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Terran

Terran

Kassandra, Arcanis Phisitian, Humanoid Outside, Wizard/Saint

spacer.pngQUICK STATS:  AC=27, Touch=19, FF=25 / HP=29/29 / Init=2 / Saves: Fort=9, Reflex=7, Will = 12 __________________________________________________________________________

Once the sounds of a nearby battle easily reach her ears, Kassandra mentally communicates with Clem thinking through the psi-link, We're very close to ongoing battle site. We are continuing to push forward.

Calling out to the armed contingent, Kassandra says, "You can hear the skirmish with the man-wolves ahead! Our friends fight nearby! They urgently need our help so we can stop the evil ceremony! Everyone, push on to battle!!"

Armed with her loaded light crossbow, the saintly arcanist doubles her efforts to reach the battle up ahead and into position where she can safely and effectively use her ranged weapons, saintly powers and possible a smidgeon of magic here and there to allow the party to push beyond these two guards and confront the unholy caster.

Show Mechanics

Magic Circle Against Evil & Globe of Invulnerability, Lessor

MAGIC CIRCLE AGAINST EVIL - Abjuration [Good]
Level:  Clr 3, Good 3, Pal 3, Sor/Wiz 3 
Components:  V, S, M/DF 
Casting Time:  1 standard action 
Range:  Touch 
Area:  10-ft.-radius emanation from touched creature 
Duration:  10 min./level 
Saving Throw:  Will negates (harmless) 
Spell Resistance:  No; see text 

All creatures within the area gain the effects of a protection from evil spell, and no nongood summoned creatures can enter the area either. You must overcome a creature’s spell resistance in order to keep it at bay (as in the third function of protection from evil), but the deflection and resistance bonuses and the protection from mental control apply regardless of enemies’ spell resistance. 

This spell has an alternative version that you may choose when casting it. A magic circle against evil can be focused inward rather than outward. When focused inward, the spell binds a nongood called creature (such as those called by the lesser planar binding, planar binding, and greater planar binding spells) for a maximum of 24 hours per caster level, provided that you cast the spell that calls the creature within 1 round of casting the magic circle. The creature cannot cross the circle’s boundaries. If a creature too large to fit into the spell’s area is the subject of the spell, the spell acts as a normal protection from evil spell for that creature only. 

A magic circle leaves much to be desired as a trap. If the circle of powdered silver laid down in the process of spellcasting is broken, the effect immediately ends. The trapped creature can do nothing that disturbs the circle, directly or indirectly, but other creatures can. If the called creature has spell resistance, it can test the trap once a day. If you fail to overcome its spell resistance, the creature breaks free, destroying the circle. A creature capable of any form of dimensional travel (astral projection, blink, dimension door, etherealness, gate, plane shift, shadow walk, teleport, and similar abilities) can simply leave the circle through that means. You can prevent the creature’s extradimensional escape by casting a dimensional anchor spell on it, but you must cast the spell before the creature acts. If you are successful, the anchor effect lasts as long as the magic circle does. The creature cannot reach across the magic circle, but its ranged attacks (ranged weapons, spells, magical abilities, and the like) can. The creature can attack any target it can reach with its ranged attacks except for the circle itself. 

You can add a special diagram (a two-dimensional bounded figure with no gaps along its circumference, augmented with various magical sigils) to make the magic circle more secure. Drawing the diagram by hand takes 10 minutes and requires a DC 20 Spellcraft check. You do not know the result of this check. If the check fails, the diagram is ineffective. You can take 10 when drawing the diagram if you are under no particular time pressure to complete the task. This task also takes 10 full minutes. If time is no factor at all, and you devote 3 hours and 20 minutes to the task, you can take 20. 

A successful diagram allows you to cast a dimensional anchor spell on the magic circle during the round before casting any summoning spell. The anchor holds any called creatures in the magic circle for 24 hours per caster level. A creature cannot use its spell resistance against a magic circle prepared with a diagram, and none of its abilities or attacks can cross the diagram. If the creature tries a Charisma check to break free of the trap (see the lesser planar binding spell), the DC increases by 5. The creature is immediately released if anything disturbs the diagram—even a straw laid across it. However, the creature itself cannot disturb the diagram either directly or indirectly, as noted above. 

This spell is not cumulative with protection from evil and vice versa.   Arcane Material Component:  A little powdered silver with which you trace a 3-foot diameter circle on the floor (or ground) around the creature to be warded. 

