Current house rules (extensive) looking for constructive criticisms

Sadrik

First Post
3e House rules 2014

Actions
The full round action is removed. All full round actions become standard actions.
Charge, Withdraw, and Turn or Rebuke Undead actions are removed.
5' step is a move action.
Run is a move action and allows you to move double speed (x1.5 in heavy armor) and take a -2 penalty to your AC until the start of your next turn but gain +2 bonus to Strength based ability, skill, and attack rolls.

Wounds
Characters have wounds instead of negative HP, wounds are CON score + 1/2 character level.

Critical Damage
Critical damage is based on the level or HD of the creature, level 1 +1d6 and an additional +1d6 at levels 5, 9, 13, and 17. Critical damage can be applied to most types of creature. Some creatures may have the fortification property to resist this bonus damage and some may be immune to certain types of critical damage. Critical damage can be added to your damage roll in limited ways below is a list of ways.
Critical Hit (a critical hit range higher than x2 add bonus damage, x3 adds +1d6, and x4 adds +2d6)
Coupe de Grace action
Sneak Attack feat
Flank Attack feat
Death effects (death effects lower HP to 0 and deal critical damage)
Energy Drain attacks (deals critical damage in addition to other damage and heals HP equal to 1/2 the critical damage caused)

Savings Throws
Fortitude, Reflex, and Will saving throws are Endurance, Agility, and Insight skills.
Monster effects with a DC lower the DC by 1/2 their HD. Normally a DC is X + ½ HD.

Background
Write a background and you can write a unique feature or special item into it and the DM can grant a special item or background feature unique to you. This item or feature is not all good.

Starting Wealth
Starting wealth is 500gp/level.

Alignment
Alignment has no mechanical game effect. It is only for role playing. When a spell or magic item talks about alignment it is talking about the aura feature of a paladin and cleric or the subtype of some creature types.

Abilities
Distribute 16 ability points to your base scores, no more than 1/2 in one ability.

Races
Low-light vision provides no penalties to skills while seeing in shadowy illumination.

Humans
+1 skill point
Standard Human
Base abilities: Str 10, Dex 10, Con 10, Int 10, Wis 10, Cha 10
Bonus feat
Orc-blooded Human
Base abilities: Str 11, Dex 10, Con 10, Int 10, Wis 10, Cha 10
Darkvision 60'
Elf-blooded Human
Base abilities: Str 10, Dex 11, Con 10, Int 10, Wis 10, Cha 10
Low-light vision

Dwarves
+2 to resist poison
x1.5 carrying capacity
Mountain Dwarf
Base abilities: Str 10, Dex 8, Con 11, Int 10, Wis 11, Cha 10
Darkvision 60'
Hill Dwarf
Base abilities: Str 11, Dex 8, Con 11, Int 10, Wis 10, Cha 10
Darkvision 60'
Deep Dwarf
Base abilities: Str 10, Dex 9, Con 11, Int 10, Wis 10, Cha 10
Darkvision 120'
Dazzled in light

Elves
Meditate 4 hours for a long rest
+2 to resist mind affecting effects
Immune to sleep effects
Long lived
Low-light vision
High Elf
Base abilities: Str 10, Dex 11, Con 8, Int 11, Wis 10, Cha 10
Wood Elf
Base abilities: Str 10, Dex 11, Con 8, Int 10, Wis 11, Cha 10
Dark Elf
Base abilities: Str 10, Dex 11, Con 8, Int 10, Wis 10, Cha 11
Darkvision 120'
Dazzled in light

Halflings
+1 to saves
+1 to attack rolls
+2 to stealth skill rolls
Kender Halfling
Base abilities: Str 8, Dex 11, Con 10, Int 10, Wis 11, Cha 10
Hobbit Halfling
Base abilities: Str 8, Dex 11, Con 10, Int 10, Wis 10, Cha 11
Gnome Halfling
Base abilities: Str 8, Dex 11, Con 10, Int 11, Wis 10, Cha 10

Classes
HP are 1/2HD +1 each level
All classes have a level 0
BAB extra attacks: at BAB +6 can take -2 and make 2 attacks, at BAB +11 can take -4 and make 3 attacks, at BAB +16 can take -6 and make 4 attacks.
All casters use new spell casting chart
Prestige classes are not used, their class features can be converted to feats with DM approval
Class alignment restrictions are removed

