Samurai sheepdog book of many things vol 136

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Samurai sheepdog book of many things vol 136

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Spells Artificer’s Curse School transmutation; Casting Time standard action Components V, S, M (a blank scroll or page from a spellbook) Range close (25 ft + ft./2 levels); Target one magic item Duration minute/level (D) Saving Throw Will negates (object); Spell Resistance yes You temporarily suppress the most powerful qualities of a magical item This item can be any object you suspect bears a magical enchantment, but if the targeted item is not magical, your spell has no effect The spell reduces the object’s caster level by an amount equal to your caster level, to a minimum of If the item grants a competence, deflection, enhancement, insight, luck, morale, natural armor, profane, resistance, or sacred bonus, the bonus is reduced by for every caster levels the item loses If the item’s caster level is reduced to 0, all its magic qualities are suppressed (as if dispelled) for the duration of the spell This spell has no effect on artifacts Baptism of Fire School conjuration (healing) [fire]; Level alchemist 4, bard 4, cleric 4, inquisitor 4, paladin 4, psychic 4, shaman 4, spiritualist 4, sorcerer/wizard 4, witch Casting Time round Components V, S, M (a flask of alchemist’s fire) Range touch Target creature touched Duration instantaneous Saving Throw none; Spell Resistance no This spell functions like remove curse, remove disease, and neutralize poison except you automatically succeed at caster level checks to cure the affected the target For each affliction removed in this way, the target suffers points of burn (2 nonlethal damage per Hit Die that cannot be removed except with rest) Creatures immune to fire damage or nonlethal damage are immune to the effects of this spell Detect Stellar Alignment School divination; Level alchemist 1, bard 0, cleric 0, druid 0, inquisitor 1, occultist 0, ranger 1, shaman 0, skald 1, spiritualist 0, sorcerer/wizard 0, summoner 1, witch Casting Time standard action Components V, S Range long (400 ft + 40 ft./level) Area 40-ft.-radius spread Duration instantaneous Saving Throw Reflex partial, Fortitude negates, see text; Spell Resistance yes You can sense the presence of astromancy The amount of information revealed depends on how long you study a particular area or subject 1st Round: Presence or absence of astromancy and the related major constellation 2nd Round: Number of astromancer or astromancy effects (creatures, objects, or spells) in the area, the power of the most potent effect present, and the related minor constellations 3rd Round: The power and location of each astromancer or astromancy effect If one is outside your line of sight, then you discern its direction but not its exact location Fallout School evocation [light, fire, poison]; Level alchemist 6, cleric 9, sorcerer/wizard Casting Time standard action Components V, S, M (a piece of skymetal worth at least 10,000 gp) Range long (400 ft + 40 ft./level) Area 40-ft.-radius spread Duration instantaneous Saving Throw Reflex partial, Fortitude negates, see text; Spell Resistance yes An alchemist can only learn this extract as a grand discovery Fallout is a very powerful and spectacular spell When you cast it, one 2-foot-diameter sphere springs from your outstretched hand, destroying the held skymetal, and streaks in a straight line to the spot you select The sphere leaves a fiery trail of sparks that burn for round per level, dealing 3d6 points of fire damage to creatures that enter or start their turn in the square If you aim the sphere at a specific creature, you may make a ranged touch attack to strike the target with the sphere Any creature struck by the sphere takes 2d6 points of bludgeoning damage (no save) and takes a –4 penalty on the saving throw against the sphere’s fire damage (see below) If a targeted sphere misses its target, it simply explodes at the nearest corner of the target’s space Once the sphere reaches its destination, it explodes in a 40-footradius spread, dealing 6d6 points of fire damage to each creature and object in the area, leaving behind sparks as described above Creatures that fail their saving throw are also blinded Creatures in the area must also attempt a Fortitude save or be affected by a lingering dose of contact poison which deals 1d6 Con damage initially and 1d6 Con damage each day until cured with consecutive successful Fortitude saves Any effect that would remove the poison only counts as successful save, and no more than of these can be applied each day Even if a creature is completely cured of the poison, small amounts of it remain within its system, and there is a 30% chance per day that the creature becomes reinfected, and must succeed at a new saving throw or suffer the effects of the poison again This chance decreases by 5% per day, until it reaches 0% Objects in the area are coated in the contact poison above, which lasts for day per caster level before falling inert Final Fantasy School evocation; Level summoner 6, sorcerer/wizard 7, unchained summoner Casting Time immediate action Components S Range personal Target you Duration instantaneous Saving Throw none; Spell Resistance no This spell triggers when you are reduced to or fewer hit points You immediately cast a summon fantasy spell with a spell-level no higher than one-half your caster level You can control the illusion for its duration, even if you are unconscious or dead, but not destroyed (such as with disintegrate) You must have prepared the spell in advance or possess a spell slot of the appropriate level to cast it 135

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