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After a long absence, I have begun working again on my 3.5e homebrew world. I am in need of some PRCs which I saw listed on a Prestige Class Index online. These are vital for flavor for my world. I am on a very strict budget, so buying these books is out of the question for me, and I am not creative enough to be able to design my own without some sort of template or example to go by. I would love to find details of these PRCs online if anyone knows where to find them. The PRCs I need are:
Aerial Avenger (Best of the Dragon Compendium)
Aeromancer (Best of the Dragon Compendium)
Cloaked Dancer (Complete Scoundrel)
Elven High Mage (Races of Faerun)
Gnome Artificer (Magic of Faerun )
Great Rift Skyguard (Races of Faerun)
Justicar (Best of the Dragon Compendium)
Master Inquisitive (Eberron Campaign Setting)
Moonsea Skysentinel (Champions of Valor)
Night Cloak (Faiths and Pantheons)
Righteous Zealot (Dragonlance Campaign Setting)
Sharn Skymmage (Sharn: City of Towers)
Sky Lord (Book of Exalted Deeds)
Spelldancer (Magic of Faerun)
Spellsinger (Races of Faerun)
Steel Legionnaire (Dragonlance Campaign Setting)
Stormlord (Complete Warrior or Faiths and Pantheons)
Stormsinger (Frostburn)
Sword Dancer (Faiths and Patheons)
Thayan Gladiator (Champions of Ruin)
Warrior Skald (Races of Faerun)
Wayfarer Guide (Complete Arcane or Tome and Blood)
Windsinger (Best of the Dragon Compendium)
Any help anyone could offer would be greatly appreciated!!
Thanks for the suggestions everyone. In my homebrew world, the world is shattered into sky islands called shards. The only way to get from shard to shard is via air ships called windriggers. My thought was that spiderfolk would make excellent windsailors with their natural climbing ability, and an extra set of hands would help them in working the rigging. I would love to use an official race, but right now I have limited resources as far as sourcebooks, and limited funds for buying them. So unless it's in one of the books I already have, or can be found on the internet, I have to homebrew it.
I am interested in creating a new race for my homebrew setting. I want them to be based on spiders. However I have never created a race for 3e or 3.5 e, so I could use some help in this. There is only one unchangable rule: I need them to be LA 0, so that I can use them as a base race.
I've been thinking about racial traits, and here are some ideas I have come up with, but as I said these are only ideas. Nothing is written in stone yet.
Spider Climb as spell (possibly either constant or limited uses per day)
Paralytic poison bite
4 arms (2nd set half strength)
Possible visual bonuses because of multiple eyes (bonuses spotting secret doors like elves or spotting illusions like gnomes)
Web as spell (limited uses per day)
I'd love to hear your thoughts/ideas on this.
Any thoughts or opinions?

Finally got around to writing up the gnomes of Oramis. Please let me know what you think...
Gnomes
Gnomes - like muls - are an infant race when compared to the other races of Oramis, having only been in existence for around 500 years. The origins of the gnomish race have their roots in dwarves.
The dwarves have always been small in number, owing to the fact that they suffer from low fertility rates. However in the year 497 this problem was greatly compounded by a devistating plague of unknown origins - now referred to as the Dwarven Plague - that struck the dwarven clans. Unfortunately, the plague was fatal to all who contracted it. Even worse, it only affected dwarven women. Today only 1/4 of all dwarves are female.
Realizing the adverse implications that this could have on the probability of the survival of dwarves as a race, the dwarves pursued drastic measures - they explored the possibility of cross-breeding with other races. Around the year 512 A.S., the great Dwarven Breeding Experiments began. These had mixed results. The most successful of their experiments was in dwarf/human crossbreeding, which resulted in fertile half-dwarves as well as a few sterile muls. Dwarven attempts to breed with Twyll did not work at all - the progeny of all such attempts were stillborn. Attempts to breed with elves, however, had a completely unexpected result - the birth of the species which would come to be known as gnomes.
The first gnomes were treated as curiosities. There were 12 of them - six males and six females. The dwarves had no idea what to do with them, and the elves had no time for them. Thus, for the most part, they were left on their own to explore their surroundings with very little help from others. As they matured, it became obvious that they were an incredibly intelligent race, able to learn very quickly, and to retain knowledge with great accuracy. Another thing became very obvious - gnomes are unbelievably fertile and multiply like rabbits.
By the year 707 A.S.,only around 200 years later, the dwarves began to realize that if something were not done, the gnomes would soon overtake them in number. Gnomes had begun to feel restless among the dwarves anyway, feeling like outsiders, not quite fitting in, and wanted a place of their own. The dwarves were more than happy to oblige. thus began the Gnomish Migration of 710. Utilizing a handful of prototype dirigibles, the dwarves helped the gnomes to relocate to an uninhabited shard which the gnomes promptly named Shinnsa.
Today Shinnsa is a booming metropolis. Ruled by 7 of the original 12 gnomes - all of whom are obviously nearing the end of their lifespans - Shinnsa is a mecca for all of those who pursue knowledge.
Personality: Gnomes are incredibly curious about how things work, and enjoy taking things apart and putting them back together for the sheer fun of it. To other races, they seem very child-like in their youth and innocence. They also have a great sense of humor, and enjoy puns, jokes, and games as well as intricate tricks.
Physical Description: Gnomes combine the slim graceful build of their elven mothers with the smaller stature of their dwarven fathers. They stand about 3 1/2 to 4 feet tall, and weigh about 40-45 pounds. Their facial features are also a combination of those of their parent races. They have the upswept, pointed ears of the elven race as well as the trademark bulbous dwarven nose. Gnome males prefer to wear short carefully trimmed beards. Their skin ranges from dark tan to woody brown, their hair is fair, and their eyes can be any shade of blue or green. Gnomes love to dress in bright yet tasteful colors in elaborate styles. Gnomes reach adulthood at about age 40 and have an apparent lifespan of about 450-500 years. Multiple births are common among gnomes.
Relations: Gnomes get along well with humans and twyll - at least those who are tolerant of their practical jokes. They enjoy spending time with dwarves, however the sentiment is not returned as enthusiastically. Dwarves had hoped that gnomes would be the solution to their fertitlity problems, and the fact that they are hyper fertile when compared to dwarves is a sore spot in gnomish/dwarven relations. Gnomes are a little intimidated yet awed by elves and rapotrans, and suspicous of Tieflings. They are, however, rarely hostile or malicious.
Alignment: Gnomes are almost always good, though they are almost equally divided between lawful, neutral and chaotic. Those who are lawful tend to be tinkers sages, researchers and scholars, while those who are chaotic tend toward illusionists, minstrels, tricksters and wanderers. Evil gnomes are as rare as they are frightening.
Gnome Lands: Gnomes may be found almost anywhere throughout the shards, though they are most numerous on the gnomish homeshard of Shinnsa. There is also a fairly large number of them to be found on the four shards which comprise the Kusaran Alliance: Kusara, Tartassos, , Carbuncle and Sheranda.
Religion: The chief gnome god is Garl Glittergold. His clerics teach that gnomes are to cherish and support their communities. Pranks are seen as ways to lighten spirits and to keep gnomes humble, not as ways for pranksters to triumph over those they trick.
Language: The Gnome language blends elements of Dwarven, Elven and Common in an eloquent yet practical language. It uses the Dwarven script and is renowned for its technical treatise and its catalogs of knowledge about the natural world. Human herbalists, naturalists and engineers commonly learn gnome in order to read the best books on their topics of study.
Names: See the section on gnomish names in the PHB page 17.
Adventurers: Gnomes are curious and impulsive. they may take up adventuring as a way to see the world or for the love of exploring. Some take up adventuring as a quick - if dangerous - path towrd wealth, which is often needed in order to purchase supplies for their experimenting and inventing. Gnome adventurers are occasionally forced to begin a life of exploration after being stranded far from home by a flying machine gone wrong. More often, though, a gnome character chooses to travel among the other races of Oramis as tinkers and craftsgnomes, selling minor inventions and masterwork objects to finance exploration into their personal interests.
Gnome Racial Traits
+2 Intelligence, +2 Dexterity, -2 Wisdom, -2 Strength. Gnomes are brilliant creatures that masterfully and carefully are able to manipulate machines. However their innocence and naivete often causes them to make faulty and questionable decisions during construction.
Small: As a small creature, a gnome gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but he uses smaller weapons than humans use, and his lifting and carrying limits are three quarters of those of a Medium character.
Gnome base land speed is 20 feet.
Low Light Vision: A gnome can see twice as far as a human in torchlight and similar conditions of poor illumination. He retains the ability to distinguish color and detail under these conditions.
Weapon Familiarity: Gnomes may treat gnome hooked hammers ( see PHB page 118) as martial weapons rather than exotic weapons.
+2 racial bonus on saving throws against illusions. Gnomes are innately familiar with illusions of all kinds.
Add +1 to the Difficulty Class for all saving throws against illusions cast by gnomes. Their innate familiarity with these effects make their illusions more difficult to see through. This adjustment stacks with those from similar effects, such as the Spell Focus feat.
+2 racial bonus on Listen checks: Gnomes have keen ears.
+2 racial bonus on Craft (Alchemy) checks: A gnome's sensitive nose allows him to monitor alchemical processes by smell.
+3 racial bonus against all effects that cause aging: A gnome's elvish blood resists aging.
+2 racial bonus on Knowledge, Craft and Profession skill checks involving large and complicated machinery, mechanics or tinkering.
+1 racial bonus to Reflex saving throws: gnomes are used to ducking for cover when things blow up.
Automatic languages: Common and Gnome. Bonus Languages: Draconic, Dwarven, Elven, Raptoran, Twyll. Gnomes deal more with elves and dwarves than elves and dwarves deal with one another.
Favored Class: Tinker. A multiclass gnome's tinker class does not count when determining whether he takes an experience point penalty (see XP for Multiclass Characters, page 60, PHB).
Sorry, buddy, if I had the books I'd help, but I don't have either one of them... yet.
Does this look okay? How could I get them down to LA0?

