Khilat Moonblade - Evael

From House of Khilat

Dates: -8,406 to - DR (years)

Powers

Nature Power

The sword can draw upon the natural energies of the surrounding natural environment of the Prime Material Plane; anywhere with an abundance of plant and animal life within a mile. Large cities of man-made structures will inhibit the swords ability to draw in natural energies.

Superheroism

Once per week, the wielder can invoke the natural energies to boost the level of a warrior class as per a superheroism spell with a duration of 2 turns. The wielder gains bonus levels that affect the THAC0 and number of attacks, as well as bonus hit points. If the wielder's fighter level is above 12, then 1 additional level is received with a bonus of 5 hit points. Damage is subtracted from the bonus hit points before affecting the wielders real hit points. Energy drains reduce temporary levels first, as well. Bonus levels and hit points both fade after 2 turns, assume they have not been consumed by damage or energy drain.

This natural energy can also be used to restore lost levels due to energy drain attacks. This power must be used to restore lost levels within 12 days of the loss. Depending on when the power was last used, this benefit can be applied at least once, but not more than twice, before it can no longer restore the levels lost.

Physical Characteristics

Once per day, natural energies can be used to temporarily boost Strength, Dexterity and Constitution. 1d8 points are gained, and can be distributed across any of the three stats as desired, but once assigned they can't be shifted to another stat for the duration of the bonus. All points must be used. Normally the duration is 12 hours, but for every point a score is boosted above 19, the duration is halved. A score of 20 lasts 6 hours, two scores of 20 or a score of 21 lasts 3 hours, etc. Benefits are temporary, so constitution doesn't increase hit points, but can improve saving throws and proficiencies.

Druid Spells

The wielder can draw on natural energies of the environment to cast spells in the Druidic spell domains. If the wielder doesn't already have the ability to cast priest spells, then he gains the ability to cast spells as a 1st level druid, but never advances in level. High wisdom scores grant bonus spells.

  • Priests
    • Priest spells in druid spell domains are cast as if the caster was one level higher.
    • Priests gain minor spell domain spheres normally granted as major spheres of the Druid.
    • An extra spell is gained in each spell level. Extra spells must be selected from Druid spell domains.
  • Nature Mages
    • Wizard spells in the school of nature are boosted as if cast by a spell caster one level higher.

Interactions

Appearance

Rune

Feature

Rite