True Invoker (3.5e Class)
From D&D Wiki
|“||I am a beacon of knowledge blazing out across a black sea of ignorance||”|
|—Carl, Human Invoker|
In its earliest, and some would say most potent form, magic was primarily the art of memory. It required no technology, no wands or appurtenances other than the mind of the magician. All the trappings of ritual were merely mnemonic devices, meant to allow the practitioner to recall in rich detail the specific mental formulae that unlocked a spell's power. The greatest mages in those days were the ones blessed with the greatest memories, and yet so complex were the invocations that all wizards were forced to specialize. The most devoted might hope in a lifetime to have adequate recollection of three spells—four at most. Ordinary wizards were content to know two, and it was not uncommon for a village mage to know only one—with even that requiring him to consult grimoires as an aid against forgetfulness on the rare occasions when he might be called to use it. But among these early practitioners there was one exception, a genius of vast intellect and prodigious memory who came to be known as the Invoker. In his youth, the precocious wizard mastered not four, not five, not even seven incantations: He could command no fewer than ten spells, and cast them instantly. Many more he learned but found useless, and would practice once then purge from his mind forever, to make room for more practical invocations. One such spell was the Sempiternal Cantrap—a longevity spell of such power that those who cast it in the world's first days are among us still (unless they have been crushed to atoms). Most of these quasi-immortals live quietly, afraid to admit their secret: But Invoker is not one to keep his gifts hidden. He is ancient, learned beyond all others, and his mind somehow still has space to contain an immense sense of his own worth...as well as the Invocations with which he amuses himself through the long slow twilight of the world's dying days.
Making an Invoker
Abilities: The most important ability for Invoker is Intelligence as it buffs many of his spells and allows more spells to be cast per round. Given the versatility of the class, secondary abilities could be Dex, Con, or Wis. Str and Cha are not as important.
Races: Any, though races that don't value Intelligence and Knowledge would almost never produce Invokers.
Alignment: Any, but usually Chaotic.
Starting Gold: 4d4x10 gp (100 gold).
Starting Age: Complex.
|1st||+0||+0||+0||+2||Invoke, Quas-Wex-Exort!, Arcane Bolt,|
|3rd||+1||+1||+1||+3||Glorious Invocation! I|
|4th||+2||+1||+1||+4||I Must Have Stepped On Something...|
|5th||+2||+1||+1||+4||All Knowledge is Parallel I|
|10th||+5||+3||+3||+7||All Knowledge is Parallel II|
|11th||+5||+3||+3||+7||Glorious Invocation! II|
|13th||+6/+1||+4||+4||+8||My Mind is My Arcanery! I|
|15th||+7/+2||+5||+5||+9||All Knowledge is Parallel III|
|18th||+9/+4||+6||+6||+11||My Mind is My Arcanery! II|
|19th||+9/+4||+6||+6||+11||Glorious Invocation! III|
|20th||+10/+5||+6||+6||+12||All Knowledge is Parallel IV, Refresh IV,|
Class Skills (2 + Int modifier per level, ×4 at 1st level)
|“||From the first point was begat a line. From this line was begat a world. And that first point was one I made.||”|
|—Carl, Human Invoker|
All of the following are class features of the Invoker.
Weapon and Armor Proficiency: The Invoker is not proficient with any weapons (besides his arcane bolt) or armor. In fact, each hand devoted to holding an item other than a magical focus gives the Invoker 50% chance of invocation failure, as Invokers need an immense amount of concentration to cast their spells and Spell Failure Chance from Armor is doubled.
Invoke: The Invoker doesn't cast spells like a regular Wizard or Sorcerer, instead he invokes them based on the 3 orbs he has selected (Quas, Wex, Exort). The Invoker is considered to have 3 spell slots, but instead of spells, he fills each of them with an elemental orb of power hovering around him. Using these orbs as reagents allows the Invoker to cast spells as a free action. After casting a spell he cannot cast the same spell until he has cast a number of different ones depending on the spell invoked. The Invoker may summon a number of orbs equal to his Intmod in a single standard action that provokes attacks of opportunity and 1 free actions may be taken during or at the end of this standard action to invoke 1 spell, this improves at level 3. The Invoker cannot cast spells without these orbs! If the Invoker takes damage while he has orbs summoned, he must make a Concentration check DC (DAMAGE TAKEN) or his summoned orbs are dispelled, forcing him to resummon them if he wishes to continue invoking spells. Newly summoned orbs always replace the oldest summoned orb. See Spell List below.
