Arcanas si son dragones normales o dragones caidos, los planos si son dragones infernales(Estos no fueron corrompidos sino que son demonios en fomra de dragon)
Daedroth, perdona por ser tan lento con el personaje, pero entre unas cosas y otras... Se me ha ido pirando.
A ver, te comento. Ya he subido la historia y la ficha completa.
Tenemos que hablar del tema de conjuros. He ido buscando uno a uno y he encontrado la mayor parte en el MJ o en el CC, un par de ellos en la página de Pathfinder. Pero hay unos cuantos que no los encuentro. ¿Te los pongo aquí, te doy toda la lista de conjuros... cómo lo hacemos?
Y respecto al objeto mágico, me gustaría tener el velo de sombra, en la página 145 del Compendio de Objetos Mágicos
Ya me dices con lo que sea
Los conjuros que faltan dimelos.
En cuanto al objeto me parece bien.
Ok, estos son los conjuros que me faltan:
Nivel 0: Chispa, Pudrir comida y bebida
Nivel 1: Don seductor, Enmascarar esencia mágica, Linterna danzante, Mal agüero
Nivel 2: Banquete de cenizas, Habla oculta, Mirada ardiente, Percibir señales, Pústulas de viruela, Ulcerar, Vomitar plaga
Nivel 3: Buscar pensamientos, Chillido, Copa de polvo, Cuchillo crepuscular, Estrella guía, Exilio de la naturaleza, Golpe doloroso
Nivel 4: Aspecto triple, Caminar por sueños, Curar heridas serias (supongo que este será curar heridas graves, pero espero confirmación por tu parte), Mortificar, Motas errantes de estrella, Trastornado
Estan en la advanced player guide de pathfinder.No se si ese libro tiene traduccion.
¿Tienes el link? Porque si le tienes y me le pasas, lo traduzco... Bueno, lo que pueda XD
Por cierto, ya tengo la lista total de conjuros de la bruja. Te la paso? En cuanto elija los conjuros que quiero para el día, te aviso
Espero no aburrirte mucho XD Los que están en D&D 3.5 sólo he puesto el libro y la página. Los que encontré en la página que me pasaste, he puesto lo que pone allí. Y los del libro en inglés, he copiado el texto. Cuando vayas a ponerme turno, avísame y elijo los conjuros.
Conjuros de la bruja
Nivel 0:
Chispa/Spark
School evocation [fire]; Level bard 0, cleric 0, druid 0, sorcerer/wizard 0, witch 0
Casting Time 1 standard action
Components V or S
Range close (25 ft. + 5 ft./2 levels)
Target one Fine object
Duration instantaneous
Saving Throw Fortitude negates (object); Spell Resistance yes (object)
You can make an unattended Fine flammable object catch on fire. This works as if you were using flint and steel except that you can use spark in any sort of weather and it takes much less time to actually ignite an object.
Cuchichear mensaje: MJ 225
Detectar magia: MJ 230
Detectar veneno: MJ 232
Estabilizar: CC 96
Leer magia: MJ 254
Luces danzantes: MJ 258
Luz: MJ 258
Orientación divina: MJ 268
Pudrir comida y bebida/Putrefy Food and Drink
School transmutation; Level witch 0
Casting Time 1 standard action
Components V, S
Range 10 ft.
Target 1 cu. ft./level of food and water or one potion; see text
Duration instantaneous
Saving Throw Will negates (object); Spell Resistance yes (object)
This spell causes otherwise edible food to rot and spoil instantly, and water and other liquids to become brackish and undrinkable. Holy water and similar food and drink of significance are spoiled by putrefy food and drink, but the spell has no effect on creatures of any type, nor upon unholy water. Water weighs about 8 pounds per gallon. One cubic foot of water contains roughly 8 gallons and weighs about 60 pounds. Although potions and elixirs are unaffected by the normal use of the spell, you can instead choose to target a single such object with this spell, destroying it if it fails a saving throw.
