Wards of Westervale

These wards using the epic spell mythal seed were created to be used for the Black Dragon Tavern setting, within the nation of Westervale.  If you enjoy online roleplaying in a high medieval fantasy setting, join The Keep and register a character, and seek the Westervale or Black Dragon Tavern rooms.
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RAISE MYTH WESTERVALE (incomplete)
Evocation
Spellcraft DC: 33
Components: V, S
Casting Time: 20 minutes
Range: 30 ft.
Targets: One object
Area: 6000-ft.-radius emanation from object (capstone)
Duration: Permanent
Saving Throw: None
Spell Resistance: No
To Develop: 297,000 gp; 6 days; 11,880 XP. Seeds: mythal (DC 25). Factors: mobile effect centered on capstone (ad hoc -0 DC), increase casting time by 10 minutes (-20 DC), increase area by 5900% (+236 DC), 8d6 backlash damage (-8 DC), thirty-three additional casters each contributing a 3rd-level spell and burning 500 exp (-330 DC), anroited, vanguard and prevalent effects (+65 DC), One prevalent minor power (+5 DC), Three prevalent medium powers (+60 DC)

Upon casting this spell, the caster takes 8d6 backlash damage.
  • The following "Anroited" spell is prevented from functioning within the area: earthquake.
  • The following "Vanguard" spells can be activated at will, using a command thought as if using a magic item, by any attuned creature within the area: silent fireward (CL 11th), silent make whole (CL 5th, capstone only),  silent greater levitate (CL 11th, capstone only).
  • The following "Prevalent" spell affects all living creatures within the area: life's grace (CL 9).
  • The following "Prevalent" spells affect all attuned creatures within the area: mind blank (CL 15th), true seeing (CL 11th).
  • The following "Prevalent" spell affects only the capstone: heightened (5th-level) augment object (CL 20th, SBG).
  • The followiing "Prevalent Minor Power" exists in the area: The capstone gains Acid, Cold, Electricity, Fire, Force and Sonic resistance 12 as well as an additional +6 resistance bonus on saving throws.
  • The following "Prevalent Medium Power" exists in the area: A blanket zone of respite (SpC 244) effect covers the entire area. Spells and effects produced by an attuned creature are exempt from this power. This power can be raised or lowered as a free or immediate action on the part of any attuned creature within the area.
  • The following "Prevalent Medium Power" exists in the area: Spells and effects with the scrying descriptor that have a target within the area automatically fail. Spells and effects produced by an attuned creature are exempt from this power. This power can be raised or lowered as a free or immediate action on the part of any attuned creature within the area.
  • The following "Prevalent Medium Power" exists in the area: A blanket telepathic link effect covers the entire area. Any attuned creature within the area, may use this power to deliver telepathic messages to any number of other attuned creatures that are also within the area.

RAISE MYTH NIFFELHEIM
Evocation
Spellcraft DC: 25
Components: V, S
Casting Time: 20 minutes
Range: 30 ft.
Area: 1-mile-radius emanation
Duration: Permanent
Saving Throw: None
Spell Resistance: No
To Develop: 225,000 gp; 5 days; 9,000 XP. Seeds: mythal (DC 25). Factors:  increase area by 5180% (+243 DC), anroited, vanguard and prevalent effects (+22.25 DC), One prevalent minor power (+5 DC), One prevalent minor power (+20 DC),  Two keyed prevalent medium powers (+80 DC).
Mitigating Factors: increase casting time by 10 minutes (-20 DC), 3d6 backlash damage (-3 DC), two additional casters contributing a 9th-level slot, burning 600 XP and suffering 3d6 backlash damage (-52 DC), eight additional casters contributing a 6th-level slot, burning 400 XP and suffering 2d6 backlash damage (-136 DC), twenty additional casters each contributing a 3rd-level spell slot, burning 200 XP and suffering 1d6 backlash damage (-160 DC).

Upon casting this spell, all the casters become attuned to the mythal it creates.
  • The following "Anroited" spell is prevented from functioning within the area: earthquake.
  • The following "Vanguard" spell can be activated at will, using a command thought as if using a magic item, by any attuned creature within the area: silent fireward (CL 11th).
  • The following "Prevalent" spell affects all living creatures within the area: life's grace (CL 9).
  • Prevalent Minor Power: This power maintains a blanket control temperature (Fr) effect that covers the entire mythal. Ambient temperatures within the area are prevented from falling below 35° F. This power has an effective caster level equal to the mythal's caster level.
  • Prevalent Medium Power: This power maintains a blanket control winds effect that covers the entire mythal. The speed of winds within the area are limited to 20 mph (moderate). This power has an effective caster level equal to the mythal's caster level.
  • Keyed Prevalent Medium Power: This power maintains a blanket revelation (DoF 117) effect that covers the entire mythal. Spells and effects produced by an fully attuned creature or the mythal itself are unaffected by this power. This power can be raised or lowered once per round, as a free or immediate action on the part of any fully attuned creature within the mythal. This power has an effective caster level equal to the mythal's caster level.
  • Keyed Prevalent Medium Power: This power maintains a blanket zone of respite (SpC 244) effect that covers the entire mythal. Spells and effects produced by a fully attuned creature or the mythal itself are unaffected by this power. This power can be raised or lowered once per round, as a free or immediate action on the part of any fully attuned creature within the mythal. This power has an effective caster level equal to the mythal's caster level.

Neria Merkabah (Unique Solar)

This is a preliminary draft for the statistics of the character known as Neria Merkabah.

NERIA MERKABAH CR 23 (minus some equipment and possible class levels)
NG Large Outsider (good, extraplanar)
Init +7; Senses darkvision 60 ft. low-light vision, detect evil, detect snares and pits,
    discern lies (DC 21), see invisibility, true seeing; Listen +36, Spot +36
Aura protective aura

DEFENSE
AC 49, touch 28, flat-footed 42 (-1 size, +7 Dex, +11 Wis, +1 Monk's Belt, +21 natural)
hp 275 (22d8 + 176)
Fort +21 , Ref +20, Will +24 (+4 racial vs poison)
DR 15/epic and evil; SR 32; Defensive Abilities Regeneration 15, Fast Healing 3
Immune acid, cold, disease, petrification; Resist electricity 10, fire 10

OFFENSE
Speed 50 ft., fly 180 ft. (good)
Melee +5 dancing greatsword +37/+32/+27/+22  (3d6+21/19-20)
Ranged +2 comp. longbow (+5 Str bonus) +32/+27/+22/+17 (2d6+7/×3 plus slaying)
Melee slam +32 (2d8+16)
Space 10 ft.; Reach 10 ft.
Spell-Like Abilities (CL 20th, save DCs are Charisma-based)
    Constant— detect evil, detect snares and pits, discern lies (DC 21),
        see invisibility, true seeing, tounges
    At will—aid, animate objects, commune, continual flame, dimensional anchor,
        greater dispel magic, holy smite (DC 21), imprisonment (DC 26),
        invisibility (self only), lesser restoration (DC 19), remove curse (DC 20),
        remove disease (DC 20), remove fear (DC 18), resist energy, summon monster VII,
        speak with dead (DC 20), waves of fatigue;
    3/day—blade barrier (DC 23), earthquake (DC 25), heal (DC 23),
        mass charm monster (DC 25), permanency, resurrection, waves of exhaustion;
    1/day—greater restoration (DC 24), power word blind, power word kill,
        power word stun, prismatic spray (DC 24), wish.
Typical Spells Prepared (CL 20th, save DC 21 + spell level)
     0—create water (2), detect magic, guidance (2), resistance (2);
    1st—bless (2), cause fear, divine favor (2), entropic shield, obscuring mist (2),
         shield of faith;
    2nd—align weapon, bear’s endurance (2), bull’s strength (2), consecrate (2),
         eagle’s splendor, spiritual weapon*;
    3rd—daylight, invisibility purge, magic circle against evil, magic vestment (2),
         prayer (2), protection from energy, wind wall;
    4th—death ward (2), dismissal (2), divine power* (2), neutralize poison (2);
    5th—break enchantment, control winds*, dispel evil, plane shift (2),
         righteous might (2), symbol of sleep;
    6th—banishment (2), chain lightning*, heroes’ feast, mass cure moderate wounds,
         undeath to death, word of recall;
    7th—control weather*, destruction, dictum, ethereal jaunt, holy word, regenerate (2);
    8th—fire storm, holy aura, mass cure critical wounds (2), whirlwind*;
    9th— etherealness, elemental swarm (air)*, mass heal, miracle (2), storm of vengeance.
    *Domain spell. Domains: Air and War.

