Tag: In Progress

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  • Dreambound Magic

    _This page is heavily in progress, individual pages for spells will be added later._ Dreaming magic is a unique magic that draws power not from the land of dreams, the thin line between reality and what lays beyond - a place otherwise known as the [[ …

  • Alabastra

    [[File:539063 | class=media-item-align-none | Alabastra.jpg]] Alabastra is roughly 590 miles across and 250 miles tall at it's widest. It is home to the Keldon nation, Keld, as well as the ancient home of the Treefolk, The Murmuring Bosk. Nishoba and …

  • Coricona

    [[File:449526 | class=media-item-align-none | Coricona.jpg]] Coricona is 650 miles across at its widest and 690 miles from tip to tail. It is home to the kitsune empire, Ikari, the shared leonin, human, and lesser angel nation, the Twin Kingdoms, and …

  • Klurikon

    [[File:539085 | class=media-item-align-none | Klurikon.jpg]] Klurikon consists of two islands — the western island roughly 140 miles across at its thickest and 200 miles tall, the eastern island roughly 100 miles across at its thickest and nearly 300 …

  • Dentyr

    [[File:539051 | class=media-item-align-none | Dentyr.jpg]] Dentyr is 450 miles across at its widest and 660 miles from top to bottom and is a land that has seen terrible change in the last century. While it is still home to the relatively unscathed …

  • Nations

    _In the works_ h4. Sanctum *Sanctuary:* Though not technically a nation, Sanctuary is often recognized as one for political purposes. Sanctuary is almost universally recognized as one of the greatest forces in the world... _Demographics:_ …

  • Gods and Religions

    Creed is home to a great many number of religions among its races and kingdoms. These religions worship immortal gods and goddesses, the primal forces of the wilds, and other truly ineffable divine beings. Some of these religions give credit to their …

  • Guilds of Creed

    The guilds of [[Creed]] are quasi-political international organizations. Organized in a manner something between a trade union, a cartel, and a secret society, guilds are secretive and powerful organizations by their very nature. The earliest types of …

  • Cecaelia

    Cecaelias are a dwindling species of intelligent human-octopus hybrid monstrous humanoids that live on the outskirts of the merfolk kingdom near [[Erathell]]. Cecaelia have historically been bloody enemies of the merfolk and cephalids, claiming that …

  • Languages of Creed

    There are a plethora of languages across [[Creed]], ranging from the harsh clicks and snaps of Aven to the almost melodic Elven. While most all races have a language of their own, regions will often have a certain language (or a collection of languages) …

  • Wild Spells

    A character may only cast [Wild] spells if they possess a fractured essence (also known as having a [[Wild Magic|Surge Die]]). Wild mages gain all core Wild Spells as imbued spells as soon as they meet the listed prerequisites. Any other character with a …

  • Lightning Surge

    *Lightning Surge* * Evocation [Electricity] * Level: Red 3 * Components: V * Casting Time: 1 swift action * Range: Personal * Target: You * Duration: 1 round/caster level or until discharged; see text _Lightning crackles out along your weapons …

  • Elves

    Elves are a race of lithe humanoids who make their homes in the Great Forest of Erathell. Building their homes in the mystically protected [[Trails of the Elven Lords]], the elves tend to build taller cities rather than wider cities, climbing up into the …

  • Animals

    !http://cdn.obsidianportal.com/assets/228230/Loam_Lion.jpg(Loam lion)! !http://cdn.obsidianportal.com/assets/228457/Imperiosaur.jpg(Imperiosaur)!

  • True Demons

    *Demons* [[File:404832 | class=media-item-align-none | Cackling_Imp.jpg]] *Devils* !{height:527px;width:720px}http://cdn.obsidianportal.com/assets/228234/Bloodgift_Demon.jpg(Bloodgift demon)!

  • Fae

    !http://cdn.obsidianportal.com/assets/228242/Murderous_Redcap.jpg(Murderous redcap)! !http://cdn.obsidianportal.com/assets/228235/Oonas_Blackguard.jpg(Oonas blackguard)!

  • Traveling the Oceans

    _In the Works_ _Please forgive the *awful* map, but I realized this should probably be posted_ *Oceanic Currents* p. Creed's ocean currents flow for great distances, and together they create the great flow of the global conveyor belt which plays a …

  • Karth

    !(media-item-align-none)//db4sgowjqfwig.cloudfront.net/assets/272417/Karth.jpg?1386769090(Karth.jpg)! Known as "The Lonely Mountain" to nearly all citizens of Creed, the mountain "island" rises nearly five miles above the waves. Nestled in the tip of …

  • Escape Artist

    Your training allows you to slip bonds and escape from grapples. _Note: I'm currently debating adding Use Rope utility to Escape Artist, much as how Gather Information was rolled into Diplomacy. This is largely because I find all but the epic uses of …

  • Use Rope

    _Note: These rules are not yet implemented. I'm currently debating adding Use Rope utility to Escape Artist, much as how Gather Information was rolled into Diplomacy. This is largely because I find all but the epic uses of Escape Artist fairly …

  • Alchemy

    The product of Craft (Alchemy), the below items... _(Page in Progress)_ h4. Warning - Construction Ahead While rules for creating alchemical products can be found on the [[Craft]] page, the items it can create are currently unclear. While creating a …

  • The Cloudscape

    !(media-item-align-none)//db4sgowjqfwig.cloudfront.net/assets/288272/The_Cloudscape.jpeg?1390685960(The_Cloudscape.jpeg)! The Cloudscape is a tiny world built atop a massive bank of solid clouds. Set into a 60 mile wide valley, encircled by wispy …

  • Monk

    _This class is In the Works_ Good BAB, Poor Spellcasting, Damage and Utility Focus, d8 HD, 4+Int mod Skill Points, All Favored saves |*Level*|*BAB*|*Fort*|*Ref*|*Will*|*Special*|*Mana Points*| |*1st*|+0|+2|+2|+2|-|1 Points| |*2nd*|+1|+3|+3|+3|-|1 …

  • Task Mage

    _This class is In the Works_ Good BAB, Good Spellcasting, Sneaking and Utility Focus, d8 HD, 8+Int Skill Points, Favored Reflex and Will |*Level*|*BAB*|*Fort*|*Ref*|*Will*|*Defense Bonus*|*Special*|*Mana Points*| |*1st*|+0|+0|+2|+2|-|2 Points| |* …

  • Samurai

    _This class is In the Works_ |*Level*|*BAB*|*Fort*|*Ref*|*Will*|*Special*|*Mana Points*| |*1st*|+1|+2|+0|+0|-|1 Points| |*2nd*|+2|+3|+0|+0|-|1 Points| |*3rd*|+3|+3|+1|+1|-|2 Points| |*4th*|+4|+4|+1|+1|-|2 Points| |*5th*|+5|+4|+1|+1|-|3 Points| |* …

  • Ninja

    _This class is In the Works_ Good BAB, Poor Spellcasting, Sneaking and Damage Focus, d8 HD, 8+Int mod Skill Points, Favored Reflex save |*Level*|*BAB*|*Fort*|*Ref*|*Will*|*Special*|*Mana Points*| |*1st*|+0|+0|+2|+0|-|1 Points| |*2nd*|+1|+0|+3|+0 …

  • Shaman

    _This class is in the works._ |*Level*|*BAB*|*Fort*|*Ref*|*Will*|*Special*|*Mana Points*| |*1st*|+0|+2|+0|+2|Essence Flare 1d6, Spiritual Magics|8 Points| |*2nd*|+1|+3|+0|+3|Spirit SIght|8 Points| |*3rd*|+2|+3|+1|+3|Essence Flare 2d6|10 Points| |* …

  • Blade Thirst

    _This spell needs to be reworked_ *Blade Thirst* * Transmutation * Level: Red 5 * Components: V, * Casting Time: 1 Swift Action * Range: Touch * Target: 1 weapon * Duration: 1 round/level * Saving Throw: None (object) * Spell Resistance: …

  • Legends and Lore

    The following are legends and lore the spill across the continents and to some people are considered to be more history and truth than legend. There is some considerable crossover between these legends, the [[Legendary Figures]] of Creed, and Creed's …

  • Legendary Figures

    The following are legendary figures, both past and present, whose deeds have shaped the face of Creed. There is some considerable crossover between these legendary figures, the [[Legends and Lore]] of Creed, and Creed's numerous [[Gods and Religions]]. …

  • Mental Checks

    _This page is under construction_ You have a keen recollection of events from your life and often logical or "common sense" solutions to problems. Note that Mental checks aren't skill checks, but function very similarly to them. *Check* The GM …

  • Special Abilities

    _Work in Progress_ The following special abilities are some unusual examples of those used by the creatures of Creed, though there are certainly countless other abilities not listed here. Not all monsters will follow these rules exactly, many creating …

  • Dangers in Creed

    _In the works. This is a fairly horrid map but I thought it might be worth uploading it._ [[File:364474 | class=media-item-align-none | Map_danger.jpg]]

  • Phantom Stag

    *Phantom Stag* * Conjuration (Creation) * Level: Green/Blue 5 * Components: V, S * Casting Time: 10 minutes * Range: 0 ft * Duration: 1 hour/level (D) * Effect: One quasi-real, staglike creature * Saving Throw: None; see text * Spell Resistance: …

  • Training

    _This page is in the works. Everything on this page is 100% subject to change._ An old adage holds that "Knowledge is Power". While this may not always hold true in the vast world of Creed, few will find any power for themselves without reflecting upon …

