed in the casting.  Teeth from [[Khilat]] or [[Noctdrakken]] are only used in the most extreme circumstances since they are consumed in the casting and permanently lost.
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::*If the breath weapon type matches the wearer’s current dragon scale, and additional point of damage is added to each die.
::*If the breath weapon type matches the wearer’s current dragon scale, and additional point of damage is added to each die.


===== Polymorph =====
=== Polymorph ===
::The wearer can assume the form of any corporeal creature as per the ''Polymorph Self'' spell. The wearer can change form repeatedly during the current activation until the power expires after 1 turn, with each change taking a round to complete.  Returning to normal form deactivates the power and restores 1d12 hit points.  
::The wearer can assume the form of any corporeal creature as per the ''Polymorph Self'' spell. The wearer can change form repeatedly during the current activation until the power expires after 1 turn, with each change taking a round to complete.  Returning to normal form deactivates the power and restores 1d12 hit points.  


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::Expending double major power activations allows the wearer to assume one of two alternate forms:
::Expending double major power activations allows the wearer to assume one of two alternate forms:
::*Dragon form matching a Silver, Gold, Shadow or Deep dragon of size equal to an young dragon plus 1 age category for every 5 levels of the wearer.  If the polymorphed Draconic form matches the wearer’s dominant dragon heritage, an additional age category is gained for determining size. The ''Dragon Scales'' and ''Dragon Breath'' powers of the bracers are often used in conjunction with the polymophed Draconic form.  
::* Dragon form matching a [https://web.archive.org/web/20180613031716/http://www.lomion.de/cmm/dragmsil.php  Silver], [https://web.archive.org/web/20180706142852/http://www.lomion.de/cmm/dragmgol.php Gold], [https://web.archive.org/web/20181019064748/http://www.lomion.de/cmm/dragdeep.php Deep] or [https://web.archive.org/web/20180915223905/http://www.lomion.de/cmm/dragshad.php Shadow] dragon of size equal to an young dragon plus 1 age category for every 5 levels of the wearer.  If the polymorphed Draconic form matches the wearer’s dominant dragon heritage, an additional age category is gained for determining size. The ''Dragon Scales'' and ''Dragon Breath'' powers of the bracers are often used in conjunction with the polymophed Draconic form.  
::*Eladrin globe of incorporeal light with a 5' diameter with the associated attack form and ability to fly at the same speed as their dominant Eladrin heritage. Wearers with dominant Firre heritage can become a globe of fire.  Wearers with dominant Bralani heritage can become whirlwinds of dust or snow.  Wearers with Tulani heritage can choose any incorporeal Eladrin form.
::* Eladrin globe of incorporeal light with a 5' diameter with the associated attack form and ability to fly at the same speed as their dominant Eladrin heritage. Wearers with dominant Firre heritage can become a globe of fire.  Wearers with dominant Bralani heritage can become whirlwinds of dust or snow.  Wearers with Tulani heritage can choose any incorporeal Eladrin form.


===== Teleport  =====
=== Teleport  ===
::The wearer can ''Teleport without Error'' as per the spell with a personal weight limit of 1000 lbs, which can include gear and creatures within a 5 foot radius.  Additional willing companions can be included in the teleport if they wear an avarphyn with teleport capability, where all participants are within 5 feet of another included traveler. Avarphyn chained into the teleport do not use their own teleport power (no lose of use), but provide residual power that increases the overall weight capacity by 250 lbs per companion, first applied to the companion and their personal gear.
::The wearer can ''Teleport without Error'' as per the spell with a personal weight limit of 1000 lbs, which can include gear and creatures within a 5 foot radius.  Additional willing companions can be included in the teleport if they wear an avarphyn with teleport capability, where all participants are within 5 feet of another included traveler. Avarphyn chained into the teleport do not use their own teleport power (no lose of use), but provide residual power that increases the overall weight capacity by 250 lbs per companion, first applied to the companion and their personal gear.


=== Minor ===
== Minor ==
Minor powers can be used at will for up to 1 turn duration.  Any minor power used for its full duration will automatically deactivate at the end of 1 turn of use, and remain unavailable for another turn.  
Minor powers can be used at will for up to 1 turn duration.  Any minor power used for its full duration will automatically deactivate at the end of 1 turn of use, and remain unavailable for another turn.  


===== Alter Self =====
=== Alter Self ===
::The wearer can ''Alter Self'' as per the spell. If the wearer's dominant Eladrin heritage is Tulani, Ghaele or Firre, the chosen form can be retained indefinitely, otherwise the assumed form has a maximum duration of 1 turn before automatically reverting. The wearer must revert to normal form for one round before another form can be assumed. If the wearer's dominant Draconic heritage is Deep, the wearer can mimic another humanoid with a 50% chance of passing as that individual.
::The wearer can ''Alter Self'' as per the spell. If the wearer's dominant Eladrin heritage is Tulani, Ghaele or Firre, the chosen form can be retained indefinitely, otherwise the assumed form has a maximum duration of 1 turn before automatically reverting. The wearer must revert to normal form for one round before another form can be assumed. If the wearer's dominant Draconic heritage is Deep, the wearer can mimic another humanoid with a 50% chance of passing as that individual.