STATISTICS
Str 33, Dex 24, Con 26, Int 24, Wis 32, Cha 25
Base Atk +0
Feats Air Hertiage, Allied Defense, Combat Expertise, Flyby Attack, Improved Combat Expertise, Zen Archery
Epic Feat Fast Healing
Skills Concentration +33, Craft or Knowledge (any five) +34, Diplomacy +34, Escape Artist +32, Hide +28, Listen +36, Move Silently +32, Search +32, Sense Motive +36, Spellcraft +32, Spot +36, Survival +11 (+13 following tracks), Use Rope +7 (+9 with bindings), Tumble +32
Languages Common, Undercommon, Celestial, Infernal, Abyssal (and 4 more)
SQ change shape

SPECIAL ABILITIES
A solar’s natural weapons, as well as any weapons it wields, are treated as good-aligned and epic for the purpose of overcoming damage reduction.
Change Shape (Su): A solar can assume the form of any Small or Medium humanoid.
Regeneration (Ex): A solar takes normal damage from epic evil-aligned weapons, and from spells or effects with the evil descriptor.
Protective Aura (Su): Against attacks made or effects created by evil creatures, this ability provides a +4 deflection bonus to AC and a +4 resistance bonus on saving throws to anyone within 20 feet of the angel. Otherwise, it functions as a magic circle against evil effect and a lesser globe of invulnerability, both with a radius of 20 feet (caster level equals angel’s HD). This aura can be dispelled, but the angel can create it again as a free action on its next turn. (The defensive benefits from the circle are not included in an angel’s statistics block.)
Slaying Arrow (Su): A solar's bow needs no ammunition, and automatically creates a slaying arrow of the solar's choice when drawn.
Typical Spells Prepared
A solar casts spells as 20th-level cleric (6/9/9/9/8/8/7/7/6/6) with access to two of the following domains: Air, Destruction, Good, Law, or War (plus any others from its deity).

ITEMS
Monk's Belt

Scarab Scout Homunculus

SCARAB SCOUT CR 4
N Fine Construct
Init +10; Senses blindsight 60 ft., tremorsense 60 ft., darkvision 120 ft. detect magic,
    see invisibility, ebon eyes, superior low-light vision, superior darkvision,
    Lifesense, Mindsight; Listen +8, Spot +8;
Languages Common, Undercommon, Gnome; telepathy 200 ft, magic mouth;

DEFENSE
AC 29, touch 28, flat-footed 29 (+8 size, +10 Dex, +1 natural)
hp 16 (3d10)
Fort +1, Ref +11, Will +1
DR 10/magic; Defensive Abilities Evasion, Uncanny Dodge, Fast healing 1;
Immune construct traits; Resist acid 10, cold 20, electricity 20, fire 10, sonic 20, force 5

OFFENSE
Speed 5 ft., burrow 5 ft., climb 5 ft., fly 120 ft. (perfect), swim 5 ft.
Melee bite +20 (1-5)
Space 1/2 ft.; Reach 0 ft.
Base Atk +2
Spell-Like Abilities (CL 3rd)
    Constant—detect magic, ebon eyes, remove scent, see invisibility, superior darkvision
    At will—lesser orb of cold, lesser orb of electricity, lesser orb of sound,
        magic mouth (self only), mystic aegis, sending (as a standard action to master only);

STATISTICS
Str 1, Dex 30, Con —, Int 11, Wis 11, Cha 13
Feats Point Blank Shot, Precise Shot
Bonus Feats Agile Athlete, Darkstalker, Flyby Attack, Lifesense, Mindsight,
    Quick Reconnoiter, Tactile Trapsmith, Run, Weapon Finesse
Skills Concentration +16, Climb +18, Escape Artist +18, Hide +34, Jump +10,
    Listen +8, Move Silently +18, Search +18, Spot +8, Tumble +19
Racial Modifiers +10 Concentration, +8 Escape Artist, +8 Hide,
    +8 Listen, +8 Move Silently, +8 Search, +8 Spot, +8 Tumble
SQ construct traits, Mind Link, Sense Link, All-Around Vision

SPECIAL ABILITIES
A scarab scout's natural weapons overcome damage reduction as if they were magical weapons.
Mind Link (Su): A scarab scout’s master can converse with it across any distance on the same plane. This homunculus is willing to stray farther from its master than most others of its kind, and its telepathic link to its master enables a two-way conversation of indefinite duration. Directing the scarab scout to perform specific actions requires a move action on the part of the master.
Sense Link (Su): As long as they are both on the same plane, a scarab scout's master can use its senses as if he were the homunculus itself, and during the his turn the master can switch from using its senses to using his own, or back again, as a free action. While the master is using its senses, his own body is considered blinded and deafened.
All-Around Vision (Ex): A scarab scout homunculus cannot be flanked.

CONSTRUCTION
A scarab scout is the size of a small grape when curled up, and it is constructed using pair of tiny mox gems fashioned into eyes, and various metals fashioned into tiny gears, a segmented carapace and legs, as well as gossamer wings. The materials cost 1000 gp. Creating the body requires a DC 25 Craft (jewelcrafting) check. A scarab scout with more than 3 Hit Die can be created, but each additional Hit Die adds 2,000 gp to the cost to create.

CL 9th; Craft Construct, arcane eye, cat's grace, deathwatch, detect magic, ebon eyes, lesser orb of cold, lesser orb of electricity, lesser orb of sound, mystic aegis, owl's wisdom, remove scent, resist energy, see invisibility, sending, superior darkvision, telepathic link; Price — (never sold); Cost 11,000 gp + 800 XP.

Magic Items

ALLUL’S RUNESTAFF

Price (Item Level): 50,000 gp (18th)
Body Slot: — (held)
Caster Level: 12th
Aura: Strong; (DC 21) transmutation
Activation: As spell used
Weight: 3 lb.

This red dragonbone staff of whorled crimson and blood red hues measures almost five feet in length. Upon its one end is a gaping draconic visage made of brass.

Allul’s Dragon Runestaff allows the wielder to cast any of the following spells (each three times per day) by expending a prepared arcane spell or arcane spell slot of the same level or higher.
  • ghost lantern 
  • greater mighty wallop
  • haste
  • heroics
  • ruin delver’s fortune
In addition, one end of Allul’s Runestaff functions as a +1 eager smoking warning quarterstaff.

Prerequisites: Craft Magic Arms and Armor, Craft Staff, cat’s grace, ghost lantern, greater might wallop, haste, heroics, ruin delver’s fortune, stinking cloud.
Cost to Create: 25,000 gp, 1,976 XP, 50 days.

CLAUSTRUM'S HOVER THRONE

Price (Item Level): 12,000 gp (13th)
Body Slot: —
Caster Level: 3rd
Aura: Moderate; (DC 18) evocation and transmutation
Activation: Free (mental)
Weight: 200 lbs.

This grand throne of bone, is adorned with a line of skulls down each side of its back rest and a line of skulls down the front from the end of each armrest.  It stands upon a circular dais of black iron three feet in diameter, rimmed with outward facing skulls.  The back of the throne is lined with a wall of skulls, bisected by a twisted spinal column adorned with six inch black iron spikes coming from each vertebra.  When directed, a heat-less white flame gutters within each eye socket of each skull.

  This throne hovers up to three feet above the ground at all times, and can be mentally directed as a free action by the last person to sit in it, to move up to 30 feet in any direction as a move action.  It can climb terrain that ascends or descends at an angle of less than 45 degrees.
  As a free action, the last person to sit upon the throne may also mentally direct the throne to shed light as a torch, clearly illuminating a 20-foot radius and providing shadowy illumination out to a 40-foot radius. An equivalent action douses the light.
  To mentally direct the throne, the last person to sit upon it must be within 60 feet of it.
  Prerequisites: Craft Wondrous Item, Light Step (CSW 154), Continual Flame.
  Cost to Create: 6,000 gp, 480 XP, 12 days.

