Difference between revisions of "Spells"

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[[image:magic02.jpg|center|150px]]
The Emblem of Ea makes use of a number of in house items and custom materials to help provide a certain flavor and theme to our world. The below lists those items and the house rules for them.
 
   
  +
The Emblem of Ea makes use of a number of in-house spells and domains to help provide a certain flavor and theme to our world. The below lists those spells and the house rules for them. To see how magic works in Tenebrae, check out [[Magitech and Magic]]. It's found under the [[World]] menu.
=Equipment=
 
The following custom items may be purchases as adventuring gear.
 
   
  +
=Spells By Class=
  +
==Artificer==
  +
{{ArtificerBlueprints}}
   
'''Clockwork Chess Set:'''
 
Combining the intricate mechanisms of calculating engines and the torso and arms of a clockwork soldier, this device entertains kings and sharpens the wits of scholars. It is a mechanism capable of playing a single game – most commonly chess hence the name, but any game which can be played from a seated position without a need for physical speed can be programmed into one of these devices. The device can see the board (or cards or whatever) with crystalline eyes, and can manipulate the pieces with delicate metallic hands. It can synthesize a small number of important words such as ‘Check’ or ‘Call’ but no more then eight such words. It runs for one hour on a pound of coal. The mechanism is extremely delicate; while it has a hardness of 7 and 10 hit points, a single point of damage that penetrates the hardness reduces the skill of the machine by 5 and a second point renders it incapable of playing until it is repaired. The cost of the device is 1000 gp plus 150 gp per skill rank. Thus a device that plays chess at skill of 15 costs 2,250 gold.
 
   
  +
==Bard==
  +
{{BardSpellList}}
   
  +
==Bloodrager==
  +
{{BloodragerSpellList}}
   
  +
==Cleric==
'''Defensible Parasol'''
 
  +
{{ClericSpellList}}
Created originally as a security measure for Myrrish nobility, the Defensible Parasol is an uncommon but useful device mostly seen among ladies (or sometimes gentlemen) of refinement or technological leanings. The parasol is made of handsome hardwood with reinforced iron ribs, and its canopy is constructed of dyed, weatherproofed canvas; not only can it keep up to three people from the rain and sunlight, its reinforced construction allows it to also serve as a buckler for purposes of defense when unfurled. The parasol also has a retractable spike in its shaft that projects out of the end of the shaft - it can serve as a shortspear in this case. It cannot protect and be used as a spear at the same time, however; the parasol must be furled for the spear to function, and vice versa.
 
   
   
  +
==Druid==
Size: Medium.
 
  +
{{DruidSpellList}}
   
Cost: 150gp.
 
   
  +
==Inquisitor==
Weight: 3lbs.
 
  +
{{InquisitorSpellList}}
   
   
  +
==Paladin==
'''Dwarven Breaching Engine'''
 
  +
{{PaladinSpellList}}
A common tool in Khazad Duin, the Breaching Engine from Ironhold's foundries is a masterful means of clearing rock and - in some cases - laying siege. Heavy steam pressure propels this device's heavy hammer foreword with frightening strength, dealing damage to obstructions and ignoring hardness up to 8. Stone is the most commonly affected material, as the Breaching Engine was designed to batter through rock walls to get to veins of precious metals and trapped miners on occasion. It can be employed as a weapon, but requires a full round to charge and the feat Weapon Proficiency: Exotic (Breaching Engine).
 
   
   
  +
==Ranger==
Size: Large
 
  +
{{RangerSpellList}}
   
Cost: 400gp
 
   
  +
==Sorcerer and Wizard==
Damage: 3d8
 
  +
{{SorcWizSpellList}}
   
Critical: 20/x3
 
   
  +
==Witch==
Range Increment: -
 
  +
{{WitchSpellList}}
   
Weight: 40lbs.
 
   
Type: Bludgeoning
 
   
  +
=House Spells=
  +
Below are descriptions for house spells, or spells which have been modified from their source.
   
''Dwarven Pullygun''
 
From the halls of Ironhold in Khazad Duin comes the Dwarven Pulleygun. This pulley gun makes scaling walls or moving heavy loads across chasms a breeze. A blast of steam propels a thick metal spike up to 50 feet through the air and deep into any surface up to hardness of 8. The force of impact compresses the spike causes it to dig into the surface and secure itself. An instant after the spike, a second blast of steam shoots a pulley and rope attachment from a second barrel, which locks onto the spike. Once secure, one hundred feet of spidersilk rope can be used to move up to 800 lbs of weight. Resetting the gun after it's fired takes four minutes. Using the pulley gun requires a DC 20 Use Tech Device skill. If fired at someone as a weapon, it is considered an exotic weapon with a range of fifty feet for 3d6 piercing damage.
 
   
  +
'''Breath of Life'''
 
Size: Small
 
   
  +
: '''School:''' conjuration (healing)
Cost: 225 gp
 
  +
: '''Level:''' Cleric 5, Druid 5, Paladin 4
  +
: '''Casting Time:''' 1 standard action
  +
: '''Components:''' V, S
  +
: '''Range:''' touch
  +
: '''Target:''' creature touched
  +
: '''Duration:''' instantaneous
  +
: '''Saving Throw:''' Will negates (harmless) or Will half, see text; Spell Resistance yes (harmless) or yes, see text
   
  +
: This spell cures 5d8 points of damage + 1 point per caster level (maximum +25).
Weight: 8 lbs
 
   
  +
: Unlike other spells that heal damage, breath of life can bring recently slain creatures back to life. If cast upon a creature that has died within 1 round, apply the healing from this spell to the creature. If the healed creature's hit point total is at a negative amount less than its Constitution score, it comes back to life and stabilizes at its new hit point total. If the creature's hit point total is at a negative amount equal to or greater than its Constitution score, the creature remains dead. Creatures brought back to life through breath of life gain a temporary negative level that lasts for 1 day.
   
  +
: Creatures slain by death effects cannot be saved by breath of life.
'''Gnomish Gyroparasol'''
 
The gnomish entry into the Steamtech race comes straight from Clockwork Point. This umbrella can protect up to 3 medium sized characters from rain and harsh sunlight. Its cunningly shaped panels also spin when a strong wind rushes through them while a gyroscopic stabilizer keeps the umbrella steady in its users hand. This improvement keeps the parasol from being blown away but also can slow the fall of 600 lbs of weight, preventing the first 3d6 points of damage suffered from falling.
 
 
   
  +
: Like cure spells, breath of life deals damage to undead creatures rather than curing them, and cannot bring them back to life.
Size: Medium
 
   
Cost: 150 gp
 
   
  +
'''Explosive Plates'''
Weight: 2 lbs
 
  +
:'''School:''' transmutation [acid]; Level artificer 3
  +
:'''Casting Time:''' 1 standard action
  +
:'''Components:''' V, S
  +
:'''Range:''' personal
  +
:'''Target:''' you
  +
:'''Duration:''' 1 minute/level (D)
  +
:'''Saving Throw:''' Fortitude partial (see text); Spell Resistance yes
  +
The plates of your titan armor shift and reconfigure themselves, concealing acid modules. These burst open if you are struck. Any creature that strikes you with its body or a handheld weapon deals normal damage, but at the same time the attacker takes 1d6 points of acid damage and must save or be sickened for 1 round. If the attack against you is a critical hit, the attacker must save or be nauseated instead of sickened. This damage can harm a swarm.
   
   
'''Goblin Army Knife'''
 
It's not stylish but it gets the job done. The Goblin Army Knife is a tool of all trades. I saws, digs trenches, lights fires, hammers nails, polishes and oils armor, makes duck calls, sews clothing and even has
 
twenty five feet of spidersilk rope in it with a test weight of 100 lbs. It's a fishing rod, a 1 person canvas tent and it only weighs four pounds. Operating each function due to the system of levers, takes three rounds
 
but no skill check is required.
 
   
  +
'''Reincarnate'''
 
Size: Small
 
Cost: 50 gp
 
Weight: 4 lbs
 
   
  +
: Reincarnate remains the same on Tenebrae, save it's been refocused on theme-related races. War golems are not included, as they are not considered part of the "natural" order, but are created.
   
  +
{{TableMain}}
'''Goblin Catapult'''
 
  +
{{T01}}
Developed originally for specific elements of the Grimdiddle goblin clan by the Kurba brothers of Arngrun, this catapult is a weird, effective, but sometimes very dangerous foray into the realm of portable bombardment. The catapult is a device that is worn on the back, with a powerful spring-loaded arm that is drawn back by a crank on its side; one simply need load a or small-sized grenade weapon (a flask of acid, alchemist's fire, holy water, or the like) into the arm's basket, range to target, and release! Accuracy is somewhat spotty, however - a user takes an automatic -1 penalty to hit when using the device, but the ability to strike at long range generally offsets this. On a natural 1, however, the DM must roll 1d8 to determine if a serious malfunction has occured; a roll of 1 or 2 indicates the launched missile is woefully short and hits the catapult's wearer instead!
 
  +
| colspan="3"| Reincarnate Table
  +
{{T02}}
  +
| colspan="2" | Roll
  +
| New Race
   
  +
|-
  +
| 1-7
  +
|
  +
| ''Khazad''
   
  +
|-
Size: Medium
 
  +
|
  +
| 1-50
  +
| Khazad-Aul
   
  +
|-
Cost: 200gp
 
  +
|
  +
| 51-100
  +
| Khazad-Mornir
   
  +
|-
Damage: as per missile
 
  +
| 6-14
  +
|
  +
| Egalrin
   
  +
|-
Critical: -
 
  +
| 15-21
  +
|
  +
| ''Sildanyar''
   
  +
|-
Range Increment: 125 ft.
 
  +
|
  +
| 1-34
  +
| Llyranesi
   
  +
|-
Weight: 20lbs.
 
  +
|
  +
| 35-67
  +
| Mul'niessa
   
  +
|-
Type: as per missile
 
  +
|
  +
| 68-100
  +
| Sylvanori
   
  +
|-
  +
| 22-28
  +
|
  +
| Gnome
   
  +
|-
'''Spider Silk Rope'''
 
  +
| 29-35
This rope is even sturdier and more lightweight then silk rope. It has 5 hit points and can be burst with a DC 25 strength check. Its tacky but supple texture adds a +4 circumstance bonus to Use Rope checks.
 
  +
|
  +
| Gobber
   
  +
|-
 
  +
| 36-42
Size: -
 
  +
|
  +
| Half-elf
   
  +
|-
Cost: 25gp/50 ft
 
  +
| 43-49
  +
|
  +
| Arvek Nar
   
  +
|-
Weight: 3 lbs
 
  +
| 50-56
  +
|
  +
| Sith'makar
   
  +
|-
  +
| 57-63
  +
|
  +
| Giantborn
   
  +
|-
'''Splundar's Patented Portentious Pyrotechnics (signal rockets)'''
 
  +
| 64-70
Another interesting gnomish invention, Splunder's Patented Portentious Pyrotechnics combine dwarven gunpowder with exquisite elven dyes to produce a brilliant means of making signals at night. Each of the Pyrotechnics comes in the form of a small rocket, about the size of a torch; one need only place the rocket on the ground under open sky, light its fuse, and stand back; the rocket will launch, and explode (three rounds later, once its propellant has cooked) into a brilliant burst of colored light visible for up to ten miles. It is possible to use the Pyrotechnics as an impromptu dazzling device; one needs to hold the rocket by its launch peg and light it, pointing it toward a target - the resulting fire and smoke deals 1d4 fire damage to the wielder. On a direct hit from a ranged attack the rocket strikes the target, and explodes in a brilliant shower of colored light; this deals 1d6 fire damage to the target and fills a 30' area with a light - all within the area of effect must make a Will save (DC 18) or be blinded for 1d6 rounds. Splundar's Patented Portentious Pyrotechnics come in a variety of colors.
 
  +
|
  +
| Half-orc
   
  +
|-
  +
| 71-77
  +
|
  +
| Halflings
   
  +
|-
Size: Small
 
  +
| 78-82
  +
|
  +
| Oruch
   
  +
|-
Cost: 100gp
 
  +
| 83-100
  +
|
  +
| Human
   
  +
|}
Damage: 1d6 (1d4 to wielder if used as a weapon)
 
   
Critical: -
 
   
  +
'''Merciful Blade'''
Range Increment: 100ft.
 
