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// #d&d — 2017-02-16

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00:28:51 <Mekkis> !spell interplanetary teleportation
00:28:51 <diebot> Mekkis, INTERPLANETARY TELEPORT conjuration (teleportation[]) cleric/oracle 9, sorcerer/wizard 9 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: Ultimate Magic
00:28:51 <diebot> This spell functions as teleport, except there is truly no range limit and you do not need to have seen your destination, though you must have a solid grasp of which world you wish to travel to ("the third planet from the sun" is an acceptable destination, but "a habitable world near that bright star" is not). If you have a specific location on a
00:28:52 <diebot> planet in mind, you arrive there without a chance of failure; otherwise you arrive at a location that would not immediately be life-threatening. If no such safe landing zone exists on the world, such as someone attempting to travel into the sun without the proper precautions in place, the spell simply fails.
00:32:14 <Mekkis> !spell lunar veil
00:32:15 <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
00:32:15 <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
00:32:15 <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.
00:32:33 <Mekkis> !spell waves of ecstasy
00:32:34 <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
00:32:34 <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.
00:33:26 <Mekkis> !spell waves of exhaustion
00:33:27 <diebot> Mekkis, WAVES OF EXHAUSTION necromancy ([]) sorcerer/wizard 7, witch 7 1 standard action Range: 60 ft. Comp: V, S Duration: instantaneous Save: none SR:yesSource: PFRPG Core
00:33:27 <diebot> Waves of negative energy cause all living creatures in the spell's area to become exhausted. This spell has no effect on a creature that is already exhausted.
00:33:45 <Mekkis> ??exhausted
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.
03:03:25 <Mekkis> !spell snapleaf
03:03:33 <diebot> Mekkis, SNARE transmutation ([]) druid 3, ranger 2 3 rounds Range: touch touched nonmagical circle of vine, rope, or thong with a 2 ft. diameter + 2 ft./level Comp: V, S, DF Duration: Until triggered or broken Save: none SR:noSource: PFRPG Core
03:03:33 <diebot> The description is too long to send over IRC. View http://nl.ti4200.info/vpsirc/spells/snare.html
03:03:42 <Mekkis> !item snapleaf
03:03:47 <diebot> Mekkis, SNAPLEAF [faint transmutation] CL:5 none 750gp, 0lb
03:03:47 <diebot> This crystalline carving looks like a hand-sized tree leaf. It is usually worn around the neck on a strap so it is within easy reach, but can be affixed to a belt or clothing just like a badge. Activating a snapleaf is an immediate action and gives the bearer the benefits of feather fall and invisibility. The duration of the two effects work
03:03:47 <diebot> independently; ending one early does not affect the other. The item cannot be activated to provide just one of these two effects; they are always activated simultaneously. Source: Ultimate Equipment
03:08:04 <Mekkis> !scroll evolution surge, lesser
03:08:05 <diebot> Mekkis, EVOLUTION SURGE, LESSER: level: 2 CL: 7 Price: 350
03:09:09 <Mekkis> !spell evolution surge, lesser
03:09:10 <diebot> Mekkis, EVOLUTION SURGE, LESSER transmutation ([]) summoner 2 1 standard action Range: touch your eidolon Comp: V, S, M (a chameleon scale) Duration: 1 minute/level Save: Will negates (harmless) SR:noSource: APG
03:09:10 <diebot> This spell causes your eidolon to take on new characteristics. You can grant the eidolon any evolution whose total cost does not exceed 2 evolution points. You may only grant one evolution with this spell, even if that evolution can be taken multiple times. You can grant an evolution that allows you to spend additional evolution points to upgrade
03:09:10 <diebot> that evolution. This spell cannot be used to grant an upgrade to an evolution that the eidolon already possesses. The eidolon must meet any prerequisites of the selected evolution. This spell does not allow an eidolon to exceed its maximum number of natural attacks.
