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Knights Of The Chalice 2 Guide

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  1. Guide for quick data comparison I made with Races, Classes, Domain Powers, Attunements, and DC spells for Knights Of The Chalice 2.
  2. I hope someone will find it useful.
  3. You can publish it on Steam or other website (originally posted and possibly maintained on GOG) as long as you keep it in whole original (including author) or noticeably separate your edits/comments (colored/italic font).
  4. Enjoy!
  5.  
  6. Version: 1.0 (2022, based on v1.32)
  7. Author: speedstar84
  8.  
  9. Races (min-max str/dex/con/int/wis/cha, m male, f female)
  10.  
  11. Human - 79 ability, 30 speed, 20 str/dex/con/int/wis/cha, 12m-18/12f-18/18/18/18/18 ability range, 2 bonus feats, diplomacy
  12. Elf - 81 ability, 30 speed, 20 dex/int/wis(m)/cha(f), 6-16/14-20/6-14/16-20/8f-10m-16f-18m/12m-14f-18m-20f ability range, +2 search, immunity to sleep, detect secret doors, detect secret compartments, low light vision
  13. Halfling - 83 ability, 20 speed, 20 dex/wis(m), 6-14/16-20/6m-8f-14m-16f/18/12f-14m-18f-20m/16 ability range, small size, +2 saves, +1 size ac and attack, weapon damage and grapple reduced, access narrow tunnels
  14. Dwarf - 81 ability, 20 speed, 20 str(m)/con, 8f-10m-16f-18m/14/14-20/14/6m-8f-16m-18f/14 ability range, +2 dodge ac to large size melee, detect secret stone doors, find gold and gems, appraise gems, low light vision
  15. Kobold - 81 ability, 30 speed, 20 int(m), 8m-10f-14m-16f/10-18/14/8f-10m-16f-18m/16/6-14 ability range, small size, +2 natural ac, +1 size ac and attack, weapon damage and grapple reduced, access narrow tunnels, low light vision
  16. Half Giant - 73 ability, 20 speed, 20 str, 16-20/6m-8f-10m-12f/10f-12m-16f-18m/6-12/6-14/6-14 ability range, large size, weapon damage and grapple increased, -1 size ac and attack, pick/push/move heavy items
  17. Drake - 75 ability, 30 speed, 20 str, 14-20/16/10-18/16/16/14 ability range, only male, line breath weapon 1d4 fire per level to use every 3 rounds, glide (jump long distance or descent lower level smoothly), possible feats breath weapon
  18. Mantis - 75 ability, 40 speed, 20 dex, 14/12-20/14/6-14/18/6-12 ability range, only female, 4 arms that can use 4 light weapons, can not wear armor, +3 natural ac, rake if grappling (extra natural attacks), light sleep (no surprise when sleeping)
  19. Centaur - 75 ability, 40 speed, 20 con/cha(f), 10-18/18/12-18/6-14/8f-10m-16f-18m/8m-10f-16m-18f ability range, +1d6 damage if charging, +4 resist trip/bullrush/grease, endurance (long physical tasks without tired), possible feats devastating charge
  20. Half Salamander - 75 ability, 20 speed, no 20 max ability, 10f-12m-18/16/10m-12f-18/18/10-18/16 ability range, +1d6 fire all attacks that stacks, detect heating and cooling, possible feat intensified energy
  21.  
  22. Subraces (modifies race ability range)
  23.  
  24. Human Southerner - none
  25. Human Northerner - +2 str, -2 dex, -2 int
  26. Human Argossian - +2 wis, +2 cha, -2 dex, -2 int
  27. Human Stygian - +2 int, -2 str, -2 cha
  28. Human Mul - +2 str, +2 con, -2 dex, -4 int, -2 cha, only male
  29. Human Half Elf - +2 dex, -2 con, +1 search, low light vision
  30. High Elf - none
  31. Grey Elf - -2 ability points, +2 will
  32. Moon Elf - +2 wis, -2 dex
  33. Sylvan Elf - +2 str, -2 int
  34. Lightfoot Halfling - none
  35. Stillfinger Halfling - -2 ability points, +1 ranged attack
  36. Wild Halfling - +2 str, -2 dex, -2 int
  37. Hill Dwarf - none
  38. Mountain Dwarf - -2 ability points, +4 resist trip/bullrush/grease
  39. Blackforge Dwarf - +2 str, -2 dex, -2 wis
  40. Scaly Kobold - none
  41. Rock Kobold - +2 str, +2 con, -4 dex
  42. Deep Kobold - +2 int, -2 dex, -2 wis
  43. Strongfist Half Giant - none
  44. Toughbone Half Giant - -2 ability points, +8 hp
  45. Cloudtop Half Giant - +4 dex, -2 con
  46. Guardian Half Giant - +2 wis, +2 cha, -2 con
  47. Fire Drake - none
  48. Ice Drake - -1 ability points, cold breath
  49. Lightning Drake - -2 ability points, electricity breath
  50. Acid Drake - -3 ability points, acid breath
  51. Wind Mantis - none
  52. Stone Mantis - +1 natural ac, -10 speed
  53. Painted Mantis - +2 str, -2 dex, -10 speed
  54. Caravaner Mantis - +4 cha, -2 dex, -10 speed
  55. Arborial Centaur - none
  56. Celestial Centaur - +2 cha, -2 dex
  57. Barkskin Centraur - +2 con, -2 wis, -10 speed
  58. Flamebrother Half Salamander - none
  59. Frostbrother Half Salamander - -1 ability points, cold damage
  60.  
  61. Classes.
  62. General tip for good party is to have 4 full spellcasters (9th level spells) and 2 close combat warriors or full BAB (4 attacks) frontliners.
  63. 1-2 classes could be semi casters, 1 for spellcaster or/and frontliner group.
  64. There are 6 warriors, 8 semi casters and 8 spellcasters (total of 22 classes and additionally 10 races to combine).
  65.  
