Charms & Hexes
blogwraith
Here are the cenobite powers.

I shuffled the standard warlock invocation list so 1st-2nd level equivalents, 3rd-4th level equivalents, 5th-6th level equivalents and 7th-9th level equivalents were lumped together.

Here's what I fleshed it out with


LEAST

ALL-SEEING EYES
2nd; Continuous
You gain a supernaturally precise vision of the world around you. You gain the benefits of comprehend languages, albeit for written words only. Additionally, you gain a +6 bonus on Perception, Search and Sense Motive checks.

CALL OF THE BEAST
2nd; Continuous
You gain a rapport with the beasts of the world. You gain the wild empathy ability as a druid of your level and can communicate with animals as if under the effect of speak with animals.

COCOON OF REFUSE
1st
You cause various bits of trash and detritus in an area—loose wood, rotting garbage, old clothes, discarded dishes, scraps of parchment, even dead animals—to fly about and latch onto a single target creature. If the target fails a Reflex save, he is entangled. The subject can escape with a successful DC 20 Brutishness or Escape Artist check, which can be repeated in every round as a standard action. The charm ends when the target successfully escapes, or after 1 round per caster level. This charm requires that at least 50% of the refuse be urban trash, so it does not function in the wilderness. Creatures of Huge or larger size are immune to this effect

COLD COMFORT
2nd; Continuous
Your unnatural aura renders you partly immune to the ravages of the environment. You remain cool in hot weather and warm in cold weather, as the spell endure elements. Additionally, you radiate a small aura of warmth or cold; creatures within 30’ of you also benefit from this effect.

HAMMER HEX
2nd; Hex Substance
You transform your hex into a hammer hex. The hex deals damage to objects and constructs.

OTHERWORLDLY WHISPERS
2nd; Continuous
You hear whispers in your ears, revealing secrets of the multiverse. You gain a +6 bonus on Knowledge (nature), Knowledge (religion) and Spellcraft checks.

SERPENT'S TONGUE
2nd; Continuous
Your tongue transforms into that of a serpent, and you gain the scent ability. Additionally, you gain a +5 bonus on saves against poison.

SWIMMING THE STYX
2nd; Continuous
By channeling the fiendish and infamous river, you become an aquatic creature. Your hands and feet become slightly webbed, granting you a swim speed equal to your base land speed (and all other benefits derived from a swim speed, including a +8 racial bonus on Swim checks). You gain the ability to breathe water as well as air.

LESSER

BANEFUL HEX
3rd; Hex Substance
You transform your hex into a baneful hex. This hex deals an extra 2d6 points of damage against creatures of a specific type. You must select the creature type when you first gain this hex augmentation, and you can't later change it. You choose the creature type from the categories offered for a ranger's favored enemy, including a subtype if you choose humanoid or outsider.

CRAWLING EYE
3rd
One of your eyes leaves your head and sprouts spidery legs. You can see through the eye no matter where it goes, so you can use it to scout or spy. The eye can't crawl of its own volition, but you can direct it to move or climb up to 20 feet as a move action. Its Climb modifier is equal to your level +8. You can direct a crawling eye in your space to climb back into your eye socket as a move action. When you use this charm, your current and full normal hit point totals are reduced by 2 for as long as the eye is detached. The eye is considered a Fine creature with AC 20 and 2 hit points. Its Stealth modifiers are equal to your level. For all other purposes, its statistics are equal to yours. You can't cast most charms through the eye, but any charms that affect your sense of sight—such as all-seeing eyes, or detect magic—function through the eye as though it was still attached. If your crawling eye is destroyed, you are dazzled for 1d4 hours, during which time the eye regrows. (If you normally have only one eye, you are blinded instead.) At the end of this period, you regain the 2 lost hit points and the dazzled condition ends.

DISEMBODIED HAND
4th
One of your hands drops off at the wrist and floats in the air. You can use the hand in all ways as if it were still attached—manipulating items, delivering attacks with a light or one-handed weapon, or even delivering a touch attack with a charm that you cast before it detaches. However, it requires you to expend the same action that would have been required—picking up an item takes a move action, making an attack takes an attack action, and so forth. The hand flies rather than crawls, but it can't move on its own. You can move the hand up to 30 feet through the air as a move action. You can direct a disembodied hand in your space to reattach to your arm as a move action. When you use this charm, your current and full normal hit point totals are reduced by 5 for as long as the hand is detached. The hand is considered a Diminutive creature with AC 20 and 5 hit points. Its Stealth modifiers are equal to your level. For all other purposes, its statistics are equal to yours. If your disembodied hand is destroyed, it regrows in 1d4 hours. At the end of this period, you regain the 5 lost hit points.

