Reference Thread: Abutan Y'ting/Araella (New)

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Series of adventures set in Greyhawk's campaign setting. The adventurers are currency running through the ancient dwarven stronghold under the Stone Tooth.

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Reference Thread: Abutan Y'ting/Araella (New)

Postby Abutan Y'ting » Thu Jul 21, 2011 3:30 pm

Move Action:
Standard Action:
Free Action:

Current AC: 13
Current HP: 16 / 16
Current Weapon in Hand: Longspear --> Att. +3 / damage: 1d8+3 / Crit. 20(x3) / reach weapon / (P)

Conditions in effect:


Spells Cast Today:

0 Level: (6/day)




1st Level: (7/day)





2nd Level: (4/day)




~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


Weapons:

Longspear --> Att. +3 / damage: 1d8+3 / Crit. 20(x3) / reach weapon / (P)
Light Mace--> Att. +3 / damage: 1d6+3 / Crit. 20(x2) / (B)
Dagger--> Att. +3 / damage: 1d4+3 / Crit. 19 or 20(x2) / (P/S)
MWK Light Crossbow--> Att. +4 / damage: 1d8 / Crit. 19 or 20(x2) / range: 80' / (P)


~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Spells:

Magic Missile

Web


Scrolls:

Scorching Ray

Acid Arrow

Hideous Laughter
Last edited by Abutan Y'ting on Fri Dec 21, 2012 12:04 pm, edited 8 times in total.
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Re: Reference Thread: Abutan Y'ting

Postby Abutan Y'ting » Tue Aug 09, 2011 2:46 pm

Spells

Level 0

Acid Splash

Conjuration (Creation) [Acid]
Level: Sor/Wiz 0
Components: V, S "Amyltan!"
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One missile of acid
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

You fire a small orb of acid at the target. You must succeed on a ranged touch attack to hit your target. The orb deals 1d3 points of acid damage.


Dancing Lights

Evocation [Light]
Level: Brd 0, Sor/Wiz 0
Components: V, S "Légeléoht."
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: Up to four lights, all within a 10-
ft.-radius area
Duration: 1 minute (D)
Saving Throw: None
Spell Resistance: No

Depending on the version selected, you create up to four lights that resemble lanterns or torches (and cast that amount of light), or up to four glowing spheres of light (which look like will-o’-wisps), or one faintly glowing, vaguely humanoid shape. The dancing lights must stay within a 10- foot-radius area in relation to each other but otherwise move as you desire (no concentration required): forward or back, up or down, straight or turning corners, or the like. The lights can move up to 100 feet per round. A light winks out if the distance between you and it exceeds the spell’s range. Dancing lights can be made permanent with a permanency spell.


Detect Magic

Divination
Level: Brd 0, Clr 0, Drd 0, Sor/Wiz 0
Components: V, S "Galdor Aeréafe"
Casting Time: 1 standard action
Range: 60 ft.
Area: Cone-shaped emanation
Duration: Concentration, up to 1
min./level (D)
Saving Throw: None
Spell Resistance: No

You detect magical auras. The amount of information revealed depends on how long you study a particular area or subject.

1st Round: Presence or absence of magical auras.

2nd Round: Number of different magical auras and the power of the most potent aura.

3rd Round: The strength and location of each aura.

If the items or creatures bearing the auras are in line of sight, you can make Spellcraft skill checks to determine the school of magic involved in each. (Make one check per aura; DC 15 + spell level, or 15 + half caster level for a nonspell effect.) Magical areas, multiple types of magic, or strong local magical emanations may distort or conceal weaker auras.

Aura Strength: An aura’s power depends on a spell’s functioning spell level or an item’s caster level. If an aura falls into more than one category, detect magic indicates the stronger of the two.

Lingering Aura: A magical aura lingers after its original source dissipates (in the case of a spell) or is destroyed (in the case of a magic item). If detect magic is cast and directed at such a location, the spell indicates an aura strength of dim (even weaker than a faint aura). How long the aura lingers at this dim level depends on its original power:
Duration of
Original Strength Lingering Aura
Faint 1d6 rounds
Moderate 1d6 minutes
Strong 1d6×10 minutes
Overwhelming 1d6 days

Outsiders and elementals are not magical in themselves, but if they are summoned, the conjuration spell registers. Each round, you can turn to detect magic in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it. Detect magic can be made permanent with a permanency spell.


