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    Ogre in the Playground
    Join Date
    Sep 2009

    Default Re: General 3.5 Core balance fix (3.5 Core, PEACH)

    -A caster can only prepare spells once per day, no matter how much he rests.
    -Spell Power, an Orange Ioun Stone, etc. boost caster level for most purposes, but not for the purposes of any bonus to a d20 roll (such as a caster level check or dispel check), the DC of such a roll, the maximum HD of a target, or the maximum HD of a polymorph form.
    -If an illusion allows a save to negate it when it's interacted with, careful sensory perception (e.g. a Search check) counts as careful study (and therefore interaction) for this purpose. (This is actually probably RAW already, but just to make it clear.)
    -Called creatures take a share of the party's loot and XP, determined as follows:

    1. A called creature reduces gained XP, calculated as follows:
    After winning the fight, calculate (for each party member) the experience gained for defeating every called creature that fought alongside you (as per DMG page 38). If any creature is 8 levels than the party member (and therefore would provide no XP), it doesn't count; if it is 8 levels higher than the party member (and would therefore provide no XP) it counts as infinite. Divide the result by 300 times your ECL. The called creatures count as this portion of a party member when dividing the listed XP by the number of party members to calculate actual XP.
    2. A called creature also takes a share of the treasure (above and beyond any spent to gain their aid). For each party member, find (on the table on the DMG p.38) the XP for ECL equal to the encounter level and CR equal to the party member's ECL (in essence, reverse the numbers.) Again, if the ECL is too low for any XP this is 0; if it's too high this is infinite. Then do the same for each called ally (using ECL equal to encounter level and CR equal to the ally's CR). Add all the numbers (for party members and allies) together, and divide each ally's result by this sum. This is the portion of the treasure, by monetary worth, taken by that ally; the party may choose which portion it is (so long as it comes out to the right value.)
    If the encounter level is more than the highest-level ally CR or party member ECL by at least 8, then the denominator will be 0, so this method won't work. In such case, the division of treasure, like the XP award, must be determined by the DM.
    If the encounter level is less than the highest-level ally CR or party member ECL by at least 8, then the denominator will be infinite, so this method won't work. In such case, all party members and allies with the highest ECL/CR present split the treasure evenly (and, for party members, afterward split it with the entire party.)

    -Allies gained by any other spell with a duration of at least 24 hours take a share of the XP like a called creature, but not of treasure.

    New rule: Condition levels

    Each condition has up to three levels. If you cause an effect (via magic or similar abilities, but not poisons or extraordinary abilities) that would normally bestow the second or third level, and the person fails their save by 4 or less, they take the first level instead. Likewise, if the effect would bestow the third level, and they fail their save by at least 5 but less than 10, it bestows the second level instead. The spell can never bestow a more extreme effect than the ability or spell description says.
    If someone is already suffering from the first-level condition, each of these numbers is reduced by 2 (so failing by 1-2 has no further effect, failing by 3-7 bestows the second level, and failing by 8 or more can bestow the third level.) If someone is suffering the second level, failing by 6 is sufficient to bestow the third level. This does not apply to certain conditions, noted below.
    If the save is for a partial effect, the effect that occurs on a save will always occur, regardless of condition levels.

    And now for the condition types (currently only conditions found in sorcerer/wizard spells):

    {table=head]Condition|First Level|Second Level|Third Level|Examples
    Visual Impairment*+*|Dazzled|Blurry Vision|Blind|Flare, Glitterdust
    Charming|Trusting until save|Charmed until save|Charmed|Charm Person,Command Undead
    Compulsions***|Effect 1 round|Effect until save|Normal Effect|All Enchantment(Compulsion) and Illusion(Pattern) spells not under another category, Control Undead
    Sleep|Drowsy (as Lullaby spell) 1 round/level|Sleep until save|Sleep|Lullaby,Sleep,Deep Slumber
    Unconsciousness|Staggered|Stunned until save|Stunned or Unconscious|Color Spray
    Blindness|Blind 1 round|Blind until save|Blind (normal duration)|Color Spray,Blindness/Deafness
    Fear|Shaken|Frightened or panicked|Damage,possible death|Cause Fear, Scare, Phantasmal Killer
    Deafness|Deaf until save|Deaf (normal duration)|N/A|Blindness/Deafness
    Movement impeded|Staggered|Slowed (as the spell)|Paralysed|Ghoul Touch,Slow (but not Hold Person)
    Nausea*|Sickened|Nauseated until save|Nauseated|Stinking Cloud
    Tiredness*+*|Fatigue|Exhaustion|N/A|Touch of Fatigue, Ray of Exhaustion
    Curse***|20% effect|50% effect|Full effect|Bestow Curse
    Planar Travel****|Travel to native plane only|Travel to any nonhazardous plane|Travel to any plane|Dismissal, Banishment, Plane Shift, Maze
    Feeblemind*+*|-2 to INT and CHA for 1 minute/level|1d6 INT and CHA damage, 50% arcane spell failure chance until key ability is fully healed|normal effect|Feeblemind
    Soul Manipulation****|Dazed 1 round|Dazed 1 round, save again following round|Normal effect|Magic Jar, Trap the Soul
    Harmful bodily transformation**|5d6 damage|1d6 damage/level|normal effect|Baleful Polymorph, Flesh to Stone, Destruction, Implosion, Temporal Stasis, Imprisonment
    Energy Drain****|1d4 negative levels|1 negative level/caster level|Death|Enervation, Energy Drain, all necromancy death effects