HINDERING HEX
4th; Hex Substance
You transform your hex into a hindering hex. Any living creature struck by a hindering hex must succeed on a Will save or be slowed for 1 round in addition to the normal damage from the hex.

MASK OF FLESH
3rd
Make a touch attack against a living creature of your size category. If you succeed, your physical appearance (including garb) changes to match his, as disguise self. In addition, when you use this charm you can choose to bestow a –1d6 penalty to the touched creature's Ego score. This penalty can't reduce the creature's Ego below 1. A successful Will save by the target negates both effects. Your mask of flesh can’t affect a creature that successfully saves for 24 hours. Both effects last for 1 hour per level; if you dismiss the charm, both effects end.

RELENTLESS DISPELLING
4th
You can use the targeted version of dispel magic, as the spell. The round after you use this charm, the target of the effect is subjected to another targeted dispel magic at the start of your turn (with no additional action required on your part).

SPIDER-SHAPE
3rd
You can transform yourself into the form of a Small or Medium fiendish monstrous spider. The available range of sizes you can assume increases as your level increases.
Level Additional Size Available
8th Large
11th Tiny
15th Huge
20th Gargantuan
It lasts for a number of hours equal to your level, or until you choose to end it.

SUDDEN SWARM
4th
When you kill a living creature with one of your charms or hexes, a swarm of spiders bursts from the corpse. This swarm has the same statistics as a normal spider swarm, except that you add your level to its hit points and the save DC for its poison. The swarm is entirely under your mental control, and fights as you direct it. Commanding the swarm is a free action. The swarm remains for a number of rounds equal to your level or until it is destroyed. The swarm can take only a standard action in the round when it emerges. At any given time, you can control only one of these swarms. If you slay a second creature when a previous swarm is still active, you can choose either to create a second swarm (in which case the first disperses) or to leave the first swarm active and not create a second one.

THIEVES’ BANE
3rd
So named for the people who most commonly suffer its effects, this charm allows you to make a deadly trap of an ordinary door. You can produce a hold portal effect, as the spell. In addition, should anyone other than you open the ensorcelled portal from the outside by any means (including knock or dispel magic spells) before the spell’s duration expires, the portal (or a large portion thereof) instantly explodes outward, dealing 5d6 points of damage to all within 20 feet of the door on that side. Creatures standing on the inside of the door are unaffected. Each creature but the one that triggered the effect (assuming it was standing in front of the door) can attempt a Reflex save for half damage. Spell resistance does not apply to the damage caused by this effect.

WITCHWOOD STEP
3rd; Continuous
Your footsteps become supernaturally sure and supportive. Your movement is unaffected by undergrowth or rubble of any kind, and you are immune to being entangled. You can even walk on water, as the water walk spell.

GREATER

DEVIL’S WHISPERS
5th
You can use a suggestion effect, as the spell. Additionally, when the duration ends or the task is completed, the subject must attempt a second Will save with a –5 penalty. If this second save fails, the subject completely forgets that you were the one who suggested the course of action mandated by the use of devil’s whispers, instead becoming convinced that it was his or her own idea—even if uncertain as to why he or she might have chosen to perform such an action. A successful break enchantment spell or effect breaks this delusion, but dispel magic and similar effects do not. You can have a number of devil’s whispers active at any one time equal to your Ego modifier. Devil’s whispers is a mind-affecting compulsion effect.

HELLSPAWNED GRACE
6th
You take on the form and statistics of a Hellcat for a number of rounds equal to 1/2 your level.
If reduced to 0 or fewer hit points while in hellcat form, you can't use this charm again for 1 hour.

DIRE

BINDING HEX
7th; Hex Substance
You transform your hex into a binding hex. Any creature struck by a binding hex must succeed on a Will save or be stunned for 1 round. This is a mind-affecting effect.

CASTERS’ LAMENT
8th
You can produce a break enchantment effect (as the spell) with your touch. You can only attempt to affect any single magical effect—an ongoing spell, a permanent transformation, a magic item, or the like—once per 24-hour period. In addition, you can use casters’ lament to counterspell another caster's spell (of 7th level or lower) as if casting greater dispel magic.

DEMONIC FLIGHT
7th; Continuous
You sprout spectral demon wings that grant you a fly speed 30’ faster than your land speed with perfect maneuverability. You gain +4 to vitality checks to avoid damage or fatigue from a forced march.

