From a63e6d9ca24cf46089a0417dd332216da859e07c Mon Sep 17 00:00:00 2001 From: DavidMWWallace Date: Tue, 12 Dec 2023 21:59:03 -0500 Subject: [PATCH] ToF documentation --- readmes/readme-dw_talents.html | 1119 +++++++++++++ readmes/subdocuments_dw/all_priest_desc.html | 1027 ++++++++++++ readmes/subdocuments_dw/avenger_ss_desc.html | 94 ++ readmes/subdocuments_dw/druid_ss_desc.html | 194 +++ readmes/subdocuments_dw/elemental_spells.html | 235 +++ readmes/subdocuments_dw/evasion.html | 64 + readmes/subdocuments_dw/feat_doc.html | 1484 +++++++++++++++++ readmes/subdocuments_dw/hlas.html | 46 + readmes/subdocuments_dw/hlas_10thlevel.html | 434 +++++ readmes/subdocuments_dw/hlas_BARD.html | 212 +++ readmes/subdocuments_dw/hlas_BLACKGUARD.html | 121 ++ readmes/subdocuments_dw/hlas_CLERIC.html | 69 + readmes/subdocuments_dw/hlas_DRUID.html | 197 +++ .../subdocuments_dw/hlas_FAVORED_SOUL.html | 66 + readmes/subdocuments_dw/hlas_FIGHTER.html | 160 ++ readmes/subdocuments_dw/hlas_MAGE.html | 141 ++ readmes/subdocuments_dw/hlas_MONK.html | 117 ++ readmes/subdocuments_dw/hlas_PALADIN.html | 83 + readmes/subdocuments_dw/hlas_RANGER.html | 88 + readmes/subdocuments_dw/hlas_SHAMAN.html | 71 + readmes/subdocuments_dw/hlas_SORCERER.html | 156 ++ readmes/subdocuments_dw/hlas_THIEF.html | 156 ++ readmes/subdocuments_dw/hlas_questlevel.html | 388 +++++ readmes/subdocuments_dw/spheres.html | 488 ++++++ readmes/subdocuments_dw/tof_race.html | 301 ++++ readmes/subdocuments_dw/vanilla_kit_desc.html | 582 +++++++ .../subdocuments_dw/vanilla_priest_desc.html | 151 ++ 27 files changed, 8244 insertions(+) create mode 100644 readmes/readme-dw_talents.html create mode 100644 readmes/subdocuments_dw/all_priest_desc.html create mode 100644 readmes/subdocuments_dw/avenger_ss_desc.html create mode 100644 readmes/subdocuments_dw/druid_ss_desc.html create mode 100644 readmes/subdocuments_dw/elemental_spells.html create mode 100644 readmes/subdocuments_dw/evasion.html create mode 100644 readmes/subdocuments_dw/feat_doc.html create mode 100644 readmes/subdocuments_dw/hlas.html create mode 100644 readmes/subdocuments_dw/hlas_10thlevel.html create mode 100644 readmes/subdocuments_dw/hlas_BARD.html create mode 100644 readmes/subdocuments_dw/hlas_BLACKGUARD.html create mode 100644 readmes/subdocuments_dw/hlas_CLERIC.html create mode 100644 readmes/subdocuments_dw/hlas_DRUID.html create mode 100644 readmes/subdocuments_dw/hlas_FAVORED_SOUL.html create mode 100644 readmes/subdocuments_dw/hlas_FIGHTER.html create mode 100644 readmes/subdocuments_dw/hlas_MAGE.html create mode 100644 readmes/subdocuments_dw/hlas_MONK.html create mode 100644 readmes/subdocuments_dw/hlas_PALADIN.html create mode 100644 readmes/subdocuments_dw/hlas_RANGER.html create mode 100644 readmes/subdocuments_dw/hlas_SHAMAN.html create mode 100644 readmes/subdocuments_dw/hlas_SORCERER.html create mode 100644 readmes/subdocuments_dw/hlas_THIEF.html create mode 100644 readmes/subdocuments_dw/hlas_questlevel.html create mode 100644 readmes/subdocuments_dw/spheres.html create mode 100644 readmes/subdocuments_dw/tof_race.html create mode 100644 readmes/subdocuments_dw/vanilla_kit_desc.html create mode 100644 readmes/subdocuments_dw/vanilla_priest_desc.html diff --git a/readmes/readme-dw_talents.html b/readmes/readme-dw_talents.html new file mode 100644 index 0000000..5cc64ac --- /dev/null +++ b/readmes/readme-dw_talents.html @@ -0,0 +1,1119 @@ + + + +Talents of Faerûn + + + + + +
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Talents of Faerûn

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A Gibberlings Three Mod
+
Author: DavidW
+ On the web: Home + page, discussion + forum, image gallery, and Discord

+

Version beta 1
+ Languages: English
+ Platforms: Windows, macOS, Linux

+

Talents of Faerûn (ToF) is a collection of about 85 mini-mods for the Enhanced Edition versions of Baldur's Gate, Baldur's Gate II, and Icewind Dale, partially inspired by existing mods and tabletop Dungeons and Dragons resources. It contains many optional tweaks to various parts of gameplay, focusing on expanding and rebalancing player character abilities. Features include 150-odd new high-level abilities, a new 'feat' system where lower-level characters gain abilities every few levels, revisions to existing kits, new classes, new kits for multi-class characters, new types of magical specialization, a dozen or so new spells, many spell tweaks, 20-odd new gods for clerics to worship, a subrace system, a revised system of cleric/druid spells, and tweaks to the rules for ability scores and proficiencies.

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Talents of Faerûn is currently in 'beta', meaning that I think it ought to be recreationally playable but almost certainly contains significant bugs that my own testing has not discovered. Use at own risk.

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Table of Contents

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+

Overview

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Talents of Faerûn (ToF) is a collection of mini-mods for the Enhanced Edition versions of Baldur's Gate, Baldur's Gate II, and Icewind Dale. It contains many optional tweaks to various parts of gameplay, focusing on expanding and rebalancing player character abilities. There are about 85 components in all; highlights include:

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  • A subrace system modeled on Icewind Dale II
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  • A sphere system for cleric and druid spells, loosely based on pen-and-paper Advanced Dungeons and Dragons but heavily modified to reflect the needs of a computer game, along with about 20 new gods for clerics to worship
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  • A new character class, the Favored Soul, which spontaneously casts cleric spells (i.e., a clerical-magic version of the Sorcerer or Shaman), along with about 25 kits for that class (one per god)
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  • Implementation of the pen-and-paper rule that mage specialists must memorize at least one spell from their school at each level, along with the option to automatically add one correct-school spell to their spell book at each level
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  • A new style of magic, elementalism, and four new mage kits who specialize in each of the four elements, along with significant revisions for elementals themselves
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  • A new system for sorcerers—bloodlines—which grants a sorcerer additional known spells at the cost of making some spell schools inaccessible
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  • The option for druids to multi-class as mages, rangers, or thieves
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  • About 75 multi-classed kits, along with the option to dual-class from a single-classed to a multi-classed kit
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  • A new proficiency system, very loosely based on 3rd edition D&D, where characters can use all weapons and begin proficient in a group of weapons dependent on their class, and where non-fighters can gain some level of weapon training
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  • A new high-level ability system for Baldur's Gate II, including about 150 new abilities (some borrowed from classic mods, some original)
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  • A new 'low-level ability' system, where characters gain a new ability every 3 levels; this is loosely based on Icewind Dale II's feat system.
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  • A rebalancing of many of the original-game kits to work better in Baldur's Gate and Icewind Dale
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  • A number of rule chances to ability scores, inspired by 3rd edition D&D
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  • A dozen or so new spells, along with a range of tweaks to existing spells
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A hidden, common theme in ToF is that most of its changes rely to some extent on the ability to edit the user interface—something that the Enhanced Editions have made possible but which has been exploited to only a limited extent so far. (One major reason I wrote ToF was to build systematic ways to exploit this powerful new modding technique.)

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Many components of ToF overlap with other mods, though the implementations are usually different. As always, you should read the documentation carefully and decide what is best for your game.

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Compatibility

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Games

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Talents of Faerûn is + designed to work with any of the following install options:

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  • Baldur's Gate: Enhanced Edition (version 2.6), with or without the Siege of Dragonspear expansion
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  • Baldur's Gate II: Enhanced Edition (version 2.6)
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  • Icewind Dale: Enhanced Edition (version 2.6)
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It is probably largely compatible with the Enhanced Edition Trilogy (EET) combination of BGEE, BG2EE, and SoD (based on v2.6 of BGEE/BG2EE/SoD), but has had only limited testing on them. (What testing I have done assumes that the EET_End component of EET is installed before ToF, contra the official EET install instructions.) It may also work on versions 2.0-2.5 of the Enhanced Edition games, but they are not officially supported. It does not work on versions 1.3 and earlier.

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ToF does not work with any non-Enhanced Edition game, and never will (it relies on new features of the Enhanced Editions).

+

Mods

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ToF tries to be as compatibility-friendly as possible; however, it changes game files in quite sweeping ways that may conflict with other mods. I have limited testing information so far; my expectations are as follows.

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  • ToF really needs to be installed as late as possible in the install order. It should go before Sword Coast Stratagems and can probably cope with going before Tweaks Anthology; otherwise, install it last. If you have another mod that insists on being installed last because it makes large-scale changes to the game, that other mod is fairly likely to be incompatible with ToF.
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  • ToF absolutely cannot be installed before any UI mod; doing so will almost certainly break your game. It might be able to cope with being installed after a UI mod, but I haven't tested this.
  • +
  • ToF will be incompatible with any other mod that makes the sort of changes to the game system that ToF does. For instance, it will be incompatible with other mods that introduce a sphere system (like Divine Remix), that add subraces (like Tipun's subrace mod), or that require specialists to learn spells from their school. Because of the way mods like these work, ToF will probably be incompatible with them even if you don't use the specific bit of ToF that overlaps with them. (I hope to be able to reduce the incompatibilities here in the medium term by sharing the code base that ToF uses.)
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  • ToF is probably compatible with mods that use OlvynChuru's ClassSpellTool (such as OlvynChuru's Spell Pack), provided it is installed after them. (It is definitely not compatible with them if installed before them.)
  • +
  • The good news is that ToF ought to be compatible with most 'simple' (i.e., not systematically-rule-changing) kit, spell, item, quest, and NPC mods.
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  • ToF should be compatible with my 'Sword Coast Stratagems' (SCS) mod, provided ToF is installed before SCS. SCS will detect ToF and respond to some of its components (it will use the new priest kits, new spells, and new HLAs, for instance).
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Installation

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You should start a new game after installing Talents of Faerûn. Many of its components will cause serious bugs if you try to use them in an existing game.

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First time installing a mod? Check out G3's comprehensive tutorial: A New Player's Guide to Installing and Playing Mods.

+

Enhanced Editions Note
+ The Enhanced Editions are actively supported games. Please note that every patch update will wipe your current mod setup! If in the middle of a modded game you might want to delay the patch update (if possible) as even after reinstalling the mods, you might not be able to continue with your old savegames. Alternatively, copy the whole game's folder into a new one that can be modded and will stay untouched by game patches. It is important that you install the mod to the language version you are playing the game in. Otherwise, the dialogues of the mod will not show but give error messages.

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Windows
+ Talents of Faerûn is distributed as a self-extracting archive and includes a WeiDU installer. To install, + simply double-click the archive and follow the instructions on screen.

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Alternatively, the files can be extracted into your game directory using 7zip or WinRAR. + When properly extracted, your game directory will contain setup-dw_talents.exe and + the folder dw_talents. To install, double-click setup-dw_talents.exe and follow + the instructions on screen.

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You can run setup-dw_talents.exe in your game folder to reinstall, uninstall or + otherwise change components.

+

macOS
+ Talents of Faerûn for macOS is distributed as a compressed tarball and includes a WeiDU installer.

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First, extract the files from the tarball into your game directory. When properly extracted, your + game directory will contain setup-dw_talents, setup-dw_talents.command, and the folder dw_talents. To install, + double-click setup-dw_talents.command and follow the instructions on screen.

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You can run setup-dw_talents.command in your game folder to reinstall, uninstall or + otherwise change components.

+

Linux
+ Talents of Faerûn for Linux is distributed as a compressed tarball and does not include a WeiDU installer.

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Extract the contents of the mod to the folder of the game you wish to modify.

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Download the latest version of WeiDU for Linux from WeiDU.org and copy WeiDU and WeInstall to /usr/bin. + Following that, open a terminal, cd to your game installation directory, run tolower and answer Y to + both queries. You can avoid running the second option (linux.ini) if you've already ran it once in + the same directory. To save time, the archive is already tolowered, so there's no need to run the + first option (lowercasing file names) either if you've extracted only this mod since the last time + you lowercased file names. If you're unsure, running tolower and choosing both options is the safe + bet.

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To install, run WeInstall dw_talents in your game folder. Then run wine BGMain.exe and start playing.

+

Batch mode installation option
+ ToF, like any multi-component mod, normally asks about a component, installs it, then asks about the next component. Since some of ToF's components can take a while to install, this can be tedious. ToF ships with an experimental 'batch mode': if you select this (by installing the 'batch mode' component, which should be the first component offered to you) then ToF will ask about all components first but will not install them. After you have chosen your components, you will be offered a new component, 'finish batch mode installation', which will then install all of them. After you've done this, a file (dw_talents.bat) will be created in the weidu_external/batch subfolder in your main game folder; clicking on it will uninstall and reinstall all your chosen options. (An optional alternative is to create the dw_talents.bat folder but not install anything.) Batch mode is currently only available for Windows installs (basically because I don't know how batch files work in OSX or Linux and don't have a testing environment for them).

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Note for Complete Uninstallation
+ In addition to the methods above for removing individual components, you can completely uninstall + the mod using setup-dw_talents --uninstall at the command line to remove all components without + wading through prompts.

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Detailed Contents

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Unless otherwise noted, all components are for all (Enhanced Edition) forms of the game. Components that affect Baldur's Gate: Enhanced Edition (BGEE) also affect Siege of Dragonspear.

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A number of the components are inspired by various tabletop roleplaying resources; see the acknowledgements for details.

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Spell System Revisions and New Spells

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Install Arcane Spells from Icewind Dale: Enhanced Edition
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Not available for IWDEE

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This component includes almost all the arcane spells in Icewind Dale: Enhanced Edition that are not already included in Baldur's Gate. (I think Contact Outer Plane is the only exception on Enhanced Edition games). For the most part, if a spell is present already in BG2 then the IWD version is not used. Scrolls of the new spells are scattered throughout the game; they should be about as common as equivalent-level spells in the main system.

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The system is slightly tweaked to resolve some thematic inconsistencies with the existing system:

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  • The IWD version of Mordenkainen's Sword summons a weapon which the caster can use at range, rather than summoning swords that act as independent monsters. Since both versions of the spell are quite fun, I have included the IWD version, renamed as Mordenkainen's Force Blade.
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  • The IWD elemental animations look very different (bulkier, more humanoid) than the BG2 ones. To avoid visual awkwardness, I have used the existing BG2 water elemental animation instead of the IWD one.
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  • The fifth-level IWD 'conjure water elemental' spell has been renamed 'conjure lesser water elemental' and a sixth-level 'conjure water elemental' spell has been added; the magical-battle aspect of elemental summoning has been removed.
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  • The collection of creatures summoned by Monster Summoning has been systematically rebalanced, focusing on humanoid creatures; this is to avoid thematic overlap with spells like Spider Spawn and Carrion Summons.
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  • The BG2 Emotion: Hopelessness spell has been overwritten by the IWD one, to ensure consistency with the other Emotion spells added by IWD.
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  • In IWD, summoning spells have green icons; in BG2, they have red icons. I recolor all BG2 summoning spells to green.
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A full list of arcane spells added, and documentation for each, can be found here.

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SCS's 'Smarter Mages' AI will detect and use the IWD spells if they are installed.

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Install Divine Spells from Icewind Dale: Enhanced Edition
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Not available for IWDEE

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This component includes pretty much all the divine spells in Icewind Dale: Enhanced Edition that are not already included in Baldur's Gate. For the most part, if a spell is present already in BG2 then the IWD version is not used. Party-joinable spellcasters gain access to the new spells (provided you started a new game).

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The system is slightly tweaked to resolve some thematic inconsistencies with the existing system:

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  • IWD's third-level 'Prayer' spell is about as powerful as BG's second-level 'Chant' spell, while the IWD version of 'Chant' halves the caster's movement and blocks their spellcasting. I split the difference, installing the IWD versions of both spells but removing the disable-spellcasting effect.
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  • BG's sixth-level 'Physical Mirror' spell reflects all missiles and lasts nine rounds. IWD's sixth-level 'Entropy Shield' spell deflects all missiles, gives immunity to many spells, boosts damage resistance and armor class, and lasts one round per level. There's just no real reason to learn Physical Mirror in place of Entropy Shield. (Theoretically the reflection power is nice, but any half-way intelligent enemy will just notice it.) The simplest solution is to change the level of one of the spells; in my judgement Physical Mirror is underpowered for sixth level and Entropy Shield is about right, so I lower Physical Mirror to 5th level.
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  • IWD restricts its Cause Wounds spells to evil casters (and its Cure Wounds spells to good casters), but the BG versions aren't so restricted. I remove the restrictions. (There is an ini option to override this; see here.) In addition, BG Cause Wounds require a melee hit, whereas IWD Cause Wounds are just range=touch; I standardize to the IWD version.
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  • In IWD, summoning spells have green icons; in BG2, they have red icons. I recolor all BG2 summoning spells to green.
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A full list of divine spells added, and documentation for each, can be found here.

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SCS's 'Smarter Priests' AI will detect and use the IWD spells if they are installed.

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Install Bard Songs from Icewind Dale: Enhanced Edition
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Not available for IWDEE

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In Icewind Dale, bards have six different songs to choose from (gaining access to the first at 1st level and to another at each odd level up to level 13). This component makes these songs available to (non-kitted) bards in the various Baldur's Gate games.

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Use Baldur's Gate-Style Insects in Icewind Dale
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Only available for IWDEE

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This component replaces the Insect Plague and Creeping Doom spells from Icewind Dale (which summon fairly weak monsters) with the Baldur's Gate version (where the swarm does damage and disrupts spellcasting).

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Make the Baldur's Gate Version of Mordenkainen's Sword (as well as the Icewind Dale version) Available in Icewind Dale
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Only available for IWDEE

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The IWD version of Mordenkainen's Sword summons a weapon which the caster can use at range, while the BG2 version summons swords that act as independent monsters. Since both versions of the spell are quite fun, this component makes the BG2 version available in Icewind Dale (and renames the IWD version to 'Mordenkainen's Force Blade').

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Install All Spell Tweaks

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This component installs the whole package of Stratagems of Mystra spell tweaks. (If you don't select it you will be given the chance to select tweaks by category.)

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Full documentation for spell tweaks can be found here (broken down by mod component) or here (broken down by spell modified).

+ For more fine-grained control of which tweaks you install (beyond what the component system allows) see under customization. +

Core Stratagems Spell-System Changes (assumed by Sword Coast Stratagems mod)

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These tweaks alter a range of spells, mostly but not entirely focused around a spellcaster's defenses and abilities to remove other creatures' defenses. What unites them is that all are assumed by the enemy AI in Sword Coast Stratagems, and enemy spellcasters may act quite strangely from time to time if this is not installed. These components will be automatically installed if you install any of SCS's AI or Tactical Challenge components if it is not installed here. (details)

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Baldur's Gate-Inspired Tweaks to Icewind Dale Spells

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Tweaks in this section alter Icewind Dale spells to more closely match how they work in Baldur's Gate/Baldur's Gate II. In most cases this slightly increases the power of the spell .(details)

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Changes to Restoration

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Tweaks in this section alter the Restoration and Lesser Restoration spells. (details)

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Changes to Shapeshift Spells

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Tweaks in this section alter shapeshift spells, making them more flexible and somewhat more powerful. (details)

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Icewind Dale-inspired Tweaks to Baldur's Gate/Baldur's Gate II Spells

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Tweaks in this section alter Baldur's Gate/Baldur's Gate II spells to more closely match how they work in Icewind Dale. In most cases this slightly increases the power of the spell. (details)

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Rebalancings of Slightly-Too-Powerful Spells

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Tweaks in this section rebalance various slightly too-powerful spells. The enemy AI in Sword Coast Stratagems will sometimes behave a little oddly if this component is not installed. (details)

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Spell School Changes

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Tweaks in this section alter the schools of certain mage spells. (details)

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Spells Increased in Power

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Tweaks in this section somewhat increase the power of various spells which (in my subjective judgement) were a little under-powered compared to similar spells at the same level. (details)

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Add Nine New Arcane Spells

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This component adds nine new arcane (sorcerer/wizard/bard) spells to the game, mostly focused on elemental effects. A full list can be found here. SCS's 'Smarter Mages' component will use most of these spells if they are installed.

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Add Six New Divine Spells

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This component adds six new arcane (cleric/druid) spells to the game, mostly borrowed from the Divine Remix mod. A full list can be found here. SCS's 'Smarter Priests' component will use some (to be honest, not many) of these spells if they are installed.

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Revised Elementals
+ Requires either IWDEE or a mod (SCS, SoM, ToF, or IWDification) that introduces the IWD spells into BGEE or BG2EE.

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This component revises the stats and abilities of the various elementals (earth/air/fire/water) that appear in the game or can be summoned, as well as the elemental-summoning spells themselves. The goal is to make elementals more interesting and varied, and to make elemental summoning a more interesting tactical option. Overall, elementals are significantly more powerful with this component installed. The detailed changes are as follows:

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  • The general statistics of elementals are systematized, and slightly improved at higher levels, as follows: +
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    • 8-HD elementals get Strength 18/00, Constitution 16, AC 2.
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    • 12-HD elementals get Strength 20, Constitution 17, AC 0.
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    • 16-HD elementals get Strength 21, Constitution 18, AC -2.
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    • More powerful elementals get Strength 22, Constitution 20, AC -4.
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  • Elementals get damage resistance depending on their type: air elementals get immunity to electricity and 75% resistance to missile damage, earth elementals get 50% resistance to slashing/piercing/missile damage and 25% vulnerability to crushing damage, fire elementals get 125% resistance to fire damage and 50% vulnerability to cold damage, water elementals get 75% resistance to crushing damage.
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  • Elementals get type-specific melee abilities: +
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    • Air elementals are surrounded by a whirlwind effect which inflicts slashing damage dependent on their HD (2d8/rd at 8HD, 3d8/rd at 12HD, 4d8/rd at 16+HD) with additional damage to mist creatures, disperses clouds, and gives a 50% spell failure chance. Their attacks deal slashing and electrical damage: 2d10+1d6 electrical + at 8HD, 3d10 +2d6 electrical at 12-16HD, 4d10 +3d6 electrical for more powerful elementals.
    • +
    • Earth elementals' attacks inflict crushing damage: 3d8 at 8HD, 4d8 at 12HD, 5d8 at 16HD and above. Their attacks knock their opponents away unless they make a save vs. paralysis (at +2 for 8-HD elementals, at -2 for 16-HD elementals or more powerful elementals).
    • +
    • Fire elementals' attacks inflict a mixture of crushing and fire damage (2d8 + 2d6 fire at 8HD, 3d8 + 3d6 fire at 12-16HD, 4d8 + 4d6 fire at 16+ HD). Their attacks set victims on fire if they fail a save vs. breath weapon (at +2 for 8-HD elementals, at -2 for 16-HD elementals or more powerful elementals), inflicting the fire damage again each round (an additional saving throw may be attempted each round to extinguish the fire).
    • +
    • Water elementals are surrounded by a quenching aura that extinguishes fire shields and similar spells. Their attacks inflict crushing damage (3d6 at 8HD, 4d6 at 12-16HD, 5d6 for more powerful elementals) and can partially drown their victims if they fail a save vs. spells (at +2 for 8-HD elementals, at -2 for 16-HD elementals or more powerful elementals). Drowning creatures are slowed, -4 to hit, -4 AC, -4 saves, can't spellcast, and take 1d3 magic damage per second; a new saving throw can be attempted at the end of each round.
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  • More powerful elementals (16+ HD) receive innate powers usable once per 10 rounds: Whirlwind for air elementals, Spike Stones for earth elementals, Shroud of Flame for fire elementals, Smashing Wave for water elementals.
  • +
  • Priest elemental-summoning spells are tweaked to differentiate 6th- and 7th-level spells, and to allow summoning of all four elemental types: +
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    • The 6th level priest spell 'Conjure Fire Elemental' now has a 60% chance of calling a 12-HD elemental, a 35% chance of calling a 16-HD elemental, and a 5% chance of calling a 24-HD elemental.
    • +
    • The 7th level priest spell 'Conjure Earth Elemental' now has a 70% chance of calling a 16-HD elemental and a 30% chance of calling a 24-HD elemental.
    • +
    • A 6th-level priest spell 'Conjure Water Elemental' is introduced, with a 60% chance of calling a 12-HD elemental, a 35% chance of calling a 16-HD elemental, and a 5% chance of calling a 24-HD elemental.
    • +
    • A 7th-level priest spell 'Conjure Air Elemental' is introduced, with a 70% chance of calling a 16-HD elemental and a 30% chance of calling a 24-HD elemental.
    • +
    +
  • +
  • The quest spell 'Elemental Summoning' has been renamed 'Elemental Swarm' and now summons four 16-HD elementals, one from each elemental plane.
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+

Races and Subraces

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Add New Races and Subraces

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This component adds Icewind Dale II-style subraces for dwarves, elves, gnomes, and halflings. Subraces are selected when you generate a character: if you select a race with subraces, you will be offered a menu to select from. There are three dwarven subraces (shield dwarves, gold dwarves, gray dwarves), five elven subraces (moon elves, sun elves, wild elves, wood elves, drow), two gnomish subraces (rock gnomes, deep gnomes), and three halfling subraces (lightfoot, strongheart, ghostwise). The component also adds a new category of races, 'planetouched' (meaning creatures whose ancestry is partly other-planar) which contains six further races: aasimar, tieflings, air genasi, earth genasi, fire genasi, and water genasi. (Planetouched creatures count as human for the purposes of multi-classing and class choices.) And it slightly improves the basic abilities granted to humans and half-orcs.

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The powers and weaknesses of these races and subraces are based on a mixture of D&D 2nd and 3rd edition. They're 'balanced' in the sense that I don't think any race you choose will imbalance the wider game. I haven't made that much effort to strictly balance them one against another: a deep gnome, for instance, is probably just better than a rock gnome. A full list of races, subraces, and their powers can be found here.

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Ideally, a component like this would also alter in-game dialog options and responses, so that NPCs react to your race/subrace—especially for 'exotic' races like tieflings or gray dwarves. I haven't (yet) done this, though.

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Two choices are barred on BG/BG2: you can't play as a drow (because it would break the plot of BG2 chapter 5) and you can't play as an aasimar (because I find a Bhaalspawn aasimar a bit implausible). If you want to ignore the story-based problems with these choices, you can reactivate them using dw_talents.ini; there's no mechanical problem with either.

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Class and Kit Revisions

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Eliminate Class/Race Restrictions and Most Class/Ability Score Restrictions

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This component makes all classes available to PCs of any race, allows PC mages of any race to specialize in any school of magic, and allows both humans and non-humans to dual-class and multi-class. It reduces all ability score requirements to 10, and eliminates the high ability score requirements for dual-classing. In-game text descriptions during character creation are altered to allow for these changes.

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Kit race restrictions are lifted when they coincide with their parent class's race restrictions, but not otherwise. In an otherwise-unmodded game, the only kit not available to all races in this fashion is the Dwarven Defender.

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There are no animations available for non-human monks, so I repurpose the priest animation for them. As a consequence, non-human monks won't have the flashy unarmed-combat animation that human monks do.

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If this component is installed, multi-class gnome mages will no longer be illusionists. If you want to create gnome illusionists, use the 'Allow Multi-Class Mages to Specialize' component.

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This component automatically installs the contents of the 'Tidy Up Class-Selection Menu' component.

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Revised Class Alignment Rules

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This component alters the alignment restrictions for several classes, broadly in accord with 3rd edition D&D (and with Icewind Dale II). All changes are included in the in-game documentation. The specific changes are:

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  • Druids (including multi-class druids) are now only required to have a partially neutral alignment: they can be neutral good, neutral evil, lawful neutral, or chaotic neutral as well as true neutral. Jaheira and Faldorn (if applicable) have their alignment changed (respectively) to neutral good and neutral evil, to reflect their in-game behavior. (You can disable this using the ini if you want.)
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  • Rangers (and cleric-rangers) are now permitted to be of any alignment. Rangers no longer fall if their reputation gets too low, and (in BG2) a few lines of dialog that refer to the risk of a PC ranger Falling are removed.
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  • Thieves (except for assassins) may now be of any alignment.
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  • Assassins may no longer be good-aligned.
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Icewind Dale-Style Paladins
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Not available for IWDEE

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This component gives paladins in Baldur's Gate and Baldur's Gate II the modified (and mostly enhanced) powers they receive in Icewind Dale:

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  • The paladin can use Detect Evil at will.
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  • The paladin is immune to all diseases and can cure disease once per day, by touch.
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  • At third level, the paladin becomes immune to fear.
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  • Once per day, the paladin can use Smite Evil to call down a beam of holy light onto a single evil target, for 1d6 damage + 1d6 per three levels.
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  • The paladin may use Protection from Evil once per day only, it affects only the paladin, and has a duration of 4 hours (24 turns).
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  • The paladin is able to cast cleric spells from 6th level rather than 9th level.
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Revised Smite Evil
+ Requires either Icewind Dale, or the 'Icewind Dale-Style Paladins' component.

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This component revises the paladin's Smite Evil power to more closely resemble the 3rd edition D&D power which inspires it. Instead of directly striking a foe, the power affects the paladin's attacks: they receive a Charisma-dependent bonus to melee attacks against evil creatures until their next successful attack, and that attack then does 1d6 magic damage, +1d6 per two levels above first level.

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Higher-Level Paladins Get Additional Uses of Lay on Hands and Smite Evil

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This component grants paladins additional uses of their Lay on Hands and (if you're using it) Smite Evil powers as they gain level. An additional use of Lay on Hands is gained at 5th level and every 4 levels thereafter; an additional use of Smite Evil is gained at 7th level and every 8 levels thereafter.

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(Partly this tracks the way these powers work in 3rd edition D&D; partly it's my subjective assessment that other classes and kits tend to give out extra uses of similarly-powerful abilities.)

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Icewind Dale-Style Bard Songs
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Not available for IWDEE

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This component gives Bards in Baldur's Gate and Baldur's Gate II six different bard songs (gained as they gain levels), to match the Icewind Dale version of the bard. The songs gained are:

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  • 1st level: The Ballad of Three Heroes (allies within 30ft. get +1 to attack rolls, damage rolls, and saving throws)
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  • 3rd level: The Tale of Curran Strongheart (allies within 30ft. are immune to fear, and any fear effects on them are removed)
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  • 5th level: Tymora's Melody (allies within 30ft. get +1 to luck, +3 to saving throws, +10 to lore, and +10% to all thieving skills)
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  • 7th level: The Song of Kaudies (allies within 30ft. have a 50% chance to shrug off the effects of spells such as Silence, Shout, Great Shout, Command, Greater Command, or any other sound-based attack)
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  • 9th level: The Siren's Yearning (enemies within 30 ft. must make a Will save or become enthralled, unable to take action until 1 round passes or they take damage)
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  • 11th level: War Chant of Sith (allies within 30ft. get +2 to Armor Class, +10% resistance to slashing, piercing, crushing, and missile damage, and regenerate 2 hit points per round)
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As in Icewind Dale: Enhanced Edition, only trueclass (non-kitted) bards get these new bard songs.

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Thieves Gain the Evasion Ability (on a successful save for half damage against abilities that require you to dodge, take no damage)
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Not available for IWDEE

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With this component installed, thieves (single and multi-classed) gain the Evasion ability at 7th level. This allows the thief, on making a successful saving throw for half damage from a spell or effect, to entirely avoid the effect.

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Evasion applies to spells or effects which require the character to dodge or jump clear, like Fireball and Lightning Bolt. It does not apply to spells like Holy Smite (which require willpower to resist) or Abi-Dalzim's Horrid Wilting (which requires fortitude and resilience to resist). A full list of affected spells can be found here.

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Several other components of Talents of Faerûn install the content of this component automatically.

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Modified Thief Evasion
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Only available for IWDEE

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This component slightly revises the thief's Evasion talent. Instead of making a separate saving throw to see if they can evade the attack, the thief now uses the same saving throw they made against the attack itself; also, the list of affected spells and items is slightly modified, so that Evasion applies only to spells and effects that require the character to dodge or jump clear, like Fireball and Lightning Bolt. It does not apply to spells like Holy Smite (which require willpower to resist) or Abi-Dalzim's Horrid Wilting (which requires fortitude and resilience to resist). A full list of affected spells can be found here.

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This component is actually identical to the previous component; they are listed under different names for different versions of the game to avoid confusion and cumbersome names.

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Rebalanced Thief and Bounty Hunter Traps at Low Levels

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The snares that thieves (and bounty hunters) can set are balanced for Baldur's Gate II and are a bit overpowered at low levels, as well as remaining unchanged until level 11. This component introduces slightly weaker 1st-level snares, with the original versions granted at level 6.

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Specifically:

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  • a 1st-level rogue's snare does 1d8+5 damage (previously 2d8+5)
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  • a 6th-level rogue's snare does 2d8+5 damage (previously 3d8+5) and slows the target for 5 rounds if they fail an unmodified save vs. spell (previously it was a save vs. spell at -4)
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Revised Druid Shapeshifting

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This component significantly revises the druid's (and the Avenger's) shapeshift ability, somewhat inspired by Icewind Dale. Druids now gain one use of a general Shapeshift ability at third level, and then another use every three levels after that. The available forms vary by level, and are selected at the time the spell is cast:

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  • At 3rd level, the only form available is Wolf.
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  • At 5th level, Black Bear is added.
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  • At 7th level, the Wolf form is upgraded to a Dire Wolf, and Boring Beetle is added.
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  • At 9th level, the Black Bear form is upgraded to a Cave Bear (or to a Polar Bear in IWD:EE).
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  • At 12th level, Lesser Elementals (of all four elements) are added.
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  • At 15th level, the Lesser Elemental forms are upgraded to Elementals.
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+ (In Icewind Dale, druids got access to Winter Wolves; I removed this as it seemed to go against the idea that druid forms should be natural, nonintelligent animals.) Full documentation for druids' shapeshift forms is here. +

Avengers gain forms every 2nd level rather than every 3rd, and have access to new forms:

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  • At 4th level, Hunting Spider is added.
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  • At 6th level, Baby Wyvern is added.
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  • At 7th level, the Wolf form is upgraded to a Winter Wolf instead of a Dire Wolf.
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  • At 8th level, the Hunting Spider form is upgraded to a Sword Spider.
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  • At 10th level, the Baby Wyvern form is upgraded to a Wyvern.
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+ (The underlying idea is that Avengers have access to monstrous 'animals' as well as natural ones. From that perspective the Fire Salamander, an intelligent extraplanar creature, is out of place.) Avengers' additional forms are fully documented here. +

Druids Use Cleric XP and Spell Tables

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The XP tables for druids in IWD, BG and BG2 are based (to varying degree) on 2nd edition Dungeons and Dragons, and hence inherit some oddities that don't really make sense in a CRPG (and frankly were kind of questionable in D&D too). Even though druids and clerics have the same spell-advancement rate and are otherwise fairly comparable in power, their XP requirements are quite out of sync: druids initially require more XP than clerics, then require much less, and then (in BG2) need a staggering 750,000 XP to get from level 13 to level 14 and an astonishing 1,500,000 XP to get from level 14 to level 15. The spell table in BG2 in turn compensates by giving druids massively more spells as soon as they hit level 15. (Icewind Dale smooths out the XP table to something saner after level 14 and doesn't include the big increase in spells.)

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This component cuts through all this and just gives druids the same XP and spell progression as clerics. (This is determined dynamically, so any changes other mods have made to cleric tables will be mirrored.)

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Revised Speciality Priests of Lathander/Helm/Talos/Tempus/Tyr

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This component revises the five speciality priests (i.e., cleric kits) in the unmodded game. The revisions are partly to make the kits more balanced at low levels (they are balanced for Baldur's Gate II and some of their powers are excessive for the early stages of Baldur's Gate and Icewind Dale). Partly, they just (I hope!) make the kits a bit more interesting and varied.

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The new kits gain a somewhat modified and expanded list of unique powers, and gain them at various levels rather than having them automatically. They also have slightly customized spell lists—e.g., priests of Talos have access to air spells as well as a few other spells associated with lightning or destruction.

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Full documentation for the modified kits can be found here.

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In addition, the component makes some small script and dialog changes in Baldur's Gate and Baldur's Gate II to recognize the protagonist's faith in appropriate situations (e.g., in the temple of your god).

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This component makes use of the ToF revised sphere system, which is documented here.

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Modified Cleric Stronghold Quest for Priests of any God except Lathander/Helm/Talos
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Only available for BG2EE, EET

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The cleric stronghold quests in Baldur's Gate II very strongly presume that your character worships one of Lathander, Helm and Talos. This shows up in small ways (various dialog cues assume it) and larger ways (you have a series of quests that require you to advise worshipers, and you are judged according to how well your advice fits the way of 'your' god). It fits badly to priests of other gods, like Tyr and Tempus in the unmodded (Enhanced Edition) game, and any added by third-party mods.

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This component modifies the cleric stronghold quest for priests outside the 'core three' priesthoods. The new quest is a bit shorter, has somewhat more appropriate dialog, and omits the conversations with the worshipers. The final event of the stronghold quest (the battle between the temples) triggers automatically after sufficient time has passed (4 in-game weeks by default, though it is accelerated later in the game). The component also adds some god-specific lines for priests of Tyr, Tempus, and the faiths introduced by the 'New Choices of God/Goddess for Speciality Priests' component from Talents of Faerûn. Because the quest is shorter, it does not count as a stronghold for the purposes of determining whether you can get another stronghold.

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Allow Monks to Use Staffs

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The Infinity Engine games don't allow monks to use staffs, despite the staff being an iconic monk weapon; this is for technical reasons, not as a design choice. This component works around those technical reasons and allows staff-wielding monks.

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As an unavoidable side-effect, human monks will slightly change the color of their clothing when they equip a staff. If you are using non-human monks from the 'Allow All Class/Race Combinations' component, they will not be affected in this way.

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(What's actually going on is that the 'wielding two-handed weapons' animation of the human monk is repurposed by the core game for unarmed combat, so that if you let a monk use a staff, it isn't synchronized with the character's actual movements and seems to float in the air. But the human monk animation is otherwise just a slight recoloring of the human fighter. I program all the two-handed weapons in the game to change a monk's animation to the fighter animation when equipped. Non-human monks are using the priest animation anyway so the issue doesn't arise.)

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Adjust Opposition Schools for Speciality Mages

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Icewind Dale and the Baldur's Gate games use different sets of opposition schools (schools that specialist wizards can't learn) from one another, and neither is exactly what is used in the AD&D game on which both are based. This component lets you choose which system to use: the Baldur's Gate system (least restrictive), the Icewind Dale system, AD&D, or a custom version very closely based on AD&D that's slightly less harsh for illusionists. In-game documentation will be updated to reflect your choice.

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Opposed Schools
SpecialityBaldur's GateIcewind DaleAD&DToF Custom
Abjurer AlterationAlteration, IllusionAlteration, IllusionAlteration, Illusion
Conjurer DivinationInvocationDivination, InvocationDivination, Invocation
Diviner ConjurationConjurationConjurationConjuration
Enchanter InvocationInvocationInvocation, NecromancyInvocation, Necromancy
Illusionist NecromancyAbjuration, NecromancyAbjuration, Invocation, NecromancyInvocation, Necromancy
Invoker EnchantmentConjuration, DivinationConjuration, EnchantmentConjuration, Enchantment
Necromancer IllusionEnchantment, IllusionEnchantment, IllusionEnchantment, Illusion
Transmuter AbjurationAbjuration, NecromancyAbjuration, NecromancyAbjuration, Necromancy
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Require Speciality Mages to Memorize at Least One Spell per Level from their Speciality School

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In the unmodded game, the main benefit for being a specialist is that you get one extra spell per level, but that spell can be anything you like—so specialists are defined more by the schools they can't use than by their supposed speciality. This component (which follows pen-and-paper Dungeons and Dragons) requires the additional spell to be from the speciality school. If you are selecting your last spell at a given level and have not yet memorized a spell from your speciality school, all spells not from that school will be grayed out and unselectable. (The only exception is if there are no spells from that school at that level.) In-game documentation is updated and your speciality kit description includes a complete list of spells from your chosen school.

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This component also makes a few minor changes to existing schools, to standardize differences that apply between IWD and BG/BG2:

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  • Lower Resistance is Abjuration/Alteration. (It's Alteration in IWD, Abjuration in BG/BG2.)
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  • Fire Shield: Red, Fire Shield: Blue, Death Fog and Melf's Minute Meteors are all Alteration/Invocation, matching IWD. (In BG/BG2, they're all plain Alteration.)
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  • Tenser's Transformation and Otiluke's Resilient Sphere are both Alteration/Invocation, again matching IWD. (In BG/BG2, they're both plain Invocation.)
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If you use this component together with 'Include Arcane Spells from Icewind Dale: Enhanced Edition', 'Add Nine New Arcane Spells ', 'Move Power Words to the School of Enchantment', and 'Move Symbols to the School of Enchantment', you should find that there are sufficiently many more-or-less useful spells at every level for each speciality to have reasonable options, with the exception of Diviners.

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Allow Multi-Classed and Dual-Classed Mages to Become Specialists and Wild Mages

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This component permits cleric/mage, fighter/mage, mage/thief, fighter/mage/cleric and fighter/mage/thief characters to be wild mages or specialist mages, instead of generalists. In-game documentation is adjusted to recognize this change.

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Existing racial restrictions on specialities are enforced: unless you have installed 'Eliminate Class/Race Restrictions and Most Class/Ability Score Restrictions' then elves can only be diviners, enchanters, and wild mages; half-elves can be conjurers, diviners, enchanters, transmuters, and wild mages; and gnomes are automatically illusionists.

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The component also permits unkitted characters who dual-class into mages to become specialists or wild mages. Again, existing racial restrictions are enforced; so are ability-score requirements (again, unless you have deactivated them via 'Eliminate Class/Race Restrictions and Most Class/Ability Score Restrictions').

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This component automatically installs the contents of the 'Tidy Up Class-Selection Menu' component.

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Speciality Mages Automatically Get One Speciality Spell at Each Level (where possible)

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This component does not need 'Require Speciality Mages to Memorize at Least One Spell per Level from their Speciality School' to be installed, but it is designed with it in mind: by making sure that specialists always know at least one spell of each level, it prevents the serious weakness (and annoyance) that occurs when a mage has just failed to find any spells of their speciality at the appropriate level.

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Dragon Disciples can be Disciples of Any Chromatic Dragon (Red/Blue/Green/Black/White)

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In the unmodded game, all Dragon Disciples are specifically disciples of red dragons. This component allows sorcerers to be disciples of any chromatic dragon type: red, blue, green, black, white. The character's elemental resistance and breath weapon damage will be tied to their dragon type: red=fire, blue=electricity, green=poison, black=acid, white=cold.

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Rebalanced and Revised Kits

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Nearly all the kits in the unmodded game come from the original Baldur's Gate II, and many of them are not really well balanced for the other games—many kits gain powerful abilities too early, since the BG2 kits were only designed to be used from 7th level onward; some kits provide static benefits for long periods in the early game (e.g. the Jester's song, which is fixed from 1st level to 14th level); some abilities are specifically based around Shadows of Amn content (such as the cavalier's resistance to fire and acid, the two elemental damage types used by dragons in Shadows of Amn). In addition, a few kits (in my judgement) are a little too weak or strong.

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This component modifies the following kits (main changes are listed):

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  • Assassin: sneak attack increases at 1/3 levels; on IWD, Poison Weapon is changed to function as the (better-balanced) BGEE/BG2EE version
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  • Barbarian: Rage power scales with level (immunities are gained gradually until level 14, not all at once)
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  • Berserker: Rage power scales with level (extra hit points are level-dependent; immunities are gained gradually until level 14, not all at once)
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  • Blade: Defensive Spin gained at level 3; Offensive Spin gained at level 5.
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  • Cavalier: resistances changed to all elemental types; begins at 10% and increases by 5% every 5 levels; immunity to poison/charm gained gradually; may evade dragon breath weapons entirely on a successful save at level 12
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  • Dragon Disciple: gains immunity to paralysis at level 7 and immunity to charm at level 13.
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  • Inquisitor: True Sight replaced by Detect Invisibility until level 9; immunity to paralysis/charm gained gradually; dispel magic not gained until 3rd level.
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  • Jester: bard song gradually improves with level
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  • Shapeshifter: weaker werewolf form until 7th level; stronger form at 19th level; old werewolf forms are replaced by new ones once gained
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  • Skald: bard song gradually improves with level
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  • Totemic Druid: spirit animals continue to increase in power with level up to 16th level.
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  • Undead Hunter: bonuses to hit and immunities gained gradually until 9th level, not all at once
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  • Wizard Slayer: magic resistance changed to 20% + 1%/level
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+ Cleric kits are unmodified by this component because the 'Revised Speciality Priests of Lathander/Helm/Talos/Tempus/Tyr' handles them. The Bounty Hunter kit is affected by the 'Rebalanced Thief and Bounty Hunter Traps at Low Levels' component. The Avenger kit is affected by the 'Revised Druid Shapeshifting' component. The Kensai, Dwarven Defender, Swashbuckler, Shadowdancer, and Totemic Druid kits, and all Ranger kits, are not affected. +

Full documentation for any kits altered by Talents of Faerûn (except cleric speciality priests) may be found here.

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New Classes and Kits

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New Wizard Specializations: Elemental Specialists

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This component adds a new style for specialist wizards: elemental magic. Elementalists shun the traditional division of magic into schools, and instead embrace the power of spells focused on a single element: earth, air, fire, or water.

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As with conventional specialists, elementalists receive one extra spell per level, which must be from their preferred element (assuming there are any elemental spells of that level). They are barred from learning spells from the element opposed to their own: air opposes earth, fire opposes water. There is at least one spell of each element at each level (some come from the 'Add Nine New Arcane Spells' component), and elementalists automatically add one spell of their element to their spellbook for each level of spells they can cast (so that they will always be able to memorize at least one elemental spell of each level). A full list of spells for each element may be found here.

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Elementalists gain a +25% chance of learning a spell of their preferred element and a +15% chance of learning spells from the two elements not opposed to their own. They also gain 10% resistance to, and +20% damage when using, one particular damage type: electricity for air elementalists, acid for earth elementalists, fire for fire elementalists, cold for water elementalists.

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Elementalists have no racial or ability-score restrictions beyond those which apply to mages. If you have installed 'Allow Multi-Classed Mages to Become Specialists and Wild Mages' then multi-classed mages can also become elementalists.

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By default, this component requires you to be using the Icewind Dale arcane spells (either because you are playing IWD:EE, or because you have them installed) and the 'Add Nine New Arcane Spells' component of ToF. This is because without these extra spells, there aren't really enough elemental spells to make the specialities fun. If you want to bypass this for any reason you can do so via the ini.

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This component automatically installs the contents of the 'Tidy Up Class-Selection Menu' component and (for technical reasons) the 'No Intelligence-Based Spell Restrictions' component.

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New Wizard Specialization: Force Mage

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This component adds another new style for specialist wizards: force magic. Force mages specialize in spells that directly produce or manipulate pure magical energy to launch telekinetic attacks, strike with magic missiles or magical blades, hold foes immobile or stunned, or protect the caster with force fields. The cost is that they are untrained with magic that summons impure—that is, elemental—energies.

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As with conventional specialists, force mages receive one extra spell per level, which must be from the list of Force spells. They are barred from learning spells associated with any of the four elements: air (including electricity), earth (including acid), fire, and water (including cold and ice). A full list of spells for each element, and a list of force spells, may be found here.

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Force mages gain a +25% chance of learning a force spell. They also gain 10% resistance to magical damage, and +20% damage when using effects or spells that inflict magical damage.

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Force mages have no racial or ability-score restrictions beyond those which apply to mages. If you have installed 'Allow Multi-Classed Mages to Become Specialists and Wild Mages' then multi-classed mages can also become force mages.

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This component automatically installs the contents of the 'Tidy Up Class-Selection Menu' component and (for technical reasons) the 'No Intelligence-Based Spell Restrictions' component.

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New Wizard Kits: Militant Wizards

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Militant Wizards train for physical as well as magical combat. They can become proficient, or specialized, in any weapon, and have some ability to cast spells while wearing armor: they can cast spells in leather, studded leather, and hide armor from 1st level; from 7th level they can also cast spells in chainmail or scale mail; from 15th level they can also cast spells in splint mail or plate mail (but not in full plate).

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All militant wizards specialize in one or other school of magic, although not all schools are suited to the class: militant wizards can be abjurers, conjurers, invokers, or necromancers. Because of their physical training, they are less versatile than other specialists, being barred from three schools of magic rather than one or two.

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SpecialityOpposed Schools
Abjurer Alteration, Divination, Illusion
Conjurer Alteration, Divination, Invocation
InvokerConjuration, Enchantment, Illusion
Necromancer Alteration, Enchantment, Illusion
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Militant wizards may not multi-class. They have the same ability score restrictions (if any) as standard specialists. Any class capable of becoming a mage may become a militant wizard of any speciality school.

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This component automatically installs the contents of the 'Tidy Up Class-Selection Menu' component and (for technical reasons) the 'No Intelligence-Based Spell Restrictions' component.

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New Sorcerer Kit: Bloodrager

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Bloodragers are sorcerers whose innate magical power is tied to a deep reservoir of buried rage. While most spellcasters require some level of calm and discipline to use their magic to best effect, bloodragers can enter a state of savage fury while still drawing on their powerful magic abilities.

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Bloodragers receive the berserker's rage ability, and are somewhat better trained in weapons and armor than normal sorcerers (they can use any melee weapon; they can become specialized in any weapon; they can use light armor; they receive +1 to hit per 3 levels, partly compensating for sorcerers' poor attack rolls; they have 1d6 hit points per level). However, they are sharply restricted in their choice of spells: they can only learn spells from the schools of abjuration, alteration, invocation, and necromancy.

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New Choices of God/Goddess for Speciality Priests

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This component introduces 23 additional gods and goddesses for a cleric to worship (in addition to the five in the baseline game: Helm, Lathander, Talos, Tempus and Tyr). Clerics of these powers receive appropriate special abilities and also choose spells from slightly altered spell lists, using the Talents of Faerûn sphere system..

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This component borrows some ideas, some icons and other files, and some dialog from the Divine Remix mod. I'm grateful to CamDawg, co-author of that mod, for permission to do so.

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On any install, the following 20 additional gods and goddesses are added:

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  • Auril, the Frostmaiden
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  • Azuth, the Lord of Spells
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  • Baervan Wildwanderer, the Forest Gnome (gnomes, elves and half-elves only)
  • +
  • Clangeddin, the Father of Battle (dwarves only)
  • +
  • Corellon Larethian, Creator of the Elves (elves only)
  • +
  • Gruumsh One-Eye, god of the orcs (half-orcs only)
  • +
  • Ilmater, the Painbearer
  • +
  • Kossuth, the Lord of Flames
  • +
  • Lolth, the Queen of the Spiders (female elves and half-elves only)
  • +
  • Malar, the Beastlord
  • +
  • Mask, the Lord of Shadows
  • +
  • Moradin, the Dwarffather (dwarves only)
  • +
  • Mystra, the Mother of All Magic
  • +
  • Oghma, the Lord of Knowledge
  • +
  • Selûne, the Moonmaiden
  • +
  • Shar, the Lady of Loss
  • +
  • Sune, Lady Firehair
  • +
  • Talona, the Lady of Poison
  • +
  • Tymora, the Lady of Luck
  • +
  • Umberlee, evil goddess of the sea
  • +
+

On an IWD install, these three evil gods are also included:

+
    +
  • Bane, the Black Lord
  • +
  • Bhaal, the Lord of Murder
  • +
  • Myrkul, the Lord of the Dead
  • +
+

At the time of the Baldur's Gate saga, all three are dead; on a BG or BG2 install, you instead get these three gods:

+
    +
  • Cyric, the Black Sun
  • +
  • Velsharoon, the Archmage of Necromancy
  • +
  • Iyachtu Xvim, the Godson
  • +
+

(Priests of Cyric, game-mechanically, are pretty much equivalent to priests of Bhaal; priests of Velsharoon are pretty much equivalent to priests of Myrkul; priests of Iyachtu Xvim are pretty much equivalent to priests of Bane.)

+

Unless otherwise noted, all gods and goddesses introduced may be worshiped by clerics of any race.

+

By default, priests of Auril, Myrkul and Talona are not available as player characters in Icewind Dale, and priestesses of Lolth and Umberlee are not available as player characters in Baldur's Gate and Baldur's Gate II. In both cases, this is for plot reasons: having a priest of that deity in your party would mess with the plot in significant ways. These gods are installed in any case and are usable by enemy NPCs (if you install Sword Coast Stratagems). You can enable these choices for player characters via the ini if you want, though in-game dialog will not really respond appropriately.

+

On a BG or BG2 install, Viconia becomes a cleric of Shar.

+

This component requires you to be using the Icewind Dale arcane and divine spells (either because you are playing IWD:EE, or because you have them installed from Sword Coast Stratagems, IWDification, or Talents of Faerûn) and the 'Add Nine New Arcane Spells' and 'Add Six New Divine Spells' components of ToF.

+

New Class: Favored Soul

+

Favored souls are spellcasters with an innate connection to a particular god or goddess. They are similar to clerics, but their power flows directly from their patron, without any need to study the litanies of a church. In game terms, they cast spells spontaneously, like a sorcerer or shaman, but choose their spells from the cleric list (with some modifications according to their faith). They lack the ability to turn undead, but gain additional known spells based on the god or goddess they serve.

+

Favored souls must select a god/goddess to serve at character creation, chosen from almost all of those included in Talents of Faerûn as well as the 'core five' in the unmodded game. For the purposes of dialog options, strongholds, and the like, they are treated as clerics of their chosen deity. ('Under the hood', favored souls are formally a set of kits for shamans, but hopefully this should not be visible in-game.)

+

This component requires the 'New Choices of God/Goddess for Speciality Priests' component to be installed. It also requires you to be using the Icewind Dale arcane and divine spells (either because you are playing IWD:EE, or because you have them installed) and the 'Add Nine New Arcane Spells' and 'Add Six New Divine Spells' components of ToF.

+

This component automatically installs the contents of the 'Tidy Up Class-Selection Menu' component, and makes use of the ToF revised sphere system, which is documented here.

+

Druids May Multi-Class as Mages, Rangers, and Thieves

+

This component introduces three new multi-class options: druid/mage, druid/ranger, and druid/thief. All three are legal 2nd edition Advanced Dungeons and Dragons classes, but were omitted from Baldur's Gate. These work as you would expect: all three are restricted to druid weapon choices, druid/mages cannot cast spells in armor, and druid/thieves cannot use thief skills in armor heavier than studded leather. All three classes are correctly treated as druid multi-classes in in-game conversations (for instance, in Baldur's Gate II they all will be offered the druid stronghold, as well as the stronghold corresponding to their other class). The component also adjusts cleric/rangers so as to use the cleric spell list (in the unmodded game they used the druid list).

+

These classes are available to the same races as (respectively) the cleric/mage, cleric/ranger, and cleric/thief. So in an otherwise unmodded game, only half-elves can be druid/mages and druid/rangers, and only gnomes can be druid/thieves. If you install the 'Eliminate Class/Race Restrictions and Most Class/Ability Score Restrictions' component, all races can select these classes.

