dragonfriend7738
Explorer
So, I'm doing a homebrew world campaign, and wanted to introduce an empathic race to the world- nothing overly psionic or psionically powerful. Also, considering the isolated nature of the race in the game, I wanted to create a class designed to emphasize the potential of a focused 'sensor' and 'healer.' This is what I've got, and please feel free to pick it apart and tell me why you do or don't like certian things.
Empathic Race:
+2 Wis, -2 Con: The ability to innately sense the emotions of those around them cause Elves to be more sensitive and understanding of their surroundings, but the experience places a strain on their bodies.
+2 to Diplomacy, Handle Animal, Heal, and Sense Motive. Empathy grants a natural edge when dealing with other creatures. In addition, Diplomacy, Handle Animal, and Sense Motive are always considered class skills for an Empath.
Empathy: Empaths are born with the innate ability to sense the emotions of those nearby. Most learn to control and suppress this ability as needed by the time they reach adulthood, and this 'sixth sense' of others grants Empaths various advantages when dealing with other races. Any creature with an intelligence of 2 or greater that comes within 30 feet of an Empath must make a will save (DC= 10+ 1/2 Empath character level + Empath WIS mod) to conceal their emotions. Should the creature fail, the Empath can sense their general location and surface emotions, as per the Empathy psionic ability. This ability negates the offensive bonuses of concealing spells like invisibility, but not their defensive bonuses.
When in the Full Defensive combat stance, an Empath gains an insight bonus to her AC equal to 1/2 her WIS mod (minimum +1, rounded down) against melee combatants that fail their will check vs Empathy, as her empathy boosts her combat capabilities.
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Empathic Healer class: (Based heavily off of the Healer class found in the Miniatures Handbook)
Hit Die: d6
Weapon Prof: simple
Armor Prof: light, no shields
Skills: Concentration, Craft, Diplomacy, Handle Animal, Knowledge (Anatomy), Knowledge (Nature), Knowledge (Religion), Profession, Sense Motive, Spellcraft, Survival
Skillpoints: 4+ Int mod per level (x4 at level 1)
Level...BAB......Fort.....Ref......Will.....Ability
1........+0.........+2......+0.......+2......Skill Focus (Heal), Healing Hands
2........+1.........+3......+0.......+3......Empathic Boost
3........+1.........+3......+1.......+3......Studious Healing
4........+2.........+4......+1.......+4......Dull Pain
5........+2.........+4......+1.......+4......Empathic Boost
6........+3.........+5......+2.......+5......Skill Focus (Knowledge: Anatomy)
7........+3.........+5......+2.......+5......Cleanse Paralysis
8........+4.........+6......+2.......+6......Empathic Boost, Effortless Healing
9........+4.........+6......+3.......+6......Cleanse Disease
10......+5.........+7......+3.......+7......Consume Emotion (Fear), Empathic Healing
11......+5.........+7......+3.......+7......Cleanse Poison
12......+6/+1....+8......+4.......+8......Consume Emotion (Suffering)
13......+6/+1....+8......+4.......+8......Empathic Shield, Cleanse Blindness
14......+7/+2....+9......+4.......+9......Consume Emotion (Curiosity)
15......+7/+2....+9......+5.......+9......Telepathy, Cleanse Spirit
16......+8/+3....+10....+5.......+10....Consume Emotion (Uncertainty)
17......+8/+3....+10....+5.......+10....Cleanse Petrification
18......+9/+4....+11....+6.......+11....Consume Emotion (Anger/Rage)
19......+9/+4....+11....+6.......+11....New Limb
20......+10/+5..+12....+6.......+12....Consume Emotion (Any), New Life
Class Abilities:
Skill Focus: At first level, you gain the Skill Focus (Heal) feat as a bonus feat. You gain the feat again at sixth level, but for Knowledge (Anatomy). If you already have this feat, you can instead apply it for any other Empathic Healer class skill.
Healing Hands: Whenever a healer casts a spell that cures hitpoint damage, she adds her WIS Mod to the amount healed. This only applies to healing, not damage dealt to undead. This bonus only applies to spells cast as an Empathic Healer, and not any spells gained by virtue of another class.
Empathic Boost: The range of an Empathic Healer's racial Empathy is extended by 20 feet at level two, and again at fifth and eighth levels for a total of a 90ft range.
