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Dungeons with many Dragons
19:52:21 Jan 28th 08 - Mr. Gilth:

Gilth is an Elf from the most northern woods of Gors. He and his 'tribe' have lived there since they came from Hardvin a long long while ago (probably before it was even called Hardvin). The are very on there own, though they have to send a group of soldiers every once in a while to serve in the Empires army. Gilth, bein*beep*oung druid has not yet served in this army.


20:30:43 Jan 28th 08 - Mr. Might The God of Cows:

Gilth, whats your familiar again?


20:53:22 Jan 28th 08 - Mr. Gilth:

Name: Gilth Ildarion          Height: 5' 2"
Race: Elf                           Weight: 105 lbs
Class: Druid                      Age: 22 

Description:
Gilth is a typical Elf with a slender built, though slighly muscular from taking long runs in the forest. He has a very light skin and the well known white straight hair. He usually wears a green cape allowing him to blend in with the forest when he wanted to be on his own. On his belt are two ritual daggers, a gold one and a silver one. (not used for fighting, so I hope I can have them). Gilth does not use a staff to channel his powers, which allows him to strike wider areas, but also causes him to be exhausted sooner because he needs to focus harder.
The only living being that is always allowed to be close to him is his trusted silver wolf, Arnir. Arnir is a young wolf (3 years) and was found by Gilth 1 year ago when Arnir was forced to leave his pack. When they met, Gilth felt a strong bond with this young wolf although he had never seen him before. Untill this day, he hasn't found out why he felt this bond.

Gilth is an Elf from the most northern woods of Gors. He and his 'tribe' have lived there since they came from Hardvin a long long while ago (probably before it was even called Hardvin). The are very on there own, though they have to send a group of soldiers every once in a while to serve in the Empires army. Gilth, bein*beep*oung druid has not yet served in this army.

Elf: +1 Intelligence +2 Dexterity -2 Constitution -1 Strength
Dexterity    (+2) + 15 = 17
Strength      (-1) + 7 = 6
Intelligence (+1) + 16 = 17
Wisdom       (0) + 16 = 16
Charisma     (0) + 11= 11
Constitution
(-2) +9 = 7


there you go.. left the dice part out. If a mod comes past this thread, feel free to delete my other posts.


20:55:07 Jan 28th 08 - Mr. Delran:

Delran comes from The Empire of Gors and was trained in the High Temple as a Paladin. He served in the Imperial Army during the Great Wars, but left soon after the end.

His sword, Silverblade, is known and feared through out the entire world. He carries the sword with him everywhere. His gear is formed from a pair of black leather boots, a steel breastplate, a pair of black leather gloves, two long battle daggers and a steel shield.


21:42:07 Jan 28th 08 - Mr. Might The God of Cows:

[Delran...Amazingly there was a "Great Wars" type of thing! Also I have made the whole thing up completely so don't go googling it....]



22:27:58 Jan 28th 08 - Mr. Delran:

[Might, I made that up when I wrote the description of my character. I do not "google" things like this.]


22:39:45 Jan 28th 08 - Sir Spoon:

Spoon with his two short daggers called Rimus and Ramus is an assasin-like archer. His daggers were forged by one of the last blacksmiths from his village in Aristoc. The villages lived in poverty compared to the big cities.

So as most of the people Spoon tried out it's chances in the capital of Aristoc, in one of the worst neighbourhoods. Spoon hired himself as either a personal guard or a mercenary. Bein*beep*oung one with few experience he did not had much work however.
He stood in the city, and together with friends he managed to survive by pickpocketing and theft.


23:13:08 Jan 28th 08 - Mr. Might The God of Cows:

[Delran, I know you made that up but the warning was for the other people :D {Spoon}]



Jsut need Binh and Arch now...


23:50:06 Jan 28th 08 - Mr. Meowman:

where is the grey bit?


23:51:20 Jan 28th 08 - Mr. Meowman:

oh i see...


23:55:49 Jan 28th 08 - Mr. Meowman:

OK, I'd better change my story...

Meowman is a Paladin from the Brotherhood of Dwarves who had spent his lifetime destroying the orcs from The Black Karnegets and the undead from the less savoury cities in the FIC. Unlike other dwarves, he does not hate Elves, as he has fought alongside them as well as humans and hobbits, for the paladins are united only by a good heart, not race or species.

Meowman is inseperable from his axe Garedoth and always carries enough rations to last at least a few days. However, he is proud, and sometimes his pride may get in the way of effecient procedure...


01:27:01 Jan 29th 08 - Mr. Might The God of Cows:

Maybe I should make a character....



Anyone with famaliars can talk with them through their mind. familiars can't speak unless they are a demon of some type.


01:44:26 Jan 29th 08 - Mr. Might The God of Cows:

Dexterity    11
Strength      18+1=19
Intelligence 11
Wisdom    10 
Charisma   10-2=8
Constitution
13+1=14


Race:Dwarf                        Height 4 "3":
Class:Barbarian                  Weight:210

Discription:

    A short Dwarf with thick arms the size of tree trunks. Carries two Hatchets on his belt. A large battle axe on his back. A crossbow and bolts are also attached to his belt. From the Brotherhood of Dwarves.

[You will find out more as you ask him about his past. If my character trustrs you enough he will tell you.]






[07:29] Mr. Might The God of Cows throws a D-9: 4
[07:30] Mr. Might The God of Cows throws a D-9: 7
[07:31] Mr. Stalin: hahaha
[07:31] Mr. Stalin: i am the *beep*! <-----IS A NEWB
[07:31] Mr. Stalin: lol
[07:31] Mr. Stalin: jk
[07:31] Mr. Stalin: jk
[07:32] * Mr. Chimey The Chonga has left Lobby
[07:32] * Ms. Caleil has joined Lobby
[07:32] * Mr. Emperor of Rome has joined Lobby
[07:32] * Mr. Chimey The Chonga has joined Lobby
[07:32] * Mr. Rise has joined Lobby
[07:33] Mr. Might The God of Cows throws a D-9: 7
[07:33] Mr. Might The God of Cows throws a D-9: 1
[07:33] Mr. Might The God of Cows throws a D-9: 6
[07:33] Mr. Might The God of Cows throws a D-9: 4
[07:33] Mr. Might The God of Cows throws a D-9: 4
[07:33] Mr. Might The God of Cows throws a D-9: 7
[07:33] Mr. Might The God of Cows throws a D-9: 7
[07:33] Mr. Might The God of Cows throws a D-6: 2
[07:33] Mr. Might The God of Cows throws a D-9: 6
[07:34] Mr. Might The God of Cows throws a D-9: 2
[07:34] Mr. Might The God of Cows throws a D-9: 6
[07:34] Mr. Might The God of Cows throws a D-9: 2
[07:34] Mr. Might The God of Cows throws a D-9: 2
[07:34] Mr. Might The God of Cows throws a D-9: 3
[07:34] Mr. Might The God of Cows throws a D-9: 7
[07:35] Mr. Might The God of Cows throws a D-9: 4
[07:35] Mr. Might The God of Cows throws a D-9: 1
[07:35] Mr. Might The God of Cows throws a D-9: 9
[07:35] Mr. Might The God of Cows throws a D-9: 9
[07:35] Mr. Might The God of Cows: oo
[07:35] Mr. Might The God of Cows: 18!
[07:35] * Mr. Emperor of Rome has left Lobby
[07:35] * Mr. Virtus has left Lobby
[07:35] * Mr. Chimey The Chonga has left Lobby
[07:35] * Mr. Sonicxx has joined Lobby
[07:35] Mr. Might The God of Cows: My character is going to pwn the newbs!
[07:35] Mr. Might The God of Cows: Bwhahaha




02:23:43 Jan 29th 08 - Mr. Arch Shade The Dark:

Loto Rae the halfling claims no home.  He travels freely as much as he can.  From time to time he will be put into jail for tress passing.


02:52:20 Jan 29th 08 - Mr. Might The God of Cows:

Now all we need is Binh to post.


09:33:23 Jan 29th 08 - Mr. Meowman:

If he doesn't by this time toworrow lets start without him...


10:35:58 Jan 29th 08 - Mr. Meowman:

Um Might why have u got a character? I thought u were the DM...


10:36:42 Jan 29th 08 - Mr. Meowman:

And what is the story? As in what is our quest? What are we trying to do?


16:14:17 Jan 29th 08 - Mr. Might The God of Cows:

Meowman, you will find out the quest as we start and go along.



I have a character just in case Binh doesn't join.


17:56:45 Jan 29th 08 - Mr. Might The God of Cows:

Be warned.... the spell list is extremely long.