Here is what I have for Tieflings in my world. I'd really like to get these to LA +0. What would be the best way to do that? Let me know what you think!
And by the way, check out my wiki if you haven't already! It's at http://oramis.wetpaint.com
Tieflings
Tieflings are descended from human parents who carry fiendish blood in their veins. Like any other planetouched being, the manifestation of this fiendish taint lingers, usually occurring in every descendant thereafter, even though the evil ancestor may be many generations removed. Most tieflings cannot trace their heritage back to a specific fiendish being. For those who can, there does not appear to be any discernible difference in tieflings with either Abyssal or Infernal ancestors. Except for a few rare cases, the tiefling’s dark, corrupted heritage always manifests itself in its features. Most tieflings resent the assumption that they are all evil, though most indeed are. In some, the resentment fuels their disdain for other races, ultimately leading to a lonely and unhappy life. Nearly all tieflings are of human ancestry.
Personality: Tieflings resent the unfair lot in life that fate has dealt them. While many races embrace other planetouched beings, especially aasimars, they invariably rebuff tieflings because of the fiendish blood flowing in their veins. Some tieflings overcome this frustration and lead upstanding lives, successfully fighting the dark urges within them. Others allow the despair to consume them, rotting away the core of their very being. As their aggravation increases, they find it easier to give in to their baser natures, further staining their souls and becoming what so many already believe they are.
All tieflings, regardless of alignment, are shrewd and cunning, quick to notice minor details, and hyperaware of opportunities beneficial to them. Conversely, once a tiefling develops trust with another, it remains fiercely loyal. When this loyalty involves the opposite sex, the relationship quickly becomes amorous for the tiefling, as intense emotions consume it; these relationships rarely last long, however, for these emotions are generally more ardent than the average person can handle.
Physical Description: Tieflings are a bit shorter than humans and of a more slender build. Tieflings tend to have an unsettling air about them, and most people are uncomfortable around them, whether they are aware of the tiefling’s unsavory ancestry or not. No two tieflings are alike. While a rare few are indistinguishable from normal humans, most manifest some sort of physical abnormality that reveals their fiendish heritage (although hardly ever more than one). Common abnormalities include small horns, cloven hooves for feet, wild and unruly hair, long pointed ears, upswept eyebrows, fangs, a whiff of brimstone about them, a tail, or eyes that have cat-like slitted pupils or are solid black, silver, white, red, or fiery. Some tieflings also have a bifurcated tongue. Tiefling skin comes in many varieties. Some may have scales, fur or leathery skin, or it may be of an unusual coloration such as white, grey, red, orange, blue, green, violet, or black. Most have brown or reddish hair, although black is also not uncommon. A rare few may even have really unusual hair coloring (such as white, grey, red, blue, violet, or green), but typically skin and hair color will be complimentary. Tieflings generally wear clothing with a dark hue, and they prefer weapons that favor agility and finesse rather than brute strength.
Relations: Fear and distrust form the basis for most tiefling relationships, as few races give them the benefit of the doubt. Humans have little use for tieflings, and when they are about, they blame them for all the mischief and evil that takes place. Dwarves share the same human prejudices. Twyll and gnomes, often being rogues themselves, remain wary of tieflings, mainly fearing for their belongings rather then their lives. Elves pity tieflings for the eternal battles they must wage against the foul urges conjured by the evil flowing in their veins. Aasimars are the most prejudice of all the races, for they, above all others, understand the true nature of a tiefling’s heritage. Muls and half-elves sympathize with these planetouched characters; they empathize with their divided nature and go out of their way to befriend them.
Alignment: Tieflings are generally predisposed toward evil. More then half of all tieflings are of some evil alignment. Among those who are not, they favor neutrality over good. Good tieflings, though rare, are not altogether unheard of. Tieflings do not favor either law or chaos; they lean more often than not, towards neutrality.
Tiefling Lands: Tieflings do not have lands or societies to call their own, nor one that really accepts them, so tieflings often roam the shards, selling their mercenary or roguish services to the highest bidder. Many tieflings hide within human civilizations, living in abject squalor, overlooked by even the most conscientious clerics and watchful guards. While they prefer to live in human lands, civilization often forces them outside its boundaries. In these cases, they struggle to survive amongst hostile humanoids, who recognize kindred spirits, and so offer them shelter from the elements. Some travel to escape the taint that their heritage has put upon them. Tieflings have no climate or geographical preferences.
Religion: Tieflings do not have a pantheon of their own. Evil or neutral gods representing interests mirroring their own have the greatest appeal for them. Spheres of influence of these favored deities often include knowledge, deception, magic, darkness, and the like. Good tieflings generally prefer gods of self-reliance, stealth, and survival.
Language: Tieflings speak the language of their native land. Thus, all tieflings speak Common. In addition, tieflings may be alllowed to speak a fiendish language, depending on its ancestry if the possession of such knowledge is clearly supported in the character’s history. Lawful tieflings speak Infernal, while chaotic tieflings speak Abyssal. Neutral tieflings may choose either language. Player characters must have a minimum Intelligence of 12 to be fluent in another language.
Names: Tiefling names vary following the naming styles and conventions of the place where they were raised, abiding by the customs of their native land. Thus, they usually have human names.
Adventurers: Much of civilization has little to offer the tiefling. Common folk hate, mock and exile them, forcing them to be self-sufficient. In most cases, tieflings pursue a life of adventure, where they hope to gain acceptance through their wealth and success. Furthermore, the adventuring group provides an environment unlike anything the tiefling has experienced. The adventuring party’s group efforts and collaborative tactics open new worlds to tiefling characters, allowing them to experience camaraderie and friendship for the first time in their lives. In combat, tieflings are sneaky, subtle and generally conniving. They prefer to strike from ambush and usually avoid a fair fight if they can.
Tiefling Racial Traits
+2 Dexterity, +2 Intelligence, -2 Charisma. Tieflings are agile and smart, but their intense emotions and odd appearance undermine their efforts in interacting with other races.
Medium: As Medium creatures, tieflings have no special bonuses or penalties due to their size.
Tiefling base land speed is 30 feet.
Darkvision: Tieflings can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and tieflings can function just fine with no light at all.
Tieflings have a +2 bonus to all Bluff and Hide checks.
A tiefling gains feats according to its class levels.
Spell-Like Abilities: A Tiefling can use Darkness and Cause Fear once per day. Caster level is equal to character level.
Tiefling Resistances: cold 5, electricity 5, and fire 5.
Native Outsider: As native outsiders, tieflings may be raised, reincarnated, or resurrected as any other living creature.
Automatic Languages: Common and possibly Infernal or Abyssal. Bonus Languages: Avariel, Draconic, Dwarven, Elven, Gnome, Raptoran and Twyll.
Favored Class: Rogue. A multiclass tiefling’s rogue class does not count when determining whether she suffers an XP penalty for multiclassing.
Level Adjustment +1

