Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Next
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
Twitch
YouTube
Facebook (EN Publishing)
Facebook (EN World)
Twitter
Instagram
TikTok
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
Character Builds & Optimization
RG for Off to War
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Myth and Legend" data-source="post: 4942667" data-attributes="member: 82679"><p>[sblock=Domain Wizard: Witchcraft]<strong>Witchcraft Domain:</strong></p><p></p><p>0. <a href="http://www.d20srd.org/srd/spells/createWater.htm" target="_blank">Create Water</a> - Witches are known potion brewers, have bubbling cauldrons, are in tune with nature.</p><p>1. <a href="http://www.enworld.org/forum/Speak%20with%20Animals" target="_blank">Speak with Animals</a> - A Witch living in the forest usually allies herself with the critters dwelling there, protecting their habitat in exchange for their eyes and ears.</p><p>2. <a href="http://www.d20srd.org/srd/spells/alterSelf.htm" target="_blank">Alter Self</a> - Has to be able to turn into a black cat!</p><p>3. <a href="http://www.d20srd.org/srd/spells/phantomSteed.htm" target="_blank">Phantom Steed</a> - but we swap the horse for a broom. Lol <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p><p>4. <a href="http://www.d20srd.org/srd/spells/freedomOfMovement.htm" target="_blank">Freedom of Movement</a> - she is supernaturally unaffected by terrain. And grappling.</p><p>5. <a href="http://www.d20srd.org/srd/spells/balefulPolymorph.htm" target="_blank">Baleful Polymorph</a> - A HEX ON YOU!</p><p>6. <a href="http://www.d20srd.org/srd/spells/heal.htm" target="_blank">Heal</a> - because a Witch has to be able to undo her own curses.</p><p>7. <a href="http://www.d20srd.org/srd/spells/controlWeather.htm" target="_blank">Control Weather</a> - A very Witch like spell methinks.</p><p>8. <a href="http://www.d20srd.org/srd/spells/polymorphAnyObject.htm" target="_blank">Polymorph Any Object</a> - the ultimate in Witch hexing or form manipulation.</p><p>9. <a href="http://www.d20srd.org/srd/spells/gate.htm" target="_blank">Gate</a> - When a Witch is so powerful, she can travel to other planes. Or summon servants who can rip armies apart.[/sblock]</p><p></p><p>[sblock=Lora levels up to level 2<img src="http://www.enworld.org/forum/images/smilies/devious.png" class="smilie" loading="lazy" alt=":]" title="Devious :]" data-shortname=":]" /></p><p></p><p><strong>Class:</strong> Wizard</p><p><strong>HP:</strong> <a href="http://invisiblecastle.com/roller/view/2328591/" target="_blank">1d4=1</a></p><p><strong>Saves:</strong> Will +1</p><p><strong>BAB:</strong> +1</p><p><strong>Spells per day:</strong> 0 level: 4, 1st level: 2 + 1 [int] / day</p><p><strong>Spells learned:</strong> [sblock=Benign Transposition]<strong>Conjuration (Teleportation)</strong></p><p><strong>Level:</strong> Sorcerer/wizard 1</p><p><strong>Components:</strong> V</p><p><strong>Casting Time:</strong> 1 standard action</p><p><strong>Range:</strong> Medium (100 ft. + 10 ft./level)</p><p><strong>Targets:</strong> Two willing creatures of up to Large size</p><p><strong>Duration:</strong> Instantaneous</p><p><strong>Saving Throw:</strong> None</p><p><strong>Spell Resistance:</strong> No</p><p></p><p>Calling out the arcane words, you suddenly stand where your companion was, and he has taken your place, outside the reach of his foes.