Post by Traumatizer on Mar 16, 2014 13:45:32 GMT -5
Script User [Racial, Soul, Exclusive of any other racial feat]
Benefit: Script users write runes on objects, surfaces, the air and themselves for various effects. The Script user gains +2 to Dexterity, Intelligence and Charisma and gains a Script feat at first level and every third level there after. Scripts come in two types Ecritures or Solid Scripts, the character chooses one type and they can only use that type of Script magic.
Dark Ecriture Pain [MAGICAL, ECRITURE]
Benefit: Writing runes in the air or on your opponent to inflict pain. This Ecriture can be used to make either melee or ranged attacks and can be used in a full attack action. Pain does 3d6 damage and requires a unarmed touch attack to hit for melee and for a ranged attack make the same roll with the same skill with a 60ft range. Pain costs 30 MP to cast and if done in melee it adds your unarmed attack damage to it.
Dark Ecriture Fear [MAGICAL, ECRITURE]
Benefit: Writing this rune on your target causes them to become paralyzed with fear for your Charisma modifier in rounds unless they beat a will save check equal to your level plus 15 plus your Charisma modifier then they are shaken for half the time round up instead. Fears casting time is the same as Pains and costs 100 MP to cast.
Dark Ecriture Suffering [MAGICAL, ECRITURE]
Prerequisite: Dark Ecriture Pain
Benefit: This spell functions like Dark Ericture Pain except that the damage is maximized and has the enduring properity. Suffering costs 60 MP to cast.
Dark Ecriture Death [MAGICAL, ECRITURE]
Benefit: This spell will kill the target unless they pass a Fortitude save check equal to your level plus 20 plus your Charisma modifier then they take your level in d6 damage. Casting Dark Ericture Death is a full round action to make a touch attack and costs 250 MP to cast.
Dark Ecriture Wings [MAGICAL, ECRITURE]
Benefit: This spell grants the caster wings which allows them to fly at 2xBMS with Perfect Maneuverability. Casting this spell is a standard action and lasts until dismissed and costs 50 MP.
Dark Ecriture Darkness [MAGICAL, ECRITURE]
Prerequisites: 1000MP, 5 Dark Eciture Feats, 3BW Unarmed Damage
Benefit: Using this spell will transform the caster into a demonic version of themselves. Whilst this spell is in use the caster gains the benefits of gaining a size as well as gaining their Charisma score as a profane bonus to their Strength, Constitution and their DM. Casting this spell is a full round action and costs 500 MP to cast and lasts caster's level plus Charisma modifier in minutes per casting.
Dark Ecriture Absolute Shadow [MAGICAL, ECRITURE]
Prerequisites: Same as Dark Ecriture Darkness
Benefit: Casting this spell encases the caster in black armour from the waist up. This armour has an AC bonus equal to the casters Charisma modifier and no Max Dex bonus, skill check or movement penalty. The armour also confers a profane bonus to Strength, Constitution and Dexterity equal to their charisma score and allows them to add their level in d6 lightning damage to all melee attacks. Casting this spell is the same as Dark Ecriture Darkness.
Dark Ecriture Destruction [MAGICAL, ECRITURE]
Benefit: This spell empowers your charge attacks greatly when cast. When the user casts this spell they make a unarmed charge attack against one target within charging distance with an added d6 per level in damage as well as initiating a bullrush attempt with a DC equal to the total damage dealt.
All of those within 30ft of the target except the caster take half the casters level in d6 lightning damage have to make a charisma based reflex save for half damage, should they fail the save they are bullrushed with the DC to oppose equal to the lightning damage they took. Casting this spell is a standard action and costs 150 MP.
Dark Ecriture Reflect [MAGICAL, ECRITURE]
Benefit: When this spell is cast runes appear in the air in an instant to reflect projectile based attacks back at the caster or attacker using said attack, spell, ability... etc. This spell applies to all ranged attacks, lines and cones. Casting this spell is an immediate action and costs 75 MP to cast.
Dark Ecriture Teleportation [MAGICAL, ECRITURE]
Benefit: This Ecriture disassembles the caster and re-assembles him at a different location in the same plane and that the caster is familiar with. Casting this spell is a standard action and costs 100 MP to cast.
