Author Topic: Divine Persistent Spell Categories by Function and Level (For Future Handbook)  (Read 10023 times)

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Bill Bisco: Eloquent Elf

  • That monkey with the orange ass cheeks
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Categories Checked[spoiler]
All Druid
All Paladin
All Ranger
All Adept
All Blackguard
All Shugenja
All Bard
All Cleric
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Archery
[spoiler]
Archery Level 1 Spells
Hawkeye - Grants +5 Competence Bonus to Spot, +50% to ranged weapon increments (Druid, Ranger) (Spell Compendium, Complete Adventurer, etc.)
Arrow Mind - Threaten with a Bow, make attacks of opportunity with a bow, do not suffer attacks of opportunity for shooting with a bow while threatened (Ranger 1) (Spell Compendium)
Guided Shot - No ranged attack distance penalties, ignore everything except total cover and total concealment (Ranger 1) (Spell Compendium)
Archery Level 2 Spells
Near Horizon - No Ranged penalties for weapons (Ranger 2) (Complete Mage)

Archery Level 3 Spells
Arrow Storm - Can make Full attack with bow within a ranged increment to a number of targets=char level (Ranger 3) (Spell Compendium)
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Charge
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Charge Level 1 Spells
Strategic Charge - Gain Mobility feat if Charging (Blackguard 1, Paladin 1) (Spell Compendium)

Charge Level 2 Spells
War Cry - +4 Morale to Attack and Damage on Charges, on successful hit, foe must make Will Save or become Panicked (Bard 2) (Spell Compendium)

Charge Level 3 Spells
Unicorn Horn (Questionable RAW) - Use Standard action to Gore for 1d8+1.5Str. Double Damage on Charge (Triple if Critical Hit) Expend to enhance attack and damage temporarily (Druid 3) (Complete Mage)
- Gain Pounce Ability (Druid 3, Ranger 2) (Spell Compendium)


[/spoiler]

Bill Bisco: Eloquent Elf

  • That monkey with the orange ass cheeks
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Combat
[spoiler]
Combat Level 1 Spells
Bless - Each ally gains +1 morale to attack +1 morale to Fear saves (Cleric 1, Paladin 1) (PHB)
Divine Favor - +1 Luck to attack and damage/3 CL (max +3) for non-spells (Cleric 1, Paladin 1) (PHB)
Blessed Aim - All allies gain +2 morale to ranged (Blackguard 1, Cleric 1, Paladin 1) (Spell Compendium)
Divine Sacrifice - Suffer 10 damage for First attack of each round it inflicts 5d6 extra damage, (Blackguard 1, Paladin 1) (Spell Compendium)
Critical Strike - Gain 1d6 Melee Sneak Attack Effectively, during sneak attack weapon is Keen, +4 Insight to Confirm Critical Threats (Bard 1) (Spell Compendium)
Focusing Chant - +1 Circumstance to Attacks, Skill Checks, Ability Checks (Bard 1) (Spell Compendium)
Improvisation - Gain 2 Luck Points/CL which can be spent to improve attack, skill, or ability check rolls, no check can spend more than 0.5 CL (Bard 1) (Spell Compendium)

Combat Level 2 Spells
Interfaith Blessing - Gain Attack, Damage, AC, Skill Checks or Saving Throw Bonuses depending on Deity Worshipped (Adept 2, Cleric 2, Druid 2, Shugenja 2) (Complete Champion)
Daggerspell Stance - +2 Insight bonus to attack and damage using Full Attack with daggers, gain SR5+CL while fighting defensively with 2 daggers in hand (Druid 2) (Spell Compendium)
Primal Instinct (Pointless) - +5 Competence to Initiative, Survival. +5 Competence to one knowledge skill with Dragonblood subtype.  Gain Uncanny dodge if other Primal spell active (Druid 3, Ranger 2) (Dragon Magic)
Stone Fist - Improved Unarmed Strike Effectively, unarmed attack deals 2d6 for medium (Cleric 2, Paladin 2) (Races of Stone)
Haste, Swift - Gain Extra attack on Full attack, +1 Attack, +1 Dodge to AC, +1 Reflex Saves, +30 Enhancement to Speed (Ranger 2) (Spell Compendium)
Bladeweave - 1/round one creature hit by your melee attack must make a Will Save or be dazed 1 round (Bard 2) (Spell Compendium)

Combat Level 3 Spells
Primal Instinct (Pointless) - +5 Competence to Initiative, Survival. +5 Competence to one knowledge skill with Dragonblood subtype.  Gain Uncanny dodge if other Primal spell active (Druid 3, Ranger 2) (Dragon Magic)
Wreath of Flames - At end of turn, adjacent enemies take 1d6 Fire Damage, Melee attacks deal 1d6 extra damage (Druid 3) (Dragon Magic)
Thornskin - Unarmed Strikes do Lethal Damage +1d6 piercing.  Unarmed strike or natural weapon attackers suffer 5 piercing  (Druid 3) (Spell Compendium)
Prayer - Allies gain a +1 luck bonus on attack rolls, weapon damage rolls, saves, and skill checks, foes takes a -1 penalty on such rolls. (Cleric 3, Paladin 3) (PHB)
Smite Heretic (Requires Smite Evil Class Ability) - Using Smite Evil against Evil Divine spellcasters gives +2 Sacred to attack roll and smite does an additional damage per paladin level (Paladin 3) (Book of Exalted Deeds)
Find the Gap - First Melee or Ranged Attack each round is a touch attack (Paladin 3, Ranger 3) (Spell Compendium)
One Mind, Greater - As One Mind, Lesser but while on special mount gain +2 to attacks and +2 to melee damage
Inspired Aim - All allies within 40 foot emanation get +2 Insight to Ranged Attacks (Bard 4, Cleric 3, Ranger 3) (Book of Exalted Deeds)
Masochism - Every 10 points of damage taken gives +1 Luck to Attack, Saves, Skill Checks (Blackguard 3, Cleric 3) (Book of Vile Darkness)
Sadism - Every 10 points of damage dealt grants +1 Luck to Attack, Saves, Skill Checks (Blackguard 3, Cleric 3) (Book of Vile Darkness)

Combat Level 4 Spells
Magic Fang, Superior - Grant Every Natural Weapon an Enhancement of +1/4 CL Max +5 (Druid 4, Ranger 4) (Spell Compendium)
Aligned Aura (Doesn't work by RAW) - Choose one aspect of alignment, those who share that aspect have a bonus, while those that oppose the aspect have a penalty (Blackguard 4, Cleric 4, Paladin 4) Defensive Combat
Weapon of the Deity - while holding Deity's favored weapon you have proficiency in it, it gains +1 enhancement and aditional enhancement with more CL and gains a special quality depending on the Deity. (Blackguard 4, Cleric 4, Paladin 4) (Complete Divine)
Blessing of the Righteous - All allies deal 1d6 extra holy damage with attacks, and are considered Good-aligned (Cleric 4, Paladin 4) (Player's Handbook II)
Divine Power - +6 Enh to Str, BAB=Character Level, 1 Temp HP/CL (Cleric 4) (PHB)
Mark of the Enlightened Soul - Spells gain Good Descriptor, spells cast of 3rd or lower deal +50% damage to evil creatures, sacrifice 5th-9th level sorceror spell slot to increases level of spells that Mark of the Enlightened Soul affects; dragonblood subtype end spell to activate Protection from Evil (Cleric 4) (Dragon Magic)
Touch of the Blackened Soul - Spells gain Evil Descriptor, spells cast of 3rd or lower deal +50% damage to good creatures, sacrifice 5th-9th level sorceror spell slot to increases level of spells that Touch of the Blackened Soull affects; dragonblood subtype end spell to activate Protection from Good (Cleric 4) (Dragon Magic)

Combat Level 5 Spells
Cold Snap - Lower Temperature within 1 mile radius equal to 5 degrees/CL Max 50 Degrees no lower than -20 degrees.  Cold descriptor spells deal 1 extra damage per die (Cleric 6, Druid 5) (Spell Compendium)
Poison Thorns - As Thornskin but thorns are poisonous for DC 10+Wis+0.5 CL 1d4 Str Damage (Druid 5) (Spell Compendium)
Righteous Might - x2 height, x8 weight, increase size by 1, +4 Size to Str, +2 Size to Con, +2 Enh to Natural Armor, Dr X/Evil depending on level, weapons increase in size as well (Cleric 5) (PHB)
Chaav's Laugh - Good creatures gain +2 Morale to Attack, saves vs. fear, temp hp=1d8+1/CL (max+20), opposite penalties evil creatures except hp (Cleric 5) (Book of Exalted Deeds)
Surge of Fortune (Doesn't work by RAW) - +2 Luck to Attack, Damage, Saving throws, AC, Skill checks, ability Checks, spell penetration checks; Can expend spell to make next roll a natural 20 if within 1 round of when the spell was first cast (Cleric 5) (Complete Champion)
Righteous Wrath of the Faithful - Allies gain 1 additional attack/round (doesn't stack with haste), +3 Morale to Attack and Damage (Cleric 5) (Spell Compendium)

Combat Level 6 Spells

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Communication
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Communication Level 1 Spells
Speak with Animals - Ability to Communicate with Animals (Druid 1, Ranger 1) (Player's Handbook)
Read Magic - Gain ability to read magical inscriptions on objects (Bard 0, Cleric 0, Druid 0, Paladin 1, Ranger 1) (PHB)
Comprehend Languages - You understand all spoken and written languages. (Bard 1, Cleric 1) (PHB)

Communication Level 2 Spells
Speak with Plants - Understand and Communicate with plants (Bard 4, Druid 3, Ranger 2) (PHB)

Communication Level 3 Spells
Speak with Plants - Understand and Communicate with plants (Bard 4, Druid 3, Ranger 2) (PHB)

Communication Level 4 Spells
Speak with Plants - Understand and Communicate with plants (Bard 4, Druid 3, Ranger 2) (PHB)
Telepathic Aura - Gain Telepathic 1-way communication with allies (Paladin 4) (Spell Compendium)

Communication Level 5 Spells

Communication Level 6 Spells
Stone Tell - Gain ability to speak with and understand Stone

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Damaging Aura
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Damaging Aura Level 1 Spells

Damaging Aura Level 2 Spells
Body of the Sun - 5 ft radius emanation deals 1d4 Fire/2 CL (max 5d4) starting on caster's turn (Druid 2) (Complete Divine, Spell Compendium)
Decomposition - All enemies within 50 ft radius take 1 damage/round if wounded (Druid 2) (Complete Divine, Spell Compendium)

Damaging Aura Level 3 Spells
Wreath of Flames - At end of turn, adjacent enemies take 1d6 Fire Damage, Melee attacks deal 1d6 extra damage (Druid 3) (Dragon Magic)
Aura of Cold, Lesser - 5 ft. Aura deals 1d6 damage at start of turn (Cleric 3, Druid 3, Paladin 4, Ranger 4) (Frostburn)
Control Temperature - Raise or lower temperature by 1 band/5 CL in 20 ft radius/level (Druid 3) (Frostburn)
Corona of Cold - 10 ft radius deals 1d12 cold damage and -2 penalty to Str and Dex at beginning of turn.  Save negates but must be repeated each round.  Gain Fire Resistance 10 (Cleric 3, Druid 3) (Spell Compendium)
Ring of Blades - Swirling blades extend to each adjacent square from you.  At beginning of turn, all creatures take 1d6+1/CL (max +10) damage (Cleric 3) (Spell Compendium)

Damaging Aura Level 4 Spells
Repel Vermin - Vermin with Hit Dice less than 1/3 CL cannot cross emanation, Vermin with more hit dice can cross with Will save but take 2d6 damage (Bard 4, Cleric 4, Druid 4, Ranger 3) (PHB)
Blinding Beauty - Humanoids within 60 ft that look at you make Fort Save or be blinded.  Supress this as a free action. (Bard 4, Druid 4, Ranger 4) (Book of Exalted Deeds)
Eye of the Hurricane - 40 ft emanation with 10 ft quiet area in center.  Ranged attacks impossible, must make fort save or be knocked back
Aura of the Sun - To cast spells within 10 ft emanation must succeed on CL check DC11+your CL or spell fails, darkness spells of 3rd level or lower are supressed within area, penalties for creatures with bright light take them in the spell radius, undead creatures take 1d6 damage at the end of each of their turns within radius, -4 hide in radius (Cleric 4, Paladin 4) (Lost Empires of Faerun)
Consumptive Field - Creatures with less than 0 hp and fail saving throws grant you 1d8 temp hp, +2 Str, and 1 CL (max 1/2 original CL) (Cleric 4) (Spell Compendium)
Negative Energy Aura - Living creatures lose 1hp/3CL (max 5) while undead heal 2 hp/round (Cleric 4) (Spell Compendium)
Positive Energy Aura - Living creatures heal 1hp/3CL (max 5) while undead lose 2 hp/round (Cleric 4) (Spell Compendium)

Damaging Aura Level 5 Spells
Radiance - 60 ft. Radius Sheds light equal to Daylight Spell, undead in area are dazzled in radius and for 1d6 rounds later, counters or dispels any darkness spell of equal or lower level (Cleric 5, Druid 5) (Player's Handbook II)
Crown of Flame - Evil outsiders, undead, and fey within 10 ft. emanation take 2d6 damage/round (Cleric 5) (Book of Exalted Deeds)

Damaging Aura Level 6 Spells
Blood Sirocco - Wind blows out from you or point in space, creatures knocked down or unable to move forward and take 2 damage on failed save (Druid 6) (Spell Compendium)
Crown of Brilliance - Creatures you engage in melee, make Fort or be blinded 1d4 rounds, creatures with a light weakness make save in emanation area, Undead suffer 1d6 damage/round in emanation (Cleric 6) (Book of Exalted Deeds)
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Bill Bisco: Eloquent Elf