</p><p></p><p>Two target creatures, of which you can be one, instantly swap positions. Both subjects must be within range. Objects carried by the creatures (up to the creatures’ maximum loads) go with them, but other creatures do not, even if they are carried. The movement is instantaneous and does not provoke attacks of opportunity. <em>Source: Spell Compendium</em>[/sblock][sblock=Backbiter]<strong>Necromancy</strong></p><p><strong>Level:</strong> Sorcerer/wizard 1</p><p><strong>Components:</strong> V, S, F</p><p><strong>Casting Time:</strong> 1 standard action</p><p><strong>Range:</strong> Close (25 ft. + 5 ft./2 levels)</p><p><strong>Target:</strong> One weapon</p><p><strong>Duration:</strong> 1 round/level or until discharged</p><p><strong>Saving Throw:</strong> Will negates; see text</p><p><strong>Spell Resistance:</strong> Yes (object)</p><p></p><p>The weapon you indicate during the spell’s casting briefly shimmers with a black aura that disappears in an eyeblink.</p><p></p><p>You cast this spell on any melee weapon. The next time that weapon is used to make a melee attack, its shaft twists around so that the weapon strikes the wielder instead. The weapon hits automatically, and no attack roll is made.</p><p></p><p>The wielder gets no warning or knowledge of the spell’s effect on his weapon, and although he makes the attack, the self-dealt damage can’t be consciously reduced (though damage reduction applies) or changed to nonlethal damage. Once the weapon attacks its wielder (whether successfully or not), the spell is discharged. Magic weapons targeted by this spell receive a Will save. An item in a creature’s possession uses its own Will save bonus or its wielder’s bonus, whichever is higher. </p><p></p><p>Speak with animals (Witchcraft Domain)</p><p></p><p><strong>Focus:</strong> A dagger.<em> Source: Spell Compendium</em>[/sblock]</p><p></p><p>Skills: 4base + 4Int mod. + 1 human bonus</p><p></p><p>Concentration +1. Craft (Drawing) +1, Knowledge (Arcana) +1, Knowledge (History) +1, Knowledge (Nobility and Royalty) +1, Knowledge (Religion) +1, Knowledge (Local) +1, Spellcraft: +1, Tumble +0.5 (cross-class)[/sblock]</p><p></p><p>[sblock=Lora levels up to level 3]<strong>Class:</strong> Wizard</p><p><strong>HP:</strong> <a href="http://invisiblecastle.com/roller/view/2391278/" target="_blank">1d4+2=6</a></p><p><strong>Saves:</strong> Fort +1, Ref + 1, Will +3</p><p><strong>BAB:</strong> +1</p><p><strong>Spells per day:</strong> 0 level: 4, 1st level: 2 + 1 [int] / day, 2nd level: 1+ 1 [int]</p><p><strong>Spells learned:</strong> <a href="http://www.d20srd.org/srd/spells/glitterdust.htm" target="_blank">Glitterdust</a>, [sblock=Cloud of Bewilderment]<strong>Conjuration</strong></p><p><strong>Level:</strong> Bard 2, sorcerer/wizard 2</p><p><strong>Components:</strong> V, S, M</p><p><strong>Casting Time:</strong> 1 standard action</p><p><strong>Range:</strong> Close (25 ft. + 5 ft./2 levels)</p><p><strong>Area: </strong>10-ft. cube</p><p><strong>Duration:</strong> 1 round/level</p><p><strong>Saving Throw:</strong> Fortitude negates; see text</p><p><strong>Spell Resistance:</strong> No</p><p></p><p>As you exhale the last syllables of the incantation, your breath forms an invisible spray of noxious air.</p><p></p><p>This spell creates a small cloud of nauseating vapors. Any living creature in the area becomes nauseated. This condition lasts as long as the creature is in the cloud and for 1d4+1 rounds after it leaves. Any creature that succeeds on its save but remains in the cloud must continue to save each round on your turn.</p><p></p><p>The cloud obscures sight, including darkvision, providing concealment to creatures within the area or against attacks made through the cloud.