    And now some explanations of things found in the table (not including what's already in the rules or self-explanatory):

    Blurry Vision: The creature isn't quite blind, but can't see clearly. All enemies have concealment, and the creature has -10 to spot and search checks.
    Trusting: The creature gets -2 on Wisdom checks and Sense Motive checks against the caster
    Until Save: The creature gets to make a new save each round as a free action (at the end of their turn); on success, the effect is broken. The effect also ends after its duration is up, as usual.
    X% effect: Numerical effects are rounded to the nearest whole number (or up if it's right in between.) Non-numerical effects have that chance of applying each round (so a "50% to take no action" curse at 20% efficiency would cause the creature to fail to act 10% of the time.)
    Planar Travel effects: If the plane the target would be sent to does not fulfill the criteria, the spell fails. A hazardous plane is one with enviromental or planar effects that cause some sort of harm. (Enviromental effects present on only a small minority of the plane don't count here.)

    *All stink-based Nausea effects are also blocked by Delay Poison and immunity to poison. Distraction-based nausea effects are not so blocked, and are not affected by the condition levels system.
    **The target may choose to take the normal effect instead of damage. If it takes damage, the reduction to the failure needed for a higher level lasts for 1 minute/caster level, and applies only to the exact same spell.
    ***Lower levels make higher levels easier to attain only for compulsions and curses with the same effect.
    ****Lower levels do not make higher levels easier to attain (except by penalizing saves).
    *+*Different versions of this effect do not stack. Only the most powerful applies.

    Spell changes:

    Arcane spells (including those also available through a domain)

    -Grease: When you are on a slippery area (such as a Grease spell or ice), Balance checks are necessary but you are not considered to be balancing for purposes of losing DEX bonus to AC.
    -Disguise Self, Alter Self, etc: All bonuses to disguise checks provided by Illusion and Polymorph-type spells are circumstance bonuses, apply only when in the new form, and do not stack with each other.
    -Ray of Enfeeblement has a Fort save for half. Waves of Fatigue has a Fort save to negate. Waves of Exhaustion has a Fort save to reduce the effect to fatigue, or exhaustion if the target is already fatigued. Energy Drain has a Fort save to only take 1d4 negative levels.
    -Web: When determining whether a Web provides cover, use the normal rules for determining cover. Thus, a creature on the edge of the web has cover from opponents outside the web, but they do not have cover from it. For determining total cover, use the normal rules for determining total cover.
    -See Invisibility can target others. It is therefore available in potion form (a roll on random tables of 81 for a minor potion, 37 for medium, or 11 for major.)
    -Mirror images can be targeted like creatures, including by abilities such as Magic Missile and Whirlwind Attack. Destroying an image does count as dropping a creature for the Cleave feat. Furthermore, mirror images must each be within a 5' distance to each other image. There can be up to 2 images (including the real thing) in a 5' square, so that means the maximum, except when flying, is actually 7 images plus the caster.
    -Alter Self cannot give you a form greater than your HD, even if you somehow boost your caster level.
    -Knock takes 5 minutes to cast.
    -Rope Trick can have a casting time of 1 standard action, 1 minute, 10 minutes, or 1 hour (caster's choice.) The duration is equal to the casting time (treating a standard action casting time as 1 round) multiplied by the caster's level (minimum 5 minutes).
    -Black Tentacles do not regrapple a creature that escapes them.
    -Minor Creation, etc.: Poisons, or anything found under "special substances and items", cannot be made with Minor Creation (or anything based on it).
    -Solid Fog/Acid Fog: It is possible to move through these spells with a Strength check (but not an Escape Artist check) as if it were a Web spell. You may first roll the check and then decide whether to use the check or move 5'. Anyone outside the fog attacking a creature inside it takes the same -2 to melee attack and damage as someone inside it does.
    -There are numerous changes that affect most or all polymorph-type spells:

    -Racial traits that are mental in nature (such as a human's bonus feats or an elf's proficiencies) are not affected (gained or lost), except by Polymorph Any Object when it changes the target's mental ability scores.
    -The spell cannot increase your natural armor by more than one-third your caster level.
    -All such spells except Alter Self do allow full use of extra limbs.
    -Physical ability scores are not set equal to the new form, but rather partially changed: If the subject's size increases, it gets a +2 size bonus to Strength and a -2 size penalty to Dexterity for each step of size increase. If the subject's size decreases, it gets a -2 size penalty to Strength and a +2 size bonus to strength for each step of size increase. If after these changes the subject has a higher ability score (excluding all bonuses) in any physical ability than the new form, the score decreases to match the new form. If the subject has a lower ability score than the new form, it gets an enhancement bonus equal to the difference between its current score and that of the new form. This enhancement bonus is capped at +4 for Polymorph, +6 for Polymorph any Object, and +8 for 9th level spells.

