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ideasmith
2006-07-10, 01:50 AM
Spellbinder
I wanted a spontaneous caster with lots of choices. I decided to balance this by reducing spells per day a lot. (In the spell list and list of bonus feats available, I only listed spells in the player’s handbook. Use the lists given as a guide to whether spells/feats from other sources are available.)
Table: The Spellbinder
{table]

Level
Base
Base
Base
Base
Special






Attack
Fort.
Ref.
Will







Bonus
Save
Save
Save






1st
+0
+0
+0
+2
Bonus feat, casting style





2nd
+1
+0
+0
+3
Bonus feat





3rd
+1
+1
+1
+3
Endurance





4th
+2
+1
+1
+4
Bonus feat





5th
+2
+1
+1
+4
Knowledgeable





6th
+3
+2
+2
+5
Bonus feat





7th
+3
+2
+2
+5
Spell intensity +1





8th
+4
+2
+2
+5
Bonus feat





9th
+4
+3
+3
+6
Bonus spells





10th
+5
+3
+3
+6
Bonus feat






11th
+5
+3
+3
+7
Spell intensity +2





12th
+6
+4
+4
+8
Bonus feat





13th
+6
+4
+4
+8
Tough as old boots





14th
+7
+4
+4
+9
Bonus feat





15th
+7
+5
+5
+9
Spell intensity +3





16th
+8
+5
+5
+10
Bonus feat





17th
+8
+5
+5
+10
Spellbane





18th
+9
+6
+6
+11
Bonus feat





19th
+9
+6
+6
+11
Spell intensity +4





20th
+10
+6
+6
+12
Bonus feat




[/table]
Table: Spellbinder Spells per Day
{table]

Level
0th
1st
2nd
3rd
4th
5th
6th
7th



1st
2
0
-
-
-
-
-
-




2nd
3
1
-
-
-
-
-
-



3rd
3
2
-
-
-
-
-
-



4th
3
2
0
-
-
-
-
-



5th
3
3
1
-
-
-
-
-



6th
3
3
2
-
-
-
-
-



7th
3
3
2
0
-
-
-
-



8th
3
3
3
1
-
-
-
-



9th
3
3
3
2
-
-
-
-



10th
3
3
3
2
0
-
-
-



11th
3
3
3
3
1
-
-
-



12th
3
3
3
3
2
-
-
-



13th
3
3
3
3
2
0
-
-



14th
4
3
3
3
3
1
-
-



15th
4
4
3
3
3
2
-
-



16th
4
4
4
3
3
2
0
-



17th
4
4
4
4
3
3
1
-



18th
4
4
4
4
4
3
2
-



19th
4
4
4
4
4
4
3
0



20th
4
4
4
4
4
4
4
1


[/table]
Table: Spellbinder Spells Known
{table]

Level
0th
1st
2nd
3rd
4th
5th
6th
7th



1st
9
6
-
-
-
-
-
-



2nd
10
7
-
-
-
-
-
-



3rd
11
8
-
-
-
-
-
-



4th
12
9
6
-
-
-
-
-



5th
13
10
7
-
-
-
-
-



6th
14
11
8
-
-
-
-
-



7th
15
12
9
6
-
-
-
-



8th
16
13
10
9
-
-
-
-



9th
17
14
11
8
-
-
-
-



10th
18
15
12
9
6
-
-
-



11th
19
16
13
10
7
-
-
-



12th
20
17
14
11
8
-
-
-



13th
21
18
15
12
9
6
-
-



14th
22
19
16
13
10
7
-
-



15th
23
20
17
14
11
8
-
-



16th
24
21
18
15
12
9
6
-



17th
25
22
19
16
13
10
7
-



18th
26
23
20
17
14
11
8
-



19th
27
24
21
18
15
12
9
6



20th
28
25
22
19
16
13
10
7

[/table]
Hit Die: D4.

Class Skills: The spellbinder’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Gather Information (Cha), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (all skills taken individually) (Int), Perform (Cha), Profession (Wis), Sense Motivation (Cha), Speak Language, Spellcraft (Int), and Survival (Wis).

Skill Points at 1st Level: (2 + Int modifier) *4.

Skill Points at Each Additional Level: 2 + Int modifier.

Class Features

All of the following are class features of the spellbinder PC class.

Weapon and Armor Proficiency: Spellbinders are skilled with all simple weapons. Spellbinders are not proficient with any type of armor nor with shields.

Casting Style: At 1st level, the spellbinder chooses what ability (Int, Wis, or Cha) functions as the spellbinder’s casting ability. The spellbinder also chooses whether to cast arcane or divine magic. These choices may not be changed once made.
Spellbinders treat spells with a DF component as if the component was M/DF.

Spellbinders casting arcane spells suffer the normal arcane spell failure chance when wearing armor or shields. Spellbinders casting divine spells do not suffer arcane spell failure.

Spells: A spellbinder casts spells, which are drawn from the spellbinder spell list (see below).
To prepare or cast a spell, a spellbinder must have a casting ability (see casting style above) score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a spellbinder’s spell is 10 + the spell level + the spellbinder’s casting ability modifier.
Like other spellcasters, a spellbinder can cast only a certain number of spells of each spell level per day. Er base daily spell allotment is given on Table: The Spellbinder. In addition, e receives bonus spells per day if e has a high casting ability score. When Table: The Spellbinder indicates that the spellbinder gets 0 spells per day of a given spell level, e gains only the bonus spell e would be entitled to based on er characteristic score for that spell level.

