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venerdì 20 gennaio 2012

Build Barbaro Druido in pathfinder

Oggi voglio testare un nuovo strumento per la creazione delle build dei personaggi per pathfinder. Il personaggio che avevo in mente voleva essere un formidabile guerriero ma con qualche abilità con gli incantesimi. Pensandoci su ho immaginato questo scenario: un personaggio che normalmente mantiene la calma e cerca di usare gli incantesimi per controllare il tutto, ma poi quando lo si urta diventa una belva. Per cui penso che andrò per un barbaro come classe base per poi prendere la strada dell'oracle of battle. Andando su questra strada partirò quindi con l'oracolo e poi andrò per barbaro.
La prima cosa di cui mi accorgo è che l'oracle non è presente tra le classi, per questo motivo devo per forza cercare di muovemi verso il druido. Un po' scontato ma è un limite di questo software.
Intimidating Glare (Ex) è un potere adattissimo a questo personaggio in quanto io mi immagino prima dello scontro il personaggio cercare di far ragionare i nemici, questi non vogliono sentire ragione e quando il barbaro va in furia questi che scappano perchè capiscono di aver pest... fatto un errore.
Come druido invece vado a scegliere i domini in quanto non mi sembra adatto avere un compagno animale, ed anche in questo caso il software risulta scarso in quanto non mi filtra i domini permessi solo ai druidi. 
L'ultima cosa che non funziona è la selezione degli spell, ma la cosa peggiore è che quello che ho fatto non ho potuto salvarlo in alcun modo per mostrarverlo. Per cui dovrò riprendere la build con un altro software.
Va detto che il programma è ancora in beta, quindi più avanti potrebbe essere utile, ad ogni modo al momento lo sconsiglio.


--- Con questo software il risultato è il seguente ---


In questo caso non sono riuscito a scegliere gli oggetti magici...Name:       Prugdush
Race:       Half-Orc
Player:     
Classes:    Druid4 Barbarian6
Hit Points: 75
Experience: 105000 / 155000
Alignment:  Neutral
Vision:     Darkvision (60 ft.)
Speed:      Walk 30 ft.
Languages:  Common, Druidic, Orc
Stat    Score   Mod
STR      15      (+2)
DEX      14      (+2)
CON      12      (+1)
INT      10      (+0)
WIS      17      (+3)
CHA      10      (+0)
-------------------------- Skills --------------------------
Skill                   Total   Rnk     Stat    Msc
Acrobatics               3        1.0      2        0
Appraise                 0        0.0      0        0
Bluff                    0        0.0      0        0
Climb                    3        1.0      2        0
Craft (Untrained)        0        0.0      0        0
Diplomacy                14       10.0     0        4
Disguise                 0        0.0      0        0
Escape Artist            0        1.0      2        -3
Fly                      -1       0.0      2        -3
Heal                     11       5.0      3        3
Intimidate               25       10.0     0        15
Perception               11       5.0      3        3
Perform (Untrained)      0        0.0      0        0
Ride                     -1       0.0      2        -3
Sense Motive             5        2.0      3        0
Spellcraft               8        5.0      0        3
Stealth                  -1       0.0      2        -3
Survival                 10       2.0      3        5
Swim                     3        1.0      2        0
                                                   
-------------------------- Feats ---------------------------
Extra Rage
  You can rage for 6 additional rounds per day.
 
Improved Initiative
  You get a +4 bonus on initiative checks.
 
Persuasive
  You get a +2 bonus on Diplomacy and Intimidate skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.
 
Skill Focus (Intimidate)
  You get a +3 bonus on all checks involving the chosen skill. If you have 10 or more ranks in that skill, this bonus increases to +6.
 
Weapon Focus (Greatsword)
Armor Proficiency, Light
  When you wear a type of armor with which you are proficient, the armor check penalty for that armor applies only to Dexterity- and Strength-based skill checks.
 
Armor Proficiency, Medium
  When you wear a type of armor with which you are proficient, the armor check penalty for that armor applies only to Dexterity- and Strength-based skill checks.
 
Martial Weapon Proficiency
  You make attack rolls with the selected weapon normally (without the non-proficient penalty).
 
Shield Proficiency
  When you use a shield (except a tower shield), the shield's armor check penalty only applies to Strength- and Dexterity-based skills.
 