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Here is what I have for Muls. Do I need the +1 ECL? Is it neccessary? I'd really like to get them down to 0 so that they can be used as a core race.
Muls: Muls are the mixed breed offspring of humans and dwarves. They combine the height and adaptable nature of humans with the musculature and resilience of dwarves. Muls enjoy traits that are uniquely their own, such as their robust metabolism and almost inexhaustible capacity for work. The hybrid has disadvantages in a few areas as well: sterility, and the stigma of being a “failure.” The term mul is derived from "mule" which are sterile hybrids, and as such the word is meant to be pronounced in the same manner (rhyming with "rule" rather than "mull").
Humans and dwarves are not typically attracted to each other, however unusual circumstances have forced the dwarves to drastic measures. The tragic ‘secret’ of Oramian dwarves is their low birthrate. The low dwarven birthrate is thought to be due to low fertility among dwarven women. To complicate matters even further, a devastating plague ran through the dwarven clans a few decades ago. Unfortunately the disease proved fatal. Even worse, it only affected females. Today only 1/4 of all dwarves are female. However all is not lost. Dwarves and humans can interbreed. The taking of human mates is the “secret salvation of the race” referred to by some dwarven elders.
Human women will sometimes voluntarily live with the dwarves, some simply in an attempt to help the dwarven race to survive, while others do so in return for payment for their services. But volunteers are not always available. When this happens, fear of clan extinction sometimes drives dwarves to raid human settlements for mates, or even to deal with slavers. The dwarves are usually in search of human women. The offspring of a human and a dwarf is usually (95%) dwarven enough to pass for a true dwarf (although it may be a foot taller than other dwarves). Any offspring it may in turn have with a dwarven mate will be fully dwarven reverting to usual dwarven height. A small percentage of human-dwarf pairings (5%), however, will result in a Mul, a sterile half-dwarf. Unfortunately, women who give birth to muls often die in childbirth. Conception is difficult and impractical, often taking months to achieve. Even once conceived, the Mul takes a full twelve months to carry to term; fatalities during this period are high.
Muls are the best of both the human and dwarf worlds, combining a dwarf's love of hard work with a human's knack to master a variety of talents. They are often stronger than either parent, inheriting the size of the human and the heavy frame of the dwarf, but have a reputation (sometimes deserved) of a weak intellect, as well as the hard-headed nature of the dwarf. The stamina of a Mul is legendary; Muls can literally work or march for days nonstop.
Personality: Being sterile, and thus outside of the typical chain of reproduction, Muls often suffer from a sense of meaninglessness. This is compounded by the fact that they are often viewed as failures by their dwarven fathers who were hoping for a fertile female child to help repopulate the dwarven race. This tends to make Muls into bitter people, full of distrust and hate. Stoic and dull to pain, muls are not easily intimidated. However, Muls that are able to escape the bonds of their bitterness almost always make the best of warriors. Many small armies are headed by Mulish captains, as their fighting prowess and unusual ability to empathize render them superior leaders. Especially among the dwarves, muls are expected to dedicate their lives to the clan, as they are unable to breed. Most are set to work as laborers or soldiers. Some choose to work as gladiators.
Physical Description: Physically, Muls bear most of the bulk of their dwarven parent, being extremely strong and rugged. Most of the height and cunning of their human ancestry is preserved as well. Muls grow as high as six feet, weighing upwards of 250 pounds, but carry almost no fat at all on their broad muscular frames. Mulish ears are always pointed, and Muls are born without any body hair whatsoever. Skin tones may be of any human or dwarven shade, from light tan to copper to greys and even blues to dark browns. Usually, a Mul's eyes are slanted and may be of any color.
Relations: Muls, like other half-races, have a hard time fitting in. Dwarves tolerate them if they follow dwarven ways. Muls are often considered to be outcasts in dwarven society, branded “failures”for their inability to breed. Humans get along fairly well with Muls provided that they don't know of their dwarven ancestry. Once this is discovered, humans tend to distrust them.
Gnomes find Muls to be interesting, and seek to study them (possibly to the extent of dissecting a Mul). Twyll are interested in them at first, although they soon get bored with their dark depressive nature. Other races either have no opinion one way or another, or do not consider them to be of consequence.
Alignment: Muls tend towards neutrality with respect to good and evil, but run the gamut with respect to law or chaos.
Mul Lands: Muls have no lands to call their own, though they are welcome in human cities and, grudgingly, in dwarven lands.
Religion: Muls have no set religion. Even if muls were to create a religion of their own, as sterile hybrids, they would have no posterity to pass it on to. Mul clerics tend to be drawn towards the strength of elemental earth, worshiping either the dwarven gods or Oramis, the Lord of earth.
Magic: Muls dislike what they fear, and they fear wizards. They also resent that a wizard’s power comes from without, with no seeming effort on the wizard’s part, while the mul’s power is born of pain and labor. Mul wizards are unheard of.
Language: Muls automatically speak Common and Dwarven.
Names: Mul names are typically dwarven, though occasionally one might have a human name. Almost without exception, Muls are born on shards primarily occupied by dwarves, however should a Mul’s mother survive she might be allowed to take her sterile child to be raised among humans, and thus might have a human name.
Adventurers: Muls find themselves in all manner of adventures. Most muls take advantage of their strength and tireless nature, working as soldiers, gladiators or guards. Some turn to crime, adding rogue skills to their repertoire. A few muls follow other paths, such as priesthoods. Mul bards are rare, as the Mul personality tends to be too dark and somber to allow them to be successful in this trade.
Role-playing Suggestions: Born to a life of scorn and ridicule, you never knew love or affection. As far as you have seen, all of life’s problems that can be solved are solved by sheer brute force. You know to bow to force when you see it. You tend towards gruffness. You are capable of affection, trust and friendship, but camaraderie is easier for you to understand and express - warriors slap each other on the shoulder after a victory, or give their lives for each other in battle. You don’t think of that sort of event as “friendship” - it just happens.
Mul Racial Traits
+2 Strength, -2 Intelligence, -2 Charisma. A Mul’s starting Intelligence score is always at least 3. If this adjustment would lower the character’s score to 1 or 2, his score is nevertheless 3. Combining the human height with the dwarven musculature, muls end up stronger than either parent race, but their status as failures makes them insecure in their dealings with others.
Medium-size: As Medium creatures, Muls have no special bonuses or penalties due to their size.
Mul base land speed is 30 feet.
Darkvision: Muls can see in the dark up to 30 feet. Darkvision is black and white only, but it is otherwise like normal sight, and Muls can function just fine with no light at all.
Dwarven Blood: For all special abilities and effects, a mul is considered a dwarf. Muls, for example, can use dwarvish weapons and magic items with racially specific dwarven powers as if they were dwarves.
Tireless: Muls get a +4 racial bonus to checks for performing a physical action that extends over a period of time (running, swimming, holding breath, and so on). This bonus stacks with the Endurance feat. This bonus may also be applied to savings throws against spells and magical effects that cause weakness, fatigue, exhaustion or enfeeblement.
Extended activity: Muls may engage in up to 12 hours of hard labor or forced marching without suffering from fatigue.
Nonlethal Damage Resistance 1/-. Muls are difficult to subdue, and do not notice minor bruises, scrapes, and other discomforts that pain creatures of other races.
Automatic Languages: Common and Dwarven. Bonus Languages: Any (other than secret languages, such as Druidic). See the Speak Language skill.
Favored Class: Fighter. A multiclass Mul’s fighter class does not count when determining whether he takes an experience point penalty for multiclassing (see XP for Multiclass Characters on page 60 of the Player's Handbook).
Level Adjustment +1. As a hybrid half-race, muls are considerably more powerful than either of their parent races, thus they gain levels more slowly.

Okay, here it is... a preliminary version of my new world premise. I know it still needs a LOT of of work, but I'd thougth I'd get your thoughts on it so far....
WORLD PREMISE
In the mist-shrouded ages of times gone by, Oramis was a different place. Myths and legends tell us that the world was whole and solid then, a sphere of unimaginable proportions. They say the world would turn its face away from the sun every day so that a great darkness called “night” would fall, dividing the days into alternating days and nights. In this darkness, or so the legends run, one could see lights in the sky - small lights called “stars” as well as a greater light the ancients called the “moon”. The followers of Selene say that this is true and that this moon and their Lady are one and the same. But if that is true, who supplies their powers now that the moon is gone?
They also say that great sections of our world were covered in water. Vast “oceans” of water so great that one could not see the other side, and so deep that one could not see the bottom. Ships plied their trades on the surface of these oceans and great monstrous beasts filled their depths.
Then came the Dragon Lords. From whence did they come? What did they want? What was their purpose? No one seems to know for sure save, perhaps, the elves and dragons - and even they do not have the answers... or so they claim. For ages the Dragon Lords ruled, setting up stone circles and monoliths. Only they knew the purpose for them. Their servants, the elves and dragons, provided the labor, while the native peoples of our world - human, dwarf and twyll - could only watch in awe. Great magical powers the Dragon Lords had, and watching them we learned. We learned about building, about power, and ultimately, about magic. Through their servants, the elves, they began to teach our peoples the ways of magic, and our peoples learned well and true. Many of the people began to worship them, turning their backs on the True Gods. In return the Gods, in their jealousy and rage, turned their backs on us.
If only we had known what was coming....
Everything seemed peaceful according to the stories. Yes, the True Priests and the Followers of the Dragon Lords bickered and fought, but everything else, it seemed, was fine. Then one day the
True Priests began to cry, “The end is coming! The Tapestry unravels! Turn away from the false ones and return to the True Faith! Bring their blessings back upon us before it is too late!” But few heeded their warnings.
Then He came. He Who Has No Name. The Incomprehensible One. The Destroyer. The Unraveler. The people cried out to the Dragon Lords to save them, but they could not be found. They and their followers, the Mages, had vanished, deserting the peoples in their time of need. The True Priests gathered their strength and stood up to him, but ultimately it was no use. The Unraveller struck, and the world was shattered like a glass ball into ten thousand pieces. But the True Priests were able to rescue us. They cried out to the Gods “Save us!” And the Gods responded. They drove away the Nameless One, and created a sphere to keep the pieces of our world from drifting away.
Only after the world had shattered and the Nameless One defeated did the mages return saying that they had saved the world for us. The Guild (some of whom were diviners) claimed that it had been able to foresee this disaster months before it actually happened and was prepared. They said that - though unable to completely prevent this event now referred to as the Shattering - they were able at least to save the world from total destruction. After determining how the world would be shattered, the Guild - working feverishly - claimed it had devised magical devices called shard-keys and placed one of them on each piece of land which would someday become a shard. These devices maintain each shard's gravity, atmosphere, climate, and stability. If a shard-key were ever to be removed from the shard it was designed to protect, that shard would lose all of these things and would pose a hazard to other shards as it spun out of control. All of these shards were suspended inside a large envelope of air and set to floating within it in random, ever-shifting patterns.
Millions of people died in the ensuing chaos which followed the Shattering. Common people, blaming the cowardice of the mages for the destruction and death, hunted down and slew many wizards. Much knowledge of magic was lost. Modern mages have yet to duplicate many of the marvels that have been accredited to those ancient wizards - including the magic which created shard-keys!
For centuries mundanes - those who don't practice magic - persecuted those who do, blaming them for the catastrophe that was the Shattering, despite the fact that they were instrumental in saving the world from total destruction. However times and people change. As society began to rebound, people became more and more dependent on those who use magic for trade. There is now a grudging acceptance of mages in most places. However there are a few shards - even today - that still cling to the old beliefs, that remain suspicious of those who use magic and continue to support the witch hunters who help to "rid the world of those dangerous people."
RASAMA (the Royal Academy for the Study and Advancement of the Mystic Arts - also known as the Mages' Guild) was originally conceived as a means of controlling and monitoring mages in light of the general public's fear of them. All mages were required to register with the Guild, and those who did not were shunned and hunted down by witch hunters - betrayed by to them by their own brother mages. Today the registration of mages with the Guild continues, despite the general shift in attitudes and the changing views of most people. In many places a mage will not be hired for work unless he is a registered Guild member, and since the Guild still brands those who practice forbidden schools as rogue mages, often those who are not registered will be viewed with suspicion.
Undaunted by the prejudice and persecution they received in the past, however, mages have continued to be of great service to man - their greatest accomplishment being the creation of windriggers, flying ships which provide transportation from shard to shard.
But you see the sun doesn't go down! There is no night at all. The world has been shattered, and there are only a 1000 "islands," so the world is in a perpetual state of daytime.
What is the best way to deal with lycanthropes in a world without night? I am thinking that the alernate creature (wolf, rat, bear, whatever) wants out as much as the human does so there is a constant battle for control of the body. Perhaps whenever the lycnathrope is in a stressful situation, or experiences extreme emotion, he must make a will check. If he fails, the other creature comes out for a set amount of time. Each time he makes the save a cumulative -1 penalty is added to the check until the creature is released at last. Maybe in some cases, if the human form is evil, the lycanthorpe can willingly release control to the creature.
Thoughts? Ideas?
What is the best way to deal with lycanthropes in a world without night? I am thinking that the alernate creature (wolf, rat, bear, whatever) wants out as much as the human does so there is a constant battle for control of the body. Perhaps whenever the lycnathrope is in a stressful situation, or experiences extreme emotion, he must make a will check. If he fails, the other creature comes out for a set amount of time. Each time he makes the save a cumulative -1 penalty is added to the check until the creature is released at last. Maybe in some cases, if the human form is evil, the lycanthorpe can willingly release control to the creature.
Thoughts? Ideas?
I've ben doing a lot of work over at the Shattered World Wiki! Has anyone stopped in to visit? What did you think? I'd love to hear your thoughts!
By the way, I have a question about my wiki. A friend on another wrote this:
My first question is - is your content OGC or closed? Do you have an OGL posted somewhere on the site?
Do I need an OGL posted on my wiki? If so, how do I go about doing this?
Yeah, this goddess was originally created for a 2e game, and for a previous version of my world which was not shattered. There were oceans then. I am in the process of trying to update all my 2e stuff to 3 or 3.5. Just wanted to get this out there since some people had been asking about religion in my owrld.
Hi Sect! The strangest thing is happening... On the main page it says that you posted a reply to this thread, but When I pull up the thread, your reply is not showing up! (Wiz scratches head...) Would you mind reposting your post? thanks.
Any comments on the updated versions?
No comments? Come on, it's not that bad is it? :(

