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Hadrian_Emrys
2010-05-08, 01:41 PM
http://www.diablo3demo.com/diablo3-female-wizard.jpg
”Oh, come on! I can deal with the nickname,
but screaming and diving for cover? That's just mean!”
-“Oopsie” Daisy Lockwood, to her companions,
moments after announcing her intent to cast a spell.

(IC)Wild mages are daring mystic gamblers and risk-
takers who tap directly into the magic of The Weave in order
to freely utilize whatever spells they desire. However, this
unfiltered approach to obtaining magical potency is highly
unstable and periodically causes intended spells to warp,
resulting in uncontrolled magic outbursts called wild surges.

(OoC)Wild mages are to casters what frenzied berserkers are
to physical combatants. While a potentially powerful addition to any
party, a wild mage can (just as easily) end up the primary determining
factor between either a memorable victory or a groan-worthy defeat.

The Wild Mage

Alignment:
Any non-lawful.

Hit Die:
d4.

Class Skills:
Balance (Dex), Bluff (Cha), Concentration (Con),
Craft (Int), Decipher Script (Int), Diplomacy (Cha),
Disguise (Cha), Forgery (Int), Gather Information (Cha),
Intimidate (Cha), Knowledge (Int), Perform (Cha),
Sleight Of Hand (Dex), Speak Language, Spellcraft (Int),
Tumble (Dex), and Use Magic Device (Cha)
are all class skills for a wild mage.

Skill Points at Each Level:
6 + Int modifier (x4 if the first hit die).

The Wild Mage
{table=head]Level|BAB|Fort|Ref|Will|Special|0th|1st|2nd|3rd|4t h|5th|6th|7th|8th|9th|9<

1st|
+0|
+0|
+2|
+2|
Special Ability|x|y||||||||

2nd|
+1|
+0|
+3|
+3||x|x|y||||||||

3rd|
+1|
+1|
+3|
+3|
Special Ability|x|x|y||||||||

4th|
+2|
+1|
+4|
+4||x|x|x|y|||||||

5th|
+2|
+1|
+4|
+4|
Special Ability|x|x|x|y|||||||

6th|
+3|
+2|
+5|
+5||x|x|x|x|y||||||

7th|
+3|
+2|
+5|
+5|
Special Ability|x|x|x|x|y||||||

8th|
+4|
+2|
+6|
+6||x|x|x|x|x|y|||||

9th|
+4|
+3|
+6|
+6|
Special Ability|x|x|x|x|x|y|||||

10th|
+5|
+3|
+7|
+7||x|x|x|x|x|x|y||||

11th|
+5|
+3|
+7|
+7|
Special Ability|x|x|x|x|x|x|y||||

12th|
+6/+1|
+4|
+8|
+8||x|x|x|x|x|x|x|y|||

13th|
+6/+1|
+4|
+8|
+8|
Special Ability|x|x|x|x|x|x|x|y|||

14th|
+7/+2|
+4|
+9|
+9||x|x|x|x|x|x|x|x|y||

15th|
+7/+2|
+5|
+9|
+9|
Special Ability|x|x|x|x|x|x|x|x|y||

16th|
+8/+3|
+5|
+10|
+10||x|x|x|x|x|x|x|x|x|y|

17th|
+8/+3|
+5|
+10|
+10|
Special Ability|x|x|x|x|x|x|x|x|x|y|

18th|
+9/+4|
+6|
+11|
+11||x|x|x|x|x|x|x|x|x|x|y

19th|
+9/+4|
+6|
+11|
+11|
Special Ability|x|x|x|x|x|x|x|x|x|x|y

20th|
+10/+5|
+6|
+12|
+12||x|x|x|x|x|x|x|x|x|x|x[/table]

Base Target Wild Cast Roll Results
{table=head]Level|0th|1st|2nd|3rd|4th|5th|6th|7th|8th|9th|9<