03:09:16 <Mekkis> !spell invisibility
03:09:16 <diebot> Mekkis, INVISIBILITY illusion (glamer[]) bard 2, sorcerer/wizard 2, alchemist 2, summoner 2, inquisitor 2, antipaladin 2, magus 2 1 standard action Range: personal or touch you or a creature or object weighing no more than 100 lbs./level Comp: V, S, M/DF (an eyelash encased in gum arabic) Duration: 1 min./level (D) Save: Will negates
03:09:17 <diebot> (harmless) or Will negates (harmless, object) SR:yes (harmless) or yes (harmless, object)Source: PFRPG Core
03:09:17 <diebot> The description is too long to send over IRC. View http://nl.ti4200.info/vpsirc/spells/invisibility.html
03:12:07 <Mekkis> !scroll invisibility
03:12:07 <diebot> Mekkis, INVISIBILITY: level: 2 CL: 3 Price: 150
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
03:19:28 <Mekkis> !spell Corrosive Touch
03:19:29 <diebot> Mekkis, CORROSIVE TOUCH conjuration (creation[acid]) magus 1, sorcerer/wizard 1, summoner 1, bloodrager 1 1 standard action Range: touch creature or object touched Comp: V, S Duration: instantaneous Save: none SR:yesSource: Ultimate Magic
03:19:29 <diebot> Your successful melee touch attack deals 1d4 points of acid damage per caster level (maximum 5d4).
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.
04:16:56 <Mekkis> Wow Brunius`!
04:17:20 <Mekkis> Paizo's humble bundle seems to be exclusively All The Shit They Can't Sell.
04:17:22 <Mekkis> https://www.humblebundle.com/books/pathfinder-worldscape-book-bundle
04:35:09 <Mekkis> !spell alter self
04:35:10 <diebot> Mekkis, ALTER SELF transmutation (polymorph[]) bard 2, sorcerer/wizard 2, witch 2, summoner 2, alchemist 2, magus 2, shaman 2 1 standard action Range: personal you Comp: V, S, M (a piece of the creature whose form you plan to assume) Duration: 1 min./level Save: SR:Source: PFRPG Core
04:35:11 <diebot> When you cast this spell, you can assume the form of any Small or Medium creature of the humanoid type. If the form you assume has any of the following abilities, you gain the listed ability: darkvision 60 feet, low-light vision, scent, and swim 30 feet. Small creature: If the form you take is that of a Small humanoid, you gain a +2 size bonus to
04:35:11 <diebot> your Dexterity. Medium creature: If the form you take is that of a Medium humanoid, you gain a +2 size bonus to your Strength.
05:55:45 <Mekkis> !item fire element gem
05:55:48 <diebot> Mekkis, ELEMENTAL GEM [moderate conjuration] CL:11 none 2250gp, 0lb
05:55:48 <diebot> An elemental gem comes in one of four different varieties. Each contains a conjuration spell attuned to a specific elemental plane (Air, Earth, Fire, or Water). When the gem is crushed, smashed, or broken (a standard action), a Large elemental appears as if summoned by a summon nature's ally spell. The elemental is under the control of the creature
05:55:48 <diebot> that broke the gem. The coloration of the gem varies with the type of elemental it summons. Air elemental gems are transparent, earth elemental gems are light brown, fire elemental gems are reddish orange, and water elemental gems are blue-green. Source: Ultimate Equipment
05:56:27 <Mekkis> !item keylight lantern
05:56:28 <diebot> Mekkis, GHOSTLIGHT LANTERN [moderate evocation] CL:5 none 7000gp, 3lb
05:56:29 <diebot> The description is too long to send over IRC. View http://nl.ti4200.info/vpsirc/items/ghostlight_lantern.html
06:26:13 <Mekkis> !spell make whole
06:26:16 <Mekkis> Brunius
06:26:18 <diebot> Mekkis, MAKE WHOLE transmutation ([]) cleric/oracle 2, sorcerer/wizard 2 10 minutes Range: close (25 ft. + 5 ft./2 levels) one object of up to 10 cu. ft./level or one construct creature of any size Comp: V, S Duration: instantaneous Save: Will negates (harmless, object) SR:yes (harmless, object)Source: PFRPG Core
06:26:19 <diebot> This spell functions as mending, except that it repairs 1d6 points of damage per level when cast on an object or construct creature (maximum 5d6). Make whole can fix destroyed magic items (at 0 hit points or less), and restores the magic properties of the item if your caster level is at least twice that of the item. Items with charges (such as
06:26:19 <diebot> wands) and single-use items (such as potions and scrolls) cannot be repaired in this way. When make whole is used on a construct creature, the spell bypasses any immunity to magic as if the spell did not allow spell resistance.
