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Thread: Jason Remi, Shaman of life

  1. #1
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    Default Jason Remi, Shaman of life

    Jason Remi, a human shaman of life, and his white viper familiar, Trouser

    Mechanics: Jason heals injuries others sustain by transferring them to himself using life link and healing himself when needed, his familiar acts as a sponge, taking half of the damage which its fast healing mitigates over time. He also removes debuffs from other party members when needed. When there's no need for his healing, he curses enemies with misfortune hex and sustains it by chant hex

    Backstory: Jason was a happy kid who grew up in a loving home, his both parents Coryani nobles. His personality was so vibrant and full of energy that the urban fey enjoyed his company and played with him. By accident, Jason stepped through the interplanar boundary at the edge of his family's orchard and into the fey realm, where time passed much faster. Mesmerized by its beauty and color, he spent hours there, having fun with the fey. When he returned to his parents, almost no time had passed at all.

    Realizing that he can stay with his new friends for as much as he wants without anyone noticing, he spent more and more time there. At first it was days, but then it was weeks and sometimes months. His parents started noticing that Jason sometimes grew an inch in a single day, his dark brown hair turning fiery and his blue eyes green. When asked about where he had been playing, he instinctively knew he had to lie to keep his friends a secret. After that, he stopped going there to keep the secret.

    He started to hear spirits whispering at the edge of his hearing and people who were sick or in pain started feeling better around him. Soon, he realized that the spirits would listen to him and if he wanted it, he could take away the pain for good, but also, that he could take it as his own. Experience it. Own it. Savor it. As he grew up, his powers grew with him, and he became known as a selfless healer who wanted to help everyone with their illnesses and injuries. Little did they know how much pleasure he really took from what he did. One time he saved a woman with injuries so severe that she was on the brink of death - her pain was pure ecstasy to him.

    He completely embraced the pleasure the pain brought him, thanking Larissa every day for the opportunity to be hurt again in new ways. He truly felt that the goddess had blessed him. He also learned how to infuse some spirits into items so that they can help him when he needs it. One day, a white snake approached him and coiled on his trousers to warm itself. Taking it as a gift from Larissa, he infused a portion of a nearby spirit into it, and the snake slithered under his pants afterwards, never leaving his side again.

    However, the city life didn't lend itself to causing a lot of injuries for the people living there, unlike the adventuring life. Jason said his farewells to his parents hoping for a more dangerous life as an adventurer.

    Jason was taking a walk on a beautiful, sunny day, listening the murmur of the city and the nearby spirits. There was a brief silence among spirits, a sign Jason had learned meant something out of the ordinary was going to happen. Sure enough, he soon heard a sound of horses and a carriage abruptly stopping, followed by the screams of a few people. He suppressed a smile as he rushed ahead, knowing that someone must had been injured in the crash.

    When he arrived, there was a woman lying in a pool of blood underneath the carriage, the spirits whispering around her letting him know she was not long for this world. Some of the people recognized him, whispering his name and making room for him to come near her. He took her hand and closed his eyes, letting a wave after wave of unadulterated pleasure wash over him. It hurt so good... there were no words to describe it.

    When he was done, he almost fainted before healing himself. The crowd around him cheered when the woman stood up unharmed. He assured them that no thanks were necessary and instructed them to pray to Larissa and thank her for good fortune. Later, he offered a different prayer at her temple, thanking her for the greatest ecstasy he had ever felt.

    Scarred by war is refluffed and associated deity becomes Larissa:

    Peered beyond veil: You’ve glimpsed a small, infinitesimal sliver of what Larissa glimpsed behind the Veil of the Future that drove her to her hedonistic ways. Your mind couldn’t comprehend it, but you feel like you understand Her better than many others. As such you have dedicated yourself to Her teachings, and find solace in Her ways.
    FCB cleric spells added to shaman list:
    1st - Liberating command, Sanctuary
    2nd - Shield other, Silence
    3rd - Resist energy (communal)

    Spells prepared by level:
    0th - Create water, Detect magic, Guidance, Purify food and drink
    1st - Barbed chains, Cure light wounds, Entangle, Liberating command, Sanctuary x2, Spirit magic spell
    2nd - Cure moderate wounds, Insect scouts, Shared sacrifice x2, Shield other, Silence, Spirit magic spell
    3rd - Cure serious wounds, Dispel magic, Resist energy - communal, Spirit magic spell
    4th - Cure critical wounds, Thirsting entangle, Spirit magic spell

  2. #2
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    List of cleric spells that are not on the shaman spell list:

    0th-Level Spells
    Detect Fiendish Presence : As detect evil , except this specifically detects outsiders with the evil subtype and their servants
    Enhanced Diplomacy : Grant a +2 to diplomacy or intimidate to a single subject
    Grasp : Retry a Climb check as an immediate action
    Guidance : +1 on one attack roll, saving throw, or skill check
    Scrivener's Chant : Imbue a quill to rapidly transcribe words from one page to another
    Sign of the Dawnflower R : Transmit a hidden message that you are a worshipper of Sarenrae to the target
    Sotto Voce : Use your dry, rasping whisper to fill a creature with dread
    Spark : Ignites flammable objects
    Vigor : Give someone a +1 bonus on their next melee damage roll

