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// #d&d — 2016-12-31

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00:59:49 <Cristiano> kl
02:31:09 <link> ATTENTION. LATE BREAKING NEWS - https://soundcloud.com/austnet-news/happy-holidays-from-austnet-news
02:57:44 <Mekkis> !spell calm air
02:57:47 <diebot> Mekkis, CALM AIR abjuration ([air]) druid 4, sorcerer/wizard 5, summoner 4 1 standard action Range: long (400 ft. + 40 ft./level) Comp: V, S Duration: 10 minute/level (D) Save: none (object) SR:no (object)Source: Ranged Tactics Toolbox
02:57:47 <diebot> This spell calms the air and disperses fog, dust, and other particles. The wind force in the area is reduced in strength by one step per 4 caster levels (to a minimum wind force of light) and clouds are dispersed, although parts of nonmagical clouds that extend beyond the area are not affected. If a magical cloud or wind's point of origin is inside
02:57:47 <diebot> the area of a calm air spell, the whole effect is suppressed; otherwise, only the part inside the area is suppressed. Suppression still counts against the duration of a wind or cloud effect. Magical wind and cloud effects are suppressed only if you succeed at a caster level check (DC 11 + effect's caster level). You can move the calm air effect by
02:57:47 <diebot> concentrating as a standard action.
03:12:08 <Mekkis> !spell endure elements
03:12:18 <diebot> Mekkis, ENDURE ELEMENTS abjuration ([]) cleric/oracle 1, druid 1, paladin 1, ranger 1, sorcerer/wizard 1, alchemist 1, summoner 1, bloodrager 1, shaman 1 1 standard action Range: touch creature touched Comp: V, S Duration: 24 hours Save: Will negates (harmless) SR:yes (harmless)Source: PFRPG Core
03:12:18 <diebot> A creature protected by endure elements suffers no harm from being in a hot or cold environment. It can exist comfortably in conditions between -50 and 140 degrees Fahrenheit without having to make Fortitude saves. The creature's equipment is likewise protected. Endure elements doesn't provide any protection from fire or cold damage, nor does it
03:12:18 <diebot> protect against other environmental hazards such as smoke, lack of air, and so forth.
03:15:54 <Mekkis> !spell Baphomet's Blessing
03:15:55 <diebot> Mekkis, BAPHOMET'S BLESSING transmutation (polymorph[]) cleric/oracle 4, druid 4, sorcerer/wizard 4, summoner 4, witch 4 1 standard action Range: touch one living creature Comp: V, M/DF (powdered bull's horn) Duration: 1 round/level Save: Fortitude negates SR:yesSource: Inner Sea Gods
03:15:55 <diebot> The description is too long to send over IRC. View http://nl.ti4200.info/vpsirc/spells/baphomet's_blessing.html
03:17:48 <Mekkis> !spell wall of stone
03:17:49 <diebot> Mekkis, WALL OF STONE conjuration (creation[earth]) cleric/oracle 5, druid 6, sorcerer/wizard 5, summoner 4, magus 5, shaman 6 1 standard action Range: medium (100 ft. + 10 ft./level) Comp: V, S, M/DF (a small block of granite) Duration: instantaneous Save: see text SR:noSource: PFRPG Core
03:17:49 <diebot> The description is too long to send over IRC. View http://nl.ti4200.info/vpsirc/spells/wall_of_stone.html
03:19:04 <Mekkis> !spell detect animals and plants
03:19:05 <diebot> Mekkis, DETECT ANIMALS OR PLANTS divination ([]) druid 1, ranger 1, shaman 1 1 standard action Range: long (400 ft. + 40 ft./level) Comp: V, S Duration: concentration, up to 10 min./level Save: none SR:noSource: PFRPG Core
03:19:05 <diebot> The description is too long to send over IRC. View http://nl.ti4200.info/vpsirc/spells/detect_animals_or_plants.html
03:30:07 <Mekkis> !spell teleport
03:30:08 <diebot> Mekkis, TELEPORT conjuration (teleportation[]) sorcerer/wizard 5, summoner 4, witch 5, magus 5 1 standard action Range: personal and touch you and touched objects or other touched willing creatures Comp: V Duration: instantaneous Save: none and Will negates (object) SR:no and yes (object)Source: PFRPG Core
03:30:08 <diebot> The description is too long to send over IRC. View http://nl.ti4200.info/vpsirc/spells/teleport.html