  • Setting Overview

    _This page is in the works_ Welcome to the world of Creed, a world of myth, might, and magic, rife with need for great heroes and greater men and women to take the reins. As you begin your adventures here, there are a number of steps worth undertaking …

  • Events of The Warring Era

    h4. Events of The Warring Era *Erathell* * In the year 4211, Celanthiral declared the Sunset Fields to be demilitarized (to a certain degree) and tax-excluded as part of a peace treaty with Ikari and was later declared free international territory in …

  • Events of The Modern Era

    h4. Events of The Modern Era *Erathell* * - *Coricona* * - *Dentyr* * Just a few short years after the global peace treaty was signed, the viashino petitioned the International Council for aid and it was given — the Dentyr Unified Forces …

  • Living Spell

    _In Progress_ CR: The CR of a Living Spell is equal to its primary spell's level plus one half its caster level, rounding down, to a minimum of 1. Alignment: Living spells are neutral as they are not intelligent. However, if the primary spell has an …

  • Feats of Sacrifice

    _Warning: Sangromancy is dark magic and delves into profane topics many might prefer to avoid. Continue at your own risk._ * [[Bleed Dry]] * [[Blood of Power]] * [[Blood Sacrifice]] * [[Opportunistic Sacrifice]] * [[Tormented Sacrifice]]

  • Vampiric Sangromancy

    _Warning: Sangromancy is dark magic and delves into profane topics many might prefer to avoid. Continue at your own risk._ Vampiric sangromancy is a natural expression and expansion of the vampire's innate powers. Vampiric blood magic allows the mage …

  • Demonic Sangromancy

    _Warning: Sangromancy is dark magic and delves into profane topics many might prefer to avoid. Continue at your own risk._ The concept of the devil's bargain, the contract written in blood, that is the power of demonic sangromancy. Ancient beyond …

  • Sangromancy Spells

    _Warning: [[Sangromancy]] is dark magic and delves into profane topics many might prefer to avoid. Continue at your own risk._ Compared to many unique magics, sangromancy spells are relatively easy to learn and cast. Any caster that meets the …

  • Item Modifications

    _This page is In the Works_ *Temporary Pricing* * Simple: 100 gp weapons/50 gp armor * Moderate: 200 gp weapons/100 gp armor * Complex: 400 gp weapon/200 gp armor All modifications are subject to GM/group approval and basic logic. Modifications …

  • Artificer

    _This class is in progress_ *Table: Artificer* |*Level*|*BAB*|*Fort*|*Ref*|*Will*|*Special*|*Mana Points*| |*1st*|+0|+0|+2|+2|-|1 Points+14 Artificial| |*2nd*|+1|+0|+3|+3|-|1 Points+14 Artificial| |*3rd*|+1|+1|+3|+3|-|2 Points+14 Artificial| |*4th …

  • Artifice

    _This page is in the works_ The art of an artificer, artifice is technology at its most basic or its most mystically complex. There are three major types of artifice: pure technology, physically held spell matrices, or a mix of these two. For a more …

  • Malfunction Rating

    Each mechanical object has a Malfunction Rating between O and 5. This number represents the chance that the item will suffer a catastrophic failure when used. If you roll a number equal to or below the Malfunction Rating (MR) when making a skill check or …

  • Black Lotus

    _This page is in the works_ *Lotus Petal:* A shed petal from a lotus. A lotus petal used during spellcasting provides the user six mana of any color to power the spell, replaces up to 1,000 gp worth of material components and/or foci required by the …

  • The Shadow Lands

    [[File:446859 | class=media-item-align-none | The_Shadow_Lands.jpg]] The Shadow Lands is a world of black and white; color itself has been bleached from the environment - the sky a matte white, the stars, moon, and sun shining black against it. …

  • Limbo

    [[File:446862 | class=media-item-align-none | Limbo.jpg]] Limbo's heart is a vast ocean of unrestrained chaos and untapped potential - however, few ever see this primordial form. Mystical storms sweep across across Limbo in an eternal dance, warping …

  • The Lands of Light

    [[File:446864 | class=media-item-align-none | The_Lands_of_Light.jpg]] The Lands of Light are the home of all that is righteous and good, often called Heaven, Elysium, Nirvana, or even just Paradise. The cities of this paradise are works of art - …

  • The Dark Lands

    [[File:446866 | class=media-item-align-none | The_Dark_Lands.jpg]] The Dark Lands are the home of all that is corrupt and evil, often called Infernus, Abaddon, the Abyss, or even just Hell. The Dark Lands is a plane of blasted ruins, burning …

  • Time Stop

    _Due to balance concerns, this spell has been bounced back to being In Progress. It will be updated as the balance conversation progresses or once a new version is approved by the party._

  • Sports and Games

    The people of Creed enjoy many [[Festivals and Events|holidays]]. While the specifics of each holiday vary wildly, the time off from work and other responsibilities is often used to participate in sports and games, many of which are held as a part of …

  • Wooden Phalanx

    *Wooden Phalanx* * Conjuration (creation) [guardian] * Level: Green 9 * Components: V, S, F (A wooden statue of a golem, inlaid with adamantine and emerald, worth 4,500 gp) * Casting Time: 10 minutes * Range: Medium (100 ft. + 10 ft./level) * …

  • Shambler

    *Shambler* * Conjuration (creation) [guardian] * Level: Green 9 * Components: V, S, F (A jade and emerald statuette of a shambler worth 4,500 gp) * Casting Time: 10 minutes * Range: Medium (100 ft. + 10 ft./level) * Effect: three or more shambling …

  • Summon Monster 1

    *Summon Monster 1* * Conjuration (Summoning) [see text] * Level: Red, Green, White, Blue, or Black 1 * Components: V, S, F/DF (a tiny bag and a small candle) * Casting Time: 1 round * Range: close (25 ft. + 5 ft./2 levels) * Effect: One summoned …

  • Summon Monster 2

    *Summon Monster 2* * Conjuration (Summoning) [see text] * Level: Red, Green, White, Blue, or Black 2 * Components: V, S, F/DF (a tiny bag and a small candle) * Casting Time: 1 round * Range: close (25 ft. + 5 ft./2 levels) * Effect: One summoned …

  • Summon Monster 3

    *Summon Monster 3* * Conjuration (Summoning) [see text] * Level: Red, Green, White, Blue, or Black 3 * Components: V, S, F/DF (a tiny bag and a small candle) * Casting Time: 1 round * Range: close (25 ft. + 5 ft./2 levels) * Effect: One summoned …

  • Summon Monster 4

    *Summon Monster 4* * Conjuration (Summoning) [see text] * Level: Red, Green, White, Blue, or Black 4 * Components: V, S, F/DF (a tiny bag and a small candle) * Casting Time: 1 round * Range: close (25 ft. + 5 ft./2 levels) * Effect: One summoned …

  • Summon Monster 5

    *Summon Monster 5* * Conjuration (Summoning) [see text] * Level: Red, Green, White, Blue, or Black 5 * Components: V, S, F/DF (a tiny bag and a small candle) * Casting Time: 1 round * Range: close (25 ft. + 5 ft./2 levels) * Effect: One summoned …

  • Summon Monster 6

    *Summon Monster 6* * Conjuration (Summoning) [see text] * Level: Red, Green, White, Blue, or Black 6 * Components: V, S, F/DF (a tiny bag and a small candle) * Casting Time: 1 round * Range: close (25 ft. + 5 ft./2 levels) * Effect: One summoned …

  • Summon Monster 7

    *Summon Monster 7* * Conjuration (Summoning) [see text] * Level: Red, Green, White, Blue, or Black 7 * Components: V, S, F/DF (a tiny bag and a small candle) * Casting Time: 1 round * Range: close (25 ft. + 5 ft./2 levels) * Effect: One summoned …

  • Summon Monster 8

    *Summon Monster 8* * Conjuration (Summoning) [see text] * Level: Red, Green, White, Blue, or Black 8 * Components: V, S, F/DF (a tiny bag and a small candle) * Casting Time: 1 round * Range: close (25 ft. + 5 ft./2 levels) * Effect: One summoned …

  • Summon Monster 9

    *Summon Monster 9* * Conjuration (Summoning) [see text] * Level: Red, Green, White, Blue, or Black 9 * Components: V, S, F/DF (a tiny bag and a small candle) * Casting Time: 1 round * Range: close (25 ft. + 5 ft./2 levels) * Effect: One summoned …

  • The Library of Ignorance

    Mount Agathys, a mountain in the near center of Keld's wild north, is a hellish place of dark ice and deep shadows. The wind howls endlessly, and little shelter can be found anywhere. In the Shadow Lands, this place is much the same, thought at the base …

  • Chaos' Keep

    [[File:487838 | class=media-item-align-none | Chaos_Keep.jpg]] Shifting through Limbo like an eternal storm, Chaos' Keep is a barely comprehensible castle that wanders the plane. Seemingly made of quasi-organic and ever-shifting chaos, the castle in …

  • The Reflecting Fields

    Near Limbo's southern pole is a place where the plane’s pandemonium winds have eroded jagged shards of stone to the point that they are as smooth as glass. In fact, every one of these stones reflects like a twisted mirror. Scattered over a near-dozen …

  • Juiblex's Grasp

    The Slime Pits are a cancerous blight deep within the Elemental Plane of Earth. A place where the Para-Elemental Plane of Ooze corrodes into pure earth and - if rumor is to be believed - regularly breaches with the Dark Lands. One part of the Slime Pits …

  • The Mausoleum of Frozen Fear

    A cemetery in the Dark Lands whose graves are carved into the surface of a mostly-frozen lake hosts many mausoleums, gravestones, and buried tombs. In fact, the entire cemetery is actually just the outskirts of a far greater necropolis - Naratyr, the …

