This commit is contained in:
Binary file not shown.
@@ -172,9 +172,9 @@ REQUIREMENTS:
|
||||
Class Feature: Rage
|
||||
Alignment: Any non-lawful
|
||||
Race: Any Dwarven race
|
||||
Feats: Cleave, Endurance, Power Attack
|
||||
Feats: Cleave, Toughness, Power Attack
|
||||
Base Attack Bonus: +5
|
||||
Skills: Intimidate (8 ranks), Lore (2 ranks), Perform (2 ranks)
|
||||
Skills: Intimidate (8 ranks), Lore (2 ranks)
|
||||
|
||||
CLASS FEATURES:
|
||||
|
||||
@@ -1338,7 +1338,7 @@ Spellcasting: The epic Dread Necromancer continues to increase in arcane caster
|
||||
|
||||
Epic Dread Necromancer Bonus Feat List:
|
||||
Armor Skin, Automatic Quicken Spell, Automatic Silent Spell, Automatic Still Spell, Blinding Speed, Epic Damage Reduction, Epic Energy Resistance, Epic Spell Focus, Epic Spell Penetration, Epic Spellcasting, Focused Spell Penetration, Great Charisma, Ignore Material Components, Improved Combat Casting, Zone of Animation. </entry>
|
||||
<entry id="12637" lang="en" sex="m"><CUSTOM0> uses Ranged Disarm.</entry>
|
||||
<entry id="12637" lang="en" sex="m">****</entry>
|
||||
<entry id="12638" lang="en" sex="m">Practiced Spellcaster (Knight of the Weave)</entry>
|
||||
<entry id="12639" lang="en" sex="m">Practiced Spellcaster (Cultist of the Shattered Peak)</entry>
|
||||
<entry id="12640" lang="en" sex="m">Practiced Spellcaster (Archivist)</entry>
|
||||
@@ -3878,7 +3878,7 @@ Level Adjustment: +4</entry>
|
||||
Prerequisite: Paladin
|
||||
Specifics: You can quicken one paladin spell a round while the feat is active. However, you may not cast spells from any other classes.
|
||||
Use: Selected</entry>
|
||||
<entry id="13181" lang="en" sex="m">Three or more times per day, an archlich or baelnorn can turn undead as a good cleric, making a turning (Charisma) check to determine how many HD of undead are affected.</entry>
|
||||
<entry id="13181" lang="en" sex="m">Three or more times per day, an archlich can turn undead as a good cleric, making a turning (Charisma) check to determine how many HD of undead are affected.</entry>
|
||||
<entry id="13182" lang="en" sex="m">****</entry>
|
||||
<entry id="13183" lang="en" sex="m">Saint</entry>
|
||||
<entry id="13184" lang="en" sex="m">"Saint" is an acquired template that can be added to any living creature of good alignment that is not an outsider or an elemental (referred to hereafter as the "base creature").
|
||||
@@ -3931,7 +3931,7 @@ Level Adjustment: Same as base creature +2.</entry>
|
||||
Holy Touch (Su): A saint's entire being is suffused with holy power, which likewise flows into any weapon the saint wields. A saint's melee attacks with any weapon (or unarmed) deal an additional 1d6 points of holy damage against evil creatures, and 1d8 points against evil undead and evil outsiders. Any evil creature that strikes a saint with a natural weapon takes holy damage as if hit by the saint's attack.</entry>
|
||||
<entry id="13189" lang="en" sex="m">Archlich</entry>
|
||||
<entry id="13190" lang="en" sex="m">Archliches are transformed human spellcasters-as often clerics or bards as wizards-who have deliberately and carefully accomplished their own transformation into liches. They devote their undeath to the furtherance of whatever noble purpose motivated the transformation.
|
||||
Archliches appear as normal liches. They have all the characteristics of normal liches, including the spell ability and other class abilities they possessed in life. In addition, they can turn undead as good clerics (entitled to a number of turning attempts per day equal to 3 + their Charisma modifier). They also have the ability to animate dead as well as an immunity to Turning by good or neutral clerics. </entry>
|
||||
Archliches appear as normal liches. They have all the characteristics of normal liches, including the spell ability and other class abilities they possessed in life. In addition, they can turn undead as good clerics (entitled to a number of turning attempts per day equal to 3 + their Charisma modifier). They also have the ability to animate dead (as described above) as well. They have the turning immunity defense described in the main entry for the good lich.</entry>
|
||||
<entry id="13191" lang="en" sex="m">Aligned Aura:Chaos</entry>
|
||||
<entry id="13192" lang="en" sex="m">Aligned Aura:Evil</entry>
|
||||
<entry id="13193" lang="en" sex="m">Aligned Aura:Good</entry>
|
||||
@@ -5289,29 +5289,6 @@ Level
|
||||
<entry id="16550" lang="en" sex="m">You sink your roots into the fertile soil below.</entry>
|
||||
<entry id="16551" lang="en" sex="m">You must be outside & above ground to use this ability.</entry>
|
||||
<entry id="16552" lang="en" sex="m"><CUSTOM0> commands plants.</entry>
|
||||
<entry id="16553" lang="en" sex="m">Baelnorn</entry>
|
||||
<entry id="16554" lang="en" sex="m">Baelnorns are elves who have sought undeath to serve their families, communities, or other purposes (usually to see a wrong righted or to achieve a certain magical discovery or deed). They are lich-like creatures that appear as impressive-looking elves with shriveled skin and glowing white eyes.
|
||||
|
||||
REQUIREMENTS:
|
||||
|
||||
Race: Living Elf.
|
||||
Skills: Concentration 5, Spellcraft 14.
|
||||
Class : 11 levels in Sorcerer, Wizard, or Cleric
|
||||
Alignment: Any Good
|
||||
|
||||
CLASS FEATURES:
|
||||
Baelnorn Properties: +8 bonus to Hide, Listen, Move Silently, Search, Persuade, and Spot.
|
||||
Baelnorn Touch: Touch attack causes 1d8 + 5 damage and permanent paralyzation.
|
||||
Baelnorn Defense: Damage Reduction 15/+2, Natural Armor + 5, immunity to cold and electricity, Turning Resistance +4.
|
||||
Turn Undead: Can turn undead 3 times per day as a cleric of the same level.
|
||||
Turning Immunity: Cannot be turned by Good or Neutral characters.
|
||||
Projection: Three times per day the Baelnorn may create a projection of itself.
|
||||
Wisdom +2
|
||||
Intelligence +2.
|
||||
Charisma +2
|
||||
Undeath
|
||||
|
||||
Note: The Baelnorn is fully undead, and therefore is immune to sneak attacks, critical hits, level drain, poison, and disease. An undead creature has no Constitution score. However, this is not possible in Neverwinter Nights. The player will gain +12 to constitution in order to simulate the increase of the Baelnorn's HD to d12.</entry>
|
||||
<entry id="16555" lang="en" sex="m">Wild Shape: Plant</entry>
|
||||
<entry id="16556" lang="en" sex="m">At 12th level, a druid becomes able to use wild shape to change into a plant creature with the same size restrictions as for animal forms. (A druid can’t use this ability to take the form of a plant that isn’t a creature.) </entry>
|
||||
<entry id="16557" lang="en" sex="m">Wild Shape, Treant</entry>
|
||||
@@ -15179,7 +15156,7 @@ Prerequisite: Healer level 4
|
||||
A Healer deals with certain kinds of maladies so often, that eventually she can cure them without resorting to a spell. At 4th level, a healer gains the ability to cleanse disease once per day, as if casting a Remove Disease spell.
|
||||
At epic levels a Healer gains +1 use per day every 4 levels, starting at 21st level.</entry>
|
||||
<entry id="47323" lang="en" sex="m">****</entry>
|
||||
<entry id="47324" lang="en" sex="m"><CUSTOM0> performs an Inlindl School strike!</entry>
|
||||
<entry id="47324" lang="en" sex="m">****</entry>
|
||||
<entry id="47325" lang="en" sex="m">****</entry>
|
||||
<entry id="47326" lang="en" sex="m">****</entry>
|
||||
<entry id="47327" lang="en" sex="m">****</entry>
|
||||
@@ -32623,7 +32600,7 @@ You point your finger at an object and can lift it and move it at will from a di
|
||||
</entry>
|
||||
<entry id="51972" lang="en" sex="m">Turning Immunity</entry>
|
||||
<entry id="51973" lang="en" sex="m">Feat Type: Class Feat
|
||||
Prerequisite: Archlich or Baelnorn template
|
||||
Prerequisite: Archlich template or Baelnorn Level 4
|
||||
|
||||
Description: Archliches, including baelnorns are immune to turning attempts by good or neutral clerics. If rebuked or commanded by an evil cleric, they are instead turned or destroyed.</entry>
|
||||
<entry id="51974" lang="en" sex="m">Command Undead</entry>
|
||||
@@ -37125,7 +37102,7 @@ A creature strikes, but you turn the blow straight back at it.
|
||||
|
||||
Make an opposed attack roll against the targeted creature. If you succeed, he damages himself rather than you.</entry>
|
||||
<entry id="52779" lang="en" sex="m">Ghostly Defense</entry>
|
||||
<entry id="52780" lang="en" sex="m">Setting Sun (Stance)
|
||||
<entry id="52780" land="en" sex="m">Setting Sun (Stance)
|
||||
Level: Swordsage 8
|
||||
Prerequisite: Three Setting Sun maneuvers
|
||||
Initiation Action: 1 swift action
|
||||
@@ -73281,99 +73258,6 @@ Strength of Will: You gain a bonus equal to 1/2 your class level (minimum +1) on
|
||||
Wild Frenzy: You gain a +2 bonus on attack rolls and damage rolls with melee weapons and eldritch blasts, along with temporary hit points equal to twice your class level. This effect lasts for a number of rounds equal to 3 + your Cha modifier (minimum 1 round). Your deity must be chaotic for you to select this gift.</entry>
|
||||
<entry id="77218" lang="en" sex="m"><cÿÿÿ>Pick an invoking feat (1st lvl)</c></entry>
|
||||
<entry id="77219" lang="en" sex="m">Choose which invoking class to advance with the currently selected Prestige Class. If you try take a marker feat after1st class level, your character will be releveled.</entry>
|
||||
<entry id="77999" lang="en" sex="m">### PRC8 CLASS RESERVE ###</entry>
|
||||
<entry id="78000" lang="en" sex="m">LoT</entry>
|
||||
<entry id="78001" lang="en" sex="m">Lion of Talisid</entry>
|
||||
<entry id="78002" lang="en" sex="m">Lions of Talisid</entry>
|
||||
<entry id="78003" lang="en" sex="m">lion of Talisid</entry>
|
||||
<entry id="78004" lang="en" sex="m">(PRESTIGE CLASS)
|
||||
The undisputed ruler of the guardinals, Talisid the Celestial Lion is an enormously powerful force for good—and good alone, undiluted by concerns of law or chaos. He is also a mighty druid, and his mortal and guardinal champions are druids and rangers who share both his fierce hatred of evil and his passionate love of the natural world and its creatures. Called the lions of Talisid, these protectors of nature and champions of good emulate their celestial patron in more concrete ways: adopting feline animal companions, assuming great cat forms with their wild shape ability, and eventually roaring like a leonal. Druids and rangers most commonly become lions of Talisid, and only a character with an animal companion can enter the class. Multiclass druid/rangers also commonly adopt the class, and less commonly, fighter/druids or cleric/rangers.
