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Reference Sheet v2.8
Magic
Magic Sheet 1
METAMAGIC COST
Feat
Level
Feat
Level
CONCENTRATION CHECKS (PHB P151)
Condition
Check DC
Empower
+2
Maximize
+3
Injury
10 + damage taken + level of spell being cast
Enlarge
+1
Quicken
+4
Spell
10 + damage taken + level of spell being cast
Extend
+1
Silent
+1
Grappling or Pinned
Can only cast spells without somatic components, and any
material components must already be in hand. DC is 20 + level of
spell being cast
Heighten
level cast at
Still
+1
SPELL SAVING THROW (PHB P150)
·
Vigorous Motion
10 + level of spell being cast
DC is 10 + spell level + ability modifier
Violent Motion
15 + level of spell being cast
Violent Weather
Hail, dust, etc.: 10 + level of spell being cast
Blinding rain, sleet, etc.: 15 + level of spell being cast
SPELL RESISTANCE (DMG P81)
·
Spellcaster makes check (1d20 + caster level) vs. SR rating
Casting Defensively
15 + level of spell being cast
Entangled
15
SPECIAL ABILITIES (DMG P71-72, 3-12)
Extraordinary Supernatural Spell-like
SPELLCRAFT CHECKS (PHB P74)
+2 to check when dealing with a spell from specialized school
-5 to check when dealing with a spell from prohibited school
DC
Affected by dispel?
No
No
Yes
Spell Resistance offers protection?
No
No
Yes
Suppressed by Antimagic Field?
No
Yes
Yes
Task
Use provokes AoO?
No
No
Yes
13
When using
read magic
, identify a
glyph of warding
.
15 + spell level
Identify a spell being cast - you must be able to hear or see the spell’s verbal
or somatic components. No retry.
ANTIMAGIC (DMG P72)
·
Spells centered outside the field but overlap still affect the area outside
15 + spell level
Learn a spell from a spellbook or scroll. Wizard only. No retry for that spell
until you gain at least one rank in Spellcraft. Takes 1 + spell level days.
·
Summoned creatures vanish until field goes away, constructs, elemental,
undead, etc. still function, but lose supernatural and spell-like abilities
15 + spell level
Prepare a spell from a borrowed spellbook. Wizard only. One try per day.
15 + spell level
When casting
detect magic
, determine the school of the magic involved in
the aura of a single item or creature you can see.
COUNTERSPELL (PHB P152)
·
19
Using
read magic
, identify a
symbol
.
Ready an action that selects a target of your counterspell
20
Draw a diagram to augment casting
dimensional anchor
on a summoned
creature. Takes 10 minutes. No retry. The DM makes this check.
·
Identify spell, Spellcraft check DC 15 + spell’s level, as a free action
20 + spell level
Identify a spell that’s already in place and in effect. You must be able to see
or detect the effects of the spell. No retry.
·
Cast appropriate counterspell (same spell, or opposite spell).
20 + spell level
Identify materials created or shaped by magic, such as noting that an iron
wall is the result of a
wall of iron
spell. No retry.
·
Dispel Magic
is treated differently, see below.
DISPEL MAGIC (PHB P196)
Targeted dispel
: Dispel check (1d20 + 1 per caster level, max +10) against
DC of 11 + caster level of spell to be dispelled. Against magic items, make
a check against the item’s caster level, if you succeed all the item’s
properties are suppressed for 1d4 rounds
Area dispel
: 30’ radius, make checks against spell with highest caster level
until one is dispelled. Magic items are not affected
Counterspell
: Make a dispel check
20 + spell level
Decipher a written spell (such as a scroll) without using
read magic
. One try
per day.
30 or higher
Understand a strange or unique magical effect. No retry.
ALCHEMY CHECKS (PHB P63)
DC
Task
25
Identify substance. Cost 1gp per attempt, or 20gp for take 20.
25
Identify potion. Cost 1gp per attempt, or 20gp for take 20.
15
Make acid. See Craft Skill, PHB p65-66 for time and cost.
20
Identify poison (after casting
detect poison
)
20
Make alchemist’s fire, smokestick, or tindertwig. See Craft Skill, PHB p65-66 for
time and cost.