Remendar: MJ 283
Resistencia: MJ 284
Sangrar
Escuela nigromancia
Nivel clérigo 0, hechicero/mago 0
Tiempo de lanzamiento 1 acción estandar
Componentes V, S
Alcance corto (25 pies + 5 pies/2 niveles)
Objetivo una criatura viva
Duración instantáneo
Tiro de salvación Voluntad niega
Resistencia a conjuros si
Provocas que una criatura que esté por debajo de 0 puntos de golpe pero estabilizada pase a estar moribunda. Al lanzar este conjuro debes tener como objetivo a una criatura viviente con -1 o menos puntos de golpe. Esa criatura empieza a morir, recibiendo 1 punto de daño por asalto. La criatura puede estabilizarse después de la forma habitual. Este sortilegio hace 1 punto de daño a una criatura que ya estuviera moribunda.
Toque de fatiga: MJ 295
Nivel 1:
Agrandar persona: MJ 197
Armadura de mago: MJ 202
Causar miedo: MJ 210
Comprensión idiomática: MJ 214
Convocar monstruo I: MJ 221
Curar heridas leves: MJ 225
Detectar puertas secretas: MJ 231
Don seductor/Beguiling Gift
School enchantment (compulsion) [mind-affecting]; Level bard 1, witch 1
Casting Time 1 standard action
Components V, S, F (the object to be offered)
Range 5 ft.
Target one creature
Duration 1 round
Saving Throw Will negates; Spell Resistance yes
You offer an object to an adjacent creature, and entice it into using or consuming the proffered item. If the target fails its Will save, it immediately takes the offered object, dropping an already held object if necessary. On its next turn, it consumes or dons the object, as appropriate for the item in question. For example, an apple would be eaten, a potion consumed, a ring put on a finger, and a sword wielded in a free hand. If the target is physically unable to accept the object, the spell fails. The subject is under no obligation to continue consuming or using the item once the spell’s duration has expired, although it may find a cursed item difficult to be rid of.
Dormir: MJ 235
Enmascarar esencia mágica/Mask Dweomer
School illusion (glamer); Level witch 1
Casting Time 1 standard action
Components V, S, M (a piece of gauze)
Range touch
Target creature or object touched
Duration 1 day/level (D)
Saving Throw none; see text; Spell Resistance no
You mask and manipulate a spell’s magic aura to make it harder to detect. Select one spell effect on the target creature or object. You must have either cast this spell yourself or have perceived it by means such as detect magic or arcane sight. Both the desired spell effect and mask dweomer are hidden from detect magic, although more powerful spells (such as arcane sight) pierce the deception if the caster succeeds on a Will save. Analyze dweomer automatically detects both mask dweomer and any masked spell effects.
Hechizar persona: MJ 248
Hipnotismo: MJ 249
Identificar: MJ 249
Infligir heridas leves: MJ 251
Linterna danzante/Dancing Lantern
School transmutation [fire, light]; Level bard 1, cleric 1, ranger 1, sorcerer/wizard 1, witch 1
Casting Time 1 standard action
Components V, S, F (a lantern)
Range touch
Effect animates one lantern
Duration 1 hour/level (D)
Saving Throw none; Spell Resistance no
You can animate a lantern and order it to follow you. The lantern floats at shoulder height and remains within 5 feet of you, no matter how fast you move. The lantern cannot support any additional weight. The lantern illuminates its normal area, even if it does not have any oil in it. For the purposes of spells or effects targeting it the lantern always acts as if in your possession even when not directly on your person. A dancing lantern can be made permanent with a permanency spell.
Mal agüero/Ill Omen
School enchantment (compulsion) [mind-affecting]; Level witch 1
Casting Time 1 standard action
Components V, S, M (hair from a black cat)
Range close (25 ft. + 5 ft./2 levels)
Target one creature
Duration 1 round/level or until discharged
Saving Throw none; Spell Resistance yes
You afflict the target with bad luck. On the next d20 roll the target makes, it must roll twice and take the less favorable result. For every five caster levels you have, the target must roll twice on an additional d20 roll (to a maximum of five rolls at 20th level). A target who can speak and has at least one free hand and who is aware of the spell and its effects (such as from a Spellcraft check to identify the spell as it is cast) can negate one reroll by spending a move action to utter a brief prayer or good luck charm to appease the spirits of ill fortune.