Ghost Sound

Illusion (Figment)
Level: Brd 0, Sor/Wiz 0
Components: V, S, M "Grima Adýfan."
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Illusory sounds
Duration: 1 round/level (D)
Saving Throw: Will disbelief (if interacted
with)
Spell Resistance: No

Ghost sound allows you to create a volume of sound that rises, recedes, approaches, or remains at a fixed place. You choose what type of sound ghost sound creates when casting it and cannot thereafter change the sound’s basic character. The volume of sound created depends on your level. You can produce as much noise as four normal humans per caster level (maximum twenty humans). Thus, talking, singing, shouting, walking, marching, or running sounds can be created. The noise a ghost sound spell produces can be virtually any type of sound within the volume limit. A horde of rats running and squeaking is about the same volume as eight humans running and shouting. A roaring lion is equal to the noise from sixteen humans, while a roaring dire tiger is equal to the noise from twenty humans. Ghost sound can enhance the effectiveness of a silent image spell. Ghost sound can be made permanent with a permanency spell.
Material Component: A bit of wool or a small lump of wax.


Read Magic

Divination
Level: Brd 0, Clr 0, Drd 0, Pal 1, Rgr 1,
Sor/Wiz 0
Components: V, S, F "Niman."
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 10 min./level

By means of read magic, you can decipher magical inscriptions on objects—books, scrolls, weapons, and the like—that would otherwise be unintelligible. This deciphering does not normally invoke the magic contained in the writing, although it may do so in the case of a cursed scroll. Furthermore, once the spell is cast and you have read the magical inscription, you are thereafter able to read that particular writing without recourse to the use of read magic. You can read at the rate of one page (250 words) per minute. The spell allows you to identify a glyph of warding with a DC 13 Spellcraft check, a greater glyph of warding with a DC 16 Spellcraft check, or any symbol spell with a Spellcraft check (DC 10 + spell level). Read magic can be made permanent with a permanency spell.
Focus: A clear crystal or mineral prism.


Resistance

Abjuration
Level: Brd 0, Clr 0, Drd 0, Pal 1,
Sor/Wiz 0
Components: V, S, M/DF "Andsæc !"
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 minute
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

You imbue the subject with magical energy that protects it from harm, granting it a +1 resistance bonus on saves. Resistance can be made permanent with a permanency spell.
Arcane Material Component: A miniature cloak.



Level 1

Mage Armor

Conjuration (Creation) [Force]
Level: Sor/Wiz 1
Components: V, S, F "Galdor Gearwe !"
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 hour/level (D)
Saving Throw: Will negates (harmless)
Spell Resistance: No

An invisible but tangible field of force surrounds the subject of a mage armor spell, providing a +4 armor bonus to AC. Unlike mundane armor, mage armor entails no armor check penalty, arcane spell failure chance, or speed reduction. Since mage armor is made of force, incorporeal creatures can’t bypass it the way they do normal armor.
Focus: A piece of cured leather


Magic Missile

Evocation [Force]
Level: Sor/Wiz 1
Components: V, S " Galdor Clúse !"
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Targets: Up to five creatures, no two of
which can be more than 15 ft. apart
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

A missile of magical energy darts forth from your fingertip and strikes its target, dealing 1d4+1 points of force damage. The missile strikes unerringly, even if the target is in melee combat or has less than total cover or total concealment. Specific parts of a creature can’t be singled out. Inanimate objects are not damaged by the spell. For every two caster levels beyond 1st, you gain an additional missile—two at 3rd level, three at 5th, four at 7th, and the maximum of five missiles at 9th level or higher. If you shoot multiple missiles, you can have them strike a single creature or several creatures. A single missile can strike only one creature. You must designate targets before you check for spell resistance or roll damage.


Color Spray

Illusion (Pattern) [Mind-Affecting]
Level: Sor/Wiz 1
Components: V, S, M "Ablindan!"
Casting Time: 1 standard action
Range: 15 ft.
Area: Cone-shaped burst
Duration: Instantaneous; see text
Saving Throw: Will negates
Spell Resistance: Yes

A vivid cone of clashing colors springs forth from your hand, causing creatures to become stunned, perhaps also blinded, and possibly knocking them unconscious. Each creature within the cone is affected according to its Hit Dice.
2 HD or less: The creature is unconscious, blinded, and stunned for 2d4 rounds, then blinded and stunned for 1d4 rounds, and then stunned for 1 round. (Only living creatures are knocked unconscious.)
3 or 4 HD: The creature is blinded and stunned for 1d4 rounds, then stunned for 1 round.
5 or more HD: The creature is stunned for 1 round.
Sightless creatures are not affected by color spray.
Material Component: A pinch each of powder or sand that is colored red, yellow, and blue.