  66. Fighter (warrior, 10 HD, 31 bonus feats + 5/int weapons, 23 class feats, 4 BAB, armors/shields, warrior/streetwise)
  67. Gladiator (warrior, 12 HD, 8 bonus feats + all weapons, 16 class feats, 4 special abilities, 4 BAB, armors/shields, warrior)
  68. Death Knight (warrior, 10 HD, 2 saves, 2 bonus feats + 4 weapons, 12 class feats, 8 special abilities, 4 BAB, armors/shields, assassin)
  69. Monk (warrior, 8 HD, 3 saves, 5 bonus feats + light/natural weapons, 11 class feats, 13 special abilities, 3 BAB or 5 special attacks, religion/assassin/poison)
  70. Samurai (warrior, 10 HD, 4 bonus feats + sword/1/wis weapons, 13 class feats, 6 special abilities, 4 BAB, armors, honor)
  71. Barbarian (warrior, 12 HD, 4 bonus feats + 4 weapons, 12 class feats, 9 special abilities, 4 BAB, light/medium armors and all shields, warrior)
  72. Champion (warrior/Cleric, 10 HD, 5 bonus feats + 3 weapons, 8 class feats, 7th wis cleric spells, 41/wis spells of 125, 4 slots of 28/wis, 4 BAB, armors/shields, honor)
  73. Mage Knight (warrior/Wizard, 8 HD, 2 saves, 8 bonus feats + 3 weapons, 17 class feats, 6th int wizard spells, 41/int spells of 214, 3 slots of 18/int, 4 BAB, light armors/shields, arcana)
  74. Storm Warrior (warrior/Druid, 10 HD, 5 bonus feats + 3 weapons, 10 class feats, 7th wis druid spells, 41/wis spells of 97, 4 slots of 28/wis, 4 BAB, leather/hide armors and light shields, nature)
  75. Psychic Warrior (warrior/Psionicist, 8 HD, 8 bonus feats + 3 weapons, 8 class feats, 6th wis class powers, 31/wis powers of 48, 127/wis PP, 3 BAB, all armors and light/heavy shields, psionics)
  76. Paladin (warrior/Cleric, 10 HD, 5 bonus feats + 3 weapons, 10 class feats, 5 special abilities, 4th wis class spells, 36 spells, 3 slots of 12/wis, 4 BAB, armors/shields, honor/detect)
  77. Ranger (warrior/Druid, 10 HD, 2 saves, 5 bonus feats + 3 weapons, 9 class feats, 8 special abilities, 4th wis class spells, 26 spells, 3 slots of 12/wis, 4 BAB, light armors/shields, nature/wilderness)
  78. Rogue (warrior/Wizard, 8 HD, 3 bonus feats + 3 weapons, 8 class feats, 9 special abilities, 4th int class spells, 36 spells, 3 slots of 12/int, 3 BAB, light armors, assassin/streetwise/search/lockpick/stealth/pickpocket/forge/disguise)
  79. Bard (warrior/spellcaster, 10 HD, 2 saves, 9 bonus feats + 4 weapons, 13 class feats, 5 special abilities, 7 cha class spells, level/cha/int slots, 4 BAB, light armors and light/heavy shields, streetwise/charm/sing/instruments/legends)
  80. Wizard (spellcaster, 6 HD, 4 bonus feats + crossbow weapons, 37 class feats + 5 of 25 or 3, 3 special abilities, 9th int wizard spells, 41/int spells of 214, 4 slots of 36/int, arcana)
  81. Psionicist (spellcaster, 6 HD, 5 bonus feats, 33 class feats, 9th int class powers, 41/int powers of 103, 343/int PP, psionics)
  82. Druid (spellcaster, 8 HD, 2 saves, 1 bonus feats + light weapons, 13 class feats, 2 special abilities, 9th wis druid spells, 41/wis spells of 97, 5 or 4 slots of 41/wis, 3 BAB, leather/hide armors and light shields, nature/healing/animals/stones)
  83. Cleric (spellcaster, 8 HD, 2 saves, mace weapons, 7 class feats, 1 special abilities + 2 domains, 9th wis cleric spells, 41/wis spells of 125, 5 or 4 slots of 41/wis, 3 BAB, all armors and light shields, healing/religion)
  84. Bishop (Cleric, 8 HD, 2 saves, 4 bonus feats + mace weapons, 6 class feats, 1 special abilities + 6 domains, 7th wis cleric spells, 41/wis spells of 125, 5 or 4 slots of 33/wis, 3 BAB, all armors and light shields, religion)
  85. Sorcerer (Wizard/Cleric, 6 HD, 21 class feats, 1 special abilities, 9th int wizard spells, 9th wis cleric spells, 82/cha spells of 214 + 125, 6 or 5 or 4 or 3 or 2 slots of 40/cha, arcana)
  86. Psychic Healer (Cleric/Psionicist, 6 HD, 14 class feats, 9th wis cleric spells, 41/cha spells of 125, 4 or 3 or 2 slots of 31/cha, 9th int class powers, 41/cha powers of 103, 172/cha PP, healing)
  87. Warlock (Wizard/Psionicist, 6 HD, 29 class feats, 9th int wizard spells, 41/cha spells of 214, 4 or 3 or 2 slots of 31/cha, 9th wis class powers, 41/cha powers of 103, 172/cha PP, psionics)
  88.  
  89. Domain Powers grouped in categories.
  90. Cleric chooses 2, Bishop 6 (2 on start and 1 on each 5 levels, 5/10/15/20).
  91. Activating spell like ability uses 1 turn undead (some can be activated once per rest).
  92. Turn undead amount is 1 + charisma mod (base, not from items or effects).
  93.  
  94. Domain Powers - Magic
  95.  
  96. Mysticism
  97. +2 concentration.
  98. Cleric Spell Focus and Greater Cleric Spell Focus feats (+2 DC).
  99. Spell Penetration feat (+2 to bypass spell resistance).
  100. Bless, Bane, Prayer, Greater Prayer spells +1 as move action.
  101.  
  102. Reach
  103. Magic Stone spells +2 attack.
  104. Sound Burst spells with medium range and radius increased to 15.
  105. Holy Smite spells with long range and radius increased to 30.
  106. Extended Spell Reach I/II/III feats (+3 range for spells).
  107.  
  108. Magic
  109. +2 spell slots for spell level 1-3 and +1 for 4-6 (9 total).
  110. Magic Stone spells empowered (+50% damage), long range.
  111.  
  112. Silence
  113. All Cure, Mass Cure, Inflict, Mass Inflict, Remove Paralysis, Mass Remove Paralysis spells stilled (no need for free hand, ignores grappling and paralysed) and silenced (no need to speak, ignores silenced and mute).
  114. Metamagic Still feat (spells do not need free hand, ignores grappling and paralysed, costs +1 spell level).
  115. Metamagic Silent feat (spells do not need speaking, ignores silenced and mute, costs +1 spell level).
  116. Metamagic Widen feat (spells with double radius AOE, costs +2 spell level).
  117. Silence spell as 1st level (-1 spell level cost) with radius increased to 30.
  118.  
  119. Domain Powers - Healing
  120.  
  121. Flux
  122. All Cure, Inflict, Heal, Harm spells as close range.
  123. Mass Cure and Mass Inflict spells as medium range.
  124. Mass Heal and Mass Harm spells as long range.
  125. Water Elemental summons +1 attack.
  126. Air Elemental summons +1 attack.
  127. Curing ability as close range if Curing Domain.
  128. Wilting ability as close range if Wilting Domain.
  129.  
  130. Healing
  131. All Cure and Mass Cure spells empowered (+50% heal).
  132. Heal and Mass Heal spells +10.
  133. Curing ability empowered if Curing Domain.
  134.  
  135. Life
  136. Cure and Mass Cure spells maximized (max heal instead of random).
  137. Heal and Mass Heal spells +10.
  138. Curing ability maximized if Curing Domain.
  139.  
  140. Curing
  141. Spell like ability Curing with touch range that removes blinded and heals 1d6 + 1 HP per half level (max 10d6 + 10).
  142. All Cure and Mass Cure spells as move action.
  143.  
  144. Rejuvenation
  145. Spell like ability Rejuvenation (once per rest) that heals 1d8 + 1 HP per half level (max 10d8 + 10) in 15 circle AOE.
  146. Heal and Cleansing spells as 5th and 7th level (-1 spell level cost).
  147.  
  148. Domain Powers - Damage
  149.  
  150. Destruction
  151. All Inflict and Mass Inflict spells empowered (+50% damage).
  152. Harm and Mass Harm spells +10.
  153. Wilting ability empowered if Wilting Domain.
  154. Flail weapons proficiency.
  155.  
  156. Wilting
  157. Spell like ability Wilting that touch attack single living enemy with 1d8 negative damage + 1 per 2 levels, half if will DC half level + wisdom mod.
  158. All Inflict and Mass Inflict spells as move action.
  159. Harm spells as 5th level (-1 spell level cost).
  160.  
  161. Devastation
  162. Inflict and Mass Inflict spells maximized (max damage instead of random).
  163. Harm and Mass Harm spells +10.
  164. Wilting ability maximized if Wilting Domain.
  165.  
  166. Sun
  167. Spell like ability Scorching Ray that ranged touch attack single enemy in long range with 1d8 fire per 2 levels, 1d10 per 2 levels if undead, reflex or dazzled (-1 attack) for 1d4.
  168. Searing Light spells empowered (+50% damage), long range.
  169. Improved Touch Attacks feat (+1 all touch attacks).
  170.  
  171. Fire
  172. Spell like ability Fire (once per rest) that damages everyone in 15 circle AOE with 1d8 fire + 1 per 2 levels, half if reflex DC half level + wisdom mod.
  173. Flame Strike spells +1d6, radius increased to 15, long range.
  174. Fire Storm spells +1d6.
  175. Fire Elemental summons +1 level.
  176. Scorching Ray ability empowered if Sun Domain.
  177.  
  178. Death
  179. Spell like ability Death (once per rest) that touch attack single living enemy with 1d8 negative damage per level as death effect (Death Ward spell can block), +2 strength until combat end if defeated.
  180. Slay Living spell as 4th level and Destruction as 6th (-1 spell level cost).
  181. Pick weapons proficiency.
  182.  
  183. Storm
  184. Spell like ability Storm (once per rest) as move action that damages everyone in 20 circle AOE with 1d6 electricity + 1 per 2 levels, half if reflex DC half level + wisdom mod, -2 save if target has metal armor.