DETECT SPELLS (PHB P193-194)
Spell
Area/Range
Round 1
Round 2
Round 3
25
Make antitoxin, sunrod, tanglefoot bag, or thunderstone. See Craft Skill, PHB p65-
66 for time and cost.
Plants/Animals
90° /60’
presence
number
condition/location
Alignment
90° /60’
presence
number
strength/location
Magic
90° /60’
presence
number
strength/location
SCROLLS (DMG P203, SEE THIS PAGE FOR MISHAP EFFECTS)
·
Poison
thing, 5’ cube presence, Wis/Alchemy check DC 20 to identify
Must be same type (arcane/divine) as user can cast, must be in user’s
class spell list, user must meet minimum required attribute for casting
spells at that level
Scrying
120’ radius
presence, opposed Scry check to see scrier
Secret Doors
90° /60’
presence
number/location
mechanism, 1/rnd
Snare/Pits
90° /60’
presence
number/location
type/trigger, 1/rnd
Thoughts
90° /60’
presence
number/strength
surface thoughts
·
If user is of level to cast spell, can cast without check
Undead
90° /60’
presence number/strongest
strength/location
·
If not of level, make caster level check, DC is scroll creator’s level + 1
Detect Magic
strength:
Strength Functioning Spell Level Item Caster Level
Dim 0-level or lingering aura Lingering aura
Faint 1st-3rd 1st-5th
Moderate 4th-6th 6th-11th
Strong 7th-9th 12th-20th
Overwhelming Artifact or deity-level magic Beyond mortal caster
Detect Alignment
(good/evil/law/chaos) strength:
Creature/Object
·
If failed, make Wisdom check (DC 5, 1 fails). Fail takes 1d6
damage/spell level
WANDS (DMG P206)
·
Spell trigger activation, must have spell on spell list
·
Use is a standard action that does not provoke AoOs
·
Takes as long as spell if normal casting time is greater than 1 action
Power
Power
Aura
Creature
HD/5
Lingering
Dim
MAGIC SCHOOLS (PHB P54)
School
Undead
HD/2
1 or less
Faint
Prohibited
Elemental
HD/2
2-4
Moderate
Abjuration
1) one of Conjuration, Enchantment, Evocation, Illusion, or Transmutation
2) both Divination and Necromancy
Magic (item/spell) Caster level/2
5-10
Strong
Outsider
HD
11+
Overwhelming
Conjuration
1) Evocation
2) two of Abjuration, Enchantment, or Illusion
3) Transmutation
4) any three schools
Cleric
level
Detect Undead
strength:
Strength
HD
Strength
HD
Dim
Lingering Aura
Strong
5-10
Divination
1) any one school
Faint
1 or less
Overwhelming
11+
Enchantment
1) one of Abjuration, Conjuration, Evocation, Illusion, or Transmutation
2) both Divination and Necromancy
Moderate
2-4
Lingering time is 1d6 multiplied by (original strength): 1 minute (faint),
10 minutes (moderate), 1 hour (strong), 1 day (overwhelming)
Evocation
1) Conjuration
2) two of Abjuration, Enchantment, or Illusion
3) Transmutation
4) any three schools
USE MAGIC DEVICE CHECKS (PHB P75)
Task
Illusion
1) one of Abjuration, Conjuration, Enchantment, Evocation, or Transmutation
2) both Divination and Necromancy
DC
Task
DC
Necromancy
1) any one school
Decipher a written spell 25 + spell level
Emulate race
25
Transmutation
1) Conjuration
2) Evocation
3) two of Abjuration, Enchantment, or Illusion
4) any three schools
Emulate spell ability
20
Emulate alignment
30
Emulate class feature
20
Activate blindly
25
Emulate ability score
25
Reference Sheet v2.8
Psionics, Familiars, Magic Items
Magic Sheet 2
METAPSIONIC COST (PSIHB P24-30)
Feat
Cost
Feat
Cost
VARIANT: ALTERNATE PSIONIC DISPLAYS
Auditory (Au)
A blurred mix of barely audible whispers
Material (Ma)
A strange feeling that makes hairs on the back of the neck stand up
Mental (Me)
An odd sense of deja vu, or the feeling of being watched
Olfactory (Ol)
Faint aroma of burning metal
Visual (Vi)
Pupils of the manifester’s eyes glow slightly
For my own campaign, Psionics powers are barely detectable; the above
displays would only be noticed within 5’ + 5’ per 2 levels of the power
being manifested, and only by someone with ranks in Psicraft.
