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Paladin of Joy Quest Adventuring Party Powers and Abilities

Sep 8th, 2014
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  1. Joyful Paladin Party XP Use
  2.  
  3. The following is experience points costs for abilities that NPC party members can learn.
  4.  
  5. XP COSTS
  6.  
  7. Stats
  8.  
  9. Raising a stat by 1 costs 1 XP, to a maximum stat of 12.
  10. Once you’re at 12 raising a stat by 1 costs 2 XP, to a maximum stat of 14.
  11. Once you’re at 14 raising a stat by 1 costs 3 XP, to a maximum stat of 16.
  12. Once you’re at 16 raising a stat by 1 costs 4 XP, to a maximum stat of 18.
  13.  
  14. 18 is the stat limit for humans
  15.  
  16. Primary Stats cost 1XP less per point purchased
  17. Tertiary Stats cost 1XP more per point purchased
  18.  
  19. Ability scores.
  20.  
  21. Most characters use the usual rules and limits in the standard rules section, a few don’t.
  22.  
  23. Unless specified otherwise, characters use the standard ability score limits and costs.
  24.  
  25. Primary and Tertiary Stats modify the cost as normal.
  26.  
  27. (Bokin)
  28. XP costs for stats are based on 30ft form, as are stat limits
  29. For Willpower, Fellowship and Intelligence the XP costs are unchanged.
  30. For Agility the costs are doubled and Bokins maximum Agility is 14
  31.  
  32. For Strength and Constitution
  33.  
  34. Raising a stat by 1 costs 1 XP, to a maximum stat of 28.
  35. Once he’s at 28, raising a stat by 1 costs 2 XP, to a maximum stat of 32.
  36. Once he’s at 32, raising a stat by 1 costs 3 XP, to a maximum stat of 36.
  37. Once he’s at 36, raising a stat by 1 costs 4 XP, to a maximum stat of 50.
  38.  
  39. 50 is the stat limit for Strength and Constitution
  40.  
  41. (Demihydria)
  42.  
  43. For Strength, Constitution, Agility and Intelligence the XP costs are unchanged.
  44.  
  45. For Fellowship and Willpower
  46.  
  47. Raising a stat by 1 costs 1 XP, to a maximum stat of 14.
  48. Once she’s at 14, raising a stat by 1 costs 2 XP, to a maximum stat of 18.
  49. Once she’s at 18, raising a stat by 1 costs 3 XP, to a maximum stat of 22.
  50.  
  51. (Grax)
  52.  
  53. For Agility, Willpower, Fellowship and Intelligence the XP costs are unchanged.
  54.  
  55. For Strength and Constitution
  56.  
  57. Raising a stat by 1 costs 1 XP, to a maximum stat of 18.
  58. Once he’s at 18, raising a stat by 1 costs 2 XP, to a maximum stat of 22.
  59. Once he’s at 22, raising a stat by 1 costs 3 XP, to a maximum stat of 26.
  60. Once he’s at 26, raising a stat by 1 costs 4 XP, to a maximum stat of 30.
  61.  
  62. 30 is the stat limit for Strength and Constitution
  63.  
  64. (Isla)
  65.  
  66. Isla’s Willpower maximum has been raised by 4 from reading the Tome of Arcane Knowledge.
  67.  
  68. (Matthias)
  69.  
  70. For Willpower, Fellowship and Intelligence the XP costs are unchanged.
  71.  
  72. For Agility the XP costs are unchanged but the maximum cap is 20.
  73.  
  74. For Strength and Constitution the XP costs are unchanged but the maximum cap is 24.
  75.  
  76. (Dragons – Nicolvren, Ebonsong and Shahulzer)
  77.  
  78. These vary by age of the dragon.
  79.  
  80. All attribute increases are based off natural (dragon) form. The QM will extrapolate physical characteristics in human form.
  81.  
  82. [Young]
  83.  
  84. For Agility the XP costs are unchanged, maximum Agility is 18.
  85.  
  86. Willpower, Fellowship and Intelligence the XP costs are unchanged, the maximum cap is 16.
  87.  
  88. For Strength and Constitution
  89.  
  90. Raising a stat by 1 costs 1 XP, to a maximum stat of 14.
  91. Once she’s at 14, raising a stat by 1 costs 2 XP, to a maximum stat of 16.
  92. Once she’s at 16, raising a stat by 1 costs 3 XP, to a maximum stat of 18.
  93. Once she’s at 18, raising a stat by 1 costs 4 XP, to a maximum stat of 20.
  94.  
  95. 20 is the stat limit for Strength and Constitution
  96.  
  97. [Juvenile] – Ebonsong and Nicolvren
  98.  
  99. For Agility the XP costs are unchanged, maximum Agility is 16.
  100.  
  101. Willpower, Fellowship and Intelligence the XP costs are unchanged, the maximum cap is 20.
  102.  
  103. For Strength and Constitution
  104.  
  105. Raising a stat by 1 costs 1 XP, to a maximum stat of 18.
  106. Once she’s at 18, raising a stat by 1 costs 2 XP, to a maximum stat of 22.
  107. Once she’s at 22, raising a stat by 1 costs 3 XP, to a maximum stat of 26.
  108. Once she’s at 26, raising a stat by 1 costs 4 XP, to a maximum stat of 30.
  109.  
  110. 30 is the stat limit for Strength and Constitution
  111.  
  112. [Young Adult] - Shahulzer
  113.  
  114. For Agility the XP costs are unchanged, maximum Agility is 14.
  115.  
  116. Willpower, Fellowship and Intelligence
  117.  
  118. Raising a stat by 1 costs 1 XP, to a maximum stat of 14.
  119. Once the dragon is at 14, raising a stat by 1 costs 2 XP, to a maximum stat of 18.
  120. Once the dragon is at 18, raising a stat by 1 costs 3 XP, to a maximum stat of 22.
  121.  
  122. 22 is the stat limit for Willpower, Fellowship and Intelligence
  123.  
  124. For Strength and Constitution
  125.  
  126. Raising a stat by 1 costs 1 XP, to a maximum stat of 22.
  127. Once the dragon is at 22, raising a stat by 1 costs 2 XP, to a maximum stat of 28.
  128. Once the dragon is at 28, raising a stat by 1 costs 3 XP, to a maximum stat of 34.
  129. Once the dragon is at 34, raising a stat by 1 costs 4 XP, to a maximum stat of 40.
  130.  
  131. 40 is the stat limit for Strength and Constitution
  132.  
  133. Physical stat caps and costs don’t change after Adult age, but mental ones do.
  134.  
  135. (Twoblue)
  136.  
