ÉÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍ» º This program is published by MPG-Net under license from TSR, Inc. (TSR) º º but is not authorized or endorsed by TSR. The program is for personal º º use only. If the item is based on or derived from copyrighted material º º of TSR or contains trademarks of TSR, it cannot be re-published or º º distributed except by the author and only as authorized by TSR, Inc. º ÈÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍͼ This documentation accompanies the program sequence PLAYOPT1.EXE PLAYOPT2.EXE PLAYOPT3.EXE PLAYOPT4.EXE PLAYOPT5.EXE by Ed "Doc" Friedlander, erf@alum.uhs.edu, http://worldmall.com/erf/ This is an AD&D "Skills and Powers" character generator. Beginners can use the character sheets to begin play almost immediately. Experts would want to edit the output, regardless of what I do. This is as it should be. Health and friendship. You have a variety of campaign-types from which to select. Your choice is saved in the 26-byte file PLAYOPT.DEF in your directory. If you run into problems, start by erasing this file, It would be tiresome to explain everything, which is, so far as I remember, pretty much by-the-book. In our own world, I am an autopsy pathologist. I've seen the results of enough real-life evil. It isn't like in the movies. If you want to fantasy-role-play an evil character, you know nothing about life as it really is. I added a few additional racial options; for example, a human can raise any of the twelve subabilities, not just "Balance" and "Health". I figured most other referees would offer this option too, on pencil-and-paper. I also made some common-sense expansions to available class options, i.e., fighter-cleric elves, multi-classed bards. This sort of thing has popped up in supplements from time to time. For multi-classed druids, choose a neutral multi-classed cleric of "Nature" or something instead. The random appearance generator and the options for change are designed to make for the most fun. Again, most users will want to edit their sheets. I used the word "Magician" rather than "Mage" because the program is targeted for real beginners. The "Clerical Spheres" from "Tome of Magic", and much of the rest of the material in that book, seemed to me to be of limited usefulness, and I have offered the option of omitting most of this material. "Priestly Wizard" requires the wisdom of 9 that any other priestly spellcaster requires. Rather than program-in the make-believe "gods" of world mythology, referees wishing to use some mythos or other may follow the suggestions for sect membership in PLAYMYTH.TXT It includes a combination of TSR's thoughts and mine; each referee will surely wish to add his or her interpretations. Writing these programs, I assumed that characters entitled to multiple attacks in alternating rounds made them during odd-numbered rounds. This remained unnoticed in my work for years. In "Dragon 237" it was mentioned that no standard had ever been established. Do as you wish. (Even-spacing of three-in-two would place two in the first half.) Those firearms are from the "Red Death" set ("Gothic Earth"), and those priestly ministries follow "The Complete Priest's Manual." I borrowed a few proficiencies from other supplements, and invented a few more ("Chemistry", "Sport"); and referees will probably want to apply their own thinking. Requiring an additional cp to "Read-Write" each language strained my credulity, so I omitted it and I expect that most referees have done the same. It seems to me that a thief with "Read Languages", a scholar, or a wizard should be able to read his or her own language, and any employing the same alphabet, syllabary, or signs. So if "Read-Write" is taken as a proficiency, it must mean the ability to handle one or more additional systems. Thieves and rangers who forego armor already have their bonuses for hiding in shadows, moving silently, picking pockets, and climbing walls included in their percentages. Locksmithing gives a thief +20% on "Open Locks". The "Spells & Magic" proficiencies seemed to be of limited usefulness, even for spellcasters, so I saved the space. "Astrology" has been replaced by "Fortune Telling", with a choice of systems. The +1 "Empathy" bonus applies to all. As a kid, I "learned" astrology, only to realize after testing it experimentally that I'd only been seeing faces in the clouds. Knowing the system will not help you navigate a ship at all, but today's world, it is an important system of lay-counselling. "Interrogation" (Dragon 231) was adapted as a general proficiency with numbers as per "Disguise" (intuition, leadership). Success gets some information without the need for atrocity. Versions before 3.8 allowed bonuses to proficiency rolls for each of two high base abilities. The error has been corrected. Versions before 4.10a have faulty XP for dual-classed humans. Version before 4.6 had the bard thieving skills misprogrammed. This is corrected now. Referees will need to decide how to handle thieving skill points when they cannot be spent here. Versions before 4.11 gave mongrelfolk thieves their point bonus after each expenditure. This is corrected. Some versions before 4.2 failed to incorporate "More Muscles", etc., if "Spend points on anything" was selected. The error has been corrected. Version 4.7a corrected the problem with druid sphere choice. Abilities for psionicists have been updated as per Skip Williams in Dragon 231. Or users may choose the system of Dale Donovan and Bill Slavicsek in Dragon Annual 2. Psionicists wanting any armor, any weapons, and/or any attack / defense modes must buy these. "Mental Armor" must be purchased during creation; if chosen, it can be improved by purchasing the proficiency. I added "Planar Survival", as per "Planewalker's Handbook", by analogy with the other regional survivals, and the other proficiencies from the handbook with base score 5. As of version 4.5, the error in psionic strength point progression has been corrected. Sorry! Referees need to decide whether "Cold Resistance" and "Heat Resistance", 5 cp options, might confer half-damage from these attacks, especially if purchased as a sect option. I have allowed players to buy disadvantages at the onset, for the kind of extra flexibility that a referee might allow. "Priestly weapons only" and "thief weapons only" are flexible for referees with various sects, cultures, etc. Note that future purchases, particularly weapon expertise, weapon-of-choice, specialization, and mastery, will need to be edited-in by players and referees later. I cannot, and should not want to, plan your future purchases. I have used the term "Transmutation" instead of "Alteration" since a practitioner of the school is a "Transmuter" and the term is a much better descriptor for what is involved. I omitted the "Spells and Magic" option to spend points to gain additional weapon selection for wizards, since these are available individually, probably for less. I also ignored some of the changes that did not seem like they would be popular, like charging 15 points instead of 10 for the ability to turn undead. I went with Baker's decision to charge 15 points for a paladin to begin spellcasting at level 4, if and only if "Spells and Magic" is in use, etc., etc. Anyone purchasing Baker's options to begin a ranger's spellcasting early or use other spheres should also be sure to purchase the option to cast ranger spells at all. I've left this just so, in case referees want to ignore it. I made all classes capable of spending 5 points to be able to learn proficiencies of another class at no extra cost, provided the prime requisite for the second class is >=9. This seemed reasonable. Other Baker disadvantages are unworkable. For example, a bard spends only 10 points to gain all eight schools of magic use, but gains 5 points per school which is subsequently dropped. Rather than try to sort this out, I left the referee free to define his or her disadvantages. "Armor Class Improvement"-selecting clerics are assumed, on the sheets, to go without armor even at low levels. If you want some of Baker's modified expenditures, i.e., spending 10 cp's for a wizard to have only minor access to a priestly sphere, you can do the adjustments by hand. This gives much more flexibility, and it's going to be done anyway no matter what. Dual-classed types selecting the limited-armor / shield options will have these listed but not shown on AC. This will allow referees to say when they apply. I have listed backstab damage as if from a short sword. If you allow it to vary, change the damage listed. Referees choose whether dexterity or strength gives the bonus for backstabbing. This should be easy to tell by inspecting the sheet. Character weight can be 1.35 x height + maximum press/2. This works well for real-life, physically-fit people. I have preferred this to published data, as more scientific. For creatures of great strength, base maximum is 300 lb. I added 500 lb for the four-footed races, i.e., centaurs, wemics, lammasu, shedu, and bariaurs; I figure their height's measured from the top of the head. They're folks, not horses to measure from the shoulder. Ogres & minotaurs get 100 extra lb, giant-kin 150 extra lb. There is another weight option, in which it is assigned based on the S&P ranges, proportionate to strength. If you want a human with 18/00 strength and weight 110 lb, by all means do so, it must be magic. The early-spellcasting paladin table, and the psionic proficiencies, have been fixed per Dragon #223. Mongrelfolk get an extra five points for thieving percentages. The other thieving percentage modifiers from "The Complete Book of Humanoids" have been followed as well. The rulebook allows two instruments each time the "musical instrument" proficiency is chosen. Since it's unclear whether one, both, or all instruments improve when additional character points are designated for "Musical Instruments", I have left this in its most elementary form for the DM's use. If the two-instruments rule is in use, type in "Guitar & Flute" at the prompt. Several proficiencies, after first purchase, may be repurchased for a single point; these include new musical instruments, new ancient languages, and so forth. This is indicated by the disappearance of the integer indicating a cost greater than one. "Unicorn status", of course, refers to virginity. In old legends, only a virgin could tame a unicorn. If this "offends" you, turn the option off. I've taken most of my liberties with the subtypes of clergy. I have followed "The Complete Priest's Manual. "Soothing Word": Once a day, this cleric can calm one person, or (2 x level) HD of creatures. "Incite Berserk Rage": Once a day, the cleric can incite a single willing warrior to berserk rage for one hour. This gives +2 to hit and on damage. "Prophecy": This cleric has the ability to seek supernatural guidance by going into a trance, watching for signs, or something. Mortal imperfections makes this unreliable. "Linguist": Allows double the number of languages. "Immune to Energy Drain", and the like, derive from "The Complete Priest's Handbook." The Jon Pickens clerical system is found in Dragon 1994, and is intended both to make sense and to restore the distinctive flavor of the 1st edition Druid. For a druid or nature priest, "Speak with Animal" is first-level, "Cure Light Wounds" is second-level, and "Neutralize Poison" is third-level. The Chronomancer Priest is a standard AD&D Cleric-Magician with a priestly focus on Time, and Chronomancer wizardry. Although specialist wizards do not ordinarily multi-class, I have allowed appropriate specialty-priest combinations, i.e., a shadow wizard may also be a priest of darkness. If you wish to use the spheres from "Tome of Magic", that's fine; judging by the published adventures, they are not getting very much use overall. Ability scores are for one's current age. If you must make adjustments, do this by hand; you would do this anyway, and I ran out of programming room. If no points are spent when racial, class, or trait options are presented, the appropriate heading will still appear on the sheet, followed by a few blank lines. I thought you would perhaps want to edit here. I took some liberties with class choices for new races. If aasimar really exist, some of them are surely paladins. And there is plenty of precedent for elf fighter-clerics. Centaurs, ogres, and other big folk are not offered the riding proficiencies or horse archery. Occasionally, multi-class characters gain no hit points on gaining a level in one class, due to rounding. I have allowed multi-class characters to spend their class points among classes as seems best. Referee's discretion. I have omitted the "Spells & Magic" suggested high-level benefits for various magical specialists, for example, the +1 armor class bonus for 11th level abjurers. These do not show on the generated sheets, but may be added by referees who deem this appropriate. "Crusaders", "Monks", and "Shamans"? Build your own, using the options that are available. Here's how I figured it..." Crusaders: Military, fighter-like abilities Monks: Unarmored, thinking, community-living Shamans: Nature and spiritualist. As with druids and "kits", I gave them one-point on their typical proficiencies. In keeping with "Spells and Magic", these "classes" get 120 priestly points. All crusaders buy weapon proficiencies as do fighters. "Mystics" of the "Forgotten Realms", can be easily constructed. They must be chaotic, have familiars as wizards do, can cast "Sleep" once per day, and "Charm Monster" daily at high levels, brew potions and do magic candles and that kind of thing. "Sages and Specialists" might be consulted for a source for kits (blacksmith, guide, etc.) "Animal Folk" are Hengeyokai from "Oriental Adventures. I omitted the alignment restrictions, and let any species be a member of any basic class. Cranes, dogs, ducks, goldfish, rabbits, and sparrows tend to goodness, cats and monkeys to chaos. They are animals who can turn partly or fully into people. They are not lycanthropes. Beginning with version 4.12b, I have allowed human half-elf, gnome, dwarf, and halfling single-classed fighters, mages, illusionists, bards, generic paladins, and psionicists to acquire otherwise-unavailable thief skills at 5 extra points each. This is so that everybody can make ninja variants. Ravenloft character races are limited, demi-humans are very uncommon, and their ability requirements are high. In addition to the races in "Domains of Dread", I allowed goblins and kobolds. Revenloft Gnomes almost certainly require high intelligence, not wisdom. I allowed dual-classed folks to take their second classes without regard to their origins, i.e., they have travelled. If you want Kalidnay characters to meet "Dark Sun" standards, send for my "Dark Sun" character generator. Referees may choose the level of psionic activity in Ravenloft. Please visit Li Po's Hermitage at http://worldmall.com/erf/lipo.htm There is information about other freeware, a list of resource people, a discussion of pseudo-Christian attacks on adventure gaming, a sampler of the sources of heroic fantasy, and much else. Let me know where other character generators may lawfully be obtained, so that I may post this information at Li Po's hermitage. All Sphere (Revised 1994) Level 1: Bless Detect Magic Purify Food and Drink Level 2: Aid Chant Level 3: Bestow Curse (check with referee) Dispel Magic Glyph of Warding Prayer Remove Curse Level 4: Censure (touch marks wrongdoer; mark visible only to cleric's sect; those sharing cleric's ideals dislike target; 1 day/level) Focus ("Tome of Magic") Tongues Level 5: Atonement Commune Plane Shift Quest/Reward Quest True Seeing Level 6: Speak with Monsters Level 7: Astral Spell (Plane Travel) Gate (Symbol of) Fear (Symbol of) Persuasion Animals Sphere (Revised 1994) Level 1: Animal Friendship Detect Poison Detect Snares and Pits Invisibility to Animals Locate Animal Level 2: Animal Messenger Charm Person or Mammal Invisibility to Animals, 10' Snake Charm Speak With Animals Level 3: Charm Vertebrate Animal (includes fish, lizards, etc.) Hold Animal Summon Insects Level 4: Animal Summoning I Call Woodland Beings Charm Any Animal (may work for a small group) Giant Insect Repel Insects Sticks to Snakes/Snakes to Sticks Level 5: Animal Growth Animal Summoning II Commune With Nature Insect Plague Level 6: Animal Summoning III Anti-Animal Shell Conjure Animals Level 7: Creeping Doom Reincarnation (as animal) Charm Sphere (Revised 1994) Level 1: Cause Fear Command Remove Fear Sanctuary Level 2: Charm Person or Mammal Detect Charm Enthrall Hold Person Snake Charm Level 3: Level 4: Cloak of Bravery / Fear Cloak of Fear/Bravery Free Action Level 5: Dispel Evil Level 6: Mass Suggestion Level 7: Confusion Exaction (Symbol of) Hopelessness (Symbol of) Pain Combat Sphere (Revised 1994) Level 1: Command Remove Fear Level 2: Chant Spiritual Hammer Level 3: Level 4: Level 5: Flame Strike Level 6: Word of Recall Level 7: Creation Sphere (Revised 1994) Level 1: Create Water Light Level 2: Level 3: Continual Light Create Food and Water Negative Plane Protection Level 4: Minor Creation Level 5: Create Minor Helm ("Spelljammer" set) Major Creation Raise Dead Level 6: Animate Object Heroes's Feast Level 7: Create Major Helm ("Spelljammer" set) Restoration Divination Sphere (Revised 1994) Level 1: Comprehend Languages Detect Evil Detect Good Detect Poison Level 2: Augury Detect Charm Find Traps (check vs. int on d20) Know Alignment Speak With Animals Level 3: Locate Object Speak With Dead (including undead) Level 4: Detect Lie Divination Locate Creature ("Tome of Magic") Reflecting Pool Level 5: Magic Font Level 6: Find the Path Stone Tell Level 7: Foresight Elemental -- All Sphere (Revised 1994) Level 1: Create Air ("Spelljammer" set) Create Water Destroy Water Magical Stone Purify Air (all within range) Level 2: Chill Metal Dust Devil Fire Trap Flame Blade Heat Metal Produce Flame Level 3: Air/Water Breathing (duration 1 day) Flame Walk (1 creature/level, 1 round/level+4) Meld into Stone Protection from Cold (1 creature, 1 day) Protection from Fire (1 creature, 1 day) Pyrotechnics Stone Shape Water Walk Level 4: Lower/Raise Water Produce/Quench Fire Protection from Acid (1 day) Protection from Poison Gases (1 day) Level 5: Air Walk Commune With Nature Flame Strike Spike Stones Transmute Rock to Mud/Mud to Rock Wall of Fire Level 6: Conjure Normal Elemental (12 HD, serves willingly) Dismiss Elemental Fire Seeds Part Water Stone Tell Level 7: Animate Rock Chariot of Sustarre Conjure Large Elemental (24 HD, serves willingly) Earthquake Fire Storm Wind Walk (This-World Only) Guardianship Sphere (Revised 1994) Level 1: Detect Evil Detect Good Light Remove Fear Level 2: Level 3: Continual Light Level 4: Abjure Level 5: Dispel Evil Level 6: Blade Barrier (8d8, no save) Forbiddance Level 7: Healing Sphere (Revised 1994) Level 1: Cure Light Wounds (1d8) Detect Disease Level 2: Slow Poison Level 3: Cure Blindness or Deafness Cure Disease Level 4: Cure Feeblemind Cure Insanity Cure Serious Wounds (2d8+1) Neutralize Poison Level 5: Cure Critical Wounds (3d8+1) Dispel Evil Level 6: Heal (all but 1d4) Heroes's Feast Level 7: Regeneration Necromantic Sphere (Revised 1994) Level 1: Cure Light Wounds (1d8) Detect Disease Invisibility to Undead Level 2: Slow Poison Level 3: Cure Blindness or Deafness Cure Disease Feign Death Negative Plane Protection Remove Paralysis Speak With Dead (including undead) Level 4: Cure Feeblemind Cure Insanity Neutralize Poison Level 5: Dispel Evil Raise Dead Level 6: Heroes's Feast Restore Youth ("Tome of Magic") Level 7: Regeneration Restoration Resurrection Plants Sphere (Revised 1994) Level 1: Detect Poison Entangle Locate Plant Pass Without Trace Shillelagh (+1 staff) Level 2: Barkskin Trip Warp Wood Level 3: Plant Growth Snare Spike Growth Tree Level 4: Hallucinatory Forest Hold Plant Massmorph Plant Door Speak with Plants Sticks to Snakes/Snakes to Sticks Level 5: Anti-Plant Shell Commune With Nature Pass Plant Tree Growth ("Dragon Kings") Level 6: Charm Plants Fire Seeds Liveoak Transport Via Plants Turn Wood Wall of Thorns Level 7: Change Staff Relocate Trees (move over one month, within one mile) Transmute Metal to Wood Protection Sphere (Revised 1994) Level 1: Endure Cold Endure Heat Protection from Evil Sanctuary Level 2: Resist Cold (1 creature, 1 round/level+4) Resist Fire (1 creature, 1 round/level+4) Silence 15' Radius Level 3: Negative Plane Protection Protection from Cold (1 creature, 1 day) Protection from Fire (1 creature, 1 day) Remove Paralysis Level 4: Protection from Evil, 10' radius Level 5: Anti-Plant Shell Level 6: Anti-Animal Shell Dismiss Elemental Level 7: Summoning Sphere (Revised 1994) Level 1: Speak with Astral Traveller ("Tome of Magic") Level 2: Animal Messenger Level 3: Astral Window ("Tome of Magic") Level 4: Abjure Etherealness (4R+1/L) Join With Astral Traveller ("Tome of Magic") Plane Adaptation (one plane) Level 5: Adaptation (any environment) Dispel Evil Elemental Pocket ("Tome of Magic") Level 6: Animate Object Weather Summoning Word of Recall Level 7: Exaction Spirit of Power ("Tome of Magic") Succor Wind Walk (This-World and Other-Plane Travel) Sun Sphere (Revised 1994) Level 1: Light Level 2: Level 3: Continual Light Starshine Level 4: Level 5: Moonbeam Rainbow Level 6: Level 7: Sunray Weather Sphere (Revised 1994) Level 1: Faerie Fire Predict Weather Level 2: Obscurement Level 3: Call Lightning Dispel Fog ("Pirates of the Fallen Stars") Level 4: Control Temperature 10' Radius Protection from Weather ("Dragon Kings") Protection from Lightning (1 day) Reflecting Pool Weather Stasis ("Tome of Magic") Level 5: Control Winds Good/Bad Weather ("Dragon Kings") Rainbow Level 6: Weather Summoning Level 7: Control Weather Wind Walk (This-World Only) All Sphere (Traditional) Level 1: Bless Detect Evil Detect Good Purify Food and Drink Level 2: Level 3: Remove Curse Level 4: Censure (touch marks wrongdoer; mark visible only to cleric's sect; those sharing cleric's ideals dislike target; 1 day/level) Focus ("Tome of Magic") Level 5: Atonement Level 6: Level 7: Animals Sphere (Traditional) Level 1: Animal Friendship Invisibility to Animals Locate Animal or Plant Level 2: Animal Messenger Charm Person or Mammal Invisibility to Animals, 10' Snake Charm Speak With Animals Level 3: Charm Vertebrate Animal (includes fish, lizards, etc.) Hold Animal Summon Insects Level 4: Animal Summoning I Call Woodland Beings Charm Any Animal (may work for a small group) Giant Insect Repel Insects Sticks to Snakes/Snakes to Sticks Level 5: Animal Growth Animal Summoning II Level 6: Animal Summoning III Anti-Animal Shell Level 7: Creeping Doom Reincarnation (as animal) Astral (Traditional) Level 1: Level 2: Level 3: Level 4: Etherealness (4R+1/L) Join With Astral Traveller ("Tome of Magic") Plane Adaptation (one plane) Level 5: Elemental Pocket ("Tome of Magic") Plane Shift Level 6: Word of Recall Level 7: Astral Spell (Plane Travel) Wind Walk (This-World and Other-Plane Travel) Charm Sphere (Traditional) Level 1: Cause Fear Command Remove Fear Level 2: Enthrall Hold Person Level 3: Level 4: Cloak of Bravery / Fear Cloak of Fear/Bravery Free Action Level 5: Quest/Reward Quest Level 6: Mass Suggestion Level 7: Confusion Exaction Combat Sphere (Traditional) Level 1: Magical Stone Shillelagh (+1 staff) Level 2: Chant Spiritual Hammer Level 3: Prayer Level 4: Level 5: Flame Strike Level 6: Level 7: Creation Sphere (Traditional) Level 1: Level 2: Level 3: Create Food and Water Level 4: Minor Creation Level 5: Create Minor Helm ("Spelljammer" set) Major Creation Level 6: Animate Object Blade Barrier (8d8, no save) Heroes's Feast Wall of Thorns Level 7: Chariot of Sustarre Create Major Helm ("Spelljammer" set) Divination Sphere (Traditional) Level 1: Comprehend Languages Detect Poison Detect Snares and Pits Level 2: Augury Detect Charm Find Traps (check vs. int on d20) Know Alignment Speak With Animals Level 3: Locate Object Speak With Dead (including undead) Level 4: Detect Lie Divination Locate Creature ("Tome of Magic") Reflecting Pool Tongues Level 5: Commune Commune With Nature Magic Font True Seeing Level 6: Find the Path Level 7: Foresight Elemental -- All Sphere (Traditional) Level 1: Create Air ("Spelljammer" set) Create Water Destroy Water Purify Air (all within range) Level 2: Chill Metal Dust Devil Fire Trap Flame Blade Heat Metal Produce Flame Level 3: Air/Water Breathing (duration 1 day) Flame Walk (1 creature/level, 1 round/level+4) Meld into Stone Protection from Cold (1 creature, 1 day) Protection from Fire (1 creature, 1 day) Pyrotechnics Stone Shape Water Walk Level 4: Lower/Raise Water Produce/Quench Fire Protection from Acid (1 day) Protection from Poison Gases (1 day) Level 5: Air Walk Commune With Nature Spike Stones Transmute Rock to Mud/Mud to Rock Wall of Fire Level 6: Conjure Normal Elemental (12 HD, serves willingly) Dismiss Elemental Fire Seeds Part Water Stone Tell Level 7: Animate Rock Chariot of Sustarre Conjure Large Elemental (24 HD, serves willingly) Earthquake Fire Storm Transmute Metal to Wood Wind Walk (This-World Only) Guardianship Sphere (Traditional) Level 1: Light Level 2: Silence 15' Radius Level 3: Continual Light Glyph of Warding Level 4: Level 5: Level 6: Blade Barrier (8d8, no save) Forbiddance Level 7: (Symbol of) Fear (Symbol of) Hopelessness (Symbol of) Pain (Symbol of) Persuasion Healing Sphere (Traditional) Level 1: Cure Light Wounds (1d8) Detect Disease Level 2: Slow Poison Level 3: Level 4: Cure Feeblemind Cure Insanity Cure Serious Wounds (2d8+1) Level 5: Cure Critical Wounds (3d8+1) Level 6: Heal (all but 1d4) Level 7: Necromantic Sphere (Traditional) Level 1: Detect Disease Invisibility to Undead Level 2: Animal Messenger Level 3: Cure Blindness or Deafness Cure Disease Feign Death Negative Plane Protection Level 4: Cure Feeblemind Cure Insanity Neutralize Poison Level 5: Raise Dead Level 6: Restore Youth ("Tome of Magic") Level 7: Regeneration Restoration Resurrection Plants Sphere (Traditional) Level 1: Detect Poison Entangle Locate Animal or Plant Pass Without Trace Shillelagh (+1 staff) Level 2: Barkskin Trip Warp Wood Level 3: Plant Growth Snare Spike Growth Tree Level 4: Hallucinatory Forest Hold Plant Massmorph Plant Door Speak with Plants Sticks to Snakes/Snakes to Sticks Level 5: Anti-Plant Shell Pass Plant Tree Growth ("Dragon Kings") Level 6: Charm Plants Liveoak Transport Via Plants Turn Wood Wall of Thorns Level 7: Change Staff Relocate Trees (move over one month, within one mile) Protection Sphere (Traditional) Level 1: Endure Cold Endure Heat Protection from Evil Sanctuary Level 2: Barkskin Resist Cold (1 creature, 1 round/level+4) Resist Fire (1 creature, 1 round/level+4) Level 3: Dispel Magic Negative Plane Protection Protection from Cold (1 creature, 1 day) Protection from Fire (1 creature, 1 day) Remove Paralysis Level 4: Protection from Evil, 10' radius Protection from Lightning (1 day) Repel Insects Level 5: Anti-Plant Shell Dispel Evil Level 6: Anti-Animal Shell Dismiss Elemental Level 7: Summoning Sphere (Traditional) Level 1: Speak with Astral Traveller ("Tome of Magic") Level 2: Level 3: Astral Window ("Tome of Magic") Level 4: Abjure Animal Summoning I Call Woodland Beings Level 5: Adaptation (any environment) Animal Summoning II Dispel Evil Level 6: Aerial Servant Animal Summoning III Animate Object Conjure Animals Weather Summoning Word of Recall Level 7: Creeping Doom Exaction Gate Spirit of Power ("Tome of Magic") Succor Sun Sphere (Traditional) Level 1: Light Level 2: Level 3: Continual Light Starshine Level 4: Level 5: Moonbeam Rainbow Level 6: Level 7: Sunray Weather Sphere (Traditional) Level 1: Faerie Fire Predict Weather Level 2: Obscurement Level 3: Call Lightning Dispel Fog ("Pirates of the Fallen Stars") Level 4: Control Temperature 10' Radius Protection from Weather ("Dragon Kings") Protection from Lightning (1 day) Weather Stasis ("Tome of Magic") Level 5: Control Winds Good/Bad Weather ("Dragon Kings") Rainbow Level 6: Weather Summoning Level 7: Control Weather Elemental -- Fire Sphere (cleric of this element) Level 1: Level 2: Fire Trap Flame Blade Heat Metal Produce Flame Level 3: Flame Walk (1 creature/level, 1 round/level+4) Protection from Fire (1 creature, 1 day) Pyrotechnics Level 4: Produce/Quench Fire Level 5: Commune With Nature Flame Strike Wall of Fire Level 6: Conjure Normal Fire Elemental (12 HD, serves willingly) Fire Seeds Level 7: Conjure Large Fire Elemental (24 HD, serves willingly) Fire Storm Elemental -- Air Sphere (cleric of this element) Level 1: Create Air ("Spelljammer" set) Purify Air (all within range) Level 2: Dust Devil Level 3: Air/Water Breathing (duration 1 day) Level 4: Protection from Poison Gases (1 day) Level 5: Air Walk Commune With Nature Level 6: Conjure Normal Air Elemental (12 HD, serves willingly) Level 7: Conjure Large Air Elemental (24 HD, serves willingly) Wind Walk (This-World Only) Elemental -- Water Sphere (cleric of this element) Level 1: Create Water Destroy Water Level 2: Level 3: Air/Water Breathing (duration 1 day) Water Walk Level 4: Lower/Raise Water Level 5: Commune With Nature Level 6: Conjure Normal Water Elemental (12 HD, serves willingly) Part Water Level 7: Conjure Large Water Elemental (24 HD, serves willingly) Elemental -- Earth Sphere (cleric of this element) Level 1: Magical Stone Level 2: Heat Metal Level 3: Meld into Stone Stone Shape Level 4: Level 5: Commune With Nature Spike Stones Transmute Rock to Mud/Mud to Rock Level 6: Conjure Normal Earth Elemental (12 HD, serves willingly) Stone Tell Level 7: Animate Rock Conjure Large Earth Elemental (24 HD, serves willingly) Earthquake Transmute Metal to Wood Agriculture Clergy: Agriculture Spells (no spheres needed): Level 1: Locate Animal or Plant Level 2: Strength Level 3: Delay Rotting ("Tome of Magic") Level 4: Lower/Raise Water Repel Insects Level 5: Anti-Plant Shell Blessed Abundance ("Tome of Magic") Level 6: Wall of Thorns Level 7: Creeping Doom Reincarnation (as animal) Relocate Trees (move over one month, within one mile) Agriculture Clergy Special Powers Available: -- [ 5] Active Sense of Smell -- [ 5] Acute Taste -- [10] Animal Friendship -- [ 5] Brewing -- [ 5] Close to the Earth -- [ 5] Cold Resistance -- [ 5] Detect Poison -- [ 5] Elemental Spell Bonus -- [10] Empathy With Animals -- [ 5] Engineering Bonus -- [ 5] Heat Resistance -- [ 5] Identify, as Druid -- [ 5] Poison Resistance -- [ 5] Purify Water -- [10] Speak With Animals -- [10] Speak With Plants Ancestors Clergy: Ancestors Spells (no spheres needed): Level 1: Detect Undead Know Age ("Tome of Magic") Know History Thought Capture ("Tome of Magic") Level 2: Level 3: Speak With Dead (including undead) Level 4: Level 5: Age/Rejuvenate Object ("Tome of Magic") Time Pool ("Tome of Magic") Level 6: Legend Lore Level 7: Ancestors Clergy Special Powers Available: -- [ 5] Alter Moods -- [ 5] Close to the Earth -- [10] Command Undead -- [10] Detect Undead -- [ 5] Determine Age (Bldg, 1-5 on d6 -- [10] Magic Resistance 2%/level -- [10] Move Silently -- [10] Prophecy -- [ 5] Read Languages -- [ 5] Resist Charm (+2, as paladin) -- [10] Spell Duration Increase Animals Clergy: Animals Spells (no spheres needed): Level 1: Anti-Vermin Barrier ("Tome of Magic") Calm Animals ("Spells & Magic") Locate Animal Mount Speak With Animals Level 2: Charm Mammal Master Animal (duration of eye contact, save vs. HD) Summon Swarm Level 3: Control Animal ("Spells & Magic") Phantom Steed Summon Animal Spirit ("Spells & Magic") Level 4: Animal Vision (share its eyesight, no control, 1 round/level) Shapeshift (change own body to animal form) Level 5: Mordenkainen's Faithful Hound Possess Animal (control actions, share senses, 1 round/level) Level 6: Conjure Animals Level 7: Animals Clergy Special Powers Available: -- [ 5] Active Sense of Smell -- [ 5] Acute Taste -- [10] Animal Friendship -- [10] Climb as Ranger -- [10] Communicate With Creatures -- [10] Confer Water Breathing -- [10] Dense Skin -- [ 5] Detect Poison -- [10] Empathy With Animals -- [ 5] Faithful Mount -- [10] Freeze (as gnome) -- [10] Hide in Woods (as gnome) -- [ 5] Identify, as Druid -- [10] Immune to Poison -- [10] Move Silently -- [10] Pass Without Trace -- [ 5] Poison Resistance -- [15] Shapechange (Animals, Early) -- [10] Shapechange (Animals, Level 7) -- [10] Soothing Word -- [10] Speak With Animals -- [10] Stealth (as demihuman) -- [ 5] Tracking Apathy Clergy: Apathy Spells (no spheres needed): Level 1: Cause Apathy Confuse Languages Emotion Read (one subject, one instant) ("Tome of Magic") Sleep Level 2: Forget Level 3: Level 4: Emotion -- Apathy Emotion -- Sadness Tongues (reversed; prevents all communication within 60)') Level 5: Feeblemind Level 6: Lose the Path Mass Suggestion Level 7: Confusion (Symbol of) Apathy Apathy Clergy Special Powers Available: -- [ 5] Alter Moods -- [ 5] Brewing -- [ 5] Bribe -- [ 5] Charm Resistance (+1, as bard) -- [ 5] Cold Resistance -- [10] Counter Effects (as bard) -- [ 5] Darkness Spell -- [10] Dense Skin -- [ 5] Heat Resistance -- [ 5] Sound Resistance (as bard) Art Clergy: Art Spells (no spheres needed): Level 1: Appraise (know value of 1 item) Change Self Charm Person Level 2: Camouflage ("Complete Book of Elves") Level 3: Level 4: Level 5: Level 6: Animate Object Veil Level 7: Art Clergy Special Powers Available: -- [ 5] Alter Moods -- [ 5] Charm Resistance (+1, as bard) -- [10] Detect Illusion (as thief) -- [ 5] Illusion Resistant, +2 saves -- [10] Immune to Charm -- [10] Preach Well, once daily -- [ 5] Resist Sleep-Charm (+1, mage) -- [ 5] Secret Doors (as elf) -- [10] Soothing Word -- [10] Suggestion (as spell) daily Athletics Clergy: Dexterity, constitution, or strength must be 12 or more Athletics Spells (no spheres needed): Level 1: Jump Run Spider Climb Swim Level 2: Draw Upon Holy Might ("Tome of Magic") (increase own Muscle 1 full point/3 levels, round up, duration as per your referee) Draw Upon Holy Might ("Tome of Magic") (increase own Stamina 1 full point/3 levels, round up, duration as per your referee) Draw Upon Holy Might ("Tome of Magic") (increase own Aim 1 full point/3 levels, round up, duration as per your referee) Draw Upon Holy Might ("Tome of Magic") (increase own Balance 1 full point/3 levels, round up, duration as per your referee) Draw Upon Holy Might ("Tome of Magic") (increase own Health 1 full point/3 levels, round up, duration as per your referee) Draw Upon Holy Might ("Tome of Magic") (increase own Fitness 1 full point/3 levels, round up, duration as per your referee) Draw Upon Holy Might ("Tome of Magic") (increase own Willpower 1 full point/3 levels, round up, duration as per your referee) Resist Cold (1 creature, 1 round/level+4) Resist Fire (1 creature, 1 round/level+4) Strength Level 3: Haste Level 4: Emotion -- Friendliness Emotion -- Happiness Emotion -- Hope Fumble Level 5: Level 6: Tenser's Transformation Level 7: Athletics Clergy Special Powers Available: -- [ 5] Alter Moods -- [ 5] Cast Time Reduction (All P) -- [ 5] Climb Walls -- [ 5] Cold Resistance -- [10] Defense Bonus (+2 unarmored) -- [ 5] Heat Resistance -- [10] Hit Point Bonus -- [10] Immume to Paralysis -- [ 5] Increased Movement -- [ 5] Javelin Bonus -- [10] Priest HD 1d10 -- [ 5] Rally Friends -- [ 5] Range Up (1 sch 25%) -- [ 5] Unarmed Combat Specialist Beauty Clergy: Charisma 12 or more Beauty Spells (no spheres needed): Level 1: Change Self Charm Person Color Spray Level 2: Camouflage ("Complete Book of Elves") Draw Upon Holy Might ("Tome of Magic") (increase own Appearance 1 full point/3 levels, round up, duration as per your referee) Hypnotic Pattern Level 3: Level 4: Rainbow Pattern Level 5: False Seeing ("Veil") Level 6: Veil Level 7: Beauty Clergy Special Powers Available: -- [ 5] Active Sense of Smell -- [ 5] Acute Taste -- [ 5] Alter Moods -- [10] Animal Friendship -- [ 5] Charm Resistance (+1, as bard) -- [10] Detect Illusion (as thief) -- [ 5] Detect Noise -- [ 5] Evaluate Gems (as dwarf) -- [ 5] Illusion Resistant, +2 saves -- [10] Infravision -- [ 5] Purify Water -- [ 5] Sound Resistance (as bard) -- [10] Suggestion (as spell) daily -- [ 5] Unarmed Combat Specialist Bigotry Clergy: Bigotry Spells (no spheres needed): Level 1: Corrupt Emotion Read (one subject, one instant) ("Tome of Magic") Level 2: Level 3: Level 4: Level 5: Level 6: Wall of Thorns Level 7: Bigotry Clergy Special Powers Available: -- [ 5] Active Sense of Smell -- [ 5] Alter Moods -- [10] Backstab (as thief / ranger) -- [ 5] Charm Resistance (+1, as bard) -- [ 5] Detect Good -- [10] Incite Berserk Rage -- [10] Know Alignment -- [ 5] Rally Friends -- [ 5] Taunt Birth & Youth Clergy: Birth & Youth Spells (no spheres needed): Level 1: Level 2: Level 3: Level 4: Emotion -- Friendliness Emotion -- Happiness Emotion -- Hope Level 5: Level 6: Restore Youth ("Tome of Magic") Level 7: Clone Birth & Youth Clergy Special Powers Available: -- [ 5] Alter Moods -- [10] Commune (as spell) x1 / month -- [10] Counter Effects (as bard) -- [10] Defense Bonus (+2 unarmored) -- [ 5] Detect Evil -- [10] Detect Lie once daily -- [ 5] Detect Noise -- [ 5] Expert Healer -- [ 5] Poison Resistance -- [ 5] Purify Water -- [ 5] Rally Friends -- [ 5] Resist Charm (+2, as paladin) -- [ 5] Resist Energy Drain -- [ 5] Resist Sleep-Charm (+1, mage) -- [10] Suggestion (as spell) daily -- [10] Turn Undead Cities Clergy: Cities Spells (no spheres needed): Level 1: Courage ("Tome of Magic") Morale ("Tome of Magic") Level 2: Draw Upon Holy Might ("Tome of Magic") (increase own Leadership 1 full point/3 levels, round up, duration as per your referee) Sanctify for Battle ("Tome of Magic") Level 3: Level 4: Level 5: Level 6: Legend Lore Level 7: Illusory Fortification ("Tome of Magic") Shadow Engines ("Tome of Magic") Cities Clergy Special Powers Available: -- [ 5] Alter Moods -- [ 5] Bow Bonus -- [ 5] Build War Machines -- [ 5] Climb Walls -- [ 5] Crossbow Bonus -- [10] Defense Bonus (+2 unarmored) -- [ 5] Detect Evil -- [10] Detect Treasure -- [ 5] Expert Haggler (10% cheaper) -- [ 5] Followers (Level 10) -- [10] Followers (any time) -- [10] History (as bard) -- [ 5] Lead Troops -- [10] Linguist -- [ 5] Longsword Bonus -- [10] Open Locks -- [ 5] Operate War Machines -- [10] Preach Well, once daily -- [ 5] Prot. From Evil (as paladin) -- [ 5] Read Languages -- [ 5] Secret Doors (as elf) -- [10] Tunneling Cold Clergy: Cold Spells (no spheres needed): Level 1: Chill Touch Endure Cold Level 2: Aura of Comfort ("Tome of Magic") Chill Metal Freeze Water (1 cu. ft./level) Resist Cold (1 creature, 1 round/level+4) Level 3: Protection from Cold (1 creature, 1 day) Level 4: Fire Purge ("Tome of Magic") Ice Storm Wall of Ice Level 5: Cone of Cold Level 6: Conjure Normal Ice Quasi-Elemental (12 HD, serves willingly) Icy Servant (as "Aerial Servant") Otiluke's Freezing Sphere Level 7: Conjure Large Ice Quasi-Elemental (24 HD, serves willingly) Cold Clergy Special Powers Available: -- [ 5] Axe Bonus -- [ 5] Charm Resistance (+1, as bard) -- [ 5] Cold Resistance -- [10] Confer Water Breathing -- [ 5] Darkness Spell -- [ 5] Elemental Spell Bonus -- [ 5] Heat Resistance -- [10] Immune to Cold -- [10] Immune to Fire -- [10] Priest HD 1d10 -- [ 5] Resist Energy Drain -- [ 5] Resist Sleep-Charm (+1, mage) -- [10] Water Breathing Commerce Clergy: Commerce Spells (no spheres needed): Level 1: Appraise (know value of 1 item) Comprehend Languages Detect Magic Salesmanship I (pitch, one saves vs. wisdom Level 2: Draw Upon Holy Might ("Tome of Magic") (increase own Knowledge 1 full point/3 levels, round up, duration as per your referee) Draw Upon Holy Might ("Tome of Magic") (increase own Leadership 1 full point/3 levels, round up, duration as per your referee) Level 3: Level 4: Salesmanship II (pitch, all save vs. wisdom) Tongues Level 5: True Seeing Level 6: Level 7: Exaction Commerce Clergy Special Powers Available: -- [ 5] Bribe -- [ 5] Charm Resistance (+1, as bard) -- [ 5] Engineering Bonus -- [ 5] Increased Movement -- [10] Know Alignment -- [10] Magic Identification (as elf) -- [10] Pick Pockets -- [ 5] Read Languages -- [ 5] Resist Sleep-Charm (+1, mage) -- [10] Soothing Word -- [10] Suggestion (as spell) daily -- [ 5] Supervisor -- [ 5] Thieves's Cant Communication