Subject gains a bonus on Perception checks.Īttackers' weapons stick to your gluey blood. Ranged touch attack 2d4 damage for 1 round + 1 round/3 levels.ġd6/level acid damage plus 1 round of acid. Replaces nonmagical ammunition every round. Harmlessly and completely inhale one gas, fog, smoke, mist, or similar cloud-like effect. You become immune to diseases and toxins, absorb one, and then spread it to others. Targets are able to breathe water, freely. Surrounds the target with layers of force. The extra 10 minute duration can go to one of the four targets or it is wasted. For example, if you are 5th level, your communal spell's duration is 10 minutes per level, and you have four targets, each target must receive 10 minutes of duration. Furthermore, unless the communal spell's description indicates otherwise, no target can receive a duration increment smaller than the smallest increment of duration listed in the spell description. When you divide the duration, you must divide it as evenly as possible among the targets. The word "level" in the short spell descriptions that follow always refers to caster level.Ĭreatures and Characters: The words "Creature" and "character" are used synonymously in the short descriptions.Ĭommunal Spells: Communal spells function like other spells, except they allow you to divide the duration among multiple targets, treating each target as a subject of the spell. Hit Dice: The term "Hit Dice" is used synonymously with "character levels" for effects that affect a specific number of Hit Dice of creatures.Ĭaster Level: A spell's power often depends on caster level, which is defined as the caster's class level for the purposes of casting a particular spell. Spells in all lists are presented in alphabetical order, except when a spell's name begins with "communal," "greater," "lesser," or "mass," in which case it is alphabetized under the base spell name. Immediately after those lists is a complete list of all spells with full descriptions of those spells listed. These include the spell name and a brief and incomplete description of the spell. In the round of emergence from stone, the caster is unable to use spells or attack, has an effective Armor Class of 10, and moves at half rate (rounding down).Order of Presentation: The first spell lists presented are the lists of spells separated by class and level. A priest within 12 feet of a break in the stone when the spell ends can struggle onwards to break out at a cost of 1d6 lost hit points (2d6 if a System Shock roll fails). The caster is trapped alive, entombed in solid stone (the same as a victim of the 9th level wizard spell imprisonment) if not out of stone when the spell expires. The caster can walk up or down as well as horizontally, and can tell direction relative to the natural grain of the rock. The stone blocks all hearing, but some vibrations can be felt. While in stone, the caster can sense any ending or edges of stone within 120 feet, as well as the presence, location, and size of any cavities, seep-water, fissures, air pockets, and beings (such as digging or imprisoned creatures, and those able to pass through stone, such as xorn). If spell duration permits, a caster can enter stone, leave it, and re-enter it or another mass of stone, without casting a second stone walk. Movement is always at a rate of 10 feet per round. Travel is possible through loose, or broken stone, but not mud, sand, or fine gravel. A development of the meld into stone spell, this magic allows a caster to merge into solid stone and travel short distances through it.
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