Add in the old New World setting, circa 2010-2014
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classes/Gnomish Recon Agent - 1E.txt
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classes/Gnomish Recon Agent - 1E.txt
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THE GNOMISH RECON AGENT ("RECON")
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The gnomish recon agent is the jack-of-all-trades of the
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gnomish military; their elite shock troops and infiltrators. Gnomish
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recon often is left to survive for weeks or months behind enemy
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lines, gathering intelligence and charting unknown areas. Their
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missions may also include the assassination of enemy leaders; the
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ambush and elimination of large or small enemy units in their own
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back yard; demolition of structural targets of military value;
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disrupting lines of communication and supply behind enemy lines; etc.
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The gnomish high command selects only the most fit, the most bright,
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and the most technically skilled soldiers for entrance into the
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recon program. Gnomish recon agents are easily recognised in any
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military camp by their distinctive camouflage uniforms, high tech
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weaponry and armor, small unit sizes, general disdain for authority
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and conventional infantry troops, and - most of all - the coveted
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"RECON" patch on their shoulder. To some, they are "a scruffy crew
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of cocky scofflaws"; to others, they are the ideal of military
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prowess, the most deadly hunter/killer teams in the known world.
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The principal attribute of a gnomish recon agent is intelligence.
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To become a gnomish recon agent, the character must first - obviously -
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be gnomish. Secondly, the character must possess the following minimum
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abilities: dexterity 14, strength 12, wisdom 15, intelligence 15, con-
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stitution 14. The candidate must also already have at least 1 level of
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Fighter or Thief, and one level of magic user, illusionist or druid.
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The candidate must also be actively enlisted in the gnomish military,
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and be selected by gnomish high command, for the program. Note that
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it is not unusual for gnomish high command to send otherwise qualified
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soldiers to their Arcana or Infantry schools to pick up a level of the
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requisite classes before sending them to Recon training.
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Recon agents have six sided dice for hit point determination.
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Recon agents are not as strong as other fighters, but they fight
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with their brains and their wits as much as they do with their bodies.
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If the recon agent has entered a situation where his hit points
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will not suffice, then a horrible mistake has probably been made.
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In fact, the measure of a recon agent is not how much damage he
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can soak, but how much information he can soak up without the enemy
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ever knowing he was there to get a shot at him in the first place.
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Recon training is a full year long, and any character that
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begins taking levels in this class *must* be removed from play
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for that period of game time (unless the player wants to role play it
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for whatever reason). Further, any time the recon agent achieves the
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necessary experience point total for his next level, he must return
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to his unit in order to claim his new rank. He will get only the
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additional hit points of his new level until he does. When he returns
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and claims his new rank/level there is a short amount of re-training
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for the new rank that must be done, which takes 1d8 days, during which
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the recon agent is non-deployable. After that, however, he will
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achieve all the benefits of his new level, and be ready to go to
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the field again.
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Benefits of the Gnomish Recon Agent class:
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1. Gnomish recon agents can use the following thief skills
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as a thief of 2 levels lower than the gnomish recon agent's class
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level: Find/Remove Traps, Open Locks, Move Silently, Hide in Shadows,
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Climb Walls, Hear Noise. The recon agent also backstabs as a thief of
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2 levels lower.
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2. Gnomish recon agents get automatic proficiency at first level
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with gnomish explosive devices, gnomish weapons, gnomish vehicles
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and gnomish communications equipment. Many gnomish magic items are
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specific to the gnomish recon class.
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3. Gnomish recon agents can track as a Ranger. Further, they
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surprise enemies 50% of the time, and are themselves only surprised
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25% of the time.
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4. Recon agents can survive off the land as a Barbarian. They
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know how to collect plant foods, hunt, fish and trap; build shelters
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from native materials; build a fire from nothing; and how to
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care for wounds. (See Unearthed Arcana for more info on the
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Barbarian's survival ability; the gnomish recon agent is identical,
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except that they will have often cross-trained for survival in multiple
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environments.) They are also trained in the construction and usage of
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foxholes, observation positions, and sniper hides.
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4. Recon agents are trained in the use of camouflage techniques.
