Third Edition Tiloak Sorcery

General Information

Tiloak Sorcery is a special kind of magic that draws upon the power of the moon of Tiloak. In order to use this magic, your character must be a Sorcerer or Bard and take the Tiloak Bond feat. This feat's only pre-requisite is that the character be a 1st level Sorcerer or Bard.

All spells have both a verbal and somatic component unless otherwise noted.

A character can draw power from only one moon. Once a character bonds to a particular moon, he cannot ever bond to another.

Spells are organized based on spell level for sorcerers. Bards gain a few of these spells at altered levels; double check the spell descriptions if your character is a Bard.

Damaging Conduit

When a spellcaster casts any Spellfire spell they automatically suffer 1 point of damage per level of the spell (0 damage for 0th-level spells). This damage cannot be reduced in any way unless the reduction effect specifically mentions it protects against damage from casting Spellfire spells.

Piercing

Any Spellfire spell which is affected by Spell Resistance offers the caster a +2 bonus to the caster level check made to overcome it.

Spellfire and Metamagic Feats

When using the Empower or Maximize Spell feats on Spellfire spells, figure the damage as if it were one die type lower. For example, while Spellfire Bomb deals 1d8/caster level damage, a Maximized Spellfire Bomb would deal only 6 damage per caster level instead of 8.

0th Level

Spellfire Ray

Level: Brd0, Sor0
Casting Time: 1 standard action
Range: Close (25 ft. +5 ft/2 levels)
Target: One creature
Saving Throw: None
Spell Resistance: Yes

Spellfire Ray creates a ray of spellfire that deals 1d4 + 1 damage.

Spellfire Cauterize

Level: Brd0, Sor0
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Saving Throw: Will harmless
Spell Resistance: Yes

This spell will instantly stabilize a target. It deals 1 point of damage in the process, though it cannot reduce the target below his death threshold and kill him.

1st Level

Flash Spellfire

Level: Brd1, Sor1
Casting Time: 1 standard action
Range: Medium (100 ft +10 ft/level)
Effect: 10 foot radius burst
Saving Throw: Fortitude partial
Spell Resistance: Yes

This spell creates a bright flash of spellfire, stunning all targets within the burst radius for 1 round and dealing 2 + 1 point of damage per caster level (maximum 12). A successful Fortitude save will negate the stun but not the damage.

Leech Inner Fire (Lesser)

Level: Brd1, Sor1
Casting Time: 1 standard action
Range: Close (25 ft. +5 ft/2 levels)
Duration: One hour; see text
Saving Throw: None
Spell Resistance: Yes

This spell saps spirit energy from one target, dealing 1d6 damage +1 per caster level (maximum 1d6+5). This damage is returned to the caster as temporary hit points, which last for up to one hour. Casting this spell does not cause damage to the caster (see "Damaging Conduit" at the top of this document).

Spellfire Missiles

Level: Brd1, Sor1
Casting Time: 1 standard action
Range: Long (400 ft. +40 ft./level)
Target: Up to five creatures, no two of which are more than 15 ft. apart
Saving Throw: None
Spell Resistance: Yes

This spell is very similar to Magic Missile. However, it deals 1d6+1 damage per missile instead of 1d4+1. It is stopped by everything that a Magic Missile would be stopped by, including the Shield spell and the Brooch of Shielding.

2nd Level

Arc Spellfire (Small)

Level: Brd2, Sor2
Casting Time: 1 standard action
Range: Medium (100 ft. +10 ft./level)
Target: Up to three creatures, no two of which are more than 15 ft. apart
Saving Throw: None
Spell Resistance: Yes

This spell fires a crackling bolt of spellfire that deals 3d6 points of damage. The spellfire bolt can arc to up to two other creatures, the bolt arcing to a new target as it passes through a foe. The bolt can only arc to a target within 15 feet. It deals 2d6 damage to the second target and only 1d6 to the last. Any given bolt can only strike a creature once.

At level 7 and 11, the caster gets an additional bolt.

Resist Spellfire

Level: Brd1, Sor2
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Saving Throw: Will harmless
Spell Resistance: Yes

This spell works exactly like Resist Energy, except that it works only for Spellfire. It cannot be used to protect someone against any other type of energy. Casting this spell does not cause damage to the caster (see "Damaging Conduit" at the top of this document).

3rd Level

Crackling Net

Level: Brd3, Sor3
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft/level)
Target: One creature
Duration: 1 round per 2 levels
Saving Throw: Reflex halves, see text
Spell Resistance: No

This spell launches a crackling net of spellfire at one target within range that deals 5d8 damage; this portion of the damage is not reduced by a successful save. The net will never fail to miss, but a successful Reflex save by the target will halve all future damage (the net didn't fully enclose the target if the save is made). The net doesn't restrict the target's movement at all, but each round, the target suffers an additional 2d8 points of damage as the net crackles with damaging energy. The target is only allowed a save on the net's first impact. A target suffering damage from this spell must make a Concentration check to cast a spell and suffers a -2 penalty to attack rolls, armor class, and saves.

Protection from Spellfire

Level: Brd2, Sor3
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Saving Throw: Will harmless
Spell Resistance: Yes

This spell works exactly like Protection from Energy, except that it works only for Spellfire. It cannot be used to protect against any other type of energy. Casting this spell does not cause damage to the caster (see "Damaging Conduit" at the top of this document).

