Saturday, May 2, 2026

Feat - Dimensional Precision

Feat: Dimensional Precision

Prerequisites: Ability to cast plane shift, Knowledge (the planes) 10 ranks, Spellcraft 10 ranks

Benefit: When you cast plane shift, you gain significantly greater control over your destination.
  • You reduce the arrival error from 5d% miles to 1d10 × 10 miles (10–100 miles).
  • If you are personally familiar with the destination (have physically visited it), the error is reduced further to 1d10 miles.
  • If you possess a strong sympathetic link to the destination (such as a personal item, attuned focus, or detailed study for at least 1 hour), you may choose to arrive within 1 mile of your intended location.
Additionally, you may designate yourself as an anchor point for the spell:
  • All affected creatures arrive within 30 feet of you, rather than scattering within the arrival area.
Normal: Plane shift deposits travelers 5 to 500 miles from the intended destination, and arrival positioning is uncontrolled.

Special: This feat only applies when you are the caster of plane shift. It has no effect on other forms of planar travel unless explicitly noted.

Cataclysm of the Dimensional Graveyard

Cataclysm of the Dimensional Graveyard


Evocation [Force]

Level: Sorcerer/Wizard 9
Components: V, S
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Area: 60-ft.-radius spread (see text)
Duration: Instantaneous and 1 round/level (see text)
Saving Throw: Reflex partial; see text
Spell Resistance: Yes

You rend open a vast and screaming aperture into the dimensional graveyard and seize an immense fragment of a dead reality - a continent of broken existence that no longer belongs to any plane. For a single, catastrophic moment, you force it into your world… and it collapses.

Primary Impact

The fragment manifests overhead and implodes into the target area.

All creatures and objects within the area take 40d6 points of force damage. A successful Reflex save reduces this damage by 20d6 (not halved; roll damage normally, then reduce the result by 20d6).

Creatures and objects within the central 20-ft.-radius take an additional 10d6 points of force damage (no save).

Objects take full damage from both effects.

Unstable Reality Collapse

The area does not recover. For 1 round per caster level, the region remains violently unstable:

  • Movement within the area costs double (as difficult terrain)
  • Creatures take a –4 penalty on attack rolls, Armor Class, and saving throws
  • At the start of each creature’s turn in the area, it takes 4d6 force damage (no save)
  • Casting a spell within the area requires a Concentration check (DC 20 + spell level) or the spell fails

The terrain continuously shifts between fragments of incompatible realities - ground becoming sky, angles bending, horizons overlapping.

Dimensional Rejection Event

When the duration ends, reality violently reasserts itself.

All creatures and objects still within the area take 15d6 points of force damage (no save) as the fragment is forcibly expelled and existence snaps back into place.

Planar Catastrophic Backlash

You force your mind to grasp and direct a truth no mortal intellect was meant to hold.

Upon casting, you suffer:

  • 15d6 points of force damage (no save)
  • You are stunned for 1 round
  • You become exhausted
  • You take 1d4 points of Intelligence drain

If you cast this spell more than once in the same day, the Intelligence drain increases by +1 per additional casting.

Special

  • This is a force effect and affects incorporeal creatures normally
  • Objects and structures take full damage from all stages of the spell
  • The fragment’s appearance varies - shattered oceans, inverted cities, alien skies, or impossible landscapes collapsing inward
  • For a brief moment, observers can see into the dimensional graveyard itself - an endless expanse of drifting, broken realities

Greater Dimensional Shard Volley

Greater Dimensional Shard Volley


Evocation [Force]

Level: Sorcerer/Wizard 5
Components: V, S
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Area: 20-ft.-radius spread (see text)
Duration: Instantaneous
Saving Throw: Reflex half; see text
Spell Resistance: Yes

You tear open a violent aperture into the dimensional graveyard and drag forth massive, unstable chunks of collapsed realities, hurling them into your world as catastrophic weapons before existence can reject them.

You conjure one major shard per two caster levels (maximum 10 shards). Each shard detonates in a 20-foot-radius spread. You may place each shard’s point of impact anywhere within range.

Each explosion deals 1d6 points of force damage per caster level (maximum 15d6). Creatures caught in multiple overlapping bursts take damage from each and attempt a separate Reflex save for each explosion.

Unstable Cataclysm: Creatures that fail their Reflex save against a shard must also succeed on a Fortitude save (same DC) or become partially phased for 1 round. A partially phased creature treats all terrain as difficult terrain, takes a –2 penalty to AC and attack rolls, and cannot take 5-foot steps.

Planar Backlash: The strain of dragging full fragments of dead worlds is severe. After casting, roll 1d20:
1–3: You take 1d6 force damage per caster level and are stunned for 1 round.
4–7: You are dazed for 1 round and teleported 1d10 × 5 feet in a random direction.
8–20: No effect.

