"Ah I see the council is starting. I suppose that any trades between mages must wait until afterwards. I'd like to offer my two cents to the conversation. First off, I want to suggest starting a list of forbidden magics to prevent any one mage from gaining too much power. For exmple, Mind control. Especially mind control. You see in my world when I still had blades I once accidentally shattered the fourth wall and heard the following conversation."
More information on the Manipulator:
Gender: Male
Alignment: LE
Domains: Mind Control, Necromancy, Evil, Law, Truth, Wrath, Patience, Exploitation, Pride, Fire
Boons (granted as he sees fit): Obtain one of his domains as an affinity, gain a +2 to comp or pot (chosen at the time the boon is given to you) for spells from an affinity that matches one of his domains, gain a +20/+20 (once) to one spell that is cast from an affinity that matches one of his domains, receive a sword with incredible stats, but which cause creatures to not drop soul shards if they are killed within three turns of being struck by it (due to their souls being sent to the Manipulator's home plane, where they will serve him for all of eternity), receive the ability to create hellfire, which can harm and burn creatures and/or objects that are normally immune or resistant to fire (or don't normally burn), instead of normal fire in a spell if you take a -1/-1 penalty to that spell, obtain an artifact that relates to one the Manipulator's domains, obtain a familiar from the following list:
Eyeball (I found out about the existence of these little guys recently. They're NE beholderkin that look like tiny beholders. They only have four eye-stalks (daze, cause fear, ray of frost, and a modified version of mage hand that allows you to move the hand and yourself in the same turn), and their central eye doesn't have any special properties, but they can sacrifice one of their eye-stalks and turn it into a spell-stalk, which allows them to fire lasers from that eye that can carry a touch-range spell through them.)
Spellwurm (They're symbionts that attach to one of your arm pits. They share spell effects with their host, and have some cool spell-like abilities, which I've listed below:
At Will - Ghost Sound, Mage Hand, Ray of Frost
3/day - Mage Armor, Magic Missile (three missiles per casting), Sleep
1/day - Flaming Sphere)
Imp http: (www.dandwiki.com/wiki/SRD:Imp)
Mind Leech (Basically, these guys burrow into your head and sit at your brain stem, and try to control you. If you have a high enough will save, though, you can become the dominant entity and command the mind leech to do as you say. It has a mind blast (stuns people in a cone) and some mind-control themed SLAs, which cost int damage (the host takes the int damage) to cast. They're also LE, and were originally created by mind flayers.)
I also recommend not taking Mind Control, because I'm going to try to get that affinity back soon.
DG, I added two new domains and two new boons (the hellfire and the artifact). Do you give them your stamp of approval? I also added my supplementary pm that added more familiars to the main pm.
"It just would not do to have have mages controlling each-other's minds like that. Mind Control is a magic that could quickly lead to the destruction of all mages, regaurdless of skill, luck, or general magic strength."Action: craft 3 essences *then sit back, relax, and enjoy the show.*Edit: I accidentally deleted a quote symbol, (it was the 4th wall mysterious character talking about aquiring mind control, not Skelliborn.)
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His name was kind of supposed to be a secret, so that I could reward people with it. If you are going to try to ban the worship of my deity, there will be...
consequences.
Also, DG has told me that I can't permanently mind-control PCs.
Macs, however, are fair game.
How do we know that Jace will use those essences to make a safe haven instead of casting a uber-polykill spell to take advantage of the bunched up mages? Perhaps Whisperling could divine his intentions.
DG, I haven't received my last two pm turns.