  137. For Fellowship, Willpower and Intelligence the XP costs are unchanged.
  138.  
  139. For Strength and Constitution
  140.  
  141. Raising a stat by 1 costs 1 XP, to a maximum stat of 14.
  142. Once she’s at 14, raising a stat by 1 costs 2 XP, to a maximum stat of 18.
  143. Once she’s at 18, raising a stat by 1 costs 3 XP, to a maximum stat of 22.
  144.  
  145. For Agility
  146.  
  147. Raising a stat by 1 costs 1 XP, to a maximum stat of 18.
  148. Once she’s at 18, raising a stat by 1 costs 2 XP, to a maximum stat of 22.
  149. Once she’s at 22, raising a stat by 1 costs 3 XP, to a maximum stat of 26.
  150.  
  151. Character Specific Powers
  152.  
  153. The following are abilities specific to a single character.
  154.  
  155. Unless otherwise specified, XP costs are:
  156. Rank 1 – 5XP
  157. Rank 2 – 10XP
  158. Rank 3 – 15XP
  159. Additional Power - 10XP
  160.  
  161. Favoured powers reduce the XP cost by 1 per rank to be purchased (to 4/8/12) and 8 for additional powers.
  162.  
  163. Hit Points, Arcane Energy, Primordial Energy and Divine Energy
  164.  
  165. All cost 1XP per point purchased until you double your base points, then the cost rises to 2XP per point; at triple base the cost rises to 3XP per point, and so on. Bases may change in future.
  166.  
  167. Bokin
  168.  
  169. Ice spells are N-tagged for Bokin, fire spells cost double XP.
  170.  
  171. Demihydria
  172.  
  173. Nymphs Beauty: Demihydria is supernaturally beautiful. She naturally draws the eye of everyone, both men and women. She can enhance this ability in order to distract people.
  174. [PURCHASED] Rank 1 – Anyone in her presence must pass a Will check (DC 15) or be unable to act, unless attacked or addressed by Demihydria. All those nearby suffer a -5 penalty to perception checks due to her presence. Does not work on undead or non-living targets.
  175. Costs 3 Primordial Energy, every 2 extra Primordial Energy raises the DC of the Will check by 1.
  176. Rank 2 – Anyone in her presence must pass a Will check (DC 20) or be unable to act, unless attacked or addressed by Demihydria. All those nearby suffer a -10 penalty to perception checks due to her presence. Does not work on undead or non-living targets.
  177. Costs 4 Primordial Energy, every 1 extra Primordial Energy raises the DC of the Will check by 1.
  178. Rank 3 – Anyone in her presence must pass a Will check (DC 25) or be unable to act, unless attacked or addressed by Demihydria. All those nearby suffer a -15 penalty to perception checks due to her presence. Does not work on undead or non-living targets.
  179. Costs 5 Primordial Energy, every 1 extra Primordial Energy raises the DC of the Will check by 2.
  180.  
  181. Wilshape: Demihydria can change into other forms. This change costs points of Primordial Energy – which are invested into the change.
  182. The change lasts until Demihydria chooses to end it, but she cannot regain the points spent until she ends the power.
  183. [PURCHASED] Rank 1 – Can transform only into animals found in the natural world.
  184. Largest animal size: bear/Smallest animal size: cat.
  185. [PURCHASED] Rank 2 – Can transform into natural animals and magical creatures (but not dragons).
  186. Largest animal size: moose/Smallest animal size: mouse.
  187. Rank 3 – Can transform into natural animals, plants, elementals and magical creatures (but not dragons).
  188. Largest animal size: elephant/Smallest animal size: insect.
  189.  
  190. Grax
  191.  
  192. Rage: Grax can fly into a frenzy, becoming stronger and tougher
  193. [PURCHASED] Rank 1 – Grax gains +4 to hit and damage, his damage reduction increases by 2, but he suffers 1 hit point of damage per round whilst raging. Grax does not attack allies in a rage.
  194. Rank 2 – Grax gains +8 to hit and damage, his damage reduction increases by 4, but he suffers 2 hit points of damage per round whilst raging. Grax will attack allies once all his foes have fallen.
  195. Rank 3 – Grax gains +12 to hit and damage, his damage reduction increases by 6, but he suffers 3 hit points of damage per round whilst raging. Grax will attack allies if there are no nearby foes.
  196.  
  197. Stunning Strike: Grax can hit a foe so hard they are unable to act.
  198. [PURCHASED] Rank 1 – A foe hit with a stunning strike must pass a DC 10 Con check, or be unable to act next round, costs Grax 5 hit points to use.
  199. Rank 2 – A foe hit with a stunning strike must pass a DC 15 Con check, or be unable to act next round, costs Grax 4 hit points to use.
  200. Rank 3 – A foe hit with a stunning strike must pass a DC 20 Con check, or be unable to act next round, costs Grax 3 hit points to use.
  201. Special: Bokin can learn this ability too, if trained in it.
  202.  
  203. Isla
  204.  
  205. Careful Casting: Isla has less chance of mis-casting a spell.
  206. [PURCHASED] Rank 1 - Isla only activates a Perils of Arcane Magic roll if all 3 of the dice rolled for her are 1’s. This is instead of activating such a roll on any two 1’s rolled to use Arcane Magic.
  207. Rank 2 – When Isla does trigger a Perils of Arcane Magic roll, she uses the highest of 3 rolls to determine the effect, not the average.
  208. Rank 3 – Isla adds +10 to her roll to determine the effect of Perils of the Arcane, if the result is 21or higher, there is no magical effect.
  209. Special: Other wizards can learn this ability, sorcerers cannot.
  210.  
  211. Bookworm: Isla read every magic book she could get her hands on, and she has a great memory, even for spells beyond her powers.
  212. [PURCHASED] Rank 1 - In any situation she might recall the perfect spell to help, but can only succeed on casting it if the roll is a 20.
  213. Rank 2 - In any situation she might recall the perfect spell to help, but can only succeed on casting it if the roll is an 18, 19 or 20.
  214. Rank 3 - In any situation she might recall the perfect spell to help, but can only succeed on casting it if the roll is a 16, 17, 18, or 19. On a 20 Isla creates a new spell on the spot, she casts the spell normally but does not automatically learn it properly. She can spend XP to learn it normally afterwards, and can teach it to other sorcerers or wizards if she does.
  215.  
  216. Tome of Arcane Knowledge: All wizard/sorcerer spells have a base XP cost of 1 for Isla, no matter their level.
  217. More spells will be added to her list of spells known as time goes on.
  218.  
  219. Jianxi
  220.  