Studious Healing: Advanced ranks in a knowledge skill adds additional healing to subjects of appropriate types. You may add +1 hp per die healed for every 5 ranks in a knowledge skill you have. For example, a healer casting cure light wounds on a human that has 5 ranks in Knowledge (Anatomy) can heal 1d8+ 1 per caster level (max +5) plus an additional +1 for their knowledge of humanoid anatomy. (Anatomy= Humanoids; Nature= Animals, Monstrous Humanoids, Vermin, ect; Arcane= Aberrations, Undead, Outsiders; Religion= Outsiders.)
Dull Pain (Su): By empathically absorbing the pain of your target, you allow them to continue fighting. You can grant any willing target that is within your Empathic range 1d6/ Empathic Healer level + Wis Mod temporary hp, up to their normal total HP. You assume half of the total hp granted as non-lethal damage. Using this ability provokes an attack of opportunity.
Cleanse Paralysis (Su): A healer of 7th level has dealt with illnesses and maladies often enough that they can identify and treat certain afflictions without having to rely on a spell. Once per day, a Healer can remove paralysis from a touched subject as per the second level cleric spell Remove Paralysis.
Effortless Healing (Ex): You have learned to cast spells of the healing subschool with minimal effort. You can cast such spells without provoking an attack of opportunity. This ability only applies to spells cast from the healing subschool and as an Empath Healer, not any other spells gained by virtue of another class.
Cleanse Disease (Su): Once per day, a healer can remove disease from a touched subject as per the Remove Disease spell.
Consume Emotion (Su): An Empathic Healer of 10th level has learned how to identify and remove offensive emotions from those around her. Once every d4 rounds, you may target any subject within your range of empathy and absorb an emotion from them. To engage in the emotional siphon, you must succeed in a ranged attack against your target (including allies) your attack roll is d20+WIS mod, (DC= 10+ target's HD + 1/attempt to consume emotions per encounter.) A successful check grants you temporary hp equal to the target's HD multiplied by your WIS mod. A subject that is successfully affected by this ability gains an effect depending on the emotion consumed, as detailed below. At level 20 an Empathic Healer is able to separate any emotion from their target. Some examples are listed below, with effects according. Should you choose an emotion not on this list, present it to the DM for an effect. Creatures that are immune to specific mind-affecting effects increase the DC of this ability by +4 (including those abilities that are beneficial to the target), and creatures that are immune to telepathy are immune to this ability.
....Fear: The target's fear scale is reduced by one level (Panicked to frightened, frightened to shaken, and shaken to normal) and receives a +4 bonus vs fear checks for a number of rounds equal to your level in Empath Healer.
....Suffering: An advanced version of Dull Pain, the Healer removes the source of pain completely, supernaturally healing damage and damage dealing effects. The Healer gains temporary HP as per normal, and the target is healed an equal amount and gains a bonus on saves vs lingering damage sources (poisons, burns, ect.) equal to your WIS mod for a number of rounds equal to your level in Empath Healer.
....Curiosity: The target loses interest in its surroundings. The target gains a penalty to spot, listen and search checks equal to 1/2 your Empathic Healer class level, for a number of rounds equal to your Wisdom Modifier.
....Uncertainty/Doubt: The target gains a morale bonus to attack, damage and skill checks equal to your WIS mod for a number of rounds equal to your Empathic Healer class level.
....Anger/Rage: The target is treated as if under the effect of the Calm Emotions spell for the purposes of attacking, raging, or intimidating others. This effect lasts a number of rounds equal to your WIS mod, or until the target is directly attacked.
....Thirst/Hunger: The target temporarily forgets their need for sustenance, and can go twice as long before taking penalties. Once this effect is worn off, if the target has not consumed food or water, they are automatically exhausted and take twice normal nonlethal damage for starvation and thirst. This effect lasts for a number of hours equal to your class level.
....Fatigue: The target ignores the penalties for fatigue/ exhaustion for a number of rounds equal to your class level. This does not remove the status, but simply masks it, so any other effects from removing fatigue are not gained.
....Love/Affection: The target loses all positive feeling towards the person that inspired the emotion being consumed and is considered to be indifferent towards them. This effect is permanent, but the object of their desire could work to regain the affection of the target if they so wish.