    -When a Conjuration (Teleportation) spell involves a maximum weight (such as Teleport, Greater Teleport, or Teleport Object), objects inside Bags of Holding and Portable Holes do count toward that weight.
    -Contact Other plane is restricted to general one-word answers such as those described in the spell description. Specific one-word answers such as names are not allowed. In addition, the table assumes a question of normal difficulty. If the question is particularly difficult (or, in particular, if powerful forces are acting to obscure the answer), or particularly easy, the probability that the contacted being knows the answer may be adjusted accordingly.
    -The Bigby's Hand line of spells never gets a bonus on checks for the caster's key ability score, but may use the caster's key ability score instead of its own strength score whenever that is to its advantage. In addition, when grappling the hand uses 3/4 the caster level (rounded down), not the actual caster level.
    -A Wall of Iron is made of extremely impure iron, which cannot be made into anything usable except by magic (or by smelting it as if it were ore). As created, it still has full hit points.
    -Legend Lore only works on information that was once known by a substantial group of people, even if not generally known. It could not, for instance, be used to find out where a thief hid an item that he stole, unless the knowledge was learned, spread among a group, and then forgotten.
    -M's Magnificent Mansion has variable casting time and duration just like Rope Trick, but has twice the duration of a Rope Trick with the same casting time and caster level.
    -A simulacrum lasts only 2 days per caster level. As that time approaches, it begins losing hit dice at a rate of one per day, reaching 0 at the end of 2 days per caster level. (So its HD is equal to the number of days left or the original HD, whichever is less.)
    -Maze has a Will save to negate, but at a -4 penalty.
    -Polymorph Any Object (when not being used to imitate another spell) is completely overhauled:

    You can choose to use Polymorph Any Object in a number of ways:
    1. You can polymorph any creature or nonmagical object up to 100 cu. ft/level (but not part of an object) into another object. The created object must be of a form that can be created by Major Creation, but may be larger (up to 100 cu. ft/level); creating a complex item requires an appropriate skill check just as Major Creation does. When used in this manner, the spell has a duration equal to that of a Major Creation spell creating such an item, and a casting time of 1 standard action (if the new form is less than 1 cu. ft/level) or 1 minute (if it is more).
    2. You can polymorph one creature into another. This works like the Polymorph spell, except that the creature need not be willing (if it is not, it is entitled to a Fortitude save). In addition you may choose to either change the subject's intelligence score in accordance to the rules for physical ability scores, or to set it equal to the new form's normal intelligence score (up to a maximum of your own intelligence score, excluding bonuses). When used in this manner, the spell has a casting time of 1 standard action and a duration of 1 week (if the intelligence score is not changed) or permanent (if it is), but the creature's experience gain is adjusted accordingly.
    3. You can polymorph an object (not a creature) into a creature that would be an eligible choice for Polymorph. The resulting creature is like a normal specimen of its type for all purposes, but its mental ability scores cannot exceed your own. When used in this manner, the spell has a casting time of 1 standard action and a duration of 1 week.

    -Imprisonment has a material component: A powder composed of diamond, emerald, ruby, and sapphire dust with a total value of at least 10,000 gp.
    -Wish can create any item of up to 25,000 value, whether magical or not, with only 5000 XP expenditure. It cannot, however, create any more valuable items, but it can aid in item creation:

    -A single Wish spell can cut the creation time in half, or reduce it by 10 days. If this reduces the time to zero, the item may be created on the spot (using up all appropriate materials.)
    -A single Wish spell can allow the creation of an item without a single given prerequisite. If the prerequisite is a metamagic feat or a spell not on the wizard/sorcerer class list, two Wish spells cast in immediate succession are required. If the prerequisite is available only to epic-level characters, the Wish spell used must be heightened.

    -Wish: If a creature gained skill points for some level based on an intelligence score less than its current value, it can gain the extra skill ranks through a casting of Wish. Each casting can only grant ranks in a single skill, and cannot grant more than 10 ranks (but if the character is still "under", another casting can grant more.)

    Divine spells

    -Divination: The more general the question, the more cryptic the answer.
    -Divine Power is replaced by the Pathfinder version: The enhancement bonus to STR and change to BAB are replaced by a luck bonus equal to 1/3 your level (maximum 6) to attack rolls, weapon damage rolls, and Strength-based ability and skill checks and by a bonus attack similar (and nonstacking) to that granted by Haste. The bonus hit points stay where they are.
    -When Forbiddance is granted by an alignment domain, only those alignments shared by the caster and his deity count. When the caster channels negative energy, unholy water is used instead of holy water.
    -Spike Growth, Spike Stones, and Wall of Thorns each have their casting time increased to 1 minute.
    -Winds created by Control Winds have a Fortitude DC either equal to 10+spell level+casterís key ability score (like a spell) or the DC to resist such a wind if it occurs naturally (as by the table on page 95 of the DMG), whichever is less. When Control Winds creates a tornado, its size is limited to a size of 50í radius for every 3 levels.
    -When Fire Seeds is used to create bombs, each casting of the spell has a different command word (which is not under your control). It is therefore impossible to set off more than 8 bombs at once.