 

GLOBE OF INVULNERABILITY, LESSER - Abjuration
Level:  Sor/Wiz 4 
Components:  V, S, M 
Casting Time:  1 standard action 
Range:  10 ft. 
Area:  10-ft.-radius spherical emanation, centered on you 
Duration:  1 round/level (D) 
Saving Throw:  None 
Spell Resistance: No 

An immobile, faintly shimmering magical sphere surrounds you and excludes all spell effects of 3rd level or lower. The area or effect of any such spells does not include the area of the lesser globe of invulnerability. Such spells fail to affect any target located within the globe. Excluded effects include spell-like abilities and spells or spell-like effects from items. However, any type of spell can be cast through or out of the magical globe. Spells of 4th level and higher are not affected by the globe, nor are spells already in effect when the globe is cast. The globe can be brought down by a targeted dispel magic spell, but not by an area dispel magic. You can leave and return to the globe without penalty. 

Note that spell effects are not disrupted unless their effects enter the globe, and even then they are merely suppressed, not dispelled.  If a given spell has more than one level depending on which character class is casting it, use the level appropriate to the caster to determine whether lesser globe of invulnerability stops it.  Material Component:  A glass or crystal bead that shatters at the expiration of the spell. 

Free Action:   Speak, Mentally Communicate

Double Move:  Move 60 feet into cavern staying just behind the front vanguard

Swift Action:   

Move Action:   

Standard Action:  

Continuing Effects:  Bless on all Allies (+1 morale bonus on Attacks and Fear Saves for 5 minutes), Guidance on Clem (+1 competence bonus on one attack, save or skill check for 3/10 rounds); Guidance on Self (+1 competence bonus on one attack, save or skill check for 4/10 rounds); Guidance on Kassítira (+1 competence bonus on one attack, save or skill check for 5/10 rounds); Guidance on Eustice (+1 competence bonus on one attack, save or skill check for 6/10 rounds); Protective Aura all Allies within 20 feet - (Nimbus of Light 20 ft. radius, double-strength Magic Circle Against Evil, Lessor Globe of Invulnerability cast as 7th level cleric until dismissed)

Terran

Terran

Kassandra, Arcanis Phisitian, Humanoid Outside, Wizard/Saint

spacer.pngQUICK STATS:  AC=27, Touch=19, FF=25 / HP=29/29 / Init=2 / Saves: Fort=9, Reflex=7, Will = 12 __________________________________________________________________________

Once the sounds of a nearby battle easily reach her ears, Kassandra mentally communicates with Clem thinking through the psi-link, We're very close to ongoing battle site. We are continuing to push forward.

Calling out to the armed contingent, Kassandra says, "You can hear the skirmish with the man-wolves ahead! Our friends fight nearby! They urgently need our help so we can stop the evil ceremony! Everyone, push on to battle!!"

Armed with her loaded light crossbow, the saintly arcanist doubles her efforts to reach the battle up ahead and into position where she can safely and effectively use her ranged weapons, saintly powers and possible a smidgeon of magic here and there to allow the party to push beyond these two guards and confront the unholy caster.

Show Mechanics

Magic Circle Against Evil & Globe of Invulnerability, Lessor

MAGIC CIRCLE AGAINST EVIL - Abjuration [Good]
Level:  Clr 3, Good 3, Pal 3, Sor/Wiz 3 
Components:  V, S, M/DF 
Casting Time:  1 standard action 
Range:  Touch 
Area:  10-ft.-radius emanation from touched creature 
Duration:  10 min./level 
Saving Throw:  Will negates (harmless) 
Spell Resistance:  No; see text 

All creatures within the area gain the effects of a protection from evil spell, and no nongood summoned creatures can enter the area either. You must overcome a creature’s spell resistance in order to keep it at bay (as in the third function of protection from evil), but the deflection and resistance bonuses and the protection from mental control apply regardless of enemies’ spell resistance. 

This spell has an alternative version that you may choose when casting it. A magic circle against evil can be focused inward rather than outward. When focused inward, the spell binds a nongood called creature (such as those called by the lesser planar binding, planar binding, and greater planar binding spells) for a maximum of 24 hours per caster level, provided that you cast the spell that calls the creature within 1 round of casting the magic circle. The creature cannot cross the circle’s boundaries. If a creature too large to fit into the spell’s area is the subject of the spell, the spell acts as a normal protection from evil spell for that creature only. 