    1st-Level Spells
    Abadar's Truthtelling R : Force the target to speak the truth
    Abstemiousness R : Enhance simple food to provide greater nutrition
    Abundant Ammunition : Replaces nonmagical ammunition every round
    Advanced Scurvy R : Force the target to contract an advanced form of scurvy
    Air Bubble : Creates a small pocket of air around your head or an object
    Alleviate Addiction : Ignore the effects of addictions
    Ant Haul : Triples carrying capacity of a creature
    Aspect of the Nightingale R : Your voice becomes clear and plesant, like a nightingale
    Authenticating Gaze : Gain a bonus on Appraise/Linguistics checks related to books and scrolls, along with some magical detection abilities
    Barbed Chains : Hellish chains attack and cause a target to become shaken
    Bleeding Strike R : Enhance a weapon to deal bleed damage with its attack
    Blessed Fist : Target doesn't provoke attacks of opportunity with unarmed strikes
    Blessing of the Watch R : Functions as bless, except lasts for 1 hour/level but only in the caster's home city
    Bless Water M : Makes holy water
    Burning Disarm : Make a metal item become red hot, forcing those holding it to drop it or risk searing their hand
    Carrion Compass : Animate the target undead's organs to lead you to its most recent controller or cause of undeath
    Celestial Healing : Grant fast healing 1 for 1 round/2 levels
    Ceremony : Harness divine power to create a ceremony
    Clarion Call : Make yourself heard over great distances
    Cloak of Secrets : Filter speech from a given area to sound like a different conversation
    Command Y : One subject obeys selected command for 1 round
    Compel Hostility : Compels opponents to attack you instead of your allies
    Cultural Adaptation : Adapt to fit the local cultural
    Cultural Adaptation (Taldan) : Better impersonate the member of a specific culture
    Curse Water M : Makes unholy water
    Deadeye's Lore : Gain a +4 bonus on Survival and move full speed while tracking
    Deathwatch : Reveals how near death subjects within 30 ft
    Decompose Corpse : Turn a corpse into a clean skeleton
    Desperate Weapon : Create an improvised weapon
    Detect Charm : Detect charm, compulsion, and possession effects in the area
    Detect Demon : Sense the presence of demons, their servants, and the Abyss
    Detect Evil : Reveals creatures, spells, or objects of selected alignment
    Detect Radiation : Detect radiation in the surrounding area
    Diagnose Disease : Detect and identify diseases
    Divine Favor Y : You gain +1 per three levels on attack and damage rolls
    Egorian Diplomacy : Coerce a target, cloud its memory of the encounter
    Endure Elements Y : Exist comfortably in hot or cold regions
    Enhance Water R : Transform water into an alcoholic beverage
    Entropic Shield Y : Ranged attacks against you have 20% miss chance
    Face of the Devourer R : Horribly mutate the target's face, disfiguring it while granting it a natural attack
    Fairness R : Force humanoid creatures to trade fairly with each other
    Fallback Strategy R : Gain a free re-roll while this spell is active
    Fastidiousness : Keep yourself and your equipment clean and dry Ferment : Affected liquid becomes alcoholic Firebelly R : Breathe fire and become resistant to it
    Forbid Action : Target obeys command to not do something
    Funereal Weapon : Targeted weapon bypasses some DR of undead creatures Gorum's Armor Y : Make a suit of armor or shield erupt in thousands of spikes, causing damage to natural attacks against you
    Grasping Corpse M : Cause a corpse to grab or trip a foe Guardian Armor : Teleport your armor onto an ally in range Hairline Fractures R : Create hairline fractures in earth and stone
    Hedging Weapons : Floating weapons protect you and make ranged attacks Hide from Undead : Undead can't perceive one subject/level
    Ice Armor R : Create a thick suit of ice armor
    Infernal Healing : Give someone fast healing 1 for a minute, at the cost of a temporary evil alignment
    Inflict Light Wounds Y : Touch deals 1d8 damage +1/level (max +5)
    Instant Clot : Touched creature doesn't bleed Instant Portrait : Create a portrait of a creature on the touched surface Ironbeard R : Create a brushy beard of stiff iron to use as defense and a weapon
    Ironbloom Sprouts F M R : Transform mushrooms into magical ironbloom mushrooms
    Karmic Blessing R : Target treats one skill of your choice as a class skill
    Know the Enemy Y : Gain +10 on a monster Knowledge check
    Kreighton's Perusal : Gain a brief understanding from a book as if you had read it for 1 hour
    Liberating Command : Target makes an Escape Artist check as an immediate action and gains a bonus on it
    Lighten Object R : Decrease the target's weight by half or reduce the armor check penalty of armor
    Lucky Number : Tweak tiny variables in a creature's immediate future
    Marid's Mastery R : Target gains bonus to attack/damage when combat is in water, penalty if on land
    Mighty Fist of the Earth R Y : Fling a fist-sized rock at your opponent, this rock can channel your ki
    Mirror Mantis : Creature sees an looming assassin whenever they see their reflection in a mirror Moment of Greatness : Doubles a morale bonus
    Murderous Command Y : Target is compelled to kill its ally
    Murderous Crow R : Conjure a supernaturally vicious and clever crow to watch over you
    Obscure Posion M : Make it harder to detect a poison or venomous creature
    Opportunistic Loyalty : Temporarily act as an ally to benefit from other creatures' spells
    Peasant Armaments R : Transform improvised weapons into actual weapons
    Pick Your Poison R : Temporarily convert a deadly poison into intoxicating alcohol
    Pierce Facade : Gain a +5 insight bonus to Perception to see through disguises Planar Orientation : Locate places of power on your current plane Poisoned Egg R : Transform a single egg into a dose of poison
    Preserve : Prevent objects from rotting and spoiling Protection from Chaos Y : +2 to AC and saves, plus additional protection against selected alignment
    Ray of Sickening : Ray makes subject sickened
    Recharge Innate Magic R : Regain a use of all 0-level and 1st-level spell-like abilities
    Refine Improvised Weapon : Transform improvised weapon into a masterwork simple or martial weapon
    Reinforce Armaments : Temporarily mitigates the fragile quality in targeted weapon or armor
    Remove Sickness : Suppress disease, nausea, and the sickened condition
    Resist Starvation : Last longer without food Restore Corpse : Skeletal corpse grows flesh
    Rite of Bodily Purity M : +2 to saves vs diseases, drugs, and poison for 24 hours, discharge to reroll a failed save vs a disease, drug, or poison
    Rite of Centered Mind M : +1 to saves vs mind-affecting effects for 24 hours, discharge to reroll a failed save vs a mind-affecting effect
    Rune Trace M : Learn information about a magical rune without triggering it Sanctify Corpse : Prevent a corpse from becoming an undead
    Sanctuary Y : Opponents can't attack you, and you can't attack
    Scarify : Convert some lethal damage to nonlethal damage, causing massive scarring Shadow Trap : Pin someone's target, causing them to become stuck
    Shield of Faith Y : Aura grants +2 or higher deflection bonus
    Shield Speech : Speak freely to one creature within 10 feet without being overheard
    Shield the Banner : Protect your tribe's banner with a sanctuary -like effect
    Speak Local Language : Target gains the ability to speak and understand a regional human language
    Speechreader's Sight : Read lips from a distance Spirit Share : Grant beneficial liquids with a touch Starsight : Observe the night sky as if it were a clear and unobstructed night
    Stone Shield R : Summon a thick stone slab from the ground to shield you from attacks
    Strand of the Tangled Knot : Next attack against you takes -10 penalty Stunning Barrier : Magical field grants a +1 bonus to AC and on saves, and stuns one creature attacking you
    Summon Minor Monster : Summon 1d3 Tiny animals
    Summon Monster 1 : Summons extraplanar creature to fight for you
    Sun Metal Y : Weapon touched bursts into flames
    Sure Casting : Treat your CL as 5 higher for the purposes of bypassing SR with the next spell you cast Suspend Drowning : Targets temporarily stop drowning Swallow Your Fear R : Increase creatures' combat effectiveness when they under a fear effect
    Tap Inner Beauty R : Grant yourself a +2 insight bonus to Charisma-related checks
    Theft Ward R Y : Gain a +10 Perception bonus to notice someone trying to take a specific object from you
    Touch of Bloodletting R : Cause any wounds the target has to bleed profusely
    Tracking Mark R : Gain a supernatural ability to detect tracks and other clues
    True Appraisal : Gain a +5 competence bonus on Appraisal checks and never be wildly inaccurate Unbreakable Heart : Give a +4 bonus on saves against effects which rely on negative emotions
    Unhallowed Blows : One natural weapon or unarmed strike of subject undead gets +1 on attack and damage rolls Unwelcome Halo R : Force a halo around a target, preventing it from hiding in the dark
    Watchful Eye F R T : As shield other , but with a shorter duration and the requirement that you must maintain line of effect with whom you are linked to
    Waterproof : Target becomes waterproof for the spells duration Weapons Against Evil R : Enhance weapons with pale light that allow them to bypass minor DR of evil creatures
    Weaponwand : Merge a wand with your weapon, allowing you to wield the wand at the same time you use your weapon
    Winter Feathers R : Protect a feathered creature from the cold for a day