The spellbinder’s selection of spells is slightly limited. A spellbinder begins play knowing 12 0th-level spells and 6 1st level spells of your choice. At most new spellbinder levels, e gains one or more new spells, as indicated on Table: The Spellbinder. (Unlike spells per day, the number of spells a spellbinder knows is not affected by er characteristic casting ability score; the numbers on Table: The Spellbinder are fixed.)
Upon reaching 5th level, and at every third spellbinder level after that (8th, 11th, and so on), a spellbinder can choose to learn a new spell in place of one e already knows. In effect, the spellbinder "loses" the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level spellbinder spell the spellbinder can cast. A spellbinder may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.
As noted above, a spellbinder need not prepare er spells in advance. E can cast any spell e knows at any time, assuming e has not yet used up er allotment of spells per day for the spell’s level.

Feats: At first level, at 2nd level, and at every even numbered level thereafter, the spellbinder gains a feat from the following list:


Augment Summoning
Combat Casting
Eschew Materials
Improved Counterspell
Spell Focus
Greater Spell Focus
Spell Mastery
Spell Penetration
Greater Spell Penetration

Brew Potion
Craft Magic Arms And Armor
Craft Rod
Craft Staff
Craft Wand
Craft Wondrous Item
Forge Ring
Scribe Scroll

Empower Spell
Enlarge Spell
Extend Spell
Heighten Spell
Maximize Spell
Quicken Spell
Silent Spell
Still Spell
Widen Spell


Endurance: At 3rd level, a spellbinder gets Endurance as a Bonus Feat.

Knowledgeable: Starting at 5th level, a spellbinder gets 4 ranks of Knowledge skills per level. These ranks count against the normal limits.

Spell Intensity: At 7th level, a spellbinder gains a +1 bonus to save DC when casting spellbinder spells. This increases to +2 at 11th level, +3 at 15th level, and +4 at 19th level.

Bonus spells: Starting at 9th level, those spells designated spellbinder bonus spells (see list below) no longer count towards the spellbinders spells known limit. They are added to the list of spells known as soon as the spellbinder is able to cast the appropriate spell level ( immediately, for spells up to 3rd level). For each spellbinder bonus spell the spellbinder already knows, the spellbinder immediately learns a new spell known of the same level, which does count towards the spells known limit

Spellbinder Bonus Spells


Detect Magic
Magic Weapon
See Invisibility
Dispel Magic
Dismissal
Break Enchantment
Greater Dispel Magic

Tough as old Boots: After attaining 13th level, a spellbinder no longer takes ability score penalties to Constitution for aging. Spellbinders still take aging penalties to Strength and Dexterity and can be magically aged. Any penalties e may have already incurred remain in place.
Spellbane At 17th level, a spellbinder gains spell resistance equal to er current spellbinder level + 10. In order to affect the spellbinder with a spell, a spellcaster must get a result on a caster level check (1d20 + caster level) that equals or exceeds the spellbinder’s spell resistance.


Note: The spell list further down.

TheOOB
2006-07-10, 02:01 AM
I find your class to be both over-powered, an underpowered at the same time. On the one hand this class is way too powerful to splash, as with only a few levels it gives a great amount of magic, and to spellcasters they can get a lot of bonus quickly.

In the long run however the class losses its usefulness, theres no reason to take this class above level 4 or 5, because at that point the wizards and clerics start getting powerful spells, when the spellbinder is having trouble getting their spells past kobold saves.

The fact is spontaneous casting and a large spell list don't mix. The whole entire point of spontaneous casters is that they can cast any spell they know at the drop of a hat, but they dont know many spells. The closest they ever get to a large spell list is somehting like the warmage, beguiler, and dread necromancer. They have a fairly large spell list, but they dont get to choose their spells, their very specilized.

Dancing_Zephyr
2006-07-10, 11:51 AM
This class seems lose power at higher levels as stated above. Bards have song, Ranger and Paladins have martial skills to make up for limited spell casting, these guys just have a large spell repetoir.

I envisioned this class as an anti-caster class when i read the title, so maybe you could work in some anti-casting abilities at higher levels to make it more useful if you chose to progress in this class.

ideasmith
2006-07-10, 05:33 PM
I find your class to be both over-powered, an underpowered at the same time. On the one hand this class is way too powerful to splash, as with only a few levels it gives a great amount of magic, and to spellcasters they can get a lot of bonus quickly.

In the long run however the class losses its usefulness, theres no reason to take this class above level 4 or 5, because at that point the wizards and clerics start getting powerful spells, when the spellbinder is having trouble getting their spells past kobold saves.

Weakening low-level spellbinders while strengthening high-level spellbinders would be fairly easy. I already have ideas as to how. Changing the spells known to start at 6 while increasing at 1 per level instead of 1 per 2 levels, and adding +1 to spell DC at levels 7, 11, 15, and 19 comes to mind. I am not yet sure whether it is needed. More details?


This class seems lose power at higher levels as stated above. Bards have song, Ranger and Paladins have martial skills to make up for limited spell casting, these guys just have a large spell repetoir.

I envisioned this class as an anti-caster class when i read the title, so maybe you could work in some anti-casting abilities at higher levels to make it more useful if you chose to progress in this class.

That's two for beefing up high level spellbinders, none so far against. Will get started writing the power increase.

Anti-casting abilities are a possiblity. Changing the name is also a possibility, thought I'm not sure what I would change it to.


Edit: I have now revised the class. I have made the following changes:

1. Fixed tables.
2. Revised Spells Known table.
3. Added spell intensity, bonus spells, spellbane.
4. Added 7th level spells.

Since the revised class was "too long", I have moved the spell list to this post.

Spellbinder Spell List

Spellbinders choose their spells from the following list.