Simple Weapon Proficiency
-------------------- Special Abilities ---------------------

------------------------ Templates -------------------------

-------------------------- Combat --------------------------
    Total / Touch / Flat Footed
AC: 16    / 12    / 14
Initiative:   +6
BAB:          +9/+4
Melee tohit:  +11/+6
Ranged tohit: +11/+6
Fortitude:    +10
Reflex:       +5
Will:         +9
Unarmed attack:
to hit:       +11/+6
damage:       1d3+2
critical:     20/x2
Greatsword:
to hit:       +12/+7
damage:       2d6+3
critical:     19-20/x2
--------------------- Special Abilities --------------------

------------------------- Equipment ------------------------
Name                                            QTY    LBS
Outfit (Explorer's)                              1    8lbs
Total weight carried:
Current load:         Light
Encumbrance
Light:  66  
Medium: 133  
Heavy:  200
--------------------------- Magic --------------------------


Druid Spells

SPELLBOOKNAME0

Level 0
Create Water (Conjuration)
Saves: None    DC:     Casting: 1 standard action
Duration: Instantaneous    Range: Close (35 ft.)    Components: V, S
SR: No    Effect: This spell generates wholesome, drinkable water, just like clean rain water.    Target: Up to 8 gallons of water
DESC: This spell generates wholesome, drinkable water, just like clean rain water.
DESC 2:  This spell generates wholesome, drinkable water, just like clean rain water.
Detect Magic (Divination)
Saves: None    DC:     Casting: 1 standard action
Duration: Concentration, up to 4 minutes [D]    Range: 60 ft.    Components: V, S
SR: No    Effect: You detect magical auras.    Target: Cone-shaped emanation
DESC: You detect magical auras.
DESC 2:  You detect magical auras.
Detect Poison (Divination)
Saves: None    DC:     Casting: 1 standard action
Duration: Instantaneous    Range: Close (35 ft.)    Components: V, S
SR: No    Effect: You determine whether a creature, object, or area has been poisoned or is poisonous.    Target: Or Area one creature, one object, or a 5-ft. cube
DESC: You determine whether a creature, object, or area has been poisoned or is poisonous.
DESC 2:  You determine whether a creature, object, or area has been poisoned or is poisonous.
Flare (Evocation)
Saves: Fortitude negates    DC: 13    Casting: 1 standard action
Duration: Instantaneous    Range: Close (35 ft.)    Components: V
SR: Yes    Effect: This cantrip creates a burst of light.    Target: Burst of light
DESC: This cantrip creates a burst of light.
DESC 2:  This cantrip creates a burst of light.
Guidance (Divination)
Saves: Will negates (harmless)    DC: 13    Casting: 1 standard action
Duration: 1 minute or until discharged    Range: Touch    Components: V, S
SR: Yes    Effect: This spell imbues the subject with a touch of divine guidance.    Target: Creature touched
DESC: This spell imbues the subject with a touch of divine guidance.
DESC 2:  This spell imbues the subject with a touch of divine guidance.
Know Direction (Divination)
Saves:     DC:     Casting: 1 standard action
Duration: Instantaneous    Range: Personal    Components: V, S
SR:     Effect: When you cast this spell, you instantly know the direction of north from your current position.    Target: You
DESC: When you cast this spell, you instantly know the direction of north from your current position.
DESC 2:  When you cast this spell, you instantly know the direction of north from your current position.
Light (Evocation)
Saves: None    DC:     Casting: 1 standard action
Duration: 40 minutes    Range: Touch    Components: V, M/DF
