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Posted: Sat Jul 13, 2013 6:49 pm
In this Thread, you may post any questions, comments or otherwise that would not belong in the main thread for Mazes & Monsters!It is also here that you will find a list of spells and abilities that you will be able to unlock as you progress in levels.
Directory1. Wizard 2. Cleric 3. Druid 4. Paladin 5. Ranger 6. Thief 7. Fighter 8. Monk 9. Bard
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Posted: Sat Jul 13, 2013 6:55 pm
Wizard Spell List:
Wizards will learn their spells differently than the other classes. They start with a small amount of pre-learned spells, however, they are able to learn and use *every* spell on this list *if* they can find or purchase the scrolls throughout the world to learn them. I will let the wizard players know when they are able to access and learn the spells if one is found and they are unable to learn it yet.
Spells listed in Purple are learned immediately upon reaching the necessary level to cast them.
0-Level Wizard Spells (Cantrips)
Acid Splash: Creates a small ball of acid that splashes objects or creatures for minor damage. Dancing Lights: Creates torches or other lights. Ray of Frost: Launches a concentrated spray of ice at a target, dealing minor damage.
1st-Level Wizard Spells
Endure Elements: Exist comfortably in hot or cold environments. Mage Armor: A magical barrier surrounds the wizard, increasing their defense. Summon Monster I: Calls a weak extraplanar creature to fight for you. Identify: Determines properties of a magic item. Sleep: Puts nearby weak willed creatures into a magical slumber Burning Hands: Ignites your palms into fiery weapons dealing light damage on hit. Magic Missile: Generates 2 per level magical projectiles that soar unerringly towards a target, only way to dodge them is to allow something else to absorb the hit or resist the magic entirely. Feather Fall: Objects or creatures fall slowly.
2nd-Level Wizard Spells
Protection from Arrows: Subject immune to most basic ranged attacks. Acid Arrow: Conjures a magical arrow filled with acid to fly at a target, dealing light damage. Summon Monster II: Calls an extraplanar creature to fight for you. Web: Fills 20-ft.-radius spread with sticky spiderwebs. Agannazar's Scorcher: Launches a jet of flame at a single target, dealing light to moderate damage. Blur: Physical Attacks miss the caster more often. Invisibility: Subject is invisible for 1 min./level or until it attacks. Mirror Image: Creates decoy duplicates of you, one copy is made per 3 levels.
3rd-Level Wizard Spells
Dispel Magic: Cancels magical spells and effects. Summon Monster III: Calls an extraplanar creature to fight for you. Hold Person: Paralyzes one humanoid for 1 round/level. Fireball: Generates a large ball of flame that soars towards the target and explodes in a twenty foot radius, dealing moderate damage to start but gaining more and more damage as the caster gains level. Lightning Bolt: Launches a powerful bolt of lightning at a target that can ricochet off nearby walls, every hit can cause heavy damage. Tiny Hut: Creates shelter for ten individuals. Displacement: Physical attacks miss the caster half the time now. Invisibility Sphere: Makes everyone within 10 ft. invisible. Flame Arrow: Creates a fiery arrow that soars towards the target and deals moderate damage. Haste: The target moves faster and attack faster, prolonged Haste causes exhaustion. Slow: Affects the muscles of the target, causing their movements to become sluggish.