03:30:15 <Mekkis> !scroll teleport
03:30:16 <diebot> Mekkis, TELEPORT: level: 5 CL: 9 Price: 1125
03:31:42 <Mekkis> !item deliquescent gloves
03:31:47 <diebot> Mekkis, DELIQUESCENT GLOVES [moderate conjuration] CL:7 hands 8000gp, 1lb
03:31:47 <diebot> These heavy leather gloves ripple and flows at the wearer's command, reshaping to fit any hand, claw, tentacle, or alien limb. The wearer's melee touch attacks with that hand deal 1d6 points of acid damage. If the wearer uses that hand to wield a weapon or make an attack with an unarmed strike or natural weapon, that attack gains the corrosive
03:31:47 <diebot> weapon special ability. The wearer's gloved hand is protected from the acid ability of oozes, allowing him to use that hand to attack oozes with unarmed strikes or natural attacks without risk of harm from contact with the ooze. These unarmed strikes and natural attacks never cause an ooze to split. Source: Ultimate Equipment
03:32:30 <Mekkis> !scroll bless weapon
03:32:31 <diebot> Mekkis, BLESS WEAPON: level: 1 CL: 1 Price: 25
03:32:34 <Mekkis> !spell bless weapon
03:32:35 <diebot> Mekkis, BLESS WEAPON transmutation ([]) paladin 1 1 standard action Range: touch weapon touched Comp: V, S Duration: 1 min./level Save: none SR:noSource: PFRPG Core
03:32:35 <diebot> This transmutation makes a weapon strike true against evil foes. The weapon is treated as having a +1 enhancement bonus for the purpose of bypassing the DR of evil creatures or striking evil incorporeal creatures (though the spell doesn't grant an actual enhancement bonus). The weapon also becomes good-aligned, which means it can bypass the DR of
03:32:35 <diebot> certain creatures. (This effect overrides and suppresses any other alignment the weapon might have.) Individual arrows or bolts can be transmuted, but affected projectile weapons (such as bows) don't confer the benefit to the projectiles they shoot. In addition, all critical hit rolls against evil foes are automatically successful, so every threat
03:32:35 <diebot> is a critical hit. This last effect does not apply to any weapon that already has a magical effect related to critical hits, such as a keen weapon or a vorpal sword.
03:33:48 <Mekkis> !spell teleport
03:33:49 <diebot> Mekkis, TELEPORT conjuration (teleportation[]) sorcerer/wizard 5, summoner 4, witch 5, magus 5 1 standard action Range: personal and touch you and touched objects or other touched willing creatures Comp: V Duration: instantaneous Save: none and Will negates (object) SR:no and yes (object)Source: PFRPG Core
03:33:49 <diebot> The description is too long to send over IRC. View http://nl.ti4200.info/vpsirc/spells/teleport.html
03:34:34 <Mekkis> !scroll holy sword
03:34:35 <diebot> Mekkis, HOLY SWORD: level: 4 CL: 10 Price: 1000
03:35:03 <Mekkis> !spell holy sword
03:35:04 <diebot> Mekkis, HOLY SWORD evocation ([good]) paladin 4 1 standard action Range: touch melee weapon touched Comp: V, S Duration: 1 round/level Save: none SR:noSource: PFRPG Core
03:35:04 <diebot> This spell allows you to channel holy power into your sword, or any other melee weapon you choose. The weapon acts as a +5 holy weapon (+5 enhancement bonus on attack and damage rolls, extra 2d6 damage against evil opponents). It also emits a magic circle against evil effect (as the spell). If the magic circle ends, the sword creates a new one on
03:35:04 <diebot> your turn as a free action. The spell is automatically canceled 1 round after the weapon leaves your hand. You cannot have more than one holy sword at a time. If this spell is cast on a magic weapon, the powers of the spell supercede any that the weapon normally has, rendering the normal enhancement bonus and powers of the weapon inoperative for
03:35:04 <diebot> the duration of the spell. This spell is not cumulative with bless weapon or any other spell that might modify the weapon in any way. This spell does not work on artifacts. A masterwork weapon's bonus to attack does not stack with an enhancement bonus to attack.
