Spell: Bloodhound
Code:
<thing id="pS2Bloodho" name="Bloodhound" description="You gain the scent special quality, including the ability to track by scent. You receive a +8 competence bonus on Perception checks involving smell and a +4 competence bonus on Survival checks to track using scent. You take a -4 penalty on saving throws against odor-related effects such as the stench ability and {I}stinking cloud{/i}. A creature under the effects of {I}bloodhound{/i} can detect poison by scent with a DC 20 Perception check." compset="InPlay"> Code:
<thing id="pS2BombEye" name="Bomber’s Eye" description="This extract allows you to throw weapons farther and more accurately. While this extract is in effect, increase the range of any thrown weapon by 10 feet. In addition, you receive a +1 insight bonus on attack rolls made with thrown weapons." compset="InPlay"> |
Spell: Bristle
Code:
<thing id="pS2Bristle" name="Bristle" description="You give a creature the ability to redirect a portion of its innate toughness away from its own defense and toward the amount of damage it deals with natural attacks. Each round, as a swift action at the start of its turn, the creature can choose to reduce some or all of its natural armor bonus to AC and gain an enhancement bonus on all damage rolls for natural attacks equal to that amount. The reduction to natural armor, and thus the enhancement bonus on damage rolls, cannot exceed 1 point per 3 caster levels, to a maximum penalty/bonus of -5/+5 at 15th level. A creature cannot reduce its natural armor bonus to less than 0 with this spell. All attacks directed against the creature use its adjusted AC until the start of its next turn, at which time it can choose to modify its AC again or keep it at its current level. Creatures make this decision without any need for conscious thought or reflection; even creatures with no Intelligence score can benefit from this spell, although they always opt for the maximum possible reduction and bonus, regardless of any tactical advantage they might lose." compset="InPlay"> |
Spell: Challenge Evil
Code:
<thing id="pS2ChalEvi" name="Challenge Evil" description="You challenge an evil creature to bring the fight to you, or suffer the consequences. You gain a +2 sacred bonus on all melee attacks against the subject of the spell. At the end of its turn, if the target has not made at least one attack on you, it becomes sickened. If you move away from the target, the spell ends." compset="InPlay"> |
Spell: Chameleon Stride
Code:
<thing id="pS2ChamStr" name="Chameleon Stride" description="You fade into the background, and while you are not truly invisible, you are hard to pinpoint due to your translucent state. While under the effects of this spell, you gain a +4 bonus on Stealth checks and have concealment from creatures more than 5 feet away (attacks have a 20% miss chance)." compset="InPlay"> |
Spell: Coward’s Lament
Code:
<thing id="pS2CowaLam" name="Cowards Lament" description="You compel an opponent to face you in combat, or suffer for its cowardice. Each round that the target fails to attack you in melee, it receives a cumulative -1 penalty to its Armor Class, attack rolls, and saving throws (maximum penalty -5). Each round at the end of its turn, the target may attempt a Will saving throw to prevent the penalties from increasing for that round. All penalties reset to zero when the target attacks you in melee, but increase again if it stops attacking. If the target is prevented from attacking you by physical restraint, magic, or impassable terrain, the penalties do not increase. If you move away from the target, the spell ends." compset="InPlay"> |
Spells: Crafter's Curse; Crafter's Fortune
Code:
<thing id="pS2CraftCu" name="Crafter’s Curse" description="The target of {I}crafter’s curse{/i} takes a -5 penalty on all Craft skill checks while the spell lasts." compset="InPlay"> |
All of ShadowChemosh's contributions up to Chameleon Stride (everything before 11/15) are incorporated into the new update.
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Spell: Prayer
-These are two that originally done by huntercc I did a few small tweaks and changed them to match the new standards for actual spells. Their are two versions of the same spell one to apply if you are an ally and one if you are a foe. Code:
<thing id="pPrayerAll" name="Prayer: Ally" description="You bring special favor upon yourself and your allies while bringing disfavor to your enemies. You and each of your allies gain a +1 luck bonus on attack rolls, weapon damage rolls, saves, and skill checks, while each of your foes takes a -1 penalty on such rolls." compset="InPlay"> |
Spell: Bless
-Needed this for my own games currently so figured I should add it quick. Code:
<thing id="pBless" name="Bless" description="Bless fills your allies with courage. Each ally gains a +1 morale bonus on attack rolls and on saving throws against fear effects.\n\nBless counters and dispels bane." compset="InPlay"> |
Well, I did it for myself, so I may as well share.
Code:
<thing id="pExpRet" name="Expeditious Retreat" description="Your speed increases by 30 ft." compset="InPlay"> |
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