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Nem todos os desenvolvedores de caça-níqueis publicam suas taxas de pagamento, mas alguns incluem:. Embora os bônus mudem ao longo do tempo e geralmente tenham uma data de validade, eles geralmente vêm na forma de:. Eles incluem:. Possui mais de 1. Your new form might restore a number of these abilities if they are possessed by the new form. You can only be affected by one polymorph spell at a time. If a new polymorph spell is cast on you or you activate a polymorph effect, such as wild shape , you can decide whether or not to allow it to affect you, taking the place of the old spell. In addition, other spells that change your size have no effect on you while you are under the effects of a polymorph spell.
If a polymorph spell is cast on a creature that is smaller than Small or larger than Medium, first adjust its ability scores to one of these two sizes using the following table before applying the bonuses granted by the polymorph spell. 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. The descriptors are acid, air, chaotic, cold, curse, darkness, death, disease, draconic PZO , earth, electricity, emotion, evil, fear, fire, force, good, language-dependent, lawful, light, meditative PPC:DA , mind-affecting, pain, poison, shadow, sonic, and water. Most of these descriptors have no game effect by themselves, but they govern how the spell interacts with other spells, with special abilities, with unusual creatures, with alignment, and so on.
Acid : Acid effects deal damage with chemical reactions rather than cold, electricity, heat, or vibration. This descriptor includes both actual acids and their chemical opposites, called bases or alkalines such as ammonia and lye. Air : Spells that create air, manipulate air, or conjure creatures from air-dominant planes or with the air subtype should have the air descriptor. Chaotic : Spells that draw upon the power of true chaos or conjure creatures from chaos-aligned planes or with the chaotic subtype should have the chaos descriptor. Cold : Cold effects deal damage by making the target colder, typically by blasting it with supernaturally cooled matter or energy. Cold effects also include those that create ice, sleet, or snow out of nothing.
They can cause frostbite, numbness, coordination problems, slowed movement and reactions, stupor, and death. Curse : Curses are often permanent effects, and usually cannot be dispelled, but can be removed with a break enchantment , limited wish , miracle , remove curse , or wish. Source : PZO Their effects are usually simple and can be ended with the right spell but never dispel magic. All curse spells have the curse descriptor. For curses that can be created by a spell, this usually represents the minimum DC.
Darkness : Spells that create darkness or reduce the amount of light should have the darkness descriptor. Giving a spell the darkness descriptor indicates whether a spell like daylight is high enough level to counter or dispel it. The death ward spell protects against death effects, and some creature types are immune to death effects. Disease : Disease effects give the target a disease , which may be an invading organism such as a bacteria or virus, an abnormal internal condition such as a cancer or mental disorder , or a recurring magical effect that acts like one of the former. Creatures with resistance or immunity to disease apply that resistance to their saving throw and the effects of disease spells. Draconic : The draconic descriptor is for spells tied closely to dragons that those with draconic blood can cast them almost instinctually.
Spells with the draconic descriptor were created by dragons in ages long past, and still resonate within the blood of true dragons to this day. Each time such a creature gains an additional racial hit die, it can select a draconic spell in place of an existing spell known of the same or higher spell level. Source PZO Earth : Spells that manipulate earth or conjure creatures from earth-dominant planes or with the earth subtype should have the earth descriptor.
Electricity : Electricity effects involve the presence and flow of electrical charge, whether expressed in amperes or volts. Electricity deals damage to creatures by disrupting their biological systems. It deals damage to objects as well as creatures by heating the material it passes through, and thus technically many electricity spells could also be treated as fire spells, but for sake of game simplicity, it is better to just let electricity-based spells deal electricity damage.
Electricity effects may stun , paralyze, or even kill. Most emotion spells are enchantments, except for fear spells, which are usually necromancy. Evil : Spells that draw upon evil powers or conjure creatures from evil-aligned planes or with the evil subtype should have the evil descriptor. The greater the amount of time between castings, the less likely alignment will change. Some spells require sacrificing a sentient creature, a major evil act that makes the caster evil in almost every circumstance. Those who are forbidden from casting spells with an opposed alignment might lose their divine abilities if they circumvent that restriction via Use Magic Device , for example , depending on how strict their deities are.
Though this advice talks about evil spells, it also applies to spells with other alignment descriptors. Yes, they do. Fear : Spells with the fear descriptor create, enhance, or manipulate fear. Most fear spells are necromancy spells, though some are enchantment spells. Fire : Fire effects make the target hotter by creating fire, directly heating the target with magic or friction. Lava, steam, and boiling water all deal fire damage. Fire effects can also cause confusion, dizziness, exhaustion , fatigue , nausea, unconsciousness, and death. Spells that manipulate fire or conjure creatures from fire-dominant planes or with the fire subtype should have the fire descriptor.