  • Elemental Shaman

    _This class is in the works._ |*Level*|*BAB*|*Fort*|*Ref*|*Will*|*Special*|*Mana Points*| |*1st*|+0|+0|+0|+2|Elemental Flare 1d6, Elemental Magics|8 Points| |*2nd*|+1|+0|+0|+3|Sense Elements|8 Points| |*3rd*|+2|+1|+1|+3|Elemental Flare 2d6|10 Points …

  • Nahal's Wildfire

    *Nahal’s Wildfire* * Evocation [Wild] * Level: Red 9 * Components: V, S * Casting Time: 1 standard action * Range: Personal * Target: You * Duration: 1 minute/level or until expended; see text (D) While Nahal's Wildfire is active, the caster …

  • Bigby's Groping Hand

    *Bigby's Groping Hand* * Evocation [Force] * Level: Red, White, or Blue 1 * Components: V, S, F (A pigskin glove) * Casting Time: 1 standard action * Range: Medium (100 ft. + 10 ft./level) * Effect: Human sized hand * Duration: 2 rounds/level * …

  • Share Shape

    *Share Shape* * Transmutation (polymorph) * Level: Red, Green, White, Blue, or Black 4 (see text) * Components: V, S, M (a piece of your animal companion) * Casting Time: 1 standard action * Range: Personal * Target: You * Duration: 1 hour/level (D …

  • Adjustable Self

    *Adjustable Self* * Transmutation (polymorph) * Level: Red, Green, White, Blue, or Black 4 * Components: V, S, M (a small piece of shapeshifter flesh) * Casting Time: 1 standard action * Range: Personal * Target: You * Duration: 1 minute/level (D) …

  • Rift of Ruin

    *Rift of Ruin* * Conjuration (creation) [chaotic, evil] * Level: Red/Green/Black 8 * Components: V, S * Casting Time: 1 standard action * Range: Long (400 ft + 40 ft./level) * Target: 5-ft.-wide, 60-ft.-deep extra-dimensional hole, up to 5 ft. long …

  • Heavenly Host

    _This spell is in progress, the angels it summons have yet to be made._ *Heavenly Host* * Conjuration (Summoning) [Good] * Level: White 9 * Components: V, S * Casting Time: 10 minutes * Range: Medium (100 ft. + 10 ft./level) * Effect: Two or …

  • Abyssal Army

    _This spell is in progress, the demons it summons have yet to be made._ *Abyssal Army* * Conjuration (Summoning) [Evil] * Level: Black 9 * Components: V, S * Casting Time: 10 minutes * Range: Medium (100 ft. + 10 ft./level) * Effect: Two or more …

  • Detect Artifice

    *Detect Artifice* * Divination * Level: White or Blue 0 * Components: V, S * Casting Time: 1 standard action * Range: 60 ft. * Area: cone-shaped emanation * Duration: concentration, up to 1 min./level (D) * Saving Throw: None * Spell Resistance: …

  • Vampiric Gutsnake

    *Vampiric Gutsnake* * Transmutation * Level: Green/Black 6 * Components: V, S, F (A fang from a lamprey) * Casting Time: 1 standard action * Range: Personal * Target: You * Duration: 1 round/level (D) This spell works like [[Gutsnake]], except …

  • Gutsnake

    *Gutsnake* * Transmutation * Level: Green 5 * Components: V, S, F (A fang from any reptile) * Casting Time: 1 standard action * Range: Personal * Target: You * Duration: 1 round/level (D) _You concentrate on the tooth, speak the words, and a …

  • Tomb Legion

    *Tomb Legion* * Conjuration (creation) [Evil, Guardian] * Level: Black 9 * Components: V, S, F (A hematite and black onyx statuette of a mummy worth 4,500 gp) * Casting Time: 10 minutes * Range: Medium (100 ft. + 10 ft./level) * Effect: three or …

  • Epic

    _Note that everything in Epic is Under Construction. Anything on these pages is subject to sudden and massive change until finalized._ * [[Epic Character Advancement]] * [[Classes of Creed|Epic Classes]] * [[Epic Feats]] * [[Epic Magical Items]] - …

  • Epic Character Advancement

    _Note that everything in Epic is Under Construction. Anything on these pages is subject to sudden and massive change until finalized._ *Advancing Your Epic Character* An epic character advances in level much like a normal [[Character Advancement| …

  • Epic Magical Items

    _Note that everything in Epic is Under Construction. Anything on these pages is subject to sudden and massive change until finalized._ Only Epic characters (that is, characters of 21st level or higher) may make or use Epic items, even if they would …

  • Epic Feats

    _Note that everything in Epic is Under Construction. Anything on these pages is subject to sudden and massive change until finalized._ Only Epic characters (that is, characters of 21st level or higher) make take an Epic feat, even if they would …

  • Epic Spellcasting

    _Note that everything in Epic is Under Construction. Anything on these pages is subject to sudden and massive change until finalized._ Epic spells are considered any spell of 10th level or higher, whether they're naturally that level or are raised to …

  • Bayul's Wardens

    *Bayul's Wardens* * Conjuration (creation) [guardian] * Level: Red/Green/Blue 9 * Components: V, S, F (A [[Mookaite]] and [[Sky Agate]] statuette of a storm kite, worth 4,500 gp) * Casting Time: 10 minutes * Range: Medium (100 ft. + 10 ft./level) * …

  • Dreambound

    The dreambound are the masters of [[Dreambound Magic|dreambound magic]], able to traverse the [[Dreamscape|dreamscape]] and tap into its power. Rumors suggest that the powers of a dreambound are many and as widely varied as spells are among spellcasters, …

  • Dreamborn Creature Template

    Beings born in dreams on the [[Dreamscape]], known as [[Dreamborn]] creatures. “Dreamborn” is an inherited template that can be added to any creature (referred to hereafter as the base creature). A dreamborn creature uses all the base creature's …

  • Nightmare Creature Template

    [[Dreamborn]] creatures warped by the corruption of the Nightmare. “Nightmare” is an inherited template that can be added to any dreamborn creature sufficiently afflicted by the Nightmare (referred to hereafter as the base creature). A nightmare …

  • Mount Stygia

    Known as the Lonely Mountain on Creed, Mount Stygia is the source of the River Styx, which flows through out through the Lands of Light, the Dark Lands, and Creed. The chill river pools in the caldera on the top of the mountain, the waters pouring down …

  • The Veil

    The Shadow Lands is an ever-changing landscape of stark contrast. The sky is always white and the land a deep black, with little shade or hue anywhere. Down in the Forgotten Peninsula, however, the line of stark delineation ripples and blurs - the Veil. …

  • Pilgrim's Rest

    Pilgrim's Rest is a graveyard that exists only in the Shadow Lands, occupying a three mile stretch of twisted land just south of the center of Erathell. Cast by no shadow on Creed, these lands appear to be an endless graveyard, overrun with twisted plant …

  • The Unseen Path

    On the whole, the Shadow Lands is a dark, befuddling place. The ground is generally uneven, the few sources of light provide pale illumination, and the eternal silence can eventually break even the strongest mind. Of all the disorienting places in the …

  • Shadow Lands Deep Well

    The Deep Well is a unique vortex-looking passage down into the earth, located roughly opposite of Mount Stygia. A cavernous passage works its way down the Deep Well, alongside a large, rapidly moving river - some of the only water found on the Shadow …

  • Crossroads of the Four Worlds

    One of the two "centers" of Limbo, this unique place may only be reached by magics that allow for planar travel. From this location, the four elemental planes split off in harsh quadrants from a single central point, allowing a traveler easy access the …

  • Krinda's Teeth

    Amid the ever-changing chaos of Limbo is an area where a jumble of alabaster boulders and rocks tumbles through the miasma, crashing into one another and anything else in its way. While the storms may come and go, changing the land around it, these …

  • Oxyrhynchus

    Just off from the northern pole of Limbo is a massive desert, nearly 18 miles wide, set inside an area of completely dead mana. While Limbo's elemental storms still sweep through this desert, their lingering effects on the terrain often dissipate after …

  • Limbo Deep Well

    One of the two "centers" of Limbo, the Deep Well is a vortex-looking passage down into the earth on the opposite side of Limbo from the Crossroads of the Four Worlds. A cavernous passage works its way down the Deep Well, alongside a large, rapidly moving …

  • Empyrea Mere

    This cold, clear mountain lake overlooks the great celestial City of Glass, with its healing fountains and curing waters. In fact, the city’s healing waters are drawn from the Mere. Those looking in the Mere see the truth about themselves - all their …

  • Destiny Point

    Along the shore of Lake Venya, a spit of land sticks up and out into the water like a finger pointing toward the sky. This islet is known as Destiny Point, and it is considered the most auspicious place from which to access the lake’s prophetic powers. It …

  • The Silent Temple

    In the celestial forests of Saltala, a massive temple lies nestled in the forking branches of a vast tree, so high up that the ground that it cannot be seen. All around is the susurrus of the forest, with occasional musical songs or the harsh growls of …

  • The Lip of Purity

    A river winds its way down the slopes of Mount Clangeddin, near the great Kingdom of Arcadia. Eventually, this river runs off the edge of a steep bluff on the edge of the mountain, continuing out across the plains of Abellio to feed into Lake Buxenus at …

  • The Fields of Autumn

    A vast open meadow is dotted with small groves of elm and oak trees that eternally wear their colorful autumn foliage. Orange, red, and yellow leaves hang heavy on the trees and blow lazily through the mountain air. These fields are a favorite training …

