// #d&d — 2016-07-23
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00:06:54 Ballig has quit (Ping timeout: 121 seconds)
00:29:43 Ballig ([email protected]) has joined #d&d
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13:43:18 <Mekkis> !hp 16d6m3
13:43:19 <diebot> Mekkis, 114
13:48:15 <Mekkis> !prdfeat seeking spell
13:48:18 <diebot> Mekkis, BURNING SPELL [Metamagic] You cause creatures to take extra damage when you affect them with a spell that has the acid or fire descriptor.
13:48:18 <diebot> Benefit: The acid or fire effects of the affected spell adhere to the creature, causing more damage the next round. When a creature takes acid or fire damage from the affected spell, that creature takes damage equal to 2× the spell's actual level at the start of its next turn. The damage is acid or fire, as determined by the spell's descriptor.
13:48:18 <diebot> If a burning spell has both the fire and acid descriptor, the caster chooses what kind of damage is dealt by the burning spell effect. A burning spell uses up a slot two levels higher than the spell's actual level. Source: UM
13:59:35 <Mekkis> !prdfeat spell perfection
13:59:36 <diebot> Mekkis, SPELL PERFECTION []Prereq: Spellcraft 15 ranks, at least three metamagic feats. You are unequaled at the casting of one particular spell.
13:59:36 <diebot> Benefit: Pick one spell which you have the ability to cast. Whenever you cast that spell you may apply any one metamagic feat you have to that spell without affecting its level or casting time, as long as the total modified level of the spell does not use a spell slot above 9th level. In addition, if you have other feats which allow you to apply
13:59:36 <diebot> a set numerical bonus to any aspect of this spell (such as Spell Focus, Spell Penetration, Weapon Focus [ray], and so on), double the bonus granted by that feat when applied to this spell. Source: APG
14:04:27 <Mekkis> !prdfeat intensified spell
14:04:28 <diebot> Mekkis, INTENSIFIED SPELL [Metamagic] Your spells can go beyond several normal limitations.
14:04:29 <diebot> Benefit: An intensified spell increases the maximum number of damage dice by 5 levels. You must actually have sufficient caster levels to surpass the maximum in order to benefit from this feat. No other variables of the spell are affected, and spells that inflict damage that is not modified by caster level are not affected by this feat. An
14:04:29 <diebot> intensified spell uses up a spell slot one level higher than the spell's actual level. Source: APG
14:12:07 <Mekkis> !spell prismatic wall
14:12:10 <diebot> Mekkis, PRISMATIC WALL abjuration ([]) sorcerer/wizard 8 1 standard action Range: close (25 ft. + 5 ft./2 levels) Comp: V, S Duration: 10 min./level Save: see text SR:see textSource: PFRPG Core
14:12:11 <diebot> The description is too long to send over IRC. View http://nl.ti4200.info/vpsirc/spells/prismatic_wall.html
14:18:09 <Mekkis> !spell Power Word Blind
14:18:10 <diebot> Mekkis, POWER WORD BLIND enchantment (compulsion[mind-affecting]) sorcerer/wizard 7, witch 7 1 standard action Range: close (25 ft. + 5 ft./2 levels) one creature with 200 hp or less Comp: V Duration: see text Save: none SR:yesSource: PFRPG Core
14:18:10 <diebot> You utter a single word of power that causes a creature to become blinded, whether the creature can hear the word or not. The duration of the spell depends on the target's current hit point total. Any creature that currently has 201 or more hit points is unaffected. Hit Points Duration 50 or less Permanent 51-100 1d4+1 minutes 101-200 1d4+1 rounds
22:38:19 <Mekkis> !spell Reverse Gravity
22:38:23 <diebot> Mekkis, REVERSE GRAVITY transmutation ([]) druid 8, sorcerer/wizard 7 1 standard action Range: medium (100 ft. + 10 ft./level) Comp: V, S, M/DF (lodestone and iron filings) Duration: 1 round/level (D) Save: none; see text SR:noSource: PFRPG Core
22:38:23 <diebot> This spell reverses gravity in an area, causing unattached objects and creatures in the area to fall upward and reach the top of the area in 1 round. If a solid object (such as a ceiling) is encountered in this fall, falling objects and creatures strike it in the same manner as they would during a normal downward fall. If an object or creature
22:38:23 <diebot> reaches the top of the area without striking anything, it remains there, oscillating slightly, until the spell ends. At the end of the spell duration, affected objects and creatures fall downward. Provided it has something to hold onto, a creature caught in the area can attempt a Reflex save to secure itself when the spell strikes. Creatures who
22:38:23 <diebot> can fly or levitate can keep themselves from falling.
