Character Powers
Racial Traits (5 traits)
Class Features (5 features)
Powers/Feats/Skills/etc.. 5 + intelligence modifier per level-up
Sleight of Hand - rogue (Pick Pocket)
Stealth Evade - rogue
Disable Device - rogue (Open Lock)
Disguise Self - rogue
Escape Artist - rogue
Sneak Attack - rogue
Craft Poison - rogue, ranger
Nature Survival - ranger
Knowledge Plants - druid, ranger
Knowledge Animals - druid, ranger
Track Quarry - ranger
Handle Animal - ranger
Forage Food - ranger
Build Shelter - ranger
Pass No Trace - druid, ranger
Knowledge Dungeoneering - ranger and any class
Power Punch - monk
Perform Music - bard
Spot Listen (wis)
Climb Surface (int)
Swim Distance (con)
Ride Horse (int)
Sail Ship (int)
Use Rope (int)
Slow Fall (dex)
Aid Ally (int)
Bandage Ally (int)
Appraise Item (int)
Craft Poison (int)
Craft Potion (int)
Craft Wood (int)
Craft Stone (int) - Knowledge Engineering
Craft Metal (int)
Craft Leather (int)
Craft Scroll (int)
Knowledge Arcana (int) - Spellcraft, Detect Magic, Enchant Item
Knowledge Monsters (int)
Knowledge Religion (wis)
Knowledge Language (int)
Knowledge Court Behavior (wis)
Knowledge Streetwise (wis)
Knowledge History - by Adventure Campaign (int)
Bluff Others (cha)
Extend Diplomacy (cha)
Intimidate Others (cha)
Weapon Proficiency (Weapon Name)
martial feat power
requires class level 1 or higher
Each Weapon Proficiency counts as a separate learned power.
Add +1 to attack with this weapon you are proficient with.
Add an additional +1 to this attack roll at 11th and 21st level.
Feint Attack
martial feat power
requires class level 2 or higher
standard encounter action
The fighter tries to outwit, fake out and throw off the balance of the foe.
Roll wisdom(1d20+your wisdom modifier+1/2 your level) versus the foe's will defense(base 10+the higher of your foe's wisdom or charisma modifier+1/2 the foe's level).
Disarm Weapon
martial feat power
requires class level 3 or higher
standard encounter action
Roll the higher of your strength versus the foe's armor class or your dexterity versus the foe's reflex.
On a hit, the foe must waste the next turn using a standard action to ready the foe's weapon again.
Off-Hand Weapon
martial feat power
requires class level 4 or higher
minor at-will action
You can use a smaller 1d6 or lower damaging off-hand weapon in a secondary attack during your turn.
You can use a small shield or cape with this off-hand weapon but not a heavy shield.
Windmill Attack
martial feat power
requires class level 5 or higher
standard encounter action
The fighter can attack one foe twice or 2 adjacent foes once with the primary weapon in addition to any off-hand weapon attack.
Fumble Foe
martial feat power
requires class level 6 or higher
standard encounter action
Roll wisdom versus will.
The fighter causes a foe to damage the self or another foe.
Roll the foe's damage dice instead of yours.
Armor Proficiency (Armor Name)
martial feat power
requires class level 1 or higher
Each Armor Proficiency counts as a separate learned power.
You reduce the dexterity penalty of this armor by -1.
Reduce the dexterity penalty by an additional -1 at 11th and 21st level.
Parry Defense
martial feat power
requires class level 2 or higher
trigger at-will action
You use your weapon to knock away your foe's attacks.
You must say you are parrying the melee attack in order for the foe to get a combat modifier penalty of -1.
The foe melee attacks you at -2 at 11th and -3 at 21st level.
Dodge Defense
martial feat power
requires class level 3 or higher
trigger encounter action
If you are hit, you shift 1 square and the foe must reroll the attack.
Close Quarters
martial feat power
requires class level 4 or higher
minor encounter action
You get in close to your foe and stay close unbalancing all attacks against you while exposing your foe's weaknesses.
The foe suffers a -1 combat modifier when attacking you as well as grants you a +1 combat modifier when you attack.
-2 and +2 at 11th level, -3 and +3 at 21st level
Keep Distance
martial feat power
requires class level 5 or higher
minor daily action
You shift away from your foe just out of striking range.
The foe suffers a -2 combat modifier when attacking you.
-3 at 11th level, -4 at 21st level
Cape Shield
martial feat power
requires class level 6 or higher
trigger at-will action
You use your cape to shield yourself from incoming attacks.
You are unable to use this power with a shield.
Your cape alots you a +1 bonus to your armor class.
+2 at 11th level, +3 at 21st level
Precise Attack
martial feat power
requires class level 1 or higher
standard at-will action
You attack your foe's chinks in the armor to find exposed flesh.
You use your dexterity versus reflex instead of strength versus armor class during your melee attack.
Shield Bash
martial feat power
requires class level 2 or higher
minor encounter action
After your standard attack, you push your foe back 1 square doing 1d4+your strength modifier bludgeoning damage.
Roll strength versus armor class.
+1 square, +1d4 bludgeoning damage at 11th and 21st level
Pommel Pound
martial feat power
requirs class level 3 or higher
minor encounter action
After your standard attack, you attempt to pound your foe's head doing 1d4+your strength modifier bludgeoning damage. If you do 8-10 points damage, the foe is dazed and loses a round of action. If you do 11+ points of damage, the foe becomes unconscious and helpless, subject to an automatic hit and maximum damage.
Roll strength versus armor class.
+1 square, +1d4 bludgeoning damage at 11th and 21st level
Punch Foe
martial feat power
requires class level 1 or higher
minor encounter action
After your standard attack, you punch your foe doing 1d4+your strength modifier bludgeoning damage. Your foe becomes weakened and attacks at -1.
Roll strength versus armor class.
A fortitude save versus DC10+your strength modifier ends the weakened condition.
The foe is weakened and attacks at -2 at 11th and -3 at 21st level.
Kick Foe
martial feat power
requires class level 2 or higher
minor encounter action
After your standard attack, you kick your foe doing 1d4+your strength modifier bludgeoning damage.
Roll strength versus armor class.
Your foe is slowed and moves at speed 2.
Speed is reduced to 1 at 11th and your foe becomes immobile at 21st level.
Grab Foe
martial feat power
requires class level 3 or higher
standard at-will action
You attempt to grap, net, or entangle your foe restraining movement.
Roll dexterity versus reflex.
The foe attacks at -4 and defends at -4.
Re-roll this power every round to maintain the restraint.
The foe attacks and defends at -5 at 11th level, and -6 at 21st level.
Trip Foe
martial feat power
requires class level 4 or higher
standard at-will action
You attempt to trip your foe prone.
Roll dexterity versus reflex.
The prone foe defends against melee attacks at -4 and reflex attacks at +4.
The foe spends 1 standard action standing up.
Blind Foe
martial feat power
requires class level 5 or higher
standard at-will action
You attempt to blind your foe with a cut above the eye, or powder in the face.
Roll dexterity versus reflex.
The foe attacks at -5 and defends at -5.
The Foe's fortitude saving throw versus a Difficulty Class of 10+your dexterity modifier ends the blindness condition.
Foot Work
martial feat power
requires class level 1 or higher
minor move action
You move 1 square after a successful attack.
+1 square at 11th and 21st level
Fleet Speed
martial feat power
requires class level 2 or higher
minor move action
You increase your speed by +1.
+1 square at 11th and 21st level
Shift Foe
martial feat power
requires class level 3 or higher
minor encounter action
After a successful attack, you shift your foe 1 square.
+1 square at 11th and 21st level
Toughness Training
martial feat power
requires class level 1 or higher
Add +2 to either your strength or constitution.
+1 at 11th and 21st level
Lightning Reflexes
martial feat power
requires class level 2 or higher
Add +2 to either your dexterity or intelligence.
+1 at 11th and 21st level
Iron Will
martial feat power
requires class level 3 or higher
Add +2 to either your wisdom or charisma.
+1 at 11th and 21st level
Improved Initiative
martial feat power
requires class level 4 or higher
You increase your initiative by +2.
+1 initiative at 11th and 21st level
Precise Shot
martial feat power
requires class level 1 or higher
You shoot your target at +2.
+1 to ranged attacks at 11th and 21st level
Quick Draw
martial feat power
requires class level 2 or higher
You can ready a weapon as a free action.
You can switch between ranged to melee ready attacks each round.
Rapid Reload
martial feat power
requires class level 3 or higher
You shoot your target twice or shoot 2 different targets during your turn.
Force Shield
spell abjuration power
class level 1 or higher
You materialze a suit of force around yourself that gives you AC+4 Reflex+4.
AC+5 Reflex+5 at 11th and AC+6 Reflex+6 at 21st level
Endure Element
spell abjuration power
trigger encounter action
class level 2 or higher
You take damage. You reduce force, fire, lightning or cold damage by your intelligence modifier.
Dispel Magic
spell abjuration power
trigger encounter action
class level 3 or higher
You forsee a successful spell or prayer cast during combat. You negate the spell or prayer.
intelligence versus will
Deflect Magic
spell abjuration power
trigger encounter action
class level 4 or higher
You forsee a successful spell or prayer cast during combat. You send the spell or prayer back on the caster.
intelligence versus will
Dagger Wall
spell abjuration power
trigger daily action
class level 5 or higher
All melee attackers of the caster risk 1d4+weapon+4 force damage.