Dimensional Rejection: These massive fragments cannot remain. Immediately after impact, they warp, fracture, and are violently pulled back through reality, vanishing into the dimensional graveyard. For a brief moment (no more than 1 round), the affected areas display unstable visual echoes - broken horizons, alien structures, or impossible spatial distortions. These effects are purely visual.

Dimensional Shard Volley

Dimensional Shard Volley


Evocation [Force]

Level: Sorcerer/Wizard 3
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Targets: One or more creatures (see text)
Duration: Instantaneous
Saving Throw: Reflex half (see text); see text
Spell Resistance: Yes

You reach beyond your world into the drifting graveyard of destroyed dimensions, wrenching loose jagged fragments of annihilated realities and hurling them at your foes before they can fully resist your will.

This spell creates one dimensional shard per caster level (maximum 10 shards). You may divide these shards among targets as you choose. Each shard deals 1d6 points of force damage. A creature struck by multiple shards takes the total damage and may attempt a single Reflex save for half damage.

Unstable Rupture: The shards attempt to impose their original, broken existence upon impact. Any creature that fails its Reflex save must also succeed on a Fortitude save (same DC) or become disoriented for 1 round, taking a –2 penalty on attack rolls, skill checks, and saving throws.

Planar Backlash: Pulling from dead dimensions carries risk. After resolving the spell, roll 1d20:
1–2: You take 1d6 force damage per shard created (no save).
3–5: You are dazed for 1 round.
6–20: No effect.

Dimensional Rejection: The shards are inherently unstable within your plane. Immediately after dealing damage, they distort and are violently expelled from reality, vanishing back into the dimensional graveyard. For a brief instant (no more than 1 round), the struck area may display flickering afterimages of alien skies, impossible landscapes, or distorted geometry. These effects are purely visual.

Friday, May 1, 2026

Spell - Pocket Sand (Cantrip)

Conjuration (Creation)
Level: Sor/Wiz 0, Beguiler 0
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: Instantaneous; blindness 1d4 rounds
Saving Throw: Reflex negates; see text
Spell Resistance: Yes

You conjure and hurl a small blast of fine, irritating sand directly into your target’s eyes.

The target takes 1 point of nonlethal damage. In addition, the target must succeed on a Reflex saving throw or be blinded for 1d4 rounds. A creature that does not rely on sight (such as one with blindsight) is immune to the blindness effect but still takes the damage.

Creatures with protected or sealed eyes (such as those wearing fully enclosed helmets or benefiting from effects like protection from elements against particulate matter, at the DM’s discretion) gain a +4 bonus on their saving throw.

Thursday, April 30, 2026

Expanded Familiars


The familiar options presented in the Dungeons & Dragons 3.5 Player’s Handbook are, by any practical measure, woefully inadequate for a game that otherwise celebrates variety, identity, and player expression. The list is short, narrow in scope, and largely confined to a handful of small, conventional creatures, offering limited mechanical differentiation and even less thematic breadth. For many spellcasters, the familiar is meant to be a defining companion - an extension of personality, philosophy, or magical tradition - yet the existing options often reduce that relationship to a predictable and repetitive choice.

The expanded familiar table presented here addresses these shortcomings by greatly increasing the range of available creatures while maintaining full compatibility with existing rules and expectations. Each familiar provides a clear, concise benefit consistent with established design patterns, allowing players to select companions that meaningfully reflect their character without introducing unnecessary complexity or bookkeeping. By broadening both the mechanical and thematic landscape, this update restores the familiar to its intended role: not merely a minor class feature, but a distinctive and flavorful bond that enhances both play and storytelling.