22:39:27 <Mekkis> !spell Memory Of Function
22:39:28 <diebot> Mekkis, MEMORY OF FUNCTION transmutation ([]) cleric/oracle 7, sorcerer/wizard 7 1 standard action Range: touch object or construct touched Comp: V, S, powdered skymetal worth 10,000 gp Duration: instantaneous Save: Will negates SR:yesSource: Technology Guide
22:39:29 <diebot> The description is too long to send over IRC. View http://nl.ti4200.info/vpsirc/spells/memory_of_function.html
22:47:43 <Mekkis> !spell Terraform
22:47:44 <diebot> Mekkis, TERRAFORM transmutation ([]) cleric/oracle 7, druid 6, sorcerer/wizard 7, witch 7 1 hour Range: 100 feet Comp: V, S, M (10,000 gp worth of precious minerals, see text) Duration: 1 day/level (see text) Save: none SR:noSource: Mythic Adventures
22:47:45 <diebot> The description is too long to send over IRC. View http://nl.ti4200.info/vpsirc/spells/terraform.html
22:48:14 <Mekkis> !spell Lunar Veil
22:48:15 <diebot> Mekkis, LUNAR VEIL illusion (shadow[darkness, shadow]) cleric/oracle 7, sorcerer/wizard 7, witch 7 1 standard action Range: long (400 ft. + 40 ft./level) Comp: V, S Duration: 10 minute/level Save: Will negates, see text SR:noSource: Ultimate Magic
22:48:15 <diebot> You conjure a tremendous area of shadow to obscure moonlight within the area, creating something akin to a lunar eclipse. The light level is lowered by two steps (though unlike deeper darkness, areas of normal light or dimmer become normal darkness rather than supernaturally dark). Lycanthropes in the area must make a Will save every round or
22:48:15 <diebot> revert to their humanoid forms. In addition, lycanthropes attempting to assume animal or hybrid form within the affected area take a -5 penalty on Constitution checks to do so.
22:49:20 <Mekkis> !spell Elemental Body IV
22:49:21 <diebot> Mekkis, ELEMENTAL BODY IV transmutation (polymorph[]) sorcerer/wizard 7 1 standard action Range: personal you Comp: V, S, M (the element you plan to assume) Duration: 1 min/level Save: SR:Source: PFRPG Core
22:49:22 <diebot> The description is too long to send over IRC. View http://nl.ti4200.info/vpsirc/spells/elemental_body_iv.html
22:49:27 <Mekkis> !spell temporary resurrection
22:49:28 <diebot> Mekkis, TEMPORARY RESURRECTION necromancy ([]) sorcerer/wizard 7, witch 7 10 minutes Range: touch dead creature touched Comp: V, S, M (diamond dust worth 500 gp) Duration: 24 hours Save: SR:Source: Ultimate Magic
22:49:29 <diebot> You restore temporary life to a body that has been dead for less than 48 hours. The spell lasts for 24 hours, after which the target dies again. The target gains 1 permanent negative level while under the effect of this spell; this negative level goes away when the target dies or is permanently raised from the dead (such as with raise dead). The
22:49:29 <diebot> target still counts as a dead corpse (but not undead) for the purpose of spells that revive dead creatures, so a cleric can cast raise dead or a similar spell on the target even while this spell is active. Once a creature has been revived with temporary resurrection, this spell cannot be used on it again until it is permanently raised from the
22:49:29 <diebot> dead.
22:50:16 <Mekkis> !spell Control Construct
22:50:17 <diebot> Mekkis, CONTROL CONSTRUCT transmutation ([]) sorcerer/wizard 7 1 standard action Range: close (25 ft. + 5 ft./2 levels) one construct Comp: V, S Duration: concentration Save: none (see text) SR:noSource: Ultimate Magic
22:50:17 <diebot> You wrest the control of a construct from its master. For as long as you concentrate, you can control the construct as if you were its master. You must make a Spellcraft check each round to maintain control. The DC of the Spellcraft check is (10 + the construct's HD). If the construct's creator or master is present and trying to control the
22:50:17 <diebot> construct, you both must make opposed Spellcraft checks each round to control the construct.