    5th - Soothe Construct,Speak with Haunt,Spellcrash, Lesser,Spell Immunity,Spiritual Ally,Spit Venom,Summon Accuser,Summoner Conduit,Summon Monster IV,Suppress Primal Magic,Symbol of Revelation,Symbol of Slowing,Tail Current,Tailwind,Terrible Remorse,Tongues,Torpid Reanimation,Transplant Visage,Umbral Infusion,Unholy Blight,Virulence,Wall of Bone,Ward of the Season,Ward Shield,Warp Metal,Water Walk, Communal

    6th - Air Walk, Communal,Ancestral Memory,Angelic Aspect,Astral Projection, Lesser,Atonement,Ban Corruption,Blood Ties,Boneshatter,Break Enchantment,Breath of Life,Burst of Glory,Caustic Blood,Charnel House,Cleanse,Command, Greater,Commune,Compelling Rant,Constricting Coils,Contact Entity III,Contagion, Greater,Cure Light Wounds, Mass,Curse, Major,Curse of Magic Negation,Darkvault,Daywalker,Decollate,Dispel Balance,Dispel Chaos / Evil / Good / Law,Disrupting Weapon,Fickle Winds,Flame Strike,Flexile Curse,Forbid Action, Greater,Geniekind,Ghostbane Dirge, Mass,Ghoul Army,Half-blood Extraction,Hallow,Heroic Fortune, Mass,Holy Ice,Hymn of Mercy,Inflict Light Wounds, Mass,Insect Plague,Jungle Mind,Life Bubble,Lighten Object, Mass,Locate Gate,Magic Siege Engine, Greater,Mark of Justice,Pillar of Life,Plane Shift,Planeslayer's Call,Profane Nimbus,Rapid Repair,Reprobation,Righteous Might,Sacred Nimbus,Sanctify Weapons,Scrying,Serenity,Siphon Magic,Slough,Smite Abomination,Soulswitch,Spell Immunity, Communal,Spell Resistance,Spellsteal,Summon Infernal Host,Summon Lesser Psychopomp,Summon Monster V,Symbol of Pain,Symbol of Scrying,Symbol of Sleep,Symbol of Striking,Tongues, Communal,Touch of Slumber,Treasure Stitching,True Seeing,Undeath Ward,Unhallow,Unholy Ice,Vile Dog Transformation,Wall of Blindness/Deafness

    7th - Alleviate Corruption,Animate Objects,Antilife Shell,Banishment,Bear's Endurance, Mass,Blade Barrier,Blessings of Luck and Resolve, Mass,Bloodsworn Retribution,Bull's Strength, Mass,Chains of Light,Cold Ice Strike,Create Undead,Cruel Jaunt,Cure Moderate Wounds, Mass,Curse of the Outcast,Curse Terrain, Greater,Dimensional Blade,Dispel Magic, Greater,Dust Form,Dust Ward,Eaglesoul,Eagle's Splendor, Mass,Elemental Assessor,Enlightened Step,Epidemic,Find the Path,Flesh Wall,Forbiddance,Geas/Quest,Glyph of Warding, Greater,Hellfire Ray,Heroes' Feast,Impart Mind,Inflict Moderate Wounds, Mass,Joyful Rapture,Mage's Decree,Music of the Spheres,Oasis,Overwhelming Poison,Owl's Wisdom, Mass,Plague Storm,Planar Adaptation, Mass,Planar Ally,Prognostication,Roaming Pit,Source Severance,Spellblight Jinx,Spellcrash,Summon Laborers,Summon Monster VI,Summon Stampede,Summon Vanth,Symbol of Distraction,Symbol of Fear,Symbol of Persuasion,Symbol of Sealing,Undeath to Death,Wither Limb,Word of Recall

    8th - Arbitrament,Archon's Trumpet,Artificer's Curse,Bestow Grace of the Champion,Blasphemy,Contact Entity IV,Control Weather,Create Demiplane, Lesser,Create Variant Mummy,Cure Serious Wounds, Mass,Dictum,Ethereal Jaunt,Holy Word,Hunger for Flesh, Mass,Hymn of Peace,Inflict Serious Wounds, Mass,Jolting Portent,Lunar Veil,Magnetic Field,Memory of Function,Particulate Form,Planar Refuge,Plundered Power,Pox of Rumors,Refuge,Regenerate,Repulsion,Restoration, Greater,Scrying, Greater,Submerge Ship,Summon Monster VII,Symbol of Stunning,Symbol of Weakness,Umbral Strike,Vision of Doom,Waves of Ecstasy,Word of Chaos

