Bustral waves his hand and staff mumbling arcane words of power. 3, 2" spheres of swirling energy appear before him and streak forward to hit Cyclops.
Force Barrage VS. Cyclops:3d4 + 3 ⇒ (1, 4, 2) + 3 = 10
Force Barrage (3 actions). No Shield. AC=16.
Force Barrage:
one-three actions; Concentrate; Force; Manipulate; Range: 120'; Targets: 1 creature
You fire a shard of solidified magic toward a creature that you can see. It automatically hits and deals 1d4+1 force damage. For each additional action you use when Casting the Spell, increase the number of shards you shoot by one, to a maximum of three shards for 3 actions. You choose the target for each shard individually. If you shoot more than one shard at the same target, combine the damage before applying bonuses or penalties to damage, resistances, weaknesses, and so forth.
Heightened (+2) You fire one additional shard with each action you spend.
confused. wouldn't the reaction's description state when it takes effect?
Bustral has Recognize Spell feat. it states it takes effect as long as the player is aware of a spell being cast.
Recognize Spell:
reaction; General; Secret; Skill
PFS Note: The DC to Recognize an Uncommon or Rare spell should be the normal DC +2 or +5 based on rarity and spell level.
Prerequisites: trained in Arcana, Nature, Occultism or Religion
Trigger: A creature within line of sight casts a spell that you don’t have prepared or in your spell repertoire, or a trap or similar object casts such a spell. You must be aware of the casting.
If you are trained in the appropriate skill for the spell’s tradition and it’s a common spell of 2nd rank or lower, you automatically identify it (you still roll to attempt to get a critical success, but can’t get a worse result than success). The highest rank of spell you automatically identify increases to 4 if you’re an expert, 6 if you’re a master, and 10 if you’re legendary. The GM rolls a secret Arcana, Nature, Occultism, or Religion check, whichever corresponds to the tradition of the spell being cast. If you’re not trained in the skill, you can’t get a result better than failure.
Critical Success: You correctly recognize the spell and gain a +1 circumstance bonus to your saving throw or your AC against it.
Success: You correctly recognize the spell.
Failure: You fail to recognize the spell.
Critical Failure: You misidentify the spell as another spell entirely, of the GM’s choice.
Bustral browls, "Not good!" as he starts to cast. An arc of lightning soars through the air striking Red and the large creature...
Electric Arc (Reflex; DC=18):2d4 ⇒ (4, 3) = 7
...he then Shields himself.
Electric Arc (2 actions); Shield (1 action). AC=17 until next turn.
Electric Arc:
two-actions; Cantrip; Concentrate; Electricity; Manipulate
Range: 30'; Targets: 1 or 2 creatures; Defense: basic Reflex
An arc of lightning leaps from one target to another. Each target takes 2d4 electricity damage with a basic Reflex save.
Heightened (+1) The damage increases by 1d4.
Shield:
one-action; Cantrip; Concentrate; Force;
Duration: until the start of your next turn
You raise a magical shield of force. This counts as using the Raise a Shield action, giving you a +1 circumstance bonus to AC until the start of your next turn, but it doesn't require a hand to use.
While the spell is in effect, you can use the Shield Block reaction with your magic shield. The shield has Hardness 5. You can use the spell's reaction to reduce damage from any spell or magical effect, even if it doesn't deal physical damage. After you use Shield Block, the spell ends and you can't cast it again for 10 minutes.
Heightened (+2) The shield's Hardness increases by 5.
"I remember reading the same information as Rorlu about the Sleepless Suns and the exploits of Shristi Melipdra.: adds Bustral. "I also agree that finding the Sewer Dragons would be the next logical step."
My biggest suggestion is to read the spells/abilities carefully. Thing have been changed that might have the same name.
I always put details in spoilers to clarify questions and to help move things along. It can get very confusing, esp. at higher levels, for everyone. Takes longer to post but worth it in my eye.