  • That monkey with the orange ass cheeks
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Defensive
[spoiler]
Defensive Level 1 Spells
Bless - Each ally gains +1 morale to attack +1 morale to Fear saves (Cleric 1, Paladin 1) (PHB)
Soul of Order (Cancels Soul of Anarchy) - +2 morale to Will Saves to resist enchantment effects, natural weapons are also lawful aligned.  Damage reduction if soul of light or shadow also present (Paladin 1) (Dragon Magic)
Clear Mind - +4 Sacred Bonus against mind-affecting spells and effects (Paladin 1) (Spell Compendium)
Silverbeard - Gain +2 Sacred to AC, +2 Circumstance to Diplomacy with Dwarves
Demonflesh - Gain +1 Natural Armor/5 CL (Max +4) (Blackguard 1) (Book of Vile Darkness, Fiendish Codex I)
Invisibility, Swift - Become Invisible (Bard 1) (Spell Compendium)
Entropic Shield - Ranged Attacks have 20% Miss chance (Cleric 1) (PHB)
Nightshield - +1 Resistance to saving throws/3 CL (Max +3), magic missiles negated (Cleric 1) (Spell Compendium)

Defensive Level 2 Spells
Interfaith Blessing - Gain Attack, Damage, AC, Skill Checks or Saving Throw Bonuses depending on Deity Worshipped (Adept 2, Cleric 2, Druid 2, Shugenja 2) (Complete Champion)
Halo of Sand - Twirling Sand grants +1 Deflection AC/3 caster levels (max +4) (Druid 2, Ranger 2) (Sandstorm)
Bite of the Wererat - +6 enh. to Dex, +2 En. to Con, +3 En. to Natural Armor, Bite attack for 1d4*1.5 Str, Weapon Finesse feat (Druid 2) (Spell Compendium)
Cloak of Bravery - Morale bonus to fear saves = CL (Max +10 (Cleric 3, Paladin 2) (Spell Compendium)
Zeal – +4 Deflection to AC against attacks of opportunity for all foes except chosen foe, can move through enemy spaces as if they were allies if you move closer to your chosen foe (make your foe an ant in your hand, and while moving, bring your hand slowly closer to yourself) (Blackguard 2, Paladin 2) (Spell Compendium)
Haste, Swift - Gain Extra attack on Full attack, +1 Attack, +1 Dodge to AC, +1 Reflex Saves, +30 Enhancement to Speed (Ranger 2) (Spell Compendium)
Veil of Shadow - Gain Concealment (20% miss chance), dispelled if in area of 3rd level or higher light spell (Blackguard 2, Cleric 2) (Spell Compendium)
Invisibility - Become Invisible (Bard 2) (PHB)
Mirror Image - Create 1d4+1/3CL (Max 8) Illusory Duplicates with AC=10+Dex+Size, successful hit destroys it (Bard 2) (PHB)
Battle Hymm - All allies may reroll a will save/round before success or failure is known (Bard 2) (Spell Compendium)

Defensive Level 3 Spells
Bite of the Werewolf - +2 Enh. to Str, +4 Enh. to Dex, Con, natural armor.  Gain bite attack for 1d6+1.5 Str.  Gain Blind Fight Feat (Druid 3) (Spell Compendium)
Primal Form - Gain 1 Elemental Subtype, +4 saves against mind affecting abilities, Light fortification and either Fly 20 ft., Damage reduction 5/-, 1d4 fire damage, Fire Resistance 10, or Swim 90 Feet drench ability, Cannot cast spells, lose abilities of base form (Druid 3) (Spell Compendium)
Blessing of Bahaumut - Gain Damage Reduction 10/magic (Paladin 3) (Complete Divine, Spell Compendium)
Hand of the Faithful - Only worshippers or those with holy symbol or a particular deity may pass 10ft emanation on person or point in space, other creatures must make Fort Save or be stunned if they try to enter (Paladin 3, Ranger 3) (Spell Compendium)
Righteous Fury - Gain 5 temp hp/level (max 50) that last 1 hour and +4 Sacred to Strength
True Prayer of the Chosen - +3 Insight to Saving Throws and AC, must recite Truename(Cleric 4, Paladin 3) (Tome of Magic)
Hell's Power (Requires heart of an elf child) - Gain +2 Deflection to AC, Damage Reduction upgrade (Blackguard 3, Cleric 4) (Book of Vile Darkness)
Masochism - Every 10 points of damage taken gives +1 Luck to Attack, Saves, Skill Checks (Blackguard 3, Cleric 3) (Book of Vile Darkness)
Sadism - Every 10 points of damage dealt grants +1 Luck to Attack, Saves, Skill Checks (Blackguard 3, Cleric 3) (Book of Vile Darkness)
Blink - 50% miss chance, 20% chance for your attacks/spells to fail, 1/2 damage from area attacks, attack as invisible creature, move through solid walls (Bard 3) (PHB)
Sonic Shield - +4 Deflection, melee attackers suffer 1d8 sonic damage, save vs. Fort or be knocked 5 feet (Bard 3) (Player's Handbook II)
Invisibility Purge - All invisibility negated within 5 ft/CL (Cleric 3) (PHB)
Battlemagic Perception - +5 Competence to Spellcraft to identify spells being cast, 5 ranks spellcraft sense the use of any spell within 100 feet and line of sight with spellcraft DC 15+Spell Level, can counter spell as a free action which ends the spell (Cleric 3) (Heroes of Battle)
Chanelled Divine Shield - Gain Damage Reduction 10/Evil (Cleric 3) (Player's Handbook II)

Defensive Level 4 Spells
Antiplant Shell - Plants within 10 ft Radius cannot attack (Druid 4) (PHB)
Freedom of Movement - Move normally through under paralysis, solid fog, web, etc., auto-succeed grapple checks to escape, attack normally in water (Bard 4, Cleric 4, Druid 4, Ranger 4) (PHB)
Repel Vermin - Vermin with Hit Dice less than 1/3 CL cannot cross emanation, Vermin with more hit dice can cross with Will save but take 2d6 damage (Bard 4, Cleric 4, Druid 4, Ranger 3) (PHB)
Heart of Earth (Questionable RAW) - +8 to resist Bull Rush, Overrun, Trip, 2 Temp HP/CL (Max 30) expend to gain Stoneskin for 1 round/CL (Druid 4) (Complete Mage)
SandForm - Body transforms into Sand Ooze, immune to poison, sleep effects, paralysis, polymorphing, stunning, flanking, critical hits.  Become blind, but gain blindsight 60 feet.  Supernatural abilities supressed.  Can cast spells, must make Will DC 19 or suffer -2 Attack, Save, and Skill Checks in combat, Speed 20 feet,  Gain natural attack with 5 ft reach for 1d8+1.5Str. Gain burrow, +10 Circumstance Hide, Concealment in Sand (Druid 4) (Sandstorm)
Bite of the Wereboar - +4 Enh Str, +6 Enh. Con, +8 Enh. Natural Armor, Bite for 1d8+1.5Str, Blind-Fight feat (Druid 4) (Spell Compendium)
Essence of the Raptor - Speed increases to 60 feet, +8 to Hide, Jump, Listen, Spot, and Survival, Gain Scent (Druid 4) (Spell Compendium)
Eye of the Hurricane - 40 ft emanation with 10 ft quiet area in center.  Ranged attacks impossible, must make fort save or be knocked back
Wild Runner - Become Centaur and gain large Size, Base stats change to Str 18 Dex 14 Con 15, gain speed 50 feet, Darkvision 60 feet, Gain Quadruped benefits (+4 to resist trip attacks, etc.)  (Druid 4, Ranger 4) (Spell Compendium)
Aligned Aura (Doesn't work by RAW) - Choose one aspect of alignment, those who share that aspect have a bonus, while those that oppose the aspect have a penalty (Blackguard 4, Cleric 4, Paladin 4)
Aura of the Sun - To cast spells within 10 ft emanation must succeed on CL check DC11+your CL or spell fails, darkness spells of 3rd level or lower are supressed within area, penalties for creatures with bright light take them in the spell radius, undead creatures take 1d6 damage at the end of each of their turns within radius, -4 hide in radius (Cleric 4, Paladin 4) (Lost Empires of Faerun)
Invisibility, Greater - As Invisibility, but spell doesn't end if you attack (Bard 4) (PHB)
Mirror Image, Greater - As Mirror Image, but 1 image created every round (Max 8), spell ends if all images destroyed (Bard 4) (Player's Handbook II)
Cacophonic Shield - Nonmagic sound does not pass emanation, magic sounds must succeed on caster level check (DC11+caster level), crossing barrier deals 1d6+1 Sonic/CL damage (Max +20) makes Fort save or is deafened, 20% miss chance for missiles through barrier. to cross barrier(Bard 4) (Spell Compendium)
Ray Deflection - All rays directed at you are reflected away (Bard 4) (Spell Compendium)
Ruin Delver’s Fortune - Gain either Cha as Luck to Fortitude +immune to poison, Cha as Luck to Ref+Evasion, Cha as Luck to Will+Fear immunity, or Temp HP=4d8+Cha, spell can be cast multiple times (Bard 4) (Spell Compendium)
Sirine’s Grace - +4 Enh to Charisma and Dexterity, Deflection Bonus to AC = Charisma, +8 to Perform, Swim 60 Feet, Breathe and attack normally under water (Bard 4, Druid 5) (Spell Compendium)
Glacial Globe of Invulnerability - 10ft emanation exludes fire spells of level 4 or lower, gain 20% concealment against outside attacks and vice versa (Cleric 4) (Frostburn)
Holy Transformation, Lesser - Type changes to Good Outsider, Medium Size, +2 Sacred to Str and Con and Saving throws; Fly 60 feet, Darkvision 60, Celestial Language (Cleric 4) (Spell Compendium)

Defensive Level 5 Spells
Anticold Sphere - Creatures within 10 ft. are immune to cold damage.  No creature with cold subtype may enter radius. (Druid 5) (Spell Compendium)
Bite of the Weretiger - +12 Enh to Str +4 Enh. to Dex, +6 Enh. to Con, +5 Enh. to Natural Armor, Gain 2 Claws and Bite for 1d8+Str and 2d6+0.5 Str, Multiattack, Blind-Fight, Power Attack (Druid 5) (Spell Compendium)
Sirine’s Grace - +4 Enh to Charisma and Dexterity, Deflection Bonus to AC = Charisma, +8 to Perform, Swim 60 Feet, Breathe and attack normally under water (Bard 4, Druid 5) (Spell Compendium)
Blink, Greater - As blink but no risk of missing on own attacks, can ready action to completely negate attack (Bard 5) (Spell Compendium)
Righteous Might - x2 height, x8 weight, increase size by 1, +4 Size to Str, +2 Size to Con, +2 Enh to Natural Armor, Dr X/Evil depending on level, weapons increase in size as well (Cleric 5) (PHB)
Surge of Fortune (Doesn't work by RAW) - +2 Luck to Attack, Damage, Saving throws, AC, Skill checks, ability Checks, spell penetration checks; Can expend spell to make next roll a natural 20 if within 1 round of when the spell was first cast (Cleric 5) (Complete Champion)
Aura of Evasion - Creatures within 10 ft emanation gain Evasion to Breath Weapons, those with Evasion gain +4 to Ref for Breath (Cleric 5) (Spell Compendium)
Crawling Darkness - Tentacles grant concealment, hide features, +4 Competence to Grapple, Climb, Escape Artist, when attacked, tentacles strike back with Attack=BAB+Wis Damage=1d12 (Cleric 5) (Spell Compendium)

Defensive Level 6 Spells
Antilife Shell - All creature types except constructs, elementals, outsiders and undead cannot enter 10 ft radius (Cleric 6, Druid 6) (PHB)
Primal Speed (Pointless) - +5 Resistance bonus to Reflex, +10 Enhancement to speed (Druid 6, Ranger 4) (Dragon Magic)
Bite of the Werebear - +16 Enh Str, +2 Enh Dex, +8 Enh Con, +7 Enh Natural Armor, Gain 2 Claws and Bite for 1d8+Str and 2d8+0.5 Str for bite, Gain Multiattack, Blind-Fight, Power Attack (Druid 6) (Spell Compendium)
Empyreal Esctasy - One Creature/Level Removes penalties due to pain, immune to mind-affecting effects, take only half damage from ranged and melee attacks, -4 penalty to skill checks, DC 15 Concentration to cast spells (Bard 6) (Book of Exalted Deeds)
Nixie’s Grace - Swim Speed 30, Breathe underwater, DR 5/Cold Iron, +6 Enh to Dex, +2 Enh to Wisdom, +8 Enh to Cha (Bard 6) (Spell Compendium)
Spiritual Guardian - Translucent Knight parries attacks giving +6 deflection to AC, or command Knight using Standard action for it to attack 5 ft away Attack=BAB+Wis, Damage=1d8+1/3CL (max +10), or use move action for it to fight on its own using speed 60; use move action to change opponents (Cleric 6) (Complete Champion)
Eyes of the Oracle (Questionable RAW) - +2 Insight to AC, Reflex; if Dragonblood: Bonuses +3; Can ready Standard action at end of turn, if taken, spell ends  (Cleric 6) (Dragon Magic)
Stone Body - DR 10/Adamantine, Immune to Blindness, critical hits, ability damage, deafness, disease, drowning, poison, sunning, and spells or attacks that affect physiology or respiration, +4 Enh to Str, -4 penalty to Dex, Speed halved (Cleric 6) (Spell Compendium)
Visage of the Deity - +4 Enh. to Charisma, Smite Evil or Smite Good Ability, Darkvision 60, Acid, Cold, Electric Resistance 20 or Fire and Cold Resistance 20, DR 10/Magic, Spell Resistance 20 (Cleric 6) (Spell Compendium)

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Gain Feats
[spoiler]Gain Feats Level 1 Spells
Ram’s Might - +2 Enhancement to Str, Improved Unarmed Strike effectively (Druid 1, Ranger 1) (Spell Compendium)
Strategic Charge - Gain Mobility feat if Charging (Blackguard 1, Paladin 1) (Spell Compendium)

