Zahur Dal’s Sorcerer (Elemental Air) Spells

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Zahur Dal’s Sorcerer (Elemental Air) SpellsBloodline Spell-Like Abilities (CL 8th; concentration 13) (CL 11th; concentration 16)8/day (1d6 4electricity) (1d6 5electricity)1/day (11d6electricity, DC 20)Elemental Ray (Sp):Elemental Blast (Sp):At 9th level, you can unleash a blast ofelemental power once per day. This 20-footradius burst does 1d6 points of damage of yourenergy type per sorcerer level. Those caught inthe area of your blast receive a Reflex save forhalf damage. Creatures that fail their saves gainvulnerability to your energy type until the end ofyour next turn. The DC of this save is equal to10 1/2 your sorcerer level your Charismamodifier. At 9th level, you can use this abilityonce per day. At 17th level, you can use thisability twice per day. At 20th level, you can usethis ability three times per day. This power has arange of 60 feet.Starting at 1st level, you can unleash anelemental ray as a standard action, targetingany foe within 30 feet as a ranged touch attack.This ray deals 1d6 points of damage of yourenergy type 1 for every two sorcerer levels youpossess. You can use this ability a number oftimes per day equal to 3 your Charismamodifier.***1st (8/day2nd (7/day)3rd (6/day) (7/day)4th (4/day) (7/day)5th (5/day)(DC 18) ElectricityBurning HandsSchool evocation [fire]; Level sorcerer/wizard 1Casting Time 1 standard actionComponents V, SRange 15 ft.Area cone-shaped burstDuration instantaneousSaving Throw Reflex half; Spell ResistanceyesA cone of searing flame shoots fromyour fingertips. Any creature in the area of theflames takes 1d4 points of fire damage percaster level (maximum 5d4). Flammablematerials burn if the flames touch them. Acharacter can extinguish burning items as a fullround action.(DC 22)Cone of ColdSchool evocation [cold]; Level sorcerer/wizard5Casting Time 1 standard actionComponents V, S, M (a small crystal or glasscone)Range 60 ft.Area cone-shaped burstDuration instantaneousSaving Throw Reflex half; Spell ResistanceyesCone of cold creates an area of extremecold, originating at your hand and extendingoutward in a cone. It drains heat, dealing 1d6points of cold damage per caster level(maximum 15d6).Detect MagicDetect PoisonElemental Body ISchool transmutation (polymorph); Levelsorcerer/wizard 4Casting Time 1 standard actionComponents V, S, M (the element you plan toassume)Range personalTarget youDuration 1 min/level (D)When you cast this spell, you can assumethe form of a Small air, earth, fire, or water elemental(see the Pathfinder RPG Bestiary). The abilities yougain depend upon the type of elemental into whichyou change. Elemental abilities based on size, such