Enlarge
+2
Maximize
+6
Extend
+2
Persistent
+8
Heighten
effective level
Quicken
+8
Hide Display
+2
Twin
+8
PSIONIC COMBAT (PSIHB P42, 4-1, 4-2, 4-3)
DC for powers is 1d20 + power’s key ability bonus + level of power
Power Level(Cost): 0(0/1) 1(1) 2(3) 3(5) 4(7) 5(9) 6(11) 7(13) 8(15) 9(17)
Will Save DC vs. attack is 1d20 + attack’s ability modifier + DC modifier
BARDIC KNOWLEDGE (PHB P29)
DC
Ego
Whip
(Dex)
Id
Insin.
(Str)
Mind
Blast
(Cha)
Mind
Thrust
(Int)
Psychic
Crush
(Wis)
Sec.
Prot.
Type of Knowledge
Examples
PP
10
Common, known by at least a substantial minority of the
local population.
A local mayor’s reputation for
drinking; common legends about
a powerful place of mystery.
Empty Mind
+1
-2
+3
-3
-5
none
1
Intellect Fortress
-2
+1
0
+6
+4
3 mh
5
20
Uncommon but available, known by only a few people in
the area.
A local priest’s shady past;
legends about a powerful magic
item.
Mental Barrier
-1
+4
-3
+1
+3
2 mh
3
Thought Shield
-4
-1
-2
+4
+2
1 mh
1
Tower of Iron Will
+3
0
-1
+5
-3
2 mh
5
25
Obscure, known by a few, hard to come by.
A knight’s family history; legends
about a minor place of mystery
or a magic item.
Nonpsionic buffer
-8
-9
+4
-8
-8
stun
na
Flat-footed/no PP
+8
+7
+8
+8
+8
Ability Damage
1d4 Dex 1d2 Str 1d4 Cha 1d2 Int
2d4 Wis
30
Extremely obscure, known by very few, possibly
forgotten by most who once knew it, possibly known only
to those who don’t understand the significance of the
knowledge.
A mighty wizard’s childhood
nickname; the history of a petty
magic item.
Power Points
3
3
9
1
5
-Defenders who fail save against Id Insinuation ignore mental hardness
-Mind Blast affects all creatures in 60’ cone, nonpsionics are stunned for 3d4 rounds
-All other attacks have range of 25’ + 5’ per 2 levels
-Tower of Iron Will applies to all in 10’ radius, mental hardness stacks, save does not
FAMILIAR SPECIAL ABILITIES (PHB P51, 3-19)
Master
Level
PSION POWER POINTS PER DAY
Level
Natural
Armor
Int
Special
Ability
1-2
+1
6
Alertness, Improved Evasion, Share Spells (if familiar is within 5’, spells
master casts on herself may also affect familiar). Empathic Link (up to
one mile)
10-11 12-13 14-15 16-17 18-19 20-21 22-23 24-25 26-27
1
2
3
3
3
3
5
5
5
5
2
3
4
4
4
4
6
6
6
6
3-4
+2
7
Touch (familiar can deliver touch spells)
3
4
5
8
8
8
10
12
12
12
5-6
+3
8
Speak with Master (can communicate verbally with Master)
4
7
8
11
11
11
13
15
15
15
7-8
+4
9
Speak with Animals of Its Type
5
10
11
14
19
19
21
23
25
25
9-10
+5
10
6
15
16
19
24
24
26
28
30
30
11-12
+6
11
Spell resistance (familiar gets SR 5 + owner’s level)
7
20
21
24
29
36
38
40
42
44
13-14
+7
12
Scry (once per day, master can
Scry
on familiar as a spell-like ability)
8
27
28
31
36
43
45
47
49
51
15-16
+8
13
9
34
35
38
43
50
61
63
67
67
17-18
+9
14
10
43
44
47
52
59
70
72
76
76
19-20
+10
15
11
52
53
56
61
68
79
92
96
96
12
63
64
67
72
79
90
103
107
107
MAGIC ITEM IMPROVEMENT COSTS
A
RMOR AND
S
HIELDS
Cost, in 1000s of gp:
From
13
74
75
78
83
90
101
