Difference between revisions of "Craft Aboleth Glyph"

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(Created page with "{{Needs Review}} {{Feat |Name=Craft Aboleth Glyph |Source=Lords of Madness |Type=Item Creation |Description=An aboleth with this feat can create magic glyphs that store spells or have specialized effects of their own. |Prerequisites=Aboleth§ 5th Level Caster |Content=The creature can create a permanent glyph of warding effect that automatically recharges and replenishes its own energy after a short period of inactivity after it is triggered. Crafting an aboleth glyph ta...")
 
 
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|Content=The creature can create a permanent glyph of warding effect that automatically recharges and replenishes its own energy after a short period of inactivity after it is triggered. Crafting an aboleth glyph takes one day for each 1,000 gp in its base price. The base price of an aboleth glyph is its caster level times spell level times 1,000 gp. To create the glyph, the creature must spend 1/25 of the base price in XP and use up raw materials costing one-half of the base price. A newly created glyph functions exactly as if the creature had cast glyph of warding on the affected area, except that the glyph automatically reappears 1 minute after it is discharged. Similarly, if the glyph is dispelled, it reforms as good as new 1 minute later. An aboleth glyph can be destroyed only in the same manner that a magic item can be destroyed--Mordenkainen's disjunction, physical destruction of the glyph, and so on. Alternatively, the aboleth can create a master glyph. Each master glyph is a unique glyph with specific effects and base costs.
|Content=The creature can create a permanent glyph of warding effect that automatically recharges and replenishes its own energy after a short period of inactivity after it is triggered. Crafting an aboleth glyph takes one day for each 1,000 gp in its base price. The base price of an aboleth glyph is its caster level times spell level times 1,000 gp. To create the glyph, the creature must spend 1/25 of the base price in XP and use up raw materials costing one-half of the base price. A newly created glyph functions exactly as if the creature had cast glyph of warding on the affected area, except that the glyph automatically reappears 1 minute after it is discharged. Similarly, if the glyph is dispelled, it reforms as good as new 1 minute later. An aboleth glyph can be destroyed only in the same manner that a magic item can be destroyed--Mordenkainen's disjunction, physical destruction of the glyph, and so on. Alternatively, the aboleth can create a master glyph. Each master glyph is a unique glyph with specific effects and base costs.
}}
}}
=== Master Glyphs ===
Aboleths that learn the Craft Aboleth Glyph feat can use their knowledge of magic to create powerful magic glyphs. Most of these glyphs merely duplicate the effect of a glyph of warding spell. Aboleths that have the knowledge and power can learn to craft much more potent, powerful glyphs known as master glyphs. Each master glyph is a unique glyph with specific effects. Several sample master glyphs are detailed here; you can use these master glyphs as guidelines for creating new master glyphs. Master glyphs affect a creature upon its initial entry into the glyph’s range. Beneficial glyphs apply their effects immediately. Hostile glyphs typically grant a saving throw to negate or reduce their effects; in this case, a creature need only make the save upon entering the glyph’s range. The effect of a glyph ends immediately after a creature leaves the glyph’s area of effect, but the creature must make a new saving throw immediately upon reentering the glyph’s range. The effects of multiple master glyphs do not stack. In a case where more than one master glyph would have an effect on a specific area, the master glyph with the highest caster level suppresses the other glyphs. In the case of multiple glyphs of the same caster level overlapping, the most recently created glyph suppresses the older glyphs. A master glyph always suppresses the effect of a glyph of warding, greater glyph of warding, or elder glyph of warding.
==== Example Master Glyphs ====
===== Glyph of the Deep =====
Any air-breathing creature that approaches within 20 feet of this glyph must make a DC 19 Fortitude save to avoid having its lungs instantly fi ll with water. A creature whose lungs fill with water immediately begins to drown. On the first round, its hit points drop to 0, and it falls unconscious. On the following round, its hit points drop to –1, and on the third round, it dies. Any effect that returns a drowning character to positive hit points wakens the creature and allows it to cough up the water in its lungs. Otherwise, only a DC 15 Heal check can empty the creature’s lungs of water and save it from a watery death.
Strong conjuration; CL 15th; Craft Aboleth Glyph, control water; Price 120,000 gp.
===== Glyph of Enfeeblement =====
All non-aboleths within 20 feet of this glyph are weakened and debilitated, and take a –6 penalty to Strength, Dexterity, and Constitution. The effect of this glyph persists for 1d4 rounds after a creature exits the area of effect. A successful DC 16 Will save negates the effect completely.
Moderate necromancy; CL 9th; Craft Aboleth Glyph, bestow curse; Price 72,000 gp.
===== Glyph of Extension =====
Any aboleth within 20 feet of this glyph doubles the range of its enslave special attack.
Moderate transmutation; CL 9th; Craft Aboleth Glyph, eagle’s splendor; Price 20,000 gp.
===== Glyph of Law =====
All nonlawful creatures within 30 feet of this glyph become nervous and unsure of their abilities. These creatures take a –1 penalty on attack rolls, weapon damage rolls, and saving throws. This effect cannot be resisted with a saving throw.
Moderate abjuration; CL 9th; Craft Aboleth Glyph, magic circle against law; Price 30,000 gp.
===== Glyph of Slave’s Glory =====
All creatures within 30 feet of this glyph and currently under the effect of an aboleth’s enslave ability are fi lled with feelings of pride for and loyalty to their aboleth masters. The creatures gain a +2 morale bonus on Strength, Constitution, and Will saving throws. If a slave attacks another aboleth while within the area of this glyph, he takes 10d6 points of force damage (DC 16 Refl ex save for half) and immediately loses all benefits of the glyph until he leaves the area and reenters it.
Moderate transmutation; CL 9th; Craft Aboleth Glyph, rage; Price 40,000 gp.
===== Glyph of the Slime Curse =====
Within 30 feet of this glyph, any saving throws against an aboleth’s slime special attack are made with a –4 penalty. A failed save indicates that transformation occurs in a single round.
Moderate transmutation; CL 9th; Craft Aboleth Glyph; Price 25,000 gp.

