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The Wayfarer's Inn • View topic - Spell choices

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 Post subject: Re: Spell choices
PostPosted: Fri Dec 18, 2009 10:47 pm 
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Boxed
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Updated spells for Kherim

Lvl1:
Cure Light Wounds x4
Remove Fear
Lvl2:
Aid
Find Traps
Slow Poison
Lvl3:
Negative Plane Protection
Prayer
Remove Paralysis
Lvl4:
Sunburst

_________________
...And all were amazed and said
"This guy is really good! He should turn... professional!"


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 Post subject: Re: Spell choices
PostPosted: Fri Jun 18, 2010 9:40 pm 
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Gaderons current spells, statistics, and character reference.
---------------------------
Player: Currently A G Thing (aka) Danihatch9
Experiance gained so far: 1000 exp
NAME: Gaderon
RACE: Human
CLASS/LEVEL: Magic user, 16. Level
SEX: Male
ALIGN: Lawful Neutral (Ptah)

STR 10 Temp or Per Str Damage of unknown amount...
INT 18
WIS 12
DEX 17 +2 to hit with missile/thrown weapons
CON 17
CHA 18

HIT POINTS: 61 Current Hit Points: 48 of 61
Wounds: 3

AC: -6

SPELLBOOK:
Level 1 Spells: (16 in book/5 per day):
Burning Hands, *
Charm Person,
Comprehend Languages,
Detect Magic,
Enlarge,
Friends,
Hold Portal,
Jump,
Light,
Magic Missile, **
Mending,
Read Magic,
Shield, *
Sleep,
Tenser’s Floating Disc,
Unseen Servant *

Level 2 Spells: (15 in book/5 per day):
Bind,
Continual Light,
Detect Invisibility,
Flaming Sphere,
Knock, *
Know Alignment,
Locate Object, *
Magic Mouth,
Melf’s Acid Arrow,
Mirror Image,
Pyrotechnics,
Rope Trick, *
Shatter,
Vocalize,
Wizard Lock, **

Level 3 Spells: (14 in book/5 per day):
Detect Illusion,
Dispel Magic, **
Explosive Runes,
Fireball, *
Flame Arrow,
Fly, *
Haste, *
Hold Person,
Invisibility 10’ radius,
Melf’s Minute Meteors,
Monster Summoning I,
Protection from Normal Missiles,
Tongues,
Water Breathing

Level 4 Spells: (12 in book/5 per day):
Charm Monster, No material components
Dispel Illusion, * No material components
Fire Shield, 20/20
Ice Storm, * 20/20 but are readily available most anywhere...
Magic Mirror, 20/20
Minor Globe of Invulnerability, 20/20
Polymorph Other, 20/20
Polymorph Self, No material components
Remove Curse, *
Stoneskin, * 20/20
Wall of Fire, * 19/20
Wizard Eye 20/20

Level 5 Spells: (10 in book/5 per day):
Animate Dead, 20/20 materials components left...
Bigby’s Interposing Hand, 20/20 material components left...
Cloudkill, No material components
Conjure Elemental, Material components are more circumstantial as large amounts are needed...
Dismissal, Components vary with the creature type...
Leomund’s Secret Chest, None available at this moment...
Passwall, * 18/20 material components left...
Stone Shape, 20/20 material components left...
Teleport, ** No material components
Wall of Force, 09/10 materials components left...

Level 6 Spells: (8 in book/3 per day):
Bigby’s Forceful Hand, 20/20 material components left
Chain Lightning, 19/20 material components left
Contingency, 10/10 material components left
Death Spell, 10/10 material components left
Disintegrate, * 18/20 material components left
Extension III, No material components
Project Image, 20/20 material components left
Spiritwrack Not prepared but one group of the components...

Level 7 Spells: (6 in book/2 per day):
Banishment, 20/20 material components
Bigby’s Grasping Hand, 20/20
Delayed Blast Fireball, As fireball
Forcecage, 9/10 material components
Limited Wish, ** No material components
Mordenkainen’s Magnificent Mansion, 20/20
Volley 20/20

Level 8 Spells: (4 in book/1 per day):
Bigby’s Clenched Fist, * 19/20
Binding, 3 for each variant of the casting...
Polymorph Any Object, 20/20
Symbol 10/10


MAGIC ITEMS:

2 Potions of Extra-Healing
This potion restores 6-27 (3d8 + 3) hit points of damage when wholly consumed, or 1-8 hit points of damage for each one-third potion.

Ring of Protection +3
A ring of protection increases the wearer’s armor class value and saving throws versus all forms of attack. A +3 ring raises AC by 3, say from 10 to 7 and gives a bonus of +3 on saving throw die rolls.