</p><p></p><p><strong>Material Component:</strong> A rotten egg. <em>Source: Spell Compendium</em>[/sblock]</p><p></p><p>Alter Self (Witchcraft Domain)</p><p></p><p>Skills: 4base + 4Int mod. + 1human bonus</p><p></p><p>Concentration +1. Craft (Drawing) +1, Knowledge (Arcana) +1, Knowledge (History) +1, Knowledge (Nobility and Royalty) +1, Knowledge (Religion) +1, Knowledge (Local) +1, Spellcraft: +1, Tumble +0.5 (cross-class)</p><p></p><p>Feats: <a href="http://dndtools.eu/feats/complete-arcane--55/sculpt-spell--2536/" target="_blank">Sculpt Spell</a>[/sblock]</p><p></p><p>[sblock=Lora levels up to level 4]<strong>Class:</strong> Wizard</p><p><strong>HP:</strong> <a href="http://invisiblecastle.com/roller/view/2502475/" target="_blank">1d4+2=5</a></p><p><strong>Saves:</strong> Fort +1, Ref + 1, Will +4</p><p><strong>BAB:</strong> +2</p><p><strong>Attribute:</strong> +1 INT</p><p><strong>Spells per day:</strong> 0 level: 4, 1st level: 3 + 1 [int] / day, 2nd level: 2 + 1 [int]</p><p><strong>Spells learned:</strong> [sblock=Create Magic Tattoo]<strong>Conjuration (Creation)</strong></p><p><strong>Level:</strong> Bard 2, sorcerer/wizard 2</p><p><strong>Components:</strong> V, S, M, F</p><p><strong>Casting Time:</strong> 10 minutes</p><p><strong>Range:</strong> Touch</p><p><strong>Target: </strong>Creature touched</p><p><strong>Duration:</strong> 24 hours</p><p><strong>Saving Throw:</strong> None</p><p><strong>Spell Resistance:</strong> Yes (harmless)</p><p></p><p>You finish the last detail and lean back to look at your work. The tattoo looks good. It should prove useful.</p><p></p><p>This spell creates a single magic tattoo. You determine the exact type of tattoo, though the selection is limited by your caster level, as indicated below. You must possess a modicum of artistic talent to sketch the desired tattoo—at least 1 rank of Craft (drawing), Craft (painting), Craft (calligraphy), or a similar Craft skill. Inscribing a magic tattoo requires a successful Craft check. The DC varies with the kind of tattoo, as noted below.</p><p></p><p>If you are a 3rd- to 6th-level caster, you can inscribe a tattoo that generates any one of the following effects (Craft DC 10).</p><p></p><p>• +2 resistance bonus on one type of saving throw (Fortitude, Reflex, or Will). </p><p>• +1 luck bonus on attack rolls. </p><p>• +1 deflection bonus to AC.</p><p></p><p>At 7th to 12th caster level, you can add the following tattoos to the list that you can inscribe (Craft DC </p><p>15).</p><p></p><p>• +2 resistance bonus on saving throws.</p><p>• +2 competence bonus on attack rolls.</p><p></p><p>When your caster level reaches 13th, you can add the following to the list of tattoos you can inscribe (Craft DC 20).</p><p></p><p>• Spell resistance equal to 10 + 1 per three caster levels.</p><p>• +2 enhancement bonus to any one ability score.</p><p>• +1 spellcaster level. This effect increases the subject’s effective level, but not the total number of spells. For example, an 11th-level caster who receives this tattoo functions as a 12th-level caster for the purpose of determining level-based spell variables (such as range, area, effect, and so on), but he does not receive any extra spells.</p><p></p><p>A single creature can have only three magic tattoos at a time. Any attempt to apply more than that automatically fails.</p><p></p><p>A successful erase spell removes a single magic tattoo. A successful dispel magic spell can remove multiple magic tattoos if targeted on the creature bearing them.