• Fiery Spell

    Game Discussion feats metamagic
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    halfgiantH
    Fiery Spell ( Sandstorm, p. 49) [Metamagic] Your fire magic is bolstered, further scorching your enemies. Prerequisite Benefit A fiery spell deals an extra 1 point of fire damage for each die of damage the spell deals. This feat can be applied only to spells with the fi re descriptor. For example, if a 9th-level wizard with this feat casts a fi ery fi reball, the fi reball deals 9d6+9 points of damage. A fiery spell uses up a spell slot one level higher than the spell’s actual level.
  • Gravity Bow

    Game Discussion spells transmutation buff
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    halfgiantH
    Gravity Bow School transmutation; Level ranger 1, sorcerer/wizard 1; Elemental School metal 1, void 1 CASTING Casting Time 1 standard action Components V, S EFFECT Range personal Targets you Duration 1 minute/level (D) DESCRIPTION Gravity bow significantly increases the weight and density of arrows or bolts fired from your bow or crossbow the instant before they strike their target and then return them to normal a few moments later. Any arrow fired from a bow or crossbow you are carrying when the spell is cast deals damage as if one size larger than it actually is. For instance, an arrow fired from a Medium longbow normally deals 1d8 points of damage, but it would instead deal 2d6 points of damage if fired from a gravity bow (see table on this page for associated increase/decrease in damage due to size change). Only you can benefit from this spell. If anyone else uses your bow to make an attack the arrows deal damage as normal for their size. Table: Weapon Damage Size Conversion Tiny Weapon Damage Small Weapon Damage Medium Weapon Damage Large Weapon Damage Huge Weapon Damage — 1 1d2 1d3 1d4 1 1d2 1d3 1d4 1d6 1d2 1d3 1d4 1d6 1d8 1d3 1d4 1d6 1d8 2d6 1d4 1d6 1d8 2d6 3d6 1d6 1d8 1d10 2d8 3d8 1d8 1d10 1d12 3d6 4d6 1d4 1d6 2d4 2d6 3d6 1d8 1d10 2d6 3d6 4d6 1d10 2d6 2d8 3d8 4d8 2d6 2d8 2d10 4d8 6d8
  • Mighty Wallop, Greater

    Game Discussion spells transmutation buff
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    halfgiantH
    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).
  • Giant Size

    Game Discussion spells transmutation buff
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    halfgiantH
    Giant Size (Oriental Adventures / Complete Arcane) Transmutation Level: Wu Jen 7, Hero 8, Components: V, S, M, Casting Time: 1 round Range: Personal Target: You Duration: 1 minute When you cast this spell, your body assumes truly gigantic proportions. The spell causes you to grow to Huge or larger size, depending on your caster level. Your Strength, Dexterity, Constitution, natural armor, and size modifier to AC and attacks all change based on your new size, as shown on the table below. The only equipment that changes size with you is ordinary, mundane clothing, so you may not be able to use weapons or magic items effectively in your giant form. Material Component: The scale of a dragon or hairs from the head of a giant.
  • Sakkratar's Triple Strike

    Game Discussion spells transmutation buff
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    halfgiantH
    Sakkratar’s Triple Strike (Lost Empires of Faerûn) Transmutation Level: Sorcerer 5, Wizard 5, Components: V, S, M, Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: One creature/level, no two of which may be more than 30 ft. apart Duration: 1 round Saving Throw: Fortitude negates (harmless) Spell Resistance: Yes (harmless) This spell, created by a coronal of Cormanthyr from days long past, imbues a number of targets with devastating speed in battle. Each subject of Sakkratar’s triple strike can take two extra attacks when making a full attack action, provided that it attacks with a melee weapon it is holding. These extra attacks are made using the subject’s full base attack bonus, plus any modifiers appropriate to the situation. In addition, each affected creature’s melee weapon bursts into pure white flame, gaining the keen and flaming burst special abilities for the duration of the spell. This effect is not cumulative with similar effects, such as a haste spell or a weapon of speed, nor does it grant an extra action. Material Component: A three-faceted prism.
  • New movie seems on a better track than the last

    Off Topic
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    halfgiantH
    “The bridge is protected by an Ancient Trap, we must not trigger the mechanism”…rumble, rumble, crash… Smoug… “I must have triggered the mechanism”
  • Energy Alteration

    Game Discussion spells artificer infusion
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    halfgiantH
    @daermadm water based lube, why how environmental of you! Lmao
  • Owl's Insight

