Magic. Player s Handbook. - Chapter 6 -

Size: px
Start display at page:

Download "Magic. Player s Handbook. - Chapter 6 -"

Transcription

1 Player s Handbook - Chapter 6 - Magic Magic is a mystical energy that some characters and creatures are able to tap into to create unusual effects. There are two basic types of magic in the game; arcane magic and divine magic. Magic is then divided into three basic categories: Granted Powers (Divine): Granted powers are special magical powers granted by deities to their disciples. Each order grants their own special power. Granted Powers can only be used a limited number of times each day. Magic Items (Arcane/Divine): Magic items are special devices that create magical effects. Some magic items can be used by characters lacking any formal training in magic, whilst others can only be used by characters trained to use spells. The number of uses a magic item has depends on the magic item. Spells (Arcane/Divine): Spells are predefined magical effects that a character can create, either by manipulating the magical energies around them or calling upon the intervention of a divine power. Spells can only be used a limited number of times each day. All three categories are generally referred to as magical effects. Whenever the rules refers to a magical effect, it is referring to granted powers, magic items and spells. Magical Effect Format The description of each magical effect follows the same format. This section discusses that format and some of the finer points of how magical effects work. Name This is the name by which the magical effect is generally known. Type This describes the category or type that the magical effect belongs to. If the magical effect has a tier rating, this is also listed here. This entry will then also denote (in parenthesis) any limitations on who can used the magical effect. Range The maximum distance from the character at which the magical effect can affect a target. Standard ranges include: Personal: The magical effect only affects the invoker. Touch: The invoker must touch a creature or object to affect it. If the target does not wish to be touched then the invoker must make a successful attack roll against the creature s Touch AR. Range Expressed in Feet: Some magical effects have no standard range category, just a range expressed in feet. Unlimited: The magical effect can reach anywhere on the same spiritual realm. Affects This entry describes what the magical effect affects. If the target of an magical effect is the character, the character does not receive a saving throw to resist the magical effect, and magic resistance does not apply. The saving throw heading is omitted from such magical effect. (MR): If the Affects line ends with MR then any creatures affected by the magical effect, who have Magic Resistance, are able to use their Magic Resistance to resist the effects of the magical effect. Duration A magical effect s duration line tells the player how long the magical energy of the magical effect lasts. Concentration: The magical effect lasts as long as the invoker concentrates on it. Anything that breaks the invoker s concentration causes the magical effect to end. If anything risks breaking the invoker s concentration they must make a (CHA-CL) or lose the magical effect. Minor activities like a slow walk (i.e. a 5 foot step) or simple conversations do not require the invoker to make a saving throw. The invoker can t invoke a magical effect while concentrating on another one. Sometimes a magical effect lasts for a short time after the invoker ceases concen- 60

2 Chapter 6: Magic The Universal Rules of Magic GAME SYSTEM The following rules apply equally to all three types of magic. Invoker & Invoker Level Each magical effect will often refer to the invoker. This is the character or creature who invokes or activates the magical effect. Invoker level is the appropriate class level of the invoker. Combining Magical Effects Magical effects usually work as described, no matter how many other magical effects happen to be operating in the same area or on the same recipient. Effects Do Not Stack Magical effects that give bonuses or penalties to action checks, damage rolls and other attributes do not stack if they are both giving a bonus or are both giving a penalty. If more than one magical effects grants a bonus (or penalty) to an action check or combat statistic, only the highest bonus (or penalty) is counted. All others are not counted. Bringing Back the Dead Magical effects - such as a raise spell or a staff of resurrection - have the power to restore slain characters to life. Any creature brought back to life usually loses one or two levels. The character s new experience point total is midway between the minimum needed for their new level trating. In these cases, the magical effect keeps going for the stated length of time after the invoker stops concentrating. Otherwise, the invoker must concentrate to maintain the magical effect, but they can t maintain it for more than a stated duration in any event. (D): If the Duration line ends with (D), the character can dismiss the magical effect at will. The invoker must be within range of the magical effect s effect to do this. Dismissing a magical effect is a standard action. A magical effect that depends on concentration is dismissible by its very nature, and dismissing it does not require an action (since all the invoker has to do to end the magical effect is to stop concentrating). and the minimum needed for the next one. If the character was 1st level, they lose 1d3 points of CON instead of losing a level. (If this will reduce their CON to below 0, the attempt will automatically fail). This level loss or CON loss cannot be repaired by any magical effect available to mortals, even by a magical ring of wishes. However, the revived character can regain the lost level though earning further renown. Revivification Against One s Will: A soul cannot be returned to life if it does not wish to be. A soul knows the name and divine order of the character attempting to revive it and may refuse to return on that basis. Magic Resistance Magic resistance (MR) is a special defensive ability that some creature have. If a magical effect specifically targets a creature with magic resistance the creature is allowed to make an MR check. To make an MR check simply roll 3d. If the result is 12 or higher, their magic resistance protects them from the magical effect. MR applies only when a resistant creature is targeted by a magical effect, not when a resistant creature encounters a magical effect that is already in place. A creature with magic resistance can voluntarily drop the resistance in order to receive the effects of a magical effect. Instantaneous: The energy which creates the magical effect comes and goes the instant the magical effect is invoked, though the consequences of the magical effect might be long-lasting. Permanent: The energy remains as long as the magical effect does. The magical effect is vulnerable to dispel magic. Timed Duration: Many durations are measured in rounds, minutes, hours, or some other increment. When the time is up, the magic fades away and the magical effect ends. If an magical effect s duration is variable the Storyteller rolls it secretly. 61

3 Player s Handbook Saving Throw Most harmful magical effects allow an affected creature to make a saving throw to avoid some or all of the effect. The saving throw line defines which type of saving throw the magical effect allows and describes how saving throws against the magical effect work. Descriptive Text This portion of the magical effect description details what the magical effect does and how it works. Granted Powers Granted powers are special magical effects granted by the deities of an order to their disciples. Each order grants a granted power unique to them. Disciples of different orders will never share the same granted power. Invoking Granted Powers Activating a granted power requires the invoker to be holding a religious symbol dedicated to a deity of their order (such as a holy or unholy symbol). They are then required to make a successful (CHA-13). If the action check is successful, the power is successfully invoked and takes effect immediately. Table 6-1 shows the minimum level required to be able to use or gain the benefits of a magic item. Table Magic Item & Level Requirement Item Tier Minimum Level Required 1st Tier 1 2nd Tier 3 3rd Tier 5 4th Tier 7 5th Tier 9 6th Tier 11 7th Tier 13 8th Tier 15 9th Tier 17 Potions: The exception to the level requirement rule are potions. Potions can be used by anyone of any level so long as they meet any other restrictions, such as race or class. The number of times the invoker can invoke a granted power each day, is equal to their CHA modifier, or their class level as a disciple (whichever is the greater). Magic Items Magic items are physical objects which have been imbued with a magical power. Magic items are generally divided into different categories based on it s function. The category of the magic item helps determine how it is used, how often it can be used and who is able to use it. Full details on each type of magic items and what it does is included in the Game Master s Guide. However, the following rules should help act as a guide for players on what their characters can do with magic items. Magic Item Tiers Magic items have a tier rating that defines their level of power. To be able to use a magic item, a character must be of a high enough level to use the item based on the tier of the item. If the item has a class restriction, the level requirement is based on the class level of the character. Otherwise it is based on the character level of the character. Tier Bonus A large number of magic items give their user a bonus whilst using the item: If the magic item is a type of weapon, the bonus is applied to the action check made to make an attack. If the weapon would normally allow the user to add their STR modifier to the damage roll, the bonus is also added to the damaged rolled when the weapons successfully hits an opponent. If the magic item is a type of armour, the bonus is added to the armour rating of the armour. Other items may grant a bonus to other action checks. Details of this where applicable are noted in the description of the magic item. To determine the tier bonus, refer to the tier of the item as shown in Table

4 Chapter 6: Magic Table Magic Item Tier Bonus Item Tier Tier Bonus 1st to 2nd Tier +1 3rd to 4th Tier +2 5th to 6th Tier +3 7th to 8th Tier +4 9th Tier +5 Cursed Items Some magic items are cursed. These items inflict a penalty instead of granting a bonus. If a cursed item is used or worn the user is stuck with that item. Worn items cannot be taken off and other hand-held items will appear in the hands of the user when ever they try to do something that the cursed item would be used for, forcing the user to use the item. The only way to be free of a cursed item is to use a remove curse spell. Using Magic Items How a magic item is used varies from item to item. However there are three basic methods of use: Permanent Magic Items Items that generate a permanent effect usually have to be worn or carried by a character for them to use them. Weapons, tools and types of transport that fall into this category have to be actively used for them to grant their effect on the user. Items such as armour, jewellery and items of clothing have to be worn to grant their effect. Other items may grant an effect which the user benefits from so long as the user is close enough to the item to be affected by it s magic. Using Permanent Items: Using these items does not normally require an action check. The character simply needs to hold, use or be close to the item (as defined by the nature of the item). Consumable Magic Items Some magic items are temporary in nature, and may only be used once. Using the item removes it from the game, though the magic it had stored in it may have ongoing effects. Potions and food items need to be drunk or eaten to grant their magic effect. Oils evaporate once rubbed into the skin. Scrolls turn into dust once the spells stored on them are used. Other miscellaneous items may need to be broken, smashed or crushed to activate. Using Consumable: Using these items does not normally require an action check. The exception to this are scrolls. Arcane scrolls require a (INT-CL). Divine scrolls require a (WIS-CL). The challenge level of the action check is equal to the tier of the spell. Limited Magic Items Some magic items have a limited number of uses before they lose their magical powers. These will either have a set number of uses per day, week or month. Or will have a set number of charges, with one or more charges spent every time the magic in the item is activated. The effects of these magic items will either be instantaneous or have a limited duration. For ease of book keeping, items with a limited number of uses per day, week, or month reset at midnight, at the beginning of the next day, week, or month. If the magic item has a finite number of charges, it can only be used so long as it has enough charges stored in 63