The wall lasts until the caster negates the spell but the caster can not spell or attack while the wall is up.
intelligence versus reflex
+1d4+4
Fire Wall
spell abjuration power
trigger daily action
class level 5 or higher
All melee attackers of the caster risk 1d6 + 6 ongoing fire damage.
The wall lasts until the caster negates the spell but the caster can not spell or attack while the wall is up.
intelligence versus reflex
The foe's fortitude save versus DC10+caster's intelligence modifier ends the ongoing damage.
Electrified Wall
spell abjuration power
trigger encounter action
class level 5 or higher
All melee attackers of the caster risk 1d8 lightning damage + stunned no actions.
The wall lasts until the caster negates the spell but the caster can not spell or attack while the wall is up.
intelligence versus reflex
The foe's fortitude save versus DC10+caster's intelligence modifier ends the stunned condition.
Ice Wall
spell abjuration power
trigger encounter action
class level 5 or higher
All melee attackers of the caster risk 1d10+intelligence modifier cold damage.
The wall lasts until the caster negates the spell but the caster can not spell or attack while the wall is up.
intelligence versus reflex
+1d10 cold damage at 11th and 21st level
Read Magic
type: skill
requirement: any cleric or wizard type level 1
cost: free
Erase Magic
type: skill
requirement: any cleric or wizard type level 1
cost: free
Protective Ward
type: abjuration
requirement: caster level 6
action: triggered by a foe trying to open the protected object
range: touch
target: the object targets all foes trying to open the object
roll: intelligence versus reflex
effect: The object takes on the hit points, armor class, and defenses of the caster at the time of casting and is protected with spell additions listed next.
additions: if known, add Force Shield, Endure Element, Dagger Wall or Fire Wall or Electrified Wall or Ice Wall, Force Invisibility, and or Lock Unlock
Feather Fall
spell anti-gravity power
requires caster level 1
at-will, move action triggered by fall
target: self and 1 ally
range: 2 square burst
effect: The caster's fall is slowed to a harmless speed.
level-up: +1 ally, +1 square burst at 11th and 21st level
Spider Climb
type: anti-gravity
requirement: caster level 2
action: at-will, move
target: self and 1 ally
range: touch
effect: The caster can climb vertical and ceiling surfaces at a speed of 2 squares per round with no climb
penalties. If the spell fails Feather Fall is triggered.
level-up: action becomes at-will at 11th level, +1 ally at 11th and 21st level
Force Jump
type: anti-gravity
requirement: caster level 3
action: encounter, move, minor
target: self
effect: The caster can jump 2 squares and does an additional 1d4 leap damage with a melee weapon if attacking. If this spell fails Feather Fall is triggered. The caster can also increase the range of any spell, prayer or attack by 2 squares for the self or 1 ally.
level-up: The caster can jump +1 square, +1d4 leap damage, +1 square range at 11th and 21st level
Force Levitate
type: anti-gravity
requirement: caster level 4
action: encounter, move or standard attack
target: self or 1 ally
effect: The caster can levitate up or down 2 squares. If this spell fails Feather Fall is triggered.
roll: Levitate one foe intelligence versus will defense 2 squares up. Fall damage is 1d10 per square.
level-up: Levitate +1 square, +1 ally or foe, at 11th and 21st level
Force Fly
type: anti-gravity
requirement: caster level 5
action: daily, move
target: self
duration: encounter
effect: The caster can fly with a speed of 7-12 squares per round and is immune to melee attacks. In addition, the caster has freedom of movement and suffers no penalty when in water. The caster also becomes immune to Cause Paralysis, Force Web and Slow Foe. The caster also gets a +5 bonus to escape a grapple.
level-up: increase flying speed by +1 square per round at 11th and 21st level
Blink Shift
type: phase
requirement: caster level 6
action: daily, move, the spell is triggered by a foe attack
target: self
effect: The foe must reroll an attack on the caster while the caster enters any empty square on the map.
Pass Wall
type: phase
requirement: caster level 7
action: daily, move or standard attack
target: self and 2 allies
effect: The caster and 2 allies can walk through 2 impassible squares on the map.
roll: 1 foe of equal or lower level than the caster's level intelligence versus will
effect: The foe's limbs become imprisoned in a wall and a blugeoning weapon is needed to free the foe or strength versus DC15 to break free. The foe is helpless and subject to an automatic maximum damage hit. level-up: +1 impassible square and +1 ally at 11th and 21st level
Teleport Portal (Maze?)
type: phase
requirement: caster level 8
action: daily, move or standard attack
target: self and 2 allies
effect: The caster and allies can teleport to any previous location of the game session. Or the caster can create a dimensional door that anyone can use to teleport to a caster specified previously known location or dimensional lock within a 2 burst area that prohibits all teleportation within the burst.
roll: 1 foe of equal or lower level than the caster's level intelligence versus will
effect: The foe is sent to an imprisoned space on the astral plane
level-up: +1 ally or foe, +1 burst, at 11th and 21st level
Stop Time
type: phase
requirement: caster level 9
Action: daily, move
target: self
duration: 1 round
effect: The caster can stop time for all but the caster. All foes have the slowed speed 2 and the restrained armor
class -2, attack -2 condition when attacking the caster.
level-up: +1 round at 11th and 21st level
Force Invisibility
type: phase
requirement: caster level 10
action: daily, move
target: self
duration: 1 round
effect: The caster becomes invisible and is totally concealed. The caster attacks at +5 while foes attack the caster at -5.
Mage Hand
type: utility
requirement: caster level 1
action: at-will
range: 1-6 squares
long range: 7-12 squares situation modifier -2
target: 1 foe
roll: intelligence versus will
effect: Telekinetic force slings objects at, shifts, or squeezes the foe doing 1d10 damage. The spell can also grapple a foe with or without causing damage.
non-encounter: move 100 pounds 1 square per level
non-encounter duration: DC(Concentration Skill+2) versus caster's Concentration Skill check(1d20+skill bonus)
level-up: +1 range, +1 long range, +1 foe, +1d10 damage, +100 pounds at 11th and 21st
Lock Unlock
type: utility
requirement: caster level 2
Action: once per day
target: one lock or one chest with a latch for a lock
effect: The caster gets a temporary skill bonus of Disable Device+15 to open locks. The caster can magically create
a DC25 lock.
level-up: Disable Device(Open Locks)+15 and create a DC25 lock at 11th and 21st level
Secret Chest
type: utility
requirement: caster level 3
action: once per day
target: 1 chest
duration: Permanent
effect: The caster creates a storage place of 2 cubic feet on the ethreal plane.
level-up: storage space of +1 cubic foot per additional class level
Tiny Hut
type: utility
requirement: caster level 4
action: once per extended rest
target: 1 tent
duration: one day
effect: The caster creates a roomy shelter in a small tent for 4 party members on the astral plane with a bathroom
and tub. The tent can also be protected with the additions of Protective Ward.
level-up: the space increases for +1 ally at 11th and 21st level, furniture and light is added at 11th level,
running water and a kitchen is added at 21st
Clean Mend
type: alteration
requirement: caster level 1
clean action: at-will
clean effect: the caster cleans, mends, and organizes a dwelling getting a +5 to all spot checks
mend action: one attempt per day
mend target: 1 object of the caster's level or lower
mend effect: The caster removes the object's broken condition and restores 1/2 its hit points. Casting the spell
again restores 1d4 hit points to the object every day.
Grow Shrink
type: alteration
requirement: caster level 2
action: encounter
duration: encounter or the number of rounds the caster determines
grow target: 1 ally and ally's equipment
grow roll: concentration skill+intelligence modifier versus DC(caster's concentration check+intelligence modifier +2)
grow effect: The enlarged ally or foe gets +2 to strength for melee attack rolls and a -2 to dexterity because of
the size. If the ally or foe is contained, roll a strength check to bust out of the containment
shrink roll: 1 ally concentration check or foe intelligence vesus will
effect: The reduced ally or foe gets -2 to strength for melee attack rolls and a +2 to dexterity because of the
size.
level-up: -3 to strength and +3 to dexterity at 11th level, and -4 to strength and +4 to dexterity at 21st level
Object to Object (Rusting Grasp)
type: alteration
requirement: caster level 3
action: encounter
target: 1 object
duration: 1 day
roll: intelligence versus dc10 + object level(non-magical obects have an object level of 0)
effect: The caster turns any object such as metal into another object such as mud, thus removing the armor bonus of
the foe.