114
131
131
14
87
88
91
96
103
114
127
144
144
15
100
101
104
109
116
127
140
157
172
16
115
116
119
124
131
142
155
172
187
To
17
130
131
134
139
146
157
170
187
202
+1 +2 +3 +4 +5 +6 +7 +8 +9 +10
18
147
148
151
156
163
174
187
204
219
Masterwork
1
4
9
16 25
36 49
64
81 100
19
164
165
168
173
180
191
204
221
236
+1
-
3
8
15 24
35 48
63
80
99
20
183
184
187
192
199
210
223
240
255
+2
-
-
5
12 21
32 45
60
77
96
+3
-
-
-
7
16
27 40
55
72
91
+4
-
-
-
-
9
20 33
48
65
84
CHECKS: CONCENTRATION, PSICRAFT, USE PSIONIC DEVICE
Use Concentration, Spellcraft, and Use Magic Device tables, respectively
+5
-
-
-
-
-
11 24
39
56
75
+6
-
-
-
-
-
-
13
28
45
64
+7
-
-
-
-
-
-
-
15
32
51
+8
-
-
-
-
-
-
-
-
17
36
AUTOHYPNOSIS CHECKS (PSIHB P18)
Task
DC
Effect
+9
-
-
-
-
-
-
-
-
-
19
Resist Fear
15
Second saving throw at +4
Bonus
Ability
Memorize
13
Memorize or recall up to 800 words
+1
Bashing, Blinding, Light Fortification, Glamered, Shadow, Silent Moves, Slick
Ignore caltrop wound
13
Ignore movement penalty for 10 min.
+2
Animated, Arrow Deflection, SR 13
Tolerate poison
Poison’s DC +4 for save against secondary damage
+3
Acid Resistance, Cold Resistance, Fire Resistance, Medium Fortification, Ghost Touch,
Invulnerability, Lightning Resistance, Sonic Resistance, SR 15
Willpower
15
Take normal actions while at 0 hit points
+4
SR 17
+5
Etherealness, Heavy Fortification, Reflection, SR 19
STABILIZE SELF CHECK
For the first round that you have negative hit points and are losing them,
you can make a Stabilize Self check instead of the normal 10% chance of
stabilizing. Check DC is 15, if you succeed you stop losing hit points.
W
EAPONS
Cost: as above chart for armor, but double.
Bonus
Ability
+1
Defending, Distance, Flaming, Ghost Touch, Keen, Mighty Cleaving, Returning, Shock,
Spell Storing, Throwing, Wounding
PSICRYSTAL SPECIAL ABILITIES (PSIHB P11, 1-5)
Psion
Level
Psicrystal
Intelligence
Special
+2
Bane, Chaotic, Disruption, Flaming Burst, Holy, Icy Burst, Lawful, Shocking Burst,
Thundering, Unholy
1-2
6
Sighted (40’, can sense in darkness and silence), Empathic Link (up to one
mile, owner can sense emotions from psicrystal)
+3
-
+4
Brilliant Energy, Dancing, Speed,
3-4
7
Telepathic Link (owner can converse with Psicrystal, it knows all languages
its owner does)
+5
Vorpal
5-6
8
Self-propulsion (owner pays 1 power point, psicrystal gets 30’ movement)
MAGIC ITEM CREATION TIME AND COSTS (DMG P241-242)
Cost in gp:
1/2 the market price
Cost in XP:
1/25 the market price
Time:
1 day per 1000gp of the market price
7-8
9
Speak with Other Creatures (60’, speaks mentally, creatures verbally)
9-10
10
11-12
11
Power resistance (psicrystal gets PR 5 + owner’s level)
13-14
12
Sight Link (Once per day, owner sees what psicrystal sees, lasts 1 hour)
15-16
13
Channel Power (manifest power through psicrystal, must be within 1 mile)
17-18
14
http://home.golden.net/~novacane/DnD/index.html
19-20
15
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