5 Player s Handbook it to activate the power. Most powers will normally use a single charge, but items with multiple powers may require multiple charges to be spent. Items with charges can have their charges replenished. A character with at least 6 levels in disciple or warlock can attempt to recharge the item, but only if it is of the magic type they have access to. A disciple cannot recharge items imbued with arcane magic, and a warlock cannot recharge items imbued with divine magic. Recharging Items: The disciple or warlock must make a (CHA-15). If successful, the item replenishes some of it s magic power by drawing on the life energy of the character. Roll 2d4. The item recovers that many charges and the character takes that amount of damage to their vitality. Using Limited Items: Using these magic items usually requires the invoker to use a combination of mental and/or verbal commands. Unless noted otherwise, to successfully active the magical power stored in the item, they must make a (CHA-CL) action check, the CL based on the tier of the magic item (for example a 4th tier magic item would have a challenge level of 4). Charges/uses are not spent if the action check fails. Some magic items may have multiple powers that require charges. All the powers in these magic items share the same pool of charges. A magic item will only have a single number of charges, not a separate number of charges for each power. Equipping Multiple Items There is a limit to the number of magic items a character can have equipped and use at any single time. Common sense must be used, however, as a general rule the following guidelines normally apply: Weapons & Held Items For weapons and carried items, common sense must be used when deciding what a character can have equipped and ready for use. Whatever a character can normally carry, have ready for use, and then use in their hands is the general rule. Magic items are no different from non-magical items in this respect. Worn Items A character can normally be equipped with a set number of worn items: 1 Head Item: Hat, helmet, crown, circlet, lenses, or headdand 2 Ear Items: Earring, stud, chain 1 Neck Item: Collar, choker, necklace, amulet 1 Body Item: Breastplate, chainmail shirt, tunic 1 Pair of Leg Wear: Hoses, greaves, breaches 1 Waist: Belt, sash 1 Back Item: Cape, cloak 1 Pair of Foot Wear: Boots, shoes, sandals 1 Pair of Hand Gear: Bracers, bracelets, gloves 2 Ring Items: Rings, bands Multiple Effect Types Occasionally a character may come across a magic items that has both permanent effects and a number of charges. In such a case the item will always generate the permanent effect regardless of the number of charges it currently holds. However, once it s charges are used up, the power that needs the charges to activate becomes useless. Example: Corin has a magical sword. The sword has a permanent power granting Corin a +1 bonus to all attack and damage rolls when using the sword. It also has the ability to cast detect magic, with 15 remaining charges. The detect magic ability of the sword can only be activated so long as the sword has charges. Once all the charges are gone, this ability cannot be used. However, regardless of the number of charges, the sword will always grant the +1 bonus to attack and damage rolls. If a magic item covers multiple items, such as a suite of armour, the entire item must be worn for the character to gain the benefits of the magic imbued in the armour. If the armour include protection for body, hands, lags, feet and head, then the armour has taken up all these options. Other items cannot be worn that fit the same categories. Example: Corin has a number of magic items he likes to use. These include magic boots, a magic circlet, a magic cloak, and a pair of magic bracers. Corin then finds a set of magical plate mail whilst plundering the hoard of a monster he killed. If Corin wishes to wear the armour and gain the benefit of the magic held in it, he must take off the boots, circlet and bracers as these must be replaced by parts of the armour. The cloak is not a problem, as the plate mail does not include a cloak. 64

6 Chapter 6: Magic Saving Throws vs Magic Items Some magic items may allow saving throws to resist their effects. Where this happens the the TN of the saving throw is equal to the tier of the magic item Learning Spells A 1st level disciple or warlock already knows a spell or two (page 53). As they go on adventures they will get the opportunity to learn additional spells. However, they must first find the spell, and must be a high enough level to cast a spell when one is found (see Table 6-3). Maximum Spells per Spell Tier There is a limit to how many spells of each spell tier they can learn. Once they reach this limit, they may not learn any more spells of that tier. This limitation is based on their attribute score modifiers and class: Disciple: WIS modifier + 2 Spells Spells are predefined magical effects that an invoker can create through the use of a combination of incantations and gestures. Spells exist for both types of magic; arcane spells being the domain of warlocks, whilst divine spells are the province of disciples. Warlock: INT Modifier + 3 Spell Tiers All spells are categorised by their level of power from 1st to 9th tier. To be able to learn and cast a spell of a specific tier, a character must first reach a minimum class level in the spell casting class (disciple or warlock). Table 6-3 shows the class level each spell tier becomes available. Table Class Level & Spell Tiers Spell Tier Required Class Level 1st Tier 1 2nd Tier 3 3rd Tier 5 4th Tier 7 5th Tier 9 6th Tier 11 7th Tier 13 8th Tier 15 9th Tier 17 Example: For a disciple to be able to learn and cast 5th tier divine spells, they must first reach level 9 as a disciple. A warlock who wishes to learn and cast 7th tier arcane spells must first reach 13th level as a warlock to be able to do so. Finding New Spells & Spell Scrolls Before an invoker can learn a new spell they must first find a copy of it. Spells are written down on scrolls which are commonly referred to as spell scrolls. Spell scrolls are created by warlocks and disciples as a means of recording spells on parchment so that they can be passed onto other invokers, or used as a temporary magic item. Spell scrolls can either be found having been left forgotten in abandoned ruins, or purchased from a temple or arcanist store. Once the invoker has a spell scroll, they can either elect to keep it as a one-use magic item, or use it to learn the spell, adding it to the number of spells they can cast. 65

7 Player s Handbook Learning the Spell To learn a new spell an invoker must spend time studying the spell before it can be committed to memory. This requires the invoker to spend a number of hours equal to the tier of the spell either studying it (if it is an arcane spell), or in prayer and meditation (if it is a divine spell). This needs to be done in a quiet peaceful location free of distractions. Once the invoker has finished spending the necessary amount of time in study or prayer, they are required to make an action check. This is an INT based AC if it is an arcane spell, or a WIS based AC if it is a divine spell. The TN of the AC is based on the tier of the spell (see Table 6-4). Table TN to Learn New Spell Spell Tier TN to Learn 1st to 2nd Tier 11 3rd Tier 12 4th to 5th Tier 13 6th Tier 14 7th to 8th Tier 15 9th Tier 16 If the invoker is successful the spell is transferred from the scroll to their memory. This expends the magical energies held in the spell scroll turning the scroll to dust in the process. Casting Spells To cast a spell the character must be able to speak and gesture. If these two basic conditions are met, the invoker is required to make a successful action check: Arcane Spells: (INT-CL) Divine Spells: (WIS-CL) The challenge level of this action check is equal to the tier rating of the spell. (For example a 3rd tier spell will have a challenge level of 3). If the action check is successful, the spell is successfully cast and takes effect immediately. Spells Per Day There is a limit to the number of spells an invoker can cast each day. The number spells the invoker can cast each day, is equal to double their class level plus their CHA modifier. Multi-class invokers with levels in both disciple and warlock need to keep track of this limit for each class. Magical Backlash Tapping into the mystical forces of the universe, regardless of whether they are arcane or divine in nature, does not go without risk. Each time the invoker makes an action check to cast a spell they run the risk of the magical energies channelled by the spell being too much for them to handle. If all three of the dice rolled for the action check rolls a 1 the invokers takes damage to their vitality equal to 1d + the tier of the spell. (i.e. 1d+5 damage for a 5th tier spell). Creating Spell Scrolls Once an invoker reaches 10th level, they gain the ability to create spell scrolls. The process is lengthy and expensive, requiring the invoker to spend a number of days equal to double the tier of the spell in preparation. During this time, they must spend an amount of gold equal to the tier of the spell cubed, multiplied by 100: ((Tier x Tier) x Tier) x 100 The invoker must then make a successful action check, INT for an arcane spell scroll, or WIS for a divine spell scroll. The TN for this action check is the same as the TN to learn the spell (Table 6-2). If successful, the spell is inscribed on a sheet of parchment creating the spell scroll. Example: Jera, a 10th level warlock is attempting to create a spell scroll with dispel magic, a 3rd Tier spell, stored on it. This process will take 6 days to complete and cost a total of 2,700 gold pieces. Jera is required to make an INT action check with a TN of 12. Saving Throws vs Spell If a spell allows a saving throw to resist it, the TN is equal to the tier of the spell