03:53:49 <Brunius> Probably not
04:21:02 <Brunius> Mekkis, I'd take a guess at around a foot in diameter
04:21:06 <Brunius> But it's magic, of course
04:36:34 <Mekkis> you sure?
04:39:05 <Brunius> fairly sure. it's about the time I'll have a bunch of assignments due
04:39:43 <Mekkis> Could have been worse, Brunius. Could have been worse.
04:41:46 <Mekkis> Is someone trying a dictionary attack against #d&d
04:41:48 <Mekkis> ¿
04:45:18 <Mekkis> fair enough I guess. Going to arcanacon?
04:45:20 <Mekkis> at least?
04:48:29 <Brunius> I'm thinking of going to Cancon
04:48:40 <Mekkis> why?
04:49:07 <Brunius> Miniatures games.
04:49:28 <Mekkis> what are you into these days?
04:51:40 <Brunius> Dropzone Commander, Dropfleet Commander (when it arrives), and Team Yankee (when the store gets around to ordering it).
04:52:26 <Mekkis> ah.
04:53:19 <Brunius> I know TY is booked out already, but it seems DZC and DFC aren't yet. I'll probably end up delaying until bookings have closed
05:58:40 <diebot> Mekkis, MALEDICTION necromancy ([death, evil]) sorcerer/wizard 3, witch 3 1 standard action Range: touch living creature touched Comp: V, S, F (onyx dust worth 500 gp) Duration: instantaneous/1 minute per HD of the target; see text Save: Will negates SR:yesSource: APG
05:58:40 <diebot> You utter a dire curse over the body of a dying creature, allowing you to consume its waning life force. Upon this spell, you touch a living creature that has -1 or fewer hit points. If the target fails its saving throw, it dies and you gain 1 hero point for every 5 Hit Dice possessed by the target (minimum 1, maximum 3). These hero points last for
05:58:40 <diebot> a number of minutes equal to the target's Hit Dice. Any hero points remaining when this spell ends are lost.
05:58:45 <Mekkis> !spell expeditious retreat
05:58:46 <diebot> Mekkis, EXPEDITIOUS RETREAT transmutation ([]) bard 1, sorcerer/wizard 1, alchemist 1, summoner 1, inquisitor 1, magus 1, bloodrager 1 1 standard action Range: personal you Comp: V, S Duration: 1 min./level (D) Save: SR:Source: PFRPG Core
05:58:46 <diebot> This spell increases your base land speed by 30 feet. This adjustment is treated as an enhancement bonus. There is no effect on other modes of movement, such as burrow, climb, fly, or swim. As with any effect that increases your speed, this spell affects your jumping distance (see the Acrobatics skill).
06:05:08 <Mekkis> !hp 1d10m2+10d8m3
06:05:08 <diebot> Mekkis, 92
06:16:29 <Mekkis> ah
06:21:19 <Mekkis> ??shaken
06:30:36 <Mekkis> !spell hydraulic push
06:30:37 <diebot> Mekkis, HYDRAULIC PUSH evocation ([water]) druid 1, sorcerer/wizard 1, magus 1, bloodrager 1, shaman 1 1 standard action Range: close (25 ft. + 5 ft./2 levels) one creature or object Comp: V, S Duration: instantaneous Save: none SR:yesSource: APG
06:30:37 <diebot> You call forth a quick blast of water that knocks over and soaks one creature or square. You can use this blast of water to make a bull rush against any one creature or object. Your CMB for this bull rush is equal to your caster level plus your Intelligence, Wisdom, or Charisma modifier, whichever is highest. This bull rush does not provoke an
06:30:37 <diebot> attack of opportunity. Hydraulic push extinguishes any normal fires on a creature, object, or in a single 5-foot square which it is targeted against. Magical fires are unaffected.