  • Arthenmyr

    Arthenmyr is a decrepit bog in the Dark Lands, covered in thick fogs with a yellowish tinge and a sulfurous stench. Anyone who enters takes 1d6 points of acid damage every round they stand in the poisoned fog, more if they immerse in the toxic waters. The …

  • The Fountain of Screams

    On an island of black sand in a vast sea of fire, stands the ruins of a small town made entirely of black pumice stone. Embedded in the walls of this town are the petrified remains of its former inhabitants: humans, elves, keldons, even lesser demons - …

  • Widow's Walk

    Nestled in a quiet corner of the eastern mountains is a cavernous spire that rises nearly a half-mile from the ground and is over 400 feet thick at the base, draped all about with webs. Throughout spire's webs climb thousands upon thousands of spiders of …

  • The Path of Thorns

    The sprawling forests of Kravakor are home to an uncountable number of twisted plants, trees, and shrubs. Deep within the forest is a stretch of woods that has been overtaken by a thorny moss that drips with angry venoms. Called the Path of Thorns by the …

  • Echolost

    Where no tunnels reach, there can be found the closed cavern of Echolost. Vast in size, echoes chase each other across the wide space for eternity. Some are so complex that they may be considered creatures in their own right, though they could not exist …

  • Deepholm

    Built in the center of a massive cavern, dotted with crystalline spires and luminous lichens, is the city of Deepholm. Spiraling outward from a crystalline palace at it's core, a keen eye will note an almost organic order what might otherwise seem to be …

  • Skywall

    An alabaster city, fashioned of the purest solid cloud from the elemental plane, hangs surrounded by permanent cyclones in the shape of pillars. Lightning and strong winds constantly swirl about Skywall, making walking difficult and flight in the city all …

  • Mount Sangaree

    Over 7 miles tall and nearly two dozen miles wide at it's base, this vast mountain of icy clouds floats on the Elemental Plane of Air, perpetually shrouded in chill fogs and howling winds. At the apex, a blot of super-chilled yet unfrozen water lies …

  • The Shrine of Acerak

    On the Elemental Plane of AIr, a great statue carved of brilliant white clouds floats through the eternal sky. The mile-wide statue was named after an ancient Windlord and appears to be a beautifully exaggerated bird of some kind - many see it to be a roc …

  • The City of Brass

    A grand city of towers, domes, and tall spires rising above solid brass walls, the City of Brass is an oasis of civilization within the fires of the Elemental Plane of Fire. Controlled by the Firelord, this city and those who are granted leave to enter …

  • Ashardalon's Tongue

    Mount Khalas, a colossal obsidian-edged mountain that rises over 6 miles into the ashen sky, has hundreds, perhaps thousands, of lava flows pouring constantly across its face. The largest and most destructive of these is known as Ashardalon's Tongue. …

  • The Sable Forest

    A wild wood that grows rampant across the crumbling remains of an ancient volcano. The black, stony trees of the forest, called _serpent trees_, feed on the heat of the plane rather than light and draw sustenance from the molten flames. The leaves of …

  • The Burning Rift

    The Burning Rift is situated upon a solidified plain of free floating volcanic stone on the Elemental Plane of Fire, nearly a mile long and half a mile wide, some 200 feet above the infinite expanse of fie and ash below. The floating plain is bisected, …

  • Mimshan's Curtain

    Mimshan’s Curtain is a "waterfall" of superheated water that rises up from the ruins of an ancient and unknown temple. The spot got its name because it was favored by a legendary leviathan named Mimshan who would meditate in the burning waterfall and rest …

  • The Ice Catacombs

    At the core of one of the larger ice pockets on the Elemental Plane of Water lies a great iceberg easily the size of a small mountain. Into one side of this mountain of ice runs a great tunnel leading to a vast hall of ice, with columns so tall that the …

  • Armor Enchantment Review

    This page is basically a dump of our In Progress work regarding Armor and Shield Enchantments. Eventually all these should have their own pages, as needed. For now, they're here. ======== As discussed during our last session, one of the things Epic …

  • Weapon Enchantment Review

    This page is basically a dump of our In Progress work regarding Weapon Enchantments. Eventually all these should have their own pages, as needed. For now, they're here. ======== As discussed during our last session, one of the things Epic needs is …

  • Combat

    This list of pages is a combination of base Pathfinder and heavily sprinkled with homebrew. To differentiate between the two, look to the tags on the given page. Should the tag include 'Setting', then it is homebrew. It is highly suggested in reading …

  • Loss of Hit Points

    The most common way that your character gets hurt is to take lethal damage and lose hit points. h3. *What Hit Points Represent* Hit points mean two things in the game world: the ability to take physical punishment and keep going, and the ability to …

  • Nonlethal Damage

    Nonlethal damage represents harm to a character that is not life-threatening. Unlike normal damage, nonlethal damage is healed quickly with rest. h3. *Dealing Nonlethal Damage* Certain attacks deal nonlethal damage. Other effects, such as heat or …

  • Allowed Bonuses

    Many factors modify your character in combat. Some statistics only apply to armor, and have been noted as such. Unless noted otherwise, multiple bonuses of the same type _*do not*_ stack. *Resistance* p. Whether its the ability to naturally walk …

  • Alter Self

    _This spell is in progress and in need of final group approval. It may change at any time._ *Alter Self* * Transmutation (polymorph) * Level: Red, Green, White, Blue or Black 2 * Components: V, S, M * Casting Time: 1 standard action * Range: …

  • Conditions

    Conditions are a variety of _usually_ negative states that your character may experience in your adventures on [[Creed]]. Some classes, feats, and/or places in the world may modify these conditions, making them more or less negative. Remember: If more …

  • Bleed (Condition)

    The Bleed Condition is given to a character when they are suffering bleed damage each round, not when they are damaged by an attack that does bleed damage (though often this will cause the bleed condition). A creature that is taking bleed damage takes the …

  • Blinded

    The creature cannot see. It takes a –2 penalty to Armor Class, loses its [[Dexterity]] bonus to AC (if any), and takes a –4 penalty on most [[Strength]]– and [[Dexterity]]-based skill checks and on opposed Perception skill checks. All checks and …

  • Broken

    Items that have taken damage in excess of half their total [[Hit Points | hit points]] gain the broken condition, meaning they are less effective at their designated task. The broken condition has the following effects, depending upon the item. * If …

  • Confused

    A creature with the Confused condition is mentally befuddled and cannot act normally. A creature with the Confused Condition cannot tell the difference between ally and foe, treating all creatures as enemies (including saving on beneficial spells they …

  • Cowering

    The character is frozen in fear and can take no actions. A cowering character takes a –2 penalty to [[Armor Class]] and loses his [[Dexterity]] bonus (if any).

  • Dazed

    The creature is unable to act normally. A dazed creature can take no actions, but has no penalty to [[Armor Class | AC]]. A dazed condition typically lasts 1 round.

  • Dazzled

    The creature is unable to see well because of over-stimulation of the eyes. A dazzled creature takes a –1 penalty on attack rolls and sight-based [[Perception]] checks.

  • Dead

    The character’s [[Hit Points | hit points]] are reduced to a negative amount equal to his [[Constitution]] score, his [[Constitution]] drops to 0, or he is killed outright by a spell or effect. The character’s soul leaves his body. Dead characters cannot …

  • Deafened

    A deafened character cannot hear. He takes a –4 penalty on [[Initiative | initiative]] checks, automatically fails [[Perception]] checks based on sound, takes a –4 penalty on opposed [[Perception]] checks, and has a 20% chance of spell failure when …

  • Disabled

    A character with 0 [[Hit Points | hit points]], or one who has negative [[Hit Points | hit points]] but has become [[Stable | stable]] and conscious, is disabled. A disabled character may take a single [[Move Action | move action]] or [[Standard Action | …

  • Dying

    A dying creature is [[Unconscious | unconscious]] and near death. Creatures that have negative [[Hit Points | hit points]] and have not stabilized are dying. A dying creature can take no actions. On the character’s next turn, after being reduced to …

  • Energy Drained

    Creatures who are healed through positive energy are _usually_ vulnerable to the Energy Drained condition. The creature gains one or more negative levels, which might become permanent. If the subject has at least as many negative levels as Hit Dice, he …

  • Entangled

    The character is ensnared. Being entangled impedes movement, but does not entirely prevent it unless the bonds are anchored to an immobile object or tethered by an opposing force. An entangled creature moves at half speed, cannot run or charge, and takes …

  • Exhausted

    A character with the Exhausted condition moves at half speed, can not [[Full-Round Actions | run]] or [[Charge | charge]], and takes a –6 penalty to Strength and Dexterity. After 1 hour of complete rest, a character with the Exhausted condition loses the …

  • Fascinated

    A fascinated creature is entranced by a supernatural or spell effect. The creature stands or sits quietly, taking no actions other than to pay attention to the fascinating effect, for as long as the effect lasts. It takes a –4 penalty on skill checks made …

  • Fatigued

    A character with the Fatigued condition can not [[Full-Round Actions | run]] or [[Charge | charge]] and takes a –2 penalty to [[Strength]] and [[Dexterity]]. Being subjected to anything that would normally cause a character with the Fatigued condition to …

  • Flat-Footed

    A character who has not yet acted during a combat has the Flat-Footed condition and is unable to react normally to the situation. A character with the Flat-Footed condition loses his [[Dexterity]] bonus to [[Armor Class | AC]] and Combat Maneuver Defense …