Dragonmann wrote: Questions:
1) Only human form or humanoid form?
humanoid, though typically human or elven forms
2) Why do the dragons tolerate the situation? I think the SBG would be getting hosed off the deck if the dragons knew what was going on, so apparently they don't, but doesn't take a blind fool to see where the captured dragons are going.
Dragons are very capricious and eccentric, usually only caring about themselves and their own immediate concerns. If someone or something is weeding out those to weak to take care of themselves, then hey! Good for them!
3) I don't mind doing away with the alignment scheme or the color scheme of dragons, but if you make them truly dynamic, how does a party know what to do with them?
That's just it! Because their is no color scheme, suddenly dragons have to be treated as individuals rather than as predictable cookie board cutouts.
4) perhaps dragons should be hatched in really out of the way places like free space? Perhaps areas where the delicat balance of everything nearby creates a zone of null gravity. The points would be rare, ever changing, and hard to find, safer than any spot on any shard, and it protects the hatchlings. Also since the points move and change, you can have clutches of eggs occasionally broken up by shifting gravity
With as many shards as their plus the uninhabited debris, their are plenty of out of the way places for dragon females to lay their eggs. Clutches of dragon eggs typically have LOTS of eggs (haven't decided on an exact number yet), with a pretty good number of survivors from each clutch. Dragons are not an endangered species - there are many more of them than people know even though they are still very rare creatures.

Thanks guys! I nave updated the spells to reflect the changes you suggested as well as changes some others have suggested. Here are the new versions:
Corrupt
Transformation [Evil]
Level: Sor/Wiz 6
Components: V, S, M (One helpless being)
Casting Time: 1 hour
Range: Touch
Target: One helpless being
Duration: Permanent
Saving Throw: Fort / Will saves negate changes
Spell Resistance: Yes
This spell transforms one helpless being into a monstrous humanoid. The type of humanoid is determined by the victim’s race:
Twyll (Halfling) - Kobold
Gnome - Goblin
Dwarf - Hobgoblin
Elf - Orc
Human - Ogre
The victim’s alignment becomes evil and all previous memories are erased. These changes are permanent unless reversed by some means. A Fortitude save negates physical changes, and a Will save negates the mental ones. This spell can only be cat by an evil character.
Sources: Create Darkenbeast, Create Chosen One
Mass Corruption
Transformation [Evil]
Level: Sor/Wiz 9
Target: Up to CL/2 helpless beings
This spell is identical to the 6th level spell Corrupt in all ways except that it can be used to affect up to half the caster's level in helpless beings.
Okay... what do you think of these?
Corrupt
Transformation [Evil]
Level: Sor/Wiz 6
Components: V, S, M (One helpless being)
Casting Time: 1 hour
Range: Touch
Target: One helpless being
Duration: Permanent
Saving Throw: Will negates
Spell Resistance: Yes
This spell transforms one helpless being into a monstrous humanoid. The type of humanoid is determined by the victim’s race:
Twyll (Halfling) - Kobold
Gnome - Orc
Dwarf - Goblin
Elf - Hobgoblin
Human - Ogre
The victim’s alignment becomes evil and all previous memories are erased. These changes are permanent unless reversed by some means. A Will save negates the effects. This spell can only be cat by an evil character.
Sources: Create Darkenbeast, Create Chosen One
Mass Corruption
Transformation [Evil]
Level: Sor/Wiz 9
Target: Up to 10 helpless beings
This spell is identical to the 6th level spell Corrupt in all ways except that it can be used to affect up to 10 helpless beings.
I'm not sure the title of the book... I think it's the Magic of Faerun. The spell would be permanent (unless some magical means of reversing it is found), and the victim would become evil.
One of the rules of my world is that some of the humaoid races - specfically orcs, ogres, goblins, hobgoblins and kobolds - are not true races. They are normal people of various races who have been transformed - corrupted - by magic into these new forms to serve the Nameless One. What I need is a spell that would do this. Of course only those of evil alignment would use such a spell.
I have found two similar spells which could be useful to base it on: Create Darkenbeast and Create Chosen One. Both are 5th level spells. Would my Corrupt spell be 5th level or should I make it higher? And what about a Mass Corruption which the evil ones could use to transform more than one at a time?
I'd love to hear your opinions on this.
Hmmm I must be blind... Just found a PRC in the DMG called the Thaumaturgist. I think it would work for my needs. Perhaps demonists and diabolists are specific types of thaumaturgists.
I need to find a class or prc for my game. I don't have enough books to see if an official one has already been made or money to buy one if I knew where one was. I would like to find one posted online on which to base my own class.
What I need is a Demon Conjuror/Summoner or Demonist... someone who summons demons to serve them and/or provide them with magic ability, sort of like the sha'ir from the old Arabian Adventures setting. Anybody know where I could find something along these lines? I will also have a Diabolist too, similar to the domonsit but dealing with devils. Any help would be appreciated.
Just wanted everyone to know that I have created a new Wiki for the Shattered World! here is the addy (I hope its okay to post this here):
http://oramis.wetpaint.com
Please stop by and let me know what you think! Add a comment or two - I'm not getting any comments, and I am wondering if I have accidentally set it up so that you can't comment!
Just wanted everyone to know that I have created a new Wiki for the Shattered World! Here is the addy (I hope its okay to post this here. If not, please feel free to delete it):
http://oramis.wetpaint.com
Please stop by and let me know what you think!

