This info is copy/pasted from
my House Rules thread, so some parts about magic and spellcasting classes won't apply to you guys directly. Although if you face off against NPC spellcasters, it might help you to understand if you see them doing something different from standard D&D. We'll be replacing the psionic versions of the Polymorph chain of spells with those listed below as well. Anything that talks about "caster level" or "casting classes" will apply equally to psionics.
Classes- An Alternate Fighter class is being used (found here). It is a significant power up from the core fighter, especially at the upper levels. It is an amalgamation of things I saw and compiled from various places and reworked, with one ability ripped from the Races of War fighter (Foil Action, but with a limit on daily uses).
- An alternate Sorcerer class is being used. It is not that different from the PHB sorcerer, so I will just list the changes here. There may be slight modifications made to this in the future.
-class Skills: Add Intimidate and Diplomacy to the list. A sorcerer has a much stronger force of personality than most other characters, and can learn to use this to get others to do what he wants.
-Spell progression: Same as the wizard
-Leveling Benefits: As the sorcerer gains levels, he learns to cast his spells in new and strange ways. Sorcerers gain all the benefits listed under the "Special" column in the Wu Jen class chart in the Oriental Adventures book.
-The Battle Sorcerer will also have its spell progression modified as above, and have Intimidate added to its class skills list (instead of replacing bluff). - Rangers and other characters with species enemies may choose organizations as their hated foes, with DM approval. (For example, the Red Wizards of Thay would include any red wizard or solider or minion of the Red Wizards. Favored Enemy: Shadowlands creatures would also be acceptable, if the character knew of the Shadowlands and had trained to fight creatures from there.)
- The caster level for all base spellcasting classes will be equal to the class level, including "hybrid" casters like paladins and rangers.
- Similarly, if you get an animal companion from any source, then your effective druid level is always your character level. The same holds for psicrystals, familiars, etc.
- We're dumping the stupid penalties for losing familiars. From now on, all pets (including psicrystals) work like an animal companion. If they die, you can get another one after a day of "meditation".
- There are no multiclassing restrictions. Also, Monks and Paladins may freely multiclass, and Druid weapon and armor restrictions are being dropped. Consider the druid weapons and armor listed to be the only ones the druid is proficient with, unless she acquires the proficiencies elsewhere. Most druid NPCs will probably still use only these weapons and armors though, and those who use other weapons, especially those radically different from the druid list, may be shunned or looked down upon by other, more formal druids.
- Dropping alignment restrictions for all core classes but the Paladin. The standard Paladin is still restricted to Lawful Good, but I also allow the optional Paladins from Unearthed Arcana for other alignments. PrC alignment restrictions will still be used in most cases.
- The Arcane Archer Prestige Class gains caster levels at every level (WTF were they thinking?). Other spectacularly crappy PrCs will probably receive the same treatment on an individual basis, like Fiendblooded (full casting progression). If you have one in mind, ask.
- The Forsaker requirement to destroy magic items to recieve his powers does not fit the PrC and I am dropping it. Also, the bonuses he gets each level to add to his ability scores will be considered "unnamed" bonuses and as such are no longer subject to the +5 maximum of inherent bonuses. I still doubt anyone will want to play one.
- All prereqs for knowing maneuvers to take a particular maneuver for Martial Adept classes are dropped. So you no longer are required to take Wolf Fang Strike before taking any other Tiger Claw maneuvers, for example... You still have to meet all other prereqs like initiator level, etc, and this is for choosing maneuvers only. It has no impact on prestige class prereqs or anything else.
- Everyone gets the benefits of the Able Learner feat for free. Cross-class ranks only cost 1 point, but your maximum ranks in a skill is still determined normally (character level +3 for any skill that's a class skill for any of your classes, half that for skills that are not a class skill for any of your classes).
- Everyone gets the benefits of Wild Talent for free, also (2 bonus power points).
- A monk's flurry of blows ability can be combined with the Two Weapon Fighting feats. All benefits, penalties, and restrictions stack (not really a house rule).
- Tumble checks can be opposed. The DC will be the highest opposed Tumble check of all the opponents who could make Attacks of Opportunity on the tumbling character.
