Draconis. A Medieval Live Action Campaign. Spellbook. V

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1 Draconis A Medieval Live Action Campaign Spellbook V Based on the original DUNGEONS & DRAGONS rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & DRAGONS game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. The content for this game product was compiled by resources owned by Wizards of the Coast. DUNGEONS & DRAGONS, D&D, FORGOTTEN REALMS, and WIZARDS OF THE COAST are registered trademarks of Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc. All Wizards characters, character names, and the distinctive likenesses thereof are trademarks of Wizards of the Coast, Inc. All artwork is owned by their respective authors. This product is a work of fiction. Any similarity to actual people, organizations, places, or events is purely coincidental. 1

2 Contents The Three Sources of Magic... 3 The Natural Source... 3 The Divine Source... 3 The Arcane Source... 3 The Eight Types of Magic... 3 Spell Mechanics... 4 Alignment and Creature Based Spells... 4 Anchor... 4 Aura Feedback Effects... 4 Caster Level... 4 Curses and Enchantments... 5 Focus... 5 Reaction Spells... 5 Spell-like Abilities and Supernatural Abilities... 5 Spell Resistance... 5 Spells that Control NPC s... 5 Spells with Time Limits... 5 Spell Stacking... 6 Reading a Spell Entry... 6 Cleric Domain Powers and Spell Lists... 8 Cleric Domain Powers... 8 Air Domain... 8 Animal Domain... 8 Chaos Domain... 8 Death Domain... 8 Destruction Domain... 9 Earth Domain... 9 Evil Domain... 9 Fire Domain... 9 Good Domain Healing Domain Knowledge Domain Law Domain Luck Domain Magic Domain Plant Domain Protection Domain Strength Domain Sun Domain Travel Domain Trickery Domain War Domain Water Domain Class Spell Lists Arcane Trickster Bard Cleric Druid Paladin Ranger Sorcerer/Wizard Spell s

3 Please Note: Some spells have been removed from Player Character use due to implementation reasons, but may still be seen in-game from the NPC side. SPELLS OVERVIEW The Three Sources of Magic Throughout the living world, magic has been split between the three sources of power. The Natural Source The Natural source pulls from nature and the universe itself. Plants, animals, even the very earth itself give off a stream of magic only those with the deepest understanding of nature can tap into. Druids, born of nature itself, touched by its very essence, find the Natural source early in life. It helps them grow, gain strength, and become one with their natural surroundings. Rangers, find nature, but are quick to find their steps within its path. They are able to harness the parts of the natural source that helps them protect and guard nature, leaving the parts for those who find attunement by the way side. The Divine Source Imbued by the very Gods themselves, the Divine source is available to those who are pure in their faith to their Deity. The strongest in this are clerics. Focused and pious, they spend every moment of their lives praying to or embodying the very tenets of their deity s word. In return for their devout loyalty, the deities bless them with all the power afforded to those who would spread their gospel. In contrast, the Paladin wields the word of their deity in strength and righteous might. As such, their deity s imbue that which will allow them to smite their foes and waylay their enemies. Contemplative prayer is for those who rely on words and personality. A Paladin needs only wield a sword and shield in their Gods name. The Arcane Source The final source draws from the raw power of the universe itself. Arcane magic is the most difficult to wield, yet can also be the most powerful. Wizards, studious and calculating, study the arcane source. They dig into its very nature, study its forms and flows, and harness that power to cast spells of great variety and use. Some wizards study for years, rarely leaving the imposing halls of the great libraries of the world. Others find the world itself the classroom, studying the arcane source in the open world and using it to help them on their ever informative journeys. Sorcerers on the other hand are infused with the Arcane source from birth. They feel the source throughout their life, though few ever truly understand it. Their raw potential leaves them counter to most other groups, meaning they only discover spells that help them to survive, protect, and make their way in the world while never tapping the deeper meaning of their power. The Bard is able to mimic and blend power from all three sources of magic. This chameleon-like skill allows them to find a bit of their own magic. Their shifting perspective, however, prevents them from focusing, and leaves them barely tapping only the surface of both sources. Finally we have the Rogue Arcane Trickster. Few can match the guile and craftiness of arcane tricksters. These prodigious thieves blend the subtlest aspects of the arcane with the natural cunning of the bandit and the scoundrel, using spells to enhance their natural thieving abilities. The Eight Types of Magic In the world, and universe at large, are eight types of magic. Alteration, Conjuration, Control, Destruction, Divination, Healing, Protection and Support. Many deities, arcane Schools, and nature temples call these eight conduits a variety of names, but most refer to them as spirits of natural, tenets of divinity, or arcane energies. Alteration Alteration is the magic of manipulation. It transforms the world around you shaping to your needs. Conjuration Conjuration lets you create illusions, false images, sounds that seem to come from nowhere, and phantom monsters that can kill people with fear. You are also 3

