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Class - Natare Monk

Aug 13th, 2017
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  1. Class Category - Natare Monk (Monk/Cleric/Druid)
  2. Hit Dice: 1 BP [d6] [500 XP]
  3. Fighting: 1 BP [500 XP]
  4. Attack Throws: +2 per 4 Levels
  5. Weapon Selection: Restricted [+1 CusP]
  6. Armor Selection: Restricted [+3 CusP]
  7. Fighting
  8. Styles: Unarmed Fighting; Two-Handed Weapons
  9. Damage Bonus: None
  10. Cleaves: 1 per 2 Levels
  11.  
  12. Weapon Choices: Cestus; Staff
  13.  
  14. Thievery: 0 BP
  15. Divine: 2 BP [+500 XP]
  16. Arcane: 0 BP
  17. Prime Requisites: STR & DEX
  18. Saving Throw Progression: Divine
  19. 1 Hit Point per Level after 9th
  20.  
  21. XP Requirements for each level:
  22. 2nd - 1750 XP
  23. 3rd - 3500 XP
  24. 4th - 7000 XP
  25. 5th - 14000 XP
  26. 6th - 28000 XP
  27. 7th - 56000 XP
  28. 8th - 112000 XP
  29. 9th - 212000 XP
  30. 10th - 312000 XP
  31. etc.
  32.  
  33. Total CusP: 4
  34. CusP:
  35. -Unarmed Fighting
  36. -Weapon Focus (Unarmed)
  37. -Combat Trickery* [*No penalty, +1, can only choose one maneuver]
  38. -Punch and Kick Routine* [*Punch/Punch/Kick]
  39.  
  40. Natare Racial Skills:
  41. -Wavewalk: Outside encounters, Natare can turn into a liquid form at will and move twice their base speed; can move behind/through obstacles and opponents.
  42. -Water Breathing
  43.  
  44. Natare Spell List
  45. 1st:
  46. Noe's Hum [Cure Light Wounds] -
  47. Range: touch
  48. Divine 1
  49. Duration: instantaneous
  50. With this spell the caster heals 1d6+1 points of damage by laying
  51. his hand upon the injured creature. This spell may also be used
  52. to cure paralysis, but does not then cure any points of damage.
  53. The spell will never increase a creature’s hit points beyond the
  54. normal amount.
  55.  
  56. Ocean Wail [Jet of Steam] -
  57. Casting Time: 1 standard action
  58. Range: 30 ft.
  59. Area: 30-ft. line
  60. Duration: Instantaneous
  61. Saving Throw: Reflex half
  62. Spell Resistance: Yes
  63.  
  64. Your hand is suddenly covered in warm condensation as a jet of burning steam bursts from your finger.
  65. You release a powerful jet of superheated steam that deals 1d4 points of fire damage per caster level (maximum 5d4) to each creature within its area.
  66.  
  67. Water Mark (Detect Evil) -
  68. Range: 60'
  69. Divine 1, Arcane 2
  70. Duration: 6 turns
  71. This spell allows the caster to detect evil; specifically, the caster
  72. can detect creatures with evil intentions, magic items with
  73. evil enchantments, undead, sinkholes of evil, and summoned
  74. creatures of Chaotic alignment. Note that normal characters,
  75. even if Chaotic, are not detected by this spell unless they have
  76. actively evil intentions against the caster. Poisons, physical traps,
  77. and natural animals are neither good nor evil, so they are not
  78. detected by this spell. The caster sees the evil creatures or objects
  79. with a definite red glow around them, but the glow cannot be
  80. seen by anyone else.
  81. Reversed, this spell becomes detect good, which works just as
  82. described above with respect to detecting good enchantments,
  83. summoned creatures of Lawful alignment, and good intentions.
  84.  
  85. Nixi's Covering (Protection from Evil) -
  86. Range: 0'
  87. Duration: 12 turns
  88. This spell functions exactly as protection from evil, but with a
  89. duration of 12 turns. The barrier will move with the caster, who
  90. does not need to concentrate to maintain its protection.
  91. Reversed, this spell becomes protection from good, sustained,
  92. and functions exactly as the reversed form of protection from
  93. evil, except with a duration of 12 turns without the need for
  94. concentration.
  95.  
  96. Cleanse the Catch (Purify Food and Water) - Range: 10'
  97. Divine 1
  98. Duration: Instantaneous
  99. This spell makes spoiled, rotten, poisonous, or otherwise
  100. contaminated food and water pure and suitable for eating and
  101. drinking. This spell will purify one ration of food, 6 skins of
  102. water, or enough normal food to feed a dozen people. This spell
  103. does not prevent subsequent natural decay or spoilage. Unholy
  104. water and similar food and drink of significance is spoiled by
  105. purify food and water, but the spell has no effect on creatures
  106. of any type, nor upon magic potions.
  107.  
  108. Cradle of Waters (Salving Rest) -
  109. Range: touch
  110. Divine 1 (Priestess, Witch)
  111. Duration: special
  112. This spell allows its subject to enjoy soothing, peaceful sleep,
  113. free of pain and sorrow, whenever he slumbers. As a result of
  114. this salving rest, the subject of the spell will heals an extra 1d4
  115. hit points during each day of complete rest. The spell ends when
  116. the subject stops completely resting or if he takes any damage.