  +
: '''School:''' Transmutation
  +
: '''Level:''' Pal 1
  +
: '''Components:''' V, DF, S
  +
: '''Casting Time:''' 1 swift action
  +
: '''Range:''' Personal
  +
: '''Target:''' You
  +
: '''Duration:''' 1 round/level (D)
   
  +
: Sometimes, mercy is called for in the martial field. With this prayer, the paladin asks his or her deity to dull the edge of her blades so any weapon she actively wields inflicts subdual damage instead of lethal damage. This does not alter the weapon's damage type, or otherwise change the weapon in any way. Despite the name of the prayer, any manufactured or natural weapon wielded by the paladin may be affected. If the weapon is dropped or otherwise discarded, the spell ends for that weapon until it is wielded again by the paladin.
Weight: 2lbs.
 
   
  +
: For the purposes of this last-minute spell, the wielding of the weapon is considered its Somatic component.
Type: Fire
 
   
   
'''Thanatopticon'''
+
'''Spell-Storing Item'''
A product of artifice, the Thanatopticon is a hand-held device which is a sort of portable 'autopsy engine'. Used properly, the rays produced by the Thanatopticon can determine the state of a person (live, dead, or cataleptic) and their state of health as if using the Deathwatch spell. The Thanatopticon can assist in determining the appropriate course of treating an injury, giving the user a +3 bonus to Heal checks - this bonus also applies to Heal checks geared toward determining cause of death in a subject as well.
 
   
  +
:'''School:''' Transmutation
  +
: '''Level:''' Artificer 1
  +
:'''Casting Time:''' 1 minute
  +
:'''Components:''' S
  +
:'''Range:''' touch
  +
:'''Target:''' Item touched
  +
:'''Duration:''' 1 hour/level or until discharged
  +
:'''Saving Throw:''' None (object)
  +
:'''Spell Resistance:''' No (object)
   
  +
:The artificer is able to store the energy matrix of a single, targeted contraption of up to 3rd level in a weapon (including a titan fist).
Size: Small
 
   
  +
:The artificer must have prepared the contraption he or she wishes to store in the item, and the contraption must have a casting time of 1 standard action. The act of transferring the energy matrix to the weapon renders the original contraption useless.
Cost: 300gp
 
   
  +
:Anytime the weapon strikes a creature and the creature takes damage from it, the weapon can immediately cast the spell on that creature as a free action if the wielder desires.
   
=Weapons=
 
The Emblem of Ea has a number of custom weapons and exotic items that are part of our game world. Some of these are simple variations on a common theme such as the Dran Flail and others are variations of firearms, which are a form of exotic weaponry available in our world. The following information breaks down these weapons which can also be seen in our character generation areas. Please note that this listing /only/ includes house variations on weapons or weapons with particularly complex rules. Most available weapon damages can be seen on our character generation objects. Also note that while armor has no notable differences, weapons for small and medium sized characters are different.
 
   
   
  +
'''Titan Fist'''
'''Bayonet:''' Bayonets are long slender blades that are attached to the ends of two-handed firearms (Blunderbusses, Muskets, Long Rifles) and two-handed crossbows (Light and Heavy Crossbows, normal or repeating varieties). Attaching a bayonet is a standard action that provokes attacks of opportunity. Switching between the ranged weapon and the attached bayonet is a free action, allowing the user to mix ranged and melee attacks in the same round without penalty.
 
Main Gauche: The Main Gauche is a fencing variation of the dagger for use as an off-hand weapon. Main Gauche's feature a very broad hilt guard, which is as long, or longer, than the blade length itself. A Main Gauche wielded in the off-hand grants a +1 dodge bonus to AC. This dodge bonus increases to +2 if fighting Defensively or using the Total Defense action.
 
   
  +
:'''School:''' Conjuration
 
  +
: '''Level:''' Artificer 1
'''Flail, Dran:''' An evolution of the normal heavy flail, the Dran flail is one weapon that helps embody the Dran ideal; bred them big and bred them strong. A large heavy chain attached to a sphere or some other object larger then the head of an ox, the Dran flail is a reach weapon that cannot be used against adjacent opponents due to the space required to swing the head effectively. The Dran flail is a martial weapon.
 
  +
:'''Casting Time:''' 1 standard action
  +
:'''Components:''' S, See Text
  +
:'''Range:''' touch
  +
:'''Target:''' Artificer's Titan Armor
  +
:'''Duration:''' instantaneous
  +
:'''Saving Throw:''' Fortitude (object); Spell Resistance yes (object)
   
  +
:You imbue your Titan Fist and throw it at a target up to 100 feet away. Make a ranged attack roll. If it hits, the target takes damage from your Titan Fist as though struck by that weapon, including all strength bonuses and other effects.
   
  +
:This does not actually rob you of part of your armor--the artifice will self-heal before your next turn. This spell also requires the artificer to be wearing her titan armor when casting the spell.
'''Great-Maul, Dran:''' This enormous weapon is a favorite of the Dranei Warriors of the north and their brutish and physically powerful allies among the northern jotun-kund (The Beastmen) and Orcs. Variations on this theme can be found as well among the dwarves. An exotic weapon, it does incredible damage but also grants an additional +4 bonus when used on sunder attempts against shields. Various ornate versions of it exist ranging from enormous hammers to vast decorated clubs.
 
   
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[[Category:Admin|Spells]]
  +
[[Category:Character Options|Spells]]
  +
[[Category:Magic|Spells]]
   
  +
=Bonus Spells per Level=
'''Claws of Attack, Orcish:''' This traditional orcish weapon consists of blades that emulate the 12 inch claws of a dire wolf. Sometimes they are designed literally as finger-blades and other times they are strapped to a large gauntlet. Either way, they require the user to get up close and personal with an opponent. The orcs treat orcish claws of attacks as martial weapons, otherwise they are exotic.
 
  +
{{BonusSpellsPerLevel}}
   
  +
=Scribing and Purchasing Spells=
  +
All casting classes may purchase scrolls, although artificers are unable to make use of them outside of adding them to blueprints known. All wizards, artificers, and witches may use scrolls to expand their spellbooks. Prices given below are market; '''[[:Category:CrafterScrolls|other players may charge less]]''', and costs may also be reduced via '''[[RPPs]]'''.
   
  +
We use the guidelines published by PFS for scrolls. That is, we assume that scrolls (and other consumables) are made first by clerics, druids, or wizards unless they are not on those classes' lists. For example, a scroll of lesser restoration must be purchased as a 2nd-level scroll off the cleric spell list and may not be purchased as a 1st-level scroll off the paladin spell list. If a spell appears at different levels on two different lists, use the lower level spell to determine cost.
'''Circleknife:''' Circleknives are actually a broad category of weapons that are all handled in the same manner. A circleknife is characterized by a grip that is similar to a Punch Dagger, but uses one or more circular blades that come out perpendicular to the direction of the fist. All variations feature hooked edges or trapping areas to help with disarming foes, granting a +2 bonus to Disarm attempts. Additionally their broad surfaces help with parrying attacks, granting a +1 Dodge bonus to AC if wielded in pairs by a proficient user. Common variations include the Hornknife, which looks like two crescent-shaped blades merged together in opposing directions, with a leather grip at the center of one or the other. Wind and Fire Wheels are a variation from Tsang Lun, they are a full circular blade, sometimes with sharp serration, that features the grip on a crosspiece in the center of the wheel. This is an exotic weapon.
 
   
  +
For the sake of simplicity, there is no difference between an arcane and divine scroll or wand (we just care if it's on their spell list). Thus a bard and cleric may both use the same scroll of cure moderate wounds.
   
'''Swordwhip, Charn:''' The swordwhip is a flexible weapon that is as beautiful as it is vicious when wielded proficiently. Originally only nobles and officers of the Stygian Empire carried them, but their usage has gradually expanded. Swordwhips are made with segmented blades bound by an elastic woven cord that runs through the center of the blade. If swung in a wide enough arc the cord stretches, causing the weapon to lengthen much like a whip. At the beginning of the wielder's turn she can choose to use it as a Piercing weapon, or as a Slashing weapon that has Reach, a +2 bonus to Disarm attempts and can make Trip attacks. This choice cannot be changed until the wielder's next turn. This is an exotic weapon.
 
   
  +
{{ScrollCosts}}
   
'''Hookblade, Veyshanti:''' An ancient weapon devised by the Veyshanti, the Hookblade is similar in construction to a scimitar but is curved inwards rather than back. This hook-like design allows it to negate the shield AC of the defender's Buckler, Light Shield or Heavy Shield (The shield AC of Tower Shield's are not affected). Additionally the Hookblade has a +2 bonus to Disarm attempts.
 
   
  +
{{ScribingCosts}}
   
  +
=Incremental Antimagic=
'''Mancatcher:''' A mancatcher is a polearm designed to ensnare a foe when it strikes, using a hooked end with wickedly barbed claws. A wielder that hits an opponent of Small, Medium, or Large size attempts to start a grapple as a free action without provoking an attack of opportunity. If the wielder gets a hold, the staff grabs the opponent and deals 1d10 points of piercing damage each round the hold is maintained. A mancatcher has reach: it can strike opponents up to ten feet away but cannot be used against an adjacent opponent.
 
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[[image:incremental_antimagic.jpg|100px|left]]Want more options than standard antimagic offers? Would you like to make higher level spells more challenging, while leaving the lower level ones alone? Offer elements of antimagic as a trap? Interjection Games was kind enough to step in, and craft ''Incremental Antimagic''! Indirectly crafted for Tenebrae, we have permission to use this awesome product in our MUX. [http://www.rpgnow.com/product_reviews_info.php?products_id=114751&reviews_id=125360 Click to download Incremental Antimagic from RPGNow].
   
  +
''Incremental Antimagic'' includes options for:
   
  +
* 4 kinds of incremental antimagic
'''Skipball, Halfling:''' Skipballs are small metal balls wrapped in specially-treated cord and a rubber-like resin. Virtually indistinguishable from a child's toy, a skipball strikes with much greater force due to the metal weight inside. A user does not need an Exotic Weapon Proficiency to hurl a Skipball without penalty, but having the required proficiency allows the user to ricochet it off of obstacles and opponents. On a successful hit the attacker (If proficient) can roll again using the same attack bonus but with an additional -4 penalty in order to hit another opponent that is no more than 20 ft from the original target. Defenders do not gain the benefits of Cover (+4 bonus to AC) against attacks made by a proficient Skipball user. A halfling treats a Skippball as a martial weapon.
 
  +
* ''Chaotic:'' On a failed check, spells change form.
  +
* ''Delaying:'' On a failed check, the caster must either try to cast the same spell using the same spell slot next turn or allow the spell to blast himself.
  +
* ''Eliminating:'' On a failed check, the spell fizzles. It sucks to be you.
  +
* ''Hindering:'' On a failed check, the caster must either let the spell fizzle or expend an additional spell slot to cast.
  +
* Rules for adding incremental antimagic into your game.
  +
* The nullstone golem, a CR5 antimagic bruiser.
   
  +
=Summoning=
  +
'''What are the [[House Rules]]?'''
   
  +
:Q: Is there a limit to how many summons I can have?
'''Bola:''' This thrown weapon is a length of cord with stone or metal weights on the end, mostly used for catching animals. Bolas will entangle an opponent on a successful hit, in addition to causing damage. An entangled creature suffers -2 on attack rolls and a -4 penalty on effective Dexterity. The entangled creature can only move at half speed and cannot charge or run. If the entangled creature attempts to cast a spell, it must succeed at a Concentration check (DC 15). The entangled creature can escape with an Escape Artist check (DC 15) that is a full round action. The bolas has 4 hit points and can be burst with a Strength check (DC 23, also a full round action). A bola is only useful against Small, Medium, or Large size creatures. A bola is an exotic weapon requiring Exotic Weapon Proficiency (bola).
 
  +
:A: The answer is the rule of fun. Be mindful of other players, turn times, and the ability of everyone to share the spotlight. If you're cutting into others' fun, it is time to summon fewer creatures.
   
===Firearms===
 
Firearms are projectile weapons that use an explosive mixture (Gunpowder) to propel a metal bullet from a tube. This sort of weapon is not common throughout Aeryth, though one sees it from time to time in some
 
border lands. One ounce of gunpowder (see below) per shot is required to fire a firearm. A Medium sized character can fire a Musket one handed, but doing so imposes a -4 penalty to hit.
 