I thought you guys might like to know a little about the myths of the Shattered World. I am going to post a little of it here. I've been holding off though because most of what I wrote concerning religion was written for 2nd Ed. rules. Also, it was written for a previous incarnation of Oramis... one in which the world was NOT shattered.
The only deity that I have written extensivley about was Selene the Moon goddess. She will sound a lot like the moon goddess of the Forgotten Realms, but believe it or not, I created the details of Selene long before the Forgotten Realms ever saw print. Go figure....
SELENE'S ORIGIN:
Agata (goddess of lies, secrets, and deception) is the wife of Khaine (god of war without purpose, needless bloodshed, mayhem, destruction, and slaughter). Khaine is very busy, and is often away from his wife for long periods of time. During these absences Agata gets bored and lonely, and often seeks out other male companionship. During one such prolonged absence, Agata decided that she wanted to spend some time "getting to know" Elbron (lord of the oceans) a little better. Disguising herself as a beautiful mermaid, Agata visited Elbron in his undersea palace and seduced him. No sooner had they finished when Agata was struck with terrible pains in her abdomen which caused her to drop her disguise. Moments later she gave birth to a full-grown daughter named Selene. Elbron, infamous for his blinding rages, picked up his daughter and hurled her into the night sky before venting his anger at being deceived on Agata.
Selene was devastated. She became withdrawn and began to cry. In her grief she was unable to hear the approach of Qoleth (god of darkness, night, and thieves), who crept up on her and began raping her. Her father Elbron, who had calmed down from his rage, came to see her and apologize and found Qoleth raping her. Once more, a towering rage came over Elbron and he attacked Qoleth, who fled into the night. Afterwards, Elbron comforted Selene and apologized for taking out his anger at Agata on her. During this talk, Elbron discovered that he truly liked his daughter and offered her a place in his underwater kingdom. Selene, touched by her father’s concern and genuine expressions of love, decided that she liked her father as well but declined his offer. She wanted to remain in the sky as a beacon of hope to women in need and to ward off the darkness of Qoleth. Even though Selene declined his offer, he gave her control over the tides as a token of his love for her.
It is said that Selene is still on very good terms with her father Elbron, has made friends with Sehanine Moonbow (the elven moon goddess), that she still loathes Qoleth, and is neutral toward her mother, Agata. It is also said that Selene later got her revenge on Qoleth. Popular Selenite myth says that Selene somehow tricked Qoleth into taking female form. While in this form, Luris (god of lust, depravity, and sex without love) with whom Selene had made a deal, raped Qoleth.
TEMPLES:
Selene's churches serve two purposes. As with other faiths, her temples function as places of worship. These churches, however, also serve a second, more important function: as hostels. Any woman in need may seek sanctuary in one of Selene's churches and receive it for as long as it is needed. Here they will receive room, board, and protection in exchange only for help with the chores, such as cleaning, gardening, and cooking. They may also receive lessons in self-defense if they desire to do so. Some hostels serve as schools, educating women who wish to learn how to read and write as well as teaching other skills. Midwives are available for pregnant women.
THE CLERGY:
Selene's clergy are divided into two distinct groups. The first group is known as the Daughters of the Moon. These are specialty priestesses (See PRIEST ABILITIES) and are considered mission clerics. Their duties include traveling far and wide seeking women in need, rooting out evil lycanthropes, righting wrongs, and - when possible - starting new churches in areas where they are needed. Daughters of the Moon are ALWAYS female though they may be of any allowed race.
The second group is the Sisters (and Brothers) of the Moon. Sisters are clerics as described in the Player's Handbook. Brothers are monks as described in both Faiths and Avatars and Player's Option: Spells and Magic. It is the duty of the Sisters and Brothers to staff and operate the churches started by the Daughters. Sisters and Brothers rarely leave the churches they are assigned to except when they are transferred to a new church or when a Daughter asks for help.
Daughters and Sisters are on equal footing in the hierarchy of the church. Female members of either branch may become Voice of the Lady (the highest office in Selene's church). Brothers, while welcomed into the church with open arms, may never assume the position of Voice.
VOWS AND DUTIES OF THE PRIESTHOOD:
The clergy of Selene have several vows they are expected to keep. Daughters of the Moon must remain chaste to prevent conflicts in priorities. Sisters and Brothers are not expected to keep this vow (though many do). All females (both Daughters and Sisters) may never cut their hair (in reverence to the long silver tresses the Lady is said to possess). No female in need, regardless of alignment, may ever be denied help if it is truly needed (though women of evil alignment will be viewed with suspicion). Selene considers all evil lycanthropes to be abominations who draw upon her power to commit evil acts (though good lycanthropes, such as werebears and wereowls, are accepted). Clergy are expected to deal with these foul creatures, through curing (if possible) or death (if necessary). Please note that while the church is mostly focused toward aiding women they may also help men and children, though men may be charged for services rendered and cannot receive shelter at hostels except in life-and-death circumstances. The church does NOT promote lesbianism (despite persistent rumors to the contrary), though such women are not discriminated against.
HOLY SYMBOL:
Selene's holy symbol is a silver crescent moon. This is not an actual object a priestess can hold in her hand. Before attaining 1st level, all potential priestesses (referred to as “hopefuls”) must undergo an induction ceremony. If the goddess approves of a hopeful, a silver crescent moon is divinely implanted on the new Initiate's left cheek. This is a painless process. Because this symbol is divinely affixed, only Selene herself can remove it. A priestess does not have to worry about misplacing or losing it (except through transgressions against the church), but neither can she hide nor disguise it. Daughters, Sisters, and Brothers of the Moon (see THE CLERGY) all receive this mark upon induction into the clergy.
THE BONES:
The Bones are divinatory devices (much like tarot cards or runes) used by Selene's clergy in predicting the future and divining the Lady's wishes through the use of the Soothsaying non-weapon proficiency. The Bones are the bleached bones of an owl (a creature often associated with Selene), hunted and slain by the priestess who is to use them. They must be hand-carved with symbols and runes holy to the Lady, and Blessed by a priestess of at least 8th level under the light of a full moon. They must be treated with the utmost respect by the priestess and never used in jest or abused through overuse. They may only be cast under moonlight or, in emergency situations, under the light of a Moonbeam spell.
RAIMENT:
As mentioned in the CLERICAL REFERENCE CHART (q.v.), the colors black, gray, white and silver are holy to Selene. It is also noted that priestesses are free to wear any head and body raiment they desire. While this statement is true in most circumstances, it changes during rituals. At these times, it is tradition for priestesses to wear robes of a color normally associated with their position (read “level”) in the church. For instance, Initiates (priestesses of levels 1-3) normally wear black robes (signifying the Lady’s new moon phase), Priestesses (priestesses of level 4-6) wear gray (signifying the waxing/waning phases), High Priestesses (priestesses of 7th level and above) normally wear white (signifying the full moon), and the Voice of the Lady wears silver (signifying her lofty status). Outside of rituals, priestesses of any level may wear any clothing they desire as long as it is black, gray or white. Silver clothing (not including jewelry and ornamentation) is always reserved for the Voice.
MOON-HORSES:
Despite the connection of moon-horses with elves on some worlds, this link does not exist here. Instead, they are linked to the church of Selene. Some especially favored clergy are said to receive these beautiful animals as permanent mounts and companions as tokens of Selene's appreciation for faithful service. Moon Dogs, Moonstone Dragons, and Moonfish (see MOONFISH) are also said to be bound to the service of Selene.
MOONFISH:
According to Selenite legend, Selene sometimes visits her father in his undersea realm. This is said to be the cause of the moon phases. When Selene is preparing for this aquatic journey or preparing to return from it, the moon is in its waxing/waning phases. While she is gone, a new moon prevails. When Selene returns to her home in the sky it is said that her father, Elbron, misses her intensely, so much so in fact that he created a new species of fish called moonfish. These fish are extraordinary in only one respect: during the full moon, they gather near seashores and “sing.” This haunting song is not something one hears with his ears - he hears it with his mind. The telepathically-projected song of the moonfish has no words. It is merely a long series of notes that sound like sad, mournful music. Some people of less-than-noble ethics enjoy capturing moonfish and keeping them in tanks (which is said to incur the wrath of both Selene and Elbron). Still others (most notably humanoids such as orcs and goblins) consider the meat of the moonfish to be a delicacy. Moonfish (both alive and dead) command high prices on the black market. (Interesting Side Note: It is said that pearls - small representations of Selene - were a gift from Selene to her father to remind him always of her love for him.)
OTHER NOTES:
Other animals commonly associated with Selene include owls (common varieties as well as giant owls, talking owls, and wereowls - see below), and wolves (any non-evil variety).
(From FR7 Hall of Heroes, pgs. 36-37: Wereowls: These Neutral Good beings are the first known avian lycanthropes. They transform at night into man-sized great snowy owls. Wereowls, which are highly intelligent, can speak common in this form. They attack with their claws (1d3 each) and beaks (1d2 each). They fly at a rate of 18 and are maneuverability class C. Wereowls are the natural enemies of harpies.)
CLERICAL REFERENCE CHART:
Deity: Selene, the Bright Lady
Mythos: Oramian
Portfolio: The Moon, Just Vengeance, Protector of Women, The Tides
Allies: Elbron (Oceans), Sehanine Moonbow (Elven moon goddess)
Enemies: Qoleth (Night/thieves)
Holy Symbol: Silver crescent moon
Holy Animals: Wolf, Owl, Moon-horse, Moon Dog, Moonstone Dragon, Moonfish
Other Holy Items: Silver, Moonstones, Pearls
Head Raiment: Any (Ritual: Headband)
Body Raiment: Any (Ritual: Robes)
Colors: Black, Gray, White, Silver
Holy Days: Full moon, spring/fall equinoxes, eclipses, particularly high tides
Sacrifice Frequency: Holy days
Sacrifice Form: Burnt stag meat, herbs and incense; music, song, and dance
Places of Worship: Temples, groves, seashore
Tithe Percentage: 10%
Vows: Chastity (Daughters only), never cut hair, aid to women in need
PRIEST ABILITIES: (Similar to Crusader class from Player’s Option: Spells and Magic)
THAC0 as Warrior / May specialize in one weapon
May use any armor / any weapons (scimitar and bow preferred)
Level advancement / saving throws / hit dice as Priest
May choose NWPs from Warrior group at no extra cost
May use Priest or Warrior magic items
Cannot turn undead / Do not receive Warrior’s Str./Con. bonuses
Receive bonus spells for high Wisdom
Bonus NWPs: Religion, Ceremony, Astronomy
Abilities are affected by the phases of the moon as follows:
Moon Phase: Saving Throws: Additional Spells: Effective Level:
New Moon -1 None -1
Waxing Normal +1 Even
Full Moon +1 +2 +1
Waning Normal None Even
(Note: Additional Spells may be of any level the priestess can cast.)
(Note: Effective Level bonuses and penalties apply only to spellcasting. Thus, an 8th level priestess casting a spell during a full moon would cast the spell as though she were 9th level, while at new moon the same spell would be cast as though the priestess were only 7th level.)
Granted Powers:
At 3rd Level: Detect Lycanthrope 3/day (as Shukenja spell Detect Shapechanger)
At 5th Level: Protection from Lycanthropes 2/day (as Scroll of the same name)
At 7th Level: Force Werechange 1/day (as Shukenja spell Force Shapechange)
At 9th Level: May use a Remove Curse spell to cure lycanthropy (instead of at 12th level as stated in the spell description)
Available Spheres of Access:
May cast spells from the following spheres: (with some changes; see spell list)
Major: All, Charm, Combat, Divination, Guardian, Healing, Moon, Thought
Minor: Elemental (Water), Necromancy, Protection, Travelers
Here's another new spell I wrote. Check it over for me and tell me what you think, okay?
Identify Shard
DivinationClr 1, Sor/Wiz 1
Components: V, S
Casting Time: 10 minutes
Range: Sight
Target: One shard
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
The spell reveals the name of a single shard which the caster must be able to see. An Obscure Shard spell will prevent the caster from discerning this information.
Source: Identify

