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    Kargin - Spell Notes

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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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                                          • halfgiantH
                                            halfgiant PC
                                            last edited by

                                            Trollish Fortitude

                                            Level: 6
                                            Range: 0
                                            Components: V, S, M
                                            Casting Time: 6
                                            Duration: 1 rd./level
                                            Area of Effect: The caster
                                            Saving Throw: None

                                            This powerful spell imbues the caster with the physical fortitude and resilience of a troll. While the spell is in effect, the caster regenerates 3 hit points per round until he reaches his normal maximum. He also gains a troll’s ability to ignore dismemberment, decapitation, and other horrible injuries that would normally incapacitate or slay outright (although losing a limb may prevent the caster from taking certain actions, such as running, climbing, and other activities).

                                            Bleeding, wounding, being reduced to negative hit points, and other effects that cause a creature to lose hit points from round to round are ignored-the caster instead regains 3 hit points per round, up to his or her normal maximum. A caster reduced to less than 0 hit points is incapacitated, but only until restored to 1 hit point or more; the wizard can move, fight, and cast spells again as soon as the hit point total is positive.

                                            Trollish fortitude provides no defense against lethal poison, disease, and other effects that don’t cause a loss of hit points. Fire and acid damage cannot be regenerated. In addition, hit points from Hit Dice lost through level draining cannot be regenerated. While the spell is in effect, the caster can rejoin severed limbs simply by holding them in place, but if the spell ends while a limb is still separated, then the caster immediately suffers the full effects of the injury.

                                            The material component for this spell is a shred of dried flesh from a troll’s heart, pulverized into dust, which is then sprinkled on the caster.
                                            Notes: Uncommon spell (P0:SP).

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