About Terevalis Unctio of House Mysti
Terevalis Unctio of House Mystic
Necromancy The dread and feared necromancer commands undead and uses the foul power of unlife
0: Acid Splash, Arcane Mark, Dancing Lights, Daze, Detect Magic, Detect Poison, Flare, Light, Mage Hand, Mending, Message, Open/Close, Prestidigitation, Ray of Frost, Read Magic, Resistance,
1st: Burning Hands, Charm Person, Enlarge Person, Mage Armor, Mount, Protection from Chaos, Protection from Evil, Shield, Sleep, Snowball, True Strike
2nd level: Detect Thoughts, Resist Energy, Rope Trick, Schorching Ray, Summon Monster II,
[spoiler=DL Spells] DL Spells in Spellbook
Spellbook Other Sources:
1st level: Lesser Orb of Fire
1st Level:Air Bubble, Magic Missle, Summon Undead I, Interrogation, Ray of Enfeeblement, Shocking Grasp, Color Spray, Protection From Good, Ray of Sickening, Identify,Chill Touch
2nd Level: Summon Undead II, False Life. Mirror Image, Eagle's Splendor, Fox's Cunning, Invisibility, Spectral Hand
3rd Lightening Bolt, Vampiric Touch, Fireball, Dispel Magic, Suggestion, Fly, Water Breathing
4th Level: Dalamar's Lightening Lance, Bone Shatter, Discern Lies, Greater False Life, Greater Invisbility, Fire Shield, Ice Storm Charm Monster, Lesser Globe of Invunerability, Ride the Waves
5th Level:Dominate Person, Cone of Cold, Suffocation, Life Bubble Teleportation, Stirge Swarm, Summon Monster V, Shadow Vamoiric Shield
Spells 3rd level: penumbral disguise, stinking cloud, Monster Summoning III, Storm Step, Excrucating Deformation, Shape of the Beasts 1
4TH LEVEL: Summon Monster IV
sECOND LEVEL: Badger's Ferocity, Create Pit, fear the sun
1st level: alter winds, longshot, air bubble, mud ball
Lunar Rebuke: RH PRC:
Lunar Rebuke (Su): A renegade hunter has the weight of her order and her patron God of Magic behind her, and may draw on this when facing off against other wizards. She gains a +2 bonus on all Spellcraft checks made to identify spells for the purpose of counterspelling and a +2 bonus on caster level for dispel checks.
You are full of wrath, irritability and bitterness.
Any time you take damage or lose an opposed skill check, you fly into a rage, as the spell, for 1d4+1 rounds. Bach round, as a move action, you may make a Wisdom check (DC 15) to act normally. You gain a +4 bonus to save against poisons and emotion effects.
So basically while raged you can't cast anything except offensive (or status effecting) spells on the source of your rage unless you take a move action to suppress your rage for a round and make the will save. BTW the rounds of Rage do not stack. So if you're hit again with those 1d4+1 rounds of rage you don't get another 1d4+1 rounds. However if the Rage is at an end and you get hit again then the rage starts up again. Still it does provide you with your level in additional hitpoints (Due to the Con buff) so while raged you can survive longer
The waxing and waning of their respective moons has an effect upon the magic of Wizards of High Sorcery. When a moon is at High Sanction (from waxing gibbous, through full, to waning gibbous), wizards of that moon’s order cast spells at +1 caster level and with a +2 to any spell save DCs. When a moon is at Low Sanction (from waning crescent, through new, to waxing crescent), wizards of that moon’s Order cast spells at –1 caster level and with a –1 to any spell save DCs. During the waxing and waning periods around the quarter moons, wizards of that moon’s Order cast their spells normally.
The alignment of any two moons is a positive event for wizards of both orders, even if the moons are at Low Sanction. When two moons are in conjunction during High Sanction, wizards of both moons’ Orders cast spells at +3 caster level and with a +3 to any spell save DCs. If the same two moons come into conjunction at Low Sanction, the conjunction cancels out the penalty for the two moons being at Low Sanction, and these wizards cast spells as normal.
When all three moons come into alignment in High Sanction, all magic becomes more powerful. Wizards of all three Orders cast spells at caster level +4 and with a +4 on spell save DCs. If the three moons come into conjunction at Low Sanction, the conjunction cancels out the penalty for the three moons being at Low Sanction, and these wizards cast spells as norm.
Since he has favored of the moons feat the + is increased by 1
Minor Syzygy (Su): A renegade hunter’s understanding of the influence of the moons of magic is advanced. Once per day as a free action, she may act as if the moon of her Order was in alignment with one other moon for the purposes of determining moon magic effects. If the renegade hunter’s moon is already in alignment with that moon, there is no additional effect. This effect lasts for a number of rounds equal to the renegade hunter’s class levels
Major Syzygy (Su): At 4th level, the renegade
hunter’s knowledge of moon magic reaches its
peak. Once per day, the renegade hunter may take
moon magic bonuses as if the moon of her order
was in alignment with both of the other moons.
If the three moons are already in alignment or the
mage has already invoked a minor syzygy, there is
no additional effect. If the moons are all in High
Sanction, the renegade hunter effectively gets all
benefi ts of the Night of the Eye (all moon magic
bonuses are at +3). The major syzygy lasts for a
number of rounds equal to the renegade hunter’s
Staff of Magius:
Staff of Magius: This +2 spell-storing quarterstaff was made
famous by the legendary wizard Magius, but truly came
into its own through its use by Raistlin Majere. The
following abilities reflect the additional power unlocked
by Raistlin, and replace the base statistics provided
on page 90 of the DRAGONLANCE Campaign Setting.
The staff grants the bearer spell resistance 23, a +6
deflection bonus to AC, and any spell cast by the bearer
with the mind-affecting, air, or light descriptors may be
extended, empowered, or enlarged as if the staff were a
greater metamagic rod. Only one metamagic effect may
be used on any given spell, but each effect may be used
up to three times per day, and does not alter the level
of the spell. In addition to its spell-storing quality, an
archmage with the arcane fire ability may deliver his
arcane fire damage through the staff as a melee touch
attack. The staff has the following additional powers
usable at will—feather fall (on the bearer only), daylight
(on the staff). CL 18th.