Author Topic: Preliminary Persistent Chameleon Handbook (Please Suggest Improvements)  (Read 21464 times)

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Bill Bisco: Eloquent Elf

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Notes:
(1)Add Blade of Pain and Fear to Blackguard 2nd level Spell Compendium, make reserved post just for Bards
(2) Check out Shroudcrown from Player's Guide to Faerun
(3) Add Giant's Wrath, spell compendium, to Druid's spell list
(4) Add Master's Touch, spell compendium, to Bard's spell list
(5) Add new link to the Cheap Item Crafting Guide
(6) Make note of spells to cast early in the day such as Eagle's splendor and Owl's Insight for extra spells
(7) Add Divine Crusader and each Domain that can be Persisted into the List, Especially Devil's Ego from Fiendish Codex II
(8) Make a note of all permanent minion producing spells such as Mineralize warrior from Underdark
(9) Make a section on ways to make money and fun spells to cast on your day off
(10) Make a build optimizing archery and remember the archery spells from Champions of Ruin and splitting bows
(11) Mention link to Champions of Valor Web Enhancement with Paladin having Bardic Music
(12) Add to relevant lists:

Symbol of Spell Loss - When triggered, spellcasters within 60 feet must make Will save or loss highest level spell slot or prepared spell, creatures with spell-like abilities have them supressed for 1 round, absorbs up to fifty levels of spells (Cleric 5, Sorceror/Wizard 5) (Spell Compendium)

Veil of Shadow - Gain concealment (20% miss chance), not removed from see invisibility, dispelled with daylight or 3rd level light spell (Assassin 2, Blackguard 2, Cleric 2, Sorceror/Wizard 2) (Spell Compendium)

Zone of Respite - Emanation 20 ft. radius causes Spells and abilities involving planes and instant travel such as Teleport do not work within the area nor do summoning or calling spells, creatures coterminous on planes must retreat to the edge of the emenation (Cleric 5, Sorceror/Wizard 5) (Spell Compendium)

Stretch Weapon - 1 Melee Weapon wielded gains an additional 5 ft reach (Bard 2, Cleric 2, Duskblade 2, Sorceror/Wizard 2) (Player's Handbook II)

Magic Fang, Superior - Grant Every Natural Weapon gains an Enhancement of +1/4 CL Max +5 (Druid 5, Sorceror/Wizard 5) (Draconomicon, pg. 80)

Fiendish Clarity - Gain Darkvision 60 ft, can see in magical darkness as if it were regular darkness, see invisibility as per the spell, detect good at will (Cleric 7, Demonic 7, Sorceror/Wizard 7) (Fiendish Codex I, pg. 94)

Dragonmark Symbol (Requires Dragonmark) - Like symbol of death, but each creature within 60 ft must make a Fort save/beginning of round or be nauseated, no hp limit, does not trigger for others with your dragonmark symbol (Cleric 6, Sorceror/Wizard 6) (Dragonmarked (Eberron), pg. 150)

Mask Aberrant Dragonmark (Requires Dragonmark) - Alters aberrant dragonmark to look like a true dragonmark up to strength of your aberrant dragonmark (Assassin 1, Bard 1, Sorceror/Wizard 1) (Dragonmarked (Eberron), pg. 152-153)

Death Throes - When killed, explode in a 30ft radius burst of force dealing 1d8/CL damage (Cleric 5, Sorceror/Wizard 5) (Planar Handbook, pg. 97)

Local Tremor - cause CL tremors (max 5) that start from your location and extend in any direction you indicate, creatures within  30ft line must make ref save or fall prone, spells cast during tremor must make Concentration = 20+level to succeed, can make new tremors after first round by using a standard action (Cleric 2, Druid 2, Sorceror/Wizard 2) (Races of the Dragon, pg. 114)

Crushing Despair - Creatures within 30ft cone take -2 to attacks, saving throws, ability checks, skill checks, weapon damage rolls (Bard 3, Sorceror/Wizard 4) (Enchantment (Compulsion) [Mind-Affecting]) (Player's Handbook, pg. 215)

Ethereal Jaunt - Become Ethereal, become invisible to material plane creatures, move at half speed but in any direction, can move through solid objects and creatures, if spell ends while in a solid object, become shunted to the nearest open space and take 1d6 damage/5 ft moved (Cleric 7, Sorceror/Wizard 7) (Transmutation) (Player's Handbook, pg. 227-228)

Fear - Creatures in 30ft cone must save vs. Will or become panicked (if cornered become cowered), if save succeeds they are shaken instead (Bard 3, Sorceror/Wizard 4) (Necromancy (Fear) (Mind-Affecting)) (Player's Handbook, pg. 229)

Bill Bisco: Eloquent Elf

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Re: Preliminary Persistent Chameleon Handbook (Work-in-Progress)
« Reply #1 on: March 21, 2010, 02:35:45 PM »
Introduction


What is a Persistent Chameleon?

A Persistent Chameleon is a character which takes the Chameleon Prestige Class from Races of Destiny and utilizes the Persistent Spell Feat and a method (usually the Divine Metamagic Feat from Complete Divine) to make certain spells last 24 hours (or more) without taking up higher level spell slots.


Who is this handbook for?

This handbook is for players who are in fairly open campaigns wherein there is a large list of allowed books for with this character type the more books allowed, the more powerful the character is.  If you have a stingy DM who, for example, insists on interpreting Divine Focus as only granting one class's spell list, then this handbook will be of lesser use to you.


Why was this handbook made?
I've tried playing a Persistent Chameleon in a couple of real-life games, but became overwhelmed with the vast variety of options that were present.  As such, I always wondered if I was playing optimally and what other powerful spells and combinations I was missing.  So, I have created this handbook as a way to help me better play my own characters, and hopefully give others the ability to try out and play this archetype for themselves.


How does this all work? (for the uninitiated)
The Divine Metamagic feat from Complete Divine allows divine spells to be affected by one metamagic feat by expending turn attempts instead of using a higher level spell slot.  With Divine Metamagic: Persistent Spell, If 7 turn attempts are expended, a spell's duration becomes 24 hours.  If Extend Spell is also used, an Extended Persistent Spell can be cast: resulting in a spell whose duration is 48 hours!

The Chameleon Prestige Class has the Divine Focus class feature which allows them to cast divine spells from any divine spell list (Cleric, Druid, Paladin, Ranger, etc.)

Because of the huge number of available spells to Persist, there exist many different options to build a character!  One spell grants sneak attack, another Grappling ability, another +50% damage on spells to Evil creatures, etc.  As such, Persistent Chameleons try to gain as many turn attempts as they can to Persist lots and lots of spells!

Since lesser metamagic rods of Extend Spell are fairly cheap (3000 gp), the number of Persisted spells active at once is effectively doubled, since all such spells will be Extended Persisted Spells lasting 48 hours and spells can be regained every 24 hours.  Thus, a Persistent Chameleon will have 2 spell lists, one for odd days and another for even days.  Thus effectively, the maximum number of Persisted spells active is 2 per 7 turn attempts (as codified below).

Turn Attempts
7
14
21
28
35
...
140
...
175
...
Persisted Spells
2
4
6
8
10
...
40
...
50
...

Divine Metamagic and Chameleon; that's overpowered!

It certainly can be powerful, but overpowered?  Probably not.  There is a huge list of Persistable Spells (detailed further in the handbook) and most are fairly benign.  A good chunk of the best Persistable Spells are ones that help the entire party which is great because it means that the whole party can uniformly take on bigger challenges.  Chameleon is a great and well-made class, but it lags behind in spellcasting compared to pure casters, and lacks momentum after 10th level.


Short-term vs. Long-term vs. Magic Item Availability

The main issue when building a Persistent Chameleon character is whether the character is being built for the short-term or the long-term and what magic items are available.  In the short term, using up several feat slots to gain Extra Turning, grabbing Divine Metamagic: Extend Spell, and grabbing several classes that grant Turn Undead is desireable. 

This of course all changes if the right magic items become available to buy.  Nightsticks cost 7500 gp and grant 4 turn attempts, or 1875 gp/turn attempt while unslotted Reliquary holy symbols can grant 2 or 3 turn attempts for 2000 gp  A Lesser Metamagic rod of Extend (up to 3rd level) costs 3000 gp, while a Normal Metamagic Rod (up to 6th level) costs 11,000 gp.  Assuming the game is somewhere near Wealth by level rules, gaining lots of turn attempt granting items and enough rods will be difficult in the early levels, but fairly easy by around 7th level and thereafter.  Technically, Reliquary Holy Symbol and Nightsticks stack with themselves, that is, you can keep on buying and using all of them to gain a very large amount of turning attempts.  During this time, the investment in multiple classes granting turning ability, the Extra Turning feat, and Divine Metamagic: Extend Spell start to look much more wasteful.

That being said, some DMs find the idea of Nightsticks and Reliquary Holy Symbols stacking with themselves, unsettling and ban their stacking ability.  So, if that's the case, then multiple classes which grant turning attempts and taking the Extra Turning feat multiple times may be a good idea.


Just How Many Turn Attempts are Needed?

Using an assumption that a Persistent Chameleon wants 8 spells persisted for levels 1-4 and 6 spells persisted for levels 5 & 6, a Chameleon would want 44 Persisted Spells which means that 154 Turn Attempts by the end of the Chameleon Prestige Class.  The Minimum Ability Score required to cast those spells is also listed in the tables below.  Obviously if your character wants to persist more or less spells these numbers will change; they are only a baseline.  The minimum ability score table assumes that the character is casting Extended Persistent spells so that for example, if a character could cast 4 spells/day they would cast 4 Extended Persisted Spells on day 1,3,5,etc. and 4 different Extended Persisted Spells on day 2,4,6, etc. for a total of 8 Persisted Spells at all times.




Magic Item Turn Attempts Costs

Assuming that Magic Items can be bought or crafted in the campaign, knowing the gold needed is crucial.  In Preliminary Guide to Cheap Item Crafting, there are a couple of tricks to lower the cost of magic items.  An item can be restricted to being used by those of a specific skill and restricted to being used by those of a specific class or alignment for a 10% and 30% reduction in cost respectively.  Similarly, crafting an item oneself reduces the cost by 50%. 

So, Reliquary Holy Symbol grants a turn attempt if you have 5 ranks, in Knowledge Religion, a Divine feat, or Improved Turning.  The first 2 are easily fulfilled since Divine Metamagic is a Divine feat.  If a character also has the Improved Turning Feat, they will gain 3 turn attempts/Reliquary Symbol instead of 2.

Since Reliquary Holy Symbols that have slots outside the throat or with no item slots cost more money, the trick is to buy roughly 3/4 of the Reliquary Holy Symbols around unusual slots (feet, hands, etc.) and 1/4 of them in the regular slot (throat) as it lowers the overall cost (or 2/3 and 1/3 if your Reliquary Holy Symbols give 3 turning attempts)

Magic Item Costs
Reliquary Holy Symbol: Unslotted(2.0)*SpecificSkill(0.9)*SpecificClass/Alignment(0.7)*BaseCost*(1000gp) = 1260 gp
Reliquary Holy Symbol: DifferentSlot(1.5)*SpecificSkill(0.9)*SpecificClass/Alignment(0.7)*BaseCost*(1000gp) = 945 gp
Reliquary Holy Symbol: SpecificSkill(0.9)*SpecificClass/Alignment(0.7)*BaseCost*(1000gp) = 630 gp
Reliquary Holy Symbol (Crafted): Self-Made (0.5)*DifferentSlot(1.5)*SpecificSkill(0.9)*SpecificClass/Alignment(0.7)*BaseCost*(1000gp) = 472.5 gp
Reliquary Holy Symbol (Crafted): Self-Made (0.5)*SpecificSkill(0.9)*SpecificClass/Alignment(0.7)*BaseCost*(1000gp) = 315 gp
Lesser Metamagic Rod, Extend: SpecificSkill(0.9)*SpecificClass/Alignment(0.7)*BaseCost*(3000gp) = 1890 gp
Normal Metamagic Rod, Extend: SpecificSkill(0.9)*SpecificClass/Alignment(0.7)*BaseCost*(11,000gp) = 5670 gp


Bought Turning Attempts Number Crunching

The Tables below give the needed amount of Reliquary Holy Symbols and Extend Metamagic Rods needed to meet the desired number of Persisted Spells/Level.  These tables assume that the character is spending gold to purchase all turning attempts and does not already have turn attempts, if the character already possesses turn attempts, the cost in gold will obviously be lower.


The tables below detail the cost for the reliquaries and extend rods the Persistent Chameleon will want at each level in his/her career.  These tables assume that the character is spending gold to purchase all turning attempts and does not already have turn attempts, if the character already possesses turn attempts, the cost in gold will obviously be lower.




