SPELLING ERRORS REPORT THREAD

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Tsidkenu
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Re: SPELLING ERRORS REPORT THREAD

Unread post by Tsidkenu »

Easy fix. Replace Cyric with Shar and done.
Tsidkenu wrote:Do you want to panic over something that 99.996 percent of the world population doesn't even have?
Do you want to panic over something that 99.99983% of the world population hasn't even died from?
Off exploring the Electric Universe.
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Re: SPELLING ERRORS REPORT THREAD

Unread post by Ewe »

Hilater's Misdirection
StrRef 1722

1. Successfully spelled wrong twice.

An invisible, mobile field surrounds you and prevents creatures from sucesfully attacking in melee. Any creature within the field must attempt a save each round. If it fails, it becomes unable to sucesfully attack with a melee weapon for that round. Misdirected creatures' actions are not otherwise restricted.



Hilater's Greater Misdirection
StrRef 1724

1. Successfully spelled wrong twice.
An invisible, mobile field surrounds you and prevents creatures from sucesfully attacking. Any creature within or entering the field must attempt a save. If it fails, it becomes unable to sucesfully attack for that round. Misdirected creatures' actions are not otherwise restricted.



Gromph's Combat Readiness
StrRef 1607

1. Knowledgeable spelled incorrectly.

2. Improved Initiative does not give +2 initiative. Should first sentence have said Lightning Reflexes instead of Improved Initiative?

The touched creature acts as if it possesses the feat: Improved Initiative. It gains a +2 insight bonus on all initiative checks. This spell does not stack for a +4 bonus if the subject already has the Lightning Reflexes feat.

Knowledgable underdark denizens with a lore arcana...



Sand Warriors
StrRef 1860

1. I think "warrion" should be "warriors"?
The caster summons 1d3 warriors from beneath the sand to fight for him or her. The warrion are completely loyal and cannot be controlled or stolen, although they can be banished by a successful dispel magic...



Deez's Repulsive Shadow Barrier
StrRef 914

1. Concealment is spelled incorrectly in description.
Concealement is 5% until casterlevel 8. 10% until casterlevel 12. 15% until casterlevel 16. 20% at casterlevel 16 and higher.



Archveult's Absolute Immunity
StrRef 2040

1. Awe-inspiring and knowledgeable spelled wrong.

Tall, graceful, and silverbearded, he was soon the epitome of the cultured, aweinspiring archwizard.

...

... knowledgable on Myth Drannor and its human mages.



Deadly Lahar
StrRef 15459

1. Dire damage? You mean fire damage?
You create a liquid landslide of molten-hot volcanic material. All creatures in the area of the spell take 18d6 points of fire damage. Additionally, those creatures are coated in a thick layer of viscous substance, slowing them for the next 3 rounds and dealing an additional 4d6 points of dire damage per round. A successful Reflex save reduces the initial damage by half and prevents the slow effect and the additional damage.



Fumble
StrRef 1581

1. Interrupted spelled wrong.

- Creature's actions are interupted



Programmed Image
StrRef 1683

1. Successfully spelled wrong.
You create an illusory figment of yourself. The programmed image looks, sounds, and smells like you but is actually intangible. The image is programmed to behave as an obedient companion and cannot be possessed or controlled. The image can never succesfully attack another creature though it will serve as a distraction until dispelled or destroyed. You can only have one programmed image active at any time.


Nezram's Negate Weapons
StrRef 1539

1. Renowned spelled wrong.
Nezram's Negate Weapons is part of his collected works, a tome boastfully titled 'Unique Mageries'. Originally penned by the reknowned Mulhorandi Archmage Nezram around 622 DR...



Trace Teleport
StrRef 573

1. Traceable spelled wrong.
You can trace the destination of any psionic or magical teleportation done by others within this spell's area of effect as long as there is an imprint upon the weave to detect. The traceble imprint of a spell depends upon its spell level. A regular...



Teleport
StrRef 567

1. Missing space between "creaturesmust."
2. Possessing spelled wrong.
All creatures to be transported must be in contact with one another, and at least one of those creaturesmust be in contact with you. As with all spells where the range is personal and the target is you, you need not make a saving throw, nor is spell resistance applicable to you. Only objects held or in use (attended) by another person receive saving throws and spell resistance.