|
||||
|
||||
Like their guardinal patron, lions of Talisid usually work alone or in small groups of close companions, rarely with other lions. NPC lions of Talisid can be found wandering the wilderness, fighting any who would defile the natural world with evil. They are particularly concerned with areas where some evil presence corrupts nature itself, manifesting evil weather and vile corrupted creatures.
|
||||
|
||||
- Hit Die: d8
|
||||
- Proficiencies: A lion of Talisid does not gain any additional weapon or armor proficiencies.
|
||||
- Skill Points: 4+ Int Modifier.
|
||||
- Spells per Day: At each lion of Talisid level the character gains new spells per day as if he had also gained a level in a divine spellcasting class to which he belonged before adding the prestige class level. He does not, however, gain any other benefit a character of that class would have gained (such as an improved chance of turning or rebuking undead).
|
||||
|
||||
REQUIREMENTS:
|
||||
|
||||
Alignment: Neutral good.
|
||||
Base Attack Bonus: +4.
|
||||
Skills: Lore 9 ranks, Heal 9 ranks.
|
||||
Feats: Favored of the Companions.
|
||||
Spells: Able to cast Summon Nature’s Ally II.
|
||||
Special: The character must have an animal companion as a class feature.
|
||||
|
||||
CLASS FEATURES:
|
||||
Level
|
||||
1: Animal Companion (Ex): A lion of Talisid can add his lion of Talisid levels to his effective druid level (his actual druid level or one-half his ranger level) to determine the capabilities of his animal companion.
|
||||
Lion’s Courage (Ex): A lion of Talisid is immune to fear (magical or otherwise) and gains a +4 sacred bonus on Will saves against other mind-affecting spells and effects.
|
||||
2: Scent (Ex): At 2nd level, a lion of Talisid gains the scent special quality. He can detect approaching enemies, sniff out hidden foes, and track by sense of smell.
|
||||
3: Wild Shape (Su): At 3rd level, a lion of Talisid gains the ability to turn himself into any Small or Medium animal and back again once per day. This works exactly as the druid’s wild shape ability.
|
||||
4: Exalted Companion: At 4th level, a lion of Talisid gains the Exalted Companion feat as a bonus feat.
|
||||
Wild Shape (Su) (2 / day).
|
||||
5: Lion’s Pounce (Ex): At 5th level, a lion of Talisid can make a full attack at the end of a charge.
|
||||
Wild Shape (Su) (3 / day).
|
||||
6: Wild Shape (Su) (Large)*
|
||||
7: Lion’s Swiftness (Ex): When he reaches 7th level, a lion of Talisid can act as if under the effects of a haste spell for a total of 1 round per class level per day. These rounds need not be consecutive.
|
||||
8: Wild Shape (Su) (4 / day).
|
||||
9: Wild Shape (Su) (Tiny)*
|
||||
10: Leonal’s Roar (Su): Three times a day, a 10th-level lion of Talisid can issue a roar that duplicates the effects of the leonal’s roar spell. The saving throw DC is 20 + the lion of Talisid’s Charisma modifier.
|
||||
|
||||
* Not implemented</entry>
|
||||
<entry id="78005" lang="en" sex="m">Epic Lion of Talisid
|
||||
</entry>
|
||||
<entry id="78006" lang="en" sex="m">Chosen by the celestial lion himself, these guardians of nature blend divine power with the ferocity of great cats. Noble and wild-hearted, they fight evil wherever it taints the natural world—roaming protectors guided by instinct, courage, and compassion. With animal companions at their side and the strength of a leonal in their soul, they embody both the serenity and savagery of the wild in service of pure good.
|
||||
|
||||
Hit Die: d8.
|
||||
Skill Points at Each Additional Level: 4 + Intelligence modifier.
|
||||
Bonus Feats: The epic Lion of Talisid gains a bonus feat every three levels.
|
||||
|
||||
Special:
|
||||
Spellcasting: At each class level the epic Lion of Talisid continues to increase in divine caster level (and spells known, if applicable).
|
||||
|
||||
Epic Lion of Talisid Bonus Feat List:
|
||||
Armor Skin, Automatic Quicken Spell, Automatic Silent Spell, Automatic Still Spell, Blinding Speed, Devastating Critical, Energy Resistance, Epic Prowess, Epic Spell Focus, Epic Spell Penetration, Focused Spell Penetration, Epic Spellcasting, Fast Healing, Great Charisma, Great Wisdom, Ignore Material Components, Improved Combat Casting, Overwhelming Critical, Perfect Health, Tenacious Magic.
|
||||
</entry>
|
||||
<entry id="78007" lang="en" sex="m">Lion of Talisid Spellcasting (Archivist)</entry>
|
||||
<entry id="78008" lang="en" sex="m">Lion of Talisid Spellcasting (Cleric)</entry>
|
||||
<entry id="78009" lang="en" sex="m">Lion of Talisid Spellcasting (Druid)</entry>
|
||||
<entry id="78010" lang="en" sex="m">Lion of Talisid Spellcasting (Ranger)</entry>
|
||||
<entry id="78011" lang="en" sex="m">Lion of Talisid Spellcasting (Healer)</entry>
|
||||
<entry id="78012" lang="en" sex="m">Lion of Talisid Spellcasting (Soldier of Light)</entry>
|
||||
<entry id="78013" lang="en" sex="m">Lion of Talisid Spellcasting (Knight of the Middle Circle)</entry>
|
||||
<entry id="78014" lang="en" sex="m">Lion of Talisid Spellcasting (Shaman)</entry>
|
||||
<entry id="78015" lang="en" sex="m">Lion of Talisid Spellcasting (Sohei)</entry>
|
||||
<entry id="78016" lang="en" sex="m">Lion of Talisid Spellcasting (Nentyar Hunter)</entry>
|
||||
<entry id="78017" lang="en" sex="m">Lion of Talisid Spellcasting (Favoured Soul)</entry>
|
||||
<entry id="78018" lang="en" sex="m">Lion of Talisid Spellcasting (Justice of Weald and Woe)</entry>
|
||||
<entry id="78019" lang="en" sex="m">Lion of Talisid Spellcasting (Spirit Shaman)</entry>
|
||||
<entry id="78020" lang="en" sex="m">Spells per Day: At each lion of Talisid level the character gains new spells per day as if he had also gained a level in a divine spellcasting class to which he belonged before adding the prestige class level. He does not, however, gain any other benefit a character of that class would have gained (such as an improved chance of turning or rebuking undead).</entry>
|
||||
<entry id="78021" lang="en" sex="m">Lion's Courage (Ex)
|
||||
</entry>
|
||||
<entry id="78022" lang="en" sex="m">Type of Feat: Class-Specific
|
||||
Prerequisite: Lion of Talisid 1
|
||||
Specifics: A lion of Talisid is immune to fear (magical or otherwise) and gains a +4 sacred bonus on Will saves against other mind-affecting spells and effects.
|
||||
Use: Automatic.</entry>
|
||||
<entry id="78023" lang="en" sex="m">Lion's Pounce (Ex)</entry>
|
||||
<entry id="78024" lang="en" sex="m">Type of Feat: Class-Specific
|
||||
Prerequisite: Lion of Talisid 5
|
||||
Specifics: At 5th level, a lion of Talisid can make a full attack at the end of a charge.
|
||||
Use: Automatic.</entry>
|
||||
<entry id="78025" lang="en" sex="m">Lion's Swiftness (Ex)</entry>
|
||||
<entry id="78026" lang="en" sex="m">Type of Feat: Class-Specific
|
||||
Prerequisite: Lion of Talisid 7
|
||||
Specifics: When he reaches 7th level, a lion of Talisid can act as if under the effects of a haste spell for a total of 1 round per class level per day. These rounds need not be consecutive.
|
||||
Use: Selected.
|
||||
</entry>
|
||||
<entry id="78027" lang="en" sex="m">Leonal’s Roar (Su)
|
||||
</entry>
|
||||
<entry id="78028" lang="en" sex="m">Type of Feat: Class-Specific
|
||||
Prerequisite: Lion of Talisid 10
|
||||
Specifics: : Three times a day, a 10th-level lion of Talisid can issue a roar that duplicates the effects of the leonal’s roar spell. The saving throw DC is 20 + the lion of Talisid’s Charisma modifier.
|
||||
Use: Selected.
|
||||
</entry>
|
||||
<entry id="79999" lang="en" sex="m">## iprp_damagecost.2da expansion ##</entry>
|
||||
<entry id="80000" lang="en" sex="m">21 Damage</entry>
|
||||
<entry id="80001" lang="en" sex="m">+21</entry>
|
||||
@@ -73435,378 +73319,8 @@ Use: Selected.
|
||||
<entry id="80057" lang="en" sex="m">+49</entry>
|
||||
<entry id="80058" lang="en" sex="m">50 Damage</entry>
|
||||
<entry id="80059" lang="en" sex="m">+50</entry>
|
||||
<entry id="199000" lang="en" sex="m">Summon Nature's Ally I</entry>
|
||||
<entry id="199001" lang="en" sex="m">Conjuration (Summoning)
|
||||
Level: Druid 1, Shaman 1, Ranger 1
|
||||
Components: V, S, DF
|
||||
Casting time: 1 full round
|
||||
Range: Close (25 ft. + 5 ft./2 levels)
|
||||
Effect: One summoned creature
|
||||
Duration: 1 round/level (D)
|
||||
Saving Throw: None
|
||||
Spell Resistance: No
|
||||
|
||||
This spell summons a natural creature. It appears where the character designates and acts immediately, on the characters turn. It attacks the characters opponents to the best of its ability. If the character can communicate with the creature, the character can direct it not to attack, to attack particular enemies, or to perform other actions.
|
||||
|
||||
Badger
|
||||
Dire Rat
|
||||
Dog
|
||||
Hawk
|
||||
Tiny Viper
|
||||
</entry>
|
||||
<entry id="199002" lang="en" sex="m">Summon Dire Badger</entry>
|
||||
<entry id="199003" lang="en" sex="m">Summon Dire Rat</entry>
|
||||
<entry id="199004" lang="en" sex="m">Summon Dog</entry>
|
||||
<entry id="199005" lang="en" sex="m">Summon Hawk</entry>
|
||||
<entry id="199006" lang="en" sex="m">Summon Tiny Viper
|
||||
</entry>
|
||||
<entry id="199007" lang="en" sex="m">[FUTURE]</entry>
|
||||
<entry id="199008" lang="en" sex="m">[FUTURE]</entry>
|
||||
<entry id="199009" lang="en" sex="m">[FUTURE]</entry>
|
||||
<entry id="199010" lang="en" sex="m">Summon Nature's Ally I (5)</entry>
|
||||
<entry id="199011" lang="en" sex="m">Summon Nature's Ally I (10)</entry>
|
||||
<entry id="199012" lang="en" sex="m">Summon Nature's Ally I (15)</entry>
|
||||
<entry id="199013" lang="en" sex="m">****</entry>
|
||||
<entry id="199014" lang="en" sex="m">Summon Nature's Ally II</entry>
|
||||
<entry id="199015" lang="en" sex="m">Conjuration (Summoning)
|
||||
Level: Druid 2, Shaman 2, Ranger 2
|
||||
Components: V, S, DF
|
||||
Casting time: 1 full round
|
||||
Range: Close (25 ft. + 5 ft./2 levels)
|
||||
Effect: One summoned creature
|
||||
Duration: 1 round/level (D)
|
||||
Saving Throw: None
|
||||
Spell Resistance: No
|
||||
|
||||
This spell summons a natural creature. It appears where the character designates and acts immediately, on the characters turn. It attacks the characters opponents to the best of its ability. If the character can communicate with the creature, the character can direct it not to attack, to attack particular enemies, or to perform other actions.