  117.  
  118. Redirection (Sanctuary) -
  119. Range: touch
  120. Divine 1
  121. Duration: 2 rounds plus 1 round per level
  122. Any opponent attempting to strike or otherwise directly attack
  123. the warded creature must attempt a saving throw versus Spells.
  124. If the save succeeds, the opponent can attack normally and
  125. is unaffected by that casting of the spell. If the save fails, the
  126. opponent will not attack the warded creature and will attack
  127. another creature instead. However, area effects (e.g. fireball)
  128. may still affect the warded creature. The wardedcreature may
  129. not make offensive actions while this spell is in effect, but he
  130. may cast non-offensive spells to help companions.
  131.  
  132. Locate Animal or Plant -
  133. Range: 120'
  134. Divine 1 (Shaman, Witch)
  135. Duration: 6 turns
  136. This spell reveals the direction to the closest specimen of a
  137. particular type of animal or plant within range. The spellcaster
  138. must name the specific type of animal or plant he wishes to
  139. locate. If no specimens of the desired type of animal or plant are
  140. within range, the caster will learn that instead.
  141. If a specimen comes into range later in the duration of the spell,
  142. either because the caster moved or the specimen did, the caster
  143. will learn the direction at that time. The spell will locate normal
  144. or giant-sized animals, but not intelligent creatures, fantastic
  145. creatures such as owlbears or wyverns, or plant-like monsters.
  146. The animal or plant gets no saving throw. This spell is most
  147. often used to find special rare plants; a character using this spell
  148. receives a +4 bonus on Naturalism proficiency throws to locate
  149. poisonous plants.
  150.  
  151. Remove Fear -
  152. Range: touch (120')
  153. Divine 1
  154. Duration: instantaneous
  155. (2 turns)
  156. This spell will calm the creature touched and remove all fear. If
  157. the subject is currently running away due to magical fear, it is
  158. allowed a new saving throw to resist that fear, at a bonus of +1
  159. per level of the caster.
  160. The reverse of this spell, cause fear, causes one target creature
  161. within 120' to become frightened; if the target fails to save versus
  162. Death, it flees for 2 turns. Creatures with 6 or more Hit Dice are
  163. immune to this effect.
  164.  
  165. Heaven's Tears [Cloudburst] -
  166. Casting Time: 1 round
  167. Range: Long (400 ft. +
  168. 40 ft./level)
  169. Area: 100-ft.-radius
  170. emanation
  171. Duration: 10 minutes/level
  172. (D)
  173. Saving Throw: None
  174. Spell Resistance: No
  175. Clouds whirl into existence and,
  176. with a peal of thunder, let loose a
  177. drenching downpour.
  178. You cause clouds to gather and
  179. a heavy rain to fall. The rain reduces
  180. visibility ranges by half, resulting in a
  181. –4 penalty on Spot and Search checks.
  182. It automatically extinguishes unpro-
  183. tected flames and has a 50% chance
  184. of extinguishing protected fl ames.
  185. Ranged weapon attacks and Listen
  186. checks take a –4 penalty.
  187.  
  188. 2nd:
  189. Noe's Song (Cure Moderate Wounds) -
  190. Range: touch
  191. Duration: instantaneous
  192. This spell works exactly like cure light wounds,save that it heals
  193. 2d6 points of damage. The reverse, cause moderate wounds,
  194. also works exactly like cause light wounds, except that it inflicts
  195. 2d6 points of damage.
  196.  
  197. Wavewalk - Current form transforms into a rush of water and is able to slide about freely, Target self, Duration 3 turns, movement speed is doubled, source divine, can cancel at will
  198.  
  199. Tidal Defense [Bo of Water] -
  200. Casting Time: 1 action
  201. Range: Touch
  202. Effect: Bolike beam
  203. Duration: 1 minute/level (D)
  204. Saving Throw: None
  205. Spell Resistance: Yes
  206.  
  207. A 6-foot-long staff formed of water, which you can use with proficiency, springs forth from your hands.
  208. You wield this staff as if it were a quarterstaff.
  209. Attacks with the bo of water are regular melee attacks.
  210. The bo deals 1d8 points of damage +1 point per two caster levels (maximum +10).
  211. The bo is considered a +1 weapon for purposes of overcoming damage reduction.
  212.  
  213. Sharkbodied (Bless) -
  214. Range: 0'
  215. Divine 2
  216. Duration: 6 turns
  217. When cast before battle, bless gives the caster and his allies
  218. (within a 50' radius of the caster) a bonus of +1 to attack throws,
  219. damage rolls, morale rolls (for monsters or NPCs allied with the
  220. caster), and saving throws against magical fear. It may not be
  221. cast on creatures who are already engaged in melee.
  222. Divine spellcasters of 7th level or higher may also use bless to
  223. create holy water. One casting of bless will transform 1 pint of
  224. ordinary water into holy water. Casting bless in this manner
  225. demands a sacrifice to the caster’s deity worth at least 10gp.
