From Compendium of Worldly Lore
Needs review
Source: Quintessential Elf 2
Description: You can turn sunlight into physical items
Prerequisites: 9th Level Caster
You can create items forged from sunlight.
Weaving
In order to weave a material the character must have access to it. The weaver may only create these items while exposed to direct sunlight. The sun must be visible.
The process of weaving light may take place at any time that the character has access to the required materials. Once started, the character must continue the weaving process until it completes. Each round the character performs a weave, he must make a Spellcraft skill check with a DC specified by the strength of the spell used to continue the weave. If he is attacked during the process add the damage inflicted to the DC of the Spellcraft skill check. If the character fails this check, he suffers an amount of damage equal to 1d6 per level of the spell channeled to create the item. If the roll is a natural 20, the creation functions as a masterwork item.
Weaving is a full-round action that provokes an attack of opportunity. Other characters that can work the material may aid the primary weaver by taking the aid another action using their Spellcraft skill.
When the character completes the weave, he finishes the item. Once created the weaver may take an additional full round action to ‘set’ the weave. This requires a Spellcraft skill check (DC 20). An unset weave vanishes one round after it loses contact with the character. A set weave can be passed from character to character, or left unattended if the elf so desires. If the weaver fails this skill check the weave unravels once he tries to pass it on and vanishes. Once the weaver sets the item he will not receive the spell slot back until the item is destroyed, dispelled or unwoven. The spell slot is effectively removed from his spells per day until the item vanishes.
When creating ammunition or other items that come in bundles (like nails), the elf may create up to four of the item per round that he works on the weave.
The weaver may dismiss any woven light item he created that is within 60 feet as a free action that does not provoke an attack of opportunity. He does not need to make a skill check to accomplish this action. Unless destroyed, dispelled or unwoven a set item remains in existence until the weaver dies.
Spell Level | Spellcraft DC | Weaving Time | Maximum Size Category of Object (Fabric/Solid) | Number of Doses created (Liquid) |
---|---|---|---|---|
0th | 10 | 1 round | Fine | 1 |
1st | 13 | 2 rounds | Diminutive | 2 |
2nd | 16 | 3 rounds | Tiny | 3 |
3rd | 19 | 4 rounds | Small | 5 |
4th | 21 | 5 rounds | Medium | 8 |
5th | 24 | 6 rounds | Large | 14 |
6th | 27 | 7 rounds | Huge | 20 |
7th | 30 | 8 rounds | Gargantuan | 40 |
8th | 33 | 9 rounds | Colossal | 60 |
9th | 36 | 10 rounds | Colossal | 100 |
Materials, Taints, and Powers
Items made from woven light act as normal items except for the properties provided to them by their materials and the taint of magic that comes from the school of the spell channeled to create them. When the weaver uses a spell of higher level than the minimum required, he may choose to use the extra energy to grant the woven item additional powers. These powers allow the woven item to function more like a standard magic item, in addition to the abilities that it gains from its construction.
Materials
Woven sunlight looks like pure spun gold. It shines with an inner fire that is almost, but not quite, visible. Objects forged of it weigh twice as much as mundane items. They are always warm to the touch, uncomfortably so when exposed to complete darkness or the noonday sun.
Liquid Sunlight:
0 hardness, 0 hit points.
Liquid sunlight looks like molten gold. It even smokes a bit as it passes though the air. It can be used to start fires if the weaver so desires, although this takes at least one minute. Those who drink liquid sunlight are immediately cured of negative levels if those levels have not become permanent. However, they then take 1d10 fire damage for each negative level so negated.
Fabric Sunlight:
1 hardness, 1 hit point.
Sunlight fabric looks like cloth of gold. It responds to light as though it were wind; normal light sources cause it to flutter slightly but particularly bright ones (like the epicentre of a daylight spell) cause it to flare out as if in a stiff breeze. Sunlight fabric provides its wearer with Damage Reduction 1/magic.
Solid Sunlight:
4 hardness, 4 hit points per inch.
Solid sunlight feels and looks like gold but is as hard as soft iron. Creatures with darkvision cannot look directly at it; items and characters wearing it as armour gain a +4 bonus to their Armour Class against such opponents. Weapons made of solid sunlight gain a +2 enhancement bonus to attack rolls against targets with darkvision and may inflict critical damage against undead.
Taints
Taints When the elf weaves an item from light, that item picks up part of the magic used to create it. Elves call these effects ‘taints’ and use them to create items with particular effects. Some also learn a Feat that allows them to infuse their weaves with positive or negative energy. This latter taint is particularly common among evil practitioners. Spells from the universal school do not leave a taint of magic in the items created from their weaves. The common taints have the following effects:
Abjuration:
Abjuration taints provide the material with significant hardness and durability. Liquid affected by this taint retains its shape unless deliberately separated or molded. Fabric and solids increase their hardness by the level of abjuration spell channelled for the effect. Those wearing clothes or armour with an abjuration taint gain a deflection bonus to Armour Class equal to 1 plus 1 for every two levels of the spell above 1st (+2 for 3rd, +3 for 5th, +4 for 7th and +5 for 9th).
