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New Core Class: The Scholar
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<blockquote data-quote="Anabstercorian" data-source="post: 1282296" data-attributes="member: 2550"><p>- Sage</p><p></p><p> Flavor Text.</p><p></p><p>- Abilities:</p><p>- Alignment: Any</p><p>- Hit Die: d4</p><p>- Regions: All, though mostly in regions that contain major cities and other centers of learning.</p><p></p><p>Class Skills</p><p>- The sage's class skills are: Appraise (Int), Concentration (Con), Craft (Int), Decipher Script (Int), Forgery (Int), Knowledge (all skills, taken individually) (Int), Profession (Wis), Read Language (N/A), Speak Language (N/A), Spellcraft (Int), Use Magic Device (Cha), and any two of the sage's choice.</p><p>- Skill Points: 8 + Int modifier</p><p></p><p>Class Features</p><p>- Weapon and Armor Proficiency: Sages are proficient with the club, dagger, light crossbow, and quarterstaff. They are not proficient with any type or armor or shield.</p><p>- Literate: The sage is the only character that is literate by default. A sage can read and write every language he can speak, including languages he later learns to speak, without buying ranks in Read Language.</p><p>- Library: A sage is at his best with a store of knowledge at his fingertips, a library of books that he continuously expands and learns from. The value of a sage's library determines the maximum bonus his Research ability can provide to his knowledge checks, and without a library, a sage cannot use his Research ability or retry failed knowledge checks (see below). A sage's library must have a value of 1000 gp x the maximum bonus it can provide squared: A 1000 gp library can provide up to a +1 bonus, a 4000 gp library can provide up to a +2 bonus, a 9000 gp library can provide up to a +3 bonus, and so on, with no upper limit. A sage can use a library unfamiliar to him, but research and retrying failed knowledge checks takes twice as long and costs twice as much. Becoming familiar with a library requires a day of study and indexing per 100 gp value of the library, but this time can be halved with a successful Profession (Bookkeeper) check DC 15.</p><p> A library is typically not portable by a character (absent magical means such as <em>Shrink Item</em>), requiring carts or wagons to move, as a library usually contains a number of books equal to half it's gp value. However, Tomes of Ancient Knowledge or non-magical books that are simply extremely well written are often worth significantly more than 5 sp, and so libraries that contain them are usually smaller and more portable than otherwise.</p><p>- Research (Ex): A scholar may spend time researching a question to increase his chance to know the answer to a specific question. For each set of hours equal to (DC of the Knowledge check he is researching x2) spent researching in his library, the scholar gains a +1 circumstance bonus to the Knowledge check, up to a maximum of his scholar level (limited by the value of the library, see above). A sage may spend up to 10 hours a day in research without special effort. For each hour of research beyond 10 hours, a Constitution check (DC 10, +2 per extra hour) is required. If the sage fails, he takes 1d6 points of nonlethal damage and makes no progress in his research that hour. A character who takes any nonlethal damage from cramming becomes fatigued; eliminating the nonlethal damage eliminates the fatigue. It is possible to work yourself in to unconsciousness.</p><p>- Retry Knowledge Checks: A sage may attempt to retry a failed Knowledge check by researching in his library to find the answer. The DC for the retry of the Knowledge check is equal to the original check DC + the number by which the scholar failed the previous check. Additionally, the scholar must re-research the answer for a number of days equal to the new check DC. There is no limit to the number of times a scholar may retry a Knowledge check, other than the practical limit imposed by the increasing check DC's. The scholar may spend additional time (in addition to the time needed for the retry) using his Research ability on retry checks if he desires.