::The wearer can change size up to 50%. If the form assumed includes gills, then the wearer can breathe under water for the duration of the altered form. A form with wings can fly at 1/3rd the speed with a lose of 2 maneuverability classes. Attack rolls, Armor Class and saving throws do not change.
::The wearer can change size up to 50%. If the form assumed includes gills, then the wearer can breathe under water for the duration of the altered form. A form with wings can fly at 1/3rd the speed with a lose of 2 maneuverability classes. Attack rolls, Armor Class and saving throws do not change.


===== Dragon Scales =====
=== Dragon Scales ===
::The wearer can enhance the toughness of their skin with ''Dragon Scales'' as per the spell with a maximum duration of 1 turn. The scaly skin provides a +2 bonus to the wearer's natural Armor Class which can be combined with armor and other protective devices.  The wearer can select scale color to match that of a Silver, Gold, Shadow or Deep dragon, but the color can't be changed without first reverting to normal skin for a round. Use of ''Alter Self'' can hide appearance and eliminate the charisma penalty.
::The wearer can enhance the toughness of their skin with ''Dragon Scales'' as per the spell with a maximum duration of 1 turn. The scaly skin provides a +2 bonus to the wearer's natural Armor Class which can be combined with armor and other protective devices.  The wearer can select scale color to match that of a [https://web.archive.org/web/20180613031716/http://www.lomion.de/cmm/dragmsil.php  Silver], [https://web.archive.org/web/20180706142852/http://www.lomion.de/cmm/dragmgol.php Gold], [https://web.archive.org/web/20181019064748/http://www.lomion.de/cmm/dragdeep.php Deep] or [https://web.archive.org/web/20180915223905/http://www.lomion.de/cmm/dragshad.php Shadow] dragon, but the color can't be changed without first reverting to normal skin for a round. Use of ''Alter Self'' can hide appearance and eliminate the charisma penalty.


::The following benefits are also gained:
::The following benefits are also gained:
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::* Deep scales - immunity to normal heat and cold, and +2 on saves against magical fire or cold for half damage. Deep dragon polymophed form or heritage provides half damage for magical fire or cold, with +4 on save to reduce to quarter damage.
::* Deep scales - immunity to normal heat and cold, and +2 on saves against magical fire or cold for half damage. Deep dragon polymophed form or heritage provides half damage for magical fire or cold, with +4 on save to reduce to quarter damage.


===== Free Action =====
=== Free Action ===
::''Free Action'' allows the wearer to move freely with a maximum duration of 1 turn without impediment from water or magic that would otherwise hinder movement.
::''Free Action'' allows the wearer to move freely with a maximum duration of 1 turn without impediment from water or magic that would otherwise hinder movement.


===== Feather Fall =====
=== Feather Fall ===
::The wearer can ''Feather Fall'' with a maximum duration of 1 turn.  The wearer and any objects within a 5' radius can be affected with a weight limit of 2200 lbs.
::The wearer can ''Feather Fall'' with a maximum duration of 1 turn.  The wearer and any objects within a 5' radius can be affected with a weight limit of 2200 lbs.


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::if the wearer has Gold dragon or Tulani dominant heritage, then they can ''Fly'' for 1 turn.
::if the wearer has Gold dragon or Tulani dominant heritage, then they can ''Fly'' for 1 turn.


===== Messages  =====
=== Messages  ===
::The wearer can send 1 message per round as per the ''Sending'' spell. Responses can be received at any time within 1 hour, so long as the power hasn't been deactivated by sending 10 messages in a row.
::The wearer can send 1 message per round as per the ''Sending'' spell. Responses can be received at any time within 1 hour, so long as the power hasn't been deactivated by sending 10 messages in a row.


===== Non-Detection =====
=== Non-Detection ===
::The wearer is protected with ''Non-Detection'' at will with a maximum duration of 1 turn.
::The wearer is protected with ''Non-Detection'' at will with a maximum duration of 1 turn.


===== Shadows =====
=== Shadows ===
::The wearer can invoke an area of ''Dancing Shadows'' covering a 90' radius with a height of 30' with a maximum duration of 1 turn. Creatures able to Hide in Shadows can hide in ''Dancing Shadows'' even if directly observed prior to hiding.  
::The wearer can invoke an area of ''Dancing Shadows'' covering a 90' radius with a height of 30' with a maximum duration of 1 turn. Creatures able to Hide in Shadows can hide in ''Dancing Shadows'' even if directly observed prior to hiding.  


