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  • <!-- Spell Level --> <!-- Values: Integer (spell level if castable) or leave blank (if not
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  • <!-- Spell Level --> <!-- Values: Integer (spell level if castable) or leave blank (if not
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  • <!-- Spell Level --> <!-- Values: Integer (spell level if castable) or leave blank (if not available to listed class) -->
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  • <!-- Spell Level --> <!-- Values: Integer (spell level if castable) or leave blank (if not available to listed class) -->
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Page text matches

  • ...er/Wizard Spell)|Haste]] or [[Divine Power (Cleric Spell) | Divine Power]] spell. ...ortDesc|Once per encounter, when you perform a full-attack action, you can make one bonus attack.
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  • ...d even applies if they make a saving throw against the base effects of the spell, as long as there is at least some effect remaining after a save. ...nclude> (A cutting spell uses up a spell slot three levels higher than the spell's actual level.)
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  • ...a [[Caster Check]] to cast the spell (e.g. to combat cast), you need only make a single [[Caster Check]] at a -2 penalty.
    1 KB (171 words) - 18:54, 21 May 2019
  • make into a hand item ...r/Wizard Spell)|Dispel Magic]] or [[Dispel Magic, Greater (Sorcerer/Wizard Spell)|Greater Dispel Magic]].
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  • ...one or more supernatural, spell, or spell-like abilities. That enemy must make a Fort save vs. a DC of 12 + half your barbarian level + your WIS modifier ...two enemies you can perceive that have one or more supernatural, spell, or spell-like abilities.
    2 KB (241 words) - 14:31, 31 December 2019
  • ...a [[Caster Check]] to cast the spell (e.g. to combat cast), you need only make a single [[Caster Check]] at a -4 penalty.
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  • ...tion allows you to do something, most commonly to make an attack or cast a spell. Using a standard action to attack is sometimes also called an attack actio Some combat options are standard actions that allow you to make an attack. These options can't be combined with other actions requiring a s
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  • ...misses, or if you fail to make an attack against a creature with a spell, spell-like or supernatural ability before the start of your next turn, the activa ...times in the same round with this ability. If all of a creature's spell, spell-like and supernatural abilities are already suppressed when you attack it w
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  • ...a [[Caster Check]] to cast the spell (e.g. to combat cast), you need only make a single [[Caster Check]] at a -6 penalty. | Ended-By = You may take a full-round action to make a saving throw against the Cowering condition. The DC for this saving throw
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  • ...a free action, you gain a +2 bonus on all saving throws against any spell, spell-like or supernatural ability until the start of your next turn. ...6 points of {{dmg|psychic}} damage against the creature that caused you to make the save. This psychic damage increases by +1d6 per experience tier of the
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  • | Flavor=You can make your spells last twice as long. ...ion becomes one decade and a day. This effect can only be applied once per spell.
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  • <!-- Spell Level --> <!-- Values: Integer (spell level if castable) or leave blank (if not
    4 KB (465 words) - 02:53, 2 February 2021
  • <!-- Spell Level --> <!-- Values: Integer (spell level if castable) or leave blank (if not
    4 KB (467 words) - 02:54, 2 February 2021
  • ...ower before you make an attack roll against a qualifying target. You must make the attack before the end of your current turn, and the attack must hit the | Prog1 = When you activate Magic Bane, it augments all attacks you make before the end of your current turn.
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  • A ritual is the act of casting a spell or using a spell-like or supernatural ability which requires a very long time, much longer t ...pically measured in hours, with the specific casting time described in the spell or ability write-up.