...Conjuration school casting abilities as well as by possesing a certain amounts of...



Fire Seeds
StrRef 1824

1. Get rid of "to" in second sentence. Seems awkward.
You permanently transform four berries or acorns into four flasks containing alchemical fire. Until to casterlevel 10 this creates a regular alchemical fire grenade (50 gp), which can be thrown as a grenade...



Walk Safely
StrRef 1615

1. Get rid of "spell" in "it spell simply". Seems awkward.
This spell does not magically conceal the caster, it spell simply allows the caster to gaze briefly into the future and formulate a path that keeps her out of the field of vision of others...



Analyse Portal
StrRef 2103 and description StrRef 2104

1. Inconsistent usage of UK/US spelling. The description uses both Analyse Portal and Analyze Portal in same description.




Warsling Sniper
StrRef 1387

1. Successfully spelled wrong.
2. Practitioners spelled wrong.
...chances of adventuring succesfully. A number of warsling snipers remain...


...are the most common practicioners of warsling snipery...
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Maecius
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Re: SPELLING ERRORS REPORT THREAD

Unread post by Maecius »

Thanks for finding and reporting these, Ewe!
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Re: SPELLING ERRORS REPORT THREAD

Unread post by Valefort »

Special thanks for adding the str refs :D
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Re: SPELLING ERRORS REPORT THREAD

Unread post by Ewe »

Dragonslayer Description
StrRef 15304

I suggest changing:
- <b>Spellcasting: At each odd level (1, 3, 5, 7, 9) and level 10, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in an arcane, divine, or invocation based spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one spellcasting class before becoming a dragonslayer, you must decide which class to progress in. Eldritch Blast progresses for Warlocks when a level granting spellcasting progression is gained. This includes Assassin, Avenger, and Blackguard.
to something like this:
- <b>Spellcasting:</b> At each odd level (1, 3, 5, 7, 9) and level 10, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in an arcane, divine, or invocation based spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one spellcasting class before becoming a dragonslayer, you must decide which class to progress in. Note: This includes Assassin, Blackguard, and Eldritch Blast progression for Warlocks.
This is because, to my knowledge we have no Avenger class and it makes the paragraph a bit less awkward. I've done this change on the wiki already.

Also, the wiki claims:
At 3rd level, a dragonslayer gains damage reduction 1/-. This improves to damage reduction 2/- at 6th level, and to damage reduction 3/- at 9th level. This damage reduction only stacks with the DR granted by Greater Resiliency and the epic damage reduction feats.

Deactivated for Warlocks for DR stacking issues.
The in-game description doesn't state this. I don't know if it is true or not. So I left it on the wiki, but if it is true then we should probably add it into the game description. Otherwise, I will remove it from the wiki.



*edit* I also noted the closing bold tag was missing from "Spellcasting:"
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Valefort
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Re: SPELLING ERRORS REPORT THREAD

Unread post by Valefort »

The DR one is pending a server update, for the other sure.
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Re: SPELLING ERRORS REPORT THREAD

Unread post by Ewe »

War Priest Description
Strref 2203

1. Receives is spelled incorrectly at the end of the description.
<color=Gold>BGTSCC Features:</color>

- Recieves Spot as a Class Skill.

- Each level of Warpriest will advance turn undead progression from other classes.
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Re: SPELLING ERRORS REPORT THREAD

Unread post by Ewe »

Toward the end of the Anointed Knight's description, it calls her a Warrior of Darkness :(

StrRef 14481
- <b>Bonus Feat:</b> At 9th and 10th level, the anointed knight gains a bonus feat. This feat must be drawn from the following feats and the
warrior of darkness must meet all the prerequisites for it: Armor Specialization (Heavy), Armor Specialization (Medium), Cleave, Combat Expertise, Deflect Arrows, Dodge, Elemental Archer's Improved Elemental Storm, Epic Ability increases, Epic Toughness, Exotic Weapon Proficiency, Fiery Fist, Fiery Ki Defense, Great Cleave, Greater Two-Weapon Defense, Improved Critical, Improved Disarm, Improved Feint, Improved Initiative, Improved Knockdown, Improved Two-Weapon Fighting, Improved Unarmed Strike, Indomitable Soul, Knockdown, Mobility, Oversized Two-Weapon Fighting, Penetrating Shot, Point Blank Shot, Power Attack, Rapid Shot, Spring Attack, Steadfast Determination, Stunning Fist, Two-Weapon Fighting, Weapon Finesse, Weapon Focus, Weapon Mastery (Ranged), Weapon Mastery (Unarmed), Weapon Specialization, Whirlwind Attack.
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Re: SPELLING ERRORS REPORT THREAD