I intended today to write a spell that would summon a winged mount. I looked through the source books I have (which aren’t many) and 4 comparable spells:
Mount (PHB) Conj/Sum Sor/Wiz 1
Fly (PHB) Trans. Sor/Wiz 3 Travel 3
Phantom Steed (PHB) Conj/Creat. Bard 3 Sor/Wiz 3
Winged Mount (Comp. Div) Trans. Blackguard 4 Paladin 4
Mount summons a land based mount. Fly gives the caster the ability to fly. Phantom Steed conjures a quasi-real horse-like creature. At 14th level the caster can make it fly. Winged Mount causes an existing mount to sprout wings.
I thought with Phantom Steed and Winged Mount that there would be no need to create a new. Then I looked a little deeper. A Phantom Steed lasts for 1 hour/level. Not bad, but it only has average maneuverability, and since the caster cannot make it fly until 14th level, that makes it the equivalent of a 7th level spell. Winged Mount, which is 4th level only lasts 10 min/level! Not very practical for inter-shard travel! And in addition, it can only be used by Blackguards and paladins!
So maybe I do need to write a spell. I looked at schools. Two of the spells, are Transmutations and have terrible durations. Fly only lasts 1 min/level and Winged Mount only lasts 10 min/level. On the other hand, Phantom Steed, a Conjuration/Summoning, lasts1 hour/level, and Mount, a Conjuration/Creation, lasts two hours/level.
So what I need is a Conjuration/Summoning that summons an aerial mount (pegasus / hippogriff / asperii) which lasts at least an hour per caster level, and can be used by Sorcerors and wizards. Opinions? Advice?

Hello again! A friend of mine on another site, who calls himself LeadPal designed a version of the Forcebridge spell for me. I am still new to 3e, so I was wandering if you guys would look at it for me and tell me if its okay. Here it is...
Rainbow Bridge
Evocation [Force]
Level: Sor/Wiz 4
Components: V, S, M
Casting Time: 10 minutes
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Bridge up to 5 ft. wide/level and 1/4 mile long/level
Duration: see text
Saving Throw: None
Spell Resistance: No
A rainbow bridge spell creates a horizontal plane of force of any colouration that slowly extends from one shard to another. The bridge cannot be moved from its position relative to the two shards it connects, it is immune to damage of all kinds, and it is unaffected by most spells, including dispel magic. However, disintegrate immediately destroys it, as does a rod of cancellation, a sphere of annihilation, or a mage’s disjunction spell. Breath weapons and spells cannot pass through the wall in either direction, although dimension door, teleport, and similar effects can bypass the barrier. It blocks ethereal creatures as well as material ones, supporting an infinite amount of weight without being damaged. Gaze attacks can operate through a rainbow bridge.
The spell immediately stabilizes the motion of the two shards it connects for its duration, making the question of its viability only one of distance. When cast, the bridge slowly extends from its origin at 20 feet per round, until it reaches the target shard or until it can travel no further. At this point, the bridge begins to vanish at the other end at the same rate. (If the bridge is followed to the end and is discovered to not reach all of the way, the caster most likely has a very serious problem.)
This spell does not protect against any hazards that may present themselves on the journey across, most notably high winds on the Ways.
Although the spell can be of any colouration the caster wishes, a vivid rainbow of seven colours has become a popular cliche amongst the few mages that can cast it, and it is from this that the spell takes its name.
Material Component: A fire opal with a value of 500 gp per mile of distance between the shards. Unlike most spells, rainbow bridge can be cast without its material component, but this prevents the shards from being stabilized and it is very likely that the bridge will end in mid-air.

Note to the reader: This was pieced together from several posts and responses writen both on this site and others I subscribe to. I hope it doesn't ramble too much. I would be eternally grateful to anyone who wanted to rewrite in a more coherent fashion.
The dragons of Oramis are vastly different from those of other worlds. Loners by nature, dragons often have very little to do with others of their own kind, unless they share a common interest. Many of them enjoy meddling in human affairs and (since all Oramian dragons gain the ability to change shape into human form at will in the mature adult stage) often remain in human form for long periods of time.
Dragons may breed in either form but females must lay eggs in draconic form. A week before her due date, a female will seek out a shard root and build a nest there. A dragon female will give birth to a large clutch of eggs which she then abandons. As the young dragons begin to hatch from their eggs, those which are quicker and stronger begin to break the other eggs and eat their siblings. As the survivors grow, they leave the nest and begin to congregate with other immature grays (so-called because their hide has not yet developed a color and appears as a neutral gray) in flocks. Dragon coloration is much like bird or fish coloring, primarily a mating display, though a dragon who has come into its coloring is fully intelligent and self-aware. However some colors - white, blue, gold and silver in particular - are more rare than others and are highly prized and sought after. Flocks of grays are a common site. At this point they have no more than animal intelligence. Grays also can emit a damaging screech. When they reach adulthood, their hide begins to take on its color, intelligence begins to develop,and they become able to assume human form. Also at this time, the screech ability is lost and a breath weapon develops.
The dragons of Oramis do not follow the same patterns of those of other worlds. Skin color is NOT indicative of alignment or of breath weapon! It is entirely possible to have a chaotic evil gold dragon with a flame breath weapon! Each mature Oramian dragons is unique and, as such, these regal creatures will NEVER be found as random encounters!
One of the greatest secrets of Oramis is that dragons are the primary components used in the manufacture of windskiffs and windriggers - magical conveyances which resemble normal boats and ships but have the ability to fly, making travel from shard to shard possible. Dragons are heavily hunted for this purpose, and living specimens can command high profits on the black market. The Ship Builders’ Guild is the group which is responsible for the control and regulation of the creation and sale of windriggers. To achieve this end, it often employs dragon lancers - special windrigger crews who actively hunt down and capture living dragons to sell to the Ship Builders’ Guild. The Guild keeps this information secret in order to maintain a monopoly on inter-shard travel. They don't want others to know. If the means for creating windriggers was common knowledge, then others might try to devise their own ships. Rumor has it, however, that one of the mages who first learned how to create windriggers has gone rogue, and is helping the Sky Pirates of Gao-Den to create an armada of pirate windriggers. Also if it was common knowledge that these ships were living creatures who had been changed and enslaved to be used in this way, there might be a back-lash from some good-aligned factions. The Guild is rumored to be a branch of RASAMA. The Guild is completely neutral, and will sell windriggers to most anyone who has enough money to buy one.
Dragon lancers bring the captured creatures to the Guild's headquarters where mages magically shape the dragon's body into a ship (an extremely painful process), then capture its mind and shape it into a shipstone - a smaller, much less powerful version of a shard-key. It is this object which somehow provides a windrigger with gravity. The shipstone emits a Navigator illusion to which the ship's captain directs his orders. To the uninformed public, navigators appear as strange and mysterious beings who are present on all windriggers. No one seems to know exactly who or what they are. Rumors persist that navigators are diviners, using their magic to know exactly where any given shard is located at any given time. Navigators appear as faceless humanoids wearing midnight-blue hooded robes and have never been known to speak. The navigator, however, is not really there at all: it is merely an illusion projected by the ship itself. Windriggers are actually living sentient beings - young gray dragons - magically shaped by mages to look like ships. Somehow, possibly through a natural homing instinct or a natural magical ability, they are aware at all times of exactly where each shard is at any given moment and whether or not there are any other shards blocking a given route. Navigators recognize the holder of a shipstone as captain and will obey only the holder’ commands. The "navigator” illusion is used simply so that windrigger captains may have somewhere to direct their orders for destinations.
When a captain purchases a windrigger, the shipstone is magically bonded to him. The death of the captain is the only known way to end this bond. If this happens, however, the ship becomes uncontrolled (a rogue ship) and often rebels against those creatures which are currently inhabiting its body, intentionally trying to kill those aboard. A mage from the SBG will be needed to bring the ship back under control and bond it with a new captain. In order to prevent this, a captain may appoint up to two seconds - persons whom the ship recognizes as “next in command” and whose orders the ship will obey in the case of the captain’s death. Sometimes a ship captain will not appoint seconds - a very effective means of preventing mutiny.
The process that transforms a gray into a windrigger is so horrible that sometimes the gray does not survive the experience. When this happens, the gray’s corpse is used to make a windskiff - a small flying boat designed to accommodate no more than six people. Because it was created from the corpse of a dead dragon, a windskiff has no navigator, and therefore the pilot is on his own when determining direction, routes, etc.
Actually, elves find them humorous little creatures. They are a rather sore spot for dwarves, though. The little buggers multiply like rabbits, and the dwarves ahd hoped that they would help THEM to procreate...
Got a few numbers questions for you....
In my original premise, I said that the Shattering occurred 1000 years ago. Is that too long? I've been thinking that maybe I should change that to 100 years...
I've stated elsewhere that there are 1000 shards. I'm thinking that that is not enough. what about 10,000? Or should there be more?
I've also stated that no two shards can come closer than 1/2 mile to each other. I'm thinking that that is too close. Would 1 mile be better?
Finally, I posted elsewhere that all of the shards are contained within a sphere roughly the size of Jupiter. Is that too big? What would be more reasonable?
Okay everyone, this is my first ever attempt at creating a new spell. Please let me know what I know to do to make this good.
Locate Shard
Divination
Level: Clr 4, Sor/Wiz 4
Components: V,S,M
Casting Time: 10 minutes
Range: Unlimited
Target: One shard
Duration: 10 min./level
Saving Throw: None
Spell Resistance: No
You sense the current location of a shard in relation to your current location. An Obscure Shard spell will prevent you from discerning this information.
To locate a shard with this spell, its name must be known.
Sources: Discern Location, Locate Object, Locate Creature
Hide/Obscure Shard: This would make a shard invisible to anyone who was not actually on the shard upon which it was cast.
I am going to separate this into two spells:
Hide Shard: This would make a shard invisible to anyone who was not actually on the shard upon which it was cast.
Obscure Shard: This spell makes a shard undetectable by any means, including magical scrying or by natural homing instincts, like those of dragons and Twyll (Halflings).