    Spells that can be arcane or divine (not counting domains):

    -Comprehend Languages only helps with relatively common languages (those that can be taken with the Speak Language skill). If you need a Decipher Script check to understand it, Comprehend Languages won't help you.
    -Wind Wall imposes only a -4 penalty to ranged attacks that go through it, like a severe wind. If the attacker is not aware of the existence of the wind wall, the attack automatically misses unless the attack is aided by divination effects such as True Strike.
    -Stone Shape works only on entire stone objects and unworked stone, not on a portion of a worked stone object.
    -Stoneskin is DR 10/magic, not 10/adamantine. In compensation, the material component is only the granite, no diamond dust (so no material component cost.)
    -Gate: When Gate is used to call creatures, it has a 10 minute casting time. When this is done by an arcane caster, the creature is entitled to a Will save and negotiations just as a Lesser Planar Binding spell; the negotiations may be accelerated to up to one offer per round, but escape attempts are accelerated to the same degree. If the spell is cast by a divine caster, the creature or creatures must be of an appropriate subtype (matching part of either the caster's alignment or domains), or else cannot be controlled. A candle of invocation is the divine version (and requires such in its creation), or can instead be used to upgrade a Planar Binding spell to the arcane version of Gate.
    -Shapechange: When cast by a wizard, Shapechange works just like Polymorph except with regard to the duration and the ability to change form (not regaining hit points) each round. When cast by a druid, it works the same way, except that the list of allowable types is: animal, elemental, fey, ooze, plant, vermin. (Note that elemental form is druid-only, since it is not allowed through Polymorph.) When cast by a cleric as a domain spell, it is the same, except restricted to animal form.

    New spells:

    Greater Polymorph:

    Level: Sor/Wiz 9
    Components: V, S
    Casting Time: 1 standard action
    Range: Touch
    Target: Willing living creature touched
    Duration: 1 round/level (D)

    This spell functions like polymorph, except that 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 or the subject's HD (whichever is less) in Hit Dice (to a maximum of 25 HD). Unlike polymorph, this spell allows incorporeal or gaseous forms to be assumed. In addition, the maximum enhancement bonus to physical ability scores (subject to the normal comparison to the new form's score) is +8.

    The subject gains all extraordinary and supernatural abilities (both attacks and qualities) of the assumed form, but loses its own supernatural abilities. It also gains the type of the new form in place of its own. The new form does not disorient the subject. Parts of the subject's body or pieces of equipment that are separated from it do not revert to their original forms.

    The subject can become just about anything you are familiar with. If you use this spell to create a disguise, you get a +10 bonus on your Disguise check.

    Divert Teleport:

    Sor/Wiz 5
    Components: V, M
    Casting time: 1 minute; see text
    Range: Same plane; see text
    Area: 60-ft. square per level (S), to a height and depth of 10 ft./level
    Duration: 1 month/level
    Saving throw: None or Will negates; see text
    Spell Resistance: No or Yes; see text

    Divert Teleport wards an area against teleportation, redirecting any teleports into the area to another designated location.

    Divert Teleport does not normally allow a save, but if the new location is directly hazardous (e.g. into lava or a potentially deadly trap or into a solid object, but not simply into enemy forces), the teleporters are entitled to saves and spell resistance to negate the entire teleport (returning to where they started).

    Divert Teleport cannot be dispelled, and even M's Disjunction has only a 1% level chance of destroying it.

    Material component: 25 gp worth (5 pounds) of powdered silver. Half the powdered silver must be sprinkled around the border of the affected area, and the other half must then be placed at the desired new target for the teleportation. The spell is not completed until this is done, which can increase the casting time beyond one minute, depending on the size of the area, the distance to the new target, and the casterís speed. During the process, any planar travel (including Conjuration (teleport) spells) ruins the spell.


    -A sorcerer may choose to learn one of his spells known with one or more metamagic effects (including Quicken Spell if he so desires). If he does so, it takes a Spells Known slot as its level including the metamagic cost, and he may not cast the spell without the metamagic effect (unless he learns it in that form as a seperate spell known), but he may (and must) apply the effect to that spell without spending the extra time for casting the spell spontaneously.
    A sorcerer does not need the relevant metamagic feat in order to learn and cast a spell affected in this manner by Enlarge Spell, Extend Spell, Heighten Spell, Silent Spell, or Still Spell, but does require the relevant feat to cast (but not to learn) a spell affected by Empower Spell, Maximize Spell, Quicken Spell, or Widen Spell.

    -A sorcerer may use Charisma rather than Intelligence as the key ability score for the Spellcraft skill.

    Child of Magic (level 1, Su)
    A sorcerer is naturally magical in a way that few other beings are. He gains spell resistance equal to 5+class level. This spell resistance can be lowered or raised as a free action, even when it is not his turn. Furthermore, Spell Penetration gives no bonus on checks to penetrate this spell resistance.
    In addition, if any spell or spell-like ability is resisted by this ability, the sorcerer may make a spellcraft check (DC 15+spell level) in order to learn the spell (including any metamagic applied to it), adding it to his spells known. If the spell is not on his class list, the DC is doubled, and he loses knowledge of the spell after 1d4 rounds.
    Holding on to a large amount of spell knowledge is difficult, however. One hour after learning a spell in this manner (if it was on his class list), the sorcerer must make a Charisma check each hour (DC=10+spell level). If he succeeds, he may keep the spell, but must make another check in another hour, with the DC increasing by 2 each hour. If he fails the check, he loses knowledge of the spell. He may choose to lose a different spell instead, in which case the new spell takes the place of the lost spell.
    If the sorcerer was the spell's only target, he may also attempt to absorb the resisted spell. If he does so, he must make a Charisma check (DC=15+1/2 spell level, rounded down). If he is successful, he may choose one of the following three effects:
    1. The sorcerer heals 1d6 damage per spell level. Any additional points above his maximum are gained as temporary hit points that fade after 1 hour.
    2. The sorcerer regains one spell slot of the level of the absorbed spell or lower.
    3. The sorcerer removes negative conditions affecting him, up to an amount "bought" by the levels of the negated spell: Each point of ability damage affecting him may be removed for 1 spell level, the Dazed, Dazzled, Fatigued, and Sickened conditions may be removed for 1 spell level each, blindness, deafness, exhaustion, nausea, and stunning may be removed for 3 spell levels each, and anything removable with Remove Curse (including Mummy Rot, for which no caster level check is necessary), as well as confusion and insanity, may be removed for 5 spell levels. If he is affected by poison or disease (excluding Mummy Rot), he may gain an extra saving throw (with no penalties for failure) at the effect's normal DC to remove the effect (even if it would normally require more saves), and a +2 bonus on the save for each additional spell level spent.