|
||||
|
||||
Dire Badger
|
||||
Cooshee
|
||||
Wolf
|
||||
Small Viper
|
||||
Black Bear
|
||||
</entry>
|
||||
<entry id="199016" lang="en" sex="m">Summon Dire Boar</entry>
|
||||
<entry id="199017" lang="en" sex="m">Summon Cooshee</entry>
|
||||
<entry id="199018" lang="en" sex="m">Summon Wolf</entry>
|
||||
<entry id="199019" lang="en" sex="m">Summon Small Viper</entry>
|
||||
<entry id="199020" lang="en" sex="m">Summon Black Bear</entry>
|
||||
<entry id="199021" lang="en" sex="m">[FUTURE]</entry>
|
||||
<entry id="199022" lang="en" sex="m">[FUTURE]</entry>
|
||||
<entry id="199023" lang="en" sex="m">[FUTURE]</entry>
|
||||
<entry id="199024" lang="en" sex="m">Summon Nature's Ally II (5)</entry>
|
||||
<entry id="199025" lang="en" sex="m">Summon Nature's Ally II (10)</entry>
|
||||
<entry id="199026" lang="en" sex="m">Summon Nature's Ally II (15)</entry>
|
||||
<entry id="199027" lang="en" sex="m">****</entry>
|
||||
<entry id="199028" lang="en" sex="m">Summon Nature's Ally III</entry>
|
||||
<entry id="199029" lang="en" sex="m">Conjuration (Summoning)
|
||||
Level: Druid 3, Shaman 3, Ranger 3
|
||||
Components: V, S, DF
|
||||
Casting time: 1 full round
|
||||
Range: Close (25 ft. + 5 ft./2 levels)
|
||||
Effect: One summoned creature
|
||||
Duration: 1 round/level (D)
|
||||
Saving Throw: None
|
||||
Spell Resistance: No
|
||||
|
||||
This spell summons a natural creature. It appears where the character designates and acts immediately, on the characters turn. It attacks the characters opponents to the best of its ability. If the character can communicate with the creature, the character can direct it not to attack, to attack particular enemies, or to perform other actions.
|
||||
|
||||
Brown Bear
|
||||
Dire Wolf
|
||||
Large Viper
|
||||
Leopard
|
||||
Satyr [without pipes]
|
||||
</entry>
|
||||
<entry id="199030" lang="en" sex="m">Summon Brown Bear</entry>
|
||||
<entry id="199031" lang="en" sex="m">Summon Dire Wolf</entry>
|
||||
<entry id="199032" lang="en" sex="m">Summon Large Viper</entry>
|
||||
<entry id="199033" lang="en" sex="m">Summon Leopard</entry>
|
||||
<entry id="199034" lang="en" sex="m">Summon Satyr</entry>
|
||||
<entry id="199035" lang="en" sex="m">[FUTURE]</entry>
|
||||
<entry id="199036" lang="en" sex="m">[FUTURE]</entry>
|
||||
<entry id="199037" lang="en" sex="m">[FUTURE]</entry>
|
||||
<entry id="199038" lang="en" sex="m">Summon Nature's Ally III (5)</entry>
|
||||
<entry id="199039" lang="en" sex="m">Summon Nature's Ally III (10)</entry>
|
||||
<entry id="199040" lang="en" sex="m">Summon Nature's Ally III (15)</entry>
|
||||
<entry id="199041" lang="en" sex="m">****</entry>
|
||||
<entry id="199042" lang="en" sex="m">Summon Nature's Ally IV</entry>
|
||||
<entry id="199043" lang="en" sex="m">Conjuration (Summoning)
|
||||
Level: Druid 4, Shaman 4, Ranger 4
|
||||
Components: V, S, DF
|
||||
Casting time: 1 full round
|
||||
Range: Close (25 ft. + 5 ft./2 levels)
|
||||
Effect: One summoned creature
|
||||
Duration: 1 round/level (D)
|
||||
Saving Throw: None
|
||||
Spell Resistance: No
|
||||
|
||||
This spell summons a natural creature. It appears where the character designates and acts immediately, on the characters turn. It attacks the characters opponents to the best of its ability. If the character can communicate with the creature, the character can direct it not to attack, to attack particular enemies, or to perform other actions.
|
||||
|
||||
Lion
|
||||
Polar Bear
|
||||
Dire Spider
|
||||
Viper, Huge
|
||||
Wereboar</entry>
|
||||
<entry id="199044" lang="en" sex="m">Summon Lion</entry>
|
||||
<entry id="199045" lang="en" sex="m">Summon Polar Bear</entry>
|
||||
<entry id="199046" lang="en" sex="m">Summon Dire Spider</entry>
|
||||
<entry id="199047" lang="en" sex="m">Summon Huge Viper</entry>
|
||||
<entry id="199048" lang="en" sex="m">Summon Wereboar</entry>
|
||||
<entry id="199049" lang="en" sex="m">[FUTURE]</entry>
|
||||
<entry id="199050" lang="en" sex="m">[FUTURE]</entry>
|
||||
<entry id="199051" lang="en" sex="m">[FUTURE]</entry>
|
||||
<entry id="199052" lang="en" sex="m">Summon Nature's Ally IV (5)</entry>
|
||||
<entry id="199053" lang="en" sex="m">Summon Nature's Ally IV (10)</entry>
|
||||
<entry id="199054" lang="en" sex="m">Summon Nature's Ally IV (15)</entry>
|
||||
<entry id="199055" lang="en" sex="m">****</entry>
|
||||
<entry id="199056" lang="en" sex="m">Summon Nature's Ally V</entry>
|
||||
<entry id="199057" lang="en" sex="m">Conjuration (Summoning)
|
||||
Level: Druid 5, Shaman 5
|
||||
Components: V, S, DF
|
||||
Casting time: 1 full round
|
||||
Range: Close (25 ft. + 5 ft./2 levels)
|
||||
Effect: One summoned creature
|
||||
Duration: 1 round/level (D)
|
||||
Saving Throw: None
|
||||
Spell Resistance: No
|
||||
|
||||
This spell summons a natural creature. It appears where the character designates and acts immediately, on the characters turn. It attacks the characters opponents to the best of its ability. If the character can communicate with the creature, the character can direct it not to attack, to attack particular enemies, or to perform other actions.
|
||||
|
||||
Medium Air Elemental
|
||||
Medium Earth Elemental
|
||||
Medium Fire Elemental
|
||||
Medium Water Elemental
|
||||
Dire Bear
|
||||
</entry>
|
||||
<entry id="199058" lang="en" sex="m">Summon Medium Air Elemental</entry>
|
||||
<entry id="199059" lang="en" sex="m">Summon Medum Earth Elemental</entry>
|
||||
<entry id="199060" lang="en" sex="m">Summon Medium Fire Elemental</entry>
|
||||
<entry id="199061" lang="en" sex="m">Summon Medum Water Elemental</entry>
|
||||
<entry id="199062" lang="en" sex="m">Summon Dire Bear</entry>
|
||||
<entry id="199063" lang="en" sex="m">[FUTURE]</entry>
|
||||
<entry id="199064" lang="en" sex="m">[FUTURE]</entry>
|
||||
<entry id="199065" lang="en" sex="m">[FUTURE]</entry>
|
||||
<entry id="199066" lang="en" sex="m">Summon Nature's Ally V (10)</entry>
|
||||
<entry id="199067" lang="en" sex="m">Summon Nature's Ally V (15)</entry>
|
||||
<entry id="199068" lang="en" sex="m">Summon Nature's Ally V (20)</entry>
|
||||
<entry id="199069" lang="en" sex="m">****</entry>
|
||||
<entry id="199070" lang="en" sex="m">Summon Nature's Ally VI</entry>
|
||||
<entry id="199071" lang="en" sex="m">Conjuration (Summoning)
|
||||
Level: Druid 6, Shaman 6
|
||||
Components: V, S, DF
|
||||
Casting time: 1 full round
|
||||
Range: Close (25 ft. + 5 ft./2 levels)
|
||||
Effect: One summoned creature
|
||||
Duration: 1 round/level (D)
|
||||
Saving Throw: None
|
||||
Spell Resistance: No
|
||||
|
||||
This spell summons a natural creature. It appears where the character designates and acts immediately, on the characters turn. It attacks the characters opponents to the best of its ability. If the character can communicate with the creature, the character can direct it not to attack, to attack particular enemies, or to perform other actions.
|
||||
|
||||
Large Air Elemental
|
||||
Large Earth Elemental
|
||||
Large Fire Elemental
|
||||
Large Water Elemental
|
||||
Dire Tiger
|
||||
</entry>
|
||||
<entry id="199072" lang="en" sex="m">Summon Large Air Elemental</entry>
|
||||
<entry id="199073" lang="en" sex="m">Summon Large Earth Elemental</entry>
|
||||
<entry id="199074" lang="en" sex="m">Summon Large Fire Elemental</entry>
|
||||
<entry id="199075" lang="en" sex="m">Summon Large Water Elemental</entry>
|
||||
<entry id="199076" lang="en" sex="m">Summon Dire Tiger</entry>
|
||||
<entry id="199077" lang="en" sex="m">[FUTURE]</entry>
|
||||
<entry id="199078" lang="en" sex="m">[FUTURE]</entry>
|
||||
<entry id="199079" lang="en" sex="m">[FUTURE]</entry>
|
||||
<entry id="199080" lang="en" sex="m">Summon Nature's Ally VI (10)</entry>
|
||||
<entry id="199081" lang="en" sex="m">Summon Nature's Ally VI (15)</entry>
|
||||
<entry id="199082" lang="en" sex="m">Summon Nature's Ally VI (20)</entry>
|
||||
<entry id="199083" lang="en" sex="m">****</entry>
|
||||
<entry id="199084" lang="en" sex="m">Summon Nature's Ally VII
|
||||
</entry>
|
||||
<entry id="199085" lang="en" sex="m">Conjuration (Summoning)
|
||||
Level: Druid 7, Shaman 7
|
||||
Components: V, S, DF
|
||||
Casting time: 1 full round
|
||||
Range: Close (25 ft. + 5 ft./2 levels)
|
||||
Effect: One summoned creature
|
||||
Duration: 1 round/level (D)
|
||||
Saving Throw: None
|
||||
Spell Resistance: No
|
||||
|
||||
This spell summons a natural creature. It appears where the character designates and acts immediately, on the characters turn. It attacks the characters opponents to the best of its ability. If the character can communicate with the creature, the character can direct it not to attack, to attack particular enemies, or to perform other actions.