Unread post by Ewe »

Warrior of Darkness issues:

cls_skill_warrdark.2da only lists Lore: Arcana, Lore: History, and Lore: Local. It also lists Tumble as a class skill.
...
10 Tumble 21 1
11 Lore 7 1
12 Lore5 36 1
13 Lore6 39 1
But the StrRef 14369 seems to say it should also get Lore: The Planes.
- <b>Class Skills:</b> Bluff, Craft Weapon, Craft Armor, Craft Alchemy, Concentration, Hide, Lore: Arcana, Lore: History, Lore: Local, Lore: The Planes, Move Silently, Parry, Spellcraft.
Further, the class description is missing tumble from the skill list.
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Re: SPELLING ERRORS REPORT THREAD

Unread post by Ewe »

The Gnome Domain description is missing a leading T. Not that I care that much, it being a Gnome Domain probably no one picks it.
StrRef 2341
he Gnome Domain grants you powers related to the Forgotten Folk, their culture and their magical affinities. All your illusion spells gain more potency.
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Re: SPELLING ERRORS REPORT THREAD

Unread post by Ewe »

StrRef 16777288 (72) Stone Body Description

1. Incorrect Range is listed. Should be Personal (from Pennal).
Caster Level(s): Cleric 6, Wizard / Sorcerer 6
Innate Level: 6
School: Transmutation
Descriptor(s):
Component(s): Verbal, Somatic
Range: Pennal
Area of Effect/Target: Caster
Duration: 6 seconds / Level
Save: None
Spell Resistance: No


<color=RED><b>Changed by BG to 6 seconds a level</b></COLOR>
You gain damage reduction 10/adamantine and a +4 enhancement bonus to Strength, but you take a -4 penalty to Dexterity. You move at half speed. You have a 50% arcane failure chance and a -8 armor check penalty. You are also immune to blindness, critical hits, ability score damage, deafness, disease, electricity, poison, and stunning. You take only half damage from acid and fire of all kinds.
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Re: SPELLING ERRORS REPORT THREAD

Unread post by Ewe »

Per domains.2da the description strref is 16779159.
The Darkness domain is a deity domain that grants divine spellcasters darkness related spell powers.
Deities: Shar, Grumbar, Leira, Mask, Myrkul, Selune, Erevan Ilesere, Brandobaris, Luthic, Shargaas, Ghaundaur, Lolth, Vhaeraun.

<b>Domain Special Ability and Bonus Spells</b>
- Granted Power: Blindfight
- The cleric gains access to the following spells at the specified spell level: <i>Blindness & Deafness (2), Conjure Shadows (3), Call Shadow Pack (4), Shadow Conjuration (5), Power Word Blind (7)</i>.
Also per domains.2da there are some spells missing from the above description list. I suggest to make it the following:
The Darkness domain is a deity domain that grants divine spellcasters darkness related spell powers.
Deities: Shar, Grumbar, Leira, Mask, Myrkul, Selune, Erevan Ilesere, Brandobaris, Luthic, Shargaas, Ghaundaur, Lolth, Vhaeraun.

<b>Domain Special Ability and Bonus Spells</b>
- Granted Power: Blindfight
- The cleric gains access to the following spells at the specified spell level: <i>Darkness (1), Blindness & Deafness (2), Conjure Shadows (3), Call Shadow Pack (4), Shadow Conjuration (5), Power Word Blind (7), Power Word Kill (9)</i>.
I updated the wiki page with the correct listing. The wiki page was missing Conjure Shadows (3) and Call Shadow Pack (4).

https://wiki.bgtscc.net/index.php?title=Cleric_Domains
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Re: SPELLING ERRORS REPORT THREAD

Unread post by Ewe »

I updated the Blood Magus wiki page today, I found a number of spelling issues in the in-game description I was using to cross reference.