  226. Once created, holy water will retain its potency indefinitely so
  227. long as it is kept in the vial it was blessed in. See the Equipment
  228. Descriptions in Chapter 3 for information on holy water.
  229. The reverse of bless is called bane. It fills the caster’s enemies
  230. (within a 50' radius) with fear and doubt, causing each affected
  231. character or monster to suffer a -1 penalty on attack throws,
  232. damage rolls, morale rolls, and saving throws against magical
  233. fear. Bane may also be used by chaotic divine casters of 7th level
  234. or higher, in conjunction with a sacrifice of at least 10gp, to create
  235. a vial of unholy water. Unholy water has beneficial effects when
  236. used in the animation of the dead. See Animate Dead, above.
  237.  
  238. Seaweed Wrap [Kelpstrand] -
  239. Casting Time: 1 standard action
  240. Range: Close (25 ft. + 5 ft./2 levels)
  241. Targets: One creature/3 levels, no
  242. two of which are more than 30 ft.
  243. apart
  244. Duration: 1 round/level
  245. Saving Throw: None
  246. Spell Resistance: No
  247. You add your caster level
  248. and your Wisdom bonus to the result
  249. of your grapple check rather than your
  250. Strength bonus and size bonus. If you
  251. succeed, the target becomes entangled
  252. in the thick strands of kelp and is
  253. grappled. Each round, the target can
  254. attempt to escape the kelpstrand by
  255. making a successful grapple or Escape
  256. Artist check against the kelpstrand’s
  257. grapple check. You are not considered
  258. grappling yourself while using this
  259. spell. Once you shoot your strands of
  260. kelp, you need not take any action to
  261. maintain the effect.
  262. A creature targeted with multiple
  263. kelpstrands has to make separate
  264. grapple or Escape Artist checks against
  265. each kelpstrand currently grappling it
  266. to escape. If you cast this spell while
  267. you are within 300 feet of the ocean
  268. shore, you gain a +4 bonus on any
  269. grapple checks made to determine the
  270. outcome of a kelpstrand grapple.
  271.  
  272. Obscuring Cloud -
  273. Range: 0'
  274. Divine 2
  275. Duration: 1 turn per level
  276. When this spell is cast, a misty vapor wafts upward from the
  277. ground around the spellcaster, forming a billowing cloud 1'
  278. high and 10' in diameter per level of the caster. The obscuring
  279. cloud is harmless, but blocks line of sight for most creatures.
  280. The caster, and any creatures able to see invisible, can see dimly
  281. through the obscuring cloud but all others within the cloud are
  282. effectively blind.
  283.  
  284. Swift Sword -
  285. Range: self
  286. Divine 2
  287. Duration: 3 turns
  288. This spell accelerates the attacks of the caster, allowing her to
  289. make twice the normal attacks per round for the duration of
  290. the spell. Movement and spellcasting are not accelerated, nor is
  291. the use of magic items such as wands, which may still be used
  292. just once per round. Multiple speed effects don’t combine; only
  293. apply the most powerful or longest lasting effect.
  294.  
  295. Mariner's Foot [Water Walk] -
  296. Casting Time: 1 standard action
  297. Range: Touch
  298. Target: One touched creature/level
  299. Duration: 1 turn/level (D)
  300. Saving Throw: Will negates (harmless)
  301. Spell Resistance: Yes (harmless)
  302.  
  303. The transmuted creatures can tread on any liquid as if it were firm ground.
  304. Mud, oil, snow, quicksand, running water, ice, and even lava can be traversed easily, since the subjects' feet hover an inch or two above the surface.
  305. (Creatures crossing molten lava still take damage from the heat because they are near it).
  306. The subjects can walk, run, charge, or otherwise move across the surface as if it were normal ground.
  307. If the spell is cast underwater (or while the subjects are partially or wholly submerged in whatever liquid they are in), the subjects are borne toward the surface at 60 feet per round until they can stand on it.
  308.  
  309. Delay Poison -
  310. Range: touch
  311. Divine 2
  312. Duration: 1 turn per level
  313. The subject becomes temporarily immune to poison. Any
  314. poison in its system or any poison to which it is exposed during
  315. the spell’s duration does not affect the subject until the spell’s
  316. duration has expired. Unless cured, saving throws and damage
  317. as appropriate are rolled once the spell ends. Delay poison
  318. does not cure any damage that poison may have already done.
  319. However, if the spell is cast on a subject who has recently died
  320. from poison, within 1 turn per caster level, life is restored until
  321. the spell duration ends. A revived character will have 1 hp for
  322. the duration of the spell, but if the spell ends prior to the poison
  323. being cured, the subject dies again.
  324.  
  325.  
  326. Frost Hand [Ice Gauntlet] -
  327. Casting Time: 1 standard action
  328. Range: Personal
  329. Target: You
  330. Duration: 1 turn/level (D)
  331.  
  332. All warmth leaves your hand as at first a sheen of white frost covers it, then larger crystals of clear ice form around it. In seconds a large bristling ball of rock-hard ice spikes surrounds your fist, a cold mist enshrouding your forearm.
  333. You can attack with your fist in all respects as if you were wearing a +3 spiked gauntlet. The +3 spiked gauntlet deals normal damage for your size and 1d4 points of cold damage.
  334.  