  221. Magical Tattoos: Jianxi can give herself or others magical tattoos. These tattoos allow the bearer to use the effect of a single spell or power. The bearer can use the spell or power at will and pays Arcane Energy equal to one-half of the Arcane, Divine or Primordial Energy used to cast the spell or power. If the power does not have such a cost (for example constant powers) the cost is 1 Arcane Energy per rank.
  222. If the bearer does not have Arcane Energy they can spend hit points instead on a 1:1 basis, in place of Arcane Energy.
  223. Activating a tattoo is an action, same as making an attack or casting a spell.
  224. Tattoos do not have to be specific pictures, but must be thematically linked to the power they provide: for example one that grants strength could be of a breaking chain, or of a bull or bear, but not a dove.
  225. Jianxi can also remove these tattoos.
  226. Tattooing someone takes 1 day for each Arcane Energy required to use the tattoos power. Removing a tattoo takes 1 day.
  227. Putting a tattoo on top of another tattoo, unless done to increase its power or modify it specifically, disrupts its effects, rending both useless.
  228. Side effects: For each tattoo they have the bearer [HIDDEN]. As a member of the ruling family, Jianxi is immune to this effect.
  229. [PURCHASED] Rank 1 – Jianxi’s can create a tattoo that mimics any Rank 1 power or any level 1 or 2 spell. If a power has a constant or permanent effect the bearer of the tattoo can gain the effect of it for several minutes, by activating the tattoo. The material cost of such tattoos are negligible and the tattoos do not have to be very large, minimum size is a square inch.
  230. [PURCHASED] Rank 2 – Jianxi’s can create a tattoo that mimics any Rank 2 power or any level 3 or 4 spell. If a power has a constant or permanent effect the bearer of the tattoo can gain the effect of it for 1 hour, by activating the tattoo. The material cost of such tattoos is 1,000 gold each due to the special ingredients required, and the tattoos have to be of a certain size, minimum size is 6 square inches.
  231. Rank 3 – Jianxi’s can create a tattoo that mimics any Rank 3 power or any level 5 spell. If a power has a constant or permanent effect the bearer of the tattoo gains the effect of it permanently, but also pays the Arcane Energy cost permanently. The material cost of such tattoos is 25,000 gold each due to the special ingredients required, and the tattoos have to be of a certain size, covering a person’s entire back or front, or an entire limb, restricting someone to approximately 6 such tattoos maximum. Only the members of the ruling family can learn Rank 3.
  232.  
  233. A person could have dozens of Rank 1 Tattoos or 24 Rank 2 Tattoos – each Rank 3 Tattoo takes up as much space as four Rank 2 Tattoos.
  234.  
  235. The material cost of tattoos may be decreased by gathering some of the ingredients (dragons blood for tattoos with dragon powers for example) yourself.
  236. These tattoos can also duplicate (requiring a separate tattoo or elaboration of the original – taking the same time as a new tattoo) powers that themselves do not have a rank (such as Giants Strength) by treating it as a separate power with a rank equal to the rank in the base power required to get it (minimum of 1). The bearer of such a tattoo must also have a tattoo granting the base power.
  237.  
  238. The XP cost of learning this power is the same as Paladin powers (4/8/12XP) – this includes the discount Jianxi gets for being a member of the ruling family. For a non-clan member to learn this costs double the XP cost, without the discount (10/20XP).
  239.  
  240. [PURCHASED] Linked Tattoos: Jianxi can link one or more tattoos together, allowing them all to be activated as a single action. It takes 1 day per tattoo to link multiple tattoos together.
  241. Linked tattoos can be activated individually or all together, the bearer cannot activate only some of the tattoos and not others, with the exception of activating a single tattoo.
  242.  
  243. Lunia
  244.  
  245. Turn Undead: Using her divinely-granted powers, Lunia can chase away undead.
  246. [PURCHASED] Rank 1 – Can turn non-intelligent undead (i.e. skeletons and zombies), Will check determines how many are turned. Costs 3 Divine Energy.
  247. Rank 2 – Can turn weak intelligent undead (i.e. ghouls, ghosts and wights). Will check to turn undead than can be turned by Rank 1 rises by 5. Costs 6 Divine Energy.
  248. Rank 3 – Can turn powerful intelligent undead (i.e. vampires, mummys, liches). Will check to turn undead than can be turned by Rank 1 rises by 10; Will check to turn undead than can be turned by Rank 2 rises by 5;. Costs 9 Divine Energy.
  249. Special: Can be learned by Priests and Paladins
  250.  
  251. Destroy Undead: By spending an extra 6 Divine Energy, Lunia can destroy undead that she turns.
  252.  
  253. Matthias
  254.  
  255. Werewolf Strength has a maximum rank of 5, at rank 5 the increase to strength when transformed rises to +10. Costs 3XP per rank.
  256.  
  257. Werewolf Healing has a maximum rank of 5, at rank 5 the healing is 1 hit point/minute. Costs 5XP per rank.
  258.  
  259. Werewolf Stamina has a maximum rank of 5, at rank 5 the constitution bonus rises to +8 and the extra hit points to 40. Costs 5XP per rank.
  260.  
  261. Werewolf Speed has a maximum rank of 5, at rank 5 the bonus to speed in human form is unchanged, the Agility bonus rises to +8 and the bonus to speed when transformed rises to six times. Costs 5XP per rank.
  262.  
  263. Nicolvren
  264.  
  265. Can learn dragon-specific powers (i.e. Dragon Magic). Can learn sorcery, dragon-themed spells are tagged N for her, as are cold and air spells.
  266.  
  267. Ophilian
  268.  
  269. Blade Dancing: Ophilian knows the elven sword style known as blade dancing. This style offers bonus to combat rolls using shortswords, longswords or rapiers, and offers specific abilities that can be activated by spending Arcane Energy.
  270. [PURCHASED] Rank 1 - Ophilian can boost her attack and defence bonus when using an appropriate weapon for a single attack; every 1 Arcane Energy spent adds a +2 bonus to attack or defence for the purposes of a single attack.
  271. [PURCHASED] Rank 2 - Blade dancing offers a +4 bonus to all combat rolls using the appropriate weapon.
  272. Ophilian can spend 3 arcane energy to use her melee defence against ranged attacks for 1 combat round.
  273. Ophilian can ignore a foes damage reduction for a single attack; every 1 Arcane Energy spent ignores 4 points of damage reduction for the purposes of a single attack.
  274. Rank 3 – Ophilian can spend 3 arcane energy to cause her attack to automatically hit a valid target, or to cause an attack against her to automatically miss.
  275. Her Arcane Energy increases by its base amount, this increase is permanent.
  276. Requires: Longsword Training 3, Melee Combat Training 3.
  277. Special: Can be taught to any elf or half-elf who can use magic and swords.
  278.  