|
||||
|
||||
Buelette
|
||||
Invisible stalker
|
||||
Pixie Rogue
|
||||
Gorgon
|
||||
Manitcore</entry>
|
||||
<entry id="199086" lang="en" sex="m">Summon Bulette</entry>
|
||||
<entry id="199087" lang="en" sex="m">Summon Invisible Stalker</entry>
|
||||
<entry id="199088" lang="en" sex="m">Summon Pixie Rogue</entry>
|
||||
<entry id="199089" lang="en" sex="m">Summon Gorgon</entry>
|
||||
<entry id="199090" lang="en" sex="m">Summon Manticore</entry>
|
||||
<entry id="199091" lang="en" sex="m">[FUTURE]</entry>
|
||||
<entry id="199092" lang="en" sex="m">[FUTURE]</entry>
|
||||
<entry id="199093" lang="en" sex="m">[FUTURE]</entry>
|
||||
<entry id="199094" lang="en" sex="m">Summon Nature's Ally VII (10)</entry>
|
||||
<entry id="199095" lang="en" sex="m">Summon Nature's Ally VII (15)</entry>
|
||||
<entry id="199096" lang="en" sex="m">Summon Nature's Ally VII (20)</entry>
|
||||
<entry id="199097" lang="en" sex="m">****</entry>
|
||||
<entry id="199098" lang="en" sex="m">Summon Nature's Ally VIII
|
||||
</entry>
|
||||
<entry id="199099" lang="en" sex="m">Conjuration (Summoning)
|
||||
Level: Druid 8, Shaman 8
|
||||
Components: V, S, DF
|
||||
Casting time: 1 full round
|
||||
Range: Close (25 ft. + 5 ft./2 levels)
|
||||
Effect: One summoned creature
|
||||
Duration: 1 round/level (D)
|
||||
Saving Throw: None
|
||||
Spell Resistance: No
|
||||
|
||||
This spell summons a natural creature. It appears where the character designates and acts immediately, on the characters turn. It attacks the characters opponents to the best of its ability. If the character can communicate with the creature, the character can direct it not to attack, to attack particular enemies, or to perform other actions.
|
||||
|
||||
Greater Air Elemental
|
||||
Greater Earth Elemental
|
||||
Greater Fire Elemental
|
||||
Greater Water Elemental
|
||||
Nymph Druidess</entry>
|
||||
<entry id="199100" lang="en" sex="m">Summon Greater Air Elemental</entry>
|
||||
<entry id="199101" lang="en" sex="m">Summon Greater Earth Elemental</entry>
|
||||
<entry id="199102" lang="en" sex="m">Summon Greater Fire Elemental</entry>
|
||||
<entry id="199103" lang="en" sex="m">Summon Greater Water Elemental</entry>
|
||||
<entry id="199104" lang="en" sex="m">Summon Nymph Druidess</entry>
|
||||
<entry id="199105" lang="en" sex="m">[FUTURE]</entry>
|
||||
<entry id="199106" lang="en" sex="m">[FUTURE]</entry>
|
||||
<entry id="199107" lang="en" sex="m">[FUTURE]</entry>
|
||||
<entry id="199108" lang="en" sex="m">Summon Nature's Ally VIII (10)</entry>
|
||||
<entry id="199109" lang="en" sex="m">Summon Nature's Ally VIII (15)</entry>
|
||||
<entry id="199110" lang="en" sex="m">Summon Nature's Ally VIII (20)</entry>
|
||||
<entry id="199111" lang="en" sex="m">****</entry>
|
||||
<entry id="199112" lang="en" sex="m">Summon Nature's Ally IX</entry>
|
||||
<entry id="199113" lang="en" sex="m">Conjuration (Summoning)
|
||||
Level: Druid 9, Shaman 9
|
||||
Components: V, S, DF
|
||||
Casting time: 1 full round
|
||||
Range: Close (25 ft. + 5 ft./2 levels)
|
||||
Effect: One summoned creature
|
||||
Duration: 1 round/level (D)
|
||||
Saving Throw: None
|
||||
Spell Resistance: No
|
||||
|
||||
This spell summons a natural creature. It appears where the character designates and acts immediately, on the characters turn. It attacks the characters opponents to the best of its ability. If the character can communicate with the creature, the character can direct it not to attack, to attack particular enemies, or to perform other actions.
|
||||
|
||||
Elder Air Elemental
|
||||
Elder Earth Elemental
|
||||
Elder Fire Elemental
|
||||
Elder Water Elemental
|
||||
Aranea Sorcerer</entry>
|
||||
<entry id="199114" lang="en" sex="m">Summon Elder Air Elemental</entry>
|
||||
<entry id="199115" lang="en" sex="m">Summon Elder Earth Elemental</entry>
|
||||
<entry id="199116" lang="en" sex="m">Summon Elder Fire Elemental</entry>
|
||||
<entry id="199117" lang="en" sex="m">Summon Elder Water Elemental</entry>
|
||||
<entry id="199118" lang="en" sex="m">Summon Aranea Sorcerer</entry>
|
||||
<entry id="199119" lang="en" sex="m">[FUTURE]</entry>
|
||||
<entry id="199120" lang="en" sex="m">[FUTURE]</entry>
|
||||
<entry id="199121" lang="en" sex="m">[FUTURE]</entry>
|
||||
<entry id="199122" lang="en" sex="m">Summon Nature's Ally IX (10)</entry>
|
||||
<entry id="199123" lang="en" sex="m">Summon Nature's Ally IX (15)</entry>
|
||||
<entry id="199124" lang="en" sex="m">Summon Nature's Ally IX (20)</entry>
|
||||
<entry id="199125" lang="en" sex="m">****</entry>
|
||||
<entry id="199126" lang="en" sex="m">Forestfold</entry>
|
||||
<entry id="199127" lang="en" sex="m">Caster Level(s): Druid 4, Ranger 3
|
||||
School: Transmutation
|
||||
Component(s): Verbal, Somatic
|
||||
Range: Personal
|
||||
Area of Effect / Target: Caster
|
||||
Duration: 10 turns / level
|
||||
Additional Counter Spells:
|
||||
Save: None
|
||||
Spell Resistance: No
|
||||
|
||||
The caster's movement is muffled & their coloring changes to match their surroundings, gaining a +20 competence bonus to any Hide and Move Silently checks.</entry>
|
||||
<entry id="199128" lang="en" sex="m">Forestfold (6)</entry>
|
||||
<entry id="199129" lang="en" sex="m">Forestfold (9)</entry>
|
||||
<entry id="199130" lang="en" sex="m">Forestfold (12)</entry>
|
||||
<entry id="199131" lang="en" sex="m">****</entry>
|
||||
<entry id="199132" lang="en" sex="m">Creeping Cold</entry>
|
||||
<entry id="199133" lang="en" sex="m">Transmutation [Cold]
|
||||
Level: Druid 2
|
||||
Components: V, S, F
|
||||
Casting Time: 1 action
|
||||
Range: Close (25 ft. + 5 ft./2 levels)
|
||||
Target: One creature
|
||||
Duration: 3 rounds
|
||||
Saving Throw: Fortitude half
|
||||
Spell Resistance: Yes
|
||||
You turn the subject’s sweat to ice, creating blisters as ice forms on and inside the skin. The spell deals 1d6 cumulative points of cold damage per round it is in effect (that is, 1d6 on the 1st round, 2d6 on the second, and 3d6 on the third).
|
||||
Only one save is allowed against the spell; if successful, it halves the damage each round.
|
||||
|
||||
Focus: A small glass or pottery vessel worth at least 25 gp filled with ice, snow, or water.</entry>
|
||||
<entry id="199134" lang="en" sex="m">Creeping Cold (3)</entry>
|
||||
<entry id="199135" lang="en" sex="m">Creeping Cold (6)</entry>
|
||||
<entry id="199136" lang="en" sex="m">Creeping Cold (9)</entry>
|
||||
<entry id="199137" lang="en" sex="m">****</entry>
|
||||
<entry id="199138" lang="en" sex="m">Greater Creeping Cold</entry>
|
||||
<entry id="199139" lang="en" sex="m">Transmutation [Cold]
|
||||
Level: Drd 7
|
||||
Components: V, S, F
|
||||
Casting Time: 1 action
|
||||
Range: Close (25 ft. + 5 ft./2 levels)
|
||||
Target: One creature
|
||||
Duration: Up to 6 rounds (see text)
|
||||
Saving Throw: Fortitude half
|
||||
Spell Resistance: Yes
|
||||
|
||||
This spell functions like creeping cold, causing intense cold to accumulate inside the target’s body, but with extended duration and increased damage.
|
||||
|
||||
You turn the subject’s sweat and moisture to ice, creating blisters and sharp crystals beneath the skin. The spell deals cumulative cold damage each round: 1d6 points on the first round, 2d6 on the second, and so on—dealing 3d6 on the third round and 4d6 on the fourth.
|
||||
|
||||
If the caster is at least 15th level, the spell continues for a fifth round, dealing 5d6 cold damage. At 20th level or higher, a sixth round is added, dealing 6d6 cold damage. The spell never deals more than 6d6 damage in any round, and it ends early if the target dies.
|
||||
|
||||
The target makes a single Fortitude saving throw when the spell is cast. A successful save halves the damage each round.
