T'sarichs Reference Thread

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T'sarichs Reference Thread

Postby T'sarich Xenn » Tue Mar 15, 2011 2:30 pm

spoiler: show
Move Action:
Standard Action:
Free Action:

Current AC: 17
Current HP: 26/26
Current Weapon in Hand: MWK Longsword--> Att. +8 / damage: 1d8+4 / Crit: 19 or 20(x2) / (S)

Conditions in effect:

Turn Undeads: 5/5 remaining

Spells Cast Today:

0 Level:
Protective Ward(granted power-protection) ~ 0/1
Light ~ 0/1
Light ~ 0/1
Guidance ~ 0/1
Resistance ~ 0/1
Light ~ 0/1


1st Level:
Bless ~ 0/1
Divine Favour ~ 0/1
Cure Light Wounds ~ 0/1
Magic Weapon (Level 1 (deity)) ~ 0/1
Bless ~ 0/1


2nd Level:
Aid ~ 0/1
Sound Burst ~ 0/1
Spiritual Weapon (Level 2 (deity)) ~ 0/1
Sound Burst ~ 0/1



Weapons:

MWK Longsword--> Att. +8 / damage: 1d8+4 / Crit: 19 or 20(x2) / (S)
Dagger--> Att. +6 / damage: 1d4+3 / Crit: 19 or 20(x2) / (P/S)
MWK Light Crossbow--> Att. +5 / damage: 1d8 / Crit: 19 or 20(x2) / range: 80' / (P)


Caster Level

4




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




TOUCH OF HEALING [RESERVE]
You can channel divine energy into healing with a touch.

Prerequisite: Ability to cast 2nd-level spells.

Benefit: As long as you have a conjuration (healing) spell of 2nd level or higher available to cast, you can spend a standard action to touch a target creature and heal 3 points of damage per level of the highest-level conjuration (healing) spell you have available to cast. You can use this ability only on a target that has been reduced to one-half or fewer of its total hit points. The effect ends once you've healed the subject up to half its normal maximum hit points. This ability has no effect on creatures that can't be healed by cure spells.

As a secondary benefit, you gain a +1 competence bonus to your caster level when casting conjuration (healing) spells.
Last edited by T'sarich Xenn on Thu Feb 09, 2012 12:28 pm, edited 8 times in total.
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Re: T'sarichs Reference Thread

Postby T'sarich Xenn » Tue Mar 15, 2011 2:41 pm

SPELLS

Level 0

Protection Domain

Granted Power: You can generate a protective ward as a supernatural ability. Grant someone you touch a resistance bonus equal to your cleric level on his or her next saving throw. Activating this power is a standard action. The protective ward is an abjuration effect with a duration of 1 hour that is usable once per day.


Cure Minor Wounds

Conjuration (Healing)

This spell functions like cure light wounds, except that it cures only 1 point of damage.


Light

Evocation [Light]
Components: V, M/DF
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.


Guidance

Divination
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 minute or until discharged
Saving Throw: Will negates (harmless)
Spell Resistance: Yes

This spell imbues the subject with a touch of divine guidance. The creature gets a +1 competence bonus on a single attack roll, saving throw, or skill check. It must choose to use the bonus before making the roll to which it applies.


Resistance

Abjuration
Components: V, S, M/DF
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.


Level 1

Bless

Enchantment (Compulsion) [Mind-
Affecting]
Components: V, S, DF
Casting Time: 1 standard action
Range: 50 ft.
Area: The caster and all allies within a 50-
ft. burst, centered on the caster
Duration: 1 min./level
Saving Throw: None
Spell Resistance: Yes (harmless)

Bless fills your allies with courage. Each ally gains a +1 morale bonus on attack rolls and on saving throws against fear effects. Bless counters and dispels bane.


Divine Favor

Evocation
Components: V, S, DF
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 minute

Calling upon the strength and wisdom of a deity, you gain a +1 luck bonus on attack and weapon damage rolls for every three caster levels you have (at least +1, maximum +6). The bonus doesn’t apply to spell damage.


Doom

Necromancy [Fear, Mind-Affecting]
Components: V, S, DF
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: One living creature
Duration: 1 min./level
Saving Throw: Will negates
Spell Resistance: Yes

This spell fills a single subject with a feeling of horrible dread that causes it to become shaken.


Summon Monster I ~ Celestial Badger for CG

Conjuration (Summoning) [see text]
Components: V, S, F/DF
Casting Time: 1 round
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One summoned creature
Duration: 1 round/level (D)
Saving Throw: None
Spell Resistance: No

This spell summons an extraplanar creature (typically an outsider, elemental, or magical beast native to another plane). It appears where you designate and acts immediately, on your turn. It attacks your opponents to the best of its ability. If you can communicate with the creature, you can direct it not to attack, to attack particular enemies, or to perform other actions. The spell conjures one of the creatures from the 1st-level list on the accompanying Summon Monster table. You choose which kind of creature to summon, and you can change that choice each time you cast the spell. Information on these creatures can be found in the Monster Manual. A summoned monster cannot summon or otherwise conjure another creature, nor can it use any teleportation or planar travel abilities. Creatures cannot be summoned into an environment that cannot support them. For instance, a celestial porpoise may only be summoned in an aquatic environment. When you use a summoning spell to summon an air, chaotic, earth, evil, fire, good, lawful, or water creature, it is a spell of that type. For example, a summon monster I is a lawful and evil spell when cast to summon a fiendish dire rat.