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  • ...half character level + DEX modifier, instead of whatever is listed for the spell. ...f the rogue is required to make any [[caster check]]s (such as to cast the spell defensively, to avoid provoking an attack of opportunity), they must resolv
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  • ...judicates all unusual circumstances. Before you make these checks, you may make a [[Sense Motive]] check (against an [[Skill DC|Easy DC]] based on the camp ...s other than you, and it suffers a 10% spell failure chance on all spells, spell-like, or supernatural abilities that do not target you or fail to include y
    3 KB (492 words) - 15:52, 17 August 2020
  • ...Ritual casting to cast a [[Make Whole (Sorcerer/Wizard Spell)|Make Whole]] spell, using up one charge from the rod. ...ts maximum [[Durability]]. If more than 10% of the object is missing, the spell will only restore 1 point of [[Siege Damage]] to the object or construct pe
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  • | Flavor=You can use your arcane skill to make your magics nearly impossible to resist | Prerequisites|Caster Level 21, [[Heighten Spell (Feat)]]
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  • | Flavor=You are able to make your magics resonate through your magical skill, so that creatures affected | Prerequisites|Caster Level 16, [[Coaxing Spell (Feat)]]
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  • Make into a headband slot item? | Prerequisites|[[Spell Focus (Feat)]]: Illusion
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  • | Flavor=You can make additional attacks of opportunity. [[Pin Down (Feat)]], [[Reactive Countersong (Feat)]], [[Spell Opportunity (Feat)]],
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  • <!-- Spell Level --> <!-- Values: Integer (spell level if castable) or leave blank (if not available to listed class) -->
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  • <!-- Spell Level --> <!-- Values: Integer (spell level if castable) or leave blank (if not available to listed class) -->
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  • <!-- Spell Level --> <!-- Values: Integer (spell level if castable) or leave blank (if not available to listed class) -->
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  • <!-- Spell Level --> <!-- Values: Integer (spell level if castable) or leave blank (if not available to listed class) -->
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  • ...ck bonus against '''''each opponent''''' within your melee reach. You must make a separate attack roll against each opponent. You then roll your normal me ...ction, such as that granted by the [[Haste (Sorcerer/Wizard Spell)|Haste]] spell. Remember that a full-attack action replaces your Standard Action and Move
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  • | Unlocks| [[Linked Spell (Feat)]] ...usions or non-damaging spells. Any damaging synergies laid by the original spell serve to break the condition if they are triggered. The GM adjudicates all
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  • ===Spell Resistance=== ...ordinary ability to avoid being affected by spells. Some spells also grant spell resistance.
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  • ...ficulty of resisting your spells tied to your caster level, instead of the spell's level. | Unlocks| [[Heighten Spell, Improved (Feat)]]
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  • ...Focus (Feat)]], [[Stealth Spell (Feat)]], [[Silent Spell (Feat)]], [[Still Spell (Feat)]] ...it=An unseen spell gains all the benefits of [[Stealth Spell (Feat)]]. The spell is not only invisible, but when it goes off it blankets the entire area of
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  • ...list, usable twice per day, and a 0th level spell from the sorcerer/wizard spell list, usable an unlimited number of times per day. ...f the rogue is required to make any [[caster check]]s (such as to cast the spell defensively, to avoid provoking an attack of opportunity), they must resolv
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  • <!-- Spell Level --> <!-- Values: Integer (spell level if castable) or leave blank (if not available to listed class) -->
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  • <!-- Spell Level --> <!-- Values: Integer (spell level if castable) or leave blank (if not available to listed class) -->
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  • ...or projectile weapons, magic items, or casting a Ray spell, but NOT an AOE spell) at any point during your movement, as long as you chose that weapon type w | ShortDesc|Make ranged attack at any point during movement
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  • ...rd Spell)|Haste]] spell, or [[Divine Power (Cleric Spell) | Divine Power]] spell. ...erefore, actions requiring a standard action to perform (such as casting a spell) cannot be performed with the bonus action provided by the ''Velocity'' mag
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  • ...r/Wizard Spell)|Dispel Magic]] OR [[Dispel Magic, Greater (Sorcerer/Wizard Spell)|Greater Dispel Magic]]> ...t, that opponent must succeed at a Fortitude save (DC equals the DC of the spell used to dispel) or be [[Rattled]] until the start of your next turn. If the
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  • ...cast a [[Make Whole, Greater (Sorcerer/Wizard Spell)|Greater Make Whole]] spell, using up one charge from the rod. ...are damaged or [[broken]]. If more than 50% of the object is missing, the spell will only restore 1 point of Siege Damage to the object or construct per ca
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  • |Flavor=You can convert any spell into a defense. ...ng sacrificed does not affect the dodge bonus granted; it is always +1 per spell sacrificed. 0th-level spells (cantrips or orisons) provide no benefit and
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  • | Flavor=You can convert a spell to interfere with an enemy's attack. ...enalty equal to the level of the spell you sacrifice. You must sacrifice a spell of 1st-level or higher to use this ability. The affected enemy takes this s
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  • ...y. They also learn one additional 0th-level spell from the sorcerer/wizard spell list, usable an unlimited number of times per day. ...f the rogue is required to make any [[caster check]]s (such as to cast the spell defensively, to avoid provoking an attack of opportunity), they must resolv
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  • ...be healed through spells such as [[Make Whole (Sorcerer/Wizard Spell)|Make Whole]]. A construct with the fast healing special quality still benefits from th ...)|Make Whole]], [[Make Whole, Greater (Sorcerer/Wizard Spell)|Greater Make Whole]], [[Field Repair]], a workshop and the [[Creator]] feat, or <effect>.