|
||||
|
||||
Focus: A small glass or pottery vessel worth at least 25 gp, filled with ice, snow, or water.</entry>
|
||||
<entry id="199140" lang="en" sex="m">Greater Creeping Cold (13)</entry>
|
||||
<entry id="199141" lang="en" sex="m">Greater Creeping Cold (17)</entry>
|
||||
<entry id="199142" lang="en" sex="m">Greater Creeping Cold (20)</entry>
|
||||
<entry id="199143" lang="en" sex="m">****</entry>
|
||||
<entry id="199144" lang="en" sex="m">Adrenaline Surge</entry>
|
||||
<entry id="199145" lang="en" sex="m">Transmutation
|
||||
Level: Druid 2, Sor/Wiz 2
|
||||
Components: V, S, DF
|
||||
Casting Time: 1 action
|
||||
Range: Close (25 ft. + 5 fr./2 levels)
|
||||
Area: Your summoned creatures within a spherical
|
||||
emanation with a radius equal to the range, centered on you
|
||||
Duration: 1 round/level
|
||||
Saving Throw: Will negates (harmless)
|
||||
Spell Resistance: Yes (harmless)
|
||||
|
||||
Each of your summoned creatures within the area receives a +4 enhancement bonus to Strength. This effect lasts until the spell ends or the creature leaves the area.</entry>
|
||||
<entry id="199146" lang="en" sex="m">Adrenaline Surge (4)</entry>
|
||||
<entry id="199147" lang="en" sex="m">Adrenaline Surge (8)</entry>
|
||||
<entry id="199148" lang="en" sex="m">Adrenaline Surge (16)</entry>
|
||||
<entry id="199149" lang="en" sex="m">****</entry>
|
||||
<entry id="199150" lang="en" sex="m">Invulnerability to Elements</entry>
|
||||
<entry id="199151" lang="en" sex="m">Abjuration
|
||||
Level: Druid 9
|
||||
Components: V, S, DF
|
||||
Casting Time: 1 action
|
||||
Range: Touch
|
||||
Target: Creature touched
|
||||
Duration: 10 minutes/level
|
||||
Saving Throw: None
|
||||
Spell Resistance: Yes
|
||||
|
||||
As protection from all elements, but the target creature becomes immune to damage from acid, cold, electricity, fire, and sonic damage while the spell is in effect.</entry>
|
||||
<entry id="199152" lang="en" sex="m">Invulnerability to Elements (17)</entry>
|
||||
<entry id="199153" lang="en" sex="m">Invulnerability to Elements (20)</entry>
|
||||
<entry id="199154" lang="en" sex="m">****</entry>
|
||||
<entry id="199155" lang="en" sex="m">****</entry>
|
||||
<entry id="199999" lang="en" sex="m">#PRC8 RESERVED#</entry>
|
||||
<entry id="200000" lang="en" sex="m">#START PRC8 MATERIAL RESERVE#</entry>
|
||||
<entry id="200001" lang="en" sex="m">Botanical</entry>
|
||||
<entry id="200000" lang="en" sex="m">#PRC8 RESERVED#</entry>
|
||||
<entry id="200001" lang="en" sex="m">#START PRC8 MATERIAL RESERVE#</entry>
|
||||
<entry id="200002" lang="en" sex="m">Paper</entry>
|
||||
<entry id="200003" lang="en" sex="m">Glass</entry>
|
||||
<entry id="200004" lang="en" sex="m">Ice</entry>
|
||||
@@ -73851,19 +73365,6 @@ As protection from all elements, but the target creature becomes immune to damag
|
||||
<entry id="200043" lang="en" sex="m">Bamboo</entry>
|
||||
<entry id="200044" lang="en" sex="m">Pottery</entry>
|
||||
<entry id="200045" lang="en" sex="m">Glassteel</entry>
|
||||
<entry id="200046" lang="en" sex="m">Herbs</entry>
|
||||
<entry id="200070" lang="en" sex="m">Unknown</entry>
|
||||
<entry id="200071" lang="en" sex="m">Bone</entry>
|
||||
<entry id="200072" lang="en" sex="m">Ceramic</entry>
|
||||
<entry id="200073" lang="en" sex="m">Crystal</entry>
|
||||
<entry id="200074" lang="en" sex="m">Fiber</entry>
|
||||
<entry id="200075" lang="en" sex="m">Leather</entry>
|
||||
<entry id="200076" lang="en" sex="m">Metal</entry>
|
||||
<entry id="200077" lang="en" sex="m">Paper</entry>
|
||||
<entry id="200078" lang="en" sex="m">Rope</entry>
|
||||
<entry id="200079" lang="en" sex="m">Stone</entry>
|
||||
<entry id="200080" lang="en" sex="m">Wood</entry>
|
||||
<entry id="200081" lang="en" sex="m">Botanical</entry>
|
||||
<entry id="200098" lang="en" sex="m">#END PRC8 MATERIAL RESERVE#</entry>
|
||||
<entry id="200099" lang="en" sex="m">#START PRC8 WOL RESERVE#</entry>
|
||||
<entry id="200100" lang="en" sex="m">Giant Bearing</entry>
|
||||
@@ -75567,184 +75068,6 @@ Use: Automatic</entry>
|
||||
<entry id="211217" lang="en" sex="m">78</entry>
|
||||
<entry id="211218" lang="en" sex="m">79</entry>
|
||||
<entry id="211219" lang="en" sex="m">80</entry>
|
||||
<entry id="211999" lang="en" sex="m">### CRAFT INFUSION RESERVE###</entry>
|
||||
<entry id="212000" lang="en" sex="m">Create Infusion</entry>
|
||||
<entry id="212001" lang="en" sex="m">Type of Feat: Item Creation
|
||||
You store a divine spell within a specially prepared herb
|
||||
Prerequisites: Lore 4 ranks, divine spellcaster level 3rd.
|
||||
Benefit: You create an infusion of any divine spell available to you. Infusing an herb with a spell takes one day. When you create an infusion, you set the caster level,
|
||||
which must be sufficient to cast the spell in question but not higher than your own level. The base price of an infusion is its spell level times its caster level times 50 gp. To create an infusion, you must spend 1/25 of this base price in XP and use up raw materials costing one-half this base price. Any infusion that stores a spell with a costly material component or an XP cost also carries a commensurate cost. In addition to the costs derived from the base price, you must also expend the material component or pay the XP when creating the infusion</entry>
|
||||
<entry id="212002" lang="en" sex="m">Magical Artisian: Create Infusion
|
||||
</entry>
|
||||
<entry id="212003" lang="en" sex="m">****</entry>
|
||||
<entry id="212004" lang="en" sex="m">Mundane Herb</entry>
|
||||
<entry id="212005" lang="en" sex="m">Herbs can be used by characters with the create infusion feat to create herbal infusions of divine spells they know. In order to infuse an herb, the character needs to target the mundane herb with the spell they want to store in the herb.</entry>
|
||||
<entry id="212006" lang="en" sex="m">Infused Herb</entry>
|
||||
<entry id="212007" lang="en" sex="m">Herbal infusions contain a single stored magical spell. A divine spellcaster who is capible of casting the infused spell can eat the infusion to cast the spell within, even when wild-shaped.</entry>
|
||||
<entry id="212008" lang="en" sex="m">****</entry>
|
||||
<entry id="212009" lang="en" sex="m">Adrue</entry>
|
||||
<entry id="212010" lang="en" sex="m">Adrue is a wiry, blue-green plant with fibrous leaves and a faint metallic scent. It is considered uncommon, found mostly in rocky uplands where magical energy tends to pool. This herb can be used in infusions aligned with the evocation school, up to 2nd level.</entry>
|
||||
<entry id="212011" lang="en" sex="m">Agaric</entry>
|
||||
<entry id="212012" lang="en" sex="m">Agaric refers to a family of pale, spotted mushrooms with domed caps and a strong, earthy aroma. These fungi are relatively rare and often found growing in clusters near decaying trees. This herb can be used in infusions aligned with the necromancy school, up to 4th level.</entry>
|
||||
<entry id="212013" lang="en" sex="m">Angelica</entry>
|
||||
<entry id="212014" lang="en" sex="m">Angelica is a tall, hollow-stemmed plant with large umbels of pale green flowers and a strong, sweet aroma. It grows readily in temperate regions and is fairly common. This herb can be used in infusions aligned with the divination school, up to 5th level.</entry>
|
||||
<entry id="212015" lang="en" sex="m">Asafetida</entry>
|
||||
<entry id="212016" lang="en" sex="m">Asafetida is a resinous substance obtained from the root of a hardy, fennel-like plant. It has a notoriously sharp, sulfuric smell and is somewhat uncommon, typically imported from dry southern regions. This herb can be used in infusions aligned with the evocation school, up to 4th level.</entry>
|
||||
<entry id="212017" lang="en" sex="m">Ash Bark</entry>
|
||||
<entry id="212018" lang="en" sex="m">Ash bark is smooth and pale gray, harvested from the ash tree. It is widely available and valued for its subtle aromatic quality when dried and ground. This herb can be used in infusions aligned with the illusion school, up to 1st level.</entry>
|
||||
<entry id="212019" lang="en" sex="m">Asparagus Root</entry>
|
||||
<entry id="212020" lang="en" sex="m">This root is long, knotted, and pale, with a bitter taste and faintly earthy scent. It is easy to cultivate and commonly used in many basic concoctions. This herb can be used in infusions aligned with the evocation school, but can only be used with cantrips.</entry>
|
||||
<entry id="212021" lang="en" sex="m">Assassin Seed</entry>
|
||||
<entry id="212022" lang="en" sex="m">Assassin seed is a glossy, jet-black seed that grows in harsh, shaded environments. It is extremely rare and often found only in remote or dangerous places. This herb can be used in infusions aligned with the necromancy school, up to 9th level.</entry>
|
||||
<entry id="212023" lang="en" sex="m">Belladonna</entry>
|
||||
<entry id="212024" lang="en" sex="m">Belladonna is a dark green, bushy plant with small, purple bell-shaped flowers and shiny black berries. It is uncommon and often avoided due to its poisonous nature. This herb can be used in infusions aligned with the evocation school, up to 8th level.</entry>
|
||||
<entry id="212025" lang="en" sex="m">Benne</entry>
|
||||
<entry id="212026" lang="en" sex="m">Benne, also known as sesame, is a tall, leafy plant that produces small, flat seeds with a nutty scent. It is easy to cultivate and widely available. This herb can be used in infusions aligned with the divination school, up to 2nd level.</entry>
|
||||
<entry id="212027" lang="en" sex="m">Benzoin</entry>
|
||||
<entry id="212028" lang="en" sex="m">Benzoin is a resin collected from the bark of a small tree, appearing as amber-colored crystals with a warm, sweet fragrance. It is moderately rare and often traded from coastal regions. This herb can be used in infusions aligned with the enchantment school, up to 2nd level.</entry>
|
||||
<entry id="212029" lang="en" sex="m">Berberis</entry>
|
||||
<entry id="212030" lang="en" sex="m">Berberis is a thorny shrub with small, oval leaves and clusters of bright red berries. The bark and roots contain a distinctive yellow pigment. It is somewhat uncommon and typically found in hilly or forested regions. This herb can be used in infusions aligned with the illusion school, up to 6th level.</entry>
|
||||
<entry id="212031" lang="en" sex="m">Bethroot</entry>
|
||||
<entry id="212032" lang="en" sex="m">Bethroot is a woodland plant with broad green leaves and a single central flower that ranges from dark red to purple. Its knobby root is thick and astringent. It is moderately common in shaded, moist environments. This herb can be used in infusions aligned with the transmutation school, up to 4th level.</entry>
|
||||
<entry id="212033" lang="en" sex="m">Black Horehound</entry>
|
||||
<entry id="212034" lang="en" sex="m">Black horehound is a hairy, gray-green plant with a bitter scent and small purple flowers. It tends to grow wild along roadsides and abandoned fields, and is fairly common. This herb can be used in infusions aligned with the enchantment school, up to 7th level.</entry>
|
||||
<entry id="212035" lang="en" sex="m">Blackbane</entry>
|
||||
<entry id="212036" lang="en" sex="m">Blackbane is a twisted, dark-leaved herb with a bluish hue and sharp-smelling sap. It is very rare and often avoided due to its associations with cursed ground and toxic properties. This herb can be used in infusions aligned with the conjuration school, up to 8th level.</entry>
|
||||
<entry id="212037" lang="en" sex="m">Bloodroot</entry>
|
||||
<entry id="212038" lang="en" sex="m">Bloodroot is a low-growing plant with heart-shaped leaves and white flowers. Its roots ooze a deep red sap when cut. It grows sparsely in temperate forests and is considered rare. This herb can be used in infusions aligned with the necromancy school, up to 7th level.</entry>
|
||||
<entry id="212039" lang="en" sex="m">Butterbur</entry>
|
||||