  279. Turn Undead: Using her divinely-granted powers, Ophilian can chase away undead.
  280. [PURCHASED] Rank 1 – Can turn non-intelligent undead (i.e. skeletons and zombies), Will check determines how many are turned. Costs 3 Divine Energy.
  281. [PURCHASED] Rank 2 – Can turn weak intelligent undead (i.e. ghouls, ghosts and wights). Will check to turn undead than can be turned by Rank 1 rises by 5. Costs 6 Divine Energy.
  282. [PURCHASED] Rank 3 – Can turn powerful intelligent undead (i.e. vampires, mummys, liches). Will check to turn undead than can be turned by Rank 1 rises by 10; Will check to turn undead than can be turned by Rank 2 rises by 5. Costs 9 Divine Energy.
  283. Special: Can be learned by Priests and Paladins
  284.  
  285. Doctrine of Konig: As Doctrine of Velya, but different prohibited actions.
  286. Forbidden Actions: Refuse a challenge to personal combat; Permit evil actions in your presence; allow a criminal to go free; break the law (chosen a second time: permit crime in your presence); allow a demon to live; permit innocents to suffer in your presence (definition of *innocents* may vary); allow a demon-worshipper to live; retreat from battle without a good reason; allow a part-demon to live without constant supervision.
  287.  
  288. Shahulzer
  289.  
  290. Can learn dragon-specific powers (i.e. Dragon Magic). Can learn sorcery, dragon-themed spells are tagged N for him, as are fire and demon spells.
  291.  
  292. Demonic Powers
  293.  
  294. Demonic Form
  295. The following powers represent permanent alterations to the characters form.
  296.  
  297. Claws: The character has long claws on their hands (and possibly feet). They deal 1d4+ str mod damage in melee and add a +2 bonus to checks made to climb. Costs 2XP
  298.  
  299. Fangs: The character has elongated canines and/or all teeth are sharpened to points. Bite attack is possible in melee, dealing 1d4+str mod damage. Costs 2XP
  300.  
  301. Horns: The character has long (6-inches or longer) horns and can perform a gore attack that deals 1d6+str mod in melee combat. Costs 2XP
  302.  
  303. Tail: The character has a long tail (3ft-6ft long); this adds a +2 bonus to Agility checks dealing with balancing and can be used to hold items, is too weak to effectively wield a weapon however. Costs 2XP
  304.  
  305. Tendrils: The character has a pair of thin flexible tendrils about twice as long as their normal arms. These tendrils each have half the strength of a normal limb (equal to the characters strength -6 if used in combat). They can any appearance, common ones are: shadowy darkness; fleshy pseudopodia, or animal-like tentacle. They can be attacked and severed if they suffer more than 5 hit points of damage (their defence is 4 points higher due to their flexibility and size). They can be used in combat to make extra attacks in combat, be used to restrain or grapple people (+1 to all such rolls per tendril), or to help in climbing (same bonus). 2XP
  306. Can be selected multiple times to either: add more tendrils, or; add +2 strength to all tendrils, or: double length of all tendrils. If the character has the claws power then any or all tendrils may have claws at no extra cost – once chosen this cannot be changed.
  307.  
  308. Subtle Changes: The character picks a single Demonic Form power they already have: they can hide or reveal that trait at will. Costs 3XP
  309.  
  310. Wings: The character has wings and can fly at twice the normal speed of a human. These wings are typically bat-like but might be black-feathered, insect-like or stranger in appearance. Costs 4XP
  311.  
  312.  
  313. Physical Powers
  314. The following represent physical demonic powers
  315.  
  316. Demonic Might: The character is far stronger than normal
  317. Rank 1 - +4 bonus to Strength
  318. Rank 2 - +8 bonus to Strength
  319. Rank 3 - +12 bonus to Strength
  320. Rank 4 - +16 bonus to Strength
  321. Rank 5 - +20 bonus to Strength
  322. Each rank costs 6XP
  323.  
  324. Demonic Regeneration: The character heals faster than normal
  325. Rank 1 - Heals 1 hit point per 6 hours.
  326. Rank 2 - Heals 1 hit point per hour.
  327. Rank 3 - Heals 1 hit point per 10 minutes.
  328. Rank 4 - Heals 1 hit point per minute.
  329. Rank 5 – Heals 1 hit point per round.
  330. Each rank costs 6XP
  331.  
  332. Demonic Speed: The character is far faster and more agile than normal
  333. Rank 1 - +4 bonus to Agility, land speed is double that of a normal human
  334. Rank 2 - +8 bonus to Agility
  335. Rank 3 - +12 bonus to Agility, land speed is triple that of a normal human
  336. Rank 4 - +16 bonus to Agility
  337. Rank 5 - +20 bonus to Agility, land speed is four times that of a normal human
  338. Each rank costs 6XP
  339.  
  340. Demonic Toughness: The character is far tougher than normal
  341. Rank 1 - +4 bonus to Constitution, +20 HP, has DR 1
  342. Rank 2 - +8 bonus to Constitution, +40 HP, has DR 2
  343. Rank 3 - +12 bonus to Constitution, +60 HP, has DR 3
  344. Rank 4 - +16 bonus to Constitution, +80 HP, has DR 4
  345. Rank 5 - +20 bonus to Constitution, +100 HP, has DR 5
  346. Each rank costs 6XP
  347.  
  348. Mental Powers
  349. The following represent mental and mystical demonic powers
  350.  
  351. Demonic Brilliance: The character is far smarter than normal
  352. Rank 1 - +2 bonus to Intelligence, gains 10% more XP than normal
  353. Rank 2 - +4 bonus to Intelligence, gains 20% more XP than normal
  354. Rank 3 - +6 bonus to Intelligence, gains 30% more XP than normal
  355. Rank 4 - +8 bonus to Intelligence, gains 40% more XP than normal
  356. Rank 5 - +10 bonus to Intelligence, gains 50% more XP than normal
  357. Each rank costs 6XP
  358.  
  359. Demonic Charm: The character is far better at manipulating people than normal, and optionally, may become more physically attractive than normal.
  360. Rank 1 - +2 bonus to Fellowship, +1 to all Fellowship rolls made to seduce or charm people.
  361. Rank 2 - +4 bonus to Fellowship, +2 to all Fellowship rolls made to seduce or charm people.
  362. Rank 3 - +6 bonus to Fellowship, +3 to all Fellowship rolls made to seduce or charm people.
  363. Rank 4 - +8 bonus to Fellowship, +4 to all Fellowship rolls made to seduce or charm people.
  364. Rank 5 - +10 bonus to Fellowship, +5 to all Fellowship rolls made to seduce or charm people.
  365. Each rank costs 6XP
  366.  