 
   
  +
:Q: Can I add additional monsters to the monster summoning tables?
Both pistols and muskets hold a single shot and require a standard action to reload. Firearms are exotic weapons requiring Exotic Weapon Proficiency (firearms). Descriptions of the Pistol and Musket can be found in the DMG. Bullets cost 3 gp for a bag of 10, and weigh 10 lb. per bag. Gunpowder is sold by the keg (250 gp for 15 pounds) or the horn (35 gp for 2 pounds). Gunpowder is useless if it gets wet.
 
  +
:A: We follow the guidance of Paizo's developers in this regard. From James Jacobs:
  +
::Nope. No chance. We didn't have room, or the time to go through and pick out balanced additions to the spell, nor do we want to set up the expectation that something like that will be in every Bestiary, plus some other boring reasons.
   
  +
::We really just don't want to bloat the summon monster tables with too many choices, honestly. It's already kinda hard to choose a monster; making there be TOO many choices spread across TOO many books just leads to option paralysis in game and that's not good.
   
  +
::In the end, we decided that these spells more or less needed to be self-contained. That mean that they had lists that referenced the main Bestiary and didn't go beyond that. This is mostly a balance issue (too many monsters on the list allow for too much specialization per encounter), but also a game-play issue (too many monsters on the list causes option paralysis and makes the simple choice of choosing a summoned monster a tough one) and a public relations issue (we try not to build parts of the game to be too dependent on non-core products).
'''Longrifle:''' The king of small arms, a long rifle is nearly as long as a dwarf is tall. Thanks to the innovative barrel design, a shooter can use the rifle to knock an apple of an orc's head from nearly half a mile away. The Long Rifle holds a single shot and requires a standard action to reload.
 
   
   
  +
'''Final Words'''
'''Blunderbuss:''' This basic firearm does 2d6 points of damage to a target in the first range increment and 1d6 points of damage to anyone in a 5 foot wide path beyond that distance out to maximum range. It holds a single shot and requires a standard action to reload.
 
   
  +
'''Please have all creatures' stats prepared ahead of time'''. Use a site like this one: http://gregfarrell.org/pfs/ or, add your summons to your charpage! We've made a handy template over this way. If you don't have the time and inclination to do this sort of note-keeping, we ask that you keep summoning to a minimum. This is just due to the time it takes during combat; you really have to keep on top of it. That said, ask around. We have a great community, and there is always someone willing to help.
   
'''Flamegun:''' This pistol sized weapon shoots a thin stream of alchemists fire that ignites as soon as it hits air. It requires only a touch attack to hit a target. It deals no splash damage but any target struck must make a Reflex save DC 15 or catch fire, suffering an additional 1d6 fire damage each round until he can extinguish the flames. A flame gun is supplied by a five shot fuel pack. As long as fuel remains you can shoot the Flamegun according to your normal number of attacks without reloading. Replacing a spent fuel pack with a fresh one requires a standard action. Flamegun requires Exotic Weapon Prof/Firearms.
 
   
  +
{{Summon-Start|Dog, Celestial}}
'''Flintlock Pistol:''' An evolution of the standard pistol.
 
  +
{{SummonBasics-Start}}'''Type''' M Celestial '''Init''' 1 '''Senses''' darkvision 60 ft., low-light vision, scent; Perception +8
  +
{{SummonBasics-End}}
  +
{{SummonCol-Start}}
  +
{{SummonSection|Defenses}}
  +
{{SummonEntry|AC}} 13, touch 12, flat-footed 12 (+1 Dex, +1 natural, +1 size)
  +
{{SummonEntry|HP}} 6 (1d8+2)
  +
{{SummonEntry|Saves}} +4, Ref +3, Will +1
  +
{{SummonEntry|Other}} SR 5, cold 5, acid 5, electricity 5
  +
{{SummonSection|Offense}}
  +
{{SummonEntry|Speed}} 40
  +
{{SummonEntry|Melee}} bite +2 (1d4+1)
  +
{{SummonEntry|Special Attacks}} Smite Evil
  +
{{SummonCol-End}}
  +
{{SummonCol-Start}}
  +
{{SummonSection|Statistics}}
  +
{{SummonEntry|Stats}} Str 13, Dex 13, Con 15, Int 2, Wis 12, Cha 6
  +
{{SummonEntry|Base Atk & CMD}} Base Atk +0; CMB +0; CMD 11 (15 vs. trip)
  +
{{SummonEntry|Feats}} Skill Focus (Perception)
  +
{{SummonEntry|Skills}} Acrobatics +1 (+9 jump), Perception +8, Survival +1 (+5 scent tracking)
  +
{{SummonSection|Special Abilities}}
  +
{{SummonEntry|Ability}} +4 Acrobatics when jumping, +4 Survival when tracking by scent
  +
{{SummonEntry|Ability}} Smite evil 1/day as a swift action add CHA bonus (+0) to attack rolls and damage bonus equal to HD (+1) against evil foes; smite persists until target is dead or the celestial creature rests.
  +
{{SummonCol-End}}
  +
{{Summon-End}}
   
'''Bombs and Smoke Bombs are per the DMG.'''
 
   
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<pre>
=Spells=
 
  +
{{Summon-Start|Dog, Celestial}}
Custom spells will go here.
 
  +
{{SummonBasics-Start}}'''Type''' M Celestial '''Init''' 1 '''Senses''' darkvision 60 ft., low-light vision, scent; Perception +8
  +
{{SummonBasics-End}}
  +
{{SummonCol-Start}}
  +
{{SummonSection|Defenses}}
  +
{{SummonEntry|AC}} 13, touch 12, flat-footed 12 (+1 Dex, +1 natural, +1 size)
  +
{{SummonEntry|HP}} 6 (1d8+2)
  +
{{SummonEntry|Saves}} +4, Ref +3, Will +1
  +
{{SummonEntry|Other}} SR 5, cold 5, acid 5, electricity 5
  +
{{SummonSection|Offense}}
  +
{{SummonEntry|Speed}} 40
  +
{{SummonEntry|Melee}} bite +2 (1d4+1)
  +
{{SummonEntry|Special Attacks}} Smite Evil
  +
{{SummonCol-End}}
  +
{{SummonCol-Start}}
  +
{{SummonSection|Statistics}}
  +
{{SummonEntry|Stats}} Str 13, Dex 13, Con 15, Int 2, Wis 12, Cha 6
  +
{{SummonEntry|Base Atk & CMD}} Base Atk +0; CMB +0; CMD 11 (15 vs. trip)
  +
{{SummonEntry|Feats}} Skill Focus (Perception)
  +
{{SummonEntry|Skills}} Acrobatics +1 (+9 jump), Perception +8, Survival +1 (+5 scent tracking)
  +
{{SummonSection|Special Abilities}}
  +
{{SummonEntry|Ability}} +4 Acrobatics when jumping, +4 Survival when tracking by scent
  +
{{SummonEntry|Ability}} Smite evil 1/day as a swift action add CHA bonus (+0) to attack rolls and damage bonus equal to HD (+1) against evil foes; smite persists until target is dead or the celestial creature rests.
  +
{{SummonCol-End}}
  +
{{Summon-End}}
  +
</pre>
  +
  +
[[Category:Admin|Spells]]
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[[Category:Character Options|Spells]]
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[[Category:Magic|Spells]]

Latest revision as of 00:18, 27 January 2018

Magic02.jpg

The Emblem of Ea makes use of a number of in-house spells and domains to help provide a certain flavor and theme to our world. The below lists those spells and the house rules for them. To see how magic works in Tenebrae, check out Magitech and Magic. It's found under the World menu.

Spells By Class

Artificer

Artificers gain access to a variety of blueprints, allowing them to make contraptions of the following spells. Unless marked with a **, the spell may be found in the Pathfinder PRD Spell Index or in our House Rules. Spells marked with a ** are in the Eberron Campaign Setting.

1st-Level Artificer Blueprints
ant haul, break, burning hands, color spray, comprehend languages, detect secret doors, detect undead, disguise self, endure elements, enlarge person, expeditious retreat, flare burst, identify, inflict light damage**, jump, keen senses, magic weapon, mage hand, negate aroma, repair light damage**, read magic, reduce person, shield, shocking grasp, spell storing item (house), titan fist, true strike, Cure Light Wounds, Blade Lash, Returning Weapon, Strong Wings, Sundering Shards, Thunderstomp, Touch of Combustion, Unerring Weapon
2nd-Level Artificer Blueprints
acid arrow, alter self, bear’s endurance, blur, bull’s strength, cat’s grace, chill metal, darkvision, defensive shock, detect thoughts, eagle's splendor, false life, fox’s cunning, heat metal, inflict moderate damage**, invisibility, instant armor, levitate, make whole, owl's wisdom, perceive cues, protection from arrows, repair moderate damage**, resist energy, scorching ray, see invisibility, shatter, spider climb, toughen construct**, undetectable alignment, Cure Moderate Wounds, Defensive Shock, Ghostly Disguise, Investigative Mind, Ablative Barrier, Brow Gasher, Bullet Shield, Molten Orb, Aid, magic vestment,
3rd-Level Artificer Blueprints
arcane sight, bloodhound, dispel magic, displacement, fly, fireball, force punch, heroism, hold person, inflict serious damage**, magic vestment, magic weapon greater, malfunction, lightning bolt, nondetection, protection from energy, ray of exhaustion, repair serious damage**, stinking cloud, tongues, water breathing, Cure Serious Wounds, Soothe Construct, Magic#House_Spells Explosive Plates, Burrow, Force Punch, Malfunction, Monstrous Physique I, Fire Trail, Greater Thunderstomp, Pellet Blast, Haste
4th-Level Artificer Blueprints
air walk, ball lightning, confusion, death ward, detonate, dimension door, discern lies, enervation, fear, fire shield, freedom of movement, globe of invulnerability (lesser), inflict critical damage**, invisibility (greater), locate creature, minor creation, neutralize poison, repair critical damage**, rusting grasp, shout, sonic thrust, stoneskin, Cure Critical Wounds, Rapid Repair, Echolocation, Vitriolic Mist, Monstrous Physique II, Earth Glide
5th-Level Artificer Blueprints
baleful polymorph, cloudkill, cone of cold, contact another plane, corrosive consumption, dream, disrupting weapon, elude time, fabricate, hold monster, magic jar, major creation, nightmare, overland flight, planar adaptation, sending, spell resistance, telekinesis, telepathic bond, wall of force, wall of stone, waves of fatigue, Monstrous Physique III
6th-Level Artificer Blueprints
analyze dweomer, antimagic field, blade barrier, chain lightning, disable construct**, disintegrate, dispel magic (greater), eyebite, flesh to stone, freezing sphere, globe of invulnerability, hardening**, move earth, repulsion, shadow walk, transformation, true seeing, total repair**, wall of iron, Monstrous Physique IV, Temporary Resurrection, Control Construct