Gain Feats Level 2 Spells
Bite of the Wererat - +6 enh. to Dex, +2 En. to Con, +3 En. to Natural Armor, Bite attack for 1d4*1.5 Str, Weapon Finesse feat (Druid 2) (Spell Compendium)
Stone Fist - Improved Unarmed Strike Effectively, unarmed attack deals 2d6 for medium (Cleric 2, Paladin 2) (Races of Stone)

Gain Feats Level 3 Spells
Bite of the Werewolf - +2 Enh. to Str, +4 Enh. to Dex, Con, natural armor.  Gain bite attack for 1d6+1.5 Str.  Gain Blind Fight Feat (Druid 3) (Spell Compendium)

Gain Feats Level 4 Spells
Bite of the Wereboar - +4 Enh Str, +6 Enh. Con, +8 Enh. Natural Armor, Bite for 1d8+1.5Str, Blind-Fight feat (Druid 4) (Spell Compendium)
Aspect of the Earth Hunter - Become a Bulette with Huge Size with Str 27, Dex 15, Con 20, Speed is 40, Burrow Speed 10, Darkvision 60 ft, low-light vision, scent, tremorsense 60 feet, can cast spells if Natural Spell feat posessed, Natural Armor +12, gain 2 calw attacks for 2d8+8 damage, gain leap attack for 4 claw attacks (Druid 6, Ranger 4) (Spell Compendium)

Gain Feats Level 5 Spells
Bite of the Weretiger - +12 Enh to Str +4 Enh. to Dex, +6 Enh. to Con, +5 Enh. to Natural Armor, Gain 2 Claws and Bite for 1d8+Str and 2d6+0.5 Str, Multiattack, Blind-Fight, Power Attack (Druid 5) (Spell Compendium)

Gain Feats Level 6 Spells
Aspect of the Earth Hunter - Become a Bulette with Huge Size with Str 27, Dex 15, Con 20, Speed is 40, Burrow Speed 10, Darkvision 60 ft, low-light vision, scent, tremorsense 60 feet, can cast spells if Natural Spell feat posessed, Natural Armor +12, gain 2 calw attacks for 2d8+8 damage, gain leap attack for 4 claw attacks (Druid 6, Ranger 4) (Spell Compendium)
Bite of the Werebear - +16 Enh Str, +2 Enh Dex, +8 Enh Con, +7 Enh Natural Armor, Gain 2 Claws and Bite for 1d8+Str and 2d8+0.5 Str for bite, Gain Multiattack, Blind-Fight, Power Attack (Druid 6) (Spell Compendium)


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Bill Bisco: Eloquent Elf

  • That monkey with the orange ass cheeks
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  • Posts: 292
Gain Minions
[spoiler]
Gain Minions Level 1 Spells

Gain Minions Level 2 Spells

Gain Minions Level 3 Spells
Phantom Steed - Summon ghost horse with AC 18, 7 HP+1 HP/CL, Speed 20ft/CL (max 240), bonuses with higher CL (Bard 3) (PHB)

Gain Minions Level 4 Spells
Ethereal Mount - Summon 1+ 1 mount/2CL ghost mounts with AC 18, 10 HP+1 HP/CL, Speed 240, bonuses with higher CL (Bard 4) (Spell Compendium)
Planar Exchange, Lesser - Trade places with a Celestial: Brown Bear or Griffon or Fiendish: Dire Ape, Tiger, have complete control over creature; take 2d6 when spell ends or creature dies and return where the creature was (Cleric 4) (Planar Handbook)

Gain Minions Level 5 Spells
Phantom Stag - Conjure large stag with AC 20, 40 HP+5/CL with Anters for +10 1d8+9 damage (doubled on charge), trample for Reflex DC 18, Moves 20 Feet/CL max 300 feet.  Ignores terrain penalties to movement.  CL 12: Air Walk, +2 Deflection CL 14: Fly, +4 Deflection CL 16: Antlers Ghost touch and wounding, +6 Deflection CL: 18 Etherealness, +8 Deflection (Druid 5) (Spell Compendium)

Gain Minions Level 6 Spells
Spiritual Guardian - Translucent Knight parries attacks giving +6 deflection to AC, or command Knight using Standard action for it to attack 5 ft away Attack=BAB+Wis, Damage=1d8+1/3CL (max +10), or use move action for it to fight on its own using speed 60; use move action to change opponents (Cleric 6) (Complete Champion)
Planar Exchange-  Trade places with an Avoral, guardinal, bone devil or babau demon; have complete control over creature but cannot summon other creatures; take 3d6 when spell ends or creature dies and return where the creature was (Cleric 6) (Planar Handbook, Spell Compendium)
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Grapple
[spoiler]
Grapple Level 1 Spells

Grapple Level 2 Spells
Razorscales (must be a Scaled One) - Nonlethal Damage from grapples is lethal (Cleric 2, Druid 2, Ranger 2) (Serpent Kingdoms)
Soul of Anarchy (Cancels Soul of Order) - +5 Competence to Escape Artist and to resist grapple, natural weapons are chaotic-aligned, Bonus if Soul of Light or Soul of Shadow is active (Bard 2) (Dragon Magic)
Balor Nimbus - Any creature in a grapple with you take 6d6 Fire Damage (Cleric 2) (Spell Compendium)
Body Blades - Deal 1d6+ 1/CL (Max +5) with a grapple or regular attack. +4 Escape Artist Check to escape from net, rope, grappler, or entangling spell (Cleric 2) (Spell Compendium)

Grapple Level 3 Spells
Thornskin - Unarmed Strikes do Lethal Damage +1d6 piercing.  Unarmed strike or natural weapon attackers suffer 5 piercing  (Druid 3) (Spell Compendium)

Grapple Level 4 Spells

Grapple Level 5 Spells
Poison Thorns - As Thornskin but thorns are poisonous for DC 10+Wis+0.5 CL 1d4 Str Damage (Druid 5) (Spell Compendium)
Crawling Darkness - Tentacles grant concealment, hide features, +4 Competence to Grapple, Climb, Escape Artist, when attacked, tentacles strike back with Attack=BAB+Wis Damage=1d12 (Cleric 5) (Spell Compendium)

[/spoiler]

Improve Stats
[spoiler]Improve Stats Level 1 Spells
- +2 Enhancement to Str, Improved Unarmed Strike effectively (Druid 1, Ranger 1) (Spell Compendium)
Towering Oak - +10 Competence to Intimidate, +2 Enh. to Str (Ranger 1) (Spell Compendium)

Improve Stats Level 2 Spells
Bite of the Wererat - +6 enh. to Dex, +2 En. to Con, +3 En. to Natural Armor, Bite attack for 1d4*1.5 Str, Weapon Finesse feat (Druid 2) (Spell Compendium)
Strength of Stone - +8 Enh. to Str as long as 1 foot touches the ground (no jump, tumble, charge, or run) (Paladin 2) (Spell Compendium)
Elation - Allies gain +2 Morale to Str and Dex, +5 Speed (Bard 2, Cleric 2) (Book of Exalted Deeds)
Grace - Silver Illumination out to 60 feet, -20 Circumstance to Hide, +2 Sacred to Dexterity, +10 Land speed, weapons considered Good-aligned (Bard 2, Cleric 3) (Spell Compendium)

Improve Stats Level 3 Spells
Bite of the Werewolf - +2 Enh. to Str, +4 Enh. to Dex, Con, natural armor.  Gain bite attack for 1d6+1.5 Str.  Gain Blind Fight Feat (Druid 3) (Spell Compendium)
Righteous Fury - Gain 5 temp hp/level (max 50) that last 1 hour and +4 Sacred to Strength (Paladin 3) (Spell Compendium)
Visage of the Deity Lesser - +4 Enh. to Charisma, Resistance 10 Acid, Cold, and Electric if Good or Resistance 10 Cold and Fire if Evil (Blackguard 4, Cleric 3, Paladin 4)
Abyssal Might (Requires heart of a dwarf child) - +2 Enh. to Str, Con, Dex, Spell Resistance (Blackguard 3, Cleric 4) (Book of Vile Darkness)
Grace - Silver Illumination out to 60 feet, -20 Circumstance to Hide, +2 Sacred to Dexterity, +10 Land speed, weapons considered Good-aligned (Bard 2, Cleric 3) (Spell Compendium)

Improve Stats Level 4 Spells
Bite of the Wereboar - +4 Enh Str, +6 Enh. Con, +8 Enh. Natural Armor, Bite for 1d8+1.5Str, Blind-Fight feat (Druid 4) (Spell Compendium)
Righteous Aura - Glow as if daylight had been cast, +4 Sacred to Charisma, upon death explode into 20 ft. radius burst that does 2d6 damage/CL (max 20d6) to all evil creatures but heal all good creatures the same amount (Paladin 4) (Spell Compendium)
Visage of the Deity Lesser - +4 Enh. to Charisma, Resistance 10 Acid, Cold, and Electric if Good or Resistance 10 Cold and Fire if Evil (Blackguard 4, Cleric 3, Paladin 4)
- +4 Enh to Charisma and Dexterity, Deflection Bonus to AC = Charisma, +8 to Perform, Swim 60 Feet, Breathe and attack normally under water (Bard 4, Druid 5) (Spell Compendium)
Divine Power - +6 Enh to Str, BAB=Character Level, 1 Temp HP/CL (Cleric 4) (PHB)
Consumptive Field - Creatures with less than 0 hp and fail saving throws grant you 1d8 temp hp, +2 Str, and 1 CL (max 1/2 original CL) (Cleric 4) (Spell Compendium)
Holy Transformation, Lesser - Type changes to Good Outsider, Medium Size, +2 Sacred to Str and Con and Saving throws; Fly 60 feet, Darkvision 60, Celestial Language (Cleric 4) (Spell Compendium)
Infernal Transformation, Lesser - Type Changes to Outsider Evil, Baatezu, Lawful, Medium Size, +2 Profane to Str, Con; Darkvision 60; Snaky Beard that can be used as additional attack in Full Attack; 1d8+Str Damage counts as Evil weapon; those hit make Fort Save DC10+Con+0.5CharLevel or get Devils Chills disease; Infernal Language (Cleric 4) (Spell Compendium)

Improve Stats Level 5 Spells
Bite of the Weretiger - +12 Enh to Str +4 Enh. to Dex, +6 Enh. to Con, +5 Enh. to Natural Armor, Gain 2 Claws and Bite for 1d8+Str and 2d6+0.5 Str, Multiattack, Blind-Fight, Power Attack (Druid 5) (Spell Compendium)
- +4 Enh to Charisma and Dexterity, Deflection Bonus to AC = Charisma, +8 to Perform, Swim 60 Feet, Breathe and attack normally under water (Bard 4, Druid 5) (Spell Compendium)
Righteous Might - x2 height, x8 weight, increase size by 1, +4 Size to Str, +2 Size to Con, +2 Enh to Natural Armor, Dr X/Evil depending on level, weapons increase in size as well (Cleric 5) (PHB)

Improve Stats Level 6 Spells
Bite of the Werebear - +16 Enh Str, +2 Enh Dex, +8 Enh Con, +7 Enh Natural Armor, Gain 2 Claws and Bite for 1d8+Str and 2d8+0.5 Str for bite, Gain Multiattack, Blind-Fight, Power Attack (Druid 6) (Spell Compendium)
- Swim Speed 30, Breathe underwater, DR 5/Cold Iron, +6 Enh to Dex, +2 Enh to Wisdom, +8 Enh to Cha (Bard 6) (Spell Compendium)
Stone Body - DR 10/Adamantine, Immune to Blindness, critical hits, ability damage, deafness, disease, drowning, poison, sunning, and spells or attacks that affect physiology or respiration, +4 Enh to Str, -4 penalty to Dex, Speed halved (Cleric 6) (Spell Compendium)

[/spoiler]

Bill Bisco: Eloquent Elf

  • That monkey with the orange ass cheeks
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  • Posts: 292
Miscellaneous
[spoiler]
Miscellaneous Level 0 Spells
Detect Magic - Gain ability to detect Auras (Adept 0, Bard 0, Cleric 0, Druid 0) (DMG, PHB)
Read Magic - Gain ability to read magical inscriptions on objects (Adept 0, Bard 0, Cleric 0, Druid 0, Paladin 1, Ranger 1) (DMG, PHB)