I have not yet had a chance to write up the gnome and halfling in a nice format the way I did the elves and dwarves. So I am just going to post my thoughts on these races for your perusal. As always, let me know what you think!
Gnomes:
The gnomes of Oramis are very similar to those of the Dragonlance setting... loving mechanical things and such. They have created the strongest competition for windriggers - the Gnomish Clockwork Ship. A Gnomish Tinker class/prestige class will definitely be available for gnomes. One concept that I am considering... Gnomes are actually the result of crossbreeding attempts between dwarves and elves! As a dying race, the dwarves are desparately trying to find a way to produce more of there kind. They ahve already discovered that they can crossbreed with humans, so it was inevitable that they would try the same with elves. Well, it didn't work as well with elves. In fact it was the foundation of the race of gnomes.
Halflings:
I have always hated the name Halfling. The Halflings of Oramis consider it a derogatory and very insulting name. They prefer to be called by their own racial name for themselves.. the Twyll. They have a new ability: Twyll have a natural homing sense and know by instinct exactly where any shard is that they know the know the name of, unless the shard has been magically hidden from divination. A new class/prestige calls is available for Twyll - the Twyll Wayfinder.
I was looking through the Stormwrack book and found a spell called Mordenkainen's Capable Caravel which creates a magic ship for water travel. It is a Sorc/Wiz 8 spell. So would a flying version be level 9? Or should it remain level 8?

I have made some alterations in elves as a result of reccomendations made at other sites. Here is the new version of the Oramian elf.
Elves: The elves of Oramis, like dwarves, are similar to, yet different from the elves of other worlds. They are a very secretive race, and seem always to be preoccupied with thoughts of other things. At an early age most elves experience a wanderlust which draws them out into the world at large. The length of time this lust may last varies from elf to elf. It can last only a few years or it could last indefinitely. Because of this lust, young elves are never let in on the secrets which occupy an elder’s thoughts. Once the lust ends, however, that quickly changes.
Oramian elves are not just long-lived, they are true immortals who never die unless slain by weapon or mischance. They also cannot be affected by aging attacks. In addition, they receive one other ability: the elven death rede. When an elf dies, any elf who has shared communion with him will receive a death rede. That is, when dying an elf can by some means project his or her final thoughts unto another elf. It is a traumatic blow unto the recipient, for elves are immortal, and for one to die means that a virtually unthinkable event has occurred to a loved one. A death rede is the final message of the dying elf, and it often contains visions as well as the elf's last words.
Elves of one of the royal houses have one other ability: Asperii have forged a special bond with those of royal lineage. If an elven royal whistles loudly with the intent to summon an asperii, one will arrive within 2 rounds. This is because asperii have one additional ability not common to those of other worlds: they somehow know weeks ahead of time when an elf will summon them, and will begin heading toward them as soon they become aware of this need. This foresight is so exact that the asperii will even know exactly how many asperii will be needed to outfit the royal's entire party and enough asperii will arrive to make sure that all elves in the party will have a mount.
The slightly haughty elves live in tree homes. All elves have platinum white hair, ice blue eyes, and pale skin. They are taller than elves of other worlds, taller even than the average human, standing around 6'0", though they are still very thin. They tend to dress in leathers while on duty, but for formal occasions dress in brightly colored almost gaudy robes decorated with feathers from their bond birds.
All elves begin play with a bond bird (treat as a Wizard familiar). The elf can see through the bird’s eyes, communicate telepathically with the bird, and knows health and location at all times. Bond birds are larger than normal birds of the same species.
Please note also that there are no drow in the Shattered World, only the fey - elves every bit as evil as the drow, but not restricted to darkness. (See also: Fey.)
Fey: There are no drow in the Shattered World, only the fey - elves every bit as evil as the drow, but not restricted to darkness. The fey have powerful necromancers, and seek to conquer the world. Fey elves do not have the black skin and white hair common among the drow of other worlds. A fey is indistinguishable from other elves - at least by non-elven eyes. An elf can easily spot a fey.
Despite the obvious fact that the fey are brothers of the elves, elves will not tolerate anyone of any race remarking on the fact. Elves become angry, even violent, if the relationship is mentioned, even in a casual way. The fey are not even discussed amongst the elves themselves.
Also unlike the drow, the fey are not a separate race breeding only amongst themselves. All that is required for an elf to become fey is a change toward any evil alignment. Such a loss is mourned amongst the elves and is referred to only as “being lost to the darkness,” and the “lost” elf is mourned as though he had actually died. This means, however, that a fey may also repent of his evilness and become a normal elf. This rare event is referred to by the elves as being “brought over,” and is marked in elven society by great feasts.
Half-Elves: The half-elves of Oramis are identical to those of other worlds, though they tend toward fair hair and skin. They receive a +3 bonus to saves vs. attacks which cause aging.

Elves: The elves of Oramis, like dwarves, are similar to, yet different from the elves of other worlds. They are a very secretive race, and seem always to be preoccupied with thoughts of other things. At an early age most elves experience a wanderlust which draws them out into the world at large. The length of time this lust may last varies from elf to elf. It can last only a few years or it could last indefinitely. Because of this lust, young elves are never let in on the secrets which occupy an elder’s thoughts. Once the lust ends, however, that quickly changes.
Oramian elves are not just long-lived, they are true immortals who never die unless slain by weapon or mischance. They also cannot be affected by aging attacks. In addition, they receive one other ability: the elven death rede. When an elf dies, any elf who has shared communion with him will receive a death rede. That is, when dying an elf can by some means project his or her final thoughts unto another elf. It is a traumatic blow unto the recipient, for elves are immortal, and for one to die means that a virtually unthinkable event has occurred to a loved one. A death rede is the final message of the dying elf, and it often contains visions as well as the elf's last words.
Elves of one of the royal houses have one other ability: Asperii have forged a special bond with those of royal lineage. If an elven royal whistles loudly with the intent to summon an asperii, one will arrive within 2 rounds. This is because asperii have one additional ability not common to those of other worlds: they somehow know weeks ahead of time when an elf will summon them, and will begin heading toward them as soon they become aware of this need. This foresight is so exact that the asperii will even know exactly how many asperii will be needed to outfit the royal's entire party and enough asperii will arrive to make sure that all elves in the party will have a mount.
While slightly haughty, they live in tree homes called “ekeles.” All elves have platinum white hair, ice blue eyes, and pale skin. They are taller than elves of other worlds, taller even than average human, standing around 6'0", though they are still very thin. They tend to dress in leathers while on duty, but for formal occasions dress in brightly colored almost gaudy robes decorated with feathers from their bond birds.
All elves begin play with a bond bird (treat as a Wizard familiar). The elf can see through the bird’s eyes, communicate telepathically with the bird, and knows health and location at all times. Bond birds are larger than normal birds of the same species.
Please note also that there are no drow in the Shattered World, only the fey - elves every bit as evil as the drow, but not restricted to darkness. (See also: Fey.)
Fey: There are no drow in the Shattered World, only the fey - elves every bit as evil as the drow, but not restricted to darkness. The fey have powerful necromancers, and seek to conquer the world. Fey elves do not have the black skin and white hair common among the drow of other worlds. A fey is distinguishable from other elves by their hair - a fey has charcoal black hair, as opposed to the platinum white of other elves. A fey is also marked by the perpetual sneer that twists the fey’s features and the “cold as ice” eyes which are the hallmark of the race.
Despite the obvious fact that the fey are brothers of the elves, elves will not tolerate anyone of any race remarking on the fact. Elves become angry, even violent, if the relationship is mentioned, even in a casual way. The fey are not even discussed amongst the elves themselves.
Also unlike the drow, the fey are not a separate race breeding only amongst themselves. They may come from any elven sub-race. All that is required for any elf to become fey is a change toward any evil alignment. Such a loss is mourned amongst the elves and is referred to only as “being lost to the darkness,” and the “lost” elf is mourned as though he had actually died. This means, however, that a fey may also repent of his evilness and become a normal elf. This rare event is referred to by the elves as being “brought over,” and is marked in elven society by great feasts.
Half-Elves: The half-elves of Oramis are identical to those of other worlds. They receive a +3 bonus to saves vs. attacks which cause aging.

Here is a point that I'm afraid that my basic premise did not make clear. The original world was basically earth-sized. The sky-sphere - the envelope which holds in the air - is much larger (how large I have not yet decided - maybe Jupiter sized?) Inside the sky-sphere the 1000 shards move about in no predetermined manner. They do not have set orbit - they were set to floating within it in random, ever-shifting patterns. However the shard-keys alos prevent any two shards from coming within one mile of each other. They simply move out of the way (think of the repulsion fields set up by two magnets.)
The shard-keys provide each shard with gravity, atmosphere and preserve climate at its pre-Shattering state. Temperature in the Wind Ways (the air spaces between shards) does not vary much. It is typically a balmy 65-85 degrees farenheit, regardless of where you are in sky-sphere. Whether you were at a place closer to the sun or farther away, temperature varies very little - all effects of the sky-sphere. In appearance, the Wind Ways look like blue sky, no matter where you look. You may see large clouds/storms, other shards in the distance, flocks of grays, windriggers, etc.