Manos ardientes: MJ 260
Montura: MJ 263
Niebla de obscurecimiento: MJ 266
Orden imperiosa: MJ 268
Rayo de debilitamiento: MJ 279
Reducir persona: MJ 281
Sirviente invisible: MJ 291
Toque gélido: MJ 295
Nivel 2:
Alterar el propio aspecto: MJ 199
Apacible descanso: MJ 201
Atontar monstruo: MJ 203
Banquete de cenizas/Feast of Ashes
School transmutation; Level druid 2, witch 2
Casting Time 1 standard action
Component V, S, M (a pinch of ash)
Range close (25 ft. + 5 ft/2 levels)
Target one creature
Duration 2 days/level (D)
Saving Throw Fortitude negates; Spell Resistance yes
You curse the target with a hunger no food can assuage. On a failed saving throw, the target begins to starve (see page 444 of the Core Rulebook). The effects of this spell cannot inflict more nonlethal damage than the target has hit points. No amount of eating can counter the effect and, further, even attempting to eat causes the target to become nauseated for 1 round unless they make a DC 12 Fortitude save. The target still experiences the other normal effects of anything consumed (such as poisons or potions). Feast of ashes can be removed with a break enchantment, limited wish, miracle, remove curse, or wish spell, but effects suffered as a result of starvation must be healed by normal means.
Campanas fúnebres: MJ 209
Cautivar: MJ 210
Ceguera/sordera: MJ 211
Convocar monstruos II: MJ 221
Convocar plaga: MJ 223
Curar heridas moderadas: MJ 225
Deslizamiento: CC 76
Detectar pensamientos: MJ 231
Encontrar trampas: MJ 236
Espantar: MJ 240
Falsa vida: MJ 243
Habla oculta/Hidden Speech Gain +10 on Bluff to send secret messages
Infligir heridas moderadas: MJ 251
Inmovilizar persona: MJ 252
Lentificar veneno: MJ 255
Levitar: MJ 255
Mano espectral: MJ 259
Mirada ardiente/Burning Gaze
School evocation [fire]; Level druid 2, sorcerer/wizard 2, witch 2
Casting Time 1 standard action
Components V, S, M/DF (eye of a mundane salamander)
Range personal
Target you
Duration 1 round/level
Saving Throw Fortitude negates (see text); Spell Resistance yes
Your eyes burn like hot coals, allowing you to set objects or foes alight with a glance. As a standard action as long as this spell’s effects persist, you may direct your burning gaze against a single creature or object within 30 feet of your location. Targeted creatures must succeed at a Fortitude save or take 1d6 points of fire damage. Unattended objects do not get a save. Creatures damaged by the spell must make a Reflex save or catch fire. Each round, burning creatures may attempt a Reflex save to quench the flames; failure results in another 1d6 points of fire damage. Flammable items worn by a creature must also save or take the same damage as the creature. If a creature or object is already on fire, it suffers no additional effects from burning gaze. Note that this spell does not grant an actual gaze attack— foes and allies are not in danger of catching on fire simply by meeting your gaze.
Nube brumosa: MJ 267
Partículas rutilantes: MJ 270
Percibir señales/Perceive Cues
School transmutation; Level alchemist 2, inquisitor 2, ranger 2, witch 2
Casting Time 1 standard action
Components V, S, M (a drop of water)
Range personal
Target you
Duration 10 minutes/level
Your senses become preternaturally keen, and you gain insight into subtle behavioral cues. For the duration of the spell, you receive a +5 competence bonus on Perception and Sense Motive checks.
Pústulas de viruela/Pox Pustules
School necromancy; Level druid 2, witch 2
Casting Time 1 standard action
Components V, S, M (leaves from a toxic plant)
Range close (25 ft. + 5 ft./2 levels)
Target one creature
Duration 1 minute/level
Saving Throw Fortitude negates; Spell Resistance yes
You inflict a painful, itching rash on the target creature. The target is sickened and takes a –4 penalty to Dexterity (this penalty cannot lower Dexterity below 0). The target can spend a move action scratching furiously at the rash to remove the sickened condition (but not the Dexterity penalty) until the start of its next turn.