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In natural surroundings, the gnomish recon can use native materials,
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and pigmented body paints, to help his body and equipment blend into
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the native environment. The activity requires at least five turns to
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properly camouflage their person, and a further half hour to properly
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camouflage their equipment. But once this has been done to person
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and equipment (both, not just one!), it gives the agent a 20%
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bonus to Hide in Shadows checks, as well as all surprise checks. This
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also gives the recon agent a significant chance of being perfectly
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hidden in plain sight.
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5. Gnomish recon agents also have limited spell ability.
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THe gnomish recon agent gains bonus spells as clerics do, but for
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a high intelligence, instead of a high wisdom (treat their intelligence
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score as a wisdom score for determination). They can cast spells from
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the following list of druidic and arcane spells:
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I. Change Self (I1), Charm Person (MU1), Comprehend
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Languages (MU1), Dancing Lights (MU1), Detect Magic (MU1), Pass
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Without Trace (D1), Predict Weather (MU1), Sleep (MU1), Spider
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Climb (MU1), Tenser's Floating Disc (MU1), Wall of Fog (I1)
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II. Audible Glamer (MU2), Fog Cloud (I2), Hypnotic
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Pattern (I2), Identify (MU2), Invisibility (MU2), Misdirection (I2),
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Knock (MU2), Locate Object (MU2), Pyrotechnics (MU2)
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6. At 2nd level, the gnomish recon agent is automatically silent
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in natural surroundings, regardless of their nature, so long as he is
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wearing light armor and unencumbered, and moving at no more than 1/4 of
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his base movement speed. If any of these conditions are broken, normal
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Move Silently checks apply.
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7. At 3rd level the gnomish recon agent gains an additional
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attack per round.
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8. At 5th level, the recon agent gains the ability to secure an
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automatic hit against an enemy, regardless of the enemy's armor class.
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The recon agent must prepare for the attack for a full turn. During
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this turn:
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- the target must not leave the recon agent's sight
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- he must not be aware of the agent, or be aware
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that he is in immediate danger (e.g. enemies already
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involved in combat are immune to the ability)
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- the target must be within the maximum range increment of
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the weapon the gnome is using
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- the agent must be able to locate some sort of steady rest
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on which to place his weapon in order to take the shot,
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or be allowed to lay prone with his weapon
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- the agent must remain totally focused on the target for the
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duration, forsaking all other actions
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- the agent must take no damage or engage in any combat or
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distraction outside of the target
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If all these requirements are met, then on the tenth round,
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the agent can take a shot and be guaranteed a hit, regardless of armor
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class. (Note that magical protections, e.g. monsters only hit by magical
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weapons, still apply.) The agent only gets one attack this round and can
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take no other actions. The agent can still roll to check for a critical
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hit or maximum damage. Taking the full turn to prepare also negates the
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possibility of a botch (simply ignore a 1 if it turns up when checking
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for a critical). This ability does NOT negate the effectiveness of
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100% cover or concealment; the recon agent MUST be able to clearly
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see the vital areas of the enemy, for the full turn, in order to
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use this ability.
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9. At 6th level, the recon agent gains pass without trace
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at will; but this is not a magical ability, and thus will not leave the
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telltale magical trail behind them. The restrictions on this ability
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are the same as the silent movement ability at 3rd level.
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10. At 8th level, the gnomish recon agent's abilities to leave
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no trace and to move silently will function even if the agent is
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encumbered OR if he is moving at up to full movement rate, but not
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both.
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11. At 10th level, the recon agent's ability to guarantee a hit
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if he focuses no longer takes a full turn, but only five rounds. If he
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focuses for the full turn, however, he can not only guarantee a hit,
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but he is also automatically granted maximum damage for the shot. The
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agent must still roll for a critical hit.
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GNOMISH RECON AGENT TABLE 1.: THE GNOMISH RECON AGENT
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6-sided
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Dice for
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Experience Experience Accumulated Level
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Points Level* Hit Points** Title
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-------------------------------------------------------------------
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0 - 2,000 1 1 Private
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2,001 - 4,500 2 2 Private First Class
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4,501 - 9,000 3 3 Corporal
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9,001 - 18,000 4 4 Specialist
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18,001 - 36,000 5 5 Sergeant
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36,001 - 72,000 6 6 Sergeant First Class
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72,001 - 144,000 7 6+2 Sergeant Major
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144,001 - 288,000 8 6+4 First Lieutenant
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288,001 - 576,000 9 6+6 Second Lieutenant
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576,001 - 1,152,001 10 6+8 Captain
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*Progression past 10th level is not usually possible in this class.