Bard

Bard Spells
0 Dancing Lights, Daze, Detect Magic, Flare, Ghost Sound, Know Direction, Light, Lullaby, Mage Hand, Mending, Message, Open/Close, Prestidigitation, Read Magic, Resistance, Summon Instrument, Spark, Unwitting Ally, Sift,
1 Alarm, Animate Rope, Cause Fear, Charm Person, Comprehend Languages, Lesser Confusion, Cure Light Wounds, Detect Secret Doors, Disguise Self, Erase, Expeditious Retreat, Feather Fall, Grease, Hideous Laughter, Hypnotism, Identify, Magic Aura, Magic Mouth, Obscure Object, Remove Fear, Silent Image, Sleep, Summon Monster I, Undetectable Alignment, Unseen Servant, Ventriloquism, Beguiling Gift, Dancing Lantern, Flare Burst, Invigorate, Restful Sleep, Saving Finale, Share Language, Solid Note, Timely Inspiration, Memory Lapse, Liberating Command, Innocence, Chord of Shards, Delusional Pride, Ear-Piercing Scream, Forced Quiet, Fumbletongue, Horn of Pursuit, Play Instrument, Summon Minor Monster, Vocal Alteration
2 Alter Self, Animal Messenger, Animal Trance, Blindness/Deafness, Blur, Calm Emotions, Cat's Grace, Cure Moderate Wounds, Darkness, Daze Monster, Delay Poison, Detect Thoughts, Eagle's Splendor, Enthrall, Fox's Cunning, Glitterdust, Heroism, Hold Person, Hypnotic Pattern, Invisibility, Locate Object, Minor Image, Mirror Image, Misdirection, Pyrotechnics, Rage, Scare, Shatter, Silence, Sound Burst, Suggestion, Summon Monster II, Summon Swarm, Tongues, Whispering Wind, Enter Image, Gallant Inspiration, Ghostbane Dirge, Hidden Speech, Honeyed Tongue, Distracting Cacophony, Dust of Twilight, Blood Biography, Dust of Twilight, Honeyed Tongue, Versatile Weapon, Acute Senses, Boiling Blood, Compassionate Ally, Delay Pain, Disguise Other, Distracting Cacophony, Distressing Tone, Ghostly Disguise, Mad Hallucination, Miserable Pity, Piercing Shriek, Share Memory, Silk to Steel, Snapdragon Fireworks, Steal Voice, Unadulterated Loathing, Wartrain Mount, Returning Weapon, Sonic Scream, Steal Breath
3 Blink, Charm Monster, Clairaudience/Clairvoyance, Confusion, Crushing Despair, Cure Serious Wounds, Daylight, Deep Slumber, Dispel Magic, Displacement, Fear, Gaseous Form, Lesser Geas, Glibness, Good Hope, Haste, Illusory Script, Invisibility Sphere, Major Image, Phantom Steed, Remove Curse, Scrying, Sculpt Sound, Secret Page, See Invisibility, Sepia Snake Sigil, Slow, Speak with Animals, Summon Monster III, Tiny Hut, Mass Invigorate, Jester's Jaunt, Purging Finale, Reviving Finale, Thunderous Drums, Seek Thoughts, Coordinated Effort, Control Summoned Creature, Campfire Wall, Coordinated Effort, Elemental Speech, Seek Thoughts, Control Summoned Creature, Curse of Disgust, Exquisite Accompaniment, Rain of Frogs, Haunting Choir, Mad Monkeys, Malicious Spite, Overwhelming Grief, Smug Narcissism, Terrible Remorse, Vision of Hell, Witness, Accept Affliction, Death from Below, Raging Rubble
4 Break Enchantment, Cure Critical Wounds, Detect Scrying, Dimension Door, Dominate Person, Freedom of Movement, Hallucinatory Terrain, Hold Monster, Greater Invisibility, Legend Lore, Locate Creature, Modify Memory, Neutralize Poison, Rainbow Pattern, Repel Vermin, Secure Shelter, Shadow Conjuration, Shout, Speak with Plants, Summon Monster IV, Zone of Silence, Discordant Blast, Mass Ghostbane Dirge, Sonic Thrust, Wandering Star Motes, Denounce, Envious Urge, Discordant Blast, Heroic Finale, Dance of a Hundred Cuts, Echolocation, Envious Urge, Primal Scream, Serenity, Shadow Step, Utter Contempt, Virtuoso Performance, Wall of Sound
5 Mass Cure Light Wounds, Greater Dispel Magic, Dream, False Vision, Greater Heroism, Mind Fog, Mirage Arcana, Mislead, Nightmare, Persistent Image, Seeming, Shadow Evocation, Shadow Walk, Song of Discord, Mass Suggestion, Summon Monster V, Bard's Escape, Deafening Song Bolt, Foe to Friend, Frozen Note, Phantasmal Web, Unwilling Shield, Foe to Friend, Joyful Rapture, Vengeful Outrage, Archon's Trumpet
6 Analyze Dweomer, Animate Objects, Mass Cat's Grace, Mass Charm Monster, Mass Cure Moderate Wounds, Mass Eagle's Splendor, Eyebite, Find the Path, Mass Fox's Cunning, Geas/Quest, Heroes' Feast, Irresistible Dance, Permanent Image, Programmed Image, Project Image, Greater Scrying, Greater Shout, Summon Monster VI, Sympathetic Vibration, Veil, Brilliant Inspiration, Getaway, Pied Piping, Euphoric Tranquility, Overwhelming Presence, Euphoric Tranquillity, Fool's Forbiddance, Dance of a Thousand Cuts, Hymn of Peace

Bloodrager

Bloodrager Spells
1 blade lash, blurred movement, burning hands, cause fear, chill touch, color spray, corrosive touch, ear-piercing scream, endure elements, enlarge person, expeditious retreat, feather fall, flare burst, hydraulic push, icicle dagger, jump, line in the sand, mage armor, magic missile, magic weapon, marid's mastery, mount, protection from chaos, evil, good, law, ray of enfeeblement, ray of sickening, reduce person, returning weapon, shadow weapon, shield, shock shield, shocking grasp, stone fist, stone shield, strong wings, sundering shards, thunderstomp, touch of combustion, touch of the sea, true strike, unerring weapon, wave shield, web bolt,winter feathers
2 Ablative barrier, acid arrow, animal aspect, bear's endurance, blindness/deafness, blood armor, blood blaze, boiling blood, brow gasher, bullet shield, bull's strength, burning gaze, cat's grace, certain grip, daze monster, death from below, defensive shock, delay pain, disfiguring touch, dust of twilight, eagle's splendor, extreme flexibility, false life, fire breath, flaming sphere, frigid touch, ghoul touch, glitterdust, gust of wind, gusting sphere, mirror image, molten orb, protection from arrows, pyrotechnics, resist energy, scorching ray, see invisibility, shatter, slipstream, sonic scream, spider climb, steal breath, stone call, stone discus, touch of idiocy, unshakable chill
3 Greater animal aspect, aqueous orb, beast shape I, blood biography, blood scent, burrow, burst of speed, chain of perdition, cloak of winds, countless eyes, draconic reservoir, elemental aura, eruptive pustules, fire trail, fireball, firestream, flame arrow, fly,force punch, gloomblind bolts, haste, heroism, hold person, hydraulic torrent, keen edge, lightning bolt, greater magic weapon, monstrous physique I, pain strike, phantom steed, protection from energy, rage, raging rubble, ray of exhaustion, resinous skin, silver darts, sleet storm, slow, stinking cloud, greater thunderstomp, twilight knife,vampiric touch, versatile weapon, vision of hell, water breathing, wind wall
4 absorbing inhalation, ball lightning, beast shape II, bestow curse, black tentacles, confusion, contagion, crushing despair, detonate, dragon's breath, earth glide, elemental body I, enervation, mass enlarge person, greater false life, fear, fire shield, firefall, greater flaming sphere, ghost wolf, hellmouth lash, ice storm, monstrous physique II, moonstruck, pellet blast, phantasmal killer, mass reduce person, ride the waves, river of wind, shout, stoneskin, telekinetic charge,vermin shape I, vitriolic mist, volcanic storm, wall of fire, wall of ice, wall of sound

Cleric

Cleric Spells
0 Bleed, Create Water, Detect Magic, Detect Poison, Guidance, Light, Mending, Purify Food and Drink, Read Magic, Resistance, Stabilize, Virtue, Spark
1 Bane, Bless, Bless Water, Cause Fear, Command, Comprehend Languages, Cure Light Wounds, Curse Water, Deathwatch, Detect Chaos/Evil/Good/Law, Detect Undead, Divine Favor, Doom, Endure Elements, Entropic Shield, Hide from Undead, Inflict Light Wounds, Magic Stone, Magic Weapon, Obscuring Mist, Protection from Chaos/Evil/Good/Law, Remove Fear, Sanctuary, Shield of Faith, Summon Monster I, Ant Haul, Dancing Lantern, Peacebond, Liberating Command, Decompose Corpse, Diagnose Disease, Forbid Action, Know the Enemy, Murderous Command, Ray of Sickening, Remove Sickness, Restore Corpse, Sanctify Corpse, Marid's Mastery, Winter Feathers
2 Aid, Align Weapon, Augury, Bear's Endurance, Bull's Strength, Calm Emotions, Consecrate, Cure Moderate Wounds, Darkness, Death Knell, Delay Poison, Desecrate, Eagle's Splendor, Enthrall, Find Traps, Gentle Repose, Hold Person, Inflict Moderate Wounds, Make Whole, Owl's Wisdom, Remove Paralysis, Resist Energy, Lesser Restoration, Shatter, Shield Other, Silence, Sound Burst, Spiritual Weapon, Status, Summon Monster II, Undetectable Alignment, Zone of Truth, Blessing of Courage and Life, Ghostbane Dirge, Grace, Instant Armor, Share Language, Weapon of Awe, Martyr's Bargain, Arrow of Law, Boiling Blood, Compassionate Ally, Delay Pain, Disfiguring Touch, Dread Bolt, Imbue with Aura, Protective Penumbra, Shard of Chaos, Spear of Purity, Surmount Affliction, Web Shelter, Burst of Radiance, Returning Weapon, Blood Blaze, Lesser Angelic Aspect, Recentering Drone
3 Animate Dead, Bestow Curse, Blindness/Deafness, Contagion, Continual Flame, Create Food and Water, Cure Serious Wounds, Daylight, Deeper Darkness, Dispel Magic, Glyph of Warding, Helping Hand, Inflict Serious Wounds, Invisibility Purge, Locate Object, Magic Circle against Chaos/Evil/Good/Law, Magic Vestment, Meld into Stone, Obscure Object, Prayer, Protection from Energy, Remove Blindness/Deafness, Remove Curse, Remove Disease, Searing Light, Speak with Dead, Stone Shape, Summon Monster III, Water Breathing, Water Walk, Wind Wall, Enter Image, Guiding Star, Sacred Bond, Wrathful Mantle, Deadly Juggernaut, Blood Biography, Elemental Speech, Archon's Aura, Badger's Ferocity, Blessing of the Mole, Ki Leech, Sands of Time, Symbol of Healing, Vision of Hell, Accept Affliction, Blood Scent, Raging Rubble
4 Air Walk, Chaos Hammer, Control Water, Cure Critical Wounds, Death Ward, Dimensional Anchor, Discern Lies, Dismissal, Divination, Divine Power, Freedom of Movement, Giant Vermin, Holy Smite, Imbue with Spell Ability, Inflict Critical Wounds, Greater Magic Weapon, Neutralize Poison, Order's Wrath, Lesser Planar Ally, Poison, Repel Vermin, Restoration, Sending, Spell Immunity, Summon Monster IV, Tongues, Unholy Blight, Planar Adaptation, Spiritual Ally, Control Summoned Creature, Blessing of Fervor, Rest Eternal, Aura of Doom, Blood Crow Strike, Control Summoned Creature, Plague Carrier, Ride the Waves, Spit Venom, Symbol of Revelation, Symbol of Slowing, Terrible Remorse
5 Atonement, Break Enchantment, Breath of Life*, Greater Command, Commune, Mass Cure Light Wounds, Dispel Chaos/Evil/Good/Law, Disrupting Weapon, Flame Strike, Hallow, Mass Inflict Light Wounds, Insect Plague, Mark of Justice, Plane Shift, Raise Dead, Righteous Might, Scrying, Slay Living, Spell Resistance, Summon Monster V, Symbol of Pain, Symbol of Sleep, True Seeing, Unhallow, Wall of Stone, Mass Ghostbane Dirge, Life Bubble, Pillar of Life, Snake Staff, Lesser Astral Projection, Greater Contagion, Curse of Magic Negation, Curse, Major, Fickle Winds, Greater Forbid Action, Holy Ice, Rapid Repair, Serenity, Symbol of Scrying, Unholy Ice, Angelic Aspect, Dispel Balance
6 Animate Objects, Antilife Shell, Banishment, Mass Bear's Endurance, Blade Barrier, Mass Bull's Strength, Create Undead, Mass Cure Moderate Wounds, Greater Dispel Magic, Mass Eagle's Splendor, Find the Path, Forbiddance, Geas/Quest, Greater Glyph of Warding, Harm, Heal, Heroes' Feast, Mass Inflict Moderate Wounds, Mass Owl's Wisdom, Planar Ally, Summon Monster VI, Symbol of Fear, Symbol of Persuasion, Undeath to Death, Wind Walk, Word of Recall, Mass Planar Adaptation, Cold Ice Strike, Epidemic, Joyful Rapture, Plague Storm, Symbol of Sealing, Chains of Light
7 Blasphemy, Control Weather, Mass Cure Serious Wounds, Destruction, Dictum, Ethereal Jaunt, Holy Word, Mass Inflict Serious Wounds, Refuge, Regenerate, Repulsion, Greater Restoration, Resurrection, Greater Scrying, Summon Monster VII, Symbol of Stunning, Symbol of Weakness, Word of Chaos, Bestow Grace of the Champion, Lunar Veil, Circle of Clarity, Hymn of Peace, Archon's Trumpet
8 Antimagic Field, Cloak of Chaos, Create Greater Undead, Mass Cure Critical Wounds, Dimensional Lock, Discern Location, Earthquake, Fire Storm, Holy Aura, Mass Inflict Critical Wounds, Greater Planar Ally, Shield of Law, Greater Spell Immunity, Summon Monster VIII, Symbol of Death, Symbol of Insanity, Unholy Aura, Stormbolts, Euphoric Tranquility, Orb of the Void, Greater Angelic Aspect, Counterbalancing Aura
9 Astral Projection, Energy Drain, Etherealness, Gate, Mass Heal, Implosion, Miracle, Soul Bind, Storm of Vengeance, Summon Monster IX, True Resurrection, Winds of Vengeance, Overwhelming Presence, Polar Midnight, Cursed Earth, Polar Midnight, Symbol of Strife, Symbol of Vulnerability