1st|2|4||||||||

2nd|2|3|6|||||||

3rd|2|3|6|||||||

4th|2|3|4|8|||||||

5th|2|3|4|8|||||||

6th|2|3|4|5|10||||||

7th|2|3|4|5|10||||||

8th|2|3|4|5|6|12|||||

9th|2|3|4|5|6|12|||||

10th|2|3|4|5|6|7|14||||

11th|2|3|4|5|6|7|14||||

12th|2|3|4|5|6|7|8|16|||

13th|2|3|4|5|6|7|8|16|||

14th|2|3|4|5|6|7|8|9|18||

15th|2|3|4|5|6|7|8|9|18||

16th|2|3|4|5|6|7|8|9|10|20|

17th|2|3|4|5|6|7|8|9|10|20|

18th|2|3|4|5|6|7|8|9|10|11|20

19th|2|3|4|5|6|7|8|9|10|11|20

20th|2|3|4|5|6|7|8|9|10|11|12[/table]

Weapon and Armor Proficiency:
A wild mage is proficient with all simple weapons. She is not proficient with any type of armor or shield. Given her unique approach to casting spells, spell failure from equipment disrupts her connection to The Weave instead of simply causing (even divine) spells to fail. For every 5% chance of spell failure the wild mage would otherwise incur, she instead subtracts 1 from her wild cast rolls.

Wild Casting:
A wild mage may attempt to cast any spell she desires, as often as she wishes, from any spell schools/slots she has available. However, when doing so, the wild mage must subtract an amount from her wild cast roll equal to the number of times she has successfully cast that particular chosen spell that day.

All wild cast rolls have a DC of 1, but the checks themselves vary. The base wild cast checks for “x” spell slots are (0-[1+x]+d20) while those for “y” spell slots are (0-[1+y*2]+d20). A natural roll of 20 on a wild cast check is an automatic success. On a successful wild cast check, the wild mage casts her chosen spell normally. However, a failure on the check results in a wild surge. A wild surge is a DM-determined spell (chosen from the same, or a lower, spell slot as the desired spell) or effect of the DM's choosing. In addition, until she has a chance to rest for 8 hours, the wild mage loses her ability to cast that spell and spells that share both a school and level with the triggering spell. Thus, a wild surge when casting Dismissal would result in her casting a DM-determined effect at a DM-determined target AND losing her ability to cast (from the SRD): Break Enchantment, Dismissal, and Mage's Private Sanctum until her next extended rest.

Given that a wild mage is really little more than a living funnel that channels the flow of mystic power around her, the magic that passes through her will naturally do so at its own rate. Though free to spontaneously cast from every spell list, spells on multiple lists must be cast from their highest known base slot. (For example, Obscure Object is a first level bard spell, a second level sorcerer/wizard spell, and a third level cleric spell. So, rather than being able to cast it as a first or second level arcane spell, the wild mage must cast it as a third level divine spell.)

Among those who have studied this curious quirk are radical individuals who feel that the act of attempting to harness specific spells is not unlike the misbehavior of a supplicant who makes rude demands of an exceedingly generous host. These extremists choose to cast exclusively through deliberately triggered wild surges as they feel that they are but instruments of the will of The Weave. This radical stance may actually carry some weight, as those who deliberately trigger surges (OoC: declaring their wild cast roll results to be a 1) when casting an undeclared spell of any given level find that the non-specific invocation of spells causes no loss of potential for casting specific spells.

The Difficulty Class for a saving throw against a wild mage’s spell, or wild surge, is 10 + (adjusted) spell level + the caster’s primary casting attribute (in the case of the Wild Mage, Charisma) modifier.



Special Abilities
A wild mage gains a special ability, of her choice, from among the following options:


Bonus Feat:
The wild mage may choose to take an item creation feat, a metamagic feat, or a [Wild Mage] feat instead of acquiring a special ability.

Improved Counterspell:
When counterspelling, the wild mage may wild cast a spell of the same school that is one or more spell levels higher than the target spell.

Wild Reversal:
Whenever the wild mage successfully counterspells a spell with a wild cast spell, the original caster triggers a Wild Surge (using their own primary casting stat) so long as the intended spell can't be turned as though affected by Spell Turning. If it can, the wild mage may choose to turn the spell normally instead.

”Divine Metamagic”:
When wild casting, the wild mage may use metamagic feats with Divine spells as though they were Arcane spells.

More to come.



[Wild Mage] Feats:

Soon the come.

Dante & Vergil
2010-05-08, 03:10 PM
Looks pretty dang good, though I don't know what x or y mean in the equations. Is it spell level?

Divayth Fyr
2010-05-08, 03:38 PM
Also, is the y in the second equasion meant to be squared or doubled?

