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Background Information ------------------------------ 1.1. Version History 1.2. About the Author 1.3. Contact Information 1.4. Copyrights 2. About this Guide ------------------------ 2.1. Guide Format 3. Spell Lists ------------------- 3.1. Bard 3.2. Cleric 3.3. Druid 3.4. Paladin 3.5. Ranger 3.6. Sorcerer/Wizard 4. Power Lists ------------------- 4.1. Psion 4.2. Psychic Warrior 5. Spell Details --------------------- 5.1. A - C 5.2. D - F 5.3. G - I 5.4. J - L 5.5. M - O 5.6. P - S 5.7. T - V 5.8. W - Z 6. Power Details --------------------- 6.1. A - C 6.2. D - F 6.3. G - I 6.4. J - L 6.5. M - O 6.6. P - S 6.7. T - V 6.8. W - Z 1. Background Information =========================== 1.1 Version History -------------------- 1.00 - 8th February 2008 The Guide is finished! Full lists and descriptions for all spell casting and power manifesting classes complete. Only minor changes will be done now, mostly reader comments and other corrections. 0.90 - 6th February 2008 Added the Druid and Ranger spell lists and spell descriptions, and thanks to a quick level glitch found on Gamefaqs, I will be able to add the Psion and Pyschic Warrior power lists and power descriptions soon. Guide should be finished by the end of the month. 0.80 - 22nd January 2008 Finished the Sorcerer and Wizard list, plus all the descriptions of the spells. Once I complete the game with my current party (2nd play through), I will start again with some Psionic based characters, and possibly a Ranger to complete some more lists. Hopefully, the guide will be finished by end of Febuary. 0.70 - 29th December 2007 Hit an impasse when my memory stick wiped itself. Lists for the sorcerer are complete, but until I get a sorceror up to the lofty levels of 18 again, the actual spell details will be missing for the higher level spells. If any of you readers (As of now I have submitted the guide), wish to add any details to the spells, send them to me in the same format as I have written here. Also, the lists for the Bard, Druid Ranger, Psion and Pyschic Warrior would be appreciated. 0.66 - 20th December 2007 Whew, 2 updates in a day. Paladin spells entered. Now onto the Sorcerer/Wizard spells. 0.33 - 20th December 2007 Finished adding all the Cleric spells. Now on to the Paladin's. 0.00 - 18th December 2007 Started this Guide for ease of reference to my main Guide 1.2 About the Author --------------------- My name is Rob McDermott, and this is my second walkthrough/Game Guide. This is a separate section to my main Guide, simply to keep the file sizes down a bit. I am a pen and paper Dungeons and Dragons player primarily, so there may be some references to that in this guide, although I will try to keep them to a minimum. Any constructive critisms are accepted, as well as any tips of your own that you have. 1.3 Contact Information ------------------------ Please send any comments to MrMc@shaolin.com.au. Any e-mails with poor grammer or that are hard to understand I will likely not read, or send back to you with a request to re-word or make readable. This way information that is in this Guide will be clear. 1.4 Copyrights --------------- All work in this Guide is Copyright Rob McDermott 2007. All Dungeons and Dragons content in this Guide is Open Source. Go to www.wizards.com/dnd for more information. Currently, only Gamefaqs has permission to use this guide, if you wish to have it on your website, please contact me. 2. About the Guide ==================== 2.1 Guide Format ----------------- The first thing in this guide are the spell an power lists for each class, current to the characters I have played. The next section will have the spells themselves, in alphabetical order. The spell entries will look like the following: ----------------- Spell Name ********** Casters and Level School Casting Time Range Duration Components Spell Resistance Saving Throw Spells Effect ----------------- The Casters and Level part of the spell tells you which classes get the spell and what level that they need to be in order to cast it. The school section isn't too important in Tactics, as there are no Spell Focus feats. Casting time will affect what your character can do after casting the spell. A casting time of Standard Action means that you can move before or after casting the spell. A casting time of Full Round means that you cannot do anything else beside cast the spell. The range component is fairly self explanitory, except for Touch and Ranged Touch. Touch means you have to hit the targets AC (if an Enemy) for the spell to take affect. Ranged Touch means the same thing, except you can be up to 30ft (usually) away from your target. Duration is fairly straight forward, whereas Components isn't. A Spell with a V component is a spoken spell, so your character must be able to speak. A spell with a S component requires that you have a hand free in order to cast. For Clerics this can be a problem, as you will want to use a shield to boost their AC, being that they are front - middle line fighters. Spell Resistance, or SR, is Armor Class for magic, your spellcaster needs to beat it with a D20 + Character Level. The feats Spell Penetration and Greater Spell Penetration add to this check. Most of the more powerful enemies in this game have SR, so these feats are a good investment. Saving Throw is either Fort, Ref or Will, and if the target succeeds, the spell is either negated or the effect lessened. Anyway, onto the Lists! 3. Spell Lists ================ 3.1 Bard Spell List -------------------- Level 0: Daze Detect Magic Flare Light Lullaby Resistance Level 1: Cause Fear Charm Person Confusion, Lesser Cure Light Wounds Expeditious Retreat Hypnotism Remove Fear Sleep Summon Monster 1 Level 2: Animal Trance Blindness/Deafness Blur Calm Emotions Cat's Grace Cure Moderate Wounds Daze Monster Delay Poison Eagle's Splendor Fox's Cunning Heroism Hold Person Hypnotic Pattern Invisibility Rage Scare Silence Sound Burst Summon Monster 2 Level 3: Blink Charm Monster Clairvoyance Confusion Cure Serious Wounds Deep Slumber Dispel Magic Fear Haste Remove Curse See Invisibility Slow Summon Monster 3 Level 4: Break Enchantment Cure Critical Wounds Dominate Person Freedom of Movement Hold Monster Invisibility, Greater Neutralise Poison Rainbow Pattern Shout Summon Monster 4 Level 5: Cure Light Wounds, Mass Greater Heroism Mind Fog Mislead Summon Monster 5 Level 6: Cat's Grace, Mass Charm Monster, Mass Cure Moderate wounds, Mass Fox's Cunning Mass 3.2 Cleric Spell List ---------------------- Level 0: Cure Minor Wounds Detect Magic Guidance Inflict Minor Wounds Light Resistance Virtue Level 1: Bless Cause Fear Command Cure Light Wounds Detect Chaos Detect Evil Detect Good Detect Law Detect Undead Divine Favor Doom Inflict Light Wounds Magic Weapon Remove Fear Shield of Faith Summon Monster 1 Level 2: Aid Bear's Endurance Bull's Strength Calm Emotions Cure Moderate Wounds Delay Poison Eagle's Splendor Find Traps Hold Person Inflict Moderate Wounds Owl's Wisdom Remove Paralysis Silence Sound Burst Spirtual Weapon Summon Monster 2 Level 3: Animate Dead Bestow Curse Blindness/Deafness Contagion Cure Serious Wounds Dispel Magic Inflict Serious Wounds Invisibility Purge Magic Vestment Remove Curse Remove Disease Summon Monster 3 Level 4: Cure Critical Wounds Death Ward Dismissal Divine Power Freedom of Movement Inflict Critical Wounds Neutralise Poison Poison Summon Monster 4 Level 5: Break Enchantment Cure Light Wounds, Mass Flame Strike Inflict Light Wounds, Mass Raise Dead Summon Monster 5 Level 6: Bear's Endurance, Mass Bull's Strength, Mass Create Undead Cure Moderate Wounds, Mass Eagle's Splendor, Mass Harm Heal Inflict Moderate Wounds, Mass Owl's Wisdom, Mass Death to Undeath Level 7: Cure Serious Wounds, Mass Destruction Inflict Serious Wounds, Mass Regeneration Level 8: Antimagic Field Cure Critical Wounds, Mass Earthquake Fire Storm Inflict Critical Wounds, Mass Level 9: Heal, Mass Implosion Miracle True Resurrection 3.3 Druid Spell List --------------------- Level 0: Cure Minor Wounds Detect Magic Guidance Light Resistance Virtue Level 1: Calm Animals Charm Animal Cure Light Detect Snares and Pits Entangle Longstrider Summon Nature's Ally 1 Level 2: Animal Trance Barkskin Bear's Endurance Bull's Strength Delay Poison Fog Cloud Hold Animal Owl's Wisdom Soften Earth and Stone Summon Nature's Ally 2 Level 3: Call Lightning Contagion Cure Moderate Wounds Dominate Animal Neutralise Poison Poison Remove Disease Summon Nature's Ally 3 Level 4: Cure Serious Wounds Flame Strike Freedom of Movement Ice Storm Summon Nature's Ally 4 Level 5: Call Lightning Storm Commune with Nature Control Winds Cure Critical Wounds Death Ward Summon Nature's Ally 5 Wall of Fire Level 6: Bear's Endurance, Mass Bull's Strength, Mass Cure Light Wounds, Mass Eagle's Splendor, Mass Owl's Wisdom, Mass Level 7: Cure Moderate Wounds, Mass Fire Storm Heal Level 8: Cure Serious Wounds, Mass Earthquake Finger of Death Level 9: Cure Critical Wounds, Mass Elemental Swarm Foresight Regenerate 3.4 Paladin Spell List ----------------------- Level 1: Bless Bless Weapon Cure Light Wounds Detect Undead Divine Favor Magic Weapon Resistance Virtue Level 2: Delay Poison Eagle's Splendor Owl's Wisdom Remove Paralysis Level 3: Cure Moderate Wounds Neutralise Poison Remove Blindness/Deafness Remove Curse Level 4: Break Enchantment Cure Serious Wounds Death Ward 3.5 Ranger Spell List ---------------------- Level 1: Calm Animals Charm Animal Delay Poison Detect Snares and Pits Entangle Longstrider Summon Nature's Ally 1 Level 2: Barkskin Bear's Endurance Bull's Strength Cure Light Wounds Hold Animal Owl's Wisdom Summon Nature's Ally 2 Level 3: Cure Moderate Wounds Darkvision Neutralise Poison Remove Disease Summon Nature's Ally 3 Level 4: Commune with Nature Cure Serious Wounds Freedom of Movement Summon Nature's Ally 4 3.6 Sorcerer/Wizard Spell List ------------------------------- Level 0: Acid Splash Daze Detect Magic Disrupt Undead Flare Light Ray of Frost Resistance Touch of Fatigue Level 1: Burning Hands Cause Fear Charm Person Chill Touch Detect Undead Expeditious Retreat Hypnotism Mage Armor Magic Missile Magic Weapon Ray of Enfeeblement Shield Shocking Grasp Sleep Summon Monster 1 True Strike Level 2: Bear's Endurance Blindness/Deafness Blur Bull's Strength Cat's Grace Control Undead Darkvision Daze Monster Eagle's Splendor False Life Fog Cloud Fox's Cunning Hypnotic Pattern Invisibility Knock Melf's Acid Arrow Owl's Wisdom Scare Scorching Ray See Invisibility Summon Monster 2 Web Level 3: Blink Clairvoyance Deep Slumber Dispel Magic Fireball Flame Arrow Haste Heroism Hold Person Lightning Bolt Rage Slow Summon Monster 3 Level 4: Animate Dead Bestow Curse Charm Monster Confusion Contagion Evard's Black Tentacles Fear Globe of Invulnerability, Lesser Ice Storm Invisibility, Greater Phantasmal Killer Rainbow Pattern Remove Curse Shout Solid Fog Summon Monster 4 Wall of Fire Level 5: Break Enchantment Cloudkill Cone of Cold Dismissal Dominate Person Feeblemind Hold Monster Mind Fog Summon Monster 5 Waves of Fatigue Level 6: Acid Fog Antimagic Field Bear's Endurance, Mass Bull's Strength, Mass Cat's Grace, Mass Chain Lightning Circle of Death Create Undead Disintegrate Eagle's Splendor, Mass Fox's Cunning, Mass Globe of Invulnerability Heroism, Greater Mislead Otiluke's Freezing Sphere Owl's Wisdom, Mass Undeath to Death Level 7: Control Undead Finger of Death Inivisibilty, Mass Mordenkainen's Sword Power Word, Blind Waves of Exhaustion Level 8: Charm Monster, Mass Incendiary Cloud Mind Blank Moment of Prescience Polar Ray Power Word, Stun Protection From Spells Level 9: Dominate Monster Foresight Freedom Meteor Swarm Power Word, Kill Time Stop Wail of the Banshee 4. Power Lists ================ 4.1 Psion Power List --------------------- Level 1: Crystal Shard Deceleration Defensive Precognition Demoralise Detect Psionics Dissipating Touch Force Screen Inertial Armor Mind Thrust Offensive Precognition Psionic Charm Psionic Daze Psionic Vigor Level 2: Aversion Brain Lock Concussion Blast Ego Whip Id Insinuation Mental Disruption Psionic Knock Recall Agony Swarm of Crystals Level 3: Body Adjustment Danger Sense Eradicate Invisibility Psionic Blast Psionic Darkvision Level 4: Aura Sight Psionic Dominate Psionic Freedom of Movement Level 5: Psychic Crush Level 6: Breath of the Black Dragon Psionic Disintegrate Level 7: Crisis of Life Psionic Moment of Prescience Ultrablast Level 8: Recall Death Level 9: Timeless Body 4.2 Psychic Warrior Power List ------------------------------- Level 1: Burst Defensive Precognition Detect Psionics Dissipating Touch Force Screen Inertial Armor Metaphysical Weapon Offensive Precognition Psionic Vigor Thick Skin Level 2: Body Adjustment Dissolving Touch Psionic Darkvision Level 3: Danger Sense Exhalation of the Black Dragon Level 4: Psionic Freedom of Movement Level 5: Psychofeedback Level 6: Breath of the Black Dragon 5. Spell Details ================== 5.1 A - C ---------- Acid Fog ******** Sorcerer/Wizard 6 School: Conjuration Casting Time: 1 Standard Action Range: Medium (100ft) Duration: 1 Round per level Components: V, S Spell Resistance: No Saving Throw: None You fill an area with a acidic fog. All creatures in the fog have their movement speed cut in half. Any creature in the fog takes 2D6 points of damage each round that they remain in the fog. -------------------------------------------------------------------- Acid Splash *********** Sorcerer/Wizard 0 School: Conjuration Casting Time: 1 Standard Action Range: Close (25ft) Duration: Instantaneous Components: V,S Spell Resistance: No Saving Throw: None You conjure a orb of acid, which flies to it's target. If it hits, it deals 1D3 points of damage. -------------------------------------------------------------------- Aid *** Cleric 2 School: Enchantment Casting Time: Standard Action Range: Touch Duration: 1 minute (10 rounds) per level Components: V,S Spell Resistance: No Saving Throw: None Gain a +1 to attack rolls, +1 to Will saves against fear, and 1D8 +1 per level (maximum 10) temporary Hit Points, which are added to your total maximum Hit Points -------------------------------------------------------------------- Animal Trance ************* Bard 2, Druid 2 School: Enchantment Casting Time: 1 Standard Action Range: Close (25ft) Duration: Concentrate Components: V, S Spell Resistance: Yes Saving Throw: Will Save You make up to 2d6 HD of creatures do nothing for the duration of the spell. If you perform any action besides moving, the spell ends. -------------------------------------------------------------------- Animate Dead ************ Cleric 3, Sorcerer/Wizard 4 Casting Time: Standard Action Range: Close (25ft) Duration: 1 Round per level Components: V,S Spell Resistance: No Saving Throw: None Bring a corpse to life as a Zombie to fight for you -------------------------------------------------------------------- Antimagic Field *************** Cleric 8, Sorcerer/Wizard 6 School: Abjuration Casting Time: 1 Standard Action Range: Personal Duration: 1 Round per level Components: V,S Spell Resistance: No Saving Throw: None You create a field around you, 10ft (2 Squares) in diameter. Inside this field, no spells can be cast, and any spells cast at you fail, as the magical energy cannot enter the field. -------------------------------------------------------------------- Barkskin ******** Druid 2, Ranger 2 School: Transmutation Casting Time: 1 Standard Action Range: Touch Duration: 10 minutes (100 Rounds) per level Components: V, S Spell Resistance: No Saving Throw: None You grant the target creature a +2 bonus to AC. This bonus is a Natural Armor bonus, so it stacks with any Armor, Shield or Deflection bonus the target has. The armor bonus increases by +1 for every three levels beyond 3rd, (+3 at 6th level, +4 at 9th level, +5 at 12th level). The maximum this spell can provide is +5. -------------------------------------------------------------------- Bear's Endurance **************** Cleric 2, Druid 2, Ranger 2, Sorcerer/Wizard 2 School: Transmutation Casting Time: Standard Action Range: Touch Duration: 1 minute (10 rounds) per level Components: V,S Spell Resistance: No Saving Throw: None The target gains a +4 bonus to his Constitution score. -------------------------------------------------------------------- Bear's Endurance, Mass ********************** Cleric 6, Druid 6, Sorcerer/Wizard 6 School: Transmutation Casting Time: Standard Action Range: Touch Duration: 1 minute (10 rounds) per level Components: V,S Spell Resistance: No Saving Throw: None All targets inside a 15ft radius gain +4 bonus to their Constitution scores. -------------------------------------------------------------------- Bestow Curse ************ Cleric 3, Sorcerer/Wizard 4 School: Necromancy Casting Time: Standard Action Range: Touch Duration: Permanent Components: V,S Spell Resistance: Yes Saving Throw: Will Save When you touch the target, you curse him for life. He now takes a -4 penalty on attack rolls, saving throws, Ability checks and skill checks. -------------------------------------------------------------------- Bless ***** Cleric 1, Paladin 1 School: Enchantment Casting Time: Standard Action Range: Long (400ft) Duration: 1 minute (10 rounds) per level Components: V,S Spell Resistance: No Saving Throw: None All Allies within the area gain +1 to Attack, and a +1 bonus to Will Saves against fear. -------------------------------------------------------------------- Bless Weapon ************ Paladin 1 School: Transmution Casting Time: Standard Action Range: Touch Duration: 1 minute (10 rounds) per level Components: V,S Spell Resistance: No Saving Throw: None You bless your weapon with holy energy. The weapon now has a +1 enhancement and deals an extra 2D6 points of damage to Undead. It is now also considered good aligned, which means it can beat the damage reduction of evil outsiders. -------------------------------------------------------------------- Blindness/Deafness ****************** Bard 2, Cleric 3, Sorcerer/Wizard 2 School: Illusion Casting Time: Standard Action Range: Medium (100ft) Duration: 1 minute (10 rounds) per level Components: V,S Spell Resistance: Yes Saving Throw: Fortitude Save The target is made blind and deaf. This means he has a 50% chance per attack to miss you entirely -------------------------------------------------------------------- Blink ***** Bard 3, Sorcerer/Wizard 3 School: Transmutation Casting Time: 1 Standard Action Range: Personal Duration: 1 Round per level Components: V,S Spell Resistance: Yes Saving Throw: None As you shift at random times between the Material Plane and the Etheral Plane, attacks against you have a 50% chance to miss. Area effect spells (like fireball) do half damage to you. You also get a 80% chance to hit creatures on the Etheral Plane whilst this spell is in effect. -------------------------------------------------------------------- Blur **** Bard 2, Sorcerer/Wizard 2 School: Illusion Casting Time: 1 Standard Action Range: Touch Duration: 1 minute (10 Rounds) per level Components: V Spell Resistance: Yes Saving Throw: None You make the creature touched blur to vision, which gives attacks a 20% chance to miss you entirely. -------------------------------------------------------------------- Break Enchantment ***************** Bard 4, Cleric 5, Paladin 4, Sorcerer/Wizard 5 School: Divination Casting Time: 1 Standard Action Range: Close (25ft) Duration: Instantaneous Components: V,S Spell Resistance: No Saving Throw: None This spell instantly removes all spells cast on the target, such as Bless, Bull's Strength, Bestow Curse and similar. -------------------------------------------------------------------- Bull's Strength *************** Cleric 2, Druid 2, Ranger 2, Sorcerer/Wizard 2 School: Transmutation Casting Time: Standard Action Range: Touch Duration: 1 minute (10 rounds) per level Components: V,S Spell Resistance: No Saving Throw: None The target gains a +4 bonus to his Strength score. -------------------------------------------------------------------- Bull's Strength, Mass ********************* Cleric 6, Druid 6, Sorcerer/Wizard 6 School: Transmutation Casting Time: Standard Action Range: Touch Duration: 1 minute (10 rounds) per level Components: V,S Spell Resistance: No Saving Throw: None All targets inside a 15ft radius gain +4 bonus to their Strength scores. -------------------------------------------------------------------- Burning Hands ************* Sorcerer/Wizard 1 School: Evocation Casting Time: 1 Standard Action Range: Close (25ft) Duration: Instantaneous Components: V,S Spell Resistance: Yes Saving Throw: Reflex Save A 15ft (3 Squares) cone of fire erupts from your hands, dealing 1D4 points (max 5D4) of fire damage to anything in the area. -------------------------------------------------------------------- Call Lightning ************** Druid 3 School: Divination Casting Time: 1 Standard Action Range: Medium (100ft) Duration: Instantaneous Components: V, S Spell Resistance: No Saving Throw: Reflex Save You call forth from the sky bolts of lightning that deal 3d10 points of electric damage. -------------------------------------------------------------------- Call Lightning Storm ******************** Druid 5 School: Divination Casting Time: 1 Standard Action Range: Medium (100ft) Duration: Instantaneous Components: V, S Spell Resistance: No Saving Throw: Reflex Save You call forth from the sky bolts of lightning that deal 5d10 points of electric damage. -------------------------------------------------------------------- Calm Animals ************ Druid 1, Ranger 1 School: Enchantment Casting Time: 1 Standard Action Range: Close (25ft) Duration: 1 minute (10 Rounds) per level Components: V, S Spell Resistance: Yes Saving Throw: Will Save This spell calms an animal, stopping it from attacking you until you make a threatening move towards it, or the duration expires. -------------------------------------------------------------------- Calm Emotions ************* Bard 2, Cleric 2 School: Enchantment Casting Time: Standard Action Range: Medium (100ft) Duration: 1 minute (10 rounds) per level Components: V,S Spell Resistance: Yes Saving Throw: Will Save This spell removes the effects of the Barbarians rage, as well as any spells that grant morale bonuses, like Bless and Aid. -------------------------------------------------------------------- Cat's Grace *********** Bard 2, Sorcerer/Wizard 2 School: Transmutation Casting Time: Standard Action Range: Touch Duration: 1 minute (10 rounds) per level Components: V,S Spell Resistance: No Saving Throw: None The target gains a +4 bonus to his Dexterity score. -------------------------------------------------------------------- Cat's Grace, Mass ***************** Bard 6, Sorcerer/Wizard 6 School: Transmutation Casting Time: Standard Action Range: Touch Duration: 1 minute (10 rounds) per level Components: V,S Spell Resistance: No Saving Throw: None All targets within a 15ft radius gain +4 to their Dexterity score. -------------------------------------------------------------------- Cause Fear ********** Bard 1, Cleric 1, Sorcerer/Wizard 1 School: Necromancy Casting Time: Standard Action Range: Close Duration: 2 Rounds Components: V,S Spell Resistance: Yes Saving Throw: Will Save Any creature with less than 5HD (levels) is made afraid, taking a -2 penalty to attack, damage and saving throws. -------------------------------------------------------------------- Chain Lightning *************** Sorcerer/Wizard 6 School: Evocation Casting Time: 1 Standard Action Range: Long (400ft) Duration: Instantaneous Components: V, S Spell Resistance: Yes Saving Throw: Reflex Save You cast a lightning bolt at one target, dealing 1d6 points of damage per level (max 20d6). Any enemy target within 30ft of the first target takes half the damage of the first bolt, to a maximum of one enemy per level. -------------------------------------------------------------------- Charm Animal ************ Druid 1, Ranger 1 School: Enchantment Casting Time: 1 Standard Action Range: Close (25ft) Duration: 1 Round per level Components: V, S Spell Resistance: Yes Saving Throw: Will Save You can charm any animal, though any threatening move towards the target instantly ends the spell. -------------------------------------------------------------------- Charm Monster ************* Bard 3, Sorcerer/Wizard 4 School: Enchantment Casting Time: 1 Standard Action Range: Close (25ft) Duration: 1 Round per level Components: V,S Spell Resistance: Yes Saving Throw: Will Save You cause an enemy monster to join your cause. Any aggressive act made by it or towards it ends the spell. -------------------------------------------------------------------- Charm Monster, Mass ******************* Bard 6, Sorcerer/Wizard 8 School: Enchantment Casting Time: 1 Standard Action Range: Close (25ft) Duration: 1 Round per level Components: V Spell Resistance: Yes Saving Throw: Will Save As per Charm Monster, but affects all targets within a 30ft area. -------------------------------------------------------------------- Charm Person ************ Bard 1, Sorcerer/Wizard 1 School: Enchantment Casting Time: 1 Standard Action Range: Close (25ft) Duration: 1 Round per level Components: V,S Spell Resistance: Yes Saving Throw: Will Save You cause an enemy humanoid to join your cause. Any aggressive act made by it or towards it ends the spell. -------------------------------------------------------------------- Chill Touch *********** Sorcerer/Wizard 1 School: Necromancy Casting Time: 1 Standard Action Range: Touch Duration: Instantaneous Components: V, S Spell Resistance: Yes Saving Throw: Fortitude Save Negative energy deals 1D6 points of damage to the target, which also has to make a Fortitude save or take 1 point of Strength damage. Undead that this spell hit's take no damage, but if they fail a Will save, they flee panicked for 1D4 rounds. -------------------------------------------------------------------- Circle of Death *************** Sorcerer/Wizard 6 School: Necromancy Casting Time: 1 Standard Action Range: Medium (100ft) Duration: Instantaneous Components: V, S Spell Resistance: Yes Saving Throw: Fortitude Save You instantly slay 1d4 HD of creatures per level (to a maximum of 20d4) in a 40ft radius area. Any creature with more than 9HD is immune to this spell. -------------------------------------------------------------------- Clairvoyance ************ Bard 3, Sorcerer/Wizard 3 School: Divination Casting Time: 1 Standard Action Range: Personal Duration: 1 Round Components: Verbal, Somatic, Focus Spell Resistance: No Saving Throw: None This spell removes the fog-of-war effect of the Adventure Map -------------------------------------------------------------------- Cloudkill ********* Sorcerer/Wizard 5 School: Conjuration Casting Time: 1 Standard Action Range: Medium (100ft) Duration: 2 Rounds Components: V, S Spell Resistance: No Saving Throw: Fortitude Save You create a cloud of poisonous fog, that kills any creature below 6HD instantly. Higher level creatures are not affected, though the cloud provides concealment to all those in it. -------------------------------------------------------------------- Command ******* Cleric 1 School: Enchantment Casting Time: Standard Action Range: Close (25ft) Duration: 1 Round Components: V Spell Resistance: Yes Saving Throw: Will Save You can control the actions of the target for one round. -------------------------------------------------------------------- Command Undead ************** Sorcerer/Wizard 2 School: Necromancy Casting Time: 1 Standard Action Range: Close (25ft) Duration: 1 ROund per level Components: V,S Spell Resistance: Yes Saving Throw: Will Save You can commmad any Undead to move and attack for the duration of the spell. -------------------------------------------------------------------- Commune with Nature ******************* Druid 5, Ranger 4 School: Divination Casting Time: 1 Standard Action Range: Personal Duration: 1 Round Components: V, S Spell Resistance: No Saving Throw: None This spell removes the Fog of War from the level. -------------------------------------------------------------------- Cone of Cold ************ Sorcerer/Wizard 5 School: Evocation Casting Time: 1 Standard Action Range: Long (400') Duration: Instantaneous Components: V, S Spell Resistance: Yes Saving