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::[[Teuvel'Khilat Companion Stars]]
::[[Teuvel'Khilat Companion Stars]]


=== Owner Imbued ===
== Owner Imbued ==


Like the set minor powers, the owner imbued can be used at will for up to 1 turn duration. Any minor power used for its full duration will automatically deactivate at the end of 1 turn of use, and remain unavailable for another turn. Up to 7 owner imbued powers, minus the number of powers that were allowed to deactivate, can be active at any time.
Like the set minor powers, the owner imbued can be used at will for up to 1 turn duration. Any minor power used for its full duration will automatically deactivate at the end of 1 turn of use, and remain unavailable for another turn. Up to 7 owner imbued powers, minus the number of powers that were allowed to deactivate, can be active at any time.


<blockquote>
<blockquote>
==== Sixth Sense ====
=== Sixth Sense ===
::The wearer can anticipate with ''Sixth Sense'' at will, getting a warning of any danger within 10’ a moment before. The wearer gains +3 on surprise, and +3 on any checks to succeed in avoiding the danger.  
::The wearer can anticipate with ''Sixth Sense'' at will, getting a warning of any danger within 10’ a moment before. The wearer gains +3 on surprise, and +3 on any checks to succeed in avoiding the danger.  
:: - [[Belsilvar Khilat]]
:: - [[Belsilvar Khilat]]


==== Moon Shield ====
=== Moon Shield ===
::The nimbus of protection gains properties of the ''Moon Shield''.  It gives the wearer a saving throw vs. death magic against all undead aging, fear, level and ability-draining attacks. It provides a saving throw vs. spell against all attacks made on the wearer by lycanthropcs and by silver weapons. It provides its caster with a +2 bonus to all saving throws against priest spells of the Sun sphere.
::The nimbus of protection gains properties of the ''Moon Shield''.  It gives the wearer a saving throw vs. death magic against all undead aging, fear, level and ability-draining attacks. It provides a saving throw vs. spell against all attacks made on the wearer by lycanthropcs and by silver weapons. It provides its caster with a +2 bonus to all saving throws against priest spells of the Sun sphere.
:: - [[Elian Khilat]]
:: - [[Elian Khilat]]


====  Otto's Chime of Release ====
===  Otto's Chime of Release ===
::A delicate chime rings out, the vibrations of which release any form of nonmagical bonds holding a single creature or person. Ropes are untied, chains and shackles loosened, leather straps unbound, a gag undone, even a wooden stock can be opened by the chime.  
::A delicate chime rings out, the vibrations of which release any form of nonmagical bonds holding a single creature or person. Ropes are untied, chains and shackles loosened, leather straps unbound, a gag undone, even a wooden stock can be opened by the chime.  
:: - [[Lyassa Khilat]]
:: - [[Lyassa Khilat]]


==== Jump ====
=== Jump ===
:: The wearer is empowered to leap once per round for one turn. Leaps can be up to 30 feet forward or straight upward or 10 feet backward.  
:: The wearer is empowered to leap once per round for one turn. Leaps can be up to 30 feet forward or straight upward or 10 feet backward.  
:: - [[Lorelei Khilat]]
:: - [[Lorelei Khilat]]


==== Avoid Planar Effects ====
=== Avoid Planar Effects ===
::A single subject is rendered immune to all of a plane's natural harmful or disruptive effects. While active, the subject creature doesn't need to worry about a lack of air, temperature extremes, poisonous fumes, or any other harmful conditions. This allows time to cast longer-lasting protective spells.
::A single subject is rendered immune to all of a plane's natural harmful or disruptive effects. While active, the subject creature doesn't need to worry about a lack of air, temperature extremes, poisonous fumes, or any other harmful conditions. This allows time to cast longer-lasting protective spells.
:: - [[Velethuil Khilat]]
:: - [[Velethuil Khilat]]


==== Slowspell ====
=== Slowspell ===
::Inbound magic, excluding touch based attacks, is delayed three rounds.
::Inbound magic, excluding touch based attacks, is delayed three rounds.
:: - [[Walian Khilat]]
:: - [[Walian Khilat]]


==== Neutralize Poison ====
=== Neutralize Poison ===
::Detoxifies any sort of venom in the creature or substance touched.
::Detoxifies any sort of venom in the creature or substance touched.
:: - [[Evael Khilat]]
:: - [[Evael Khilat]]


==== Camouflage ====
=== Camouflage ===
::Instantly and completely hide one person per level of experience, in wilderness settings, concealing them against even thorough searches.
::Instantly and completely hide one person per level of experience, in wilderness settings, concealing them against even thorough searches.
:: - [[Eldrin Khilat]]
:: - [[Eldrin Khilat]]


==== Drawmij’s Light Step ====
=== Drawmij’s Light Step ===
::Using a very limited form of levitation, the wearer walks normally over any surface, but walks so lightly that no tracks are left behind.
::Using a very limited form of levitation, the wearer walks normally over any surface, but walks so lightly that no tracks are left behind.
:: - [[Shasalae Khilat]]
:: - [[Shasalae Khilat]]