  367. Demonic Magic: The characters magic is more powerful than normal
  368. Rank 1 - +2 bonus to Willpower, all Arcane spells cost 1 XP less than normal to learn (minimum of 1). Whenever the character casts a spell there is a minor demonic side effect: a puff of brimstone or the flame spray appears to be hellfire, for example.
  369. Rank 2 - +4 bonus to Willpower, all Arcane spells cost 1 XP less than normal to learn (minimum of 1), and cost 1 Arcane Energy less to cast (minimum of 1). Whenever the character casts a spell there is a minor demonic side effect: a puff of brimstone or the flame spray appears to be hellfire, for example.
  370. Rank 3 - +6 bonus to Willpower, all Arcane spells cost 2 XP less than normal to learn (minimum of 1), and cost 1 Arcane Energy less to cast (minimum of 1). Whenever the character casts a spell there is a clear demonic side effect: an imp manifests near the caster briefly and whispers in his ear before disappearing or a crown of green fire appears on their head, for example.
  371. Rank 4 - +8 bonus to Willpower, all Arcane spells cost 2 XP less than normal to learn (minimum of 1), and cost 2 Arcane Energy less to cast (minimum of 1). Whenever the character casts a spell there is a clear demonic side effect: an imp manifests near the caster briefly and whispers in his ear before disappearing or a crown of green fire appears on their head, for example.
  372. Rank 5 - +10 bonus to Willpower, all Arcane spells cost 3 XP less than normal to learn (minimum of 1), and cost 2 Arcane Energy less to cast (minimum of 1). Whenever the character casts a spell there is an obvious and powerful demonic side effect: the ground underneath the caster is blighted and twisted with demonic energies or those around him are assailed with strong negative feelings (wrath, gluttony, treachery, lust etc), for example.
  373. Each rank costs 6XP
  374.  
  375. Twoblue
  376.  
  377. Werespider powers cost 4XP/level.
  378.  
  379. [PURCHASED] Werespider Strength 1: Twoblue has a +1 bonus to Strength, this rises to +2 when transformed.
  380. [PURCHASED] Werespider Strength 2: Twoblue has a +1 bonus to Strength, this rises to +4 when transformed.
  381. [PURCHASED] Werespider Strength 3: Twoblue has a +2 bonus to Strength, this rises to +6 when transformed.
  382. [PURCHASED] Werespider Strength 4: Twoblue has a +2 bonus to Strength, this rises to +8 when transformed.
  383. [PURCHASED] Werespider Strength 5: Twoblue has a +3 bonus to Strength, this rises to +10 when transformed.
  384.  
  385. [PURCHASED] Werespider Healing 1: Twoblue heals 1 hit point every 6 hours.
  386. [PURCHASED] Werespider Healing 2: Twoblue heals 1 hit point every hour.
  387. [PURCHASED] Werespider Healing 3: Twoblue heals 1 hit point every half-hour.
  388. [PURCHASED] Werespider Healing 4: Twoblue heals 1 hit point every 10 minutes.
  389. [PURCHASED] Werespider Healing 5: Twoblue heals 1 hit point every minute.
  390.  
  391. [PURCHASED] Werespider Stamina 1: Twoblue has a +1 bonus to her constitution and 5 extra hit points, when transformed.
  392. [PURCHASED] Werespider Stamina 2: Twoblue almost never gets tired. She also has a +2 bonus to her constitution and 10 extra hit points, when transformed.
  393. [PURCHASED] Werespider Stamina 3: Twoblue has a +3 bonus to her constitution and 15 extra hit points, when transformed.
  394. [PURCHASED] Werespider Stamina 4: Twoblue has a +4 bonus to her constitution and 20 extra hit points, when transformed.
  395. [PURCHASED] Werespider Stamina 5: Twoblue has a +5 bonus to her constitution and 25 extra hit points, when transformed.
  396.  
  397. [PURCHASED] Werespider Speed 1: Twoblue has a +2 bonus to Agility when transformed, and her movement speed is 2 times that of a normal human.
  398. [PURCHASED] Werespider Speed 2: Twoblues movement speed is two times that of a normal human. She has a +3 bonus to Agility when transformed, and the speed bonus rises to 3 times.
  399. [PURCHASED] Werespider Speed 3: Twoblues movement speed is two times that of a normal human. She has a +4 bonus to Agility when transformed, and the speed bonus rises to 4 times.
  400. [PURCHASED] Werespider Speed 4: Twoblues movement speed is three times that of a normal human. She has a +5 bonus to Agility when transformed, and the speed bonus rises to 5 times.
  401. [PURCHASED] Werespider Speed 5: Twoblues movement speed is three times that of a normal human. She has a +6 bonus to Agility when transformed, and the speed bonus rises to 6 times.
  402.  
  403. [PURCHASED] Werespider Movement: Twoblue can climb almost any surface as easily as she can walk.
  404.  
  405. [PURCHASED] Werespider Venom 1: Targets struck by Twoblues bite (on an 19 or higher) take a -4 penalty to strength unless they pass a DC 15 Con check. At 0 strength they are paralysed). They regain 1 point of strength every 10 minutes, magical healing can remove this penalty.
  406. [PURCHASED] Werespider Venom 2: Targets struck by Twoblues bite (on an 18 or higher) take a -4 penalty to strength unless they pass a DC 17 Con check. At 0 strength they are paralysed). They regain 1 point of strength every 10 minutes, magical healing can remove this penalty.
  407. [PURCHASED] Werespider Venom 3: Targets struck by Twoblues bite (on an 17 or higher) take a -6 penalty to strength unless they pass a DC 19 Con check. At 0 strength they are paralysed). They regain 1 point of strength every 10 minutes, magical healing can remove this penalty.
  408. Werespider Venom 4: Targets struck by Twoblues bite (on an 16 or higher) take a -8 penalty to strength unless they pass a DC 21 Con check. At 0 strength they are paralysed). They regain 1 point of strength every 10 minutes, magical healing can remove this penalty.
  409. Werespider Venom 5: Targets struck by Twoblues bite (on an 15 or higher) take a -10 penalty to strength unless they pass a DC 23 Con check. At 0 strength they are paralysed). They regain 1 point of strength every 10 minutes, magical healing can remove this penalty.
  410.  
  411. [PURCHASED] Werespider Webbing 1: Twoblue can use her webbing to create web traps, and cocoon targets. She cannot do this in human form.
