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stonegod's Expedition to Castle Ravenloft [Old RG]
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<blockquote data-quote="Doomhawk" data-source="post: 3175057" data-attributes="member: 26187"><p><span style="color: Red"><strong>Selase Kolandra</strong></span></p><p>Female Human Cleric 6 (Blood of Vol)</p><p>LG Medium Humanoid (human)</p><p><strong>Init</strong> +1; <strong>Senses</strong> normal; Listen +4 Spot +4</p><p><strong>Languages</strong> Common, Dwarven, Halfling</p><p><strong>AP</strong> 11</p><p>---------------------------------------------------------------------------------------</p><p><strong>AC</strong> 20 (18 without shield), touch 11, flat-footed 19 (17 without shield); +7 armor, +0 natural, +1 Dex, +2 shield</p><p> In chain shirt: AC 17 (15 without shield), touch 11, flat-footed 16 (14 without shield); +4 armor, +1 Dex, +2 shield</p><p><strong>HP</strong> 36 (6d8+6)</p><p>Fort +6 Ref +3 Will +9</p><p>---------------------------------------------------------------------------------------</p><p><strong>Speed</strong> 20 ft. (30 ft. without banded mail)</p><p><strong>Melee</strong> MW Heavy Mace +5 (1d8/x2) or +1 Dagger +5 (1d4+1/ 19-20/x2)</p><p><strong>Ranged</strong> +1 Dagger +6 thrown (1d4+1 / 19-20/x2) or MW Light Crossbow +6 (1d8 / 19-20/x2)</p><p><strong>Special Actions</strong> Rebuke Undead 5/day (6th level, +4/2d6+8)</p><p><strong>Base Atk</strong> +4; <strong>Grp</strong> +4</p><p><strong>Combat Gear</strong> Wand of Cure Light Wounds, plus a lot of scrolls. See Equipment, below.</p><p><strong>Cleric Spells Prepared</strong> (CL 6th, +5 ranged touch, +4 melee touch) Save DC 14 + spell level.</p><p>Domains: Deathbound (SC), Necromancer (ECS). Domain spells are <em>italicized</em>.</p><p>Necromancy spells cast at +1 caster level.</p><ul> <li data-xf-list-type="ul">0th: Create Water, Cure Minor Wounds, Detect Magic, Detect Poison, Light</li> <li data-xf-list-type="ul">1st: <em>Chill of the Grave</em>, Command, Obscuring Mist, Remove Fear, Sanctuary</li> <li data-xf-list-type="ul">2nd: <em>Command Undead</em>, Bull's Strength, Delay Poison, Hold Person, Status</li> <li data-xf-list-type="ul">3rd: <em>Blade of Pain and Fear</em>, Blindness/Deafness, Dispel Magic, Ring of Blades</li> </ul><p>---------------------------------------------------------------------------------------</p><p><strong>Abilities</strong> Str 10, Dex 12, Con 13, Int 10, Wis 18, Cha 14</p><p><strong>Feats</strong> Spontaneous Healer, Scribe Scroll, Heroic Spirit, Divine Spell Power</p><p><strong>Skills</strong> Concentration +8 (7), Heal +15* (9), Knowledge (Religion) +7 (7), Speak Language (2.0)</p><p> *With healer's kit, +13 without.</p><p>[code][b]Equipment Cost Weight[/b]</p><p>+1 banded mail 1400gp 35lb</p><p>+1 dagger* 2302gp 1lb</p><p>Heward's Handy Haversack* 2000gp 5lb</p><p>Hand of the Mage* 900gp 2lb</p><p>Elixir of Swimming 250gp</p><p>Elixir of Vision 250gp</p><p>Wand of Cure Light Wounds (1st) 750gp</p><p> 50 charges</p><p>Scroll of Comprehend Languages (1st) 25gp</p><p> Endure Elements 25gp</p><p>Scroll of Lesser Restoration (3rd) 150gp</p><p> Augury 200gp</p><p> Gentle Repose 150gp</p><p> Zone of Truth 150gp</p><p>Scroll of Healing Lorecall (3rd) 150gp</p><p> Divine Insight 150gp</p><p> Dark Way 150gp</p><p>Scroll of Find Traps (6th) 300gp</p><p> Spiritual Weapon 300gp</p><p> Water Breathing 450gp</p><p>Scroll of Remove Disease (5th) 375gp</p><p> Invisibility Purge 375gp</p><p> Locate Object 375gp</p><p> Remove Curse 375gp</p><p>Masterwork