22:50:45 <Mekkis> !spell Resonating Word
22:50:47 <diebot> Mekkis, RESONATING WORD transmutation ([sonic]) bard 5, sorcerer/wizard 7 1 standard action Range: medium (100 ft. + 10 ft./level) one creature Comp: V Duration: 3 rounds Save: Fortitude partial SR:yesSource: Ultimate Magic
22:50:47 <diebot> You speak a terrible word of power, setting up potentially lethal vibrations in the chosen target. The target must save once each round on your turn, and the effects grow stronger for each saving throw the creature fails. On the first round, the target takes 5d6 points of sonic damage and is staggered for 1 round. A successful save halves the
22:50:47 <diebot> damage and negates the staggered effect. On the second round, the target takes 5d6 points of damage and is stunned for 1 round. A successful save halves the damage and negates the stunning effect. On the third round, the target takes 10d6 points of damage and is stunned for 1d4+1 rounds. A successful save halves the damage and negates the stunning
22:50:47 <diebot> effect. The resonating word has no power after the third round, even if the spell's duration is increased.
22:51:37 <Mekkis> !spell Control Weather
22:51:38 <diebot> Mekkis, CONTROL WEATHER transmutation ([]) cleric/oracle 7, druid 7, sorcerer/wizard 7, witch 7, shaman 7 10 minutes; see text Range: 2 miles Comp: V, S Duration: 4d12 hours; see text Save: none SR:noSource: PFRPG Core
22:51:39 <diebot> The description is too long to send over IRC. View http://nl.ti4200.info/vpsirc/spells/control_weather.html
22:52:42 <Mekkis> !spell Plague Storm
22:52:44 <diebot> Mekkis, PLAGUE STORM necromancy ([disease, evil]) cleric/oracle 6, druid 6, sorcerer/wizard 7, witch 6 1 standard action Range: medium (100 ft. + 10 ft./level) Comp: V, S Duration: 1 minute/level and instantaneous (see text) Save: Fortitude negates SR:noSource: Ultimate Magic
22:52:44 <diebot> The description is too long to send over IRC. View http://nl.ti4200.info/vpsirc/spells/plague_storm.html
22:53:35 <Mekkis> !spell Waves of Ecstasy
22:53:36 <diebot> Mekkis, WAVES OF ECSTASY enchantment (compulsion[emotion, mind-affecting]) bard 6, cleric/oracle 7, sorcerer/wizard 7, witch 7 1 standard action Range: 30 ft. Comp: V, S Duration: 1 round/level; see text Save: Will partial (see text) SR:yesSource: Ultimate Magic
22:53:37 <diebot> You emanate waves of intense pleasure that cause all targets within range to falter. Affected creatures are stunned for 1 round and are staggered for the remainder of the spell. A creature that makes its save is staggered for the first round and can act normally thereafter.
22:54:16 <Mekkis> !spell Vision
22:54:17 <diebot> Mekkis, VISION divination ([]) sorcerer/wizard 7, witch 7, shaman 7 1 standard action Range: personal you Comp: V, S, M (incense worth 250 gp), F (four pieces of ivory worth 50 gp each) Duration: see text Save: SR:Source: PFRPG Core
22:54:18 <diebot> This spell functions like legend lore, except that it works more quickly and produces some strain on you. You pose a question about some person, place, or object, then cast the spell. If the person or object is at hand or if you are in the place in question, you receive a vision about it by succeeding on a caster level check (1d20 + 1 per caster
22:54:18 <diebot> level; maximum +25) against DC 20. If only detailed information on the person, place, or object is known, the DC is 25, and the information gained is incomplete. If only rumors are known, the DC is 30, and the information gained is vague. After this spell is complete, you are fatigued.
22:54:39 <Mekkis> !spell walk through space
22:54:40 <diebot> Mekkis, WALK THROUGH SPACE conjuration (teleportation[]) alchemist 6, magus 6, sorcerer/wizard 7, summoner 6, witch 7 1 standard action Range: personal you Comp: V, S, M (a wren's egg) Duration: 1 round/level Save: SR:Source: Ultimate Combat
22:54:40 <diebot> When under the effects of this spell, you can teleport up to 30 feet as a move action. You must end this movement in an unoccupied space that you can stand on within line of sight. Alternatively, you can spend a move action to teleport to a standing position from lying prone. Teleporting does not provoke attacks of opportunity.