Throw: Reflex Save You create a cone of frigid air, starting from your character. This cone deals 1d6 points if cold damage per level, to a maximum of 15d6. -------------------------------------------------------------------- Confusion, Lesser ***************** Bard 1 School: Enchantment Casting Time: 1 Standard Action Range: Close (25ft) Duration: 1 Round Components: V, S Spell Resistance: Yes Saving Throw: Will Save The target becomes confused for one round. -------------------------------------------------------------------- Confusion ********* Bard 3, Sorcerer/Wizard 4 School: Enchantment Casting Time: 1 Standard Action Range: Medium (100ft) Duration: 1 Round per level Components: V, S Spell Resistance: Yes Saving Throw: Will Save The target of the spell will randomly move, attack a random target, or simply stand still and do nothing. -------------------------------------------------------------------- Contagion ********* Cleric 3, Druid 3, Sorcerer/Wizard 4 School: Necromancy Casting Time: Standard Action Range: Touch Duration: Instantaneous Components: V,S Spell Resistance: Yes Saving Throw: Fortitude Save You infect the target with your choice of disease. These all do some sort of ability damage to the target. -------------------------------------------------------------------- Control Undead ************** Sorcerer/Wizard 7 School: Necromancy Casting Time: 1 Standard Action Range: Close (25ft) Duration: 1 minute (10 Rounds) per level Components: V, S Spell Resistance: Yes Saving Throw: Will Save 2HD per level worth of Undead fall under your control within a 15ft radius area. -------------------------------------------------------------------- Create Undead ************* Cleric 6, Sorcerer/Wizard 6 School: Necromancy Casting Time: 1 Standard Action Range: Close (25ft) Duration: 1 minute (10 Rounds) per level Components: V,S Spell Resistance: No Saving Throw: None Like Animate Dead, you summon an Undead to fight for you. The Undead that you get depends on your level; Level 11 or Lower: Ghoul Level 12-13: Ghast Level 14-15: Mummy Level 16+: Mummy Lord -------------------------------------------------------------------- Control Winds ************* Druid 5 School: Transmutation Casting Time: 1 Standard Action Range: Long (400ft) Duration: Instantaneous Components: V, S Spell Resistance: No Saving Throw: None This spell removes any fog and cloud based spells from the level, such as Cloudkill. -------------------------------------------------------------------- Cure Critical Wounds ******************** Bard 4, Cleric 4, Druid 5 School: Conjuration Casting Time: Standard Action Range: Touch Duration: Instantaneous Components: V,S Spell Resistance: Yes Saving Throw: Will Save You use positive energy to heal the target of 4D8 + 1 per level (Max +20), points of damage. As this is positive energy, you damage Undead instead of healing it. -------------------------------------------------------------------- Cure Critical Wounds, Mass ************************** Cleric 8, Druid 9 School: Conjuration Casting Time: Standard Action Range: Close (25ft) Duration: Instantaneous Components: V,S Spell Resistance: Yes Saving Throw: Will Save You use positive energy to heal a group of targets within a 30ft diameter area to heal 4d8 + 1 per level (max +20) points of damage. This spell damages any Undead within the area instead of healing them. -------------------------------------------------------------------- Cure Light Wounds ***************** Bard 1, Cleric 1, Druid 1, Paladin 1, Ranger 2. School: Conjuration Casting Time: Standard Action Range: Touch Duration: Instantaneous Components: V,S Spell Resistance: Yes Saving Throw: Will Save You use positive energy to heal the target of 1D8 + 1 per level (Max +5), points of damage. As this is positive energy, you damage Undead instead of healing it. -------------------------------------------------------------------- Cure Light Wounds, Mass *********************** Bard 5, Cleric 5, Druid 6 School: Conjuration Casting Time: Standard Action Range: Close (25ft) Duration: Instantaneous Components: V,S Spell Resistance: Yes Saving Throw: Will Save You use positive energy to heal a group of targets within a 30ft diameter area to heal 1d8 + 1 per level (max +5) points of damage. This spell damages any Undead within the area instead of healing them. -------------------------------------------------------------------- Cure Minor Wounds ***************** Cleric 0, Druid 0 School: Conjuration Casting Time: Standard Action Range: Touch Duration: Instantaneous Components: V,S Spell Resistance: Yes Saving Throw: Will Restore 1 Hp to the target. -------------------------------------------------------------------- Cure Moderate Wounds ******************** Bard 2, Cleric 2, Druid 3, Paladin 3, Ranger 3. School: Conjuration Casting Time: Standard Action Range: Touch Duration: Instantaneous Components: V,S Spell Resistance: Yes Saving Throw: Yes You use positive energy to heal the target of 2D8 + 1 per level (Max +10), points of damage. As this is positive energy, you damage Undead instead of healing it. -------------------------------------------------------------------- Cure Moderate Wounds, Mass ************************** Bard 6, Cleric 6, Druid 7 School: Conjuration Casting Time: Standard Action Range: Close (25ft) Duration: Instantaneous Components: V,S Spell Resistance: Yes Saving Throw: Will Save You use positive energy to heal a group of targets within a 30ft diameter area to heal 2d8 + 1 per level (max +10) points of damage. This spell damages any Undead within the area instead of healing them. -------------------------------------------------------------------- Cure Serious Wounds ******************* Bard 3, Cleric 3, Druid 4, Paladin 4, Ranger 4. School: Conjuration Casting Time: Standard Action Range: Touch Duration: Instantaneous Components: V,S Spell Resistance: Yes Saving Throw: Yes You use positive energy to heal the target of 3D8 + 1 per level (Max +15), points of damage. As this is positive energy, you damage Undead instead of healing it. -------------------------------------------------------------------- Cure Serious Wounds, Mass ************************* Cleric 7, Druid 8 School: Conjuration Casting Time: Standard Action Range: Close (25ft) Duration: Instantaneous Components: V,S Spell Resistance: Yes Saving Throw: Will Save You use positive energy to heal a group of targets within a 30ft diameter area to heal 3d8 + 1 per level (max +15) points of damage. This spell damages any Undead within the area instead of healing them. -------------------------------------------------------------------- 5.2. D - F ---------- Darkvision ********** Ranger 3, Sorcerer/Wizard 2 School: Transmutation Casting Time: 1 Standard Action Range: Touch Duration: 1 hour (600 Rounds) per level Components: V,S Spell Resistance: Yes Saving Throw: Will Save You gain the ability to see in the dark, for a distance of 60ft (12 Squares) -------------------------------------------------------------------- Daze **** Bard 0, Sorcerer/Wizard 0 School: Enchantment Casting Time: 1 Standard Action Range: Close (25ft) Duration: 1 Round Components: V,S Spell Resistance: Yes Saving Throw: Will Save If the target has less than 4HD, then the target is stunned for 1 round if it fails it's save. -------------------------------------------------------------------- Daze Monster ************ Bard 2, Sorcerer/Wizard 2 School: Enchantment Casting Time: 1 Standard Action Range: Medium (100ft) Duration: 1 Round Components: V,S Spell Resistance: Yes Saving Throw: Will Save If the target has less than 6HD, then the target is stunned for 1 round if it fails it's save. -------------------------------------------------------------------- Death Ward ********** Cleric 4, Druid 5, Paladin 4 School: Conjuration Casting Time: Standard Action Range: Touch Duration: 1 minute (10 Rounds) per level Components: V,S Spell Resistance: No Saving Throw: No This spell protects the target from negative energy spells, preventing effects like energy drain, death magic and ability damage/drain. -------------------------------------------------------------------- Deep Slumber ************ Bard 3, Sorcerer/Wizard 3 School: Enchantment Casting Time: 1 Standard Action Range: Close (25ft) Duration: 1 minute (10 Rounds) per level Components: V,S Spell Resistance: Yes Saving Throw: Will Save This spell functions like sleep, except that it affects up to 10HD of targets. -------------------------------------------------------------------- Delay Poison ************ Bard 2, Cleric 2, Druid 2, Paladin 2, Ranger 1 School: Conjuration Casting Time: Standard Action Range: Touch Duration: 1 hour (600 Rounds) per level Components: V,S Spell Resistance: No Saving Throw: No The target becomes immune to poison for the duration of the spell. -------------------------------------------------------------------- Destruction *********** Cleric 7 School: Necromancy Casting Time: 1 Standard Action Range: Close (25') Duration: Instantaneous Components: V,S Spell Resistance: Yes Saving Throw: Fortitude Save Instantly slays the target. If the target makes the save, the target instead takes 10D6 damage (which may be enough to kill the target anyway). -------------------------------------------------------------------- Detect Chaos ************ Cleric 1 School: Divination Casting Time: Standard Action Range: Long (400ft) Duration: 10 minutes (100 rounds) Components: V,S Spell Resistance: No Saving Throw: None Detect the presence of chaos. -------------------------------------------------------------------- Detect Evil *********** Cleric 1 School: Divination Casting Time: Standard Action Range: Long (400ft) Duration: 10 minutes (100 rounds) Components: V,S Spell Resistance: No Saving Throw: None Detect the presence of evil. -------------------------------------------------------------------- Detect Good *********** Cleric 1 School: Divination Casting Time: Standard Action Range: Long (400ft) Duration: 10 minutes (100 rounds) Components: V,S Spell Resistance: No Saving Throw: None Detect the presence of good. -------------------------------------------------------------------- Detect Law ********** Cleric 1 School: Divination Casting Time: Standard Action Range: Long (400ft) Duration: 10 minutes (100 rounds) Components: V,S Spell Resistance: No Saving Throw: None Detect the presence of law. -------------------------------------------------------------------- Detect Magic ************ Bard 0, Cleric 0, Druid 0, Sorcerer/Wizard 0 School: Divination Casting Time: Standard Action Range: Long (400ft) Duration: 10 minutes (100 rounds) Components: V,S Spell Resistance: No Saving Throw: None Detect the presence of magic, usually spells or magic items. -------------------------------------------------------------------- Detect Snares and Pits ********************** Druid 1, Ranger 1 School: Divination Casting Time: 1 Standard Action Range: Long (400ft) Duration: 10 minutes (100 Rounds) Components: V, S Spell Resistance: No Saving Throw: None You detect the presence of traps in any natural enviroment. -------------------------------------------------------------------- Detect Undead ************* Cleric 1 School: Divination Casting Time: Standard Action Range: Long (400ft) Duration: 10 minutes (100 rounds) Components: V,S Spell Resistance: No Saving Throw: None Detect the presence of Undead creatures. -------------------------------------------------------------------- Disintegrate ************ Sorcerer/Wizard 6 School: Transmutation Casting Time: 1 Standard Action Range: Medium (100ft) Duration: Instantaneous Components: V, S Spell Resistance: Yes Saving Throw: Fortitude Save If you succeed at a ranged touch attack, a thin green ray hits the target, dealing 2d6 points of damage per level (maximum 40d6). If this deals enough damage to kill the target, it is turned into a fine dust. A target that succeeds it's saving throw takes 5d6 damage instead, although if this damage kills the target, it is also disintegrated. -------------------------------------------------------------------- Dispel Magic ************ Bard 3, Cleric 3, Sorcerer/Wizard 3 School: Abjuration Casting Time: Standard Action Range: Medium Duration: Instantaneous Components: V,S Spell Resistance: Yes Saving Throw: None By making a Caster Level check (1D20 + level), you attempt to remove any spells cast on the target. You have to beat a DC of 11 + the Spells Casters level on the target. -------------------------------------------------------------------- Dismissal ********* Cleric 4, Sorcerer/Wizard 5 School: Abjuration Casting Time: Standard Action Range: Long (400ft) Duration: Instantaneous Components: V,S Spell Resistance: Yes Saving Throw: Will Save This spell forces any Outsider Type or Elemental Type back to it's native plane of existance if it fails a special Will save. -------------------------------------------------------------------- Disrupt Undead ************** Sorcerer/Wizard 0 School: Necromancy Range: Close (25ft) Casting Time: 1 Standard Action Duration: Instantaneous Components: V,S Spell Resistance: Yes Saving Throw: None If you succeed on a ranged touch attack, the targetted Undead takes 1D6 points of damage. -------------------------------------------------------------------- Divine Favor ************ Cleric 1, Paladin 1 School: Evocation Casting Time: Standard Action Range: Personal Duration: 1 minute (10 Rounds) Components: V,S Spell Resistance: No Saving Throw: None You gain a +1 bonus per three levels (maximum +3) to attack and damage. -------------------------------------------------------------------- Divine Power ************ Cleric 4 School: Evocation Casting Time: Standard Action Range: Personal Duration: 1 Round per level Components: V,S Spell Resistance: No Saving Throw: None You imbue yourself with great martial skill. Your BAB changes to match your level (Maximum +20), and you gain +6 to your Strength, and 1 temporary Hp per level, which is added to your maximum possible Hp. -------------------------------------------------------------------- Dominate Animal *************** Druid 3 School: Enchantment Casting Time: 1 Standard Action Range: Medium (100ft) Duration: 1 Round