Quas, Wex, Exort!: The 3 elemental orbs of power, conjured up from the elemental planes to serve the Invoker's will. Quas is blue and represents cold and ice, Wex is purple and represents electricity and raw arcane energy and Exort is red and represents fire and heat. Different combinations of these orbs will cast one of the 10 different spells of the Invoker. The positioning of these orbs does not matter, only the number of them ( [Exort-Exort-Wex], [Exort-Wex-Exort] and [Wex-Exort-Exort] ) will all cast the same spell. The Invoker must have 3 orbs selected to cast a spell. In addition to allowing him to cast spells, the Invoker also gains a few passive effects from each orb he has maintained at the end of the round that scale as the orbs are leveled up. For each Quas orb maintained at the end of the round, the Invoker gains 1 Cold Resist / Quas Level, 1/3 Fast Healing / Quas Level (Rounded down, Level 1 Quas - Must have all 3 orbs at Quas at the end of the round to benefit from Fast Healing 1) and +1/2 to Fort Saves / Quas Level (Rounded Down). For each Wex orb maintained at the end of the round, the Invoker gains 1 Electric Resist / Wex Level, 1 movespeed / Wex Level (Movespeed applies to all movement types the Invoker has access to already, not just land speed), +1/2 Dodge bonus to AC / Wex Level (Rounded Down) and +1/2 to Reflex Saves / Wex Level (Rounded Down). For each Exort orb maintained at the end of the round, the Invoker gains 1 Fire Resist / Exort Level, +1/2 Attack Bonus with Arcane Bolt / Exort Level (Rounded Down), and +1/2 to Will Saves / Exort Level (Rounded Down)
Arcane Bolt!: At 1st level the Invoker can attack at range by firing a bolt of arcane energy at the target. This is considered a normal ranged attack (as if you are using a bow) that DOES provoke attacks of opportunity. Arcane Bolt uses Intelligence as its attacking ability rather than Strength or Dexterity. The damage is based on the orbs the Invoker has summoned at the time. Each orb adds 1d(orb level) of damage of their corresponding element, except Exort, which adds 1d(2x Exort Level). For example, an invoker with 1 Level 1 Quas orb, 1 Level 2 Wex orb and 1 Level 3 Exort orb summoned at the time of attack would deal 1 Cold damage, 1d2 Electric damage and 1d6 Fire Damage. Arcane bolt has a x2 crit and a range increment of 30 + 5x(Intmod) ft.
Spherical Sorcery!: At 2nd level and every level after, the Invoker chooses an orb (Quas, Wex or Exort) to level up. His spells and passive bonuses increase in power as relevant orbs are leveled up.
Glorious Invocation!: At 3rd level the Invoker can add 1/2 his Intmod to the number of free actions per turn for the purpose of casting spells. This allows an Invoker to cast a number of spells equal to 1 + 1/2 intmod in a single turn, assuming he can summon enough orbs to do so. The Invoker also gains 1 additional invocation at level 11 and level 19.
I Must Have Stepped On Something...: At 4th level the Invoker's body can function without much focus being devoted to it. The Invoker may make a "free" move action at the same time as they are making their standard action to summon orbs and invoke spells. This allows the Invoker to make 2 move actions per round, or a run action while still invoking their spells. The Invoker also gains a Concentration bonus equal to his Invoker level for the purpose of salvaging his currently summoned orbs if he takes damage.
All Knowledge is Parallel: At 5th Level and every 5th level thereafter (10th, 15th, 20th) The Invoker may choose a single spell to specialize in. The player then negotiates with their DM to invent an alteration that can be made to the spell as a result of this deeper specialization. For example, an Invoker specializing in Forged Spirit may summon 2 Forged Spirits instead of 1, while an Invoker specializing in Deafening Blast may change the blast from a cone attack in front of them to a full sphere around the Invoker. An EMP specialist may cast EMPs that explode instantly when invoked, while a Tornado Specialist may remove the limit to the number creatures that may be swept up in the whirlwind.
Refresh: At level 8, once per day, the Invoker can, as a free action that does not provoke attacks of opportunity, instantly remove all their spells' cooldowns. This allows the Invoker to cast the same spells without needing to wait for their "Number of Spells In Between" counter to renew. The Invoker may use this ability twice per day at 12th level, 3 times per day at 16th Level and 4 times per day at 20th level.