06:26:20 <Mekkis> you coming up for cancon?
06:26:33 <Mekkis> !item portable hole
06:26:36 <diebot> Mekkis, PORTABLE HOLE [strong conjuration] CL:12 none 20000gp, 0lb
06:26:37 <diebot> The description is too long to send over IRC. View http://nl.ti4200.info/vpsirc/items/portable_hole.html
06:27:24 <Mekkis> !spell planar ally
06:27:25 <diebot> Mekkis, PLANAR ALLY conjuration (calling[see text for lesser planar ally]) cleric/oracle 6, shaman 6 10 minutes Range: close (25 ft. + 5 ft./2 levels) Comp: V, S, M (offerings worth 1,250 gp plus payment), DF Duration: instantaneous Save: none SR:noSource: PFRPG Core
06:27:25 <diebot> This spell functions like lesser planar ally, except you may call a single creature of 12 HD or less, or two creatures of the same kind whose HD total no more than 12. The creatures agree to help you and request your return payment together.
06:28:45 <Mekkis> !spell planar ally, greater
06:28:45 <diebot> Mekkis, PLANAR ALLY, GREATER conjuration (calling[see text for lesser planar ally]) cleric/oracle 8, shaman 8 10 minutes Range: close (25 ft. + 5 ft./2 levels) Comp: V, S, M (offerings worth 2,500 gp plus payment), DF Duration: instantaneous Save: none SR:noSource: PFRPG Core
06:28:46 <diebot> This spell functions like lesser planar ally, except that you may call a single creature of 18 HD or less, or up to three creatures of the same kind whose Hit Dice total no more than 18. The creatures agree to help you and request your return payment together.
06:29:19 <Mekkis> !spell planar binding
06:29:20 <diebot> Mekkis, PLANAR BINDING conjuration (calling[see text for lesser planar binding]) sorcerer/wizard 6, summoner 5 10 minutes Range: close (25 ft. + 5 ft./2 levels); see text up to three elementals or outsiders, totaling no more than 12 HD, no two of which can be more than 30 ft. apart when they appear Comp: V, S Duration: instantaneous Save: Will
06:29:20 <diebot> negates SR:no and yes; see textSource: PFRPG Core
06:29:20 <diebot> This spell functions like lesser planar binding, except that you may call a single creature of 12 HD or less, or up to three creatures of the same kind whose Hit Dice total no more than 12. Each creature gets a saving throw, makes an independent attempt to escape, and must be individually persuaded to aid you.
06:36:47 <Mekkis> !item mirror of life trapping
06:36:50 <diebot> Mekkis, MIRROR OF LIFE TRAPPING [strong abjuration] CL:17 none 200000gp, 50lb
06:36:50 <diebot> The description is too long to send over IRC. View http://nl.ti4200.info/vpsirc/items/mirror_of_life_trapping.html
06:44:10 <Mekkis> !item elemental flux
06:44:11 <diebot> Mekkis, ELEMENTAL GEM [moderate conjuration] CL:11 none 2250gp, 0lb
06:44:11 <diebot> An elemental gem comes in one of four different varieties. Each contains a conjuration spell attuned to a specific elemental plane (Air, Earth, Fire, or Water). When the gem is crushed, smashed, or broken (a standard action), a Large elemental appears as if summoned by a summon nature's ally spell. The elemental is under the control of the creature
06:44:12 <diebot> that broke the gem. The coloration of the gem varies with the type of elemental it summons. Air elemental gems are transparent, earth elemental gems are light brown, fire elemental gems are reddish orange, and water elemental gems are blue-green. Source: Ultimate Equipment
06:58:47 <iBiZa> hi
07:08:00 <Mekkis> !spell plane shift
07:08:08 <diebot> Mekkis, PLANE SHIFT conjuration (teleportation[]) cleric/oracle 5, sorcerer/wizard 7, summoner 5, witch 7, shaman 7 1 standard action Range: touch creature touched, or up to eight willing creatures joining hands Comp: V, S, F (a forked metal rod attuned to the plane of travel) Duration: instantaneous Save: Will negates SR:yesSource: PFRPG
07:08:09 <diebot> Core
07:08:09 <diebot> You move yourself or some other creature to another plane of existence or alternate dimension. If several willing persons link hands in a circle, as many as eight can be affected by the plane shift at the same time. Precise accuracy as to a particular arrival location on the intended plane is nigh impossible. From the Material Plane, you can reach
07:08:09 <diebot> any other plane, though you appear 5 to 500 miles (5d%) from your intended destination. Plane shift transports creatures instantaneously and then ends. The creatures need to find other means if they are to travel back (including casting plane shift again).
