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HI all!
Cloudkill
This spell generates a bank of fog, similar to a fog cloud, except that its vapors are yellowish green and poisonous. These vapors automatically kill any living creature with 3 or fewer HD (no save). A living creature with 4 to 6 HD is slain unless it succeeds on a Fortitude save (in which case it takes 1d4 points of Constitution damage on your turn each round while in the cloud). A living creature with 6 or more HD takes 1d4 points of Constitution damage on your turn each round while in the cloud (a successful Fortitude save halves this damage). Holding one's breath doesn't help, but creatures immune to poison are unaffected by the spell. Unlike a fog cloud, the cloudkill moves away from you at 10 feet per round, rolling along the surface of the ground. Figure out the cloud's new spread each round based on its new point of origin, which is 10 feet farther away from the point of origin where you cast the spell. Because the vapors are heavier than air, they sink to the lowest level of the land, even pouring down den or sinkhole openings. It cannot penetrate liquids, nor can it be cast underwater. ---------------------------------------------------------------- Dazing Spell (Metamagic)
Benefit: You can modify a spell to daze a creature damaged by the spell. When a creature takes damage from this spell, they become dazed for a number of rounds equal to the original level of the spell. If the spell allows a saving throw, a successful save negates the daze effect. If the spell does not allow a save, the target can make a Will save to negate the daze effect. If the spell effect also causes the creature to become dazed, the duration of this metamagic effect is added to the duration of the spell. A dazing spell uses up a spell slot three levels higher than the spell's actual level. Spells that do not inflict damage do not benefit from this feat. ![]()
HI all, I don?t understund how work vortex's ability.. and if I use vortex's ability in acqueous orb? ------------------------------------------------------------------- Medium Water Elemental CR 3
Water elementals are patient, relentless creatures made of living fresh or salt water. They prefer to hide or drag their opponents into the water to gain an advantage. As with other elementals, all water elementals have their own unique shapes and appearances. Most appear as wave-like creatures with vaguely humanoid faces and smaller wave “arms” to either side. Another common form is that of any aquatic creature, such as a shark or octopus, but made entirely out of water.
------------------------------------------------------------------- Aqueous Orb School conjuration (creation) [water]; Level druid 3, sorcerer/wizard 3, summoner 3 Casting Time 1 standard action Components V, S, M (a drop of water and a glass bead) Range medium (100 ft. + 10 ft./level) Effect 10-ft.-diameter sphere Duration 1 round/level Saving Throw Reflex negates; Spell Resistance no You create a rolling sphere of churning water that can engulf those it strikes. The aqueous orb can move up to 30 feet per round, rolling over barriers less than 10 feet tall. It automatically quenches any nonmagical fires and functions as dispel magic against magical fires as long as those fires are size Large or less. Any creature in the path of the aqueous orb takes 2d6 points of nonlethal damage. A successful Reflex save negates this damage, but a large or smaller creature that fails its save must make a second save or be engulfed by the aqueous orb and carried along with it. Engulfed creatures are immersed in water and must hold their breath unless capable of breathing water. They gain cover against attacks from outside the aqueous orb but are considered entangled by its churning currents, takes 2d6 points of nonlethal damage at the beginning of their turn each round they remain trapped. Creatures within the orb may attempt a new Reflex save each round to escape into a random square adjacent to the aqueous orb. The orb may hold one Large creature, 4 Medium, or 16 Small or smaller creatures within it. The sphere moves as long as you actively direct it (a move action for you); otherwise, it merely stays at rest and churns in place. An aqueous orb stops if it moves outside the spell's range. ![]()
Dragonchess Player wrote:
totally wrong. invisibility:
If you house rule all the game because you think that protect evil is a powerful spell.. is your problem. ![]()
Dragonchess Player wrote:
if I pay 2800, I presume I'm a minimum 4th level. a 3th level have a maximum of 3000 gp. If I'm a 4th level, I take 5 pearl of power and protect me for 16hours. and I pay only 2500.![]()
Dragonchess Player wrote:
wrong cost. I prefere to pay for all.+2 deflection base (vs all): 2x2x2000= 8000
total 8000+6000+6000= 20000, craft it is 10000. I dont understand why you compare protect evil (inc lev 1) whit freedom of movement (inc level 4) !!!!! ![]()
in my opinion: 1)melee, melee+buffer: summoner (and can take eldrict heritage feat for more versatility)
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ZomB wrote:
ok, in this point of view, protection vs evil is only a first level spell, and cost1x1x2000x2= 4000. craft it cost 2000. whit 30% discount cost 1400 ![]()
ZomB wrote:
16000?? pass, I craft pearl of power.. and when I'm 5 or 6 level whit 3 or 4 pearl of power I have mage armor for all day :D ![]()
Brinaku wrote:
exatly! yes probably a divisor of 3 is the better choice.. all animal are neutral and this item don't work whit neutral, caotic, legal or good..![]()
protection from evil, 3 bonus: deflection, resistance and immunity to mental control. 8000 deflection bonus (2^2x2000)
8000+6000+6000= 20000. work only whit vs evil (good, evil, caotic, legal) 16000/4= 5000. ok? craft this item is 2500, buy this item is 5000? ![]()
Basic Magic (Sp): An eidolon learns to cast a basic spell as a spell-like ability. Select one spell from the following list: acid splash, dancing lights, daze, detect magic, flare, ghost sound, light, mage hand, ray of frost, stabilize, or touch of fatigue. This spell can be cast once per day as a spell-like ability. At 4th level, this spell can be cast three times per day by spending 2 additional evolution points. The caster level for this evolution is equal to the eidolon's Hit Dice. The save DC for this spell is 10 + the eidolon's Charisma modifier. The eidolon must have a Charisma score of at least 10 to take this evolution. This evolution can be selected more than once. Each time an eidolon selects this evolution, it applies to a new spell. if I take this evolution, the eidolon could take scribe scroll feat? Scribe Scroll (Item Creation)
Benefit: You can create a scroll of any spell that you know. Scribing a scroll takes 2 hours if its base price is 250 gp or less, otherwise scribing a scroll takes 1 day for each 1,000 gp in its base price. To scribe a scroll, you must use up raw materials costing half of this base price. See the magic item creation rules in Magic Items for more information. ![]()
ProfPotts wrote:
ok ..if in the area there is a +1 magic item detect magic don't detect if a player cast a spell? and d.m. can't detect who cast that spell?![]()
Brambleman wrote: alternatively, what about turning a wizard spell like fireball into positive energy? the option is fire acid electricity and cold.. you can turn all type of spell damage in this four element..so you can't turn fire into positive, but you could turn positive into fire.. waste a second level spell to convert cure light wounds into fire will not be useful, but maybe it could be fun XD ![]()
Sean FitzSimon wrote:
this is your opinion.. Maybe it's ridiculous, maybe not..but you could do it. Each player is free to play as they please.. have fun ;) ![]()
Dolanar wrote: I suppose its possible in theory...though I'm not sure why a cleric would consider making a heal spell that heals some, then causes damage...& if you use Inflict spells...not many creatures are immune to Negative Energy like they are other Energy types. if you are an evil oracle.. you could convert an inflict spell in an elemental spell (acid, or fire etc etc) to kill undead.. :) ^^![]()
Elemental Spell (Metamagic)
Benefit: Choose one energy type: acid, cold, electricity, or fire. You may replace a spell's normal damage with that energy type or split the spell's damage, so that half is of that energy type and half is of its normal type. An elemental spell uses up a spell slot one level higher than the spell's actual level. Special: You can gain this feat multiple times. Each time you must choose a different energy type Hi, can I convert cure light wounds whit this feat? or inflict light wound?
cure light wounds= positive damage
"You may replace a spell's normal damage (positive damage or negative damage in this case )whit that energy type (for example: acid)" ![]()
I don't understand this rule "The following mysteries are just some of those that will
but... fortitude, reflex or will? for example, if I cast "soul siphon" or "death's touch", my opponent can make a saving throw?
thank's!! ![]()
I'am sorry if i speak bad english XD
another question..
*it is better the revelation "raise the dead" or "undead servitude"? I think raise the dead.. *what is the best undead that I could create whit the spell "animate dead"? (I'm oracle 12 level)
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