SR: No    Effect: This spell causes a touched object to glow like a torch.    Target: Object touched
DESC: This spell causes a touched object to glow like a torch.
DESC 2:  This spell causes a touched object to glow like a torch.
Mending (Transmutation)
Saves: Will negates (harmless, object)    DC: 13    Casting: 10 minutes
Duration: Instantaneous    Range: 10 ft.    Components: V, S
SR: Yes (harmless, object)    Effect: This spell repairs damaged objects, restoring 1d4 hit points to the object.    Target: One object of up to 4 lb.
DESC: This spell repairs damaged objects, restoring 1d4 hit points to the object.
DESC 2:  This spell repairs damaged objects, restoring 1d4 hit points to the object.
Purify Food and Drink (Transmutation)
Saves: Will negates (object)    DC: 13    Casting: 1 standard action
Duration: Instantaneous    Range: 10 ft.    Components: V, S
SR: Yes (object)    Effect: This spell makes spoiled, rotten, diseased, poisonous, or otherwise contaminated food and water pure and suitable for eating and drinking.    Target: 4 cu. ft. of contaminated food and water
DESC: This spell makes spoiled, rotten, diseased, poisonous, or otherwise contaminated food and water pure and suitable for eating and drinking.
DESC 2:  This spell makes spoiled, rotten, diseased, poisonous, or otherwise contaminated food and water pure and suitable for eating and drinking.
Read Magic (Divination)
Saves:     DC:     Casting: 1 standard action
Duration: 40 minutes    Range: Personal    Components: V, S, F
SR:     Effect: You can decipher magical inscriptions on objects--books, scrolls, weapons, and the like--that would otherwise be unintelligible.    Target: You
DESC: You can decipher magical inscriptions on objects--books, scrolls, weapons, and the like--that would otherwise be unintelligible.
DESC 2:  You can decipher magical inscriptions on objects--books, scrolls, weapons, and the like--that would otherwise be unintelligible.
Resistance (Abjuration)
Saves: Will negates (harmless)    DC: 13    Casting: 1 standard action
Duration: 1 minute    Range: Touch    Components: V, S, M/DF
SR: Yes (harmless)    Effect: You imbue the subject with magical energy that protects it from harm, granting it a +1 resistance bonus on saves.    Target: Creature touched
DESC: You imbue the subject with magical energy that protects it from harm, granting it a +1 resistance bonus on saves.
DESC 2:  You imbue the subject with magical energy that protects it from harm, granting it a +1 resistance bonus on saves.
Stabilize (Conjuration)
Saves: Will negates (harmless)    DC: 13    Casting: 1 standard action
Duration: Instantaneous    Range: Close (35 ft.)    Components: V, S
SR: Yes (harmless)    Effect: Upon casting this spell, you target a living creature that has -1 or fewer hit points.    Target: One living creature
DESC: Upon casting this spell, you target a living creature that has -1 or fewer hit points.
DESC 2:  Upon casting this spell, you target a living creature that has -1 or fewer hit points.
Virtue (Transmutation)
Saves: None    DC:     Casting: 1 standard action
Duration: 1 min.    Range: Touch    Components: V, S, DF
SR: Yes (harmless)    Effect: With a touch, you infuse a creature with a tiny surge of life, granting the subject 1 temporary hit point.    Target: Creature touched
DESC: With a touch, you infuse a creature with a tiny surge of life, granting the subject 1 temporary hit point.
DESC 2:  With a touch, you infuse a creature with a tiny surge of life, granting the subject 1 temporary hit point.