My Mind is My Arcanery!: At 13th level, once per day, the Invoker can instantly repeat his entire spell combo in combat. The turn is repeated automatically, meaning he cannot cast different spells or make different actions. When this ability is used, whatever spells cast throughout his turn are automatically repeated, and the ability must be used at the end of the turn. This ability ignores spell cooldowns. The Invoker may choose different targets for his spells. At the end of the turn this ability is used, the Invoker's mana drops to 0. At level 18 the Invoker may use this ability a number of times per day equal to 1/3 intmod (Rounded Down) and no longer spends their remaining mana pool on this ability, they only spend whatever mana was required to recast their spells.
Saves: All Saves vs an Invoker's spells are calculated based on the dominant orb's level (Whichever Orb is used most in the spell, or the highest level orb in the case of Deafening Blast). The Save DC is calculated as follows; 10 + Orb Level + Intmod.
Mana: Each Spell has a Cooldown and Mana Cost to keep track of whenever used. Every time a round passes or a new spell is invoked, all previously set cooldown timers are reduced by 1. A spell cannot be invoked if it has a cooldown timer still active. Mana Costs are always 3x a spell's cooldown and are kept track of like powerpoints. The Invoker's maximum Mana is (20 x Invoker Level) + (15 x Intmod). The Invoker regenerates his mana pool by (1 x Intmod) points per round (or 6 seconds).
Quas Quas Quas - Cold Snap - Quas Trionis - Sadron's Protracted Frission: Invoker chooses a target within 50 + (5 ft x Intmod). If the target fails a Fort Save vs Quas, they become slow and vulnerable to interruption for a number of rounds equal to 1/2 the Invoker's Quas Level. Any time the subject attempts a standard or full-round action while under the effects of Cold Snap, they provoke an attack of opportunity from any nearby applicable enemies, and if they take damage from one of these attacks of opportunity, their intended standard or full-round action is interrupted and their turn ends. Any non-cold damage instance of at least 2 points they take while under the effect of Cold Snap deals an additional point of Cold Damage per Quas Level. Creatures who would not be affected by having the heat removed from their body are unaffected by Cold Snap. Cold Snap has a Cooldown of 3 Spells.
Quas Quas Wex - Ghost Walk - Myrault's Hinder-Gast: Invoker becomes invisible for as long as his concentration. Enemies within 25 + (5 x Intmod) ft must succeed on a Fort Save vs Quas or be slowed by 5 ft / Quas Level (enemies speed cannot be reduced below 5 ft). The Invoker's speed is also affected by this spell. Invoker loses 30 speed immediately upon invoking the Ghost Walk but gains (10 ft x Wex Level) speed back, such that at later levels Ghost Walk actually increases Invoker's speed. There is no visible representation of the AOE of Ghostwalk, but affected creatures (other than the Invoker) leave behind snowy footprints wherever they walk. Ghost Walk has a cooldown of 6 spells.
Quas Quas Exort - Ice Wall - Killing Wall of Koryx: Invoker creates a Wall of Quicksand-Like Semi-Solid Ice 5 feet in front of them that has a duration of 1 round / Quas Level + Intmod. Ice Wall has a maximum height of 5 ft / (Quas Level) and a maximum length of 10 ft / Quas Level. The Ice Wall can be made shorter in height and length at the Invoker's discretion but the thickness is always 5 ft and it always runs perpendicular to the direction the Invoker is facing. Anyone within squares that are filled by Ice Wall must make a Reflex Save vs Quas or be frozen in the ice wall for its duration and suffer 1d3 / Exort Level Cold Damage each round they are trapped inside it. Each round, during the frozen creature's turn they may attempt a strength check vs Quas Save DC to break through the ice or an escape artist check vs Quas Save DC to break free. Any creature that touches the Ice Wall after it has been invoked must make a Reflex Save vs Quas Level or be sucked into the Ice Wall. The Invoker can choose to free creatures from their Ice Wall as a Standard Action. Ice Wall has a cooldown of 5 spells.
Wex Wex Wex - EMP - Wex Trionis - Shimare's Extractive Pulse: Invoker creates a visible ball of sizzling Electrical and Arcane energy anywhere within 100 + (10 x Intmod) ft. At the start of the Invoker's next turn, the EMP Detonates, dispelling magic and psionics in a 30 + 10 / Wex level ft sphere (As Dispel Magic and Dispel Psionics) and dealing (1d8 / Wex level) electric damage to all enemies in the sphere on a failed reflex save vs Wex. (Half Damage on Save) The Caster Level Check used to dispel magical/psionic effects is 1d20 + Invoker Level + Wex Level. Each spell effect dispelled grants the Invoker 10% of his maximum Mana back (to a maximum of 10% / Wex level). EMP has a cooldown of 4 Spells.
