From 331f7106a344737ef6eb42416cdfb1b58a68602f Mon Sep 17 00:00:00 2001 From: Jaysyn904 <68194417+Jaysyn904@users.noreply.github.com> Date: Sat, 31 Aug 2024 20:39:25 -0400 Subject: [PATCH] Updated CEP1 & CEP3 merge TLKs Updated CEP1 & CEP3 merge TLKs --- CEP1/_tlk/prc8_cep1_merge.xml | 166 ++++++++++++++++++++++++++++++++-- CEP3/_tlk/prc8_cep3_merge.xml | 2 + 2 files changed, 159 insertions(+), 9 deletions(-) diff --git a/CEP1/_tlk/prc8_cep1_merge.xml b/CEP1/_tlk/prc8_cep1_merge.xml index 68ceee4..5d70315 100644 --- a/CEP1/_tlk/prc8_cep1_merge.xml +++ b/CEP1/_tlk/prc8_cep1_merge.xml @@ -2,7 +2,7 @@ Bad Strref - PRC Version Counter: 05 + PRC Version Counter: 06 Ocular Adept Ocular Adepts ocular adepts @@ -4771,9 +4771,151 @@ Its muscles grow and become more defined, it starts to move with greater alacrit The subject improves in all ways. It gains a +4 enhancement bonus to each of its ability scores. -Material Component: A statuette of a celestial or fiend worth 50 gp. +Material Component: A statuette of a celestial or fiend worth 50 gp. Chasing Perfection (12) Chasing Perfection (16) + Regenerate Light Wounds + Conjuration (Healing) +Level: Cleric 1, Druid 1, +Components: V, S, +Casting Time: 1 action +Range: Touch +Target: Living creature touched +Duration: 10 rounds + 1 round/level +Saving Throw: Will negates (harmless) +Spell Resistance: Yes (harmless) + +With a touch of your hand, you boost the subject's life energy, granting him or her the fast healing ability for the duration of the spell. This healing applies only to damage sustained during the spell's duration, not to that from previous injuries. The subject heals 1 hit point per round of such damage until the spell ends and is automatically stabilized if he or she begins dying from hit point loss during that time. + +Regenerate light wounds does not restore hit points lost from starvation, thirst, or suffocation, nor does it allow a creature to regrow or attach lost body parts. The effects of multiple regenerate spells do not stack, only the highest-level effect applies. Applying a second regenerate spell of equal level extends the +first spell's duration by the full duration of the second spell. + Regenerate Light Wounds (3) + Regenerate Light Wounds (6) + Regenerate Light Wounds (9) + Regenerate Moderate Wounds + Conjuration (Healing) +Level: Cleric 2, Druid 2, +Components: V, S, +Casting Time: 1 action +Range: Touch +Target: Living creature touched +Duration: 10 rounds + 1 round/level +Saving Throw: Will negates (harmless) +Spell Resistance: Yes (harmless) + +With a touch of your hand, you boost the subject's life energy, granting him or her the fast healing ability for the duration of the spell. This healing applies only to damage sustained during the spell's duration, not to that from previous injuries. The subject heals 2 hit points per round of such damage until the spell ends and is automatically stabilized if he or she begins dying from hit point loss during that time. + +Regenerate moderate wounds does not restore hit points lost from starvation, thirst, or suffocation, nor does it allow a creature to regrow or attach lost body parts. The effects of multiple regenerate spells do not stack, only the highest-level effect applies. Applying a second regenerate spell of equal level extends the +first spell's duration by the full duration of the second spell. + Regenerate Moderate Wounds (3) + Regenerate Moderate Wounds (6) + Regenerate Moderate Wounds (9) + Regenerate Serious Wounds + Conjuration (Healing) +Level: Cleric 3, Druid 3, +Components: V, S, +Casting Time: 1 action +Range: Touch +Target: Living creature touched +Duration: 10 rounds + 1 round/level +Saving Throw: Will negates (harmless) +Spell Resistance: Yes (harmless) + +With a touch of your hand, you boost the subject's life energy, granting him or her the fast healing ability for the duration of the spell. This healing applies only to damage sustained during the spell's duration, not to that from previous injuries. The subject heals 3 hit points per round of such damage until the spell ends and is automatically stabilized if he or she begins dying from hit point loss