==== Disarm ====
=== Disarm ===
::A minor telekinetic bursts that cause a person to drop any hand-held weapons or items. The bursts have enough force to move the items 1d20 feet away from the former wielder, forcing the person to spend a round retrieving his weapons or carried items. This spell affects only handheld items, not rings or belts or other items, unless these are physically carried in the hands (not worn).
::A minor telekinetic bursts that cause a person to drop any hand-held weapons or items. The bursts have enough force to move the items 1d20 feet away from the former wielder, forcing the person to spend a round retrieving his weapons or carried items. This spell affects only handheld items, not rings or belts or other items, unless these are physically carried in the hands (not worn).
:: - [[Emeril Khilat]]
:: - [[Emeril Khilat]]


==== Aura of Comfort ====
=== Aura of Comfort ===
::The aura insulates the recipient from the effects of non-magical heat and cold in a range of -20° F. to 140° F. A creature encountering temperatures in this range maintains a comfortable temperature of 70° R, regardless of prevailing natural weather conditions. Also, the spell shields the creature from rain, snow, and hail.
::The aura insulates the recipient from the effects of non-magical heat and cold in a range of -20° F. to 140° F. A creature encountering temperatures in this range maintains a comfortable temperature of 70° R, regardless of prevailing natural weather conditions. Also, the spell shields the creature from rain, snow, and hail.
:: - [[Feyfalcon Khilat]]
:: - [[Feyfalcon Khilat]]


==== Stealth ====
=== Stealth ===
::Allows the wearer to move silently with an 80% chance of success.  
::Allows the wearer to move silently with an 80% chance of success.  
:: - [[Aviel Khilat]]
:: - [[Aviel Khilat]]


==== Fist of Stone ====
=== Fist of Stone ===
::One of the caster's hands (his choice) turns to stone. It is flexible and can be used to punch, smash, or crush objects and opponents as if the wizard had a strength of 18/00. Combat bonuses for strength apply only if the caster uses his fist as a weapon.
::One of the caster's hands (his choice) turns to stone. It is flexible and can be used to punch, smash, or crush objects and opponents as if the wizard had a strength of 18/00. Combat bonuses for strength apply only if the caster uses his fist as a weapon.
:: - [[Mara Khilat]]
:: - [[Mara Khilat]]


==== Otto’s Soothing Vibrations ====
=== Otto’s Soothing Vibrations ===
::All creatures in the area of effect hear soothing vibrations that cause them to pause and listen. As the music continues, the creatures feel the wizard broadcasting peaceful, kindly thoughts to them.  The creatures do nothing until while the power is active. Thereafter, all animals in the area of effect of semi-intelligence or lower feel kindly toward the caster, and show no aggression or fear unless attacked first. All other creatures are entitled to a saving throw vs. spell at +2 bonus to avoid the spell's lulling effect.
::All creatures in the area of effect hear soothing vibrations that cause them to pause and listen. As the music continues, the creatures feel the wizard broadcasting peaceful, kindly thoughts to them.  The creatures do nothing until while the power is active. Thereafter, all animals in the area of effect of semi-intelligence or lower feel kindly toward the caster, and show no aggression or fear unless attacked first. All other creatures are entitled to a saving throw vs. spell at +2 bonus to avoid the spell's lulling effect.
:: - [[Luviel Khilat]]
:: - [[Luviel Khilat]]


==== not Sixth Sense ====
=== not Sixth Sense ===
::  
::  
:: - [[Belfyndar Khilat]]
:: - [[Belfyndar Khilat]]


==== Compose Mind ====
=== Compose Mind ===
::This deceptively simple spell imbues the wearer’s mind with a supernatural calm, allowing the logical analysis of battle situations without fear or distraction from spells, injuries, and other sources. Bonus +2 vs 1st and 2nd level illusions.  
::This deceptively simple spell imbues the wearer’s mind with a supernatural calm, allowing the logical analysis of battle situations without fear or distraction from spells, injuries, and other sources. Bonus +2 vs 1st and 2nd level illusions.  
:: - [[Sylmae Khilat]]
:: - [[Sylmae Khilat]]


==== Moonbow ====
=== Moonbow ===
::This spell creates a crystalline bow only the caster can use. The bow is the size and strength of a short bow or long bow, as chosen by the caster during the casting. A thin beam of silvery light serves as the bowstring, and when it is drawn back, causes 1 shimmering, silver arrow to appear in the proper position.  The bow can fire, at most, two arrows per round at any target within range. Each shaft trails a stream of ''motes of moonlight'' (as the 1st-level spell, but lasting only 1d4+1 rounds) delineating the path of flight. Each arrow inflicts 7d4 points of damage, or 14d4 against creatures of the negative material plane.  
::This spell creates a crystalline bow only the caster can use. The bow is the size and strength of a short bow or long bow, as chosen by the caster during the casting. A thin beam of silvery light serves as the bowstring, and when it is drawn back, causes 1 shimmering, silver arrow to appear in the proper position.  The bow can fire, at most, two arrows per round at any target within range. Each shaft trails a stream of ''motes of moonlight'' (as the 1st-level spell, but lasting only 1d4+1 rounds) delineating the path of flight. Each arrow inflicts 7d4 points of damage, or 14d4 against creatures of the negative material plane.  
:: - [[Timmor Khilat]]
:: - [[Timmor Khilat]]