    Attempting to absorb a spell is risky, however; if the sorcerer fails his Charisma check, he takes 1d6 damage per spell level.

    For purposes of this ability and all sorcerer special abilities, metamagic effects do increase a spell's level just as they increase the required spell slot.

    Neutralize Magic (level 5, Su)
    A sorcerer can use his magical nature to interfere with the spellcasting of others. This ability may be used at will, and works just like an uncapped Dispel Magic (using a class level check instead of the caster level check) used as a counterspell. It may not be used to dispel an existing effect.
    If a sorcerer successfully neutralizes a spell, he may make a spellcraft check to learn it, just as if he had resisted it with his Child of Magic ability.
    Spell-like abilities may be neutralized just like spells.

    Enhanced Sorcerer Abilities (level 10, 15, 20, Su)
    At level 10, and every 5 levels afterward, a sorcerer may gain one of the following abilities:
    -Draw Magic: A sorcerer may use his Neutralize Magic ability to attempt to dispel a single existing spell. He takes a -5 penalty on his class level check for this purpose. Alternatively, he may attempt to use Neutralize Magic as Remove Curse ability, but to do so he requires a class level check (DC 11+spell level of cursing spell+caster level of cursing spell) with a -5 penalty. This ability may not be combined with any other Enhanced Sorcerer Ability except for Explosive Neutralization.
    -Redirect Magic: A sorcerer may attempt to use Neutralize Magic to change the targeting of a spell rather than countering it. The new target must have been a valid target for the original spell. Area targeting can be affected by this ability. This ability may not be used in conjunction with Draw Magic, Explosive Neutralization, or Absorb Magic.
    -Explosive Neutralization: A sorcerer may attempt to explosively release the magic of a neutralized spell. If he chooses to do so, and successfully neutralizes the spell, it creates a 5' burst around the caster that does 1d6 damage per spell level. The caster is not entitled to a save to resist the damage, but all other individuals caught in the burst may make a reflex save (DC=10+1.5Xspell level, rounded down) to take half damage. This ability may not be used in conjunction with Redirect Magic or Absorb Magic. If it is used in conjunction with Draw Magic the sorcerer takes an additional -5 penalty to his class level check, and the damage done is multiplied by the portion of the spell's duration that remains.
    -Absorb Magic: If a sorcerer successfully neutralizes a spell, he may attempt to absorb it, just as if he had resisted it with his Child of Magic ability and was the only target. This ability cannot be used in conjunction with Draw Magic, Redirect Magic, or Explosive Neutralization.
    -Cautious Absorption: A sorcerer can learn to absorb magic in a safer manner. A sorcerer with this ability who fails, by less than 5 points, a charisma check to absorb magic takes no damage.
    -Reactionary Neutralization: A sorcerer with this ability may, once per round, use Neutralize Magic as a free action, even on an opponent's turn. The turn after he does so, he loses his standard action (but may take a move action as normal.)

    An epic sorcerer does not gain additional Enhanced Sorcerer Abilities every 5 levels, but may gain one instead of a bonus feat.

    Cleric (Domain-associated spells):

    Not all gods grant the same spells to their clerics. Each god has particular areas of expertise (represented by domains), and these affect what spells are available to a cleric of that god. (Clerics without a god should choose 4 domains that fit their general beliefs, subject to approval by the DM. Their actual domains must be chosen from among these.)

    Each god grants the spells listed for each of the domains below that they possess (whether the cleric has chosen the domain or not), as well as the spells listed for the "universal" domain. Note that a spell may have different levels for different lists; in such case, the cleric may choose which level he wants the spell to count as.
    If a cleric gains the ability to spontaneously cast a spell, he also gains access to that spell even if it is on none of his deity's domain lists.
    A cleric may use wands and scrolls of any cleric spell regardless of whether it is associated with one of his deity's domains, but must use his deity's available domains when determining valid effects of the Miracle spell.