- The rules on Sorcerers and other spontaneous casters using metamagic feats is the same as in the Players Handbook, except for spells cast using the Quicken Spell feat. These classes can spontaneously cast spells as a free action using the Quicken Spell feat. Spells cast in such a manner use a spell slot four levels higher than the normal spell. No other metamagic feats may be applied to Quickened spells cast by sorcerers, unless they have some other feat or class feature which lets them apply metamagic without increasing the casting time.
- I am using Rich Burlew's modified system for Diplomacy skill, which can be found here.
- Mindsight is countered by anything that blocks or makes you immune to [Mind Affecting] effects. Also, the Slippery Mind ability allows someone to attempt to hide from a creature with Mindsight. In order to "see" them using Mindsight, the telepathic creature must make a Spot check which only includes their ranks in Spot, Wisdom modifier, and magical enhancement bonuses to Spot. This will be opposed by a Hide check that is charisma based, and only includes magical enhancement bonuses to Hide.
- The Mage Slayer feat ([Combat] and the original from CArc) are replaced by the Spellcasting Harrier feat below.
- The knowledge skill works as described in the PHB, except when identifying creatures we're going to use the following modifications:
[spoiler]1) Assign the creature a rarity. This is how frequently the creature can be expected to be encountered in the region where it normally lives. The DC is 10 for very common, 15 for somewhat common, 20 for occasionally encountered, 25 for rarely encountered, and 30 (or more) for very rarely encountered.
2) Modify this DC based on how familiar the person making the check is with this creature's home region, based on where they are from, and what they've encountered or studied in the past. This modifier can be 0 (from the same region, or have at least studied that region), +5 (the creature is from an "adjacent" region to the identifier's home region), or +10 (the creature and identifier are from regions very "remote" from each other). If a creature is particularly "famous" or "legendary", you might also modify the DC by -5 (local fame) or -10 (world wide, or even multiversal, fame).
3) Lower the DC based on how dangerous the creature being identified is. Divide the creature's CR by 2, and subtract this from the DC. This cannot lower the DC by more than 10, regardless of the CR of the creature being identified. I think this modifier should be based on an adult version of the creature, in the case of creatures whose CRs dramatically vary with age (like dragons).
Then we make the check, and measure relative success.
If you beat the DC by:
0-4 You know the creature's type, what plane it is from, and anything that is a signature ability for that creature (breathe weapon for dragons, Feed for barghests, etc). You also know if its CR is above, below, or about the same as your character level. If the CRs are different by 4 or more for the base creature, the DM should tell you that, also. If the creature is a humanoid or something that commonly takes levels in classes to gain more power, you should also know this. Of course, you won't know whether this creature has class levels.
5 to 9 You know if it has a subtype and any other resistances or immunities.
10+ You know what other abilities the creature has (basically you know everything in the basic monster's stat block).
15+ You know about this specific creature (if applicable). For example, you might recognize "Bob the wizard-slaying dragon", who is known to make extensive use of the Antimagic Field spell, and has trained in ways to prevent other creatures from fleeing from him (has Improved Trip and the Snatch feat).
Retry: You may make one retry after you've seen a creature use a special ability of some kind. Being bathed in acid by a black dragon's breathe has a way of jogging your memory.
Examples:
1) Bob the farmer sees a big, giant, red lizard fly overhead (a red dragon). The DC is 15 (Dragons are occasionally encountered in Bob's world. He's from Dragonlance.) - 7 (CR 15/2: adult red dragons are really freakin' scary, and are things that tales are retold of endlessly), with a -5 to the DC for familiarity (dragons play significant roles in the history of Dragonlance, and as such are famous worldwide, however Bob doesn't live in a region that any call home), for a total DC of 8. So Bob can take 10 and identify the thing as a red dragon, unless he is in combat with it (or more likely running away in terror from it's frightful presence). He can't tell you anything useful about how to fight a dragon, though.
2) Fizban the fabulous, the local hedge wizard, also sees the dragon. He is level 5, and has 8 ranks in Knowledge: Arcana, and he's studied about dragons. His Int mod is +4, so he has a +12 to ID the dragon, and no familiarity penalty. He can take 10 (beating the DC by 10) and tell you that red dragons are creatures of fire, that they have a terrible breathe weapon composed of it, but that they are also especially vulnerable to cold-based attacks.