4th-Level Wizard Spells
Globe of Invulnerability, Lesser: Stops 1st- through 3rd-level spell effects. Remove Curse: Frees object or person from curse. Stoneskin: When in effect, your armor is that of splint mail for up to ten hits. Black Tentacles: Tentacles grapple all within 20 ft. spread. Dimension Door: Teleports you short distance. Cottage: Creates sturdy cottage that houses up to fifteen individuals. Replaces Tiny Hut spell. Summon Monster IV: Calls a moderately strong extraplanar creature to fight for you. Charm Monster: Makes monster believe it is your ally. Ice Storm: You conjure a great storm with large spikes of ice falling from the sky, enemies hit by the storm take moderate damage for each hit. Higher level casters can generate longer storms. Greater Invisibility: Same effects as invisibility, but subject can attack and stay invisible. Animate Dead: Creates 1 undead skeleton or zombie per level. 5th-Level Wizard Spells
Break Enchantment: Frees subjects from enchantments, alterations, curses, and petrification. Cloudkill: Creates a deadly cloud of gas that kills all weak creatures nearby. Minor damage is dealt to those who are strong enough to resist it. Summon Monster V: Calls a relatively strong extraplanar creature to fight for you. Teleport: Instantly transports you as far as 100 miles. Cannot be used in combat. Contact Other Plane: Lets you ask questions of an extraplanar entity.. Dominate Mind: Controls humanoid telepathically. Hold Monster: As hold person, but any creature, paralyzing them temporarily. Cone of Cold: Generates a torrent of ice from your hands, causing moderate to heavy damage to all directly in front of you
6th-Level Wizard Spells
Globe of Invulnerability: As lesser globe of invulnerability, plus 4th-level spell effects. Summon Monster VI: Calls a strong extraplanar creature to fight for you. True Sight: Reveals Invisibility on other nearby targets, destroys illusions and prevents blindness. Chain Lightning: An arcing lightning attack that will connect to an additional enemy target within 10 feet of your primary target for every 3 caster levels. Stone to Flesh: Restores petrified creature to normal. Tenser's Transformation: Grants the wizard attack damage with melee weapons equal to that of a barbarian of the same level. The wizard may not cast magic while this effect is active.
7th-Level Wizard Spells
Spell Turning: Reflect Mid level spells and lower back at their caster for a short time. Mage’s Magnificent Mansion: Door leads to extradimensional mansion. Replaces Cottage. Summon Monster VII: Calls a powerful extraplanar creature to fight for you. Hold Person, Mass: As hold person, but all within 30 ft. Power Word Blind: Blinds creature with 200 hp or less. Delayed Blast Fireball: 1d6/level fire damage; you can postpone blast for 5 rounds. Mordenkainen's Sword: Floating magic blade strikes opponents. Mass Invisibility: As invisibility, but affects all in range. Simulacrum: Creates partially real double of a creature that can use magic and can absorb a moderate amount of damage. Finger of Death: Kills one subject. Unable to use on creatures with high willpower.
8th-Level Wizard Spells
Summon Monster VIII: Calls a very powerful extraplanar creature to fight for you. Power Word Stun: Stuns creature even powerful creatures. Bigby's Clenched Fist: Large hand provides cover, pushes, or attacks your foes. Polar Ray: Generates a powerful ray of ice that can freeze an enemy in place while dealing damage constantly. Create Greater Undead: Create shadows, wraiths, spectres, or devourers. Horrid Wilting: Decays the flesh from living creatures nearby, dealing constant moderate damage. Iron Body: Your body becomes living iron, granting you armor similar to that of plate mail for up to 15 hits.
9th-Level Wizard Spells
Freedom: Releases creature from imprisonment. Imprisonment: Entombs subject beneath the earth. Gate: Connects two planes for travel or summoning. Be careful when using this spell, as others such as powerful demons may enter these portals as well. Summon Monster IX: Calls an extremely powerful extraplanar creature to fight for you. Foresight: You may "rewrite" your next action, if you find it unfavorable. Dominate Monster Mind: As dominate person, but any creature. Hold Monster, Mass: As hold monster, but all within 30 ft. Bigby's Crushing Hand: Large hand provides cover, pushes, or crushes your foes. Meteor Swarm: Four exploding spheres each deal massive damage to those it hits. Wail of the Banshee: Kills one creature/level. Unable to use on creatures with high willpower. Shapechange: Transforms you into any creature natural or magical , and change forms once per round. Time Stop: You act freely for a short time while the rest of the nearby world is frozen around you Wish: The ultimate spell. This spell allows the caster to warp the fabric of reality. The wizard makes a request to The Weave and at the cost of five of their remaining years to live, the wish is fulfilled as literally as possible.