And I'd restrict them to a non-lawful alignment, seeing how chaotic is their casting...

Primal Fury
2010-05-08, 03:43 PM
Are you going to include effects from the wild mage PrC? Or are these just going to be completely original special abilities?

Realms of Chaos
2010-05-08, 03:46 PM
If I'm reading this class right, it doesn't really seem balanced at all, sorry to say.

1. First of all, consider the matter of the wild surges themselves. Rather than having a random table to choose a spell and another to decide whether it is used against you/used against the target/functions with opposite effect/creates an illusion of its function/etc., we get the DM directly choosing what happens.
In other words, whenever you fail on your roll, the DM has to choose whether he wants to help us anyway (DM Fiat), Make something awesome but meaningless happen, or to actively punnish us with the surge. Without any guidelines or restrictions, there will be DMs who perform all of the above.

I understand why you did wild surges the way that you did (it allows optimal random-ness, unlike rods of wonder and wild magic zones) but perhaps you could put in a couple of tables to put some sort of skeleton of structure to what happens or at least state that a surge should bring no immediate benefit or hindrance to the wild mage.

2. Wait, no, it would be most inadvisable to prevent the DM from punishing us with wild surges. After all, the 95% chance of punishment is the only thing keeping you from casting 9th level spells at 1st level. In fact, unless the punishments for failure are incredibly harsh, every 1st level wild mage would likely take their chances with 4th level spells (45% failure chance).
...
I may be mistaken but I don't think that weighing specialized DM-crafted punishments against insane advances in spell access breeds good balance, but that might just be me. I think that there needs to be a maximum spell level of spell that you have access to at any given time.

3. There is also the matter of casting any spell in existance at will. Unless the punishments cripple or kill you, this ability seems really really overpowered. Again the ability to do positively anything is balanced against a failure chance. This might be balanced in a very very optimized campaign (think Emperor Tippy) but it's a bit unbalancing everywhere else.


I'd personally recommend changing things so that when you fail a roll, you cast the spell normally, also get a wild surge, and you can't cast any more spells of that spell level for the next 24 hours. Again, though, that's just me.

Edit: Actually... when the DM creates punnishments specifically to hinder you... and any attempt to correct the situation possesses at least a 10% chance of making things worse... there is some kind of balance in the situation.
Even so, putting your player on a tightrope with ultimate power on one side and ultimate danger on the other doesn't seem... normal for a first level character.

Hadrian_Emrys
2010-05-08, 04:45 PM
Dante & Vergil: "x" and "y" are to signify that this brand of wild mage may attempt to cast 9th level (or "higher") spells, but with a -19 penalty in the wild cast roll... signs point to wild surge. :smallsmile: To clarify, when you look at the chart, as the character levels more and more of her spells become "x" slots instead of "y" ones. With "x" slot spells being much easier to cast, a wild mage with a sense of self preservation will carefully consider whether or not a given situation is desperate enough to warrant the greater risk that comes from attempting to cast a higher level spell.

karpik777: Good eye. I must have forgotten to put the "*" between the two. A level 1 attempting to cast a lvl 3 spell would have a penalty of -7, not -28. I'll edit that ASAP.

As for the alignment thing, I tend to hand wave those rules when I DM, so it didn't occur to me to include the limitation. I do see the sense in it though.

Primal Fury: To be honest, I'm really not sure. As it stands, I was hoping to get through the initial critique before adding anything else.

Realms of Chaos: It would appear that you've spoken for me on the subject of to point 1 by bringing up point two. However, the intent was for the threat of potentially getting whacked with a level 1-9 spell (or DM determined effect) is the primary tool for discouraging low level characters from making reckless power grabs. As it stands, I feel a need stress that a surge need not target either friend or foe. An attempted Fireball may turn into Grease targeting a nearby wall or the spell could act like a mundane fireball save that it turns everything cotton candy pink and seafoam green in the blast radius instead of dealing damage. By leaving it up to the DM, the backfire can be balanced to the scene on a storytelling level. Perhaps the wild mage is trying to heal an ally at -9 hp and fumbles. The surge alone will provide a moment of tension even if aforementioned surged spell attempt eventually ends up functioning normally.