  185. Water Elemental summons +1 level.
  186. Spear weapons proficiency.
  187.  
  188. Banishment
  189. All Protection From Alignment spells with +1 AC and saves as move action
  190. All Dispel Magic, Dismissal, Banishment spells with +1 DC and -1 spell level slot cost.
  191.  
  192. Blood
  193. Spell like ability Life Drain that touch attack single living enemy with 1d6 damage + 1 per 2 levels and heal character for same amount, half if fortitude DC half level + wisdom mod.
  194. Augment Summoning feat (summons with +4 strength and constitution).
  195.  
  196. Domain Powers - Debuff
  197.  
  198. Paralysis
  199. Spell like ability Paralysis that touch attack single living enemy with mind held (helpless, can not act, 0 strength and dexterity, -4 melee AC, vulnerable to coup de grace, break free with full round will) for 1d4 + 1 rounds, will DC half level + wisdom mod.
  200. Hold Person and Hold Monster spells as 1st and 5th level (-1 spell level cost) with +1 DC.
  201.  
  202. Weakness
  203. Spell like ability Weakness that ranged touch attack single enemy in long range with exhausted (-6 strength and dexterity, half speed, no charge, no 5 foot step), until combat end, fatigued (-2 strength and dexterity, no charge) if reflex DC half level + wisdom mod.
  204. Poison and Mass Poison spells as 3rd and 8th level (-1 spell level cost).
  205.  
  206. Disease
  207. Spell like ability Disease that touch attack with two fortitude DC half level + wisdom mod, one for sickened (-2 attack, saves, ability checks, concentration, initiative), second for nauseated (no attacks, no spell casting, no psionics, half speed, no 5 foot step), both 1d4 + 1 rounds.
  208. Great Fortitude feat (+2 fortitude).
  209.  
  210. Madness
  211. Spell like ability Madness that touch attack single living enemy with mind confusion (30% to attack nearest target, 30% do nothing, 20% run away, 10% attack own ally, 10% normal) for 1d6 + 1 rounds, will DC 2 + half level + wisdom mod.
  212. Iron Will feat (+2 will).
  213.  
  214. Disruption
  215. Spell like ability Disruption (once per rest) as free action that affects single enemy on line of sight with AC decreased by 2 + 1 per 2 levels (3/5/7/9/11/13/15/17, max 10), until combat end.
  216. Bestow Curse and Mass Bestow Curse spells as 2nd and 7th level (-1 spell level cost) with +2 DC.
  217. Improved Counterspell feat (can counterspell any spell of same school that is up to 1 level higher).
  218.  
  219. Pendemonium
  220. Spell like ability Pendemonium (once per rest) that mind confuses (30% to attack nearest target, 30% do nothing, 20% run away, 10% attack own ally, 10% normal) enemies in 15 circle AOE for 1d6 + 1 rounds, 1 round if will DC 2 + half level + wisdom mod, if lower save difference is 5 or more, then berserk (attack nearest target).
  221. Improved Escape From Paralysis feat (second save for coup de grace, break free from command or held as move action, giving two tries for spells and effects like Hold Person, Hold Monster, Chromatic Orb, Color Spray, Paralysis domain ability, Hold arrows, coup de grace weapons).
  222.  
  223. Blindness
  224. Spell like ability Blindness (once per rest) that blinds (-2 AC, no dex to AC, 50% to miss attacks, half speed, no charge, no 5 foot step, no attacks of opportunity) living enemies in 20 radius AOE for 1d6 + 1 rounds, 1 round if will DC half level + wisdom mod.
  225. Blindfight feat (second attack if miss to concealment, invisible attackers do not get attack bonus, speed is less decreased if blinded).
  226.  
  227. Time
  228. Spell like ability Time (once per rest) that slows (no full attacks, no full round actions, -1 attack, -1 AC, -1 reflex, half speed, ) enemies in 15 circle AOE for 1d6 + 2 rounds, 1 round if will DC half level + wisdom mod.
  229. Improved Initiative feat (+4 initiative).
  230.  
  231. Domain Powers - Boost
  232.  
  233. Celerity
  234. Spell like ability Celerity (once per rest) as free action that hastes (extra attack, +1 attack, +1 dodge AC, +1 reflex, double speed) allies in 15 circle AOE for 2 round + 1 per 2 levels (3/5/7/9/11/13/15/17, max 10).
  235. Air Elemental summons +1 level.
  236.  
  237. Smite
  238. Spell like ability Smite (once per combat if hits) as free action that adds charisma mod bonus to attack and level bonus to damage for 1 melee attack.
  239. Divine Power spell as 3rd level (-1 spell level cost).
  240. Metamagic Empower feat (spells with +50% effectivenes, costs +2 spell level).
  241.  
  242. Strength
  243. Spell like ability Strength as free action that increases strength by 1 + 1 per level for 1 round.
  244. Righteous Might spell as 4th level (-1 spell level cost).
  245. Metamagic Maximize feat (spells with maximum effectivenes instead of random, costs +3 spell level).
  246.  
  247. Turning
  248. Turn Undead +2d6, +1d6 at level 7 and 14, +2 DC.
  249. Superior Concentration feat (+4 concentration).
  250. Extra Turning feat (+2 more uses of Turn Undead or activating Domain, radius increased to 45).
  251.  
  252. Domain Powers - Summoning
  253.  
  254. Aberration
  255. Spell like ability Summon Tentacled Horror (6x 1d6 attacks, trip immunity, constrict, blindsight, 4 BAB) with HD of character level for charisma mod rounds.
  256. All Summon Elemental spells as standard action.
  257.  
  258. Undeath
  259. Spell like ability Summon Ghoul Warrior (2x attack with paralysis, attack with constitution damage and vampirism, 4 BAB) with HD of character level for charisma mod rounds.
  260. All Summon Elemental spells as standard action.
  261.  
  262. Justice
  263. Spell like ability Summon Inevitable (2x 1d8 bludgeoning + 1d8 electricity, DR 5/chaotic/bludgeoning, spell resistance, 4 BAB) with HD of character level for charisma mod rounds.
  264. All Summon Elemental spells as standard action.
  265.  
  266. Domain Powers - Weapon
  267.  
  268. Hunting
  269. Point Blank Shot feat (+1 ranged attack and damage if target is in close range).
  270. Precise Shot feat (no -4 ranged attack if target is involved in melee combat).
  271. Far Shot feat (+50% maximum range with ranged weapons, including effective range).
  272. Defensive Archery feat (ignored attacks of opportunity when using ranged weapons or reload).
  273. Zen Archery feat (ranged attacks and ranged touch attacks can use wisdom mod instead of dexterity mod).
  274. Bow weapons proficiency.
  275. Crossbow weapons proficiency.
  276.  
  277. Trickery
  278. Improved Trip feat (+4 trip as move action).
  279. Improved Disarm feat (+4 disarm as move action).
  280. Improved Sunder feat (+4 sunder as move action).
  281. Improved Feint feat (+4 feint as move action).
  282. Blindness and Mass Blindness spells as 2nd and 6th level (-1 spell level cost).
  283. Reach weapons proficiency.
  284.  
  285. Tactics
  286. Cleave and Great Cleave feats (extra melee attacks if target defeated).
  287. Improved Grapple feat (+4 grapple as move action).
  288. Improved Bull Rush feat (+4 bull rush as move action).
  289. Improved Draw feat (ignored attacks of opportunity when using inventory and rearming).
  290. Combat Reflexes feat (dexterity mod for extra attacks of opportunity).
  291. Axe weapons proficiency.
  292.  
  293. War
  294. +1 attack.
  295. Enhance Weapon, Greater Enhance Weapon, Mass Greater Enhance Weapon spells +1 as move action.
  296. Natural weapons proficiency.
  297. Light sword weapons proficiency.
  298. One handed sword weapons proficiency.
  299. Two handed sword weapons proficiency.
  300.  
  301. Metal
  302. Melee attack weapon with adamantine to bypass DR.
  303. +2 melee damage.
  304. Enhance Armor spells +1 as move action.
  305. Hammer weapons proficiency.
  306.  