The search check is correct in format. Only thing wrong is all my dice rolls are maxed. (joking)
EDIT:
Light:
two-actions; Cantrip; Concentrate; Light' Manipulate
Range: 120'; Duration: until your next daily preparations
You create an orb of light that sheds bright light in a 20-foot radius (and dim light for the next 20 feet) in a color you choose. If you create the light in the same space as a willing creature, you can attach the light to the creature, causing it to float near that creature as it moves. You can Sustain the spell to move the light up to 60 feet; you can attach or detach it from a creature as part of this movement.
You can Dismiss the spell. If you Cast the Spell while you already have four light spells active, you must choose one of the existing spells to end.
Heightened (4th) The orb sheds light in a 60-foot radius (and dim light for the next 60 feet).
Mystic Armor:
two-actions; Concentrate; Manipulate
Duration: until your next daily preparations
You ward yourself with shimmering magical energy, gaining a +1 item bonus to AC and a maximum Dexterity modifier of +5. While wearing mystic armor, you use your unarmored proficiency to calculate your AC.
Heightened (4th) You gain a +1 item bonus to saving throws.
Heightened (6th) The item bonus to AC increases to +2, and you gain a +1 item bonus to saving throws.
Heightened (8th) The item bonus to AC increases to +2, and you gain a +2 item bonus to saving throws.
Heightened (10th) The item bonus to AC increases to +3, and you gain a +3 item bonus to saving throws.
A 6', 300# mechanical man stands to the side. His explorer's clothing, like his body, is a dark Green with a Golden Yellow inlay/trim. His single Red eye peers around the room categorizing everything. He leans on his slightly bent Metal Staff while a pale greenish-yellow light spell hovers 8' off the floor directly adjacent to his left shoulder.
He clears his throat and offers..."I a called Bustral. I am a Wizard if the 2nd order. I am from the School of Battle Magic and a student off the Staff Nexus discipline."
Coughing due to the dust, Bustral remembers flashes of the battels in his past ands continues fighting. He casts a spell and gestures towards the 2 brooms....
Electric Arc VS. Blue:2d4 ⇒ (3, 1) = 4
Electric Arc VS. Red:2d4 ⇒ (3, 2) = 5
NOTE: Not sure if I should roll each serrate or not.
Failed Save (1 action); Electric Arc (2 actions). AC: 16 until end of turn.
"A true Wizard is smart enough to know that pure power from one source pales in comparison to power from multiple sources." states Bustral. He then casts a spell while reaches over and gently touching Treader's bow, saying "With your permission, of course. The b
Bow glimmers as magical runes appear.
two-actions; Concentrate; Manipulate
Range: touch; Targets: 1 weapon that is unattended or wielded by a willing creature; Duration: 1 minute
The weapon glimmers with magic as temporary runes carve down its length. The target becomes a +1 striking weapon, gaining a +1 item bonus to attack rolls and increasing the number of weapon damage dice to two.
Heightened (6th) The weapon is +2 greater striking.
Heightened (9th) The weapon is +3 major striking.
Shield:
one-action; Cantrip; Concentrate; Force
Duration: until the start of your next turn
You raise a magical shield of force. This counts as using the Raise a Shield action, giving you a +1 circumstance bonus to AC until the start of your next turn, but it doesn't require a hand to use.
While the spell is in effect, you can use the Shield Block reaction with your magic shield. The shield has Hardness 5. You can use the spell's reaction to reduce damage from any spell or magical effect, even if it doesn't deal physical damage. After you use Shield Block, the spell ends and you can't cast it again for 10 minutes.
Heightened (+2) The shield's Hardness increases by 5.
With the identification of the Shielding Salve, Bustral lightly taps himself on the head with his staff and whisper, "Pay attention." He then casts Shield on himself when the group goes to insert then next stone. He then starts concentrating on possible magical reactions to see if he can help identify the property of any reactions.
Bustral has Recognize Spell feat with Arcana/Occultism (T; +8); and Nature/Relegion (T; +5).