Level 2

Web

Conjuration (Creation)
Level: Sor/Wiz 2
Components: V, S, M "Nett"
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: Webs in a 20-ft.-radius spread
Duration: 10 min./level (D)
Saving Throw: Reflex negates; see text
Spell Resistance: No

Web creates a many-layered mass of strong, sticky strands. These strands trap those caught in them. The strands are similar to spider webs but far larger and tougher. These masses must be anchored to two or more solid and diametrically opposed points—floor and ceiling, opposite walls, or the like—or else the web collapses upon itself and disappears. Creatures caught within a web become entangled among the gluey fibers. Attacking a creature in a web won’t cause you to become entangled. Anyone in the effect’s area when the spell is cast must make a Reflex save. If this save succeeds, the creature is entangled, but not prevented from moving, though moving is more difficult than normal for being entangled (see below). If the save fails, the creature is entangled and can’t move from its space, but can break loose by spending 1 round and making a DC 20 Strength check or a DC 25 Escape Artist check. Once loose (either by making the initial Reflex save or a later Strength check or Escape Artist check), a creature remains entangled, but may move through the web very slowly. Each round devoted to moving allows the creature to make a new Strength check or Escape Artist check. The creature moves 5 feet for each full 5 points by which the check result exceeds 10. If you have at least 5 feet of web between you and an opponent, it provides cover. If you have at least 20 feet of web between you, it provides total cover (see Cover, page 150). The strands of a web spell are flammable. A magic flaming sword can slash them away as easily as a hand brushes away cobwebs. Any fire—a torch, burning oil, a flaming sword, and so forth—can set the webs alight and burn away 5 square feet in 1 round. All creatures within flaming webs take 2d4 points of fire damage from the flames. Web can be made permanent with a permanency spell. A permanent web that is damaged (but not destroyed) regrows in 10 minutes.
Material Component: A bit of spider web.
Last edited by Abutan Y'ting on Tue Sep 06, 2011 8:19 am, edited 3 times in total.
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Re: Reference Thread: Abutan Y'ting

Postby Abutan Y'ting » Fri Sep 02, 2011 3:16 pm

Abutan Level up (CL 4) (sorcerer)
+1 to Charisma
+5 HP (75% of 4 + CON bonus(3+2 CON Mod)
+1 BAB
+1 Will
+1 first level spell per day / +3 second level spell per day
+1 zero level spell known / +1 second level spell known
Zero level spell choosen: Detect Magic
Second level spell choosen: Web
+4 skill points (2+ 1 INT mod+ 1 human bonus): +1 Spellcraft, +1 Knowledge (Arcana), +1 Concentration, +1 Bluff
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Re: Reference Thread: Abutan Y'ting

Postby Mercevial Xenn » Fri Jan 30, 2015 4:03 pm

Spells

Level 0

Acid Splash

Conjuration (Creation) [Acid]
Level: Sor/Wiz 0
Components: V, S "Amyltan!"
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One missile of acid
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

You fire a small orb of acid at the target. You must succeed on a ranged touch attack to hit your target. The orb deals 1d3 points of acid damage.


Dancing Lights

Evocation [Light]
Level: Brd 0, Sor/Wiz 0
Components: V, S "Légeléoht."
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: Up to four lights, all within a 10-
ft.-radius area
Duration: 1 minute (D)
Saving Throw: None
Spell Resistance: No

Depending on the version selected, you create up to four lights that resemble lanterns or torches (and cast that amount of light), or up to four glowing spheres of light (which look like will-o’-wisps), or one faintly glowing, vaguely humanoid shape. The dancing lights must stay within a 10- foot-radius area in relation to each other but otherwise move as you desire (no concentration required): forward or back, up or down, straight or turning corners, or the like. The lights can move up to 100 feet per round. A light winks out if the distance between you and it exceeds the spell’s range. Dancing lights can be made permanent with a permanency spell.


Detect Magic

Divination
Level: Brd 0, Clr 0, Drd 0, Sor/Wiz 0
Components: V, S "Galdor Aeréafe"
Casting Time: 1 standard action
Range: 60 ft.
Area: Cone-shaped emanation
Duration: Concentration, up to 1
min./level (D)
Saving Throw: None
Spell Resistance: No

You detect magical auras. The amount of information revealed depends on how long you study a particular area or subject.

1st Round: Presence or absence of magical auras.