0 Level


• Acid Splash: Orb deals 1d3 acid damage.
• Arcane Mark: Inscribes a personal rune (visible or invisible).
• Create Water: Creates 2 gallons/level of pure water.
• Cure Minor Wounds: Cures 1 point of damage.
• Dancing Lights: Creates torches or other lights.
• Daze: Humanoid creature of 4 HD or less loses next action.
• Detect Magic: Detects spells and magic items within 60 ft.
• Detect Poison: Detects poison in one creature or small object.
• Disrupt Undead: Deals 1d6 damage to one undead.
• Flare: Dazzles one creature (-1 penalty on attack rolls).
• Ghost Sound: Figment sounds.
• Guidance: +1 on one attack roll, saving throw, or skill check.
• Inflict Minor Wounds: Touch attack, 1 point of damage.
• Know Direction: You discern north.
• Light: Object shines like a torch.
• Mage Hand: 5-pound telekinesis.
• Mending: Makes minor repairs on an object.
• Message: Whispered conversation at distance.
• Open/Close: Opens or closes small or light things.
• Prestidigitation: Performs minor tricks.
• Purify Food and Drink: Purifies 1 cu. ft./level of food or water.
• Ray of Frost: Ray deals 1d3 cold damage.
• Read Magic: Read scrolls and spellbooks.
• Resistance: Subject gains +1 bonus on saving throws.
• Touch of Fatigue: Touch attack fatigues target.
• Virtue: Subject gains 1 temporary hp.

1st Level


• Alarm: Wards an area for 2 hours/level.
• Animate Rope: Makes a rope move at your command.
• Bane: Enemies take -1 on attack rolls and saves against fear.
• Bless: Allies gain +1 on attack rolls and saves against fear.
• Burning Hands: 1d4/level fire damage (max 5d4).
• Calm Animals: Calms (2d4 + level) HD of animals.
• Cause Fear: One creature of 5 HD or less flees for 1d4 rounds.
• Charm Animal: Makes one animal your friend.
• Charm Person: Makes one person your friend.
• Chill Touch: One touch/level deals 1d6 damage and possibly 1 Str damage.
• Color Spray: Knocks unconscious, blinds, and/or stuns weak creatures.
• Command: One subject obeys selected command for 1 round.
• Comprehend Languages: You understand all spoken and written languages.
• Cure Light Wounds: Cures 1d8 damage +1/level (max +5).
• Deathwatch: Reveals how near death subjects within 30 ft. are.
• Detect Animals or Plants: Detects kinds of animals or plants.
• Detect Chaos/Evil/Good/Law: Reveals creatures, spells, or objects of selected alignment.
• Detect Secret Doors: Reveals hidden doors within 60 ft.
• Detect Snares and Pits: Reveals natural or primitive traps.
• Detect Undead: Reveals undead within 60 ft.
• Disguise Self: Changes your appearance.
• Doom: One subject takes -2 on attack rolls, saves, and checks.
• Endure Elements: Exist comfortably in hot or cold environments.
• Enlarge Person: Humanoid creature doubles in size.
• Entangle: Plants entangle everyone in 40-ft.-radius.
• Entropic Shield: Ranged attacks against you have 20% miss chance.
• Erase: Mundane or magical writing vanishes.
• Expeditious Retreat: Your speed increases by 30 ft.
• Faerie Fire: Outlines subjects with light, canceling blur, concealment, and the like.
• Feather Fall: Objects or creatures fall slowly.
• Floating Disk: Creates 3-ft.-diameter horizontal disk that holds 100 lb./level.
• Goodberry: 2d4 berries each cure 1 hp (max 8 hp/24 hours).
• Grease: Makes 10-ft. square or one object slippery.
• Hide from Animals: Animals can’t perceive one subject/level.
• Hide from Undead: Undead can’t perceive one subject/level.
• Hold Portal: Holds door shut.
• Hypnotism: Fascinates 2d4 HD of creatures.
• Identify M: Determines properties of magic item.
• Inflict Light Wounds: Touch deals 1d8 damage +1/level (max +5).
• Jump: Subject gets bonus on Jump checks.
• Longstrider: Your speed increases by 10 ft.
• Mage Armor: Gives subject +4 armor bonus.
• Magic Aura: Alters object’s magic aura.
• Magic Fang: One natural weapon of subject creature gets +1 on attack and damage rolls.
• Magic Missile: 1d4+1 damage; +1 missile per two levels above 1st (max 5).
• Magic Stone: Three stones gain +1 on attack, deal 1d6 +1 damage.
• Magic Weapon: Weapon gains +1 bonus.
• Mount: Summons riding horse for 2 hours/level.
• Obscuring Mist: Fog surrounds you.
• Pass without Trace: One subject/level leaves no tracks.
• Produce Flame: 1d6 damage +1/level, touch or thrown.
• Protection from Chaos/Evil/Good/Law: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
• Ray of Enfeeblement: Ray deals 1d6 +1 per two levels Str damage.
• Reduce Person: Humanoid creature halves in size.
• Remove Fear: Suppresses fear or gives +4 on saves against fear for one subject + one per four levels.
• Sanctuary: Opponents can’t attack you, and you can’t attack.
• Shield of Faith: Aura grants +2 or higher deflection bonus.
• Shield: Invisible disc gives +4 to AC, blocks magic missiles.
• Shillelagh: Cudgel or quarterstaff becomes +1 weapon and deals damage as if two sizes larger.
• Shocking Grasp: Touch delivers 1d6/level electricity damage (max 5d6).
• Silent Image: Creates minor illusion of your design.
• Sleep: Puts 4 HD of creatures into magical slumber.
• Speak with Animals: You can communicate with animals.
• Summon Monster I: Calls extraplanar creature to fight for you.
• Summon Nature’s Ally I: Calls creature to fight.
• True Strike: +20 on your next attack roll.
• Unseen Servant: Invisible force obeys your commands.
• Ventriloquism: Throws voice for 1 min./level.