Recognize Spell:
reaction; General; Secret; Skill
PFS Note: The DC to Recognize an Uncommon or Rare spell should be the normal DC +2 or +5 based on rarity and spell level.
Prerequisites: trained in Arcana, Nature, Occultism, or Religion
Trigger: A creature within line of sight casts a spell that you don’t have prepared or in your spell repertoire, or a trap or similar object casts such a spell. You must be aware of the casting.
If you are trained in the appropriate skill for the spell’s tradition and it’s a common spell of 2nd rank or lower, you automatically identify it (you still roll to attempt to get a critical success, but can’t get a worse result than success). The highest rank of spell you automatically identify increases to 4 if you’re an expert, 6 if you’re a master, and 10 if you’re legendary. The GM rolls a secret Arcana, Nature, Occultism, or Religion check, whichever corresponds to the tradition of the spell being cast. If you’re not trained in the skill, you can’t get a result better than failure.
Critical Success: You correctly recognize the spell and gain a +1 circumstance bonus to your saving throw or your AC against it.
Success: You correctly recognize the spell.
Failure: You fail to recognize the spell.
Critical Failure: You misidentify the spell as another spell entirely, of the GM’s choice.
Just curious but Tuesday I tried to use Library Lore to see if I had read anything about Elle there that may help. I don't recall a response either way.
"Trying in the listed order is efficient. We should remember that the compass is very old and unknown which is why we are here. The fact that a stone doesn't LOOK like it will fit doesn't mean that the compass will not adapt itself to compensate magically." states Bustral. "Let me see what I can remember about the stones themselves from my studies."
Although uncertain at first, bits of memories of battle from his ancient past flash through his mind. "Well planed tactics indeed, Rorlue."
Bustral chooses to join in the training drills.
almost forgot. Bustral casts a yellowish-green light that floats 9' of the floor 2 feet away from his left shoulder. NOTE: if anyone else would like one, He can cast 3 more with a color of your choice to also follow you. Also note the current spell details.
Light:
two-actions; Cantrip; Concentrate; Light; Manipulate
Range: 120'; Duration: until your next daily preparations
You create an orb of light that sheds bright light in a 20-foot radius (and dim light for the next 20 feet) in a color you choose. If you create the light in the same space as a willing creature, you can attach the light to the creature, causing it to float near that creature as it moves. You can Sustain the spell to move the light up to 60 feet; you can attach or detach it from a creature as part of this movement.
You can Dismiss the spell. If you Cast the Spell while you already have four light spells active, you must choose one of the existing spells to end.
Heightened (4th) The orb sheds light in a 60-foot radius (and dim light for the next 60 feet).
"My apologies. I forgot myself in my examination. It was not my intension to be rude. I am called Bustral. I am a Wizard of the Second Order from the School of Battle Magic and student of the Staff Nexus discipline." says Bustral with a slightly stiff but formal bow.
Please note that Bustral has the Recognize Spell Feat with Arcana/Occultism (T; +8), and Nature/Religion (T; +5).
Recognize Spell:
reaction; General; Secret; Skill
PFS Note: The DC to Recognize an Uncommon or Rare spell should be the normal DC +2 or +5 based on rarity and spell level.
Prerequisites: trained in Arcana, Nature, Occultism, or Religion
Trigger: A creature within line of sight casts a spell that you don’t have prepared or in your spell repertoire, or a trap or similar object casts such a spell. You must be aware of the casting.
If you are trained in the appropriate skill for the spell’s tradition and it’s a common spell of 2nd rank or lower, you automatically identify it (you still roll to attempt to get a critical success, but can’t get a worse result than success). The highest rank of spell you automatically identify increases to 4 if you’re an expert, 6 if you’re a master, and 10 if you’re legendary. The GM rolls a secret Arcana, Nature, Occultism, or Religion check, whichever corresponds to the tradition of the spell being cast. If you’re not trained in the skill, you can’t get a result better than failure.