2nd Round: Number of different magical auras and the power of the most potent aura.

3rd Round: The strength and location of each aura.

If the items or creatures bearing the auras are in line of sight, you can make Spellcraft skill checks to determine the school of magic involved in each. (Make one check per aura; DC 15 + spell level, or 15 + half caster level for a nonspell effect.) Magical areas, multiple types of magic, or strong local magical emanations may distort or conceal weaker auras.

Aura Strength: An aura’s power depends on a spell’s functioning spell level or an item’s caster level. If an aura falls into more than one category, detect magic indicates the stronger of the two.

Lingering Aura: A magical aura lingers after its original source dissipates (in the case of a spell) or is destroyed (in the case of a magic item). If detect magic is cast and directed at such a location, the spell indicates an aura strength of dim (even weaker than a faint aura). How long the aura lingers at this dim level depends on its original power:
Duration of
Original Strength Lingering Aura
Faint 1d6 rounds
Moderate 1d6 minutes
Strong 1d6×10 minutes
Overwhelming 1d6 days

Outsiders and elementals are not magical in themselves, but if they are summoned, the conjuration spell registers. Each round, you can turn to detect magic in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it. Detect magic can be made permanent with a permanency spell.


Ghost Sound

Illusion (Figment)
Level: Brd 0, Sor/Wiz 0
Components: V, S, M "Grima Adýfan."
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Illusory sounds
Duration: 1 round/level (D)
Saving Throw: Will disbelief (if interacted
with)
Spell Resistance: No

Ghost sound allows you to create a volume of sound that rises, recedes, approaches, or remains at a fixed place. You choose what type of sound ghost sound creates when casting it and cannot thereafter change the sound’s basic character. The volume of sound created depends on your level. You can produce as much noise as four normal humans per caster level (maximum twenty humans). Thus, talking, singing, shouting, walking, marching, or running sounds can be created. The noise a ghost sound spell produces can be virtually any type of sound within the volume limit. A horde of rats running and squeaking is about the same volume as eight humans running and shouting. A roaring lion is equal to the noise from sixteen humans, while a roaring dire tiger is equal to the noise from twenty humans. Ghost sound can enhance the effectiveness of a silent image spell. Ghost sound can be made permanent with a permanency spell.
Material Component: A bit of wool or a small lump of wax.


Read Magic

Divination
Level: Brd 0, Clr 0, Drd 0, Pal 1, Rgr 1,
Sor/Wiz 0
Components: V, S, F "Niman."
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 10 min./level

By means of read magic, you can decipher magical inscriptions on objects—books, scrolls, weapons, and the like—that would otherwise be unintelligible. This deciphering does not normally invoke the magic contained in the writing, although it may do so in the case of a cursed scroll. Furthermore, once the spell is cast and you have read the magical inscription, you are thereafter able to read that particular writing without recourse to the use of read magic. You can read at the rate of one page (250 words) per minute. The spell allows you to identify a glyph of warding with a DC 13 Spellcraft check, a greater glyph of warding with a DC 16 Spellcraft check, or any symbol spell with a Spellcraft check (DC 10 + spell level). Read magic can be made permanent with a permanency spell.
Focus: A clear crystal or mineral prism.


Resistance

Abjuration
Level: Brd 0, Clr 0, Drd 0, Pal 1,
Sor/Wiz 0
Components: V, S, M/DF "Andsæc !"
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 minute
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

You imbue the subject with magical energy that protects it from harm, granting it a +1 resistance bonus on saves. Resistance can be made permanent with a permanency spell.
Arcane Material Component: A miniature cloak.


Light

Evocation [Light]
Level: Brd 0, Clr 0, Drd 0, Sor/Wiz 0
Components: V, M/DF "Blæcern"
Casting Time: 1 standard action
Range: Touch
Target: Object touched
Duration: 10 min./level (D)
Saving Throw: None
Spell Resistance: No

This spell causes an object to glow like a torch, shedding bright light in a 20-footradius (and dim light for an additional 20 feet) from the point you touch. The effect is immobile, but it can be cast on a movable object. Light taken into an area of magical darkness does not function. A light spell (one with the light descriptor) counters and dispels a darkness spell (one with the darkness descriptor) of an equal or lower level.



