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<blockquote data-quote="Voadam" data-source="post: 3883795" data-attributes="member: 2209"><p><strong>Party Spells</strong></p><p></p><p>Party Spells</p><p></p><p>Arcata</p><p>1[sblock] [/sblock]</p><p>0[sblock] [/sblock]</p><p></p><p></p><p>Logan</p><p>Inertial Surge [sblock]Range 60'</p><p></p><p>Stop 1 person from moving for 1 round, +1 round if concentrates.</p><p></p><p>Reverse for freedom of movement for 1 round.[/sblock]</p><p></p><p>Wilbur</p><p></p><p>Rikki</p><p>1 cure light wounds, sleep[sblock]Cure Light Wounds</p><p>Conjuration (Healing)</p><p>Level: Brd 1, Clr 1, Drd 1, Healing 1, Pal 1, Rgr 2 </p><p>Components: V, S </p><p>Casting Time: 1 standard action </p><p>Range: Touch </p><p>Target: Creature touched </p><p>Duration: Instantaneous </p><p>Saving Throw: Will half (harmless); see text </p><p>Spell Resistance: Yes (harmless); see text </p><p></p><p>When laying your hand upon a living creature, you channel positive energy that cures 1d8 points of damage +1 point per caster level (maximum +5). </p><p></p><p>Since undead are powered by negative energy, this spell deals damage to them instead of curing their wounds. An undead creature can apply spell resistance, and can attempt a Will save to take half damage. </p><p></p><p>Sleep</p><p>Enchantment (Compulsion) [Mind-Affecting]</p><p>Level: Brd 1, Sor/Wiz 1 </p><p>Components: V, S, M </p><p>Casting Time: 1 round </p><p>Range: Medium (100 ft. + 10 ft./level) </p><p>Area: One or more living creatures within a 10-ft.-radius burst </p><p>Duration: 1 min./level </p><p>Saving Throw: Will negates </p><p>Spell Resistance: Yes </p><p></p><p>A sleep spell causes a magical slumber to come upon 4 Hit Dice of creatures. Creatures with the fewest HD are affected first. </p><p></p><p>Among creatures with equal HD, those who are closest to the spell’s point of origin are affected first. Hit Dice that are not sufficient to affect a creature are wasted. </p><p></p><p>Sleeping creatures are helpless. Slapping or wounding awakens an affected creature, but normal noise does not. Awakening a creature is a standard action (an application of the aid another action). </p><p></p><p>Sleep does not target unconscious creatures, constructs, or undead creatures. </p><p></p><p>Material Component</p><p>A pinch of fine sand, rose petals, or a live cricket. </p><p></p><p>[/sblock]</p><p>0 daze, mending, prestidigitation, sobriety[sblock]Daze</p><p>Enchantment (Compulsion) [Mind-Affecting]</p><p>Level: Brd 0, Sor/Wiz 0 </p><p>Components: V, S, M </p><p>Casting Time: 1 standard action </p><p>Range: Close (25 ft. + 5 ft./2 levels) </p><p>Target: One humanoid creature of 4 HD or less </p><p>Duration: 1 round </p><p>Saving Throw: Will negates </p><p>Spell Resistance: Yes </p><p></p><p>This enchantment clouds the mind of a humanoid creature with 4 or fewer Hit Dice so that it takes no actions. Humanoids of 5 or more HD are not affected. A dazed subject is not stunned, so attackers get no special advantage against it. </p><p></p><p>Material Component</p><p>A pinch of wool or similar substance. </p><p></p><p>Mending</p><p>Transmutation</p><p>Level: Brd 0, Clr 0, Drd 0, Sor/Wiz 0 </p><p>Components: V, S </p><p>Casting Time: 1 standard action </p><p>Range: 10 ft. </p><p>Target: One object of up to 1 lb. </p><p>Duration: Instantaneous </p><p>Saving Throw: Will negates (harmless, object) </p><p>Spell Resistance: Yes (harmless, object) </p><p></p><p>Mending repairs small breaks or tears in objects (but not warps, such as might be caused by a warp wood spell). It will weld broken metallic objects such as a ring, a chain link, a medallion, or a slender dagger, providing but one break exists. </p><p></p><p>Ceramic or wooden objects with multiple breaks can be invisibly rejoined to be as strong as new. A hole in a leather sack or a wineskin is completely healed over by mending. The spell can repair a magic item, but the item’s magical abilities are not restored. The spell cannot mend broken magic rods, staffs, or wands, nor does it affect creatures (including constructs). </p><p></p><p>Prestidigitation</p><p>Universal</p><p>Level: Brd 0, Sor/Wiz 0 </p><p>Components: V, S </p><p>Casting Time: 1 standard action </p><p>Range: 10 ft. </p><p>Target, Effect, or Area: See text </p><p>Duration: 1 hour </p><p>Saving Throw: See text </p><p>Spell Resistance: No </p><p></p><p>Prestidigitations are minor tricks that novice spellcasters use for practice. Once cast, a prestidigitation spell enables you to perform simple magical effects for 1 hour. The effects are minor and have severe limitations. A prestidigitation can slowly lift 1 pound of material. It can color, clean, or soil items in a 1-foot cube each round. It can chill, warm, or flavor 1 pound of nonliving material. It cannot deal damage or affect the concentration of spellcasters. Prestidigitation can create small objects, but they look crude and artificial. The materials created by a prestidigitation spell are extremely fragile, and they cannot be used as tools, weapons, or spell components. Finally, a prestidigitation lacks the power to duplicate any other spell effects. Any actual change to an object (beyond just moving, cleaning, or soiling it) persists only 1 hour. </p><p></p><p>[/sblock]</p></blockquote><p></p>