  • Frightened

    A creature with the Frightened condition flees from the source of its fear as best it can. If unable to flee, it may fight. A creature with the Frightened condition takes a –2 penalty on all attack rolls, saving throws, skill checks, and ability checks. A …

  • Grappled

    A creature with the Grappled condition is restrained by a creature, trap, or effect. A creature with the Grappled condition cannot move and take a –4 penalty to [[Dexterity]]. A creature with the Grappled condition takes a –2 penalty on all attack rolls …

  • Helpless

    A character with the Helpless condition is [[Paralyzed | paralyzed]], held, bound, sleeping, [[Unconscious | unconscious]], or otherwise completely at an opponent’s mercy. A target with the Helpless condition is treated as having a [[Dexterity]] of 0 (–5 …

  • Incorporeal

    Creatures with the Incorporeal condition do not have a physical body. Creatures with the Incorporeal condition can be harmed only by other incorporeal creatures, magic weapons or creatures that strike as magic weapons, and spells, spell-like abilities, or …

  • Invisible

    _This ability is under review and is subject to change at any time_ Creatures with the Invisible condition are almost visually undetectable. A creature with the Invisible condition gains a +2 bonus on attack rolls against sighted opponents, and ignores …

  • Nauseated

    Creatures with the nauseated condition experience stomach distress. Nauseated creatures are unable to attack, cast spells, concentrate on spells, or do anything else requiring attention. The only action such a character can take is a single move action …

  • Panicked

    A creature with the Panicked condition must drop anything it holds and flee at top speed from the source of its fear, as well as any other dangers it encounters, along a random path. It can’t take any other actions. In addition, the creature takes a –2 …

  • Paralyzed

    A character with the Paralyzed condition is frozen in place and unable to move or act. A character with the Paralyzed condition has an effective [[Dexterity]] and [[Strength]] scores of 0 and is helpless, but can take purely mental actions. A winged …

  • Petrified

    A character with the Petrified condition has been turned to stone and is considered [[Unconscious | unconscious]]. If a character with the Petrified condition cracks or breaks, but the broken pieces are joined with the body as he returns to flesh, he is …

  • Pinned

    A creature with the Pinned condition is tightly bound and can take few actions. A creature with the Pinned condition cannot move and is denied its [[Dexterity]] bonus. A pinned character also takes an additional –4 penalty to his [[Armor Class]]. A …

  • Pilot

    A character with the Pilot condition is one who is in charge of maneuvering a vehicle in some way. Whether the vehicle is a ship on the sea, a wagon on a road or an ornithopter in the air, the character in charge of where it goes has the Pilot condition. …

  • Prone

    The character is lying on the ground. An attacker with the Prone condition has a –4 penalty on melee attack rolls and cannot use a ranged weapon (except for a crossbow). A defender with the Prone condition gains a +4 bonus to [[Armor Class]] against …

  • Shaken

    A character with the Shaken condition takes a –2 penalty on [[Attack Roll | attack rolls]], [[Saving Throws | saving throws]], skill checks, and ability checks. Shaken is a less severe state of fear than [[Frightened | frightened]] or [[Panicked | …

  • Sickened

    The character with the Sickened condition takes a –2 penalty on all [[Attack Roll | attack rolls]], weapon damage rolls, [[Saving Throws | saving throws]], skill checks, and ability checks. A character with the Shaken condition may use the [[Delay]] or …

  • Sinking

    A ship that is reduced to 0 or fewer [[Hit Points | hit points]] gains the Sinking condition. A ship with the Sinking condition cannot move or attack, and it sinks completely 10 rounds after it gains the Sinking condition. Each additional hit on a ship …

  • Stable

    A character who was [[Dying | dying]] but who has stopped losing [[Hit Points | hit points]] each round and still has negative [[Hit Points | hit points]] has the Stable condition. The character is no longer [[Dying | dying]], but is still [[Unconscious | …

  • Staggered

    A creature with the Staggered condition may take a single [[Move Actions | move action]] or [[Standard Actions | standard action]] each round (but not both, nor can he take [[Full-Round Actions | full-round actions]]). A creature with the Staggered …

  • Stunned

    A creature who gains the Stunned condition drops everything held, can’t take actions, takes a –2 penalty to [[Armor Class | AC]], and loses its [[Dexterity]] bonus to [[Armor Class | AC]] (if any). Attackers receive a +4 bonus on [[Attack Roll | attack …

  • Unconscious

    Creatures with the Unconscious condition are knocked out and [[Helpless | helpless]]. Unconsciousness can result from having negative [[Hit Points | hit points]] (but not more than the creature’s [[Constitution]] score), or from [[Nonlethal | nonlethal]] …

  • Drowsy

    A character who has the Drowsy condition is half-awake and inattentive, but otherwise able to act normally. A character with the Drowsy condition takes a -4 penalty on all ability checks and skill checks, as well as on concentration checks, Reflex saves, …

  • Sleeping (Condition)

    A character who has the Sleeping condition is [[Unconscious | unconscious]], takes a -10 penalty on all Perception checks and is considered [[Helpless | helpless]]. The character takes a –4 penalty to [[Armor Class | AC]] against melee attacks. In …

  • Energy Infused

    Creatures healed by negative energy are _usually_ vulnerable to the Energy Infused condition. The character gains one or more positive levels, which might become permanent. If the subject has at least as many positive levels as Hit Dice, he dies. The …

  • Beast Shape 1

    _This spell is undergoing revision and may be subject to change at any time_ *Beast Shape 1* * Transmutation (polymorph) * Level: Red, Green, White, Blue or Black 3 * Components: V, S * Casting Time: 1 standard action * Range: Personal * Target: …

  • Rain of Frogs

    _This spell is undergoing revision and may be subject to change at any time_ *Rain of Frogs* * Conjuration (summoning) * Level: Green or Black 3 * Components: V, S, M/DF (a square of red cloth) * Casting Time: 1 standard action * Range: Close (25 …

  • Beast Shape 2

    _This spell is undergoing revision and may be subject to change at any time_ *Beast Shape 2* * Transmutation (polymorph) * Level: Red, Green, White, Blue, or Black 4 * Components: V, S * Casting Time: 1 standard action * Range: Personal * Target: …

  • Elemental Body 1

    _This spell is undergoing revision and may be subject to change at any time_ *Elemental Body 1* * Transmutation (polymorph) [See text] * Level: Red, Green or Blue 4 * Components: V, S * Casting Time: 1 standard action * Range: Personal * Target: …

  • Beast Shape 3

    _This spell is undergoing revision and may be subject to change at any time_ *Beast Shape 3* * Transmutation (polymorph) * Level: Red, Green, White, Blue or Black 5 * Components: V, S * Casting Time: 1 standard action * Range: Personal * Target: …

  • Geniekind

    _This spell is undergoing revision and may be subject to change at any time_ *Geniekind* * Transmutation (polymorph) [See text] * Level: Red, Green or Blue 5 * Components: V, S * Casting Time: 1 standard action * Range: Personal * Target: You * …

  • Polymorph

    _This spell is undergoing revision and may be subject to change at any time_ *Polymorph* * Transmutation (polymorph) * Level: Red, Green, White, Blue or Black 5 * Components: V, S * Casting Time: Touch * Range: Touch * Target: Living creature …

  • Elemental Body 2

    _This spell is undergoing revision and may be subject to change at any time_ *Elemental Body 2* * Transmutation (polymorph) [See text] * Level: Red, Green or Blue 5 * Components: V, S * Casting Time: 1 standard action * Range: Personal * Target: …

  • Beast Shape 4

    _This spell is undergoing revision and may be subject to change at any time_ *Beast Shape 4* * Transmutation (polymorph) * Level: Red, Green, White, Blue or Black 6 * Components: V, S * Casting Time: 1 standard action * Range: Personal * Target: …

  • Elemental Body 3

    _This spell is undergoing revision and may be subject to change at any time_ *Elemental Body 3* * Transmutation (polymorph) [See text] * Level: Red, Green or Blue 6 * Components: V, S * Casting Time: 1 standard action * Range: Personal * Target: …

  • Dragon Shape 1

    _This spell is undergoing revision and may be subject to change at any time_ *Dragon Shape 1* * Transmutation (polymorph) * Level: Red, Green, White, Blue or Black 6 * Components: V, S * Casting Time: 1 standard action * Range: Personal * Target: …

  • Dragon Shape 2

    _This spell is undergoing revision and may be subject to change at any time_ *Dragon Shape 2* * Transmutation (polymorph) * Level: Red, Green, White, Blue or Black 7 * Components: V, S * Casting Time: 1 standard action * Range: Personal * Target: …

  • Dragon Shape 3

    _This spell is undergoing revision and may be subject to change at any time_ *Dragon Shape 3* * Transmutation (polymorph) * Level: Red, Green, White, Blue or Black 8 * Components: V, S * Casting Time: 1 standard action * Range: Personal * Target: …

  • Giant Form 2

    _This spell is undergoing revision and may be subject to change at any time_ *Giant Form 2* * Transmutation (polymorph) * Level: Red, Green, White, Blue or Black 8 * Components: V, S * Casting Time: 1 standard action * Range: Personal * Target: …

  • Shapechange

    _This spell is undergoing revision and may be subject to change at any time_ *Shapechange* * Transmutation (polymorph) * Level: Red, Green, White, Blue, or Black * Components: V, S, F (jade circlet worth 1,500 gp) * Casting Time: 1 standard action …

  • Animal Shapes

    _This spell is undergoing revision and may be subject to change at any time_ *Animal Shapes* * Transmutation (polymorph) * Level: Green 8 * Components: V, S, DF/F (a small figurine of an animal made of Jade worth 10000 gp) * Casting Time: 1 …