Situación: MJ 292
Telaraña: MJ 292
Toque de estulticia: El objetivo recibe un penalizador de 1d6 a Int, Sab y Car.
Ulcerar/Fester
School necromancy; Level inquisitor 3, witch 2
Casting Time 1 standard action
Components V, S, M (rotted meat)
Range close (25 ft. + 5 ft./2 levels)
Target one living creature
Duration 1 round/level or 1 round; see text
Saving Throw Fortitude partial; Spell Resistance yes
Necrotic energy permeates the target, blocking healing abilities. The subject gains spell resistance equal to 12 + your caster level against effects that restore hit points or grant temporary hit points. In addition, any healing provided by effects that ignore spell resistance (such as fast healing, regeneration, and some spells) are halved. If the target succeeds on a Fortitude saving throw, fester lasts only a single round.
Ver lo invisible: MJ 301
Vomitar plaga/Vomit Swarm Produces a spider swarm that fights for you.
Zona de verdad: MJ 303
Nivel 3:
Buscar pensamientos/Seek Thoughts
School divination [mind-affecting]; Level alchemist 3, bard 3, inquisitor 3, sorcerer/wizard 3, summoner 3, witch 3
Casting Time 1 standard action
Components V, S, M (a handful of copper coins)
Range 40 ft.
Area 40-ft.-radius emanation centered on you
Duration concentration, up to 1 minute/level
Saving Throw Will negates; Spell Resistance no
Similar to detect thoughts, seek thoughts allows you to sift through the surface thoughts of those around you. You may scan for either the answer to a simple question (such as “Where is the hidden lair of the wererats?”) or for information on a general topic (such as the beliefs of an evil cult). You detect the number of creatures who are thinking about this question or topic within range, as well as their location if they are visible to you. Seek thoughts does not let you read actual surface thoughts, only if a given creature is thinking about the topic you are concentrating on. A successful Will save prevents you from sensing a creature’s thoughts for the duration of the spell. You can maintain concentration on seek thoughts while you engage in normal conversation, allowing you to ask leading questions about topics of interest. A creature conversing with you while you concentrate can notice that you are distracted with a successful DC 25 Sense Motive check.
Caminar sobre las aguas: MJ 209
Chillido/Screech
School evocation [sonic]; Level witch 3
Casting Time 1 standard action
Components V
Range 30 ft.
Area 30-ft.-radius spread centered on you
Duration instantaneous
Saving Throw Fortitude negates; Spell Resistance yes
You emit a shrill, piercing shriek, startling those around you into dropping their guard. Enemies in the area must make a successful saving throw or immediately provoke attacks of opportunity from foes that threaten them. You and your allies are unaffected by your own screech.
Clariaudiencia/clarividencia: MJ 212
Compartir sentidos: CC 59
Convocar monstruos III: MJ 221
Copa de polvo/Cup of Dust
School transmutation; Level druid 3, witch 3
Casting Time 1 standard action
Component V, S, M (a pinch of dust)
Range close (25 ft. + 5 ft./2 levels)
Target one creature
Duration 1 day/level (D)
Saving Throw Fortitude negates; Spell Resistance yes
You curse the target with a thirst no drink can quench. On a failed saving throw, the target begins to dehydrate (see page 444 of the Core Rulebook for starvation and thirst). The effects of this spell cannot inflict more nonlethal damage than the target has hit points. No amount of drinking can counter this effect, although the target still experiences the other normal effects of any liquid imbibed (such as poisons or potions). Cup of dust can be removed with a break enchantment, limited wish, miracle, remove curse, or wish spell, but effects suffered as a result of dehydration must be healed by normal means.