22:55:04 <Mekkis> !spell Arcane Sight, Greater
22:55:06 <diebot> Mekkis, ARCANE SIGHT, GREATER divination ([]) sorcerer/wizard 7, witch 7 1 standard action Range: personal you Comp: V, S Duration: 1 min./level Save: SR:Source: PFRPG Core
22:55:06 <diebot> This spell functions like arcane sight, except that you automatically know which spells or magical effects are active upon any individual or object you see. Unlike arcane sight, this spell cannot be made permanent with a permanency spell.
22:55:27 <Mekkis> !spell Signifer's Rally
22:55:28 <diebot> Mekkis, SIGNIFER'S RALLY conjuration (teleportation[evil]) cleric/oracle 7, sorcerer/wizard 7 1 standard action Range: medium (100 ft. + 10 ft./level) one willing ally/5 levels Comp: V, S, M (100 gp worth of bloodstone for every ally teleported) Duration: instantaneous Save: Will negates (harmless) SR:yes (harmless)Source: Cheliax Empire Of
22:55:29 <diebot> Devils
22:55:29 <diebot> You teleport up to one ally per five caster levels to your location. You determine which allies you want to teleport at the time of casting; these allies have 1 round to decide to allow or refuse your spell, and they teleport immediately upon accepting. Allies are teleported as if you had cast teleport on them (your current location is at least
22:55:29 <diebot> "studied carefully" for this purpose), appearing in a puff of brimstone in a space adjacent to you. If you are in combat and your allies were not, your allies may roll initiative upon arrival but are not considered flat-footed even though they have not taken any actions. The spell does not function in areas warded against intrusion by evil
22:55:29 <diebot> creatures (such as a magic circle against evil effect).
22:56:05 <Mekkis> !spell Frost Mammoth
22:56:07 <diebot> Mekkis, FROST MAMMOTH conjuration (creation[cold]) cleric/oracle 7, druid 7, sorcerer/wizard 7, summoner 6 1 round Range: close (25 ft. + 5 ft./2 levels) Comp: V, S, M (a fragment of mammoth tusk) Duration: 1 round/level (D) Save: none SR:noSource: People Of The North
22:56:07 <diebot> A blast of snow suddenly fills an area with a space of 15 feet-this snow immediately forms the shape of a woolly mammoth that seems to be made of snow, with tusks of solid ice. The mammoth has statistics identical to those of a mastodon (Pathfinder RPG Bestiary 128), save that it also has the cold subtype (and thus gains immunity to cold and
22:56:07 <diebot> vulnerability to fire). The frost mammoth obeys your telepathic commands. It allows you or anyone you designate to ride it, and is treated as if combat trained. At 17th level, a frost mammoth you conjure deals an additional 1d6 points of cold damage with each physical attack.
22:56:37 <Mekkis> !spell Dimensional Bounce
22:56:39 <diebot> Mekkis, DIMENSIONAL BOUNCE conjuration (teleportation[]) sorcerer/wizard 7, summoner 6, witch 7 1 standard action Range: close (25 ft. + 5 ft./2 levels) you and touched objects or other touched willing creatures Comp: V, S Duration: 1 round/level or until discharged Save: none and Will negates (object) SR:no and yes (object)Source: Advanced
22:56:39 <diebot> Class Guide
22:56:39 <diebot> You designate two locations within range and create a dimensional link between them; you must have line of effect to both locations when casting this spell. As a swift action, you can teleport from your current location to either of the designated locations as if you had cast dimension door. The spell is discharged once you have used it to teleport
22:56:39 <diebot> a number of times equal to one-fourth your caster level (maximum 5 times).
22:57:06 <Mekkis> !spell Deflection
22:57:07 <diebot> Mekkis, DEFLECTION abjuration ([force]) sorcerer/wizard 7 1 standard action Range: personal you Comp: V, S, M (a piece of rubber dipped in glue) Duration: 1 round/level Save: SR:Source: APG
22:57:07 <diebot> You surround yourself in a whirling barrier of force that sends any attack that misses you hurling back toward its source. This applies to any melee or ranged attack directed against you so long as it uses an attack roll to determine whether or not it strikes you. If an attack misses you, the attacker must make a second attack roll against its own
22:57:07 <diebot> Armor Class, using all of the applicable modifiers of the original attack and if it hits, the attacker takes the attack's damage and suffers all the other consequences of getting struck with that attack. You cannot deflect attacks that miss you for any reason besides a failed attack roll (such as concealment). Similarly, you cannot deflect attacks
22:57:07 <diebot> that actually do strike you but simply fail to do any harm.