3) His master, Archmage Yoda, would say "Oh yeah, that's old Scar. He's an arrogant bastard who loves to mix things up in melee, but has a pitiful selection of spells. He does know "Resist Elements", though. So you probably shouldn't use a Cone of Cold against him, though. [/spoiler]
Feats and skillsAlthough we have opted to not allow all of the Tome material, I feel that many core feats are a bit too weak. So I am replacing specific ones with Tome versions, and also have written up a bunch of homebrewed feats that you can take. All references to
[Combat] or Tome feats generally refer to the feats found in
Races of War. I definitely encourage you to look up these feats, as they are significant power-ups compared to those in "normal" D&D (and I feel that this is a good thing, especially for non-casters).
Modifications to existing feats:[spoiler]
Combat Expertise, Weapon Finesse, and Power Attack are no longer feats. They are attack options, like fighting defensively. Everyone is considered to have all of these feats when it comes to prereqs.
You can use
Power Attack with light weapons at -1/+1, as with a one-handed weapon.
Wild Talent counts as
Psionic Talent for all purposes, including how many times you've taken Psionic Talent.
Quick Draw: Replace with Combat Looting from Races of War, and add that it allows you to draw a weapon or item as a free action also.
Iron Will,
Great Fortitude, and
Lightning Reflexes change the target save into a "good" save for the character at all levels. If the save is already a "good" save for your character at all levels, then we'll say that you get Evasion or Mettle vs. effects targeting that save. These feats are added to the fighter bonus feat list.
All of the
feats that give a +2 bonus to two skills now ALSO make those skills class skills for the character for the rest of his career.
Dodge is being replaced with the Races of War version of Elusive Target.
[Deflect Arrows] (Combat)Benefits: You can protect yourself and allies from ranged attacks. This combat feat scales with your base attack bonus.
- +0: Once per round when you would normally be hit with a ranged weapon, you may use a free hand to deflect it so that you take no damage from it. You must be aware of the attack and not flat-footed.
- +1: You may use any weapon you are armed with to deflect arrows.
- +6: You may use this ability to deflect an arrow aimed at an ally within your reach.
- +11: You may deflect magical rays and exceptional weapons like alchemist's fire with this ability.
- +16: You may deflect up to one such attack per round for every point of Dexterity bonus you have.
Mobility and
Spring Attack are being rolled into one feat (Spring Attack). I should probably write this up as a [Combat] feat and include the benefits of the Rapid Blitz line of feats in the PHB2, but I haven't yet...
Shot on the Run and Mounted Archery: replace with Hunter in Races of War.
Combat Reflexes, Cleave, and Great Cleave: Mostly replaced by Hordebreaker in Races of War. Being able to attack while flat-footed was replaced by Phalanx Fighter. You can use either of these feats to fulfill a prereq that requires any of the original feats they replace. You may also still take one of the original feats, if you want.
Improved Feint: Replace with Expert Tactician from Races of War
Precise Shot: Replace with Sniper from Races of War
Improved Initiative: Replace with Danger Sense from Races of War
Weapon Focus and Weapon Specialization: Replace with Combat School from Races of War
Existing Feats That Now Scale with Character Level Improved CriticalPrereqs: proficiency with weapon, drop BAB prereq
6: When rolling to confirm the critical hit, you gain a +4 to the attack roll.
11: You gain an additional +1 to your threat range with the weapon chosen.
Improved Unarmed Strike6: 1/day per point of Dexterity bonus you may make an additional unarmed attack at your highest attack bonus when using the full attack action.
12: You may make make your additional unarmed attacks during an attack action (normally a standard action).[/spoiler]
Additional Feats: (compiled from various places. mainly from the WotC boards, again. I've reworked most of them extensively to try and bring their power level up somewhere near the Combat feats from the Tomes, though.)
[spoiler]
Ironhide (Combat)You have learned how to maximize the protection afforded by armor. This combat feat scales with your base attack bonus.
- +0: Pick one specific suit of armor. You have trained so extensively with this armor that it is like a second skin. You no longer are fatigued after sleeping in this armor.
- +1: All armor check penalties are halved for this armor for you.
- +6: You gain a +1 competence bonus to AC for every 4 character levels you have when wearing that armor. You lose this bonus any time you are denied your Dex bonus to AC.
- +11: When wearing this armor, you gain DR X/- where X is equal to the AC bonus granted by your armor.You lose the DR any time you are denied your Dex bonus to AC.