Cuchillo crepuscular/Twilight Knife
School evocation [force]; Level sorcerer/wizard 3, witch 3
Casting Time 1 standard action
Components V, S, F (a small knife)
Range close (25 ft. + 5 ft./2 levels)
Effect floating knife of force
Duration 1 round/level (D)
Saving Throw none; Spell Resistance yes
You create a darkly sinister floating knife that attacks the same creature as you each round. If you choose not to attack a creature, or you make an attack that affects multiple opponents, the knife makes no attack during that round. The knife uses your base attack bonus modified by either your Intelligence or Charisma bonus (whichever is higher) when making this attack. Unless you specifically will it to do otherwise, or it proves impossible to do so, the knife always maneuvers itself so that it can flank your opponent before making the attack. The knife deals 1d4 points of force damage on a successful hit and has the same threat range and critical multipliers as a normal dagger. In addition, if the target is denied a Dexterity bonus to AC or the knife flanks the target, the knife can make sneak attacks as a rogue, inflicting an extra 1d6 points of force damage per four caster levels on a successful attack. A twilight knife cannot be attacked or harmed by physical attacks, but dispel magic, disintegrate, a sphere of annihilation, or a rod of cancellation affects it. A twilight knife’s AC against touch attacks is 12 (10 + size bonus for Tiny object) plus your Dexterity modifier. If an attacked creature has spell resistance, you make a caster level check (1d20 + caster level) against that spell resistance the first time the twilight knife strikes it. If the knife is successfully resisted, the spell is dispelled. If not, the weapon has its normal full effect on that creature for the duration of the spell.
Disipar magia: MJ 233
Estrella guía/Guiding Star Know approximate distance from where you cast this spell.
Exilio de la naturaleza/Nature’s Exile
School transmutation; Level druid 3, witch 3
Casting Time 1 standard action
Component V, S, DF
Range touch
Target creature touched
Duration permanent
Saving Throw Will negates; Spell Resistance yes
This spell curses the creature touched, making it inimical to the natural world. All animals have an initial attitude of hostile toward the target. Familiars, being magical beasts, are not affected by this spell, but animal companions are. If you have an animal companion, it does not become hostile, but as long as you remain cursed, your animal companion takes a –2 penalty on all attack rolls, skill checks, and saving throws. The target also takes a –10 penalty on Survival skill checks as the weather and environment themselves seem to conspire to cause trouble. Nature’s exile can be removed with break enchantment, limited wish, miracle, remove curse, or wish.
Furia: MJ 245
Glifo custodio: MJ 246
Golpe doloroso/Pain Strike
School evocation [evil]; Level sorcerer/wizard 3, witch 3
Casting Time 1 standard action
Components V, S
Range close (25 ft. + 5 ft./2 levels)
Target one living creature
Duration 1 round/level (D)
Saving Throw Fortitude negates; Spell Resistance yes
Pain strike racks the targeted creature with agony, inflicting 1d6 points of nonlethal damage per round for 1 round per level (maximum 10 rounds). Additionally, the affected creature is sickened for the spell’s duration, and the caster gains a +4 circumstance bonus on Intimidate checks against the target.
Hablar con los muertos: MJ 248
Heroísmo: MJ 249
Impronta de la serpiente sepia: MJ 250
Lanzar maldición: MJ 254
Localizar objeto: MJ 257
Nube apestosa: MJ 267
Quitar ceguera/sordera: MJ 278
Quitar enfermedad: MJ 278
Quitar maldición: MJ 278
Rayo relampagueante: MJ 280
Sueño profundo: MJ 292
Sugestión: MJ 292
Toque vampírico: MJ 295
Tormenta de aguanieve: MJ 296
Vista arcana: MJ 302
Volar: MJ 303
Nivel 4:
Adivinación: MJ 197
Asesino fantasmal: MJ 202
Aspecto triple/Threefold Aspect
School transmutation; Level druid 5, witch 4
Casting Time 1 standard action
Components S, F (silver crescent worth 5 gp)
Range personal
Target you
Duration 24 hours (D)
Threefold aspect allows you to shift your appearance between your natural age and three idealized age categories: young adult (youth/maiden), adulthood (father/mother), or elderly (elder/crone). In each case, your appearance is your own at the appropriate age, rather than that of a new individual. You may change between these three aspects or your actual age as a standard action. As the young adult, you gain a +2 enhancement bonus to Dexterity and Constitution, but suffer a –2 penalty to Wisdom. In the adult aspect, you gain a +2 enhancement bonus to Wisdom and Intelligence, but take a –2 penalty to Dexterity. As the elderly aspect, you gain a +4 enhancement bonus to Wisdom and Intelligence, but take a –2 penalty to Strength and Dexterity. As enhancement bonuses, these stack with any bonuses or penalties you may have from your actual age (which are untyped bonuses)—the bonuses granted by this spell represent your idealized form in this threefold aspect rather than simply duplicating your ability scores at any one particular age. True seeing reveals your natural appearance overlaid with that your aspect, recognizing both as part of your true self. Individuals who study you closely and have interacted with you at another apparent age recognize a resemblance (as though family) with a successful DC 20 Perception check. Threefold aspect does not alter your clothing or equipment, and does not heal any deformity or injury unrelated to age.