Druid

Druid Spells
0 Create Water, Detect Magic, Detect Poison, Flare, Guidance, Know Direction, Light, Mending, Purify Food and Drink, Read Magic, Resistance, Stabilize, Virtue, Spark
1 Calm Animals, Charm Animal, Cure Light Wounds, Detect Animals or Plants, Detect Snares and Pits, Endure Elements, Entangle, Faerie Fire, Goodberry, Hide from Animals, Jump, Longstrider, Magic Fang, Magic Stone, Obscuring Mist, Pass without Trace, Produce Flame, Shillelagh, Speak with Animals, Summon Nature's Ally I, Ant Haul, Aspect of the Falcon, Call Animal, Cloak of Shade, Detect Aberration, Expeditious Excavation, Flare Burst, Keen Senses, Negate Aroma, Stone Fist, Touch of the Sea, Expeditious Excavation, Hydraulic Push, Liberating Command, Alter Winds, Hydraulic Push, Touch of the Sea, Decompose Corpse, Diagnose Disease, Ray of Sickening, Remove Sickness, Restore Corpse, Summon Minor Ally, Marid's Mastery, Strong Wings, Thunderstomp, Touch of Combustion, Wave Shield, Winter Feathers
2 Animal Messenger, Animal Trance, Barkskin, Bear's Endurance, Bull's Strength, Cat's Grace, Chill Metal, Delay Poison, Fire Trap, Flame Blade, Flaming Sphere, Fog Cloud, Gust of Wind, Heat Metal, Hold Animal, Owl's Wisdom, Reduce Animal, Resist Energy, Lesser Restoration, Soften Earth and Stone, Spider Climb, Summon Nature's Ally II, Summon Swarm, Tree Shape, Warp Wood, Wood Shape, Accelerate Poison, Aspect of the Bear, Burning Gaze, Eagle Eye, Feast of Ashes, Glide, Pox Pustules, Scent Trail, Share Language, Slipstream, Stone Call, Unshakable Chill, Campfire Wall, Elemental Speech, Lockjaw, Frigid Touch, Pernicious Poison, Tar Ball, Unshakable Chill, Wartrain Mount, Web Shelter, Certain Grip, Steal Breath, Gusting Sphere, Recentering Drone
3 Call Lightning, Contagion, Cure Moderate Wounds, Daylight, Diminish Plants, Dominate Animal, Greater Magic Fang, Meld into Stone, Neutralize Poison, Plant Growth, Poison, Protection from Energy, Quench, Remove Disease, Sleet Storm, Snare, Speak with Plants, Spike Growth, Stone Shape, Summon Nature's Ally III, Water Breathing, Wind Wall, Aqueous Orb, Cloak of Winds, Cup of Dust, Hide Campsite, Lily Pad Stride, Nature's Exile, Shifting Sand, Hydraulic Torrent, Ash Storm, Badger's Ferocity, Burrow, Burst of Nettles, Fungal Infestation, Mad Monkeys, Rain of Frogs, Spit Venom, Vermin Shape I, Accept Affliction, Blood Scent, Firestream, Raging Rubble, Resinous Skin, Greater Thunderstomp
4 Air Walk, Antiplant Shell, Blight, Command Plants, Control Water, Cure Serious Wounds, Dispel Magic, Flame Strike, Freedom of Movement, Giant Vermin, Ice Storm, Reincarnate (modified), Repel Vermin, Rusting Grasp, Scrying, Spike Stones, Summon Nature's Ally IV, Aspect of the Stag, Ball Lightning, Geyser, Grove of Respite, Life Bubble,

River of Wind, True Form, Bloody Claws, Moonstruck, Strong Jaw, Thorn Body, Arboreal Hammer Cape of Wasps, Echolocation, Plague Carrier, Ride the Waves, Vermin Shape II, Volcanic Storm, Absorbing Inhalation, Earth Glide, greater flaming sphere

5 Animal Growth, Atonement, Awaken, Baleful Polymorph, Call Lightning Storm, Commune with Nature, Control Winds, Cure Critical Wounds, Death Ward, Hallow, Insect Plague, Stoneskin, Summon Nature's Ally V, Transmute Mud to Rock, Transmute Rock to Mud, Tree Stride, Unhallow, Wall of Fire, Wall of Thorns, Aspect of the Wolf, Fire Snake, Raise Animal Companion, Snake Staff, Breath of Life (modified), Rest Eternal, Blessing of the Salamander, Greater Contagion, Fickle Winds, Dispel Balance
6 Antilife Shell, Mass Bear's Endurance, Mass Bull's Strength, Mass Cat's Grace, Mass Cure Light Wounds, Greater Dispel Magic, Find the Path, Fire Seeds, Ironwood, Liveoak, Move Earth, Mass Owl's Wisdom, Repel Wood, Spellstaff, Stone Tell, Summon Nature's Ally VI, Transport via Plants, Wall of Stone, Sirocco, Eagle Aerie, Epidemic, Plague Storm
7 Animate Plants, Changestaff, Control Weather, Creeping Doom, Mass Cure Moderate Wounds, Fire Storm, Heal, Greater Scrying, Summon Nature's Ally VII, Sunbeam, Transmute Metal to Wood, True Seeing, Wind Walk, Rampart, Vortex, Lunar Veil, Scouring Winds
8 Animal Shapes, Control Plants, Mass Cure Serious Wounds, Earthquake, Finger of Death, Repel Metal or Stone, Reverse Gravity, Summon Nature's Ally VIII, Sunburst, Whirlwind, Word of Recall, Seamantle, Stormbolts, Euphoric Tranquility, Wall of Lava, Blood Mist
9 Antipathy, Mass Cure Critical Wounds, Elemental Swarm, Foresight, Regenerate, Shambler, Shapechange, Storm of Vengeance, Summon Nature's Ally IX, Sympathy, Clashing Rocks, Tsunami, Winds of Vengeance, World Wave, Polar Midnight


Inquisitor

0-Level Inquisitor Spells
acid splash, bleed, Brand, create water, daze, detect magic, detect poison, disrupt undead, guidance, light, read magic, resistance, Sift, stabilize, virtue
1st-Level Inquisitor Spells
alarm, bane, bless, bless water, burst bonds*, cause fear, command, comprehend languages, cure light wounds, curse water, detect chaos/evil/good/law, detect undead, disguise self, divine favor, doom, expeditious retreat, hide from undead, inflict light wounds, magic weapon, protection from chaos/evil/good/law, remove fear, sanctuary, shield of faith, tireless pursuit*, true strike, wrath*, peacebond, Ear-Piercing Scream, Forbid Action, Forced Quiet, Hex Ward, Horn of Pursuit, Know the Enemy, Lend Judgment, Persuasive Goad, Sanctify Corpse, Vocal Alteration, Wartrain Mount, Returning Weapon, Touch of Combustion, Unerring Weapon, Winter Feathers
2nd-Level Inquisitor Spells
aid, align weapon, bloodhound*, calm emotions, castigate*, confess*, consecrate, corruption resistance*, cure moderate wounds, darkness, death knell, delay poison, desecrate, detect thoughts, enthrall, find traps, flames of the faithful*, follow aura*, ghostbane dirge*, hold person, honeyed tongue*, inflict moderate wounds, invisibility, knock, perceive cues*, remove paralysis, resist energy, restoration (lesser), see invisibility, sacred bond*, shield other, silence, spiritual weapon, tongues, undetectable alignment, weapon of awe*, whispering wind, zone of truth, Acute Senses, Delay Pain, Disguise Other, Distressing Tone, Ghostly Disguise, Surmount Affliction, Brow Gasher
3rd-Level Inquisitor Spells
arcane sight, banish seeming*, cast out*, continual flame, coordinated effort*, cure serious wounds, daylight, deeper darkness, dimensional anchor, dispel magic, fester*, glyph of warding, halt undead, heroism, hidden speech*, hunter's eye*, inflict serious wounds, invisibility purge, keen edge, locate object, magic circle vs. chaos/evil/good/law, magic vestment, greater magic weapon, nondetection, obscure object, prayer, protection from energy, remove curse, remove disease, retribution*, righteous vigor*, seek thoughts*, searing light, speak with dead, ward the faithful*, Deadly Juggernaut, Blood Biography, Blessing of the Mole, Countless Eyes, Terrible Remorse, Witness, Blood Scent, Burst of Speed, Chains of Perdition
4th-Level Inquisitor Spells
brand (greater)*, chaos hammer, coward's lament*, cure critical wounds, death ward, defile armor*, denounce*, detect scrying, discern lies, dismissal, divination, divine power, fear, freedom of movement, forced repentance*, geas (lesser), hold monster, holy smite, inflict critical wounds, invisibility (greater), neutralize poison, order's wrath, rebuke*, restoration, sanctify armor*, sending, shared wrath*, sleepwalk*, spell immunity, stoneskin, tireless pursuers*, unholy blight, Leashed Shackles, Ardor's Onslaught
5th-Level Inquisitor Spells
atonement, banishment, break enchantment, castigate (mass)*, command (greater), commune, cure light wounds (mass), dispel chaos/evil/good/law, disrupting weapon, flame strike, geas/quest, ghostbane dirge (mass)*, hallow, inflict light wounds (mass), mark of justice, resounding blow*, righteous might, spell resistance, telepathic bond, true seeing, unhallow, unwilling shield*, Divine Pursuit, Greater Forbid Action, Lend Greater Judgment, Curse of Magic Negation, Chains of Light, Dispel Balance
6th-Level Inquisitor Spells
blade barrier, blasphemy, circle of death, cleanse*, cure moderate wounds (mass), dictum, dispel magic (greater), fester (mass)*, find the path, forbiddance, glyph of warding (greater), harm, heal, heroes' feast, holy word, inflict moderate wounds (mass), legend lore, repulsion, undeath to death, word of chaos, Overwhelming Presence