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When it is, each additional level is 300,000 XP.
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**Gnomish recon agents gain 2 hit points per level after the 6th.
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GNOMISH RECON AGENT TABLE 2.: THAC0 AND SAVING THROWS
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Level THAC0 PPD PP RSW BW S
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--------------------------------------------------
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1 20 13 12 14 16 15
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2 19 13 12 14 16 15
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3 18 13 12 14 16 15
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4 17 13 12 14 16 15
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5 17 12 11 12 15 13
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6 16 12 11 12 15 13
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7 15 12 11 12 15 13
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8 14 12 11 12 15 13
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9 14 11 10 10 14 11
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10 13 11 10 10 14 11
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GNOMISH RECON AGENT TABLE 3.: SPELLS PER DAY
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Spells Per
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Level Per Day*
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Level 1 2
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-------------------------
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1 0 -
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2 0 -
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3 0 -
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4 1 0
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5 1 0
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6 1 0
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7 2 1
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8 2 1
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9 2 1
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10 3 2
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* A 0 in this column indicates that the agent may cast spells of this
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level if he is granted bonus spells for a high wisdom.
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classes/the Druid.txt
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Shamans are spellcasters which use magic differently from Clerics or Magic
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Users. Where the Magic User views magic as a science, or as an art form,
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something to be practiced, honed and mastered; and where the Cleric sees
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magic as a gift from their Deity for good deeds; the Druid sees magic as
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the lifeblood of the universe, and the will of the Grandfather Spirit, and
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they are but a conduit for it. They do not control magic, or request
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magic - to the Druid, they *are* magic, for they are one with the universe,
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with the Grandfather Spirit. To them, opening the portals in the soul to
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allow the energies to flow forth is as natural as breathing. Druids are
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(usually) neutral, viewing good and evil, law and chaos, as balancing forces
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of nature which are necessary for the continuation of all things. They
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must have a minimum wisdom of 12, a strength of 12, and a constitution of
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13. Both of these major attributes must exceed 15 if a Shaman is to gain a
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10% bonus to earned experience.
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It will be noted that the spells usable by Shamans are more attuned to
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nature and the elements than are the spells of other clerics or magic-users.
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However, unlike the traditional Druid, the Shaman's spell selection and
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style of magic is not reliant on a certain localised breed of trees, a
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strict set of naturalistic circumstances, and a strict adherence to
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neutrality. Rather, the Shamanic view of natural magic is to take what
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already is, and create other things that may be, as felt by the needs and
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imperative of the Grandfather Spirit to keep the balance. This is at a
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much lower, more elemental level; whether it is to be found in the trees
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and waters of the wild, or in the wooden planks, cobblestones and bricks
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of the city. All things, at a base enough level, come from the elements;
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and the elements are the Druid's magical turf. Further, shamans do not
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engage in "nature worship" as the traditional druid does; rather, shamans
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view the natural world, and everything in it, as being related. To them,
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the trees, the rocks, the wind and the water of the river are their
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brothers, father, mother and sisters just as much as the others in their
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tribe. To call their religion nature worship is anadequate at best. They
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do not worship nature so much as they hold it in high reverence, as they
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would a trusted and proven grandparent; something to be learned from, and
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loved while you have time together. They refer to their path of study as
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"traveling the Spirit Road".
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Shamans serve to strengthen, protect, and revitalize as the usual cleric
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does. Shamans are also capable of dealing lots of damage all on their own
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with their spells, and with their combat abilities, if necessary. They
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must speak or read spells aloud, usually accompanied by singing, chanting
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and/or dancing, except where noted. Due to their involvement with the
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natural cycle of life and death, and not dedication to any particular
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Deity, Shamans have no power to turn or control undead, demons, or devils.