==== Gaze Reflection ====
=== Gaze Reflection ===
::Any gaze attack that requires eye contact, such as that of a basilisk, eyes of charming, a vampires gaze, the 6th-level eyebite spell, and so on, is reflected back upon the gazer.
::Any gaze attack that requires eye contact, such as that of a basilisk, eyes of charming, a vampires gaze, the 6th-level eyebite spell, and so on, is reflected back upon the gazer.
:: - [[Elnan Khilat]]
:: - [[Elnan Khilat]]


==== Rosemantle ====
=== Rosemantle ===
::The recipient moves and functions with the same freedom a ''ring of free action'' grants and is temporarily released from any negative modifiers or activity restrictions due to naturally or magically induced pain, nausea, fear, or venom effects.
::The recipient moves and functions with the same freedom a ''ring of free action'' grants and is temporarily released from any negative modifiers or activity restrictions due to naturally or magically induced pain, nausea, fear, or venom effects.
:: - [[Phorios Khilat]]
:: - [[Phorios Khilat]]


==== Zala’s Forcebuckler ====
=== Zala’s Forcebuckler ===
:: The ''forcebuckler'' is a glowing golden disk of magical energy that appears on the wearer‘s left or right forearm, as desired. The wearer receives a +2 bonus to Armor Class and saving throws against attacks from the front or protected flank (but not rear). Damage from fire, cold, acid, electricity, or raw magical energy (such as magic missile) that strikes the wearer from the front or protected flank is reduced by 1 point per die. Magical rays or bolts that affect only a single creature, such as ray of enfeeblement, Melf’s acid arrow, a beholder’s petrification ray, or a single magic missile, can be harmlessly deflected, at the option of the wearer, deactivating the forcebuckler.  
:: The ''forcebuckler'' is a glowing golden disk of magical energy that appears on the wearer‘s left or right forearm, as desired. The wearer receives a +2 bonus to Armor Class and saving throws against attacks from the front or protected flank (but not rear). Damage from fire, cold, acid, electricity, or raw magical energy (such as magic missile) that strikes the wearer from the front or protected flank is reduced by 1 point per die. Magical rays or bolts that affect only a single creature, such as ray of enfeeblement, Melf’s acid arrow, a beholder’s petrification ray, or a single magic missile, can be harmlessly deflected, at the option of the wearer, deactivating the forcebuckler.  
:: - [[Oloros Khilat]]
:: - [[Oloros Khilat]]


==== next ====
=== next ===
::Both of the wearer’s hands are covered with ''Guantlet'' at will.  
::Both of the wearer’s hands are covered with ''Guantlet'' at will.  
:: - [[Chiliad Khilat]]
:: - [[Chiliad Khilat]]
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<blockquote>
=== Teuvel'Khilat ===
=== Teuvel'Khilat ===
* [[Teuvel'Khilat / Shadow|Shadow]] - When holding the sword, shed shadow wisps can intercept and dispel light, dark and shadow based attacks, typically just inside the nimbus radius.
* [[Teuvel'Khilat / Luck Blade |Luck Blade]] - provides a +1 bonus to all saving throws and proficiency checks, when held. [[Teuvel'Khilat / Frost Brand | Frost Brand]] ''Luck Bonus'' grants +1 for saving throws for 3 hours per day.


=== Teuvel'Kiira'Khilat ===
=== Teuvel'Kiira'Khilat ===

Latest revision as of 04:59, 26 January 2026

Based on standard Avarphyn'Khilat, these bracers with metal thread woven into a fine cloth like material that covers a lattice work of metal links. Two flexible bands of metal links form semi stiff ribs that run along the inside of the arm to provide protection for use with a bow. While threads of various metal colors are woven throughout the cloth like exterior, the outside is predominately silver with gold highlights, while the side covering the inner arm is deep purple with undertones of maroon and iridescent threads.

The wrist has a metal disk with the Khilat insignia showing a silver dragon near the hand and a dark dragon toward the arm, circling a gold star with 6 silver stars arcing above the silver dragon. The disk is attached to a band with a latch securing the bracer to the wrist.

Powers

The avarphyn only work as a matched pair. When initially found, they will self-identity their Faerie Fire power, which will work so long as both bracers are on the same plane of existence and can be used to match a pair.

The full powers of a matched pair will only work for members of the House of Khilat. When a matched pair is donned by an eligible family member, they will self-identify their full powers. Their powers can't be shared, requiring they be worn by a single individual.

Protection

The Avarphyn enhances the wearer's Armor Class by +3. Only weapons with an equivalent of +1 enchantment or made from Cold Iron can strike the wearer.

Faerie Fire

The Khilat symbols at the wrists can be illuminated with Faerie Fire at will; typically gold, but any color can be chosen.