as burn, vortex, and whirlwind, use the size of theelemental you transform into to determine their effect.Air elemental: If the form you take is that of aSmall air elemental, you gain a 2 size bonus to yourDexterity and a 2 natural armor bonus. You also gainfly 60 feet (perfect), darkvision 60 feet, and the abilityto create a whirlwind.Earth elemental: If the form you take is thatof a Small earth elemental, you gain a 2 size bonusto your Strength and a 4 natural armor bonus. Youalso gain darkvision 60 feet and the ability to earthglide.Fire elemental: If the form you take is that ofa Small fire elemental, you gain a 2 size bonus toyour Dexterity and a 2 natural armor bonus. Yougain darkvision 60 feet, resist fire 20, vulnerability tocold, and the burn ability.Water elemental: If the form you take is thatof a Small water elemental, you gain a 2 size bonusto your Constitution and a 4 natural armor bonus.You also gain swim 60 feet, darkvision 60 feet, theability to create a vortex, and the ability to breathewater.Elemental Body IISchool transmutation (polymorph); Levelsorcerer/wizard 5This spell functions as elemental body I,except that it also allows you to assume the form of aMedium air, earth, fire, or water elemental. Theabilities you gain depend upon the elemental.Air elemental: As elemental body I exceptthat you gain a 4 size bonus to your Dexterity and a 3 natural armor bonus.Earth elemental: As elemental body I exceptthat you gain a 4 size bonus to your Strength and a 5 natural armor bonus.Fire elemental: As elemental body I exceptthat you gain a 4 size bonus to your Dexterity and a 3 natural armor bonus.Water elemental: As elemental body I exceptthat you gain a 4 size bonus to your Constitution anda 5 natural armor bonus.Feather FallSchool transmutation; Level bard 1, sorcerer/wizard1Casting Time 1 immediate actionComponents VRange close (25 ft. 5 ft./2 levels)Targets one Medium or smaller freefalling object orcreature/level, no two of which may be more than 20ft. apartDuration until landing or 1 round/levelSaving Throw Will negates (harmless) or Willnegates (object); Spell Resistance yes (object)The affected creatures or objects fall slowly.Feather fall instantly changes the rate at which thetargets fall to a mere 60 feet per round (equivalent tothe end of a fall from a few feet), and the subjectstake no damage upon landing while the spell is ineffect. When the spell duration expires, a normal rateof falling resumes.The spell affects one or more Medium orsmaller creatures (including gear and carried objectsup to each creature’s maximum load) or objects, orthe equivalent in larger creatures: a Large creature orobject counts as two Medium creatures or objects, aHuge creature or object counts as four Mediumcreatures or objects, and so forth.This spell has no special effect on rangedweapons unless they are falling quite a distance. Ifthe spell is cast on a falling item, the object does halfnormal damage based on its weight, with no bonus forthe height of the drop.Feather fall works only upon free-fallingobjects. It does not affect a sword blow or a chargingor flying creature.(DC 20)FireballSchool evocation [fire]; Level sorcerer/wizard 3Casting Time 1 standard actionComponents V, S, M (a ball of bat guano andsulfur)Range long (400 ft. 40 ft./level)Area 20-ft.-radius spreadDuration instantaneousSaving Throw Reflex half; Spell ResistanceyesA fireball spell generates a searingexplosion of flame that detonates with a low roarand deals 1d6 points of fire damage per casterlevel (maximum 10d6) to every creature withinthe area. Unattended objects also take thisdamage. The explosion creates almost nopressure.You point your finger and determine therange (distance and height) at which the fireballis to burst. A glowing, pea-sized bead streaksfrom the pointing digit and, unless it impactsupon a material body or solid barrier prior toattaining the prescribed range, blossoms into thefireball at that point. An early impact results in anearly detonation. If you attempt to send the beadthrough a narrow passage, such as through anarrow slit, you must “hit” the opening with aranged touch attack, or else the bead strikes thebarrier and detonates prematurely.The fireball sets fire to combustibles anddamages objects in the area. It can melt metalswith low melting points, such as lead, gold,copper, silver, and bronze. If the damagecaused to an interposing barrier shatters orbreaks through it, the fireball may continuebeyond the barrier if the area permits; otherwiseit stops at the barrier just as any other spelleffect does.

