Difference between revisions of "Talk:Spells (Apath)"

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== Possible Spell Lists ==
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The following spell lists have to be considered:
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# Alchemist
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# Bard
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# Bloodrager
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# Cavalier
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# Cleric
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# Druid
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# Gunslinger
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# Inquisitor
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# Magus
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# Oracle
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# Paladin
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# Ranger
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# Shaman
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# Sorcerer
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# Summoner
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# Witch
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# Wizard
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 +
Elemental School
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=== Mage Armor ===
 
=== Mage Armor ===
 
This spell has a ''personal'' range.
 
This spell has a ''personal'' range.

Revision as of 09:59, 6 August 2015

Possible Spell Lists

The following spell lists have to be considered:

  1. Alchemist
  2. Bard
  3. Bloodrager
  4. Cavalier
  5. Cleric
  6. Druid
  7. Gunslinger
  8. Inquisitor
  9. Magus
  10. Oracle
  11. Paladin
  12. Ranger
  13. Shaman
  14. Sorcerer
  15. Summoner
  16. Witch
  17. Wizard

Elemental School

Mage Armor

This spell has a personal range.

Ignite

Evocation (Fire)
Level: Druid 0, Ranger 1, Sor/Wiz 0, Witch 0
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft. /2 levels
Effect: 1 target or 5-ft.-radius spread, see text
Duration: Instantaneous
Saving Throw: Reflex negates
Spell Resistance: Yes

This spell will start a campfire even if it is built of fresh, wet wood. It can ignite several candles, torches, matches, or other items made to be lit, as long as they are all within 5 ft. of each other.

When used against a creature, the targets clothes of fur begins to burn and the target catches on fire. Ignite is not powerful enough to ignite living flesh; a creature that is not itself flammable and does not have flammable hair, fur, or clothing is immune.

On each of his turns, the burning character may make another Reflex saving throw against this spells save DC. Once he succeeds on a saving throw, he’s no longer on fire. In each of your turns when the creature remains on fire he takes 1d6 points of fire damage. In other words, the target receives two saving throws before taking damage the first time, more if he attempts to douse the flame (see below).

A character on fire may automatically extinguish the flames by jumping into enough water to douse himself. If no body of water is at hand, rolling on the ground or smothering the fire with cloaks or the like (a standard action) permits the character another save with a +4 bonus.

Mist of Deceit

Illusion (Pattern) (Mind-Affecting)
Level: Sorcerer/Wizard 4, Witch 3
Components: V, S
Cast Time: 1 standard action
Range: Medium (100 ft. + 10 ft. level)
Effect: Fog spreads in 20-ft. radius, 20 ft. high
Duration: 1 round/level
Save: Will partial (see text)
SR: No

A bank of fog billows out from the point you designate and appears similar to a fog cloud to casual observation, although the effect is quite different. The fog prevents all vision into or out of the area. Creatures can see normally inside, but their vision is distorted making position and movement uncertain and friends appear as foes.

Whenever a creature inside the cloud attempts to make an attack or cast a targeted spell at an enemy, a Will save is required; on a failure all attacks in that round are actually directed at the closest friendly creature instead, assuming there are any within sight. If several friends are equidistant the attacker gets to pick whom to attack. If the new target is out of range, the attacker must move 5 ft. to get in position to attack; this is an extra free move, and actually represents the uncertainty of position the spell engenders; the attacker wasn't actually where he was supposed to be. If the attack is not possible after this movement, the attacker does nothing. A new saving throw is required for each attack sequence or targeted spell cast.

Whenever a creature inside the cloud bank tries to leave the cloud under his own power (by walking, teleporting, flying etc), a Will save is required; on a failure, the creature instead stands still or teleports back to the same location.

The caster is immune to the confusion effects of this spell, tough his vision is still impaired.