  • Plant Shape 1

    _This spell is undergoing revision and may be subject to change at any time_ *Plant Shape 1* * Transmutation (polymorph) * Level: Green 5 * Components: V, S * Casting Time: 1 standard action * Range: Personal * Target: You * Duration: 1 minute/ …

  • Plant Shape 2

    _This spell is undergoing revision and may be subject to change at any time_ *Plant Shape 2* * Transmutation (polymorph) * Level: Green 6 * Components: V, S * Casting Time: 1 standard action * Range: Personal * Target: You * Duration: 1 minute/ …

  • Plant Shape 3

    _This spell is undergoing revision and may be subject to change at any time_ *Plant Shape 3* * Transmutation (polymorph) * Level: Green 7 * Components: V, S * Casting Time: 1 standard action * Range: Personal * Target: You * Duration: 1 minute/ …

  • Basics and Ability Scores

    This page is a hub to understand the most basic mechanics a character using the system built with Skies of Glass. * [[Ability Scores]] * [[Carrying Capacity]] * "Character Creation":http://www.d20pfsrd.com/basics-ability-scores/character-creation/ * …

  • Magic (System)

    Magic comes in many different types. Whether it is the humble cantrip or a mighty Shivan Dragon's Disintegrating Breath attack, this page acts as a hub that covers the general mechanics you'll be dealing with regarding magic. Player Characters and most …

  • Choosing a Spell

    First you must choose which spell to cast. To cast a spell, you must be able to speak (if the spell has a verbal component), gesture (if it has a somatic component), and manipulate the material components or focus (if any). Additionally, you must …

  • Spell Failure

    If you ever try to cast a spell in conditions where the characteristics of the spell cannot be made to conform, the casting fails and the spell is wasted. Spells also fail if your [[Concentration | concentration]] is broken and might fail if you’re …

  • The Spell's Result

    Once you know which creatures (or objects or areas) are affected, and whether those creatures have made successful saving throws (if any were allowed), you can apply whatever results a spell entails. This can be found in the [[Descriptive Text]].

  • Special Spell Effects

    Many special spell effects are handled according to the school of the spells in question. Certain other special spell features are found across spell schools. h3. *Attacks* Some spell descriptions refer to attacking. All offensive combat actions, …

  • Combining Magic Effects

    Spells or magical effects usually work as described, no matter how many other spells or magical effects happen to be operating in the same area or on the same recipient. Except in special cases, a spell does not affect the way another spell operates. …

  • Name

    The first line of every spell description gives the name by which the spell is generally known. Some spells can have more than one name, or localized names. For instance, an ogre deep within the mountains of Dentyr might call [[Giant Growth]] by the name …

  • School (Subschool)

    Beneath the spell name is a line giving the school of magic (and the subschool, if any) to which the spell belongs. Almost every spell belongs to one of eight schools of magic. A school of magic is a group of related spells that work in similar ways. A …

  • Descriptor

    Appearing on the same line as the school and sub-school, when applicable, is a descriptor that further categorizes the spell in some way. Some spells have more than one descriptor. Some descriptors are used with unique schools of magic. The descriptors …

  • Level

    The next line of a spell description gives the spell’s level, a number between 0 and 18 that defines the spell’s relative power. This number is preceded by the mana [[Attunement]] required to cast the spell. A spell’s level affects the DC for any save …

  • Components

    A spell’s components explain what you must do or possess to cast the spell. The components entry in a spell description includes abbreviations that tell you what type of components it requires. Specifics for material and focus components are given at the …

  • Casting Time

    Most spells have a casting time of 1 standard action. Others take 1 round or more, while a few require only a swift action. A spell that takes 1 full-round to cast requires a full-round action. It comes into effect after you spend both your move and …

  • Range

    A spell’s range indicates how far from you it can reach, as defined in the range entry of the spell description. a spell’s range is the maximum distance from you that the spell’s effect can occur, as well as the maximum distance at which you can designate …

  • Aiming a Spell

    You must make choices about whom a spell is to affect or where an effect is to originate, depending on a spell’s type. The next entry in a spell description defines the spell’s target (or targets), its effect, or its area, as appropriate. h3. *Target …

  • Saving Throws (Magic)

    Usually a harmful spell allows a target to make a saving throw to avoid some or all of the effect. The saving throw entry in a spell description defines which type of saving throw the spell allows and describes how saving throws against the spell work. …

  • Spell Resistance (Magic)

    Spell resistance is a special defensive ability. If your spell is being resisted by a creature with spell resistance, you must make a caster level check (1d20 plus caster level) at least equal to the creature’s spell resistance for the spell to affect …

  • Descriptive Text

    This portion of a spell description details what the spell does and how it works. If one of the previous entries in the description includes “see text,” this is where the explanation is found. Some spells have additional notes, in regards to the …

  • Spell-Like Abilities

    Usually, a spell-like ability works just like the spell of that name. A spell-like ability has no verbal, somatic, or material component, nor does it require a focus. The user activates it mentally. Armor never affects a spell-like ability’s use, even if …

  • Extraordinary Abilities

    These abilities cannot be disrupted in combat, as spells can, and they generally do not provoke attacks of opportunity. Effects or areas that negate or disrupt magic have no effect on extraordinary abilities. They are not subject to dispelling, and they …

  • Natural Abilities

    This category includes abilities a creature has because of its physical nature. Natural abilities are those not otherwise designated as extraordinary, supernatural, or spell-like.

  • Antimagic

    An antimagic field spell or effect cancels magic altogether. An antimagic effect has the following powers and characteristics. # No supernatural ability, spell-like ability, or spell works in an area of antimagic (but extraordinary abilities still work …

  • Binding Outsiders

    One of the most potent tools a spellcasters can wield is the command of summoned creatures; the most powerful of these spells call forth allies mightier than mere flesh, reaching from the depths of Hell to the peaks of Heaven, and even stranger places …

  • Extradimensional Spaces

    A number of spells and magic items utilize extradimensional spaces, such as _rope trick_, a bag of holding, a handy haversack, and a portable hole. These spells and magic items create a tiny pocket space that does not exist in any dimension. Such items do …

  • Domains

    _Domains are a work still heavily in progress. Expect many changes to this page and the pages within._ * [[Animal Domain]] * [[Earth Domain]] * [[Plant Domain]]

  • Animal Domain

    *Animal Domain* * Mana: Green *Granted Powers:* You can speak with and befriend animals with ease. In addition, you treat Knowledge: Nature as a class skill. * _Talk to the Animals (Ex)_: You gain Wild Empathy, treating your class level as your …

  • Earth Domain

    *Earth Domain* * Mana: Green *Granted Powers:* You have mastery over acid, earth, metal, and stone. In addition, you gain Knowledge: Geography as a class skill. * Well-Grounded: You gain a +4 racial bonus to their CMD when resisting a bull rush or …

  • Plant Domain

    *Plant Domain* * Mana: Green *Granted Powers:* You find solace in the green, can grow defensive thorns, and can communicate with plants. You also gain Knowledge: Nature as a class skill. * Lesser Verdant Empathy (Ex): You gain Lesser Verdant …

  • Size Modifiers

    |_*Table: Size Modifiers*_| |_*Size*_|_*Size Modifier*_| |Colossal|–8| |Gargantuan|–4| |Huge|–2| |Large|–1| |Medium|+0| |Small|+1| |Tiny|+2| |Diminutive|+4| |Fine|+8| Size modifiers do not stack. For instance, a creature that is naturally …

  • Weapon Damage by Size

    This table is used to figure out your weapon damage at a given size. If you are using a weapon that would be considered to have a weapon damage greater than Colossal, look for another instance of the Colossal damage on the chart at a lower category (no …

  • Symbol of Dispelling

    *Symbol of Dispelling* * Abjuration [Symbol] * Level: Green or White 8 * Components: V, S, M (Pure grain alcohol and powdered diamond worth 5,000 gp) * Casting Time: 10 minutes * Range: 0 ft.; see text * Effectt: One symbol * Duration: …

  • Ability Score Loss

    _These descriptions may be subject to change at any time._ Some attacks reduce the opponent’s score in one or more abilities. This loss can be temporary (ability damage) or permanent (ability drain). While any loss is debilitating, losing all points …

  • Ability Damage

    _This ability is subject to change at any time._ This attack damages an opponent’s ability score. The creature’s descriptive text gives the ability and the amount of damage. If an attack that causes ability damage scores a critical hit, it deals twice …

  • Ability Drain

    _This ability is subject to change at any time._ This effect permanently reduces a living opponent’s ability score when the creature hits with a melee attack. The creature’s descriptive text gives the ability and the amount drained. If an attack that …

  • Alternate Form

    _This ability is subject to change at any time._ A creature with this special quality has the ability to assume one or more specific alternate forms. A true seeing spell or ability reveals the creature’s natural form. A creature using alternate form …

  • Blindsight

    _This ability is subject to change at any time._ This ability is similar to blindsense, but is far more discerning. Using nonvisual senses, such as sensitivity to vibrations, keen smell, acute hearing, or echolocation, a creature with blindsight …

  • Blindsense

    _This ability is subject to change at any time._ Using nonvisual senses, such as acute smell or hearing, a creature with blindsense notices things it cannot see. The creature usually does not need to make Perception checks to pinpoint the location of a …

  • Breath Weapon

    _This ability is subject to change at any time._ Some creatures can exhale a cone, line, or cloud of energy or other magical effects. A breath weapon attack usually deals damage and is often based on some type of energy. Breath weapons allow a Reflex …

  • Change Shape

    _This ability is subject to change at any time._ A creature with this special quality has the ability to assume the appearance of a specific creature or type of creature (usually a humanoid), but retains most of its own physical qualities. A creature …

  • Channel Resistance

    _This ability is subject to change at any time._ Creatures with channel resistance gain a bonus on Will saves made against channeled energy. They add their bonus to any Will saves made to halve the damage and resist the effect.