The Shining Fool wrote: Arctaris wrote: Also, wouldn't moving a Shard change the forces of gravity on nearby Shards? I would think that it would be like moving Earth's moon (I might be wrong; I have very little knowledge of physics or astronomy). Just remember that gravity is really, really, really weak. It takes the whole mass of earth to make one G. So, unless the shards were really close, or REALLY big, the change shouldn't be appreciable. (Anyhow, starting to calculate the force of gravity in a setting like the one described would quickly take over the whole of the game, and would probably be MUCH less fun then space piracy.)
Actually moving a shard would have very little effect on other shards. And gravity is not the problem you guys seem to think it is. Each shard has a powerful artifact hidden on it called a shard-key. A shard-key is what provides each shard with gravity and atmosphere, and maitains the shard's climate at pre-shattering levels. No tow shards can ever approach with one mile of each other - they move out of each other's way. (Think of the repulsion field of magnets.)
Hmmm.... interesting take on Dwarven attitudes, dragonman! I will really have to take this into consideration. Does anyone know if the Mul race has been updated with 3e stats? Where could I find them?
I never was really fond of the twins/Wizard War thing anyway. The only reason I went with this was because of an idea I had for an NPC... A crazy wizard (actually on the twins who survived the war) Who is now cursed with two personalities. He goes around on a dextructive rampage for a while, then later comes back trying to undo the damage he did. I was going to call him Gemini. Pretty lame, huh?

Dwarves: The dwarves of Oramis are similar in most respects to the dwarves of other worlds, yet vastly different in others. As a result of the Shattering which resulted in the destruction of their underground kingdoms, the dwarves have been forced to live on the surface for the past 100 years. This has taken a toll on the stout folk. The dwarves have become a very dark, somber, and brooding folk who spend much of their time drinking and telling sad tales of the glories of their lost kingdoms, especially Ostoria which was considered to be the crown jewel of the dwarven race. Today the dwarves have taken to other means of finding their place in the world. Many have become prospectors, traveling the Wind Ways in windskiffs, searching the shards for traces of gold and other metals. Others have turned to commerce, and many have become members of the Sky Merchants’ Guild. (A popular Oramian saying is, “If you want the best, buy dwarven.”)
The life of an Oramian dwarf is very much tied up with the concept of honor. A dwarf must try to live as honorably as possible, and insults to a dwarf’s honor can have dire consequences to the offending party. If a dwarf somehow manages to dishonor himself, he becomes suicidal. Such dwarves often seek out their own deaths by hunting down and trying to slay powerful creatures. Their honor demands that they try to win such a fight, but in their hearts they are hoping to die. Such dwarves become Troll-Sayers. A dwarf who kills another dwarf without just cause is branded nithingr, a dwarven term implying shaming and disgrace, that is often associated with traitors. Such criminals can be slain on sight by any dwarf.
The tragic ‘secret’ of the dwarves is their low birthrate. The low dwarven birthrate is thought to be due to low fertility among dwarven women. To complicate matters even further, a devastating plague ran through the dwarven clans a few decades ago. Unfortunately the disease proved fatal. Even worse, it only affected females. Today only 1/4 of all dwarves are female. Males are VERY protective of their females (perhaps overly so). All dwarven adventurers will be male except in VERY rare cases (DM’s approval). Rumor among non-dwarves has it that female dwarves have “harems” of husbands, in the belief that the more husbands a female has, the better her chances of getting pregnant, and bolstering the waning number of dwarves. (DM’S NOTE: This rumor is true. Should a female get pregnant, all the males in a female’s “harem” of husbands act as fathers to the newborn child. The birth of a female child is especially celebrated.
Female dwarves are slender and ALWAYS wear veils. No non-dwarven male has ever seen a female dwarf unveiled. Rumor has it that dwarven females are bearded, but this has yet to be proven. And the males will neither deny nor confirm this rumor. (DM’S NOTE: This rumor is false. Female dwarves of Oramis have no beards despite persistent rumors to the contrary. It is common among other settings to have bearded female dwarves, but here such a thing is unheard of. Legends do tell of distant lands where the women have beards, but such a thought seems strange to the dwarves here.) Male dwarves consider it rude to discuss a female dwarf’s appearance, especially among non-dwarves.
Fear of clan extinction sometimes drives dwarves to raid human settlements for mates, or even to deal with slavers. The dwarves are usually in search of human women. The offspring of a human and a dwarf is usually (95%) dwarven enough to pass for a true dwarf (although it may be a foot taller than other dwarves). Any offspring it may in turn have with a dwarven mate will be fully dwarven reverting to usual dwarven height. A small percentage of human-dwarf pairings (5%) will result in a Mul, a sterile half-dwarf which inherits some traits from both parents. (See Mul in the Player's Rulebook the DM has prepared.) The taking of human mates is the “secret salvation of the race” referred to by some dwarven elders.
Dwarves of Oramis do not cut their beards. They find the mere thought of doing so to be repulsive. Tradition within the dwarven community states that the length of the beard is the measure of the dwarf. A dwarf with a short beard is either shunned or pitied.
(A Note: I am also considering using the Dwarven Foci from the Dark Sun setting.)
So, what do you think?

Here are some comments I have received both here and at other sites I subscribe to:
Forcebridge: This spell would allow the caster to create a bridge of magical force that would allow characters to walk/ride across to another shard. Shards are never closer than 1 mile to each other, so the Forcebridge would have to last long enough to allow a party to cross. It could possibly even disappear behind the party as they advance, thus preventing being followed.
?œ Larger and longer-lasting than wall of force
Magic Boat: This would create a small magical flying boat which would carry caster and others from one shard to another.
?œ Magic Boat could work
?œ like Overland Flight, but affect multiple creatures.
Magic Ship: This would create a large ship capable of transporting many people as well as cargo.
?œ With the windriggers, I think that Magic Ship is unnecessary as well as being somewhat clunky to work with.
?œ like Overland Flight, but affect multiple creatures.
Locate Shard: This would allow the caster to locate any shard he or she knows the name of, regardless of where it is.
?œ Locate and Identify Shard are probably the best new spells of the bunch.
Identify Shard: This would allow the caster to know the name of any shard he can see, unless the name has been magically hidden in some way.
?œ Locate and Identify Shard are probably the best new spells of the bunch.
Shard Lore: This would allow the caster to know the history and other interesting details of a shard he can see.
?œ Shard Lore I disagree with, that's what Bardic Knowledge is for.
?œ You might want a more powerful version of Shard Lore, which gives the caster not only full knowledge of the Shard's history, but also all relevant information on the Shard key. It doesn't have to say what, where etc, about the Shard Key, but it could give hints about it.
Hide/Obscure Shard: This would make a shard invisible to anyone who was not actually on the shard upon which it was cast.
?œ The Hide/Obscure Shard should have the shard-key as the focus, so that a random mage can't hide a shard from it's master.
?œ For Hide/Obscure Shard, you might want to make the shard key the focus component.
?œ Holy crap. Invis for an entire continent?
?œ Hide/Obscure Shard should probably be at least 8th level because it represents a major change to the world, possibly even a permanent one. It should also have a costly component and/or a high XP cost.
?œ If it makes the shard invisible, then it should be epic, but if it only conceals against divination I can see it being an 8th or 9th level spell.
Bind Shards: This would bind two shards so that they would remain within one mile of each other for the duration of the spell. Could create a "Permanent Binding" too.
?œ Bind Shards should be very high level/probably Epic, since I doubt it happens often. It might work for the smaller shards better, so some sort of scaling XP and/or spell component cost based on size would be in order.
?œ Bind Shards should probably be at least 8th level because it represents a major change to the world, possibly even a permanent one. It should also have a costly component and/or a high XP cost.
Move Shard: This would allow the caster to actually steer the shard in a direction of his choosing for the duration of the spell.
?œ Move Shard should be very high level/probably Epic, since I doubt it happens often. It might work for the smaller shards better, so some sort of scaling XP and/or spell component cost based on size would be in order.
?œ For Move Shard, you might want to make the shard key the focus component.
?œ You're just asking for the players to drop a nation on the BBEG's lair.
?œ Move Shard should probably be at least 8th level because it represents a major change to the world, possibly even a permanent one. It should also have a costly component and/or a high XP cost.
?œ Move shard. Definitely Epic.
Close Borders: This would allow a caster to close the borders of a shard, creating a sphere of force around the shard which would prevent anyone from entering or leaving the shard for the duration of the spell. This is similar to the Ravenloft power.
?œ Close Borders should have the shard-key as the focus, so that a random mage can't hide a shard from it's master.
?œ Close Borders should probably be at least 8th level because it represents a major change to the world, possibly even a permanent one. It should also have a costly component and/or a high XP cost.
Tenser's Superior Disk: This advanced version of Tenser's Floating Disk would create a disk of force capable of carrying the caster and others from one shard to another.
?œ Tenser's Superior Disk is a maybe
Winged Mount: This improved version of the Mount spell would summon a flying mount (pegasus / hippogriff / asperii).
?œ Winged Mount sounds good
Possible New Spells:
?œ a spell that allows the caster to walk on the underside of a shard as if it was the top side
?œ a detect shard key spell
?œ You might want a more powerful version of Shard Lore, which gives the caster not only full knowledge of the Shard's history, but also all relevant information on the Shard key. It doesn't have to say what, where etc, about the Shard Key, but it could give hints about it.
?œ another good one would be Shard Gate or something that allows gates on 2 shards to be permanently linked so that there can be instantaneous travel as long as both gates are open.
Perhaps you could make artifacts that are permanently attached to the ground which can have spells cast into them that they then transform into the inter-shard variants of those spells.
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