    Domain lists:

    1:Obscuring Mist
    2:Resist Energy*, Silence
    3:Glyph of Warding (blast glyph*), Protection from Energy*, Sound Burst, Summon Monster III**, Wind Wall
    4:Air Walk, Dismissal~, Lesser Planar Ally**, Summon Monster IV**
    5:Plane Shift (to air-dominant planes only), Summon Monster V**
    6:Banishment~, Greater Glyph of Warding (blast glyph*), Planar Ally**, Summon Monster VI**, Wind Walk
    7:Control Weather, Summon Monster VII**
    8:Greater Planar Ally**, Summon Monster VII**
    9:Gate**, Storm of Vengeance, Summon Monster IX**

    *Electricity only
    **As an air spell only
    ~Earth creatures only


    1:Summon Monster I
    2:Bear's Endurance, Bull's Strength, Eagle's Splendor, Summon Monster II*
    3:Neutralize Poison, Poison, Summon Monster III*
    4:Giant Vermin, Repel Vermin, Summon Monster IV*
    5:Insect Plague, Summon Monster V*
    6:Antilife Shell, Mass Bear's Endurance, Mass Bull's Strength, Mass Eagle's Splendor, Summon Monster VI*
    7:Summon Monster VII*
    8:Summon Monster VIII*
    9:Summon Monster IX*

    *Extraplanar versions of animals and vermin only


    1:Detect Law, Entropic Shield, Protection from Law, Summon Monster I*
    2:Align Weapon*, Bane, Cause Fear, Shatter, Sound Burst, Summon Monster II*, Undetectable Alignment
    3:Magic Circle Against Law, Summon Monster III*
    4:Bestow Curse, Contagion, Dismissal~, Glyph of Warding, Lesser Planar Ally*, Summon Monster IV*
    5:Dispel Law, Plane Shift (to Chaotic-dominant planes only), Summon Monster V*
    6:Animate Objects, Banishment~, Blade Barrier, Forbiddance, Insect Plague, Planar Ally*, Summon Monster VI*, Symbol of Fear
    7:Summon Monster VII*, Word of Chaos
    8:Cloak of Chaos, Greater Planar Ally*, Summon Monster VII*, Symbol of Insanity
    9:Gate*, Summon Monster IX*

    *Cast as a Chaotic spell only
    ~Creatures with the Lawful subtype only


    1:Cause Fear, Curse Water, Deathwatch, Detect Undead, Doom, Hide from Undead, Inflict Light Wounds
    2:Darkness, Death Knell, Desecrate, Inflict Moderate Wounds
    3:Animate Dead, Blindness/Deafness, Contagion, Eagle's Splendor, Inflict Serious Wounds, Speak with Dead
    4:Deeper Darkness, Inflict Critical Wounds, Poison
    5:Mass Inflict Light Wounds, Plane Shift (negative-dominant planes only), Slay Living,
    6:Create Undead, Harm, Mass Inflict Moderate Wounds
    7:Destruction, Mass Inflict Serious Wounds, Undeath to Death
    8:Create Greater Undead, Mass Inflict Critical Wounds, Resurrection, Symbol of Death, Symbol of Weakness
    9:Energy Drain, Soul Bind


    1:Inflict Light Wounds
    2:Inflict Moderate Wounds, Shatter
    3:Contagion, Death Knell, Inflict Serious Wounds, Sound Burst
    4:Bestow Curse, Inflict Critical Wounds
    5:Mass Inflict Light Wounds, Plane Shift (negative-dominant planes only)
    6:Harm, Mass Inflict Moderate Wounds, Insect Plague, Slay Living
    7:Destruction, Mass Inflict Serious Wounds
    8:Earthquake, Mass Inflict Critical Wounds


    1:Magic Stone
    2:Resist Energy*
    3:Glyph of Warding (blast glyph*), Meld Into Stone, Protection from Energy*, Stone Shape, Summon Monster III**
    4:Dismissal~, Lesser Planar Ally**, Summon Monster IV**
    5:Plane Shift (to earth-dominant planes only), Summon Monster V**
    6:Banishment~, Greater Glyph of Warding (blast glyph*), Planar Ally**, Summon Monster VI**
    7:Summon Monster VII**
    8:Earthquake, Greater Planar Ally**, Summon Monster VII**
    9:Gate**, Summon Monster IX**

    *Acid only
    **As an earth spell only
    ~Air creatures only


    1:Bane, Curse Water, Deathwatch, Detect Good, Protection from Good, Summon Monster I*
    2:Align Weapon*, Cause Fear, Death Knell, Desecrate, Doom, Summon Monster II*, Undetectable Alignment
    3:Animate Dead, Contagion, Magic Circle Against Good, Summon Monster III*
    4:Bestow Curse, Blindness/Deafness, Dismissal~, Lesser Planar Ally*, Summon Monster IV*
    5:Dispel Good, Plane Shift (to Evil-dominant planes only), Summon Monster V*, Symbol of Pain, Unhallow
    6:Banishment~, Create Undead, Forbiddance, Planar Ally*, Summon Monster VI*
    7:Blasphemy, Summon Monster VII*
    8:Greater Planar Ally*, Summon Monster VII*, Unholy Aura
    9:Gate*, Soul Bind, Summon Monster IX*

    *Cast as an Evil spell only
    ~Creatures with the Good subtype only


    1:Endure Elements
    2:Continual Flame, Resist Energy*
    3:Glyph of Warding (blast glyph*), Protection from Energy*, Summon Monster III**
    4:Dismissal~, Lesser Planar Ally**, Searing Light, Summon Monster IV**
    5:Flame Strike, Plane Shift (to fire-dominant planes only), Summon Monster V**
    6:Banishment~, Greater Glyph of Warding (blast glyph*), Planar Ally**, Summon Monster VI**
    7:Summon Monster VII**
    8:Fire Storm, Greater Planar Ally**, Summon Monster VII**
    9:Gate**, Summon Monster IX**