Disguise Ally
type: alteration
requirement: caster level 4
action: daily
target: 1 ally
duration: 1 day or until caster negates
roll: concentration+int mod versus DC(concentration skill+int mod+2)
effect: the ally is changed according to the following;
Beast Shape - self or ally becomes a creature of equal or lower level to the caster with self or ally's hit points
level-up: +1 round at 11th and 21st level
Encourage Ally attack+3
Bark Skin ac+2
Stone Skin ac+3
Bull's Strength str+3
Bear's Endurance con+3
Cat's Grace dex+3
Fox's Cunning int+3
Owl's Wisdom wis+3
Eagle's Splendor cha+3
Hasten Ally speed+3
Dark Vision 12 squares
Water Breathing encounter duration
Black Tentacles Grapple+8, 4 square burst, 8 foes
target: 1 foe
roll: intelligence versus will
Ray Enfeeblement str-3
Feeble Mind int-3
Slow Foe speed-3
Baleful Polymorph
type: alteration
requirement: caster level 5
action: daily
target: 1 foe of the caster's level or lower
duration: 1 day
roll: intelligence versus will
effect: the foe is transformed into a harmless being
save: roll Baleful Polymorph again. If successful, the foe remains harlmess until Cure ALLy (Affliction) is cast
level-up: +1 foe at 11th and 21st level
Foe to Object
type: alteration
requirement: caster level 6
action: daily
target: 1 foe of the caster's level or lower
duration: 1 day
roll: intelligence versus will
effect: The caster turns the foe into an object, if the object is destroyed treat the foe as helpless
save: each attack on the object is an automatic hit that does maximum damage, but the caster must roll Foe to
Object again each round to maintain the alteration
Force Web
type: force evocation
requirement: caster level 1
action: encounter
range: 1-6 squares, 2 square burst
long range: 7-12 squares, situation modifier -2
target: all foes within the burst
duration: encounter
effect: All foes are slowed to speed 1 and suffer ac-3, reflex-3 and attack-3 until they can escape the burst.
level-up: +1 square burst at 11th and 21st level
Enchant Weapon
type: force evocation
requirement: caster level 1
action: at-will
effect: The caster's weapon does 1[w]+intelligence modifier+1d4 force damage.
level-up: +1 adjacent foe, +1d4 force damage at 11th and 21st level
Magic Missile
type: force evocation
requirement: caster level 1
action: at-will
roll: intelligence versus reflex
effect: The caster directs telekinetic force controlled daggers, darts, beads at the foe doing 1[w]+intelligence modifier+1d4 force damage.
level-up: +1 foe, +1d4 force damage at 11th and 21st level
Force Orb
type: force evocation
requirement: caster level 1
action: encounter
range: 1-6 squares, 2 square burst
long range: 7-12 squares, situation modifier -2
roll: intelligence versus reflex
effect: The caster directs telekinetic force controlled daggers, darts, beads at the foe which explode doing 1[w]+intelligence modifier+1d4 force damage.
level-up: +1 square burst, +1d4 force damage at 11th and 21st level
Pressure Blood
type: force evocation
requirement: caster level 1
action: daily
range: 1-6 squares, 2 square burst
long range: 7-12 squares, situation modifier -2
target: 1 foe
roll: intelligence versus will
effect: The caster directs telekinetic force to explode the foe from the inside 3d4+intelligence modifier damage
level-up: +1 square burst
Light Up
type: fire evocation
requirement: caster level 1
duration: encounter
encounter: outlines one foe in light even if invisible, foe suffers stealth-10
encounter roll: intelligence versus will
non-encounter: caster creates an adjustable radius of light for the party
level-up: the foe's stealth suffers an additional -10 at 11th and 21st level
Burning Hand
type: fire evocation
requirement: caster level 1
action: at-will
target: 1 foe
range: touch
effect: The caster enchants a staff, dagger or wand with a magical fire doing 1[w]+intelligence modifier+1d6 fire
damage + ongoing 6 fire damage
roll: intelligence versus reflex
save: victim's fortitude save bonus+constitution modifier versus DC10 to end the ongoing 6 fire damage
level-up: +1 adjacent foe, +1d6 fire damage at 11th and 21st level
Fire Ball
type: fire evocation
requirement: caster level 1
action: at-will
target: 1 foe
range:1-6 squares
long range:7-12 squares, situation modifier -2
roll: intelligence versus reflex
effect: The caster does intelligence modifier+1d6 fire damage + ongoing 6 fire damage
save: victim's fortitude save bonus+constitution modifier versus DC10 to end the ongoing 6 fire damage
level-up: +1 square, +1 foe, +1d6 fire damage, at 11th and 21st level
Explosive Rune
type: Fire Assault
requirement: caster level 1
action: encounter
effect: The caster slings a metal ball wrapped with a rune paper.
range:1-6 squares, 2 burst
long range:7-12 squares situation modifier -2
target: all foes within burst
roll: intelligence versus reflex
effect: The caster causes 1d6 + intelligence modifier + ongoing 6 fire damage.
save: victim's fortitude save bonus+con mod versus DC10 to end the ongoing 6 fire damage
level-up: +1 foe, +1d6 damage, at 11th and 21st level
Combust Foe
type: Fire Assault
requirement: caster level 1
action: daily
range:1-6 squares, 2 burst
long range:7-12 squares situation modifier -2
target: 1 foe
roll: intelligence versus will
effect: The caster causes 3d6 + intelligence modifier + ongoing 6 fire damage.
save: victim's fortitude save bonus+con mod versus DC10 to end the ongoing 6 fire damage
level-up: +1 foe
Dark Rain
type: lightning evocation
requirement: caster level 1
range: 1-6 squares
long range: 7-12 squares
non-encounter effect: creates 1 day of drinkable water for 4 people, quenches 2 square burst of water
level-up: +1 portion of water for +1 ally, +1 square burst at 11th and 21st level
Shocking Grasp
type: Lightning Assault
requirement: caster level 1
action: at-will
Effect: the caster enchants a staff, dagger or wand with a magical lightning
Target: 1 foe
roll: intelligence versus reflex
effect: The caster causes weapon damage + 1d8 + intelligence modifier lightning damage + stun the foe who will take 1 standard action to ready a weapon the next turn.
level-up: +1 adjacent foe, +1d8 lightning damage, at 11th and 21st level
Chain Lightning
type: Lightning Assault
requirement: caster level 1
Action: at-will
Effect: the caster shoots a lightning bolt from the wand, staff or dagger
Target: 1 foe
roll: intelligence versus reflex
effect: The caster causes 1d8 + intelligence modifier lightning damage + stun the foe who will take 1
standard action to ready a weapon the next turn.
level-up: +1 foe, +1d8 lightning damage, at 11th and 21st level
Plasma Ball
type: Lightning Assault
requirement: caster level 1
Action: encounter
Effect: the caster slings an electrified metal ball
range:1-6 squares, 2 burst
long range:7-12 squares situation modifier -2
target: all foes within the burst
roll: intelligence versus reflex
effect: The caster causes 1d8 + intelligence modifier lightning damage + stuns the foe who will take 1
standard action to ready a weapon the next turn.
level-up: +1 burst, +1d8 lightning damage, at 11th and 21st level
Disintigrate Foe
type: Lightning Assault
requirement: caster level 1
action: daily
range:1-6 squares, 2 burst
long range:7-12 squares situation modifier -2
target: 1 foe
roll: intelligence versus will
effect: The caster causes 3d8 lightning damage + intelligence modifier + stun.
save: victim's fortitude save bonus+con mod versus DC10 to end the stun
level-up: +1 square
Icy Floor
type: cold evocation
requirement: caster level 1
range: 1-6 squares
long range: 7-12 squares situation modifier-2
target: everyone within 2 square burst
Effect: the floor is covered with slippery ice and anyone within the area of effect is slowed and their speed is reduced to 2 squares per round
save: reflex versus prone condition DC10
level-up: +1 square burst at 11th and 21st level
Chilly Touch
type: cold evocation
requirement: caster level 1
action: at-will
target: 1 foe
roll: intelligence versus reflex
effect: The caster enchants a staff, dagger or wand with an icy aura doing 1[w]+intelligence modifier+1d10 cold damage.
level-up: +1d10 additional ice damage at 11th and 21st level
Icicle Volley
type: cold evocation
requirement: caster level 1
action: at-will
range: 1-6 squares
target: 1 foe
roll: intelligence versus will
long range: 7-12 squares situation modifier-2
effect: The caster shoots an icy spray doing intelligence modifier+1d10 cold damage.
level-up: +1 foe, +1d10 cold damage at 11th and 21st level
Ice Storm
type: cold evocation
requirement: caster level 1
action: encounter
range: 1-6 squares, 2 square burst
long range: 7-12 squares situation modifier-2
target: all foes within the burst
roll: intelligence versus reflex
effect: The caster slings an ice ball that drops and creates a hail storm cloud doing intelligence modifier+1d10 cold damage.