Conjuration:
Conjuration taints allow the item to embody a vast source of its substance. Liquids last for a number of days equal to the level of the spell used to create them (even if imbibed). Fabrics and solids gain a number of hit points equal to the Intelligence modifier (minimum +1) of the weaver, multiplied by the level of the spell used to create them.
Divination:
Divination taints grant the item’s holder unique insights. Liquids made with this taint give the character a one-time insight bonus to any Knowledge skill check equal to the level of the spell used to create the liquid. Once the character invokes this bonus the bonus and the other effects of the liquid vanish. Fabrics and solids affected by this taint act as foci for the perceptions of the creator; he may make a Spellcraft skill check (DC 30 – 2 per level of the spell used to create the item) to sense around the item as if it were the target of a scry spell. The item’s creator may use this ability once per day per item.
Enchantment:
Enchantment taints bind the essence of compulsion into the weft of the woven light. Creatures who consume liquid light, or hold items made of fabric or solid light made by the elf are susceptible to the creator’s commands. As a standard action the weaver may issue a one-word command (as the command spell) to any one target carrying an item of his creation within 30 feet. That target must make a Will save with a DC equal to 11 + the weaver’s Intelligence modifier. If he fails, he must obey the command. If he succeeds, the item’s coercive powers may not be used again for 24 hours on that target.
Evocation:
Evocation taints create a constant flow of the appropriate substance into the item. Liquids cause one point of fire damage (cold for shadow and darkness weaves) per round for 10 rounds when ingested. Fabrics and solids gain the ability to regenerate at a rate equal to 1 hit point per level of the spell used to create them per round.
Illusion:
Illusion taints cause the appearance of the material to subtly change over time. Those who consume liquids with it gain an enhancement bonus to Disguise skill checks equal to the weaver’s Intelligence modifier. Fabrics and solids change color constantly, providing the wearer with an enhancement bonus to their Hide skill equal to the weaver’s Intelligence modifier (minimum +1).
Necromancy:
Necromantic taints channel the essence of death into the created item. Creatures who consume the liquid form of this taint gain a faint aura of evil and a negative level if they are good. Fabrics tainted with necromancy feel slimy to the touch and cause the wearer to appear as an undead for the purpose of the detect undead spell. Solid necromantic items inflict damage on the living; casual contact causes 1 point of damage ignoring Damage Reduction while a weapon inflicts +2 profane damage with every strike.
Transmutation:
Transmutation taints destabilise the material they are used to create. Any item of woven light with a transmutation taint has a 5% chance per day (1 on a d20) of vanishing regardless of whether or not it was ‘set’ by the creator. Make this roll at the beginning of every day.
Powers
When the character begins the weaving he may choose to channel a spell that has a higher level than that which he would absolutely need for the creation. The difference between the minimum spell level needed to create the item and the level of the spell the character casts equals the number of power points that the weaver can spend to modify an object. The various powers listed below provide a reference list for Games Masters to create their own designs. Note that liquids do not transfer either hardness or hit points to the individuals who drink them.
1 Point Powers
At a cost of 1 power point the weaver may assign any one of the following abilities to the item:
+1 to hardness.
+5 hit points.
The unset item will remain in existence for a number of rounds equal to the weaver’s character level after he releases it.
The item grants a +1 competence bonus to one skill, selected when the item is created.
The item grants a +1 bonus to saving throws against effects that inflict a specific condition (such as dazzled, nauseated or stunned) selected when the item is created.
2 Point Powers
At the cost of 2 power points the weaver may assign any one of the following abilities to the item:
+2 hardness.
+10 hit points.
The unset item will remain in existence for a number of minutes equal to the weaver’s character level after he releases it.
The item grants a +2 competence bonus to one skill, selected when the item is created.
The item grants a +1 competence bonus to either attack or damage rolls, selected when the item is created.
The item grants a +1 bonus to Fortitude, Reflex or Will saving throws.
4 Point Powers
At the cost of 4 power points the weaver may assign any one of the following abilities to the item:
+4 hardness.
+20 hit points.
The unset item will remain in existence for a number of hours equal to the weaver’s character level after he releases it.
The item grants a +4 competence bonus to one skill, selected when the item is created.
The item grants a +1 competence bonus to attack and damage rolls if the item is a weapon.
The item grants a +1 bonus to Fortitude, Reflex and Will saving throws.
8 Point Powers
At the cost of 8 power points the weaver may assign any one of the following abilities to the item:
+8 hardness.
+40 hit points.
The unset item will remain in existence for a number of days equal to the weaver’s character level after he releases it.
The item grants a +8 competence bonus to one skill, selected when the item is created.
The item grants a +2 competence bonus to attack and damage rolls if the item is a weapon.
The item grants a +2 bonus to Fortitude, Reflex and Will saving throws.