2nd Level


• Acid Arrow: Ranged touch attack; 2d4 damage for 1 round +1 round/three levels.
• Aid: +1 on attack rolls and saves against fear, 1d8 temporary hp +1/level (max +10).
• Align Weapon: Weapon becomes good, evil, lawful, or chaotic.
• Alter Self: Assume form of a similar creature.
• Animal Messenger: Sends a Tiny animal to a specific place.
• Animal Trance: Fascinates 2d6 HD of animals.
• Arcane Lock M: Magically locks a portal or chest.
• Augury M F: Learns whether an action will be good or bad.
• Barkskin: Grants +2 (or higher) enhancement to natural armor.
• Bear’s Endurance: Subject gains +4 to Con for 1 min./level.
• Blindness/Deafness: Makes subject blinded or deafened.
• Blur: Attacks miss subject 20% of the time.
• Bull’s Strength: Subject gains +4 to Str for 1 min./level.
• Calm Emotions: Calms creatures, negating emotion effects.
• Cat’s Grace: Subject gains +4 to Dex for 1 min./level.
• Chill Metal: Cold metal damages those who touch it.
• Command Undead: Undead creature obeys your commands.
• Continual Flame M: Makes a permanent, heatless torch.
• Cure Moderate Wounds: Cures 2d8 damage +1/level (max +10).
• Darkness: 20-ft. radius of supernatural shadow.
• Darkvision: See 60 ft. in total darkness.
• Daze Monster: Living creature of 6 HD or less loses next action.
• Death Knell: Kills dying creature; you gain 1d8 temporary hp, +2 to Str, and +1 level.
• Delay Poison: Stops poison from harming subject for 1 hour/level.
• Detect Thoughts: Allows “listening” to surface thoughts.
• Eagle’s Splendor: Subject gains +4 to Cha for 1 min./level.
• Enthrall: Captivates all within 100 ft. + 10 ft./level.
• False Life: Gain 1d10 temporary hp +1/level (max +10).
• Find Traps: Notice traps as a rogue does.
• Fire Trap M: Opened object deals 1d4 +1/level damage.
• Flame Blade: Touch attack deals 1d8 +1/two levels damage.
• Flaming Sphere: Creates rolling ball of fire, 2d6 damage, lasts 1 round/level.
• Fog Cloud: Fog obscures vision.
• Fox’s Cunning: Subject gains +4 Int for 1 min./level.
• Gentle Repose: Preserves one corpse.
• Ghoul Touch: Paralyzes one subject, which exudes stench that makes those nearby sickened.
• Glitterdust: Blinds creatures, outlines invisible creatures.
• Gust of Wind: Blows away or knocks down smaller creatures.
• Heat Metal: Make metal so hot it damages those who touch it.
• Hideous Laughter: Subject loses actions for 1 round/level.
• Hold Animal: Paralyzes one animal for 1 round/level.
• Hold Person: Paralyzes one humanoid for 1 round/level.
• Hypnotic Pattern: Fascinates (2d4 + level) HD of creatures.
• Inflict Moderate Wounds: Touch attack, 2d8 damage +1/level (max +10).
• Invisibility: Subject is invisible for 1 min./level or until it attacks.
• Knock: Opens locked or magically sealed door.
• Levitate: Subject moves up and down at your direction.
• Locate Object: Senses direction toward object (specific or type).
• Magic Mouth M: Speaks once when triggered.
• Make Whole: Repairs an object.
• Minor Image: As silent image, plus some sound.
• Mirror Image: Creates decoy duplicates of you (1d4 +1 per three levels, max 8).
• Misdirection: Misleads divinations for one creature or object.
• Obscure Object: Masks object against scrying.
• Owl’s Wisdom: Subject gains +4 to Wis for 1 min./level.
• Phantom Trap M: Makes item seem trapped.
• Protection from Arrows: Subject immune to most ranged attacks.
• Pyrotechnics: Turns fire into blinding light or choking smoke.
• Reduce Animal: Shrinks one willing animal.
• Remove Paralysis: Frees one or more creatures from paralysis or slow effect.
• Resist Energy: Ignores first 10 (or more) points of damage/attack from specified energy type.
• Restoration, Lesser: Dispels magical ability penalty or repairs 1d4 ability damage.
• Rope Trick: As many as eight creatures hide in extradimensional space.
• Scare: Panics creatures of less than 6 HD.
• Scorching Ray: Ranged touch attack deals 4d6 fire damage, +1 ray/four levels (max 3).
• See Invisibility: Reveals invisible creatures or objects.
• Shatter: Sonic vibration damages objects or crystalline creatures.
• Shield Other F: You take half of subject’s damage.
• Silence: Negates sound in 20-ft. radius.
• Soften Earth and Stone: Turns stone to clay or dirt to sand or mud.
• Sound Burst: Deals 1d8 sonic damage to subjects; may stun them.
• Spectral Hand: Creates disembodied glowing hand to deliver touch attacks.
• Spider Climb: Grants ability to walk on walls and ceilings.
• Status: Monitors condition, position of allies.
• Summon Monster II: Calls extraplanar creature to fight for you.
• Summon Nature’s Ally II: Calls creature to fight.
• Summon Swarm: Summons swarm of bats, rats, or spiders.
• Touch of Idiocy: Subject takes 1d6 points of Int, Wis, and Cha damage.
• Tree Shape: You look exactly like a tree for 1 hour/level.
• Undetectable Alignment: Conceals alignment for 24 hours.
• Warp Wood: Bends wood (shaft, handle, door, plank).
• Web: Fills 20-ft.-radius spread with sticky spiderwebs.
• Whispering Wind: Sends a short message 1 mile/level.
• Wood Shape: Rearranges wooden objects to suit you.
• Zone of Truth: Subjects within range cannot lie.

