G A H E

Holy Light: Cures 3d8 damage +1/level (max +15) at range or damages undead.

5th-Level Argent Dawn Templar Spells

Addar's Invulnerable Shield: Gain +9 AC and SR 10 + level.

Arcane Explosion: Deals 1d6+1 force damage/level (max 15d6+15) to creatures within 20 ft.

6th-Level Argent Dawn Templar Spells

Firebolt, Greater: Firebolt deals 1d8 fire damage/level (max 20d8), plus 8 damage each round for 4 rounds; stuns Large and smaller creatures.

Holy Fire: Deals 1d6 holy damage/level (max 15d6), plus 8 damage per round for 2 rounds.

7th-Level Argent Dawn Templar Spells Divine Ascension: You gain fast healing 3, DR 10/evil and silver, +4 Strength and Stamina, +4 natural armor, and can cast lesser holy light at will.

Saria's Crown of Divinity: Subject gains immunity to fear, +4 on saves against mind-affecting effects, and +6 to Spirit and Charisma.

8th-Level Argent Dawn Templar Spells

Pyroblast: Deals 17d8 fire damage, +2/level for each round spent concentrating.

9th-Level Argent Dawn Templar Spells

Holy Nova: Deals 1d6 holy damage/level (20d6 max) to enemies and cures allies for 1d6 damage/level (20d6 max) within 30 ft.

Lightblade's Final Strike: Ranged touch attack deals damage depending on how much damage you deal to yourself.

^Drciid Spells

1st-Level Druid Spell

Faerie Fire, Lesser: Outlines the target in light, negating concealment.

2nd-Level Druid Spells

Aquatic Form: Transforms you into a dolphin, allowing you to operate underwater but not attack.

Gust of Wind: A burst of wind knocks down small creatures.

Reduce Animal: Shrinks one willing animal.

3rd-Level Druid Spells

Faerie Fire: Outlines the target in light, negating concealment and invisibility and decreasing AC by -2. Renew: Subject regains 2d4+1 hit points/round.

4th-Level Druid Spell

Wrath: Deals 7d8 force damage +1/level (max +15). 5th-Level Druid Spells

Faerie Fire, Greater: Outlines the target in light, negating concealment and invisibility and decreasing AC by -6.

Gust of Wind, Greater: A burst of wind knocks down Medium or smaller creatures.

6th-Level Druid Spells

Hurricane: Deals 4d6 damage/round and chills. Starfire: Deals 8d8 damage +1/level (max +20) plus 8 damage/round for 5 rounds.

7th-Level Druid Spells

Aspect of the Grove: Transforms you into a powerful force of nature.

Vorpal Entanglement: Entangles targets and deals 9d6 damage/round.

^^ Priest Spells

1st-Level Priest Spells

Flash of Light: Cures 1 damage/level (max 5 points); immediate action. Smite: Bolt deals 1d4 damage/2 levels (max 5d4).

2nd-Level Priest Spells

Holy Light, Lesser: Cures 1d8 damage +1/level (max + 5) at range or damages undead. Mind Vision: You see through the subject's eyes. Touch of Weakness: Touched target takes -6 penalty to Str and Agy.

3rd-Level Priest Spells Psychic Scream: Frightens 1d4 enemies. Renew: Subject regains 2d4+1 hit points/round. Shadow Protection: Grants SR 10 + level against evil and/or fel spells; reduces damage they deal by -10 points.

4th-Level Priest Spells Divine Spirit: Subject gains +6 Spt. Holy Light: Cures 3d8 damage +1/level (max +15) at range or damages undead. Mind Soothe: Creatures in area cannot attack. Power Word: Fortitude: Subject gains +6 Sta. Shadowguard: Barrier deals 1d6 holy damage +1/ level (max +15) to creatures that strike you in melee.

5th-Level Priest Spell

Mental Blast: Deals 1d4 points of damage per level (10d4 max); immediate action.

6th-Level Priest Spells

Abolish Disease: Cures all diseases in the subject's system and grants immunity to further disease.