Multi-Classing
Can begin at level 0 in two classes, begin at level 0 when multi-classing
CL stacks from all caster classes
Class multi-class restrictions are removed
Race favored class restrictions are removed

Barbarian
HD 1d10/Level. Loses Medium Armor Proficiency. Loses all class features except rage. While raging you get +1 to melee attack rolls and gain 1d4 temporary HP/Barbarian level. At barbarian level 6: +2 to attack and 1d6 HP/level, at level 11: +3 to attack and 1d8 HP/level, and at level 16: +4 to attack and 1d10 HP/level. Rage lasts 1 minute cannot rage again until after a short rest. Gain a bonus fighter feats as a fighter.

Bard
Casting ability is Wisdom. Loses all class features except spellcasting and Bardic Knowledge which grants +1 skill point. You learn three Bard spells per Bard level. All your Bard spells are stilled and silent automatically as per the feats. Bless, and Bane spells are added to the Bard spell list.

Cleric
Casting ability is Charisma. HD 1d6/Level. Loses Medium and Heavy Armor proficiency. Loses Turn Undead class feature. Turn Undead becomes spells. Select one domain at level 1. You learn three cleric spells per cleric level and your domain spells.

Druid
Casting ability is Intelligence. HD 1d6/Level. Loses Medium Armor proficiency. Loses all class features except spellcasting. Wild Shape becomes spells. You learn three druid spells per druid level and all Wild Shape spells. Alter Self spell is added to the Druid spell list.

Fighter
Loses Heavy Armor Proficiency. Weapons the fighter has Weapon Focus feat for grant +1 damage, +1 more per 4 fighter levels. Armor the fighter has Armor Focus feat for lowers the armor check penalty by 1 per 4 fighter levels.

Monk
Gains access to all weapons. Loses all class features except Unarmed Damage Bonus which becomes Precise Strike damage bonus +1d4, +1d6, +1d8, +1d10, and +1d12, at respective damage bumps. You learn one Wizard spell per Monk level. Add +1 CL/2 Monk levels. Using one of these spells is not considered casting and they do not provoke an attack of opportunity.

Paladin
Loses Heavy Armor Proficiency. Lose all class features except aura (which can be good, lawful, chaotic, or evil). Learn one Cleric spell per Paladin level. The spell level you can select is equal to the max level a caster could normally cast. Add +1 CL/2 Paladin levels. Using one of these spells is not considered casting and they do not provoke an attack of opportunity.

Ranger
Loses all class features. Learn one Druid spell per Ranger level. The spell level you can select is equal to the max level a caster could normally cast. Using one of these spells is not considered casting and they do not provoke an attack of opportunity. Ranger's Lore, +1 skill point.

Rogue
HD 1d8/level. Loses all class features. Gains a bonus feat every rogue level. Rogues gain +1d6 bonus critical damage at levels 3, 7, 11, 15, and 19. Rogue's Talent, +1 skill point.

Sorcerer
Casting ability is Wisdom. Loses familiar. Learn two spells from any list per sorcerer level. Cast one more spell per spell level. Using one of these spells is not considered casting and they do not provoke an attack of opportunity.

Wizard
Loses familiar and bonus feats. Learns three wizard spells per wizard level. Choose a school of specialization and learn a fourth spell each level of the specialized school. Scholar, +1 skill point.

Skills
Opposed rolls are removed and go against a DC.
Skill synergy is removed.
All classes get 10 skill points and have access to every skill (new skill list). Max of 5 skill points per skill. Skills do not scale.
Monsters lower their base skills to 1 to 5 skill points.
The following old skills are removed: Concentration, Profession, Use Magic Device, Use Rope.
Heal: Long term care heals 1/10 HP rounded up or double that.
Arcana: ID magic items DC is 10+CL