4 able to summon swarms of animals to attack your enemies, or weapons to fight by your side. Control Control exerts these forces to hold, bind, slow, root, and fascinate targets to better shift the tides of battles. Destruction Destruction is raw magic wielded to cause destruction and harm, or inflict Curses and Disease. These spells always result in injury and rarely do most survive for very long. Divination Divination is the most fluid of types of magic. These spells help you to reach out to the deities and universe itself, and question the motives of both. Sometimes they even answer. Healing Healing counters destruction by sealing the wounds done by those who hurt others. These wounds may be physical or mental, or metaphysical in nature. Protection Protection spells allow you to guard those weaker than yourself or allow others to step up and protect where you cannot. Support Support spells are some of the most beneficial and helpful. They empower yourself and your allies to rise above the rest and succeed where others would fail. Spell Mechanics This section describes the various spell mechanics employed at Draconis and spell-related terms. Alignment and Creature Based Spells There are several spells and some abilities, which affect specific alignment types. Whenever a spell affects a specific alignment type you MUST know the alignment of the target. Many monsters will have static alignments, such as undead are always evil, others may be more fluid, such as humans. Additionally, whenever you must select an alignment type, it should one of the base types: Lawful, Good, Evil, Chaotic, or Neutral. This applies to creature types as well. If a spell affects animals for instance, you need to know if it s an animal, vermin, or something else entirely. Certain skills allow you to identify creature types without spell or ability use. Finally, if you use a spell against a creature whom you have not identified, such as an orc for instance, the spell may fail. The NPC or target should reply No effect, alignment if it doesn t match. Anchor The term Anchor in a spell description or LARP call is used to define the physical center of a spell effect or to define a physical area. Unless otherwise specified in the LARP call or spell description, this physical center of the spell effect is the spot in which the affected target is standing. For example, the spell Resilient Sphere, the LARP call is Sphera teguntur, Anchor by force, Reflex save. The affected target is anchored to that spot and cannot move. In the case of defining a physical area, the Anchored area must be physically represented in some manner, such as Channeling nodes to define the area of a Wall of Fire spell. Aura Feedback Effects Several spells, primarily Divination type, or spell-like abilities allow the caster to detect the magical aura of an object or alignment of a creature. However, there is some danger in detecting magical or alignments auras. If a caster or individual with a spell-like ability attempts to detect magic properties or alignment on an item or creature of sufficient strength, they may suffer illeffects from the power of the aura. An NPC has the option of calling By Aura, Short Stun when a PC attempts to detect an aura from an item or individual that for story reasons may have a powerful aura. For example, a spell caster uses Detect Magic on a chalice. However, this chalice is an incredibly old and powerful object. An NPC may call By Aura, Short Stun to reflect the strength of the aura. Caster Level A spell s power often depends on its caster level, which for most spell casting characters is equal to your class level in the class you re using to cast the spell. For example, Magic Missile allows you to cast one magical 4

5 dart of energy at 1st level, but at 3rd level, you can cast two magical darts of energy. In the event that a class feature, domain granted power, or other special ability provides an adjustment to your caster level, that adjustment applies to effects based on caster level (such as duration, and damage dealt). Curses and Enchantments If a spells carries the word Cursed or Enchantment in the LARP call, the effect may not be cured by normal methods. These effects may only be removed by Remove Curse and Break Enchantment. Focus Several spells may require the caster to keep their concentration on the spell to maintain the effect. This is referred to as Focus. While maintaining a spell that requires the caster to Focus, the caster may take no other actions (such as use an ability, attack, cast another spell) during the duration of the spell. You must repeat the LARP call every 10 seconds. Any effect that would cause you to break Focus (such as being attacked) ends the ongoing effect and the spell. Reaction Spells Spells that include the Reaction ability may be cast in response to a triggering event. To use a spell as a Reaction, the caster says the LARP call FIRST, then says the Incant SECOND. The spell takes immediate effect and cannot be countered. For example, the spell Shield can be cast as a Reaction to a melee or ranged attack. When struck with the attack, the caster must immediately say Reaction, grant protection by shield for 30 seconds, Praesidium. The Reaction casting of spells cannot be used when the spell is cast as from a tattoo via Use Magic Device. 5 Spell-like Abilities and Supernatural Abilities Spell-like Abilities: A spell-like ability works just like the spell of that name, does not need to be prepared, and has no component requirements. These may have a set number of uses or be at will with no limit depending on the ability. For example, a Paladin s ability to Detect Evil works exactly as the spell but may be used at will. Spelllike abilities may be resisted and suppressed by effects such as dispel magic. They may not be counter-spelled or used to counter-spell. Supernatural Abilities: A supernatural abilities are an inherent ability to the individual. They may be suppressed in an anti-magic field, but may not be blocked with spell resistance, are not subject to counter-spells and may not be dispelled by effects such as dispel magic. Spell Resistance Spell resistance is now slightly different from the source material. Because we do not have die rolls on the field, spell resistance now works like a special kind of save. First, a creature, either naturally or imbued by a spell or item, gets a number of spell resistance uses that are either good within a time limit, such as from a spell, or are per weekend, just like other saves. However, these may only be used against spells, not abilities, magic items, or magic weapons (unless the ability, magic item or magic weapon emulates a spell the effect may be negated). If any spell is cast with the NO RESIST identifier even a spell resistance cannot avoid it. If a spell resistance is used, the call must be No Effect Spell Resistance. Spells that Control NPC s In an effort to bring as much flavor to the LARP from the tabletop as possible, we have included a number of short duration control spells that would affect NPC monsters, creatures, or other adversary types. These can be fun and situational. Keep in mind that if at any time you attempt to use a control spell over an NPC and they call No Effect, Resist or I Save, please understand this is not to discount your attempt, but they as NPCs may have abilities, powers, or effects on them that prevent a successful result from your spell cast. In addition, please try not to break-game by asking them why didn t my spell work on you? You may find yourself in a situation where you cast a spell on an NPC and either the event is over or you re parting ways. You may clarify with the NPC Are you still controlled by me? If they say yes, then the spell is considered in effect until its intended duration is over. Spells with Time Limits Many spells, primarily damaging spells, have certain amounts of uses that must be completed within a time limit. This is to ensure that spells are used and cast with