</p><p></p><p><strong>Material Component:</strong> Tattoo inks in appropriate colors costing at least 100 gp.</p><p><strong>Focus:</strong> Tattoo needles.<em> Source: Spell Compendium</em>[/sblock][sblock=Ray of Stupidity]<strong>Enchantment (Compulsion)</strong> [Mind-Affecting]</p><p><strong>Level:</strong> Bard 2, sorcerer/wizard 2</p><p><strong>Components:</strong> V, S, M</p><p><strong>Casting Time:</strong> 1 standard action</p><p><strong>Range:</strong> Close (25 ft. + 5 ft./2 levels)</p><p><strong>Effect:</strong> Ray</p><p><strong>Duration:</strong> Instantaneous</p><p><strong>Saving Throw:</strong> None</p><p><strong>Spell Resistance:</strong> Yes</p><p></p><p>A bright yellow beam bursts from your extended fingertips. The beam emits an “uh” sound, like someone trying to think of a word.</p><p></p><p>This ray clouds the mind of your enemy, damaging its intellect. You must succeed on a ranged touch attack with the ray to strike a target. A subject struck by the ray takes 1d4+1 points of Intelligence damage. If the target is a wizard, she might temporarily lose the ability to cast some or all of her spells if her Intelligence drops too low.</p><p><strong>Material Component:</strong> A miniature cone-shaped hat. <em>Source: Spell Compendium</em>[/sblock]</p><p></p><p>Skills: 4base + 4Int mod. + 1 human bonus</p><p></p><p>Concentration +1. Craft (Drawing) +1, Knowledge (Arcana) +1, Knowledge (History) +1, Knowledge (Nobility and Royalty) +1, Knowledge (Religion) +1, Knowledge (Local) +1, Spellcraft: +1, Tumble +0.5 (cross-class)[/sblock]</p><p></p><p>[sblock=Lora levels up to level 5]<strong>Class:</strong> Wizard</p><p><strong>HP:</strong> 4 + 3 (Con)</p><p><strong>Saves:</strong> Fort +1, Ref + 1, Will +4</p><p><strong>BAB:</strong> +2</p><p><strong>Spells per day:</strong> 0 level: 4 + 1 (Domain), 1st level: 3 + 1 [int] + 1 (Domain), 2nd level: 2 + 1 [int] + 1 (Domain), 3rd level: 1 + 1 [int] + 1 (Domain)</p><p><strong>Spells learned:</strong> Stinking Cloud, Wind Wall, Phantom Broom (Witchcraft Domain)</p><p></p><p>Skills: 4base + 4Int mod. + 1 human bonus</p><p></p><p>Concentration +1. Craft (Drawing) +1, Knowledge (Arcana) +1, Knowledge (History) +1, Knowledge (Nobility and Royalty) +1, Knowledge (Religion) +1, Knowledge (Local) +1, Spellcraft: +1, Tumble +0.5 (cross-class)</p><p></p><p>Trade: Wizard Bonus Feat (level 5) for Spontaneous Divination (CC, pg. 52)</p><p></p><p>[sblock=Spontaneous Divination]You can use your connection to the divine to inquire about mysteries beyond mortal ken.</p><p></p><p>Level: 5th, 10th, 15th, or 20th.</p><p></p><p>Replaces: This benefit replaces the bonus feat gained by a wizard at 5th, 10th, 15th, or 20th level.</p><p></p><p>Benefit: You can spontaneously cast any spell of the divination school by sacrificing a prepared spell of equal or greater level. For example, if you suddenly have need of the 2nd-level spell <em>locate object</em>, you can sacrifice a prepared 2nd-level spell (such as <em>mirror image</em>) or any prepared spell of a higher level to cast it on the spot.[/sblock]</p><p>[/sblock]</p></blockquote><p></p>
