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Month: September Year: 2016 Season: Fall _____________
Recently more villains have been entering into the fray even the playing field for villains against neutrals but there are still a surplus more of heroes than villains. Though the villains are certainly putting up a fight to further themselves very quickly.
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| | 3 Realms Sign Ups/Rule Book | |
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Tannascurath Master poster
Posts : 3624 Points : -2147476748 Reputation : 31 Join date : 2012-08-08 Age : 27
| Subject: 3 Realms Sign Ups/Rule Book Mon Mar 28, 2016 11:30 pm | |
| Intro 3 Realms is very much like your standard game of DND but it is in many ways different due to our many home rules and the alternative world we use. That and rather than using an outside source to play the game we use the rp site and dice. This does mean than some aspects of the game are changed in order to work with the site along with many rules are made to allow the game to work over all without confusion. 3 Realms i sour first attempt at doing something like this on the site so rules may change in order to allow things to work better and things at first might be a bit confusing. So in other words bare with us. ________________________________________________ Overview Of The World In the year 302 the world Juindo was plagued with a deadly illness the within 3 years wiped out 90% of the world's population. The people of the world though refused to go down without a fight so they all started to find their own ways to stop the illness. 3 groups managed to find their own cure to the illness, one was found using magic, one with their best technology, and one using both magic and technology. After the world was fully cured in the year 306 the 3 groups rapidly grew in size believing that each other the other groups had it all wrong and that their own group wad the best. by the year 407 the groups found themselves taking up most of the worlds population. Deciding that they did not want their groups to blend together they all worked out an agreement to split the world in 3rds... into 3 realms. To begin with the 3 realms were perfectly divided though over time the groups slowly started to blend around the boarders of the middle realm due to the middle realm having both magic and Technology and their beliefs slowly turning into a more neutral stance among the 3. Now and days during the year 682 the worlds still have their treaty and separate realms but now it is rare to find magic realm travelers in the SP realm and vice versa. This is due to the two realms seeming to still some what stick to their core original beliefs to some degree. Both the magic and the sp realms finding one and other lesser of people while finding the middle realm more or less misguided based on the area of the middle realm. The middle realm though just simply traveling around and thinking more openly and believing that no matter which way you lean you are still just another person. Though this is how the majority thinks there are still some who do not follow the core beliefs and there are some who simply just hope that the different thoughts and feelings does ever start a war after managing so many years of peace. Magic Realm: This realm is more of a midevil like scene that focuses mostly on Magic, though like all the others there are still some on magic users here. Middle Realm: How this realm appears is all based on where you are, when on either side of the boarders things will look more like the Magic Realm, or the SP realm. When in the mid center one will find a land with the equal level between tech and magic that almost resembles that of a Victorian era in looks. SP Realm: This realm purely focuses on tech thus making it look quite modern, though that is if modern tech looked steam punky and the buildings look like that of the 50s/60s. All: In this world they have managed to hit the level of modern day levels of certain things depending on where you are, though in terms of clothing and fashion you will most likely find a blend of modern fashion with the era that their realm is most like. Though with the SP Realm their clothes look just like normal Steam Punk styled clothes. ________________________________________________ Rules/How This Works
The DM Controls all npc's Unless aid otherwise, if you want to control a certain npc just ask the DM if you are allowed to do so.
- Due to the dice rerolling every time you edit a post you are not allowed to edit posts during the game with dice rolls unless you screen shot the original roll and post it with your post so we can see the original roll.
- One standard round is 30 seconds.
- There is nor Initiative here due to posting orders. Instead we will be doing battles like we normally do on the site but you are still limited to actions that will add up to 30 seconds.
- For the normal skill list you will be instead just listing skills you are proficient in. When you preform certain activities you may be asked to go back in your post to roll a d20 that will then will have your stats bonuses/weakenings to your end result along with any other things that wound add or take away from your final number for you and explain what they did and say your final number. At that point they will explain if you were successful or not and how much so on each side. If you know a skill that you have preformed will require a certain roll go ahead and roll for it. Which you can do between paragraphs, at the end of your post, etc. the same order that your skills were used in your post will be the same order that your rolls will be matched with it. Aka the first skill goes with the first roll.
- You can dual class but you must start with just one. At lvl 5 you can then pik another class. Each level up you get your over all level brought up and if you have one class it will be brought up in level, if you have 2 you will get to pick which one gains the lvl up.
- Before you post your app you must post a roll sheet. This roll sheet will be placed before the character app but will generally include the following. Money roll, stat roll, hit die roll, over all/class starting lvl (1-4), Your characters name.
- Due to this being in the form set up allowing things to be less confusing, you may venture out from the rest of the group totally despite being the last two people in the group left. Though we will start of course with you all together and a single main goal/opponent that requires to be conquered. Though as things go along the original goal may split off for each character and such so that everyone still has a set goal they can follow but still follow the route they wanted to go in.
- Everyone will start off with only 1 character until the official thread gets to 20 posts so that skilled DND Players can get a feel for the new and more simplified set up, and so that new people to the DND scene can get a feel for how things should be going.
Disclaimer: - Spoiler:
For all New DND players this is very much based on normal DND like st ups but over all is very much a largely simplified version. This meaning that if you play normal DND anywhere else with the standard normal manner it will be more complicated, will have more spells, a more in depth set up that works differently than how our session will go. So in other words, this session will infact help you get a feel for DND but it will not teach you every single complicated bit that the standard DND game has due to the fact that if we tried to get that in depth version we wouldn't be able to explain it well enough via text nor would be able to efficiently preform the game on the form in text format in a fashion that would be fun due to all the hecticness that would be going on. I just Honestly find taking the exact game to rework it perfectly for the form right off the bat was something that was just simply asking too much and things would be more entertaining especially to all new DND going members who now no longer have to learn as much information just to play. I know the following info that you will see in this thread looks like a lot but it is a fraction of what the full DND game has. I really do recommend others to try out the full game but i just wanted to point out that our game is just going to be over all much more simple and will be easier to work with. With time though we may be able to set up a game where we can do the full version on the site but for now this is what we have. ________________________________________________ Classes ________________________________________________ Skills/Feats/Spells ________________________________________________ Level Guide - Stat Guide:
Strength 1 (–5): Morbidly weak, has significant trouble lifting own limbs 2-3 (–4): Needs help to stand, can be knocked over by strong breezes 4-5 (–3): Knocked off balance by swinging something dense 6-7 (–2): Difficulty pushing an object of their weight 8-9 (–1): Has trouble even lifting heavy objects 10-11 (0): Can literally pull their own weight 12-13 (1): Carries heavy objects for short distances 14-15 (2): Visibly toned, throws small objects for long distances 16-17 (3): Carries heavy objects with one arm 18-19 (4): Can break objects like wood with bare hands 20-21 (5): Able to out-wrestle a work animal or catch a falling person 22-23 (6): Can pull very heavy objects at appreciable speeds 24-25 (7): Pinnacle of brawn, able to out-lift several people Dexterity 1 (–5): Barely mobile, probably significantly paralyzed 2-3 (–4): Incapable of moving without noticeable effort or pain 4-5 (–3): Visible paralysis or physical difficulty 6-7 (–2): Significant klutz or very slow to react 8-9 (–1): Somewhat slow, occasionally trips over own feet 10-11 (0): Capable of usually catching a small tossed object 12-13 (1): Able to often hit large targets 14-15 (2): Can catch or dodge a medium-speed surprise projectile 16-17 (3): Able to often hit small targets 18-19 (4): Light on feet, able to often hit small moving targets 20-21 (5): Graceful, able to flow from one action into another easily 22-23 (6): Very graceful, capable of dodging a number of thrown objects 24-25 (7): Moves like water, reacting to all situations with almost no effort Constitution 1 (–5): Minimal immune system, body reacts violently to anything foreign 2-3 (–4): Frail, suffers frequent broken bones 4-5 (–3): Bruises very easily, knocked out by a light punch 6-7 (–2): Unusually prone to disease and infection 8-9 (–1): Easily winded, incapable of a full day’s hard labor 10-11 (0): Occasionally contracts mild sicknesses 12-13 (1): Can take a few hits before being knocked unconscious 14-15 (2): Able to labor for twelve hours most days 16-17 (3): Easily shrugs off most illnesses 18-19 (4): Able to stay awake for days on end 20-21 (5): Very difficult to wear down, almost never feels fatigue 22-23 (6): Never gets sick, even to the most virulent diseases 24-25 (7): Tireless paragon of physical endurance Intelligence 1 (–5): Animalistic, no longer capable of logic or reason 2-3 (–4): Barely able to function, very limited speech and knowledge 4-5 (–3): Often resorts to charades to express thoughts 6-7 (–2): Often misuses and mispronounces words 8-9 (–1): Has trouble following trains of thought, forgets most unimportant things 10-11 (0): Knows what they need to know to get by 12-13 (1): Knows a bit more than is necessary, fairly logical 14-15 (2): Able to do math or solve logic puzzles mentally with reasonable accuracy 16-17 (3): Fairly intelligent, able to understand new tasks quickly 18-19 (4): Very intelligent, may invent new processes or uses for knowledge 20-21 (5): Highly knowledgeable, probably the smartest person many people know 22-23 (6): Able to make Holmesian leaps of logic 24-25 (7): Famous as a sage and genius Wisdom 1 (–5): Seemingly incapable of thought, barely aware 2-3 (–4): Rarely notices important or prominent items, people, or occurrences 4-5 (–3): Seemingly incapable of forethought 6-7 (–2): Often fails to exert common sense 8-9 (–1): Forgets or opts not to consider options before taking action 10-11 (0): Makes reasoned decisions most of the time 12-13 (1): Able to tell when a person is upset 14-15 (2): Can get hunches about a situation that doesn’t feel right 16-17 (3): Reads people and situations fairly well 18-19 (4): Often used as a source of wisdom or decider of actions 20-21 (5): Reads people and situations very well, almost unconsciously 22-23 (6): Can tell minute differences among many situations 24-25 (7): Nearly prescient, able to reason far beyond logic Charisma 1 (–5): Barely conscious, probably acts heavily autistic 2-3 (–4): Minimal independent thought, relies heavily on others to think instead 4-5 (–3): Has trouble thinking of others as people 6-7 (–2): Terribly reticent, uninteresting, or rude 8-9 (–1): Something of a bore or makes people mildly uncomfortable 10-11 (0): Capable of polite conversation 12-13 (1): Mildly interesting, knows what to say to the right people 14-15 (2): Interesting, knows what to say to most people 16-17 (3): Popular, receives greetings and conversations on the street 18-19 (4): Immediately likeable by many people, subject of favorable talk 20-21 (5): Life of the party, able to keep people entertained for hours 22-23 (6): Immediately likeable by almost everybody 24-25 (7): Renowned for wit, personality, and/or looks
- EXP LVL Guide:
LVL
| EXP Needed To Achieve LVL
| Class Skill Points Given Per Level
| Feats Available
| Spells Available Per LVL (If not from Middle nor Magic you get half)
| Satus Upgrade Points Given Per LVL | #1
| 0 | 4 | 1st | 2 | -- | #2
| 1,000 | 5 | -- | 3 | -- | #3
| 3,000 | 6 | 2nd | -- | -- | #4
| 6,000 | 7 | -- | -- | 1 | #5
| 10,000 | 8 | 3rd | 4 | -- | #6
| 15,000 | 9 | -- | 5 | -- | #7
| 21,000 | 10 | 4th | -- | -- | #8
| 28,000 | 11 | -- | -- | 2 | #9
| 36,000 | 12 | 5th | 6 | -- | #10
| 45,000 | 13 | -- | 7 | -- | #11
| 55,000 | 14 | 6th | -- | -- | #12
| 66,000 | 15 | -- | -- | 3 | #13
| 78,000 | 16 | 7th | 8 | -- | #14
| 91,000 | 17 | -- | 9 | -- | #15
| 105,000 | 18 | 8th | -- | -- | #16
| 120,000 | 19 | -- | -- | 4 | #17
| 136,000 | 20 | 9th | 10 | -- | #18
| 153,000 | 21 | -- | -- | -- | #19
| 171,000 | 22 | 10th | -- | -- |
________________________________________________ Roll Sheet Level Roll: Use what ever you get - Tannascurath carried out 1 launched of one d4s :
Hit Die Roll: Change the number after the d to your class level then grab the same amount of die that you got in your lvl roll and add them up for your HP points.
- Tannascurath carried out 4 launched of one d8 :
- , , ,
Stat Roll: Add up each set of 2, then if you are above 13 take 5 away. you then have your 6 numbers that you can add to your stats where you'd like.
- Spoiler:
- Tannascurath carried out 2 launched of one d10 :
- ,
- Tannascurath carried out 2 launched of one d10 :
- ,
- Tannascurath carried out 2 launched of one d10 :
- ,
- Tannascurath carried out 2 launched of one d10 :
- ,
- Tannascurath carried out 2 launched of one d10 :
- ,
- Tannascurath carried out 2 launched of one d10 :
- ,
Money Roll: You get 1 of everything you roll. (Brownish = Copper, Grey = Silver, Yellowish = Gold, Blueish = Platinum.)
- Tannascurath carried out 4 launched of one Money Roll :
- , , ,
Heads up! The coding code seems to mess up the dice code, to ake sure it works please just remove things in the starting code after the "d[number]" to the first end ] for example, ==1 is something you would remove. Doing this fixes the code and it will properly roll the dice. - Code:
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[center][b]Level Roll: [/b] Use what ever you get
[roll="d4s"==1]1[/roll]
[b]Hit Die Roll:[/b] Change the number after the d to your class level then grab the same amount of die that you got in your lvl roll and add them up for your HP points.
[roll="d8"==7,8,6,2]4[/roll]
[b]Stat Roll:[/b] Add up each set of 2, then if you are above 13 take 5 away. you then have your 6 numbers that you can add to your stats where you'd like.
[spoiler][roll="d10"==7,8]2[/roll]
[roll="d10"==5,2]2[/roll]
[roll="d10"==1,4]2[/roll]
[roll="d10"==6,8]2[/roll]
[roll="d10"==8,7]2[/roll]
[roll="d10"==1,5]2[/roll][/spoiler]
[b]Money Roll:[/b] You get 1 of everything you roll. (Brownish = Copper, Grey = Silver, Yellowish = Gold, Blueish = Platinum.)
[roll="Money Roll"==3,4,1,1]4[/roll][/center] ________________________________________________ Character Sheet - Spoiler:
Character Name: Character's Name Home Realm: Magic Ream, Middle Realm, Steam Punk/SP Realm. Alignment: Pleas add (if you can) if your character is not only good/bad/neutral but if they are Lawful/Chaotic/N/A This is due to there being spells that effect you differently based on what your character is. Height: Characters Height Weight: Characters Weight Gender: Characters Gender Age: Characters age Looks Descriptions: a description of what they look like goes here and or a photo of them should be placed in a centered position before your characters name. Class: [Class] [Class LVL] Example: Rager 8 Level: Your over all LVL EXP: Your current amount, look to the level guide to see what number you should have. Contact me/the DM if you need assistance with this part. ____________________________________ Max HP: Your Hit Die Added up. Your Hit Die is based on your starting class' hit die. AC: When others roll to hit you they must hit this number or higher. Your AC is your size mod (explained further down) Dex mod (See below) and anything you have that says that it alters this (example, a feat, spell, armor, etc.) Status ----- If you require me to help you fill this table out just ask but the easiest way is to have the editor mode on and off until you see the plan table in it's posted form shown up this way you are able to just click on the boxes and edit them this way.----- To fill this out you take your stat rolls and put them into one stat each, you can not repeat any of your rolled numbers unless one of your rolled numbers are the same. Aka don't just go and use your highest rolled number over and over to fill in the blanks. When you fill it in you put it in the Mod area, the other area is for any feats, gear, etc. that you obtain that gives you a bonus to said stat. Ability | Total | Mod | Base | Other | STR | 10 | -- | 10 | -- | DEX | 10 | -- | 10 | -- | CON | 10 | -- | 10 | -- | INT | 10 | -- | 10 | -- | WIS | 10 | -- | 10 | -- | CHA | 10 | -- | 10 | -- |
In the following stat mod places you look to your stat totals then look to the stat cheat sheet in the level guide to see what number does what in terms of adding or taking away from your total score. You then take that result and fill in the blanks. Again if you need help with this part ask me or the DM to assist you with this. Saving Throws Throws | Total | | Ability Mod | | Base Saves | Fortitude | -- | = | (Con) | + | See Class Guide | Reflex | -- | = | (Dex) | + | -- | Will | -- | = | (Wis) | + | -- |
Other The Misc most works the same as the other area above. The size mod is based off your height. 4'11" and under are Small (+1) 5'0" to 6'11" are Medium (0) and all who are 7'0" and up are Large (-1) | Total | | Str Mod | | Size Mod | | Misc Mod | Grapple | | = | | + | | + | |
| Total | | Str Mod | | Size Mod | | Misc Mod | Melee Attack Bonus | | = | | + | | + | |
| Total | | Dex Mod | | Size Mod | | Misc Mod | Ranged Attack Bonus | | = | | + | | + | |
____________________________________ Feats: You start with 4 Class Abilities: See classes to find out what your class has to give to you based on your class lvl. Skills: List only the ones you are proficient in, aka have points in. Then State how many points you have in said skill. Look to your class(es) sheets to see which ones they have. Those said skills are ones where you only have to spend 1 point to level it up (ex: Stealth +1 -> Stealth +2) if your class does not have this skill you can still level it up but it will take 2 points. Look to lvl guide to see how many bonus points you gain based on your level. You have 10 points to spend on skills + how ever many your level grants you. (Note you will see a section for stats, you will not be using that until your first level up in game.) Spells: Reefer to your class guide to see how many spells and what kinds you can get (lvl wise) then to the spells section to find spells there that you can have. When looking for spells take note of the level part, this will tell you what class lvl you need to have the said skill. When if lists the classes that is which ones can have it not every class you need for the skill. ________________________________________________ Weapons: Here describe your weapon(s) You may have 2 to start with. When describing you must say its name, what it is, its type (Slash, pierce, crush, etc.) its Crit box (when you roll to hit if you hit said given box you can normally double or triple the damaged you rolled.) you may start with either no crit bonus, 19-20 (x2, x3) or 20 (x2, x3) say it's range (if a not a projectile weapon you would put the length of the weapon, for example, a 5 foot long sword with a 4 feet long blade's range would be 4 feet.) any abilities it has tacked onto it (start with very small ones. And finally its damage. You may have anything that's total will only hit 10. (example, 2d4 (2 four sided die) 1d6, 1d10) Later on in the game you will find, gain, make, etc. better weapons. Armor: Your armor can help you anything and give you any form of bonus, but to start it must be a weak beginning like armor set, this means, if it adds to anything it can only be by 1-3. Like weapons you can have better armor later on but for now only stick to weak/basic/starting armor. Inventory: You may start with 10 total items of your choice. 8 or more basic/starting/weak items, an 2 or less moderate items that were gained by (family heirloom, gifted from a strong ally, etc.). Also I will set no limit to what you can carry in here but try to be realistic. If your animal or a servant is carrying some of this pleas state this fact. Money: Your total gold goes here, ((Copper, Silver, Gold, Platinum.) 100 Copper = 1 Silver, 100 Silver = 1 Gold, 100 Gold = 1 Platinum.)
____________________________________ - Code:
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[b]Character Name: [/b] [b]Home Realm: [/b] [b]Alignment: [/b]
[b]Height: [/b] [b]Weight: [/b] [b]Gender: [/b] [b]Age: [/b] [b]Looks Descriptions:[/b]
[b]Class: [/b] [b]Level: [/b] [b]EXP: [/b]
[center][b]____________________________________[/b][/center]
[left][b]Max HP:[/b] [b]AC:[/b] [/left]
[center][b]Status[/b][/center]
[center][table border="2"][tr][td][b]Ability[/b][/td] [td][b]Total[/b][/td] [td][b]Mod[/b][/td] [td][b]Base[/b][/td] [td][b]Other[/b][/td] [/tr] [tr][td style="text-align: center;"][b]STR[/b][/td] [td style="text-align: center;"]10[/td] [td style="text-align: center;"]--[/td] [td style="text-align: center;"]10[/td] [td style="text-align: center;"]--[/td] [/tr] [tr][td style="text-align: center;"][b]DEX[/b][/td] [td style="text-align: center;"]10[/td] [td style="text-align: center;"]--[/td] [td style="text-align: center;"]10[/td] [td style="text-align: center;"]--[/td] [/tr] [tr][td style="text-align: center;"][b]CON[/b][/td] [td style="text-align: center;"]10[/td] [td style="text-align: center;"]--[/td] [td style="text-align: center;"]10[/td] [td style="text-align: center;"]--[/td] [/tr] [tr][td style="text-align: center;"][b]INT[/b][/td] [td style="text-align: center;"]10[/td] [td style="text-align: center;"]--[/td] [td style="text-align: center;"]10[/td] [td style="text-align: center;"]--[/td] [/tr] [tr][td style="text-align: center;"][b]WIS[/b][/td] [td style="text-align: center;"]10[/td] [td style="text-align: center;"]--[/td] [td style="text-align: center;"]10[/td] [td style="text-align: center;"]--[/td] [/tr] [tr][td style="text-align: center;"][b]CHA[/b][/td] [td style="text-align: center;"]10[/td] [td style="text-align: center;"]--[/td] [td style="text-align: center;"]10[/td] [td style="text-align: center;"]--[/td] [/tr] [/table] [/center]
[center][b]Saving Throws[/b][/center]
[center][table border="2"][tr][td][b]Throws[/b][/td] [td][b]Total[/b][/td] [td][/td] [td][b]Ability Mod[/b][/td] [td][/td] [td][b]Base Saves[/b][/td] [/tr] [tr][td][b]Fortitude[/b][/td] [td style="text-align: center;"]--[/td] [td][b]=[/b][/td] [td style="text-align: center;"](Con)[/td] [td][b]+[/b][/td] [td style="text-align: center;"]See Class Guide[/td] [/tr] [tr][td style="text-align: left;"][b]Reflex[/b][/td] [td style="text-align: center;"]--[/td] [td][b]=[/b][/td] [td style="text-align: center;"](Dex)[/td] [td][b]+[/b][/td] [td style="text-align: center;"]--[/td] [/tr] [tr][td][b]Will[/b][/td] [td style="text-align: center;"]--[/td] [td][b]=[/b][/td] [td style="text-align: center;"](Wis)[/td] [td][b]+[/b][/td] [td style="text-align: center;"]--[/td] [/tr] [/table] [/center] [center][b]Other[/b][/center]
[center][table border="2"][tr][td][/td] [td][b]Total[/b][/td] [td][/td] [td][b]Str Mod[/b][/td] [td][/td] [td][b]Size Mod[/b][/td] [td][/td] [td][b]Misc Mod[/b][/td] [/tr] [tr][td][b]Grapple[/b][/td] [td][/td] [td][b]=[/b][/td] [td][/td] [td][b]+[/b][/td] [td][/td] [td][b]+[/b][/td] [td][/td] [/tr] [/table]
[table border="2"][tr][td][/td] [td][b]Total[/b][/td] [td][/td] [td][b]Str Mod[/b][/td] [td][/td] [td][b]Size Mod[/b][/td] [td][/td] [td][b]Misc Mod[/b][/td] [/tr] [tr][td][b]Melee Attack Bonus[/b][/td] [td][/td] [td][b]=[/b][/td] [td][/td] [td][b]+[/b][/td] [td][/td] [td][b]+[/b][/td] [td][/td] [/tr] [/table]
[table border="2"][tr][td][/td] [td][b]Total[/b][/td] [td][/td] [td][b]Dex Mod[/b][/td] [td][/td] [td][b]Size Mod[/b][/td] [td][/td] [td][b]Misc Mod[/b][/td] [/tr] [tr][td][b]Ranged Attack Bonus[/b][/td] [td][/td] [td][b]=[/b][/td] [td][/td] [td][b]+[/b][/td] [td][/td] [td][b]+[/b][/td] [td][/td] [/tr] [/table] [/center]
[center][b]____________________________________[/b][/center]
[left][b]Feats: [/b][/left] [spoiler][/spoiler] [left][b]Class Abilities: [/b][/left] [spoiler][/spoiler] [left][b]Skills: [/b][/left] [spoiler][/spoiler] [left][b]Spells: [/b][/left] [spoiler][/spoiler]
[left][center]________________________________________________[/center]
[b]Weapons:[/b] [/left] [left][b]Armor: [/b][/left]
[left][b]Inventory: [/b] [/left]
[left][b]Money: [/b][/left]
Last edited by Tannascurath on Sun Apr 03, 2016 7:51 pm; edited 39 times in total | |
| | | Tannascurath Master poster
Posts : 3624 Points : -2147476748 Reputation : 31 Join date : 2012-08-08 Age : 27
| Subject: Re: 3 Realms Sign Ups/Rule Book Tue Mar 29, 2016 3:13 am | |
| The Barbarian Barbarian: Usually used by SP Realm members. Hit Die [LVL]d12. The class skills of the Barbarian are the following. Climb, Craft, Handle Animal, Intimidate, Jump, Listen, Ride, Survival, Swim. Saving Throws- Spoiler:
Level | Fort Base | Ref Base | Will Base | #1 | 2 | 0 | 0 | #2 | 3 | 0 | 0 | #3 | 3 | 1 | 1 | #4 | 4 | 1 | 1 | #5 | 4 | 1 | 1 | #6 | 5 | 2 | 2 | #7 | 5 | 2 | 2 | #8 | 6 | 2 | 2 | #9 | 6 | 3 | 3 | #10 | 7 | 3 | 3 | #11 | 7 | 3 | 3 | #12 | 8 | 4 | 4 | #13 | 8 | 4 | 4 | #14 | 9 | 4 | 4 | #15 | 9 | 5 | 5 | #16 | 10 | 5 | 5 | #17 | 10 | 5 | 5 | #18 | 11 | 6 | 6 | #19 | 11 | 6 | 6 |
Class Abilities- Spoiler:
LVL | Abilities Gained | #1 | Fast Movement, Illiteracy, Rage once per day. | #2 | Uncanny Dodge. | #3 | Trap Sense +1 | #4 | Rage twice a day. | #5 | Improved Uncanny Dodge. | #6 | Trap Sense +2 | #7 | Damage Reduction -1 | #8 | Rage three times a day. | #9 | Trap Sense +3 | #10 | Damage Reduction -2 | #11 | Greater Rage | #12 | Rage four times a day, Trap Sense +4 | #13 | Damage Reduction -3 | #14 | Indomitable Will | #15 | Trap Sense +5 | #16 | Damage Reduction -4, Rage five times a day. | #17 | Tireless Rage | #18 | Trap Sense +6 | #19 | Damage Reduction -5 | #20 | Mighty Rage, Rage 6 times a day. |
Last edited by Tannascurath on Tue Mar 29, 2016 3:58 am; edited 1 time in total | |
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Posts : 3624 Points : -2147476748 Reputation : 31 Join date : 2012-08-08 Age : 27
| Subject: Re: 3 Realms Sign Ups/Rule Book Tue Mar 29, 2016 3:18 am | |
| The Bard Common to all Realms. Hit Dice [LVL]d6. The Bard Skills Are the Following. Appraise, Balance, Bluff, Climb, Concentration, Craft, Decipher Script, Diplomacy, Disguise,Escape Artist, Gather Information, Hide, Jump, Knowledge, Listen, Move Silently, Perform, Profession, Sense Motive, Sleight of Hand, Spellcraft, Swim, Tumble, and Use Magic Device (Cha). Saving Throws- Spoiler:
