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    Kargin - Spell Notes

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    • halfgiantH
      halfgiant PC
      last edited by

      Righteous Wrath of the Faithful

      (Spell Compendium)

      Enchantment (Compulsion) [Mind-Affecting]
      Level: Cleric 5, Purification (SpC) 7,
      Components: V, S, DF,
      Casting Time: 1 standard action
      Range: 30 ft.
      Target: Allies within 30 ft.-radius burst centered on you
      Duration: 1 round/level
      Saving Throw: None
      Spell Resistance: Yes

      When you cast this spell, you fire your allies and companions with a divine madness or fury that greatly enhances their combat ability.

      Allies gain one additional melee attack each round, at their highest attack bonus, when making a full attack. (This additional attack is not cumulative with other effects that grant extra attacks, such as a haste spell.) They also gain a +3 morale bonus on melee attack rolls and damage rolls. (This bonus on melee attack rolls does stack with the bonus provided by haste.)

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      • halfgiantH
        halfgiant PC
        last edited by

        Mighty Wallop, Greater

        (Races of the Dragon)

        Transmutation
        Level: Sorcerer 3, Wizard 3, Spellthief 3,
        Components:
        Duration: 1 hour/level

        As mighty wallop, except that the bludgeoning melee weapon damage increases by one size category for every four caster levels you have, to a maximum of five size categories or up to an effective size of Colossal.

        For a Small weapon that increases by more than one size category, begin by referring to the table in the mighty wallop spell description.

        Once the weapon has been adjusted to an effective size of Medium, or if it was already a Medium or larger weapon, refer to Table 2-2: Increasing Damage by Weapon Size (DMG 28).

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        • halfgiantH
          halfgiant PC
          last edited by

          Deadly Juggernaut

          School necromancy [death]; Level antipaladin 3, cleric 3, inquisitor 3, paladin 3

          CASTING

          Casting Time 1 standard action
          Components V, S

          EFFECT

          Range personal
          Target you
          Duration 1 minute/level

          DESCRIPTION

          With every enemy life you take, you become increasingly dangerous and difficult to stop. During the duration of the spell, you gain a cumulative +1 luck bonus on melee attack rolls, melee weapon damage rolls, Strength checks, and Strength-based skill checks as well as DR 2/— each time you reduce a qualifying opponent to 0 or few hit points (maximum +5 bonus and DR 10/—) with a melee attack. A qualifying opponent has a number of Hit Dice equal to or greater than your Hit Dice –4.

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          • halfgiantH
            halfgiant PC
            last edited by halfgiant

            RESEARCH AID
            Transmutation
            Level: Initiate of Boccob 4
            Components: V, S, DF
            Casting Time: 1 hour
            Range: Personal
            Target: You
            Duration: 1 day/level
            Source: Dragon 342 (The Power of
            Faith – Initiate Feats of the Core Deities)

            Originally created by a servant of Boccob performing important research,
            Boccob now grants this spell to his most dedicated clerics. After casting this spell, your mind achieves a level of clarity that permits you to perform research at a faster pace. While this spell is active you receive the following benefits:
            • The casting time of legend lore and identify is halved.
            • You gain a +5 circumstance bonus on Spellcraft checks made to research new spells.
            • Only half the normal amount of time is required to research a new spell.

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            • halfgiantH
              halfgiant PC
              last edited by halfgiant

              Guidance of the Avatar

              Divination
              Level: Clr 2
              Components: V, S
              Casting Time: 1 action
              Range: Touch
              Target: Creature touched
              Duration: 1 minute or until discharged
              Saving Throw: None
              Spell Resistance: Yes

              Your deity’s chosen avatar imbues the subject with divine power. The creature gets a +20 competence bonus on a single skill check and must choose to use the bonus before making the roll to which it applies.

              For those particularly difficult spellcrafting checks.

              http://archive.wizards.com/dnd/article.asp?x=dnd/sb/sb20010504a

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              • halfgiantH
                halfgiant PC
                last edited by

                TriadSpell

                Transmutation
                Level: Cleric 5
                Components: V, S
                Casting Time: 1 standard action
                Range: Personal
                Target: You
                Duration: Instantaneous

                You complete the casting, and deep within your mind, you feel one of your prepared spells subdividing into three parts, each as powerful as its original.

                You alter one of your prepared spells so that you can cast it three times before it is expended. The prepared spell must be of 3rd level or lower, and once the triadspell is cast, you can cast the altered spell two additional times (a total of three times) before it is expended.