Level 1
Calm Animals (Enchantment)
Saves: Will negates    DC: 14    Casting: 1 standard action
Duration: 4 minutes    Range: Close (35 ft.)    Components: V, S
SR: Yes    Effect: This spell soothes and quiets animals, rendering them docile and harmless.    Target: Animals within 30 ft. of each other
DESC: This spell soothes and quiets animals, rendering them docile and harmless.
DESC 2:  This spell soothes and quiets animals, rendering them docile and harmless.
Charm Animal (Enchantment)
Saves: Will negates    DC: 14    Casting: 1 standard action
Duration: 4 hours    Range: Close (35 ft.)    Components: V, S
SR: Yes    Effect: This spell functions like charm person, except that it affects a creature of the animal type.    Target: One animal
DESC: This spell functions like charm person, except that it affects a creature of the animal type.
DESC 2:  This spell functions like charm person, except that it affects a creature of the animal type.
Cure Light Wounds (Conjuration)
Saves: Will half (harmless); see text    DC: 14    Casting: 1 standard action
Duration: Instantaneous    Range: Touch    Components: V, S
SR: Yes (harmless); see text    Effect: When laying your hand upon a living creature, you channel positive energy that cures 1d8+4 points of damage.    Target: Creature touched
DESC: When laying your hand upon a living creature, you channel positive energy that cures 1d8+(min(5,CASTERLEVEL)) points of damage.
DESC 2:  When laying your hand upon a living creature, you channel positive energy that cures 1d8+4 points of damage.
Detect Animals or Plants (Divination)
Saves: None    DC:     Casting: 1 standard action
Duration: Concentration, up to 40 minutes [D]    Range: Long (560 ft.)    Components: V, S
SR: No    Effect: You can detect a particular kind of animal or plant in a cone emanating out from you in whatever direction you face.    Target: Cone-shaped emanation
DESC: You can detect a particular kind of animal or plant in a cone emanating out from you in whatever direction you face.
DESC 2:  You can detect a particular kind of animal or plant in a cone emanating out from you in whatever direction you face.
Detect Snares and Pits (Divination)
Saves: None    DC:     Casting: 1 standard action
Duration: Concentration, up to 40 minutes [D]    Range: 60 ft.    Components: V, S
SR: No    Effect: You can detect simple pits, deadfalls, and snares as well as mechanical traps constructed of natural materials.    Target: Cone-shaped emanation
DESC: You can detect simple pits, deadfalls, and snares as well as mechanical traps constructed of natural materials.
DESC 2:  You can detect simple pits, deadfalls, and snares as well as mechanical traps constructed of natural materials.
Endure Elements (Abjuration)
Saves: Will negates (harmless)    DC: 14    Casting: 1 standard action
Duration: 24 hours    Range: Touch    Components: V, S
SR: Yes (harmless)    Effect: A creature protected by endure elements suffers no harm from being in a hot or cold environment.    Target: Creature touched
DESC: A creature protected by endure elements suffers no harm from being in a hot or cold environment.
DESC 2:  A creature protected by endure elements suffers no harm from being in a hot or cold environment.
Entangle (Transmutation)
Saves: Reflex partial; see text    DC: 14    Casting: 1 standard action
Duration: 4 minutes [D]    Range: Long (560 ft.)    Components: V, S, DF
SR: No    Effect: This spell causes tall grass, weeds, and other plants to wrap around foes in the area of effect or those that enter the area.    Target: Plants in a 40-ft.-radius spread
DESC: This spell causes tall grass, weeds, and other plants to wrap around foes in the area of effect or those that enter the area.
DESC 2:  This spell causes tall grass, weeds, and other plants to wrap around foes in the area of effect or those that enter the area.
Faerie Fire (Evocation)
Saves: None    DC:     Casting: 1 standard action
Duration: 4 minutes [D]    Range: Long (560 ft.)    Components: V, S, DF
SR: Yes    Effect: A pale glow surrounds and outlines the subjects who shed light as candles.    Target: Creatures and objects within a 5-ft.-radius burst
DESC: A pale glow surrounds and outlines the subjects who shed light as candles.
DESC 2:  A pale glow surrounds and outlines the subjects who shed light as candles.
Goodberry (Transmutation)
Saves: None    DC:     Casting: 1 standard action
Duration: 4 days    Range: Touch    Components: V, S, DF
SR: Yes    Effect: Casting goodberry makes 2d4 freshly picked berries magical.    Target: 2d4 fresh berries touched
DESC: Casting goodberry makes 2d4 freshly picked berries magical.
DESC 2:  Casting goodberry makes 2d4 freshly picked berries magical.
Hide from Animals (Abjuration)
Saves: Will negates (harmless)    DC: 14    Casting: 1 standard action
Duration: 40 minutes [D]    Range: Touch    Components: S, DF
SR: Yes    Effect: Animals cannot sense the warded creatures.    Target: 4 creatures touched
DESC: Animals cannot sense the warded creatures.
DESC 2:  Animals cannot sense the warded creatures.
Jump (Transmutation)
Saves: Will negates (harmless)    DC: 14    Casting: 1 standard action
Duration: 4 minutes [D]    Range: Touch    Components: V, S, M
