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OOC: Tholestia: also XP and GP tracking etc.
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<blockquote data-quote="takew" data-source="post: 844868" data-attributes="member: 9702"><p><span style="font-size: 9px">Confusion:</span></p><p><span style="font-size: 9px">Enchantment (Compulsion)</span></p><p><span style="font-size: 9px">[Mind-Affecting]</span></p><p><span style="font-size: 9px">Level: Brd 3, Sor/Wiz 4, Trickery 4</span></p><p><span style="font-size: 9px">Components: V, S, M/DF</span></p><p><span style="font-size: 9px">Casting Time: 1 action</span></p><p><span style="font-size: 9px">Range: Medium (100 ft. + 10 ft./level)</span></p><p><span style="font-size: 9px">Targets: All creatures in a 15-ft. radius</span></p><p><span style="font-size: 9px">Duration: 1 round/level</span></p><p><span style="font-size: 9px">Saving Throw: Will negates</span></p><p><span style="font-size: 9px">Spell Resistance: Yes</span></p><p><span style="font-size: 9px">Creatures affected by this spell behave randomly, as indicated on the following table: 1d10 Behavior</span></p><p><span style="font-size: 9px">1 Wander away for 1 minute (unless prevented)</span></p><p><span style="font-size: 9px">2–6 Do nothing for 1 round</span></p><p><span style="font-size: 9px">7–9 Attack nearest creature for 1 round</span></p><p><span style="font-size: 9px">10 Act normally for 1 round</span></p><p><span style="font-size: 9px">Except on a result of 1, roll again each round to see what the subject does that round. Wandering creatures leave the scene as if disinterested. Attackers are not at any special advantage when attacking them. Behavior is checked at the beginning of each creature’s turn. Any confused creature who is attacked automatically attacks its attackers on its next turn. </span></p><p><span style="font-size: 9px"></span></p><p><span style="font-size: 9px">Inspire Courage: </span></p><p><span style="font-size: 9px">A bard with 3 or more ranks in Perform can to inspire courage in his or her allies. To be affected, an ally</span></p><p><span style="font-size: 9px">must hear the bard sing for a full round. The effect lasts as long as the bard sings and for 5 rounds after the bard stops singing</span></p><p><span style="font-size: 9px">(or 5 rounds after the ally can no longer hear the bard). While singing, the bard can fight but cannot cast spells, activate magic</span></p><p><span style="font-size: 9px">items by spell completion (such as scrolls), or activate magic items by magic word (such as wands). Affected allies receive a</span></p><p><span style="font-size: 9px">+2 morale bonus to saving throws against charm and fear effects and a +1 morale bonus to attack and weapon damage rolls.</span></p><p><span style="font-size: 9px">Inspire courage is a supernatural, mind-affecting ability.</span></p><p><span style="font-size: 9px"></span></p><p><span style="font-size: 9px">Slow:</span></p><p><span style="font-size: 9px">Transmutation</span></p><p><span style="font-size: 9px">Level: Brd 3, Sor/Wiz 3</span></p><p><span style="font-size: 9px">Components: V, S, M</span></p><p><span style="font-size: 9px">Casting Time: 1 action</span></p><p><span style="font-size: 9px">Range: Close (25 ft. + 5 ft./2 levels)</span></p><p><span style="font-size: 9px">Targets: One creature/level, no two of which can be more than 30 ft. apart</span></p><p><span style="font-size: 9px">Duration: 1 round/level</span></p><p><span style="font-size: 9px">Saving Throw: Will negates</span></p><p><span style="font-size: 9px">Spell Resistance: Yes</span></p><p><span style="font-size: 9px">Affected creatures move and attack at a drastically slowed rate. Slowed creatures can take only a partial action each turn.</span></p><p><span style="font-size: 9px">Additionally, they suffer –2 penalties to AC, melee attack rolls, melee damage rolls, and Reflex saves. Slowed creatures jump</span></p><p><span style="font-size: 9px">half as far as normal.</span></p></blockquote><p></p>
[QUOTE="takew, post: 844868, member: 9702"] [SIZE=1]Confusion: Enchantment (Compulsion) [Mind-Affecting] Level: Brd 3, Sor/Wiz 4, Trickery 4 Components: V, S, M/DF Casting Time: 1 action Range: Medium (100 ft. + 10 ft./level) Targets: All creatures in a 15-ft. radius Duration: 1 round/level Saving Throw: Will negates Spell Resistance: Yes Creatures affected by this spell behave randomly, as indicated on the following table: 1d10 Behavior 1 Wander away for 1 minute (unless prevented) 2–6 Do nothing for 1 round 7–9 Attack nearest creature for 1 round 10 Act normally for 1 round Except on a result of 1, roll again each round to see what the subject does that round. Wandering creatures leave the scene as if disinterested. Attackers are not at any special advantage when attacking them. Behavior is checked at the beginning of each creature’s turn. Any confused creature who is attacked automatically attacks its attackers on its next turn. Inspire Courage: A bard with 3 or more ranks in Perform can to inspire courage in his or her allies. To be affected, an ally must hear the bard sing for a full round. The effect lasts as long as the bard sings and for 5 rounds after the bard stops singing (or 5 rounds after the ally can no longer hear the bard). While singing, the bard can fight but cannot cast spells, activate magic items by spell completion (such as scrolls), or activate magic items by magic word (such as wands). Affected allies receive a +2 morale bonus to saving throws against charm and fear effects and a +1 morale bonus to attack and weapon damage rolls. Inspire courage is a supernatural, mind-affecting ability. Slow: Transmutation Level: Brd 3, Sor/Wiz 3 Components: V, S, M Casting Time: 1 action Range: Close (25 ft. + 5 ft./2 levels) Targets: One creature/level, no two of which can be more than 30 ft. apart Duration: 1 round/level Saving Throw: Will negates Spell Resistance: Yes Affected creatures move and attack at a drastically slowed rate. Slowed creatures can take only a partial action each turn. Additionally, they suffer –2 penalties to AC, melee attack rolls, melee damage rolls, and Reflex saves. Slowed creatures jump half as far as normal.[/SIZE] [/QUOTE]
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