// #d&d — 2016-08-02
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00:00:48 <Mekkis> !prdfeat spell perfection
00:00:48 <diebot> Mekkis, SPELL PERFECTION []Prereq: Spellcraft 15 ranks, at least three metamagic feats. You are unequaled at the casting of one particular spell.
00:00:49 <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
00:00:49 <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
00:05:40 <Mekkis> !prdfeat intensified spell
00:05:41 <diebot> Mekkis, INTENSIFIED SPELL [Metamagic] Your spells can go beyond several normal limitations.
00:05:41 <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
00:05:41 <diebot> intensified spell uses up a spell slot one level higher than the spell's actual level. Source: APG
00:13:20 <Mekkis> !spell prismatic wall
00:13:23 <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
00:13:23 <diebot> The description is too long to send over IRC. View http://nl.ti4200.info/vpsirc/spells/prismatic_wall.html
00:19:22 <Mekkis> !spell Power Word Blind
00:19:22 <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
00:19:23 <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
02:30:34 Howard ([email protected]) has joined #d&d
03:04:39 <Mekkis> !spell pilfering hand
03:04:41 <diebot> Mekkis, PILFERING HAND evocation ([force]) bard 2, cleric/oracle 2, magus 2, sorcerer/wizard 2 1 standard action Range: close (25 ft. + 5 ft./2 levels) one object Comp: S Duration: see text Save: none SR:yes (object)Source: Ultimate Combat
03:04:41 <diebot> The description is too long to send over IRC. View http://nl.ti4200.info/vpsirc/spells/pilfering_hand.html
03:05:58 <Mekkis> !spell wall of ice
03:05:59 <diebot> Mekkis, WALL OF ICE evocation ([cold]) sorcerer/wizard 4, summoner 3, magus 4, bloodrager 4 1 standard action Range: medium (100 ft. + 10 ft./level) Comp: V, S, M (a piece of quartz or rock crystal) Duration: 1 min./level Save: Reflex negates; see text SR:yesSource: PFRPG Core
03:06:00 <diebot> The description is too long to send over IRC. View http://nl.ti4200.info/vpsirc/spells/wall_of_ice.html
04:08:12 <Mekkis> !spell burst of radiance
04:08:14 <diebot> Mekkis, BURST OF RADIANCE evocation ([good, light]) cleric/oracle 2, druid 2, sorcerer/wizard 2 1 standard action Range: long (400 ft. + 40 ft./level) Comp: V, S, M/DF (a piece of flint and a pinch of silver dust) Duration: instantaneous Save: Reflex partial SR:yesSource: Champions Of Purity
04:08:14 <diebot> This spell fills the area with a brilliant flash of shimmering light. Creatures in the area are blinded for 1d4 rounds, or dazzled for 1d4 rounds if they succeed at a Reflex save. Evil creatures in the area of the burst take 1d4 points of damage per caster level (max 5d4), whether they succeed at the Reflex save or not.
04:26:51 <Brunius> Mekkis, what's the go with WotW?
04:26:56 <Brunius> Ded?
04:27:03 <Mekkis> ja
05:31:44 <Evl_Gnys> hello strangers
06:00:45 <Proquar> wb ballig :)
06:48:25 <Mekkis> Brunius-, wintercon: when/where?
07:02:12 <Brunius-> Canberra, this weekend, apparently
07:02:23 <Brunius-> I only just heard about it
07:04:40 <Mekkis> oh
07:04:46 <Mekkis> I hadn't planned on it
07:17:51 <Proquar> Where is Avatar?
07:39:55 <Mekkis> !prdfeat spell perfection
07:39:56 <diebot> Mekkis, SPELL PERFECTION []Prereq: Spellcraft 15 ranks, at least three metamagic feats. You are unequaled at the casting of one particular spell.
07:39:57 <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
07:39:57 <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
07:42:56 <Brunius> He jumped ship for Discord
07:44:15 <Mekkis> !prdfeat intensify spell
07:44:16 <diebot> Mekkis, INTENSIFIED SPELL [Metamagic] Your spells can go beyond several normal limitations.
07:44:16 <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
07:44:16 <diebot> intensified spell uses up a spell slot one level higher than the spell's actual level. Source: APG
07:45:07 <Mekkis> !prdfeat empower spell
07:45:08 <diebot> Mekkis, EMPOWER SPELL [Metamagic] You can increase the power of your spells, causing them to deal more damage.
