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World of Kulan
[v.3.5] Classes and Prestige Classes
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<blockquote data-quote="Knightfall" data-source="post: 4438637" data-attributes="member: 2012"><p style="text-align: center"><span style="color: darkorange"><strong>DIVUMANCER (SKY MAGE)</strong></span></p><p></p><p>In the World of Kulan, there are many arcanists who specialize. They choose to become enchanters or invokers or something altogether different such as elementalists or the rarely seen chronomancers. Then there are the arcanists who take the idea of specialization to another level. Undamancers fall into this category as do para-elementalists and members of this prestige class, divumancers.</p><p></p><p>Some say that divumancers and undamancers are two sides of the same coin. They are both are at home aboard a ship and they are both highly respected by sailors. However, that is where the similarity ends. Undamancers are students of Elemental Water. Divumancers are not students of Elemental Air; they are, in their opinion, the chosen of the sky. They believe in the magical power of air and water. They love the endless blue of sky, the power of storms, and living life aboard an airship.</p><p></p><p>Divumancers rarely walk on land unless that land happens to be an earthberg suspended magically in the air. They only come down to earth when they absolutely have to, which means they aren't as well recognized as undamancers or other elemental specialists. Those that do know of these arcanists often call them sky mages. Airship captains greatly value the services of divumancers as airship mages and some of these captains can been known to learn the ways of the divumancer themselves.</p><p></p><p>Divumancers can be found anywhere across the World of Kulan, but they are most often encountered where spelljammers are common. This includes the empires of the continent of Triadora, the sky cities of the cloud and storm giants, and the few aerial-based spelljamming ports of the Lands of Harqual and the continent of Kanpur's Ishamark Region. The City-state of Caloric is one such port of call for divumancers while the Floating City of Jaén is another.</p><p></p><p>While divumancers rarely come down to earth, they will come down to sea. Thus, they are often encountered amongst the various island realms of the world including Merria and the Isles of Valossa. While divumancers rarely visit the city known as Bluffside they have been known to visit the nearby floating city known as Sordadon. They also frequent the half-submerged reef cities of the Wakuna Islands and the floating townships over the the islands of Ryaith.</p><p></p><p><span style="color: darkorange"><strong>Requirements</strong></span></p><p>To become a Divumancer, a character must fulfill all the following criteria.</p><p><strong>Base Attack Bonus:</strong> +3</p><p><strong>Skills:</strong> Balance – 4 ranks, Knowledge (arcana) – 8 ranks, Knowledge (geography) – 8 ranks, Profession (sailor) – 4 ranks, Use Rope – 4 ranks.</p><p><strong>Spells:</strong> Ability to cast 2nd-level arcane spells. The character must be able to cast at least one spell with the Air or Water descriptor such as gust of wind.</p><p><strong>Feats:</strong> Storm Magic (from <span style="color: red"><em>D&D Stormwrack</em></span>) and any one aerial feat from Bastion Press' <span style="color: red"><em>Airships</em></span>. If the DM doesn't have that d20 sourcebook, then the character must have an addition metamagic feat.</p><p></p><p>[ATTACH=full]72235[/ATTACH]</p><p></p><p style="text-align: center">_________________________________________________</p><p></p><p><span style="font-size: 9px"><strong>Class Skills (4 + Int modifier per level):</strong> Balance (Dex), Climb (Str), Concentration (Con), Craft (Int) *<em>, Decipher Script (Int), Jump (Str), Knowledge (arcana) (Int), Knowledge (astrology and astronomy) (Int) *, Knowledge (geography) (Int), Knowledge (nature), Listen (Wis), Profession (Wis) *</em>, Spellcraft (Int), Spot (Wis), Survival (Wis), Tumble (Dex), Use Rope (Dex).