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

*Quench and fire shield at will

:*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
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.
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