per level Components: V , S Spell Resistance: Yes Saving Throw: Will Save The target animal becomes a faithful ally of the caster for the duration of the spell. -------------------------------------------------------------------- Dominate Monster **************** Sorcerer/Wizard 9 School: Enchantment Casting Time: 1 Standard Action Range: Close (25ft) Duration: 1 Round per level Components: V, S Spell Resistance: Yes Saving Throw: Will Save The target enemy becomes a faithful friend to the caster for the duartion of the spell. -------------------------------------------------------------------- Dominate Person *************** Bard 4, Sorcerer/Wizard 5 School: Enchantment Casting Time: 1 Standard Action Range: Close (25ft) Duration: 2 Rounds per level Components: V, S Spell Resistance: Yes Saving Throw: Will Save The target enemy becomes a faithful friend to the caster for the duartion of the spell. -------------------------------------------------------------------- Doom **** Cleric 1 School: Enchantment Casting Time: Standard Action Range: Medium (100ft) Duration: 1 minute (10 rounds) per level Components: V,S Spell Resistance: Yes Saving Throw: Will Save The target receives a -2 penalty to all attack rolls, damage rolls, saving throws, ability checks and skill checks. -------------------------------------------------------------------- Eagle's Splendor **************** Bard 2, Cleric 2, Paladin 2, Sorcerer/Wizard 2 School: Transmutation Casting Time: Standard Action Range: Touch Duration: 1 minute (10 rounds) per level Components: V,S Spell Resistance: No Saving Throw: None The target gains a +4 bonus to his Charisma score. -------------------------------------------------------------------- Eagle's Splendor, Mass ********************** Cleric 6, Druid 6, Sorcerer/Wizard 6 School: Transmutation Casting Time: Standard Action Range: Touch Duration: 1 minute (10 rounds) per level Components: V,S Spell Resistance: No Saving Throw: None All targets inside a 15ft radius gain +4 bonus to their Charisma scores. -------------------------------------------------------------------- Earthquake ********** Cleric 8, Druid 8 School: Evocation Casting Time: 1 Standard Action Range: Long (400ft) Duration: Instantaneous Components: V,S Spell Resistance: No Saving Throw: Reflex Save You cause the ground to shake massively, dealing 8D6 points of damage to all creatures within a 80ft radius area. -------------------------------------------------------------------- Elemental Swarm *************** Druid 9 School: Conjuration Casting Time: Full-round Action Range: Medium (100ft) Duration: 1 Round per level Components: V, S Spell Resistance: No Saving Throw: None You summon a number of Large Earth Elementals to serve you. -------------------------------------------------------------------- Entangle ******** Druid 1, Ranger 1 School: Transmutation Casting Time: 1 Standard Action Range: Long (400ft) Duration: 1 minute (10 Rounds) per level Components: V, S Spell Resistance: No Saving Throw: Reflex Save You cause the local vegetation come to life, making it wrap around the legs of any creatures in the spells 40ft target radius. A successful Reflex save prevents the target from becoming entangled, however, all movement through the area is halved. -------------------------------------------------------------------- Evard's Black Tentacles *********************** Sorcerer/Wizard 4 School: Conjuration Casting Time: 1 Standard Action Range: Medium (100ft) Duration: 1 Round per level Components: V, S Spell Resistance: No Saving Throw: None Magical black tentacles grow from the ground in a 20ft radius area from the target. These tentacles try to grapple opponents, and if they succeed, they deal 1d6 + 4 bludgeoning damage until the target escapes. -------------------------------------------------------------------- Expeditious Retreat ******************* Bard 1, Sorcerer/wizard 1 School: Transmutation Casting Time: 1 Standard Action Range: Personal Duration: 1 minute (10 Rounds) per level Components: V,S Spell Resistance: No Saving Throw: None You gain 30ft (6 Squares) to your speed. -------------------------------------------------------------------- False Life ********** Sorcerer/Wizard 2 School: Necromancy Casting Time: 1 Standard Action Range: Personal Duration: 1 minute (10 Rounds) per level Components: V,S Spell Resistance: No Saving Throw: None You gain 1D10 + 1 per level (max +10) temporary Hp, which are added to your maximum score, by harnessing the power of Unlife. -------------------------------------------------------------------- Fear **** Bard 3, Sorcerer/Wizard 4 School: Necromancy Casting Time: 1 Standard Action Range: Close (25ft) Duration: 1 Round per level Components: V, S Spell Resistance: Yes Saving Throw: Will Save A cone of deep terror washes out to the target, panicking any creatures that fail their Will Save. -------------------------------------------------------------------- Feeblemind ********** Sorcerer/Wizard 5 School: Enchantment Casting Time: 1 Standard Action Range: Medium (100ft) Duration: Permanent Components: V, S Spell Resistance: Yes Saving Throw: Will Save You reduce the targets Int and Cha to 1, making them incapable of casting spells or using skills based of those skills. -------------------------------------------------------------------- Find Traps ********** Cleric 2 School: Divination Casting Time: Standard Action Range: Personal Duration: 1 minute (10 rounds) per level Components: V,S Spell Resistance: No Saving Throw: None You gain the ability to search for a traps like a Rogue can. You are also granted a bonus to your Search skill equal to half your level (max +10). -------------------------------------------------------------------- Finger of Death *************** Druid 8, Sorcerer/Wizard 7 School: Necromancy Casting Time: 1 Standard Action Range: Long (400ft) Duration: Instantaneous Components: V, S Spell Resistance: Yes Saving Throw: Fortitude Save The target must make the Fortitude save or die. If they succeed, they take 3d6 +1 per level (maximum +25) points of damage. -------------------------------------------------------------------- Fireball ******** Sorcerer/Wizard 3 School: Evocation Casting Time: 1 Standard Action Range: Long (400ft) Duration: Instantaneous Components: V,S Spell Resistance: Yes Saving Throw: Reflex Save This spell creates an explosion of fire, dealing 1d6 per level (max 10D6) points of fire damage to all targets within a 20ft (4 Squares) radius. -------------------------------------------------------------------- Firestorm ********* Cleric 8, Druid 7 School: Evocation Casting Time: 1 Standard Action Range: Medium (100ft) Duration: Instantaneous Components: V,S Spell Resistance: Yes Saving Throw: Reflex Save You create a massive storm of fire, dealing 1D6 + 1 per level (max +15) points of damage to all creatures within a 20ft (4 Squares) area. -------------------------------------------------------------------- Flame Arrow *********** Sorcerer/Wizard 3 School: Conjuration Casting Time: 1 Standard Action Range: Medium (100ft) Duration: 10 minutes (100 Rounds) per level Components: V,S Spell Resistance: Yes Saving Throw: Reflex Save You empower a companions arrows or bolts to do 1D6 points of fire damage. -------------------------------------------------------------------- Flame Strike ************ Cleric 5, Druid 4 School: Evocation Casting Time: 1 Standard Action Range: Medium (100ft) Duration: Instantaneous Components: V,S Spell Resistance: Yes Saving Throw: Reflex Save You call upon a pillar of divine fire, dealing 1D6 points of damage per level (max 15D6) to any creature within a 10ft (2 Squares) of the target. As this damage is consider divine, fire resistance doesn't apply. -------------------------------------------------------------------- Flare ***** Bard 0, Sorcerer/Wizard 0 School: Evocation Casting Time: 1 Standard Action Range: Close (25ft) Duration: 10 Rounds Components: V Spell Resistance: Yes Saving Throw: Fortitude Save You make a burst of bright light in front of the target, dazzling it. It now has a -1 penalty to attack rolls for the duration of the spell. -------------------------------------------------------------------- Fog Cloud ********* Druid 2, Sorcerer/Wizard 2 School: Conjuration Casting Time: 1 Standard Action Range: Medium (100ftf) Duration: 10 minutes (100 Rounds) per level Components: V,S Spell Resistance: No Saving Throw: None A thick fog spreads out from the target location, granting concealment to all targets in or behind the fog. -------------------------------------------------------------------- Foresight ********* Druid 9, Sorcerer/Wizard 9 School: Divination Casting Time: 1 Standard Action Range: Touch Duration: 10 minutes (100 Rounds) per level Components: V, S Spell Resistance: No Saving Throw: None This spell grants the target a +2 bonus to AC and a +2 bonus to Reflex saves. -------------------------------------------------------------------- Fox's Cunning ************* Bard 2, Sorcerer/Wizard 2 School: Transmutation Casting Time: Standard Action Range: Touch Duration: 1 minute (10 rounds) per level Components: V,S Spell Resistance: No Saving Throw: None The target gains a +4 bonus to his Intelligence score. -------------------------------------------------------------------- Fox's Cunning, Mass ******************* Bard 6, Sorcerer/Wizard 6 School: Transmutation Casting Time: Standard Action Range: Touch Duration: 1 minute (10 rounds) per level Components: V,S Spell Resistance: No Saving Throw: None All targets within a 15ft radius gain a +4 bonus to their Intelligence score. -------------------------------------------------------------------- Freedom ******* Sorcerer/Wizard 9 School: Abjuration Casting Time: 1 Standard Action Range: Close (25ft) Duration: Instantaneous Components: V, S Spell Resistance: No Saving Throw: None This spell negates the effects of paralysis and stun, and spells that restrict movement. -------------------------------------------------------------------- Freedom of Movement ******************* Bard 4, Cleric 4, Druid 4, Ranger 4 School: Abjuration Casting Time: 1 Standard Action Range: Touch Duration: 1 minute (10 Rounds) per level Components: V, S Spell Resistance: No Saving Throw: None The target creature becomes immune to paralysis, stun, sleep, and entanglement effects, as well as removing any of these effects on the target. -------------------------------------------------------------------- 5.3. G - I ---------- Globe of Invulnerability, Lesser ******************************** Sorcerer/Wizard 4 School: Abjuration Casting Time: 1 Standard Action Range: Personal Duration: 1 Round per level Components: V, S Spell Resistance: No Saving Throw: None This spell blocks all spells of 3rd level or lower from affecting the caster. -------------------------------------------------------------------- Globe of Invulnerability ************************ Sorcerer/Wizard 6 School: Abjuration Casting Time: 1 Standard Action Range: Personal Duration: 1 Round per level Components: V, S Spell Resistance: No Saving Throw: None This spell blocks all spells of 4th level or lower from affecting a 10ft radius area around the caster. -------------------------------------------------------------------- Guidance ******** Cleric 0, Druid 0 School: Divination Casting Time: Standard Action Range: Touch Duration: 1 Round Components: V,S Spell Resistance: No Saving Throw: None Grant a +1 bonus to attack rolls, saving throws and skill checks. -------------------------------------------------------------------- Harm **** Cleric 6 School: Necromancy Casting Time: 1 Standard Action Range: Touch Duration: Instantaneous Components: V,S Spell Resistance: Yes Saving Throw: Will Save When you touch the target, you deal 10 points of damage per level, (to a maximum of 150 points) of damage. If the target makes it's save, it only takes half this damage. If the target is an Undead, it gets healed by the same amount. -------------------------------------------------------------------- Haste ***** Bard 3, Sorcerer/Wizard 3 School: Transmutation Casting Time: 1 Standard Action Range: Close (25ft) Duration: 1 Round per level Components: V,S Spell Resistance: No Saving Throw: None You speed up all beings within a 15ft radius area. While hasted, each being moves at twice their movement, has one extra attack during a Full Attack, and gains a +1 bonus to AC and attack. -------------------------------------------------------------------- Heal **** Cleric 6 School: Necromancy Casting Time: 1 Standard Action Range: Touch Duration: Instantaneous Components: V,S Spell Resistance: Yes Saving Throw: Will Save When you touch the target, you heal 10 points of damage per level, (to a maximum of 150) points of damage. If the target is Undead, it takes damage instead, and a Will save halves the damage. -------------------------------------------------------------------- Heal, Mass ********** Cleric 9 School: Necromancy Casting Time: 1 Standard Action Range: Touch Duration: Instantaneous Components: V,S Spell Resistance: Yes Saving Throw: Will Save You heal 10 points of damage per level (max 150) to all creatures within a 30ft radius. This spell harms Undead instead of healing it. -------------------------------------------------------------------- Heroism ******* Bard 2, Sorcerer/Wizard 3 School: Enchantment Casting Time: 1 Standard Action Range: Touch Duration: 10 minutes (100 Rounds) per level Components: V,S Spell Resistance: No Saving Throw: None You inspire great bravery with a touch, granting a +2 bonus to all attacks, saving throws and ability checks. -------------------------------------------------------------------- Heroism, Greater **************** Bard 5, Sorcerer/Wizard 6 School: Enchantment Casting Time: 1 Standard Action Range: Touch Duration: 1 minute (10 Rounds) per level Components: V,S Spell Resistance: No Saving Throw: None You inspire great bravery with a touch, granting a +4 bonus to all attacks, saving throws and ability checks, and temporary Hp equal to the casters' level (maximum 20). -------------------------------------------------------------------- Hold Animal *********** Druid 1, Ranger 1 School: Enchantment