CLERIC SPELLS
0-LEVEL CLERIC SPELLS (ORISONS)
Create Water: Creates 2 gallons/level of pure water.
Cure Minor Wounds: Cures 1 point of damage.
Detect Magic: Detects spells and magic items within 60 ft.
Detect Poison: Detects poison in one creature or object.
Guidance: +1 on one attack roll, saving throw, or skill check.
Inflict Minor Wounds: Touch attack, 1 point of damage.
Light: Object shines like a torch.
Mending: Makes minor repairs on an object.
Purify Food and Drink: Purifies 1 cu. ft./level of food or water.
Read Magic: Read scrolls and spellbooks.
Resistance: Subject gains +1 on saving throws.
Virtue: Subject gains 1 temporary hp.
1ST-LEVEL CLERIC SPELLS
Bane: Enemies take –1 on attack rolls and saves against fear.
Bless: Allies gain +1 on attack rolls and saves against fear.
Bless Water
M: Makes holy water.
Cause Fear: One creature of 5 HD or less flees for 1d4 rounds.
Command: One subject obeys selected command for 1 round.
Comprehend Languages: You understand all spoken and written languages.
Cure Light Wounds: Cures 1d8 damage +1/level (max +5).
Curse Water
M: Makes unholy water.
Deathwatch: Reveals how near death subjects within 30 ft. are.
Detect Chaos/Evil/Good/Law: Reveals creatures, spells, or objects of selected alignment.
Detect Undead: Reveals undead within 60 ft.
Divine Favor: You gain +1 per three levels on attack and damage rolls.
Doom: One subject takes –2 on attack rolls, damage rolls, saves, and checks.
Endure Elements: Exist comfortably in hot or cold environments.
Entropic Shield: Ranged attacks against you have 20% miss chance.
Hide from Undead: Undead can't perceive one subject/level.
Inflict Light Wounds: Touch deals 1d8 damage +1/level (max +5).
Magic Stone: Three stones gain +1 on attack, deal 1d6 +1 damage.
Magic Weapon: Weapon gains +1 bonus.
Obscuring Mist: Fog surrounds you.
Protection from Chaos/Evil/Good/Law: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
Remove Fear: Suppresses fear or gives +4 on saves against fear for one subject + one per four levels.
Sanctuary: Opponents can't attack you, and you can't attack.
Shield of Faith: Aura grants +2 or higher deflection bonus.
Summon Monster I: Calls extraplanar creature to fight for you.
2ND-LEVEL CLERIC SPELLS
Aid: +1 on attack rolls and saves against fear, 1d8 temporary hp +1/level (max +10).
Align Weapon: Weapon becomes good, evil, lawful, or chaotic.
Augury
M F: Learns whether an action will be good or bad.
Be*beep*ndurance: Subject gains +4 to Con for 1 min./level.
Bull's Strength: Subject gains +4 to Str for 1 min./level.
Calm Emotions: Calms creatures, negating emotion effects.
Consecrate
M: Fills area with positive energy, making undead weaker.
Cure Moderate Wounds: Cures 2d8 damage +1/level (max +10).
Darkness: 20-ft. radius of supernatural shadow.
Death Knell: Kills dying creature; you gain 1d8 temporary hp, +2 to Str, and +1 level.
Delay Poison: Stops poison from harming subject for 1 hour/level.
Desecrate
M: Fills area with negative energy, making undead stronger.
Eagle's Splendor: Subject gains +4 to Cha for 1 min./level.
Enthrall: Captivates all within 100 ft. + 10 ft./level.
Find Traps: Notice traps as a rogue does.
Gentle Repose: Preserves one corpse.
Hold Person: Paralyzes one humanoid for 1 round/level.
Inflict Moderate Wounds: Touch attack, 2d8 damage +1/level (max +10).
Make Whole: Repairs an object.
Owl's Wisdom: Subject gains +4 to Wis for 1 min./level.
Remove Paralysis: Frees one or more creatures from paralysis or slow effect.
Resist Energy: Ignores 10 (or more) points of damage/attack from specified energy type.
Restoration, Lesser: Dispels magical ability penalty or repairs 1d4 ability damage.
Shatter: Sonic vibration damages objects or crystalline creatures.
Shield Other
F: You take half of subject's damage.
Silence: Negates sound in 15-ft. radius.
Sound Burst: Deals 1d8 sonic damage to subjects; may stun them.
Spiritual Weapon: Magic weapon attacks on its own.
Status: Monitors condition, position of allies.
Summon Monster II: Calls extraplanar creature to fight for you.
Undetectable Alignment: Conceals alignment for 24 hours.
Zone of Truth: Subjects within range cannot lie.
3RD-LEVEL CLERIC SPELLS
Animate Dead
M: Creates undead skeletons and zombies.
Bestow Curse: –6 to an ability score; –4 on attack rolls, saves, and checks; or 50% chance of losing each action.
Blindness/Deafness: Makes subject blinded or deafened.
Contagion: Infects subject with chosen disease.
Continual Flame
M: Makes a permanent, heatless torch.
Create Food and Water: Feeds three humans (or one horse)/level.
Cure Serious Wounds: Cures 3d8 damage +1/level (max +15).
Daylight: 60-ft. radius of bright light.
Deeper Darkness: Object sheds supernatural shadow in 60-ft. radius.
Dispel Magic: Cancels spells and magical effects.
Glyph of Warding
M: Inscription harms those who pass it.
Helping Hand: Ghostly hand leads subject to you.
Inflict Serious Wounds: Touch attack, 3d8 damage +1/level (max +15).
Invisibility Purge: Dispels invisibility within 5 ft./level.
Locate Object: Senses direction toward object (specific or type).
Magic Circle against Chaos/Evil/Good/Law: As protection spells, but 10-ft. radius and 10 min./level.
Magic Vestment: Armor or shield gains +1 enhancement per four levels.
Meld into Stone: You and your gear merge with stone.
Obscure Object: Masks object against scrying.
Prayer: Allies +1 bonus on most rolls, enemies –1 penalty.
Protection from Energy: Absorb 12 points/level of damage from one kind of energy.
Remove Blindness/Deafness: Cures normal or magical conditions.
Remove Curse: Frees object or person from curse.
Remove Disease: Cures all diseases affecting subject.
Searing Light: Ray deals 1d8/two levels damage, more against undead.
Speak with Dead: Corpse answers one question/two levels.
Stone Shape: Sculpts stone into any shape.
Summon Monster III: Calls extraplanar creature to fight for you.
Water Breathing: Subjects can breathe underwater.
Water Walk: Subject treads on water as if solid.
Wind Wall: Deflects arrows, smaller creatures, and gases.
4TH-LEVEL CLERIC SPELLS
Air Walk: Subject treads on air as if solid (climb at 45-degree angle).
Control Water: Raises or lowers bodies of water.
Cure Critical Wounds: Cures 4d8 damage +1/level (max +20).
Death Ward: Grants immunity to death spells and negative energy effects.
Dimensional Anchor: B*beep*xtradimensional movement.
Discern Lies: Reveals deliberate falsehoods.
Dismissal: Forces a creature to return to native plane.
Divination
M: Provides useful advice for specific proposed actions.
Divine Power: You gain attack bonus, +6 to Str, and 1 hp/level.
Freedom of Movement: Subject moves normally despite impediments.
Giant Vermin: Turns centipedes, scorpions, or spiders into giant vermin.
Imbue with Spell Ability: Transfer spells to subject.
Inflict Critical Wounds: Touch attack, 4d8 damage +1/level (max +20).
Magic Weapon, Greater: +1 bonus/four levels (max +5).
Neutralize Poison: Immunizes subject against poison, detoxifies venom in or on subject.
Planar Ally, Lesser
X: Exchange services with a 6 HD extraplanar creature.
Poison: Touch deals 1d10 Con damage, repeats in 1 min.
Repel Vermin: Insects, spiders, and other vermin stay 10 ft. away.
Restoration
M: Restores level and ability score drains.
Sending: Delivers short message anywhere, instantly.
Spell Immunity: Subject is immune to one spell per four levels.
Summon Monster IV: Calls extraplanar creature to fight for you.
Tongues: Speak any language.
5TH-LEVEL CLERIC SPELLS
Atonement
F X: Removes burden of misdeeds from subject.
Break Enchantment: Frees subjects from enchantments, alterations, curses, and petrification.
Command, Greater: As command, but affects one subject/level.
Commune
X: Deity answers one yes-or-no question/level.
Cure Light Wounds, Mass: Cures 1d8 damage +1/level for many creatures.
Dispel Chaos/Evil/Good/Law: +4 bonus against attacks.
Disrupting Weapon: Melee weapon destroys undead.
Flame Strike: Smite foes with divine fire (1d6/level damage).
Hallow
M: Designates location as holy.
Inflict Light Wounds, Mass: Deals 1d8 damage +1/level to many creatures.
Insect Plague: Locust swarms attack creatures.
Mark of Justice: Designates action that will trigger curse on subject.
Plane Shift
F: As many as eight subjects travel to another plane.
Raise Dead
M: Restores life to subject who died as long as one day/level ago.
Righteous Might: Your size increases, and you gain combat bonuses.
Scrying
F: Spies on subject from a distance.
Slay Living: Touch attack kills subject.
Spell Resistance: Subject gains SR 12 + level.
Summon Monster V: Calls extraplanar creature to fight for you.
Symbol of Pain
M: Triggered rune wracks nearby creatures with pain.
Symbol of Sleep
M: Triggered rune puts nearby creatures into catatonic slumber.
True Seeing
M: Lets you see all things as they really are.
Unhallow
M: Designates location as unholy.
Wall of Stone: Creates a stone wall that can be shaped.
6TH-LEVEL CLERIC SPELLS
Animate Objects: Objects attack your foes.
Antilife Shell: 10-ft. field hedges out living creatures.
Banishment: Banishes 2 HD/level of extraplanar creatures.
Be*beep*ndurance, Mass: As be*beep*ndurance, affects one subject/ level.
Blade Barrier: Wall of blades deals 1d6/level damage.
Bull's Strength, Mass: As bull's strength, affects one subject/level.
Create Undead: Create ghouls, ghasts, mummies, or mohrgs.
Cure Moderate Wounds, Mass: Cures 2d8 damage +1/level for many creatures.
Dispel Magic, Greater: As dispel magic, but up to +20 on check.
Eagle's Splendor, Mass: As eagle's splendor, affects one subject/level.
Find the Path: Shows most direct way to a location.
Forbiddance
M: Blocks planar travel, damages creatures of different alignment.
Geas/Quest: As lesser geas, plus it affects any creature.
Glyph of Warding, Greater: As glyph of warding, but up to 10d8 damage or 6th-level spell.
Harm: Deals 10 points/level damage to target.
Heal: Cures 10 points/level of damage, all diseases and mental conditions.
Heroes' Feast: Food for one creature/level cures and grants combat bonuses.
Inflict Moderate Wounds, Mass: Deals 2d8 damage +1/level to many creatures.
Owl's Wisdom, Mass: As owl's wisdom, affects one subject/level.
Planar Ally
X: As lesser planar ally, but up to 12 HD.
Summon Monster VI: Calls extraplanar creature to fight for you.
Symbol of Fear
M: Triggered rune panics nearby creatures.
Symbol of Persuasion
M: Triggered rune charms nearby creatures.
Undeath to Death
M: Destroys 1d4 HD/level undead (max 20d4).
Wind Walk: You and your allies turn vaporous and travel fast.
Word of Recall: Teleports you back to designated place.
7TH-LEVEL CLERIC SPELLS
Blasphemy: Kills, paralyzes, weakens, or dazes nonevil subjects.
Control Weather: improvements weather in local area.
Cure Serious Wounds, Mass: Cures 3d8 damage +1/level for many creatures.
Destruction
F: Kills subject and destroys remains.
Dictum: Kills, paralyzes, slows, or deafens nonlawful subjects.
Ethereal Jaunt: You become ethereal for 1 round/level.
Holy Word: Kills, paralyzes, blinds, or deafens nongood subjects.
Inflict Serious Wounds, Mass: Deals 3d8 damage +1/level to many creatures.
Refuge
M: Alters item to transport its possessor to you.
Regenerate: Subject's severed limbs grow back, cures 4d8 damage +1/level (max +35).
Repulsion: Creatures can't approach you.
Restoration, Greater
X: As restoration, plus restores all levels and ability scores.
Resurrection
M: Fully restore dead subject.
Scrying, Greater: As scrying, but faster and longer.
Summon Monster VII: Calls extraplanar creature to fight for you.
Symbol of Stunning
M: Triggered rune stuns nearby creatures.
Symbol of Weakness
M: Triggered rune weakens nearby creatures.
Word of Chaos: Kills, confuses, stuns, or deafens nonchaotic subjects.
8TH-LEVEL CLERIC SPELLS
Antimagic Field: Negates magic within 10 ft.
Cloak of Chaos
F: +4 to AC, +4 resistance, and SR 25 against lawful spells.
Create Greater Undead
M: Create shadows, wraiths, spectres, or devourers.
Cure Critical Wounds, Mass: Cures 4d8 damage +1/level for many creatures.
Dimensional Lock: Teleportation and interplanar travel blocked for one day/level.
Discern Location: Reveals exact location of creature or object.
Earthquake: Intense tremor shakes 5-ft./level radius.
Fire Storm: Deals 1d6/level fire damage.
Holy Aura
F: +4 to AC, +4 resistance, and SR 25 against evil spells.
Planar Ally, Greater
X: As lesser planar ally, but up to 18 HD.
Inflict Critical Wounds, Mass: Deals 4d8 damage +1/level to many creatures.
Shield of Law
F: +4 to AC, +4 resistance, and SR 25 against chaotic spells.
Spell Immunity, Greater: As spell immunity, but up to 8th-level spells.
Summon Monster VIII: Calls extraplanar creature to fight for you.
Symbol of Death
M: Triggered rune slays nearby creatures.
Symbol of Insanity
M: Triggered rune renders nearby creatures insane.
Unholy Aura
F: +4 to AC, +4 resistance, and SR 25 against good spells.
9TH-LEVEL CLERIC SPELLS
Astral Projection
M: Projects you and companions onto Astral Plane.
Energy Drain: Subject gains 2d4 negative levels.
Etherealness: Travel to Ethereal Plane with companions.
Gate
X: Connects two planes for travel or summoning.
Heal, Mass: As heal, but with several subjects.
Implosion: Kills one creature/round.
Miracle
X: Requests a deity's intercession.
Soul Bind
F: Traps newly dead soul to prevent resurrection.
Storm of Vengeance: Storm rains acid, lightning, and hail.
Summon Monster IX: Calls extraplanar creature to fight for you.
True Resurrection
M: As resurrection, plus remains aren't needed.

CLERIC DOMAINS
AIR DOMAIN
Granted Powers: Turn or destroy earth creatures as a good cleric turns undead. Rebuke, command, or bolster air creatures as an evil cleric rebukes undead. Use these abilities a total number of times per day equal to 3 + your Charisma modifier. This granted power is a supernatural ability.
Air Domain Spells
1 Obscuring Mist:
Fog surrounds you.
2 Wind Wall: Deflects arrows, smaller creatures, and gases.
3 Gaseous Form: Subject becomes insubstantial and can fly slowly.
4 Air Walk: Subject treads on air as if solid (climb at 45-degree angle).
5 Control Winds: Change wind direction and speed.
6 Chain Lightning: 1d6/level damage; 1 secondary bolt/level each deals half damage.
7 Control Weather: improvements weather in local area.
8 Whirlwind: Cyclone deals damage and can pick up creatures.
9 Elemental Swarm*: Summons multiple elementals.
*Cast as an air spell only.