Miscellaneous Level 1 Spells
Obscuring Mist - Cloud spreads in 20-ft. radius from you, 20 ft. high (Cleric 1, Druid 1) (Player's Handbook)
Climbing Tree - Creates a Tree 10 ft/caster level max 50 ft tall, DC 5 to Climb (Druid 1, Ranger 1) (Complete Mage)
Spider Hand - Detatch Hand which turns into spider, caster can see through eyes of spider and direct it (Cleric 1, Druid 1) (Book of Vile Darkness)
Easy Trail - Create trail through undergrowth, trackless terrain has a trail now, Track DC +5 (Druid 2, Ranger 1) (Complete Adventurer, Spell Compendium)
Summon Holy Symbol - Conjure small wooden holy symbol (Cleric 0, Paladin 1) (Complete Champion)
Detect Manifest Zone - Detect areas where traits of other planes leak into the prime material (Adept 1, Cleric 1, Paladin 1) (Faiths of Eberron)
Detect Incarnum - Detect Presence of Incarnum (Bard 1, Blackguard 1, Cleric 1, Paladin 1)
Know Greatest Enemy - Detect creatures with highest CR (Blackguard 1, Paladin 1) (Spell Compendium)
Sticky Saddle - DC20 to pry rider off saddle, +10 on ride check to stay in saddle, automatically stay in saddle if knocked unconscious (Paladin 1) (Spell Compendium)
Detect Vestige - Detect Presence and Strength of Vestiges within Area Cone (Cleric 1, Paladin 1) (Tome of Magic)
Detect Animals or Plants - Determine if animals or plants are within area cone (Druid 1, Ranger 1) (PHB)
Detect Favored Enemy - Detect favored enemy within 60 feet (Ranger 1) (Spell Compendium)
Instant SearchLiving Prints - Ignore penalties to tracking due to rainfall or passage of time as long as tracks are <=30 days (Ranger 1) (Spell Compendium)
Naturewatch - Know state and condition of plants and animals within Cone Emanation (Druid 0, Ranger 1) (Spell Compendium)
Detect Chaos - Detect Presence of Chaos within Cone Emanation (Cleric 1, Adept 1) (PHB, DMG)
Detect Evil - Detect Presence of Evil within Cone Emanation (Cleric 1, Adept 1) (PHB, DMG)
Detect Good - Detect Presence of Good within Cone Emanation (Cleric 1, Adept 1) (PHB, DMG)
Detect Law - Detect Presence of Law within Cone Emanation (Cleric 1, Adept 1) (PHB, DMG)
Detect Secret Doors - Reveals hidden doors within 60 ft. (Bard 1, Cleric 1) (PHB)
Guided Path - Know most direct path to non-hidden location within 1 mile (Bard 1) (Complete Mage)
Summon Component - Summon a spell component not worth more than 1 gp (Bard 1) (Complete Mage)
Vigilant Slumber (12 Hour Duration) - Set a specific condition, and then awake when that condition occurs (Bard 1) (Complete Mage)
Mimicry - Perfectly Mimic sounds, voices, and accents you have previously heard, vocal chords must be capable of such action (Bard 1) (Complete Mage)
Cheat - Reroll once the outcome of a game of chance  if failure occurred (Bard 1) (Draconomicon)
Scholar's Touch - Touch a book and gain Knowledge as if it was completely read (Bard 1, Cleric 1) (Races of Destiny)
Instant Diversion - Create 1+1/4 CL (Max 5) Illusory doubles of yourself.  AC=10+Dex Mod+Size Mod, can only move, withdraw, or run, successful attack destroys a double (Bard 1) (Races of the Dragon)
(Unsure if Spell still works the next round) - Creatures within radius save vs. Will or be Slowed (Bard 1) (Spell Compendium)
Inspirational Boost (Pointless) - Morale bonus from inspire courage increases by 1 (Bard 1) (Spell Compendium)
Undersong - Make Performance Checks in place of Concentration Checks (Bard 1) (Spell Compendium)
Reflective Disguise - Creatures viewing you perceive you as the same species and gender as themselves (Bard 2) (Spell Compendium)
Deathwatch - Know Condition of creatures within Cone Emanation (Cleric 1) (PHB)
Nimbus of Light - 30 foot light radius spreads out from you, end spell for ranged touch attack dealing 1d8+Current spell rounds (Max CL) (Cleric 1) (Complete Divine)
Healer's Vision - +5 Insight to Heal, Cure spells you cast heal extra 1 Point/Spell Level, +2 Attack and Damage when using Precision Based Attack (Cleric 1) (Complete Scoundrel)
Detect Fire - Detect heat energy from normal fire, fire spells, fire magic items, fire clerics, etc. (Cleric 1) (Frostburn)
Detect Taint - Detect presence of taint in objects and creatures (Cleric 1) (Heroes of Horror)
Necrotic Awareness - Sense Presence of creatures who bear a Necrotic Cyst (Cleric 1) (Libris Mortis)
Spell Flower - Hold 1 touch spell per limb (Cleric 1) (Spell Compendium)

Miscellaneous Level 2 Spells
Smoke Stairs - Gain Ability to climb up a single cloud of smoke as if it were stairs (Druid 2) (Complete Scoundrel)
Conjure Ice Object - Make any object made of ice (5 lb/level max 50) (moving parts don't function; must make craft check) (Cleric 2, Druid 2) (Frostburn)
Easy Trail - Create trail through undergrowth, trackless terrain has a trail now, Track DC +5 (Druid 2, Ranger 1) (Complete Adventurer, Spell Compendium)
Healing Lorecall - 5 ranks in heal cast healing spell to remove daze, dazzle, or fatigue.  10 ranks in heal cast healing spell to remove exhausted, nauseated, or sickened.  Can substitute Heal Ranks for Caster level for (healing) spells (Cleric 2, Druid 2, Ranger 1) (Spell Compendium)
Call Mount (Requires Class Spell-like ability to call a mount) - Call Special mount from class feature even if creature has already been called (Paladin 2) (Book of Exalted Deeds)
Touch of Restoration (Requires Lay on Hands Ability) - Can cure 1 Ability Damage/2 CL but subtracts 1 Effective level for total HP that can be healed for rest of day (Paladin 2) (Complete Champion)
Turn Anathema - Choose one aspect of your alignment and can use turn attempts to turn not rebuke or destroy that aspect (Blackguard 2, Cleric 2, Paladin 2) (Complete Champion)
Soul of Light (Cancels Soul of Shadow) - Healing spells cast by or on you heal 2xlevel spells that heal at least 10 hp the target loses fatigue, bonuses if soul of anarchy or soul of order active (Cleric 3, Paladin 2) (Dragon Magic)
Soul of Shadow (Cancels Soul of Light) - Whenever you cast or are target of an inflict spell you can have it deal 2xlevel damage, if you cast a spell the target also removes fatigue.  Bonus if Soul of Order or Soul of Anarchy is present. (Blackguard 2, Cleric 3) (Dragon Magic)
Detect Thoughts - Detect thoughts of creatures in cone area (Bard 2) (PHB)
Caterwaul (doesn't work more than 1 round by RAW) - Creatures in cone must save or be nauseated, successful save=Sickened (Bard 2) (Complete Mage)
Summon Weapon - Conjure non-magical light weapon of your size (Bard 2) (Complete Mage)
Harmonize - Starting Bardic Music only requires a move action (Bard 2) (Races of Stone)
Sonorous Hum - Next spell cast that requires Concentration is maintained by Sonorous Hum (Bard 2, Cleric 3) (Spell Compendium)
Wave of Grief - Enemies in Cone take -3 to Attacks, Saving throws, Ability Checks, Skill Checks (Bard 2, Blackguard 2, Cleric 2) (Spell Compendium)
Consecrate - +3 Sacred to Turn Undead, Undead -1 Attack, Damage, Saves; no summoned or created undead in the area; double bonuses if altar, shrine, or other permanent structure present (Cleric 2) (PHB)
Desecrate - -3 Profane to Turn Undead, Undead +1 Attack, Damage, Saves; Undead created +1 HP/Die; double bonuses if altar, shrine, or other permanent structure present (Cleric 2) (PHB)
Extend Tentacles - Tentacle reach increases with 5 feet (Cleric 2) (Spell Compendium)
Inky Cloud (only works underwater) - Cloud provides concealment 5 feet away, and total concealment farther away (Cleric 2) (Spell Compendium)
Shroud of Undeath - Undead Consider you Undead, +5 Disguise to apear as undead, inflict spells heal and cure spells hurt, treated as undead with regard to spell effects, attack undead or suffer turn undead and spell ends (Cleric 2) (Spell Compendium)
Eyes of the Zombie - Replace controlled zombie eye with own eye to perceive  through the zombie; take 1d6 damage (Cleric 2) (Book of Vile Darkness)
Grace - Silver Illumination out to 60 feet, -20 Circumstance to Hide, +2 Sacred to Dexterity, +10 Land speed, weapons considered Good-aligned (Bard 2, Cleric 3) (Spell Compendium)

Miscellaneous Level 3 Spells
Vision of the Omniscient Eye - +10 Insight to Spot, Immune to dazzling and blindness.  If see invisibility-like spell active, use Faerie Fire at will as swift action on invisible creature within 60 ft.  Gain +1 competence to Spot by knowing spell (Bard 3, Cleric 3, Druid 3) (Dragon Magic)
Treasure Scent - Detect Coin types and gems within 30 feet. (Bard 3, Druid 3) (Spell Compendium)
Blessed Sight - See Evil Auras within 120 feet as Detect evil but no concentration (Cleric 3, Paladin 3) (Book of Exalted Deeds)
Seek Eternal Rest - Turn Undead as a Cleric of your Paladin Level (Paladin 3) (Spell Compendium)
Tiny Hut - Summon 20 foot radius sphere of colored force with controlled temperature that can house 10 med. creatures (Bard 3) (PHB)
Adoration of the Frightful - Shaken, Frightened, or Panicked creatures are now Friendly, Dragonblood: +1 Competence to Diplomacy (Bard 3, Cleric 3) (Dragon Magic)
Analyze Portal - Know whether area contains a portal and gain information about it (Bard 3) (Planar Handbook, Spell Compendium)
Analyze Touchstone - Know if area contains a Planar Touchstone and gain information about it (Bard 3, Cleric 3) (Planar Handbook)
Stunning Screech (Doesn't work by RAW) - All creatures in 30 ft make Fort or be stunned (Bard 3) (Book of Vile Darkness)
Supress Glyph - (Nearly useless, might as well use Dispel Magic) Magic writing such as explosive runes is covered in blue nimbus, can make Dispel Check to Supress Runes (Cleric 3) (Spell Compendium)

Miscellaneous Level 4 Spells
Righteous Aura - Glow as if daylight had been cast, +4 Sacred to Charisma, upon death explode into 20 ft. radius burst that does 2d6 damage/CL (max 20d6) to all evil creatures but heal all good creatures the same amount (Paladin 4) (Spell Compendium)
Detect Scrying (Pointless) - Immediately know if someone tries to scry on you (Bard 4) (PHB)
Lingering Chorus (Requires Bardic Music) - Continues any bardic music effect for spell duration (Bard 4) (Complete Mage)
Harmonize, Greater - Starting and maintaining concentration for Bardic Music only requires a move action (Bard 4) (Races of Stone)

Miscellaneous Level 5 Spells
Magical Covalescense - Any Creature within 20 ft radius casting a healing spell, heals you 1 hp/level of spell (Bard 5, Cleric 5, Druid 5) (Player's Handbook II)
Radiance - 60 ft. Radius Sheds light equal to Daylight Spell, undead in area are dazzled in radius and for 1d6 rounds later, counters or dispels any darkness spell of equal or lower level (Cleric 5, Druid 5) (Player's Handbook II)
Cold Snap - Lower Temperature within 1 mile radius equal to 5 degrees/CL Max 50 Degrees no lower than -20 degrees.  Cold descriptor spells deal 1 extra damage per die (Cleric 6, Druid 5) (Spell Compendium)
Commune - Contact Agents of Deity and ask 1 quest/CL and receive yes or no answers (sometimes receive 5 word answers) (Adept 5, Cleric 5) (DMG, PHB)
Lord of the Sky - Gain Fly Speed of 40 or 30 with medium or heavy armor, Use swift action to fire 60 ft ranged touch to deal 1 Electric damage/CL (max 20) and reduce Fly speed to 1/2 normal.  Activate Lightning Bolt to End Spell; if dragonblood grant 60 ft. instead or +10 fly speed (Shugenja 5) (Dragon Magic)
Harmonic Void - Casters of Verbal Spells within 60 ft emanation must succeed on DC20+Spell Level Concentration check or lose spell (Bard 5) (Complete Scoundrel)
Blink, Greater - As blink but no risk of missing on own attacks, can ready action to completely negate attack (Bard 5) (Spell Compendium)
Wail of Doom (Offensive) - Those in area take 1d4/CL (Max 15d4) and panicked for Duration, Save to Halve damage and reduce effect to shaken (Bard 5) (Spell Compendium)
Zone of Peace - Everyone in 10ft/level emanation must make Will save or weapons cannot be unsheathed (Cleric 5) (Cityscape)
Death Throes - Upon death, body explodes in 30 ft radius burst dealing 1d8/CL (Cleric 5) (Spell Compendium)
Unfettered Heroism - Gain Temporary Action Point each round (Bard 5) (Races of Eberron)

Miscellaneous Level 6 Spells
Find the Path - Find the most direct physical route to a destination (Bard 6, Cleric 6, Druid 6) (PHB)
Repel Wood - Line-shaped Emanation repels wood away (Druid 6) (PHB)
Bones of the Earth - Gain ability to conjure rock pillars from the ground which fill a 5 ft square and rise to 20 feet high, can conjure under other creatures those who hit ceiling take 4d6 damage, those who don't risk falling off and taking 2d6 damage (Druid 6) (Player's Handbook II)
Quickshift (Requires Celestial Component and Teleport Spell-like ability) - Teleport Spell-like ability is quickened (Cleric 6) (Book of Exalted Deeds)
Cloud of the Achaierai - Creatures in spread other than caster take 2d6 damage and must make Fort save or be confused (Cleric 6) (Book of Vile Darkness)

[/spoiler]

Movement
[spoiler]Movement Level 1 Spells
Branch to Branch - Gain +10 Competence to Climb Checks, Brachiate from tree to tree while avoiding movement penalties (Druid 1, Ranger 1) (Spell Compendium, Complete Adventurer, etc.)
Longstrider - +10 Enhancement bonus to Land Speed (Druid 1, Ranger 1) (Player's Handbook)
Surefooted Stride - +2 Competence to Climb, Move through Difficult Terrain as if it were normal Terrain
Accelerated Movement - Move normal speed when using Balance, Climb, Hide, Move Silently, Tumble without penalty (Bard 1, Ranger 1) (Spell Compendium)
Lightfoot - Provoke no attacks of opportunity while moving (Ranger 1) (Spell Compendium)
Surefoot - +10 Competence to Balance, Climb, Jump, Tumble; do not lose Dex to AC when balancing or climbing (Ranger 1) (Spell Compendium)
Expeditious Retreat - +30 Enhancement to land speed (Bard 1) (PHB)
Accelerated Movement - Move normal speed when using Balance, Climb, Hide, Move Silently, Tumble without penalty
Expeditious Retreat, Swift - +30 Enhancement to land speed (Bard 1) (Spell Compendium)