8 Chapter 6: Magic 67

9 Player s Handbook Arcane Spells BY SPELL TIER 1st Tier Spells Animate Weapon Arcane Charm Blast of Cold Bolt of Flame Charm Contact Detect Magic Detect Secret Doors Distraction Door Warning Eldritch Armour Eldritch Lantern (Lesser) Hold Door Ignore Obscuring Mist Open Lock Raiment Safe Fall Shelter from the Storm Sleep Stone Bolt Unseen Servant Weakness 2nd Tier Spells Air Missile Eldritch Blade Eldritch Lantern (Greater) Eldritch Missile Fiery Missile Gusting Wind Ice Missile Knock Levitate Lightning Missile Liquid Missile Mirror Image Phantom Trap Sealed Door (Lesser) See Invisibility Sorcerous Guise Steal Health (Lesser) Stone Missile Web 3rd Tier Spells Arrow Reflection Clairaudience/Clairvoyance Detect Scrying Dispel Magic Earth Spirit (Lesser) Eldritch Binding Fire Spirit (Lesser) Flight Haste Ice Spirit (Lesser) Invisibility Lightning Spirit (Lesser) Slow Sorcerous Blast Tracer Vengeful Shield Water Breathing Water Spirit (Lesser) Wind Spirit (Lesser) 4th Tier Spells Confusion Cyclone Dimensional Door Elemental Trap Fire Bolt Hydroblast Icy Blow Lightning Strike Modify Memory (Lesser) Stone Arm Stoneskin Stone Strike Telekinesis 5th Tier Spells Animate Dead Chains of Vengeance Defensive Field Modify Memory (Greater) Open Door Teleport Sealed Door (Greater) Security Shadow Walk Steal Health (Greater) Transmute Rock to Mud 6th Tier Spells Contingency Discorporate Earth Spirit (Greater) Fire Spirit (Greater) Flame Cloak Ice Cloak Ice Spirit (Greater) Lightning Cloak Lightning Spirit (Greater) Ride the Lightning (Lesser) Teleport Other Water Spirit (Greater) Wind Spirit (Greater) 7th Tier Spells Chain Lightning Cheat Death Disintegration Mass Devastation Teleportation Circle World Step (Lesser) 8th Tier Spells Piercing Ice Ride the Lightning (Greater) Telekinetic Shield Temporal Stasis (Lesser) World Step (Greater) 9th Tier Spells Duplicate Sphere of Deterioration Temporal Stasis (Greater) Trap Soul 68

10 Chapter 6: Magic Divine Spells BY SPELL TIER 1st Tier Spells Analyse Bless Water * Blissful Sleep (Lesser) * Charm Comprehend Languages Conjure Weapon Curse Water ** Detect Disease Detect Magic Detect Poison Identify With Flame Predict Weather Saving Grace * Touch of Disruption ** Touch of Fear ** Transfer Light Wounds Veil of Darkness (Lesser) ** 2nd Tier Spells Battle Healing (Lesser) * Blinding Light * Circle of Protection * Cloak of Darkness ** Curse of Misfortune ** Darkvision Delay Poison Gentle Repose * Guided Strike Hold Person ** Living Edict (Lesser) * Peace * Private Conversation Remove Blindness * Remove Paralysis Song of Ma athis * Spiritual Weapon Subtle Steps Veil of Darkness (Greater) ** 3rd Tier Spells Blissful Sleep (Greater) * Burden ** Create Food & Water Dispel Magic Glyph of Warding Invisibility Prohibition Helping Hand Locate Object Peaceful Weapon * Remove Disease * Shadow Bolt ** Wrath of Cel thenis (Lesser) * Speak With Dead Spirit of Prowess Transfer Moderate Wounds Unknown Weary Touch ** Wrath of Celestia (Lesser) * 4th Tier Spells Call of Kael (Lesser) ** Curse of Vengeance ** Discern Lies Living Edict (Greater) * Mortal Bane (Lesser) ** Neutralize Poison Remove Curse (Lesser) Roses of Life (Lesser) * Soul Burst ** Tongues Vermin Purge 5th Tier Spells Battle Healing (Greater) * Enfeeble Mind ** Gird the Warrior Raise (Lesser) * Remove Malady * Roses of Life (Greater) * Wrath of Celestia (Greater) * Touch of Dire Doom ** Transfer Serious Wounds Word of Recall (Lesser) 6th Tier Spells Angel s Redoubt * Blindsight Call of Kael (Greater) ** Commune Fury ** Light of Teluna (Lesser) * Mental Protection (Lesser) Rouse Undead Spirit ** Stone to Flesh 7th Tier Spells Curse of the Chaotic Mind ** Immunity (Lesser) Null Magic Zone Protect Soul * Raise (Greater) * Spirit of War Transfer Critical Wounds Wave of Death (Lesser) ** Wave of Life (Lesser) * Word of Recall (Greater) 8th Tier Spells Kael s Wrath ** Legion of Kael ** Light of Teluna (Greater) * Mental Protection (Greater) Permanent Rest * Remove Curse (Greater) Unstoppable Strikes 9th Tier Spells Immunity (Greater) Mortal Bane (Greater) ** Perfect Health * Raise (True) * Wave of Death (Greater) ** Wave of Life (Greater) * * Only available to the Order of Light ** Only available to the Order of Shadow 69

11 Player s Handbook - Spells & Granted Powers - A to Z Air Missile 2ND TIER ARCANE SPELL Range: 100 ft ft./invoker level Affects: 1 creature (MR) Duration: Instantaneous The invoker summons a missile made from air which is fired at a single creature. The invoker must make a successful (DEX-DR) against the creature. If successful, air missile deals 2d+2 air based damage to a single creature chosen by the invoker. This damage increases to 3d+2 at 5th level, and 4d+2 at 7th level. The creature is allowed a (DEX-TN) save to reduce the damage from this spell by half. Analyse 1ST TIER DIVINE SPELL Range: Touch Affects: 1 magic item Duration: Instantaneous Analyse reveals to the invoker one of the abilities of a magic item that the invoker did not already know, including how to activate that ability. If the invoker already knows all the abilities of a magic item, then they learn that fact instead. Either way, the invoker also learns how many charges and/ or uses the magic item has. Angel s Redoubt 6TH TIER DIVINE SPELL (HOLY) Range: 100 ft ft./invoker level Affects: Special (see text) Duration: 2 hours/invoker level Angel s redoubt summons into existence a fortified tower made of stone standing on a flat surface. The tower, 20 ft. square by 30 ft. tall, has two floors and a flat roof with battlements. A set of narrow stairs inside connect all the floors and the roof. The structure has an iron door on the ground level and two shuttered windows on each wall on the upper level. The temperature and atmosphere in the tower is always comfortable, with the interior decor including reliefs and tapestries depicting angels and other holy beings. The tower contains elegant furnishings, including; a dozen bunks, a large table, eight chairs, two benches and a desk. The doors, windows and walls of the tower are imbued with the power of Celestia and cannot be destroyed or damaged by any spell of 5th tier or lower. For all other spells and magical attacks, the tower has MR 5. Non-magical attacks have no effect on the tower. Animate Dead 5TH TIER ARCANE SPELL Range: Invoker Affects: 1 or more corpses within 15 ft. radius Duration: Instantaneous This spell turns corpses into undead skeletons or zombies that obey your spoken commands. The undead can be made to follow you, or they can be made to remain in an area and attack any creature (or just a specific kind of creature) entering the place. They remain animated until they are destroyed. A destroyed skeleton or zombie can t be animated again. Regardless of the type of undead you create with this spell, you can t create more levels of undead than your invoker level with a single casting of animate dead. The undead you create remain under your control indefinitely. No matter how many times you use this spell, however, you can control only 4 levels worth of undead creatures per invoker level. If the invoker exceeds this number, all the newly created creatures fall under their control, and any excess undead from previous castings become uncontrolled. The invoker chooses which creatures are released. Undead the invoker controls through the command undead granted power do not count toward this limit. Skeletons: A skeleton can be created only from a mostly intact corpse or skeleton. The corpse must have bones. If a skeleton is made from a corpse, the flesh falls off the bones. Zombies: A zombie can be created only from a mostly intact corpse. The corpse must be that of a creature with a physical anatomy. 70