Interestingly, by comparing the Tables for Total Gold Needed to Wealth By Level from the DMG, A Chameleon who crafts his/her own items and has the Improved Turning feat can meet the Reliquary and Extend Rod costs to cast their desired number of spells by Chameleon 2, an ideal level since crafting is possible at that level due to the Chameleon's floating feat.  A Chameleon without the Improved Turning feat, but who crafts his/her items can afford all the Reliquaries and Extend rods at Chameleon 3.  A Chameleon with the Improved turning feat but who only bought items can afford all the Reliquaries and Extend rods at Chameleon 4.  A Chameleon without Improved turning who only bought items can afford all the Reliquaries and Extend rods at Chameleon 6.

Bill Bisco: Eloquent Elf

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Re: Preliminary Persistent Chameleon Handbook (Work-in-Progress)
« Reply #2 on: March 21, 2010, 02:35:54 PM »
Meeting Requirements


Base Requirements

Skills
Bluff 8 ranks
Disguise 8 ranks
Sense Motive 4 Ranks
Spellcraft 4 Ranks

Feats
Able Learner (Races of Destiny)
Extend Spell (PHB)
Persistent Spell (Complete Arcane, Deities and Demigods)
Divine Metamagic: Persistent Spell (Complete Divine)

Spells
Ability to Cast Divine Spells

Powers
Ability to Turn Undead

Race
One of the following:

Changeling (Eberron Campaign Setting, Monster Manual 3)
Doppleganger (MM1)
Human (PHB)
Illumian (Races of Destiny)
Silverbrow Human (Dragon Magic)

Note: This handbook will focus on using the Divine Metamagic feat to Persist spells; there are some exceptions that will be listed in later builds


Acquiring Skills

Classes with Bluff, Disguise, and Sense Motive
Warlock (Complete Arcane)
Ninja (Complete Adventurer)
Factotum (Dungeonscape)
Human Paragon (Unearthed Arcana)
Bard
Rogue
Beguiler (Player's Handbook II)
Psychic Rogue (Online)
Generic Expert (Unearthed Arcana)
Generic Spellcaster (Arcane)  (Unearthed Arcana)
Generic Spellcaster (Divine)  (Unearthed Arcana)
Generic Warrior  (Unearthed Arcana)

Classes with Bluff and Disguise
Cleric with Trickery Domain
Dragon Shaman with Silver Totem Dragon (Player's Handbook II)
Dread Necromancer (Heroes of Horror)
Lurk (Complete Psionic)
Shaper Psion (Expanded Psionics Handbook)

Classes with Bluff and Sense Motive
Marshal (Miniatures Handbook)
Paladin of Freedom (Unearthed Arcana)
Swashbuckler (Complete Warrior)
Telepath Psion (Expanded Psionics Handbook)
Wilder (Expanded Psionics Handbook)

Classes with Bluff
Hexblade (Complete Warrior)
Spellthief (Complete Adventurer

Classes with Sense Motive
Samurai (Complete Warrior)
Favored Soul (Complete Divine)
Paladin
Scout (Complete Adventurer)

(From Alternative Ways to Gain Class Skills)

Acquiring Bluff

Apprentice (criminal) - DMG II (also gather info)
Greensinger initiate – Ebberon campaign setting (requires spontaneous summon natures ally) (adds others)
Draconic heritage (Type) – Races of the dragon (sorcerer only)

Acquiring Disguise
Draconic heritage (Type) – Races of the dragon (sorcerer only)
City Slicker – Races of destiny, (adds others also)
Silverbrow Human (race) - Dragon Magic

Acquiring Sense Motive
Apprentice (philosopher) - DMG II (also a knowledge)
Martial Study (setting sun) – tome of battle


Gaining Feats

Domains
Planning - Grants Extend Spell (Spell Compendium)
Undeath - Grants Extra Turning (Spell Compendium)

Classes
Human Paragon 2 - Grants any feat (Unearthed Arcana)
Wu Jen 1 - Grants any metamagic feat (Complete Arcane)
Generic Expert 1,2,4,6,etc. - Grants any feat (Unearthed Arcana)
Generic Warrior 1,2,4,6,etc. - Grants any feat (Unearthed Arcana)
Generic Spellcaster (arcane) 1,5,10,etc. - Grants any feat (Unearthed Arcana)
Generic Spellcaster (divine) 1,5,10,etc. - Grants any feat (Unearthed Arcana)


Ability to Cast Divine Spells

Alternate Class Features
Domain Access: Sorceror Alternate Class Feature, Complete Champion pg. 52 - Give up level 1 and 2 Known spell to Gain 1 Domain

Feats
Southern Magician (at bottom)
Planar Touchstone (Catalogues of Enlightenment) (Planar Handbook) - Gain a Domain.  Note, severe lack of rules

Items
Rings of Spell Storing

Spells
Imbue with Spell Ability cast by other spellcaster


Turn Undead

Classes which grant Turn Undead
Binder with Tenebrous Vestige (Min level 7th or 5th with Improved Binding feat)
Cleric
Paladin
Dread Necromancer (Heroes of Horror)

Prestige Classes which grant Turn Undead
Sacred Exorcist (Complete Divine) (Knowledge the Planes 10, Knowledge Religion 7, able to cast Dismissal or Dispel Evil)
Apostle of Peace (Book of Exalted Deeds) (Good, Base Will 5, Concentration 10, Diplomacy 6, Sacred Vow, Vow of Nonviolence, Vow of Peace, Vow of Poverty)
Ur-Priest (at 2nd level) (Base Fort +3, Base Will +3, Bluff 6, Knowledge Arcana 5, Knowledge the planes 5, Knowledge religion 8, Spellcraft 8, Iron Will, Spell Focus Evil) (Complete Divine)
Soldier of Light (Deities and Demigods) (Neutral Good, BAB 5, Knowledge Religion 4)

Other Methods of Gaining Turn Undead

Bone Talisman Spell [spoiler]
Bone Talisman
Necromancy
Level: Druid 2
Components: V, S, DF
Casting Time: 1 minute
Range: Touch
Target: Bone touched
Duration: 10 minutes/level or until discharged
Saving Throw: None (object)
Spell Resistance: No (object)

You channel divine power and life energy into a bone from an animal or humanoid, giving it limited power against undead. Once cast, it may be used for two purposes (decided at the time of casting).

Bone of Turning: You or another druid may present the bone in the manner of a holy symbol and use it to turn undead. The effective turning level is equal to your caster level. All normal turning effects apply. For example, if your turning level is twice the Hit Dice of the turned undead, they are destroyed instead of turned. After one turn attempt, the bone talisman loses its power (but you can cast the spell on it again).

Bone Weapon: The bone is treated as a weapon that deals +1d6 damage to undead creatures, similar to but weaker than an undead bane effect. The bone is treated as a simple weapon appropriate to its shape, such as dagger or dart (small and sharp), club (if large and blunt), or spear (if small and sharp and fastened to a haft) and deals normal damage for its type. The spell does not grant proficiency in the weapon. The spell is not discharged when the weapon hits and this aspect of the spell lasts until the full duration (10 minutes/level) expires.

The spell has no effect if you cast it on a bone taken from an undead creature. The bone must be at least 8 inches long and may be straight or curved; normally bones from the arm, leg, or ribs are used. You may carve, drill, or otherwise shape the bone before or after the spell is cast; the spell functions as long as the bone remains bone (not turned to wood or metal, for example).[/spoiler]

Kin Mastery+Necromantic Bloodline feats (Dragon Compendium) (Require ability to cast Arcane Spells without Preparation and ability to cast 3rd level Arcane Spells)


Gaining Turn Attempts

Feats
Extra Turning

Magic Items
Nightstick - Grants 4 Extra Turning Attempts (7500 GP) (Libris Mortis)
Reliquary Holy Symbol - 1 Extra turning attempt (max 3) per requirement met: 5 ranks in knowledge religion, Improved Turning Feat, or one Divine Feat (1000 GP Throat or 2000 GP Unslotted) (Magic Item Compendium page 120)

Miscellaneous
Chameleon Prestige Class: Mimic Class Feature




Doppleganger (MM1) - High LA and Monstrous Hit Dice.  Not a practical choice.  No builds will utilize this race

Human is the most practical race since it will be allowed in most campaigns, gives a crucial feat at 1st level and extra skill points.  Most builds assume the character is a human.

Illumian in lieu of the extra feat can end up granting one of 3 powerful abilities:

Aeshkrau: May use Strength to determine bonus spells for a class instead of normal stat
Naenhoon: Twice/day allows sacrifing turn attempts to add metamagic to one spell
Uurkrau: May use Strength to determine bonus spells for a class instead of normal stat

There are a few other Illumian niceties, but those are the most relevant

Bill Bisco: Eloquent Elf

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Re: Preliminary Persistent Chameleon Handbook (Work-in-Progress)
« Reply #3 on: March 21, 2010, 02:36:04 PM »
Sample Entry Builds


Standard Cleric 5[spoiler]

Race: Human
Class: Cleric 5/Chameleon 10/(X) 5
Domains: Trickery, Planning

Feat Progression:[spoiler]Feat Progression (no flaws)

Level 1: Able Learner (Human),Extend Spell (Domain), Persistent Spell
Level 3: Divine Metamagic: Persistent Spell
Level 6: Extra Turning
Level 9: Extra Turning

Feat Progression (with flaws)
Level 1: Able Learner (Human),Extend Spell (Domain), Persistent Spell, Divine Metamagic: Persistent Spell (flaw1), Extra Turning (flaw 2)
Level 3: Extra Turning
Level 6: Extra Turning
[/spoiler]

Pros:
Contributes every level of character's career
Can Persist Divine Spells before Chameleon
Gains 3rd level Cleric Spells Before Chameleon

Cons:
Without flaws, spells won't be able to be persist spells until level 3 (probably level 6) and character would still need 18 Cha
Lack of turning attempts due to use of Trickery Domain instead of Undeath Domain

Commentary
Trickery Domain gives the Cleric Bluff and Disguise, allowing him/her to gain the necessary skill ranks to qualify.
Get a lesser metamagic rod of extend, reliquary holy symbol(s), and/or nightstick(s) as soon as possible[/spoiler]


Dragonblood Paladin 5[spoiler]

Race: Silverbrow Human
Class: Paladin of Freeedom 5/Chameleon 10/(X) 5

Feat Progression:[spoiler]Feat Progression (no flaws)
Level 1: Able Learner (Human),Extend Spell
Level 3: Persistent Spell
Level 6: Divine Metamagic: Persistent Spell
Level 9: Extra Turning

Feat Progression (with flaws)
Level 1: Able Learner (Human),Extend Spell, Persistent Spell (flaw 1), *Any* (flaw 2)
Level 3: Extra Turning
Level 6: Divine Metamagic: Persistent Spell
Level 9: Extra Turning
[/spoiler]

Pros:
Full BAB til level 5
Paladin Goodies
Special Mount Class Feature acquired and subsequent qualification for some Paladin-only Persistable spells

Cons:
Even with flaws, Persisting spells not possible until Level 6
Lack of turning attempts compared to other builds

Commentary
Silverbrow Human grants Disguise as a Class Skill while Paladin of Freedom grants Bluff as a class skill, so combined, Chameleon is easily qualified for
Get a lesser metamagic rod of extend, reliquary holy symbol(s), and/or nightstick(s) by level 6[/spoiler]


Greensinger Dragonblood Druid 5[spoiler]

Race: Silverbrow Human
Class: Druid 5/Chameleon 10/(X) 5

Feat Progression:[spoiler]Feat Progression (no flaws)
Level 1: Able Learner (Human), Greensinger Initiate
Level 3: Extend Spell
Level 6: Persistent Spell
Level 7: Divine Metamagic: Persistent Spell (floating)
Level 9: Natural Spell

Feat Progression (with flaws)
Level 1: Able Learner (Human), Greensinger Initiate, Extend Spell (flaw1), Persistent Spell (flaw2)
Level 3: Divine Metamagic: Persistent Spell
Level 6: Extra Turning
Level 9: Natural Spell
[/spoiler]

Pros:
Can Persist Druid Spells (before Chameleon with flaws)
Natural Spell allows casting of spells while Aspect of the Earth Hunter Spell Active
Animal Companion and other Druid Goodies
Practical and playable from level 1

Cons:
Lack of Turn Attempts til higher levels
Late Persistable Spells
Wildshape and Natural Spell offer little