  335. Speak with Animals -
  336. Range: special
  337. Divine 2
  338. Duration: 6 turns
  339. The caster can comprehend and communicate with any one
  340. normal or giant animal that is in sight of the caster and able to
  341. hear him. It will not affect intelligent animal races or fantastic
  342. creatures. The caster may change which animal he is speaking
  343. with at will, once per round. The spell doesn’t alter the animal’s
  344. reaction or attitude towards the caster; a standard reaction
  345. roll should be made to determine this. Furthermore, more
  346. intelligent animals are likely to be terse and evasive, while less
  347. intelligent ones make inane comments. However, if an animal is
  348. friendly toward the caster, it may be willing to grant some favor
  349. or service.
  350.  
  351. 3rd:
  352. Skinchange -
  353. Range: self
  354. Duration: 1 turn per level
  355. This spell allows the caster to assume the form of a normal or
  356. giant animal. (See the Animals type in the Monsters chapter of
  357. Adventurer Conqueror King System for details). The caster gains
  358. the physical capabilities, physical attacks, special abilities, and
  359. statistics of the animal form he assumes, while retaining his own
  360. mental abilities.
  361. The caster can change to a new animal form each round. For
  362. example, he might initially transform into a rabbit to spy on
  363. enemies, change into a lion for a fight, then transform into
  364. an eagle to fly away when the fight goes badly. The caster can
  365. continue to skinchange freely until he reverts to his original
  366. form or until 1 turn per level has elapsed. If slain, the caster
  367. reverts to his original form.
  368.  
  369. Abyssal Whisper [Frost Breath] -
  370. Casting Time: 1 standard action
  371. Range: 30 feet
  372. Effect: Cone-shaped burst
  373. Duration: Instantaneous
  374. Saving Throw: Reflex half
  375. Spell Resistance: Yes
  376.  
  377. Giving a forceful exhale across your cupped hand, your breath shoots forth tinged with frost and crystals of ice.
  378. You breathe a cone of intense cold at your foes. The spell deals 1d6 points of cold damage per caster levels (maximum 3d6). In addition, all creatures damaged by the frost breath that fail their Reflex save are dazed for 1 round by the sudden shock of cold.
  379.  
  380. Eyes of the Eagle -
  381. Range: touch
  382. Divine 3 (Shaman)
  383. Duration: 12 turns
  384. This spell allows the affected creature to see 100 times further
  385. than normal. The creature’s improved vision reduces its penalty
  386. for missile attacks at medium range to -1 and at long range to
  387. -2. The eyes of the eagle spell is used to create the magic item
  388. of the same name.
  389.  
  390. Striking -
  391. Range: 30'
  392. Divine 3
  393. Duration: 3 turns
  394. This spell bestows upon one weapon within range the ability
  395. to deal 1d6 points of additional damage. This extra damage is
  396. applied on each successful attack for the duration of the spell.
  397. It provides no bonus to attack throws, but if cast on a normal
  398. weapon, the spell allows monsters only hit by magical weapons
  399. to be affected; only the 1d6 points of magical damage applies to
  400. such a monster, however.
  401.  
  402. Detect Curse -
  403. Range: 30'
  404. Divine 3
  405. Duration: 3 turns
  406. This spell causes cursed items and areas within 30' to glow with
  407. a pale blue light. It does not reveal the nature of the curse or how
  408. it is triggered, only that an item or area is cursed. However, if the
  409. caster concentrates on a particular item or area for 1 turn, he has
  410. a 5% chance per level to determine the exact nature of the curse.
  411. The reverse of this spell, undetectable curse, completely masks
  412. any and all curses on a single item or area for a period of 24
  413. hours. A detect magic will reveal that the item or area has a spell
  414. affecting them, however.
  415.  
  416. Heaven's Eyes (Cure Blindness) -
  417. Range: touch
  418. Divine 3
  419. Duration: instantaneous
  420. With this spell the caster can cure a creature suffering blindness
  421. (whether caused by injury or by magic, including light or
  422. continual light). Blindness caused by a curse cannot be cured
  423. by this spell.
  424.  
  425. Blight Bane (Cure Disease) -
  426. Range: touch
  427. Divine 3
  428. Duration: instantaneous
  429. This spell cures all magical diseases that the subject is suffering from such as lycanthropy and mummy rot.
  430. Cure disease will also kill green slime and other parasites
  431. afflicting the target creature. Certain special diseases may not be
  432. countered by this spell or may be countered only by a caster of
  433. a certain level or higher. This spell does not prevent reinfection
  434. after a new exposure to the same disease.
  435.  
  436. The reverse of this spell, cause disease, infects the target with
  437. a horrific wasting plague unless a save versus Spells is made.
  438. While afflicted, the target suffers -2 on attack throws, cannot be
  439. magically healed, and will naturally heal at half the normal rate.
  440. The disease will be fatal in 2d12 days unless a cure disease spell
  441.  
  442.  
  443. Growth of Animals -
  444. Range: 120'
  445. Divine 3
  446. Duration: 12 turns
  447. This spell causes an animal to grow to twice its normal size and
  448. eight times its normal weight. The subject creature will deal
  449. double normal damage with all physical attacks, and its existing
  450. natural Armor Class will increase by 2. The animal’s carrying
  451. capacity is also doubled. Unfriendly animals may save versus
  452. Spells to resist this spell; normally, domesticated animals will
  453. not attempt to resist it, though they may become confused or
  454. panicked afterward (at the Judge’s discretion).