  412. It takes her 10 minutes to create a web trap and 1 minute to cocoon a human-sized target.
  413. Anyone walking into a web trap becomes entangled, a DC 15 strength check is required to escape.
  414. Targets of web cocoon must be restrained or unable to act. A Strength check DC 20 is required to escape a web cocoon, fire and slashing weapons can also free a person in a web cocoon, but may harm them.
  415. Every additional use of webbing (taking another 10 minutes or 1 minute) raises these DC’s by 2.
  416. Additional uses of webbing may be required when targeting creatures larger than human-sized.
  417. Every time Twoblue uses webbing she must pass a DC 0 Con check or lose access to her webbing for 1 hour, this DC rises by 2 per time she has used her webbing in the past hour.
  418. [PURCHASED] Werespider Webbing 2: Time required to make a webbing trap is reduced to 9 minutes;
  419. The DC of the strength check required to escape entanglement rises to 17;
  420. The DC of the strength check required to escape a cocoon rises to 22.
  421. [PURCHASED] Werespider Webbing 3: Time required to make a webbing trap is reduced to 8 minutes;
  422. Time required to make a cocoon is reduced to 45 seconds;
  423. The DC of the strength check required to escape entanglement rises to 19;
  424. The DC of the strength check required to escape a cocoon rises to 24.
  425. Werespider Webbing 4: Time required to make a webbing trap is reduced to 7 minutes;
  426. The DC of the strength check required to escape entanglement rises to 21;
  427. The DC of the strength check required to escape a cocoon rises to 26.
  428. Werespider Webbing 5: Time required to make a webbing trap is reduced to 6 minutes;
  429. Time required to make a cocoon is reduced to 30 seconds;
  430. The DC of the strength check required to escape entanglement rises to 23;
  431. The DC of the strength check required to escape a cocoon rises to 28.
  432.  
  433. Not Character Specific
  434.  
  435. The following apply to one or more characters, either now or in the future.
  436.  
  437. Bard Spells
  438.  
  439. Bardic Magic 1: Bardic Magic 1 costs 3XP to learn, spells cost 1XP to learn
  440. Available Spells
  441.  
  442. Animate Rope: Makes a rope move at your command.
  443. Cause Fear: One creature flees.
  444. Laughter: Subject loses actions.
  445. Image: Creates minor illusion.
  446. Message: Whispered conversation at distance.
  447. Sleep: Puts creatures into magical slumber.
  448. Summon Instrument: Summons one instrument of the caster’s choice.
  449. Ventriloquism: Throws voice.
  450.  
  451. Bardic Magic 2: Bardic Magic 2 costs 6XP to learn, spells cost 2XP to learn
  452. Available Spells
  453.  
  454. Alter Self: Assume form of a similar creature.
  455. Blink: Randomly vanish and reappear during combat.
  456. Calm Emotions: Calms creatures, negating emotion effects.
  457. Darkness: Area of supernatural shadow.
  458. Detect Thoughts: Allows “listening” to surface thoughts.
  459. Dispel Magic: Cancels magical spells and effects.
  460. Mirror Image: Creates decoy duplicates of you
  461. See Invisibility: Reveals invisible creatures or objects.
  462. Silence: Negates sound in area.
  463. Tongues: Speak any language.
  464. Whispering Wind: Sends a short message miles.
  465.  
  466. Bardic Magic 3: Bardic Magic 3 costs 9 XP to learn, spells cost 3XP to learn
  467. Available spells:
  468. Break Enchantment: Frees subjects from enchantments, alterations, and curses.
  469. Detect Scrying: Alerts you of magical eavesdropping.
  470. Dimension Door: Teleports you short distance.
  471. Dominate Person: Controls humanoid telepathically.
  472. Hallucinatory Terrain: Makes one type of terrain appear like another (field into forest, or the like).
  473. Legend Lore: Lets you learn tales about a person, place, or thing.
  474. Locate Creature: Indicates direction to familiar creature.
  475. Modify Memory: Changes 5 minutes of subject’s memories.
  476. Neutralize Poison: Immunizes subject against poison, detoxifies venom in or on subject.
  477. Shout: Deafens all within cone and deals damage.
  478. Zone of Silence: Keeps eavesdroppers from overhearing conversations.
  479.  
  480. Bardic Magic 4: Bardic Magic 1 costs 12XP to learn, spells cost 4XP to learn
  481. Available spells:
  482. Animate Objects: Objects attack your foes.
  483. (E) Dream: invade a persons dreams, allows you to communicate but risks you being forced into what they see you as whilst in their dream, cannot cause you physical harm. Can be used across planes but costs 15 extra arcane energy.
  484. (E) False Impression: Fools scrying and divination with a false result.
  485. Find the Path: Shows most direct way to a location.
  486. (E) Geas: Force target to take course of action, or suffer.
  487. Heroism: Gives bonus on attack rolls, defences, skill checks; immunity to fear; temporary hp.
  488. Irresistible Dance: Forces subject to dance.
  489. Mirage: As Hallucinatory Terrain but now includes buildings.
  490. Mislead: Turns Jianxi invisible and creates illusory double.
  491. Seeming: Changes appearance of group of people.
  492. Shadow Walk: Step into shadow to travel rapidly.
  493. Song of Discord: Forces targets to attack each other.
  494.  
  495. Priest Spells
  496.  
  497. Priest Magic 1: Priest Magic 1 costs 3XP to learn, spells cost 1XP to learn
  498. Available Spells
  499.  
  500. Bane: Enemies take penalty on attack rolls and saves against fear.
  501. Bless: Allies gain bonus on attack rolls and saves against fear.
  502. Bless Water: Makes holy water.
  503. Cause Fear: Affected creatures flee.
  504. Command: Subjects obeys selected command for 1 round.
  505. Comprehend Languages: You understand all spoken and written languages.
  506. Create Water: Creates gallons of pure water.
  507. Cure Minor Wounds: Cures 8+Will mod damage
  508. Detect Chaos/Evil/Good/Law: Reveals creatures, spells, or objects of selected alignment.
  509. Detect Magic: Detects spells and magic items within 60 ft.
  510. Detect Poison: Detects poison in one creature or object.
  511. Detect Undead: Reveals undead nearby
  512. Endure Elements: Exist comfortably in hot or cold environments.
  513. Light: Object shines like a torch.
  514. Obscuring Mist: Fog surrounds you.
  515. Protection from Chaos/Evil/Good/Law: +2 to Defence and Will checks to resist magic (doubled vs mind-control).
  516. Purify Food and Drink: Purifies food or water.
  517. Remove Fear: Suppresses fear or gives +4 on Will checks against fear for all nearby allies.
  518.  
  519. Priest Magic 2: Priest Magic 2 costs 6XP to learn, spells cost 2XP to learn
  520. Available Spells
  521.  