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Posted: Sat Jul 13, 2013 6:56 pm
Cleric Spell List
Clerics will begin with a set amount of spells, then choices will be presented each level of which ones you wish to keep with you. Certain spells will be learned automatically as you gain level. These are indicated by Purple text.
0-Level Cleric Spells (Orisons)
Light: Object shines like a torch. Stabilize: Cause a dying creature to stabilize. Virtue: Subject gains a minor boost to health. Cure Minor Wounds: Heals a very small amount of health.
1st-Level Cleric Spells
Cure Light Wounds: Able to heal a small amount of damage to a target ally.
Endure Elements: Exist comfortably in hot or cold regions.
Bless: Allies become slightly more accurate and are more resistant to fear. Remove Fear: Makes all party members temporarily immune to fear and morale failure. Sanctuary: Opponents can't attack you, and you can't attack.
2nd-Level Cleric Spells
Cure Moderate Wounds: Able to heal moderate damage for an ally. Remove Paralysis: Frees creatures from paralysis or slow effect. Lesser Restoration: Cures the target of any moderate magical affliction, except Level Drain.
Find Traps: Notice traps as a rogue does. Hold Person: Paralyzes one humanoid for 1 round/level. Aid: The target becomes increasingly resistant to fear and gains a bonus to attack damage. Sound Burst: Creates a blast of sonic energy that hits enemies for moderate damage.
3rd-Level Cleric Spells
Cure Serious Wounds: Cures an ally of heavy damage. Dispel Magic: Cancels one magical spell or effect. Prayer: Allies are more accurate and nearby enemies deal less damage
Animate Dead: Creates undead skeletons and zombies, one per caster level. Invisibility Purge: Dispels invisibility within 5 ft./level. Searing Light: Generates a beam of holy light that burns the target for moderate damage, if used against the undead, it deals double damage.
4th-Level Cleric Spells
Cure Critical Wounds: Cures heavy damage from an ally. Neutralize Poison: Immunizes subject against poison, detoxifies venom in or on subject. Restoration: Removes all moderate and major magical afflictions, including some level and ability drains.
Divine Power: Your faith in your god allows you to gain increased health and damage based on your level. Freedom of Movement: Subject moves normally despite impediments to movement. Smite: Deals moderate damage and possibly blinds creatures of the opposing alignment (Good/Evil).
5th Level Cleric Spells
Cure Light Wounds, Mass: Heals all nearby allies of minor wounds. Raise Dead: Restores life to subject who died as long as one day/level ago.
Flame Strike: Smites foes with divine fire, dealing heavy fire and holy damage. Righteous Might: Your size increases, and you gain bonuses in combat as you become an avatar of your god True Sight: Lets you see all things as they really are, destroys illusions, reveals nearby invisible objects and enemies.
6th-Level Cleric Spells
Word of Recall: Teleports you back to designated place. Cure Moderate Wounds, Mass: Heals all nearby allies for moderate damage. Greater Dispel Magic: Dispels multiple targets. Heal: Fully heals a target ally, including minor status ailments.
Blade Barrier: Creates a wall of spinning blades that deal heavy damage for every second a creature remains within them. Undeath to Death: Destroys a moderately powerful undead enemy such as a mummy or wraith.
7th-Level Cleric Spells
Cure Serious Wounds, Mass: Heals nearby allies of serious wounds. Greater Restoration: As restoration, plus restores all levels and ability scores. Resurrection: Fully restore dead subject even if remains are badly damaged or decomposed.
Destruction: Deals massive damage to a single target, if it kills the target it will destroy its remains. Firestorm: The sky rains fire down upon the earth, dealing massive damage to all nearby enemies. Regenerate: Subject's severed limbs grow back and wounds close as quickly as they can be opened for a short time.
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Posted: Sat Jul 13, 2013 6:57 pm
Druid Spell List
Druids are the keepers of nature, they receive their spells in the same way clerics do. Druids have some more unique spells that allow for some very interesting changes in gameplay, such as speaking to animals or walking on walls.
