I got most of us updated before I got timed out.
I will get the map all figured out tonight, with emerging barbarians and such.
Go ahead and post for round 25 if you want or wait if you aren't sure.
'Large' or 'huge' elk?!
Either way if you pick that then it will come with the Greenwatch blessing!
Speaking of the blessing you should each have a ring given to you... I will pull up its stats, oh and also a Greenwatch cloak!
Greenwatch Ring:
The Efreeti council of Greenwatch, Sulvanii is always thinking. Through incredible magics has blessed the magic rings that he has gifted to the Wardens and their trusted agents. The rings allow entry into secure locations around Greenwatch as well as access to the teleportation Obelisks that have been built in Greenwatch's cities and crucial sites. The rings combine the magical effects of lessor magic rings:
The ring has the attributes of a Ring of Protection +1. Further enchantment allows it to act as a Ring of Sustenence. The rings allow communication over the distance of 500 feet just as Communique Rings. Lastly they function as a Dungeon Ring they cannot be removed unless allowed by the Duke or Duchess of Greenwatch.
Lastly a safeguard has been placed on the rings that no one who wears a ring can attack anyone else with a ring as per the spell Sanctuary.
2 set bonus: Protection +2, communication distance 2 miles
3 set bonus: Protection +3, Having learned from the advantage of Trolls the rings feature Regeneration at the rate of 1 hit point per round.
4 set bonus: Protection +4, cast lesser restoration 1/day
5 set bonus: Protection +5 Regeneration 2.
Suggestions are welcome. We can adjust them easily and need to make 3 more Greenwatch items for the set.
Greenwatch Cloak:
A fine cloak with fur around It is a cloak of resistance +2.
2 set bonus: resistance +3, Also it let's you blend into forests or swamps with a +2 on stealth and survival.
3 set bonus: resistance +4, The first 5 feet of movement in those terrains within the kingdom of Greenwatch allows you to not be affected by the first 5 feet movement in a round.
4 set bonus: resistance +5, The first 10 feet of movement in those terrains within the kingdom of Greenwatch allows you to not be affected by the first 10 feet movement in a round.
5 set bonus: the skill bonus raises to +5, when in those terrains in Greenwatch cast invisibility 1/day.
2 set bonus:
3 set bonus:
4 set bonus:
5 set bonus:
Round 6 the last two eels 'swim away.' End of combat.
Hunting gnolls, hydras, and other beasts... you all gain another level! The scroll is fixed in 28 days. Plenty of time to read your next book. Anything else you guys want to do? Get to know NPCs more making friends or lovers. Also making a house?
All the docks fully repair themselves and a galley awaits visitors at the docks without having to be summoned. The Proteans send their regards with presents before they leave.
Most of the NPCs find places to live and will wait for your triumphant return.
The group gathers their resources to be approached by Stalker... "sister Tamary from the Tiger Lord barbarians,"
Stalker comes to your group with information:
To the North of Fort Derlev several days ride... hours for us with the elk. I will escort you to the campsite of the Tigerlord barbarians.
The Barbarian Camp has settled in a small box canyon to the north of Lake
Hooktongue. The camp itself is located at the edge of a small forest, against the side of a 50-foot cliff in the hills. The encampment consists of only the vanguard of Armag’s army, including several of his best barbarian kinsmen. The rest of his tribe camp to the east and north in small groups.
The campsite consists of 11 circular tents, a fenced-in area for horses, and a wooden cage with a roof made of leather. Likely holding their five hostages (including Kisandra Numesti’s sister, Tamary).
Perception DC 20 and watching for at least an hour:
In all, there are a dozen barbarians waiting at the campsite. At any one time, four of them are sleeping, four are relaxing in various tents, and four are on guard duty, hidden in nearby trees or standing sentry at the campsite’s edge.
DM notes:
Into the tomb:
Thick
fog fills every corridor (but not the rooms), obscuring all
sight (including darkvision) beyond 5 feet. Webs fill all
stairs from top to bottom as per a web spell, and every
intersection creates a minor confusion effect that causes
explorers to constantly question their sense of direction.
Lastly, a silent image hides all of the doors, making them
appear as part of tomb walls (DC 20 Will save to disbelieve
if interacted with). The iron doors (hardness 10, hp 45,
Break DC 28) are all sealed with arcane locks (DC 30 Disable
Device to pick) that reactivate within 10 minutes of being
bypassed—but several rooms include tests and tricks that
can cause the doors to open.
D1.
Both of the Black Sisters are actually quite
young—they view their youth as a mark of shame, though,
and dress in hooded clothes with high collars to hide their
faces. They hope that as a reward for helping to achieve
vengeance against Brevoy by leading a horde of barbarians
north, Gyronna will care for them in their old age to come.