12 Chapter 6: Magic 71

13 Player s Handbook Animate Weapon 1ST TIER ARCANE SPELL Range: 25 ft. + 5 ft./2 invoker levels Affects: A melee weapon you are proficient with Duration: Concentration (up to 2 rounds/invoker level) The invoker controls the movement of one melee weapon with which they are proficient and could normally use. The weapon flies through the air to any place within range that the invoker can see. It moves and attacks as the invoker would if they were wielding it. Arcane Charm 1ST TIER ARCANE SPELL Range: 25 ft. + 5 ft./2 invoker levels Affects: 1 creature (MR) Duration: 1 hour/invoker level Saving Throw: (CHA-11) Arcane charm makes a creature that is the same race as the invoker regard the invoker as a trusted friend and ally. If the creature is currently being threatened or attacked by the invoker or the invoker s allies, they receive a +5 bonus on their saving throw. The spell does not enable the invoker to control the charmed creature as if the creature were an automaton, but the subject perceives the invoker s words and actions in the most favourable way. The invoker can try to give the subject orders, but the invoker must make a (CHA-CL) to convince the subject to do anything he or she wouldn t ordinarily do. A charmed creature never obeys suicidal or obviously harmful orders. Any act by the invoker or the invoker s apparent allies that threatens the charmed creature breaks the spell. Note also that the invoker must speak the creature s language to communicate their commands. Arrow Reflection 3RD TIER ARCANE SPELL Range: Personal Affects: Invoker Duration: Up to 1 round/invoker level This spell has no effect on missiles created by spells, or breath weapons from creatures able to use such attacks. Arrow reflection ends when the number of attacks deflected equals twice the invoker s class level, or the duration runs it s course. Battle Healing (Lesser) 2ND TIER DIVINE SPELL (HOLY) Range: Touch Affects: 1 living or undead creature (MR) Duration: Instantaneous Saving Throw: (CHA-12) (½) (see text) Lesser battle healing heals 2d+2 damage to a single creature. This increases to 3d+2 at 5th level. If cast on an undead creature this spell inflicts damage rather than curing it. The undead creature can attempt a saving throw to take half damage. Battle Healing (Greater) 5TH TIER DIVINE SPELL (LIGHT) Range: Touch Affects: 1 living of undead creature (MR) Duration: Instantaneous Saving Throw: (CHA-15) (½) (see text) Greater battle healing heals 5d+5 damage to a single creature. This increases to 6d+5 at 5th level. If cast on an undead creature this spell inflicts damage rather than curing it. The undead creature can attempt a saving throw to take half damage. Blast of Cold 1ST TIER ARCANE SPELL Range: 25 ft. + 5 ft./2 invoker levels Affects: 1 creature (MR) Duration: Instantaneous Saving Throw: (DEX-11) (½) The invoker fires a blast of super-chilled air at a single creature, which deals 1d+1 cold based damage. This damage increases to 2d+1 at 3rd level, and 3d+1 at 5th level. The creature is allowed a save to reduce the damage from this spell by half. Arrow reflection deflects all physical ranged attacks made against the invoker back at the source of the attack. The result of the action check made when rolling for the attack is used to determine if the deflected attack successfully hits the target it is directed back at. 72

14 Chapter 6: Magic Bless Water 1ST TIER DIVINE SPELL (HOLY) Range: Touch Affects: Flask of water touched Duration: Instantaneous This spell turns a flask (1 pint) of water into holy water. Holy water is considered blessed, which means it has special effects on unholy creatures. When splashed on undead or certain types of outsiders a flask of holy water deals 2d points of damage to them. Blinding Light 2ND TIER DIVINE SPELL (HOLY) Range: 100 ft ft./invoker level Affects: 1 living creature (MR) Duration: 1 round/invoker level Saving Throw: (CON-12) The target creature is blinded for one round per invoker level. Blinding light has no effect on creatures without eyes. Blindsight 6TH TIER DIVINE SPELL Range: touch Affects: 1 living creature (MR) Duration: 1 minute/invoker level Target creature can see regardless of actual visual conditions up to a range of 5 ft. per invoker level. The creature even gets the ability to see other creatures and objects which are invisible. Blindsight can affect creatures that are blind or have no eyes. Blissful Sleep (Greater) 3RD TIER DIVINE SPELL (HOLY) Range: 0 ft. Affects: 1d6 willing, living creatures within a 10 ft. radius centred in invoker Duration: 8 hours Greater blissful sleep works the same as lesser blissful sleep except is affects 1d creatures instead of just one. Bolt of Flame 1ST TIER ARCANE SPELL Range: 25 ft. + 5 ft./2 invoker levels Affects: 1 creature (MR) Duration: Instantaneous Saving Throw: (DEX-11) (½) The invoker fires a bolt of magical fire at a single creature, which deals 1d+1 fire based damage. This damage increases to 2d+1 at 3rd level, and 3d+1 at 5th level. The creature is allowed a (DEX-11) save to reduce the damage from this spell by half. Burden 3RD TIER DIVINE SPELL (UNHOLY) Range: 100 ft ft./invoker level Affects: 1 creature/3 invoker levels (MR) Duration: 1 minute/invoker level Saving Throw: (STR-13) Creatures affected by burden have the load they are carrying increased by one category. Affected creatures suffer the standard penalties to movement and DEX related action checks based on the load category this places them in. Creatures may drop items to lower their load. Blissful Sleep (Lesser) 1ST TIER DIVINE SPELL (HOLY) Range: Touch Affects: 1 willing, living creature Duration: 8 hours Lesser blissful sleep enables a single creature to get a good night s sleep regardless of the conditions they are in. The creature can sleep even if they are wearing armour or lying on a slimy dungeon floor surrounded by corpses. 73

15 Player s Handbook Open Content: Except for material designated as Product Identity (see above), the game mechanics of this game product are Open Game Content, as defined in the Open Game License version 1.0a Section 1(d). No portion of this work other than the material designated as Open Game Content may be reproduced in any form without written permission. OPEN GAME LICENSE Version 1.0a The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc ( Wizards ). All Rights Reserved. 1. Definitions: (a) Contributors means the copyright and/or trademark owners who have contributed Open Game Content; (b) Derivative Material means copyrighted material including derivative works and translations (including into other computer languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; (c) Distribute means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d) Open Game Content means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright law, but specifically excludes Product Identity. (e) Product Identity means product and product line names, logos and identifying marks including trade dress; artifacts, creatures, characters, stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity, and which specifically excludes the Open Game Content; (f) Trademark means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the associated products contributed to the Open Game License by the Contributor (g) Use, Used or Using means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) You or Your means the licensee in terms of this agreement. 2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the License itself. No other terms or conditions may be applied to any Open Game Content distributed using this License. 3. Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of this License to Use, the Open Game Content. 5. Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contributions are Your original creation and/or You have sufficient rights to grant the rights conveyed by this License. 6. Notice of License Copyright: You must update the COPY- RIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and You must add the title, the copyright date, and the copyright holder s name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute. 7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, independent Agreement with the owner of each element of that Product Identity. You agree not to indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity. 8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content. 9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License. 10. Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You distribute. 11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from the Contributor to do so. 12. Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected. 13. Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License.

16 Appendix: Legal 14. Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable. 15. COPYRIGHT NOTICE Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc. System Reference Document. Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson. Wyverns & Warlocks Game Master s Primer. Copyright Andrew J Sneath. All rights reserved. Wyverns & Warlocks and Laughing Bard Games (and all associated logos) are trademarks owned by Andrew J Sneath. Pathfinder Roleplaying Game Reference Document. 2011, Paizo Publishing, LLC; Author: Paizo Publishing, LLC. Pathfinder Roleplaying Game Core Rulebook. 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams. Pathfinder Roleplaying Game Bestiary. 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams. Pathfinder Roleplaying Game Bestiary , Paizo Publishing, LLC; Authors Wolfgang Baur, Jason Bulmahn, Adam Daigle, Graeme Davis, Crystal Frasier, Joshua J. Frost, Tim Hitchcock, Brandon Hodge, James Jacobs, Steve Kenson, Hal MacLean, Martin Mason, Rob McCreary, Erik Mona, Jason Nelson, Patrick Renie, Sean K Reynolds, F. Wesley Schneider, Owen K.C. Stephens, James L. Sutter, Russ Taylor, and Greg A. Vaughan, based on material by Jonathan Tweet, Monte Cook, and Skip Williams. Pathfinder Roleplaying Game Bestiary , Paizo Publishing, LLC; Authors: Jesse Benner, Jason Bulmahn, Adam Daigle, James Jacobs, Michael Kenway, Rob McCreary, Patrick Renie, Chris Sims, F. Wesley Schneider, James L. Sutter, and Russ Taylor, based on material by Jonathan Tweet, Monte Cook, and Skip Williams. Monte Cook s Arcana Unearthed. 2003, Monte J. Cook. Monte Cook s Arcana Evolved. 2005, Monte J. Cook. Product Identity: All material within the book not included within the Tome of Horrors, Tome of Horrors II, Tome of Horrors III, or the System Reference Documents is Product Identity, and protected by this license. Product Identity also includes all artwork, logos, and the Wyverns & Warlocks(TM) brand name. END OF LICENSE 141

ILLUSION SPELLS COURAGE RALLY CALM SUGGESTION HARMONY AGE OF T A M R I E L

ILLUSION SPELLS COURAGE RALLY CALM SUGGESTION HARMONY AGE OF T A M R I E L CALM ILLUSION SPELLS Spell Type: Enchantment Magicka Cost: 4 This spell calms a hostile target Choose one enemy you can see within 20 yards of you The target is Calmed if they fail at a Willpower (Self-discipline)

More information

HUMAN CLERIC. D&D Next. SPELLS PER DAY Spell Level Spell Slots

HUMAN CLERIC. D&D Next. SPELLS PER DAY Spell Level Spell Slots HUMAN CLERIC 8th-Level Medium Human Cleric Armor Class 18 (chain mail and shield) Hit Points 62 (8d8 Hit Die) Proficiency Bonus +3 Speed 30 ft. (25 ft. in chain mail) Alignment lawful good Languages Common,

More information

THE SUB- PROFESSIONS

THE SUB- PROFESSIONS THE SUB- PROFESSIONS LOREKEEPERS Lorekeepers are required to keep a lore book in which to inscribe their lore and spells. KNOWLEDGE SKILLS 3 or 5 Knowledge Name Scriviner Knowledge Description Duration

More information

Max Threads 0 Seer 1 1d4 Spell form d4+1 Effect thread, Range thread d4+2 Shape thread

Max Threads 0 Seer 1 1d4 Spell form d4+1 Effect thread, Range thread d4+2 Shape thread Magus A spellcaster who builds spells on the fly by Weaving them out of Threads. Magus Prime Requisite: Int Requirements: Int 9 Hit Dice: d4 Maximum Level: 14 Experience Title Level HD Special Abilities