  3. #3
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    2nd-Level Spells
    Abeyance M : Suppress the effects of a single curse
    Aboleth's Lung R : Allow the target to breathe water at the cost of no longer being able to breathe air
    Admonishing Ray : Fire multiple rays that deal nonlethal force
    Aid : +1 on attack rolls and saves against fear, 1d8 temporary hp +1/level (max +10)
    Air Step : Tread unsteadily on air, with limitations
    Alchemical Tinkering R : Transform an alchemical item or firearm into another similar item
    Align Weapon : Weapon becomes good, evil, lawful, or chaotic
    Ally Across Time : Summon a duplicate of yourself from a parallel world to aid another
    Alter Summoned Monster : Swap one summoned creature with another
    Ancestral Communion : Contact the spirits of your ancestors to bolster your own knowledge
    Ancestral Regression R : Conceal a drow's appearance with that of a surface elf
    Angelic Aspect, Lesser : Gain some minor aspects of angelic creatures
    Ant Haul, Communal : As ant haul , but you may divide the duration among creatures touched
    Arrow of Law : Harm and possibly daze chaotic creatures
    Bestow Weapon Proficiency : Grants a creature proficiency in a single weapon for short period of time
    Blessing of Courage and Life : Grants a +2 bonus on saves vs
    Blessing of Luck and Resolve R : Increase resistance against fear
    Blinding Ray R Y : Fire blinding rays of sunlight to blind enemies and damage those with sensitivity to light
    Bloodbath : Cause yourself and enemies to bleed
    Blood Blaze R : Ignite the blood of those who come near you
    Blood in the Water : Enhance those with a blood frenzy
    Blood of the Martyr : Cause someone to bleed from every orifice; drinking this blood will heal your wounds
    Bloody Tears and Jagged Smile R : Become more intimidating with black eyes that weep blood and turn your teeth into jagged fangs
    Boiling Blood Y : Targets take fire damage; orcs get +2 Strength
    Bone Fists : Gain armor spikes which provide +1 natural armor a +2 damage with natural weapons
    Boneshaker : Momentarily control a living or undead creature's skeleton Book Ward : Protect a book from fire, acid, and water
    Brittle Portal R : Reduce the hardness of obejcts within the area
    Build Trust : Gain various bonuses when interacting with the target
    Bull's Strength : Subject gains +4 to Str for 1 min
    Burst of Radiance : Fill the area with a blinding light
    Cleromancy : Use rolled dice to grant luck bonuses to future spells
    Cloud of Seasickness R : Create a sickening cloud that mimics the effects of seasickness
    Compassionate Ally : Target is compelled to help injured ally
    Compel Tongue : As share language , but target can only speak and write in the language imparted
    Conditional Favor : Provide another spell whose effects reverse if the target breaks a restriction
    Consecrate M Y : Fills area with positive energy, weakening undead
    Curse Item R : Curse an object to make it flawed and prone to failure
    Curse Terrain, Lesser M : Curse an area with three mild hazards Dark Whispers : Whisper through the shadows
    Darkness Y : 20-ft
    Deadeye's Arrow R : Create an arrow of crackling electricity to harm your enemies or alert your allies
    Death Candle R : Create a howling fire elemental from the remains of the target's life energy
    Death Knell Y : Kills dying creature; you gain 1d8 temporary hp, +2 to Str, and +1 caster level
    Deathwine : Turn a potion into a pool of necromantic energy
    Defending Bone R : Animate a bone to float near you and block physical attacks
    Delay Disease R : Grant the target temporary immunity to disease
    Delay Pain : Ignore pain for 1 hour/level
    Desecrate M Y : Fills area with negative energy, making undead stronger
    Detect Relations : Detect whether or not creatures are related by blood
    Diminish Resistance : Lower a creature's energy resistance
    Disfiguring Touch Y : Target becomes disfigured
    Display Aversion : Create an illusion to repulse a vampire
    Dread Bolt : Harm and possibly sicken good creatures
    Dress Corpse : Doctor the evidence on a corpse
    Drunkard's Breath R : Spew a noxious cloud in a 30 ft
    Dwarven Veil R T : Enhance a target's dwarf-like qualities, giving it a +2 bonus to influence dwarves
    Early Judgment R : Show a creature the reward or punishment that awaits it after death
    Effortless Armor : Armor you wear no longer slows your speed
    Enchantment Sight : See enchantment spells active on creatures
    Endure Elements, Communal : As endure elements , but you may divide the duration among creatures touched
    Enemy's Heart R : Absorb an enemy's power by eating it's heart
    Find Traps : Notice traps as a rogue does
    First World Revisions R : As ancestral regression but for disguising a wayang as a gnome
    Ghost Whip : Create a ghost touch whip that passes through objects
    Ghoul Hunger R : Awaken an unnatural hunger in the target, causing it to seek out humanoid flesh
    Gird Ally : Grant your summoned creatures a deflection bonus to their AC
    Gozreh's Trident R : Create a forked trident of electricity
    Grace : Movement doesn't provoke attacks of opportunity
    Groundswell R : Raise the ground up underneath you
    Hanspur's Flotsam Vessel : Assemble a sturdy raft and oars from driftwood, reeds, and other river debris
    Healing Token : Imbued holy symbol serves as a conduit for healing magic Heroic Fortune F M : Grant a temporary hero point
    Hold Fey : As hold person , but targets fey
    Hold Person : Paralyzes one humanoid for 1 round/level
    Holy Ice Weapon M : Create a masterwork weapon made of frozen holy water
    Imbue with Aura : Target emulates your cleric aura
    Imbue with Elemental Might : As imbue with spell ability , except you transfer your elemental assault ability to the target
    Influence Wild Magic : Stabilize an area of primal magic
    Inheritor's Smite R : Gain a bonus on your next attack; if it hits, attempt a free bull rush
    Inner Focus : Ignore divine focus components of your spells
    Instant Armor : Summon armor temporarily replacing your current attire
    Instant Weapon : Summon a melee weapon to wield
    Instrument of Agony : Weapon exudes divine fury, granting a bonus on Intimidate checks
    Intensify Psyche : Amplify the targets emotions
    Invigorating Poison : Transform the negative effects of a poison into positive ones
    Ironskin : Harden your skin into iron
    Know Peerage : Target uses your Knowledge (nobility) ranks
    Lay of the Land : Instantly learn about the geography of the surrounding area
    Lead Plating : Enclose the target in a thin sheath of lead
    Life Channel R : Allow those with affinity to negative energy to gain healing from positive energy
    Light Prison R : Surround a creature with a light prison, damaging and blinding it if it attempts to escape
    Locate Portal : Detect portals within range
    Magic Boulder : As magic stone , but with boulders
    Magic Siege Engine : Siege gains +1 on targeting and damage rolls
    Make Whole Y : Repairs an object
    Marching Chant : Allies can hustle without penalty while you sing or chant
    Martyr's Bargain : Delay the effects of damage dealt to you
    Masterwork Transformation : Make a normal item into a masterwork one