3rd Level


• Animate Dead M: Creates undead skeletons and zombies.
• Arcane Sight: Magical auras become visible to you.
• Bestow Curse: -6 to an ability score; -4 on attack rolls, saves, and checks; or 50% chance of losing each action.
• Blink: You randomly vanish and reappear for 1 round/level.
• Call Lightning: Calls down lightning bolts (3d6 per bolt) from sky.
• Clairaudience/Clairvoyance: Hear or see at a distance for 1 min./level.
• Contagion: Infects subject with chosen disease.
• Create Food and Water: Feeds three humans (or one horse)/level.
• Cure Serious Wounds: Cures 3d8 damage +1/level (max +15).
• Daylight: 60-ft. radius of bright light.
• Deep Slumber: Puts 10 HD of creatures to sleep.
• Deeper Darkness: Object sheds supernatural shadow in 60-ft. radius.
• Diminish Plants: Reduces size or blights growth of normal plants.
• Dispel Magic: Cancels spells and magical effects.
• Displacement: Attacks miss subject 50%.
• Dominate Animal: Subject animal obeys silent mental commands.
• Explosive Runes: Deals 6d6 damage when read.
• Fireball: 1d6 damage per level, 20-ft. radius.
• Flame Arrow: Arrows deal +1d6 fire damage.
• Fly: Subject flies at speed of 60 ft.
• Gaseous Form: Subject becomes insubstantial and can fly slowly.
• Glyph of Warding M: Inscription harms those who pass it.
• Halt Undead: Immobilizes undead for 1 round/level.
• Haste: One creature/level moves faster, +1 on attack rolls, AC, and Reflex saves.
• Helping Hand: Ghostly hand leads subject to you.
• Heroism: Gives +2 bonus on attack rolls, saves, skill checks.
• Illusory Script M: Only intended reader can decipher.
• Inflict Serious Wounds: Touch attack, 3d8 damage +1/level (max +15).
• Invisibility Purge: Dispels invisibility within 5 ft./level.
• Invisibility Sphere: Makes everyone within 10 ft. invisible.
• Keen Edge: Doubles normal weapon’s threat range.
• Lightning Bolt: Electricity deals 1d6/level damage.
• Magic Circle against Chaos/Evil/Good/Law: As protection spells, but 10-ft. radius and 10 min./level.
• Magic Fang, Greater: One natural weapon of subject creature gets +1/four levels on attack and damage rolls (max +5).
• Magic Vestment: Armor or shield gains +1 enhancement per four levels.
• Magic Weapon, Greater: +1/four levels (max +5).
• Major Image: As silent image, plus sound, smell and thermal effects.
• Meld into Stone: You and your gear merge with stone.
• Neutralize Poison: Immunizes subject against poison, detoxifies venom in or on subject.
• Nondetection M: Hides subject from divination, scrying.
• Obscure Object: Masks object against scrying.
• Phantom Steed: Magic horse appears for 1 hour/level.
• Plant Growth: Grows vegetation, improves crops.
• Poison: Touch deals 1d10 Con damage, repeats in 1 min.
• Prayer: Allies +1 bonus on most rolls, enemies -1 penalty.
• Protection from Energy: Absorb 12 points/level of damage from one kind of energy.
• Quench: Extinguishes nonmagical fires or one magic item.
• Rage: Subjects gains +2 to Str and Con, +1 on Will saves, -2 to AC.
• Ray of Exhaustion: Ray makes subject exhausted.
• Remove Blindness/Deafness: Cures normal or magical conditions.
• Remove Curse: Frees object or person from curse.
• Remove Disease: Cures all diseases affecting subject.
• Searing Light: Ray deals 1d8/two levels damage, more against undead.
• Secret Page: Changes one page to hide its real content.
• Sepia Snake Sigil M: Creates text symbol that immobilizes reader.
• Shrink Item: Object shrinks to one-sixteenth size.
• Sleet Storm: Hampers vision and movement.
• Slow: One subject/level takes only one action/round, -1 to AC, reflex saves, and attack rolls.
• Snare: Creates a magic booby trap.
• Speak with Dead: Corpse answers one question/two levels.
• Speak with Plants: You can talk to normal plants and plant creatures.
• Spike Growth: Creatures in area take 1d4 damage, may be slowed.
• Stinking Cloud: Nauseating vapors, 1 round/level.
• Stone Shape: Sculpts stone into any shape.
• Suggestion: Compels subject to follow stated course of action.
• Summon Monster III: Calls extraplanar creature to fight for you.
• Summon Nature’s Ally III: Calls creature to fight.
• Tiny Hut: Creates shelter for ten creatures.
• Tongues: Speak any language.
• Vampiric Touch: Touch deals 1d6/two levels damage; caster gains damage as hp.
• Water Breathing: Subjects can breathe underwater.
• Water Walk: Subject treads on water as if solid.
• Wind Wall: Deflects arrows, smaller creatures, and gases.