[QUOTE="Voadam, post: 3883795, member: 2209"] [b]Party Spells[/b] Party Spells Arcata 1[sblock] [/sblock] 0[sblock] [/sblock] Logan Inertial Surge [sblock]Range 60' Stop 1 person from moving for 1 round, +1 round if concentrates. Reverse for freedom of movement for 1 round.[/sblock] Wilbur Rikki 1 cure light wounds, sleep[sblock]Cure Light Wounds Conjuration (Healing) Level: Brd 1, Clr 1, Drd 1, Healing 1, Pal 1, Rgr 2 Components: V, S Casting Time: 1 standard action Range: Touch Target: Creature touched Duration: Instantaneous Saving Throw: Will half (harmless); see text Spell Resistance: Yes (harmless); see text When laying your hand upon a living creature, you channel positive energy that cures 1d8 points of damage +1 point per caster level (maximum +5). Since undead are powered by negative energy, this spell deals damage to them instead of curing their wounds. An undead creature can apply spell resistance, and can attempt a Will save to take half damage. Sleep Enchantment (Compulsion) [Mind-Affecting] Level: Brd 1, Sor/Wiz 1 Components: V, S, M Casting Time: 1 round Range: Medium (100 ft. + 10 ft./level) Area: One or more living creatures within a 10-ft.-radius burst Duration: 1 min./level Saving Throw: Will negates Spell Resistance: Yes A sleep spell causes a magical slumber to come upon 4 Hit Dice of creatures. Creatures with the fewest HD are affected first. Among creatures with equal HD, those who are closest to the spell’s point of origin are affected first. Hit Dice that are not sufficient to affect a creature are wasted. Sleeping creatures are helpless. Slapping or wounding awakens an affected creature, but normal noise does not. Awakening a creature is a standard action (an application of the aid another action). Sleep does not target unconscious creatures, constructs, or undead creatures. Material Component A pinch of fine sand, rose petals, or a live cricket. [/sblock] 0 daze, mending, prestidigitation, sobriety[sblock]Daze Enchantment (Compulsion) [Mind-Affecting] Level: Brd 0, Sor/Wiz 0 Components: V, S, M Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: One humanoid creature of 4 HD or less Duration: 1 round Saving Throw: Will negates Spell Resistance: Yes This enchantment clouds the mind of a humanoid creature with 4 or fewer Hit Dice so that it takes no actions. Humanoids of 5 or more HD are not affected. A dazed subject is not stunned, so attackers get no special advantage against it. Material Component A pinch of wool or similar substance. Mending Transmutation Level: Brd 0, Clr 0, Drd 0, Sor/Wiz 0 Components: V, S Casting Time: 1 standard action Range: 10 ft. Target: One object of up to 1 lb. Duration: Instantaneous Saving Throw: Will negates (harmless, object) Spell Resistance: Yes (harmless, object) Mending repairs small breaks or tears in objects (but not warps, such as might be caused by a warp wood spell). It will weld broken metallic objects such as a ring, a chain link, a medallion, or a slender dagger, providing but one break exists. Ceramic or wooden objects with multiple breaks can be invisibly rejoined to be as strong as new. A hole in a leather sack or a wineskin is completely healed over by mending. The spell can repair a magic item, but the item’s magical abilities are not restored. The spell cannot mend broken magic rods, staffs, or wands, nor does it affect creatures (including constructs). Prestidigitation Universal Level: Brd 0, Sor/Wiz 0 Components: V, S Casting Time: 1 standard action Range: 10 ft. Target, Effect, or Area: See text Duration: 1 hour Saving Throw: See text Spell Resistance: No Prestidigitations are minor tricks that novice spellcasters use for practice. Once cast, a prestidigitation spell enables you to perform simple magical effects for 1 hour. The effects are minor and have severe limitations. A prestidigitation can slowly lift 1 pound of material. It can color, clean, or soil items in a 1-foot cube each round. It can chill, warm, or flavor 1 pound of nonliving material. It cannot deal damage or affect the concentration of spellcasters. Prestidigitation can create small objects, but they look crude and artificial. The materials created by a prestidigitation spell are extremely fragile, and they cannot be used as tools, weapons, or spell components. Finally, a prestidigitation lacks the power to duplicate any other spell effects. Any actual change to an object (beyond just moving, cleaning, or soiling it) persists only 1 hour. [/sblock] [/QUOTE]
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