6 purpose. For example, if you cast Magic Weapon on a sword, that sword gains +1 damage on the next 3 attacks with a spell duration of 1 minute. Therefore, all attacks must be used within 1 minute. This is to prevent bonus effects and spell uses from carrying over between combat encounters. Spell Stacking There are many spells that provide the same bonuses. In an effort to ensure balance, spells that offer the same type of bonuses do not stack. For example, if more than one Armor granting spell is cast on you, the higher Armor value overrides the lower. IF they are the same, you only receive one of the bonuses (targets choice). Reading a Spell Entry All spells in the Draconis spellbook follow the current format. Spell Name: The name of the spell being cast. Level: The level of the spell, preceded by an abbreviation for the class whose members can cast it, or the Domain it belongs to. The abbreviations are Brd (bard), Clr (cleric), Drd (druid), Pal (paladin), Rgr (ranger), Sor (sorcerer), Wiz (wizard). Arcane Tricksters have their own separate spell list with levels that is found on page XX. Source: Of the three sources, this defines where this spell derives its power. Type: Of the seven types, which single type the spell falls under. Casting time: The time it takes to cast the spell. If the cast time is: Instant: The spell is complete to use when the Latin incant is complete. X minutes: You must role-play a long ritual like casting, cumulating with the final LARP call. You may use any props or special items specific to your deity, nature, or yourself. You may not cast any other spells or use magic items while casting a spell with a cast time longer than instant. Range: The range in which the spell may affect others. These come in the follow types: Anchor: see the Anchor entry in Spell Mechanics. Area of Effect: You must use a birdseed spread before you to affect those who are hit by the birdseed. Note: You may also use a handful of spell packets (up to four). While these may hit fewer targets you are more likely to see results as people should feel the packets over the birdseed. In either case, please be sure to aim DOWNWARD to avoid hitting people in the face and eyes. Packet: You must hit your target with a spell packet to affect them. Gaze: You must make full eye contact for 3 seconds just prior to casting this spell in order for it to take effect. Once you ve made unbroken eye contact for a minimum of 3 seconds, you may cast the spell. Blinded, and creatures without eyes, such as plant-like creatures, are immune to gaze attacks. Gesture: You simply point at a target and speak the LARP call to cast the spell. If the target does not acknowledge you, you may repeat the spell again in order to gain their attention. If they do not acknowledge you again, you may call out Gesture failed and the spell name and the spell is considered not cast. If the original target finally acknowledges you, you may use the spell as originally intended, or simply save the spell. The choice must be made immediately. By Voice: You call out and everyone who can hear you is affected. Some spells may not affect yourself or allies (this will be detailed in the spell). If your allies do not know if they re affected and it s not stated in the spell description, they must take the spell effect. Self: The spell only affects the caster, or the caster plus others per the spell description. Touch: Spells by touch are delivered one of two ways. First, if casting on a friendly target or ally, you may simply use your hand, ensuring they agree to the touch. The second method is if used on a hostile target you must use a spell baton. A spell baton is a 12 inch from tip to tip foamed item that MUST be primarily white with a blue stripe. You use the baton to deliver spells against monsters, animals, and other creatures considered hostile as well anyone actively in combat with you. 6

7 Duration: The Duration will be one of the following: Short: The Effect lasts 10 seconds. Standard: The effect lasts a full 5 minutes. X Minutes: The effect lasts X number of minutes. You MUST clarify when casting or if asked. (Note: most spells when cast do allow you to cast other spells or use magic items. Those that do not allow this will specific by saying the spell effect must be completed). Permanent: The effects are permanent until broken by another spell, item, ability, or deific intervention. Saving Throw: If this says yes, it will also be in the LARP call. Saving throws do one of two things. First, if the spell is simply an effect, such as a short stun, a save would negate the effect. If the effect is damage, the save halves the damage BEFORE any kind of damage reducing abilities or protections. Spells that have BOTH damage and a game effect, the save avoids the game effect and halves the damage. Higher Levels: When applicable this will say at what level you may also cast the spell, always with some greater effect. In order to cast a spell at a high level you must meet the following criteria (based on your spell casting ability) Be able to cast spells at that higher level Have a spell slot available or memorized the spell at the higher level Have all components required, if applicable, to cast the spells of the higher level For example, Slow is a 1 st level spell. If the caster were to fill a 5 th level slot with the same spell, they would be casting it at a higher level and thus would use that higher level effect in addition (or instead of in some cases) the primary function. LARP Call: This is the actual spell incant that you must call out when casting a spell. Your vocal volume must be clear enough for those around you to hear. You may not whisper any part of the spell. A LARP call is laid out as follows: <Latin Incant>, <LARP effect>, <Save (if applicable)>. All three parts, if applicable must be said out loud. : This is where the actual mechanics of the spell are laid out. A lot of this will depend on the spell and may require clarification. It is the responsibility of the caster to ensure the mechanics are understood. : This will say if mundane components are required or if mundane and infused components are required. Infused components are special components you need to cast certain spells at higher levels. They generally have a gold piece cost and are purchased from the merchant. The cost of an infused component is 5 gold per spell level unless otherwise specified. When casting a spell with an infused component you MUST tear the component tag when the spell is cast. components are found in all spell component pouches and are refreshed per the equipment guide. 7

8 Cleric Domain Powers and Spell Lists When a Cleric chooses their deity from the pantheon list (or a GM approved deity), they gain access to two of the domains that are aspects of their deity. This grants two bonuses. First, your cleric gains the ability to use the Domain Power of both domains they choose. Second, they gain access to the Domain Spell List for each domain. At each level, they choose a spell from one of the two spells available from the Domain Spell lists and prepares it in their bonus Domain spell slot. This may give a Cleric the ability to cast a spell from either the Natural or Arcane source, where they would normally not be able to. See the Cleric class entry in the Player s Handbook for an example. Cleric Domain Powers Air Domain Granted Power: Gust Your deity s control of winds that cut through the air passes on to his followers, granting them the ability to harness the winds and forces of the ether as well. Once per day a Cleric of the Air domain may use Gust. Once per day you may gesture at any creature and call "Gust, by my gesture, Slam by Air. This is a supernatural ability. Spell List Spell Level Spell Name 1 Obscuring Mist 2 Wind Wall 3 Gaseous Form 4 Solid Fog 5 Cloudkill 6 Chain Lightning 7 Ethereal Jaunt 8 Whirlwind 9 Timestop Animal Domain Granted Power: Speak with Animals You can use Speak with Animals once per day as a spelllike ability, per the Speak with Animals spell. Also, you add Knowledge (nature) to your list of cleric class skills. Spell List Spell Level Spell Name 1 Calm Animals 2 Hold Animals 3 Dominate Animals 4 Charm Monster 5 Commune with Nature 6 Antilife Shell 7 Mass Bull's Strength 8 Mass Charm Monster 9 Dominate Monster Chaos Domain Granted Power: Confusion You embrace the Chaos that your deity thrives in and delight in spreading that Chaos & confusion. You may use the spell Confusion as a spell-like ability once per day. Spell List Spell Level Spell Name 1 Protection from Law 2 Shatter 3 Magic Circle against Law 4 Chaos Hammer 5 Dispel Law 6 Eyebite 7 Word of Chaos 8 Cloak of Chaos 9 Antipathy (Law) Death Domain Granted Power: Touch of Death You may kill a target with a touch. This is a supernatural ability that immediately kills the creature as if they had been dropped to -10 hit points. You may touch a creature that has fallen but has not died and recite "By my touch, slay creature and heal <X> to self." where <X> is a number of hit points equal to your cleric level. Alternatively, you may choose to spare a creature from death. You touch a dying creature and immediately stabilize it the target and heal 1 hit point. This ability can be used once per day. 8