ANIMAL DOMAIN
Granted Powers: You can use speak with animals once per day as a spell-like ability.
Add Knowledge (nature) to your list of cleric class skills.
Animal Domain Spells
1 Calm Animals:
Calms (2d4 + level) HD of animals.
2 Hold Animal: Paralyzes one animal for 1 round/level.
3 Dominate Animal: Subject animal obeys silent mental commands.
4 Summon Nature's Ally IV*: Calls creature to fight.
5 Commune with Nature: Learn about terrain for 1 mile/level.
6 Antilife Shell: 10-ft. field hedges out living creatures.
7 Animal Shapes: One ally/level polymorphs into chosen animal.
8 Summon Nature's Ally VIII*: Calls creature to fight.
9 Shapechange
F: Transforms you into any creature, and change forms once per round.
*Can only summon animals.

CHAOS DOMAIN
Granted Power: You cast chaos spells at +1 caster level.
Chaos Domain Spells
1 Protection from Law:
+2 to AC and saves, counter mind control, hedge out elementals and outsiders.
2 Shatter: Sonic vibration damages objects or crystalline creatures.
3 Magic Circle against Law: As protection spells, but 10-ft. radius and 10 min./level.
4 Chaos Hammer: Damages and staggers lawful creatures.
5 Dispel Law: +4 bonus against attacks by lawful creatures.
6 Animate Objects: Objects attack your foes.
7 Word of Chaos: Kills, confuses, stuns, or deafens nonchaotic subjects.
8 Cloak of Chaos
F: +4 to AC, +4 resistance, SR 25 against lawful spells.
9 Summon Monster IX*: Calls extraplanar creature to fight for you.
*Cast as a chaos spell only.

DEATH DOMAIN
Granted Power: You may use a death touch once per day. Your death touch is a supernatural ability that produces a death effect. You must succeed on a melee touch attack against a living creature (using the rules for touch spells). When you touch, roll 1d6 per cleric level you possess. If the total at least equals the creature's current hit points, it dies (no save).
Death Domain Spells
1 Cause Fear:
One creature of 5 HD or less flees for 1d4 rounds.
2 Death Knell: Kill dying creature and gain 1d8 temporary hp, +2 to Str, and +1 caster level.
3 Animate Dead
M: Creates undead skeletons and zombies.
4 Death Ward: Grants immunity to death spells and negative energy effects.
5 Slay Living: Touch attack kills subject.
6 Create Undead
M: Create ghouls, ghasts, mummies, or mohrgs.
7 Destruction
F: Kills subject and destroys remains.
8 Create Greater Undead
M: Create shadows, wraiths, spectres, r devourers.
9 Wail of the Banshee: Kills one creature/level.

DESTRUCTION DOMAIN
Granted Power: You gain the smite power, the supernatural ability to make a single melee attack with a +4 bonus on attack rolls and a bonus on damage rolls equal to your cleric level (if you hit). You must declare the smite before making the attack. This ability is usable once per day.
Destruction Domain Spells
1 Inflict Light Wounds:
Touch attack, 1d8 damage +1/level (max +5).
2 Shatter: Sonic vibration damages objects or crystalline creatures.
3 Contagion: Infects subject with chosen disease.
4 Inflict Critical Wounds: Touch attack, 4d8 damage +1/level (max +20).
5 Inflict Light Wounds, Mass: Deals 1d8 damage +1/level to any creatures.
6 Harm: Deals 10 points/level damage to target.
7 Disintegrate: Makes one creature or object vanish.
8 Earthquake: Intense tremor shakes 5-ft./level radius.
9 Implosion: Kills one creature/round.

EARTH DOMAIN
Granted Power: Turn or destroy air creatures as a good cleric turns undead. Rebuke, command, or bolster earth creatures as an evil cleric rebukes undead. Use these abilities a total number of times per day equal to 3 + your Charisma modifier. This granted power is a supernatural ability.
Earth Domain Spells
1 Magic Stone:
Three stones become +1 projectiles, 1d6 +1 damage.
2 Soften Earth and Stone: Turns stone to clay or dirt to sand or mud.
3 Stone Shape: Sculpts stone into any shape.
4 Spike Stones: Creatures in area take 1d8 damage, may be lowed.
5 Wall of Stone: Creates a stone wall that can be shaped.
6 Stoneskin
M: Ignore 10 points of damage per attack.
7 Earthquake: Intense tremor shakes 5-ft./level radius.
8 Iron Body: Your body becomes living iron.
9 Elemental Swarm*: Summons multiple elementals.
*Cast as an earth spell only.

EVIL DOMAIN
Granted Power: You cast evil spells at +1 caster level.
Evil Domain Spells
1 Protection from Good:
+2 to AC and saves, counter mind control, hedge out elementals and outsiders.
2 Desecrate
M: Fills area with negative energy, making undead stronger.
3 Magic Circle against Good: As protection spells, but 10-ft. radius and 10 min./level.
4 Unholy Blight: Damages and sickens good creatures.
5 Dispel Good: +4 bonus against attacks by good creatures.
6 Create Undead
M: Create ghouls, ghasts, mummies, or mohrgs.
7 Blasphemy: Kills, paralyzes, weakens, or dazes nonevil subjects.
8 Unholy Aura
F: +4 to AC, +4 resistance, SR 25 against good spells.
9 Summon Monster IX*: Calls extraplanar creature to fight for you.
*Cast as an evil spell only.

FIRE DOMAIN
Granted Power: Turn or destroy water creatures as a good cleric turns undead. Rebuke, command, or bolster fire creatures as an evil cleric rebukes undead. Use these abilities a total number of times per day equal to 3 + your Charisma modifier. This granted power is a supernatural ability.
Fire Domain Spells
1 Burning Hands:
1d4/level fire damage (max 5d4).
2 Produce Flame: 1d6 damage +1/ level, touch or thrown.
3 Resist Energy*: Ignores 10 (or more) points of damage/attack from specified energy type.
4 Wall of Fire: Deals 2d4 fire damage out to 10 ft. and 1d4 out to 20 ft. Passing through wall deals 2d6 damage +1/level.
5 Fire Shield: Creatures attacking you take fire damage; you're protected from heat or cold.
6 Fire Seeds: Acorns and berries become grenades and bombs.
7 Fire Storm: Deals 1d6/level fire damage.
8 Incendiary Cloud: Cloud deals 4d6 fire damage/round.
9 Elemental Swarm**: Summons multiple elementals.
*Resist cold or fire only.
**Cast as a fire spell only.

GOOD DOMAIN
Granted Power: You cast good spells at +1 caster level.
Good Domain Spells
1 Protection from Evil:
+2 to AC and saves, counter mind control, hedge out elementals and outsiders.
2 Aid: +1 on attack rolls, +1 on saves against fear, 1d8 temporary hp +1/level (max +10).
3 Magic Circle against Evil: As protection spells, but 10-ft. radius and 10 min./level.
4 Holy Smite: Damages and blinds evil creatures.
5 Dispel Evil: +4 bonus against attacks by evil creatures.
6 Blade Barrier: Wall of blades deals 1d6/level damage.
7 Holy Word
F: Kills, paralyzes, slows, or deafens nongood subjects.
8 Holy Aura: +4 to AC, +4 resistance, and SR 25 against evil spells.
9 Summon Monster IX*: Calls extraplanar creature to fight for you.
*Cast as a good spell only.

HEALING DOMAIN
Granted Power: You cast healing spells at +1 caster level.
Healing Domain Spells
1 Cure Light Wounds:
Cures 1d8 damage +1/level (max +5).
2 Cure Moderate Wounds: Cures 2d8 damage +1/level (max +10).
3 Cure Serious Wounds: Cures 3d8 damage +1/level (max +15).
4 Cure Critical Wounds: Cures 4d8 damage +1/level (max +20).
5 Cure Light Wounds, Mass: Cures 1d8 damage +1/level (max +25) for many creatures.
6 Heal: Cures 10 points/level of damage, all diseases and mental conditions.
7 Regenerate: Subject's severed limbs grow back, cures 4d8 damage +1/level (max +35).
8 Cure Critical Wounds, Mass: Cures 4d8 damage +1/level (max +40) for many creatures.
9 Heal, Mass: As heal, but with several subjects.

KNOWLEDGE DOMAIN
Granted Power: Add all Knowledge skills to your list of cleric class skills.
You cast divination spells at +1 caster level.
Knowledge Domain Spells
1 Detect Secret Doors:
Reveals hidden doors within 60 ft.
2 Detect Thoughts: Allows “listening” to surface thoughts.
3 Clairaudience/Clairvoyance: Hear or see at a distance for 1 min./level.
4 Divination
M: Provides useful advice for specific proposed actions.
5 True Seeing
M: Lets you see all things as they really are.
6 Find the Path: Shows most direct way to a location.
7 Legend Lore
M F: Lets you learn tales about a person, place, or thing.
8 Discern Location: Reveals exact location of creature or object.
9 Foresight: “Sixth sense” warns of impending danger.

LAW DOMAIN
Granted Power: You cast law spells at +1 caster level.
Law Domain Spells
1 Protection from Chaos:
+2 to AC and saves, counter mind control, hedge out elementals and outsiders.
2 Calm Emotions: Calms creatures, negating emotion effects.
3 Magic Circle against Chaos: As protection spells, but 10-ft. radius and 10 min./level.
4 Order's Wrath: Damages and dazes chaotic creatures.
5 Dispel Chaos: +4 bonus against attacks by chaotic creatures.
6 Hold Monster: As hold person, but any creature.
7 Dictum: Kills, paralyzes, slows, or deafens nonlawful subjects.
8 Shield of Law
F: +4 to AC, +4 resistance, and SR 25 against chaotic spells.
9 Summon Monster IX*: Calls extraplanar creature to fight for you.
*Cast as a law spell only.

LUCK DOMAIN
Granted Power: You gain the power of good fortune, which is usable once per day. This extraordinary ability allows you to reroll one roll that you have just made before the DM declares whether the roll results in success or failure. You must take the result of the reroll, even if it's worse than the original roll.
Luck Domain Spells
1 Entropic Shield:
Ranged attacks against you have 20% miss chance.
2 Aid: +1 on attack rolls, +1 against fear, 1d8 temporary hp +1/level (max +10).
3 Protection from Energy: Absorb 12 points/level of damage from one kind of energy.
4 Freedom of Movement: Subject moves normally despite impediments.
5 Break Enchantment: Frees subjects from enchantments, alterations, curses, and petrification.
6 Mislead: Turns you invisible and creates illusory double.
7 Spell Turning: Reflect 1d4+6 spell levels back at caster.
8 Moment of Prescience: You gain insight bonus on single attack roll, check, or save.
9 Miracle
X: Requests a deity's intercession.

MAGIC DOMAIN
Granted Power: Use scrolls, wands, and other devices with spell completion or spell trigger activation as a wizard of one-half your cleric level (at least 1st level). For the purpose of using a scroll or other magic device, if you are also a wizard, actual wizard levels and these effective wizard levels stack.
Magic Domain Spells
1 Magic Aura:
Alters object's magic aura.
2 Identify: Determines properties of magic item.
3 Dispel Magic: Cancels magical spells and effects.
4 Imbue with Spell Ability: Transfer spells to subject.
5 Spell Resistance: Subject gains SR 12 + level.
6 Antimagic Field: Negates magic within 10 ft.
7 Spell Turning: Reflect 1d4+6 spell levels back at caster.
8 Protection from Spells
M F: Confers +8 resistance bonus.
9 Mage's Disjunction: Dispels magic, disenchants magic items.
PLANT DOMAIN
Granted Powers: Rebuke or command plant creatures as an evil cleric rebukes or commands undead. Use this ability a total number of times per day equal to 3 + your Charisma modifier. This granted power is a supernatural ability.
Add Knowledge (nature) to your list of cleric class skills.
Plant Domain Spells
1 Entangle:
Plants entangle everyone in 40-ft.-radius.
2 Barkskin: Grants +2 (or higher) enhancement to natural armor.
3 Plant Growth: Grows vegetation, improves crops.
4 Command Plants: Sway the actions of one or more plant creatures.
5 Wall of Thorns: Thorns damage anyone who tries to pass.
6 Repel Wood: Pushes away wooden objects.
7 Animate Plants: One or more trees animate and fight for you.
8 Control Plants: Control actions of one or more plant creatures.
9 Shambler: Summons 1d4+2 shambling mounds to fight for you.