+

Druid/mages cannot specialize in a school of magic, even if you have 'Allow Multi-Classed and Dual-Classed Mages to Become Specialists and Wild Mages' installed. They can, however, become elementalists if 'New Wizard Specializations: Elemental Specialists' and 'Allow Multi-Classed and Dual-Classed Mages to Become Specialists and Wild Mages' are both installed. Druid/Elementalists cannot use priest spells associated with their opposing element, and (if you are using Icewind Dale and/or 'Revised Druid Shapeshifting') cannot shapeshift into an elemental of the opposed type.

+

Druid/mages and druid/thieves must conform to the alignment restrictions of druids (i.e., they must be neutral, or must be at least partly neutral if you have installed an appropriate component). Druid/rangers must be at least partly neutral.

+

There are a couple of technical limitations to note:

+
    +
  • Multi-class druids use the spell and XP progression tables of clerics (even if you have not installed the 'Druids Use Cleric XP and Spell Tables' component.)
  • +
  • Druid/Rangers will be asked to select one too many mage spells to memorize at character creation. (The extra spells will be grayed out and uncastable; you can delete them from your memorized spells in-game.)
  • +
+

('Under the hood', these limitations reflect the fact that technically these are all kits of the respective cleric multi-classes—but hopefully this should be pretty much invisible in game!)

+

This component automatically installs the contents of the 'Tidy Up Class-Selection Menu' component, and makes use of the ToF revised sphere system, which is documented here.

+
+
+

Multi-Classed/Dual-Classed Kits

+
+
+
+
+

These components introduce new kits for multi-classed characters, or for characters who dual-class. Each is (approximately) a combination of two single-classed kits, or of an unkitted class and a single-classed kit. There are about 70 of these kits (the exact number depends on other installation choices, and on whether you are playing IWD, BG, or BG2) and at least one is available for almost all multi-class combinations (currently fighter/mage/thief is the only exception).

+

Multi-classed characters can select these kits at character creation; unless otherwise noted, they are available to all races. Dual-classed characters must dual-class into these kits provided that their initial class and kit must match one or other part of the multi-classed kit. For instance, a wizard slayer or a priest of Helm can dual-class into a Magehunter of Helm (wizard slayer/priest of Helm), while an unkitted fighter or a priest of Lathander can dual-class into a Templar of Lathander (fighter/priest of Lathander). Dual-classing characters have to respect the alignment, ability and racial requirements of the kit.

+

Full documentation of all multi-classed kits introduced by Talents of Faerûn can be found here.

+

This component automatically installs the contents of the 'Tidy Up Class-Selection Menu' component. Druid and cleric multi-class components also make use of the ToF revised sphere system, which is documented here.

+

New Multi-Class/Dual-Class for Fighter/Clerics

+

This component introduces 14 new kits for fighter/clerics:

+
    +
  • Axe of Clangeddin (fighter/priest of Clangeddin; dwarves only)
  • +
  • Battlerager of Clangeddin (berserker/priest of Clangeddin; dwarves only)
  • +
  • Berserker-Priest of Tempus (berserker/priest of Tempus)
  • +
  • Champion of Tyr (fighter/priest of Tyr)
  • +
  • Dark Knight of Bane (fighter/priest of Bane; IWD only)
  • +
  • Fury of Talos (barbarian/priest of Talos)
  • +
  • Guardian of Helm (fighter/priest of Helm)
  • +
  • Hammer of Moradin (fighter/priest of Moradin)
  • +
  • Knight of Iyachtu Xvim (fighter/priest of Iyachtu Xvim; BG/BG2 only)
  • +
  • Magehunter of Helm (wizard slayer/priest of Helm)
  • +
  • Raging Flame of Kossuth (berserker/priest of Kossuth)
  • +
  • Sword of Selûne (kensai/priest of Selûne)
  • +
  • Templar of Lathander (fighter/priest of Lathander)
  • +
  • Wrathful Spear of Gruumsh (barbarian/priest of Gruumsh; half-orcs only)
  • +
+

On a BG install, Yeslick becomes an Axe of Clangeddin.

+

The Dark Knight of Bane and the Knight of Iyachtu Xvim are mechanically identical. This component requires you to be using the Icewind Dale arcane and divine spells (either because you are playing IWD:EE, or because you have them installed) and the 'Add Nine New Arcane Spells' and 'Add Six New Divine Spells' components of ToF.

+

New Multi-Class/Dual-Class for Fighter/Druids

+

This component introduces two new kits for fighter/druids: the Totemic Shaman (barbarian/totemic druid) and the Raging Shifter (berserker/shapeshifter).

+

New Multi-Class/Dual-Class for Fighter/Mages

+

This component introduces up to 11 new kits for fighter/mages. The component always includes these kits:

+
    +
  • Abjurant Defender (abjurer/dwarven defender; dwarves only)
  • +
  • Barbarian/Transmuter
  • +
  • Berserker/Invoker
  • +
  • Berserker/Wild Mage
  • +
  • Kensai/Enchanter
  • +
  • Kensai/Illusionist
  • +
+

If you have installed the 'New Wizard Specializations: Elemental Specialists' component, the component also includes the Barbarian/Elementalist kits (four versions). If you have installed the 'New Wizard Specialization: Force Mage' component, the component also includes the Kensai/Force Mage kit.

+

New Multi-Class/Dual-Class for Fighter/Thieves

+

This component introduces three new kits for fighter/thieves:

+
    +
  • Fighter/Assassin
  • +
  • Magetracker (Wizard Slayer/Bounty Hunter)
  • +
  • Silent Sword (Kensai/Thief)
  • +
+

New Multi-Class/Dual-Class for Cleric/Mages

+

This component introduces up to 26 new kits for cleric/mages. The component always includes these kits:

+
    +
  • Abjurer of Ilmater
  • +
  • Abjurer of Mystra
  • +
  • Conjurer of Azuth
  • +
  • Conjurer of Bane (IWD only)
  • +
  • Conjurer of Iyachtu Xvim (BG/BG2 only)
  • +
  • Diviner of Oghma
  • +
  • Diviner of Selûne
  • +
  • Enchanter of Sune
  • +
  • Enchanter of Cyric (BG/BG2 only)
  • +
  • Illusionist of Azuth
  • +
  • Illusionist of Baervan (elves/half-elves/gnomes only)
  • +
  • Illusionist of Shar
  • +
  • Invoker of Lathander
  • +
  • Invoker of Talos
  • +
  • Necromancer of Velsharoon (BG/BG2 only)
  • +
  • Necromancer of Talona (BG/BG2 only)
  • +
  • Transmuter of Mystra
  • +
  • Transmuter of Selûne
  • +
  • Wild Mage of Mystra
  • +
+

If you have installed the 'New Wizard Specializations: Elemental Specialists' component, the following are also available:

+
    +
  • Air Elementalist of Baervan (elves/half-elves/gnomes only)
  • +
  • Air Elementalist of Talos
  • +
  • Earth Elementalist of Moradin (dwarves only)
  • +
  • Fire Elementalist of Kossuth
  • +
  • Fire Elementalist of Sune
  • +
  • Water Elementalist of Auril (BG/BG2 only)
  • +
  • Water Elementalist of Umberlee (IWD only)
  • +
+

If you have installed the 'New Wizard Specialization: Force Mage' component, the Force Mage of Mystra is also available.

+

The conjurer of Bane and the conjurer of Iyachtu Xvim are game-mechanically identical. Multi-class clerics of Auril and Talona are disabled by default on IWD (as is a hidden 'necromancer of Myrkul'), and multi-class clerics of Umberlee are disabled by default on BG/BG2, because having a cleric of these gods in your party causes problems with the plot. If you want to ignore this and play one anyway, you can reactivate them via the ini.

+

This component requires you to be using the Icewind Dale arcane and divine spells (either because you are playing IWD:EE, or because you have them installed) and the 'Add Nine New Arcane Spells' and 'Add Six New Divine Spells' components of ToF.

+

On BG2 installs, Aerie becomes an air elementalist of Baervan. On BG installs, Quayle becomes an illusionist of Baervan.

+

New Multi-Class/Dual-Class for Cleric/Rangers and Druid/Rangers

+

This component introduces up to six new kits for cleric/rangers:

+
    +
  • Forester of Baervan (Archer/Priest of Baervan; gnomes/elves/half-elves only)
  • +
  • Hunter of Selûne (Ranger/Priest of Selûne)
  • +
  • Nightstalker of Malar (Stalker/Priest of Malar)
  • +
  • Scout of Corellon (Stalker/Priest of Corellon; elves/half-elves only)
  • +
+

If you have installed the 'Druids May Multi-Class as Mages, Rangers, and Thieves' component, this component also adds one new kit for druid/rangers, the Night Wolf (stalker/shapeshifter). Druids and rangers cannot dual-class as druid/rangers and so cannot dual-class into a druid/ranger kit.

+

This component requires you to be using the Icewind Dale arcane and divine spells (either because you are playing IWD:EE, or because you have them installed) and the 'Add Nine New Arcane Spells' and 'Add Six New Divine Spells' components of ToF.

+

New Multi-Class/Dual-Class for Cleric/Thieves and Druid/Thieves

+

This component introduces six new kits for cleric/thieves:

+
    +
  • Assassin of Talona (BG/BG2 only)
  • +
  • Assassin of Bhaal (IWD only)
  • +
  • Assassin of Cyric (BG/BG2 only)
  • +
  • Bounty Hunter of Malar
  • +
  • Swashbuckler of Sune
  • +
  • Thief of Mask
  • +
  • Thief of Tymora
  • +
+

If you have installed the 'Druids May Multi-Class as Mages, Rangers, and Thieves' component, this component also adds one new kit for druid/thieves, the Silent Avenger (avenger/assassin). Druids and rangers cannot dual-class as druid/rangers and so cannot dual-class into a druid/ranger kit.

+

The assassin of Bhaal is game-mechanically nearly identical to the assassin of Cyric. The assassin of Talona is disabled by default on Icewind Dale installs because having a priest of Talona in your party would break the story. If you want to ignore this and play one anyway, you can re-enable the kit via the ini.

+

On a BG install, Tiax becomes an assassin of Cyric.

+

This component requires you to be using the Icewind Dale arcane and divine spells (either because you are playing IWD:EE, or because you have them installed) and the 'Add Nine New Arcane Spells' and 'Add Six New Divine Spells' components of ToF.

+

New Multi-Class/Dual-Class for Mage/Thieves

+

This component introduces three new kits for mage/thieves:

+
    +
  • Enchanter/Swashbuckler
  • +
  • Illusionist/Assassin
  • +
  • Invoker/Assassin
  • +
+

New Multi-Class Kits for Fighter/Mage/Clerics

+

This component introduces three new kits for fighter/mage/clerics:

+
    +
  • Adventurer of Tymora (Fighter/Enchanter/Priest of Tymora)
  • +
  • Guardian of Corellon (Kensai/Mage/Priest of Corellon; elves/half-elves only)
  • +
  • Polymath of Mystra (Fighter/Invoker/Priest of Mystra)
  • +
+

This component requires you to be using the Icewind Dale arcane and divine spells (either because you are playing IWD:EE, or because you have them installed) and the 'add new arcane (wizard) spells' and 'add new divine (priest) spells' components of ToF.

+
+
+

Revised and New High-Level and Lower-Level Abilities

+
+
+
+
+

Characters Choose Minor New Abilities Every Three Levels

+

This component is based on the 'feats' system in Icewind Dale II (and in 3rd edition D&D). At 2nd level, and every three levels thereafter, a character chooses a special ability from a list. For instance: a character might gain a bonus to some saving throws or damage rolls, an extra use of a special ability, the ability to brew potions or scribe scrolls, or a new spell slot. The abilities are intended to be modest rather than dramatic, though I welcome feedback. The full list of special abilities can be seen here.

+

Abilities are selected during the leveling process using a similar interface to the one used for High-Level Abilities in Baldur's Gate II. If you are playing Baldur's Gate II, the ability system merges into the High-Level Ability system when you become eligible for High-Level Abilities; normal abilities remain available as alternatives to High-Level Abilities as you continue to level.

+

Multi-classed and dual-classed characters gain abilities only according to their highest level.

+

Revised High-Level Ability system
+
Only available for BG2EE, EET

+

This component substantially revises and expands the High-Level Abilities (HLAs) granted to characters every level after reaching 3 million XP. The existing set of 46 HLAs is expanded to (depending on how you count them) 187 HLAs, of which:

+
    +
  • 41 are retained from the unmodded game (although several are modified)
  • +
  • 46 are adapted from the classic Refinements mod by T.G.Maestro, Littiz and the bigg, and used under the bigg's generous blanket permission for modders to adapt and use Refinements' contents
  • +
  • 8 are adapted from the classic Rogue Rebalancing mod by aVENGER and used under that mod's Creative Commons 3.0 license
  • +
  • 92 are original to Talents of Faerûn (though in many cases inspired by other sources)
  • +
+ Full documentation for the revised HLA system can be found here. +

Improved NPC Customization and Management
+
Not available for IWDEE

+

This component makes it much easier to customize NPCs and to make sure they keep up with your main character even if you swap them in and out of the group. When it is installed, NPCs (including mod-added NPCs) join your party at level zero. If you want, you can activate a special 'customize' power on their innate abilities to change their class and kit to whatever you like. After that, you can level the character to first level and choose their proficiencies, skills and the like. The character will continue leveling until they reach about the same level as your character. (The 'customize' power is unavailable once you increase above level zero.)

+ If you kick the NPC out of the party and subsequently re-recruit them, they will again start leveling until they reach about your character's level. (To be more precise: they are given that level which they would have if they had as much XP as you do; they get given exactly the right amount of XP to reach that level.) +

(This component is identical to the equivalent component in Sword Coast Stratagems; it is included here because if you are using the Feat system, you may wish to start your characters at first level so that they gain feats properly.)

+

Engine limitations lead to some slight awkwardness with this component. Firstly, mages and bards have their spellbooks selected from a fixed list (you don't get to choose yourself). Secondly, if you have the Party AI disabled, you may occasionally notice minor glitches in the amount of experience your characters receive (this will be most noticeable if you use the customize program to change a character's class). Turning AI back on (even if only briefly) will resolve this (though it is possible to get a slightly-too-high level character if you change from single-class to multi-class and then level without AI on). Thirdly, a few NPCs in the game have illegal statistics (for instance, Coran has three proficiencies in bows); these will be lost if you use this component. Fourthly, wild mages will have to save and reload in order to get their special spells (Chaos Shield and the like.) Finally, it is not possible to let rangers choose their favored enemy.

+

The component should be able to allow for other mods that let humans multi-class, non-humans dual-class, and multi-class characters select kits. However, it is incompatible with any mod (notably the component of Tweaks Anthology) that removes the ability to dual-class from humans—basically because the component doesn't know what to do with the existing dual-classed humans in the game, like Imoen.

+

Some NPCs are only partially affected by this component: notably, Wilson the bear and the joinable vampire in BG2EE cannot be customized; nor can the sorcerer added in Baldur's Gate and the aasimar in Siege of Dragonspear.

+

This component makes very extensive use of features of the Enhanced Edition game engine, and so is not (and never will be) available for original BG/BG2.

+

Important note: Dual-classed NPCs begin at level zero in their original class; you level them until they can't level any more, then dual-class them, then level them again. Do not delay dual-classing them—it is likely to break the game. (If you want to adventure with them in their original class, just respec them to that class.)

+
+
+

Rules Changes

+
+
+
+
+

Revised Ability Scores

+

This component revises the effects of your character's ability scores to make their bonuses a bit more uniform and intelligible, and to make some of them more useful. The modifications are based on 3rd edition D&D; you can choose between a 'custom' version (recommended) and a strict 3rd edition version.

+

The effects of your ability scores are now as follows:

+
    +
  • Strength: Still affects melee and thrown weapon attack and damage rolls, your chance of breaking a door or gate, and your carrying capacity. Exceptional strength is removed.
  • +
  • Dexterity: Now affects saving throws vs. Wands and Breath Weapons. Still affects armor class, attack rolls with thrown and missile weapons, and initiative.
  • +
  • Constitution: Now affects saving throws vs. Poison and Paralysis. Still affects hit points (the variable fighter/non-fighter effect has been removed).
  • +
  • Intelligence: Now affects maximum number of memorizable spells for wizards. Still affects chance of learning arcane spells from scrolls.
  • +
  • Wisdom: Now affects number of spell slots for shamans, and saving throws vs. Spell. Still affects maximum number of memorizable spells for priests.
  • +
  • Charisma: Affects maximum number of memorizable spells for bards and number of spell slots for sorcerers and favored souls, the effective level of a cleric or paladin turning the undead, and (still) also the price you are charged in stores. Paladins receive an additional bonus to their saving throws based on Charisma.
  • +
+

Bonuses and penalties to attack rolls, hit points, armor class, and saving throws now use a common set of modifiers. (The change to a cleric or paladin's level for turning undead is half this modifier.) For ability scores between 1-18, that system is the same in both versions:

+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
Ability score valueBonus/Penalty
1 -5
2-3-4
4-5-3
6-7-2
8-9-1
10-110
12-13+1
14-15+2
16-17+3
18+4
+

For ability scores of 19+, the two systems diverge: the custom system increases more quickly than the 3rd edition system. (This reflects the fact that ability score bonuses above 18 are harder to come by in AD &D—and in the IE games—than in 3rd edition D&D.)

+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
Ability score valueBonus (custom system)Bonus (3e system)
19 +5+4
20+6 +5
21+7+5
22+8+6
23+9+6
24+10+7
25+11+7
+

The table for spellcasters' bonus spells also depends on the version of this component you choose, with the custom version scaling more quickly for ability scores of 15+:

+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
Ability score valueBonus spells (custom system)Bonus spells (3e system)
11 or lessnone
12-13+1 first-level spell
14+1 spell at levels 1-2
15+1 spell at levels 1-3+1 spell at levels 1-2
16+1 spell at levels 1-4+1 spell at levels 1-3
17+2 spells at level 1, +1 spell at levels 2-5+1 spell at levels 1-3
18+2 spells at level 1-2, +1 spell at levels 3-6+1 spell at levels 1-4
19+2 spells at level 1-3, +1 spell at levels 4-7+1 spell at levels 1-4
20+2 spells at level 1-4, +1 spell at levels 5-8+2 spells at level 1, +1 spell at levels 2-5
21++3 spells at level 1, +2 spells at level 2-5, +1 spell at levels 6-9+2 spells at level 1, +1 spell at levels 2-5
+

The component also changes a few other rules, to fit better with this revised system:

+
    +
  • Base saving throws are slightly weakened, to compensate for the bonuses gained by high ability scores.
  • +
  • Gnomes, halflings and dwarves now receive a flat saving throw bonus (+2 in each case) instead of a Constitution-dependent bonus.
  • +
  • If you are using the low-level abilities component, a new ability, Force of Personality, is available; this allows a character to use their Charisma bonus in place of their Wisdom bonus for saves vs. spells.
  • +
+

For technical reasons, wizards and bards will not be able to learn any bonus spells during character creation, and sorcerers, shamans and favored souls will not receive their bonus spells until the first time they rest.

+

Point-Buy System for Choosing Ability Scores

+

This component replaces the default random-roll-based system for choosing ability scores with a point-buy system: you have a fixed number of points (75,80,85,90,or a randomly determined number depending on which version of the component you install) and your ability scores all start with values of 10 (or the minimum allowed, whichever is higher), modified by your class, kit and race choices. (Exception: if you are eligible for exceptional strength, your Strength begins at 18, so you can see immediately what your (randomly rolled) exceptional Strength is.)

+

(Really, the default system is also point-based; it's just that the total number of points is random and you start with your points all randomly allocated. The 'randomly determined number' version of the mod is equivalent to the standard system, just with the convenience of having your ability scores all preset to 10.)

+

3rd-Edition-Style THAC0s (somewhat faster progression for clerics/thieves/mages)

+

This component, inspired by D&D 3rd edition, changes the formula for THAC0 to something a bit more generous, especially for non-fighters.

+

Old formula:

+
    +
  • Warriors: THAC0 = 20 - (level - 1); minimum 0
  • +
  • Priests: THAC0 starts at 20 and decreases by 2 every 3 levels thereafter - so roughly, THAC0 = 20 - (level - 1) x2/3; minimum 6
  • +
  • Rogues: THAC0 = 20 - (level - 1)/2; minimum 10
  • +
  • Mages: THAC0 = 20 - (level - 1)/3; minimum 13
  • +
+

New formula:

+
    +
  • Warriors: THAC0 = 20 - level; minimum 0
  • +
  • Priests/Rogues: THAC0 = 20 - level x 3/4; minimum 2
  • +
  • Mages: THAC0 = 20 - level/2; minimum 5
  • +
+ +

Remove Intelligence-Based Restrictions on Number and Level of Learnable Spells

+

This component removes restrictions on the maximum level of spells a mage (or bard) character can learn, and the maximum number of spells they can learn at each level. The UI is edited to remove any reference to these restrictions.

+

In addition, the 'erase' button is removed from the spellbook, since the intended reason to erase spells is to make room for new ones and there is no longer a capacity limit.

+

Cleric/Rangers can Become Proficient with Bows

+

This component grants Cleric/Rangers the ability to put up to two points into proficiency in shortbows and longbows. (It is obsolete if you install the 'Revised Weapon Proficiency System'.)

+

Wider Access to Grand Mastery

+

This component permits warriors other than single-class fighters to achieve Grand Mastery (five slots) in their usable weapons. There are three versions: allow multi-classed fighters to achieve grand mastery; allow paladins and single-classed rangers to achieve grand mastery; allow all warriors, single and multi-classed, to achieve grand mastery.

+

Dual-Class Kitted Characters Must Obey the Weapon-Proficiency Restrictions of Their Kit

+

In the unmodded game, characters with a kit who dual-class are no longer bound by any restrictions their kit places on their weapon proficiencies (though they are bound by any item-usability requirements). This component enforces kit-based proficiency restrictions even on dual-classed characters.

+

Dual-Class Characters Gain Weapon Proficiencies as for Their Current Class

+

In the unmodded game, a character who dual-classes and then regains their original class can add weapon proficiencies according to the rules for their old class (so that a fighter who dual-classes as a mage can continue to improve their training with the sword). This component prohibits this: proficiencies continue to obey the rules of your current class.

+

Revised Weapon Proficiency System

+

This component significantly revises the system for weapon proficiency and weapon use (somewhat inspired by 3rd edition D&D). The core changes are:

+
    +
  • All weapons are usable by all characters. (Exception: monks can't use two-handed weapons, unless you installed the component that permits them to.)
  • +
  • Characters begin with a number of weapon proficiencies: roughly, they begin proficient in any weapon that they could use previously. So fighters begin proficient in all weapons; clerics begin proficient in blunt weapons, and so forth. (Fighter multi-classes are somewhat restricted compared to single-class fighters.) In addition, most classes can use crossbows and daggers.
  • +
  • Dwarves and elves also gain proficiency with certain weapons: axes and hammers for dwarves; bows and longswords for elves.
  • +
  • If you are using the cleric kits introduced by Talents of Faerûn, clerics receive a bonus weapon proficiency point in the favored weapon of their deity.
  • +
  • All characters can at least become Specialized (two slots) with all weapons, and can specialize in any fighting style (other than weapon/shield, for characters who can't use shields). Characters who could already become Specialized improve their maximum achievable level by one slot.
  • +
  • Characters receive fewer proficiency points at first level: single-classed fighters receive two, multi-classed fighters, rangers, and paladins receive one, and all other classes receive none.
  • +
  • A few other kits are modified to allow for these changes: for instance, blades and swashbucklers receive proficiency in two-weapon fighting style for free at first level, and swashbucklers receive a bonus proficiency slot.
  • +
+

The various changes are fairly thoroughly documented in-game.

+
+
+

User Interface Tweaks

+
+
+
+
+

Tidy Up Class-Selection Menu

+

This component makes a number of (cosmetic) tweaks to the class-selection menu in character generation:

+
    +
  • Classes are presented in alphabetical order (as defined by the language in which you are playing the game).
  • +
  • Blackguard is now presented as a class in its own right, not as a paladin kit.
  • +
  • Multi-class choices, and choice of mage specialization, are presented as submenus rather than mixed into the main class/kit lists.
  • +
+

These changes are largely intended to make the class-selection screen less messy when a larger number of classes or kits are available. Many other components install this component automatically; you will only be offered it as an install choice if you have not already installed its contents via another component.

+

Thieves Assign Skill Points in Multiples of Five

+

This component edits the user interface so that thief skill points are spent in multiples of five. This is purely a convenience tweak: there is no real reason to spend skill points in smaller increments and it can be tedious to have to do so.

+
+
+

Customization Options

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+
+
+
+

The file "dw_talents.ini", found in the dw_talents directory, allows fine-tuning of install options not available via the main installer. To do this, just edit the file in Notepad or another text editor. Each line consists of a configuration option, then '=', then a number (or in one case a string). The only thing you should edit is the number (or string). These changes need to be made before you install the mod. None of these changes are officially supported and they may have unintended consequences. Hopefully the names make most self-explanatory.

+
+
+

Acknowledgements

+
+
+
+
+
    +
  • The Icewind Dale spells are a joint project between myself and Pete Camagna ("CamDawg").
  • +
  • The new divine spells (with the exception of Fiendish Warding, which is just a cosmetic rename of Shield of the Archons) are borrowed from the Divine Remix mod at Gibberlings Three; thanks again to CamDawg for permission.
  • +
  • Many of the new thief and bard High-Level Abilities are adapted from the 'Rogue Rebalancing' mod by Avenger_RR, and are used under that mod's Creative Commons license; thanks to Avenger_RR for his generosity in allowing others to reuse his work.
  • +
  • Many more High-Level abilities are adapted from the 'Refinements' mod by T.G.Maestro, Littiz and the bigg; thanks to the bigg for generously giving the community permission to adapt and reuse material from Refinements.
  • +
  • The new arcane spells are inspired by the following sources: +
      +
    • Combust: from Dreams of the Red Wizards (TSR, 1988), by Steve Perrin, and the Spell Compendium (Wizards of the Coast, 2005), by Matthew Sernett, Jeff Grubb, and Mike McArtor.
    • +
    • Ice Knife: from Oriental Adventures (TSR, 1985), by Gary Gygax, David Cook, and Francois Marcela-Froideval, and the Spell Compendium, ibid.
    • +
    • Stonefist and Stormbolts: from Pathfinder Advanced Players' Guide (Paizo, 2010), by Jason Bulmahn and others.
    • +
    • Turn Pebble to Boulder: from the Tome of Magic (TSR, 1991), by David Cook, Nigel Findlay, Anthony Herring, Christopher Kubasik, Carl Sargent, and Rick Swan.
    • +
    • Veridon's Icy Ray: inspired by Polar Ray from Player's Handbook v 3.5 (Wizards of the Coast, 2003), by Jonathan Tweet, Monte Cook, and Skip Williams, and by Veridon, from Netheril: Empire of Magic (TSR, 1996), by Jim Butler.
    • +
    +
  • +
  • Material for the various additional gods for clerics is drawn from too many Forgotten Realms sources to mention, but chiefly from Faiths and Avatars (TSR, 1996), by Julia Martin with Eric L. Boyd.
  • +
  • The Favored Soul class was inspired by Complete Divine (Wizards of the Coast, 2004) by David Noonan.
  • +
  • The Elementalist speciality mages are inspired by Tome of Magic, ibid.
  • +
  • The sorcerer bloodlines are inspired byPathfinder Core Rulebook (Paizo, 2009), by Jason Bulmahn and others.
  • +
  • The Bloodrager kit is inspired by the Bloodrager class from Pathfinder Advanced Class Guide (Paizo, 2014), by Jason Bulmahn and others.
  • +
  • Militant wizards are inspired by the kit of the same name from The Complete Wizard's Handbook (TSR, 1990), by Rick Swan.
  • +
  • I'm also grateful to the following:
  • +
      +
    • For the game itself, and its Enhanced Editions: Bioware, Black Isle, and Beamdog
    • +
    • For Icewind Dale II: Black Isle.
    • +
    • For hosting: Gibberlings Three, and especially CamDawg and Kat Bella ("TheAceFes")
    • +
    • For tools: Westley Weimer, Valerio Biggiani ("the bigg"), and Fredrik Lindgren ("Wisp") for WEIDU; Jon Hauglid, devSin, argent77, and others (for Near Infinity)
    • +
    • For information about the game; Ascension64, for TobEx; the various contributors to the Infinity Engine Structure Description Project
    • +
    • For many insightful comments about the Infinity Engine kit system: SubtleDoctor.
    • +
    • For proofreading this readme and cleaning up my execrable HTML: CamDawg.
    • +
    • For patience: Hannah Wallace
    • +
    • For impatience: Leo Wallace and Maia Wallace
    • +
    +
+
+
+

Copyright Information

+
+
+
+
+

Talents of Faerûn is ©2023-Present, David + Wallace. The material in the folder 'dw_talents/hla_feat', and any files called 'hla_feat.tra' in the dw_talents/lang' folder and its subfolders, are licensed under the Creative Commons Attribution-Noncommercial-Share Alike 3.0 Unported License (CC-NC-SA 3.0).

+

Since in practice I'm obviously not going to sue anyone, I'll use this section to say what I'd like people's attitude to re-using and redistributing my mods. Basically, I don't mind + what you do with the code provided you (a) give me full credit when you borrow or re-use my code in your own mod, and (b) don't actually mirror this mod (or any modified version of this mod) somewhere else. (In practice this is about the same as you'd get if I released the whole mod under a CC share-alike license, but I'd rather keep it informal.) If you make use of material licensed under CC you will also have to conform to the terms of that license, which means releasing any derivative material under a CC-NC-SA 3.0 license. (That's the reason I'm doing this myself: I'm re-using material from another mod under that license.)

+

The 'revised High-Level Abilities' component contains some material from the 'Rogue Rebalancing' and 'Refinements' mods. The former mod was released under a Creative Commons Attribution-Noncommercial-Share Alike 3.0 Unported License and re-use of material is in accordance with that license. Valerio Biggiani ('the bigg'), co-author of 'Refinements', gave blanket permission at www.shsforums.net for material from 'Refinements' to be used by modders and re-use of that material is in accordance with that permission. (At time of writing there is no active official link to either mod, unfortunately.)

+
    +
  • The high-level abilities adapted from Rogue Rebalancing are: Break Enchantment, Call Spirit Warrior, Crippling Strike, Enhanced Bard Song, Enhanced Skald Song, Enhanced Jester Song, Enthralling Melody, Insightful Strike, Magic Flute, Mass Charm, Resonating Weapon, Set Acid Trap, Set Exploding Trap, Sound Barrier, Sound Burst.
  • +
  • The high-level abilities adapted from Refinements are: Acrobatics, Adamantite Body, Aegis, Chant, Circle of Law, Comet, Create Flesh Golem, Create Greater Boneguard, Dark Pact, Death Field, Diamond Soul, Displacement, Divine Shell, Dragon Fist, Ethereal, Exorcism, Faster than the Eye, Finger of Destruction, Foresight, Greater War Cry, Inner Time, Malavon's Fury, Mirrored Clones, Nature's Wrath, Precision, Regeneration, Reveal, Righteous Magic, Rune of Immunity, Second Wind, Set Toxic Trap, Shadowless Kick, Shield of Law, Spell Immunity, Spell Worm, Tiger Strike, Tranquility, Virtue, Volcano, Wildstrike.
  • +
  • Re-used material can be found in the folder 'dw_talents/hla_feat/resources' and its subfolders and can be identified by the prefix 'rr#' (for Rogue Rebalancing) or 'tg#' or 'li#' (for Refinements). None of these distributed files have been modified.
  • +
  • The in-game effect of these high-level abilities is modified (at install time) by the code in the files 'hla_spec_[XX].tph' in the dw_talents/hla_feat folder. The code should in most cases be human-readable and in any case the changes can be understood by comparing the respective documentation for the high-level abilities.
  • +
+
+
+

Version History

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+
+
+

Version beta 1 (November 2023)

+

Original release.

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+ + \ No newline at end of file diff --git a/readmes/subdocuments_dw/all_priest_desc.html b/readmes/subdocuments_dw/all_priest_desc.html new file mode 100644 index 0000000..cfad9b0 --- /dev/null +++ b/readmes/subdocuments_dw/all_priest_desc.html @@ -0,0 +1,1027 @@ + + +Speciality Priests + + + + + +
+ +
+
+

Speciality Priests

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+
+
+ +
+ +

This documents the (IWD versions of) the 23 new priest kits introduced into the game by Talents of Faerun, along with the 5 existing kits in their ToF forms.

+

+ +

+
+ + + +

Auril (Icepriest)

+
+

Auril (pronounced: AWE-ril), also known as The Cold Goddess, The Frostmaiden, and the Goddess of Winter, is a fickle, vain, and evil deity. She is feared and worshipped in order to hold off the depradations of the harsh winters with which she threatens Faerûn. Trappers, miners, and settlers in the North, some barbarians and inhabitants of the Great Glacier, and residents of the lands crouching at any glacier's edge revere her and honor her in attempts to placate her cold fury come winter time.

+ +

Clergy of Auril seek to make all folk fear their goddess and her priests through the fury of the winter weather. They also try to make themselves personally wealthy and influential by carrying out tasks that others cannot in the worst winter weather and by magically protecting those who pay or obey from the worst winter conditions.

+ +

Advantages

+
    +
  • May learn priest spells from these spheres: Air, All, Divination, Divine, Earth, Evil, Healing, Necromantic, Protection, Summoning, Wards, Water. +
  • +
  • May learn the following spells as priest spells: Ice Knife (1st level), Icelance (3rd level). +
  • +
  • 50% resistance to cold damage. This rises to 75% at 4th level and 100% at 8th level. +
  • +
  • 5th level: May cast Ice Storm once per day, as the 4th level mage spell. An additional use is gained at level 11 and every 6 levels thereafter. +
  • +
  • 7th level: May cast Cone of Cold once per day, as the 5th level mage spell. An additional use is gained at level 13 and every 6 levels thereafter. +
  • +
  • 9th level: May cast Conjure Ice Paraelemental once per day. + +
    CONJURE ICE PARAELEMENTAL: The caster opens a special gate to the Paraelemental Plane of Ice and calls forth a powerful ice paraelemental bound to the service of Auril. The strength of the paraelemental depends on the power of the caster: initially, an 8-HD paraelemental is summoned, but this increases to 12HD at 13th level, to 16HD at 17th level, and to a maximum of 24HD at 21st level. The paraelemental will obey the commands of the priest, but the priest does not have to concentrate on it to control it, leaving him/her free to perform other actions while the ice paraelemental turns its enemies to frozen shards. The paraelemental will last until the spell duration expires or the paraelemental is slain. + +
    +
  • + +
+

+

Disadvantages

+
    +
  • Alignment must be Lawful Evil, Neutral Evil or Chaotic Evil.
  • + +
+

+ +
+

Azuth (Magistrate)

+
+

Azuth (pronounced: Ah-ZOOTH) is the god of wizards and mages and to a much lesser degree, all spellcasters, as opposed to Mystra, who is the goddess of all magic. Azuth is Mystra's servant, friend, and advisor.

+ +

Followers of Azuth feel that reason is the best way to approach magic, and that it may be examined and reduced to its component parts through study and meditation. Calm and caution are the watchwords of Azuthan clergy members as they strive to avoid mistakes that even magic cannot undo. They are taught to use Art (magic) wisely and to be always mindful of when it is best not to use magic.

+ +

Advantages

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    +
  • May learn priest spells from these spheres: Air, All, Charm, Combat, Divination, Divine, Earth, Fire, Healing, Necromantic, Protection, Wards, Water. +
  • +
  • 3rd level: May cast Magic Missile once per day, as the 1st level mage spell. An additional use is granted at 7th level and every 4 levels thereafter. +
  • +
  • 5th level: May cast Lightning Bolt once per day, as the 3rd level mage spell. An additional use is granted at 11th level and every 6 levels thereafter. +
  • +
  • 7th level: May cast Fireball once per day, as the 3rd level mage spell. An additional use is granted at 13th level and every 6 levels thereafter. +
  • +
  • 9th level: May cast Mordenkainen's Force Missiles once per day, as the 4th level mage spell. An additional use is granted at 15th level and every 6 levels thereafter. + +
  • + +
+

+

Disadvantages

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    +
  • Alignment restricted to Lawful Good, Lawful Neutral, True Neutral, Chaotic Neutral, and Lawful Evil.
  • + +
+

+ +
+

Baervan (Fastpaw)

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+

Baervan (pronounced: BAY-ur-van) Wildwanderer, also known as The Forest Gnome, is a deity of outdoors, of forest-dwelling gnomes and their communities, and also of thievery. He is a good-natured god of mischief, and a friend of several sylvan deities and races.

+ +

Baervan's priests are concerned with the protection of nature, and the driving off of evil creatures. They are most commonly found in outdoors gnomish communities.

+ +

Advantages

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    +
  • May learn priest spells from these spheres: Air, All, Animal, Charm, Divination, Divine, Fey, Good, Healing, Moon, Plant, Protection, Water. +
  • +
  • May cast Barkskin once per day, as the 2nd level priest spell except that only the Fastpaw can be affected. An additional use is gained at 7th level and every 6 levels thereafter. +
  • +
  • 3rd level: Immune to the Entangle spell and similar effects. +
  • +
  • 5th level: May cast Animal Summoning I once per day, as the 4th level priest spell. At 7th level this becomes Animal Summoning II and at 9th level, Animal Summoning III. +
  • +
  • 7th level: May cast Improved Invisibility once per day, as the 4th level mage spell except that only the Fastpaw can be affected. An additional use is gained at 14th level and every 7 levels thereafter. + +
  • + +
+

+

Disadvantages

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    +
  • Race restricted to gnome, elf or half-elf. +
  • +
  • Alignment restricted to Lawful Good, Neutral Good, or Chaotic Good.
  • + +
+

+ +
+

Bane (Dreadmaster)

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+

The most feared and reviled deity in the Forgotten Realms, Bane is the lord of strife, hatred, and tyranny. His followers fight each other almost as much as enemy faiths, which is one of the prime reasons their devious priesthood has not dominated the Realms.

+ +

Advantages

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    +
  • May learn priest spells from these spheres: All, Charm, Combat, Divine, Evil, Healing, Necromantic, Protection, Summoning. +
  • +
  • May learn the following spells as priest spells: Horror (2nd level). +
  • +
  • Immunity to fear effects. +
  • +
  • 5th level: May cast Cloak of Fear once per day, as the 4th level priest spell. An additional use is gained at 10th level and every 5 levels thereafter. +
  • +
  • 7th level: May cast Greater Malison once per day, as the 4th level wizard spell. An additional use is gained at 12th level and every 5 levels thereafter. +
  • +
  • 9th level: May cast Control Undead once per day, as the 6th level wizard spell. An additional use is gained at 14th level and every 5 levels thereafter. +
  • +
  • 12th level: May cast Symbol of Fear once per day, as the 7th level priest spell. An additional use is gained at 17th level and every 5 levels thereafter. + +
  • + +
+

+

Disadvantages

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  • Alignment restricted to Lawful Evil, Neutral Evil or Chaotic Evil.
  • + +
+

+ +
+

Bhaal (Deathstalker)

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+

Bhaal (pronounced: Bahl) is the god of death, particularly of slaying, assassination, and violent death. The Lord of Murder is venerated by numerous assassins, violent mercenaries, and other brutal and fiendish killers.

+ +

Advantages

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    +
  • May learn priest spells from these spheres: All, Charm, Combat, Divination, Divine, Evil, Necromantic, Protection, Summoning, Wards. +
  • +
  • May learn the following spells as priest spells: Vampiric Touch (3rd level), Death Spell (6th level). +
  • +
  • May coat his/her weapon in poison once per day, as detailed below. An additional use is gained at level 7 and every 6 levels thereafter. + +
    POISON WEAPON: Each successful hit within the next 5 rounds will inject poison into the target. Each target can only be affected once per round. The amount of poison damage depends on the character's level: + +
    • 1st: Target suffers 1 poison damage per second for 6 seconds (Save vs. Death at +1 negates) +
    • + +
    • 5th: Target suffers 1 poison damage per second for 12 seconds (Save vs. Death negates), and also immediately suffers 2 poison damage (no save) +
    • + +
    • 9th: Target suffers 1 poison damage per second for 18 seconds (Save vs. Death at -1 negates), and also immediately suffers 4 poison damage (no save) +
    • + +
    • 13th: Target suffers 1 poison damage per second for 24 seconds (Save vs. Death at -2 negates), and also immediately suffers 6 poison damage (no save) + +
    • +
    +
    +
  • + +
  • 7th level: May cast Dread Blast once per day, as detailed below. An additional use is gained at level 12 and every 5 levels thereafter. + +
    DREAD BLAST: the priest creates a ray of negative energy that deals 4d8 damage +1/level (max +20) and confuses target for 1 round (save vs. spell at -2 to negate confusion). + +
    +
  • +
  • 10th level: May cast Invisible Stalker once per day, as the 6th level wizard spell. +
  • +
  • 12th level: May cast Finger of Death once per day, as the 7th level cleric spell. + +
  • + +
+

+

Disadvantages

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    +
  • Alignment restricted to Lawful Evil, Neutral Evil, and Chaotic Evil.
  • + +
+

+ +
+

Clangeddin (Valiant One)

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+

Clangeddin (pronounced: KLAN-gehd-din) Silverbeard is the dwarven deity of battle and honour in warfare. He is known as the Father of Battle and the Lord of the Twin Axes. He delights in battle, although he does not tolerate treachery or deceit, and he expects his followers to do the same.

+ +

Priests of Clangeddin are known as 'Alaghor', which roughly translates as 'valiant ones' or 'those who display valor in battle'.

+ +

Advantages

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    +
  • May learn priest spells from these spheres: All, Charm, Combat, Divination, Divine, Earth, Good, Healing, Protection, Wards. +
  • +
  • May cast Command twice per day, as the 1st level priest spell. An additional use is gained at level 10 and every 10 levels thereafter. +
  • +
  • 3rd level: May cast Dispel Magic once per day, as the 3rd level priest spell. An additional use is gained at level 9 and every 6 levels thereafter. +
  • +
  • 5th level: May cast Strength of One once per day, as the 3rd level priest spell. An additional use is gained at level 11 and every 6 levels thereafter. +
  • +
  • 7th level: May cast Champion's Strength once per day, as the 5th level priest spell. + +
  • + +
+

+

Disadvantages

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    +
  • Race restricted to dwarf. +
  • +
  • Alignment must be Lawful Good, Neutral Good, or Lawful Neutral.
  • + +
+

+ +
+

Corellon (Feywarden)

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+

The leader of the elven pantheon, Corellon Larethian (pronounced: CORE-ehlon Lah-RETH-ee-yen) is said to have given birth to the entire elven race, although sometimes Sehanine or Angharradh are given credit as well. Elven lore states that the Fair Folk sprang from drops of blood Corellon shed in epic battles with Gruumsh mingled with Sehanine's (or Angharradh's) tears. The Creator of the Elves embodies the highest ideals of elvenkind, and he is the patron of most aesthetic endeavors, including art, magic, music, poetry, and warfare. He is venerated by all the Fair Folk, except the drow and those who have turned to Lolth, Ghaunadaur, Vhaeraun, and other dark powers. Corellon is especially popular with elf and half-elf mages, musicians, and poets.

+ +

Ceremonial vestments for priests of Corellon consist of azure robes made of gossamer and embroidered with silver quarter moons. Silver circlets engraved with the Protector's symbol are worn on the brow. The holy symbol of the faith is a silver or mithral lunate pendant worn on a slender chain hung from the neck. When adventuring, Corellon's priests generally favor traditionally elven equipment in conscious imitation of their divine patron.

+ +

Advantages

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    +
  • May learn priest spells from these spheres: Air, All, Charm, Combat, Divination, Divine, Fey, Good, Healing, Protection, Sun, Wards, Water. +
  • +
  • +2 AC vs spiders. +
  • +
  • 3rd level: May cast Chromatic Sphere once per day, as the 1st level mage spell. An additional use is gained at 9th level and every 6 levels thereafter. +
  • +
  • 7th level: May cast Flame Arrow once per day, as the 3rd level mage spell. An additional use is gained at 13th level and every 6 levels thereafter. +
  • +
  • 11th level: May cast Prismatic Spray once per day, as the 7th level mage spell. + +
  • + +
+

+

Disadvantages

+
    +
  • Race restricted to elf or half-elf. +
  • +
  • Alignment restricted to Lawful Good, Neutral Good, or Chaotic Good.
  • + +
+

+ +
+

Gruumsh (Bloodspear)

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+

Gruumsh (pronounced: GROOMSH) is the undisputed head of the pantheon of the orcs. He is a fearsome, brutal god who revels in warface, and ever seeks new territory for his race. Gruumsh has an abiding hatred for the elves after the elvish deity Corellon Larethian defeated him in battle, and seeks to have his people raze and destroy elvish homelands wherever possible.

+ +

Priests of Gruumsh spread his worship through inspiration, fear, and iron rule.

+ +

Advantages

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    +
  • May learn priest spells from these spheres: All, Charm, Combat, Divine, Earth, Evil, Fire, Healing, Necromantic, Protection, Summoning. +
  • +
  • +1 to hit against elves. +
  • +
  • May cast Aid once per day, as the 2nd level priest spell. An additional use is gained at 7th level and every 6 levels thereafter. +
  • +
  • 3rd level: May cast Strength of One once per day, as the 3rd level priest spell. An additional use is gained at 9th level and every 6 levels thereafter. +
  • +
  • 5th level: May cast Spear of Gruumsh once per day, as detailed below. An additional use is gained at 11th level and every 6 levels thereafter. + +
    SPEAR OF GRUUMSH: This spell creates an enchanted spear which travels from the caster to a specified point 100 ft. in the distance. Any creatures in the spear's path take 5d4 points of piercing damage plus 2 points of damage per level of the caster (maximum of +30). Victims can save vs. Spell for half damage. + +
    +
  • +
  • 7th level: May cast Champion's Strength once per day, as the 5th level priest spell. + +
  • + +
+

+

Disadvantages

+
    +
  • Alignment restricted to Chaotic Neutral, Neutral Evil and Chaotic Evil.
  • + +
+

+ +
+

Helm (Watcher)

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Followers of the neutral god of watchers and protectors are warriors in their own right and are often seen as defenders of the innocent.

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Advantages

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  • May learn priest spells from these spheres: All, Combat, Divination, Divine, Healing, Protection, Summoning, Wards. +
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  • May learn the following spells as priest spells: Protection From Normal Missiles (3rd level), Protection From Normal Weapons (5th level), Oracle (5th level), Protection From Magical Weapons (6th level), Mantle (7th level). +
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  • 3rd level: May cast Glyph of Warding once per day. An additional use is gained at 8th level and every 5 levels thereafter. +
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  • 5th level: May cast Seeking Sword once per day, as detailed below. An additional use is gained at 10th level and every 5 levels thereafter. + +
    SEEKING SWORD: This spell creates a sword in the Cleric's hand (that cannot be dropped or unequipped). The sword is considered a +4 weapon for purposes of determining what it can hit (but this bonus does not apply to attack or damage rolls), and it deals out 2d4 damage to any target it hits. The weapon sets the number of attacks of the Cleric to 3. It lasts for 1 round per level of the caster. + +
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  • 7th level: May cast Truesight once per day. An additional use is gained at 12th level and every 5 levels thereafter. + +
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Disadvantages

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  • Alignment restricted to lawful good, lawful neutral, lawful evil, and true neutral.
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Ilmater (Painbearer)

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Ilmater (pronounced: Ihl-MAY-ter) is the Crying God, the god of endurance, suffering, martyrdom, and perseverance. It is he who offers succor and calming words to those who are in pain, oppressed, or in great need. He is the willing sufferer, the one who takes the place of another to heft the other's burden, to take the other's pain. He is the god of the oppressed and unjustly treated.

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The followers of Ilmater are often perceived as being intentional sufferers, but in reality they offer a great deal along the "pure clerical" nature of healing and recovery to those who have been hurt. They put others ahead of themselves, are sharing, and emphasize the spiritual nature of life over the gross material body. Ilmater's priests are found where they are needed, which is usually in the worst possible conditions, ministering to the needs of the oppressed, and the poor. They dress simply in gray, with gray skullcaps (blood red for the higher ranks).

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Advantages

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  • May learn priest spells from these spheres: All, Charm, Divination, Divine, Good, Healing, Protection, Summoning, Sun, Wards. +
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  • Immune to (most) effects that cause pain - while the character feels the pain, he/she can endure it without affecting his/her actions. +
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  • May cast Remove Fear once per day, as the first level priest spell. An additional use is gained at 5th level and every 4 levels thereafter. +
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  • 3rd level: May cast Favor of Ilmater once per day, as the third level priest spell. An additional use is gained at 8th level and every 5 levels thereafter. +
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  • 7th level: can cast Ilmater's Endurance once per day, as detailed below. + +
    ILMATER'S ENDURANCE: The caster draws upon Ilmater to be able to shoulder the burden of trials ahead. For 1 round per level of the caster, the caster gains +2 to saves, doubles HP, is immune to panic and disease, and will stand firm in the face of any charge or force. + +
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  • 9th level: can cast Heal once per day, as the sixth level priest spell. An additional use is gained at 15th level and every 6 levels thereafter. + +
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Disadvantages

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  • Alignment restricted to lawful good, neutral good, and lawful neutral.
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Kossuth (Firewalker)

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Kossuth (pronounced: Koh-SOOTH), Firelord, the Tyrant among Fire, is an Elemental Lord from the Elemental Plane of Fire. He is generally uncaring to his faithful, but continues to grant his priests their powers since their worship increases his power on his home plane. To maintain continued worship he does take a limited interest in his followers' mortal problems, and occasionally makes his presence known with a manifestation, but never an avatar.

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Kossuth's church is varied and chaotic since he takes no interest in its structure. As a result it is a collection of cults with each faction coming up with its own ethics, codes, morals, and teachings. Kossuth's symbol varies greatly from faction to faction, but is generally a depiction of fire. It is believed that if Kossuth's following were to somehow become unified he would become a very powerful force in the Realms, something the other gods don't really wish to see happen. Of the four Elemental Lords, the best known and most feared are the cults of Kossuth, who are very powerful in Thay and the lands of the East.

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Firewalkers of Kossuth can be of any alignment, but most are evil, reveling in the destructive power of fire. They can be members of any race. They dress in whatever their faction deems appropriate for the representation of their god. This is usually robes and long capes in reds, yellows, and oranges.

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Advantages

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  • May learn priest spells from these spheres: All, Charm, Combat, Divination, Divine, Fire, Healing, Protection, Sun, Wards. +
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  • May learn the following spells as priest spells: Burning Hands (1st level). +
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  • 25% fire resistance, increasing by 2% per level. +
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  • 3rd level: May cast Combust once per day, as the 2nd level mage spell. An additional use is granted at 9th level and every 6 levels thereafter. +
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  • 5th level: May cast Fireball once per day, as the 3rd level mage spell. An additional use is granted at 11th level and every 6 levels thereafter. +
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  • 7th level: May cast Fire Shield (red) once per day, as the 4th level mage spell. An additional use is granted at 13th level and every 6 levels thereafter. +
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  • 9th level: May summon an 8HD Fire Elemental once per day. The power of the elemental increases to 12HD at level 13, to 16HD at level 17, and to 24HD at level 21.
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Lathander (Morninglord)

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Lathander (pronounced: Lah-THAN-der) is the good god of renewal, creativity, and youth, and is celebrated nearly everywhere. His followers are very popular throughout the realms, and there are numerous wealthy temples devoted to him.

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Advantages

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  • May learn priest spells from these spheres: All, Charm, Combat, Divination, Divine, Good, Healing, Protection, Summoning, Sun, Wards. +
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  • 3rd level: May cast Hold Undead once per day. An additional use is gained at 8th level and every 5 levels thereafter. +
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  • 7th level: May cast Boon of Lathander once per day, as detailed below. An additional use is gained at 11th level and every 4 levels thereafter. + +
    BOON OF LATHANDER: This spell lasts 1 round per level of the caster. It gives the caster a +1 bonus to attack and damage rolls, a +1 bonus to all Saving Throws, and 1 extra attack per round. It also protects the recipient from level drain. + +
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  • 9th level: May cast False Dawn once per day. An additional use is gained at 14th level and every 5 levels thereafter. + +
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Disadvantages

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  • Alignment restricted to lawful good, neutral good, chaotic good, and true neutral.
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Lolth (Priestess)

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Lolth, the Queen of the Spiders, is the principal deity of the drow race. Her priestesses rule drow society and no drow deity dares to oppose her.

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The priesthood of Lolth is exclusively female, and is organized into noble houses, with the highest-level priestess ruling the house. The priesthood are the absolute rulers in Lolth's name. They are manipulative, fear-engendering, and very powerful.

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Advantages

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  • May learn priest spells from these spheres: All, Charm, Combat, Divination, Divine, Earth, Evil, Healing, Necromantic, Protection, Wards. +
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  • May learn the following spells as priest spells: Spider Spawn (4th level). +
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  • May learn the following additional priest spells: Web of Lolth (2nd level, variant of Web that does not affect drow or worshippers of Lolth), Summon Spiders (3rd level, variant of Summon Insects), Spider Swarm (5th level, variant of Insect Plague), Creeping Doom (7th level; summons spiders rather than insects). +
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  • 5th level: May cast Remove Magic once per day, as the 3rd level mage spell. An additional use is gained at 11th level and every 6 levels thereafter. +
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  • 8th level: May cast True Seeing once per day, as the 5th level priest spell. An additional use is gained at 16th level and every 8 levels thereafter. +
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  • 10th level: May cast Mental Domination once per day, as the 4th level priest spell. Males have a -4 penalty to their saving throw. + +
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Disadvantages

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  • Race restricted to elf or half-elf. +
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  • Alignment restricted to Chaotic Neutral, Neutral Evil, or Chaotic Evil. +
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  • Must be female.
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Malar (Talon)

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Malar(pronounced: MAH-larr) the Beastlord is the god of the savage wild. He is worshipped by hunters who revel in the kill or who hunt for sport or to excess, evil rangers, sentient carnivores, and lycanthropes. Those who suffer the depradations of wild beasts attempt to placate the Beastlord with offerings of freshly killed and bloody meat, but Malar rarely recognizes their entreaties. In his more favorable aspects he is revered by beings who identify with the untamed nature, grace, and amorality of predators.

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Worship of Malar centers around the hunt and tends to consist of personal prayers to the Beastlord offered before the chase, during pursuit, and while drinking a toast over the slain quarry.

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Advantages

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  • May learn priest spells from these spheres: All, Animal, Charm, Combat, Divination, Divine, Healing, Plant, Protection, Sun, Wards. +
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  • 3rd level: May cast Beast Claw once per day, as the 2nd level priest spell. An additional use is gained at 8th level and every 5 levels thereafter. +
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  • 5th level: Gain immunity to charm and sleep effects. +
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  • 7th level: When using Beast Claw, Strength increases to 18/00 (rather than 18/76) and the priest gains 5 attacks per 2 rounds (rather than 2 attacks per round). +
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  • 9th level: May cast Animal Rage once per day, as the 5th level priest spell. An additional use is gained at 15th level and every 6 levels thereafter. +
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  • 11th level: When using Beast Claw, Strength increases to 19 (rather than 18/76) and the priest gains 3 attacks per round (rather than 2). + +
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Disadvantages

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  • Alignment must be Chaotic Neutral, Lawful Evil, Neutral Evil, or Chaotic Evil.
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Mask (Demarch)

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Mask, the god of thieves, is a self-possessed and confident deity fond of complex plans and intricate plots. He is wary, but cool, never losing his temper, and he always seems to be holding back a mocking comment.