07:45:08 <diebot> Benefit: All variable, numeric effects of an empowered spell are increased by half, including bonuses to those dice rolls. Saving throws and opposed rolls are not affected, nor are spells without random variables. An empowered spell uses up a spell slot two levels higher than the spell’s actual level. Source: Core
07:49:39 <Mekkis> hi anna
07:52:14 <Proquar> oh
07:52:22 <Proquar> have i missed three games?
08:01:14 <Brunius> dunno?
08:01:24 <Brunius> When did the title get to be that
08:01:42 <Brunius> title/topic
08:02:46 * Proquar just went a-PokemonGO'ing
08:07:05 <Mekkis> you think that if Abbott takes over there'll be a blockage of supply?
08:12:04 <Proquar> i think a second 2016 election is not off the agenda (but not probable)
08:27:46 <Mekkis> !item daring Dancers
08:27:47 <diebot> Mekkis, DARING DANCERS [moderate transmutation] CL:8 feet 16000gp, 0lb
08:27:47 <diebot> These glittering anklets or spurs are favorites of Varisians, both for their showy addition to performances and their more practical uses. Normally made of metal and leather and adorned with glass beads or small gemstones, they make the wearer's feet light and agile, granting a +5 competence bonus to Perform (dance) checks. The wearer's footfalls
08:27:47 <diebot> become so light that she can dance gracefully on any surface and make a 5-foot step even in difficult terrain. If the wearer has 5 or more ranks in Perform (dance), daring dancers allow her to cast dimension door on herself once per day to travel up to 700 feet. Source: Faction Guide
08:39:33 <Mekkis> !spell Reverse Gravity
08:39:36 <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
08:39:36 <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
08:39:36 <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
08:39:36 <diebot> can fly or levitate can keep themselves from falling.
08:40:40 <Mekkis> !spell Memory Of Function
08:40:41 <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
08:40:41 <diebot> The description is too long to send over IRC. View http://nl.ti4200.info/vpsirc/spells/memory_of_function.html
08:47:51 <Brunius> Set by Ballig, Jul 26
08:48:57 <Mekkis> !spell Terraform
08:48:57 <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
08:48:58 <diebot> The description is too long to send over IRC. View http://nl.ti4200.info/vpsirc/spells/terraform.html
08:49:27 <Mekkis> !spell Lunar Veil
08:49:28 <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
08:49:28 <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
08:49:28 <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.
08:50:34 <Mekkis> !spell Elemental Body IV
08:50:34 <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
08:50:35 <diebot> The description is too long to send over IRC. View http://nl.ti4200.info/vpsirc/spells/elemental_body_iv.html
08:50:41 <Mekkis> !spell temporary resurrection
08:50:41 <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
08:50:42 <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
08:50:42 <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
08:50:42 <diebot> dead.
08:51:29 <Mekkis> !spell Control Construct
08:51:30 <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
08:51:30 <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
08:51:30 <diebot> construct, you both must make opposed Spellcraft checks each round to control the construct.
08:51:59 <Mekkis> !spell Resonating Word
08:52:00 <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
08:52:00 <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
08:52:00 <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
08:52:00 <diebot> effect. The resonating word has no power after the third round, even if the spell's duration is increased.
08:52:50 <Mekkis> !spell Control Weather
08:52:51 <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
08:52:52 <diebot> The description is too long to send over IRC. View http://nl.ti4200.info/vpsirc/spells/control_weather.html
08:53:56 <Mekkis> !spell Plague Storm
08:53:57 <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
08:53:57 <diebot> The description is too long to send over IRC. View http://nl.ti4200.info/vpsirc/spells/plague_storm.html
08:54:49 <Mekkis> !spell Waves of Ecstasy
08:54:50 <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
08:54:50 <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.
08:55:30 <Mekkis> !spell Vision
08:55:31 <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
08:55:31 <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
08:55:31 <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.
08:55:52 <Mekkis> !spell walk through space
08:55:53 <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
08:55:53 <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.
08:56:18 <Mekkis> !spell Arcane Sight, Greater
08:56:19 <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
08:56:19 <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.
08:56:41 <Mekkis> !spell Signifer's Rally
08:56:41 <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
08:56:42 <diebot> Devils
08:56:42 <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
08:56:42 <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
08:56:42 <diebot> creatures (such as a magic circle against evil effect).
08:57:19 <Mekkis> !spell Frost Mammoth
08:57:20 <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
08:57:20 <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
08:57:20 <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.
08:57:51 <Mekkis> !spell Dimensional Bounce
08:57:52 <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
08:57:52 <diebot> Class Guide
08:57:52 <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
08:57:52 <diebot> a number of times equal to one-fourth your caster level (maximum 5 times).