[QUOTE="Myth and Legend, post: 4942667, member: 82679"] [sblock=Domain Wizard: Witchcraft][B]Witchcraft Domain:[/B] 0. [URL="http://www.d20srd.org/srd/spells/createWater.htm"]Create Water[/URL] - Witches are known potion brewers, have bubbling cauldrons, are in tune with nature. 1. [URL="http://www.enworld.org/forum/Speak%20with%20Animals"]Speak with Animals[/URL] - A Witch living in the forest usually allies herself with the critters dwelling there, protecting their habitat in exchange for their eyes and ears. 2. [URL="http://www.d20srd.org/srd/spells/alterSelf.htm"]Alter Self[/URL] - Has to be able to turn into a black cat! 3. [URL="http://www.d20srd.org/srd/spells/phantomSteed.htm"]Phantom Steed[/URL] - but we swap the horse for a broom. Lol :) 4. [URL="http://www.d20srd.org/srd/spells/freedomOfMovement.htm"]Freedom of Movement[/URL] - she is supernaturally unaffected by terrain. And grappling. 5. [URL="http://www.d20srd.org/srd/spells/balefulPolymorph.htm"]Baleful Polymorph[/URL] - A HEX ON YOU! 6. [URL="http://www.d20srd.org/srd/spells/heal.htm"]Heal[/URL] - because a Witch has to be able to undo her own curses. 7. [URL="http://www.d20srd.org/srd/spells/controlWeather.htm"]Control Weather[/URL] - A very Witch like spell methinks. 8. [URL="http://www.d20srd.org/srd/spells/polymorphAnyObject.htm"]Polymorph Any Object[/URL] - the ultimate in Witch hexing or form manipulation. 9. [URL="http://www.d20srd.org/srd/spells/gate.htm"]Gate[/URL] - When a Witch is so powerful, she can travel to other planes. Or summon servants who can rip armies apart.[/sblock] [sblock=Lora levels up to level 2:] [B]Class:[/B] Wizard [B]HP:[/B] [URL="http://invisiblecastle.com/roller/view/2328591/"]1d4=1[/URL] [B]Saves:[/B] Will +1 [B]BAB:[/B] +1 [B]Spells per day:[/B] 0 level: 4, 1st level: 2 + 1 [int] / day [B]Spells learned:[/B] [sblock=Benign Transposition][B]Conjuration (Teleportation)[/B] [B]Level:[/B] Sorcerer/wizard 1 [B]Components:[/B] V [B]Casting Time:[/B] 1 standard action [B]Range:[/B] Medium (100 ft. + 10 ft./level) [B]Targets:[/B] Two willing creatures of up to Large size [B]Duration:[/B] Instantaneous [B]Saving Throw:[/B] None [B]Spell Resistance:[/B] No Calling out the arcane words, you suddenly stand where your companion was, and he has taken your place, outside the reach of his foes. Two target creatures, of which you can be one, instantly swap positions. Both subjects must be within range. Objects carried by the creatures (up to the creatures’ maximum loads) go with them, but other creatures do not, even if they are carried. The movement is instantaneous and does not provoke attacks of opportunity. [I]Source: Spell Compendium[/I][/sblock][sblock=Backbiter][B]Necromancy[/B] [B]Level:[/B] Sorcerer/wizard 1 [B]Components:[/B] V, S, F [B]Casting Time:[/B] 1 standard action [B]Range:[/B] Close (25 ft. + 5 ft./2 levels) [B]Target:[/B] One weapon [B]Duration:[/B] 1 round/level or until discharged [B]Saving Throw:[/B] Will negates; see text [B]Spell Resistance:[/B] Yes (object) The weapon you indicate during the spell’s casting briefly shimmers with a black aura that disappears in an eyeblink. You cast this spell on any melee weapon. The next time that weapon is used to make a melee attack, its shaft twists around so that the weapon strikes the wielder instead. The weapon hits automatically, and no attack roll is made. The wielder gets no warning or knowledge of the spell’s effect on his weapon, and although he makes the attack, the self-dealt damage can’t be consciously reduced (though damage reduction applies) or changed to nonlethal damage. Once the weapon attacks its wielder (whether successfully or not), the spell is discharged. Magic weapons targeted by this spell receive a Will save. An item in a creature’s possession uses its own Will save bonus or its wielder’s bonus, whichever is higher. Speak with animals (Witchcraft Domain) [B]Focus:[/B] A dagger.