cold iron heavy mace 324gp 8lb</p><p>Mithril shirt* 1100gp 10lb</p><p>Masterwork heavy wooden shield 157gp 10lb</p><p>Masterwork light crossbow 335gp 4lb</p><p> Crossbow bolts (10) 1gp 1lb</p><p> Silvered crossbow bolts (10) 3gp 1lb</p><p>Healer's kit 50gp 1lb</p><p>Everburning Torch 110gp 1lb</p><p>Bedroll 1sp 5lb</p><p>Map/scroll case (2) 2gp 1lb</p><p>Belt pouch* 1gp .5lb</p><p>Flint and steel 1gp</p><p>Inkpen 1sp</p><p>Ink (4 vials) 32gp</p><p>Small steel mirror 10gp .5lb</p><p>Paper, 5 sheets 2gp</p><p>100ft. silk rope 20gp 10lb</p><p>Sewing needle 5sp</p><p>Soap 2gp 4lb</p><p>Sunrod 2gp 1lb</p><p>Silver holy symbol* 25gp 1lb</p><p>Spell component pouch* 5gp 2lb</p><p>Identification papers, standard 2gp</p><p>172gp,7s7c</p><p>All of the above are generally stored in the Haversack, except for items marked with an *.</p><p></p><p>Weight carried: 20lb. light load (normally)</p><p> 59lb. medium load (combat gear)</p><p></p><p>Light horse 75gp</p><p> Riding saddle 10gp 25lb</p><p> Saddlebags 4gp 8lb</p><p> Iron pot 5sp 10lb</p><p> Clay jug 3cp 9lb</p><p> Trail rations (2 days) 1gp 2lb</p><p></p><p>[/code]</p><p></p><p></p><p>---------------------------------------------------------------------------------------</p><p><strong>Deathbound Domain Power:</strong> Selase's limit for creating undead animated with spells is three times her caster level instead of two.</p><p><strong>Spontaneous Wounding:</strong> Selase can convert any prepared spell into an Inflict spell of equal or lower level.</p><p><strong>Spontaneous Healing:</strong> Four times per day, Selase can convert a prepared spell into a Cure spell of equal or lower level.</p><p><strong>Divine Spell Power:</strong> As a free action, Selase can spend a rebuke attempt and roll a turning check (with a total bonus of +7). She treats the result as a modifier to her caster level on the next divine spell she casts in that round.</p><p></p><p><strong>Appearance:</strong> Selase is a lightly built but serious-looking twenty-five-year-old, with fair skin and brown hair that falls just past her shoulders. Her clothing is various tones of gray and brown but she usually adds a red belt or sash. When necessary, she wears deep red plate armor with black trim and engraved with a few symbols, which serves double duty as ceremonial garb. One too many instances of ambushes and friendly fire has taught Selase to be prepared for anything, so most of the time she wears a chain shirt under her tunic.</p><p></p><p><strong>Background:</strong> Selase has always been very spiritual and devoted to her faith, the Blood of Vol. When she was old enough, she felt a strong desire to spread the truth of the Divinity Within, and so underwent a cleric's training. Only those who demonstrate that they will obey orders without question are brought into the secret of the truth of the church, and Selase questioned everything - she always sought the why, philosophizing endlessly and expounding the virtues she discovered in her contemplations. Her idealism led to the completion of her training without even a suspicion of the real origins of her faith.</p><p>In her travels as a missionary, Selase was exposed to many of the horrors of the Last War, and she soon added her voice to the movements for peace. She traveled with a unit from her native Karrnath, healing the wounded (on both sides, when possible) and generally trying to ease the horrific body count. Each person she saved, she reasoned, was a person who might yet unlock the Divinity Within and discover true paradise.