9 Spell List Spell Level Spell Name 1 Cause Fear 2 Death Knell 3 Animate Dead 4 Death Ward 5 Slay Living 6 Create Undead 7 Destruction 8 Create Greater Undead 9 Wail of the Banshee Destruction Domain Granted Power: Smiting Blow You gain a supernatural ability to grant a damage bonus equal to your cleric level, to one Smite melee attack. You must declare the Smite before the attack "By my devotion, I Smite thee! This ability is useable once per day. Spell List Spell Level Spell Name 1 Inflict Light Wounds 2 Shatter 3 Contagion 4 Inflict Critical Wounds 5 Mass Inflict Light Wounds 6 Harm 7 Disintegrate 8 Earthquake 9 Implosion Earth Domain Granted Power: Tremor The very soil beneath your feet is the focus of your deity. You gain the supernatural ability Tremor. Once per day, you may call "Tremor, by my Voice, Slam by Earth." Spell List Spell Level Spell Name 1 Magic Stone 2 Soften Earth and Stone 3 Stone Shape 4 Spike Stones 5 Wall of Stone 6 Stoneskin 7 Earthquake 8 Iron Body 9 Imprisonment Evil Domain Granted Power: Phantasmal Killer The evil nature of your deity has seeped into your soul, allowing you to turn your visage into a terrifying construct that can cause a target to die from fear. You may use the spell "Phantasmal Killer" as a spell-like ability once per day. Spell List Spell Level Spell Name 1 Protection from Good 2 Desecrate 3 Magic Circle against Good 4 Unholy Blight 5 Dispel Good 6 Create Undead 7 Blasphemy 8 Unholy Aura 9 Antipathy (Good) Fire Domain Granted Power: Fireborn Your deity yearns to see the world evolve by burning away the impurities in a holy fire. Or they may just want to watch the world burn. As a pious devotee, you gain some control of the element of Fire. You may call "Avoid Fire by Devotion" once per day to fully avoid any one source of Fire damage as a supernatural ability. This does not count as the use of a save. Spell List Spell Level Spell Name 1 Burning Hands 2 Produce Flame 3 Resist Energy 4 Wall of Fire 5 Fire Shield 6 Fire Seeds 7 Fire Storm 8 Incendiary Cloud 9 Meteor Swarm 9

10 Good Domain Granted Power: Second Chance You are a shining example of all that is Good in the world, and are blessed by your deity for it. This allows you to provide yourself and others redemption in the form of Second Chance. This ability grants yourself or a target one additional save (Will, Reflex or Fortitude) by calling "By my Devotion, grant 1 <X> saving throw" where X is the save type once per weekend. A PC may only receive this blessing once per weekend, regardless of the source. Spell List Spell Level Spell Name 1 Protection from Evil 2 Aid 3 Magic Circle against Evil 4 Holy Smite 5 Dispel Evil 6 Blade Barrier 7 Holy Word 8 Holy Aura 9 Antipathy (Evil) Healing Domain Granted Power: Holy Bandages Your deity knows that life is fragile, but that the body can be repaired. Your deity has granted you the ability to imbue bandages with the power to heal wounds that would normally kill. At the start of an event, you may pray at the altar of your deity to imbue three bandages with this power by calling "By my devotion, imbue Holy Bandages". You may use one of the bandages once per day by applying it to the target and calling "By my devotion, heal <X> hit points. You may only carry one bandage at a time, and only the cleric who imbued the cloth may use its power. Spell List Spell Level Spell Name 1 Cure Light Wounds 2 Cure Moderate Wounds 3 Cure Serious Wounds 4 Cure Critical Wounds 5 Mass Cure Light Wounds 6 Heal 7 Regenerate 8 Mass Cure Critical Wounds 9 Mass Heal Knowledge Domain Granted Power: Divine Knowledge Knowledge is power is one of the guiding principles of your deity. When you choose this domain, you gain a one-time bonus of 2 additional skill points which must be used in a Knowledge skill. Additionally, you gain a supernatural ability to emulate competency in any skill you require. Once per day, you may call for Divine Knowledge, which grants you ranks equal to your Wisdom modifier for 5 minutes in a skill you do not possess. This provides no bonus to a skill you already possess ranks in. Spell List Spell Level Spell Name 1 Identify 2 Detect Thoughts 3 Arcane Sight 4 Discern Lies 5 True Seeing 6 Find the Path 7 Legend Lore 8 Discern Location 9 Foresight Law Domain Granted Power: Zone of Truth Your deity values the rule of law above all else, and as a devoted follower your mission is to spread the word of law. The grants the cleric the ability to use the spell Zone of Truth as a supernatural ability. You treat yourself as having a caster level of 13 for the purposes of this spell. AN NPC may resist this ability for story reasons. Spell List Spell Level Spell Name 1 Protection from Chaos 2 Calm Emotions 3 Magic Circle Against Chaos 4 Order's Wrath 5 Dispel Chaos 6 Hold Monster 7 Dictum 8 Shield of Law 9 Antipathy (Chaos) 10