  307. Domain Powers - Defense
  308.  
  309. Luck
  310. Death threshold -15.
  311. +2 divine saves (stacks with other bonuses).
  312. Die Hard feat (auto stabilizes with 1 HP when unconscious, 1d8 heal + 1 per level after combat).
  313. Death Spell Resistance feat (second save for disintegration, death effect, death spell, like Slaying Arrow, Slay Living, Destruction, Implosion, Phantasmal Killer, Weird, Finger Of Death, Circle Of Death, Disintegrate, Greater Disintegrate, Recall Death).
  314.  
  315. Travel
  316. +10 speed.
  317. Dodge feat (+1 dodge AC).
  318. Mobility feat (+4 dodge AC if attack of opportunity when moving away, move before and after standard action).
  319. Lighting Reflexes feat (+2 reflex).
  320. Improved Escape From Snares feat (second save for Grease, break free from grapple, pin, forcecage, encased, stuck as move action, giving two tries for spells and effects like Entangle, Web, Ranger Web, Resilient Web, Glue arrows, Snaring weapons).
  321. Freedom Of Movement Touch and Mass Freedom Of Movement spells as 3rd and 7th level (-1 spell level cost) and move action.
  322.  
  323. Protection
  324. +12 HP.
  325. +1 divine AC (stacks with other bonuses).
  326. Righteous Might and Mass Righteous Might spells with +1 DR and +2 constitution.
  327. Stoneskin Personal spell as 5th level (-1 spell level cost).
  328. Earth Elemental summons +1 level.
  329.  
  330. Cleric 8th/9th level spells vs Bishop limited to 7th level spells (but having 4 more Power Domains).
  331. Bishop and other divine spellcasters (max spell level and class spell list does not matter) can use them from scrolls.
  332.  
  333. Cleric 8th level spells (13)
  334. Cleansing - touch, single, max hp, removes all ability damage, ability drain, negative levels, petrification and 23 effects (bleeding, dying, acid burns, agony, berserk, blinded, burning, confusion, dazed, dazzled, decerebrated, disruption, exhausted, fatigued, feebleminded, flaming oil, impaired, lamping, nauseated, sickened, stunned, sundered, unconscious)
  335. Mass Cure Critical Wounds - (druid 9) close, 10 circle aoe, heal allies or damage undead (max 20), removes bleeding and dying
  336. Mass Inflict Critical Wounds - close, 10 circle aoe, heal undead or negative damage living (max 20), will half
  337. Fire Storm - (druid 7) medium, 15x40 wall aoe, fire damage (max 20)
  338. Mass Protection From Ability Loss - close, 10 circle aoe, immunity to ability damage and energy drain until combat end
  339. Good Fortune - self, auto heal when defeated, until rest or used, 500 gold
  340. Cloak Of Pain - close, 10 circle aoe, cloak of pain for rounds (max 20), living attacker gets negative damage (max 20)
  341. Mass Freedom Of Movement - (druid 9) close, aoe, freedom of movement for rounds (max 20), immunity (and removes) to paralysed, slowed, stuck, entangled, quicksand
  342. Mass Bestow Curse - long, 20 radius aoe, will or cursed, 50% to lose round
  343. Mass Remove Negative Levels - close, 10 radius aoe, removes all negative levels
  344. Greater Break Enchantment - (wizard 8) (no sr) close, 25 circle aoe, dc or remove effect (max 20)
  345. Greater Banishment - medium, 20 circle aoe, will damage or remove outsider/elemental/extraplanar/summoned (max 20)
  346. Mass Greater Procection From Energy - (druid 8) medium, 10 circle aoe, selectable dr fire/cold/electricity/acid/sonic (max 20) for rounds (max 20)
  347.  
  348. Cleric 9th level spells (11)
  349. Summon Gargantuan Elemental - (druid 9, wizard 9) medium, summons 4x4 size selectable fire/cold/earth/air elemental (max 20) for rounds (max 20)
  350. Mass Heal - medium, 10 circle aoe, heal allies or damage undead (max 20), will half, removes all ability damage and 23 effects (bleeding, dying, acid burns, agony, berserk, blinded, burning, confusion, dazed, dazzled, decerebrated, disruption, exhausted, fatigued, feebleminded, flaming oil, impaired, lamping, nauseated, sickened, stunned, sundered, unconscious)
  351. Mass Harm - medium, 10 circle aoe, heal undead or negative damage living (max 20), will half
  352. True Resurrection - touch, single, bring back defeated with max hp and experience, 25000 gold
  353. Energy Drain - (wizard 9) close touch, single, negative levels, defeated if equal or higher than hd, reduces available spells
  354. Implosion - self, selectable single in close for rounds, fortitude or defeated
  355. Earthquake - (druid 8) (no sr) long, 50 circle aoe, bludgeoning damage, reflex half or prone
  356. Mass Spell And Power Resistance - medium, 15 circle aoe, spell resistance (max 20) until combat end
  357. Mass Righteous Might - medium, 15 circle aoe, righteous might until combat end, size category (no reach, no space), strength, constitution, dr evil/good (max 15), 1000 gold
  358. Mass Poison - (druid 8) medium, 10 circle aoe, fortitude or constitution damage, defeated if constitution 0
  359. Contingent Greater Break Enchantment - (wizard 9) (no sr) self, dc (max 20) protection from various effects until rest or used
  360.  
  361. Druid attunements (Elemental Sphere)
  362.  
  363. Water
  364. All Cure spells empowered for free.
  365. All Mass Cure spells empowered for free, range increased to medium, radius increased to 15.
  366. Ice Lance spell empowered for free, can be cast as 3rd level spell.
  367. Ice Storm spell empowered for free.
  368. Greater Ice Storm spell empowered for free.
  369. Heal spell can be cast as 6th level spell.
  370. Regeneration spell as move action.
  371. Mass Regeneration spell as move action.
  372. Water elementals summoned with +2 strength.
  373. Summon Giant Crab (CR 8) 6th level spell available.
  374.  
  375. Earth
  376. Magic Stone spell empowered for free, range increased to long.
  377. Entangled spell radius increased to 15.
  378. Spike Growth spell radius increased to 15.
  379. Barkskin spell as move action.
  380. Mass Barkskin spell as move action.
  381. Quicksand spell radius increased to 15.
  382. Turn Peble To Boulder spell empowered for free.
  383. Earthquake spell empowered for free, can be cast as 7th level spell.
  384. Wall Of Stone spell +1d6 rounds, length increases to 35.
  385. Stoneskin Personal spell can be cast as 4th level spell.
  386. Earth elementals summoned with +2 strength.
  387. Summon Crystal Golem (CR 8) 6th level spell available.
  388.  
  389. Fire
  390. Produce Flame spell empowered for free, range increased to long.
  391. Flaming Sphere spell empowered for free, radius increased to 15.
  392. Flame Strike spell radius increased to 15, +1 damage per level.
  393. Fire Storm spell can be cast as 6th level spell, +1 damage per level.
  394. Sunbeam spell +1 damage per level.
  395. Sunburst spell +1 damage per level.
  396. Fire elementals summoned with +2 strength.
  397. Summon Efreeti (CR 8) 6th level spell available.
  398.  
  399. Air
  400. Call Lightning spell radius increased to 15.
  401. Call Lightning Storm spell radius increased to 15.
  402. Fog Cloud spell radius increased to 30, range increased to long.
  403. Gust Of Wind spell +1d6 damage, affects enemy 1 size higher.
  404. Greater Gust Of Wind spell +1d6 damage, affects enemy 1 size higher.
  405. Wind Wall spell as move action.
  406. Insect Plague spell can be cast as 4th level spell.
  407. Siricco spell spell empowered for free.
  408. Whirlwind spell spell empowered for free, can stun gargantuan enemy.
  409. Air elementals summoned with +2 strength.
  410. Summon Invisible Stalker (CR 8) 6th level spell available.
  411.  
  412. Cosmos
  413. +1 spell slots for first 6 spell levels.
  414.  
  415. Wizard and Sorcerer (without feats) attunements (Celestial Body)
  416.  
