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Wizard's Rock

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Fidrikon's picture
The Wizard's Rock was created long ago, and has seen uncountable wizard's keeps and magic battlefields throughout the ages.It is said that there were at one time three such rocks, given created together by the three most powerful wizards of a prime world long since forgotten. One is said to have fallen into the sea when the ship carried it was caught in a storm conjured by a rival mage, lost to underwater crags so deep that no light shines.The other was destroyed when the arch wizard who owned it collapsed his private demiplane in order to kill the group of assassins that had just fatally poisoned him.    Throughout it's ancient history, this Wizard's Rock has been claimed by many wizards, and renamed after them, only to eventually be taken by another mage, and renamed again.Until very recently, it belonged to the Lich Lord Ravenscar. But he suffered the unfortunate accident of leaving his phylactery out where a group of paladins could battle their way past the undead minions and find it.The Wizards Rock itself has two forms. Normally, it seems to be a large rock with a flat bottom and the size of a fist. However, when placed on the ground and the command word spoken, it grows to the size of a person.When an arcane spellcaster stands upon the rock, they become infused with arcane energies, making their spells more powerful.All spells cast from atop the rock gain +1 per HD of the caster to any effect involving die. (+ 1 per HD to damage, healing, number of creature effected, and when rolling spell effects (prismatic spray, axe of torment...).) Also, any saving throws that the target must make gain a +2 to the DC.Also, to protect the caster, the rock is surrounded by an intangible field that adds a +4 deflection mode to AC, and gives them a spell resist of 5+ their HD.Also, arcane spell failure atop the rock is halved.And the rock even gives them metamagic bonuses.The Caster can replicate the effects of metamagic feats without sacrificing higher level spell slots.Maximize Spell 1/dayQuicken Spell 3/dayEmpower Spell 2/dayThe Wizard's Rock can be shrunken or enlarged on command for easy transport. Doing this is a move action, so putting the rock into play requires two move actions: one to enlarge it to useable size, and one to climb atop it.
Degree: Minor Artifact
Type: A rock its size depending on if it is in use or no
Weight: 2 pounds in small form, 200 ounds in large form.
Narfi Ref's picture
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Joined: 2004-09-09
Wizard's Rock

Quote:
When an arcane spellcaster stands upon the rock, they become infused with arcane energies, making their spells more powerful. All spells cast from atop the rock gain +1 per HD of the caster to any effect involving die. (+ 1 per HD to damage, healing, number of creature effected, and when rolling spell effects (prismatic spray, axe of torment...).) Also, any saving throws that the target must make gain a +2 to the DC. Also, to protect the caster, the rock is surrounded by an intangible field that adds a +4 deflection mode to AC, and gives them a spell resist of 5+ their HD.

How about this instead? Try replaceing mentions of Hit Dice with "1 per level of an arcane spell casting class as well as 1 per racial HD if of a race that has spell-like abilities cast as a wizard or sorceror. It's a bit wordier, but I think it would better serve the essence of your work. Otherwise, nice artifact.

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