Commentary
Silverbrow Human grants Disguise as a Class Skill while Greensinger Initiate grants Bluff as a Class Skill
The Bone Talisman Spell grants the Druid 1 turn attempt to qualify for Divine Metamagic
Build more heavily relies on Mimic Class feature from Chameleon to gain turn attempts
Get a lesser metamagic rod of extend, reliquary holy symbol(s), and/or nightstick(s) by level 7[/spoiler]


Standard Persistent Chameleon Entry: Cleric 1/ X 4/ Chameleon 10 / X 5[spoiler]

Race: Human
Class: Cleric 1/(X) 4/Chameleon 10/(X) 5
Domains: Planning, Undeath

Feat Progression:[spoiler]Feat Progression (no flaws)

Level 1: Able Learner (Human),Extend Spell (Domain), Persistent Spell, Extra Turning (Domain)
Level 3: Divine Metamagic: Persistent Spell
Level 6: Extra Turning
Level 9: Extra Turning

Feat Progression (with flaws)
Level 1: Able Learner (Human),Extend Spell (Domain), Persistent Spell, Extra Turning (Domain),Divine Metamagic: Persistent Spell (flaw1), Extra Turning (flaw 2)
Level 3: Extra Turning
Level 6: Extra Turning
[/spoiler]

Commentary
Cleric gives Divine Spellcasting, Turn Undead, and Extra Turning for the momentum to start Persisting Spells quickly.  A level or 2 in another class or classes that grants Bluff and Disguise is necessary[/spoiler]


Average Persistent Chameleon[spoiler]

Race: Human
Class: Cloistered Cleric 1/Human Paragon 3/Dread Necromancer 1/Chameleon 10/(X) 5
Domains: Planning, Undeath

Feat Progression:[spoiler]Feat Progression (no flaws)

Level 1: Able Learner (Human),Extend Spell (Domain), Persistent Spell, Extra Turning (Domain)
Level 3: Divine Metamagic: Persistent Spell, Extra Turning (Human Paragon)
Level 6: Extra Turning
Level 9: Extra Turning

Feat Progression (with flaws)
Level 1: Able Learner (Human),Extend Spell (Domain), Persistent Spell, Extra Turning (Domain),Divine Metamagic: Persistent Spell (flaw1), Extra Turning (flaw 2)
Level 3: Extra Turning, Extra Turning (Human Paragon)
Level 6: Extra Turning
[/spoiler]

Commentary
Cleric gives Divine Spellcasting, Turn Undead, and Extra Turning.  Human Paragon grants +2 levels of spellcasting to Cleric, an extra feat, +2 Cha (for more turning Attempts), and all necessary skills.  Dread Necromancer grants an additional 3+Cha turn attempts per day.  By level 6, the character without flaws has a minimum of 22 turn attempts+2*Cha, with a starting Cha of 16, the character has a minimum number of 30 turn attempts; enough to have 4 Persisted Spells or 8 Extended Persisted spells with 3 Lesser Metamagic Rods.  Human Paragon and Dread Necromancer also grant a free Martial Weapon Proficiency.  Longbow and Greatsword are usually recommended[/spoiler]


Super Turning Attempts Persistent Chameleon[spoiler]

Race: Human
Class: Cloistered Cleric 1/Generic Spellcaster (divine) 1/Generic Spellcaster (arcane) 1/Generic Warrior 1/Generic Expert 1/Chameleon 10/(X) 5
Domains: Planning, Charm

Feat Progression:[spoiler]Feat Progression (no flaws)

Level 1: Able Learner (Human),Extend Spell (Domain), Persistent Spell
Level 3: Divine Metamagic: Persistent Spell
Level 6: Extra Turning
Level 9: Extra Turning

Feat Progression (with flaws)
Level 1: Able Learner (Human),Extend Spell (Domain), Persistent Spell, Divine Metamagic: Persistent Spell (flaw1), Extra Turning (flaw 2)
Level 3: Extra Turning
Level 6: Extra Turning
[/spoiler]

Commentary
Similar to the Average Persistent Chameleon build, but multiclasses with the 4 Generic Classes instead to grant 3+Cha Turning Attempts for each generic class, resulting effectively in 15+5*Cha Turning Attempts.  By level 6 with no magic items and a starting Charisma of 16, this build has 46 Turn Attempts.  Every 2 Charisma gained, the character gets 5 more Turning Attempts, which is huge!  This is why the Charm Domain is utilized instead of Undeath, since Charm Domain grants +4 Charisma for 1 minute, the character gains 10 turn attempts as opposed to 4.

The disadvantages of this build include the fact that some DMs may be offended by a character using Unearthed Arcana Generic Classes and/or combining them with a PHB class.  However, when it comes to the number of turn attempts, this build is king.[/spoiler]



Psycarnum Persistentmeleon
[spoiler]

Version 1 [spoiler] Version 1
Race: Human
Class: Cloistered Cleric 1/ Wu Jen 1 /  Psion (Shaper) 1 / Psychic Warrior 1 / X 1
Domains: Planning, Incarnum

Feat Progression (with flaws)
Level 1: Able Learner (Human),Extend Spell (Domain), Incarnum Spellshaping (Domain), Midnight Metamagic, Improved Essentia Capacity (flaw1), Divine Soultouch (flaw2)
Level 2: Any metamagic feat (Wu Jen Bonus) (I'd suggest Fell Animate or Fell Drain)
Level 3: Persistent Spell, Pscarnum Infusion (Psion Bonus)
Level 4: Psionic Meditation (Psychic Warrior Bonus)
Level 6: Divine Metamagic (Persistent Spell)
Level 7: Chameleon Floating Feat: I'd suggest  a metamagic +4 spell such as Twin Spell or Quicken Spell
Level 9: ....
[/spoiler]

Version 2 [spoiler] Version 2
Race: Human
Class: Cloistered Cleric 1/ Human Paragon 1 /  Psion 1 / Human Paragon 2 / Wu Jen 1 / Chameleon 10 / X 5
Domains: Planning, Incarnum

Feat Progression (without flaws)
Level 1: Able Learner (Human),Extend Spell (Domain), Incarnum Spellshaping (Domain), Midnight Metamagic
Level 3: Improved Essentia Capacity, Pscarnum Infusion (Psion Bonus)
Level 4: Divine Soultouch (Human Paragon Bonus)
Level 5: Twin Spell (Wu Jen Bonus)
Level 6: Psionic Meditation
Level 7: Chameleon Floating Feat: This will become Divine Metamagic: Persistent Spell at 9th and then switched out again at 12th
Level 9: Persistent Spell
Level 12: Divine Metamagic: Persistent Spell
...........
[/spoiler]

Commentary
This build utilizes Divine Soultouch to spend a turn attempt to increase essentia capacity by 1, Improved Essentia Capacity to increase essentia capacity by 1, Psycarnum Infusion to expend a psionic focus to allow max essentia to be put into Midnight Metamagic which allows a free metamagic feat to be put onto a spell according to the essentia invested.  So basically using these feats, one uses a turn attempt and expends their psionic focus to cast any metamagic feat up to +3 1-5th level, +4 6-11th level, +5 12-17th, and +6 18th and up.  See this thread for a more detailed commentary on how the trick works.  The idea behind this build is to buff a few free persistent spells while lobbing attack spells with almost free metamagic (I'd suggest Twin Spell).  The build Uses Psionic Meditation feat to regain the Psionic focus for the next round metamagic as a move action rather than as a painful full-round aciton.

This build without flaws works like the first one, but doesn't get to actually Persist Spells until Level 9.  It also doesn't get to start using free metamagics until Level 5 and doesn't get to do it consistently (i.e. regain psionic focus) until level 6.  This build would be painful to run for levels 1-5, but if your character starts at level 6, it'd be perfectly fine.
[/spoiler]

Bill Bisco: Eloquent Elf

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Re: Preliminary Persistent Chameleon Handbook (Work-in-Progress)
« Reply #4 on: March 21, 2010, 02:36:15 PM »
List of Divine Persistable Spells up to 6th Level

Since different campaigns have different books allowed, the following lists of Persistable spells by class, level, and book will help you in finding out which spells are available to you.  Divine Bard is an interesting case because Unearthed Arcana has a variant which makes the bard a divine spellcasting class which substantially adds a good number of spells, so if available: take advantage.

CLERIC
[spoiler]Cleric 0

Player’s Handbook
Detect Magic - Gain ability to detect Magic Auras
Read Magic - Gain ability to read magical inscriptions on objects

Complete Champion
Summon Holy Symbol - Conjure small wooden holy symbol

Ghostwalk (3.0)
Detect Ghost

Cleric 1

Player’s Handbook
Bless - Each ally gains +1 morale to attack +1 morale to Fear saves
Bane - Each enemy gains -1 Attack -1 to Fear saves
Comprehend Languages - You understand all spoken and written languages.
Detect Chaos - Detect Presence of Chaos within Cone Emanation
Detect Evil - Detect Presence of Evil within Cone Emanation
Detect Good - Detect Presence of Good within Cone Emanation
Detect Law - Detect Presence of Law within Cone Emanation
Deathwatch - Know Condition of creatures within Cone Emanation
Divine Favor - +1 Luck to attack and damage/3 CL (max +3) for non-spells
Entropic Shield - Ranged Attacks have 20% Miss chance
Obscuring Mist -     Cloud spreads in 20-ft. radius from you, 20 ft. high

Complete Adventurer
Grave Strike - You can Sneak Attack Undead

Complete Divine
Nimbus of Light - 30 foot light radius spreads out from you, end spell for ranged touch attack dealing 1d8+Current spell rounds (Max CL)

Complete Scoundrel
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

Faiths of Eberron
Detect Manifest Zone - Detect areas where traits of other planes leak into the prime material

Fiendish Codex I
Exorcism (Pointless)

Frostburn
Detect Fire - Detect heat energy from normal fire, fire spells, fire magic items, fire clerics, etc.

Heroes of Horror
Detect Taint - Detect presence of taint in objects and creatures

Libris Mortis
Necrotic Awareness - Sense Presence of creatures who bear a Necrotic Cyst

Magic of Incarnum
Detect Incarnum - Detect Presence of Incarnum

Races of Destiny
Scholar's Touch - Touch a book and gain Knowledge as if it was completely read

Spell Compendium
Blessed Aim - All allies gain +2 morale to ranged attacks
Grave Strike - You can Sneak Attack Undead
Ice Gauntlet - Fist becomes +1 spiked gauntlet that deals additional 1d4 cold damage
Nightshield - +1 Resistance to saving throws/3 CL (Max +3), magic missiles negated
Spell Flower - Hold 1 touch spell per limb

Tome of Magic
Detect Vestige - Detect Presence and Strength of Vestiges within Area Cone

Book of Vile Darkness (3.0)
Sacrificial Skill (Requires lock of hair from an unwilling creature) -
Spider Hand - Detatch Hand which turns into spider, caster can see through eyes of spider and direct it
Tongue of Baalzebul - +2 Competence to Bluff, Diplomacy, Gather Information

Ghost Walk (3.0)
Spittle Spray

Miniatures Handbook (3.0)
Sign

Savage Species (3.0)
Spell Flower

Dragonlance Campaign Setting
Talons

Cleric 2

Player’s Handbook
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
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
Find Traps - Use Search to Find Traps as a Rogue, +1 Search/2 CL (max +10) for search skill to find traps

Book of Exalted Deeds
Elation - Allies gain +2 Morale to Str and Dex, +5 Speed

Complete Adventurer
Healing Lorecall

Complete Champion
Divine Presence - Gain +5 Sacred or Profane bonus to Intimidate (+10 if one alignment opposed, +15 if opposite alignment
Interfaith Blessing -  Gain Attack, Damage, AC, Skill Checks or Saving Throw Bonuses depending on Deity Worshipped
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
Master Cavalier - +10 to all ride checks (+20 on Special mount)
Substitute Domain (Pointless) - Swap current domain for another domain your deity grants access to.
Turn Anathema - Choose one aspect of your alignment and can use turn attempts to turn not rebuke or destroy that aspect

Complete Scoundrel
Manifestation of the Deity - Illusion of Deity overlaid with form, enemies who see it must make Will save or be shaken 1 round

Dragonmarked
Fortify Dragonmark

Drow of the Underdark
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

Frostburn
Conjure Ice Object - Make any object made of ice (5 lb/level max 50) (moving parts don't function; must make craft check)
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

Libris Mortis
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

Lord’s of Madness
Detect Aberration - Detect Aberrations within Cone Emanation

Planar Handbook
Avoid Planar Effects - 1 creature/level gains protection from 1 plane

Player’s Handbook II
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;

Races of Stone
Stone Fist - Improved Unarmed Strike Effectively, unarmed attack deals 2d6 for medium

Serpent Kingdoms
Razorscales (must be a Scaled One) - Nonlethal Damage from grapples is lethal