Skills
New Skill
Comprised of these old skills...
Agility (Dex)
Balance, Escape Artist, Perform (Dance), Tumble, Reflex save
Arcana (Int)
Appraise, Craft (Alchemy), Knowledge (Arcana, The Planes), Spellcraft
Athletics (Str)
Climb, Jump, Ride, Swim, Encumbrance
Bluff (Cha)
Bluff, Disguise, Perform (Act, Comedy), Sleight of Hand
Build (Int)
Appraise, Craft (Structures, Vehicles), Knowledge (Engineering)
Craft (Int)
Appraise, Craft (Armor, Bows, Weapons, Items)
Endurance (Con)
Fortitude save
Finery (Int)
Appraise, Craft (Art Objects), Forgery
Heal (Int)
Heal
History (Int)
Knowledge (Local, History, Nobility, Religion)
Insight (Cha)
Sense Motive, Will save
Intimidate (Cha)
Intimidate
Language (Int)
Decipher Script, Speak Language
Nature (Int)
Handle Animal, Knowledge (Dungeoneering, Geography, Nature), Survival
Perception (Wis)
Listen, Spot, Initiative roll
Persuade (Cha)
Diplomacy, Gather Information, Perform (Instrument, Sing, Oratory)
Search (Int)
Search, Survival (Track)
Stealth (Dex)
Hide, Move Silently
Tech (Int)
Appraise, Craft (Traps), Disable Device, Open Locks

Feats
Characters receive 1 feat every odd character level.
All characters receive Eschew Materials and Weapon Finesse.
The following feats are removed: all +2 to two skills feats, all magic item creation feats, Weapon Specialization, Greater Weapon Specialization, Spell Penetration, Greater Spell Penetration, Improved Familiar, Improved Two-Weapon Fighting, Greater Two-Weapon Fighting, Extra turning, Improved Turning, Iron Will, Great Fortitude, Lightning Reflexes, Improved Initiative.
Metamagic feats expend an extra spell slot when activated. Three slots higher means it spends an extra 3rd level spell or higher slot to activate the additional effect of the metamagic feat.

Feat Changes
Two-Weapon Fighting
Gain standard number of attacks with your off-hand. No need to take Improved Two-Weapon Fighting and Greater Two-Weapon Fighting.

Toughness
DR 1/- is granted, can be selected up to five times.

Diehard
Instead of adding 1/2 your character level to your Wounds add your full character level to your Wounds.

Dodge
Dodge bonus to AC +1, and +1 more while unarmored and unencumbered.

Power Attack
Maxes at -5 BAB, light weapons deal 1/2

Track
Gives +4 to Search checks when looking for tracks

Skill Focus
Select one skill and gain +2 to skill rolls with that skill

Leadership
Subsumes Animal Companion, Special Mount, Summon Familiar class features and improved familiar feat.

New Feats
Armor Focus
Select one type of armor (e.g., leather armor), it grants +1 armor bonus when you wear it.

Craft Minor Magic Item
Is Scribe Scroll, Brew Potion, and Craft Wand.

Craft Magic Item
Is Craft Magic Arms and Armor, Craft Construct, Craft Rod, Craft Staff, Craft Wondrous Item, and Forge Ring.

Stability
As Dwarf feature

Magic Resistance
+2 to save against spells and spell like effects that grant SR

Giant Fighting
As Dwarf feature

Minor spell trick
Learn a 1st level spell and cast it once per day.

Fast Movement
As Barbarian class feature

Uncanny Dodge
As Barbarian class feature

Trap Sense
As Barbarian class feature but flat +2

Improved Uncanny Dodge
Can no longer be flanked, rogues cannot trump this ability

Wild Empathy
As Druid class feature

Woodland Stride
As Druid class feature and as the Druid's Trackless Step class feature

Flurry of Blows
Gain an extra attack but all attacks are at -2.

Evasion
Reroll a failed Reflex save.

Mettle
Reroll a failed Fortitude save.

Slippery Mind
Reroll a failed Will save.

Second Wind
As a standard action once per day, gain the effects of long term care (heal skill).

Favored Enemy
+1 to attack and damage against enemy type, per three character levels.

Sneak Attack
When defender is unaware of your attack you deal critical damage.

Flank Attack
When defender is flanked you deal critical damage.

Trapfinding
+4 to search checks when finding traps

Crippling Attack
When defender is unaware of your attack they save vs. fortitude or are fatigued for 1 minute.