A magic circle leaves much to be desired as a trap. If the circle of powdered silver laid down in the process of spellcasting is broken, the effect immediately ends. The trapped creature can do nothing that disturbs the circle, directly or indirectly, but other creatures can. If the called creature has spell resistance, it can test the trap once a day. If you fail to overcome its spell resistance, the creature breaks free, destroying the circle. A creature capable of any form of dimensional travel (astral projection, blink, dimension door, etherealness, gate, plane shift, shadow walk, teleport, and similar abilities) can simply leave the circle through that means. You can prevent the creature’s extradimensional escape by casting a dimensional anchor spell on it, but you must cast the spell before the creature acts. If you are successful, the anchor effect lasts as long as the magic circle does. The creature cannot reach across the magic circle, but its ranged attacks (ranged weapons, spells, magical abilities, and the like) can. The creature can attack any target it can reach with its ranged attacks except for the circle itself. 

You can add a special diagram (a two-dimensional bounded figure with no gaps along its circumference, augmented with various magical sigils) to make the magic circle more secure. Drawing the diagram by hand takes 10 minutes and requires a DC 20 Spellcraft check. You do not know the result of this check. If the check fails, the diagram is ineffective. You can take 10 when drawing the diagram if you are under no particular time pressure to complete the task. This task also takes 10 full minutes. If time is no factor at all, and you devote 3 hours and 20 minutes to the task, you can take 20. 

A successful diagram allows you to cast a dimensional anchor spell on the magic circle during the round before casting any summoning spell. The anchor holds any called creatures in the magic circle for 24 hours per caster level. A creature cannot use its spell resistance against a magic circle prepared with a diagram, and none of its abilities or attacks can cross the diagram. If the creature tries a Charisma check to break free of the trap (see the lesser planar binding spell), the DC increases by 5. The creature is immediately released if anything disturbs the diagram—even a straw laid across it. However, the creature itself cannot disturb the diagram either directly or indirectly, as noted above. 

This spell is not cumulative with protection from evil and vice versa.   Arcane Material Component:  A little powdered silver with which you trace a 3-foot diameter circle on the floor (or ground) around the creature to be warded. 

 

GLOBE OF INVULNERABILITY, LESSER - Abjuration
Level:  Sor/Wiz 4 
Components:  V, S, M 
Casting Time:  1 standard action 
Range:  10 ft. 
Area:  10-ft.-radius spherical emanation, centered on you 
Duration:  1 round/level (D) 
Saving Throw:  None 
Spell Resistance: No 

An immobile, faintly shimmering magical sphere surrounds you and excludes all spell effects of 3rd level or lower. The area or effect of any such spells does not include the area of the lesser globe of invulnerability. Such spells fail to affect any target located within the globe. Excluded effects include spell-like abilities and spells or spell-like effects from items. However, any type of spell can be cast through or out of the magical globe. Spells of 4th level and higher are not affected by the globe, nor are spells already in effect when the globe is cast. The globe can be brought down by a targeted dispel magic spell, but not by an area dispel magic. You can leave and return to the globe without penalty. 

Note that spell effects are not disrupted unless their effects enter the globe, and even then they are merely suppressed, not dispelled.  If a given spell has more than one level depending on which character class is casting it, use the level appropriate to the caster to determine whether lesser globe of invulnerability stops it.  Material Component:  A glass or crystal bead that shatters at the expiration of the spell. 

Free Action:   Speak, Mentally Communicate

Double Move:  Move 60 feet into cavern staying just behind the front vanguard

Swift Action:   

Move Action:   

Standard Action:  

Continuing Effects:  Bless on all Allies (+1 morale bonus on Attacks and Fear Saves for 5 minutes), Guidance on Clem (+1 competence bonus on one attack, save or skill check for 3/10 rounds); Guidance on Self (+1 competence bonus on one attack, save or skill check for 4/10 rounds); Guidance on Kassítira (+1 competence bonus on one attack, save or skill check for 5/10 rounds); Guidance on Eustice (+1 competence bonus on one attack, save or skill check for 6/10 rounds); Protective Aura (Nimbus of Light 20 ft. radius, double-strength Magic Circle Against Evil, Lessor Globe of Invulnerability cast as 7th level cleric until dismissed)

Terran

Terran

Kassandra, Arcanis Phisitian, Humanoid Outside, Wizard/Saint

spacer.pngQUICK STATS:  AC=27, Touch=19, FF=25 / HP=29/29 / Init=2 / Saves: Fort=9, Reflex=7, Will = 12 __________________________________________________________________________

Once the sounds of a nearby battle easily reach her ears, Kassandra mentally communicates with Clem thinking through the psi-link, We're very close to ongoing battle site. We are continuing to push forward.