4th Level


• Air Walk: Subject treads on air as if solid (climb at 45-degree angle).
• Animate Dead M: Creates undead skeletons and zombies.
• Antiplant Shell: Keeps animated plants at bay.
• Arcane Eye: Invisible floating eye moves 30 ft./round.
• Black Tentacles: Tentacles grapple all within 20 ft. spread.
• Blight: Withers one plant or deals 1d6/level damage to plant creature.
• Charm Monster: Makes monster believe it is your ally.
• Command Plants: Sway the actions of one or more plant creatures.
• Confusion: Subjects behave oddly for 1 round/level.
• Control Water: Raises or lowers bodies of water.
• Crushing Despair: Subjects take -2 on attack rolls, damage rolls, saves, and checks.
• Cure Critical Wounds: Cures 4d8 damage +1/level (max +20).
• Death Ward: Grants immunity to death spells and negative energy effects.
• Detect Scrying: Alerts you of magical eavesdropping.
• Dimension Door: Teleports you short distance.
• Dimensional Anchor: Bars extradimensional movement.
• Discern Lies: Reveals deliberate falsehoods.
• Dismissal: Forces a creature to return to native plane.
• Divination M: Provides useful advice for specific proposed actions.
• Enervation: Subject gains 1d4 negative levels.
• Enlarge Person, Mass: Enlarges several creatures.
• Fear: Subjects within cone flee for 1 round/level.
• Fire Shield: Creatures attacking you take fire damage; you’re protected from heat or cold.
• Fire Trap M: Opened object deals 1d4 damage +1/level.
• Flame Strike: Smite foes with divine fire (1d6/level damage).
• Freedom of Movement: Subject moves normally despite impediments.
• Geas, Lesser: Commands subject of 7 HD or less.
• Giant Vermin: Turns centipedes, scorpions, or spiders into giant vermin.
• Globe of Invulnerability, Lesser: Stops 1st- through 3rd-level spell effects.
• Hallucinatory Terrain: Makes one type of terrain appear like another (field into forest, or the like).
• Ice Storm: Hail deals 5d6 damage in cylinder 40 ft. across.
• Illusory Wall: Wall, floor, or ceiling looks real, but anything can pass through.
• Imbue with Spell Ability: Transfer spells to subject.
• Inflict Critical Wounds: Touch attack, 4d8 damage +1/level (max +20).
• Invisibility, Greater: As invisibility, but subject can attack and stay invisible.
• Locate Creature: Indicates direction to familiar creature.
• Magic Weapon, Greater: +1 bonus/four levels (max +5).
• Minor Creation: Creates one cloth or wood object.
• Phantasmal Killer: Fearsome illusion kills subject or deals 3d6 damage.
• Polymorph: Gives one willing subject a new form.
• Rainbow Pattern: Lights fascinate 24 HD of creatures.
• Reduce Person, Mass: Reduces several creatures.
• Reincarnate: Brings dead subject back in a random body.
• Repel Vermin: Insects, spiders, and other vermin stay 10 ft. away.
• Resilient Sphere: Force globe protects but traps one subject.
• Restoration M: Restores level and ability score drains.
• Rusting Grasp: Your touch corrodes iron and alloys.
• Scrying F: Spies on subject from a distance.
• Secure Shelter: Creates sturdy cottage.
• Sending: Delivers short message anywhere, instantly.
• Shadow Conjuration: Mimics conjuration below 4th level, but only 20% real.
• Shout: Deafens all within cone and deals 5d6 sonic damage.
• Solid Fog: Blocks vision and slows movement.
• Spell Immunity: Subject is immune to one spell per four levels.
• Spike Stones: Creatures in area take 1d8 damage, may be slowed.
• Stone Shape: Sculpts stone into any shape.
• Stoneskin M: Ignore 10 points of damage per attack.
• Summon Monster IV: Calls extraplanar creature to fight for you.
• Summon Nature’s Ally IV: Calls creature to fight.
• Wall of Fire: Deals 2d4 fire damage out to 10 ft. and 1d4 out to 20 ft. Passing through wall deals 2d6 damage +1/level.
• Wall of Ice: Ice plane creates wall with 15 hp +1/level, or hemisphere can trap creatures inside.

5th Level


• Animal Growth: One animal/two levels doubles in size.
• Baleful Polymorph: Transforms subject into harmless animal.
• Blight: Withers one plant or deals 1d6/level damage to plant creature.
• Break Enchantment: Frees subjects from enchantments, alterations, curses, and petrification.
• Call Lightning Storm: As call lightning, but 5d6 damage per bolt.
• Cloudkill: Kills 3 HD or less; 4-6 HD save or die, 6+ HD take Con damage.
• Command, Greater: As command, but affects one subject/level.
• Commune with Nature: Learn about terrain for 1 mile/level.
• Cone of Cold: 1d6/level cold damage.
• Contact Other Plane: Lets you ask question of extraplanar entity.
• Control Winds: Change wind direction and speed.
• Cure Critical Wounds: Cures 4d8 damage +1/level (max +20).
• Cure Light Wounds, Mass: Cures 1d8 damage +1/level for many creatures.
• Death Ward: Grants immunity to all death spells and negative energy effects.
• Dismissal: Forces a creature to return to native plane.
• Dispel Chaos/Evil/Good/Law: +4 bonus against attacks.
• Disrupting Weapon: Melee weapon destroys undead.
• Dominate Person: Controls humanoid telepathically.
• Dream: Sends message to anyone sleeping.
• Fabricate: Transforms raw materials into finished items.
• False Vision M: Fools scrying with an illusion.
• Feeblemind: Subject’s Int and Cha drop to 1.
• Hold Monster: As hold person, but any creature.
• Inflict Light Wounds, Mass: Deals 1d8 damage +1/level to many creatures.
• Insect Plague: Locust swarms attack creatures.
• Interposing Hand: Hand provides cover against one opponent.
• Mage’s Faithful Hound: Phantom dog can guard, attack.
• Mage’s Private Sanctum: Prevents anyone from viewing or scrying an area for 24 hours.
• Magic Jar F: Enables possession of another creature.
• Major Creation: As minor creation, plus stone and metal.
• Mark of Justice: Designates action that will trigger curse on subject.
• Mind Fog: Subjects in fog get -10 to Wis and Will checks.
• Mirage Arcana: As hallucinatory terrain, plus structures.
• Nightmare: Sends vision dealing 1d10 damage, fatigue.
• Overland Flight: You fly at a speed of 40 ft. and can hustle over long distances.
• Passwall: Creates passage through wood or stone wall.
• Permanency X: Makes certain spells permanent.
• Persistent Image: As major image, but no concentration required.
• Planar Binding, Lesser: Traps extraplanar creature of 6 HD or less until it performs a task.
• Plane Shift F: As many as eight subjects travel to another plane.
• Prying Eyes: 1d4 +1/level floating eyes scout for you.
• Raise Dead M: Restores life to subject who died as long as one day/level ago.
• Secret Chest F: Hides expensive chest on Ethereal Plane; you retrieve it at will.
• Seeming: Changes appearance of one person per two levels.
• Sending: Delivers short message anywhere, instantly.
• Shadow Evocation: Mimics evocation below 5th level, but only 20% real.
• Slay Living: Touch attack kills subject.
• Spell Resistance: Subject gains SR 12 + level.
• Summon Monster V: Calls extraplanar creature to fight for you.
• Summon Nature’s Ally V: Calls creature to fight.
• Symbol of Pain M: Triggered rune wracks nearby creatures with pain.
• Symbol of Sleep M: Triggered rune puts nearby creatures into catatonic slumber.
• Telekinesis: Moves object, attacks creature, or hurls object or creature.
• Telepathic Bond: Link lets allies communicate.
• Teleport: Instantly transports you as far as 100 miles/level.
• Transmute Mud to Rock: Transforms two 10-ft. cubes per level.
• Transmute Rock to Mud: Transforms two 10-ft. cubes per level.
• Tree Stride: Step from one tree to another far away.
• True Seeing M: Lets you see all things as they really are.
• Wall of Force: Wall is immune to damage.
• Wall of Stone: Creates a stone wall that can be shaped.
• Wall of Thorns: Thorns damage anyone who tries to pass.
• Waves of Fatigue: Several targets become fatigued.