Both have abandoned their personal lives and even their
names in pursuit of this singular goal.
skeletons and rogues in the mix to fight off the PCs.
Sorry folks it has been a crazy week. ER visit on Sunday, I am all clear. Then just life. Lots of doctor appointments, robotics, and being a good dad and husband.
I have a two-day training, but I will try to get us forward at night. Then, posting daily again on Sunday to Thursday nights!
The tower is sentient—watching, shifting, sometimes helping, sometimes testing.
Floor 1: The Gate of Wills
Ornate obsidian doors await your arrival, opening only when your name is whispered.
Floors 2–10: The Living Libraries
Room 3: The Whispering Stacks — Books shelved by sentient bookwyrms. Titles change based on what you need to learn.
Room 6: Chronicle Hall — A hall-sized tome records world events in real time. Reading it causes psychic echoes of what it describes.
Room 9: The Index Eternal — A spherical chamber filled with floating books that orbit you, summoned by thought.
Magical scripts flow across walls and ceilings, glowing softly. There are scrolls that write themselves, shelves that restock with knowledge from other planes, and tomes that can only be read under moonlight.
✨ Floors 11–20: Arcane Laboratories
Room 13: The Glass Forge — Fireless flames shape crystal components for wands and staves.
Room 17: The Mirror Loom — Used to weave illusions into reality using threads of light.
Room 20: The Elemental Atrium — A four-way chamber, each quadrant ruled by one of the elemental planes. Perfect for volatile spell experiments.
Floors 21–30: Planar Studies & Teleportation Nodes
Room 24: The Ethereal Nexus — A shimmering web of portals, maintained by drifting aeons. Each thread leads to a different plane.
Room 27: The Gravity Garden — Plants from the Feywild and Shadowfell grow side by side in rotating orbs of reversed gravity.
Room 30: The Astral Oculus — A giant crystal eye through which you can view other worlds… and be seen back.
Floors 31–40: Magical Arts & Constructs
Room 33: The Musicarium — A floating amphitheater where symphonies conjure illusions and weather.
Room 36: The Golem Gallery — Rows of sleeping constructs, each more elegant and strange than the last.
Room 40: The Puppet Court — Clockwork nobles reenact ancient history. If questioned correctly, they reveal secrets.
Floors 41–60: Archives of Lost Magic
Room 42: The Spellgrave — Broken incantations drift like spirits. Some whisper, some scream.
Room 50: The Wandering Codex — A room that moves itself to avoid those not deemed worthy. Holds spells erased from mortal memory.
Room 58: The Forbidden Lexicon — Heavily warded. Contains magics said to predate the gods. Even reading a title costs a memory.
Floors 61–70: Verdant Sanctums & Life Magic
Room 63: The Heartwood Glade — A grove under an artificial sky, where awakened trees share druidic wisdom.
Room 68: The Phoenix Nest — Home to a reborn flame-bird that sheds radiant feathers that cure any illness.
Room 70: The Lifethread Loom — A metaphysical workshop where fate strands can be briefly glimpsed—and altered.
Floors 71–90: Time, Stars, and Divine Studies
Room 75: The Starlit Observatory — The domed ceiling shows the night sky of any world. Time flows slowly here.
Room 81: The Choir of Echoes — Harmonies here reveal truths of the gods, or rewrite prophecies when sung with intent.
Room 88: The Hourglass Vault — Contains sands that can reverse time for moments… at a cost.
️ Floors 91–99: The Mind & Self
Room 92: The Hall of Reflections — Mirrors that show your truest self, your worst fear, and your potential.
Room 95: The Dreaming Room — Allows lucid dreams that manifest physically. Used for therapy, research, or danger.
Room 99: The Soul Chamber — A crystal library where soulprints are archived like songs.
Floor 100: The Archmage's Sanctum
You ascend through a shaft of pure light and find yourself… nowhere and everywhere.
The top floor shifts to suit the Archmage’s whim. A throne of stars, a desk of galaxies, or a quiet garden under a dragonbone arch.
The Archmage may or may not be present—sometimes, you are the one called to fill the role, should you prove worthy.
You move your hand forward again, this time you feel the gate. But it feels smooth not like what you see. Then you see the illusion fade just like the rest of the crowd as they ohhh and ahhhh at the splendor of the building.
The white marble keep rises high above the surrounding landscape, its smooth, gleaming walls reflecting the sunlight with an almost ethereal glow. The massive structure is built from expertly cut and fitted marble blocks, their pale surfaces veined with delicate streaks of gray. Tall, narrow windows pierce the walls at regular intervals, framed by intricate stone carvings that depict ancient symbols of strength and wisdom.