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Shamans are the leaders and elders, often, of nomadic hunter-gatherer
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tribes. Any people that settles down long enough to build permanent
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structures is not one that will find itself welcome by a Shaman, and
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therefore will find none amongst them. Neither will any society that
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makes extensive over-use of natural resources, or makes a habit of doing
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things that fly in the face of the natural order of things. For this
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reason it is exceptionally rare to find Shamans in all but the most
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reclusive societies; at current, the only shamans known - or reputed -
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to exist are amongst the few Sylvan Elven tribes of the Elven
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Protectorate, who are the most secretive and reclusive of all the elven
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tribes.
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Shamans are often not only the spiritual leaders of a tribe, but also
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the warrior chiefs as well, when the tribe's population is small - or
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when the shaman is particularly strong. Thus Shamans attack on the
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Cleric "to hit" chart matrix. Most shamans do not progress past 5th
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or 6th level in practice; but there can be - and have been - shamans
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capable of casting 9th level spells of unbelievable power, even in the
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eyes of Arcanists.
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If a shaman observes any creature destroying their charges, or upsetting
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the balance of the natural order, the Shaman is unlikely to risk his
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life to prevent the destruction if the odds are clearly not in his favor.
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Rather, it is probable that the Shaman will seek retribution and revenge
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at a later date as opportunity presents itself.
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In connection with their relationship with nature, Shamans have certain
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innate powers which are gained at higher level. At 1st level, a Shaman
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gains the following obilities:
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1. ldentification of plant type
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2. Identification of animal type
|
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3. Identification of pure water
|
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4. Totem Spirit. This is similar in nature to both a magic user's
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familiar, and a Cleric's deity. The totem spirit is a moral guide
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to the shaman, a foreteller of imminent events, a messenger to
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and from the grandfather spirit, and a guide to the spirit worlds
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beyond. The shaman is given a totem spirit once he begins
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following the spirit road, usually by the shaman that shows him
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the path to begin with, or for shamans starting out alone in the
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wilderness, by the grandfather spirit himself (it is said).
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At 2nd level, the druid gains the ability to identify animals by only
|
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their tracks, droppings, or other leavings (antler scrapes, feathers, etc).
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At 3rd level, the shaman gains the power to pass through overgrown areas
|
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(undergrowth of tangled thorns, briar patches, etc.) without leaving a
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discernible trail and at normal movement rate (q.v.)
|
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|
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At 7th level, the following additional powers are gained:
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|
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1. Immunity from charm spells cast by any creature basically associated
|
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with the woodlands, i.e. dryads, nixies, sylphs, etc.
|
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2. Ability to change form up to three times per day, actually becoming,
|
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in all respects save the mind, a reptile, bird or mammal.
|
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A. Each type of creature form can be assumed but once per day.
|
||||
B. The size of creature form assumed con vary from as small as a
|
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bullfrog, bluejay or bat to as large as a large snake, an
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eagle, or a black bear (about double the weight of the
|
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Shaman).
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C. Each assumption of a new form removes from 10% to 60% (d6,
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multiply by 10) of the hit points of damage, if any, the
|
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Shaman has sustained prior to changing form.
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In melee combat, Shamans fight as clerics. They likewise make saving
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throws (9.v.) as clerics, but against fire and lightning (electrical)
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attacks they get a bonus of +2 on their dice rolls.