Bruma sólida: MJ 207
Caminar por sueños/Sleepwalk
School enchantment (compulsion) [mind-affecting]; Level inquisitor 4, witch 4
Casting Time 1 round
Components V, S, M (a sprig of belladonna worth 100 gp)
Range touch
Target unconscious creature touched
Duration 1 hour/level (D)
Saving Throw Will negates; see text; Spell Resistance yes
You compel an unconscious or sleeping creature to rise and move in a half-awake state. The target creature staggers about if led or guided, but remains helpless for all other purposes. The subject moves at half speed and is limited to a single move action each round. It is not capable of moving at a higher rate of speed or taking actions other than movement except by magical assistance, and automatically fails any Dexterity- or Strength-based skill checks. If the creature takes any damage while sleepwalking it must make a new saving throw or the spell ends and the creature awakes (if it has more than 0 hit points). When the spell ends or is dismissed, the target remains unconscious and must be awoken normally. While sleepwalk allows an unconscious creature to move, it does not awaken the creature, nor does it stabilize or otherwise heal them. A disabled creature that moves about while under the effects of this spell does not start dying again as a result of this movement.
Cobijo seguro:
Escuela conjuración (creación)
Nivel bardo 4, hechicero/mago 4
Tiempo de lanzamiento 10 minutos
Componentes V, S, M (una lasca de piedra, una gota de agua y una astilla de madera)
Alcance corto ( 25 pies + 5 pies/2 niveles)
Efecto 20 pies de estructura cuadrada
Duración 2 horas/nivel (D)
Tiro de salvación ninguno
Resistencia a conjuros no
Conjuras una robusta cabaña o caseta hecha del material habitual en el área donde se lanza el conjuro. El piso está a nivel, limpio y seco. El alojamiento se parece a una cabaña normal, con una puerta resistente, dos ventanas cerradas y una pequeña chimenea.
El refugio debe ser calentado como una vivienda normal, y el calor extremo le afecta negativamente y a sus ocupantes. La vivienda, sin embargo, proporciona una considerable seguridad de otro tipo – es tan resistente como un edificio de piedra normal, independientemente de su composición material. La vivienda resiste llamas y fuego como si fuera de piedra. Es impenetrable para los proyectiles normales (pero no al tipo de proyectiles lanzado por maquinas de asedio o gigantes).
La puerta, persianas, e incluso la chimenea son seguros contra la intrusión, las dos primeras están aseguradas con cerradura arcana y la última por una reja de hierro en la parte superior y un conducto estrecho. Además, estas tres áreas están protegidos por un conjuro de alarma . Finalmente, un sirviente invisible es conjurado para darte servicio durante la duración de la vivienda.
El cobijo seguro contiene muebles toscos – ocho literas, una mesa de caballete, ocho sillas y un escritorio.