Paladin

Paladin Spells
1 Bless, Bless Water, Bless Weapon, Create Water, Cure Light Wounds, Detect Poison, Detect Undead, Divine Favor, Endure Elements, Magic Weapon, Protection from Chaos/Evil, Read Magic, Resistance, Lesser Restoration, Virtue, Challenge Evil, Ghostbane Dirge, Grace, Hero's Defiance, Knight's Calling, Rally Point, Veil of Positive Energy, Merciful Blade (house), Honeyed Tongue, Peacebond, Liberating Command, Diagnose Disease, Horn of Pursuit, Know the Enemy, Sanctify Corpse, Wartrain Mount, Word of Resolve
2 Bull's Strength, Delay Poison, Eagle's Splendor, Owl's Wisdom, Remove Paralysis, Resist Energy, Shield Other, Undetectable Alignment, Zone of Truth, Bestow Grace, Blessing of Courage and Life, Instant Armor, Light Lance, Paladin's Sacrifice, Righteous Vigor, Sacred Bond, Saddle Surge, Wake of Light, Weapon of Awe, Corruption Resistance, Martyr's Bargain, Aura of Greater Courage, Fire of Entanglement, Arrow of Law, Holy Shield, Vestment of the Champion, Burst of Radiance, Lesser Angelic Aspect
3 Cure Moderate Wounds, Daylight, Discern Lies, Dispel Magic, Heal Mount, Magic Circle against Chaos/Evil, Greater Magic Weapon, Prayer, Remove Blindness/Deafness, Remove Curse, Divine Transfer, Fire of Judgment, Mass Ghostbane Dirge, Holy Whisper, Sanctify Armor, Wrathful Mantle, Deadly Juggernaut, Marks of Forbiddance, Archon's Aura, Blade of Bright Victory, Blessing of the Mole, Accept Affliction, Burst of Speed, Angelic Aspect
4 Break Enchantment, Cure Serious Wounds, Death Ward, Dispel Chaos, Dispel Evil, Holy Sword, Mark of Justice, Neutralize Poison, Restoration, Blaze of Glory, Fire of Vengeance, King's Castle, Oath of Peace, Raise Animal Companion, Resounding Blow, Sacrificial Oath, Stay the Hand, Breath of Life (modified), Forced Repentance, Bestow Grace of the Champion, Symbol of Healing, Greater Angelic Aspect, Chains of Light, Archon's Trumpet


Ranger

Ranger Spells
1 Alarm, Animal Messenger, Calm Animals, Charm Animal, Delay Poison, Detect Animals or Plants, Detect Poison, Detect Snares and Pits, Endure Elements, Entangle, Hide from Animals, Jump, Longstrider, Magic Fang, Pass without Trace, Read Magic, Resist Energy, Speak with Animals, Summon Nature's Ally I, Ant Haul, Aspect of the Falcon, Call Animal, Cloak of Shade, Dancing Lantern, Detect Aberration, Glide, Gravity Bow, Hunter's Howl, Keen Senses, Lead Blades, Negate Aroma, Residual Tracking, Tireless Pursuit, Liberating Command, Diagnose Disease,

Horn of Pursuit, Know the Enemy, Summon Minor Ally, Wartrain Mount, Summon Minor Ally, Marid's Mastery, Returning Weapon, Strong Wings, Thunderstomp, Winter Feathers

2 Barkskin, Bear's Endurance, Cat's Grace, Cure Light Wounds, Hold Animal, Owl's Wisdom, Protection from Energy, Snare, Speak with Plants, Spike Growth, Summon Nature's Ally II, Wind Wall, Accelerate Poison, Allfood, Aspect of the Bear, Bloodhound, Chameleon Stride, Eagle Eye, Guiding Star, Hide Campsite, Hunter's Eye, Perceive Cues, Protective Spirit, Slipstream, Stone Call, Campfire Wall, Lockjaw, Protective Spirit, Versatile Weapon, Acute Senses,

Badger's Ferocity, Web Shelter, Brow Gasher, Certain Grip, Blood Scent

3 Command Plants, Cure Moderate Wounds, Darkvision, Diminish Plants, Greater Magic Fang, Neutralize Poison, Plant Growth, Reduce Animal, Remove Disease, Repel Vermin, Summon Nature's Ally III, Tree Shape, Water Walk, Aspect of the Stag, Cloak of Winds, Life Bubble, Tireless Pursuers, Venomous Bolt, Bloody Claws, Strong Jaw, Blessing of the Mole,

Burrow, Fickle Winds, Burst of Speed, Flame Arrow, Greater Thunderstomp

4 Animal Growth, Commune with Nature, Cure Serious Wounds, Freedom of Movement, Nondetection, Summon Nature's Ally IV, Tree Stride, Aspect of the Wolf, Bow Spirit, Grove of Respite, Raise Animal Companion, Blessing of the Salamander, Greater Darkvision


Sorcerer and Wizard

Sorcerer/Wizard Spells
0-Level Sorcerer/Wizard Spells
Abjuration Resistance
Conjuration Acid Splash
Divination Detect Magic, Detect Poison, Read Magic
Enchantment Daze
Evocation Dancing Lights, Flare, Light, Ray of Frost, Spark
Illusion Ghost Sound
Necromancy Bleed, Disrupt Undead, Touch of Fatigue,
Transmutation Mage Hand, Mending, Message, Open/Close
Universal Arcane Mark, Prestidigitation
1st Level Sorcerer/Wizard Spells
Abjuration Alarm, Endure Elements, Hold Portal, Protection from Chaos/Evil/Good/Law, Shield, Line in the Sand,Winter Feathers
Conjuration Grease, Mage Armor, Mount, Obscuring Mist, Summon Monster I, Unseen Servant, Corrosive Touch, Icicle Dagger, Summon Minor Monster
Divination Comprehend Languages, Detect Secret Doors, Detect Undead, Identify, True Strike
Enchantment Charm Person, Hypnotism, Sleep, Memory Lapse, Bungle, Delusional Pride
Evocation Burning Hands, Floating Disk, Magic Missile, Shocking Grasp, Flare Burst, Hydraulic Push, Ear-Piercing Scream, Thunderstomp, Touch of Combustion
Illusion Color Spray, Disguise Self, Magic Aura, Silent Image, Ventriloquism, Shadow Weapon
Necromancy Cause Fear, Chill Touch, Ray of Enfeeblement, Sculpt Corpse, Decompose Corpse, Ray of Sickening, Restore Corpse
Transmutation Animate Rope, Enlarge Person, Erase, Expeditious Retreat, Feather Fall, Jump, Magic Weapon, Reduce Person, Ant Haul, Break, Dancing Lantern, Expeditious Excavation, Stone Fist, Touch of the Sea, Repair Light Damage, Expeditious Excavation, Liberating Command, Forced Quiet, Polypurpose Panacea, Snapdragon Fireworks, Vocal Alteration, Marid's Mastery, Strong Wings, Sundering Shards, Unerring Weapon
2nd Level Sorcerer/Wizard Spells
Abjuration Arcane Lock, Obscure Object, Protection from Arrows, Resist Energy, Miserable Pity, Bullet Shield, Death from Below
Conjuration Acid Arrow, Fog Cloud, Glitterdust, Summon Monster II, Summon Swarm, Web, Slipstream, Stone Call, Dust of Twilight, Cushioning Bands, Web Shelter, Returning Weapon
Divination Detect Thoughts, Locate Object, See Invisibility, Share Language, Elemental Speech, Share Memory
Enchantment Daze Monster, Hideous Laughter, Touch of Idiocy, Compassionate Ally, Delay Pain
Evocation Continual Flame, Darkness, Flaming Sphere, Gust of Wind, Scorching Ray, Shatter, Burning Gaze, Defensive Shock, Fire Breath, Defensive Shock, Frigid Touch, Protective Penumbra, Sonic Scream, Molten Orb, Gusting Sphere
Illusion Blur, Hypnotic Pattern, Invisibility, Magic Mouth, Minor Image, Mirror Image, Misdirection, Phantom Trap, Disguise Other, Ghostly Disguise, Mad Hallucination
Necromancy Blindness/Deafness, Command Undead, False Life, Ghoul Touch, Scare, Spectral Hand, Unshakable Chill, Pernicious Poison, Steal Voice, Unshakable Chill, Brow Gasher
Transmutation Alter Self, Bear's Endurance, Bull's Strength, Cat's Grace, Darkvision, Eagle's Splendor, Fox's Cunning, Knock, Levitate, Make Whole, Owl's Wisdom, Pyrotechnics, Rope Trick, Spider Climb, Whispering Wind, Accelerate Poison, Glide, Repair Moderate Damage, Badger's Ferocity, Boiling Blood, Disfiguring Touch, Silk To Steel, Certain Grip, Extreme Flexibility, Steal Breath, Blood Blaze
3rd-Level Sorcerer/Wizard Spells
Abjuration Dispel Magic, Explosive Runes, Magic Circle against Chaos/Evil/Good/Law, Nondetection, Protection from Energy, Cloak of Winds
Conjuration Phantom Steed, Sepia Snake Sigil, Sleet Storm, Stinking Cloud, Summon Monster III, Aqueous Orb, Ash Storm, Mad Monkeys, Rain of Frogs, Ablative Barrier, Gloomblind Bolts, Silver Darts, Pellet Blast
Divination Arcane Sight, Clairaudience/Clairvoyance, Tongues, Seek Thoughts, Blood Biography
Enchantment Deep Slumber, Heroism, Hold Person, Rage, Suggestion, Unadulterated Loathing
Evocation Daylight, Fireball, Lightning Bolt, Tiny Hut, Wind Wall, Draconic Reservoir, Elemental Aura, Pain Strike, Twilight Knife, Distracting Cacophony, Campfire Wall, Hydraulic Torrent, Distracting Cacophony, Force Punch, Firestream, Greater Thunderstomp
Illusion Displacement, Illusory Script, Invisibility Sphere, Major Image, Vision of Hell
Necromancy Gentle Repose, Halt Undead, Ray of Exhaustion, Vampiric Touch, Ki Leech, Sands of Time, Toxic Gift
Transmutation Beast Shape I, Blink, Flame Arrow, Fly, Gaseous Form, Haste, Keen Edge, Greater Magic Weapon, Secret Page, Shrink Item, Slow, Water Breathing, Enter Image, Shifting Sand, Repair Serious Damage, Versatile Weapon, Burrow, Countless Eyes, Eruptive Pustules, Monstrous Physique I
4th-Level Sorcerer/Wizard Spells
Abjuration Dimensional Anchor, Fire Trap, Lesser Globe of Invulnerability, Remove Curse, Stoneskin, True Form, Curse of Magic Negation
Conjuration Black Tentacles, Dimension Door, Minor Creation, Secure Shelter, Solid Fog, Summon Monster IV
Divination Arcane Eye, Detect Scrying, Locate Creature, Scrying, Share Senses, Symbol of Revelation
Enchantment Charm Monster, Confusion, Crushing Despair, Lesser Geas, Control Summoned Creature, Malicious Spite, Overwhelming Grief
Evocation Fire Shield, Ice Storm, Resilient Sphere, Shout, Wall of Fire, Wall of Ice, Ball Lightning, Detonate, Dragon's Breath, River of Wind, Vitriolic Mist, Volcanic Storm, Greater Flaming Sphere, Telekinetic Charge
Illusion Hallucinatory Terrain, Illusory Wall, Greater Invisibility, Phantasmal Killer, Rainbow Pattern, Shadow Conjuration, Wandering Star Motes, Shadow Step
Necromancy Animate Dead, Bestow Curse, Contagion, Enervation, Fear, Greater False Life, Familiar Melding
Transmutation Beast Shape II, Elemental Body I, Mass Enlarge Person, Mnemonic Enhancer, Mass Reduce Person, Stone Shape, Firefall, Repair Critical Damage, Alter Winds, Greater Darkvision, Monstrous Physique II, Ride the Waves, Symbol of Slowing, Vermin Shape I, Blood Scent, Fire Trail, Raging Rubble
5th-Level Sorcerer/Wizard Spells
Abjuration Break Enchantment, Dismissal, Mage's Private Sanctum, Life Bubble
Conjuration Cloudkill, Mage's Faithful Hound, Major Creation, Lesser Planar Binding, Secret Chest, Summon Monster V, Teleport, Wall of Stone, Corrosive Consumption, Geyser, Corrosive Consumption
Divination Contact Other Plane, Prying Eyes, Telepathic Bond, Symbol of Scrying
Enchantment Dominate Person, Feeblemind, Hold Monster, Mind Fog, Symbol of Sleep, Curse of Disgust, Smug Narcissism
Evocation Cone of Cold, Interposing Hand, Sending, Wall of Force, Fire Snake, Sonic Thrust, Icy Prison, Lightning Arc, Wall of Sound
Illusion Dream, False Vision, Mirage Arcana, Nightmare, Persistent Image, Seeming, Shadow Evocation, Phantasmal Web,
Necromancy Blight, Magic Jar, Symbol of Pain, Waves of Fatigue, Suffocation, Lesser Astral Projection, Plague Carrier
Transmutation Animal Growth, Baleful Polymorph, Beast Shape III, Elemental Body II, Fabricate, Overland Flight, Passwall, Plant Shape I, Polymorph, Telekinesis, Transmute Mud to Rock, Transmute Rock to Mud, Planar Adaptation, Echolocation, Fickle Winds, Monstrous Physique III, Rapid Repair, Vermin Shape II, Absorbing Inhalation, Earth Glide, Hellmouth Lash
Universal Permanency
6th-Level Sorcerer/Wizard Spells
Abjuration Antimagic Field, Greater Dispel Magic, Globe of Invulnerability, Guards and Wards, Repulsion, Symbol of Sealing
Conjuration Acid Fog, Planar Binding, Summon Monster VI, Wall of Iron, Getaway, Ice Crystal Teleport
Divination Analyze Dweomer, Legend Lore, True Seeing
Enchantment Geas/Quest, Greater Heroism, Mass Suggestion, Symbol of Persuasion, Envious Urge, Serenity, Utter Contempt, Vengeful Outrage
Evocation Chain Lightning, Contingency, Forceful Hand, Freezing Sphere, Contagious Flame, Sirocco, Cold Ice Strike, Leashed Shackles
Illusion Mislead, Permanent Image, Programmed Image, Shadow Walk, Veil
Necromancy Circle of Death, Create Undead, Eyebite, Symbol of Fear, Undeath to Death, Unwilling Shield, Greater Contagion, Major Curse
Transmutation Mass Bear's Endurance, Beast Shape IV, Mass Bull's Strength, Mass Cat's Grace, Control Water, Disintegrate, Mass Eagle's Splendor, Elemental Body III, Flesh to Stone, Form of the Dragon I, Mass Fox's Cunning, Mage's Lucubration, Move Earth, Mass Owl's Wisdom, Plant Shape II, Stone to Flesh, Transformation, Enemy Hammer, Fluid Form, Monstrous Physique IV
7th-Level Sorcerer/Wizard Spells
Abjuration Banishment, Sequester, Spell Turning, Teleport Trap, Circle of Clarity, Deflection, Circle of Clarity
Conjuration Instant Summons, Mage's Magnificent Mansion, Phase Door, Plane Shift, Summon Monster VII, Greater Teleport, Teleport Object, Rampart, Joyful Rapture
Divination Greater Arcane Sight, Greater Scrying, Vision
Enchantment Mass Hold Person, Insanity, Power Word Blind, Symbol of Stunning
Evocation Delayed Blast Fireball, Forcecage, Grasping Hand, Mage's Sword, Prismatic Spray, Vortex, Scouring Winds
Illusion Mass Invisibility, Project Image, Greater Shadow Conjuration, Simulacrum, Lunar Veil, Phantasmal Revenge,
Necromancy Control Undead, Finger of Death, Symbol of Weakness, Waves of Exhaustion, Epidemic, Plague Storm
Transmutation Control Weather, Elemental Body IV, Ethereal Jaunt, Form of the Dragon II, Giant Form I, Plant Shape III, Greater Polymorph, Reverse Gravity, Statue, Firebrand, Mass Fly, Mass Planar Adaptation, Ice Body
Universal Limited Wish
8th-Level Sorcerer/Wizard Spells
Abjuration Dimensional Lock, Mind Blank, Prismatic Wall, Protection from Spells
Conjuration Incendiary Cloud, Maze, Greater Planar Binding, Summon Monster VIII, Trap the Soul, Seamantle, Wall of Lava
Divination Discern Location, Moment of Prescience, Greater Prying Eyes, Prediction of Failure
Enchantment Antipathy, Binding, Mass Charm Monster, Demand, Irresistible Dance, Power Word Stun, Symbol of Insanity, Sympathy, Euphoric Tranquility
Evocation Clenched Fist, Polar Ray, Greater Shout, Sunburst, Telekinetic Sphere, Stormbolts
Illusion Scintillating Pattern, Screen, Greater Shadow Evocation
Necromancy Clone, Create Greater Undead, Horrid Wilting, Symbol of Death, Orb of the Void
Transmutation Form of the Dragon III, Giant Form II, Iron Body, Polymorph Any Object, Temporal Stasis
9th-Level Sorcerer/Wizard Spells
Abjuration Freedom, Imprisonment, Mage's Disjunction, Prismatic Sphere, Wall of Suppression, Symbol of Vulnerability
Conjuration Gate, Refuge, Summon Monster IX, Teleportation Circle, Clashing Rocks, Tsunami
Divination Foresight
Enchantment Dominate Monster, Mass Hold Monster, Power Word Kill, Overwhelming Presence, Symbol of Strife
Evocation Crushing Hand, Meteor Swarm, Winds of Vengeance, Icy Prison, Mass, Ride the Lightning
Illusion Shades, Weird
Necromancy Astral Projection, Energy Drain, Soul Bind, Wail of the Banshee, Cursed Earth
Transmutation Etherealness, Shapechange, Time Stop, Fiery Body, World Wave, Transmute Blood to Acid
Universal Wish