At the base, a fortified entrance stands guarded by an imposing set of double doors made of reinforced oak and bound with iron. Above the entrance, a grand balcony juts out, offering a commanding view of the land beyond. Battlements crown the top of the keep, where watchful sentries stand, their silhouettes dark against the bright stone. Slender towers rise at each corner, their pointed spires adorned with banners that ripple in the wind, bearing the crest of Desna, a butterfly.
Surrounding the keep, a wide moat glimmers under the sky, its waters clear but deep, lined with smooth stone embankments. A single drawbridge spans the moat, connecting the keep to the outside world. The air carries the faint scent of polished stone, mingling with the crisp breeze that whistles through the arrow slits and along the high parapets. From a distance, the keep stands as a beacon of power and security, its marble walls untouched by time, defying both nature and enemies alike.
Some of the folks on the drawbridge make startled noises and shift. Wary of the structure they stand upon now, which appeared to simply be dirt a moment ago.
Oh sorry. "I deem your options possible and plausible. Though I know that if you don't use something that is a detriment to you or a hard task there is little I can do to stop the curses. I charge you with three tasks. You shall rescue a slave from captivity once a week. Harness the power of your fornication. Finally, fill your tankard with the strongest drink you can think up and drink the contents but not your adornment before making the wish."
Ulricha actually with Jorne nearby, you have an additional +2 on saves.
*
Vandomir and Jorrast may make their own saves or ride out the wave of acid on Roci.
Round 1
Vandomir hits three of the dretches with his three arrows.
Ulricha rages and goes full defense. Xan goes full defense.
Round 2
Xan... Jorrast releases a blast of acid of his own at the closest dretch and it doesn't seem to have any effect. Alice turns herself into a pixie and flies up. Jorne slams into one of the dretches beside Ulricha with his greatsword obliterating the creature and cutting down another one.
The dretches then fire off their acid blast at those adjacent to them. 5 foot radius. Vandomir hits another three dretchs with three arrows but they are still standing. Ulricha and Xan continue to hold out in full defense.
Xan can find her warm body but gives no indication to Jorne. Alice quickly recovers from whatever that was. Jorne puts Alice down and searches for Ulricha. His hand finds Xan's butt...
Even if Roci eats the fox, you will be with them! LOL!
Xandarian moves forward and can feel a warm body before him. Watching he does not see the warm body. Welcome to the world of invisibility without see invisibility!!! Xandarian feels a larger body behind him...
Jean comes in and points out, "The portal is outside of the palace." Following Jean is the rest of the group. They seem to have spruced up as well for the audience. You review the given information and as a massive group you head into the palace.
The audience chamber is as it was before and the elders greet you warmly, even clapping as you enter. The speaker states, "The Ancestor is ready for you when you are, he is just counting some coins."
Without any other statements from the elders they guide you to the treasure vault you believe. One of them touch the door and it opens on its own, an obvious entrance for smaller visitors than the host.
There is a splendor to the entire palace which is set in gold. Lush red carpets line the hallways guiding you to your location. There are other hallways but they do not have the carpets.
In a mighty voice he bellows, "Come in! Come in heroes of the Golden Glade. You have proven yourselves worthy of my presence. Come before me so that I may look upon you better!"
DM notes:
The dragon continues, "There is a chest of wealth filled with coins and gems in the amount of 7,000 gp for each of you along the path you just traversed. You are welcome to choose from them as they hold different magical items."
"My elders have a Voucher of Service for each of you, you may use these to take up lands within the Goldenlands or can also be turned in for wealth of 5,000 gp or an item from the vault. All items are labeled with their name, properties, and curses if there are any. Within the chests you will find my gifts an item worth 1,000 gp, 3,000 gp, and 5,000 gp."
"You are all welcome to come visit whenever you choose. Just understand I may not be able to entertain you." He chuckles at this then continues, "You may use my palace as your own home, please respect it but the servants will clean up after you."
Once you have all browsed around looking at the many treasures on display or which chest you might select, he asks you all to come before him again. "I have a blessing to give to you if you choose it. It will may metallic dragons your friends and allies. As it will make chromatic dragons your enemies. Your affinity with metallic dragons gains a bonus equal to your Charisma modifier, whereas the opposite is true. If instead I can bless you with the ability to cast a 4th level spell or less, 1/day, 2nd level spell or less, 3/day, or a cantrip."
When we get to the 25th in gameplay have a magical item under 4,500 gp in mind!!! You can post your ideas, that would be awesome!!!