Calling out to the armed contingent, Kassandra says, "You can hear the skirmish with the man-wolves! Our friends fight nearby! They urgently need our help so we can stop the evil ceremony! Everyone, push on to battle!!"

Armed with her loaded light crossbow, the saintly arcanist doubles her efforts to reach the battle up ahead and into position where she can safely and effectively use her ranged weapons, saintly powers and possible a smidgeon of magic here and there to allow the party to push beyond these two guards and confront the unholy caster.

Show Mechanics

Magic Circle Against Evil & Globe of Invulnerability, Lessor

MAGIC CIRCLE AGAINST EVIL - Abjuration [Good]
Level:  Clr 3, Good 3, Pal 3, Sor/Wiz 3 
Components:  V, S, M/DF 
Casting Time:  1 standard action 
Range:  Touch 
Area:  10-ft.-radius emanation from touched creature 
Duration:  10 min./level 
Saving Throw:  Will negates (harmless) 
Spell Resistance:  No; see text 

All creatures within the area gain the effects of a protection from evil spell, and no nongood summoned creatures can enter the area either. You must overcome a creature’s spell resistance in order to keep it at bay (as in the third function of protection from evil), but the deflection and resistance bonuses and the protection from mental control apply regardless of enemies’ spell resistance. 

This spell has an alternative version that you may choose when casting it. A magic circle against evil can be focused inward rather than outward. When focused inward, the spell binds a nongood called creature (such as those called by the lesser planar binding, planar binding, and greater planar binding spells) for a maximum of 24 hours per caster level, provided that you cast the spell that calls the creature within 1 round of casting the magic circle. The creature cannot cross the circle’s boundaries. If a creature too large to fit into the spell’s area is the subject of the spell, the spell acts as a normal protection from evil spell for that creature only. 

A magic circle leaves much to be desired as a trap. If the circle of powdered silver laid down in the process of spellcasting is broken, the effect immediately ends. The trapped creature can do nothing that disturbs the circle, directly or indirectly, but other creatures can. If the called creature has spell resistance, it can test the trap once a day. If you fail to overcome its spell resistance, the creature breaks free, destroying the circle. A creature capable of any form of dimensional travel (astral projection, blink, dimension door, etherealness, gate, plane shift, shadow walk, teleport, and similar abilities) can simply leave the circle through that means. You can prevent the creature’s extradimensional escape by casting a dimensional anchor spell on it, but you must cast the spell before the creature acts. If you are successful, the anchor effect lasts as long as the magic circle does. The creature cannot reach across the magic circle, but its ranged attacks (ranged weapons, spells, magical abilities, and the like) can. The creature can attack any target it can reach with its ranged attacks except for the circle itself. 

You can add a special diagram (a two-dimensional bounded figure with no gaps along its circumference, augmented with various magical sigils) to make the magic circle more secure. Drawing the diagram by hand takes 10 minutes and requires a DC 20 Spellcraft check. You do not know the result of this check. If the check fails, the diagram is ineffective. You can take 10 when drawing the diagram if you are under no particular time pressure to complete the task. This task also takes 10 full minutes. If time is no factor at all, and you devote 3 hours and 20 minutes to the task, you can take 20. 

A successful diagram allows you to cast a dimensional anchor spell on the magic circle during the round before casting any summoning spell. The anchor holds any called creatures in the magic circle for 24 hours per caster level. A creature cannot use its spell resistance against a magic circle prepared with a diagram, and none of its abilities or attacks can cross the diagram. If the creature tries a Charisma check to break free of the trap (see the lesser planar binding spell), the DC increases by 5. The creature is immediately released if anything disturbs the diagram—even a straw laid across it. However, the creature itself cannot disturb the diagram either directly or indirectly, as noted above. 

This spell is not cumulative with protection from evil and vice versa.   Arcane Material Component:  A little powdered silver with which you trace a 3-foot diameter circle on the floor (or ground) around the creature to be warded. 