(DC 19)Flaming SphereSchool evocation [fire]; Level druid 2,sorcerer/wizard 2Casting Time 1 standard actionComponents V, S, M/DF (tallow, brimstone,and powdered iron)Range medium (100 ft. 10 ft./level)Effect 5-ft.-diameter sphereDuration 1 round/levelSaving Throw Reflex negates; SpellResistance yesA burning globe of fire rolls in whicheverdirection you point and burns those it strikes. Itmoves 30 feet per round. As part of thismovement, it can ascend or jump up to 30 feetto strike a target. If it enters a space with acreature, it stops moving for the round and deals3d6 points of fire damage to that creature,though a successful Reflex save negates thatdamage. A flaming sphere rolls over barriersless than 4 feet tall. It ignites flammablesubstances it touches and illuminates the samearea as a torch would.The sphere moves as long as youactively direct it (a move action for you);otherwise, it merely stays at rest and burns. Itcan be extinguished by any means that wouldput out a normal fire of its size. The surface ofthe sphere has a spongy, yielding consistencyand so does not cause damage except by itsflame. It cannot push aside unwilling creaturesor batter down large obstacles. A flaming spherewinks out if it exceeds the spell’s range.FlySchool transmutation; Level sorcerer/wizard 3Casting Time 1 standard actionComponents V, S, F (a wing feather)Range touchTarget creature touchedDuration 1 min./levelSaving Throw Will negates (harmless); SpellResistance yes (harmless)The subject can fly at a speed of 60 feet(or 40 feet if it wears medium or heavy armor, orif it carries a medium or heavy load). It canascend at half speed and descend at doublespeed, and its maneuverability is good. Using afly spell requires only as much concentration aswalking, so the subject can attack or cast spellsnormally. The subject of a fly spell can chargebut not run, and it cannot carry aloft more weightthan its maximum load, plus any armor it wears.The subject gains a bonus on Fly skill checksequal to 1/2 your caster level.Should the spell duration expire whilethe subject is still aloft, the magic fails slowly.The subject floats downward 60 feet per roundfor 1d6 rounds. If it reaches the ground in thatamount of time, it lands safely. If not, it falls therest of the distance, taking 1d6 points of damageper 10 feet of fall. Since dispelling a spelleffectively ends it, the subject also descendssafely in this way if the fly spell is dispelled, butnot if it is negated by an antimagic field.Fog CloudSchool conjuration (creation); Level druid 2,sorcerer/wizard 2Casting Time 1 standard actionComponents V, SRange medium (100 ft. 10 ft. level)Effect fog spreads in 20-ft. radiusDuration 10 min./levelSaving Throw none; Spell Resistance noA bank of fog billows out from the pointyou designate. The fog obscures all sight,including darkvision, beyond 5 feet. A creaturewithin 5 feet has concealment (attacks have a20% miss chance). Creatures farther away havetotal concealment (50% miss chance, and theattacker can’t use sight to locate the target).A moderate wind (11 mph) dispersesthe fog in 4 rounds; a strong wind (21 mph)disperses the fog in 1 round.The spell does not function underwater.Gaseous FormSchool transmutation; Level bard 3,sorcerer/wizard 3Casting Time 1 standard actionComponents S, M/DF (a bit of gauze and awisp of smoke)Range touchTarget willing corporeal creature touchedDuration 2 min./level (D)Saving Throw none; Spell Resistance noThe subject and all its gear becomeinsubstantial, misty, and translucent. Its materialarmor (including natural armor) becomesworthless, though its size, Dexterity, deflectionbonuses, and armor bonuses from force effectsstill apply. The subject gains DR 10/magic andbecomes immune to poison, sneak attacks, andcritical hits. It can’t attack or cast spells withverbal, somatic, material, or focus componentswhile in gaseous form. This does not rule out theuse of certain spells that the subject may haveprepared using the feats Silent Spell, Still Spell,and Eschew Materials. The subject also losessupernatural abilities while in gaseous form. If it

has a touch spell ready to use, that spell isdischarged harmlessly when the gaseous formspell takes effect.A gaseous creature can’t run, but it canfly at a speed of 10 feet and automaticallysucceeds on all Fly skill checks. It can passthrough small holes or narrow openings, evenmere cracks, with all it was wearing or holding inits hands, as long as the spell persists. Thecreature is subject to the effects of wind, and itcan’t enter water or other liquid. It also can’tmanipulate objects or activate items, even thosecarried along with its gaseous form.Continuously active items remain active, thoughin some cases their effects may be moot.(DC 19)Gust of WindSchool evocation [air]; Level druid 2,sorcerer/wizard 2Casting Time 1 standard actionComponents V, SRange 60 ft.Effect line-shaped gust of severe windemanating out from you to the extreme of therangeDuration 1 roundSaving Throw Fortitude negates; SpellResistance yesThis spell creates a severe blast of air(approximately 50 mph) that originates from you,affecting all creatures in its path. All flyingcreatures in this area take a –4 penalty on Flyskill checks. Tiny or smaller flying creaturesmust make a DC 25 Fly skill check or be blownback 2d6 10 feet and take 2d6 points ofdamage. Small or smaller flying creatures mustmake a DC 20 Fly skill check to move againstthe force of the wind.A Tiny or smaller creature on the groundis knocked down and rolled 1d4 10 feet, taking1d4 points of nonlethal damage per 10 feet.Small creatures are knocked prone bythe force of the wind.Medium or smaller creatures are unableto move forward against the force of the windunless they succeed at a DC 15 Strength check.Large or larger creatures may movenormally within a gust of wind effect.This spell can’t move a creature beyondthe limit of it’s range.Any creature, regardless of size, takes a–4 penalty on ranged attacks and Perceptionchecks in the area of a gust of wind.The force of the gust automaticallyextinguishes candles, torches, and similarunprotected flames. It causes protected flames,such as those in lanterns, to dance wildly andhas a 50% chance to extinguish those lights.In addition to the effects noted, a gust ofwind can do anything that a sudden blast of windwould be expected to do. It can create a stingingspray of sand or dust, fan a large fire, overturndelicate awnings or hangings, heel over a smallboat, and blow gases or vapors to the edge of itsrange.Gust of wind can be made permanentwith a permanency spell.HasteSchool transmutation; Level bard 3,sorcerer/wizard 3Casting Time 1 standard actionComponents V, S, M (a shaving of licorice root)Range close (25 ft. 5 ft./2 levels)Targets one creature/level, no two of which canbe more than 30 ft. apartDuration 1 round/levelSaving Throw Fortitude negates (harmless);Spell Resistance yes (harmless)The transmuted creatures move and actmore quickly than normal. This extra speed hasseveral effects.When making a full attack action, ahasted creature may make one extra attack withone natural or manufactured weapon. The attackis made using the creature’s full base attackbonus, plus any modifiers appropriate to thesituation. (This effect is not cumulative withsimilar effects, such as that provided by a speedweapon, nor does it actually grant an extraaction, so you can’t use it to cast a second spellor otherwise take an extra action in the round.)A hasted creature gains a 1 bonus onattack rolls and a 1 dodge bonus to AC andReflex saves. Any condition that makes you loseyour Dexterity bonus to Armor Class (if any) alsomakes you lose dodge bonuses.All of the hasted creature’s modes ofmovement (including land movement, burrow,climb, fly, and swim) increase by 30 feet, to amaximum of twice the subject’s normal speedusing that form of movement. This increasecounts as an enhancement bonus, and it affectsthe creature’s jumping distance as normal forincreased speed. Multiple haste effects don’tstack. Haste dispels and counters slow.