Dark Ecriture Poison [MAGICAL, ECRITURE]
Benefit: This spell poisons the target apon impact should they fail a Charisma Based Fortitude save. The poisons damage is 1d4 Con damage for 1d4+1 rounds, casting this spell is the same as pain and costs 60 MP.
Dark Ecriture Flame [MAGICAL, ECRITURE]
Benefit: This Ecriture functions the same as Dark Ecriture pain except it deals fire damage and the MP cost is 40.
Dark Ecriture Icicle [MAGICAL, ECRITURE]
Benefit: As the Dark Ecriture Flame except it deals Ice damage. Same cost as Flame.
Dark Ecriture Bolt [MAGICAL, ECRITURE]
Benefit: As the Dark Ecriture Flame except it deals lightning damage. Same cost as Flame.
Dark Ecriture Binding Chains [MAGICAL, ECRITURE]
Benefit: This spell has magical chains made of the same runes that compose Ecritures and binds the target. To affect your chosen target you have to make a successful touch or ranged touch attack in the same fashion as Dark Ecriture pain, should you hit chains burst from the target and bind them for 1d4+1 rounds which allows for a strength check to break free every round for a DC of 15+caster level+Charisma modifier. Casting this spell is a standard action and costs 80 MP to cast.
Solid Script Silent [MAGICAL, SOLID SCRIPT]
Benefit: This Solid Script generates the word "Silent" in front of the caster and negates all sound and sonic effects within the area. This spells area of effect is a 5ft per caster level radius centerd on the caster and negates any and all sound and sonic effects within said area and prevents the use of said abilities or spells for one round per point of Intelligence modifier. Casting this spell is a standard action and costs 75 MP to cast.
Solid Script Fire [MAGICAL, SOLID SCRIPT]
Benefit: This Solid Script generates the word "Fire" in front of the caster and generates a 30ft cone of fire that deals 1d6 per caster level in fire damage with a Intelligence based Reflex save for half damage. Casting this spell is a standard action and costs 80 MP to cast.
Solid Script Iron [MAGICAL, SOLID SCRIPT]
Benefit: This Solid Script generates the word "Iron" just above the intended target and deals 1d6 blunt damage per caster level on a sucessfull ranged touch attack using the unarmed attack skill. Casting this spell is a standard action and costs 50 MP to cast.
Solid Script Guard [MAGICAL, SOLID SCRIPT] This Solid Script generates the word "Guard" just in front of the caster and enshield them in a 10ft by 10ft barrier that will protect them from directly being damaged from attacks generated from outside the barrier, as well as preventing anyone from entering or leaving said barrier. The Barrier lasts 3+Intelligence mod in rounds and will soak up a total amount of damage equal to the caster level multiplied by their Intelligence modifier. Casting this spell is a standard action and costs 100 MP to cast.
Solid Script Hole [MAGICAL, SOLID SCRIPT]
Benefit: This Solid Script generates the word "Hole" on the ground cuasing a sink hole trap to trigger should someone stand on the word. Once Hole is cast it affects a 10ft horizontal line and has a depth of up to 90ft. Casting this spell is a standard action and costs 30 MP to cast.
Solid Script Storm [MAGICAL, SOLID SCRIPT]
Benefit: This Solid Script genertes the word "Storm" in front of the caster and generates a powerful gust of wind that pushes back all within it's blast. Storm produces a 60ft line that initates a bullrush attempt with a DC equal to the casters level plus 15 plus their Intelligence modifier, should the targets fail the check they are pushed to th end of the line effect plus the distance they would normally go for the same failed check. Casting this spell is a standard action and costs 80 MP to cast.
Solid Script Oil [MAGICAL, SOLID SCRIPT]
Benefit: This Solid Script generates the word "Oil" mid air before it bursts and covers a select area in a black, slippery oil. The oil genrated by "Oil" affects a 10ft by 10ft sqaure within a range of 5ft per caster level, whilst said oil is slippery it is not combustable and forces anyone in the affected area to make a balance check to stay standing as well as granting those effected a +5 bonus to get out of grapple checks as well as escape artist checks. Casting this spell is a standard action and costs 50 MP to cast.
Orient Solid Script [MAGICAL, SOLID SCRIPT]
Prerequisites: Able to use Solid Scripts
Benefit: Once taken this feat allows the Script User to learn and use Orient Solid Scripts.