Clergy: Intelligence 12 or more or wizard multiclass Communication Spells (no spheres needed): Level 1: Comprehend Languages Confuse Languages Lend/Borrow Language Message Speak with Astral Traveller ("Tome of Magic") Ventriloquism Level 2: Speak With Animals Vocalize Whispering Wind Level 3: Helping Hand ("Tome of Magic") Know Customs ("Tome of Magic") Speak With Dead (including undead) Telepathy ("Tome of Magic") Level 4: Easy Talk (all know languages, alignments) Rapport ("Tome of Magic") Speak with Plants Tongues Tongues (reversed; prevents all communication within 60)') Level 5: Thought Wave ("Tome of Magic") Level 6: Group Mind ("Tome of Magic") Mass Suggestion Speak with Anything Level 7: (Symbol of) Persuasion Communication Clergy Special Powers Available: -- [ 5] Alter Moods -- [ 5] Bribe -- [10] Commune (as spell) x1 / month -- [10] Communicate With Creatures -- [10] Counter Effects (as bard) -- [10] Detect Lie once daily -- [10] Empathy With Animals -- [ 5] Expert Haggler (10% cheaper) -- [10] Know Alignment -- [10] Linguist -- [10] Preach Well, once daily -- [ 5] Read Languages -- [10] Soothing Word -- [10] Speak With Animals -- [10] Speak With Plants -- [10] Stone Tell (once per day) -- [10] Suggestion (as spell) daily -- [ 5] Thieves's Cant Crafts Clergy: Dexterity 12 or more or thief multiclass Crafts Spells (no spheres needed): Level 1: Mending Weighty Chest ("Tome of Magic") Level 2: Draw Upon Holy Might ("Tome of Magic") (increase own Knowledge 1 full point/3 levels, round up, duration as per your referee) Level 3: Level 4: Addition ("Tome of Magic") Minor Creation Level 5: Fabricate Major Creation Level 6: Level 7: Crafts Clergy Special Powers Available: -- [ 5] Brewing -- [ 5] Build War Machines -- [ 5] Cast Time Reduction (All P) -- [ 5] Dagger Bonus -- [10] Detect Magic daily -- [ 5] Determine Age (Bldg, 1-5 on d6 -- [ 5] Engineering Bonus -- [ 5] Evaluate Gems (as dwarf) -- [ 5] Expert Haggler (10% cheaper) -- [10] Magic Identification (as elf) -- [ 5] Secret Doors (as elf) Cruelty Clergy: Cruelty Spells (no spheres needed): Level 1: Corrupt Level 2: Level 3: Caltrops ("Tome of Magic") Fear Level 4: Emotion -- Hopelessness Level 5: Level 6: Level 7: (Symbol of) Pain Cruelty Clergy Special Powers Available: -- [ 5] Axe Bonus -- [10] Backstab (as thief / ranger) -- [ 5] Bow Bonus -- [ 5] Bribe -- [10] Command Undead -- [ 5] Dagger Bonus -- [ 5] Damage Bonus -- [10] Dense Skin -- [ 5] Detect Good -- [10] Incite Berserk Rage -- [10] Suggestion (as spell) daily -- [ 5] Taunt Darkness Clergy: Darkness Spells (no spheres needed): Level 1: Merciful Shadows ("Dark Sun") Sleep Level 2: Blindness Obscure Alignment Level 3: Pyrotechnics Wraithform Level 4: Level 5: Level 6: Ashen Servant (as "Aerial Servant") Grimy Servant (as "Aerial Servant") Icy Servant (as "Aerial Servant") Vacuum Servant (as "Aerial Servant") Level 7: Power Word, Blind (Symbol of) Sleep Darkness Clergy Special Powers Available: -- [10] Backstab (as thief / ranger) -- [10] Command Undead -- [ 5] Darkness Spell -- [ 5] Hide in Shadows -- [10] Infravision -- [ 5] Less Sleep -- [10] Pick Pockets -- [10] Soothing Word -- [ 5] Thieves's Cant -- [10] Turn Undead Dawn Clergy: Dawn Spells (no spheres needed): Level 1: Detect Undead Light Level 2: Dust Devil Fire Trap Flame Blade Heat Metal Produce Flame Level 3: Continual Light Flame Walk (1 creature/level, 1 round/level+4) Protection from Fire (1 creature, 1 day) Pyrotechnics Level 4: Produce/Quench Fire Level 5: Air Walk Flame Strike Wall of Fire Level 6: Conjure Normal Air Elemental (12 HD, serves willingly) Conjure Normal Fire Elemental (12 HD, serves willingly) Level 7: Chariot of Sustarre Conjure Large Air Elemental (24 HD, serves willingly) Conjure Large Fire Elemental (24 HD, serves willingly) Fire Storm Dawn Clergy Special Powers Available: -- [ 5] Alter Moods -- [ 5] Bow Bonus -- [ 5] Cold Resistance -- [ 5] Elemental Spell Bonus -- [ 5] Heat Resistance -- [ 5] Hide in Shadows -- [15] Immune to Energy Drain -- [10] Immune to Fire -- [10] Incite Berserk Rage -- [ 5] Light Spell -- [10] Preach Well, once daily -- [ 5] Prot. From Evil (as paladin) -- [10] Soothing Word -- [10] Turn Undead Death Clergy: Death Spells (no spheres needed): Level 1: Chill Touch Corpselight (dead & undead glow 4R+1/L) Detect Undead Skeleton Control (one, 1 day, save vs. HD) Summon Undead (nearest 1d6, need not obey) Level 2: Death Recall (see last 10 minutes in life of recent corpse) Locate Corpse ("Black Cairn", in 1 mile/level) Zombie Control (one, 1 day, save vs. HD) Level 3: Bone Club (+1 club, base 1d6, triple vs. undead) Detect Spirits ("Spells & Magic") Feign Death Ghoul Control (one, 1 day, save vs. HD) Hold Undead (save vs HD, total HD<=caster) Negative Plane Protection Skull Watch I Speak With Dead (including undead) Wall of Bones (tough to break through) Wraithform Level 4: Feign Undeath ("Ravenloft" set, but lasts 1 day) Phantasmal Killer Shadow Control (one, 1 day, save vs. HD) Level 5: Cloudkill Disguise Undead (1 day) Ghast Control (one, 1 day, save vs. HD) Level 6: Death Fog Death Spell Imbue Undead With Spell Ability Unliving Identity ("Dragon Kings") Wall of Thorns Wight & Wraith Control (one, 1 day, save vs. HD) Level 7: Clone Mummy Control (one, 1 day, save vs. HD) Power Word, Kill (Symbol of) Death Death Clergy Special Powers Available: -- [10] Backstab (as thief / ranger) -- [10] Command Undead -- [ 5] Damage Bonus -- [ 5] Darkness Spell -- [ 5] Detect Evil -- [ 5] Detect Poison -- [10] Detect Undead -- [10] Immune to Poison -- [10] Incite Berserk Rage -- [ 5] Poison Resistance -- [ 5] Sword Bonus Destiny Clergy: Destiny Spells (no spheres needed): Level 1: Level 2: Level 3: Level 4: Level 5: Level 6: Level 7: Destiny Clergy Special Powers Available: -- [10] Commune (as spell) x1 / month -- [10] Defense Bonus (+2 unarmored) -- [ 5] Elemental Spell Bonus -- [10] History (as bard) -- [10] Prophecy -- [10] Soothing Word Disease Clergy: Disease Spells (no spheres needed): Level 1: Cause Disease Level 2: Forget Irritation Ray of Enfeeblement Stinking Cloud Level 3: Level 4: Contagion Emotion -- Sadness Enervation Level 5: Cloudkill Feeblemind Level 6: Death Fog Wall of Thorns Level 7: Breath of Death ("Tome of Magic") (causes plague, 50 yards/level) (Symbol of) Pain Disease Clergy Special Powers Available: -- [ 5] Active Sense of Smell -- [ 5] Acute Taste -- [10] Cause Insanity 1/wk/3 lvls -- [ 5] Charm Resistance (+1, as bard) -- [10] Command Undead -- [10] Cure Disease 1/wk/3 lvls -- [ 5] Detect Poison -- [10] Immune to Poison -- [10] Immunity to Disease -- [ 5] Military Dart Bonus -- [ 5] Poison Resistance Earth Clergy: Earth Spells (no spheres needed): Level 1: Magical Stone Sea Legs /Land Legs ("Pirates of the Fallen Stars") Strength of Stone ("Spells & Magic") Weighty Chest ("Tome of Magic") Level 2: Camouflage ("Complete Book of Elves") Chill Metal Shatter Rock Soften Earth & Stone ("Spells & Magic") Level 3: Conjure Small Earth Elemental ("Dark Sun") Meld into Stone Stone Door ("Dimension Door" through stone or earth) Stone Shape Level 4: Adamantite Mace ("Spells & Magic") Dig Hallucinatory Terrain Stoneskin Level 5: Commune With Nature Iron Skin ("Dragon Kings") Passwall Spike Stones Stone to Flesh Transmute Rock to Mud/Mud to Rock Wall of Stone Level 6: Conjure Normal Earth Elemental (12 HD, serves willingly) Dismiss Elemental Earthy Servant (as "Aerial Servant") Dusty Servant (as "Aerial Servant") Flesh to Stone Glassee Gravity Variation ("Tome of Magic") Grimy Servant (as "Aerial Servant") Land of Stability ("Tome of Magic") Magma Servant (as "Aerial Servant") Mineral (Gemstone) Servant (as "Aerial Servant") Move Earth Oozy Servant (as "Aerial Servant") Stone Tell Transmute Water to Dust Level 7: Animate Rock Conjure Large Earth Elemental (24 HD, serves willingly) Earthquake Statue Earth Clergy Special Powers Available: -- [ 5] Climb Walls -- [ 5] Close to the Earth -- [ 5] Determine Stability, 1-4 on d6 -- [ 5] Evaluate Gems (as dwarf) -- [10] Meld Into Stone (as dwarf) -- [ 5] Military Pick Bonus -- [ 5] Mining Detection -- [ 5] Secret Doors (as elf) -- [10] Stone Tell (once per day) -- [10] Tunneling Fertility Clergy: Fertility Spells (no spheres needed): Level 1: Level 2: Level 3: Level 4: Emotion -- Courage Emotion -- Friendliness Emotion -- Happiness Emotion -- Lust Level 5: Level 6: Level 7: Fertility Clergy Special Powers Available: -- [ 5] Alter Moods -- [10] Animal Friendship -- [10] Immunity to Disease -- [ 5] Purify Water -- [10] Soothing Word -- [10] Suggestion (as spell) daily Fire Clergy: Fire Spells (no spheres needed): Level 1: Affect Normal Fires Burning Hands Endure Heat Firelight ("Spells & Magic") Fireproof area (no ignitions, 1 day/level) Log of Everburning ("Tome of Magic") Level 2: Affect Any Fire Aura of Comfort ("Tome of Magic") Clues in the Ashes (see last 1 min/round) Fire Trap Flame Blade Flaming Sphere Heat Metal Produce Flame Resist Fire (1 creature, 1 round/level+4) Speak with Fire Level 3: Conjure Small Fire Elemental ("Dark Sun") Explosive Runes Flame Arrow Flame Walk (1 creature/level, 1 round/level+4) Protection from Fire (1 creature, 1 day) Pyrotechnics Level 4: Fire Purge ("Tome of Magic") Produce/Quench Fire Level 5: Animate Flame ("Spells & Magic") Commune With Nature Fireball Flame Strike Wall of Fire Level 6: Ashen Servant (as "Aerial Servant") Conjure Normal Fire Elemental (12 HD, serves willingly) Dismiss Elemental Fiery Servant (as "Aerial Servant") Fire Seeds Incendiary Cloud Magma Servant (as "Aerial Servant") Radiance Servant (as "Aerial Servant") Smoky Servant (as "Aerial Servant") Steamy Servant (as "Aerial Servant") Transport Via Fires Watchfire (scry and communicate 2 miles/level) Level 7: Chariot of Sustarre Conjure Large Fire Elemental (24 HD, serves willingly) Fire Storm Fire Clergy Special Powers Available: -- [ 5] Cold Resistance -- [ 5] Elemental Spell Bonus -- [ 5] Fire-Electr.Resist.(+2 save) -- [ 5] Heat Resistance -- [10] Immune to Fire -- [10] Incite Berserk Rage Fishing Clergy: Dexterity, constitution, or strength must be 12 or more Fishing Spells (no spheres needed): Level 1: Level 2: Level 3: Level 4: Level 5: Level 6: Level 7: Fishing Clergy Special Powers Available: -- [ 5] Cold Resistance -- [10] Confer Water Breathing -- [10] Followers (as Ranger) -- [10] Immune to Cold -- [10] Immune to Lightning -- [10] Move Silently -- [ 5] Purify Water -- [10] Speak With Animals -- [ 5] Spear Bonus -- [ 5] Trident Bonus -- [10] Water Breathing Freedom Clergy: Freedom Spells (no spheres needed): Level 1: Level 2: Knock Level 3: Remove Paralysis Level 4: Free Action Level 5: Passwall Level 6: Remove Barrier (any magic wall) Level 7: Freedom (reverse "Imprisonment") Freedom Clergy Special Powers Available: -- [ 5] Alter Moods -- [ 5] Detect Evil -- [ 5] Detect Good -- [10] Escape Bonds -- [10] Immune to Charm -- [10] Incite Berserk Rage -- [ 5] Increased Movement -- [ 5] Lead Troops -- [10] Pass Without Trace -- [ 5] Resist Charm (+2, as paladin) -- [10] Tunneling -- [ 5] Unarmed Combat Specialist Fresh Water Clergy: Fresh Water Spells (no spheres needed): Level 1: Create Water Destroy Water Locate Drinkable Water (1 mile/level) Predict Weather Sea Legs /Land Legs ("Pirates of the Fallen Stars") Still Water Swim Wall of Fog Level 2: Clear Water ("Dragon Kings") Freeze Water (1 cu. ft./level) Speak with Water Watery Fist ("Spells & Magic") Level 3: Air/Water Breathing (duration 1 day) Conjure Small Water Elemental ("Dark Sun") Dispel Fog ("Pirates of the Fallen Stars") Water Walk Watery Form ("Pirates of the Fallen Stars") Wind Servant ("Pirates of the Fallen Stars") ("Spells & Magic") Level 4: Lower/Raise Water Reflecting Pool Sargasso ("Pirates of the Fallen Stars") Wall of Ice Level 5: Airy Water Calm/Churn Water ("Pirates of the Fallen Stars") Cloud of Purification ("Tome of Magic") Commune With Nature Control Winds Good/Bad Weather ("Dragon Kings") Transmute Rock to Mud/Mud to Rock Level 6: Conjure Normal Water Elemental (12 HD, serves willingly) Dismiss Elemental Icy Servant (as "Aerial Servant") Misty Servant (as "Aerial Servant") Part Water Oars to Snakes/Snakes to Oars ("Pirates of the Fallen Stars") Oozy Servant (as "Aerial Servant") Rainbow Servant (as "Aerial Servant") Steamy Servant (as "Aerial Servant") Transmute Water to Dust Weather Summoning Watery Servant (as "Aerial Servant") Level 7: Conjure Large Water Elemental (24 HD, serves willingly) Control Weather Tidal Wave ("Pirates of the Fallen Stars") Tsunami ("Spells & Magic") Whirlpool ("Pirates of the Fallen Stars") Fresh Water Clergy Special Powers Available: -- [10] Animal Friendship -- [ 5] Cold Resistance -- [10] Confer Water Breathing -- [ 5] Elemental Spell Bonus -- [ 5] Fire-Electr.Resist.