---
Oh the belt from the Redcap... I dunno would you check... I believe Mia was the only one who tried and she failed.
---
You do not have any of the monetary rewards yet. Having items in mind would be helpful or you can ask for an item during the audience.
Yes these questions are welcome when you are confused, others are likely too. Please come with some items in mind or post them here. I think that answers your questions.
As Alice gets serious and those sick into a room, he offers some extra provisions, "Hey I found ten healing kits, mostly unused. Is there anything else that you could use?"
Getting back to the gal she offers some of the clothes the B@stard wore. She inquires if you will be taking her with you, to each of you if not to the whole group.
Quick question: Does a Race Change wish fix a need for corrective lenses? Or maybe since I went with a Kitsune, I might only need them in my human form? BD
I am fine with that. Once you become a Chosen your first reward would include that.
She politely says, "Yes we have lots of room. Plenty of room for many 'activities'." She emphasizes the last word leaving it up to interpretation.
She giggles a bit shyly stating, "Oh there are many things I do for fun. I entertain in all aspects of the word. I enjoy playing games and pleasing my lord. Most of all I love to change shape and mess with my fellow minions." She laughs at the thought of it and asks, "What do you do for fun? Would you like to play a game with me?"
☆☆☆
After their game she continues on the tour asking him many questions, "How many guild members does your guild have? What are their specialities? Tell me about yourself!"
One of the girls offers hoping to curry favor, "Alisephora Moonsong the cleric of the Dark Moon. She is a bit famous among the clergy of the Mistress."
You see the curtain that she passed and hear sloshing of water by now.
I am not sure where this week went. I feel like I had a bout of depression and could not be inspired. I had work evaluations so that probably hit me hard, even though I did well. I put too much stress on myself.
On my health side, I still have a cough that seems to get better then flares up again. Luckily my lungs have cleared up.
I should be on daily this weekend and should be ready for game advancement come next week!
I did a bit more homework on combat reflexes, and yes he only gets one hit on Ulricha as she charges. In my mindset if you provoked more steps would could be hit again. But reading about the mythic ability that speaks to hitting the target again, he does not get more than one hit per target.
So from everything I'm seeing with a swarm and DR, if the total damage exceeds my DR (in this case 3) ten I take the rest of the damage and have to make the Con save the following round.
If I was at 0 hp 6pts worth of damage (beyond what DR stops) would be converted to nonlethal, then ignored because of my non-lethal DR)
Quote:
But how is that fair... I dunno.
It's basically the tradeoff of my build. I don't deal insane amounts of damage like a typical barbarian of my level, instead I'm really hard to hurt and near impossible to kill when it comes to physical damage.
Yup sounds good! I love the Invulnerable Rager too! Thanks for working with me. :)
The door to this room has fallen from its hinges. The rectangular chamber beyond seems to have once been a chapel, but now thick sheets of what appear to be cobwebs drape everything
within in gossamer threads.
Perception DC 20: You can see there are a bunch of spiders in here!
Door on the left S7:
After pushing open the door you find a chamber is in a shambles—old wooden benches lie in ruins along the walls, while rusty chains and bits of rotten rope lie scattered on the floor.
Perception DC 20: You hear a faint sobbing and the clanking rattle of chains, while at the same time being filled with a momentary sensation of hopelessness and the strange feeling of heavy manacles clamping over your wrists. These sensations pass quickly.
Sorry folks, my time has been flush with work and holiday activities for my students. I will likely not be able to post much tomorrow night either with my energy likely being low from the daily concerts and Robotics final projects. I get through this week and will have two weeks off to enjoy the holidays, family, and post to my hearts content.
Sorry folks, my time has been flush with work and holiday activities for my students. I will likely not be able to post much tomorrow night either with my energy likely being low from the daily concerts and Robotics final projects. I get through this week and will have two weeks off to enjoy the holidays, family, and post to my hearts content.
Sorry folks, my time has been flush with work and holiday activities for my students. I will likely not be able to post much tomorrow night either with my energy likely being low from the daily concerts and Robotics final projects. I get through this week and will have two weeks off to enjoy the holidays, family, and post to my hearts content.
Common, Dwarven, Polyglot, Sylvan, Druidic, Hand Jive
About Jyord
Senses dark vision (60 ft.); Perception +17 (+19 in jungle)
DEFENSE AC 22, touch 13, flat-footed 17 (+9 Armor, +2 Shield, +1 Dex)
hp 89(9d8 + 1d10 + 30)
Fort +12, Ref +9, Will +12
OFFENSE Speed 20 ft.