....Hate/dislike: The target loses all negative feeling towards the person that inspired the emotion being consumed, and is considered to be indifferent towards them. This effect is permanent, but future actions and interactions can rekindle the subject's dislike.
Empathic Healing (Su): At tenth level an Empathic Healer gains the ability to heal allies through her empathy. Healing spells increase range by one increment, up to the maximum range of the caster's Empathic range. (touch becomes close, close becomes medium, medium becomes long.) Applying this ability to a spell increases its level by one, and this ability can be applied spontaneously by sacrificing a spell of the appropriate level to cast the augmented spell.
Cleanse Poison (Su): At 11th level, an Empathic Healer gains the ability to remove poison from a touched subject once per day as if casting a Remove Poison spell.
Cleanse Blindness (Su): At 13th level, an Empathic Healer can remove blindness from a touched subject once per day as if casting a Remove Blindness/Deafness spell.
Empathic Shield (Su): At 13th level, an Empathic Healer is able to transform her absorbed energy (Temporary HP) into a barrier shield around herself. You can emit a barrier with a hardness 5, DR 5/- and HP equal to the number of Temporary HP that you sacrifice for it. The barrier is active for as long as you concentrate on it- a full round action. The barrier can be extended a number of feet equal to a radius of 1/2 your Empathic Healer class level, rounded down to the nearest 5 foot increment. Psionically charged Deep Crystal weapons bypass the DR of the shield, and Githyanki Silver weapons bypass the shield completely.
Cleanse Spirit (Su): You gain the ability to restore a treated creature to health as if casting a Greater Restoration Spell once per day.
Telepathy (Su): A 15th level Empath Healer has so tuned their psychic detection that they can detect the surface thoughts of those within her empathic range as per the spell Detect Thoughts. Should she detect an entity with a superior intelligence (at least 10 points higher than her own) she must make a dc 20 will save or be stunned for a round and lose her ability to activate her empathy for 1d6 rounds. To use this ability you must concentrate for a standard action, (Concentration check, DC equal to the target’s WILL save.)
Cleanse Petrification (Su): You gain the ability to restore a treated creature back from petrification as if casting a stone to flesh spell once per day.
New Limb: You gain the ability to regrow a creature's lost or damaged body part once per day as if casting a Regeneration spell.
New Life: Once per week, an Empathic Healer of 20th level can restore to life a fallen subject, as if casting a True Resurrection spell.
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Empathic Healer Spell progression:
..................Spell level
Class level 0....1....2....3....4....5....6....7....8....9
1................3....1
2................4....2....0
3................4....2....1
4................4....2....2....0
5................5....3....2....1
6................5....3....2....2....0
7................5....3....3....2....1
8................6....4....3....2....2....0
9................6....4....3....3....2....1
10..............6....4....4....3....2....2....0
11..............6....5....4....3....3....2....1
12..............6....5....4....4....3....2....2....0
13..............6....5....5....4....3....3....2....1
14..............6....5....5....4....4....3....2....2....0
15..............6....5....5....5....4....3....3....2....1
16..............6....5....5....5....4....4....3....2....2....0
17..............6....5....5....5....5....4....3....3....2....1
18..............6....5....5....5....5....4....4....3....2....2
19..............6....5....5....5....5....5....4....3....3....2
20..............6....5....5....5....5....5....4....4....3....2
Empathic Healer Spell list:
level 0: create water, cure minor wounds, deathwatch, detect magic, detect poison,light, mending, purify food and drink, read magic
level 1: bless water, cure light wounds, goodberry, protection from evil, remove fear, remove paralysis, sanctuary, speak with animals.
level 2: calm animals, calm emotions, charm animal, cure moderate wounds, delay poison, detect thoughts, gentle repose, remove blindness/deafness, remove disease, lesser restoration, sleep, zone of truth.
level 3: close wounds, create food/water, crushing dispair, cure serious wounds, goodhope, hold animal, neutralize poison, rage, remove curse, restoration, status
level 4: cure critical wounds, deathward, discern lies, fear, freedom of movement, holdperson, mass cure light wounds, panacea.
level 5: atonement, breakenchantment, charm monster, mass cure moderate wounds, modify emory, raise dead, revivify, stone to flesh, telepathic bond, true seeing.
level 6: greater restoration, heal, heroes' feast, hold monster, mass cure serious wounds, regenerate.
level 7: mass cure critical wounds,mind blank, repulsion, resurrection.
level 8: discern location, holy aura, mass heal, mass hold person.
level 9: antipathy, foresight, gate, mass charm monster, true resurrection, sympathy.