PROTECTION DOMAIN
Granted Power: You can generate a protective ward as a supernatural ability. Grant someone you touch a resistance bonus equal to your cleric level on his or her next saving throw. Activating this power is a standard action. The protective ward is an abjuration effect with a duration of 1 hour that is usable once per day.
Protection Domain Spells
1 Sanctuary:
Opponents can't attack you, and you can't attack.
2 Shield Other
F: You take half of subject's damage.
3 Protection from Energy: Absorb 12 points/level of damage from one kind of energy.
4 Spell Immunity: Subject is immune to one spell per four levels.
5 Spell Resistance: Subject gains SR 12 + level.
6 Antimagic Field: Negates magic within 10 ft.
7 Repulsion: Creatures can't approach you.
8 Mind Blank: Subject is immune to mental/emotional magic and scrying.
9 Prismatic Sphere: As prismatic wall, but surrounds on all sides.

STRENGTH DOMAIN
Granted Power: You can perform a feat of strength as a supernatural ability. You gain an enhancement bonus to Strength equal to your cleric level. Activating the power is a free action, the power lasts 1 round, and it is usable once per day.
Strength Domain Spells
1 Enlarge Person:
Humanoid creature doubles in size.
2 Bull's Strength: Subject gains +4 to Str for 1 min./level.
3 Magic Vestment: Armor or shield gains +1 enhancement per four levels.
4 Spell Immunity: Subject is immune to one spell per four levels.
5 Righteous Might: Your size increases, and you gain combat bonuses.
6 Stoneskin
M: Ignore 10 points of damage per attack.
7 Grasping Hand: Large hand provides cover, pushes, or grapples.
8 Clenched Fist: Large hand provides cover, pushes, or attacks your foes.
9 Crushing Hand: Large hand provides cover, pushes, or crushes your foes.

SUN DOMAIN
Granted Power: Once per day, you can perform a greater turning against undead in place of a regular turning. The greater turning is like a normal turning except that the undead creatures that would be turned are destroyed instead.
Sun Domain Spells
1 Endure Elements:
Exist comfortably in hot or cold environments.
2 Heat Metal: Make metal so hot it damages those who touch it.
3 Searing Light: Ray deals 1d8/two levels, more against undead.
4 Fire Shield: Creatures attacking you take fire damage; you're protected from heat or cold.
5 Flame Strike: Smite foes with divine fire (1d6/level damage).
6 Fire Seeds: Acorns and berries become grenades and bombs.
7 Sunbeam: Beam blinds and deals 4d6 damage.
8 Sunburst: Blinds all within 10 ft., deals 6d6 damage.
9 Prismatic Sphere: As prismatic wall, but surrounds on all sides.

TRAVEL DOMAIN
Granted Powers: For a total time per day of 1 round per cleric level you possess, you can act normally regardless of magical effects that impede movement as if you were affected by the spell freedom of movement. This effect occurs automatically as soon as it applies, lasts until it runs out or is no longer needed, and can operate multiple times per day (up to the total daily limit of rounds).
This granted power is a supernatural ability.
Add Survival to your list of cleric class skills.
Travel Domain Spells
1 Longstrider:
Increases your speed.
2 Locate Object: Senses direction toward object (specific or type).
3 Fly: Subject flies at speed of 60 ft.
4 Dimension Door: Teleports you short distance.
5 Teleport: Instantly transports you as far as 100 miles/level.
6 Find the Path: Shows most direct way to a location.
7 Teleport, Greater: As teleport, but no range limit and no off-target arrival.
8 Phase Door: Creates an invisible passage through wood or stone.
9 Astral Projection
M: Projects you and companions onto Astral Plane.

TRICKERY DOMAIN
Granted Power: Add Bluff, Disguise, and Hide to your list of cleric class skills.
Trickery Domain Spells
1 Disguise Self:
Disguise own appearance.
2 Invisibility: Subject invisible 1 min./level or until it attacks.
3 Nondetection
M: Hides subject from divination, scrying.
4 Confusion: Subjects behave oddly for 1 round/level.
5 False Vision
M: Fools scrying with an illusion.
6 Mislead: Turns you invisible and creates illusory double.
7 Screen: Illusion hides area from vision, scrying.
8 Polymorph Any Object: improvements any subject into anything else.
9 Time Stop: You act freely for 1d4+1 rounds.

WAR DOMAIN
Granted Power: Free Martial Weapon Proficiency with deity's favored weapon (if necessary) and Weapon Focus with the deity's favored weapon.
War Domain Spells
1 Magic Weapon:
Weapon gains +1 bonus.
2 Spiritual Weapon: Magical weapon attacks on its own.
3 Magic Vestment: Armor or shield gains +1 enhancement per four levels.
4 Divine Power: You gain attack bonus, +6 to Str, and 1 hp/level.
5 Flame Strike: Smite foes with divine fire (1d6/level damage).
6 Blade Barrier: Wall of blades deals 1d6/level damage.
7 Power Word Blind: Blinds creature with 200 hp or less.
8 Power Word Stun: Stuns creature with 150 hp or less.
9 Power Word Kill: Kills creature with 100 hp or less.

WATER DOMAIN
Granted Power: Turn or destroy fire creatures as a good cleric turns undead. Rebuke, command, or bolster water creatures as an evil cleric rebukes undead. Use these abilities a total number of times per day equal to 3 + your Charisma modifier. This granted power is a supernatural ability.
Water Domain Spells
1 Obscuring Mist:
Fog surrounds you.
2 Fog Cloud: Fog obscures vision.
3 Water Breathing: Subjects can breathe underwater.
4 Control Water: Raises or lowers bodies of water.
5 Ice Storm: Hail deals 5d6 damage in cylinder 40 ft. across.
6 Cone of Cold: 1d6/level cold damage.
7 Acid Fog: Fog deals acid damage.
8 Horrid Wilting: Deals 1d6/level damage within 30 ft.
9 Elemental Swarm*: Summons multiple elementals.
*Cast as a water spell only.


Thats not even teh Wizard spells....


17:57:32 Jan 29th 08 - Mr. Might The God of Cows:

DRUID SPELLS
0-LEVEL DRUID SPELLS (ORISONS)
Create Water: Creates 2 gallons/level of pure water.
Cure Minor Wounds: Cures 1 point of damage.
Detect Magic: Detects spells and magic items within 60 ft.
Detect Poison: Detects poison in one creature or object.
Flare: Dazzles one creature (–1 penalty on attack rolls).
Guidance: +1 on one attack roll, saving throw, or skill check.
Know Direction: You discern north.
Light: Object shines like a torch.
Mending: Makes minor repairs on an object.
Purify Food and Drink: Purifies 1 cu. ft./level of food or water.
Read Magic: Read scrolls and spellbooks.
Resistance: Subject gains +1 bonus on saving throws.
Virtue: Subject gains 1 temporary hp.
1ST-LEVEL DRUID SPELLS
Calm Animals: Calms (2d4 + level) HD of animals.
Charm Animal: Makes one animal your friend.
Cure Light Wounds: Cures 1d8 damage +1/level (max +5).
Detect Animals or Plants: Detects kinds of animals or plants.
Detect Snares and Pits: Reveals natural or primitive traps.
Endure Elements: Exist comfortably in hot or cold environments.
Entangle: Plants entangle everyone in 40-ft.-radius.
Faerie Fire: Outlines subjects with light, canceling blur, concealment, and the like.
Goodberry: 2d4 berries each cure 1 hp (max 8 hp/24 hours).
Hide from Animals: Animals can't perceive one subject/level.
Jump: Subject gets bonus on Jump checks.
Longstrider: Your speed increases by 10 ft.
Magic Fang: One natural weapon of subject creature gets +1 on attack and damage rolls.
Magic Stone: Three stones gain +1 on attack rolls, deal 1d6+1 damage.
Obscuring Mist: Fog surrounds you.
Pass without Trace: One subject/level leaves no tracks.
Produce Flame: 1d6 damage +1/level, touch or thrown.
Shillelagh: Cudgel or quarterstaff becomes +1 weapon (1d10 damage) for 1 min./level.
Speak with Animals: You can communicate with animals.
Summon Nature's Ally I: Calls creature to fight.
2ND-LEVEL DRUID SPELLS
Animal Messenger: Sends a Tiny animal to a specific place.
Animal Trance: Fascinates 2d6 HD of animals.
Barkskin: Grants +2 (or higher) enhancement to natural armor.
Be*beep*ndurance: Subject gains +4 to Con for 1 min./level.
Bull's Strength: Subject gains +4 to Str for 1 min./level.
Cat's Grace: Subject gains +4 to Dex for 1 min./level.
Chill Metal: Cold metal damages those who touch it.
Delay Poison: Stops poison from harming subject for 1 hour/level.
Fire Trap
M: Opened object deals 1d4 +1/level damage.
Flame Blade: Touch attack deals 1d8 +1/two levels damage.
Flaming Sphere: Creates rolling ball of fire, 2d6 damage, lasts 1 round/level.
Fog Cloud: Fog obscures vision.
Gust of Wind: Blows away or knocks down smaller creatures.
Heat Metal: Make metal so hot it damages those who touch it.
Hold Animal: Paralyzes one animal for 1 round/level.
Owl's Wisdom: Subject gains +4 to Wis for 1 min./level.
Reduce Animal: Shrinks one willing animal.
Resist Energy: Ignores 10 (or more) points of damage/attack from specified energy type.
Restoration, Lesser: Dispels magical ability penalty or repairs 1d4 ability damage.
Soften Earth and Stone: Turns stone to clay or dirt to sand or mud.
Spider Climb: Grants ability to walk on walls and ceilings.
Summon Nature's Ally II: Calls creature to fight.
Summon Swarm: Summons swarm of bats, rats, or spiders.
Tree Shape: You look exactly like a tree for 1 hour/level.
Warp Wood: Bends wood (shaft, handle, door, plank).
Wood Shape: Rearranges wooden objects to suit you.
3RD-LEVEL DRUID SPELLS
Call Lightning: Calls down lightning bolts (3d6 per bolt) from sky.
Contagion: Infects subject with chosen disease.
Cure Moderate Wounds: Cures 2d8 damage +1/level (max +10).
Daylight: 60-ft. radius of bright light.
Diminish Plants: Reduces size or blights growth of normal plants.
Dominate Animal: Subject animal obeys silent mental commands.
Magic Fang, Greater: One natural weapon of subject creature gets +1/three levels on attack and damage rolls (max +5).
Meld into Stone: You and your gear merge with stone.
Neutralize Poison: Immunizes subject against poison, detoxifies venom in or on subject.
Plant Growth: Grows vegetation, improves crops.
Poison: Touch deals 1d10 Con damage, repeats in 1 min.
Protection from Energy: Absorb 12 points/level of damage from one kind of energy.
Quench: Extinguishes nonmagical fires or one magic item.
Remove Disease: Cures all diseases affecting subject.
Sleet Storm: Hampers vision and movement.
Snare: Creates a magic booby trap.
Speak with Plants: You can talk to normal plants and plant creatures.
Spike Growth: Creatures in area take 1d4 damage, may be slowed.
Stone Shape: Sculpts stone into any shape.
Summon Nature's Ally III: Calls creature to fight.
Water Breathing: Subjects can breathe underwater.
Wind Wall: Deflects arrows, smaller creatures, and gases.
4TH-LEVEL DRUID SPELLS
Air Walk: Subject treads on air as if solid (climb at 45-degree angle).
Antiplant Shell: Keeps animated plants at bay.
Blight: Withers one plant or deals 1d6/level damage to plant creature.
Command Plants: Sway the actions of one or more plant creatures.
Control Water: Raises or lowers bodies of water.
Cure Serious Wounds: Cures 3d8 damage +1/level (max +15).
Dispel Magic: Cancels spells and magical effects.
Flame Strike: Smite foes with divine fire (1d6/level damage).
Freedom of Movement: Subject moves normally despite impediments.
Giant Vermin: Turns centipedes, scorpions, or spiders into giant vermin.
Ice Storm: Hail deals 5d6 damage in cylinder 40 ft. across.
Reincarnate: Brings dead subject back in a random body.
Repel Vermin: Insects, spiders, and other vermin stay 10 ft. away.
Rusting Grasp: Your touch corrodes iron and alloys.
Scrying
F: Spies on subject from a distance.
Spike Stones: Creatures in area take 1d8 damage, may be slowed.
Summon Nature's Ally IV: Calls creature to fight.
5TH-LEVEL DRUID SPELLS
Animal Growth: One animal/two levels doubles in size.
Atonement: Removes burden of misdeeds from subject.
Awaken
X: Animal or tree gains human intellect.
Baleful Polymorph: Transforms subject into harmless animal.
Call Lightning Storm: As call lightning, but 5d6 damage per bolt.
Commune with Nature: Learn about terrain for 1 mile/level.
Control Winds: Change wind direction and speed.
Cure Critical Wounds: Cures 4d8 damage +1/level (max +20).
Death Ward: Grants immunity to all death spells and negative energy effects.
Hallow
M: Designates location as holy.
Insect Plague: Locust swarms attack creatures.
Stoneskin
M: Ignore 10 points of damage per attack.
Summon Nature's Ally V: Calls creature to fight.
Transmute Mud to Rock: Transforms two 10-ft. cubes per level.
Transmute Rock to Mud: Transforms two 10-ft. cubes per level.
Tree Stride: Step from one tree to another far away.
Unhallow
M: Designates location as unholy.
Wall of Fire: Deals 2d4 fire damage out to 10 ft. and 1d4 out to 20 ft. Passing through wall deals 2d6 damage +1/level.
Wall of Thorns: Thorns damage anyone who tries to pass.
6TH-LEVEL DRUID SPELLS
Antilife Shell: 10-ft.-radius field hedges out living creatures.
Be*beep*ndurance, Mass: As be*beep*ndurance, affects one subject/ level.
Bull's Strength, Mass: As bull's strength, affects one subject/level.
Cat's Grace, Mass: As cat's grace, affects one subject/level.
Cure Light Wounds, Mass: Cures 1d8 damage +1/level for many creatures.
Dispel Magic, Greater: As dispel magic, but +20 on check.
Find the Path: Shows most direct way to a location.
Fire Seeds: Acorns and berries become grenades and bombs.
Ironwood: Magic wood is strong as steel.
Liveoak: Oak becomes treant guardian.
Move Earth: Digs trenches and builds hills.
Owl's Wisdom, Mass: As owl's wisdom, affects one subject/level.
Repel Wood: Pushes away wooden objects.
Spellstaff: Stores one spell in wooden quarterstaff.
Stone Tell: Talk to natural or worked stone.
Summon Nature's Ally VI: Calls creature to fight.
Transport via Plants: Move instantly from one plant to another of the same kind.
Wall of Stone: Creates a stone wall that can be shaped.
7TH-LEVEL DRUID SPELLS
Animate Plants: One or more plants animate and fight for you.
improvementstaff: Your staff becomes a treant on command.
Control Weather: improvements weather in local area.
Creeping Doom: Swarms of centipedes attack at your command.
Cure Moderate Wounds, Mass: Cures 2d8 damage +1/level for many creatures.
Fire Storm: Deals 1d6/level fire damage.
Heal: Cures 10 points/level of damage, all diseases and mental conditions.
Scrying, Greater: As scrying, but faster and longer.
Summon Nature's Ally VII: Calls creature to fight.
Sunbeam: Beam blinds and deals 4d6 damage.
Transmute Metal to Wood: Metal within 40 ft. becomes wood.
True Seeing
M: Lets you see all things as they really are.
Wind Walk: You and your allies turn vaporous and travel fast.
8TH-LEVEL DRUID SPELLS
Animal Shapes: One ally/level polymorphs into chosen animal.
Control Plants: Control actions of one or more plant creatures.
Cure Serious Wounds, Mass: Cures 3d8 damage +1/level for many creatures.
Earthquake: Intense tremor shakes 5-ft./level radius.
Finger of Death: Kills one subject.
Repel Metal or Stone: Pushes away metal and stone.
Reverse Gravity: Objects and creatures fall upward.
Summon Nature's Ally VIII: Calls creature to fight.
Sunburst: Blinds all within 10 ft., deals 6d6 damage.
Whirlwind: Cyclone deals damage and can pick up creatures.
Word of Recall: Teleports you back to designated place.
9TH-LEVEL DRUID SPELLS
Antipathy: Object or location affected by spell repels certain creatures.
Cure Critical Wounds, Mass: Cures 4d8 damage +1/level for many creatures.
Elemental Swarm: Summons multiple elementals.
Foresight: “Sixth sense” warns of impending danger.
Regenerate: Subject's severed limbs grow back, cures 4d8 damage +1/level (max +35).
Shambler: Summons 1d4+2 shambling mounds to fight for you.
Shapechange
F: Transforms you into any creature, and change forms once per round.
Storm of Vengeance: Storm rains acid, lightning, and hail.
Summon Nature's Ally IX: Calls creature to fight.
Sympathy
M: Object or location attracts certain creatures.

PALADIN SPELLS
1ST-LEVEL PALADIN SPELLS
Bless: Allies gain +1 on attack rolls and +1 on saves against fear.
Bless Water: Makes holy water.
Bless Weapon: Weapon strikes true against evil foes.
Create Water: Creates 2 gallons/level of pure water.
Cure Light Wounds: Cures 1d8 damage +1/level (max +5).
Detect Poison: Detects poison in one creature or small object.
Detect Undead: Reveals undead within 60 ft.
Divine Favor: You gain +1 per three levels on attack and damage rolls.
Endure Elements: Exist comfortably in hot or cold environments.
Magic Weapon: Weapon gains +1 bonus.
Protection from Chaos/Evil: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
Read Magic: Read scrolls and spellbooks.
Resistance: Subject gains +1 on saving throws.
Restoration, Lesser: Dispels magical ability penalty or repairs 1d4 ability damage.
Virtue: Subject gains 1 temporary hp.
2ND-LEVEL PALADIN SPELLS
Bull's Strength: Subject gains +4 to Str for 1 min./level.
Delay Poison: Stops poison from harming subject for 1 hour/level.
Eagle's Splendor: Subject gains +4 to Cha for 1 min./level.
Owl's Wisdom: Subject gains +4 to Wis for 1 min./level.
Remove Paralysis: Frees one or more creatures from paralysis or slow effect.
Resist Energy: Ignores 10 (or more) points of damage/attack from specified energy type.
Shield Other
F: You take half of subject's damage.
Undetectable Alignment: Conceals alignment for 24 hours.
Zone of Truth: Subjects within range cannot lie.
3RD-LEVEL PALADIN SPELLS
Cure Moderate Wounds: Cures 2d8 damage +1/level (max +10).
Daylight: 60-ft. radius of bright light.
Discern Lies: Reveals deliberate falsehoods.
Dispel Magic: Cancels spells and magical effects.
Heal Mount: As heal on warhorse or other special mount.
Magic Circle against Chaos: As protection from chaos, but 10-ft. radius and 10 min./level.
Magic Circle against Evil: As protection from evil, but 10-ft. radius and 10 min./level.
Magic Weapon, Greater: +1 bonus/four levels (max +5).
Prayer: Allies +1 bonus on most rolls, enemies –1 penalty.
Remove Blindness/Deafness: Cures normal or magical conditions.
Remove Curse: Frees object or person from curse.
4TH-LEVEL PALADIN SPELLS
Break Enchantment: Frees subjects from enchantments, alterations, curses, and petrification.
Cure Serious Wounds: Cures 3d8 damage +1/level (max +15).
Death Ward: Grants immunity to death spells and negative energy effects.
Dispel Chaos: +4 bonus against attacks by chaotic creatures.
Dispel Evil: +4 bonus against attacks by evil creatures.
Holy Sword: Weapon becomes +5, deals +2d6 damage against evil.
Mark of Justice: Designates action that will trigger curse on subject.
Neutralize Poison: Immunizes subject against poison, detoxifies venom in or on subject.
Restoration
M: Restores level and ability score drains.

RANGER SPELLS
1ST-LEVEL RANGER SPELLS
Alarm: Wards an area for 2 hours/level.
Animal Messenger: Sends a Tiny animal to a specific place.
Calm Animals: Calms (2d4 + level) HD of animals.
Charm Animal: Makes one animal your friend.
Delay Poison: Stops poison from harming subject for 1 hour/level.
Detect Animals or Plants: Detects kinds of animals or plants.
Detect Poison: Detects poison in one creature or object.
Detect Snares and Pits: Reveals natural or primitive traps.
Endure Elements: Exist comfortably in hot or cold environments.
Entangle: Plants entangle everyone in 40-ft.-radius circle.
Hide from Animals: Animals can't perceive one subject/level.
Jump: Subject gets bonus on Jump checks.
Longstrider: Increases your speed.
Magic Fang: One natural weapon of subject creature gets +1 on attack and damage rolls.
Pass without Trace: One subject/level leaves no tracks.
Read Magic: Read scrolls and spellbooks.
Resist Energy: Ignores 10 (or more) points of damage/attack from specified energy type.
Speak with Animals: You can communicate with animals.
Summon Nature's Ally I: Calls animal to fight for you.
2ND-LEVEL RANGER SPELLS
Barkskin: Grants +2 (or higher) enhancement to natural armor.
Be*beep*ndurance: Subject gains +4 to Con for 1 min./level.
Cat's Grace: Subject gains +4 to Dex for 1 min./level.
Cure Light Wounds: Cures 1d8 damage +1/level (max +5).
Hold Animal: Paralyzes one animal for 1 round/level.
Owl's Wisdom: Subject gains +4 to Wis for 1 min./level.
Protection from Energy: Absorb 12 points/level of damage from one kind of energy.
Snare: Creates a magic booby trap.
Speak with Plants: You can talk to normal plants and plant creatures.
Spike Growth: Creatures in area take 1d4 damage, may be slowed.
Summon Nature's Ally II: Calls animal to fight for you.
Wind Wall: Deflects arrows, smaller creatures, and gases.
3RD-LEVEL RANGER SPELLS
Command Plants: Sway the actions of one or more plant creatures.
Cure Moderate Wounds: Cures 2d8 damage +1/level (max +10).
Darkvision: See 60 ft. in total darkness.
Diminish Plants: Reduces size or blights growth of normal plants.
Magic Fang, Greater: One natural weapon of subject creature gets +1/three caster levels on attack and damage rolls (max +5).
Neutralize Poison: Immunizes subject against poison, detoxifies venom in or on subject.
Plant Growth: Grows vegetation, improves crops.
Reduce Animal: Shrinks one willing animal.
Remove Disease: Cures all diseases affecting subject.
Repel Vermin: Insects, spiders, and other vermin stay 10 ft. away.
Summon Nature's Ally III: Calls animal to fight for you.
Tree Shape: You look exactly like a tree for 1 hour/level.
Water Walk: Subject treads on water as if solid.
4TH-LEVEL RANGER SPELLS
Animal Growth: One animal/two levels doubles in size.
Commune with Nature: Learn about terrain for 1 mile/level.
Cure Serious Wounds: Cures 3d8 damage +1/level (max +15).
Freedom of Movement: Subject moves normally despite impediments.
Nondetection
M: Hides subject from divination, scrying.
Summon Nature's Ally IV: Calls animal to fight for you.
Tree Stride: Step from one tree to another far away.