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Mask’s church is essentially similar to a network of thieves’ guilds. In large cities with several guilds, his temple is often connected to each thieves’ guild by secret tunnels and is considered neutral ground for meetings by all. A wealthy religion, the church of Mask uses its resources to pay agents, sway agreements, and manipulate people. Its members spend their time nurturing plots and supporting thieves’ guilds and individual thieves.

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Advantages

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  • May learn priest spells from these spheres: All, Charm, Divination, Divine, Evil, Healing, Moon, Protection, Summoning, Wards. +
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  • May learn the following spells as priest spells: Sleep (1st level), Invisibility (2nd level), Non-Detection (3rd level), Improved Invisibility (4th level), Shadow Door (5th level), Power Word, Silence (6th level), Mass Invisibility (7th level). +
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  • 3rd level: May cast Knock once per day, as the 2nd level mage spell. An additional use of this power is gained at 7th level and every 4 levels thereafter. +
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  • 7th level: May cast Shadow Monsters once per day, as the 4th level mage spell. This is replaced by Demi-Shadow Monsters at 11th level and by Shades at 13th level. +
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  • 9th level: May cast Shadow Door once per day. An additional use of this power is gained at 15th level and every 6 levels thereafter. + +
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Disadvantages

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  • Alignment restricted to Neutral, Lawful Evil, Neutral Evil, and Chaotic Evil.
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Moradin (Forgemaster)

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Moradin (pronounced: MOR-a-din) is the chief deity of the dwarves - a harsh but fair judge, he is strength and force of will embodied. His followers have an active role in guiding the morals of dwarven communities; they emphasize his hand in everyday dwarven activities such as mining, smithing, and engineering, and invoke his blessing both in these tasks and in their battles against orcs and other enemies of the dwarves.

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Advantages

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  • May learn priest spells from these spheres: All, Combat, Divination, Divine, Earth, Fire, Good, Healing, Protection, Wards. +
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  • 3rd level: May cast Enchanted Weapon once per day, as the fourth level mage spell. An additional use is gained at 8th level and every 5 levels thereafter. +
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  • 5th level: May cast Prayer once per day, as the third level priest spell. An additional use is gained at 10th level and every 5 levels thereafter. +
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  • 7th level: May cast Stoneskin once per day, as the fourth level mage spell. An additional use is gained at 12th level and every 5 levels thereafter. + +
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Disadvantages

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  • Race restricted to dwarf. +
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  • Alignment must be Lawful Good, Neutral Good, or Lawful Neutral.
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Myrkul (Gray One)

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Myrkul (pronounced: MER-kul) is the god of the dead. He has a cold, malignant intelligence, and is never known to be other than coldly amused when a mortal succeeds in avoiding his chosen fates. Mykul takes care that all mortals think of him often - he is even known to materialize beside open graves, scythe in hand, just to gaze around at gathering mourners for a few seconds before fading away, to remind everyone that he is waiting for them all.

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The faith of Myrkul is not popular, nor is its priests numerous. Myrkulite priests tend to be morbid loners.

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Advantages

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  • May learn priest spells from these spheres: All, Charm, Combat, Divination, Divine, Evil, Necromantic, Protection, Summoning, Wards. +
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  • May learn the following spells as priest spells: Chill Touch (1st level), Ghoul Touch (2nd level), Skull Trap (3rd level), Soul Eater (6th level), Create Boneguard (7th level). +
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  • +2 to Command Undead. +
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  • 3rd level: May cast Animate Dead once per day, as the 3rd level cleric spell. An additional use is gained at 8th level and every 5 levels thereafter. +
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  • 7th level: Gains permanent Negative Plane Protection. +
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  • 9th level: May cast Dolorous Decay once per day, as the 6th level cleric spell. +
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  • 12th level: May cast Wither once per day, as the 7th level cleric spell. + +
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Disadvantages

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  • Alignment restricted to Lawful Evil, Neutral Evil, or Chaotic Evil.
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Mystra (Dweomerkeeper)

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Mystra (pronounced: MISS-trah) is the goddess of magic and with that the goddess of possibilities, which makes her arguably the most powerful deity in Faerûn. She is said to have taught the first spellcaster of the Realms, and to have enabled many of the races to use magic. She supposedly weighs and judges each new spell or magical item to determine whether it should be permitted into the Realms. She is most venerated by wizards and those who use magic or magical items in their daily use. She differs from Azuth in that Azuth is the god of wizards (as to a much lesser degree, all spellcasters), while Mystra is the goddess of the essential force that makes all spellcasting possible. She provides and tends the Weave, the conduit to enable mortal spellcasters and magical crafters to safely access the raw force that is magic.

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Mystra's priests work hard to preserve all magical lore in secret libraries, private safeholds, well-guarded research laboratories, and small, hidden stashes so that magic flourishes in the future regardless of what befalls the thinking races of Faerûn or the powers of the planes. Mystrans also search out beings skilled in spell use, seeking to keep watch on the identities, powers, and behavior of individuals likely to become magic wielders of importance.

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Advantages

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  • May learn priest spells from these spheres: Air, All, Charm, Combat, Divination, Divine, Earth, Fire, Healing, Moon, Necromantic, Protection, Summoning, Sun, Wards, Water. +
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  • May learn the following spells as priest spells: Shield (1st level), Vocalize (2nd level), Minor Globe Of Invulnerability (4th level), Breach (5th level), Seven Eyes (7th level). +
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  • +1 to saving throws against spells from any school of magic. +
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  • Unaffected by (most) wild-magic and dead-magic areas. +
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  • 3rd level: +1 to casting speed. This benefit increases to +2 at 11th level and to a maximum of +3 at 19th level. +
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  • 5th level: May cast Remove Magic once per day, as the 3rd level mage spell. An additional use is granted at 11th level and every 6 levels thereafter. +
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  • 9th level: May cast Spell Turning once per day, as the 7th level wizard spell. An additional use is granted at 15th level and every 6 levels thereafter. + +
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Disadvantages

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  • Alignment restricted to Lawful Good, Neutral Good, Chaotic Good, Lawful Neutral, Chaotic Neutral, and Lawful Evil.
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Oghma (Lorekeeper)

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Oghma (pronounced: OGG-mah) is the god of knowledge and invention, the Binder of What is Known, and the Patron of Bards. He is the most powerful god of knowledge in the Realms (second if you consider magical ability as knowledge, with Mystra at its head). Deneir and Milil both act as intercessors for Oghma, carrying new information both to him and to those whom Oghma favors.

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Oghma's followers believe that knowledge is supreme, particularly in its raw form, the idea. An idea has no weight but can move mountains. It has no height but it can dominate a nation. It has no mass but it can push aside empires. Knowledge is the greatest tool of humankind, outweighing anything made by mortal hands. Before anything can exist, the idea must exist.

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Advantages

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  • May learn priest spells from these spheres: All, Charm, Combat, Divination, Divine, Evil, Good, Healing, Necromantic, Protection, Summoning, Wards. +
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  • Gains a base of 10 lore/level. +
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  • May cast Identify once per day. Gains an additional use at level 5 and every 4 levels thereafter. +
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  • 5th level: May cast Secret Word once per day. Gains an additional use at level 10 and every 5 levels thereafter. +
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  • 9th level: May cast Pierce Magic once per day. Gains an additional use at level 14 and every 5 levels thereafter.
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Selûne (Silverstar)

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Selûne (pronounced: seh-LOON-ay), Our Lady of Silver, is the goddess of the moon, the stars, and those who use them to navigate. Her eternal foe is the evil Shar, goddess of darkness, night, loss, and forgetfulness. Selûne is often called the Moonmaiden for her connection to the silver moon that orbits Faerûn.

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Non-evil lycanthropes honor Selûne as the master of their fate as do astrologers and fortune tellers. Selûne is also growing popular among alewives, laundresses, seamstresses and servants with the message of female empowerment. She is also worshiped by female spellcasters, navigators and sailors.

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Selûne's clerics, called Silverstars of Selûne, are dedicated advocates of freedom and tolerance, wanderers on the path of truth and absolute foes of Shar. They seek to build harmony among lycanthropes and non-shapechangers, and they protect the weak and the oppressed everywhere. They cannot abide slavery, and they hate most undead. They rarely settle in one place for long, instead moving along when seized by wanderlust or enticed by a new cause or mission. They deal with lunar energies and phenomena and are, to a limited degree, able to wield the power of the moon, bringing its fierce, pure white light to Toril to advance the goddess's wishes.

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Advantages

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  • May learn priest spells from these spheres: All, Charm, Combat, Divination, Divine, Fey, Good, Healing, Moon, Protection, Summoning, Wards. +
  • +
  • May learn these additional cleric spells: Alicorn Lance, Healing Mist. +
  • +
  • +2 bonus to Armor Class against werewolves and other lycanthropes. +
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  • 3rd level: May cast Moonblade once per day, as the 3rd level priest spell. An additional use of this power is gained at 8th level and every 5 levels thereafter. +
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  • 5th level: May cast Free Action once per day, as the 4th level priest spell but with a target of self only. An additional use of this power is gained at level 11 and every 6 levels thereafter. +
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  • 9th level: May cast True Seeing once per day, as the 5th level priest spell. An additional use of this power is gained at level 15 and every 6 levels thereafter. + +
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Disadvantages

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    Alignment restricted to chaotic good, neutral good, and chaotic neutral.

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Shar (Nightcloak)

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Shar is the goddess of darkness, night, loss, and forgetfulness. Her main aspect is worshipped by those who deal in the night (such as thieves), who hate the light (such as goblin races and their allies), and who feel bitterness and loss. Her symbol is a black disk with a border of deep purple.

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Shar's mortal enemy is the goddess Selûne and the two fight on a number of levels throughout their immortal lives. There is a continual war between the two faiths and jihads against Selûne and her followers are common where Shar is strong.

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Shar has no main temple, but instead has a scattering of cells and secretive places throughout the Realms. The Nightcloaks of Shar serve as contacts, messengers, and enforcers of the Dark Lady's will.

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Advantages

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  • May learn priest spells from these spheres: All, Charm, Combat, Divination, Divine, Evil, Healing, Necromantic, Protection, Summoning, Wards. +
  • +
  • May learn the following spells as priest spells: Remove Magic (3rd level), Shadow Door (5th level), Power Word, Silence (6th level), Power Word, Stun (7th level). +
  • +
  • Immune to all forms of blindness. +
  • +
  • 3rd level: May cast Blindness once per day, as the 2nd level mage spell. An additional use is granted at 9th level, and every 6 levels thereafter. +
  • +
  • 6th level: May cast Dark Bolt once per day, as detailed below. + +
    DARK BOLT: This spell creates small chakrams in the casters hand (one per level of the caster). These chakrams can be hurled, causing silence for one round on a failed save vs. spell on the target creature and causing 2d4 cold damage. Undead creatures must also make a save vs. paralyzation or be held for one round. + +
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  • +
  • 9th level: May cast Confusion once per day, as the 4th level mage spell. An additional use is gained at 17th level and every 8 levels thereafter. +
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  • 13th level: May cast Power Word: Blind once per day, as the 8th level mage spell. + +
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Disadvantages

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  • Alignment restricted to True Neutral, Lawful Evil, Neutral Evil, and Chaotic Evil.
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Sune (Heartwarder)

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Sune (pronounced: SUE-nee) Firehair is said to be the fairest of all the powers. When she is represented, she is shown as the most beautiful woman in the Realms, with sweeping, radiant, red hair and incredible charms. The Sunite faith is a popular one in large metropolitan areas and among the nobility. Those of a literary or artistic bent, as well as people falling in love or looking for lifemates, often venerate the Lady Firehair.

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Sune's speciality priests, known as Heartwarders of Sune, are aesthetes and hedonists who actively seek out pleasure and beauty in all things, and who nurture the creation of beautiful objects. They are typically found in large cities in the company of the cultural elite. Most are active patrons of the arts, and all play the role of matchmaker for persons in all levels of society. Many are employed as artists, crafters, performers, or instructors, though a few travel the world to promote beauty and love.

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Advantages

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  • +2 Charisma +
  • +
  • May learn priest spells from these spheres: All, Charm, Divination, Divine, Fire, Good, Healing, Protection, Summoning, Wards. +
  • +
  • May learn the following spells as priest spells: Friends (1st level). +
  • +
  • May learn Charm Person or Mammal (2nd level) as a priest spell. +
  • +
  • May cast Sune's Charm once per day (it functions as Charm Person, with no bonus or penalty to saving throws). An additional use is gained at 7th level and every 6 levels thereafter. +
  • +
  • 5th level: May cast Veil of Djalice once per day, as described below. An additional use is gained at level 13 and every 8 levels thereafter. + +
    VEIL OF DJALICE: The caster temporarily augments his/her beauty to unearthly levels, boosting effective charisma to 20 and forcing any hostiles to save vs. spell at -2 or be dire charmed for six rounds. + +
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  • +
  • 7th level: May cast Flame Strike once per day. An additional use is gained at level 12 and every 5 levels thereafter. +
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  • 9th level: May use Emotion: Hope once per day and Emotion: Hopelessness once per day. +
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  • 12th level: May use Mantle once per day. + +
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Disadvantages

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  • Alignment restricted to neutral good, chaotic good, and chaotic neutral.
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TYR (Holy Justice)

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TEER) is the deity of law and justice and is primarily concerned with the punishment of wrongdoers and the general furthering of law and good in the world. The belief in justice through (benevolent) force, or at least armed vigilance, is the reason for Tyr's existence. The crusaders of Tyr are a holy order of knights in his service.

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Advantages

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  • May learn priest spells from these spheres: All, Charm, Combat, Divination, Divine, Good, Healing, Protection, Summoning, Wards. +
  • +
  • May learn the following spells as priest spells: Detect Invisibility (2nd level). +
  • +
  • May cast Divine Favor once per day, as detailed below. An additional use is gained at 6th level and every 5 levels thereafter. + +
    DIVINE FAVOR: This spell grants the caster a +1 bonus to hit and damage rolls every 3 levels of the caster. The spell lasts for 2 rounds. + +
    +
  • +
  • 3rd level: May cast Hold Person once per day. An additional use is gained at 7th level and every 4 levels thereafter. +
  • +
  • 5th level: May cast Exaltation once per day, as detailed below. An additional use is gained at 10th level and every 5 levels thereafter. + +
    EXALTATION: This spell enables a priest to aid and protect any one being other than themselves. By touch, the caster removes the effects of fear, sleep, feeblemindedness, unconsciousness, and intoxication, as well as berserk and confused states of mind. In addition, the recipient is protected against spells and other attacks that cause these effects for 1 turn. + +
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  • +
  • 11th level: May cast Holy Word once per day. + +
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Disadvantages

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  • Alignment restricted to lawful good, neutral good, or lawful neutral.
  • + +
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Talona (Malagent)

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Talona (pronounced: Tah-LOW-nah), also called the Lady of Poisons, Mistress of Disease, and Mother of All Plagues, is the goddess of poison and disease. Like most chaotic evil gods, she is more feared than worshipped and is propitiated to avoid her attentions, not to draw them.

+ +

The Lady of Poisons attracts the cruel to her service; her priests tend to be self-sufficient, capable - and sadistic.

+ +

Advantages

+
    +
  • May learn priest spells from these spheres: All, Charm, Combat, Divination, Divine, Evil, Necromantic, Protection, Summoning, Wards. +
  • +
  • May learn the following spells as priest spells: Stinking Cloud (2nd level), Contagion (4th level), Cloudkill (5th level). +
  • +
  • Immune to disease, and to the Cloud of Pestilence and Stinking Cloud spells. +
  • +
  • 3rd level: May cast Cause Disease once per day, as the 3rd level priest spell. An additional use is gained at 9th level and every 6 levels thereafter. +
  • +
  • 4th level: Immune to poison. +
  • +
  • 5th level: May cast Mold Touch once per day, as the 3rd level priest spell. An additional use is gained at 11th level and every 6 levels thereafter. +
  • +
  • 6th level: May cast Poison Weapon once per day, as detailed below. An additional use is gained at 12th level and every 6 levels thereafter. + +
    POISON WEAPON: Each successful hit within the next 5 rounds will inject poison into the target. Each target can only be affected once per round. The amount of poison damage depends on the character's level: + +
    • 1st: Target suffers 1 poison damage per second for 6 seconds (Save vs. Death at +1 negates) +
    • + +
    • 5th: Target suffers 1 poison damage per second for 12 seconds (Save vs. Death negates), and also immediately suffers 2 poison damage (no save) +
    • + +
    • 9th: Target suffers 1 poison damage per second for 18 seconds (Save vs. Death at -1 negates), and also immediately suffers 4 poison damage (no save) +
    • + +
    • 13th: Target suffers 1 poison damage per second for 24 seconds (Save vs. Death at -2 negates), and also immediately suffers 6 poison damage (no save) + +
    • +
    +
    +
  • + +
  • 7th level: May cast Cloud of Pestilence once per day, as the 4th level priest spell. An additional use is gained at 13th level and every 6 levels thereafter. + +
  • + +
+

+

Disadvantages

+
    +
  • Alignment must be Lawful Evil, Neutral Evil or Chaotic Evil.
  • + +
+

+ +
+

Talos (Stormlord)

+
+

Talos (pronounced: TAHL-os) is the evil god of storms, destruction, and rebellion. Clerics of the Stormlord warn that Talos must be appeased or he will rain destruction upon the land.

+ +

Advantages

+
    +
  • May learn priest spells from these spheres: Air, All, Combat, Divination, Divine, Evil, Healing, Necromantic, Protection, Summoning. +
  • +
  • May learn the following additional priest spells: Earthquake (7th level), Fire Storm (7th level). +
  • +
  • May learn the following spells as priest spells: Shocking Grasp (1st level), Lightning Bolt (3rd level), Chain Lightning (6th level). +
  • +
  • 3rd level: May cast Storm Shell once per day. An additional use is gained at 7th level and every 4 levels thereafter. +
  • +
  • 5th level: May cast Call Lightning once per day. An additional use is gained at 9th level and every 4 levels thereafter. +
  • +
  • 7th level: May cast Lightning of Talos once per day, as detailed below. An additional use is gained at 12th level and every 5 levels thereafter. + +
    LIGHTNING OF TALOS: This spell conjures a bolt of lightning which unerringly strikes a single target, inflicting 1d6 points of electrical damage per level of the priest (maximum 15d6). A successful saving throw vs. spells halves the damage. + +
    +
  • + +
+

+

Disadvantages

+
    +
  • Alignment restricted to neutral evil, chaotic evil, and chaotic neutral.
  • + +
+

+ +
+

Tempus (Battleguard)

+
+

Tempus (pronounced: TEM-pus), also known as the Lord of Battles or the Foehammer, is random in his favors, yet his chaotic nature favors all sides equally. Lord Tempus may be on an army's side one day and against them the next; such is the nature of war. Tempuran clergy can be found on both sides of a conflict, as none can ever truly know whom the war god will favor.

+ +

Advantages

+
    +
  • May achieve Specialization (two slots) in all melee weapons. +
  • +
  • May learn priest spells from these spheres: All, Combat, Divine, Healing, Necromantic, Protection, Summoning, Wards. +
  • +
  • May learn the following additional priest spells: Star Metal Cudgel (4th level), Blood Rage (4th level), Iron Skins (5th level). +
  • +
  • May learn the following spells as priest spells: Strength (2nd level), Haste (3rd level), Improved Haste (6th level), Power Word, Stun (7th level). +
  • +
  • 3rd level: May cast Chaos of Battle once per day, as detailed below. An additional use is gained at 8th level and every 5 levels thereafter. +
  • +
  • 5th level: May cast Holy Power once per day. An additional use is gained at 10th level and every 5 levels thereafter. +
  • +
  • 7th level: May cast Emotion: Courage once per day. An additional use is gained at 12th level and every 5 levels thereafter. + +
    CHAOS OF BATTLE: Chaos of Battle applies bonuses to all allies and penalties to all enemies within a 30-ft. radius of the caster. The spell lasts 1 turn and will randomly affect the targets' Armor Class, Hit Points, THAC0, saves, or luck. The magnitude of the effect starts at 1 (5 for Hit Points) at level 1 and will improve by 1 (5 for Hit Points) every 6 levels of the caster. + +
    +
  • + +
+

+

Disadvantages

+
    +
  • Alignment restricted to chaotic good, chaotic neutral, chaotic evil, or true neutral.
  • + +
+

+ +
+

Tymora (Luckbringer)

+
+

Tymora (pronounced: Tie-MORE-ah), often called Lady Luck, is the goddess of good fortune. Tymora is fickle but playful and never vengeful or malicious. Her faith is one of the most common in the realms, especially among adventurers.

+ +

Advantages

+
    +
  • May learn priest spells from these spheres: All, Charm, Divination, Divine, Good, Healing, Protection, Summoning, Wards. +
  • +
  • May learn the following spells as priest spells: Luck (2nd level), Mislead (6th level), Limited Wish (7th level). +
  • +
  • +1 luck bonus: affects attack rolls, damage rolls, saving throws, and enemies' damage rolls. +
  • +
  • Level 7: May cast Tymora's Favor once per day, as detailed below. An additional use is gained at level 12 and every 5 levels thereafter. + +
    TYMORA'S FAVOR: For 10 rounds, all allies in the area gain a +1 luck bonus. In addition, Tymora's favor will deflect the first magical effect of level 1-5 that targets the creature. + +
    +
  • +
  • Level 9: May cast Lower Resistance once per day. An additional use is gained at level 14 and every 5 levels thereafter. + +
  • + +
+

+

Disadvantages

+
    +
  • Alignment restricted to Neutral Good, Chaotic Good, Neutral, or Chaotic Neutral.
  • + +
+

+ +
+

Umberlee (Waveservant)

+
+

Umberlee the Bitch Queen (pronounced: Um-ber-LEE) rules from her watery lair in a flooded level of the Abyss. She is worshiped by most out of fear as opposed to adoration. Ship crews toss her gems over the sides of their vessels to calm storm-tossed waters. She has a large number of shrines in coastal cities, and sailors often leave flowers, candles, small candies, or coins on her altars in hopes that Umberlee will spare them on the next voyage. Others who pay tribute to her include merchants sending goods by sea, port cities, and island nations and settlements who would be devastated by her wrath and have not a powerful patron deity to counter her menacing demands.

+ +

Umberlant clergy are charged to spread respect for Umberlee by preaching of the doom she has wrought in the past and the storms to come in all coastal cities and settlements.

+ +

Advantages

+
    +
  • May learn priest spells from these spheres: Air, All, Charm, Combat, Divination, Divine, Evil, Healing, Necromantic, Protection, Water. +
  • +
  • No water elemental will attack a priest of Umberlee. +
  • +
  • Immunity to the Smashing Wave spell. +
  • +
  • 3rd level: May cast Storm Shell once per day, as the 3rd level priest spell. An additional use is gained at 9th level and every 6 levels thereafter. +
  • +
  • 6th level: May cast Smashing Wave once per day, as the 4th level priest spell. An additional use is gained at 12th level and every 6 levels thereafter. +
  • +
  • 9th level: May summon an 8HD Water Elemental once per day. The power of the elemental increases to 12HD at level 13, to 16HD at level 17, and to 24HD at level 21. + +
  • + +
+

+

Disadvantages

+
    +
  • Alignment must be Chaotic Neutral, Neutral Evil, or Chaotic Evil.
  • + +
+

+ +
+ + + +
+
+ \ No newline at end of file diff --git a/readmes/subdocuments_dw/avenger_ss_desc.html b/readmes/subdocuments_dw/avenger_ss_desc.html new file mode 100644 index 0000000..1bed40c --- /dev/null +++ b/readmes/subdocuments_dw/avenger_ss_desc.html @@ -0,0 +1,94 @@ + + +Avenger Shapeshift Forms + + + + + +
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Avenger Shapeshift Forms

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These are the additional forms available to shapeshifting avengers (listed alphabetically).

+

+ +

+
+ + + +
+

Baby Wyvern

Strength: 16
+Dexterity: 17
+
+Base Armor Class: 3
+Number of Attacks: 2
+Attack Damage: 1d8 (piercing), on hit it causes 1 poison damage/second for 1 round (Save vs. Poison negates)
+
+Special Abilities:
+- Immunity to hold, paralysis, slow, level drain, web, entangle, and grease
+
+The Druid is healed 12 Hit Points after using this ability. This cannot occur more often than once per hour.

+

Hunting Spider

Strength: 15
+Dexterity: 15
+
+Base Armor Class: 5
+Number of Attacks: 2
+Attack Damage: 2d4 (piercing)
+
+Special Abilities:
+- Immunity to web
+
+The Druid is healed 12 Hit Points after using this ability. This cannot occur more often than once per hour.

+

Sword Spider

Strength: 16
+Dexterity: 16
+
+Base Armor Class: 3
+Number of Attacks: 4
+Attack Damage: 2d6 (piercing)
+
+Special Abilities:
+- Immunity to web
+- Hasted
+
+The Druid is healed 12 Hit Points after using this ability. This cannot occur more often than once per hour.

+

Winter Wolf

Strength: 18/76
+Dexterity: 16
+
+Base Armor Class: 2
+Number of Attacks: 2
+Attack Damage: 1d8 piercing + 1d6 cold, strikes as +1 weapon
+
+Special Abilities:
+- Cold Resistance: 75%
+- Fire Resistance: -25%
+- Breathe a cone of cold for 4d6 cold damage (Save vs. Breath for 1/2)
+
+The Druid is healed 12 Hit Points after using this ability. This cannot occur more often than once per hour.

+

Wyvern

Strength: 18
+Dexterity: 17
+
+Base Armor Class: 1
+Number of Attacks: 3
+Attack Damage: 2d8 (piercing), on hit it causes 3 poison damage/second for 2 rounds (Save vs. Poison negates)
+
+Special Abilities:
+- Immunity to hold, paralysis, slow, level drain, web, entangle, and grease.
+
+The Druid is healed 12 Hit Points after using this ability. This cannot occur more often than once per hour.

+ + + +
+
+ \ No newline at end of file diff --git a/readmes/subdocuments_dw/druid_ss_desc.html b/readmes/subdocuments_dw/druid_ss_desc.html new file mode 100644 index 0000000..ff0f15d --- /dev/null +++ b/readmes/subdocuments_dw/druid_ss_desc.html @@ -0,0 +1,194 @@ + + +Druid Shapeshift Forms + + + + + +
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+

Druid Shapeshift Forms

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+
+ +
+ +

These are the forms available to shapeshifting druids (listed alphabetically).

+

+ +

+
+ + + +
+

Air Elemental

Strength: 20
+Dexterity: 10
+
+Base Armor Class: 0
+Number of Attacks: 1
+Attack Damage: 3d10 slashing + 2d6 electrical; mist creatures take an additional 2d8 damage
+
+Special Abilities:
+- Whirlwind aura: nearby enemies take 3d8 slashing damage/rd, save vs. breath weapon for 1/2 damage; 50% spell failure chance; cloud spells disrupted)
+- Immune to electricity damage
+- 75% resistance to missile damage
+
+The Druid is healed 12 Hit Points after using this ability. This cannot occur more often than once per hour.

+

Black Bear

Strength: 18/00
+Dexterity: 10
+
+Base Armor Class: 7
+Number of Attacks: 3
+Attack Damage: 1d6 piercing, strikes as +1 weapon
+
+The Druid is healed 12 Hit Points after using this ability. This cannot occur more often than once per hour.

+

Boring Beetle

Strength: 18/51
+Dexterity: 8
+
+Base Armor Class: -2
+Number of Attacks: 1
+Attack Damage: 5d4 slashing, strikes as +1 weapon
+
+Special Abilities:
+- Slashing Resistance: 25%
+- Piercing Resistance: 25%
+- Missile Resistance: 50%
+
+The Druid is healed 12 Hit Points after using this ability. This cannot occur more often than once per hour.

+

Dire Wolf

Strength: 18/76
+Dexterity: 16
+
+Base Armor Class: 2
+Number of Attacks: 2
+Attack Damage: 1d8 piercing, strikes as +1 weapon
+
+The Druid is healed 12 Hit Points after using this ability. This cannot occur more often than once per hour.

+

Earth Elemental

Strength: 20
+Dexterity: 10
+
+Base Armor Class: 0
+Number of Attacks: 1
+Attack Damage: 4d8 crushing + knockback (save vs. breath weapon to avoid)
+
+Special Abilities:
+- 50% resistance to missile damage
+- 50% resistance to slashing damage
+- 50% resistance to piercing damage
+- 25% extra damage from crushing weapons
+
+The Druid is healed 12 Hit Points after using this ability. This cannot occur more often than once per hour.

+

Fire Elemental

Strength: 20
+Dexterity: 10
+
+Base Armor Class: 0
+Number of Attacks: 1
+Attack Damage: 3d8 crushing + 3d6 fire + burn (2d6/rd, save vs. breath weapon each round to remove)
+
+Special Abilities:
+- Fire aura: nearby enemies take 3d6 fire damage/rd, save vs. breath weapon for 1/2 damage)
+- Immune to fire damage
+- 50% extra damage from cold
+
+The Druid is healed 12 Hit Points after using this ability. This cannot occur more often than once per hour.

+

Lesser Air Elemental

Strength: 18/00
+Dexterity: 10
+
+Base Armor Class: 2
+Number of Attacks: 1
+Attack Damage: 2d10 slashing + 1d6 electrical; mist creatures take an additional 2d8 damage
+
+Special Abilities:
+- Whirlwind aura: nearby enemies take 2d8 slashing damage/rd, save vs. breath weapon at +2 for 1/2 damage; 50% spell failure chance; cloud spells disrupted)
+- Immune to electricity damage
+- 75% resistance to missile damage
+
+The Druid is healed 12 Hit Points after using this ability. This cannot occur more often than once per hour.

+

Lesser Earth Elemental

Strength: 18/00
+Dexterity: 10
+
+Base Armor Class: 2
+Number of Attacks: 1
+Attack Damage: 3d8 crushing + knockback (save vs. breath weapon at +2 to avoid)
+
+Special Abilities:
+- 50% resistance to missile damage
+- 50% resistance to slashing damage
+- 50% resistance to piercing damage
+- 25% extra damage from crushing weapons
+
+The Druid is healed 12 Hit Points after using this ability. This cannot occur more often than once per hour.

+

Lesser Fire Elemental

Strength: 18/00
+Dexterity: 10
+
+Base Armor Class: 2
+Number of Attacks: 1
+Attack Damage: 2d8 crushing + 2d6 fire + burn (1d6/rd, save vs. breath weapon at +2 each round to remove)
+
+Special Abilities:
+- Fire aura: nearby enemies take 2d6 fire damage/rd, save vs. breath weapon at +2 for 1/2 damage)
+- Immune to fire damage
+- 50% extra damage from cold
+
+The Druid is healed 12 Hit Points after using this ability. This cannot occur more often than once per hour.

+

Lesser Water Elemental

Strength: 18/00
+Dexterity: 10
+
+Base Armor Class: 2
+Number of Attacks: 1
+Attack Damage: 3d6 crushing + drown (-4 to hit, -4 AC, -4 saves, can't spellcast, and 1d3 damage per second; save vs. spell at +2 1/rd to end)
+
+Special Abilities:
+- Quench: extinguish nearby persistent fire effects
+- 25% resistance to missile damage
+- 25% resistance to slashing damage
+- 25% resistance to piercing damage
+- 75% resistance to crushing damage
+
+The Druid is healed 12 Hit Points after using this ability. This cannot occur more often than once per hour.

+

Polar Bear

Strength: 19
+Dexterity: 10
+
+Base Armor Class: 4
+Number of Attacks: 3
+Attack Damage: 1d12 slashing, strikes as +1 weapon
+
+Special Abilities:
+- Cold Resistance: 50%
+
+The Druid is healed 12 Hit Points after using this ability. This cannot occur more often than once per hour.

+

Water Elemental

Strength: 20
+Dexterity: 10
+
+Base Armor Class: 0
+Number of Attacks: 1
+Attack Damage: 4d6 crushing + drown (-4 to hit, -4 AC, -4 saves, can't spellcast, and 1d3 damage per second; save vs. spell 1/rd to end)
+
+Special Abilities:
+- Quench: extinguish nearby persistent fire effects
+- 25% resistance to missile damage
+- 25% resistance to slashing damage
+- 25% resistance to piercing damage
+- 75% resistance to crushing damage
+
+The Druid is healed 12 Hit Points after using this ability. This cannot occur more often than once per hour.

+

Wolf

Strength: 18
+Dexterity: 15
+
+Base Armor Class: 6
+Number of Attacks: 2
+Attack Damage: 1d6 piercing, strikes as +1 weapon
+
+The Druid is healed 12 Hit Points after using this ability. This cannot occur more often than once per hour.

+ + + +
+
+ \ No newline at end of file diff --git a/readmes/subdocuments_dw/elemental_spells.html b/readmes/subdocuments_dw/elemental_spells.html new file mode 100644 index 0000000..97b2704 --- /dev/null +++ b/readmes/subdocuments_dw/elemental_spells.html @@ -0,0 +1,235 @@ + + +Talents of Faerun: Elemental and Force spells + + + + + +
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+

Talents of Faerun: Elemental and Force spells

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This page lists those spells associated with the four elements, as well as those which count as Force spells; these lists are relevant to elementalists and force mages. The list includes all spells from Icewind Dale and Baldur's Gate I/II, as well as the additional arcane spells added by Talents of Faerun.

+

+ +

+
+ + + +

Air

+
+
    +
  • Shocking Grasp (1st)
  • + +
  • Stinking Cloud (2nd)
  • + +
  • Lightning Bolt (3rd)
  • + +
  • Shout (4th)
  • + +
  • Cloudkill (5th)
  • + +
  • Conjure Lesser Air Elemental (5th)
  • + +
  • Protection From Electricity (5th)
  • + +
  • Chain Lightning (6th)
  • + +
  • Conjure Air Elemental (6th)
  • + +
  • Protection From The Elements (7th)
  • + +
  • Suffocate (7th)
  • + +
  • Summon Djinni (7th)
  • + +
  • Great Shout (8th)
  • + +
  • Protection From Energy (8th)
  • + +
+
+

Earth

+
+
    +
  • Grease (1st)
  • + +
  • Protection From Petrification (1st)
  • + +
  • Glitterdust (2nd)
  • + +
  • Melf's Acid Arrow (2nd)
  • + +
  • Stoneskin (4th)
  • + +
  • Conjure Lesser Earth Elemental (5th)
  • + +
  • Protection From Acid (5th)
  • + +
  • Conjure Earth Elemental (6th)
  • + +
  • Death Fog (6th)
  • + +
  • Flesh to Stone (6th)
  • + +
  • Stone to Flesh (6th)
  • + +
  • Acid Storm (7th)
  • + +
  • Protection From The Elements (7th)
  • + +
  • Iron Body (8th)
  • + +
  • Protection From Energy (8th)
  • + +
  • Freedom (9th)
  • + +
  • Imprisonment (9th)
  • + +
+
+

Fire

+
+
    +
  • Burning Hands (1st)
  • + +
  • Agannazar's Scorcher (2nd)
  • + +
  • Fireball (3rd)
  • + +
  • Flame Arrow (3rd)
  • + +
  • Melf's Minute Meteors (3rd)
  • + +
  • Protection From Fire (3rd)
  • + +
  • Beltyn's Burning Blood (4th)
  • + +
  • Fire Shield (Red) (4th)
  • + +
  • Conjure Lesser Fire Elemental (5th)
  • + +
  • Sunfire (5th)
  • + +
  • Conjure Fire Elemental (6th)
  • + +
  • Delayed Blast Fireball (7th)
  • + +
  • Protection From The Elements (7th)
  • + +
  • Summon Efreeti (7th)
  • + +
  • Incendiary Cloud (8th)
  • + +
  • Protection From Energy (8th)
  • + +
  • Meteor Swarm (9th)
  • + +
+
+

Force

+
+
    +
  • Armor (1st)
  • + +
  • Magic Missile (1st)
  • + +
  • Shield (1st)
  • + +
  • Decastave (2nd)
  • + +
  • Knock (2nd)
  • + +
  • Ghost Armor (3rd)
  • + +
  • Hold Person (3rd)
  • + +
  • Lance of Disruption (3rd)
  • + +
  • Protection From Normal Missiles (3rd)
  • + +
  • Mordenkainen's Force Missiles (4th)
  • + +
  • Otiluke's Resilient Sphere (4th)
  • + +
  • Hold Monster (5th)
  • + +
  • Phantom Blade (5th)
  • + +
  • Protection From Normal Weapons (5th)
  • + +
  • Disintegrate (6th)
  • + +
  • Protection From Magic Energy (6th)
  • + +
  • Protection From Magical Weapons (6th)
  • + +
  • Malavon's Rage (7th)
  • + +
  • Mantle (7th)
  • + +
  • Mordenkainen's Force Blade (7th)
  • + +
  • Mordenkainen's Sword (7th)
  • + +
  • Power Word, Stun (7th)
  • + +
  • Bigby's Clenched Fist (8th)
  • + +
  • Improved Mantle (8th)
  • + +
  • Symbol, Stun (8th)
  • + +
  • Absolute Immunity (9th)
  • + +
  • Bigby's Crushing Hand (9th)
  • + +
+
+

Water

+
+
    +
  • Chill Touch (1st)
  • + +
  • Snilloc's Snowball Swarm (2nd)
  • + +
  • Icelance (3rd)
  • + +
  • Protection From Cold (3rd)
  • + +
  • Fire Shield (Blue) (4th)
  • + +
  • Ice Storm (4th)
  • + +
  • Cone of Cold (5th)
  • + +
  • Conjure Lesser Water Elemental (5th)
  • + +
  • Conjure Water Elemental (6th)
  • + +
  • Otiluke's Freezing Sphere (6th)
  • + +
  • Protection From The Elements (7th)
  • + +
  • Abi-Dalzim's Horrid Wilting (8th)
  • + +
  • Protection From Energy (8th)
  • + +
+
+ + +
+
+ \ No newline at end of file diff --git a/readmes/subdocuments_dw/evasion.html b/readmes/subdocuments_dw/evasion.html new file mode 100644 index 0000000..bab4f69 --- /dev/null +++ b/readmes/subdocuments_dw/evasion.html @@ -0,0 +1,64 @@ + + +Evasion: affected spells + + + + + +
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Evasion: affected spells

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These are the priest and wizard spells to which the thief's Evasion ability applies. (This is the list on an unmodded install; since the list is generated heuristically, if you have other mods that alter the spell system, Evasion may work differently.)

+ +

+
+ + + +
+ +
  • Acid Storm
  • +
  • Alicorn Lance
  • +
  • Blade Barrier
  • +
  • Burning Hands
  • +
  • Call Lightning
  • +
  • Chain Lightning
  • +
  • Cloudburst
  • +
  • Cone of Cold
  • +
  • Delayed Blast Fireball
  • +
  • Dragon's Breath
  • +
  • Fire Storm
  • +
  • Fireball
  • +
  • Flame Arrow
  • +
  • Flame Strike
  • +
  • Glyph of Warding
  • +
  • Incendiary Cloud
  • +
  • Lance of Disruption
  • +
  • Lightning Bolt
  • +
  • Malavon's Rage
  • +
  • Shout
  • +
  • Smashing Wave
  • +
  • Snilloc's Snowball Swarm
  • +
  • Sol's Searing Orb
  • +
  • Spirit Fire
  • +
  • Spiritual Wrath
  • +
  • Static Charge
  • +
  • Sunfire
  • +
  • Sunray
  • +
  • Sunscorch
  • +
  • Thorn Spray
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    Abilities

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    These are the abilities (sometimes called 'feats') available to characters (at level 2 and every three levels thereafter), along with any prerequisites and restrictions.

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    Abyssal Pact

    The blackguard has come to an arrangement with a mighty demon lord; in exchange for present and future favors too hideous to contemplate, the blackguard may use the demon lord's patronage to command the service of a marilith, glabrezu, nabassu or other demon once per day. Demons are capricious and it can never be guaranteed which demons will respect the pact, but in general only Balors and demon lords will dare to refuse the blackguard's command, though the demon will remain at the blackguard's side for only a single turn before departing.
    +
    +The blackguard takes a terrible risk in making the pact. Each time he/she uses this ability, he/she has a 10% chance of forfeiting his/her soul to his/her patron. If this happens, the blackguard will not be able to be resurrected after his/her death: he/she will be forever lost.
    +
    +Prerequisite: Blood War Secrets; may not be Lawful.
    +
    +Requirements: high level Blackguard.

    +

    Acrobatics

    Swashbucklers are known as great fighters, but their training concentrates more on movement and agility instead of pure strength and devastating blows. By further enhancing their acrobatic and dodging skills, swashbucklers may become more formidable opponents in battle.
    +This passive ability permanently increases Dexterity by 1, grants a +1 bonus to base armor class, and grants a 2 point bonus to any save vs. breath.
    +
    +Requirements: high level Swashbuckler.

    +

    Adamantite Body (Alteration)

    Range: 1
    +Duration: 6 rounds +1 round/5 levels
    +Casting Time: 7
    +Area of Effect: Creature Touched
    +Saving Throw: Special
    +
    +This is an improved version of the mage spell Iron Body; it turns the target creature's body into living adamantite.
    +
    +The new metallic body has many advantages: it reduces AC by 5, grants complete immunity to elemental and poison based attacks, and offers 90% resistance to magical and physical attacks. The target's Magic Damage Resistance is also set to 25%. In addition, the adamantite body can only be harmed by +3 weapons or better. While the new form doesn't allow the use of
    +weapons, the hands will be more than capable for battle - they both act as +4 weapons, deal 4d6 points of damage and are used with grandmaster level of proficiency. However, the target's casting time is increased by 4 as long as the spell lasts.
    +
    +Prerequisite: Arcane Knowledge: Abjuration, or Abjurer, or Sorcerer (Celestial Bloodline).
    +
    +Requirements: able to cast ninth-level arcane spells.
    +
    +Restrictions: not available to Transmuter.

    +

    Aegis (Abjuration)

    Range: 0
    +Duration: 5 rounds
    +Casting Time: 1
    +Area of Effect: Caster
    +Saving Throw: None
    +
    +This spell confers upon the mage very powerful protection for a short time. Physical resistances (Slashing, Piercing, Crushing, and Missile) and Elemental resistances are all set to 100%, Magic Damage resistance is set to 60%. The mage gains a total AC bonus of 5 and his/her saving throws are improved by 3 points. In addition to these bonuses Aegis protects the caster from the first spell that would normally remove combat or spell protections. The spell lasts for 5 rounds.
    +
    +Prerequisite: Arcane Knowledge: Abjuration, or Abjurer, or Sorcerer (Celestial Bloodline).
    +
    +Requirements: able to cast ninth-level arcane spells.
    +
    +Restrictions: not available to Transmuter.

    +

    Air Elemental Swarm (Conjuration/Summoning)

    Sphere: Air/Air
    +Range: 30 ft.
    +Duration: 1 turn
    +Casting Time: 9
    +Area of Effect: Special
    +Saving Throw: None
    +
    +This spell opens a portal to the Elemental Plane of Air and calls forth air elementals to serve the caster. Upon casting the spell, two 12-HD elementals immediately appear. One round later, a 16-HD elemental appears. One round later still, a 24-HD elemental appears. The elementals serve the caster faithfully, and disappear after 2 turns if they are not destroyed before then.
    +
    +Requirements: able to cast 7th level spells from the Air sphere or high level Air Elementalist.

    +

    Air Elemental Transformation

    Harnessing the power of air, this powerful shapechange ability allows the Druid to become an air elemental of immense strength.
    +
    +Strength: 23
    +Dexterity: 14
    +
    +Base Armor Class: -5
    +Number of Attacks: 2
    +THAC0: 2
    +Attack Damage: 4d10 slashing + 3d6 electrical; mist creatures take an additional 2d8 damage
    +
    +Special Abilities:
    +- Whirlwind aura: nearby enemies take 4d8 slashing damage/rd, save vs. breath weapon for 1/2 damage; 25% spell failure chance; cloud spells disrupted)
    +- Immune to electricity damage
    +- 75% resistance to missile damage
    +
    +The Druid is healed 12 Hit Points after using this ability. This cannot occur more often than once per hour.
    +
    +Requirements: high level Druid.
    +
    +Restrictions: not available to Shapeshifter or Totemic Druid.

    +

    Alchemy: Enhancement Potions

    The character has learned the secrets of brewing a variety of useful potions. Brewing potions requires the expenditure of gold on the raw materials (equal to the cost of buying the potion in a store) and draws slightly on the character's life force (equivalent to a loss of 1 experience point per gold piece cost).
    +
    +The character may brew the following potions:
    +Oil of Speed
    +Potion of Agility
    +Potion of Explosions
    +Potion of Fire Breath
    +Potion of Fortitude
    +Potion of Genius
    +Potion of Infravision
    +Potion of Insight
    +Potion of Invisibility
    +Potion of Master Thievery
    +Potion of Mind Focusing
    +Potion of Perception
    +Potion of Power
    +Potion of Strength
    +
    +Requirements: high level Bard, high level Mage, or high level Sorcerer.

    +

    Alchemy: Protective Potions

    The character has learned the secrets of brewing potions that protect the drinker from various forms of mundane and magical harm. Brewing potions requires the expenditure of gold on the raw materials (equal to the cost of buying the potion in a store) and draws slightly on the character's life force (equivalent to a loss of 1 experience point per gold piece cost).
    +
    +The character may brew the following potions:
    +Potion of Absorption
    +Potion of Cold Resistance
    +Potion of Defense
    +Potion of Fire Resistance
    +Potion of Insulation
    +Potion of Invulnerability
    +Potion of Magic Blocking
    +Potion of Magic Protection
    +Potion of Magic Shielding
    +Potion of Mirrored Eyes
    +Potion of Stone Form
    +
    +Requirements: high level Bard, high level Mage, or high level Sorcerer.

    +

    Alchemy: Rogues' Potions

    With cleverness innate to the class, an experienced rogue has seen enough potions in his/her adventuring career to simulate the creation of one. Brewing potions requires the expenditure of gold on the raw materials (equal to the cost of buying the potion in a store) and draws slightly on the character's life force (equivalent to a loss of 1 experience point per gold piece cost).
    +
    +The character may brew the following potions:
    +Antidote
    +Oil of Speed
    +Potion of Agility
    +Potion of Explosions
    +Potion of Extra Healing
    +Potion of Healing
    +Potion of Infravision
    +Potion of Invisibility
    +Potion of Master Thievery
    +Potion of Mind Focusing
    +Potion of Perception
    +Potion of Power
    +Rogue's Potion of Frost Giant Strength
    +
    +Requirements: high level Bard or high level Thief.

    +

    Alchemy: Warrior potions

    The character has learned the secrets of brewing potions that grant warriors superhuman strength and prowess. Brewing potions requires the expenditure of gold on the raw materials (equal to the cost of buying the potion in a store) and draws slightly on the character's life force (equivalent to a loss of 1 experience point per gold piece cost).
    +
    +The character may brew the following potions:
    +Potion of Cloud Giant Strength
    +Potion of Fire Giant Strength
    +Potion of Frost Giant Strength
    +Potion of Heroism
    +Potion of Hill Giant Strength
    +Potion of Stone Giant Strength
    +Potion of Storm Giant Strength
    +
    +Requirements: high level Bard, high level Mage, or high level Sorcerer.

    +

    Ambidexterity

    The character has learned to use both hands equally when fighting, and no longer suffers an additional -2 penalty with off-hand attack rolls when dual-wielding.
    +
    +Requirements: high level Blade, high level Ranger, or high level Swashbuckler.
    +
    +Restrictions: not available to Archer.

    +

    Arcane Knowledge

    The time and effort powerful wizards put into the study of complex spells, magical artifacts and the very essence of magic does not happen without rewards. The wizard's studies open his/her mind to new ways of thinking and perceiving the multiverse.
    +his/her extensive knowledge will give him/her the answer to even the most obscure problem; the broadening of his/her mental faculties make him/her capable of learning and memorizing an even greater variety of magic.
    +gives the character the ability to select high-level abilities associated with a specific school of magic.
    +
    +Requirements: able to cast ninth-level arcane spells.
    +
    +Restrictions: not available to spellcasters who lack access to this school of magic.
    +
    +Special: this ability can be taken multiple times, granting access to a new school of magic each time. Specialists in a school of magic, and sorcerers with a bloodline granting special affinity to that school, do not need to take Arcane Knowledge in that school to gain access to its High-Level Abilities.

    +

    Assassination

    Using every clever trick an experienced Thief has learned in countless battles, this ability allows every strike in the next round to act as a backstab, using the Thief's existing backstab modifier to determine damage.
    +
    +Requirements: high level Thief.
    +
    +Restrictions: not available to Swashbuckler.

    +

    Aura of Flaming Death (Evocation, Alteration)

    Range: 0
    +Duration: 1 round/2 levels
    +Casting Time: 4
    +Area of Effect: The caster
    +Saving Throw: None
    +
    +This spell causes the caster to be enveloped by an aura of intense flame that both injures opponents and protects the caster from damage. This shield not only grants the user 90% Fire Resistance and an AC bonus of 4, but also protects him/her from attacks made within a 5-ft. radius. An opponent that hits the caster with any weapons or spells within this radius suffers 2d10+2 fire damage. In addition, the intense heat protects the caster from all non-magical weapons, melee or missile.
    +
    +Requirements: able to cast 7th level spells from the Fire sphere or able to cast 7th level spells from the Protection sphere.

    +

    Avoid Danger

    A rogue's natural sense of preservation becomes heightened with the use of the Avoid Danger ability. Avoid Danger gives a +4 bonus to AC and a +2 bonus to all Saving Throws. The effect lasts for 3 rounds.
    +
    +Special: For rogues with the Advanced Avoid Danger feat, these effects increase to a +6 bonus to AC, a +3 bonus to all Saving Throws, a slight increase in movement speed, and the ability to dodge all normal missiles.
    +
    +Requirements: high level Bard or high level Thief.

    +

    Avoid Danger, Advanced

    The rogue's Avoid Danger ability is heightened in effectiveness. Avoid Danger now grants +6 AC and +3 to saving throws, lasts for five rounds, and allows the rogue to move so quickly that his/her movement rate is increased by 2 (base is 10) and normal missiles have no chance of striking him/her.
    +
    +Prerequisite: Avoid Danger.
    +
    +Requirements: high level Bard or high level Thief.

    +

    Avoid Death

    A high-level rogue can develop a sixth sense that allows him/her to avoid almost certain death. This passive ability causes the rogue to avoid any one death effect (including imprisonment, petrification, and disintegration) that would otherwise kill him/her outright. The ability functions at most once per eight hours.
    +
    +Prerequisite: Avoid Danger.
    +
    +Requirements: high level Bard or high level Thief.

    +

    Blood War Secrets

    The fiends of the lower planes constantly war against one another: baatezu dukes contest for control of the nine hells of Baator, demon lords pursue aeons-old rivalry, and the Blood War between baatezu and tanar'ri rages on. The most vile of blackguards have learned many of the hard-won fighting methods that the fiends have acquired against one another.
    +
    +This passive ability gives the blackguard a +2 bonus to attack and damage rolls when fighting lower-planar creatures.
    +
    +Requirements: high level Blackguard.

    +

    Boon of the Fey

    The druid is watched over by powerful nymphs and dryads, and their blessing will fall upon him/her in times of need. This passive ability causes the druid to be shielded by these spells upon being reduced to 50% of his/her maximum hit points: Ironskin, Improved Invisibility, and Physical Mirror. This power can operate at most once per 8-hour period.
    +
    +Requirements: high level Druid.

    +

    Break Enchantment

    The bard has learned how to remove enchantments with the power of his/her music. he/she may remove the effects of all spells from the Enchantment school - such as Hold, Charm and Confusion spells - from a single creature. This ability can be used three times per day.
    +
    +Requirements: high level Bard.

    +

    Call Spirit Warrior

    Spirit Warriors are spectral echoes of past heroes whose souls now rest in the halls of Valhalla. If a bard agrees to spread stories and songs of their legendary deeds in order to prevent them from being forgotten, a spirit of one of these valiant fighters will materialize and join the bard's cause for a short while (10 rounds). The mere presence of this fabled warrior instills courage in all nearby allies raising their morale to its highest. The Spirit Warrior summoned by a Skald is slightly more powerful than that summoned by other bards.
    +
    +Requirements: high level Bard.

    +

    Chant

    This ability gives the Monk powerful physical protections for a very short time. It increases Slashing, Piercing, Crushing and Missile resistances to 75%, and increases Fire, Cold, and Lightning resistances by 25%. There is a price for such protection however: by focusing ki-energies against physical attacks, the monk’s innate magic resistance will be nullified until this state expires. The effects of this ability last for 3 rounds. Multiple Chants are not cumulative.
    +
    +Prerequisite: Diamond Soul.
    +
    +Requirements: high level Monk.

    +

    Circle of Law

    By using this powerful ability the character turns into a bastion of Law and will gain unassailable protections against chaotic and evil creatures and effects. It grants the character complete immunity to all Necromancy spells, and gives a 3 point bonus to save vs. death and to armor class. Furthermore the character and his/her companions in a 15' radius area will be protected from Evil and all chaotic spells or effects like Chaos, Drunkenness, Fear, Berserk, etc.
    +
    +This ability lasts for 10 rounds.
    +
    +Requirements: high level Cavalier.

    +

    Cloak of Chaos (Enchantment)

    Sphere: Charm
    +Range: 30 ft.
    +Duration: 2 turns
    +Casting Time: 3
    +Area of Effect: Special
    +Saving Throw: Special
    +
    +This spell causes a shimmering cloak to coalesce from strands of planar chaos and drape itself around the shoulders of a creature chosen by the caster.
    +
    +The Cloak of Chaos has two effects. Firstly, the wearer is protected from all forms of magical command, as if by the spell Chaotic Commands. Secondly, any hostile creature adjacent to the wearer must save vs. spells at a -4 penalty each round to avoid being confused for that round.
    +
    +Requirements: able to cast 7th level spells from the Charm sphere.

    +

    Comet (Evocation)

    Range: 90 yards
    +Duration: Instantaneous
    +Casting Time: 3
    +Area of Effect: 30' radius
    +Saving Throw: Special
    +
    +A more powerful and specialized version of Meteor Swarm, this spell causes a small meteor or comet to strike the earth damaging all enemies in its path and sending out a powerful shockwave that knocks away all creatures in the area of effect. Those knocked down must save vs. breath or be stunned for 3 rounds. The comet itself does 5d10 fire and 5d10 crushing damage.
    +
    +This spell will not damage allies of the caster, who are momentarily shielded by the spell itself from the comet's effects.
    +
    +Prerequisite: Arcane Knowledge: Invocation, or Invoker, or Sorcerer (Stormborn Bloodline), or Sorcerer (Rimefrost Bloodline).
    +
    +Requirements: able to cast ninth-level arcane spells.
    +
    +Restrictions: not available to Enchanter, Militant Conjurer, or Sorcerer (Fey Bloodline).

    +

    Create Clerical Potions

    The character's rapport with the divine has reached the stage where they can imbue water with a small part of that divine power, creating potions of healing and protection. Brewing potions requires the expenditure of gold on the raw materials (equal to the cost of buying the potion in a store) and draws slightly on the character's life force (equivalent to a loss of 1 experience point per gold piece cost).
    +
    +The character may brew the following potions:
    +Antidote
    +Elixir of Health
    +Potion of Clarity
    +Potion of Extra Healing
    +Potion of Freedom
    +Potion of Healing
    +Potion of Regeneration
    +Potion of Superior Healing
    +
    +Requirements: high level Cleric, high level Druid, high level Favored Soul, or high level Shaman.