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Shamans TABLE I
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8-Sided
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Dice for
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Accumulated
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XP Level Hit Points Level Title
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-----------------------------------------------------------------------
|
||||
0 - 2,000 1 1
|
||||
2,001 - 4,000 2 2
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||||
4,001 - 7,500 3 3
|
||||
7,501 - 12,500 4 4
|
||||
12,501 - 20,000 5 5
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||||
20,001 - 35,000 6 6
|
||||
35,001 - 60,000 7 7
|
||||
60,001 - 90,000 8 8
|
||||
90,001 - 125,000 9 9
|
||||
125,001 - 200,000 10 10
|
||||
200,001 - 300,000 11 11
|
||||
300,001 - 750,000 12 12
|
||||
750,001 - 1,500,000 13 13
|
||||
1,500,001 - 2,250,000 14 14
|
||||
2,250,001 - 3,000,000 15 14+1
|
||||
3,000,001 - 3,750,000 16 14+2
|
||||
3,750,001 - 4,500,000 17 14+3
|
||||
4,500,001 - 5,250,000 18 14+4
|
||||
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* Each level is 750,000 XP past the 18th
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SPELLS USABLE BY CLASS AND LEVEL - ShamanS
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|
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Shamanic Spell Level
|
||||
Level 1 2 3 4 5 6 7 8 9
|
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1 2 - - - - - - - -
|
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2 2 1 - - - - - - -
|
||||
3 3 2 1 - - - - - -
|
||||
4 4 2 2 - - - - - -
|
||||
5 4 3 2 - - - - - -
|
||||
6 4 3 2 1 - - - - -
|
||||
7 4 4 3 1 - - - - -
|
||||
8 4 4 3 2 - - - - -
|
||||
9 4 4 3 2 1 - - - -
|
||||
10 5 4 3 3 2 - - - -
|
||||
11 5 5 3 3 2 1 - - -
|
||||
12 5 5 4 4 3 2 1 - -
|
||||
13 6 5 5 5 4 3 2 - -
|
||||
14 6 6 6 6 5 4 3 1 -
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||||
15 6 6 6 6 5 4 3 2 -
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||||
16 6 6 6 6 6 5 4 2 -
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||||
17 6 6 6 6 6 5 4 3 1
|
||||
18 6 6 6 6 6 6 5 3 2
|
||||
19 6 6 6 6 6 6 5 4 3
|
||||
20 6 6 6 6 6 6 6 4 3
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||||
|
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Shamans select their spells from both the Shaman (below) and
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Druid spell list freely.
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||||
SHAMAN SPELL LIST
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1st level
|
||||
Spell Name Taken From
|
||||
---------------------------------------------------------------------
|
||||
create water cleric 1
|
||||
cure light wounds cleric 1
|
||||
detect magic cleric 1
|
||||
light cleric 1
|
||||
purify food & drink cleric 1
|
||||
resist cold cleric 1
|
||||
detect snares & pits druid 1
|
||||
entangle druid 1
|
||||
faerie fire druid 1
|
||||
invisibility to animals druid 1
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||||
locate animals druid 1
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||||
pass without trace druid 1
|
||||
predict weather druid 1
|
||||
purify water druid 1
|
||||
shillelagh druid 1
|
||||
speak with animals druid 1
|
||||
vision quest** -
|
||||
affect normal fires magic user 1
|
||||
burning hands magic user 1
|
||||
charm person magic user 1
|
||||
comprehend languages magic user 1
|
||||
enlarge magic user 1
|
||||
erase magic user 1
|
||||
feather fall magic user 1
|
||||
friends magic user 1
|
||||
hold portal* magic user 1
|
||||
jump magic user 1
|
||||
mending magic user 1
|
||||
read magic magic user 1
|
||||
shocking grasp magic user 1
|
||||
sleep magic user 1
|
||||
spider climb magic user 1
|
||||
change self illusionist 1
|
||||
detect illusion illusionist 1
|
||||
detect invisibility illusionist 1
|
||||
wall of fog illusionist 1
|
||||
|
||||
|
||||
2nd level
|
||||
Spell Name Taken From
|
||||
---------------------------------------------------------------------
|
||||
detect charm cleric 2
|
||||
find traps* cleric 2
|
||||
know alignment cleric 2
|
||||
slow poison cleric 2
|
||||
speak with animals cleric 2
|