Spell Compendium
Aura Against Flame - Resist 10 Fire Damage, Remove Spell to cancel magical fires
Avoid Planar Effects - 1 creature/level gains protection from 1 plane
Balor Nimbus - Any creature in a grapple with you take 6d6 Fire Damage
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
Extend Tentacles - Tentacle reach increases with 5 feet
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
Inky Cloud (only works underwater) - Cloud provides concealment 5 feet away, and total concealment farther away
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

Book of Vile Darkness (3.0)
Abyssal Might (Requires heart of a dwarf child) - +2 Enh. to Str, Con, Dex, Spell Resistance
Eyes of the Zombie - Replace controlled zombie eye with own eye to perceive  through the zombie; take 1d6 damage
Spider Legs - Grow 4 spider legs from torso that can move at 30 feet, climb on vertical surfaces with speed of 15 feet

Magic of Faerun (3.0)
Aura against Flame  - Resist 10 Fire Damage, Remove Spell to cancel magical fires
Body Blades
Spectral Stag

Miniatures Handbook (3.0)
Veil of Shadow

Savage Species (3.0)
Inky Cloud (only works underwater)

Cleric 3

Player’s Handbook
Invisibility Purge - All invisibility negated within 5 ft/CL
Meld Into Stone - Meld into existing block of stone that can contain your shape
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

Book of Exalted Deeds
Blessed Sight - See Evil Auras within 120 feet as Detect evil but no concentration
Inspired Aim - All allies within 40 foot emanation get +2 Insight to Ranged Attacks

Complete Arcane
Ring of Blades -

Complete Champion
Footsteps of the Divine - Gain Fly, Climb, Burrow, or increased speed according to chart

Complete Divine
Blessed Aim
Telepathic Bond, Lesser
Vigor, Mass Lesser
Visage of the Deity Lesser

Complete Warrior
Cloak of Bravery

Draconomicon
Cloak of Bravery

Dragon Magic
Adoration of the Frightful - Shaken, Frightened, or Panicked creatures are now Friendly, Dragonblood: +1 Competence to Diplomacy
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
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.
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

Fiendish Codex II
Devil's Eye - Gain Darkvision and ability to see in Magical Darkness up to 30 Feet

Five Nations
Flamebound Symbol (Must be Cleric or Paladin of the Silver Flame

Frostburn
Aura of Cold, Lesser - 5 ft. Aura deals 1d6 damage at start of turn
Meld into Ice - Meld into Block of Ice that can fit caster

Heroes of Battle
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

Planar Handbook
Analyze Touchstone - Know if area contains a Planar Touchstone and gain information about it
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
Axiomatic Storm - Rain falls in fixed area causing -4 Listen, Spot, Search, Ranged Attacks, extinguishes flames; 2d6 to chaotic creatures in area or 4d6 to chaotic outsiders, Acid strikes random Chaotic creature for 5d6
Mantle of Chaos - Gain SR 12+CL Against Lawful Spells
Mantle of Evil - Gain SR 12+CL Against Good Spells
Mantle of Good - Gain SR 12+CL Against Evil Spells
Mantle of Law - Gain SR 12+CL Against Chaotic Spells
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

Player’s Handbook II
Chanelled Divine Shield - Gain Damage Reduction 10/Evil
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

Sandstorm
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

Serpent Kingdoms
Handfang - Gain Touch attack for 1d8 damage, on Crit, start Grapple as free action without provoking AoO, if successful 1d6 damage/round until hold broken

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
Axiomatic Storm - Rain falls in fixed area causing -4 Listen, Spot, Search, Ranged Attacks, extinguishes flames; 2d6 to chaotic creatures in area or 4d6 to chaotic outsiders
Cloak of Bravery - Morale bonus to fear saves = CL (Max +10)
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
Darkfire - Touch or Ranged touch (120 Feet) attack for 1d6 Fire/2CL
Grace - Silver Illumination out to 60 feet, -20 Circumstance to Hide, +2 Sacred to Dexterity, +10 Land speed, weapons considered Good-aligned
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
Ice Axe - Use Ice axe for Touch attack dealing 2d12+1 Cold/2 CL (max +10) no Str to Damage
Mantle of  Chaos - Gain SR 12+CL Against Lawful Spells
Mantle of  Evil - Gain SR 12+CL Against Good Spells
Mantle of  Good - Gain SR 12+CL Against Evil Spells
Mantle of  Law - Gain SR 12+CL Against Chaotic Spells
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
Sonorous Hum - Next spell cast that requires Concentration is maintained by Sonorous Hum
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
Vigor, Mass Lesser - 1 creature/ 2 CL within 20ft gains Fast Healing 1
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

Book of Vile Darkness (3.0)
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.
Devil's Eye - Gain Darkvision and ability to see in Magical Darkness up to 30 Feet
Masochism - Every 10 points of damage taken gives +1 Luck to Attack, Saves, Skill Checks
Sadism - Every 10 points of damage dealt grants +1 Luck to Attack, Saves, Skill Checks

Defender’s of the Faith (3.0)
Divine Flame
Divine Zephyr

Magic of Faerun (3.0)
Darkfire
Forceward
Mace of Odo
Mystic Lash

Miniatures Handbook (3.0)
Ring of Blades

Races of Faerun (3.0)
Burrow

Savage Species (3.0)
Sonorous Hum

Cleric 4

Player’s Handbook
Divine Power - +6 Enh to Str, BAB=Character Level, 1 Temp HP/CL
Freedom of Movement - Move normally through under paralysis, solid fog, web, etc., auto-succeed grapple checks to escape, attack normally in water
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

Complete Arcane
Assay Resistance (works on 1 creature, must be able to see creature at time of casting)

Complete Champion
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
Spiritual Advisor - +4 Insight to Knowledge checks, even with Knowledge skills not possessed, retry failed knowledge checks

Complete Divine
Beast Claws
Doomtide
Recitation
Weapon of the Deity

Draconomicon
Contingent Energy Resistance

Dragon Magic
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
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

Frostburn
Glacial Globe of Invulnerability - 10ft emanation exludes fire spells of level 4 or lower, gain 20% concealment against outside attacks and vice versa

Libris Mortis
Consumptive Field

Lost Empires of Faerun
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

Planar Handbook
Balor Nimbus
Negative Energy Aura
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
Planar Tolerance - As Avoid Planar Effects but longer base duration
Positive Energy Aura

Player's Handbook II
Blessing of the Righteous - All allies deal 1d6 extra holy damage with attacks, and are considered Good-aligned

Spell Compendium
Assay Spell Resistance - +10 on CL checks to overcome spell resistance of a specific creature, must be able to see creature
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)
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
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
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
Negative Energy Aura - Living creatures lose 1hp/3CL (max 5) while undead heal 2 hp/round
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
Positive Energy Aura - Living creatures heal 1hp/3CL (max 5) while undead lose 2 hp/round
Recitation - Allies gain +2 Luck to AC, Attack, and Saving throws (3 if they worship the same deity as you)

Tome of Magic
True Prayer of the Chosen - +3 Insight to Saving Throws and AC, must recite Truename

Book of Vile Darkness (3.0)
Abyssal Might (Requires heart of a dwarf child) - +2 Enh. to Str, Con, Dex, Spell Resistance
Hell's Power (Requires heart of an elf child) - Gain +2 Deflection to AC, Damage Reduction upgrade

Ghostwalk (3.0)
Weapon of the Deity

Magic of Faerun (3.0)
Doomtide
Hand of Torm
Weapon of the Deity

Savage Species (3.0)
Extend Tentacles
Weapon of Energy

Unapproachable East (3.0)
Recitation

Dragonlance Campaign Setting
Spark Shield

Cleric 5

Player’s Handbook
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

Book of Exalted Deeds
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
Crown of Flame - Evil outsiders, undead, and fey within 10 ft. emanation take 2d6 damage/round

Cityscape
Zone of Peace - Everyone in 10ft/level emanation must make Will save or weapons cannot be unsheathed

Complete Champion
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

Complete Divine
Dragon Breath
Righteous Wrath of the Faithful
Telepathic Bond, Lesser

Draconomicon
Aura of Evasion

Heroes of Horror
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.

Planar Handbook
Death Throes

Player’s Handbook II
Magical Covalescense - Any Creature within 20 ft radius casting a healing spell, heals you 1 hp/level of spell
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

Spell Compendium
Aura of Evasion - Creatures within 10 ft emanation gain Evasion to Breath Weapons, those with Evasion gain +4 to Ref for Breath
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
Death Throes - Upon death, body explodes in 30 ft radius burst dealing 1d8/CL
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
Dragon Breath - Gain Breath Attack, usable every 1d4 rounds, with damage and area depending on dragon type chosen
Righteous Wrath of the Faithful - Allies gain 1 additional attack/round (doesn't stack with haste), +3 Morale to Attack and Damage

Book of Vile Darkness (3.0)
Resonating Resistance - Every attempt to breach spell resistance must roll and succeed twice

Defenders of the Faith (3.0)
Bear’s Heart

Magic of Faerun (3.0)
Crawling Darkness

Savage Species (3.0)
Crawling Darkness

Cleric 6

Player’s Handbook
Antilife Shell - All creature types except constructs, elementals, outsiders and undead cannot enter 10 ft radius

Book of Exalted Deeds
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
Quickshift (Requires Celestial Component and Teleport Spell-like ability) - Teleport Spell-like ability is quickened

Complete Champion
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

Complete Divine
Vigorous Circle - Once creature/2 CL within 30 feet gain Fast Healing 3
Visage of the Deity

Dragon Magic
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

Dragonmarked
Dragonmark Symbol

Libris Mortis
Ghost Trap -  Incorporeal Creatures within 5 ft./CL Emanation become corporeal, and creatures cannot shift to or from the Ethereal Plane

Lost Empires of Faerun
Sun Scepter - Gain Scepter that deals 2d6 bludgenoing and is Axiomatic, Disruption, Flaming Burst, strike as if touch attack

Planar Handbook
Planar Exchange

Player's Guide to Faerun
Stone Body

Sandstorm
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, Sorceror/Wizard 6, Thirst 6) (Enchantment (Compulsion)) (Sandstorm)

Spell Compendium
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
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
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
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
Vigorous Circle - Once creature/2 CL within 30 feet gain Fast Healing 3
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

Book of Vile Darkness (3.0)
Cloud of the Achaierai - Creatures in spread other than caster take 2d6 damage and must make Fort save or be confused

Magic of Faerun (3.0)
Azuth's Exalted Triad

[/spoiler]

Bill Bisco: Eloquent Elf

  • That monkey with the orange ass cheeks
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  • Posts: 292
Re: Preliminary Persistent Chameleon Handbook (Work-in-Progress)
« Reply #5 on: March 21, 2010, 02:36:25 PM »
DRUID[spoiler]
Druid 0


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)

Spell Compendium
Naturewatch

Ghostwalk (3.0)
Detect Ghost

Magic of Faerun (3.0)
Detect Crossroads
Ram's Might

Druid 1


Detect Animals or Plants - Determine if animals or plants are within area cone (Druid 1, Ranger 1) (PHB)
Longstrider - +10 Enhancement bonus to Land Speed
Obscuring Mist -     Cloud spreads in 20-ft. radius from you, 20 ft. high
Produce Flame - Gain a flame attack to throw or touch others 1d6+1 CL Max 5, every attack lowers duration by 1 minute
Speak with Animals - Ability to Communicate with Animals

Complete Adventurer
Hawkeye - Grants +5 Competence Bonus to Spot, +50% to ranged weapon increments
Vine Strike - Vine Strike - Sneak Attack Plant Creatures

Complete Divine
Camouflage - +10 Circumstance Bonus to Hide Checks
Hawkeye - Grants +5 Competence Bonus to Spot, +50% to ranged weapon increments

Complete Mage
Climbing Tree - Creates a Tree 10 ft/caster level max 50 ft tall, DC 5 to Climb

Complete Scoundrel
Aquatic Escape - Become a toad with the Aquatic Subtype, gain +4 Listen, +4 Spot, +13 Swim
Blockade - Create a Huge block of wood weighing 2000 lbs, hardness 5, 600 hp, completely fills a 5 ft square
Winged Watcher - Become an Owl

Dragon Magic
Path of Frost - Up to 5 Squares gain slippery frost requiring balance checks and dealing damage to those on or adjacent to them

Player's Guide to Faerun
Claws of the Beast

Races of Eberron
Ride of the Valenar - +5 Competence Bonus to Ride Checks or +10 if mount is animal companion
Shifter Prowess (Requires Shifter Component) (Pointless)