    Mortal Terror : Frighten creature with an existential crisis
    Muffle Sound : Allies gain a bonus on Stealth checks but risk verbal spell failure
    Necromantic Burden : Make undead more difficult to control
    Necrostasis : Stagger an undead creature
    Night Blindness : Impair target's vision as if it were darker
    Outbreak : Diseased creatures in the area become extremely contagious
    Overstimulate : Target creature gains the ferocity ability
    Owl's Wisdom : Subject gains +4 to Wis for 1 min
    Page-Bound Epiphany : Fill an empty book with knowledge on a topic from around the world
    Path of Glory : Create an expanding glow that heals allies within it of 1 hp of damage
    Peacemaker's Parley R T : Quickly manipulate unfriendly or hostile creatures with diplomacy
    Pilfering Hand : You may seize an object or manipulate it from afar
    Planetarium : Project a current image of the nighty sky in places you would normally be unable to view it
    Preserve Garce F : Grant a creature the guidence of a phylactery of faithfulness
    Protection from Chaos, Communal : As protection from chaos , but you may divide the duration among creatures touched
    Protection from Evil, Communal : As protection from evil , but you may divide the duration among creatures touched
    Protection from Good, Communal : As protection from good , but you may divide the duration among creatures touched
    Protection from Law, Communal : As protection from law , but you may divide the duration among creatures touched
    Protection from Outsiders : Ward a creature against attacks from outsides with a specific racial subtype, more powerful than protection from evil or similar spells
    Protection from Technology : +2 to AC and saves, plus additional protection against technology
    Protective Penumbra : Shadow protects the target from light
    Radiation Ward : Protect a creature against radiation
    Recentering Drone : Emit a calming drone so targets under the effect of negative conditions can suffer a lesser version of them instead
    Reinforce Armaments, Communal : As reinforce armaments , but you may divide the spell's duration among objects touched
    Remove Paralysis : Frees creatures from paralysis or slow effect
    Returning Weapon : Grants a weapon the returning special weapon quality
    Revealing Light : As light , but hampers Stealth checks
    Rock Whip : Create a whip that passes through unworked stone
    Rotgut : Turn water into cheap alcohol
    Rovagug's Fury R : Create a minor earthquake to trip creatures
    Reveal True Shape M : Reveal the true form of a magically disguised/transformed creature
    Sacred Space R : Sanctify an area with holy power
    Savage Maw R : Transform your mouth into a ferocious maw, gain a bestial roar to demoralize your enemies
    Semblance of Flesh R : Disguise a construct as a creature of flesh
    Sense Fear : Perceive nearby craetures that are experiencing fear
    Sense Madness : Determine mental disturbances in nearby creatures
    Sentry Skull M R : Create a grisly sentinel from the severed head of a humanoid or monstrous humanoid
    Shackle : Summon manacles onto a target creature
    Shard of Chaos : Harm and possibly slow lawful creatures
    Shared Sacrifice R : Create a link to the target and direct pain and damage through it
    Share Language : Subject understands chosen language
    Shatter Y : Sonic vibration damages objects or crystalline creatures
    Shield of Fortification : Target gains a 25% chance to treat critical hits and sneak attacks as normal hits
    Shield Of Shards : Turn your shield into a storm of shards that attack adjacent creatures
    Shield Other F Y : You take half of subject's damage
    Silence Y : Negates sound in 20-ft
    Silent Table : Give yourself privacy by muffling sound leaving the area
    Snow Shape (Ulfen) : Form snow into any shape you wish, including hard ice weapons
    Solidify Earth : Harden earth and stone, impeding burrowing creatures
    Soothing Word : Lessen the severity of a target's conditions
    Sound Burst : Deals 1d8 sonic damage and may stun subjects
    Spear of Purity : Harm and possibly blind evil creatures
    Spell Gauge R : Discover some spells the target has prepared
    Spindrift Spritz : Target can roll twice and take the better result when making a saving throw against gaining minor conditions
    Spiral Descent : Teleport straight downwards
    Spiritual Squire : Create an ally out of force to assist you in combat
    Spiritual Weapon Y : Magic weapon attacks on its own
    Stabilize Pressure : Target immediately adjusts to the surrounding pressure
    Staggering Fall : Make a falling creature hit the ground harder
    Stalwart Resolve : Ignore the effects of ability damage and penalties to one score
    Status : Monitors condition, position of allies
    Stave Off Corruption : Protect against a corruption's progression
    Stoke the Inner Fire R : Increase the natural heat of your body, transferring it to weapons and armor
    Stone Throwing : Grant the subject the rock throwing and rock catching abilities
    Storm Sight : Spread your senses through a storm, learning about other creatures affected by the weather
    Summon Cacodaemon : Summon a cacodaemon
    Summon Monster 2 : Summons extraplanar creature to fight for you
    Sun's Disdain : Curse a creature, giving it light blindness and making it susceptible to light spells
    Suppress Charms and Compulsions : Either grant a bonus to saves against, or suppress, charm and compulsion spells
    Surmount Affliction Y : Temporarily suppress one condition
    Sympathetic Wounds M R : Force half of the damage you take onto another creature
    Tears to Wine : Turn nonmagic liquids into special mead or wine, enhancing the intelligence and wisdom of those who drink
    Touch of Mercy : Change the damage a creature can deal from lethal to nonlethal
    Track Ship : Use a piece of a ship to track it on a nautical chart
    Trail of the Rose R : Cause a rose to leave a scented trail along your path as you move
    Transmute Wine to Blood : Transform a bottle of fine wine into a pint of animal blood
    Twisted Futures : Prevent creatures from taking advantage of "roll twice, take better" abiltiies
    Undeath Sense : As per detect undead , but affecting a creature you touch
    Undetectable Alignment : Conceals alignment for 24 hours
    Unholy Ice Weapon M : Create a masterwork weapon made of frozen unholy water
    Unliving Rage : As rage , except affecting only undead
    Urgathoa's Beacon : Cause creatures to attract the attention of undead
    Vexing Miscalculation : Prevent the target from scoring critical hits
    Violent Accident : Curse a target to have a lethal accident in the near future
    Visualization of the Body M : Gain a +5 bonus on checks with one physical ability score for 24 hours, discharge for a one-time physical boost
    Visualization of the Mind M : Gain a +5 bonus on checks with one mental ability score for 24 hours, discharge for a one-time mental boost
    Water Walk, Communal : As water walk , but you may divide the duration among creatures touched
    Weapon of Awe : Weapon gets +2 on damage rolls
    Whispering Lore R : Gain a bonus to Knowledge based on the terrain you are in
    Zone of Truth : Subjects within range cannot lie