06:31:49 <Mekkis> !spell battering blast
06:31:50 <diebot> Mekkis, BATTERING BLAST evocation ([force]) sorcerer/wizard 3 1 standard action Range: close (25 ft. + 5 ft./2 levels) one creature or unattended object Comp: V, S Duration: instantaneous Save: Reflex partial (see text) SR:yesSource: Dungeons Of Golarion
06:31:50 <diebot> The description is too long to send over IRC. View http://nl.ti4200.info/vpsirc/spells/battering_blast.html
06:35:02 <Mekkis> Some say that C is a crap language because you can (and must) interact with memory directly. Other people say the people in the first group are just crap programmers.
06:35:10 <Mekkis> Which group are you in, Brunius ?
07:57:57 <Brunius> Mekkis, I drank too much
08:01:23 <Mekkis> Oh?
08:01:25 <Mekkis> How much
08:01:27 <Mekkis> And what?
08:08:25 <Brunius> probably around six standard drinks
08:08:28 <Brunius> possibly up to 8
08:08:30 <Brunius> of rum
08:08:33 <Brunius> rum and coke
08:08:38 <Brunius> i couldn't stop giggling earlier
08:09:03 <Brunius> currently not giggling, but my head feels funny
08:15:00 <Mekkis> So basically Brunius, I'm trying to work out how I can carry a glider around
08:15:14 <Mekkis> ‽
08:15:24 <Mekkis> ‽
14:12:30 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
14:12:30 Topic for #d&d set by Ballig at Mon Aug 1 17:23:00 2016
14:12:30 <***> Buffer Playback...
14:12:30 <***> Playback Complete.
15:27:16 <Mekkis> !hp 3d8m2
15:27:16 <diebot> Mekkis, 24
15:44:31 <Mekkis> !spell Blurred Movement
15:44:32 <diebot> Mekkis, BLURRED MOVEMENT illusion (glamer[]) alchemist 1, bard 1, bloodrager 1, magus 1, sorcerer/wizard 1, summoner 1 1 standard action Range: personal you Comp: V, S Duration: 1 minute/level (D) Save: SR:Source: Advanced Class Guide
15:44:32 <diebot> This spell functions as blur, except that the blurring occurs only when you move at least 10 feet on your turn and ceases at the end of your movement. It is therefore mainly used to thwart attacks on your turn, such as attacks of opportunity. If you move at least twice your speed on your turn, the blurring lasts until the start of your next turn.
15:45:26 <Mekkis> !spell Enlarge Tail
15:45:27 <diebot> Mekkis, ENLARGE TAIL transmutation ([]) alchemist 1, antipaladin 1, druid 1, magus 1, sorcerer/wizard 1, summoner 1, witch 1 1 standard action Range: personal your tail Comp: V, S Duration: 1 hour/level Save: SR:Source: Kobolds Of Golarion
15:45:27 <diebot> When attacking with your tail or tail weapons, you gain 5 feet of reach, a +1 bonus on attack rolls, and a +2 bonus on damage rolls.
15:46:36 <Mekkis> !spell liberating command
15:46:37 <diebot> Mekkis, LIBERATING COMMAND transmutation ([]) bard 1, cleric/oracle 1, druid 1, paladin 1, ranger 1, sorcerer/wizard 1 1 immediate action Range: close (25 ft. + 5 ft./2 levels) one creature Comp: V Duration: instantaneous Save: Will negates (harmless) SR:yes (harmless)Source: Ultimate Combat
15:46:37 <diebot> If the target is bound, grappled, or otherwise restrained, he may make an Escape Artist check to escape as an immediate action. He gains a competence bonus on this check equal to twice your caster level (maximum +20). This spell has no effect if the target could not get free by using the Escape Artist skill (for example, if he were under the
15:46:37 <diebot> effects of a hold person spell or paralyzed by Strength damage).