</p><p>- Familiarity by Region: The sage can gain familiarity with a region of the Wilderlands (or other planes) by study rather than by actually visiting the region. A sage may choose a new region of familiarity in lieu of a minor.</p><p>- Spells: A scholar casts arcane spells, which are drawn from the scholar spell list. He must choose and prepare his spells ahead of time. To learn or cast a spell, a scholar must have an Intelligence score equal to at least 10 + the spell. The Difficulty Class for a saving throw against a scholar’s spell is 10 + the spell level + the scholar’s Intelligence modifier.</p><p> Like other spellcasters, a scholar can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: The Scholar. In addition, he receives bonus spells per day if he has a high Intelligence score.</p><p> Unlike a bard or sorcerer, a scholar may know any number of spells (see Writing a New Spell in to a Spellbook, page 179 in the PHB). He must choose and prepare his spells ahead of time by getting a good night's sleep and spending 1 hour studying his spellbook. While studying, the scholar decides which spells to prepare (see Preparing Wizard Spells, page 177 in the PHB).</p><p>- Spellbooks: A scholar must study his spellbooks each day to prepare his spells (see Preparing Wizard Spells, page 177 of the PHB). She cannot prepare any spell not recorded in his spellbook, except for<em> read magic </em>, which all scholars can prepare from memory.</p><p> A scholar begins play with a spellbook containing all 0-level scholar spells. At each new scholar level, she gains two new spells of any spell level or levels that she can cast (based on his new scholar level) for his spellbook. For example, when a scholar attains 7th level, he can cast 3rd-level spells. At this point, he can add two new 3rd-level spells to his spellbook, or one 2nd-level spell and one 3rd-level spell, or any combination of two spells between 1st and 3rd level. At any time, a scholar can also add spells found in other scholar's spellbooks to his own. He can even copy spells from a wizard's spellbook, if the spell is also on the scholar spell list.</p><p>- Major: At 1st level, and every other level divisible by 5, a sage may select one field of study in the Knowledge skill (such as Arcana or Dungeoneering - any of the sub-categories of Knowledge) in which he is a known expert - He gains a +1 bonus to that knowledge skill. Each time a major is gained it may be on a new Knowledge skill or on one previously selected as a major.</p><p>- Minor: Twice at 1st level and once every odd numbered level, a sage may select a sub-category of one Knowledge skill in which he is a known expert; sub-categories are the specialties within a Knowledge skill listed in parenthesis within that skill, such as 'fortifications' in Knowledge(Architecture and Engineering), or 'Inner Planes' in Knowledge(The Planes). He gains a +1 bonus to Knowledge checks pertaining to the chosen subcategory. Each time a minor is gained it may be used on a new sub-category of a Knowledge skill or on one previously selected as a minor. Instead of selecting a minor, a sage may opt to become familiar with a region of the Wilderlands by study.</p><p>- Bonus Languages: The sage gains a bonus language every even level. He may learn any language in the campaign setting, including dead and ancient languages as well as secret languages such as Druidic, providing he meets any prerequisites for learning the language (normally only applicable to ancient languages). The sage gains the ability to read and write the language as well as speak it.</p><p>- Mind over Matter: At 2nd level and every 4 levels thereafter, the sage gains a bonus to his hit points equal to half his intelligence bonus - For example, a sage with an intelligence of 18 would gain 2 hit points in addition to any from his hit dice or constitution. This bonus changes retroactively - For example, if an 18th level Sage advanced in intelligence to a 22, his bonus hit points from Mind over Matter would increase from 10 to 15.