    *Fire or Cold only (Glyph of Warding and Greater Glyph of Warding must be Fire)
    **As a fire spell only
    ~Water creatures only


    1:Bless, Bless Water, Detect Evil, Protection from Evil, Summon Monster I*
    2:Aid, Align Weapon*, Consecrate, Detect Undead, Gentle Repose, Hide from Undead, Shield Other, Summon Monster II*, Undetectable Alignment
    3:Create Food and Water, Magic Circle Against Evil, Summon Monster III*
    4:Dismissal~, Lesser Planar Ally*, Summon Monster IV*
    5:Dispel Evil, Hallow, Plane Shift (to Good-dominant planes only), Summon Monster V*
    6:Banishment~, Blade Barrier, Disrupting Weapon, Forbiddance, Mark of Justice, Planar Ally*, Summon Monster VI*
    7:Holy Word, Summon Monster VII*
    8:Holy Aura, Greater Planar Ally*, Summon Monster VII*
    9:Gate*, Soul Bind, Summon Monster IX*

    *Cast as a Good spell only
    ~Creatures with the Evil subtype only


    2:Cure Moderate Wounds, Gentle Repose
    3:Consecrate, Cure Serious Wounds, Neutralize Poison
    4:Cure Critical Wounds, Restoration
    5:Break Enchantment, Mass Cure Light Wounds, Plane Shift (positive-dominant planes only), Raise Dead
    6:Mass Cure Moderate Wounds, Heal
    7:Mass Cure Serious Wounds, Heroes' Feast, Regenerate, Greater Restoration, Resurrection
    8:Mass Cure Critical Wounds
    9:Mass Heal, True Resurrection


    1:Comprehend Languages, Deathwatch, Detect Chaos/Evil/Good/Law, Detect Undead
    2:Augury, Find Traps, Locate Object, Zone of Truth
    3:Invisibility Purge, Speak with Dead
    4:Discern Lies, Divination, Scrying
    5:True Seeing
    6:Find the Path
    7:Greater Scrying
    8:Discern Location


    1:Command, Detect Chaos, Protection from Chaos, Summon Monster I*
    2:Align Weapon*, Bless, Calm Emotions, Enthrall, Hold Person, Shield of Faith, Summon Monster II*, Undetectable Alignment, Zone of Truth
    3:Aid, Magic Circle Against Chaos, Summon Monster III*
    4:Discern Lies, Dismissal~, Lesser Planar Ally*, Summon Monster IV*
    5:Greater Command, Dispel Chaos, Mark of Justice, Plane Shift (to Lawful-dominant planes only), Summon Monster V*, Symbol of Sleep
    6:Banishment~, Forbiddance, Geas/Quest, Planar Ally*, Summon Monster VI*
    7:Dictum, Summon Monster VII*
    8:Greater Planar Ally*, Shield of Law, Summon Monster VII*
    9:Gate*, Summon Monster IX*

    *Cast as a Lawful spell only
    ~Creatures with the Chaotic subtype only


    1:Divine Favor, Entropic Shield
    2:Aid, Magic Weapon, Resist Energy
    3:Bestow Curse, Prayer, Protection from Energy
    5:Break Enchantment, Greater Magic Weapon, Spell Resistance
    6:Find the Path, Mark of Justice
    7:Control Weather


    3:Dispel Magic, Invisibility Purge, Undetectable Alignment
    4:Spell Immunity
    5:Break Enchantment, Spell Resistance
    6:Antimagic Field, Dispel Chaos/Evil/Good/Law, Greater Dispel Magic
    8:Greater Spell Immunity


    6:Antiplant Shell
    8:Fire Storm


    1:Endure Elements, Entropic Shield, Protection from Chaos/Evil/Good/Law, Sanctuary, Shield of Faith
    2:Bear's Endurance, Bless, Hide from Undead, Obscuring Mist, Resist Energy, Shield Other
    3:Aid, Dispel Magic, Find Traps, Glyph of Warding, Magic Circle Against Chaos/Evil/Good/Law, Magic Vestment, Meld into Stone, Protection from Energy, Undetectable Alignment, Wind Wall
    4:Obscure Object, Repel Vermin, Spell Immunity
    5:Spell Resistance, Wall of Stone
    6:Antilife Shell, Mass Bear's Endurance, Blade Barrier, Dispel Chaos/Evil/Good/Law, Greater Dispel Magic, Forbiddance, Greater Glyph of Warding
    7:Antimagic Field, Heroes' Feast, Refuge, Repulsion, Symbol of Weakness
    8:Cloak of Chaos, Holy Aura, Shield of Law, Greater Spell Immunity, Unholy Aura


    1:Magic Stone, Magic Weapon
    2:Bless, Bull's Strength, Command, Inflict Light Wounds
    3:Aid, Hold Person, Inflict Moderate Wounds, Magic Vestment, Shield Other
    4:Blindness/Deafness, Inflict Serious Wounds, Spell Immunity
    5:Inflict Critical Wounds, Righteous Might
    6:Mass Bull's Strength, Greater Command, Slay Living
    7:Antilife Shell, Symbol of Weakness