LVL | Fort Save | Ref Save | Will Save | #1 | 0 | 2 | 2 | #2 | 0 | 3 | 3 | #3 | 1 | 3 | 3 | #4 | 1 | 4 | 4 | #5 | 1 | 4 | 4 | #6 | 2 | 5 | 5 | #7 | 2 | 5 | 5 | #8 | 2 | 6 | 6 | #9 | 3 | 6 | 6 | #10 | 3 | 7 | 7 | #11 | 3 | 7 | 7 | #12 | 4 | 8 | 8 | #13 | 4 | 8 | 8 | #14 | 4 | 9 | 9 | #15 | 5 | 9 | 9 | #16 | 5 | 10 | 10 | #17 | 5 | 10 | 10 | #18 | 6 | 11 | 11 | #19 | 6 | 11 | 11 |
Class Abilities- Spoiler:
LVL | Abilities Gained | #1 | Bardic Music, Bardic Knowledge, Counter Song, Fascinate, Inspire Courage +1 | #2 | ------------------------------------------------------------------- | #3 | Inspire Competence | #4 | ------------------------------------------------------------------- | #5 | ------------------------------------------------------------------- | #6 | Suggestion | #7 | ------------------------------------------------------------------- | #8 | Inspire Courage +2 | #9 | Inspire Greatness | #10 | ------------------------------------------------------------------- | #11 | ------------------------------------------------------------------- | #12 | Song of Freedom | #13 | ------------------------------------------------------------------- | #14 | Inspire Courage +3 | #15 | Inspire Heroics/Villainy | #16 | ------------------------------------------------------------------- | #17 | ------------------------------------------------------------------- | #18 | Mass Suggestion | #19 | ------------------------------------------------------------------- | #20 | Inspire Courage +4 |
Spells Per Day- Spoiler:
LVL | LVL 0 Spells | LVL 1 | LVL 2 | LVL 3 | LVL 4 | LVL 5 | LVL 6 | #1 | 2 | -- | -- | -- | -- | -- | -- | #2 | 3 | 0 | -- | -- | -- | -- | -- | #3 | 3 | 1 | -- | -- | -- | -- | -- | #4 | 3 | 2 | 0 | -- | -- | -- | -- | #5 | 3 | 3 | 1 | -- | -- | -- | -- | #6 | 3 | 3 | 2 | -- | -- | -- | -- | #7 | 3 | 3 | 2 | 0 | -- | -- | -- | #8 | 3 | 3 | 3 | 1 | -- | -- | -- | #9 | 3 | 3 | 3 | 2 | -- | -- | -- | #10 | 3 | 3 | 3 | 2 | 0 | -- | -- | #11 | 3 | 3 | 3 | 3 | 1 | -- | -- | #12 | 3 | 3 | 3 | 3 | 2 | -- | -- | #13 | 3 | 3 | 3 | 3 | 2 | 0 | -- | #14 | 4 | 3 | 3 | 3 | 3 | 1 | -- | #15 | 4 | 4 | 3 | 3 | 3 | 2 | -- | #16 | 4 | 4 | 4 | 3 | 3 | 2 | 0 | #17 | 4 | 4 | 4 | 4 | 3 | 3 | 1 | #18 | 4 | 4 | 4 | 4 | 4 | 3 | 2 | #19 | 4 | 4 | 4 | 4 | 4 | 4 | 3 |
Last edited by Tannascurath on Tue Mar 29, 2016 3:57 am; edited 1 time in total | |
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Posts : 3624 Points : -2147476748 Reputation : 31 Join date : 2012-08-08 Age : 27
| Subject: Re: 3 Realms Sign Ups/Rule Book Tue Mar 29, 2016 3:45 am | |
| The Cleric Usually used by Middle Realm members. Hit Die [LVL]d8. The Cleric's Skills are the following. Concentration, Craft, Diplomacy, Heal, Knowledge (arcana), Knowledge (history), Knowledge (religion), Knowledge (The Planes), Profession, and Spellcraft. Cleric has one auto gained ability called Turn Or Rebuke Undead. Saving Throws - Spoiler:
LVL | Fort Save | Ref Save | Will Save | #1 | 2 | 0 | 2 | #2 | 3 | 0 | 3 | #3 | 3 | 1 | 3 | #4 | 4 | 1 | 4 | #5 | 4 | 1 | 4 | #6 | 5 | 2 | 5 | #7 | 5 | 2 | 5 | #8 | 6 | 2 | 6 | #9 | 6 | 3 | 6 | #10 | 7 | 3 | 7 | #11 | 7 | 3 | 7 | #12 | 8 | 4 | 8 | #13 | 8 | 4 | 8 | #14 | 9 | 4 | 9 | #15 | 9 | 5 | 9 | #16 | 10 | 5 | 10 | #17 | 10 | 5 | 10 | #18 | 11 | 6 | 11 | #19 | 11 | 6 | 11 |
Spells Per Day - Spoiler:
LVL | 0 LVL Spells | LVL 1 | LVL 2 | LVL 3 | LVL 4 | LVL 5 | LVL 6 | LVL 7 | LVL 8 | LVL 9 | #1 | 3 | 1+1 | -- | -- | -- | -- | -- | -- | -- | -- | #2 | 4 | 2+1 | -- | -- | -- | -- | -- | -- | -- | -- | #3 | 4 | 2+1 | 1+1 | -- | -- | -- | -- | -- | -- | -- | #4 | 5 | 3+1 | 2+1 | -- | -- | -- | -- | -- | -- | -- | #5 | 5 | 3+1 | 2+1 | 1+1 | -- | -- | -- | -- | -- | -- | #6 | 5 | 3+1 | 3+1 | 2+1 | -- | -- | -- | -- | -- | -- | #7 | 5 | 4+1 | 3+1 | 2+1 | 1+1 | -- | -- | -- | -- | -- | #8 | 6 | 4+1 | 3+1 | 3+1 | 2+1 | -- | -- | -- | -- | -- | #9 | 6 | 4+1 | 4+1 | 3+1 | 2+1 | 1+1 | -- | -- | -- | -- | #10 | 6 | 4+1 | 4+1 | 3+1 | 3+1 | 2+1 | -- | -- | -- | -- | #11 | 6 | 5+1 | 4+1 | 4+1 | 3+1 | 2+1 | 1+1 | -- | -- | -- | #12 | 6 | 5+1 | 4+1 | 4+1 | 3+1 | 3+1 | 2+1 | -- | -- | -- | #13 | 6 | 5+1 | 5+1 | 4+1 | 4+1 | 3+1 | 2+1 | 1+1 | -- | -- | #14 | 6 | 5+1 | 5+1 | 4+1 | 4+1 | 3+1 | 3+1 | 2+1 | -- | -- | #15 | 6 | 5+1 | 5+1 | 5+1 | 4+1 | 4+1 | 3+1 | 2+1 | 1+1 | -- | #16 | 6 | 5+1 | 5+1 | 5+1 | 4+1 | 4+1 | 3+1 | 3+1 | 2+1 | -- | #17 | 6 | 5+1 | 5+1 | 5+1 | 5+1 | 4+1 | 4+1 | 3+1 | 2+1 | 1+1 | #18 | 6 | 5+1 | 5+1 | 5+1 | 5+1 | 4+1 | 4+1 | 3+1 | 3+1 | 2+1 | #19 | 6 | 5+1 | 5+1 | 5+1 | 5+1 | 5+1 | 4+1 | 4+1 | 3+1 | 3+1 |
Last edited by Tannascurath on Tue Mar 29, 2016 2:09 pm; edited 4 times in total | |
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Posts : 3624 Points : -2147476748 Reputation : 31 Join date : 2012-08-08 Age : 27
| Subject: Re: 3 Realms Sign Ups/Rule Book Tue Mar 29, 2016 3:46 am | |
| The Druid Usually used by Magic Realm members. Hit Die [LVL]d8. The Druid's Skills are the following. Concentration, Craft, Diplomacy, Handle Animal, Heal, Knowledge (nature), Listen, Profession, Ride, Spellcraft, Spot, Survival, and Swim. Saving Throws - Spoiler:
LVL | Fort Save | Ref Save | Will Save | #1 | 2 | 0 | 2 | #2 | 3 | 0 | 3 | #3 | 3 | 1 | 3 | #4 | 4 | 1 | 4 | #5 | 4 | 1 | 4 | #6 | 5 | 2 | 5 | #7 | 5 | 2 | 5 | #8 | 6 | 2 | 6 | #9 | 6 | 3 | 6 | #10 | 7 | 3 | 7 | #11 | 7 | 3 | 7 | #12 | 8 | 4 | 8 | #13 | 8 | 4 | 8 | #14 | 9 | 4 | 9 | #15 | 9 | 5 | 9 | #16 | 10 | 5 | 10 | #17 | 10 | 5 | 10 | #18 | 11 | 6 | 11 | #19 | 11 | 6 | 11 |
Class Abilities - Spoiler:
LVL | Abilities Gained | #1 | Animal Companion, Nature Sense, Wild Empathy | #2 | Woodland Stride | #3 | Tackless Step | #4 | Resist Nature's Lure | #5 | Wild Shape once a day | #6 | Wild Shape twice a day | #7 | Wild Shape three times a day | #8 | Wild Shape (Large) | #9 | Venom Immunity | #10 | Wild Shape four times a day | #11 | Wild Shape (Tiny) | #12 | Wild Shape (Plant) | #13 | A Thousand Faces | #14 | Wild Shape five times a day | #15 | Timeless Body, Wild Shape (Huge) | #16 | Wild Shape (Elemental) | #17 | ------------------------------------------- | #18 | Wild Shape Elemental twice a day, Wild Shape six times a day. | #19 | ------------------------------------------- | #20 | Wild Shape Elemental three times a day, Wild Shape (Elemental Huge) |
Spells Per Day - Spoiler:
LVL | 0 LVL Spells | LVL 1 | LVL 2 | LVL 3 | LVL 4 | LVL 5 | LVL 6 | LVL 7 | LVL 8 | LVL 9 | #1 | 3 | 1+1 | -- | -- | -- | -- | -- | -- | -- | -- | #2 | 4 | 2+1 | -- | -- | -- | -- | -- | -- | -- | -- | #3 | 4 | 2+1 | 1+1 | -- | -- | -- | -- | -- | -- | -- | #4 | 5 | 3+1 | 2+1 | -- | -- | -- | -- | -- | -- | -- | #5 | 5 | 3+1 | 2+1 | 1+1 | -- | -- | -- | -- | -- | -- | #6 | 5 | 3+1 | 3+1 | 2+1 | -- | -- | -- | -- | -- | -- | #7 | 5 | 4+1 | 3+1 | 2+1 | 1+1 | -- | -- | -- | -- | -- | #8 | 6 | 4+1 | 3+1 | 3+1 | 2+1 | -- | -- | -- | -- | -- | #9 | 6 | 4+1 | 4+1 | 3+1 | 2+1 | 1+1 | -- | -- | -- | -- | #10 | 6 | 4+1 | 4+1 | 3+1 | 3+1 | 2+1 | -- | -- | -- | -- | #11 | 6 | 5+1 | 4+1 | 4+1 | 3+1 | 2+1 | 1+1 | -- | -- | -- | #12 | 6 | 5+1 | 4+1 | 4+1 | 3+1 | 3+1 | 2+1 | -- | -- | -- | #13 | 6 | 5+1 | 5+1 | 4+1 | 4+1 | 3+1 | 2+1 | 1+1 | -- | -- | #14 | 6 | 5+1 | 5+1 | 4+1 | 4+1 | 3+1 | 3+1 | 2+1 | -- | -- | #15 | 6 | 5+1 | 5+1 | 5+1 | 4+1 | 4+1 | 3+1 | 2+1 | 1+1 | -- | #16 | 6 | 5+1 | 5+1 | 5+1 | 4+1 | 4+1 | 3+1 | 3+1 | 2+1 | -- | #17 | 6 | 5+1 | 5+1 | 5+1 | 5+1 | 4+1 | 4+1 | 3+1 | 2+1 | 1+1 | #18 | 6 | 5+1 | 5+1 | 5+1 | 5+1 | 4+1 | 4+1 | 3+1 | 3+1 | 2+1 | #19 | 6 | 5+1 | 5+1 | 5+1 | 5+1 | 5+1 | 4+1 | 4+1 | 3+1 | 3+1 |
Last edited by Tannascurath on Tue Mar 29, 2016 3:28 pm; edited 9 times in total | |
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Posts : 3624 Points : -2147476748 Reputation : 31 Join date : 2012-08-08 Age : 27
| Subject: Re: 3 Realms Sign Ups/Rule Book Tue Mar 29, 2016 3:48 am | |
| The Fighter Usually used by Middle Realm members. Hit Die [LVL]d10. The Fighter's Skills are the following. Climb, Craft, Handle Animal, Intimidate, Jump, Ride, and Swim. Saving Throws - Spoiler:
LVL | Fort Save | Ref Save | Will Save | #1 | 2 | 0 | 0 | #2 | 3 | 0 | 0 | #3 | 3 | 1 | 1 | #4 | 4 | 1 | 1 | #5 | 4 | 1 | 1 | #6 | 5 | 2 | 2 | #7 | 5 | 2 | 2 | #8 | 6 | 2 | 2 | #9 | 6 | 3 | 3 | #10 | 7 | 3 | 3 | #11 | 7 | 3 | 3 | #12 | 8 | 4 | 4 | #13 | 8 | 4 | 4 | #14 | 9 | 4 | 4 | #15 | 9 | 5 | 5 | #16 | 10 | 5 | 5 | #17 | 10 | 5 | 5 | #18 | 11 | 6 | 6 | #19 | 11 | 6 | 6 |
Last edited by Tannascurath on Tue Mar 29, 2016 4:13 pm; edited 7 times in total | |
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Posts : 3624 Points : -2147476748 Reputation : 31 Join date : 2012-08-08 Age : 27
| Subject: Re: 3 Realms Sign Ups/Rule Book Tue Mar 29, 2016 3:50 am | |
| The Monk Usually used by Middle Realm members. Hit Die [LVL]d8. The Monk's Skills are the following. Balance, Climb, Concentration, Craft, Diplomacy, Escape Artist, Hide, Jump, Knowledge(arcana), Knowledge (religion), Listen, Move Silently, Perform, Profession, Sense Motive, Spot, Swim, and Tumble. Saving Throws - Spoiler:
LVL | Fort Save | Ref Save | Will Save | #1 | 2 | 2 | 2 | #2 | 3 | 3 | 3 | #3 | 3 | 3 | 3 | #4 | 4 | 4 | 4 | #5 | 4 | 4 | 4 | #6 | 5 | 5 | 5 | #7 | 5 | 5 | 5 | #8 | 6 | 6 | 6 | #9 | 6 | 6 | 6 | #10 | 7 | 7 | 7 | #11 | 7 | 7 | 7 | #12 | 8 | 8 | 8 | #13 | 8 | 8 | 8 | #14 | 9 | 9 | 9 | #15 | 9 | 9 | 9 | #16 | 10 | 10 | 10 | #17 | 10 | 10 | 10 | #18 | 11 | 11 | 11 | #19 | 11 | 11 | 11 |
Class Abilities - Spoiler:
LVL | Abilities Gained | #1 | Bonus Feat, Flurry Of Blows, Unarmed Strike. | #2 | Bonus Feat, Evasion | #3 | Still Mind | #4 | Ki Strike (Magic), Slow Fall 20ft | #5 | Purity Of Body | #6 | Bonus Feat, Slow Fall 30ft | #7 | Wholeness Of Body | #8 | Slow Fall 40ft | #9 | Improved Evasion | #10 | Ki Strike (Lawful), Slow Fall 50ft | #11 | Diamond Body, Greater Furry | #12 | Abundant Step, Slow Fall 60ft | #13 | Diamond Soul | #14 | Slow Fall 70ft | #15 | Quivering Palm | #16 | Ki Strike (Adamantine), Slow Fall 80ft | #17 | Timeless Body, Tongue Of Sun And Moon | #18 | Slow Fall 90ft | #19 | Empty Body | #20 | Perfect Self, Slow any fall distance. |
Bonuses - Spoiler:
LVL | Unarmed Damage | AC Bonus | #1 | 1d6 | +0 | #2 | 1d6 | +0 | #3 | 1d6 | +0 | #4 | 1d8 | +0 | #5 | 1d8 | +1 | #6 | 1d8 | +1 | #7 | 1d8 | +1 | #8 | 1d10 | +1 | #9 | 1d10 | +2 | #10 | 1d10 | +2 | #11 | 1d10 | +2 | #12 | 2d6 | +2 | #13 | 2d6 | +3 | #14 | 2d6 | +3 | #15 | 2d6 | +3 | #16 | 2d8 | +3 | #17 | 2d8 | +4 | #18 | 2d8 | +4 | #19 | 2d8 | +4 |
Last edited by Tannascurath on Tue Mar 29, 2016 4:17 pm; edited 4 times in total | |
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Posts : 3624 Points : -2147476748 Reputation : 31 Join date : 2012-08-08 Age : 27
| Subject: Re: 3 Realms Sign Ups/Rule Book Tue Mar 29, 2016 3:51 am | |
| The Paladin Usually used by Middle Realm members. Hit Die [LVL]d10. The Paladin's Skills are the following. Concentration, Craft, Diplomacy, Handle Animal, Heal, Knowledge (nobility and royalty), Knowledge (religion), Profession, Ride, and Sense Motive. Saving Throws - Spoiler:
LVL | Fort Save | Ref Save | Will Save | #1 | 2 | 0 | 0 | #2 | 3 | 0 | 0 | #3 | 3 | 1 | 1 | #4 | 4 | 1 | 1 | #5 | 4 | 1 | 1 | #6 | 5 | 2 | 2 | #7 | 5 | 2 | 2 | #8 | 6 | 2 | 2 | #9 | 6 | 3 | 3 | #10 | 7 | 3 | 3 | #11 | 7 | 3 | 3 | #12 | 8 | 4 | 4 | #13 | 8 | 4 | 4 | #14 | 9 | 4 | 4 | #15 | 9 | 5 | 5 | #16 | 10 | 5 | 5 | #17 | 10 | 5 | 5 | #18 | 11 | 6 | 6 | #19 | 11 | 6 | 6 |
Class Abilities - Spoiler:
LVL | Abilities Gained | #1 | Aura of Good, Detect Evil, Smite Evil once a day. | #2 | Divine Grace, Lay on Hands | #3 | Aura of Courage, Divine Health | #4 | Turn Undead | #5 | Smite Evil twice a day, Special Mount | #6 | Remove disease once a week. | #7 | -------------------------------------------- | #8 | -------------------------------------------- | #9 | Remove disease three times a week. | #10 | Smite Evil three times a day. | #11 | -------------------------------------------- | #12 | Remove disease three times a week. | #13 | -------------------------------------------- | #14 | -------------------------------------------- | #15 | Remove disease four times a week, Smite Evil twice a day | #16 | -------------------------------------------- | #17 | -------------------------------------------- | #18 | Remove disease five times a week. | #19 | -------------------------------------------- | #20 | Smite Evil five times a day. |
Spells Per Day - Spoiler:
LVL | 1 LVL Spells | 2 LVL | 3 LVL | 4 LVL | #1 | -- | -- | -- | -- | #2 | -- | -- | -- | -- | #3 | 0 | -- | -- | -- | #4 | 0 | -- | -- | -- | #5 | 1 | -- | -- | -- | #6 | 1 | -- | -- | -- | #7 | 1 | 0 | -- | -- | #8 | 1 | 1 | -- | -- | #9 | 1 | 1 | -- | -- | #10 | 1 | 1 | 0 | -- | #11 | 1 | 1 | 1 | -- | #12 | 1 | 1 | 1 | -- | #13 | 1 | 1 | 1 | 0 | #14 | 2 | 1 | 1 | 1 | #15 | 2 | 1 | 1 | 1 | #16 | 2 | 2 | 1 | 1 | #17 | 2 | 2 | 2 | 1 | #18 | 3 | 2 | 2 | 1 | #19 | 3 | 3 | 3 | 2 |
Last edited by Tannascurath on Tue Mar 29, 2016 5:07 pm; edited 7 times in total | |
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Posts : 3624 Points : -2147476748 Reputation : 31 Join date : 2012-08-08 Age : 27
| Subject: Re: 3 Realms Sign Ups/Rule Book Tue Mar 29, 2016 3:52 am | |
| The Ranger Usually used by SP Realm members. Hit Die [LVL]d8. The Ranger's Skills are the following. Climb, Concentration, Craft, Handle Animal, Heal, Hide (Dex), Jump, Knowledge (Dungeoneering), Knowledge (Geography), Knowledge (Nature), Listen, Move Silently, Profession, Ride, Search, Spot, Survival, Swim, and Use Rope. Saving Throws - Spoiler:
LVL | Fort Save | Ref Save | Will Save | #1 | 2 | 2 | 0 | #2 | 3 | 3 | 0 | #3 | 3 | 3 | 1 | #4 | 4 | 4 | 1 | #5 | 4 | 4 | 1 | #6 | 5 | 5 | 2 | #7 | 5 | 5 | 2 | #8 | 6 | 6 | 2 | #9 | 6 | 6 | 3 | #10 | 7 | 7 | 3 | #11 | 7 | 7 | 3 | #12 | 8 | 8 | 4 | #13 | 8 | 8 | 4 | #14 | 9 | 9 | 4 | #15 | 9 | 9 | 5 | #16 | 10 | 10 | 5 | #17 | 10 | 10 | 5 | #18 | 11 | 11 | 6 | #19 | 11 | 11 | 6 |
Class Abilities - Spoiler:
LVL | Abilities Gained | #1 | 1st Favored Enemy, Track, Wild Empathy | #2 | Combat Style | #3 | Endurance | #4 | Animal Companion | #5 | 2nd Favored Enemy | #6 | Improved Combat Style | #7 | Woodland Stride | #8 | Swift Tracker | #9 | Evasion | #10 | 3rd Favored Enemy | #11 | Combat Style Mastery | #12 | -------------------------------------------- | #13 | Camouflage | #14 | -------------------------------------------- | #15 | 4th Favored Enemy | #16 | -------------------------------------------- | #17 | Hide in plan sight | #18 | -------------------------------------------- | #19 | -------------------------------------------- | #20 | 5th Favored Enemy |
Spells Per Day - Spoiler:
LVL | 1 LVL Spells | 2 LVL | 3 LVL | 4 LVL | #1 | -- | -- | -- | -- | #2 | -- | -- | -- | -- | #3 | -- | -- | -- | -- | #4 | 0 | -- | -- | -- | #5 | 0 | -- | -- | -- | #6 | 1 | -- | -- | -- | #7 | 1 | -- | -- | -- | #8 | 1 | 0 | -- | -- | #9 | 1 | 1 | -- | -- | #10 | 1 | 1 | -- | -- | #11 | 1 | 1 | 0 | -- | #12 | 1 | 1 | 1 | -- | #13 | 1 | 1 | 1 | -- | #14 | 2 | 1 | 1 | 0 | #15 | 2 | 1 | 1 | 1 | #16 | 2 | 2 | 1 | 1 | #17 | 2 | 2 | 2 | 1 | #18 | 3 | 2 | 2 | 1 | #19 | 3 | 3 | 3 | 2 |
Last edited by Tannascurath on Tue Mar 29, 2016 5:25 pm; edited 3 times in total | |
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Posts : 3624 Points : -2147476748 Reputation : 31 Join date : 2012-08-08 Age : 27
| Subject: Re: 3 Realms Sign Ups/Rule Book Tue Mar 29, 2016 3:52 am | |
| The Rogue Usually used by SP Realm members. Hit Die [LVL]d6. The Rogue's Skills are the following. Appraise, Balance, Bluff, Climb, Craft, Decipher Script, Diplomacy, Disable Device, Disguise, Escape Artist, Forgery, Gather Information, Hide, Intimidate, Jump, Knowledge (Local), Listen, Move Silently, Open Lock, Perform, Profession, Search, Sense Motive, Sleight of Hand, Spot, Swim, Tumble, Use Magic Device, and Use Rope. Saving Throws - Spoiler:
LVL | Fort Save | Ref Save | Will Save | #1 | 0 | 2 | 0 | #2 | 0 | 3 | 0 | #3 | 1 | 3 | 1 | #4 | 1 | 4 | 1 | #5 | 1 | 4 | 1 | #6 | 2 | 5 | 2 | #7 | 2 | 5 | 2 | #8 | 2 | 6 | 2 | #9 | 3 | 6 | 3 | #10 | 3 | 7 | 3 | #11 | 3 | 7 | 3 | #12 | 4 | 8 | 4 | #13 | 4 | 8 | 4 | #14 | 4 | 9 | 4 | #15 | 5 | 9 | 5 | #16 | 5 | 10 | 5 | #17 | 5 | 10 | 5 | #18 | 6 | 11 | 6 | #19 | 6 | 11 | 6 |
Class Abilities - Spoiler:
LVL | Abilities Gained | #1 | Sneak Attack +1d6, Trap Finding | #2 | Evasion | #3 | Sneak Attack +2d6, Trap Sense +1 | #4 | Uncanny Dodge | #5 | Sneak Attack +3d6 | #6 | Trap Sense +2 | #7 | Sneak Attack +4d6 | #8 | Improved Uncanny Dodge | #9 | Sneak Attack +5d6, Trap Sense +3 | #10 | Special Ability | #11 | Sneak Attack +6d6 | #12 | Trap Sense +4 | #13 | Sneak Attack +7d6, Special Ability | #14 | ------------------------------------ | #15 | Sneak Attack +8d6, Trap Sense +5 | #16 | Special Ability | #17 | Sneak Attack +9d6 | #18 | Trap Sense +6 | #19 | Sneak Attack +10d6, Special Ability | #20 | ------------------------------------ |
Last edited by Tannascurath on Tue Mar 29, 2016 5:41 pm; edited 4 times in total | |
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Posts : 3624 Points : -2147476748 Reputation : 31 Join date : 2012-08-08 Age : 27
| Subject: Re: 3 Realms Sign Ups/Rule Book Tue Mar 29, 2016 3:53 am | |
| The Sorcerer Usually used by Magic Realm members. Hit Die [LVL]d4. The Sorcerer's Skills are the following. Bluff, Concentration, Craft, Knowledge (Arcana), Profession, and Spellcraft. The only class ability the Sorcerer has is Summon Familiar. Saving Throws - Spoiler:
LVL | Fort Save | Ref Save | Will Save | #1 | 0 | 0 | 2 | #2 | 0 | 0 | 3 | #3 | 1 | 1 | 3 | #4 | 1 | 1 | 4 | #5 | 1 | 1 | 4 | #6 | 2 | 2 | 5 | #7 | 2 | 2 | 5 | #8 | 2 | 2 | 6 | #9 | 3 | 3 | 6 | #10 | 3 | 3 | 7 | #11 | 3 | 3 | 7 | #12 | 4 | 4 | 8 | #13 | 4 | 4 | 8 | #14 | 4 | 4 | 9 | #15 | 5 | 5 | 9 | #16 | 5 | 5 | 10 | #17 | 5 | 5 | 10 | #18 | 6 | 6 | 11 | #19 | 6 | 6 | 11 |
Spells Per Day - Spoiler:
LVL | 0 LVL Spells | LVL 1 | LVL 2 | LVL 3 | LVL 4 | LVL 5 | LVL 6 | LVL 7 | LVL 8 | LVL 9 | #1 | 5 | 3 | -- | -- | -- | -- | -- | -- | -- | -- | #2 | 6 | 4 | -- | -- | -- | -- | -- | -- | -- | -- | #3 | 6 | 5 | -- | -- | -- | -- | -- | -- | -- | -- | #4 | 6 | 6 | 3 | -- | -- | -- | -- | -- | -- | -- | #5 | 6 | 6 | 4 | -- | -- | -- | -- | -- | -- | -- | #6 | 6 | 6 | 5 | 3 | -- | -- | -- | -- | -- | -- | #7 | 6 | 6 | 6 | 4 | -- | -- | -- | -- | -- | -- | #8 | 6 | 6 | 6 | 5 | 3 | -- | -- | -- | -- | -- | #9 | 6 | 6 | 6 | 6 | 4 | -- | -- | -- | -- | -- | #10 | 6 | 6 | 6 | 6 | 5 | 3 | -- | -- | -- | -- | #11 | 6 | 6 | 6 | 6 | 6 | 4 | -- | -- | -- | -- | #12 | 6 | 6 | 6 | 6 | 6 | 5 | 3 | -- | -- | -- | #13 | 6 | 6 | 6 | 6 | 6 | 6 | 4 | -- | -- | -- | #14 | 6 | 6 | 6 | 6 | 6 | 6 | 5 | 3 | -- | -- | #15 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 4 | -- | -- | #16 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 5 | 3 | -- | #17 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 4 | -- | #18 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 5 | 3 | #19 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 4 |
Last edited by Tannascurath on Tue Mar 29, 2016 5:59 pm; edited 3 times in total | |
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Posts : 3624 Points : -2147476748 Reputation : 31 Join date : 2012-08-08 Age : 27
| Subject: Re: 3 Realms Sign Ups/Rule Book Tue Mar 29, 2016 3:59 am | |
| The Wizard Usually used by Magic Realm members. Hit Die [LVL]d4. The Wizard's Skills are the following. Concentration, Craft, Decipher Script, Knowledge (all skills, taken individually), Profession, and Spellcraft. Saving Throws - Spoiler:
LVL | Fort Save | Ref Save | Will Save | #1 | 0 | 0 | 2 | #2 | 0 | 0 | 3 | #3 | 1 | 1 | 3 | #4 | 1 | 1 | 4 | #5 | 1 | 1 | 4 | #6 | 2 | 2 | 5 | #7 | 2 | 2 | 5 | #8 | 2 | 2 | 6 | #9 | 3 | 3 | 6 | #10 | 3 | 3 | 7 | #11 | 3 | 3 | 7 | #12 | 4 | 4 | 8 | #13 | 4 | 4 | 8 | #14 | 4 | 4 | 9 | #15 | 5 | 5 | 9 | #16 | 5 | 5 | 10 | #17 | 5 | 5 | 10 | #18 | 6 | 6 | 11 | #19 | 6 | 6 | 11 |
Class Abilities - Spoiler:
LVL | Abilities Gained | #1 | Summon Familiar, Scribe Scroll | #2 | -------------------------------- | #3 | ------------------------------- | #4 | ------------------------------- | #5 | Bonus Feat | #6 | ------------------------------- | #7 | ------------------------------- | #8 | ------------------------------- | #9 | ------------------------------- | #10 | Bonus Feat | #11 | ------------------------------- | #12 | ------------------------------- | #13 | ------------------------------ | #14 | ------------------------------ | #15 | Bonus Feat | #16 | ----------------------------- | #17 | ---------------------------- | #18 | ----------------------------- | #19 | ----------------------------- | #20 | Bonus Feat |
Spells Per Day - Spoiler:
LVL | 0 LVL Spells | LVL 1 | LVL 2 | LVL 3 | LVL 4 | LVL 5 | LVL 6 | LVL 7 | LVL 8 | LVL 9 | #1 | 3 | 1 | -- | -- | -- | -- | -- | -- | -- | -- | #2 | 4 | 2 | -- | -- | -- | -- | -- | -- | -- | -- | #3 | 4 | 2 | 1 | -- | -- | -- | -- | -- | -- | -- | #4 | 4 | 3 | 2 | -- | -- | -- | -- | -- | -- | -- | #5 | 4 | 3 | 2 | 1 | -- | -- | -- | -- | -- | -- | #6 | 4 | 3 | 3 | 2 | -- | -- | -- | -- | -- | -- | #7 | 4 | 4 | 3 | 2 | 1 | -- | -- | -- | -- | -- | #8 | 4 | 4 | 3 | 3 | 2 | -- | -- | -- | -- | -- | #9 | 4 | 4 | 4 | 3 | 2 | 1 | -- | -- | -- | -- | #10 | 4 | 4 | 4 | 3 | 3 | 2 | -- | -- | -- | -- | #11 | 4 | 4 | 4 | 4 | 3 | 2 | 1 | -- | -- | -- | #12 | 4 | 4 | 4 | 4 | 3 | 3 | 2 | -- | -- | -- | #13 | 4 | 4 | 4 | 4 | 4 | 3 | 2 | 1 | -- | -- | #14 | 4 | 4 | 4 | 4 | 4 | 3 | 3 | 2 | -- | -- | #15 | 4 | 4 | 4 | 4 | 4 | 4 | 3 | 2 | 1 | -- | #16 | 4 | 4 | 4 | 4 | 4 | 4 | 3 | 3 | 2 | -- | #17 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 3 | 2 | 1 | #18 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 3 | 3 | 2 | #19 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 3 | 2 |
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Posts : 3624 Points : -2147476748 Reputation : 31 Join date : 2012-08-08 Age : 27
| Subject: Re: 3 Realms Sign Ups/Rule Book Tue Mar 29, 2016 6:34 pm | |
| The Skills - Skills:
- A:
APPRAISE: Use this skill to tell an antique from old junk, a sword that’s old and fancy from the Middle Realm, and high-quality jewelry from cheap stuff made to look good.
- B:
BALANCE: You can keep your balance. This also includes the availability to ride on things.
BLUFF: You can make the outrageous or the untrue seem plausible, or use doublespeak or innuendo to deliver a secret message to another character. The skill encompasses acting, conning, fast talking, misdirection, prevarication, and misleading body language. Use a bluff to show temporary confusion, get someone to turn and look where you point, or simply look innocuous.
- C:
CLIMB: Use this skill to scale a cliff, to get to the window on the second story of a wizard’s tower, or to climb out of a pit after falling through a trapdoor.
CONCENTRATION: You are particularly good at focusing your mind.
CRAFT: You are trained in a craft, trade, or art, such as alchemy, armor smithing, basket weaving, bookbinding, bow making, black smithing, calligraphy, carpentry, cobbling, gem cutting, leather working, lock smithing, painting, pottery, sculpting, ship making, stone masonry, trap making, weapons mithing, or weaving.
Like Knowledge, Perform, and Profession, Craft is actually a number of separate skills. For instance, you could have the skill Craft (carpentry). Your ranks in that skill don’t affect any Craft (pottery) or Craft (leatherworking) checks you might make. You could have several Craft skills, each with its own ranks, each purchased as a separate skill. A Craft skill is specifically focused on creating something.
If nothing is created by the endeavor, it probably falls under the heading of a Profession skill. You can also forge things with this skill. You use forge to fake a written order from the duchess instructing a jailer to release prisoners, to create an authentic-looking treasure map, or to detect forgeries that others try to pass off.
- D:
DECIPHER SCRIPT: Use this skill to piece together the meaning of ancient runes carved into the wall of an abandoned temple, to get the gist of an intercepted letter written in the Infernal language, to follow the directions on a treasure map written in a forgotten alphabet, or to interpret the mysterious glyphs painted on a cave wall.
DIPLOMACY: Use this skill to persuade the chamberlain to let you see the king, to negotiate peace between feuding barbarian tribes, or to convince the Magic realm mages that have captured you that they should ransom you back to your friends instead of twisting your limbs off one by one. Diplomacy includes etiquette, social grace, tact, subtlety, and a way with words. A skilled character knows the formal and informal rules of conduct, social expectations, proper forms of address, and so on. This skill represents the ability to give others the right impression of oneself, to negotiate effectively, and to influence others.
DISABLE DEVICE: Use this skill to disarm a trap, jam a lock (in either the open or closed position), or rig a wagon wheel to fall off. You can examine a fairly simple or fairly small mechanical device and disable it. The effort requires at least a simple tool of the appropriate sort (a pick, pry bar, saw, file, etc.). Attempting a Disable Device check without a set of thieves’ tools carries a –2 circumstance penalty, even if a simple tool is employed. The use of masterwork thieves’ tools enables you to make the check with a +2 circumstance bonus.
DISGUISE: Use this skill to change your appearance or someone else’s. The effort requires at least a few props, some makeup, and some time. The use of a disguise kit provides a +2 circumstance bonus to a Disguise check. A disguise can include an apparent change of height or weight of no more than one-tenth the original. You can also use Disguise to impersonate people, either individuals or types. For example, you might, with little or no actual disguise, make yourself seem like a traveler even if you’re a local.
- E:
ESCAPE ARTIST: Use this skill to slip out of bonds or manacles, wriggle through tight spaces, or escape the grip of a monster that grapples you.
- G:
GATHER INFORMATION: Use this skill for making contacts in an area, finding out local gossip,rumor mongering, and collecting general information.
- H:
HANDLE ANIMAL: Use this skill to drive a team of horses pulling a wagon over rough terrain, to teach a dog to guard, or to teach a monkey to “speak”on your command.
HEAL: Use this skill to keep a badly wounded friend from dying, to help others recover faster from wounds, to keep your friend from succumbing to a Scorpions’ sting, or to treat disease.
- I:
INTIMIDATE: Use this skill to get a bully to back down, to frighten an opponent, or to make a prisoner give you the information you want. Intimidation includes verbal threats and body language.
- K:
KNOWLEDGE: Like the Craft and Profession skills, Knowledge actually encompasses a number of unrelated skills. Knowledge represents a study of some body of lore, possibly an academic or even scientific discipline. Below are listed typical fields of study. With your DM’s approval, you can invent new areas of knowledge.
- Arcana (ancient mysteries, magic traditions, arcane symbols,
cryptic phrases, constructs, dragons, magical beasts) [(]Architecture and engineering (buildings, aqueducts, bridges, fortifications)
- Dungeoneering (aberrations, caverns, oozes, spelunking)
- Geography (lands, terrain, climate, people)
- History (royalty, wars, colonies, migrations, founding of cities)
- Local (legends, personalities, inhabitants, laws, customs, traditions,
humanoids)
- Nature (animals, fey, giants, monstrous humanoids, plants,
seasons and cycles, weather, vermin)
- Nobility and royalty (lineages, heraldry, family trees, mottoes,
personalities)
- Religion (gods and goddesses, mythic history, ecclesiastic tradition,
holy symbols, undead)
- The Planes (the Inner Planes, the Outer Planes, the Astral Plane,
the Ethereal Plane, outsiders, elementals, magic related to the planes)
- L:
LISTEN: Use this skill to hear approaching enemies, to detect someone sneaking up on you from behind, or to eavesdrop on someone else’s conversation.
- M:
STEALTH: This skill has 2 sections to it. Hide you use this skill to sink back into the shadows and proceed unseen, to approach a wizard’s tower under cover of brush, or to tail someone through a busy street without being noticed. Move silently you can use this skill to sneak up behind an enemy or to slink away without being noticed.