Blood Magus description StrRef 16778147 (932).

1. Blood Component says to "raise the spell's save CL" when surely they meant "raise the spell's CL" or even better "raise the spell's caster level" -- unless they mean DC instead of CL?
2. Disciples spelled wrong.
3. Civilized spelled wrong (two occurrences).
4. Death Knell spelled wrong (two occurrences).
5. "Spelllevel" is spelled wrong and should probably say "Spell Casting" anyways.
6. Fortitude is spelled wrong.
7. Blood Magus spelled wrong (as "Mague").
8. Possessive on Blood Magus should be Blood Magus' not Blood Magus's (two occurrences).

Also, "casterlevel" is usually two words not one; didn't really think that one is that big of a deal, though. Many occurrences of that in here.


<color=red>(PRESTIGE CLASS: This class is not available at character creation and must be unlocked by meeting special requirements, listed below. This class has 10 levels)</color>

<color=red>Notice: The abilities of this class carry PvP auto consent consequences when used. They do not give licence to the Blood Magus to ignore the PvP rules however!</color>

<color=Gold><b>Blood Magus</b></color>

Taught in the shadow, Blood Magi practice the art of fueling spells with the essence of life, blood. A Blood Magus is a powerful individual, schooled in the profane and knowledgeable of the darkest secrets of magic. A powerful Blood Magus is capable of extending her life, sacrifice her lifeforce or the lifeforce of others to power her spells and an array of bloody rituals. In civilized areas the use of such magic is frowned upon and considered barbaric as well as dangerous because of the harm its diciples often inflict upon others to fuel their horrid spells and rituals. Students of this profane form of magic often do so in isolation for fear of discovery although the ability itself it is not innately evil. The most common forms of blood magic encountered are monstrous rituals of sacrifice practiced by Orcs and Goblins or the more benign forming of blood bonds and promises between warriors by cutting their hands and shaking it or by consuming their comrade's blood. In some backward regions it is also still custom to sign important contracts and deeds in blood or to drink the blood of slain enemies to take their strength. Blood has always been indelibly linked to the supernatural. It represents fertility, strength and life itself. The giving up of life force or life energy, whether voluntary or not, is a sacrifice of great potency.

Blood Magic can be exceptionally evil and corrupting because of the 'easy' power it offers, for this reason it is outlawed and shunned in all civilized societies regardless of alignment. Those that have attempted to regulate the practice have historically ended up with power crazed cabals of Blood Magi which (attempt to) sacrifice their patrons, apprentices, colleagues and other Mages. Another notable drawback to the practice of this profane form of magic is that it only works creatures that have blood. In light of this the position of Blood Magic in the realms has been relegated to being both exotic and dangerous in favor of the reliable traditional tenets of Arcane study. Finding a practicing Blood Magus can be considered extremely rare as they have almost always given in to the inherent malign-capriciousness their abilities promote.

Practicing any sort of visible Blood Magic means consenting to be killed on sight by other players and civilzed NPCs regardless of their heritage or alignment. It does not give licence to kill others however, the Blood Magus must still observe the PvP rules.
Exceptions to discovery are: Blood Component because it is a tiny pin-prick, Scarification and passive abilities. Use of Bloodwalk or Bloodseeking spell is almost guaranteed to end in being 'outted'.


<color=Gold>Requirements:</color>

<b>Race:</b> Any

<b>Alignment:</b> Any non Lawful

<b>Skills:</b> Concentration 4 ranks

<b>Feats:</b> Toughness

<b>Spelllevel:</b> Able to cast Arcane 3rd Circle spells or higher


<color=Gold>Class Features:</color>

- <b>Hit Die:</b> d6

- <b>Base Attack Bonus:</b> Low

- <b>High Saves:</b> Fortitiude

- <b>Weapon Proficiencies:</b> A blood magus gains no weapon proficiencies.

- <b>Armor Proficiencies:</b> A blood magus gains no armor proficiencies.

