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X4: Master of the Desert Nomads - OOC
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<blockquote data-quote="Walking Dad" data-source="post: 4179131" data-attributes="member: 59043"><p>[sblock=Spells]</p><p></p><p>Animalistic Power (PH2)</p><p>Transmutation</p><p>Level: Clr 2, Drd 2, Sor/Wiz 2, Ranger 2</p><p>Components: V, S, M</p><p>Casting Time: 1 standard action</p><p>Range: Touch</p><p>Target: Creature touched</p><p>Duration: 1 min./level</p><p>Saving Throw: Will negates (harmless)</p><p>Spell Resistance: Yes (harmless)</p><p>The spell grants a +2 enhancement bonus to Strength, Dexterity and Constitution.</p><p>Arcane Material Component</p><p>A few hairs, or a pinch of dung, from a bull. </p><p></p><p>Blast of Sand (Sandstorm) - Cone of Cold lite (cone, d6/level, max 10d6), only without the energy type. No SR! Type out the rest if needed (Conjuration Spell)</p><p></p><p>All Spell Compendium</p><p>SPIRITJAWS</p><p>Evocation [Force]</p><p>Level: Druid 3</p><p>Components: V, S, M</p><p>Casting Time: 1 standard action</p><p>Range: Medium (100 + 10 ft./level)</p><p>Effect: Jaws of force</p><p>Duration: 1 round/level (D)</p><p>Saving Throw: None</p><p>Spell Resistance: Yes</p><p>You call upon the power of the dinosaurs to</p><p>complete the spell. A set of ghostly dinosaur</p><p>jaws comes into being and attacks the</p><p>creature you designate.</p><p>This spell creates a set of powerful jaws</p><p>of force. The jaws attempt to grapple the</p><p>designated opponent, starting with one</p><p>attack in the round the spell is cast and</p><p>continuing each round thereafter. The</p><p>spiritjaws use your base attack bonus</p><p>(possibly allowing it multiple attacks</p><p>per round in subsequent rounds) +</p><p>your Wis modifier as its attack bonus.</p><p>If an initial attack hits, the spiritjaws</p><p>deal 2d6 points of damage and attempt</p><p>to start a grapple as a free action. The</p><p>jaws’ bonus on grapple checks is equal</p><p>to their attack bonus + 4.</p><p>Once the opponent is grappled, the</p><p>jaws deal 2d6 points of damage with</p><p>each subsequent grapple check. The</p><p>target is considered to be grappling</p><p>and cannot move. The target creature</p><p>no longer threatens squares and loses</p><p>its Dexterity bonus to AC against</p><p>opponents not grappling it.</p><p>The set of jaws always strikes from</p><p>your direction. It does not get a bonus</p><p>for flanking or help a combatant get</p><p>one. Your feats do not affect the jaws.</p><p>If the jaws move beyond the range of</p><p>the spell, they vanish. Attacking the set</p><p>of jaws has no effect. As a magical force</p><p>effect, the jaws cannot be damaged, but</p><p>disintegrate or a sphere of annihilation</p><p>destroys the effect.</p><p>The grappled opponent can cast a</p><p>spell only if the spell has no somatic</p><p>component, the material components</p><p>are in hand, and a Concentration check</p><p>(DC 20 + spell level) is made. A creature</p><p>grappled by the set of jaws can attempt</p><p>to escape by succeeding on a grapple</p><p>check against the jaws or by making</p><p>a successful Escape Artist check as a</p><p>standard action opposed by the set of</p><p>jaws’ grapple check.</p><p>As a free action, you can direct the</p><p>jaws to pin a grappled opponent instead</p><p>of dealing damage with a grapple</p><p>check. If the jaws win the opposed</p><p>grapple check, the opponent is pinned.</p><p>A pinned opponent is held immobile</p><p>and must break the pin before it can</p><p>escape the grapple. Creatures other</p><p>than those grappling the pinned target</p><p>gain a +4 bonus on attack rolls to hit</p><p>it. If the jaws have multiple attacks</p><p>(granted by your attack bonus), you can</p><p>use them to cause damage to a pinned</p><p>target or to make more grapple attempts</p><p>against that target.</p><p>If you become unable to command</p><p>the jaws, they vanish.</p><p>Material Component: A piece of bone</p><p>from a dinosaur’s jaw.</p><p></p><p>ENHANCE WILD SHAPE</p><p>Transmutation</p><p>Level: Druid 4</p><p>Components: V, S</p><p>Casting Time: 1 minute</p><p>Range: Personal</p><p>Target: You</p><p>Duration: 1 hour/level</p><p>You call upon the primordial energies of</p><p>nature to fill you with the raw power of</p><p>nature. A feral feeling grows within you,</p><p>seeking release.</p><p>This spell infuses your wild shape ability</p><p>with magical energy, magnifying</p><p>and enhancing its power. The type</p><p>of enhancement must be chosen at</p><p>the time the spell is cast and cannot</p><p>be changed once the spell is in effect.</p><p>The next time you activate your wild</p><p>shape ability (during the duration of</p><p>enhance wild shape), this spell enhances</p><p>your new form in the way you selected.</p><p>The enhancement to your wild shape</p><p>remains as long as you stay in that form</p><p>(or until the spell’s duration expires)</p><p>but does not apply to your next wild</p><p>shape form. If you do not activate your</p><p>wild shape ability during the duration</p><p>of enhance wild shape, the spell has no</p><p>effect.</p><p>You select one of the following</p><p>enhancements when you cast this</p><p>spell.</p><p>• Assume the form of a plant with your</p><p>next wild shape.</p><p>• Gain the extraordinary abilities of</p><p>the new form.</p><p>• The new form assumed is stronger</p><p>than normal and gains a +2 bonus</p><p>to Strength.</p><p>• The new form assumed is more agile</p><p>than normal and gains a +2 bonus to</p><p>Dexterity.</p><p>• The new form assumed is healthier</p><p>than normal and gains a +2 bonus to</p><p>Constitution.</p><p>A druid can be affected by more than</p><p>one enhance wild shape spell at a time,</p><p>but a different wild shape enhancement</p><p>must be chosen each time.</p><p>[/sblock]</p><p></p><p>I'm fine with jumping to the river guide.</p><p></p><p>BTW: If our gruoup are the "heroes" this people really have a problem <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p></blockquote><p></p>