I understand that there are many DMs out there who treat the numbers as though they were gods unto themselves, but I don't homebrew for them. Since there is no way to idiot-proof classes, I don't try. If you trust the person behind the screen at your game, have fun with the class. If not, I truly am sorry.

As for point 3, I fully intended for surges to be able to kill or cripple... -but only if doing so would be appropriate. I mean, playing this version of a wild mage in The Tomb of Horrors would pretty much qualify as giving one's DM permission to attempt to glass you on every failed check, but an "x" slot fumble on a check to cast Knock shouldn't be even close to that severe.

Dante & Vergil
2010-06-03, 12:48 AM
I'm going to say this out of want, but this class does not scale well into Epic levels.

ocel
2010-06-15, 12:17 PM
{I liked the concept of this class, but felt that some parts needed some tinkering before it felt realatively balanced with the other classes,thus I have comeup with some suggestions to the class that might interest you.}

{All wild cast rolls have a DC of [X or Y]+[L×Z ], X is the result of a d20 roll, if the spell level is too high than apply Y, Y is 1d100, L spell level, Z is how many times it has been casted; but the checks themselves vary due to the result of the above. For example I have casted a level 3 spell,L=3, 3 times,Z=3, the result is 9+X, than i rolled d20, and received a 12,thus the dc is 21.

{In order to succeed these spell casting checks, the caster must roll a successful concentration skill test.}

{Special abilities, Practice makes perfect,right, right !?:ICC: over time you'll become more accustomed to the flow of arcana, gradually becoming more adept at channeling the desired result. OCC: at levels 2,4,6,810,12,16,,20, you get to roll another dice that deducts from the total amount, via subtraction; for example, the total dc is 20, after rolling a 1d4, you get 3, afterwords the dc is 17, and so on.}

Milskidasith
2010-06-15, 12:32 PM
{I liked the concept of this class, but felt that some parts needed some tinkering before it felt realatively balanced with the other classes,thus I have comeup with some suggestions to the class that might interest you.}

{All wild cast rolls have a DC of [X or Y]+[L*Z], X is the result of a d20 roll, if the spell level is too high than apply Y, Y is 1d100, L spell level, Z is how many times it has been casted; but the checks themselves vary due to the result of the above. For example I have casted a level 3 spell,L=3, 3 times,Z=3, the result is 9+X, than i rolled d20, and received a 12,thus the dc is 21.

{In order to succeed these spell casting checks, the caster must roll a successful concentration skill test.}

{Special abilities, Practice makes perfect,right, right !?:ICC: over time you'll become more accustomed to the flow of arcana, gradually becoming more adept at channeling the desired result. OCC: at levels 2,4,6,810,12,16,,20, you get to roll another dice that deducts from the total amount, via subtraction; for example, the total dc is 20, after rolling a 1d4, you get 3, afterwords the dc is 17, and so on.}

Guh, this is far more complicated than anything in D&D needs to be, and making it a concentration check makes it fairly trivial to, with 11th level WBL and optimization, cast 9th level spells consistently (or at least, different ninth level spells consistently, since you can't cast the same one multiple timers), six levels before anybody else gets them.

ocel
2010-06-15, 12:46 PM
True, but, than again, this could be the foundation of a new skill based magic system, such as true naming, only more variable. also it might provide opportunities for classes like barbarian to gestalt or dip into this class.

edit,
Hmm, than again, perhaps another skill would be preferred, i initially presumed that concentration would be an ideal skill to perform casting checks, but i suppose spell-craft or some other factor could work.

Does anyone here have any suggestions?

Starbuck_II
2010-06-15, 12:55 PM
1st: Table for wild surges would be better.
Even if a DM decides to change what he rolled: ideas are always better.

Try this one from a previous edition:

Table 2: Wild Surge Results(H3)


d100
Roll Results
01 Wall of force appears in front of caster
02 Caster smells like a skunk for spell duration
03 Caster shoots forth eight nonpoisonous snakes from fingertips; snakes do not attack
04 Caster’s clothes itch (+2 penalty to initiative)
05 Caster glows as per a light spell
06 Spell effect has 60(FM) radius centered on caster
07 Next phrase spoken by caster becomes true, lasting for 1 turn
08 Caster’s hair grows on foot in length
09 Caster pivots 180 degrees
10 Caster’s face is blackened by a small explosion
11 Caster develops allergy to his magical items; cannot control sneezing until all magical items are removed (allergy lasts 1d6 turns)
12 Caster’s head enlarges for 1d3 turns
13 Caster reduces (reversed enlarge) for 1d3 turns
14 Caster falls madly in love with target until a remove curse is cast
15 Spell cannot be canceled at will by the caster
16 Caster polymorphs randomly