Confusión: MJ 214
Convocar monstruos IV: MJ 221
Curar heridas graves: MJ 225
Custodia contra la muerte: MJ 226
Desesperación aplastante: MJ 228
Detectar escudriñamiento: MJ 230
Discernir mentiras: MJ 232
Enervación: MJ 236
Escudriñamiento: MJ 238
Geas (menor): MJ 245
Hechizar monstruo: MJ 248
Miedo: MJ 262
Mortificar/Spite
School abjuration; Level witch 4
Casting Time 1 round
Components V, S, M (rare inks worth 250 gp)
Range personal
Target you
Duration 1 hour/level (D) or until discharged
Choose a single touch range spell of 4th level or lower with a casting time of 1 standard action or less. As part of the action of casting spite, you cast the associated spell and bind it into a defensive ward in the form of a tattoo, birthmark, or wart somewhere upon your body. The next time you are hit by a melee attack or a combat maneuver is used successfully against you, the stored spell is triggered against your foe. You do not need to succeed on a touch attack to affect the target, but in all other respects the spell is treated as though you had cast it normally. If the attacking creature is not a valid target for the spell, the stored spell is lost with no effect. You can have only one spite spell in effect at a time; if you cast this spell a second time, the previous spell effect ends.
Motas errantes de estrella/Wandering Star Motes
School illusion (pattern) [light, mind-affecting]; Level bard 4, sorcerer/wizard 4, witch 4
Casting Time 1 standard action
Components V, S, M (a sprinkle of flash powder)
Range close (25 ft. + 5 ft./2 levels)
Target one living creature and special; see text
Duration 1/round per level
Saving Throw Will negates; see text; Spell Resistance yes
You create sparkling motes of bright light that shoot toward the target and swirl around it in a complex pattern. The pattern clearly outlines the target and radiates light as if it were a sunrod, negating any concealment for the target. The target must make a successful Will save. If the target fails its save, it is dazed for 1 round and must make another save on its next turn or be dazed again for 1 round. The target must continue making Will saves each round. If a target makes its Will save, the wandering star motes jump to the nearest enemy within 30 feet, who must now make Will saves every round or be dazed. Any time a target makes its Will save, the wandering star motes jump to the next nearest enemy within 30 feet. A given creature can only be affected by the wandering star motes once; once a target has successfully saved against the spell, it cannot be affected again. If there are no new targets within 30 feet of a target that has successfully made its save, the spell immediately ends. The spell only affects enemy creatures; your allies are not affected.
Neutralizar veneno: MJ 266
Ojo arcano: MJ 267
Puerta dimensional: MJ 277,
Tentáculos negros:
Escuela conjuración (creación)
Nivel hechicero/mago 4
Tiempo de lanzamiento 1 acción estándar
Componentes V, S, M (tentáculo de pulpo o calamar)
Alcance intermedio ( 100 pies + 10 pies/nivel)
Area expansión de 20 pies de radio
Duración 1 asalto/nivel (D)
Tiro de salvación ninguno
Resistencia a conjuros no
Este conjuro hace aparecer un campo de gomosos tentáculos negros, penetrando desde el suelo y alcanzando a cualquier criatura en el área.
Cada criatura dentro del área del conjuro es objetivo de una prueba de maniobra de combate hecha para apresar cada asalto al comienzo de tu turno, incluido el asalto en que los tentáculos negros son conjurados. Las criaturas que entren en el área de efecto también son atacadas automáticamente. Los tentáculos no provocan ataques de oportunidad. Al determinar el BMC de los tentáculos usa tu nivel de lanzador como su bonificador de ataque base y reciben un bonificador +4 debido a su Fuerza y un bonificador +1 por tamaño. Haz sólo una tirada para todo el efecto del conjuro cada asalto y aplica el resultado a todas las criaturas en el área de efecto.
Si los tentáculos logran apresar un enemigo, este enemigo recibe 1d6+4 puntos de daño y recibe la condición de apresado. Los oponentes apresados no pueden mover sin primero romper la presa. Todos los demás movimientos están prohibidos hasta que la criatura rompa la presa. El conjuro tentáculos negros recibe un bonificador +5 en pruebas de apresar hechas contra oponentes que ya estén apresados, pero no puede mover enemigos o sujetarlos. Cada asalto que el tentáculo negro supere una prueba de apresar, inflige un daño adicional de 1d6+4 puntos de daño. La DMC de los tentáculos negros, a los efectos de escapar de la presa, es igual a 10 + su BMC.
Los tentáculos creados por este conjuro no pueden ser dañados, pero pueden ser disipados de la manera habitual. El área de efecto entera es considerada terreno difícil mientras estén los tentáculos.
