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Welcome to Where Wild Winds Blow [3.5 dnd]

04:10, 2nd May 2024 (GMT+0)

Elieah Al'Qahtan

A Bedine roguish type from the deserts of Anauroch, he left the hellish life of the desert to adventure and seek great honor as a warrior. He is ever fearful of dying of thirst and always makes sure he has water a plenty. He is 5'9" tall, 180 pounds. His skin is darkly tanned from being in the sun his whole life. His hair is black and his eyes a steel blue. He has a thin beard and mustache. His clothes are airy and billowy with a turban on his head. His clothes are multi-colored with whites and greens and black and brown. He has a scimitar and a composite short bow. He also has a lute on his back.




0-LEVEL DRUID SPELLS (ORISONS)
Source    Spell Name                      Brief Description
Core         Create Water:                   Creates 2 gallons/level of pure water.
Core         Cure Minor Wounds:           Cures 1 point of damage.
Core         Detect Magic:                   Detects spells and magic items within 60 ft.
Core         Detect Poison:                   Detects poison in one creature or object.
Core         Flare:                           Dazzles one creature (–1 penalty on attack rolls).
Core         Guidance:                   +1 on one attack roll, saving throw, or skill check.
Core         Know Direction:                   You discern north.
Core         Light:                           Object shines like a torch.
Core         Mending:                   Makes minor repairs on an object.
Core         Purify Food and Drink:           Purifies 1 cu. ft./level of food or water.
Core         Read Magic:                   Read scrolls and spellbooks.
Core         Resistance:                   Subject gains +1 bonus on saving throws.
Core         Virtue:                           Subject gains 1 temporary hp.
CD         Naturewatch:                   As deathwatch, but on animals and plants.

1ST-LEVEL DRUID SPELLS
Source    Spell Name                      Brief Description
Core         Calm Animals:                   Calms (2d4 + level) HD of animals.
Core         Charm Animal:                   Makes one animal your friend.
Core         Cure Light Wounds:           Cures 1d8 damage +1/level (max +5).
Core         Detect Animals or Plants:   Detects kinds of animals or plants.
Core         Detect Snares and Pits:           Reveals natural or primitive traps.
Core         Endure Elements:           Exist comfortably in hot or cold environments.
Core         Entangle:                   Plants entangle everyone in 40-ft.-radius.
Core         Faerie Fire:                   Outlines subjects with light, canceling blur, concealment, and the like.
Core         Goodberry:                   2d4 berries each cure 1 hp (max 8 hp/24 hours).
Core         Hide from Animals:           Animals can’t perceive one subject/level.
Core         Jump:                           Subject gets bonus on Jump checks.
Core         Longstrider:                   Your speed increases by 10 ft.
Core         Magic Fang:                   One natural weapon of subject creature gets +1 on attack and damage rolls.
Core         Magic Stone:                   Three stones gain +1 on attack rolls, deal 1d6+1 damage.
Core         Obscuring Mist:                   Fog surrounds you.
Core         Pass without Trace:           One subject/level leaves no tracks.
Core         Produce Flame:                   1d6 damage +1/level, touch or thrown.
Core         Shillelagh:                   Cudgel or quarterstaff becomes +1 weapon (1d10 damage) for 1 min./level.
Core         Speak with Animals:           You can communicate with animals.
Core         Summon Nature’s Ally I:           Calls creature to fight.
BoED         Eyes of the Avoral:           Subject gets +8 on Spot checks.
BoED         Silvered Claws:                   One creature’s natural attacks are treated as silvered weapons.
CAd         Hawkeye:                   Your range increment increases.
CAd         Healthful Rest:                   Double healing from rest.
CAd         Vine Strike:                   Sneak attack plant creatures.
CAr         Animate Water                   Imbue water with semblance of life.
CAr         Animate Wood                   Imbue wood with semblance of life.
CD         Beget Bogun:                   You create a Tiny nature servant.
CD         Omen of Peril:                   You know how dangerous the future will be.
CD         Sandblast:                   You fire hot sand that deals 1d6 nonlethal damage, stuns enemies
CD         Traveler’s Mount:           Creature moves faster but can’t attack.
CD         Vigor, Lesser:                   Creature heals 1 hp/round (max 15 rounds).
CD         Wood Wose:                   Nature spirit does simple tasks for you.
CM         Climbing Tree:                   Temporarily grow a tall tree for use as a ladder.
CS         Aquatic Escape:                   Take the form of a fish
CS         Blockade:                   Fill 5-ft square with enormous block of wood
CS         Spore Field:                   Mushrooms grow from ground, slowing movement and sickening living creatures
CS         Winged Watcher:                   Take the form of a bird
City         Impeding Stones:           Earthen ground and cobblestones crack and shift, hampering foes.
DrM         Path of Frost:                   Create a frozen path on the ground that slows movement and deals cold damage.
DrM         Rot of Ages:                   Cloud of rotting debris sickens or nauseates one creature, provides concealment for others.
Frost         Conjure Ice Beast I:           Conjures ice creature to fight for you.
Frost         Crunchy Snow:                   –20 penalty on Move Silently checks in area.
Frost         Ease of Breath:                   +20 inherent bonus on Fortitude saves to resist altitude sickness.
Frost         Ice Skate:                   While on ice, your speed increases by 60 feet.
Frost         Ivory Flesh:                   Flesh turns white, granting +5 circumstance bonus on Hide checks in snow and ice.
Frost         Snowdrift:                   Forms existing snow into another shape.
Frost         Snowsight:                   Normal vision in winter weather conditions.
MH         Snake’s Swiftness:           Subject immediately makes one attack.
Planar         Beastland Ferocity:           Subject fights without penalty while disabled or dying.
Planar         Locate Touchstone:           find nearest planar touchstone on the plane you currently inhabit.
Planar         Resist Planar Alignment:   Subject can resist penalties for being of an opposed alignment on an aligned Outer Plane.
RoD         Omen of Peril:                   You know how dangerous the future will be.
RotW         Raptor’s Sight:                   Gain +5 on Spot checks; range increment penalty halved.
Sand         Cloak of Shade:                   Touched creature gains protection from heat and sun.
Sand         Impede Sun’s Brilliance:   Diminishes the heat and light of the sun in an area.
Sand         Locate Water:                   Reveals location, size, and quality of water sources.
Sand         Summon Desert Ally I:           Calls dustform creature to fight.
Sand         Sunstroke:                   Target takes 2d6 nonlethal damage and is fatigued.
Sand         Waste Strider:                   Move through the wasteland without penalties.
Storm         Kuo-Toa Skin:                   Subject gains +8 on Escape Artist checks and cannot be snared by webs.
Storm         Quickswim:                   Your swim speed increases by 10 ft.
Storm         Webfoot:                   Target gains +4 on Swim and is less hindered by bog terrain.