- <b>Skill Points:</b> 2 + Int Modifier.

- <b>Class Skills:</b> Bluff, Craft Alchemy, Concentration, Disguise, Heal, Lore: Arcana, Lore: Local, Lore: The Planes, Spellcraft.

- <b>Spells per Day/Spells Known:</b> At every level except 5th and 10th the Blood Magus gains more spells per day. If a character has more than one spellcasting class before becoming a blood magus, he must decide for which class he adds the new casterlevel(s) for the purpose of determining spells per day.

- <b>Class Feats</b>
1: Blood Component, Stanch, Skill Focus Concentration
2: Scarification
3: Death Knell
4: Blood Draught
5:
6: Blood Seeking Spell
7: Thicker Than Water
8: Awaken Blood
9: Infusion
10: Bloodwalk

- <b>Bonus Feats:</b> No bonus feats.

<b>Blood Component</b>
Type of Feat: Class Ability
Prerequisites: Blood Magus 1st level
Specifics: A blood magus may use a drop of his own blood as an additional spell's material component. The pinprick to draw the requisite blood is a free action that becomes a normal part of casting the spell. Using this ability deals the blood magus 1 point of damage but raises spell's save CL by 1.
Use: Selected


<b>Stanch</b>
Type of Feat: Class Ability
Prerequisites: Blood Magus 1st level
Specifics: The blood magus automatically stabilizes his wounds when his hit points drop below 0. He still passes on if he reaches -10 hit points or below.
Use: Automatic


<b>Scarification</b>
Type of Feat: Class Ability
Prerequisites: Blood Magus 2nd level
Specifics: The blood magus learns to inscribe spells on his own skin for future use. Effectively, he gains the Scribe Scroll feat using an alternative medium. All rules, XP costs, and expenses that apply to Brew Potion also apply to this ability, with the following exceptions. Likewise, "reading" a scar follows the same rules as reading a scroll, but only a blood magus can decipher his own scars. A blood magus may only have six active scars at any one time. Scars store the Blood Magus' full casterlevel.
Use: Selected


<b>Deathknel</b>
Type of Feat: Class Ability
Prerequisites: Blood Magus 3rd level
Specifics: Twice per day you may cast deathknel. The target of this spell like ability takes 2d4 points of negative energy damage. If this damage is lethal, the target decomposes and you gain 1d8 temporary hit points and a +2 bonus to Strength. You can only benefit from one casting of this spell at a time; its effects do not stack with itself.
Use: Selected


<b>Blood Draught</b>
Type of Feat: Class Ability
Prerequisites: Blood Magus 4th level
Specifics: The blood magus learns how to store spells of up to 3rd level in his own blood. Effectively, he gains the Brew Potion feat using an alternative medium. All rules, XP costs, and expenses that apply to Brew Potion also apply to this ability, with the following exceptions. Once "brewed", a blood draught remains in circulation within the magus's body. The maximum number of draughts stored at one time is equal to his levels of blood magus plus his Constitution score, but if he is slain, they are all immediately ruined.
Use: Selected


<b>Bloodseeking Spell</b>
Type of Feat: Class Ability
Prerequisites: Blood Magus 6th level
Specifics: The Blood Mague can imbue his spells with the ability to draw blood from their targets. To use this ability, a blood magus must inflict a wound upon himself; this is a free action that deals 3 points of damage to the blood magus and becomes a normal part of casting the spell. Damage reduction doesn't apply. A bloodseeking spell fuels itself on the blood of it's target increasing the casterlevel by 2. This ability is positively reviled throughout civlized lands because it is almost always associated with the ritual sacrifice of unwilling victims. Orcs and other monstrous races are known to practice such profane forms of magic but power crazed cabals are not unheard of in human domains either. Bloodseeking spells are an easy way to gain power but they start the Blood Magus down a path of profane corruption. Use of this ability marks the Blood Magus as having consented to be killed on sight by civilized races of any alignment.
Use: Selected


<b>Thicker than Water</b>
Type of Feat: Class Ability
Prerequisites: Blood Magus 7th level
Specifics: The blood magus's vital fluids are partially under his conscious control. When he is injured, his blood withdraws from the wound, preventing 1 point of damage. Effectively, the blood magus has a "hardness" of 1. (Damage reduction 1/0)
Use: Automatic