Spells listed in purple are automatically available upon reaching the required level to cast it. Whereas, the other spells are gained as further experience allows for more spells of a specific tier to be learned.
0-Level Druid Spells (Orisons)
Light: Object shines like a torch. Stabilize: Cause a dying creature to stabilize. Virtue: Subject gains a minor boost to health.
1st-Level Druid Spells
Charm Animal: Makes one animal your friend. Cure Light Wounds: Able to heal minor damage to a target ally. Endure Elements: Exist comfortably in hot or cold regions.
Entangle: Plants entangle everyone in 40-ft. radius. Faerie Fire: Outlines subjects with light, canceling blur, concealment, and the like. Speak with Animals: You can communicate with animals.
2nd-Level Druid Spells
Lesser Restoration: Cures the target of any moderate magical affliction, except Level Drain.
Barkskin: Wraps wood around your body as a natural set of armor, granting increased defense. Flame Blade: Creates a magical sword of fire that the druid may wield. Hold Animal: Paralyzes one animal for a short time. Spider Climb: Grants ability to walk on walls and ceilings for a short time.
3rd-Level Druid Spells
Cure Moderate Wounds: Able to heal moderate damage for an ally. Neutralize Poison: Immunizes subject against poison, detoxifies venom in or on subject.
Call Lightning: Calls down lightning bolts from sky, dealing moderate damage to those it hits. Poison: Your weapon becomes venomous, dealing moderate damage over time. Water Breathing: Subjects can breathe underwater.
4th-Level Druid Spells
Cure Serious Wounds: Cures an ally of heavy damage. Dispel Magic: Cancels one magical spell or effect. Reincarnate: Brings dead subject back to life as long as there are remains.
Flame Strike: Smites foes with heavy holy and fire damage. Freedom of Movement: Subject moves normally despite impediments to movement such as Slow. Ice Storm: You conjure a great storm with large spikes of ice falling from the sky, enemies hit by the storm take moderate damage for each hit. Higher level casters can generate longer storms.
5th-Level Druid Spell
Cure Critical Wounds: Cures heavy damage from an ally. Tree Stride: Step from one tree to another far away within 50 miles. Not usable in combat.
Call Lightning Storm: Similar to Call Lightning, but each bolt now deals heavy damage. Insect Plague: Wasp swarms attack creatures, disrupting enemy spellcasters as well as dealing constant minor damage. Stoneskin: Grants armor equal to splint mail for up to 10 hits.
6th-Level Druid Spells
Cure Light Wounds, Mass: Cures nearby allies for minor damage.
Dispel Magic, Greater: As dispel magic, but with multiple targets. Liveoak: Transforms a nearby oak tree into a treant guardian that will defend you. Stone Tell: Talk to natural or worked stone.
7th-Level Druid Spells
Heal: Fully heals a target ally, including minor status ailments. Cure Moderate Wounds, Mass: Heals all nearby allies for moderate damage.
Creeping Doom: Swarms of centipedes attack at your command, dealing constant moderate damage to nearby enemies. Fire Storm: Causes the sky to rain fire, dealing massive damage to nearby enemies. Daybreak: You generate a burst of light that blinds or stuns nearby living targets, if used on the undead, they are either stunned temporarily or instantly killed. True Sight: Lets you see all things as they really are, destroys illusions, reveals nearby invisible objects and enemies.
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Posted: Sat Jul 13, 2013 6:59 pm
Paladin Spell List
Paladins are very similar to clerics and may begin to cast divine magic once they attain their 3rd level. However, the only spell they learn by default each level is the Cure spell.
Spells listed in purple are automatically available upon reaching the required level to cast it. Whereas, the other spells are gained as further experience allows for more spells of a specific tier to be learned.
1st-Level Paladin Spells
Cure Light Wounds: Heals an ally from light damage.