</span></p><p><span style="font-size: 9px">* A new skill for World of Kulan.</span></p><p><span style="font-size: 9px">** There are two new Craft sub-skills and three new Profession sub-skills detailed on page 70 of the Airships d2o sourcebook by Bastion Press that a divumancer character may select from. This includes Craft (airships), Craft (airship engine), Profession (airship navigator), Profession (airship pilot), and Profession (engineer). Profession (air sailor) isn't used for this campaign world as I consider Profession (sailor) more than adequate for both seafaring and airship sailors.</span></p><p style="text-align: center">_________________________________________________</p><p></p><p><span style="color: darkorange"><strong>Class Features</strong></span></p><p>All of the following are the class features of the Divumancer prestige class.</p><p></p><p><strong>Armor and Weapon Proficiency:</strong> Divumancers gain the following weapons proficiencies:</p><p></p><p><strong>Prestige School:</strong> Upon adapting the divumancer prestige class a character gains the prestige school of Sky. The sky-based spells of the Sky Prestige School are the divumancer's bread and butter. A divumancer gains all the benefits of School Specialization as listed on page 57 of the <span style="color: red"><em>D&D Player's Handbook v.3.5</em></span>. This includes one additional Sky spell per spell level per day (retroactive) and a +2 bonus on Spellcraft checks to learn Sky spells, but she doesn't have to choose any prohibited schools.</p><p></p><p>If the divumancer was a bard before entering this prestige class, then she can only cast sky spells up to 6th-level. This restriction applies to any other arcane class without the ability to cast up to 9th-level spells.</p><p></p><p>The spells of the Sky Prestige School are shown below.</p><p></p><p><strong>Spells per Day:</strong> At every odd-numbered level gained in the divumancer prestige class, the character gains new spells per day as if she had also gained a level in a spellcasting class she belonged to before adding the prestige class. In no case, however, does she gain any other benefits a character of that class would have gained, except for an increased effective level of spellcasting. If a character had more than one spellcasting class before becoming a divumancer, she must decide to which class she adds the new level for purposes of determining spells per day.</p><p></p><p><strong>Airship Savvy (Ex):</strong> A divumancer is always in her element when traveling and fighting on a airship. She can always take 10 while using the Balance, Climb, Jump, Tumble, and Use Rope skills while traveling and fighting on board an airship. She also gains a +2 circumstance bonus to Concentration checks while traveling and fighting on board an airship.</p><p></p><p><strong>Fly (Sp):</strong> At 2nd-level, a divumancer cast cast <em>fly</em> once per day as a spell-like ability. This increases to twice per day at 6th-level and three times per day at 10th-level.</p><p></p><p>A flying divumancer is allowed to use her circumstance bonus from her Airship Savvy ability from 2nd-level on.</p><p></p><p><strong>Bonus Feats:</strong> At 3rd, 5th, 7th, and 9th-level, a divumancer gains a bonus feat. At each opportunity, she can choose any feat from the following list: Acrobatic, Aerial Balance [sup]2[/sup], Aerial Combat [sup]4[/sup], Aerial Command [sup]2[/sup], Aerial Tactics [sup]2[/sup], Combat Casting, Deft Hands, Dexterous Climb [sup]1[/sup], Dodge, Engine Savant [sup]2[/sup], Great Captain [sup]3[/sup], Greater Spell Focus (sky only), Instinctive Navigation [sup]2[/sup], Lightning Reflexes, Mobility, Natural Pilot [sup]2[/sup], Rigging Combat [sup]2[/sup], Sailor's Balance [sup]3[/sup], Ship's Mage [sup]3[/sup], Skill Focus, Spell Focus (sky only), Stormsong [sup]1[/sup], Student of Nature [sup]1[/sup], Windsinger [sup]3[/sup], Weapon Proficiency (airship weapons) [sup]2[/sup].