16th level elven Wizard in the Pathfinder system. Good for a pickup and go character
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International English olympiad sample Q.Paper.(Std.10th)
Hey Guys! If I'm not wrong, every single chemistry definition should be listed here! Take a look :) For some navigation, this list follows everything from sec 3 topics, starting from Atomic…Full description
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1 Clear 2 Light Clouds 3 Over Overca cast st or Grou Ground nd Mist Mist 4
obscured.
The area is lightly
5
The area is lightly obscured. Every hour, a bolt of lightning strikes a point you can see within the 10-mile radius. All creatures within 10 feet of the impact must make a Dexterity saving throw or take 3d10 lightning damage. Structures also take this damage.
6
For every 10 minutes a creature spends outside, it must make a Constitution saving throw or take 1d6 bludgeoning damage. Structures also take this damage. The area is lightly obscured and difficult terrain.
7
For every 10 minutes a creature spends outside, it must make a Constitution saving throw or take 1d6 cold damage. The area is heavily obscured and difficult terrain.
1
For every hour a creature spends outside, it must make a Constitution saving throw or gain one level of exhaustion and take 1d6 fire damage. Creatures with fire resistance or who rest every 10 minutes to drink water and cool off have advantage on this saving throw.
2
For every hour a creature spends outside, it must make a Constitution saving throw or gain one level of exhaustion. Creatures with fire resistance or those who rest every 10 minutes to drink water and cool off are unaffected.
3
Warm
4
Temperate
5
Cool
6
For every hour a creature spends outside, it must make a Constitution saving throw or gain one level of exhaustion. Creatures with cold resistance or those who rest every 10 minutes to warm themselves are unaffected.
7
For every hour a creature spends outside, it must make a Constitution saving throw or gain one level of exhaustion and take 1d6 cold damage. Creatures with cold resistance or those who rest every 10 minutes to warm themselves have advantage on this saving throw.
1
Creatures take an extra 1d6 fire damage from the Searing Heat temperature stage, and gain two levels of exhaustion from the Hot and Searing Heat temperature stages, instead of one
2
Creatures take an extra 1d6 fire damage from the Searing Heat temperature stage
3
Stagnant
4
Calm
5
Light Wind
6
Creatures in the area t ake an extra 1d6 damage from the Driving Hail and Blizzard precipitation stages.
7
Creatures take an extra 1d6 damage from the Driving Hail and Blizzard precipitation stages and gain two levels of exhaustion from the Cold and Arctic temperature stages, instead of one.