6th Level


• Acid Fog: Fog deals acid damage.
• Analyze Dweomer F: Reveals magical aspects of subject.
• Animate Objects: Objects attack your foes.
• Antilife Shell: 10-ft. field hedges out living creatures.
• Antimagic Field: Negates magic within 10 ft.
• Banishment: Banishes 2 HD/level of extraplanar creatures.
• Bear’s Endurance, Mass: As bear’s endurance, affects one subject/ level.
• Blade Barrier: Wall of blades deals 1d6/level damage.
• Bull’s Strength, Mass: As bull’s strength, affects one subject/ level.
• Cat’s Grace, Mass: As cat’s grace, affects one subject/level.
• Chain Lightning: 1d6/level damage; 1 secondary bolt/level each deals half damage.
• Circle of Death M: Kills 1d4/level HD of creatures.
• Contingency F: Sets trigger condition for another spell.
• Create Undead M: Creates ghouls, ghasts, mummies, or mohrgs.
• Cure Light Wounds, Mass: Cures 1d8 damage +1/level for many creatures.
• Cure Moderate Wounds, Mass: Cures 2d8 damage +1/level for many creatures.
• Disintegrate: Makes one creature or object vanish.
• Dispel Magic, Greater: As dispel magic, but +20 on check.
• Eagle’s Splendor, Mass: As eagle’s splendor, affects one subject/level.
• Eyebite: Target becomes panicked, sickened, and comatose.
• Find the Path: Shows most direct way to a location.
• Fire Seeds: Acorns and berries become grenades and bombs.
• Flesh to Stone: Turns subject creature into statue.
• Forbiddance M: Blocks planar travel, damages creatures of different alignment.
• Forceful Hand: Hand pushes creatures away.
• Fox’s Cunning, Mass: As fox’s cunning, affects one subject/ level.
• Freezing Sphere: Freezes water or deals cold damage.
• Geas/Quest: As lesser geas, plus it affects any creature.
• Globe of Invulnerability: As lesser globe of invulnerability, plus 4th-level spell effects.
• Glyph of Warding, Greater: As glyph of warding, but up to 10d8 damage or 6th-level spell.
• Guards and Wards: Array of magic effects protect area.
• Harm: Deals 10 points/level damage to target.
• Heal: Cures 10 points/level of damage, all diseases and mental conditions.
• Heroes’ Feast: Food for one creature/level cures and grants combat bonuses.
• Heroism, Greater: Gives +4 bonus on attack rolls, saves, skill checks; immunity to fear; temporary hp.
• Inflict Moderate Wounds, Mass: Deals 2d8 damage +1/level to many creatures.
• Ironwood: Magic wood is strong as steel.
• Legend Lore M F: Lets you learn tales about a person, place, or thing.
• Liveoak: Oak becomes treant guardian.
• Mislead: Turns you invisible and creates illusory double.
• Move Earth: Digs trenches and build hills.
• Owl’s Wisdom, Mass: As owl’s wisdom, affects one subject/level.
• Permanent Image: Includes sight, sound, and smell.
• Planar Binding: As lesser planar binding, but up to 12 HD.
• Programmed Image M: As major image, plus triggered by event.
• Repel Wood: Pushes away wooden objects.
• Repulsion: Creatures can’t approach you.
• Shadow Walk: Step into shadow to travel rapidly.
• Spellstaff: Stores one spell in wooden quarterstaff.
• Stone Tell: Talk to natural or worked stone.
• Stone to Flesh: Restores petrified creature.
• Suggestion, Mass: As suggestion, plus one subject/level.
• Summon Monster VI: Calls extraplanar creature to fight for you.
• Summon Nature’s Ally VI: Calls creature to fight.
• Symbol of Fear M: Triggered rune panics nearby creatures.
• Symbol of Persuasion M: Triggered rune charms nearby creatures.
• Transport via Plants: Move instantly from one plant to another of the same kind.
• Undeath to Death M: Destroys 1d4/level HD of undead (max 20d4).
• Veil: Changes appearance of group of creatures.
• Wall of Iron M: 30 hp/four levels; can topple onto foes.
• Wind Walk: You and your allies turn vaporous and travel fast.
• Word of Recall: Teleports you back to designated place.