Magic Weapon(Deity Spell-level 1)

Transmutation
Components: V, S, DF
Casting Time: 1 standard action
Range: Touch
Target: Weapon touched
Duration: 1 min./level
Saving Throw: Will negates (harmless,
object)
Spell Resistance: Yes (harmless, object)

Magic weapon gives a weapon a +1 enhancement bonus on attack and damage rolls. (An enhancement bonus does not stack with a masterwork weapon’s +1 bonus on attack rolls.) You can’t cast this spell on a natural weapon, such as an unarmed strike (instead, see magic fang). A monk’s unarmed strike is considered a weapon, and thus it can be enhanced by this spell.


Level 2

Cure Moderate Wounds

Conjuration (Healing)

This spell functions like cure light wounds, except that it cures 2d8 points of damage +1 point per caster level (maximum +10).


Aid

Enchantment (Compulsion)
[Mind-Affecting]
Components: V, S, DF
Casting Time: 1 standard action
Range: Touch
Target: Living creature touched
Duration: 1 min./level
Saving Throw: None
Spell Resistance: Yes (harmless)

Aid grants the target a +1 morale bonus on attack rolls and saves against fear effects, plus temporary hit points equal to 1d8 + caster level (to a maximum of 1d8+10 temporary hit points at caster level 10th).


Silence

Illusion (Glamer)
Components: V, S
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Area: 20-ft.-radius emanation centered
on a creature, object, or point in space
Duration: 1 min./level (D)
Saving Throw: Will negates; see text or
none (object)
Spell Resistance: Yes; see text or no
(object)

Upon the casting of this spell, complete silence prevails in the affected area. All sound is stopped: Conversation is impossible, spells with verbal components cannot be cast, and no noise whatsoever issues from, enters, or passes through the area. The spell can be cast on a point in space, but the effect is stationary unless cast on a mobile object. The spell can be centered on a creature, and the effect then radiates from the creature and moves as it moves. An unwilling creature can attempt a Will save to negate the spell and can use spell resistance, if any. Items in a creature’s possession or magic items that emit sound receive the benefits of saves and spell resistance, but unattended objects and points in space do not. This spell provides a defense against sonic or language-based attacks, such as command, a harpy’s captivating song, a horn of blasting, and the like.


Spiritual Weapon (Sahandrian)(Deity Spell Level 2)

Evocation [Force]
Level: Clr 2, War 2
Components: V, S, DF
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: Magic weapon of force
Duration: 1 round/level (D)
Saving Throw: None
Spell Resistance: Yes

A weapon made of pure force springs into existence and attacks opponents at a distance, as you direct it, dealing 1d8 force damage per hit, +1 point per three caster levels (maximum +5 at 15th level). The weapon takes the shape of a weapon favored by your deity or a weapon with some spiritual significance or symbolism to you (see below) and has the same threat range and critical multipliers as a real weapon of its form. It strikes the opponent you designate, starting with one attack in the round the spell is cast and continuing each round thereafter on your turn. It uses your base attack bonus (possibly allowing it multiple attacks per round in subsequent rounds) plus your Wisdom modifier as its attack bonus. It strikes as a spell, not as a weapon, so, for example, it can damage creatures that have damage reduction.
As a force effect, it can strike incorporeal creatures without the normal miss chance associated with incorporeality. The weapon always strikes from your direction. It does not get a flanking bonus or help a combatant get one. Your feats (such as Weapon Focus) or combat actions (such as charge) do not affect the weapon. If the weapon goes beyond the spell range, if it goes out of your sight, or if you are not directing it, the weapon returns to you and hovers. Each round after the first, you can use a move action to redirect the weapon to a new target. If you do not, the weapon continues to attack the previous round’s target. On any round that the weapon switches targets, it gets one attack. Subsequent rounds of attacking that target allow the weapon to make multiple attacks if your base attack bonus would allow it to. Even if the spiritual weapon is a ranged weapon, use the spell’s range, not the weapon’s normal range increment, and switching targets still is a move action.
A spiritual weapon cannot be attacked or harmed by physical attacks, but dispel magic, disintegrate, a sphere of annihilation, or a rod of cancellation affects it. A spiritual weapon’s AC against touch attacks is 12 (10 + size bonus for Tiny object). If an attacked creature has spell resistance, you make a caster level check (1d20 + caster level) against that spell resistance the first time the spiritual weapon strikes it. If the weapon is successfully resisted, the spell is dispelled. If not, the weapon has its normal full effect on that creature for the duration of the spell. The weapon that you get is often a force replica of your deity’s own personal weapon, many of which have individual names.
A cleric without a deity gets a weapon based on his alignment. A neutral cleric without a deity can create a spiritual weapon of any alignment, provided he is acting at least generally in accord with that alignment at the time. The weapons associated with each deity or alignment are as follows: Corellon Larethian: Longsword, “Sahandrian”

Sound Burst

Evocation [Sonic]
Components: V, S, F/DF
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Area: 10-ft.-radius spread
Duration: Instantaneous
Saving Throw: Fortitude partial
Spell Resistance: Yes

You blast an area with a tremendous cacophony. Every creature in the area takes 1d8 points of sonic damage and must succeed on a Fortitude save to avoid being stunned for 1 round. Creatures that cannot hear are not stunned but are still damaged.
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