Defensive Roll
As Rogue class feature

Opportunist
As Rogue class feature

Skill Mastery
+2 skill points

Use Magic Device
As the skill but roll spellcraft

Magical Reach
Touch spells can be used at Short Range (50'). +2 metamagic

Element Mastery
Select fire, electricity, acid, cold, or sonic when you select this feat. You can substitute a spells energy type with your selected energy type. +2 metamagic

Shape Spell
Alter the dimensions of your area spells, you can leave pockets, make smaller to a minimum of a 5' cube. +2 metamagic

Contingent Spell
As contingency spell. +4 metamagic

Mass Spell
A spell that targets one creature now targets one additional creature per spell level used, no two of which can be more than 30 ft. apart. +X metamagic

Trigger Spell
The spell functions when specific conditions are fulfilled according to your command as set in the spell. Commands can be as general or as detailed as desired, although only visual and audible triggers can be used. Triggers react to what appears to be the case. Disguises and illusions can fool them. Normal darkness does not defeat a visual trigger, but magical darkness or invisibility does. Silent movement or magical silence defeats audible triggers. Audible triggers can be keyed to general types of noises or to a specific noise or spoken word. Actions can serve as triggers if they are visible or audible. A spell trigger cannot distinguish alignment, level, Hit Dice, or class except by external garb. The trigger can respond only to visible or audible triggers and actions in line of sight or within hearing distance. +1 metamagic

Permanent Spell
As permanency Spell. +5 metamagic

Power Word Spell
As Power Word spells (no save, one word component) +7 metamagic

Symbol Spell
As Symbol, Sigil and Rune spells. +2 Metamagic

Poison Use
You can use poison without a chance of accidentally poisoning yourself. You can Craft poison with survival or heal skill.

Spells
Concentration
Concentration are CL check + caster stat vs. the Concentration DCs. CL is equal to all caster classes added together.

Spell Resistance
Creatures with the Spell Resistance trait who make a save against a spell with “Spell Resistance: Yes” ignore all effects from that spell.

Spell DCs
Spell DCs are equal to 10+caster's stat (do not add the spell level in to the DC).

Cantrips
Some spells have the cantrip tag which allows the spell to be cast without losing the slot from memory. (Perhaps a daily limit on cantrip spells)

Ritual Spells and Components
Casters can spend gold instead of needing a specific component.
Casters must ignore XP cost of a spell by paying 25 times the XP cost in gold.
Casters may lower the gold cost of a spell by making it a ritual. For each hour lower the gold cost by 250.

Spell Level Changes
0 level spells are now 1st level spells.
6th and 7th level spells are now 6th level spells.
8th and 9th level spells are now 7th level spells.

Scaling
Spells do not automatically scale, use a higher level slot to increase the effect. Duration and range are standardized below.

Duration
1 round per level is 10 rounds (1 Minute)
1 minute per level is 10 minutes
10 minutes per level is 2 hours
1 hour per level is 8 hours
2 hours per level is 24 hours
1 day per level is 1 week
1 week per level is 1 month
1 month per level is 1 year

Range
Short range is 50', Medium is 200', and Long is 800'

Spell Casting Chart
Code:
CL
1
2
3
4
5
6
7
0
2
-
-
-
-
-
-
1
3
-
-
-
-
-
-
2
4
-
-
-
-
-
-
3
4
2
-
-
-
-
-
4
4
3
-
-
-
-
-
5
4
4
-
-
-
-
-
6
4
4
2
-
-
-
-
7
4
4
3
-
-
-
-
8
4
4
4
-
-
-
-
9
4
4
4
2
-
-
-
10
4
4
4
3
-
-
-
11
4
4
4
4
-
-
-
12
4
4
4
4
2
-
-
13
4
4
4
4
3
-
-
14
4
4
4
4
4
-
-
15
4
4
4
4
4
2
-
16
4
4
4
4
4
3
-
17
4
4
4
4
4
4
-
18
4
4
4
4
4
4
2
19
4
4
4
4
4
4
3
20
4
4
4
4
4
4
4

Removed Spells
All Mass spells, All Power word spells, Permanency, Programmed Illusion, Delayed Blast Fireball
Cure Minor Wounds: Cures 1 point of damage. - delete
Guidance: +1 on one attack roll, saving throw, or skill check. - delete
Inflict Minor Wounds: Touch attack, 1 point of damage. - delete
Prestidigitation: Performs minor tricks. - delete break up into minor illusion, minor enchantment, etc.
Virtue: Subject gains 1 temporary hp. - delete, there are other spells that grant temp HP
Summon Instrument: Summons one instrument of the caster’s choice. - alter to Summon object, store an object that you can recall at any time. Duration 24 hours can put away and recall as many times as you want during that period
Ghost Sound: Figment sounds.
Read Magic: Read scrolls and spellbooks. - delete make a function of spellcraft skill
Flare: Dazzles one creature (-1 penalty on attack rolls). Delete.