15:46:51 <Mekkis> !spell Glue Seal
15:46:51 <diebot> Mekkis, GLUE SEAL conjuration (creation[]) bard 1, magus 1, sorcerer/wizard 1, summoner 1 1 standard action Range: close (25 ft. + 5 ft./2 levels) one object or one 5-ft. square Comp: V, S Duration: 1 minute/level (D) Save: see text SR:noSource: Advanced Class Guide
15:46:51 <diebot> The description is too long to send over IRC. View http://nl.ti4200.info/vpsirc/spells/glue_seal.html
16:36:35 <Mekkis> !spell etherealness
16:36:37 <diebot> Mekkis, ETHEREALNESS transmutation ([]) cleric/oracle 9, sorcerer/wizard 9, shaman 9 1 standard action Range: touch; see text you and one other touched creature per three levels Comp: V, S Duration: 1 min./level Save: SR:yesSource: PFRPG Core
16:36:38 <diebot> This spell functions like ethereal jaunt, except that you and other willing creatures joined by linked hands (along with their equipment) become ethereal. Besides yourself, you can bring one creature per three caster levels to the Ethereal Plane. Once ethereal, the subjects need not stay together. When the spell expires, all affected creatures on
16:36:38 <diebot> the Ethereal Plane return to material existence.
16:36:52 <Mekkis> !spell ethereal jaunt
16:36:53 <diebot> Mekkis, ETHEREAL JAUNT transmutation ([]) cleric/oracle 7, sorcerer/wizard 7 1 standard action Range: personal you Comp: V, S Duration: 1 round/level Save: SR:Source: PFRPG Core
16:36:53 <diebot> The description is too long to send over IRC. View http://nl.ti4200.info/vpsirc/spells/ethereal_jaunt.html
18:09:15 <Brunius`> Depends on what you're doing
18:10:08 <Brunius`> If you're going for maximum efficiency then you need that direct access, which a higher-level language may not allow
18:12:17 <Brunius`> Some people don't want to directly mess with the memory, that's fine. But you can't pretend there's no reason to mess with it
18:14:22 <Mekkis> hey Brunius
18:14:32 <Mekkis> What's the size of the mouth of a bag of holding
18:15:21 <Mekkis> IDENTIFY
18:31:16 <Mekkis> hey Brunius
18:32:06 <Brunius> hey Mekkis
18:35:34 <Mekkis> you going to paizoconoz next year?
18:47:47 <Mekkis> !hp 3d10m3
18:47:48 <diebot> Mekkis, 31
19:37:45 <Mekkis> !item Bondbreaker's Boots
19:37:50 <diebot> Mekkis, BONDBREAKER'S BOOTS [faint transmutation] CL:1 feet 1600gp, 1lb
19:37:51 <diebot> These leather boots bear a knife motif worked into their durable blue leather. Three times per day, the wearer can speak a command word as a swift action, causing a serrated knife to fly from the boots and instantly slice through any nonmagical bond currently restraining the wearer. The knife conjured from bondbreaker's boots can cut through
19:37:51 <diebot> brambles, ropes, tanglefoot bags, vines, webs, or any other similar nonmagical item restraining the wearer, but cannot help when the owner is actively restrained by a creature. Bondbreaker's boots also cannot free the wearer if manacles or chains restrain her. Source: Champions Of Purity
19:38:24 <Mekkis> !item Dawnflower Sash
19:38:25 <diebot> Mekkis, DAWNFLOWER SASH [faint abjuration] CL:5 belt or head 2500gp, 0lb
19:38:25 <diebot> The description is too long to send over IRC. View http://nl.ti4200.info/vpsirc/items/dawnflower_sash.html
19:39:09 <Mekkis> !item Ring Of Stairs And Stars
19:39:10 <diebot> Mekkis, RING OF STAIRS AND STARS [faint evocation, illusion, and transmutation] CL:3 ring 3820gp, 0lb
19:39:10 <diebot> A stair-step pattern of stars wraps around the outside of this dark blue ring. In addition to the powers of a ring of feather falling, a ring of stairs and stars allows the wearer to use magic missile once per day, with the missiles taking the shape of shooting stars. As a standard action, the wearer may create an illusory butterfly that flits