</p><p></p><p>The divumancer must still meet all prerequisites for a bonus feat, including caster level minimums.</p><p style="text-align: center">_________________________________________________</p><p>[sup]1[/sup] A new feat detailed in the New Feats document for World of Kulan</p><p>[sup]2[/sup] A feat detailed in the Airships d20 sourcebook by Bastion Press</p><p>[sup]3[/sup] A feat detailed in D&D Stormwrack</p><p>[sup]4[/sup] A feat detailed in the Bluffside: City on the Edge d20 sourcebook by Mystic Eye Games</p><p></p><p><strong>Control Weather (Sp):</strong> At 4th-level, a divumancer cast cast <em>control weather</em> once per day as a spell-like ability. This increases to twice per day at 8th-level.</p><p></p><p><span style="color: darkorange"><strong>Prestige School: Sky</strong></span></p><p>These are the spells of the prestige school of Sky. Other spells may be added to this list at the DM's discretion.</p><p><strong>0 level:</strong> create water, feather fall, know direction, light.</p><p><strong>1st-level:</strong> animate rope, compass [sup]5[/sup], eagle eyes [sup]5[/sup], ease of breath [sup]3[/sup], impede sun's brilliance [sup]3[/sup], levitate, locate water [sup]3[/sup], obscuring mist, Tenser's floating disk, vertigo [sup]4[/sup], whispering wind.</p><p><strong>2nd-level:</strong> acidic vapors 5, detect ship [sup]3[/sup], favorable wind [sup]3[/sup], fog cloud, gust of wind, harvest of the winds [sup]2[/sup], obscuring snow [sup]3[/sup], prismatic mist [sup]4[/sup], thunder [sup]1[/sup], vertigo field [sup]4[/sup], wall of fog [sup]1[/sup], wind wall, whirlwind of ice [sup]5[/sup].</p><p><strong>3rd-level:</strong> becalm sails [sup]1[/sup], daylight, disguise ship [sup]3[/sup], doom fog [sup]5[/sup], control temperature [sup]3[/sup], engine jolt [sup]2[/sup], fly, fog bank [sup]1[/sup], lightning bolt, nightingale [sup]1[/sup], raptor's wings [sup]2[/sup], rope trick, sleet storm, steam jet [sup]1[/sup], stinking cloud, storm mote [sup]3[/sup], thin air [sup]3[/sup], warp wood, wind tunnel [sup]5[/sup].</p><p><strong>4th-level:</strong> air walk, arctic haze [sup]3[/sup], becalm [sup]2[/sup], call lightning, compass curse [sup]5[/sup], gaseous form, haboob [sup]3[/sup], overland flight, parboil [sup]3[/sup], quench, rainbow pattern, solid fog, thundercloud [sup]1[/sup], vapor strike [sup]1[/sup], water walk.</p><p><strong>5th-level:</strong> black cloud of horror [sup]5[/sup], boreal wind [sup]3[/sup], call thermal [sup]2[/sup], cloudkill, control ship [sup]1[/sup], control winds, foul cloud [sup]1[/sup], ice storm, mind fog, thunder field [sup]4[/sup], Wanda's forceful tornadic blast [sup]1[/sup].</p><p><strong>6th-level:</strong> blizzard [sup]3[/sup], call lightning storm, chain lightning, frostbite [sup]3[/sup], mists of melancholy [sup]1[/sup], stormwalk [sup]3[/sup], storm prow [sup]2[/sup], wind walk.</p><p><strong>7th-level:</strong> acid fog, airboat [sup]1[/sup], commune with nature, death hail [sup]3[/sup], control weather, curtain of rain [sup]1[/sup], repel wood, reverse gravity, sandstorm [sup]3[/sup], mudstorm [sup]1[/sup].</p><p><strong>8th-level:</strong> black pearl eye [sup]1[/sup], dead air [sup]1[/sup], poisonous rain [sup]1[/sup], smoky senses [sup]1[/sup], waterspout [sup]3[/sup], whirlwind.</p><p><strong>9th-level:</strong> chariot of sustarre [sup]1[/sup], fimbulwinter [sup]3[/sup], Mulissu’s instantaneous elemental tempest [sup]1[/sup], planar navigation [sup]3[/sup], poison air [sup]1[/sup], pyrrhic withdrawal [sup]2[/sup], storm of vengeance.</p><p style="text-align: center">_________________________________________________</p><p>[sup]1[/sup] A new spell detailed in my Spells 3.5 document for World of Kulan</p><p>[sup]2[/sup] A spell from Airships, a d20 sourcebook by Bastion Press</p><p>[sup]3[/sup] A spell from D&D Frostburn, D&D Sandstorm, or D&D Stormwrack</p><p>[sup]4[/sup] A spell from D&D Player's Handbook II</p><p>[sup]5[/sup] A spell from L&L Seafarer's Handbook or L&L Spells and Spellcraft</p></blockquote><p></p>