Fel Minion Spell

The following spell is an attempt to mimic the minions a Warlock from World of Warcraft can summon. If used in tandem with the Fel Sorcerer substitution levels presented last July, the ability damage is minimized, and then refunded in the case of when the minion is dismissed.

Some choices for the following minion's spell-like abilities, are based on how World of Warcraft behaves with regards to certain options that suddenly open up within the scope of a D&D game.  For instance, to mimic the lack of threat that a non-attacking minion poses in WoW, there's the sanctuary spell-like ability for when the minions remain close enough to you.  Certain other abilities were added so that some minions can travel in D&D's civilized areas without drawing too much attention, as they can in WoW cities of your faction. Minions don't drown when kept underwater in World of Warcraft, so there's a D&D effect (deep breath) for that as well.

As far as the actual named WoW abilities go for instance, for an imp's Singe Magic, I've given their "felspark" counterpart resurgence, which grants one creature they touch an additional save against one ongoing magical effect currently effecting them. They also have the momentary freedom effect to simulate their Flee ability.  The Evasion simulates a minion's Avoidance ability.

While none of these minions have spell resistance, they do have mystic aegis as a spell-like ability to gain spell resistance as an immediate action against one incoming spell or effect.  Their extravagant array of senses is due to the fact that in World of Warcraft, other than stealth, there are very few ways of hiding one's approach. But like anything else I create, I'm open to changing it if it proves problematic in actual play.

FEL MINION
Conjuration (Calling) [Evil]
Level: Fel 4
Components: V, S, Corrupt
Casting Time: 3 rounds
Range: Close (25 ft. + 5 ft./level)
Effect: One called creature
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

If this spell is cast from a sorcerer spell slot, you may call a creature from the lower planes and bind it to your will to serve as your fel minion, to the best of its ability. You may call a felsteed, felspark, voidguard, felworg or deadly desire (all detailed below) to serve as your fel minion.
    When you finish casting this spell, your fel minion immediately appears where you designate within a range and may act immediately when it does so.  Each time a fel minion is called in this manner, it appears in full health and capacity. If your fel minion dies or your fel minion is successfully forced back to its home plane, it disappears along with any gear it first arrived with, and you may not call another fel minion by any means for 5 minutes. If you die, your fel minion disappears in the same manner, except you can call another as soon as you are able if somehow revived or resurrected.
    You may have only fel minion actively serving you at any one time. Whenever you successfully call a new fel minion into your service by any means, your previous fel minion immediately disappears (as if dismissed) to wherever it was when first called, along with any gear it first arrived with. Alternatively, you may dismiss your fel minion as a free action, in which case it disappears in the same manner.  The act of dismissing a fel minion restores 1 point of any ability damage to your Wisdom score.

Any creature gains the following abilities while serving as your fel minion:
  • For the purpose of effects and abilities related to number of Hit Dice, your fel minion may use your total HD or its own normal HD total, whichever is higher.
  • Your fel minion has a maximum hit point total equal to your own (not including temporary hit points), regardless of its actual Hit Dice.
  • Your fel minion's base attack bonus equals its effective Hit Dice.
  • Each of your fel minion's base saves equals 2 + 1/2 its effective Hit Dice (rounded down).
  • For each skill, your fel minion may use its own ranks or your own ranks, whichever are greater. In either case, the fel minion uses its own ability modifiers.
  • For each spell-like ability that imposes a saving throw, your fel minion may use your ability modifier or its own, to determine the save DC, whichever is better.
  • Your fel minion's spell-like abilities are cast with a caster level equal to your caster level.
  • Fel Grace (Su): Your fel minion gains a profane bonus to AC equal to 1/3 of its effective Hit Dice (rounded down).
  • Spell Link (Su): Whenever the you cast a spell from a sorcerer spell slot with a range of touch, you may unerringly target only your fel minion and/or its possessions as if the spell had range of Close (25 ft. + 5 ft./level).
  • Telepathic Link (Su): You and your fel minion may communicate with one another via telepathy over a distance of 1 mile.
  • Passive Mode (Su): Whenever your fel minion is within 150 ft. of you, it may use sanctuary on itself as a spell-like ability, usable at will, with a caster level equal to your caster level. This effect ends prematurely if the distance between you and your fel minion ever exceeds 150 ft.
  • Soul Link (Su): Half of all hit point damage you suffer (rounded up), is transferred to your fel minion instead, but only while you are within 150 ft. of one another. You may suspend or reinstate this ability as an immediate or free action on your part.
A felsteed gains the following ability while serving as your fel minion:
  • Flight (Su): Your fel minion's fly speed improves by 10 ft. per caster level. (maximum +200 ft.)
A felspark gains the following ability while serving as your fel minion:
  • Bloodpact (Su): You and your allies gain a +2 profane bonus to Constitution while within 150 ft. of your fel minion.
A voidguard gains the following abilities while serving as your fel minion:
  • +4 bonus to Will saves.
  • +4 turn resistance.
Corruption Cost: 1d12 points of Wisdom damage.

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NEW MONSTERS
Note: Constant spell-like abilities may only affect the creature possessing them, and remain active indefinitely until dismissed or dispelled. If dismissed or dispelled, each one can be reactivated as a swift action.

FELSPARK CR 4
NE Diminutive outsider (evil, extraplanar)
Init +8; Senses blindsight 60 ft., tremorsense 60 ft., darkvision 120 ft. low-light vision, 
    detect magic, see invisibility, See in darkness; Listen +10, Spot +10

DEFENSE
AC 23, touch 22, flat-footed 23 (+4 size, +8 Dex, +1 natural)
hp 18 (4d8)
Fort +4, Ref +12, Will +6
DR 5/magic; Defensive Abilities Mettle, Evasion, Uncanny Dodge, Fast healing 1;
Immune poison; Resist acid 5, cold 5, electricity 5, fire 15, sonic 5, force 5

OFFENSE
Speed 15 ft., fly 50 ft. (perfect), swim 10 ft.
Melee 2 claws +16 (1d2-2)
Melee/Ranged searing orb +16 touch (1d3+4 searing fire) or
     searing orbs +14/+14 touch (1d3+4 searing fire)
Space 1 ft.; Reach 0 ft.
Special Attacks Searing Orbs, Sneak Attack +1d6, Skirmish +1d6
Spell-Like Abilities (CL 6th)
    Constant—accelerated movement, deep breath, detect magic,
        pass without trace, remove scent, see invisibility, undetectable alignment
    At will—faerie fire, mystic aegis, mystic surge (fire spells only),
        nerveskitter, resurgence
    1/minute—momentary freedom

STATISTICS
Str 7, Dex 26, Con 10, Int 13, Wis 15, Cha 15
Base Atk +4
Feats Flyby Attack, Two-Weapon Fighting
Bonus Feats Agile Athlete, Darkstalker, Tactile Trapsmith, Weapon Finesse,
Skills Balance +13, Bluff +7, Climb +8, Concentration +14, Diplomacy +6,
    Disable Device +9, Escape Artist +13, Hide +31, Intimidate +4,  Jump +12,
    Knowledge (any six) +2 each, Listen +10, Move Silently +18, Search +13,
    Spellcraft +4, Spot +10, Sense Motive +7, Sleight of Hand +12,
    Survival +6 (+8 following tracks), Tumble +17
Racial Modifiers +8 Concentration, +4 Escape Artist, +4 Hide, +4 Jump
    +2 Listen, +4 Move Silently, +4 Sleight of Hand, +2 Spot, +8 Tumble, +4 Survival
Synergy +2 Intimidate, +4 Diplomacy, +2 Disguise (when acting)
Languages Abyssal, Infernal, Common, Undercommon; telepathy 150 ft.