Divine Favor: Your faith in your god allows you to gain increased health and damage based on your level. Bless Weapon: Empowers a weapon with holy strength, guarantees maximum damage with each successful hit for a short duration.
2nd-Level Paladin Spells
Delay Poison: Prevents the target from feeling pain from poison for a short time.
Remove Paralysis: Frees one or more creatures from paralysis or slow effect. Shield Other: You take half of subject's damage. Zone of Truth: Subjects within range cannot lie.
3rd-Level Paladin Spells
Cure Moderate Wounds: Heals an ally from moderate damage.
Dispel Magic: Cancels one magical spell or effect. Greater Magic Weapon: Weapon becomes enhanced even more strongly. Prayer: Allies are more accurate and nearby enemies deal less damage
4th-Level Paladin Spells
Cure Serious Wounds: Cures an ally of heavy damage.
Break Enchantment: Frees subjects from enchantments, transmutations, and curses. Holy Sword: Weapon becomes infused with holy power, gaining a massive damage bonus against evil creatures. Restoration: Removes all moderate and major magical afflictions, including some level and ability drains.
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Posted: Sat Jul 13, 2013 7:00 pm
Ranger Spell List
Rangers are very similar to Druids in their spell makeup and have a few interesting tricks as well. They may begin using Nature Magic when they reach the 3rd level. However, Healing is not their specialty and must select their healing spells if they so choose.
Spells listed in purple are automatically available upon reaching the required level to cast it. Whereas, the other spells are gained as further experience allows for more spells of a specific tier to be learned.
1st-Level Ranger Spells
Charm Animal: Makes one animal your friend.
Entangle: Plants entangle everyone in 40-ft. radius. Speak with Animals: You can communicate with animals. Summon Nature's Ally I: Summons several tiny creatures to fight for you.
2nd-Level Ranger Spells
Barkskin: Wraps wood around your body as a natural set of armor, granting increased defense.
Cure Light Wounds: Heals allies from light injuries. Hold Animal: Paralyzes one animal temporarily. Summon Nature's Ally II: Summons a small creature to fight for you.
3rd-Level Ranger Spells
Repel Vermin: Insects, spiders, and other vermin stay 10 ft. away.
Cure Moderate Wounds: Heals an ally from moderate injuries. Neutralize Poison: Immunizes subject against poison, detoxifies venom in or on subject. Summon Nature's Ally III: Summons a medium creature to fight for you. Water Walk: Subject treads on water as if solid.
4th-Level Ranger Spells
Freedom of Movement: Subject moves normally despite impediments to movement such as the Slow spell.
Cure Serious Wounds: Heals an ally from heavy injury. Nondetection: Caster is undetectable when hiding in the shadows, including scent and heat emissions. Summon Nature's Ally IV: Summons a large creature to fight for you. Tree Stride: Step from one tree to another far away within 50 miles. Not usable in combat.
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Posted: Sat Jul 13, 2013 7:01 pm
Thief Ability List
Thieves do not cast spells but rely on subterfuge and trickery to earn their lot in life. Their level growth is very simple and only a few things will change as they gain strength.
1st-7th
Hide - The Thief hides within the shadows to prepare for a surprise attack. Sneak Attack - The Thief uses the element of surprise to deal a critical hit on an opponent. This may only occur if the Thief is currently Hiding. Detect/Disarm Trap - The Thief may attempt to find traps within the current room they inhabit. If one is found, they may attempt to disarm it. Pick Lock - The Thief is able to Pick simple locks. Pick Pockets - The Thief is able to steal small objects from a humanoid target.
7th - 15th
Evasion - The Thief is able to confuse a target by moving slightly out of the area where they imply they will be. All other thief skills are now improved (Lockpicking is now possible on medium and difficult locks. Pickpocketing is now able to lift medium objects from humanoid targets. Hiding no longer requires darkness to hide, but simply a small amount of cover.)
16th-20th
The Thief is now a master of their craft. Only the largest of items evade their sticky fingers and no lock is outside their expertise. They are also able to Hide in Plain sight now.
