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| Nedben's Roleplay/Writer's Cafe; A roleplay thread and writer's mall, except it used to have guests. And it's in the intro forum. | |
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| Tweet Topic Started: Mar 9 2012, 03:46 AM (14,172 Views) | |
| DarkWingedDaemon | Mar 28 2012, 01:28 AM Post #661 |
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Coreling Cruiser
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I spawn another shellcore and equip it like a suit of armor, its core resting just above my chest. |
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| nedben | Mar 28 2012, 01:29 AM Post #662 |
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Eternal Commander
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DWD makes shellcore armor. LIKE IRON MAN.
Edited by nedben, Mar 28 2012, 01:29 AM.
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| Brayzure | Mar 28 2012, 01:30 AM Post #663 |
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The Analytic Commander
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Make the mountain shine for a couple seconds, then shut it off. Learn level 1 spells! |
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| nedben | Mar 28 2012, 01:32 AM Post #664 |
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Eternal Commander
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You try to do that, but it's undetectible due to the fact the mountain is already shiny. You level up. 1ST-LEVEL CLERIC SPELLS Bane: Enemies take –1 on attack rolls and saves against fear. Bless: Allies gain +1 on attack rolls and saves against fear. Bless Water M: Makes holy water. Cause Fear: One creature of 5 HD or less flees for 1d4 rounds. Command: One subject obeys selected command for 1 round. Comprehend Languages: You understand all spoken and written languages. Cure Light Wounds: Cures 1d8 damage +1/level (max +5). Curse Water M: Makes unholy water. Deathwatch: Reveals how near death subjects within 30 ft. are. Detect Chaos: Reveals creatures, spells, or objects of selected alignment. Detect Evil: Reveals creatures, spells, or objects of selected alignment. Detect Good: Reveals creatures, spells, or objects of selected alignment. Detect Law: Reveals creatures, spells, or objects of selected alignment. Detect Undead: Reveals undead within 60 ft. Divine Favor: You gain +1 per three levels on attack and damage rolls. Doom: One subject takes –2 on attack rolls, damage rolls, saves, and checks. Endure Elements: Exist comfortably in hot or cold environments. Entropic Shield: Ranged attacks against you have 20% miss chance. Hide from Undead: Undead can’t perceive one subject/level. Inflict Light Wounds: Touch deals 1d8 damage +1/level (max +5). Magic Stone: Three stones gain +1 on attack, deal 1d6 +1 damage. Magic Weapon: Weapon gains +1 bonus. Obscuring Mist: Fog surrounds you. Protection from Chaos: +2 to AC and saves, counter mind control, hedge out elementals and outsiders. Protection from Evil: +2 to AC and saves, counter mind control, hedge out elementals and outsiders. Protection from Good: +2 to AC and saves, counter mind control, hedge out elementals and outsiders. Protection from Law: +2 to AC and saves, counter mind control, hedge out elementals and outsiders. Remove Fear: Suppresses fear or gives +4 on saves against fear for one subject + one per four levels. Sanctuary: Opponents can’t attack you, and you can’t attack. Shield of Faith: Aura grants +2 or higher deflection bonus. Summon Monster I: Calls extraplanar creature to fight for you. |
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| Brayzure | Mar 28 2012, 01:33 AM Post #665 |
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The Analytic Commander
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Try to comprehend all languages, then learn level 2 stuff! |
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| nedben | Mar 28 2012, 01:35 AM Post #666 |
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Eternal Commander
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You do that. DERP. 2ND-LEVEL CLERIC SPELLS Aid: +1 on attack rolls and saves against fear, 1d8 temporary hp +1/level (max +10). Align Weapon: Weapon becomes good, evil, lawful, or chaotic. AuguryMF: Learns whether an action will be good or bad. Bear's Endurance: Subject gains +4 to Con for 1 min./level. Bull's Strength: Subject gains +4 to Str for 1 min./level. Calm Emotions: Calms creatures, negating emotion effects. Consecrate M: Fills area with positive energy, making undead weaker. Cure Moderate Wounds: Cures 2d8 damage +1/level (max +10). Darkness: 20-ft. radius of supernatural shadow. Death Knell: Kills dying creature; you gain 1d8 temporary hp, +2 to Str, and +1 level. Delay Poison: Stops poison from harming subject for 1 hour/level. Desecrate