Advanced Race Creation Guide:Spells Items Gear

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Spells, Items, and Gear

The rules for Aasimars include 3 spells, 3 wondrous items, and 5 general equipment items.

Spells

Aasimars have access to the following spells.
Note
In order to enter custom spells, go to the Control sheet and click on Spells, to bring up the sheet, then click the link for "Click here to add New Spells".

Sacred Space

  • School: evocation [good]; Level: cleric 2, paladin 2
  • Casting Time: 1 standard action
  • Components: V, S, M (a vial of ambrosia)
  • Range: close (25 ft. + 5 ft./2 levels)
  • Area: 20-ft.-radius emanation
  • Duration: 2 hours/level
  • Saving Throw: none; Spell Resistance: no
This spell sanctifies an area with heavenly power. The DC to resist spells or spell-like abilities with the good descriptor or channeled energy that damages evil outsiders (as when using Alignment Channel) increases by +2. In addition, evil outsiders take a –1 penalty on attack rolls, damage rolls, and saving throws, and they cannot be called or summoned into a sacred space. If the sacred space contains an altar, shrine, or other permanent fixture dedicated to your deity, pantheon, or good-aligned higher power, the modifiers given above are doubled. You cannot cast sacred space in an area with a permanent fixture dedicated to a deity other than yours.

For this step, it's mostly about filling in the columns that have interesting data:

Sacred Space
Column Value
Name Sacred Space
School Ev
Alignment
Sub-School and Descriptor (Good)
Cleric 2
Paladin 2
SHORT DESCRIPTION '+2 to DC vs. evil outsiders. -1 to att/dmg/saves to evil outsiders
Components VSM
Casting Time 1 action
Range Close
TARGET '20' radius emanation
DURATION 2*i_EffectiveCasterLevel&" hr"
Save None
SR No
D&D3.5 Ref.
PFRPG REf. ARG89
Materials Vial of Ambrosia
Effect Advice '+2 to DC vs. good spells & channeled energy vs. evil outsiders. -1 to att/dmg/saves to evil outsiders in range
Effect #1: Name Channel Energy DC
Type Unnamed
Modifier 2

Truespeak

  • School: divination; Level: bard 4, cleric 6, sorcerer/wizard 5, witch 5
  • Casting Time: 1 standard action
  • Components: V
  • Range: personal
  • Target: you
  • Duration: 1 minute/level
You can communicate with any creature that is not mindless. As long as you can be heard, your speech is understandable to all creatures, each of which hears you as though you were conversing in its language or other natural mode of communication, and you hear their responses as though in your own native language. You may ask questions and receive answers, though this spell does not make creatures more friendly or cooperative than normal, and non-sentient creatures may give limited responses. While using truespeak, your language-dependent effects can affect any creature that is not mindless.
Truespeak
Column Value
Name Truespeak
School D
Alignment
Sub-School and Descriptor (Good)
Bard 4
Cleric 6
Sorcerer 5
Wizard 5
Witch 5
SHORT DESCRIPTION Communicate with any creature that is not mindless
Components V
Casting Time 1 action
Range Personal
TARGET You
DURATION i_EffectiveCasterLevel&" min"
PFRPG REf. ARG89
Effect Advice Communicate with any creature that is not mindless

Veil of Heaven

  • School: abjuration [good]; Level: paladin 1
  • Casting Time: 1 standard action
  • Components: V, S, DF
  • Range: personal or 5 ft.; see text
  • Target: you or all creatures within 5 ft.; see text
  • Duration: 10 minutes/level (D)
  • Saving Throw: Will half; Spell Resistance: none
You surround yourself with a veil of positive energy, making it harder for evil outsiders to harm you. For the duration of this spell, you gain a +2 sacred bonus to AC and on saves. Both of these bonuses apply only against attacks or effects created by outsiders with the evil subtype. You can dismiss this spell as a swift action to deal 1d8 points of damage + 1 point per paladin level to all such outsiders within 5 feet. A Will save halves this damage.
Veil of Heaven
Column Value
Name Veil of Heaven
School A
Alignment
Sub-School and Descriptor (Good)
Paladin 1
SHORT DESCRIPTION "+2 bonus to AC & saves vs. evil outsiders. Dismiss to cause them 1d8+"&i_EffectiveCasterLevel&" dmg within 5'"
Components VSDF
Casting Time 1 action
Range Personal or 5ft
TARGET You or 5' rad. centered on you
DURATION 10*i_EffectiveCasterLevel&" min"
Save Will half
SR No
D&D3.5 Ref.
PFRPG REf. ARG89
Materials
Conditional Effect and Abilities '+2 sacred bonus to AC & on saves vs. evil outsiders. (Veil of Heaven)
Effect Advice '+2 sacred bonus to AC & on saves vs. evil outsiders.
Effect #1: Name All Conditional Saves
Type Sacred
Modifier 2
Effect #2: Name Conditional Armor Class
Type Sacred
Modifier 2

Items

Well, this part is easy: all the race-specific items are in Ultimate Equipment, and have already been entered into the sheet!

Gear

item creation for Aasimar (ARG) race

Ambrosia
Upon consumption, this heavenly elixir, brewed from holy water and blessed herbs, grants a +2 sacred bonus on saving throws against negative energy, energy drain, and death effects for 1 hour, including saves to remove negative levels. Ambrosia affects undead and evil outsiders as holy water.
Anointing Oil
This sacred oil, infused with aromatic spices and distilled holy water, may be applied to a creature while casting a harmless divine spell with a range of touch, increasing the casting time to a full-round action but also increasing the caster's effective caster level by +1 for that spell.
Celestial Censer
This blessed thurible holds up to 10 pieces of incense, and burns at a rate of 1 stick per hour. If a smokestick is added to the incense in the censer while it burns, creatures with the evil subtype are dazzled for as long as they remain within the area of the resulting smoke.
Celestial Lamp
This polished lantern contains a continual flame and sheds light as a common lamp. If its font of

consecrated crystal and metalwork is filled with holy water, the lamp's light is sanctified for 24 hours, adding a +1 bonus to the save DC of channeled positive energy or energy channeled to harm evil outsiders within a 30-foot radius.

Incense
This aromatic resin, imbued with fragrant oils, is often formed into sticks, cones, or balls and burned

in ceremonies or during meditation. A piece of incense burns for 1 hour.

Aasimar Equipment
Item	Cost	Weight	Craft DC
Ambrosia (vial)	100 gp	1 lb.	25
Anointing oil	25 gp	1 lb.	20
Celestial censer	50 gp	3 lbs.	—
Celestial lamp	300 gp	2 lbs.	25
Incense (10 sticks)	10 gp	1 lb.	—


Ambrosia | +2 sacred bonus on saves vs negative energy, energy drain, and death effects, including saves to remove negative levels, for 1 hour. Affects affects undead and evil outsiders as holy water. [Ambrosia] | No | '+2 sacred bonus on saves vs negative energy, energy drain, and death effects. | All Conditional Saves | Sacred | 2

Anointing Oil | | No | All Divine Caster Level (Spell Effects) | Unnamed | 1

Celestial Censer | | No | If a smokestick is added to incense, creatures with the evil subtype are dazzled within the area of the smoke

Celestial Lamp | | No | | Channel Energy DC | Unnamed | 1

Incense (nothing special)


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