 

GLOBE OF INVULNERABILITY, LESSER - Abjuration
Level:  Sor/Wiz 4 
Components:  V, S, M 
Casting Time:  1 standard action 
Range:  10 ft. 
Area:  10-ft.-radius spherical emanation, centered on you 
Duration:  1 round/level (D) 
Saving Throw:  None 
Spell Resistance: No 

An immobile, faintly shimmering magical sphere surrounds you and excludes all spell effects of 3rd level or lower. The area or effect of any such spells does not include the area of the lesser globe of invulnerability. Such spells fail to affect any target located within the globe. Excluded effects include spell-like abilities and spells or spell-like effects from items. However, any type of spell can be cast through or out of the magical globe. Spells of 4th level and higher are not affected by the globe, nor are spells already in effect when the globe is cast. The globe can be brought down by a targeted dispel magic spell, but not by an area dispel magic. You can leave and return to the globe without penalty. 

Note that spell effects are not disrupted unless their effects enter the globe, and even then they are merely suppressed, not dispelled.  If a given spell has more than one level depending on which character class is casting it, use the level appropriate to the caster to determine whether lesser globe of invulnerability stops it.  Material Component:  A glass or crystal bead that shatters at the expiration of the spell. 

Free Action:   Speak, Mentally Communicate

Double Move:  Move 60 feet into cavern staying just behind the front vanguard

Swift Action:   

Move Action:   

Standard Action:  

Continuing Effects:  Bless on all Allies (+1 morale bonus on Attacks and Fear Saves for 5 minutes), Guidance on Clem (+1 competence bonus on one attack, save or skill check for 3/10 rounds); Guidance on Self (+1 competence bonus on one attack, save or skill check for 4/10 rounds); Guidance on Kassítira (+1 competence bonus on one attack, save or skill check for 5/10 rounds); Guidance on Eustice (+1 competence bonus on one attack, save or skill check for 6/10 rounds); Protective Aura (Nimbus of Light 20 ft. radius, double-strength Magic Circle Against Evil, Lessor Globe of Invulnerability cast as 7th level cleric until dismissed)

Terran

Terran

Kassandra, Arcanis Phisitian, Humanoid Outside, Wizard/Saint

spacer.pngQUICK STATS:  AC=27, Touch=19, FF=25 / HP=29/29 / Init=2 / Saves: Fort=9, Reflex=7, Will = 12 __________________________________________________________________________

Once the sounds of a nearby battle easily reach her ears, Kassandra mentally communicates with Clem thinking through the psi-link, We're very close to ongoing battle site. We are continuing to push forward.

Calling out to the armed contingent, Kassandra says, "You can hear the skirmish with the man-wolves! Our friends fight nearby! They urgently need our help so we can stop the evil ceremony! Everyone, push on to battle!!"

Armed with her loaded light crossbow, the saintly arcanist doubles her efforts to reach the battle up ahead and into position where she can safely and effectively use her ranged weapons, saintly powers and possible a smidgeon of magic here and there to allow the party to push beyond these two guards and confront the unholy caster.

Show Mechanics

Magic Circle Against Evil & Globe of Invulnerability, Lessor

MAGIC CIRCLE AGAINST EVIL - Abjuration [Good]
Level:  Clr 3, Good 3, Pal 3, Sor/Wiz 3 
Components:  V, S, M/DF 
Casting Time:  1 standard action 
Range:  Touch 
Area:  10-ft.-radius emanation from touched creature 
Duration:  10 min./level 
Saving Throw:  Will negates (harmless) 
Spell Resistance:  No; see text 

All creatures within the area gain the effects of a protection from evil spell, and no nongood summoned creatures can enter the area either. You must overcome a creature’s spell resistance in order to keep it at bay (as in the third function of protection from evil), but the deflection and resistance bonuses and the protection from mental control apply regardless of enemies’ spell resistance. 

This spell has an alternative version that you may choose when casting it. A magic circle against evil can be focused inward rather than outward. When focused inward, the spell binds a nongood called creature (such as those called by the lesser planar binding, planar binding, and greater planar binding spells) for a maximum of 24 hours per caster level, provided that you cast the spell that calls the creature within 1 round of casting the magic circle. The creature cannot cross the circle’s boundaries. If a creature too large to fit into the spell’s area is the subject of the spell, the spell acts as a normal protection from evil spell for that creature only. 