</p><p>With the end of the war, the unit disbanded, and Selase returned to her work as a missionary. She became attached to an adventuring group, and has taken her message of faith (and her continual, although friendly, debates with her companions) all across Khorvaire.</p><p></p><p><strong>Primary Role/Distinguishing Abilities:</strong> Selase is a more than competent healer, as well as a powerful spellcaster in her own right.</p><p></p><p><strong>Quirks:</strong> Despite her love of religious debate, Selase is actually quite tolerant of most faiths, although she certainly does not endorse them. She has a tendency to wax philosophical. She has unusual views regarding the warforged, probably best summarized as pity.</p><p></p><p><strong>Tactics:</strong> Selase uses her spells as her primary tool in combat, resorting to physical attacks only when she has nothing better to use. With a fairly high AC and hit points, she's willing to expose herself to an AoO if it will allow her to reach a comrade in need or deliver a crucial spell. Usually, she will open with a spell to buff herself or an ally (such as Bull's Strength) or to disable an enemy (such as Hold Person), and in subsequent rounds use more direct spells like Chill of the Grave and Dispel Magic.</p><p></p><p></p><p>[sblock=Advancement]</p><p>L1->Cleric 1 HP: 9 (1d8+1) SP: +12 (2x4+0x4+4)</p><p>L2->Cleric 2 HP: 5 (1d8+1) SP: +3 (2+0+1)</p><p>L3->Cleric 3 HP: 6 (1d8+1) SP: +3 (2+0+1)</p><p>L4->Cleric 4 HP: 5 (1d8+1) SP: +3 (2+0+1), Wis 17->18</p><p>L5->Cleric 5 HP: 6 (1d8+1) SP: +3 (2+0+1)</p><p>L6->Cleric 6 HP: 5 (1d8+1) SP: +3 (2+0+1)</p><p>Abilities: Str 10 (2pts), Dex 12 (4pts), Con 13 (5pts), Int 10 (2pts), Wis 17 (13pts), Cha 14 (6pts)</p><p>Feats: (1) Spontaneous Healer (1) Scribe Scroll (3) Heroic Spirit (6) Divine Spell Power[/sblock]</p><p></p><p>[sblock=Non-SRD Spells]</p><p><strong>Chill of the Grave:</strong> Range Close ray deals 1d10/2d10/3d10/4d10 cold damage at caster level 1st/4th/7th/10th. (Necromancy; Deathbound 1; Spell Compendium)</p><p><strong>Blade of Pain and Fear:</strong> <em>A three-foot-long column of disembodied gnashing teeth springs forth from your hand.</em> For 1 round/level, your melee touch attack deals 1d6 + 1/two levels (Strength mod does not apply). Creatures damaged are also frightened for 1d4 rounds unless they make a Will save. (Evocation; Deathbound 2, Cleric 3; Spell Compendium)</p><p><strong>Ring of Blades:</strong> For 1 minute/level, horizontal ring of blades extends 5 feet around the caster into all adjacent squares, and moves with you. At the beginning of each of your turns, and also when you cast the spell, the blades deal 1d6 + 1/level to all creatures in the affected area. SR does not apply, but damage reduction does; the blades are treated as magic, silvered, and slashing. (Conjuration (creation); Cleric 3; Spell Compendium. I think it also appears in Complete Arcane)</p><p><strong>Healing Lorecall:</strong> For 10 minutes/level, when casting a Conjuration (healing) spell, you may also remove any one of the following conditions: dazed, dazzled, or fatigued. Also, you may substitute your total ranks in Heal for your caster level (only for Conjuration (healing) spells). (Divination; Cleric 2; Spell Compendium)</p><p><strong>Divine Insight:</strong> Once during the spell's duration (1 hour/level) as an immediate action, you can choose to use its effect to grant an insight bonus of 5 + your caster level on any single skill check. You must choose to use the bonus before you roll the check. You