Wex Wex Quas - Tornado - Claws of Tornarus: Invoker summons a ([5 ft x 5 ft] x 1 + 1/3Wex Level [Rounded Down] EXAMPLE: An Invoker with Level 3-5 Wex summons 10ft x 10ft tornadoes while an invoker with Level 6-8 Wex summons 15ft x 15ft tornadoes) whirlwind starting 5 ft in front of them that travels 40 ft + (40ft x Wex Level) before dissipating. The Tornado moves at a speed of 100 ft per round. Creatures in its path must make a reflex save vs Wex or be violently swept up into the air by the tornado for 1 round, unable to act. A successful save results in only (1d6 x Wex Level) Electric damage and the creature moves to the nearest square that is outside the tornadoes path. At the start of Invoker's following turn, all creatures swept up in the tornado in the previous round fall back down to the square they occupied before they were swept up and take (1d6 x Wex Level) Electric Damage and 1d6 x (1 + 1/2 Quas Level) falling damage. The tornado can only lift creatures and objects whose size is not greater than its own. A 5x5 Tornado is considered Medium, a 10x10 is considered Large, etc. Creatures larger than the Tornado are treated as having succeeded on their Reflex Save automatically. Tornado has a cooldown of 7 spells.
Wex Wex Exort - Alacrity - Zeal of Wexort - Gaster's Mandate of Impetuous Strife: The Invoker chooses an ally within 50 + (5 x Intmod) ft (or himself) to infuse with elemental power. The target gains (1.5 x Wex Level, rounded down) BAB (and any additional attacks their new BAB allows) and gains 1d4 / Exort level fire damage for any weapon attacks (including Arcane Bolt) for a number of rounds equal to 1 + Wex Level. Alacrity has a cooldown of 1 Spell.
Exort Exort Exort - Sunstrike - Exort Trionis - Harlek's Incantation of Incineration: This spell can only be used effectively under the open sky or under a covering that would not effectively block the sunstrike. The Invoker invisibly marks a 10 x 10 square anywhere within 150 + 10 / Intmod ft. At the beginning of Invoker's next turn, a beam of sunlight / moonlight incinerates the marked area for (2d8 / Exort Level) + intmod Celestial / Infernal Fire (Reflex Save vs Exort for half damage). The damage of Sunstrike is split evenly amongst all of the creatures in the radius of the Sunstrike. Sunstrike has a cooldown of 4 spells
Exort Exort Quas - Forged Spirit - Culween's Most Cunning Fabrications: Summons a Forged Spirit minion within 10 feet of Invoker to do his bidding for 1 round / Quas Level + intmod. This Forged Spirit is as a Fire Elemental except as noted here. It has (1d8 hit die / Quas Level) and increases in size with HD as a Fire Elemental. Invoker's Forged Spirits make ranged attacks (throwing their own magma) with a BAB equal to Exort level and an enhancement bonus equal to 1/2 Exort Level rounded down. Forged Spirits also have Improved Sunder as a bonus feat and a special attack, Melting Strike that they can make as a full round action where they make a ranged touch attack against an object and deal damage directly to the items hardness. If the item's hardness reaches 0 as a result of this attack, the item is destroyed. If used against a creature, the attack is simply a single touch attack as a full round action. If a new Forged Spirit is summoned while a previously summoned spirit is still active, the old spirit dissipates and the new one is summoned normally. Forged Spirit has a cooldown of 2 spells.