[QUOTE="Walking Dad, post: 4179131, member: 59043"] [sblock=Spells] Animalistic Power (PH2) Transmutation Level: Clr 2, Drd 2, Sor/Wiz 2, Ranger 2 Components: V, S, M Casting Time: 1 standard action Range: Touch Target: Creature touched Duration: 1 min./level Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless) The spell grants a +2 enhancement bonus to Strength, Dexterity and Constitution. Arcane Material Component A few hairs, or a pinch of dung, from a bull. Blast of Sand (Sandstorm) - Cone of Cold lite (cone, d6/level, max 10d6), only without the energy type. No SR! Type out the rest if needed (Conjuration Spell) All Spell Compendium SPIRITJAWS Evocation [Force] Level: Druid 3 Components: V, S, M Casting Time: 1 standard action Range: Medium (100 + 10 ft./level) Effect: Jaws of force Duration: 1 round/level (D) Saving Throw: None Spell Resistance: Yes You call upon the power of the dinosaurs to complete the spell. A set of ghostly dinosaur jaws comes into being and attacks the creature you designate. This spell creates a set of powerful jaws of force. The jaws attempt to grapple the designated opponent, starting with one attack in the round the spell is cast and continuing each round thereafter. The spiritjaws use your base attack bonus (possibly allowing it multiple attacks per round in subsequent rounds) + your Wis modifier as its attack bonus. If an initial attack hits, the spiritjaws deal 2d6 points of damage and attempt to start a grapple as a free action. The jaws’ bonus on grapple checks is equal to their attack bonus + 4. Once the opponent is grappled, the jaws deal 2d6 points of damage with each subsequent grapple check. The target is considered to be grappling and cannot move. The target creature no longer threatens squares and loses its Dexterity bonus to AC against opponents not grappling it. The set of jaws always strikes from your direction. It does not get a bonus for flanking or help a combatant get one. Your feats do not affect the jaws. If the jaws move beyond the range of the spell, they vanish. Attacking the set of jaws has no effect. As a magical force effect, the jaws cannot be damaged, but disintegrate or a sphere of annihilation destroys the effect. The grappled opponent can cast a spell only if the spell has no somatic component, the material components are in hand, and a Concentration check (DC 20 + spell level) is made. A creature grappled by the set of jaws can attempt to escape by succeeding on a grapple check against the jaws or by making a successful Escape Artist check as a standard action opposed by the set of jaws’ grapple check. As a free action, you can direct the jaws to pin a grappled opponent instead of dealing damage with a grapple check. If the jaws win the opposed grapple check, the opponent is pinned. A pinned opponent is held immobile and must break the pin before it can escape the grapple. Creatures other than those grappling the pinned target gain a +4 bonus on attack rolls to hit it. If the jaws have multiple attacks (granted by your attack bonus), you can use them to cause damage to a pinned target or to make more grapple attempts against that target. If you become unable to command the jaws, they vanish. Material Component: A piece of bone from a dinosaur’s jaw. ENHANCE WILD SHAPE Transmutation Level: Druid 4 Components: V, S Casting Time: 1 minute Range: Personal Target: You Duration: 1 hour/level You call upon the primordial energies of nature to fill you with the raw power of nature. A feral feeling grows within you, seeking release. This spell infuses your wild shape ability with magical energy, magnifying and enhancing its power. The type of enhancement must be chosen at the time the spell is cast and cannot be changed once the spell is in effect. The next time you activate your wild shape ability (during the duration of enhance wild shape), this spell enhances your new form in the way you selected. The enhancement to your wild shape remains as long as you stay in that form (or until the spell’s duration expires) but does not apply to your next wild shape form. If you do not activate your wild shape ability during the duration of enhance wild shape, the spell has no effect. You select one of the following enhancements when you cast this spell. • Assume the form of a plant with your next wild shape. • Gain the extraordinary abilities of the new form. • The new form assumed is stronger than normal and gains a +2 bonus to Strength. • The new form assumed is more agile than normal and gains a +2 bonus to Dexterity. • The new form assumed is healthier than normal and gains a +2 bonus to Constitution. A druid can be affected by more than one enhance wild shape spell at a time, but a different wild shape enhancement must be chosen each time. [/sblock] I'm fine with jumping to the river guide. BTW: If our gruoup are the "heroes" this people really have a problem ;) [/QUOTE]
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