Tormenta de hielo: MJ 296
Trastornado/Moonstruck
School enchantment (compulsion) [mind-affecting]; Level druid 4, sorcerer/wizard 4, witch 4
Casting Time 1 standard action
Components V, S, M (a pinch of powdered moonstone )
Range medium (100 ft. + 10 ft./level)
Target one humanoid creature
Duration 1 round/level
Saving Throw Will negates; Spell Resistance yes
You invoke the mystical power of the moon to drive the target into a mad, bestial frenzy. If the target fails its save, it is dazed for 1 round, dropping held items as its nails and teeth elongate and sharpen. The target gains a bite attack and two claw attacks that deal damage appropriate for the creature’s size, and for the remainder of the spell’s duration the target behaves as if under simultaneous rage and confusion spells, attacking with its natural weapons in preference to other actions. During the final round of the spell’s duration, the target is again dazed as it returns to its normal state.
Veneno: MJ 300
No pongo turno, cuando quieras te introduces en la Puerta de Följning. Lee el primer post, la gente que paso por ahi hace tiempo que se fue.
Tentaculos negros es Tentaculos negros de Evard en el manual del jugador.
Retomando acá las preguntas para no contaminar de tanto post la otra escena -ESCENA DEL DRAGON CAIDO-
> Consulta sobre la siguiente posibilidad de Acción: / Viendo que me ha dejado mal parado lo del terreno dificil... Se podría usar una acción gratuita o rapida para llamar a mi caballo y que llegue hasta mi (Yena tiene preparado a mi caballo ante cualquier novedad); una acción de movimiento para montarme a el caballo y otra de movimiento para avanzar a la velocidad del caballo.
Debo acercarme lo mas rapido que pueda, pero lo haría de forma lateral y no frontal, tratando de ganar algo de cobertura o ocultación, es decir abanzar entre los arboles en el caballo buscando llegar por uno de los costados y no de frente ante mi objetivo /
Si me puedes regalar una imagen sería estupendo.
> Por cierto que tipo de caballo tengo? o_O
No, no puedo darte una imagen.
En cuanto al caballo es del tipo ligero de guera. se movera 60' por turno si se concentra en correr.
Si se mueve a 60' pies, si se concentra en correr, eso quiere decir que solo se movería a la mitad de su velocidad normal, si en el mismo asalto, lo monto (me subo a él) y hecho a andar? No se si esto ultimo es parte de mi acción de movimiento o la del caballo en sí.
> Verificando distancia... Me moví 10' y luego me teleporte a 25' mas. Es decir estoy a 165' del de las vendas?
> Y disculpa me puedes indicar a todas estas a que se debe el terreno dificil?
Ok... pero es todo el terreno o solo donde estoy? También el vendado esta en terreno dificil? (si se puede saber, claro).
Si es Jena la que llega en el caballo (a su velocidad de correr) e intento montarme a él. Algo así como cuando Legoras se monta a en caballo en la segunda pelicula del señor de los anillos... Que tan dificil sería?
Es que estoy contando con todas las posibilidad de acciones así sean las mas alocadas XD
Edit: Si es maleza lo que esta ocasionando el terreno difícil también esta proporcionando ocultación? (Pag 87 del Manual del Master). Pregunto porque eso ocasiona Probabilidad de fallo....
Hay algún arbol en el camino lo suficientemente grande para proporcionar cobertura total?
1.Mas o menos todo el terreno.Si
2.Tirada de montar CD 20, si fallas es accion de movimiento, si tienes exito es accion gratuita. Y cumple la rule of cool ;D
3.No, no da ocultacion
4. No, ya se lo dije yo a "..."
Mi preferencia es mas bien en el hilo taberna.
Tambien te recuerdo que espoleando le haces daño a la montura asi que no abuses o a la protectora vasXDDD.
Tienes que hacer una prueba para cada cosa.
Te moverias 35+35=70
Gato,has leido mi mensaje?
No lo había leído hasta que he leído este último.
En cuanto elija los conjuros te posteo, vale?