  417. Solann, White Moon
  418. +1 DC Conjuration spells, -1 DC Necromancy.
  419. Available feat: -1 widened spell level cost for 8 spells like Grease, Resilient Grease, Web, Fog Cloud, Stinking Cloud, Flaming Oil, Glitterdust.
  420. Available feat: elementals as standard action and long range.
  421. Available feat: Glitterdust spells with long range and do not affect allies.
  422. Available feat: Forcage spell as 6th level and Meteor Shower as 8th.
  423. Available feat: Globe Of Invulnerability spell as move action.
  424.  
  425. Meril, Blue Moon
  426. +1 DC Enchantment spells, -1 DC Evocation.
  427. Available feat: -1 widened spell level cost for 7 spells like Sleep, Color Spray, Mass Blur, Hypnotic Pattern, Mass Protection From Alignment, Deep Slumber, Mass Invisibility.
  428. Available feat: Sleep and Deep Slumber as standard action with long range and do not affect allies.
  429. Available feat: Color Sprey spells do not affect allies.
  430. Available feat: Control Monster spell as 7th level and Dominate Monster as 8th.
  431. Available feat: Herosim, Greater Heroism and Irresistible Dance spells as closer range with ranged touch attack.
  432.  
  433. Phoenix, Red Moon
  434. +1 DC Evocation spells, -1 DC Alteration.
  435. Available feat: -1 empowered spell level cost for 13 spells like Burning Hands, Magic Missile, Shocking Grasp, Ray Of Frost, Flaming Sphere, Scorching Ray, Scorch, Acid Splash, Ice Blast, Fireball, Electric Sphere, Lightning Bolt, Sound Lance.
  436. Available feat: -1 maximized spell level cost for 13 spells like Burning Hands, Magic Missile, Shocking Grasp, Ray Of Frost, Flaming Sphere, Scorching Ray, Scorch, Acid Splash, Ice Blast, Fireball, Electric Sphere, Lightning Bolt, Sound Lance.
  437. Available feat: Burning Hands spells do not affect allies.
  438. Available feat: Power Fireball spell as 6th level and Acid Blast as 8th.
  439. Available feat: Shocking Grasp and Greater Shocking Grasp spells as close range with ranged touch attack.
  440.  
  441. Juron, Green Moon
  442. +1 DC Alteration spells, -1 DC Enchantment.
  443. Available feat: -1 widened spell level cost for 3 spells like Dispel Magic, Haste, Slow.
  444. Available feat: 8 spells as move action, like Protection From Arrows, Enlarge, Enhance Weapon, Protection From Energy, Enhance Ability, Darkvision, Greater Enhance Weapon, Haste.
  445. Available feat: +1 to Enhance Weapon and Greater Enhance Weapon spells, +2 to Enhance Ability.
  446. Available feat: Disintegrate spell as 5th level and Greater Disintegrate as 8th.
  447. Available feat: 7 spells as close range, like Enhance Weapon, Protection From Energy, Enhance Ability, Darkvision, Greater Enhance Weapon, True Seeing, Greater Protection From Energy.
  448.  
  449. Nocturnis, Black Moon
  450. +1 DC Necromancy spells, -1 DC Conjuration.
  451. Available feat: Ray Of Enfeeblement, False Life and Vampiric Ray spells empowered for free.
  452. Available feat: Ray Of Enfeeblement and Vampiric Ray spells with long range.
  453. Available feat: Scare spells do not affect allies.
  454. Available feat: Horrid Wilting spell as 7th level and Shadow Storm as 8th.
  455. Available feat: Cause Fear, Ghoul Touch and Bestow Curse spells as closer range with ranged touch attack.
  456.  
  457. Astral Generalist
  458. Available feat: +1 spell slots for 1st and 2nd spell levels.
  459. Available feat: +1 spell slots for 3rd and 4th spell levels.
  460. Available feat: +1 spell slots for 5th and 6th spell levels.
  461.  
  462. Wizard and Sorcerer transformations (level 15, 20000 experience, 250000 gold, 1 star diamond)
  463.  
  464. Solann, White Moon, Celestial Ascent (Greater Spell Focus Conjuration)
  465. 50 HP.
  466. DR 10/magic.
  467. 50% acid resistance.
  468. 10 fire resistance.
  469. +4 AC.
  470. Immunity to negative energy damage
  471. Immunity to level drain.
  472. 1d6 fire to any melee attacker.
  473. +4 initiative.
  474. Summons with +2 attack.
  475. 50% electricity vulnerability.
  476.  
  477. Meril, Blue Moon, Astral Projection (Greater Spell Focus Enchantment)
  478. 50 HP.
  479. DR 10/magic.
  480. 50% electricity resistance.
  481. +4 saves.
  482. Immunity to mind effects (Color Spray, Hideous Laughter, Fear, Bane, Confusion, Crushing Despair, Hold Person, Feeblemind, Rainbow Pattern, Deep Slumber, Dominate Person, Irresistible Dance).
  483. +2 spell slots for each spell level (18 total).
  484. 50% cold vulnerability.
  485.  
  486. Phoenix, Red Moon, Elemental Form (Greater Spell Focus Evocation)
  487. 50 HP.
  488. DR 10/magic.
  489. 50% fire resistance.
  490. Immunity to paralysed.
  491. Immunity to slowed.
  492. Immunity to stuck.
  493. Immunity to entangled.
  494. Immunity to quicksand.
  495. +50% energy damage spells.
  496. +1d6 fire with physical attacks.
  497. 50% sonic vulnerability.
  498.  
  499. Juron, Green Moon, Construct Transformation (Greater Spell Focus Alteration)
  500. 50 HP.
  501. DR 10/magic.
  502. 50% sonic resistance.
  503. Immunity to fire.
  504. Immunity to cold.
  505. +1 BAB (3 BAB total).
  506. +2 additional arms.
  507. +4 strength.
  508. +4 concentration.
  509. +1 size category.
  510. 50% acid vulnerability.
  511.  
  512. Nocturnis, Black Moon, Path To Lichdom (Greater Spell Focus Necromancy)
  513. 50 HP.
  514. DR 10/magic.
  515. 50% cold resistance.
  516. Immunity to death.
  517. Immunity to disintegration.
  518. Ability to avoid death with -10 HP unconscious instead.
  519. +2 constitution.
  520. 50% fire vulnerability.
  521.  
  522. Wizard familiars
  523.  
  524. Raven - +2 initiative, flying familiar.
  525. Snake - +2 concentration, aquantic familiar.
  526. Lizard - +2 fortitude, crawling familiar.
  527. Cat - +2 reflex, +2 search, darkvision familiar.
  528. Owl - +2 will, +2 search, darkvision familiar.
  529. Toad - +3 HP, aquantic familiar.
  530. Firefly - +1 Chromatic Orb spell damage, flying familiar.
  531.  
  532. DC spells - Wizard, Sorcerer, Warlock, Mage Knight (max 6th spell level), and arcane scroll (no spell level limit, Rogue)
  533.  
  534. Conjuration (17, 14 no sr) - physical effects, terrain aoe for rounds, some damage, most with no spell resistance
  535. (1) Grease - (no sr) medium, 10 square aoe terrain for rounds, balance, reflex or prone and adjacent trap
  536. (1) Chromatic Orb - medium, single, damage, reflex or effect for rounds
  537. (1) Flaming Oil - (no sr) medium, 10 circle aoe, reflex or bonus damage from fire until combat end
  538. (2) Acid Arrow - (no sr) long touch, single, acid damage (max 10) for rounds, reflex half
  539. (2) Glitterdust - (no sr) medium, 10 circle aoe, removes invisibility, will or blinded for rounds
  540. (2) Web - (no sr) medium, 20 circle aoe terrain for rounds, entangled, reflex or stuck
  541. (3) Flame Arrow - (no sr) long touch, single, fire damage (max 10), reflex half
  542. (3) Ice Lance - (no sr) medium touch, single, piercing and cold damage (max 13), fortitude or stunned for rounds
  543. (3) Stinking Cloud - (no sr) medium, 20 circle aoe terrain for rounds, fortitude or nauseated for rounds, half speed, no charge, 20% melee and 50% ranged concealment
  544. (5) Phantasmal Killer - medium, single, will or damage (20), will and fortitude or defeated
  545. (5) Cloudkill - (no sr) medium, 20 circle aoe terrain for rounds, fortitude half or constitution damage for rounds, half speed, no charge, 20% melee and 50% ranged concealment
  546. (6) Acid Fog - (no sr) medium, 20 circle aoe terrain for rounds, acid damage (max 20), fortitude or sickened, 5 speed, no charge, -2 attack and damage, 20% melee and 50% ranged concealment
  547. (7) Forcecage - (no sr) close, single, reflex or can not move and attack for rounds, can cast spells or break free
  548. (7) Vortex Of Doom - (no sr) medium, 15 circle aoe, bludgeoning damage, reflex or prone
  549. (8) Incendiary Cloud - (no sr) medium, 20 circle aoe terrain for rounds, fire damage (max 20), reflex half, half speed, no charge, 20% melee and 50% ranged concealment
  550. (9) Weird - medium, 20 circle aoe, will or damage (20) and stunned, will and fortitude or defeated
  551. (9) Meteor Shower - (no sr) long, 20 circle aoe, fire damage, reflex half
  552.  