- O:
OPEN LOCK: You can pick padlocks, finesse combination locks, and solve puzzle locks. The effort requires at least a simple tool of the appropriate sort (a pick, pry bar, blank key, wire, or the like). Attempting an Open Lock check without a set of thieves’ tools imposes a –2 circumstance penalty on the check, even if a simple tool is employed. If you use masterwork thieves’ tools, you gain a +2 circumstance bonus on the check.
- P:
PERFORM/PROFESSION: Preform, you are skilled in a type of artistic expression, which may encompass a variety of specific methods, and you know how to put on a show. Like Craft, Knowledge, and Profession, Perform is actually a number of separate skills. For instance, you could have the skill Perform (act). Your ranks in that skill don’t affect any checks you happen to make for Perform (oratory) or Perform (string instruments). You could have several Perform skills, each with its own ranks, each purchased as a separate skill. Each of the nine categories of the Perform skill includes a variety of methods, instruments, or techniques, a small list of which is provided for each category below. The DM is free to expand any of these categories with additional methods, instruments, or techniques, as appropriate for his or her campaign.
- Act (comedy, drama, mime)
- Comedy (buffoonery, limericks, joke-telling)
- Dance (ballet, waltz, jig)
- Keyboard instruments (harpsichord, piano, pipe organ)
- Oratory (epic, ode, storytelling)
- Percussion instruments (bells, chimes, drums, gong)
- String instruments (fiddle, harp, lute, mandolin)
- Wind instruments (flute, pan pipes, recorder, shawm, trumpet)
- Sing (ballad, chant, melody)
Profession you are trained in a livelihood or a professional role, such as apothecary, boater, bookkeeper, brewer, cook, driver, farmer, fisher, guide, herbalist, herder, hunter, innkeeper, lumberjack, miller, miner, porter, rancher, sailor, scribe, siege engineer, stablehand, tanner, teamster, woodcutter, or the like. Like Craft, Knowledge, and Perform, Profession is actually a number of separate skills. For instance, you could have the skill Profession (cook). Your ranks in that skill don’t affect any Profession (miller) or Profession (miner) checks you might make. You could have several Profession skills, each with its own ranks, each purchased as a separate skill. While a Craft skill represents ability in creating or making an item, a Profession skill represents an aptitude in a vocation requiring a broader range of less specific knowledge. To draw a modern analogy, if an occupation is a service industry, it’s probably a Profession skill. If it’s in the manufacturing sector, it’s probably a Craft skill.
- S:
SEARCH: You can find secret doors, simple traps, hidden compartments, and other details not readily apparent. The Spot skill lets you notice something, such as a hiding rogue. The Search skill lets a character discern some small detail or irregularity through active effort. This skill also includes the ability to spot something. You use this skill to notice bandits waiting in ambush, to see a rogue lurking in the shadows, to see through a disguise, to read lips, or to see the monstrous centipede in the pile of trash.
SENSE MOTIVE: Use this skill to tell when someone is bluffing you, to discern hidden messages in conversations, or to sense when someone is being magically influenced. This skill represents sensitivity to the body language, speech habits, and mannerisms of others.
SLEIGHT OF HAND: You can cut or lift a purse and hide it on your person, palm an unattended object, hide a light weapon in your clothing, or perform some feat of legerdemain with an object no larger than a hat or a loaf of bread.
SPELLCRAFT: Use this skill to identify spells as they are cast or spells already in place.
SURVIVAL: Use this skill to follow tracks, hunt wild game, guide a party safely through frozen wastelands, identify signs that owl bears live nearby, predict the weather, or avoid quicksand and other natural hazards.
- U:
USE MAGIC DEVICE: Use this skill to activate magic devices, including scrolls and wands, that you could not otherwise activate.
Last edited by Tannascurath on Tue Mar 29, 2016 8:06 pm; edited 9 times in total | |
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Posts : 3624 Points : -2147476748 Reputation : 31 Join date : 2012-08-08 Age : 27
| Subject: Re: 3 Realms Sign Ups/Rule Book Tue Mar 29, 2016 6:36 pm | |
| The Feats - Feats:
- A:
AGILE: You are particularly flexible and poised. Benefit: You get a +2 bonus on all Balance checks and Escape Artist checks.
ANIMAL AFFINITY: You are good with animals. Benefit: You get a +2 bonus on all Handle Animal checks.
ATHLETIC: You have a knack for athletic endeavors. Benefit: You get a +2 bonus on all Climb checks.
AUGMENT SUMMONING: Your summoned creatures are more powerful than normal. Prerequisite: Spell Focus (conjuration). Benefit: Each creature you conjure with any summon spell gains a +4 enhancement bonus to Strength and Constitution for the duration of the spell that summoned it.
- B:
BLIND-FIGHT: You know how to fight in melee without being able to see your foes. Benefit: In melee, every time you miss because of concealment, you can reroll your miss chance percentile roll one time to see if you actually hit An invisible attacker gets no advantages related to hitting you in melee. That is, you don’t lose your Dexterity bonus to Armor Class, and the attacker doesn’t get the usual +2 bonus for being invisible. The invisible attacker’s bonuses do still apply for ranged attacks, however. You take only half the usual penalty to speed for being unable to see. Darkness and poor visibility in general reduces your speed to three-quarters normal, instead of one-half. Normal: Regular attack roll modifiers for invisible attackers trying to hit you apply, and you lose your Dexterity bonus to AC. The speed reduction for darkness and poor visibility also applies. Special: The Blind-Fight feat is of no use against a character who is the subject of a blink spell. A fighter may select Blind-Fight as one of his fighter bonus feats.
BREW POTION: You can create potions, which carry spells within themselves. Prerequisite: Caster level 3rd. Benefit: You can create a potion of any 3rd-level or lower spell that you know and that targets one or more creatures. Brewing a potion takes one day. When you create a potion, you set the caster level, which must be sufficient to cast the spell in question and no higher than your own level. The base price of a potion is its spell level × its caster level × 50 gp.
To brew a potion, you must spend 1/25 of this base price in XP and use up raw materials costing one half this base price. When you create a potion, you make any choices that you would normally make when casting the spell. Whoever drinks the potion is the target of the spell. Any potion that stores a spell with a costly material component or an XP cost also carries a commensurate cost. In addition to the costs derived from the base price, you must expend the material component or pay the XP when creating the potion.
- C:
COMBAT CASTING: You are adept at casting spells in combat. Benefit: You get a +4 bonus on Concentration checks made to cast a spell or use a spell-like ability while on the defensive or while you are grappling or pinned.
COMBAT EXPERTISE: You are trained at using your combat skill for defense as well as offense. Prerequisite: Int 13. Benefit: When you use the attack action or the full attack action in melee, you can take a penalty of as much as –5 on your attack roll and add the same number (+5 or less) as a dodge bonus to your Armor Class. This number may not exceed your base attack bonus. The changes to attack rolls and Armor Class last until your next action. Normal: A character without the Combat Expertise feat can fight defensively while using the attack or full attack action to take a –4 penalty on attack rolls and gain a +2 dodge bonus to Armor Class. Special: A fighter may select Combat Expertise as one of his fighter bonus feats.
COMBAT REFLEXES: You can respond quickly and repeatedly to opponents who let their defenses down. Benefit: When foes leave themselves open, you may make a number of additional attacks of opportunity equal to your Dexterity bonus. For example, a fighter with a Dexterity of 15 can make a total of three attacks of opportunity in 1 round—the one attack of opportunity any character is entitled to, plus two more because of his +2 Dexterity bonus. If four goblins move out of the character’s threatened squares, he can make one attack of opportunity each against three of the four. You can still make only one attack of opportunity per opportunity. With this feat, you may also make attacks of opportunity while flat-footed. Normal: A character without this feat can make only one attack of opportunity per round and can’t make attacks of opportunity while flat-footed. Special: The Combat Reflexes feat does not allow a rogue to use her opportunist ability more than once per round. A fighter may select Combat Reflexes as one of his fighter bonus feats. A monk may select Combat Reflexes as a bonus feat at 2nd level.
CRAFT MAGIC ARMS AND ARMOR: You can create magic weapons, armor, and shields. Prerequisite: Caster level 5th. Benefit: You can create any magic weapon, armor, or shield whose prerequisites you meet. Enhancing a weapon, suit of armor, or shield takes one day for each 1,000 gp in the price of its magical features. To enhance a weapon, suit of armor, or shield, you must spend 1/25 of its features’ total price in XP and use up raw materials costing one-half of this total price.
The weapon, armor, or shield to be enhanced must be a masterwork item that you provide. Its cost is not included in the above cost. You can also mend a broken magic weapon, suit of armor, or shield if it is one that you could make. Doing so costs half the XP, half the raw materials, and half the time it would take to craft that item in the first place.
CRAFT ROD: You can create magic rods, which have varied magical effects. Prerequisite: Caster level 9th. Benefit: You can create any rod whose prerequisites you meet Crafting a rod takes one day for each 1,000 gp in its base price. To craft a rod, you must spend 1/25 of its base price in XP and use up raw materials costing one-half of its base price. Some rods incur extra costs in material components or XP, as noted in their descriptions. These costs are in addition to those derived from the rod’s base price.
CRAFT STAFF: You can create magic staffs, each of which has multiple magical effects. Prerequisite: Caster level 12th. Benefit: You can create any staff whose prerequisites you meet Crafting a staff takes one day for each 1,000 gp in its base price. To craft a staff, you must spend 1/25 of its base price in XP and use up raw materials costing one-half of its base price. A newly created staff has 50 charges. Some staffs incur extra costs in material components or XP, as noted in their descriptions. These costs are in addition to those derived from the staff’s base price.
CRAFT WAND: You can create wands, which hold spells. Prerequisite: Caster level 5th. Benefit: You can create a wand of any 4th-level or lower spell that you know. Crafting a wand takes one day for each 1,000 gp in its base price. The base price of a wand is its caster level × the spell level × 750 gp. To craft a wand, you must spend 1/25 of this base price in XP and use up raw materials costing one-half of this base price. A newly created wand has 50 charges. Any wand that stores a spell with a costly material component or an XP cost also carries a commensurate cost. In addition to the cost derived from the base price, you must expend fifty copies of the material component or pay fifty times the XP cost.
CRAFT WONDROUS ITEM: You can create a wide variety of magic items, such as a crystal ball or a flying carpet. Prerequisite: Caster level 3rd. Benefit: You can create any wondrous item whose prerequisites you meet. Enchanting a wondrous item takes one day for each 1,000 gp in its price. To enchant a wondrous item, you must spend 1/25 of the item’s price in XP and use up raw materials costing half of this price. You can also mend a broken wondrous item if it is one that you could make. Doing so costs half the XP, half the raw materials, and half the time it would take to craft that item in the first place. Some wondrous items incur extra costs in material components or XP, as noted in their descriptions. These costs are in addition to those derived from the item’s base price. You must pay such a cost to create an item or to mend a broken one.
- D:
DECEITFUL: You have a knack for disguising the truth. Benefit: You get a +2 bonus on all Disguise checks and Forgery checks.
DEFLECT ARROWS: You can deflect incoming arrows, as well as crossbow bolts, spears, and other projectile or thrown weapons. Prerequisites: Dex 13, Improved Unarmed Strike. Benefit: You must have at least one hand free (holding nothing) to use this feat. Once per round when you would normally be hit with a ranged weapon, you may deflect it so that you take no damage from it. You must be aware of the attack and not flat-footed. Attempting to deflect a ranged weapon doesn’t count as an action. Unusually massive ranged weapons, such as boulders hurled by giants, and ranged attacks generated by spell effects, such as Melf’s acid arrow, can’t be deflected. Special: A monk may select Deflect Arrows as a bonus feat at 2nd level, even if she does not meet the prerequisites. A fighter may select Deflect Arrows as one of his fighter bonus feats.
DEFT HANDS: You have exceptional manual dexterity. Benefit: You get a +2 bonus on all Sleight of Hand checks.
DIE HARD: You can remain conscious after attacks that would fell others. Prerequisite: Endurance. Benefit: When reduced to between –1 and –9 hit points, you automatically become stable. You don’t have to roll d% to see if you lose 1 hit point each round. When reduced to negative hit points, you may choose to act as if you were disabled, rather than dying. You must make this decision as soon as you are reduced to negative hit points (even if it isn’t your turn).
If you do not choose to act as if you were disabled, you immediately fall unconscious. When using this feat, you can take either a single move or standard action each turn, but not both, and you cannot take a full-round action. You can take a move action without further injuring yourself, but if you perform any standard action (or any other action the DM deems as strenuous, including some free actions, such as casting a quickened spell) you take 1 point of damage after completing the act. If you reach –10 hit points, you immediately die. Normal: A character without this feat who is reduced to between –1 and –9 hit points is unconscious and dying.
DILIGENT: Your meticulousness allows you to analyze minute details that others miss. Benefit: You get a +2 bonus on Benefit: You can create any wondrous item whose prerequisites you meet. Enchanting a wondrous item takes one day for each 1,000 gp in its price. To enchant a wondrous item, you must spend 1/25 of the item’s price in XP and use up raw materials costing half of this price. You can also mend a broken wondrous item if it is one that you could make. Doing so costs half the XP, half the raw materials, and half the time it would take to craft that item in the first place. Some wondrous items incur extra costs in material components or XP, as noted in their descriptions. These costs are in addition to those derived from the item’s base price. You must pay such a cost to create an item or to mend a broken one.
DECEITFUL: You have a knack for disguising the truth. Benefit: You get a +2 bonus on all Disguise checks and Forgery checks.
DEFLECT ARROWS: You can deflect incoming arrows, as well as crossbow bolts, spears, and other projectile or thrown weapons. Prerequisites: Dex 13, Improved Unarmed Strike. Benefit: You must have at least one hand free (holding nothing) to use this feat. Once per round when you would normally be hit with a ranged weapon, you may deflect it so that you take no damage from it. You must be aware of the attack and not flat-footed. Attempting to deflect a ranged weapon doesn’t count as an action. Unusually massive ranged weapons, such as boulders hurled by giants, and ranged attacks generated by spell effects, such as Melf’s acid arrow, can’t be deflected. Special: A monk may select Deflect Arrows as a bonus feat at 2nd level, even if she does not meet the prerequisites. A fighter may select Deflect Arrows as one of his fighter bonus feats.
DEFT HANDS: You have exceptional manual dexterity. Benefit: You get a +2 bonus on all Sleight of Hand checks and Use Rope checks.
DIE HARD: You can remain conscious after attacks that would fell others. Prerequisite: Endurance. Benefit: When reduced to between –1 and –9 hit points, you automatically become stable. You don’t have to roll d% to see if you lose 1 hit point each round. When reduced to negative hit points, you may choose to act as if you were disabled, rather than dying. You must make this decision as soon as you are reduced to negative hit points. If you do not choose to act as if you were disabled, you immediately fall unconscious.
When using this feat, you can take either a single move or standard action each turn, but not both, and you cannot take a full-round action. You can take a move action without further injuring yourself, but if you perform any standard action (or any other action the DM deems as strenuous, including some free actions, such as casting a quickened spell) you take 1 point of damage after completing the act. If you reach –10 hit points, you immediately die. Normal: A character without this feat who is reduced to between –1 and –9 hit points.
DILIGENT: Your meticulousness allows you to analyze minute details that others miss. Benefit: You get a +2 bonus on all Appraise checks and Decipher Script checks.
DODGE: You are adept at dodging blows. Prerequisite: Dex 13. Benefit: During your action, you designate an opponent and receive a +1 dodge bonus to Armor Class against attacks from that opponent. You can select a new opponent on any action. A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses. Also, dodge bonuses (such as this one and a dwarf’s racial bonus on dodge attempts against giants) stack with each other, unlike most other types of bonuses. Special: A fighter may select Dodge as one of his fighter bonus feats.
- E:
EMPOWER SPELL: You can cast spells to greater effect. Benefit: All variable, numeric effects of an empowered spell are increased by one-half. An empowered spell deals half again as much damage as normal, cures half again as many hit points, affects half again as many targets, and so forth, as appropriate. For example, an empowered magic missile deals 1-1/2 times its normal damage (roll 1d4+1 and multiply the result by 1-1/2 for each missile). Saving throws and opposed rolls (such as the one you make when you cast dispel magic) are not affected, nor are spells without random variables. An empowered spell uses up a spell slot two levels higher than the spell’s actual level.
ENDURANCE: You are capable of amazing feats of stamina. Benefit: You gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage, Constitution checks made to continue running, Constitution checks made to avoid nonlethal damage from a forced march, Constitution checks made to hold your breath, Constitution checks made to avoid nonlethal damage from starvation or thirst, Fortitude saves made to avoid nonlethal damage from hot or cold environments, and Fortitude saves made to resist damage from suffocation. Also, you may sleep in light or medium armor without becoming fatigued. Normal: A character without this feat who sleeps in medium or heavier armor is automatically fatigued the next day. Special: A ranger automatically gains Endurance as a bonus feat at 3rd level. He need not select it.
ENLARGE SPELL: You can cast spells farther than normal. Benefit: You can alter a spell with a range of close, medium, or long to increase its range by 100%. An enlarged spell with a range of close now has a range of 50 ft. + 5 ft./level, while medium-range spells have a range of 200 ft. + 20 ft./level and long-range spells have a range of 800 ft. + 80 ft./level. An enlarged spell uses up a spell slot one level higher than the spell’s actual level. Spells whose ranges are not defined by distance, as well as spells whose ranges are not close, medium, or long, do not have increased ranges.
ESCHEW MATERIALS: You can cast spells without relying on material components. Benefit: You can cast any spell that has a material component costing 1 gp or less without needing that component. (The casting of the spell still provokes attacks of opportunity as normal.) If the spell requires a material component that costs more than 1 gp, you must have the material component at hand to cast the spell, just as normal.
EXOTIC WEAPON PROFICIENCY: Choose a type of exotic weapon, such as dire flail or shuriken. You understand how to use that type of exotic weapon in combat. Prerequisite: Base attack bonus +1 (plus Str 13 for bastard sword or dwarven waraxe). Benefit: You make attack rolls with the weapon normally. Normal: A character who uses a weapon with which he or she is not proficient takes a –4 penalty on attack rolls. Special: You can gain Exotic Weapon Proficiency multiple times. Each time you take the feat, it applies to a new type of exotic weapon. Proficiency with the bastard sword or the dwarven waraxe has an additional prerequisite of Str 13. A fighter may select Exotic Weapon Proficiency as one of his fighter bonus feats.
EXTEND SPELL: You can cast spells that last longer than normal. Benefit: An extended spell lasts twice as long as normal. A spell with a duration of concentration, instantaneous, or permanent is not affected by this feat. An extended spell uses up a spell slot one level higher than the spell’s actual level.
EXTRA TURNING: You can turn or rebuke creatures more often than normal. Prerequisite: Ability to turn or rebuke creatures. Benefit: Each time you take this feat, you can use your ability to turn or rebuke creatures four more times per day than normal. If you have the ability to turn or rebuke more than one kind of creature (such as a good-aligned cleric with access to the Fire domain, who can turn undead and water creatures and can also rebuke fire creatures), each of your turning or rebuking abilities gains four additional uses per day. Normal: Without this feat, a character can typically turn or rebuke undead (or other creatures) a number of times per day equal to 3 + his or her Charisma modifier. Special: You can gain Extra Turning multiple times. Its effects stack. Each time you take the feat, you can use each of your turning or rebuking abilities four additional times per day.
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FAR SHOT: You can get greater distance out of a ranged weapon. Prerequisite: Point Blank Shot. Benefit: When you use a projectile weapon, such as a bow, its range increment increases by one-half (multiply by 1-1/2). When you use a thrown weapon, its range increment is doubled. Special: A fighter may select Far Shot as one of his fighter bonus feats.
FORGE RING: You can create magic rings, which have varied magical effects. Prerequisite: Caster level 12th. Benefit: You can create any ring whose prerequisites you meet. Crafting a ring takes one day for each 1,000 gp in its base price. To craft a ring, you must spend 1/25 of its base price in XP and use up raw materials costing one-half of its base price. You can also mend a broken ring if it is one that you could make. Doing so costs half the XP, half the raw materials, and half the time it would take to forge that ring in the first place. Some magic rings incur extra costs in material components or XP, as noted in their descriptions. For example, a ring of three wishes costs 15,000 XP in addition to costs derived from its base price (as many XP as it costs to cast wish three times). You must pay such a cost to forge such a ring or to mend a broken one
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GREAT FORTITUDE: You are tougher than normal. Benefit: You get a +2 bonus on all Fortitude saving throws.
GREATER SPELL FOCUS: Choose a school of magic to which you already have applied the Spell Focus feat. Your spells of that school are now even more potent than before. Benefit: Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select. This bonus stacks with the bonus from Spell Focus. Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new school of magic to which you already have applied the Spell Focus feat.
GREATER SPELL PENETRATION: Your spells are remarkably potent, breaking through spell resistance more readily than normal. Prerequisite: Spell Penetration. Benefit: You get a +2 bonus on caster level checks (1d20 + caster level) made to overcome a creature’s spell resistance. This bonus stacks with the one from Spell Penetration.
GREATER TWO-WEAPON FIGHTING: You are a master at fighting two-handed. Prerequisites: Dex 19, Improved Two-Weapon Fighting, TwoWeapon Fighting, base attack bonus +11. Benefit: You get a third attack with your off-hand weapon, albeit at a –10 penalty. Special: A fighter may select Greater Two-Weapon Fighting as one of his fighter bonus feats. An 11th-level ranger who has chosen the two-weapon combat style is treated as having Greater Two-Weapon Fighting, even if he does not have the prerequisites for it, but only when he is wearing light or no armor.
GREATER WEAPON FOCUS: Choose one type of weapon, such as greataxe, for which you have already selected Weapon Focus. You can also choose unarmed strike or grapple as your weapon for purposes of this feat. You are especially good at using this weapon. Prerequisites: Proficiency with selected weapon, Weapon Focus with selected weapon, fighter level 8th. Benefit: You gain a +1 bonus on all attack rolls you make using the selected weapon. This bonus stacks with other bonuses on attack rolls, including the one from Weapon Focus. Special: You can gain Greater Weapon Focus multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon. A fighter must have Greater Weapon Focus with a given weapon to gain the Greater Weapon Specialization feat for that weapon. A fighter may select Greater Weapon Focus as one of his fighter bonus feats.
GREATER WEAPON SPECIALIZATION: Choose one type of weapon, such as greataxe, for which you have already selected Weapon Specialization. You can also choose unarmed strike or grapple as your weapon for purposes of this feat. You deal extra damage when using this weapon. Prerequisites: Proficiency with selected weapon, Greater Weapon Focus with selected weapon, Weapon Focus with selected weapon, Weapon Specialization with selected weapon, fighter level 12th. Benefit: You gain a +2 bonus on all damage rolls you make using the selected weapon. This bonus stacks with other bonuses on damage rolls, including the one from Weapon Specialization. Special: You can gain Greater Weapon Specialization multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon. A fighter may select Greater Weapon Specialization as one of his fighter bonus feats.
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HEIGHTEN SPELL: You can cast a spell as if it were a higher-level spell than it actually is. Benefit: A heightened spell has a higher spell level than normal (up to a maximum of 9th level). Unlike other metamagic feats, Heighten Spell actually increases the effective level of the spell that it modifies. All effects dependent on spell level (such as saving throw DCs and ability to penetrate a lesser globe of invulnerability) are calculated according to the heightened level. The heightened spell is as difficult to prepare and cast as a spell of its effective level. For example, a cleric could prepare hold person as a 4th-level spell (instead of a 2nd-level spell), and it would in all ways be treated as a 4th-level spell.
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IMPROVED BULL RUSH: You know how to push opponents back. Prerequisites: Str 13, Power Attack. Benefit: When you perform a bull rush, you do not provoke an attack of opportunity from the defender. You also gain a +4 bonus on the opposed Strength check you make to push back the defender. Special: A fighter may select Improved Bull Rush as one of his fighter bonus feats.
IMPROVED COUNTER SPELL: You understand the nuances of magic to such an extent that you can counter your opponent’s spells with great efficiency. Benefit: When counter spelling, you may use a spell of the same school that is one or more spell levels higher than the target spell. Normal: Without this feat, you may counter a spell only with the same spell or with a spell specifically designated as countering the target spell.
IMPROVED CRITICAL: Choose one type of weapon, such as longsword or greataxe. With that weapon, you know how to hit where it hurts. Prerequisite: Proficient with weapon, base attack bonus +8. Benefit: When using the weapon you selected, your threat range is doubled. For example, a longsword usually threatens a critical hit on a roll of 19–20 (two numbers). If a character using a longsword has Improved Critical (longsword), the threat range becomes 17–20 (four numbers). Special: You can gain Improved Critical multiple times. The effects do not stack. Each time you take the feat, it applies to a new type of weapon. This effect doesn’t stack with any other effect that expands the threat range of a weapon (such as the keen edge spell). A fighter may select Improved Critical as one of his fighter bonus feats.
IMPROVED DISARM: You know how to disarm opponents in melee combat. Prerequisites: Int 13, Combat Expertise. Benefit: You do not provoke an attack of opportunity when you attempt to disarm an opponent, nor does the opponent have a chance to disarm you. You also gain a +4 bonus on the opposed attack roll you make to disarm your opponent. Special: A fighter may select Improved Disarm as one of his fighter bonus feats. A monk may select Improved Disarm as a bonus feat at 6th level, even if she does not meet the prerequisites.
IMPROVED FEINT: You are skilled at misdirecting your opponent’s attention in combat. Prerequisites: Int 13, Combat Expertise. Benefit: You can make a Bluff check to feint in combat as a move action. Normal: Feinting in combat is a standard action. A fighter may select Improved Feint as one of his fighter bonus feats.
IMPROVED GRAPPLE: You are skilled at grappling opponents. Prerequisites: Dex 13, Improved Unarmed Strike. Benefit: You do not provoke an attack of opportunity when you make a touch attack to start a grapple. You also gain a +4 bonus on all grapple checks, regardless of whether you started the grapple. Normal: Without this feat, you provoke an attack of opportunity when you make a touch attack to start a grapple. Special: A fighter may select Improved Grapple as one of his fighter bonus feats. A monk may select Improved Grapple as a bonus feat at 1st level, even if she does not meet the prerequisites
IMPROVED OVERRUN: You are skilled at knocking down opponents. Prerequisites: Str 13, Power Attack. Benefit: When you attempt to overrun an opponent, the target may not choose to avoid you. You also gain a +4 bonus on your Strength check to knock down your opponent. Normal: Without this feat, the target of an overrun can choose to avoid you or to block you. Special: A fighter may select Improved Overrun as one of his fighter bonus feats.
IMPROVED PRECISE SHOT: Your ranged attacks can ignore the effects of cover or concealment. Prerequisites: Dex 19, Point Blank Shot, Precise Shot, base attack bonus +11. Benefit: Your ranged attacks ignore the AC bonus granted to targets by anything less than total cover, and the miss chance granted to targets by anything less than total concealment. Total cover and total concealment provide their normal benefits against your ranged attacks. In addition, when you shoot or throw ranged weapons at a grappling opponent, you automatically strike at the opponent you have chosen. Normal: Without this feat, a character who shoots or throws a ranged weapon at a target involved in a grapple must roll randomly to see which grappling combatant the attack strikes. Special: A fighter may select Improved Precise Shot as one of his fighter bonus feats. An 11th-level ranger who has chosen the archery combat style is treated as having Improved Precise Shot, even if he does not have the prerequisites for it, but only when he is wearing light or no armor.
IMPROVED SHIELD BASH: You can bash with a shield while retaining its shield bonus to your Armor Class. Prerequisite: Shield Proficiency. Benefit: When you perform a shield bash, you may still apply the shield’s shield bonus to your AC. Normal: Without this feat, a character who performs a shield bash loses the shield’s shield bonus to AC until his or her next turn. Special: A fighter may select Improved Shield Bash as one of his fighter bonus feats.
IMPROVED SUNDER: You are skilled at attacking your opponents’ weapons and shields, as well as other objects. Prerequisites: Str 13, Power Attack. Benefit: When you strike at an object held or carried by an opponent (such as a weapon or shield), you do not provoke an attack of opportunity. You also gain a +4 bonus on any attack roll made to attack an object held or carried by another character. Normal: Without this feat, you provoke an attack of opportunity when you strike at an object held or carried by another character. Special: A fighter may select Improved Sunder as one of his fighter bonus feats.
IMPROVED TRIP: You are trained not only in tripping opponents safely but also in following through with an attack. Prerequisites: Int 13, Combat Expertise. Benefit: You do not provoke an attack of opportunity when you attempt to trip an opponent while you are unarmed. You also gain a +4 bonus on your Strength check to trip your opponent. If you trip an opponent in melee combat, you immediately get a melee attack against that opponent as if you hadn’t used your attack for the trip attempt. For example, at 11th level, Tordek gets three attacks at bonuses of +11, +6, and +1. In the current round, he attempts to trip his opponent. His first attempt fails (using up his first attack). His second attempt succeeds, and he immediately makes a melee attack against his opponent with a bonus of +6. Finally, he takes his last attack at a bonus of +1. Normal: Without this feat, you provoke an attack of opportunity when you attempt to trip an opponent while you are unarmed. Special: At 6th level, a monk may select Improved Trip as a bonus feat, even if she does not have the prerequisites. A fighter may select Improved Trip as one of his fighter bonus feats.
IMPROVED TURNING: Your turning or rebuking attempts are more powerful than normal. Prerequisite: Ability to turn or rebuke creatures. Benefit: You turn or rebuke creatures as if you were one level higher than you are in the class that grants you the ability.
IMPROVED TWO-WEAPON FIGHTING: You are an expert in fighting two-handed. Prerequisites: Dex 17, Two-Weapon Fighting, base attack bonus +6. Benefit: In addition to the standard single extra attack you get with an off-hand weapon, you get a second attack with it, albeit at a – 5 penalty. Normal: Without this feat, you can only get a single extra attack with an off-hand weapon. Special: A fighter may select Improved Two-Weapon Fighting as one of his fighter bonus feats. A 6th-level ranger who has chosen the two-weapon combat style is treated as having Improved Two-Weapon Fighting, even if he does not have the prerequisites for it, but only when he is wearing light or no armor.
IMPROVED UNARMED STRIKE: You are skilled at fighting while unarmed. Benefit: You are considered to be armed even when unarmed that is, you do not provoke attacks or opportunity from armed opponents when you attack them while unarmed. However, you still get an attack of opportunity against any opponent who makes an unarmed attack on you. In addition, your unarmed strikes can deal lethal or nonlethal damage, at your option. Normal: Without this feat, you are considered unarmed when attacking with an unarmed strike, and you can deal only nonlethal damage with such an attack. Special: A monk automatically gains Improved Unarmed Strike as a bonus feat at 1st level. She need not select it. A fighter may select Improved Unarmed Strike as one of his fighter bonus feats.
INVESTIGATOR: You have a knack for finding information. Benefit: You get a +2 bonus on all Gather Information checks and Search checks.
IRON WILL: You have a stronger will than normal. Benefit: You get a +2 bonus on all Will saving throws.
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LEADERSHIP: You are the sort of person others want to follow, and you have done some work attempting to recruit cohorts and followers. Prerequisite: Character level 6th. Benefit: You can attract loyal companions and devoted followers, subordinates who assist you. Your DM has information on what sort of cohort and how many followers you can recruit. Special: Check with your DM before selecting this feat, and work with your DM to determine an appropriate cohort and followers for your character.
LIGHTNING REFLEXES: You have faster than normal reflexes. Benefit: You get a +2 bonus on all Reflex saving throws.
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MAGICAL APTITUDE: You have a knack for magical endeavors. Benefit: You get a +2 bonus on all Spell craft checks and Use Magic Device checks.
MANY SHOT: You can fire multiple arrows simultaneously against a nearby target. Prerequisites: Dex 17, Point Blank Shot, Rapid Shot, base attack bonus +6 Benefit: As a standard action, you may fire two arrows at a single opponent within 30 feet. Both arrows use the same attack roll (with a –4 penalty) to determine success and deal damage normally. For every five points of base attack bonus you have above +6, you may add one additional arrow to this attack, to a maximum of four arrows at a base attack bonus of +16. However, each arrow after the second adds a cumulative –2 penalty on the attack roll (for a total penalty of –6 for three arrows and –8 for four). Damage reduction and other resistances apply separately against each arrow fired. Special: Regardless of the number of arrows you fire, you apply precision-based damage (such as sneak attack damage) only once. If you score a critical hit, only the first arrow fired deals critical damage; all others deal regular damage. A fighter may select Many shot as one of his fighter bonus feats. A 6th-level ranger who has chosen the archery combat style is treated as having Many shot even if he does not have the prerequisites for it, but only when he is wearing light or no armor.