    Game Discussion spells buff
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    halfgiantH
    Owl’s Insight (Spell Compendium, p. 152) Transmutation Level: Druid 5, Components: V, S, Casting Time: 1 standard action Range: Touch Target: Creature touched Duration: 1 hour Saving Throw: Fortitude negates (harmless) Spell Resistance: Yes (harmless) As you cast this spell, your face is overlaid with the image of a snow owl. The image fades as you bestow your ally with comprehension. The subject gains an insight bonus to Wisdom equal to 1/2 your caster level.
  • Multispell

    Game Discussion feats epic
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    halfgiantH
    Multispell ( Epic Level Handbook, p. 63) [Epic] You can cast an additional quickened spell in a round. Prerequisite Quicken Spell (PH) , ability to cast 9th-level arcane or divine spells, Benefit You may cast one additional quickened spell in a round. Special You can gain this feat multiple times. Its effects stack.
  • Staff Expertise

    Game Discussion feats epic staff
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    halfgiantH
    Staff Expertise [Epic] [Epic Insights; Epic Level Magic by Andy Collins; Wizards Archive - 03/14/2003] You can activate staffs with the speed that an archer fires arrows. Prerequisites: Craft Staff, Master Staff, Quicken Spell, Spellcraft 30 ranks. Benefits: You may activate a staff in place of an attack instead of as a standard action. As a full-round action, you could thus make as many staff activations as you could normally make ranged attacks. For instance, if your base attack bonus is +11, you could activate a staff three times as a full-round action. If you also had the Rapid Shot feat, you could activate the staff four times as a full-round action. Each activation after the first costs one additional charge from the staff, cumulative. Thus, the second activation in a round costs 2 extra charges, the third activation 3 extra charges, and so forth.
  • Wand Expertise

    Game Discussion feats epic wand
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    halfgiantH
    Wand Expertise [Epic] [Epic Insights; Epic Level Magic by Andy Collins; Wizards Archive - 03/14/2003] You can activate wands with the speed that an archer fires arrows. Prerequisites: Craft Wand, Master Wand, Quicken Spell, Spellcraft 25 ranks. Benefits: You may activate a wand in place of an attack instead of as a standard action. As a full-round action, you could thus make as many wand activations as you could normally make ranged attacks. For instance, if your base attack bonus is +11, you could activate a wand three times as a full-round action. If you also had the Rapid Shot feat, you could activate the wand four times as a full-round action. Each activation after the first costs one additional charge from the wand, cumulative. Thus, the second activation in a round costs 2 extra charges, the third activation 3 extra charges, and so forth.
  • Smiting Spell

    Game Discussion feats metamagic
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    halfgiantH
    Smiting Spell ( Player’s Handbook II, p. 92) [Metamagic] You can channel the energy of a touch spell into a weapon, causing the spell to discharge when you strike an opponent. Prerequisite Base attack bonus +1, caster level 1st, Benefit You can alter a spell with a range of touch to transfer its energy from your hand to a weapon that you hold. The next time you strike an opponent with that weapon, the spell discharges. The target takes the normal damage and effects of a successful attack in addition to the spell’s effect. Once you place a spell into a weapon, you must discharge it within 1 minute, or its energy dissipates harmlessly. You can place a smiting spell on a piece of ammunition or a projectile, such as a sling bullet, an arrow, or a crossbow bolt. In such a case, the spell dissipates if the attack misses. The spell cannot be placed on a bow, crossbow, sling, or similar weapon that uses ammunition. A smiting spell uses up a spell slot one level higher than the spell’s actual level.
  • Ring of Solar Wings

    Game Discussion magic items rings
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    halfgiantH
    Ring of Solar Wings Magic Item (Book of Exalted Deeds, p. 115) Price: 118,000 gp Body Slot: Ring Caster Level: 12nd Aura: Strong; Transmutation Activation: — Weight: — lb. This brilliant gold ring causes is inlaid with celestial script. When the ring is put on, the wearer grows gleaming white wings (like those of a solar) and gains the ability fly at a speed of 150 feet (good maneuverability). The wings disappear if the ring is removed. If the ring is removed while the wearer is in flight, the wearer floats to the ground as per a feather fall spell. If the wearer already has a functional set of wings, the ring does not create new ones, but the wearer may use the ring’s fly speed if it’s faster. Prerequisites: Forge Ring , Feather Fall, Polymorph .