Ice StormSchool evocation [cold]; Level druid 4,sorcerer/wizard 4Casting Time 1 standard actionComponents V, S, M/DF (dust and water)Range long (400 ft. 40 ft./level)Area cylinder (20-ft. radius, 40 ft. high)Duration 1 round/level (D)Saving Throw none; Spell Resistance yesGreat magical hailstones pound downupon casting this spell, dealing 3d6 points ofbludgeoning damage and 2d6 points of colddamage to every creature in the area. Thisdamage only occurs once, when the spell iscast. For the remaining duration of the spell,heavy snow and sleet rains down in the area.Creatures inside this area take a –4 penalty onPerception skill checks and the entire area istreated as difficult terrain. At the end of theduration, the snow and hail disappear, leavingno aftereffects (other than the damage dealt).reduced to 20 if the creature is moving. Thespell ends if the subject attacks any creature.For purposes of this spell, an attack includesany spell targeting a foe or whose area or effectincludes a foe. Exactly who is a foe depends onthe invisible character’s perceptions. Actionsdirected at unattended objects do not break thespell. Causing harm indirectly is not an attack.Thus, an invisible being can open doors, talk,eat, climb stairs, summon monsters and havethem attack, cut the ropes holding a rope bridgewhile enemies are on the bridge, remotelytrigger traps, open a portcullis to release attackdogs, and so forth. If the subject attacks directly,however, it immediately becomes visible alongwith all its gear. Spells such as bless thatspecifically affect allies but not foes are notattacks for this purpose, even when they includefoes in their area.Invisibility can be made permanent (onobjects only) with a permanency spell.InvisibilitySchool illusion (glamer); Level bard 2,sorcerer/wizard 2Casting Time 1 standard actionComponents V, S, M/DF (an eyelash encasedin gum arabic)Range personal or touchTarget you or a creature or object weighing nomore than 100 lbs./levelDuration 1 min./level (D)Saving Throw Will negates (harmless) or Willnegates (harmless, object); Spell Resistanceyes (harmless) or yes (harmless, object)The creature or object touched becomesinvisible. If the recipient is a creature carryinggear, that vanishes, too. If you cast the spell onsomeone else, neither you nor your allies cansee the subject, unless you can normally seeinvisible things or you employ magic to do so.Items dropped or put down by aninvisible creature become visible; items pickedup disappear if tucked into the clothing orpouches worn by the creature. Light, however,never becomes invisible, although a source oflight can become so (thus, the effect is that of alight with no visible source). Any part of an itemthat the subject carries but that extends morethan 10 feet from it becomes visible.Of course, the subject is not magicallysilenced, and certain other conditions can renderthe recipient detectable (such as swimming inwater or stepping in a puddle). If a check isrequired, a stationary invisible creature has a 40 bonus on its Stealth checks. This bonus isLightMage ArmorMage HandMagic MissileSchool evocation [force]; Level sorcerer/wizard1Casting Time 1 standard actionComponents V, SRange medium (100 ft. 10 ft./level)Targets up to five creatures, no two of whichcan be more than 15 ft. apartDuration instantaneousSaving Throw none; Spell Resistance yesA missile of magical energy darts forthfrom your fingertip and strikes its target, dealing1d4 1 points of force damage.The missile strikes unerringly, even ifthe target is in melee combat, so long as it hasless than total cover or total concealment.Specific parts of a creature can’t be singled out.Objects are not damaged by the spell.For every two caster levels beyond 1st,you gain an additional missile—two at 3rd level,three at 5th, four at 7th, and the maximum of fivemissiles at 9th level or higher. If you shootmultiple missiles, you can have them strike asingle creature or several creatures. A singlemissile can strike only one creature. You mustdesignate targets before you check for spellresistance or roll damage.