level-up: +1 square burst and +1d10 cold damage at 11th and 21st level
Frost Bite
type: Cold evocation
requirement: caster level 1
action: daily
range: 1-6 squares, 2 burst
long range: 7-12 squares situation modifier -2
target: 1 foe
roll: intelligence versus will
effect: The caster causes 3d10 cold damage + intelligence modifier
level-up: +1 square
Heal Ally
type: healing prayer
requirements: cleric type class 1
action: at-will
range: 1-6 squares
long range: 7-12 squares, situation modifier-2
target: self or 1 ally
encounter effect: heal 1/4th maximum hit points +1d8
non-encounter effect: mass heal party
level-up: +1 square, +1 ally, +1d8 hit points at 11th and 21st level
Vampire Touch
type: cursing prayer
requirements: cleric type class 1
action: at-will
range: 1-6 squares
long range: 7-12 squares, situation modifier-2
target: 1 foe
roll: wisdom versus will
effect: does 1d8 necrotic damage and transfers the lost hit points to the cleric type if wounded
level-up: +1 square, +1 foe, +1d8 necrotic damage at 11th and 21st level
Cure Ally
type: healing prayer
requirements: cleric type class 1
action: standard at-will
range: 1-6 squares
long range: 7-12 squares, situation modifier-2
target: self or 1 ally
roll: 1d20 + wisdom modifier(with 1/2 level) versus the Difficulty Class of the curse, disease or poison
at class level 1, diagnose and neutralize 1 curse, disease or poison
at class level 2, cure 1 curse, disease or poison
at class level 3, cure 1 curse, disease or poison and regenerate 1d8 hit points
non-encounter effect: mass cures party
level-up: +1 square, +1 ally, regenerate +1d8 hit points at 11th and 21st level
Curse Foe
type: cursing prayer
requirements: cleric type class 2
action: at-will
range: 1-6 squares
long range: 7-12 squares, situation modifier-2
target: 1 foe
roll: wisdom versus will
encounter effect: curses, infects or poisons a foe. After the foe is cursed, a cleric type must roll a 1d20 + wisdom modifer(with 1/2 level) versus a Difficulty Class equal to the caster's base 10 + wisdom modifier(with 1/2 level)
level-up: +1 square, +1 foe at 11th and 21st level
Restore Ally
type: healing prayer
requirements: cleric type class 3
action: standard at-will
range: 1-6 squares
long range: 7-12 squares, situation modifier-2
target: self or 1 ally
encounter effect: restores bones, organs and limbs removing an affliction such as blindness, deafness, paralysis and restoring speed, defenses and attacks and regenerates +1d8 hit points
non-encounter effect: mass restore party
level-up: +1 square, +1 ally, regenerate +1d8 hit points at 11th and 21st level
Afflict Foe
type: cursing prayer
requirements: cleric type class 3
action: standard at-will
roll: wisdom versus will
target: 1 foe
range: 1-6 squares
long range: 7-12 squares, situation modifier-2
encounter effect: afflicts, blinds, deafens, or paralyses a foe. After the foe is afflicted, a cleric type must roll a 1d20 + wisdom modifer(with 1/2 level) versus a Difficulty Class equal to the caster's base 10 + wisdom modifier(with 1/2 level)
level-up: +1 square, +1 foe at 11th and 21st level
Regenerate Life
type: healing prayer
requirements: cleric type class 4
action: standard at-will
range: 1-6 squares
long range: 7-12 squares, situation modifier-2
target: self or 1 ally
encounter effect: restores the age and level of an ally
rest effect: mass regenerate party
level-up: +1 square, +1 ally at 11th and 21st level
Raise Dead
type: healing prayer
requirements: cleric type class 4
action: standard at-will
target: 1 ally
encounter effect: restores the life of 1 ally
rest effect: mass raise party
level-up: +1 ally at 11th and 21st level
Animate Object
requirements: cleric type class 5
action: standard at-will
target: 1 object
roll: wisdom versus will
effect: 1 object comes to life with 1d8 hit points and attacks using cleric type's will doing 1d4+wisdom modifier damage
level-up: +1 object, +1d8 hit points, +1d4 damage at 11th and 21st level
Create Golem
requirements: cleric type class 6
action: standard daily
effect: a golem of the closest level to the caster is created and obey's the caster, see Bestiary or Monster Manual for details
Control Undead
requirements: cleric type class 7
action: standard daily
duration: until the undead die
effect: The cleric can raise a number of dead foes during the encounter as undead to obey every command. The cleric can choose what type of undead the foes return as the undead's Challenge Rating or Level is the same or lower than the cleric's level.
________
Know Skill
type: divination
requirements: caster level 1
action: standard daily
target: self or 1 ally
encounter effect: +3 to any 1 skill check
level-up: +1 to any 1 skill check, 1 check for an additional skill per day at 11th and 21st level
Arcane Eye
requirements: caster level 2
type: divination
action: standard daily
target: self
non-encounter effect: allows the cleric type to hear what is happening in the next encounter area according to the Dungeon Master's choice to reveal things
level-up: at 11th level, the cleric can see things in the next encounter area, at 21st level the cleric type can know the past or future of that area
Whispering Wind
requirements: caster level 3
action: standard daily
target: self and 1 ally
non-encounter effect: allows the cleric send a verbal message to an ally by way of an animal messenger, not just a familiar but any bird or mouse in the area will convey the message
level-up: at 11th level, the cleric can also send a visual message and receive a verbal and visual reply, at 21st level the cleric type do this 2 times per day and does not need an animal messenger
Know Thought (True Seeing)
requirements: caster level 4
action: standard encounter
roll: wisdom versus will
target: 1 foe
range: 1-6 squares
encounter or non-encounter effect: the foe must tell one thing of importance to the cleric type character such as a weakness, hidden treasure, or other information vital to the encounter which the D.M. is willing to tell to the party
Obscure Memory (Misdirection, Modifiy Memory, Nondetection, Nystul's Magic Aura)
requirements: caster level 5
action: standard encounter
roll: wisdom versus will
target: 1 foe
range: 1-6 squares
encounter or non-encounter effect: the foe forgets one thing that the cleric type wants forgotten
level-up: +1 foe at 11th and 21st level
________
Ghost Alarm
type: illusion
requirements: caster level 1
action: encounter
range: 4 square burst
encounter effect: an illusionary sound distracts foes, each party member gets a first round standard attack before foes can react regardless of turn order
non-encounter effect: alerts the party if anyone crosses the burst radius of the alarm illsionary sound
level-up: +1 square burst at 11th and 21st level
Dancing Light
type: illusion
requirements: caster level 2
action: standard encounter
roll: wisdom versus will
target: 1 foe
range: 1-6 squares
duration: ends after illusion is attacked
encounter effect: foe attacks an illusionary ally wasting a standard action
Mirror Image
type: illusion
requirements: caster level 3
action: standard encounter
roll: wisdom versus will
target: self
encounter effect: the caster creates an illusionary clone, the foe has a 2d10 50% chance of attacking the real cleric type, the clone image disappears after attacked.
level-up: +1 clone 33% chance to hit, at 11th, +1 clone 25% chance to hit the caster
Create Food & Water
type: illusion becoming evocation
requirements: caster level 3
non-encounter effect: the caster creates food and water for 4 people per day.
level-up: +1 portion of food for an additional ally or henchman at 11th and 21st level.
Cause Emotion
type: enchantment
requirement: cleric type level 1
range: 1-6 squares
long range: 7-12 squares, situation modifier-2
target: 1 foe
roll: wisdom versus will
effect: 1 foe begins to laugh or dance wasting a standard action
save: the caster rerolls Cause Emotion each round to maintain
level-up: +1 foe, +1 ranged square, at 11th and 21st level
Turn Alignment
type: enchantment
reqirement: cleric type level 2
range: 1-6 squares, 2 square burst
long range: 7-12 squares, situation modifier-2
target: each foe of a different alignment with a level lower than the caster's
roll: wisdom versus will
effect: foes flee from the encounter in fear
level-up: +1 ranged square, +1 square burst at 11th and 21st level
Cause Sleep
type: enchantment
reqirement: cleric type level 3
range: 1-6 squares, 2 square burst
long range: 7-12 squares, situation modifier-2
target: each foe in the burst must roll to avoid falling asleep
roll: wisdom versus will
effect: sleeping foes wake and end the effect from an ally slap or 1 enemy's automatic maximum damage hit
level-up: +1 ranged square, +1 square burst at 11th and 21st level
Hold Foe
type: enchantment
requirement: cleric type 4
range: 1-6 squares
long range: 7-12 squares, situation modifier-2
target: 1 foe
roll: wisdom versus will
effect: 1 foe is magically bound and can not move and takes automatic maximum damage
save: the caster rerolls Hold Foe each round to maintain
level-up: +1 foe, +1 ranged square, at 11th and 21st level
Charm Foe
type: enchantment
requirement: cleric type level 5
range: 1-6 squares
long range: 7-12 squares, situation modifier-2
target: 1 foe
roll: wisdom versus will
effect: 1 foe will obey any command including attacking the self or an ally
save: the caster rerolls Charm Foe each round to maintain
level-up: +1 foe, +1 ranged square, at 11th and 21st level
Summon Being
type: enchantment, conjuration
requirement: caster level 6
action: standard encounter
duration: encounter
target: a number of beings equal to or lower to the caster's level
roll: intelligence versus DC(caster's int mod+2)
effect: the beings are teleported to the encounter to fight to the death for the caster
_________
Bless Ally
type: healing
requirement: cleric type class 1
effect: alot bonuses equal to cleric type's level to attack, ac, abilities, speed, etc
level-up +1 round at 11th and 21st level
Become Immortal
type: divine healing
requirement: any class level 31
Possess Minion
type: divine enchantment
requirement: any class level 32
Resurrect Self
type: divine healing
requirement: any class level 33
Charm Masses
type: divine enchantment
requirement: any class level 34
Summon Immortal
type: divine enchantment, conjuration
requirement: any class level 35
Racial Traits (5 traits)
Class Features (5 features)
Powers/Feats/Skills/etc.. 5 + intelligence modifier per level-up
Sleight of Hand - rogue (Pick Pocket)
Stealth Evade - rogue
Disable Device - rogue (Open Lock)
Disguise Self - rogue
Escape Artist - rogue
Sneak Attack - rogue
Craft Poison - rogue, ranger
Nature Survival - ranger
Knowledge Plants - druid, ranger
Knowledge Animals - druid, ranger
Track Quarry - ranger
Handle Animal - ranger
Forage Food - ranger
Build Shelter - ranger
Pass No Trace - druid, ranger
Knowledge Dungeoneering - ranger and any class
Power Punch - monk
Perform Music - bard
Spot Listen (wis)
Climb Surface (int)
Swim Distance (con)
Ride Horse (int)
Sail Ship (int)
Use Rope (int)
Slow Fall (dex)
Aid Ally (int)
Bandage Ally (int)
Appraise Item (int)
Craft Poison (int)
Craft Potion (int)
Craft Wood (int)
Craft Stone (int) - Knowledge Engineering
Craft Metal (int)
Craft Leather (int)
Craft Scroll (int)
Knowledge Arcana (int) - Spellcraft, Detect Magic, Enchant Item
Knowledge Monsters (int)
Knowledge Religion (wis)
Knowledge Language (int)
Knowledge Court Behavior (wis)
Knowledge Streetwise (wis)
Knowledge History - by Adventure Campaign (int)
Bluff Others (cha)
Extend Diplomacy (cha)
Intimidate Others (cha)
Weapon Proficiency (Weapon Name)
martial feat power
requires class level 1 or higher
Each Weapon Proficiency counts as a separate learned power.