SR: Yes    Effect: The subject gets a +10 enhancement bonus on Acrobatics checks made to attempt high jumps or long jumps.    Target: Creature touched
DESC: The subject gets a +10 enhancement bonus on Acrobatics checks made to attempt high jumps or long jumps.
DESC 2:  The subject gets a +10 enhancement bonus on Acrobatics checks made to attempt high jumps or long jumps.
Longstrider (Transmutation)
Saves:     DC:     Casting: 1 standard action
Duration: 4 hours [D]    Range: Personal    Components: V, S, M
SR:     Effect: This spell gives you a +10 foot enhancement bonus to your base speed.    Target: You
DESC: This spell gives you a +10 foot enhancement bonus to your base speed.
DESC 2:  This spell gives you a +10 foot enhancement bonus to your base speed.
Magic Fang (Transmutation)
Saves: Will negates (harmless)    DC: 14    Casting: 1 standard action
Duration: 4 minutes    Range: Touch    Components: V, S, DF
SR: Yes (harmless)    Effect: Magic fang gives one natural weapon or unarmed strike of the subject a +1 enhancement bonus on attack and damage rolls.    Target: Living creature touched
DESC: Magic fang gives one natural weapon or unarmed strike of the subject a +1 enhancement bonus on attack and damage rolls.
DESC 2:  Magic fang gives one natural weapon or unarmed strike of the subject a +1 enhancement bonus on attack and damage rolls.
Magic Stone (Transmutation)
Saves: Will negates (harmless, object)    DC: 14    Casting: 1 standard action
Duration: 30 minutes or until discharged    Range: Touch    Components: V, S, DF
SR: Yes (harmless, object)    Effect: You transmute as many as three pebbles, which can be no larger than sling bullets, so that they strike with great force when thrown or slung.    Target: Up to three pebbles touched
DESC: You transmute as many as three pebbles, which can be no larger than sling bullets, so that they strike with great force when thrown or slung.
DESC 2:  You transmute as many as three pebbles, which can be no larger than sling bullets, so that they strike with great force when thrown or slung.
Obscuring Mist (Conjuration)
Saves: None    DC:     Casting: 1 standard action
Duration: 4 minutes [D]    Range: 20 ft.    Components: V, S
SR: No    Effect: A misty, stationary vapor arises around you obscuring all sight, including darkvision, beyond 5 feet.    Target: Cloud spreads in 20-ft. radius from you, 20 ft. high
DESC: A misty, stationary vapor arises around you obscuring all sight, including darkvision, beyond 5 feet.
DESC 2:  A misty, stationary vapor arises around you obscuring all sight, including darkvision, beyond 5 feet.
Pass without Trace (Transmutation)
Saves: Will negates (harmless)    DC: 14    Casting: 1 standard action
Duration: 4 hours [D]    Range: Touch    Components: V, S, DF
SR: Yes (harmless)    Effect: The subject or subjects of this spell do not leave footprints or a scent trail while moving.    Target: 4 creatures touched
DESC: The subject or subjects of this spell do not leave footprints or a scent trail while moving.
DESC 2:  The subject or subjects of this spell do not leave footprints or a scent trail while moving.
Produce Flame (Evocation)
Saves: None    DC:     Casting: 1 standard action
Duration: 4 minutes [D]    Range: 0 ft.    Components: V, S
SR: Yes    Effect: Flames as bright as a torch appear in your open hand.    Target: Flame in your palm
DESC: Flames as bright as a torch appear in your open hand.
DESC 2:  Flames as bright as a torch appear in your open hand.
Shillelagh (Transmutation)
Saves: Will negates (object)    DC: 14    Casting: 1 standard action
Duration: 4 minutes    Range: Touch    Components: V, S, DF
SR: Yes (object)    Effect: Your own nonmagical club or quarterstaff becomes a weapon with a +1 enhancement bonus on attack and damage rolls.    Target: One touched nonmagical oak club or quarterstaff
DESC: Your own nonmagical club or quarterstaff becomes a weapon with a +1 enhancement bonus on attack and damage rolls.
DESC 2:  Your own nonmagical club or quarterstaff becomes a weapon with a +1 enhancement bonus on attack and damage rolls.
Speak with Animals (Divination)
Saves:     DC:     Casting: 1 standard action
Duration: 4 minutes    Range: Personal    Components: V, S
SR:     Effect: You can ask questions of and receive answers from animals, but the spell doesn't make them any more friendly than normal.    Target: You
DESC: You can ask questions of and receive answers from animals, but the spell doesn't make them any more friendly than normal.
DESC 2:  You can ask questions of and receive answers from animals, but the spell doesn't make them any more friendly than normal.
Summon Nature's Ally I (Conjuration)
Saves: None    DC:     Casting: 1 round
Duration: 4 rounds [D]    Range: Close (35 ft.)    Components: V, S, DF
SR: No    Effect: This spell summons to your side a natural creature [typically an animal, fey, magical beast, outsider with the elemental subtype, or a giant].    Target: One summoned creature
DESC: This spell summons to your side a natural creature (typically an animal, fey, magical beast, outsider with the elemental subtype, or a giant).
DESC 2:  This spell summons to your side a natural creature [typically an animal, fey, magical beast, outsider with the elemental subtype, or a giant].