<entry id="212040" lang="en" sex="m">Butterbur has large, broad leaves and produces pinkish-purple flowers on short stalks. It is found near rivers and damp woodlands, and is moderately common. This herb can be used in infusions aligned with the illusion school, up to 7th level.</entry>
|
||||
<entry id="212041" lang="en" sex="m">Cardamom</entry>
|
||||
<entry id="212042" lang="en" sex="m">Cardamom is a tall, reed-like plant that produces small, fragrant seed pods with a warm, spicy aroma. It is cultivated in warmer regions and considered moderately rare due to its growing conditions. This herb can be used in infusions aligned with the divination school, up to 7th level.</entry>
|
||||
<entry id="212043" lang="en" sex="m">Castor</entry>
|
||||
<entry id="212044" lang="en" sex="m">Castor is a bushy plant with large, lobed leaves and prickly seed pods that contain oily seeds. It grows quickly in warm climates and is fairly common, though handling it requires care. This herb can be used in infusions aligned with the necromancy school, up to 0th level.</entry>
|
||||
<entry id="212045" lang="en" sex="m">Chamomile</entry>
|
||||
<entry id="212046" lang="en" sex="m">Chamomile is a low-growing plant with daisy-like white flowers and a gentle, apple-like fragrance. It is widely cultivated and easy to find. This herb can be used in infusions aligned with the divination school, up to 3rd level.</entry>
|
||||
<entry id="212047" lang="en" sex="m">Chaulmoogra Oil</entry>
|
||||
<entry id="212048" lang="en" sex="m">Chaulmoogra oil is pressed from the seeds of a large, tropical tree. The oil is thick and has a strong, nutty scent. It is rare and typically imported from distant southern lands. This herb can be used in infusions aligned with the illusion school, up to 3rd level.</entry>
|
||||
<entry id="212049" lang="en" sex="m">Chives</entry>
|
||||
<entry id="212050" lang="en" sex="m">Chives are slender, hollow green stalks that grow in tight clumps. They have a mild onion scent and are commonly found in gardens and wild meadows. This herb can be used in infusions aligned with cantrips from the transmutation school.</entry>
|
||||
<entry id="212051" lang="en" sex="m">Colewort</entry>
|
||||
<entry id="212052" lang="en" sex="m">Colewort is a leafy green herb with broad, wrinkled leaves and a faintly bitter taste. It grows in cool, shaded soil and is quite common in temperate regions. This herb can be used in infusions aligned with the conjuration school, up to 1st level.</entry>
|
||||
<entry id="212053" lang="en" sex="m">Comfrey Root</entry>
|
||||
<entry id="212054" lang="en" sex="m">Comfrey has large, fuzzy leaves and bell-shaped purple flowers. Its root is thick and black-skinned with a pale interior. It grows near streams and moist ground and is moderately common. This herb can be used in infusions aligned with the transmutation school, up to 3rd level.</entry>
|
||||
<entry id="212055" lang="en" sex="m">Corpsetoe</entry>
|
||||
<entry id="212056" lang="en" sex="m">Corpsetoe is a sickly, pale root with knotted offshoots resembling curled toes. It gives off a faint, rotting smell and is extremely rare, said to grow only near ancient battlefields or cursed earth. This herb can be used in infusions aligned with the necromancy school, up to 8th level.</entry>
|
||||
<entry id="212057" lang="en" sex="m">Cyclopstongue</entry>
|
||||
<entry id="212058" lang="en" sex="m">Cyclopstongue is a thick-stemmed plant with wide, fleshy leaves and a single bulbous flower that droops like a lolling tongue. It's rarely found, usually growing in secluded valleys with heavy magical residue. This herb can be used in infusions aligned with the divination school, up to 8th level.</entry>
|
||||
<entry id="212059" lang="en" sex="m">Dandelion</entry>
|
||||
<entry id="212060" lang="en" sex="m">Dandelions are hardy plants with jagged leaves and bright yellow flowers that turn into puffballs of seeds. They grow just about anywhere, making them very common. This herb can be used in infusions aligned with the necromancy school, up to 2nd level.</entry>
|
||||
<entry id="212061" lang="en" sex="m">Dragonhart</entry>
|
||||
<entry id="212062" lang="en" sex="m">Dragonhart is a rare and dramatic-looking herb with long, crimson-veined leaves and a spicy, resinous core. It is found in high mountain ranges or deep magical forests. This herb can be used in infusions aligned with the enchantment school, up to 8th level.</entry>
|
||||
<entry id="212063" lang="en" sex="m">Felwort</entry>
|
||||
<entry id="212064" lang="en" sex="m">Felwort is a low-growing herb with dark green leaves and star-shaped flowers that emit a faint blue glow at night. It is uncommon and typically found in glades with lingering arcane energy. This herb can be used in infusions aligned with the conjuration school, up to 7th level.</entry>
|
||||
<entry id="212065" lang="en" sex="m">Fennel</entry>
|
||||
<entry id="212066" lang="en" sex="m">Fennel has feathery leaves and yellow flower clusters, with a strong anise-like aroma. It is widely cultivated and easy to find in warmer climates. This herb can be used in infusions aligned with the divination school, up to 6th level.</entry>
|
||||
<entry id="212067" lang="en" sex="m">Fenugreek</entry>
|
||||
<entry id="212068" lang="en" sex="m">Fenugreek is a leafy herb with small, pale flowers and bitter, aromatic seeds. It's commonly used in food and medicinal brews, and moderately available through trade. This herb can be used in infusions aligned with the enchantment school, up to 5th level.</entry>
|
||||
<entry id="212069" lang="en" sex="m">Feonwort</entry>
|
||||
<entry id="212070" lang="en" sex="m">Feonwort is a pale green vine with soft, velvety leaves and clusters of small, fragrant white flowers. It is uncommon and often found climbing over crumbling ruins or in quiet glades. This herb can be used in infusions aligned with the abjuration school, up to 3rd level.</entry>
|
||||
<entry id="212071" lang="en" sex="m">Feybread</entry>
|
||||
<entry id="212072" lang="en" sex="m">Feybread is a rare, silvery fungus with a smooth, layered texture and a faint, sweet scent. Said to grow only where fey creatures tread, it is prized for its unusual softness and shimmer. This herb can be used in infusions aligned with the enchantment school, up to 9th level.</entry>
|
||||
<entry id="212073" lang="en" sex="m">Firecomb</entry>
|
||||
<entry id="212074" lang="en" sex="m">Firecomb is a striking herb with waxy, flame-colored petals and a dry, crackling texture. It grows in volcanic soils or areas touched by elemental fire and is extremely rare. This herb can be used in infusions aligned with the enchantment school, up to 9th level.</entry>
|
||||
<entry id="212075" lang="en" sex="m">Foxglove</entry>
|
||||
<entry id="212076" lang="en" sex="m">Foxglove has tall spires of tubular purple flowers and thick green leaves. It is found in forest clearings and known for its potency and danger if mishandled. This herb can be used in infusions aligned with the enchantment school, up to 6th level.</entry>
|
||||
<entry id="212077" lang="en" sex="m">Garlic</entry>
|
||||
<entry id="212078" lang="en" sex="m">Garlic grows in clusters of white, papery bulbs with a strong, pungent aroma. It is cultivated widely and considered one of the most common herbs. This herb can be used in infusions aligned with the transmutation school, up to 1st level.</entry>
|
||||
<entry id="212079" lang="en" sex="m">Ginseng</entry>
|
||||
<entry id="212080" lang="en" sex="m">Ginseng is a forked root with a knotted, humanoid shape and earthy, bittersweet taste. It is cultivated in shaded groves and moderately available. This herb can be used in infusions aligned with the divination school, up to 1st level.</entry>
|
||||
<entry id="212081" lang="en" sex="m">Hartstongue</entry>
|
||||
<entry id="212082" lang="en" sex="m">Hartstongue is a slender, tongue-shaped fern with glossy, dark green fronds. It thrives in damp, shaded glens and is considered moderately rare. This herb can be used in infusions aligned with the transmutation school, up to 6th level.</entry>
|
||||
<entry id="212083" lang="en" sex="m">Hazelwort</entry>
|
||||
<entry id="212084" lang="en" sex="m">Hazelwort is a short, shrubby herb with round, soft leaves and tiny, golden-yellow flowers. It grows easily in forest edges and meadows, making it fairly common. This herb can be used in infusions aligned with the necromancy school, up to 1st level.</entry>
|
||||
<entry id="212085" lang="en" sex="m">Hellebore</entry>
|
||||
<entry id="212086" lang="en" sex="m">Hellebore has thick, leathery leaves and clusters of dark, purplish flowers. It grows in cool climates and is known for its bitterness and toxic nature. This herb can be used in infusions aligned with the necromancy school, up to 6th level.</entry>
|
||||
<entry id="212087" lang="en" sex="m">Hyssop</entry>
|
||||
<entry id="212088" lang="en" sex="m">Hyssop is a small, woody herb with narrow leaves and spiky, violet flowers. It has a clean, camphor-like scent and is moderately available in hilly terrain. This herb can be used in infusions aligned with the conjuration school, up to 5th level.</entry>
|
||||
<entry id="212089" lang="en" sex="m">Ironmoss</entry>
|
||||
<entry id="212090" lang="en" sex="m">Ironmoss is a thick, metallic-green moss with a coarse texture and a slight shimmer in sunlight. It grows on old stones and cliffs touched by lingering transmutation magic, and is very rare. This herb can be used in infusions aligned with the transmutation school, up to 9th level.</entry>
|
||||
<entry id="212091" lang="en" sex="m">Jewel Weed</entry>
|
||||
<entry id="212092" lang="en" sex="m">Jewel weed has succulent, translucent stems and bright orange flowers with red spots. It thrives in damp areas and is moderately common. Its surface often glistens as though covered in dew. This herb can be used in infusions aligned with the abjuration school, up to 5th level.</entry>
|
||||
<entry id="212093" lang="en" sex="m">Juniper Berry</entry>
|
||||
<entry id="212094" lang="en" sex="m">Juniper berries grow on small, prickly evergreen shrubs and have a sharp, piney aroma. They are commonly found in dry, rocky areas and are easy to gather. This herb can be used in infusions aligned with the evocation school, up to 1st level.</entry>
|
||||
<entry id="212095" lang="en" sex="m">Knight's Spur</entry>
|
||||
<entry id="212096" lang="en" sex="m">Knight's spur is a tall, striking plant with deeply cut leaves and vivid blue or purple spurred flowers. It's moderately rare and often cultivated for ornamental and arcane purposes. This herb can be used in infusions aligned with the abjuration school, up to 6th level.</entry>
|
||||
<entry id="212097" lang="en" sex="m">Leapleaf</entry>
|
||||
<entry id="212098" lang="en" sex="m">Leapleaf is a large, elastic plant whose leaves snap closed when disturbed. It grows in wild, magical forests and is considered very rare. This herb can be used in infusions aligned with the transmutation school, up to 8th level.</entry>
|
||||
<entry id="212099" lang="en" sex="m">Lily of the Valley</entry>
|
||||
<entry id="212100" lang="en" sex="m">This delicate plant bears nodding, bell-shaped white flowers and grows in shaded woodlands. Despite its beauty, it is mildly toxic. It is relatively common in temperate regions. This herb can be used in infusions aligned with the conjuration school, up to 4th level.</entry>
|
||||
<entry id="212101" lang="en" sex="m">Lucerne</entry>
|
||||
<entry id="212102" lang="en" sex="m">Lucerne is a leafy, green-stemmed plant with small, coiled purple flowers. It is cultivated in temperate farmlands and known for its adaptability. This herb can be used in infusions aligned with the evocation school, up to 3rd level.</entry>
|
||||
<entry id="212103" lang="en" sex="m">Mace</entry>
|
||||