Force : Spells with the force descriptor create or manipulate magical force. Force spells affect incorporeal creatures normally as if they were corporeal creatures. Good : Spells that draw upon the power of true goodness or conjure creatures from good-aligned planes or with the good subtype should have the good descriptor. Language-Dependent : A language-dependent spell uses intelligible language as a medium for communication.
If the target cannot understand or hear what the caster of a language-dependent spell says, the spell has no effect, even if the target fails its saving throw. Lawful : Spells that draw upon the power of true law or conjure creatures from law-aligned planes or with the lawful subtype should have the law descriptor. Light : Spells that create significant amounts of light or attack darkness effects should have the light descriptor. Giving a spell the light descriptor indicates whether a spell like darkness is high enough level counter or dispel it.
Meditative spells are not cast like other spells—they are cast during the period of the day when a spellcaster prepares her spells. A meditative spell must already be prepared at the time when you start your 1-hour spell preparation ritual, and at the end of that time, the meditative spell of your choosing is cast, leaving you with that one spell slot used for the remainder of the day. You can have only one meditative spell in effect on you at any one time. Pain : Pain effects cause unpleasant sensations without any permanent physical damage though a sensitive target may suffer mental repercussions from lengthy exposure to pain. Creatures that are immune to effects that require a Fort save such as constructs and undead are immune to pain effects.
Poison : Poison effects use poison, venom, drugs, or similar toxic substances to disrupt and damage living creatures through chemical reactions. Technically, acids and poisons are both chemical reactions, but for the purpose of this game, they are categorized as different effects, with acids dealing hit point damage and poisons causing ability damage , ability drain , bleeding, confusion, convulsions, nausea, paralysis , reduced healing, suffocation, unconsciousness, or death. Creatures with resistance to poison such as dwarves apply that resistance to their saving throws and the effects of poison spells.
Creatures with immunity are immune to poisonous aspects of poison spells, but not necessarily all effects of the spell for example, a spell that creates a pit full of liquid poison could still trap or drown a poison-immune creature. Spells with the ruse descriptor are easily mistaken for other spells and are intended to confuse even onlookers trained in Spellcraft or Knowledge arcana. The one attempting the check can correctly identify the spell only by exceeding the DC by The false spell is typically a level lower than the ruse spell, so skill checks use the DC for the lower-level spell. Analyze dweomer , greater arcane sight , and similar spells of the same or higher spell level that automatically identify spells reveal a ruse spell for what it is.
Ruse spells that mimic harmless spells still list harmless on their saving throw or spell resistance lines; a creature that knows or suspects the true nature of the spell typically chooses to attempt the save. Shadow : Shadow spells manipulate matter or energy from the Shadow Plane, or allow transport to or from that plane. Sonic : Sonic effects transmit energy to the target through frequent oscillations of pressure through the air, water, or ground.
Sounds that are too high or too low for the humanoid ear to detect can still transmit enough energy to cause harm, which means that these effects can even affect deafened creatures. Sound effects can cause hit point damage, deafness, dizziness, nausea, pain, shortness of breath, and temporary blindness, and can detect creatures using batlike echolocation. Water : Spells that manipulate water or conjure creatures from water-dominant planes or with the water subtype should have the water descriptor.
This number is preceded by a list of classes whose members can 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 end of the descriptive text. A verbal component is a spoken incantation. To provide a verbal component, you must be able to speak in a strong voice. A silence spell or a gag spoils the incantation and thus the spell. A somatic component is a measured and precise movement of the hand. You must have at least one hand free to provide a somatic component. A material component consists of one or more physical substances or objects that are annihilated by the spell energies in the casting process.
Unless a cost is given for a material component, the cost is negligible. Assume you have all you need as long as you have your spell component pouch. A focus component is a prop of some sort. Unlike a material component, a focus is not consumed when the spell is cast and can be reused. As with material components , the cost for a focus is negligible unless a price is given. Assume that focus components of negligible cost are in your spell component pouch. A divine focus component is an item of spiritual significance. The divine focus for a druid or a ranger is a sprig of holly, or some other sacred plant. 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 round to cast is a full-round action. It comes into effect just before the beginning of your turn in the round after you began casting the spell. You then act normally after the spell is completed. A spell that takes 1 minute to cast comes into effect just before your turn 1 minute later and for each of those 10 rounds, you are casting a spell as a full-round action , just as noted above for 1-round casting times. These actions must be consecutive and uninterrupted, or the spell automatically fails. When you begin a spell that takes 1 round or longer to cast, you must continue the concentration from the current round to just before your turn in the next round at least. If you lose concentration before the casting is complete, you lose the spell.
