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Sandy petersens cthulhu mythos (1) 130

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V Magic the spell This bonus does not stack with any granted by other creatures in the intervening time no longer by magic items or other spells seem to make sense SONG OF HASTUR TRANSPORT TO YONDO School abjuration [chaotic, evil]; Level bard 3, cleric 3, inquisitor 3, medium 3, mesmerist 3, occultist 3, psychic 3, sorcerer/wizard 3, spiritualist Casting Time standard action Components V Range medium (100 ft + 10 ft./level) Target one creature Duration instantaneous Saving Throw Will negates; Spell Resistance yes School conjuration (teleportation); Level psychic 5, shaman 5, sorcerer/wizard 5, summoner 5, witch Casting Time standard action Components V, S, M (sand) Range touch Target living creature touched Duration 1d4 rounds, then min./level Saving Throw Will negates and Fortitude partial (see text); Spell Resistance yes Song of Hastur expends the target's highest-level spell Unless it succeeds on a Will save, the target is slot available If there is more than one spell slot transported to the desert Yondo It remains there available of that level, one is eliminated at random for 1d4 rounds and then returns to the exact spot it (A caster only loses one spell, regardless of how many left Upon returning, it must immediately succeed times it has prepared the same spell.) Spell-like abilities at a Fortitude save or shrivel as the spell (page 122) are not affected by this spell regardless of its creature type It suffers a –1 penalty on Any spell or spell slot lost because of this spell is treated as if the caster had failed a concentration check while trying to cast it—the spell slot is wasted and the spell has no effect, but is recovered normally the next time the character prepares spells or regains spell slots TEMPORAL ENERGY NEXUS School transmutation; Level psychic 9, sorcerer/wizard Casting Time round Components V, S Range close (25 ft + ft./2 levels) Target 1d4 creatures who are or were within range of your current location in previous 1d2 rounds Duration instantaneous Saving Throw none; Spell Resistance yes You disrupt the flow of time in the recent past, allowing you to choose 1d4 attack rolls, saving throws, skill checks, damage rolls, or caster level checks (in whatever combination you desire) that you observed up to 1d2 rounds ago and force those rolls or checks to be rolled again, taking the new result in place of the old The distortion in the time-stream prevents any other aspect of the past from being changed, even if actions this save for every round it spent in Yondo TSUNAMI School conjuration (creation) [water]; Level druid 9, shaman 9, sorcerer/wizard Casting Time standard action Components V, S Range long (400 ft + 40 ft./level) Effect 10-ft.-deep wave 10 ft wide/level and ft tall/level Duration rounds Saving Throw see text; Spell Resistance no Source Pathfinder Roleplaying Game: Advanced Player’s Guide You create a massive wave of water, which then moves in a straight line across water or land You select the direction the wave travels (which must be perpendicular to its width), but once set in motion, the wave cannot change course Over the surface of open water, the wave travels at a speed of 60 feet per round—on land or underwater, the wave travels at a speed of 30 feet per round Creatures struck by a tsunami take 8d6 points of bludgeoning damage (a Fortitude save halves this damage) In addition, the tsunami makes a special CMB 123

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