  455. All equipment worn or carried by an animal is similarly
  456. enlarged by the spell, though this change has no effect on the
  457. magical properties of any such equipment. Any enlarged item
  458. that leaves the enlarged creature’s possession instantly returns
  459. to its normal size.
  460. The spell gives no means of command or influence over the
  461. enlarged animals.
  462.  
  463. Chill of the Deep [Freezing Fog] -
  464. Casting Time: 1 standard action
  465. Range: Medium (100 ft. + 10 ft./level)
  466. Effect: Fog spreads in a 20-ft. radius, 20 ft. high
  467. Duration: 6 rounds/level
  468. Saving Throw: Reflex partial; see text
  469. Spell Resistance: No
  470.  
  471. A cool mist rises from the area you indicate. The thick mist blocks your ability to see within it, but the ground at its edge has turned white with frost.
  472. A bank of freezing mist billows out from the point you designate, obscuring all sight (including darkvision) beyond 5 feet. A creature within 5 feet has concealment, while creatures farther away have total concealment.
  473. Each round on your turn, the frigid mist deals 1d6 points of cold damage to each creature and object within it. The fog is so thick that any creature attempting to move through it progresses at a maximum speed of 5 feet (regardless of its normal speed) and takes a -2 penalty on melee attack rolls and damage rolls and a -4 penalty on ranged weapon attack rolls (but not ranged spell attack rolls). A creature or object that falls into the fog from above is slowed, so that each 10 feet of mist it passes through effectively reduces overall falling damage by 1d6.
  474. Freezing fog also coats all solid surfaces in its area with a slick, icy rime, and on your turn each round, each creature in the area of the fog must make a succesful Reflex save or fall prone. A creature that manages to stand must make a DC 10 Balance check in order to move, falling prone if it fails its save by 5 or more. Creatures in the fog can't take a 5-foot step.
  475.  
  476. Gross Incandescence (Blackwater Tentacle) - Casting Time: 1 standard action
  477. Range: Close (25 ft. + 5 ft./2 levels)
  478. Effect: One tentacle
  479. Duration: 1 round/level (D)
  480. Saving Throw: Fortitude partial
  481. Spell Resistance: No
  482.  
  483. You create a tentacle-shaped mass of blackwater, drawn from the deepest ocean trenches, to attack an enemy as you direct it.
  484. The tentacle appears at a particular point within range and can't move from that location.
  485. It attacks the opponent you designate once each round, starting with the round the spell is cast.
  486. It has a reach of 20 feet (though it can't make attacks of opportunity).
  487. Its attack bonus is equal to your caster level plus the ability modifier you would normally use to set the save DC (Wisdom for cleric or druid, Intelligence for wizard, Charisma for sorcerer).
  488. The tentacle deals 2d8 + caster level (max.
  489. +20) points of damage with a successful hit.
  490. Any Large or smaller creature hit by a blackwater tentacle must succeed on a Fortitude save or gain a negative level.
  491. Multiple hits by the same tentacle are cumulative, but the negative levels last only for the duration of the spell.
  492. The tentacle never provides nor benefits from a flanking bonus.
  493. Once a tentacle has been directed to attack a foe, it continues to do so until the spell is redirected to a new target (a move action).
  494. The tentacle has 5 hit points per caster level and an AC of 10 + your caster level.
  495. It automatically fails all saves.
  496. If reduced to 0 hp, the tentacle is destroyed.
  497.  
  498. 4th:
  499. Noe's Hymn (Cure Critical Wounds) -
  500. Range: touch
  501. Divine 5(Priestess)
  502. Duration: instantaneous
  503. This spell works exactly like cure light wounds,save that it heals
  504. 4d6 points of damage, plus 1 point per caster level.
  505. The reverse, cause critical wounds, also works exactly like cause
  506. light wounds, except that it inflicts 4d6 + caster level in damage.
  507.  
  508. Torrent [Rushing Waters] -
  509. Casting Time: 1 standard action
  510. Range: Medium (100 ft. + 10 ft./level)
  511. Area: 15-ft.-radius spread
  512. Duration: Instantaneous
  513. Saving Throw: None; see text
  514. Spell Resistance: No
  515.  
  516. You invoke the powers of nature, and a great fountain rises up before you, sending waves in all directions.
  517. Cold water gushes in a great wave outward from the point you choose, violently spreading to the limits of the area. This wave makes a bull rush attempt against each creature in the affected area without provoking attacks of opportunity. The wave has a +15 bonus on the opposed Strength check. If the wave wins the opposed Strength check, the defender is moved 15 feet directly away from the spell's point of origin, plus an additional 5 feet for every 5 points by which the wave's check result exceeds that of the defender. Any creature moved 5 or more feet by rushing waters must succeed on a Reflex save or fall prone.
  518. The wave also drenches anything in its area and extinguishes any normal fire as large as a bonfire.
  519.  
  520. Waveheart [Heart of Water] -
  521. Casting Time: 1 standard action
  522. Range: Personal
  523. Target: You
  524. Duration: 1 hour/level (D) or until expended
  525.  