  4. #4
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    Zagreb, Croatia
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    3rd-Level Spells
    Accept Affliction : Transfer the effects of afflictions from someone else to yourself
    Aggravate Affliction : Force ongoing afflictions to trigger
    Agonize : Pain encourages an outsider to obey you
    Agonizing Rebuke R : Force your attacker to suffer mental pain when harming you
    Air Breathing : Allow creatures to breathe air
    Align Weapon, Communal : As align weapon , but you can divide the duration among weapons touched
    Appearance of Life : Undead appear to be alive
    Archon's Aura : Aura penalizes enemy attacks and AC
    Aura of Cannibalism : Sap the strength of those around you
    Aura of Inviolate Ownership : Ward your attended items against theft
    Aura Sight : Alignment auras become visible to you
    Badger's Ferocity : Weapons are keen while you concentrate
    Beacon of Luck R : Send out a burst of luck to allies around you
    Bestow Insight R : Grant the target a bonus on a skill check and consider them trained
    Black Sword of War R : Enchant a weapon to deal extra bleed damage
    Bleed Glory : Increase the cost to use mythic power
    Blessing of the Mole : 1 ally/level gains darkvision and a +2 Stealth bonus
    Blood Biography : Learn about a creature with its blood
    Blood Rage : Inspire a number of creatures into a rage, increaing their strength but lowering their AC
    Blood Scent R : Magnify the target's ability to smell the presence of blood
    Blot : Destroy all writing within an area
    Bone Flense : Cause a target's bones to erupt in sharp, jagged spurs, inflicting bleed and sickened
    Calculated Luck : Use the Path of Numbers to boost your combat preparedness
    Catatonia : Make a willing target appear to be dead
    Chain of Perdition : Creates a floating chain of force
    Champion's Bout R : Prevent others from interfering in a duel
    Channel the Gift R : Fuel a target's spellcasting, spontaneously cast spells without expending the slot
    Channel Vigor R : Focus your energy into a specific part of your body, giving you various enhancements
    Charitable Impulse : Compel a creature to aid others rather than use violence
    Collaborative Thaumaturgy : Apply a metamagic property to an ally's spell
    Contagion Y : Infects subject with chosen disease
    Contagious Zeal : Grant bonuses and temporary hit points that spread from creature to creature
    Contest of Skill : Cause two creatures to automatically fail to confirm critical hits
    Continual Flame M : Makes a permanent, heatless light
    Control Vermin : Control a number of vermin for you and your allies to ride
    Curative Distillation M : Enhance an healing remady
    Cure Serious Wounds Y : Cures 3d8 damage + 1/level (max +15)
    Cursed Treasure : Target object curses the next creature to touch it
    Daggermark's Exchange : Transmute one poison into another of equal or lesser value
    Damnation : Punish creatures for evil spells they know or that affect them
    Dark-Light : Create a dazzling light that only affects those without light sensitivity
    Daybreak Arrow Y : Targeted ammunition exudes radiant energy
    Daylight Y : 60-ft radius of bright light
    Deadly Juggernaut : Your might increases with every kill you make
    Delay Poison, Communal : As delay poison , but you may divide the duration among creatures touched
    Detect Anxities : Learn what makes a creautre anxious
    Detect Desires : Learn what a creatures desire
    Detoxify : Remove a creature's ability to posion others
    Discharge : Dissipate the charges from a technical object or hamper a creature with the robot subtype
    Discovery Torch : Object touched emanates bright light, granting Perception and Sense Motive bonuses
    Dispel Magic Y : Cancels one magical spell or effect
    Disrupt Silence : Disrupt all silence effects in an area
    Dragon Turtle Shell : Treat the natural attack damage of a creature attacking you as five sizes smaller
    Drain Poison : Drain a creature's poison and apply it to your weapon
    Elemental Speech : Enables you to speak to elementals and some creatures
    Enter Image : Transfers your consciousness to an object bearing your likeness
    False Alibi M R : Modify the target's memory in a specific way
    Forced Mutation : Warp a creature's flesh, inflicting deformaties and penalties to Constitution and Charisma
    Fortune's Path M F : Gain a glimpse of the future
    Fractions of Heal and Harm R : Heal yourself with the next spell that also deals damage
    Free Spirit : Gain the effects of freedom of movement , but also become drunk
    Free Swim : As freedom of movement , but only allowing a creature to move freely underwater
    Frosthammer R : Hurl a warhammer of magically hardened ice at your target
    Glyph of Warding M Y : Inscription harms those who pass it
    Guarding Knowledge : Gain a +4 insight bonus on saving throws vs a creature's abilitiy you have identified with a Knowledge check
    Guiding Star : Know approximate distance from where you cast this spell
    Helping Hand : Ghostly hand leads subject to you
    Hide from Undead, Greater : As per hide from undead , but doesn't automatically end due to combat actions
    Holy Javelin : Deal ongoing damage to evil creatures and apply penalties
    Horrifying Visage : Cause creatures to gain a phobia
    Hydrophobia : Make targets become deathly afraid of water
    Infernal Challenger : Summon a bearded devil to preform a Hellknight initiation
    Inflict Serious Wounds Y : Touch attack, 3d8 damage + 1/level (max +15)
    Invisibility Purge : Dispels invisibility within 5 ft
    Iron Stake : Spear of iron deals damage and sickens creatures vulnerable to cold iron
    Irradiate : Flood an area with dangerous radiation
    Irregular Size : Creature's limb shrivels
    Kalistocrat's Nightmare : Any coin a creature touches turns into a copper piece
    Ki Leech : Add to your ki pool when you critically hit
    Life Current : Infuse a current with positive energy, healing all living creatures within
    Life Shield : Ward yourself with positive energy so any attacking undead take damage
    Lightning Lash : Create a cackling lash of unholy lightning
    Light of Iomedae : Illuminate all undead creatures in the area and make them more vulnerable to positive energy
    Lissalan Snake Sigil M R : As sepia snake sigil , except using the Thassilonian schools of magic
    Locate Object : Senses direction toward object (specific or type)
    Lover's Vengeance M : Inspire yourself or a lover into a rage against someone who wronged you
    Mark of Obvious Ethics : Other creatures can determine the target's alignment
    Martyr's Last Blessing R : Burst with healing energy when you are dying or killed
    Mathematical Curse : Use the Path of Numbers to place a mathematical curse on someone
    Meld into Stone : You and your gear merge with stone
    Monstrous Extremities R : Mutate an extremity of the creature touched
    Nap Stack M : Subjects only need 2 hours for a night's sleep, and can sleep even longer for more benefits
    Numerological Resistance : Use the Path of Numbers to grant your allies resilience in the face of elemental dangers
    Oath of Justice R T : Seal an oath between two creatures
    Obscure Object : Masks object against scrying
    Paragon Surge R : +2 enhancement to Dexterity and Intelligence, gain use of any one feat
    Planar Inquiry M : Call an outsider to answer questions
    Planned Assault R T : Increase the effectiveness of actions planned in advance
    Plant Voice : Grant a plant creature the ability to speak, hear, and understand you
    Prayer Y : Allies get +1 bonus on most rolls, enemies \[Dash]1 penalty
    Pressure Adaptation : Target acclimates to pressure changes more quickly
    Project Weakness R : Curse the target with the weaknesses of your vampirism
    Protection from Energy : Absorb 12 points/level of damage from one kind of energy
    Raging Rubble R : Animate an area of rocks to create a dangerous, rolling area of debris
    Reaper's Coterie : Target weapon gains bonus damage for defeating enemies
    Recharge M : Restore charges to a technological item
    Remove Blindness/Deafness : Cures normal or magical blindness or deafness
    Resist Energy, Communal : As resist energy , but you may divide the duration among creatures touched
    Restore Mythic Power : Transfer some of your mythic essence to another creature
    Returning Weapon, Communal : As returning weapon , but you may divide the duration among weapons touched
    Reveal Mirage : Discern illusory terrain from range
    Revelation : Gain great insight into the inner workings of a puzzle, device, or trap
    Riversight : See events transpiring along a natural watercourse you touch
    Sacred Bond F Y : Cast touch healing spells from a distance
    Sadomasochism R : Take more damage from opponents, but force them to become demoralized
    Sands of Time Y : Target temporarily ages
    Sand Whirlwind : Create a whirling cloud of sand around someone, making it harder for them to speak
    Screaming Flames : Send forth a wave a flames screaming with the agony of the damned
    Searing Light Y : Ray deals 1d8/two levels damage (more against undead)
    Second Wind : Heal a small amount of hit points, only usable at less than 1/4 hp
    See Beyond M : +5 Perception (+10 vs ethereal or invisible) for 24 hours, discharge to temporarily gain x-ray vision
    Severed Fate : Prevent the target from using hero points
    Share Glory : Imbue targets with a fraction of your mythic nature
    Share Language, Communal : As share language , but you may divide the duration among creatures touched
    Sharesister : Take a negative level to grant another creature of the same gender a bonus on their casting ability
    Shield of Wings R : Five burning wings grant you flight and protect you from fire
    Silverlight : Create a bright silver light that is harmful to those vulnerable to silver
    Skeleton Crew : Turn corpses into obedient skeleton crew
    Skyshroud : Unobstructed view of the sky from underground
    Slave to Sin : Draw out a creatures inner sin
    Soul Vault : Protect your soul from harmful effects after death
    Speak with Dead : Corpse answers one question/two levels
    Sky Swim R : Allow the target to swim through the air
    Spellcurse : Target takes 1d6 damage for each spell affecting it
    Spiral Ascent : Teleport straight upwards
    Spirit Bonds M : Gain a bond with 1 creature/3 levels for 24 hours
    Steal Years : Temporarily steal youth and vitality from the target
    Storm of Blades : Create swords and propel them towards your target
    Stunning Barrier, Greater : Magical field grants a +2 bonus to AC and on saves, and stuns multiple creatures attacking you
    Summon Ancestral Guardian : Conjure your ancestors' spirits to help you in combat
    Summon Monster 3 : Summons extraplanar creature to fight for you
    Summon Totem Creature (Shoanti) : Summon animals sacred to your tribe
    Symbol of Exsanguination M : Triggered rune causes nearby creatures to bleed
    Symbol of Healing M : Triggered rune heals living creatures
    Tactical Formation R T : Grant targets a bonus to AC so long as they remain in formation
    Teratoid Caress : Imbue a creature with disfiguring abyssal energy, harming them when they use celestial or healing magic
    Titanic Anchoring : Become grounded and nearly immovable
    Toxic Blood : Turn your blood into venom, poisoning creatures that wound you
    Transfer Regeneration : Bestow your regeneration on your allies
    Trial by Fire : Test a creature's purity of convictions by exposing it to a sheet of divine fire
    Unhallowed Blows, Greater : As per unhallowed blows , but a +1 bonus per 4 caster levels
    Unlife Current : Infuse a current with negative energy, damaging all living creatures within
    Unravel Destiny : Creature takes a penalty to rolls based on number of hero points possessed
    Vampiric Hunger : Grant a target the fangs and hunger of a vampire
    Vision of Hell : Illusory hellscape makes creatures shaken
    Voluminous Vocabulary : Grant ability to speak, read, and write one or more languages for 8 hours
    Wall of Split Illumination : Create a wall of illumination, darkness on one side, light on the other
    Waters of Lamashtu M Y : Create a poison which looks like clean and pure water
    Wrathful Mantle : Subject shines and gets +1/four levels on all saves