  • Charm and Compulsion

    Many abilities and spells can cloud the minds of characters and monsters, leaving them unable to tell friend from foe—or worse yet, deceiving them into thinking that their former friends are now their worst enemies. Two general types of enchantments …

  • Constrict

    _This ability is under review and subject to change at any time._ A creature with this special attack can crush an opponent, dealing bludgeoning damage, when it makes a successful grapple check (in addition to any other effects caused by a successful …

  • Damage Reduction

    _This ability is under review and is subject to change at any time._ A creature with this special quality ignores damage from most weapons and natural attacks. Wounds heal immediately, or the weapon bounces off harmlessly (in either case, the opponent …

  • Darkvision

    _This ability is under review and is subject to change at any time._ Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). …

  • Death Attack

    _This ability is under review and is subject to change at any time._ In most cases, a death attack allows the victim a Fortitude save to avoid the affect, but if the save fails, the character dies instantly. * Raise dead doesn’t work on someone …

  • Disease (Ability)

    _This ability is under review and is subject to change at any time._ A creature with this ability causes disease in those it contacts. The effects of the disease, including its save, frequency, and cure, are included in the creature’s description. The …

  • Evasion and Improved Evasion

    _This ability is under review and is subject to change at any time_ These extraordinary abilities allow the target of an area attack to leap or twist out of the way. Rogues and monks have evasion and improved evasion as class features, but certain …

  • Fast Healing

    _This ability is under review and is subject to change at any time_ A creature with the fast healing special quality regains hit points at an exceptional rate, usually 1 or more hit points per round, as given in the creature’s entry. Except where noted …

  • Fear

    _This ability is under review and is subject to change at any time_ Fear attacks can have various effects. *Fear Aura:* The use of this ability is a free action. The aura can freeze an opponent (as in the case of a mummy’s despair) or function like …

  • Gaseous Form (Ability)

    _This ability is under review and is subject to change at any time_ Some creatures have the supernatural or spell-like ability to take the form of a cloud of vapor or gas. Creatures in gaseous form can’t run but can fly. A gaseous creature can move …

  • Gaze Attacks

    _This ability is under review and is subject to change at any time_ A gaze special attack takes effect when foes look at the attacking creature’s eyes. The attack can have any sort of effect; petrification, death, and charm are common. The typical …

  • Grab

    _This ability is under review and is subject to change at any time_ If a creature with this special attack hits with the indicated attack (usually a claw or bite attack), it deals normal damage and attempts to start a grapple as a free action without …

  • Incorporeality

    _This ability is under review and is subject to change at any time_ An incorporeal creature has no physical body. It can be harmed only by other incorporeal creatures, magic weapons or creatures that strike as magic weapons, and spells, spell-like …

  • Immunity

    _This ability is under review and is subject to change at any time_ A creature with immunities takes no damage from listed sources. Immunities can also apply to afflictions, conditions, spells (based on school, level, or save type), and other effects. …

  • Low-Light Vision

    _This ability is under review and is subject to change at any time_ A creature with low-light vision can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of dim light. It retains the ability to distinguish color …

  • Manufactured Weapons

    _This ability is under review and is subject to change at any time_ Some monsters employ manufactured weapons when they attack. Creatures that use swords, bows, spears, and the like follow the same rules as characters, including those for additional …

  • Natural Weapons

    _This ability is under review and is subject to change at any time_ Most creatures possess one or more natural attacks (attacks made without a weapon). These attacks fall into one of two categories, primary and secondary attacks. Primary attacks are …

  • Nonabilities

    _These abilities are under review and are subject to change at any time_ *Strength* p. Any creature that can physically manipulate other objects has at least 1 point of Strength. A creature with no Strength score can’t exert force, usually because it …

  • Paralysis

    _This ability is under review and is subject to change at any time_ This special attack renders the victim immobile. Paralyzed creatures cannot move, speak, or take any physical actions. The creature is rooted to the spot, frozen and helpless. …

  • Poison (Ability)

    _This ability is under review and is subject to change at any time_ A creature with this ability can poison those it attacks. The effects of the poison, including its save, frequency, and cure, are included in the creature’s description. The saving …

  • Powerful Charge

    _This ability is under review and is subject to change at any time_ When a creature with this special attack makes a charge, its attack deals extra damage in addition to the normal benefits and hazards of a charge. The attack and amount of damage from …

  • Rake

    _This ability is under review and is subject to change at any time_ A creature with this special attack gains extra natural attacks under certain conditions, typically when it grapples its foe. In addition to the options available to all grapplers, a …

  • Rays

    _This ability is under review and is subject to change at any time_ All ray attacks require the attacker to make a successful ranged touch attack against the target. Rays have varying ranges, which are simple maximums. A ray’s attack roll never takes a …

  • Regeneration

    _This ability is under review and is subject to change at any time_ A creature with this ability is difficult to kill. Creatures with regeneration heal damage at a fixed rate, as with fast healing, but they cannot die as long as their regeneration is …

  • Rend

    _This ability is under review and is subject to change at any time_ If it hits with two or more natural attacks in 1 round, a creature with the rend special attack can cause tremendous damage by latching onto the opponent’s body and tearing flesh. This …

  • Scent (Ability)

    _This ability is under review and is subject to change at any time_ This special quality allows a creature to detect approaching enemies, sniff out hidden foes, and track by sense of smell. Creatures with the scent ability can identify familiar odors …

  • Sonic Attacks

    _This ability is under review and is subject to change at any time_ Unless otherwise noted, a sonic attack follows the rules for spreads. The range of the spread is measured from the creature using the sonic attack. Once a sonic attack has taken effect …

  • Spell Resistance (Ability)

    _This ability is under review and is subject to change at any time_ A creature with spell resistance can avoid the effects of spells and spell-like abilities that directly affect it. To determine if a spell or spell-like ability works against a …

  • Spell Immunity (Ability)

    _This ability is under review and is subject to change at any time_ A creature with spell immunity avoids the effects of spells and spell-like abilities that directly affect it. This works exactly like spell resistance, except that it cannot be …

  • Spells (Ability)

    _This ability is under review and is subject to change at any time_ Sometimes a creature can spells just as a member of a spellcasting class can (and can activate magic items accordingly). Such creatures are subject to the same spellcasting rules that …

  • Summon

    _This ability is under review and is subject to change at any time_ A creature with the summon ability can summon other specific creatures of its kind much as though casting a summon monster spell, but it usually has only a limited chance of success ( …

  • Telepathy (Ability)

    _This ability is under review and is subject to change at any time_ The creature can mentally communicate with any other creature within a certain range (specified in the creature’s entry, usually 100 feet) that has a language. It is possible to …

  • Trample

    _This ability is under review and is subject to change at any time_ As a full-round action, a creature with the trample ability can attempt to overrun any creature that is at least one size category Smaller than itself. This works just like the overrun …

  • Tremorsense (Ability)

    _This ability is under review and is subject to change at any time_ A creature with tremorsense is sensitive to vibrations in the ground and can automatically pinpoint the location of anything that is in contact with the ground. Aquatic creatures with …

  • Vulnerability

    _This ability is under review and is subject to change at any time_ A creature with vulnerabilities takes half again as much damage (+50%) from a specific energy type, regardless of whether a saving throw is allowed or if the save is a success or …

  • Swallow Whole

    _This ability is under review and is subject to change at any time_ If a creature with this special attack begins its turn with an opponent grappled in its mouth (see Grab), it can attempt a new combat maneuver check (as though attempting to pin the …

  • Amorphous

    _This ability is subject to change at any time._ The creature’s body is malleable and shapeless. It is immune to precision damage (like sneak attacks) and critical hits.

  • Attach

    _This ability is subject to change at any time._ The creature automatically latches onto its target when it successfully makes the listed attack. The creature is considered grappling, but the target is not. The target can attack or grapple the creature …

  • Bleed (Ability)

    _This ability is subject to change at any time._ A creature with this ability causes wounds that continue to bleed, inflicting additional damage each round at the start of the affected creature’s turn. This bleeding can be stopped as per the usual …

  • Blood Rage

    _This ability is subject to change at any time._ When the creature takes damage in combat, on its next turn it can fly into a rage as a free action. It gains +2 [[Constitution]] and +2 [[Strength]], but takes a –2 penalty to its AC. The rage lasts as …

  • Burn

    _This ability is subject to change at any time._ A creature with the burn special attack deals fire damage in addition to damage dealt on a successful hit in melee. Those affected by the burn ability must also succeed on a Reflex save or catch fire, …

  • Burrow (Ability)

    _This ability is subject to change at any time._ A creature with a burrow speed can tunnel through dirt, but not through rock unless the descriptive text says otherwise. Creatures cannot charge or run while burrowing. Most burrowing creatures do not …

  • Capsize

    _This ability is subject to change at any time._ A creature with this special quality can attempt to capsize a boat or a ship by ramming it as a charge attack and making a combat maneuver check. The DC of this check is 25, or the result of the captain’ …

  • Climb (Ability)

    _This ability is subject to change at any time._ A creature with a climb speed has a +8 racial bonus on all Climb checks. The creature must make a Climb check to climb any wall or slope with a DC higher than 0, but it can always choose to take 10, even …

  • Compression

    _This ability is under review and subject to change at any time._ The creature can move through an area as small as one-quarter its space without squeezing or one-eighth its space when squeezing.