Melee touch atk +6
Range ranged touch atk +10, MW Heavy Crossbow +11 (1d10) 120 ft.
STATISTICS Str 9, Dex 16, Con 17, Int 12, Wis 23, Cha 9
Base Atk +7/1; CMB +6; CMD 19
Feats Spell Focus (Conjuration), Augment Summoning, Natural Spell, Aspect of the Beast, Craft Wand, Alertness
Medium Air Elemental Stats:
DEFENSE AC 18, touch 15, flat-footed 13 (+5 Dex, +3 Natural)
hp 89(9d8 + 1d10 + 30)
Fort +12, Ref +11, Will +12
OFFENSE Speed Fly 60ft.
Melee Slam +6 (1d6)
Special Attacks Whirlwind (DC 14)
STATISTICS Str 9, Dex 20, Con 17, Int 12, Wis 23, Cha 9
Base Atk +7/1; CMB +6; CMD 19
SPECIAL ABILITIES
Shared Vigilance (Ex):
A bodyguard and its master both gain Alertness as a bonus feat whenever they are adjacent.
This ability replaces share spells.
Nature Sense (Ex):
A druid gains a +2 bonus on Knowledge (nature) and Survival checks.
Wild Empathy (Ex):
A druid can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person (see Using Skills). The druid rolls 1d20 and adds her druid level and her Charisma modifier to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
Endure Elements (Ex):
Woodland Stride (Ex):
Starting at 2nd level, a druid may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. Thorns, briars, and overgrown areas that have been magically manipulated to impede motion, however, still affect her.
Trackless Step (Ex):
Starting at 3rd level, a druid leaves no trail in natural surroundings and cannot be tracked. She may choose to leave a trail if so desired.
Wild Shape (Ex):
At 4th level, a druid gains the ability to turn herself into any Small or Medium animal and back again once per day. Her options for new forms include all creatures with the animal type. This ability functions like the beast shape I spell, except as noted here. The effect lasts for 1 hour per druid level, or until she changes back. Changing form (to animal or back) is a standard action and doesn't provoke an attack of opportunity. The form chosen must be that of an animal with which the druid is familiar.
A druid loses her ability to speak while in animal form because she is limited to the sounds that a normal, untrained animal can make, but she can communicate normally with other animals of the same general grouping as her new form. (The normal sound a wild parrot makes is a squawk, so changing to this form does not permit speech.)
A druid can use this ability an additional time per day at 6th level and every two levels thereafter, for a total of eight times at 18th level. At 20th level, a druid can use wild shape at will. As a druid gains levels, this ability allows the druid to take on the form of larger and smaller animals, elementals, and plants. Each form expends one daily use of this ability, regardless of the form taken.
At 6th level, a druid can also use wild shape to change into a Large or Tiny animal or a Small elemental. When taking the form of an animal, a druid's wild shape now functions as beast shape II. When taking the form of an elemental, the druid's wild shape functions as elemental body I.
At 8th level, a druid can also use wild shape to change into a Huge or Diminutive animal, a Medium elemental, or a Small or Medium plant creature. When taking the form of animals, a druid's wild shape now functions as beast shape III. When taking the form of an elemental, the druid's wild shape now functions as elemental body II. When taking the form of a plant creature, the druid's wild shape functions as plant shape I.
At 10th level, a druid can also use wild shape to change into a Large elemental or a Large plant creature. When taking the form of an elemental, the druid's wild shape now functions as elemental body III. When taking the form of a plant, the druid's wild shape now functions as plant shape II.
At 12th level, a druid can also use wild shape to change into a Huge elemental or a Huge plant creature. When taking the form of an elemental, the druid's wild shape now functions as elemental body IV. When taking the form of a plant, the druid's wild shape now functions as plant shape III.
Resist Nature's Lure (Ex):
Starting at 4th level, a druid gains a +4 bonus on saving throws against the spell-like and supernatural abilities of fey. This bonus also applies to spells and effects that utilize or target plants, such as blight, entangle, spike growth, and warp wood.
Venom Immunity (Ex):
At 9th level, a druid gains immunity to all poisons.
Master of Terrain (Jungle) (Ex):
At 1st level, a warden selects his first favored terrain. He gains another one at 3rd level, and then every five levels thereafter (for a maximum of five favored terrains at 18th level). This ability replaces the ranger's first favored enemy ability.
Whirlwind (Air Elemental only) (Su):
Some creatures can transform themselves into whirlwinds and remain in that form for up to 1 round for every 2 HD they have. If the creature has a fly speed, it can continue to fly at that same speed while in whirlwind form, otherwise it gains a fly speed equal to its base land speed (average maneuverability) while in whirlwind form.