[QUOTE="Knightfall, post: 4438637, member: 2012"] [CENTER][COLOR=darkorange][B]DIVUMANCER (SKY MAGE)[/B][/COLOR][/CENTER] In the World of Kulan, there are many arcanists who specialize. They choose to become enchanters or invokers or something altogether different such as elementalists or the rarely seen chronomancers. Then there are the arcanists who take the idea of specialization to another level. Undamancers fall into this category as do para-elementalists and members of this prestige class, divumancers. Some say that divumancers and undamancers are two sides of the same coin. They are both are at home aboard a ship and they are both highly respected by sailors. However, that is where the similarity ends. Undamancers are students of Elemental Water. Divumancers are not students of Elemental Air; they are, in their opinion, the chosen of the sky. They believe in the magical power of air and water. They love the endless blue of sky, the power of storms, and living life aboard an airship. Divumancers rarely walk on land unless that land happens to be an earthberg suspended magically in the air. They only come down to earth when they absolutely have to, which means they aren't as well recognized as undamancers or other elemental specialists. Those that do know of these arcanists often call them sky mages. Airship captains greatly value the services of divumancers as airship mages and some of these captains can been known to learn the ways of the divumancer themselves. Divumancers can be found anywhere across the World of Kulan, but they are most often encountered where spelljammers are common. This includes the empires of the continent of Triadora, the sky cities of the cloud and storm giants, and the few aerial-based spelljamming ports of the Lands of Harqual and the continent of Kanpur's Ishamark Region. The City-state of Caloric is one such port of call for divumancers while the Floating City of Jaén is another. While divumancers rarely come down to earth, they will come down to sea. Thus, they are often encountered amongst the various island realms of the world including Merria and the Isles of Valossa. While divumancers rarely visit the city known as Bluffside they have been known to visit the nearby floating city known as Sordadon. They also frequent the half-submerged reef cities of the Wakuna Islands and the floating townships over the the islands of Ryaith. [COLOR=darkorange][B]Requirements[/B][/COLOR] To become a Divumancer, a character must fulfill all the following criteria. [B]Base Attack Bonus:[/B] +3 [B]Skills:[/B] Balance – 4 ranks, Knowledge (arcana) – 8 ranks, Knowledge (geography) – 8 ranks, Profession (sailor) – 4 ranks, Use Rope – 4 ranks. [B]Spells:[/B] Ability to cast 2nd-level arcane spells. The character must be able to cast at least one spell with the Air or Water descriptor such as gust of wind. [B]Feats:[/B] Storm Magic (from [COLOR=red][I]D&D Stormwrack[/I][/COLOR]) and any one aerial feat from Bastion Press' [COLOR=red][I]Airships[/I][/COLOR]. If the DM doesn't have that d20 sourcebook, then the character must have an addition metamagic feat. [ATTACH type="full"]72235[/ATTACH] [CENTER]_________________________________________________[/CENTER] [SIZE=1][B]Class Skills (4 + Int modifier per level):[/B] Balance (Dex), Climb (Str), Concentration (Con), Craft (Int) *[I], Decipher Script (Int), Jump (Str), Knowledge (arcana) (Int), Knowledge (astrology and astronomy) (Int) *, Knowledge (geography) (Int), Knowledge (nature), Listen (Wis), Profession (Wis) *[/I], Spellcraft (Int), Spot (Wis), Survival (Wis), Tumble (Dex), Use Rope (Dex). * A new skill for World of Kulan. ** There are two new Craft sub-skills and three new Profession sub-skills detailed on page 70 of the Airships d2o sourcebook by Bastion Press that a divumancer character may select from. This includes Craft (airships), Craft (airship engine), Profession (airship navigator), Profession (airship pilot), and Profession (engineer). Profession (air sailor) isn't used for this campaign world as I consider Profession (sailor) more than adequate for both seafaring and airship sailors.[/SIZE] [CENTER]_________________________________________________[/CENTER] [COLOR=darkorange][B]Class Features[/B][/COLOR] All of the following are the class features of the Divumancer prestige class. [B]Armor and Weapon Proficiency:[/B] Divumancers gain the following weapons proficiencies: [B]Prestige School:[/B] Upon adapting the divumancer prestige class a character gains the prestige school of Sky. The sky-based spells of the Sky Prestige School are the divumancer's bread and butter. A divumancer gains all the benefits of School Specialization as listed on page 57 of the [COLOR=red][I]D&D Player's Handbook v.3.5[/I][/COLOR]. This includes one additional Sky spell per spell level per day (retroactive) and a +2 bonus on Spellcraft checks to learn Sky spells, but she doesn't have to choose any prohibited schools. If the divumancer was a bard before entering this prestige class, then she can only cast sky spells up to 6th-level. This restriction applies to any other arcane class without the ability to cast up to 9th-level spells. The spells of the Sky Prestige School are shown below. [B]Spells per Day:[/B] At every odd-numbered level gained in the divumancer prestige class, the character gains new spells per day as if she had also gained a level in a spellcasting class she belonged to before adding the prestige class. In no case, however, does she gain any other benefits a character of that class would have gained, except for an increased effective level of spellcasting. If a character had more than one spellcasting class before becoming a divumancer, she must decide to which class she adds the new level for purposes of determining spells per day. [B]Airship Savvy (Ex):[/B] A divumancer is always in her element when traveling and fighting on a airship. She can always take 10 while using the Balance, Climb, Jump, Tumble, and Use Rope skills while traveling and fighting on board an airship. She also gains a +2 circumstance bonus to Concentration checks while traveling and fighting on board an airship. [B]Fly (Sp):[/B] At 2nd-level, a divumancer cast cast [I]fly[/I] once per day as a spell-like ability. This increases to twice per day at 6th-level and three times per day at 10th-level. A flying divumancer is allowed to use her circumstance bonus from her Airship Savvy ability from 2nd-level on. [B]Bonus Feats:[/B] At 3rd, 5th, 7th, and 9th-level, a divumancer gains a bonus feat. At each opportunity, she can choose any feat from the following list: Acrobatic, Aerial Balance [sup]2[/sup], Aerial Combat [sup]4[/sup], Aerial Command [sup]2[/sup], Aerial Tactics [sup]2[/sup], Combat Casting, Deft Hands, Dexterous Climb [sup]1[/sup], Dodge, Engine Savant [sup]2[/sup], Great Captain [sup]3[/sup], Greater Spell Focus (sky only), Instinctive Navigation [sup]2[/sup], Lightning Reflexes, Mobility, Natural Pilot [sup]2[/sup], Rigging Combat [sup]2[/sup], Sailor's Balance [sup]3[/sup], Ship's Mage [sup]3[/sup], Skill Focus, Spell Focus (sky only), Stormsong [sup]1[/sup], Student of Nature [sup]1[/sup], Windsinger [sup]3[/sup], Weapon Proficiency (airship