during that time. + +Regenerate serious wounds does not restore hit points lost from starvation, thirst, or suffocation, nor does it allow a creature to regrow or attach lost body parts. The effects of multiple regenerate spells do not stack, only the highest-level effect applies. Applying a second regenerate spell of equal level extends the +first spell's duration by the full duration of the second spell. + Regenerate Serious Wounds (5) + Regenerate Serious Wounds (10) + Regenerate Serious Wounds (15) + Regenerate Critical Wounds + Conjuration (Healing) +Level: Cleric 4, Druid 4, +Components: V, S, +Casting Time: 1 action +Range: Touch +Target: Living creature touched +Duration: 10 rounds + 1 round/level +Saving Throw: Will negates (harmless) +Spell Resistance: Yes (harmless) + +With a touch of your hand, you boost the subject's life energy, granting him or her the fast healing ability for the duration of the spell. This healing applies only to damage sustained during the spell's duration, not to that from previous injuries. The subject heals 4 hit point per round of such damage until the spell ends and is automatically stabilized if he or she begins dying from hit point loss during that time. + +Regenerate critical wounds does not restore hit points lost from starvation, thirst, or suffocation, nor does it allow a creature to regrow or attach lost body parts. The effects of multiple regenerate spells do not stack, only the highest-level effect applies. Applying a second regenerate spell of equal level extends the +first spell's duration by the full duration of the second spell. + Regenerate Critical Wounds (7) + Regenerate Critical Wounds (12) + Regenerate Critical Wounds (15) + Speed of the Wind + Transmutation +Level: Druid 2, +Components: V, S, +Casting Time: 1 action +Range: Touch +Target: Living creature touched +Duration: 10 minutes/level +Saving Throw: Will negates +Spell Resistance: Yes + +With this spell, you can grant the ephemeral quickness of a sudden breeze. The subject gains a +4 enhancement bonus to Dexterity and a -2 enhancement penalty to Constitution. + Speed of the Wind (7) + Speed of the Wind (12) + Speed of the Wind (15) + Spirit Worm + Necromancy +Level: Sorcerer 1, Wizard 1, +Components: V, S, M, +Casting Time: 1 standard action +Range: Touch +Target: Living creature touched +Duration: 1 round/level, up to 5 rounds; see text +Saving Throw: Fortitude negates; see text +Spell Resistance: Yes + +You press the bit of blackened bone against your foe and intone the spell. The bone vanishes, leaving a mottled bruise where it touched. You create a lingering decay in the spirit and body of the target. If the target fails its saving throw, it takes 1 point of Constitution damage each round while the spell lasts (maximum 5 points). The victim can attempt a Fortitude saving throw each round, and success negates the Constitution damage for that round and ends the spell. + +Material Component: A piece of fire-blackened ivory or bone carved in the shape of a segmented worm. + Spirit Worm (5) + Spiritual Weapon + Evocation [Force] +Level: Cleric 2, Knight of the Chalice 2, War 2 +Components: V, S, DF, +Casting Time: 1 standard action +Range: Medium (100 ft. + 10 ft./level) +Effect: Magic weapon of force +Duration: 1 round/level (D) +Saving Throw: None +Spell Resistance: Yes + +A weapon made of pure force springs into existence and attacks opponents at a distance, as you direct it, dealing 1d8 force damage per hit, +1 point per three caster levels (maximum +5 at 15th level). The weapon takes the shape of a weapon favored by your deity or a weapon with some spiritual significance or symbolism to you (see below) and has the same threat range and critical multipliers as a real weapon of its form. It strikes the opponent you designate, starting with one attack in the round the spell is cast and continuing each round thereafter on your turn. It uses your base attack bonus (possibly allowing it multiple attacks per round in subsequent rounds) plus your Wisdom modifier as its attack bonus. It strikes as a spell, not as a weapon, so, for example, it can damage creatures that have damage reduction. As