Kargin - Spell Notes
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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. -
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, SEFFECT
Range: Personal
Target: You
Duration: 1 roundDESCRIPTION
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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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 daggerhoping 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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@halfgiant going to mass produce them since the parts are readily available?
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Up to Dregnoth, maybe. Whats up i couldn’t upload a picture of the beholder crown?
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Nap (Alteration)
Sphere: Time
Range: Touch
Components: V, S, M
Duration: Special
Casting Time: 2
Area of Effect: One creature/level
Saving Throw: NoneCreatures 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. -
Alamir’s Fundamental Breakdown (Divination)
Range: Touch
Components: V, S, M
Duration: Special
Casting Time: 1 round
Area of Effect: One item
Saving Throw: SpecialBy 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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Augmentation II (Evocation)
Range: 0
Components: V, S, M
Duration: 3 turns
Casting Time: 6
Area of Effect: Special
Saving Throw: NoneThis 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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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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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: NoneWhen 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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@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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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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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: NoneThis 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.) -
Trollish Fortitude
Level: 6
Range: 0
Components: V, S, M
Casting Time: 6
Duration: 1 rd./level
Area of Effect: The caster
Saving Throw: NoneThis 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). -
Weave Mythal
(Alteration)
Level: 4
Range: 60 yds.
Components: V, S
Casting Time: 4
Duration: 1 tum
Area of Effect: 3O-ft.-radius sphere or special
Saving Throw: NoneThis spell renders magic wielded by the caster, or another chosen being (wherever the magic takes effect, and regardless of the movements of the caster or chosen being), or all magic cast in a specific 30-foot-radius sphere to be free of mythal influence for the spell duration. In other words, the magic is free of mythal prohibitions, wild magic, power fluctuations, and augmentations (see appendix: “The Mythal”). If a dispel magic is cast on the caster or affected being, or cast in the area in which the weaving has taken effect (even if the dispel is not specifically directed at this spell), the weave mythal effects immediately end, and a random
wild magic effect occurs, even if no magic is currently operating or being cast.Notes: Rare spell from the FORGOTTEN REALMS setting; virtually unknown elsewhere.
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@halfgiant a simp,e 4th level spell exempts you from the effects of a mythal? WUT?
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MAGIC ZONE
Conjuration (Summoning)
Level: Sor/Wiz 9
Components: V,S,M or F (see text)
Casting Time: 1 full round
Range: 100 yards + 10 yards/caster level
Effect: 5’ radius sphere + 1’ / caster level
Duration: Permanent or 1 round (see text)
Saving Throw: None
Spell Resistance: See TextDepending on the version of the spell you wish to cast, Magic Zone has three effects. When cast in any version, Magic Zone creates a sphere of magical energy. The Dead Zone and Wild Zone effects do extend under ground if the target area would include it. The Spellfire Sphere does not penetrate solid objects, but if cast in air or water it is a full sphere.
Dead Zone: To use this version of the spell, the caster must know the exact location of an existing Dead Magic Zone (DMZ). When cast, this version of the spell basically moves a section of the known DMZ to the target area of the spell. Dead Zone cannot be targeted on a person or object. This version of the spell is permanent. A Limited Wish will dismiss it back to its original location or a Wish will destroy it. The material component for this spell is piece of a magical staff that was drained of its power.
Wild Zone: This version of the spell is creates a sphere of magical influence just like Dead Zone, except the area is a wild magic area. To cast this version of the spell, the caster must know the location of a Wild Magic Zone, or have a Rod of Wonder. Wild Zone cannot be targeted on a person or object. This version of the spell is permanent. A Limited Wish will dismiss it back to its original location or a Wish will destroy it. The focus for this version is a pendant with the symbol of chaos etched on it and made from fools gold. If the Rod of Wonder is used in lieu of a known Wild Magic Zone, it is consumed in the casting.
Spellfire Sphere: Casting the Spellfire Sphere version of Magic Zone creates a ball of spellfire in the area of effect. It last for an entire round and causes 7d10 damage to any creature caught inside of it, no save. The Spellfire Sphere has a 10% chance of draining the most powerful magic item caught in the area of effect and using that power to sustain itself for another round. If it does drain an item and continue for another round, it again has a 10% chance of draining the next most powerful item in the area of effect and continuing for a third round. In theory a Spellfire Sphere could burn as long as there are magic items in its area of effect to power it. Artifacts are immune to this effect and intelligent items get a saving throw equivalent to its owner’s save. If the Sphere fails to drain an item because it is an artifact or intelligent item that saved, it burns out after that round. This version of the spell can be resisted but the nature of the raw energy makes it harder to resist, causing a -5 penalty to anyone trying to resist.
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Minor Sequencer (Invocation/Evocation)
Range: 0
Duration: Permanent Casting Time: 1 round Area of Effect: Special Saving Throw: NoneThis spell allows a wizard to store two spells and activate them both at the same time from their Special Ability button. Both spells must be of 2nd level or lower. To create a sequencer, a Mage must memorize not only Minor Sequencer but also the spells they intend to store in it (a Sorcerer can store spells of any level for which they still have spell slots). After casting Minor Sequencer, the player is prompted to choose the sequenced spells from those they memorized.
A sequencer lasts until activated and, once used, releases its spells immediately (no casting time). The Special Ability icon also disappears until the next time a sequencer is formed. A wizard can possess only one Minor Sequencer at a time, and it may not be given to other characters.
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Spell Sequencer (Invocation/Evocation)
Range: 0
Duration: Permanent Casting Time: 1 round Area of Effect: Special Saving Throw: NoneThis spell allows a wizard to store three spells and activate them all at the same time from his Special Ability button. All spells must be of 4th level or lower. To create a sequencer, a Mage must memorize not only Spell Sequencer but also the spells they intend to store in it (a Sorcerer can store spells of any level for which they still have spell slots). After casting Spell Sequencer, the player will be prompted to choose the sequenced spells from those they have memorized.
A sequencer lasts until activated and, once used, releases its spells immediately (no casting time). A wizard can possess only one Spell Sequencer at a time, and it may not be given to other characters.