</p><p>- Read Magic (Ex): At 3rd level, the scholar gains the ability to <em>read magic</em> at will. This ability does not require an action to activate - It is continuous. </p><p>- Scribe Scroll: At 5th level, a sage gains Scribe Scroll as a bonus feat.</p><p>- Spell Mastery: At 7th level, and every fourth level thereafter, a sage gains Spell Mastery as a bonus feat, even if he doesn't meet the prerequisites.</p><p>- Craft Wondrous Book: At 9th level, the sage gains the ability to craft wondrous items as though he had the feat, except that he is limited to wondrous items that are books, including but not limited to Manuals of Bodily Health, Gainful Exercise, and Quickness of Action and Tomes of Clear Thought, Leadership and Influence, and Understanding. The sage can craft the book half as fast as normal (i.e., one day of crafting for every 500 gp of market value) in order to waive any prerequisites for its creation that are spells.</p><p>- Good Study Habits (Ex): From 14th level onward, it no longer takes a sage a minimum of 15 minutes to prepare spells, whether immediately after resting or later in the day to fill vacant spell slots.</p><p>- Cramming (Ex): From 17th level onward, a sage no longer needs sleep or rest for eight hours before preparing spells, but still cannot prepare a spell in to a spell slot if a spell was expended from that slot within the previous eight hours.</p><p></p><p>[code] </p><p>Table: The Scholar </p><p>Level BAB Fort Ref Will Special ---- Spells Per Day ----</p><p>------------------------------------------------------------------------- 0 1st 2nd 3rd 4th 5th 6th </p><p>1st +0 +0 +0 +2 Major, Minor, Minor 2 - - - - - -</p><p>2nd +1 +0 +0 +3 Bonus Language, Mind Over Matter 3 0 - - - - -</p><p>3rd +1 +1 +1 +3 Minor, Read Magic 3 1 - - - - -</p><p>4th +2 +1 +1 +4 Bonus Language 3 2 0 - - - -</p><p>5th +2 +1 +1 +4 Major, Minor, Scribe Scroll 3 3 1 - - - -</p><p>6th +3 +2 +2 +5 Bonus Language, Mind over Matter 3 3 2 - - - -</p><p>7th +3 +2 +2 +5 Minor, Spell Mastery 3 3 2 0 - - -</p><p>8th +4 +2 +2 +6 Bonus Language 3 3 3 1 - - -</p><p>9th +4 +3 +3 +6 Minor, Craft Wondrous Book 3 3 3 2 - - -</p><p>10th +5 +3 +3 +7 Major, Bonus Language, Mind over Matter 3 3 3 2 0 - -</p><p>11th +5 +3 +3 +7 Minor, Spell Mastery 3 3 3 3 1 - -</p><p>12th +6/+1 +4 +4 +8 Bonus Language 3 3 3 3 2 - -</p><p>13th +6/+1 +4 +4 +8 Minor, Good Study Habits 3 3 3 3 2 0 -</p><p>14th +7/+2 +4 +4 +9 Bonus Language, Mind over Matter 4 3 3 3 3 1 -</p><p>15th +7/+2 +5 +5 +9 Major, Minor, Spell Mastery 4 4 3 3 3 2 -</p><p>16th +8/+3 +5 +5 +10 Bonus Language 4 4 4 3 3 2 0</p><p>17th +8/+3 +5 +5 +10 Minor, Cramming 4 4 4 4 3 3 1</p><p>18th +9/+4 +6 +6 +11 Bonus Language, Mind over Matter 4 4 4 4 4 3 2</p><p>19th +9/+4 +6 +6 +11 Minor, Spell Mastery 4 4 4 4 4 4 3</p><p>20th +10/+5 +6 +6 +12 Major, Bonus Language 4 4 4 4 4 4 4</p><p>[/code]</p><p></p><p>Spell List:</p><p>0: Daze, Detect Magic, Detect Poison, Guidance, Know Direction, Mage Hand, Mending, Message, Open/Close, Prestidigitation, Read Magic</p><p>1: Comprehend Languages, Detect Chaos/Evil/Good/Law, Detect Secret Doors, Detect Undead, Erase, Identify, Magic Mouth, Nyst's Magic Aura, Obscure Object, Undetectable Alignment, Unseen Servant</p><p>2: Animal Messenger, Arcane Lock, Augury, Detect Thoughts, Eagle's Splendor, Find Traps, Fox's Cunning, Gentle Repose, Make Whole, Misdirection, Locate Object, Owl's Wisdom, See Invisibility, Status, Tongues, Undetectable Alignment, Whispering Wind, Zone of Truth</p><p>3: Arcane Sight, Clairaudience/Clairvoyance, Illusory Script, Nondetection, Scrying, Secret Page, Sepia Snake Sigil, Speak With Animals, Speak With Dead</p><p>4: Arcane Eye, Detect Scrying, Discern Lies, Divination, Legend Lore, Locate Creature, Sending, Speak With Plants, Zone of Silence</p><p>5: Contact Other Plane, Dream, False Vision, Mord's Private Sanctum, Prying Eyes, Ray's Telepathic Bond, True Seeing</p><p>6: Analyze Dweomer, Eagle's Splendor (Mass), Find the Path, Fox's Cunning (Mass), Owl's Wisdom (Mass), Scrying (Greater)</p></blockquote><p></p>