Races of the Wild
Raptor's Sight - +5 Competence to Spot Checks, 5 ranks in spot take half ranged penalties for distance

Spell CompendiumBook of Vile Darkness (3.0)
Spider Hand - Detatch Hand which turns into spider, caster can see through eyes of spider and direct it

Ghostwalk (3.0)
Camouflage - +10 Circumstance Bonus to Hide Checks

Magic of Faerun (3.0)
Camouflage - +10 Circumstance Bonus to Hide Checks

Savage Species (3.0)
Camouflage - +10 Circumstance Bonus to Hide Checks

Druid 2


Flame Blade - Gain Scimitar of Flame 1d8 Fire +1/2caster levels (max 10)  Touch Attack no Str Damage
Gust of Wind - 60 ft line of wind knocks creatures down
Tree Shape - Turn into Tree. Gain +10 Natural Armor.  Effective Dex 0 and speed 0.  Immunity to Critical hits

Complete Adventurer
Balancing Lorecall
Branch to Branch - Gain +10 Competence to Climb skill for Trees, Brachiate from tree to tree while avoiding movement penalties
Daggerspell Stance
Easy Trail
Embrace the Wild
Healing Lorecall
Listening Lorecall

Complete Champion
Divine Presence - Gain +5 Sacred or Profane bonus to Intimidate (+10 if one alignment opposed, +15 if opposite alignment)
Interfaith Blessing - Gain Attack, Damage, AC, Skill Checks or Saving Throw Bonuses depending on Deity Worshipped

Complete Divine
Body of the Sun - Fire Emanates in 5ft radius in body.  Any creature it touches takes 1d4+1 fire damage
Decomposition - All enemies within 50 ft radius take 1 damage/round if wounded

Complete Mage
Heart of Air (Questionable RAW) - Gain +10 Enhancement to Jump Checks, +10 Enhancement to Fly, expend as Feather Fall

Complete Scoundrel
Smoke Stairs - Gain Ability to climb up a single cloud of smoke as if it were stairs

Dragon Magic
Primal Hunter (Pointless - 24 hour base duration) - Gain +5 Competence on Climb, Jump, Swim

Frostburn
Conjure Ice Object - Make any object made of ice (5 lb/level max 50) (moving parts don't function; must make craft check)
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

Races of Eberron
Reachwalker's Wariness - 30 ft. Blindsense only toward abberations
Wild Instincts - Retain Dex to AC if flatfooted, +10 Insight to Listen and Spot

Planar Handbook
Avoid Planar Effects - 1 creature/level gains protection from 1 plane


Linked Perception - Each ally (including caster) in 20 ft radius gain +2 Listen and +2 Spot per ally

Sandstorm
Halo of Sand - Twirling Sand grants +1 Deflection AC/3 caster levels (max +4)
Scimitar of Sand - Sand Scimitar in Hand deals 1d6+1 damage/CL (Max +10), Touch Attack, no Str Damage.  Hit creatures save vs. Fort or are dehydrated (fatigued and nonlethal damage from heat and lack of water is lethal)

Serpent Kingdoms
Razorscales (must be a Scaled One) - Nonlethal Damage from grapples is lethal

Spell Compendium
Avoid Planar Effects - 1 creature/level gains protection from 1 plane
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.
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
Body of the Sun - 5 ft radius emanation deals 1d4 Fire/2 CL (max 5d4) starting on caster's turn
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
Decomposition - All enemies within 50 ft radius take 1 damage/round if wounded
Easy Trail - Create trail through undergrowth, trackless terrain has a trail now, Track DC +5
Embrace the Wild - +2 Listen, Spot and gain either Low Light Vision, 30 ft. Blindsense or Scent
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
Listening Lorecall - +4 Insight to Listen, 5 ranks listen gain 30 ft. Blindsense, 12 ranks listen 15 ft blindsight
Master Air - Gain Wings and fly Speed 90 (60 with medium or heavy armor)
One with the Land - +2 Competence to Handle Animal, Hide, Move Silently, Search, Survival, Wild Empathy

Book of Vile Darkness (3.0)
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)

Magic of Faerun (3.0)
Easy Trail
Master Air
One with the Land

Druid 3


Meld Into Stone - Meld into existing block of stone that can contain your shape
Speak with Plants - Understand and Communicate with plants

Complete Adventurer
Fly, Swift - Fly with 60 ft. speed or 40 ft with medium or heavy armor

Complete Arcane
Thornskin

Complete Divine
Beast Claws
Fire Wings
Vigor, Mass Lesser

Complete Mage
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
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

Dragon Magic
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
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
Wingblast (Questionable RAW) - Gain Dragon Wings for 60 ft. Flight. End spell by tranforming wings into wind or fog
Wreath of Flames - At end of turn, adjacent enemies take 1d6 Fire Damage, Melee attacks deal 1d6 extra damage

Frostburn
Aura of Cold, Lesser - 5 ft. Aura deals 1d6 damage at start of turn
Control Temperature - Raise or lower temperature by 1 band/5 CL in 20 ft radius/level
Meld into Ice - Meld into Block of Ice that can fit caster

Player's Handbook II
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

Races of Eberron
Enhanced Shifting (Requires Shifter Component) (Pointless) - Increase Ability bonus from +2 to +4.  Shifted Natural weapon gains +1/4 CL max +5, shifter movement gains +10 enhancement, shifting duration increased by 1 round/4 CL max 5 rounds

Sandstorm
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

Spell CompendiumMagic of Faerun (3.0)
Snakebite

Miniatures Handbook (3.0)
Fly, Swift
Lion's Charge

Savage Species (3.0)
Embrace the Wild

Druid 4


Antiplant Shell - Plants within 10 ft Radius cannot attack
Freedom of Movement - Move normally through under paralysis, solid fog, web, etc., auto-succeed grapple checks to escape, attack normally in water
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

Book of Exalted Deeds
Blinding Beauty - Humanoids within 60 ft that look at you make Fort Save or be blinded.  Supress this as a free action.

Complete Adventurer
Forestfold

Complete Champion
Iconic Manifestation (Requires Wildshape) - Gain Good, Evil, Anarchic, or Axiomatic Template as per your non-neutral alignment

Complete Divine
Forestfold (by RAW almost useless)

Complete Mage
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

Draconomicon
Contingent Energy Resistance - If dealt Fire, Acid, Cold, Electric, or Sonic Damage, automatically gain Resistance 10 against that type

Dragon Magic
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
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

Dragons of Faerun
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)

Planar Handbook
Planar Tolerance - As Avoid Planar Effects but longer base duration

Races of Eberron
Aspect of the Werebeast (Shifter Spell Component)

Sandstorm
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

Spell Compendium
Bite of the Wereboar - +4 Enh Str, +6 Enh. Con, +8 Enh. Natural Armor, Bite for 1d8+1.5Str, Blind-Fight feat
Contingent Energy Resistance - If dealt Fire, Acid, Cold, Electric, or Sonic Damage, automatically gain Resistance 10 against that type
Enhance Wild Shape - Turn into plant, gain extraordinary abilities or gain +2 Str, Dex, or Con with next Wild Shape
Essence of the Raptor - Speed increases to 60 feet, +8 to Hide, Jump, Listen, Spot, and Survival, Gain Scent
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
Magic Fang, Superior - Grant Every Natural Weapon an Enhancement of +1/4 CL Max +5
Planar Tolerance - As Avoid Planar Effects but longer base duration
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.)

Savage Species (3.0)
Forestfold

Druid 5


Tree Stride - Move into a Tree and gain ability to transport from tree to tree of same kind.  Spell ends if tree exited

Complete Divine
Dance of the Unicorn
Phantom Stag
Poison Thorns

Complete Mage
Heart of Fire (Questionable RAW) - +10 Enhancement to Land Speed, Fire Resistance 20, Expend to activate Fire Shield for 1 round/CL
Unicorn Blood (Questionable RAW) - Immunity to Poison, Compulsion and Charm spells and effects, use swift action to gain Temp HP and end previous immunities

Dragonmarked
Mark of the Wild - No Animal will attack caster unless caster attacks first, requires dragonmark

Player's Handbook II
Longstrider, Mass - +10 Enhancement Bonus to Foot Speed within 60 ft. Radius
Magical Covalescense - Any Creature within 20 ft radius casting a healing spell, heals you 1 hp/level of spell
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

Spell CompendiumDruid 6


Antilife Shell - All creature types except constructs, elementals, outsiders and undead cannot enter 10 ft radius (Cleric 6, Druid 6) (PHB)
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)
Stone Tell - Gain ability to speak with and understand Stone

Complete Divine
Contagious Touch - Living creature that hits caster with melee attack contracts a disease

Dragon Magic
Primal Speed (Pointless) - +5 Resistance bonus to Reflex, +10 Enhancement to speed (Druid 6, Ranger 4) (Dragon Magic)

Player's Handbook II
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)

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 claw 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)
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)
Vigorous Circle - Once creature/2 CL within 30 feet gain Fast Healing 3 (Cleric 6, Druid 6) (Spell Compendium)
[/spoiler]

Bill Bisco: Eloquent Elf

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Re: Preliminary Persistent Chameleon Handbook (Work-in-Progress)
« Reply #6 on: March 21, 2010, 02:36:35 PM »
DIVINE BARD
[spoiler]Divine Bard 0


Detect Magic - Gain ability to detect Auras
Read Magic - Gain ability to read magical inscriptions on objects

Spell Compendium
Minor Disguise - +2 Competence to next Disguise Check

Ghostwalk (3.0)
Detect Ghost

Magic of Faerun (3.0)
Detect Crossroads

Divine Bard 1


Comprehend Languages - You understand all spoken and written languages.
Detect Secret Doors - Reveals hidden doors within 60 ft.
Disguise Self - Look Different and gain +10 to Disguise
Expeditious Retreat - +30 Enhancement to land speed

Complete Adventurer
Accelerated Movement
Expeditious Retreat, Swift
Focusing Chant
Herald's Call
Inspirational Boost (Requires Bardic Music)
Joyful Noise
Master's Touch

Complete Mage
Guided Path - Know most direct path to non-hidden location within 1 mile
Summon Component - Summon a spell component not worth more than 1 gp
Vigilant Slumber (12 Hour Duration) - Set a specific condition, and then awake when that condition occurs

Complete Scoundrel
Mimicry - Perfectly Mimic sounds, voices, and accents you have previously heard, vocal chords must be capable of such action

Draconomicon
Cheat - Reroll once the outcome of a game of chance  if failure occurred

Dragonmarked
Mask Aberrant Dragonmark

Magic of Incarnum
Detect Incarnum - Detect Presence of Incarnum

Races of Destiny
Friendly Face - +5 Circumstance to Diplomacy and Gather Information
Scholar's Touch - Touch a book and gain Knowledge as if it was completely read

Races of the Dragon
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

Spell CompendiumBook of Vile Darkness (3.0)
Cheat

Magic of Faerun (3.0)
Herald's Call
Minor Disguise

Miniatures Handbook (3.0)
Expeditious Retreat, Swift

Divine Bard 2


Alter Self - Assume form of creature of your type with Hitdice=CL (max 5), gain Physical benefits of creature, +10 to Disguise
Detect Thoughts - Detect thoughts of creatures in cone area
Invisibility - Become Invisible
Mirror Image - Create 1d4+1/3CL (Max 8) Illusory Duplicates with AC=10+Dex+Size, successful hit destroys it

Book of Exalted Deeds
Elation - Allies gain +2 Morale to Str and Dex, +5 Speed

Complete Adventurer
Bladeweave
Fly, Swift
Invsibility, Swift

Complete Mage
Caterwaul (doesn't work more than 1 round by RAW) - Creatures in cone must save or be nauseated, successful save=Sickened
Magic Savant - +4 Insight to Use Magic Device, with 10 ranks can take 10 in Use Magic Device in all situations
Mask of the Ideal - +4 competence to Bluff, Diplomacy, Disguise, Charisma checks to influence enchanted or conjured creature
Summon Weapon - Conjure non-magical light weapon of your size

Dragon Magic
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

Player's Guide to Faerun
Lively Step

Races of Stone
Harmonize - Starting Bardic Music only requires a move action

Spell Compendium
Battle Hymm - All allies may reroll a will save/round before success or failure is known
Bladeweave - 1/round one creature hit by your melee attack must make a Will Save or be dazed 1 round
Fly, Swift - Fly with 60 ft. speed or 40 ft with medium or heavy armor
Grace - Silver Illumination out to 60 feet, -20 Circumstance to Hide, +2 Sacred to Dexterity, +10 Land speed, weapons considered Good-aligned
Lively Step (12 hour Duration) - Allies within 30 feet emanation move +10 feet, if any creature does something other than move, spell ends
Reflective Disguise - Creatures viewing you perceive you as the same species and gender as themselves
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
Sonorous Hum - Next spell cast that requires Concentration is maintained by Sonorous Hum
Surefooted Stride - +2 Competence to Climb, Move through Difficult Terrain as if it were normal Terrain
War Cry - +4 Morale to Attack and Damage on Charges, on successful hit, foe must make Will Save or become Panicked
Wave of Grief - Enemies in Cone take -3 to Attacks, Saving throws, Ability Checks, Skill Checks