More information

THE ARCANE PROFESSIONS

THE ARCANE PROFESSIONS THE ARCANE PROFESSIONS WIZARD KNOWLEDGE SKILLS Knowledge Knowledge Description Duration Prerequisites Name 1 Small Weapon This ability will allow the user to wield a dagger or other small weapons. Constant

More information

Movement = 10 + Armor Worn: Damage: Hits Points by Level (Includes Constitution Bonus) HOLY SYMBOL. TURN UNDEAD TURNING CHECK # TURNED WIS d12+cha mod

Movement = 10 + Armor Worn: Damage: Hits Points by Level (Includes Constitution Bonus) HOLY SYMBOL. TURN UNDEAD TURNING CHECK # TURNED WIS d12+cha mod CHARACTER NAME and RANK Class Race Alignment Languages Deity: Movement Level Exp: Exp. Next lvl: Experience ATTRIBUTES (ATTRIBUTE CHECK = d20 + Lvl + Mod P SCORE CATEGORY MOD STR STRENGTH DEX DEXTERITY

More information

Magic Part A, How it Works V1.1a Section 5 of 5

Magic Part A, How it Works V1.1a Section 5 of 5 Spell Synergy Level... 2 Base Spell Skill Maximums... 2 Casting a Spell... 2 A Failed Casting... 2 Getting Your Synergy Back... 2 Combat Rank... 3 Increasing Your Casting Speed...3 Losing your Bonus Synergy...

More information

Cleric. Channel Divinity. Spellcasting

Cleric. Channel Divinity. Spellcasting Level Prof. Bonus 0th st nd rd th 6th st + Spellcasting, Divine Domain nd + Channel Divinity (/ rest), Divine Domain Feature rd + th + + Destroy Undead (CR /) Features 6th + Channel Divinity (/ rest),

More information

The target loses 1d6 DP and the caster gains 1d6 DP. A dim white glow leaves the target and is absorbed into the caster when this is cast.

The target loses 1d6 DP and the caster gains 1d6 DP. A dim white glow leaves the target and is absorbed into the caster when this is cast. True Necromancy Some spells in this group drain life energy from one creature into the caster. This is represented visually by a white light that is sucked into the caster. The DP gained by these spells

More information

Boneless Steps (Su):

Boneless Steps (Su): Advanced Options: Patron Hexes The power of a witch comes from her patron, a mysterious force that extends this power for its own mysterious purposes. Witches gain bonus spells from their patrons, based

More information

Cleric Spells Levels 1&2

Cleric Spells Levels 1&2 CLERIC SPELLS FIRST LEVEL 1. Bless 2. Command 3. Cure Light Wounds* 4. Detect Evil* 5. Invisibility to Undead* 6. Protection from Evil* 7. Purify Food & Drink* 8. Remove Fear* 9. Sanctuary 10. Turn Undead

More information

Starting Wealth: 2d6 10 gil (average 70 gil.) In addition, each character begins play with an outfit worth 10 gil or less.

Starting Wealth: 2d6 10 gil (average 70 gil.) In addition, each character begins play with an outfit worth 10 gil or less. Black Mage Beyond the veil of the mundane hide the secrets of absolute power. The works of beings beyond mortals, the legends of realms where gods and spirits tread, the lore of creations both wondrous

More information

Magic & Spells House Rules & Custom Creations

Magic & Spells House Rules & Custom Creations Magic & House Rules & Custom Creations CONTENTS MAGIC Summoning Individual Spell Effects SPELL LISTS BARD SPELLS CLERIC SPELLS DRUID SPELLS SORCERER/WIZARD SPELLS SPELL DESCRIPTIONS 3 MAGIC Alterations

More information

Acrobatics - Damage / Current HP. Crit: 18-20/ 2 1-hand, S

Acrobatics - Damage / Current HP. Crit: 18-20/ 2 1-hand, S Lady Emyralda (Core) Player: Lady Emyralda (Core) Female halfling cleric of Sarenrae 3, Scarab Sages faction - CR 2 Neutral Good Humanoid (Halfling); Deity: Sarenrae; Age: 25; Height: 2' 11" ; Weight:

More information

This material is Open Game Content, and is licensed for public use under the terms of the Open Game License v1.0a. DOMAINS AND SPELLS

This material is Open Game Content, and is licensed for public use under the terms of the Open Game License v1.0a. DOMAINS AND SPELLS This material is Open Game Content, and is licensed for public use under the terms of the Open Game License v1.0a. DOMAINS AND SPELLS ARTIFICE DOMAIN Granted Power: Gain +4 bonus on Craft checks. The character

More information

Rite Publishing Presents: Sample file. Arthur Rackham, Mark Hyzer and Gordon Napier Maugris (Layout and Publisher): Steven D.

Rite Publishing Presents: Sample file. Arthur Rackham, Mark Hyzer and Gordon Napier Maugris (Layout and Publisher): Steven D. Rite Publishing Presents: 101 Magus Feats Odin (Designer): Steven D. Russell Elric (Editor): David Paul Asha'man (Cover Artist): Mark Hyzer Younglings (Interior Artwork): Storn A. Cook, Sade, Arthur Rackham,

More information

Gozmo Zalandros. A Monthly Monster written by Johnstone Metzger and illustrated by Nathan Jones for Labyrinth Lord

Gozmo Zalandros. A Monthly Monster written by Johnstone Metzger and illustrated by Nathan Jones for Labyrinth Lord Gozmo Zalandros A Monthly Monster written by Johnstone Metzger and illustrated by Nathan Jones for Labyrinth Lord redboxvancouver.wordpress.com witchpit.com Labyrinth Lord is copyright 2007-2013, Daniel

More information

xp penalty: Cross- Class age: height: hair: gender: weight: eyes: Hit Points wounds/ current hp nonlethal damage temp hp damage reduction Magic

xp penalty: Cross- Class age: height: hair: gender: weight: eyes: Hit Points wounds/ current hp nonlethal damage temp hp damage reduction Magic Character Name Player Name Class Level Race Deity Abilities str dex con int wis cha Base Attack Melee attack bonus Ranged attack bonus attack bonus AC Flat Footed AC Score Total Total Armor Class Temp

More information

The Warlock. 1st +2. 2nd +2. 4th +2. 5th rd. 6th +3. 7th th. 9th th. 10th th th th +5.

The Warlock. 1st +2. 2nd +2. 4th +2. 5th rd. 6th +3. 7th th. 9th th. 10th th th th +5. Warlock Cantrips You know two cantrips of your choice from the warlock spell list. You learn additional warlock cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Warlock

More information

Raise 1 Dead. Raise 2 Dead. Raise 3 Dead. Extra 2 Commands. Extra 1 Command. Extra 3 Commands. Double Number of Commands.

Raise 1 Dead. Raise 2 Dead. Raise 3 Dead. Extra 2 Commands. Extra 1 Command. Extra 3 Commands. Double Number of Commands. 3 Commands 2 Commands Double Number of Commands Raise 1 Dead Raise 2 Dead Raise 3 Dead 1 1 Interrupt 1 Interrupt 2 Interrupt 1 Interrupt 2 Commands Shuffle All minions may move 1 square as long as they

More information

You Only Die Twice Spells

You Only Die Twice Spells You Only Die Twice Spells Bless (249) School enchantment (compulsion) [mind-affecting]; Level cleric 1, paladin 1 Range 50 ft. Area The caster and all allies within a 50-ft. burst, centered on the caster

More information

DURWARD Male human cleric of Asmodeus 4

DURWARD Male human cleric of Asmodeus 4 DURWARD Male human cleric of Asmodeus 4 Touch of Law (Sp): (45) 5/day You can touch a willing creature as a standard action, infusing it with the power of divine order and allowing it to treat all attack

More information

SPELLS. Druid Spells DESCRIPTION OF NEW SPELLS. Animal Friendship A BASIC FANTASY SUPPLEMENT

SPELLS. Druid Spells DESCRIPTION OF NEW SPELLS. Animal Friendship A BASIC FANTASY SUPPLEMENT A BASIC FANTASY SUPPLEMENT DRUIDS SPELLS Below are listed spells available to the Druid subclass described above. Druid Spells First Level Druid Spells 1 Animal Friendship 2 Create Water 3 Cure Light Wounds*

More information

Alternate Mystic Spell List

Alternate Mystic Spell List Alternate Mystic Spell List By Joe Mashuga The Dragonlance Campaign Setting introduces the mystic core class for those players seeking to explore the power of the heart. Some players may find that the

More information

Scientific and Psychic Skills. There are two distinct types of Paranormal Activity that a Player may encounter in the Terminus Manor.