    1:Bless Water, Detect Undead, Endure Elements
    2:Consecrate, Magic Stone
    3:Daylight, Eagle's Splendor, Searing Light
    5:Disrupting Weapon, Flame Strike
    6:Undeath to Death


    1:Endure Elements
    3:Create Food and Water, Locate Object, Water Breathing, Water Walk
    4:Air Walk, Dismissal, Repel Vermin, Stone Shape
    5:Plane Shift
    6:Banishment, Find the Path, Forbiddance, Wind Walk, Word of Recall
    7:Control Weather*, Ethereal Jaunt, Refuge
    8:Dimensional Lock
    9:Astral Projection, Etherealness, Gate**

    *Removal of phenomena only
    **Planar Travel purpose only


    1:Cause Fear, Hide from Undead, Obscuring Mist
    2:Darkness, Doom, Eagle's Splendor, Enthrall, Silence, Undetectable Alignment
    3:Blindness/Deafness, Deeper Darkness, Find Traps, Meld into Stone, Obscure Object
    4:Discern Lies
    5:Symbol of Sleep
    6:Mass Eagle's Splendor, Symbol of Fear, Symbol of Pain, Symbol of Persuasion
    7:Ethereal Jaunt, Symbol of Stunning
    8:Symbol of Insanity


    1:Bane, Bless, Cause Fear, Divine Favor*, Magic Stone, Magic Weapon, Shield of Faith
    2:Doom, Inflict Light Wounds, Aid, Bear's Endurance, Bull's Strength, Shatter, Shield Other, Sound Burst, Spiritual Weapon
    3:Align Weapon, Dispel Magic, Hold Person, Inflict Moderate Wounds, Magic Vestment, Prayer
    4:Bestow Curse, Inflict Serious Wounds, Divine Power*, Greater Magic Weapon
    5:Flame Strike, Inflict Critical Wounds, Righteous Might*
    6:Mass Bear's Endurance, Blade Barrier, Mass Bull's Strength, Greater Dispel Magic, Heroes' Feast, Mass Inflict Light Wounds, Slay Living
    7:Harm, Mass Inflict Moderate Wounds, Symbol of Stunning
    8:Mass Inflict Serious Wounds
    9:Mass Inflict Critical Wounds, Soul Bind, Symbol of Death

    *For war-domain clerics only


    1:Bless Water, Curse Water, Obscuring Mist
    2:Resist Energy*
    3:Glyph of Warding (blast glyph*), Protection from Energy*, Summon Monster III**, Water Breathing, Water Walk
    4:Control Water, Dismissal~, Lesser Planar Ally**, Summon Monster IV
    5:Plane Shift (to water-dominant planes only), Summon Monster V
    6:Banishment~, Greater Glyph of Warding (blast glyph*), Planar Ally**, Summon Monster VI**
    7:Summon Monster VII**
    8:Greater Planar Ally**, Summon Monster VIII**
    9:Gate**, Storm of Vengeance, Summon Monster IX**

    *Acid or Cold only
    **As a water spell only
    ~Fire creatures only


    0:All Cantrips

    1:Cure Light Wounds, Remove Fear

    2:Comprehend Languages, Delay Poison, Make Whole, Owl's Wisdom, Protection from Chaos/Evil/Good/Law, Remove Paralysis, Lesser Restoration, Sanctuary, Status

    3:Augury, Calm Emotions, Continual Flame, Cure Moderate Wounds, Darkness, Eagle's Splendor, Enthrall, Gentle Repose, Helping Hand, Remove Blindness/Deafness, Remove Curse, Remove Disease, Resist Energy, Silence, Spiritual Weapon

    4:Create Food and Water, Cure Serious Wounds, Daylight, Death Ward, Deeper Darkness, Dimensional Anchor, Dispel Magic, Freedom of Movement, Imbue with Spell Ability, Invisibility Purge, Locate Object, Neutralize Poison, Protection from Energy, Sending, Tongues

    5:Atonement, Commune, Cure Critical Wounds, Divination, Plane Shift (deity's home plane and cleric's native plane only), Repel Vermin, Restoration, Scrying, Spell Immunity

    6:Break Enchantment, Mass Cure Light Wounds, Mass Owl's Wisdom, Raise Dead, True Seeing

    7:Mass Cure Moderate Wounds, Greater Dispel Magic, Geas/Quest, Heal, Word of Recall

    8:Antimagic Field, Mass Cure Serious Wounds, Refuge, Greater Scrying

    9:Mass Cure Critical Wounds, Dimensional Lock, Miracle, Greater Spell Immunity


    -When using Animal or Plant (but not Elemental) Wildshape, the new form's hit dice may not exceed half the character's druid level. A druid does not gain the ability to take Huge forms until level 20.
    -All medium and large animals on the level 1 list are moved to level 4. The level 4 list is moved to level 8, the level 7 list to level 12, the level 10 list to level 16, and the level 13 list to level 20. The normal level 16 list is not available. As before, the adjustment to the druid's level for determining companion abilities is a penalty of one less than the minimum level for the list.
    Last edited by Yitzi; 2012-02-01 at 11:17 PM.