Orient Solid Script Bo [MAGICAL, SOLID SCRIPT]
Benefit: This Solid Script generates the kanji "Bo" which creates a wall in the form of said kanji. The wall "Bo" is 5ft wide and 10ft high and can soak a total of 100 damage before being destroyed, any excess damage will damage the caster. Casting this spell is an immediate action and costs 100 MP to cast.
Orient Solid Script Go [MAGICAL, SOLID SCRIPT]
Benefit: This Solid Script generates the kanji "Go" which causes a deafening sound that drowns out all other sounds within the effected area. The sound generated by "Go" effects all within a 30ft radius, "Go" can be canceled by the Solid Script "Silent". Casting "Go" is a standard action and deafens all those within the affected area for as long as this spell last. This spell lasts as long as the caster concentrates on it(using up his standard action) and costs 125 MP to cast.
Orient Solid Script Kan [MAGICAL, SOLID SCRIPT]
Benefit: This Solid Script generates the kanji "Kan" which produces a highly powerful beam with the head of the beam being the kanji "Kan". Casting this Orient Solid Script is a standard action which generates a 60ft line attack dealing 1d6 slashing damage per level. This spell costs 60 MP
Orient Solid Script Zan [MAGICAL, SOLID SCRIPT]
Benefit: This Solid Script generaates the Kanji "Zan" which produces a sharp blade of wind on the end of your finger. Casting this Orient Solid Script is a standard action or it can be done as part of a full attack. The affects of "Zan" are an extra 60ft to your unarmed attack range and your unarmed attacks deal an extra 1d6 slashing damage per level. This spell costs 60 MP
The Sword is Mightier Than the Pen [SCRIPT USER, GENERAL]
Prerequisites: Script User Weapon Attack 4+ ranks, Weapon Focus
Benefit: You can now use the weapon attack skill instead of the unarmed attack skill whilst using a sword for your offensive Script Spells such as Pain or the Orient Solid Script Zan and you can now use your swords damage in place of your unarmed damage for said spells.
Dual Script [SCRIPT USER, MAGICAL]
Prerequisite: Script User, Intelligence and Charisma 24+
Benefit: You can now use Dark Ecriture and Solid Script.
Benefit: Script users write runes on objects, surfaces, the air and themselves for various effects. The Script user gains +2 to Dexterity, Intelligence and Charisma and gains a Script feat at first level and every third level there after. Scripts come in two types Ecritures or Solid Scripts, the character chooses one type and they can only use that type of Script magic.
Dark Ecriture Pain [MAGICAL, ECRITURE]
Benefit: Writing runes in the air or on your opponent to inflict pain. This Ecriture can be used to make either melee or ranged attacks and can be used in a full attack action. Pain does 3d6 damage and requires a unarmed touch attack to hit for melee and for a ranged attack make the same roll with the same skill with a 60ft range. Pain costs 30 MP to cast and if done in melee it adds your unarmed attack damage to it.
Dark Ecriture Fear [MAGICAL, ECRITURE]
Benefit: Writing this rune on your target causes them to become paralyzed with fear for your Charisma modifier in rounds unless they beat a will save check equal to your level plus 15 plus your Charisma modifier then they are shaken for half the time round up instead. Fears casting time is the same as Pains and costs 100 MP to cast.
Dark Ecriture Suffering [MAGICAL, ECRITURE]
Prerequisite: Dark Ecriture Pain
Benefit: This spell functions like Dark Ericture Pain except that the damage is maximized and has the enduring properity. Suffering costs 60 MP to cast.
Dark Ecriture Death [MAGICAL, ECRITURE]
Benefit: This spell will kill the target unless they pass a Fortitude save check equal to your level plus 20 plus your Charisma modifier then they take your level in d6 damage. Casting Dark Ericture Death is a full round action to make a touch attack and costs 250 MP to cast.
Dark Ecriture Wings [MAGICAL, ECRITURE]
Benefit: This spell grants the caster wings which allows them to fly at 2xBMS with Perfect Maneuverability. Casting this spell is a standard action and lasts until dismissed and costs 50 MP.