  553. Enchantment (23, 0 no sr) - mind effects, all can be avoided with spell resistance
  554. (1) Sleep - medium, 10 circle aoe, hd and will or prone and sleep until combat end
  555. (1) Color Spray - close, 15 cone aoe, save or random blinded/berserk/dazed/stunned/held for rounds
  556. (2) Daze Monster - medium, single, will or dazed
  557. (2) Hideous Laughter - close, single, will or prone with hideous laughter for rounds (max 10)
  558. (2) Hypnotic Pattern - medium, 10 circle aoe, hd and will or fascinated for rounds
  559. (3) Deep Slumber - medium, 15 circle aoe, hd and will or prone and sleep until combat end
  560. (3) Hold Person - medium, single, will or paralysed for rounds (max 10)
  561. (4) Confusion - medium, 15 circle aoe, will or confused for rounds
  562. (4) Crushing Despair - medium, 30 cone aoe, will or crushing despair until combat end
  563. (4) Rainbow Pattern - medium, 20 circle aoe, hd and will or fascinated for rounds
  564. (4) Control Person - close, single, will or controlled for rounds
  565. (5) Dominate Person - medium, single, will or dominated for rounds
  566. (5) Feeblemind - medium, single, will or feebleminded for rounds
  567. (5) Hold Monster - medium, single, will or paralysed for rounds (max 10)
  568. (5) Mind Breach - medium, 20 circle aoe, will or reduced will for rounds
  569. (6) Chaos - medium, 40 circle aoe, will or confused for rounds
  570. (7) Mass Hold Person - medium, 25 circle aoe, will or paralysed for rounds
  571. (7) Mind Blast - long, single, will or -80% hp
  572. (8) Control Monster - close, single, will or controlled for rounds
  573. (9) Dominate Monster - medium, selectable targets, will or dominated for rounds
  574. (9) Mass Hold Monster - medium, 25 circle aoe, will or paralysed for rounds
  575. (9) Mass Irresistible Dance - medium, 15 radius aoe, will round or dance for rounds
  576. (9) Mass Mind Blast - long, 10 radius, will or -80% hp
  577.  
  578. Evocation (27, 0 no sr) - damage, some physical effects, all can be avoided with spell resistance
  579. (1) Burning Hands - close, 15 cone aoe, fire damage (max 10), reflex half
  580. (1) Gust Of Wind - medium, 30 line aoe, reflex or prone and moved back, bludgeoning damage
  581. (1) Ray Of Frost - long touch, single, cold damage (max 20), reflex half
  582. (2) Flaming Sphere - medium, 10 burst aoe, reflex ignores, fire damage (max 9) for rounds
  583. (2) Scorch - medium, 30 line aoe, fire damage (max 9), reflex half
  584. (2) Acid Splash - medium, 10 circle aoe, acid damage (max 9), reflex half
  585. (2) Ice Blast - close, 10 circle aoe, cold damage (max 10), fortitude half, fatigued for rounds
  586. (3) Fireball - long, 20 circle aoe, fire damage (max 10), reflex half
  587. (3) Electric Sphere - medium, 15 circle aoe, electricity damage (max 12), reflex half
  588. (3) Lightning Bolt - long, 60 line aoe, fire damage (max 10), reflex half
  589. (3) Ray Of Frost - medium touch, single, sonic damage (max 10), reflex half
  590. (4) Shout - medium, 30 cone aoe, sonic damage, reflex half or sickened for rounds
  591. (4) Energy Orb - close touch, single, selectable fire/cold/electricity/acid/sonic damage (max 15), fortitude half or blinded/dazed/slowed/nauseated/confused
  592. (5) Cone Of Cold - medium, 60 cone aoe, cold damage (max 15), reflex half or slowed
  593. (5) Greater Shocking Grasp - melee touch, single, electricity damage (max 15), fortitude half or stunned
  594. (5) Blast Of Force - medium touch, single, force damage (max 20), fortitude half or prone
  595. (5) Greater Gust Of Wind - medium, 60 line aoe, reflex or prone and moved back, bludgeoning damage
  596. (6) Chain Lightning - long, selectable targets, electricity damage (max 20), reflex half
  597. (6) Freezing Sphere - long, 10 circle aoe, cold damage (max 15), reflex half
  598. (7) Power Fireball - long, 30 circle aoe, fire damage (max 20), reflex half
  599. (7) Prismatic Spray - medium, 60 cone aoe, blinded, reflex/fortitude/will or random fire/acid/electricity/constitution/petrified/confused/defeated
  600. (7) Discharge - long touch, single, electricity damage (20), fortitude half or stunned for rounds
  601. (7) Prismatic Wall - close, 25x5 wall aoe, blinded, reflex/fortitude/will or random fire/acid/electricity/constitution/petrified/confused/defeated
  602. (8) Polar Ray - medium touch, single, cold damage (max 20), will or slowed
  603. (8) Greater Shout - medium, 60 cone aoe, sonic damage, fortitude half or sickened or rounds and stunned
  604. (8) Sunburst - long, 35 radius aoe, damage, reflex half or blinded
  605. (9) Acid Blast - long, 15 radius aoe, acid damage (max 20), reflex half or sickened
  606.  
  607. Alteration (22, 6 no sr) - adding and removing effects, all except effect removing can be avoided with spell resistance
  608. (1) Reduce - close, single, will or reduced for rounds
  609. (2) Mute - medium, single, fortitude or mute for rounds (max 10)
  610. (3) Dispel Magic - (no sr) medium, selectable effect/effects/target/aoe 20 circle, dc or remove effect (max 10)
  611. (3) Slow - close, 10 circle aoe, will or slowed for rounds (max 10)
  612. (3) Suppress Sword - medium, single, will or suppressed sword for rounds (max 10)
  613. (4) Mass Reduce - close, 15 circle aoe, will or reduced for rounds
  614. (5) Mass Mute - medium, 10 circle aoe, fortitude or mute for rounds (max 10)
  615. (5) Break Enchantment - (no sr) close, 15 circle aoe, dc or remove effect (max 15)
  616. (5) Dismissal - close, single, will or remove outsider/elemental/extraplanar/summoned (max 20)
  617. (5) Baleful Polymorph - medium, single, fortitude or turned into toad for rounds
  618. (6) Contingent Break Enchantment - (no sr) self, dc (max 15) protection from various effects until rest or used
  619. (6) Greater Dispel Magic - (no sr) medium, selectable effect/effects/target/aoe 20 circle, dc or remove effect (max 20)
  620. (6) Disintegrate - medium touch, single, damage (max 20), fortitude or reduced damage
  621. (6) Flesh To Stone - melee touch, single, fortitude or petrified
  622. (7) Time Control - medium, 25 circle aoe, allies hasted for rounds, enemies will or slowed for rounds
  623. (7) Banishment - medium, 15 circle aoe, will damage or remove outsider/elemental/extraplanar/summoned (max 20)
  624. (8) Greater Break Enchantment - (no sr) close, 25 circle aoe, dc or remove effect (max 20)
  625. (8) Mass Baleful Polymorph - medium, 10 circle aoe, fortitude or turned into toad for rounds
  626. (8) Mass Suppress Sword - medium, 15 radius aoe, will or suppressed sword for rounds (max 20)
  627. (8) Mass Disrupt Armor - close, 10 radius aoe, reflex or disrupted armor for rounds
  628. (9) Greater Disintegrate - medium touch, single, defeated, fortitude or damage (max 20)
  629. (9) Contingent Greater Break Enchantment - (no sr) self, dc (max 20) protection from various effects until rest or used
  630.  
