The –1 penalty applies on attack rolls, weapon damage rolls, and all saving throws.Įach affected creature must roll its next attack roll or saving throw twice and take the lower result. You can select a number of creatures up to your tier to not be affected. For 1 minute per level, 84 it takes on cosmetic features appropriate to that animal and becomes one size category closer to the animal’s size.Īugmented (9th): If you expend four uses of mythic power, the spell affects all other creatures with 8 Hit Dice or fewer in a 1-mile radius.Īffected creatures transform into Small or smaller animals appropriate to the local environment. A creature that succeeds at the Fortitude save is partially transformed into the intended animal. A target with the shapechanger subtype that fails its save can’t use its shapechanging to shift out of its new form. A creature that fails the Fortitude save automatically fails the Will save. The saving throw changes to Fortitude (partial) and Will (partial). If you do, for a number of rounds equal to the spell’s level, half the cannon’s damage is untyped damage and the other half is energy damage of the spell’s type.Ĭasting a spell with a different energy descriptor onto the cannon replaces its current energy type with that of the new spell. You may cast a spell with an energy descriptor on the cannon. Its conductive property can channel any spell with a range of touch (you have to expend only one spell for this, not two). The cannon deals 6d10 points of damage on a successful hit.Īdd your tier to the cannon’s hardness and your tier × 5 to its hit points. A creature struck by all three slam attacks in the same round is stunned for 1 round and staggered for 1d4 rounds after the stun ends.Ī successful Fortitude save negates the stun and reduces the duration of being staggered by half. A creature struck by both slam attacks in the same round must succeed at a Fortitude save against the spell’s DC or be staggered for 1 round.Īugmented (7th): If you expend two uses of mythic power, the tree attempts three slam attacks per round and its slams bypass all damage reduction. Add your tier to your caster level when determining the tree’s Strength score. You animate two branches instead of one, allowing the tree to attack twice per round. Spells and effects of the chosen schools are unaffected by the antimagic field. Select a number of spell schools equal to half your tier. Animate PlantsĪdd your tier to the spell’s initiative bonus and the maximum initiative bonus the spell can grant. Animate ObjectsĪnimated objects you create with this spell get the maximum number of hit points per level, gain a +4 bonus to their Strength ability scores, and have 1–1/2 times the normal number of construction points. This template lasts for a number of days equal to your tier.Īlternatively, if you’re 8th tier and expend 10 uses of mythic power, any skeletons you create permanently gain the mythic skeleton template. By expending a second use of mythic power, you can ignore the spell’s material component cost.Īugmented (6th): If you expend two uses of mythic power, any skeletons or zombies you create gain either the agile or savage mythic template. This doesn’t increase the total number of Hit Dice worth of undead you can control. Animate DeadĪdd your tier to your caster level when determining how many Hit Dice of undead you can animate with a single casting of this spell. Alternatively, you may cast the non-mythic form of this spell on a touched willing creature. You gain low-light vision, a +2 size bonus to the physical ability score of your choice, and a +1 enhancement bonus to your natural armor. Add half your tier to the amount of lethal damage from each attack that is converted to non-lethal damage and to the DR against non-lethal damage.Īdd half your tier to your caster level when determining how much damage the spell converts before it’s discharged. Add half your tier to the spell’s armor bonus.
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