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<blockquote data-quote="touc" data-source="post: 9628902" data-attributes="member: 19270"><p><strong><span style="color: rgb(209, 72, 65)">SPELLS </span></strong><span style="color: rgb(0, 0, 0)"><em>[big review here, Emanations worried me, but upon closer reading, pretty much all clarify the foe only saves 1x per round against the spell, meaning they can only be impacted by it once. I adopted Treatmonk's math on Minor Elementals, the most worrisome of all, appreciate him crunching numbers. Also scoured errata.]</em></span></p><p></p><p><strong>Conjure Minor Elementals (4th, Treatmonk fix). </strong>Reduce advance from 2d8 to 1d8 damage. </p><p></p><p><strong>Conjure Woodland Beings (4th, errata, Treatmonk fix). </strong></p><ul> <li data-xf-list-type="ul">Typo, higher slot should say “above 4” not “5.”</li> <li data-xf-list-type="ul"> House Rule: change to read “Whenever the Emanation enters the space of a creature you can see <u>on your turn</u>…” </li> </ul><p><strong>Giant Insect (4th, errata).</strong> HP should read “30 + 10 for each spell level above 4th.”</p><p></p><p><strong>Guidance (cantrip). </strong>Creatures limited to 1 benefit per short rest.</p><p></p><p><strong>Hunter’s Mark (1st). </strong>A <em>Ranger</em> can switch targets as free action if the subject drops to 0 HP.</p><p></p><p><strong>Leomund’s Tiny Hut.</strong> No force field barrier, keeps out environmental effects only. Counts as a Resting “safe haven” (see combat / exploring). <em>Reverts to original design.</em></p><p></p><p><strong>Raise Dead (Mercer rule).</strong> DC 10 check (cannot be affected by any spells or features) + 1 for each time previously raised. <em>Player tracks on their sheet how many times. </em>If fail, character’s soul is lost and permanently dead. Up to 3 friends can assist with skill checks (type and DC vary by DM discretion, such as Religion to offer a prayer). Each success adds +3 to the roll, each failure -1.</p><ul> <li data-xf-list-type="ul"><em>True Resurrection </em>or <em>Wish </em>bypass this check and can restore lost souls.</li> <li data-xf-list-type="ul"><em>Revivify </em>triggers a roll, no assists. Failure adds +1 to future checks, but the spell works and the soul is not lost.</li> </ul><p><strong>True Polymorph (9th, errata). </strong>Remove the line “The spell ends early on the target if it has no Temporary Hit Points left.”</p></blockquote><p></p>
[QUOTE="touc, post: 9628902, member: 19270"] [B][COLOR=rgb(209, 72, 65)]SPELLS [/COLOR][/B][COLOR=rgb(0, 0, 0)][I][big review here, Emanations worried me, but upon closer reading, pretty much all clarify the foe only saves 1x per round against the spell, meaning they can only be impacted by it once. I adopted Treatmonk's math on Minor Elementals, the most worrisome of all, appreciate him crunching numbers. Also scoured errata.][/I][/COLOR] [B]Conjure Minor Elementals (4th, Treatmonk fix). [/B]Reduce advance from 2d8 to 1d8 damage. [B]Conjure Woodland Beings (4th, errata, Treatmonk fix). [/B] [LIST] [*]Typo, higher slot should say “above 4” not “5.” [*][B] [/B]House Rule: change to read “Whenever the Emanation enters the space of a creature you can see [U]on your turn[/U]…” [/LIST] [B]Giant Insect (4th, errata).[/B] HP should read “30 + 10 for each spell level above 4th.” [B]Guidance (cantrip). [/B]Creatures limited to 1 benefit per short rest. [B]Hunter’s Mark (1st). [/B]A [I]Ranger[/I] can switch targets as free action if the subject drops to 0 HP. [B]Leomund’s Tiny Hut.[/B] No force field barrier, keeps out environmental effects only. Counts as a Resting “safe haven” (see combat / exploring). [I]Reverts to original design.[/I] [B]Raise Dead (Mercer rule).[/B] DC 10 check (cannot be affected by any spells or features) + 1 for each time previously raised. [I]Player tracks on their sheet how many times. [/I]If fail, character’s soul is lost and permanently dead. Up to 3 friends can assist with skill checks (type and DC vary by DM discretion, such as Religion to offer a prayer). Each success adds +3 to the roll, each failure -1. [LIST] [*][I]True Resurrection [/I]or [I]Wish [/I]bypass this check and can restore lost souls. [*][I]Revivify [/I]triggers a roll, no assists. Failure adds +1 to future checks, but the spell works and the soul is not lost. [/LIST] [B]True Polymorph (9th, errata). [/B]Remove the line “The spell ends early on the target if it has no Temporary Hit Points left.” [/QUOTE]
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