Empathic Race:
+2 Wis, -2 Con: The ability to innately sense the emotions of those around them cause Elves to be more sensitive and understanding of their surroundings, but the experience places a strain on their bodies.
+2 to Diplomacy, Handle Animal, Heal, and Sense Motive. Empathy grants a natural edge when dealing with other creatures. In addition, Diplomacy, Handle Animal, and Sense Motive are always considered class skills for an Empath.
Empathy: Empaths are born with the innate ability to sense the emotions of those nearby. Most learn to control and suppress this ability as needed by the time they reach adulthood, and this 'sixth sense' of others grants Empaths various advantages when dealing with other races. Any creature with an intelligence of 2 or greater that comes within 30 feet of an Empath must make a will save (DC= 10+ 1/2 Empath character level + Empath WIS mod) to conceal their emotions. Should the creature fail, the Empath can sense their general location and surface emotions, as per the Empathy psionic ability. This ability negates the offensive bonuses of concealing spells like invisibility, but not their defensive bonuses.
When in the Full Defensive combat stance, an Empath gains an insight bonus to her AC equal to 1/2 her WIS mod (minimum +1, rounded down) against melee combatants that fail their will check vs Empathy, as her empathy boosts her combat capabilities.
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Empathic Healer class: (Based heavily off of the Healer class found in the Miniatures Handbook)
Hit Die: d6
Weapon Prof: simple
Armor Prof: light, no shields
Skills: Concentration, Craft, Diplomacy, Handle Animal, Knowledge (Anatomy), Knowledge (Nature), Knowledge (Religion), Profession, Sense Motive, Spellcraft, Survival
Skillpoints: 4+ Int mod per level (x4 at level 1)
Level...BAB......Fort.....Ref......Will.....Ability
1........+0.........+2......+0.......+2......Skill Focus (Heal), Healing Hands
2........+1.........+3......+0.......+3......Empathic Boost
3........+1.........+3......+1.......+3......Studious Healing
4........+2.........+4......+1.......+4......Dull Pain
5........+2.........+4......+1.......+4......Empathic Boost
6........+3.........+5......+2.......+5......Skill Focus (Knowledge: Anatomy)
7........+3.........+5......+2.......+5......Cleanse Paralysis
8........+4.........+6......+2.......+6......Empathic Boost, Effortless Healing
9........+4.........+6......+3.......+6......Cleanse Disease
10......+5.........+7......+3.......+7......Consume Emotion (Fear), Empathic Healing
11......+5.........+7......+3.......+7......Cleanse Poison
12......+6/+1....+8......+4.......+8......Consume Emotion (Suffering)
13......+6/+1....+8......+4.......+8......Empathic Shield, Cleanse Blindness
14......+7/+2....+9......+4.......+9......Consume Emotion (Curiosity)
15......+7/+2....+9......+5.......+9......Telepathy, Cleanse Spirit
16......+8/+3....+10....+5.......+10....Consume Emotion (Uncertainty)
17......+8/+3....+10....+5.......+10....Cleanse Petrification
18......+9/+4....+11....+6.......+11....Consume Emotion (Anger/Rage)
19......+9/+4....+11....+6.......+11....New Limb
20......+10/+5..+12....+6.......+12....Consume Emotion (Any), New Life
Class Abilities:
Skill Focus: At first level, you gain the Skill Focus (Heal) feat as a bonus feat. You gain the feat again at sixth level, but for Knowledge (Anatomy). If you already have this feat, you can instead apply it for any other Empathic Healer class skill.
Healing Hands: Whenever a healer casts a spell that cures hitpoint damage, she adds her WIS Mod to the amount healed. This only applies to healing, not damage dealt to undead. This bonus only applies to spells cast as an Empathic Healer, and not any spells gained by virtue of another class.
Empathic Boost: The range of an Empathic Healer's racial Empathy is extended by 20 feet at level two, and again at fifth and eighth levels for a total of a 90ft range.