Spellfire Bomb

Level: Brd3, Sor3
Casting Time: 1 standard action
Range: Long (400 ft. +40 ft/level)
Effect: 20 foot radius burst
Saving Throw: Reflex halves
Spell Resistance: Yes

This spell deals 1d8 damage per caster level in a 20 foot radius burst (maximum 10d8). A Reflex save halves the damage.

4th Level

Leech Inner Fire (Medium)

Level: Brd4, Sor4
Casting Time: 1 standard action
Range: Close (25 ft. +5 ft/2 levels)
Duration: One hour; see text
Saving Throw: None
Spell Resistance: Yes

This spell saps spirit energy from one target, dealing 1d8 damage per two caster levels (maximum 5d8). This damage is returned to the caster as temporary hit points, which last for up to one hour. Casting this spell does not cause damage to the caster (see "Damaging Conduit" at the top of this document).

Spellfire Shield

Level: Brd3, Sor4
Casting Time: 1 standard action
Range: Personal
Duration: 1 minute/caster level (see text)
Spell Resistance: No

This spell creates a crackling shield of spellfire around the caster. The shield gives him Spellfire Resistance 10 and 5 points of Resistance for the five standard energy types (fire, cold, electricity, acid, sonic). Additionally, when the caster is struck in melee (the attacker must be adjacent to the caster) the Spellfire Shield will counter with a crackling bolt of spellfire that deals 1d6 damage plus 1 point of damage per caster level up to 1d6+15. This bolt is not affected by Spell Resistance.

The spellfire shield is taxing to maintain. It drains 1 hit point per round while active, though the caster can dismiss it at any time. The shield disappears if the caster's hit points drop to 0 or lower.

Spellfire Storm

Level: Brd4, Sor4
Casting Time: 1 standard action
Range: Long (400 ft + 40 ft/level)
Saving Throw: None
Spell Resistance: Yes

This spell creates a storm of spellfire that deals 5d8 damage in a 20 foot radius burst.

5th Level

Cone of Spellfire

Level: Brd5, Sor5
Casting Time: 1 standard action
Range: 60 ft. cone
Saving Throw: Reflex halves
Spell Resistance: Yes

This spell creates a 60 foot cone of spellfire that deals 1d8 damage per caster level, up to a maximum of 15d8. The spell allows a Reflex save for half damage. Because this spell channels magical power in a more focused way, Cone of Spellfire grants an additional +2 to any rolls made to overcome Spell Resistance.

6th Level

Arc Spellfire (Medium)

Level: Brd6, Sor6
Casting Time: 1 standard action
Range: Medium (100 ft. +10 ft./level)
Target: Up to four creatures, no two of which can be more than 15 ft. apart
Saving Throw: None
Spell Resistance: Yes

This spell fires a crackling bolt of spellfire that deals 10d6 points of damage. The spellfire bolt can arc to up to three other creatures, the bolt arcing to a new target as it passes through a foe. The bolt can only arc to a target within 15 feet. It deals 8d6 damage to the second target, 6d6 to the third, and only 4d6 to the last. Any given bolt can only strike a creature once. Because of this spells focused nature, it grants an additional +2 bonus to overcome any Spell Resistance the target may have.

At level 16, the caster gains an additional bolt, and at level 20 the caster gains a third.

7th Level

Leech Inner Fire (Deadly)

Level: Sor7
Casting Time: 1 standard action
Range: Medium (100 ft. +10 ft/level)
Duration: One hour; see text
Saving Throw: None
Spell Resistance: Yes

This spell saps spirit energy from one target, dealing 1d6 damage per caster level (maximum 20d6). This damage heals the caster on a point for point basis, and excess hit points become temporary hit points, which last for up to one hour. Casting this spell does not cause damage to the caster (see "Damaging Conduit" at the top of this document).

Spellfire Explosion

Level: Sor7
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Effect: 20 foot radius burst
Saving Throw: Reflex half and Fortitude partial (see text)
Spell Resistance: Yes

This spell creates an intense explosion of spellfire, dealing 1d8 damage per caster level in a 20 foot radius burst (maximum 20d8). Targets caught in the blast are allowed a Reflex save for half damage. If desired, the caster may choose one target in the spell's area of effect; this target must make a Fortitude save or be Stunned for one round.

8th Level

Arc Spellfire (Large)

Level: Sor8
Casting Time: 1 standard action
Range: Medium (100 ft. +10 ft./level)
Target: Up to four creatures, no two of which can be more than 15 ft. apart
Saving Throw: None
Spell Resistance: Yes

This spell fires two crackling bolts of spellfire that deal 12d6 points of damage. The spellfire bolts can arc through three other creatures, arcing to a new target as it passes through a foe. The bolt can only arc to a target within 30 feet. It deals 9d6 damage to the second target, 6d6 to the third, and only 3d6 to the last. Any given bolt can only strike a creature once, but if the caster launches multiple bolts it may be struck once per bolt.

At level 20, the caster gains an additional bolt.

9th Level

Spellfire Thunderstorm

Level: Sor9
Casting Time: 1 standard action
Range: Long (400 ft. +40 ft./level)
Effect: Four 20 foot radius bursts
Saving Throw: See text
Spell Resistance: Yes

This spell rains bolts of spellfire on your foes. It deals 1d8 points of damage per caster level (maximum 25d8) to all foes caught in the area. Targets are allowed a Reflex save for half damage. Bursts that overlap do not deal additional damage. The caster may choose one target per burst; that target must also make a Fortitude save or be Stunned for one round.

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