11 Luck Domain Granted Power: Good Fortune Your god smiles upon you, turning aside dangers and giving you small boons at just the right time. Others call you lucky, but you know you are blessed. You gain the power of Good Fortune, which allows you the supernatural ability to call Dodge one attack per event per cleric level. You must call "Dodge, by Devotion" when using this dodge. Spell List Spell Level Spell Name 1 Entropic Shield 2 Aid 3 Protection from Energy 4 Freedom of Movement 5 Break Enchantment 6 Contingency 7 Spell Turning 8 Moment of Prescience 9 Miracle Magic Domain Granted Power: Arcane Touch Your deity infuses you with the ability to tap into magical energies beyond a normal cleric. This grants you Arcane Touch. You may use any arcane scroll, wand or staff of your level or lower, just as if you were a wizard. Spell List Spell Level Spell Name 1 Protection from Chaos 2 Calm Emotions 3 Magic Circle Against Chaos 4 Order's Wrath 5 Dispel Chaos 6 Hold Monster 7 Dictum 8 Shield of Law 9 Antipathy (Chaos) Plant Domain Granted Power: Plant Attunement Through your deity, you find yourself attuned to the call of nature and the life force that resides in the trees and plants of the world. As a devotee of nature, you gain Knowledge (Nature) as a cleric skill. Further, you may 11 rebuke or command Plant based creatures as an evil cleric rebukes or command's undead. This is usable once per day as a supernatural ability. Spell List Spell Level Spell Name 1 Entangle 2 Barkskin 3 Plant Growth 4 Command Plants 5 Wall of Thorns 6 Repel Wood 7 Plant Body 8 Control Plants 9 Freedom Protection Domain Granted Power: Arcane Touch Your deity is the shelter against the storm, a protective force against evil. Your devotion allows you to once per day as a supernatural ability generate a powerful protective shield around a target, allowing them to avoid one attack per three cleric levels while it is active. You touch the target and call "by my touch Imbue Ward, grant Avoid X times. This Avoid can be used against all physical and magical attacks, but does not block mental effects such as Fear. Spell List Spell Level Spell Name 1 Sanctuary 2 Shield Other 3 Protection from Energy 4 Spell Immunity 5 Spell Resistance 6 Anti-magic Field 7 Repulsion 8 Mind Blank 9 Prismatic Sphere Strength Domain Granted Power: Strength of Force Your deity believes in martial strength as the path to devotion and redemption. Your devotion to your deity grants you two supernatural abilities, and you may use one of them once per day. First, you may perform a feat of superhuman strength to break any bond or lift any

12 object regardless of weight. Second, you may grant yourself Strength of Force. Strength of Force allows you to add 1 damage per 2 caster levels to your next melee swing. You must call this ability prior to your attack using "By my devotion, grant <X> additional damage". It is considered used even if your attack misses or is blocked. Spell List Spell Level Spell Name 1 Enlarge Person 2 Bull's Strength 3 Magic Vestment 4 Spell Immunity 5 Righteous Might 6 Stoneskin 7 Reggie's Grasping Hand 8 Reggie's Clenched Fist 9 Reggie's Crushing Hand Sun Domain Granted Power: Dust to Dust The sun grants life to all, and represents death to the undead. Devotees of the Sun are particularly adept at destroying Undead, able to reduce them to ash with a technique called Dust to Dust. When you use your Turn Undead ability, you may invoke the name of your deity, gesture at a target and call "By Devotion, I reduce you to ash". The targeted undead is instantly destroyed, with no save. This may only be Avoided if the undead is able to resist being turned. You may target 1 undead per 3 cleric levels. This ability is usable once per day. Spell List Spell Level Spell Name 1 Produce Flame 2 Heat Metal 3 Searing Light 4 Fire Shield 5 Flame Strike 6 Fire Seeds 7 Sunbeam 8 Sunburst 9 Prismatic Sphere Travel Domain Granted Power: Traveler s Resistance Your deity is the master of the open roads. Your devotion allows you to prevent yourself from having your movement restricted in any way. Once per day, as a supernatural ability, use Traveler's Resistance. You may call out "By Devotion, Resist <X>" to any movement restricting effect (i.e. Slow, Root, Stun). This is usable once per 4 cleric levels for the duration of an event. Spell List Spell Level Spell Name 1 Jump 2 Locate Object 3 Fly 4 Dimension Door 5 Teleport 6 Find the Path 7 Greater Teleport 8 Temporal Stasis 9 Refuge Trickery Domain Granted Power: Sneaky Git Your deity delights in thievery, pranks and gaining the upper hand though clever deception. Misdirection and being unseen are key skills to gaining an advantage over others. As a devotee, you may use as a supernatural ability Hide in Shadows one time per three cleric levels a day. Spell List Spell Level Spell Name 1 Disguise Self 2 Invisibility 3 Non-detection 4 Confusion 5 Mass Suggestion 6 Irresistible Dance 7 Ethereal Jaunt 8 Scintillating Pattern 9 Time Stop 12

13 War Domain Granted Power: Armor of War Your deity revels in the glory and the tactics of the battlefield. A war deities devotees are expected to charge into battle, weapons raised shouting their name. However, this does not mean they go unprepared. You devotion grants you the supernatural ability called Armor of War, which allows you to grant yourself and up to 5 allies temporary Armor Points once per day. You may touch each target to be affected, and call "By Devotion, grant X Armor Points" where X is +1 AP per four cleric levels to a max of +4. These Armor Points last for 5 minutes, and may not be repaired. Spell List Spell Level Spell Name 1 Magic Weapon 2 Spiritual Weapon 3 Magic Vestment 4 Divine Power 5 Flame Strike 6 Blade Barrier 7 Power Word Blind 8 Power Word Stun 9 Power Word Kill Water Domain Granted Power: Tsunami You deity is master of the rivers and oceans, granting you an innate connection to water. As a devotee, you may summon a sudden Tsunami to drown your enemies and wash them away from you. Once per day as a supernatural ability, you may call "By my Devotion, X damage by Water and Repel, Reflex half damage" where X is half your current cleric level. This is an Area of Effect ability, which follows the rules for AOE spells described in the PHB and the Spellbook. Spell List Spell Level Spell Name 1 Obscuring Mist 2 Fog Cloud 3 Water Breathing 4 Wall of Water 5 Ice Storm 6 Cone of Cold 7 Acid Fog 8 Horrid Wilting 9 Storm of Vengeance 13