                The altered spell functions normally and requires components or XP for each use as if you were casting three separate spells. If you later choose to prepare a different spell in that spell slot, any extra castings provided by the triadspell are lost. You cannot cast triadspell more than once upon a single prepared spell.

                Not particularly exciting, but possibly interesting with a spellbreaker.

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                • halfgiantH
                  halfgiant PC
                  last edited by

                  Battlemagic Perception
                  (Heroes of Battle)

                  Divination
                  Level: Cleric 3, Sorcerer 3, Wizard 3, Spellthief 3,
                  Components: V, S,
                  Casting Time: 1 standard action
                  Range: Personal
                  Target: You
                  Duration: 10 min./level (D)

                  You gain a perception of the forces of magic and can sense when magic is being manipulated by a spellcaster. You gain a +5 competence bonus on Spellcraft checks made to identify a spell as it is being cast. If you have at least 5 ranks in Spellcraft, you are also able to sense the use of any spell or spell-like ability within 100 feet, so long as you have line of effect to the caster.

                  With a Spellcraft check (DC 15 + spell level) you can even ascertain the spell being cast. This determination happens quickly enough that you can
                  attempt to counter the spell as a free action. Counterspell attempts are otherwise handled normally, and you can counter the spell even if you do not have line of sight to the spellcaster. If you counter a spell in this manner, the battlemagic perception spell ends immediately.

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                  • halfgiantH
                    halfgiant PC
                    last edited by

                    Dimensional Blade

                    School transmutation; Level antipaladin 4, bloodrager 4, cleric 6, inquisitor 5, magus 5, paladin 4, sorcerer/wizard 6

                    CASTING
                    Casting Time 1 swift action
                    Components V, S

                    EFFECT
                    Range: Personal
                    Target: You
                    Duration: 1 round

                    DESCRIPTION
                    This spell gives you the power to turn one melee weapon in your hand into a two-dimensional object with length and height but no width. A sword becomes a flat image of a sword, a mace is reduced to a flat outline, and so on. The magic of the spell allows the weapon to be wielded by you normally, creating just enough depth to grasp it.

                    Attacks made with the weapon are melee touch attacks that ignore all armor. Force effects, such as mage armor and shield, still apply their AC against attacks made with a dimensional blade. Bludgeoning weapons used to make attacks with this spell deal half damage and are treated as slashing weapons. If the weapon leaves your hand before the end of the spell, the effect ends.

                    http://www.d20pfsrd.com/magic/all-spells/d/dimensional-blade/

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                    • dwarfD
                      dwarf PC
                      last edited by

                      i call bullshit !! duration one fucking round… puke
                      2e has it listed as one round per level of the caster - which is more in line with a 6th lvl spell, and its range is TOUCH… so you can d-blade a fighters sword instead of a piddly wizards dagger

                      hoping that’s a typo on the part of pathfinder, otherwise RALPH or some turd like him got involved
                      (( and yeah, i checked the book and it matches the website 😠

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                      • halfgiantH
                        halfgiant PC
                        last edited by halfgiant

                        This post is deleted!
                        daermadmD 1 Reply Last reply Reply Quote 0
                        • daermadmD
                          daermadm DM @halfgiant
                          last edited by

                          @halfgiant going to mass produce them since the parts are readily available?

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                          • halfgiantH
                            halfgiant PC
                            last edited by

                            Up to Dregnoth, maybe. Whats up i couldn’t upload a picture of the beholder crown?

                            daermadmD 1 Reply Last reply Reply Quote 0
                            • halfgiantH
                              halfgiant PC
                              last edited by

                              Nap (Alteration)

                              Sphere: Time
                              Range: Touch
                              Components: V, S, M
                              Duration: Special
                              Casting Time: 2
                              Area of Effect: One creature/level
                              Saving Throw: None

                              Creatures affected by this spell are put to sleep for one hour. Upon awakening, the creature is as refreshed as if he had slept for eight hours. The affected person recovers lost hit points as if he rested for a full night. Wizards can memorize spells as if real time had passed.
                              Because the rest is so complete and rejuvenating, a character does not feel fatigued after waking. Attempts to use nap more than once in an 18-hour period are ineffective (the character simply is not sleepy). Only willing subjects can be affected by nap.
                              The material components are a scrap of pillow ticking, a feather, and a pebble that the caster has kept in his pocket for seven nights.

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                              • halfgiantH
                                halfgiant PC
                                last edited by

                                Alamir’s Fundamental Breakdown (Divination)

                                Range: Touch
                                Components: V, S, M
                                Duration: Special
                                Casting Time: 1 round
                                Area of Effect: One item
                                Saving Throw: Special

                                By casting this spell, the wizard learns what ingredients and formulas were used to create a chemical mixture or magical item.