Movement Level 2 Spells
Heart of Air (Questionable RAW) - Gain +10 Enhancement to Jump Checks, +10 Enhancement to Fly, expend as Feather Fall (Druid 2) (Complete Mage)
Balancing Lorecall - +4 Insight to Balance, 5 Balance Ranks - Balance on Vertical Surfaces and move as if climbing but retain Dex to AC. no penalty to sloped or angled surfaces.  10 Ranks, Balance on liquids, mud, snow, etc. (Druid 2, Ranger 2)
Master Air - Gain Wings and fly Speed 90 (60 with medium or heavy armor) (Druid 2) (Spell Compendium)
ZealHaste, Swift - Gain Extra attack on Full attack, +1 Attack, +1 Dodge to AC, +1 Reflex Saves, +30 Enhancement to Speed (Ranger 2) (Spell Compendium)
Elation - Allies gain +2 Morale to Str and Dex, +5 Speed (Bard 2, Cleric 2) (Book of Exalted Deeds)
Lively Step (12 hour Duration) - Allies within 30 feet emanation move +10 feet, if any creature does something other than move, spell ends (Bard 2) (Spell Compendium)
Spider Legs - Grow 4 spider legs from torso that can move at 30 feet, climb on vertical surfaces with speed of 15 feet (Cleric 2) (Book of Vile Darkness)
Grace - Silver Illumination out to 60 feet, -20 Circumstance to Hide, +2 Sacred to Dexterity, +10 Land speed, weapons considered Good-aligned (Bard 2, Cleric 3) (Spell Compendium)

Movement Level 3 Spells
Heart of Water (Questionable RAW) - Gain Swim speed equal to land speed, +8 Racial to Swim, Breathe Water, +5 Enhancement to Escape Artist. Expend to gain Freedom of Movement (Druid 3) (Complete Mage)
Wingblast (Questionable RAW) - Gain Dragon Wings for 60 ft. Flight. End spell by tranforming wings into wind or fog (Druid 3, Shugenja 3) (Dragon Magic)
Fire Wings - Transform Arms into fire wings.  Fly speed of 60 ft or 40 ft in medium or heavy armor.  If not flying gain 2 natural attacks for 2d6 fire damage (Druid 3) (Spell Compendium)
Fly, Swift - Fly with 60 ft. speed or 40 ft with medium or heavy armor ( Bard 2, Druid 3) (Spell Compendium)
Primal Form - Gain 1 Elemental Subtype, +4 saves against mind affecting abilities, Light fortification and either Fly 20 ft., Damage reduction 5/-, 1d4 fire damage, Fire Resistance 10, or Swim 90 Feet drench ability, Cannot cast spells, lose abilities of base form (Druid 3) (Spell Compendium)
Demon Wings - Gain Balike wings that move at normal landspeed (Blackguard 3) (Book of Vile Darkness, Fiendish Codex II)
Allegro - All Allies gain 30ft Enhancement to Landspeed (Bard 3) (Spell Compendium)
Footsteps of the Divine - Gain Fly, Climb, Burrow, or increased speed according to chart (Cleric 3) (Complete Champion)
Grace - Silver Illumination out to 60 feet, -20 Circumstance to Hide, +2 Sacred to Dexterity, +10 Land speed, weapons considered Good-aligned (Bard 2, Cleric 3) (Spell Compendium)

Movement Level 4 Spells
Freedom of Movement - Move normally through under paralysis, solid fog, web, etc., auto-succeed grapple checks to escape, attack normally in water (Bard 4, Cleric 4, Druid 4, Ranger 4) (PHB)
Passage of the Shifting Sands (Questionable RAW) - Gain form as Cloud of Sand with Fly 40 ft, else treat as gaseous form.  End turn in creatures space Fort Save or be blinded. Expend to activate gust of wind (Druid 4) (Dragon Magic)
SandForm - Body transforms into Sand Ooze, immune to poison, sleep effects, paralysis, polymorphing, stunning, flanking, critical hits.  Become blind, but gain blindsight 60 feet.  Supernatural abilities supressed.  Can cast spells, must make Will DC 19 or suffer -2 Attack, Save, and Skill Checks in combat, Speed 20 feet,  Gain natural attack with 5 ft reach for 1d8+1.5Str. Gain burrow, +10 Circumstance Hide, Concealment in Sand (Druid 4) (Sandstorm)
Wild Runner - Become Centaur and gain large Size, Base stats change to Str 18 Dex 14 Con 15, gain speed 50 feet, Darkvision 60 feet, Gain Quadruped benefits (+4 to resist trip attacks, etc.)  (Druid 4, Ranger 4) (Spell Compendium)
Tree Stride - Move into a Tree and gain ability to transport from tree to tree of same kind.  Spell ends if tree exited (Druid 5, Ranger 4) (PHB)
Longstrider, Mass - +10 Enhancement Bonus to Foot Speed within 60 ft. Radius (Druid 5, Ranger 4) (Player's Handbook II)
- +4 Enh to Charisma and Dexterity, Deflection Bonus to AC = Charisma, +8 to Perform, Swim 60 Feet, Breathe and attack normally under water (Bard 4, Druid 5) (Spell Compendium)
Holy Transformation, Lesser - Type changes to Good Outsider, Medium Size, +2 Sacred to Str and Con and Saving throws; Fly 60 feet, Darkvision 60, Celestial Language (Cleric 4) (Spell Compendium)

Movement Level 5 Spells
Tree Stride - Move into a Tree and gain ability to transport from tree to tree of same kind.  Spell ends if tree exited (Druid 5, Ranger 4) (PHB)
Heart of Fire (Questionable RAW) - +10 Enhancement to Land Speed, Fire Resistance 20, Expend to activate Fire Shield for 1 round/CL (Druid 5) (Complete Mage)
- +4 Enh to Charisma and Dexterity, Deflection Bonus to AC = Charisma, +8 to Perform, Swim 60 Feet, Breathe and attack normally under water (Bard 4, Druid 5) (Spell Compendium)
Swamp Stride - As tree stride except teleport from Pool of water to pool of water, each jump has a maximum of 500 feet (Druid 5, Ranger 4) (Spell Compendium)
Blink, Greater - As blink but no risk of missing on own attacks, can ready action to completely negate attack (Bard 5) (Spell Compendium)
Dimensional Jumper - Teleport 30 feet as a Move Action (Bard 5) (Complete Mage)

Movement Level 6 Spells
Aspect of the Earth Hunter - Become a Bulette with Huge Size with Str 27, Dex 15, Con 20, Speed is 40, Burrow Speed 10, Darkvision 60 ft, low-light vision, scent, tremorsense 60 feet, can cast spells if Natural Spell feat posessed, Natural Armor +12, gain 2 calw attacks for 2d8+8 damage, gain leap attack for 4 claw attacks (Druid 6, Ranger 4) (Spell Compendium)
- Swim Speed 30, Breathe underwater, DR 5/Cold Iron, +6 Enh to Dex, +2 Enh to Wisdom, +8 Enh to Cha (Bard 6) (Spell Compendium)

[/spoiler]

Bill Bisco: Eloquent Elf

  • That monkey with the orange ass cheeks
  • ****
  • Posts: 292
New Attack Forms
[spoiler]New Attack Forms Level 1 Spells
Beast Claws - Gain 2 Claws for 1d4 Damage Crit 19-20, attack with both (Druid 1) (Spell Compendium)
Claws of the Bear - Gain 2 Claws for 1d8 Damage (Druid 1, Ranger) (Spell Compendium)
Produce Flame - Gain a flame attack to throw or touch others 1d6+1 CL Max 5, every attack lowers duration by 1 minute (Druid 1) (Player's Handbook)
Blade of Pain and Fear - Gain weapon that deals 1d6+1/2 CL (max +10) touch attack, no Str damage, Will save or become frightened (Blackguard 1, Cleric 2) (Libris Mortis)
Ice Gauntlet - Fist becomes +1 spiked gauntlet that deals additional 1d4 cold damage (Cleric 1) (Spell Compendium)

New Attack Forms Level 2 Spells
Flame Blade - Gain Flame Scimitar 1d8 Fire +1/2caster levels (max 10) Touch Attack no Str Damage (Druid 2) (PHB)
Bite of the Wererat - +6 enh. to Dex, +2 En. to Con, +3 En. to Natural Armor, Bite attack for 1d4*1.5 Str, Weapon Finesse feat (Druid 2) (Spell Compendium)
Blade of Pain and Fear - Gain weapon that deals 1d6+1/2 CL (max +10) touch attack, no Str damage, Will save or become frightened (Blackguard 1, Cleric 2) (Libris Mortis)
Sonic Whip - Create Sonic whip and you gain proficiency with it, free action to make regular animals at bay unless they save vs. Will, strike animals for them to become frightened, use whip as normal whip to attack (Bard 2) (Spell Compendium)
Manifestation of the Deity - Illusion of Deity overlaid with form, enemies who see it must make Will save or be shaken 1 round (Cleric 2) (Complete Scoundrel)
Cloud of Knives- As free action attack target with flying magic knife within 30 ft, Attack =CL+Ability mod; Damage= 1d6+1/3CL (Max +5) 19-20 Crit; (Cleric 2) (Player's Handbook II)

New Attack Forms Level 3 Spells
Unicorn Horn (Questionable RAW) - Use Standard action to Gore for 1d8+1.5Str. Double Damage on Charge (Triple if Critical Hit) Expend to enhance attack and damage temporarily
Evard's Menacing Tentacles - Gain 2 10 ft. Reach Tentacle attacks/round  for free action that deal 1d8+Str  Tentacles threaten area and can make 1 attack of opportunity/round (Druid 3) (Player's Handbook II)
Bite of the Werewolf - +2 Enh. to Str, +4 Enh. to Dex, Con, natural armor.  Gain bite attack for 1d6+1.5 Str.  Gain Blind Fight Feat (Druid 3) (Spell Compendium)
Fire Wings - Transform Arms into fire wings.  Fly speed of 60 ft or 40 ft in medium or heavy armor.  If not flying gain 2 natural attacks for 2d6 fire damage (Druid 3) (Spell Compendium)
Quillfire - Gain Quills for melee or ranged attacks (10 ft. thrown) 1d8 damage.  Poison DC = Spell DC Deals 1d6 Str Damage (Druid 3) (Spell Compendium)
Snakebite - Transform arm into snake, it deals 1d3+Str +Fort save or suffer 2 Con Damage (Druid 3, Ranger 4) (Spell Compendium)
Cone of Euphoria - As standard action breathe a cone that causes euphoria, make Will Save or become dazed for 1d6 rounds (wait 1d4 rounds between uses) (Bard 3, Druid 4) (Dragons of Faerun)
Arrow Storm - Can make Full attack with bow within a ranged increment to a number of targets=char level (Ranger 3) (Spell Compendium)
Blade Storm - Use Full Attack to make one attack with each held melee weapon against every foe within reach (Ranger 3) (Spell Compendium)
Fangs of the Vampire King - Gain bite natural attack for 1d6+Str+1 Con Damage (Blackguard 3) (Spell Compendium)
Darkfire - Touch or Ranged touch (120 Feet) attack for 1d6 Fire/2CL (Max 5d6) (Cleric 3) (Spell Compendium)
Ice Axe - Use Ice axe for Touch attack dealing 2d12+1 Cold/2 CL (max +10) no Str to Damage (Cleric 3) (Spell Compendium)

New Attack Forms Level 4 Spells
Passage of the Shifting Sands (Questionable RAW) - (Druid 4) (Dragon Magic) - Gain form as Cloud of Sand with Fly 40 ft, else treat as gaseous form.  End turn in creatures space Fort Save or be blinded. Expend to activate gust of wind (Druid 4) (Dragon Magic)
Cone of Euphoria - As standard action breathe a cone that causes euphoria, make Will Save or become dazed for 1d6 rounds (wait 1d4 rounds between uses) (Bard 3, Druid 4) (Dragons of Faerun)
SandForm - Body transforms into Sand Ooze, immune to poison, sleep effects, paralysis, polymorphing, stunning, flanking, critical hits.  Become blind, but gain blindsight 60 feet.  Supernatural abilities supressed.  Can cast spells, must make Will DC 19 or suffer -2 Attack, Save, and Skill Checks in combat, Speed 20 feet,  Gain natural attack with 5 ft reach for 1d8+1.5Str. Gain burrow, +10 Circumstance Hide, Concealment in Sand (Druid 4) (Sandstorm)
Bite of the Wereboar - +4 Enh Str, +6 Enh. Con, +8 Enh. Natural Armor, Bite for 1d8+1.5Str, Blind-Fight feat (Druid 4) (Spell Compendium)
Aspect of the Earth Hunter - Become a Bulette with Huge Size with Str 27, Dex 15, Con 20, Speed is 40, Burrow Speed 10, Darkvision 60 ft, low-light vision, scent, tremorsense 60 feet, can cast spells if Natural Spell feat posessed, Natural Armor +12, gain 2 calw attacks for 2d8+8 damage, gain leap attack for 4 claw attacks (Druid 6, Ranger 4) (Spell Compendium)
Righteous Aura - Glow as if daylight had been cast, +4 Sacred to Charisma, upon death explode into 20 ft. radius burst that does 2d6 damage/CL (max 20d6) to all evil creatures but heal all good creatures the same amount (Paladin 4) (Spell Compendium)
Cacophonic Shield - Nonmagic sound does not pass emanation, magic sounds must succeed on caster level check (DC11+caster level), crossing barrier deals 1d6+1 Sonic/CL damage (Max +20) makes Fort save or is deafened, 20% miss chance for missiles through barrier. to cross barrier(Bard 4) (Spell Compendium)
Spectral Weapon - Shadow weapon deals normal damage but as touch attacks, Will Save or enemy suffers 1/2 damage (Bard 4) (Spell Compendium)
Infernal Transformation, Lesser - Type Changes to Outsider Evil, Baatezu, Lawful, Medium Size, +2 Profane to Str, Con; Darkvision 60; Snaky Beard that can be used as additional attack in Full Attack; 1d8+Str Damage counts as Evil weapon; those hit make Fort Save DC10+Con+0.5CharLevel or get Devils Chills disease; Infernal Language (Cleric 4) (Spell Compendium)