DISCORPORATING HEX
8th; Hex Substance
Your hex becomes blue-white pure energy dealing Force damage instead of Negative Energy damage. Creatures reduced to 0 or fewer hit points are disintegrated.

ENERGY IMMUNITY
8th; Continuous
Gain immunity to a specific energy type (acid, cold, electricity, fire or sonic) chosen when you first gain this charm.

HEXWREATH
8th; Hex Form
This hex augmentation allows you to invoke your hex as a 20-ft. radius emanation, centered on yourself. This ability lasts for as long as you concentrate and for 1 round afterwards. All enemies that enter the area of the emanation take an amount of damage equal to twice the amount of base hex damage dice (thus a 15th level cenobite deals 16 points of damage per round, a 17th level cenobite deals 18, and a 19th level cenobite deals 20). If the hexwreath is also altered by a substance augmentation, its effect activates on every turn.

IMPENETRABLE BARRIER
7th
You can conjure a wall of force (as the spell). The wall is black and blocks sight of all kind. You can only have one active at a time. If it is dispelled you take 1d10 points of damage.

INSTILL VULNERABILITY
7th
You instill a single creature within 30’ with vulnerability to a particular energy type (acid, cold, electricity, fire or sonic); Fort negates. Effect lasts 24 hours or until you instill a different subject.

PERILOUS VEIL
7th
You instantly change the appearance of one more subjects; as veil (the spell). If someone succeeds a Will save to disbelieve the glamour, then he or she takes 5d6 damage.

PETRIFYING & SARKAFYING HEX
8th; Hex Substance
You transform your hex into a petrifying & sarkafying hex. Any creature made of flesh struck must succeed on a Fort save or be turned into a statue of stone, as per the flesh to stone spell. If a creature is made of stone or metal, the effect reverses and the creature is treated as if under the effect of a stone to flesh spell on a failed save.
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R.I.P. Loren Wiseman
blogwraith
I know I post mostly dnd stuff, but I've played a fair number of Traveller games. Or at least heavily modifed Traveller games.

My world was richer for him having lived. I hope he's found peace.

New Psychoportive Psionics
blogwraith
These are the last of them. Phase replaces the Psychometabolic Devotion of Ectoplasmic Form.

And now the powers...Collapse )

New Psychometabolic Psionics
blogwraith
There's a couple fo weak powers in here that I think are fun and Psychometabolism has enough powers that I'm not afraid of people getting stuck with worthless abilities
And now the psionicsCollapse )

New Psychokinetic Psionics
blogwraith
Here's some Psychokinetic powers. Hopefully a teke isn't too powerful at too low a level.

And now the powers...Collapse )

New Clairsentient Psionics
blogwraith
I've taken out Appraise as a Science & Retrospection as a Devotion, but added a few more powers to round it out.

And now the powersCollapse )

Cleric Spells Sans Rituals
blogwraith
General List
1.      Cause Fear, Comprehend Languages, Divine Favor, Hide from Undead, Obscuring Mist, Shield of Faith
2.      Align Weapon, Darkness, Find Traps, Remove Paralysis, Shield Other, Summon Monster II
3.      Continual Flame, Dispel Magic, Locate Object, Prayer, Searing Light, Water Walk
4.      Air Walk, Dimensional Anchor, Freedom of Movement, Giant Vermin, Poison, Spell Immunity
5.      Disrupt Undead, Greater Command, Insect Plague, Righteous Might, Summon Monster V, Wall of Stone
6.      Banishment, Harm, Heal, Undeath to Death, Wind Walk, Word of Recall
7.      Destruction, Ethereal Jaunt, Greater Scrying, Refuge, Repulsion, Summon Monster VII
8.      Antimagic Field, Dimensional Lock, Earthquake, Firestorm, Greater Spell Immunity, Soul Bind
9.      Energy Drain, Etherealness, Gate, Miracle, Storm of Vengeance, Summon Monster IX.

Animal Domain

Granted Powers: You can use speak with animals at will as a spell-like ability. Knowledge (nature) is now a class skill.

Animal Domain Spells


  1. Calm Animals, Endure Elements, Summon Nature’s Ally I.

  2. Find Traps, Hold Animal, Summon Nature’s Ally II.

  3. Dominate Animal, Summon Nature’s Ally III, Water Breathing.

  4. Giant Vermin, Repel Vermin.

  5. Animal Growth, Insect Plague.

  6. Antilife Shell, Summon Nature’s Ally VI.

  7. Animal Shapes.

  8. Summon Nature’s Ally VIII.

  9. Shapechange

Chaos Domain

Granted Power: You can imbue a target with chaos as a melee touch attack. For the next round, anytime the target rolls a d20, he must roll twice and take the less favorable result. You can use this ability a number of times per day equal to 3 + your Ego modifier.