<entry id="212104" lang="en" sex="m">Mace is derived from the dried lacy covering of nutmeg seeds and has a warm, spiced scent. It is commonly traded and moderately available in urban markets. This herb can be used in infusions aligned with the evocation school, up to 1st level.</entry>
|
||||
<entry id="212105" lang="en" sex="m">Madweed</entry>
|
||||
<entry id="212106" lang="en" sex="m">Madweed is a wild, spiny herb with twisting stems and erratic growth patterns. It is rarely found and often avoided due to its unpredictable effects. This herb can be used in infusions aligned with the illusion school, up to 9th level.</entry>
|
||||
<entry id="212107" lang="en" sex="m">Madwort</entry>
|
||||
<entry id="212108" lang="en" sex="m">Madwort is a creeping groundcover with tiny white flowers and a musky odor. It grows in rocky soil and is moderately rare, often associated with chaotic magic. This herb can be used in infusions aligned with the illusion school, up to 8th level.</entry>
|
||||
<entry id="212109" lang="en" sex="m">Mandragora</entry>
|
||||
<entry id="212110" lang="en" sex="m">Mandragora is a thick-rooted herb with pale leaves and an earthy, human-shaped root. It is rare and typically found in shadowy groves. This herb can be used in infusions aligned with the transmutation school, up to 5th level.</entry>
|
||||
<entry id="212111" lang="en" sex="m">Marigold</entry>
|
||||
<entry id="212112" lang="en" sex="m">Marigold has vibrant orange and yellow blossoms with a distinct herbal scent. It grows easily in full sun and is very common in gardens and wild fields. This herb can be used in infusions aligned with the divination school, up to 0th level.</entry>
|
||||
<entry id="212113" lang="en" sex="m">Marjoram</entry>
|
||||
<entry id="212114" lang="en" sex="m">Marjoram is a small, shrubby herb with soft, green leaves and clusters of tiny lavender flowers. It is widely cultivated and known for its pleasant scent. This herb can be used in infusions aligned with the abjuration school, up to 2nd level.</entry>
|
||||
<entry id="212115" lang="en" sex="m">Mayflower</entry>
|
||||
<entry id="212116" lang="en" sex="m">Mayflower is a creeping woodland plant with glossy leaves and delicate, star-shaped white flowers. It blooms early in spring and is relatively common. This herb can be used in cantrip infusions aligned with the abjuration school.</entry>
|
||||
<entry id="212117" lang="en" sex="m">Mistletoe</entry>
|
||||
<entry id="212118" lang="en" sex="m">Mistletoe grows in clusters on the branches of trees, with thick green leaves and white berries. It is considered sacred by some and grows in temperate forests. This herb is unique in that it can be used with any infusions aligned with the universal school.</entry>
|
||||
<entry id="212119" lang="en" sex="m">Mudar Bark</entry>
|
||||
<entry id="212120" lang="en" sex="m">Mudar bark comes from a pale, flowering tree and has a chalky, rough texture. It is bitter and grows in warm, dry regions, making it moderately rare. This herb can be used in infusions aligned with the abjuration school, up to 7th level.</entry>
|
||||
<entry id="212121" lang="en" sex="m">Muira-Puama</entry>
|
||||
<entry id="212122" lang="en" sex="m">Muira-puama is a woody plant with dark leaves and small white flowers, found deep in tropical forests. It is rare and valued in many cultures. This herb can be used in infusions aligned with the evocation school, up to 3rd level.</entry>
|
||||
<entry id="212123" lang="en" sex="m">Nuxvomica</entry>
|
||||
<entry id="212124" lang="en" sex="m">Nuxvomica is a tree that produces bitter orange fruits, each containing hard seeds. It is native to warm regions and is rare due to its toxicity. This herb can be used in infusions aligned with the evocation school, up to 4th level.</entry>
|
||||
<entry id="212125" lang="en" sex="m">Oregano</entry>
|
||||
<entry id="212126" lang="en" sex="m">Oregano is a fragrant herb with small, oval leaves and purplish flowers. It thrives in sunny fields and is widely cultivated and used. This herb can be used in infusions aligned with the conjuration school, up to 0th level.</entry>
|
||||
<entry id="212127" lang="en" sex="m">Parsnip</entry>
|
||||
<entry id="212128" lang="en" sex="m">Parsnip is a root vegetable with white flesh and leafy green tops. It is commonly grown in rural fields and is very accessible. This herb can be used in infusions aligned with the illusion school, up to 2nd level.</entry>
|
||||
<entry id="212129" lang="en" sex="m">Plantain</entry>
|
||||
<entry id="212130" lang="en" sex="m">Plantain is a low-growing herb with broad, ribbed leaves and small green flower spikes. It grows in meadows and along paths and is commonly found across most regions. This herb can be used in infusions aligned with the conjuration school, up to 3rd level.</entry>
|
||||
<entry id="212131" lang="en" sex="m">Pomegranate</entry>
|
||||
<entry id="212132" lang="en" sex="m">Pomegranate is a fruit-bearing shrub or small tree with glossy leaves and vivid red flowers. Its round fruits are filled with jewel-like seeds and grow in warm, arid regions. This herb can be used in infusions aligned with the evocation school, up to 5th level.</entry>
|
||||
<entry id="212133" lang="en" sex="m">Quince</entry>
|
||||
<entry id="212134" lang="en" sex="m">Quince is a small tree that bears hard, yellow fruits and has pale pink blossoms in spring. It grows in cultivated orchards and is moderately available. This herb can be used in infusions aligned with the divination school, up to 4th level.</entry>
|
||||
<entry id="212135" lang="en" sex="m">Red Cockscomb</entry>
|
||||
<entry id="212136" lang="en" sex="m">Red cockscomb is a vivid flowering plant with a striking, crest-like bloom that resembles a rooster's comb. It thrives in warm climates and is often grown ornamentally. This herb can be used in infusions aligned with the conjuration school, up to 2nd level.</entry>
|
||||
<entry id="212137" lang="en" sex="m">Rose</entry>
|
||||
<entry id="212138" lang="en" sex="m">Rose bushes are thorny shrubs with fragrant, layered blossoms in many colors. They are widely cultivated and symbolically significant across many lands. This herb can be used in infusions aligned with the illusion school, up to 0th level.</entry>
|
||||
<entry id="212139" lang="en" sex="m">Rosemary</entry>
|
||||
<entry id="212140" lang="en" sex="m">Rosemary is a hardy evergreen herb with needle-like leaves and pale blue flowers. It is fragrant, drought-tolerant, and commonly grown in gardens. This herb can be used in infusions aligned with the abjuration school, up to 1st level.</entry>
|
||||
<entry id="212141" lang="en" sex="m">Scopolia</entry>
|
||||
<entry id="212142" lang="en" sex="m">Scopolia is a dark-leaved plant with bell-shaped purple flowers and a narcotic scent. As rare as it is potent, scopolis is only found in the deepest parts old growth forests. This herb can be used in infusions aligned with the evocation school, up to 6th level.</entry>
|
||||
<entry id="212143" lang="en" sex="m">Seerglove</entry>
|
||||
<entry id="212144" lang="en" sex="m">Seerglove is a delicate, translucent herb with curling leaves that seem to shimmer in moonlight. It grows in high-altitude groves and is extremely rare. This herb can be used in infusions aligned with the divination school, up to 9th level.</entry>
|
||||
<entry id="212145" lang="en" sex="m">Senna</entry>
|
||||
<entry id="212146" lang="en" sex="m">Senna is a tall, slender plant with pairs of bright yellow flowers and soft, feathery leaves. It grows in dry grasslands and is fairly common. This herb can be used in infusions aligned with the necromancy school, up to 3rd level.</entry>
|
||||
<entry id="212147" lang="en" sex="m">Shamblerstalk</entry>
|
||||
<entry id="212148" lang="en" sex="m">Shamblerstalk is a thick, sinewy vine that twitches when touched. It grows in dark, humid forests and is known to root itself into anything that stands still. This herb can be used in infusions aligned with the conjuration school, up to 9th level.</entry>
|
||||
<entry id="212149" lang="en" sex="m">Spikenard</entry>
|
||||
<entry id="212150" lang="en" sex="m">Spikenard is a flowering plant with hairy stems, broad leaves, and clusters of pinkish bell-shaped blossoms. It grows on misty mountainsides and is moderately rare. This herb can be used in infusions aligned with the conjuration school, up to 6th level.</entry>
|
||||
<entry id="212151" lang="en" sex="m">Stickwort</entry>
|
||||
<entry id="212152" lang="en" sex="m">Stickwort is a spindly herb with sticky stems and small, pale blossoms that cling to clothing and fur. It grows in tangled thickets and is relatively uncommon. This herb can be used in infusions aligned with the necromancy school, up to 5th level.</entry>
|
||||
<entry id="212153" lang="en" sex="m">Sweet Balm</entry>
|
||||
<entry id="212154" lang="en" sex="m">Sweet balm is a leafy herb with a citrusy fragrance and tiny white flowers. It grows in sunny meadows and is commonly cultivated for its soothing properties. This herb can be used in infusions aligned with the illusion school, up to 4th level.</entry>
|
||||
<entry id="212155" lang="en" sex="m">Thoughtwort</entry>
|
||||
<entry id="212156" lang="en" sex="m">Thoughtwort has slender, silver-veined leaves and blooms only at night, releasing a faint humming sound. It is rare and often sought by mages. This herb can be used in infusions aligned with the transmutation school, up to 7th level.</entry>
|
||||
<entry id="212157" lang="en" sex="m">Thyme</entry>
|
||||
<entry id="212158" lang="en" sex="m">Thyme is a low, woody herb with small, aromatic leaves and purple flowers. It grows easily in rocky soil and is widely cultivated and traded. This herb can be used in infusions aligned with the evocation school, up to 0th level.</entry>
|
||||
<entry id="212159" lang="en" sex="m">Turtlewort</entry>
|
||||
<entry id="212160" lang="en" sex="m">Turtlewort is a sturdy plant with broad, thick leaves and dark purple flowers. It grows near swampy waters and is considered rare due to its slow growth. This herb can be used in infusions aligned with the abjuration school, up to 9th level.</entry>
|
||||
<entry id="212161" lang="en" sex="m">Unicorn Root</entry>
|
||||
<entry id="212162" lang="en" sex="m">Unicorn root is a tall, leafy herb with a single flowering stalk resembling a twisted horn. It grows in undisturbed glades and is extremely rare. This herb can be used in infusions aligned with the abjuration school, up to 8th level.</entry>
|
||||
<entry id="212163" lang="en" sex="m">Waybread</entry>
|
||||
<entry id="212164" lang="en" sex="m">Waybread is a common, hardy plant with wide, oval leaves and upright flower spikes. It grows along roadsides and paths, easily found by travelers. This herb can be used in infusions aligned with the transmutation school, up to 2nd level.</entry>
|
||||
<entry id="212165" lang="en" sex="m">White Horehound</entry>
|
||||
<entry id="212166" lang="en" sex="m">White horehound is a woolly-stemmed herb with small white blossoms and a bitter scent. It grows in dry, rocky areas and is moderately available. This herb can be used in infusions aligned with the abjuration school, up to 4th level.</entry>
|
||||
<entry id="212167" lang="en" sex="m">Wolfsbane</entry>
|
||||
<entry id="212168" lang="en" sex="m">Wolfsbane is a tall, striking plant with hooded purple flowers. It is found in cold mountainous areas and is both toxic and highly sought after. This herb can be used in infusions aligned with the evocation school, up to 7th level.</entry>
|
||||
<entry id="212169" lang="en" sex="m">****</entry>
|
||||
<entry id="212170" lang="en" sex="m">Mundane Herbs</entry>
|
||||
<entry id="212171" lang="en" sex="m">These herbs can be used with the create infusion feat. Target them with the spell you want to store for later use.</entry>
|
||||
<entry id="213092" lang="en" sex="m">Swarm of Arrows</entry>
|
||||
<entry id="213093" lang="en" sex="m"> Prerequisites
|
||||
Dex 23, Point Blank Shot, Rapid Shot, Weapon Focus (type of bow used).
