Atalamar - The Book (3.5e Constellation)
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Contents
Atalamar, The Book - General
A constellation of power, knowledge and arcane might.
The Book is a constellation representing knowledge, and the power knowledge brings. It grants you utility and attack spells, allowing you to gain knowledge that would otherwise be out of reach. It also contains spells that allow you to utilize raw arcane might to blast your foes.
Manifestation
The Ascendant's eyes become solid, glowing orbs of swirling gold, silver and violet, and words in hundreds of languages swirl across their skin. A band of glowing violet runes rotates slowly around each of the Ascendant's wrists, and above their head like a halo.
Sister Sign
Passive Ability
While this Constellation is active, you are treated as having ranks in all Knowledge skills equal to one-half your class level, plus your Charisma modifier. These "fake" ranks can't be used to qualify for prerequisites, though. Also, the Strain costs of any Divination or [Force] spells you cast while the Book is active are reduced by 1.
Sidereal Blast
The Book changes your Sidereal Blast to deal Force damage, hitting incorporeal opponents as if it possess the Ghost Touch property. On a critical hit, the target is subject to a Knockback, the value of which is equal to your Charisma modifier + the number of Sidereal Blast dice you possess.
Void Ward
The AC bonus of your Void Ward is increased by one-half (Rounded up), and grants the target energy resistance to [Force] damage equal to 5 times your Charisma modifier.
Astral Mark
Your Astral Mark now grants the target a bonus on saves against [Force] effects equal to your Charisma modifier for the duration. It also grants the target a +1 caster level on Divination and [Force] spells and abilities, and the target's natural weapons (If any), unarmed attacks, and any held weapons all overcome damage reduction/magic and hit incorporeal targets as if they possessed the Ghost Touch property.
Atalamar, The Book - Constellation Spells
- 0th: Detect Magic, Detect Poison, Guidance, Read Magic, Mage Hand
- 3rd: Clairaudience/Clairvoyance, Helping Hand, Chain MissileSpC
- 4th: Divination, Telekinesis, Force Missiles SpC
- 5th: True Seeing, Blade Barrier
- 6th: Find the Path, Repulsion
- 7th: Legend Lore, Forcecage
- 8th: Discern Location, Mage's Sword
- 9th: Foresight, Crushing Hand
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