Casting Time: 1 Standard Action Range: Medium (100ft) Duration: 1 Round per level Components: V, S Spell Resistance: Yes Saving Throw: Will Save The target animal freezes, and can take no actions for the duration of the spell. -------------------------------------------------------------------- Hold Monster ************ Bard 4, Sorcerer/Wizard 5 School: Enchantment Casting Time: 1 Standard Action Range: Medium (100ft) Duration: 1 Round per level Components: V, S Spell Resistance: Yes Saving Throw: Will Save As Hold Person, but any enemy can be targeted with this spell. -------------------------------------------------------------------- Hold Person *********** Bard 2, Cleric 2, Sorcerer/Wizard 3 School: Enchantment Casting Time: Standard Action Range: Medium (100ft) Duration: 1 Round per level Components: V,S Spell Resistance: Yes Saving Throw: Will Save You paralyse the target. The target is allowed a new save each round the spell lasts. The target must be human-shaped. -------------------------------------------------------------------- Hypnotic Pattern **************** Bard 2, Sorcerer/Wizard 2 School: Illusion Casting Time: 1 Standard Action Range: Close (25ft) Duration: Concentrate Components: V,S Spell Resistance: Yes Saving Throw: Will Save You create a hypnotic pattern that fascinates up to 2D4 + 1 per level (maximum + 10). -------------------------------------------------------------------- Hypnotism ********* Bard 1, Sorcerer/Wizard 1 School: Enchantment Casting Time: 1 Standard Action Range: Close (25ft) Duration: 5 Rounds Components: V,S Spell Resistance: Yes Saving Throw: Will Save You cause up to 4HD of creatures to become fascinated, which means that they will focus on you until you attack them. -------------------------------------------------------------------- Ice Storm ********* Druid 4, Sorcerer/Wizard 4 School: Evocation Casting Time: 1 Standard Action Range: Long (400ft) Duration: 1 Round Components: V, S Spell Resistance: Yes Saving Throw: None You call forth a pilar of ice shards, that swirl ina 20ft radius area, dealing 5d6 points of ice damage. -------------------------------------------------------------------- Implosion ********* Cleric 9 School: Evocation Casting Time: 1 Standard Action Range: Close (25ft) Duration: Instantaneous Components: V,S Spell Resistance: Yes Saving Throw: Fortitude Save If the target fails it Fortitude save, it is instantly killed. -------------------------------------------------------------------- Incendiary Cloud **************** Sorcerer/Wizard 8 School: Conjuration Casting Time: 1 Standard Action Range: Medium (100ft) Duration: 1 Round per level Components: V, S Spell Resistance: No Saving Throw: Reflex Save You create a large cloud of smoke and embers that deals 4d6 points of fire damage to any creature within it every round. -------------------------------------------------------------------- Inflict Critical Wounds *********************** Cleric 4 School: Necromancy Casting Time: Standard Action Range: Touch Duration: Instantaneous Components: V,S Spell Resistance: Yes Saving Throw: Will Save Use negative energy to wound a target, dealing 4D8 + 1 per level (max +20) points of damage. As this is negative energy, you heal Undead instead of damaging it. -------------------------------------------------------------------- Inflict Critical Wounds,Mass **************************** Cleric 8 School: Necromancy Casting Time: Standard Action Range: Close (25ft) Duration: Instantaneous Components: V,S Spell Resistance: Yes Saving Throw: Will Save Use negative energy to wound a targets within a 30ft diameter area, dealing 4D8 + 1 per level (max +20) points of damage. This spell heals any Undead in the spells area instead of damaging it. -------------------------------------------------------------------- Inflict Light Wounds ******************** Cleric 1 School: Necromancy Casting Time: Standard Action Range: Touch Duration: Instantaneous Components: V,S Spell Resistance: Yes Saving Throw: Will Save Use negative energy to wound a target, dealing 1D8 + 1 per level (max +5) points of damage. As this is negative energy, you heal Undead instead of damaging it. -------------------------------------------------------------------- Inflict Light Wounds,Mass ************************* Cleric 5 School: Necromancy Casting Time: Standard Action Range: Close (25ft) Duration: Instantaneous Components: V,S Spell Resistance: Yes Saving Throw: Will Save Use negative energy to wound a targets within a 30ft diameter area, dealing 1D8 + 1 per level (max +5) points of damage. This spell heals any Undead in the spells area instead of damaging it. -------------------------------------------------------------------- Inflict Moderate Wounds *********************** Cleric 2 School: Necromancy Casting Time: Standard Action Range: Touch Duration: Instantaneous Components: V,S Spell Resistance: Yes Saving Throw: Will Save Use negative energy to wound a target, dealing 2D8 + 1 per level (max +10) points of damage. As this is negative energy, you heal Undead instead of damaging it. -------------------------------------------------------------------- Inflict Moderate Wounds,Mass **************************** Cleric 6 School: Necromancy Casting Time: Standard Action Range: Close (25ft) Duration: Instantaneous Components: V,S Spell Resistance: Yes Saving Throw: Will Save Use negative energy to wound a targets within a 30ft diameter area, dealing 2D8 + 1 per level (max +10) points of damage. This spell heals any Undead in the spells area instead of damaging it. -------------------------------------------------------------------- Inflict Minor Wounds ******************** Cleric 0 School: Necromancy Casting Time: Standard Action Range: Touch Duration: Instantaneous Components: V,S Spell Resistance: Yes Saving Throw: Will Save Inflict 1 point of damage to the target. -------------------------------------------------------------------- Inflict Serious Wounds ********************** Cleric 3 School: Necromancy Casting Time: Standard Action Range: Touch Duration: Instantaneous Components: V,S Spell Resistance: Yes Saving Throw: Will Save Use negative energy to wound a target, dealing 3D8 + 1 per level (max +15) points of damage. As this is negative energy, you heal Undead instead of damaging it. -------------------------------------------------------------------- Inflict Serious Wounds,Mass *************************** Cleric 7 School: Necromancy Casting Time: Standard Action Range: Close (25ft) Duration: Instantaneous Components: V,S Spell Resistance: Yes Saving Throw: Will Save Use negative energy to wound a targets within a 30ft diameter area, dealing 3D8 + 1 per level (max +15) points of damage. This spell heals any Undead in the spells area instead of damaging it. -------------------------------------------------------------------- Invisibility ************ Bard 2, Sorcerer/Wizard 2 School: Illusion Casting Time: 1 Standard Action Range: Touch Duration: 1 minute (10 Rounds) per level Components: V,S Spell Resistance: No Saving Throw: None The target of the spell becomes invisible to normal sight. The target becomes visible when it takes a offensive action, a invisible cleric can cast curing and buff spells without becoming visible. -------------------------------------------------------------------- Invisibility, Greater ********************* Bard 4, Sorcerer/Wizard 4 School: Illusion Casting Time: 1 Standard Action Range: Touch Duration: 1 minute (10 Rounds) per level Components: V,S Spell Resistance: No Saving Throw: None This spell makes you invisible to both normal sight and darkvision. The same conditions apply to this spell as Invisibility. -------------------------------------------------------------------- Invisibility, Mass ****************** Sorcerer/Wizard 7 School: Illusion Casting Time: 1 Standard Action Range: Touch Duration: 1 minute (10 Rounds) per level Components: V,S Spell Resistance: No Saving Throw: None All creatures within a 30ft radius vanish from both normal sight and darkvision. Any creature that makes an attack ends the spell for that creature. Invisibility Purge ****************** Cleric 3 School: Evocation Casting Time: Standard Action Range: Personnal Duration: 1 Round per level Components: V,S Spell Resistance: No Saving Throw: None You surrond yourself with an energy field that reveals any invisible creatures within 5ft (1 Square) of you. -------------------------------------------------------------------- 5.4. J - L ---------- Knock ***** Sorcerer/Wizard 2 School: Transmutation Casting Time: 1 Standard Action Range: Personal Duration: Instantaneous Components: V Spell Resistance: No Saving Throw: None Instantly unlocks the target. Any door that is magically sealed, or any "quest" type chest/door cannot be opened by this spell. -------------------------------------------------------------------- Light ***** Bard 0, Cleric 0, Druid 0, Sorcerer/Wizard 0 School: Evocation Casting Time: Standard Action Range: Touch Duration: 10 minutes (100 Rounds) per level Components: V Spell Resistance: No Saving Throw: None The target emits light like a torch, providing light out to 20ft (4 Squares), and shadowy light out an additional 20ft. -------------------------------------------------------------------- Lightning Bolt ************** Sorcerer/Wizard 3 School: Evocation Casting Time: 1 Standard Action Range: Medium (100ft) Duration: Instantaneous Components: V,S Spell Resistance: Yes Saving Throw: Reflex Save You send a bolt of electricity towards your target, dealing 1D6 points of shock damage per level (max 10D6). This spell only effects a single target as the PSP system isn't powerful enough to calculate ricochets. -------------------------------------------------------------------- Longstrider *********** Druid 1, Ranger 1 School: Transmutation Casting Time: 1 Standard Action Range: Personal Duration: 1 hour (600 Rounds) per level Components: V, S Spell Resistance: No Saving Throw: None This spell increases your movement by 10ft (2 Squares). -------------------------------------------------------------------- Lullaby ******* Bard 0 School: Enchantment Casting Time: 1 Standard Action Range: Medium (100ft) Duration: Concentrate Components: V, S Spell Resistance: Yes Saving Throw: Will Save As long as the caster makes no actions, except to move, any creatures affected by this spell fall asleep until the caster does something, such as attacking, or casting another spell. -------------------------------------------------------------------- 5.5. M - O ---------- Mage Armor ********** Sorcerer/Wizard 1 School: Conjuration Casting Time: 1 Standard Action Range: Touch Duration: 1 Hour (600 Rounds) per level Components: V,S Spell Resistance: No Saving Throw: None You create a field of force that surrounds you, granting you a +4 AC bonus. -------------------------------------------------------------------- Magic Missile ************* Sorcerer/Wizard 1 School: Evocation Casting Time: 1 Standard Action Range: Medium (100ft) Duration: Instantaneous Components: V,S Spell Resistance: Yes Saving Throw: None You hurl magical bolts of force into a target. Each missile deals 1D4 + 1 damage, and you get one extra missile at 3rd, 5th, 7th and 9th levels. -------------------------------------------------------------------- Magic Weapon ************ Cleric 1, Paladin 1, Sorcerer/Wizard 0 School: Transmutation Casting Time: Standard Action Range: Touch Duration: 1 minute (10 rounds) per level Components: V,S Spell Resistance: No Saving Throw: None The characters currently equipped weapon gains a +1 enchancement, which means the character gains a +1 to attack and damage. -------------------------------------------------------------------- Magic Vestment ************** Cleric 3 School: Transmutation Casting Time: Standard Action Range: Touch Duration: 1 hour (600 rounds) per level Components: V,S Spell Resistance: No Saving Throw: None You grant the armor or shield touch an enchancement bonus of +1 per four levels (maximum +5) -------------------------------------------------------------------- Melf's Acid Arrow ***************** Sorcerer/Wizard 2 School: Conjuration Casting Time: 1 Standard Action Range: Long (400ft) Duration: Instantaneous Components: V, S Spell Resistance: No Saving Throw: None You lauch a bolt of acid at the target, dealing 2D4 acid damage. The spell continues to damage the target for 1 round per three caster levels. -------------------------------------------------------------------- Meteor Shower ************* Sorcerer/Wizard 9 School: Evocation Casting Time: 1 Standard Action Range: Long (400ft) Duration: Instantaneous Components: V, S Spell Resistance: Yes Saving Throw: Reflex Save You fire a meteor at a target. The target takes 2d6 damage, and the resulting explosion deals 6d6 points of damage to all targets within 20ft of the impact point. -------------------------------------------------------------------- Mind Blank ********** Sorcerer/Wizard 8 School: Abjuration Casting Time: 1 Standard Action Range: Close (25ft) Duration: 8 Hours (4800 Rounds) Components: V, S Spell Resistance: No Saving Throw: None This spell renders the target immune to all mind affecting spells. -------------------------------------------------------------------- Mind Fog ******** Bard 5, Sorcerer/Wizard 5 School: Enchantment Casting Time: 1 Standard Action Range: Medium (100ft) Duration: 30 minutes (300 rounds) Components: Verbal, Somatic Spell Resistance: Yes Saving Throw: Will Save This fog weakens the minds of those in it, giving all a penalty of -10 to all Will Saves and Wisdom checks -------------------------------------------------------------------- Miracle ******* Cleric 9 School: Evocation Casting Time: 1 Standard Action Range: Close (25ft) Duration: 10 Rounds Components: V,S Spell Resistance: No Saving Throw: None You instantly remove all negative effects from the target, and heal it of 10 points of damage per level. If the target is undamaged, it gains 50 temporary Hp, which are added to it's maximum total. -------------------------------------------------------------------- Mislead ******* Bard 5, Sorcerer/Wizard 6 School: Illusion Casting Time: 1 Standard Action