  631. Necromancy (18, 0 no sr) - effects on living and undead, some damage, all can be avoided with spell resistance
  632. (1) Cause Fear - melee touch, single, will shacken or cower for rounds
  633. (2) Blindness - long, single, reflex or blind
  634. (2) Ghoul Touch - melee touch, single, fortitude shacken or paralysed for rounds
  635. (2) Scare - medium, 15 cone aoe, will shacken or cower for rounds
  636. (3) Halt Undead - medium, 15 radius aoe, will or paralysed for rounds (max 10)
  637. (3) Ray Of Exhaustion - medium touch, single, reflex fatigued or exhausted until combat end
  638. (4) Bestow Curse - melee touch, single, will or cursed
  639. (4) Fear - medium, 30 cone aoe, will shaken or cower for rounds
  640. (5) Psychic Turmoil - medium, 20 circle aoe, will half or reduced pcionics power points
  641. (6) Mass Blindness - long, 30 circle aoe, reflex or blind for rounds (max 20)
  642. (6) Undeath To Death - medium, 15 circle aoe, will or undead defeated (max 20), 500 gold
  643. (6) Circle Of Death - medium, 15 circle aoe, fortitude or living defeated (max 20), 500 gold
  644. (7) Dominate Undead - medium, 15 circle aoe, will or control undead (max 20) for rounds
  645. (7) Finger Of Death - close, single, fortitude damage (max 20) or defeated
  646. (7) Vampiric Blast - medium, 15 circle aoe, damage (max 17) turned into temporary hp, reflex half
  647. (8) Horrid Wilting - long, 35 circle aoe, damage (max 20), fortitude half
  648. (8) Malison - close, 10 circle aoe, reduced attack, saves, spell resistance, and ability checks for rounds, will half
  649. (9) Shadow Storm - medium, 15 circle aoe, damage (max 20), reflex 1 or negative levels
  650.  
  651. DC spells - Cleric, Sorcerer, Psychic Healer, Bishop (max 7th spell level), Champion (max 7th spell level), and divine scroll (no spell level limit, Druid, Storm Warrior, Paladin, Ranger)
  652.  
  653. Cleric (40, 8 no sr)
  654. (1) Inflict Light Wounds - melee touch, single, negative damage (max 5) living or heal undead, will half
  655. (1) Cause Fear - melee touch, single, will shacken or cower for rounds
  656. (1) Command - close, single, will or command
  657. (2) Inflict Moderate Wounds - melee touch, single, negative damage (max 10) living or heal undead, will half
  658. (2) Sound Burst - close, 10 circle aoe, sonic damage (max 7), fortitude or stunned
  659. (2) Hold Person - medium, single, will or paralysed for rounds (max 10)
  660. (3) Inflict Serious Wounds - melee touch, single, negative damage (max 15) living or heal undead, will half
  661. (3) Bestow Curse - melee touch, single, will or cursed
  662. (3) Blindness - long, single, reflex or blind
  663. (3) Dispel Magic - (no sr) medium, selectable effect/effects/target/aoe 20 circle, dc or remove effect (max 10)
  664. (4) Inflict Critical Wounds - melee touch, single, negative damage (max 20) living or heal undead, will half
  665. (4) Poison - melee touch, single, fortitude or constitution damage, defeated if constitution 0
  666. (4) Dismissal - close, single, will or remove outsider/elemental/extraplanar/summoned (max 20)
  667. (4) Holy Smite - medium, 20 circle aoe, damage (max 10), will or slowed for rounds
  668. (5) Break Enchantment - (no sr) close, 15 circle aoe, dc or remove effect (max 15)
  669. (5) Greater Command - medium, 15 circle aoe, will or command for rounds (max 20)
  670. (5) Mass Inflict Light Wounds - close, 10 circle aoe, negative damage (max 20) living or heal undead, will half
  671. (5) Slay Living - melee touch, single, fortitude damage (max 20) or defeated
  672. (5) Flame Strike - medium, 10 circle aoe, fire damage (max 15), reflex half
  673. (6) Mass Inflict Moderate Wounds - close, 10 circle aoe, negative damage (max 20) living or heal undead, will half
  674. (6) Contingent Break Enchantment - (no sr) self, dc (max 15) protection from various effects until rest or used
  675. (6) Banishment - medium, 15 circle aoe, will damage or remove outsider/elemental/extraplanar/summoned (max 20)
  676. (6) Wall Of Blades - (no sr) medium, 5x30 wall aoe for rounds (max 20), slashing damage (max 20), reflex half
  677. (6) Hold Monster - medium, single, will or paralysed for rounds (max 10)
  678. (6) Greater Dispel Magic - (no sr) medium, selectable effect/effects/target/aoe 20 circle, dc or remove effect (max 20)
  679. (6) Harm - melee touch, single, negative damage (max 15) living or heal undead, will half
  680. (6) Undeath To Death - medium, 15 circle aoe, will or undead defeated (max 20), 500 gold
  681. (7) Mass Inflict Serious Wounds - close, 10 circle aoe, negative damage (max 20) living or heal undead, will half
  682. (7) Destruction - close, single, fortitude damage or defeated, 500 gold
  683. (7) Mass Blindness - long, 30 circle aoe, reflex or blind for rounds (max 20)
  684. (7) Malison - close, 10 circle aoe, reduced attack, saves, spell resistance, and ability checks for rounds, will half
  685. (8) Mass Inflict Critical Wounds - close, 10 circle aoe, negative damage (max 20) living or heal undead, will half
  686. (8) Mass Bestow Curse - long, 20 radius aoe, will or cursed
  687. (8) Greater Break Enchantment - (no sr) close, 25 circle aoe, dc or remove effect (max 20)
  688. (8) Greater Banishment - medium, 20 circle aoe, will damage or remove outsider/elemental/extraplanar/summoned (max 20)
  689. (9) Mass Harm - medium, 10 circle aoe, negative damage (max 20) living or heal undead, will half
  690. (9) Implosion - self, selectable single in close for rounds, fortitude or defeated
  691. (9) Earthquake - (no sr) long, 50 circle aoe, bludgeoning damage, reflex half or prone
  692. (9) Mass Poison - medium, 10 circle aoe, fortitude or constitution damage, defeated if constitution 0
  693. (9) Contingent Greater Break Enchantment - (no sr) self, dc (max 20) protection from various effects until rest or used
  694.  
  695. DC spells - Druid, Storm Warrior (max 7th spell level), and divine scroll (no spell level limit, Cleric, Sorcerer, Psychic Healer, Bishop, Champion, Paladin, Ranger)
  696.  