Add +1 to attack with this weapon you are proficient with.
Add an additional +1 to this attack roll at 11th and 21st level.
Feint Attack
martial feat power
requires class level 2 or higher
standard encounter action
The fighter tries to outwit, fake out and throw off the balance of the foe.
Roll wisdom(1d20+your wisdom modifier+1/2 your level) versus the foe's will defense(base 10+the higher of your foe's wisdom or charisma modifier+1/2 the foe's level).
Disarm Weapon
martial feat power
requires class level 3 or higher
standard encounter action
Roll the higher of your strength versus the foe's armor class or your dexterity versus the foe's reflex.
On a hit, the foe must waste the next turn using a standard action to ready the foe's weapon again.
Off-Hand Weapon
martial feat power
requires class level 4 or higher
minor at-will action
You can use a smaller 1d6 or lower damaging off-hand weapon in a secondary attack during your turn.
You can use a small shield or cape with this off-hand weapon but not a heavy shield.
Windmill Attack
martial feat power
requires class level 5 or higher
standard encounter action
The fighter can attack one foe twice or 2 adjacent foes once with the primary weapon in addition to any off-hand weapon attack.
Fumble Foe
martial feat power
requires class level 6 or higher
standard encounter action
Roll wisdom versus will.
The fighter causes a foe to damage the self or another foe.
Roll the foe's damage dice instead of yours.
Armor Proficiency (Armor Name)
martial feat power
requires class level 1 or higher
Each Armor Proficiency counts as a separate learned power.
You reduce the dexterity penalty of this armor by -1.
Reduce the dexterity penalty by an additional -1 at 11th and 21st level.
Parry Defense
martial feat power
requires class level 2 or higher
trigger at-will action
You use your weapon to knock away your foe's attacks.
You must say you are parrying the melee attack in order for the foe to get a combat modifier penalty of -1.
The foe melee attacks you at -2 at 11th and -3 at 21st level.
Dodge Defense
martial feat power
requires class level 3 or higher
trigger encounter action
If you are hit, you shift 1 square and the foe must reroll the attack.
Close Quarters
martial feat power
requires class level 4 or higher
minor encounter action
You get in close to your foe and stay close unbalancing all attacks against you while exposing your foe's weaknesses.
The foe suffers a -1 combat modifier when attacking you as well as grants you a +1 combat modifier when you attack.
-2 and +2 at 11th level, -3 and +3 at 21st level
Keep Distance
martial feat power
requires class level 5 or higher
minor daily action
You shift away from your foe just out of striking range.
The foe suffers a -2 combat modifier when attacking you.
-3 at 11th level, -4 at 21st level
Cape Shield
martial feat power
requires class level 6 or higher
trigger at-will action
You use your cape to shield yourself from incoming attacks.
You are unable to use this power with a shield.
Your cape alots you a +1 bonus to your armor class.
+2 at 11th level, +3 at 21st level
Precise Attack
martial feat power
requires class level 1 or higher
standard at-will action
You attack your foe's chinks in the armor to find exposed flesh.
You use your dexterity versus reflex instead of strength versus armor class during your melee attack.
Shield Bash
martial feat power
requires class level 2 or higher
minor encounter action
After your standard attack, you push your foe back 1 square doing 1d4+your strength modifier bludgeoning damage.
Roll strength versus armor class.
+1 square, +1d4 bludgeoning damage at 11th and 21st level
Pommel Pound
martial feat power
requirs class level 3 or higher
minor encounter action
After your standard attack, you attempt to pound your foe's head doing 1d4+your strength modifier bludgeoning damage. If you do 8-10 points damage, the foe is dazed and loses a round of action. If you do 11+ points of damage, the foe becomes unconscious and helpless, subject to an automatic hit and maximum damage.
Roll strength versus armor class.
+1 square, +1d4 bludgeoning damage at 11th and 21st level
Punch Foe
martial feat power
requires class level 1 or higher
minor encounter action
After your standard attack, you punch your foe doing 1d4+your strength modifier bludgeoning damage. Your foe becomes weakened and attacks at -1.
Roll strength versus armor class.
A fortitude save versus DC10+your strength modifier ends the weakened condition.
The foe is weakened and attacks at -2 at 11th and -3 at 21st level.
Kick Foe
martial feat power
requires class level 2 or higher
minor encounter action
After your standard attack, you kick your foe doing 1d4+your strength modifier bludgeoning damage.
Roll strength versus armor class.
Your foe is slowed and moves at speed 2.
Speed is reduced to 1 at 11th and your foe becomes immobile at 21st level.
Grab Foe
martial feat power
requires class level 3 or higher
standard at-will action
You attempt to grap, net, or entangle your foe restraining movement.
Roll dexterity versus reflex.
The foe attacks at -4 and defends at -4.
Re-roll this power every round to maintain the restraint.
The foe attacks and defends at -5 at 11th level, and -6 at 21st level.
Trip Foe
martial feat power
requires class level 4 or higher
standard at-will action
You attempt to trip your foe prone.
Roll dexterity versus reflex.
The prone foe defends against melee attacks at -4 and reflex attacks at +4.
The foe spends 1 standard action standing up.
Blind Foe
martial feat power
requires class level 5 or higher
standard at-will action
You attempt to blind your foe with a cut above the eye, or powder in the face.
Roll dexterity versus reflex.
The foe attacks at -5 and defends at -5.
The Foe's fortitude saving throw versus a Difficulty Class of 10+your dexterity modifier ends the blindness condition.
Foot Work
martial feat power
requires class level 1 or higher
minor move action
You move 1 square after a successful attack.
+1 square at 11th and 21st level
Fleet Speed
martial feat power
requires class level 2 or higher
minor move action
You increase your speed by +1.
+1 square at 11th and 21st level
Shift Foe
martial feat power
requires class level 3 or higher
minor encounter action
After a successful attack, you shift your foe 1 square.
+1 square at 11th and 21st level
Toughness Training
martial feat power
requires class level 1 or higher
Add +2 to either your strength or constitution.
+1 at 11th and 21st level
Lightning Reflexes
martial feat power
requires class level 2 or higher
Add +2 to either your dexterity or intelligence.
+1 at 11th and 21st level
Iron Will
martial feat power
requires class level 3 or higher
Add +2 to either your wisdom or charisma.
+1 at 11th and 21st level
Improved Initiative
martial feat power
requires class level 4 or higher
You increase your initiative by +2.
+1 initiative at 11th and 21st level
Precise Shot
martial feat power
requires class level 1 or higher
You shoot your target at +2.
+1 to ranged attacks at 11th and 21st level
Quick Draw
martial feat power
requires class level 2 or higher
You can ready a weapon as a free action.
You can switch between ranged to melee ready attacks each round.
Rapid Reload
martial feat power
requires class level 3 or higher
You shoot your target twice or shoot 2 different targets during your turn.
Force Shield
spell abjuration power
class level 1 or higher
You materialze a suit of force around yourself that gives you AC+4 Reflex+4.
AC+5 Reflex+5 at 11th and AC+6 Reflex+6 at 21st level
Endure Element
spell abjuration power
trigger encounter action
class level 2 or higher
You take damage. You reduce force, fire, lightning or cold damage by your intelligence modifier.
Dispel Magic
spell abjuration power
trigger encounter action
class level 3 or higher
You forsee a successful spell or prayer cast during combat. You negate the spell or prayer.
intelligence versus will
Deflect Magic
spell abjuration power
trigger encounter action
class level 4 or higher
You forsee a successful spell or prayer cast during combat. You send the spell or prayer back on the caster.
intelligence versus will
Dagger Wall
spell abjuration power
trigger daily action
class level 5 or higher
All melee attackers of the caster risk 1d4+weapon+4 force damage.