SORCERER/WIZARD SPELLS
0-LEVEL SORCERER/WIZARD SPELLS (CANTRIPS)
Abjur
Resistance: Subject gains +1 on saving throws.
Conj
Acid Splash: Orb deals 1d3 acid damage.
Div
Detect Poison: Detects poison in one creature or small object.
Detect Magic: Detects spells and magic items within 60 ft.
Read Magic: Read scrolls and spellbooks.
Ench
Daze: Humanoid creature of 4 HD or less loses next action.
Evoc
Dancing Lights: Creates torches or other lights.
Flare: Dazzles one creature (–1 on attack rolls).
Light: Object shines like a torch.
Ray of Frost: Ray deals 1d3 cold damage.
Illus
Ghost Sound: Figment sounds.
Necro
Disrupt Undead: Deals 1d6 damage to one undead.
Touch of Fatigue: Touch attack fatigues target.
Trans
Mage Hand: 5-pound telekinesis.
Mending: Makes minor repairs on an object.
Message: Whispered conversation at distance.
Open/Close: Opens or closes small or light things.
Univ
Arcane Mark: Inscribes a personal rune (visible or invisible).
Prestidigitation: Performs minor tricks.
1ST-LEVEL SORCERER/WIZARD SPELLS
Abjur
Alarm: Wards an area for 2 hours/level.
Endure Elements: Exist comfortably in hot or cold environments.
Hold Portal: Holds door shut.
Protection from Chaos/Evil/Good/Law: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
Shield: Invisible disc gives +4 to AC, blocks magic missiles.
Conj
Grease: Makes 10-ft. square or one object slippery.
Mage Armor: Gives subject +4 armor bonus.
Mount: Summons riding horse for 2 hours/level.
Obscuring Mist: Fog surrounds you.
Summon Monster I: Calls extraplanar creature to fight for you.
Unseen Servant: Invisible force obeys your commands.
Div
Comprehend Languages: You understand all spoken and written languages.
Detect Secret Doors: Reveals hidden doors within 60 ft.
Detect Undead: Reveals undead within 60 ft.
Identify
M: Determines properties of magic item.
True Strike: +20 on your next attack roll.
Ench
Charm Person: Makes one person your friend.
Hypnotism: Fascinates 2d4 HD of creatures.
Sleep: Puts 4 HD of creatures into magical slumber.
Evoc
Burning Hands: 1d4/level fire damage (max 5d4).
Floating Disk: Creates 3-ft.-diameter horizontal disk that holds 100 lb./level.
Magic Missile: 1d4+1 damage; +1 missile per two levels above 1st (max 5).
Shocking Grasp: Touch delivers 1d6/level electricity damage (max 5d6).
Illus
Color Spray: Knocks unconscious, blinds, and/or stuns 1d6 weak creatures.
Disguise Self: improvements your appearance.
Magic Aura: Alters object's magic aura.
Silent Image: Creates minor illusion of your design.
Ventriloquism: Throws voice for 1 min./level.
Necro
Cause Fear: One creature of 5 HD or less flees for 1d4 rounds.
Chill Touch: One touch/level deals 1d6 damage and possibly 1 Str damage.
Ray of Enfeeblement: Ray deals 1d6 +1 per two levels Str damage.
Trans
Animate Rope: Makes a rope move at your command.
Enlarge Person: Humanoid creature doubles in size.
Erase: Mundane or magical writing vanishes.
Expeditious Retreat: Your speed increases by 30 ft.
Feather Fall: Objects or creatures fall slowly.
Jump: Subject gets bonus on Jump checks.
Magic Weapon: Weapon gains +1 bonus.
Reduce Person: Humanoid creature halves in size.
2ND-LEVEL SORCERER/WIZARD SPELLS
Abjur
Arcane Lock
M: Magically locks a portal or chest.
Obscure Object: Masks object against scrying.
Protection from Arrows: Subject immune to most ranged attacks.
Resist Energy: Ignores first 10 (or more) points of damage/attack from specified energy type.
Conj
Acid Arrow: Ranged touch attack; 2d4 damage for 1 round +1 round/three levels.
Fog Cloud: Fog obscures vision.
Glitterdust: Blinds creatures, outlines invisible creatures.
Summon Monster II: Calls extraplanar creature to fight for you.
Summon Swarm: Summons swarm of bats, rats, or spiders.
Web: Fills 20-ft.-radius spread with sticky spiderwebs.
Div
Detect Thoughts: Allows “listening” to surface thoughts.
Locate Object: Senses direction toward object (specific or type).
See Invisibility: Reveals invisible creatures or objects.
Ench
Daze Monster: Living creature of 6 HD or less loses next action.
Hideous Laughter: Subject loses actions for 1 round/level.
Touch of Idiocy: Subject takes 1d6 points of Int, Wis, and Cha damage.
Evoc
Continual Flame
M: Makes a permanent, heatless torch.
Darkness: 20-ft. radius of supernatural shadow.
Flaming Sphere: Creates rolling ball of fire, 2d6 damage, lasts 1 round/level.
Gust of Wind: Blows away or knocks down smaller creatures.
Scorching Ray: Ranged touch attack deals 4d6 fire damage, +1 ray/four levels (max 3).
Shatter: Sonic vibration damages objects or crystalline creatures.
Illus
Blur: Attacks miss subject 20% of the time.
Hypnotic Pattern: Fascinates (2d4 + level) HD of creatures.
Invisibility: Subject is invisible for 1 min./level or until it attacks.
Magic Mouth
M: Speaks once when triggered.
Minor Image: As silent image, plus some sound.
Mirror Image: Creates decoy duplicates of you (1d4 +1 per three levels, max 8).
Misdirection: Misleads divinations for one creature or object.
Phantom Trap
M: Makes item seem trapped.
Necro
Blindness/Deafness: Makes subject blinded or deafened.
Command Undead: Undead creature obeys your commands.
False Life: Gain 1d10 temporary hp +1/level (max +10).
Ghoul Touch: Paralyzes one subject, which exudes stEnch
that makes those nearby sickened.
Scare: Panics creatures of less than 6 HD.
Spectral Hand: Creates disembodied glowing hand to deliver touch attacks.
Trans
Alter Self: Assume form of a similar creature.
Be*beep*ndurance: Subject gains +4 to Con for 1 min./level.
Bull's Strength: Subject gains +4 to Str for 1 min./level.
Cat's Grace: Subject gains +4 to Dex for 1 min./level.
Darkvision: See 60 ft. in total darkness.
Eagle's Splendor: Subject gains +4 to Cha for 1 min./level.
Fox's Cunning: Subject gains +4 Int for 1 min./level.
Knock: Opens locked or magically sealed door.
Levitate: Subject moves up and down at your direction.
Owl's Wisdom: Subject gains +4 to Wis for 1 min./level.
Pyrotechnics: Turns fire into blinding light or choking smoke.
Rope Trick: As many as eight creatures hide in extradimensional space.
Spider Climb: Grants ability to walk on walls and ceilings.
Whispering Wind: Sends a short message 1 mile/level.
3RD-LEVEL SORCERER/WIZARD SPELLS
Abjur
Dispel Magic: Cancels magical spells and effects.
Explosive Runes: Deals 6d6 damage when read.
Magic Circle against Chaos/Evil/Good/Law: As protection spells, but 10-ft. radius and 10 min./level.
Nondetection
M: Hides subject from divination, scrying.
Protection from Energy: Absorb 12 points/level of damage from one kind of energy.
Conj
Phantom Steed: Magic horse appears for 1 hour/level.
Sepia Snake Sigil
M: Creates text symbol that immobilizes reader.
Sleet Storm: Hampers vision and movement.
Stinking Cloud: Nauseating vapors, 1 round/level.
Summon Monster III: Calls extraplanar creature to fight for you.
Div
Arcane Sight: Magical auras become visible to you.
Clairaudience/Clairvoyance: Hear or see at a distance for 1 min./level.
Tongues: Speak any language.
Ench
Deep Slumber: Puts 10 HD of creatures to sleep.
Heroism: Gives +2 bonus on attack rolls, saves, skill checks.
Hold Person: Paralyzes one humanoid for 1 round/level.
Rage: Subjects gains +2 to Str and Con, +1 on Will saves,
–2 to AC.
Suggestion: Compels subject to follow stated course of action.
Evoc
Daylight: 60-ft. radius of bright light.
Fireball: 1d6 damage per level, 20-ft. radius.
Lightning Bolt: Electricity deals 1d6/level damage.
Tiny Hut: Creates shelter for ten creatures.
Wind Wall: Deflects arrows, smaller creatures, and gases.
Illus
Displacement: Attacks miss subject 50%.
Illusory Script
M: Only intended reader can decipher.
Invisibility Sphere: Makes everyone within 10 ft. invisible.
Major Image: As silent image, plus sound, smell and thermal effects.
Necro
Gentle Repose: Preserves one corpse.
Halt Undead: Immobilizes undead for 1 round/level.
Ray of Exhaustion: Ray makes subject exhausted.
Vampiric Touch: Touch deals 1d6/two levels damage; caster gains damage as hp.
Trans
Blink: You randomly vanish and reappear for 1 round/level.
Flame Arrow: Arrows deal +1d6 fire damage.
Fly: Subject flies at speed of 60 ft.
Gaseous Form: Subject becomes insubstantial and can fly slowly.
Haste: One creature/level moves faster, +1 on attack rolls, AC, and Reflex saves.
Keen Edge: Doubles normal weapon's threat range.
Magic Weapon, Greater: +1/four levels (max +5).
Secret Page: improvements one page to hide its real content.
Shrink Item: Object shrinks to one-sixteenth size.
Slow: One subject/level takes only one action/round, –2 to AC, –2 on attack rolls.
Water Breathing: Subjects can breathe underwater.
4TH-LEVEL SORCERER/WIZARD SPELLS
Abjur
Dimensional Anchor: B*beep*xtradimensional movement.
Fire Trap
M: Opened object deals 1d4 damage +1/level.
Globe of Invulnerability, Lesser: Stops 1st- through 3rd-level spell effects.
Remove Curse: Frees object or person from curse.
Stoneskin
M: Ignore 10 points of damage per attack.
Conj
Black Tentacles: Tentacles grapple all within 15 ft. spread.
Dimension Door: Teleports you short distance.
Minor Creation: Creates one cloth or wood object.
Secure Shelter: Creates sturdy cottage.
Solid Fog: Blocks vision and slows movement.
Summon Monster IV: Calls extraplanar creature to fight for you.
Div
Arcane Eye: Invisible floating eye moves 30 ft./round.
Detect Scrying: Alerts you of magical eavesdropping.
Locate Creature: Indicates direction to familiar creature.
Scrying
F: Spies on subject from a distance.
Ench
Charm Monster:Makes monster believe it is your ally.
Confusion: Subjects behave oddly for 1 round/level.
Crushing Despair: Subjects take –2 on attack rolls, damage rolls, saves, and checks.
Geas, Lesser: Commands subject of 7 HD or less.
Evoc
Fire Shield: Creatures attacking you take fire damage; you're protected from heat or cold.
Ice Storm: Hail deals 5d6 damage in cylinder 40 ft. across.
Resilient Sphere: Force globe protects but traps one subject.
Shout: Deafens all within cone and deals 5d6 sonic damage.
Wall of Fire: Deals 2d4 fire damage out to 10 ft. and 1d4 out to 20 ft. Passing through wall deals 2d6 damage +1/level.
Wall of Ice: Ice plane creates wall with 15 hp +1/level, or hemisphere can trap creatures inside.
Illus
Hallucinatory Terrain: Makes one type of terrain appear like another (field into forest, or the like).
Illusory Wall: Wall, floor, or ceiling looks real, but anything can pass through.
Invisibility, Greater: As invisibility, but subject can attack and stay invisible.
Phantasmal Killer: Fearsome illusion kills subject or deals 3d6 damage.
Rainbow Pattern: Lights fascinate 24 HD of creatures.
Shadow Conjuration: Mimics conjuration below 4th level, but only 20% real.
Necro
Animate Dead
M: Creates undead skeletons and zombies.
Bestow Curse: –6 to an ability score; –4 on attack rolls, saves, and checks; or 50% chance of losing each action.
Contagion: Infects subject with chosen disease.
Enervation: Subject gains 1d4 negative levels.
Fear: Subjects within cone flee for 1 round/level.
Trans
Enlarge Person, Mass: Enlarges several creatures.
Mnemonic Enhancer
F: Wizard only. Prepares extra spells or retains one just cast.
Polymorph: Gives one willing subject a new form.
Reduce Person, Mass: Reduces several creatures.
Stone Shape: Sculpts stone into any shape.