Dark Ecriture Darkness [MAGICAL, ECRITURE]
Prerequisites: 1000MP, 5 Dark Eciture Feats, 3BW Unarmed Damage
Benefit: Using this spell will transform the caster into a demonic version of themselves. Whilst this spell is in use the caster gains the benefits of gaining a size as well as gaining their Charisma score as a profane bonus to their Strength, Constitution and their DM. Casting this spell is a full round action and costs 500 MP to cast and lasts caster's level plus Charisma modifier in minutes per casting.
Dark Ecriture Absolute Shadow [MAGICAL, ECRITURE]
Prerequisites: Same as Dark Ecriture Darkness
Benefit: Casting this spell encases the caster in black armour from the waist up. This armour has an AC bonus equal to the casters Charisma modifier and no Max Dex bonus, skill check or movement penalty. The armour also confers a profane bonus to Strength, Constitution and Dexterity equal to their charisma score and allows them to add their level in d6 lightning damage to all melee attacks. Casting this spell is the same as Dark Ecriture Darkness.
Dark Ecriture Destruction [MAGICAL, ECRITURE]
Benefit: This spell empowers your charge attacks greatly when cast. When the user casts this spell they make a unarmed charge attack against one target within charging distance with an added d6 per level in damage as well as initiating a bullrush attempt with a DC equal to the total damage dealt.
All of those within 30ft of the target except the caster take half the casters level in d6 lightning damage have to make a charisma based reflex save for half damage, should they fail the save they are bullrushed with the DC to oppose equal to the lightning damage they took. Casting this spell is a standard action and costs 150 MP.
Dark Ecriture Reflect [MAGICAL, ECRITURE]
Benefit: When this spell is cast runes appear in the air in an instant to reflect projectile based attacks back at the caster or attacker using said attack, spell, ability... etc. This spell applies to all ranged attacks, lines and cones. Casting this spell is an immediate action and costs 75 MP to cast.
Dark Ecriture Teleportation [MAGICAL, ECRITURE]
Benefit: This Ecriture disassembles the caster and re-assembles him at a different location in the same plane and that the caster is familiar with. Casting this spell is a standard action and costs 100 MP to cast.
Dark Ecriture Poison [MAGICAL, ECRITURE]
Benefit: This spell poisons the target apon impact should they fail a Charisma Based Fortitude save. The poisons damage is 1d4 Con damage for 1d4+1 rounds, casting this spell is the same as pain and costs 60 MP.
Dark Ecriture Flame [MAGICAL, ECRITURE]
Benefit: This Ecriture functions the same as Dark Ecriture pain except it deals fire damage and the MP cost is 40.
Dark Ecriture Icicle [MAGICAL, ECRITURE]
Benefit: As the Dark Ecriture Flame except it deals Ice damage. Same cost as Flame.
Dark Ecriture Bolt [MAGICAL, ECRITURE]
Benefit: As the Dark Ecriture Flame except it deals lightning damage. Same cost as Flame.
Dark Ecriture Binding Chains [MAGICAL, ECRITURE]
Benefit: This spell has magical chains made of the same runes that compose Ecritures and binds the target. To affect your chosen target you have to make a successful touch or ranged touch attack in the same fashion as Dark Ecriture pain, should you hit chains burst from the target and bind them for 1d4+1 rounds which allows for a strength check to break free every round for a DC of 15+caster level+Charisma modifier. Casting this spell is a standard action and costs 80 MP to cast.
Solid Script Silent [MAGICAL, SOLID SCRIPT]
Benefit: This Solid Script generates the word "Silent" in front of the caster and negates all sound and sonic effects within the area. This spells area of effect is a 5ft per caster level radius centerd on the caster and negates any and all sound and sonic effects within said area and prevents the use of said abilities or spells for one round per point of Intelligence modifier. Casting this spell is a standard action and costs 75 MP to cast.
Solid Script Fire [MAGICAL, SOLID SCRIPT]
Benefit: This Solid Script generates the word "Fire" in front of the caster and generates a 30ft cone of fire that deals 1d6 per caster level in fire damage with a Intelligence based Reflex save for half damage. Casting this spell is a standard action and costs 80 MP to cast.
Solid Script Iron [MAGICAL, SOLID SCRIPT]
Benefit: This Solid Script generates the word "Iron" just above the intended target and deals 1d6 blunt damage per caster level on a sucessfull ranged touch attack using the unarmed attack skill. Casting this spell is a standard action and costs 50 MP to cast.