Continuous

The avarphyn provides the following continuous powers:

Cat's Grace

The wearer gains the benefits of Cat's Grace. When first worn, the dexterity bonus is initially determined based on the best applicable character class and remains the same for every subsequent activation. Dexterity enhancement is re-evaluated at each level advancement, but won't be lower than the adjustment from the previous level and will never exceed 20. Those with Bralani, Ghaele, Shiere or Tulani dominate heritage gain +1 to their first determination.
Cat's Grace benefits Bralani dominant wearers with an additional +1 to hit with any bow.

Nimbus of Protection

The nimbus forms a sphere of protection extending to a 5 foot radius around the wearer. Non-magical missiles are deflected. The nimbus absorbs incoming Magic Missiles and each missile extends current active minor powers by 1 round.
Saving throws are improved by +4 for all creatures and equipment within the 5 foot radius. The saving throw bonus is cumulative with all protective devices, including magic armor and rings of protection.
The nimbus provides protection from spells and spell like powers of 3rd level or lower, similar to Cloak of Adeamozs. 3rd level spells are reduce by 2 points per die or 4 points from set base damage, 2nd level spells are reduced by 3 points per die or 8 points from set base damage, and 1st level spells are reduced by 4 points per die or 12 points from set base damage. Wearers with Ghaele heritage gain an additional point reduction from the die or base, while Tulani heritage gain 2 points reduction from the die or base.
The nimbus provides immunity to Silver, Gold, Deep and Shadow Dragon Breath attacks from all Khilat avarphyn, and only sustains half damage from attacks cast using a dragon tooth. Dragon Scales can provide additional protection.
The nimbus can be illuminated by Faerie Fire at will; typically iridescent silver, but any color can be chosen.

Regeneration

The avarphyn pair can Regenerate 1 hit point per turn. They will eventually restore lost limbs and organs, and can return the wearer from death. Wounds received while wearing the avarphyn will heal leaving no scar. Dismemberment separating the avarphyn can cause independent regeneration of each side, with each side gaining a hit point every other turn, with a mutated merge of bodies when both avarphyn come into proximity of 5 feet. If each avarphyn body portion has grown beyond an easy merge, the bracers Polymorph Self power can ease the transition while providing additional healing.
If the wearer has dominant Deep Dragon heritage, then 1d4 hit points are regained per turn, split between the avarphyn if needed, with remainder alternating.

Major

Major powers can be used 3 times per day each, with each activation lasting up to 1 turn. After use of a major power, all major and minor powers become inactive for 1 full turn. Use of a major power for the forth time within 24 hours causes that power to become dormant for 1 year.

Dragon Breath

The wearer can make 3 breath weapon attacks within 1 turn as per the Dragon Breath spell. One breath attack can be made per round. Breath weapon damage is equal to an adult dragon of the applicable type, plus 1 age category for every 5 levels of the wearer. The wearer is immune to their own avarphyn breath weapon.
The wearer may select the type of breath weapon to be used in the round, choosing either Silver, Gold, Deep or Shadow dragon breath. The same type can be used multiple times during the turn.
Alternately, a dragon tooth can be used. All 3 breath weapon attacks in the turn will match the type of dragon from which the tooth was taken. If the tooth is from a Silver, Gold, Shadow or Deep dragon, an additional age category is gained for calculating damage. The tooth is consumed in the casting. Teeth from Khilat or Noctdrakken are only used in the most extreme circumstances since they are consumed in the casting and permanently lost.
With both options, the following enhancements may apply to calculate damage from the breath weapon:
  • If the wearer's dominant Draconic heritage matches the chosen breath weapon, an additional age category is gained.
  • If the breath weapon type matches the wearer’s polymorphed Draconic form, an additional age category is gained.
  • If the breath weapon type matches the wearer’s current dragon scale, and additional point of damage is added to each die.

Polymorph

The wearer can assume the form of any corporeal creature as per the Polymorph Self spell. The wearer can change form repeatedly during the current activation until the power expires after 1 turn, with each change taking a round to complete. Returning to normal form deactivates the power and restores 1d12 hit points.
If the wearer's dominant Draconic heritage is Gold or Silver, the new form can be retained indefinitely, excluding the two special forms below. Otherwise, the wearer automatically reverts to their natural form after 1 turn, and restores 1d12 hit points.
Expending double major power activations allows the wearer to assume one of two alternate forms:
  • Dragon form matching a Silver, Gold, Deep or Shadow dragon of size equal to an young dragon plus 1 age category for every 5 levels of the wearer. If the polymorphed Draconic form matches the wearer’s dominant dragon heritage, an additional age category is gained for determining size. The Dragon Scales and Dragon Breath powers of the bracers are often used in conjunction with the polymophed Draconic form.
  • Eladrin globe of incorporeal light with a 5' diameter with the associated attack form and ability to fly at the same speed as their dominant Eladrin heritage. Wearers with dominant Firre heritage can become a globe of fire. Wearers with dominant Bralani heritage can become whirlwinds of dust or snow. Wearers with Tulani heritage can choose any incorporeal Eladrin form.