                                The information instantly appears in the caster’s mind but may be lost if the wizard cannot comprehend it. The caster must roll an Intelligence check; if successful, the wizard understands the formula and retains it in his memory. If the roll is missed, the caster cannot comprehend what he has learned and the information is immediately forgotten. If the spell is cast a second time on the same substance, the spell automatically fails unless the wizard has advanced to the next experience level.
                                The caster’s level determines the type of information gleaned:

                                5th Level: The type and quantity of ingredients and the preparation process required to produce a non-magical mixture are learned. For example, the wizard could learn how to produce Greek fire or gunpowder, or could learn the recipe for something simple, like chocolate cake.

                                9th Level: The wizard may learn the proper ingredients and formula for making a magical liquid (potion, scroll ink, etc.).

                                14th Level: The caster may learn the formula for creating any type of magical object, excluding unique items and objects of extreme power (artifacts and relics).
                                In all cases, simply knowing the proper formula does not mean the wizard can successfully create the item or material. The construction of alchemical mixtures and magical items is a time-consuming and expensive undertaking.

                                This spell has detrimental effects on the magical item analyzed. Single-use items (potions, oils, etc.) are automatically destroyed; the spell consumes the item in the process of analyzing it. Reusable magical items must make a saving throw vs. disintegration. If the saving throw is failed, Alamir’s fundamental breakdown releases the magic of the item in an explosive blast, rendering it permanently nonmagical. The caster suffers 4d8 points of damage from the explosion.

                                The material component is a wand cut from a 100-year-old oak tree. The wand is used to touch the item in question, and vanishes in a puff of smoke when the spell is complete.

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                                • halfgiantH
                                  halfgiant PC
                                  last edited by

                                  Augmentation II (Evocation)

                                  Range: 0
                                  Components: V, S, M
                                  Duration: 3 turns
                                  Casting Time: 6
                                  Area of Effect: Special
                                  Saving Throw: None

                                  This spell functions exactly like the 3rd-level augmentation I spell except that five spells of levels 1-3 may be affected. For each die of damage caused by augmented spells, one hit point is added to the damage total.

                                  Augmentation II affects the first five spells which cause direct damage that are cast within the duration of the augmentation II spell. Only spells that cause direct physical damage are affected by this spell.

                                  The material component is a pair of concentric circles of gold or platinum.

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                                  • halfgiantH
                                    halfgiant PC
                                    last edited by

                                    Steal Enchantment (Enchantment)

                                    Range: Touch
                                    Components: V, S, M
                                    Duration: Permanent
                                    Casting Time: 1 hour
                                    Area of Effect: One item
                                    Saving Throw: Neg.

                                    This spell “steals” the enchantment from a magical item and places it within another, non-magical item (the material component). Both objects must be touched by the wizard during casting. The two items must be of the same category (blunt weapon, edged weapon, ring, amulet, shield, armor, wand, etc.).

                                    The enchantment can be transferred only to a nonmagical item. Only the energy of one item can be transferred; it is not possible to combine two magical items into one item. The new item has all the properties of the original magical item (including the same number of charges, if any).

                                    At the culmination of the spell, the original magical object is allowed an item saving throw vs. disintegration with all modifiers it is allowed as a magical item. Exceptionally powerful objects (such as artifacts) may be considered to automatically succeed the saving throw at the DM’s discretion.

                                    If the saving throw is successful, the magical object resists the effect and the spell ends in failure. If the roll is failed, the magical item loses all of its powers, which are transferred to the previously nonmagical object.

                                    Even if the magical item fails its saving throw, the spell’s success is not guaranteed. There is a chance that the enchantment might be lost. The base chance of this occurring is 100%, modified by -5% per level of the caster. Thus, a 20th-level wizard has no chance of losing the magic. If the enchantment is lost, both items become nonmagical.

                                    The material component is the nonmagical item which is to receive the enchantment. It must be of equal or greater value than the object to be drained.

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                                    • halfgiantH
                                      halfgiant PC
                                      last edited by

                                      Stoneskin - Dwarf

                                      (Alteration)
                                      Sphere: Elemental Earth
                                      Level: 4
                                      Range: Touch
                                      Components: \i S, M
                                      Casting Time: 1
                                      Duration: Special (24 hrs. maximum)
                                      Area of Effect: 1 creature
                                      Saving Throw: None

                                      When this spell is casf the affected creature gains a virtual immunity to any attack by cut, blow, projectile, or the like. Even a sword of sharpness cannot affect a creature protected by a stoneskin, nor can a rock hurled by a giant, a snake’s strike, etc. However, magical attach from such spells as fireball, magic missile, lightning bolt, and so forth have their normal effects.