Range: Personal Duration: 2 Rounds per level Components: S Spell Resistance: Yes Saving Throw: Will Save This spell makes you invisible, and misdirects enemies at the smae time, granting you +2 AC and +3 to attack (this is in addition to the bonuses for being invisible). -------------------------------------------------------------------- Moment of Prescience ******************** Sorcerer/Wizard 8 School: Divination Casting Time: Free Action Range: Personal Duration: 1 Round Components: V, S Spell Resistance: No Saving Throw: None During the round that the spell is cast and the next round, you gain a bonus to AC, attack, and saving throws equal to his caster level. For example a 16th level caster would gain +16 AC, +16 to attack and +16 to all his saving throws for the next round. -------------------------------------------------------------------- Mordenkainen's Sword ******************** Sorcerer/Wizard 7 School: Evocation Casting Time: 1 Standard Action Range: Long (400ft) Duration: 1 Round per level Components: V, S Spell Resistance: No Saving Throw: None You summon a sword that fights for you, dealing 4d6 + 3 points of damage. -------------------------------------------------------------------- Neutralise Poison ***************** Bard 4, Cleric 4, Druid 3, Paladin 3, Ranger 3 School: Abjuration Casting Time: 1 Standard Action Range: Touch Duration: 10 minutes (100 Rounds) per level Components: V,S Spell Resistance: No Saving Throw: None This spell removes any poison from the target. -------------------------------------------------------------------- Otiluke's Freezing Sphere ************************* Sorcerer/Wizard 4 School: Evocation Casting Time: 1 Standard Action Range: Long (400ft) Duration: Instantaneous Components: V, S Spell Resistance: Yes Saving Throw: Reflex Save You create a sphere of intense cold, dealing 1d6 per level (maximum 15d6) points of cold damage in a 10ft radius area. -------------------------------------------------------------------- Owl's Wisdom ************ Cleric 2, Druid 2, Paladin 2, Ranger 2,Sorcerer/Wizard 2 School: Transmutation Casting Time: Standard Action Range: Touch Duration: 1 minute (10 rounds) per level Components: V,S Spell Resistance: No Saving Throw: None The target gains a +4 bonus to his Wisdom score. -------------------------------------------------------------------- Owl's Wisdom, Mass ****************** Cleric 6, Druid 6, Sorcerer/Wizard 6 School: Transmutation Casting Time: Standard Action Range: Touch Duration: 1 minute (10 rounds) per level Components: V,S Spell Resistance: No Saving Throw: None All targets inside a 15ft radius gain +4 bonus to their Wisdom scores. -------------------------------------------------------------------- 5.6. P - S ---------- Phantasmal Killer ***************** Sorcerer/Wizard 4 School: Illusion Casting Time: 1 Standard Action Range: Medium (100ft) Duration: Instantaneous Components: V, S Spell Resistance: Yes Saving Throw: Will Save This spell instantly kills a target from inflicting intense fear. If they succed on the save, they instead take 3d6 points of damage. This spell doesn't effect creatures with more than 9HD -------------------------------------------------------------------- Poison ****** Cleric 4, Druid 3 School: Necromancy Casting Time: 1 Standard Action Range: Touch Duration: Permanent Components: V,S Spell Resistance: Yes Saving Throw: Fortitude Save You inflict a deadly poison upon the target. You deal 1D10 points of Constitution damage to the target, then another 1D10 points of damage 1 minute (10 Rounds) later. -------------------------------------------------------------------- Polar Ray ********* Sorcerer/Wizard 8 School: Evocation Casting Time: 1 Standard Action Range: Close (25) Duration: Instantaneous Components: V, S Spell Resistance: Yes Saving Throw: None A ray of freezing cold leaps from your hand to deal 1d6 points of cold damage per level (maximum 25d6) to the target. -------------------------------------------------------------------- Power Word, Blind ***************** Sorcerer/Wizard 7 School: Enchantment Casting Time: 1 Standard Action Range: Close (25ft) Duration: Instantaneous Components: Verbal Spell Resistance: Yes Saving Throw: None This spell blinds the target if it has less than 201 Hp. -------------------------------------------------------------------- Power Word, Kill **************** Sorcerer/Wizard 9 School: Enchantment Casting Time: 1 Standard Action Range: Close (25ft) Duration: Instantaneous Components: Verbal Spell Resistance: Yes Saving Throw: None Instantly kill a target with less than 101 Hp. -------------------------------------------------------------------- Power Word, Stun **************** Sorcerer/Wizard 8 School: Enchantment Casting Time: 1 Standard Action Range: Close (25ft) Duration: 2 minutes (20 Rounds) Components: Verbal Spell Resistance: Yes Saving Throw: None This spell stuns any creature with less than 151 Hp. -------------------------------------------------------------------- Protection From Spells ********************** Sorcerer/Wizard 8 School: Abjuration Casting Time: 1 Standard Action Range: Touch Duration: 10 minutes (100 Rounds) per level Components: V, S Spell Resistance: No Saving Throw: None This spell grants the target a +8 bonus to all saves against spells and spell like abilities. -------------------------------------------------------------------- Rage **** Bard 2, Sorcerer/Wizard 3 School: Enchantment Casting Time: 1 Standard Action Range: Medium (100ft) Duration: Concentrate Components: V,S Spell Resistance: No Saving Throw: None This spell bestows the effects of a Barbarians rage on to the target, granting a +4 bonus to Strength and Constitution, a +2 bonus on Will Saves, -2 penalty to AC. When the spell ends, the target is fatigued. This spell effects one creature per three levels in a 30ft diameter area. -------------------------------------------------------------------- Rainbow Pattern *************** Bard 4, Sorcerer/Wizard 4 School: Illusion Casting Time: 1 Standard Action Range: Medium (100ft) Duration: Concentrate Components: V, S Spell Resistance: Yes Saving Throw: Will Save As long as the caster focuses, all creatures with a 20ft radius are fascinated by a field of glowing colours. -------------------------------------------------------------------- Raise Dead ********** Cleric 5 School: Conjuration Casting Time: Full-round Action Range: Touch Duration: Instantaneous Components: V,S Spell Resistance: No Saving Throw: None You return the target to life, however the target only comes back with 1 Hp per level. -------------------------------------------------------------------- Ray of Enfeeblement ******************* Sorcerer/Wizard 1 School: Necromancy Casting Time: 1 Standard Action Range: Close (25ft) Duration: 10 Rounds Components: V,S Spell Resistance: Yes Saving Throw: None With a successful ranged touch attack, you drain the Strength of the target by 1D6 + 1 per 2 levels. -------------------------------------------------------------------- Ray of Frost ************ Sorcerer/Wizard 0 School: Evocation Casting Time: 1 Standard Action Range: Close (25ft) Duration: Instantaneous Components: V,S Spell Resistance: Yes Saving Throw: None You project a beam of frost from your finger, dealing the target 1D3 points of cold damage. -------------------------------------------------------------------- Regenerate ********** Cleric 7, Druid 9 School: Conjuration Casting Time: Full-round Action Range: Touch Duration: Instantaneous Components: V,S Spell Resistance: No Saving Throw: None You cure the target of 4D8 +1 per level (max 20) points of damage, and remove the effects of exhaustion and fatigue. -------------------------------------------------------------------- Remove Curse ************ Bard 3, Cleric 3, Paladin 3, Sorcerer/Wizard 4 School: Conjuration Casting Time: Standard Action Range: Touch Duration: Instantaneous Components: V,S Spell Resistance: No Saving Throw: None All the effects of a curse and the curse itself are removed from the target. -------------------------------------------------------------------- Remove Disease ************** Cleric 3, Druid 3, Ranger 3 School: Conjuration Casting Time: Standard Action Range: Touch Duration: Instantaneous Components: V,S Spell Resistance: No Saving Throw: None You cure the target of disease, and remove any of the effects of the disease. -------------------------------------------------------------------- Remove Fear *********** Bard 1, Cleric 1 School: Abjuration Casting Time: Standard Action Range: Close (25ft) Duration: 10 minutes (100 rounds) Components: V,S Spell Resistance: No Saving Throw: None Grants a +4 bonus to resist fear spells. Also removes the effect of Cause Fear and other fear spells. -------------------------------------------------------------------- Remove Paralysis **************** Cleric 2, Paladin 2 School: Conjuration Casting Time: Standard Action Range: Close (25ft) Duration: Instantaneous Components: V,S Spell Resistance: No Saving Throw: None Frees up to four paralysed creatures within a 30ft (6 Squares) area. -------------------------------------------------------------------- Resistance ********** Bard 0, Cleric 0, Druid 0, Paladin 1, Sorcerer/Wizard 0 School: Abjuration Casting Time: Standard Action Range: Touch Duration: 1 minute (10 rounds) Components: V,S Spell Resistance: No Saving Throw: None Gain a +1 bonus on all Saving Throws. -------------------------------------------------------------------- Scare ***** Bard 2, Sorcerer/Wizard 2 School: Necromancy Casting Time: 1 Standard Action Range: Medium (100ft) Duration: 1 Round per Level Components: V,S Spell Resistance: Yes Saving Throw: Will Save The target creature is affected by fear, if it has less that 5HD, and receives a -2 penalty to attack rolls, skill checks and ability checks. -------------------------------------------------------------------- Scorching Ray ************* Sorcerer/Wizard 2 School: Evocation Casting Time: 1 Standard Action Range: Close (25ft) Duration: Instantaneous Components: V,S Spell Resistance: Yes Saving Throw: None You fire a ray of fire to the target location, doing 4D6 points of damage in a 20ft diameter area. -------------------------------------------------------------------- See Invisibility **************** Bard 3, Sorcerer/Wizard 2 School: Divination Casting Time: 1 Standard Action Range: Touch Duration: 10 minutes (100 Rounds) per level Components: V,S Spell Resistance: No Saving Throw: None You see any object that has been made invisible. This spell doesn't reveal any targets that are simply hiding. -------------------------------------------------------------------- Shield ****** Sorcerer/Wizard 1 School: Abjuration Casting Time: 1 Standard Action Range: Personal Duration: 1 minute (10 Rounds) per level Components: V,S Spell Resistance: No Saving Throw: None You create a disk of force in front of you that gives you a +4 AC bonus. You are also immune to Magic Missile spells whilst the spells last. -------------------------------------------------------------------- Shield of Faith *************** Cleric 1 School: Abjuration Casting Time: Standard Action Range: Touch Duration: 1 minute (10 rounds) per level Components: V,S Spell Resistance: No Saving Throw: None Grants a +2 deflection bonus to AC, with an additional +1 to AC for every six levels the caster has (maximum +5). -------------------------------------------------------------------- Shocking Grasp ************** Sorcerer/Wizard 1 School: Evocation Casting Time: 1 Standard Action Range: Touch Duration: Instantaneous Components: V,S Spell Resistance: Yes Saving Throw: None You reach out and grasp the target, dealing 1D6 points of electrical damage per level (max 5D6). You also get a +3 bonus to hit the target if he his wearing metal armor. -------------------------------------------------------------------- Shout ***** Bard 4, Sorcerer/Wizard 4 School: Evocation Casting Time: 1 Standard Action Range: Close (25ft) Duration: 1 minute (10 Rounds) Components: Verbal Spell Resistance: Yes Saving Throw: Fortitude Save You unleash a powerful scream, dealing 5d6 damage to any creature in the area. You also deafen the creatures in the target area. A successful save halves the damage taken, and negates the deafened affect. -------------------------------------------------------------------- Silence ******* Bard 2, Cleric 2 School: Illusion Casting Time: Standard Action Range: Long (100ft) Duration: 1 minute (10 rounds) per level Components: V,S Spell Resistance: Yes Saving Throw: Will Save This spell silences all targets in a 20ft diameter area. This prevents spellcasters from casting any spells with the "V" component. -------------------------------------------------------------------- Sleep ***** Bard 1, Sorcerer/Wizard 1 School: Enchantment Casting Time: 1 Standard Action Range: Medium (100ft) Duration: 1 minute (10 Rounds) per level Components: V,S Spell Resistance: Yes Saving Throw: Will Save You put to sleep up to 4HD's worth of targets in a 10ft (2 Squares) radius area. -------------------------------------------------------------------- Slow **** Bard 3, Sorcerer/Wizard 3 School: Transmutation Casting Time: 1 Standard Action Range: Close (25ft) Duration: 1 Round per level Components: V,S Spell Resistance: Yes Saving Throw: Will Save All creatures in the spells area are slowed. This reduces their movement range by 50%, they lose 1 attack per round, get a -1 penalty to AC, Reflex saves and attack rolls. -------------------------------------------------------------------- Soften Earth and Stone ********************** Druid 2 School: Transmutation Casting Time: 1 Standard Action Range: Close (25ft) Duration: 1 Round per level Components: V, S Spell Resistance: Yes Saving Throw: Reflex Save This spell softens the land in the target area. Any creature caught in the area of the spell must make a Reflex save or be stuck in the mire. -------------------------------------------------------------------- Solid Fog ********* Sorcerer/Wizard 4 School: Conjuration Casting Time: 1 Standard Action Range: Medium (100ft) Duration: 1 minute (10 Rounds) per level Components: V, S Spell Resistance: No