Chaos Domain Spells


  1. Detect Law, Entropic Shield, Protection from Law.

  2. Align Weapon, Shatter, Sound Burst.

  3. Bestow Curse, Magic Circle against Law, Wind Wall.

  4. Chaos Hammer, Summon Monster IV.

  5. Dispel Law, Confusion.

  6. Animate Objects, Summon Monster VI.

  7. Word of Chaos.

  8. Cloak of Chaos.

  9. Summon Monster IX

Death Domain

Granted Power: You may use a death touch once per day. Your death touch is a supernatural ability that produces a death effect. You must succeed on a melee touch attack against a living creature. When you touch, roll 1d6 per level you possess. If the total at least equals the creature’s current hit points, it dies (no save).

Death Domain Spells


  1. Cause Fear, Deathwatch, Hide from Undead.

  2. Death Knell, Desecrate, Gentle Repose.

  3. Animate Dead, Contagion, Keen Edge.

  4. Death Ward, Enervation.

  5. Blight, Slay Living.

  6. Antilife Shell, Circle of Death.

  7. Destruction.

  8. Abi-Dalzim’s Horrid Wilting.

  9. Wail of the Banshee

Destruction Domain

Granted Power: You gain the smite power, the supernatural ability to make a single melee attack with a bonus on attack rolls equal to your Ego modifier and a bonus on damage rolls equal to your level. This ability is usable once per day.

Destruction Domain Spells


  1. Doom, Inflict Light Wounds, True Strike.

  2. Inflict Moderate Wounds, Shatter, Sound Burst.

  3. Contagion, Inflict Serious Wounds, Searing Light.

  4. Dismissal, Inflict Critical Wounds.

  5. Mass Inflict Light Wounds, Shout.

  6. Harm, Mass Inflict Moderate Wounds.

  7. Disintegrate.

  8. Earthquake.

  9. Implosion

Earth Domain

Granted Power: Gain a +2 bonus on attack and damage rolls if both you and your foe are touching the ground. If an opponent is airborne or waterborne, you take a -4 penalty on attack and damage rolls. Gain +4 to Bullrush maneuvers.

Earth Domain Spells


  1. Endure Elements, Magic Stone, Sanctuary.

  2. Make Whole, Resist Energy, Soften Earth and Stone.

  3. Meld into Stone, Protection from Energy, Stone Shape.

  4. Dimension Door, Spike Stones.

  5. Plane Shift, Wall of Stone.

  6. Flesh to Stone, Stoneskin.

  7. Earthquake.

  8. Iron Body.

  9. Imprisonment

Evil Domain

Granted Power: You can cause a creature to become sickened as a melee touch attack. This ability lasts for a number of rounds equal to your level. You can use this ability a number of times per day equal to 3 + your Ego modifier.

Evil Domain Spells


  1. Detect Good, Magic Fang, Protection from Good.

  2. Align Weapon, Death Knell, Desecrate.

  3. Blindness/Deafness, Contagion, Magic Circle against Good.

  4. Summon Monster IV, Unholy Blight.

  5. Acid Fog, Dispel Good.

  6. Eyebite, Summon Monster VI.

  7. Blasphemy.

  8. Unholy Aura.

  9. Summon Monster IX

Fire Domain

Granted Power: Turn or destroy aquatic or water creatures as a paladin turns undead. Rebuke, command, or bolster fire creatures as an evil cleric rebukes undead. Use these abilities a total number of times per day equal to 3 + your Ego modifier.

Fire Domain Spells


  1. Burning Hands, Cause Fear, Endure Elements.

  2. Produce Flame, Pyrotechinics, Resist Energy.

  3. Continual Flame, Fireball, Protection from Energy.

  4. Flame Arrow, Wall of Fire.

  5. Flame Strike, Fire Shield.

  6. Banishment, Fire Seeds.

  7. Fire Storm.

  8. Incendiary Cloud.

  9. Meteor Swarm

Good Domain

Granted Power: As a standard action, grant another creature a sacred bonus on attack rolls, skill checks, ability checks, and saving throws equal to half your level for 1 round. You can use this ability a number of times per day equal to 3 + your Ego modifier.

