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Gaming W/Jemal : Prisoners!!(Inmates Chosen)
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<blockquote data-quote="Avalon®" data-source="post: 3504433" data-attributes="member: 48208"><p>[sblock=Spells you wanted info on Jemal]Earth Hammer - Casting time: 1 swift action, Range: touch, target: weapon touched, duration: 1 round/level, Effect: The base damage of the weapon improves by one step (as if it were one size larger). Weapon deals bludgeoning damage and bypasses DR as if it were made with Adamantine.</p><p></p><p>Close Wounds - Casting Time: Immediate action, Range: Close, Target: 1 creature, Duration: Instanteneous, Effect: Cure 1d4 points +1/caster level (max +5). If you cast this spell immediately after the subject takes damage, it effectively prevents the damage. It would keep alive someone who had just dropped to -10 hp, for example, leaving the char at negative hp but stable. Can be used against undead to damage them (Will for half)</p><p></p><p>Clutch of Orcus - Necromancy (Evil), Casting Time: 1 standard action, Range: Medium, Target: One humanoid, Duration: Concentration, up to 1 round/level, Saving Throw: Fort Negates, SR: Yes, Effect: Victim is paralyzed and takes 1d12 damage per round. Concentration is required to maintain spell each round. A conscious victim can attempt to make a new fort save each round to end spell. If victim dies as a result of this spell, his smoking heart appears in your hand.</p><p></p><p>Divine Insight - Casting Time: 1 standard action, Range: Personal, Target: You, Duration: 1 hour/level or until discharged. Effect: Once during this spell's duration, you can choose to use its effect. This spell grants you an insight bonus equal to 5 + caster level (max +15) on any single skill check. Activating the effect is an immediate action. You must choose to use the insight bonus before you make the check you want to modify. Once used, the spell ends. You can't have more than one divine insight effect active on you at the same time.</p><p></p><p>Revenance - Casting Time: Standar action, Range: touch, Target: dead ally touched, Duration: 1 minute/level, Effect: Brings a dead ally temporarily back to life. Ally can have been dead for 1 round/level. Target functions as if raise dead was cast on him, except he does not lose a level and has half of his full normal hp. He is alive for the duration of the spell and can be healed normally, but dies as soon as the spell ends. While under the spell's effect, the subject is not affected by spells that raise the dead. Subject gains a +1 morale bonus on attack rolls, damage rolls, saves and checks against creatures that killed him.[/sblock]</p></blockquote><p></p>
[QUOTE="Avalon®, post: 3504433, member: 48208"] [sblock=Spells you wanted info on Jemal]Earth Hammer - Casting time: 1 swift action, Range: touch, target: weapon touched, duration: 1 round/level, Effect: The base damage of the weapon improves by one step (as if it were one size larger). Weapon deals bludgeoning damage and bypasses DR as if it were made with Adamantine. Close Wounds - Casting Time: Immediate action, Range: Close, Target: 1 creature, Duration: Instanteneous, Effect: Cure 1d4 points +1/caster level (max +5). If you cast this spell immediately after the subject takes damage, it effectively prevents the damage. It would keep alive someone who had just dropped to -10 hp, for example, leaving the char at negative hp but stable. Can be used against undead to damage them (Will for half) Clutch of Orcus - Necromancy (Evil), Casting Time: 1 standard action, Range: Medium, Target: One humanoid, Duration: Concentration, up to 1 round/level, Saving Throw: Fort Negates, SR: Yes, Effect: Victim is paralyzed and takes 1d12 damage per round. Concentration is required to maintain spell each round. A conscious victim can attempt to make a new fort save each round to end spell. If victim dies as a result of this spell, his smoking heart appears in your hand. Divine Insight - Casting Time: 1 standard action, Range: Personal, Target: You, Duration: 1 hour/level or until discharged. Effect: Once during this spell's duration, you can choose to use its effect. This spell grants you an insight bonus equal to 5 + caster level (max +15) on any single skill check. Activating the effect is an immediate action. You must choose to use the insight bonus before you make the check you want to modify. Once used, the spell ends. You can't have more than one divine insight effect active on you at the same time. Revenance - Casting Time: Standar action, Range: touch, Target: dead ally touched, Duration: 1 minute/level, Effect: Brings a dead ally temporarily back to life. Ally can have been dead for 1 round/level. Target functions as if raise dead was cast on him, except he does not lose a level and has half of his full normal hp. He is alive for the duration of the spell and can be healed normally, but dies as soon as the spell ends. While under the spell's effect, the subject is not affected by spells that raise the dead. Subject gains a +1 morale bonus on attack rolls, damage rolls, saves and checks against creatures that killed him.[/sblock] [/QUOTE]
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