Witch

0-Level Witch Spells
Arcane Mark, Bleed, Dancing Lights, Daze, Detect Magic, Detect Poison, Guidance, Light, Mending, Message, Read Magic, Resistance, Spark, Stabilize, Touch Of Fatigue.
1st-Level Witch Spells
Beguiling Gift, Burning Hands, Cause Fear, Charm Person, Chill Touch, Command, Comprehend Languages, Cure Light Wounds, Dancing Lantern, Detect Secret Doors, Enlarge Person, Hypnotism, Identify, Ill Omen, Inflict Light Wounds, Mage Armor, Mask Dweomer, Mount, Obscuring Mist, Ray Of Enfeeblement, Reduce Person, Sleep, Summon Monster I, Unseen Servant, Peacebond, Bungle, Decompose Corpse, Delusional Pride, Diagnose Disease, Ear-Piercing Scream, Forced Quiet, Fumbletongue, Hex Ward, Icicle Dagger, Ray of Sickening, Remove Sickness, Restore Corpse, Sanctify Corpse, Shadow Weapon, Summon Minor Monster, Vocal Alteration, Marid's Mastery, Strong Wings, Sundering Shards, Touch of Combustion, Unerring Weapon, Wave Shield, Winter Feathers
2nd-Level Witch Spells
Alter Self, Augury, Blindness\Deafness, Burning Gaze, Cure Moderate Wounds, Daze Monster, Death Knell, Delay Poison, Detect Thoughts, Enthrall, False Life, Find Traps, Fog Cloud, Gentle Repose, Glide, Glitterdust, Hidden Speech, Hold Person, Inflict Moderate Wounds, Levitate, Percieve Cues, Pox Pustules, Scare, See Invisibility, Spectral Hand, Status, Summon Monster II, Summon Swarm, Touch Of Idiocy, Vomit Swarm, Web, Zone Of Truth, Unshakable Chill, Boiling Blood, Delay Pain, Disfiguring Touch , Ghostly Disguise, Mad Hallucination, Miserable Pity, Pernicious Poison, Protective Penumbra, Share Memory, Silk to Steel, Steal Voice, Unshakable Chill, Web Shelter, Returning Weapon, Extreme Flexibility, Steal Breath, Molten Orb, Blood Blaze
3rd-Level Witch Spells
Arcane Sight, Bestow Curse, Clairaudience/Clairvoyance, Deep Slumber, Dispel Magic, Fly, Glyph Of Warding, Guiding Star, Heroism, Lightning Bolt, Locate Object, Nature's Exile, Pain Strike, Rage, Ray Of Exhaustion, Remove Blindness/Deafness, Remove Curse, Remove Disease, Screech, Seek Thoughts, Sepia Snake Sigil, Share Senses, Sleet Storm, Speak With Dead, Stinking Cloud, Suggestion, Summon Monster III, Tongues, Twilight Knife, Vampiric Touch, Water Walk, Ash Storm, Cackling Skull, Countless Eyes, Eruptive Pustules, Ki Leech, Rain of Frogs, Sands of Time, Spit Venom, Strangling Hair, Unadulterated Loathing, Vermin Shape I, Vision of Hell, Witness, Accept Affliction, Blood Scent, Gloomblind Bolts, Raging Rubble, Silver Darts
4th-Level Witch Spells
Arcane Eye, Black Tentacles, Charm Monster, Confusion, Crushing Despair, Cure Serious Wounds, Death Ward, Detect Scrying, Dimension Door, Discern Lies, Divination, Enervation, Fear, Ice Storm, Inflict Serious Wounds, Lesser Geas, Locate Creature, Minor Creation, Moonstruck, Neutralize Poison, Phantasmal Killer, Poison, Scrying, Secure Shelter, Sleepwalk, Solid Fog, Spite, Summon Monster IV, Threefold Aspect, Wandering Star Motes, Cape of Wasps, Curse of Magic Negation, Greater False Life, Familiar Melding, Ride the Waves, Shadow Step, Symbol of Healing, Symbol of Revelation, Symbol of Slowing, Vermin Shape II, Volcanic Storm, Hellmouth Lash
5th-Level Witch Spells
Baleful Polymorph, Banish Seeming, Blight, Break Enchantment, Cloudkill, Contact Other Plane, Cure Critical Wounds, [1], Feeblemind, Hold Monster, Inflict Critical Wounds, Magic Jar, Major Creation, Mark Of Justice, Mass Pain Strike, Mind Fog, Overland Flight, Prying Eyes, Reincarnate, Rest Eternal, Secret Chest, Summon Monster V, Symbol Of Pain, Symbol Of Sleep, Telepathic Bond, Teleport, Waves Of Fatigue, Suffocation, Greater Contagion, Major Curse, Curse of Disgust, Plague Carrier, Smug Narcissism, Symbol of Scrying
6th-Level Witch Spells
Analyze Dweomer, Animate Objects, Cloak Of Dreams, Cone Of Cold, Eyebite, Find The Path, Flesh To Stone, Geas/Quest, Greater Dispel Magic, Greater Heroism, Guards And Wards, Legend Lore, Mass Cure Light Wounds, Mass Inflict Light Wounds, Mass Suggestion, Raise Dead, Slay Living, Stone To Flesh, Summon Monster VI, Symbol Of Fear, Symbol Of Persuasion, Transformation, True Seeing, Unwilling Shield, Epidemic, Ice Crystal Teleport, Plague Storm, Symbol of Sealing, Vengeful Outrage
7th-Level Witch Spells
Chain Lightning, Control Weather, Greater Arcane Sight, Greater Scrying, Greater Teleport, Harm, Heal, Insanity, Instant Summons, Mass Cure Moderate Wounds, Mass Hold Person, Mass Inflict Moderate Wounds, Phase Door, Plane Shift, Power Word Blind, Regenerate, Summon Monster VII, Symbol Of Stunning, Symbol Of Weakness, Teleport Object, Vision, Waves Of Exhaustion, Lunar Veil, Ice Body

Lunar Veil, Scouring Winds, Temporary Resurrection

8th-Level Witch Spells
Antipathy, Clone, Demand, Destruction, Discern Location, Greater Prying Eyes, Horrid Wilting, Irresistable Dance, Mass Charm Monster, Mass Cure Serious Wounds, Mass Inflict Serious Wounds, Maze, Mind Blank, Moment Of Prescience, Power Word Stun, Resurrection, Stormbolts, Summon Monster VIII, Symbol Of Death, Symbol Of Insanity, Sympathy, Trap The Soul, Prediction of Failure
9th-Level Witch Spells
Astral Projection, Dominate Monster, Elemental Swarm, Foresight, Mass Cure Critical Wounds, Mass Hold Monster, Mass Inflict Critical Wounds, Power Word Kill, Refuge, Soul Bind, Storm Of Vengeance, Summon Monster IX, Teleportation Circle, Wail Of The Banshee, Polar Midnight, Cursed Earth, Symbol of Strife, Polar Midnight


House Spells

Below are descriptions for house spells, or spells which have been modified from their source.


Breath of Life

School: conjuration (healing)
Level: Cleric 5, Druid 5, Paladin 4
Casting Time: 1 standard action
Components: V, S
Range: touch
Target: creature touched
Duration: instantaneous
Saving Throw: Will negates (harmless) or Will half, see text; Spell Resistance yes (harmless) or yes, see text
This spell cures 5d8 points of damage + 1 point per caster level (maximum +25).
Unlike other spells that heal damage, breath of life can bring recently slain creatures back to life. If cast upon a creature that has died within 1 round, apply the healing from this spell to the creature. If the healed creature's hit point total is at a negative amount less than its Constitution score, it comes back to life and stabilizes at its new hit point total. If the creature's hit point total is at a negative amount equal to or greater than its Constitution score, the creature remains dead. Creatures brought back to life through breath of life gain a temporary negative level that lasts for 1 day.
Creatures slain by death effects cannot be saved by breath of life.
Like cure spells, breath of life deals damage to undead creatures rather than curing them, and cannot bring them back to life.