    +

    Create Flesh Golem (Alteration)

    Range: 20
    +Duration: Permanent
    +Casting Time: 8
    +Area of Effect: 1 Creature
    +Saving Throw: Neg.
    +
    +By casting this terrible spell, the caster attempts to magically destroy the target creature's body and turn it into a Flesh Golem, controlled by the caster. The target must make a save vs. polymorph to avoid instant death and transformation, but even if the save is successful, it will suffer 3d6 +3 points of damage because of the physical shock. Creatures of 12th level or below receive no saving throw. The newly created Flesh Golem will obey every command of the Transmuter.
    +
    +Normally golems are created in a long and arduous process. The magical bonds in their bodies require tremendous amounts of time and enchantments to be made permanent. The hastened method of this spell's transformation has its drawbacks naturally: any Flesh Golems created by this spell will decay into nothing after 1 hour.
    +
    +Prerequisite: Arcane Knowledge: Alteration, or Transmuter, or Sorcerer (Deepearth Bloodline).
    +
    +Requirements: able to cast ninth-level arcane spells.
    +
    +Restrictions: not available to Abjurer, Militant Abjurer, Militant Conjurer, or Militant Necromancer.

    +

    Create Greater Boneguard (Necromancy)

    Range: 20 yards
    +Duration: Special
    +Casting Time: 8
    +Area of Effect: Special
    +Saving Throw: None
    +
    +The caster sends a powerful call to the long dead corpses buried deep beneath the earth, constructing a horrifying abomination known as a Greater Boneguard. At high levels (25+) the caster is able to create an Apocalyptic Boneguard, a very fearsome ally. Controlling these powerful undead creatures requires intense concentration and is very draining to the caster; he/she will lose 1d8+5 hit points for creating a Greater Boneguard and 1d12+5 hit points for creating an Apocalyptic Boneguard. Greater Boneguards exist for 10 turns and Apocalyptic Boneguards exist for 7 turns.
    +
    +Prerequisite: Arcane Knowledge: Necromancy, or Necromancer, or Sorcerer (Gravetouched Bloodline).
    +
    +Requirements: able to cast ninth-level arcane spells.
    +
    +Restrictions: not available to Illusionist or Sorcerer (Celestial Bloodline).

    +

    Crippling Strike

    An experienced thief can use the knowledge of his/her opponent's weak spots to gain an advantage in combat. During the round when this ability is activated, every attack of the thief deals maximum damage and may weaken his/her target. On each successful hit the victim must make a saving throw vs. death (with a -4 penalty) or have its strength score lowered to 10 for the next five rounds. Note: Constructs, Elementals, Slimes and Undead creatures are completely unaffected by this ability.
    +
    +Prerequisite: Assassination.
    +
    +Requirements: high level Thief.
    +
    +Restrictions: not available to Swashbuckler.

    +

    Critical Strike

    A high-level warrior's intimate knowledge of vital spots on opponents allows him/her to, once per day, concentrate all of the attacks in one round to strike a vital area every time. With this ability, every attack roll made in the next round is a natural 20, a critical hit.
    +
    +Requires: Power Attack
    +
    +Prerequisite: Power Attack.
    +
    +Requirements: high level Fighter.

    +

    Dark Pact (Necromancy +Level: 10 +Range: 0 +Duration: 1 hour +Casting Time: 5 +Area of Effect: 50' radius +Saving Throw: None + +By means of this spell necromancers can increase the power of their undead servants. The caster channels dark magic into a single undead ally, increasing its hit points by 100% and granting it +2 to hit, damage, AC, and saving throws, immunity to Turn Undead, the benefits of an Improved Haste spell, and 50% resistance to magic and magical damage. The caster must be careful, though, since casting the spell causes a loss of 3d6 hit points, and requires a save vs. death at -2 to avoid losing one point of Constitution for 50 turns. + +Prerequisite: Arcane Knowledge: Necromancy, or Necromancer, or Sorcerer (Gravetouched Bloodline)

    .
    +
    +Requirements: able to cast ninth-level arcane spells.
    +
    +Restrictions: not available to Illusionist or Sorcerer (Celestial Bloodline).

    +

    Death Field (Necromancy)

    Duration: instant
    +Casting Time: 9
    +Area of Effect: 50' radius
    +Saving Throw: Special
    +
    +By casting this powerful necromantic spell, the wizard attacks the life force of every opponent within a 50ft radius. Weaker creatures - summons, creatures with 30 or fewer hit points, or creatures of 12th level or lower - die on the spot. All other creatures must save vs. spell at a -2 modifier or die.
    +
    +Prerequisite: Arcane Knowledge: Necromancy, or Necromancer, or Sorcerer (Gravetouched Bloodline).
    +
    +Requirements: able to cast ninth-level arcane spells.
    +
    +Restrictions: not available to Illusionist or Sorcerer (Celestial Bloodline).

    +

    Deathblow

    The Deathblow ability allows the warrior to blow through the defenses of any lesser creature. For the next 2 rounds, any creature of 10th level or lower is instantly killed when struck by the warrior.
    +
    +Requirements: high level Fighter, high level Paladin, or high level Ranger.

    +

    Deathblow, Greater

    The warrior has learned to use his/her Deathblow ability more effectively. It now slays creatures of 12th level or lower.
    +
    +Requires: Deathblow
    +
    +Prerequisite: Deathblow.
    +
    +Requirements: high level Fighter.
    +
    +Restrictions: not available to Barbarian.

    +

    Deathkiss

    This compound causes instant death in weaker victims. Anyone struck by the poison suffers 6 poison damage (no save) and then must make a save vs. poison at -2. Creatures with 60 or fewer hit points die instantly if they fail the saving throw; other creatures who fail their saving throw take 1 hit point of damage per second for 24 seconds.
    +
    +No creature can be affected by the poison more often than once per round.
    +
    +Characters with this ability can opt to use this poison when they activate their Poison Weapon ability.
    +
    +Requirements: high level Assassin or high level Blackguard.

    +

    Demon Binding

    Through perusal of forbidden texts and conversations of a questionable nature, the character has learned some of the secrets of the fiends of the lower planes, and - through dark pacts, fragments of true names, and raw power - can exercise a modicum of control over some of them. When using the mage spells Summon Fiend and Cacofiend to bring forth a fiend, the character will bind the fiend called forth to obey his/her will, instead of simply leaving it to rampage at random.
    +
    +Most wizards avoid demon binding for good reason: he/she who trafficks with fiends puts his/her immortal soul at risk. Each time the character summons and binds a fiend, there is a 10% chance that his/her alignment will shift one step towards evil. If he/she is already evil, there is instead a 10% chance that his/her soul will be forfeit to the denizens of the lower planes. A character whose soul is lost in this way cannot be resurrected from the dead - once slain, he/she is forever lost.
    +
    +This ability may be taken twice. When taken a second time, the character gains the ability to bind even the mighty fiends called forth by the Gate spell. When doing so, the risk of the character sliding towards evil, or of forfeiting his/her soul, increases to 25%.
    +
    +Prerequisite: Arcane Knowledge: Conjuration, or Conjurer, or Sorcerer (Fiendish Bloodline), or Sorcerer (Efreeti Bloodline).
    +
    +Requirements: able to cast ninth-level arcane spells.
    +
    +Restrictions: not available to Bloodrager, Diviner, or Militant Invoker.
    +
    +Special: this ability may be selected twice. Its effects are cumulative.

    +

    Diamond Soul

    The monk is able to tune his/her body with skill and quasi-magical abilities to the point that he/she becomes a magical creature. When he/she achieves a state of unshakeable stability in body and soul,
    +he/she is no longer affected by spells and other abilities that would endanger this unity or attempt to manipulate his/her physical form.
    +
    +Diamond Soul renders the monk immune to effects like Petrification, Disintegration or Polymorph.
    +
    +Requirements: high level Monk.

    +

    Displacement

    After becoming a partially ethereal creature, the monk can develop the ability to use this power instinctively in dangerous situations. When seriously injured he/she connects with the ethereal world, slipping his/her body out of phase with reality. When his/her hit points fall below 20% of their maximum the monk partially fades out, which grants him/her +2 AC and immunity to weapons with less than +3 enchantment level for 5 rounds. While in this state, the monk can still be seen by those around him/her and can be targeted by spells and magical effects. The effect can trigger only once in an 8-hour period.
    +
    +Prerequisite: Ethereal.
    +
    +Requirements: high level Monk.

    +

    Divine Protection

    As one of the preeminent champions of his/her deity on Toril, the priest is blessed with that deity's personal protection in the event of great risk. This passive ability causes the priest to be shielded by these spells upon being reduced to 50% of his/her maximum hit points: Sanctuary, Shield of the Archons, and Physical Mirror. This power can operate at most once per 8-hour period.
    +
    +Requirements: high level Cleric.

    +

    Divine Shell (Abjuration)

    Sphere: Wards
    +Range: 0
    +Duration: 1 turn
    +Casting Time: 2
    +Area of Effect: Caster
    +Saving Throw: None
    +
    +This is perhaps the most powerful protection spell available for Divine spellcasters. It confers 75% Fire, Cold, Lightning resistance, 25% Magic Damage resistance, and 80% resistance to physical attacks. The caster gains 20% temporary bonus to Maximum Hit Points, 5 points bonus to Save vs. Death, and becomes protected from Normal weapons. Mind affecting spells and anything that hinders free movement will have no effect on the caster. In addition to these bonuses this spell will protect from every spell directed against the caster. It absorbs 15 levels of spells, up to 8th level. The protection lasts for 1 Turn.
    +
    +Requirements: able to cast 7th level spells from the Wards sphere.

    +

    Diviner's Focus

    A mage who has truly mastered divination magic can focus it to look past the glamers and phantasms that opponents conjure up as distractions.
    +
    +This passive ability enhances castings of the divination spells Detect Invisibility, Oracle, True Sight, and Reveal. Upon casting any of these spells, for 10 rounds the caster is able to see the exact location of a creature protected by the Improved Invisibility spell or similar effects. The caster may target spells on any such creature normally.
    +
    +Prerequisite: Arcane Knowledge: Divination, or Diviner.
    +
    +Requirements: able to cast ninth-level arcane spells.
    +
    +Restrictions: not available to Bloodrager, Conjurer, Militant Abjurer, Militant Conjurer, or Sorcerer (Shadowed Bloodline).

    +

    Dragon Fist

    High level Monks have the ability to focus Ki energies in their bodies in many ways. When using this ability all attacks made by the Monk in the next round will remove one Specific Protection up to 8th level (save vs. breath at -2), one Magical Protection up to 8th level (no save), and one Physical Protection up to 8th level (save vs breath). Creatures hit by Dragon Fist must also save vs. breath at -4, or their Magic Resistance will be reduced by 19% for 6 rounds. This effect is cumulative. Dragon Fist always removes the strongest Protection spell from the target.
    +
    +Prerequisite: Shadowless Kick.
    +
    +Requirements: high level Monk.

    +

    Dragon's Breath (Any School)

    Range: 320 ft.
    +Duration: Instant
    +Casting Time: 3
    +Area of Effect: 15-ft. radius
    +Saving Throw: Special
    +
    +This spell causes a disembodied head of a red dragon to appear and breathe fire with the strength of an adult red dragon. In addition to the enormous 20d10 fireball, the force of the dragon's breath knocks an opponent off their feet and away from the caster. The victim can save vs. Breath Weapon to take half damage and not be blown backwards.
    +
    +This spell will not harm party members.
    +
    +Prerequisite: Arcane Knowledge: Invocation, or Invoker, or Sorcerer (Stormborn Bloodline), or Sorcerer (Rimefrost Bloodline).
    +
    +Requirements: able to cast ninth-level arcane spells.
    +
    +Restrictions: not available to Enchanter, Militant Conjurer, or Sorcerer (Fey Bloodline).

    +

    Earth Elemental Swarm (Conjuration/Summoning)

    Sphere: Earth/Earth
    +Range: 30 ft.
    +Duration: 1 turn
    +Casting Time: 9
    +Area of Effect: Special
    +Saving Throw: None
    +
    +This spell opens a portal to the Elemental Plane of Earth and calls forth earth elementals to serve the caster. Upon casting the spell, two 12-HD elementals immediately appear. One round later, a 16-HD elemental appears. One round later still, a 24-HD elemental appears. The elementals serve the caster faithfully, and disappear after 2 turns if they are not destroyed before then.
    +
    +Requirements: able to cast 7th level spells from the Earth sphere or high level Earth Elementalist.

    +

    Earth Elemental Transformation

    Harnessing the power of the earth, this powerful shapechange ability allows the Druid to become an earth elemental of immense strength.
    +
    +Strength: 23
    +Dexterity: 14
    +
    +Base Armor Class: -5
    +Number of Attacks: 2
    +THAC0: 2
    +Attack Damage: 5d8 crushing + knockback (save vs. breath weapon to avoid)
    +
    +Special Abilities:
    +- 50% resistance to missile damage
    +- 50% resistance to slashing damage
    +- 50% resistance to piercing damage
    +- 25% extra damage from crushing weapons
    +
    +The Druid is healed 12 Hit Points after using this ability. This cannot occur more often than once per hour.
    +
    +Requirements: high level Druid.
    +
    +Restrictions: not available to Shapeshifter or Totemic Druid.

    +

    Elemental Swarm (Conjuration/Summoning)

    Sphere: Summoning
    +Range: 30 ft.
    +Duration: 1 turn
    +Casting Time: 9
    +Area of Effect: Special
    +Saving Throw: None
    +
    +This spell opens a series of briefly-open portals to the Elemental Planes and calls forth elementals to serve the caster. Upon casting the spell, two 12-HD elementals immediately appear. One round later, a 16-HD elemental appears. One round later still, a 24-HD elemental appears. Each elemental is drawn from a different elemental plane (chosen at random) so that once all four elementals have appeared, one will be from each of the planes of Earth, Air, Fire and Water. The elementals serve the caster faithfully, and disappear after 2 turns if they are not destroyed before then.
    +
    +Requirements: able to cast 7th level spells from the Summoning sphere.

    +

    Empowered Animal Summoning

    The character's strong bond to the natural world allows him/her to bolster the strength and resilience of the animals he/she summons to his/her side.
    +
    +This passive ability causes summoned animals to appear with a +4 bonus to attack rolls, damage rolls, armor class and a +2 bonus to saving throws, and to have the ability to harm creatures unaffected by nonmagical or +1 weapons. The spells affected are Animal Summoning (any rank) and Conjure Animals. The power does not affect summoned elementals or fey.
    +
    +Requirements: high level Beast Master or high level Druid.

    +

    Empowered Breath Weapon

    The Dragon Disciple's breath weapon now inflicts 12d8 damage
    +
    +Requirements: high level Dragon Disciple.

    +

    Empowered Totemic Summoning

    The character's strong bond to the spirit animal he/she summons allows him/her to bolster their strength and resilience.
    +
    +This passive ability causes summoned spirit animals to appear with a +4 bonus to attack rolls, damage rolls, armor class and a +2 bonus to saving throws.
    +
    +Requirements: high level Totemic Druid.

    +

    Endurance

    High-level rangers are capable of tremendous feats of stamina and endurance, from tireless marches to perseverence despite grave injuries and hardships.
    +
    +This passive ability grants the ranger a 20% boost to movement rate, immunity to fatigue and unconsciousness, a 10% bonus to maximum hit points, and a +1 bonus to saving throws and attack rolls.
    +
    +Requirements: high level Ranger.

    +

    Energy Blades (Any School)

    Range: Special
    +Duration: 4 turns
    +Casting Time: 3
    +Area of Effect: Special
    +Saving Throw: None
    +
    +An energy blade is a discus made of pure energy. The disc gives +10 to THAC0, and when thrown does 1d4+5 missile damage as well as 1d10 additional electrical damage. This spell creates 1 energy disc per level of the caster and sets the caster's attacks to 9 as long as the discs are held.
    +
    +Prerequisite: Arcane Knowledge: Invocation, or Invoker, or Sorcerer (Stormborn Bloodline), or Sorcerer (Rimefrost Bloodline).
    +
    +Requirements: able to cast ninth-level arcane spells.
    +
    +Restrictions: not available to Enchanter, Militant Conjurer, or Sorcerer (Fey Bloodline).

    +

    Energy Drain (Necromancy)

    Range: Touch
    +Duration: Permanent
    +Casting Time: 3
    +Area of Effect: 1 creature
    +Saving Throw: None
    +
    +The casting of this spell opens a channel between the caster's plane and the Negative Energy Plane. The caster of the spell acts as a conduit between the two planes, sucking life from a victim and transferring it to the Negative Energy Plane, draining him/her of 5 levels of experience. The target of this spell loses levels, Hit Dice, Hit Points, and abilities permanently. These levels can only be restored by a priest's Restoration spell.
    +
    +Requirements: able to cast 7th level spells from the Necromantic sphere.

    +

    Enhanced Bard Song: the Epic of

    This mighty battle chant grants the Bard and his/her allies +4 to hit, +4 to all saving throws, +10% bonus to magic resistance and immunity to Fear and Charm. The Bard him/herself receives an 8 point bonus to all of his/her saving throws while singing the song.
    +
    +Requirements: high level Bard.
    +
    +Restrictions: not available to Jester or Skald.

    +

    Enhanced Boon of Lathander

    As one of the foremost servants of Lathander, the priest is able to use the Boon of Lathander ability more effectively than other priests. When the priest invokes this ability, it grants +3 to hit, damage and saving throws, grants an additional attack per round, gives immunity to energy drain and restores any levels that the priest has lost.
    +
    +Requirements: high level Favored Soul of Lathander or high level Morninglord of Lathander.

    +

    Enhanced Jester Song: the Mesmeric Melody

    The Enhanced Jester Song affects all opponents within hearing range who must save vs. spells once per round or become distracted (-2 save penalty) confused (no save bonus) or mesmerized (+2 save bonus). The Jester him/herself becomes immune to all mind-affecting spells and abilities while singing the song.
    +
    +Requirements: high level Jester.

    +

    Enhanced Skald Song: the Saga of

    This mighty battle chant grants the Skald and his/her allies +5 to hit, +5 to damage, -5 to AC, +10% resistance to physical damage, immunity to Fear, Stun and Confusion. The Skald him/herself receives a 10 point bonus to his/her armor class while singing the song.
    +
    +Requirements: high level Skald.

    +

    Enthralling Melody

    Range: Visual range of the caster
    +Duration: 5 rounds
    +Casting Time: 7
    +Area of Effect: 30-feet radius
    +Saving Throw: Special
    +
    +By softly humming a subtly hypnotic tune, an experienced Bard can captivate and enthrall any audience, even creatures that do not understand his/her language. Opponents in the area of effect must successfully save vs. paralyzation or give the Bard their undivided attention, totally ignoring their surroundings and becoming fascinated for the following five rounds. Fascinated creatures can take no actions for the duration of the effect; however, they can still perceive danger on a subconscious level, so any hostile action taken against them automatically breaks this state. In addition, even if opponents make their saving throws and avoid the fascination effect, there is still a 25% chance that they will become confused for one round (no save) from being too deeply immersed into the hypnotic pattern of the song.
    +
    +This ability completely ignores any magic resistance of the targets. However, it has no effect on mindless creatures such as Constructs, Skeletons, Zombies and Slimes.
    +
    +Requirements: high level Bard.

    +

    Ethereal

    As a magical being, the high-level monk can assume an ethereal state for a limited time. For 5 rounds he/she becomes completely invisible to the eyes of others and receives a 4 point bonus to AC. In the first 2 rounds of this state he/she cannot be detected, not even by magical means, and the ethereal form grants him/her immunity to weapons below +4 enchantment level. If the monk makes an attack, creatures around him/her will know about his presence and he/she will become partially visible. During the ethereal state the monk cannot use any of his/her innate abilitie
    +s.
    +
    +Note that powerful creatures - like Demons or Dragons - will still be able to see and attack the monk while ethereal.
    +
    +Prerequisite: Diamond Soul.
    +
    +Requirements: high level Monk.

    +

    Ethereal Retribution (Conjuration)

    Sphere: Summoning
    +Range: 40 ft.
    +Duration: 3 rounds
    +Casting Time: 8
    +Area of Effect: 15-ft. radius
    +Saving Throw: Special
    +
    +Ghostly figures called by the Shaman swirl around the battlefield, tormenting the Shaman's adversaries. All enemies within the area of effect take 3d8 points of magic damage per round for the next 3 rounds (no save). In addition, all living enemies (undead and constructs are unaffected) must save vs. Spell or lose 2 points of Strength every round for 5 rounds. The Strength loss is cumulative, but this spell cannot reduce the Strength of a creature below 1.
    +
    +Requirements: high level Shaman.

    +

    Evasion

    This ability mirrors the thief's Evasion ability: when attacked by a spell that allows the character to make a saving throw for half damage, and when it is possible to dodge, fall flat, or otherwise nimbly evade the spell's effects, the character takes no damage (instead of half damage) on a successful save.
    +
    +Requirements: high level Barbarian or high level Monk.

    +

    Extra Favored Enemy

    The character adds an additional creature type to his/her list of favored enemies (rangers get +4 to hit and damage vs. favored enemies).
    +
    +Requirements: high level Ranger
    +
    +Special: this ability may be selected multiple times, adding a new favored enemy each time.

    +

    Extra Level 6 Spell

    Choosing this ability allows the character to cast an additional level 6 arcane spell.
    +
    +Requirements: able to cast sixth-level arcane spells.

    +

    Extra Level 7 Spell

    Choosing this ability allows the character to cast an additional level 7 arcane spell.
    +
    +Requirements: able to cast seventh-level arcane spells.

    +

    Extra Level 8 Spell

    Choosing this ability allows the character to cast an additional level 8 arcane spell.
    +
    +Requirements: able to cast eighth-level arcane spells.

    +

    Faster Than the Eye

    The monk can increase his/her movement speed to unbelievable heights for a single moment. During this time the monk is able to run to a point within sight in an instant, without being stopped or hurt by anyone.
    +
    +Requirements: high level Monk.

    +

    Favored of the Spirits

    Range: 0
    +Duration: 1 hour
    +Casting Time: 9
    +Area of Effect: The caster
    +Saving Throw: None
    +
    +This powerful rite shields the Shaman from death for 1 hour or until discharged. While under the protection of this rite, the Shaman is immune to all forms of death magic. In addition, if the Shaman is reduced below 10% Hit Points and the rite is active, the Shaman instantly receives the benefit of a Heal spell. The rite's protection (including the immunity to death) is completely discharged once the Heal spell is triggered.
    +
    +Requires: Spirit Form
    +
    +Requirements: high level Shaman.

    +

    Feral Resilience

    The shapeshifter has gained sufficient insight into the werewolf's form to manifest its regeneration power while shapeshifted. This passive ability allows the shapeshifter to regenerate 2 hit points per second while in Greater Werewolf form.
    +
    +Prerequisite: Feral Strength.
    +
    +Requirements: high level Shapeshifter.

    +

    Feral Strength

    The shapeshifter has learned to channel the full might of the werewolf. This passive ability increases the shapeshifters Strength when transformed by 2 points.
    +
    +Requirements: high level Shapeshifter.

    +

    Fiery Rage

    The barbarian's rage is infused with magical fire.
    +
    +This passive ability causes the barbarian's attacks, while enraged, to do an additional 1d6 fire damage.
    +
    +Requirements: high level Barbarian.
    +
    +Restrictions: not available to Air Elementalist or Water Elementalist.

    +

    Finesse

    With proper training and skills, the blade can achieve perfection in his/her special spin stances. This passive ability improves both the Offensive and Defensive spin innates. Activating Offensive Spin will grant an extra 5% to the Critical Hit chance for the duration of the ability. While in Defensive Spin, the blade will be able to move around, though his/her movement rate will be reduced to 50%.
    +
    +Requirements: high level Blade.

    +

    Finger of Destruction

    Evil monks can focus Ki energies in the most harmful ways. The Finger of Destruction is a secret and forbidden technique to most monks, and only those with no respect towards the lives of others are able to learn it.
    +
    +By concentrating his/her Ki into one point on the target's body, the monk touches an opponent with his/her pointing finger. If the attack is successful, the victim loses 5 points of Constitution and suffers a 2 point penalty to saves vs. death for 5 turns (no save). Creatures below 10 Hit Dice die immediately, and even those above this level suffer 10 points of magical damage.
    +
    +In addition to the instant effects, the destructive energies keep weakening the target, who will suffer an additional 1 point penalty to Constitution and saves vs. death every second round for 1 turn. The victim is entitled to a saving throw vs. death every time to avoid further negative effects.
    +
    +Finger of Destruction can only be used once per day.
    +
    +Prerequisite: Dragon Fist; may not be Good.
    +
    +Requirements: high level Monk.

    +

    Fire Elemental Swarm (Conjuration/Summoning)

    Sphere: Fire/Fire
    +Range: 30 ft.
    +Duration: 1 turn
    +Casting Time: 9
    +Area of Effect: Special
    +Saving Throw: None
    +
    +This spell opens a portal to the Elemental Plane of Fire and calls forth fire elementals to serve the caster. Upon casting the spell, two 12-HD elementals immediately appear. One round later, a 16-HD elemental appears. One round later still, a 24-HD elemental appears. The elementals serve the caster faithfully, and disappear after 2 turns if they are not destroyed before then.
    +
    +Requirements: able to cast 7th level spells from the Fire sphere or high level Fire Elementalist.

    +

    Fire Elemental Transformation

    Harnessing the power of fire, this powerful shapechange ability allows the Druid to become a fire elemental of immense strength.
    +
    +Strength: 23
    +Dexterity: 14
    +
    +Base Armor Class: -5
    +Number of Attacks: 2
    +THAC0: 2
    +Attack Damage: 4d8 crushing + 4d6 fire + burn (2d6/rd, save vs. breath weapon each round to remove)
    +
    +Special Abilities:
    +- Fire aura: nearby enemies take 4d6 fire damage/rd, save vs. breath weapon for 1/2 damage)
    +- Immune to fire damage
    +- 50% extra damage from cold
    +
    +
    +The Druid is healed 12 Hit Points after using this ability. This cannot occur more often than once per hour.
    +
    +Requirements: high level Druid.
    +
    +Restrictions: not available to Shapeshifter or Totemic Druid.

    +

    Foresight (Divination)

    Range: Self
    +Duration: 2 turns
    +Casting Time: 1
    +Area of Effect: Caster
    +Saving Throw: None
    +
    +This spell grants the recipient a powerful sixth sense about imminent events involving himself. Once the spell is cast, the character receives instantaneous warnings of impending danger or harm to the subject of the spell. The character will never be surprised. In addition, the spell gives the caster a general idea of what action the character might take to best protect him/herself - duck, jump right, close the eyes, and so on.
    +Whenever a saving throw is allowed, the character will always succeed and the character's armor class is lowered by 15 points.
    +
    +Prerequisite: Arcane Knowledge: Divination, or Diviner.
    +
    +Requirements: able to cast ninth-level arcane spells.
    +
    +Restrictions: not available to Bloodrager, Conjurer, Militant Abjurer, Militant Conjurer, or Sorcerer (Shadowed Bloodline).

    +

    Fury of the Pack (Conjuration)

    Sphere: Animal
    +Range: 40ft.
    +Duration: 1 round
    +Casting Time: 5
    +Area of Effect: 1 creature
    +Saving Throw: Special
    +
    +Through this spell, the caster briefly summons a pack of wolf spirits, who vent their fury against a single enemy of the caster. Over the next round, a dozen of these spirits will rip at the target with invisible teeth and claws. The wolf spirits' attacks bypass defenses against magical weapons and always hit, inflicting 2d8 slashing and 2d8 piercing damage; a save vs spells at -2 reduces this by half. The pack are invisible and cannot be harmed by weapons or spells.
    +
    +Requirements: able to cast 7th level spells from the Animal sphere.

    +

    Gate (Conjuration/Summoning)

    Sphere: Evil
    +Range: 0
    +Duration: 33 rounds
    +Casting Time: 5
    +Area of Effect: Special
    +Saving Throw: None
    +
    +By means of this spell, the caster calls a powerful outer-planar creature - a balor or pit fiend - to attack his/her foes. Unlike the mage version of the spell, a cleric's Gate spell calls forth a fiendish servant of his/her god, which will follow the cleric's instructions.
    +
    +Prerequisite: may not be Good.
    +
    +Requirements: able to cast 7th level spells from the Evil sphere.

    +

    Globe of Blades (Evocation)

    Sphere: Combat
    +Range: Caster
    +Duration: 1 turn
    +Casting Time: 9
    +Area of Effect: Special
    +Saving Throw: 1/2
    +
    +The priest employs this spell to set up a globe of razor-sharp blades. These whirl and flash around the caster, creating a dangerous barrier. Any creature attempting to pass through the blade barrier suffers 10d10 points of damage, or half that if they succeed at a Saving Throw vs. Spell at -2. The barrier remains for 1 turn.
    +
    +Requirements: able to cast 7th level spells from the Combat sphere.

    +

    Greater Rage

    The rage of a sufficiently powerful barbarian is awesome to behold.
    +
    +This passive ability increases the effect of the barbarian's Rage power. It now increases the barbarian's Strength and Constitution by 6 each (instead of the usual 4).
    +
    +Prerequisite: Tireless Rage.
    +
    +Requirements: high level Barbarian.

    +

    Greater War Cry

    With Greater War Cry, the character's War Cry becomes more powerful. The character emits a powerful and frightening yell that will leave all opponents in a 30' radius panicked with fear if they fail to save vs. spell at -2. In addition to this effect, Greater War Cry will increase the combat effectiveness of nearby party members by granting them a THAC0 bonus of 3 and immunity to fear effects for 2 rounds.
    +
    +Prerequisite: War Cry.
    +
    +Requirements: high level Fighter or high level Skald.

    +

    Greater Whirlwind Attack

    The character has learned to use his/her Whirlwind Attack ability more effectively. There is no longer any penalty to attack rolls when using this ability.
    +
    +Prerequisite: Whirlwind Attack.
    +
    +Requirements: high level Fighter.
    +
    +Restrictions: not available to Barbarian.

    +

    Hardiness

    Calling upon hidden reserves of strength during times of danger, a warrior can use the Hardiness ability to gain 40% resistance to all forms of physical damage. The ability lasts for 1 round for every 2 levels of the warrior.
    +
    +This ability does not stack with Defensive Stance.
    +
    +Requirements: high level Fighter, high level Paladin, or high level Ranger.

    +

    Harm (Necromancy)

    Sphere: Necromantic
    +Range: Touch
    +Duration: Permanent
    +Casting Time: 9
    +Area of Effect: 1 creature
    +Saving Throw: None
    +
    +This spell is the reverse of Heal. Instead of healing the creature touched, it causes damage. On a successful touch from the priest, the spell reduces the target to 1 Hit Point. The next attack that the priest makes will inflict this effect; however, he/she only has 2 rounds to make the attack before the spell fizzles. If the priest misses the target creature, the spell is wasted. There is no Saving Throw.
    +
    +Requirements: high level Blackguard.

    +

    Holy Aura (Abjuration)

    Sphere: Good
    +Range: 0
    +Duration: 2 turns
    +Casting Time: 3
    +Area of Effect: Special
    +Saving Throw: Special
    +
    +A brilliant, divine radiance surrounds the subjects, protecting them from attacks, granting them resistance to spells, and blinding evil creatures when they strike the subjects. This abjuration has four effects:
    +
    +First, the warded creatures gain a +2 bonus to AC and a +2 bonus to all saves.
    +Second, the warded creatures gains 25% magic resistance, unless their magic resistance is already higher.
    +Third, the abjuration protects the creatures against charm and domination spells.
    +Fourth, any creature of evil alignment who strikes those protected by the Holy Aura must make a Save vs. Spells or be blinded for 1 round.
    +
    +The Holy Aura cannot be removed by Dispel or Remove Magic, though it can be penetrated by spells such as Breach.
    +
    +Prerequisite: may not be Evil.
    +
    +Requirements: able to cast 7th level spells from the Good sphere.

    +

    Implosion (Evocation)

    Range: 40 ft.
    +Duration: 2 rounds
    +Casting Time: 5
    +Area of Effect: 1 creature
    +Saving Throw: Special
    +
    +This spell creates a rift in the earth beneath the target which implodes and closes in upon itself, crushing and burning the target and holding it for 1 round. The spell does 10d10 fire damage and 10d10 blunt damage. The victim can save vs. Spell for half.
    +
    +Requirements: able to cast 7th level spells from the Combat sphere.

    +

    Improved Alacrity (Any School)

    Range: 0
    +Duration: 2 rounds
    +Casting Time: 9
    +Area of Effect: The caster
    +Saving Throw: None
    +
    +Improved Alacrity essentially erases the pause between casting spells. When cast, the wizard can begin casting a new spell the instant he/she is finished casting his/her current spell. The effect lasts for 2 rounds.
    +
    +Prerequisite: Arcane Knowledge: Alteration, or Transmuter, or Sorcerer (Deepearth Bloodline).
    +
    +Requirements: able to cast ninth-level arcane spells.
    +
    +Restrictions: not available to Abjurer, Militant Abjurer, Militant Conjurer, or Militant Necromancer.

    +

    Improved Defensive Stance

    The most experienced Dwarven Defenders have learned to channel and magnify their natural dwarven resistances whilst using Defensive Stance.
    +
    +This passive ability may be taken up to four times. Each time, the character's Defensive Stance ability gains additional powers, as follows:
    +
    +1st time: +40% to poison resistance
    +2nd time: +20% to elemental (fire, cold, acid, lightning) resistance; poison resistance increases to 75%
    +3rd time: +20% to magic resistance; elemental resistance increases to 40%
    +4th time: +30% to magic damage resistance (Magic Missile, Horrid Wilting etc); magic resistance increases to 40%
    +
    +Requirements: high level Dwarven Defender.

    +

    Improved Seeking Sword

    As one of the foremost servants of Helm, the priest is able to use the Seeking Sword ability more effectively than other priests. In this character's hands, the Seeking Sword has a +5 bonus to hit, inflicts 2d4+5 damage and an additional 1d6 fire damage, and does not prevent spellcasting.
    +
    +Requirements: high level Favored Soul of Helm or high level Watcher of Helm.

    +

    Infernal Contract

    The blackguard has signed a contract with a high-ranking power in the Nine Hells - perhaps one of the Dark Eight, the pit fiends who oversee the Blood War; perhaps a being darker still. The long-term consequences for the blackguard's soul are dire, but in the short term, he/she is able, once per day, to demand the allegiance of a cornugon, abishai or other baatezu devil. The contracts of the Hells are so byzantine that it can never be guaranteed which baatezu will be bound by the contract, but in general only the mighty Pit Fiends - and baatezu of similar power - are unconstrained by it; other baatezu must obey without question, though the length of their service is only one turn and they will depart immediately afterwards.
    +
    +Each time the blackguard uses this ability, he/she has a 10% chance of forfeiting his/her soul to his/her patron. If this happens, the blackguard will not be able to be resurrected after his/her death: he/she will be forever lost.
    +
    +Prerequisite: Blood War Secrets; may not be Chaotic.
    +
    +Requirements: high level Blackguard.

    +

    Inner Time

    is the pinnacle of the monk's mental and physical abilities. Having achieved perfect focus in body and soul, the most experienced monks are able to slow their inner time to a point where they sense every second as if it were five. This state allows them to judge combat situations more wisely and react to the surrounding world much more quickly and effectively.
    +
    +Inner Time not simply hastens the mind; the body becomes faster too. A spectator would find the monk's movement and actions incredibly fast. his/her fists become more dangerous than any other weapon: he/she gets 8 attacks/round, his/her damage, THAC0 and AC get a 4 points bonus, attack and casting speeds are also reduced by 2. he/she can catch missiles and throw them back to the attacker with the same move, and is protected from backstabs.
    +
    +The ability expires after 3 rounds, whereupon the monk will become winded and will be unable to use any special attacks or abilities for the following 2 rounds.
    +
    +Prerequisite: Faster Than the Eye.
    +
    +Requirements: high level Monk.

    +

    Insightful Strike

    An experienced Swashbuckler can use the knowledge of his/her opponent's weak spots to gain an advantage in combat. During the round when this ability is activated, the Swashbuckler receives a +5 bonus to his/her critical hit rolls and deals maximum damage with each attack.
    +
    +Requirements: high level Swashbuckler.

    +

    Lingering Breath Weapon

    The energies of the Dragon Disciple's breath weapon cling to its victims. Those affected by the breath weapon who fail a save vs. breath at a -4 penalty take an additional 6d8 damage one round later.
    +
    +Prerequisite: Empowered Breath Weapon.
    +
    +Requirements: high level Dragon Disciple.

    +

    Lingering Song

    The bard's music stays with the listeners long after the last note has died away. When the bard stops playing, the effect of the song lasts an additional 2 rounds.
    +
    +Requirements: high level Bard.
    +
    +Special: this ability may be selected twice. Its effects are cumulative.

    +

    Maestro of Enchantment

    The bard can mimic the effects of any commonly-known arcane enchantment spell of 6th level or less. This ability can be used three times per day.
    +
    +Requirements: high level Bard.

    +

    Malavon's Fury (Invocation)

    Range: Self
    +Duration: Special
    +Casting Time: 1
    +Area of Effect: 30' radius
    +Saving Throw: Special
    +
    +This devastating spell was created by a powerful drow wizard named Malavon, somewhere deep within The Spine of the World. This is the improved version of his spell Malavon's Rage. The caster causes dozens of magical acid darts to strike anyone within a 30' radius. Every creature caught in the area of effect suffers 15D8 points of acid damage (save vs. breath for half). Those who were struck by the spell will suffer additional 1D8 points of damage/round for 3 rounds.
    +
    +Malavon's Fury does not affect the caster.
    +
    +Prerequisite: Arcane Knowledge: Invocation, or Invoker, or Sorcerer (Stormborn Bloodline), or Sorcerer (Rimefrost Bloodline).
    +
    +Requirements: able to cast ninth-level arcane spells.
    +
    +Restrictions: not available to Enchanter, Militant Conjurer, or Sorcerer (Fey Bloodline).

    +

    Mass Charm

    Range: Visual range of the caster
    +Duration: 5 rounds
    +Casting Time: 6
    +Area of Effect: 30-feet radius
    +Saving Throw: Special
    +
    +An experienced Bard eventually learns to influence the actions of his/her opponents. By focusing his/her willpower a Bard can suggest a course of activity which opponents feel strongly compelled to follow. The suggestion must be worded in such a manner as to make the activity sound reasonable. Obviously self-destructive orders are not carried out and break the enchantment. If a common language is shared, the Bard can generally force the subjects to perform as he/she desires, within the limits of their abilities. If no common language is shared, the character can communicate only by using basic commands, such as "Come here," "Go there," "Fight," "Stand still" etc. Opponents can attempt a saving throw vs. spells in order to avoid being controlled, but even if they succeed, there is still a 25% chance that they will suffer a mental breakdown from the amount of stress that their minds have suffered. This will effectively cause them to enter a Berserk state (no save) and attack the nearest creature for one round.
    +
    +This ability completely ignores any magic resistance of the targets. However, it has no effect on undead, or on mindless creatures such as constructs and slimes. The racial charm resistance of Elves and Half-Elves also applies.
    +
    +Requirements: high level Bard.

    +

    Mass Domination (Enchantment/Charm)

    Range: Visual range of caster
    +Duration: 8 rounds
    +Casting Time: 5
    +Area of Effect: 20-ft radius
    +Saving Throw: Negates (-2 penalty)
    +
    +The Mass Domination spell enables the caster to control the actions of multiple creatures while the spell is in effect. This control is maintained through a telepathic link between the caster and the victims. Targets are allowed a Saving Throw vs. Spell with a -2 penalty to negate the effect.
    +
    +Prerequisite: Arcane Knowledge: Enchantment, or Enchanter, or Sorcerer (Fey Bloodline).
    +
    +Requirements: able to cast ninth-level arcane spells.
    +
    +Restrictions: not available to Bloodrager, Invoker, Militant Invoker, Militant Necromancer, or Sorcerer (Gravetouched Bloodline).

    +

    Mass Heal (Necromancy)

    Sphere: Healing
    +Range: 0
    +Duration: Permanent
    +Casting Time: 9
    +Area of Effect: 30-ft. radius
    +Saving Throw: None
    +
    +The Mass Heal spell enables the priest to wipe away disease and injury in all friendly creatures within a 30-ft. radius. It completely cures all disease and blindness in the recipients and heals all points of damage suffered due to wounds or injury. It also dispels a Feeblemind spell and cures those mental disorders caused by spells or injury to the brain. Naturally, the effects can be negated by later wounds, injuries, and diseases.
    +
    +Requirements: able to cast 7th level spells from the Healing sphere.

    +

    Mass Raise Dead (Necromancy)

    Sphere: Healing
    +Range: 30 ft.
    +Duration: Permanent
    +Casting Time: 2
    +Area of Effect: Up to 5 party members
    +Saving Throw: None
    +
    +A more powerful version of Raise Dead, this spell brings up to 5 party members back to life and heals 3d10+1 Hit Points per level of the caster. They can regain the rest of their Hit Points by natural healing or curative magic. This spell restores life to dwarves, gnomes, half-elves, halflings, elves, half-orcs, and humans.
    +
    +Requirements: able to cast 7th level spells from the Healing sphere.

    +

    Mirrored Clones (Illusion/Phantasm)

    Range: 0
    +Duration: 1 turn
    +Casting Time: 9
    +Area of Effect: Special
    +Saving Throw: None
    +
    +Mirrored Clones creates two copies of the caster, perfect duplicates except for the fact that they have just 60% of the levels and hit points of the original individual. These duplicates are able to cast spells and attack under the control of the caster, who is also placed under a mislead-like effect for the entire duration of the spell. The clones are quasi-real phantasms and as such are not vulnerable to effects like Truesight and Detect Illusions.
    +
    +Prerequisite: Arcane Knowledge: Illusion, or Illusionist, or Sorcerer (Shadowed Bloodline).
    +
    +Requirements: able to cast ninth-level arcane spells.
    +
    +Restrictions: not available to Bloodrager, Militant Abjurer, Militant Invoker, Militant Necromancer, or Necromancer.

    +

    Nature's Wrath (Alteration)

    Sphere: Plant
    +Range: Visual range of caster
    +Duration: 1 Turn
    +Casting Time: 7
    +Area of Effect: 40' radius
    +Saving Throw: Neg.
    +
    +When invoked, this spell enrages the land, so it will attempt to destroy all living and non-living creatures in its area of effect. Every creature takes 1d10 points of Poison and 1d10 points of Acid damage each round it is exposed to the deadly vapors. If someone fails a saving throw vs. poison at -2, they become poisoned. Another failed save vs. poison results in disease, and the victim will lose one point of Constitution for 5 rounds. This spell banishes and destroys all summoned creatures. Besides its destructive powers, Nature's Wrath has a more vicious characteristic: it attempts to stop creatures from escaping its area or at least slow them. Any target must save vs. spells at -4, or becomes entangled for a short time. Entangled creatures can still attack.
    +
    +Requirements: able to cast 7th level spells from the Plant sphere.

    +

    Nemesis

    The character gains an additional +4 to damage, and +2 to armor class and saving throws, against one of his/her favored enemy types.
    +
    +Requirements: Ranger
    +
    +Prerequisite: Favored Enemy (this creature type)
    +
    +Special: this ability may be selected multiple times, adding a new nemesis each time.

    +

    Nerve Venom

    This compound partially paralyses its victim, reducing their attack rolls, damage and AC by 4 and giving them a 25% spell failure chance. The effects of the poison last for five rounds, and there is no saving throw against the effect. The poison does not otherwise damage the victim.
    +
    +No creature can be affected by the poison more often than once per round.
    +
    +Characters with this ability can opt to use this poison when they activate their Poison Weapon ability.
    +
    +Requirements: high level Assassin or high level Blackguard.

    +

    Pierce the Veil

    The character's mastery of divination magic is complete, and none may hide from his/her sight.
    +
    +A character with this ability can automatically see through the protection of an Improved Invisibility spell, and may cast Detect Invisibility at will.
    +
    +Prerequisite: Arcane Knowledge: Divination, or Diviner.
    +
    +Requirements: able to cast ninth-level arcane spells.
    +
    +Restrictions: not available to Bloodrager, Conjurer, Militant Abjurer, Militant Conjurer, or Sorcerer (Shadowed Bloodline).

    +

    Poison Aptitude

    The assassin has learned the skill of brewing exceptionally potent poisons. Saving throws against his/her Poison Weapon ability now suffer an additional -2 penalty.
    +
    +Requirements: high level Assassin or high level Blackguard.

    +

    Poison Expertise

    The assassin's understanding of poison brewing deepens. The -2 saving throw penalty imposed by the Poison Aptitude ability now increases to -4.
    +
    +Prerequisite: Poison Aptitude.
    +
    +Requirements: high level Assassin or high level Blackguard.

    +

    Power Attack

    A Power Attack allows the warrior to strike blows so forceful that they stun an opponent for 2 rounds if the opponent fails a Save vs. Death at a -4 penalty. The ability lasts for 2 rounds.
    +
    +Requirements: high level Fighter, high level Paladin, high level Ranger, or high level Skald.

    +

    Precision

    With proper concentration a skilled archer can render his/her attacks more deadly and precise. By activating this ability the archer gains +6 to his/her attack rolls with missile weapons, +10 bonus to damage for 3 rounds and a 20% chance/hit to strike a lethal hit (the target creature is allowed a save vs. death to avoid instant death).
    +
    +Precision has some drawbacks: it requires intense concentration, making defense difficult, and leaves time for just half of the normally available attacks. The archer's movement rate will be significantly decreased and his/her AC will suffer a 5 point penalty until the ability expires.
    +
    +Requirements: high level Archer.

    +

    Profane Fire

    Channeling blasphemous power from the Lower Planes, the blackguard calls forth a pillar of hellfire that consumes mortal foes. The victim suffers 20d6 points of damage (save vs. spells for half), of which half is fire and half is magic damage. Profane fire has no effect on undead or lower-planar creatures.
    +
    +Requirements: high level Blackguard.

    +

    Recurrent Breath Weapon

    As the Dragon Disciple's draconic heritage shows through more strongly, he/she can use their breath weapon repeatedly, just as a true dragon.
    +
    +The character may use his/her breath weapon once every four rounds.
    +
    +Prerequisite: Empowered Breath Weapon.
    +
    +Requirements: high level Dragon Disciple.

    +

    Regeneration

    Experienced monks can focus ki-energies in their bodies to regenerate themselves. The monk's regeneration rate will be increased by 2 hit points per round. This ability can be selected up to five times and its bonuses are cumulative with every other regeneration effect on the character.
    +
    +Prerequisite: Diamond Soul.
    +
    +Requirements: high level Monk.
    +
    +Special: this ability may be selected up to 5 times. Its effects are cumulative.

    +

    Resist Magic

    This ability allows the warrior to temporarily tap a great inner strength and fight off the effects of malevolent magic. For 4 rounds, the warrior's Magic Resistance is set to 50%. This is not cumulative with other forms of Magic Resistance, so if the warrior already has 50% Magic Resistance or greater, the ability is useless.
    +
    +Requirements: high level Fighter, high level Paladin, or high level Ranger.

    +

    Resonating Weapon

    Bards eventually achieve a high degree of control over sound which enables them to imbue any weapon with concentrated sound energy for a short while. A weapon imbued in this fashion resonates with a sharp tone and deals an extra 2d4 points of sonic damage to its target on each hit. Furthermore, anyone struck by the resonating weapon must save vs. breath or become temporarily deafened. After 4 rounds have passed, the weapon ceases to resonate and the deafness subsides.
    +
    +Requirements: high level Bard.

    +

    Reveal (Divination)

    Range: 0
    +Duration: 15 rounds
    +Casting Time: 9
    +Area of Effect: Special
    +Saving Throw: None
    +
    +Reveal is the definitive divinatory spell. Once per round, until the spell expires, all hostile illusion/phantasm spells in an area around 70 feet in radius will be dispelled, while the main alignment of any creature not in the caster's party will be revealed (no save).
    +
    +In addition, the caster gains the ability to cast an innate 'Reveal Area' spell, up to once per round: this requires just a minimal and instantaneous shift of concentration (so that further spell casting is not prevented), and allows him/her to focus on a specific portion of the current area and see from a distance all that is happening there. Areas 'spied' this way remain visualized in the caster's mind for two rounds after each use of the ability.
    +
    +Prerequisite: Arcane Knowledge: Divination, or Diviner.
    +
    +Requirements: able to cast ninth-level arcane spells.
    +
    +Restrictions: not available to Bloodrager, Conjurer, Militant Abjurer, Militant Conjurer, or Sorcerer (Shadowed Bloodline).

    +

    Righteous Magic

    This is a powerful combat blessing that enhances the paladin's physical prowess, transforming him/her into a juggernaut of righteous anger. The effect adds 1 temporary hit point for every level of the paladin, adds 1 point of strength for every three levels of the paladin (to a maximum of 25), and inflicts maximum damage with every hit for 2 rounds. The other effects last for the duration of the spell or until dispelled.
    +
    +Requirements: high level Paladin.

    +

    Rune of Immunity (Abjuration)

    Range: Visual range of the caster
    +Duration: 10 rounds
    +Casting Time: 5
    +Area of Effect: 1 creature
    +Saving Throw: None
    +
    +Upon the casting of this spell, an enchanted rune is placed under the target creature. In a few moments magical energies are collected to form an impenetrable barrier around the target itself, making it immune to all schools of magic for a short time. Not even friendly spells can penetrate this barrier, even though the protected creature may freely cast spells from the inside.
    +
    +Rune of Immunity can only be dispelled by Pierce Shield or Spell Strike.
    +
    +Prerequisite: Arcane Knowledge: Abjuration, or Abjurer, or Sorcerer (Celestial Bloodline).
    +
    +Requirements: able to cast ninth-level arcane spells.
    +
    +Restrictions: not available to Transmuter.

    +

    Scorn Injury

    In a berserker fury, the character can shrug off wounds that would fell lesser opponents.
    +
    +This passive ability doubles the extra hit points gained during a berserker rage.
    +
    +Requirements: high level Berserker.

    +

    Searing Fists

    The monk's greater attunement to his/her ki increases the purity of his/her Flaming Fists power. It now inflicts 3d6 damage per hit.
    +
    +Requirements: high level Sun Soul Monk.

    +

    Second Wind

    With many years of training and meditation and the purest of minds, untainted by the the slightest trace of evil, Monks can gain the ability to achieve a second wind. Second Wind grants the monk the ability to instantly heal his/her wounds when his/her Hit Points fall below 10% of their maximum. This ability can trigger only once per 8-hour period.
    +
    +Prerequisite: Regeneration; may not be Evil.
    +
    +Requirements: high level Monk.

    +

    Set Acid Trap

    This ability allows the rogue to set a powerful trap that splashes nearby opponents with a highly vitriolic alchemical mixture which deals 10d6 points of acid damage. Once the acid engulfs a target it becomes difficult to remove. Afflicted opponents must make a saving throw vs. breath or take an additional 2d6 points of acid damage during each of the following three rounds. Creatures who are particularly vulnerable to acid damage (such as Trolls) do not get a saving throw. Note that because the trap's acid is alchemical rather than magical in nature, it bypasses magic resistance.
    +
    +Requirements: high level Thief.

    +

    Set Exploding Trap

    This ability allows the rogue to set a powerful trap that unleashes a fireball which causes 15d6 damage (Save vs. Spell for half damage) and will knock its victims off their feet (sufficiently large creatures are unaffected). Note that because the trap's explosion is alchemical rather than magical in nature, it bypasses magic resistance.
    +
    +Requirements: high level Thief.

    +

    Set Spike Trap

    This ability allows the rogue to set a powerful spring-loaded spike trap that does 20d6 damage to the unsuspecting creature that sets it off.
    +
    +Requirements: high level Thief.

    +

    Set Time Trap

    This ability allows the rogue to set a magical trap that casts a weaker version of the high-level Time Stop spell. For 10 seconds, the flow of time slows for all but the rogue. Often, a rogue will use this trap to get behind an opponent for a free attack.
    +
    +Requirements: high level Fighter / Mage / Thief or high level Mage / Thief.

    +

    Set Toxic Trap

    This ability allows the Bounty Hunter to set a specific trap that sets off poisonous toxins when triggered. The poisonous cloud deals 1 poison damage/sec for 15 rounds (save vs. poison for half) and reduces the movement rate of enemies by 75% for 3 rounds (no save). If a living target creature is exposed to the toxins, it must make a saving throw vs. death to avoid falling unconscious. The duration of this state depends on the saving throw penalties (3 rounds if the victim fails the save at 0, 2 rounds if at -2 and one round if at -4). In addition to these effects, the toxins drain 3 points of Constitution from any opponents who fail to save vs. breath at -4.
    +
    +Requirements: high level Bounty Hunter.

    +

    Shadow Form

    This ability temporarily transposes some of the user's tissue with shadow-material, making the subject partially incorporeal. For the next 5 rounds, all physical attacks directed against the Shadowdancer only deal 50% of their normal damage. During this time, the Shadowdancer is also under the effects of Improved Invisibility and cannot be directly targeted by spells.
    +
    +Requirements: high level Shadowdancer.

    +

    Shadow Maze

    This ability opens a temporary gateway to a small pocket within the Plane of Shadow. All enemies within 7 feet of the Shadowdancer must make a Save vs. Spell at a -4 penalty or become trapped inside a shadowy labyrinth as per the Maze spell.
    +
    +Requirements: high level Shadowdancer.

    +

    Shadow Twin

    This ability creates an almost exact duplicate of the Shadowdancer for 2 turns. The duplicate is created at 60% of the level at which the Shadowdancer is currently on. It has all the abilities that the Shadowdancer would have at that level. It also has 60% of the Hit Points of the Shadowdancer. The duplicate is fully under the control of the Shadowdancer.
    +
    +Requirements: high level Shadowdancer.

    +

    Shadowcloak (Illusion/Phantasm)

    Range: 0
    +Duration: 5 rounds
    +Casting Time: 1
    +Area of Effect: Special
    +Saving Throw: None
    +
    +Shadowcloak swathes the caster in a powerful and persistent illusion. The effect resembles a combination of the wizard spells Improved Invisibility and Non-Detection, except that it is automatically reapplied to the caster, once per round, for the duration of the spell.
    +
    +Prerequisite: Arcane Knowledge: Illusion, or Illusionist, or Sorcerer (Shadowed Bloodline).
    +
    +Requirements: able to cast ninth-level arcane spells.
    +
    +Restrictions: not available to Bloodrager, Militant Abjurer, Militant Invoker, Militant Necromancer, or Necromancer.

    +

    Shadowless Kick

    This ability gives the Monk a one-time attack. This overwhelming assault is always successful; there is no need for an attack roll. The target suffers 5d8 crushing damage, and must save vs. breath at -4 or unconscious for 1 round and, unless sufficiently large, be knocked back a considerable distance by the power of the kick.
    +
    +Requirements: high level Monk.

    +

    Shield of Law

    By using this powerful ability the paladin turns into a bastion of Law and will have unassailable protections against chaotic and evil creatures and effects. It grants the paladin complete immunity to all Necromancy spells, and gives a 3 point bonus to save vs. death and to armor class. Furthermore the paladin will be protected from Evil and all chaotic spells or effects like Chaos, Drunkenness, Fear, Berserk, etc.
    +This ability lasts for 10 rounds.
    +
    +Requirements: high level Paladin.

    +

    Slippery Mind

    This rogue can occasionally manage to wriggle free from magical effects that would otherwise control or compel him/her. The first time he/she fails a saving throw against charm, domination, or similar magic, he/she is nonetheless unaffected. This ability can function at most once per hour.
    +
    +Requirements: high level Bard or high level Thief.

    +

    Smite

    With the Smite ability, the warrior gains the ability to strike a mighty blow, knocking an opponent back for a considerable distance and stunning the opponent for 1 round. All attacks made in the first round are critical hits. The ability lasts for 2 rounds.
    +
    +Large creatures such as a dragons or giants will not be knocked back or stunned.
    +
    +Requires: Power Attack, Critical Strike
    +
    +Prerequisite: Critical Strike.
    +
    +Requirements: high level Fighter.