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  • ...ting defensively. If you do so, you take a -4 penalty on all d20 rolls you make until the start of your next turn other than saving throws, but you consequ ...at requires an action to use but does not require an attack roll, you must make a [[Maneuver Offense]] check, or a [[Caster Check]] (your choice), versus a
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  • ...alculate damage, saving throws, or other variable effects of that spell or spell-like effect. ...mely double the spell level of the spell on the item minus one (i.e., (2 * spell level) - 1).
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  • ...xt to-hit roll equal to the number of enemy creatures with supernatural or spell-like abilities that you are adjacent to. Your next attack must occur before ...The to-hit bonus granted by ''Desperate Rage'' applies to all attacks you make before the start of your next turn.
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  • <!-- Spell Level --> <!-- Values: Integer (spell level if castable) or leave blank (if not
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  • <!-- Spell Level --> <!-- Values: Integer (spell level if castable) or leave blank (if not available to listed class) -->
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  • ...creature targets you (or includes you in the area of effect) with a spell, spell-like, or supernatural ability, you can roll the saving throw twice against ...fects on a successful saving throw. This does not negate the ability as a whole; only that portion of the ability that is targeting you.
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  • ...rd Spell)|Haste]] spell, or [[Divine Power (Cleric Spell) | Divine Power]] spell, nor can you gain its benefit a second time by applying the property to a s ...erefore, actions requiring a standard action to perform (such as casting a spell) cannot be performed with the bonus action provided by the ''Velocity'' mag
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  • ...used spell slots and gain a [[dodge bonus]] to AC equal to +1 per spell or spell slot you sacrifice. This dodge bonus lasts until the start of your next tu ...slots you can sacrifice with this feat is equal to the number of tiers of spell-casting classes you possess (1 to 7).
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  • <!-- Spell Level --> <!-- Values: Integer (spell level if castable) or leave blank (if not available to listed class) -->
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  • ...ndition can be removed with Field Repair feat, Mending spell or Make Whole spell, as detailed on the Broken condition page.
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  • ...rd Spell)|Haste]] spell, or [[Divine Power (Cleric Spell) | Divine Power]] spell, nor can you gain its benefit a second time by applying the property to a s ...erefore, actions requiring a standard action to perform (such as casting a spell) cannot be performed with the bonus action provided by the ''Speed'' magic
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  • <!-- Spell Level --> <!-- Values: Integer (spell level if castable) or leave blank (if not available to listed class) -->
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  • ...wrath and sacrifice and agony. You cast your gaze upon your enemies as the spell completes, and send forth tiny motes, seething with mental venom, and poiso ...ttack, each target suffers {{circle|TD1}} of {{dmg|psychic}} damage as the spell spears deep into the core of their anger, bursting that primal urge all ove
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  • <!-- Spell Level --> <!-- Values: Integer (spell level if castable) or leave blank (if not available to listed class) -->
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  • ...twice per day, and one additional 0th-level spell from the sorcerer/wizard spell list, usable an unlimited number of times per day. ...h this talent and all of its prerequisites to the following: one 3rd-level spell once per day, two 2nd-level spells once per day each, three 1st-level spell
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  • ...inute Ritual casting to cast a [[Mending (Sorcerer/Wizard Spell)|Mending]] spell, using up one charge from the rod. ...e item's maximum. All of the pieces of an object must be present for this spell to function.
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  • :* Any attack you make that requires a to-hit roll automatically misses. ...the [[Selective (Feat)|Selective]] feat, or the [[Widen Spell (Feat)|Widen Spell]] metamagic feat).
