• Plotting Against the Manaverse

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    daermadmD
    Yup, jealous. [image: NaKlttj.jpg]
  • Artificer's Whetstone

    Game Discussion magic items whetstone wondrous items
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    halfgiantH
    [image: f7pBFdO.png] Artificer’s Whetstone.docx
  • diablo 4 >:)

    Game Discussion
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    dwarfD
    intro trailer
  • humans and chimpanzee teenagers...

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    dwarfD
    interesting read, anyway - even if its a story from the loons at CNN https://www.cnn.com/2023/01/30/health/teens-chimpanzees-scn-wellness/index.html
  • Spear (+6) of Insidious Impaling

    Game Discussion magic items spear weapon
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    dwarfD
    Dregnoth smiles * “The Blue Pope better return soon, Bishop Kargin is bucking for a promotion !!”
  • Ugg... thats not good

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    halfgiantH
    Well its about to get fun.
  • So... Marchish 1Q CabinCON

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    orcO
    @halfgiant Yes they are , I got bit again this past summer , I cant even drink milk now every thing this spring and summer is going to be in the North West cause … well… fuck them ticks
  • Locate City

    Game Discussion spell divination
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    halfgiantH
    Locate City (Races of Destiny) Divination Level: Bard 1, Ranger 1, Sorcerer 1, Wizard 1, Spellthief 1, Consecrated Harrier 1, Components: V, Casting Time: 1 round Range: 10 miles/level Area: 10 miles/level radius circle, centered on you Duration: Instantaneous You sense the distance and direction to the nearest community of a minimum size designated by you at the time of casting. For instance, you could choose to find the nearest community at least as large as a village, or you could choose to locate only the nearest metropolis. This spell measures the distance to the “nearest” community as the minimum distance one would have to travel to reach the city without moving through solid objects. Thus, a caster on the surface isn’t likely to locate a subterranean city half a mile beneath his feet, even if the next closest community is 5 miles away overland.
  • Split Ray

    Game Discussion feats metamagic
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    halfgiantH
    Split Ray ( Complete Arcane, p. 83) [Metamagic] Your ray spells can affect an additional target. Prerequisite Any metamagic feat, Benefit You can cause any ray spell tofireone additional ray beyond the number normally allowed. The additional ray requires a separate ranged touch attack roll to hit and deals damage as normal. It can be fi red at the same target as the fi rst ray or at a different target, but all rays must be aimed at targets within 30 feet of each other and fi red simultaneously. A split ray spell uses a spell slot two levels higher than the spell’s actual level.
  • Nature's Avatar

    Game Discussion spell buff evocation
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    halfgiantH
    Nature’s Avatar (Masters of the Wild: A Guidebook to Barbarians, Druids, and Rangers) Evocation Level: Druid 9, Components: V, S, DF, Casting Time: 1 action Range: Touch Target: Animal touched Duration: 1 minute/level Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless) You infuse the subject with the spirit of nature. The affected creature gains a +10 morale bonus on attack and damage rolls and 1d8 temporary hit points per caster level, plus the effects of haste.
  • Searing Spell

    Game Discussion feats metamagic
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    halfgiantH
    Searing Spell ( Sandstorm, p. 53) [Metamagic] Your fire spells are so hot that they can damage creatures that normally have resistance or immunity to fire. Prerequisite Benefit A searing spell is so hot that it ignores the resistance to fire of creatures affected by the spell, and affected creatures with immunity to fire still take half damage. This feat can be applied only to spells with the fire descriptor. Creatures with the cold subtype take double damage from a searing spell. Creatures affected by a searing spell are still entitled to whatever saving throw the spell normally allows. A searing spell uses up a spell slot one level higher than the spell’s actual level.
  • 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