cole long

cole long

The Great Ghajari also inquires as to his spell list. He's a hermit with Int 15 and Wis 17.

Comments

  1. Hermits are really social in these parts.

    ReplyDelete
  2. Select 7 spells to know from this list. Cast 2 bonus 1st level spells/day (total of 3 at 1st level)

    1.DEFLECTION 120YDS 1RD 2RDS / LV 1 CREATURE SPECIAL PSC I 193
    2.SPITTLE 10YDS 1 1 ATTACK 1 CREATURE NEGATES PSC III 591
    3.MURDOCK'S FEATHERY FLYER 0 1 1RD / LV THE CASTER NONE WSC III 604
    4.AMPLIFY TOUCH 1 1HR / LV 1 SOURCE OF SOUND NONE WSC I 41
    5.WAILING WIND 5YDS / LV 1RD 1 TURN / LV 10CUFT / LV NONE PSC III 682
    6.COMMAND 30YDS 1 1RD 1 CREATURE NONE PSC I 128
    7.DEEP BREATH TOUCH 1 1RD / LV CREATURE NONE PSC I 191
    8.ENDURE HEAT/ COLD TOUCH 1RD 11HRS / LV CREATURE NONE PSC I 244
    9.LIGHT 60YDS 1 1 TURN / LV 20FT RADIUS SPECIAL WSC II 515
    10.MOONBEAM 10YDS / LV 2 1RD / LV 1 CREATURE / 3 LVS NEGATES PSC II 422

    1. DEFLECTION
    (Evocation)

    Sphere: Protection
    Level: 1
    Range: 120 yds.
    Components: V, S Q
    Casting Time: 1 rd.
    Duration: 2 rdsnevel
    Area of Effect: 1 creature
    Saving Throw: Special
    When the shukenja casts this spell, a chosen
    creature within range is surrounded by a mystical
    shield, protecting it from missiles and blows. The
    creature is allowed a saving throw vs. death
    against any attack for which a successful hit roll is
    scored. If the saving throw is successful, the crea-
    ture takes no damage from missile weapons and
    half damage from melee attacks. Through the
    power of the spell, the creature has managed to
    nimbly sidestep the shot or deflect the blow of the
    attacker.

    2. SPITTLE
    (Alteration)
    Sphere: Combat
    Level: 1
    Range: 10 yds.
    Components: S
    Casting Time: 1
    Duration: 1 attack
    Area of Effect: 1 creature
    Saving Throw: Neg.
    This spell allows the priest to generate a dis-
    gusting spittle that can paralyze any creature it
    touches. The priest must make successful attack,
    and the creature is considered to be is at short
    range. Any creature struck must make a success-
    11 saving throw vs. spell or lose the use of the area
    struck (see the table below). The attack can be used
    but once, and the spells ends if not used within 5
    rounds of the casting. All effects last ld4+1
    rounds. The DM might alter the hit location chart
    to account for creature facing or non-humanoid
    body type.

    Spittle Hit Location Table

    1d8 Roll Area Struck Effect
    1 Head Unconscious
    2-4 Body Paralyzed
    5 Weapon Arm No attacks
    6 Non-weapon Arm No shield bonus
    7-8 Leg Movement
    reduced 50%; lose defensive
    Dexterity bonuses

    3.MURDOCK'S FEATHERY FLYER

    (Alteration)
    (Air)
    Level : I
    Range : 0
    Components : V, S, M
    Casting Time : I
    Duration : I rd ./level
    Area of Effect : The caster
    Saving Throw : None
    '
    Upon casting this spell, a feathery membrane
    grows under the wizard's arms, extending along
    his sides to his feet . The membrane appears to
    merge with the caster's skin and clothing
    If the caster spreads his arms and jumps from
    a height, he can glide through the air . For each
    foot of elevation, the wizard can glide five feet
    horizontally . Thus, a wizard jumping from a
    10-foot wall could glide up to 50 feet . Gliding
    characters have a movement rate of 12 and Ma-
    neuverability Class E .
    A wizard attempting to carry more than his
    normal weight allowance plummets to the earth
    upon takeoff .
    When the spell expires, the feathers instantly
    disappear . If the wizard is airborne, he immedi-
    ately plummets toward the ground