Staff of Power (16 charges)
Spells cast at 8th level

1 charge:
continual light
darkness, 5’radius
levitation
lightning bolt
fireball

2 charges:
shield, 5‘radius
globe of invulnerability
paralyzation (ray from the end of the staff which extends in a cone 4” long and 2” wide at its base).

Other powers:
+2 on armor class and saving throws.
strikes as a +2 magic weapon and does 3-8 hit points of damage; if 1 charge is expended, the staff does double damage, but 2 charges do not triple damage.
A staff of power can be broken for a retributive strike.
The staff can be recharged.

Wand of Magic Missiles (58 charges)
Magic Missile cast at 6th level

Wand of Secret Door and Trap Location (39 charges)
This wand has an effective radius of 1½" for secret door location, 3" for trap location. When the wand is energized it will pulse and point to whichever thing it is to locate if a secret door/trap is within location range. Note that it locates either one or the other, not both during one operation. It requires 1 round to function and draws 1 charge. The wand may be recharged.

Amulet of Life Protection
This pendant or brooch device serves as a ward for the psyche (soul). The wearer cannot be possessed by magic jar spell or any similar mental attack, including demonic or diabolic means. If the wearer is slain, the psyche enters the amulet and is protected for 7 full days. Thereafter it goes to the plane of its alignment, however. If the amulet is destroyed during the 7 days, the psyche is utterly and irrevocably annihilated. Note: psionic attack modes psionic blast or psychic crush will not harm the wearer.

Bracers of Defence, AC4
These items appear to be some sort of wrist or arm guards. Their magic bestows an effective armor class equal to actually wearing armor and employing a shield. Of course, if armor is actually worn, the bracers will not be effective, but they do work in conjunction with other magical items of protection.

Boots of Levitation
Boots of levitation allow the wearer, at will, to ascend or descend vertically. The speed of ascent/descent is 20’ per round (minute). There is no limitation on usage. The amount of weight the boots can levitate is 462 pounds of weight. (Cf. second level magic-user spell, levitation).

Cloak of Displacement
This item appears to be a normal cloak, but when it is worn by a character its magical properties distort and warp light waves. This displacement of light waves causes the wearer to appear to be from 1’ to 2’ from his or her actual position. Any attack by missile or melee
strike which is aimed at the wearer will automatically miss the first time*. Thereafter the cloak affords +2 protection, i.e. 2 classes better on armor class, as well as +2 on saving throw dice versus attack forms directed at the wearer (such as spells, gaze weapon attacks, spitting and breath attacks, etc. which are aimed at the wearer of the cloak of displacement).

* This can apply to first attacks from multiple opponents only if the second and successive attackers were unable to observe the initial displacement miss.

Mundane Items still available: Current clothing 1 set, Magic Components 10 - 20 of each expensive component!!!, Dagger Silvered, one flask of Oil, waterskin 1/2 full, small bottle of Alcohol, sealing wax, parchment 10 sheets, Ink and Quill, Scroll case X2, Candle X3, flint and Steel, 3 days of rations...

Any other equipment was carried by Asterion and probably destroyed in his fiery death...

Gaderon is the only foreigner in the group - his features proclaim him to be from a far different land than Khemit. He is around six feet in height and lean rather than thin. He has dark brown hair and beard, trimmed short and even; his clothing is a mixture of items from a more northerly clime and the indigenous apparel. He does tend towards the voluminous; all the better to conceal items on his person and appear less threatening.

He has never spoken much about the land of his origin, but he has mentioned that he fled some kind of war or conflict in his homeland, without giving many clues as to where he is from or exactly why he left. It is apparent, in his more unguarded moments, that he regrets leaving; but he has been gone for quite a few years now and has made no move to return.

In his mannerisms he is by turns, greedy, cautious and ruthless; but he appears not to care for his companions at one moment and then risk much to save them the next. It is unclear what purposes his mind sets him to; it sometimes seems as if he is searching for a specific objective but then that all changes; however, he is always on the lookout for spells or items to increase his personal magical power. To this end he has taken The Bloodied Moon and is looking to further divine its properties... His constant companion was an elf-blood named Asterion. It seems that Asterion had been Gaderon's...friend or helper since Gaderon arrived in Khemit; while close-mouthed in some ways as all elves are, on occasion it had been Asterion that had let little slips out - such as the fact that it was Asterion that taught Gaderon the speech of the people of Khemit in the first place. Gaderon is very much the traditional wizard type; just above medium height, lean, with collar-length hair and a short, trimmed beard. Wizard's staff and a quiver at his belt, holding wands and other magical paraphernalia. His cloak is constantly swirling around him and acts a little like the capes you see superheroes have in comic books; you are never sure how it manages to get in those kinds of shapes or configurations...