5TH-LEVEL SORCERER/WIZARD SPELLS
Abjur
Break Enchantment: Frees subjects from enchantments, alterations, curses, and petrification.
Dismissal: Forces a creature to return to native plane.
Mage's Private Sanctum: Prevents anyone from viewing or scrying an area for 24 hours.
Conj
Cloudkill: Kills 3 HD or less; 4–6 HD save or die, 6+ HD take Con damage.
Mage's Faithful Hound: Phantom dog can guard, attack.
Major Creation: As minor creation, plus stone and metal.
Planar Binding, Lesser: Traps extraplanar creature of 6 HD or less until it performs a task.
Secret Chest
F: Hides expensive chest on Ethereal Plane; you retrieve it at will.
Summon Monster V: Calls extraplanar creature to fight for you.
Teleport: Instantly transports you as far as 100 miles/level.
Wall of Stone: Creates a stone wall that can be shaped.
Div
Contact Other Plane: Lets you ask question of extraplanar entity.
Prying Eyes: 1d4 +1/level floating eyes scout for you.
Telepathic Bond: Link lets allies communicate.
Ench
Dominate Person: Controls humanoid telepathically.
Feeblemind: Subject's Int and Cha drop to 1.
Hold Monster: As hold person, but any creature.
Mind Fog: Subjects in fog get –10 to Wis and Will checks.
Symbol of Sleep
M: Triggered rune puts nearby creatures into catatonic slumber.
Evoc
Cone of Cold: 1d6/level cold damage.
Interposing Hand: Hand provides cover against one opponent.
Sending: Delivers short message anywhere, instantly.
Wall of Force:Wall is immune to damage.
Illus
Dream: Sends message to anyone sleeping.
False Vision
M: Fools scrying with an illusion.
Mirage Arcana: As hallucinatory terrain, plus structures.
Nightmare: Sends vision dealing 1d10 damage, fatigue.
Persistent Image: As major image, but no concentration required.
Seeming: improvements appearance of one person per two levels.
Shadow Evocation: Mimics evocation below 5th level, but only 20% real.
Necro
Blight: Withers one plant or deals 1d6/level damage to plant creature.
Magic Jar
F: Enables possession of another creature.
Symbol of Pain
M: Triggered rune wracks nearby creatures with pain.
Waves of Fatigue: Several targets become fatigued.
Trans
Animal Growth: One animal/two levels doubles in size.
Baleful Polymorph: Transforms subject into harmless animal.
Fabricate: Transforms raw materials into finished items.
Overland Flight: You fly at a speed of 40 ft. and can hustle over long distances.
Passwall: Creates passage through wood or stone wall.
Telekinesis: Moves object, attacks creature, or hurls object or creature.
Transmute Mud to Rock: Transforms two 10-ft. cubes per level.
Transmute Rock to Mud: Transforms two 10-ft. cubes per level.
Univ
Permanency
X:Makes certain spells permanent.
6TH-LEVEL SORCERER/WIZARD SPELLS
Abjur
Antimagic Field: Negates magic within 10 ft.
Dispel Magic, Greater: As dispel magic, but +20 on check.
Globe of Invulnerability: As lesser globe of invulnerability, plus 4th-level spell effects.
Guards and Wards: Array of magic effects protect area.
Repulsion: Creatures can't approach you.
Conj
Acid Fog: Fog deals acid damage.
Planar Binding: As lesser planar binding, but up to 12 HD.
Summon Monster VI: Calls extraplanar creature to fight for you.
Wall of Iron
M: 30 hp/four levels; can topple onto foes.
Div
Analyze Dweomer
F: Reveals magical aspects of subject.
Legend Lore
M F: Lets you learn tales about a person, place, or thing.
True Seeing
M: Lets you see all things as they really are.
Ench
Geas/Quest: As lesser geas, plus it affects any creature.
Heroism, Greater: Gives +4 bonus on attack rolls, saves, skill checks; immunity to fear; temporary hp.
Suggestion, Mass: As suggestion, plus one subject/level.
Symbol of Persuasion
M: Triggered rune charms nearby creatures.
Evoc
Chain Lightning: 1d6/level damage; 1 secondary bolt/level each deals half damage.
Contingency
F: Sets trigger condition for another spell.
Forceful Hand: Hand pushes creatures away.
Freezing Sphere: Freezes water or deals cold damage.
Illus
Mislead: Turns you invisible and creates illusory double.
Permanent Image: Includes sight, sound, and smell.
Programmed Image
M: As major image, plus triggered by event.
Shadow Walk: Step into shadow to travel rapidly.
Veil: improvements appearance of group of creatures.
Necro
Circle of Death
M: Kills 1d4/level HD of creatures.
Create Undead
M: Creates ghouls, ghasts, mummies, or mohrgs.
Eyebite: Target becomes panicked, sickened, and comatose.
Symbol of Fear
M: Triggered rune panics nearby creatures.
Undeath to Death
M: Destroys 1d4/level HD of undead (max 20d4).
Trans
Be*beep*ndurance, Mass: As be*beep*ndurance, affects one subject/level.
Bull's Strength, Mass: As bull's strength, affects one subject/ level.
Cat's Grace, Mass: As cat's grace, affects one subject/level.
Control Water: Raises or lowers bodies of water.
Disintegrate:Makes one creature or object vanish.
Eagle's Splendor, Mass: As eagle's splendor, affects one subject/level.
Flesh to Stone: Turns subject creature into statue.
Fox's Cunning, Mass: As fox's cunning, affects one subject/ level.
Mage's Lucubration: Wizard only. Recalls spell of 5th level or lower.
Move Earth: Digs trenches and build hills.
Owl's Wisdom, Mass: As owl's wisdom, affects one subject/ level.
Stone to Flesh: Restores petrified creature.
Transformation
M: You gain combat bonuses.
7TH-LEVEL SORCERER/WIZARD SPELLS
Abjur
Banishment: Banishes 2 HD/level of extraplanar creatures.
Sequester: Subject is invisible to sight and scrying; renders creature comatose.
Spell Turning: Reflect 1d4+6 spell levels back at caster.
Conj
Instant Summons
M: Prepared object appears in your hand.
Mage's Magnificent Mansion
F: Door leads to extradimensional mansion.
Phase Door: Creates an invisible passage through wood or stone.
Plane Shift
F: As many as eight subjects travel to another plane.
Summon Monster VII: Calls extraplanar creature to fight for you.
Teleport, Greater: As teleport, but no range limit and no off-target arrival.
Teleport Object: As teleport, but affects a touched object.
Div
Arcane Sight, Greater: As arcane sight, but also reveals magic effects on creatures and objects.
Scrying, Greater: As scrying, but faster and longer.
Vision
M X: As legend lore, but quicker and strenuous.
Ench
Hold Person, Mass: As hold person, but all within 30 ft.
Insanity: Subject suffers continuous confusion.
Power Word Blind: Blinds creature with 200 hp or less.
Symbol of Stunning
M: Triggered rune stuns nearby creatures.
Evoc
Delayed Blast Fireball: 1d6/level fire damage; you can postpone blast for 5 rounds.
Forcecage
M: Cube or cage of force imprisons all inside.
Grasping Hand: Hand provides cover, pushes, or grapples.
Mage's Sword
F: Floating magic blade strikes opponents.
Prismatic Spray: Ray*beep* subjects with variety of effects.
Illus
Invisibility, Mass: As invisibility, but affects all in range.
Project Image: Illusory double can talk and cast spells.
Shadow Conjuration, Greater: As shadow conjuration, but up to 6th level and 60% real.
Simulacrum
M X: Creates partially real double of a creature.
Necro
Control Undead: Undead don't attack you while under your command.
Finger of Death: Kills one subject.
Symbol of Weakness
M: Triggered rune weakens nearby creatures.
Waves of Exhaustion: Several targets become exhausted.
Trans
Control Weather: improvements weather in local area.
Ethereal Jaunt: You become ethereal for 1 round/level.
Reverse Gravity: Objects and creatures fall upward.
Statue: Subject can become a statue at will.
Univ
Limited Wish
X: Alters reality—within spell limits.
8TH-LEVEL SORCERER/WIZARD SPELLS
Abjur
Dimensional Lock: Teleportation and interplanar travel blocked for one day/level.
Mind Blank: Subject is immune to mental/emotional magic and scrying.
Prismatic Wall:Wall's colors have array of effects.
Protection from Spells
M F: Confers +8 resistance bonus.
Conj
Incendiary Cloud: Cloud deals 4d6 fire damage/round.
Maze: Traps subject in extradimensional maze.
Planar Binding, Greater: As lesser planar binding, but up to 18 HD.
Summon Monster VIII: Calls extraplanar creature to fight for you.
Trap the Soul
M F: Imprisons subject within gem.
Div
Discern Location: Reveals exact location of creature or object.
Moment of Prescience: You gain insight bonus on single attack roll, check, or save.
Prying Eyes, Greater: As prying eyes, but eyes have true seeing.
Ench
Antipathy: Object or location affected by spell repels certain creatures.
Binding
M: Utilizes an array of techniques to imprison a creature.
Charm Monster, Mass: As charm monster, but all within 30 ft.
Demand: As sending, plus you can send suggestion.
Irresistible Dance: Forces subject to dance.
Power Word Stun: Stuns creature with 150 hp or less.
Symbol of Insanity
M: Triggered rune renders nearby creatures insane.
Sympathy
F: Object or location attracts certain creatures.
Evoc
Clenched Fist: Large hand provides cover, pushes, or attacks your foes.
Polar Ray: Ranged touch attack deals 1d6/level cold damage.
Shout, Greater: Devastating yell deals 10d6 sonic damage; stuns creatures, damages objects.
Sunburst: Blinds all within 10 ft., deals 6d6 damage.
Illus
Scintillating Pattern: Twisting colors confuse, stun, or render unconscious.
Screen: Illusion hides area from vision, scrying.
Shadow Evocation, Greater: As shadow evocation, but up to 7th level and 60% real.
Telekinetic Sphere: As resilient sphere, but you move sphere telekinetically.
Necro
Clone
M F: Duplicate awakens when original dies.
Create Greater Undead
M: Create shadows, wraiths, spectres, or devourers.
Horrid Wilting: Deals 1d6/level damage within 30 ft.
Symbol of Death
M: Triggered rune slays nearby creatures.
Trans
Iron Body: Your body becomes living iron.
Polymorph Any Object: improvements any subject into anything else.
Temporal Stasis
M: Puts subject into suspended animation.
9TH-LEVEL SORCERER/WIZARD SPELLS
Abjur
Freedom: Releases creature from imprisonment.
Imprisonment: Entombs subject beneath the earth.
Mage's Disjunction: Dispels magic, disenchants magic items.
Prismatic Sphere: As prismatic wall, but surrounds on all sides.
Conj
Gate
X: Connects two planes for travel or summoning.
Refuge
M: Alters item to transport its possessor to you.
Summon Monster IX: Calls extraplanar creature to fight for you.
Teleportation Circle
M: Circle teleports any creature inside to designated spot.
Div
Foresight: “Sixth sense” warns of impending danger.
Ench
Dominate Monster: As dominate person, but any creature.
Hold Monster, Mass: As hold monster, but all within 30 ft.
Power Word Kill: Kills one creature with 100 hp or less.
Evoc
Crushing Hand: Large hand provides cover, pushes, or crushes your foes.
Meteor Swarm: Four exploding spheres each deal 6d6 fire damage.
Illus
Shades: As shadow conjuration, but up to 8th level and 80% real.
Weird: As phantasmal killer, but affects all within 30 ft.
Necro
Astral Projection
M: Projects you and companions onto Astral Plane.
Energy Drain: Subject gains 2d4 negative levels.
Soul Bind
F: Traps newly dead soul to prevent resurrection.
Wail of the Banshee: Kills one creature/level.
Trans
Etherealness: Travel to Ethereal Plane with companions.
Shapechange
F: Transforms you into any creature, and change forms once per round.
Time Stop: You act freely for 1d4+1 rounds.
Univ
Wish
X: As limited wish, but with fewer limits.