19:39:10 <diebot> about within the wearer's square for 1 minute before fading away. Source: Inner Sea Gods
19:39:23 <Mekkis> !item Headband Of Aerial Agility +2
19:39:23 <diebot> Mekkis, HEADBAND OF AERIAL AGILITY +2 [moderate transmutation] CL:8 headband 4500gp, 0lb
19:39:23 <diebot> The description is too long to send over IRC. View http://nl.ti4200.info/vpsirc/items/headband_of_aerial_agility_+2.html
19:40:09 <Mekkis> !item Starsong Mail
19:40:10 <diebot> Mekkis, STARSONG MAIL [faint conjuration and transmutation] CL:3 armor 3460gp, 40lb
19:40:10 <diebot> This +1 chainmail is usually a metallic midnight blue and may sport a badge in the shape of a butterfly, moth, or starknife. Once per day, the wearer can use expeditious retreat. If the armor's wearer sleeps in or next to the armor, the armor automatically casts dream feast* once per night on the wearer or the last creature who wore it. Source:
19:40:10 <diebot> Inner Sea Gods
19:42:31 <Mekkis> !item boots of the cat
19:42:31 <diebot> Mekkis, BOOTS OF THE CAT [faint transmutation] CL:1 feet 1000gp, 1lb
19:42:31 <diebot> These high-soled blue boots provide a great deal of comfort and arch support while also making the wearer appear a little bit taller than normal. The boot's wearer always takes the minimum possible damage from falls (as if the GM had rolled a 1 on each die of damage incurred by the fall) and at the end of a fall always lands on his feet. Source:
19:42:31 <diebot> Ultimate Equipment
20:34:21 <SevenThirty> Extra, extra read all about it - https://soundcloud.com/austnet-news/austnet-news-13122016
20:41:50 <Mekkis> !prdfeat deflect arrows
20:41:51 <diebot> Mekkis, DEFLECT ARROWS [Combat]Prereq: Dex 13, Improved Unarmed Strike. You can knock arrows and other projectiles off course, preventing them from hitting you.
20:41:51 <diebot> Benefit: You must have at least one hand free (holding nothing) to use this feat. Once per round when you would normally be hit with an attack from a ranged weapon, you may deflect it so that you take no damage from it. You must be aware of the attack and not flat-footed. Attempting to deflect a ranged attack doesn't count as an action.
20:41:51 <diebot> Unusually massive ranged weapons (such as boulders or ballista bolts) and ranged attacks generated by natural attacks or spell effects can't be deflected. Source: Core
21:12:36 <mekkis_> !Spell control weather
21:12:52 <mekkis_> !spell control weather
21:12:55 <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
21:12:56 <diebot> The description is too long to send over IRC. View http://nl.ti4200.info/vpsirc/spells/control_weather.html
21:13:13 <mekkis_> !spell sandstorm
21:13:14 <diebot> mekkis_, ICE STORM evocation ([cold]) druid 4, sorcerer/wizard 4, witch 4, magus 4, bloodrager 4, shaman 4 1 standard action Range: long (400 ft. + 40 ft./level) Comp: V, S, M/DF (dust and water) Duration: 1 round/level (D) Save: none SR:yesSource: PFRPG Core
21:13:14 <diebot> Great magical hailstones pound down upon casting this spell, dealing 3d6 points of bludgeoning damage and 2d6 points of cold damage to every creature in the area. This damage only occurs once, when the spell is cast. For the remaining duration of the spell, heavy snow and sleet rains down in the area. Creatures inside this area take a -4 penalty on
21:13:14 <diebot> Perception skill checks and the entire area is treated as difficult terrain. At the end of the duration, the snow and hail disappear, leaving no aftereffects (other than the damage dealt).