||||
barkskin druid 2
|
||||
charm person or mammal druid 2
|
||||
feign death druid 2
|
||||
fire trap druid 2
|
||||
heat metal druid 2
|
||||
locate plants druid 2
|
||||
obscurement druid 2
|
||||
produce flame druid 2
|
||||
trip druid 2
|
||||
warp wood druid 2
|
||||
continual light magic user 2
|
||||
darkness 15' radius magic user 2
|
||||
fool's gold magic user 2
|
||||
forget magic user 2
|
||||
locate object* magic user 2
|
||||
ray of enfeeblement magic user 2
|
||||
shatter magic user 2
|
||||
stinking cloud magic user 2
|
||||
strength magic user 2
|
||||
web magic user 2
|
||||
blindness illusionist 2
|
||||
deafness illusionist 2
|
||||
fog cloud illusionist 2
|
||||
|
||||
|
||||
3rd level
|
||||
Spell Name Taken From
|
||||
---------------------------------------------------------------------
|
||||
continual light cleric 3
|
||||
create food & water cleric 3
|
||||
cure blindness cleric 3
|
||||
cure disease cleric 3
|
||||
feign death cleric 3
|
||||
hold person cleric 2
|
||||
remove curse cleric 3
|
||||
speak with dead cleric 3
|
||||
call lightning druid 3
|
||||
hold animal druid 3
|
||||
hold plant druid 4
|
||||
neutralize poison druid 3
|
||||
plant growth druid 3
|
||||
protection from fire druid 3
|
||||
protection from cold** -
|
||||
protection from lightning druid 4
|
||||
pyrotechnics druid 3
|
||||
snare druid 3
|
||||
stone shape druid 3
|
||||
summon insects druid 3
|
||||
tree druid 3
|
||||
water breathing druid 3
|
||||
dispel magic magic user 3
|
||||
explosive runes magic user 3
|
||||
fireball magic user 3
|
||||
flame arrow magic user 3
|
||||
gust of wind magic user 3
|
||||
infravision magic user 3
|
||||
lightning bolt magic user 3
|
||||
monster summoning I magic user 3
|
||||
tongues magic user 3
|
||||
dispel illusion illusionist 3
|
||||
|
||||
4th level
|
||||
Spell Name Taken From
|
||||
--------------------------------------------------------------------
|
||||
cure serious wounds cleric 4
|
||||
divination cleric 4
|
||||
lower water cleric 4
|
||||
animal summoning I druid 4
|
||||
call woodland beings druid 4
|
||||
control temperature druid 4
|
||||
hallucinatory terrain druid 4
|
||||
plant door druid 4
|
||||
produce fire druid 4
|
||||
repel insects druid 4
|
||||
speak with plants druid 4
|
||||
charm monster magic user 4
|
||||
dig magic user 4
|
||||
fire charm magic user 4
|
||||
fire shield magic user 4
|
||||
fire trap magic user 4
|
||||
ice storm magic user 4
|
||||
monster summoning II magic user 4
|
||||
polymorph self* magic user 4
|
||||
wall of fire magic user 4
|
||||
wall of ice magic user 4
|
||||
emotion illusionist 4
|
||||
minor creation illusionist 4
|
||||
|
||||
5th level
|
||||
Spell Name Taken From
|
||||
---------------------------------------------------------------------
|
||||
conjure animals cleric 6
|
||||
flame strike cleric 5
|
||||
animal growth druid 5
|
||||
animal summoning II druid 5
|
||||
anti-plant shell druid 5
|
||||
commune with nature druid 5
|
||||
control winds druid 5
|
||||
insect plague druid 5
|
||||
pass plant druid 5
|
||||
pass stone** -
|
||||
sticks to snakes druid 5
|
||||
transmute rock to mud druid 5
|
||||
wall of thorns druid 6
|
||||
airy water magic user 5
|
||||
animal growth magic user 5
|
||||
cloudkill magic user 5
|
||||
conjure elemental magic ussr 5
|
||||
cone of cold magic user 5
|
||||
hold monster magic user 5
|
||||
monster summoning III magic user 5
|
||||
passwall magic user 5
|
||||
stone shape magic user 5
|
||||
wall of iron magic user 5
|
||||
wall of stone magic user 5
|
||||
major creation illusionist 5
|
||||
|
||||
6th level
|
||||
Spell Name Taken From
|
||||
---------------------------------------------------------------------
|
||||
animate object cleric 6
|
||||
find the path cleric 6
|
||||
heal cleric 6
|
||||
part water cleric 6
|
||||
speak with monsters cleric 6
|
||||
stone tell cleric 6
|
||||
animal summoning III druid 6
|
||||
anti-animal shell druid 6
|
||||
cure critical wounds druid 6
|
||||
feeblemind druid 6
|
||||
fire seeds druid 6
|
||||
transport via plants druid 6
|
||||
turn wood druid 6
|
||||
elemental turning** -
|
||||
weather summoning druid 6
|
||||
anti-magic shell magic user 6
|
||||
control weather magic user 6
|
||||
death spell magic user 6