MARTIAL WEAPON PROFICIENCY: Choose a type of martial weapon, such as a longbow. You understand how to use that type of martial weapon in combat. Use this feat to expand the list of weapons with which you are proficient beyond the basic list in your class description. Benefit: You make attack rolls with the selected weapon normally. Normal: When using a weapon with which you are not proficient, you take a –4 penalty on attack rolls. Special: Barbarians, fighters, paladins, and rangers are proficient with all martial weapons. They need not select this feat. You can gain Martial Weapon Proficiency multiple times. Each time you take the feat, it applies to a new type of weapon. A cleric who chooses the War domain automatically gains the Martial Weapon Proficiency feat related to his deity’s favored weapon as a bonus feat, if the weapon is a martial one. He need not select it. A sorcerer or wizard who casts the spell Tenser’s transformation on himself or herself gains proficiency with all martial weapons for the duration of the spell.
MAXIMIZE SPELL: You can cast spells to maximum effect. Benefit: All variable, numeric effects of a spell modified by this feat are maximized. A maximized spell deals maximum damage, cures the maximum number of hit points, affects the maximum number of targets, etc., as appropriate. For example, a maximized fireball deals 6 points of damage per caster level (up to a maximum of 60 points of damage at 10th caster level). Saving throws and opposed rolls (such as the one you make when you cast dispel magic) are not affected, nor are spells without random variables. A maximized spell uses up a spell slot three levels higher than the spell’s actual level. Attacking with two arrows, thanks to the Many shot feat. An empowered, maximized spell gains the separate benefits of each feat: the maximum result plus one-half the normally rolled result. An empowered, maximized fireball cast by a 15th-level wizard deals points of damage equal to 60 plus one half of 10d6.
MOBILITY: You are skilled at dodging past opponents and avoiding blows. Prerequisites: Dex 13, Dodge. Benefit: You get a +4 dodge bonus to Armor Class against attacks of opportunity caused when you move out of or within a threatened area. A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses. Dodge bonuses (such as this one and a dwarf’s racial bonus on dodge attempts against giants) stack with each other, unlike most types of bonuses. Special: A fighter may select Mobility as one of his fighter bonus feats.
MOUNTED ARCHERY: You are skilled at using ranged weapons while mounted. Prerequisites: Ride 1 rank, Mounted Combat. Benefit: The penalty you take when using a ranged weapon while mounted is halved: –2 instead of –4 if your mount is taking a double move, and –4 instead of –8 if your mount is running. Special: A fighter may select Mounted Archery as one of his fighter bonus feats.
MOUNTED COMBAT: You are skilled in mounted combat. Prerequisite: Ride 1 rank. Benefit: Once per round when your mount is hit in combat, you may attempt a Ride check (as a reaction) to negate the hit. The hit is negated if your Ride check result is greater than the opponent’s attack roll. Special: A fighter may select Mounted Combat as one of his fighter bonus feats.
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NATURAL SPELL: You can cast spells while in a wild shape. Prerequisites: Wis 13, wild shape ability. Benefit: You can complete the verbal and somatic components of spells while in a wild shape. For example, while in the form of a hawk, you could substitute screeches and gestures with your talons for the normal verbal and somatic components of a spell. You can also use any material components or focuses you possess, even if such items are melded within your current form. This feat does not permit the use of magic items while you are in a form that could not ordinarily use them, and you do not gain the ability to speak while in a wild shape.
NEGOTIATOR: You are good at gauging and swaying attitudes. Benefit: You get a +2 bonus on all Diplomacy checks and Sense Motive checks.
NIMBLE FINGERS: You are adept at manipulating small, delicate objects. Benefit: You get a +2 bonus on all Disable Device checks and Open Lock checks.
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PERSUASIVE: You have a way with words and body language. Benefit: You get a +2 bonus on all Bluff checks and Intimidate checks.
POINT BLANK SHOT: You are skilled at making well-placed shots with ranged weapons at close range. Benefit: You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet. Special: A fighter may select Point Blank Shot as one of his fighter bonus feats.
POWER ATTACK: You can make exceptionally powerful melee attacks. Prerequisite: Str 13. Benefit: On your action, before making attack rolls for a round, you may choose to subtract a number from all melee attack rolls and add the same number to all melee damage rolls. This number may not exceed your base attack bonus. The penalty on attacks and bonus on damage apply until your next turn. Special: If you attack with a two-handed weapon, or with a one handed weapon wielded in two hands, instead add twice the number subtracted from your attack rolls. You can’t add the bonus from Power Attack to the damage dealt with a light weapon (except with unarmed strikes or natural weapon attacks), even though the penalty on attack rolls still applies. (Normally, you treat a double weapon as a one-handed weapon and a light weapon. If you choose to use a double weapon like a two-handed weapon, attacking with only one end of it in a round, you treat it as a two-handed weapon.) A fighter may select Power Attack as one of his fighter bonus feats.
PRECISE SHOT: You are skilled at timing and aiming ranged attacks. Prerequisite: Point Blank Shot. Benefit: You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll. Special: A fighter may select Precise Shot as one of his fighter bonus feats.
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QUICK DRAW: You can draw weapons with startling speed. Prerequisite: Base attack bonus +1. Benefit: You can draw a weapon as a free action instead of as a move action. You can draw a hidden weapon as a move action. A character who has selected this feat may throw weapons at his full normal rate of attacks (much like a character with a bow). Normal: Without this feat, you may draw a weapon as a move action, or (if your base attack bonus is +1 or higher) as a free action as part of movement. Without this feat, you can draw a hidden weapon as a standard action. Special: A fighter may select Quick Draw as one of his fighter bonus feats.
QUICKEN SPELL: You can cast a spell with a moment’s thought. Benefit: Casting a quickened spell is a free action. You can perform another action, even casting another spell, in the same round as you cast a quickened spell. You may cast only one quickened spell per round. A spell whose casting time is more than 1 full-round action cannot be quickened. A quickened spell uses up a spell slot four levels higher than the spell’s actual level. Casting a quickened spell doesn’t provoke an attack of opportunity. Special: This feat can’t be applied to any spell cast spontaneously (including sorcerer spells, bard spells, and cleric or druid spells cast spontaneously), since applying a meta magic feat to a spontaneously cast spell automatically increases the casting time to a full-round action.
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RAPID RELOAD: Choose a type of crossbow (hand, light, or heavy). You can reload a crossbow of that type more quickly than normal. Prerequisite: Weapon Proficiency (crossbow type chosen). Benefit: The time required for you to reload your chosen type of crossbow is reduced to a free action (for a hand or light crossbow) or a move action (for a heavy crossbow). Reloading a crossbow still provokes an attack of opportunity. If you have selected this feat for hand crossbow or light crossbow, you may fire that weapon as many times in a full attack action as you could attack if you were using a bow. Normal: A character without this feat needs a move action to reload a hand or light crossbow, or a full round action to reload a heavy crossbow. Special: You can gain Rapid Reload multiple times. Each time you take the feat, it applies to a new type of crossbow. A fighter may select Rapid Reload as one of his fighter bonus feats.
RAPID SHOT: You can use ranged weapons with exceptional speed. Prerequisites: Dex 13, Point Blank Shot. Benefit: You can get one extra attack per round with a ranged weapon. The attack is at your highest base attack bonus, but each attack you make in that round (the extra one and the normal ones) takes a –2 penalty. You must use the full attack action to use this feat. Special: A fighter may select Rapid Shot as one of his fighter bonus feats. A 2nd-level ranger who has chosen the archery combat style is treated as having Rapid Shot, even if he does not have the prerequisites for it, but only when he is wearing light or no armor.
RIDE-BY ATTACK: You are skilled at making fast attacks for your mount. Prerequisites: Ride 1 rank, Mounted Combat. Benefit: When you are mounted and use the charge action, you may move and attack as if with a standard charge and then move again (continuing the straight line of the charge). Your total movement for the round can’t exceed double your mounted speed. You and your mount do not provoke an attack of opportunity from the opponent that you attack. Special: A fighter may select Ride-By Attack as one of his fighter bonus feats.
RUN: You are fleet of foot. Benefit: When running, you move five times your normal speed (if wearing medium, light or no armor and carrying no more than a medium load) or 4 times normal speed (if wearing heavy armor or carrying a heavy load). If you make a jump after a running start, you gain a +4 bonus on your Jump check. While running, you retain your Dexterity bonus to AC. Normal: You move four times your speed while running (if wearing light medium or no armor and carrying no more than a medium load) or three times your speed (if wearing heavy armor or carrying a heavy load), and you lose your Dexterity bonus to AC.
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SCRIBE SCROLL: You can create scrolls, from which you or another spellcaster can cast the scribed spells. See the Dungeon Master’s Guide for rules on scrolls. Prerequisite: Caster level 1st. Benefit: You can create a scroll of any spell that you know. Scribing a scroll takes one day for each 1,000 gp in its base price. The base price of a scroll is its spell level × its caster level × 25 gp. To scribe a scroll, you must spend 1/25 of this base price in XP and use up raw materials costing one-half of this base price. Any scroll that stores a spell with a costly material component or an XP cost also carries a commensurate cost. In addition to the costs derived from the Mialee casts a spell from a scroll she scribed. base price, you must expend the material component or pay the XP when scribing the scroll.
SELF-SUFFICIENT: You can take care of yourself in harsh environments and situations. Benefit: You get a +2 bonus on all Heal checks and Survival checks.
SHIELD PROFICIENCY: You are proficient with bucklers, small shields, and large shields. Benefit: You can use a shield and take only the standard penalties. Normal: When you are using a shield with which you are not proficient, you take the shield’s armor check penalty on attack rolls and on all skill checks that involve moving, including Ride checks. Special: Barbarians, bards, clerics, druids, fighters, paladins, and rangers automatically have Shield Proficiency as a bonus feat. They need not select it.
SHOT ON THE RUN: You are highly trained in skirmish ranged weapon tactics. Prerequisites: Dex 13, Dodge, Mobility, Point Blank Shot, base attack bonus +4. Benefit: When using the attack action with a ranged weapon, you can move both before and after the attack, provided that your total distance moved is not greater than your speed. Special: A fighter may select Shot on the Run as one of his fighter bonus feats.
SILENT SPELL: You can cast spells silently. Benefit: A silent spell can be cast with no verbal components. Spells without verbal components are not affected. A silent spell uses up a spell slot one level higher than the spell’s actual level. Special: Bard spells cannot be enhanced by this meta magic feat.
SIMPLE WEAPON PROFICIENCY: You understand how to use all types of simple weapons in combat. Benefit: You make attack rolls with simple weapons normally. Normal: When using a weapon with which you are not proficient, you take a –4 penalty on attack rolls. Special: All characters except for druids, monks, rogues, and wizards are automatically proficient with all simple weapons. They need not select this feat. A sorcerer or wizard who casts the spell Tenser’s transformation on himself or herself gains proficiency with all simple weapons for the duration of the spell.
SKILL FOCUS: Choose a skill, such as Move Silently. You have a special knack with that skill. Benefit: You get a +3 bonus on all checks involving that skill. Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new skill.
SNATCH ARROWS: You are adept at grabbing incoming arrows, as well as crossbow bolts, spears, and other projectile or thrown weapons. Prerequisites: Dex 15, Deflect Arrows, Improved Unarmed Strike. Benefit: When using the Deflect Arrows feat, you may catch the weapon instead of just deflecting it. Thrown weapons, such as spears or axes, can immediately be thrown back at the original attacker (even though it isn’t your turn) or kept for later use. You must have at least one hand free (holding nothing) to use this feat. Special: A fighter may select Snatch Arrows as one of his fighter bonus feats.
SPELL FOCUS: Choose a school of magic, such as illusion. Your spells of that school are more potent than normal. Benefit: Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select. Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new school of magic.
SPELL MASTERY: You are so intimately familiar with certain spells that you don’t need a spell book to prepare them anymore. Prerequisite: Wizard level 1st. Benefit: Each time you take this feat, choose a number of spells equal to your Intelligence modifier that you already know. From that point on, you can prepare these spells without referring to a spell book. Normal: Without this feat, you must use a spell book to prepare all your spells, except read magic.
SPELL PENETRATION: Your spells are especially potent, breaking through spell resistance more readily than normal. Benefit: You get a +2 bonus on caster level checks (1d20 + caster level) made to overcome a creature’s spell resistance.
SPIRITED CHARGE: You are trained at making a devastating mounted charge. Prerequisites: Ride 1 rank, Mounted Combat, Ride-By Attack. Benefit: When mounted and using the charge action, you deal double damage with a melee weapon (or triple damage with a lance). Special: A fighter may select Spirited Charge as one of his fighter bonus feats.
STILL SPELL: You can cast spells without gestures. Benefit: A stilled spell can be cast with no somatic components. Spells without somatic components are not affected. A stilled spell uses up a spell slot one level higher than the spell’s actual level.
STUNNING FIST: You know how to strike opponents in vulnerable areas. Prerequisites: Dex 13, Wis 13, Improved Unarmed Strike, base attack bonus +8. Benefit: You must declare that you are using this feat before you make your attack roll (thus, a failed attack roll ruins the attempt). Stunning Fist forces a foe damaged by your unarmed attack to make a Fortitude saving throw (DC 10 + 1/2 your character level + your Wis modifier), in addition to dealing damage normally. A defender who fails this saving throw is stunned for 1 round (until just before your next action). See glossary for effects of being stunned. You may attempt a stunning attack once per day for every four levels you have attained (but see Special), and no more than once per round. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be stunned. Special: A monk may select Stunning Fist as a bonus feat at 1st level, even if she does not meet the prerequisites. A monk who selects this feat may attempt a stunning attack a number of times per day equal to her monk level, plus one more time per day for every four levels she has in classes other than monk. A fighter may select Stunning Fist as one of his fighter bonus feats.
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TOUGHNESS: You are tougher than normal. Benefit: You gain +3 hit points. Special: A character may gain this feat multiple times. Its effects stack.
TOWER SHIELD PROFICIENCY: You are proficient with tower shields. Prerequisite: Shield Proficiency. Benefit: You can use a tower shield and suffer only the standard penalties. Normal: A character who is using a shield with which he or she is not proficient takes the shield’s armor check penalty on attack rolls and on all skill checks that involve moving, including Ride. Special: Fighters automatically have Tower Shield Proficiency as a bonus feat. They need not select it.
TRACK: You can follow the trails of creatures and characters across most types of terrain. Benefit: To find tracks or to follow them for 1 mile requires a successful Survival check. You must make another Survival check every time the tracks become difficult to follow, such as when other tracks cross them or when the tracks backtrack and diverge.
TWO-WEAPON DEFENSE: Your two-weapon fighting style bolsters your defense as well as your offense. Prerequisites: Dex 15, Two-Weapon Fighting. Benefit: When wielding a double weapon or two weapons (not including natural weapons or unarmed strikes), you gain a +1 shield bonus to your AC. When you are fighting defensively or using the total defense action, this shield bonus increases to +2. Special: A fighter may select Two-Weapon Defense as one of his fighter bonus feats.
TWO-WEAPON FIGHTING: You can fight with a weapon in each hand. You can make one extra attack each round with the second weapon. Prerequisite: Dex 15. Benefit: Your penalties on attack rolls for fighting with two weapons are reduced. The penalty for your primary hand lessens by 2 and the one for your off hand lessens by 6. Special: A 2nd-level ranger who has chosen the two-weapon combat style is treated as having Two-Weapon Fighting, even if he does not have the prerequisite for it, but only when he is wearing light or no armor. A fighter may select Two Weapon Fighting as one of his fighter bonus feats.
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WEAPON FINESSE: You are especially skilled at using weapons that can benefit as much from Dexterity as from Strength. Prerequisite: Base attack bonus +1. Benefit: With a light weapon, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls. Special: A fighter may select Weapon Finesse as one of his fighter bonus feats. Natural weapons are always considered light weapons.
WEAPON FOCUS: Choose one type of weapon, such as great axe. You can also choose unarmed strike or grapple (or ray, if you are a spell caster) as your weapon for purposes of this feat. You are especially good at using this weapon. (If you have chosen ray, you are especially good with rays, such as the one produced by the ray of frost spell.) Prerequisites: Proficiency with selected weapon, base attack bonus +1. Benefit: You gain a +1 bonus on all attack rolls you make using the selected weapon. Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon. A fighter may select Weapon Focus as one of his fighter bonus feats. He must have Weapon Focus with a weapon to gain the Weapon Specialization feat for that weapon.
WEAPON SPECIALIZATION: Choose one type of weapon, such as great axe, for which you have already selected the Weapon Focus feat. You can also choose unarmed strike or grapple as your weapon for purposes of this feat. You deal extra damage when using this weapon. Prerequisites: Proficiency with selected weapon, Weapon Focus with selected weapon, fighter level 4th. Benefit: You gain a +2 bonus on all damage rolls you make using the selected weapon. Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon. A fighter may select Weapon Specialization as one of his fighter bonus feats.
WHIRLWIND ATTACK: You can strike nearby opponents in an amazing, spinning attack. Prerequisites: Dex 13, Int 13, Combat Expertise, Dodge, Mobility, Spring Attack, base attack bonus +4. Benefit: When you use the full attack action, you can give up your regular attacks and instead make one melee attack at your full base attack bonus against each opponent within reach. When you use the Whirlwind Attack feat, you also forfeit any bonus or extra attacks granted by other feats, spells, or abilities (such as the Cleave feat or the haste spell). Special: A fighter may select Whirlwind Attack as one of his fighter bonus feats.
WIDEN SPELL: You can increase the area of your spells. Benefit: You can alter a burst, emanation, line, or spread shaped spell to increase its area. Any numeric measurements of the spell’s area increase by 100%. For example, a fireball spell (which normally produces a 20-foot-radius spread) that is widened now fills a 40-foot radius spread. A widened spell uses up a spell slot three levels higher than the spell’s actual level. Spells that do not have an area of one of these four sorts are not affected by this feat.
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Posts : 3624 Points : -2147476748 Reputation : 31 Join date : 2012-08-08 Age : 27
| Subject: Re: 3 Realms Sign Ups/Rule Book Tue Mar 29, 2016 6:36 pm | |
| The Spells A-C- Spells:
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Aid EnchantmentLevel: Clr 2 Casting Time: 1 standard action Range: Touch Target: Living creature touched Duration: 1 min./level Saving Throw: None Spell Resistance: Yes (Harmless) Aid grants the target a +1 morale bonus on attack rolls and saves against fear effects, plus temporary hit points equal to 1d8 + caster level (to a maximum of 1d8+10 temporary hit points at caster level 10th). Alarm Level: Brd 1, Rgr 1, Sor/Wiz 1 Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Area: 20-ft.-radius emanation centered on a point in space Duration: 2 hours/level (D) Saving Throw: None Spell Resistance: No Alarm sounds a mental or audible alarm each time a creature of Tiny or larger size enters the warded area or touches it. A creature that speaks the password (determined by you at the time of casting) does not set off the alarm. You decide at the time of casting whether the alarm will be mental or audible. Mental Alarm: A mental alarm alerts you (and only you) so long as you remain within 1 mile of the warded area. You note a single mental “ping” that awakens you from normal sleep but does not otherwise disturb concentration. A silence spell has no effect on a mental alarm. Audible Alarm: An audible alarm produces the sound of a hand bell, and anyone within 60 feet of the warded area can hear it clearly. Reduce the distance by 10 feet for each interposing closed door and by 20 feet for each substantial interposing wall. In quiet conditions, the ringing can be heard faintly as far as 180 feet away. The sound lasts for 1 round. Creatures within a silence spell cannot hear the ringing. Ethereal or astral creatures do not trigger the alarm. Alarm can be made permanent with a permanency spell. Arcane Focus: A tiny bell and a piece of very fine silver wire Align WeaponLevel: Clr 2 Casting Time: 1 standard action Range: Touch Target: Weapon touched or fifty projectiles (all of which must be in contact with each other at the time of casting) Duration: 1 min./level Saving Throw: Will negates (harmless, object) Spell Resistance: Yes (Harmless, Object) Align weapon makes a weapon good, evil, lawful, or chaotic, as you choose. A weapon that is aligned can bypass the damage reduction of certain creatures, usually outsiders of the opposite alignment. This spell has no effect on a weapon that already has an alignment, such as a holy sword. You can’t cast this spell on a natural weapon, such as an unarmed strike. When you make a weapon good, evil, lawful, or chaotic, align weapon is a good, evil, lawful, or chaotic spell, respectively. Analyze DweomerLevel: Brd 6, Sor/Wiz 6 Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Targets: One object or creature per caster level Duration: 1 round/level (D) Saving Throw: None or Will negates. Spell Resistance: No You discern all spells and magical properties present in a number of creatures or objects. Each round, you may examine a single creature or object that you can see as a free action. In the case of a magic item, you learn its functions, how to activate its functions (if appropriate), and how many charges are left (if it uses charges). In the case of an object or creature with active spells cast upon it, you learn each spell, its effect, and its caster level. An attended object may attempt a Will save to resist this effect if its holder so desires. If the save succeeds, you learn nothing about the object except what you can discern by looking at it. An object that makes its save cannot be affected by any other analyze dweomer spells for 24 hours. Analyze dweomer does not function when used on an artifact. Focus: A tiny lens of ruby or sapphire set in a small golden loop. The gemstone must be worth at least 1,500 gp. Animal MessengerLevel: Brd 2, Drd 2, Rgr 1 Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: One Tiny animal Duration: One day/level Saving Throw: None; see text Spell Resistance: Yes You compel a Tiny animal to go to a spot you designate. The most common use for this spell is to get an animal to carry a message to your allies. The animal cannot be one tamed or trained by someone else, including such creatures as familiars and animal companions. Using some type of food desirable to the animal as a lure, you call the animal to you. It advances and awaits your bidding. You can mentally impress on the animal a certain place well known to you or an obvious landmark (such as the peak of a distant mountain). The directions must be simple, because the animal depends on your knowledge and can’t find a destination on its own. You can attach some small item or note to the messenger. The animal then goes to the designated location and waits there until the duration of the spell expires, whereupon it resumes its normal activities. During this period of waiting, the messenger allows others to approach it and remove any scroll or token it carries. Unless the intended recipient of a message is expecting a messenger in the form of a bird or other small animal, the carrier may be ignored. The intended recipient gains no special ability to communicate with the animal or read any attached message (if it’s written in a language he or she doesn’t know, for example). Material Component: A morsel of food the animal likes. Animal ShapesLevel: Animal 7, Drd 8 Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Targets: Up to one willing creature per level, all within 30 ft. of each other Duration: 1 hour/level (D) Saving Throw: None; see text Spell Resistance: Yes (Harmless) You transform up to one willing creature per caster level into an animal of your choice; the spell has no effect on unwilling creatures. See Errata. All creatures must take the same kind of animal form; for example, you can’t turn one subject into a hawk and another into a dire wolf. Recipients remain in the animal form until the spell expires or until you dismiss it for all recipients. In addition, an individual subject may choose to resume its normal form as a full-round action; doing so ends the spell for that subject alone. The maximum HD of an assumed form is equal to the subject’s HD or your caster level, whichever is lower, to a maximum of 20 HD at 20th level. Animate DeadLevel: Clr 3, Death 3, Sor/Wiz 4 Casting Time: 1 standard action Range: Touch Targets: One or more corpses touched Duration: Instantaneous Saving Throw: None Spell Resistance: No - Spoiler:
This spell turns the bones or bodies of dead creatures into undead skeletons or zombies that follow your spoken commands. The undead can follow you, or they can remain in an area and attack any creature (or just a specific kind of creature) entering the place. They remain animated until they are destroyed. (A destroyed skeleton or zombie can’t be animated again.) Regardless of the type of undead you create with this spell, you can’t create more HD of undead than twice your caster level with a single casting of animate dead. The undead you create remain under your control indefinitely. No matter how many times you use this spell, however, you can control only 4 HD worth of undead creatures per caster level. If you exceed this number, all the newly created creatures fall under your control, and any excess undead from previous castings become uncontrolled. (You choose which creatures are released.) If you are a cleric, any undead you might command by virtue of your power to command or rebuke undead do not count toward the limit. Skeletons: A skeleton can be created only from a mostly intact corpse or skeleton. The corpse must have bones, so creating a skeleton from a purple worm, for example, is not possible. If a skeleton is made from a corpse, the flesh falls off the bones. The statistics for a skeleton depend on its size; they do not depend on what abilities the creature may have had while alive. Zombies: A zombie can be created only from a mostly intact corpse. The corpse must be that of a creature with a true anatomy, so a dead gelatinous cube, for example, cannot be animated as a zombie. The statistics for a zombie depend on its size, not on what abilities the creature may have had while alive. Material Component: You must place a black onyx gem worth at least 25 gp per Hit Die of the undead into the mouth or eye socket of each corpse you intend to animate. The magic of the spell turns these gems into worthless, burned-out shells. Animate ObjectsLevel: Brd 6, Clr 6 Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Targets: One Small object per caster level Duration: 1 round/level Saving Throw: None Spell Resistance: No You imbue inanimate objects with mobility and a semblance of life. Each such animated object then immediately attacks whomever or whatever you initially designate. An animated object can be of any nonmagical material—wood, metal, stone, fabric, leather, ceramic, glass, or the like.. You may animate one Small or smaller object (such as a chair) or an equivalent number of larger objects per caster level. A Medium object (such as a coat rack) counts as two Small or smaller objects, a Large object (such as a table) as four, a Huge object as eight, a Gargantuan object as sixteen, and a Colossal object as thirty-two. You can change the designated target or targets as a move action, as if directing an active spell. This spell cannot animate objects carried or worn by a creature. Animate objects can be made permanent with a permanency spell. Animate PlantsLevel: Drd 7 Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Targets: One Large plant per three caster levels or all plants within range. Duration: 1 round/level or 1 hour/level Saving Throw: None Spell Resistance: No You imbue inanimate plants with mobility and a semblance of life. Each animated plant then immediately attacks whomever or whatever you initially designate as though it were an animated object of the appropriate size category. You may animate one Large or smaller plant (such as a tree), or an equivalent number of larger plants, per three caster levels. A Huge plant counts as two Large or smaller plants, a Gargantuan plant as four, and a Colossal plant as eight. You can change the designated target or targets as a move action, as if directing an active spell. Use the statistics for animated objects found in the Monster Manual, except that plants smaller than Large don’t have hardness unless the DM rules otherwise for a given case. Animate plants cannot affect plant creatures (such as treants), nor does it affect nonliving vegetable material (such as a cotton tunic or hempen rope). Entangle: Alternatively, you may imbue all plants within range with a degree of mobility, which allows them to entwine around creatures in the area. This usage of the spell duplicates the effect of an entangle spell. Spell resistance does not keep creatures from being entangled. This effect lasts 1 hour per caster level. Antiplant ShellLevel: Drd 4 Casting Time: 1 standard action Range: 10 ft. Area: 10-ft.-radius emanation, centered on you Duration: 10 min./level (D) Saving Throw: None Spell Resistance: Yes The antiplant shell spell creates an invisible, mobile barrier that keeps all creatures within the shell protected from attacks by plant creatures or animated plants. As with many abjuration spells, forcing the barrier against creatures that the spell keeps at bay strains and collapses the field. Arcane LockLevel: Sor/Wiz 2 Casting Time: 1 standard action Range: Touch Target: The door, chest, or portal touched, up to 30 sq. ft./level in size Duration: Permanent Saving Throw: None Spell Resistance: No An arcane lock spell cast upon a door, chest, or portal magically locks it. You can freely pass your own arcane lock without affecting it; otherwise, a door or object secured with this spell can be opened only by breaking in or with a successful dispel magic or knock spell. Add 10 to the normal DC to break open a door or portal affected by this spell. (A knock spell does not remove an arcane lock; it only suppresses the effect for 10 minutes.) Material Component: Gold dust worth 25 gp. Arcane MarkLevel: Sor/Wiz 0 Casting Time: 1 standard action Range: 0 ft. Effect: One personal rune or mark, all of which must fit within 1 sq. ft. Duration: Permanent Saving Throw: None Spell Resistance: No This spell allows you to inscribe your personal rune or mark, which can consist of no more than six characters. The writing can be visible or invisible. An arcane mark spell enables you to etch the rune upon any substance (even stone or metal) without harm to the material upon which it is placed. If an invisible mark is made, a detect magic spell causes it to glow and be visible, though not necessarily understandable. See invisibility, true seeing, a gem of seeing, or a robe of eyes likewise allows the user to see an invisible arcane mark. A read magic spell reveals the words, if any. The mark cannot be dispelled, but it can be removed by the caster or by an erase spell. If an arcane mark is placed on a living being, normal wear gradually causes the effect to fade in about a month. Arcane SightLevel: Sor/Wiz 3 Casting Time: 1 standard action Range: Personal Target: You Duration: 1 min./level (D) This spell makes your eyes glow blue and allows you to see magical auras within 120 feet of you. The effect is similar to that of a detect magic spell, but arcane sight does not require concentration and discerns aura location and power more quickly. You know the location and power of all magical auras within your sight. An aura’s power depends on a spell’s functioning level or an item’s caster level, as noted in the description of the detect magic spell. If the items or creatures bearing the auras are in line of sight, you can make Spell craft skill checks to determine the school of magic involved in each. (Make one check per aura; DC 15 + spell level, or 15 + one-half caster level for a nonspell effect.) If you concentrate on a specific creature within 120 feet of you as a standard action, you can determine whether it has any spell casting or spell-like abilities, whether these are arcane or divine (spell-like abilities register as arcane), and the strength of the most powerful spell or spell-like ability the creature currently has available for use. In some cases, arcane sight may give a deceptively low reading—for example, when you use it on a spell caster who has used up most of his or her daily spell allotment. Arcane sight can be made permanent with a permanency spell. Arcane Sight, GreaterLevel: Sor/Wiz 7 This spell functions like arcane sight, except that you automatically know which spells or magical effects are active upon any individual or object you see. Greater arcane sight doesn’t let you identify magic items. Unlike arcane sight, this spell cannot be made permanent with a permanency spell. Astral ProjectionLevel: Clr 9, Sor/Wiz 9, Travel 9 Casting Time: 30 minutes Range: Touch Targets: You plus one additional willing creature touched per two caster levels Saving Throw: None Spell Resistance: Yes - Spoiler:
By freeing your spirit from your physical body, this spell allows you to project an astral body onto another plane altogether. You can bring the astral forms of other willing creatures with you, provided that these subjects are linked in a circle with you at the time of the casting. These fellow travelers are dependent upon you and must accompany you at all times.
If something happens to you during the journey, your companions are stranded wherever you left them. You project your astral self onto the Astral Plane, leaving your physical body behind on the Material Plane in a state of suspended animation. The spell projects an astral copy of you and all you wear or carry onto the Astral Plane. Since the Astral Plane touches upon other planes, you can travel astrally to any of these other planes as you will.
To enter one, you leave the Astral Plane, forming a new physical body (and equipment) on the plane of existence you have chosen to enter. While you are on the Astral Plane, your astral body is connected at all times to your physical body by a silvery cord. If the cord is broken, you are killed, astrally and physically. Luckily, very few things can destroy a silver cord. When a second body is formed on a different plane, the incorporeal silvery cord remains invisibly attached to the new body.
If the second body or the astral form is slain, the cord simply returns to your body where it rests on the Material Plane, thereby reviving it from its state of suspended animation. Although astral projections are able to function on the Astral Plane, their actions affect only creatures existing on the Astral Plane; a physical body must be materialized on other planes.
You and your companions may travel through the Astral Plane indefinitely. Your bodies simply wait behind in a state of suspended animation until you choose to return your spirits to them. The spell lasts until you desire to end it, or until it is terminated by some outside means, such as dispel magic cast upon either the physical body or the astral form, the breaking of the silver cord, or the destruction of your body back on the Material Plane (which kills you). Material Component: A jacinth worth at least 1,000 gp, plus a silver bar worth 5 gp for each person to be affected. AwakenLevel: Drd 5 Casting Time: 24 hours Range: Touch Target: Animal or tree touched Duration: Instantaneous Saving Throw: Will negates Spell Resistance: Yes You awaken a tree or animal to human like sentience. To succeed, you must make a Will save (DC 10 + the animal’s current HD, or the HD the tree will have once awakened). The awakened animal or tree is friendly toward you. You have no special empathy or connection with a creature you awaken, although it serves you in specific tasks or endeavors if you communicate your desires to it. An awakened tree has characteristics as if it were an animated object, except that it gains the plant type and its Intelligence, Wisdom, and Charisma scores are each 3d6. An awakened plant gains the ability to move its limbs, roots, vines, creepers, and so forth, and it has senses similar to a human’s. An awakened animal gets 3d6 Intelligence, +1d3 Charisma, and +2 HD. Its type becomes magical beast (augmented animal). An awakened animal can’t serve as n animal companion, familiar, or special mount. An awakened tree or animal can speak one language that you know, plus one additional language that you know per point of Intelligence bonus. XP Cost: 250 XP.