Critical Success: You correctly recognize the spell and gain a +1 circumstance bonus to your saving throw or your AC against it.
Success: You correctly recognize the spell.
Failure: You fail to recognize the spell.
Critical Failure: You misidentify the spell as another spell entirely, of the GM’s choice.
Feel free to look over my character sheet. All spoilers are copu/paste/cleaned up from Archives of Neths.
Bustral strides away from the enemies in reaction to Koi's Message. He then turns and casts. Three 2" spinning balls of light appear in front of him and streak towards Aslynn....
Force damage VS. Aslynn:3d4 + 3 + 1 ⇒ (4, 4, 2) + 3 + 1 = 14
Stride (Reaction/Free); Force Barrage (3 actions). AC:16 until end of turn.
Has the Filth Fever Sickness started yet? I am NOT adjusting for that. Please adjust accordingly.
Fortitude Save VS. DC: 15:1d20 + 5 ⇒ (18) + 5 = 23
"That wasn't very nice." growls Bustral. He casts a spell. Three 2" spinning balls of light appear in front of him and streak towards Aslynn.
Force damage VS. Aslynn:3d4 + 3 + 1 ⇒ (3, 2, 1) + 3 + 1 = 10
Cast Force Barrage (3-actions). AC:16 until end of turn.
Force Barrage:
one-three-actions; Concentrate; Force' Manipulate; Range; 120'; Targets: 1 creature
You fire a shard of solidified magic toward a creature that you can see. It automatically hits and deals 1d4+1 force damage. For each additional action you use when Casting the Spell, increase the number of shards you shoot by one, to a maximum of three shards for 3 actions. You choose the target for each shard individually. If you shoot more than one shard at the same target, combine the damage before applying bonuses or penalties to damage, resistances, weaknesses, and so forth.
Heightened (+2) You fire one additional shard with each action you spend.
I am not concerned with what people think. Agree or not it is up to you. Personally, I Feel that the Hero Points were invented to be used, not hoarded. I vote to give them to those who used them and/or did something beyond the "norm".
Like the Classes/Races, many spells changed more than just name-wise. That's why I list them in spoilers.
Shield:
one-action; Cantrip; Concentrate; Force ;
Duration: until the start of your next turn
You raise a magical shield of force. This counts as using the Raise a Shield action, giving you a +1 circumstance bonus to AC until the start of your next turn, but it doesn't require a hand to use.
While the spell is in effect, you can use the Shield Block reaction with your magic shield. The shield has Hardness 5. You can use the spell's reaction to reduce damage from any spell or magical effect, even if it doesn't deal physical damage. After you use Shield Block, the spell ends and you can't cast it again for 10 minutes.
Heightened (+2) The shield's Hardness increases by 5.
Also the types have also changed on some, for example: Shield and Mystic Armor is now all 4 types so Clerics, etc. can cast them now.
Assuming that I am not Sickened for 1-4 Hours as listed, then I am not going to alter my turn.
"Vile creatures!, mutters Bustral. He then casts a spell saying, "Let us see how you like the Cold.". An orb of freezing cold surrounds the swarm nearest him...
Cast Frostbite cantrip (2 actions); cast Shield cantrip (1 action). AC: 17 until end of turn. NOTE: if next attack is more than 3 points of damage Bustral will use the Shield Block action.
Frostbite:
two-actions; Cantrip Cold Concentrate Manipulate
Range: 60'; Targets: 1 creature; Defense: basic Fortitude
An orb of biting cold coalesces around your target, freezing its body. The target takes 2d4 cold damage with a basic Fortitude save. On a critical failure, the target also gains weakness 1 to bludgeoning until the start of your next turn.
Heightened (+1) The damage increases by 1d4 and the weakness on a critical failure increases by 1.
Shield:
one-action; Cantrip; Concentrate; Force;
Duration: until the start of your next turn
You raise a magical shield of force. This counts as using the Raise a Shield action, giving you a +1 circumstance bonus to AC until the start of your next turn, but it doesn't require a hand to use.