Level 1

Mage Armor

Conjuration (Creation) [Force]
Level: Sor/Wiz 1
Components: V, S, F "Galdor Gearwe !"
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 hour/level (D)
Saving Throw: Will negates (harmless)
Spell Resistance: No

An invisible but tangible field of force surrounds the subject of a mage armor spell, providing a +4 armor bonus to AC. Unlike mundane armor, mage armor entails no armor check penalty, arcane spell failure chance, or speed reduction. Since mage armor is made of force, incorporeal creatures can’t bypass it the way they do normal armor.
Focus: A piece of cured leather


Magic Missile

Evocation [Force]
Level: Sor/Wiz 1
Components: V, S " Galdor Clúse !"
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Targets: Up to five creatures, no two of
which can be more than 15 ft. apart
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

A missile of magical energy darts forth from your fingertip and strikes its target, dealing 1d4+1 points of force damage. The missile strikes unerringly, even if the target is in melee combat or has less than total cover or total concealment. Specific parts of a creature can’t be singled out. Inanimate objects are not damaged by the spell. For every two caster levels beyond 1st, you gain an additional missile—two at 3rd level, three at 5th, four at 7th, and the maximum of five missiles at 9th level or higher. If you shoot multiple missiles, you can have them strike a single creature or several creatures. A single missile can strike only one creature. You must designate targets before you check for spell resistance or roll damage.


Color Spray

Illusion (Pattern) [Mind-Affecting]
Level: Sor/Wiz 1
Components: V, S, M "Ablindan!"
Casting Time: 1 standard action
Range: 15 ft.
Area: Cone-shaped burst
Duration: Instantaneous; see text
Saving Throw: Will negates
Spell Resistance: Yes

A vivid cone of clashing colors springs forth from your hand, causing creatures to become stunned, perhaps also blinded, and possibly knocking them unconscious. Each creature within the cone is affected according to its Hit Dice.
2 HD or less: The creature is unconscious, blinded, and stunned for 2d4 rounds, then blinded and stunned for 1d4 rounds, and then stunned for 1 round. (Only living creatures are knocked unconscious.)
3 or 4 HD: The creature is blinded and stunned for 1d4 rounds, then stunned for 1 round.
5 or more HD: The creature is stunned for 1 round.
Sightless creatures are not affected by color spray.
Material Component: A pinch each of powder or sand that is colored red, yellow, and blue.


Chill Touch

Necromancy
Level: Sor/Wiz 1
Components: V, S "Ciele æthrine!"
Casting Time: 1 standard action
Range: Touch
Targets: Creature or creatures touched (up
to one/level)
Duration: Instantaneous
Saving Throw: Fortitude partial or Will
negates; see text
Spell Resistance: Yes

A touch from your hand, which glows with blue energy, disrupts the life force of living creatures. Each touch channels negative energy that deals 1d6 points of damage. The touched creature also takes 1 point of Strength damage unless it makes a successful Fortitude saving throw. You can use this melee touch attack up to one time per level. An undead creature you touch takes no damage of either sort, but it must make a successful Will saving throw or flee as if panicked for 1d4 rounds +1 round per caster level.


Level 2

Web

Conjuration (Creation)
Level: Sor/Wiz 2
Components: V, S, M "Nett"
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: Webs in a 20-ft.-radius spread
Duration: 10 min./level (D)
Saving Throw: Reflex negates; see text
Spell Resistance: No

Web creates a many-layered mass of strong, sticky strands. These strands trap those caught in them. The strands are similar to spider webs but far larger and tougher. These masses must be anchored to two or more solid and diametrically opposed points—floor and ceiling, opposite walls, or the like—or else the web collapses upon itself and disappears. Creatures caught within a web become entangled among the gluey fibers. Attacking a creature in a web won’t cause you to become entangled. Anyone in the effect’s area when the spell is cast must make a Reflex save. If this save succeeds, the creature is entangled, but not prevented from moving, though moving is more difficult than normal for being entangled (see below). If the save fails, the creature is entangled and can’t move from its space, but can break loose by spending 1 round and making a DC 20 Strength check or a DC 25 Escape Artist check. Once loose (either by making the initial Reflex save or a later Strength check or Escape Artist check), a creature remains entangled, but may move through the web very slowly. Each round devoted to moving allows the creature to make a new Strength check or Escape Artist check. The creature moves 5 feet for each full 5 points by which the check result exceeds 10. If you have at least 5 feet of web between you and an opponent, it provides cover. If you have at least 20 feet of web between you, it provides total cover (see Cover, page 150). The strands of a web spell are flammable. A magic flaming sword can slash them away as easily as a hand brushes away cobwebs. Any fire—a torch, burning oil, a flaming sword, and so forth—can set the webs alight and burn away 5 square feet in 1 round. All creatures within flaming webs take 2d4 points of fire damage from the flames. Web can be made permanent with a permanency spell. A permanent web that is damaged (but not destroyed) regrows in 10 minutes.
Material Component: A bit of spider web.