However, you may cast such a spell only once per round. You make all pertinent decisions about a spell range, target, area, effect, version, and so forth when the spell comes into effect. Standard ranges include the following. If a spell allows multiple touches, are you considered to be holding the charge until all charges are expended? You must touch a creature or object to affect it. A touch spell that deals damage can score a critical hit just as a weapon can. A touch spell threatens a critical hit on a natural roll of 20 and deals double damage on a successful critical hit. Some touch spells allow you to touch multiple targets. You can touch up to 6 willing targets as part of the casting, but all targets of the spell must be touched in the same round that you finish casting the spell.
If the spell allows you to touch targets over multiple rounds, touching 6 creatures is a full-round action. The spell reaches as far as 25 feet away from you. The maximum range increases by 5 feet for every two full caster levels. Some spells have a target or targets. You cast these spells on creatures or objects, as defined by the spell itself. You must be able to see or touch the target, and you must specifically choose that target. You do not have to select your target until you finish casting the spell.
The saving throw and spell resistance lines are omitted from such spells. Some spells restrict you to willing targets only. Unconscious creatures are automatically considered willing, but a character who is conscious but immobile or helpless such as one who is bound, cowering , grappling , paralyzed , pinned , or stunned is not automatically willing. Some spells allow you to redirect the effect to new targets or areas after you cast the spell. Redirecting a spell is a move action that does not provoke attacks of opportunity. You must designate the location where these things are to appear, either by seeing it or defining it. Some effects are rays. You aim a ray as if using a ranged weapon, though typically you make a ranged touch attack rather than a normal ranged attack.
As with a ranged weapon, you can fire into the dark or at an invisible creature and hope you hit something. If a ray spell deals damage, you can score a critical hit just as if it were a weapon. A ray spell threatens a critical hit on a natural roll of 20 and deals double damage on a successful critical hit. Do rays count as weapons for the purpose of spells and effects that affect weapons? See also this FAQ item for a similar question about rays and weapon feats. When you cast a spell that allows you to make a ranged touch attack, such as scorching ray, and an enemy is within reach, do you provoke two attacks of opportunity? Yes, you provoke two attacks of opportunity, one for casting the spell and one for making a ranged attack, since these are two separate events.
As a note, since all of the rays are fired simultaneously in the case of scorching ray , you would only provoke one attack of opportunity for making the ranged attack, even if you fired more than one ray. Are spell and other area of effects 2d as in, they affect a flat grid only or are they 3d as in, they affect cubes and spheres? Any effect with a radius affects a sphere, not a circle. A cone is a 3d area. A line is a line, not a plane. Some effects, notably clouds and fogs, spread out from a point of origin, which must be a grid intersection. Figure distance by actual distance traveled, taking into account turns the spell effect takes. When determining distance for spread effects, count around walls, not through them.
As with movement, do not trace diagonals across corners. You must designate the point of origin for such an effect, but you need not have line of effect see below to all portions of the effect. Some spells affect an area. Sometimes a spell description specifies a specially defined area, but usually an area falls into one of the categories defined below. The point of origin of a spell is always a grid intersection. When determining whether a given creature is within the area of a spell, count out the distance from the point of origin in squares just as you do when moving a character or when determining the range for a ranged attack.
The only difference is that instead of counting from the center of one square to the center of the next, you count from intersection to intersection. You can count diagonally across a square, but remember that every second diagonal counts as 2 squares of distance. Most spells that affect an area function as a burst, an emanation, or a spread. The default shape for a burst effect is a sphere, but some burst spells are specifically described as cone-shaped. An emanation spell functions like a burst spell, except that the effect continues to radiate from the point of origin for the duration of the spell. Most emanations are cones or spheres. A spread spell extends out like a burst but can turn corners.
You select the point of origin, and the spell spreads out a given distance in all directions. Figure the area the spell effect fills by taking into account any turns the spell effect takes. Source AP The rules often assume that creatures are Medium or Small. A cone-shaped spell shoots away from you in a quarter-circle in the direction you designate. It starts from any corner of your square and widens out as it goes. This point is the center of a horizontal circle, and the spell shoots down from the circle, filling a cylinder. A cylinder-shaped spell ignores any obstructions within its area. A line-shaped spell shoots away from you in a line in the direction you designate. It starts from any corner of your square and extends to the limit of its range or until it strikes a barrier that blocks line of effect.