  526. The crashing of waves echoes in your ears.
  527. This spell converts part of your body into elemental water, which makes you better able to navigate aquatic environments and slip through confined spaces.
  528. You gain a swim speed equal to your land speed, which grants you certain benefits (including a +8 racial bonus on
  529. Swim checks; see MM 311).Finally, you gain a +4 enhancement bonus on Paralysis checks.
  530.  
  531.  
  532. Hymn of Plantasia [Growth of Plants] -
  533. Range: 120'
  534. Arcane 4
  535. Duration: permanent
  536. This spell causes normal vegetation (grasses, briars, bushes,
  537. creepers, thistles, trees, vines, etc.) within range to become thick
  538. and overgrown. The dimensions of the growth are determined
  539. by the caster, but cannot exceed 3,000 square feet (a 30' x 100'
  540. area or equivalent). The plants entwine to form a thicket or
  541. jungle that is impassable to creatures of less than giant size.
  542. Such creatures may hack their way through the thicket at no
  543. more than 5' per round. Giant sized creatures are reduced to half
  544. normal movement rate. The area must have brush and/or trees
  545. in it for this spell to take effect.
  546. The reverse form, shrink plants, may be used to render
  547. overgrown areas passable. The area of effect is identical to the
  548. normal version.
  549. Growth of plants and its reverse are permanent until countered,
  550. either by the opposite form or by dispel magic. This spell has no
  551. effect on animated plant creatures of any sort.
  552.  
  553. Call Of The Wild (Summon Animals) -
  554. Range: 360'
  555. Divine 4
  556. Duration: 3 turns
  557. (Shaman, Sylvan Witch)
  558. This spell summons any or all normal animals within range
  559. to the aid of the spellcaster. Only normal animals are affected;
  560. the spell does not affect fantastic creatures, giant-sized animals,
  561. humanoids, or vermin such as insects or oozes. The spellcaster
  562. may choose to summon one or more known animals, specific
  563. types of animals, or every animal within range. Creatures
  564. totaling up to the spellcaster’s level in Hit Dice will respond to
  565. the summons. Treat normal small creatures (e.g. birds, hares,
  566. squirrels) as swarms (per the Monsters chapter in ACKS).
  567. Summoned animals will arrive at their fastest movement rate.
  568. For the duration of the spell, the animals will understand the
  569. spellcaster’s speech, and will befriend and help him as best they
  570. can. Summoned animals will generally flee if harmed, but if the
  571. spellcaster is under attack when a summoned animal arrives,
  572. the animal will immediately attack his opponent.
  573. Clever spellcasters have learned that hostile wild life encountered
  574. while adventuring can be calmed and befriended with this spell.
  575. The caster effectively “summons” creatures that are already
  576. present, which are then immediately befriended and placated
  577. by the spell.
  578.  
  579. Vigor -
  580. Range: touch
  581. Divine 4
  582. Duration: 1 turn per level
  583. The subject of this spell receives a bonus of +2 to saving throws,
  584. an additional 1d10 hit points, and a 1d3 bonus to Strength. The
  585. extra hit points cannot be restored by healing and are the first
  586. lost whenever the character takes damage. Strength may be
  587. increased to a maximum of 19. A character with Strength 19
  588. gains a +4 bonus to attack throws and damage rolls.
  589.  
  590. Wall of Ice Range: 120'
  591. Arcane 4 Duration: 2 turns
  592. An immobile, translucent, wall of ice springs into existence for
  593. the duration of the spell. The wall can be as large as 1,200 square
  594. feet, and may be shaped in any manner and to any dimensions
  595. the caster desires, so that it can be a straight wall or curved into
  596. a protective circle. This wall of ice is impenetrable to monsters
  597. with fewer than 4 HD. Monsters with more than 4 HD suffer
  598. 1d6 hit points of damage when they break through the wall.
  599. The wall deals double damage to creatures that use fire or are
  600. accustomed to hot conditions. The wall may not be evoked so
  601. that it appears where objects or creatures already are, and it
  602. must rest on a solid surface.
  603.  
  604. Create Water -
  605. Range: 10'
  606.  
  607. Divine 4
  608. Duration: permanent
  609. This spell summons forth an enchanted spring from the ground
  610. or wall that will provide enough water for 12 men and their
  611. mounts for one day (50 gallons). For every level the divine
  612. spellcaster is above 8th, 12 additional men and mounts can be
  613. supplied. Note that one or more vessels to contain the water
  614. must be available at the time of casting. The water created by
  615. this spell is just like clean rain water. Note: Water weighs about
  616. 1 stone (8lb, to be exact) per gallon, and one cubic foot of water
  617. is roughly 8 gallons.
  618.  
  619.  
  620. Smite Undead -
  621. Range: 240' (touch)
  622. Divine 4
  623. Duration: special
  624. This spell instantly destroys a number of Hit Dice of undead
  625. equal to the caster’s level. All the undead must be within a 60'
  626. diameter sphere. Any excess levels of effectiveness are lost.
  627. Skeletons and zombies receive no saving throw against this
  628. spell; all other undead are allowed a saving throw versus Death
  629. to avoid the effect. Undead with 8 or more Hit Dice or levels are
  630. immune to the spell.