Good Domain Spells


  1. Detect Evil, Protection from Evil, Shield of Faith

  2. Aid, Align Weapon, Consecrate

  3. Helping Hand, Magic Circle against Evil, Tongues

  4. Holy Smite, Summon Monster IV

  5. Dispel Evil, Rary’s Telepathic Bond

  6. Blade Barrier, Summon Monster VI

  7. Holy Word.

  8. Holy Aura.

  9. Summon Monster IX.

Healing Domain

Granted Power: You can touch a living creature as a standard action, healing it for 1d4 points of damage plus 1 for every two levels you possess. You can only use this ability on a creature that is below 0 hit points. You can use this ability a number of times per day equal to 3 + your Ego modifier.

Healing Domain Spells


  1. Cure Light Wounds, Endure Elements, Remove Fear.

  2. Cure Moderate Wounds, Remove Blindness/Deafness, Remove Paralysis

  3. Cure Serious Wounds, Remove Curse, Remove Disease.

  4. Cure Critical Wounds, Freedom of Movement.

  5. Mass Cure Light Wounds, Stone to Flesh.

  6. Heal, Mass Cure Moderate Wounds.

  7. Mass Cure Serious Wounds.

  8. Mass Cure Critical Wounds

  9. Mass Heal

Knowledge Domain

Granted Power: Add all Knowledge skills to your list of class skills. You can touch a creature to learn about its abilities and weaknesses. With a successful touch attack, you gain information as if you made the appropriate Knowledge skill check with a result equal to 10 + ½ your level + your Ego modifier.

Knowledge Domain Spells


  1. Detect (Alignment), Detect Secret Doors, Detect Undead.

  2. Detect Thoughts, Find Traps, Status.

  3. Locate Object, Rary’s Lesser Telepathic Bond, Tongues.

  4. Discern Lies, Detect Scrying.

  5. Rary’s Telepathic Bond, True Seeing.

  6. Probe Thoughts, Word of Recall.

  7. Greater Scrying.

  8. Moment of Prescience.

  9. Foresight

Law Domain

Granted Power: You can touch a willing creature as a standard action, infusing it with the power of divine order and allowing it to take 10 on attack rolls, skill checks, ability checks, and saving throws for 1 round. You can use this ability a number of times per day equal to 3 + your Ego modifier.

Law Domain Spells


  1. Command, Detect Chaos, Protection from Chaos.

  2. Align Weapon, Calm Emotions, Hold Person.

  3. Invisibility Purge, Magic Circle against Chaos, Stone Shape.

  4. Order’s Wrath, Summon Monster IV.

  5. Dispel Chaos, Greater Command.

  6. Hold Monster, Summon Monster VI.

  7. Dictum.

  8. Shield of Law.

  9. Summon Monster IX

Luck Domain

Granted Power: You gain the power of good fortune, which is usable once per day. This extraordinary ability allows you to reroll one roll that you have just made before the game master declares whether the roll results in success or failure. You must take the result of the reroll, even if it’s worse than the original roll.

Luck Domain Spells


  1. Bane, Bless, Entropic Shield.

  2. Aid, Find Traps, Status.

  3. Bestow Curse, Prayer, Protection from Energy.

  4. Freedom of Movement, Tongues.

  5. Confusion, Flame Strike.

  6. Eyebite, Mislead.

  7. Spell Turning.

  8. Moment of Prescience.

  9. Miracle

Metal domain

Granted Powers: You gain Proficiency and +2 to hit and damage with any hammer.

Metal Domain Spells
1.      Entropic Shield, Magic Weapon, Sanctuary.
2.      Heat Metal, Make Whole, Spiritual Weapon.
3.      Keen Edge, Magic Vestment, Protection From Energy.
4.      Greater Magic Weapon, Rusting Grasp.
5.      Disrupting Weapon, Wall of Iron.
6.      Animate Objects, Blade Barrier.
7.      Transmute Metal to Wood.
8.      Iron Body.
9.      Repel Metal or Stone.

Protection Domain

Granted Power: You can generate a protective ward as a supernatural ability. Grant someone you touch a resistance bonus equal to your level on his or her next saving throw. Activating this power is a standard action. The protective ward is an abjuration effect with a duration of 1 hour that is usable once per day.

Protection Domain Spells


  1. Protection from (Alignment), Sanctuary, Shield of Faith.

  2. Resist Energy, Shield Other, Silence.

  3. Deeper Darkness, Explosive Runes, Protection from Energy.

  4. Death Ward, Spell Immunity.

  5. Spell Resistance, Wall of Stone.

  6. Antimagic Field, Blade Barrier.

  7. Repulsion.

  8. Mind Blank.

  9. Prismatic Sphere

Sun Domain

Granted Power: Once per day, you can perform a greater turning against undead in place of a regular turning. The greater turning is like a normal turning except that the undead creatures that would be turned are destroyed instead.