Teleport

The wearer can Teleport without Error as per the spell with a personal weight limit of 1000 lbs, which can include gear and creatures within a 5 foot radius. Additional willing companions can be included in the teleport if they wear an avarphyn with teleport capability, where all participants are within 5 feet of another included traveler. Avarphyn chained into the teleport do not use their own teleport power (no lose of use), but provide residual power that increases the overall weight capacity by 250 lbs per companion, first applied to the companion and their personal gear.

Minor

Minor powers can be used at will for up to 1 turn duration. Any minor power used for its full duration will automatically deactivate at the end of 1 turn of use, and remain unavailable for another turn.

Alter Self

The wearer can Alter Self as per the spell. If the wearer's dominant Eladrin heritage is Tulani, Ghaele or Firre, the chosen form can be retained indefinitely, otherwise the assumed form has a maximum duration of 1 turn before automatically reverting. The wearer must revert to normal form for one round before another form can be assumed. If the wearer's dominant Draconic heritage is Deep, the wearer can mimic another humanoid with a 50% chance of passing as that individual.
The wearer can change size up to 50%. If the form assumed includes gills, then the wearer can breathe under water for the duration of the altered form. A form with wings can fly at 1/3rd the speed with a lose of 2 maneuverability classes. Attack rolls, Armor Class and saving throws do not change.

Dragon Scales

The wearer can enhance the toughness of their skin with Dragon Scales as per the spell with a maximum duration of 1 turn. The scaly skin provides a +2 bonus to the wearer's natural Armor Class which can be combined with armor and other protective devices. The wearer can select scale color to match that of a Silver, Gold, Deep or Shadow dragon, but the color can't be changed without first reverting to normal skin for a round. Use of Alter Self can hide appearance and eliminate the charisma penalty.
The following benefits are also gained:
  • Silver scales - immunity to normal cold, and half damage from magical cold. Silver dragon polymophed form or heritage provides full immunity to all cold damage.
  • Gold scales - immunity to normal fire, and half damage from magical fire and gas. Gold dragon polymophed form or heritage provides water breathing and full immunity to fire and gas damage.
  • Shadow scales - half damage from energy drain and +10% chance to hide in shadows. Shadow dragon polymophed form or heritage provides full immunity to energy drain, and +20% chance to hide in shadows.
  • Deep scales - immunity to normal heat and cold, and +2 on saves against magical fire or cold for half damage. Deep dragon polymophed form or heritage provides half damage for magical fire or cold, with +4 on save to reduce to quarter damage.

Free Action

Free Action allows the wearer to move freely with a maximum duration of 1 turn without impediment from water or magic that would otherwise hinder movement.

Feather Fall

The wearer can Feather Fall with a maximum duration of 1 turn. The wearer and any objects within a 5' radius can be affected with a weight limit of 2200 lbs.
If the wearer has Deep dragon dominant heritage, then they can Levitate for 1 turn.
if the wearer has Gold dragon or Tulani dominant heritage, then they can Fly for 1 turn.

Messages

The wearer can send 1 message per round as per the Sending spell. Responses can be received at any time within 1 hour, so long as the power hasn't been deactivated by sending 10 messages in a row.

Non-Detection

The wearer is protected with Non-Detection at will with a maximum duration of 1 turn.

Shadows

The wearer can invoke an area of Dancing Shadows covering a 90' radius with a height of 30' with a maximum duration of 1 turn. Creatures able to Hide in Shadows can hide in Dancing Shadows even if directly observed prior to hiding.
The wearer can invoke a personal aura of shadow providing the ability to Hide in Shadows with a base chance of 20% + 2% per level up to 60%. Those who can already Hide in Shadows with skill better than 20%, gain +2% per level bonus to their regular abilities up to 80%.


Teuvel'Khilat Companion Stars

Owner Imbued

Like the set minor powers, the owner imbued can be used at will for up to 1 turn duration. Any minor power used for its full duration will automatically deactivate at the end of 1 turn of use, and remain unavailable for another turn. Up to 7 owner imbued powers, minus the number of powers that were allowed to deactivate, can be active at any time.

Sixth Sense

The wearer can anticipate with Sixth Sense at will, getting a warning of any danger within 10’ a moment before. The wearer gains +3 on surprise, and +3 on any checks to succeed in avoiding the danger.
- Belsilvar Khilat

Moon Shield

The nimbus of protection gains properties of the Moon Shield. It gives the wearer a saving throw vs. death magic against all undead aging, fear, level and ability-draining attacks. It provides a saving throw vs. spell against all attacks made on the wearer by lycanthropcs and by silver weapons. It provides its caster with a +2 bonus to all saving throws against priest spells of the Sun sphere.
- Elian Khilat

Otto's Chime of Release

A delicate chime rings out, the vibrations of which release any form of nonmagical bonds holding a single creature or person. Ropes are untied, chains and shackles loosened, leather straps unbound, a gag undone, even a wooden stock can be opened by the chime.
- Lyassa Khilat