7th Level



• Animate Plants: One or more plants animate and fight for you.
• Arcane Sight, Greater: As arcane sight, but also reveals magic effects on creatures and objects.
• Banishment: Banishes 2 HD/level of extraplanar creatures.
• Blasphemy: Kills, paralyzes, weakens, or dazes nonevil subjects.
• Changestaff: Your staff becomes a treant on command.
• Control Undead: Undead don’t attack you while under your command.
• Control Weather: Changes weather in local area.
• Creeping Doom: Swarms of centipedes attack at your command.
• Cure Serious Wounds, Mass: Cures 3d8 damage +1/level for many creatures.
• Delayed Blast Fireball: 1d6/level fire damage; you can postpone blast for 5 rounds.
• Destruction F: Kills subject and destroys remains.
• Dictum: Kills, paralyzes, slows, or deafens nonlawful subjects.
• Ethereal Jaunt: You become ethereal for 1 round/level.
• Finger of Death: Kills one subject.
• Fire Storm: Deals 1d6/level fire damage.
• Forcecage M: Cube or cage of force imprisons all inside.
• Grasping Hand: Hand provides cover, pushes, or grapples.
• Heal: Cures 10 points/level of damage, all diseases and mental conditions.
• Hold Person, Mass: As hold person, but all within 30 ft.
• Holy Word: Kills, paralyzes, blinds, or deafens nongood subjects.
• Inflict Serious Wounds, Mass: Deals 3d8 damage +1/level to many creatures.
• Insanity: Subject suffers continuous confusion.
• Instant Summons M: Prepared object appears in your hand.
• Invisibility, Mass: As invisibility, but affects all in range.
• Mage’s Magnificent Mansion F: Door leads to extradimensional mansion.
• Mage’s Sword F: Floating magic blade strikes opponents.
• Phase Door: Creates an invisible passage through wood or stone.
• Plane Shift F: As many as eight subjects travel to another plane.
• Power Word Blind: Blinds creature with 200 hp or less.
• Prismatic Spray: Rays hit subjects with variety of effects.
• Project Image: Illusory double can talk and cast spells.
• Refuge M: Alters item to transport its possessor to you.
• Regenerate: Subject’s severed limbs grow back, cures 4d8 damage +1/level (max +35).
• Repulsion: Creatures can’t approach you.
• Restoration, Greater X: As restoration, plus restores all levels and ability scores.
• Resurrection M: Fully restore dead subject.
• Reverse Gravity: Objects and creatures fall upward.
• Scrying, Greater: As scrying, but faster and longer.
• Sequester: Subject is invisible to sight and scrying; renders creature comatose.
• Shadow Conjuration, Greater: As shadow conjuration, but up to 6th level and 60% real.
• Simulacrum M X: Creates partially real double of a creature.
• Spell Turning: Reflect 1d4+6 spell levels back at caster.
• Statue: Subject can become a statue at will.
• Summon Monster VII: Calls extraplanar creature to fight for you.
• Summon Nature’s Ally VII: Calls creature to fight.
• Sunbeam: Beam blinds and deals 4d6 damage.
• Symbol of Stunning M: Triggered rune stuns nearby creatures.
• Symbol of Weakness M: Triggered rune weakens nearby creatures.
• Teleport Object: As teleport, but affects a touched object.
• Teleport, Greater: As teleport, but no range limit and no off-target arrival.
• Transmute Metal to Wood: Metal within 40 ft. becomes wood.
• True Seeing M: Lets you see all things as they really are.
• Vision M X: As legend lore, but quicker and strenuous.
• Waves of Exhaustion: Several targets become exhausted.
• Wind Walk: You and your allies turn vaporous and travel fast.
• Word of Chaos: Kills, confuses, stuns, or deafens nonchaotic subjects.

littlechicory
2007-08-07, 03:48 PM
The table is still borked. :smalleek:

Bitzeralisis
2007-08-07, 03:56 PM
By the *insert number of gods here* gods, can't anyone here make a decent table!?

This is how you make a table!

{table=head]Attack Bonus|Fortitude Save
+1|+0
+2|+0
+3|+1
[/table]

will become

{table=head]Attack Bonus|Fortitude Save
+1|+0
+2|+0
+3|+1
[/table]

Fax Celestis
2007-08-07, 04:28 PM
By the *insert number of gods here* gods, can't anyone here make a decent table!?

This is how you make a table!

{table=head]Attack Bonus|Fortitude Save
+1|+0
+2|+0
+3|+1
[/table]

will become

{table=head]Attack Bonus|Fortitude Save
+1|+0
+2|+0
+3|+1
[/table]

The broken table is because this is a startlingly ancient thread. Check out the original post date. We used different forum software then, and the table code was one of the casualties of the changeover.

Bitzeralisis
2007-08-07, 04:37 PM
WTF, I think littlechicory just necromanced this thread.

littlechicory
2007-08-07, 04:45 PM
I found it in the "From the Playground" compendium sticky and took interest. I guess that explains it. :smallredface:

Is there any way to salvage the table? I really liked the look of this class...

Fax Celestis
2007-08-07, 05:19 PM
WTF, I think littlechicory just necromanced this thread.

The method of her threadomancy (that is, getting there via the From The Playground Compendium thread) has been tried-and-true as a valid and legitimate method of threadomancy.

ideasmith
2007-08-07, 08:24 PM
Here is the info in non-tabular form.

BAB: Poor
Saves: Good Will Save

Class Features:

Level Class Feature

1 Bonus feat, casting style
2 Bonus feat
3 Endurance
4 Bonus feat
5 Knowledgeable
6 Bonus feat
7 Spell intensity +1
8 Bonus feat
9 Bonus spells
10 Bonus feat
11 Spell intensity +2
12 Bonus feat
13 Tough as old boots
14 Bonus feat
15 Spell intensity +3
16 Bonus feat
17 Spellbane
18 Bonus feat
19 Spell intensity +4
20 Bonus feat

Spells per Day: As bard, with the following changes:
1st level: increase 1st level spells per day to 0
2nd level: increase 1st level spells per day to 1
3rd level: increase 1st level spells per day to 2
19th level: increase 7th level spells per day to 0
20th level: increase 7th level spells per day to 1

Spells Known:

Cantrips: 9 at 1st level, add two per additional level.
1st: 6 at 1st level, add two per additional level.
Other: 6 when base spells per day is 0, add two per additional level.