    4. AMPLIFY

    (Alteration)
    Level: 1
    Range: Touch
    Components: V, S, M
    Duration: 1 hour/level
    Casting Time: 1
    Area of Effect: 1 source of sound

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  3. Saving Throw: None
    This spell changes the volume of sounds created close to its
    center of effect. The caster moves his hand in a circular motion
    at the point he wants to center the spell. With the uttering
    of a command word, the area so outlined begins to glow
    softly. The outlined area is disk-shaped and can be as small as
    2 inches in diameter or as large as 1 foot in diameter.
    The disk acts as a sound magnifier: Whatever sound enters
    the active (caster) side of it may exit the other side at a much
    different volume. The volume can be increased or decreased
    at the caster’s mental command: up to five times louder, or
    softer, than normal.

    5. WAILING WIND

    Wailing Wind
    (Alteration)
    Sphere: Elemental Air, Weather
    Range: 5 yards/level
    Components: V
    Duration: 1 turn/level
    Casting Time: 1 round
    Area of Effect: A cube of 10 feet/level on a side
    Saving Throw: None

    By means of this spell, a priest creates a magical warning system. When any creature larger than a common honeybee enters a guarded area

    (a passage, chamber, cavern, doorway, or cave mouth of up to the area of effect), a wailing, whistling blast of wind blows from the

    guarded area toward the casting priest. The priest designates the area to be protected verbally, and must be standing within 5 yards per

    level of the area to be protected when the spell is cast.

    The wailing wind travels toward the caster as long as she or he is on the same plane as the guarded area, but fades out beyond 100 yards

    per level of the casting priest. The wailing wind has a distinctive tone that can be heard by all creatures capable of hearing. It

    transmits and magnifies any sounds (speech, movement, etc.) made by the triggering being at the time it is activated, and it thus gives

    any listener a clue as to what sort of intruder approaches.

    The spell cannot be modified to be activated by only specific beings or types of creatures. Once the guarded area is entered and the

    wailing wind rises, the spell is exhausted unless the caster was of sufficient level to allow another activation of the spell for another

    intruder. The wind itself lasts for 1 round per level of the casting priest once triggered, although the caster may end it sooner.

    A wailing wind can be activated more than once, depending on the level of its caster. As the level of the caster increases, the number of

    blasts of wailing wind occurring for different intruders at different times is also increased. A 1st- or 2nd-level caster creates only a

    single-blast wailing wind; a 3rd- or 4th-level caster creates a wind of two blasts; a 5th- or 6th-level caster creates a wind of three

    blasts, and so on with no known maximum.

    6. COMMAND
    (EnchantmenVCharm)
    Sphere: Charm, Comhat, Law
    Level: 1
    Range: 30 yds.
    Components: V
    Casting Time: 1
    Duration: 1 rd.
    Area of Effect: 1 creature
    Saving Throw: Special
    This spell enables the priest to command an-
    other creature with a single word. The command
    must be uttered in a language understood by the
    creature. The subject will obey to the best of its
    ability only as long as the command is absolutely
    clear and unequivocal; hence, a command of“Suicide!”
    is ignored. A command to “Die!”
    causes the creature to fall in a faint or cataleptic
    state for one round, but thereafter the creature re-
    vives and is alive and well. mical commands m
    back, halt,flee, run, stop, fall, go, leave, surrender:
    sleep, rest, etc. No command affects a creature for
    more than one round; undead are not affected at
    all. Creatures with Intelligence of 13 (high) or

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  4. more, or those with 6 or more Hit Dice (or experi-
    ence levels) are allowed a saving throw vs. spell,
    adjusted for Wisdom. (Creatures with 13 or higher
    Intelligence and 6 Hit Dicellevels get only one
    saving throw.)