The whirlwind is always 5 feet wide at its base, but its height and width at the top vary from creature to creature (minimum 10 feet high). A whirlwind's width at its peak is always equal to half of its height. The creature controls the exact height, but it must be at least 10 feet high.
The whirlwind form does not provoke attacks of opportunity, even if the creature enters the space another creature occupies. Another creature might be caught in the whirlwind if it touches or enters the whirlwind, or if the whirlwind moves into or through a creature's space. A creature in whirlwind form cannot make its normal attacks and does not threaten the area around it.
Creatures one or more size categories smaller than the whirlwind might take damage when caught in the whirlwind (generally damage equal to the monster's slam attack for a creature of its size) and may be lifted into the air. An affected creature must succeed on a Reflex save (DC 10 + half monster's HD + the monster's Strength modifier) when it comes into contact with the whirlwind or take damage as if it were hit by the whirlwind creature's slam attack. It must also succeed on a second Reflex save or be picked up bodily and held suspended in the powerful winds, automatically taking the indicated damage each round. A creature that can fly is allowed a Reflex save each round to escape the whirlwind. The creature still takes damage but can leave if the save is successful.
Creatures trapped in the whirlwind cannot move except to go where the whirlwind carries them or to escape the whirlwind. Trapped creatures can otherwise act normally, but must succeed on a concentration check (DC 15 + spell level) to cast a spell. Creatures caught in the whirlwind take a –4 penalty to Dexterity and a –2 penalty on attack rolls. The whirlwind can have only as many creatures trapped inside at one time as will fit inside the whirlwind's volume. The whirlwind can eject any carried creatures whenever it wishes as a free action, depositing them in its space.
If the whirlwind's base touches the ground, it creates a swirling cloud of debris. This cloud is centered on the creature and has a diameter equal to half the whirlwind's height. The cloud obscures all vision, including darkvision, beyond 5 feet. Creatures 5 feet away have concealment, while those farther away have total concealment. Those caught in the cloud of debris must succeed on a concentration check (DC 15 + spell level) to cast a spell.
School conjuration (healing); Level cleric 0, druid 0
Casting Time 1 standard action
Components V, S
Range close (25 ft. + 5 ft./2 levels)
Target one living creature
Duration instantaneous
Saving Throw: Will negates (harmless); Spell Resistance: yes (harmless)
Upon casting this spell, you target a living creature that has –1 or fewer hit points. That creature is automatically stabilized and does not lose any further hit points. If the creature later takes damage, it continues dying normally.
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.
Guidance:
School divination; Level cleric 0, druid 0
Casting Time 1 standard action
Components V, S
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.
Target or Area one creature, one object, or a 5-ft. cube
Duration instantaneous
Saving Throw none; Spell Resistance no
You determine whether a creature, object, or area has been poisoned or is poisonous. You can determine the exact type of poison with a DC 20 Wisdom check. A character with the Craft (alchemy) skill may try a DC 20 Craft (alchemy) check if the Wisdom check fails, or may try the Craft (alchemy) check prior to the Wisdom check. 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.
Saving Throw Will half (harmless); see text; Spell Resistance yes (harmless); see text
When laying your hand upon a living creature, you channel positive energy that cures 1d8 points of damage + 1 point per caster level (maximum +5). Since undead are powered by negative energy, this spell deals damage to them instead of curing their wounds. An undead creature can apply spell resistance, and can attempt a Will save to take half damage.
Faerie Fire (x2):
School evocation [light]; Level druid 1
Casting Time 1 standard action
Components V, S, DF
Range long (400 ft. + 40 ft./level)
Area creatures and objects within a 5-ft.-radius burst
Duration 1 min./level (D)
Saving Throw none; Spell Resistance yes
A pale glow surrounds and outlines the subjects. Outlined subjects shed light as candles. Creatures outlined by faerie fire take a –20 penalty on all Stealth checks. Outlined creatures do not benefit from the concealment normally provided by darkness (though a 2nd-level or higher magical darkness effect functions normally), blur, displacement, invisibility, or similar effects. The light is too dim to have any special effect on undead or dark-dwelling creatures vulnerable to light. The faerie fire can be blue, green, or violet, according to your choice at the time of casting. The faerie fire does not cause any harm to the objects or creatures thus outlined.
Components V, S, M/DF (a few hairs, or a pinch of dung, from a bull)
Range touch
Target creature touched
Duration 1 min./level
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)
The subject becomes stronger. The spell grants a +4 enhancement bonus to Strength, adding the usual benefits to melee attack rolls, melee damage rolls, and other uses of the Strength modifier.