Modified Spells
Acid Splash: Orb deals 2d4 acid damage.
Arcane Mark: Inscribes a personal rune (visible or invisible).
Create Water: Creates up to 20 gallons of pure water.
Dancing Lights: Creates torches or other lights.
Daze: Humanoid creature of 4 HD or less loses next action.
Detect Magic: Detects spells and magic items within 60 ft. Duration 24 hours
Detect Poison: Detects poison in one creature or small object.
Disrupt Undead: Deals 2d6 damage to one undead.
Know Direction: You discern north. Duration 24 hours
Light: Object shines like a torch. Duration 24 hours
Lullaby: Makes subject drowsy; -5 on Spot and Listen checks, -2 on Will saves against sleep.
Mage Hand: 5-pound telekinesis. Duration 24 hours
Mending: Makes minor repairs on an object. Repairs damage 1d8, like CLW.
Message: Whispered conversation at distance. Duration 24 hours
Open/Close: Opens or closes small or light things. Duration 24 hours
Purify Food and Drink: Purifies 1 cu. ft./level of food or water.
Ray of Frost: Ray deals 1d6 cold damage. - same as polar ray?
Resistance: Subject gains +1 on saving throws. Scale this and make duration 1 hour
Touch of Fatigue: Touch attack fatigues target.

New Spells
Evoke
Invocation
Level: Wiz 1
Components: VS
Casting Time: 1 standard action
Range: 30 ft.
Area: 30-ft. Radius emanation centered on you
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
Evoke one of the following effects: make a shower of sparks; a puff of wind; cause harmless tremors in the ground, light or snuff out a candle, torch or campfire; or chill or warm 1 cubic foot of non-living matter.

Minor Illusion
Illusion
Level: Brd 1, Wiz 1
Components: VS
Casting Time: 1 standard action
Range: 30 ft.
Area: 30-ft. Radius emanation centered on you
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
As silent image and ghost sound and prestidigitation (illusion portion). But can only affect one sense at a time.

Summon Object
Conjuration
Level: Brd 1, Wiz 1
Components: VS
Casting Time: 1 standard action
Range: Personal
Duration: 24 hours
Saving Throw: None
Spell Resistance: No
Store an object that you can recall at any time. Duration 24 hours can put away and recall as many times as you want during that period

Countersong
Abjuration
Level: Brd 1
Components: VS
Casting Time: 1 standard action
Range: 30 ft.
Area: 30-ft. Radius emanation centered on you
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
As Dispel magic but only magical effects that depend on sound (but not verbal components of spells).

Fascinate
Enchantment (Compulsion) [Mind-affecting]
Level: Brd 1
Components: VS
Casting Time: 1 standard action
Range: 90 ft.
Area: 90-ft. Radius emanation centered on you
Duration: Concentration, up to 1 hour (D)
Saving Throw: Will negates
Spell Resistance: Yes
Cause one or more creatures to become fascinated. Each creature to be fascinated must be within 90 feet, able to see and hear the caster, and able to pay attention to him. The caster must also be able to see the creature. The distraction of a nearby combat or other dangers prevents the spell from working.
Each affected creature makes a Will save against the effect. If a creature's saving throw succeeds, the caster cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and taking no other actions, for as long as the caster continues to concentrate. While fascinated, a target takes a -4 penalty on skill checks made as reactions, such as Listen and Spot checks.
Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a ranged weapon at the target, automatically breaks the effect. Any potential threat allows the creature a new saving throw.

Inspire Competence
Enchantment [Mind-affecting]
Level: Brd 2
Components: VS
Casting Time: 1 standard action
Range: 30 ft.
Target: one creature
Duration: Concentration, up to 10 minutes (D)
Saving Throw: Will negates
Spell Resistance: Yes
Target creature gains a +2 competence bonus on skill checks with a particular skill.