The wall lasts until the caster negates the spell but the caster can not spell or attack while the wall is up.
intelligence versus reflex
+1d4+4
Fire Wall
spell abjuration power
trigger daily action
class level 5 or higher
All melee attackers of the caster risk 1d6 + 6 ongoing fire damage.
The wall lasts until the caster negates the spell but the caster can not spell or attack while the wall is up.
intelligence versus reflex
The foe's fortitude save versus DC10+caster's intelligence modifier ends the ongoing damage.
Electrified Wall
spell abjuration power
trigger encounter action
class level 5 or higher
All melee attackers of the caster risk 1d8 lightning damage + stunned no actions.
The wall lasts until the caster negates the spell but the caster can not spell or attack while the wall is up.
intelligence versus reflex
The foe's fortitude save versus DC10+caster's intelligence modifier ends the stunned condition.
Ice Wall
spell abjuration power
trigger encounter action
class level 5 or higher
All melee attackers of the caster risk 1d10+intelligence modifier cold damage.
The wall lasts until the caster negates the spell but the caster can not spell or attack while the wall is up.
intelligence versus reflex
+1d10 cold damage at 11th and 21st level
Read Magic
type: skill
requirement: any cleric or wizard type level 1
cost: free
Erase Magic
type: skill
requirement: any cleric or wizard type level 1
cost: free
Protective Ward
type: abjuration
requirement: caster level 6
action: triggered by a foe trying to open the protected object
range: touch
target: the object targets all foes trying to open the object
roll: intelligence versus reflex
effect: The object takes on the hit points, armor class, and defenses of the caster at the time of casting and is protected with spell additions listed next.
additions: if known, add Force Shield, Endure Element, Dagger Wall or Fire Wall or Electrified Wall or Ice Wall, Force Invisibility, and or Lock Unlock
Feather Fall
spell anti-gravity power
requires caster level 1
at-will, move action triggered by fall
target: self and 1 ally
range: 2 square burst
effect: The caster's fall is slowed to a harmless speed.
level-up: +1 ally, +1 square burst at 11th and 21st level
Spider Climb
type: anti-gravity
requirement: caster level 2
action: at-will, move
target: self and 1 ally
range: touch
effect: The caster can climb vertical and ceiling surfaces at a speed of 2 squares per round with no climb
penalties. If the spell fails Feather Fall is triggered.
level-up: action becomes at-will at 11th level, +1 ally at 11th and 21st level
Force Jump
type: anti-gravity
requirement: caster level 3
action: encounter, move, minor
target: self
effect: The caster can jump 2 squares and does an additional 1d4 leap damage with a melee weapon if attacking. If this spell fails Feather Fall is triggered. The caster can also increase the range of any spell, prayer or attack by 2 squares for the self or 1 ally.
level-up: The caster can jump +1 square, +1d4 leap damage, +1 square range at 11th and 21st level
Force Levitate
type: anti-gravity
requirement: caster level 4
action: encounter, move or standard attack
target: self or 1 ally
effect: The caster can levitate up or down 2 squares. If this spell fails Feather Fall is triggered.
roll: Levitate one foe intelligence versus will defense 2 squares up. Fall damage is 1d10 per square.
level-up: Levitate +1 square, +1 ally or foe, at 11th and 21st level
Force Fly
type: anti-gravity
requirement: caster level 5
action: daily, move
target: self
duration: encounter
effect: The caster can fly with a speed of 7-12 squares per round and is immune to melee attacks. In addition, the caster has freedom of movement and suffers no penalty when in water. The caster also becomes immune to Cause Paralysis, Force Web and Slow Foe. The caster also gets a +5 bonus to escape a grapple.
level-up: increase flying speed by +1 square per round at 11th and 21st level
Blink Shift
type: phase
requirement: caster level 6
action: daily, move, the spell is triggered by a foe attack
target: self
effect: The foe must reroll an attack on the caster while the caster enters any empty square on the map.
Pass Wall
type: phase
requirement: caster level 7
action: daily, move or standard attack
target: self and 2 allies
effect: The caster and 2 allies can walk through 2 impassible squares on the map.
roll: 1 foe of equal or lower level than the caster's level intelligence versus will
effect: The foe's limbs become imprisoned in a wall and a blugeoning weapon is needed to free the foe or strength versus DC15 to break free. The foe is helpless and subject to an automatic maximum damage hit. level-up: +1 impassible square and +1 ally at 11th and 21st level
Teleport Portal (Maze?)
type: phase
requirement: caster level 8
action: daily, move or standard attack
target: self and 2 allies
effect: The caster and allies can teleport to any previous location of the game session. Or the caster can create a dimensional door that anyone can use to teleport to a caster specified previously known location or dimensional lock within a 2 burst area that prohibits all teleportation within the burst.
roll: 1 foe of equal or lower level than the caster's level intelligence versus will
effect: The foe is sent to an imprisoned space on the astral plane
level-up: +1 ally or foe, +1 burst, at 11th and 21st level
Stop Time
type: phase
requirement: caster level 9
Action: daily, move
target: self
duration: 1 round
effect: The caster can stop time for all but the caster. All foes have the slowed speed 2 and the restrained armor
class -2, attack -2 condition when attacking the caster.
level-up: +1 round at 11th and 21st level
Force Invisibility
type: phase
requirement: caster level 10
action: daily, move
target: self
duration: 1 round
effect: The caster becomes invisible and is totally concealed. The caster attacks at +5 while foes attack the caster at -5.
Mage Hand
type: utility
requirement: caster level 1
action: at-will
range: 1-6 squares
long range: 7-12 squares situation modifier -2
target: 1 foe
roll: intelligence versus will
effect: Telekinetic force slings objects at, shifts, or squeezes the foe doing 1d10 damage. The spell can also grapple a foe with or without causing damage.
non-encounter: move 100 pounds 1 square per level
non-encounter duration: DC(Concentration Skill+2) versus caster's Concentration Skill check(1d20+skill bonus)
level-up: +1 range, +1 long range, +1 foe, +1d10 damage, +100 pounds at 11th and 21st
Lock Unlock
type: utility
requirement: caster level 2
Action: once per day
target: one lock or one chest with a latch for a lock
effect: The caster gets a temporary skill bonus of Disable Device+15 to open locks. The caster can magically create
a DC25 lock.
level-up: Disable Device(Open Locks)+15 and create a DC25 lock at 11th and 21st level
Secret Chest
type: utility
requirement: caster level 3
action: once per day
target: 1 chest
duration: Permanent
effect: The caster creates a storage place of 2 cubic feet on the ethreal plane.
level-up: storage space of +1 cubic foot per additional class level
Tiny Hut
type: utility
requirement: caster level 4
action: once per extended rest
target: 1 tent
duration: one day
effect: The caster creates a roomy shelter in a small tent for 4 party members on the astral plane with a bathroom
and tub. The tent can also be protected with the additions of Protective Ward.
level-up: the space increases for +1 ally at 11th and 21st level, furniture and light is added at 11th level,
running water and a kitchen is added at 21st
Clean Mend
type: alteration
requirement: caster level 1
clean action: at-will
clean effect: the caster cleans, mends, and organizes a dwelling getting a +5 to all spot checks
mend action: one attempt per day
mend target: 1 object of the caster's level or lower
mend effect: The caster removes the object's broken condition and restores 1/2 its hit points. Casting the spell
again restores 1d4 hit points to the object every day.
Grow Shrink
type: alteration
requirement: caster level 2
action: encounter
duration: encounter or the number of rounds the caster determines
grow target: 1 ally and ally's equipment
grow roll: concentration skill+intelligence modifier versus DC(caster's concentration check+intelligence modifier +2)
grow effect: The enlarged ally or foe gets +2 to strength for melee attack rolls and a -2 to dexterity because of
the size. If the ally or foe is contained, roll a strength check to bust out of the containment
shrink roll: 1 ally concentration check or foe intelligence vesus will
effect: The reduced ally or foe gets -2 to strength for melee attack rolls and a +2 to dexterity because of the
size.
level-up: -3 to strength and +3 to dexterity at 11th level, and -4 to strength and +4 to dexterity at 21st level
Object to Object (Rusting Grasp)
type: alteration
requirement: caster level 3
action: encounter
target: 1 object
duration: 1 day
roll: intelligence versus dc10 + object level(non-magical obects have an object level of 0)
effect: The caster turns any object such as metal into another object such as mud, thus removing the armor bonus of
the foe.