Level 2
Animal Messenger (Enchantment)
Saves: None; see text    DC: 15    Casting: 1 minute
Duration: 1 day/level    Range: Close (35 ft.)    Components: V, S, M
SR: Yes    Effect: You compel a Tiny animal to go to a spot you designate.    Target: One Tiny animal
DESC: You compel a Tiny animal to go to a spot you designate.
DESC 2:  You compel a Tiny animal to go to a spot you designate.
Animal Trance (Enchantment)
Saves: Will negates    DC: 15    Casting: 1 standard action
Duration: Concentration    Range: Close (35 ft.)    Components: V, S
SR: Yes    Effect: Your swaying motions and music [or singing, or chanting] compel animals and magical beasts to do nothing but watch you.    Target: Animals or magical beasts with Intelligence 1 or 2
DESC: Your swaying motions and music (or singing, or chanting) compel animals and magical beasts to do nothing but watch you.
DESC 2:  Your swaying motions and music [or singing, or chanting] compel animals and magical beasts to do nothing but watch you.
Barkskin (Transmutation)
Saves: None    DC:     Casting: 1 standard action
Duration: 40 minutes    Range: Touch    Components: V, S, DF
SR: Yes (harmless)    Effect: Barkskin toughens a creature's skin granting a +2 enhancement bonus to the creature's existing natural armor bonus.    Target: Living creature touched
DESC: Barkskin toughens a creature's skin granting a +(min(max((CASTERLEVEL/3)+1,2),5)) enhancement bonus to the creature's existing natural armor bonus.
DESC 2:  Barkskin toughens a creature's skin granting a +2 enhancement bonus to the creature's existing natural armor bonus.
Bear's Endurance (Transmutation)
Saves: Will negates (harmless)    DC: 15    Casting: 1 standard action
Duration: 4 minutes    Range: Touch    Components: V, S, M/DF
SR: Yes    Effect: The affected creature gains greater vitality and stamina granting the subject a +4 enhancement bonus to Constitution.    Target: Creature touched
DESC: The affected creature gains greater vitality and stamina granting the subject a +4 enhancement bonus to Constitution.
DESC 2:  The affected creature gains greater vitality and stamina granting the subject a +4 enhancement bonus to Constitution.
Bull's Strength (Transmutation)
Saves: Will negates (harmless)    DC: 15    Casting: 1 standard action
Duration: 4 minutes    Range: Touch    Components: V, S, M/DF
SR: Yes (harmless)    Effect: The subject becomes stronger granting a +4 enhancement bonus to Strength.    Target: Creature touched
DESC: The subject becomes stronger granting a +4 enhancement bonus to Strength.
DESC 2:  The subject becomes stronger granting a +4 enhancement bonus to Strength.
Cat's Grace (Transmutation)
Saves: Will negates (harmless)    DC: 15    Casting: 1 standard action
Duration: 4 minutes    Range: Touch    Components: V, S, M
SR: Yes    Effect: The transmuted creature becomes more graceful, agile, and coordinated granting a +4 enhancement bonus to Dexterity.    Target: Creature touched
DESC: The transmuted creature becomes more graceful, agile, and coordinated granting a +4 enhancement bonus to Dexterity.
DESC 2:  The transmuted creature becomes more graceful, agile, and coordinated granting a +4 enhancement bonus to Dexterity.
Chill Metal (Transmutation)
Saves: Will negates (object)    DC: 15    Casting: 1 standard action
Duration: 7 rounds    Range: Close (35 ft.)    Components: V, S, DF
SR: Yes (object)    Effect: Chill metal makes metal extremely cold.    Target: Metal equipment of 2 creatures, no two of which can be more than 30 ft. apart; or 100 lbs. of metal, none of which can be more than 30 ft. away from any of the rest
DESC: Chill metal makes metal extremely cold.
DESC 2:  Chill metal makes metal extremely cold.
Delay Poison (Conjuration)
Saves: Fortitude negates (harmless)    DC: 15    Casting: 1 standard action
Duration: 4 hours    Range: Touch    Components: V, S, DF
SR: Yes (harmless)    Effect: The subject becomes temporarily immune to poison.    Target: Creature touched
DESC: The subject becomes temporarily immune to poison.
DESC 2:  The subject becomes temporarily immune to poison.
Fire Trap (Abjuration)
Saves: Reflex half; see text    DC: 15    Casting: 10 minutes
Duration: Permanent until discharged [D]    Range: Touch    Components: V, S, M
SR: Yes    Effect: Fire trap creates a fiery explosion when an intruder opens the item that the trap protects.    Target: Object touched
DESC: Fire trap creates a fiery explosion when an intruder opens the item that the trap protects.
DESC 2:  Fire trap creates a fiery explosion when an intruder opens the item that the trap protects.
Flame Blade (Evocation)