Exort Exort Wex - Chaos Meteor - Tarak's Descent of Fire - Gallaron's Abyssal Carnesphere: This spell, like Sunstrike, can only be properly invoked underneath the open sky or underneath a covering that cannot effectively block the meteor. Invoker marks an area within 50 + (5 x Intmod) feet that is 5 ft x 5 ft x (1 + 1/3 Exort level) (1-2: 5x5, 3-5: 10x10, 6-8: 15x15, etc.). Upon invocation, all creatures within the area that can hear are immediately aware of the meteor barreling towards the planet, as it breaks the sound barrier. At the start of the Invoker's following turn, the meteor reaches the intended destination, but instead of burrowing into the ground, it seems to be caught by an electrical field and is instead sent rolling in the opposite direction of the Invoker's position when the meteor was invoked at a speed of 10 + (10 x Exort level). The meteor will continue to roll for a number of rounds equal to Wex Level. At any point where a creature would make contact with the meteor, they must make a Reflex save vs Exort. A failed save by a creature in the meteor's impact zone results in 2d8 / meteor size category bludgeoning damage, 1d6 / Exort Level Abyssal Fire damage and the affected creature(s) must make a grapple check vs Exort Save DC (+/-4 x size category difference between meteor and creature). A failed grapple check causes the creature to be crushed underneath the meteor, dealing an additional instance of 1d6 / size category bludgeoning damage, 1d6 / Exort Level Abyssal Fire damage, and causing the creature to fall prone. A successful grapple check allows the creature to shatter the meteor, stopping its advance and negating further damage. A failed reflex save by a creature in the rolling path, but not the impact zone of the meteor results in 1d8 / size category bludgeoning damage, 1d6 / Exort Level Abyssal Fire damage, and the same grapple check as above. Successful reflex saves by creatures in either the impact zone or the rolling path allow them to avoid the bludgeoning damage, but they still take the Abyssal Fire damage. Once the Meteor has run for the appropriate number of rounds, it crumbles in a fiery, electric burst, leaving behind only smoldering ash. Creatures who at any point took Abyssal Fire damage from the meteor will also take (1 x Exort Level) additional Abyssal Fire damage / round for a number of rounds equal to 1/2 the total Abyssal Fire damage received from the meteor. Chaos Meteor has a cooldown of 7 spells.
Quas Wex Exort - Deafening Blast - Tri-Orbant Blast - Buluphont's Aureal Incapacitator - Sonic Boom: Invoker unleashes a mighty sonic wave in front of him, dealing (1d8 x Exort Level) Sonic damage to all enemies in a 20 + (10 ft x Wex Level) cone and knocking them back 5 ft / Wex level. This attack also deafens and dazes any affected enemies for 1 round / Quas level. On a successful Fort save vs Highest Level Orb, knockback and deafening are negated and damage is halved. Enemies who were either already deaf or were protecting their ears would be neither deafened nor dazed, but would still take the full damage and be knocked back if they failed the Fort Save. Deafening Blast has a cooldown of 4 spells.
Special Spell Uses and Interactions
The following is a list of possible extra spell uses and interactions that may be adopted or ignored at the DM's discretion. They mainly exist for the purpose of guiding the creation of spell combos and adding versatility and fun to the Invoker.
Cold Snap Snap Thaw: A creature that is affected by Cold Snap and takes at least 2 points of Fire Damage in a single instance receives double its normal instance of Cold Snap damage but removes one round from the duration of Cold Snap.
Cold Snap Cryosleep: A Cold Snapped creature that is encased in an Ice Wall Receives no damage from the Ice Wall but its Cold Snap Duration also freezes. A Coup de Grace dealt to the Cryoslept creature may multiply the Cold Snap damage by its weapon's crit multiplier.
Cold Snap Shatterfall: A Cold Snapped creature that is swept up in a tornado multiplies the Cold Snap damage received on the falling damage instance by 1/5 the falling damage taken (rounded down).
Cold Snap Cosmic Oblivion: A Cold Snapped creature that is struck by a Chaos Meteor receives 1.5x bludgeoning damage. The Chaotic Fire damage activates Snap Thaw normally, with the exception that the cold damage inherits the fire's Chaotic quality. The creature makes a Fortitude Save in place of their grapple check. If it fails this save, the creature is obliterated, taking 3d10 / meteor size category Bludgeoning damage. A successful Fortitude save shatters the meteor as a successful grapple check would have if the subject were not Cold Snapped.
Cold Snap Sonic Burst: A Cold Snapped creature that is struck by Sonic damage (Like from Deafening Blast) multiplies the sonic damage by (1 + 1/2 Quas Level) instead of giving an instance of Cold Snap damage.
Ghost Walk Deep Freeze: Creatures who critically fail their Fort save to avoid the effects of Ghost Walk become Cold Snapped.
Ice Wall Meltdown: For Every 2 / Quas level points of Fire damage received by a creature encased in an Ice Wall, the DC to break free from Ice Wall decreases by 1.
Ice Wall Cosmic Oblivion: As Cold Snap Cosmic Oblivion, but for creatures frozen in Ice Wall.
Ice Wall Sonic Burst: Any piece of an Ice Wall that is exposed to at least 5 Sonic Damage / Quas Level bursts, freeing any creatures bound in the shattered section but also causing them to multiply the Sonic damage taken by (1 + 1/2 Quas level).