Sun Domain Spells


  1. Cause Fear, Endure Elements, Remove Fear.

  2. Heat Metal, Resist Energy, Zone of Truth.

  3. Continual Flame, Daylight, Searing Light.

  4. Fire Shield, Fireball.

  5. Flame Strike, Plane Shift.

  6. Fire Seeds, True Seeing.

  7. Sunbeam.

  8. Sunburst.

  9. Prismatic Sphere

Tactics Domain

Granted Power: Add Bluff, Disguise, and Stealth to your list of class skills.

Tactics Domain Spells


  1. Disguise Self, Enlarge Person, Magic Weapon.

  2. Invisibility, Spiritual Weapon, Wind Wall.

  3. Gaseous Form, Magic Vestment, Nondetection.

  4. Confusion, Spell Immunity.

  5. Control Winds, False Vision.

  6. Mislead, Veil.

  7. Screen.

  8. Polymorph Any Object.

  9. Time Stop

Travel Domain

Granted Powers: Gain Freedom of Movement (self only) as a continuous effect. Add Survival to your list of class skills.

Travel Domain Spells


  1. Comprehend Languages, Endure Elements, Longstrider.

  2. Darkness, Locate Object, Undetectable Alignment.

  3. Fly, Locate Creature, Water Walk.

  4. Air Walk, Dimension Door.

  5. Plane Shift, Teleport.

  6. Transport Via Plants, Wind Walk.

  7. Greater Teleport.

  8. Phase Door.

  9. Foresight

Water Domain

Granted Power: Turn or destroy fire creatures as a paladin turns undead. Rebuke, command, or bolster water creatures as an evil cleric rebukes undead. Use these abilities a total number of times per day equal to 3 + your Ego modifier. This granted power is a supernatural ability.

Water Domain Spells


  1. Endure Elements, Obscuring Mist, Ray of Frost.

  2. Calm Emotions, Fog Cloud, Resist Energy.

  3. Gaseous Form, Stinking Cloud, Water Breathing.

  4. Control Water, Solid Fog.

  5. Ice Storm, Freedom of Movement.

  6. Cone of Cold, Otiluke’s Freezing Sphere.

  7. Acid Fog.

  8. Horrid Wilting.

  9. Polar Ray

Wood Domain

Granted Powers: Rebuke or command plant creatures as an evil cleric rebukes or commands undead. Use this ability a total number of times per day equal to 3 + your Ego modifier. This granted power is a supernatural ability. Add Knowledge (nature) to your list of class skills.

Wood Domain Spells


  1. Animate Rope, Endure Elements, Entangle

  2. Barkskin, Warp Wood, Wood Shape.

  3. Contagion, Plant Growth, Protection from Energy.

  4. Antiplant Shell, Command Plants.

  5. Righteous Might, Wall of Thorns.

  6. Harm, Repel Wood.

  7. Animate Plants

  8. Control Plants.

  9. Shambler

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Sorceror 3.0
blogwraith
Table: The Sorceror Hit Dice: d4 ——Spells per Day——
Level BAB W F/R Special 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1 +0 +2 +0 Scarlet Veil 3 3 - - - - - - - -
2 +0 +3 +0 Eschew Material Components 4 4 - - - - - - - -
3 +1 +3 +1 5 5 - - - - - - - -
4 +1 +4 +1 Salmon Veil 6 6 3 - - - - - - -
5 +1 +4 +1 6 6 4 - - - - - - -
6 +2 +5 +2 6 6 5 3 - - - - - -
7 +2 +5 +2 Sandstorm Veil 6 6 6 4 - - - - - -
8 +2 +6 +2 6 6 6 5 3 - - - - -
9 +3 +6 +3 6 6 6 6 4 - - - - -
10 +3 +7 +3 Magic Feat, Shamrock Veil 6 6 6 6 5 3 - - - -
11 +3 +7 +3 6 6 6 6 6 4 - - - -
12 +4 +8 +4 6 6 6 6 6 5 3 - - -
13 +4 +8 +4 Seafoam Veil 6 6 6 6 6 6 4 - - -
14 +4 +9 +4 6 6 6 6 6 6 5 3 - -
15 +5 +9 +5 6 6 6 6 6 6 6 4 - -
16 +5 +10 +5 Sapphire Veil 6 6 6 6 6 6 6 5 3 -
17 +5 +10 +5 6 6 6 6 6 6 6 6 4 -
18 +6/+1 +11 +6 6 6 6 6 6 6 6 6 5 3
19 +6/+1 +11 +6 Solferino Veil 6 6 6 6 6 6 6 6 6 4
20 +6/+1 +12 +6 Magic Feat 6 6 6 6 6 6 6 6 6 5
Class Skills (d6 + Inq modifier per level): Appraise, Autohypnosis, Bluff, Craft, Diplomacy, Intimidate, Spellcraft, Use Magic Device