Saving Throw: None Create a dense, thick fog that makes it so hard to move that all creatures in the area move at half speed -------------------------------------------------------------------- Sound Burst *********** Bard 2, Cleric 2 School: Evocation Casting Time: Standard Action Range: Close (25ft) Duration: Instantaneous Components: V,S Spell Resistance: Yes Saving Throw: Fortitude Save You create a sonic boom in a 15ft diameter area, dealing those within it 1D8 damage. Those who fail their Fortitude save are stunned and unable to act for one round. -------------------------------------------------------------------- Spirtual Weapon *************** Cleric 2 School: Evocation Casting Time: Standard Action Range: Close (25ft) Duration: 1 Round per level Components: V,S Spell Resistance: No Saving Throw: None You summon a ghostly weapon, according to your Deity. It uses your attack bonus to strike, and deals 1D8 points of damage. -------------------------------------------------------------------- Summon Monster 1 **************** Bard 1, Cleric 1, Sorcerer/Wizard 1 School: Conjuration Casting Time: Standard Action Range: Close (25ft) Duration: 1 Round per level Components: V,S Spell Resistance: No Saving Throw: None You summon a Celestial Dog to aid you in combat. -------------------------------------------------------------------- Summon Monster 2 **************** Bard 2, Cleric 2, Sorcerer/Wizard 2 School: Conjuration Casting Time: Standard Action Range: Close (25ft) Duration: 1 Round per level Components: V,S Spell Resistance: No Saving Throw: None You summon a Fiendish Wolf to aid you in combat. -------------------------------------------------------------------- Summon Monster 3 **************** Bard 3, Cleric 3, Sorcerer/Wizard 3 School: Conjuration Casting Time: Standard Action Range: Close (25ft) Duration: 1 Round per level Components: V,S Spell Resistance: No Saving Throw: None You summon a Dire Wolf to aid you in combat. This creature takes up 10ft (4 Squares) area on the map, so you cannot cast this spell in tight areas. -------------------------------------------------------------------- Summon Monster 4 **************** Bard 4, Cleric 4, Sorcerer/Wizard 4 School: Conjuration Casting Time: Standard Action Range: Close (25ft) Duration: 1 Round per level Components: V,S Spell Resistance: No Saving Throw: None You summon a Monstrous Spider to aid you in combat. This creature takes up 10ft (4 Squares) area on the map, so you cannot cast this spell in tight areas. -------------------------------------------------------------------- Summon Monster 5 **************** Bard 5, Cleric 5, Sorcerer/Wizard 5 School: Conjuration Casting Time: Standard Action Range: Close (25ft) Duration: 1 Round per level Components: V,S Spell Resistance: No Saving Throw: None You summon a Earth Elemental to aid you in combat. -------------------------------------------------------------------- Summon Nature's Ally 1 ********************** Druid 1, Ranger 1 School: Conjuration Casting Time: Standard Action Range: Close (25ft) Duration: 1 Round per level Components: V,S Spell Resistance: No Saving Throw: None You summon a wolf to serve as an ally in combat. -------------------------------------------------------------------- Summon Nature's Ally 2 ********************** Druid 2, Ranger 2 School: Conjuration Casting Time: Standard Action Range: Close (25ft) Duration: 1 Round per level Components: V,S Spell Resistance: No Saving Throw: None You summon a small earth elemental to serve as an ally in combat. -------------------------------------------------------------------- Summon Nature's Ally 3 ********************** Druid 3, Ranger 3 School: Conjuration Casting Time: Standard Action Range: Close (25ft) Duration: 1 Round per level Components: V,S Spell Resistance: No Saving Throw: None You summon a Dire Wolf to serve as an ally in combat. As this creature is large, it requires a 10ft x 10ft space to be available. -------------------------------------------------------------------- Summon Nature's Ally 4 ********************** Druid 4, Ranger 4 School: Conjuration Casting Time: Standard Action Range: Close (25ft) Duration: 1 Round per level Components: V,S Spell Resistance: No Saving Throw: None You summon a medium earth elemental to serve as an ally in combat. -------------------------------------------------------------------- Summon Nature's Ally 5 ********************** Druid 5 School: Conjuration Casting Time: Standard Action Range: Close (25ft) Duration: 1 Round per level Components: V,S Spell Resistance: No Saving Throw: None You summon a large earth elemental to serve as an ally in combat. As this creature is large, it requires a 10ft x 10ft square to be avilable. -------------------------------------------------------------------- 5.7. T - V ---------- Time Stop ********* Sorcerer/Wizard 9 School: Transmutation Casting Time: 1 Standard Action Range: Personal Duration: 3 Rounds Components: V Spell Resistance: No Saving Throw: None You stop time for all creatures on the adventure map for 3 rounds. You then have these rounds to act freely (cast more spells, attack etc.,) -------------------------------------------------------------------- Touch of Fatigue **************** Sorcerer/Wizard 0 School: Necromancy Casting Time: 1 Standard Action Range: Touch Duration: 1 Round per level Components: V,S Spell Resistance: Yes Saving Throw: Fortitude Save With a touch, you cause the target to become fatigued. True Resurrection ***************** Cleric 9 School: Conjuration Casting Time: 1 Full Round Action Range: Personal Duration: Instantaneous Components: V,S Spell Resistance: Yes Saving Throw: None You return to life all creatures within 15ft (3 Squares) of yourself. -------------------------------------------------------------------- True Strike *********** Sorcerer/Wizard 1 School: Divination Casting Time: 1 Standard Action Range: Personal Duration: 2 Rounds Components: V,S Spell Resistance: No Saving Throw: None You gain a +20 bonus to hit for 1 round. The duration says two, but the first round is the round you cast the spell, so you have this bonus to Attacks of Opportunity. -------------------------------------------------------------------- Undeath to Death **************** Level: Cleric 6, Sorcerer/Wizard 6 School: Necromancy Casting Time: 1 Standard Action Range: Medium (100ft) Duration: Instantaneous Components: V,S Spell Resistance: Yes Saving Throw: Will Save This spell destroys 1D4 HD of Undead per level (max 20D4), destroying those Undead with the fewest HD first, in a 40ft radius area. Any Undead that have equal HD, the closest to the point of origin will be affected first. -------------------------------------------------------------------- Virtue ****** Cleric 0, Druid 0, Paladin 1 School: Transmutation Casting Time: Standard Action Range: Touch Duration: 1 minute (10 Rounds) per level Components: V,S Spell Resistance: No Saving Throw: None Target gains 1 Temporary Hit Point, which is added to the maximum the character has. -------------------------------------------------------------------- 5.8. W - Z ---------- Wail of the Banshee ******************* Sorcerer/Wizard 9 School: Necromancy Casting Time: 1 Standard Action Range: Close (25ft) Duration: Instantaneous Components: V Spell Resistance: Yes Saving Throw: Fortitude Save You kill a number of creatures in a 30ft radius equal to your caster level. A Fortitude save prevents death. -------------------------------------------------------------------- Wall of Fire ************ Druid 5, Sorcerer/Wizard 4 School: Evocation Casting Time: 1 Standard Action Range: Medium (100ft) Duration: 1 Round per level Components: V, S Spell Resistance: Yes Saving Throw: None You create a wall of flames that deal 2d6 +1 per level to any creatures in the area. -------------------------------------------------------------------- Waves of Exhaustion ******************* Sorcerer/Wizard 7 School: Necromancy Casting Time: 1 Standard Action Range: Long (400ft) Duration: Permanent Components: V, S Spell Resistance: Yes Saving Throw: None All those in the path of this negative energy become exhausted. -------------------------------------------------------------------- Waves of Fatigue **************** Sorcerer/Wizard 5 School: Necromancy Casting Time: 1 Standard Action Range: Long (400ft) Duration: Permanent Components: V, S Spell Resistance: Yes Saving Throw: None All creatures in the target area become fatigued. -------------------------------------------------------------------- Web *** Sorcerer/Wizard 2 School: Conjuration Casting Time: 1 Standard Action Range: Medium (100ft) Duration: 10 minutes (100 Rounds) per level Components: V, S Spell Resistance: No Saving Throw: Reflex You create a thick, ropey spider web in a 20ft radius. These webs slow any creature that enters them, except for spiders. -------------------------------------------------------------------- 6. Power Details ================== The format for these will be similar to that of spells, except for a few minor changes. See below: Power Name ********** Level School Power Point Cost Augmentable Range Duration Power Resistance Saving Throw Description of Power effects -------------------------------------------------------------------- The level of the power isn't that important, it only lets you know when you can take that power. The important part is the Power Point cost, as you need at least that number available to mainfest the power. If you can augment teh spell, I will list in the description what the cost is for augmentation and what it does. Basically, the more Power Points that you spend in the manifestation of the power, the better the effects will be. You can manifest powers as long as you have points remaining, the weapons and armor you have on should not effect the ability to manifest, like with spells. However, there are spells that are not available as' powers, and vice versa. Example, while there is a spell to enhance ability scores, there is no power to do so, and while their is a power to breathe acid, there is no high level acid based spell. You can only add up to your current level in power points to augment a power. i.e., a 5th level psion can manifest 3rd level powers, costing 5 Power Points, and can augment a 2nd level power by up to 3 Power points (so the total cost is 5 Power Points), and can augment a 1st level power by up to 4 Power Points (once again the total cost is up to 5 Power Points). This may not be very clear, it is somewhat tricky to explain, but if you play a Psion you will soon figure it out. For all intents and purposes, Power Resistance is the same as Spell Resistance in Tactics. Anyway, on to the Powers! 6.1. A - C ---------- Aura Sight ********** Psion 4 School: Clairsentience Power Point Cost: 7 Augmentable: No Range: 60ft Duration: 10 minutes (100 Rounds) Power Resistance: No Saving Throw: None Detect any creature with a good or evil aura in a 60ft cone. -------------------------------------------------------------------- Aversion ******** Psion 2 School: Telepathy Power Point Cost: 3 Augmentable: No Range: Personal Duration: 1 minute (10 Rounds) per level Power Resistance: Yes Saving Throw: Will Save Any creature within 30ft (6 squares) of the manifester becomes panicked, if they succeed the Will Save, they are instead shaken. -------------------------------------------------------------------- Body Adjustment *************** Psion 3, Psychic Warrior 2 School: Psy-metabolism Power Point Cost: 5 (Psions), 3 (Psychic Warriors) Augmentable: Yes Range: Personal Duration: Instantaneous Power Resistance: No Saving Throw: None You cure yourself of 1d12 points of damage. Augmentation: For every 2 extra points spent, you heal an additional 1d12 points of damage. -------------------------------------------------------------------- Brain Lock ********** Psion 2 School: Telepathy Power Point Cost: 3 Augmentable: No Range: Medium (100ft) Duration: Concentrate Power Resistance: Yes Saving Throw: Will Save As long as the Psion concentrates, the target is dazed. -------------------------------------------------------------------- Breath of the Black Dragon ************************** Psion 6, Psychic Warrior 6 School: Psy-metabolism Power Point Cost: 11 Augmentation: Yes Range: Close (25ft) Duration: Instantaneous Power Resistance: Yes Saving Throw: Reflex Save Breath a cone of Acid, dealing 11d6 points of damage to anything in the target area. Augmentation: For every extra point spent, the damage increases by 1d6. -------------------------------------------------------------------- Burst ***** Psychic Warrior 1 School: Psychoportation Power Point Cost: 1 Augmentable: No Range: Personal Duration: 1 Round Power Resistance: No Saving Throw: None Gain a burst of speed for 1 round, moving 40ft (8 Squares) further than normal. Manifest this before you move or you will waste the power. -------------------------------------------------------------------- Concussion Blast **************** Psion 2 School: Psychokinesis Power Point Cost: 3 Augmentable: Yes Range: Medium (100ft) Duration: Instantaneous Power Resistance: Yes Saving Throw: None You cause a blast of psychokinetic energy, dealing 1d6 points of damage. Augmentation: For every 2 extra points spent, the damage increases by 1d6. -------------------------------------------------------------------- Crisis of Life ************** Psion 7 School: Metacreativity Power Point Cost: 13 Augmentable: Yes Range: Medium (100ft) Duration: Instantaneous Power Resistance: Yes Saving Throw: Fortitude Save You reach out mentally to stop the heart of the target. If it has less than 11HD then it dies if it fails it's save. Targets with more HD or ones that succeed their save instead take 7d6 damage. Augmentation: For every extra point spent, the HD of the target that can be affected increases by 1. The damage dealt to a target that makes it save or has more HD than the power can affect increases by 1d6. -------------------------------------------------------------------- Crystal Shard ************* Psion 1 School: Metacreativity Power Point Cost: 1 Augmentable: Yes Range: Close (25ft) Duration: Instantaneous Power Resistance: No Saving