Magic of Faerun (3.0)
Cloud of Bewilderment

Miniatures Handbook (3.0)
Fly, Swift
Invisibility, Swift

Savage Species (3.0)
Sonorous Hum

Divine Bard 3


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
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
Phantom Steed - Summon ghost horse with AC 18, 7 HP+1 HP/CL, Speed 20ft/CL (max 240), bonuses with higher CL
Leomud's Tiny Hut - Summon 20 foot radius sphere of colored force with controlled temperature that can house 10 med. creatures (Bard 3, Sorceror/Wizard 3) (Evocation [Force]) (Player's Handbook, pg. 247)

Complete Adventurer
Allegro

Dragon Magic
Adoration of the Frightful - Shaken, Frightened, or Panicked creatures are now Friendly, Dragonblood: +1 Competence to Diplomacy
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

Dragons of Faerun
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)

Planar Handbook
Analyze Portal - Know whether area contains a portal and gain information about it
Analyze Touchstone - Know if area contains a Planar Touchstone and gain information about it

Player's Handbook II
Sonic Shield - +4 Deflection, melee attackers suffer 1d8 sonic damage, save vs. Fort or be knocked 5 feet

Spell Compendium
Allegro - All Allies gain 30ft Enhancement to Landspeed
Analyze Portal - Know whether area contains a portal and gain information about it
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
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
Treasure Scent - Detect Coin types and gems within 30 feet.
Wounding Whispers - Natural or non-reach melee weapon attackers suffer 1d6 Sonic+1/CL

Forgotten Realms Campaign Setting
Analyze Portal

Book of Vile Darkness (3.0)
Stunning Screech (Doesn't work by RAW) - All creatures in 30 ft make Fort or be stunned (Bard 3) (Book of Vile Darkness)

Magic of Faerun (3.0)
Wounding Whsipers

Divine Bard 4


Detect Scrying (Pointless) - Immediately know if someone tries to scry on you (Bard 4) (PHB)
Freedom of Movement - Move normally through under paralysis, solid fog, web, etc., auto-succeed grapple checks to escape, attack normally in water
Invisibility, Greater - As Invisibility, but spell doesn't end if you attack (Bard 4) (PHB)
Zone of Silence - No one outside of emanation, can hear what is said inside

Book of Exalted Deeds
Blinding Beauty - Humanoids within 60 ft that look at you make Fort Save or be blinded.  Supress this as a free action.
Inspired Aim - All allies within 40 foot emanation get +2 Insight to Ranged Attacks

Complete Adventurer
Spectral Weapon
War Cry

Complete Mage
Lingering Chorus (Requires Bardic Music) - Continues any bardic music effect for spell duration (Bard 4) (Complete Mage)


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)

Races of Stone
Harmonize, Greater - Starting and maintaining concentration for Bardic Music only requires a move action (Bard 4) (Races of Stone)

Spell CompendiumGhostwalk (3.0)
War Cry

Magic of Faerun (3.0)
War Cry

Divine Bard 5

Complete Adventurer
Improvisation


Magical Covalescense - Any Creature within 20 ft radius casting a healing spell, heals you 1 hp/level of spell

Complete Arcane
Improved Blink

Complete Divine
Improved Blink

Complete Mage
Dimensional Jumper - Teleport 30 feet as a Move Action (Bard 5) (Complete Mage)

Complete Scoundrel
Harmonic Void - Casters of Verbal Spells within 60 ft emanation must succeed on DC20+Spell Level Concentration check or lose spell

Draconomicon
Dragonsight

Dragonmarked
Dragonmark Demesne

Races of Eberron
Unfettered Heroism - Gain Temporary Action Point each round

Spell Compendium
Blink, Greater - As blink but no risk of missing on own attacks, can ready action to completely negate attack
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
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

FR - Unapproachable East (3.0)
Improved Blink

Divine Bard 6


Find the Path - Find the most direct physical route to a destination

Book of Exalted Deeds
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

Complete Adventurer
Cacophonic Shield

Frostburn
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

Spell CompendiumMagic of Faerun (3.0)
Dirge

[/spoiler]

PALADIN
[spoiler]Paladin 1


Bless - Each ally gains +1 morale to attack +1 morale to Fear saves
Divine Favor - +1 Luck to attack and damage/3 CL (max +3) for non-spells
Read Magic - Gain ability to read magical inscriptions on objects

Complete Adventurer
Grave Strike

Complete Champion
Summon Holy Symbol - Conjure small wooden holy symbol

Complete Divine
Divine Sacrifice

Dragon Magic
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

Faiths of Eberron
Detect Manifest Zone - Detect areas where traits of other planes leak into the prime material
Fiendish Codex I
Exorcism (Pointless)

Magic of Incarnum
Detect Incarnum - Detect Presence of Incarnum

Spell CompendiumTome of Magic
Detect Vestige - Detect Presence and Strength of Vestiges within Area Cone

Magic of Faerun (3.0)
Silverbeard
Strategic Charge

Paladin 2

Book of Exalted Deeds
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)

Complete Champion
Divine Presence - Gain +5 Sacred or Profane bonus to Intimidate (+10 if one alignment opposed, +15 if opposite alignment
Master Cavalier - +10 to all ride checks (+20 on Special mount) (Blackguard 2, Cleric 2, Paladin 2) (Complete Champion)
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)

Complete Divine
Blessed Aim
Zeal (make your foe an ant in your hand, and while moving, bring your hand slowly closer to yourself)

Complete Warrior
Cloak of Bravery

Draconomicon
Cloak of Bravery

Dragon Magic
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)

Dragonmarked
Fortify Dragonmark

Races of Stone
Stone Fist - Improved Unarmed Strike Effectively, unarmed attack deals 2d6 for medium (Cleric 2, Paladin 2) (Races of Stone)

Spell CompendiumMagic of Faerun (3.0)
Strategic Charge

Paladin 3


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

Book of Exalted Deeds
Blessed Sight - See Evil Auras within 120 feet as Detect evil but no concentration
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

Complete Divine
Blessing of Bahaumut - Gain Damage Reduction 10/magic

Draconomicon
Find the Gap

Five Nations
Flamebound Symbol (Must be Cleric or Paladin of the Silver Flame) -

Planar Handbook
Mantle of Good - Gain SR 12+CL Against Evil Spells
Mantle of Law - Gain SR 12+CL Against Anarchic Spells

Player's Guide to Faerun
Forceward

Spell Compendium
Blessing of Bahamut - Gain Damage Reduction 10/magic
Find the Gap - First Melee or Ranged Attack each round is a touch attack
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
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
Mantle of Good - Gain SR 12+CL Against Evil Spells
Mantle of Law - Gain SR 12+CL Against Anarchic Spells
One Mind, Greater - As One Mind, Lesser but while on special mount gain +2 to attacks and +2 to melee damage
Righteous Fury - Gain 5 temp hp/level (max 50) that last 1 hour and +4 Sacred to Strength
Seek Eternal Rest - Turn Undead as a Cleric of your Paladin Level

Tome of Magic
True Prayer of the Chosen - +3 Insight to Saving Throws and AC, must recite Truename

Magic of Faerun (3.0)
Aura of Glory
Forceward
Righteous Fury

Paladin 4

Book of Exalted Deeds
Aspect of the Deity, Lesser

Complete Champion
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

Complete Divine
Visage of the Deity, Lesser
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) (Spell Compendium)

Frostburn
Aura of Cold, Lesser - 5 ft. Aura deals 1d6 damage at start of turn

Lost Empires of Faerun
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)

Planar Handbook
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)

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)
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)

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)
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)
Telepathic Aura - Gain Telepathic 1-way communication with allies
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)

Ghostwalk (3.0)
Unmovable Object
Weapon of the Deity

Magic of Faerun (3.0)
Hand of Torm
Weapon of the Deity

[/spoiler]

RANGER
[spoiler]Ranger 1


Detect Animals or Plants - Determine if animals or plants are within area cone
Longstrider - +10 Enhancement bonus to Land Speed
Read Magic - Gain ability to read magical inscriptions on objects
Speak with Animals - Gain Ability to Communicate with Animals

Complete Adventurer
Accelerated Movement
Arrow Mind
Bloodhound (Pointless)
Branch to Branch - Gain +10 Competence to Climb skill for Trees, Brachiate from tree to tree while avoiding movement penalties
Easy Trail
Embrace the Wild
Guided Shot
Hawkeye - Grants +5 Competence Bonus to Spot, +50% to ranged weapon increments
Healing Lorecall
Instant Search
Sniper's Shot
Vine Strike - Sneak Attack Plant Creatures

Complete Divine
Camouflage - +10 Circumstance Bonus to Hide Checks
Hawkeye - Grants +5 Competence Bonus to Spot, +50% to ranged weapon increments

Complete Mage
Climbing Tree - Creates a Tree 10 ft/caster level max 50 ft tall, DC 5 to Climb

Complete Scoundrel
Blockade - Create a Huge block of wood weighing 2000 lbs, hardness 5, 600 hp, completely fills a 5 ft square

Dragon Magic
Primal Hunter (Pointless - 24 hour base duration) - Gain +5 Competence on Climb, Jump, Swim

Player's Handbook II
Linked Perception - Each ally (including caster) in 20 ft radius gain +2 Listen and +2 Spot per ally

Races of Eberron
Ride of the Valenar - +5 Competence Bonus to Ride Checks or +10 if mount is animal companion
Shifter Prowess (Requires Shifter Component) (Pointless)

Races of the Wild
Raptor's Sight - +5 Competence to Spot Checks, 5 ranks in spot take half ranged penalties for distance

Spell CompendiumGhost Walk (3.0)
Camouflage - +10 Circumstance Bonus to Hide Checks
Hunter's Mercy (By RAW doesn't work more than 1 round later)

Magic of Faerun (3.0)
Branch to Branch - Gain +10 Competence to Climb skill for Trees, Brachiate from tree to tree while avoiding movement penalties
Camouflage - +10 Circumstance Bonus to Hide Checks
Hunter's Mercy (By RAW doesn't work more than 1 round later)
Ram's Might -
Surefoot
Towering Oak

Miniatures Handbook (3.0)
Guided Arrow
Lightfoot

Savage Species (3.0)
Camouflage - +10 Circumstance Bonus to Hide Checks

Ranger 2

Complete Adventurer
Balancing Lorecall
Haste, Swift
Listening Lorecall

Complete Mage
Near Horizon - No Ranged penalties for weapons (Ranger 2) (Complete Mage)

Dragon Magic
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

Player's Guide to Faerun
Claws of the Beast

Player's Handbook II
Hunter's Eye - Gain 1d6 Sneak Attack/3 CL Stacks with current sneak attack

Races of Eberron
Reachwalker's Wariness - 30 ft. Blindsense only toward abberations

Sandstorm
Halo of Sand - Twirling Sand grants +1 Deflection AC/3 caster levels (max +4)

Serpent Kingdoms
Razorscales (must be a Scaled One) - Nonlethal Damage from grapples is lethal

Spell CompendiumGhostwalk (3.0)
Bottomless Hate

Magic of Faerun (3.0)
Claws of the Beast
Easy Trail
One with the Land

Ranger 3

Book of Exalted Deeds
Inspired Aim - All allies within 40 foot emanation get +2 Insight to Ranged Attacks

Complete Adventurer
Bladestorm
Forestfold


Tree Shape - Turn into Tree. Gain +10 Natural Armor.  Effective Dex 0 and speed 0.  Immunity to Critical hits

Complete Divine
Detect Favored Enemy
Forestfold (by RAW almost useless)

Draconomicon
Find the Gap

Dragon Magic
Primal Senses (Pointless)

Races of Eberron
Wild Instincts - Retain Dex to AC if flatfooted, +10 Insight to Listen and Spot

Spell Compendium
Arrow Storm - Can make Full attack with bow within a ranged increment to a number of targets=char level
Blade Storm - Use Full Attack to make one attack with each held melee weapon against every foe within reach
Find the Gap - First Melee or Ranged Attack each round is a touch attack
Forestfold - Gain +10 Competence to Hide and Move Silently in 1 terrain.
Safe Clearing - Any creature within static emanation must make Will save to attack, those who attack can be targeted normally

Magic of Faerun (3.0)
Living Prints

Savage Species (3.0)
Embrace the Wild
Forestfold

Ranger 4

Book of Exalted Deeds
Blinding Beauty - Humanoids within 60 ft that look at you make Fort Save or be blinded.  Supress this as a free action.