Saves: None    DC:     Casting: 1 standard action
Duration: 4 minutes [D]    Range: 0 ft.    Components: V, S, DF
SR: Yes    Effect: A 3-foot-long, blazing beam of red-hot fire springs forth from your hand.    Target: Sword-like beam
DESC: A 3-foot-long, blazing beam of red-hot fire springs forth from your hand.
DESC 2:  A 3-foot-long, blazing beam of red-hot fire springs forth from your hand.
Flaming Sphere (Evocation)
Saves: Reflex negates    DC: 15    Casting: 1 standard action
Duration: 4 rounds    Range: Medium (140 ft.)    Components: V, S, M/DF
SR: Yes    Effect: A burning globe of fire rolls in whichever direction you point and burns those it strikes.    Target: 5-ft.-diameter sphere
DESC: A burning globe of fire rolls in whichever direction you point and burns those it strikes.
DESC 2:  A burning globe of fire rolls in whichever direction you point and burns those it strikes.
Fog Cloud (Conjuration)
Saves: None    DC:     Casting: 1 standard action
Duration: 40 minutes    Range: Medium [100 ft. + 10 ft. level]    Components: V, S
SR: No    Effect: A bank of fog billows out from the point you designate.    Target: Fog spreads in 20-ft. radius, 20 ft. high
DESC: A bank of fog billows out from the point you designate.
DESC 2:  A bank of fog billows out from the point you designate.
Gust of Wind (Evocation)
Saves: Fortitude negates    DC: 15    Casting: 1 standard action
Duration: 1 round    Range: 60 ft.    Components: V, S
SR: Yes    Effect: This spell creates a severe blast of air [approximately 50 mph] that originates from you, affecting all creatures in its path.    Target: Line-shaped gust of severe wind emanating out from you to the extreme of the range
DESC: This spell creates a severe blast of air (approximately 50 mph) that originates from you, affecting all creatures in its path.
DESC 2:  This spell creates a severe blast of air [approximately 50 mph] that originates from you, affecting all creatures in its path.
Heat Metal (Transmutation)
Saves: Will negates (object)    DC: 15    Casting: 1 standard action
Duration: 7 rounds    Range: Close (35 ft.)    Components: V, S, DF
SR: Yes (object)    Effect: Heat metal causes metal objects to become red-hot.    Target: Metal equipment of one creature per two levels, no two of which can be more than 30 ft. apart; or 100 lbs. of metal, all of which must be within a 30-ft. circle
DESC: Heat metal causes metal objects to become red-hot.
DESC 2:  Heat metal causes metal objects to become red-hot.
Hold Animal (Enchantment)
Saves: Will negates; see text    DC: 15    Casting:
Duration: 4 rounds [D]; see text    Range:     Components: V, S
SR: Yes    Effect: This spell functions like hold person, except that it affects an animal instead of a humanoid.    Target: One animal
DESC: This spell functions like hold person, except that it affects an animal instead of a humanoid.
DESC 2:  This spell functions like hold person, except that it affects an animal instead of a humanoid.
Owl's Wisdom (Transmutation)
Saves: Will negates (harmless)    DC: 15    Casting: 1 standard action
Duration: 4 minutes    Range: Touch    Components: V, S, M/DF
SR: Yes    Effect: The transmuted creature becomes wiser gaining a +4 enhancement bonus to Wisdom.    Target: Creature touched
DESC: The transmuted creature becomes wiser gaining a +4 enhancement bonus to Wisdom.
DESC 2:  The transmuted creature becomes wiser gaining a +4 enhancement bonus to Wisdom.
Reduce Animal (Transmutation)
Saves: None    DC:     Casting: 1 standard action
Duration: 4 hours [D]    Range: Touch    Components: V, S
SR: No    Effect: This spell functions like reduce person, except that it affects a single willing animal.    Target: One willing animal of Small, Medium, Large, or Huge size
DESC: This spell functions like reduce person, except that it affects a single willing animal.
DESC 2:  This spell functions like reduce person, except that it affects a single willing animal.
Resist Energy (Abjuration)
Saves: Fortitude negates (harmless)    DC: 15    Casting: 1 standard action
Duration: 40 minutes    Range: Touch    Components: V, S, DF
SR: Yes (harmless)    Effect: This abjuration grants a creature limited protection from damage of whichever one of five energy types you select.    Target: Creature touched
DESC: This abjuration grants a creature limited protection from damage of whichever one of five energy types you select.
DESC 2:  This abjuration grants a creature limited protection from damage of whichever one of five energy types you select.
Restoration (Lesser) (Conjuration)
Saves: Will negates (harmless)    DC: 15    Casting: 3 rounds
Duration: Instantaneous    Range: Touch    Components: V, S