14 Class Spell Lists Arcane Trickster Arcane Trickster Level 0 (Cantrips) Acid Splash Arcane Mark Daze Detect Poison Magic Aura Lullaby Message Read Magic You throw a small orb of acid at a target Place your personal arcane sigil on an object Inflict short Daze Detect the presence of poison. Creates a false magical aura around an object. Cause short Sleep to a target Sends a short message to a specific target only they can hear Grant to self the ability to read magical writings Arcane Trickster Level 1 Cause Fear Cause Fear in a target and drives it away from the caster Detect Magic Detect the presence of magic auras Disguise Self Shocking Grasp Undetectable Alignment Bewilder Glitterdust Grease Make yourself appear as someone else Deals electric damage with a touch Hides the target's alignment Causes short Confusion to a target Inflicts short blind and reveals invisible objects and creatures Cause a target to fall or drop their weapon Arcane Trickster Level 2 Charm Person Knock Hideous Laughter Hypnotism See Invisibility Ventriloquism Darkness Cat's Grace Arcane Trickster Level 3 Identify Blink Confusion Invisibility Suggestion Erase Sleep Delay Poison Arcane Trickster Level 4 Dispel Magic Fear Feather Fall Jump Glibness Illusionary Script Secret Page Neutralize Poison Fascinate a person with your gaze Opens doors and locks The target begins laughing and is Confused Fascinates a target to believe your next statement Allows you to see invisible targets Allows you to throw your voice Generates a field of magical darkness Gain a Reflex save and Armor Points Allows you to identify an objects magical property Allows the caster to move through a barrier and avoid an attack Causes confusion to everyone in an area Become invisible for a short period of time Makes it more likely for an NPC to help you Removes mundane and magical writing from a target Causes a target to fall asleep for a short time Blocks the effect of a poison for a short period of time Suppress or remove magical effects from a target or targets You cause a group of targets to run in Fear. Avoid damage from falling Allows a target to cross large chasms or distances Your words become confident and convincing to the person you are speaking to. Creates a false magical page to prevent others from reading it Creates an illusion of text over the normal text Removes poison from a target 14

15 Bard Bard - Level 0 (Cantrips) Daze Causes short Confusion to a target Detect Magic Flare Light Lullaby Magic Dart Mending Message Read Magic Resistance Summon instrument Bard - Level 1 Bewilder Cause Fear Charm Person Cure Light Wounds Detect Secret Doors Disguise Self Erase Feather Fall Grease Hideous Laughter Hypnotism Identify Magic Aura Obscure Object Resist Fear Sleep Slow Undetectable Alignment Ventriloquism Bard - Level 2 Alter Self Blindness/ Deafness Blur Calm Emotions Cat's Grace Detect the presence of magic auras Causes short Blindness to a target Imbue an object to become a light source Cause short Sleep to a target A dart of force that causes 1 damage Makes minor repairs to armor and weapons Sends a short message to a specific target only they can hear Grant to self the ability to read magical writings Grant an additional save Summons a non-magical instrument Causes short Confusion to a target Cause Fear in a target and drives it away from the caster Fascinate a person with your gaze Cures 2 hit points plus 1 hit point per two caster levels up to 6 hit points Allows you to uncover secret doors Make yourself appear as someone else Removes mundane and magical writing from a target Avoid damage from falling Cause a target to fall or drop their weapon The target begins laughing and is Confused Fascinates a target to believe your next statement Allows you to identify an objects magical property Creates a false magical aura around an object. Prevents an locating an object by scrying Allows the target to avoid Fear effects Causes a target to fall asleep for a short time Causes a target to become Slowed for a short time Hides the target's alignment Allows you to throw your voice Changes your physical appearance to another race. Cause the target to either become deaf of blind for a period of time You become blurry and can avoid attacks Removes bonuses from various effects Gain a Reflex save and Armor Points Charm Animal Cure Moderate Wounds Darkness Delay Poison Detect Intent Eagle's Splendor Enthrall Fox's Cunning Frenzy Glitterdust Gust of Wind Heroism Hold Person Hypnotic Pattern Invisibility Locate Object Mirror Image Misdirection Pyrotechnics Scare Shatter Silence Sound Burst Suggestion Summon Swarm Tongues Bard - Level 3 Blink Charm Monster Comprehend Languages Confusion Crushing Despair Cure Serious Wounds Daylight Deep Slumber Dispel Magic Displacement Fear Causes an animal to become Fascinated Cures 4 hit points +1 hit point per two caster levels up to 8 hit points total Generates a field of magical darkness Blocks the effect of a poison for a short period of time Tell Friend from Foe Provides a Charisma based bonus Cause a target to give their full attention and follow orders Provides an Intelligence based bonus Causes a target to attack the closest target Inflicts short blind and reveals invisible objects and creatures Generates a burst of wind to Repel enemies +2 damage and temporary hit points equal to half the caster level. Short stun to a person Fascinate a group of targets Become invisible for a short period of time Locate a specific and familiar item Create duplicates of yourself to confuse people Changes the aura of a target Causes a source of fire to explode and blind creatures Repel a target through Fear Short Deafness and 4 damage to all Creates a field of silence causing Silence and Deafness Cause short Stun and 4 damage Makes it more likely for an NPC to help you Summons a swarm of vermin to attack enemies Allows you to speak a specific language Allows the caster to move through a barrier and avoid an attack Causes an monster to become Fascinated Allows you to read and speak a specific language Causes confusion to everyone in an area Cause all in an area to become Weakened Cures a target for 6 hit points +1 hp per two caster levels up to 12 hit points total Touch an object and cause it create a field of light. Counters Darkness spells Cause all creatures in range of your voice to fall asleep Suppress or remove magical effects from a target or targets Shifts the visual location of your body, call Avoid to three attacks. You cause a group of targets to run in Fear. 15