Scientific and Psychic Skills. There are two distinct types of Paranormal Activity that a Player may encounter in the Terminus Manor. Scientific and Psychic Skills Understanding Paranormal Occurrences: There are two distinct types of Paranormal Activity that a Player may encounter in the Terminus Manor. Spectral or Spirit manifestations-these

More information

Bard Spells. Fifth Level Bard Spells. 0 Level Bard Spells (Cantrips) Sixth Level Bard Spells. First Level Bard Spells

Bard Spells. Fifth Level Bard Spells. 0 Level Bard Spells (Cantrips) Sixth Level Bard Spells. First Level Bard Spells 0 Level Bard Spells (Cantrips) Known _ : : : : : : First Level Bard Spells _ Known Second Level Bard Spells _ Known Third Level Bard Spells _ Known Fifth Level Bard Spells _ Known Bard Spells Sixth Level

More information

FIRST LEVEL CLERICAL SPELLS

FIRST LEVEL CLERICAL SPELLS Clerical Spel ls Level 1st 2nd 3rd 1 Cure Light Wounds* Bless* Continual Light* 2 Detect Evil Find Traps Cure Disease* 3 Detect Magic Know Alignment Growth of Animals 4 Light Hold Person Locate Object

More information

Reading Spell Descriptions (Part Two) By Skip Williams

Reading Spell Descriptions (Part Two) By Skip Williams Rules of the Game: Reading Spell Descriptions (Pa... 1 of 5 Rules of the Game Home > Games > D&D > Articles Reading Spell Descriptions (Part Two) By Skip Williams 08/03/2004 Printer Friendly Email A Friend

More information

Initial number of rituals that can be lead per day

Initial number of rituals that can be lead per day As odd as it may be to begin with a disclaimer, ritualism is not a direct line to your deity or other source of power, nor is it a quick fix to a problem or puzzle you encounter in the Eventyr world. Ritualism

More information

Chapter 15: Ritualism

Chapter 15: Ritualism Chapter 15: Ritualism Practitioners of ritualism, called ritualists or wizards in equal measure, bend the forces of magic to their will by shaping runes of power. They gather ritual scrolls with these

More information

Adventures. New Kingdoms

Adventures. New Kingdoms Adventures in the New Kingdoms Role Playing in the fallen empires of the Kale - Book 9 - Magic & Spellcasting version 1.0 (Wild Die 48hr Edition) 2009 Dyson Logos Adventures in the New Kingdoms Book 9

More information

Kneeling over a fallen comrade, her eyes shut tight, a human woman draws from a hidden wellspring of power as her companion s wounds begin to close.

Kneeling over a fallen comrade, her eyes shut tight, a human woman draws from a hidden wellspring of power as her companion s wounds begin to close. Mystic Proficiency Cantrips Spells Mysticism Max Spell Features Bonus Known Known Points 1 st +2 Spellcasting, Mystical 3 2 4 1 st Path 2 nd +2 Self-awareness, Turn 3 3 6 1 st Undead 3 rd +2-3 4 14 2 nd

More information

James Introcaso worldbuilderblog.me

James Introcaso worldbuilderblog.me The Wubba Wubba Wand, legendary (requires attunement by a non-lawful spellcaster) At a glance this wand appears to be a normal wand of wonder but closer investigation reveals the multicolored gems along

More information

Digital Mapping License Agreement

Digital Mapping License Agreement City of Des Moines, Iowa GIS Division, Information Technology Department Digital Mapping License Agreement PURPOSE AND NATURE OF THE AGREEMENT This Digital Mapping License Agreement ("Agreement") is executed

More information

ELF MAGE. D&D Next. SPELLS PER DAY Spell Level Spell Slots

ELF MAGE. D&D Next. SPELLS PER DAY Spell Level Spell Slots ELF MAGE 8th-Level Medium High Elf Mage Armor Class 12 Hit Points 51 (8d6 Hit Die) Proficiency Bonus +3 Speed 30 ft. Alignment chaotic good Languages Common, Celestial, Draconic, Dwarvish, Elvish, Giant,

More information

Spell Quick Cast Power Level Requirements Effects Spell Quick Cast Power Level Requirements Effects Spell

Spell Quick Cast Power Level Requirements Effects Spell Quick Cast Power Level Requirements Effects Spell A listing of spells created and used in the Legends of Breckmeir game. Legends of Breckmeir is a Buffy RPG based off of the season finale of Buffy the Vampire Slayer and detailing the adventures of Emily,

More information

Scientific and Psychic Skills. There are two distinct types of Paranormal Activity that a Player may encounter in the Terminus Manor.

Scientific and Psychic Skills. There are two distinct types of Paranormal Activity that a Player may encounter in the Terminus Manor. Scientific and Psychic Skills Understanding Paranormal Occurrences: There are two distinct types of Paranormal Activity that a Player may encounter in the Terminus Manor. Spectral or Spirit manifestations-these

More information

Hall of the Flesh Eaters Spells

Hall of the Flesh Eaters Spells Hall of the Flesh Eaters Spells 1 st 7/day 2 nd 6/day 3 rd 3/day Gift of Madness (Su): (UM 54) You tap into the unthinkable void between the stars and cause a single living creature within 30 feet to become

More information

PSYCHIC Notes on Intuits

PSYCHIC Notes on Intuits PSYCHIC [Editors Note: This form of the psychic was not included in the original CA release and is in its original form. We release it, as is, for those interested in the class. See the White Roc Inn module

More information

Ayrzul Cleric Spells (3-4)

Ayrzul Cleric Spells (3-4) Ayrzul Cleric Spells (3-4) Domain Spell-Like Abilities (CL 4th; concentration +8) 7/day Acid Dart (Sp): (1d6+2 acid) As a standard action, you can unleash an acid dart targeting any foe within 30 feet

More information

Imelda Gael s Alchemist Extracts

Imelda Gael s Alchemist Extracts Imelda Gael s Alchemist Extracts Alchemist Extracts Prepared (CL 4th) (CL 7th) Bull s Strength Cure Light Wounds (x2) (1d8+4 +7) Expeditious Retreat School transmutation; Level bard 1, sorcerer/wizard

More information

Preparing Your Magical Equipment

Preparing Your Magical Equipment Preparing Your Magical Equipment A Guide To Blessing And Enchanting Your Magical Items PREPARING YOUR MAGICAL EQUIPMENT Choose A Name While this isn't specifically physical equipment, it is something which

More information

Character Creation. Charisma Modifier. Constitution Modifier. Dexterity Modifier. Intelligence Modifier. Strength Modifier.

Character Creation. Charisma Modifier. Constitution Modifier. Dexterity Modifier. Intelligence Modifier. Strength Modifier. 1. ROLL 3d6 FOR EACH ABILITY, IN ORDER Character Creation Charisma Constitution Dexterity Intelligence Strength Wisdom 2. TRANSPOSE TWO VALUES IF DESIRED 3. NOTE MODIFIERS FOR EACH ABILITY Ability Score

More information

Elf Mage. D&D Next. Proficiencies. Add your proficiency bonus to

Elf Mage. D&D Next. Proficiencies. Add your proficiency bonus to Elf Mage 6th-Level Medium High Elf Mage Armor Class 12 Hit Points 38 (6d6 Hit Die) Proficiency Bonus +2 Speed 30 ft. Alignment chaotic good Languages Common, Celestial, Draconic, Dwarvish, Elvish, Giant,

More information

SimpleDnD Book of Spells Page 1

SimpleDnD Book of Spells Page 1 SimpleDnD Book of Spells Page 1 Welcome Brave Adventurers! What you hold in your hands (or computer, or tablet, or phone) is the spell book all gamers will need at their SimpleDnD Table. Wizards, Druids

More information

Rob s World! Forgotten Realms Campaign Rules errata that affect our campaign

Rob s World! Forgotten Realms Campaign Rules errata that affect our campaign Rob s World! Forgotten Realms Campaign Rules errata that affect our campaign Written by: Robert L. Vaessen Last updated: January 10, 2019 RULES ERRATA: What are Errata? Errata are collections of corrections

More information

Duration: Spell Name: Level: Range: ~13~

Duration: Spell Name: Level: Range: ~13~ A spell is a one-time magical effect. Spells come in two types: magical (cast by magic-users) and clerical (cast by clerics). Magic-users select their spells from a limited list of spells recorded in their

More information

Salem Rising. Turbo Penguin Studios

Salem Rising. Turbo Penguin Studios Salem Rising Turbo Penguin Studios System Requirements Story 1920 x 1080 Screen Resolution Graphics Card that supports DirectX 9.0c and Shader Model 1.1 Windows XP/Vista/7 Installation Run Set up, run

More information

Glapion Male Bekyar Mwangi Human Oracle 6/Master of Shrouds 2 CE Medium humanoid (human) Init +6; Senses Perception +2

Glapion Male Bekyar Mwangi Human Oracle 6/Master of Shrouds 2 CE Medium humanoid (human) Init +6; Senses Perception +2 Glapion Male Bekyar Mwangi Human Oracle 6/Master of Shrouds 2 CE Medium humanoid (human) Init +6; Senses Perception +2 Defenses AC 18, touch 12 (+5 armor, +2 Dex, +1 shield) hp 67 (8d8+Con+Tough) Fort

More information

Clairvoyance (Int) Biokinetic Healing (Cha) Combat Awareness (Int) Empathic Transmission (Cha) Clairaudience (Int)

Clairvoyance (Int) Biokinetic Healing (Cha) Combat Awareness (Int) Empathic Transmission (Cha) Clairaudience (Int) Note: These powers are designed to go with The Psionicist character class, found in the Classes and Races of Domaria PDF. They have been separated from that file for Open Content reasons. A combined file

More information

Upper level demon and personal liaison to the Source. Although trusted by The Source, the Council regards him as second in line for the throne.