- +16: You gain fire, lightning, acid, and cold resistance equal to your BAB when wearing this armor.
By spending 1 day "breaking in" a new set of armor, you change the armor that this feat applies to.
ADRENALINE RUSH [GENERAL]Your adrenaline kicks in when you need it to.
BENEFITS: +2 to Initiative and +1 to Reflex saves.
Once per day as a swift action, you can gain the benefits of fast movement and improved strength and durability. Your land speed increases by +10 feet. You temporarily gain a +4 bonus to Strength and Constitution, but take a -2 penalty to armor class due to recklessness. This effect lasts a number of rounds equal to 3 + your new Constitution modifier.
RESTRICTIONS: While your adrenaline is surging, you cannot use any Charisma-, Dexterity-, or Intelligence-based skills, the Concentration skill, nor any ability that requires patience or concentration. You cannot cast spells or activate items that require spell triggers, command words, or spell completion to function. The only exceptions are the Balance, Escape Artist, Intimidate, and Ride skills.
SPECIAL: After the benefits wear off, you are fatigued for the duration of the encounter.
COUNTERSTRIKE [Fighter, General]You are skilled at parrying and countering opponents' blows.
. Prerequisites: Dex 13, base attack bonus +2.
. Benefit: You gain an immediate attack of opportunity against any opponent who attacks and misses you.
. This feat does not provide you with additional attacks of opportunity in a round, so if you do not have an attack of opportunity available when you parry an opponent's attack, you do not get any benefit from Counterstrike. Do note that you get extra attacks of opportunity each round for having a high base attack bonus according to the Races of War rules.
Duelist [General, Fighter Bonus]Prerequisites: Base attack bonus +4
Benefit: When you enter melee with your offhand empty and without a shield, you receive a dodge bonus to AC and a bonus on attack and damage rolls equal to 1/3rd of your character level, rounded up. This benefit only applies if you are wielding a melee weapon in combat.
Spellcasting Harrier [General, Fighter Bonus] (This replaces the Mage Slayer feat.)
Prereq: Combat Reflexes, Spellcraft 3 ranks
Benefit: Due to your special anti-spellcaster training, anyone casting within an area you threaten takes a penalty equal to your Attack Bonus on the DC of their Concentration checks. This includes casting defensively.[/spoiler]
Fighter Only Feats: (these can only be taken by someone with levels in the fighter class. They are all considered fighter bonus feats.)[spoiler]
GREATER CRITICAL Choose one type of weapon for which you have already selected the Improved Critical feat. You can also choose unarmed strike or grapple as your weapon for purposes of this feat. You have learned how to use that weapon to hit where it hurts.
. Prerequisites: Fighter level 1, Str 13, Dex 13, Improved Critical with selected weapon
. Benefit: Your critical multiplier with the selected weapon increases by one increment. For example, a longsword would have a critical multiplier of x3.
. Special: You can gain this feat multiple times. The effects do not stack. Each time you take the feat, it applies to a new weapon.
Tower Shield FocusYou are especially good at using a tower shield.
Prereq: Fighter level 1, proficiency in the type of shield.
Benefit: When using a tower shield, you do not suffer an attack penalty due to the tower shield's encumbrance. You may also designate one opponent per round as a free action. Against that opponent, you are considered to have cover (+4 AC, not subject to attacks of opportunity, etc).
Shield FocusYou are skilled at defending yourself with a chosen shield type.
Prereq: Fighter level 1
Benefit: Choose a specific type of shield. With that shield, you gain +1 competence bonus to AC for every 3 fighter levels you have.
Combat Alacrity!You are able to use your combat training to attack multiple times, even while moving.
Prereq: Fighter level 1, Dex 13.
Benefit: Whenever using a standard action to make an attack, you can make two attacks instead. Those attacks follow normal rules just like they were made during full-attack action.
Adapt to Opponent*Shield Defense*You are adept at using your shield to defend you from harmful effects other then physical damage.
Prereq: Fighter level 1, Shield Focus
Benefit: When holding and using a large or tower shield, you gain the evasion ability, with a bonus on the reflex save equal to the total AC bonus granted by the shield.
[/spoiler]
Even More Feats (Too big to add to this post, so click the link
)
NEW USES FOR OLD SKILLS [spoiler]
Balance (Dex)According to the Tome rules you can use your Balance modifier as the DC for opposing a trip attack.