  522. Animate Dead: Creates undead skeletons and zombies.
  523. Blindness/Deafness: Makes subject blinded or deafened.
  524. Calm Emotions: Calms creatures, negating emotion effects.
  525. Charisma: Subject gains +4 to Fellowship.
  526. Consecrate: Fills area with positive energy, making undead weaker.
  527. Contagion: Infects subject with disease.
  528. Create Food and Water: Feeds people or animals.
  529. Cure Moderate Wounds: Cures 24+(Will modx2) damage
  530. Dispel Magic: Cancels spells and magical effects.
  531. Darkness: Area of supernatural shadow.
  532. Desecrate: Fills area with negative energy, making undead stronger.
  533. Endurance: Subject gains +4 to Con.
  534. Gentle Repose: Preserves one corpse.
  535. Hold Person: Paralyzes one target.
  536. Invisibility Purge: Dispels invisibility nearby.
  537. Locate Object: Senses direction toward object (specific or type).
  538. Make Whole: Repairs an object.
  539. Magic Circle against Chaos/Evil/Good/Law: As protection spells, but area.
  540. Magic Vestment: Armor or shield gains enchantment bonus.
  541. Obscure Object: Masks object against scrying.
  542. Remove Blindness/Deafness: Cures normal or magical conditions.
  543. Remove Curse: Frees object or person from curse.
  544. Remove Disease: Cures all diseases affecting subject.
  545. Remove Paralysis: Frees one or more creatures from paralysis or similar effect.
  546. Resist Energy: Ignores 10 (or more) points of damage/attack from specified energy type.
  547. Searing Light: Ray deals damage, more against undead.
  548. Shield Other: You take half of subject’s damage.
  549. Silence: Negates sound in an area.
  550. Speak with Dead: Corpse answers one question/two levels.
  551. Strength: Subject gains +4 to Str.
  552. Water Breathing: Subjects can breathe underwater.
  553. Water Walk: Subject treads on water as if solid.
  554. Wind Wall: Deflects arrows, smaller creatures, and gases.
  555. Wisdom: Subject gains +4 to Willpower.
  556. Undetectable Alignment: Conceals alignment for 24 hours.
  557. Zone of Truth: Subjects within range cannot lie.
  558.  
  559. Priest Magic 3: Priest Magic 3 costs 9XP to learn, spells cost 3XP to learn
  560. Available Spells
  561.  
  562. Air Walk: Subject treads on air as if solid
  563. Break Enchantment: Frees subjects from enchantments and curses.
  564. Cure Severe Wounds: Cures 40+(Will modx3) damage
  565. Dimensional Anchor: Bars extradimensional movement.
  566. Discern Lies: Reveals deliberate falsehoods.
  567. Dismissal: Forces a creature to return to native plane.
  568. Disrupting Weapon: Melee weapon destroys undead.
  569. Divine Power: Add Will mod to attack and damage rolls, add 5x Will mod to hit points.
  570. Flame Strike: Smite foes with divine fire
  571. Freedom of Movement: Subject moves normally despite impediments.
  572. Hallow: Designates location as holy.
  573. Imbue with Spell Ability: Transfer spells to subject.
  574. Neutralize Poison: Immunizes subject against poison, detoxifies venom in or on subject.
  575. (E) Planar Ally, Minor: Exchange services with a weak extraplanar creature.
  576. Plane Shift: Travel to another plane.
  577. Righteous Might: Your size increases, and you gain combat bonuses.
  578. Scrying: Spies on subject from a distance.
  579. Sending: Delivers short message anywhere, instantly.
  580. Slay Living: Touch attack kills subject.
  581. Spell Immunity: Subject is immune to one spell.
  582. Spell Resistance: Subject casters Will mod to defence vs spells.
  583. Symbol of Pain: Triggered rune wracks nearby creatures with pain.
  584. Symbol of Sleep: Triggered rune puts nearby creatures into catatonic slumber.
  585. Tongues: Speak any language.
  586. True Seeing: Lets you see all things as they really are.
  587. Unhallow: Designates location as unholy.
  588.  
  589. Priest Magic 4: Priest Magic 4 costs 12XP to learn, spells cost 4XP to learn
  590. Available Spells
  591. Blade Barrier: mass of blades surrounds caster, dealing damage to those nearby.
  592. Blasphemy: Kills, paralyzes, weakens, or dazes nonevil subjects.
  593. Control Weather: Changes weather in local area.
  594. Create Undead: Create more powerful undead.
  595. Cure Critical Wounds: Cures 56+(Will modx4) damage
  596. Destroy Undead: Destroys nearby undead.
  597. Destruction: Kills subject and destroys remains.
  598. Holy Word: Kills, paralyzes, blinds, or deafens nongood subjects.
  599. (E) Planar Ally: As minor planar ally, but more powerful.
  600. Quest: As creature must follow the orders given, or suffer.
  601. Refuge: Alters item to transport its possessor to you.
  602. Regenerate: Subject’s severed limbs grow back, scars disappear, heal 5 hit points/minute.
  603. Repulsion: Creatures can’t approach you.
  604. Symbol of Fear: Triggered rune panics nearby creatures.
  605. Symbol of Persuasion: Triggered rune charms nearby creatures.
  606. Symbol of Stunning: Triggered rune stuns nearby creatures.
  607. Symbol of Weakness: Triggered rune weakens nearby creatures.
  608. Word of Recall: Teleports you back to designated place.
  609.  
  610. Priest Magic 5: Priest Magic 5 costs 15XP to learn, spells cost 5XP to learn
  611. Available Spells
  612.  
  613. Antimagic Field: Negates magic nearby.
  614. Dimensional Lock: Teleportation and interplanar travel blocked in an area.
  615. Earthquake: Create earthquake.
  616. Gate: Connects two planes for travel or summoning.
  617. Heal: Cures 72+(Will modx5) damage
  618. Holy Aura: +10 Bonus to defences against evil spells.
  619. (E) Planar Ally, Major: As minor planar ally, but strong ally.
  620. Symbol of Death: Triggered rune slays nearby creatures.
  621. Symbol of Insanity: Triggered rune renders nearby creatures insane.
  622. Soul Bind: Traps newly dead soul to prevent resurrection.
  623. Unholy Aura: +10 to defences against good spells.
  624. True Resurrection: Bring creature back from the dead.
  625.  
  626. Druid Magic
  627.  