EXPANDED FAMILIARS

Familiar - Benefit to Master

Albatross (tiny mystical variant) - Grants a +2 bonus on Profession (sailor) or Survival checks made at sea
Alligator hatchling - Grants a +2 bonus on grapple checks
Ant (juvenile giant, soldier) - Grants a +2 bonus on Strength checks
Ant (juvenile giant, worker) - Grants a +2 bonus on Profession (miner) checks
Axolotl - Grants a +2 bonus on Heal checks
Badger (lesser combat) - Grants a +2 bonus on Fortitude saves
Bat (greater variant) - The master gains blindsense out to 10 feet while the familiar is within arm’s reach
Beetle (scarab) - Grants a +1 natural armor bonus
Blind cave lizard - The master gains blindsense out to 5 feet while the familiar is within arm’s reach
Canary - Grants a +2 bonus on Fortitude saves against inhaled poisons and gases
Cat (wild variant) - Grants a +2 bonus on Jump checks
Centipede (greater) - Grants a +2 bonus on Move Silently checks
Chameleon - Grants a +2 bonus on Hide checks
Chipmunk - Grants a +2 bonus on Move Silently checks
Cobra (tiny variant) - Grants a +2 bonus on Intimidate checks
Cricket (giant) - Grants a +2 bonus on Listen checks
Crocodile hatchling - Grants a +2 bonus on Swim checks
Crow - Grants a +2 bonus on Appraise checks
Dog (tiny breed) - Grants a +2 bonus on Listen checks
Dragonfly (giant) - Grants a +2 bonus on Spot checks
Falcon - Grants a +2 bonus on initiative checks
Ferret - Grants a +2 bonus on Escape Artist checks
Firefly (giant) - The familiar sheds light as a candle and grants a +2 bonus on Search checks made in areas of shadowy illumination or darkness
Fox - Grants a +2 bonus on Bluff checks
Frog - Grants a +2 bonus on Jump checks
Gecko - Grants a +2 bonus on Climb checks
Gila monster (tiny variant) - Grants a +2 bonus on Fortitude saves
Goat (miniature) - Grants a +2 bonus on Climb checks
Goose (aggressive) - Grants a +2 bonus on Intimidate checks
Hawk (keen variant) - Grants a +2 bonus on ranged attack rolls made against targets within 30 feet
Hedgehog - Grants a +1 natural armor bonus
Heron - Grants a +2 bonus on Balance checks
Horned lizard - Grants a +1 natural armor bonus
Hornet (giant) - Grants a +2 bonus on initiative checks
Iguana - Grants a +2 bonus on Fortitude saves
Kite (bird) - Grants a +2 bonus on Spot checks
Kingfisher - Grants a +2 bonus on Spot checks made near bodies of water
Magpie - Grants a +2 bonus on Search checks
Millipede (giant) - Grants a +2 bonus on Fortitude saves
Miniature boar - Grants a +2 bonus on Concentration checks
Mole - Grants a +2 bonus on Survival checks made underground
Mongoose - Grants a +2 bonus on Reflex saves
Moth (giant) - Grants a +2 bonus on Hide checks made in areas of shadowy illumination
Newt - Grants a +2 bonus on Reflex saves
Nightjar - Grants a +2 bonus on Move Silently checks
Opossum - Grants a +2 bonus on Bluff checks
Otter - Grants a +2 bonus on Swim checks
Owl (woodland variant) - Grants a +2 bonus on Spot checks
Parrot - Grants a +2 bonus on Decipher Script checks
Peacock - Grants a +2 bonus on Bluff checks
Praying mantis (giant) - Grants a +2 bonus on melee touch attack rolls
Rabbit - Grants a +2 bonus on Hide checks
Raccoon - Grants a +2 bonus on Sleight of Hand checks
Raven (arcane-leaning) - Grants a +2 bonus on Spellcraft checks
Salamander (mundane amphibian) - Grants a +2 bonus on Knowledge (nature) checks
Scorpion - Grants a +2 bonus on Fortitude saves against poison
Seagull - Grants a +2 bonus on Reflex saves
Sea snake (tiny) - Grants a +2 bonus on Swim checks
Shrew - Grants a +2 bonus on initiative checks
Skink - Grants a +2 bonus on Escape Artist checks
Skunk - Once per day, the familiar can emit a noxious spray; creatures within 5 feet must succeed on a Fortitude save (DC 10 + 1/2 the master’s level + the familiar’s Constitution modifier) or be sickened for 1 round
Small constrictor snake - Grants a +2 bonus on grapple checks made to deliver touch spells
Snapping turtle (tiny) - Grants a +2 bonus on damage rolls for melee touch spells
Songbird - Grants a +2 bonus on Perform checks
Spider (hunter) - Grants a +2 bonus on initiative checks
Spider (web spinner) - Grants a +2 bonus on Climb checks
Squirrel - Grants a +2 bonus on Balance checks
Stick insect (giant) - Grants a +2 bonus on Hide checks
Swan - Grants a +2 bonus on Diplomacy checks
Termite (giant) - Grants a +2 bonus on Knowledge (architecture and engineering) or Knowledge (dungeoneering) checks
Toad (swamp variant) - Grants a +2 bonus on Survival checks made in marsh or swamp environments
Turtle - Grants a +2 bonus on Concentration checks
Viper (lesser) - Grants a +2 bonus on Fortitude saves against poison
Vulture - Grants a +2 bonus on Survival checks
Wasp (giant) - Grants a +2 bonus on Reflex saves
Weasel (dire variant flavor) - Grants a +2 bonus on grapple checks
Woodpecker - Grants a +2 bonus on Listen checks

Wednesday, April 29, 2026

Feat - Demolitions

Demolitions [General]


You are trained in the precise preparation and placement of explosive charges, allowing you to maximize the destructive force of gunpowder against structures.

Prerequisites: Craft (Engineering) 4 ranks

Benefit: You may prepare gunpowder for demolition as described in the firearms rules. When preparing a barrel of gunpowder for demolition, you gain a +2 circumstance bonus on Craft (Engineering) checks made for this purpose.

In addition, preparing a barrel of gunpowder for demolition requires only 1 minute instead of 1d4 minutes.

Normal: Without this feat, a character cannot prepare gunpowder to maximize its destructive potential and may only detonate it as a normal explosive.

Special: A fighter may select Demolitions as one of his bonus feats.