Swim (Str) DC 40 Fight underwater without penalties
Fight underwater without penalties: A successful Swim check allows you to fight underwater without penalties to attack, damage, or AC for that round. This does not confer the ability to breathe underwater, however.
Tumble (Dex)We've already seen how Tumble allows a character to perform a variety of acrobatic and gymnastic maneuvers in combat. Here are two new types of Extreme Tumbling:
DC 25 Pick up an item from the ground without provoking
Attacks of Opportunity
DC 40 Run across walls.
Run across walls: You may move 10 feet across a wall if you begin and end the move on a horizontal surface. If you do not end your move on a horizontal surface, you fall prone, taking damage as appropriate for your height above the floor. Treat the wall as a normal floor for the purposes of measuring movement. Passing the boundary between horizontal and vertical is equivalent to 5 feet of movement along a normal floor, so this 10 feet of movement counts as 20 feet of normal movement. Opponents on the floor still get attacks of opportunity as you move up the wall within areas they threaten.[/spoiler][/list]
General- If you get an ability twice (Evasion, Telepathy, etc), we'll let them stack in whatever manner seems appropriate. So Evasion twice would upgrade to Improved Evasion. Telepathy twice would likely just add the ranges, etc.
- We're not using level adjustments at all, if possible. Instead, if you want to play a monstrous race, we'll work together to come up with something that gives you an appropriate amount of hit dice and abilities. We'll be using Races of War for guidelines.
- Half racial hit dice count towards class progressions, for all purposes.
- Likewise, half the levels in non-manifesting/casting classes will add to your caster/manifester progression, for all purposes including powers known, power points, ML, etc. So a psion 2/fighter 2 would manifest powers as a psion 3. This will work for most other abilities too, like Binding (ToM Binder), sneak attack progression, etc. We'll look at each on a case-by-case basis.
- Abilities similar to Rage (such as Ki Frenzy from OA) may be used as prerequisites instead of Rage for PrC's. Similarly, spell-like abilities may be used to meet spellcasting requirements.
- One-handed weapons made of Mithril count as both light weapons and one-handed weapons, whichever is most beneficial. Two-handed weapons made of Mithril may be wielded with one hand. (No, this doesn't include bows... so please don't ask. )
- The Bastard Sword is considered a Two-Handed weapon and gains a few benefits as such, even when wielded in one hand. They are as follows: +4 on disarm checks, same hit points and hardness as a greatsword.
- Bloodlines only add to any one class ability once. So if you're a Binder/Ardent/Anima Mage/KotSS, for example, a major bloodline would only add a total of +3 to your binder level and ardent manifester level.
- Any other feats, spells, or Prestige Classes not mentioned above, but published in any WotC publication will probably be allowed, pending DM approval. A few items that I will not allow in their published form are: The Thought Bottle, and the Mage Slayer feat. I have a custom feat (Spellcasting Harrier) that replaces Mage Slayer below.
- If there is some character concept, class, spell, or other idea that you have that you'd like to try out in the game that isn't covered by the rules I've laid out, or that you found on a website somewhere, etc, please tell me and we'll see what we can come up with. I've seen tons of very neat prestige classes, spells, magic items and feats online that I would be happy to allow in my game, including the Divine Trickster by Rich Burlew. I just don't have time to include them all in this material.
Spells, Magic, and Items- Neither Arcane nor Divine spellcasting works at all without a special focus, which the Keys handed out by the city-states are one example of. Other foci exist and are possible, but the majority of the people living in the cities do not know of them, and they are of course incredibly rare and valuable (read: Plot Items).
- "Racial" spellcasting is not affected by this limitation, and neither are certain kinds of magical abilities that rely upon making a pact with a powerful magical being or outsider. I'm not considering the powers of those who gain sorcerer casting solely from taking the sorcerer class to be "racial", though they are often considered to gain their powers "racially" in some sources. Creatures with innate sorcerer casting would be considered to be "racial", though (such as the Sylph). Warlocks all gain their powers from a supernatural pact in this setting, much in the way Binders do.
- You incur no penalties for using Legacy Weapons/items. Ignore the penalty tables.
- You can't cast spells from scrolls. They are only used to transfer spell knowledge.
- If a spell appears on the spell list of a core caster, then all magic items crafted which duplicate the effects of that spell must use it at the level it appears on the core list. So no trapsmith wands for ju!
