Talanor, the Bright Tower
Arcana - Essences - Last Haven
(Last Haven Campaigns)
The Essences of the Ether
The essence of the Ether when brought into the Material World forms crystalline-like structures of the pure ethereal energy. These crystals, called “Ethereal Essences”, are created when a living Being dies. Once identified, the Ethereal Essences may be harvested from its corpse. The Essences can then be imbued into another Mortal Being or into a Legendary Item, granting them magical powers.
Life Essence originate from living Beings. The chance for a Life Essence to form increases for more powerful the Beings. For example, a 15th level NPC is much more likely to have one than a lowly goblin. The chance for a life essence is 5% per HD. Anything under 1 HD is 0%.
Arcane Essence may form following the death of an arcane casting NPC’s or a Magical Beasts. These essences are attuned to a particular school of magic; i.e. Alteration, Divination, Evocation, etc. The chance for an arcane essence from a caster is 25% plus 5% per HD. Anything under 1 HD is 0%. There can be 1 arcane essence for every 2 HD of the creature, minimum 1 essence possible.
Divine Essence may come from divine casting NPC’s and Outsiders. These essences are attuned to a particular Greater Spirit. The chance for a Divine Essence is 25% plus 5% per HD. Anything under 1 HD is 0%. There can be 1 Divine Essence for every 2 HD of the creature, minimum 1 essence possible.
Primal Essence may come from primal casting NPC’s, Constructs, Fey and Outsiders. These essences are attuned to a particular primal plane of existence. The chance for a primal essence is 25% plus 5% per HD. Anything under 1 HD is 0%. There can be 1 primal essence for every 2 HD of the creature, minimum 1 essence possible.
Identifying, Harvesting & Imbuing Essences
Simple observation within 5’ of a corpse will allow anyone to determine if any essences exists upon a corpse. Alternatively, use of detect magic will inform a caster of the presence of essence per the spell description. Additionally, the use of the appropriate knowledge skill will allow the character to identify the nature and characteristics of the essence if the character is within 5’ feet.
When an essence is identified, the GM will randomly assign the essence to a character, keeping the allocation of each type of essence equal among the characters of the campaign. At this point, the character will have “claim” to the essence. When that character is within the reach of the creature from whom the essence originated, the essence will immediately enter the character’s space and await the character to imbue the essence to a legendary item or the character. For example, when a PC gets within 10’ of a dead creature that had a 10’ reach in life, the essence will be harvested.
Once harvested, the character will make a flat check with a DC=12+HD of Creature – Character Level. If the character beats the DC, they receive a Pure [Type] Essence, which he can assign any sub-type to the type of essence. For example, Joe wins a Illusion Arcane Essence and beats the DC. The essence becomes a Pure Arcane Essence. He can now choose to make it an Evocation Arcane Essence or any other Arcane essence he chooses. A Natural 20 grants the character a Pure Ethereal Essence which can be made into any type of essence.
Essences may be imbued into a legendary item or into a Being, with the noted exception that Life Essences may only be imbued by a Being. To imbue an essence, a player declares whether the essence will be imbued to their character or to a legendary item in their possession. Additionally, the player may choose to store the essence and either imbue it at a later time or combine the essence with another essence for advanced powers as described below.
Magical Effects of Essences
- Ability Score (Untyped Bonus): 1 life essence per +1
….Gain one additional feat for every 4 life essences imbued for ability score bonuses.
….No more than +6 in any one ability score.
- Bonus Feat: 1 life essence per additional feat
….Gain one additional ability score bonus for every 4 life essences imbued for bonus feats.
|Arcane Type||Self||Armor Bond||Weapon Bond||Casting Bond||Sundry Bond|
|Abjuration||+1 Armor Class Bonus||Mighty Armor||Arms||Arcane Might (Abjuration)|
|Conjuration||+5’ Speed Bonus||Armor||Arms||Arcane Might (Conjuration)|
|Divination||+1 Initiative Bonus||Armor||Arms||Arcane Might (Divination)|
|Evocation||+1 Attack Bonus||Armor||Arms||Arcane Might (Evocation)|
|Enchantment||+1 Save Bonus (Will)||Armor||Arms||Arcane Might (Enchantment)|
|Illusion||+1 Perception Bonus||Armor||Arms||Arcane Might (Illusion)|
|Necromancy||+1 Save Bonus (Fortitude)||Armor||Arms||Arcane Might (Necromancy)|
|Transmutation||+1 Save Bonus (Reflex)||Armor||Arms||Arcane Might (Transmutation)|
|Pure||Choice of Bonus||Armor||Arms||Arcane|
|Divine Type||Self||Armor Bond||Weapon Bond||Casting Bond||Sundry Bond|
|Primal Type||Self||Armor Bond||Weapon Bond||Casting Bond||Sundry Bond|
|Air||Electricity Resistance 5||+1d6 Electrical Damage|
|Earth||Acid Resistance 5||+1d6 Acid Damage|
|Fire||Fire Resistance 5||+1d6 Fire Damage|
|Water||Cold Resistance 5||+1d6 Cold Damage|
|Blood||Fast Healing 2|
|Bone||Physical Damage Resistance 5; adamantine overcomes|
|Death||Negative Energy Resistance 5|
Compounding Effects of Essence
When essences are added to Legendary Items, the item begins to accumulate Power Points that may be spent to activate the various triggered powers the item may possess. Additionally, armor, weapon and casting bonds will gain an enhancement bonus. Enhancement bonuses for casting bonds will increase the DC of any spell cast while holding the bond. For each enhancement bonus for a sundry bond, the character may re-roll any d20 roll per day.
|Number of Essences||Power Points||Enhancement Bonus|
Characters can store essences and later combine multiple essences to create unique powers for legendary items. For example, if a character wants invisibility on an sundry bond, they wound need to imbue either a) an illusion arcane essence plus one other arcane essence of any type; b) an air primal essence plus one other primal essence of any type; c) a trickery divine essence plus one other divine essence of any type; or d) any combination of two of the following: an illusion arcane essence, an air primal essence or a trickery divine essence. Additionally, some powers may only work on certain types of bonds.
Please consult with the GM to determine the requirements for powers. As powers are ruled upon by the GM, they will be added to the Powers wiki page.
The GM, in his discretion, may increase the items powers and abilities when an essence is imbued to an item. The GM considers the character’s level, character flavor, and the player’s wishes; then decides on something that thematically makes sense and is (hopefully) balanced. Secondary effects for Life Essences will improve as the character imbues more of Life Essences.