    7. DEEP BREATH
    (Alteration)
    Spherr: Elemental Air
    Reversible
    Level: 1
    Range: Touch
    Components: V, S, M
    Casting Time 1
    Duratiion: 1 minute/level
    Area of Effect: Creature touched
    Saving Throw: None
    With this spell, the caster allows one creature to
    take a single breath that lasts for the duration of the
    spell. The spell bestows no ability to maneuver or
    function underwater or while buried in sand but it
    does temporarily remove the need to breathe. Once
    the spell ends, an individual who cannot breathe
    normally begins to suffocate after 1/2 his
    Constitution score in rounds (a Constitution check
    is required each round, with a -2 cumulative
    penalty: after failing a check Id6 points of damage
    is taken per round).
    If the deep breath spell is cast on a creature that
    has already held its breath for a few rounds, the
    spell acts as a clean gulp of air-when the spell
    wean off the creature begins the suffocation pro-
    cedure fresh. The spell also lets an individual
    avoid the ill effects of most gases, magical and
    otherwise.

    8. ENDURE COLD/ENDURE HEAT
    (Alteration)
    Sphere: Protection
    Level: 1
    Range: Touch
    Components: V, S
    Casting Time: 1 rd.
    Duration: 1.5 hrs./level
    Area of Effect: Creature touched
    Saving Throw: None
    The creature receiving this spell is protected from
    normal extremes of cold or heat (depending on
    which application the priest selects at the time of
    casting). The creature can stand unprotected in tem-
    peratures as low as 30" F. or as high as 130" F. (de
    pending on application) with no ill effect.
    Temperatures beyond these limits inflict 1 point of
    damage per hour of exposure for every degree
    beyond the limit. The spell is immediately canceled
    if the recipient is affected by any non-normal heat
    or cold, such as magic, breath weapons, and so on.
    me cancellation occurs regardless of the applica-
    tion and regardless of whether a heat or cold effect
    hits the creature (for example, an endure cold spell
    is canceled by magical heat or fire as well as by
    magical cold). The recipient of the spell does not
    suffer the first 1O points of damage (after any appli-
    cable saving throws) from the heat or cold during
    the round in which the spell is broken. The spell
    ends instantly if either resistfire or resist cold is cast
    upon the recipient.

    9. LIGHT
    (Alteration)
    Range: 60 yards
    Components: V, M
    Duration: 1 turn/level
    Casting Time: 1
    Area of Effect: 20-foot-radius globe
    Saving Throw: Special
    This spell creates a luminous glow, equal
    to torchlight, within a fixed radius of the
    spell’s center. Objects in darkness beyond
    this sphere can be seen, at best, as vague and
    shadowy shapes. The spell is centered on a
    point selected by the caster, and he must
    have a line of sight and unobstructed path
    for the spell when it is cast. Light can spring
    from air, rock, metal, wood, or almost any
    similar substance.
    The effect is immobile unless it is specifi-
    cally centered on a moveable object or
    mobile creature. If this spell is cast upon a
    creature, the applicable magic resistance
    and saving throw rolls must be made. Suc-
    cessful resistance negates the spell, while a
    successful saving throw indicates that the
    spell is centered immediately behind the

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  5. creature, rather than upon the creature
    itself. Light taken into an area of magical
    darkness does not function, but if cast
    directly against magical darkness negates it
    (but only for the duration of the light spell,
    if the darkness effect is continual).
    Light centered on the visual organs of a
    creature blinds it, reducing its attack rolls
    and saving throws by 4 and worsening its
    Armor Class by 4. The caster can end the
    spell at any time by uttering a single word


    10. MOONBEAM
    (Evocation)
    Sphere: Sun
    Level: 1
    Range: 10 yds.llevel
    Components: V, S, M
    Casting =me: 2
    Duration: 1 rd.flevel
    Area of Effect: 1 creaturet3 levels
    Saving Throw: Neg.

    The moonbeam spell uses the power of the
    sun and moon to paralyze undead. When a priest
    points a talisman at an undead creatwe and casts this
    spell, a beam of silver or golden light streaks toward
    the creature. If the creature fails a saving throw vs.
    spell, it remains completely paralyzed for the dura-
    tion of the spell. Otherwise, there is no effect.

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