Components V, S, M/DF (feathers or droppings from an owl)
Range touch
Target creature touched
Duration 1 min./level
Saving Throw Will negates (harmless); Spell Resistance yes
The transmuted creature becomes wiser. The spell grants a +4 enhancement bonus to Wisdom, adding the usual benefit to Wisdom-related skills. Clerics, druids, and rangers (and other Wisdom-based spellcasters) who receive owl's wisdom do not gain any additional bonus spells for the increased Wisdom, but the save DCs for their spells increase.
By bringing forth the primeval ancestry of the target animal, you awaken a savage engine of destruction. The animal immediately gains the advanced creature simple template. It gains a +2 bonus on all rolls, including damage rolls and special ability DCs, a +4 bonus to AC and CMD, and +2 hit points per HD. The animal's primal instincts take hold for the duration of this spell—if the animal knows tricks granted by the Handle Animal skill, it loses access to all of those tricks save for “attack.” This spell has no effect on animals that already have the advanced creature template.
Laying a hand upon an allied creature's jaw, claws, tentacles, or other natural weapons, you enhance the power of that creature's natural attacks. Each natural attack that creature makes deals damage as if the creature were two sizes larger than it actually is. If the creature is already Gargantuan or Colossal-sized, double the amount of damage dealt by each of its natural attacks instead. This spell does not actually change the creature's size; all of its statistics except the amount of damage dealt by its natural attacks remain unchanged.
The target animal grows to twice its normal size and eight times its normal weight. This alteration changes the animal's size category to the next largest, grants it a +8 size bonus to Strength and a +4 size bonus to Constitution (and thus an extra 2 hit points per HD), and imposes a –2 size penalty to Dexterity. The creature's existing natural armor bonus increases by 2. The size change also affects the animal's modifier to AC, attack rolls, and its base damage. The animal's space and reach change as appropriate to the new size, but its speed does not change. If insufficient room is available for the desired growth, the creature attains the maximum possible size and may make a Strength check (using its increased Strength) to burst any enclosures in the process. If it fails, it is constrained without harm by the materials enclosing it—the spell cannot be used to crush a creature by increasing its size.
All equipment worn or carried by the animal is similarly enlarged by the spell, though this change has no effect on the magical properties of any such equipment.
Any enlarged item that leaves the enlarged creature's possession instantly returns to its normal size.
The spell gives no means of command over an enlarged animal.
Multiple magical effects that increase size do not stack.
Wall of Thorns:
School conjuration (creation); Level druid 5
Casting Time 1 standard action
Components V, S
Range medium (100 ft. + 10 ft./level)
Effect wall of thorny brush, up to one 10-ft. cube/level (S)
Duration 10 min./level (D)
Saving Throw none; Spell Resistance no
A wall of thorns spell creates a barrier of very tough, pliable, tangled brush bearing needle-sharp thorns as long as a human's finger. Any creature forced into or attempting to move through a wall of thorns takes piercing damage per round of movement equal to 25 minus the creature's AC. Dexterity and dodge bonuses to AC do not count for this calculation. (Creatures with an AC of 25 or higher, without considering Dexterity and dodge bonuses, take no damage from contact with the wall.)
You can make the wall as thin as 5 feet thick, which allows you to shape the wall as a number of 10-by-10-by-5-foot blocks equal to twice your caster level. This has no effect on the damage dealt by the thorns, but any creature attempting to break through takes that much less time to force its way through the barrier.
Creatures can force their way slowly through the wall by making a Strength check as a full-round action. For every 5 points by which the check exceeds 20, a creature moves 5 feet (up to a maximum distance equal to its normal land speed). Of course, moving or attempting to move through the thorns incurs damage as described above. A creature trapped in the thorns can choose to remain motionless in order to avoid taking any more damage.
Any creature within the area of the spell when it is cast takes damage as if it had moved into the wall and is caught inside. In order to escape, it must attempt to push its way free, or it can wait until the spell ends. Creatures with the ability to pass through overgrown areas unhindered can pass through a wall of thorns at normal speed without taking damage.
A wall of thorns can be breached by slow work with edged weapons. Chopping away at the wall creates a safe passage 1 foot deep for every 10 minutes of work. Normal fire cannot harm the barrier, but magical fire burns it away in 10 minutes.