Solid Script Guard [MAGICAL, SOLID SCRIPT] This Solid Script generates the word "Guard" just in front of the caster and enshield them in a 10ft by 10ft barrier that will protect them from directly being damaged from attacks generated from outside the barrier, as well as preventing anyone from entering or leaving said barrier. The Barrier lasts 3+Intelligence mod in rounds and will soak up a total amount of damage equal to the caster level multiplied by their Intelligence modifier. Casting this spell is a standard action and costs 100 MP to cast.
Solid Script Hole [MAGICAL, SOLID SCRIPT]
Benefit: This Solid Script generates the word "Hole" on the ground cuasing a sink hole trap to trigger should someone stand on the word. Once Hole is cast it affects a 10ft horizontal line and has a depth of up to 90ft. Casting this spell is a standard action and costs 30 MP to cast.
Solid Script Storm [MAGICAL, SOLID SCRIPT]
Benefit: This Solid Script genertes the word "Storm" in front of the caster and generates a powerful gust of wind that pushes back all within it's blast. Storm produces a 60ft line that initates a bullrush attempt with a DC equal to the casters level plus 15 plus their Intelligence modifier, should the targets fail the check they are pushed to th end of the line effect plus the distance they would normally go for the same failed check. Casting this spell is a standard action and costs 80 MP to cast.
Solid Script Oil [MAGICAL, SOLID SCRIPT]
Benefit: This Solid Script generates the word "Oil" mid air before it bursts and covers a select area in a black, slippery oil. The oil genrated by "Oil" affects a 10ft by 10ft sqaure within a range of 5ft per caster level, whilst said oil is slippery it is not combustable and forces anyone in the affected area to make a balance check to stay standing as well as granting those effected a +5 bonus to get out of grapple checks as well as escape artist checks. Casting this spell is a standard action and costs 50 MP to cast.
Orient Solid Script [MAGICAL, SOLID SCRIPT]
Prerequisites: Able to use Solid Scripts
Benefit: Once taken this feat allows the Script User to learn and use Orient Solid Scripts.
Orient Solid Script Bo [MAGICAL, SOLID SCRIPT]
Benefit: This Solid Script generates the kanji "Bo" which creates a wall in the form of said kanji. The wall "Bo" is 5ft wide and 10ft high and can soak a total of 100 damage before being destroyed, any excess damage will damage the caster. Casting this spell is an immediate action and costs 100 MP to cast.
Orient Solid Script Go [MAGICAL, SOLID SCRIPT]
Benefit: This Solid Script generates the kanji "Go" which causes a deafening sound that drowns out all other sounds within the effected area. The sound generated by "Go" effects all within a 30ft radius, "Go" can be canceled by the Solid Script "Silent". Casting "Go" is a standard action and deafens all those within the affected area for as long as this spell last. This spell lasts as long as the caster concentrates on it(using up his standard action) and costs 125 MP to cast.
Orient Solid Script Kan [MAGICAL, SOLID SCRIPT]
Benefit: This Solid Script generates the kanji "Kan" which produces a highly powerful beam with the head of the beam being the kanji "Kan". Casting this Orient Solid Script is a standard action which generates a 60ft line attack dealing 1d6 slashing damage per level. This spell costs 60 MP
Orient Solid Script Zan [MAGICAL, SOLID SCRIPT]
Benefit: This Solid Script generaates the Kanji "Zan" which produces a sharp blade of wind on the end of your finger. Casting this Orient Solid Script is a standard action or it can be done as part of a full attack. The affects of "Zan" are an extra 60ft to your unarmed attack range and your unarmed attacks deal an extra 1d6 slashing damage per level. This spell costs 60 MP
The Sword is Mightier Than the Pen [SCRIPT USER, GENERAL]
Prerequisites: Script User Weapon Attack 4+ ranks, Weapon Focus
Benefit: You can now use the weapon attack skill instead of the unarmed attack skill whilst using a sword for your offensive Script Spells such as Pain or the Orient Solid Script Zan and you can now use your swords damage in place of your unarmed damage for said spells.
Dual Script [SCRIPT USER, MAGICAL]
Prerequisite: Script User, Intelligence and Charisma 24+
Benefit: You can now use Dark Ecriture and Solid Script.