SPECIAL ABILITIES
A felspark’s natural weapons, as well as any weapons it wields, are treated as evil-aligned for the purpose of overcoming damage reduction.
Searing Orbs (Su): As an immediate or free action while in its true form, a felspark can fill one or both of its hands with a ball of white flame. It may hold up to two orbs at one time, and use them as light weapons to make melee touch attacks. Alternatively, it can use them to make ranged touch attacks within 150 ft., generating new orbs as often as it can attack using two hands. Each orb deals searing fire damage equal to 1d3 + the felspark's Hit Dice, dealing double damage on a critical hit.
    This a supernatural evocation [fire] effect that works normally underwater and extends into the ethereal plane. Searing orbs give off light like a torch, and they last until dismissed as a free action or they strike a surface after being released. A felspark cannot be harmed by its own searing orbs.

NEW SPELL:
MOMENTARY FREEDOM
Abjuration
Level: Asn 3, Brd 3, Pal 3, Rgr 3
Components: None
Casting Time: 1 immediate action
Range: Personal
Target: You
Duration: 1 round

As freedom of movement, except as detailed above.

ECOLOGY
Felsparks resemble imps or quasits, except they are much smaller. They stand no taller than a foot in height, with naturally iridescent grey skin, leathery wings, green eyes, and slightly oversize hands and feet. Although they don't possess a poison attack or the ability to assume alternate forms, like imps and quasits do, they are nonetheless regarded as being a lot more nimble and mentally acute. They often hired as scouts, thieves and skirmishers, by both demons and devils, to fill positions on both sides of the blood war. Given their varied assignments and errands, felsparks are have a surprising span of basic knowledge.

DEADLY DESIRE  CR 4
NE Medium outsider (evil, extraplanar)
Init +4; Senses blindsight 60 ft., tremorsense 60 ft., darkvision 120 ft. low-light vision, 
    detect magic, see invisibility, See in darkness; Listen +7, Spot +7

DEFENSE
AC 18, touch 18, flat-footed 18 (+4 Dex, +4 deflection)
hp 18 (4d8)
Fort +4, Ref +8, Will +5
DR 5/magic; Defensive Abilities Mettle, Evasion, Uncanny Dodge, Fast healing 1;
Immune poison; Resist acid 5, cold 5, electricity 5, fire 5, sonic 5, force 5

OFFENSE
Speed 30 ft., fly 60 ft. (average), swim 20 ft.
Melee 2 claws +8 (1d3)
Melee netherlash +8 touch (1d6+4 unholy)
Space 5 ft.; Reach 5 ft. (10 ft. with netherlash)
Special Attacks Netherlash, Sneak Attack +2d6
Spell-Like Abilities (CL 6th)
    Constant—accelerated movement, bladeweave (DC 16), comprehend languages, 
        deep breath, detect magic, see invisibility, tongues, undetectable alignment
    At will—beckoning call (DC 16), dream lock (DC 16), invisibility (self only), 
        mystic aegis, phantom threat (DC 15), resurgence (self only), summon weapon

STATISTICS
Str 11, Dex 19, Con 10, Int 13, Wis 13, Cha 19
Base Atk +4
Feats Combat Reflexes, Urban Tracking
Bonus Feats Agile Athlete, Darkstalker, Tactile Trapsmith, Weapon Finesse
Skills Balance +11, Bluff +13, Climb +4, Concentration +15, Diplomacy +15,
    Disable Device +5, Escape Artist +8, Gather Information +16, Hide +6,
    Intimidate +6, Jump +4, Knowledge (any six) +2 each, Move Silently +6,
    Listen +7, Search +11, Sleight of Hand +6, Sense Motive +12,
    Spellcraft +5, Spot +7, Survival +5 (+7 following tracks), Tumble +9
Racial Modifiers +2 Balance, +4 Bluff, +8 Concentration, +6 Diplomacy,
    +2 Escape Artist, +6 Gather Information, +2 Listen, +2 Search,
    +2 Sleight of hand, +6 Sense Motive, +2 Spot, +4 Survival, +2 Tumble
Synergy +2 Intimidate, +4 Diplomacy, +2 Disguise (when acting)
Languages Abyssal, Infernal, Common, Undercommon; telepathy 150 ft.
SQ Alternate Form (small or medium humanoid), Grace, Uncanny Dodge

SPECIAL ABILITIES 
A deadly desire’s natural weapons, as well as any weapons it wields, are treated as evil-aligned for the purpose of overcoming damage reduction.
Alternate Form (Su): A deadly desire may assume the form of any Small or Medium humanoid as a standard action, retaining its own physical ability scores when doing so. It may return to its true form as an immediate or free action. While using this ability, a deadly desire gains a +10 circumstance bonus on disguise checks.
Grace (Su): A deadly desire gains a deflection bonus to AC, equal to its charisma modifier.
Netherlash (Su): As an immediate or free action, a deadly desire may create an immaterial whip of pulsating purple energy appropriate to its size, that sheds light equivalent to a candle. The whip lasts for as long as it is held, dissipating immediately if it ever leaves the deadly desire's possession (although it can always create a new one to replace it). Attacks with this whip are melee touch attacks that deal unholy damage equal to 1d6 + the deadly desire's Hit Dice, dealing double damage on a critical hit. This is a supernatural evocation [evil] effect that extends into the ethereal plane. A deadly desire cannot be harmed by its own netherlash, and it may only have one such whip at a time.

ECOLOGY
Deadly desires were magically bred by arcanaloths from pairing exceptional mortal sires with both erinyes and succubi, and indeed... some have leathery wings and while others have feathered wings.  Deadly desires come in both genders, and possess the same variety of features and coloration found in mostly elves and humans. If it weren't for their tails and wings, they could easily hide their physical fiendish characteristics with mundane disguises, similar to how many teiflings get by. Bred, educated and groomed by their masters, they possess an aptitude for social interaction, manipulation and intrigue.

VOIDGUARD CR 5
NE Medium elemental (evil, extraplanar)
Init +4; Senses blindsight 60 ft., tremorsense 60 ft., darkvision 120 ft., detect magic,
    see invisibility, superior low-light vision, see in darkness; Listen +5, Spot +5

DEFENSE
AC 21, touch 14, flat-footed 21 (+4 Dex, +7 natural)
hp 34 (4d8+16)
Fort +5, Ref +8, Will +0
DR 5/- Defensive Abilities Mettle, Evasion, Uncanny Dodge, Fast healing 1;
Immune elemental traits; Resist acid 5, cold 15, electricity 5, fire 5, sonic 5, force 5

OFFENSE
Speed 60 ft., fly 60 ft. (perfect), swim 60 ft.
Melee 2 slams +8 (1d6+5 plus 1d4 piercing cold)
Space 5 ft.; Reach 5 ft.
Special Attacks Sprint, Suffering
Spell-like Abilities (CL 6th)
    Constant—accelerated movement, detect magic, 
        see invisibility, shadow phase, undetectable alignment
    At will—darkness, mindless rage (DC 15), mystic aegis, resurgence (self only)
    1/minute—false life
Maneuvers and Stances Known (IL 5th)
    Stances—iron guard's glare (1st), thicket of blades (3rd)
    Strikes—disarming strike (2nd), leading the attack (1st), vanguard strike (1st)

STATISTICS
Str 21, Dex 19, Con 19, Int 6, Wis 8, Cha 17
Base Atk +3
Feats Deft Opportunist, Hold The Line
Bonus Feats Combat Reflexes, Darkstalker, Defensive Sweep, Stand Still
Skills Concentration +17, Escape Artist +12, Listen +5, Spot +5,
    Hide +12, Move Silently +12, Sense Motive +5, Tumble +13
Racial Modifiers +8 Concentration, +8 Escape Artist, +8 Hide,
    +6 Listen, +8 Move Silently, +6 Sense Motive, +6 Spot, +8 Tumble
Languages Abyssal, Infernal; telepathy 150 ft.
SQ Dark Harrier, Flexible Form, Hide in Plain Sight, Reign of Darkness,
    Shadow Mastery, elemental traits