Upper level demon and personal liaison to the Source. Although trusted by The Source, the Council regards him as second in line for the throne. Dane Written by: Phoebe Halliwell Upper level demon and personal liaison to the Source. Although trusted by The Source, the Council regards him as second in line for the throne. Dark Wedding Written

More information

The Secrets of the Magus

The Secrets of the Magus Rite Publishing Presents: The Secrets of the Magus Odin (Designer): Steven D. Russell Elric (Editor): Stephanie Douglas Asha'man (Cover Artist): Storn A. Cook Younglings (Interior Artwork): Arthur Rackham,

More information

Halloween. Produced by Excellent ESL 4u

Halloween. Produced by Excellent ESL 4u Halloween Produced by Excellent ESL 4u Afraid To feel fear in a situation. American Something to do with the USA or the people who live there. Bad The opposite of good, not a good thing. Bats Flying animal

More information

PHYSICS. Brian Pressley

PHYSICS. Brian Pressley PHYSICS Brian Pressley WALCH EDUCATION The classroom teacher may reproduce materials in this book for classroom use only. The reproduction of any part for an entire school or school system is strictly

More information

Magic is the use of symbols to cause specific results, the symbols representing the desired result.

Magic is the use of symbols to cause specific results, the symbols representing the desired result. The Principles of Magic Writing: Jasyn Jones The background of magic presented in the Torg Rulebook and Ayslish Sourcebook hint at a world where magic is an academic discipline and has been formalized

More information

to trust and rely on the arcane warriors to protect them. Today, arcane warriors are highly regarded and welcome almost anywhere.

to trust and rely on the arcane warriors to protect them. Today, arcane warriors are highly regarded and welcome almost anywhere. to trust and rely on the arcane warriors to protect them. Today, arcane warriors are highly regarded and welcome almost anywhere. White Magic White Magic is the totality of all non-divine magical energies.

More information

Witches in fantasy fiction have a long tradition of

Witches in fantasy fiction have a long tradition of Witches in fantasy fiction have a long tradition of amazing and often frightening powers that they can use to aid friends, annoy pests, or outright destroy foes. From the magic feasts of Circe in the Odyssey

More information

Karzoug the Claimer 60 FT. SKILL NAMES ACROBATICS 9 =DEX = +9 + MISC. DEX MODIFIER TOTAL BLUFF 24 =CHA MODIFIER DEFLECTION

Karzoug the Claimer 60 FT. SKILL NAMES ACROBATICS 9 =DEX = +9 + MISC. DEX MODIFIER TOTAL BLUFF 24 =CHA MODIFIER DEFLECTION Karzoug the Claimer CE ABILITY NAME ABILITY SCORE ABILITY STR STRENGTH 14/20 +2/+5 DEX DEXTERITY 23/29 +6/+9 CON 23/29 +6/+9 CONSTITUTION INT 28/34 +9/+12 INTELLIGENCE WIS WISDOM 14/12 +2/+1 CHA CHARISMA

More information

Warlock. Eldritch Invocations. Pact Magic

Warlock. Eldritch Invocations. Pact Magic Prof. Bonus 0th s Knwn Slots Slot Invocations Known + Otherworldly Patron, Pact Magic 1 nd rd + Eldritch Invocations + Pact Boon nd th + nd + rd th + th + Features rd Otherworldly Patron feature th th

More information

SCENERY WARSCROLLS COMPENDIUM

SCENERY WARSCROLLS COMPENDIUM SCENERY WARSCROLLS COMPENDIUM INTRODUCTION The dominion of Chaos spreads across the Mortal Realms. Once proud cities are reduced to haunted ruins, wherein strange magics coil like restless snakes. Castles

More information

iii - Mythic Magic: Core Spells

iii - Mythic Magic: Core Spells Credits... Authors: Jason Nelson and Jonathan Keith Artist: Darran Caldemeyer, Tanyaporn Sangsnit, Hugo Solis, Lance Red, and Colby Stevenson Design and Layout: Timothy K. Wickham Legendary Games Team

More information

Level: Sor/Wiz 6, Water 7 Components: V, S, M/DF. Range: Medium (100 ft ft./level)

Level: Sor/Wiz 6, Water 7 Components: V, S, M/DF. Range: Medium (100 ft ft./level) Acid Arrow Conjuration (Creation) [Acid] Level: Sor/Wiz 2, M, F Range: Long (400 ft. + 40 ft./level) Effect: One arrow of acid Duration: 1 round + 1 round per three levels ^ -^ -^ -^ -^ - 2 - Acid Fog

More information

SR5 CORE BOOK ERRATA 10 October 2017

SR5 CORE BOOK ERRATA 10 October 2017 SR5 CORE BOOK ERRATA 10 Ocber 2017 All page references are for the first printing of the core rulebook, unless specifically noted otherwise. P 33, col 2, Leading North American Organized Crime Groups sidebar,

More information

Orbit Support Pack for Excel. user manual

Orbit Support Pack for Excel. user manual Orbit Support Pack for Excel user manual Information in this document is subject to change without notice. Companies, names and data used in examples herein are fictitious unless noted otherwise. No part

More information

AIR SPEAKS Upon the breeze, whispers talk, Parachute, skydive, hilly walk Air fuels the mind, brings clarity Enhancing creativity.

AIR SPEAKS Upon the breeze, whispers talk, Parachute, skydive, hilly walk Air fuels the mind, brings clarity Enhancing creativity. AIR Creativity The winds of change billow as Air fills your wings and directs your journey. Work with this medicine through meditation and connection with the astral world. The power of Air sweeps through

More information

Constitution modifies a characters hit points each level (this bonus is applied to each roll for new hit points per die rolled).

Constitution modifies a characters hit points each level (this bonus is applied to each roll for new hit points per die rolled). To create a character for the Blessed Realms of Normandie, you must first determine your characters attribute scores. Each character is defined by six attributes (all familiar to players of the original

More information

CS 453 Operating Systems. Lecture 7 : Deadlock

CS 453 Operating Systems. Lecture 7 : Deadlock CS 453 Operating Systems Lecture 7 : Deadlock 1 What is Deadlock? Every New Yorker knows what a gridlock alert is - it s one of those days when there is so much traffic that nobody can move. Everything

More information

THE IGOS APPRENTICE HANDBOOK: ACTIVATING THE INNER MAGICAL BEING BY DR THOR TEMPLAR

THE IGOS APPRENTICE HANDBOOK: ACTIVATING THE INNER MAGICAL BEING BY DR THOR TEMPLAR THE IGOS APPRENTICE HANDBOOK: ACTIVATING THE INNER MAGICAL BEING BY DR THOR TEMPLAR DOWNLOAD EBOOK : THE IGOS APPRENTICE HANDBOOK: ACTIVATING THE Click link bellow and free register to download ebook:

More information

AQA GCSE Physics. 60 minutes. 60 marks. Q1 to Q4 to be worked through with tutor. Q5 to Q8 to be worked through independently.

AQA GCSE Physics. 60 minutes. 60 marks. Q1 to Q4 to be worked through with tutor. Q5 to Q8 to be worked through independently. AQA GCSE Physics Electricity 4.2.5: Static Electricity & Electric Fields Name: Class: Date: Time: 60 minutes Marks: 60 marks Comments: Q to Q4 to be worked through with tutor. Q5 to Q8 to be worked through

More information

Jesus Heals a Blind Man

Jesus Heals a Blind Man Jesus Heals a Blind Man Goal: To wonder at Jesus power to heal a man born blind. RECOGNIZING GOD S GRACE...... In Mark 8:22 26 Jesus healed a blind man in two stages. When the blind man was brought to

More information

DISCIPLES OF THE OUTHER GODS: CTHULHU MYTHOS THEMED HOMEBREW OPTIONS FOR DND 5TH EDITION

DISCIPLES OF THE OUTHER GODS: CTHULHU MYTHOS THEMED HOMEBREW OPTIONS FOR DND 5TH EDITION DISCIPLES OF THE OUTHER GODS: CTHULHU MYTHOS THEMED HOMEBREW OPTIONS FOR DND 5TH EDITION The Outer Gods are immensely powerful eldritch entities that exist outside the bounds of the physical universe.

More information

The Consilium Magica. Del Webb. Title

The Consilium Magica. Del Webb. Title The Consilium Magica Del Webb 1 Title The Consilium Magica Second Edition Compiled by: Del Webb Additional Writing: Jasyn Jones Commentary: Ks. Jim Ogle Editing, Layout, & Graphic Design: Jasyn Jones Copyright

More information

The Three Brothers. Using Harry Potter to get participants excited about writing!

The Three Brothers. Using Harry Potter to get participants excited about writing! Duration: 1 hour The Three Brothers Using Harry Potter to get participants excited about writing! Objective: Introduce participants to the basic elements of a story (characters, setting, plot, problem,

More information

Opening. Monster Guard. Teacher s Guide

Opening. Monster Guard. Teacher s Guide Teacher s Guide PLEASE NOTE: Students must complete the Initiation section of the Monster Guard app before they begin this activity, in order to gain access to the Severe Winter Weather training mission.