Explosive Plates

School: transmutation [acid]; Level artificer 3
Casting Time: 1 standard action
Components: V, S
Range: personal
Target: you
Duration: 1 minute/level (D)
Saving Throw: Fortitude partial (see text); Spell Resistance yes

The plates of your titan armor shift and reconfigure themselves, concealing acid modules. These burst open if you are struck. Any creature that strikes you with its body or a handheld weapon deals normal damage, but at the same time the attacker takes 1d6 points of acid damage and must save or be sickened for 1 round. If the attack against you is a critical hit, the attacker must save or be nauseated instead of sickened. This damage can harm a swarm.


Reincarnate

Reincarnate remains the same on Tenebrae, save it's been refocused on theme-related races. War golems are not included, as they are not considered part of the "natural" order, but are created.
Reincarnate Table
Roll New Race
1-7 Khazad
1-50 Khazad-Aul
51-100 Khazad-Mornir
6-14 Egalrin
15-21 Sildanyar
1-34 Llyranesi
35-67 Mul'niessa
68-100 Sylvanori
22-28 Gnome
29-35 Gobber
36-42 Half-elf
43-49 Arvek Nar
50-56 Sith'makar
57-63 Giantborn
64-70 Half-orc
71-77 Halflings
78-82 Oruch
83-100 Human


Merciful Blade

School: Transmutation
Level: Pal 1
Components: V, DF, S
Casting Time: 1 swift action
Range: Personal
Target: You
Duration: 1 round/level (D)
Sometimes, mercy is called for in the martial field. With this prayer, the paladin asks his or her deity to dull the edge of her blades so any weapon she actively wields inflicts subdual damage instead of lethal damage. This does not alter the weapon's damage type, or otherwise change the weapon in any way. Despite the name of the prayer, any manufactured or natural weapon wielded by the paladin may be affected. If the weapon is dropped or otherwise discarded, the spell ends for that weapon until it is wielded again by the paladin.
For the purposes of this last-minute spell, the wielding of the weapon is considered its Somatic component.


Spell-Storing Item

School: Transmutation
Level: Artificer 1
Casting Time: 1 minute
Components: S
Range: touch
Target: Item touched
Duration: 1 hour/level or until discharged
Saving Throw: None (object)
Spell Resistance: No (object)
The artificer is able to store the energy matrix of a single, targeted contraption of up to 3rd level in a weapon (including a titan fist).
The artificer must have prepared the contraption he or she wishes to store in the item, and the contraption must have a casting time of 1 standard action. The act of transferring the energy matrix to the weapon renders the original contraption useless.
Anytime the weapon strikes a creature and the creature takes damage from it, the weapon can immediately cast the spell on that creature as a free action if the wielder desires.


Titan Fist

School: Conjuration
Level: Artificer 1
Casting Time: 1 standard action
Components: S, See Text
Range: touch
Target: Artificer's Titan Armor
Duration: instantaneous
Saving Throw: Fortitude (object); Spell Resistance yes (object)
You imbue your Titan Fist and throw it at a target up to 100 feet away. Make a ranged attack roll. If it hits, the target takes damage from your Titan Fist as though struck by that weapon, including all strength bonuses and other effects.
This does not actually rob you of part of your armor--the artifice will self-heal before your next turn. This spell also requires the artificer to be wearing her titan armor when casting the spell.

Bonus Spells per Level

The ability that governs bonus spells depends on what type of spellcaster your character is: Intelligence for wizards; Wisdom for clerics, druids, and rangers; and Charisma for bards, paladins, and sorcerers. In addition to having a high ability score, a spellcaster must be of a high enough class level to be able to cast spells of a given spell level. See the individual class description details.

Bonus Spells per Level
Caster Ability Score Modifier 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1 –5 Can't cast spells tied to this ability
2–3 –4 Can't cast spells tied to this ability
4–5 –3 Can't cast spells tied to this ability
6–7 –2 Can't cast spells tied to this ability
8–9 –1 Can't cast spells tied to this ability
10–11 0
12–13 1 1
14–15 2 1 1
16–17 3 1 1 1
18–19 4 1 1 1 1
20–21 5 2 1 1 1 1
22–23 6 2 2 1 1 1 1
24–25 7 2 2 2 1 1 1 1
26–27 8 2 2 2 2 1 1 1 1
28–29 9 3 2 2 2 2 1 1 1 1
30–31 10 3 3 2 2 2 2 1 1 1
32–33 11 3 3 3 2 2 2 2 1 1
34–35 12 3 3 3 3 2 2 2 2 1
36–37 13 4 3 3 3 3 2 2 2 2
38–39 14 4 4 3 3 3 3 2 2 2
40–41 15 4 4 4 3 3 3 3 2 2
42–43 16 4 4 4 4 3 3 3 3 2
44–45 17 5 4 4 4 4 3 3 3 3

Scribing and Purchasing Spells

All casting classes may purchase scrolls, although artificers are unable to make use of them outside of adding them to blueprints known. All wizards, artificers, and witches may use scrolls to expand their spellbooks. Prices given below are market; other players may charge less, and costs may also be reduced via RPPs.

We use the guidelines published by PFS for scrolls. That is, we assume that scrolls (and other consumables) are made first by clerics, druids, or wizards unless they are not on those classes' lists. For example, a scroll of lesser restoration must be purchased as a 2nd-level scroll off the cleric spell list and may not be purchased as a 1st-level scroll off the paladin spell list. If a spell appears at different levels on two different lists, use the lower level spell to determine cost.

For the sake of simplicity, there is no difference between an arcane and divine scroll or wand (we just care if it's on their spell list). Thus a bard and cleric may both use the same scroll of cure moderate wounds.


Scroll Costs
Spell Level Cleric, Druid, Wizard, Artificer Sorcerer Bard, Inquisitor Paladin, Ranger
0 12.5 gp 12.5 gp 12.5 gp
1st 25 gp 25 gp 25 gp 25 gp
2nd 150 gp 200 gp 200 gp 200 gp
3rd 375 gp 450 gp 525 gp 525 gp
4th 700 gp 800 gp 1,000 gp 1,000 gp
5th 1,125 gp 1,250 gp 1,625 gp
6th 1,650 gp 1,800 gp 2,400 gp
7th 2,275 gp 2,450 gp
8th 3,000 gp 3,200 gp
9th 3,825 gp 4,050 gp


Scribing to a Spellbook
Spell Level Writing Cost
0 5 gp
1 10 gp
2 40 gp
3 90 gp
4 160 gp
5 250 gp
6 360 gp
7 490 gp
8 640 gp
9 810 gp

Incremental Antimagic

Incremental antimagic.jpg

Want more options than standard antimagic offers? Would you like to make higher level spells more challenging, while leaving the lower level ones alone? Offer elements of antimagic as a trap? Interjection Games was kind enough to step in, and craft Incremental Antimagic! Indirectly crafted for Tenebrae, we have permission to use this awesome product in our MUX. Click to download Incremental Antimagic from RPGNow.

Incremental Antimagic includes options for:

  • 4 kinds of incremental antimagic
  • Chaotic: On a failed check, spells change form.
  • Delaying: On a failed check, the caster must either try to cast the same spell using the same spell slot next turn or allow the spell to blast himself.
  • Eliminating: On a failed check, the spell fizzles. It sucks to be you.
  • Hindering: On a failed check, the caster must either let the spell fizzle or expend an additional spell slot to cast.
  • Rules for adding incremental antimagic into your game.
  • The nullstone golem, a CR5 antimagic bruiser.

Summoning

What are the House Rules?

Q: Is there a limit to how many summons I can have?
A: The answer is the rule of fun. Be mindful of other players, turn times, and the ability of everyone to share the spotlight. If you're cutting into others' fun, it is time to summon fewer creatures.


Q: Can I add additional monsters to the monster summoning tables?
A: We follow the guidance of Paizo's developers in this regard. From James Jacobs:
Nope. No chance. We didn't have room, or the time to go through and pick out balanced additions to the spell, nor do we want to set up the expectation that something like that will be in every Bestiary, plus some other boring reasons.
We really just don't want to bloat the summon monster tables with too many choices, honestly. It's already kinda hard to choose a monster; making there be TOO many choices spread across TOO many books just leads to option paralysis in game and that's not good.
In the end, we decided that these spells more or less needed to be self-contained. That mean that they had lists that referenced the main Bestiary and didn't go beyond that. This is mostly a balance issue (too many monsters on the list allow for too much specialization per encounter), but also a game-play issue (too many monsters on the list causes option paralysis and makes the simple choice of choosing a summoned monster a tough one) and a public relations issue (we try not to build parts of the game to be too dependent on non-core products).


Final Words

Please have all creatures' stats prepared ahead of time. Use a site like this one: http://gregfarrell.org/pfs/ or, add your summons to your charpage! We've made a handy template over this way. If you don't have the time and inclination to do this sort of note-keeping, we ask that you keep summoning to a minimum. This is just due to the time it takes during combat; you really have to keep on top of it. That said, ask around. We have a great community, and there is always someone willing to help.


Dog, Celestial
Type M Celestial Init 1 Senses darkvision 60 ft., low-light vision, scent; Perception +8
Defenses
AC: 13, touch 12, flat-footed 12 (+1 Dex, +1 natural, +1 size)
HP: 6 (1d8+2)
Saves: +4, Ref +3, Will +1
Other: SR 5, cold 5, acid 5, electricity 5
Offense
Speed: 40
Melee: bite +2 (1d4+1)
Special Attacks: Smite Evil
Statistics
Stats: Str 13, Dex 13, Con 15, Int 2, Wis 12, Cha 6
Base Atk & CMD: Base Atk +0; CMB +0; CMD 11 (15 vs. trip)
Feats: Skill Focus (Perception)
Skills: Acrobatics +1 (+9 jump), Perception +8, Survival +1 (+5 scent tracking)
Special Abilities
Ability: +4 Acrobatics when jumping, +4 Survival when tracking by scent
Ability: Smite evil 1/day as a swift action add CHA bonus (+0) to attack rolls and damage bonus equal to HD (+1) against evil foes; smite persists until target is dead or the celestial creature rests.


{{Summon-Start|Dog, Celestial}}
{{SummonBasics-Start}}'''Type''' M Celestial '''Init''' 1 '''Senses''' darkvision 60 ft., low-light vision, scent; Perception +8
{{SummonBasics-End}}
{{SummonCol-Start}}
{{SummonSection|Defenses}}
{{SummonEntry|AC}} 13, touch 12, flat-footed 12 (+1 Dex, +1 natural, +1 size)
{{SummonEntry|HP}} 6 (1d8+2)
{{SummonEntry|Saves}} +4, Ref +3, Will +1
{{SummonEntry|Other}} SR 5, cold 5, acid 5, electricity 5
{{SummonSection|Offense}}
{{SummonEntry|Speed}} 40
{{SummonEntry|Melee}} bite +2 (1d4+1) 
{{SummonEntry|Special Attacks}} Smite Evil
{{SummonCol-End}}
{{SummonCol-Start}}
{{SummonSection|Statistics}}
{{SummonEntry|Stats}} Str 13, Dex 13, Con 15, Int 2, Wis 12, Cha 6
{{SummonEntry|Base Atk & CMD}} Base Atk +0; CMB +0; CMD 11 (15 vs. trip)
{{SummonEntry|Feats}} Skill Focus (Perception)
{{SummonEntry|Skills}} Acrobatics +1 (+9 jump), Perception +8, Survival +1 (+5 scent tracking)
{{SummonSection|Special Abilities}}
{{SummonEntry|Ability}} +4 Acrobatics when jumping, +4 Survival when tracking by scent
{{SummonEntry|Ability}} Smite evil 1/day as a swift action add CHA bonus (+0) to attack rolls and damage bonus equal to HD (+1) against evil foes; smite persists until target is dead or the celestial creature rests.
{{SummonCol-End}}
{{Summon-End}}