Difference between revisions of "Spells"
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: '''Saving Throw:''' Will negates (harmless) or Will half, see text; Spell Resistance yes (harmless) or yes, see text |
: '''Saving Throw:''' Will negates (harmless) or Will half, see text; Spell Resistance yes (harmless) or yes, see text |
||
− | : This spell cures 5d8 points of damage + 1 point per caster level (maximum +25). |
+ | : This spell cures 5d8 points of damage + 1 point per caster level (maximum +25). |
: Unlike other spells that heal damage, breath of life can bring recently slain creatures back to life. If cast upon a creature that has died within 1 round, apply the healing from this spell to the creature. If the healed creature's hit point total is at a negative amount less than its Constitution score, it comes back to life and stabilizes at its new hit point total. If the creature's hit point total is at a negative amount equal to or greater than its Constitution score, the creature remains dead. Creatures brought back to life through breath of life gain a temporary negative level that lasts for 1 day. |
: Unlike other spells that heal damage, breath of life can bring recently slain creatures back to life. If cast upon a creature that has died within 1 round, apply the healing from this spell to the creature. If the healed creature's hit point total is at a negative amount less than its Constitution score, it comes back to life and stabilizes at its new hit point total. If the creature's hit point total is at a negative amount equal to or greater than its Constitution score, the creature remains dead. Creatures brought back to life through breath of life gain a temporary negative level that lasts for 1 day. |
Revision as of 23:09, 2 December 2013
The Emblem of Ea makes use of a number of in-house spells and domains to help provide a certain flavor and theme to our world. The below lists those spells and the house rules for them. To see how magic works in Tenebrae, check out Magitech and Magic. It's found under the World menu.
All Spells
Descriptions
Breath of Life
- School: conjuration (healing)
- Level: Cleric 5, Druid 5, Paladin 4
- Casting Time: 1 standard action
- Components: V, S
- Range: touch
- Target: creature touched
- Duration: instantaneous
- Saving Throw: Will negates (harmless) or Will half, see text; Spell Resistance yes (harmless) or yes, see text
- This spell cures 5d8 points of damage + 1 point per caster level (maximum +25).
- Unlike other spells that heal damage, breath of life can bring recently slain creatures back to life. If cast upon a creature that has died within 1 round, apply the healing from this spell to the creature. If the healed creature's hit point total is at a negative amount less than its Constitution score, it comes back to life and stabilizes at its new hit point total. If the creature's hit point total is at a negative amount equal to or greater than its Constitution score, the creature remains dead. Creatures brought back to life through breath of life gain a temporary negative level that lasts for 1 day.
- Creatures slain by death effects cannot be saved by breath of life.
- Like cure spells, breath of life deals damage to undead creatures rather than curing them, and cannot bring them back to life.
Reincarnate
- Reincarnate remains the same on Tenebrae, save it's been refocused on theme-related races. War golems are not included, as they are not considered part of the "natural" order, but are created.
Reincarnate Table | ||
Roll | New Race | |
1-7 | Khazad | |
1-50 | Khazad-Aul | |
51-100 | Khazad-Mornir | |
6-14 | Egalrin | |
15-21 | Sildanyar | |
1-34 | Llyranesi | |
35-67 | Mul'niessa | |
68-100 | Sylvanori | |
22-28 | Gnome | |
29-35 | Gobber | |
36-42 | Half-elf | |
43-49 | Arvek Nar | |
50-56 | Sith'makar | |
57-63 | Giantborn | |
64-70 | Half-orc | |
71-77 | Halflings | |
78-82 | Oruch | |
83-100 | Human |
Merciful Blade
- School: Transmutation
- Level: Pal 1
- Components: V, DF, S
- Casting Time: 1 swift action
- Range: Personal
- Target: You
- Duration: 1 round/level (D)
- Sometimes, mercy is called for in the martial field. With this prayer, the paladin asks his or her deity to dull the edge of her blades so any weapon she actively wields inflicts subdual damage instead of lethal damage. This does not alter the weapon's damage type, or otherwise change the weapon in any way. Despite the name of the prayer, any manufactured or natural weapon wielded by the paladin may be affected. If the weapon is dropped or otherwise discarded, the spell ends for that weapon until it is wielded again by the paladin.
- For the purposes of this last-minute spell, the wielding of the weapon is considered its Somatic component.
Titan Fist
- School: Conjuration
- Level: Artificer 1
- Casting Time: 1 standard action
- Components: S, See Text
- Range: touch
- Target: Artificer's Titan Armor
- Duration: instantaneous
- Saving Throw: Fortitude (object); Spell Resistance yes (object)
- You imbue the fist of your armor and throw it at a target up to 100 feet away. Make a ranged attack roll. If it hits, the target takes damage from your fist as though you had hit it with a single unarmed strike or slam attack (including your strength bonus).
- This does not actually rob you of part of your armor--the artifice will self-heal before your next turn. This spell also requires the artificer to be wearing her titan armor when casting the spell.
Artificer
Artificers gain access to a variety of blueprints, allowing them to make contraptions of the following spells. Unless marked with a **, the spell may be found in the Pathfinder PRD Spell Index or in our House Rules. Spells marked with a ** are in the Eberron Campaign Setting.