08:58:19 <Mekkis> !spell Deflection
08:58:20 <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
08:58:20 <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
08:58:20 <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
08:58:20 <diebot> that actually do strike you but simply fail to do any harm.
08:59:46 <Mekkis> !spell Banishment
08:59:47 <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
08:59:47 <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
08:59:47 <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
08:59:47 <diebot> Resistance and increasing the save DC by 4).
09:00:38 <Mekkis> !spell Rampart
09:00:39 <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
09:00:39 <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
09:00:39 <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.
09:01:08 <Mekkis> !spell Memory Of Function
09:01:09 <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
09:01:09 <diebot> The description is too long to send over IRC. View http://nl.ti4200.info/vpsirc/spells/memory_of_function.html
09:01:34 <Mekkis> !spell Shadow Conjuration, Greater
09:01:34 <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
09:01:35 <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.
09:01:53 <Mekkis> !spell Maddening Oubliette
09:01:54 <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
09:01:54 <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
09:01:54 <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
09:01:54 <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.
09:54:11 <Mekkis> !findchar kalara
09:54:17 <Mekkis> !findchar Kalara
09:54:20 <diebot> Mekkis, Character: kalara.
09:54:20 <diebot> Mekkis, Character: Kalara. number: 414( http://www.pfrpg.com.au/viewchar.php5?char=414 )
09:54:45 <Mekkis> !spell pilfering hand
09:54:48 <diebot> Mekkis, PILFERING HAND evocation ([force]) bard 2, cleric/oracle 2, magus 2, sorcerer/wizard 2 1 standard action Range: close (25 ft. + 5 ft./2 levels) one object Comp: S Duration: see text Save: none SR:yes (object)Source: Ultimate Combat
09:54:49 <diebot> The description is too long to send over IRC. View http://nl.ti4200.info/vpsirc/spells/pilfering_hand.html
11:10:34 <Proquar> hehehehe… ballig knows how to troll me :D
11:10:40 <Proquar> even if he doesn't mean to
11:10:47 <Proquar> oh wells… i'm off to bed
11:43:25 <metric> hello
17:12:25 <Ballig> it was an old script using an old variable
17:12:27 <Ballig> what was the topic before
18:30:37 Topic for #d&d is: AEST (UTC+10:00) || Pathfinder Online http://www.pfrpg.com.au || https://groups.google.com/forum/#!forum/pathfinder-society-online-collective
18:30:37 Topic for #d&d set by ChanOP at Mon Aug 1 17:24:34 2016
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20:07:09 <Mekkis> !spell Magnetic Field
20:07:12 <diebot> Mekkis, MAGNETIC FIELD abjuration ([]) alchemist 6, cleric/oracle 7, magus 6, sorcerer/wizard 7, summoner 6, witch 7 1 standard action Range: 30 ft. Comp: V, S Duration: 1 round/2 levels (D) Save: Reflex negates (object; see text) SR:yes (object)Source: People Of The River
20:07:13 <diebot> The description is too long to send over IRC. View http://nl.ti4200.info/vpsirc/spells/magnetic_field.html
20:07:14 <Mekkis> !spell antitech field
20:07:15 <diebot> Mekkis, ANTITECH FIELD abjuration ([]) druid 6, sorcerer/wizard 7 1 standard action Range: 10 ft. 10-ft.-radius emanation centered on you Comp: V, S, M/DF (pinch of rust) Duration: 1 minute/level (D) Save: Fortitude partial (see text) SR:yesSource: Technology Guide
20:07:15 <diebot> The description is too long to send over IRC. View http://nl.ti4200.info/vpsirc/spells/antitech_field.html
20:09:13 <Mekkis> !spell Control Undead
20:09:13 <diebot> Mekkis, CONTROL UNDEAD necromancy ([]) sorcerer/wizard 7 1 standard action Range: close (25 ft. + 5 ft./2 levels) up to 2 HD/level of undead creatures, no two of which can be more than 30 ft. apart Comp: V, S, M (a piece of bone and a piece of raw meat) Duration: 1 min./level Save: Will negates SR:yesSource: PFRPG Core
20:09:14 <diebot> This spell enables you to control undead creatures for a short period of time. You command them by voice and they understand you, no matter what language you speak. Even if vocal communication is impossible, the controlled undead do not attack you. At the end of the spell, the subjects revert to their normal behavior. Intelligent undead creatures
20:09:14 <diebot> remember that you controlled them, and they may seek revenge after the spell's effects end.