Latest revision as of 15:30, 18 June 2023

Searchtool-80%.png Needs review
Source: Lords of Madness

Description: An aboleth with this feat can create magic glyphs that store spells or have specialized effects of their own.

Prerequisites: 5th Level Caster, Aboleth


The creature can create a permanent glyph of warding effect that automatically recharges and replenishes its own energy after a short period of inactivity after it is triggered. Crafting an aboleth glyph takes one day for each 1,000 gp in its base price. The base price of an aboleth glyph is its caster level times spell level times 1,000 gp. To create the glyph, the creature must spend 1/25 of the base price in XP and use up raw materials costing one-half of the base price. A newly created glyph functions exactly as if the creature had cast glyph of warding on the affected area, except that the glyph automatically reappears 1 minute after it is discharged. Similarly, if the glyph is dispelled, it reforms as good as new 1 minute later. An aboleth glyph can be destroyed only in the same manner that a magic item can be destroyed--Mordenkainen's disjunction, physical destruction of the glyph, and so on. Alternatively, the aboleth can create a master glyph. Each master glyph is a unique glyph with specific effects and base costs.


Master Glyphs

Aboleths that learn the Craft Aboleth Glyph feat can use their knowledge of magic to create powerful magic glyphs. Most of these glyphs merely duplicate the effect of a glyph of warding spell. Aboleths that have the knowledge and power can learn to craft much more potent, powerful glyphs known as master glyphs. Each master glyph is a unique glyph with specific effects. Several sample master glyphs are detailed here; you can use these master glyphs as guidelines for creating new master glyphs. Master glyphs affect a creature upon its initial entry into the glyph’s range. Beneficial glyphs apply their effects immediately. Hostile glyphs typically grant a saving throw to negate or reduce their effects; in this case, a creature need only make the save upon entering the glyph’s range. The effect of a glyph ends immediately after a creature leaves the glyph’s area of effect, but the creature must make a new saving throw immediately upon reentering the glyph’s range. The effects of multiple master glyphs do not stack. In a case where more than one master glyph would have an effect on a specific area, the master glyph with the highest caster level suppresses the other glyphs. In the case of multiple glyphs of the same caster level overlapping, the most recently created glyph suppresses the older glyphs. A master glyph always suppresses the effect of a glyph of warding, greater glyph of warding, or elder glyph of warding.

Example Master Glyphs

Glyph of the Deep

Any air-breathing creature that approaches within 20 feet of this glyph must make a DC 19 Fortitude save to avoid having its lungs instantly fi ll with water. A creature whose lungs fill with water immediately begins to drown. On the first round, its hit points drop to 0, and it falls unconscious. On the following round, its hit points drop to –1, and on the third round, it dies. Any effect that returns a drowning character to positive hit points wakens the creature and allows it to cough up the water in its lungs. Otherwise, only a DC 15 Heal check can empty the creature’s lungs of water and save it from a watery death.

Strong conjuration; CL 15th; Craft Aboleth Glyph, control water; Price 120,000 gp.

Glyph of Enfeeblement

All non-aboleths within 20 feet of this glyph are weakened and debilitated, and take a –6 penalty to Strength, Dexterity, and Constitution. The effect of this glyph persists for 1d4 rounds after a creature exits the area of effect. A successful DC 16 Will save negates the effect completely.

Moderate necromancy; CL 9th; Craft Aboleth Glyph, bestow curse; Price 72,000 gp.

Glyph of Extension

Any aboleth within 20 feet of this glyph doubles the range of its enslave special attack.

Moderate transmutation; CL 9th; Craft Aboleth Glyph, eagle’s splendor; Price 20,000 gp.

Glyph of Law

All nonlawful creatures within 30 feet of this glyph become nervous and unsure of their abilities. These creatures take a –1 penalty on attack rolls, weapon damage rolls, and saving throws. This effect cannot be resisted with a saving throw.

Moderate abjuration; CL 9th; Craft Aboleth Glyph, magic circle against law; Price 30,000 gp.

Glyph of Slave’s Glory

All creatures within 30 feet of this glyph and currently under the effect of an aboleth’s enslave ability are fi lled with feelings of pride for and loyalty to their aboleth masters. The creatures gain a +2 morale bonus on Strength, Constitution, and Will saving throws. If a slave attacks another aboleth while within the area of this glyph, he takes 10d6 points of force damage (DC 16 Refl ex save for half) and immediately loses all benefits of the glyph until he leaves the area and reenters it.

Moderate transmutation; CL 9th; Craft Aboleth Glyph, rage; Price 40,000 gp.

Glyph of the Slime Curse

Within 30 feet of this glyph, any saving throws against an aboleth’s slime special attack are made with a –4 penalty. A failed save indicates that transformation occurs in a single round.

Moderate transmutation; CL 9th; Craft Aboleth Glyph; Price 25,000 gp.