Studious Healing: Advanced ranks in a knowledge skill adds additional healing to subjects of appropriate types. You may add +1 hp per die healed for every 5 ranks in a knowledge skill you have. For example, a healer casting cure light wounds on a human that has 5 ranks in Knowledge (Anatomy) can heal 1d8+ 1 per caster level (max +5) plus an additional +1 for their knowledge of humanoid anatomy. (Anatomy= Humanoids; Nature= Animals, Monstrous Humanoids, Vermin, ect; Arcane= Aberrations, Undead, Outsiders; Religion= Outsiders.)
Dull Pain (Su): By empathically absorbing the pain of your target, you allow them to continue fighting. You can grant any willing target that is within your Empathic range 1d6/ Empathic Healer level + Wis Mod temporary hp, up to their normal total HP. You assume half of the total hp granted as non-lethal damage. Using this ability provokes an attack of opportunity.
Cleanse Paralysis (Su): A healer of 7th level has dealt with illnesses and maladies often enough that they can identify and treat certain afflictions without having to rely on a spell. Once per day, a Healer can remove paralysis from a touched subject as per the second level cleric spell Remove Paralysis.
Effortless Healing (Ex): You have learned to cast spells of the healing subschool with minimal effort. You can cast such spells without provoking an attack of opportunity. This ability only applies to spells cast from the healing subschool and as an Empath Healer, not any other spells gained by virtue of another class.
Cleanse Disease (Su): Once per day, a healer can remove disease from a touched subject as per the Remove Disease spell.
Consume Emotion (Su): An Empathic Healer of 10th level has learned how to identify and remove offensive emotions from those around her. Once every d4 rounds, you may target any subject within your range of empathy and absorb an emotion from them. To engage in the emotional siphon, you must succeed in a ranged attack against your target (including allies) your attack roll is d20+WIS mod, (DC= 10+ target's HD + 1/attempt to consume emotions per encounter.) A successful check grants you temporary hp equal to the target's HD multiplied by your WIS mod. A subject that is successfully affected by this ability gains an effect depending on the emotion consumed, as detailed below. At level 20 an Empathic Healer is able to separate any emotion from their target. Some examples are listed below, with effects according. Should you choose an emotion not on this list, present it to the DM for an effect. Creatures that are immune to specific mind-affecting effects increase the DC of this ability by +4 (including those abilities that are beneficial to the target), and creatures that are immune to telepathy are immune to this ability.
....Fear: The target's fear scale is reduced by one level (Panicked to frightened, frightened to shaken, and shaken to normal) and receives a +4 bonus vs fear checks for a number of rounds equal to your level in Empath Healer.
....Suffering: An advanced version of Dull Pain, the Healer removes the source of pain completely, supernaturally healing damage and damage dealing effects. The Healer gains temporary HP as per normal, and the target is healed an equal amount and gains a bonus on saves vs lingering damage sources (poisons, burns, ect.) equal to your WIS mod for a number of rounds equal to your level in Empath Healer.
....Curiosity: The target loses interest in its surroundings. The target gains a penalty to spot, listen and search checks equal to 1/2 your Empathic Healer class level, for a number of rounds equal to your Wisdom Modifier.
....Uncertainty/Doubt: The target gains a morale bonus to attack, damage and skill checks equal to your WIS mod for a number of rounds equal to your Empathic Healer class level.
....Anger/Rage: The target is treated as if under the effect of the Calm Emotions spell for the purposes of attacking, raging, or intimidating others. This effect lasts a number of rounds equal to your WIS mod, or until the target is directly attacked.
....Thirst/Hunger: The target temporarily forgets their need for sustenance, and can go twice as long before taking penalties. Once this effect is worn off, if the target has not consumed food or water, they are automatically exhausted and take twice normal nonlethal damage for starvation and thirst. This effect lasts for a number of hours equal to your class level.
....Fatigue: The target ignores the penalties for fatigue/ exhaustion for a number of rounds equal to your class level. This does not remove the status, but simply masks it, so any other effects from removing fatigue are not gained.
....Love/Affection: The target loses all positive feeling towards the person that inspired the emotion being consumed and is considered to be indifferent towards them. This effect is permanent, but the object of their desire could work to regain the affection of the target if they so wish.
....Hate/dislike: The target loses all negative feeling towards the person that inspired the emotion being consumed, and is considered to be indifferent towards them. This effect is permanent, but future actions and interactions can rekindle the subject's dislike.