New Attack Forms Level 5 Spells
Bite of the Weretiger - +12 Enh to Str +4 Enh. to Dex, +6 Enh. to Con, +5 Enh. to Natural Armor, Gain 2 Claws and Bite for 1d8+Str and 2d6+0.5 Str, Multiattack, Blind-Fight, Power Attack (Druid 5) (Spell Compendium)
Lord of the Sky - Gain Fly Speed of 40 or 30 with medium or heavy armor, Use swift action to fire 60 ft ranged touch to deal 1 Electric damage/CL (max 20) and reduce Fly speed to 1/2 normal.  Activate Lightning Bolt to End Spell; if dragonblood grant 60 ft. instead or +10 fly speed (Shugenja 5) (Dragon Magic)
Dragon Breath - Gain Breath Attack, usable every 1d4 rounds, with damage and area depending on dragon type chosen (Cleric 5) (Spell Compendium)

New Attack Forms Level 6 Spells
Bones of the Earth - Gain ability to conjure rock pillars from the ground which fill a 5 ft square and rise to 20 feet high, can conjure under other creatures those who hit ceiling take 4d6 damage, those who don't risk falling off and taking 2d6 damage (Druid 6) (Player's Handbook II)
Aspect of the Earth Hunter - Become a Bulette with Huge Size with Str 27, Dex 15, Con 20, Speed is 40, Burrow Speed 10, Darkvision 60 ft, low-light vision, scent, tremorsense 60 feet, can cast spells if Natural Spell feat posessed, Natural Armor +12, gain 2 calw attacks for 2d8+8 damage, gain leap attack for 4 claw attacks (Druid 6, Ranger 4) (Spell Compendium)
Bite of the Werebear - +16 Enh Str, +2 Enh Dex, +8 Enh Con, +7 Enh Natural Armor, Gain 2 Claws and Bite for 1d8+Str and 2d8+0.5 Str for bite, Gain Multiattack, Blind-Fight, Power Attack (Druid 6) (Spell Compendium)
Spiritual Guardian - Translucent Knight parries attacks giving +6 deflection to AC, or command Knight using Standard action for it to attack 5 ft away Attack=BAB+Wis, Damage=1d8+1/3CL (max +10), or use move action for it to fight on its own using speed 60; use move action to change opponents (Cleric 6) (Complete Champion)
Sun Scepter - Gain Scepter that deals 2d6 bludgenoing and is Axiomatic, Disruption, Flaming Burst, strike as if touch attack (Cleric 6) (Lost Empires of Faerun)
Visage of the Deity - Smite Evil or Smite Good Ability, Darkvision 60, Acid, Cold, Electric Resistance 20 or Fire and Cold Resistance 20, DR 10/Magic, Spell Resistance 20 (Cleric 6) (Spell Compendium)

[/spoiler]

Overcome Weakness
[spoiler]Overcome Weakness Level 1 Spells
Deep Breath - Lungs Constantly Refill with Air, no need to breathe (Druid 1, Ranger 1) (Spell Compendium)
Embrace the Wild - +2 Listen, Spot and gain either Low Light Vision, 30 ft. Blindsense or Scent (Druid 2, Ranger 1) (Spell Compendium)
One Mind, Lesser - When mounted on Special Mount gain +4 Insight to Listen, Spot, Scent (Paladin 1) (Spell Compendium)
Joyful Noise - 10 ft. radius emanation negates silence in area (Bard 1) (Spell Compendium)

Overcome Weakness Level 2 Spells
Reachwalker's Wariness - 30 ft. Blindsense only toward abberations (Druid 2, Ranger 2) (Races of Eberron)
Wild Instincts - Retain Dex to AC if flatfooted, +10 Insight to Listen and Spot (Druid 2, Ranger 3) (Races of Eberron)
Embrace the Wild - +2 Listen, Spot and gain either Low Light Vision, 30 ft. Blindsense or Scent (Druid 2, Ranger 1) (Spell Compendium)
Listening Lorecall - +4 Insight to Listen, 5 ranks listen gain 30 ft. Blindsense, 12 ranks listen 15 ft blindsight (Druid 2, Ranger 2) (Spell Compendium)
Tremorsense - Automatically Pinpoint location of creature or object on the ground within 30 feet (Ranger 2) (Spell Compendium)
See Invisibility - See Invisible and Ethereal Creatures and Objects (Adept 2, Bard 3) (DMG, PHB)
Devil's Eye - Gain Darkvision and ability to see in Magical Darkness up to 30 Feet (Blackguard 2, Cleric 2) (Book of Vile Darkness, Fiendish Codex II)
Shadow Shroud - No penalties from light blindness or light vulnerability, +5 Competence to hide checks in darkness or shadow, effect surpressed in areas with a light spell of level 3 or higher (Cleric 2) (Drow of the Underdark)

Overcome Weakness Level 3 Spells
Heart of Water (Questionable RAW) - Gain Swim speed equal to land speed, +8 Racial to Swim, Breathe Water, +5 Enhancement to Escape Artist. Expend to gain Freedom of Movement (Druid 3) (Complete Mage)
Vision of the Omniscient Eye - +10 Insight to Spot, Immune to dazzling and blindness.  If see invisibility-like spell active, use Faerie Fire at will as swift action on invisible creature within 60 ft.  Gain +1 competence to Spot by knowing spell (Bard 3, Cleric 3, Druid 3) (Dragon Magic)
Primal Senses (Pointless) - Gain Low Light Vision +5 Competence to Listen, Spot.  With Dragonblood gain Blindsense 10 ft.  With other Primal spell active gain Uncanny Dodge (Druid 4, Ranger 3) (Dragon Magic)
See Invisibility - See Invisible and Ethereal Creatures and Objects (Adept 2, Bard 3) (DMG, PHB)

Overcome Weakness Level 4 Spells
Freedom of Movement - Move normally through under paralysis, solid fog, web, etc., auto-succeed grapple checks to escape, attack normally in water (Bard 4, Cleric 4, Druid 4, Ranger 4) (PHB)
Primal Senses (Pointless) - Gain Low Light Vision +5 Competence to Listen, Spot.  With Dragonblood gain Blindsense 10 ft.  With other Primal spell active gain Uncanny Dodge (Druid 4, Ranger 3) (Dragon Magic)
SandForm - Body transforms into Sand Ooze, immune to poison, sleep effects, paralysis, polymorphing, stunning, flanking, critical hits.  Become blind, but gain blindsight 60 feet.  Supernatural abilities supressed.  Can cast spells, must make Will DC 19 or suffer -2 Attack, Save, and Skill Checks in combat, Speed 20 feet,  Gain natural attack with 5 ft reach for 1d8+1.5Str. Gain burrow, +10 Circumstance Hide, Concealment in Sand (Druid 4) (Sandstorm)
Essence of the Raptor - Speed increases to 60 feet, +8 to Hide, Jump, Listen, Spot, and Survival, Gain Scent (Druid 4) (Spell Compendium)
Aspect of the Earth Hunter - Become a Bulette with Huge Size with Str 27, Dex 15, Con 20, Speed is 40, Burrow Speed 10, Darkvision 60 ft, low-light vision, scent, tremorsense 60 feet, can cast spells if Natural Spell feat posessed, Natural Armor +12, gain 2 calw attacks for 2d8+8 damage, gain leap attack for 4 claw attacks (Druid 6, Ranger 4) (Spell Compendium)
- Gain either Cha as Luck to Fortitude +immune to poison, Cha as Luck to Ref+Evasion, Cha as Luck to Will+Fear immunity, or Temp HP=4d8+Cha, spell can be cast multiple times (Bard 4) (Spell Compendium)
- +4 Enh to Charisma and Dexterity, Deflection Bonus to AC = Charisma, +8 to Perform, Swim 60 Feet, Breathe and attack normally under water (Bard 4, Druid 5) (Spell Compendium)

Overcome Weakness Level 5 Spells
Unicorn Blood (Questionable RAW) - Immunity to Poison, Compulsion and Charm spells and effects, use swift action to gain Temp HP and end previous immunities (Druid 5) (Complete Mage)
Dance of the Unicorn - Swirling mist in emanation removes smoke, dust, inhaled poison, everyone gains +4 against Magical Gas effects (Druid 5)
Plant Body - Gain Plant Type, Immune to Critical Hits, Mind-Affects spells and abilities, Sleep, Paralysis, Stunning, Polymorphing (Druid 5) (Spell Compendium)
- +4 Enh to Charisma and Dexterity, Deflection Bonus to AC = Charisma, +8 to Perform, Swim 60 Feet, Breathe and attack normally under water (Bard 4, Druid 5) (Spell Compendium)
Dragonsight - See 4x as well in low-light conditions, 2x as well in normal light, darkvision up to 10 feet/CL, Blindsense 5 ft/CL, half the penalties for distance for Spot Checks (Bard 5) (Spell Compendium)

Overcome Weakness Level 6 Spells
Aspect of the Earth Hunter - Become a Bulette with Huge Size with Str 27, Dex 15, Con 20, Speed is 40, Burrow Speed 10, Darkvision 60 ft, low-light vision, scent, tremorsense 60 feet, can cast spells if Natural Spell feat posessed, Natural Armor +12, gain 2 calw attacks for 2d8+8 damage, gain leap attack for 4 claw attacks (Druid 6, Ranger 4) (Spell Compendium)
Empyreal Esctasy - One Creature/Level Removes penalties due to pain, immune to mind-affecting effects, take only half damage from ranged and melee attacks, -4 penalty to skill checks, DC 15 Concentration to cast spells (Bard 6) (Book of Exalted Deeds)
- Swim Speed 30, Breathe underwater, DR 5/Cold Iron, +6 Enh to Dex, +2 Enh to Wisdom, +8 Enh to Cha (Bard 6) (Spell Compendium)
Stone Body - DR 10/Adamantine, Immune to Blindness, critical hits, ability damage, deafness, disease, drowning, poison, sunning, and spells or attacks that affect physiology or respiration, +4 Enh to Str, -4 penalty to Dex, Speed halved (Cleric 6) (Spell Compendium)

[/spoiler]

Party Helper
[spoiler]
Party Helper Level 1 Spells
Bless - Each ally gains +1 morale to attack +1 morale to Fear saves (Cleric 1, Paladin 1) (PHB)
Blessed Aim - All allies gain +2 morale to ranged (Blackguard 1, Cleric 1, Paladin 1) (Spell Compendium)
Linked Perception - Each ally (including caster) in 20 ft radius gain +2 Listen and +2 Spot per ally (Druid 2, Ranger 1) (Player's Handbook II)

Party Helper Level 2 Spells
Avoid Planar Effects - 1 creature/level gains protection from 1 plane (Cleric 2, Druid 2) (Planar Handbook, Spell Compendium)
Linked Perception - Each ally (including caster) in 20 ft radius gain +2 Listen and +2 Spot per ally (Druid 2, Ranger 1) (Player's Handbook II)
Elation - Allies gain +2 Morale to Str and Dex, +5 Speed (Bard 2, Cleric 2) (Book of Exalted Deeds)
Battle Hymm - All allies may reroll a will save/round before success or failure is known (Bard 2) (Spell Compendium)
Lively Step (12 hour Duration) - Allies within 30 feet emanation move +10 feet, if any creature does something other than move, spell ends (Bard 2) (Spell Compendium)

Party Helper Level 3 Spells
Vigor, Mass Lesser - 1 creature/ 2 CL within 20ft gains Fast Healing 1 (Cleric 3, Druid 3) (Spell Compendium)
Prayer - Allies gain a +1 luck bonus on attack rolls, weapon damage rolls, saves, and skill checks, foes takes a -1 penalty on such rolls. (Cleric 3, Paladin 3) (PHB)
Inspired Aim - All allies within 40 foot emanation get +2 Insight to Ranged Attacks (Bard 4, Cleric 3, Ranger 3) (Book of Exalted Deeds)
Allegro - All Allies gain 30ft Enhancement to Landspeed (Bard 3) (Spell Compendium)
Hymm of Praise - +2 Caster level to each Good Divine Spellcaster in 50ft, +4 Sacred bonus to Turn undead for good divine spellcasters and -4 for Evil Divine Spellcasters (Bard 3) (Spell Compendium)
Infernal Threnody - +2 Caster level to each Evil Divine Spellcaster in 50ft, +4 Profane bonus to Turn undead for evil divine spellcasters and -4 for good Divine Spellcasters (Bard 3) (Spell Compendium)

Party Helper Level 4 Spells
Planar Tolerance - As Avoid Planar Effects but longer base duration (Cleric 4, Druid 4, Ranger 4) (Planar Handbook, Spell Compendium)
Longstrider, Mass - +10 Enhancement Bonus to Foot Speed within 60 ft. Radius (Druid 5, Ranger 4) (Player's Handbook II)
Blessing of the Righteous - All allies deal 1d6 extra holy damage with attacks, and are considered Good-aligned (Cleric 4, Paladin 4) (Player's Handbook II)
Sacred Haven - Allies gain +2 Sacred to AC, retain Dex to AC when flatfooted, awareness of health of all creatures in radius (Paladin 4) (Spell Compendium)
Negative Energy Aura - Living creatures lose 1hp/3CL (max 5) while undead heal 2 hp/round (Cleric 4) (Spell Compendium)
Positive Energy Aura - Living creatures heal 1hp/3CL (max 5) while undead lose 2 hp/round (Cleric 4) (Spell Compendium)
Recitation - Allies gain +2 Luck to AC, Attack, and Saving throws (3 if they worship the same deity as you) (Cleric 4) (Spell Compendium)

Party Helper Level 5 Spells
Longstrider, Mass - +10 Enhancement Bonus to Foot Speed within 60 ft. Radius (Druid 5, Ranger 4) (Player's Handbook II)
Chaav's Laugh - Good creatures gain +2 Morale to Attack, saves vs. fear, temp hp=1d8+1/CL (max+20), opposite penalties evil creatures except hp (Cleric 5) (Book of Exalted Deeds)