Protection From EnergyMendingMessageOverland FlightSchool transmutation; Level sorcerer/wizard 5Components: V, SRange personalTarget youDuration 1 hour/levelThis spell functions like a fly spell, exceptyou can fly at a speed of 40 feet (30 feet if wearingmedium or heavy armor, or if carrying a medium orheavy load) with a bonus on Fly skill checks equal tohalf your caster level. When using this spell for longdistance movement, you can hustle without takingnonlethal damage (a forced march still requiresConstitution checks). This means you can cover 64miles in an 8-hour period of flight (or 48 miles at aspeed of 30 feet).FlySchool transmutation; Level sorcerer/wizard 3Casting Time 1 standard actionComponents V, S, F (a wing feather)Range touchTarget creature touchedDuration 1 min./levelSaving Throw Will negates (harmless); SpellResistance yes (harmless)The subject can fly at a speed of 60 feet (or40 feet if it wears medium or heavy armor, or if itcarries a medium or heavy load). It can ascend at halfspeed and descend at double speed, and itsmaneuverability is good. Using a fly spell requiresonly as much concentration as walking, so the subjectcan attack or cast spells normally. The subject of a flyspell can charge but not run, and it cannot carry aloftmore weight than its maximum load, plus any armor itwears. The subject gains a bonus on Fly skill checksequal to 1/2 your caster level.Should the spell duration expire while thesubject is still aloft, the magic fails slowly. The subjectfloats downward 60 feet per round for 1d6 rounds. If itreaches the ground in that amount of time, it landssafely. If not, it falls the rest of the distance, taking1d6 points of damage per 10 feet of fall. Sincedispelling a spell effectively ends it, the subject alsodescends safely in this way if the fly spell is dispelled,but not if it is negated by an antimagic field.PrestidigitationSchool abjuration; Level cleric 3, druid 3, ranger 2,sorcerer/wizard 3Casting Time 1 standard actionComponents V, S, DFRange touchTarget creature touchedDuration 10 min./level or until dischargedSaving Throw Fortitude negates (harmless); SpellResistance yes (harmless)Protection from energy grants temporaryimmunity to the type of energy you specify when youcast it (acid, cold, electricity, fire, or sonic). When thespell absorbs 12 points per caster level of energydamage (to a maximum of 120 points at 10th level), itis discharged.Protection from energy overlaps (and doesnot stack with) resist energy. If a character is wardedby protection from energy and resist energy, theprotection spell absorbs damage until its power isexhausted.Ray of Frost (DC 17)School evocation [cold]; Level sorcerer/wizard 0Casting Time 1 standard actionComponents V, SRange close (25 ft. 5 ft./2 levels)Effect rayDuration instantaneousSaving Throw none; Spell Resistance yesA ray of freezing air and ice projects fromyour pointing finger. You must succeed on a rangedtouch attack with the ray to deal damage to a target.The ray deals 1d3 points of cold damage.Read MagicScorching Ray (Electricity)School evocation [fire]; Level sorcerer/wizard 2Casting Time 1 standard actionComponents V, SRange close (25 ft. 5 ft./2 levels)Effect one or more raysDuration instantaneousSaving Throw none; Spell Resistance yesYou blast your enemies with a searingbeam of fire. You may fire one ray, plus oneadditional ray for every four levels beyond 3rd(to a maximum of three rays at 11th level). Eachray requires a ranged touch attack to hit anddeals 4d6 points of fire damage. The rays maybe fired at the same or different targets, but allrays must be aimed at targets within 30 feet ofeach other and fired simultaneously.