[QUOTE="Anabstercorian, post: 1282296, member: 2550"] - Sage Flavor Text. - Abilities: - Alignment: Any - Hit Die: d4 - Regions: All, though mostly in regions that contain major cities and other centers of learning. Class Skills - The sage's class skills are: Appraise (Int), Concentration (Con), Craft (Int), Decipher Script (Int), Forgery (Int), Knowledge (all skills, taken individually) (Int), Profession (Wis), Read Language (N/A), Speak Language (N/A), Spellcraft (Int), Use Magic Device (Cha), and any two of the sage's choice. - Skill Points: 8 + Int modifier Class Features - Weapon and Armor Proficiency: Sages are proficient with the club, dagger, light crossbow, and quarterstaff. They are not proficient with any type or armor or shield. - Literate: The sage is the only character that is literate by default. A sage can read and write every language he can speak, including languages he later learns to speak, without buying ranks in Read Language. - Library: A sage is at his best with a store of knowledge at his fingertips, a library of books that he continuously expands and learns from. The value of a sage's library determines the maximum bonus his Research ability can provide to his knowledge checks, and without a library, a sage cannot use his Research ability or retry failed knowledge checks (see below). A sage's library must have a value of 1000 gp x the maximum bonus it can provide squared: A 1000 gp library can provide up to a +1 bonus, a 4000 gp library can provide up to a +2 bonus, a 9000 gp library can provide up to a +3 bonus, and so on, with no upper limit. A sage can use a library unfamiliar to him, but research and retrying failed knowledge checks takes twice as long and costs twice as much. Becoming familiar with a library requires a day of study and indexing per 100 gp value of the library, but this time can be halved with a successful Profession (Bookkeeper) check DC 15. A library is typically not portable by a character (absent magical means such as [i]Shrink Item[/i]), requiring carts or wagons to move, as a library usually contains a number of books equal to half it's gp value. However, Tomes of Ancient Knowledge or non-magical books that are simply extremely well written are often worth significantly more than 5 sp, and so libraries that contain them are usually smaller and more portable than otherwise. - Research (Ex): A scholar may spend time researching a question to increase his chance to know the answer to a specific question. For each set of hours equal to (DC of the Knowledge check he is researching x2) spent researching in his library, the scholar gains a +1 circumstance bonus to the Knowledge check, up to a maximum of his scholar level (limited by the value of the library, see above). A sage may spend up to 10 hours a day in research without special effort. For each hour of research beyond 10 hours, a Constitution check (DC 10, +2 per extra hour) is required. If the sage fails, he takes 1d6 points of nonlethal damage and makes no progress in his research that hour. A character who takes any nonlethal damage from cramming becomes fatigued; eliminating the nonlethal damage eliminates the fatigue. It is possible to work yourself in to unconsciousness. - Retry Knowledge Checks: A sage may attempt to retry a failed Knowledge check by researching in his library to find the answer. The DC for the retry of the Knowledge check is equal to the original check DC + the number by which the scholar failed the previous check. Additionally, the scholar must re-research the answer for a number of days equal to the new check DC. There is no limit to the number of times a scholar may retry a Knowledge check, other than the practical limit imposed by the increasing check DC's. The scholar may spend