(+2 save) -- [ 5] Heat Resistance -- [10] Immune to Fire -- [ 5] Purify Water -- [10] Soothing Word -- [ 5] Trident Bonus -- [10] Water Breathing Greed Clergy: Greed Spells (no spheres needed): Level 1: Appraise (know value of 1 item) Corrupt Emotion Read (one subject, one instant) ("Tome of Magic") Level 2: Level 3: Level 4: Emotion -- Greed Level 5: True Seeing Level 6: Level 7: Exaction Greed Clergy Special Powers Available: -- [ 5] Alter Moods -- [10] Backstab (as thief / ranger) -- [ 5] Bribe -- [ 5] Detect Good -- [10] Detect Treasure -- [ 5] Evaluate Gems (as dwarf) -- [ 5] Expert Haggler (10% cheaper) -- [10] Open Locks -- [10] Pick Pockets -- [ 5] Rally Friends -- [10] Suggestion (as spell) daily -- [ 5] Thieves's Cant Guardianship Clergy: Guardianship Spells (no spheres needed): Level 1: Anti-Vermin Barrier ("Tome of Magic") Armor Blessed Watchfulness ("Spells & Magic") Courage ("Tome of Magic") Hold Portal Morale ("Tome of Magic") Sacred Guardian ("Tome of Magic") Shield Weighty Chest ("Tome of Magic") Level 2: Ethereal Barrier ("Spells & Magic") Resist Acid & Corrosion ("Spells & Magic") Wizard Lock Level 3: Detect Curse (1 person or item) Efficacious Monster Ward ("Tome of Magic") Invisibility Purge ("Tome of Magic") Line of Protection ("Tome of Magic") Squeaking Floors ("Tome of Magic") Thief's Lament ("Tome of Magic") Level 4: Circle of Privacy ("Tome of Magic") Detect Scrying Fire Purge ("Tome of Magic") Leadership/Doubt ("Tome of Magic") Level 5: Barrier of Retention ("Tome of Magic") Dimensional Translocation ("Spells & Magic") Elemental Forbiddance ("Tome of Magic") Grounding ("Tome of Magic") Impregnable Mind ("Spells & Magic") Unceasing Vigilance ("Tome of Magic") Level 6: Anti-Magic Shell Crushing Walls ("Tome of Magic") Dragonbane ("Tome of Magic") Forbiddance Seclusion ("Tome of Magic") Level 7: Impervious Sanctity of Mind ("Spells & Magic") Timelessness Guardianship Clergy Special Powers Available: -- [ 5] Active Sense of Smell -- [ 5] Acute Taste -- [ 5] Alter Moods -- [ 5] Build War Machines -- [ 5] Cold Resistance -- [ 5] Damage Bonus -- [ 5] Darkness Spell -- [10] Defense Bonus (+2 unarmored) -- [10] Detect Lie once daily -- [10] Detect Magic daily -- [ 5] Detect Noise -- [ 5] Detect Poison -- [10] Detect Undead -- [ 5] Determine Stability, 1-4 on d6 -- [10] Find/Remove Traps -- [ 5] Heat Resistance -- [10] Immume to Paralysis -- [10] Immune to Charm -- [10] Immune to Cold -- [15] Immune to Energy Drain -- [10] Immune to Fire -- [10] Immune to Lightning -- [10] Immune to Poison -- [10] Incite Berserk Rage -- [10] Know Alignment -- [ 5] Lead Troops -- [10] Magic Resistance 2%/level -- [ 5] Operate War Machines -- [10] Preach Well, once daily -- [10] Prophecy -- [ 5] Resist Charm (+2, as paladin) -- [ 5] Resist Sleep-Charm (+1, mage) -- [10] Soothing Word -- [ 5] Sound Resistance (as bard) -- [10] Tough Hide -- [15] Weapon Specialization Hate Clergy: Hate Spells (no spheres needed): Level 1: Corrupt Emotion Read (one subject, one instant) ("Tome of Magic") Level 2: Dissension's Feast ("Tome of Magic") Level 3: Fear Level 4: Emotion -- Hate Level 5: Level 6: Wall of Thorns Level 7: (Symbol of) Discord Hate Clergy Special Powers Available: -- [ 5] Alter Moods -- [10] Backstab (as thief / ranger) -- [ 5] Charm Resistance (+1, as bard) -- [10] Command Undead -- [10] Counter Effects (as bard) -- [ 5] Darkness Spell -- [ 5] Detect Good -- [10] Empathy With Animals -- [ 5] Followers (Level 10) -- [10] Followers (any time) -- [10] Immune to Charm -- [10] Incite Berserk Rage -- [10] Know Alignment -- [ 5] Lead Troops -- [10] Preach Well, once daily -- [ 5] Resist Sleep-Charm (+1, mage) -- [ 5] Special Enemy (as Ranger) -- [10] Suggestion (as spell) daily -- [ 5] Taunt Healing Clergy: Healing Spells (no spheres needed): Level 1: Detect Poison Dispel Fatigue ("Spells & Magic") Locate Plant Purify Food and Drink Level 2: Aid Cure Moderate Wounds ("Spells & Magic") Draw Upon Holy Might ("Tome of Magic") (increase own Health 1 full point/3 levels, round up, duration as per your referee) Draw Upon Holy Might ("Tome of Magic") (increase own Fitness 1 full point/3 levels, round up, duration as per your referee) Iron Vigil ("Spells & Magic") Restore Strength ("Spells & Magic") Level 3: Hold Poison ("Spells & Magic") Remove Paralysis Repair Injury ("Spells & Magic") Level 4: Suspended Animation ("Spells & Magic") Unfailing Endurance ("Spells & Magic") Level 5: Level 6: Stone to Flesh Level 7: Breath of Life ("Tome of Magic") (ends plague, 50 yards/level) Healing Clergy Special Powers Available: -- [ 5] Acute Taste -- [ 5] Cast Time Reduction (All P) -- [10] Communicate With Creatures -- [10] Cure Disease 1/wk/3 lvls -- [10] Cure Insanity 1/wk/3 lvls -- [ 5] Detect Poison -- [10] Hit Point Bonus -- [ 5] Identify, as Druid -- [ 5] Immune to Disease -- [10] Immunity to Disease -- [ 5] Lay-on Hands (Healing) -- [10] Priest HD 1d10 -- [ 5] Purify Water -- [10] Soothing Word -- [10] Turn Undead -- [ 5] Unarmed Combat Specialist Hunting Clergy: Dexterity, constitution, or strength must be 12 or more Hunting Spells (no spheres needed): Level 1: Endure Cold Mount Level 2: Draw Upon Holy Might ("Tome of Magic") (increase own Aim 1 full point/3 levels, round up, duration as per your referee) Seeking Arrow ("Complete Book of Elves") Stalk Level 3: Create Campsite ("Tome of Magic") Level 4: Group Pass Without Trace Level 5: Level 6: Conjure Animals Level 7: Reincarnation (as animal) Hunting Clergy Special Powers Available: -- [ 5] Active Sense of Smell -- [ 5] Bow Bonus -- [10] Climb as Ranger -- [10] Communicate With Creatures -- [ 5] Damage Bonus -- [ 5] Detect Noise -- [10] Empathy With Animals -- [ 5] Faithful Mount -- [10] Find/Remove Wilderness Traps -- [10] Followers (as Ranger) -- [10] Forest Movement -- [10] Hide in Woods (as gnome) -- [ 5] Identify, as Druid -- [10] Move Silently -- [10] Pass Without Trace -- [10] Speak With Animals -- [ 5] Spear Bonus -- [10] Stealth (as demihuman) -- [ 5] Tracking Ignorance Clergy: Ignorance Spells (no spheres needed): Level 1: Confuse Languages Erase Scare Level 2: Blindness Conceal Alignment Forget Silence 15' Radius Level 3: Delude Fear Level 4: Emotion -- Fear Tongues (reversed; prevents all communication within 60)') Level 5: False Seeing ("Veil") Feeblemind Level 6: Lose the Path Level 7: Confusion Ignorance Clergy Special Powers Available: -- [ 5] Alter Moods -- [10] Backstab (as thief / ranger) -- [ 5] Brewing -- [ 5] Bribe -- [ 5] Darkness Spell -- [10] Incite Berserk Rage -- [10] Soothing Word -- [10] Suggestion (as spell) daily -- [ 5] Taunt Justice Clergy: Justice Spells (no spheres needed): Level 1: Level 2: ESP Know Alignment Zone of Truth ("Tome of Magic") Level 3: Memory Read ("Tome of Magic") Speak With Dead (including undead) Level 4: Detect Lie Rary's Improved ESP Thought Broadcast ("Tome of Magic") Level 5: Compel Truth I (tell truth or be silent, save vs. wisdom) Time Pool ("Tome of Magic") True Seeing Level 6: Compel Truth II (tell truth or be silent, no save) Level 7: Justice Clergy Special Powers Available: -- [10] Commune (as spell) x1 / month -- [10] Communicate With Creatures -- [ 5] Detect Evil -- [ 5] Detect Good -- [10] Detect Lie once daily -- [10] History (as bard) -- [10] Immune to Charm -- [ 5] Immune to Confusion & Feeblemi -- [10] Know Alignment -- [ 5] Reaction Bonus -- [ 5] Resist Charm (+2, as paladin) -- [ 5] Resist Sleep-Charm (+1, mage) -- [ 5] Tracking Kindness Clergy: Kindness Spells (no spheres needed): Level 1: Emotion Read (one subject, one instant) ("Tome of Magic") Sacred Guardian ("Tome of Magic") Level 2: Suggestion (Beneficent) Level 3: Helping Hand ("Tome of Magic") Level 4: Emotion -- Happiness Level 5: Level 6: Level 7: Breath of Life ("Tome of Magic") (ends plague, 50 yards/level) Power Word, Stun (Symbol of) Stunning Kindness Clergy Special Powers Available: -- [ 5] All Saving Throws at +2 -- [ 5] Alter Moods -- [10] Animal Friendship -- [10] Communicate With Creatures -- [10] Cure Disease 1/wk/3 lvls -- [10] Cure Insanity 1/wk/3 lvls -- [ 5] Detect Evil -- [ 5] Detect Good -- [10] Empathy With Animals -- [ 5] Expert Healer -- [ 5] Immune to Disease -- [10] Immunity to Disease -- [ 5] Lay-on Hands (Healing) -- [10] Magic Resistance 2%/level -- [10] Preach Well, once daily -- [ 5] Purify Water -- [ 5] Reaction Bonus -- [10] Soothing Word -- [ 5] Spell Resistance -- [10] Turn Undead Knowledge Clergy: Knowledge Spells (no spheres needed): Level 1: Comprehend Languages Detect Magic Identify Know History Remove Charm Level 2: Idea ("Tome of Magic") Level 3: Clairaudience Clairvoyance Explosive Runes Illusionary Script Know Customs ("Tome of Magic") Memory Read ("Tome of Magic") Secret Page Speak With Dead (including undead) Level 4: Divination Genius ("Tome of Magic") Tongues Level 5: Commune Feeblemind Time Pool ("Tome of Magic") True Seeing Level 6: Legend Lore Level 7: Divine Inspiration ("Tome of Magic") Vision Knowledge Clergy Special Powers Available: -- [10] Commune (as spell) x1 / month -- [10] Communicate With Creatures -- [ 5] Determine Age (Bldg, 1-5 on d6 -- [10] Experience Point Bonus -- [ 5] Identify Potions (as gnome) -- [ 5] Identify, as Druid -- [ 5] Illusion Resistant, +2 saves -- [ 5] Immune to Confusion & Feeblemi -- [10] Know Alignment -- [10] Linguist -- [ 5] Mining Detection -- [ 5] Read Languages Light Clergy: Light Spells (no spheres needed): Level 1: Color Spray Dancing Lights Faerie Fire Firelight ("Spells & Magic") Light Level 2: Detect Invisible Produce Flame Level 3: Continual Light Pyrotechnics Starshine Level 4: Blessed Warmth ("Tome of Magic") Omniscient Eye ("Spells & Magic") Wizard Eye Level 5: Moonbeam Rainbow Level 6: Glassee Lightning Servant (as "Aerial Servant") Mineral (Gemstone) Servant (as "Aerial Servant") Radiance Servant (as "Aerial Servant") Rainbow Servant (as "Aerial Servant") Level 7: Prismatic Spray Prismatic Wall Sunray Light Clergy Special Powers Available: -- [ 5] Alter Moods -- [ 5] Cold Resistance -- [ 5] Detect Evil -- [ 5] Detect Good -- [ 5] Evaluate Gems (as dwarf) -- [ 5] Illusion Resistant, +2 saves -- [ 5] Immune to Disease -- [15] Immune to Energy Drain -- [10] Immune to Poison -- [10] Infravision -- [ 5] Lay-on Hands (Healing) -- [ 5] Light Spell -- [ 5] Resist Energy Drain -- [10] Soothing Word -- [10] Turn Undead Literature Clergy: Intelligence 12 or more or wizard multiclass Literature Spells (no spheres needed): Level 1: Erase Mistaken Missive ("Tome of Magic") Level 2: Vocalize Level 3: Explosive Runes Glyph of Warding Illusionary Script Secret Page Level 4: Level 5: Level 6: Level 7: Literature Clergy Special Powers Available: -- [ 5] Alter Moods -- [ 5] Determine Age (Bldg, 1-5 on d6 -- [10] History (as bard) -- [10] Linguist -- [10] Preach Well, once daily -- [ 5] Rally Friends -- [ 5] Read Languages -- [10] Soothing Word Love Clergy: Charisma 12 or more Love Spells (no spheres needed): Level 1: Charm Person Emotion Read (one subject, one instant) ("Tome of Magic") Friends Remove Charm Level 2: Charm Person or Mammal Detect Charm Draw Upon Holy Might ("Tome of Magic") (increase own Appearance 1 full point/3 levels, round up, duration as per your referee) Level 3: Level 4: Charm Monster Emotion -- Friendliness Level 5: Level 6: Level 7: Mass Charm Power Word, Stun (Symbol of) Stunning Love Clergy Special Powers Available: -- [ 5] Alter Moods -- [10] Communicate With Creatures -- [10] Cure Disease 1/wk/3 lvls -- [10] Empathy With Animals -- [ 5] Expert Healer -- [10] Immune to Charm -- [10] Linguist -- [ 5] Rally Friends -- [ 5] Resist Charm (+2, as paladin) -- [10] Soothing Word -- [10] Suggestion (as spell) daily -- [10] Turn Undead -- [ 5] Unarmed Combat Specialist Luck Clergy: Luck Spells (no spheres needed): Level 1: Bless the Dice (adjust d20 by level before rolling) Call Upon Faith ("Tome of Magic") Level 2: Level 3: Choose Future ("Tome of Magic") Level 4: Probability Control ("Tome of Magic") Level 5: Level 6: Level 7: Luck Clergy Special Powers Available: -- [ 5] All Saving Throws at +2 -- [ 5] Bow Bonus -- [10] Escape Bonds -- [10] Find/Remove Traps -- [ 5] Fire-Electr.Resist.(+2 save) -- [10] Hit Point Bonus -- [10] Magic Resistance 2%/level -- [10] Open Locks -- [10] Preach Well, once daily Lust Clergy: Lust Spells (no spheres needed): Level 1: Charm Person Corrupt Emotion Read (one subject, one instant) ("Tome of Magic") Level 2: Charm Person or Mammal Draw Upon Holy Might ("Tome of Magic") (increase own Appearance 1 full point/3 levels, round up, duration as per your referee) Level 3: Level 4: Emotion -- Lust Level 5: Level 6: Level 7: Mass Charm Lust Clergy Special Powers Available: -- [ 5] Active Sense of Smell -- [ 5] Alter Moods -- [10] Backstab (as thief / ranger) -- [ 5] Brewing -- [ 5] Bribe -- [ 5] Darkness Spell -- [ 5] Detect Noise -- [10] Incite Berserk Rage -- [ 5] Less Sleep -- [ 5] Reaction Bonus -- [10] Stealth (as demihuman) -- [ 5] Taunt Madness Clergy: Madness Spells (no spheres needed): Level 1: Cause Insanity Emotion Read (one subject, one instant) ("Tome of Magic") Level 2: Dissension's Feast ("Tome of Magic") Forget Level 3: Fear Level 4: Compulsive Order ("Tome of Magic") Emotion -- Fear Emotion -- Hate Emotion -- Hopelessness Emotion -- Sadness Modify Memory ("Tome of Magic") Phantasmal Killer Level 5: Memory Wrack ("Tome of Magic") Mindshatter ("Tome of Magic") Level 6: Level 7: Confusion (Symbol of) Insanity Madness Clergy Special Powers Available: -- [ 5] Alter Moods -- [10] Cause Insanity 1/wk/3 lvls -- [ 5] Darkness Spell -- [10] Empathy With Animals -- [10] Escape Bonds -- [10] Incite Berserk Rage -- [ 5] Rally Friends -- [10] Suggestion (as spell) daily -- [ 5] Taunt Magic Clergy: Intelligence 12 or more or wizard multiclass Magic Spells (no spheres needed): Level 1: Detect Magic Identify Read Magic Level 2: Astral Awareness ("Spells & Magic") Draw Upon Holy Might ("Tome of Magic") (increase own Reason 1 full point/3 levels, round up, duration as per your referee) Vocalize Level 3: Dispel Magic Etherealness ("Spells & Magic") Miscast Magic ("Tome of Magic") Secret Page Level 4: Dimensional Anchor ("Spells & Magic") Imbue with