While the spell is in effect, you can use the Shield Block reaction with your magic shield. The shield has Hardness 5. You can use the spell's reaction to reduce damage from any spell or magical effect, even if it doesn't deal physical damage. After you use Shield Block, the spell ends and you can't cast it again for 10 minutes.
Heightened (+2) The shield's Hardness increases by 5.
"Brigh protect me.", exclaims Bustral. He takes a STEP, then casts a spell. An arrow of pure force appears before him and streaks forward to strike the Red Rat...
Force damage vs. Red Rat:1d4 + 1 ⇒ (3) + 1 = 4
....Bustral then Shields himself once more.
Step (1 action); cast Force Bolt (1 action); cast Shield (1 action). AC: 17 until end of turn. NOTE: if next attack is more than 3 points of damage Bustral will use the Shield Block action.
Force Bolt:
one-action; Uncommon; Focus; Force; Manipulate; Wizard; Range: 30 feet; Targets: 1 creature
You fire an arrow-shaped bolt of force, one of the most common and reliable forms of battle magic. It automatically hits and deals 1d4+1 force damage to the target.
Heightened (+2) The damage increases by 1d4+1.
Shield:
one-action; Cantrip; Concentrate; Force
Duration: until the start of your next turn
You raise a magical shield of force. This counts as using the Raise a Shield action, giving you a +1 circumstance bonus to AC until the start of your next turn, but it doesn't require a hand to use.
While the spell is in effect, you can use the Shield Block reaction with your magic shield. The shield has Hardness 5. You can use the spell's reaction to reduce damage from any spell or magical effect, even if it doesn't deal physical damage. After you use Shield Block, the spell ends and you can't cast it again for 10 minutes.
Heightened (+2) The shield's Hardness increases by 5.
Yes, AC with Mystic Armor OR Shield only is 16. Both is 17.
"Well now, little one, that was not nice." says Bustral. He then reaches into his pouch, pulls out 3 steel bolts. They chance shape into sharp needles and streak towards Red....
Needle Darts VS. Red:1d20 + 8 ⇒ (7) + 8 = 15 possible Piercing damage VS. Red:3d4 ⇒ (4, 3, 3) = 10
...then the needles fly back to his hand transforming back into the bolts once more. Bustral then Shields himself.
Cast Needle Darts cantrip (2 actions); cast Shield cantrip (1 action). AC: 17 until end of turn.
Needle Darts:
two-actions; Attack; Cantrip; Concentrate; Manipulate; Metal; PFS Note: Any spells which require metal to function require the PC to be in possession of at least one chunk of that metal or an item made of that metal.
Range: 60'; Targets: 1 creature; Defense: AC
You shape three needles out of a piece of metal in your possession and send them flying in a tight group toward one target. Make a spell attack roll against your target's AC. The needles deal 3d4 piercing damage and might cause bleeding. The needles impart any special properties of the metal that forms them; for instance, cold iron needles deal additional damage to creatures with weakness to cold iron. All the needles are made of the same metal, and the metal returns to you after the attack.
Critical Success: The target takes double damage and 1 persistent bleed damage.
Success: The target takes full damage.
Heightened (+1) You send one additional needle, increasing the regular damage by 1d4 and increasing the persistent bleed damage on a critical hit by 1.
Shield:
one-action; Cantrip; Concentrate; Force
Duration :until the start of your next turn
You raise a magical shield of force. This counts as using the Raise a Shield action, giving you a +1 circumstance bonus to AC until the start of your next turn, but it doesn't require a hand to use.
While the spell is in effect, you can use the Shield Block reaction with your magic shield. The shield has Hardness 5. You can use the spell's reaction to reduce damage from any spell or magical effect, even if it doesn't deal physical damage. After you use Shield Block, the spell ends and you can't cast it again for 10 minutes.
Heightened (+2) The shield's Hardness increases by 5.