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Barkskin Level: Drd 2, Rgr 2, Casting Time: 1 standard action Range: Touch Target: Living creature touched Duration: 10 min./level Saving Throw: None Spell Resistance: Yes (harmless) Barkskin toughens a creature’s skin. The effect grants a +2 enhancement bonus to the creature’s existing natural armor bonus. This enhancement bonus increases by 1 for every three caster levels above 3rd, to a maximum of +5 at caster level 12th. The enhancement bonus provided by barkskin stacks with the target’s natural armor bonus, but not with other enhancement bonuses to natural armor. A creature without natural armor has an effective natural armor bonus of +0, much as a character wearing only normal clothing has an armor bonus of +0.
Bear’s Endurance Level: Clr 2, Drd 2, Rgr 2, Sor/Wiz 2 Casting Time: 1 standard action Range: Touch Target: Creature touched Duration: 1 min./level Saving Throw: Will negates (harmless) Spell Resistance: Yes The affected creature gains greater vitality and stamina. The spell grants the subject a +4 enhancement bonus to Constitution, which adds the usual benefits to hit points, Fortitude saves, Constitution checks, and so forth. Hit points gained by a temporary increase in Constitution score are not temporary hit points. They go away when the subject’s Constitution drops back to normal. They are not lost first as temporary hit points are.
Bigby’s Clenched Fist Level: Sor/Wiz 8, Strength 8 This spell functions like Bigby’s interposing hand, except that the hand can interpose itself, push, or strike one opponent that you select. The floating hand can move as far as 60 feet and can attack in the same round. Since this hand is directed by you, its ability to notice or attack invisible or concealed creatures is no better than yours. The hand attacks once per round, and its attack bonus equals your caster level + your Intelligence, Wisdom, or Charisma modifier (for a wizard, cleric, or sorcerer, respectively), +11 for the hand’s Strength score (33), –1 for being Large. The hand deals 1d8+11 points of damage on each attack, and any creature struck must make a Fortitude save (against this spell’s save DC) or be stunned for 1 round. Directing the spell to a new target is a move action. The clenched fist can also interpose itself as Bigby’s interposing hand does, or it can bull rush an opponent as Bigby’s forceful hand does, but at a +15 bonus on the Strength check. Clerics who cast this spell name it for their deities—Pelor’s clenched fist, for example. Arcane Focus: A leather glove.
Bigby’s Crushing Hand Level: Sor/Wiz 9, Strength 9 This spell functions like Bigby’s interposing hand, except that the hand can interpose itself, push, or crush one opponent that you select. The crushing hand can grapple an opponent like Bigby’s grasping hand does. Its grapple bonus equals your caster level + your Intelligence, Wisdom, or Charisma modifier (for a wizard, cleric, or sorcerer, respectively), +12 for the hand’s Strength score (35), +4 for being Large. The hand deals 2d6+12 points of damage (lethal, non nonlethal) on each successful grapple check against an opponent. The crushing hand can also interpose itself as Bigby’s interposing hand does, or it can bull rush an opponent as Bigby’s forceful hand does, but at a +18 bonus. Directing the spell to a new target is a move action. Clerics who cast this spell name it for their deities—St. Cuthbert’s crushing hand, for example. Arcane Material Component: The shell of an egg. Arcane Focus: A glove of snakeskin.
Bigby’s Forceful Hand Level: Sor/Wiz 6 This spell functions like Bigby’s interposing hand, except that the forceful hand pursues and pushes away the opponent that you designate. Treat this attack as a bull rush with a +14 bonus on the Strength check (+8 for Strength 27, +4 for being Large, and a +2 bonus for charging, which it always gets). The hand always moves with the opponent to push that target back the full distance allowed, and it has no speed limit. Directing the spell to a new target is a move action. A very strong creature could not push the hand out of its way because the latter would instantly reposition itself between the creature and you, but an opponent could push the hand up against you by successfully bull rushing it. Focus: A sturdy glove made of leather or heavy cloth.
Bigby’s Grasping Hand Level: Sor/Wiz 7, Strength 7 This spell functions like Bigby’s interposing hand, except the hand can also grapple one opponent that you select. The grasping hand gets one grapple attack per round. Its attack bonus to make contact equals your caster level + your Intelligence, Wisdom, or Charisma modifier (for wizards, clerics, and sorcerers, respectively), +10 for the hand’s Strength score (31), –1 for being Large. Its grapple bonus is this same figure, except with a +4 modifier for being Large instead of –1. The hand holds but does not harm creatures it grapples. Directing the spell to a new target is a move action. The grasping hand can also bull rush an opponent as Bigby’s forceful hand does, but at a +16 bonus on the Strength check (+10 for Strength 35, +4 for being Large, and a +2 bonus for charging, which it always gets), or interpose itself as Bigby’s interposing hand does. Clerics who cast this spell name it for their deities—Kord’s grasping hand, for example. Arcane Focus: A leather glove.
Bigby’s Interposing Hand Level: Sor/Wiz 5 Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Effect: 10-ft. hand Duration: 1 round/level (D) Saving Throw: None Spell Resistance: Yes Bigby’s Interposing hand creates a Large magic hand that appears between you and one opponent. This floating, disembodied hand then moves to remain between the two of you, regardless of where you move or how the opponent tries to get around it, providing cover (+4 AC) for you against that opponent. Nothing can fool the hand—it sticks with the selected opponent in spite of darkness, invisibility, polymorphing, or any other attempt at hiding or disguise. The hand does not pursue an opponent, however. A Bigby’s hand is 10 feet long and about that wide with its fingers outstretched. It has as many hit points as you do when you’re undamaged, and its AC is 20 (–1 size, +11 natural). It takes damage as a normal creature, but most magical effects that don’t cause damage do not affect it. The hand never provokes attacks of opportunity from opponents. It cannot push through a wall of force or enter an antimagic field, but it suffers the full effect of a prismatic wall or prismatic sphere. The hand makes saving throws as its caster. Disintegrate or a successful dispel magic destroys it. Any creature weighing 2,000 pounds or less that tries to push past the hand is slowed to half its normal speed. The hand cannot reduce the speed of a creature weighing more than 2,000 pounds, but it still affects the creature’s attacks. Directing the spell to a new target is a move action. Focus: A soft glove.
Blade Barrier Level: Clr 6, Good 6, War 6 Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Effect: Wall of whirling blades up to 20 ft. long/ level, or a ringed wall of whirling blades with a radius of up to 5 ft. per two levels; either form 20 ft. high Duration: 1 min./level (D) Saving Throw: Reflex half or Reflex negates; see text Spell Resistance: Yes An immobile, vertical curtain of whirling blades shaped of pure force springs into existence. Any creature passing through the wall takes 1d6 points of damage per caster level (maximum 15d6), with a Reflex save for half damage. If you evoke the barrier so that it appears where creatures are, each creature takes damage as if passing through the wall. Each such creature can avoid the wall (ending up on the side of its choice) and thus take no damage by making a successful Reflex save. A blade barrier provides cover (+4 bonus to AC, +2 bonus on Reflex saves) against attacks made through it.
Bless Level: Clr 1, Pal 1 Casting Time: 1 standard action Range: 50 ft. Area: The caster and all allies within a 50- ft. burst, centered on the caster Duration: 1 min./level Saving Throw: None Spell Resistance: Yes (harmless) Bless fills your allies with courage. Each ally gains a +1 morale bonus on attack rolls and on saving throws against fear effects. Bless counters and dispels bane.
Bless Weapon Level: Pal 1 Casting Time: 1 standard action Range: Touch Target: Weapon touched Duration: 1 min./level Saving Throw: None Spell Resistance: No This transmutation makes a weapon strike true against evil foes. The weapon is treated as having a +1 enhancement bonus for the purpose of bypassing the damage reduction of evil creatures or striking evil incorporeal creatures (though the spell doesn’t grant an actual enhancement bonus). The weapon also becomes good, which means it can bypass the damage reduction of certain creatures, particularly evil outsiders. (This effect overrides and suppresses any other alignment the weapon might have.) Individual arrows or bolts can be transmuted, but affected projectile weapons (such as bows) don’t confer the benefit to the projectiles they shoot. In addition, all critical hit rolls against evil foes are automatically successful, so every threat is a critical hit. This last effect does not apply to any weapon that already has a magical effect related to critical hits, such as a keen weapon or a vorpal sword.
Blindness/Deafness Level: Brd 2, Clr 3, Sor/Wiz 2 Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Target: One living creature Duration: Permanent (D) Saving Throw: Fortitude negates Spell Resistance: Yes You call upon the powers of unlife to render the subject blinded or deafened, as you choose.
Break Enchantment Level: Brd 4, Clr 5, Luck 5, Pal 4, Sor/Wiz 5 Casting Time: 1 minute Range: Close (25 ft. + 5 ft./2 levels) Targets: Up to one creature per level, all within 30 ft. of each other Duration: Instantaneous Spell Resistance: No This spell frees victims from enchantments, transmutations, and curses. Break enchantment can reverse even an instantaneous effect, such as flesh to stone. For each such effect, you make a caster level check (1d20 + caster level, maximum +15) against a DC of 11 + caster level of the effect. Success means that the creature is free of the spell, curse, or effect. For a cursed magic item, the DC is 25. If the spell is one that cannot be dispelled by dispel magic, break enchantment works only if that spell is 5th level or lower.
For instance, bestow curse cannot be dispelled by dispel magic, but break enchantment can dispel it. If the effect comes from some permanent magic item, such as a cursed sword, break enchantment does not remove the curse from the item, but it does frees the victim from the item’s effects. For example, a cursed item can change the alignment of its user. Break enchantment allows the victim to be rid of the item and negates the alignment change, but the item’s curse is intact and affects the next creature to pick up the item—even if it’s the recent recipient of the break enchantment spell.
Bull’s Strength Level: Clr 2, Drd 2, Pal 2, Sor/Wiz 2, Casting Time: 1 standard action Range: Touch Target: Creature touched Duration: 1 min./level Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless) The subject becomes stronger. The spell grants a +4 enhancement bonus to Strength, adding the usual benefits to melee attack rolls, melee damage rolls, and other uses of the Strength modifier. Arcane Material Component: A few hairs, or a pinch of dung, from a bull.
Burning Hands Level: Fire 1, Sor/Wiz 1 Casting Time: 1 standard action Range: 15 ft. Area: Cone-shaped burst Duration: Instantaneous Saving Throw: Reflex half Spell Resistance: Yes A cone of searing flame shoots from your fingertips. Any creature in the area of the flames takes 1d4 points of fire damage per caster level (maximum 5d4). Flammable materials, such as cloth, paper, parchment, and thin wood burn if the flames touch them. A character can extinguish burning items as a full-round action.
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Call LightningLevel: Drd 3 Casting Time: 1 round Range: Medium (100 ft. + 10 ft./level) Effect: One or more 30-ft.-long vertical lines of lightning Duration: 1 min./level Saving Throw: Reflex half Spell Resistance: Yes Immediately upon completion of the spell, and once per round thereafter, you may call down a 5-foot-wide, 30-foot-long, vertical bolt of lightning that deals 3d6 points of electricity damage. The bolt of lightning flashes down in a vertical stroke at whatever target point you choose within the spell’s range (measured from your position at the time). Any creature in the target square or in the path of the bolt is affected. You need not call a bolt of lightning immediately; other actions, even spellcasting, can be performed. However, each round after the first you may use a standard action (concentrating on the spell) to call a bolt. You may call a total number of bolts equal to your caster level (maximum 10 bolts). If you are outdoors and in a stormy area—a rain shower, clouds and wind, hot and cloudy conditions, or even a tornado each bolt deals 3d10 points of electricity damage instead of 3d6. This spell functions indoors or underground but not underwater. Call Lightning StormLevel: Drd 5 Range: Long (400 ft. + 40 ft./level) This spell functions like call lightning, except that each bolt deals 5d6 points of electricity damage (or 5d10 if created outdoors in a stormy area), and you may call a maximum of 15 bolts. Calm AnimalsLevel: Drd 1, Rgr 1 Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Targets: Animals within 30 ft. of each other Duration: 1 min./level Saving Throw: Will negates Spell Resistance: Yes This spell soothes and quiets animals, rendering them docile and harmless. Only ordinary animals (those with Intelligence scores of 1 or 2) can be affected by this spell. All the subjects must be of the same kind, and no two may be more than 30 feet apart. The maximum number of Hit Dice of animals you can affect is equal to 2d4 + caster level. A dire animal or an animal trained to attack or guard is allowed a saving throw; other animals are not. (A druid could calm a normal bear or wolf with little trouble, but it’s more difficult to affect a trained guard dog.) The affected creatures remain where they are and do not attack or flee. They are not helpless and defend themselves normally if attacked. Any threat (such as fire, a hungry predator, or an imminent attack) breaks the spell on the threatened creatures. Chain LightningLevel: Sor/Wiz 6 Casting Time: 1 standard action Range: Long (400 ft. + 40 ft./level) Targets: One primary target, plus one secondary target/level (each of which must be within 30 ft. of the primary target) Duration: Instantaneous Saving Throw: Reflex half Spell Resistance: Yes This spell creates an electrical discharge that begins as a single stroke commencing from your fingertips. Unlike lightning bolt, chain lightning strikes one object or creature initially, then arcs to other targets. The bolt deals 1d6 points of electricity damage per caster level (maximum 20d6) to the primary target. After it strikes, lightning can arc to a number of secondary targets equal to your caster level (maximum 20). The secondary bolts each strike one target and deal half as much damage as the primary one did (rounded down). For example, a 19th-level sorcerer generates a primary bolt (19d6 points of damage) and as many as nineteen secondary bolts (each of which deals half as much as the primary bolt dealt). Each target can attempt a Reflex saving throw for half damage. You choose secondary targets as you like, but they must all be within 30 feet of the primary target, and no target can be struck more than once. You can choose to affect fewer secondary targets than the maximum (to avoid allies in the area, for example). Focus: A bit of fur; a piece of amber, glass, or a crystal rod; plus one silver pin for each of your caster levels. Change StaffLevel: Drd 7 Casting Time: 1 round Range: Touch Target: Your touched staff Duration: 1 hour/level (D) Saving Throw: None Spell Resistance: No You change a specially prepared quarterstaff into a Huge treant like creature, about 24 feet tall. When you plant the end of the staff in the ground and speak a special command to conclude the casting of the spell, your staff turns into a creature that looks and fights just like a treant. The staff-treant defends you and obeys any spoken commands. However, it is by no means a true treant; it cannot converse with actual treants or control trees. If the staff-treant is reduced to 0 or fewer hit points, it crumbles to powder and the staff is destroyed. Otherwise, the staff returns to its normal form when the spell duration expires (or when the spell is dismissed), and it can be used as the focus for another casting of the spell. The staff-treant is always at full strength when created, despite any wounds it may have incurred the last time it appeared. Focus: The quarterstaff, which must be specially prepared. The staff must be a sound limb cut from an ash, oak, or yew, then cured, shaped, carved, and polished (a process requiring twenty-eight days). You cannot adventure or engage in other strenuous activity during the shaping and carving of the staff. Charm AnimalLevel: Drd 1, Rgr 1 Target: One animal This spell functions like charm person, except that it affects a creature of the animal type. See the Monster Manual for more information on creature types. Charm MonsterLevel: Brd 3, Sor/Wiz 4 Target: One living creature Duration: One day/level This spell functions like charm person, except that the effect is not restricted by creature type or size. Charm PersonLevel: Brd 1, Sor/Wiz 1 Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: One humanoid creature Duration: 1 hour/level Saving Throw: Will negates Spell Resistance: Yes This charm makes a humanoid creature regard you as its trusted friend and ally (treat the target’s attitude as friendly; see Influencing NPC Attitudes, page 72). If the creature is currently being threatened or attacked by you or your allies, however, it receives a +5 bonus on its saving throw. The spell does not enable you to control the charmed person as if it were an automaton, but it perceives your words and actions in the most favorable way. You can try to give the subject orders, but you must win an opposed Charisma check to convince it to do anything it wouldn’t ordinarily do. (Retries are not allowed.) An affected creature never obeys suicidal or obviously harmful orders, but a charmed fighter, for example, might believe you if you assured him that the only chance to save your life is for him to hold back an onrushing red dragon for “just a few seconds.” Any act by you or your apparent allies that threatens the charmed person breaks the spell. You must speak the person’s language to communicate your commands, or else be good at pantomiming. Chill TouchLevel: Sor/Wiz 1 Casting Time: 1 standard action Range: Touch Targets: Creature or creatures touched (up to one/level) Duration: Instantaneous Saving Throw: Fortitude partial or Will negates Spell Resistance: Yes A touch from your hand, which glows with blue energy, disrupts the life force of living creatures. Each touch channels negative energy that deals 1d6 points of damage. The touched creature also takes 1 point of Strength damage unless it makes a successful Fortitude saving throw. You can use this melee touch attack up to one time per level. An undead creature you touch takes no damage of either sort, but it must make a successful Will saving throw or flee as if panicked for 1d4 rounds +1 round per caster level. Color SprayLevel: Sor/Wiz 1 Casting Time: 1 standard action Range: 15 ft. Area: Cone-shaped burst Duration: Instantaneous Saving Throw: Will negates Spell Resistance: Yes A vivid cone of clashing colors springs forth from your hand, causing creatures to become stunned, perhaps also blinded, and possibly knocking them unconscious. Each creature within the cone is affected according to its Hit Dice. 2 HD or less: The creature is unconscious, blinded, and stunned for 2d4 rounds, then blinded and stunned for 1d4 rounds, and then stunned for 1 round. (Only living creatures are knocked unconscious.) 3 or 4 HD: The creature is blinded and stunned for 1d4 rounds, then stunned for 1 round. 5 or more HD: The creature is stunned for 1 round. Sightless creatures are not affected by color spray. Material Component: A pinch each of powder or sand that is colored red, yellow, and blue. Command PlantsLevel: Drd 4, Rgr 3 Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Targets: Up to 2 HD/level of plant creatures, no two of which can be more than 30 ft. apart Duration: One day/level Saving Throw: Will negates Spell Resistance: Yes This spell allows you some degree of control over one or more plant creatures. Affected plant creatures can understand you, and they perceive your words and actions in the most favorable way (treat their attitude as friendly). They will not attack you while the spell lasts. You can try to give a subject orders, but you must win an opposed Charisma check to convince it to do anything it wouldn’t ordinarily do. (Retries are not allowed.) A commanded plant never obeys suicidal or obviously harmful orders, but it might be convinced that something very dangerous is worth doing. You can affect a number of plant creatures whose combined level or HD do not exceed twice your level. Commune with NatureLevel: Drd 5, Rgr 4 Casting Time: 10 minutes Range: Personal Target: You Duration: Instantaneous You become one with nature, attaining knowledge of the surrounding territory. You instantly gain knowledge of as many as three facts from among the following subjects: the ground or terrain, plants, minerals, bodies of water, people, general animal population, presence of woodland creatures, presence of powerful unnatural creatures, or even the general state of the natural setting. For example, you could determine the location of any powerful undead creatures, the location of all major sources of safe drinking water, and the location of any buildings (which register as blind spots). In outdoor settings, the spell operates in a radius of 1 mile per caster level. In natural underground settings—caves, caverns, and the like—the radius is limited to 100 feet per caster level. The spell does not function where nature has been replaced by construction or settlement, such as in dungeons and towns. Cone of ColdLevel: Sor/Wiz 5, Water 6 Casting Time: 1 standard action Range: 60 ft. Area: Cone-shaped burst Duration: Instantaneous Saving Throw: Reflex half Spell Resistance: Yes Cone of cold creates an area of extreme cold, originating at your hand and extending outward in a cone. It drains heat, dealing 1d6 points of cold damage per caster level (maximum 15d6). Arcane Material Component: A very small crystal or glass cone. Confusion, LesserLevel: Brd 1 Range: Close (25 ft. + 5 ft./2 levels) Target: One living creature Duration: 1 round This spell causes a single creature to become confused for 1 round. See the confusion spell, above, to determine the exact effect on the subject. ConsecrateLevel: Clr 2 Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Area: 20-ft.-radius emanation Duration: 2 hours/level Saving Throw: None Spell Resistance: No This spell blesses an area with positive energy. Each Charisma check made to turn undead within this area gains a +3 sacred bonus. Every undead creature entering a consecrated area suffers minor disruption, giving it a –1 penalty on attack rolls, damage rolls, and saves. Undead cannot be created within or summoned into a consecrated area. If the consecrated area contains an altar, shrine, or other permanent fixture dedicated to your deity, pantheon, or aligned higher power, the modifiers given above are doubled (+6 sacred bonus on turning checks, –2 penalties for undead in the area). You cannot consecrate an area with a similar fixture of a deity other than your own patron. If the area does contain an altar, shrine, or other permanent fixture of a deity, pantheon, or higher power other than your patron, the consecrate spell instead curses the area, cutting off its connection with the associated deity or power. This secondary function, if used, does not also grant the bonuses and penalties relating to undead, as given above. Consecrate counters and dispels desecrate. Material Component: A vial of holy water and 25 gp worth (5 pounds) of silver dust, all of which must be sprinkled around the area. Contact Other PlaneLevel: Sor/Wiz 5 Casting Time: 10 minutes Range: Personal Target: You Duration: Concentration You send your mind to another plane of existence (an Elemental Plane or some plane farther removed) in order to receive advice and information from powers there. The powers reply in a language you understand, but they resent such contact and give only brief answers to your questions. (The DM answers all questions with “yes,” “no,” “maybe,” “never,” “irrelevant,” or some other one-word answer.) You must concentrate on maintaining the spell (a standard action) in order to ask questions at the rate of one per round. A question is answered by the power during the same round. For every two caster levels, you may ask one question. Contact with minds far removed from your home plane increases the probability that you will incur a decrease to Intelligence and Charisma, but the chance of the power knowing the answer, as well as the probability of the entity answering correctly, are likewise increased by moving to distant planes. Once the Outer Planes are reached, the power of the deity contacted determines the effects. (Random results obtained from the table are subject to DM changes, the personalities of individual deities, and so on.) On rare occasions, this divination may be blocked by an act of certain deities or forces. Continual FlameLevel: Clr 3, Sor/Wiz 2 Casting Time: 1 standard action Range: Touch Target: Object touched Effect: Magical, heatless flame Duration: Permanent Saving Throw: None Spell Resistance: No A flame, equivalent in brightness to a torch, springs forth from an object that you touch. The effect looks like a regular flame, but it creates no heat and doesn’t use oxygen. A continual flame can be covered and hidden but not smothered or quenched. Light spells counter and dispel darkness spells of an equal or lower level. Material Component: You sprinkle ruby dust (worth 50 gp) on the item that is to carry the flame. Control PlantsLevel: Drd 8 Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Targets: Up to 2 HD/level of plant creatures, no two of which can be more than 30 ft. apart Duration: 1 min./level Saving Throw: Will negates Spell Resistance: No This spell enables you to control the actions of one or more plant creatures for a short period of time. You command the creatures by voice and they understand you, no matter what language you speak. Even if vocal communication is impossible (in the area of a silence spell, for instance), the controlled plants do not attack you. At the end of the spell, the subjects revert to their normal behavior. Control UndeadLevel: Sor/Wiz 7 Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Targets: Up to 2 HD/level of undead creatures, no two of which can be more than 30 ft. apart Duration: 1 min./level Saving Throw: Will negates Spell Resistance: Yes This spell enables you to command undead creatures for a short period of time. You command them by voice and they understand you, no matter what language you speak. Even if vocal communication is impossible (in the area of a silence spell, for instance), the controlled undead do not attack you. At the end of the spell, the subjects revert to their normal behavior. Intelligent undead creatures remember that you controlled them. Material Component: A small piece of bone and a small piece of raw meat. Control WaterLevel: Clr 4, Drd 4, Sor/Wiz 6 Casting Time: 1 standard action Range: Long (400 ft. + 40 ft./level) Area: Water in a volume of 10 ft./level by 10 ft./level by 2 ft./level (S) Duration: 10 min./level (D) Saving Throw: None Spell Resistance: No Depending on the version you choose, the control water spell raises or lowers water. Lower Water: This causes water or similar liquid to reduce its depth by as much as 2 feet per caster level (to a minimum depth of 1 inch). The water is lowered within a squarish depression whose sides are up to caster level × 10 feet long. In extremely large and deep bodies of water, such as a deep ocean, the spell creates a whirlpool that sweeps ships and similar craft downward, putting them at risk and rendering them unable to leave by normal movement for the duration of the spell. When cast on water elementals and other water-based creatures, this spell acts as a slow spell (Will negates). The spell has no effect on other creatures. Raise Water: This causes water or similar liquid to rise in height, just as the lower water version causes it to lower. Boats raised in this way slide down the sides of the hump that the spell creates. If the area affected by the spell includes riverbanks, a beach, or other land nearby, the water can spill over onto dry land. With either version, you may reduce one horizontal dimension by half and double the other horizontal dimension. Arcane Material Component: A drop of water (for raise water) or a pinch of dust (for lower water). Control WeatherLevel: Clr 7, Drd 7, Sor/Wiz 7 Casting Time: 10 minutes Range: 2 miles Area: 2-mile-radius circle, centered on you Duration: 4d12 hours Saving Throw: None Spell Resistance: No You change the weather in the local area. It takes 10 minutes to cast the spell and an additional 10 minutes for the effects to manifest. The current, natural weather conditions are determined by the DM. You can call forth weather appropriate to the climate and season of the area you are in. Season Possible Weather Spring Tornado, thunderstorm, sleet storm, or hot weather Summer Torrential rain, heat wave, or hailstorm Autumn Hot or cold weather, fog, or sleet Winter Frigid cold, blizzard, or thaw Late winter Hurricane-force winds or early spring (coastal area) You control the general tendencies of the weather, such as the direction and intensity of the wind. You cannot control specific applications of the weather—where lightning strikes, for example, or the exact path of a tornado. When you select a certain weather condition to occur, the weather assumes that condition 10 minutes later (changing gradually, not abruptly). The weather continues as you left it for the duration, or until you use a standard action to designate a new kind of weather (which fully manifests itself 10 minutes later). Contradictory conditions are not possible simultaneously—fog and strong wind, for example. Control weather can do away with atmospheric phenomena (naturally occurring or otherwise) as well as create them. A druid casting this spell doubles the duration and affects a circle with a 3-mile radius. Control WindsLevel: Drd 5 Casting Time: 1 standard action Range: 40 ft./level Area: 40 ft./level radius cylinder 40 ft. high Duration: 10 min./level Saving Throw: Fortitude negates Spell Resistance: No You alter wind force in the area surrounding you. You can make the wind blow in a certain direction or manner, increase its strength, or decrease its strength. The new wind direction and strength persist until the spell ends or until you choose to alter your handiwork, which requires concentration. You may create an “eye” of calm air up to 80 feet in diameter at the center of the area if you so desire, and you may choose to limit the area to any cylindrical area less than your full limit (for example, a 20-foot-diameter tornado centered 100 feet away). Wind Direction: You may choose one of four basic wind patterns to function over the spell’s area.
- A downdraft blows from the center outward in equal strength in all directions.
- An updraft blows from the outer edges in toward the center in equal strength from all directions, veering upward before impinging on the eye in the center.
- A rotation causes the winds to circle the center in clockwise or counterclockwise fashion.
- A blast simply causes the winds to blow in one direction across the entire area from one side to the other.
Wind Strength: For every three caster levels, you can increase or decrease wind strength by one level. Each round on your turn, a creature in the wind must make a Fortitude save or suffer the effect of being in the windy area.
- Strong winds (21+ mph) make sailing difficult.
- A severe wind (31+ mph) causes minor ship and building damage.
- A windstorm (51+ mph) drives most flying creatures from the skies, uproots small trees, knocks down light wooden structures, tears off roofs, and endangers ships.
- Hurricane force winds (75+ mph) destroy wooden buildings, sometimes uproot even large trees, and cause most ships to founder.
- A tornado (175+ mph) destroys all nonfortified buildings and often uproots large trees.
Create WaterLevel: Clr 0, Drd 0, Pal 1 Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Effect: Up to 2 gallons of water/level Duration: Instantaneous Saving Throw: None Spell Resistance: No This spell generates wholesome, drinkable water, just like clean rain water. Water can be created in an area as small as will actually contain the liquid, or in an area three times as large—possibly creating a downpour or filling many small receptacles. Note: Conjuration spells can’t create substances or objects within a creature. Water weighs about 8 pounds per gallon. One cubic foot of water contains roughly 8 gallons and weighs about 60 pounds. Creeping DoomLevel: Drd 7 Casting Time: 1 round Range: Close (25 ft. + 5 ft./2 levels)/ 100 ft. Effect: One swarm of centipedes per two levels Duration: 1 min./level Saving Throw: None Spell Resistance: No When you utter the spell of creeping doom, you call forth a mass of centipede swarms (one per two caster levels, to a maximum of ten swarms at 20th level), which need not appear adjacent to one another. You may summon the centipede swarms so that they share the area of other creatures. The swarms remain stationary, attacking any creatures in their area, unless you command the creeping doom to move (a standard action). As a standard action, you can command any number of the swarms to move toward any prey within 100 feet of you. You cannot command any swarm to move more than 100 feet away from you, and if you move more than 100 feet from any swarm, that swarm remains stationary, attacking any creatures in its area (but it can be commanded again if you move within 100 feet). Crushing DespairLevel: Brd 3, Sor/Wiz 4 Casting Time: 1 standard action Range: 30 ft. Area: Cone-shaped burst Duration: 1 min./level Saving Throw: Will negates Spell Resistance: Yes An invisible cone of despair causes great sadness in the subjects. Each affected creature takes a –2 penalty on attack rolls, saving throws, ability checks, skill checks, and weapon damage rolls. Crushing despair counters and dispels good hope. Material Component: A vial of tears. Cure Minor WoundsLevel: Clr 0, Drd 0 This spell functions like cure light wounds, except that it cures only 1 point of damage. Cure Moderate WoundsLevel: Brd 2, Clr 2, Drd 3, Pal 3, Rgr 3 This spell functions like cure light wounds, except that it cures 2d8 points of damage +1 point per caster level (maximum +10). Cure Serious WoundsLevel: Brd 3, Clr 3, Drd 4, Pal 4, Rgr 4, Healing 3 This spell functions like cure light wounds, except that it cures 3d8 points of damage +1 point per caster level (maximum +15).
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| The Spells D-F - Spells:
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Dancing Lights Level: Brd 0, Sor/Wiz 0 Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Effect: Up to four lights, all within a 10- ft.-radius area Duration: 1 minute (D) Saving Throw: None Spell Resistance: No Depending on the version selected, you create up to four lights that resemble lanterns or torches (and cast that amount of light), or up to four glowing spheres of light (which look like will-o’-wisps), or one faintly glowing, vaguely humanoid shape. The dancing lights must stay within a 10- foot-radius area in relation to each other but otherwise move as you desire (no concentration required): forward or back, up or down, straight or turning corners, or the like. The lights can move up to 100 feet per round. A light winks out if the distance between you and it exceeds the spell’s range. Dancing lights can be made permanent with a permanency spell.
Darkness Level: Brd 2, Clr 2, Sor/Wiz 2 Casting Time: 1 standard action Range: Touch Target: Object touched Duration: 10 min./level (D) Saving Throw: None Spell Resistance: No This spell causes an object to radiate shadowy illumination out to a 20-foot radius. All creatures in the area gain concealment (20% miss chance). Even creatures that can normally see in such conditions (such as with darkvision or lowlight vision) have the miss chance in an area shrouded in magical darkness. Normal lights (torches, candles, lanterns, and so forth) are incapable of brightening the area, as are light spells of lower level (such as light or dancing lights). Higher level light spells (such as daylight) are not affected by darkness. If darkness is cast on a small object that is then placed inside or under a lightproof covering, the spell’s effect is blocked until the covering is removed. Darkness counters or dispels any light spell of equal or lower spell level. Arcane Material Component: A bit of bat fur and either a drop of pitch or a piece of coal.
Darkvision Level: Rgr 3, Sor/Wiz 2 Casting Time: 1 standard action Range: Touch Target: Creature touched Duration: 1 hour/level Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless) The subject gains the ability to see 60 feet even in total darkness. Darkvision is black and white only but otherwise like normal sight. Darkvision does not grant one the ability to see in magical darkness. Darkvision can be made permanent with a permanency spell. Material Component: Either a pinch of dried carrot or an agate.
Daylight Level: Brd 3, Clr 3, Drd 3, Pal 3, Sor/Wiz 3 Casting Time: 1 standard action Range: Touch Target: Object touched Duration: 10 min./level (D) Saving Throw: None Spell Resistance: No The object touched sheds light as bright as full daylight in a 60-foot radius, and dim light for an additional 60 feet beyond that. Creatures that take penalties in bright light also take them while within the radius of this magical light. Despite its name, this spell is not the equivalent of daylight for the purposes of creatures that are damaged or destroyed by bright light (such as vampires). If daylight is cast on a small object that is then placed inside or under a light-proof covering, the spell’s effects are blocked until the covering is removed. Daylight brought into an area of magical darkness (or vice versa) is temporarily negated, so that the otherwise prevailing light conditions exist in the overlapping areas of effect. Daylight counters or dispels any darkness spell of equal or lower level, such as darkness.