    +

    Smite Undead

    Channeling his/her god's antipathy for the undead, the Undead Hunter creates a golden ray of light that burns the undead with heavenly flames. Undead foes suffer 20d6 points of magic damage (save vs. breath for half), and must save vs. spells to avoid instant disruption. Even if the saves are successful, the target becomes slowed for one round. The paladin has to be close enough to touch the creature (but there is no need for a successful touch attack) in order to use this ability. Smite Undead does not have any effect on living creatures, elementals, extra-planar creatures or constructs.
    +
    +Requirements: high level Undead Hunter.

    +

    Soul of Ice

    The monk's greater understanding of the teachings of Shar allows him/her to enhance the power of his/her Frozen Fist ability, and to maintain it permanently. It now inflicts 4 points of damage per hit and is always active.
    +
    +Requirements: high level Dark Moon Monk.

    +

    Sound Barrier

    The most skilled of all Bards are able to fully control the intensity, speed, and direction of the very waves which compose sound, which allows them to shape and bend it as they see fit. By utilizing this ability, the Bard encases him/herself within a sphere of swirling sound waves thereby forming a barrier which protects him/her from all sound-based spells and attacks, such as Silence, Deafness, Power Words, Holy Word, the howl of the demilich, and the wail of the banshee. Anyone who attempts to break through the barrier and strike the Bard in melee takes 2d8 points of sonic damage. Furthermore, the attacker may become deafened (75% chance) or stunned (25% chance) during the following round unless a save vs. breath is made. The sound barrier dissipates after 5 rounds.
    +
    +Prerequisite: Resonating Weapon.
    +
    +Requirements: high level Bard.

    +

    Sound Burst

    Range: Visual range of the caster
    +Duration: Instantaneous
    +Casting Time: 5
    +Area of Effect: 30-feet radius
    +Saving Throw: Special
    +
    +The Bard magically amplifies the capabilities of a musical instrument in order to fill his/her surroundings with high-pitched, stone-shattering sound waves. Creatures in the nearby area take 15d6 points of sonic damage and are also deafened for five rounds. Deafened creatures suffer a 50% chance of spellcasting failure. A successful save vs. breath halves the damage and negates the deafness.
    +
    +This ability completely ignores any magic resistance of the targets. However, resistance to energy damage can reduce the amount of damage dealt.
    +
    +Requirements: high level Bard.

    +

    Spell Immunity

    High level wizard slayers tend to develop innate abilities similar to their natural enemies. They can raise their Magic Resistance for a limited time, and even become immune to specific spell schools.
    +
    +This ability grants protection from one spell school of your choice. It works similarly to the wizard spell, Spell Immunity, with a few differences. You must choose the school you wish to be protected from, but can only choose between Conjuration, Evocation, Enchantment or Necromancy.
    +
    +No spell of the selected school will be able to harm or aid the wizard slayer until the duration expires, which is 1 round/level, starting at level 9 and increasing to a maximum of 14 rounds at level 23. This includes all spells of this school, including any priest spell that might benefit him/her.
    +
    +Prerequisite: Resist Magic.
    +
    +Requirements: high level Wizard Slayer.

    +

    Spell Worm (Enchantment/Charm)

    Range: Visual sight of caster
    +Duration: 5 Turns
    +Casting Time: 6
    +Area of Effect: 1 creature
    +Saving Throw: Special
    +
    +This high level spell infects the subject with progressive forgetfulness. On a failed save, every round the subject loses his highest-level spell or spell slot. Each subsequent round the subject loses another spell or spell slot, moving to lower level spells once all the higher level spells are gone. In the first round the target is allowed a saving throw vs. spells at a -4 penalty. Every round thereafter there is a chance that the affected victim will lose a spell from the repertoire. The chance of this spell loss is reduced every 5th round by 5% (e.g. the target has 100% chance to lose a spell every round in the first five rounds, and only 75% in the 26-30th rounds). While fighting the effects of a Spell Worm, the caster has a 25% greater chance of spell failure every time he attempts to cast a spell, unless a successful save vs. spell (at -4) is made in the first round. Even if the save is successful however, the mental distraction causes the affected creature to fail every spellcasting attempt for 2 rounds. The spell's effects last for 5 turns.
    +
    +Prerequisite: Arcane Knowledge: Enchantment, or Enchanter, or Sorcerer (Fey Bloodline).
    +
    +Requirements: able to cast ninth-level arcane spells.
    +
    +Restrictions: not available to Bloodrager, Invoker, Militant Invoker, Militant Necromancer, or Sorcerer (Gravetouched Bloodline).

    +

    Spirit Form

    Range: 0
    +Duration: 5 rounds
    +Casting Time: 1
    +Area of Effect: The caster
    +Saving Throw: None
    +
    +The shaman slips into a space between the spirit world and the material plane, rendering them partially incorporeal. For the next 5 rounds, all physical attacks directed against the shaman deal 50% of their normal damage. During this time, the shaman is also under the effects of Improved Invisibility and cannot be directly targeted by spells.
    +
    +Requirements: high level Shaman.

    +

    Spirit of the Bear

    The character may call upon the spirits of ancient bears to infuse him/her with their strength and resilience. When activated, this ability has the following effects:
    +
    +Strength: +3
    +Constitution: +3
    +Immune to stun and sleep effects
    +
    +The ability lasts indefinitely, but only one animal spirit power may be active at a time.
    +
    +Requirements: high level Totemic Druid.

    +

    Spirit of the Lion

    The character may call upon the spirits of ancient lions to infuse him/her with their strength and courage. When activated, this ability has the following effects:
    +
    +Strength: +3
    +Charisma: +3
    +Immune to fear and death effects
    +
    +The ability lasts indefinitely, but only one animal spirit power may be active at a time.
    +
    +Requirements: high level Totemic Druid.

    +

    Spirit of the Snake

    The character may call upon the spirits of ancient snakes to infuse him/her with their cunning and wisdom. When activated, this ability has the following effects:
    +
    +Intelligence: +5
    +Wisdom: +3
    +Immune to poison and charm effects
    +
    +The ability lasts indefinitely, but only one animal spirit power may be active at a time.
    +
    +Requirements: high level Totemic Druid.

    +

    Spirit of the Wolf

    The character may call upon the spirits of ancient wolves to infuse him/her with their agility and cunning. When activated, this ability has the following effects:
    +
    +Wisdom: +3
    +Dexterity: +3
    +Evasion (may attempt a saving throw to avoid all damage from area-effect spells that permit a save for half damage)
    +
    +The ability lasts indefinitely, but only one animal spirit power may be active at a time.
    +
    +Requirements: high level Totemic Druid.

    +

    Starlight Blades (Evocation)

    Sphere: Moon
    +Range: Special
    +Duration: 4 turns
    +Casting Time: 3
    +Area of Effect: Special
    +Saving Throw: None
    +
    +A starlight blade is a mote of starlight called down from the night sky and honed into a throwing star. The blade gives +10 to THAC0, and when thrown does 1d4+5 piercing damage as well as 1d10 additional magic damage. This spell creates 1 blade per level of the caster and sets the caster's attacks to 9 as long as the blades are held. Note that the caster does not have to cast this spell outside, or at night.
    +
    +Requirements: able to cast 7th level spells from the Moon sphere.

    +

    Storm of Vengeance

    Range: 270 ft.
    +Duration: 3 rounds
    +Casting Time: 8
    +Area of Effect: 15-ft. radius
    +Saving Throw: Special
    +
    +Casting this spell causes the earth to shake and the heavens to boil with blood and energy. All enemies of the caster are struck down by acidic rain, earthquakes, and lightning.
    +
    +All enemies of 8th level or lower are slain instantly. The survivors are struck by acidic, poisonous rain and lightning. The storm lasts for 3 rounds. Each round, the victims suffer 1d6 electrical damage, 1d6 fire damage, and 1d6 acid damage (Save vs. Spell for half damage). They also have a chance to be poisoned (Save vs. Death negates) in the first round.
    +
    +Requirements: able to cast 7th level spells from the Water sphere.

    +

    Summon Air Elemental Prince (Conjuration/Summoning)

    Sphere: Air/Air
    +Range: 0
    +Duration: 1 turn
    +Casting Time: 9
    +Area of Effect: Special
    +Saving Throw: None
    +
    +A spellcaster with a supremely powerful link to elemental air can call one of the Elemental Princes themselves. These powerful beings have normally stayed aloof from the events of the Prime Material Plane, but the epochal events now unfolding in Faerun seem to have drawn their attention.
    +
    +The Elemental Prince called depends on the caster's alignment. Good or Neutral casters will call Chan, Princess of Good Air Creatures. Evil casters instead call Yan-C-Bin, the Master of Evil Air.
    +
    +The Elemental Prince will stay for 1 turn and will consent to obey the caster as long as they remain summoned. Note that the elemental princes are unique beings - if one has already been called to Faerun and is present, your call will go unanswered.
    +
    +Prerequisite: Air Elemental Swarm.
    +
    +Requirements: able to cast 7th level spells from the Air sphere or high level Air Elementalist.

    +

    Summon Balor

    As a consequence of the blackguard's pact with a demon lord, he/she may now, once per day, command the services of a terrible Balor demon drawn forth from the Abyss. The summoned fiend will faithfully obey the blackguard's commands.
    +
    +Each time the blackguard uses this ability, he/she has a 25% chance of forfeiting his/her soul to his/her patron. If this happens, the blackguard will not be able to be resurrected after his/her death: he/she will be forever lost.
    +
    +Prerequisite: Abyssal Pact.
    +
    +Requirements: high level Blackguard.

    +

    Summon Deva (Conjuration/Summoning)

    Range: 120 ft.
    +Duration: 4 rounds + 1 round/level
    +Casting Time: 5
    +Area of Effect: Special
    +Saving Throw: None
    +
    +This spell opens a celestial gate and calls forth an angelic deva to fight at the caster's side until the spell expires or the deva's earthly avatar is slain.
    +
    +Prerequisite: may not be Evil.
    +
    +Requirements: able to cast 7th level spells from the Good sphere.

    +

    Summon Earth Elemental Prince (Conjuration/Summoning)

    Sphere: Earth/Earth
    +Range: 0
    +Duration: 1 turn
    +Casting Time: 9
    +Area of Effect: Special
    +Saving Throw: None
    +
    +A spellcaster with a supremely powerful link to elemental earth can call one of the Elemental Princes themselves. These powerful beings have normally stayed aloof from the events of the Prime Material Plane, but the epochal events now unfolding in Faerun seem to have drawn their attention.
    +
    +The Elemental Prince called depends on the caster's alignment. Good or Neutral casters will call Sunnis, Princess of Good Earth Creatures. Evil casters instead call Ogremoch, Lord of Evil Earth Creatures.
    +
    +The Elemental Prince will stay for 1 turn and will consent to obey the caster as long as they remain summoned. Note that the elemental princes are unique beings - if one has already been called to Faerun and is present, your call will go unanswered.
    +
    +Prerequisite: Earth Elemental Swarm.
    +
    +Requirements: able to cast 7th level spells from the Earth sphere or high level Earth Elementalist.

    +

    Summon Fire Elemental Prince (Conjuration/Summoning)

    Sphere: Fire/Fire
    +Range: 0
    +Duration: 1 turn
    +Casting Time: 9
    +Area of Effect: Special
    +Saving Throw: None
    +
    +A spellcaster with a supremely powerful link to elemental fire can call one of the Elemental Princes themselves. These powerful beings have normally stayed aloof from the events of the Prime Material Plane, but the epochal events now unfolding in Faerun seem to have drawn their attention.
    +
    +The Elemental Prince called depends on the caster's alignment. Good or Neutral casters will call Zaaman Ruul, Prince of Good Fire Creatures. Evil casters instead call Imix, Prince of Evil Fire Creatures.
    +
    +The Elemental Prince will stay for 1 turn and will consent to obey the caster as long as they remain summoned. Note that the elemental princes are unique beings - if one has already been called to Faerun and is present, your call will go unanswered.
    +
    +Prerequisite: Fire Elemental Swarm.
    +
    +Requirements: able to cast 7th level spells from the Fire sphere or high level Fire Elementalist.

    +

    Summon Pit Fiend

    As a consequence of the blackguard's contract with an infernal power, he/she may now, once per day, command the services of a mighty Pit Fiend drawn forth from Baator. The summoned fiend will faithfully obey the blackguard's commands.
    +
    +Each time the blackguard uses this ability, he/she has a 25% chance of forfeiting his/her soul to his/her patron. If this happens, the blackguard will not be able to be resurrected after his/her death: he/she will be forever lost.
    +
    +Prerequisite: Infernal Contract.
    +
    +Requirements: high level Blackguard.

    +

    Summon Planetar (Any School)

    Range: 120 ft.
    +Duration: 4 rounds + 1 round/level
    +Casting Time: 5
    +Area of Effect: Special
    +Saving Throw: None
    +
    +This spell opens a celestial gate and calls forth a planetar to fight at the caster's side until the spell expires or the planetar's avatar is slain.
    +
    +Prerequisite: Arcane Knowledge: Conjuration, or Conjurer, or Sorcerer (Fiendish Bloodline), or Sorcerer (Efreeti Bloodline).
    +
    +Requirements: able to cast ninth-level arcane spells.
    +
    +Restrictions: not available to Bloodrager, Diviner, or Militant Invoker.

    +

    Summon Ultroloth (Conjuration/Summoning)

    Range: 120 ft.
    +Duration: 4 rounds + 1 round/level
    +Casting Time: 5
    +Area of Effect: Special
    +Saving Throw: None
    +
    +This spell opens a gate to the lower planes and calls forth a powerful fiend that is bound to serve by the caster's side until the spell expires or the fiend is slain. The fiend summoned is an ultroloth, one of the most powerful - and mysterious - of the scheming yugoloths, called forth from its planar fortress on the plane of Gehenna. Why this enigmatic creature consents to be called to the Prime Material Plane is not entirely clear, even to the caster.
    +
    +Prerequisite: Arcane Knowledge: Conjuration, or Conjurer, or Sorcerer (Fiendish Bloodline), or Sorcerer (Efreeti Bloodline).
    +
    +Requirements: able to cast ninth-level arcane spells.
    +
    +Restrictions: not available to Bloodrager, Diviner, or Militant Invoker.

    +

    Summon Water Elemental Prince (Conjuration/Summoning)

    Sphere: Water/Water
    +Range: 0
    +Duration: 1 turn
    +Casting Time: 9
    +Area of Effect: Special
    +Saving Throw: None
    +
    +A spellcaster with a supremely powerful link to elemental water can call one of the Elemental Princes themselves. These powerful beings have normally stayed aloof from the events of the Prime Material Plane, but the epochal events now unfolding in Faerun seem to have drawn their attention.
    +
    +The Elemental Prince called depends on the caster's alignment. Good or Neutral casters will call Ben Hadar, Prince of Good Water Creatures. Evil casters instead call Olhydra, Princess of Evil Water Creatures.
    +
    +The Elemental Prince will stay for 1 turn and will consent to obey the caster as long as they remain summoned. Note that the elemental princes are unique beings - if one has already been called to Faerun and is present, your call will go unanswered.
    +
    +Prerequisite: Water Elemental Swarm.
    +
    +Requirements: able to cast 7th level spells from the Water sphere or high level Water Elementalist.

    +

    Sunburst (Evocation, Alteration)

    Sphere: Sun
    +Range: 20 ft.
    +Duration: Instant
    +Casting Time: 4
    +Area of Effect: 15-ft. radius
    +Saving Throw: Special
    +
    +This spell is a more powerful version of the Sunray spell. When it is cast, it causes a brilliant ray of sunlight to beam down upon the caster and everyone within a 15-ft. radius. The caster and his/her allies are shielded from its effects, but all hostile creatures within the area of effect take 12d6 points of fire damage. Those of 12th level or below are automatically blinded for one turn; higher-level creatures may save vs. Spell to avoid this effect. Undead that are hit by the sunburst are automatically destroyed unless they are at least 13th level; those of 13th level or higher take 20d6 damage, and must save vs. Spell at a -4 penalty or be destroyed.
    +
    +Requirements: able to cast 7th level spells from the Sun sphere.

    +

    Supernatural Fury

    High-level barbarians, through primal rituals, fasting and animal sacrifice, can infuse their rage with supernatural energies.
    +
    +This passive ability grants the Barbarian 10% magic resistance and an additional +1 to saves vs. spells whilst raging.
    +
    +Requirements: high level Barbarian.

    +

    Tempestuous Rage

    This passive ability increases the power of the thunderstorm that surges around the raging barbarian. All melee hits while raging now inflict 2d6 electrical damage.
    +
    +Prerequisite: Thunderous Rage.
    +
    +Requirements: high level Barbarian.
    +
    +Restrictions: not available to Earth Elementalist or Fire Elementalist.

    +

    Thunderstorm (Invocation)

    Sphere: Air
    +Range: 270 ft.
    +Duration: Instant
    +Casting Time: 8
    +Area of Effect: 40-ft. radius
    +Saving Throw: 1/2
    +
    +Casting this spell calls down a tremendous storm, targeted specifically at the caster's enemies. Each of them is struck by a lightning bolt that inflicts 16d8 points of electrical damage, with a saving throw for half damage. Creatures failing their saving throw are in addition deafened for three rounds. The storm is nonmagical despite its divinely-guided accuracy, and bypasses magic resistance.
    +
    +Requirements: able to cast 7th level spells from the Air sphere.

    +

    Tiger Strike

    With this ability, the monk strikes a mighty blow, knocking an opponent back for a considerable distance and stunning that opponent for 1 round. All attacks made in the first round are at maximum damage. The ability lasts for 2 rounds. Large creatures such as dragons or giants will not be knocked back or stunned.
    +
    +Prerequisite: Dragon Fist.
    +
    +Requirements: high level Monk.

    +

    Tireless Rage

    The barbarian can sustain his/her rage for a greater period of time. This passive ability doubles the duration of his/her rage ability.
    +
    +Requirements: high level Barbarian.

    +

    Tracking

    With an intimate knowledge of his/her surroundings and the creatures that live within them, the character can use the Tracking ability to give him/herself a general idea of what creatures are in an area and which direction they are. Red arrows at the edge of the screen will point in the general direction of the creatures in the area.
    +
    +Requirements: high level Bounty Hunter or high level Ranger.

    +

    Tranquility (Enchantment)

    Sphere: Fey
    +Range: Self
    +Duration: 1 turn
    +Casting Time: 1 round
    +Area of Effect: 40' radius
    +Saving Throw: None
    +
    +This spell channels the power of friendly fey to create an aura of healing energy around the caster that moves with him/her. Every friendly creature in its area of effect is healed 3d8 +10 Hit Points/round, and will be cleansed of all poison and disease effects.
    +
    +Requirements: able to cast 7th level spells from the Fey sphere.

    +

    True Dominion (Enchantment/Charm)

    Range: Visual range of caster
    +Duration: 8 rounds
    +Casting Time: 5
    +Area of Effect: 1 creature
    +Saving Throw: None
    +
    +True Dominion is the ultimate mental control spell. It enables the caster to control the actions of a single target through a telepathic link. The power of the spell is such that there is no saving throw against its effects, and magic resistance is useless against it; however, magical items that protect against charm and domination also protect against True Dominion, and certain sorts of creatures - notably demons, dragons and the undead - are unaffected by any form of charm or domination magic.
    +
    +Prerequisite: Arcane Knowledge: Enchantment, or Enchanter, or Sorcerer (Fey Bloodline).
    +
    +Requirements: able to cast ninth-level arcane spells.
    +
    +Restrictions: not available to Bloodrager, Invoker, Militant Invoker, Militant Necromancer, or Sorcerer (Gravetouched Bloodline).

    +

    True Kai

    This type of attack requires extensive training, and only the most skilled fighters are able to use it in combat properly. For 2 rounds all attacks made will be at maximum damage and each hit has 25% chance to kill the opponent if it fails to save vs. death at -2.
    +
    +Requirements: high level Kensai.

    +

    True Shapeshifter

    The character has gained true mastery of shapeshifting. This passive ability allows the shapeshifter to transform into and out of Greater Werewolf form at will, and to cast spells while shapeshifted.
    +
    +Prerequisite: Feral Resilience.
    +
    +Requirements: high level Shapeshifter.

    +

    Unholy Aura (Abjuration)

    Sphere: Evil
    +Range: 0
    +Duration: 2 turns
    +Casting Time: 3
    +Area of Effect: Special
    +Saving Throw: Special
    +
    +A profane light surrounds the subjects, protecting them from attacks, granting them resistance to spells, and sickening good creatures when they strike the subjects. This abjuration has four effects:
    +
    +First, the warded creatures gain a +2 bonus to AC and a +2 bonus to all saves.
    +Second, the warded creatures gains 25% magic resistance, unless their magic resistance is already higher.
    +Third, the abjuration protects the creatures against charm and domination spells.
    +Fourth, any creature of good alignment who strikes those protected by the Unholy Aura must make a Save vs. Spells or be weakened for 4 rounds, taking a -2 penalty to all rolls.
    +
    +The Unholy Aura cannot be removed by Dispel or Remove Magic, though it can be penetrated by spells such as Breach.
    +
    +Prerequisite: may not be Good.
    +
    +Requirements: able to cast 7th level spells from the Evil sphere.

    +

    Use Any Item

    Rogues take pride in their ability to adapt and make clever use of whatever is at hand. This ability is an extension of that basic skill. Once learned, the effect is permanent. The ability allows the rogue to use any item, even items that are typically restricted to one class. This allows the rogue to use everything from wands and scrolls to mighty weapons that none but a warrior could otherwise use.
    +
    +Prerequisite: Use Wands.
    +
    +Requirements: high level Bard or high level Thief.

    +

    Use Scrolls

    Thieves often pick up some of the rudiments of arcane magic over their careers. This passive ability permits the thief to use wizard scrolls.
    +
    +Requirements: high level Thief.

    +

    Use Wands

    Some experienced thieves make a careful study of magical items, learning in due course how to use wands as well as scrolls. This passive ability permits the thief to use any wand usually restricted to wizards and bards.
    +
    +Prerequisite: Use Scrolls.

    +

    Virtue

    Cavaliers hold a special contempt for Demons and other chaotic and evil creatures in their hearts. As they advance in levels they can use this contempt to fight these opponents even more effectively.
    +
    +By choosing this passive ability the cavalier's Charisma will be permanently increased by 1 and the paladin will receive +2 bonuses to THAC0 and damage versus Chaotic Evil creatures. This bonus is cumulative with every other damage and THAC0 bonuses.
    +
    +Prerequisite: Shield of Law.
    +
    +Requirements: high level Inquisitor.

    +

    Volcanic Rage

    This passive ability increases the power of the magical fire that surges around the raging barbarian. All melee hits while raging now inflict 2d6 fire damage.
    +
    +Prerequisite: Fiery Rage.
    +
    +Requirements: high level Barbarian.
    +
    +Restrictions: not available to Air Elementalist or Water Elementalist.

    +

    Volcano (Alteration)

    Sphere: Earth/Fire
    +Range: 120 yds.
    +Duration: 4 rounds
    +Casting Time: 9
    +Area of Effect: 50' radius
    +Saving Throw: Special
    +
    +By the means of this powerful spell the caster lets loose the most devastating powers of Nature to wipe his/her enemies from the face of Faerun once and for all. Mighty tremors shake the ground and massive eruptions of fire ignite the sky as a young volcano creates a rift in the earth raining fire on everything in a 50' radius area.
    +
    +There are three tremors that are caused by the earthquake. The first tremor causes all creatures affected to suffer 6d6 points of damage (save vs. spell at a -6 penalty for half damage). Those who fail their saving throws fall to the ground for four rounds. The second tremor is less severe; causing 4d6 points of damage (save for half at a -2 penalty). The final tremor causes 2d6 damage (save for half).
    +
    +In addition to the crushing effects, the deadly heat and chunks of boiling lava will damage every creature in the area of effect for 3d6 fire damage/round.
    +
    +This spell will affect both enemies and friends of the caster, so care must be taken in its use.
    +
    +Requirements: able to cast 7th level spells from the Earth sphere or able to cast 7th level spells from the Fire sphere.

    +

    War Cry

    With a War Cry, the warrior emits a powerful and frightening yell that will panic all opponents in a 15-ft. radius if they don't make their Save vs. Spell.
    +
    +Requirements: high level Fighter or high level Skald.

    +

    Water Elemental Swarm (Conjuration/Summoning)

    Sphere: Water/Water
    +Range: 30 ft.
    +Duration: 1 turn
    +Casting Time: 9
    +Area of Effect: Special
    +Saving Throw: None
    +
    +This spell opens a portal to the Elemental Plane of Water and calls forth water elementals to serve the caster. Upon casting the spell, two 12-HD elementals immediately appear. One round later, a 16-HD elemental appears. One round later still, a 24-HD elemental appears. The elementals serve the caster faithfully, and disappear after 2 turns if they are not destroyed before then.
    +
    +Requirements: able to cast 7th level spells from the Water sphere or high level Water Elementalist.

    +

    Water Elemental Transformation

    Harnessing the power of water, this powerful shapechange ability allows the Druid to become a water elemental of immense strength.
    +
    +Strength: 23
    +Dexterity: 14
    +
    +Base Armor Class: -5
    +Number of Attacks: 2
    +THAC0: 2
    +Attack Damage: 5d6 crushing + drown (-4 to hit, -4 AC, -4 saves, can't spellcast, and 1d3 damage per second; save vs. spell 1/rd to end)
    +
    +Special Abilities:
    +- Quench: extinguish nearby persistent fire effects
    +- 25% resistance to missile damage
    +- 25% resistance to slashing damage
    +- 25% resistance to piercing damage
    +- 75% resistance to crushing damage
    +
    +The Druid is healed 12 Hit Points after using this ability. This cannot occur more often than once per hour.
    +
    +Requirements: high level Druid.
    +
    +Restrictions: not available to Shapeshifter or Totemic Druid.

    +

    Whirlwind Attack

    This ability allows the warrior to unleash a flurry of super-fast blows. The ability sets one's number of attacks per round to 10, but one's THAC0 and damage suffer a 4 point penalty. The Whirlwind Attack lasts for one round.
    +
    +Requirements: high level Fighter, high level Paladin, high level Ranger, or high level Swashbuckler.

    +

    Wildstrike (Conjuration/Summoning)

    Range: 30 yards
    +Duration: 2 turns
    +Casting Time: 6
    +Area of Effect: 1 creature
    +Saving Throw: Neg.
    +
    +This spell is used primarily against hostile spellcasters. It distorts all attempts at spell casting, converting spell energy into wild surges.
    +
    +The victim of a wildstrike is allowed a saving throw vs. spells at a -2 penalty: even if the save is successful, the spell has some effect and the target becomes a subject of wild magic for the following 2 rounds (when the victim casts a spell or uses a charge from a magical item, a wild surge is automatically created).
    +If the saving throw is failed, the target is enclosed within a deadlier field of wild magic: the effect lasts 2 turns. In addition, when determining the effects of this surge, the true level of the caster is subtracted from the die roll, making the effects of the wild surge more likely to harm the victim.
    +
    +Magic Resistance has no effect on this spell.
    +
    +Requirements: high level Wild Mage.

    +

    Wishcraft

    The genies of the Elemental Planes are renowned for their guile, especially in the matter of the correct phrasing of wishes, but through mastery of conjuration the character has learned their ways and is now their equal in negotiation.
    +
    +This passive ability grants the character the ability to cast the Limited Wish and Wish spells as if he/she had a Wisdom of 25.
    +
    +Prerequisite: Arcane Knowledge: Conjuration, or Conjurer, or Sorcerer (Fiendish Bloodline), or Sorcerer (Efreeti Bloodline).
    +
    +Requirements: able to cast ninth-level arcane spells.
    +
    +Restrictions: not available to Bloodrager, Diviner, or Militant Invoker.

    +

    Wrath of the Righteous

    By using this high-level ability the paladin becomes the ultimate weapon against creatures of pure evil and darkness. In the following 2 rounds each attack made by the paladin will receive a +6 to-hit and damage bonus against evil creatures. In the first round all undead hit by the paladin must make a saving throw vs. death (with a -2 penalty) or be instantly destroyed.
    +
    +Prerequisite: Holy Aura.
    +
    +Requirements: high level Paladin.

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    High-Level Abilities

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    High Level Abilities are mostly documented by class; however, 10th level spells, and quest spells, are separated out into their own lists.

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    HLAS by class: +

    +Spell HLAs: + +

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    10th Level Spells

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    These are the 10th level spells available to high-level mages and sorcerers. 10th level spells are grouped by school, and require the Arcane Knowledge high-level ability for that school. Specialist wizards automatically get access to 10th level spells in their speciality school. If you are using the Talents of Faerun bloodline system for sorcerers, each sorcerer bloodline receives access to one school of 10th level spells automatically (the specific school depends on the bloodline).

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    Adamantite Body (Alteration)

    Range: 1
    +Duration: 6 rounds +1 round/5 levels
    +Casting Time: 7
    +Area of Effect: Creature Touched
    +Saving Throw: Special
    +
    +This is an improved version of the mage spell Iron Body; it turns the target creature's body into living adamantite.
    +
    +The new metallic body has many advantages: it reduces AC by 5, grants complete immunity to elemental and poison based attacks, and offers 90% resistance to magical and physical attacks. The target's Magic Damage Resistance is also set to 25%. In addition, the adamantite body can only be harmed by +3 weapons or better. While the new form doesn't allow the use of
    +weapons, the hands will be more than capable for battle - they both act as +4 weapons, deal 4d6 points of damage and are used with grandmaster level of proficiency. However, the target's casting time is increased by 4 as long as the spell lasts.
    +
    +Prerequisite: Arcane Knowledge: Abjuration, or Abjurer, or Sorcerer (Celestial Bloodline).
    +
    +Requirements: able to cast ninth-level arcane spells.
    +
    +Restrictions: not available to Transmuter.

    +

    Aegis (Abjuration)

    Range: 0
    +Duration: 5 rounds
    +Casting Time: 1
    +Area of Effect: Caster
    +Saving Throw: None
    +
    +This spell confers upon the mage very powerful protection for a short time. Physical resistances (Slashing, Piercing, Crushing, and Missile) and Elemental resistances are all set to 100%, Magic Damage resistance is set to 60%. The mage gains a total AC bonus of 5 and his/her saving throws are improved by 3 points. In addition to these bonuses Aegis protects the caster from the first spell that would normally remove combat or spell protections. The spell lasts for 5 rounds.
    +
    +Prerequisite: Arcane Knowledge: Abjuration, or Abjurer, or Sorcerer (Celestial Bloodline).
    +
    +Requirements: able to cast ninth-level arcane spells.
    +
    +Restrictions: not available to Transmuter.

    +

    Air Elemental Swarm (Conjuration/Summoning)

    Range: 30 ft.
    +Duration: 1 turn
    +Casting Time: 9
    +Area of Effect: Special
    +Saving Throw: None
    +
    +This spell opens a portal to the Elemental Plane of Air and calls forth air elementals to serve the caster. Upon casting the spell, two 12-HD elementals immediately appear. One round later, a 16-HD elemental appears. One round later still, a 24-HD elemental appears. The elementals serve the caster faithfully, and disappear after 2 turns if they are not destroyed before then.
    +
    +Requirements: able to cast 7th level spells from the Air sphere or high level Air Elementalist.

    +

    Comet (Evocation)

    Range: 90 yards
    +Duration: Instantaneous
    +Casting Time: 3
    +Area of Effect: 30' radius
    +Saving Throw: Special
    +
    +A more powerful and specialized version of Meteor Swarm, this spell causes a small meteor or comet to strike the earth damaging all enemies in its path and sending out a powerful shockwave that knocks away all creatures in the area of effect. Those knocked down must save vs. breath or be stunned for 3 rounds. The comet itself does 5d10 fire and 5d10 crushing damage.
    +
    +This spell will not damage allies of the caster, who are momentarily shielded by the spell itself from the comet's effects.
    +
    +Prerequisite: Arcane Knowledge: Invocation, or Invoker, or Sorcerer (Stormborn Bloodline), or Sorcerer (Rimefrost Bloodline).
    +
    +Requirements: able to cast ninth-level arcane spells.
    +
    +Restrictions: not available to Enchanter, Militant Conjurer, or Sorcerer (Fey Bloodline).

    +

    Create Flesh Golem (Alteration)

    Range: 20
    +Duration: Permanent
    +Casting Time: 8
    +Area of Effect: 1 Creature
    +Saving Throw: Neg.
    +
    +By casting this terrible spell, the caster attempts to magically destroy the target creature's body and turn it into a Flesh Golem, controlled by the caster. The target must make a save vs. polymorph to avoid instant death and transformation, but even if the save is successful, it will suffer 3d6 +3 points of damage because of the physical shock. Creatures of 12th level or below receive no saving throw. The newly created Flesh Golem will obey every command of the Transmuter.
    +
    +Normally golems are created in a long and arduous process. The magical bonds in their bodies require tremendous amounts of time and enchantments to be made permanent. The hastened method of this spell's transformation has its drawbacks naturally: any Flesh Golems created by this spell will decay into nothing after 1 hour.
    +
    +Prerequisite: Arcane Knowledge: Alteration, or Transmuter, or Sorcerer (Deepearth Bloodline).
    +
    +Requirements: able to cast ninth-level arcane spells.
    +
    +Restrictions: not available to Abjurer, Militant Abjurer, Militant Conjurer, or Militant Necromancer.

    +

    Create Greater Boneguard (Necromancy)

    Range: 20 yards
    +Duration: Special
    +Casting Time: 8
    +Area of Effect: Special
    +Saving Throw: None
    +
    +The caster sends a powerful call to the long dead corpses buried deep beneath the earth, constructing a horrifying abomination known as a Greater Boneguard. At high levels (25+) the caster is able to create an Apocalyptic Boneguard, a very fearsome ally. Controlling these powerful undead creatures requires intense concentration and is very draining to the caster; he/she will lose 1d8+5 hit points for creating a Greater Boneguard and 1d12+5 hit points for creating an Apocalyptic Boneguard. Greater Boneguards exist for 10 turns and Apocalyptic Boneguards exist for 7 turns.
    +
    +Prerequisite: Arcane Knowledge: Necromancy, or Necromancer, or Sorcerer (Gravetouched Bloodline).
    +
    +Requirements: able to cast ninth-level arcane spells.
    +
    +Restrictions: not available to Illusionist or Sorcerer (Celestial Bloodline).

    +

    Dark Pact (Necromancy)

    Range: 0
    +Duration: 1 hour
    +Casting Time: 5
    +Area of Effect: 50' radius
    +Saving Throw: None
    +
    +By means of this spell necromancers can increase the power of their undead servants. The caster channels dark magic into a single undead ally, increasing its hit points by 100% and granting it +2 to hit, damage, AC, and saving throws, immunity to Turn Undead, the benefits of an Improved Haste spell, and 50% resistance to magic and magical damage. The caster must be careful, though, since casting the spell causes a loss of 3d6 hit points, and requires a save vs. death at -2 to avoid losing one point of Constitution for 50 turns.
    +
    +Prerequisite: Arcane Knowledge: Necromancy, or Necromancer, or Sorcerer (Gravetouched Bloodline).
    +
    +Requirements: able to cast ninth-level arcane spells.
    +
    +Restrictions: not available to Illusionist or Sorcerer (Celestial Bloodline).

    +

    Death Field (Necromancy)

    Duration: instant
    +Casting Time: 9
    +Area of Effect: 50' radius
    +Saving Throw: Special
    +
    +By casting this powerful necromantic spell, the wizard attacks the life force of every opponent within a 50ft radius. Weaker creatures - summons, creatures with 30 or fewer hit points, or creatures of 12th level or lower - die on the spot. All other creatures must save vs. spell at a -2 modifier or die.
    +
    +Prerequisite: Arcane Knowledge: Necromancy, or Necromancer, or Sorcerer (Gravetouched Bloodline).
    +
    +Requirements: able to cast ninth-level arcane spells.
    +
    +Restrictions: not available to Illusionist or Sorcerer (Celestial Bloodline).

    +

    Dragon's Breath (Evocation)

    Range: 320 ft.
    +Duration: Instant
    +Casting Time: 3
    +Area of Effect: 15-ft. radius
    +Saving Throw: Special
    +
    +This spell causes a disembodied head of a red dragon to appear and breathe fire with the strength of an adult red dragon. In addition to the enormous 20d10 fireball, the force of the dragon's breath knocks an opponent off their feet and away from the caster. The victim can save vs. Breath Weapon to take half damage and not be blown backwards.
    +
    +This spell will not harm party members.
    +
    +Prerequisite: Arcane Knowledge: Invocation, or Invoker, or Sorcerer (Stormborn Bloodline), or Sorcerer (Rimefrost Bloodline).
    +
    +Requirements: able to cast ninth-level arcane spells.
    +
    +Restrictions: not available to Enchanter, Militant Conjurer, or Sorcerer (Fey Bloodline).

    +

    Earth Elemental Swarm (Conjuration/Summoning)

    Range: 30 ft.
    +Duration: 1 turn
    +Casting Time: 9
    +Area of Effect: Special
    +Saving Throw: None
    +
    +This spell opens a portal to the Elemental Plane of Earth and calls forth earth elementals to serve the caster. Upon casting the spell, two 12-HD elementals immediately appear. One round later, a 16-HD elemental appears. One round later still, a 24-HD elemental appears. The elementals serve the caster faithfully, and disappear after 2 turns if they are not destroyed before then.
    +
    +Requirements: able to cast 7th level spells from the Earth sphere or high level Earth Elementalist.

    +

    Energy Blades (Evocation)

    Range: Special
    +Duration: 4 turns
    +Casting Time: 3
    +Area of Effect: Special
    +Saving Throw: None
    +
    +An energy blade is a discus made of pure energy. The disc gives +10 to THAC0, and when thrown does 1d4+5 missile damage as well as 1d10 additional electrical damage. This spell creates 1 energy disc per level of the caster and sets the caster's attacks to 9 as long as the discs are held.
    +
    +Prerequisite: Arcane Knowledge: Invocation, or Invoker, or Sorcerer (Stormborn Bloodline), or Sorcerer (Rimefrost Bloodline).
    +
    +Requirements: able to cast ninth-level arcane spells.
    +
    +Restrictions: not available to Enchanter, Militant Conjurer, or Sorcerer (Fey Bloodline).

    +

    Fire Elemental Swarm (Conjuration/Summoning)

    Range: 30 ft.
    +Duration: 1 turn
    +Casting Time: 9
    +Area of Effect: Special
    +Saving Throw: None
    +
    +This spell opens a portal to the Elemental Plane of Fire and calls forth fire elementals to serve the caster. Upon casting the spell, two 12-HD elementals immediately appear. One round later, a 16-HD elemental appears. One round later still, a 24-HD elemental appears. The elementals serve the caster faithfully, and disappear after 2 turns if they are not destroyed before then.
    +
    +Requirements: able to cast 7th level spells from the Fire sphere or high level Fire Elementalist.

    +

    Foresight (Divination)

    Range: Self
    +Duration: 2 turns
    +Casting Time: 1
    +Area of Effect: Caster
    +Saving Throw: None
    +
    +This spell grants the recipient a powerful sixth sense about imminent events involving himself. Once the spell is cast, the character receives instantaneous warnings of impending danger or harm to the subject of the spell. The character will never be surprised. In addition, the spell gives the caster a general idea of what action the character might take to best protect him/herself - duck, jump right, close the eyes, and so on.
    +Whenever a saving throw is allowed, the character will always succeed and the character's armor class is lowered by 15 points.
    +
    +Prerequisite: Arcane Knowledge: Divination, or Diviner.
    +
    +Requirements: able to cast ninth-level arcane spells.
    +
    +Restrictions: not available to Bloodrager, Conjurer, Militant Abjurer, Militant Conjurer, or Sorcerer (Shadowed Bloodline).

    +

    Improved Alacrity (Alteration)

    Range: 0
    +Duration: 2 rounds
    +Casting Time: 9
    +Area of Effect: The caster
    +Saving Throw: None
    +
    +Improved Alacrity essentially erases the pause between casting spells. When cast, the wizard can begin casting a new spell the instant he/she is finished casting his/her current spell. The effect lasts for 2 rounds.
    +
    +Prerequisite: Arcane Knowledge: Alteration, or Transmuter, or Sorcerer (Deepearth Bloodline).
    +
    +Requirements: able to cast ninth-level arcane spells.
    +
    +Restrictions: not available to Abjurer, Militant Abjurer, Militant Conjurer, or Militant Necromancer.

    +

    Malavon's Fury (Invocation)

    Range: Self
    +Duration: Special
    +Casting Time: 1
    +Area of Effect: 30' radius
    +Saving Throw: Special
    +
    +This devastating spell was created by a powerful drow wizard named Malavon, somewhere deep within The Spine of the World. This is the improved version of his spell Malavon's Rage. The caster causes dozens of magical acid darts to strike anyone within a 30' radius. Every creature caught in the area of effect suffers 15D8 points of acid damage (save vs. breath for half). Those who were struck by the spell will suffer additional 1D8 points of damage/round for 3 rounds.
    +
    +Malavon's Fury does not affect the caster.
    +
    +Prerequisite: Arcane Knowledge: Invocation, or Invoker, or Sorcerer (Stormborn Bloodline), or Sorcerer (Rimefrost Bloodline).
    +
    +Requirements: able to cast ninth-level arcane spells.
    +
    +Restrictions: not available to Enchanter, Militant Conjurer, or Sorcerer (Fey Bloodline).

    +

    Mass Domination (Enchantment/Charm)

    Range: Visual range of caster
    +Duration: 8 rounds
    +Casting Time: 5
    +Area of Effect: 20-ft radius
    +Saving Throw: Negates (-2 penalty)
    +
    +The Mass Domination spell enables the caster to control the actions of multiple creatures while the spell is in effect. This control is maintained through a telepathic link between the caster and the victims. Targets are allowed a Saving Throw vs. Spell with a -2 penalty to negate the effect.
    +
    +Prerequisite: Arcane Knowledge: Enchantment, or Enchanter, or Sorcerer (Fey Bloodline).
    +
    +Requirements: able to cast ninth-level arcane spells.
    +
    +Restrictions: not available to Bloodrager, Invoker, Militant Invoker, Militant Necromancer, or Sorcerer (Gravetouched Bloodline).

    +

    Mirrored Clones (Illusion/Phantasm)

    Range: 0
    +Duration: 1 turn
    +Casting Time: 9
    +Area of Effect: Special
    +Saving Throw: None
    +
    +Mirrored Clones creates two copies of the caster, perfect duplicates except for the fact that they have just 60% of the levels and hit points of the original individual. These duplicates are able to cast spells and attack under the control of the caster, who is also placed under a mislead-like effect for the entire duration of the spell. The clones are quasi-real phantasms and as such are not vulnerable to effects like Truesight and Detect Illusions.
    +
    +Prerequisite: Arcane Knowledge: Illusion, or Illusionist, or Sorcerer (Shadowed Bloodline).
    +
    +Requirements: able to cast ninth-level arcane spells.
    +
    +Restrictions: not available to Bloodrager, Militant Abjurer, Militant Invoker, Militant Necromancer, or Necromancer.

    +

    Reveal (Divination)

    Range: 0
    +Duration: 15 rounds
    +Casting Time: 9
    +Area of Effect: Special
    +Saving Throw: None
    +
    +Reveal is the definitive divinatory spell. Once per round, until the spell expires, all hostile illusion/phantasm spells in an area around 70 feet in radius will be dispelled, while the main alignment of any creature not in the caster's party will be revealed (no save).
    +
    +In addition, the caster gains the ability to cast an innate 'Reveal Area' spell, up to once per round: this requires just a minimal and instantaneous shift of concentration (so that further spell casting is not prevented), and allows him/her to focus on a specific portion of the current area and see from a distance all that is happening there. Areas 'spied' this way remain visualized in the caster's mind for two rounds after each use of the ability.
    +
    +Prerequisite: Arcane Knowledge: Divination, or Diviner.
    +
    +Requirements: able to cast ninth-level arcane spells.
    +
    +Restrictions: not available to Bloodrager, Conjurer, Militant Abjurer, Militant Conjurer, or Sorcerer (Shadowed Bloodline).

    +

    Rune of Immunity (Abjuration)

    Range: Visual range of the caster
    +Duration: 10 rounds
    +Casting Time: 5
    +Area of Effect: 1 creature
    +Saving Throw: None
    +
    +Upon the casting of this spell, an enchanted rune is placed under the target creature. In a few moments magical energies are collected to form an impenetrable barrier around the target itself, making it immune to all schools of magic for a short time. Not even friendly spells can penetrate this barrier, even though the protected creature may freely cast spells from the inside.
    +
    +Rune of Immunity can only be dispelled by Pierce Shield or Spell Strike.
    +
    +Prerequisite: Arcane Knowledge: Abjuration, or Abjurer, or Sorcerer (Celestial Bloodline).
    +
    +Requirements: able to cast ninth-level arcane spells.
    +
    +Restrictions: not available to Transmuter.

    +

    Shadowcloak (Illusion/Phantasm)

    Range: 0
    +Duration: 5 rounds
    +Casting Time: 1
    +Area of Effect: Special
    +Saving Throw: None
    +
    +Shadowcloak swathes the caster in a powerful and persistent illusion. The effect resembles a combination of the wizard spells Improved Invisibility and Non-Detection, except that it is automatically reapplied to the caster, once per round, for the duration of the spell.
    +
    +Prerequisite: Arcane Knowledge: Illusion, or Illusionist, or Sorcerer (Shadowed Bloodline).
    +
    +Requirements: able to cast ninth-level arcane spells.
    +
    +Restrictions: not available to Bloodrager, Militant Abjurer, Militant Invoker, Militant Necromancer, or Necromancer.

    +

    Spell Worm (Enchantment/Charm)

    Range: Visual sight of caster
    +Duration: 5 Turns
    +Casting Time: 6
    +Area of Effect: 1 creature
    +Saving Throw: Special
    +
    +This high level spell infects the subject with progressive forgetfulness. On a failed save, every round the subject loses his highest-level spell or spell slot. Each subsequent round the subject loses another spell or spell slot, moving to lower level spells once all the higher level spells are gone. In the first round the target is allowed a saving throw vs. spells at a -4 penalty. Every round thereafter there is a chance that the affected victim will lose a spell from the repertoire. The chance of this spell loss is reduced every 5th round by 5% (e.g. the target has 100% chance to lose a spell every round in the first five rounds, and only 75% in the 26-30th rounds). While fighting the effects of a Spell Worm, the caster has a 25% greater chance of spell failure every time he attempts to cast a spell, unless a successful save vs. spell (at -4) is made in the first round. Even if the save is successful however, the mental distraction causes the affected creature to fail every spellcasting attempt for 2 rounds. The spell's effects last for 5 turns.
    +
    +Prerequisite: Arcane Knowledge: Enchantment, or Enchanter, or Sorcerer (Fey Bloodline).
    +
    +Requirements: able to cast ninth-level arcane spells.
    +
    +Restrictions: not available to Bloodrager, Invoker, Militant Invoker, Militant Necromancer, or Sorcerer (Gravetouched Bloodline).

    +

    Summon Air Elemental Prince (Conjuration/Summoning)

    Range: 0
    +Duration: 1 turn
    +Casting Time: 9
    +Area of Effect: Special
    +Saving Throw: None
    +
    +A spellcaster with a supremely powerful link to elemental air can call one of the Elemental Princes themselves. These powerful beings have normally stayed aloof from the events of the Prime Material Plane, but the epochal events now unfolding in Faerun seem to have drawn their attention.
    +
    +The Elemental Prince called depends on the caster's alignment. Good or Neutral casters will call Chan, Princess of Good Air Creatures. Evil casters instead call Yan-C-Bin, the Master of Evil Air.
    +
    +The Elemental Prince will stay for 1 turn and will consent to obey the caster as long as they remain summoned. Note that the elemental princes are unique beings - if one has already been called to Faerun and is present, your call will go unanswered.
    +
    +Prerequisite: Air Elemental Swarm.
    +
    +Requirements: able to cast 7th level spells from the Air sphere or high level Air Elementalist.

    +

    Summon Earth Elemental Prince (Conjuration/Summoning)

    Range: 0
    +Duration: 1 turn
    +Casting Time: 9
    +Area of Effect: Special
    +Saving Throw: None
    +
    +A spellcaster with a supremely powerful link to elemental earth can call one of the Elemental Princes themselves. These powerful beings have normally stayed aloof from the events of the Prime Material Plane, but the epochal events now unfolding in Faerun seem to have drawn their attention.
    +
    +The Elemental Prince called depends on the caster's alignment. Good or Neutral casters will call Sunnis, Princess of Good Earth Creatures. Evil casters instead call Ogremoch, Lord of Evil Earth Creatures.
    +
    +The Elemental Prince will stay for 1 turn and will consent to obey the caster as long as they remain summoned. Note that the elemental princes are unique beings - if one has already been called to Faerun and is present, your call will go unanswered.
    +
    +Prerequisite: Earth Elemental Swarm.
    +
    +Requirements: able to cast 7th level spells from the Earth sphere or high level Earth Elementalist.

    +

    Summon Fire Elemental Prince (Conjuration/Summoning)

    Range: 0
    +Duration: 1 turn
    +Casting Time: 9
    +Area of Effect: Special
    +Saving Throw: None
    +
    +A spellcaster with a supremely powerful link to elemental fire can call one of the Elemental Princes themselves. These powerful beings have normally stayed aloof from the events of the Prime Material Plane, but the epochal events now unfolding in Faerun seem to have drawn their attention.
    +
    +The Elemental Prince called depends on the caster's alignment. Good or Neutral casters will call Zaaman Ruul, Prince of Good Fire Creatures. Evil casters instead call Imix, Prince of Evil Fire Creatures.
    +
    +The Elemental Prince will stay for 1 turn and will consent to obey the caster as long as they remain summoned. Note that the elemental princes are unique beings - if one has already been called to Faerun and is present, your call will go unanswered.
    +
    +Prerequisite: Fire Elemental Swarm.
    +
    +Requirements: able to cast 7th level spells from the Fire sphere or high level Fire Elementalist.

    +

    Summon Planetar (Conjuration)

    Range: 120 ft.
    +Duration: 4 rounds + 1 round/level
    +Casting Time: 5
    +Area of Effect: Special
    +Saving Throw: None
    +
    +This spell opens a celestial gate and calls forth a planetar to fight at the caster's side until the spell expires or the planetar's avatar is slain.
    +
    +Prerequisite: Arcane Knowledge: Conjuration, or Conjurer, or Sorcerer (Fiendish Bloodline), or Sorcerer (Efreeti Bloodline).
    +
    +Requirements: able to cast ninth-level arcane spells.
    +
    +Restrictions: not available to Bloodrager, Diviner, or Militant Invoker.

    +

    Summon Ultroloth (Conjuration/Summoning)

    Range: 120 ft.
    +Duration: 4 rounds + 1 round/level
    +Casting Time: 5
    +Area of Effect: Special
    +Saving Throw: None
    +
    +This spell opens a gate to the lower planes and calls forth a powerful fiend that is bound to serve by the caster's side until the spell expires or the fiend is slain. The fiend summoned is an ultroloth, one of the most powerful - and mysterious - of the scheming yugoloths, called forth from its planar fortress on the plane of Gehenna. Why this enigmatic creature consents to be called to the Prime Material Plane is not entirely clear, even to the caster.
    +
    +Prerequisite: Arcane Knowledge: Conjuration, or Conjurer, or Sorcerer (Fiendish Bloodline), or Sorcerer (Efreeti Bloodline).
    +
    +Requirements: able to cast ninth-level arcane spells.
    +
    +Restrictions: not available to Bloodrager, Diviner, or Militant Invoker.

    +

    Summon Water Elemental Prince (Conjuration/Summoning)

    Range: 0
    +Duration: 1 turn
    +Casting Time: 9
    +Area of Effect: Special
    +Saving Throw: None
    +
    +A spellcaster with a supremely powerful link to elemental water can call one of the Elemental Princes themselves. These powerful beings have normally stayed aloof from the events of the Prime Material Plane, but the epochal events now unfolding in Faerun seem to have drawn their attention.
    +
    +The Elemental Prince called depends on the caster's alignment. Good or Neutral casters will call Ben Hadar, Prince of Good Water Creatures. Evil casters instead call Olhydra, Princess of Evil Water Creatures.
    +
    +The Elemental Prince will stay for 1 turn and will consent to obey the caster as long as they remain summoned. Note that the elemental princes are unique beings - if one has already been called to Faerun and is present, your call will go unanswered.
    +
    +Prerequisite: Water Elemental Swarm.
    +
    +Requirements: able to cast 7th level spells from the Water sphere or high level Water Elementalist.

    +

    True Dominion (Enchantment/Charm)

    Range: Visual range of caster
    +Duration: 8 rounds
    +Casting Time: 5
    +Area of Effect: 1 creature
    +Saving Throw: None
    +
    +True Dominion is the ultimate mental control spell. It enables the caster to control the actions of a single target through a telepathic link. The power of the spell is such that there is no saving throw against its effects, and magic resistance is useless against it; however, magical items that protect against charm and domination also protect against True Dominion, and certain sorts of creatures - notably demons, dragons and the undead - are unaffected by any form of charm or domination magic.
    +
    +Prerequisite: Arcane Knowledge: Enchantment, or Enchanter, or Sorcerer (Fey Bloodline).
    +
    +Requirements: able to cast ninth-level arcane spells.
    +
    +Restrictions: not available to Bloodrager, Invoker, Militant Invoker, Militant Necromancer, or Sorcerer (Gravetouched Bloodline).

    +

    Water Elemental Swarm (Conjuration/Summoning)

    Range: 30 ft.
    +Duration: 1 turn
    +Casting Time: 9
    +Area of Effect: Special
    +Saving Throw: None
    +
    +This spell opens a portal to the Elemental Plane of Water and calls forth water elementals to serve the caster. Upon casting the spell, two 12-HD elementals immediately appear. One round later, a 16-HD elemental appears. One round later still, a 24-HD elemental appears. The elementals serve the caster faithfully, and disappear after 2 turns if they are not destroyed before then.
    +
    +Requirements: able to cast 7th level spells from the Water sphere or high level Water Elementalist.

    +

    Wildstrike (Conjuration/Summoning)

    Range: 30 yards
    +Duration: 2 turns
    +Casting Time: 6
    +Area of Effect: 1 creature
    +Saving Throw: Neg.
    +
    +This spell is used primarily against hostile spellcasters. It distorts all attempts at spell casting, converting spell energy into wild surges.
    +
    +The victim of a wildstrike is allowed a saving throw vs. spells at a -2 penalty: even if the save is successful, the spell has some effect and the target becomes a subject of wild magic for the following 2 rounds (when the victim casts a spell or uses a charge from a magical item, a wild surge is automatically created).
    +If the saving throw is failed, the target is enclosed within a deadlier field of wild magic: the effect lasts 2 turns. In addition, when determining the effects of this surge, the true level of the caster is subtracted from the die roll, making the effects of the wild surge more likely to harm the victim.
    +
    +Magic Resistance has no effect on this spell.
    +
    +Requirements: high level Wild Mage.

    + + + +
    +
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    Bard High-Level Abilities

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    This page lists High-Level Abilities available to Bards.

    Note that this list assumes a full install of Talents of Faerun, excluding the 'new low-level abilities' component. If you have a partial install, your High-Level Ability system may differ from the one documented here in small ways.