SPECIAL ABILITIES
A voidguards’s natural weapons, as well as any weapons it wields, are treated as evil-aligned for the purpose of overcoming damage reduction.
Dark Harrier (Su): Enemies that a voidguard threatens while in its true form, suffer a profane penalty to Concentration checks, Tumble checks and attack rolls made against targets other than a voidguard and/or its gear, equal to 2 + 1 for every 6 Hit Dice the voidguard has.
Flexible Form (Ex): A voidguard in its true form can squeeze, mold and shape itself into an area half as wide or half as tall as its normal space, with no penalties to movement, attack rolls or AC. In addition, it can move freely through spaces occupied by creatures only one size larger than it is.
Hide in Plain Sight (Ex): A voidguard can hide even while being observed, except in an area of bright light (such as sunlight or that caused by a daylight spell or similar effect).
Maneuvers and Stances Known (Ex): A voidguard begins each encounter with all maneuvers it knows readied, and may use each of them once per encounter.  It must rest and meditate for 5 minutes to recover all expended maneuvers.
Reign of Darkness (Ex): Enemies treat the area threatened by a voidguard as difficult terrain.
Shadow Mastery (Ex): A voidguard gains a +1 bonus on attack and damage rolls if both it and its foe are in an area of darkness or shadowy illumination. While in an area of bright light (such as sunlight or that caused by a daylight spell or similar effect) voidguards suffer a -4 penalty on attack rolls.
Sprint (Ex): Once per minute as a free action while in its true form, a voidguard may increase its land speed by 60 ft., its fly speed by 200 ft. and its swim speed by 60 ft for 1 round.
Suffering (Su): While in its true form, a voidguard's slam attacks resolve as melee touch attacks, gain the ghost touch ability and overcome all damage-type, alignment-based and material-based forms of damage reduction.

ECOLOGY
Infused with the last echoes of discarded simulacrums, the mind of this dark elemental has been overthrown to make for a more pliable servitor. Beyond that, it has been empowered with necromantic unlife and made ready to impart the untold ages of fury that have drawn so many wronged warriors to their doom. Whatever gives rise to these abominations will likely never be found in the endless depths of the shadow plane.  The tormented creatures known as voidguards are relatively easy to mentally manipulate, so those who employ them usually seek a means of bolstering their mental defenses after assuring that they have established control over them.

FELWORG CR 5
NE Medium outsider (evil, extraplanar)
Init +7; Senses blindsight 60 ft., tremorsense 60 ft., darkvision 120 ft., scent,
    low-light vision, detect magic, see invisibility, see in darkness; Listen +11, Spot +11

DEFENSE
AC 19, touch 13, flat-footed 19 (+3 Dex, +6 natural)
hp 30 (4d8+12)
Fort +7, Ref +7, Will +7
DR 10/magic; Defensive Abilities Mettle, Evasion, Uncanny Dodge, Fast healing 1;
Immune poison; Resist acid 10, cold 10, electricity 10, fire 10, sonic 10, force 5

OFFENSE
Speed 50 ft., fly 60 ft. (good), swim 40 ft.
Melee bite +8 (2d6+6 plus shadow bite and trip)
Space 5 ft.; Reach 5 ft.
Special Attacks Mind Lock, Sprint
Spell-like Abilities (CL 6th)
    Constant—accelerated movement, battlemagic perception, detect magic, deep breath,
        karmic aura (DC 13), nondetection, see invisibility, undetectable alignment
    At will—mystic aegis, resurgence (self only), warning shout
    1/minute—arcane turmoil (DC 14), magical backlash (DC 14)

STATISTICS
Str 19, Dex 17, Con 17, Int 6, Wis 16, Cha 15
Base Atk +4
Feats Improved Initiative, Improved Natural Attack (bite)
Bonus Feats Darkstalker, Quick Reconnitor, Quick Recovery, Track
Skills Climb +8, Concentration +15, Escape Artist +7, Hide +10, Listen +11,
    Move Silently +10, Psicraft +5, Sense Motive +5, Spellcraft +5, Spot +11,
    Survival +13 (+15 when tracking by scent), Tumble +8
Racial Modifiers +4 Climb, +8 Concentration, +4 Escape Artist, +2 Hide, +2 Listen,
    +2 Move Silently, +2 Spot, +2 Sense Motive, +2 Spellcraft, +2 Psicraft, +6 Survival
    +4 Tumble
Languages Abyssal, Infernal, Worg, Goblin; telepathy 150 ft.
SQ Flight, Goblinoid Relations

SPECIAL ABILITIES
A felworg’s natural weapons, as well as any weapons it wields, are treated as evil-aligned for the purpose of overcoming damage reduction.
Flight (Su): A felworg may cease or resume flight as a free action.
Goblinoid Relations: Goblinoids receive a +2 circumstance bonus on all charisma-based skill checks involving felworgs.
Mind Lock (Su): As an immediate action while in its true form, a felworg may discharge a torrent of arcane energies against one creature within 100 ft. That creature must succeed at a Will save (DC 14) or be unable to cast spells, spell-like abilities, or activate supernatural abilities, spell completion, spell trigger or command items for 1 round. The save DC is charisma-based. This is a supernatural abjuration effect. A felworg must wait 5 rounds after using this ability, before it can be used again.
Shadow Bite (Su): While in its true form, a felworg's bite attack resolves as a melee touch attack, gains the ghost touch ability and overcomes all alignment-based and material-based forms of damage reduction. Any creature harmed by a felworg's shadow bite must make a Will save (DC 15) or suffer 1 point of ability damage to each mental ability score. For each point of ability damage it inflicts with its shadow bite, the felworg heals 1 hit point. This attack cannot reduce any ability score to less than 3, possibly reducing the healing received as a result. The save DC is consitution-based. This is a supernatural necromancy effect.
Sprint (Ex): Once per minute as a free action while in its true form, a felworg may increase its land speed by 70 ft., its fly speed by 200 ft. and its swim speed by 40 ft. for 1 round.

ECOLOGY
Identical in appearance to normal worgs, felworgs were originally created by a cabal of half-fiend blue goblin psions and barghests to help various groups of goblinoids counter the spellcasting element of nations that have kept their warrens from thriving over the ages. Although they still prefer goblinoids over the company of other humanoids, felworgs will still fight for anyone who seeks to put down spellcasters of any race.

FELSTEED CR 3
NE Large outsider (evil, extraplanar)
Init +6; Senses darkvision 120 ft., low-light vision, scent,
    See in darkness; Listen +10, Spot +10

DEFENSE
AC 19, touch 13, flat-footed 19 (+4 Dex, +6 natural, -1 size)
hp 28 (3d8+15)
Fort +8, Ref +7, Will +8
DR 5/magic; Defensive Abilities Mettle, Evasion, Uncanny Dodge, Fast healing 1;
Immune poison; Resist acid 5, cold 5, electricity 5, fire 5, sonic 5, force 5

OFFENSE
Speed 80 ft., fly 120 ft. (good)
Melee bite +2 (1d4+2) and 2 hooves +7 (1d6+5 plus 1d4 fire)
Space 10 ft.; Reach 5 ft.
Special Attacks Heated hooves
Spell-like Abilities (CL 6th)
    Constant—undetectable alignment
    At will—featherfall, resurgence (self only)

STATISTICS
Str 20, Dex 18, Con 21, Int 3, Wis 15, Cha 12
Base Atk +3
Feats Quick Reconnitor, Steadfast Determination
Bonus Feats Endurance, Expeditious Dodge, Quick Recovery, Run
Skills Concentration +15, Jump +10, Listen +12, Spot +12, Survival +7
Racial Modifiers +8 Concentration, +4 Listen, +4 Spot
Languages Abyssal, Infernal; telepathy 150 ft.
SQ Reduce Self, Flight

SPECIAL ABILITIES
A felsteed’s natural weapons, as well as any weapons it wields, are treated as evil-aligned for the purpose of overcoming damage reduction.
Flight (Su): A felsteed may cease or resume flight as a free action.
Heated Hooves (Su): As a free action, a felsteed may cause its hooves to glow with infernal heat, giving off light as a torch and branding any target struck by one for an additional 1d4 fire damage.  While a felsteed's hooves may burn, they don't set anything aflame. A felsteed can dismiss this ability as a free action. This ability functions normally underwater.
Reduce Self (Su): A felsteed may reduce its size by one step (or dismiss this ability) as a swift action once per round. Make the following adjustments when the felsteed assumes Medium size when using this ability.
  • reduce its natural armor by 2
  • drop the -1 size penalty to attack rolls and AC
  • reduce its base land speed to 60 ft. 
  • reduce the size of its natural attacks by one step
  • reduce its space to 5 ft
  • -4 strength, +2 dexterity

Fel Minion, Greater

FEL MINION, GREATER
Conjuration (Calling) [Evil]
Level: Fel 8

As fel minion, except that any fel minion you call gains a +2 bonus to each ability score other than intelligence. Alternatively, you may call a felbrute instead (with no ability score increase).