  • Construct Traits

    _This ability is under review and is subject to change at any time._ Constructs are immune to death effects, disease, mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), necromancy effects, paralysis, poison, sleep, …

  • Curse

    _This ability is under review and is subject to change at any time._ A creature with this ability bestows a curse upon its enemies. The effects of the curse, including its save, frequency, and cure, are included in the creature’s description. If a …

  • Curse of Lycanthropy

    _This ability is under review and is subject to change at any time_ A natural lycanthrope’s bite attack in animal or hybrid form infects a humanoid target with lycanthropy (Fortitude DC 15 negates). If the victim’s size is not within one size category …

  • Distraction

    _This ability is under review and is subject to change at any time_ A creature with this ability can nauseate the creatures that it damages. Any living creature that takes damage from a creature with the distraction ability is nauseated for 1 round; a …

  • Dragon Senses

    _This ability is under review and is subject to change at any time._ Dragons have darkvision 120 ft. and blindsense 60 ft. They see four times as well as a human in dim light and twice as well in normal light.

  • Emotion Aura

    _This ability is under review and is subject to change at any time_ A creature with this ability surrounds itself with an area of swirling, chaotic emotions. These emotions make it difficult for spellcasters to cast spells with the emotion component …

  • Earth Glide (Ability)

    _This ability is under review and is subject to change at any time_ When the creature burrows, it can pass through stone, dirt, or almost any other sort of earth except metal as easily as a fish swims through water. If protected against fire damage, it …

  • Engulf

    _This ability is under review and is subject to change at any time_ The creature can engulf creatures in its path as part of a standard action. It cannot make other attacks during a round in which it engulfs. The creature merely has to move over its …

  • Entrap

    _This ability is under review and is subject to change at any time_ The creature has an ability that restricts another creature’s movement, usually with a physical attack such as ice, mud, lava, or webs. The target of an entrap attack must make a …

  • Etherealness (Ability)

    _This ability is under review and is subject to change at any time_ Some creatures can exist between two of Creed's planes. While in this state, a creature is called ethereal. Unlike incorporeal creatures, ethereal creatures are not present on the …

  • Fast Swallow

    _This ability is under review and is subject to change at any time_ The creature can use its [[Swallow Whole | swallow whole]] ability as a free action at any time during its turn, not just at the start of its turn.

  • Ferocity

    _This ability is under review and is subject to change at any time_ A creature with ferocity remains conscious and can continue fighting even if its hit point total is below 0. The creature is still staggered and loses 1 hit point each round. A …

  • Flight (Ability)

    A creature with this ability can cease or resume flight as a free action. If the ability is supernatural, it becomes ineffective in an antimagic field, and the creature loses its ability to fly for as long as the antimagic effect persists. *Note:* …

  • Fortification

    _This ability is under review and is subject to change at any time_ The monster has an 50% chance to treat any critical hit or sneak attack as a normal hit, as if wearing moderate fortification armor.

  • Freeze

    _This ability is under review and is subject to change at any time_ The creature can hold itself so still it appears to be an inanimate object of the appropriate shape (a statue, patch of fungus, and so on). The creature can take 20 on its Stealth …

  • Frightful Presence

    _This ability is under review and is subject to change at any time_ This special quality makes a creature’s very presence unsettling to foes. Activating this ability is a free action that is usually part of an attack or charge. Opponents within range …

  • Greensight (Ability)

    _This ability is under review and is subject to change at any time_ The monster can see through thick plant matter as though it were transparent, usually with a range of 60 feet. Leaves, vines, greenery, and undergrowth offer no concealment to the …

  • Heat

    _This ability is under review and is subject to change at any time_ The creature generates so much heat that its mere touch deals additional fire damage. The creature’s metallic melee weapons also conduct this heat.

  • Hold Breath

    _This ability is under review and is subject to change at any time_ The creature can hold its breath for a number of minutes equal to 6 times its Constitution score before it risks drowning.

  • Jet (Ability)

    _This ability is under review and is subject to change at any time_ The creature can swim backward as a full-round action at the listed speed. It must move in a straight line while jetting, and does not provoke attacks of opportunity when it does so.

  • Keen Scent

    _This ability is under review and is subject to change at any time_ The creature can notice other creatures by scent in a 180-foot radius underwater and can detect blood in the water at ranges of up to a mile.

  • Lifesense

    _This ability is under review and is subject to change at any time_ The creature notices and locates living creatures within 60 feet, just as if it possessed the blindsight ability.

  • Light Blindness

    _This ability is under review and is subject to change at any time_ Creatures with light blindness are blinded for 1 round if exposed to bright light, such as sunlight or the daylight spell. Such creatures are dazzled as long as they remain in areas of …

  • Lycanthropic Empathy

    _This ability is under review and is subject to change at any time_ In any form, natural lycanthropes can communicate and empathize with animals related to their animal form. They can use Diplomacy to alter such an animal’s attitude, and when so doing …

  • Mistsight

    _This ability is under review and is subject to change at any time_ The monster can see through fog, mist, and murky water as if they were perfectly clear, ignoring the miss chance for these obstructions, up to its normal range of vision.

  • Natural Invisibility

    _This ability is under review and is subject to change at any time_ This ability is constant—the creature remains invisible at all times, even when attacking. As this ability is inherent, it is not subject to the invisibility purge spell.

  • No Breath

    _This ability is under review and is subject to change at any time_ The monster does not breathe, and is immune to effects that require breathing (such as inhaled poison). This does not give immunity to cloud or gas attacks that do not require …

  • Plant Traits

    _This ability is under review and is subject to change at any time_ Plants are immune to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms), paralysis, poison, polymorph, sleep, and stun.

  • Poisonous Blood

    _This ability is under review and is subject to change at any time_ Any creature that confirms a critical hit against the monster with a piercing or slashing melee weapon is sprayed with poison. (Melee weapons with reach don’t endanger their users in …

  • Pull

    _This ability is under review and is subject to change at any time_ A creature with this ability can choose to make a free combat maneuver check with a successful attack. If successful, this check pulls a creature closer. The distance pulled is set by …

  • Push

    _This ability is under review and is subject to change at any time_ A creature with the push ability can choose to make a free combat maneuver check with a certain successful attack (often a slam attack). If successful, this check pushes a creature …

  • Resistance (Ability)

    _This ability is under review and is subject to change at any time_ A creature with this special quality ignores some damage of the indicated type each time it takes damage of that kind (commonly acid, cold, electricity, or fire). The entry indicates …

  • Rock Catching

    _This ability is under review and is subject to change at any time_ The creature (which must be of at least Large size) can catch Small, Medium, or Large rocks (or projectiles of similar shape). Once per round, a creature that would normally be hit by …

  • Rock Throwing

    _This ability is under review and is subject to change at any time_ This creature is an accomplished rock thrower and has a +1 racial bonus on attack rolls with thrown rocks. A creature can hurl rocks up to two categories smaller than its size; for …

  • Smother

    _This ability is under review and is subject to change at any time_ If the creature’s opponent is holding its breath, the creature can reduce the time until the target has to attempt suffocation checks. As a free action, the creature can attempt a …

  • Sound Mimicry

    _This ability is under review and is subject to change at any time_ The creature perfectly imitates certain sounds or even specific voices. The creature makes a Bluff check opposed by the listener’s Sense Motive check to recognize the mimicry, although …

  • Split

    _This ability is under review and is subject to change at any time_ The creature splits into two identical copies of itself if subject to certain attacks or effects. Each copy has half the original’s current hit points (rounded down). A creature …

  • Stench

    _This ability is under review and is subject to change at any time_ A creature with the stench special ability secretes an oily chemical that nearly every other creature finds offensive. All living creatures (except those with the stench special …

  • Thoughtsense

    _This ability is under review and is subject to change at any time_ Creatures with this ability automatically detect and locate conscious creatures within the specified range (usually 60 feet). This ability functions similarly to blindsight. …

  • Trip

    _This ability is under review and is subject to change at any time_ A creature with the trip special attack can attempt to trip its opponent as a free action without provoking an attack of opportunity if it hits with the specified attack. If the …

  • Undead Traits

    _This ability is under review and is subject to change at any time_ Undead are immune to death effects, disease, mind-affecting effects (charms, compulsions, morale effects, phantasms, and patterns), paralysis, poison, sleep, stun, and any effect that …

  • Unnatural Aura

    _This ability is under review and is subject to change at any time_ Animals do not willingly approach the creature unless the animal’s master makes a DC 25 Handle Animal, Ride, or wild empathy check.

  • Water Breathing

    _This ability is under review and is subject to change at any time_ A creature with this special ability can breathe underwater indefinitely. It can freely use any breath weapon, spells, or other abilities while submerged.

  • Water Dependency

    _This ability is under review and is subject to change at any time_ A creature with this special ability can survive out of water for 1 minute per point of Constitution. Beyond this limit, this creature runs the risk of suffocation, as if it were …

  • Web (Ability)

    _This ability is under review and is subject to change at any time_ Creatures with the web ability can use webs to support themselves and up to one additional creature of the same size. In addition, such creatures can throw a web up to eight times per …

  • Whirlwind

    _This ability is under review and i subject to change at any time_ Some creatures can transform themselves into whirlwinds and remain in that form for up to 1 round for every 2 HD they have. If the creature has a fly speed, it can continue to fly at …

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