16 Gaseous Form Glibness Good Hope Illusionary Script Invisibility Sphere Lesser Geas Mass Slow Neutralize Poison The target turns to gas to avoid attacks and move through barriers. Your words become confident and convincing to the person you are speaking to. You bolster your allies by granting +1 save and +2 temporary hit points Creates a false magical page to prevent others from reading it Creates a field of invisibility that moves with you. You magically impose a task upon a target. All enemies and allies in range of your Voice are Slowed Removes poison from a target Speak with Plants Zone of Silence Bard Level 5 Friend to Foe Greater Heroism Mass Cure Light Wounds Mass Suggestion Mind Fog Allows communication with plants for a short time Creates a zone outside which no sound travels Causes a target to become Frenzied and attack their allies. Grants a +4 damage bonus and temporary hit points equal to your caster level. Cures all allies for 2 hit points +1 hp per three caster levels up to 2 hit points total. Same as the spell Suggestion, but the range increases to "by my Voice". All enemies lose the use of one Will save. Remove Curse Repel Vermin Sculpt Sound Secret Page See Invisibility Sepia Snake Sigil Speak with Animal Bard Level 4 Break Enchantment Cure Critical Wounds Dimension Door Dominate Person Freedom of Movement Greater Invisibility Hold Monster Legend Lore Locate Creature Rainbow Pattern Shout Removes a curse from a target Causes all vermin type monsters to run away Allows the caster to counter "By my Voice" calls Creates an illusion of text over the normal text Allows you to see invisible targets Creates a sigil that causes permanent Stun when activated Allows communication with animals for a short time Removes on enchantment or curse from a target Cures a target for 8 hit points +1 hp per two caster levels up to 14 hit points total Open a doorway to a specific location Give on order to a target they must try to follow Removes a movement impairing effect and makes the target immune to those effects for one minute Similar to invisibility, but performing an attack does not end the spell Cause a monster to be stunned for a short time You gain detailed knowledge of a specific subject Allows you to locate a specific and familiar individual More powerful than Hypnotic Pattern, causes those in range to follow the caster. Causes sonic damage and short deafness Nightmare Seeming Song of Discord Bard - Level 6 Analyze Dweomer Cat's Grace, Mass Charm Monster, Mass Cure Moderate Wounds, Mass Eagle's Splendor, Mass Eyebite Find the Path Fox's Cunning, Mass Geas/Quest Greater Shout Irresistible Dance Sympathetic Vibration Veil Causes 5 mental damage by Fear. Similar to Disguise Self, but can be cast on another individual. All in range of your Voice become affected by Frenzy. You identify a single spell cast on a creature or object, or identify one item Same as Cat's Grace, but can be cast on up to 6 targets Allows you to Fascinate a group of monsters Cures all allies for 4 hit points +1 hp per three caster levels up to 2 hit points total Same as Eagle's Splendor, but can be cast on up to 6 targets Inflicts Weakness Gives you the most direct physical route to a location. Same as Fox's Cunning, but can be cast on up to 6 targets Similar to Lesser Geas, but can give a more detailed task Causes sonic damage and Deafness Forces the target to start dancing uncontrollably. You cause a break in a wall or cause a wall to collapse causing damage to those in the area. You create a powerful disguise for yourself and allies. 16

17 Cleric Cleric Level 0 (Cantrips) Cure Minor Cures 1 hit point of damage. Wounds Detect Magic Detect Poison Guidance Inflict Minor Wounds Light Mending Purify Food and Drink Read Magic Resistance Virtue Cleric Level 1 Bane Bless Bless Water Cause Fear Command Cure Light Wounds Curse Water Deathwatch Detect Alignment Detect Undead Divine Favor Doom Entropic Shield Hide from Undead Inflict Light Wounds Magic Stone Magic Weapon Obscuring Mist Protection from Evil/Chaos Protection from Good/Law Resist Fear Sanctuary Shield of Faith Detect the presence of magic auras. Detect the presence of poison. Grants +1 ranks to a specified skill. Inflict 1 negative energy damage to a target. Imbue an object to become a light source. Makes minor repairs to armor and weapons. Makes food and water edible. Grant to self the ability to read magical writings Grant an additional save Gain 1 temporary hit point All enemies reduce their next attack by 1 damage Grant allies +1 damage on next attack, resist 1 Fear effect Creates on flask of Holy Water Cause Fear in a target and drives it away from the caster Inflicts a specific effect upon the target. Cures 2 hit points plus 1 hit point per two caster levels up to 6 hit points Creates a flask of Unholy Water Detects the health status of all within range. By voice detect creatures of a specific alignment. Detect the presence of Undead. Grant extra damage to attacks. Repels a target. Gain protection from non-magical ranged attacks. Makes a target invisible to detection by undead creatures. Inflict negative energy damage on a target Imbue stones with force energy to cause damage when thrown. Grant a weapon a damage bonus Creates a bank of mist that makes it difficult to hit your target. Protects the target from Evil/Chaotic aligned creatures Protects the target from Good/Law aligned creatures. Allows the target to avoid Fear effects The target is protected from melee and non-magical ranged attacks, but may not attack anyone. Grants temporary Armor Points Cleric Level 2 Aid Align Weapon Augury Bear's Endurance Bull's Strength Calm Emotions Consecrate Cure Moderate Wounds Darkness Death Knell Delay Poison Desecrate Desiccate Eagle's Splendor Enthrall Find Traps Gentle Repose Hold Person Inflict Moderate Wounds Lessor Restoration Make Whole Owl's Wisdom Remove Paralysis Resist Energy Shatter Shield Other Silence Sound Burst Spiritual Weapon Undetectable Alignment Zone of Truth Grants bonus damage, temporary hit points and resist a Fear effect Imbue a weapon with an alignment for overcoming damage reduction Gain insight into an actions outcome Gain +1 Fortitude save and temporary hit points. Gain Great Strength, or +1 damage to melee attacks Removes bonuses from various effects Creates an area of holy energy that effects Undead Cures 4 hit points +1 hit point per two caster levels up to 8 hit points total Generates a field of magical darkness Drain energy from a corpse to gain a bonus to attack and temporary hit points Blocks the effect of a poison for a short period of time Creates an area of unholy energy that effects Undead Drains water from a target to cause damage and weakness Provides a Charisma based bonus Cause a target to give their full attention and follow orders Protects the caster from trap damage Delays a spirit of a dead individual from moving on. Short stun to a person Inflict negative energy damage on a target Restores 1 point of ability damage or removes one effect Repairs an item fully. Grants a bonus to Wisdom based skills and spells Removes the status "Stun" from a target Provides damage reduction from a specified damage type. Short Deafness and 4 damage to all Transfer damage from a target to the caster Creates a field of silence causing Silence and Deafness Cause short Stun and 4 damage Conjures a magical sword to fight alongside you Hides the target's alignment Creates a field that compels the target to tell the truth. 17