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Other Commonly Used Spells
You give a creature the ability to redirect a portion of its innate toughness away from its own defense and toward the amount of damage it deals with natural attacks. Each round, as a swift action at the start of its turn, the creature can choose to reduce some or all of its natural armor bonus to AC and gain an enhancement bonus on all damage rolls for natural attacks equal to that amount. The reduction to natural armor, and thus the enhancement bonus on damage rolls, cannot exceed 1 point per 3 caster levels, to a maximum penalty/bonus of –5/+5 at 15th level. A creature cannot reduce its natural armor bonus to less than 0 with this spell. All attacks directed against the creature use its adjusted AC until the start of its next turn, at which time it can choose to modify its AC again or keep it at its current level. Creatures make this decision without any need for conscious thought or reflection; even creatures with no Intelligence score can benefit from this spell, although they always opt for the maximum possible reduction and bonus, regardless of any tactical advantage they might lose.
You give a creature the ability to use one of its natural attacks to firmly attach itself to an opponent. Choose one of the creature's natural attacks (usually a claw or bite attack). The creature gains the grab ability with that natural attack, including the +4 bonus on combat maneuver checks to start or maintain a grapple. A creature with multiple natural attacks can strike at its grappled opponent with its other natural attacks, but cannot attack any other creature.
Reduce Animal:
School transmutation; Level druid 2, ranger 3
Casting Time 1 standard action
Components V, S
Range touch
Target one willing animal of Small, Medium, Large, or Huge size
Duration 1 hour/level (D)
Saving Throw none; Spell Resistance no
This spell functions like reduce person, except that it affects a single willing animal. Reduce the damage dealt by the animal's natural attacks as appropriate for its new size (see Equipment how to adjust damage for size).
Wilderness Soldiers:
School transmutation: Level druid 2, ranger 2
Casting Time 1 standard action
Components V, S
Range 30 ft.
Area 30-ft.-radius emanation, centered on you
Duration 1 round/level
Saving Throw none; Spell Resistance no
You call on the plants nearby to aid you in combat. This spell is ineffective if no plants you can direct are within the area. You can spend a swift action and/or a standard action on each of your turns to direct one of the following attacks. The attack bonus or CMB for these attacks equals your base attack bonus + your Wisdom modifier. You grant a +1 bonus per three caster levels (maximum +5) on damage rolls due to this spell. Your wilderness soldiers never provoke attacks of opportunity, and they do not count as allies for flanking or other purposes.
Tree: A tree makes a melee attack with a 10-foot reach from its trunk. A hit deals an amount of damage equal to 1d8 points + your Wisdom modifier. The tree can instead attempt a bull rush, drag, or reposition combat maneuver with the same reach, but the tree cannot move itself.
Undergrowth or Hedgerow: Acting as a Medium creature, one square of undergrowth or hedgerow attempts a grapple combat maneuver against an opponent within or adjacent to that square. Heavy undergrowth gains a +2 bonus to its CMD. Undergrowth cannot move the grapple or pin a foe, but it can deal an amount of damage equal to 1d4 points + your Wisdom modifier by making a successful grapple check against a foe it is grappling. The undergrowth's CMD is 5 + its CMB. If you fail to direct the undergrowth to maintain the grapple, it releases its opponent.
Saving Throw Reflex partial (see text); Spell Resistance yes
You create a powerful blast of air capable of flinging an opponent upward. If the target fails its Reflex save, the force of the air deals 2d6 points of bludgeoning damage and hurls the target upward a number of feet equal to 5 × your caster level. If a solid object (such as a ceiling) is encountered, the target strikes the object in the same manner as it would during a normal fall. After this blast of air ceases, the target falls down (unless it was flying), taking falling damage as normal. A successful save means the target takes half damage from the air blast but is not moved by it.
Call Lightning:
School evocation [electricity]; Level druid 3
Casting Time 1 round
Components V, S
Range medium (100 ft. + 10 ft./level)
Effect one or more 30-ft.-long vertical lines of lightning
Duration 1 min./level
Saving Throw Reflex half; Spell Resistance yes
Immediately upon completion of the spell, and once per round thereafter, you may call down a 5-foot-wide, 30-foot-long, vertical bolt of lightning that deals 3d6 points of electricity damage. The bolt of lightning flashes down in a vertical stroke at whatever target point you choose within the spell's range (measured from your position at the time). Any creature in the target square or in the path of the bolt is affected.
You need not call a bolt of lightning immediately; other actions, even spellcasting, can be performed first. Each round after the first you may use a standard action (concentrating on the spell) to call a bolt. You may call a total number of bolts equal to your caster level (maximum 10 bolts).
If you are outdoors and in a stormy area—a rain shower, clouds and wind, hot and cloudy conditions, or even a tornado (including a whirlwind formed by a djinni or an air elemental of at least Large size)—each bolt deals 3d10 points of electricity damage instead of 3d6.
This spell functions indoors or underground but not underwater.