Holy Fire: Deals 1d6 holy damage/level (max 15d6), plus 8 damage/round for 2 rounds.

7th-Level Priest Spells

Divine Ascension: You gain fast healing 3, DR 10/evil and silver, +4 Strength and Stamina, +4 natural armor, and can cast lesser holy light each round.

Mind Flay: Halves target's movement and deals 7d6 damage/round for 3 rounds.

8th-Level Priest Spell

Hex of Weakness: Target takes -8 penalty to Str, Sta and Agy.

9th-Level Priest Spell

Holy Nova: Deals 1d6 holy damage/level (20d6 max) to enemies and cures allies for 1d6 damage/level (20d6 max) within 30 ft.

Shaman/

Witch Doctor Spells

1st-Level Shaman/Witch Doctor Spells Earth Shock: Deals 1d4 damage; immediate action. Lightning Strike, Lesser: Deals 1d4 electricity damage/2 levels (max 5d4).

<3>2nd-Level Shaman/Witch Doctor Spells Flame Shock: Deals 1d4 fire damage/level (max 10d4) and sets target on fire.

Frost Shock, Lesser: Touch attack deals 1d4 cold damage/level (max 10d4) and chills.

Gust of Wind: A burst of wind knocks down small creatures.

3rd-Level Shaman/Witch Doctor Spells Earthbind Totem: Totem slows nearby opponents. Lightning Strike: Deals 1d6 electricity damage/level (max 15d6).

Water Walking: You tread on water. 4th-Level Shaman/Witch Doctor Spells Fire Nova Totem: Totem deals 1d8 fire damage level (max 15d8) in 20-ft. radius the round after you cast it.

Frost Shock: Touch attack deals 1d6 cold damage/ level (max 15d6) and chills.

5th-Level Shaman/Witch Doctor Spells Earth Strike: Deals 1d4 damage per level (max 10d4) and makes spellcasting more difficult; immediate action.

Gust of Wind, Greater: A burst of wind knocks down Medium or smaller creatures.

Healing Wave: Heals the target for 10d8 hit points, plus 5d8 to one more target/2 levels.

Lightning Strike, Greater: Deals 1d8 damage/level (max 15d8).

Tremor Totem: Totem protects nearby allies from fear, sleep and charm.

6th-Level Shaman/Witch Doctor Spells Frost Shock, Greater: Touch attack deals 1d8 cold damage/level (max 15d8) and chills. Strength of Earth Totem: Nearby allies gain +6 Str.

7th-Level Shaman/Witch Doctor Spells Astral Recall: Teleports you back to a designated place.

Healing Stream Totem: Totem heals nearby allies 2d6+5 hit points/round.

Resistance Totem: Totem gives nearby allies resistance 30 against a specified energy type.

8th-Level Shaman/Witch Doctor Spells Grounding Totem: Totem grants nearby allies SR 10 + 1/level.

Magma Totem: Totem spits fire each round for 1d6 fire damage/level (max 20d6).

9th-Level Shaman/Witch Doctor Spell

Windfury Weapon: You gain two extra attacks/ round.

1st-Level Paladin Spells

Flash of Light: Cures 1 damage/level (max 5 points); immediate action.

Seal of Righteousness: Adds + 1d4 points of holy damage to all melee attacks for 5 rounds.

2nd-Level Paladin Spells

Blessing of Might: Subject gains +3 bonus on weapon damage rolls.

Blessing of Salvation: Creatures must make Will saves to attack the subject.

Blessing of Sanctuary: Subject gains DR 1/— per three levels (max 5/—).

Holy Light, Lesser: Cures 1d8 damage +1/level (max + 5) at range or damages undead.

Seal of Light: You regain 1d4+1 hit points each time you make a successful melee attack.

3rd-Level Paladin Spells

Blessing of Sacrifice: Transfers half the damage the subject sustains to you.

Consecration: Deals 2d6 holy damage to evil creatures in a 15-ft. radius for 1 round/level.

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