weapons) [sup]2[/sup]. The divumancer must still meet all prerequisites for a bonus feat, including caster level minimums. [CENTER]_________________________________________________[/CENTER] [sup]1[/sup] A new feat detailed in the New Feats document for World of Kulan [sup]2[/sup] A feat detailed in the Airships d20 sourcebook by Bastion Press [sup]3[/sup] A feat detailed in D&D Stormwrack [sup]4[/sup] A feat detailed in the Bluffside: City on the Edge d20 sourcebook by Mystic Eye Games [B]Control Weather (Sp):[/B] At 4th-level, a divumancer cast cast [I]control weather[/I] once per day as a spell-like ability. This increases to twice per day at 8th-level. [COLOR=darkorange][B]Prestige School: Sky[/B][/COLOR] These are the spells of the prestige school of Sky. Other spells may be added to this list at the DM's discretion. [B]0 level:[/B] create water, feather fall, know direction, light. [B]1st-level:[/B] animate rope, compass [sup]5[/sup], eagle eyes [sup]5[/sup], ease of breath [sup]3[/sup], impede sun's brilliance [sup]3[/sup], levitate, locate water [sup]3[/sup], obscuring mist, Tenser's floating disk, vertigo [sup]4[/sup], whispering wind. [B]2nd-level:[/B] acidic vapors 5, detect ship [sup]3[/sup], favorable wind [sup]3[/sup], fog cloud, gust of wind, harvest of the winds [sup]2[/sup], obscuring snow [sup]3[/sup], prismatic mist [sup]4[/sup], thunder [sup]1[/sup], vertigo field [sup]4[/sup], wall of fog [sup]1[/sup], wind wall, whirlwind of ice [sup]5[/sup]. [B]3rd-level:[/B] becalm sails [sup]1[/sup], daylight, disguise ship [sup]3[/sup], doom fog [sup]5[/sup], control temperature [sup]3[/sup], engine jolt [sup]2[/sup], fly, fog bank [sup]1[/sup], lightning bolt, nightingale [sup]1[/sup], raptor's wings [sup]2[/sup], rope trick, sleet storm, steam jet [sup]1[/sup], stinking cloud, storm mote [sup]3[/sup], thin air [sup]3[/sup], warp wood, wind tunnel [sup]5[/sup]. [B]4th-level:[/B] air walk, arctic haze [sup]3[/sup], becalm [sup]2[/sup], call lightning, compass curse [sup]5[/sup], gaseous form, haboob [sup]3[/sup], overland flight, parboil [sup]3[/sup], quench, rainbow pattern, solid fog, thundercloud [sup]1[/sup], vapor strike [sup]1[/sup], water walk. [B]5th-level:[/B] black cloud of horror [sup]5[/sup], boreal wind [sup]3[/sup], call thermal [sup]2[/sup], cloudkill, control ship [sup]1[/sup], control winds, foul cloud [sup]1[/sup], ice storm, mind fog, thunder field [sup]4[/sup], Wanda's forceful tornadic blast [sup]1[/sup]. [B]6th-level:[/B] blizzard [sup]3[/sup], call lightning storm, chain lightning, frostbite [sup]3[/sup], mists of melancholy [sup]1[/sup], stormwalk [sup]3[/sup], storm prow [sup]2[/sup], wind walk. [B]7th-level:[/B] acid fog, airboat [sup]1[/sup], commune with nature, death hail [sup]3[/sup], control weather, curtain of rain [sup]1[/sup], repel wood, reverse gravity, sandstorm [sup]3[/sup], mudstorm [sup]1[/sup]. [B]8th-level:[/B] black pearl eye [sup]1[/sup], dead air [sup]1[/sup], poisonous rain [sup]1[/sup], smoky senses [sup]1[/sup], waterspout [sup]3[/sup], whirlwind. [B]9th-level:[/B] chariot of sustarre [sup]1[/sup], fimbulwinter [sup]3[/sup], Mulissu’s instantaneous elemental tempest [sup]1[/sup], planar navigation [sup]3[/sup], poison air [sup]1[/sup], pyrrhic withdrawal [sup]2[/sup], storm of vengeance. [CENTER]_________________________________________________[/CENTER] [sup]1[/sup] A new spell detailed in my Spells 3.5 document for World of Kulan [sup]2[/sup] A spell from Airships, a d20 sourcebook by Bastion Press [sup]3[/sup] A spell from D&D Frostburn, D&D Sandstorm, or D&D Stormwrack [sup]4[/sup] A spell from D&D Player's Handbook II [sup]5[/sup] A spell from L&L Seafarer's Handbook or L&L Spells and Spellcraft [/QUOTE]
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[v.3.5] Classes and Prestige Classes
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