SR: Yes (harmless)    Effect: Lesser restoration dispels any magical effects reducing one of the subject's ability scores or cures 1d4 points of temporary ability damage to one of the subject's ability scores.    Target: Creature touched
DESC: Lesser restoration dispels any magical effects reducing one of the subject's ability scores or cures 1d4 points of temporary ability damage to one of the subject's ability scores.
DESC 2:  Lesser restoration dispels any magical effects reducing one of the subject's ability scores or cures 1d4 points of temporary ability damage to one of the subject's ability scores.
Soften Earth and Stone (Transmutation)
Saves: None    DC:     Casting: 1 standard action
Duration: Instantaneous    Range: Close (35 ft.)    Components: V, S, DF
SR: No    Effect: When this spell is cast, all natural, undressed earth or stone in the spell's area is softened.    Target: 40-ft. square; see text
DESC: When this spell is cast, all natural, undressed earth or stone in the spell's area is softened.
DESC 2:  When this spell is cast, all natural, undressed earth or stone in the spell's area is softened.
Spider Climb (Transmutation)
Saves: Will negates (harmless)    DC: 15    Casting: 1 standard action
Duration: 40 minutes    Range: Touch    Components: V, S, M
SR: Yes (harmless)    Effect: The subject can climb and travel on vertical surfaces or even traverse ceilings as well as a spider does.    Target: Creature touched
DESC: The subject can climb and travel on vertical surfaces or even traverse ceilings as well as a spider does.
DESC 2:  The subject can climb and travel on vertical surfaces or even traverse ceilings as well as a spider does.
Summon Nature's Ally II (Conjuration)
Saves: None    DC:     Casting: 1 round
Duration: 4 rounds [D]    Range: Close (35 ft.)    Components: V, S, DF
SR: No    Effect: This spell functions as summon nature's ally I, except that you summon one 2nd-level creature or 1d3 1st-level creatures of the same kind.    Target: One summoned creature
DESC: This spell functions as summon nature's ally I, except that you summon one 2nd-level creature or 1d3 1st-level creatures of the same kind.
DESC 2:  This spell functions as summon nature's ally I, except that you summon one 2nd-level creature or 1d3 1st-level creatures of the same kind.
Summon Swarm (Conjuration)
Saves: None    DC:     Casting: 1 round
Duration: Concentration + 2 rounds    Range: Close (35 ft.)    Components: V, S, M/DF
SR: No    Effect: You summon a swarm of bats, rats, or spiders [your choice], which attacks all other creatures within its area.    Target: One swarm of bats, rats, or spiders
DESC: You summon a swarm of bats, rats, or spiders (your choice), which attacks all other creatures within its area.
DESC 2:  You summon a swarm of bats, rats, or spiders [your choice], which attacks all other creatures within its area.
Tree Shape (Transmutation)
Saves:     DC:     Casting: 1 standard action
Duration: 4 hours [D]    Range: Personal    Components: V, S, DF
SR:     Effect: This spell allows you to assume the form of a Large living tree or shrub or a Large dead tree trunk with a small number of limbs.    Target: You
DESC: This spell allows you to assume the form of a Large living tree or shrub or a Large dead tree trunk with a small number of limbs.
DESC 2:  This spell allows you to assume the form of a Large living tree or shrub or a Large dead tree trunk with a small number of limbs.
Warp Wood (Transmutation)
Saves: Will negates (object)    DC: 15    Casting: 1 standard action
Duration: Instantaneous    Range: Close (35 ft.)    Components: V, S
SR: Yes (object)    Effect: You cause wood to bend and warp, permanently destroying its straightness, form, and strength.    Target: 4 Small wooden objects, all within a 20-ft. radius
DESC: You cause wood to bend and warp, permanently destroying its straightness, form, and strength.
DESC 2:  You cause wood to bend and warp, permanently destroying its straightness, form, and strength.
Wood Shape (Transmutation)
Saves: Will negates (object)    DC: 15    Casting: 1 standard action
Duration: Instantaneous    Range: Touch    Components: V, S, DF
SR: Yes (object)    Effect: Wood shape enables you to form one existing piece of wood into any shape that suits your purpose.    Target: One touched piece of wood no larger than 14 cu. ft.
DESC: Wood shape enables you to form one existing piece of wood into any shape that suits your purpose.
DESC 2:  Wood shape enables you to form one existing piece of wood into any shape that suits your purpose.
 

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