Throw: None You summon shards of crystal, hurling them at the target dealing 1d6 points of damage. Augmentation: For every extra point spent, you deal an extra 1d6 points of damage. -------------------------------------------------------------------- 6.2. D - F ---------- Danger Sense ************ Psion 3, Psychic Warrior 3 School: Clairsentience Power Point Cost: 5 Augmentable: No Range: Personal Duration: 1 hour (600 Rounds) per level Power Resistance: No Saving Throw: None You gain +4 to Reflex saves and +4 to AC -------------------------------------------------------------------- Deceleration ************ Psion 1 School: Psychoportation Power Point Cost: 1 Augmentable: No Range: Close (25ft) Duration: 1 minute (10 Rounds) per level Power Resistance: Yes Saving Throw: Reflex Save Reduce the targets movement speed by 10ft (2 Squares). This power doesn't affect targets of large size. -------------------------------------------------------------------- Defensive Precognition ********************** Psion 1, Psychic Warrior 1 School: Clairsentience Power Point Cost: 1 Augmentable: Yes Range: Personal Duration: 1 minute (10 Rounds) per level Power Resistance: No Saving Throw: None Gain a +1 bonus to AC, by dodging attacks. Augmentation: For every 3 extra power points spent, the AC bonus increases by +1. -------------------------------------------------------------------- Demoralise ********** Psion 1 School: Telepathy Power Point Cost: 1 Augmentable: Yes Range: Personal Duration: 1 minute (10 Rounds) per level Power Resistance: Yes Saving Throw: Will Save Demoralise any target within 30ft (6 Squares) of the manifester. Targets failing the saving throw become shaken. Augmentation: For every 2 points spent, the range of the power increases by 5ft (1 Square). -------------------------------------------------------------------- Detect Psionics *************** Psion 1, Psychic Warrior 1 School: Clairsentience Power Point Cost: 1 Augmentable: No Range: 60ft Duration: 1 minute (10 Rounds) per level Power Resistance: No Saving Throw: None This spell reveals to the caster any active Psionic effects in the powers range. -------------------------------------------------------------------- Dissipating Touch ***************** Psion 1, Psychic Warrior 1 School: Psychoportation Power Point Cost: 1 Augmentable: Yes Range: Touch Duration: Instantaneous Power Resistance: No Saving Throw: None Your touch teleports small fragments of the target away, dealing 1d6 points of damage. Augmentation: For every power point spent, the damage increases by 1d6. -------------------------------------------------------------------- Dissolving Touch **************** Psychic Warrior 2 School: Psy-metabolism Power Point Cost: 3 Augmentable: Yes Range: Touch Duration: Instantaneous Power Resistance: No Saving Throw: None Your touch deals 4d6 points of acid damage. Augmentation: For every 2 extra points spent, you deal an additional 1d6 points of damage. -------------------------------------------------------------------- Ego Whip ******** Psion 2 School: Telepathy Power Point Cost: 3 Augmentable: Yes Range: Medium (100ft) Duration: Instantaneous Power Resistance: Yes Saving Throw: Will Save Your mind lances into your targets personality, dealing 4 points of Charisma damage. Augmentation: For every 4 extra points spent, you deal an extra 2 points of Charisma damage. -------------------------------------------------------------------- Eradicate Invisibility ********************** Psion 3 School: Psychokinesis Power Point Cost: 3 Augmentable: Yes Range: Personal Duration: Instantaneous Power Resistance: No Saving Throw: Reflex Save You cause all invisible creatures to become visible that are within 30ft (6 Squares) of you. Augmentation: For every extra point spent, the radius increases by 5ft. -------------------------------------------------------------------- Exhalation of the Black Dragon ****************************** Psychic Warrior 3 School: Psy-metabolism Power Point Cost: 5 Augmentable: Yes Range: Close (25ft) Duration: Instantaneous Power Resistance: Yes Saving Throw: Reflex Save You spew forth a line of acid, dealing 3d6 damage. Augmentation: For every 2 extra points spent, the damage is increased by 1d6 points. -------------------------------------------------------------------- Force Screen ************ Psion 1, Psychic Warrior 1 School: Psychokinesis Power Point Cost: 1 Augmentable: Yes Range: Personal Duration: 1 minute (10 Rounds) Spell Resistance: No Saving Throw: None This spell creates a mobile shield of force that grants +4 to AC. Augmentation: For every 4 extra power points spent, the AC granted increases by +1. -------------------------------------------------------------------- 6.3. G - I ---------- Id Insinuation ************** Psion 2 School: Telepathy Power Point Cost: 3 Augmentable: No Range: Close (25ft) Duration: Concentrate Power Resistance: Yes Saving Throw: Will Save You send random thoughts into the targets mind, causing them to be confused for as long as the target concentrates. -------------------------------------------------------------------- Inertial Armor ************** Psion 1, Psychic Warrior 1 School: Psychokinesis Power Point Cost: 1 Augmentable: Yes Range: Personal Duration: 1 hour (600 Rounds) per level Power Resistance: No Saving Throw: None Create a field of force that functions like armor, granting a +4 bonus to AC. Augmentation: For every 2 extra power points spent, the AC granted increases by +1. -------------------------------------------------------------------- 6.4. J - L ---------- 6.5. M - O ---------- Mental Disruption ***************** Psion 2 School: Telepathy Power Point Cost: 3 Augmentable: Yes Range: Personal Duration: 1 Round Power Resistance: Yes Saving Throw: Will Save Every creature within 10ft radius (2 Squares) becomes dazed. Augmentation: For every 2 extra points spent, the radius increases by 5ft. -------------------------------------------------------------------- Metaphysical Weapon ******************* Psychic Warrior 1 School: Metacreativity Power Point Cost: 1 Augmentable: Yes Range: Touch Duration: 1 minute (10 Rounds) per level Power Resistance: Yes Saving Throw: Will Save Your weapon gains a +1 enhancement bonus. Augmentation: For every 4 extra points spent, the bonus increases by +1 -------------------------------------------------------------------- Mind Thrust *********** Psion 1 School: Telepathy Power Point Cost: 1 Range: Close (25ft) Augmentable: Yes Duration: Instantaneous Power Resistance: Yes Saving Throw: Will Save You launch a barrage of random thoughts at the targets mind, dealing 1d10 points of damage. Augmentation: For every extra point spent, the damage increases by 1d10 points. -------------------------------------------------------------------- Offensive Precognition ********************** Psion 1, Psychic Warrior 1 School: Clairsentience Power Point Cost: 1 Augmentable: Yes Range: Personal Duration: 1 minute (10 Rounds) per level Power Resistance: No Saving Throw: None You gain a +1 bonus to attack rolls. Augmentation: For every 3 extra points spent, the bonus increases by +1 -------------------------------------------------------------------- 6.6. P - S ---------- Psionic Blast ************* Psion 3 School: Telepathy Power Point Cost: 5 Augmentable: No Range: Close (25ft) Duration: 1 Round Power Resistance: No Saving Throw: Will Save You create a cone shaped burst of mental energy, dazing all creatures within 30ft for 1 round. -------------------------------------------------------------------- Psionic Charm ************* Psion 1 School: Telepathy Power Point Cost: 1 Augmentable: No Range: Close (25ft) Duration: 1 Round per level Power Resistance: Yes Saving Throw: Will Save You become friends with the target. Any aggressive action towards the target breaks the power. -------------------------------------------------------------------- Psionic Darkvision ****************** Psion 3, Psychic Warrior 2 Level: Psion 3, Psychic Warrior 2 School: Clairsentience Power Point Cost: 5 (Psions), 3 (Psychic Warriors) Range: Personal Duration: 1 hour (600 Rounds) per level Power Resistance: Yes Saving Throw: Will Save This power grants the manifester darkvision to 60ft (12 Squares) -------------------------------------------------------------------- Psionic Daze ************ Psion 1 School: Telepathy Power Point Cost: 1 Augmentable: Yes Range: Close (25ft) Duration: 1 Round Power Resistance: Yes Saving Throw: Will Save You daze any creature that has less than 5HD for 1 Round. Augmentation: For every extra point spent, the HD of the creature affected increases by +1. -------------------------------------------------------------------- Psionic Disintegrate ******************** Psion 6 School: Psychoportation Power Point Cost: 11 Augmentable: No Range: Medium (100ft) Duration: Instantaneous Power Resistance: Yes Saving Throw: Fortitude Save You cast a thin ray at the target. If the target fails it's save, it is turned into dust. If the target succeeds it's save, it instead takes 5d6 points of damage. -------------------------------------------------------------------- Psionic Dominate **************** Psion 4 School: Telepathy Power Point Cost: 1 Augmentable: No Range: Medium (100ft) Duration: Concentrate Power Resistance: Yes Saving Throw: Will Save You cause the target to fight for you as long as you concentrate. -------------------------------------------------------------------- Psionic Freedom of Movement *************************** Psion 4, Psychic Warrior 4 School: Psychoportation Power Point Cost: 7 Augmentation: No Range: Personal Duration: 10 minutes (100 Rounds) per level Power Resistance: Yes Saving Throw: Will Save You are freed from, and immune to any spell or power that hampers movement in any way. -------------------------------------------------------------------- Psionic Knock ************* Psion 2 School: Psychoportation Power Point Cost: 3 Augmentable: No Range: Touch Duration: Instantaneous Power Resistance: No Saving Throw: None Open a chest or door instantly. -------------------------------------------------------------------- Psionic Moment of Prescience **************************** Psion 7 School: Clairsentience Power Point Cost: 13 Augmentable: No Range: Personal Duration: 1 Round Power Resistance: No Saving Throw: None You gain a bonus equal to your level to your attacks, AC and saves for 1 Round. -------------------------------------------------------------------- Psionic Vigor ************* Psion 1, Psychic Warrior 1 School: Psy-metabolism Power Point Cost: 1 Augmentable: Yes Range: Personal Duration: 1 minute (10 Rounds) per level Power Resistance: No Saving Throw: None You gain 5 temporary Hit Points. Augmentation: For every extra point spent, you gain an additional 5Hp. -------------------------------------------------------------------- Psychic Crush ************* Psion 5 School: Telepathy Power Point Cost: 9 Augmentable: Yes Range: Close (25ft) Duration: Instantaneous Power Resistance: Yes Saving Throw: Will Save Instantly kill a target that fails it save. If it succeeds it's save, it instead takes 3d6 damage. Augmentation: For every 2 extra points spent, the damage dealt to the target when it saves is increased by 1d6. -------------------------------------------------------------------- Psychofeedback ************** Psychic Warrior 5 School: Psy-metabolism Power Point Cost: 9 Augmentable: No Range: Personal Duration: 1 Round per level Power Resistance: No Saving Throw: None You gain +4 to Str and take -4 to Wis. I do not recommend using this power as it also takes away any power points you have for having a high Wis. -------------------------------------------------------------------- Recall Agony ************ Psion 2 School: Clairsentience Power Point Cost: 3 Augmentable: Yes Range: Medium (100ft) Duration: Instantaneous Power Resistance: Yes Saving Throw: Will Save You make the target recall vividly a previous injury, dealing 2d6 points of damage. Augmentation: For every extra point spent, the damage increases by 1d6. -------------------------------------------------------------------- Recall Death ************ Psion 8 School: Clairsentience Power Point Cost: 15 Augmentable: No Range: Medium (100ft) Duration: Instantaneous Power Resistance: Yes Saving Throw: Will Save You make the target see it's death in it's future. The horror caused by this instantly kills the target if it fails it's save. If it succeeds it's save, it takes 5d6 damage instead. -------------------------------------------------------------------- Swarm of Crystals ***************** Psion 2 School: Metacreativity Power Point Cost: 3 Augmentable: Yes Range: 15ft Duration: Instantaneous Power Resistance: No Saving Throw: None You shoot a cloud of razor sharp crystals, dealing 3d4 points of damage to all creatures in a 15ft (3 Squares) cone. Augmentation: For every extra point spent, the damage increases by 1d4. -------------------------------------------------------------------- 6.7. T - V ---------- Thick Skin ********** Psychic Warrior 1 School: Psy-metabolism Power Point Cost: 1 Augmentable: Yes Range: Personal Duration: 10 minutes (100 Rounds) per level Power Resistance: No Saving Throw: None Your skin thickens, granting you a +1 natural armor bonus. Augmentation: For every 3 extra points spent, the bonus increases by +1. -------------------------------------------------------------------- Timeless Body ************* School: Psychoportation Power Point Cost: 17 Augmentable: No Range: Personal Duration: 2 Rounds Power Resistance: Yes Saving Throw: None For the rest of this Round and the next, you become immune to all harmful effects. -------------------------------------------------------------------- Ultrablast ********** Psion 7 School: Telepathy Power Point Cost: 13 Augmentable: Yes Range: Personal Duration: Instantaneous Power Resistance: Yes Saving Throw: Will Save You make a loud psionic shriek, dealing 13d6 points of damage to all targets within 15ft (3 Squares) of you. Augmentation: For every extra point spent, the damage increases by 1d6. -------------------------------------------------------------------- 6.8. W - Z ---------- END OF GUIDE