Empathic Healing (Su): At tenth level an Empathic Healer gains the ability to heal allies through her empathy. Healing spells increase range by one increment, up to the maximum range of the caster's Empathic range. (touch becomes close, close becomes medium, medium becomes long.) Applying this ability to a spell increases its level by one, and this ability can be applied spontaneously by sacrificing a spell of the appropriate level to cast the augmented spell.
Cleanse Poison (Su): At 11th level, an Empathic Healer gains the ability to remove poison from a touched subject once per day as if casting a Remove Poison spell.
Cleanse Blindness (Su): At 13th level, an Empathic Healer can remove blindness from a touched subject once per day as if casting a Remove Blindness/Deafness spell.
Empathic Shield (Su): At 13th level, an Empathic Healer is able to transform her absorbed energy (Temporary HP) into a barrier shield around herself. You can emit a barrier with a hardness 5, DR 5/- and HP equal to the number of Temporary HP that you sacrifice for it. The barrier is active for as long as you concentrate on it- a full round action. The barrier can be extended a number of feet equal to a radius of 1/2 your Empathic Healer class level, rounded down to the nearest 5 foot increment. Psionically charged Deep Crystal weapons bypass the DR of the shield, and Githyanki Silver weapons bypass the shield completely.
Cleanse Spirit (Su): You gain the ability to restore a treated creature to health as if casting a Greater Restoration Spell once per day.
Telepathy (Su): A 15th level Empath Healer has so tuned their psychic detection that they can detect the surface thoughts of those within her empathic range as per the spell Detect Thoughts. Should she detect an entity with a superior intelligence (at least 10 points higher than her own) she must make a dc 20 will save or be stunned for a round and lose her ability to activate her empathy for 1d6 rounds. To use this ability you must concentrate for a standard action, (Concentration check, DC equal to the target’s WILL save.)
Cleanse Petrification (Su): You gain the ability to restore a treated creature back from petrification as if casting a stone to flesh spell once per day.
New Limb: You gain the ability to regrow a creature's lost or damaged body part once per day as if casting a Regeneration spell.
New Life: Once per week, an Empathic Healer of 20th level can restore to life a fallen subject, as if casting a True Resurrection spell.
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Empathic Healer Spell progression:
..................Spell level
Class level 0....1....2....3....4....5....6....7....8....9
1................3....1
2................4....2....0
3................4....2....1
4................4....2....2....0
5................5....3....2....1
6................5....3....2....2....0
7................5....3....3....2....1
8................6....4....3....2....2....0
9................6....4....3....3....2....1
10..............6....4....4....3....2....2....0
11..............6....5....4....3....3....2....1
12..............6....5....4....4....3....2....2....0
13..............6....5....5....4....3....3....2....1
14..............6....5....5....4....4....3....2....2....0
15..............6....5....5....5....4....3....3....2....1
16..............6....5....5....5....4....4....3....2....2....0
17..............6....5....5....5....5....4....3....3....2....1
18..............6....5....5....5....5....4....4....3....2....2
19..............6....5....5....5....5....5....4....3....3....2
20..............6....5....5....5....5....5....4....4....3....2
Empathic Healer Spell list:
level 0: create water, cure minor wounds, deathwatch, detect magic, detect poison,light, mending, purify food and drink, read magic
level 1: bless water, cure light wounds, goodberry, protection from evil, remove fear, remove paralysis, sanctuary, speak with animals.
level 2: calm animals, calm emotions, charm animal, cure moderate wounds, delay poison, detect thoughts, gentle repose, remove blindness/deafness, remove disease, lesser restoration, sleep, zone of truth.
level 3: close wounds, create food/water, crushing dispair, cure serious wounds, goodhope, hold animal, neutralize poison, rage, remove curse, restoration, status
level 4: cure critical wounds, deathward, discern lies, fear, freedom of movement, holdperson, mass cure light wounds, panacea.
level 5: atonement, breakenchantment, charm monster, mass cure moderate wounds, modify emory, raise dead, revivify, stone to flesh, telepathic bond, true seeing.
level 6: greater restoration, heal, heroes' feast, hold monster, mass cure serious wounds, regenerate.
level 7: mass cure critical wounds,mind blank, repulsion, resurrection.
level 8: discern location, holy aura, mass heal, mass hold person.
level 9: antipathy, foresight, gate, mass charm monster, true resurrection, sympathy.
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