|
||||
disintegrate magic user 6
|
||||
monster summoning IV magic user 6
|
||||
move earth magic user 6
|
||||
otiluke's freezing sphere magic user 6
|
||||
reincarnation magic user 6
|
||||
stone to flesh magic user 6
|
||||
|
||||
7th level
|
||||
Spell Name Taken From
|
||||
---------------------------------------------------------------------
|
||||
earthquake cleric 7
|
||||
regenerate cleric 7
|
||||
restoration cleric 7
|
||||
wind walk cleric 7
|
||||
animate element** -
|
||||
chariot of sustarre druid 7
|
||||
confusion druid 7
|
||||
creeping doom druid 7
|
||||
finger of death druid 7
|
||||
fire storm druid 7
|
||||
transmute elements** -
|
||||
|
||||
8th level
|
||||
Spell Name Taken From
|
||||
---------------------------------------------------------------------
|
||||
incendiary cloud magic user 8
|
||||
mass charm magic user 8
|
||||
druid's maze** -
|
||||
mind blank magic user 8
|
||||
|
||||
9th level
|
||||
Spell Name Taken From
|
||||
---------------------------------------------------------------------
|
||||
Meteor Swarm magic user 9
|
||||
Terraform** -
|
||||
Unity** -
|
||||
|
||||
* : Same as listed spell except where noted
|
||||
** : New spell
|
||||
|
||||
Un-leveled spells:
|
||||
|
||||
Totemic Manifestation
|
||||
pass element
|
||||
|
||||
Brief spell descriptions:
|
||||
hold portal : Portal must be of a naturally occuring
|
||||
substance or a reasonable combination of natural
|
||||
substances without serious refinery (e.g., while wood,
|
||||
metal, and stone doors can be held, polymer and glass
|
||||
portals can not). Anything constructed from
|
||||
living fiber is considered natural (e.g., bones,
|
||||
skin, etc.)
|
||||
find traps : Traps must be constructed from a natural material,
|
||||
or placed in a natural setting - only one part of the
|
||||
trap needs be natural for it to be located. See
|
||||
"hold portal" for what is and is not natural.
|
||||
locate object : Object must be located in or on a natural
|
||||
substance. See "hold person" for what is and is not
|
||||
natural.
|
||||
polymorph self : The druid can take the shape of any form
|
||||
he knows, with the exception of aberrations and
|
||||
anything that is not native to the prime materal,
|
||||
negative material, or elemental planes. A druid
|
||||
could not, for example, take the form of
|
||||
Cthulhu; it could, however, take the form of a
|
||||
Mind Flayer, titan, etc.
|
||||
|
||||
|
||||
vision quest : Similar to "find familiar", this spell locates
|
||||
the druid's specific Totem Spirit.
|
||||
protection from cold : As protection from fire, but from cold.
|
||||
elemental turning : Can be used to command elementals to turn
|
||||
away from the caster in the same way as Clerics turn
|
||||
Undead.
|
||||
animate element : Allows the druid to place the essence of
|
||||
an elemental or para-elemental plane into a given
|
||||
quantity of an inanimate element, thus animating it
|
||||
and giving it life (though not necessarily under the
|
||||
druid's control)
|
||||
transmute elements : Allows the druid to exchange an equal
|
||||
quantity of one element for another
|
||||
druid's maze : Causes a construct similar to a hedge maze
|
||||
to spring up from any natural material in the area
|
||||
of effect, having the same effect as a Magic User
|
||||
"Maze" spell, but with a physical maze made of
|
||||
pseudo-natural materials.
|
||||
terraform : Allows the druid to change the form and flow
|
||||
of terrain
|
||||
unity : Merges the druid's consciousness with that of the
|
||||
natural universe, allowing him to effect changes through
|
||||
the natural elements of the universe for a given
|
||||
period of time
|
||||
|
||||
Totemic Manifestation: Allows the druid to take on one or
|
||||
more aspects of their totem spirit at low levels;
|
||||
at higher levels, it allows the druid to give his
|
||||
body over to the totem spirit, effectively becoming
|
||||
an avatar of his totem.
|
||||
|
||||
pass element: Allows the druid to enter one type of element
|
||||
as if it were a door, and exit out of the same
|
||||
element type at a given distance away, as "pass plant",
|
||||
but with no limits on the type of element used.
|
||||
|
||||
Reference in New Issue
Block a user