  631. The reverse of this spell, animate dead, functions exactly like
  632. the 5th level arcane spell of the same name.
  633.  
  634. 5th:
  635. Noe's Dirge (Restore Life and Limb) -
  636. Range: touch (120')
  637. Divine 5
  638. Duration: instantaneous
  639. This spell restores life to a deceased creature (excluding creatures
  640. which are not truly alive, such as constructs, elementals, and
  641. undead). The caster can raise a creature that has been dead for
  642. no longer than two days at 7th level, and four days are added per
  643. level above 7. For example, a 9th level caster can bring a character
  644. back to life that has been dead for 10 days. However, this spell
  645. cannot bring back a creature that has died of old age, lost its
  646. head, or had its body cremated.
  647. Because it repairs even lethal damage and regrows flesh and
  648. bone, this spell can also heal a character of any permanent
  649. wounds, such as lost limbs, disfiguring scars, or shattered
  650. spines (see the Mortal Wounds table in Chapter 6 for details
  651. on permanent wounds).Despite this spell’s beneficial results,
  652. tampering with the body and soul is never without risk. Each
  653. time a character benefits from restore life and limb, he must
  654. roll on the Tampering with Mortality table in Chapter 6 and
  655. apply these results.
  656. If restore life and limb is ever cast on an undead monster, the
  657. monster must save versus Death or be instantly destroyed.
  658. The reverse of this spell, finger of death, creates a death ray that
  659. will kill any one creature unless a save versus Death is made.
  660. Lawful clerics may only use finger of death in life-or-death
  661. situations against Chaotic foes.
  662.  
  663. Cornucopia (Create Food) -
  664. Range: 10'
  665. Divine 5
  666. Duration: permanent
  667. The food that this spell creates is simple fare of the caster’s
  668. choice, highly nourishing, but rather bland. Up to 12 men and
  669. their mounts can be fed for one day with this spell. For every
  670. level of experience the divine spellcaster is above 8th, he is able to
  671. create food for 12 more men and their mounts. Food so created
  672. decays and becomes inedible within 24 hours, although it can
  673. be kept fresh for another 24 hours by casting purify food and
  674. water on it.
  675.  
  676. Cold Shoulder [Freeze] -
  677. Casting Time: 1 standard action
  678. Range: Medium (100 ft. + 10 ft./level)
  679. Effect: Ray
  680. Duration: 1 round/2 levels
  681. Saving Throw: Reflex partial; see text
  682. Spell Resistance: Yes
  683.  
  684. Calling upon divine power, your hand turns cold and numbs as you complete the spell. A moment later, a thin blue ray swirled with white streaks from your outstretched hand, leave a light fog in the air where it passes.
  685. You must succeed on a ranged touch attack with the ray to strike a target. A target struck takes 2d6 points of cold damage. A creature struck must succeed on a Reflex save or be encased in a 5-inch-thick sheath of ice and be immobilized (and this helpless). A creature encased in ice takes 2d6 points of cold damage each round until freed. A target encased in ice is aware and breathes normally but cannot speak or move other tan to attempt to escape by making a Strength check (see below). It can still execute purely mental actions, such as using a spell-like ability. A spellcaster can cast a spell with no verbal or somatic component as long as the spell lacks a focus or material component, or the material component, focus, or divine focus is already in the spellcaster's hand.
  686. The ice blocks line of effect. A winged creature cannot flap its wings and falls. A swimmer can't swim but because ice floats, the encase swimmer will rise to the surface and bob about.
  687. A DC 22 Strength check breaks the ice, freeing the encased creature. Creatures other than the target can also attack the ice. The ice has hardness 0 and 15 hit points. When the duration of the spell expires, the ice melts and the encased creature is freed. Damage that would harm the creature must first deal enough damage to destroy the ice before the creature takes damage, and damage dealt to the ice is subtracted from damage that would be dealt to the creature.
  688.  
  689.  
  690. Remove Curse -
  691. Range: 30'
  692. Duration: instantaneous
  693. Remove curse instantaneously removes all curses on a creature.
  694. If cast on a cursed item, remove curse does not remove the
  695. curse from the item, but it enables the creature afflicted with any
  696. such cursed item to remove and get rid of it. Any curse cast by a
  697. character of equal or lower level than remove curse caster’s level
  698. is ended automatically. Those curses bestowed by higher level
  699. casters might not be removed; there is a 5% chance the remove
  700. curse will fail for each level the cursing character’s level exceeds
  701. the level of the caster removing the curse. Certain special curses
  702. may not be countered by this spell at all, or may be countered
  703. only by a caster of a certain level or higher.
  704.  
  705. The reverse of this spell, bestow curse, allows the caster to place
  706. a curse on a target creature or object. A saving throw versus
  707. Spells is allowed to resist. The caster must choose one of the
  708. following four effects:
  709. » -4 decrease to an ability score (minimum 1).
  710. » Rolls on Side Effects for Tampering with Mortality Table. If result is beneficial, roll once more.
  711. » Afflicted with either blindess, muteness, feeblemindedness, or falls into a death like slumber.
  712. » Cannot be healed or revived by normal means, natural or magical. Permanent wounds caused by a cursed item cannot be restored while curse is ongoing.
  713.  