22:58:33 <Mekkis> !spell Banishment
22:58:34 <diebot> Mekkis, BANISHMENT abjuration ([]) cleric/oracle 6, sorcerer/wizard 7, summoner 5, inquisitor 5, shaman 6 1 standard action Range: close (25 ft. + 5 ft./2 levels) one or more extraplanar creatures, no two of which can be more than 30 ft. apart Comp: V, S, F (see text) Duration: instantaneous Save: Will negates SR:yesSource: PFRPG Core
22:58:34 <diebot> A banishment spell is a more powerful version of the dismissal spell. It enables you to force extraplanar creatures out of your home plane. As many as 2 Hit Dice of creatures per caster level can be banished. You can improve the spell's chance of success by presenting at least one object or substance that the target hates, fears, or otherwise
22:58:34 <diebot> opposes. For each such object or substance, you gain a +1 bonus on your caster level check to overcome the target's Spell Resistance (if any), and the saving throw DC increases by 2. Certain rare items might work twice as well as a normal item for the purpose of the bonuses (each providing a +2 bonus on the caster level check against Spell
22:58:34 <diebot> Resistance and increasing the save DC by 4).
22:59:24 <Mekkis> !spell Rampart
22:59:25 <diebot> Mekkis, RAMPART conjuration (creation[earth]) druid 7, sorcerer/wizard 7 1 standard action Range: medium (100 ft. + 10 ft./level) Comp: V, S, M (a handful of earth) Duration: instantaneous Save: none SR:noSource: APG
22:59:26 <diebot> You create a massive rampart of hard-packed earth and stone 5 feet thick. The rampart cannot be conjured so that it occupies the same space as another creature or object. Each 5-foot-wide section of the rampart has hardness 0 and 180 hit points. A section of the rampart whose hit points drop to 0 is breached. If a creature tries to break through
22:59:26 <diebot> the rampart with a single attack, the DC for the Strength check is 60. A creature can climb over the rampart with a DC 20 Climb check.
22:59:54 <Mekkis> !spell Memory Of Function
22:59:56 <diebot> Mekkis, MEMORY OF FUNCTION transmutation ([]) cleric/oracle 7, sorcerer/wizard 7 1 standard action Range: touch object or construct touched Comp: V, S, powdered skymetal worth 10,000 gp Duration: instantaneous Save: Will negates SR:yesSource: Technology Guide
22:59:56 <diebot> The description is too long to send over IRC. View http://nl.ti4200.info/vpsirc/spells/memory_of_function.html
23:00:20 <Mekkis> !spell Shadow Conjuration, Greater
23:00:21 <diebot> Mekkis, SHADOW CONJURATION, GREATER illusion (shadow[shadow]) sorcerer/wizard 7 1 standard action Range: see text Comp: V, S Duration: see text Save: Will disbelief (if interacted with); varies; see text SR:yes; see textSource: PFRPG Core
23:00:22 <diebot> This spell functions like shadow conjuration, except that it duplicates any sorcerer or wizard conjuration (summoning) or conjuration (creation) spell of 6th level or lower. The illusory conjurations created deal three-fifths (60%) damage to nonbelievers, and nondamaging effects are 60% likely to work against nonbelievers.
23:00:40 <Mekkis> !spell Maddening Oubliette
23:00:41 <diebot> Mekkis, MADDENING OUBLIETTE conjuration (teleportation[]) cleric/oracle 7, sorcerer/wizard 7, witch 7 1 round Range: close (25 ft. + 5 ft./2 levels) one creature Comp: V, S, M (the powdered bones of a creature that died in prison) Duration: special; see text Save: Will negates; see text SR:yesSource: Inner Sea Gods
23:00:41 <diebot> The target is transported to a dark and dank prison in some unspecified horrific demiplane, where tentacles writhe around, clawed fingers grab at the creature (though they deal no damage), and harsh, whispering voices speak blasphemies and maddening secrets. At the end of each round within this terrifying oubliette, the target can attempt a Will
23:00:41 <diebot> saving throw in order to escape the prison. The saving throw has a penalty equal to the number of rounds the target has spent in the oubliette (minimum -1 and maximum -5). If the target succeeds at its saving throw, it returns to its former space. If that space is occupied or otherwise unavailable, the target is shunted to the nearest available
23:00:41 <diebot> space. When the target returns from the oubliette, it is confused for a number of rounds equal to the number of rounds of imprisonment (minimum 1), unless it was confined in the oubliette for 10 or more rounds, in which case the target is affected as if it were subject to an insanity spell instead.
23:16:06 Joachim ([email protected]) has joined #d&d
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