07:18:09 <Brunius> Nope
07:18:22 <Brunius> I was gonna play in Dropfleet and Dropzone, but the TO is ah
07:18:29 <Brunius> slightly challenged
07:18:41 <Brunius> And I never ended up getting into Team Yankee
08:09:16 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
08:09:16 Topic for #d&d set by Ballig at Mon Aug 1 17:23:00 2016
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10:13:14 <KickOutTheJams> https://soundcloud.com/austnet-news/21028712mp3
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14:11:04 <MelbUser|4395> https://soundcloud.com/austnet-news/21028712mp3
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17:18:06 <Mekkis> Brunius, what did you think of the build that I posted?
17:18:13 <Mekkis> http://pastebin.com/4zwEb9B7
17:23:01 <Mekkis> !capacity 8
17:23:03 <diebot> Mekkis, 26 if medium, 19.5 if small.
17:39:19 <mekkis_> Hey Brunius
17:39:43 <mekkis_> what do you think of this build?
17:39:46 <mekkis_> http://pastebin.com/4zwEb9B7
17:43:03 <Mekkis> !spell remove fear
17:43:21 <diebot> Mekkis, REMOVE FEAR abjuration ([]) bard 1, cleric/oracle 1, inquisitor 1, shaman 1 1 standard action Range: close (25 ft. + 5 ft./2 levels) one creature plus one additional creature per four levels, no two of which can be more than 30 ft. apart Comp: V, S Duration: 10 minutes; see text Save: Will negates (harmless) SR:yes (harmless)Source:
17:43:21 <diebot> PFRPG Core
17:43:21 <diebot> You instill courage in the subject, granting it a +4 morale bonus against fear effects for 10 minutes. If the subject is under the influence of a fear effect when receiving the spell, that effect is suppressed for the duration of the spell. Remove fear counters and dispels cause fear.
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18:36:17 <Mekkis> !spell Swallow Your Fear
18:36:19 <diebot> Mekkis, SWALLOW YOUR FEAR enchantment ([]) bard 1, cleric/oracle 1 1 standard action Range: close (25 ft. + 5 ft./2 levels) one creature plus one additional creature per four levels, no two of which can be more than 30 ft. apart Comp: V, S Duration: 10 minutes; see text Save: Will negates (harmless) SR:yes (harmless)Source: AP 35
18:36:19 <diebot> You make the affected subjects ready for battle despite their fear. If a target is suffering from a fear effect of any kind, he gains a +2 morale bonus to Strength and Constitution, a +1 morale bonus on Will saves, and a -2 penalty to AC. If the subject is frightened, he remains in place and gains the confused condition for the remainder of the
18:36:19 <diebot> fear effect, except he treats all results of "attack self " as "do nothing" and treats "attack nearest creature" as "act normally." If the subject is panicked, he remains in place and gains the confused condition for the duration of the fear effect.
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18:48:38 <WangNoEnglish> thanks guys
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18:49:50 <WangNoEnglish> thanks guys
18:51:09 <WangNoEnglish> guys?