a force effect, it can strike incorporeal creatures without the normal miss chance associated with incorporeality. The weapon always strikes from your direction. It does not get a flanking bonus or help a combatant get one. Your feats (such as Weapon Focus) or combat actions (such as charge) do not affect the weapon. If the weapon goes beyond the spell range, if it goes out of your sight, or if you are not directing it, the weapon returns to you and hovers. + +Each round after the first, you can use a move action to redirect the weapon to a new target. If you do not, the weapon continues to attack the previous round's target. On any round that the weapon switches targets, it gets one attack. Subsequent rounds of attacking that target allow the weapon to make multiple attacks if your base attack bonus would allow it to. Even if the spiritual weapon is a ranged weapon, use the spell's range, not the weapon's normal range increment, and switching targets still is a move action. + +A spiritual weapon cannot be attacked or harmed by physical attacks, but dispel magic, disintegrate, a sphere of annihilation, or a rod of cancellation affects it. A spiritual weapon's AC against touch attacks is 12 (10 + size bonus for Tiny object). + +If an attacked creature has spell resistance, you make a caster level check (1d20 + caster level) against that spell resistance the first time the spiritual weapon strikes it. If the weapon is successfully resisted, the spell is dispelled. If not, the weapon has its normal full effect on that creature for the duration of the spell. + Spiritual Weapon (5) + Spiritual Weapon (10) + Spiritual Weapon (15) + Tortoise Shell + Transmutation +Level: Druid 6, +Components: V, S, DF, +Casting Time: 1 standard action +Range: Touch +Target: Living creature touched +Duration: 10 minutes/level +Saving Throw: None +Spell Resistance: Yes (harmless) + +In the blink of an eye, the creature you touched grows the armor plating of a tortoise across its torso and a tough, leathery skin elsewhere. Tortoise shell grants a +6 enhancement bonus to the subject's existing natural armor bonus. This enhancement bonus increases by 1 for every three caster levels beyond 11th, to a maximum of +9 at 20th level. + +The enhancement bonus provided by tortoise shell stacks with the target's natural armor bonus, but not with other enhancement bonuses to natural armor. A creature without natural armor has an effective natural armor of +0, much as a character wearing only normal clothing has an armor bonus of +0. + +Tortoise shell slows a creature's movement as if it were wearing heavy armor. An elf subject to tortoise shell, for example, would have a speed of 20 feet and could run only 60 feet per round. The spell affects only a creature's speed; tortoise shell doesn't carry an armor check penalty or an arcane spell failure chance. + Tortoise Shell (12) + Tortoise Shell (15) + Tortoise Shell (18) 62 63 64 @@ -6044,6 +6186,15 @@ Base Damage Type: Slashing Weapon Size: Small Feats Required: Simple Weapon Proficiency Bazaar/Marketplace * + Fashion Accessory 2* + Karandras [EE] + Malaugrym [EE] + Orcus [EE] + Penquin [EE] + Render [EE] + Lightning Bolt [EE] + Area Transition (No Visible Door) [EE] + Door [EE] Value Decrease* Value Decrease This property will artificially decrease the value of an item. It may be applied multiple times. @@ -75815,13 +75966,10 @@ Temples to evil deities sell cursed water at cost (making no profit). Warmage Flame Weapon Warmage Gedlee's Electric Loop Warmage Ice Knife - Warmage Melf's Acid Arrow - Warmage Pyrotechnics - - Warmage Pyrotechnics: Fireworks - - Warmage Pyrotechnics: Smoke - + Warmage Acid Arrow + Warmage Pyrotechnics + Warmage Pyrotechnics: Fireworks + Warmage Pyrotechnics: Smoke Warmage Scorching Ray Warmage Seeking Ray Warmage Snilloc's Snowball Swarm diff --git a/CEP3/_tlk/prc8_cep3_merge.xml b/CEP3/_tlk/prc8_cep3_merge.xml index 9d3c1fb..ba0d053 100644 --- a/CEP3/_tlk/prc8_cep3_merge.xml +++ b/CEP3/_tlk/prc8_cep3_merge.xml @@ -5129,6 +5129,8 @@ Level Sun Fist Dragon Palm Bear's Claw + Rust Metal + Hats #Project Q reserved lines 20501 - 21000# *Remove all* Backpack