EMP Rebinding: Any persisting Invoker Spells that are created using Wex orbs (Ghost Walk, Tornado, Alacrity, Chaos Meteor) are dispelled if they are in range of an EMP when it goes off and count towards the number of spell effects dispelled for the purposes of gaining mana back.
Tornado Elemental Infusion: A Tornado that passes over an EMP inherits an additional Electric damage quality equal to 1d6 x Wex Level. A Tornado that passes over a Wall of Ice inherits a Cold damage quality equal to 1d6 x Quas Level. A Tornado can also be made the target of a Cold Snap to achieve this effect. A Tornado that passes over a Chaos Meteor inherits a Fire damage quality (in this case Abyssal Fire) of 1d6 x Exort Level. The Meteor itself cannot be swept up by the Tornado because the powerful winds disrupt the electric field holding the meteor together, causing it to crumble to ash. The tornado does pick up this ash however, spewing out an ashy fog upon the completion of its movement that grants an area twice the size of the meteor concealment for 1d4 rounds. These damage qualities are applied to any creatures that are swept up by the tornado or are close enough to its path to be forced to roll a Reflex Save and are dealt in the same instance as the tornado's own Electric damage.
Alacrity Defibrillation: Invoker may use Alacrity on creatures that are unconscious to awaken them and allow them to act normally. This spell will neither stabilize nor heal injured creatures, nor does it grant them the normal bonuses of Alacrity, as the surge of energy is being used to keep them conscious. When the Alacrity effect expires, the creature returns to unconsciousness. This effect cannot be used to revive dead creatures at -10 hp or less without specialization.
Invokers cannot lose the ability to cast spells unless their memory is completely erased.
Invokers cannot multiclass as the moment one takes a level in Invoker, their mind becomes absorbed too by the great wealth of elemental magics to function as anything but an Invoker.
When adding Invokers to the world, DM's would do well to add some items from the DOTA world to supplement the progression of magic in their world. Item Suggestions are as follows:
Aghanim's Scepter: This staff of a demigod grants the wielder +2 INT, +2 DEX and +2 CON and increases all of the Invoker's Orb Levels by 1. But in the hands of other creatures, it may grant entirely different bonuses more in line with their class and playstyle. This staff does not give the Invoker the normal 50% spell fail chance for taking the use of one of his hands because it is a special magical focus object.
Aether Lens: This amulet, often worn as a necklace, increases the range of any spells cast by 30 ft as well as granting the Invoker 25 bonus mana and increasing his mana regeneration rate by (1 x Intmod) mana per round.
Octarine Core: This amulet, often worn as a necklace, gives its wielder +4 INT, reduces all the Invoker's spell cooldowns by 1, and allows the wielder to heal 10% of all damage dealt with their spells. The wielder can never heal above their maximum HP with this item and the Invoker does not heal from damage dealt by his forged spirits' attacks or damage dealt by other creatures affected by their Alacrity spell.
Scythe of Vyse: This +1 Scythe grants its wielder +4 INT and the ability to, as a bonus action, polymorph 1 creature into an animal of the wielder's choosing for 1 round, once per hour. (Will Save DC 20 Negates) (Use Magic Device DC 15) This item also grants the Invoker (2 x Intmod) mana regeneration per round. This item does not give the Invoker the normal 100% spell fail chance for taking the use of both of his hands because it is a special magical focus object.
Shiva's Guard: This +2 Breastplate is icy to the touch. It does not require any armor proficiency to be worn effectively. Whenever the wearer takes damage from a physical attack (melee or ranged), the attacker must make a Fort Save DC 20 or have their BAB reduced by 4, causing them to lose attacks on a full attack if their BAB falls below a 5-point threshold. Shiva's Guard does not have any Arcane Spell Fail Chance. Shiva's Guard also grants its wearer Fire Immunity. Shiva's Guard can be activated as a bonus action to create a 50 ft radius cold sphere centered on the wearer that instantly snuffs out all fires and deals 2d10 Cold Damage and reduces all affected creatures' speeds by 15 ft for 2 rounds. (Fort 20 Half Damage/Negates Speed Reduction) (Use Magic Device DC 15)
|21st||Spherical Sorcery! (As Above)|
|25th||All Knowledge is Parallel V|
|27th||Glorious Invocation IV|
|30th||All Knowledge is Parallel VI|
2 + Int modifier skill points per level.