21:14:09 <mekkis_> !spell major image
21:14:10 <diebot> mekkis_, MAJOR IMAGE illusion (figment[]) bard 3, sorcerer/wizard 3, magus 3 1 standard action Range: long (400 ft. + 40 ft./level) Comp: V, S, F (a bit of fleece) Duration: Concentration + 3 rounds Save: Will disbelief (if interacted with) SR:noSource: PFRPG Core
21:14:10 <diebot> This spell functions like silent image, except that sound, smell, and thermal illusions are included in the spell effect. While concentrating, you can move the image within the range. The image disappears when struck by an opponent unless you cause the illusion to react appropriately.
21:14:30 <mekkis_> !spell silent image
21:14:30 <diebot> mekkis_, SILENT IMAGE illusion (figment[]) bard 1, sorcerer/wizard 1, magus 1 1 standard action Range: long (400 ft. + 40 ft./level) Comp: V, S, F (a bit of fleece) Duration: concentration Save: Will disbelief (if interacted with) SR:noSource: PFRPG Core
21:14:30 <diebot> This spell creates the visual illusion of an object, creature, or force, as visualized by you. The illusion does not create sound, smell, texture, or temperature. You can move the image within the limits of the size of the effect.
21:14:50 <mekkis_> !spell phantasmal terrain
21:14:50 <diebot> mekkis_, PHANTASMAL REVENGE illusion (phantasm[fear, mind-affecting, emotion]) sorcerer/wizard 7 1 standard action Range: touch and unlimited; see text dead body touched Comp: V, S Duration: instantaneous Save: Will disbelief then Fortitude partial; see text SR:yesSource: APG
21:14:51 <diebot> The description is too long to send over IRC. View http://nl.ti4200.info/vpsirc/spells/phantasmal_revenge.html
21:15:06 <mekkis_> !spell hallucinary terrain
21:15:07 <diebot> mekkis_, HALLUCINATORY TERRAIN illusion (glamer[]) bard 4, sorcerer/wizard 4 10 minutes Range: long (400 ft. + 40 ft./level) Comp: V, S, M (a stone, a twig, and a green leaf) Duration: 2 hours/level Save: Will disbelief (if interacted with) SR:noSource: PFRPG Core
21:15:07 <diebot> You make natural terrain look, sound, and smell like some other sort of natural terrain. Structures, equipment, and creatures within the area are not hidden or changed in appearance.
21:15:45 <mekkis_> !spell hellscape
21:15:45 <diebot> mekkis_, SPELLSCAR abjuration ([]) cleric/oracle 8, sorcerer/wizard 8 1 standard action Range: medium (100 ft. + 10 ft./level) Comp: V, S, M (a pinch of sand from the Spellscar Desert) Duration: 10 minutes/level (D) Save: SR:Source: Inner Sea Magic
21:15:46 <diebot> This potent spell invokes the same sort of magical devastation that created the Mana Wastes so long ago- albeit on a much more localized (and thankfully temporary) scale. Within the area you choose to affect with spellscar, the terrain takes on a strange pale hue, as if colors were muted. Periodically, ripples of vibrant color wriggle through the
21:15:46 <diebot> terrain. Within this area, any spell, spell-like ability, or magic item activation automatically triggers a primal magic event-a spellcaster can avoid triggering such an event by making a concentration check (DC 15 + twice the spell's level), but non-spellcasters who activate magic items have no such option. You gain a +4 insight bonus on
21:15:46 <diebot> concentration checks made to avoid triggering primal magic events while within a spellscar you have created, and if you do trigger a primal magic event, you may roll d% twice and pick which of the two results you wish to have occur.