<b>Awaken Blood</b>
Type of Feat: Class Ability
Prerequisites: Blood Magus 8th level
Specifics: The blood magus gains the supernatural ability to bestow momentary consciousness on an opponent's blood. Once per day, he can make a melee touch attack against a living foe. If he hits, the opponent's blood attempts to get free - all at once. The hydrostatic pressure disrupts the victim's tissues, dealing 10d10 points of damage. If he misses, the blood magus can try again until he is successful against an opponent. "Conscious" blood returns to its natural state after 1 round.
Use: Selected


<b>Infusion</b>
Type of Feat: Class Ability
Prerequisites: Blood Magus 9th level
Specifics: The blood magus prepares a special one time distillation of his own blood. Partaking of the infusion, he permanently gains 2 points of Constitution.
Use: Automatic


<b>Bloodwalk</b>
Type of Feat: Class Ability
Prerequisites: Blood Magus 10th level
Specifics: The blood magus attains the supernatural ability to transport himself over great distances via the blood of living creatures. Once per day, as a standard action, he can seamlessly enter any one living creature whose size equals or exceeds his own and pass any distance to another living creature in a single round, regardless of the distance separating the two. If he desires, the blood magus may attempt to make a "bloody" exit from the destination creature. He bursts forth explosively from the creature's body, dealing 16d6 points of damage unless the target passes a fortitude save. (15 + Class Level + Blood Magus's con modifier)
This ability can be used to mark a person, to travel to this person as if by teleport or to attack a person.
Use: Selected
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Re: SPELLING ERRORS REPORT THREAD

Unread post by Ewe »

StrRef 16786017 (8801) Planar Binding, Lesser description.

In Yellow:
1. Does this spell still have the targeting an outsider feature from base game? If not, then the Will Save and SR should be dropped. If so, we need some explanation of this feature in the spell description.
2. What is the note about using a magic circle, it not doing anything until agreed, etc.? In my experience nothing attacks you when using this spell normally. Maybe this only applies to naming system?

In red:
3. Add Good Domain 5.


Caster Level(s): Sorcerer / Wizard 5, Good Domain 5
Innate Level: 5
School: Conjuration
Descriptor(s): Calling
Component(s): Verbal, Somatic
Range: Short
Area of Effect / Target: Point
Duration: 1 minute / level
Save: Will negates
Spell Resistance: Yes


<c=red>Note: Before you use this spell in combat, draw a calling diagram with the magic circle against alignment spell and negotiate the terms with the creature. Otherwise it might attack you. </c>

Casting this spell attempts a dangerous act: to lure a creature up to 8 HD from another plane to a specifically prepared trap, which must lie within the spells range. The called creature is held in the trap until it agrees to perform one service in return for its freedom.

<c=gold>By naming a particular being or kind of being as you cast the spell (on a gem), you cause the spell to open in the immediate vicinity of the desired creature and pull the subject through, willing or unwilling. Deities and unique beings are under no compulsion to come through the gate, although they may choose to do so of their own accord.

When called the target creature into a calling diagram, the creature is immediately drawn to the trap. The creature can escape from the trap if it locates a mistake within the calling diagram, by using dimensional travel or with a successful Charisma check. </c>

If it breaks loose, it can flee or attack you. If the creature does not break free of the trap, you can keep it bound inside the trap for as long as you dare. You can attempt to compel the creature to perform a service by describing the service and perhaps offering some sort of reward. Offers, bribes, and the like can be made until the creature promises to serve, until it breaks free, or until you decide to get rid of it by means of some other spell. Impossible demands or unreasonable commands are never agreed to. Once the requested service is completed, the creature need only so inform you to be instantly sent back whence it came. The creature might later seek revenge. If you assign some open-ended task that the creature cannot complete though its own actions the spell remains in effect for a maximum of one day per caster level, and the creature gains an immediate chance to break free. Note that a clever recipient can subvert some instructions.
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Re: SPELLING ERRORS REPORT THREAD

Unread post by Valefort »

1. Yes
2. RP
3. Ok
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