Disguise Ally
type: alteration
requirement: caster level 4
action: daily
target: 1 ally
duration: 1 day or until caster negates
roll: concentration+int mod versus DC(concentration skill+int mod+2)
effect: the ally is changed according to the following;
Beast Shape - self or ally becomes a creature of equal or lower level to the caster with self or ally's hit points
level-up: +1 round at 11th and 21st level
Encourage Ally attack+3
Bark Skin ac+2
Stone Skin ac+3
Bull's Strength str+3
Bear's Endurance con+3
Cat's Grace dex+3
Fox's Cunning int+3
Owl's Wisdom wis+3
Eagle's Splendor cha+3
Hasten Ally speed+3
Dark Vision 12 squares
Water Breathing encounter duration
Black Tentacles Grapple+8, 4 square burst, 8 foes
target: 1 foe
roll: intelligence versus will
Ray Enfeeblement str-3
Feeble Mind int-3
Slow Foe speed-3
Baleful Polymorph
type: alteration
requirement: caster level 5
action: daily
target: 1 foe of the caster's level or lower
duration: 1 day
roll: intelligence versus will
effect: the foe is transformed into a harmless being
save: roll Baleful Polymorph again. If successful, the foe remains harlmess until Cure ALLy (Affliction) is cast
level-up: +1 foe at 11th and 21st level
Foe to Object
type: alteration
requirement: caster level 6
action: daily
target: 1 foe of the caster's level or lower
duration: 1 day
roll: intelligence versus will
effect: The caster turns the foe into an object, if the object is destroyed treat the foe as helpless
save: each attack on the object is an automatic hit that does maximum damage, but the caster must roll Foe to
Object again each round to maintain the alteration
Force Web
type: force evocation
requirement: caster level 1
action: encounter
range: 1-6 squares, 2 square burst
long range: 7-12 squares, situation modifier -2
target: all foes within the burst
duration: encounter
effect: All foes are slowed to speed 1 and suffer ac-3, reflex-3 and attack-3 until they can escape the burst.
level-up: +1 square burst at 11th and 21st level
Enchant Weapon
type: force evocation
requirement: caster level 1
action: at-will
effect: The caster's weapon does 1[w]+intelligence modifier+1d4 force damage.
level-up: +1 adjacent foe, +1d4 force damage at 11th and 21st level
Magic Missile
type: force evocation
requirement: caster level 1
action: at-will
roll: intelligence versus reflex
effect: The caster directs telekinetic force controlled daggers, darts, beads at the foe doing 1[w]+intelligence modifier+1d4 force damage.
level-up: +1 foe, +1d4 force damage at 11th and 21st level
Force Orb
type: force evocation
requirement: caster level 1
action: encounter
range: 1-6 squares, 2 square burst
long range: 7-12 squares, situation modifier -2
roll: intelligence versus reflex
effect: The caster directs telekinetic force controlled daggers, darts, beads at the foe which explode doing 1[w]+intelligence modifier+1d4 force damage.
level-up: +1 square burst, +1d4 force damage at 11th and 21st level
Pressure Blood
type: force evocation
requirement: caster level 1
action: daily
range: 1-6 squares, 2 square burst
long range: 7-12 squares, situation modifier -2
target: 1 foe
roll: intelligence versus will
effect: The caster directs telekinetic force to explode the foe from the inside 3d4+intelligence modifier damage
level-up: +1 square burst
Light Up
type: fire evocation
requirement: caster level 1
duration: encounter
encounter: outlines one foe in light even if invisible, foe suffers stealth-10
encounter roll: intelligence versus will
non-encounter: caster creates an adjustable radius of light for the party
level-up: the foe's stealth suffers an additional -10 at 11th and 21st level
Burning Hand
type: fire evocation
requirement: caster level 1
action: at-will
target: 1 foe
range: touch
effect: The caster enchants a staff, dagger or wand with a magical fire doing 1[w]+intelligence modifier+1d6 fire
damage + ongoing 6 fire damage
roll: intelligence versus reflex
save: victim's fortitude save bonus+constitution modifier versus DC10 to end the ongoing 6 fire damage
level-up: +1 adjacent foe, +1d6 fire damage at 11th and 21st level
Fire Ball
type: fire evocation
requirement: caster level 1
action: at-will
target: 1 foe
range:1-6 squares
long range:7-12 squares, situation modifier -2
roll: intelligence versus reflex
effect: The caster does intelligence modifier+1d6 fire damage + ongoing 6 fire damage
save: victim's fortitude save bonus+constitution modifier versus DC10 to end the ongoing 6 fire damage
level-up: +1 square, +1 foe, +1d6 fire damage, at 11th and 21st level
Explosive Rune
type: Fire Assault
requirement: caster level 1
action: encounter
effect: The caster slings a metal ball wrapped with a rune paper.
range:1-6 squares, 2 burst
long range:7-12 squares situation modifier -2
target: all foes within burst
roll: intelligence versus reflex
effect: The caster causes 1d6 + intelligence modifier + ongoing 6 fire damage.
save: victim's fortitude save bonus+con mod versus DC10 to end the ongoing 6 fire damage
level-up: +1 foe, +1d6 damage, at 11th and 21st level
Combust Foe
type: Fire Assault
requirement: caster level 1
action: daily
range:1-6 squares, 2 burst
long range:7-12 squares situation modifier -2
target: 1 foe
roll: intelligence versus will
effect: The caster causes 3d6 + intelligence modifier + ongoing 6 fire damage.
save: victim's fortitude save bonus+con mod versus DC10 to end the ongoing 6 fire damage
level-up: +1 foe
Dark Rain
type: lightning evocation
requirement: caster level 1
range: 1-6 squares
long range: 7-12 squares
non-encounter effect: creates 1 day of drinkable water for 4 people, quenches 2 square burst of water
level-up: +1 portion of water for +1 ally, +1 square burst at 11th and 21st level
Shocking Grasp
type: Lightning Assault
requirement: caster level 1
action: at-will
Effect: the caster enchants a staff, dagger or wand with a magical lightning
Target: 1 foe
roll: intelligence versus reflex
effect: The caster causes weapon damage + 1d8 + intelligence modifier lightning damage + stun the foe who will take 1 standard action to ready a weapon the next turn.
level-up: +1 adjacent foe, +1d8 lightning damage, at 11th and 21st level
Chain Lightning
type: Lightning Assault
requirement: caster level 1
Action: at-will
Effect: the caster shoots a lightning bolt from the wand, staff or dagger
Target: 1 foe
roll: intelligence versus reflex
effect: The caster causes 1d8 + intelligence modifier lightning damage + stun the foe who will take 1
standard action to ready a weapon the next turn.
level-up: +1 foe, +1d8 lightning damage, at 11th and 21st level
Plasma Ball
type: Lightning Assault
requirement: caster level 1
Action: encounter
Effect: the caster slings an electrified metal ball
range:1-6 squares, 2 burst
long range:7-12 squares situation modifier -2
target: all foes within the burst
roll: intelligence versus reflex
effect: The caster causes 1d8 + intelligence modifier lightning damage + stuns the foe who will take 1
standard action to ready a weapon the next turn.
level-up: +1 burst, +1d8 lightning damage, at 11th and 21st level
Disintigrate Foe
type: Lightning Assault
requirement: caster level 1
action: daily
range:1-6 squares, 2 burst
long range:7-12 squares situation modifier -2
target: 1 foe
roll: intelligence versus will
effect: The caster causes 3d8 lightning damage + intelligence modifier + stun.
save: victim's fortitude save bonus+con mod versus DC10 to end the stun
level-up: +1 square
Icy Floor
type: cold evocation
requirement: caster level 1
range: 1-6 squares
long range: 7-12 squares situation modifier-2
target: everyone within 2 square burst
Effect: the floor is covered with slippery ice and anyone within the area of effect is slowed and their speed is reduced to 2 squares per round
save: reflex versus prone condition DC10
level-up: +1 square burst at 11th and 21st level
Chilly Touch
type: cold evocation
requirement: caster level 1
action: at-will
target: 1 foe
roll: intelligence versus reflex
effect: The caster enchants a staff, dagger or wand with an icy aura doing 1[w]+intelligence modifier+1d10 cold damage.
level-up: +1d10 additional ice damage at 11th and 21st level
Icicle Volley
type: cold evocation
requirement: caster level 1
action: at-will
range: 1-6 squares
target: 1 foe
roll: intelligence versus will
long range: 7-12 squares situation modifier-2
effect: The caster shoots an icy spray doing intelligence modifier+1d10 cold damage.
level-up: +1 foe, +1d10 cold damage at 11th and 21st level
Ice Storm
type: cold evocation
requirement: caster level 1
action: encounter
range: 1-6 squares, 2 square burst
long range: 7-12 squares situation modifier-2
target: all foes within the burst
roll: intelligence versus reflex
effect: The caster slings an ice ball that drops and creates a hail storm cloud doing intelligence modifier+1d10 cold damage.