18:51:12 <WangNoEnglish> thanks guys
18:51:21 <WangNoEnglish> thanks for letting suck ur delicious cocks last night guys
18:51:26 <WangNoEnglish> they were delcicious
18:51:30 <WangNoEnglish> look forward to sucking your delivious cocks again soon
18:51:35 <WangNoEnglish> and all those who missed out please mesg me asap
18:51:41 <WangNoEnglish> thanks for letting suck ur delicious cocks last night guys
18:51:44 <WangNoEnglish> thanks guys
18:56:40 <Mekkis> !spell celestial healing
18:56:41 <diebot> Mekkis, INFERNAL HEALING conjuration (healing[evil]) cleric/oracle 1, magus 1, sorcerer/wizard 1, summoner 1, witch 1 1 round Range: touch creature touched Comp: V, S, M (1 drop of devil blood or 1 dose of unholy water) Duration: 1 minute Save: Will negates (harmless) SR:yes (harmless)Source: Inner Sea World Guide
18:56:41 <diebot> You anoint a wounded creature with devil's blood or unholy water, giving it fast healing 1. This ability cannot repair damage caused by silver weapons, good-aligned weapons, or spells or effects with the good descriptor. The target detects as an evil creature for the duration of the spell and can sense the evil of the magic, though this has no
18:56:41 <diebot> long-term effect on the target's alignment.
19:13:03 <Mekkis> !search dismissal
19:13:10 <diebot> Mekkis, Throne Of Nalt,Scepter Of The Shining Lord,Phlogiston Vial,Horn Of The Tritons,Panoply Of The Fierani Knight,Summoner's Sorrow,Star Cinder,Staff Of Abjuration
19:13:10 <Mekkis> IDENTIFY
19:13:21 <Mekkis> !item Phlogiston Vial
19:13:22 <diebot> Mekkis, PHLOGISTON VIAL [moderate abjuration] CL:11 none 3300gp, 0lb
19:13:23 <diebot> The description is too long to send over IRC. View http://nl.ti4200.info/vpsirc/items/phlogiston_vial.html
19:23:12 <Mekkis> !spell dismissal
19:23:15 <diebot> Mekkis, DISMISSAL abjuration ([]) cleric/oracle 4, sorcerer/wizard 5, summoner 4, inquisitor 4, shaman 4 1 standard action Range: close (25 ft. + 5 ft./2 levels) one extraplanar creature Comp: V, S, DF Duration: instantaneous Save: Will negates; see text SR:yesSource: PFRPG Core
19:23:16 <diebot> This spell forces an extraplanar creature back to its proper plane if it fails a Will save. If the spell is successful, the creature is instantly whisked away, but there is a 20% chance of actually sending the subject to a plane other than its own.
19:23:41 <Mekkis> !spell plane shift
19:23:41 <diebot> Mekkis, PLANE SHIFT conjuration (teleportation[]) cleric/oracle 5, sorcerer/wizard 7, summoner 5, witch 7, shaman 7 1 standard action Range: touch creature touched, or up to eight willing creatures joining hands Comp: V, S, F (a forked metal rod attuned to the plane of travel) Duration: instantaneous Save: Will negates SR:yesSource: PFRPG
19:23:41 <diebot> Core
19:23:41 <diebot> You move yourself or some other creature to another plane of existence or alternate dimension. If several willing persons link hands in a circle, as many as eight can be affected by the plane shift at the same time. Precise accuracy as to a particular arrival location on the intended plane is nigh impossible. From the Material Plane, you can reach
19:23:41 <diebot> any other plane, though you appear 5 to 500 miles (5d%) from your intended destination. Plane shift transports creatures instantaneously and then ends. The creatures need to find other means if they are to travel back (including casting plane shift again).
19:59:26 <Mekkis> !spell mage armor
19:59:27 <diebot> Mekkis, MAGE ARMOR conjuration (creation[force]) sorcerer/wizard 1, summoner 1, witch 1, bloodrager 1 1 standard action Range: touch creature touched Comp: V, S, F (a piece of cured leather) Duration: 1 hour/level (D) Save: Will negates (harmless) SR:noSource: PFRPG Core
19:59:27 <diebot> An invisible but tangible field of force surrounds the subject of a mage armor spell, providing a +4 armor bonus to AC. Unlike mundane armor, mage armor entails no armor check penalty, arcane spell failure chance, or speed reduction. Since mage armor is made of force, incorporeal creatures can't bypass it the way they do normal armor.