Scarlet Veil (Su): As a fullround action and for as long as you concentrate you may will a vertical sheet of red light up to 5’ tall and 10’ wide into existence. The brilliant, tinted light provides bright illumination out to 10’, and shadowy illumination out to 20’; any creature within 5’ of the veil must make a fortitude save (DC 11 + your Ego modifier) or be blinded until they leave the affected area. The sheet is opaque, offering total concealment against any effect firing through it, and no non-magical ranged weapon may pierce the barrier. Any creature that tries to pass through the veil takes 10 points of fire damage (or half that with a successful reflex save with a DC of 11 + your Ego modifier). If you place the veil within a square containing a creature, he takes no damage until he decides to completely pass from one side of the veil to the other. A cold effect penetrates this veil and automatically ends its duration. While concentrating on this veil, you are immune to Fire. The veil may be placed where you will out to 25’.
Salmon Veil (Su): As a fullround action and for as long as you concentrate you may will a vertical sheet of orange light up to 5’ tall and 10’ wide into existence. The brilliant, tinted light provides bright illumination out to 10’, and shadowy illumination out to 20’; any creature within 5’ of the veil must make a fortitude save (DC 12 + your Ego modifier) or be blinded until they leave the affected area. The sheet is opaque, offering total concealment against any effect firing through it, and no magical ranged weapon may pierce the barrier. Any creature that tries to pass through the veil takes 40 points of Acid damage (or half that with a successful reflex save with a DC of 12 + your Ego modifier). If you place the veil within a square containing a creature, he takes no damage until he decides to completely pass from one side of the veil to the other. A wind effect spell penetrates this veil and automatically ends its duration. While concentrating on this veil, you are immune to Acid. The veil may be placed where you will out to 25’.
Sandstorm Veil (Su): As a fullround action and for as long as you concentrate you may will a vertical sheet of yellow light up to 5’ tall and 10’ wide into existence. The brilliant, tinted light provides bright illumination out to 10’, and shadowy illumination out to 20’; any creature within 5’ of the veil must make a fortitude save (DC 13 + your Ego modifier) or be blinded until they leave the affected area. The sheet is opaque, offering total concealment against any effect firing through it, and no poison, gas, or petrification effect may pierce the barrier. Any creature that tries to pass through the veil takes 70 points of electricity damage (or half that with a successful reflex save with a DC of 13 + your Ego modifier). If you place the veil within a square containing a creature, he takes no damage until he decides to completely pass from one side of the veil to the other. A psychokinetic effect penetrates this veil and automatically ends its duration. While concentrating on this veil, you are immune to Electricity. The veil may be placed where you will out to 25’.
Shamrock Veil (Su): As a fullround action and for as long as you concentrate you may will a vertical sheet of green light up to 5’ tall and 10’ wide into existence. The brilliant, tinted light provides bright illumination out to 10’, and shadowy illumination out to 20’; any creature within 5’ of the veil must make a fortitude save (DC 14 + your Ego modifier) or be blinded until they leave the affected area. The sheet is opaque, offering total concealment against any effect firing through it, and no breath weapon may pierce the barrier. Any creature that tries to pass through the veil is killed by Poison (suffers 1d6 Vitality damage with a successful fortitude save with a DC of 14 + your Ego modifier). If you place the veil within a square containing a creature, he takes no damage until he decides to completely pass from one side of the veil to the other. An earth effect penetrates this veil and automatically ends its duration. While concentrating on this veil, you are immune to Poison. The veil may be placed where you will out to 25’.
Seafoam Veil (Su): As a fullround action and for as long as you concentrate you may will a vertical sheet of blue light up to 5’ tall and 10’ wide into existence. The brilliant, tinted light provides bright illumination out to 10’, and shadowy illumination out to 20’; any creature within 5’ of the veil must make a fortitude save (DC 15 + your Ego modifier) or be blinded until they leave the affected area. The sheet is opaque, offering total concealment against any effect firing through it, and no divination or mental attack may pierce the barrier. Any creature that tries to pass through the veil is turned to stone (the effect is negated with a successful fortitude save with a DC of 15 + your Ego modifier). If you place the veil within a square containing a creature, he takes no effect until he decides to completely pass from one side of the veil to the other. A force effect penetrates this veil and automatically ends its duration. While concentrating on this veil, you are immune to any transformational ability. The veil may be placed where you will out to 25’.
Sapphire Veil (Su): As a fullround action and for as long as you concentrate you may will a vertical sheet of indigo light up to 5’ tall and 10’ wide into existence. The brilliant, tinted light provides bright illumination out to 10’, and shadowy illumination out to 20’; any creature within 5’ of the veil must make a fortitude save (DC 16 + your Ego modifier) or be blinded until they leave the affected area. The sheet is opaque, offering total concealment against any effect firing through it, and no spell may pierce the barrier. Any creature that tries to pass through the veil goes insane, as the insanity spell (the effect is negated with a successful will save with a DC of 16 + your Ego modifier). If you place the veil within a square containing a creature, he takes no effect until he decides to completely pass from one side of the veil to the other. A light effect penetrates this veil and automatically ends its duration. While concentrating on this veil, you are under the effect of a mind blank spell. The veil may be placed where you will out to 25’.
Solferino Veil (Su): As a fullround action and for as long as you concentrate you may will a vertical sheet of violet light up to 5’ tall and 10’ wide into existence. The brilliant, tinted light provides bright illumination out to 10’, and shadowy illumination out to 20’; any creature within 5’ of the veil must make a fortitude save (DC 17 + your Ego modifier) or be blinded until they leave the affected area. The sheet is opaque, offering total concealment against any effect firing through it, and destroys all objects or effects that attempt to pierce the barrier. Any creature that tries to pass through the veil is transported to another plane of your choice (the effect is negated with a successful will save with a DC of 17 + your Ego modifier, although all their stuff is transported and all their ongoing spell effects are automatically dispelled). If you place the veil within a square containing a creature, he takes no effect until he decides to completely pass from one side of the veil to the other. A dispel effect penetrates this veil and automatically ends its duration. While concentrating on this veil, you may not be moved for where you stand by any means. The veil may be placed where you will out to 25’.