Thats all ill post for now.


18:28:22 Jan 29th 08 - Sir Binh The Assassin:

Name: Binh                           Hight:4 "2"
Race:Gnome                          Class:Wizard

Dexterity: 10 + 1 = 11
Strength: 12 - 1 = 11
Intelligence: 13 + 2 = 15
Wisdom: 2 reroll 13 = 13
Charisma: 16 = 16
Constitution: 11 - 3 = 8

Binh was born in a small gnome settlement. His family was very poor. For this reason, Binh has a desire to make lots of money to support his family. He later travel to the kingdom of Aristoc and started to make a living there using his charismatic skill to barter for goods and resells at higher price.

One day he heard rumour that there is a spell that can turn stone into gold. He began to have an interest in magic thinking that this will make him richer than ever once he master magic.

A few months later, Binh encountered a traveling mage. Using his charismatic skill, he begged the mage to teach him the art of channelling energy into spell. He followed the mage for 3 days begging for knowledge. The mage sensing that Binh has a potential and knowing that Binh like magic a lot, he agreed to teach Binh some basic magical art.

Binh traveled with the mage for 3 months learning the basics of magery. He managed to learn all basic spells along with Identify and Summon Monster I. At last, the mage has more important things to do and so he depart with Binh. Binh now traveled back to the kingdom of Aristoc searching for more knowledge and money.


20:24:58 Jan 29th 08 - Mr. Might The God of Cows:



*Gilth hears a man running towards his little cottage near the village, Nelthe'pan. Arnir wakes up from his dozing and starts sniffing for a scent.*

[What do you do?]

*Binh looks up after being interrupted from his reading. He hears some knocking on his door.*

[What do you do?]

*Meowman is in the local temple of Gorthar, in the city of Erubar. He is praying very devotedly when he hears a voice in his head telling him to hastily travel to the Kingdom of Gor. The voice then warns him that the fate of all Dwarves rests on his shoulders.*

[What do you do?]

*Spoon is sitting down in a table waiting for the perfect time to steal a purse when someone drops a packet on his table. With a lable on it saying, "Read this now, Spoon."*

[What do you do?]

[Arch Shade. Why don't you just keep your own name? It much easier to remember that way.]

*Arch is wandering the woods playing with his flute near the border between the Brotherhood of Dwarves and Hardvin. Arch has managed to keep away from the Elves border scouts. Arch hears a rustle in the trees around him and the sound of a bow string being painstakingly pulled back to avoid being heard.*

[What do you do?]

[I hope thats everyone.]



20:29:07 Jan 29th 08 - Sir Binh The Assassin:

*Binh went to the door and open it slowly revealing the person knocking on the door.


20:38:30 Jan 29th 08 - Mr. Wraithish:

you left me out :(


20:44:28 Jan 29th 08 - Mr. Delran:

What about me? :(


20:58:12 Jan 29th 08 - Mr. Might The God of Cows:

[Woops sorry :D Wraithish I just can't find your Character!]


*Delran was busy trying to convince a heretic of his miguided teachings whne a stone hit him in the back. Delran turned around to face several young boys armed with daggers and and crude spears. The man behind him grinned and said, "now its my turn to try and convince you of your mistakes...." He reached under his cloak and brought out two small slim daggers. He quickly ran around toward his "Army"*

[What do you do?]



*Binh opened the door revealing the man behind it. It was a human looked like a Merchant and obviously distressed.*


"I h-h-h-heard th-hh-hat you were a wizzard. Doo-o--o you think you could help me?"



21:00:19 Jan 29th 08 - Mr. Wraithish:

Its the last one on page 1...


21:03:45 Jan 29th 08 - Sir Binh The Assassin:

*With a curious look on Binh's face, he answered:

"I am only a wizard in training, but I'll be glad to help with anything that is in my ability. Please, come in and tell me your story sir."

*Binh waved his hand in the direction of the wooden chair by the square table in his room inviting the merchant to sit there. Binh walked to the chair on the opposite side of the table and sit down.


21:07:32 Jan 29th 08 - Mr. Might The God of Cows:

*Wraithish is alarmed at the fact taht a Halfling is singing and dancing his way across border to The Brotherhood of Dwarves instead of going into Hardvin. While thinking he spots a shape in the woods aiming something at the Halfling.*



[What do you do?]


*The Merchant starts crying and talking gibberish to Binh. Binh stares in shock as The Merchants tears mess up his book.*




21:14:38 Jan 29th 08 - Sir Spoon:

*Spoons stares a moment at the person who dropped the packet. Covered in a robe he couldn't see a face. Spoon was interested in what the packet would contain so he left the purse for what it'd be.
He read the lable and was glad he did that, as there was some noise created from a person who tried to steal a bag, but he got caught...*


21:16:37 Jan 29th 08 - Mr. Might The God of Cows:

[Spoon im confused at what you just posted.....what exactly does that mean? In a simpler version.]


21:18:38 Jan 29th 08 - Mr. Wraithish:

*Wraithish quickly mutters the spell "Longstrider" and rushes towards the shooter. When in range of the shooter and the Halfling, he tries to cast "Entangle" to stop both of them and keeps running towards the shooter.*


21:20:08 Jan 29th 08 - Sir Spoon:

I went for the packet, and left the purse =)


21:24:10 Jan 29th 08 - Mr. Delran:

*Delran throws back his cloack and draws Silverblade from hew scabbard.*

"My friend, I am a Paladin of the Order, not a simple cleric. I am trained to defend the weak. A bunch of rednecks like you do not frighten me. I was just trying to show you where you were wrong, but now I am angered. And because your companions are still young, I shall not kill them. But you will face the wrath of the All Mighty by the end of the day!"

*With these words he rushes into battle. Being outnumbered, he uses the divide and conquer technique. He picks the youngest and unexperienced lad to start with. He runs toward him and shatters his spear. The boy panics and this allows Delran to knock him unconscious. But this maneuver allows the others to get close by and one spear cuts his left shoulder. Enraged, he swings Silverbalde a few times. The lads armed with daggers can't get closer to him and this allows him to shatter the spears left and do a few minor wounds to the others.

This appears to be too much to bear for some of them and five of them flee the battlefield. Now Delran faces only four adversaries armed with daggers. He swings his sword to keep the at distance and picks up a broken end of a spear. Now he must scare or wound the other four lads and kill the heretic.

This is very easy for the battle hardened paladin. He dodges as one of them throws his dagger at him and this allows him to hit the lad with the spear on the head, leaving him unconscious. The other boys flee for their lives.

Only the heretic remains, and he is armed with a pair of long and thin daggers. The heretic throus himself on Delran with the daggers pointed agaist his chest. Delran manages to avoid him, but he is not quick enough and one daggers leaves a long mark on his chest. Luckily, Delran had his breastplate on. He moves quickly as the heretic is unbalanced by the missed blows and hits in the head with the hilt of his sword.

The heretic falls to the gound, and Delran points the tip of Silverblade on the heretic's neck.*

"Admit defeat and your false teachings and live, or resist and I will send you to face the All Mighty! Do you yeald?"

[Might, in what part of the world am I?]


21:32:24 Jan 29th 08 - Mr. Might The God of Cows:

*Spoon opened the packet and took out a small paper. it told him to travel to the Capital City of Gor. It also told hm he would be given funds for it once he indicated that he was willing to go.*



[Shake your head left-to-right for No. And Up and down for yes....]


Both Spells were successfully casted.


Arch is now entangled.

The Mysterious Man is now entangled.

21:37:42 Jan 29th 08 - Mr. Wraithish:

*Wraithish draws an arrow and points it at the Mystery Man.*

"Throw your bow away from you. Then throw your arrow holder in the opposite direction."

*When he did this Wraithish continued to ask*

"Who are you? Why did you want to kill this innocent Halfling?"

*He then turns to Arch.*

"And you, Halfling. What business do you have in the Brotherhood of Dwarves? Do you not know of their evil and cursed Dwarven ways there?"


21:45:21 Jan 29th 08 - Sir Spoon:

Up.


21:45:27 Jan 29th 08 - Mr. Might The God of Cows:

*Wraithish relised it was a fellow Elf who was trying to kill the Halfling.


 The Elf turns to Wraithish looking extremely angry and says, "Im a border scout! Im only doing my job. You will be flogged for this or hanged!"*

21:48:48 Jan 29th 08 - Mr. Wraithish:

"Calm down. I was unaware. Why must you kill the Halfling though? He seems to be lost and anyway, wouldn't a live prisoner be better if it was intentional? We might get some useful information out of him."


21:51:46 Jan 29th 08 - Mr. Might The God of Cows:

*Out of the woods another elf wearing the same garb walked out holding his sword at ready.*


"I command you to let him go!"



[Woops! Didn't see your little post there spoon!]


*Another packet is thrown on his table from behind him. Before Spoon could turn around the man vanished into the bars usual crowd.*

21:54:36 Jan 29th 08 - Mr. Wraithish:

"Why of course. I'm sorry for the misunderstanding."

*Releases the Border Elf.*


22:00:18 Jan 29th 08 - Mr. Might The God of Cows:

[For the purpose of remembering which is which. Border Elf 1 is the one you jsut released. The new guy Is border elf 2!]

*Border Elf 1 got up and grabbed his gear.*

"Fellow Elf [Wrathish], I must say sorry at how I acted before ,but as ordered this halfling must die or be brought to be "persuaded" to see the error of his ways."


22:04:42 Jan 29th 08 - Mr. Wraithish:

*Wraithish bows to Border Elf 1*

"It is I who should be sorry. I should have been paying better attention. Yes, let us show this halfling the error of his ways instead of unnecessary bloodshed. But first let us look for any others who may be in the vicinty."

*Casts 'Detect Animals'.*

 


22:09:36 Jan 29th 08 - Mr. Might The God of Cows:

*Immediately a few Dwarves pop out of the clearing and step on the borderline.*


"Oy! He was trying to get to our lands! And there are no laws that I know of that can stop him!"


[Wraithish, you can only cast two spells a day for now. You can also only cast first level spells.]


22:13:10 Jan 29th 08 - Mr. Delran:

[What about me Might?]


22:15:16 Jan 29th 08 - Sir Spoon:

*Spoon is kind of suprised by the second package, and decides to open them, while keeping an eye on some suspicious looking people who've been watching him.*


22:24:22 Jan 29th 08 - Mr. Might The God of Cows:

[Delran, your in Gor.]


*The heretic looked up at Delran and yells, "NEVER!" and before Delran could do anything the man also yells, "Help! this man is trying to kill me!" an grabs Silverblade and plunges into himself.*



*Spoon opens the packet and takes out enough gold coins for food and passage to Gor.*

[You don't see anyone.]



22:29:20 Jan 29th 08 - Mr. Wraithish:

[I guess I used up my two spells now? Ok thx for telling me :)

Also how many dwarves are there?]

*Wraithish strings an arrow and aims at the groung near the nearest dwarf in a sign of passive hostility. Border Elf 1 does the same for another target and Border Elf 2 draws his sword and holds it at the ready.*

"He is on our land and therefore we have the right to do to him what our laws state."


22:35:37 Jan 29th 08 - Mr. Delran:

*Delran draws Silverblade from the heretic's body, wipes her from the blood and puts her back into his scabbard. Then he heads for his mount, a big black horse, tied of a tree a few meters away,  to take care of his wounds.*


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