Spell Ability Level 5: Seeking Arrow ("Complete Book of Elves") Level 6: Animate Object Anti-Magic Shell Resist Magic (self only, 2%/level, 1 day) Level 7: Cancellation (all magic in range) Magic Clergy Special Powers Available: -- [ 5] Cast Time Reduction (All P) -- [10] Detect Magic daily -- [ 5] Determine Age (Bldg, 1-5 on d6 -- [ 5] Identify Potions (as gnome) -- [10] Magic Resistance 2%/level -- [10] No Components -- [ 5] Read Magic -- [10] Spell Duration Increase -- [ 5] Spell Resistance -- [10] Turn Undead Marriage Clergy: Marriage Spells (no spheres needed): Level 1: Level 2: Charm Person or Mammal Detect Charm Level 3: Level 4: Emotion -- Calm Emotion -- Friendliness Emotion -- Happiness Emotion -- Hate Emotion -- Hopelessness Emotion -- Lust Level 5: Level 6: Level 7: Confusion (Symbol of) Discord (Symbol of) Hopelessness Marriage Clergy Special Powers Available: -- [ 5] Alter Moods -- [10] Counter Effects (as bard) -- [10] Dense Skin -- [ 5] Expert Haggler (10% cheaper) -- [ 5] Reaction Bonus -- [ 5] Resist Sleep-Charm (+1, mage) -- [10] Turn Undead Metalworking Clergy: Metalworking Spells (no spheres needed): Level 1: Endure Heat Level 2: Chill Metal Draw Upon Holy Might ("Tome of Magic") (increase own Muscle 1 full point/3 levels, round up, duration as per your referee) Draw Upon Holy Might ("Tome of Magic") (increase own Stamina 1 full point/3 levels, round up, duration as per your referee) Fire Trap Flame Blade Heat Metal Produce Flame Resist Fire (1 creature, 1 round/level+4) Strength Level 3: Flame Walk (1 creature/level, 1 round/level+4) Protection from Fire (1 creature, 1 day) Pyrotechnics Level 4: Produce/Quench Fire Level 5: Flame Strike Wall of Fire Level 6: Aerial Servant Animate Object Ashen Servant (as "Aerial Servant") Blade Barrier (8d8, no save) Conjure Normal Elemental (12 HD, serves willingly) Earthy Servant (as "Aerial Servant") Fiery Servant (as "Aerial Servant") Grimy Servant (as "Aerial Servant") Incendiary Cloud Magma Servant (as "Aerial Servant") Smoky Servant (as "Aerial Servant") Watery Servant (as "Aerial Servant") Level 7: Conjure Large Elemental (24 HD, serves willingly) Fire Storm Metalworking Clergy Special Powers Available: -- [ 5] Elemental Spell Bonus -- [ 5] Fire-Electr.Resist.(+2 save) -- [ 5] Heat Resistance -- [10] Immune to Fire -- [ 5] Longsword Bonus -- [ 5] Mace Bonus -- [ 5] Military Pick Bonus -- [ 5] Short Sword Bonus -- [ 5] Trident Bonus -- [15] Weapon Specialization Misfortune Clergy: Misfortune Spells (no spheres needed): Level 1: Curse Opponent's Dice (1 pip/level) Level 2: Level 3: Random Causality ("Tome of Magic") Level 4: Fumble Probability Control ("Tome of Magic") Tanglefoot/Selective Passage ("Tome of Magic") Level 5: Level 6: Level 7: Misfortune Clergy Special Powers Available: -- [10] Backstab (as thief / ranger) -- [ 5] Bribe -- [ 5] Damage Bonus -- [ 5] Darkness Spell -- [10] Hide in Woods (as gnome) -- [10] Prophecy Missions Clergy: Missions Spells (no spheres needed): Level 1: Charm Person Comprehend Languages Emotion Read (one subject, one instant) ("Tome of Magic") Friends Scare Level 2: Level 3: Know Customs ("Tome of Magic") Telepathy ("Tome of Magic") Level 4: Easy Talk (all know languages, alignments) Emotion -- Calm Emotion -- Courage Emotion -- Fear Emotion -- Friendliness Emotion -- Happiness Level 5: Level 6: Mass Suggestion Level 7: Missions Clergy Special Powers Available: -- [ 5] Alter Moods -- [10] Animal Friendship -- [10] Communicate With Creatures -- [10] Cure Insanity 1/wk/3 lvls -- [ 5] Detect Evil -- [ 5] Detect Good -- [10] Detect Lie once daily -- [10] Detect Undead -- [10] Find/Remove Wilderness Traps -- [ 5] Followers (Level 10) -- [10] Followers (any time) -- [10] History (as bard) -- [10] Know Alignment -- [10] Linguist -- [10] Preach Well, once daily -- [ 5] Rally Friends -- [ 5] Reaction Bonus -- [10] Soothing Word -- [10] Turn Undead Moon Clergy: Moon Spells (no spheres needed): Level 1: Light Level 2: Level 3: Continual Light Level 4: Level 5: Moonbeam Level 6: Level 7: Chariot of Sustarre Moon Clergy Special Powers Available: -- [ 5] Darkness Spell -- [10] Detect Magic daily -- [10] Hide in Woods (as gnome) -- [10] Infravision -- [ 5] Light Spell -- [10] Soothing Word -- [10] Stealth (as demihuman) Music & Dance Clergy: Dexterity 12 or more or thief multiclass Music & Dance Spells (no spheres needed): Level 1: Level 2: Music of the Spheres ("Tome of Magic") Vocalize Level 3: Level 4: Emotion -- Happiness Emotion -- Sadness Level 5: Level 6: Level 7: Music & Dance Clergy Special Powers Available: -- [ 5] Alter Moods -- [10] Freeze (as gnome) -- [ 5] Increased Movement -- [ 5] Reaction Bonus -- [ 5] Sound Resistance (as bard) -- [10] Turn Undead -- [ 5] Unarmed Combat Specialist Nature Clergy: Nature Spells (no spheres needed): Level 1: Locate Animal or Plant Level 2: Camouflage ("Complete Book of Elves") Master Animal (duration of eye contact, save vs. HD) Speak With Animals Stalk Level 3: Control Animal ("Spells & Magic") Create Campsite ("Tome of Magic") Delay Rotting ("Tome of Magic") Level 4: Call Woodland Beings Group Pass Without Trace Level 5: Blessed Abundance ("Tome of Magic") Level 6: Conjure Animals Level 7: Reincarnation (as animal) Nature Clergy Special Powers Available: -- [ 5] Bonus Spells (Priestly) -- [10] Climb as Ranger -- [ 5] Cold Resistance -- [10] Communicate With Creatures -- [ 5] Elemental Spell Bonus -- [10] Find/Remove Wilderness Traps -- [ 5] Fire-Electr.Resist.(+2 save) -- [10] Followers (as Ranger) -- [10] Forest Movement -- [ 5] Identify, as Druid -- [10] Immune Woods-Charm (Level 1) -- [ 5] Immune Woods-Charm (Level 7) -- [10] Immunity to Disease -- [ 5] Pass Without Trace -- [10] Priest HD 1d10 -- [ 5] Purify Water -- [ 5] Save +4 vs. Electricity -- [ 5] Secret Language (as druid) -- [15] Shapechange (Animals, Early) -- [10] Shapechange (Animals, Level 7) -- [10] Turn Undead -- [15] Weapon Specialization Oceans Clergy: Oceans Spells (no spheres needed): Level 1: Create Water Destroy Water Locate Drinkable Water (1 mile/level) Predict Weather Sea Legs /Land Legs ("Pirates of the Fallen Stars") Still Water Swim Wall of Fog Level 2: Clear Water ("Dragon Kings") Speak with Water Watery Fist ("Spells & Magic") Level 3: Air/Water Breathing (duration 1 day) Conjure Small Water Elemental ("Dark Sun") Dispel Fog ("Pirates of the Fallen Stars") Water Walk Watery Form ("Pirates of the Fallen Stars") Wind Servant ("Pirates of the Fallen Stars") ("Spells & Magic") Level 4: Lower/Raise Water Sargasso ("Pirates of the Fallen Stars") Wall of Ice Level 5: Airy Water Calm/Churn Water ("Pirates of the Fallen Stars") Commune With Nature Control Winds Transmute Rock to Mud/Mud to Rock Level 6: Conjure Normal Water Elemental (12 HD, serves willingly) Dismiss Elemental Icy Servant (as "Aerial Servant") Misty Servant (as "Aerial Servant") Part Water Oars to Snakes/Snakes to Oars ("Pirates of the Fallen Stars") Oozy Servant (as "Aerial Servant") Rainbow Servant (as "Aerial Servant") Steamy Servant (as "Aerial Servant") Transmute Water to Dust Weather Summoning Watery Servant (as "Aerial Servant") Level 7: Conjure Large Water Elemental (24 HD, serves willingly) Control Weather Tidal Wave ("Pirates of the Fallen Stars") Tsunami ("Spells & Magic") Whirlpool ("Pirates of the Fallen Stars") Oceans Clergy Special Powers Available: -- [ 5] Cold Resistance -- [10] Confer Water Breathing -- [ 5] Followers (Level 10) -- [10] Followers (any time) -- [10] Immune to Cold -- [ 5] Purify Water -- [ 5] Trident Bonus -- [10] Water Breathing Oracles Clergy: Oracles Spells (no spheres needed): Level 1: Calculate ("Spells & Magic") Emotion Read (one subject, one instant) ("Tome of Magic") Identify Know Age ("Tome of Magic") Know Direction ("Tome of Magic") Know Time ("Tome of Magic") Personal Reading ("Tome of Magic") Thought Capture ("Tome of Magic") Level 2: Clues in the Ashes (see last 1 min/round) Death Recall (see last 10 minutes in life of recent corpse) Draw Upon Holy Might ("Tome of Magic") (increase own Reason 1 full point/3 levels, round up, duration as per your referee) Draw Upon Holy Might ("Tome of Magic") (increase own Knowledge 1 full point/3 levels, round up, duration as per your referee) Idea ("Tome of Magic") Zone of Truth ("Tome of Magic") Level 3: Clairaudience Clairvoyance Detect Curse (1 person or item) Memory Read ("Tome of Magic") Moment Reading ("Tome of Magic") Unfailing Premonition ("Spells & Magic") Level 4: Genius ("Tome of Magic") Thought Broadcast ("Tome of Magic") Level 5: Consequence ("Tome of Magic") Contact Other Plane Time Pool ("Tome of Magic") Level 6: Legend Lore Level 7: Divine Inspiration ("Tome of Magic") Foresight Vision Oracles Clergy Special Powers Available: -- [10] Commune (as spell) x1 / month -- [ 5] Detect Evil -- [ 5] Detect Good -- [10] Detect Illusion (as thief) -- [10] Detect Lie once daily -- [10] Detect Treasure -- [ 5] Determine Age (Bldg, 1-5 on d6 -- [ 5] Determine Stability, 1-4 on d6 -- [10] Know Alignment -- [10] Prophecy -- [10] Speak With Animals -- [10] Speak With Plants -- [10] Stone Tell (once per day) Peace Clergy: Peace Spells (no spheres needed): Level 1: Animal Friendship Calm Animals ("Spells & Magic") Lend/Borrow Language Remove Charm Level 2: Level 3: Level 4: Easy Talk (all know languages, alignments) Emotion -- Calm Emotion -- Friendliness Tongues Level 5: Level 6: Speak with Monsters Level 7: Power Word, Stun (Symbol of) Stunning Peace Clergy Special Powers Available: -- [ 5] All Saving Throws at +2 -- [ 5] Alter Moods -- [10] Communicate With Creatures -- [10] Defense Bonus (+2 unarmored) -- [10] Detect Undead -- [10] Empathy With Animals -- [10] Know Alignment -- [ 5] Lay-on Hands (Healing) -- [10] Linguist -- [10] Magic Resistance 2%/level -- [10] Pass Without Trace -- [10] Prophecy -- [ 5] Rally Friends -- [ 5] Reaction Bonus -- [10] Soothing Word -- [10] Speak With Animals -- [ 5] Spell Resistance -- [ 5] Unarmed Combat Specialist Philosophy Clergy: Intelligence 12 or more or wizard multiclass Philosophy Spells (no spheres needed): Level 1: Remove Charm Level 2: Draw Upon Holy Might ("Tome of Magic") (increase own Reason 1 full point/3 levels, round up, duration as per your referee) Draw Upon Holy Might ("Tome of Magic") (increase own Intuition 1 full point/3 levels, round up, duration as per your referee) Level 3: Level 4: Level 5: Level 6: Legend Lore Mind Blank Level 7: (Symbol of) Persuasion Philosophy Clergy Special Powers Available: -- [10] Cure Insanity 1/wk/3 lvls -- [10] Immune to Charm -- [ 5] Immune to Confusion & Feeblemi -- [ 5] Resist Charm (+2, as paladin) -- [ 5] Resist Sleep-Charm (+1, mage) -- [10] Soothing Word Repentance Clergy: Repentance Spells (no spheres needed): Level 1: Level 2: Suggestion (Beneficent) Level 3: Level 4: Emotion -- Calm Emotion -- Courage Emotion -- Fear Emotion -- Friendliness Emotion -- Happiness Emotion -- Hope Emotion -- Hopelessness Level 5: Atonement Level 6: Mass Suggestion Level 7: Repentance Clergy Special Powers Available: -- [ 5] All Saving Throws at +2 -- [ 5] Alter Moods -- [10] Cure Insanity 1/wk/3 lvls -- [ 5] Detect Evil -- [ 5] Detect Good -- [10] Detect Lie once daily -- [10] Detect Undead -- [10] History (as bard) -- [10] Know Alignment -- [ 5] Lay-on Hands (Healing) -- [10] Magic Resistance 2%/level -- [10] Pass Without Trace -- [10] Preach Well, once daily -- [10] Prophecy -- [ 5] Rally Friends -- [ 5] Reaction Bonus -- [10] Soothing Word -- [ 5] Spell Resistance -- [10] Turn Undead Sky Clergy: Sky Spells (no spheres needed): Level 1: Astral Celerity ("Spells & Magic") Create Water Destroy Water Feather Fall Light Level 2: Levitate Obscurement Level 3: Air/Water Breathing (duration 1 day) Call Lightning Conjure Small Air Elemental ("Dark Sun") Continual Light Dispel Fog ("Pirates of the Fallen Stars") Fly Starshine Water Walk Weather Prediction ("Spells & Magic") Level 4: Lower/Raise Water Protection from Weather ("Dragon Kings") Level 5: Airy Water Good/Bad Weather ("Dragon Kings") Grounding ("Tome of Magic") Moonbeam Level 6: Aerial Servant Dusty Servant (as "Aerial Servant") Lightning Servant (as "Aerial Servant") Misty Servant (as "Aerial Servant") Part Water Smoky Servant (as "Aerial Servant") Vacuum Servant (as "Aerial Servant") Level 7: Chariot of Sustarre Sunray Uncontrolled Weather ("Tome of Magic") Sky Clergy Special Powers Available: -- [10] Animal Friendship -- [ 5] Bow Bonus -- [ 5] Cold Resistance -- [ 5] Heat Resistance -- [10] Immune to Fire -- [10] Immune to Lightning -- [10] Infravision -- [ 5] Range Up (1 sch 25%) -- [ 5] Save +4 vs. Electricity -- [ 5] Sling Bonus Stars Clergy: Stars Spells (no spheres needed): Level 1: Dancing Lights Light Level 2: Level 3: Continual Light Starshine Level 4: Level 5: Level 6: Level 7: Chariot of Sustarre Stars Clergy Special Powers Available: -- [ 5] Darkness Spell -- [10] Immune to Cold -- [ 5] Light Spell -- [10] Pass Without Trace -- [10] Prophecy Storms Clergy: Storms Spells (no spheres needed): Level 1: Faerie Fire Predict Weather Shocking Grasp Wall of Fog Level 2: Obscurement Level 3: Call Lightning Dispel Fog ("Pirates of the Fallen Stars") Level 4: Ball Lightning ("Pirates of the Fallen Stars") Protection from Lightning (1 day) Level 5: Grounding ("Tome of Magic") Lightning Bolt Level 6: Chain Lightning Conjure Normal Lightning Quasi-Elemental (12 HD, serves willingly) Dismiss Elemental Lightning Servant (as "Aerial Servant") Weather Summoning Level 7: Conjure Large Lightning Quasi-Elemental (24 HD, serves willingly) Control Weather Uncontrolled Weather ("Tome of Magic") Storms Clergy Special Powers Available: -- [ 5] Darkness Spell -- [ 5] Elemental Spell Bonus -- [ 5] Fire-Electr.Resist.