Complete Adventurer
Arrowstorm

Dragon Magic
Primal Speed (Pointless) - +5 Resistance bonus to Reflex, +10 Enhancement to speed

Dragonmarked
Dragonmark

Frostburn
Aura of Cold, Lesser - 5 ft. Aura deals 1d6 cold damage at start of turn


Freedom of Movement - Move normally through under paralysis, solid fog, web, etc., auto-succeed grapple checks to escape, attack normally in water

Planar Handbook
Planar Tolerance - As Avoid Planar Effects but longer base duration

Player's Handbook II
Longstrider, Mass - +10 Enhancement Bonus to Foot Speed within 60 ft. Radius

Races of Eberron
Aspect of the Werebeast (Shifter spell component)

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 claw attacks for 2d8+8 damage, gain leap attack for 4 claw attacks
Snakebite - Transform arm into snake, it deals 1d3+Str +Fort save or suffer 2 Con Damage
Swamp Stride - As tree stride except teleport from Pool of water to pool of water, each jump has a maximum of 500 feet
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.)

Magic of Faerun (3.0)
Snakebite

Miniatures Handbook (3.0)
Lion's Charge

[/spoiler]

ADEPT
[spoiler]Adept 0


Detect Magic - Gain ability to detect Auras
Read Magic - Gain ability to read magical inscriptions on objects

Adept 1


Bless - Each ally gains +1 morale to attack +1 morale to Fear saves
Detect Chaos - Detect Presence of Chaos within Cone Emanation
Detect Evil - Detect Presence of Evil within Cone Emanation
Detect Good - Detect Presence of Good within Cone Emanation
Detect Law - Detect Presence of Law within Cone Emanation

Faiths of Eberron
Detect Manifest Zone

Adept 2

Complete Champion
Interfaith Blessing -  Gain Attack, Damage, AC, Skill Checks or Saving Throw Bonuses depending on Deity Worshipped


See Invisibility - See Invisible and Ethereal Creatures and Objects

Adept 5

Commune - Contact Agents of Deity and ask 1 quest/CL and receive yes or no answers (sometimes receive 5 word answers)
[/spoiler]

BLACKGUARD
[spoiler]Blackguard 1

Complete Divine
Divine Sacrifice - Suffer 10 damage for First attack of each round it inflicts 5d6 extra damage

Fiendish Codex I
Demonflesh - Gain +1 Natural Armor/5 CL (Max +4)

Libris Mortis
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

Magic of Incarnum
Detect Incarnum - Detect Presence of Incarnum

Spell Compendium
Blessed Aim - All allies gain +2 morale to ranged attacks
Divine Sacrifice - Suffer 10 damage for First attack of each round it inflicts 5d6 extra damage
Strategic Charge - Gain Mobility feat if Charging

Book of Vile Darkness (3.0)
Demonflesh - Gain +1 Natural Armor/5 CL (Max +4)

Magic of Faerun (3.0)
Strategic Charge

Blackguard 2

Complete Champion
Divine Presence - Gain +5 Sacred or Profane bonus to Intimidate (+10 if one alignment opposed, +15 if opposite alignment
Master Cavalier - +10 to all ride checks (+20 on Special mount)
Turn Anathema - Choose one aspect of your alignment and can use turn attempts to turn not rebuke or destroy that aspect

Complete Divine
Blessed Aim
Zeal (make your foe an ant in your hand, and while moving, bring your hand slowly closer to yourself)

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.

Fiendish Codex II
Devil's Eye - Gain Darkvision and ability to see in Magical Darkness up to 30 Feet

Spell CompendiumBook of Vile Darkness (3.0)
Devil's Eye - Gain Darkvision and ability to see in Magical Darkness up to 30 Feet

Miniatures Handbook (3.0)
Veil of Shadow

Blackguard 3

Fiendish Codex I
Demon Wings - Gain Balike wings that move at normal landspeed

Libris Mortis
Fangs of the Vampire King

Planar Handbook
Mantle of Evil

Spell Compendium
Fangs of the Vampire King - Gain bite natural attack for 1d6+Str+1 Con Damage
Mantle of Evil - Gain SR 12+CL Against Good Spells
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

Book of Vile Darkness (3.0)
Abyssal Might (Requires heart of a dwarf child) - +2 Enh. to Str, Con, Dex, Spell Resistance
Hell's Power (Requires heart of an elf child) - Gain +2 Deflection to AC, Damage Reduction upgrade
Masochism - Every 10 points of damage taken gives +1 Luck to Attack, Saves, Skill Checks
Sadism - Every 10 points of damage dealt grants +1 Luck to Attack, Saves, Skill Checks

Blackguard 4

Complete Champion
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

Complete Divine
Visage of the Deity, Lesser
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.


Freedom of Movement - Move normally through under paralysis, solid fog, web, etc., auto-succeed grapple checks to escape, attack normally in water

Planar Handbook
Unholy Storm

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

Ghost Walk (3.0)
Weapon of the Deity

Magic of Faerun (3.0)
Weapon of the Deity

[/spoiler]

SHAMAN
[spoiler]Shaman 1

Oriental Adventures (3.0)
Trance

Shaman 2

Oriental Adventures (3.0)
Commune with Lesser Spirit
Know Motivation

Shaman 3

Shaman 4

Oriental Adventures (3.0)
Discern Shapechanger

Shaman 5

Oriental Adventures (3.0)
Commune with Greater Spirit
[/spoiler]

SHUGENJA
[spoiler]Shugenja 1

Shugenja 2

Complete Champion
Interfaith Blessing -  Gain Attack, Damage, AC, Skill Checks or Saving Throw Bonuses depending on Deity Worshipped

Oriental Adventures (3.0)
Commune with Lesser Spirit
Horse's Nose
Know the Shadows

Shugenja 3

Dragon Magic
Wingblast (Questionable RAW) - Gain Dragon Wings for 60 ft. Flight. End spell by tranforming wings into wind or fog

Oriental Adventures (3.0)
Fire Wings
When Two Become One

Shugenja 4

Shugenja 5

Dragon Magic
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

Oriental Adventures (3.0)
Commune with Greater Spirit
Dance of the Unicorn
Detect Taint
Fire Breath
[/spoiler]

SOHEI
[spoiler]
Sohei 4

Oriental Adventures (3.0)
Discern Shapechanger
[/spoiler]

BONE COLLECTOR
[spoiler]Bone Collector 1

Ghost Walk (3.0)
Detect Undead

Bone Collector 2

Ghost Walk (3.0)
Shroud of Undeath

[/spoiler]

HATHRAN
[spoiler]Hathran 2

Forgotten Realms Campaign Setting (3.0)
Moonblade

Magic of Faerun (3.0)
Flame Dagger

[/spoiler]

Bill Bisco: Eloquent Elf

  • That monkey with the orange ass cheeks
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  • Posts: 292
Re: Preliminary Persistent Chameleon Handbook (Work-in-Progress)
« Reply #7 on: March 21, 2010, 02:36:46 PM »
Divine Persistent Spell Categories by Function and Level

With the plethora of books in 3.5, several different spells do basically the same thing, use this list to help customize your chameleon and ease yourself of the hassle to search through several books.


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)
[/spoiler]

Charge
[spoiler]
Charge Level 1 Spells
Strategic Charge - Gain Mobility feat if Charging (Blackguard 1, Paladin 1) (Spell Compendium)

Charge Level 2 Spells
- Gain Pounce Ability (Druid 3, Ranger 2) (Spell Compendium)
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]

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 (Paladin 3) (Spell Compendium)
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

[/spoiler]

Communication
[spoiler]
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

[/spoiler]

Damaging Aura
[spoiler]
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)
[/spoiler]

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 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)
- 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)
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)
- +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)
- 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)

[/spoiler]

Gain Feats
[spoiler]Gain Feats Level 1 Spells
- +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)


[/spoiler]

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)
[/spoiler]

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
Re: Preliminary Persistent Chameleon Handbook (Work-in-Progress)
« Reply #8 on: March 21, 2010, 02:36:55 PM »
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 Search (Depends how you interpret “This Round” ) - One free search check with +2 Insight bonus (Ranger 1) (Spell Compendium)
Living 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)
Herald’s Call (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)
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)
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)
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)
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)
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)
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)
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)

[/spoiler]

Bill Bisco: Eloquent Elf

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Re: Preliminary Persistent Chameleon Handbook (Work-in-Progress)
« Reply #9 on: March 21, 2010, 02:37:08 PM »
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)
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)

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)
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)
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)
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)
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
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  • Posts: 292
Re: Preliminary Persistent Chameleon Handbook (Work-in-Progress)
« Reply #10 on: March 21, 2010, 02:37:19 PM »
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 Search (Determines how you interpret “This Round” ) - One free search check with +2 Insight bonus (Ranger 1) (Spell Compendium)
Marked 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)
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)
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
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)
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]

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)
Sniper’s Shot (by RAW doesn’t work more than 1 turn) - No distance limit for sneak attacks (Ranger 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]

Bill Bisco: Eloquent Elf

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Re: Preliminary Persistent Chameleon Handbook (Work-in-Progress)
« Reply #11 on: March 21, 2010, 02:37:31 PM »
Top 10 Divine Persistent Spells by Level

If you're still having trouble deciding on what spells you want persisted, or want an idea of the best that a Persistent Chameleon has to offer, use this list to your advantage.  This list is an opinion and somewhat arbitrary; nonetheless, I think it's quite valid.


Level 1:
1.Bless - Each ally gains +1 morale to attack +1 morale to Fear saves (Cleric 1, Paladin 1) (PHB)
2.Divine Favor - +1 Luck to attack and damage/3 CL (max +3) for non-spells (Cleric 1, Paladin 1) (PHB)
3.Blessed Aim - All allies gain +2 morale to ranged (Blackguard 1, Cleric 1, Paladin 1) (Spell Compendium)
4.Divine Sacrifice - Suffer 10 damage for First attack of each round it inflicts 5d6 extra damage, (Blackguard 1, Paladin 1) (Spell Compendium)
5.Critical Strike - Gain 1d6 Melee Sneak Attack Effectively, during sneak attack weapon is Keen, +4 Insight to Confirm Critical Threats (Bard 1) (Spell Compendium)
6.Focusing Chant - +1 Circumstance to Attacks, Skill Checks, Ability Checks (Bard 1) (Spell Compendium)
7.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)
8.Silverbeard - Gain +2 Sacred to AC, +2 Circumstance to Diplomacy with Dwarves
9.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)
10.Embrace the Wild - +2 Listen, Spot and gain either Low Light Vision, 30 ft. Blindsense or Scent (Druid 2, Ranger 1) (Spell Compendium)

Level 2:
1.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)
2.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)
3.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)
4.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)
5.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)
6. 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)
7.Battle Hymm - All allies may reroll a will save/round before success or failure is known (Bard 2) (Spell Compendium)
8.Balor Nimbus - Any creature in a grapple with you take 6d6 Fire Damage (Cleric 2) (Spell Compendium)
9.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)
10.Elation - Allies gain +2 Morale to Str and Dex, +5 Speed (Bard 2, Cleric 2) (Book of Exalted Deeds)
Master Air - Gain Wings and fly Speed 90 (60 with medium or heavy armor) (Druid 2) (Spell Compendium)
11. Hunter's Eye - Gain 1d6 Sneak Attack/3 CL Stacks with current sneak attack (Ranger 2) (Player's Handbook II)

Level 3:
1. 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)
2. Masochism - Every 10 points of damage taken gives +1 Luck to Attack, Saves, Skill Checks (Blackguard 3, Cleric 3) (Book of Vile Darkness)
3. Sadism - Every 10 points of damage dealt grants +1 Luck to Attack, Saves, Skill Checks (Blackguard 3, Cleric 3) (Book of Vile Darkness)
4. 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)
5. 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)
6. 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)
7. 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)
8. 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)
9. True Prayer of the Chosen - +3 Insight to Saving Throws and AC, must recite Truename(Cleric 4, Paladin 3) (Tome of Magic)
10. Find the Gap - First Melee or Ranged Attack each round is a touch attack (Paladin 3, Ranger 3) (Spell Compendium)
11. Wreath of Flames - At end of turn, adjacent enemies take 1d6 Fire Damage, Melee attacks deal 1d6 extra damage (Druid 3) (Dragon Magic)  Gain Blind Fight Feat (Druid 3) (Spell Compendium)
12. Inspired Aim - All allies within 40 foot emanation get +2 Insight to Ranged Attacks (Bard 4, Cleric 3, Ranger 3) (Book of Exalted Deeds)
13. 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)
(14). Mystic Lash - Whip makes ranged touch attack for 1d6 electric/3 CL (max 4d6), make fort or be stunned, no Str to Damage but Cha to damage (Initiate of Bane 3) (Player's Guide to Faerun)