- All spells with the (Healing) descriptor, including Heal, all Cure spells, Raise Dead, etc, are now back in the Necromancy School, as they were in earlier editions. Why WotC saw the need to move them to Conjuration, I'll never know...
- Astral Projection: Items duplicated via this spell still drain charges from the original item. Likewise, spell slots used, XP used, etc, all transfer back to the orginal body and its items.
- Planar Binding: See the Wish rules in the Tome section. Otherwise, works as written.
- For the Candle of Invocation , I'm going to say that each individual can only use the Gate function of such an item once in their entire existence. It's basically a boon from "the gods" or whatever powers that favor you, and you only get one.
- Synchronicity: This needs a fix, but I'm not sure how to do it. Let's just ban it, unless someone proposes a good fix and wants to use it.
- Mind Blank vs. True Seeing: Mind Blank will block True Seeing from detecing the true form of a polymorphed creature, but it will not keep True Seeing from piercing an Illusion such as Change Self or Invisibility. Mind Blank will also keep True Seeing from revealing the aura of a creature, if True Seeing is cast as a Divine Spell.
- Mind Blank vs. True Strike: Mind Blank has no effect.
- Mind Blank + Invisibility vs. See Invisibility: Mind Blank has no effect.
- Mind Blank + Displacement vs. True Seeing: Mind Blank has no effect.
- Mind Blank vs. Detect X: Mind Blank prevents the spell from divining information about the subject. Mind Blank is also effective against Detect Magic, even though strictly speaking Detect Magic is a Universal spell, not in the Divination school.
My reasoning on the interaction of Mind Blank with True Seeing and the other spells above is as follows:
[spoiler]seeing through a transmutation effect such as Polymorph requires divining information not available to the normal senses, since with a transmutation the subject is physically changed, not merely covered by an illusion. Mind Blank blocks such divinations.
Illusions such as Change Self and Invisibility work by placing a magically fabricated image over top of the subject. True Seeing sees through such magical fabrications. In this case, it is piercing a magical effect, not divining information directly.[/spoiler]
- Polymorph, Alter Self, Polymorph Any Object, and Shapechange have been altered significantly. (See inside the spoiler below for details.) I have tried to simplify the shapechanging spells by dropping all the extraordinary and supernatural stuff from them. If you want access to some outsider's magical abilities, then call it using Planar Binding, or write your own entirely different spell for that.
Also, I limit the modifications to ability scores and natural armor by caster level, and make all of them castable on other people. These two things combined will make them better to cast on the party "warriors" than on the casters themselves. The spells should still maintain alot of their usefulness, but not be too powerful (I think).
[spoiler]
Lesser Polymorph
Polymorph
Greater PolymorphTransmutation
Level: Animal 8, Drd 8, Sor/Wiz 8
Components: V, S, F
Casting Time: 1 standard action
Range: Touch
Target: Willing living creature touched
Duration: 10 min./level (D)
Saving Throw: None
Spell Resistance: No
This spell functions like polymorph, except as noted here. It enables the subject to assume the form of any single nonunique creature (of any type) from Fine to Colossal size. The assumed form cannot have more than your caster level in Hit Dice, or more hit dice than the subject. Unlike polymorph, this spell allows incorporeal or gaseous forms to be assumed.
The subject loses its own racial bonuses to Strength, Dexterity, and Constitution scores, and Natural Armor. It gains the racial bonuses of the new form for these (up to the caster level). The subject retains its own Intelligence, Wisdom, and Charisma scores. If the subject does not have an ability score, then it does not gain one from this spell, and vice versa.
You can become anything you are familiar with. You can change form once each round as a free action. The change takes place either immediately before your regular action or immediately after it, but not during the action. If you use this spell to create a disguise, you get a +10 bonus on your Disguise check. Parts of your body or pieces of equipment that are separated from you do not revert to their original forms until the spell ends.
Focus: A jade circlet worth no less than 1,500 gp, which is placed on the subject's head when the spell is cast. (The focus melds into the subject's new form when it changes shape.)
Change Enlarge Person to Enlarge Creature, and drop all restrictions on creature type, and stacking with other magical affects that increase size.
Polymorph Any Object and Shapechange no longer exist.[/spoiler]
- For the Wish spell, see the section here on Frank and K's tomes.
[/list]