See InvisibilitySchool divination; Level bard 3, sorcerer/wizard2Casting Time 1 standard actionComponents V, S, M (talc and powdered silver)Range personalTarget youDuration 10 min./level (D)You can see any objects or beings thatare invisible within your range of vision, as wellas any that are ethereal, as if they were normallyvisible. Such creatures are visible to you astranslucent shapes, allowing you easily todiscern the difference between visible, invisible,and ethereal creatures.The spell does not reveal the methodused to obtain invisibility. It does not revealillusions or enable you to see through opaqueobjects. It does not reveal creatures who aresimply hiding, concealed, or otherwise hard tosee.See invisibility can be made permanentwith a permanency spell.ShieldShocking GraspSchool evocation [electricity]; Levelsorcerer/wizard 1Casting Time 1 standard actionComponents V, SRange touchTarget creature or object touchedDuration instantaneousSaving Throw none; Spell Resistance yesYour successful melee touch attackdeals 1d6 points of electricity damage per casterlevel (maximum 5d6). When delivering the jolt,you gain a 3 bonus on attack rolls if theopponent is wearing metal armor (or is carryinga metal weapon or is made of metal).(DC 21)ShoutSchool evocation [sonic]; Level bard 4,sorcerer/wizard 4Casting Time 1 standard actionComponents VRange 30 ft.Area cone-shaped burstDuration instantaneousSaving Throw Fortitude partial or Reflexnegates (object); see text; Spell Resistance yes(object)You emit an ear-splitting yell thatdeafens and damages creatures in its path. Anycreature within the area is deafened for 2d6rounds and takes 5d6 points of sonic damage. Asuccessful save negates the deafness andreduces the damage by half. Any exposed brittleor crystalline object or crystalline creature takes1d6 points of sonic damage per caster level(maximum 15d6). An affected creature isallowed a Fortitude save to reduce the damageby half, and a creature holding fragile objectscan negate damage to them with a successfulReflex save. A shout spell cannot penetrate asilence spell.Sleet StormSchool conjuration (creation) [cold]; Level druid3, sorcerer/wizard 3Casting Time 1 standard actionComponents V, S, M/DF (dust and water)Range long (400 ft. 40 ft./level)Area cylinder (40-ft. radius, 20 ft. high)Duration 1 round/levelSaving Throw none; Spell Resistance noDriving sleet blocks all sight (evendarkvision) within it and causes the ground inthe area to be icy. A creature can walk within orthrough the area of sleet at half normal speedwith a DC 10 Acrobatics check. Failure means itcan’t move in that round, while failure by 5 ormore means it falls (see the Acrobatics skill fordetails).The sleet extinguishes torches andsmall fires.Solid FogSchool conjuration (creation); Levelsorcerer/wizard 4Components: V, S, M (powdered peas and ananimal hoof)Duration 1 min./levelSpell Resistance noThis spell functions like fog cloud, but inaddition to obscuring sight, the solid fog is sothick that it impedes movement. Creaturesmoving through a solid fog move at half theirnormal speed and take a –2 penalty on all meleeattack and melee damage rolls. The vaporsprevent effective ranged weapon attacks (exceptfor magic rays and the like). A creature or objectthat falls into solid fog is slowed so that each 10feet of vapor that it passes through reduces thefalling damage by 1d6. A creature cannot take a5-foot-step while in solid fog. Solid fog, andeffects that work like solid fog, do not stack witheach other in terms of slowed movement andattack penalties.