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Paladin 2.0
blogwraith
Paladin is the most affected by the change to rituals. A lot of the powerful healing spells are ripped out of the Paladin spell list, so I had to add something to flesh it out. I was also dissatisfied with the Remove Disease power, so instead of getting more and more uses of Remove Disease per day as you level, I changed it to more at will uses of Remove (Status Condition) as you level. At since I'm doing that I had to take those spells out of the spell list. I changed Holy Sword to a daily limit ability, because of the Magic Circle Against Evil rider, and also removed Holy Sword from the spell list.

The new Paladin spell list is less powerful, but more varied.

Cure Serious Wounds replaces Cure Moderate Wounds, Mass Cure Light Wounds replaces Cure Critical Wounds, and Mass Cure Serious Wounds replaces Mass Cure Critical Wounds. This is just a more logical healing progression.

Tongues is a utility spell that makes sense for Paladin's to have.

Helping Hand is a weird asking for help spell that I'd like to see used more.

Invisibility Purge is a very Paladin like spell.

Freedom of Movement is an excellent Healing and Protection spell. The name doesn't scream Paladin, but I think it works.

Repulsion is a powerful Protection spell and the only really powerful spell I added to the list.

Stone to Flesh/Flesh to Stone an under-rated healing spell with non-healing functions and a non-lethal spell that neutralizes opposition.

True Seeing also very Paladin like.

On to the class...Collapse )
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Wizard 2.0
blogwraith
With how I've redone the rituals, a lot of the classes need to be modified. Some just have spell list changes.

I've had to remove the Lore Mastery ability of Wizards. Wizards are already the best at rituals, they don't need this boost. I'm keeping Skill Mastery for Rogues. Rogues don't have the structural advantages to rituals that Wizards, so if a Rogue chooses to the Skill Mastery talent to be good at rituals, I think that's okay.

I've taken out the daily limits to Dark Knowledge, as that's already an inherent per encounter power. I couldn't come up with more dark knowledges, but I did allow for WIzards to choose the order in which they receive the dark knowledges.

I thought about switching Familiars the 4th level, and switching the Sicariot's Familiar to 1st level, but the Sicariot didn't have anything at low level I wanted to eliminate or push out to 4th.On to the class...Collapse )
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