A line-shaped spell affects all creatures in squares through which the line passes. A sphere-shaped spell expands from its point of origin to fill a spherical area. Spheres may be bursts, emanations, or spreads. A spell with this kind of area affects creatures directly like a targeted spell , but it affects all creatures in an area of some kind rather than individual creatures you select. The area might be a spherical burst, a cone-shaped burst, or some other shape. A spell with this kind of area affects objects within an area you select as Creatures, but affecting objects instead. Many effects or areas are given as cubes to make it easy to model irregular shapes.
Three-dimensional volumes are most often needed to define aerial or underwater effects and areas. A line of effect is a straight, unblocked path that indicates what a spell can affect. A line of effect is canceled by a solid barrier. You must have a clear line of effect to any target that you cast a spell on or to any space in which you wish to create an effect. You must have a clear line of effect to the point of origin of any spell you cast. Many durations are measured in rounds, minutes, hours, or other increments.
When the time is up, the magic goes away and the spell ends. The spell energy comes and goes the instant the spell is cast, though the consequences might be long-lasting. The energy remains as long as the effect does. This means the spell is vulnerable to dispel magic. The spell lasts as long as you concentrate on it. Concentrating to maintain a spell is a standard action that does not provoke attacks of opportunity. See concentration. Some spells last for a short time after you cease concentrating.
If the spell creates an effect, the effect lasts for the duration. The effect might move or remain still. Such an effect can be destroyed prior to when its duration ends. If the spell affects an area, then the spell stays with that area for its duration. Creatures become subject to the spell when they enter the area and are no longer subject to it when they leave. You can make touch attacks round after round until the spell is discharged. If you cast another spell, the touch spell dissipates. Some touch spells allow you to touch multiple targets as part of the spell.
If the spell has no verbal component, you can dismiss the effect with a gesture. Dismissing a spell is a standard action that does not provoke attacks of opportunity. A spell that depends on concentration is dismissible by its very nature, and dismissing it does not take an action, since all you have to do to end the spell is to stop concentrating on your turn. 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. The spell has an effect on its subject.
A successful saving throw means that some lesser effect occurs. This notation does not mean that a spell can be cast only on objects. Some spells of this sort can be cast on creatures or objects. The spell is usually beneficial, not harmful, but a targeted creature can attempt a saving throw if it desires. Always use the spell level applicable to your class. A creature that successfully saves against a spell that has no obvious physical effects feels a hostile force or a tingle, but cannot deduce the exact nature of the attack.
You do not sense when creatures succeed on saves against effect and area spells. A natural 1 the d20 comes up 1 on a saving throw is always a failure, and the spell may cause damage to exposed items see Items Surviving after a Saving Throw, below. Even a character with a special resistance to magic can suppress this quality. Unless the descriptive text for the spell specifies otherwise, all items carried or worn by a creature are assumed to survive a magical attack. If a creature rolls a natural 1 on its saving throw against the effect, however, an exposed item is harmed if the attack can harm objects.
Determine which four objects carried or worn by the creature are most likely to be affected and roll randomly among them. The randomly determined item must make a saving throw against the attack form and take whatever damage the attack dealt. If the selected item is not carried or worn and is not magical, it does not get a saving throw.
It simply is dealt the appropriate damage. Spell resistance is a special defensive ability. Include any adjustments to your caster level to this caster level check. The spell resistance entry and the descriptive text of a spell description tell you whether spell resistance protects creatures from the spell. In many cases, spell resistance applies only when a resistant creature is targeted by the spell, not when a resistant creature encounters a spell that is already in place.
A creature with spell resistance must voluntarily lower the resistance a standard action in order to be affected by such spells without forcing the caster to make a caster level check. This portion of a spell description details what the spell does and how it works. Communal spells function like other spells, except they allow you to divide the duration among multiple targets, treating each target as a subject of the spell. When you divide the duration, you must divide it as evenly as possible among the targets. The extra 10 minutes of duration must be assigned to one of the four targets your choice or it is wasted.
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 not function, however, inside another extradimensional space. If placed inside such a space, they cease to function until removed from the extradimensional space. For example, if a bag of holding is brought into a rope trick , the contents of the bag of holding become inaccessible until the bag of holding is taken outside the rope trick. The only exception to this is when a bag of holding and a portable hole interact, forming a rift to the Astral Plane , as noted in their descriptions.