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  • <!-- Spell Level --> <!-- Values: Integer (spell level if castable) or leave blank (if not
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  • <!-- Spell Level --> <!-- Values: Integer (spell level if castable) or leave blank (if not available to listed class) -->
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  • <!-- Spell Level --> <!-- Values: Integer (spell level if castable) or leave blank (if not
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  • ...ritical Wounds (Bard Spell)]], and potions, scrolls or other effects which make use of healing spells, have no effect on dead characters. Furthermore, a ch ...cause you to become undead. Becoming undead requires a different sort of spell entirely &mdash; typically one which animates the corpse through the introd
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  • | Unlocks| [[Quicken Spell, Automatic (Feat)]] ...including casting another spell, in the same round as you cast a quickened spell, as long as you have sufficient actions left to do so.
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  • ...low a saving throw. In those cases, generate the saving throw DC as if the spell or effect did allow a saving throw. This bonus save may only be attempted o
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  • <!-- Spell Level --> <!-- Values: Integer (spell level if castable) or leave blank (if not
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  • ...r have no affinity for magic without them. You can pick it up and just... make it work. This may involve the sheer force of your will, sly flourishes and | Benefit = You can use this skill to read a spell or to activate a magic item. ''Use magic device'' lets you use a magic item
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  • ...se of the creature who applied the spell effect. If attempting to break a spell on an unattended object, the target DC is 15 + double the effect's caster l : If multiple spell effects are present, the effect which is suppressed or dispelled is determi
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  • <!-- Spell Level --> <!-- Values: Integer (spell level if castable) or leave blank (if not
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  • <!-- Spell Level --> <!-- Values: Integer (spell level if castable) or leave blank (if not
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  • :* You may not make attacks using two-handed weapons, ranged weapons, or off-hand weapons. ...creature's Maneuver Defense, or else the spell fails. If successful, your spell must target the creature grappling you, or include it as a target.
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  • ...(rounding down), while this song is in effect, that is no longer true. Any spell cast by an affected ally that has a listed Circle for its damage can be man ...ch deals circle 3 damage, and mana burns it twice, spending two additional spell slots to do so, they gain a bonus circle from this performance, making the
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  • <!-- Spell Level --> <!-- Values: Integer (spell level if castable) or leave blank (if not
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  • :* The first attack you make each round automatically misses. ...pell)|Greater Restoration]] spell, a [[Wish (Sorcerer/Wizard Spell)|Wish]] spell, or an ability which emulates the effects of one of these spells.
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  • ...l, you take only half damage from all attacks, whether physical or energy, spell or weapon, unless the creature making those attacks is also incorporeal. Y | Prog1 = Any attacks you make against incorporeal creatures before the end of a turn in which you have ac
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  • ...r level 31, [[Enhance Spell (Feat)]], [[Maximize Spell (Feat)]], [[Perfect Spell (Feat)]] |Benefit=The spell becomes charged with magical energy, gaining the following benefits:
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  • | Bonus-Spell-1 = Magic Aura | Bonus-Spell-2 = Codespeak
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  • ...t defensively]] during your turn (i.e. remaining calm), you do not need to make a saving throw at the end of your turn. ...not [[Fighting Defensively|fight defensively]] during your turn, you must make a saving throw at the end of your turn. The DC for this saving throw is the
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  • :* You cannot make attacks of opportunity, unless you have [[Combat Reflexes (Feat)]]. :* You cannot make immediate actions.
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  • ...splash radius in grease (as the [[Grease (Sorcerer/Wizard Spell)|Grease]] spell) until the beginning of their next turn. A grease bomb can't affect items o ...fect is entirely optional, meaning that this discovery can also be used to make bombs single-target attacks, if the Alchemist so chooses.
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  • | Effects = At the start of your turn, you must make a Perception check versus a [[Skill DC|Challenging DC]] based on the CR (ch ...l)|Greater Restoration]] spell, or a [[Wish (Sorcerer/Wizard Spell)|Wish]] spell, or an ability which emulates the effects of one of these spells.
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  • ...ibility]] (though it is fooled by [[Invisibility, Greater (Sorcerer/Wizard Spell)|greater invisibility]]). Detected creatures do not have concealment. ..., as well as permeable, but solid, objects, like [[Pillar of Thorns (Druid Spell)]] block cloudsense.
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  • ...o all to-hit rolls they make (regardless of source, whether melee, ranged, spell, or class feature). ...+1 Performance Bonus to their critical threat range with any attacks they make that are capable of inflicting a critical hit, for as long as they remain u
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  • |Flavor=You can convert any spell into an attack. ...s then multiplied by the Arcane Caster Level of the caster sacrificing the spell (16 to 35+). 0-level spells may not be sacrificed in this manner.