  5. #5
    Join Date
    Nov 2012
    Zagreb, Croatia
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    4th-Level Spells
    Absolution : Removes enchantments and forgives actions taken under their effects
    Absorb Rune I M : Absorb a magic rune up to 3rd level, which can be moved or dispelled
    Abyssal Vermin R : Infuse vermin with fiendish qualities
    Air Walk : Subject treads on air as if solid (climb or descend at 45-degree angle)
    Alter River : Alter the flow of water in a natural freshwater channel
    Ancestral Gift : Summon an ancestor to bring you a ghostly, magical weapon
    Ardor's Onslaught : Unleash the power of zealous conviction to harm those with a neutral alignment component
    Aura of Doom : Creatures in your aura become shaken
    Baphomet's Blessing : Transmute the target's head into that of a bull
    Battle Trance R Y : Gain ferocity, bonus hit points, and +4 vs
    Bereave : Affected creatures don't count as allies for any purpose
    Bit of Luck R : Gain a pool of luck that can be used to add a luck bonus to any d20 rolls, which can turn a failure into a success
    Black Spot : Inflict a specific and feared pirate curse onto your target
    Blade of Light : Imbue a weapon with sunlight, making it bane to the undead
    Blessing of Fervor Y : Gives allies a choice of benefits
    Bloatbomb : Kill a weak creature and turn its corpse into an explosive trap
    Blood Crow Strike Y : Unarmed strikes create crows that deal fire and negative energy damage
    Brightest Light : As daylight , but lasts longer and can dispel darkness effects
    Burst with Light : Fill the target with powerful and damaging light
    Calamitous Flailing : Cause the target's attacks to gain a miss chance
    Celestial Healing, Greater : As celestial healing , except target gains a stronger aura and fast healing 4 instead of 1
    Chaos Hammer Y : Harms and slows lawful creatures (1d8 damage/2 levels)
    Charon's Dispensation : Protection from the River Styx
    Control Summoned Creature : Direct a summoned monster as if you had summoned it
    Create Drug : Conjure a drug
    Crimson Breath : Spit poison at a creature Crusader's Edge Y : Grant a weapon the evil outsider bane quality and nauseate evil outsiders with a critical hit
    Curse of Unexpected Death R : Curse a creature with a chance of instant and unexpected death
    Curse Terrain M : Curse an area with four hazards
    Daemon Ward M : As death ward, but against daemons
    Deadman's Contingency F : Set one of a list of contingencies for your demise
    Death Knell Aura : Create an aura that feeds on the souls of those who die within it
    Deathless Y : Prevent death from hit point damage so long as this spell persists
    Death Ward : Grants bonuses against death spells and negative energy
    Debilitating Portent : Inflicts an ill fate on a creature, halving its damage when it attacks or casts a spell
    Devil Snare M : Create an invisible circle to trap outsiders
    Dimensional Anchor : Bars extradimensional movement
    Discern Lies : Reveals deliberate falsehoods
    Enchantment Foil : Trick opponents who try to cast enchantments on you
    Film of Filth : Cause the target's flesh to exude a layer of putrescent slime with a horrible stench
    Fleshworm Infestation : Worms deal hp and Dex damage
    Forceful Strike : Strike a creature with great force, dealing extra damage and knocking it back
    Freedom of Movement : Subject moves normally despite impediments to restrict movement
    Gift of the Deep : Grant a sahuagin unique powers like mutants
    Gilded Whispers M : Use a single coin as a conduit for eavesdropping
    Guardian of Faith : Target is protected by shield of faith and a protection spell, and can transfer the effects to another creature
    Hallucinogenic Smoke : Exhale a cone of smoke which disorients those caught inside. It has a side effect of improving the effects of augury when cast within.
    Healing Flames : Holy flames damage evil creatures and heal good creatures
    Healing Warmth R : Gain protection from fire, use absorbed energy to heal others
    Heavy Water : Make water heavier and harder to swim through
    Holy Smite Y : Harms and possibly blinds evil creatures (1d8 damage/2 levels)
    Infernal Healing, Greater : As infernal healing , except using fast healing 4
    Infuse Effigy : Infuse an effigy with a powerful curse
    Instant Restoration : Channel planar energy into a summoned creature to heal it; can be done immediately when the creature drops to 0 or fewer hit points
    Iron Spine : Turn creatures skeleton into sharp iron, increased effect against creatures vulnerable to cold iron
    Janni's Jaunt : As plane shift , but only works on willing creatures and only transports to the Inner Planes Magic
    Circle Against Technology : Protects those in an area with protection from technology , and other effects that suppress or resist technology
    Magic Weapon, Greater Y : Weapon gains +1 bonus/four levels (max +5)
    Majestic Image : As enter image , but also gain bonuses on social skills while in the image
    Make Whole, Greater : As make whole , but repairs 1d6+1/level damage to a max of 10d6+10
    Mark of the Reptile God : Mark a creature with an acidic curse
    Master's Escape : Create a link between you and a summoned creature, allowing you to switch places
    Mighty Strength R T : As bull's strength , except it grants a +8 enhancement bonus to Strength
    mind-affecting effects
    Mythic Severance : Restrict target's access to its mythic power
    Nature's Ravages : Speed up the decomposition of a corpse
    Neutralize Poison : Immunizes subject against poison, detoxifies venom in or on subject
    Order's Wrath Y : Harms and dazes chaotic creatures (1d8 damage/2 levels)
    Path of Glory, Greater : Create an expanding glow that heals allies within it of 5 hp of damage
    Plague Carrier : Target's attacks carry filth fever
    Planar Adaptation : Resist harmful effects of other plane
    Planar Ally, Lesser M : Exchange services with a 6 HD extraplanar creature
    Planetary Adaptation : As planar adaptation , but only on different worlds of the Material Plane
    Probe History R : Find answers to Knowledge questions by looking at alternate realities
    Protection from Energy, Communal : As protection from energy , but you may divide the duration among creatures touched
    Purify Body : Heal a creature and remove its physical impairments
    Quieting Weapons : Weapons make no sound and quiet their victims
    Rags to Riches : Enhance an object to function as if it were masterwork quality
    Red Hand of the Killer : Stain the hand of a creature's killer red
    Remove Radioactivity : Remove radiation effects from a target
    Replenish Ki R : Attune the target's energy to replenish their ki pool
    Rest Eternal : Dead creature cannot be revived
    Restoration M : Restores level and ability score drains
    Revenant Armor : Grant a suit of armor limited animation when its wearer falls unconcious or is killed
    Ride The Waves : Target can breathe water and swim
    Sacrifice : Make a sacrifice to aid conjuring and commanding a planar creature
    Shadow Barbs : Create a vicious spiked chain enshrouded in shadow
    Shield of Fortification, Greater : Target gains a 50% chance to treat critical hits and sneak attacks as normal hits
    Shield of the Dawnflower R Y : Create a protective shield of sunlight
    Shield Speech, Greater : Communicate freely with a group of nearby people without anyone else being able to overhear
    Soothe Construct : Reduce the berserk chance of a construct
    Speak with Haunt : Haunt answers one question/2 levels
    Spellcrash, Lesser : Target loses a 3rd-level prepared spell or spell slot
    Spell Immunity : Subject is immune to one spell per 4 levels
    Spindrift Spritz, Mass : As spindrift spritz , but affecting 1 creature/level
    Spiritual Ally : Creates a divine ally to aid you
    Summon Accuser : Summon an accuser devil to do your bidding
    Summon Barghest I : Summon a barghest to serve you
    Summon Cacodaemon, Greater : Summon 1d4+1 cacodaemons
    Summoner Conduit : The target takes damage whenever its summoned creature does
    Summon Genie, Lesser F : As summon monster I , except you can summon one janni
    Summon Monster 4 : Summons extraplanar creature to fight for you
    Suppress Primal Magic : Suppress the effects of primal magic
    Symbol of Revelation M : Triggered symbol reveals illusions
    Symbol of Slowing M : Triggered rune slows creatures
    Terrible Remorse : Creature is compelled to harm itself
    Thaumaturgic Circle : As magic circle , but affecting a non-alignment subtype or outsider race
    Tongues : Speak and understand any language
    Traveling Dream R : Create a magical sensor that you can watch through while you sleep
    Undeath Inversion : Alter an undead creature's energy affinity so it takes damage from negative energy and heals from positive energy
    Unholy Blight Y : Harms and sickens good creatures (1d8 damage/2 levels)
    Unholy Ward : Resist damage from holy sources, smite evil, etc
    Virulence : Quickly advance the spread of diseases within the targeted creatures
    Wall of Bone : Create a wall of bones that damages and grapples adjacent creatures
    Ward of the Season R : Enhance a creature with the power of a season
    Ward Shield : Enchant a shield with Spell Resistance and a bonus against area-effect spells
    Warp Metal : Warp wood , affecting metal objects
    Water Shield : Surround yourself with a protective spout of acid
    Wave Form : Briefly turn into a huge wave that knocks down everything in your path
    Wrathful Weapon : Enhance a weapon with the anarchic , axiomatic , holy , or unholy special ability