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Posted: Sat Jul 13, 2013 7:03 pm
Fighter Ability List
Fighters are the most straightforward classes in the game. They receive no special abilities beyond improving their strength with their chosen weapon(s)
The "Weapon Specialization" Feat may be chosen multiple times for a Fighter and instead of receiving abilities at each junction, they receive additional feats that revolve around Weapons of their choice.
Ex:
XXXXX just hit level 5! They possess the following feats currently: Weapon Specialization (Broadswords) Weapon Focus (Broadswords) Weapon Focus (Shields) Greater Weapon Focus (Broadswords) etc. etc.
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Posted: Sat Jul 13, 2013 7:05 pm
Monk Ability List
Monks are one of the most interesting classes in the game. They begin very fragile and weak but become almost god like once they achieve their highest ranks.
1st
Improved Unarmed Strike - The Monk begins with this feat, their fists are treated as normal weapons. Stunning Fist - The Monk deals a staggering blow to an enemy, scaling damage with level. Early levels causes a dazing effect, while higher levels are temporary stuns.
2nd
Flurry of Blows - The Monk can gain a second attack while on the offensive, as they gain experience, this bonus can rise to a third and finally a fourth attack at the highest level. This ability can only be used once per day.
3rd
Still Mind - The Monk is resistant to mind-altering magical spells.
4th
Lesser Ki Strike - The Monk is able to channel their mental energy into their fists, treating them as minor magical weapons for one attack per two caster levels.
5th
Acrobatics - The Monk can now jump very high Purity of Body - The Monk is now immune to all diseases.
6th
Slowfall - The Monk does not take damage from short falls.
7th
Wholeness of Body - The Monk may now heal their bodies once per day for moderate health.
8th
Improved Slowfall - The Monk may jump off buildings and no longer receive fall damage.
9th
Evasion - The Monk is now adept at dodging attacks, gaining a defense equal to that of chainmail.
10th
Ki Strike - Same as Lesser Strike, only the Monk's fists are now treated as moderate magical weapons
11th
Diamond Body - The Monk is now immune to all poisons.
12th
Haste - The Monk is now permanently hasted, moving noticeably faster. They do not receive Exhaustion from this effect.
13th
Diamond Soul - The Monk is now resistant to minor magical spells.
14th
Inner Peace - The Monk is now immune to mind altering effects such as confusion or mind control
15th
Quivering Palm - The Monk may use this ability once per day. The Monk unleashes this legendary attack with precision, in most cases, it can kill an enemy in one blow.
16th
Greater Ki Strike - Same as the lower levels, fists are now treated as powerful magic weapons.
17th
Timeless Body - The Monk no longer suffers the effects of aging or exhaustion. The Monk will remain their current appearance and youth until they die of old age.
18th
Greater Slowfall - The Monk may now fall safely from up to 100 feet.
19th
Empty Body - The Monk may once per day become ethereal and untouchable temporarily. In this form, they may move through walls or other surfaces.
20th
Legendary Slowfall - The Monk may fall from any distance safely. Perfect Self - The Monk has perfected their body. They are immune to all mundane weapons and minor enchanted ones as well.
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Posted: Wed Sep 04, 2013 7:07 am
Bard Spell List
Bards are a hybrid of thief and wizard who are learn their spells similar to clerics and druids. They begin with some magic and can learn up to six tiers. Their magic tends to focus on illusion and deception.
Spells listed in purple are automatically available upon reaching the required level to cast it. Whereas, the other spells are gained as further experience allows for more spells of a specific tier to be learned.
0-Level Bard Spells (Cantrips)
Dancing Lights: Creates torches or other lights. Lullaby: Makes subject drowsy and more vulnerable to sleep. Summon Instrument: Summons one musical instrument for the bard to utilize.
1st-Level Bard Spells
Identify: Reveals the magical properties of an enchanted item.