additional time (in addition to the time needed for the retry) using his Research ability on retry checks if he desires. - Familiarity by Region: The sage can gain familiarity with a region of the Wilderlands (or other planes) by study rather than by actually visiting the region. A sage may choose a new region of familiarity in lieu of a minor. - Spells: A scholar casts arcane spells, which are drawn from the scholar spell list. He must choose and prepare his spells ahead of time. To learn or cast a spell, a scholar must have an Intelligence score equal to at least 10 + the spell. The Difficulty Class for a saving throw against a scholar’s spell is 10 + the spell level + the scholar’s Intelligence modifier. Like other spellcasters, a scholar can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: The Scholar. In addition, he receives bonus spells per day if he has a high Intelligence score. Unlike a bard or sorcerer, a scholar may know any number of spells (see Writing a New Spell in to a Spellbook, page 179 in the PHB). He must choose and prepare his spells ahead of time by getting a good night's sleep and spending 1 hour studying his spellbook. While studying, the scholar decides which spells to prepare (see Preparing Wizard Spells, page 177 in the PHB). - Spellbooks: A scholar must study his spellbooks each day to prepare his spells (see Preparing Wizard Spells, page 177 of the PHB). She cannot prepare any spell not recorded in his spellbook, except for[i] read magic [/i], which all scholars can prepare from memory. A scholar begins play with a spellbook containing all 0-level scholar spells. At each new scholar level, she gains two new spells of any spell level or levels that she can cast (based on his new scholar level) for his spellbook. For example, when a scholar attains 7th level, he can cast 3rd-level spells. At this point, he can add two new 3rd-level spells to his spellbook, or one 2nd-level spell and one 3rd-level spell, or any combination of two spells between 1st and 3rd level. At any time, a scholar can also add spells found in other scholar's spellbooks to his own. He can even copy spells from a wizard's spellbook, if the spell is also on the scholar spell list. - Major: At 1st level, and every other level divisible by 5, a sage may select one field of study in the Knowledge skill (such as Arcana or Dungeoneering - any of the sub-categories of Knowledge) in which he is a known expert - He gains a +1 bonus to that knowledge skill. Each time a major is gained it may be on a new Knowledge skill or on one previously selected as a major. - Minor: Twice at 1st level and once every odd numbered level, a sage may select a sub-category of one Knowledge skill in which he is a known expert; sub-categories are the specialties within a Knowledge skill listed in parenthesis within that skill, such as 'fortifications' in Knowledge(Architecture and Engineering), or 'Inner Planes' in Knowledge(The Planes). He gains a +1 bonus to Knowledge checks pertaining to the chosen subcategory. Each time a minor is gained it may be used on a new sub-category of a Knowledge skill or on one previously selected as a minor. Instead of selecting a minor, a sage may opt to become familiar with a region of the Wilderlands by study. - Bonus Languages: The sage gains a bonus language every even level. He may learn any language in the campaign setting, including dead and ancient languages as well as secret languages such as Druidic, providing he meets any prerequisites for learning the language (normally only applicable to ancient languages). The sage gains the ability to read and write the language as well as speak it. - Mind over Matter: At 2nd level and every 4 levels thereafter, the sage gains a bonus to his hit points equal to half his intelligence bonus - For example, a sage with an intelligence of 18 would gain 2 hit points in addition to any from his hit dice or constitution. This bonus changes retroactively - For example, if an 18th level Sage advanced in intelligence