(+2 save) -- [10] Immune to Lightning -- [10] Incite Berserk Rage -- [ 5] Javelin Bonus -- [10] Priest HD 1d10 -- [ 5] Save +4 vs. Electricity -- [ 5] Spear Bonus -- [ 5] Warhammer Bonus Strength Clergy: Strength 12 or more or fighter multiclass Strength Spells (no spheres needed): Level 1: Strength of Stone ("Spells & Magic") Level 2: Draw Upon Holy Might ("Tome of Magic") (increase own Muscle 1 full point/3 levels, round up, duration as per your referee) Draw Upon Holy Might ("Tome of Magic") (increase own Stamina 1 full point/3 levels, round up, duration as per your referee) Restore Strength ("Spells & Magic") Strength Level 3: Strength of One ("Tome of Magic") Level 4: Hill Giant Strength (=19, 1 day) Unfailing Endurance ("Spells & Magic") Level 5: Champion's Strength ("Tome of Magic") Frost Giant Strength (=21, 1 day) Level 6: Aerial Servant Animate Object Cloud Giant Strength (=23, 1 day) Tenser's Transformation Level 7: Titan Strength (=25, 1 day) Strength Clergy Special Powers Available: -- [ 5] Damage Bonus -- [10] Hit Point Bonus -- [15] Immune to Energy Drain -- [10] Priest HD 1d10 -- [10] Turn Undead Sun Clergy: Sun Spells (no spheres needed): Level 1: Blistering Rays ("Dark Sun") Endure Heat Light Sunscorch ("Spells & Magic") Level 2: Fire Trap Flame Blade Heat Metal Produce Flame Resist Fire (1 creature, 1 round/level+4) Level 3: Continual Light Flame Walk (1 creature/level, 1 round/level+4) Protection from Fire (1 creature, 1 day) Pyrotechnics Level 4: Blessed Warmth ("Tome of Magic") Protection from Weather ("Dragon Kings") Level 5: Good/Bad Weather ("Dragon Kings") Level 6: Sol's Searing Orb ("Tome of Magic") Level 7: Sunray Sun Clergy Special Powers Available: -- [ 5] Alter Moods -- [ 5] Cold Resistance -- [ 5] Detect Evil -- [ 5] Detect Good -- [10] Detect Magic daily -- [ 5] Evaluate Gems (as dwarf) -- [ 5] Illusion Resistant, +2 saves -- [10] Immune to Cold -- [ 5] Immune to Disease -- [15] Immune to Energy Drain -- [10] Immune to Poison -- [10] Infravision -- [ 5] Lay-on Hands (Healing) -- [ 5] Light Spell -- [10] Pass Without Trace -- [10] Prophecy -- [ 5] Resist Energy Drain -- [10] Soothing Word -- [10] Turn Undead Theft Clergy: Dexterity 12 or more or thief multiclass Theft Spells (no spheres needed): Level 1: Appraise (know value of 1 item) Change Self Comprehend Languages Detect Magic Friends Spider Climb Level 2: Blur Camouflage ("Complete Book of Elves") Draw Upon Holy Might ("Tome of Magic") (increase own Balance 1 full point/3 levels, round up, duration as per your referee) Find Traps (check vs. int on d20) Invisibility Knock Obscure Alignment Undetectable Alignment Vocalize Wizard Lock Level 3: Squeaking Floors ("Tome of Magic") Thief's Lament ("Tome of Magic") Level 4: Improved Invisibility Tongues Undetectable Lie Level 5: False Seeing ("Veil") Invisibility, Ten Foot Radius Level 6: Level 7: Theft Clergy Special Powers Available: -- [10] Backstab (as thief / ranger) -- [ 5] Bribe -- [ 5] Climb Walls -- [10] Defense Bonus (+2 unarmored) -- [10] Detect Illusion (as thief) -- [10] Detect Magic daily -- [ 5] Detect Noise -- [10] Escape Bonds -- [10] Find/Remove Traps -- [ 5] Followers (Level 10) -- [10] Followers (any time) -- [ 5] Hide in Shadows -- [10] Move Silently -- [10] Open Locks -- [10] Pick Pockets -- [ 5] Read Languages -- [10] Scroll Use Level 1 -- [ 5] Scroll-Use Level 10 -- [10] Stealth (as demihuman) -- [ 5] Thieves's Cant -- [10] Tunneling -- [15] Weapon Specialization Time Clergy: Time Spells (no spheres needed): Level 1: Know Time ("Tome of Magic") Withdraw Level 2: Moment ("Tome of Magic") Level 3: Haste Slow Unfailing Premonition ("Spells & Magic") Level 4: Age Plant ("Tome of Magic") Body Clock ("Tome of Magic") Modify Memory ("Tome of Magic") Suspended Animation ("Spells & Magic") Level 5: Age/Rejuvenate Object ("Tome of Magic") Othertime ("Spells & Magic") Sands of Time (reverses wear & tear)/Erode ("Dragon Kings") Time Pool ("Tome of Magic") Level 6: Age Creature ("Tome of Magic") Restore Youth ("Tome of Magic") Skip Day ("Tome of Magic") Level 7: Temporal Stasis/Reinstatement Timelessness Time Stop Time Clergy Special Powers Available: -- [ 5] Cast Time Reduction (All P) -- [ 5] Determine Age (Bldg, 1-5 on d6 -- [10] History (as bard) -- [10] Prophecy -- [10] Spell Duration Increase -- [10] Turn Undead Travel Clergy: Travel Spells (no spheres needed): Level 1: Astral Celerity ("Spells & Magic") Comprehend Languages Create Water Detect Snares and Pits Endure Cold Endure Heat Jump Know Direction ("Tome of Magic") Lend/Borrow Language Locate Animal or Plant Mount Predict Weather Run Spider Climb Swim Level 2: Aura of Comfort ("Tome of Magic") Lighten Load ("Tome of Magic") Obscurement Level 3: Astral Window ("Tome of Magic") Create Campsite ("Tome of Magic") Etherealness ("Spells & Magic") Helping Hand ("Tome of Magic") Know Customs ("Tome of Magic") Locate Object Phantom Steed Protection from Cold (1 creature, 1 day) Water Walk Level 4: Circle of Privacy ("Tome of Magic") Dimension Door Join With Astral Traveller ("Tome of Magic") Plane Adaptation (one plane) Plant Door Tanglefoot/Selective Passage ("Tome of Magic") Tongues Tree Steed ("Tome of Magic") Level 5: Adaptation (any environment) Air Walk Clear Path ("Tome of Magic") Easy March ("Tome of Magic") Pass Plant Passwall Teleport Level 6: Find the Path Lose the Path Monster Mount ("Tome of Magic") Part Water Transport Via Plants Word of Recall Level 7: Chariot of Sustarre Control Weather Hovering Road ("Tome of Magic") Shadow Walk Teleport Without Error Wind Walk (This-World Only) Travel Clergy Special Powers Available: -- [10] Animal Friendship -- [10] Climb as Ranger -- [ 5] Cold Resistance -- [ 5] Detect Noise -- [ 5] Faithful Mount -- [10] Find/Remove Wilderness Traps -- [ 5] Heat Resistance -- [10] History (as bard) -- [10] Immune to Cold -- [10] Immune to Fire -- [ 5] Increased Movement -- [ 5] Less Sleep -- [10] Linguist -- [10] Move Silently -- [10] Pass Without Trace -- [10] Speak With Animals -- [10] Water Breathing Trickery Clergy: Intelligence 12 or more or wizard multiclass Trickery Spells (no spheres needed): Level 1: Change Self Charm Person Confuse Languages Friends Mistaken Missive ("Tome of Magic") Ventriloquism Level 2: Alter Self Blur Camouflage ("Complete Book of Elves") Conceal Alignment Draw Upon Holy Might ("Tome of Magic") (increase own Reason 1 full point/3 levels, round up, duration as per your referee) Find Traps (check vs. int on d20) Fool's Gold Misdirection Obscure Alignment Undetectable Alignment Vocalize Level 3: Delude Feign Death Illusionary Script Miscast Magic ("Tome of Magic") Non-Detection Random Causality ("Tome of Magic") Level 4: Hallucinatory Forest Tongues (reversed; prevents all communication within 60)') Undetectable Lie Level 5: Disguise Military Unit ("Tome of Magic") Disguise Undead (1 day) False Seeing ("Veil") False Vision Illusory Artillery ("Tome of Magic") Level 6: Lose the Path Mass Suggestion Veil Level 7: Illusory Fortification ("Tome of Magic") Screen Shadow Engines ("Tome of Magic") Trickery Clergy Special Powers Available: -- [ 5] Alter Moods -- [10] Backstab (as thief / ranger) -- [ 5] Bribe -- [10] Find/Remove Traps -- [10] Freeze (as gnome) -- [ 5] Hide in Shadows -- [10] Move Silently -- [10] Suggestion (as spell) daily Tyranny Clergy: Tyranny Spells (no spheres needed): Level 1: Cause Fear Scare Level 2: Level 3: Level 4: Emotion -- Fear Level 5: Level 6: Level 7: Imprisonment (Symbol of) Fear Tyranny Clergy Special Powers Available: -- [ 5] Alter Moods -- [ 5] Axe Bonus -- [10] Backstab (as thief / ranger) -- [ 5] Bow Bonus -- [ 5] Bribe -- [ 5] Dagger Bonus -- [ 5] Followers (Level 10) -- [10] Followers (any time) -- [10] History (as bard) -- [10] Incite Berserk Rage -- [ 5] Lead Troops -- [ 5] Operate War Machines -- [10] Suggestion (as spell) daily -- [ 5] Sword Bonus -- [15] Weapon Specialization Vanity Clergy: Vanity Spells (no spheres needed): Level 1: Charm Person Corrupt Emotion Read (one subject, one instant) ("Tome of Magic") Level 2: Charm Person or Mammal Draw Upon Holy Might ("Tome of Magic") (increase own Appearance 1 full point/3 levels, round up, duration as per your referee) Level 3: Level 4: Emotion -- Hate Level 5: False Seeing ("Veil") Level 6: Level 7: Vanity Clergy Special Powers Available: -- [ 5] Alter Moods -- [10] Backstab (as thief / ranger) -- [ 5] Charm Resistance (+1, as bard) -- [10] Suggestion (as spell) daily -- [ 5] Taunt Vengeance Clergy: Vengeance Spells (no spheres needed): Level 1: Level 2: Level 3: Clairaudience Clairvoyance Level 4: Emotion -- Hate Locate Creature ("Tome of Magic") Level 5: Level 6: Level 7: Vengeance Clergy Special Powers Available: -- [ 5] Alter Moods -- [10] Backstab (as thief / ranger) -- [ 5] Bow Bonus -- [ 5] Charm Resistance (+1, as bard) -- [ 5] Crossbow Bonus -- [ 5] Dagger Bonus -- [ 5] Damage Bonus -- [ 5] Darkness Spell -- [ 5] Detect Evil -- [ 5] Detect Good -- [10] Detect Lie once daily -- [ 5] Detect Noise -- [10] Immune to Charm -- [ 5] Longsword Bonus -- [ 5] Rally Friends -- [ 5] Special Enemy (as Ranger) -- [ 5] Tracking -- [15] Weapon Specialization War Clergy: Strength 12 or more or fighter multiclass War Spells (no spheres needed): Level 1: Armor Battlefate ("Spells & Magic") Courage ("Tome of Magic") Morale ("Tome of Magic") Shield Level 2: Draw Upon Holy Might ("Tome of Magic") (increase own Muscle 1 full point/3 levels, round up, duration as per your referee) Draw Upon Holy Might ("Tome of Magic") (increase own Stamina 1 full point/3 levels, round up, duration as per your referee) Draw Upon Holy Might ("Tome of Magic") (increase own Leadership 1 full point/3 levels, round up, duration as per your referee) Rally ("Tome of Magic") Sanctify for Battle ("Tome of Magic") Seeking Arrow ("Complete Book of Elves") Level 3: Adaptation ("Tome of Magic") Caltrops ("Tome of Magic") Detect Ambush (10 min/level) Fear Flame Arrow Fortify ("Spells & Magic") Undetectable Ambush (10 min/level) Level 4: Adamantite Mace ("Spells & Magic") Cloak of Bravery Emotion -- Courage Entrench ("Spells & Magic") Leadership/Doubt ("Tome of Magic") Recitation ("Spells & Magic") Level 5: Champion's Strength ("Tome of Magic") Disguise Military Unit ("Tome of Magic") Easy March ("Tome of Magic") Illusory Artillery ("Tome of Magic") Righteous Wrath of the Faithful ("Spells & Magic") Seeking Arrow ("Complete Book of Elves") Level 6: Spiritual Wrath ("Tome of Magic") Tenser's Transformation Level 7: Illusory Fortification ("Tome of Magic") Mordenkainen's Sword Shadow Engines ("Tome of Magic") War Clergy Special Powers Available: -- [ 5] Axe Bonus -- [ 5] Bow Bonus -- [ 5] Build War Machines -- [ 5] Crossbow Bonus -- [ 5] Damage Bonus -- [10] Defense Bonus (+2 unarmored) -- [10] Escape Bonds -- [ 5] Followers (Level 10) -- [10] Followers (any time) -- [10] Hit Point Bonus -- [10] Incite Berserk Rage -- [ 5] Increased Movement -- [ 5] Javelin Bonus -- [ 5] Lead Troops -- [ 5] Longsword Bonus -- [ 5] Mace Bonus -- [10] Magic Resistance 2%/level -- [ 5] Military Dart Bonus -- [ 5] Military Pick Bonus -- [10] Move Silently -- [10] Multiple Weapon Specialization -- [ 5] Operate War Machines -- [ 5] Poison Resistance -- [10] Priest HD 1d10 -- [ 5] Short Sword Bonus -- [ 5] Sling Bonus -- [ 5] Spear Bonus -- [ 5] Special Enemy (as Ranger) -- [ 5] Spell Resistance -- [ 5] Supervisor -- [10] Two-Weapon Style -- [ 5] Warhammer Bonus -- [ 5] Weapon Specialization Wealth Clergy: Wealth Spells (no spheres needed): Level 1: Weighty Chest ("Tome of Magic") Level 2: Fool's Gold Level 3: Level 4: Emotion -- Greed Level 5: Blessed Abundance ("Tome of Magic") Level 6: Level 7: Wealth Clergy Special Powers Available: -- [ 5] Alter Moods -- [ 5] Brewing -- [ 5] Bribe -- [10] Detect Treasure -- [ 5] Evaluate Gems (as dwarf) -- [10] History (as bard) -- [10] Suggestion (as spell) daily Wilderness Clergy: Wilderness Spells (no spheres needed): Level 1: Animal Friendship Detect Poison Detect Snares and Pits Endure Cold Entangle Locate Animal or Plant Locate Drinkable Water (1 mile/level) Log of Everburning ("Tome of Magic") Pass Without Trace Shillelagh (+1 staff) Level 2: Animal Messenger Aura of Comfort ("Tome of Magic") Barkskin Camouflage ("Complete Book of Elves") Invisibility to Animals, 10' Speak With Animals Stalk Trip Warp Wood Level 3: Adaptation ("Tome of Magic") Create Campsite ("Tome of Magic") Hold Animal Plant Growth Snare Spike Growth Summon Insects Tree Level 4: Age Plant ("Tome of Magic") Call Woodland Beings Group Pass Without Trace Hallucinatory Forest Hold Plant Massmorph Plant Door Repel Insects Speak with Plants Sticks to Snakes/Snakes to Sticks Tree Steed ("Tome of Magic") Level 5: Anti-Plant Shell Clear Path ("Tome of Magic") Commune With Nature Pass Plant Level 6: Charm Plants Conjure Animals Fire Seeds Liveoak Transport Via Plants Turn Wood Wall of Thorns Level 7: Change Staff Reincarnation (as animal) Relocate Trees (move over one month, within one mile) Transmute Metal to Wood Wilderness Clergy Special Powers Available: -- [ 5] Bow Bonus -- [10] Climb as Ranger -- [10] Communicate With Creatures -- [ 5] Detect Noise -- [10] Empathy With Animals -- [10] Find/Remove Wilderness Traps -- [10] Followers (as Ranger) -- [10] Forest Movement -- [ 5] Hide in Shadows -- [10] Hide in Woods (as gnome) -- [10] Move Silently -- [10] Pass Without Trace -- [ 5] Save +4 vs. Electricity -- [10] Speak With Animals -- [10] Speak With Plants -- [ 5] Tracking Wind Clergy: Wind Spells (no spheres needed): Level 1: Create Air ("Spelljammer" set) Deep Breath ("Dragon Kings") Drawmij's Breath of Life Feather Fall Predict Weather Purify Air (all within range) Wind Column ("Spells & Magic") Level 2: Dust Devil "Whispers" (clearly hear any talk within sight range) Whispering Wind Level 3: Air/Water Breathing (duration 1 day) Conjure Small Air Elemental ("Dark Sun") Dispel Fog ("Pirates of the Fallen Stars") Fly Gust of Wind Pyrotechnics Weather Prediction ("Spells & Magic") Wind Servant ("Pirates of the Fallen Stars") ("Spells & Magic") Wind Wall Wraithform Zone of Sweet Air ("Tome of Magic") Level 4: Protection from Weather ("Dragon Kings") Windborne ("Spells & Magic") Level 5: Air Walk Airy Water Cloud of Purification ("Tome of Magic") Commune With Nature Control Winds Create Minor Helm ("Spelljammer" set) Good/Bad Weather ("Dragon Kings") Grounding ("Tome of Magic") Sandstorm ("Dark Sun") Level 6: Aerial Servant Conjure Normal Air Elemental (12 HD, serves willingly) Dismiss Elemental Dusty Servant (as "Aerial Servant") Lightning Servant (as "Aerial Servant") Misty Servant (as "Aerial Servant") Smoky Servant (as "Aerial Servant") Vacuum Servant (as "Aerial Servant") Whirlwind ("Spells & Magic") Level 7: Chariot of Sustarre Conjure Large Air Elemental (24 HD, serves willingly) Create Major Helm ("Spelljammer" set) Uncontrolled Weather ("Tome of Magic") Wind Walk (This-World Only) Wind Clergy Special Powers Available: -- [ 5] Active Sense of Smell -- [ 5] Bow Bonus -- [10] Confer Water Breathing -- [ 5] Crossbow Bonus -- [ 5] Elemental Spell Bonus -- [ 5] Fire-Electr.Resist.