Level 4:
1. Divine Power - +6 Enh to Str, BAB=Character Level, 1 Temp HP/CL (Cleric 4) (PHB)
2. Recitation - Allies gain +2 Luck to AC, Attack, and Saving throws (3 if they worship the same deity as you) (Cleric 4) (Spell Compendium)
3. 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)
4. 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)
5. 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)
6. Negative Energy Aura - Living creatures lose 1hp/3CL (max 5) while undead heal 2 hp/round (Cleric 4) (Spell Compendium)
7. Positive Energy Aura - Living creatures heal 1hp/3CL (max 5) while undead lose 2 hp/round (Cleric 4) (Spell Compendium)
8. 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)
9. Invisibility, Greater - As Invisibility, but spell doesn't end if you attack (Bard 4) (PHB)
10. 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)
11. 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)
12. 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)

Level 5:
1. 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)
2. Blink, Greater - As blink but no risk of missing on own attacks, can ready action to completely negate attack (Bard 5) (Spell Compendium)
3. 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)
4. 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)
5. 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)
6. 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)
7. Dragon Breath - Gain Breath Attack, usable every 1d4 rounds, with damage and area depending on dragon type chosen (Cleric 5) (Spell Compendium)
8. 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)
9. Dimensional Jumper - Teleport 30 feet as a Move Action (Bard 5) (Complete Mage)
10. Unfettered Heroism - Gain Temporary Action Point each round (Bard 5) (Races of Eberron)

Level 6:
1. 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)
2. 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)
3. 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)
4. 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)
5. 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)
6. 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)
7. 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)
8. Vigorous Circle - Once creature/2 CL within 30 feet gain Fast Healing 3 (Cleric 6, Druid 6) (Spell Compendium)
9. 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)
10. 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)

Bill Bisco: Eloquent Elf

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Re: Preliminary Persistent Chameleon Handbook (Work-in-Progress)
« Reply #12 on: March 21, 2010, 02:37:42 PM »
Tricks of the Trade


Miscellaneous Tricks

Cast Extended Persisted Spells not merely Persisted Spells
Mentioned earlier, but it bears repeating.  A Persisted Spell lasts 24 hours, adding Extend Spell to that doubles the duration to 48 hours which means that a character can memorize one set of spells on odd days (day 1, 3, 5,...) and another set of spells on even days (day 2, 4, 6, ....) which effectively doubles the number of Persisted spells a Persistent Chameleon can have at one time.  Lesser and Normal Rods of Metamagic, Extend are an easy way of accomplishing this feat.

Retrain Extra Turning and Divine Metamagic: Extend Spell
In the levels leading up to Chameleon, a Persistent Chameleon can spend feats on Extra Turning and Divine Metamagic: Extend spell, to maintain persisted spells until such time as they can afford all the Metamagic Extend Rods and Reliquary Holy Symbols desired to fuel their Persisted spells. 

So, use the rules from Player's Handbook II for retraining, and as a Persistent Chameleon gains levels, retrain the old Extra Turning and Divine Metamagic: Extend feats into more useful practical feats.

Familiar Share Spells ability
Familiars have a neat ability called share spells which allow them to be affected by a spell its master cast.  So whether this ability is gained from a class or from the Acquire Familiar feat; this is a huge boon!  Have a spell which grants you extra tentacle attacks?  Your familiar has extra tentacle attacks.  Wanna polymorph into a Firbolg?  Your familiar can as well. 

Illumian Naenhoon Sigil
As an Illumian who chooses the Naen and hoon sigils, grants you Naenhoon which gives you the ability to Twice/day sacrifice turn attempts to add metamagic to one spell.  This can be used on Arcane and Divine spells unlike Divine Metamagic which can only be used on Divine Spells.

Illumian Aeshkrau and Uurkrau Sigisl
As an Illumian who chooses the Aesh and Krau or Uur and Krau sigils can use Strength or Dexterity respectively to determine bonus spells instead of the normal stat.  This is fortuitous since the polymorph spells can grant high Str and Dex as well as a plethora of methods to increase those 2 stats.  Do note however, that high strength is attained more easily than high dexterity.

Southern Magician for Divine Arcane Spells
Southern Magician (at bottom) grants the ability to cast an Arcane spell as Divine or a Divine spell as Arcane  once a day/ 2 CL  so this means that Arcane spells can be persisted from divine metamagic; an otherwise impossible accomplishment.

Incantatrix buddy or Cohort
If at all possible, persuade a fellow player to make an Incantatrix focused on Persisting Spells and getting a very high spellcraft check or if available, grab the Leadership feat to gain a Incantatrix cohort.  Incantatrix's have the Cooperative metamagic ability at level 2, which allows them to add a metamagic effect to another spell being cast 3+Int Mod times per day.  Imagine all those extra Arcane or Divine Persisted spells you could be getting!

Persisted Spells for Everybody: Familiar Method I
The section for Share Spells on a familiar states:
Quote
Additionally, the master may cast a spell with a target of "You" on his familiar (as a touch range spell) instead of on himself.
So have an Extended Persisted Spell then Share spells it to change the range to, so a 'Shared' Extended Persistent Spell, and then Reach spell it to change the spell to have a distance of 30 ft. instead of touch, so now it's a Reach 'Shared' Extended Persistent so now you could affect your familiar up to 30 ft. away.  Then Apply Chain Spell which is now applicable since the range is greater than touch for a Chained Reach 'Shared' Extended Persistent Spell. 

So now 1 creature/CL (max 20) within 30 ft. of your familiar can gain the benefit of a Persisted Spell upon them.

Persisted Spells for Everybody: Familiar Method II
This method is identical to the previous method until it applies the Reach Spell metamagic feat.  After this, the caster needs to Use Magic Device on a Lens of Ray Widening (Lords of Madness, pg.46) so that the effective ray shoots through the lens, and is widened to a 15 ft. Cone; everyone within the cone benefits from the Persisted Spell.  Unfortunately, a Lens of Ray Widening can only be used 9 times before breaking.

Open Chakra / Martial study / Bind Vestige
This Thread mentions several uses for the floating bonus feat


Useful Downtime Activities

Extra Spell Floating feat for more spells in spellbook
Extra spell grants a new spell known up to 1 level less than the highest spell level currently castable.  Every day of downtime, learn a new spell from Extra Spell and copy it into your spellbook.  The spell doesn't go away when you switch your floating feat.  Use Heighten Spell tricks, Earth Spell, or other tricks to allow you to write down better spells.

Cast Wall of Iron then Fabricate
Wall of Iron (Wizard 6th) and Fabricate (Wizard 5th) can be combined to turn a permanently summoned wall of iron into a bunch of manufactured Iron Weapons or Armor then sell it off.

Craft Item floating feat, switch as desired to make whatever magic item needed
Rather than being a traditional caster and having to sacrifice a permanent feat to be able to craft a certain type of item, the Chameleon gets the best of both worlds, being able to craft all needed items and without the permanent expenditure.  The only issue that may come up is caster level which has to be high enough to qualify for the feat. The Raising Caster Level thread has several ways of how to increase caster level, unfortunately most of them are for particular spells which is unhelpful in the objective to gain a flat high Caster level to qualify for feats like Craft Staff which require Caster level of 12.

However, the following do flat-out raise Caster Level which is good enough to qualify for Craft Feats:

Ring of Arcane Might - +1
Harmonic Chorus +2 morale Brd 2 SC need concentration
Hymn of Praise +2 - Brd 3 SC Good divine casters
Infernal Threnody +2 - Brd 3 SC Evil divine casters
Death Knell +1
Consumptive Field 1.5 CL
Orange Ion Stone - +1
Channel the Misthai, (roll 6 on d6) +1
Create Magic Tatoo - +1 spellcaster level

Shalantha's Delicate Disk
This 6th level wizard spell from Lost Empires of Faerun allows the cast to implant another 5th level or lower spell onto a Magical Disk with 1 HP, when broken the spell takes affect onto the area it was broken or onto the person who broke the disk.  The Disk is permanent until discharged, so cast a whole ton of these things!  The material component is a golden egg worth 200 gp; but that's easily crafted or made with the 5th level Fabrication spell right?

Wall of Salt and Flesh to Salt
The 4th level Cleric, Druid, Wizard and 5th level Druid and Wizard spells respectively create a large amount of salt.  The PHB lists one pound of salt being worth 5 gp.  These spells can give a lot of pounds of salt, do the math for yourself  :)

Shape Soulmeld Feat
The Shape Soulmeld feat from Magic of Incarnum allows a character to shape a soulmeld for some bonuses.  A soulmeld remains shaped until it is unshaped.  So shape several soulmelds during downtime days as desired.


Dirty Tricks

Soul of the Waste + Movement Spell + Attack Spell
Soul of the Waste unlike some other transformation spells, allows the caster to still cast spells while in the new form.  So, take the form of a big clump of sand and then cast Master Air Persisted to be a Clump of Sand with Wings, and then cast Evard's Menacing Tentacles Persisted to be a big Clump of Sand with Wings and 2 Tentacles sprouting out and Cloud of Knives and whatever other spells you want to persist.  You'll look ridiculous, but be nigh invulnerable while still being able to attack and damage others.

Bill Bisco: Eloquent Elf

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Re: Preliminary Persistent Chameleon Handbook (Work-in-Progress)
« Reply #13 on: March 21, 2010, 02:37:55 PM »
Advanced Builds


Persistent Paimon Shadowblade

[spoiler]

This build works by binding the Vestige Paimon which grants Weapon Finesse with Shortswords and some other weapons and +4 Dex.  Shadow Blade feat gives Dex to damage with Shortsword among other weapons.  Polymorph or Draconic Polymorph into a Kelvezu at 12th level for 31 Base Dex good Str, and 8d6 Sneak attack!  The Illumian version gets bonus spells based on Dex, so pump that Dex up with the Paimon Bind and the Chameleon Bonuses!

No Flaws[Spoiler]
Race: Human
Class: Cloistered Cleric 1/Swordsage 1/Binder 3/Chameleon 10/(X) 5
Domains: Trickery, Planning

Feat Progression (no flaws):

Level 1: Able Learner (Human),Extend Spell (Domain), Persistent Spell
Level 3: Divine Metamagic: Persistent Spell
Level 6: Shadow Blade
Level 9: Improved Binding
[/spoiler]

With Flaws[Spoiler]
Race: Illumian (Uurkrau)
Class: Cloistered Cleric 1/Swordsage 1/Binder 3/Chameleon 10/(X) 5
Domains: Trickery, Planning

Feat Progression (no flaws):

Level 1: Able Learner, Extend Spell (Domain), Persistent Spell (flaw1), Divine Metamagic: Persistent Spell (flaw2)
Level 3: Improved Binding
Level 6: Shadow Blade
Level 9: Extra Turning
[/spoiler]
[/spoiler]


Persistent Grapplemeleon

[spoiler]

Race: Human:
Class: Cleric 1/Monk 1/Psychic Warrior 3/Chameleon 10/War Mind 5
Domains: Trickery, Planning

Feat Progression (no flaws)

Level 1: Able Learner (Human),Extend Spell (Domain), Persistent Spell
Level 2: Improved Unarmed Strike (Monk), Improved Grapple (Monk)
Level 3: Divine Metamagic: Persistent Spell, Two-Weapon Fighting (Psychic Warrior)
Level 4: Exotic Weapon Proficiency: Spiked Chain (Psychic Warrior)
Level 6: Scorpion's Grasp (Sandstorm) or Southern Magician
Level 9: Scorpion's Grasp (Sandstorm) or Southern Magician

Commentary
Use Small Spiked Chains that count as light weapons for you and eat the attack penalty.  Persist Wraithstrike and do touch attacks with your Spiked Chains and Unarmed Strike, if you hit, you automatically trigger Scorpion's Grasp and get to start a Grapple.  Persist all the useful Grappling Spells such as Balor Nimbus that add grapple damage.  At War Mind 5 you start attacking two adjacent squares, so grapple two foes with one attack.

Persist Draconic Polymorph into a Huge Creature, then cast Righteous Might to be a Colossal Creature, then use Expansion to become an even bigger creature.[/spoiler]


Persistent Chargemeleon


Persistent WarWearvermeleon


Roland, Bear of the North