  697. Druid (30, 8 no sr)
  698. (1) Entangle - (no sr) long, 15 radius aoe terrain for rounds, entangled, reflex half speed or stuck
  699. (1) Animal Trance - medium, 20 radius aoe, hd and will or fascinated animal/vermin/beast for rounds
  700. (2) Flaming Sphere - medium, 10 burst aoe, reflex ignores, fire damage (max 9) for rounds
  701. (2) Quicksand - (no sr) long, 10 radius aoe terrain for rounds, entangled, reflex or quicksand for rounds
  702. (2) Gust Of Wind - medium, 30 line aoe, reflex or prone and moved away with bludgeoning damage
  703. (2) Hold Animal - medium, single, will or paralysed animal/vermin/beast for rounds (max 10)
  704. (3) Call Lightning - self, selectable 10 circle aoe in medium until used (max 20), electricity damage (max 10), reflex half
  705. (3) Poison - melee touch, single, fortitude or constitution damage, defeated if constitution 0
  706. (3) Dominate Animal - medium, single, will or dominated animal/vermin/beast for rounds
  707. (3) Spike Growth - (no sr) long, 15 circle aoe terrain for rounds, piercing damage (max 9) per move, reflex per move or limping until combat end
  708. (3) Turn Pebble To Boulder - (no sr) long touch, bludgeoning damage (max 20), reflex or prone
  709. (4) Dispel Magic - (no sr) medium, selectable effect/effects/target/aoe 20 circle, dc or remove effect (max 10)
  710. (4) Flame Strike - medium, 10 circle aoe, fire damage (max 15), reflex half
  711. (4) Ice Lance - (no sr) medium touch, single, piercing and cold damage (max 13), fortitude or stunned for rounds
  712. (4) Greater Gust Of Wind - medium, 60 line aoe, reflex or prone and moved away with bludgeoning damage
  713. (5) Baleful Polymorph - medium, single, fortitude or turned into toad for rounds
  714. (5) Call Lightning Storm - self, selectable 10 circle aoe in medium until used (max 20), electricity damage (max 15), reflex half
  715. (5) Confusion - medium, 15 circle aoe, will or confused for rounds
  716. (6) Sirocco - long, 40 circle aoe, bludgeoning damage (max 15), reflex half or prone
  717. (6) Slay Living - melee touch, single, fortitude damage (max 20) or defeated
  718. (6) Greater Dispel Magic - (no sr) medium, selectable effect/effects/target/aoe 20 circle, dc or remove effect (max 20)
  719. (6) Mass Hold Animal - medium, 10 circle aoe, will or paralysed animal/vermin/beast for rounds
  720. (7) Chain Lightning - long, selectable targets, electricity damage (max 20), reflex half
  721. (7) Sunbeam - self, selectable 60 line aoe in medium until used (max 20), damage, reflex half or blinded
  722. (7) Disruption - medium, 10 circle aoe, reflex or disruption until combat end
  723. (8) Earthquake - (no sr) long, 50 circle aoe, bludgeoning damage, reflex half or prone
  724. (8) Mass Poison - medium, 10 circle aoe, fortitude or constitution damage, defeated if constitution 0
  725. (9) Finger Of Death - close, single, fortitude damage (max 20) or defeated
  726. (9) Whirlwind - long, 15 circle aoe, bludgeoning damage (max 20), reflex half or stunned for rounds
  727. (9) Sunburst - long, 35 radius aoe, damage, reflex half or blinded
  728.  
  729. DC spells - Psionicist (Warlock and Psychic Healer do not have discipline focus feats, Psychic Warrior has own spell list, no scrolls)
  730.  
  731. Psychokinesis (20) - damage, some physical effects
  732. (1) Stomp - medium, 20 cone aoe, reflex or prone and bludgeoning damage, +1 pp for damage
  733. (2) Energy Missile - medium, selectable targets (max 5), selectable cold/sonic/fire/electricity damage, fortitude/reflex half, +1 pp for damage and dc
  734. (2) Energy Stun - close, 10 circle aoe, selectable cold/sonic/fire/electricity damage, fortitude/reflex half or will or stunned, +1 pp for damage and dc
  735. (2) Gust Of Wind - medium, 30 line aoe, reflex or prone and moved away with bludgeoning damage, +2 pp for dc
  736. (3) Dispel Magic - (no sr) medium, selectable effect/effects/target/aoe 20 circle, dc or remove effect (max 10)
  737. (3) Suppress Sword - medium, single, will or suppressed sword for rounds (max 10), +2 pp for dc
  738. (3) Energy Bolt - long, 70 line aoe, selectable cold/sonic/fire/electricity damage, fortitude/reflex half, +1 pp for damage and dc
  739. (3) Energy Cone - medium, 50 cone aoe, selectable cold/sonic/fire/electricity damage, fortitude/reflex half, +1 pp for damage and dc
  740. (4) Energy Ball - long, 20 circle aoe, selectable cold/sonic/fire/electricity damage, fortitude/reflex half, +1 pp for damage and dc
  741. (4) Greater Gust Of Wind - medium, 60 line aoe, reflex or prone and moved away with bludgeoning damage, +2 pp for dc
  742. (5) Control Body - close, single, fortitude or taken into control for rounds, +2 pp for dc and targets
  743. (5) Stomp - medium, 30 cone aoe, reflex or prone and bludgeoning damage, +2 pp for damage and dc
  744. (6) Greater Dispel Magic - (no sr) medium, selectable effect/effects/target/aoe 20 circle, dc or remove effect (max 20)
  745. (6) Energy Chain - long, selectable targets (max 10), selectable cold/sonic/fire/electricity damage, fortitude/reflex half, +1 pp for damage
  746. (6) Disintegrate - medium touch, single, damage (max 20), fortitude or reduced damage, +1 pp for dc and reduced damage
  747. (6) Concussive Detonation - medium, 20 burst aoe, force damage, reflex half, +1 pp for damage and dc
  748. (6) Stygian Bolt - close, 50 line aoe, reflex or negative levels, +4 pp for negative levels
  749. (7) Energy Wave - medium, 80 cone aoe, selectable cold/sonic/fire/electricity damage, fortitude/reflex half or sickened, +1 pp for damage and dc
  750. (9) Tornado Blast - long, 40 radius aoe, bludgeoning damage, reflex half or prone, +1 pp for damage and dc
  751. (9) Shadow Storm - medium, 15 circle aoe, reflex 1 or negative levels, +2 pp for negative levels
  752.  
  753. Telepathy (18) - mind effects
  754. (1) Demoralise - medium, 30 aura aoe, will or shaken until combat end, +2 pp for dc
  755. (1) Mind Thrust - close, single, will or damage, +1 pp for damage and dc
  756. (2) Mind Lock - medium, single, will or dazed for rounds, +2 pp for dc
  757. (2) Mind Hammer - close, single, will or confused for rounds, +2 pp for dc and targets
  758. (2) Inflict Pain - close, single, agony for rounds (max 20), will half, +2 pp for dc and targets
  759. (3) Mind Leech - melee touch, damage turned into temporary hp, will half, +1 pp for damage
  760. (3) Psionic Blast - medium, 30 cone aoe, will or stunned, +4 pp for rounds and size and dc
  761. (4) Mindwipe - close, single, negative levels, +3 pp for negative levels and dc
  762. (4) Power Drain - melee touch, single, reduces pp or spell slots, +2 pp for dc and reduction
  763. (4) Delta Waves - medium, 25 cone aoe, will or prone and sleep until combat end, +2 pp for dc
  764. (6) Mental Disruption - medium, 30 aura aoe, will or dazed, +2 pp for dc
  765. (6) Mind Blast - long, single, will or -80% hp, +1 pp for dc
  766. (6) Greater Delta Waves - medium, 50 cone aoe, will or prone and sleep until combat end, +2 pp for dc
  767. (7) Dominate - close, single, will or dominated for rounds, +2 pp for dc and targets
  768. (7) Decerebrate - close, single, fortitude or decerebrated, +2 pp for dc
  769. (7) Insanity - medium, single, will or confused, +2 pp for dc and targets
  770. (7) Ultra Blast - medium, 15 circle aoe, damage, will half, +1 pp for damage
  771. (8) Recall Death - medium, single, will damage or defeated, +2 pp for dc
  772.  
  773. Metacreativity (6) - mobility effects
  774. (1) Grease - (no sr) medium, 10 square aoe terrain for rounds, balance, reflex or prone and adjacent trap, +2 pp for dc
  775. (3) Resilient Grease - (no sr) medium, 15 square aoe terrain for rounds, balance, reflex or prone and adjacent trap, +2 pp for dc
  776. (3) Ectoplasmic Cocoon - (no sr) close, single, reflex or encased for rounds, +2 pp for dc and round
  777. (4) Ectoplasmic Ray - medium, 60 line aoe, reflex or slowed for rounds, +2 pp for dc
  778. (5) Greater Ectoplasmic Cocoon - (no sr) medium, single, reflex or encased for rounds, +2 pp for dc and round
  779. (8) Mass Greater Ectoplasmic Cocoon - (no sr) medium, 20 circle aoe, reflex or encased for rounds, +2 pp for dc and round
  780.  
  781.  
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