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    Alchemy: Enhancement Potions

    The character has learned the secrets of brewing a variety of useful potions. Brewing potions requires the expenditure of gold on the raw materials (equal to the cost of buying the potion in a store) and draws slightly on the character's life force (equivalent to a loss of 1 experience point per gold piece cost).
    +
    +The character may brew the following potions:
    +Oil of Speed
    +Potion of Agility
    +Potion of Explosions
    +Potion of Fire Breath
    +Potion of Fortitude
    +Potion of Genius
    +Potion of Infravision
    +Potion of Insight
    +Potion of Invisibility
    +Potion of Master Thievery
    +Potion of Mind Focusing
    +Potion of Perception
    +Potion of Power
    +Potion of Strength
    +
    +Requirements: high level Bard, high level Mage, or high level Sorcerer.

    +

    Alchemy: Protective Potions

    The character has learned the secrets of brewing potions that protect the drinker from various forms of mundane and magical harm. Brewing potions requires the expenditure of gold on the raw materials (equal to the cost of buying the potion in a store) and draws slightly on the character's life force (equivalent to a loss of 1 experience point per gold piece cost).
    +
    +The character may brew the following potions:
    +Potion of Absorption
    +Potion of Cold Resistance
    +Potion of Defense
    +Potion of Fire Resistance
    +Potion of Insulation
    +Potion of Invulnerability
    +Potion of Magic Blocking
    +Potion of Magic Protection
    +Potion of Magic Shielding
    +Potion of Mirrored Eyes
    +Potion of Stone Form
    +
    +Requirements: high level Bard, high level Mage, or high level Sorcerer.

    +

    Alchemy: Rogues' Potions

    With cleverness innate to the class, an experienced rogue has seen enough potions in his/her adventuring career to simulate the creation of one. Brewing potions requires the expenditure of gold on the raw materials (equal to the cost of buying the potion in a store) and draws slightly on the character's life force (equivalent to a loss of 1 experience point per gold piece cost).
    +
    +The character may brew the following potions:
    +Antidote
    +Oil of Speed
    +Potion of Agility
    +Potion of Explosions
    +Potion of Extra Healing
    +Potion of Healing
    +Potion of Infravision
    +Potion of Invisibility
    +Potion of Master Thievery
    +Potion of Mind Focusing
    +Potion of Perception
    +Potion of Power
    +Rogue's Potion of Frost Giant Strength
    +
    +Requirements: high level Bard or high level Thief.

    +

    Alchemy: Warrior potions

    The character has learned the secrets of brewing potions that grant warriors superhuman strength and prowess. Brewing potions requires the expenditure of gold on the raw materials (equal to the cost of buying the potion in a store) and draws slightly on the character's life force (equivalent to a loss of 1 experience point per gold piece cost).
    +
    +The character may brew the following potions:
    +Potion of Cloud Giant Strength
    +Potion of Fire Giant Strength
    +Potion of Frost Giant Strength
    +Potion of Heroism
    +Potion of Hill Giant Strength
    +Potion of Stone Giant Strength
    +Potion of Storm Giant Strength
    +
    +Requirements: high level Bard, high level Mage, or high level Sorcerer.

    +

    Ambidexterity

    The character has learned to use both hands equally when fighting, and no longer suffers an additional -2 penalty with off-hand attack rolls when dual-wielding.
    +
    +Requirements: high level Blade, high level Ranger, or high level Swashbuckler.
    +
    +Restrictions: not available to Archer.

    +

    Avoid Danger

    A rogue's natural sense of preservation becomes heightened with the use of the Avoid Danger ability. Avoid Danger gives a +4 bonus to AC and a +2 bonus to all Saving Throws. The effect lasts for 3 rounds.
    +
    +Special: For rogues with the Advanced Avoid Danger feat, these effects increase to a +6 bonus to AC, a +3 bonus to all Saving Throws, a slight increase in movement speed, and the ability to dodge all normal missiles.
    +
    +Requirements: high level Bard or high level Thief.

    +

    Avoid Danger, Advanced

    The rogue's Avoid Danger ability is heightened in effectiveness. Avoid Danger now grants +6 AC and +3 to saving throws, lasts for five rounds, and allows the rogue to move so quickly that his/her movement rate is increased by 2 (base is 10) and normal missiles have no chance of striking him/her.
    +
    +Prerequisite: Avoid Danger.
    +
    +Requirements: high level Bard or high level Thief.

    +

    Avoid Death

    A high-level rogue can develop a sixth sense that allows him/her to avoid almost certain death. This passive ability causes the rogue to avoid any one death effect (including imprisonment, petrification, and disintegration) that would otherwise kill him/her outright. The ability functions at most once per eight hours.
    +
    +Prerequisite: Avoid Danger.
    +
    +Requirements: high level Bard or high level Thief.

    +

    Break Enchantment

    The bard has learned how to remove enchantments with the power of his/her music. he/she may remove the effects of all spells from the Enchantment school - such as Hold, Charm and Confusion spells - from a single creature. This ability can be used three times per day.
    +
    +Requirements: high level Bard.

    +

    Call Spirit Warrior

    Spirit Warriors are spectral echoes of past heroes whose souls now rest in the halls of Valhalla. If a bard agrees to spread stories and songs of their legendary deeds in order to prevent them from being forgotten, a spirit of one of these valiant fighters will materialize and join the bard's cause for a short while (10 rounds). The mere presence of this fabled warrior instills courage in all nearby allies raising their morale to its highest. The Spirit Warrior summoned by a Skald is slightly more powerful than that summoned by other bards.
    +
    +Requirements: high level Bard.

    +

    Enhanced Bard Song: the Epic of

    This mighty battle chant grants the Bard and his/her allies +4 to hit, +4 to all saving throws, +10% bonus to magic resistance and immunity to Fear and Charm. The Bard him/herself receives an 8 point bonus to all of his/her saving throws while singing the song.
    +
    +Requirements: high level Bard.
    +
    +Restrictions: not available to Jester or Skald.

    +

    Enhanced Jester Song: the Mesmeric Melody

    The Enhanced Jester Song affects all opponents within hearing range who must save vs. spells once per round or become distracted (-2 save penalty) confused (no save bonus) or mesmerized (+2 save bonus). The Jester him/herself becomes immune to all mind-affecting spells and abilities while singing the song.
    +
    +Requirements: high level Jester.

    +

    Enhanced Skald Song: the Saga of

    This mighty battle chant grants the Skald and his/her allies +5 to hit, +5 to damage, -5 to AC, +10% resistance to physical damage, immunity to Fear, Stun and Confusion. The Skald him/herself receives a 10 point bonus to his/her armor class while singing the song.
    +
    +Requirements: high level Skald.

    +

    Enthralling Melody

    Range: Visual range of the caster
    +Duration: 5 rounds
    +Casting Time: 7
    +Area of Effect: 30-feet radius
    +Saving Throw: Special
    +
    +By softly humming a subtly hypnotic tune, an experienced Bard can captivate and enthrall any audience, even creatures that do not understand his/her language. Opponents in the area of effect must successfully save vs. paralyzation or give the Bard their undivided attention, totally ignoring their surroundings and becoming fascinated for the following five rounds. Fascinated creatures can take no actions for the duration of the effect; however, they can still perceive danger on a subconscious level, so any hostile action taken against them automatically breaks this state. In addition, even if opponents make their saving throws and avoid the fascination effect, there is still a 25% chance that they will become confused for one round (no save) from being too deeply immersed into the hypnotic pattern of the song.
    +
    +This ability completely ignores any magic resistance of the targets. However, it has no effect on mindless creatures such as Constructs, Skeletons, Zombies and Slimes.
    +
    +Requirements: high level Bard.

    +

    Extra Level 6 Spell

    Choosing this ability allows the character to cast an additional level 6 arcane spell.
    +
    +Requirements: able to cast sixth-level arcane spells.

    +

    Finesse

    With proper training and skills, the blade can achieve perfection in his/her special spin stances. This passive ability improves both the Offensive and Defensive spin innates. Activating Offensive Spin will grant an extra 5% to the Critical Hit chance for the duration of the ability. While in Defensive Spin, the blade will be able to move around, though his/her movement rate will be reduced to 50%.
    +
    +Requirements: high level Blade.

    +

    Greater War Cry

    With Greater War Cry, the character's War Cry becomes more powerful. The character emits a powerful and frightening yell that will leave all opponents in a 30' radius panicked with fear if they fail to save vs. spell at -2. In addition to this effect, Greater War Cry will increase the combat effectiveness of nearby party members by granting them a THAC0 bonus of 3 and immunity to fear effects for 2 rounds.
    +
    +Prerequisite: War Cry.
    +
    +Requirements: high level Fighter or high level Skald.

    +

    Lingering Song

    The bard's music stays with the listeners long after the last note has died away. When the bard stops playing, the effect of the song lasts an additional 2 rounds.
    +
    +Requirements: high level Bard.
    +
    +Special: this ability may be selected twice. Its effects are cumulative.

    +

    Maestro of Enchantment

    The bard can mimic the effects of any commonly-known arcane enchantment spell of 6th level or less. This ability can be used three times per day.
    +
    +Requirements: high level Bard.

    +

    Mass Charm

    Range: Visual range of the caster
    +Duration: 5 rounds
    +Casting Time: 6
    +Area of Effect: 30-feet radius
    +Saving Throw: Special
    +
    +An experienced Bard eventually learns to influence the actions of his/her opponents. By focusing his/her willpower a Bard can suggest a course of activity which opponents feel strongly compelled to follow. The suggestion must be worded in such a manner as to make the activity sound reasonable. Obviously self-destructive orders are not carried out and break the enchantment. If a common language is shared, the Bard can generally force the subjects to perform as he/she desires, within the limits of their abilities. If no common language is shared, the character can communicate only by using basic commands, such as "Come here," "Go there," "Fight," "Stand still" etc. Opponents can attempt a saving throw vs. spells in order to avoid being controlled, but even if they succeed, there is still a 25% chance that they will suffer a mental breakdown from the amount of stress that their minds have suffered. This will effectively cause them to enter a Berserk state (no save) and attack the nearest creature for one round.
    +
    +This ability completely ignores any magic resistance of the targets. However, it has no effect on undead, or on mindless creatures such as constructs and slimes. The racial charm resistance of Elves and Half-Elves also applies.
    +
    +Requirements: high level Bard.

    +

    Power Attack

    A Power Attack allows the warrior to strike blows so forceful that they stun an opponent for 2 rounds if the opponent fails a Save vs. Death at a -4 penalty. The ability lasts for 2 rounds.
    +
    +Requirements: high level Fighter, high level Paladin, high level Ranger, or high level Skald.

    +

    Resonating Weapon

    Bards eventually achieve a high degree of control over sound which enables them to imbue any weapon with concentrated sound energy for a short while. A weapon imbued in this fashion resonates with a sharp tone and deals an extra 2d4 points of sonic damage to its target on each hit. Furthermore, anyone struck by the resonating weapon must save vs. breath or become temporarily deafened. After 4 rounds have passed, the weapon ceases to resonate and the deafness subsides.
    +
    +Requirements: high level Bard.

    +

    Slippery Mind

    This rogue can occasionally manage to wriggle free from magical effects that would otherwise control or compel him/her. The first time he/she fails a saving throw against charm, domination, or similar magic, he/she is nonetheless unaffected. This ability can function at most once per hour.
    +
    +Requirements: high level Bard or high level Thief.

    +

    Sound Barrier

    The most skilled of all Bards are able to fully control the intensity, speed, and direction of the very waves which compose sound, which allows them to shape and bend it as they see fit. By utilizing this ability, the Bard encases him/herself within a sphere of swirling sound waves thereby forming a barrier which protects him/her from all sound-based spells and attacks, such as Silence, Deafness, Power Words, Holy Word, the howl of the demilich, and the wail of the banshee. Anyone who attempts to break through the barrier and strike the Bard in melee takes 2d8 points of sonic damage. Furthermore, the attacker may become deafened (75% chance) or stunned (25% chance) during the following round unless a save vs. breath is made. The sound barrier dissipates after 5 rounds.
    +
    +Prerequisite: Resonating Weapon.
    +
    +Requirements: high level Bard.

    +

    Sound Burst

    Range: Visual range of the caster
    +Duration: Instantaneous
    +Casting Time: 5
    +Area of Effect: 30-feet radius
    +Saving Throw: Special
    +
    +The Bard magically amplifies the capabilities of a musical instrument in order to fill his/her surroundings with high-pitched, stone-shattering sound waves. Creatures in the nearby area take 15d6 points of sonic damage and are also deafened for five rounds. Deafened creatures suffer a 50% chance of spellcasting failure. A successful save vs. breath halves the damage and negates the deafness.
    +
    +This ability completely ignores any magic resistance of the targets. However, resistance to energy damage can reduce the amount of damage dealt.
    +
    +Requirements: high level Bard.

    +

    Use Any Item

    Rogues take pride in their ability to adapt and make clever use of whatever is at hand. This ability is an extension of that basic skill. Once learned, the effect is permanent. The ability allows the rogue to use any item, even items that are typically restricted to one class. This allows the rogue to use everything from wands and scrolls to mighty weapons that none but a warrior could otherwise use.
    +
    +Prerequisite: Use Wands.
    +
    +Requirements: high level Bard or high level Thief.

    +

    War Cry

    With a War Cry, the warrior emits a powerful and frightening yell that will panic all opponents in a 15-ft. radius if they don't make their Save vs. Spell.
    +
    +Requirements: high level Fighter or high level Skald.

    + + + +
    +
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    Blackguard High-Level Abilities

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    This page lists High-Level Abilities available to Blackguards.

    Note that this list assumes a full install of Talents of Faerun, excluding the 'new low-level abilities' component. If you have a partial install, your High-Level Ability system may differ from the one documented here in small ways.

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    Abyssal Pact

    The blackguard has come to an arrangement with a mighty demon lord; in exchange for present and future favors too hideous to contemplate, the blackguard may use the demon lord's patronage to command the service of a marilith, glabrezu, nabassu or other demon once per day. Demons are capricious and it can never be guaranteed which demons will respect the pact, but in general only Balors and demon lords will dare to refuse the blackguard's command, though the demon will remain at the blackguard's side for only a single turn before departing.
    +
    +The blackguard takes a terrible risk in making the pact. Each time he/she uses this ability, he/she has a 10% chance of forfeiting his/her soul to his/her patron. If this happens, the blackguard will not be able to be resurrected after his/her death: he/she will be forever lost.
    +
    +Prerequisite: Blood War Secrets; may not be Lawful.
    +
    +Requirements: high level Blackguard.

    +

    Blood War Secrets

    The fiends of the lower planes constantly war against one another: baatezu dukes contest for control of the nine hells of Baator, demon lords pursue aeons-old rivalry, and the Blood War between baatezu and tanar'ri rages on. The most vile of blackguards have learned many of the hard-won fighting methods that the fiends have acquired against one another.
    +
    +This passive ability gives the blackguard a +2 bonus to attack and damage rolls when fighting lower-planar creatures.
    +
    +Requirements: high level Blackguard.

    +

    Deathblow

    The Deathblow ability allows the warrior to blow through the defenses of any lesser creature. For the next 2 rounds, any creature of 10th level or lower is instantly killed when struck by the warrior.
    +
    +Requirements: high level Fighter, high level Paladin, or high level Ranger.

    +

    Deathkiss

    This compound causes instant death in weaker victims. Anyone struck by the poison suffers 6 poison damage (no save) and then must make a save vs. poison at -2. Creatures with 60 or fewer hit points die instantly if they fail the saving throw; other creatures who fail their saving throw take 1 hit point of damage per second for 24 seconds.
    +
    +No creature can be affected by the poison more often than once per round.
    +
    +Characters with this ability can opt to use this poison when they activate their Poison Weapon ability.
    +
    +Requirements: high level Assassin or high level Blackguard.

    +

    Hardiness

    Calling upon hidden reserves of strength during times of danger, a warrior can use the Hardiness ability to gain 40% resistance to all forms of physical damage. The ability lasts for 1 round for every 2 levels of the warrior.
    +
    +This ability does not stack with Defensive Stance.
    +
    +Requirements: high level Fighter, high level Paladin, or high level Ranger.

    +

    Harm (Necromancy)

    Sphere: Necromantic
    +Range: Touch
    +Duration: Permanent
    +Casting Time: 9
    +Area of Effect: 1 creature
    +Saving Throw: None
    +
    +This spell is the reverse of Heal. Instead of healing the creature touched, it causes damage. On a successful touch from the priest, the spell reduces the target to 1 Hit Point. The next attack that the priest makes will inflict this effect; however, he/she only has 2 rounds to make the attack before the spell fizzles. If the priest misses the target creature, the spell is wasted. There is no Saving Throw.
    +
    +Requirements: high level Blackguard.

    +

    Infernal Contract

    The blackguard has signed a contract with a high-ranking power in the Nine Hells - perhaps one of the Dark Eight, the pit fiends who oversee the Blood War; perhaps a being darker still. The long-term consequences for the blackguard's soul are dire, but in the short term, he/she is able, once per day, to demand the allegiance of a cornugon, abishai or other baatezu devil. The contracts of the Hells are so byzantine that it can never be guaranteed which baatezu will be bound by the contract, but in general only the mighty Pit Fiends - and baatezu of similar power - are unconstrained by it; other baatezu must obey without question, though the length of their service is only one turn and they will depart immediately afterwards.
    +
    +Each time the blackguard uses this ability, he/she has a 10% chance of forfeiting his/her soul to his/her patron. If this happens, the blackguard will not be able to be resurrected after his/her death: he/she will be forever lost.
    +
    +Prerequisite: Blood War Secrets; may not be Chaotic.
    +
    +Requirements: high level Blackguard.

    +

    Nerve Venom

    This compound partially paralyses its victim, reducing their attack rolls, damage and AC by 4 and giving them a 25% spell failure chance. The effects of the poison last for five rounds, and there is no saving throw against the effect. The poison does not otherwise damage the victim.
    +
    +No creature can be affected by the poison more often than once per round.
    +
    +Characters with this ability can opt to use this poison when they activate their Poison Weapon ability.
    +
    +Requirements: high level Assassin or high level Blackguard.

    +

    Poison Aptitude

    The assassin has learned the skill of brewing exceptionally potent poisons. Saving throws against his/her Poison Weapon ability now suffer an additional -2 penalty.
    +
    +Requirements: high level Assassin or high level Blackguard.

    +

    Poison Expertise

    The assassin's understanding of poison brewing deepens. The -2 saving throw penalty imposed by the Poison Aptitude ability now increases to -4.
    +
    +Prerequisite: Poison Aptitude.
    +
    +Requirements: high level Assassin or high level Blackguard.

    +

    Power Attack

    A Power Attack allows the warrior to strike blows so forceful that they stun an opponent for 2 rounds if the opponent fails a Save vs. Death at a -4 penalty. The ability lasts for 2 rounds.
    +
    +Requirements: high level Fighter, high level Paladin, high level Ranger, or high level Skald.

    +

    Profane Fire

    Channeling blasphemous power from the Lower Planes, the blackguard calls forth a pillar of hellfire that consumes mortal foes. The victim suffers 20d6 points of damage (save vs. spells for half), of which half is fire and half is magic damage. Profane fire has no effect on undead or lower-planar creatures.
    +
    +Requirements: high level Blackguard.

    +

    Resist Magic

    This ability allows the warrior to temporarily tap a great inner strength and fight off the effects of malevolent magic. For 4 rounds, the warrior's Magic Resistance is set to 50%. This is not cumulative with other forms of Magic Resistance, so if the warrior already has 50% Magic Resistance or greater, the ability is useless.
    +
    +Requirements: high level Fighter, high level Paladin, or high level Ranger.

    +

    Summon Balor

    As a consequence of the blackguard's pact with a demon lord, he/she may now, once per day, command the services of a terrible Balor demon drawn forth from the Abyss. The summoned fiend will faithfully obey the blackguard's commands.
    +
    +Each time the blackguard uses this ability, he/she has a 25% chance of forfeiting his/her soul to his/her patron. If this happens, the blackguard will not be able to be resurrected after his/her death: he/she will be forever lost.
    +
    +Prerequisite: Abyssal Pact.
    +
    +Requirements: high level Blackguard.

    +

    Summon Pit Fiend

    As a consequence of the blackguard's contract with an infernal power, he/she may now, once per day, command the services of a mighty Pit Fiend drawn forth from Baator. The summoned fiend will faithfully obey the blackguard's commands.
    +
    +Each time the blackguard uses this ability, he/she has a 25% chance of forfeiting his/her soul to his/her patron. If this happens, the blackguard will not be able to be resurrected after his/her death: he/she will be forever lost.
    +
    +Prerequisite: Infernal Contract.
    +
    +Requirements: high level Blackguard.

    +

    Whirlwind Attack

    This ability allows the warrior to unleash a flurry of super-fast blows. The ability sets one's number of attacks per round to 10, but one's THAC0 and damage suffer a 4 point penalty. The Whirlwind Attack lasts for one round.
    +
    +Requirements: high level Fighter, high level Paladin, high level Ranger, or high level Swashbuckler.

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    Cleric High-Level Abilities

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    Most High-Level Abilities available to clerics are quest-level spells, which are listed here. However, this page lists the comparatively-few abilities available to high-level clerics which are not quest level spells.

    Note that this list assumes a full install of Talents of Faerun, excluding the 'new low-level abilities' component. If you have a partial install, your High-Level Ability system may differ from the one documented here in small ways.

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    Create Clerical Potions

    The character's rapport with the divine has reached the stage where they can imbue water with a small part of that divine power, creating potions of healing and protection. Brewing potions requires the expenditure of gold on the raw materials (equal to the cost of buying the potion in a store) and draws slightly on the character's life force (equivalent to a loss of 1 experience point per gold piece cost).
    +
    +The character may brew the following potions:
    +Antidote
    +Elixir of Health
    +Potion of Clarity
    +Potion of Extra Healing
    +Potion of Freedom
    +Potion of Healing
    +Potion of Regeneration
    +Potion of Superior Healing
    +
    +Requirements: high level Cleric, high level Druid, high level Favored Soul, or high level Shaman.

    +

    Divine Protection

    As one of the preeminent champions of his/her deity on Toril, the priest is blessed with that deity's personal protection in the event of great risk. This passive ability causes the priest to be shielded by these spells upon being reduced to 50% of his/her maximum hit points: Sanctuary, Shield of the Archons, and Physical Mirror. This power can operate at most once per 8-hour period.
    +
    +Requirements: high level Cleric.

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    Energy Drain (Necromancy)

    Range: Touch
    +Duration: Permanent
    +Casting Time: 3
    +Area of Effect: 1 creature
    +Saving Throw: None
    +
    +The casting of this spell opens a channel between the caster's plane and the Negative Energy Plane. The caster of the spell acts as a conduit between the two planes, sucking life from a victim and transferring it to the Negative Energy Plane, draining him/her of 5 levels of experience. The target of this spell loses levels, Hit Dice, Hit Points, and abilities permanently. These levels can only be restored by a priest's Restoration spell.
    +
    +Requirements: able to cast 7th level spells from the Necromantic sphere.

    +

    Enhanced Boon of Lathander

    As one of the foremost servants of Lathander, the priest is able to use the Boon of Lathander ability more effectively than other priests. When the priest invokes this ability, it grants +3 to hit, damage and saving throws, grants an additional attack per round, gives immunity to energy drain and restores any levels that the priest has lost.
    +
    +Requirements: high level Favored Soul of Lathander or high level Morninglord of Lathander.

    +

    Improved Seeking Sword

    As one of the foremost servants of Helm, the priest is able to use the Seeking Sword ability more effectively than other priests. In this character's hands, the Seeking Sword has a +5 bonus to hit, inflicts 2d4+5 damage and an additional 1d6 fire damage, and does not prevent spellcasting.
    +
    +Requirements: high level Favored Soul of Helm or high level Watcher of Helm.

    +

    Mass Raise Dead


    +Requirements: able to cast 7th level spells from the Healing sphere.

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    Druid High-Level Abilities

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    Most High-Level Abilities available to druids are quest-level spells, which are listed here. However, this page lists the comparatively-few abilities available to high-level druids which are not quest spells.

    Note that this list assumes a full install of Talents of Faerun, excluding the 'new low-level abilities' component. If you have a partial install, your High-Level Ability system may differ from the one documented here in small ways.

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    Air Elemental Transformation

    Harnessing the power of air, this powerful shapechange ability allows the Druid to become an air elemental of immense strength.
    +
    +Strength: 23
    +Dexterity: 14
    +
    +Base Armor Class: -5
    +Number of Attacks: 2
    +THAC0: 2
    +Attack Damage: 4d10 slashing + 3d6 electrical; mist creatures take an additional 2d8 damage
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    +Special Abilities:
    +- Whirlwind aura: nearby enemies take 4d8 slashing damage/rd, save vs. breath weapon for 1/2 damage; 25% spell failure chance; cloud spells disrupted)
    +- Immune to electricity damage
    +- 75% resistance to missile damage
    +
    +The Druid is healed 12 Hit Points after using this ability. This cannot occur more often than once per hour.
    +
    +Requirements: high level Druid.
    +
    +Restrictions: not available to Shapeshifter or Totemic Druid.

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    Boon of the Fey

    The druid is watched over by powerful nymphs and dryads, and their blessing will fall upon him/her in times of need. This passive ability causes the druid to be shielded by these spells upon being reduced to 50% of his/her maximum hit points: Ironskin, Improved Invisibility, and Physical Mirror. This power can operate at most once per 8-hour period.
    +
    +Requirements: high level Druid.

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    Create Clerical Potions

    The character's rapport with the divine has reached the stage where they can imbue water with a small part of that divine power, creating potions of healing and protection. Brewing potions requires the expenditure of gold on the raw materials (equal to the cost of buying the potion in a store) and draws slightly on the character's life force (equivalent to a loss of 1 experience point per gold piece cost).
    +
    +The character may brew the following potions:
    +Antidote
    +Elixir of Health
    +Potion of Clarity
    +Potion of Extra Healing
    +Potion of Freedom
    +Potion of Healing
    +Potion of Regeneration
    +Potion of Superior Healing
    +
    +Requirements: high level Cleric, high level Druid, high level Favored Soul, or high level Shaman.

    +

    Earth Elemental Transformation

    Harnessing the power of the earth, this powerful shapechange ability allows the Druid to become an earth elemental of immense strength.
    +
    +Strength: 23
    +Dexterity: 14
    +
    +Base Armor Class: -5
    +Number of Attacks: 2
    +THAC0: 2
    +Attack Damage: 5d8 crushing + knockback (save vs. breath weapon to avoid)
    +
    +Special Abilities:
    +- 50% resistance to missile damage
    +- 50% resistance to slashing damage
    +- 50% resistance to piercing damage
    +- 25% extra damage from crushing weapons
    +
    +The Druid is healed 12 Hit Points after using this ability. This cannot occur more often than once per hour.
    +
    +Requirements: high level Druid.
    +
    +Restrictions: not available to Shapeshifter or Totemic Druid.

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    Empowered Animal Summoning

    The character's strong bond to the natural world allows him/her to bolster the strength and resilience of the animals he/she summons to his/her side.
    +
    +This passive ability causes summoned animals to appear with a +4 bonus to attack rolls, damage rolls, armor class and a +2 bonus to saving throws, and to have the ability to harm creatures unaffected by nonmagical or +1 weapons. The spells affected are Animal Summoning (any rank) and Conjure Animals. The power does not affect summoned elementals or fey.
    +
    +Requirements: high level Beast Master or high level Druid.

    +

    Empowered Totemic Summoning

    The character's strong bond to the spirit animal he/she summons allows him/her to bolster their strength and resilience.
    +
    +This passive ability causes summoned spirit animals to appear with a +4 bonus to attack rolls, damage rolls, armor class and a +2 bonus to saving throws.
    +
    +Requirements: high level Totemic Druid.

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    Feral Resilience

    The shapeshifter has gained sufficient insight into the werewolf's form to manifest its regeneration power while shapeshifted. This passive ability allows the shapeshifter to regenerate 2 hit points per second while in Greater Werewolf form.
    +
    +Prerequisite: Feral Strength.
    +
    +Requirements: high level Shapeshifter.

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    Feral Strength

    The shapeshifter has learned to channel the full might of the werewolf. This passive ability increases the shapeshifters Strength when transformed by 2 points.
    +
    +Requirements: high level Shapeshifter.

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    Fire Elemental Transformation

    Harnessing the power of fire, this powerful shapechange ability allows the Druid to become a fire elemental of immense strength.
    +
    +Strength: 23
    +Dexterity: 14
    +
    +Base Armor Class: -5
    +Number of Attacks: 2
    +THAC0: 2
    +Attack Damage: 4d8 crushing + 4d6 fire + burn (2d6/rd, save vs. breath weapon each round to remove)
    +
    +Special Abilities:
    +- Fire aura: nearby enemies take 4d6 fire damage/rd, save vs. breath weapon for 1/2 damage)
    +- Immune to fire damage
    +- 50% extra damage from cold
    +
    +
    +The Druid is healed 12 Hit Points after using this ability. This cannot occur more often than once per hour.
    +
    +Requirements: high level Druid.
    +
    +Restrictions: not available to Shapeshifter or Totemic Druid.

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    Mass Raise Dead


    +Requirements: able to cast 7th level spells from the Healing sphere.

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    Spirit of the Bear

    The character may call upon the spirits of ancient bears to infuse him/her with their strength and resilience. When activated, this ability has the following effects:
    +
    +Strength: +3
    +Constitution: +3
    +Immune to stun and sleep effects
    +
    +The ability lasts indefinitely, but only one animal spirit power may be active at a time.
    +
    +Requirements: high level Totemic Druid.

    +

    Spirit of the Lion

    The character may call upon the spirits of ancient lions to infuse him/her with their strength and courage. When activated, this ability has the following effects:
    +
    +Strength: +3
    +Charisma: +3
    +Immune to fear and death effects
    +
    +The ability lasts indefinitely, but only one animal spirit power may be active at a time.
    +
    +Requirements: high level Totemic Druid.

    +

    Spirit of the Snake

    The character may call upon the spirits of ancient snakes to infuse him/her with their cunning and wisdom. When activated, this ability has the following effects:
    +
    +Intelligence: +5
    +Wisdom: +3
    +Immune to poison and charm effects
    +
    +The ability lasts indefinitely, but only one animal spirit power may be active at a time.
    +
    +Requirements: high level Totemic Druid.

    +

    Spirit of the Wolf

    The character may call upon the spirits of ancient wolves to infuse him/her with their agility and cunning. When activated, this ability has the following effects:
    +
    +Wisdom: +3
    +Dexterity: +3
    +Evasion (may attempt a saving throw to avoid all damage from area-effect spells that permit a save for half damage)
    +
    +The ability lasts indefinitely, but only one animal spirit power may be active at a time.
    +
    +Requirements: high level Totemic Druid.

    +

    True Shapeshifter

    The character has gained true mastery of shapeshifting. This passive ability allows the shapeshifter to transform into and out of Greater Werewolf form at will, and to cast spells while shapeshifted.
    +
    +Prerequisite: Feral Resilience.
    +
    +Requirements: high level Shapeshifter.

    +

    Water Elemental Transformation

    Harnessing the power of water, this powerful shapechange ability allows the Druid to become a water elemental of immense strength.
    +
    +Strength: 23
    +Dexterity: 14
    +
    +Base Armor Class: -5
    +Number of Attacks: 2
    +THAC0: 2
    +Attack Damage: 5d6 crushing + drown (-4 to hit, -4 AC, -4 saves, can't spellcast, and 1d3 damage per second; save vs. spell 1/rd to end)
    +
    +Special Abilities:
    +- Quench: extinguish nearby persistent fire effects
    +- 25% resistance to missile damage
    +- 25% resistance to slashing damage
    +- 25% resistance to piercing damage
    +- 75% resistance to crushing damage
    +
    +The Druid is healed 12 Hit Points after using this ability. This cannot occur more often than once per hour.
    +
    +Requirements: high level Druid.
    +
    +Restrictions: not available to Shapeshifter or Totemic Druid.

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    Favored Soul High-Level Abilities

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    Most High-Level Abilities available to favored souls are quest-level spells, which are listed here. However, this page lists the comparatively-few abilities available to high-level favored souls which are not quest spells.

    Note that this list assumes a full install of Talents of Faerun, excluding the 'new low-level abilities' component. If you have a partial install, your High-Level Ability system may differ from the one documented here in small ways.

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    Create Clerical Potions

    The character's rapport with the divine has reached the stage where they can imbue water with a small part of that divine power, creating potions of healing and protection. Brewing potions requires the expenditure of gold on the raw materials (equal to the cost of buying the potion in a store) and draws slightly on the character's life force (equivalent to a loss of 1 experience point per gold piece cost).
    +
    +The character may brew the following potions:
    +Antidote
    +Elixir of Health
    +Potion of Clarity
    +Potion of Extra Healing
    +Potion of Freedom
    +Potion of Healing
    +Potion of Regeneration
    +Potion of Superior Healing
    +
    +Requirements: high level Cleric, high level Druid, high level Favored Soul, or high level Shaman.

    +

    Energy Drain (Necromancy)

    Range: Touch
    +Duration: Permanent
    +Casting Time: 3
    +Area of Effect: 1 creature
    +Saving Throw: None
    +
    +The casting of this spell opens a channel between the caster's plane and the Negative Energy Plane. The caster of the spell acts as a conduit between the two planes, sucking life from a victim and transferring it to the Negative Energy Plane, draining him/her of 5 levels of experience. The target of this spell loses levels, Hit Dice, Hit Points, and abilities permanently. These levels can only be restored by a priest's Restoration spell.
    +
    +Requirements: able to cast 7th level spells from the Necromantic sphere.

    +

    Enhanced Boon of Lathander

    As one of the foremost servants of Lathander, the priest is able to use the Boon of Lathander ability more effectively than other priests. When the priest invokes this ability, it grants +3 to hit, damage and saving throws, grants an additional attack per round, gives immunity to energy drain and restores any levels that the priest has lost.
    +
    +Requirements: high level Favored Soul of Lathander or high level Morninglord of Lathander.

    +

    Improved Seeking Sword

    As one of the foremost servants of Helm, the priest is able to use the Seeking Sword ability more effectively than other priests. In this character's hands, the Seeking Sword has a +5 bonus to hit, inflicts 2d4+5 damage and an additional 1d6 fire damage, and does not prevent spellcasting.
    +
    +Requirements: high level Favored Soul of Helm or high level Watcher of Helm.

    +

    Mass Raise Dead


    +Requirements: able to cast 7th level spells from the Healing sphere.

    + + + +
    +
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    Fighter High-Level Abilities

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    This page lists High-Level Abilities available to Fighters.

    Note that this list assumes a full install of Talents of Faerun, excluding the 'new low-level abilities' component. If you have a partial install, your High-Level Ability system may differ from the one documented here in small ways.

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    Critical Strike

    A high-level warrior's intimate knowledge of vital spots on opponents allows him/her to, once per day, concentrate all of the attacks in one round to strike a vital area every time. With this ability, every attack roll made in the next round is a natural 20, a critical hit.
    +
    +Prerequisite: Power Attack.
    +
    +Requirements: high level Fighter.

    +

    Deathblow

    The Deathblow ability allows the warrior to blow through the defenses of any lesser creature. For the next 2 rounds, any creature of 10th level or lower is instantly killed when struck by the warrior.
    +
    +Requirements: high level Fighter, high level Paladin, or high level Ranger.

    +

    Deathblow, Greater

    The warrior has learned to use his/her Deathblow ability more effectively. It now slays creatures of 12th level or lower.
    +
    +Prerequisite: Deathblow.
    +
    +Requirements: high level Fighter.
    +
    +Restrictions: not available to Barbarian.

    +

    Evasion

    This ability mirrors the thief's Evasion ability: when attacked by a spell that allows the character to make a saving throw for half damage, and when it is possible to dodge, fall flat, or otherwise nimbly evade the spell's effects, the character takes no damage (instead of half damage) on a successful save.
    +
    +Requirements: high level Barbarian or high level Monk.

    +

    Fiery Rage

    The barbarian's rage is infused with magical fire.
    +
    +This passive ability causes the barbarian's attacks, while enraged, to do an additional 1d6 fire damage.
    +
    +Requirements: high level Barbarian.
    +
    +Restrictions: not available to Air Elementalist or Water Elementalist.

    +

    Greater Rage

    The rage of a sufficiently powerful barbarian is awesome to behold.
    +
    +This passive ability increases the effect of the barbarian's Rage power. It now increases the barbarian's Strength and Constitution by 6 each (instead of the usual 4).
    +
    +Prerequisite: Tireless Rage.
    +
    +Requirements: high level Barbarian.

    +

    Greater War Cry

    With Greater War Cry, the character's War Cry becomes more powerful. The character emits a powerful and frightening yell that will leave all opponents in a 30' radius panicked with fear if they fail to save vs. spell at -2. In addition to this effect, Greater War Cry will increase the combat effectiveness of nearby party members by granting them a THAC0 bonus of 3 and immunity to fear effects for 2 rounds.
    +
    +Prerequisite: War Cry.
    +
    +Requirements: high level Fighter or high level Skald.

    +

    Greater Whirlwind Attack

    The character has learned to use his/her Whirlwind Attack ability more effectively. There is no longer any penalty to attack rolls when using this ability.
    +
    +Prerequisite: Whirlwind Attack.
    +
    +Requirements: high level Fighter.
    +
    +Restrictions: not available to Barbarian.

    +

    Hardiness

    Calling upon hidden reserves of strength during times of danger, a warrior can use the Hardiness ability to gain 40% resistance to all forms of physical damage. The ability lasts for 1 round for every 2 levels of the warrior.
    +
    +This ability does not stack with Defensive Stance.
    +
    +Requirements: high level Fighter, high level Paladin, or high level Ranger.

    +

    Improved Defensive Stance

    The most experienced Dwarven Defenders have learned to channel and magnify their natural dwarven resistances whilst using Defensive Stance.
    +
    +This passive ability may be taken up to four times. Each time, the character's Defensive Stance ability gains additional powers, as follows:
    +
    +1st time: +40% to poison resistance
    +2nd time: +20% to elemental (fire, cold, acid, lightning) resistance; poison resistance increases to 75%
    +3rd time: +20% to magic resistance; elemental resistance increases to 40%
    +4th time: +30% to magic damage resistance (Magic Missile, Horrid Wilting etc); magic resistance increases to 40%
    +
    +Requirements: high level Dwarven Defender.

    +

    Power Attack

    A Power Attack allows the warrior to strike blows so forceful that they stun an opponent for 2 rounds if the opponent fails a Save vs. Death at a -4 penalty. The ability lasts for 2 rounds.
    +
    +Requirements: high level Fighter, high level Paladin, high level Ranger, or high level Skald.

    +

    Resist Magic

    This ability allows the warrior to temporarily tap a great inner strength and fight off the effects of malevolent magic. For 4 rounds, the warrior's Magic Resistance is set to 50%. This is not cumulative with other forms of Magic Resistance, so if the warrior already has 50% Magic Resistance or greater, the ability is useless.
    +
    +Requirements: high level Fighter, high level Paladin, or high level Ranger.

    +

    Scorn Injury

    In a berserker fury, the character can shrug off wounds that would fell lesser opponents.
    +
    +This passive ability doubles the extra hit points gained during a berserker rage.
    +
    +Requirements: high level Berserker.

    +

    Smite

    With the Smite ability, the warrior gains the ability to strike a mighty blow, knocking an opponent back for a considerable distance and stunning the opponent for 1 round. All attacks made in the first round are critical hits. The ability lasts for 2 rounds.
    +
    +Large creatures such as a dragons or giants will not be knocked back or stunned.
    +
    +Prerequisite: Critical Strike.
    +
    +Requirements: high level Fighter.

    +

    Spell Immunity

    High level wizard slayers tend to develop innate abilities similar to their natural enemies. They can raise their Magic Resistance for a limited time, and even become immune to specific spell schools.
    +
    +This ability grants protection from one spell school of your choice. It works similarly to the wizard spell, Spell Immunity, with a few differences. You must choose the school you wish to be protected from, but can only choose between Conjuration, Evocation, Enchantment or Necromancy.
    +
    +No spell of the selected school will be able to harm or aid the wizard slayer until the duration expires, which is 1 round/level, starting at level 9 and increasing to a maximum of 14 rounds at level 23. This includes all spells of this school, including any priest spell that might benefit him/her.
    +
    +Prerequisite: Resist Magic.
    +
    +Requirements: high level Wizard Slayer.

    +

    Supernatural Fury

    High-level barbarians, through primal rituals, fasting and animal sacrifice, can infuse their rage with supernatural energies.
    +
    +This passive ability grants the Barbarian 10% magic resistance and an additional +1 to saves vs. spells whilst raging.
    +
    +Requirements: high level Barbarian.

    +

    Tempestuous Rage

    This passive ability increases the power of the thunderstorm that surges around the raging barbarian. All melee hits while raging now inflict 2d6 electrical damage.
    +
    +Prerequisite: Thunderous Rage.
    +
    +Requirements: high level Barbarian.
    +
    +Restrictions: not available to Earth Elementalist or Fire Elementalist.

    +

    Thunderous Rage

    The barbarian's rage is infused with the power of the thunderstorm.
    +
    +This passive ability causes the barbarian's attacks, while enraged, to do an additional 1d6 electrical damage.
    +
    +Requirements: high level Barbarian.
    +
    +Restrictions: not available to Earth Elementalist or Fire Elementalist.

    +

    Tireless Rage

    The barbarian can sustain his/her rage for a greater period of time. This passive ability doubles the duration of his/her rage ability.
    +
    +Requirements: high level Barbarian.

    +

    True Kai

    This type of attack requires extensive training, and only the most skilled fighters are able to use it in combat properly. For 2 rounds all attacks made will be at maximum damage and each hit has 25% chance to kill the opponent if it fails to save vs. death at -2.
    +
    +Requirements: high level Kensai.

    +

    Volcanic Rage

    This passive ability increases the power of the magical fire that surges around the raging barbarian. All melee hits while raging now inflict 2d6 fire damage.
    +
    +Prerequisite: Fiery Rage.
    +
    +Requirements: high level Barbarian.
    +
    +Restrictions: not available to Air Elementalist or Water Elementalist.

    +

    War Cry

    With a War Cry, the warrior emits a powerful and frightening yell that will panic all opponents in a 15-ft. radius if they don't make their Save vs. Spell.
    +
    +Requirements: high level Fighter or high level Skald.

    +

    Whirlwind Attack

    This ability allows the warrior to unleash a flurry of super-fast blows. The ability sets one's number of attacks per round to 10, but one's THAC0 and damage suffer a 4 point penalty. The Whirlwind Attack lasts for one round.
    +
    +Requirements: high level Fighter, high level Paladin, high level Ranger, or high level Swashbuckler.

    + + + +
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    Mage High-Level Abilities

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    Most High-Level Abilities available to mages are 10th-level spells, which are listed here. However, this page lists the comparatively-few abilities available to high-level mages which are not 10th level spells.

    Note that this list assumes a full install of Talents of Faerun, excluding the 'new low-level abilities' component. If you have a partial install, your High-Level Ability system may differ from the one documented here in small ways.

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    Alchemy: Enhancement Potions

    The character has learned the secrets of brewing a variety of useful potions. Brewing potions requires the expenditure of gold on the raw materials (equal to the cost of buying the potion in a store) and draws slightly on the character's life force (equivalent to a loss of 1 experience point per gold piece cost).
    +
    +The character may brew the following potions:
    +Oil of Speed
    +Potion of Agility
    +Potion of Explosions
    +Potion of Fire Breath
    +Potion of Fortitude
    +Potion of Genius
    +Potion of Infravision
    +Potion of Insight
    +Potion of Invisibility
    +Potion of Master Thievery
    +Potion of Mind Focusing
    +Potion of Perception
    +Potion of Power
    +Potion of Strength
    +
    +Requirements: high level Bard, high level Mage, or high level Sorcerer.

    +

    Alchemy: Protective Potions

    The character has learned the secrets of brewing potions that protect the drinker from various forms of mundane and magical harm. Brewing potions requires the expenditure of gold on the raw materials (equal to the cost of buying the potion in a store) and draws slightly on the character's life force (equivalent to a loss of 1 experience point per gold piece cost).
    +
    +The character may brew the following potions:
    +Potion of Absorption
    +Potion of Cold Resistance
    +Potion of Defense
    +Potion of Fire Resistance
    +Potion of Insulation
    +Potion of Invulnerability
    +Potion of Magic Blocking
    +Potion of Magic Protection
    +Potion of Magic Shielding
    +Potion of Mirrored Eyes
    +Potion of Stone Form
    +
    +Requirements: high level Bard, high level Mage, or high level Sorcerer.

    +

    Alchemy: Warrior potions

    The character has learned the secrets of brewing potions that grant warriors superhuman strength and prowess. Brewing potions requires the expenditure of gold on the raw materials (equal to the cost of buying the potion in a store) and draws slightly on the character's life force (equivalent to a loss of 1 experience point per gold piece cost).
    +
    +The character may brew the following potions:
    +Potion of Cloud Giant Strength
    +Potion of Fire Giant Strength
    +Potion of Frost Giant Strength
    +Potion of Heroism
    +Potion of Hill Giant Strength
    +Potion of Stone Giant Strength
    +Potion of Storm Giant Strength
    +
    +Requirements: high level Bard, high level Mage, or high level Sorcerer.

    +

    Arcane Knowledge

    The time and effort powerful wizards put into the study of complex spells, magical artifacts and the very essence of magic does not happen without rewards. The wizard's studies open his/her mind to new ways of thinking and perceiving the multiverse.
    +his/her extensive knowledge will give him/her the answer to even the most obscure problem; the broadening of his/her mental faculties make him/her capable of learning and memorizing an even greater variety of magic.
    +gives the character the ability to select high-level abilities associated with a specific school of magic.
    +
    +Requirements: able to cast ninth-level arcane spells.
    +
    +Restrictions: not available to spellcasters who lack access to this school of magic.
    +
    +Special: this ability can be taken multiple times, granting access to a new school of magic each time. Specialists in a school of magic, and sorcerers with a bloodline granting special affinity to that school, do not need to take Arcane Knowledge in that school to gain access to its High-Level Abilities.

    +

    Demon Binding

    Through perusal of forbidden texts and conversations of a questionable nature, the character has learned some of the secrets of the fiends of the lower planes, and - through dark pacts, fragments of true names, and raw power - can exercise a modicum of control over some of them. When using the mage spells Summon Fiend and Cacofiend to bring forth a fiend, the character will bind the fiend called forth to obey his/her will, instead of simply leaving it to rampage at random.
    +
    +Most wizards avoid demon binding for good reason: he/she who trafficks with fiends puts his/her immortal soul at risk. Each time the character summons and binds a fiend, there is a 10% chance that his/her alignment will shift one step towards evil. If he/she is already evil, there is instead a 10% chance that his/her soul will be forfeit to the denizens of the lower planes. A character whose soul is lost in this way cannot be resurrected from the dead - once slain, he/she is forever lost.
    +
    +This ability may be taken twice. When taken a second time, the character gains the ability to bind even the mighty fiends called forth by the Gate spell. When doing so, the risk of the character sliding towards evil, or of forfeiting his/her soul, increases to 25%.
    +
    +Prerequisite: Arcane Knowledge: Conjuration, or Conjurer, or Sorcerer (Fiendish Bloodline), or Sorcerer (Efreeti Bloodline).
    +
    +Requirements: able to cast ninth-level arcane spells.
    +
    +Restrictions: not available to Bloodrager, Diviner, or Militant Invoker.
    +
    +Special: this ability may be selected twice. Its effects are cumulative.

    +

    Diviner's Focus

    A mage who has truly mastered divination magic can focus it to look past the glamers and phantasms that opponents conjure up as distractions.
    +
    +This passive ability enhances castings of the divination spells Detect Invisibility, Oracle, True Sight, and Reveal. Upon casting any of these spells, for 10 rounds the caster is able to see the exact location of a creature protected by the Improved Invisibility spell or similar effects. The caster may target spells on any such creature normally.
    +
    +Prerequisite: Arcane Knowledge: Divination, or Diviner.
    +
    +Requirements: able to cast ninth-level arcane spells.
    +
    +Restrictions: not available to Bloodrager, Conjurer, Militant Abjurer, Militant Conjurer, or Sorcerer (Shadowed Bloodline).

    +

    Extra Level 6 Spell

    Choosing this ability allows the character to cast an additional level 6 arcane spell.
    +
    +Requirements: able to cast sixth-level arcane spells.

    +

    Extra Level 7 Spell

    Choosing this ability allows the character to cast an additional level 7 arcane spell.
    +
    +Requirements: able to cast seventh-level arcane spells.

    +

    Extra Level 8 Spell

    Choosing this ability allows the character to cast an additional level 8 arcane spell.
    +
    +Requirements: able to cast eighth-level arcane spells.

    +

    Pierce the Veil

    The character's mastery of divination magic is complete, and none may hide from his/her sight.
    +
    +A character with this ability can automatically see through the protection of an Improved Invisibility spell, and may cast Detect Invisibility at will.
    +
    +Prerequisite: Arcane Knowledge: Divination, or Diviner.
    +
    +Requirements: able to cast ninth-level arcane spells.
    +
    +Restrictions: not available to Bloodrager, Conjurer, Militant Abjurer, Militant Conjurer, or Sorcerer (Shadowed Bloodline).

    +

    Wishcraft

    The genies of the Elemental Planes are renowned for their guile, especially in the matter of the correct phrasing of wishes, but through mastery of conjuration the character has learned their ways and is now their equal in negotiation.
    +
    +This passive ability grants the character the ability to cast the Limited Wish and Wish spells as if he/she had a Wisdom of 25.
    +
    +Prerequisite: Arcane Knowledge: Conjuration, or Conjurer, or Sorcerer (Fiendish Bloodline), or Sorcerer (Efreeti Bloodline).
    +
    +Requirements: able to cast ninth-level arcane spells.
    +
    +Restrictions: not available to Bloodrager, Diviner, or Militant Invoker.

    + + + +
    +
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    Monk High-Level Abilities

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    This page lists High-Level Abilities available to Monks.

    Note that this list assumes a full install of Talents of Faerun, excluding the 'new low-level abilities' component. If you have a partial install, your High-Level Ability system may differ from the one documented here in small ways.

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    Chant

    This ability gives the Monk powerful physical protections for a very short time. It increases Slashing, Piercing, Crushing and Missile resistances to 75%, and increases Fire, Cold, and Lightning resistances by 25%. There is a price for such protection however: by focusing ki-energies against physical attacks, the monk’s innate magic resistance will be nullified until this state expires. The effects of this ability last for 3 rounds. Multiple Chants are not cumulative.
    +
    +Prerequisite: Diamond Soul.
    +
    +Requirements: high level Monk.

    +

    Diamond Soul

    The monk is able to tune his/her body with skill and quasi-magical abilities to the point that he/she becomes a magical creature. When he/she achieves a state of unshakeable stability in body and soul,
    +he/she is no longer affected by spells and other abilities that would endanger this unity or attempt to manipulate his/her physical form.
    +
    +Diamond Soul renders the monk immune to effects like Petrification, Disintegration or Polymorph.
    +
    +Requirements: high level Monk.

    +

    Displacement

    After becoming a partially ethereal creature, the monk can develop the ability to use this power instinctively in dangerous situations. When seriously injured he/she connects with the ethereal world, slipping his/her body out of phase with reality. When his/her hit points fall below 20% of their maximum the monk partially fades out, which grants him/her +2 AC and immunity to weapons with less than +3 enchantment level for 5 rounds. While in this state, the monk can still be seen by those around him/her and can be targeted by spells and magical effects. The effect can trigger only once in an 8-hour period.
    +
    +Prerequisite: Ethereal.
    +
    +Requirements: high level Monk.

    +

    Dragon Fist

    High level Monks have the ability to focus Ki energies in their bodies in many ways. When using this ability all attacks made by the Monk in the next round will remove one Specific Protection up to 8th level (save vs. breath at -2), one Magical Protection up to 8th level (no save), and one Physical Protection up to 8th level (save vs breath). Creatures hit by Dragon Fist must also save vs. breath at -4, or their Magic Resistance will be reduced by 19% for 6 rounds. This effect is cumulative. Dragon Fist always removes the strongest Protection spell from the target.
    +
    +Prerequisite: Shadowless Kick.
    +
    +Requirements: high level Monk.

    +

    Ethereal

    As a magical being, the high-level monk can assume an ethereal state for a limited time. For 5 rounds he/she becomes completely invisible to the eyes of others and receives a 4 point bonus to AC. In the first 2 rounds of this state he/she cannot be detected, not even by magical means, and the ethereal form grants him/her immunity to weapons below +4 enchantment level. If the monk makes an attack, creatures around him/her will know about his presence and he/she will become partially visible. During the ethereal state the monk cannot use any of his/her innate abilitie
    +s.
    +
    +Note that powerful creatures - like Demons or Dragons - will still be able to see and attack the monk while ethereal.
    +
    +Prerequisite: Diamond Soul.
    +
    +Requirements: high level Monk.

    +

    Evasion

    This ability mirrors the thief's Evasion ability: when attacked by a spell that allows the character to make a saving throw for half damage, and when it is possible to dodge, fall flat, or otherwise nimbly evade the spell's effects, the character takes no damage (instead of half damage) on a successful save.
    +
    +Requirements: high level Barbarian or high level Monk.

    +

    Faster Than the Eye

    The monk can increase his/her movement speed to unbelievable heights for a single moment. During this time the monk is able to run to a point within sight in an instant, without being stopped or hurt by anyone.
    +
    +Requirements: high level Monk.

    +

    Finger of Destruction

    Evil monks can focus Ki energies in the most harmful ways. The Finger of Destruction is a secret and forbidden technique to most monks, and only those with no respect towards the lives of others are able to learn it.
    +
    +By concentrating his/her Ki into one point on the target's body, the monk touches an opponent with his/her pointing finger. If the attack is successful, the victim loses 5 points of Constitution and suffers a 2 point penalty to saves vs. death for 5 turns (no save). Creatures below 10 Hit Dice die immediately, and even those above this level suffer 10 points of magical damage.
    +
    +In addition to the instant effects, the destructive energies keep weakening the target, who will suffer an additional 1 point penalty to Constitution and saves vs. death every second round for 1 turn. The victim is entitled to a saving throw vs. death every time to avoid further negative effects.
    +
    +Finger of Destruction can only be used once per day.
    +
    +Prerequisite: Dragon Fist; may not be Good.
    +
    +Requirements: high level Monk.

    +

    Inner Time

    is the pinnacle of the monk's mental and physical abilities. Having achieved perfect focus in body and soul, the most experienced monks are able to slow their inner time to a point where they sense every second as if it were five. This state allows them to judge combat situations more wisely and react to the surrounding world much more quickly and effectively.
    +
    +Inner Time not simply hastens the mind; the body becomes faster too. A spectator would find the monk's movement and actions incredibly fast. his/her fists become more dangerous than any other weapon: he/she gets 8 attacks/round, his/her damage, THAC0 and AC get a 4 points bonus, attack and casting speeds are also reduced by 2. he/she can catch missiles and throw them back to the attacker with the same move, and is protected from backstabs.
    +
    +The ability expires after 3 rounds, whereupon the monk will become winded and will be unable to use any special attacks or abilities for the following 2 rounds.
    +
    +Prerequisite: Faster Than the Eye.
    +
    +Requirements: high level Monk.

    +

    Regeneration

    Experienced monks can focus ki-energies in their bodies to regenerate themselves. The monk's regeneration rate will be increased by 2 hit points per round. This ability can be selected up to five times and its bonuses are cumulative with every other regeneration effect on the character.
    +
    +Prerequisite: Diamond Soul.
    +
    +Requirements: high level Monk.
    +
    +Special: this ability may be selected up to 5 times. Its effects are cumulative.

    +

    Searing Fists

    The monk's greater attunement to his/her ki increases the purity of his/her Flaming Fists power. It now inflicts 3d6 damage per hit.
    +
    +Requirements: high level Sun Soul Monk.