|
||||
@@ -75769,23 +75092,6 @@ Prerequisite: Ki Power, Proficiency with all martial weapons
|
||||
Specifics: Your fighter and ninja levels stack for the purpose of determining the size of your ki pool, as well as your AC bonus. For example, a 5th-level fighter/1st-level ninja with this feat could use his ki powers a number of times equal to 3 (one-half his ninja and fighter levels) + his Wisdom bonus (if any), and would have a +1 bonus to AC (as if he were a 6th-level ninja).
|
||||
Use: Automatic
|
||||
Special: A fighter can select Martial Stalker as one of his fighter bonus feats.</entry>
|
||||
<entry id="213100" lang="en" sex="m">Favored of the Companions</entry>
|
||||
<entry id="213101" lang="en" sex="m">Type of Feat: Exalted
|
||||
Prerequisite: Good Alignment*
|
||||
Specifics: Talisid or one of the Five Companions, the paragons of the guardinals, and in exchange gain power to act on their behalf. Once per day, you may call upon your archon patron to gain a +1 luck bonus to damage, attack roll and saving throws for 9 seconds.
|
||||
Use: Selected.
|
||||
Special: Once you take this feat, you may not take it again, nor can you take either the Servant of the Heavens feat or the Knight of Stars feat. Your allegiance is only yours to give once
|
||||
|
||||
(*Note: You can select this feat even when evil or neutral, but it will not give you any benefits, so be smart and don't choose it if you can't use it.)</entry>
|
||||
<entry id="213102" lang="en" sex="m">Plant Defiance</entry>
|
||||
<entry id="213103" lang="en" sex="m">Type of Feat: General
|
||||
Prerequisite: Ability to cast detect animals or plants. (Archivist, Druid or Ranger)
|
||||
Benefit: You turn (but not destroy) plants as a good cleric turns undead. Treat immobile plant creatures as creatures unable to flee. The number of times per day that you can use this ability is equal to 3 + your Charisma modifier. Your highest divine caster level is the level at which you turn plants.</entry>
|
||||
<entry id="213104" lang="en" sex="m">Plant Control</entry>
|
||||
<entry id="213105" lang="en" sex="m">Type of Feat: General
|
||||
Prerequisites: Plant Defiance, ability to cast speak with plants.
|
||||
|
||||
Benefit: You rebuke or command plants as an evil cleric rebukes undead. To command a plant, you must be able to speak with it via a speak with plants effect, though you may issue your commands mentally if desired. The number of times per day that you can use this ability is equal to 3 + your Charisma modifier. Your highest divine caster level is the level at which you rebuke plants.</entry>
|
||||
<entry id="213198" lang="en" sex="m">Investigator</entry>
|
||||
<entry id="213199" lang="en" sex="m">Type of Feat: General
|
||||
Benefit: You get a +2 bonus on all Sense Motive and Search checks.
|
||||
@@ -75847,57 +75153,6 @@ When you take this feat, choose one 1st-level power from any psionic class list.
|
||||
<entry id="213246" lang="en" sex="m">Hidden Talent (Thicken Skin)</entry>
|
||||
<entry id="213247" lang="en" sex="m">Hidden Talent (Vigor)</entry>
|
||||
<entry id="213248" lang="en" sex="m">Hidden Talent (Grip Of Iron)</entry>
|
||||
<entry id="213254" lang="en" sex="m">****</entry>
|
||||
<entry id="213255" lang="en" sex="m">Leonal's Roar</entry>
|
||||
<entry id="213256" lang="en" sex="m">Evocation [Good, Sonic]
|
||||
Level: Druid 8
|
||||
Components: V
|
||||
Casting Time: 1 standard action
|
||||
Range: 40 ft.
|
||||
Target: Nongood creatures in a 40-ft.-radius spread centered on you
|
||||
Duration: Instantaneous
|
||||
Saving Throw: Fortitude partial
|
||||
Spell Resistance: Yes
|
||||
|
||||
This spell has the effect of a holy word, and it additionally deals 2d6 points of sonic damage to nongood creatures in the area.
|
||||
A successful Fortitude saving throw negates the sonic damage, but not the other effects of the spell.</entry>
|
||||
<entry id="213257" lang="en" sex="m">Leonal's Roar (15)</entry>
|
||||
<entry id="213258" lang="en" sex="m">Leonal's Roar (20)</entry>
|
||||
<entry id="213259" lang="en" sex="m">****</entry>
|
||||
<entry id="213260" lang="en" sex="m">Regenerate Ring</entry>
|
||||
<entry id="213261" lang="en" sex="m">Conjuration (Healing)
|
||||
Level: Druid 3
|
||||
Components: V, S
|
||||
Casting Time: 1 action
|
||||
Range: 20 ft.
|
||||
Target: One creature/two levels, no two of which can be
|
||||
more than 30 ft. apart
|
||||
Duration: 10 rounds + 1 round/two levels
|
||||
Saving Throw: Will negates (harmless)
|
||||
Spell Resistance: Yes (harmless)
|
||||
|
||||
You invoke healing energy over a group of creatures, granting each the fast healing ability for the duration of the spell. This healing applies only to damage sustained during the spell’s duration, not to that from previous injuries. Each subject heals 1 hit point per round of such damage until the spell ends and is automatically stabilized if he or she begins dying from hit point loss during that time. Regenerate ring does not restore hit points lost from starvation, thirst, or suffocation, nor does it allow a creature to regrow or attach lost body parts. The effects of multiple regenerate spells do not stack; only the highest-level effect applies. Applying a second regenerate spell of equal level extends the first spell’s duration by the full duration of the second spell.</entry>
|
||||
<entry id="213262" lang="en" sex="m">Regenerate Ring (6)</entry>
|
||||
<entry id="213263" lang="en" sex="m">Regenerate Ring (9)</entry>
|
||||
<entry id="213264" lang="en" sex="m">Regenerate Ring (12)</entry>
|
||||
<entry id="213265" lang="en" sex="m">****</entry>
|
||||
<entry id="213266" lang="en" sex="m">Regenerate Circle</entry>
|
||||
<entry id="213267" lang="en" sex="m">Conjuration (Healing)
|
||||
Level: Druid 5
|
||||
Components: V, S
|
||||
Casting Time: 1 action
|
||||
Range: 20 ft.
|
||||
Target: One creature/two levels, no two of which can be
|
||||
more than 30 ft. apart
|
||||
Duration: 10 rounds + 1 round/two levels
|
||||
Saving Throw: Will negates (harmless)
|
||||
Spell Resistance: Yes (harmless)
|
||||
|
||||
You invoke healing energy over a group of creatures, granting each the fast healing ability for the duration of the spell. This healing applies only to damage sustained during the spell’s duration, not to that from previous injuries. Each subject heals 3 hit points per round of such damage until the spell ends and is automatically stabilized if he or she begins dying from hit point loss during that time. Regenerate circle does not restore hit points lost from starvation, thirst, or suffocation, nor does it allow a creature to regrow or attach lost body parts. The effects of multiple regenerate spells do not stack; only the highest-level effect applies. Applying a second regenerate spell of equal level extends the first spell’s duration by the full duration of the second spell.</entry>
|
||||
<entry id="213268" lang="en" sex="m">Regenerate Circle (10)</entry>
|
||||
<entry id="213269" lang="en" sex="m">Regenerate Circle (15)</entry>
|
||||
<entry id="213270" lang="en" sex="m">Regenerate Circle (20)</entry>
|
||||
<entry id="213271" lang="en" sex="m">****</entry>
|
||||
<entry id="213272" lang="en" sex="m">Force Missiles</entry>
|
||||
<entry id="213273" lang="en" sex="m">Evocation [Force]
|
||||
Level: Sorcerer 4, Wizard 4,
|
||||
@@ -75923,7 +75178,6 @@ of a creature.
|
||||
|
||||
You gain one missile for every four caster levels. Extra missiles distribute
|
||||
themsleves amongst your enemies evenly.</entry>
|
||||
<entry id="213274" lang="en" sex="m">****</entry>
|
||||
<entry id="213275" lang="en" sex="m">Force Missiles (8)</entry>
|
||||
<entry id="213276" lang="en" sex="m">Force Missiles (12)</entry>
|
||||
<entry id="213277" lang="en" sex="m">Chasing Perfection</entry>
|
||||
@@ -75965,7 +75219,7 @@ first spell's duration by the full duration of the second spell.</entry>
|
||||
<entry id="213285" lang="en" sex="m">Regenerate Light Wounds (9)</entry>
|
||||
<entry id="213286" lang="en" sex="m">Regenerate Moderate Wounds</entry>
|
||||
<entry id="213287" lang="en" sex="m">Conjuration (Healing)
|
||||
Level: Cleric 3, Druid 2,
|
||||
Level: Cleric 2, Druid 2,
|
||||
Components: V, S,
|
||||
Casting Time: 1 action
|
||||
Range: Touch
|
||||
@@ -75983,7 +75237,7 @@ first spell's duration by the full duration of the second spell.</entry>
|
||||
<entry id="213290" lang="en" sex="m">Regenerate Moderate Wounds (9)</entry>
|
||||
<entry id="213291" lang="en" sex="m">Regenerate Serious Wounds</entry>
|
||||
<entry id="213292" lang="en" sex="m">Conjuration (Healing)
|
||||
Level: Cleric 5, Druid 4,
|
||||
Level: Cleric 3, Druid 3,
|
||||
Components: V, S,
|
||||
Casting Time: 1 action
|
||||
Range: Touch
|
||||
@@ -76001,7 +75255,7 @@ first spell's duration by the full duration of the second spell.</entry>
|
||||
<entry id="213295" lang="en" sex="m">Regenerate Serious Wounds (15)</entry>
|
||||
<entry id="213296" lang="en" sex="m">Regenerate Critical Wounds</entry>
|
||||
<entry id="213297" lang="en" sex="m">Conjuration (Healing)
|
||||
Level: Cleric 6, Druid 5,
|
||||
Level: Cleric 4, Druid 4,
|
||||
Components: V, S,
|
||||
Casting Time: 1 action
|
||||
Range: Touch
|
||||
|
Binary file not shown.
Reference in New Issue
Block a user