can't have more than one Divine Insight effect active on you at the same time. (Divination; Cleric 2; Spell Compendium)</p><p><strong>Dark Way</strong> You create a ribbonlike, weightless bridge 5 feet wide, one inch thick (although it is unbreakable) and up to 20 feet per caster level long. It must be anchored to solid objects at both ends but can otherwise be at any angle, and must be continuous and unbroken (like a Wall of Force). The bridge can support 200 lbs/level, creatures that cause the total weight to exceed this limit fall through the bridge as though it were not there. The bridge lasts for 1 round/level. (Illusion (shadow); Cleric 2; Spell Compendium)[/sblock]</p></blockquote><p></p>
[QUOTE="Doomhawk, post: 3175057, member: 26187"] [COLOR=Red][b]Selase Kolandra[/b][/COLOR] Female Human Cleric 6 (Blood of Vol) LG Medium Humanoid (human) [b]Init[/b] +1; [b]Senses[/b] normal; Listen +4 Spot +4 [b]Languages[/b] Common, Dwarven, Halfling [b]AP[/b] 11 --------------------------------------------------------------------------------------- [b]AC[/b] 20 (18 without shield), touch 11, flat-footed 19 (17 without shield); +7 armor, +0 natural, +1 Dex, +2 shield In chain shirt: AC 17 (15 without shield), touch 11, flat-footed 16 (14 without shield); +4 armor, +1 Dex, +2 shield [b]HP[/b] 36 (6d8+6) Fort +6 Ref +3 Will +9 --------------------------------------------------------------------------------------- [b]Speed[/b] 20 ft. (30 ft. without banded mail) [b]Melee[/b] MW Heavy Mace +5 (1d8/x2) or +1 Dagger +5 (1d4+1/ 19-20/x2) [b]Ranged[/b] +1 Dagger +6 thrown (1d4+1 / 19-20/x2) or MW Light Crossbow +6 (1d8 / 19-20/x2) [b]Special Actions[/b] Rebuke Undead 5/day (6th level, +4/2d6+8) [b]Base Atk[/b] +4; [b]Grp[/b] +4 [b]Combat Gear[/b] Wand of Cure Light Wounds, plus a lot of scrolls. See Equipment, below. [b]Cleric Spells Prepared[/b] (CL 6th, +5 ranged touch, +4 melee touch) Save DC 14 + spell level. Domains: Deathbound (SC), Necromancer (ECS). Domain spells are [i]italicized[/i]. Necromancy spells cast at +1 caster level. [list] [*]0th: Create Water, Cure Minor Wounds, Detect Magic, Detect Poison, Light [*]1st: [i]Chill of the Grave[/i], Command, Obscuring Mist, Remove Fear, Sanctuary [*]2nd: [i]Command Undead[/i], Bull's Strength, Delay Poison, Hold Person, Status [*]3rd: [i]Blade of Pain and Fear[/i], Blindness/Deafness, Dispel Magic, Ring of Blades [/list] --------------------------------------------------------------------------------------- [b]Abilities[/b] Str 10, Dex 12, Con 13, Int 10, Wis 18, Cha 14 [b]Feats[/b] Spontaneous Healer, Scribe Scroll, Heroic Spirit, Divine Spell Power [b]Skills[/b] Concentration +8 (7), Heal +15* (9), Knowledge (Religion) +7 (7), Speak Language (2.0) *With healer's kit, +13 without. [code][b]Equipment Cost Weight[/b] +1 banded mail 1400gp 35lb +1 dagger* 2302gp 1lb Heward's Handy Haversack* 2000gp 5lb Hand of the Mage* 900gp 2lb Elixir of Swimming 250gp Elixir of Vision 250gp Wand of Cure Light Wounds (1st) 750gp 50 charges Scroll of Comprehend Languages (1st) 25gp Endure Elements 25gp Scroll of Lesser Restoration (3rd) 150gp Augury 200gp Gentle Repose 150gp Zone of Truth 150gp Scroll of Healing Lorecall (3rd) 150gp Divine Insight 150gp Dark Way 150gp Scroll of Find Traps (6th) 300gp Spiritual Weapon 300gp Water Breathing 450gp Scroll of Remove Disease (5th) 375gp Invisibility Purge 375gp Locate Object 375gp Remove Curse 375gp Masterwork cold iron heavy mace 324gp 8lb Mithril shirt* 1100gp 10lb Masterwork heavy wooden shield 157gp 10lb Masterwork light