    +

    Second Wind

    With many years of training and meditation and the purest of minds, untainted by the the slightest trace of evil, Monks can gain the ability to achieve a second wind. Second Wind grants the monk the ability to instantly heal his/her wounds when his/her Hit Points fall below 10% of their maximum. This ability can trigger only once per 8-hour period.
    +
    +Prerequisite: Regeneration; may not be Evil.
    +
    +Requirements: high level Monk.

    +

    Shadowless Kick

    This ability gives the Monk a one-time attack. This overwhelming assault is always successful; there is no need for an attack roll. The target suffers 5d8 crushing damage, and must save vs. breath at -4 or unconscious for 1 round and, unless sufficiently large, be knocked back a considerable distance by the power of the kick.
    +
    +Requirements: high level Monk.

    +

    Soul of Ice

    The monk's greater understanding of the teachings of Shar allows him/her to enhance the power of his/her Frozen Fist ability, and to maintain it permanently. It now inflicts 4 points of damage per hit and is always active.
    +
    +Requirements: high level Dark Moon Monk.

    +

    Tiger Strike

    With this ability, the monk strikes a mighty blow, knocking an opponent back for a considerable distance and stunning that opponent for 1 round. All attacks made in the first round are at maximum damage. The ability lasts for 2 rounds. Large creatures such as dragons or giants will not be knocked back or stunned.
    +
    +Prerequisite: Dragon Fist.
    +
    +Requirements: high level Monk.

    + + + +
    +
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    Paladin High-Level Abilities

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    This page lists High-Level Abilities available to Paladins (excluding Blackguards, whose abilities are listed here).

    Note that this list assumes a full install of Talents of Faerun, excluding the 'new low-level abilities' component. If you have a partial install, your High-Level Ability system may differ from the one documented here in small ways.

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    Circle of Law

    By using this powerful ability the character turns into a bastion of Law and will gain unassailable protections against chaotic and evil creatures and effects. It grants the character complete immunity to all Necromancy spells, and gives a 3 point bonus to save vs. death and to armor class. Furthermore the character and his/her companions in a 15' radius area will be protected from Evil and all chaotic spells or effects like Chaos, Drunkenness, Fear, Berserk, etc.
    +
    +This ability lasts for 10 rounds.
    +
    +Requirements: high level Cavalier.

    +

    Deathblow

    The Deathblow ability allows the warrior to blow through the defenses of any lesser creature. For the next 2 rounds, any creature of 10th level or lower is instantly killed when struck by the warrior.
    +
    +Requirements: high level Fighter, high level Paladin, or high level Ranger.

    +

    Hardiness

    Calling upon hidden reserves of strength during times of danger, a warrior can use the Hardiness ability to gain 40% resistance to all forms of physical damage. The ability lasts for 1 round for every 2 levels of the warrior.
    +
    +This ability does not stack with Defensive Stance.
    +
    +Requirements: high level Fighter, high level Paladin, or high level Ranger.

    +

    Holy Aura

    High-level Paladins can radiate a powerful aura of goodness and purity. All party members and allies standing in a 10' radius area around them will gain a +2 bonus to AC and saves versus Evil aligned creatures. These effects are permanent as long as those protected by the paladin's aura stay close to them. Any creatures leaving the aura's area of effect will lose these protections in half a round. Bonuses from multiple auras are not cumulative.
    +
    +Requirements: high level Paladin.

    +

    Power Attack

    A Power Attack allows the warrior to strike blows so forceful that they stun an opponent for 2 rounds if the opponent fails a Save vs. Death at a -4 penalty. The ability lasts for 2 rounds.
    +
    +Requirements: high level Fighter, high level Paladin, high level Ranger, or high level Skald.

    +

    Resist Magic

    This ability allows the warrior to temporarily tap a great inner strength and fight off the effects of malevolent magic. For 4 rounds, the warrior's Magic Resistance is set to 50%. This is not cumulative with other forms of Magic Resistance, so if the warrior already has 50% Magic Resistance or greater, the ability is useless.
    +
    +Requirements: high level Fighter, high level Paladin, or high level Ranger.

    +

    Righteous Magic

    This is a powerful combat blessing that enhances the paladin's physical prowess, transforming him/her into a juggernaut of righteous anger. The effect adds 1 temporary hit point for every level of the paladin, adds 1 point of strength for every three levels of the paladin (to a maximum of 25), and inflicts maximum damage with every hit for 2 rounds. The other effects last for the duration of the spell or until dispelled.
    +
    +Requirements: high level Paladin.

    +

    Shield of Law

    By using this powerful ability the paladin turns into a bastion of Law and will have unassailable protections against chaotic and evil creatures and effects. It grants the paladin complete immunity to all Necromancy spells, and gives a 3 point bonus to save vs. death and to armor class. Furthermore the paladin will be protected from Evil and all chaotic spells or effects like Chaos, Drunkenness, Fear, Berserk, etc.
    +This ability lasts for 10 rounds.
    +
    +Requirements: high level Paladin.

    +

    Smite Undead

    Channeling his/her god's antipathy for the undead, the Undead Hunter creates a golden ray of light that burns the undead with heavenly flames. Undead foes suffer 20d6 points of magic damage (save vs. breath for half), and must save vs. spells to avoid instant disruption. Even if the saves are successful, the target becomes slowed for one round. The paladin has to be close enough to touch the creature (but there is no need for a successful touch attack) in order to use this ability. Smite Undead does not have any effect on living creatures, elementals, extra-planar creatures or constructs.
    +
    +Requirements: high level Undead Hunter.

    +

    Virtue

    Cavaliers hold a special contempt for Demons and other chaotic and evil creatures in their hearts. As they advance in levels they can use this contempt to fight these opponents even more effectively.
    +
    +By choosing this passive ability the cavalier's Charisma will be permanently increased by 1 and the paladin will receive +2 bonuses to THAC0 and damage versus Chaotic Evil creatures. This bonus is cumulative with every other damage and THAC0 bonuses.
    +
    +Prerequisite: Shield of Law.
    +
    +Requirements: high level Inquisitor.

    +

    Whirlwind Attack

    This ability allows the warrior to unleash a flurry of super-fast blows. The ability sets one's number of attacks per round to 10, but one's THAC0 and damage suffer a 4 point penalty. The Whirlwind Attack lasts for one round.
    +
    +Requirements: high level Fighter, high level Paladin, high level Ranger, or high level Swashbuckler.

    +

    Wrath of the Righteous

    By using this high-level ability the paladin becomes the ultimate weapon against creatures of pure evil and darkness. In the following 2 rounds each attack made by the paladin will receive a +6 to-hit and damage bonus against evil creatures. In the first round all undead hit by the paladin must make a saving throw vs. death (with a -2 penalty) or be instantly destroyed.
    +
    +Prerequisite: Holy Aura.
    +
    +Requirements: high level Paladin.

    + + + +
    +
    + \ No newline at end of file diff --git a/readmes/subdocuments_dw/hlas_RANGER.html b/readmes/subdocuments_dw/hlas_RANGER.html new file mode 100644 index 0000000..315788b --- /dev/null +++ b/readmes/subdocuments_dw/hlas_RANGER.html @@ -0,0 +1,88 @@ + + +Ranger High-Level Abilities + + + + + +
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    Ranger High-Level Abilities

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    This page lists High-Level Abilities available to Rangers.

    Note that this list assumes a full install of Talents of Faerun, excluding the 'new low-level abilities' component. If you have a partial install, your High-Level Ability system may differ from the one documented here in small ways.

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    Ambidexterity

    The character has learned to use both hands equally when fighting, and no longer suffers an additional -2 penalty with off-hand attack rolls when dual-wielding.
    +
    +Requirements: high level Blade, high level Ranger, or high level Swashbuckler.
    +
    +Restrictions: not available to Archer.

    +

    Deathblow

    The Deathblow ability allows the warrior to blow through the defenses of any lesser creature. For the next 2 rounds, any creature of 10th level or lower is instantly killed when struck by the warrior.
    +
    +Requirements: high level Fighter, high level Paladin, or high level Ranger.

    +

    Empowered Animal Summoning

    The character's strong bond to the natural world allows him/her to bolster the strength and resilience of the animals he/she summons to his/her side.
    +
    +This passive ability causes summoned animals to appear with a +4 bonus to attack rolls, damage rolls, armor class and a +2 bonus to saving throws, and to have the ability to harm creatures unaffected by nonmagical or +1 weapons. The spells affected are Animal Summoning (any rank) and Conjure Animals. The power does not affect summoned elementals or fey.
    +
    +Requirements: high level Beast Master or high level Druid.

    +

    Endurance

    High-level rangers are capable of tremendous feats of stamina and endurance, from tireless marches to perseverence despite grave injuries and hardships.
    +
    +This passive ability grants the ranger a 20% boost to movement rate, immunity to fatigue and unconsciousness, a 10% bonus to maximum hit points, and a +1 bonus to saving throws and attack rolls.
    +
    +Requirements: high level Ranger.

    +

    Extra Favored Enemy

    The character adds an additional creature type to his/her list of favored enemies (rangers get +4 to hit and damage vs. favored enemies).
    +
    +Requirements: high level Ranger
    +
    +Special: this ability may be selected multiple times, adding a new favored enemy each time.

    +

    Hardiness

    Calling upon hidden reserves of strength during times of danger, a warrior can use the Hardiness ability to gain 40% resistance to all forms of physical damage. The ability lasts for 1 round for every 2 levels of the warrior.
    +
    +This ability does not stack with Defensive Stance.
    +
    +Requirements: high level Fighter, high level Paladin, or high level Ranger.

    +

    Nemesis

    The character gains an additional +4 to damage, and +2 to armor class and saving throws, against one of his/her favored enemy types.
    +
    +Requirements: Ranger
    +
    +Prerequisite: Favored Enemy (this creature type)
    +
    +Special: this ability may be selected multiple times, adding a new nemesis each time.

    +

    Power Attack

    A Power Attack allows the warrior to strike blows so forceful that they stun an opponent for 2 rounds if the opponent fails a Save vs. Death at a -4 penalty. The ability lasts for 2 rounds.
    +
    +Requirements: high level Fighter, high level Paladin, high level Ranger, or high level Skald.

    +

    Precision

    With proper concentration a skilled archer can render his/her attacks more deadly and precise. By activating this ability the archer gains +6 to his/her attack rolls with missile weapons, +10 bonus to damage for 3 rounds and a 20% chance/hit to strike a lethal hit (the target creature is allowed a save vs. death to avoid instant death).
    +
    +Precision has some drawbacks: it requires intense concentration, making defense difficult, and leaves time for just half of the normally available attacks. The archer's movement rate will be significantly decreased and his/her AC will suffer a 5 point penalty until the ability expires.
    +
    +Requirements: high level Archer.

    +

    Resist Magic

    This ability allows the warrior to temporarily tap a great inner strength and fight off the effects of malevolent magic. For 4 rounds, the warrior's Magic Resistance is set to 50%. This is not cumulative with other forms of Magic Resistance, so if the warrior already has 50% Magic Resistance or greater, the ability is useless.
    +
    +Requirements: high level Fighter, high level Paladin, or high level Ranger.

    +

    Tracking

    With an intimate knowledge of his/her surroundings and the creatures that live within them, the character can use the Tracking ability to give him/herself a general idea of what creatures are in an area and which direction they are. Red arrows at the edge of the screen will point in the general direction of the creatures in the area.
    +
    +Requirements: high level Bounty Hunter or high level Ranger.

    +

    Whirlwind Attack

    This ability allows the warrior to unleash a flurry of super-fast blows. The ability sets one's number of attacks per round to 10, but one's THAC0 and damage suffer a 4 point penalty. The Whirlwind Attack lasts for one round.
    +
    +Requirements: high level Fighter, high level Paladin, high level Ranger, or high level Swashbuckler.

    + + + +
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    Shaman High-Level Abilities

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    Most High-Level Abilities available to shamans are quest-level spells, which are listed here. However, this page lists the comparatively-few abilities available to high-level shamans which are not quest spells.

    Note that this list assumes a full install of Talents of Faerun, excluding the 'new low-level abilities' component. If you have a partial install, your High-Level Ability system may differ from the one documented here in small ways.

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    Create Clerical Potions

    The character's rapport with the divine has reached the stage where they can imbue water with a small part of that divine power, creating potions of healing and protection. Brewing potions requires the expenditure of gold on the raw materials (equal to the cost of buying the potion in a store) and draws slightly on the character's life force (equivalent to a loss of 1 experience point per gold piece cost).
    +
    +The character may brew the following potions:
    +Antidote
    +Elixir of Health
    +Potion of Clarity
    +Potion of Extra Healing
    +Potion of Freedom
    +Potion of Healing
    +Potion of Regeneration
    +Potion of Superior Healing
    +
    +Requirements: high level Cleric, high level Druid, high level Favored Soul, or high level Shaman.

    +

    Favored of the Spirits

    Range: 0
    +Duration: 1 hour
    +Casting Time: 9
    +Area of Effect: The caster
    +Saving Throw: None
    +
    +This powerful rite shields the Shaman from death for 1 hour or until discharged. While under the protection of this rite, the Shaman is immune to all forms of death magic. In addition, if the Shaman is reduced below 10% Hit Points and the rite is active, the Shaman instantly receives the benefit of a Heal spell. The rite's protection (including the immunity to death) is completely discharged once the Heal spell is triggered.
    +
    +Requires: Spirit Form
    +
    +Requirements: high level Shaman.

    +

    Mass Raise Dead


    +Requirements: able to cast 7th level spells from the Healing sphere.

    +

    Spirit Form

    Range: 0
    +Duration: 5 rounds
    +Casting Time: 1
    +Area of Effect: The caster
    +Saving Throw: None
    +
    +The shaman slips into a space between the spirit world and the material plane, rendering them partially incorporeal. For the next 5 rounds, all physical attacks directed against the shaman deal 50% of their normal damage. During this time, the shaman is also under the effects of Improved Invisibility and cannot be directly targeted by spells.
    +
    +Requirements: high level Shaman.

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    Sorcerer High-Level Abilities

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    Most High-Level Abilities available to sorcerers are 10th-level spells, which are listed here. However, this page lists the comparatively-few abilities available to high-level sorcerers which are not 10th level spells.

    Note that this list assumes a full install of Talents of Faerun, excluding the 'new low-level abilities' component. If you have a partial install, your High-Level Ability system may differ from the one documented here in small ways.

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    Alchemy: Enhancement Potions

    The character has learned the secrets of brewing a variety of useful potions. Brewing potions requires the expenditure of gold on the raw materials (equal to the cost of buying the potion in a store) and draws slightly on the character's life force (equivalent to a loss of 1 experience point per gold piece cost).
    +
    +The character may brew the following potions:
    +Oil of Speed
    +Potion of Agility
    +Potion of Explosions
    +Potion of Fire Breath
    +Potion of Fortitude
    +Potion of Genius
    +Potion of Infravision
    +Potion of Insight
    +Potion of Invisibility
    +Potion of Master Thievery
    +Potion of Mind Focusing
    +Potion of Perception
    +Potion of Power
    +Potion of Strength
    +
    +Requirements: high level Bard, high level Mage, or high level Sorcerer.

    +

    Alchemy: Protective Potions

    The character has learned the secrets of brewing potions that protect the drinker from various forms of mundane and magical harm. Brewing potions requires the expenditure of gold on the raw materials (equal to the cost of buying the potion in a store) and draws slightly on the character's life force (equivalent to a loss of 1 experience point per gold piece cost).
    +
    +The character may brew the following potions:
    +Potion of Absorption
    +Potion of Cold Resistance
    +Potion of Defense
    +Potion of Fire Resistance
    +Potion of Insulation
    +Potion of Invulnerability
    +Potion of Magic Blocking
    +Potion of Magic Protection
    +Potion of Magic Shielding
    +Potion of Mirrored Eyes
    +Potion of Stone Form
    +
    +Requirements: high level Bard, high level Mage, or high level Sorcerer.

    +

    Alchemy: Warrior potions

    The character has learned the secrets of brewing potions that grant warriors superhuman strength and prowess. Brewing potions requires the expenditure of gold on the raw materials (equal to the cost of buying the potion in a store) and draws slightly on the character's life force (equivalent to a loss of 1 experience point per gold piece cost).
    +
    +The character may brew the following potions:
    +Potion of Cloud Giant Strength
    +Potion of Fire Giant Strength
    +Potion of Frost Giant Strength
    +Potion of Heroism
    +Potion of Hill Giant Strength
    +Potion of Stone Giant Strength
    +Potion of Storm Giant Strength
    +
    +Requirements: high level Bard, high level Mage, or high level Sorcerer.

    +

    Arcane Knowledge

    The time and effort powerful wizards put into the study of complex spells, magical artifacts and the very essence of magic does not happen without rewards. The wizard's studies open his/her mind to new ways of thinking and perceiving the multiverse.
    +his/her extensive knowledge will give him/her the answer to even the most obscure problem; the broadening of his/her mental faculties make him/her capable of learning and memorizing an even greater variety of magic.
    +gives the character the ability to select high-level abilities associated with a specific school of magic.
    +
    +Requirements: able to cast ninth-level arcane spells.
    +
    +Restrictions: not available to spellcasters who lack access to this school of magic.
    +
    +Special: this ability can be taken multiple times, granting access to a new school of magic each time. Specialists in a school of magic, and sorcerers with a bloodline granting special affinity to that school, do not need to take Arcane Knowledge in that school to gain access to its High-Level Abilities.

    +

    Demon Binding

    Through perusal of forbidden texts and conversations of a questionable nature, the character has learned some of the secrets of the fiends of the lower planes, and - through dark pacts, fragments of true names, and raw power - can exercise a modicum of control over some of them. When using the mage spells Summon Fiend and Cacofiend to bring forth a fiend, the character will bind the fiend called forth to obey his/her will, instead of simply leaving it to rampage at random.
    +
    +Most wizards avoid demon binding for good reason: he/she who trafficks with fiends puts his/her immortal soul at risk. Each time the character summons and binds a fiend, there is a 10% chance that his/her alignment will shift one step towards evil. If he/she is already evil, there is instead a 10% chance that his/her soul will be forfeit to the denizens of the lower planes. A character whose soul is lost in this way cannot be resurrected from the dead - once slain, he/she is forever lost.
    +
    +This ability may be taken twice. When taken a second time, the character gains the ability to bind even the mighty fiends called forth by the Gate spell. When doing so, the risk of the character sliding towards evil, or of forfeiting his/her soul, increases to 25%.
    +
    +Prerequisite: Arcane Knowledge: Conjuration, or Conjurer, or Sorcerer (Fiendish Bloodline), or Sorcerer (Efreeti Bloodline).
    +
    +Requirements: able to cast ninth-level arcane spells.
    +
    +Restrictions: not available to Bloodrager, Diviner, or Militant Invoker.
    +
    +Special: this ability may be selected twice. Its effects are cumulative.

    +

    Diviner's Focus

    A mage who has truly mastered divination magic can focus it to look past the glamers and phantasms that opponents conjure up as distractions.
    +
    +This passive ability enhances castings of the divination spells Detect Invisibility, Oracle, True Sight, and Reveal. Upon casting any of these spells, for 10 rounds the caster is able to see the exact location of a creature protected by the Improved Invisibility spell or similar effects. The caster may target spells on any such creature normally.
    +
    +Prerequisite: Arcane Knowledge: Divination, or Diviner.
    +
    +Requirements: able to cast ninth-level arcane spells.
    +
    +Restrictions: not available to Bloodrager, Conjurer, Militant Abjurer, Militant Conjurer, or Sorcerer (Shadowed Bloodline).

    +

    Empowered Breath Weapon

    The Dragon Disciple's breath weapon now inflicts 12d8 damage
    +
    +Requirements: high level Dragon Disciple.

    +

    Extra Level 6 Spell

    Choosing this ability allows the character to cast an additional level 6 arcane spell.
    +
    +Requirements: able to cast sixth-level arcane spells.

    +

    Extra Level 7 Spell

    Choosing this ability allows the character to cast an additional level 7 arcane spell.
    +
    +Requirements: able to cast seventh-level arcane spells.

    +

    Extra Level 8 Spell

    Choosing this ability allows the character to cast an additional level 8 arcane spell.
    +
    +Requirements: able to cast eighth-level arcane spells.

    +

    Lingering Breath Weapon

    The energies of the Dragon Disciple's breath weapon cling to its victims. Those affected by the breath weapon who fail a save vs. breath at a -4 penalty take an additional 6d8 damage one round later.
    +
    +Prerequisite: Empowered Breath Weapon.
    +
    +Requirements: high level Dragon Disciple.

    +

    Pierce the Veil

    The character's mastery of divination magic is complete, and none may hide from his/her sight.
    +
    +A character with this ability can automatically see through the protection of an Improved Invisibility spell, and may cast Detect Invisibility at will.
    +
    +Prerequisite: Arcane Knowledge: Divination, or Diviner.
    +
    +Requirements: able to cast ninth-level arcane spells.
    +
    +Restrictions: not available to Bloodrager, Conjurer, Militant Abjurer, Militant Conjurer, or Sorcerer (Shadowed Bloodline).

    +

    Recurrent Breath Weapon

    As the Dragon Disciple's draconic heritage shows through more strongly, he/she can use their breath weapon repeatedly, just as a true dragon.
    +
    +The character may use his/her breath weapon once every four rounds.
    +
    +Prerequisite: Empowered Breath Weapon.
    +
    +Requirements: high level Dragon Disciple.

    +

    Wishcraft

    The genies of the Elemental Planes are renowned for their guile, especially in the matter of the correct phrasing of wishes, but through mastery of conjuration the character has learned their ways and is now their equal in negotiation.
    +
    +This passive ability grants the character the ability to cast the Limited Wish and Wish spells as if he/she had a Wisdom of 25.
    +
    +Prerequisite: Arcane Knowledge: Conjuration, or Conjurer, or Sorcerer (Fiendish Bloodline), or Sorcerer (Efreeti Bloodline).
    +
    +Requirements: able to cast ninth-level arcane spells.
    +
    +Restrictions: not available to Bloodrager, Diviner, or Militant Invoker.

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    Thief High-Level Abilities

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    This page lists High-Level Abilities available to Thieves.

    Note that this list assumes a full install of Talents of Faerun, excluding the 'new low-level abilities' component. If you have a partial install, your High-Level Ability system may differ from the one documented here in small ways.

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    Acrobatics

    Swashbucklers are known as great fighters, but their training concentrates more on movement and agility instead of pure strength and devastating blows. By further enhancing their acrobatic and dodging skills, swashbucklers may become more formidable opponents in battle.
    +This passive ability permanently increases Dexterity by 1, grants a +1 bonus to base armor class, and grants a 2 point bonus to any save vs. breath.
    +
    +Requirements: high level Swashbuckler.

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    Alchemy: Rogues' Potions

    With cleverness innate to the class, an experienced rogue has seen enough potions in his/her adventuring career to simulate the creation of one. Brewing potions requires the expenditure of gold on the raw materials (equal to the cost of buying the potion in a store) and draws slightly on the character's life force (equivalent to a loss of 1 experience point per gold piece cost).
    +
    +The character may brew the following potions:
    +Antidote
    +Oil of Speed
    +Potion of Agility
    +Potion of Explosions
    +Potion of Extra Healing
    +Potion of Healing
    +Potion of Infravision
    +Potion of Invisibility
    +Potion of Master Thievery
    +Potion of Mind Focusing
    +Potion of Perception
    +Potion of Power
    +Rogue's Potion of Frost Giant Strength
    +
    +Requirements: high level Bard or high level Thief.

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    Ambidexterity

    The character has learned to use both hands equally when fighting, and no longer suffers an additional -2 penalty with off-hand attack rolls when dual-wielding.
    +
    +Requirements: high level Blade, high level Ranger, or high level Swashbuckler.
    +
    +Restrictions: not available to Archer.

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    Assassination

    Using every clever trick an experienced Thief has learned in countless battles, this ability allows every strike in the next round to act as a backstab, using the Thief's existing backstab modifier to determine damage.
    +
    +Requirements: high level Thief.
    +
    +Restrictions: not available to Swashbuckler.

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    Avoid Danger

    A rogue's natural sense of preservation becomes heightened with the use of the Avoid Danger ability. Avoid Danger gives a +4 bonus to AC and a +2 bonus to all Saving Throws. The effect lasts for 3 rounds.
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    +Special: For rogues with the Advanced Avoid Danger feat, these effects increase to a +6 bonus to AC, a +3 bonus to all Saving Throws, a slight increase in movement speed, and the ability to dodge all normal missiles.
    +
    +Requirements: high level Bard or high level Thief.

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    Avoid Danger, Advanced

    The rogue's Avoid Danger ability is heightened in effectiveness. Avoid Danger now grants +6 AC and +3 to saving throws, lasts for five rounds, and allows the rogue to move so quickly that his/her movement rate is increased by 2 (base is 10) and normal missiles have no chance of striking him/her.
    +
    +Prerequisite: Avoid Danger.
    +
    +Requirements: high level Bard or high level Thief.

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    Avoid Death

    A high-level rogue can develop a sixth sense that allows him/her to avoid almost certain death. This passive ability causes the rogue to avoid any one death effect (including imprisonment, petrification, and disintegration) that would otherwise kill him/her outright. The ability functions at most once per eight hours.
    +
    +Prerequisite: Avoid Danger.
    +
    +Requirements: high level Bard or high level Thief.

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    Crippling Strike

    An experienced thief can use the knowledge of his/her opponent's weak spots to gain an advantage in combat. During the round when this ability is activated, every attack of the thief deals maximum damage and may weaken his/her target. On each successful hit the victim must make a saving throw vs. death (with a -4 penalty) or have its strength score lowered to 10 for the next five rounds. Note: Constructs, Elementals, Slimes and Undead creatures are completely unaffected by this ability.
    +
    +Prerequisite: Assassination.
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    +Requirements: high level Thief.
    +
    +Restrictions: not available to Swashbuckler.

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    Deathkiss

    This compound causes instant death in weaker victims. Anyone struck by the poison suffers 6 poison damage (no save) and then must make a save vs. poison at -2. Creatures with 60 or fewer hit points die instantly if they fail the saving throw; other creatures who fail their saving throw take 1 hit point of damage per second for 24 seconds.
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    +No creature can be affected by the poison more often than once per round.
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    +Characters with this ability can opt to use this poison when they activate their Poison Weapon ability.
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    +Requirements: high level Assassin or high level Blackguard.

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    Insightful Strike

    An experienced Swashbuckler can use the knowledge of his/her opponent's weak spots to gain an advantage in combat. During the round when this ability is activated, the Swashbuckler receives a +5 bonus to his/her critical hit rolls and deals maximum damage with each attack.
    +
    +Requirements: high level Swashbuckler.

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    Nerve Venom

    This compound partially paralyses its victim, reducing their attack rolls, damage and AC by 4 and giving them a 25% spell failure chance. The effects of the poison last for five rounds, and there is no saving throw against the effect. The poison does not otherwise damage the victim.
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    +No creature can be affected by the poison more often than once per round.
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    +Characters with this ability can opt to use this poison when they activate their Poison Weapon ability.
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    +Requirements: high level Assassin or high level Blackguard.

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    Poison Aptitude

    The assassin has learned the skill of brewing exceptionally potent poisons. Saving throws against his/her Poison Weapon ability now suffer an additional -2 penalty.
    +
    +Requirements: high level Assassin or high level Blackguard.

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    Poison Expertise

    The assassin's understanding of poison brewing deepens. The -2 saving throw penalty imposed by the Poison Aptitude ability now increases to -4.
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    +Prerequisite: Poison Aptitude.
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    +Requirements: high level Assassin or high level Blackguard.

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    Set Acid Trap

    This ability allows the rogue to set a powerful trap that splashes nearby opponents with a highly vitriolic alchemical mixture which deals 10d6 points of acid damage. Once the acid engulfs a target it becomes difficult to remove. Afflicted opponents must make a saving throw vs. breath or take an additional 2d6 points of acid damage during each of the following three rounds. Creatures who are particularly vulnerable to acid damage (such as Trolls) do not get a saving throw. Note that because the trap's acid is alchemical rather than magical in nature, it bypasses magic resistance.
    +
    +Requirements: high level Thief.

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    Set Exploding Trap

    This ability allows the rogue to set a powerful trap that unleashes a fireball which causes 15d6 damage (Save vs. Spell for half damage) and will knock its victims off their feet (sufficiently large creatures are unaffected). Note that because the trap's explosion is alchemical rather than magical in nature, it bypasses magic resistance.
    +
    +Requirements: high level Thief.

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    Set Spike Trap

    This ability allows the rogue to set a powerful spring-loaded spike trap that does 20d6 damage to the unsuspecting creature that sets it off.
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    +Requirements: high level Thief.

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    Set Toxic Trap

    This ability allows the Bounty Hunter to set a specific trap that sets off poisonous toxins when triggered. The poisonous cloud deals 1 poison damage/sec for 15 rounds (save vs. poison for half) and reduces the movement rate of enemies by 75% for 3 rounds (no save). If a living target creature is exposed to the toxins, it must make a saving throw vs. death to avoid falling unconscious. The duration of this state depends on the saving throw penalties (3 rounds if the victim fails the save at 0, 2 rounds if at -2 and one round if at -4). In addition to these effects, the toxins drain 3 points of Constitution from any opponents who fail to save vs. breath at -4.
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    +Requirements: high level Bounty Hunter.

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    Shadow Form

    This ability temporarily transposes some of the user's tissue with shadow-material, making the subject partially incorporeal. For the next 5 rounds, all physical attacks directed against the Shadowdancer only deal 50% of their normal damage. During this time, the Shadowdancer is also under the effects of Improved Invisibility and cannot be directly targeted by spells.
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    +Requirements: high level Shadowdancer.

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    Shadow Maze

    This ability opens a temporary gateway to a small pocket within the Plane of Shadow. All enemies within 7 feet of the Shadowdancer must make a Save vs. Spell at a -4 penalty or become trapped inside a shadowy labyrinth as per the Maze spell.
    +
    +Requirements: high level Shadowdancer.

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    Shadow Twin

    This ability creates an almost exact duplicate of the Shadowdancer for 2 turns. The duplicate is created at 60% of the level at which the Shadowdancer is currently on. It has all the abilities that the Shadowdancer would have at that level. It also has 60% of the Hit Points of the Shadowdancer. The duplicate is fully under the control of the Shadowdancer.
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    +Requirements: high level Shadowdancer.

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    Slippery Mind

    This rogue can occasionally manage to wriggle free from magical effects that would otherwise control or compel him/her. The first time he/she fails a saving throw against charm, domination, or similar magic, he/she is nonetheless unaffected. This ability can function at most once per hour.
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    +Requirements: high level Bard or high level Thief.

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    Tracking

    With an intimate knowledge of his/her surroundings and the creatures that live within them, the character can use the Tracking ability to give him/herself a general idea of what creatures are in an area and which direction they are. Red arrows at the edge of the screen will point in the general direction of the creatures in the area.
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    +Requirements: high level Bounty Hunter or high level Ranger.

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    Use Any Item

    Rogues take pride in their ability to adapt and make clever use of whatever is at hand. This ability is an extension of that basic skill. Once learned, the effect is permanent. The ability allows the rogue to use any item, even items that are typically restricted to one class. This allows the rogue to use everything from wands and scrolls to mighty weapons that none but a warrior could otherwise use.
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    +Prerequisite: Use Wands.
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    +Requirements: high level Bard or high level Thief.

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    Use Scrolls

    Thieves often pick up some of the rudiments of arcane magic over their careers. This passive ability permits the thief to use wizard scrolls.
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    +Requirements: high level Thief.

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    Use Wands

    Some experienced thieves make a careful study of magical items, learning in due course how to use wands as well as scrolls. This passive ability permits the thief to use any wand usually restricted to wizards and bards.
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    +Prerequisite: Use Scrolls.

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    Whirlwind Attack

    This ability allows the warrior to unleash a flurry of super-fast blows. The ability sets one's number of attacks per round to 10, but one's THAC0 and damage suffer a 4 point penalty. The Whirlwind Attack lasts for one round.
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    +Requirements: high level Fighter, high level Paladin, high level Ranger, or high level Swashbuckler.

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    Quest Spells

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    These are the quest spells available to high-level clerics, druids, favored souls, and shamans. Quest spells are allocated by sphere, assuming you are using the Talents of Faerun sphere system. If you are not, sphere allocations are as follows: +

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    • Clerics have access to spells from the All, Charm, Combat, Divination, Divine, Evil, Good, Healing, Necromantic, Protective, Summoning, and Wards spheres.
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    • Druids have access to spells from the Air, All, Animal, Divination, Earth, Fey, Fire, Healing, Moon, Plant, Protection, Sun, and Water spheres.
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    • Shamans have access to spells from the Air, All, Animal, Divination, Earth, Fire, Healing, Moon, Plant, Protection, Sun, Wards, and Water spheres.
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    Air Elemental Swarm (Conjuration/Summoning)

    Sphere: Air
    +Range: 30 ft.
    +Duration: 1 turn
    +Casting Time: 9
    +Area of Effect: Special
    +Saving Throw: None
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    +This spell opens a portal to the Elemental Plane of Air and calls forth air elementals to serve the caster. Upon casting the spell, two 12-HD elementals immediately appear. One round later, a 16-HD elemental appears. One round later still, a 24-HD elemental appears. The elementals serve the caster faithfully, and disappear after 2 turns if they are not destroyed before then.
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    +Requirements: able to cast 7th level spells from the Air sphere or high level Air Elementalist.

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    Aura of Flaming Death (Evocation, Alteration)

    Sphere: Protection/Fire
    +Range: 0
    +Duration: 1 round/2 levels
    +Casting Time: 4
    +Area of Effect: The caster
    +Saving Throw: None
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    +This spell causes the caster to be enveloped by an aura of intense flame that both injures opponents and protects the caster from damage. This shield not only grants the user 90% Fire Resistance and an AC bonus of 4, but also protects him/her from attacks made within a 5-ft. radius. An opponent that hits the caster with any weapons or spells within this radius suffers 2d10+2 fire damage. In addition, the intense heat protects the caster from all non-magical weapons, melee or missile.
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    +Requirements: able to cast 7th level spells from the Fire sphere or able to cast 7th level spells from the Protection sphere.

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    Cloak of Chaos (Enchantment)

    Sphere: Charm
    +Range: 30 ft.
    +Duration: 2 turns
    +Casting Time: 3
    +Area of Effect: Special
    +Saving Throw: Special
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    +This spell causes a shimmering cloak to coalesce from strands of planar chaos and drape itself around the shoulders of a creature chosen by the caster.
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    +The Cloak of Chaos has two effects. Firstly, the wearer is protected from all forms of magical command, as if by the spell Chaotic Commands. Secondly, any hostile creature adjacent to the wearer must save vs. spells at a -4 penalty each round to avoid being confused for that round.
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    +Requirements: able to cast 7th level spells from the Charm sphere.

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    Comet (Invocation)

    Range: 90 yards
    +Duration: Instantaneous
    +Casting Time: 6
    +Area of Effect: 30' radius
    +Saving Throw: Special
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    +A medium sized meteor strikes the earth damaging all enemies in its path and creating a powerful shockwave that knocks away all creatures in the area of effect. Those knocked down must save vs. paralyzation or be stunned for 1d4 rounds. The comet itself does 10d10 damage.
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    +This spell will not damage allies of the caster, who are momentarily shielded by the spell itself from the comet's effects.
    +
    +Requirements: high level Avenger.

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    Divine Shell (Abjuration)

    Sphere: Wards
    +Range: 0
    +Duration: 1 turn
    +Casting Time: 2
    +Area of Effect: Caster
    +Saving Throw: None
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    +This is perhaps the most powerful protection spell available for Divine spellcasters. It confers 75% Fire, Cold, Lightning resistance, 25% Magic Damage resistance, and 80% resistance to physical attacks. The caster gains 20% temporary bonus to Maximum Hit Points, 5 points bonus to Save vs. Death, and becomes protected from Normal weapons. Mind affecting spells and anything that hinders free movement will have no effect on the caster. In addition to these bonuses this spell will protect from every spell directed against the caster. It absorbs 15 levels of spells, up to 8th level. The protection lasts for 1 Turn.
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    +Requirements: able to cast 7th level spells from the Wards sphere.

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    Earth Elemental Swarm (Conjuration/Summoning)

    Sphere: Earth
    +Range: 30 ft.
    +Duration: 1 turn
    +Casting Time: 9
    +Area of Effect: Special
    +Saving Throw: None
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    +This spell opens a portal to the Elemental Plane of Earth and calls forth earth elementals to serve the caster. Upon casting the spell, two 12-HD elementals immediately appear. One round later, a 16-HD elemental appears. One round later still, a 24-HD elemental appears. The elementals serve the caster faithfully, and disappear after 2 turns if they are not destroyed before then.
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    +Requirements: able to cast 7th level spells from the Earth sphere or high level Earth Elementalist.

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    Elemental Swarm (Conjuration/Summoning)

    Sphere: Summoning
    +Range: 30 ft.
    +Duration: 1 turn
    +Casting Time: 9
    +Area of Effect: Special
    +Saving Throw: None
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    +This spell opens a series of briefly-open portals to the Elemental Planes and calls forth elementals to serve the caster. Upon casting the spell, two 12-HD elementals immediately appear. One round later, a 16-HD elemental appears. One round later still, a 24-HD elemental appears. Each elemental is drawn from a different elemental plane (chosen at random) so that once all four elementals have appeared, one will be from each of the planes of Earth, Air, Fire and Water. The elementals serve the caster faithfully, and disappear after 2 turns if they are not destroyed before then.
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    +Requirements: able to cast 7th level spells from the Summoning sphere.

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    Ethereal Retribution (Conjuration)

    Sphere: Summoning
    +Range: 40 ft.
    +Duration: 3 rounds
    +Casting Time: 8
    +Area of Effect: 15-ft. radius
    +Saving Throw: Special
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    +Ghostly figures called by the Shaman swirl around the battlefield, tormenting the Shaman's adversaries. All enemies within the area of effect take 3d8 points of magic damage per round for the next 3 rounds (no save). In addition, all living enemies (undead and constructs are unaffected) must save vs. Spell or lose 2 points of Strength every round for 5 rounds. The Strength loss is cumulative, but this spell cannot reduce the Strength of a creature below 1.
    +
    +Requirements: high level Shaman.

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    Fire Elemental Swarm (Conjuration/Summoning)

    Sphere: Fire
    +Range: 30 ft.
    +Duration: 1 turn
    +Casting Time: 9
    +Area of Effect: Special
    +Saving Throw: None
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    +This spell opens a portal to the Elemental Plane of Fire and calls forth fire elementals to serve the caster. Upon casting the spell, two 12-HD elementals immediately appear. One round later, a 16-HD elemental appears. One round later still, a 24-HD elemental appears. The elementals serve the caster faithfully, and disappear after 2 turns if they are not destroyed before then.
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    +Requirements: able to cast 7th level spells from the Fire sphere or high level Fire Elementalist.

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    Fury of the Pack (Conjuration)

    Sphere: Animal
    +Range: 40ft.
    +Duration: 1 round
    +Casting Time: 5
    +Area of Effect: 1 creature
    +Saving Throw: Special
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    +Through this spell, the caster briefly summons a pack of wolf spirits, who vent their fury against a single enemy of the caster. Over the next round, a dozen of these spirits will rip at the target with invisible teeth and claws. The wolf spirits' attacks bypass defenses against magical weapons and always hit, inflicting 2d8 slashing and 2d8 piercing damage; a save vs spells at -2 reduces this by half. The pack are invisible and cannot be harmed by weapons or spells.
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    +Requirements: able to cast 7th level spells from the Animal sphere.

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    Gate (Conjuration/Summoning)

    Sphere: Evil
    +Range: 0
    +Duration: 33 rounds
    +Casting Time: 5
    +Area of Effect: Special
    +Saving Throw: None
    +
    +By means of this spell, the caster calls a powerful outer-planar creature - a balor or pit fiend - to attack his/her foes. Unlike the mage version of the spell, a cleric's Gate spell calls forth a fiendish servant of his/her god, which will follow the cleric's instructions.
    +
    +Prerequisite: may not be Good.
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    +Requirements: able to cast 7th level spells from the Evil sphere.

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    Globe of Blades (Evocation)

    Sphere: Combat
    +Range: Caster
    +Duration: 1 turn
    +Casting Time: 9
    +Area of Effect: Special
    +Saving Throw: 1/2
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    +The priest employs this spell to set up a globe of razor-sharp blades. These whirl and flash around the caster, creating a dangerous barrier. Any creature attempting to pass through the blade barrier suffers 10d10 points of damage, or half that if they succeed at a Saving Throw vs. Spell at -2. The barrier remains for 1 turn.
    +
    +Requirements: able to cast 7th level spells from the Combat sphere.

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    Holy Aura (Abjuration)

    Sphere: Good
    +Range: 0
    +Duration: 2 turns
    +Casting Time: 3
    +Area of Effect: Special
    +Saving Throw: Special
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    +A brilliant, divine radiance surrounds the subjects, protecting them from attacks, granting them resistance to spells, and blinding evil creatures when they strike the subjects. This abjuration has four effects:
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    +First, the warded creatures gain a +2 bonus to AC and a +2 bonus to all saves.
    +Second, the warded creatures gains 25% magic resistance, unless their magic resistance is already higher.
    +Third, the abjuration protects the creatures against charm and domination spells.
    +Fourth, any creature of evil alignment who strikes those protected by the Holy Aura must make a Save vs. Spells or be blinded for 1 round.
    +
    +The Holy Aura cannot be removed by Dispel or Remove Magic, though it can be penetrated by spells such as Breach.
    +
    +Prerequisite: may not be Evil.
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    +Requirements: able to cast 7th level spells from the Good sphere.

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    Implosion (Evocation)

    Sphere: Combat
    +Range: 40 ft.
    +Duration: 2 rounds
    +Casting Time: 5
    +Area of Effect: 1 creature
    +Saving Throw: Special
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    +This spell creates a rift in the earth beneath the target which implodes and closes in upon itself, crushing and burning the target and holding it for 1 round. The spell does 10d10 fire damage and 10d10 blunt damage. The victim can save vs. Spell for half.
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    +Requirements: able to cast 7th level spells from the Combat sphere.

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    Mass Heal (Necromancy)

    Sphere: Healing
    +Range: 0
    +Duration: Permanent
    +Casting Time: 9
    +Area of Effect: 30-ft. radius
    +Saving Throw: None
    +
    +The Mass Heal spell enables the priest to wipe away disease and injury in all friendly creatures within a 30-ft. radius. It completely cures all disease and blindness in the recipients and heals all points of damage suffered due to wounds or injury. It also dispels a Feeblemind spell and cures those mental disorders caused by spells or injury to the brain. Naturally, the effects can be negated by later wounds, injuries, and diseases.
    +
    +Requirements: able to cast 7th level spells from the Healing sphere.

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    Nature's Wrath (Alteration)

    Sphere: Plant
    +Range: Visual range of caster
    +Duration: 1 Turn
    +Casting Time: 7
    +Area of Effect: 40' radius
    +Saving Throw: Neg.
    +
    +When invoked, this spell enrages the land, so it will attempt to destroy all living and non-living creatures in its area of effect. Every creature takes 1d10 points of Poison and 1d10 points of Acid damage each round it is exposed to the deadly vapors. If someone fails a saving throw vs. poison at -2, they become poisoned. Another failed save vs. poison results in disease, and the victim will lose one point of Constitution for 5 rounds. This spell banishes and destroys all summoned creatures. Besides its destructive powers, Nature's Wrath has a more vicious characteristic: it attempts to stop creatures from escaping its area or at least slow them. Any target must save vs. spells at -4, or becomes entangled for a short time. Entangled creatures can still attack.
    +
    +Requirements: able to cast 7th level spells from the Plant sphere.

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    Starlight Blades (Evocation)

    Sphere: Moon
    +Range: Special
    +Duration: 4 turns
    +Casting Time: 3
    +Area of Effect: Special
    +Saving Throw: None
    +
    +A starlight blade is a mote of starlight called down from the night sky and honed into a throwing star. The blade gives +10 to THAC0, and when thrown does 1d4+5 piercing damage as well as 1d10 additional magic damage. This spell creates 1 blade per level of the caster and sets the caster's attacks to 9 as long as the blades are held. Note that the caster does not have to cast this spell outside, or at night.
    +
    +Requirements: able to cast 7th level spells from the Moon sphere.

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    Storm of Vengeance

    Sphere: Water
    +Range: 270 ft.
    +Duration: 3 rounds
    +Casting Time: 8
    +Area of Effect: 15-ft. radius
    +Saving Throw: Special
    +
    +Casting this spell causes the earth to shake and the heavens to boil with blood and energy. All enemies of the caster are struck down by acidic rain, earthquakes, and lightning.
    +
    +All enemies of 8th level or lower are slain instantly. The survivors are struck by acidic, poisonous rain and lightning. The storm lasts for 3 rounds. Each round, the victims suffer 1d6 electrical damage, 1d6 fire damage, and 1d6 acid damage (Save vs. Spell for half damage). They also have a chance to be poisoned (Save vs. Death negates) in the first round.
    +
    +Requirements: able to cast 7th level spells from the Water sphere.

    +

    Summon Air Elemental Prince (Conjuration/Summoning)

    Sphere: Air
    +Range: 0
    +Duration: 1 turn
    +Casting Time: 9
    +Area of Effect: Special
    +Saving Throw: None
    +
    +A spellcaster with a supremely powerful link to elemental air can call one of the Elemental Princes themselves. These powerful beings have normally stayed aloof from the events of the Prime Material Plane, but the epochal events now unfolding in Faerun seem to have drawn their attention.
    +
    +The Elemental Prince called depends on the caster's alignment. Good or Neutral casters will call Chan, Princess of Good Air Creatures. Evil casters instead call Yan-C-Bin, the Master of Evil Air.
    +
    +The Elemental Prince will stay for 1 turn and will consent to obey the caster as long as they remain summoned. Note that the elemental princes are unique beings - if one has already been called to Faerun and is present, your call will go unanswered.
    +
    +Prerequisite: Air Elemental Swarm.
    +
    +Requirements: able to cast 7th level spells from the Air sphere or high level Air Elementalist.

    +

    Summon Deva (Conjuration/Summoning)

    Sphere: Good
    +Range: 120 ft.
    +Duration: 4 rounds + 1 round/level
    +Casting Time: 5
    +Area of Effect: Special
    +Saving Throw: None
    +
    +This spell opens a celestial gate and calls forth an angelic deva to fight at the caster's side until the spell expires or the deva's earthly avatar is slain.
    +
    +Prerequisite: may not be Evil.
    +
    +Requirements: able to cast 7th level spells from the Good sphere.

    +

    Summon Earth Elemental Prince (Conjuration/Summoning)

    Sphere: Earth
    +Range: 0
    +Duration: 1 turn
    +Casting Time: 9
    +Area of Effect: Special
    +Saving Throw: None
    +
    +A spellcaster with a supremely powerful link to elemental earth can call one of the Elemental Princes themselves. These powerful beings have normally stayed aloof from the events of the Prime Material Plane, but the epochal events now unfolding in Faerun seem to have drawn their attention.
    +
    +The Elemental Prince called depends on the caster's alignment. Good or Neutral casters will call Sunnis, Princess of Good Earth Creatures. Evil casters instead call Ogremoch, Lord of Evil Earth Creatures.
    +
    +The Elemental Prince will stay for 1 turn and will consent to obey the caster as long as they remain summoned. Note that the elemental princes are unique beings - if one has already been called to Faerun and is present, your call will go unanswered.
    +
    +Prerequisite: Earth Elemental Swarm.
    +
    +Requirements: able to cast 7th level spells from the Earth sphere or high level Earth Elementalist.

    +

    Summon Fire Elemental Prince (Conjuration/Summoning)

    Sphere: Fire
    +Range: 0
    +Duration: 1 turn
    +Casting Time: 9
    +Area of Effect: Special
    +Saving Throw: None
    +
    +A spellcaster with a supremely powerful link to elemental fire can call one of the Elemental Princes themselves. These powerful beings have normally stayed aloof from the events of the Prime Material Plane, but the epochal events now unfolding in Faerun seem to have drawn their attention.
    +
    +The Elemental Prince called depends on the caster's alignment. Good or Neutral casters will call Zaaman Ruul, Prince of Good Fire Creatures. Evil casters instead call Imix, Prince of Evil Fire Creatures.
    +
    +The Elemental Prince will stay for 1 turn and will consent to obey the caster as long as they remain summoned. Note that the elemental princes are unique beings - if one has already been called to Faerun and is present, your call will go unanswered.
    +
    +Prerequisite: Fire Elemental Swarm.
    +
    +Requirements: able to cast 7th level spells from the Fire sphere or high level Fire Elementalist.

    +

    Summon Water Elemental Prince (Conjuration/Summoning)

    Sphere: Water
    +Range: 0
    +Duration: 1 turn
    +Casting Time: 9
    +Area of Effect: Special
    +Saving Throw: None
    +
    +A spellcaster with a supremely powerful link to elemental water can call one of the Elemental Princes themselves. These powerful beings have normally stayed aloof from the events of the Prime Material Plane, but the epochal events now unfolding in Faerun seem to have drawn their attention.
    +
    +The Elemental Prince called depends on the caster's alignment. Good or Neutral casters will call Ben Hadar, Prince of Good Water Creatures. Evil casters instead call Olhydra, Princess of Evil Water Creatures.
    +
    +The Elemental Prince will stay for 1 turn and will consent to obey the caster as long as they remain summoned. Note that the elemental princes are unique beings - if one has already been called to Faerun and is present, your call will go unanswered.
    +
    +Prerequisite: Water Elemental Swarm.
    +
    +Requirements: able to cast 7th level spells from the Water sphere or high level Water Elementalist.

    +

    Sunburst (Evocation, Alteration)

    Sphere: Sun
    +Range: 20 ft.
    +Duration: Instant
    +Casting Time: 4
    +Area of Effect: 15-ft. radius
    +Saving Throw: Special
    +
    +This spell is a more powerful version of the Sunray spell. When it is cast, it causes a brilliant ray of sunlight to beam down upon the caster and everyone within a 15-ft. radius. The caster and his/her allies are shielded from its effects, but all hostile creatures within the area of effect take 12d6 points of fire damage. Those of 12th level or below are automatically blinded for one turn; higher-level creatures may save vs. Spell to avoid this effect. Undead that are hit by the sunburst are automatically destroyed unless they are at least 13th level; those of 13th level or higher take 20d6 damage, and must save vs. Spell at a -4 penalty or be destroyed.
    +
    +Requirements: able to cast 7th level spells from the Sun sphere.

    +

    Thunderstorm (Invocation)

    Sphere: Air
    +Range: 270 ft.
    +Duration: Instant
    +Casting Time: 8
    +Area of Effect: 40-ft. radius
    +Saving Throw: 1/2
    +
    +Casting this spell calls down a tremendous storm, targeted specifically at the caster's enemies. Each of them is struck by a lightning bolt that inflicts 16d8 points of electrical damage, with a saving throw for half damage. Creatures failing their saving throw are in addition deafened for three rounds. The storm is nonmagical despite its divinely-guided accuracy, and bypasses magic resistance.
    +
    +Requirements: able to cast 7th level spells from the Air sphere.

    +

    Tranquility (Enchantment)

    Sphere: Fey
    +Range: Self
    +Duration: 1 turn
    +Casting Time: 1 round
    +Area of Effect: 40' radius
    +Saving Throw: None
    +
    +This spell channels the power of friendly fey to create an aura of healing energy around the caster that moves with him/her. Every friendly creature in its area of effect is healed 3d8 +10 Hit Points/round, and will be cleansed of all poison and disease effects.
    +
    +Requirements: able to cast 7th level spells from the Fey sphere.

    +

    Unholy Aura (Abjuration)

    Sphere: Evil
    +Range: 0
    +Duration: 2 turns
    +Casting Time: 3
    +Area of Effect: Special
    +Saving Throw: Special
    +
    +A profane light surrounds the subjects, protecting them from attacks, granting them resistance to spells, and sickening good creatures when they strike the subjects. This abjuration has four effects:
    +
    +First, the warded creatures gain a +2 bonus to AC and a +2 bonus to all saves.
    +Second, the warded creatures gains 25% magic resistance, unless their magic resistance is already higher.
    +Third, the abjuration protects the creatures against charm and domination spells.
    +Fourth, any creature of good alignment who strikes those protected by the Unholy Aura must make a Save vs. Spells or be weakened for 4 rounds, taking a -2 penalty to all rolls.
    +
    +The Unholy Aura cannot be removed by Dispel or Remove Magic, though it can be penetrated by spells such as Breach.
    +
    +Prerequisite: may not be Good.
    +
    +Requirements: able to cast 7th level spells from the Evil sphere.

    +

    Volcano (Alteration)

    Sphere: Earth/Fire
    +Range: 120 yds.
    +Duration: 4 rounds
    +Casting Time: 9
    +Area of Effect: 50' radius
    +Saving Throw: Special
    +
    +By the means of this powerful spell the caster lets loose the most devastating powers of Nature to wipe his/her enemies from the face of Faerun once and for all. Mighty tremors shake the ground and massive eruptions of fire ignite the sky as a young volcano creates a rift in the earth raining fire on everything in a 50' radius area.
    +
    +There are three tremors that are caused by the earthquake. The first tremor causes all creatures affected to suffer 6d6 points of damage (save vs. spell at a -6 penalty for half damage). Those who fail their saving throws fall to the ground for four rounds. The second tremor is less severe; causing 4d6 points of damage (save for half at a -2 penalty). The final tremor causes 2d6 damage (save for half).
    +
    +In addition to the crushing effects, the deadly heat and chunks of boiling lava will damage every creature in the area of effect for 3d6 fire damage/round.
    +
    +This spell will affect both enemies and friends of the caster, so care must be taken in its use.
    +
    +Requirements: able to cast 7th level spells from the Earth sphere or able to cast 7th level spells from the Fire sphere.

    +

    Water Elemental Swarm (Conjuration/Summoning)

    Sphere: Water
    +Range: 30 ft.
    +Duration: 1 turn
    +Casting Time: 9
    +Area of Effect: Special
    +Saving Throw: None
    +
    +This spell opens a portal to the Elemental Plane of Water and calls forth water elementals to serve the caster. Upon casting the spell, two 12-HD elementals immediately appear. One round later, a 16-HD elemental appears. One round later still, a 24-HD elemental appears. The elementals serve the caster faithfully, and disappear after 2 turns if they are not destroyed before then.
    +
    +Requirements: able to cast 7th level spells from the Water sphere or high level Water Elementalist.

    + + + +
    +
    + \ No newline at end of file diff --git a/readmes/subdocuments_dw/spheres.html b/readmes/subdocuments_dw/spheres.html new file mode 100644 index 0000000..27bec05 --- /dev/null +++ b/readmes/subdocuments_dw/spheres.html @@ -0,0 +1,488 @@ + + +Talents of Faerun: Priest Spells by Sphere + + + + + +
    + +
    +
    +

    Talents of Faerun: Priest Spells by Sphere

    +
    +
    +
    + +
    + +

    These are the spheres of priestly magic used in Talents of Faerun. They are loosely based on AD&D 2nd Edition categories but have been significantly streamlined for better balance in the BG/IWD context.

    +

    The spheres used by core classes are: +

      +
    • Blackguards: All, Combat, Divine, Evil, Necromantic, Protection
    • +
    • Clerics: All, Charm, Combat, Divination, Divine, Evil, Good, Healing, Necromantic, Protection, Summoning, Wards
    • +
    • Druids: All, Air, Animal, Divination, Earth, Fey, Fire, Healing, Moon, Plant, Protection, Sun, Water
    • +
    • Paladins: All, Combat, Divine, Good, Healing, Protection
    • +
    • Rangers: All, Animal, Plant, Healing
    • +
    • Shamans: All, Air, Animal, Divination, Earth, Fire, Healing, Moon, Plant, Protection, Sun, Wards, Water
    • +
    +This does not actually change the available spells for clerics and druids; it slightly tweaks the other classes.