He now carries the Cleaver of Set as well though with little regard for it as it is wrapped in cloth at all times...

-------------------------

End of Reference!!

Hopefully I will be able to keep up and this is just extraneous!!!

Dani


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 Post subject: Re: Spell choices
PostPosted: Mon Jun 13, 2011 9:54 pm 
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Baron of Newgate
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Joined: Fri Mar 16, 2007 8:21 pm
Posts: 1034
Location: Clearwater, Florida, USA
[Edited 9/27/11]

That is an overwhelming list of stuff for Gaderon.

SPELLBOOK:
Level 1 Spells: (16 in book/5 per day):
Burning Hands,
Charm Person,
Comprehend Languages, *
Detect Magic,
Enlarge,
Friends,
Hold Portal, *
Jump,
Light,
Magic Missile, **
Mending,
Read Magic,
Shield,
Sleep,
Tenser’s Floating Disc,
Unseen Servant *

Level 2 Spells: (15 in book/5 per day):
Bind,
Continual Light,
Detect Invisibility,
Flaming Sphere,
Knock, *
Know Alignment,
Locate Object, *
Magic Mouth,
Melf’s Acid Arrow,
Mirror Image,
Pyrotechnics,
Rope Trick, *
Shatter,
Vocalize,
Wizard Lock, **

Level 3 Spells: (14 in book/5 per day):
Detect Illusion, *
Dispel Magic, **
Explosive Runes,
Fireball, *
Flame Arrow,
Fly,
Haste, *
Hold Person,
Invisibility 10’ radius,
Melf’s Minute Meteors,
Monster Summoning I,
Protection from Normal Missiles,
Tongues,
Water Breathing

Level 4 Spells: (12 in book/5 per day):
Charm Monster, No material components
Dispel Illusion, * No material components
Fire Shield, 20/20
Ice Storm, * 20/20 but are readily available most anywhere...
Magic Mirror, 20/20
Minor Globe of Invulnerability, 20/20
Polymorph Other, 20/20
Polymorph Self, No material components
Remove Curse, *
Stoneskin, * 20/20
Wall of Fire, * 19/20
Wizard Eye 20/20

Level 5 Spells: (10 in book/5 per day):
Animate Dead, 20/20 materials components left...
Bigby’s Interposing Hand, 20/20 material components left...
Cloudkill, No material components
Conjure Elemental, Material components are more circumstantial as large amounts are needed...
Dismissal, Components vary with the creature type...
Leomund’s Secret Chest, None available at this moment...
Passwall, * 18/20 material components left...
Stone Shape, ** 20/20 material components left...
Teleport, ** No material components
Wall of Force, 09/10 materials components left...

Level 6 Spells: (8 in book/3 per day):
Bigby’s Forceful Hand, 20/20 material components left
Chain Lightning, * 19/20 material components left
Contingency, 10/10 material components left
Death Spell, 10/10 material components left
Disintegrate, ** 18/20 material components left
Extension III, No material components
Project Image, 20/20 material components left
Spiritwrack Not prepared but one group of the components...

Level 7 Spells: (6 in book/2 per day):
Banishment, 20/20 material components
Bigby’s Grasping Hand, 20/20
Delayed Blast Fireball, As fireball
Forcecage, 9/10 material components
Limited Wish, ** No material components
Mordenkainen’s Magnificent Mansion, 20/20
Volley 20/20

Level 8 Spells: (4 in book/1 per day):
Bigby’s Clenched Fist, * 19/20
Binding, 3 for each variant of the casting...
Polymorph Any Object, 20/20
Symbol 10/10

_________________
Greg Svenson


Last edited by gsvenson on Tue Sep 27, 2011 6:40 pm, edited 1 time in total.