crossbow 335gp 4lb Crossbow bolts (10) 1gp 1lb Silvered crossbow bolts (10) 3gp 1lb Healer's kit 50gp 1lb Everburning Torch 110gp 1lb Bedroll 1sp 5lb Map/scroll case (2) 2gp 1lb Belt pouch* 1gp .5lb Flint and steel 1gp Inkpen 1sp Ink (4 vials) 32gp Small steel mirror 10gp .5lb Paper, 5 sheets 2gp 100ft. silk rope 20gp 10lb Sewing needle 5sp Soap 2gp 4lb Sunrod 2gp 1lb Silver holy symbol* 25gp 1lb Spell component pouch* 5gp 2lb Identification papers, standard 2gp 172gp,7s7c All of the above are generally stored in the Haversack, except for items marked with an *. Weight carried: 20lb. light load (normally) 59lb. medium load (combat gear) Light horse 75gp Riding saddle 10gp 25lb Saddlebags 4gp 8lb Iron pot 5sp 10lb Clay jug 3cp 9lb Trail rations (2 days) 1gp 2lb [/code] --------------------------------------------------------------------------------------- [b]Deathbound Domain Power:[/b] Selase's limit for creating undead animated with spells is three times her caster level instead of two. [b]Spontaneous Wounding:[/b] Selase can convert any prepared spell into an Inflict spell of equal or lower level. [b]Spontaneous Healing:[/b] Four times per day, Selase can convert a prepared spell into a Cure spell of equal or lower level. [b]Divine Spell Power:[/b] As a free action, Selase can spend a rebuke attempt and roll a turning check (with a total bonus of +7). She treats the result as a modifier to her caster level on the next divine spell she casts in that round. [b]Appearance:[/b] Selase is a lightly built but serious-looking twenty-five-year-old, with fair skin and brown hair that falls just past her shoulders. Her clothing is various tones of gray and brown but she usually adds a red belt or sash. When necessary, she wears deep red plate armor with black trim and engraved with a few symbols, which serves double duty as ceremonial garb. One too many instances of ambushes and friendly fire has taught Selase to be prepared for anything, so most of the time she wears a chain shirt under her tunic. [b]Background:[/b] Selase has always been very spiritual and devoted to her faith, the Blood of Vol. When she was old enough, she felt a strong desire to spread the truth of the Divinity Within, and so underwent a cleric's training. Only those who demonstrate that they will obey orders without question are brought into the secret of the truth of the church, and Selase questioned everything - she always sought the why, philosophizing endlessly and expounding the virtues she discovered in her contemplations. Her idealism led to the completion of her training without even a suspicion of the real origins of her faith. In her travels as a missionary, Selase was exposed to many of the horrors of the Last War, and she soon added her voice to the movements for peace. She traveled with a unit from her native Karrnath, healing the wounded (on both sides, when possible) and generally trying to ease the horrific body count. Each person she saved, she reasoned, was a person who might yet unlock the Divinity Within and discover true paradise. With the end of the war, the unit disbanded, and Selase returned to her work as a missionary. She became attached to an adventuring group, and has taken her message of faith (and her continual, although friendly, debates with her companions) all across Khorvaire. [b]Primary Role/Distinguishing Abilities:[/b] Selase is a more than competent healer, as well as a powerful spellcaster in her own right. [b]Quirks:[/b] Despite her love of religious debate, Selase is actually quite tolerant