Corruption Cost: 2d12 points of Wisdom damage.

========================================================

NEW MONSTER
Note: Constant spell-like abilities may only affect the creature possessing them, and remain active indefinitely until dismissed or dispelled. If dismissed or dispelled, each one can be reactivated as a swift action.

FELBRUTE CR 10
NE Medium outsider (evil, extraplanar)
Init +4; Senses blindsight 60 ft., tremorsense 60 ft., darkvision 120 ft.,
    low-light vision, detect magic, see invisbility, See in darkness; Listen +13, Spot +13

DEFENSE
AC 30, touch 20, flat-footed 30 (+4 Dex, +10 natural, +6 deflection)
hp 92 (8d8+56)
Fort +13, Ref +10, Will +10
DR 10/magic and adamantine;
Defensive Abilities Mettle, Evasion, Uncanny Dodge; Fast healing 1;
Immune poison; Resist acid 15, cold 15, electricity 15, fire 15, sonic 10, force 5

OFFENSE
Speed 60 ft., fly 90 ft. (good), swim 50 ft.
Melee slam +16 (2d6+12)
Melee large felaxe +17/+12 (2d8+12/x3)
Melee large felaxe +17/+12 (2d8+8/x3) and slam +11 (2d6+4)
Ranged large felaxe +17/+12 (2d8+8/x3)
Space 5 ft.; Reach 5 ft.
Special Attacks Felaxe, Pounce, Sprint
Spell-Like Abilities (CL 10th)
    Constant—accelerated movement, deep breath, detect magic,
        see invisibility, wraithstrike, undetectable alignment
    At will—enlarge weapon, mindless rage (DC 18), mystic aegis, 
        resurgence (self only), rhino's rush, shock and awe
    1/minute—false life, fear (DC 20), whirling blade
Maneuvers and Stances Known (IL 8th)
    Stances—iron guard's glare (1st), punishing stance (1st), thicket of blades (3rd)
    Strikes—disarming strike (2nd), leading the attack (1st), mithral tornado (4th),
        steel wind (1st), vanguard strike (1st)
    Counters—lightning recovery (4th), wall of blades (2nd)
    Boosts—sudden leap (1st)
    Other—iron heart surge (3rd)

STATISTICS
Str 27, Dex 19, Con 25, Int 13, Wis 18, Cha 23
Base Atk +8
Feats Power Attack, Imperious Command, Brutal Throw
Bonus Feats Darkstalker, Combat Reflexes, Quick Recovery, Stand Still
Skill Trick Never Outnumbered
Skills Balance +9, Bluff +13, Climb +12, Concentration +19, Diplomacy +10,
    Escape Artist +9, Hide +6, Intimidate +26, Jump +21, Knowledge (any six) +2 each,
    Listen +13, Martial Lore +2, Move Silently +6, Perform (weapon drill) +15,
    Psicraft +10, Search +9, Sense Motive +13, Spot +13, Spellcraft +10,
    Survival +8 (+10 following tracks), Tumble +15
Racial Modifiers +4 Climb, +8 Concentration, +8 Intimidate, +6 Jump, +4 Listen,
    +8 Perform (weapon drill), +4 Spot, +4 Sense Motive, +4 Spellcraft,
    +4 Psicraft, +6 Tumble, +4 Survival
Synergy +2 Intimidate, +4 Diplomacy, +2 Disguise (when acting)
Languages Abyssal, Infernal, Common, Undercommon; telepathy 150 ft.
SQ Aquatic Combat, Dark Harrier, Grace, Powerful Build, Reign of Darkness,

SPECIAL ABILITIES
A felbrute’s natural weapons, as well as any weapons it wields, are treated as evil-aligned for the purpose of overcoming damage reduction.
Aquatic Combat (Su): A felbrute suffers no combat penalties when fighting or even when throwing its axe underwater.
Dark Harrier (Su): Enemies that a felbrute threatens while in its true form, suffer a profane penalty to Concentration checks, Tumble checks and attack rolls made against targets other than a felbrute and/or its gear, equal to 2 + 1 for every 6 Hit Dice the felbrute has.
Felaxe (Su): As an immediate or free action, a felbrute can instantaneously call a +1 shadow striking throwing returning ghost touch adamantine waraxe of any size it can use without penalty (usually of large size). It may only have one such weapon at a time, so whenever it calls new one, any weapon it called previously, immediately disappears and returns whence it came. If the felbrute dies or is forced back to its home plane, both it and its axe immediately disappear whence they came. A felbrute can use the waraxe in one hand, but will use two hands when making attacks of opportunity, using the power attack feat or performing a martial maneuver.
Grace (Su): A felbrute in its true form, gains a deflection bonus to AC equal to its charisma bonus.
Maneuvers and Stances Known (Ex): A felbrute begins each encounter with all maneuvers it knows readied, and may use each of them once per encounter.  It must rest and meditate for 5 minutes to recover all expended maneuvers.
Powerful Build (Ex): A felbrute in its true form can wield weapons one size category larger than itself without penalty. For any opposed check a felbrute may treat itself as being one size larger than it really is, whenever doing so proves advantageous.
Reign of Darkness (Ex): Enemies treat the area threatened by a felbrute as difficult terrain.
Sprint (Ex): Once per minute as a free action while in its true form, a felbrute may increase its land speed by 60 ft, its fly speed by 200 ft and its swim speed by 40 ft. for 1 round.

Fel Sorcerer Spells

These spells were created to mimic the abilities of the Warlock in world of warcraft. (or at least equate to their functionality)

CREATE HEALTHSTONE
Conjuration (Healing)
Level: Fel 2
Components: V, S, AF,
Casting Time: 1 minute
Range: Personal and touch
Target: You
Duration: Permanent until discharged (D)

As hoard life (RotD 113) except as detailed above.

PLANAR ARREST
Abjuration
Level: Fel 1
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./level)
Effect: One aberration, elemental or outsider
Duration: 1 minute + 1 round/level (D)
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

This spell functions as temporal stasis, except you may only have one instance of this spell in effect at any one time. Whenever you successfully cast this spell, all other instances of this spell as cast by you, end immediately as if dismissed. If a target successfully resists or saves against this spell, it gains a +2 morale bonus on attack rolls against you for 1 minute.
Special: If you cast this spell from a sorcerer spell slot, you gain a +4 bonus on concentration checks to cast it.

UNENDING BREATH
Transmuation
Level: Fel 3
Components: V, S
Casting Time: 1 minute
Range: Close (25 ft. + 5 ft./level)
Effect: One creature/level
Duration: 24 hours + 1 hour/level (D)
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

By channeling the essence of the river Styx, you alter the subjects of the spell as to grant each of them a Swim speed equal to their base land or base fly speed (to a maximum of 120 ft.), whichever is greater, (and gaining all the other benefits of having a Swim speed, including a +8 racial bonus to Swim checks). The subjects also gain the ability to breathe water as well as air.
Special: If you cast this spell from a sorcerer spell slot, you may cast it as an immediate action.


Other spells that can mimic a Warcraft Warlock's abilities.

FIENDFORM (Player's Guide to Faerun)

Sorcerer Subsitution Levels

FEL SORCERER
These substitution levels represent an attempt at mimicking a warlock from World of Warcraft.  New "Fel" spells (some with corrupt components) will be featured in following posts to simulate the warlock's abilities. Instead of creating a whole new class, the decision was made to go for something more flexible and portable. Substitutions and invocations for the D&D warlock class may be created soon.