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  • | Benefit=Whenever you summon a creature or creatures with a summon spell you cast yourself (which may include the use of a magic item), the summoned ...fter the summoned creature performs an attack or a combat maneuver, it can make a bonus melee attack against a creature within its reach, using its normal
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  • ...to its damage) the garrote is treated as a light weapon and may be used to make attacks during a grapple. Precision damage may not be added to a garrote's ...rd item, or use any ability requiring speech. A garroted opponent may not make any sound with his mouth, assuming the garrote is around the neck.
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  • Template:Spell <!-- Spell Level -->
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  • ...30-foot radius. This aura interferes with all enemies who attempt to use a Spell-like (Sp) or Supernatural (Su) ability. Once activated, this aura persists ...ability, or supernatural ability within this area, an enemy creature must make a [[Caster Check]] to [[Concentration|Concentrate]] as if they were casting
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  • First, when wielded, a magic staff can be used to make normal melee attacks against a creature within reach (using the stats of a ...on that would take longer than the "part of the same action as casting the spell" to draw, the staff cannot draw the component. Don't store your components
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  • | Bonus-Spell-1 = Animate Rope | Bonus-Spell-2 = Dancing Lantern
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  • ...the grabbing creature's Maneuver Defense, or else the spell fails. If the spell does not include the creature that grabbed you as one of its targets, this ...removed via the [[Still Spell (Feat)|Still Spell]] metamagic feat, or the spell has a range of "Touch" (but not "Ranged Touch").
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  • ...not be destroyed except by some extraordinary means, such as a Disjunction spell. Broken non-magical items can be repaired with the [[Mending (Sorcerer/Wizard Spell)|Mending]] cantrip (which requires 10 minutes to cast), or the appropriate
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  • ...on during your turn (i.e. staying as still as you can), you do not need to make a saving throw at the end of your turn. ...ng other than take the [[Total Defense]] action during your turn, you must make a saving throw at the end of your turn. The DC for this saving throw is the
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  • ...cast an [[Dimensional Anchor (Sorcerer/Wizard Spell)|Dimensional Anchor]] spell, using up one charge from the rod. ...r [[Teleportation Circle (Sorcerer/Wizard Spell)]] for the duration of the spell.
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  • ...on]] to cast a [[Water Breathing (Sorcerer/Wizard Spell)|Water Breathing]] spell, using up one charge from the rod. If the wielder chooses, they may expend ...the water (or similar fluids, at GM discretion) freely. The spell does not make creatures unable to breathe air. This effect persists until the target's n
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  • ...attacks, such as those provided by [[Haste (Sorcerer/Wizard Spell)|Haste]] spell, or the [[Two-Weapon Fighting (Feat)|Two-Weapon Fighting]] feats, may not b ...u must target the creature pinning you, or include them as a target of the spell.
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  • ...nt bonus to all to-hit rolls you make when casting a spell or activating a spell-like ability. This bonus applies to [[melee touch attack]]s, [[ranged touc ...accessible'' place that could normally be pulled from as part of casting a spell. If the component is tucked away in a (non-magical) backpack, stored in a
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  • ...the start of your next turn. This bonus applies to all such rolls, if you make more than one before the start of your next turn. ...nus attack(s) you might have from effects such as [[Haste (Sorcerer/Wizard Spell)|Haste]]. Only one bonus attack can be gained from Deadly Accuracy per rou
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  • ...ead of the scepter, which is shaped like a pair of small white wings. The whole rod is somewhat heavy, but it is easy to grip. ...ion]] to cast a [[Cure Serious Wounds (Cleric Spell)|Cure Serious Wounds]] spell, using up one charge from the rod.
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  • ...ead of the scepter, which is shaped like a pair of small white wings. The whole rod is somewhat heavy, but it is easy to grip. ...action]] to cast a [[Cure Light Wounds (Cleric Spell)|Cure Light Wounds]] spell, using up one charge from the rod.
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  • ...ord as a [[standard action]] to cast a [[Fly (Sorcerer/Wizard Spell)|Fly]] spell, using up one charge from the rod. ...f this Rod grant no more flight ability, but the higher Creator Level does make the effect stronger and more difficult to Dispel.