Scorching Ray

Evocation [Fire]
Level: Sor/Wiz 2
Components: V, S "Beswæledon!"
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One or more rays
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

You blast your enemies with fiery rays. You may fire one ray, plus one additional ray for every four levels beyond 3rd (to a maximum of three rays at 11th level). Each ray requires a ranged touch attack to hit and deals 4d6 points of fire damage. The rays may be fired at the same or different targets, but all bolts must be aimed at targets within 30 feet of each other and fired simultaneously.



Level 3


Lightning Bolt

Evocation [Electricity]
Level: Sor/Wiz 3
Components: V, S, M "Léoma"
Casting Time: 1 standard action
Range: 120 ft.
Area: 120-ft. line
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes

You release a powerful stroke of electrical energy that deals 1d6 points of electricity damage per caster level (maximum 10d6) to each creature within its area. The bolt begins at your fingertips. The lightning bolt sets fire to combustibles and damages objects in its path. It can melt metals with a low melting point, such as lead, gold, copper, silver, or bronze. If the damage caused to an interposing barrier shatters or breaks through it, the bolt may continue beyond the barrier if the spell’s range permits; otherwise, it stops at the barrier just as any other spell effect does.
Material Component: A bit of fur and an amber, crystal, or glass rod.
Mercevial Xenn character sheet

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Re: Reference Thread: Abutan Y'ting

Postby Mercevial Xenn » Fri Jan 30, 2015 4:18 pm

Move Action:
Standard Action:
Free Action:

Current AC: 14
Current HP: 31 / 31
Current Weapon in Hand: Longspear --> Att. +5 / damage: 1d8+4 / Crit. 20(x3) / reach weapon / (P)

Conditions in effect:


Spells Cast Today:

0 Level: (6/day)




1st Level: (7/day)





2nd Level: (6/day)





3rd Level: (4/day)




~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


Weapons:

Longspear --> Att. +5 / damage: 1d8+5 / Crit. 20(x3) / reach weapon / (P)
Light Mace--> Att. +5 / damage: 1d6+5 / Crit. 20(x2) / (B)
Dagger--> Att. +5 / damage: 1d4+5 / Crit. 19 or 20(x2) / (P/S)
MWK Light Crossbow--> Att. +5 / damage: 1d8 / Crit. 19 or 20(x2) / range: 80' / (P)


~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Spells:

Magic Missile

Colour Spray

Chill Touch

Web

Scorching Ray

Lightning Bolt




Scrolls:

Scorching Ray

Acid Arrow

Hideous Laughter
Mercevial Xenn character sheet

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Re: Reference Thread: Abutan Y'ting

Postby Mercevial Xenn » Fri Jan 30, 2015 4:23 pm

Araella character sheet

Araella
Mercevial Xenn character sheet

Araella character sheet
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Re: Reference Thread: Abutan Y'ting/Araella (New)

Postby Mercevial Xenn » Sun Feb 01, 2015 2:25 pm

Add post here


actions | Show
Free Action:
Move Action:
Standard Action:


Araella Mini-stats | Show
Sheet
Init +6, Speed 30ft
AC 14 , Tch 13, FF 12
HP 34/34
Fort+4 , Ref +4 , Will +5
Conditions:

Current Weapon in Hand: Longspear --> Att. +5 / damage: 1d8+4 / Crit. 20(x3) / reach weapon / (P)

Spells:

6/6 0 Level
6/7 1st Level
5/6 2nd Level
4/4 3rd Level
Mercevial Xenn character sheet

Araella character sheet
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Mercevial Xenn
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Posts: 697
Joined: Mon Dec 13, 2010 10:54 am
Location: The Fallout Universe

Re: Reference Thread: Abutan Y'ting/Araella (New)

Postby Mercevial Xenn » Wed Feb 18, 2015 6:55 pm

Dice roller: MW

[ROLL="add attack here"]1d20+5z[/ROLL]
[ROLL="add damage here"]1d6+6z[/ROLL]


http://www.myth-weavers.com/sheet.html#id=313293
Mercevial Xenn character sheet

Araella character sheet
User avatar
Mercevial Xenn
Legend
Legend
 
Posts: 697
Joined: Mon Dec 13, 2010 10:54 am
Location: The Fallout Universe


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