Turn Undead
Abjuration [Good]
Level: Clr 1
Components: VS M
Casting Time: 1 standard action
Range: 60 ft.
Area: 60-ft. Radius emanation centered on you
Duration: Instantaneous
Saving Throw: Will negates
Spell Resistance: Yes
Channeling positive energy you drive off undead. You affect the closest undead first, and you can't affect undead that are more than 60 feet away or that have total cover relative to you. You don't need line of sight to a target, but you do need line of effect. You affect 1d6 HD of undead.
Each affected undead creature makes a Will save against the effect. If its saving throw fails, the creature flees from you by the best and fastest means available to them. They flee for 10 rounds (1 minute). If they cannot flee, they cower (giving any attack rolls against them a +2 bonus). If you approach within 10 feet of them, however, they overcome being turned and act normally. (You can stand within 10 feet without breaking the turning effect's you just can't approach them.) You can attack them with ranged attacks (from at least 10 feet away), and others can attack them in any fashion, without breaking the turning effect.

Add Turn, Rebuke, and Destroy Plants, Air, Earth, Fire, and Water Spells.

Destroy Undead
Abjuration [Good]
Level: Clr 4
Components: VS M
Casting Time: 1 standard action
Range: 60 ft.
Area: 60-ft. Radius emanation centered on you
Duration: Instantaneous
Saving Throw: Will negates
Spell Resistance: Yes
Channeling positive energy you destroy undead. You turn the closest undead first, and you can't affect undead that are more than 60 feet away or that have total cover relative to you. You don't need line of sight to a target, but you do need line of effect. You affect 4d6 HD of undead.
Each affected undead creature makes a Will save against the effect. If its saving throw fails, the creature is destroyed.

Rebuke Undead
Necromancy
Level: Clr 1
Components: VS M
Casting Time: 1 standard action
Range: 60 ft.
Area: 60-ft. Radius emanation centered on you
Duration: Instantaneous
Saving Throw: Will negates
Spell Resistance: Yes
Channel negative energy you cause undead to cower in awe. You affect the closest undead first, and you can't affect undead that are more than 60 feet away or that have total cover relative to you. You don't need line of sight to a target, but you do need line of effect. You affect 1d6 HD of undead.
Each affected undead creature makes a Will save against the effect. If its saving throw fails, the creature cowers from you for 10 rounds (1 minute).

Good Fortune
Divination
Level: Brd 1
Components: V
Casting Time: 1 free action
Range: Personal
Target: You
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
This spell allows you to reroll one roll that you have just made before it is declared whether the roll results in success or failure. You must take the result of the reroll, even if it is worse than the original roll.

Timeless Body
Abjuration
Level: Drd 7
Components: V, S, M
Casting Time: 1 Week
Range: Personal
Target: You
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
You no longer takes ability score penalties for aging and cannot be magically aged. Any penalties that may have already incurred, however, remain in place. Bonuses still accrue, and the caster still dies of old age when their time is up.
Material Component: 2,000gp.

Wild Shape I
Transmutation [Polymorph]
Level: Drd 3
Components: V, S, M
Casting Time: 1 Standard action
Range: Personal
Target: You
Duration: 8 hours
Saving Throw: None
Spell Resistance: No
You turn into any animal on the Summon Nature's Ally I list. Any gear worn or carried melds into the new form and become nonfunctional. You lose your ability to speak while in animal form because you are limited to the sounds that a normal, untrained animal can make, but you can communicate normally with other animals of the same general grouping as your new form. (The normal sound a wild parrot makes is a squawk, so changing to this form does not permit speech.)
You can change back as a standard action and doesn't provoke an attack of opportunity, which ends the spell. When reverting back, any objects previously melded into the new form reappear in the same location as they previously occupied and are once again functional. Any new items worn in the assumed form fall off and land at your feet.
You gain all stats of the creature. If your HP go to 0, you revert back to the creature immediately, any additional damage incurred is deducted from your current HP total.

Wild Shape II, III, IV, and V are added too.

Smite
Evocation
Level: Clr 1
Components: V
Casting Time: 1 free action
Range: Personal
Target: You
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
You add your Charisma modifier to your attack roll and add 1d6 additional damage if you hit.

Aura of Courage
Evocation
Level: Clr 1
Components: V
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 hour
Saving Throw: None
Spell Resistance: No
You gain immunity to fear effects and you and those you want within a 10' radius of you gain +1 to saves.

Aura of Despair
Evocation
Level: Clr 1
Components: V
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 hour
Saving Throw: None
Spell Resistance: No
You gain immunity to fear effects and those you want within a 10' radius of you gain -1 to saves.
 

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