    +

    Speciality priests added or edited by ToF always get access to All, Divine, and Protection; virtually all also get Healing. Hopefully these spheres contain all the 'must-have' cleric spells, so that no speciality priest is unusable. Typically, one or two other cleric spheres are lost and replaced by druid spheres and/or wizard spells.

    +

    Spells added by other mods are categorised automatically. Those usable by clerics and druids are added to All. Those usable by clerics but not druids are added to Divine. Those usable by druids but not clerics are added to a new sphere, Nature, which is empty if you install ToF on an unmodded game; druids, rangers and shamans can use spells from the Nature sphere.

    +

    Spheres may be customized by editing the files in dw_talents/shared/sphere using a text editor.

    +

    + +

    +
    + + + +

    Air

    +
    +
      +
    • Call Lightning (3rd)
    • + +
    • Storm Shell (3rd)
    • + +
    • Zone of Sweet Air (3rd)
    • + +
    • Static Charge (4th)
    • + +
    • Whirlwind (6th)
    • + +
    +
    +

    All

    +
    +
      +
    • Bless (1st)
    • + +
    • Curse (1st)
    • + +
    • Detect Evil (1st)
    • + +
    • Wondrous Recall (6th)
    • + +
    +
    +

    Animal

    +
    +
      +
    • Alicorn Lance (2nd)
    • + +
    • Beast Claw (2nd)
    • + +
    • Charm Person or Mammal (2nd)
    • + +
    • Hold Animal (3rd)
    • + +
    • Summon Insects (3rd)
    • + +
    • Animal Summoning I (4th)
    • + +
    • Giant Insect (4th)
    • + +
    • Animal Rage (5th)
    • + +
    • Animal Summoning II (5th)
    • + +
    • Insect Plague (5th)
    • + +
    • Animal Summoning III (6th)
    • + +
    • Creeping Doom (7th)
    • + +
    +
    +

    Charm

    +
    +
      +
    • Command (1st)
    • + +
    • Doom (1st)
    • + +
    • Hold Person (2nd)
    • + +
    • Miscast Magic (3rd)
    • + +
    • Rigid Thinking (3rd)
    • + +
    • Mental Domination (4th)
    • + +
    • Greater Command (5th)
    • + +
    • Confusion (7th)
    • + +
    +
    +

    Combat

    +
    +
      +
    • Magical Stone (1st)
    • + +
    • Draw Upon Holy Might (2nd)
    • + +
    • Spiritual Hammer (2nd)
    • + +
    • Blood Rage (4th)
    • + +
    • Cloak of Fear (4th)
    • + +
    • Holy Power (4th)
    • + +
    • Champion's Strength (5th)
    • + +
    • Flame Strike (5th)
    • + +
    • Righteous Magic (5th)
    • + +
    • Righteous Wrath of the Faithful (5th)
    • + +
    • Blade Barrier (6th)
    • + +
    • Bolt of Glory (6th)
    • + +
    • Spiritual Wrath (6th)
    • + +
    +
    +

    Divination

    +
    +
      +
    • Find Traps (2nd)
    • + +
    • Know Alignment (2nd)
    • + +
    • Invisibility Purge (3rd)
    • + +
    • Farsight (4th)
    • + +
    • True Seeing (5th)
    • + +
    +
    +

    Divine

    +
    +
      +
    • Armor of Faith (1st)
    • + +
    • Sanctuary (1st)
    • + +
    • Aid (2nd)
    • + +
    • Chant (2nd)
    • + +
    • Exaltation (3rd)
    • + +
    • Prayer (3rd)
    • + +
    • Remove Curse (3rd)
    • + +
    • Remove Paralysis (3rd)
    • + +
    • Strength of One (3rd)
    • + +
    • Defensive Harmony (4th)
    • + +
    • Free Action (4th)
    • + +
    • Lesser Restoration (4th)
    • + +
    • Recitation (4th)
    • + +
    • Unfailing Endurance (4th)
    • + +
    • Chaotic Commands (5th)
    • + +
    • Magic Resistance (5th)
    • + +
    • Raise Dead (5th)
    • + +
    • Shield of Lathander (5th)
    • + +
    • Greater Restoration (7th)
    • + +
    • Greater Shield of Lathander (7th)
    • + +
    • Resurrection (7th)
    • + +
    +
    +

    Earth

    +
    +
      +
    • Strength of Stone (1st)
    • + +
    • Star Metal Cudgel (4th)
    • + +
    • Iron Skins (5th)
    • + +
    • Spike Stones (5th)
    • + +
    • Conjure Earth Elemental (7th)
    • + +
    • Earthquake (7th)
    • + +
    +
    +

    Evil

    +
    +
      +
    • Protection From Good (1st)
    • + +
    • Protection From Good 10' Radius (3rd)
    • + +
    • Unholy Blight (3rd)
    • + +
    • Cloud of Pestilence (4th)
    • + +
    • Poison (4th)
    • + +
    • Destruction (7th)
    • + +
    • Fiendish Warding (7th)
    • + +
    • Gate (7th)
    • + +
    • Unholy Word (7th)
    • + +
    +
    +

    Fey

    +
    +
      +
    • Call Woodland Beings (4th)
    • + +
    • Pixie Dust (5th)
    • + +
    • Nature's Beauty (7th)
    • + +
    +
    +

    Fire

    +
    +
      +
    • Flame Blade (2nd)
    • + +
    • Produce Fire (4th)
    • + +
    • Flame Strike (5th)
    • + +
    • Conjure Fire Elemental (6th)
    • + +
    • Fire Seeds (6th)
    • + +
    • Fire Storm (7th)
    • + +
    +
    +

    Good

    +
    +
      +
    • Favor of Ilmater (3rd)
    • + +
    • Holy Smite (3rd)
    • + +
    • Holy Word (7th)
    • + +
    • Shield of the Archons (7th)
    • + +
    +
    +

    Healing

    +
    +
      +
    • Cure Light Wounds (1st)
    • + +
    • Cure Moderate Wounds (2nd)
    • + +
    • Slow Poison (2nd)
    • + +
    • Cure Disease (3rd)
    • + +
    • Cure Medium Wounds (3rd)
    • + +
    • Favor of Ilmater (3rd)
    • + +
    • Cure Serious Wounds (4th)
    • + +
    • Neutralize Poison (4th)
    • + +
    • Cure Critical Wounds (5th)
    • + +
    • Mass Cure Light Wounds (5th)
    • + +
    • Heal (6th)
    • + +
    • Regeneration (7th)
    • + +
    +
    +

    Moon

    +
    +
      +
    • Faerie Fire (1st)
    • + +
    • Moonblade (3rd)
    • + +
    • Wall of Moonlight (4th)
    • + +
    +
    +

    Necromantic

    +
    +
      +
    • Cause Light Wounds (1st)
    • + +
    • Cause Moderate Wounds (2nd)
    • + +
    • Animate Dead (3rd)
    • + +
    • Cause Disease (3rd)
    • + +
    • Cause Medium Wounds (3rd)
    • + +
    • Circle of Bones (3rd)
    • + +
    • Cause Serious Wounds (4th)
    • + +
    • Cause Critical Wounds (5th)
    • + +
    • Mass Cause Light Wounds (5th)
    • + +
    • Slay Living (5th)
    • + +
    • Dolorous Decay (6th)
    • + +
    • Harm (6th)
    • + +
    • Energy Drain (7th)
    • + +
    • Finger of Death (7th)
    • + +
    • Wither (7th)
    • + +
    +
    +

    Plant

    +
    +
      +
    • Entangle (1st)
    • + +
    • Shillelagh (1st)
    • + +
    • Barkskin (2nd)
    • + +
    • Goodberry (2nd)
    • + +
    • Mold Touch (3rd)
    • + +
    • Spike Growth (3rd)
    • + +
    • Thorn Spray (4th)
    • + +
    • Stalker (7th)
    • + +
    +
    +

    Protection

    +
    +
      +
    • Protection From Evil (1st)
    • + +
    • Remove Fear (1st)
    • + +
    • Resist Acid and Corrosion (2nd)
    • + +
    • Resist Fire and Cold (2nd)
    • + +
    • Resist Fire/Cold (2nd)
    • + +
    • Dispel Magic (3rd)
    • + +
    • Protection From Fire (3rd)
    • + +
    • Death Ward (4th)
    • + +
    • Negative Plane Protection (4th)
    • + +
    • Protection From Evil, 10' Radius (4th)
    • + +
    • Protection from Lightning (4th)
    • + +
    • Entropy Shield (6th)
    • + +
    • Physical Mirror (6th)
    • + +
    • Impervious Sanctity of Mind (7th)
    • + +
    +
    +

    Summoning

    +
    +
      +
    • Aerial Servant (6th)
    • + +
    • Conjure Animals (6th)
    • + +
    +
    +

    Sun

    +
    +
      +
    • Faerie Fire (1st)
    • + +
    • Sunscorch (1st)
    • + +
    • False Dawn (6th)
    • + +
    • Sol's Searing Orb (6th)
    • + +
    • Sunray (7th)
    • + +
    +
    +

    Wards

    +
    +
      +
    • Silence, 15' Radius (2nd)
    • + +
    • Glyph of Warding (3rd)
    • + +
    • Zone of Sweet Air (3rd)
    • + +
    • Repulse Undead (5th)
    • + +
    • Undead Ward (5th)
    • + +
    • Symbol, Death (7th)
    • + +
    • Symbol, Fear (7th)
    • + +
    • Symbol, Hopelessness (7th)
    • + +
    • Symbol, Pain (7th)
    • + +
    • Symbol, Stun (7th)
    • + +
    +
    +

    Water

    +
    +
      +
    • Cloudburst (3rd)
    • + +
    • Smashing Wave (4th)
    • + +
    • Mist of Eldath (7th)
    • + +
    +
    + + +
    +
    + \ No newline at end of file diff --git a/readmes/subdocuments_dw/tof_race.html b/readmes/subdocuments_dw/tof_race.html new file mode 100644 index 0000000..4b7dba9 --- /dev/null +++ b/readmes/subdocuments_dw/tof_race.html @@ -0,0 +1,301 @@ + + +Player Character Races + + + + + +
    + +
    +
    +

    Player Character Races

    +
    +
    +
    + +
    + + +

    + +

    +
    + + +

    Human

    +
    +

    Humans are the predominant race in Faerûn, and rule most of the significant empires and kingdoms in the Realms. Compared to most of the nonhuman races, who tend to get along with others of their own race reasonably well, the humans of Faerûn are divided into innumerable competing nations, states, sects, religions, bandit kingdoms, and tribes. Humans argue about anything, fight about most things they argue about, and hold dear among their many deities quite a few who actively encourage that type of behavior.

    + +

    Traits

    + +
      +
    • Proficiencies: +1
    • +

    + +
    +

    Elf

    +
    +

    Elves tend to be shorter and slimmer than humans. Their features are finely chiseled and delicate, and they speak in melodic tones. Elves are looked upon as being frivolous and aloof. They concern themselves with natural beauty, dancing, frolicking, and other similar pursuits. Their humor is clever, as are their songs and poetry. There are seven racial divisions of elves within the realms: sun elves, moon elves, wood elves, wild elves, sea elves, dark elves (drow), and the rarely-seen winged elves (avariel).

    Moon Elves

    Moon elves tend to be slimmer than humans. Also called solver elves, they have fair skin (sometimes tinged with blue) and hair of silver-white, black, or blue. (Humanlike colors are rare, but possible.) Their eyes are blue or green, with gold flecks. Moon elves are the most common elves in Faerûn, and the elven species most tolerant of humans (most half-elves are descended from moon elves). Many of them have a deep-seated hatred for their subterranean cousins, the drow elves.

    + +

    Traits

    +
      +
    • 90% resistance against charm and sleep magics
    • +
    • Infravision
    • +
    • +1 attack bonus with bows, short swords, and long swords
    • +
    • Dexterity +1, Constitution -1
    • +
    • Open Locks -5, Pick Pockets +5, Move Silently +5, Hide In Shadows +10
    • +

    +

    Sun Elves

    Sun elves are less common across Faerûn than moon elves, because most live on Evermeet, where nonelves are not allowed. Also called gold elves, they have bronze skin, golden blond, copper, or black hair, and green or gold eyes. They are seen as the most civilized and haughty elves, preferring to remain separate from nonelven races.

    + +

    Traits

    +
      +
    • 90% resistance against charm and sleep magics
    • +
    • Infravision
    • +
    • +1 attack bonus with bows, short swords, and long swords
    • +
    • Constitution -1, Intelligence +1
    • +
    • Open Locks -5, Pick Pockets +5, Move Silently +5, Hide In Shadows +5, Detect Illusion +5
    • +

    +

    Wild Elves

    The very rare wild elves are rarely seen by others, because they live in the heart of thick forests and they have incredible skill at keeping hidden. Also called green elves, their skin tends to be dark brown, and their hair ranges from black to light brown, lightening to silvery white with age.

    + +

    Traits

    +
      +
    • 90% resistance against charm and sleep magics
    • +
    • Infravision
    • +
    • +1 attack bonus with bows, short swords, and long swords
    • +
    • Strength +1, Dexterity +1, Wisdom -1, Charisma -1
    • +
    • Open Locks -10, Find Traps +10, Move Silently +10, Hide In Shadows +10, Set Traps +5
    • +

    +

    Wood Elves

    Wood elves are reclusive, but less so than the almost feral wild elves. Also called copper elves, they have coppery skin tinged with green, and brown, green, or hazel eyes. Their hair is usually brown or black, with blond and coppery-red occasionally found. Wood elves tend to be hardier than other elves, more solid and grounded than their cousins. This attitude is reflected in their culture and traditions: wood elves tend more towards physical pursuits than do other elves, and they view ancient elven history with a more critical eye. Wood elves seek a quiet harmony with the wider world.

    + +

    Traits

    +
      +
    • 90% resistance against charm and sleep magics
    • +
    • Infravision
    • +
    • +1 attack bonus with bows, short swords, and long swords
    • +
    • Strength +1, Dexterity +1, Intelligence -1, Charisma -1
    • +
    • Open Locks -5, Find Traps +10, Move Silently +5, Hide In Shadows +10
    • +

    +

    Drow Elves

    The drow are descended from the elves who retreated into the Underdark after the ancient Crown Wars. They are infamous for their cruelty, evil, and drive to dominate. Also called dark elves, the drow have skin that resembles charcoal or obsidian, as well as stark white or pale yellow hair. They commonly have very pale eyes in shades of lilac, silver, pink, and blue. They also tend to be smaller and thinner than most elves. It is very rare for drow to associate with humans and other surface races; those who do are feared and reviled by surfacers even as they are condemned as traitors by the drow themselves.

    + +

    Traits

    +
      +
    • 90% resistance against charm and sleep magics
    • +
    • Magic resistance: 25% + 1% per level (in the underdark, drow are even more resistant to magic, but long exposure to the surface weakens their resilience)
    • +
    • Innate magic: Faerie Fire 3/day
    • +
    • Light sensitivity: Daylight blinds drow for the first round of exposure, and thereafter they suffer a- 2 penalty to attack rolls, saving throws and Dexterity as long as they remain in daylight
    • +
    • - 2 to initial Reputation: The fearsome reputation of the dark elves prejudices surface folk against them
    • +
    • Infravision
    • +
    • +1 attack bonus with bows, short swords, and long swords
    • +
    • Dexterity +1, Constitution -1, Intelligence +1, Wisdom -1, Charisma +1
    • +
    • Open Locks -5, Move Silently +10, Hide In Shadows +10
    • +

    + +
    +

    Half-Elf

    +
    +

    Half-elves are a mix of human and elven blood. They are handsome folk, with good features from each of their parent races. A half-elf has the curiosity, inventiveness, and ambition of their human ancestors and the refined senses, love of nature, and artistic tastes of their elven ancestors.

    + +

    Traits

    +
      +
    • 30% resistance against charm and sleep magics.
    • +
    • Infravision.
    • +
    • Dexterity +1, Charisma +1
    • +
    • Open Locks +10, Find Traps +5, Pick Pockets +25, Move Silently +10, Hide In Shadows +10
    • +

    + +
    +

    Dwarf

    +
    +

    Dwarves are short and stocky, easily identifiable by their size and shape. They ruled vast kingdoms beneath hill and mountain long before humans wandered into Faerûn. The two main dwarven subraces are the shield dwarves of northern Faerûn and the gold dwarves of the far south. The gray dwarves, or duergar, are an Underdark race less common than their surface kindred; they are generally evil, though a few exiles defy this rule.

    Shield Dwarves

    Shield dwarves are short stocky fellows, easily identifiable by their size and shape. They have ruddy cheeks, dark eyes, and dark hair. Shield dwarves tend to be dour and taciturn. In large part, this demeanor has developed due to the slow erosion of shield dwarf kingdoms over the centuries. They are given to hard work, and care little for most humor. They typically enjoy beer, ale, and mead, but most of all, they love gold.

    + +

    Traits

    +
      +
    • +2 saving throw bonus vs Poison/Death, Wands, and Spells
    • +
    • +1 attack bonus vs. goblins, hobgoblins, orcs, and half-orcs
    • +
    • +4 AC bonus vs. ogres and giants
    • +
    • Infravision
    • +
    • Constitution +1, Charisma -1
    • +
    • Open Locks +10, Find Traps +15, Detect Illusion +5, Set Traps +10
    • +

    +

    Gold Dwarves

    Unlike the shield dwarves, the gold dwarves maintained their great kingdom in the Great Rift and did not decline in terrible wars against evil humanoids. While they practiced some magic, they never acquired the hubris that caused the downfall of some human nations. Confident and secure in their remote home, the gold dwarves gained a reputation for haughtiness and pride.

    + +

    Traits

    +
      +
    • +2 saving throw bonus vs Poison/Death, Wands, and Spells
    • +
    • +1 attack bonus vs. aberrations of the underdark: mind flayers, beholders, carrion crawlers, and slimes
    • +
    • +4 AC bonus vs. ogres and giants
    • +
    • Infravision
    • +
    • Dexterity -1, Constitution +1
    • +
    • Open Locks +10, Find Traps +15, Detect Illusion +5, Set Traps +10
    • +

    +

    Gray Dwarves

    Also known as duergar, the gray dwarves of the Forgotten Realms live even deeper underground than their shield dwarf and gold dwarf cousins. The duergar share little in common with other dwarves and practice slavery in their monstrous subterranean cities. Often motivated by greed and a thirst for power, gray dwarves are known throughout the Realms as devious, efficient warriors. Duergar almost always have gray hair and skin.

    + +

    Traits

    +
      +
    • +2 saving throw bonus vs Poison/Death, Wands, and Spells
    • +
    • Infravision
    • +
    • Innate magic: Invisibility 1/day
    • +
    • Immunity to paralysis (though not to stunning)
    • +
    • Light sensitivity: Daylight blinds duergar for the first round of exposure, and thereafter they suffer a- 2 penalty to attack rolls, saving throws and Dexterity as long as they remain in daylight
    • +
    • Constitution +1, Charisma -2
    • +
    • Find Traps +10, Move Silently +40, Detect Illusion +20
    • +

    + +
    +

    Halfling

    +
    +

    Halflings stand about three feet tall, with florid skin and dark hair and eyes. Three major subraces of halfling dwell in Faerûn: the lightfoot halflings, the rare ghostwise halflings, and the strongheart halflings of Luiren in the south. Like the rock gnomes, many halflings live among the Big Folk in the human lands. They are resourceful and quick, perfectly at home among the sprawling human lands or living apart in their own settled communities. The halflings’ name for their race is the hin, although most accept “halfling” with a shrug and a smile.

    Lightfoot Halflings

    Unlike the more segregated strongheart halflings, the lightfoots of the Forgotten Realms are a common sight in human, elven, and dwarven lands. Lightfoot halflings are known for their incredible luck and their love of travel. They tend to be more gregarious than even their strongheart kin.

    + +

    Traits

    +
      +
    • +1 attack bonus with slings, darts, and throwing weapons
    • +
    • Halfling luck: +1 bonus to all saving throws
    • +
    • Small size: +1 bonus to AC
    • +
    • +4 AC bonus vs. ogres and giants
    • +
    • Strength -1, Dexterity +1
    • +
    • Open Locks +5, Find Traps +5, Pick Pockets +5, Move Silently +10, Hide In Shadows +15
    • +

    +

    Strongheart Halflings

    While the lightfoot halflings value the experience of travel and the sight of new lands and peoples, the strongheart halflings are a more organized, orderly, and industrious race. Strongheart halflings often surprise those more familiar with their wandering lightfoot cousins with their confident and readily competitive nature.

    + +

    Traits

    +
      +
    • +1 attack bonus with slings, darts, and throwing weapons
    • +
    • One extra proficiency at first level (stronghearts have a strong drive to compete and many opportunities to practice their skills)
    • +
    • Small size: +1 bonus to AC
    • +
    • +4 AC bonus vs. ogres and giants
    • +
    • Strength -1, Dexterity +1
    • +
    • Open Locks +5, Find Traps +5, Pick Pockets +5, Move Silently +10, Hide In Shadows +15
    • +
    • Proficiencies: +1
    • +

    +

    Ghostwise Halflings

    Ghostwise halflings are the feral, reclusive cousins of lightfoot and strongheart halflings. They are found most often in the southern forests of the Realms living in small communities. Ghostwise halflings are rarely seen in large cities, but occasionally set out to explore the world for reasons known only to them. Visitors to ghostwise settlements often report that the halflings have kinship so tight with their fellows that they can communicate without speaking.

    + +

    Traits

    +
      +
    • +1 attack bonus with slings, darts, and throwing weapons
    • +
    • one use per day of the barbarian's Rage power
    • +
    • Small size: +1 bonus to AC
    • +
    • +4 AC bonus vs. ogres and giants
    • +
    • Strength -1, Dexterity +1, Charisma -1
    • +
    • Find Traps +10, Move Silently +15, Hide In Shadows +20, Set Traps +10
    • +

    + +
    +

    Gnome

    +
    +

    Kin to dwarves, gnomes are noticeably smaller than their distant cousins. Gnomes, as they proudly maintain, are also less rotund than dwarves. Most have dark tan or brown skin, white hair, and rather large noses. Gnomes have lively and sly senses of humor, especially for practical jokes. They have a love for nature that is only matched by their love for gems and jewelry. There are two racial divisions of gnomes within the realms: rock gnomes and deep gnomes (svirfneblin).

    Rock Gnomes

    Rock gnomes are the most common type of gnomes in Faerûn, and are usually just called gnomes, since they are the only sort that surface dwellers ever see. The rock gnomes of Faerûn are inquisitive, irrepressible, and at times insincere. Equipped by nature with keen curiosity and a knack for mechanical workings, gnomes excel at intricate crafts such as gemcutting, toymaking, and clockwork engineering.

    + +

    Traits

    +
      +
    • +2 saving throw bonus vs. Wands and Spells
    • +
    • +1 attack bonus vs. goblins, hobgoblins, and kobolds
    • +
    • Small size: +1 AC bonus
    • +
    • +4 AC bonus vs. ogres and giants
    • +
    • Infravision
    • +
    • +40 bonus to Lore (rock gnomes are inveterate tinkerers and have a knack for discovering the functioning of magic items)
    • +
    • Strength -1, Constitution +1, Intelligence +1, Wisdom -1
    • +
    • Open Locks +5, Find Traps +10, Move Silently +5, Hide In Shadows +5, Detect Illusion +10, Set Traps +5
    • +

    +

    Deep Gnomes

    Also known as svirfneblin, the deep gnomes of the Realms are a secretive, mysterious race. Found in the deepest caverns of the Underdark, the svirfneblin live in constant fear of slavery or destruction at the hands or dark elves, mind flayers, and duergar. Deep gnomes are legendary for their ability to handle stone and gems. They have brown or gray skin and gray or white hair.

    + +

    Traits

    +
      +
    • +2 saving throw bonus vs. Wands and Spells
    • +
    • Small size: +1 AC bonus
    • +
    • Infravision
    • +
    • Permanent Nondetection (as per the spell)
    • +
    • Innate magic: Blindness and Blur 1/day each
    • +
    • Magic resistance: 25% + 1% per level
    • +
    • Light sensitivity: Daylight blinds deep gnomes for the first round of exposure, and thereafter they suffer a- 2 penalty to attack rolls, saving throws and Dexterity as long as they remain in daylight
    • +
    • Strength -1, Dexterity +1, Wisdom +1, Charisma -2
    • +
    • Find Traps +10, Pick Pockets -5, Move Silently +10, Hide In Shadows +30, Detect Illusion +10, Set Traps +5
    • +

    + +
    +

    Half-Orc

    +
    +

    Half-orcs are born from the union of human and orc parents. They are as tall as humans, but a little heavier due to their muscular builds. Their greenish pigmentation, sloping forehead, jutting jaw, prominent teeth, and coarse body hair make their lineage plain for all to see. Half-orcs are known for their great strength.

    + +

    Traits

    +
      +
    • +3 hit points at first level, with an additional +1 at each subsequent level
    • +
    • Infravision
    • +
    • Strength +1, Intelligence -1, Charisma -1
    • +
    • Open Locks +10, Find Traps +5, Pick Pockets +15, Move Silently +10, Hide In Shadows +5
    • +

    + +
    +

    Planetouched

    +
    +

    Faerûn is home to many native peoples and has many magic portals that lead to distant parts of the world as well as to other worlds. Through these portals come visitors from other planes, including outsiders of various sorts, some of whom dally or settle in Faerûn and have children with local humans. Eventually their extraplanar heritage gets diluted over several generations, resulting in a person with a slight bloodline of celestial, infernal, or elemental origin. These beings, known as the planetouched, have unusual abilities based on the nature of their distant ancestors, but in most ways appear completely human. The planetouched prefer to blend in with human society and rarely form communities of their own.

    + +

    The most common sorts of planetouched are aasimar (descended from celestials), tieflings (descended from demons or devils), and genasi (descended from elemental-related outsiders, such as genies).

    Aasimar

    Carrying the blood of a celestial, an aasimar is usually good-aligned and fights against evil in the world. Some have a minor physical trait suggesting their heritage, such as silver hair, golden eyes, or an unnaturally intense stare. Those descended from a celestial minion of a Faerûnian deity often carry a birthmark in the shape of the deity’s holy symbol or some other mark significant to that faith.

    + +

    Traits

    +
      +
    • Infravision
    • +
    • +2 save bonus vs. enchantment spells
    • +
    • 10% resistance to fire and cold damage
    • +
    • Innate magic: Sunscorch 1/day
    • +
    • Constitution -1, Wisdom +1, Charisma +1
    • +

    +

    Tieflings

    Because they are descended from evil outsiders, those who know of their ancestry immediately consider most tieflings evil and untrustworthy. Not all tieflings are evil or untrustworthy, but enough are that the prejudice tends to cling. Some tieflings have a minor physical trait suggesting their heritage, such as pointed teeth, red eyes, small horns, the odor of brimstone, cloven feet, or just an unnatural aura of wrongness. Those descended from an infernal minion of a Faerûnian deity often carry a birthmark of the deity’s holy symbol or another trait related to that evil faith.

    + +

    Traits

    +
      +
    • Infravision
    • +
    • 15% resistance to fire, cold and acid damage
    • +
    • Innate magic: Blindness 1/day
    • +
    • Dexterity +1, Intelligence +1, Charisma -1
    • +
    • Pick Pockets +5, Move Silently +10, Hide In Shadows +10
    • +

    +

    Air Genasi

    Air genasi see themselves as the inheritors of the sky, the wind, and the very air of the world. They are most often neutral. They appear mostly human, with one or two unusual traits reflecting their quasi-elemental nature, such as a light blue color to their skin or hair, a slight breeze in their presence at all times, or flesh that is cool to the touch. They care little for their appearance and tend to have wind-tossed hair and much-mended clothes. Their emotions vary quickly between calm reserve and great intensity.

    + +

    Traits

    +
      +
    • Infravision
    • +
    • No need to breathe: immune to Stinking Cloud and Suffocation spells
    • +
    • Innate magic: Zone of Sweet Air 1/day
    • +
    • Dexterity +1, Intelligence +1, Wisdom -1, Charisma -1
    • +

    +

    Earth Genasi

    Earth genasi are slow to act, ponderous in thought, and set in their ways. They are most often neutral. They appear mostly human, with one or two unusual traits reflecting their quasi-elemental nature, such as earthlike skin, rough facial features, or eyes like black pits. They favor neutral colors and simple clothing, and while some appear to inadvertently collect dirt on their clothes, others keep a neat and polished appearance.

    + +

    Traits

    +
      +
    • Infravision
    • +
    • +2 bonus to Armor Class
    • +
    • Immunity to petrification
    • +
    • Innate magic: Magical Stone 1/day
    • +
    • Strength +1, Constitution +1, Wisdom -1, Charisma -1
    • +

    +

    Fire Genasi

    Fire genasi are hot-blooded and quick to anger, proud and unafraid to take action. They are most often neutral. They appear mostly human, with one or two unusual traits reflecting their quasi-elemental nature, such as skin the color of burnt coal, red hair that waves like flames, or eyes that glow when the genasi is angry. They prefer to dress simply and elegantly, although their fashions can be more flamboyant than the most outrageous trend.

    + +

    Traits

    +
      +
    • Infravision
    • +
    • 30% resistance to fire
    • +
    • 30% vulnerability to cold
    • +
    • +20% bonus to any fire damage
    • +
    • Innate magic: Flame Blade 1/day
    • +
    • Intelligence +1, Charisma -1
    • +

    +

    Water Genasi

    Water genasi are patient and slow to change, preferring to wear away opposition slowly, but are capable of great violence in extreme situations. They are most often neutral. All have one or more traits that reflect their quasi-elemental nature, such as lightly scaled skin, clammy flesh, blue-green skin or hair, or hair that waves as if underwater. They dress sparsely, preferring clothing that won’t bind when in the water and ripples like waves when dry.

    + +

    Traits

    +
      +
    • Infravision
    • +
    • 15% resistance to slashing, piercing and missile damage
    • +
    • Innate magic: Mist Ball 1/day
    • +
    • Constitution +1, Charisma -1
    • +

    + +
    + + + +
    +
    + \ No newline at end of file diff --git a/readmes/subdocuments_dw/vanilla_kit_desc.html b/readmes/subdocuments_dw/vanilla_kit_desc.html new file mode 100644 index 0000000..3d15451 --- /dev/null +++ b/readmes/subdocuments_dw/vanilla_kit_desc.html @@ -0,0 +1,582 @@ + + +Rebalanced and Revised Kits + + + + + +
    + +
    +
    +

    Rebalanced and Revised Kits

    +
    +
    +
    + +
    + +

    This documents the Tales of Faerun version of the original-game kits (excluding specialist mages and speciality priests). Most of the changes are from the 'Rebalanced and Revised Kits' component, but the Holy Smite powers of the undead hunter and cavalier are from 'Revised Smite Evil' and the changes to avenger shapeshifting are from 'Revised Druid Shapeshifting'.

    +

    + +

    +
    + + + +

    DRUID

    +

    Avenger

    +
    +A member of a special sect within the druidic order, a Druid of this type is dedicated to fighting those who would defile nature. Avengers have powers the average Druid does not - additional abilities that have been earned through extensive rituals, a process that is very physically draining. + +

    Advantages

    +
      +
    • Six mage spells are added to his/her repertoire, all the way up to the 6th level. These are listed below: +1st level: Chromatic Orb. +2nd level: Web. +3rd level: Lightning Bolt. +4th level: Improved Invisibility. +5th level: Chaos. +6th level: Chain Lightning. +
    • +
    • 3rd level: May shapeshift more frequently: One use at 3rd level and an addtional use every 2 levels thereafter. +
    • +
    • 4th level: May shapeshift into a hunting spider. +
    • +
    • 6th level: May shapeshift into a baby wyvern. +
    • +
    • 7th level: Shapeshifts into a winter wolf in place of a dire wolf. +
    • +
    • 8th level: Hunting spider form is replaced by sword spider. +
    • +
    • 10th level: Baby wyvern form is replaced by wyvern. + +
    • + +
    +

    +

    Disadvantages

    +
      +
    • May not wear armor heavier than leather. +
    • +
    • Incurs a -2 penalty to Strength and Constitution.
    • + +
    +

    + +
    +

    Shapeshifter

    +
    +This Druid is not called Shapeshifter because he/she has access to a great variety of forms, but rather because of his/her complete dedication to a single alternate form. This Druid has willingly allowed him/herself to become infected with lycanthropy, but due to intense study and training he/she has the ability to control his/her affliction. The creature he/she becomes is that of the werewolf, the most famous of the lycanthrope shape changers. + +

    Advantages

    +
      +
    • May shapeshift into the form of a lesser werewolf once per day. Gains one use at level 1 and an additional use every 3 levels thereafter. + +
      LESSER WEREWOLF: AC 4, Strength 18/76, Dexterity 15, 1 attack per round for 1d6 slashing damage (counts as a +1 weapon for the purposes of harming creatures resistant to non-magical weapons). + +
      +
    • +
    • 7th level: Now assumes the form of a full werewolf when shapeshifting. + +
      WEREWOLF: AC 1, Strength 19, Dexterity 16, 2 attacks per round for 1d6 slashing damage (as +2 weapon), 20% magic resistance. + +
      +
    • +
    • 13th level : Now assumes the form of a greater werewolf when shapeshifting. + +
      GREATER WEREWOLF: AC -4, Strength 21, Dexterity 20, 3 attacks per round for 1d10 slashing damage (as +3 weapon), 40% magic resistance, 50% elemental resistance. + +
      +
    • +
    • 19th level: Now assumes the form of a werewolf lord when shapeshifting. + +
      WEREWOLF LORD: AC -8, Strength 23, Dexterity 20, 3 attacks per round for 1d12 slashing damage (as +4 weapon), 50% magic resistance, 50% elemental resistance. + +
      +
    • + +
    +

    +

    Disadvantages

    +
      +
    • May not wear any armor. +
    • +
    • No other shapeshifting abilities due to the effort required in maintaining balance in his/her primary forms.
    • + +
    +

    + +
    + +

    FIGHTER

    +

    Barbarian

    +
    +A Barbarian can be an excellent warrior. While not as disciplined or as skilled as a Fighter, the Barbarian can willingly throw him/herself into a berserker rage, becoming a tougher and stronger opponent. + +

    CLASS FEATURES

    +
      + +
    • May not wear armor heavier than splint mail. +
    • +
    • May not exceed Specialization (two slots) with any weapon class. +
    • +
    • May achieve Specialization (two slots) in any fighting style and allocate three slots in Two-Weapon Style. +
    • +
    • Moves 2 points faster than other characters. +
    • +
    • Immune to backstab. +
    • +
    • May use the Rage ability once per day every 4 levels (starts at 1st level with one use). + +
      RAGE: The character is enraged for 5 rounds, which grants the character a +4 bonus to Strength and Constitution, a -2 penalty to Armor Class, and a +2 bonus to Saving Throws vs. Spell. + +
      • Depending on the character's level, the Rage power also grants immunities to various conditions (all are cumulative): + +
      • + +
      • 1st level: fear +
      • + +
      • 2nd level: sleep +
      • + +
      • 4th level: hold +
      • + +
      • 6th level: charm +
      • + +
      • 8th level: confusion and feeblemind +
      • + +
      • 10th level: stun +
      • + +
      • 12th level: level drain +
      • + +
      • 14th level: maze + +
      +
    • + +
    + +
  • 7th level: Gains 5% resistance to crushing, slashing, piercing, and missile damage. An additional 5% is gained at levels 11, 15 and 19. +
  • +
  • Hit Die: d12
  • + + +

    + +
    +

    Berserker

    +
    +This is a warrior who is in tune with his/her animalistic side and, during combat, can achieve an ecstatic state of mind that will enable him/her to fight longer, harder, and more savagely than any person has a right to. Berserkers tend to be barbarian-like in nature, but not always. Sometimes it is a conscious choice that a warrior in training makes. Regardless, opponents on the battlefield will be unsettled when they see the savage and inhuman elements of the Berserker's personality. This class is common amongst dwarves, known to them as the Battlerager. + +

    Advantages

    +
      +
    • May use Rage ability once per day. Gains one use at level 1 and an additional use every 4 levels thereafter. + +
      RAGE: The character becomes enraged for 1 turn. While enraged, the character gains a bonus of +2 to his/her attack and damage rolls as well as to his/her Armor Class, and also gains (5+1/level) temporary Hit Points, which are taken away at the end of the berserk spree (possibly knocking the character unconscious). + +
      • Depending on the character's level, the Enrage power also grants immunities to various conditions (all are cumulative): + +
      • + +
      • 1st level: fear +
      • + +
      • 2nd level: sleep +
      • + +
      • 4th level: hold +
      • + +
      • 6th level: charm +
      • + +
      • 8th level: confusion and feeblemind +
      • + +
      • 10th level: stun +
      • + +
      • 12th level: level drain +
      • + +
      • 14th level: maze and imprisonment + +
      +
    • + +
    + + + +

    +

    Disadvantages

    +
      +
    • Becomes winded after berserking: -2 penalty to Armor Class, to-hit rolls, and damage rolls. +
    • +
    • May not Specialize in ranged weapons.
    • + +
    +

    + +
    +

    Wizard Slayer

    +
    +This warrior has been specially trained by his/her sect to excel in hunting and combating spellcasters of all kinds. + +

    Advantages

    +
      +
    • Each successful hit bestows a 10% cumulative chance of spell failure on the target. +
    • +
    • Magic Resistance of 20% at first level, increasing by 1% per level. + +
    • + +
    +

    +

    Disadvantages

    +
      +
    • May not use any magic items apart from weapons and armor.
    • + +
    +

    + +
    + +

    PALADIN

    +

    Cavalier

    +
    +This class represents the most common picture of the knight: the chivalrous warrior who epitomizes honor, courage, and loyalty. The cavalier is specialized in battling "classical" evil monsters such as demons and dragons. + +

    Advantages

    +
      +
    • Smite evil does double damage against evil dragons and evil extraplanar creatures. +
    • +
    • +3 bonus to hit and damage rolls against most evil draconic and extra-planar creatures (such as wyverns, evil dragons, fiends, efreeti, and salamanders). +
    • +
    • Immune to fear and morale failure. +
    • +
    • 10% resistance to fire, cold, electricity and acid. This increases by 5% at levels 6, 11, 16, and 21. +
    • +
    • 3rd level: May cast Remove Fear at will. +
    • +
    • 5th level: Gains immunity to poison. +
    • +
    • 7th level: Gains immunity to charm effects. +
    • +
    • 12th level: May evade the effects of a dragon's breath weapon entirely on a successful saving throw. + +
    • + +
    +

    +

    Disadvantages

    +
      +
    • May not use missile weapons.
    • + +
    +

    + +
    +

    Inquisitor

    +
    +The Inquisitor has dedicated his/her life to finding and eliminating practitioners of evil magic and defeating the forces of darkness, and his/her god has provided him/her with special abilities toward that end. + +

    Advantages

    +
      +
    • May cast Detect Invisibility once per day, as the second level wizard spell. An additional use is gained at 5th level. +
    • +
    • 3rd level: May cast Dispel Magic once per day. The spell is cast at Speed Factor 1 and acts at twice the Inquisitor's character level. An additional use is gained at 7th level and every 4 levels thereafter. +
    • +
    • 5th level: Gains immunity to paralysis. +
    • +
    • 7th level: Gains immunity to charm effects. +
    • +
    • 9th level: May cast True Sight once per day per 4 levels, as the fifth level cleric spell. An additional use is gained at 13th level and every 4 levels thereafter. + +
    • + +
    +

    +

    Disadvantages

    +
      +
    • May not Turn Undead. +
    • +
    • May not use Lay On Hands ability. +
    • +
    • May not cast priest spells.
    • + +
    +

    + +
    +

    Undead Hunter

    +
    +This holy avenger has honed his/her abilities toward the destruction of the undead and other unnatural creatures and can learn to be immune to many of their most devastating abilities. + +

    Advantages

    +
      +
    • Smite evil does double damage against undead. +
    • +
    • +1 bonus to hit and damage rolls against undead creatures, increasing to +2 at 5th level and to a maximum of +3 at 9th level. +
    • +
    • 3rd level: Gains immunity to paralysis. +
    • +
    • 7th level: Gains immunity to level drain. + +
    • + +
    +

    +

    Disadvantages

    +
      +
    • May not use Lay On Hands ability.
    • + +
    +

    + +
    + +

    THIEF

    +

    Assassin

    +
    +This is a killer trained in discreet and efficient murder, relying on anonymity and surprise to perform his/her task. + +

    Advantages

    +
      +
    • +1 bonus to hit and damage rolls. +
    • +
    • Backstab ability advances more quickly and can reach x7 instead of capping at x5. +
      • Level 1-3: x2 +
      • + +
      • Level 4-6: x3 +
      • + +
      • Level 7-10: x4 +
      • + +
      • Level 11-14: x5 +
      • + +
      • Level 15-18: x6 +
      • + +
      • Level 19+: x7 +
      • + +
      +
    • +
    • Sneak attacks (if 3E Sneak Attack is enabled) progress at a faster rate: +
      • Level 1-2: +1d6 +
      • + +
      • Level 3-5: +2d6 +
      • + +
      • Level 6-8: +3d6 +Improves by +1d6 every 3 levels, up to +11d6 at level 30 +
      • + +
      +
    • +
    • Crippling strikes (if 3E Sneak Attack is enabled) progress at a faster rate: +
      • Level 3-5: -1 to target's hit and damage rolls +
      • + +
      • Level 6-8: -2 to target's hit and damage rolls +
      • + +
      • Level 9-11: -3 to target's hit and damage rolls +Improves by -1 every 3 levels, up to -10 at level 30 +
      • + +
      +
    • +
    • May use the Poison Weapon ability. Gains one use at level 1 and an additional use every 4 levels thereafter. + +
      POISON WEAPON: Each successful hit within the next 5 rounds will inject poison into the target, dealing an extra 2 points of damage per second with no Saving Throw (up to a maximum of 12 points of damage per hit). Moreover, if the target fails a Saving Throw vs. Poison, he will suffer 1 additional point of damage per round for 4 rounds. + +
      +
    • + +
    +

    +

    Disadvantages

    +
      +
    • May only distribute 15 skill points per level among thieving skills. +
    • +
    • Alignment restricted to any non-good.
    • + +
    +

    + +
    + +

    BARD

    +

    Blade

    +
    +The Blade is an expert fighter and adventurer whose bardic acting abilities make him/her appear more intimidating and fearsome. This Bard's fighting style is flashy and entertaining, but is also lethally dangerous. + +

    Advantages

    +
      +
    • May place 3 slots in Two-Weapon Style. +
    • +
    • 3rd level: May use the Defensive Spin ability, as detailed below. An additional use is gained at 7th level and every 4 levels thereafter. + +
      DEFENSIVE SPIN: During the next 4 rounds, the Blade is rooted to the spot and gains a +1 bonus to Armor Class per level, up to a maximum of +10. + +
      +
    • +
    • 5th level: May use the Offensive Spin ability, as detailed below. An additional use is gained at 9th level and every 4 levels thereafter. + +
      OFFENSIVE SPIN: During the next 4 rounds, the Blade's movement rate doubles and he/she gains a +2 bonus to hit and damage rolls as well as an extra attack per round. All attacks deal maximum damage for the duration. Offensive Spin may not be used in conjunction with the Haste or Improved Haste spells. + + + +
      +
    • + +
    +

    +

    Disadvantages

    +
      +
    • Only has one half the normal Lore value. +
    • +
    • Only has one half the normal Pick Pockets score. +
    • +
    • Does not know the songs available to regular Bards, other than the Ballad of Three Heroes.
    • + +
    +

    + +
    +

    Jester

    +
    +This Bard is well versed in the arts of ridicule and hilarity, and uses his/her abilities to distract and confuse his/her enemies, cavorting madly during combat. Do not mistake him/her for a true fool, however, as he/she can also be quite deadly. + +

    Advantages

    +
      +
    • The Jester's song does not help allies. Instead, every opponent within 30 feet must save once per round to avoid falling under its effects: +
      • 1st level: Save vs. Spell at +2 or be distracted, and slowed (10%) or confused (10%). Distracted opponents suffer -2 to attack rolls, damage rolls, and AC. +
      • + +
      • 5th level: Save vs. Spell at +2 or be distracted, and slowed (20%) or confused (20%). +
      • + +
      • 10th level: Save vs. Spell or be distracted, and (slowed (30%), or confused (30%). +
      • + +
      • 15th level: Save vs. Spell at -2 or be distracted, and slowed (40%), confused (40%), or knocked unconscious (20%). +
      • + +
      • 20th level: Save vs. Spell at -2 or be distracted, and confused and slowed (50%) or knocked unconscious (50%). + +
      • + +
      +
    • + +
    +

    +

    Disadvantages

    +
      +
    • Does not know the songs available to regular Bards..
    • + +
    +

    + +
    +

    Skald

    +
    +This nordic Bard is also a warrior of great strength, skill, and virtue; his/her songs are inspiring sagas of battle and valor, and the Skald devotes his/her life to those pursuits. + +

    Advantages

    +
      +
    • +1 bonus to hit and damage rolls. +
    • +
    • The Skald's song is different from the typical Bard's and has the following effects: +
      • 1st level: Grants allies a +1 bonus to hit and damage rolls, and a +1 bonus to AC. +
      • + +
      • 5th level: Grants allies a +1 bonus to hit, and a +2 bonus to damage rolls and AC. +
      • + +
      • 10th level: Grants allies a +2 bonus to hit and damage rolls, and a +2 bonus to AC. +
      • + +
      • 15th level: Grants allies a +4 bonus to hit and damage rolls, a +4 bonus to AC, and immunity to fear. +
      • + +
      • 20th level: Grants allies a +4 bonus to hit and damage rolls, a +4 bonus to AC, and immunity to fear, stun, and confusion. + +
      • + +
      +
    • + +
    +

    +

    Disadvantages

    +
      +
    • Only has one quarter the normal Pick Pockets score. +
    • +
    • Does not know the songs available to regular Bards.
    • + +
    +

    + +
    + +

    SORCERER

    +

    Dragon Disciple

    +
    +Dragon Disciples are powerful Sorcerers with dragons' blood somewhere in their lineage. Their natural magical talents bring out their draconic heritage, allowing them to cast powerful magical spells and exhibit dragon-like abilities. Each Dragon Disciple has the blood of a specific dragon species: red, blue, green, black, or white. + +

    Advantages

    +
      +
    • 1st level: +1 bonus to AC. This increases to +2 at 5th level, to +3 at 10th level, to +4 at 15th level, and to a maximum of +5 at 20th level. +
    • +
    • 3rd level: May use Breath Weapon once per day. + +
      BREATH WEAPON: The Dragon Disciple has a breath weapon that inflicts 3d8 damage, with an area and a damage type dependent on the disciple's dragon species. The damage increases by 1d8 every three levels after 3rd level, to a maximum of 8d8 at 18th level. + +
      +
    • +
    • 4th level: Gains 25% innate resistance to an element dependent on the disciple's dragon species. This increases to 50% at 8th level, to 75% at 12th level, and to a maximum of 100% at 16th level. +
    • +
    • 5th level: +1 bonus to Constitution. This increases to +2 at 15th level. +
    • +
    • 7th level: Gains immunity to hold. +
    • +
    • 13th level: Gains immunity to charm. +
    • +
    • Hit Die: d6 + +
    • + +
    +

    +

    Disadvantages

    +
      +
    • May cast one fewer spell per level per day.
    • + +
    +

    + +
    + + + +
    +
    + \ No newline at end of file diff --git a/readmes/subdocuments_dw/vanilla_priest_desc.html b/readmes/subdocuments_dw/vanilla_priest_desc.html new file mode 100644 index 0000000..c1393aa --- /dev/null +++ b/readmes/subdocuments_dw/vanilla_priest_desc.html @@ -0,0 +1,151 @@ + + +Revised Core-Game Speciality Priests + + + + + +
    + +
    +
    +

    Revised Core-Game Speciality Priests

    +
    +
    +
    + +
    + +

    This documents the revised versions of the five speciality priests in the core game: Helm, Lathander, Talos, Tempus, Tyr.

    +

    + +

    +
    + + + +

    Helm (Watcher)

    +
    +

    Followers of the neutral god of watchers and protectors are warriors in their own right and are often seen as defenders of the innocent.

    + +

    Advantages

    +
      +
    • May learn priest spells from these spheres: All, Combat, Divination, Divine, Healing, Protection, Summoning, Wards.
    • +
    • May learn the following wizard spells as if they were priest spells: Protection From Normal Missiles (3rd level), Protection From Normal Weapons (5th level), Oracle (5th level), Protection From Magical Weapons (6th level), Mantle (7th level).
    • +
    • 3rd level: May cast Glyph of Warding once per day. An additional use is gained at 8th level and every 5 levels thereafter.
    • +
    • 5th level: May cast Seeking Sword once per day, as detailed below. An additional use is gained at 10th level and every 5 levels thereafter.
    • +
    • 7th level: May cast Truesight once per day. An additional use is gained at 12th level and every 5 levels thereafter.
    • +

    + + +
    SEEKING SWORD: This spell creates a sword in the Cleric's hand (that cannot be dropped or unequipped). The sword is considered a +4 weapon for purposes of determining what it can hit (but this bonus does not apply to attack or damage rolls), and it deals out 2d4 damage to any target it hits. The weapon sets the number of attacks of the Cleric to 3. It lasts for 1 round per level of the caster.
    + +

    Disadvantages

    +
      +
    • Alignment restricted to lawful good, lawful neutral, lawful evil, and true neutral.
    • +

    + +
    +

    Lathander (Morninglord)

    +
    +

    Lathander is the good god of renewal, creativity, and youth, and is celebrated nearly everywhere. His followers are very popular throughout the realms, and there are numerous wealthy temples devoted to him.

    + +

    Advantages

    +
      +
    • May learn priest spells from these spheres: All, Charm, Combat, Divination, Divine, Good, Healing, Protection, Summoning, Sun, Wards.
    • +
    • 3rd level: May cast Hold Undead once per day. An additional use is gained at 8th level and every 5 levels thereafter.
    • +
    • 7th level: May cast Boon of Lathander once per day, as detailed below. An additional use is gained at 11th level and every 4 levels thereafter.
    • +
    • 9th level: May cast False Dawn once per day. An additional use is gained at 14th level and every 5 levels thereafter.
    • +

    + + +
    BOON OF LATHANDER: This spell lasts 1 round per level of the caster. It gives the caster a +1 bonus to attack and damage rolls, a +1 bonus to all Saving Throws, and 1 extra attack per round. It also protects the recipient from level drain.
    + +

    Disadvantages

    +
      +
    • Alignment restricted to lawful good, neutral good, chaotic good, and true neutral.
    • +

    + +
    +

    Talos (Stormlord)

    +
    +

    Talos is the evil god of storms, destruction, and rebellion. Clerics of the Stormlord warn that Talos must be appeased or he will rain destruction upon the land.

    + +

    Advantages

    +
      +
    • May learn priest spells from these spheres: Air, All, Combat, Divination, Divine, Evil, Healing, Necromantic, Protection, Summoning.
    • +
    • May learn the following additional priest spells: Earthquake (7th level), Fire Storm (7th level).
    • +
    • May learn the following wizard spells as if they were priest spells: Shocking Grasp (1st level), Lightning Bolt (3rd level), Chain Lightning (6th level).
    • +
    • 3rd level: May cast Storm Shell once per day. An additional use is gained at 7th level and every 4 levels thereafter.
    • +
    • 5th level: May cast Call Lightning once per day. An additional use is gained at 9th level and every 4 levels thereafter.
    • +
    • 7th level: May cast Lightning of Talos once per day, as detailed below. An additional use is gained at 12th level and every 5 levels thereafter.
    • +

    + + +
    LIGHTNING OF TALOS: This spell conjures a bolt of lightning which unerringly strikes a single target, inflicting 1d6 points of electrical damage per level of the priest (maximum 15d6). A successful saving throw vs. spells halves the damage.
    + +

    Disadvantages

    +
      +
    • Alignment restricted to neutral evil, chaotic evil, and chaotic neutral.
    • +

    + +
    +

    Tempus (Battleguard)

    +
    +

    Tempus, also known as the Lord of Battles or the Foehammer, is random in his favors, yet his chaotic nature favors all sides equally. Lord Tempus may be on an army's side one day and against them the next; such is the nature of war. Tempuran clergy can be found on both sides of a conflict, as none can ever truly know whom the war god will favor.

    + +

    Advantages

    +
      +
    • May become Specialized (two slots) in all melee weapons.
    • +
    • May learn priest spells from these spheres: All, Combat, Divine, Healing, Necromantic, Protection, Summoning, Wards.
    • +
    • May learn the following additional priest spells: Star Metal Cudgel (4th level), Blood Rage (4th level), Iron Skins (5th level).
    • +
    • May learn the following wizard spells as if they were priest spells: Strength (2nd level), Haste (3rd level), Improved Haste (6th level), Power Word, Stun (7th level).
    • +
    • 3rd level: May cast Chaos of Battle once per day, as detailed below. An additional use is gained at 8th level and every 5 levels thereafter.
    • +
    • 5th level: May cast Holy Power once per day. An additional use is gained at 10th level and every 5 levels thereafter.
    • +
    • 7th level: May cast Emotion: Courage once per day. An additional use is gained at 12th level and every 5 levels thereafter.
    • +

    + + +
    CHAOS OF BATTLE: Chaos of Battle applies bonuses to all allies and penalties to all enemies within a 30-ft. radius of the caster. The spell lasts 1 turn and will randomly affect the targets' Armor Class, Hit Points, THAC0, saves, or luck. The magnitude of the effect starts at 1 (5 for Hit Points) at level 1 and will improve by 1 (5 for Hit Points) every 6 levels of the caster.
    + +

    Disadvantages

    +
      +
    • Alignment restricted to chaotic good, chaotic neutral, chaotic evil, or true neutral.
    • +

    + +
    +

    Tyr (Holy Justice)

    +
    +

    Tyr is the deity of law and justice and is primarily concerned with the punishment of wrongdoers and the general furthering of law and good in the world. The belief in justice through (benevolent) force, or at least armed vigilance, is the reason for Tyr's existence. Tyr holds great prominence in the pantheon due to his position as leader of the Triad, a trio of lawful good gods that are collectively devoted to the concepts of courage, justice, perseverance, relief of suffering, duty, obedience, honor, and to some extent, righteous martyrdom.

    + +

    Advantages

    +
      +
    • May learn priest spells from these spheres: All, Charm, Combat, Divination, Divine, Good, Healing, Protection, Summoning, Wards.
    • +
    • May learn the following wizard spells as if they were priest spells: Detect Invisibility (2nd level).
    • +
    • May cast Divine Favor once per day, as detailed below. An additional use is gained at 6th level and every 5 levels thereafter.
    • +
    • 3rd level: May cast Hold Person once per day. An additional use is gained at 7th level and every 4 levels thereafter.
    • +
    • 5th level: May cast Exaltation once per day, as detailed below. An additional use is gained at 10th level and every 5 levels thereafter.
    • +
    • 11th level: May cast Holy Word once per day.
    • +

    + + +
    EXALTATION: This spell enables a priest to aid and protect any one being other than themselves. By touch, the caster removes the effects of fear, sleep, feeblemindedness, unconsciousness, and intoxication, as well as berserk and confused states of mind. In addition, the recipient is protected against spells and other attacks that cause these effects for 1 turn.
    + + +
    DIVINE FAVOR: This spell grants the caster a +1 bonus to hit and damage rolls every 3 levels of the caster. The spell lasts for 2 rounds.
    + +

    Disadvantages

    +
      +
    • Alignment restricted to lawful good, neutral good, or lawful neutral.
    • +

    + +
    + + + +
    +
    + \ No newline at end of file