[I] Source: Spell Compendium[/I][/sblock] Skills: 4base + 4Int mod. + 1 human bonus Concentration +1. Craft (Drawing) +1, Knowledge (Arcana) +1, Knowledge (History) +1, Knowledge (Nobility and Royalty) +1, Knowledge (Religion) +1, Knowledge (Local) +1, Spellcraft: +1, Tumble +0.5 (cross-class)[/sblock] [sblock=Lora levels up to level 3][B]Class:[/B] Wizard [B]HP:[/B] [URL="http://invisiblecastle.com/roller/view/2391278/"]1d4+2=6[/URL] [B]Saves:[/B] Fort +1, Ref + 1, Will +3 [B]BAB:[/B] +1 [B]Spells per day:[/B] 0 level: 4, 1st level: 2 + 1 [int] / day, 2nd level: 1+ 1 [int] [B]Spells learned:[/B] [URL="http://www.d20srd.org/srd/spells/glitterdust.htm"]Glitterdust[/URL], [sblock=Cloud of Bewilderment][B]Conjuration[/B] [B]Level:[/B] Bard 2, sorcerer/wizard 2 [B]Components:[/B] V, S, M [B]Casting Time:[/B] 1 standard action [B]Range:[/B] Close (25 ft. + 5 ft./2 levels) [B]Area: [/B]10-ft. cube [B]Duration:[/B] 1 round/level [B]Saving Throw:[/B] Fortitude negates; see text [B]Spell Resistance:[/B] No As you exhale the last syllables of the incantation, your breath forms an invisible spray of noxious air. This spell creates a small cloud of nauseating vapors. Any living creature in the area becomes nauseated. This condition lasts as long as the creature is in the cloud and for 1d4+1 rounds after it leaves. Any creature that succeeds on its save but remains in the cloud must continue to save each round on your turn. The cloud obscures sight, including darkvision, providing concealment to creatures within the area or against attacks made through the cloud. [B]Material Component:[/B] A rotten egg. [I]Source: Spell Compendium[/I][/sblock] Alter Self (Witchcraft Domain) Skills: 4base + 4Int mod. + 1human bonus Concentration +1. Craft (Drawing) +1, Knowledge (Arcana) +1, Knowledge (History) +1, Knowledge (Nobility and Royalty) +1, Knowledge (Religion) +1, Knowledge (Local) +1, Spellcraft: +1, Tumble +0.5 (cross-class) Feats: [URL="http://dndtools.eu/feats/complete-arcane--55/sculpt-spell--2536/"]Sculpt Spell[/URL][/sblock] [sblock=Lora levels up to level 4][B]Class:[/B] Wizard [B]HP:[/B] [URL="http://invisiblecastle.com/roller/view/2502475/"]1d4+2=5[/URL] [B]Saves:[/B] Fort +1, Ref + 1, Will +4 [B]BAB:[/B] +2 [B]Attribute:[/B] +1 INT [B]Spells per day:[/B] 0 level: 4, 1st level: 3 + 1 [int] / day, 2nd level: 2 + 1 [int] [B]Spells learned:[/B] [sblock=Create Magic Tattoo][B]Conjuration (Creation)[/B] [B]Level:[/B] Bard 2, sorcerer/wizard 2 [B]Components:[/B] V, S, M, F [B]Casting Time:[/B] 10 minutes [B]Range:[/B] Touch [B]Target: [/B]Creature touched [B]Duration:[/B] 24 hours [B]Saving Throw:[/B] None [B]Spell Resistance:[/B] Yes (harmless) You finish the last detail and lean back to look at your work. The tattoo looks good. It should prove useful. This spell creates a single magic tattoo. You determine the exact type of tattoo, though the selection is limited by your caster level, as indicated below. You must possess a modicum of artistic talent to sketch the desired tattoo—at least 1 rank of Craft (drawing), Craft (painting), Craft (calligraphy), or a similar Craft skill. Inscribing a magic tattoo requires a successful Craft check. The DC varies with the kind of tattoo, as noted below. If you are a 3rd- to 6th-level caster, you can inscribe a tattoo that generates any one of the following effects (Craft DC 10). • +2 resistance bonus on one type of saving throw (Fortitude, Reflex, or Will). • +1 luck bonus on attack rolls. • +1 deflection bonus to AC. At 7th to 12th caster level, you can add the following tattoos to the list that you can inscribe (Craft DC 15). • +2 resistance bonus on saving throws. • +2 competence bonus on attack rolls. When your caster level reaches 13th, you