of most faiths, although she certainly does not endorse them. She has a tendency to wax philosophical. She has unusual views regarding the warforged, probably best summarized as pity. [b]Tactics:[/b] Selase uses her spells as her primary tool in combat, resorting to physical attacks only when she has nothing better to use. With a fairly high AC and hit points, she's willing to expose herself to an AoO if it will allow her to reach a comrade in need or deliver a crucial spell. Usually, she will open with a spell to buff herself or an ally (such as Bull's Strength) or to disable an enemy (such as Hold Person), and in subsequent rounds use more direct spells like Chill of the Grave and Dispel Magic. [sblock=Advancement] L1->Cleric 1 HP: 9 (1d8+1) SP: +12 (2x4+0x4+4) L2->Cleric 2 HP: 5 (1d8+1) SP: +3 (2+0+1) L3->Cleric 3 HP: 6 (1d8+1) SP: +3 (2+0+1) L4->Cleric 4 HP: 5 (1d8+1) SP: +3 (2+0+1), Wis 17->18 L5->Cleric 5 HP: 6 (1d8+1) SP: +3 (2+0+1) L6->Cleric 6 HP: 5 (1d8+1) SP: +3 (2+0+1) Abilities: Str 10 (2pts), Dex 12 (4pts), Con 13 (5pts), Int 10 (2pts), Wis 17 (13pts), Cha 14 (6pts) Feats: (1) Spontaneous Healer (1) Scribe Scroll (3) Heroic Spirit (6) Divine Spell Power[/sblock] [sblock=Non-SRD Spells] [b]Chill of the Grave:[/b] Range Close ray deals 1d10/2d10/3d10/4d10 cold damage at caster level 1st/4th/7th/10th. (Necromancy; Deathbound 1; Spell Compendium) [b]Blade of Pain and Fear:[/b] [i]A three-foot-long column of disembodied gnashing teeth springs forth from your hand.[/i] For 1 round/level, your melee touch attack deals 1d6 + 1/two levels (Strength mod does not apply). Creatures damaged are also frightened for 1d4 rounds unless they make a Will save. (Evocation; Deathbound 2, Cleric 3; Spell Compendium) [b]Ring of Blades:[/b] For 1 minute/level, horizontal ring of blades extends 5 feet around the caster into all adjacent squares, and moves with you. At the beginning of each of your turns, and also when you cast the spell, the blades deal 1d6 + 1/level to all creatures in the affected area. SR does not apply, but damage reduction does; the blades are treated as magic, silvered, and slashing. (Conjuration (creation); Cleric 3; Spell Compendium. I think it also appears in Complete Arcane) [b]Healing Lorecall:[/b] For 10 minutes/level, when casting a Conjuration (healing) spell, you may also remove any one of the following conditions: dazed, dazzled, or fatigued. Also, you may substitute your total ranks in Heal for your caster level (only for Conjuration (healing) spells). (Divination; Cleric 2; Spell Compendium) [b]Divine Insight:[/b] Once during the spell's duration (1 hour/level) as an immediate action, you can choose to use its effect to grant an insight bonus of 5 + your caster level on any single skill check. You must choose to use the bonus before you roll the check. You can't have more than one Divine Insight effect active on you at the same time. (Divination; Cleric 2; Spell Compendium) [b]Dark Way[/b] You create a ribbonlike, weightless bridge 5 feet wide, one inch thick (although it is unbreakable) and up to 20 feet per caster level long. It must be anchored to solid objects at both ends but can otherwise be at any angle, and must be continuous and unbroken (like a Wall of Force). The bridge can support 200 lbs/level, creatures that cause the total weight to exceed this limit fall through the bridge as though it were not there. The bridge lasts for 1 round/level. (Illusion (shadow); Cleric 2; Spell Compendium)[/sblock] [/QUOTE]
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