The Altera Centauri collection has been brought up to date by Darsnan. It comprises every decent scenario he's been able to find anywhere on the web, going back over 20 years.
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Call To Power 2 Cradle 3+ mod in progress: https://apolyton.net/forum/other-games/call-to-power-2/ctp2-creation/9437883-making-cradle-3-fully-compatible-with-the-apolyton-edition
Sphere: Necromantic
Range: Touch
Components: V, S, M
Duration: 1 round + 1 round/level
Casting Time: 5
Area of Effect: Creature touched
Saving Throw: None
The recipient of this spell gains the benefit of a bless spell (+1 to
attack rolls and saving throws) and a special bonus of 1d8 additional hit
points for the duration of the spell. The aid spell enables the recipient
to actually have more hit points than his full normal total. The bonus hit
points are lost first when the recipient takes damage; they can not be
regained by curative magic. Example: A 1st-level fighter has 8 hit points,
suffers 2 points of damage (8-2=6), and then receives an aid spell that
gives 5 additional hit points. The fighter now has 11 hit points, 5 of
which are temporary. If he is then hit for 7 points of damage, 2 normal
hit points and all 5 temporary hit points are lost. He then receives a
cure light wounds spell that heals 4 points of damage, restoring him to
his original 8 hit points.
Note that the operation of the spell is unaffected by permanent hit
point losses due to energy drain, Hit Die losses, the less of a familiar,
or the operation of certain artifacts; the temporary hit point gain is
figures from the new, lower total.
The material components of this spell are a tiny strip of white cloth
with a sticky substance (such as tree sap) on the ends, plus the priest's
holy symbol.
Fire and ice and death awaiting. But he was steel, he was steel.
Next round I'll put up a Protective Aura (free action) and continue casting Holy Smite (centered so as to affect the maximum number of undead), and my sword will focus its attacks first on the Death Knight, next on the Wraiths, and next on the Wights (the skeletons ought to be toasted by my Holy Smites by the time the sword gets a chance to attack them).
Everybody in the party: get within 20 feet of me so that my Protective Aura covers you.
How're everybody's hit points going? Anybody need healing?
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Wight 1: Rolls 3 on attack roll, misses
Wraith 1: Rolls 12 on attack roll, hits, 6 damage, one level drained from Sandman (now 4th-level paladin)
Skeletons 1 go after UR, Loin casts Holy Smite. Skeletons go first.
Skeletons roll 8, 10, 17. One hit, 5 damage dealt to Urban Ranger.
Loin dispels 3d6=15 skeletons. Only Skeletons 6 survives. Wights, Wraiths, and Death Knight unaffected. (Death Knight just grins )
Sandman attacks the Death Knight. Rolls a 10, misses.
Death Knight casts power word, kill on Felch. Felch fails save, dies.
Wraith 2 attacks Loin. Rolls a 5, misses.
UR attacks Wraith 2. Rolls an 8, misses.
Wraith 3 attacks Loin. Rolls an 11, misses.
Kass attacks the Death Knight. Rolls 17, hits! 7 damage.
Loin's sword attacks the Death Knight. Rolls a 20, critical hit! 26 damage.
Wight 3 attacks Kass. Rolls 16, hits, 4 damage dealt to Kass, 1 level drained from Kass (now 4th-level paladin)
Skeletons go after Sandman. Two hits, 5 damage dealt to Sandman.
Lorizael casts a fireball at the Death Knight. 5 damage dealt. (No, you weren't unlucky. This thing has a LOT of MR!)
Che attacks the Death Knight, hits, 4 damage.
Rand casts prayer. Prayer successful.
Imran attacks Wight 1. Misses both times.
Round 1 results:
Sandman-- Down to 4th level, dealt 11 damage.
Kass-- Down to 4th level, dealt 4 damage.
Felch-- dead
UR-- dealt 5 damage
Death Knight-- dealt 38 damage
Wights-- Dealt no damage
Wraiths-- Dealt no damage
Skeletons-- 15 dispelled, 3 active
Sandman-- attacking again
Rand-- Bless
Loin-- casting Monster Summoning VII
Kass-- attacking again
UR-- attacking again
Lorizael-- Melf's acid arrow
Loin's sword-- attacking Death Knight
Imran-- attacking again
Che-- attacking again
Anyone differs, post new commands here.
What I'm planning on having the Death Knight do next round won't be good for you guys. Trust me.
Christianity: The belief that a cosmic Jewish Zombie who was his own father can make you live forever if you symbolically eat his flesh and telepathically tell him you accept him as your master, so he can remove an evil force from your soul that is present in humanity because a rib-woman was convinced by a talking snake to eat from a magical tree...
Loin-- can you refresh my memory on what Protective Aura does, exactly? (I can't find a spell by that name in my list.) And do you know any spells below 7th level?
And yes, the Death Knight's 2H sword is a two-handed sword +4. Why?
Originally posted by Vlad Antlerkov
Loin-- can you refresh my memory on what Protective Aura does, exactly?
Protective Aura (Su): As a free action, solars can surround themselves with a nimbus of light having a radius of 20 feet. This acts as a double-strength magic circle against evil and as a minor globe of invulnerability, both as cast by a sorcerer whose level equal to the celestial’s Hit Dice. The aura can be dispelled, but the celestial can create it again as a free action on its next turn.
And do you know any spells below 7th level?
Oh sure, but I'd rather use my spell-like abilities. They're cheaper.
And yes, the Death Knight's 2H sword is a two-handed sword +4. Why?
I wanted to see if my damage resistance was going to be effective or not, since solars get damage resistance 35/+4.
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