18 Cleric Level 3 Animate Dead Bestow Curse Blindness/Deafness Comprehend Languages Contagion Continual Flame Cure Serious Wounds Daylight Deeper Darkness Dispel Magic Glyph of Warding Inflict Serious Wounds Invisibility Purge Locate Object Magic Circle Against Chaos/Evil Magic Circle Against Law/Good Magic Vestment Obscure Object Prayer Protection from Energy Remove Blindness/Deafness Remove Curse Remove Disease Searing Light Speak with Dead Stone Shape Water Breathing Water Walk Wind Wall Cleric Level 4 Cure Critical Wounds Death Ward Dimensional Anchor Discern Lies Dismissal Divination Divine Power Creates an undead minion for a short period of time You curse a target and inflict a loss of ability score or inflict a status Cause the target to either become deaf of blind for a period of time Allows you to read and speak a specific language Inflicts a disease upon a target You imbue object to emit light for an hour. This spell ca counter a Darkness effect. Cures a target for 6 hit points +1 hp per two caster levels up to 12 hit points total Touch an object and cause it create a field of light. Counters Darkness spells Creates a field of darkness. Suppress or remove magical effects from a target or targets Creates a glyph that either causes damage when activated or triggers a spell. Inflict negative energy damage on a target Dispels all invisibility effects inside an area. Locate a specific and familiar item Creates an area of protection from Chaotic or Evil aligned creatures Creates an area of protection from Lawful or Good aligned creatures Grants an AP bonus to armor or clothes Prevents an locating an object by scrying Gives +2 AP and +1 damage on their next attack to allies Provides damage reduction from a specified damage type. Removes the status effects of Blind and Deaf Removes a status effect that is the result of a Curse Removes a disease from a target Evokes a ray of light to damage a target. Calls "double" versus Undead Allows you to ask three questions of a dead target Allows you to either create an opening in a stone wall or lock a stone door. You imbue the target with the ability to breath underwater You imbue the target with the ability to ignore movement restriction effects in areas of water or ice. Deflects non-magical ranged attacks for 10 seconds. Cures a target for 8 hit points +1 hp per two caster levels up to 14 hit points total You make a target immune to one death effect. Blocks a target from all interdimensional travel, including Blink Allows you to determine if a target is lying to you Banish a creature back to its plane of origin A more powerful version of Augury, gain more insight into an action's outcomes. Gain bonus damage and temporary hit points by level. 18 Freedom of Movement Greater Magic Weapon Inflict Critical Wounds Neutralize Poison Poison Repel Vermin Restoration Spell Immunity Tongues Wall of Water Cleric Level 5 Atonement Break Enchantment Commune Cure Light Wounds, Mass Dispel Chaos/Evil Dispel Good/Law Disrupting Weapon Flame Strike Greater Command Hallow Inflict Light Wounds, Mass Insect Plague Mark of Justice Raise Dead Righteous Might Slay Living Spell Resistance Symbol of Pain Symbol of Sleep True Seeing Unhallow Wall of Stone Cleric Level 6 Antilife Shell Banishment Bear's Endurance, Mass Blade Barrier Bull's Strength, Mass Removes a movement impairing effect and makes the target immune to those effects for one minute Imbues power to a weapon Inflict negative energy damage on a target Removes poison from a target Poisons the target Causes all vermin type monsters to run away Restores ability damage or removes two status effects Gain complete immunity to a single spell of 4th level or lower Allows you to speak a specific language Creates a wall of water to protect you from attacks Restore a Paladin, Cleric or Druid's powers or change an alignment Removes on enchantment or curse from a target You call upon your deity to answer yes or no questions Heal 2 + X hit points to all allies. Reduces damage from Chaotic/Evil sources, and can banish a target Reduces damage from Lawful/Good sources, and can banish a target Makes a weapon stronger versus undead. Calls down a column of fire to burn your enemies Similar to Command, but targets all enemies You sanctify a large area of ground again Evil creatures Inflict negative energy damage on all in range Cause damage and Frenzy by locusts Draws a mark upon a target to prevent a behavior or leaves them cursed Bring a dead person back to life Gain several bonuses to aid you in battle Reduces a target to -1 HP Gain two uses of the spell resistance ability Creates a symbol that induces Agony on those who activate it Creates a symbol that induces Sleep on those who activate it. Allows you to see through magical disguises and detect invisibility You curse a large area of ground against Good creatures Creates a wall made of stone Creates a field that repels all living creatures Banishes a target to its home plane. Grants multiple targets the benefits of Bear's Endurance Creates a shield of small blades that strikes attackers Grants multiple targets the benefits of Bull's Strength

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