Daze Level: Brd 0, Sor/Wiz 0 Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: One humanoid creature of 4 HD or less Duration: 1 round Saving Throw: Will negates Spell Resistance: Yes This enchantment clouds the mind of a humanoid creature with 4 or fewer Hit Dice so that it takes no actions. Humanoids of 5 or more HD are not affected. A dazed subject is not stunned, so attackers get no special advantage against it. Material Component: A pinch of wool or similar substance.
Daze Monster Level: Brd 2, Sor/Wiz 2 Range: Medium (100 ft. + 10 ft./level) Target: One living creature of 6 HD or less This spell functions like daze, but daze monster can affect any one living creature of any type. Creatures of 7 or more HD are not affected.
Deathwatch Level: Clr 1 Casting Time: 1 standard action Range: 30 ft. Area: Cone-shaped emanation Duration: 10 min./level Saving Throw: None Spell Resistance: No Using the foul sight granted by the powers of unlife, you can determine the condition of creatures near death within the spell’s range. You instantly know whether each creature within the area is dead, fragile (alive and wounded, with 3 or fewer hit points left), fighting off death (alive with 4 or more hit points), undead, or neither alive nor dead (such as a construct). Deathwatch sees through any spell or ability that allows creatures to feign death.
Delay Poison Level: Brd 2, Clr 2, Drd 2, Pal 2, Rgr 1 Casting Time: 1 standard action Range: Touch Target: Creature touched Duration: 1 hour/level Saving Throw: Fortitude negates (harmless) Spell Resistance: Yes (harmless) The subject becomes temporarily immune to poison. Any poison in its system or any poison to which it is exposed during the spell’s duration does not affect the subject until the spell’s duration has expired. Delay poison does not cure any damage that poison may have already done.
Delayed Blast Fireball Level: Sor/Wiz 7 Duration: 5 rounds or less This spell functions like fireball, except that it is more powerful and can detonate up to 5 rounds after the spell is cast. The burst of flame deals 1d6 points of fire damage per caster level (maximum 20d6). The glowing bead created by delayed blast fireball can detonate immediately if you desire, or you can choose to delay the burst for as many as 5 rounds. You select the amount of delay upon completing the spell, and that time cannot change once it has been set unless someone touches the bead (see below). If you choose a delay, the glowing bead sits at its destination until it detonates. A creature can pick up and hurl the bead as a thrown weapon (range increment 10 feet). If a creature handles and moves the bead within 1 round of its detonation, there is a 25% chance that the bead detonates while being handled.
Detect Chaos Level: Clr 1 This spell functions like detect evil, except that it detects the auras of chaotic creatures, clerics of chaotic deities, chaotic spells, and chaotic magic items, and you are vulnerable to an overwhelming chaotic aura if you are lawful.
Detect Evil Level: Clr 1 Casting Time: 1 standard action Range: 60 ft. Area: Cone-shaped emanation Duration: Concentration, up to 10 min./ level (D) Saving Throw: None Spell Resistance: No You can sense the presence of evil. The amount of information revealed depends on how long you study a particular area or subject. 1st Round: Presence or absence of evil. 2nd Round: Number of evil auras (creatures, objects, or spells) in the area and the power of the most potent evil aura present. If you are of good alignment, and the strongest evil aura’s power is overwhelming (see below), and the HD or level of the aura’s source is at least twice your character level, you are stunned for 1 round and the spell ends. 3rd Round: The power and location of each aura. If an aura is outside your line of sight, then you discern its direction but not its exact location. Aura Power: An evil aura’s power depends on the type of evil creature or object that you’re detecting and its HD, caster level, or (in the case of a cleric) class level; see the accompanying table. If an aura falls into more than one strength category, the spell indicates the stronger of the two. For example, as indicated on the table, an evil outsider with 12 HD has an overwhelming aura of evil. A good cleric who casts this spell and directs it at the location of such a creature for longer than 1 round loses the spell and is stunned for 1 round if his character level is 6th or lower. Lingering Aura: An evil aura lingers after its original source dissipates (in the case of a spell) or is destroyed (in the case of a creature or magic item). If detect evil is cast and directed at such a location, the spell indicates an aura strength of dim (even weaker than a faint aura). How long the aura lingers at this dim level depends on its original power: Duration of Original Strength Lingering Aura Faint 1d6 rounds Moderate 1d6 minutes Strong 1d6×10 minutes Overwhelming 1d6 days Animals, traps, poisons, and other potential perils are not evil, and as such this spell does not detect them. Each round, you can turn to detect evil in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.
Detect Good Level: Clr 1 This spell functions like detect evil, except that it detects the auras of good creatures, clerics or paladins of good deities, good spells, and good magic items, and you are vulnerable to an overwhelming good aura if you are evil. Healing potions, antidotes, and similar beneficial items are not good.
Detect Law Level: Clr 1 This spell functions like detect evil, except that it detects the auras of lawful creatures, clerics of lawful deities, lawful spells, and lawful magic items, and you are vulnerable to an overwhelming lawful aura if you are chaotic.
Detect Magic Level: Brd 0, Clr 0, Drd 0, Sor/Wiz 0 Casting Time: 1 standard action Range: 60 ft. Area: Cone-shaped emanation Duration: Concentration, up to 1 min./level (D) Saving Throw: None Spell Resistance: No You detect magical auras. The amount of information revealed depends on how long you study a particular area or subject. 1st Round: Presence or absence of magical auras. 2nd Round: Number of different magical auras and the power of the most potent aura. 3rd Round: The strength and location of each aura. If the items or creatures bearing the auras are in line of sight, you can make Spell craft skill checks to determine the school of magic involved in each. (Make one check per aura; DC 15 + spell level, or 15 + half caster level for a nonspell effect.) Magical areas, multiple types of magic, or strong local magical emanations may distort or conceal weaker auras. Aura Strength: An aura’s power depends on a spell’s functioning spell level or an item’s caster level. If an aura falls into more than one category, detect magic indicates the stronger of the two. Lingering Aura: A magical aura lingers after its original source dissipates (in the case of a spell) or is destroyed (in the case of a magic item). If detect magic is cast and directed at such a location, the spell indicates an aura strength of dim (even weaker than a faint aura). How long the aura lingers at this dim level depends on its original power: Duration of Original Strength Lingering Aura Faint 1d6 rounds Moderate 1d6 minutes Strong 1d6×10 minutes Overwhelming 1d6 days Outsiders and elementals are not magical in themselves, but if they are summoned, the conjuration spell registers. Each round, you can turn to detect magic in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it. Detect magic can be made permanent with a permanency spell.
Detect Poison Level: Clr 0, Drd 0, Pal 1, Rgr 1, Sor/Wiz 0 Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target or Area: One creature, one object, or a 5-ft. cube Duration: Instantaneous Saving Throw: None Spell Resistance: No You determine whether a creature, object, or area has been poisoned or is poisonous. You can determine the exact type of poison with a DC 20 Wisdom check. A character with the Craft (alchemy) skill may try a DC 20 Craft (alchemy) check if the Wisdom check fails, or may try the Craft (alchemy) check prior to the Wisdom check. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.
Detect Secret Doors Level: Brd 1, Knowledge 1, Sor/Wiz 1 Casting Time: 1 standard action Range: 60 ft. Area: Cone-shaped emanation Duration: Concentration, up to 1 min./level (D) Saving Throw: None Spell Resistance: No You can detect secret doors, compartments, caches, and so forth. Only passages, doors, or openings that have been specifically constructed to escape detection are detected by this spell—an ordinary trapdoor underneath a pile of crates would not be detected. The amount of information revealed depends on how long you study a particular area or subject. 1st Round: Presence or absence of secret doors. 2nd Round: Number of secret doors and the location of each. If an aura is outside your line of sight, then you discern its direction but not its exact location. Each Additional Round: The mechanism or trigger for one particular secret portal closely examined by you. Each round, you can turn to detect secret doors in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.
Detect Snares and Pits Level: Drd 1, Rgr 1 Casting Time: 1 standard action Range: 60 ft. Area: Cone-shaped emanation Duration: Concentration, up to 10 min./level (D) Saving Throw: None Spell Resistance: No You can detect simple pits, dead falls, and snares as well as mechanical traps constructed of natural materials. The spell does not detect complex traps, including trapdoor traps. Detect snares and pits does detect certain natural hazards—quicksand (a snare), a sinkhole (a pit), or unsafe walls of natural rock (a dead fall). However, it does not reveal other potentially dangerous conditions, such as a cavern that floods during rain, an unsafe construction, or a naturally poisonous plant. The spell does not detect magic traps (except those that operate by pit, dead fall, or snaring; see the spell snare), nor mechanically complex ones, nor those that have been rendered safe or inactive. The amount of information revealed depends on how long you study a particular area. 1st Round: Presence or absence of hazards. 2nd Round: Number of hazards and the location of each. If a hazard is outside your line of sight, then you discern its direction but not its exact location. Each Additional Round: The general type and trigger for one particular hazard closely examined by you. Each round, you can turn to detect snares and pits in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.
Detect Thoughts Level: Brd 2, Sor/Wiz 2 Casting Time: 1 standard action Range: 60 ft. Area: Cone-shaped emanation Duration: Concentration, up to 1 min./level (D) Saving Throw: Will negates; see text Spell Resistance: No You detect surface thoughts. The amount of information revealed depends on how long you study a particular area or subject. 1st Round: Presence or absence of thoughts (from conscious creatures with Intelligence scores of 1 or higher). 2nd Round: Number of thinking minds and the Intelligence score of each. If the highest Intelligence is 26 or higher (and at least 10 points higher than your own Intelligence score), you are stunned for 1 round and the spell ends. This spell does not let you determine the location of the thinking minds if you can’t see the creatures whose thoughts you are detecting. 3rd Round: Surface thoughts of any mind in the area. A target’s Will save prevents you from reading its thoughts, and you must cast detect thoughts again to have another chance. Creatures of animal intelligence (Int 1 or 2) have simple, instinctual thoughts that you can pick up. Each round, you can turn to detect thoughts in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it. Arcane Focus: A copper piece.
Detect Undead Level: Clr 1, Pal 1, Sor/Wiz 1 Casting Time: 1 standard action Range: 60 ft. Area: Cone-shaped emanation Duration: Concentration, up to 1 minute/ level (D) Saving Throw: None Spell Resistance: No You can detect the aura that surrounds undead creatures. The amount of information revealed depends on how long you study a particular area. 1st Round: Presence or absence of undead auras. 2nd Round: Number of undead auras in the area and the strength of the strongest undead aura present. If you are of good alignment, and the strongest undead aura’s strength is overwhelming (see below), and the creature has HD of at least twice your character level, you are stunned for 1 round and the spell ends. 3rd Round: The strength and location of each undead aura. If an aura is outside your line of sight, then you discern its direction but not its exact location. Aura Strength: The strength of an undead aura is determined by the HD of the undead creature, as given on the following table: HD Strength 1 or lower Faint 2–4 Moderate 5–10 Strong 11 or higher Overwhelming Lingering Aura: An undead aura lingers after its original source is destroyed. If detect undead is cast and directed at such a location, the spell indicates an aura strength of dim (even weaker than a faint aura). How long the aura lingers at this dim level depends on its original power: Duration of Original Strength Lingering Aura Faint 1d6 rounds Moderate 1d6 minutes Strong 1d6×10 minutes Overwhelming 1d6 days Each round, you can turn to detect undead in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it. Arcane Material Component: A bit of earth from a grave.
Diminish Plants Level: Drd 3, Rgr 3 Casting Time: 1 standard action Duration: Instantaneous Saving Throw: None Spell Resistance: No This spell has two versions. Prune Growth: This version causes normal vegetation (grasses, briars, bushes, creepers, hedges, thistles, trees, vines, and so forth) within long range (400 feet + 40 feet per level) to shrink to about one-third of their normal size, becoming untangled and less bushy. The affected vegetation appears to have been carefully pruned and trimmed. At your option, the area can be a 100- foot-radius circle, a 150-foot-radius semicircle, or a 200-foot-radius quarter-circle. You may also designate portions of the area that are not affected. Stunt Growth: This version targets normal plants within a range of 1/2 mile, reducing their potential productivity over the course of the following year to one third below normal. Diminish plants counters plant growth. This spell has no effect on plant creatures.
Discern Lies Level: Clr 4, Pal 3 Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Targets: One creature/level, no two of which can be more than 30 ft. apart Duration: Concentration, up to 1 round/level Saving Throw: Will negates Spell Resistance: No Each round, you concentrate on one subject, who must be within range. You know if the subject deliberately and knowingly speaks a lie by discerning disturbances in its aura caused by lying. The spell does not reveal the truth, uncover unintentional inaccuracies, or necessarily reveal evasions. Each round, you may concentrate on a different subject.
Disguise Self Level: Brd 1, Sor/Wiz 1 Casting Time: 1 standard action Range: Personal Target: You Duration: 10 min./level (D) You make yourself—including clothing, armor, weapons, and equipment—look different. You can seem 1 foot shorter or taller, thin, fat, or in between. You cannot change your body type. For example, a human caster could look human, humanoid, or like any other human-shaped bipedal creature. Otherwise, the extent of the apparent change is up to you. You could add or obscure a minor feature or look like an entirely different person. The spell does not provide the abilities or mannerisms of the chosen form, nor does it alter the perceived tactile (touch) or audible (sound) properties of you or your equipment. A battleaxe made to look like a dagger still functions as a battleaxe. If you use this spell to create a disguise, you get a +10 bonus on the Disguise check. Creature that interacts with the glamer gets a Will save to recognize it as an illusion. For example, a creature that touched you and realized that the tactile sensation did not match the visual one would be entitled to such a save.
Disintegrate Level: Destruction 7, Sor/Wiz 6 Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Effect: Ray Duration: Instantaneous Saving Throw: Fortitude partial (object) Spell Resistance: Yes A thin, green ray springs from your pointing finger. You must make a successful ranged touch attack to hit. Any creature struck by the ray takes 2d6 points of damage per caster level (to a maximum of 40d6). Any creature reduced to 0 or fewer hit points by this spell is entirely disintegrated, leaving behind only a trace of fine dust. A disintegrated creature’s equipment is unaffected. When used against an object, the ray simply disintegrates as much as one 10- foot cube of nonliving matter. Thus, the spell disintegrates only part of any very large object or structure targeted. The ray affects even objects constructed entirely of force, such as Bigby’s forceful hand or a wall of force, but not magical effects such as a globe of invulnerability or an anti magic field. A creature or object that makes a successful Fortitude save is partially affected, taking only 5d6 points of damage. If this damage reduces the creature or object to 0 or fewer hit points, it is entirely disintegrated. Only the first creature or object struck can be affected; that is, the ray affects only one target per casting. Arcane Material Component: A lodestone and a pinch of dust.
Dismissal Level: Clr 4, Sor/Wiz 5 Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: One extraplanar creature Duration: Instantaneous Saving Throw: Will negates Spell Resistance: Yes This spell forces an extraplanar creature back to its proper plane if it fails a special Will save (DC = spell’s save DC – creature’s HD + your caster level). If the spell is successful, the creature is instantly whisked away, but there is a 20% chance of actually sending the subject to a plane other than its own.
Dispel Chaos Level: Clr 5, Law 5, Pal 4 This spell functions like dispel evil, except that you are surrounded by constant, blue, lawful energy, and the spell affects chaotic creatures and spells rather than evil ones.
Dispel Evil Level: Clr 5, Good 5, Pal 4 Casting Time: 1 standard action Range: Touch Target or Targets: You and a touched evil creature from another plane; or you and an enchantment or evil spell on a touched creature or object Duration: 1 round/level or until discharged, whichever comes first Shimmering, white, holy energy surrounds you. This power has three effects. First, you gain a +4 deflection bonus to AC against attacks by evil creatures. Second, on making a successful melee touch attack against an evil creature from another plane, you can choose to drive that creature back to its home plane. The creature can negate the effects with a successful Will save (spell resistance applies). This use discharges and ends the spell. Third, with a touch you can automatically dispel any one enchantment spell cast by an evil creature or any one evil spell. Exception: Spells that can’t be dispelled by dispel magic also can’t be dispelled by dispel evil. Saving throws and spell resistance do not apply to this effect. This use discharges and ends the spell.
Dispel Good Level: Clr 5, Evil 5 This spell functions like dispel evil, except that you are surrounded by dark, wavering, unholy energy, and the spell affects good creatures and spells rather than evil ones.
Dispel Law Level: Chaos 5, Clr 5 This spell functions like dispel evil, except that you are surrounded by flickering, yellow, chaotic energy, and the spell affects lawful creatures and spells rather than evil ones.
Disrupt Undead Level: Sor/Wiz 0 Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Effect: Ray Duration: Instantaneous Saving Throw: None Spell Resistance: Yes You direct a ray of positive energy. You must make a ranged touch attack to hit,and if the ray hits an undead creature, it deals 1d6 points of damage to it
Dominate Animal Level: Drd 3 Casting Time: 1 round Range: Close (25 ft. + 5 ft./2 levels) Target: One animal Duration: 1 round/level Saving Throw: Will negates Spell Resistance: Yes You can enchant an animal and direct it with simple commands such as “Attack,” “Run,” and “Fetch.” Suicidal or self-destructive commands (including an order to attack a creature two or more size categories larger than the dominated animal) are simply ignored. Dominate animal establishes a mental link between you and the subject creature. The animal can be directed by silent mental command as long as it remains in range. You need not see the creature to control it. You do not receive direct sensory input from the creature, but you know what it is experiencing. Because you are directing the animal with your own intelligence, it may be able to undertake actions normally beyond its own comprehension. You need not concentrate exclusively on controlling the creature unless you are trying to direct it to do something it normally couldn’t do. Changing your instructions or giving a dominated creature a new command is the equivalent of redirecting a spell, so it is a move action.
Dominate Monster Level: Sor/Wiz 9 Target: One creature This spell functions like dominate person, except that the spell is not restricted by creature type.
Doom Level: Clr 1 Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Target: One living creature Duration: 1 min./level Saving Throw: Will negates Spell Resistance: Yes This spell fills a single subject with a feeling of horrible dread that causes it to become shaken.
Dream Level: Brd 5, Sor/Wiz 5 Casting Time: 1 minute Range: Unlimited Target: One living creature touched Saving Throw: None Spell Resistance: Yes You, or a messenger touched by you, sends a phantasmal message to others in the form of a dream. At the beginning of the spell, you must name the recipient or identify him or her by some title that leaves no doubt as to identity. The messenger then enters a trance, appears in the intended recipient’s dream, and delivers the message. The message can be of any length, and the recipient remembers it perfectly upon waking. The communication is one-way. The recipient cannot ask questions or offer information, nor can the messenger gain any information by observing the dreams of the recipient. Once the message is delivered, the messenger’s mind returns instantly to its body. The duration of the spell is the time required for the messenger to enter the recipient’s dream and deliver the message. If the recipient is awake when the spell begins, the messenger can choose to wake up (ending the spell) or remain in the trance. The messenger can remain in the trance until the recipient goes to sleep, then enter the recipient’s dream and deliver the message as normal. A messenger that is disturbed during the trance comes awake, ending the spell. Creatures who don’t sleep (such as elves, but not half-elves) or don’t dream cannot be contacted by this spell. The messenger is unaware of its own surroundings or of the activities around it while in the trance. It is defenseless both physically and mentally (always fails any saving throw) while in the trance.
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Eagle’s Splendor Level: Brd 2, Clr 2, Pal 2, Sor/Wiz 2 Casting Time: 1 standard action Range: Touch Target: Creature touched Duration: 1 min./level Saving Throw: Will negates (harmless) Spell Resistance: Yes The transmuted creature becomes more poised, articulate, and personally forceful. The spell grants a +4 enhancement bonus to Charisma, adding the usual benefits to Charisma-based skill checks and other uses of the Charisma modifier. Sorcerers and bards (and other spell casters who rely on Charisma) affected by this spell do not gain any additional bonus spells for the increased Charisma, but the save DCs for spells they cast while under this spell’s effect do increase. Arcane Material Component: A few feathers or a pinch of droppings from an eagle.
Elemental Swarm Level: Drd 9 Casting Time: 10 minutes Range: Medium (100 ft. + 10 ft./level) Effect: Two or more summoned creatures, no two of which can be more than 30 ft. apart Duration: 10 min./level (D) Saving Throw: None Spell Resistance: No This spell opens a portal to an Elemental Plane and summons elementals from it. A druid can choose the plane (Air, Earth, Fire, or Water); a cleric opens a portal to the plane matching his domain. When the spell is complete, 2d4 Large elementals appear. Ten minutes later, 1d4 Huge elementals appear. Ten minutes after that, one greater elemental appears. Each elemental has maximum hit points per HD. Once these creatures appear, they serve you for the duration of the spell. The elementals obey you explicitly and never attack you, even if someone else manages to gain control over them. You do not need to concentrate to maintain control over the elementals. You can dismiss them singly or in groups at any time. When you use a summoning spell to summon an air, earth, fire, or water creature, it is a spell of that type. For example, elemental swarm is a fire spell when you cast it to summon fire elementals and a water spell when you use it to summon water elementals.
Endure Elements Level: Clr 1, Drd 1, Pal 1, Rgr 1, Sor/Wiz 1 Casting Time: 1 standard action Range: Touch Target: Creature touched Duration: 24 hours Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless) A creature protected by endure elements suffers no harm from being in a hot or cold environment. It can exist comfortably in conditions between –50 and 140 degrees Fahrenheit without having to make Fortitude saves. The creature’s equipment is likewise protected. Endure elements doesn’t provide any protection from fire or cold damage, nor does it protect against other environmental hazards such as smoke, lack of air, and so forth.
Energy Drain Level: Clr 9, Sor/Wiz 9 Saving Throw: Fortitude partial This spell functions like enervation, except that the creature struck gains 2d4 negative levels, and the negative levels last longer. There is no saving throw to avoid gaining the negative levels, but 24 hours after gaining them, the subject must make a Fortitude saving throw (DC = energy drain spell’s save DC) for each negative level. If the save succeeds, that negative level is removed. If it fails, the negative level also goes away, but one of the subject’s character levels is permanently drained. An undead creature struck by the ray gains 2d4×5 temporary hit points for 1 hour.
Enervation Level: Sor/Wiz 4 Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Effect: Ray of negative energy Duration: Instantaneous Saving Throw: None Spell Resistance: Yes You point your finger and utter the incantation, releasing a black ray of crackling negative energy that suppresses the life force of any living creature it strikes. You must make a ranged touch attack to hit. If the attack succeeds, the subject gains 1d4 negative levels. If the subject has at least as many negative levels as HD, it dies. Each negative level gives a creature a –1 penalty on attack rolls, saving throws, skill checks, ability checks, and effective level (for determining the power, duration, DC, and other details of spells or special abilities). Additionally, a spell caster loses one spell or spell slot from his or her highest available level. Negative levels stack. Assuming the subject survives, it regains lost levels after a number of hours equal to your caster level (maximum 15 hours). Usually, negative levels have a chance of permanently draining the victim’s levels, but the negative levels from enervation don’t last long enough to do so. An undead creature struck by the ray gains 1d4×5 temporary hit points for 1 hour.
Entangle Level: Drd 1, Plant 1, Rgr 1 Casting Time: 1 standard action Range: Long (400 ft. + 40 ft./level) Area: Plants in a 40-ft.-radius spread Duration: 1 min./level (D) Saving Throw: Reflex partial; see text Spell Resistance: No Grasses, weeds, bushes, and even trees wrap, twist, and entwine about creatures in the area or those that enter the area, holding them fast and causing them to become entangled. The creature can break free and move half its normal speed by using a full-round action to make a DC 20 Strength check or a DC 20 Escape Artist check. A creature that succeeds on a Reflex save is not entangled but can still move at only half speed through the area. Each round on your turn, the plants once again attempt to entangle all creatures that have avoided or escaped entanglement. Note: The DM may alter the effects of the spell somewhat, based on the nature of the entangling plants.
Entropic Shield Level: Clr 1, Luck 1 Casting Time: 1 standard action Range: Personal Target: You Duration: 1 min./level (D) A magical field appears around you, glowing with a chaotic blast of multicolored hues. This field deflects incoming arrows, rays, and other ranged attacks. Each ranged attack directed at you for which the attacker must make an attack roll (including arrows, magic arrows, Melf’s acid arrow, ray of enfeeblement, and so forth) has a 20% miss chance (similar to the effects of concealment). Other attacks that simply work at a distance, such as a dragon’s breath weapon, are not affected.
Erase Level: Brd 1, Sor/Wiz 1 Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: One scroll or two pages Duration: Instantaneous Spell Resistance: No Erase removes writings of either magical or mundane nature from a scroll or from one or two pages of paper, parchment, or similar surfaces. With this spell, you can remove explosive runes, a glyph of warding, a sepia snake sigil, or an arcane mark, but not illusory script or a symbol spell. Nonmagical writing is automatically erased if you touch it and no one else is holding it. Otherwise, the chance of erasing nonmagical writing is 90%. Magic writing must be touched to be erased, and you also must succeed on a caster level check (1d20 + caster level) against DC 15. (A natural 1 or 2 is always a failure on this check.) If you fail to erase explosive runes, a glyph of warding, or a sepia snake sigil, you accidentally activate that writing instead.
Evard’s Black Tentacles Level: Sor/Wiz 4 Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Area: 20-ft.-radius spread Duration: 1 round/level (D) Saving Throw: None Spell Resistance: No This spell conjures a field of rubbery black tentacles, each 10 feet long. These waving members seem to spring forth from the earth, floor, or whatever surface is underfoot—including water. They grasp and entwine around creatures that enter the area, holding them fast and crushing them with great strength. Every creature within the area of the spell must make a grapple check, opposed by the grapple check of the tentacles. Treat the tentacles attacking a particular target as a Large creature with a base attack bonus equal to your caster level and a Strength score of 19. Thus, its grapple check modifier is equal to your caster level +8. The tentacles are immune to all types of damage. Once the tentacles grapple an opponent, they may make a grapple check each round on your turn to deal 1d6+4 points of bludgeoning damage. The tentacles continue to crush the opponent until the spell ends or the opponent escapes. Any creature that enters the area of the spell is immediately attacked by the tentacles. Even creatures who aren’t grappling with the tentacles may move through the area at only half normal speed. Material Component: A piece of tentacle from a giant octopus or a giant squid.
Explosive Runes Level: Sor/Wiz 3 Casting Time: 1 standard action Range: Touch Target: One touched object weighing no more than 10 lb. Duration: Permanent until discharged (D) Spell Resistance: Yes You trace these mystic runes upon a book, map, scroll, or similar object bearing written information. The runes detonate when read, dealing 6d6 points of force damage. Anyone next to the runes (close enough to read them) takes the full damage with no saving throw; any other creature within 10 feet of the runes is entitled to a Reflex save for half damage. The object on which the runes were written also takes full damage (no saving throw). You and any characters you specifically instruct can read the protected writing without triggering the runes. Likewise, you can remove the runes whenever desired. Another creature can remove them with a successful dispel magic or erase spell, but attempting to dispel or erase the runes and failing to do so triggers the explosion. Note: Magic traps such as explosive runes are hard to detect and disable. A rogue (only) can use the Search skill to find the runes and Disable Device to thwart them. The DC in each case is 25 + spell level, or 28 for explosive runes.
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Faerie Fire Level: Drd 1 Casting Time: 1 standard action Range: Long (400 ft. + 40 ft./level) Area: Creatures and objects within a 5-ft.- radius burst Duration: 1 min./level (D) Saving Throw: None Spell Resistance: Yes A pale glow surrounds and outlines the subjects. Outlined subjects shed light as candles. Outlined creatures do not benefit from the concealment normally provided by darkness (though a 2nd-level or higher magical darkness effect functions normally), blur, displacement, invisibility, or similar effects. The light is too dim to have any special effect on undead or darkdwelling creatures vulnerable to light. The faerie fire can be blue, green, or violet, according to your choice at the time of casting. The faerie fire does not cause any harm to the objects or creatures thus outlined.
Find Traps Level: Clr 2 Casting Time: 1 standard action Range: Personal Target: You Duration: 1 min./level You gain intuitive insight into the workings of traps. You can use the Search skill to detect traps just as a rogue can. In addition, you gain an insight bonus equal to one-half your caster level (maximum +10) on Search checks made to find traps while the spell is in effect. Note that find traps grants no ability to disable the traps that you may find.
Fire Storm Level: Clr 8, Drd 7, Fire 7 Casting Time: 1 round Range: Medium (100 ft. + 10 ft./level) Area: Two 10-ft. cubes per level (S) Duration: Instantaneous Saving Throw: Reflex half Spell Resistance: Yes When a fire storm spell is cast, the whole area is shot through with sheets of roaring flame. The raging flames do not harm natural vegetation, ground cover, and any plant creatures in the area that you wish to exclude from damage. Any other creature within the area takes 1d6 points of fire damage per caster level (maximum 20d6).
Fire Trap Level: Drd 2, Sor/Wiz 4 b 10 minutes Range: Touch Target: Object touched Duration: Permanent until discharged (D) Saving Throw: Reflex half; see text Spell Resistance: Yes Fire trap creates a fiery explosion when an intruder opens the item that the trap protects. A fire trap can ward any object that can be opened and closed (book, box, bottle, chest, coffer, coffin, door, drawer, and so forth). When casting fire trap, you select a point on the object as the spell’s center. When someone other than you opens the object, a fiery explosion fills the area within a 5- foot radius around the spell’s center. The flames deal 1d4 points of fire damage +1 point per caster level (maximum +20). The item protected by the trap is not harmed by this explosion. A fire trapped item cannot have a second closure or warding spell placed on it. A knock spell does not bypass a fire trap. An unsuccessful dispel magic spell does not detonate the spell. Underwater, this ward deals half damage and creates a large cloud of steam. You can use the fire trapped object without discharging it, as can any individual to whom the object was specifically attuned when cast. Attuning a fire trapped object to an individual usually involves setting a password that you can share with friends. Note: Magic traps such as fire trap are hard to detect and disable. A rogue (only) can use the Search skill to find a fire trap and Disable Device to thwart it. The DC in each case is 25 + spell level (DC 27 for a druid’s fire trap or DC 29 for the arcane version). Material Component: A half-pound of gold dust (cost 25 gp) sprinkled on the warded object.
Fireball Level: Sor/Wiz 3 Casting Time: 1 standard action Range: Long (400 ft. + 40 ft./level) Area: 20-ft.-radius spread Duration: Instantaneous Saving Throw: Reflex half Spell Resistance: Yes A fireball spell is an explosion of flame that detonates with a low roar and deals 1d6 points of fire damage per caster level (maximum 10d6) to every creature within the area. Unattended objects also take this damage. The explosion creates almost no pressure. You point your finger and determine the range (distance and height) at which the fireball is to burst. A glowing, pea-sized bead streaks from the pointing digit and, unless it impacts upon a material body or solid barrier prior to attaining the prescribed range, blossoms into the fireball at that point. (An early impact results in an early detonation.) If you attempt to send the bead through a narrow passage, such as through an arrow slit, you must “hit” the opening with a ranged touch attack, or else the bead strikes the barrier and detonates prematurely. The fireball sets fire to combustibles and damages objects in the area. It can melt metals with low melting points, such as lead, gold, copper, silver, and bronze. If the damage caused to an interposing barrier shatters or breaks through it, the fireball may continue beyond the barrier if the area permits; otherwise it stops at the barrier just as any other spell effect does. Material Component: A tiny ball of bat guano and sulfur.
Flame Arrow Level: Sor/Wiz 3 Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: Fifty projectiles, all of which must be in contact with each other at the time of casting Duration: 10 min./level Saving Throw: None Spell Resistance: No You turn ammunition (such as arrows, bolts, shuriken, and stones) into fiery projectiles. Each piece of ammunition deals an extra 1d6 points of fire damage to any target it hits. A flaming projectile can easily ignite a flammable object or structure, but it won’t ignite a creature it strikes. Material Component: A drop of oil and a small piece of flint.
Flame Blade Level: Drd 2 Casting Time: 1 standard action Range: 0 ft. Effect: Sword-like beam Duration: 1 min./level (D) Saving Throw: None Spell Resistance: Yes A 3-foot-long, blazing beam of red-hot fire springs forth from your hand. You wield this blade like beam as if it were a scimitar. Attacks with the flame blade are melee touch attacks. The blade deals 1d8 points of fire damage +1 point per two caster levels (maximum +10). Since the blade is immaterial, your Strength modifier does not apply to the damage. A flame blade can ignite combustible materials such as parchment, straw, dry sticks, and cloth. The spell does not function underwater.
Flame Strike Level: Clr 5, Drd 4, Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Area: Cylinder (10-ft. radius, 40 ft. high) Duration: Instantaneous Saving Throw: Reflex half Spell Resistance: Yes A flame strike produces a vertical column of divine fire roaring downward. The spell deals 1d6 points of damage per caster level (maximum 15d6). Half the damage is fire damage, but the other half results directly from divine power and is therefore not subject to being reduced by resistance to fire-based attacks, such as that granted by protection from energy (fire), fire shield (chill shield), and similar magic.