20:37:06 <Brunius> I get that impression from a lot of bundles
20:43:28 <Mekkis> !spell align weapon
20:43:29 <diebot> Mekkis, ALIGN WEAPON transmutation ([see text]) cleric/oracle 2, inquisitor 2 1 standard action Range: touch weapon touched or 50 projectiles (all of which must be together at the time of casting) Comp: V, S, DF Duration: 1 min./level Save: Will negates (harmless, object) SR:yes (harmless, object)Source: PFRPG Core
20:43:29 <diebot> Align weapon makes a weapon chaotic, evil, good, or lawful, as you choose. A weapon that is aligned can bypass the damage reduction of certain creatures. This spell has no effect on a weapon that already has an alignment. You can't cast this spell on a natural weapon, such as an unarmed strike. When you make a weapon chaotic, evil, good, or lawful,
20:43:29 <diebot> align weapon is a chaotic, evil, good, or lawful spell, respectively.
21:41:48 <Mekkis> !spell suppress charms and compulsions
21:41:48 <diebot> Mekkis, SUPPRES CHARMS AND COMPULSIONS abjuration ([]) bard 2, cleric/oracle 2, paladin 2, sorcerer/wizard 2 1 standard action Range: close (25 ft. + 5 ft./2 levels) one creature plus one additional creature per 4 levels, no two of which can be more than 30 ft. apart Comp: V, S Duration: 10 minutes; see text Save: Will negates (harmless)
21:41:48 <diebot> SR:yes (harmless)Source: Andoran
21:41:48 <diebot> As remove fear, except the targets gain a +4 morale bonus on saves against charm and compulsion effects, and charms and compulsions in effect on the targets are suppressed for the duration of the spell.
22:26:42 <Mekkis> !spell gallant inspiration
22:26:43 <diebot> Mekkis, GALLANT INSPIRATION divination ([]) bard 2 1 immediate action Range: close (25 ft. + 5 ft./2 levels) one living creature Comp: V Duration: instantaneous Save: Will negates (harmless) SR:yesSource: APG
22:26:43 <diebot> This word of arcane-empowered inspiration often ensures success of a crucial endeavor. Cast this spell when a creature fails an attack roll or skill check. The creature gains a +2d4 competence bonus to the attack roll or skill check retroactively. If the bonus is enough to turn the failure into a success, the roll succeeds.
22:40:35 <Mekkis> !spell putrefy food and drink
22:40:36 <diebot> Mekkis, PUTREFY FOOD AND DRINK transmutation ([poison]) witch 0 1 standard action Range: 10 ft. 1 cu. ft./level of food and water or one potion; see text Comp: V, S Duration: instantaneous Save: Will negates (object) SR:yes (object)Source: APG
22:40:36 <diebot> 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
22:40:36 <diebot> 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.
22:42:27 <Mekkis> !item putrefy food and drink
22:42:28 <diebot> Mekkis, RED HOUND RING [faint abjuration, conjuration, and transmutation] CL:5 ring 4700gp, 0lb
22:42:29 <diebot> This white gold ring is engraved with the images of a mastiff and a thundercloud. It functions as a ring of protection +1. In addition, once per day, the wearer may use summon monster I to summon a red mastiff (use statistics for a celestial dog). Additionally, once per day the wearer may use beast shape I to transform into a Small red mastiff.
22:42:29 <diebot> Source: Inner Sea Gods
22:43:00 <Mekkis> !spell detect disease
22:43:00 <diebot> Mekkis, DELAY DISEASE conjuration (healing[]) alchemist 2, cleric/oracle 2, druid 2, inquisitor 2, paladin 2, ranger 2, witch 1 1 standard action Range: touch creature touched Comp: V, S, DF Duration: 1 day Save: Fortitude negates (harmless) SR:yes (harmless)Source: Advanced Race Guide
22:43:00 <diebot> The target becomes temporarily immune to disease. Any disease to which it is exposed during the spell's duration does not affect the target until the spell's duration has expired. If the target is currently infected with a disease, you must make a caster level check against the disease's DC to suspend it for the duration of the spell; otherwise,
22:43:00 <diebot> that disease affects the target normally. Delay disease does not cure any damage a disease may have already done.
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