(+2 save) -- [ 5] Javelin Bonus -- [ 5] Military Dart Bonus -- [ 5] Save +4 vs. Electricity -- [ 5] Sling Bonus -- [ 5] Sound Resistance (as bard) -- [10] Stealth (as demihuman) Wine Clergy: Wine Spells (no spheres needed): Level 1: Create Wine (1 gallon/level) Purify Wine (5 gallons/level) Level 2: Age Wine (5 gallons/level) Level 3: Level 4: Emotion -- Apathy Emotion -- Calm Emotion -- Courage Emotion -- Friendliness Emotion -- Happiness Emotion -- Hate Emotion -- Hopelessness Emotion -- Sadness Level 5: Level 6: Level 7: (Symbol of) Insanity (Symbol of) Sleep Wine Clergy Special Powers Available: -- [ 5] Acute Taste -- [ 5] Brewing -- [ 5] Detect Poison -- [10] Incite Berserk Rage -- [ 5] Poison Resistance -- [ 5] Purify Water -- [10] Soothing Word -- [10] Speak With Plants -- [10] Suggestion (as spell) daily I recently added "Dragonlance" stuff. /Silvanesti are xenophobic, bigoted, elitist Gray Elves /Qualinesti are friendly, likable High Elves /Dargonesti are shy, reclusive Sea Elves / They can shape-change at will into dolphins. /Dimernesti are aloof, mystical Shoal Elves Most can shape-change at will into otters. /Kagonesti are simple, nature-loving Wild Elves /Cha'asi are primitive, nature-loving elves Their mages specialize in nature-related spells. There are rumors that they use a different system, without spellbooks. Zakhar are xenophobic, cave-dwelling Mountain Dwarves. Their skin, hair, and eyes are all pure-white. Selected high-level Zakhar can cast "Blindness" and "Deafness", each three times per day. Neidar are the familiar, surface-dwelling Hill Dwarves Thiewar are the abominable Derro Dwarves. Gully Dwarves, or Aghar, are moronic, durable Mountain Dwarves Hylar Dwarves are anti-social, hard-working Mountain Dwarves Daergar Dwarves are hard-working, vicious Gray Dwarves Fianawar are morose, claustrophobic, surface-dwelling Dwarves. A "Remove Fear" or successful wisdom check on d20 negates claustrophobia for one day. Nyglai Hadirnoe are musical, photophobic dwarves. Nyglai bards do not cast spells, but instead have sage knowledge of all things dwarven. Kender all receive free proficiency in the hoopak and hoopak staff. For specialization, choice, or expertise, kender need begin by purchasing regular sling or staff, and then specializing or whatever. I waived the charisma requirements for non-human paladins. Here is how I handled the Krynn cults. I distributed spheres and interests, and awarded 30 character points for Skills and Powers stuff. Referees can decide whether to charge points, or perhaps limit expenditures at creation, in order to acquire the high-level sect abilities. Note that various editions of the Krynn books give differing rules for these clergy. Paladine Platinum dragon Clerics of "Paladine" are good people with various ministries. Once a day, a member of this sect can try to use holy water as a scrying device. At level 2, each gets a free "Know Alignment" spell daily. At level 5, each gets a free "Flame Strike" spell daily. Clerics of this sect may be of any Good alignment. Most are Lawful Good. Concerns: Generic Magic Major spheres: Astral Charm Guardian Protection Sun Turn undead Majere Rose Clerics of "Majere" are champions of love and friendship. For some reason, they have special rapport with insects. Once a day, one of these clerics of any level can cast "Charm Animal", "Summon Insects", and "Silence 15' Radius", without these spells counting against the day's number. Once daily, each can turn his medallion into a giant insect. At level 5, each gets a free "Giant Insect" daily. At level 7, each gets a free "Repel Insects" and "Insect Plague" daily. At level 9, each gets a free "Creeping Doom" daily. Clerics of this sect may be of any Good alignment. Most are Neutral Good. Concerns: Love Major spheres: Astral Charm Divination Summoning Kiri-Jolith Buffalo Clerics of "Kiri-Jolith" are fierce holy warriors, members of the same sect as the Solamnic Knights. While in good standing, each gets +1 "to hit" on all blows. This is not reflected in the statistics on the front sheet, and does not apply to the Solamnic Knights. Once a day, a cleric (not a Knight) of any level gets a free "Detect Magic" and a free "Create Food and Water". At level 1, each gets a free "Detect Snares and Pits". At level 2, each gets a free "Find Traps" and a free "Chill/Heat Metal", each once daily. At level 4, each gains the benefit of chainmail by wearing normal liturgical vestments. At level 6 here, each becomes immune to fear. At level 8, each gets a free "Quest" spell daily. At level 9, each gets a free "Breakfast of Champions" daily. Clerics of this sect may be of any Good alignment. Most are Lawful Good. Concerns: War Major spheres: Astral Combat Guardian Turn undead Mishakal Infinity loop Clerics of "Mishakal" run healing ministries. Each of these clerics, of any level, gets a free "Remove Curse" every day. At level 2, each gets a free "Animal Friendship", "Bless", "Endure Cold/Heat", and "Resist Cold/Fire", each once per day. At level 7, each gets a free "Stone Shape" daily. At level 9, each gets a free "Holy Word" daily. Clerics of this sect may be of any Good alignment. Most are Lawful Good. Concerns: Healing Major spheres: Charm Creation Divination Healing Necromantic Sun Turn undead Habbakuk Cormorant Clerics of "Habbakuk" are peace-loving souls who minister to sailors and forest-dwellers. Once a day, each of these clerics gets a free "Spiritual Hammer", and a free "Locate Animals". At level 3, each gets a free "Create Food and Water". At level 5, each gets a free "Commune with Nature" daily. At level 7, each gets a free "Breakfast of Champions", "Speak with Animals", "Forbiddance", and "Conjure Animals", each once daily. Clerics of this sect may be of any Good alignment. Most are Neutral Good. Concerns: Animals Oceans Major spheres: Animals Elemental Branchala Lyre Clerics of "Branchala" are artists and musicians. Each gets a free "Locate Plants" spell daily. Each gets a bonus on +2 on all ability checks when it comes to doing art or music. At level 1, each gets a free "Detect Snares and Pits" daily. At level 2, each gets a free "Slow Poison" daily. At level 3, each gets a free "Create Food and Water" and a free "Neutralize Poison" spell daily. At level 8, each gets a free "Quest" spell daily. At level 9, each gets a free "Aerial Servant" and a free "Breakfast of Champions" spell daily. Clerics of this sect may be of any Good alignment. Most are Neutral Good. Concerns: Art Music & Dance Major spheres: Plants Sun Weather Gilean Open book Clerics of "Gilean" are scholars and thinkers. They gain +1 on all non-weapon proficiency checks. Each gets a free "Speak with Animals" daily. At level 3, each gets a free "Messenger" spell daily. Clerics of this sect may be of any non-Evil, non-Good alignment. Most are True Neutral. Concerns: Knowledge Major spheres: Astral Creation Divination Protection Turn undead Sirrion Flame Clerics of "Sirrion" are amoral fire priests. Each gets +1 per die of damage for all fire-based magics. At level 2, each gets +1 bonus on saves vs. fire. At level 4, each gets a free "Fireball" daily. At level 6, each gets a free "Flame Strike" daily. Clerics of this sect may be of any non-Evil, non-Good alignment. Most are True Neutral. Concerns: Fire Major spheres: Combat Guardian Healing Summoning Reorx Hammer and anvil Clerics of "Reorx" perform various ministries for crafts-people. Many of these ministers of dwarves, or their good friends. Each gets a bonus of +2 on all ability checks for crafts. They can turn (as "natural enemies") all ability-drainers. Clerics of this sect may be of any non-Evil, non-Good alignment. Most are True Neutral. Concerns: Crafts Major spheres: Combat Creation Elemental Sun Chislev Wooden Indian Clerics of "Chislev" are amoral nature priests. Many of them are elves, or their close friends. Clerics of this sect may be of any non-Evil, non-Good alignment. Most are True Neutral. Concerns: Nature Major spheres: Animals Healing Plants Weather Turn undead 351 Zivilyn Open book Clerics of "Zivilyn" are a weird sect of amoral philosophers and ideologues, who talk about "cosmic balance and harmony". Clerics of this sect may be of any non-Evil, non-Good alignment. Most are True Neutral. Concerns: Philosophy Major spheres: Astral Divination Necromantic Shinare Coin Clerics of "Shinare" are ministers of commerce and industry. "Nature" and "wilderness" clerics detest them. At level 3, each gets a free "Locate/Obscure Object" daily. They get an extra XP per base coin unit earned or acquired. Clerics of this sect may be of any non-Evil, non-Good alignment. Most are True Neutral. Concerns: Commerce Major spheres: Charm Creation Guardian Protection Takhisis Chromatic dragon Clerics of "Takhisis" serve the Chromatic Dragon, mistress of all cruelty and tyranny. At level 2, each gets a free "Detect Good" and a free "Spiritual Hammer" daily. At level 5, each gets a free "Flame Strike" daily. Each gets a free "Animate Object" daily and a free "Unholy Word" spell daily on reaching 9th level. Clerics of this sect may be of any Evil alignment. Most are Lawful Evil. Concerns: Cruelty Tyranny Major spheres: Astral Guardian Protection Summoning Command undead Sargonnas Red vulture Clerics of "Sargonnas" aid bad people who seek revenge. Each gets +2 on "to hit" and ability checks when on a mission of vengeance. At level 6, each gets a free "Protection from Fire" daily. At level 9, each gets a free "Animate Object" daily. Clerics of this sect may be of any Evil alignment. Most are Lawful Evil. Concerns: Fire Vengeance Major spheres: Astral Charm Combat Healing Summoning Turn undead Morgion Tent Clerics of "Morgion" do foul deeds in secret. Each gets a free "Create Food and Water" daily upon reaching 5th level. Clerics of this sect may be of any Evil alignment. Most are Neutral Evil. Concerns: Disease Major spheres: Healing Plants Command undead Chemosh Ram skull Clerics of "Chemosh" assist misguided souls who want to become undead. Each can recognize types of undead on sight. They command undead as if they were 2 levels higher. Clerics of this sect may be of any Evil alignment. Most are Lawful Evil. Concerns: Death Major spheres: Astral Combat Necromantic Command undead at +2 levels Zeboim Turtle Clerics of "Zeboim" are vicious maniacs who worship during storms. Clerics of this sect may be of any Evil alignment. Most are Chaotic Evil. Concerns: Storms Major spheres: Animals Elemental Weather Command undead Hiddukel Scales Clerics of "Hiddukel" urge people by word and example to make money their god. Clerics of this sect may be of any Evil alignment. Most are Chaotic Evil. Concerns: Greed Vanity Major spheres: Divination Guardian Summoning Command undead Solinari White moon Clerics of "Solinari" minister to good magicians. Clerics of this sect may be of any Good alignment. Most are Neutral Good. Concerns: Magic Moon Major spheres: Astral Divination Elemental Healing Turn undead Lunari Red moon Clerics of "Lunari" minister to amoral magicians. Clerics of this sect may be of any non-Evil, non-Good alignment. Most are True Neutral. Concerns: Magic Moon Major spheres: Astral Divination Elemental Healing Turn undead Nuitari Black moon Clerics of "Nuitari" minister to evil magicians. Clerics of this sect may be of any Evil alignment. Most are Neutral Evil. Concerns: Magic Moon Major spheres: Astral Divination Elemental Healing Command undead I hope you enjoy using the PLAYOPT sequence. Please let me know about any bugs. erf@alum.uhs.edu http://worldmall.com/erf/lipo.htm