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 Post subject: Re: Spell choices
PostPosted: Mon Jun 20, 2011 10:13 am 
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Boxed
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Joined: Thu May 07, 2009 8:39 pm
Posts: 1205
Revised Spell List for Kherim and Ahi:

Kherim:

Level 1: Bless, Detect Magic, Cure Light Wounds (3)
Level 2: Aid, Find Traps, Resist Fire
Level 3: Dispel Magic, Prayer, Remove Curse
Level 4: Exorcise

Ahi:

Level 1: Bless (2), Create Water, Cure Light Wounds (8), Detect Magic, Invisibility to Undead, Remove Fear, Protection from Evil, Sanctuary
Level 2: Aid, Chant (2), Detect Curse, Silence 15'', Spiritual Hammer, Slow Poison, Withdraw
Level 3: Create Food & Water, Dispel Magic, Death's Door, Prayer (2), Remove Curse, Negative Plane Protection
Level 4: Cure Serious Wounds (3), Exorcise, Protection from Evil 10'', Sunburst
Level 5: Cure Critical Wounds (2), Dispel Evil
Level 6: Heal, Disc of Concordant Opposition

_________________
...And all were amazed and said
"This guy is really good! He should turn... professional!"


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 Post subject: Re: Spell choices
PostPosted: Sun Jun 03, 2012 11:14 pm 
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Baron of Newgate
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Joined: Fri Mar 16, 2007 8:21 pm
Posts: 1034
Location: Clearwater, Florida, USA
Gaderon new spells:

Lv 1:
Magic Missile (2)
Shield
Hold Portal
Enlarge

Lv 2:
Detect Invisibility
Acid Arrow (2)
Vocalize
Wizard Lock

Lv 3:
Dispel Magic
Fly
Haste
Detect Illusion
Fireball

Lv 4:
Dispell Illusion
Ice Storm (3)

Lv 5:
Cloudkill (1)
Passwall (1)
Teleport (2)

Lv 6:
Chain Lightning (1)
Disintegrate (1)

Lv 7:
Forcecage

_________________
Greg Svenson


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 Post subject: Re: Spell choices
PostPosted: Tue Jun 05, 2012 11:20 am 
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Posts: 1205
Current Spells for Kherim:

1) - 5

Cure Light Wounds (5)

2) - 2

Resist Fire (2)

3) - 1

Dispel Magic (1)

_________________
...And all were amazed and said
"This guy is really good! He should turn... professional!"


Last edited by Ail on Tue Jun 05, 2012 11:27 am, edited 1 time in total.

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 Post subject: Re: Spell choices
PostPosted: Tue Jun 05, 2012 11:22 am 
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Boxed
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Posts: 1205
Current spells for Ahi:

1) - 14
Cure Light Wounds (10)
Protection from Evil (2)
Sanctuary (2)


2) - 7

Aid (2)
Resist Fire (4)
Withdraw (1)

3) - 6


Continual Light (1)
Death's Door (2)
Dispel Magic (1)
Flame Walk (1)
Remove Paralysis (1)


4) - 4

Cure Serious Wounds (4)


5) - 2

Cure Critical Wounds (2)


6) - 3

Enmeshment (1)
Heal (1)

_________________
...And all were amazed and said
"This guy is really good! He should turn... professional!"


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 Post subject: Re: Spell choices
PostPosted: Tue Sep 18, 2012 7:10 pm 
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Baron of Newgate
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Joined: Fri Mar 16, 2007 8:21 pm
Posts: 1034
Location: Clearwater, Florida, USA
Can someone tell me what Gaderon's Bigby spells do?

He has:
Bigby's interposing hand
Bigby's forceful hand

_________________
Greg Svenson


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 Post subject: Re: Spell choices
PostPosted: Wed Sep 19, 2012 2:49 pm 
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Location: Hamburg, Germany
Here you are, Greg.

Bigby's Interposing Hand: Range: 1"/Level; Duration: 1 Round/Level;
Bigby's Interposing Hand is a large to huge-sized magic member which appears and places itself between the spell caster and his or her chosen opponent. This disembodied hand then remains between the two, regardless of what the spell caster does subsequently or how the opponent tries to get round it. The size of the Hand is determined by the magic-user, and it can be human-sized all the way up to titan-sized. It takes as many hit points of damage to destroy as the magic-user who cast it. Any creature
weighing less than 2,000 pounds trying to push past it will be slowed to one-half normal movement. The material component of the spell is a glove.

Bigby's Bigby's Forceful Hand: Range: 1"/Level; Duration: 1 Round/Level
Bigby's Forceful Hand is a more powerful version of Bigby's Interposing Hand. It exerts a force in addition to interposing itself, and this force is sufficient to push a creature away from the spell caster if the creature weighs 500 pounds or less, to push so as to slow movement to 1" per roundif the creature weighs between 500 and 2000 pounds, and to slow movement by 50% of creatures weighing up to 8000 pounds. It takes as many hit points to destroy as its creator. Its material component is a glove.


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 Post subject: Re: Spell choices
PostPosted: Wed Sep 19, 2012 7:35 pm 
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Posts: 1034
Location: Clearwater, Florida, USA
Thanks Andreas!

_________________
Greg Svenson


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