Party Helper Level 6 Spells
Vigorous Circle - Once creature/2 CL within 30 feet gain Fast Healing 3 (Cleric 6, Druid 6) (Spell Compendium)
Empyreal Esctasy - One Creature/Level Removes penalties due to pain, immune to mind-affecting effects, take only half damage from ranged and melee attacks, -4 penalty to skill checks, DC 15 Concentration to cast spells (Bard 6) (Book of Exalted Deeds)
Snowsong - Allies in area gain +4 Morale to Charisma, Attack, and AC; gain Fast healing 1, Cold Resistance 15, allies deal 1d6 extra cold damage, enemies have 20% chance of Spell Failure (Bard 6) (Frostburn)

[/spoiler]

Bill Bisco: Eloquent Elf

  • That monkey with the orange ass cheeks
  • ****
  • Posts: 292
Punish Attacker
[spoiler]
Punish Attacker Level 1 Spells

Punish Attacker Level 2 Spells

Punish Attacker Level 3 Spells
Divine Retaliation - Create your deity's favored weapon that strikes back each time you get hit, attack roll = CL+Str or Wis, Damage=Weapon +1.5 Str or Wis (Cleric 3, Paladin 4) (Player's Handbook II)
Sonic Shield - +4 Deflection, melee attackers suffer 1d8 sonic damage, save vs. Fort or be knocked 5 feet (Bard 3) (Player's Handbook II)
Thornskin - Unarmed Strikes do Lethal Damage +1d6 piercing.  Unarmed strike or natural weapon attackers suffer 5 piercing  (Druid 3) (Spell Compendium)
Wounding Whispers - Natural or non-reach melee weapon attackers suffer 1d6 Sonic+1/CL (Bard 3) (Spell Compendium)

Punish Attacker Level 4 Spells
Divine Retaliation - Create your deity's favored weapon that strikes back each time you get hit, attack roll = CL+Str or Wis, Damage=Weapon +1.5 Str or Wis (Cleric 3, Paladin 4) (Player's Handbook II)

Punish Attacker Level 5 Spells
Fire in the Blood - Those who hit you with slashing or peircing melee damage suffer cumulative 1d6 damage/attack (max 5d6), if 5d6 damage is inflicted, spell ends. (Cleric 5) (Heroes of Horror)
Crawling Darkness - Tentacles grant concealment, hide features, +4 Competence to Grapple, Climb, Escape Artist, when attacked, tentacles strike back with Attack=BAB+Wis Damage=1d12 (Cleric 5) (Spell Compendium)
Poison Thorns - As Thornskin but thorns are poisonous for DC 10+Wis+0.5 CL 1d4 Str Damage (Druid 5) (Spell Compendium)

Punish Attacker Level 6 Spells
Contagious Touch - Living creature that hits caster with melee attack contracts a disease (Druid 6) (Complete Divine)

[/spoiler]

Resistance
[spoiler]
Resistance Level 1 Spells
Aura Against Flame - Resist 10 Fire Damage, Remove Spell to cancel magical fires (Druid 1, Cleric 2)

Resistance Level 2 Spells
Daggerspell Stance - +2 Insight bonus to attack and damage using Full Attack with daggers, gain SR5+CL while fighting defensively with 2 daggers in hand (Druid 2) (Spell Compendium)

Resistance Level 3 Spells
Corona of Cold - 10 ft radius deals 1d12 cold damage and -2 penalty to Str and Dex at beginning of turn.  Save negates but must be repeated each round.  Gain Fire Resistance 10 (Cleric 3, Druid 3) (Spell Compendum)
Primal Form - Gain 1 Elemental Subtype, +4 saves against mind affecting abilities, Light fortification and either Fly 20 ft., Damage reduction 5/-, 1d4 fire damage, Fire Resistance 10, or Swim 90 Feet drench ability, Cannot cast spells, lose abilities of base form (Druid 3) (Spell Compendium)
Mantle of Evil - Gain SR 12+CL Against Good Spells (Blackguard 3, Cleric 3) (Spell Compendium)
Mantle of Good - Gain SR 12+CL Against Evil Spells (Cleric 3) (Paladin 3) (Planar Handbook, Spell Compendium)
Mantle of Law - Gain SR 12+CL Against Anarchic Spells (Cleric 3) (Paladin 3) (Planar Handbook, Spell Compendium)
Visage of the Deity Lesser - +4 Enh. to Charisma, Resistance 10 Acid, Cold, and Electric if Good or Resistance 10 Cold and Fire if Evil (Blackguard 4, Cleric 3, Paladin 4)
Abyssal Might (Requires heart of a dwarf child) - +2 Enh. to Str, Con, Dex, Spell Resistance (Blackguard 3, Cleric 4) (Book of Vile Darkness)
Mantle of Chaos - Gain SR 12+CL Against Lawful Spells (Cleric 3) (Planar Handbook)

Resistance Level 4 Spells
Contingent Energy Resistance - If dealt Fire, Acid, Cold, Electric, or Sonic Damage, automatically gain Resistance 10 against that type (Cleric 4, Druid 4) (Draconomicon, Spell Compendium)
Visage of the Deity Lesser - +4 Enh. to Charisma, Resistance 10 Acid, Cold, and Electric if Good or Resistance 10 Cold and Fire if Evil (Blackguard 4, Cleric 3, Paladin 4)
Assay Spell Resistance - +10 on CL checks to overcome spell resistance of a specific creature, must be able to see creature (Cleric 4) (Spell Compendium)

Resistance Level 5 Spells
Heart of Fire (Questionable RAW) - +10 Enhancement to Land Speed, Fire Resistance 20, Expend to activate Fire Shield for 1 round/CL (Druid 5) (Complete Mage)
Anticold Sphere - Creatures within 10 ft. are immune to cold damage.  No creature with cold subtype may enter radius. (Druid 5) (Spell Compendium)
Resonating Resistance - Every attempt to breach spell resistance must roll and succeed twice (Cleric 5) (Book of Vile Darkness)

Resistance Level 6 Spells
Visage of the Deity - Smite Evil or Smite Good Ability, Darkvision 60, Acid, Cold, Electric Resistance 20 or Fire and Cold Resistance 20, DR 10/Magic, Spell Resistance 20 (Cleric 6) (Spell Compendium)

[/spoiler]

Skill Monkey
[spoiler]
Skill Monkey Level 1 Spells
Branch to Branch - +10 Competence to Climb, Brachiate ability, Avoid move pen. (Druid 1, Ranger 1) (Spell Compendium, Complete Adventurer, etc.)
Camouflage - +10 Circumstance Bonus to Hide Checks (Druid 1, Ranger 1) (Spell Compendium, Complete Adventurer, etc.)
Hawkeye - Grants +5 Competence Bonus to Spot, +50% to ranged weapon increments (Druid, Ranger) (Spell Compendium, Complete Adventurer, etc.)
Raptor's Sight - +5 Competence to Spot Checks, 5 ranks in spot take half ranged penalties for distance (Druid 1, Ranger 1) (Races of the Wild)
Ride of the Valenar - +5 Competence Bonus to Ride Checks or +10 if mount is animal companion (Druid 1, Ranger 1) (Races of Eberron)
Surefooted Stride - +2 Competence to Climb, Move through Difficult Terrain as if it were normal Terrain
Linked Perception - Each ally (including caster) in 20 ft radius gain +2 Listen and +2 Spot per ally (Druid 2, Ranger 1) (Player's Handbook II)
Embrace the Wild - +2 Listen, Spot and gain either Low Light Vision, 30 ft. Blindsense or Scent (Druid 2, Ranger 1) (Spell Compendium)
One Mind, Lesser - When mounted on Special Mount gain +4 Insight to Listen, Spot, Scent (Paladin 1) (Spell Compendium)
Silverbeard - Gain +2 Sacred to AC, +2 Circumstance to Diplomacy with Dwarves
Sticky Saddle - DC20 to pry rider off saddle, +10 on ride check to stay in saddle, automatically stay in saddle if knocked unconscious (Paladin 1) (Spell Compendium)
Instant SearchMarked Object (Pointless and Detrimental) - With owner's item, gain +10 on Search and Survival Checks to track owner
Surefoot - +10 Competence to Balance, Climb, Jump, Tumble; do not lose Dex to AC when balancing or climbing (Ranger 1) (Spell Compendium)
Towering Oak - +10 Competence to Intimidate, +2 Enh. to Str (Ranger 1) (Spell Compendium)
Disguise Self - Look Different and gain +10 to Disguise (Bard 1) (PHB)
Friendly Face - +5 Circumstance to Diplomacy and Gather Information (Bard 1) (Races of Destiny)
Appraising Touch - +10 Insight to Appraise, takes 2 minutes instead of 1, guessed worth is never off by more than 50% (Bard 1) (Spell Compendium)
Focusing Chant - +1 Circumstance to Attacks, Skill Checks, Ability Checks (Bard 1) (Spell Compendium)
Improvisation - Gain 2 Luck Points/CL which can be spent to improve attack, skill, or ability check rolls, no check can spend more than 0.5 CL (Bard 1) (Spell Compendium)
Serene Visage - + 0.5 CL (Max +10) on Bluff Checks (Bard 1) (Spell Compendium)
Sticky Fingers - +10 to Sleight of Hand Checks (Bard 1) (Spell Compendium)
Healer's Vision - +5 Insight to Heal, Cure spells you cast heal extra 1 Point/Spell Level, +2 Attack and Damage when using Precision Based Attack (Cleric 1) (Complete Scoundrel)
Tongue of Baalzebul - +2 Competence to Bluff, Diplomacy, Gather Information (Cleric 1) (Book of Vile Darkness)

Skill Monkey Level 2 Spells
Divine Presence - Gain +5 Sacred or Profane bonus to Intimidate (+10 if one alignment opposed, +15 if opposite alignment) (Blackguard 2, Cleric 2, Druid 2, Paladin 2) (Complete Champion)
Interfaith Blessing - Gain Attack, Damage, AC, Skill Checks or Saving Throw Bonuses depending on Deity Worshipped (Adept 2, Cleric 2, Druid 2, Shugenja 2) (Complete Champion)
Heart of Air (Questionable RAW) - Gain +10 Enhancement to Jump Checks, +10 Enhancement to Fly, expend as Feather Fall (Druid 2) (Complete Mage)
Primal Hunter (Pointless - 24 hour base duration) - Gain +5 Competence on Climb, Jump, Swim (Druid 2, Ranger 1)
Wild Instincts - Retain Dex to AC if flatfooted, +10 Insight to Listen and Spot (Druid 2, Ranger 3) (Races of Eberron)
Linked Perception - Each ally (including caster) in 20 ft radius gain +2 Listen and +2 Spot per ally (Druid 2, Ranger 1) (Player's Handbook II)
Balancing Lorecall - +4 Insight to Balance, 5 Balance Ranks - Balance on Vertical Surfaces and move as if climbing but retain Dex to AC. no penalty to sloped or angled surfaces.  10 Ranks, Balance on liquids, mud, snow, etc. (Druid 2, Ranger 2)
Embrace the Wild - +2 Listen, Spot and gain either Low Light Vision, 30 ft. Blindsense or Scent (Druid 2, Ranger 1) (Spell Compendium)
One with the Land - +2 Competence to Handle Animal, Hide, Move Silently, Search, Survival, Wild Empathy (Druid 2, Ranger 2) (Spell Compendium)
Master Cavalier - +10 to all ride checks (+20 on Special mount) (Blackguard 2, Cleric 2, Paladin 2) (Complete Champion)
Alter Self - Assume form of creature of your type with Hitdice=CL (max 5), gain Physical benefits of creature, +10 to Disguise (Bard 2) (PHB)
Magic Savant - +4 Insight to Use Magic Device, with 10 ranks can take 10 in Use Magic Device in all situations (Bard 2) (Complete Mage)
Mask of the Ideal - +4 competence to Bluff, Diplomacy, Disguise, Charisma checks to influence enchanted or conjured creature (Bard 2) (Complete Mage)
Soul of Anarchy (Cancels Soul of Order) - +5 Competence to Escape Artist and to resist grapple, natural weapons are chaotic-aligned, Bonus if Soul of Light or Soul of Shadow is active (Bard 2) (Dragon Magic)
Find Traps - Use Search to Find Traps as a Rogue, +1 Search/2 CL (max +10) for search skill to find traps (Cleric 2) (PHB)
Lore of the gods (Incorrectly labeled, Questionable RAW) - +5 Insight to Knowledge Checks; can choose to make Knowledge check with which you have no ranks but duration reduced; double bonuses if Knowledge Deity worshipped (Cleric 2) (Complete Champion)
Shadow Shroud - No penalties from light blindness or light vulnerability, +5 Competence to hide checks in darkness or shadow, effect surpressed in areas with a light spell of level 3 or higher (Cleric 2) (Drow of the Underdark)

Skill Monkey Level 3 Spells
Heart of Water (Questionable RAW) - Gain Swim speed equal to land speed, +8 Racial to Swim, Breathe Water, +5 Enhancement to Escape Artist. Expend to gain Freedom of Movement (Druid 3) (Complete Mage)
Primal Instinct (Pointless) - +5 Competence to Initiative, Survival. +5 Competence to one knowledge skill with Dragonblood subtype.  Gain Uncanny dodge if other Primal spell active (Druid 3, Ranger 2) (Dragon Magic)
Vision of the Omniscient Eye - +10 Insight to Spot, Immune to dazzling and blindness.  If see invisibility-like spell active, use Faerie Fire at will as swift action on invisible creature within 60 ft.  Gain +1 competence to Spot by knowing spell (Bard 3, Cleric 3, Druid 3) (Dragon Magic)
Forestfold - Gain +10 Competence to Hide and Move Silently in 1 terrain. (Druid 3, Ranger 3) (Spell Compendium)
Primal Senses (Pointless) - Gain Low Light Vision +5 Competence to Listen, Spot.  With Dragonblood gain Blindsense 10 ft.  With other Primal spell active gain Uncanny Dodge (Druid 4, Ranger 3) (Dragon Magic)
One Mind, Greater - As One Mind, Lesser but while on special mount gain +2 to attacks and +2 to melee damage (Paladin 3) (Spell Compendium)
Masochism - Every 10 points of damage taken gives +1 Luck to Attack, Saves, Skill Checks (Blackguard 3, Cleric 3) (Book of Vile Darkness)
Sadism - Every 10 points of damage dealt grants +1 Luck to Attack, Saves, Skill Checks (Blackguard 3, Cleric 3) (Book of Vile Darkness)
Glibness - +30 to Bluff checks to convince others you're speaking the truth, lie detection must make CL check = 15+your CL to detect a lie (Bard 3) (PHB)
Adoration of the Frightful - Shaken, Frightened, or Panicked creatures are now Friendly, Dragonblood: +1 Competence to Diplomacy (Bard 3, Cleric 3) (Dragon Magic)
Battlemagic Perception - +5 Competence to Spellcraft to identify spells being cast, 5 ranks spellcraft sense the use of any spell within 100 feet and line of sight with spellcraft DC 15+Spell Level, can counter spell as a free action which ends the spell (Cleric 3) (Heroes of Battle)