20:11:29 <Mekkis> !spell Awaken the Devoured
20:11:30 <diebot> Mekkis, AWAKEN THE DEVOURED divination ([pain]) cleric/oracle 5, inquisitor 4, sorcerer/wizard 5, witch 5 1 standard action Range: medium (100 ft. + 10 ft./level) one daemon Comp: V, S Duration: instantaneous and 1 round/level Save: Will partial (see text) SR:YesSource: Horsemen Of The Apocalypse
20:11:30 <diebot> You awaken the broken, anguished memories of the countless souls that the target daemon has consumed. These fragmented memories haunt and afflict the daemon, dealing 1d8 points of nonlethal damage per caster level (maximum 15d8) and making it confused for 1 round/level. A successful Will save halves the damage and negates the confusion effect.
20:11:51 <Mekkis> !spell Siphon Magic
20:11:52 <diebot> Mekkis, SIPHON MAGIC abjuration ([]) cleric/oracle 5, sorcerer/wizard 5, witch 5 1 standard action Range: touch creature touched Comp: V, S, M (a coiled length of copper wire wrapped around the palm) Duration: instantaneous Save: none SR:noSource: Inner Sea Magic
20:11:52 <diebot> This spell attempts to transfer a magical effect from a creature you touch to yourself. When you touch the creature, siphon magic attempts to end one ongoing spell that has been cast on that creature, as if via a targeted dispel magic. If you know the specific spell effect you wish to target, you can name that spell effect to target that specific
20:11:52 <diebot> spell; otherwise siphon magic begins with the highest-level spell in effect and works its way down through all spells affecting the target until it dispels one or runs out of effects, as per dispel magic. If siphon magic successfully ends a spell effect on the target, the remaining duration of that spell effect is transferred to you. That spell
20:11:52 <diebot> effect plays out for the rest of its duration as if you had been the original target. If the spell allows a saving throw to resist the effect, you gain a saving throw as if the spell were just being cast upon you, although this does not "reset" the spell's duration.
20:12:38 <Mekkis> !spell Duplicate Familiar
20:12:39 <diebot> Mekkis, DUPLICATE FAMILIAR conjuration (creation[]) alchemist 4, sorcerer/wizard 5, witch 5 1 standard action Range: touch Comp: V, S, M (alchemically preserved mockingfey feathers), F (familiar) Duration: 10 minutes/level Save: Fortitude negates SR:noSource: Familiar Folio
20:12:39 <diebot> You create a duplicate of a familiar. The familiar's master can use the duplicate as if it were his familiar in all respects, though he doesn't gain the bonus special ability from more than one familiar at a time. When the spell's duration expires, the familiar duplicate shrivels into nothing, even if petrified or otherwise transformed.
20:42:10 <Mekkis> wow. That is an old topic
20:43:15 <Mekkis> Ballig, my logs suggest:
20:43:16 <Mekkis> Nov 30 17:40:07 * Avatar has changed the topic to: AEDT (UTC+11:00) || Pathfinder Online http://www.pfrpg.com.au || https://groups.google.com/forum/#!forum/pathfinder-society-online-collective
20:50:22 <Mekkis> !spell forceful strike
20:50:23 <diebot> Mekkis, FORCEFUL STRIKE evocation ([force]) cleric/oracle 4, inquisitor 4, magus 4, paladin 4 1 swift action Range: touch or reach of melee weapon 1 creature Comp: V, S Duration: instantaneous Save: Fortitude partial SR:yesSource: Inner Sea Magic
20:50:23 <diebot> You cast this spell as you strike a creature with a melee weapon, unarmed strike, or natural attack to unleash a concussive blast of force. You deal normal weapon damage from the blow, but also deal an additional amount of force damage equal to 1d4 points per caster level (maximum of 10d4). The force of the blow may be enough to knock the target
20:50:23 <diebot> backward as well. To determine if the target is pushed back, make a combat maneuver check with a bonus equal to your caster level to resolve a bull rush attempt against the creature struck. You do not move as a result of this free bull rush, but it can push the target back if it defeats the target's CMD. A successful Fortitude save halves the force
20:50:23 <diebot> damage and negates the bull rush effect.
21:46:08 <Brunius> Mekkis, wintercon: yae/nae?
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23:44:31 <Mekkis> !hp 16d6m3
23:44:32 <diebot> Mekkis, 114
23:49:28 <Mekkis> !prdfeat seeking spell
23:49:30 <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.
23:49:30 <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.
23:49:30 <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
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