can add the following to the list of tattoos you can inscribe (Craft DC 20). • Spell resistance equal to 10 + 1 per three caster levels. • +2 enhancement bonus to any one ability score. • +1 spellcaster level. This effect increases the subject’s effective level, but not the total number of spells. For example, an 11th-level caster who receives this tattoo functions as a 12th-level caster for the purpose of determining level-based spell variables (such as range, area, effect, and so on), but he does not receive any extra spells. A single creature can have only three magic tattoos at a time. Any attempt to apply more than that automatically fails. A successful erase spell removes a single magic tattoo. A successful dispel magic spell can remove multiple magic tattoos if targeted on the creature bearing them. [B]Material Component:[/B] Tattoo inks in appropriate colors costing at least 100 gp. [B]Focus:[/B] Tattoo needles.[I] Source: Spell Compendium[/I][/sblock][sblock=Ray of Stupidity][B]Enchantment (Compulsion)[/B] [Mind-Affecting] [B]Level:[/B] Bard 2, sorcerer/wizard 2 [B]Components:[/B] V, S, M [B]Casting Time:[/B] 1 standard action [B]Range:[/B] Close (25 ft. + 5 ft./2 levels) [B]Effect:[/B] Ray [B]Duration:[/B] Instantaneous [B]Saving Throw:[/B] None [B]Spell Resistance:[/B] Yes A bright yellow beam bursts from your extended fingertips. The beam emits an “uh” sound, like someone trying to think of a word. This ray clouds the mind of your enemy, damaging its intellect. You must succeed on a ranged touch attack with the ray to strike a target. A subject struck by the ray takes 1d4+1 points of Intelligence damage. If the target is a wizard, she might temporarily lose the ability to cast some or all of her spells if her Intelligence drops too low. [B]Material Component:[/B] A miniature cone-shaped hat. [I]Source: Spell Compendium[/I][/sblock] Skills: 4base + 4Int mod. + 1 human bonus Concentration +1. Craft (Drawing) +1, Knowledge (Arcana) +1, Knowledge (History) +1, Knowledge (Nobility and Royalty) +1, Knowledge (Religion) +1, Knowledge (Local) +1, Spellcraft: +1, Tumble +0.5 (cross-class)[/sblock] [sblock=Lora levels up to level 5][B]Class:[/B] Wizard [B]HP:[/B] 4 + 3 (Con) [B]Saves:[/B] Fort +1, Ref + 1, Will +4 [B]BAB:[/B] +2 [B]Spells per day:[/B] 0 level: 4 + 1 (Domain), 1st level: 3 + 1 [int] + 1 (Domain), 2nd level: 2 + 1 [int] + 1 (Domain), 3rd level: 1 + 1 [int] + 1 (Domain) [B]Spells learned:[/B] Stinking Cloud, Wind Wall, Phantom Broom (Witchcraft Domain) Skills: 4base + 4Int mod. + 1 human bonus Concentration +1. Craft (Drawing) +1, Knowledge (Arcana) +1, Knowledge (History) +1, Knowledge (Nobility and Royalty) +1, Knowledge (Religion) +1, Knowledge (Local) +1, Spellcraft: +1, Tumble +0.5 (cross-class) Trade: Wizard Bonus Feat (level 5) for Spontaneous Divination (CC, pg. 52) [sblock=Spontaneous Divination]You can use your connection to the divine to inquire about mysteries beyond mortal ken. Level: 5th, 10th, 15th, or 20th. Replaces: This benefit replaces the bonus feat gained by a wizard at 5th, 10th, 15th, or 20th level. Benefit: You can spontaneously cast any spell of the divination school by sacrificing a prepared spell of equal or greater level. For example, if you suddenly have need of the 2nd-level spell [I]locate object[/I], you can sacrifice a prepared 2nd-level spell (such as [I]mirror image[/I]) or any prepared spell of a higher level to cast it on the spot.[/sblock] [/sblock] [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
Character Builds & Optimization
RG for Off to War
Top