Now, admittedly, the core sorcerer has few class features to give up in exchange for others that substitution levels typically offer.  So I will have to keep working on this to make it a more balanced trade.
Hit Die: d4.

REQUIREMENTS
To take a Fel Sorcerer substitution level, a character must be about to take her 2nd, 3rd, or 4th level of sorcerer.

CLASS SKILLS
Fel sorcerer substitution levels have the class skills of the standard sorcerer, plus Diplomacy, Intimidate, Knowledge (planes), Ride, Sense Motive and Use Magic Device.
Skill Points at Each Level: 6 + Int modifier.

FEL SORCERER SUBSTITUTION LEVELS
Level Base
Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Special
2nd +1 +0 +0 +3  Forlorn, Fel Spells      
3rd +1 +1 +1 +3  Fel Vitality
4th +2 +1 +1 +4  Fel Affinity

CLASS FEATURES
All of the following are features of the fel sorcerer substitution levels.
Forlorn: In exchange for becoming a 2nd-level fel sorcerer, you must forfeit your familiar class feature, and may not gain it later by any means. Any familiar you do have, immediately abandons you without any loss of XP.
Fel Spells (Ex): Starting when you become a 2nd-level fel sorcerer, you may add Corrupt spells as well as spells from the following domains and planar domains to your sorcerer class spell list: Abyss, Baator, Corruption, Darkness, Demonic, Destruction, Diabolic, Evil, Fire, Hades, Pain, Suffering and Summoner.
    Spells that appear on both the cleric class list and sorcerer class list, may also be added to your sorcerer class spell list at the earliest level they become available.
     In addition, you may also add Fel spells to your sorcerer class spell list.
Fel Vitality (Ex): Starting when you become a 3rd-level fel sorcerer, whenever you cast a spell with a Corrupt component, you may minimize any ability damage or ability drain you must suffer as a result, by expending an additional unused sorcerer spell slot of a level equal to or greater than the equivalent level of the spell you are casting.
Fel Affinity (Ex): Starting when you become a 4th-level fel sorcerer, you may cast spells with the Demon, Devil or Fiend component, by replacing it with a Corrupt component that inflicts 1d12 Wisdom damage.
    In addition, you may also add your Charisma modifier to your Will saves instead of your Wisdom modifier.

Arcane Archer PrC



ENTRY REQUIREMENTS
To qualify to become an arcane archer, a character must fulfill all the following criteria.
Base Attack Bonus: +5
Feats: Point Blank Shot, Weapon Focus (any bow)
Spells: Ability to cast 1st-level arcane spells.

Level Base
Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Special Spellcasting
1st +1 +2 +2 +0 Imbue Arrow -
2nd +2 +3 +3 +0 Seek Arrow +1 level of existing arcane spellcasting class
3rd +3 +3 +3 +1 Adapt Arrow -
4th +4 +4 +4 +1 - +1 level of existing arcane spellcasting class
5th +5 +4 +4 +1 Martial Arcanist -
6th +6 +5 +5 +2 Arrow Arcana+1 level of existing arcane spellcasting class
Hit Die: d8
Class Skills (2 + Int modifier per level): Concentration, Craft, Hide, Knowledge (arcane), Listen, Move Silently, Profession, Ride, Search, Spellcraft, Spot and Survival.

CLASS FEATURES
All the following are class features of the arcane archer prestige class.
Weapon and Armor Proficiency: Arcane archers gain proficiency with light armor.
Spellcasting: At every even level you gain as an arcane archer, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in an arcane spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other class feature a character of that class would have gained. If you had more than one spellcasting class before becoming an arcane archer, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.
Imbue Arrow (Sp):  An arcane archer gains the ability to place an area spell upon an arrow. When the arrow is fired, the spell’s area is centered on where the arrow lands, even if the spell could normally be centered only on the caster. This ability allows the archer to use the bow’s range rather than the spell’s range. It takes a standard action to cast the spell and fire the arrow. The arrow must be fired in the round the spell is cast, or the spell is wasted.
Seek Arrow (Sp): Starting at 2nd level, whenever an arrow would normally be lost or destroyed when fired in the normal fashion by an arcane archer using a bow, there is a 5% chance per class level that it survives intact. As a swift action that doesn't provoke attacks of opportunity, an arcane archer can sense the direction and distance of the nearest unattended arrow, on the same plane, befitting any bow she currently possesses. This ability does not account for terrain or obstacles, and does not function if the arcane archer does not have an appropriate and functional weapon in her possession.
Adapt Arrow (Sp): Upon reaching 3rd-level, an arcane archer can alter the magical properties of her ammunition. As a move action that does not provoke attacks of opportunity, she can instantaneously change the magical abilities of one arrow she touches, provided her base attack bonus or caster level meets the minimum caster level required to craft the new arrow. The arrow's overall market price may not increase, its abilities must remain legal, and it must retain a minimum enhancement bonus of +1. For instance, she can change a +5 arrow into a +1 keen holy shock arrow.  Temporary spells and effects laid upon such ammunition remain unaffected.
Martial Arcanist (Ex): At 5th level, you master the art of combining your militant and mystical training. From this point on, your caster level in a chosen arcane spellcasting class is equal to your base attack bonus (unless it would otherwise be higher). For example, a 7th-level fighter/1st-level wizard/6th-level arcane archer has a base attack bonus of +13 (and thus a caster level of 13th). You can  apply this benefit to only one arcane class to which you have added spell casting levels by your advancement as an arcane archer.
Arrow Arcana (Ex): Upon reaching 6th-level, an arcane archer may whisper the verbal components of the spells she casts (see PH 78 for the Listen skill). In addition she may cast any of the following spells (as an arcane spell) as if she were using a runestaff (except there is no daily use limit for each spell, and she's not limited to those that appear on her class spell list), by expending a prepared arcane spell or arcane spell slot of the same level or higher.

accelerated movement (SpC)
air walk
arrow mind (SpC)
arrow of bone (SpC)
arrow storm (SpC)
arrowsplit (CoR)
bloodfreeze arrow (CoR)
brilliant energy arrow (CoR)
camouflage (SpC)
curse of arrow attraction (PH2)
darkflame arrow (CoR)
darkvision
deeper darkvision (SpC)
dispel fog (ShS)
divine agility (SpC)
doublestrike arrow (CoR)
dragonsight (SpC)
ebon eyes (SpC)
embrace the wild (SpC)
feather fall (SpC)
faerie fire (SpC)
find the gap (SpC)
flame arrow
forestfold (SpC)
frost weapon (Fb)
ghost touch weapon (LiM)
guided shot (SpC)
haste, swift
hawkeye (SpC)
heroics (SpC)
keen edge
lightfoot (SpC)
longstrider
magic weapon
magic weapon, greater
make whole
mark of the hunter (SpC)
melf's slumber arrows (CM)
mending
primal hunter (DM)
primal instinct (DM)
primal senses (DM)
primal speed (DM)
prismatic bow (CM)
raptor's sight (RotW)
serpent arrow (CoR)
shadow arrow (CoR)
snowshoes (SpC)
snowsight (Fb)
sonic weapon (CAd)
spellslayer arrow (CoR)
superior darkvision (UE)
vanishing weapon (BoED)
water walk 
wind tunnel (SpC)
woodwisp arrow (CoR)

(fin)

Decimation Mage PrC

Decimation mages, sometimes called war wizards, prefer to leave no stone unscathed, and are highly sought after for support upon the battlefield.  They specialize in covering large areas with their spells, and delight in laying waste to large numbers of enemy forces arrayed against them.

This class replaces the War Wizard as presented in Magic of Faerûn, and the War Mage as presented the Dragonlance - Age of Mortals Campaign Setting Companion.

ENTRY REQUIREMENTS
To qualify to become an decimation mage, a character must fulfill all the following criteria.
Skills: Concentration 5 ranks, Knowledge (arcana) 5 ranks, Spellcraft 11 ranks
Feats: Widen Spell, Sculpt Spell, Skill Focus (Concentration)
Spells: Ability to cast 4th-level arcane spells.