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  • ...ead of the scepter, which is shaped like a pair of small white wings. The whole rod is somewhat heavy, but it is easy to grip. ...n]] to cast a [[Cure Moderate Wounds (Cleric Spell)|Cure Moderate Wounds]] spell, using up one charge from the rod.
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  • ...ead of the scepter, which is shaped like a pair of small white wings. The whole rod is somewhat heavy, but it is easy to grip. ...n]] to cast a [[Cure Critical Wounds (Cleric Spell)|Cure Critical Wounds]] spell, using up one charge from the rod.
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  • ...er round and is adjudicated similarly to [[Dimension Door (Sorcerer/Wizard Spell)|dimension door]] as regards line of effect/line of sight, though its use d ...ce|27}} damage with each hit, and allows [[Dimension Door (Sorcerer/Wizard Spell)|dimension door]] during a full attack.
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  • ...ss knuckles if you make a [[Caster Check]] with a DC of 10 + quadruple the spell level. Brass Knuckles belong to the "Monk" and "Close" weapons groups.
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  • ...n]] to cast an [[Endure Elements (Sorcerer/Wizard Spell)|Endure Elements]] spell, using up one charge from the rod. ...ane in conditions between -50 and 140 degrees Fahrenheit without having to make saving throws, and never suffer damage from hot or cold environmental effec
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  • ...er round and is adjudicated similarly to [[Dimension Door (Sorcerer/Wizard Spell)|dimension door]] as regards line of effect/line of sight, though its use d ...erstice damage with each hit, and allows [[Dimension Door (Sorcerer/Wizard Spell)|dimension door]] during a full attack.
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  • :* You cannot make attacks of opportunity, unless you have [[Combat Reflexes (Feat)]]. :* You cannot make immediate actions.
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  • ...no actions at all (i.e. conserve the last of your air), you do not need to make a saving throw. :* If you take any actions at all, you must must make a saving throw at the end of your turn. The DC for this saving throw is the
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  • ...arget, the target is also knocked [[prone]], in addition to the damage the spell normally inflicts. ...apply the knockdown effect to one target, even if the force-based spell or spell-like ability can target more than one creature. The wielder chooses which
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  • ...the target gains the [[splayed]] condition, in addition to the damage the spell normally inflicts. ...apply the knockdown effect to one target, even if the force-based spell or spell-like ability can target more than one creature. The wielder chooses which
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  • ...this target, the target is also [[quelled]], in addition to the damage the spell normally inflicts. ...apply the knockdown effect to one target, even if the force-based spell or spell-like ability can target more than one creature. The wielder chooses which
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  • ...d action]] to cast a [[Dispel Magic (Sorcerer/Wizard Spell)|Dispel Magic]] spell, using up one charge from the rod. If the wielder chooses, they may expend ...r) [[spell-like abilities]] or [[supernatural abilities]]. The effect of a spell with an instantaneous duration can't be dispelled, because the magical effe
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  • ...arget, the target is also knocked [[prone]], in addition to the damage the spell normally inflicts. ...apply the knockdown effect to one target, even if the force-based spell or spell-like ability can target more than one creature. The wielder chooses which
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  • ...the target gains the [[splayed]] condition, in addition to the damage the spell normally inflicts. ...apply the knockdown effect to one target, even if the force-based spell or spell-like ability can target more than one creature. The wielder chooses which
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  • ...enemies within your reach, can provide flanks for your allies, and you can make melee attacks with the rod using the stats for a mage rod (or athame, or si ...se slight mechanical differences are one reason why wizards cannot learn a spell by buying a rod. Wizards can only learn new spells from scrolls, or levelin
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  • ...es it actually grant an extra action, so you can't use it to cast a second spell or otherwise take an extra action in the round.)
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  • | Bonus-Spell-1 = Air Bubble | Bonus-Spell-2 = Alter Winds
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  • ...t-like. The central part of the wand has been carved with fine grooves to make it easier to grip. | Family-ShortDesc| Apply your [[Empower Spell (Feat)]] to a spell without increasing its level.
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  • ...on]] to cast a [[Hurricane Blast (Sorcerer/Wizard Spell)|Hurricane Blast]] spell, using up one charge from the rod. This spell acts exactly as [[Gust of Wind (Sorcerer/Wizard Spell)]], except it blasts in every direction away from you.
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