Orbs
Mr DM sir - i assume barkskin & stoneskin are personal (just me) or touch - the are listed as touch
--Philng 12:03, 12 August 2007 (EDT)
They behave as the spell, including targeting. -Kenjuraing sphere at wil
:*Wall of Fire 5/day
:*Firebrand and delayed blast fireball 3/day
:*Can become a large red dragon. (Not PC controlled)
- Ship Powers
:*Dragon's Breath: Can launch fire attack on enemy ship in forward firing arc, range 500 ft. Inflicts 24d6 fire damage and starts 2d6 fires. Usable once every 1d3 rounds.
Earth Orb
- Found
- Session 4
- Guardian
- Claudius
- Current Level
- 6
- Powers
:*+8 Str and Con, +4 Wis and Cha
:*Shillelagh and barkskin at will
:*Stoneskin and rusting rasp at will
:*Stone Tell 5/day
:*Flesh to stone and stone to flesh 3/day
:*Can become a large bronze dragon. (Not PC controlled)
- Ship Powers
:*Ironsides'': Ship's hull becomes as hard as iron, gaining hardness 20 and fire suppression 3. Lasts 1 minute/level, usable 5/day.
Nether Orb
- Found
- Session 8
- Guardian
- Circe
- Current Level
- 6
- Powers
:*+8 Wis and Cha, +4 Int and Con
:*See invisibility and detect thoughts at will
:*Enervation and black tentacles at will
:*Contact Other Plane 5/day
:*Circle of death and true seeing 3/day
:*Can become a large, wingless purple dragon (Not PC controlled)
- Ship Powers
:*Nullification Field: 250 ft square containing the ship completely nullifies energy attacks. Usable every 1d3 rounds.
Water Orb
- Found
- Session 9
- Guardian
- Hawk
- Current Level
- 6
- Powers
:*+8 Con and Wis, +4 Dex and Cha
:*Water breathing and water walk at will
:*Swim and swift swim at will
:*Control water 5/day
:*Submerge ship and waterspout 3/day
:*Can become a large sea dragon (Not PC controlled)
- Ship Powers
:*Wall of Water: Raise a 250 ft line, 20 ft thick, 100 ft tall wall of water from the sea. Lasts 1 minute/level. Usable 3/day.
Air Orb
- Found
- Session 13
- Guardian
- Medine
- Current Level
- 6
- Powers
:*+8 Dex and Int, +4 Wis and Cha
:*Gust of wind and gaseous form at will
:*Fly and freedom of movement at will
:*Chain lightning 5/day
:*Wind walk and ''summon nature's ally (large storm elemental) 3/day
:*Can become a large blue dragon (Not PC controlled)
- Ship Powers
:*Deny wind'': Steal the wind from an enemy ship's sails, instantly reducing its speed to 0 for 1 minute/level. Usable 3/day.
Nature Spirits
- Found
- Session 13
- Guardian
- Saranac
- Current Level
- 6
- Powers
:*+6 Str, Dex, Con, natural armor
:*Pounce
:*Gain 2 claw attacks (1d8) and 1 bite attack (2d6); if already possessed, increase damage die on all natural weapons by two steps.
:*Size increases by one step.
:*Improved grab
:*Swallow whole
Synergy Powers
- Fire and Earth
- Acid Rain: 20 ft spread, 1d6/level acid damage per round for 3 rounds. Creatures can choose to take cover as a free action each round before taking damage, effectively making them nauseated, but suffering only half damage.
- Fire and Nether
- Great Quench: As Quench, but extinguishes all fires within Long range, and prevents all materials from igniting for the next 24 hours.
- Earth and Nether
- Disintegrate:Makes one creature or object vanish.
- Fire and Air
- Fiery Nimbus: Cloud (20' radius, 20' high) inflicts 1d6/level fire damage per round; either orb holder can move it up to 120 feet per round as a move action.
- Air and Earth
- None
- Air and Nether
- Vacuum Bomb: All air is evacuated in a 20' radius; inflicts 1d6/level damage (Fort half), and subjects are fatigued. All creatures suffer 1d6 Con damage per round while in the area. Duration 3 rounds.
- Fire and Water
- None
- Earth and Water
- Transmute Earth to Water: One 10' cube of water per level within Medium range becomes water.
- Air and Water
- Cloying Mist: As obscuring mist, but fills 120' radius, and does not affect you or your allies.
- Water and Nether
- Deep Freeze: Fills a 20' cube with water, then freezes it solid.
- Earth, Fire, Air, and Water
- Summon Omnimental: Summons an omnimental.