M: Fills area with negative energy, making undead stronger. Eagle's Splendor: Subject gains +4 to Cha for 1 min./level. Enthrall: Captivates all within 100 ft. + 10 ft./level. Find Traps: Notice traps as a rogue does. Gentle Repose: Preserves one corpse. Hold Person: Paralyzes one humanoid for 1 round/level. Inflict Moderate Wounds: Touch attack, 2d8 damage +1/level (max +10). Make Whole: Repairs an object. Owl's Wisdom: Subject gains +4 to Wis for 1 min./level. Remove Paralysis: Frees one or more creatures from paralysis or slow effect. Resist Energy: Ignores 10 (or more) points of damage/attack from specified energy type. Restoration, Lesser: Dispels magical ability penalty or repairs 1d4 ability damage. Shatter: Sonic vibration damages objects or crystalline creatures. Shield Other F: You take half of subject’s damage. Silence: Negates sound in 20-ft. radius. Sound Burst: Deals 1d8 sonic damage to subjects; may stun them. Spiritual Weapon: Magic weapon attacks on its own. Status: Monitors condition, position of allies. Summon Monster II: Calls extraplanar creature to fight for you. Undetectable Alignment: Conceals alignment for 24 hours. Zone of Truth: Subjects within range cannot lie. |
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| Brayzure | Mar 28 2012, 01:40 AM Post #667 |
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The Analytic Commander
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Find something broken and fix it. Level up! |
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| DarkWingedDaemon | Mar 28 2012, 01:41 AM Post #668 |
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Coreling Cruiser
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"Hm, this could be interesting..." I equip a few maxed Shell Rgens and, Shell Maxes. "Over nine-million shell and, infinite shell regen FOR THE WIN!" |
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| Brayzure | Mar 28 2012, 01:41 AM Post #669 |
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The Analytic Commander
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I can negate that DWD, but I won't. |
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| nedben | Mar 28 2012, 01:41 AM Post #670 |
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Eternal Commander
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You fix a bunch of broken chairs Barbara has been throwing at demon cockroaches which actually DID remove the infestation. 3RD-LEVEL CLERIC SPELLS Animate Dead M: Creates undead skeletons and zombies. Bestow Curse: –6 to an ability score; –4 on attack rolls, saves, and checks; or 50% chance of losing each action. Blindness/Deafness: Makes subject blinded or deafened. Contagion: Infects subject with chosen disease. Continual Flame M: Makes a permanent, heatless torch. Create Food and Water: Feeds three humans (or one horse)/level. Cure Serious Wounds: Cures 3d8 damage +1/level (max +15). Daylight: 60-ft. radius of bright light. Deeper Darkness: Object sheds supernatural shadow in 60-ft. radius. Dispel Magic: Cancels spells and magical effects. Glyph of Warding M: Inscription harms those who pass it. Helping Hand: Ghostly hand leads subject to you. Inflict Serious Wounds: Touch attack, 3d8 damage +1/level (max +15). Invisibility Purge: Dispels invisibility within 5 ft./level. Locate Object: Senses direction toward object (specific or type). Magic Circle against Chaos: As protection spells, but 10-ft. radius and 10 min./level. Magic Circle against Evil: As protection spells, but 10-ft. radius and 10 min./level. Magic Circle against Good: As protection spells, but 10-ft. radius and 10 min./level. Magic Circle against Law: As protection spells, but 10-ft. radius and 10 min./level. Magic Vestment: Armor or shield gains +1 enhancement per four levels. Meld into Stone: You and your gear merge with stone. Obscure Object: Masks object against scrying. Prayer: Allies +1 bonus on most rolls, enemies –1 penalty. Protection from Energy: Absorb 12 points/level of damage from one kind of energy. Remove Blindness/Deafness: Cures normal or magical conditions. Remove Curse: Frees object or person from curse. Remove Disease: Cures all diseases affecting subject. Searing Light: Ray deals 1d8/two levels damage, more against undead. Speak with Dead: Corpse answers one question/two levels. Stone Shape: Sculpts stone into any shape. Summon Monster III: Calls extraplanar creature to fight for you. Telepathic Bond, Lesser: As telepathic bond, but you and one other creature. Water Breathing: Subjects can breathe underwater. Water Walk: Subject treads on water as if solid. Wind Wall: Deflects arrows, smaller creatures, and gases. DWD makes his shellcore armor epic and actually big enough to wear. Edited by nedben, Mar 28 2012, 01:42 AM.
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11:40 PM Jul 10