| Magic of Kajir |
| For the time being, this page will be dedicated to both the Artifacts and Spells native to Kajir. As a rule, any spell found in the 3.5 Players Handbook is availible no questions asked, with the exception of Limited Wish and Wish. Use of these two spells is highly restricted. Spells from the class book series and the Dungeon Master's guide are also allowed without question. Spells from other sources will, in time, be given a full listing here, but at the moment they are on a case by case basis. Artifacts will be listed as PC's uncover them. |
| Artifacts of Kajir The Shield of Maikel Garius - Major Artifact The shield once borne by the Elven Hero Maikel Garius founder of the Rune Kights of Enhasa, this shield is decorated with three symbols. In the top right corner is the symbol of the Knights of Enhasa, in the top left, the holy symbol of the god Tyir, and dominating the center, his crest - a large silver dragon holding a sword in it's claws. Upon Maikel's death, with his dying breath he entrusted his legendary sword Magebane to his son Mavaerun, and his Shield to his closest companion, Rynthaellel Amakiir, who was it's last known wielder. Designed to be proof against the Black and Red magical attacks of Kieris Najamiil, The Shield of Maikel Garius is a +4 Large Mithral Shield of Soulfire, Greater Fire Resistance and Greater Acid Resistance. It currently is in the hands of the aspiring Master Warrior Lord Sigfreid Ironfeld.. The Sword of Akaeris - Major Artifact (class restricted) The sword wielded by the goddess Akaeris during her years as a mortal warrior, The Sword of Akaeris is a Mithral Longsword which glows with a cold white light. The blade is engraved with the triune symbol near the hilt, and the sunburst symbol of Akaeris in the diamond pommel stone, both inlaid with gold. This +7 holy power longsword is consecrated to Akaeris, and only priests or paladins in her service can make use of any of it's powers. additionally, no person with evil in his heart may touch the sacred blade without taking 4d6 points of holy damage per round that they are in contact with the sword. in the hands of a non-evil person who is not a priest or paladin of Akaeris, it is no better than a masterwork longsword. As an additional property a priest or paladin wielding the Sword of Akaeris who is targeted by a spell may ready an action to deflect the spell. the wielder must succeed at a Reflex saving throw at a DC of 20 + spell level to deflect the spell harmlessly. if the wielder's reflex save is 10 higher than the DC, the spell is reflected back upon it's caster. The Sword of Akaeris is an intelligent item, Neutral Good in alignment and having an Intelligence score of 17, a Wisdom of 18, and a Charisma of 15. It communicates with it's wielder telepathically. Twice per day it can cast Heal. Crafted to protect the servants of Akaeris, it can make use of the Sunbeam property of a sunblade to achieve this end. It is currently in the hands of Sir Gideon Cray, the Paladin of Akaeris |
Dark Wave Evocation (Force) Level: White 3 Sor/Wiz 3 Componants: V,S Casting Time: 1 action Range: Close (25' + 5'/2 levels) Area of Effect: Cone Duration: Instantaneous Saving Throw: Ref partial (see text) Spell Resistance: Yes With a shout and a gesture, you project a cone of withering force energy From your ourstretched hand. All creatures and objects within the cone are dealt 1d4 points of Force damage/ caster level (to a maximum of 10d4) Subjects recieve a reflex save for half damage. Further all subjects must make an opposed Strength check against the wave or be thrown 10 feet backward and be knocked prone, suffering an additional 1d6 (or more) falling damage. the wave is considered a Large creature with a Strength of 30 that is charging for purposes of the check. |
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| Notes on Spells, Spell-like, and Supernatural Abilities Spells and Spell Like Abilities: Spells in Kajir follow the rules as written in the Player's Handbook v.3.5. Exceptions to this rule will be posted below: Limited Wish/Wish: These spells call upon Sarigoth, Lord of Hell. While duplicating another spell with them bears no risk or implications, paying XP for a different effect draws the caster into a contract with the archdevil. Casting the spell in this way is an evil act, and the spell gains the [Evil] Descriptor. Supernatural Abilities: Damage Reduction of the type "x/Magic" normally only requires a +1 weapon in 3.5. However for Kajir, A creature with Magic type damage reduction requires a certain enhancement bonus to overcome the DR. A DR of 'x/Magic requres an enhancement bonus equal to x/5 (i.e. 10/Magic requires a +2 Enhancement Bonus to overcome) Geomancy: Geomancers use their own list of spells for each color of magic. So far the list of spells available only includes spells from the 3.5 PHB Geomancy Spell List Universal Spell List (MS Word File) |
| New Spells |
Remove Curse of Undeath (Ritual) Conjuration (Healing) Level: Cleric (Akaeris, Dimitrius, or Sarigoth only) 5 Componants: V,S, DF Casting Time: 2 hours Range: Touch Area of Effect: One willing undead being touched by the lead caster Duration: Instantaneous Saving Throw: No (see text) Spell Resistance: No Secondary Casters: 3 additional priests of the same faith as the lead caster. This ritual removes the status of being cursed into an undead form. The target must be both willing and concious through the entirety of the ritual. The Undead must lay upon an altar dedicated to either Akaeris, Dimitriius, or Sarigoth, and the ritual must be enacted by a priest of that faith in a consecrated area. Upon successful completion of the ritual, the creature reverts to it's base race and loses its undead template. Material Componants: Holy Water and an amount of diamond dust worth at least 1000 Sp per level of the creature to be restored. |