Level Base
Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Special Spellcasting
1st +0 +2 +0 +2 Spare Allies +1 level of existing arcane spellcasting class
2nd +1 +3 +0 +3 Wrath +1 level of existing arcane spellcasting class
3rd +1 +3 +1 +3 Spellsweeping +1 level of existing arcane spellcasting class
4th +2 +4 +1 +4 - +1 level of existing arcane spellcasting class
5th +2 +4 +1 +4 Spellshaping +1 level of existing arcane spellcasting class
6th +3 +5 +2 +5 Broadcast +1 level of existing arcane spellcasting class
Hit Die: d4
Class Skills (2 + Int modifier per level): Bluff, Concentration, Craft, Diplomacy, Intimidate, Knowledge (arcane), Listen, Profession, Ride, Search, Sense Motive, Spellcraft, Spot and Survival.

CLASS FEATURES
All the following are class features of the decimation mage prestige class.
Weapon and Armor Proficiency: Decimation mages gain no proficiency with any weapon, armor or shield.
Spellcasting: With each level you gain as an decimation mage, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in an arcane spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other class feature a character of that class would have gained. If you had more than one spellcasting class before becoming an decimation mage, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.
Spare Allies (Ex): Whenever a decimation mage casts a spell that affects an area, he may designate a number of targets equal to his 4 + his class level to exclude from its effects. These targets remain unaffected by the initial instantaneous effects of the spell. Spells with an ongoing duration however, affect those targets normally as if they had entered the area just after the spell's onset.
Wrath (Ex): Starting at 2nd level, each arcane spell cast by a decimation mage gains a bonus on caster level checks to overcome spell resistance, and deals an extra amount of damage per die of damage, both equal to half his class level (rounded down).
Spellsweeping (Ex): At 3rd level, a decimation mage may reduce by one level, the cost of applying the Widen Spell feat to his spells, to a minimum cost of +0.
Spellshaping (Ex): Starting at 5th level, a decimation mage may shape the areas of the spells he casts to such a degree, that he can exclude any number of 5-ft-cubes from its area of effect.  When using the Sculpt Spell feat, a decimation mage has the option of changing the spell's area into thirty two 5-ft-cubes.
Broadcast (Ex): At 6th level, whenever a decimation mage casts a spell affected by the Widen Spell feat, the numeric measurements of that spell's area are increased by 200% instead of by 100%.

Scroll Binder PrC


Invested in the power of the written word and magic it can bring, a scroll binder's quill can become one of her mightiest weapons.

ENTRY REQUIREMENTS
To qualify to become a scroll binder, a character must fulfill all the following criteria.
Skills: Craft (Calligraphy) 2 ranks, Decipher Script 2 ranks, Spellcraft 9 ranks
Feats: Diligent, Scribe Scroll 
Special: Must have scribed a scroll of a 3rd level spell without assistants

Level Base
Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Special Master Scribe Spellcasting
Invocations
or Infusions
1st +0 +0 +0 +2 Imbued Libram
Read Magic
15% +1 level of an existing class
2nd +1 +0 +0 +3 Deft Reader 20% +1 level of an existing class
3rd +1 +1 +1 +3 Scroll Affinity 25% +1 level of an existing class
4th +2 +1 +1 +4 Swift Scribe 30% +1 level of an existing class
5th +2 +1 +1 +4 - 40% +1 level of an existing class
6th +3 +2 +2 +5 - 50% +1 level of an existing class
Hit Die: d4
Class Skills (2 + Int modifier per level): Appraise, Concentration, Craft, Decipher Script, Forgery, Knowledge (all skills, taken individually), Perform, Profession, Spellcraft and Use Magic Device.

CLASS FEATURES
All the following are class features of the scroll binder prestige class.
Weapon and Armor Proficiency: Scroll binders gain no proficiency with any weapon, armor or shield.
Spellcasting, Invocations or Infusions: etc... etc...
Master Scribe: A scroll binder may reduce the monetary and experience point cost (to a minimum of 1) for scribing scrolls by percentage indicated for her current class level, but she must still provide any focus, material components and experience cost inherit to the scribed spell itself.
Imbued Libram: To hold and protect her spell scrolls, a scroll binder may imbue and enhance one book or tome in a ritual that takes 8 hours and costs 50gp per hit point the libram will possess. To advance the libram with each class level, additional rituals must be performed and the difference in cost must be paid. (see advancement table below)
  An imbued libram saves as a magic item with a caster level equal to 2 + three times its master's class level. A scroll binder may only have one imbued libram at a time. If her libram is broken, destroyed or discarded, a new libram may be imbued to take its place. If the libram's master dies, it loses all its special abilities for as long as the master remains deceased.
Read Magic (Sp): A scroll binder gains read magic as a spell-like ability, usable at will.
Deft Reader: Starting at 2nd level, a scroll binder gains a bonus to her caster level when casting a spell from any scroll, be it arcane or divine. This bonus equals half her class level (rounded down). She also gains an equal bonus on saving throws, dispel checks and skill checks involving spells and effects that are based on glyphs, runes, sigils, signs or symbols or any form of magical writing.
Scroll Affinity: Starting at 3rd level, a scroll binder may take a 10 on any Concentration check required to cast a spell from a scroll.
Swift Scribe: Upon reaching 4th level, henceforth any scroll scribed by the scroll binder takes only one day to create.

IMBUED LIBRAM ADVANCEMENT
Class
Level
Added HardnessAdded Hit PointsCapacitySpecial
1st
5
15
150
Bind Scrolls, Perfect Seal
2nd
6
18
200
Self Repair, Spell Affinity
3rd
8
24
250
Sense Location, Pocket Size
4th
10
30
300
Hands Free
5th
12
36
400
Sequester
6th
15
45
500
Return

Added Hardness (Ex): An imbued libram's hardness improves by the listed amount.
Added Hit Points (Ex): An imbued libram's hit points increase by the listed amount.
Capacity (Ex): The imbued libram may contain this number of spells worth of scrolls.
Bind Scrolls (Su): As a move action, any number of scrolls placed and closed within the libram are instantaneously bound within, both physically and magically, with a separate page for each spell. Only the libram's master may cast a spell from a scroll bound within, and when she does so the libram automatically flips to the desired scroll as part of the same action. Only the libram's master may release a scroll bound within without having to destroy the libram itself, and may release any number of them as an immediate or move (mental) action, but only when touching the libram.
Perfect Seal (Ex): As long as an imbued libram has at least 1 hit point remaining, all scrolls bound within remain undamaged and unsoiled, even if submersed in liquids or exposed to energy damage while the libram is left open. Scrolls bound within cannot be defaced, erased, torn, crumpled or ripped out as long as the libram survives.  If the libram is broken, destroyed or replaced by another libram, it loses all special abilities and all scrolls bound within are released.
Self Repair (Su): The libram recovers hit points every hour equal to half its master's class level (rounded down).
Spell Affinity (Ex): An imbued libram is immune to any damage caused by spells and effects that are based on glyphs, runes, sigils, signs or symbols or any form of magical writing.
Sense Location (Su): By concentrating for a full round, the libram's master knows the direction and distance to her libram, so long as it is on the same plane.
Pocket Size (Su): As a free or immediate (mental) action, a scroll binder within 60 feet of her imbued libram may command it to shrink down or return to its normal size, in a manner equivalent to the effect of a shrink item spell.
Hands Free (Su): The libram's master may let go of it as a free or immediate action, such that it hovers close nearby, allowing her to use it without holding it in her hands. The animated libram moves with its master, sharing her space and acting in every other way as if she were holding it normally. The libram itself also gains a dodge bonus to AC equal to its master's class level while hovering in this manner.
Sequester (Su): As a free or immediate (mental) action, a scroll binder within 60 feet of her imbued libram may command it to conceal itself in a manner equivalent to the effect of a sequester spell, except that only the libram's master can perceive it normally and locate it via divination effects that she herself casts. She may dismiss this effect as a free or immediate (mental) action.
Return (Su): The libram's master may mentally summon it to her hand as a move action, so long as it is on the same plane. When summoned in this way, the libram simply appears anywhere within the master's reach as he or she desires, even if the libram is in the possession of another creature. Any effect covering the libram or its master that prevents teleportation also blocks this ability.