Skill Monkey Level 4 Spells
Primal Senses (Pointless) - Gain Low Light Vision +5 Competence to Listen, Spot.  With Dragonblood gain Blindsense 10 ft.  With other Primal spell active gain Uncanny Dodge (Druid 4, Ranger 3) (Dragon Magic)
SandForm - Body transforms into Sand Ooze, immune to poison, sleep effects, paralysis, polymorphing, stunning, flanking, critical hits.  Become blind, but gain blindsight 60 feet.  Supernatural abilities supressed.  Can cast spells, must make Will DC 19 or suffer -2 Attack, Save, and Skill Checks in combat, Speed 20 feet,  Gain natural attack with 5 ft reach for 1d8+1.5Str. Gain burrow, +10 Circumstance Hide, Concealment in Sand (Druid 4) (Sandstorm)
Essence of the Raptor - Speed increases to 60 feet, +8 to Hide, Jump, Listen, Spot, and Survival, Gain Scent (Druid 4) (Spell Compendium)
- +4 Enh to Charisma and Dexterity, Deflection Bonus to AC = Charisma, +8 to Perform, Swim 60 Feet, Breathe and attack normally under water (Bard 4, Druid 5) (Spell Compendium)
Voice of the Dragon - +10 Enh to Bluff, Diplomacy, Intimidate, speak and understand but not read Draconic, end spell to use suggestion on creature (Bard 4) (Spell Compendium)
Spiritual Advisor - +4 Insight to Knowledge checks, even with Knowledge skills not possessed, retry failed knowledge checks (Cleric 4) (Complete Champion)

Skill Monkey Level 5 Spells
- +4 Enh to Charisma and Dexterity, Deflection Bonus to AC = Charisma, +8 to Perform, Swim 60 Feet, Breathe and attack normally under water (Bard 4, Druid 5) (Spell Compendium)
Surge of Fortune (Doesn't work by RAW) - +2 Luck to Attack, Damage, Saving throws, AC, Skill checks, ability Checks, spell penetration checks; Can expend spell to make next roll a natural 20 if within 1 round of when the spell was first cast (Cleric 5) (Complete Champion)
Crawling Darkness - Tentacles grant concealment, hide features, +4 Competence to Grapple, Climb, Escape Artist, when attacked, tentacles strike back with Attack=BAB+Wis Damage=1d12 (Cleric 5) (Spell Compendium)

[/spoiler]

Bill Bisco: Eloquent Elf

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Sneak Attack Helper
[spoiler]
Sneak Attack Helper Level 1 Spells
Vine Strike - Sneak Attack Plant Creatures (Druid, Ranger) (Spell Compendium, Complete Adventurer, etc.)
Grave Strike - You can Sneak Attack Undead (Cleric 1, Paladin 1) (Spell Compendium)
Critical Strike - Gain 1d6 Melee Sneak Attack Effectively, during sneak attack weapon is Keen, +4 Insight to Confirm Critical Threats (Bard 1) (Spell Compendium)
Healer's Vision - +5 Insight to Heal, Cure spells you cast heal extra 1 Point/Spell Level, +2 Attack and Damage when using Precision Based Attack (Cleric 1) (Complete Scoundrel)

Sneak Attack Helper Level 2 Spells
Hunter's Eye - Gain 1d6 Sneak Attack/3 CL Stacks with current sneak attack (Ranger 2) (Player's Handbook II)

[/spoiler]

Transformation
[spoiler]Transformation Level 1 Spells
Aspect of the Wolf - Transform into a wolf, 13 Str, 15 Dex, 15 Con, 1d6+1 Damage Bite+Trip (Druid 1 , Ranger 1) (Spell Compendium)
Aquatic Escape - Become a toad with the Aquatic Subtype, gain +4 Listen, +4 Spot, +13 Swim
Winged Watcher - Become an Owl

Transformation Level 2 Spells
Tree Shape - Turn into Tree. Gain +10 Natural Armor.  Effective Dex 0 and speed 0.  Immunity to Critical hits (Druid 2, Ranger 3) (PHB)
Alter Self - Assume form of creature of your type with Hitdice=CL (max 5), gain Physical benefits of creature, +10 to Disguise (Bard 2) (PHB)

Transformation Level 3 Spells
Meld Into Stone - Meld into existing block of stone that can contain your shape (Cleric 3, Druid 3) (PHB)
Meld into Ice - Meld into Block of Ice that can fit caster (Cleric 3, Druid 3) (Frotsburn)
Soul of the Waste - Body melds into sand, dust, or loose earth that accomodates all dimensions.  Can cast spells on self and hear the surrounding area but cannot communicate.  Hard to damage (Cleric 3, Druid 3) (Sandstorm)
Primal Form - Gain 1 Elemental Subtype, +4 saves against mind affecting abilities, Light fortification and either Fly 20 ft., Damage reduction 5/-, 1d4 fire damage, Fire Resistance 10, or Swim 90 Feet drench ability, Cannot cast spells, lose abilities of base form (Druid 3) (Spell Compendium)

Transformation Level 4 Spells
Passage of the Shifting Sands (Questionable RAW) - (Druid 4) (Dragon Magic) - Gain form as Cloud of Sand with Fly 40 ft, else treat as gaseous form.  End turn in creatures space Fort Save or be blinded. Expend to activate gust of wind (Druid 4) (Dragon Magic)
SandForm - Body transforms into Sand Ooze, immune to poison, sleep effects, paralysis, polymorphing, stunning, flanking, critical hits.  Become blind, but gain blindsight 60 feet.  Supernatural abilities supressed.  Can cast spells, must make Will DC 19 or suffer -2 Attack, Save, and Skill Checks in combat, Speed 20 feet,  Gain natural attack with 5 ft reach for 1d8+1.5Str. Gain burrow, +10 Circumstance Hide, Concealment in Sand (Druid 4) (Sandstorm)
Wild Runner - Become Centaur and gain large Size, Base stats change to Str 18 Dex 14 Con 15, gain speed 50 feet, Darkvision 60 feet, Gain Quadruped benefits (+4 to resist trip attacks, etc.)  (Druid 4, Ranger 4) (Spell Compendium)
Holy Transformation, Lesser - Type changes to Good Outsider, Medium Size, +2 Sacred to Str and Con and Saving throws; Fly 60 feet, Darkvision 60, Celestial Language (Cleric 4) (Spell Compendium)
Infernal Transformation, Lesser - Type Changes to Outsider Evil, Baatezu, Lawful, Medium Size, +2 Profane to Str, Con; Darkvision 60; Snaky Beard that can be used as additional attack in Full Attack; 1d8+Str Damage counts as Evil weapon; those hit make Fort Save DC10+Con+0.5CharLevel or get Devils Chills disease; Infernal Language (Cleric 4) (Spell Compendium)

Transformation Level 5 Spells

Transformation Level 6 Spells
Aspect of the Earth Hunter - Become a Bulette with Huge Size with Str 27, Dex 15, Con 20, Speed is 40, Burrow Speed 10, Darkvision 60 ft, low-light vision, scent, tremorsense 60 feet, can cast spells if Natural Spell feat posessed, Natural Armor +12, gain 2 calw attacks for 2d8+8 damage, gain leap attack for 4 claw attacks (Druid 6, Ranger 4) (Spell Compendium)

[/spoiler]

Ward
[spoiler]Ward Level 1 Spells
Path of Frost - Up to 5 Squares gain slippery frost requiring balance checks and dealing damage to those on or adjacent to them (Druid 1) (Dragon Magic)

Ward Level 2 Spells
Gust of Wind - 60 ft line of wind knocks creatures down (Druid 2) (PHB)
Obscuring Snow - 30 ft Radius Cloud of Snow obscures all vision.  Creatures 5 ft. away give 20% concealment.  Farther away Total Concealment 50% miss chance (Cleric 2, Druid 2) (Frostburn)
Circle of Nausea - 20 ft radius circle around a 2 ft radius prepared circle.  All in area must make fort save or be nauseated (-2 attacks, saving throws, skill checks).  Those who successfully save, must make new saving throws each round.  Nausea lasts spell duration. (Cleric 3, Druid 2) (Book of Vile Darkness)

Ward Level 3 Spells
Hand of the Faithful - Only worshippers or those with holy symbol or a particular deity may pass 10ft emanation on person or point in space, other creatures must make Fort Save or be stunned if they try to enter (Paladin 3, Ranger 3) (Spell Compendium)
Holy Storm - Rain falls in fixed area causing -4 Listen, Spot, Search, Ranged Attacks, extinguishes flames; 2d6 to evil creatures in area or 4d6 to evil outsiders (Cleric 3, Paladin 3) (Spell Compendium)
Axiomatic Storm - Rain falls in fixed area causing -4 Listen, Spot, Search, Ranged Attacks, extinguishes flames; 2d6 to evil creatures in area or 4d6 to evil outsiders, Acid strikes random Chaotic creature for 5d6 (Cleric 3, Paladin 4) (Planar Handbook)
Unholy Storm - Rain falls in fixed area causing -4 Listen, Spot, Search, Ranged Attacks, extinguishes flames; 2d6 to good creatures in area or 4d6 to good outsiders (Blackguard 3, Cleric 3) (Spell Compendium)
Anarchic Storm - Rain falls in fixed area causing -4 Listen, Spot, Search, Ranged Attacks, extinguishes flames; 2d6 to lawful creatures in area or 4d6 to lawful outsiders, lightning strikes random Lawful creature for 5d6 (Cleric 3) (Planar Handbook, Spell Compendium)

Ward Level 4 Spells
Axiomatic Storm - Rain falls in fixed area causing -4 Listen, Spot, Search, Ranged Attacks, extinguishes flames; 2d6 to evil creatures in area or 4d6 to evil outsiders, Acid strikes random Chaotic creature for 5d6 (Cleric 3, Paladin 4) (Planar Handbook)

Ward Level 5 Spells
Doomtide - Creatures in one of the 8, 10 ft. mist cubes make will save or be dazed one round each round.  Concealment 5 ft. away, total concealment farther away (Cleric 5) (Spell Compendium)

Ward Level 6 Spells
Blood Sirocco - Wind blows out from you or point in space, creatures knocked down or unable to move forward and take 2 damage on failed save (Druid 6) (Spell Compendium)
Snowsong - Allies in area gain +4 Morale to Charisma, Attack, and AC; gain Fast healing 1, Cold Resistance 15, allies deal 1d6 extra cold damage, enemies have 20% chance of Spell Failure (Bard 6) (Frostburn)
Dirge - Enemies in the area take 2 Str and Dex Damage on Failed Fort Save, must make new save each round (Bard 6) (Spell Compendium)
Ghost Trap -  Incorporeal Creatures within 5 ft./CL Emanation become corporeal, and creatures cannot shift to or from the Ethereal Plane (Cleric 6) (Libris Mortis)
Symbol of Thirst - Those within 60 ft of Symbol must immediately drink all containers of liquid, when no liquid remains subjects fly into a rage and attack anyone they can (Cleric 6) (Spell Compendium)
Make Manifest, Mass - 25 ft emanation on point of space forces everything there to enter caster's plane, and removes ability of creatures to enter other planes (Cleric 6) (Spell Compendium)

[/spoiler]

Ikeren

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Why do you stop at level 6?

 :bigeye


JaronK

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Guided Shot should be in there.  No range penalties or concealment penalties.

JaronK

KellKheraptis

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Because level 6 is the maximum level for Chameleons  ;)

Not all Chameleons...
BG's Resident Black Hatter
The Mango List Reborn!
My Warmage Trickery (coming soon!)
My PrC Pally Trickery (coming soon!)
The D&D Archive
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Hijax

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"There's more to apocalypse than running around like a maniac you know"
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Bill Bisco: Eloquent Elf

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Guided Shot added.  The categories are done I believe.  If anyone has a suggestion for more categories or if I've missed a spell let me know.

Also, i'm unsure of how you would get a Chameleon to cast legitimate 7th level spells (i.e. not heightened, earth spelled, etc.) since the Chameleon chart only goes to level 6.

Havok4

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  • It can only be attributable to human error.

Also, i'm unsure of how you would get a Chameleon to cast legitimate 7th level spells (i.e. not heightened, earth spelled, etc.) since the Chameleon chart only goes to level 6.

I involves abuse of extra slot, planar touchstone(catalogs of enlightenment), and sanctum spell.


Havok4

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Here Is where I heard about the trick. Basically you use the catalog of enlightenment touchstone to get a 9th level spell to cast and up it a level via sanctum spell, you then take extra slot 3 times to get a slot of 7th, 8th and 9th level. You can then cast spells of those levels and you gain bonus spells as well. The trick can be less situational but more feat intensive with earth spell.

Anklebite

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can you say "dark chaos feat shuffle"?

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Havok4

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  • It can only be attributable to human error.
The use of it does indeed make the full casting chameleon much easier to pull off.