Jump

The wearer is empowered to leap once per round for one turn. Leaps can be up to 30 feet forward or straight upward or 10 feet backward.
- Lorelei Khilat

Avoid Planar Effects

A single subject is rendered immune to all of a plane's natural harmful or disruptive effects. While active, the subject creature doesn't need to worry about a lack of air, temperature extremes, poisonous fumes, or any other harmful conditions. This allows time to cast longer-lasting protective spells.
- Velethuil Khilat

Slowspell

Inbound magic, excluding touch based attacks, is delayed three rounds.
- Walian Khilat

Neutralize Poison

Detoxifies any sort of venom in the creature or substance touched.
- Evael Khilat

Camouflage

Instantly and completely hide one person per level of experience, in wilderness settings, concealing them against even thorough searches.
- Eldrin Khilat

Drawmij’s Light Step

Using a very limited form of levitation, the wearer walks normally over any surface, but walks so lightly that no tracks are left behind.
- Shasalae Khilat

Disarm

A minor telekinetic bursts that cause a person to drop any hand-held weapons or items. The bursts have enough force to move the items 1d20 feet away from the former wielder, forcing the person to spend a round retrieving his weapons or carried items. This spell affects only handheld items, not rings or belts or other items, unless these are physically carried in the hands (not worn).
- Emeril Khilat

Aura of Comfort

The aura insulates the recipient from the effects of non-magical heat and cold in a range of -20° F. to 140° F. A creature encountering temperatures in this range maintains a comfortable temperature of 70° R, regardless of prevailing natural weather conditions. Also, the spell shields the creature from rain, snow, and hail.
- Feyfalcon Khilat

Stealth

Allows the wearer to move silently with an 80% chance of success.
- Aviel Khilat

Fist of Stone

One of the caster's hands (his choice) turns to stone. It is flexible and can be used to punch, smash, or crush objects and opponents as if the wizard had a strength of 18/00. Combat bonuses for strength apply only if the caster uses his fist as a weapon.
- Mara Khilat

Otto’s Soothing Vibrations

All creatures in the area of effect hear soothing vibrations that cause them to pause and listen. As the music continues, the creatures feel the wizard broadcasting peaceful, kindly thoughts to them. The creatures do nothing until while the power is active. Thereafter, all animals in the area of effect of semi-intelligence or lower feel kindly toward the caster, and show no aggression or fear unless attacked first. All other creatures are entitled to a saving throw vs. spell at +2 bonus to avoid the spell's lulling effect.
- Luviel Khilat

not Sixth Sense

- Belfyndar Khilat

Compose Mind

This deceptively simple spell imbues the wearer’s mind with a supernatural calm, allowing the logical analysis of battle situations without fear or distraction from spells, injuries, and other sources. Bonus +2 vs 1st and 2nd level illusions.
- Sylmae Khilat

Moonbow

This spell creates a crystalline bow only the caster can use. The bow is the size and strength of a short bow or long bow, as chosen by the caster during the casting. A thin beam of silvery light serves as the bowstring, and when it is drawn back, causes 1 shimmering, silver arrow to appear in the proper position. The bow can fire, at most, two arrows per round at any target within range. Each shaft trails a stream of motes of moonlight (as the 1st-level spell, but lasting only 1d4+1 rounds) delineating the path of flight. Each arrow inflicts 7d4 points of damage, or 14d4 against creatures of the negative material plane.
- Timmor Khilat

Gaze Reflection

Any gaze attack that requires eye contact, such as that of a basilisk, eyes of charming, a vampires gaze, the 6th-level eyebite spell, and so on, is reflected back upon the gazer.
- Elnan Khilat

Rosemantle

The recipient moves and functions with the same freedom a ring of free action grants and is temporarily released from any negative modifiers or activity restrictions due to naturally or magically induced pain, nausea, fear, or venom effects.
- Phorios Khilat

Zala’s Forcebuckler

The forcebuckler is a glowing golden disk of magical energy that appears on the wearer‘s left or right forearm, as desired. The wearer receives a +2 bonus to Armor Class and saving throws against attacks from the front or protected flank (but not rear). Damage from fire, cold, acid, electricity, or raw magical energy (such as magic missile) that strikes the wearer from the front or protected flank is reduced by 1 point per die. Magical rays or bolts that affect only a single creature, such as ray of enfeeblement, Melf’s acid arrow, a beholder’s petrification ray, or a single magic missile, can be harmlessly deflected, at the option of the wearer, deactivating the forcebuckler.
- Oloros Khilat

next

Both of the wearer’s hands are covered with Guantlet at will.
- Chiliad Khilat


Interactions

Teuvel'Khilat

  • Shadow - When holding the sword, shed shadow wisps can intercept and dispel light, dark and shadow based attacks, typically just inside the nimbus radius.
  • Luck Blade - provides a +1 bonus to all saving throws and proficiency checks, when held. Frost Brand Luck Bonus grants +1 for saving throws for 3 hours per day.

Teuvel'Kiira'Khilat

Avarphyn'Teuvel'Khilat

History