  628. Druid Magic 1: Druid Magic 1 costs 3XP to learn, spells cost 1XP to learn
  629. Available Spells
  630. Calm Animals: Calms animals.
  631. Charm Animal: Makes one animal your friend.
  632. Create Water: Creates gallons of pure water.
  633. Cure Minor Wounds: Cures 4+Will mod damage
  634. Detect Magic: Detects spells and magic items within 60 ft.
  635. Detect Poison: Detects poison in one creature or object.
  636. Detect Animals or Plants: Detects kinds of animals or plants.
  637. Detect Snares and Pits: Reveals natural or primitive traps.
  638. Endure Elements: Exist comfortably in hot or cold environments.
  639. Entangle: Plants entangle everyone in an area.
  640. Hide from Animals: Animals can’t perceive subject.
  641. Light: Object shines like a torch.
  642. Magic Fang: One natural weapon of subject creature gets bonus to attack and damage rolls.
  643. Obscuring Mist: Fog surrounds you.
  644. Pass without Trace: One subject/level leaves no tracks.
  645. Purify Food and Drink: Purifies food or water.
  646. Speak with Animals: You can communicate with animals.
  647. Summon Nature's Ally: Calls creature to fight.
  648.  
  649. Druid Magic 2: Druid Magic 2 costs 6XP to learn, spells cost 2XP to learn
  650. Available Spells
  651.  
  652. Animal Messenger: Sends a small animal to a specific place to rely a message.
  653. Animal Trance: Fascinates group of animals.
  654. Barkskin: Grants subject natural armour.
  655. Call Lightning: Calls down lightning bolts from sky.
  656. Charisma: Subject gains +4 to Fellowship.
  657. Contagion: Infects subject with disease.
  658. Create Food and Water: Feeds people or animals.
  659. Cure Moderate Wounds: Cures 12+(Will modx2) damage
  660. Diminish Plants: Reduces size or blights growth of normal plants.
  661. Dominate Animal: Subject animal obeys silent mental commands.
  662. Endurance: Subject gains +4 to Con.
  663. Fire Trap: Opened object deals damage to who opens.
  664. Flame Blade: Summon blade of fire.
  665. Flaming Sphere: Creates rolling ball of fire.
  666. Fog Cloud: Fog obscures vision.
  667. Gust of Wind: Blows away or knocks down smaller creatures.
  668. Hold Animal: Paralyzes one animal.
  669. Meld into Stone: You and your gear merge with stone.
  670. Neutralize Poison: Immunizes subject against poison, detoxifies venom in or on subject.
  671. Plant Growth: Grows vegetation, improves crops.
  672. Poison: Touch deals damage.
  673. Quench: Extinguishes nonmagical fires or one magic item.
  674. Reduce Animal: Shrinks one willing animal.
  675. Remove Disease: Cures all diseases affecting subject.
  676. Resist Energy: Ignores 10 (or more) points of damage/attack from specified energy type.
  677. Snare: Creates a magic booby trap.
  678. Speak with Plants: You can talk to normal plants and plant creatures.
  679. Spike Growth: Creatures in area take damage, move slower.
  680. Spider Climb: Grants ability to walk on walls and ceilings.
  681. Strength: Subject gains +4 to Str.
  682. Stone Shape: Sculpts stone into any shape.
  683. Summon Swarm: Summons swarm of bats, rats, or spiders.
  684. Tree Shape: You look exactly like a tree for hours.
  685. Water Breathing: Subjects can breathe underwater.
  686. Wisdom: Subject gains +4 to Willpower.
  687. Wood Shape: Rearranges wooden objects to suit you.
  688.  
  689. Druid Magic 3: Druid Magic 3 costs 9XP to learn, spells cost 3XP to learn
  690. Available Spells
  691.  
  692. Air Walk: Subject treads on air as if solid
  693. Animal Growth: One animal doubles in size.
  694. Blight: Withers plants.
  695. Commune with Nature: Learn about terrain for miles.
  696. Cure Severe Wounds: Cures 20+(Will modx3) damage
  697. Dispel Magic: Cancels spells and magical effects.
  698. Flame Strike: Smite foes with divine fire
  699. Freedom of Movement: Subject moves normally despite impediments.
  700. Giant Vermin: Turns centipedes, scorpions, or spiders into giant vermin.
  701. Imbue with Spell Ability: Transfer spells to subject.
  702. Insect Plague: Locust swarms attack creatures.
  703. Polymorph: Transforms subject.
  704. Repel Vermin: Insects, spiders, and other vermin stay away.
  705. Rusting Grasp: Your touch corrodes iron and alloys.
  706. Scrying: Spies on subject from a distance.
  707. Sending: Delivers short message anywhere, instantly.
  708. Slay Living: Touch attack kills subject.
  709. Stoneskin: Gain damage reduction.
  710. Tree Stride: Step from one tree to another far away.
  711. Wall of Thorns: Thorns damage anyone who tries to pass.
  712.  
  713. Druid Magic 4: Druid Magic 4 costs 12XP to learn, spells cost 4XP to learn
  714.  
  715. Available Spells
  716. Antilife Shell: field hedges out living creatures.
  717. Control Weather: Changes weather in local area.
  718. Cure Critical Wounds: Cures 28+(Will modx4) damage
  719. Creeping Doom: Swarms of centipedes attack at your command.
  720. Destroy Undead: Destroys nearby undead.
  721. Fire Seeds: Acorns and berries become grenades and bombs.
  722. Ironwood: Magic wood is strong as steel.
  723. Liveoak: Oak becomes treant guardian.
  724. Move Earth: Digs trenches and builds hills.
  725. Refuge: Alters item to transport its possessor to you.
  726. Reincarnate: Brings dead subject back in a random body.
  727. Repulsion: Creatures can’t approach you.
  728. Spellstaff: Stores one spell in wooden quarterstaff.
  729. Sunbeam: Beam blinds and deals damage.
  730. Transmute Metal to Wood: Metal nearby becomes wood.
  731. True Seeing: Lets you see all things as they really are.
  732.  
  733. Druid Magic 5: Druid Magic 5 costs 15XP to learn, spells cost 5XP to learn
  734. Available Spells
  735.  
  736. Antipathy: Object or location affected by spell repels certain creatures.
  737. Earthquake: Create earthquake.
  738. Elemental Swarm: Summons multiple elementals.
  739. Heal: Cures 36+(Will modx5) damage
  740. Regenerate: Subject’s severed limbs grow back, scars disappear, heal 5 hit points/minute.
  741. Reverse Gravity: Objects and creatures fall upward.
  742. Sympathy: Object or location attracts certain creatures.
  743. Whirlwind: Cyclone deals damage and can pick up creatures.
  744. Word of Recall: Teleports you back to designated place.
  745.  
  746. Sorcerer/wizard spells
  747.  
  748. As the sorcerer wizard spells in the main rules.
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