More information

Wednesday 25 January 2012 Afternoon

Wednesday 25 January 2012 Afternoon Wednesday 25 January 2012 Afternoon A2 GCE MATHEMATICS 4737 Decision Mathematics 2 QUESTION PAPER *4733040112* Candidates answer on the Printed Answer Book. OCR supplied materials: Printed Answer Book

More information

USS ProCoil Company. WELCOME To Micrometer Training. Introduction and Lecture Phase I 6/18/2010

USS ProCoil Company. WELCOME To Micrometer Training. Introduction and Lecture Phase I 6/18/2010 1 WELCOME To Micrometer Training Introduction and Lecture Phase I 2 Primary Instructor Charles J. Barger Secondary Instructor Fred Davis Today's training will be conducted in a four hour block of instruction,

More information

HAZARD COMMUNICATION PROGRAM

HAZARD COMMUNICATION PROGRAM HAZARD COMMUNICATION PROGRAM 5460 Created 1/30/10 Contents 1.0 SCOPE AND APPLICATION... 1 2.0 PURPOSE... 2 3.0 SAFETY DATA SHEETS (SDS)... 2 4.0 CONTAINER LABELS... 3 5.0 RECEIPT OF CHEMICALS... 6 6.0

More information

XR Analog Clock - Manual Setting Model Troubleshooting Guide

XR Analog Clock - Manual Setting Model Troubleshooting Guide Primex XR 72MHz Synchronized Time Solution XR Analog Clock - Manual Setting Model Troubleshooting Guide 2018 Primex. All Rights Reserved. The Primex logo is a registered trademark of Primex. All other

More information

Spirit Building Exercises Tongues

Spirit Building Exercises Tongues In my life tongues has been the number one spirit building exercise While I am practicing engaging, my spirit is praying the heart of the Holy Spirit Tongues enables us to pray without ceasing Tongues

More information

Psionic Powers: Meditation (Wis): Psychic Senses (Wis): Mental Resistance:

Psionic Powers: Meditation (Wis): Psychic Senses (Wis): Mental Resistance: The Psionicist Not all mystical power arises from the gods or from the arcane energies that permeate the lands. Some men and women have the ability to call upon special inner reserves of strength and ability,

More information

Fright Knight Prime Req.: CHA Required: STR 9, DEX 9, CON 9 Hit Dice: d6 Max Level: 10

Fright Knight Prime Req.: CHA Required: STR 9, DEX 9, CON 9 Hit Dice: d6 Max Level: 10 Fright Knight Prime Req.: CHA Required: STR 9, DEX 9, CON 9 Hit Dice: d6 Max Level: 10 Full-blooded Thrassians are very rare, only found in the deepest deserts, in the most ancient Zaharn cities. These

More information

1 Important Information. 2 Game Objective. 3 Controls. 4 Hazard Zones. 5 Bonuses. Troubleshooting. 6 Support Information

1 Important Information. 2 Game Objective. 3 Controls. 4 Hazard Zones. 5 Bonuses. Troubleshooting. 6 Support Information 1 Important Information 2 Game Objective 3 Controls 4 Hazard Zones 5 Bonuses Troubleshooting 6 Support Information 1 Important Information Thank you for choosing SpeedX 3D for the Nintendo 3DS system.

More information

Keeping well and healthy when it is really cold

Keeping well and healthy when it is really cold Cold Weather Plan for England 2012 Keeping well and healthy when it is really cold Easy Read version of: Cold Weather Plan for England 2012: Protecting health and reducing harm from severe cold. What

More information

Demand Forecasting. for. Microsoft Dynamics 365 for Operations. User Guide. Release 7.1. April 2018

Demand Forecasting. for. Microsoft Dynamics 365 for Operations. User Guide. Release 7.1. April 2018 Demand Forecasting for Microsoft Dynamics 365 for Operations User Guide Release 7.1 April 2018 2018 Farsight Solutions Limited All Rights Reserved. Portions copyright Business Forecast Systems, Inc. This

More information

CITY OF TOMBALL PUBLIC POSTING. Driver/ Operator Hiring Announcement

CITY OF TOMBALL PUBLIC POSTING. Driver/ Operator Hiring Announcement CITY OF TOMBALL PUBLIC POSTING Driver/ Operator Hiring Announcement There will be a hiring process to fill one immediate opening and for the development of a full time D/O list. This list is good for one

More information

PULP NOCTURNE 1930 RULES ADAPTATIONS

PULP NOCTURNE 1930 RULES ADAPTATIONS PULP NOCTURNE 1930 RULES ADAPTATIONS EDGES Arcane Background: (Miracles) Faith (Spirit) skill; *N (Those who draw on miracles are priestly types or holy champions. Their power comes from a divine presence

More information

7.3 Magnitude Earthquake Strikes Iran-Iraq Border

7.3 Magnitude Earthquake Strikes Iran-Iraq Border 7.3 Magnitude Earthquake Strikes Iran-Iraq Border KEY POINTS A magnitude 7.3 earthquake has struck the Iran-Iraq border with at least 348 fatalities reported. Thousands more have been injured and many

More information

R E A D : E S S E N T I A L S C R U M : A P R A C T I C A L G U I D E T O T H E M O S T P O P U L A R A G I L E P R O C E S S. C H.

R E A D : E S S E N T I A L S C R U M : A P R A C T I C A L G U I D E T O T H E M O S T P O P U L A R A G I L E P R O C E S S. C H. R E A D : E S S E N T I A L S C R U M : A P R A C T I C A L G U I D E T O T H E M O S T P O P U L A R A G I L E P R O C E S S. C H. 5 S O F T W A R E E N G I N E E R I N G B Y S O M M E R V I L L E S E

More information

Whether you are driving or walking, if you come to a flooded road, Turn Around Don't Drown

Whether you are driving or walking, if you come to a flooded road, Turn Around Don't Drown Whether you are driving or walking, if you come to a flooded road, Turn Around Don't Drown You will not know the depth of the water nor will you know the condition of the road under the water. Many people

More information

Safety Issue: Types of weather emergencies and natural. Weather Emergencies

Safety Issue: Types of weather emergencies and natural. Weather Emergencies Overview Safety Issue: Rapid and effective response to weather emergencies and other natural disasters whether during or after work hours takes forethought and careful planning. Types of weather emergencies

More information

Draconis. A Medieval Live Action Campaign. Spellbook. V

Draconis. A Medieval Live Action Campaign. Spellbook. V Draconis A Medieval Live Action Campaign Spellbook V3.0.7 www.draconisgaming.com Based on the original DUNGEONS & DRAGONS rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & DRAGONS

More information

Section 2.2 Objectives

Section 2.2 Objectives Section 2.2 Objectives Solve multi-step equations using algebra properties of equality. Solve equations that have no solution and equations that have infinitely many solutions. Solve equations with rational

More information

Albany Rifle and Pistol Club. Defensive Shooting Program

Albany Rifle and Pistol Club. Defensive Shooting Program lbany Rifle and Pistol lub efensive Shooting Program November 1, 2009 lbany Rifle and Pistol lub efensive Shooting iscipline Welcome to efensive Shooting at lbany Rifle and Pistol lub. This written brief

More information

The Shunammite Woman s Land Restored 2 Kings 8:1-6

The Shunammite Woman s Land Restored 2 Kings 8:1-6 Lesson 111 The Shunammite Woman s Land Restored 2 Kings 8:1-6 MEMORY VERSE 2 KIN GS 8:6 Restore all that w as hers, and all the proc eeds of the field from the day that she left the land until now. WHAT

More information

Hazard Communication & Chemical Safety. Based on OSHA Standard

Hazard Communication & Chemical Safety. Based on OSHA Standard Hazard Communication & Chemical Safety Based on OSHA Standard 1910.1200 We use many chemicals We want you to know how to use them safely You will learn about The Hazards of Chemicals Our Written Program

More information

Characteristics of the Text Genre Nonfi ction Text Structure First-person narrative Content

Characteristics of the Text Genre Nonfi ction Text Structure First-person narrative Content LESSON 20 TEACHER S GUIDE The Weather by Ryan Hensley Fountas-Pinnell Level E Nonfiction Selection Summary Weather changes all the time. The wind blows; the rain falls; the sun shines. And the active narrator

More information

Bartleby Tiberius Pheight

Bartleby Tiberius Pheight Bartleby Tiberius Pheight 25.4pub Page 1 of 10 Bartleby Tiberius Pheight "Half-god, half-cat, all plant Bartleby Tiberius Pheight, male half-celestial, frey Evangelist 6, Sorcerer 4, Mystic Theurge 11:

More information

Lightcloud Application

Lightcloud Application Controlling Your Lightcloud System Lightcloud Application Lightcloud Application Navigating the Application Devices Device Settings Organize Control Energy Scenes Schedules Demand Response Power Up State

More information

Intimidate +1 CHA (1) Crit: 20/x2 Ammo. Crit: 19-20/x2 Rng: 80' 1-Hand, P. Crit: 19-20/x2 Rng: 30' Light, P. Crit: 19-20/x2 Rng: 10' Light, P/S

Intimidate +1 CHA (1) Crit: 20/x2 Ammo. Crit: 19-20/x2 Rng: 80' 1-Hand, P. Crit: 19-20/x2 Rng: 30' Light, P. Crit: 19-20/x2 Rng: 10' Light, P/S Player: Rich Male Gnome Wizard 6 - CR 6 Neutral Good; Deity: Mystra; Age: 54; Height: 3' 5"; Weight: 45lb.; Eyes: Grn; Hair: Brn; Skin: pale Score Modifier Temporary STR STRENGTH 10 0 DEX DEXTERITY 16

More information

This Book of Shadows & Light belongs to. My magickal name is

This Book of Shadows & Light belongs to. My magickal name is This Book of Shadows & Light belongs to My magickal name is Dedication This Book of Shadows and Light is dedicated to the reclaiming of magick. Every mark you make within it is a mark of dedication to

More information