  6. #6
    Join Date
    Nov 2012
    Zagreb, Croatia
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    To buy items:

    Phylactery of positive channeling (11000 gp) - add the enchantment to the headband of inspired wisdom +4 (16000 gp), market price (16000+1.5*11000) gp=32500 gp, cost to create 16250 gp, cost to add the enchantment (16250-8000) gp = 8250 gp, 11375 gp to create if limited to shaman only, 3375 gp to add the enchantment

    Using inheritor's light (6555 gp), +1 longsword is 2315 gp, inheritor's smite 1/day is 2*3*1800/5 gp= 2160 gp, so the weapon enchantment effect of healing +1 per die of healing is worth (6555-2315-2160) gp= 2080 gp

    Amulet of the spirits - life (12000 gp), adding the effect to the amulet of natural armor +1 would result in a total cost equal to 12000+2000*1.5=15000, cost to create 7500 gp, cost to add the enchantment (7500-1000) gp= 6500 gp, cost to create if limited to shaman only 7500*0.7 gp= 5250 gp, 4250 gp to add the enchantment

  7. #7
    Join Date
    Nov 2012
    Zagreb, Croatia
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    +1 (2300 gp) inheritors light (2080 gp) voidglass (1000 gp) tri-bladed katar (6 gp) with jagged hooks (1000 gp) modification


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