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<blockquote data-quote="Nifft" data-source="post: 2237560" data-attributes="member: 6562"><p>My suggestions (for what they're worth):</p><p></p><p>1/ Empower Spell multiplies <em>all numeric</em> effects by 1.5. So, for example, an <em>empowered false life</em> grants at maximum (1d10+10) * 1.5 temporary hit points (= 16-30 temp hp), and an <em>empowered cure moderate wounds</em> cures at maximum (2d8+10) * 1.5 hp (=3d8+15 hp).</p><p></p><p>2/ Clerics can convert a <em>turn undead</em> attempt into a burst of healing, which cures one target of 1d8+Level hp, as a full-round action.</p><p></p><p>3/ Spell lists as follows:</p><p></p><p>Cleric:</p><p>1- Bless, Bane, Command, Detect Alignment, Detect Undead, Doom, Magic Stone, Protection from Alignment</p><p>2- Aid, Align Weapon, Delay Poison, Gentle Repose, Lesser Restoration, Shield Other</p><p>3- Bestow Curse, Glyph of Warding, Helping Hand, Magic Circle vs. Alignment, Prayer</p><p>4- Death Ward, Dismissal, Imbue with Spell Ability, Lesser Planar Ally, Sending</p><p>5- Atonement, Break Enchantment, Dispel Alignment, Raise Dead</p><p>6- Banishment, Gease/Quest, Banishment, Planar Ally</p><p>7- Control Weather, Repulsion, Resurrection</p><p>8- Antimagic Field, Dimensional Lock, Greater Planar Ally</p><p>9- Gate, Miracle, True Resurrection</p><p></p><p></p><p>Druid:</p><p>1- Calm Animals, Charm Animals, Detect Animals & Plants, Endure Elements, Entangle, Obscuring Mist, Speak with Animals</p><p>2- Animal Messenger, Delay Poison, Fog Cloud, Gust of Wind, Hold Animal, Tree Shape, Warp Wood</p><p>3- Dominate Animal, Neutralize Poison, Remove Disease, Sleet Storm, Snare, Speak with Plants</p><p>4- Antiplant Shell, Command Plants, Control Water, Reincarnate, Repel Vermin</p><p>5- Atonement, Commune with Nature, Control Winds, Transmute Rock to Mud, Transmute Mud to Rock</p><p>6- Antilife Shell, Control Weather, Repel Wood, Stone Tell</p><p>7- Animate Plants, Changestaff, Transmute Metal to Wood</p><p>8- Control Plants, Repel Metal or Stone, Liveoak</p><p>9- Elemental Swarm, Foresight, Shambler</p><p></p><p></p><p>Wizards:</p><p>Standard spells, and 2/level known, but it's really hard to find new spells. That, plus low wealth, is really enough burden. Whatever spells are in your spell book, you can cast spontaneously.</p><p></p><p></p><p>Sorcerers:</p><p>No such thing.</p><p></p><p></p><p>ALL SPELLCASTERS:</p><p>Bonus spell slots determined by Wis or Int (per usual).</p><p>Spell DCs are always determined by Charisma.</p><p>There's a Feat (Expanded Spell List) which allows you to add ANY one spell to your spell list. Even a Bard spell (like Suggestion at spell level 2).</p><p></p><p></p><p> -- N</p></blockquote><p></p>
[QUOTE="Nifft, post: 2237560, member: 6562"] My suggestions (for what they're worth): 1/ Empower Spell multiplies [i]all numeric[/i] effects by 1.5. So, for example, an [i]empowered false life[/i] grants at maximum (1d10+10) * 1.5 temporary hit points (= 16-30 temp hp), and an [i]empowered cure moderate wounds[/i] cures at maximum (2d8+10) * 1.5 hp (=3d8+15 hp). 2/ Clerics can convert a [i]turn undead[/i] attempt into a burst of healing, which cures one target of 1d8+Level hp, as a full-round action. 3/ Spell lists as follows: Cleric: 1- Bless, Bane, Command, Detect Alignment, Detect Undead, Doom, Magic Stone, Protection from Alignment 2- Aid, Align Weapon, Delay Poison, Gentle Repose, Lesser Restoration, Shield Other 3- Bestow Curse, Glyph of Warding, Helping Hand, Magic Circle vs. Alignment, Prayer 4- Death Ward, Dismissal, Imbue with Spell Ability, Lesser Planar Ally, Sending 5- Atonement, Break Enchantment, Dispel Alignment, Raise Dead 6- Banishment, Gease/Quest, Banishment, Planar Ally 7- Control Weather, Repulsion, Resurrection 8- Antimagic Field, Dimensional Lock, Greater Planar Ally 9- Gate, Miracle, True Resurrection Druid: 1- Calm Animals, Charm Animals, Detect Animals & Plants, Endure Elements, Entangle, Obscuring Mist, Speak with Animals 2- Animal Messenger, Delay Poison, Fog Cloud, Gust of Wind, Hold Animal, Tree Shape, Warp Wood 3- Dominate Animal, Neutralize Poison, Remove Disease, Sleet Storm, Snare, Speak with Plants 4- Antiplant Shell, Command Plants, Control Water, Reincarnate, Repel Vermin 5- Atonement, Commune with Nature, Control Winds, Transmute Rock to Mud, Transmute Mud to Rock 6- Antilife Shell, Control Weather, Repel Wood, Stone Tell 7- Animate Plants, Changestaff, Transmute Metal to Wood 8- Control Plants, Repel Metal or Stone, Liveoak 9- Elemental Swarm, Foresight, Shambler Wizards: Standard spells, and 2/level known, but it's really hard to find new spells. That, plus low wealth, is really enough burden. Whatever spells are in your spell book, you can cast spontaneously. Sorcerers: No such thing. ALL SPELLCASTERS: Bonus spell slots determined by Wis or Int (per usual). Spell DCs are always determined by Charisma. There's a Feat (Expanded Spell List) which allows you to add ANY one spell to your spell list. Even a Bard spell (like Suggestion at spell level 2). -- N [/QUOTE]
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