A magic circle leaves much to be desired as a trap. If the circle of powdered silver laid down in the process of spellcasting is broken, the effect immediately ends. The trapped creature can do nothing that disturbs the circle, directly or indirectly, but other creatures can. If the called creature has spell resistance, it can test the trap once a day. If you fail to overcome its spell resistance, the creature breaks free, destroying the circle. A creature capable of any form of dimensional travel (astral projection, blink, dimension door, etherealness, gate, plane shift, shadow walk, teleport, and similar abilities) can simply leave the circle through that means. You can prevent the creature’s extradimensional escape by casting a dimensional anchor spell on it, but you must cast the spell before the creature acts. If you are successful, the anchor effect lasts as long as the magic circle does. The creature cannot reach across the magic circle, but its ranged attacks (ranged weapons, spells, magical abilities, and the like) can. The creature can attack any target it can reach with its ranged attacks except for the circle itself. 

You can add a special diagram (a two-dimensional bounded figure with no gaps along its circumference, augmented with various magical sigils) to make the magic circle more secure. Drawing the diagram by hand takes 10 minutes and requires a DC 20 Spellcraft check. You do not know the result of this check. If the check fails, the diagram is ineffective. You can take 10 when drawing the diagram if you are under no particular time pressure to complete the task. This task also takes 10 full minutes. If time is no factor at all, and you devote 3 hours and 20 minutes to the task, you can take 20. 

A successful diagram allows you to cast a dimensional anchor spell on the magic circle during the round before casting any summoning spell. The anchor holds any called creatures in the magic circle for 24 hours per caster level. A creature cannot use its spell resistance against a magic circle prepared with a diagram, and none of its abilities or attacks can cross the diagram. If the creature tries a Charisma check to break free of the trap (see the lesser planar binding spell), the DC increases by 5. The creature is immediately released if anything disturbs the diagram—even a straw laid across it. However, the creature itself cannot disturb the diagram either directly or indirectly, as noted above. 

This spell is not cumulative with protection from evil and vice versa.   Arcane Material Component:  A little powdered silver with which you trace a 3-foot diameter circle on the floor (or ground) around the creature to be warded. 

 

GLOBE OF INVULNERABILITY, LESSER - Abjuration
Level:  Sor/Wiz 4 
Components:  V, S, M 
Casting Time:  1 standard action 
Range:  10 ft. 
Area:  10-ft.-radius spherical emanation, centered on you 
Duration:  1 round/level (D) 
Saving Throw:  None 
Spell Resistance: No 

An immobile, faintly shimmering magical sphere surrounds you and excludes all spell effects of 3rd level or lower. The area or effect of any such spells does not include the area of the lesser globe of invulnerability. Such spells fail to affect any target located within the globe. Excluded effects include spell-like abilities and spells or spell-like effects from items. However, any type of spell can be cast through or out of the magical globe. Spells of 4th level and higher are not affected by the globe, nor are spells already in effect when the globe is cast. The globe can be brought down by a targeted dispel magic spell, but not by an area dispel magic. You can leave and return to the globe without penalty. 

Note that spell effects are not disrupted unless their effects enter the globe, and even then they are merely suppressed, not dispelled.  If a given spell has more than one level depending on which character class is casting it, use the level appropriate to the caster to determine whether lesser globe of invulnerability stops it.  Material Component:  A glass or crystal bead that shatters at the expiration of the spell. 

Free Action:   Speak, Mentally Communicate

Double Move:  Move 60 feet into cavern staying just behind the front vanguard

Swift Action:   

Move Action:   

Standard Action:  

Continuing Effects:  Bless on all Allies (+1 morale bonus on Attacks and Fear Saves for 5 minutes), Guidance on Clem (+1 competence bonus on one attack, save or skill check for 4/10 rounds); Guidance on Self (+1 competence bonus on one attack, save or skill check for 5/10 rounds); Guidance on Kassítira (+1 competence bonus on one attack, save or skill check for 6/10 rounds); Guidance on Eustice (+1 competence bonus on one attack, save or skill check for 7/10 rounds); Protective Aura (Nimbus of Light 20 ft. radius, double-strength Magic Circle Against Evil, Lessor Globe of Invulnerability cast as 7th level cleric until dismissed)

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