  714. Claim of Yg [Drown] -
  715. Casting Time: 1 standard action
  716. Range: Close (25 ft. + 5 ft./2 levels)
  717. Target: One living creature
  718. Duration: Instantaneous
  719. Saving Throw: Fortitude negates
  720. Spell Resistance: Yes
  721.  
  722. You create water in the lungs of the subject, causing it to begin drowning.
  723. The subject's hit points immediately drop to 0, and it falls unconscious.
  724. In the next round, it loses another hit point (bringing its hp to -1) and is dying.
  725. In the following round, it dies.
  726. (For details on drowning, see the Drowning rule in the Dungeon Master's Guide).
  727. Coughing and other attempts by the subject to physically expel the water from its lungs are useless.
  728. However, another creature can stabilize the subject with a DC 15 Heal check before death.
  729. Undead, constructs, creatures that do not need to breathe, and creatures that can breathe water are unaffected by this spell.
  730.  
  731. Wisdom Of The Seas [Strength of Mind] -
  732. Range: touch
  733. Divine 5
  734. Duration: 12 turns
  735. This spell gives a bonus of +4 to saving throws versus Death,
  736. Staffs, Wands, Paralysis, Petrification, and Spells to the creature
  737. touched. The reverse spell, weakness of mind, decreases the
  738. touched creature’s saving throws by -4; no saving throw is
  739. allowed against weakness of mind.
  740.  
  741. Bellowing Of Beasts (Control Animals) -
  742. Range: 60'
  743. Divine 5 (Shaman)
  744. Duration: 1 turn per level
  745. This spell grants the caster the ability to control up to 3d6
  746. Hit Dice of normal or giant animals within 60', as if using a
  747. charm monster spell. Humans, demi-humans, humanoids,
  748. and fantastic creatures such as griffons or wyverns cannot be
  749. controlled by this spell. The caster may decide which individual
  750. creatures out of a mixed group are to be affected first; excess Hit
  751. Dice of effect are ignored. At least one creature will always be
  752. affected. Intelligent animals may resist the effect with a saving
  753. throw versus Spells, but unintelligent animals receive no saving
  754. throw. When the control ends, unintelligent animals will be
  755. afraid and leave the area if they can. Intelligent animals will be
  756. hostile. This spell is used to create potions of animal control.
  757.  
  758. Union of Shore and Sand [Mudslide] -
  759. Casting Time: 1 standard action
  760. Range: Medium (100 ft. + 10.
  761.  
  762. ft./level)
  763. Effect: 40-ft.-radius spread
  764. Duration: Instantaneous
  765. Saving Throw: Reflex half; see text
  766. Spell Resistance: No
  767. You create a landslide of mud and water, which crushes, buries, and mires those caught in its path.
  768. The mud covers the area of the spell to a depth of about 10 feet (although it might fill low-lying areas or fail to cover high points in the area, at the DM's discretion).
  769. Creatures within the spell's effect must make a Reflex save.
  770. Those who fail take 8d6 points of damage and are buried
  771. Those who succeed take 3d6 points of damage and are not buried.
  772. Creatures of the fire subtype who are actually aflame (such as salamanders, azers, and fire elementals) instead take 8d8 or 3d8 points of damage, respectively.
  773. A creature who escapes burial ends up on top of the mudslide, mired in deep mud.
  774. After the initial slide, the mudslide persists indefinitely, producing an area of deep bog (average depth 10 feet) until the water in it evaporates.
  775. It requires 4 squares of movement to enter 1 square of deep bog, and running or charging are impossible in the area.
  776. Underwater, the mudslide remains indefinitely, producing an area of deep muck.
  777. It costs 2 squares of movement to enter a square containing deep muck, the DC of Acrobatics checks increases by 5, and the DC of Move Silently checks increases by 2.
  778. Aboveground, the mud normally dries out in 2 to 3 days.
  779. A transmute mud to rock spell hardens the slide into stone, trapping any creatures still within.
  780.  
  781. Domain of Yg [Dark Tide] -
  782. Casting Time: 1 full round
  783. Range: Long (400 ft. + 40 ft./level)
  784. Area: One-half mile radius spread
  785. Duration: 1 hour/level (D)
  786. Saving Throw: Fortitude half
  787. Spell Resistance: Yes
  788.  
  789. You infuse the target area with the enervating essence of the blackwater depths, creating a tide of blackwater that spreads out from the designated point of origin at a rate of 100 feet per round until it fills the entire area.
  790. The water is black and terribly chilling, and its touch causes a sense of fear in those affected by it.
  791. Those within the area must make a Fortitude save when they first enter the blackwater (or when it first surrounds
  792. them).
  793. Failure indicates that they take -1 Strength check
  794. Additionally, every creature in the area takes 1d6 points of damage for every hour they remain in the dark, murky waters (no save).
  795. Spells that protect against negative energy damage will prevent the Strength damage.
  796. Creatures who take damage from the dark tide are considered shaken as long as they remain in the area.
  797.  
  798. Starting Equipment:
  799. Blue Tropical Cotton Kihei, Battle Modified Mumu, Fisherman Pants, Floral Bangles, Gnarled Driftwood Staff, Tama Island Leather Wrappings, Animal Skin Pouch, Waterskin, 1 weeks Iron Rations
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