Flaming Sphere Level: Drd 2, Sor/Wiz 2 Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Effect: 5-ft.-diameter sphere Duration: 1 round/level Saving Throw: Reflex negates Spell Resistance: Yes A burning globe of fire rolls in whichever direction you point and burns those it strikes. It moves 30 feet per round. As part of this movement, it can ascend or jump up to 30 feet to strike a target. If it enters a space with a creature, it stops moving for the round and deals 2d6 points of fire damage to that creature, though a successful Reflex save negates that damage. A flaming sphere rolls over barriers less than 4 feet tall, such as furniture and low walls. It ignites flammable substances it touches and illuminates the same area as a torch would. The sphere moves as long as you actively direct it (a move action for you); otherwise, it merely stays at rest and burns. It can be extinguished by any means that would put out a normal fire of its size. The surface of the sphere has a spongy, yielding consistency and so does not cause damage except by its flame. It cannot push aside unwilling creatures or batter down large obstacles. A flaming sphere winks out if it exceeds the spell’s range. Arcane Material Component: A bit of tallow, a pinch of brimstone, and a dusting of powdered iron.
Flare Level: Brd 0, Drd 0, Sor/Wiz 0 Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Effect: Burst of light Duration: Instantaneous Saving Throw: Fortitude negates Spell Resistance: Yes This cantrip creates a burst of light. If you cause the light to burst directly in front of a single creature, that creature is dazzled for 1 minute unless it makes a successful Fortitude save. Sightless creatures, as well as creatures already dazzled, are not affected by flare.
Flesh to Stone Level: Sor/Wiz 6 Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Target: One creature Duration: Instantaneous Saving Throw: Fortitude negates Spell Resistance: Yes The subject, along with all its carried gear, turns into a mindless, inert statue. If the statue resulting from this spell is broken or damaged, the subject (if ever returned to its original state) has similar damage or deformities. The creature is not dead, but it does not seem to be alive either when viewed with spells such as deathwatch. Only creatures made of flesh are affected by this spell. Material Component: Lime, water, and earth.
Fog Cloud Level: Drd 2, Sor/Wiz 2, Water 2 Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft. level) Effect: Fog spreads in 20-ft. radius, 20 ft. high Duration: 10 min./level Saving Throw: None Spell Resistance: No A bank of fog billows out from the point you designate. The fog obscures all sight, including dark vision, beyond 5 feet. A creature within 5 feet has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker can’t use sight to locate the target). A moderate wind (11+ mph) disperses the fog in 4 rounds; a strong wind (21+ mph) disperses the fog in 1 round. The spell does not function underwater.
Fox’s Cunning Level: Brd 2, Sor/Wiz 2 Casting Time: 1 standard action Range: Touch Target: Creature touched Duration: 1 min./level Saving Throw: Will negates (harmless) Spell Resistance: Yes The transmuted creature becomes smarter. The spell grants a +4 enhancement bonus to Intelligence, adding the usual benefits to Intelligence-based skill checks and other uses of the Intelligence modifier. Wizards (and other spell casters who rely on Intelligence) affected by this spell do not gain any additional bonus spells for the increased Intelligence, but the save DCs for spells they cast while under this spell’s effect do increase. This spell doesn’t grant extra skill points. Arcane Material Component: A few hairs, or a pinch of dung, from a fox.
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Posts : 3624 Points : -2147476748 Reputation : 31 Join date : 2012-08-08 Age : 27
| Subject: Re: 3 Realms Sign Ups/Rule Book Fri Apr 01, 2016 2:16 am | |
| The Spells G-I - Spells:
- G:
Ghost Sound Level: Brd 0, Sor/Wiz 0 Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Effect: Illusory sounds Duration: 1 round/level (D) Saving Throw: Will disbelief (if interacted with) Spell Resistance: No Ghost sound allows you to create a volume of sound that rises, recedes, approaches, or remains at a fixed place. You choose what type of sound ghost sound creates when casting it and cannot thereafter change the sound’s basic character. The volume of sound created depends on your level. You can produce as much noise as four normal humans per caster level (maximum twenty humans). Thus, talking, singing, shouting, walking, marching, or running sounds can be created. The noise a ghost sound spell produces can be virtually any type of sound within the volume limit. A horde of rats running and squeaking is about the same volume as eight humans running and shouting. A roaring lion is equal to the noise from sixteen humans, while a roaring dire tiger is equal to the noise from twenty humans. Ghost sound can enhance the effectiveness of a silent image spell. Ghost sound can be made permanent with a permanency spell. Material Component: A bit of wool or a small lump of wax.
Ghoul Touch Level: Sor/Wiz 2 Casting Time: 1 standard action Range: Touch Target: Living humanoid touched Duration: 1d6+2 rounds Saving Throw: Fortitude negates Spell Resistance: Yes Imbuing you with negative energy, this spell allows you to paralyze a single living humanoid for the duration of the spell with a successful melee touch attack. Additionally, the paralyzed subject exudes a carrion stench that causes all living creatures (except you) in a 10-foot-radius spread to become sickened (Fortitude negates). A neutralize poison spell removes the effect from a sickened creature, and creatures immune to poison are unaffected by the stench. Material Component: A small scrap of cloth taken from clothing worn by a ghoul, or a pinch of earth from a ghoul’s lair.
Glibness Level: Brd 3 Casting Time: 1 standard action Range: Personal Target: You Duration: 10 min./level (D) Your speech becomes fluent and more believable. You gain a +30 bonus on Bluff checks made to convince another of the truth of your words. (This bonus doesn’t apply to other uses of the Bluff skill, such as feinting in combat, creating a diversion to hide, or communicating a hidden message via innuendo.) If a magic effect is attempted against you that would detect your lies or force you to speak the truth (such as discern lies or zone of truth), the caster of the effect must succeed on a caster level check (1d20 + caster level) against a DC of 15 + your caster level to succeed. Failure means the effect does not detect your lies or force you to speak only the truth.
Glitter Dust Level: Brd 2, Sor/Wiz 2 Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Area: Creatures and objects within 10-ft.- radius spread Duration: 1 round/level Saving Throw: Will negates (blinding only) Spell Resistance: No A cloud of golden particles covers everyone and everything in the area, causing creatures to become blinded and visibly outlining invisible things for the duration of the spell. All within the area are covered by the dust, which cannot be removed and continues to sparkle until it fades. Any creature covered by the dust takes a –40 penalty on Hide checks. Material Component: Ground mica.
Goodberry Level: Drd 1 Casting Time: 1 standard action Range: Touch Targets: 2d4 fresh berries touched Duration: One day/level Saving Throw: None Spell Resistance: Yes Casting goodberry upon a handful of freshly picked berries makes 2d4 of them magical. You (as well as any other druid of 3rd or higher level) can immediately discern which berries are affected. Each transmuted berry provides nourishment as if it were a normal meal for a Medium creature. The berry also cures 1 point of damage when eaten, subject to a maximum of 8 points of such curing in any 24-hour period.
Good Hope Level: Brd 3 Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Targets: One living creature/level, no two of which may be more than 30 ft. apart Duration: 1 min./level Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless) This spell instills powerful hope in the subjects. Each affected creature gains a +2 morale bonus on saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls. Good hope counters and dispels crushing despair.
Grease Level: Brd 1, Sor/Wiz 1 Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target or Area: One object or a 10-ft. square Duration: 1 round/level (D) Spell Resistance: No A grease spell covers a solid surface with a layer of slippery grease. Any creature in the area when the spell is cast must make a successful Reflex save or fall. This save is repeated on your turn each round that the creature remains within the area. A creature can walk within or through the area of grease at half normal speed with a DC 10 Balance check. Failure means it can’t move that round (and must then make a Reflex save or fall), while failure by 5 or more means it falls (see the Balance skill for details). The DM should adjust saving throws by circumstance. For example, a creature charging down an incline that is suddenly greased has little chance to avoid the effect, but its ability to exit the affected area is almost assured (whether it wants to or not).
The spell can also be used to create a greasy coating on an item—a rope, ladder rungs, or a weapon handle, for instance. Material objects not in use are always affected by this spell, while an object wielded or employed by a creature receives a Reflex saving throw to avoid the effect. If the initial saving throw fails, the creature immediately drops the item. A saving throw must be made in each round that the creature attempts to pick up or use the greased item. A creature wearing greased armor or clothing gains a +10 circumstance bonus on Escape Artist checks and on grapple checks made to resist or escape a grapple or to escape a pin. Material Component: A bit of pork rind or butter.
- H:
Halt Undead Level: Sor/Wiz 3 Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Targets: Up to three undead creatures, no two of which can be more than 30 ft. apart Duration: 1 round/level Saving Throw: Will negates Spell Resistance: Yes This spell renders as many as three undead creatures immobile. A nonintelligent undead creature (such as a skeleton or zombie) gets no saving throw; an intelligent undead creature does. If the spell is successful, it renders the undead creature immobile for the duration of the spell (similar to the effect of hold person on a living creature). The effect is broken if the halted creatures are attacked or take damage. Material Component: A pinch of sulfur and powdered garlic.
Heal Level: Clr 6, Drd 7 Casting Time: 1 standard action Range: Touch Target: Creature touched Duration: Instantaneous Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless) Heal enables you to channel positive energy into a creature to wipe away injury and afflictions. It immediately ends any and all of the following adverse conditions affecting the Target: ability damage, blinded, confused, dazed, dazzled, deafened, diseased, exhausted, fatigued, feeble minded, insanity, nauseated, sickened, stunned, and poisoned. It also cures 10 hit points of damage per level of the caster, to a maximum of 150 points at 15th level. Heal does not remove negative levels, restore permanently drained levels, or restore permanently drained ability score points. If used against an undead creature, heal instead acts like harm.
Heroism Level: Brd 2, Sor/Wiz 3 Casting Time: 1 standard action Range: Touch Target: Creature touched Duration: 10 min./level Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless) This spell imbues a single creature with great bravery and morale in battle. The target gains a +2 morale bonus on attack rolls, saves, and skill checks.
Heroism, Greater Level: Brd 5, Sor/Wiz 6 Duration: 1 min./level This spell functions like heroism, except the creature gains a +4 morale bonus on attack rolls, saves, and skill checks, immunity to fear effects, and temporary hit points equal to your caster level (maximum 20).
Hide from Animals Level: Drd 1, Rgr 1 Casting Time: 1 standard action Range: Touch Targets: One creature touched/level Duration: 10 min./level (D) Saving Throw: Will negates (harmless) Spell Resistance: Yes Animals cannot see, hear, or smell the warded creatures. Even extraordinary or supernatural sensory capabilities, such as blind sense, blind sight, scent, and tremor sense, cannot detect or locate warded creatures. Animals simply act as though the warded creatures are not there. Warded creatures could stand before the hungriest of lions and not be molested or even noticed. If a warded character touches an animal or attacks any creature, even with a spell, the spell ends for all recipients.
Hide from Undead Level: Clr 1 Casting Time: 1 standard action Range: Touch Targets: One touched creature/level Duration: 10 min./level (D) Saving Throw: Will negates (harmless) Spell Resistance: Yes Undead cannot see, hear, or smell the warded creatures. Even extraordinary or supernatural sensory capabilities, such as blind sense, blind sight, scent, and tremor sense, cannot detect or locate warded creatures. Nonintelligent undead creatures are automatically affected and act as though the warded creatures are not there. An intelligent undead creature gets a single Will saving throw. If it fails, the subject can’t see any of the warded creatures. However, if it has reason to believe unseen opponents are present, it can attempt to find or strike them. If a warded creature attempts to turn or command undead, touches an undead creature, or attacks any creature (even with a spell), the spell ends for all recipients.
Holy Smite Level: Clr 4 Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Area: 20-ft.-radius burst Duration: Instantaneous (1 round) Saving Throw: Will partial Spell Resistance: Yes You draw down holy power to smite your enemies. Only evil and neutral creatures are harmed by the spell; good creatures are unaffected. The spell deals 1d8 points of damage per two caster levels (maximum 5d8) to each evil creature in the area (or 1d6 points of damage per caster level, maximum 10d6, to an evil outsider) and causes it to become blinded for 1 round. A successful Will saving throw reduces damage to half and negates the blinded effect. The spell deals only half damage to creatures who are neither good nor evil, and they are not blinded. Such a creature can reduce that damage by half (down to one-quarter of the roll) with a successful Will save.
Holy Sword Level: Pal 4 Casting Time: 1 standard action Range: Touch Target: Melee weapon touched Duration: 1 round/level Saving Throw: None Spell Resistance: No This spell allows you to channel holy power into your sword, or any other melee weapon you choose. The weapon acts as a +5 holy weapon (+5 enhancement bonus on attack and damage rolls, extra 2d6 damage against evil opponents). It also emits a magic circle against evil effect (as the spell). If the magic circle ends, the sword creates a new one on your turn as a free action. The spell is automatically canceled 1 round after the weapon leaves your hand. You cannot have more than one holy sword at a time. If this spell is cast on a magic weapon, the powers of the spell supersede any that the weapon normally has, rendering the normal enhancement bonus and powers of the weapon inoperative for the duration of the spell. This spell is not cumulative with bless weapon or any other spell that might modify the weapon in any way. This spell does not work on artifacts. Note: A masterwork weapon’s bonus to attack does not stack with an enhancement bonus to attack
Horrid Wilting Level: Sor/Wiz 8, Water 8 Casting Time: 1 standard action Range: Long (400 ft. + 40 ft./level) Targets: Living creatures, no two of which can be more than 60 ft. apart Duration: Instantaneous Saving Throw: Fortitude half Spell Resistance: Yes This spell evaporates moisture from the body of each subject living creature, dealing 1d6 points of damage per caster level (maximum 20d6). This spell is especially devastating to water elementals and plant creatures, which instead take 1d8 points of damage per caster level (maximum 20d8). Arcane Material Component: A bit of sponge.
- I:
Ice Storm Level: Drd 4, Sor/Wiz 4 Casting Time: 1 standard action Range: Long (400 ft. + 40 ft./level) Area: Cylinder (20-ft. radius, 40 ft. high) Duration: 1 full round Saving Throw: None Spell Resistance: Yes Great magical hailstones pound down for 1 full round, dealing 3d6 points of bludgeoning damage and 2d6 points of cold damage to every creature in the area. A –4 penalty applies to each Listen check made within the ice storm’s effect, and all land movement within its area is at half speed. At the end of the duration, the hail disappears, leaving no aftereffects (other than the damage dealt). Arcane Material Component: A pinch of dust and a few drops of water.
Identify Level: Brd 1, Sor/Wiz 1 Casting Time: 1 hour Range: Touch Targets: One touched object Duration: Instantaneous Saving Throw: None Spell Resistance: No The spell determines all magic properties of a single magic item, including how to activate those functions (if appropriate), and how many charges are left (if any). Identify does not function when used on an artifact (see the Dungeon Master’s Guide for details on artifacts). Arcane Material Component: A pearl of at least 100 gp value, crushed and stirred into wine with an owl feather; the infusion must be drunk prior to spell casting.
Illusory Script Level: Brd 3, Sor/Wiz 3 Casting Time: 1 minute or longer Range: Touch Target: One touched object weighing no more than 10 lb. Duration: One day/level (D) Saving Throw: Will negates Spell Resistance: Yes You write instructions or other information on parchment, paper, or any suitable writing material. The illusory script appears to be some form of foreign or magical writing. Only the person (or people) designated by you at the time of the casting are able to read the writing; it’s unintelligible to any other character, although an illusionist recognizes it as illusory script. Any unauthorized creature attempting to read the script triggers a potent illusory effect and must make a saving throw. A successful saving throw means the creature can look away with only a mild sense of disorientation.
Failure means the creature is subject to a suggestion implanted in the script by you at the time the illusory script spell was cast. The suggestion lasts only 30 minutes. Typical suggestions include “Close the book and leave,” “Forget the existence of the book,” and so forth. If successfully dispelled by dispel magic, the illusory script and its secret message disappear. The hidden message can be read by a combination of the true seeing spell with the read magic or comprehend languages spell. The casting time depends on how long a message you wish to write, but it is always at least 1 minute. Material Component: A lead-based ink (cost of not less than 50 gp).
Illusory Wall Level: Sor/Wiz 4 Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Effect: Image 1 ft. by 10 ft. by 10 ft. Duration: Permanent Saving Throw: Will disbelief (if interacted with) Spell Resistance: No This spell creates the illusion of a wall, floor, ceiling, or similar surface. It appears absolutely real when viewed, but physical objects can pass through it without difficulty. When the spell is used to hide pits, traps, or normal doors, any detection abilities that do not require sight work normally. Touch or a probing search reveals the true nature of the surface, though such measures do not cause the illusion to disappear.
Inflict Minor Wounds Level: Clr 0 Saving Throw: Will negates This spell functions like inflict light wounds, except that you deal 1 point of damage and a Will save negates the damage instead of halving it.
Inflict Moderate Wounds Level: Clr 2 This spell functions like inflict light wounds, except that you deal 2d8 points of damage +1 point per caster level (maximum +10).
Inflict Serious Wounds Level: Clr 3 This spell functions like inflict light wounds, except that you deal 3d8 points of damage +1 point per caster level (maximum +15).
Insect Plague Level: Clr 5, Drd 5 Casting Time: 1 round Range: Long (400 ft. + 40 ft./level) Effect: One swarm of locusts per three levels, each of which must be adjacent to at least one other swarm Duration: 1 min./level Saving Throw: None Spell Resistance: No You summon a number of swarms of locusts (one per three levels, to a maximum of six swarms at 18th level). The swarms must be summoned so that each one is adjacent to at least one other swarm (that is, the swarms must fill one contiguous area). You may summon the locust swarms so that they share the area of other creatures. Each swarm attacks any creatures occupying its area. The swarms are stationary after being summoned, and won’t pursue creatures that flee.
Iron Body Level: Sor/Wiz 8 Casting Time: 1 standard action Range: Personal Target: You Duration: 1 min./level (D) This spell transforms your body into living iron, which grants you several powerful resistances and abilities. You gain damage reduction 15/adamantine. You are immune to blindness, critical hits, ability score damage, deafness, disease, drowning, electricity, poison, stunning, and all spells or attacks that affect your physiology or respiration, because you have no physiology or respiration while this spell is in effect. You take only half damage from acid and fire of all kinds. However, you also become vulnerable to all special attacks that affect iron golems.
You gain a +6 enhancement bonus to your Strength score, but you take a –6 penalty to Dexterity as well (to a minimum Dexterity score of 1), and your speed is reduced to half normal. You have an arcane spell failure chance of 50% and a –8 armor check penalty, just as if you were clad in full plate armor. You cannot drink (and thus can’t use potions) or play wind instruments.
Your unarmed attacks deal damage equal to a club sized for you (1d4 for Small characters or 1d6 for Medium characters), and you are considered armed when making unarmed attacks. Your weight increases by a factor of ten, causing you to sink in water like a stone. However, you could survive the crushing pressure and lack of air at the bottom of the ocean—at least until the spell duration expires. Arcane Material Component: A small piece of iron that was once part of either an iron golem, a hero’s armor, or a war machine
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Posts : 3624 Points : -2147476748 Reputation : 31 Join date : 2012-08-08 Age : 27
| Subject: Re: 3 Realms Sign Ups/Rule Book Fri Apr 01, 2016 4:54 pm | |
| The Spells K-M - Spells:
- K:
Know Direction Level: Brd 0, Drd 0 Casting Time: 1 standard action Range: Personal Target: You Duration: Instantaneous You instantly know the direction of north from your current position. The spell is effective in any environment in which “north” exists, but it may not work in extraplanar settings. Your knowledge of north is correct at the moment of casting, but you can get lost again within moments if you don’t find some external reference point to help you keep track of direction.
- L:
Light Level: Brd 0, Clr 0, Drd 0, Sor/Wiz 0 Casting Time: 1 standard action Range: Touch Target: Object touched Duration: 10 min./level (D) Saving Throw: None Spell Resistance: No This spell causes an object to glow like a torch, shedding bright light in a 20-foot radius (and dim light for an additional 20 feet) from the point you touch. The effect is immobile, but it can be cast on a movable object. Light taken into an area of magical darkness does not function. A light spell (one with the light descriptor) counters and dispels a darkness spell (one with the darkness descriptor) of an equal or lower level. Arcane Material Component: A firefly or a piece of phosphorescent moss.
Lightning Bolt Level: Sor/Wiz 3 Casting Time: 1 standard action Range: 120 ft. Area: 120-ft. line Duration: Instantaneous Saving Throw: Reflex half Spell Resistance: Yes You release a powerful stroke of electrical energy that deals 1d6 points of electricity damage per caster level (maximum 10d6) to each creature within its area. The bolt begins at your fingertips. The lightning bolt sets fire to combustibles and damages objects in its path. It can melt metals with a low melting point, such as lead, gold, copper, silver, or bronze. If the damage caused to an interposing barrier shatters or breaks through it, the bolt may continue beyond the barrier if the spell’s range permits; otherwise, it stops at the barrier just as any other spell effect does. Material Component: A bit of fur and an amber, crystal, or glass rod.
Live Oak Level: Drd 6 Casting Time: 10 minutes Range: Touch Target: Tree touched Duration: One day/level (D) Saving Throw: None Spell Resistance: No This spell turns an oak tree into a protector or guardian. The spell can be cast on only a single tree at a time; while live oak is in effect, you can’t cast it again on another tree. The tree on which the spell is cast must be within 10 feet of your dwelling place, within a place sacred to you, or within 300 feet of something that you wish to guard or protect. Live oak must be cast on a healthy, Huge oak. A triggering phrase of up to one word per caster level is placed on the targeted oak. For instance, “Attack any persons who come near without first saying ‘sacred mistletoe’ “ is an eleven-word trigger phrase that you could use at 11th level or higher. The live oak spell triggers the tree into animating as a treant (see the Monster Manual). At the DM’s option, you can extrapolate statistics for a smaller tree from the treant statistics if you cast live oak on a smaller oak. If live oak is dispelled, the tree takes root immediately, wherever it happens to be. If released by you, the tree tries to return to its original location before taking root.
Lullaby Level: Brd 0 Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Area: Living creatures within a 10-ft.- radius burst Duration: Concentration + 1 round/level (D) Saving Throw: Will negates Spell Resistance: Yes Any creature within the area that fails a Will save becomes drowsy and inattentive, taking a –5 penalty on Listen and Spot checks and a –2 penalty on Will saves against sleep effects while the lullaby is in effect. Lullaby lasts for as long as the caster concentrates, plus up to 1 round per caster level thereafter.
- M:
Mage ArmorLevel: Sor/Wiz 1 Casting Time: 1 standard action Range: Touch Target: Creature touched Duration: 1 hour/level (D) Saving Throw: Will negates (harmless) Spell Resistance: No An invisible but tangible field of force surrounds the subject of a mage armor spell, providing a +4 armor bonus to AC. Unlike mundane armor, mage armor entails no armor check penalty, arcane spell failure chance, or speed reduction. Since mage armor is made of force, incorporeal creatures can’t bypass it the way they do normal armor. Focus: A piece of cured leather. Mage HandLevel: Brd 0, Sor/Wiz 0 Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: One nonmagical, unattended object weighing up to 5 lb. Duration: Concentration Saving Throw: None Spell Resistance: No You point your finger at an object and can lift it and move it at will from a distance. As a move action, you can propel the object as far as 15 feet in any direction, though the spell ends if the distance between you and the object ever exceeds the spell’s range. Magic Circle against Chaos Level: Clr 3, Pal 3, Sor/Wiz 3 This spell functions like magic circle against evil, except that it is similar to protection from chaos instead of protection from evil, and it can imprison a nonlawful called creature. Magic Circle against Evil Level: Clr 3, Pal 3, Sor/Wiz 3 Casting Time: 1 standard action Range: Touch Area: 10-ft.-radius emanation from touched creature Duration: 10 min./level Saving Throw: Will negates (harmless) Spell Resistance: No - Spoiler:
All creatures within the area gain the effects of a protection from evil spell, and no nongood summoned creatures can enter the area either. You must overcome a creature’s spell resistance in order to keep it at bay (as in the third function of protection from evil), but the deflection and resistance bonuses and the protection from mental control apply regardless of enemies’ spell resistance. This spell has an alternative version that you may choose when casting it. A magic circle against evil can be focused inward rather than outward.
When focused inward, the spell binds a nongood called creature (such as those called by the lesser planar binding, planar binding, and greater planar binding spells) for a maximum of 24 hours per caster level, provided that you cast the spell that calls the creature within 1 round of casting the magic circle. The creature cannot cross the circle’s boundaries. If a creature too large to fit into the spell’s area is the subject of the spell, the spell acts as a normal protection from evil spell for that creature only.
A magic circle leaves much to be desired as a trap. If the circle of powdered silver laid down in the process of spell casting is broken, the effect immediately ends. The trapped creature can do nothing that disturbs the circle, directly or indirectly, but other creatures can. If the called creature has spell resistance, it can test the trap once a day. If you fail to overcome its spell resistance, the creature breaks free, destroying the circle.
A creature capable of any form of dimensional travel (astral projection, blink, dimension door, etherealness, gate, plane shift, shadow walk, teleport, and similar abilities) can simply leave the circle through that means. You can prevent the creature’s extra dimensional escape by casting a dimensional anchor spell on it, but you must cast the spell before the creature acts. If you are successful, the anchor effect lasts as long as the magic circle does. The creature cannot reach across the magic circle, but its ranged attacks (ranged weapons, spells, magical abilities, and the like) can.
The creature can attack any target it can reach with its ranged attacks except for the circle itself. You can add a special diagram (a two dimensional bounded figure with no gaps along its circumference, augmented with various magical sigils) to make the magic circle more secure. Drawing the diagram by hand takes 10 minutes and requires a DC 20 Spell craft check. The DM makes this check secretly. If the check fails, the diagram is ineffective.
You can take 10 when drawing the diagram if you are under no particular time pressure to complete the task. This task also takes 10 full minutes. If time is no factor at all, and you devote 3 hours and 20 minutes to the task, you can take 20. A successful diagram allows you to cast a dimensional anchor spell on the magic circle during the round before casting any summoning spell. The anchor holds any called creatures in the magic circle for 24 hours per caster level.
A creature cannot use its spell resistance against a magic circle prepared with a diagram, and none of its abilities or attacks can cross the diagram. If the creature tries a Charisma check to break free of the trap, the DC increases by 5. The creature is immediately released if anything disturbs the diagram—even a straw laid across it. However, the creature itself cannot disturb the diagram either directly or indirectly, as noted above. This spell is not cumulative with protection from evil and vice versa. Arcane Material Component: A little powdered silver with which you trace a 3-foot diameter circle on the floor (or ground) around the creature to be warded. Magic Circle against GoodLevel: Clr 3, Sor/Wiz 3 This spell functions like magic circle against evil, except that it is similar to protection from good instead of protection from evil, and it can imprison a nonevil called creature. Magic Circle against Law Level: Clr 3, Sor/Wiz 3 This spell functions like magic circle against evil, except that it is similar to protection from law instead of protection from evil, and it can imprison a nonchaotic called creature. Magic FangLevel: Drd 1, Rgr 1 Casting Time: 1 standard action Range: Touch Target: Living creature touched Duration: 1 min./level Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless) Magic fang gives one natural weapon of the subject a +1 enhancement bonus on attack and damage rolls. The spell can affect a slam attack, fist, bite, or other natural weapon. (The spell does not change an unarmed strike’s damage from nonlethal damage to lethal damage.) Magic fang can be made permanent with a permanency spell. Magic Fang, GreaterLevel: Drd 3, Rgr 3 Range: Close (25 ft. + 5 ft./2 levels) Target: One living creature Duration: 1 hour/level This spell functions like magic fang, except that the enhancement bonus on attack and damage rolls is +1 per four caster levels (maximum +5). Alternatively, you may imbue all of the creature’s natural weapons with a +1 enhancement bonus (regardless of your caster level). Greater magic fang can be made permanent with a permanency spell. Magic Missile Level: Sor/Wiz 1 Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Targets: Up to five creatures, no two of which can be more than 15 ft. apart Duration: Instantaneous Saving Throw: None Spell Resistance: Yes A missile of magical energy darts forth from your fingertip and strikes its target, dealing 1d4+1 points of force damage. The missile strikes unerringly, even if the target is in melee combat or has less than total cover or total concealment. Specific parts of a creature can’t be singled out. Inanimate objects are not damaged by the spell. For every two caster levels beyond 1st, you gain an additional missile—two at 3rd level, three at 5th, four at 7th, and the maximum of five missiles at 9th level or higher. If you shoot multiple missiles, you can have them strike a single creature or several creatures. A single missile can strike only one creature. You must designate targets before you check for spell resistance or roll damage. Magic WeaponLevel: Clr 1, Pal 1, Sor/Wiz 1, War 1 Casting Time: 1 standard action Range: Touch Target: Weapon touched Duration: 1 min./level Saving Throw: Will negates (harmless, object) Spell Resistance: Yes (harmless, object) Magic weapon gives a weapon a +1 enhancement bonus on attack and damage rolls. (An enhancement bonus does not stack with a masterwork weapon’s +1 bonus on attack rolls.) You can’t cast this spell on a natural weapon, such as an unarmed strike (instead, see magic fang). A monk’s unarmed strike is considered a weapon, and thus it can be enhanced by this spell. Magic Weapon, Greater Level: Clr 4, Pal 3, Sor/Wiz 3 Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: One weapon or fifty projectiles (all of which must be in contact with each other at the time of casting) Duration: 1 hour/level Saving Throw: Will negates (harmless, object) Spell Resistance: Yes (harmless, object) This spell functions like magic weapon, except that it gives a weapon an enhancement bonus on attack and damage rolls of +1 per four caster levels (maximum +5). Alternatively, you can affect as many as fifty arrows, bolts, or bullets. The projectiles must be of the same kind, and they have to be together (in the same quiver or other container). Projectiles, but not thrown weapons, lose their transmutation when used. (Treat shuriken as projectiles, rather than as thrown weapons, for the purpose of this spell.) Arcane Material Component: Powdered lime and carbon. Mending Level: Brd 0, Clr 0, Drd 0, Sor/Wiz 0 Casting Time: 1 standard action Range: 10 ft. Target: One object of up to 1 lb. Duration: Instantaneous Saving Throw: Will negates (harmless, object) Spell Resistance: Yes (harmless, object) Mending repairs small breaks or tears in objects (but not warps, such as might be caused by a warp wood spell). It will weld broken metallic objects such as a ring, a chain link, a medallion, or a slender dagger, providing but one break exists. Ceramic or wooden objects with multiple breaks can be invisibly rejoined to be as strong as new. A hole in a leather sack or a wineskin is completely healed over by mending. The spell can repair a magic item, but the item’s magical abilities are not restored. The spell cannot mend broken magic rods, staffs, or wands, nor does it affect creatures (including constructs). Message Level: Brd 0, Sor/Wiz 0 Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Targets: One creature/level Duration: 10 min./level Saving Throw: None Spell Resistance: No You can whisper messages and receive whispered replies with little chance of being overheard. You point your finger at each creature you want to receive the message. When you whisper, the whispered message is audible to all targeted creatures within range. Magical silence, 1 foot of stone, 1 inch of common metal (or a thin sheet of lead), or 3 feet of wood or dirt blocks the spell. The message does not have to travel in a straight line. It can circumvent a barrier if there is an open path between you and the subject, and the path’s entire length lies within the spell’s range. The creatures that receive the message can whisper a reply that you hear. The spell transmits sound, not meaning. It doesn’t transcend language barriers. Note: To speak a message, you must mouth the words and whisper, possibly allowing observers the opportunity to read your lips. Focus: A short piece of copper wire.
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Posts : 3624 Points : -2147476748 Reputation : 31 Join date : 2012-08-08 Age : 27
| Subject: Re: 3 Realms Sign Ups/Rule Book Fri Apr 01, 2016 9:42 pm | |
| The Spells N-P - Spells:
- N:
Neutralize Poison Level: Brd 4, Clr 4, Drd 3, Pal 4, Rgr 3 Casting Time: 1 standard action Range: Touch Target: Creature or object of up to 1 cu. ft./level touched Duration: 10 min./level Saving Throw: Will negates (harmless, object) Spell Resistance: Yes (harmless, object) You detoxify any sort of venom in the creature or object touched. A poisoned creature suffers no additional effects from the poison, and any temporary effects are ended, but the spell does not reverse instantaneous effects, such as hit point damage, temporary ability damage, or effects that don’t go away on their own. For example, if a poison has dealt 3 points of Constitution damage to a character and threatens to deal more damage later, this spell prevents the future damage but does not repair the damage already done. The creature is immune to any poison it is exposed to during the duration of the spell. Unlike with delay poison, such effects aren’t postponed until after the duration —the creature need not make any saves against poison effects applied to it during the length of the spell. This spell can instead neutralize the poison in a poisonous creature or object for the duration of the spell, at the caster’s option. Arcane Material Component: A bit of charcoal.