Solid fog can be made permanent with apermanency spell. A permanent solid fogdispersed by wind reforms in 10 minutes.Unlike normal fog, only a severe wind(31 mph) disperses these vapors, and it doesso in 1 round.***Barkskin, potion ofSchool transmutation; Level druid 2, ranger 2Casting Time 1 standard actionComponents V, S, DFRange touchTarget living creature touchedDuration 10 min./levelSaving Throw none; Spell Resistance yes(harmless)Barkskin toughens a creature’s skin.The effect grants a 2 enhancement bonus tothe creature’s existing natural armor bonus. Thisenhancement bonus increases by 1 for everythree caster levels above 3rd, to a maximum of 5 at 12th level.The enhancement bonus provided bybarkskin stacks with the target’s natural armorbonus, but not with other enhancement bonusesto natural armor. A creature without naturalarmor has an effective natural armor bonus of 0.Cure Moderate (Serious) Wounds, Potion of(2d8 3) 3d8 5Magic Missile, Wand of (50 charges)School evocation [force]; Level sorcerer/wizard1Casting Time 1 standard actionComponents V, SRange medium (100 ft. 10 ft./level)Targets up to five creatures, no two of whichcan be more than 15 ft. apartDuration instantaneousSaving Throw none; Spell Resistance yesA missile of magical energy darts forthfrom your fingertip and strikes its target, dealing1d4 1 points of force damage.The missile strikes unerringly, even ifthe target is in melee combat, so long as it hasless than total cover or total concealment.Specific parts of a creature can’t be singled out.Objects are not damaged by the spell.For every two caster levels beyond 1st,you gain an additional missile—two at 3rd level,three at 5th, four at 7th, and the maximum of fivemissiles at 9th level or higher. If you shootmultiple missiles, you can have them strike asingle creature or several creatures. A singlemissile can strike only one creature. You mustdesignate targets before you check for spellresistance or roll damage.Pyrotechnics, scroll ofSchool transmutation; Level bard 2,sorcerer/wizard 2Casting Time 1 standard actionComponents V, S, M (one fire source)Range long (400 ft. 40 ft./level)Target one fire source, up to a 20-ft. cubeDuration 1d4 1 rounds, or 1d4 1 rounds aftercreatures leave the smoke cloud; see textSaving Throw Will negates or Fortitudenegates; see text; Spell Resistance yes or no;see textPyrotechnics turns a fire into a burst ofblinding fireworks or a thick cloud of chokingsmoke, depending on your choice. The spelluses one fire source, which is immediatelyextinguished. A fire so large that it exceeds a20-foot cube is only partly extinguished. Magicalfires are not extinguished, although a fire-basedcreature used as a source takes 1 point ofdamage per caster level.Fireworks: The fireworks are a flashing,fiery, momentary burst of glowing, colored aeriallights. This effect causes creatures within 120feet of the fire source to become blinded for1d4 1 rounds (Will negates). These creaturesmust have line of sight to the fire to be affected.Spell resistance can prevent blindness.Smoke Cloud: A stream of smokebillows out from the fire, forming a choking cloudthat spreads 20 feet in all directions and lasts for1 round per caster level. All sight, evendarkvision, is

times per day equal to 3 your Charisma modifier. Elemental Blast (Sp): 1/day (11d6 electricity, DC 20) At 9th level, you can unleash a blast of elemental power once per day. This 20-foot-radius burst does 1d6 points of damage of your energy type per sorcerer level. Those caught in the

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surgery, and are therefore elemental or semi-elemental as a presumed necessary criteria. 28 PRACTICAL GASTROENTEROLOGY AUGUST 2016 NUTRITION ISSUES IN GASTROENTEROLOG, SERIES 1 . semi-elemental or elemental formulas Peptamen* 1.0 Yes 0 0 0 0 0 -- 28.33 14 Vital 1.0** 1.0 Yes 4.2 0 0 0

Total Suspended Solids mg/l 202 302 502 lb/dal 1160 1740 2900 Total Coliform MPNIlOOml 234 500 Settleable Solids ml/I 0.1 0.2 Chlorine Residual mg/l 0.01 5 0.02 Oil and Grease mg/l 10 15 Ib/dal 580 870 Aluminum" ug/l 71 140 lb/dal 4.1 8.1 Electrical Conductivity umbos/cm 1000 Ammonia (June-Sept) mgN/l 2.1 4.4 Ib/dal 120 260 Ammonia (Oct-May .

Atleta FIDAL presso la Società Ginnastica Amsicora dal 2008 al 2014; dal 2015 al 2016 presso il Cus Cagliari. . Dirigente FIDAL presso il Cus Cagliari dal 2015 al 2016. . Dirigente FISI presso la Società SardaSport dal 2014 al 2016. Attrezzatura foto e video Corpi macchina: Nikon Z6, Nikon D610, Nikon D90, Sony NEX-5. . Videocamera: Sony AX43.

Jane Phillips Janice Harris John Padginton Michelle Gale Nicolle Marsh Sue Russell Wendy Cupitt Ben Lapworth Ring 10 – . Scrim - Anne Sutherland Amanda Hubbard Claire Hayes Debbie Reynolds Debbie Styles Diana Woodhouse Diane Bradley Francis Bugler Graham Avery Karen James Sue Norman Ring 8 – Jenny Slade VYNE VYNE Ring 10 – Sue Luther Little Meadows LITTLE MEADOWS Ring 12 – Sara Tuck .