21:17:43 <mekkis_> !spell hallucinary terrain
21:17:44 <diebot> mekkis_, HALLUCINATORY TERRAIN illusion (glamer[]) bard 4, sorcerer/wizard 4 10 minutes Range: long (400 ft. + 40 ft./level) Comp: V, S, M (a stone, a twig, and a green leaf) Duration: 2 hours/level Save: Will disbelief (if interacted with) SR:noSource: PFRPG Core
21:17:44 <diebot> You make natural terrain look, sound, and smell like some other sort of natural terrain. Structures, equipment, and creatures within the area are not hidden or changed in appearance.
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22:35:11 <Mekkis> !spell curse of burning sleep
22:35:14 <diebot> Mekkis, CURSE OF BURNING SLEEP transmutation ([curse, fire]) shaman 4, sorcerer/wizard 4, witch 4 1 standard action Range: close (25 ft. + 5 ft./2 levels) one creature Comp: V, S, M (a feather and a drop of oil) Duration: permanent until triggered (see text) Save: Will negates (see text) SR:yesSource: Advanced Class Guide
22:35:14 <diebot> You place a curse upon the target that triggers 1 hour after the next time it falls asleep. When the curse is triggered, the creature bursts into flame, taking 1d6 points of fire damage per 2 caster levels (maximum 8d6). Furthermore, it catches on fire, taking 2d6 points of fire damage per round at the end of its turn each round until the creature
22:35:14 <diebot> dies (Pathfinder RPG Core Rulebook 444). If the target is still asleep, the fire damage from this spell wakes it. Only one of these spells can be in place on a creature at any time. This has no effect on creatures that don't sleep.
22:41:49 <Mekkis> !item horn of fog
22:41:53 <diebot> Mekkis, HORN OF FOG [faint conjuration] CL:3 none 2000gp, 1lb
22:41:53 <diebot> This small bugle allows its possessor to blow forth a thick cloud of heavy fog similar to that of an obscuring mist spell. The fog covers a 10-foot square next to the horn blower each round that the user continues to blow the horn; a fog cloud travels 10 feet each round in a straight line from the emanation point unless blocked by something
22:41:53 <diebot> substantial such as a wall. The device makes a deep, foghorn-like noise, with the note dropping abruptly to a lower register at the end of each blast. The fog dissipates after 3 minutes. A moderate wind (11+ mph) disperses the fog in 4 rounds; a strong wind (21+ mph) disperses the fog in 1 round. Source: Ultimate Equipment
23:37:12 <Mekkis> !spell create water
23:37:14 <diebot> Mekkis, CREATE WATER conjuration (creation[water]) cleric/oracle 0, druid 0, paladin 1, inquisitor 0, shaman 0 1 standard action Range: close (25 ft. + 5 ft./2 levels) Comp: V, S Duration: instantaneous Save: none SR:noSource: PFRPG Core
23:37:14 <diebot> This spell generates wholesome, drinkable water, just like clean rain water. Water can be created in an area as small as will actually contain the liquid, or in an area three times as large--possibly creating a downpour or filling many small receptacles. This water disappears after 1 day if not consumed. Note: Conjuration spells can't create
23:37:14 <diebot> substances or objects within a creature. Water weighs about 8 pounds per gallon. One cubic foot of water contains roughly 8 gallons and weighs about 60 pounds.
23:38:31 <Mekkis> !spell pyrotechnics
23:38:32 <diebot> Mekkis, PYROTECHNICS transmutation ([]) bard 2, sorcerer/wizard 2, magus 2, bloodrager 2 1 standard action Range: long (400 ft. + 40 ft./level) one fire source, up to a 20-ft. cube Comp: V, S, M (one fire source) Duration: 1d4+1 rounds, or 1d4+1 rounds after creatures leave the smoke cloud; see text Save: Will negates or Fortitude negates; see
23:38:32 <diebot> text SR:yes or no; see textSource: PFRPG Core
23:38:32 <diebot> The description is too long to send over IRC. View http://nl.ti4200.info/vpsirc/spells/pyrotechnics.html
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