                                      The spell blocks 1d4 attacks, plus one attack per two levels of experience the caster has achieved. This limit applies regardless of attack rolls and regardless of whether the attack was physical or magical. For example, a stoneskin spell cast by a 9th-level caster would
                                      protect against from five to eight attacks. An attacking griffon would reduce the protection by three each round; four magic missiles would count as four attacks in addition to inflicting their normal damage.

                                      The material components are granite and diamond dust sprinkled on the recipient’s skin.

                                      Notes: Very rare spell granted by some dwarven deities, identical to the 4th-level wizard spell of the same name. (Updated from DRAGON Magazine.)

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                                      • daermadmD
                                        daermadm DM @halfgiant
                                        last edited by daermadm

                                        @halfgiant said in Kargin - Spell Notes:

                                        Up to Dregnoth, maybe. Whats up i couldn’t upload a picture of the beholder crown?

                                        The version of NodeJS that runs the forum was updated but then that broke something because I set this up on CentOS 7 way back when. The new dependancies require newer versions of some compoents than are available in CentOS 7.

                                        I’m looking to migrate to a new server, just haven’t gotten to it.

                                        I can manually kick the NodeS version, but it keeps reupdating.

                                        Updated the forum itself to version 1.11.1 (from 1.10.0) as well as the backend services. everything seems stable and working at the moment.

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                                        • halfgiantH
                                          halfgiant PC
                                          last edited by

                                          Analyze Opponent
                                          (Divination)

                                          Sphere: Divination
                                          Level: 1
                                          Range: 10 yds. nevel
                                          Components: S, M
                                          Casting Time: 4
                                          Duration: 1 rd.
                                          Area of Effect: 1 creaturenevel
                                          Saving Throw: Neg.

                                          This spell facilitates the quick analysis of a single opponent by the priest. Up to five weaknesses
                                          or strengths can be learned. At 1st level, the priest can divine one salient weakness or strength:
                                          at 3rd level, the caster learns a second piece of information; at 5th a third, at 7th a fourth and at 9th a fifth. The opponent is allowed a saving throw vs. spell; if this is successful, nothing is learned.

                                          For example, if a 5th-level priest casts this spell on a troll, she might leam that trolls can regenerate (a strength), that they are particularly susceptible to fire (a weakness), and that this particular troll was partially blinded in his left eye. The last nugget of information might translate into a +I bonus to hit, at the DMs discretion, if the priest attacked so as to exploit the troll’s weakness.

                                          According to legend, one of the earliest priests of Tempus, to win the Red Knight’s favor, employed this spell before battling a rakshasa. With it, he divined that race’s weakness to blessed
                                          crossbow bolts, a fact that is now hown by many adventurers throughout the Realms.

                                          The material component of this spell is the priest’s holy symbol, which needs simply to be
                                          touched to cast the spell.

                                          Notes: Granted to priests of The Red Knight, a war god of the Forgotten Realms Setting.

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                                          • halfgiantH
                                            halfgiant PC
                                            last edited by

                                            Forge Fire
                                            (Alteration)

                                            Sphere: Elemental Fire
                                            Level: 2
                                            Range: 20 yds.
                                            Components: V, S, M
                                            Casting Time: 1 rd.
                                            Duration: 3 turns/level
                                            Area of Effect: Single forge or furnace
                                            Saving Throw: None

                                            This spell enables a dwarf to mate a strong, efficient fire in a forge or furnace without burning up large quantities of fuel. Only a small bundle of sticks or a single lump of coal is needed to start a
                                            forge fire. Thereafter, the fire bums without need for more fuel for the duration of the spell. No harmful gases are given off by the use of this spell. The spell only works in a smithy forge or smelting furnace consecrated when constructed to accept the spell, in a special ceremony performed by a dwarven priest that includes the casting of a prayer spell. The power and heat of the fire, and the metals that can be forged, increase with the caster’s level
                                            as follows:
                                            3rd level: Lead, zinc, tin.
                                            5th level: Copper, silver, gold, brass, bronze,
                                            7th level: iron, common steel alloys, mete-
                                            9th level: Mithral steel alloy, platinum.
                                            16th level: Adamantite-steel alloy.

                                            The material components for this spell include the bundle of sticks or lump of coal used as starter fuel and a pinch of sulphur.
                                            Notes: Restricted to dwarven priests, very rare.
                                            (Updated from DRAGON Magazine.)

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