level-up: +1 square burst and +1d10 cold damage at 11th and 21st level
Frost Bite
type: Cold evocation
requirement: caster level 1
action: daily
range: 1-6 squares, 2 burst
long range: 7-12 squares situation modifier -2
target: 1 foe
roll: intelligence versus will
effect: The caster causes 3d10 cold damage + intelligence modifier
level-up: +1 square
Heal Ally
type: healing prayer
requirements: cleric type class 1
action: at-will
range: 1-6 squares
long range: 7-12 squares, situation modifier-2
target: self or 1 ally
encounter effect: heal 1/4th maximum hit points +1d8
non-encounter effect: mass heal party
level-up: +1 square, +1 ally, +1d8 hit points at 11th and 21st level
Vampire Touch
type: cursing prayer
requirements: cleric type class 1
action: at-will
range: 1-6 squares
long range: 7-12 squares, situation modifier-2
target: 1 foe
roll: wisdom versus will
effect: does 1d8 necrotic damage and transfers the lost hit points to the cleric type if wounded
level-up: +1 square, +1 foe, +1d8 necrotic damage at 11th and 21st level
Cure Ally
type: healing prayer
requirements: cleric type class 1
action: standard at-will
range: 1-6 squares
long range: 7-12 squares, situation modifier-2
target: self or 1 ally
roll: 1d20 + wisdom modifier(with 1/2 level) versus the Difficulty Class of the curse, disease or poison
at class level 1, diagnose and neutralize 1 curse, disease or poison
at class level 2, cure 1 curse, disease or poison
at class level 3, cure 1 curse, disease or poison and regenerate 1d8 hit points
non-encounter effect: mass cures party
level-up: +1 square, +1 ally, regenerate +1d8 hit points at 11th and 21st level
Curse Foe
type: cursing prayer
requirements: cleric type class 2
action: at-will
range: 1-6 squares
long range: 7-12 squares, situation modifier-2
target: 1 foe
roll: wisdom versus will
encounter effect: curses, infects or poisons a foe. After the foe is cursed, a cleric type must roll a 1d20 + wisdom modifer(with 1/2 level) versus a Difficulty Class equal to the caster's base 10 + wisdom modifier(with 1/2 level)
level-up: +1 square, +1 foe at 11th and 21st level
Restore Ally
type: healing prayer
requirements: cleric type class 3
action: standard at-will
range: 1-6 squares
long range: 7-12 squares, situation modifier-2
target: self or 1 ally
encounter effect: restores bones, organs and limbs removing an affliction such as blindness, deafness, paralysis and restoring speed, defenses and attacks and regenerates +1d8 hit points
non-encounter effect: mass restore party
level-up: +1 square, +1 ally, regenerate +1d8 hit points at 11th and 21st level
Afflict Foe
type: cursing prayer
requirements: cleric type class 3
action: standard at-will
roll: wisdom versus will
target: 1 foe
range: 1-6 squares
long range: 7-12 squares, situation modifier-2
encounter effect: afflicts, blinds, deafens, or paralyses a foe. After the foe is afflicted, a cleric type must roll a 1d20 + wisdom modifer(with 1/2 level) versus a Difficulty Class equal to the caster's base 10 + wisdom modifier(with 1/2 level)
level-up: +1 square, +1 foe at 11th and 21st level
Regenerate Life
type: healing prayer
requirements: cleric type class 4
action: standard at-will
range: 1-6 squares
long range: 7-12 squares, situation modifier-2
target: self or 1 ally
encounter effect: restores the age and level of an ally
rest effect: mass regenerate party
level-up: +1 square, +1 ally at 11th and 21st level
Raise Dead
type: healing prayer
requirements: cleric type class 4
action: standard at-will
target: 1 ally
encounter effect: restores the life of 1 ally
rest effect: mass raise party
level-up: +1 ally at 11th and 21st level
Animate Object
requirements: cleric type class 5
action: standard at-will
target: 1 object
roll: wisdom versus will
effect: 1 object comes to life with 1d8 hit points and attacks using cleric type's will doing 1d4+wisdom modifier damage
level-up: +1 object, +1d8 hit points, +1d4 damage at 11th and 21st level
Create Golem
requirements: cleric type class 6
action: standard daily
effect: a golem of the closest level to the caster is created and obey's the caster, see Bestiary or Monster Manual for details
Control Undead
requirements: cleric type class 7
action: standard daily
duration: until the undead die
effect: The cleric can raise a number of dead foes during the encounter as undead to obey every command. The cleric can choose what type of undead the foes return as the undead's Challenge Rating or Level is the same or lower than the cleric's level.
________
Know Skill
type: divination
requirements: caster level 1
action: standard daily
target: self or 1 ally
encounter effect: +3 to any 1 skill check
level-up: +1 to any 1 skill check, 1 check for an additional skill per day at 11th and 21st level
Arcane Eye
requirements: caster level 2
type: divination
action: standard daily
target: self
non-encounter effect: allows the cleric type to hear what is happening in the next encounter area according to the Dungeon Master's choice to reveal things
level-up: at 11th level, the cleric can see things in the next encounter area, at 21st level the cleric type can know the past or future of that area
Whispering Wind
requirements: caster level 3
action: standard daily
target: self and 1 ally
non-encounter effect: allows the cleric send a verbal message to an ally by way of an animal messenger, not just a familiar but any bird or mouse in the area will convey the message
level-up: at 11th level, the cleric can also send a visual message and receive a verbal and visual reply, at 21st level the cleric type do this 2 times per day and does not need an animal messenger
Know Thought (True Seeing)
requirements: caster level 4
action: standard encounter
roll: wisdom versus will
target: 1 foe
range: 1-6 squares
encounter or non-encounter effect: the foe must tell one thing of importance to the cleric type character such as a weakness, hidden treasure, or other information vital to the encounter which the D.M. is willing to tell to the party
Obscure Memory (Misdirection, Modifiy Memory, Nondetection, Nystul's Magic Aura)
requirements: caster level 5
action: standard encounter
roll: wisdom versus will
target: 1 foe
range: 1-6 squares
encounter or non-encounter effect: the foe forgets one thing that the cleric type wants forgotten
level-up: +1 foe at 11th and 21st level
________
Ghost Alarm
type: illusion
requirements: caster level 1
action: encounter
range: 4 square burst
encounter effect: an illusionary sound distracts foes, each party member gets a first round standard attack before foes can react regardless of turn order
non-encounter effect: alerts the party if anyone crosses the burst radius of the alarm illsionary sound
level-up: +1 square burst at 11th and 21st level
Dancing Light
type: illusion
requirements: caster level 2
action: standard encounter
roll: wisdom versus will
target: 1 foe
range: 1-6 squares
duration: ends after illusion is attacked
encounter effect: foe attacks an illusionary ally wasting a standard action
Mirror Image
type: illusion
requirements: caster level 3
action: standard encounter
roll: wisdom versus will
target: self
encounter effect: the caster creates an illusionary clone, the foe has a 2d10 50% chance of attacking the real cleric type, the clone image disappears after attacked.
level-up: +1 clone 33% chance to hit, at 11th, +1 clone 25% chance to hit the caster
Create Food & Water
type: illusion becoming evocation
requirements: caster level 3
non-encounter effect: the caster creates food and water for 4 people per day.
level-up: +1 portion of food for an additional ally or henchman at 11th and 21st level.
Cause Emotion
type: enchantment
requirement: cleric type level 1
range: 1-6 squares
long range: 7-12 squares, situation modifier-2
target: 1 foe
roll: wisdom versus will
effect: 1 foe begins to laugh or dance wasting a standard action
save: the caster rerolls Cause Emotion each round to maintain
level-up: +1 foe, +1 ranged square, at 11th and 21st level
Turn Alignment
type: enchantment
reqirement: cleric type level 2
range: 1-6 squares, 2 square burst
long range: 7-12 squares, situation modifier-2
target: each foe of a different alignment with a level lower than the caster's
roll: wisdom versus will
effect: foes flee from the encounter in fear
level-up: +1 ranged square, +1 square burst at 11th and 21st level
Cause Sleep
type: enchantment
reqirement: cleric type level 3
range: 1-6 squares, 2 square burst
long range: 7-12 squares, situation modifier-2
target: each foe in the burst must roll to avoid falling asleep
roll: wisdom versus will
effect: sleeping foes wake and end the effect from an ally slap or 1 enemy's automatic maximum damage hit
level-up: +1 ranged square, +1 square burst at 11th and 21st level
Hold Foe
type: enchantment
requirement: cleric type 4
range: 1-6 squares
long range: 7-12 squares, situation modifier-2
target: 1 foe
roll: wisdom versus will
effect: 1 foe is magically bound and can not move and takes automatic maximum damage
save: the caster rerolls Hold Foe each round to maintain
level-up: +1 foe, +1 ranged square, at 11th and 21st level
Charm Foe
type: enchantment
requirement: cleric type level 5
range: 1-6 squares
long range: 7-12 squares, situation modifier-2
target: 1 foe
roll: wisdom versus will
effect: 1 foe will obey any command including attacking the self or an ally
save: the caster rerolls Charm Foe each round to maintain
level-up: +1 foe, +1 ranged square, at 11th and 21st level
Summon Being
type: enchantment, conjuration
requirement: caster level 6
action: standard encounter
duration: encounter
target: a number of beings equal to or lower to the caster's level
roll: intelligence versus DC(caster's int mod+2)
effect: the beings are teleported to the encounter to fight to the death for the caster
_________
Bless Ally
type: healing
requirement: cleric type class 1
effect: alot bonuses equal to cleric type's level to attack, ac, abilities, speed, etc
level-up +1 round at 11th and 21st level
Become Immortal
type: divine healing
requirement: any class level 31
Possess Minion
type: divine enchantment
requirement: any class level 32
Resurrect Self
type: divine healing
requirement: any class level 33
Charm Masses
type: divine enchantment
requirement: any class level 34
Summon Immortal
type: divine enchantment, conjuration
requirement: any class level 35
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