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Obscuring Mist Level: Clr 1, Drd 1, Sor/Wiz 1 Casting Time: 1 standard action Range: 20 ft. Effect: Cloud spreads in 20-ft. radius from you, 20 ft. high Duration: 1 min./level Saving Throw: None Spell Resistance: No A misty vapor arises around you. It is stationary once created. The vapor obscures all sight, including dark vision, beyond 5 feet. A creature 5 feet away has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker cannot use sight to locate the target). A moderate wind (11+ mph), such as from a gust of wind spell, disperses the fog in 4 rounds. A strong wind (21+ mph) disperses the fog in 1 round. A fireball, flame strike, or similar spell burns away the fog in the explosive or fiery spell’s area. A wall of fire burns away the fog in the area into which it deals damage. This spell does not function underwater.
Otiluke’s Freezing Sphere Level: Sor/Wiz 6 Casting Time: 1 standard action Range: Long (400 ft. + 40 ft./level) Target, Effect, or Duration: Instantaneous or 1 round/level Saving Throw: Reflex half Spell Resistance: Yes Otiluke’s Freezing sphere creates a frigid globe of cold energy that streaks from your fingertips to the location you select, where it explodes in a 10-foot-radius burst, dealing 1d6 points of cold damage per caster level (maximum 15d6) to each creature in the area. An elemental (water) creature instead takes 1d8 points of cold damage per caster level (maximum 15d8). If the freezing sphere strikes a body of water or a liquid that is principally water (not including water-based creatures), it freezes the liquid to a depth of 6 inches over an area equal to 100 square feet (a 10- foot square) per caster level (maximum 1,500 square feet).
This ice lasts for 1 round per caster level. Creatures that were swimming on the surface of frozen water become trapped in the ice. Attempting to break free is a full-round action. A trapped creature must make a DC 25 Strength check or a DC 25 Escape Artist check to do so. You can refrain from firing the globe after completing the spell, if you wish. Treat this as a touch spell for which you are holding the charge (see page 176). You can hold the charge for as long as 1 round per level, at the end of which time the freezing sphere bursts centered on you (and you receive no saving throw to resist its effect). Firing the globe in a later round is a standard action. Focus: A small crystal sphere.
Otto’s Irresistible Dance Level: Brd 6, Sor/Wiz Casting Time: 1 standard action Range: Touch Target: Living creature touched Duration: 1d4+1 rounds Saving Throw: None Spell Resistance: Yes The subject feels an undeniable urge to dance and begins doing so, complete with foot shuffling and tapping. The spell effect makes it impossible for the subject to do anything other than caper and prance in place. The effect imposes a –4 penalty to Armor Class and a –10 penalty on Reflex saves, and it negates any AC bonus granted by a shield the target holds. The dancing subject provokes attacks of opportunity each round on its turn.
Owl’s Wisdom Level: Clr 2, Drd 2, Pal 2, Rgr 2, Sor/Wiz 2 Casting Time: 1 standard action Range: Touch Target: Creature touched Duration: 1 min./level Saving Throw: Will negates (harmless) Spell Resistance: Yes The transmuted creature becomes wiser. The spell grants a +4 enhancement bonus to Wisdom, adding the usual benefit to Wisdom-related skills. Clerics, druids, paladins, and rangers (and other Wisdom based spell casters) who receive owl’s wisdom do not gain any additional bonus spells for the increased Wisdom, but the save DCs for their spells increase. Arcane Material Component: A few feathers, or a pinch of droppings, from an owl.
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Pass without Trace Level: Drd 1, Rgr 1 Casting Time: 1 standard action Range: Touch Targets: One creature/level touched Duration: 1 hour/level (D) Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless) The subject or subjects can move through any type of terrain—mud, snow, dust, or the like—and leave neither footprints nor scent. Tracking the subjects is impossible by nonmagical means.
Permanent Image Level: Brd 6, Sor/Wiz 6 Effect: Figment that cannot extend beyond a 20-ft. cube + one 10-ft. cube/level (S) Duration: Permanent (D) This spell functions like silent image, except that the figment includes visual, auditory, olfactory, and thermal elements, and the spell is permanent. By concentrating, you can move the image within the limits of the range, but it is static while you are not concentrating. Material Component: A bit of fleece plus powdered jade worth 100 gp.
Phantasmal Killer Level: Sor/Wiz 4 Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Target: One living creature Duration: Instantaneous Saving Throw: Will disbelief (if interacted with), then Fortitude partial Spell Resistance: Yes You create a phantasmal image of the most fearsome creature imaginable to the subject simply by forming the fears of the subject’s subconscious mind into something that its conscious mind can visualize: this most horrible beast. Only the spell’s subject can see the phantasmal killer. You see only a vague shape. The target first gets a Will save to recognize the image as unreal. If that save fails, the phantasm touches the subject, and the subject must succeed on a Fortitude save or die from fear. Even if the Fortitude save is successful, the subject takes 3d6 points of damage. If the subject of a phantasmal killer attack succeeds in disbelieving and is wearing a helm of telepathy, the beast can be turned upon you. You must then disbelieve it or become subject to its deadly fear attack.
Phantom Steed Level: Brd 3, Sor/Wiz 3 Casting Time: 10 minutes Range: 0 ft. Effect: One quasi-real, horse like creature Duration: 1 hour/level (D) Saving Throw: None Spell Resistance: No You conjure a Large, quasi-real, horse like creature. The steed can be ridden only by you or by the one person for whom you specifically created the mount. A phantom steed has a black head and body, gray mane and tail, and smoke-colored, insubstantial hooves that make no sound. It has what seems to be a saddle, bit, and bridle. It does not fight, but animals shun it and refuse to attack it. The mount has an AC of 18 (–1 size, +4 natural armor, +5 Dex) and 7 hit points +1 hit point per caster level. If it loses all its hit points, the phantom steed disappears. A phantom steed has a speed of 20 feet per caster level, to a maximum of 240 feet. It can bear its rider’s weight plus up to 10 pounds per caster level. These mounts gain certain powers according to caster level. A mount’s abilities include those of mounts of lower caster levels. Thus, a mount created by a 12th level caster has the 8th, 10th, and 12th caster level abilities. 8th Level: The mount can ride over sandy, muddy, or even swampy ground without difficulty or decrease in speed. 10th Level: The mount can use water walk at will (as the spell, no action required to activate this ability). 12th Level: The mount can use air walk at will (as the spell, no action required to activate this ability) for up to 1 round at a time, after which it falls to the ground. 14th Level: The mount can fly at its speed (average maneuverability).
Purify Food and Drink Level: Clr 0, Drd 0 Casting Time: 1 standard action Range: 10 ft. Target: 1 cu. ft./level of contaminated food and water Duration: Instantaneous Saving Throw: Will negates (object) Spell Resistance: Yes (object) This spell makes spoiled, rotten, poisonous, or otherwise contaminated food and water pure and suitable for eating and drinking. This spell does not prevent subsequent natural decay or spoilage. Unholy water and similar food and drink of significance is spoiled by purify food and drink, but the spell has no effect on creatures of any type nor upon magic potions. Note: Water weighs about 8 pounds per gallon. One cubic foot of water contains roughly 8 gallons and weighs about 60 pounds.
Pyrotechnics Level: Brd 2, Sor/Wiz 2 Casting Time: 1 standard action Range: Long (400 ft. + 40 ft./level) Target: One fire source, up to a 20-ft. cube Duration: 1d4+1 rounds, or 1d4+1 rounds after creatures leave the smoke cloud Saving Throw: Will negates or Fortitude negates Spell Resistance: Yes or No Pyrotechnics turns a fire into either a burst of blinding fireworks or a thick cloud of choking smoke, depending on the version you choose. Fireworks: The fireworks are a flashing, fiery, momentary burst of glowing, colored aerial lights. This effect causes creatures within 120 feet of the fire source to become blinded for 1d4+1 rounds (Will negates). These creatures must have line of sight to the fire to be affected. Spell resistance can prevent blindness. Smoke Cloud: A writhing stream of smoke billows out from the source, forming a choking cloud. The cloud spreads 20 feet in all directions and lasts for 1 round per caster level. All sight, even dark vision, is ineffective in or through the cloud. All within the cloud take –4 penalties to Strength and Dexterity (Fortitude negates). These effects last for 1d4+1 rounds after the cloud dissipates or after the creature leaves the area of the cloud. Spell resistance does not apply. Material Component: The spell uses one fire source, which is immediately extinguished. A fire so large that it exceeds a 20- foot cube is only partly extinguished. Magical fires are not extinguished, although a fire-based creature (such as a fire elemental) used as a source takes 1 point of damage per caster level.
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Posts : 3624 Points : -2147476748 Reputation : 31 Join date : 2012-08-08 Age : 27
| Subject: Re: 3 Realms Sign Ups/Rule Book Fri Apr 01, 2016 10:39 pm | |
| The Spells Q-S - Spells:
- Q:
Quench Level: Drd 3 Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Area or Target: One 20-ft. cube/level (S) or one fire-based magic item Duration: Instantaneous Saving Throw: None or Will negates (object) Spell Resistance: No or Yes (object) Quench is often used to put out forest fires and other conflagrations. It extinguishes all nonmagical fires in its area. The spell also dispels any fire spells in its area, though you must succeed on a dispel check (1d20 +1 per caster level, maximum +15) against each spell to dispel it. The DC to dispel such spells is 11 + the caster level of the fire spell. Each elemental (fire) creature within the area of a quench spell takes 1d6 points of damage per caster level (maximum 15d6, no save allowed). Alternatively, you can target the spell on a single magic item that creates or controls flame, such as a wand of fireball or a flaming burst sword. The item loses all its fire-based magical abilities for 1d4 hours unless it succeeds on a Will save. (Artifacts are immune to this effect.)
- R:
Rage Level: Brd 2, Sor/Wiz 3 Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Targets: One willing living creature per three levels, no two of which may be more than 30 ft. apart Duration: Concentration + 1 round/level (D) Saving Throw: None Spell Resistance: Yes Each affected creature gains a +2 morale bonus to Strength and Constitution, a +1 morale bonus on Will saves, and a –2 penalty to AC. The effect is otherwise identical with a barbarian’s rage, except that the subjects aren’t fatigued at the end of the rage.
Rainbow Pattern Level: Brd 4, Sor/Wiz 4 Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Effect: Colorful lights with a 20-ft.- radius spread Duration: Concentration +1 round/ level (D) Saving Throw: Will negates Spell Resistance: Yes A glowing, rainbow-hued pattern of interweaving colors fascinates those within it. Rainbow pattern fascinates a maximum of 24 Hit Dice of creatures. Creatures with the fewest HD are affected first. Among creatures with equal HD, those who are closest to the spell’s point of origin are affected first. An affected creature that fails its saves is fascinated by the pattern. With a simple gesture (a free action), you can make the rainbow pattern move up to 30 feet per round (moving its effective point of origin). All fascinated creatures follow the moving rainbow of light, trying to get or remain within the effect.
Fascinated creatures who are restrained and removed from the pattern still try to follow it. If the pattern leads its subjects into a dangerous area (through flame, off a cliff, or the like), each fascinated creature gets a second save. If the view of the lights is completely blocked (by an obscuring mist spell, for instance), creatures who can’t see them are no longer affected. The spell does not affect sightless creatures. Verbal Component: A wizard or sorcerer need not utter a sound to cast this spell, but a bard must sing, play music, or recite a rhyme as a verbal component. Material Component: A piece of phosphor. Focus: A crystal prism.
Ray of Enfeeblement Level: Sor/Wiz 1 Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Effect: Ray Duration: 1 min./level Saving Throw: None Spell Resistance: Yes A coruscating ray springs from your hand. You must succeed on a ranged touch attack to strike a target. The subject takes a penalty to Strength equal to 1d6+1 per two caster levels (maximum 1d6+5). The subject’s Strength score cannot drop below 1.
Ray of Exhaustion Level: Sor/Wiz 3 Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Effect: Ray Duration: 1 min./level Saving Throw: Fortitude partial Spell Resistance: Yes A black ray projects from your pointing finger. You must succeed on a ranged touch attack with the ray to strike a target. The subject is immediately exhausted for the spell’s duration. A successful Fortitude save means the creature is only fatigued. A character that is already fatigued instead becomes exhausted. This spell has no effect on a creature that is already exhausted. Unlike normal exhaustion or fatigue, the effect ends as soon as the spell’s duration expires. Material Component: A drop of sweat.
Ray of Frost Evocation Level: Sor/Wiz 0 Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Effect: Ray Duration: Instantaneous Saving Throw: None Spell Resistance: Yes A ray of freezing air and ice projects from your pointing finger. You must succeed on a ranged touch attack with the ray to deal damage to a target. The ray deals 1d3 points of cold damage.
Read Magic Level: Brd 0, Clr 0, Drd 0, Pal 1, Rgr 1, Sor/Wiz 0 Casting Time: 1 standard action Range: Personal Target: You Duration: 10 min./level By means of read magic, you can decipher magical inscriptions on objects—books, scrolls, weapons, and the like—that would otherwise be unintelligible. This deciphering does not normally invoke the magic contained in the writing, although it may do so in the case of a cursed scroll. Furthermore, once the spell is cast and you have read the magical inscription, you are thereafter able to read that particular writing without recourse to the use of read magic. You can read at the rate of one page (250 words) per minute. The spell allows you to identify a glyph of warding with a DC 13 Spell craft check, a greater glyph of warding with a DC 16 Spell craft check, or any symbol spell with a Spell craft check (DC 10 + spell level). Read magic can be made permanent with a permanency spell. Focus: A clear crystal or mineral prism.
Regenerate Level: Clr 7, Drd 9, Casting Time: 3 full rounds Range: Touch Target: Living creature touched Duration: Instantaneous Saving Throw: Fortitude negates (harmless) Spell Resistance: Yes (harmless) The subject’s severed body members (fingers, toes, hands, feet, arms, legs, tails, or even heads of multiheaded creatures), broken bones, and ruined organs grow back. After the spell is cast, the physical regeneration is complete in 1 round if the severed members are present and touching the creature. It takes 2d10 rounds otherwise. Regenerate also cures 4d8 points of damage +1 point per caster level (maximum +35), rids the subject of exhaustion and/or fatigue, and eliminates all nonlethal damage the subject has taken. It has no effect on nonliving creatures (including undead).
Remove Blindness/Deafness Level: Clr 3, Pal 3 Casting Time: 1 standard action Range: Touch Target: Creature touched Duration: Instantaneous Saving Throw: Fortitude negates (harmless) Spell Resistance: Yes (harmless) Remove blindness/deafness cures blindness or deafness (your choice), whether the effect is normal or magical in nature. The spell does not restore ears or eyes that have been lost, but it repairs them if they are damaged. Remove blindness/deafness counters and dispels blindness/deafness.
Remove Curse Level: Brd 3, Clr 3, Pal 3, Sor/Wiz 4 Casting Time: 1 standard action Range: Touch Target: Creature or item touched Duration: Instantaneous Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless) Remove curse instantaneously removes all curses on an object or a creature. Remove curse does not remove the curse from a cursed shield, weapon, or suit of armor, although the spell typically enables the creature afflicted with any such cursed item to remove and get rid of it. Certain special curses may not be countered by this spell or may be countered only by a caster of a certain level or higher. Remove curse counters and dispels bestow curse.
Remove Disease Level: Clr 3, Drd 3, Rgr 3 Casting Time: 1 standard action Range: Touch Target: Creature touched Duration: Instantaneous Saving Throw: Fortitude negates (harmless) Spell Resistance: Yes (harmless) Remove disease cures all diseases that the subject is suffering from. The spell also kills parasites, including green slime and others. Certain special diseases may not be countered by this spell or may be countered only by a caster of a certain level or higher. Note: Since the spell’s duration is instantaneous, it does not prevent reinfection after a new exposure to the same disease at a later date.
Remove Fear Level: Brd 1, Clr 1 Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Targets: One creature plus one additional creature per four levels, no two of which can be more than 30 ft. apart Duration: 10 minutes; Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless) You instill courage in the subject, granting it a +4 morale bonus against fear effects for 10 minutes. If the subject is under the influence of a fear effect when receiving the spell, that effect is suppressed for the duration of the spell. Remove fear counters and dispels cause fear.
Remove Paralysis Level: Clr 2, Pal 2 Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Targets: Up to four creatures, no two of which can be more than 30 ft. apart Duration: Instantaneous Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless) You can free one or more creatures from the effects of any temporary paralysis or related magic, including a ghoul’s touch or a slow spell. If the spell is cast on one creature, the paralysis is negated. If cast on two creatures, each receives another save with a +4 resistance bonus against the effect that afflicts it. If cast on three or four creatures, each receives another save with a +2 resistance bonus. The spell does not restore ability scores reduced by penalties, damage, or drain.
Restoration Level: Clr 4, Pal 4 This spell functions like lesser restoration, except that it also dispels negative levels and restores one experience level to a creature who has had a level drained. The drained level is restored only if the time since the creature lost the level is equal to or less than one day per caster level. Thus, if a 10th-level character has been struck by a wight and drained to 9th level, restoration brings the character up to exactly the minimum number of experience points necessary to restore him to 10th level (45,000 XP), gaining him an additional Hit Die and level functions accordingly. Restoration cures all temporary ability damage, and it restores all points permanently drained from a single ability score (your choice if more than one is drained). It also eliminates any fatigue or exhaustion suffered by the target. Restoration does not restore levels or Constitution points lost due to death. Material Component: Diamond dust worth 100 gp that is sprinkled over the target.
Restoration, Greater Level: Clr 7 Casting Time: 10 minutes This spell functions like lesser restoration, except that it dispels all negative levels afflicting the healed creature. This effect also reverses level drains by a force or creature, restoring the creature to the highest level it had previously attained. The drained levels are restored only if the time since the creature lost the level is no more than one week per caster level. Greater restoration also dispels all magical effects penalizing the creature’s abilities, cures all temporary ability damage, and restores all points permanently drained from all ability scores. It also eliminates fatigue and exhaustion, and removes all forms of insanity, confusion, and similar mental effects. Greater restoration does not restore levels or Constitution points lost due to death.
Restoration, Lesser Level: Clr 2, Drd 2, Pal 1 Casting Time: 3 rounds Range: Touch Target: Creature touched Duration: Instantaneous Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless) Lesser restoration dispels any magical effects reducing one of the subject’s ability scores (such as ray of enfeeblement) or cures 1d4 points of temporary ability damage to one of the subject’s ability scores (such as from a shadow’s touch or from poison). It also eliminates any fatigue suffered by the character, and improves an exhausted condition to fatigued. It does not restore permanent ability drain.
Resurrection Level: Clr 7 Casting Time: 10 minutes This spell functions like raise dead, except that you are able to restore life and complete strength to any deceased creature. The condition of the remains is not a factor. So long as some small portion of the creature’s body still exists, it can be resurrected, but the portion receiving the spell must have been part of the creature’s body at the time of death. (The remains of a creature hit by a disintegrate spell count as a small portion of its body.) The creature can have been dead no longer than 10 years per caster level. Upon completion of the spell, the creature is immediately restored to full hit points, vigor, and health, with no loss of prepared spells. However, the subject loses one level, or 2 points of Constitution if the subject was 1st level. (If this reduction would bring its Con to 0 or lower, it can’t be resurrected). This level loss or Constitution loss cannot be repaired by any means. You can resurrect someone killed by a death effect or someone who has been turned into an undead creature and then destroyed. You cannot resurrect someone who has died of old age. Constructs, elementals, outsiders, and undead creatures can’t be resurrected. Material Component: A sprinkle of holy water and diamonds worth a total of at least 10,000 gp.
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Sanctuary Level: Clr 1, Casting Time: 1 standard action Range: Touch Target: Creature touched Duration: 1 round/level Saving Throw: Will negates Spell Resistance: No Any opponent attempting to strike or otherwise directly attack the warded creature, even with a targeted spell, must attempt a Will save. If the save succeeds, the opponent can attack normally and is unaffected by that casting of the spell. If the save fails, the opponent can’t follow through with the attack, that part of its action is lost, and it can’t directly attack the warded creature for the duration of the spell. Those not attempting to attack the subject remain unaffected. This spell does not prevent the warded creature from being attacked or affected by area or effect spells. The subject cannot attack without breaking the spell but may use non attack spells or otherwise act. This allows a warded cleric to heal wounds, for example, or to cast a bless spell, perform an augury, summon creatures, and so on.
Scorching Ray Level: Sor/Wiz 2 Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Effect: One or more rays Duration: Instantaneous Saving Throw: None Spell Resistance: Yes You blast your enemies with fiery rays. You may fire one ray, plus one additional ray for every four levels beyond 3rd (to a maximum of three rays at 11th level). Each ray requires a ranged touch attack to hit and deals 4d6 points of fire damage. The rays may be fired at the same or different targets, but all bolts must be aimed at targets within 30 feet of each other and fired simultaneously.
Sending Level: Clr 4, Sor/Wiz 5 Casting Time: 10 minutes Target: One creature Duration: 1 round Saving Throw: None Spell Resistance: No You contact a particular creature with which you are familiar and send a short message of twenty-five words or less to the subject. The subject recognizes you if it knows you. It can answer in like manner immediately. A creature with an Intelligence score as low as 1 can understand the sending, though the subject’s ability to react is limited as normal by its Intelligence score. Even if the sending is received, the subject is not obligated to act upon it in any manner. If the creature in question is not on the same plane of existence as you are, there is a 5% chance that the sending does not arrive. (Local conditions on other planes may worsen this chance considerably, at the option of the DM.) Arcane Material Component: A short piece of fine copper wire.
Shades Illusion Level: Sor/Wiz 9 This spell functions like shadow conjuration, except that it mimics sorcerer and wizard conjuration spells of 8th level or lower. The illusory conjurations created deal four fifths (80%) damage to nonbelievers, and non damaging effects are 80% likely to work against nonbelievers.
Shocking Grasp Level: Sor/Wiz 1 Casting Time: 1 standard action Range: Touch Target: Creature or object touched Duration: Instantaneous Saving Throw: None Spell Resistance: Yes Your successful melee touch attack deals 1d6 points of electricity damage per caster level (maximum 5d6). When delivering the jolt, you gain a +3 bonus on attack rolls if the opponent is wearing metal armor (or made out of metal, carrying a lot of metal, or the like).
Shout Evocation Level: Brd 4, Sor/Wiz 4 Casting Time: 1 standard action Range: 30 ft. Area: Cone-shaped burst Duration: Instantaneous Saving Throw: Fortitude partial or Reflex negates (object) Spell Resistance: Yes (object) You emit an ear-splitting yell that deafens and damages creatures in its path. Any creature within the area is deafened for 2d6 rounds and takes 5d6 points of sonic damage. A successful save negates the deafness and reduces the damage by half. Any exposed brittle or crystalline object or crystalline creature takes 1d6 points of sonic damage per caster level (maximum 15d6). An affected creature is allowed a Fortitude save to reduce the damage by half, and a creature holding fragile objects can negate damage to them with a successful Reflex save. A shout spell cannot penetrate a silence spell.
Shout, Greater Level: Brd 6, Sor/Wiz 8 Range: 60 ft. Saving Throw: Fortitude partial or Reflex negates (object) This spell functions like shout, except that the cone deals 10d6 points of sonic damage (or 1d6 points of sonic damage per caster level, maximum 20d6, against exposed brittle or crystalline objects or crystalline creatures). It also causes creatures to be stunned for 1 round and deafened for 4d6 rounds. A creature in the area of the cone can negate the stunning and halve both the damage and the duration of the deafness with a successful Fortitude save. A creature holding vulnerable objects can attempt a Reflex save to negate the damage to those objects. Arcane Focus: A small metal or ivory horn.
Speak with Plants Level: Brd 4, Drd 3, Rgr 2 Casting Time: 1 standard action Range: Personal Target: You Duration: 1 min./level You can comprehend and communicate with plants, including both normal plants and plant creatures. You are able to ask questions of and receive answers from plants. A regular plant’s sense of its surroundings is limited, so it won’t be able to give (or recognize) detailed descriptions of creatures or answer questions about events outside its immediate vicinity. The spell doesn’t make plant creatures any more friendly or cooperative than normal. Furthermore, wary and cunning plant creatures are likely to be terse and evasive, while the more stupid ones may make inane comments. If a plant creature is friendly toward you, it may do some favor or service for you (as determined by the DM).
Spider Climb Level: Drd 2, Sor/Wiz 2 Casting Time: 1 standard action Range: Touch Target: Creature touched Duration: 10 min./level Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless) The subject can climb and travel on vertical surfaces or even traverse ceilings as well as a spider does. The affected creature must have its hands free to climb in this manner. The subject gains a climb speed of 20 feet; furthermore, it need not make Climb checks to traverse a vertical or horizontal surface (even upside down). A spider climbing creature retains its Dexterity bonus to Armor Class (if any) while climbing, and opponents get no special bonus to their attacks against it. It cannot, however, use the run action while climbing. Material Component: A drop of bitumen and a live spider, both of which must be eaten by the subject.
Suggestion Level: Brd 2, Sor/Wiz 3 Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: One living creature Duration: 1 hour/level or until completed Saving Throw: Will negates Spell Resistance: Yes You influence the actions of the target creature by suggesting a course of activity (limited to a sentence or two). The suggestion must be worded in such a manner as to make the activity sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act automatically negates the effect of the spell. However, a suggestion that a pool of acid is actually pure water and that a quick dip would be refreshing is another matter. Urging a red dragon to stop attacking your party so that the dragon and party could jointly loot a rich treasure elsewhere is a likewise reasonable use of the spell’s power. The suggested course of activity can continue for the entire duration, such as in the case of the red dragon mentioned above. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do. You can instead specify conditions that will trigger a special activity during the duration. For example, you might suggest that a noble knight give her warhorse to the first beggar she meets. If the condition is not met before the spell duration expires, the activity is not performed. A very reasonable suggestion causes the save to be made with a penalty (such as –1 or –2) at the discretion of the DM. Material Component: A snake’s tongue and either a bit of honeycomb or a drop of sweet oil.
Last edited by Tannascurath on Fri Apr 01, 2016 11:22 pm; edited 2 times in total | |
| | | Tannascurath Master poster
Posts : 3624 Points : -2147476748 Reputation : 31 Join date : 2012-08-08 Age : 27
| Subject: Re: 3 Realms Sign Ups/Rule Book Fri Apr 01, 2016 10:47 pm | |
| Spells T-Z - Spells:
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Tasha’s Hideous Laughter Level: Brd 1, Sor/Wiz 2 Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: One creature Duration: 1 round/level Saving Throw: Will negates Spell Resistance: Yes This spell afflicts the subject with uncontrollable laughter. It collapses into gales of manic laughter, falling prone. The subject can take no actions while laughing, but is not considered helpless. After the spell ends, it can act normally. A creature with an Intelligence score of 2 or lower is not affected. A creature whose type (such as humanoid or dragon) is different from the caster’s receives a +4 bonus on its saving throw, because humor doesn’t “translate” well. Material Component: Tiny tarts that are thrown at the target and a feather that is waved in the air.
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Vampiric Touch Level: Sor/Wiz 3 Casting Time: 1 standard action Range: Touch Target: Living creature touched Duration: Instantaneous/1 hour Saving Throw: None Spell Resistance: Yes You must succeed on a melee touch attack. Your touch deals 1d6 points of damage per two caster levels (maximum 10d6). You gain temporary hit points equal to the damage you deal. However, you can’t gain more than the subject’s current hit points +10, which is enough to kill the subject. The temporary hit points disappear 1 hour later.
Ventriloquism Level: Brd 1, Sor/Wiz 1 Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Effect: Intelligible sound, usually speech Duration: 1 min./level (D) Saving Throw: Will disbelief (if interacted with) Spell Resistance: No You can make your voice (or any sound that you can normally make vocally) seem to issue from someplace else, such as from another creature, a statue, from behind a door, down a passage, etc. You can speak in any language you know. With respect to such voices and sounds, anyone who hears the sound and rolls a successful save recognizes it as illusory (but still hears it). Focus: A parchment rolled up into a small cone.
Virtue Transmutation Level: Clr 0, Drd 0, Pal 1 Casting Time: 1 standard action Range: Touch Target: Creature touched Duration: 1 min. Saving Throw: Fortitude negates (harmless) Spell Resistance: Yes (harmless) The subject gains 1 temporary hit point.
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Water Breathing Level: Clr 3, Drd 3, Sor/Wiz 3, Casting Time: 1 standard action Range: Touch Target: Living creatures touched Duration: 2 hours/level Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless) The transmuted creatures can breathe water freely. Divide the duration evenly among all the creatures you touch. The spell does not make creatures unable to breathe air. Arcane Material Component: A short reed or piece of straw.
Water Walk Level: Clr 3, Rgr 3 Casting Time: 1 standard action Range: Touch Targets: One touched creature/level Duration: 10 min./level (D) Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless) The transmuted creatures can tread on any liquid as if it were firm ground. Mud, oil, snow, quicksand, running water, ice, and even lava can be traversed easily, since the subjects’ feet hover an inch or two above the surface. (Creatures crossing molten lava still take damage from the heat because they are near it.) The subjects can walk, run, charge, or otherwise move across the surface as if it were normal ground. If the spell is cast underwater (or while the subjects are partially or wholly submerged in whatever liquid they are in), the subjects are borne toward the surface at 60 feet per round until they can stand on it.
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Zone of Truth Level: Clr 2, Pal 2 Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Area: 20-ft.-radius emanation Duration: 1 min./level Saving Throw: Will negates Spell Resistance: Yes Creatures within the emanation area (or those who enter it) can’t speak any deliberate and intentional lies. Each potentially affected creature is allowed a save to avoid the effects when the spell is cast or when the creature first enters the emanation area. Affected creatures are aware of this enchantment. Therefore, they may avoid answering questions to which they would normally respond with a lie, or they may be evasive as long as they remain within the boundaries of the truth. Creatures who leave the area are free to speak as they choose.
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| | | Tannascurath Master poster
Posts : 3624 Points : -2147476748 Reputation : 31 Join date : 2012-08-08 Age : 27
| Subject: Re: 3 Realms Sign Ups/Rule Book Fri Apr 01, 2016 11:35 pm | |
| Alright guys everything but the general history for the world is up and ready. I will soon add the history in the first post, but for now you guys can feel free to work on your apps and such, just look to the first post for instructions, roll sheets, and character sheets. Also when you have them please pm me your characters past since I will need it to set up a reason why you all are together to start with. I will post to announce when the history over view is up. | |
| | | Tannascurath Master poster
Posts : 3624 Points : -2147476748 Reputation : 31 Join date : 2012-08-08 Age : 27
| Subject: Re: 3 Realms Sign Ups/Rule Book Sat Apr 02, 2016 12:03 am | |
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| | | Hellbreaker3 Skilled Poster
Posts : 323 Points : 3410 Reputation : 7 Join date : 2016-01-14 Location : Riding ze shoopuf!!
| Subject: Re: 3 Realms Sign Ups/Rule Book Sat Apr 02, 2016 4:55 pm | |
| Level Roll: Use what ever you get - Hellbreaker3 carried out 1 launched of one d4s :
Hit Die Roll: Change the number after the d to your class level then grab the same amount of die that you got in your lvl roll and add them up for your HP points.
- Hellbreaker3 carried out 4 launched of one d8 :
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Stat Roll: Add up each set of 2, then if you are above 13 take 5 away. you then have your 6 numbers that you can add to your stats where you'd like.
- Spoiler:
- Hellbreaker3 carried out 2 launched of one d10 :
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- Hellbreaker3 carried out 2 launched of one d10 :
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- Hellbreaker3 carried out 2 launched of one d10 :
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- Hellbreaker3 carried out 2 launched of one d10 :
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- Hellbreaker3 carried out 2 launched of one d10 :
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- Hellbreaker3 carried out 2 launched of one d10 :
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Money Roll: You get 1 of everything you roll. (Brownish = Copper, Grey = Silver, Yellowish = Gold, Blueish = Platinum.)
- Hellbreaker3 carried out 4 launched of one Money Roll :
- , , ,
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| | | Acheron Civillian
Posts : 12 Points : 3000 Reputation : 0 Join date : 2016-03-03 Location : College
| Subject: Re: 3 Realms Sign Ups/Rule Book Sat Apr 02, 2016 8:53 pm | |
| Level Roll: - Acheron carried out 1 launched of one d4s :
Hit Die Roll:
- Acheron carried out 4 launched of one d8 :
- , , ,
Stat Roll: Add up each set of 2, then if you are above 13 take 5 away. you then have your 6 numbers that you can add to your stats where you'd like.
- Spoiler:
- Acheron carried out 2 launched of one d10 :
- ,
- Acheron carried out 2 launched of one d10 :
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- Acheron carried out 2 launched of one d10 :
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- Acheron carried out 2 launched of one d10 :
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- Acheron carried out 2 launched of one d10 :
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- Acheron carried out 2 launched of one d10 :
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Money Roll: You get 1 of everything you roll. (Brownish = Copper, Grey = Silver, Yellowish = Gold, Blueish = Platinum.)
- Acheron carried out 4 launched of one Money Roll :
- , , ,
Last edited by Acheron on Sat Apr 02, 2016 9:16 pm; edited 1 time in total | |
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