Disguise Self: Changes your appearance. Feather Fall: Objects or creatures fall slowly. Sleep: Puts weak willed creatures into a magical slumber. Ventriloquism: Throws voice for 1 min./level.
2nd-Level Bard Spells
Sound Burst: Deals a moderate amount of sonic damage to all nearby enemies.
Blur: Attacks miss subject 20% of the time. Darkness: 20-ft. radius of supernatural shadow. Glitterdust: Blinds creatures, outlines invisible creatures. Hold Person: Paralyzes one humanoid for 1 round/level. Invisibility: Subject is invisible for 1 min./level or until it attacks. Mirror Image: Creates decoy duplicates of you, one per three caster levels.
3rd-Level Bard Spells
Charm Monster: Makes monster believe it is your ally.
Clairvoyance: Hear or see at a distance for 1 min./level. Haste: One creature/level moves faster, receives +1 on attack rolls, AC, and Reflex saves. Slow: One subject/level takes only one action/round, –1 to AC, Reflex saves, and attack rolls.
4th-Level Bard Spells
Modify Memory: Changes 5 minutes of subject's memories.
Dimension Door: Teleports you a short distance. Dominate Mind: Controls humanoid telepathically. Shout: Deafens all within cone and deals heavy sonic damage. Zone of Silence: Keeps eavesdroppers from overhearing you.
5th-Level Bard Spells
Heroism: Grants increased damage, defense and immunity to fear as well as temporary hp to all nearby party members.
Mislead: Turns you invisible and creates illusory double that can move but not talk or cast spells. Master of Disguise: You can change the appearance of one person per two levels. Song of Discord: Forces targets to attack each other.
6th-Level Bard Spells
Project Image: Illusory double can talk and cast spells.
Charm Monster, Mass: As charm monster, but all within 30 ft. Devastating Shout: Earthshaking yell deals heavy sonic damage and stuns creatures. Sympathetic Vibration: The bard can cause a structure's supports to shake and quiver, if persistent for long enough, the supports can give way.
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Posted: Tue Sep 10, 2013 7:38 am
Well, that's two now.
And you're both elves. stare
Every D&D campaign I run, it's full of elves and only when I put a limit on how many elves there can be do I get anything else lol..
*It's not a problem, just annoying to me that it always happens.*
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Posted: Wed Sep 11, 2013 8:34 pm
Tonash Drahow Well, that's two now. And you're both elves. stare Every D&D campaign I run, it's full of elves and only when I put a limit on how many elves there can be do I get anything else lol.. *It's not a problem, just annoying to me that it always happens.* and we didn't even talk to each other! blaugh besides, what's wrong with an elven campaign? people run human campaigns. it actually makes more "sense" than other parties of radically mixed races. the licensed fiction even takes cracks at it: Quote: "i'm looking for this elf. he travels with a human or two and probably a dwarf." INSTANT recognition. "what?! orcs and dwarves working together? blasphemy! sheer blasphemy!!" "I need you to take out this half-elf chick. you'll usually find her with a human bard." "oh, THAT one! she pisses me off. I'm on it, boss." "who would've thought an elf, a dwarf, two humans, and a halfling would get along well enough to become legends? and here they've been doin' it for close to 30 years! wtf mate? the weirdos. rolleyes " in any case, this makes my question even more pertinent... do elves sleep in this version? just wanted to know, whether it be a character trait or a game mechanic.
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Posted: Thu Sep 12, 2013 2:13 pm
Heh, while it does make more logical sense, it takes away from the magic of storytelling dynamics.
And yes, elves still meditate/reverie in lieu of sleeping.
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Posted: Sun Sep 15, 2013 9:54 am
i did just read an article about how gamers are supposed to value "diversity." something about game characters are intentionally incomplete so you require a party for any significant progress. but i also think they were referring more to class than race or gender.
in any case, good to know. no sleepy elves... after a fashion...
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Posted: Wed Sep 25, 2013 5:54 pm
HOLY CRAP!
We now have 3 players!
STARTING SOON!
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