to a 22, his bonus hit points from Mind over Matter would increase from 10 to 15. - Read Magic (Ex): At 3rd level, the scholar gains the ability to [i]read magic[/i] at will. This ability does not require an action to activate - It is continuous. - Scribe Scroll: At 5th level, a sage gains Scribe Scroll as a bonus feat. - Spell Mastery: At 7th level, and every fourth level thereafter, a sage gains Spell Mastery as a bonus feat, even if he doesn't meet the prerequisites. - Craft Wondrous Book: At 9th level, the sage gains the ability to craft wondrous items as though he had the feat, except that he is limited to wondrous items that are books, including but not limited to Manuals of Bodily Health, Gainful Exercise, and Quickness of Action and Tomes of Clear Thought, Leadership and Influence, and Understanding. The sage can craft the book half as fast as normal (i.e., one day of crafting for every 500 gp of market value) in order to waive any prerequisites for its creation that are spells. - Good Study Habits (Ex): From 14th level onward, it no longer takes a sage a minimum of 15 minutes to prepare spells, whether immediately after resting or later in the day to fill vacant spell slots. - Cramming (Ex): From 17th level onward, a sage no longer needs sleep or rest for eight hours before preparing spells, but still cannot prepare a spell in to a spell slot if a spell was expended from that slot within the previous eight hours. [code] Table: The Scholar Level BAB Fort Ref Will Special ---- Spells Per Day ---- ------------------------------------------------------------------------- 0 1st 2nd 3rd 4th 5th 6th 1st +0 +0 +0 +2 Major, Minor, Minor 2 - - - - - - 2nd +1 +0 +0 +3 Bonus Language, Mind Over Matter 3 0 - - - - - 3rd +1 +1 +1 +3 Minor, Read Magic 3 1 - - - - - 4th +2 +1 +1 +4 Bonus Language 3 2 0 - - - - 5th +2 +1 +1 +4 Major, Minor, Scribe Scroll 3 3 1 - - - - 6th +3 +2 +2 +5 Bonus Language, Mind over Matter 3 3 2 - - - - 7th +3 +2 +2 +5 Minor, Spell Mastery 3 3 2 0 - - - 8th +4 +2 +2 +6 Bonus Language 3 3 3 1 - - - 9th +4 +3 +3 +6 Minor, Craft Wondrous Book 3 3 3 2 - - - 10th +5 +3 +3 +7 Major, Bonus Language, Mind over Matter 3 3 3 2 0 - - 11th +5 +3 +3 +7 Minor, Spell Mastery 3 3 3 3 1 - - 12th +6/+1 +4 +4 +8 Bonus Language 3 3 3 3 2 - - 13th +6/+1 +4 +4 +8 Minor, Good Study Habits 3 3 3 3 2 0 - 14th +7/+2 +4 +4 +9 Bonus Language, Mind over Matter 4 3 3 3 3 1 - 15th +7/+2 +5 +5 +9 Major, Minor, Spell Mastery 4 4 3 3 3 2 - 16th +8/+3 +5 +5 +10 Bonus Language 4 4 4 3 3 2 0 17th +8/+3 +5 +5 +10 Minor, Cramming 4 4 4 4 3 3 1 18th +9/+4 +6 +6 +11 Bonus Language, Mind over Matter 4 4 4 4 4 3 2 19th +9/+4 +6 +6 +11 Minor, Spell Mastery 4 4 4 4 4 4 3 20th +10/+5 +6 +6 +12 Major, Bonus Language 4 4 4 4 4 4 4 [/code] Spell List: 0: Daze, Detect Magic, Detect Poison, Guidance, Know Direction, Mage Hand, Mending, Message, Open/Close, Prestidigitation, Read Magic 1: Comprehend Languages, Detect Chaos/Evil/Good/Law, Detect Secret Doors, Detect Undead, Erase, Identify, Magic Mouth, Nyst's Magic Aura, Obscure Object, Undetectable Alignment, Unseen Servant 2: Animal Messenger, Arcane Lock, Augury, Detect Thoughts, Eagle's Splendor, Find Traps, Fox's Cunning, Gentle Repose, Make Whole, Misdirection, Locate Object, Owl's Wisdom, See Invisibility, Status, Tongues, Undetectable Alignment, Whispering Wind, Zone of Truth 3: Arcane Sight, Clairaudience/Clairvoyance, Illusory Script, Nondetection, Scrying, Secret Page, Sepia Snake Sigil, Speak With Animals, Speak With Dead 4: Arcane Eye, Detect Scrying, Discern Lies, Divination, Legend Lore, Locate Creature, Sending, Speak With Plants, Zone of Silence 5: Contact Other Plane, Dream, False Vision, Mord's Private Sanctum, Prying Eyes, Ray's Telepathic Bond, True Seeing 6: Analyze Dweomer, Eagle's Splendor (Mass), Find the Path, Fox's Cunning (Mass), Owl's Wisdom (Mass), Scrying (Greater) [/QUOTE]
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New Core Class: The Scholar
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