Wizards , sorcerers , and bards cast arcane spells. Compared to divine spells, arcane spells are more likely to produce dramatic results. His high Intelligence score might allow him to prepare a few extra spells. He can prepare the same spell more than once, but each preparation counts as one spell toward his daily limit. To prepare his daily spells, a wizard must first sleep for 8 hours. The wizard does not have to slumber for every minute of the time, but he must refrain from movement, combat, spellcasting, skill use, conversation, or any other fairly demanding physical or mental task during the rest period.
If his rest is interrupted, each interruption adds 1 hour to the total amount of time he has to rest in order to clear his mind, and he must have at least 1 hour of uninterrupted rest immediately prior to preparing his spells. If the character does not need to sleep for some reason, he still must have 8 hours of restful calm before preparing any spells. If a wizard has cast spells recently, the drain on his resources reduces his capacity to prepare new spells. When he prepares spells for the coming day, all the spells he has cast within the last 8 hours count against his daily limit. To prepare any spell, a wizard must have enough peace, quiet, and comfort to allow for proper concentration. Exposure to inclement weather prevents the necessary concentration , as does any injury or failed saving throw the character might experience while studying.
Wizards also must have access to their spellbooks to study from and sufficient light to read them. There is one major exception: a wizard can prepare a read magic spell even without a spellbook. After resting, a wizard must study his spellbook to prepare any spells that day. If he wants to prepare all his spells, the process takes 1 hour. Preparing some smaller portion of his daily capacity takes a proportionally smaller amount of time, but always at least 15 minutes, the minimum time required to achieve the proper mental state.
Until he prepares spells from his spellbook, the only spells a wizard has available to cast are the ones that he already had prepared from the previous day and has not yet used. During the study period, he chooses which spells to prepare. If a wizard already has spells prepared from the previous day that he has not cast, she can abandon some or all of them to make room for new spells. When preparing spells for the day, a wizard can leave some of these spell slots open.
Later during that day, he can repeat the preparation process as often as he likes, time and circumstances permitting. During these extra sessions of preparation, the wizard can fill these unused spell slots. He cannot, however, abandon a previously prepared spell to replace it with another one or fill a slot that is empty because he has cast a spell in the meantime. That sort of preparation requires a mind fresh from rest. Like the first session of the day, this preparation takes at least 15 minutes, and it takes longer if the wizard prepares more than one-quarter of his spells.
The various character class tables show how many spells of each level a character can cast per day. These openings for daily spells are called spell slots. A spellcaster who lacks a high enough ability score to cast spells that would otherwise be his due still gets the slots but must fill them with spells of lower levels. Once a wizard prepares a spell, it remains in his mind as a nearly cast spell until he uses the prescribed components to complete and trigger it or until he abandons it. If a spellcaster dies, all prepared spells stored in his mind are wiped away. Potent magic such as raise dead , resurrection , or true resurrection can recover the lost energy when it recovers the character. To record an arcane spell in written form, a character uses complex notation that describes the magical forces involved in the spell.
The writer uses the same system no matter what her native language or culture. However, each character uses the system in his own way. If the skill check fails, the character cannot attempt to read that particular spell again until the next day. A read magic spell automatically deciphers magical writing without a skill check. If the person who created the magical writing is on hand to help the reader, success is also automatic. Once a character deciphers a particular piece of magical writing, he does not need to decipher it again.
Deciphering magical writing allows the reader to identify the spell and gives some idea of its effects as explained in the spell description. If the magical writing is a scroll and the reader can cast arcane spells, he can attempt to use the scroll. A wizard can use a borrowed spellbook to prepare a spell he already knows and has recorded in his own spellbook, but preparation success is not assured. First, the wizard must decipher the writing in the book see Arcane Magical Writings, above. If the check succeeds, the wizard can prepare the spell. He must repeat the check to prepare the spell again, no matter how many times he has prepared it before.
If the check fails, he cannot try to prepare the spell from the same source again until the next day. However, as explained above, he does not need to repeat a check to decipher the writing. Wizards can add new spells to their spellbooks through several methods. A wizard can only learn new spells that belong to the wizard spell lists. Wizards perform a certain amount of spell research between adventures. Each time a character attains a new wizard level, he gains two spells of his choice to add to his spellbook. The two free spells must be of spell levels he can cast. Next, he must spend 1 hour studying the spell. If the check succeeds, the wizard understands the spell and can copy it into his spellbook see Writing a New Spell into a Spellbook. The process leaves a spellbook that was copied from unharmed, but a spell successfully copied from a magic scroll disappears from the parchment.
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