17 Colorful bubbles come out of caster’s mouth instead of words (words are released when bubbles pop); spells with verbal components cannot be cast for 1 turn
18 Reversed tongues affects all within 60 feet of caster
19 Wall of fire encircles the caster
20 Caster’s feet enlarge, reducing movement to half and adding +4 penalty to initiative rolls for 1d3 turns
21 Caster suffers same spell effect as target
22 Caster levitates 20 feet for 1d4 turns
23 Cause fear within a 60(FM) radius centered on the caster; all in radius except caster must make saving throw
24 Caster speaks in a squeaky voice for 1d6 days
25 Caster gains X-ray vision for 1d6 rounds
26 Caster ages 10 years
27 Silence, 15(FM) radius centers on caster 10(FM) (TS) 10(FM) pit appears immediately in front of the caster, 5 feet deep per level of the caster
29 Reverse gravity beneath caster’s feet for 1 round
30 Colored streamers pour from caster’s fingertips
31 Spell effect rebounds on caster
32 Caster becomes invisible
33 Color spray from caster’s fingertips
34 Stream of butterflies pours from caster’s mouth
35 Caster leaves monster-shaped footprints instead of his own until a dispel magic is cast
36 3–30 gems shoot from the caster’s fingertips; each is worth 1d6 (TS) 10 gp
37 Music fills the air
38 Create food and water
39 All normal fires within 60 feet of caster are extinguished
40 One magical item within 30 feet of caster (randomly chosen) is permanently drained
41 One normal item within 30 feet of caster (randomly chosen) becomes permanently magical
42 All magical weapons within 30 feet of caster are increased by +2 for 1 turn
43 Smoke trickles from the ears of all creatures within 60 feet of the caster for 1 turn
44 Dancing lights
45 All creatures within 30 feet of the caster begin to hiccup (+1 to casting times, –1 to THAC0)
46 All normal doors, secret doors, portcullises, etc. (including those locked or barred) within 60 feet of the caster swing open
47 Caster and target exchange places
48 Spell affects random target within 60 feet of caster
49 Spell fails but is not wiped from caster’s mind
50 Monster summoning II
51 Sudden change in weather (temperature rise, snow, rain, etc.) lasting 1d6 turns
52 Deafening bang affects everyone within 60 feet; those who can hear must save vs. Spell or be stunned 1d3 rounds
53 Caster and target exchange voices until a remove curse is cast
54 Gate opens to a randomly chosen Outer Plane; 50% chance for extraplanar creature to appear
55 Spell functions, but shrieks like a shrieker
56 Spell effectiveness (range, duration, area of effect, damage, etc.) decreases by 50%
57 Spell reversed, if reverse is possible
58 Spell takes physical form as free-willed elemental and cannot be controlled by caster; elemental remains for the duration of the spell and its touch causes the spell effect (THAC0 equal to caster’s)
59 All weapons within 60 feet of the caster glow for 1d4 round
60 Spell functions; any applicable saving throw is not allowed
61 Spell appears to fail when cast, but occurs 1–4 rounds later
62 All magical items within 60 feet of caster glow for 2d8 days
63 Caster and target switch personalities for 2d10 rounds
66 Slow spell centered on target
65 Target deluded
66 Lightning bolt shoots toward target
67 Target enlarged
68 Darkness centered on target
69 Plant growth centered on target
70 1,000 lbs. of nonliving matter within 10 feet of target vanishes
71 Fireball centers on target
72 Target turns to stone
73 Spell is cast; material components and memory of spell are retained
74 Every within 10 feet of caster receives the benefit of a heal
75 Target becomes dizzy for 2d4 rounds (–4 AC and THAC0, cannot cast spells)
76 Wall of fire encircles target
77 Target levitates 20 feet for 1d3 turns
78 Target suffers blindness
79 Target is charmed as per charm monster
80 Target forgets
81 Target’s feet enlarge, reducing movement to half normal and adding +4 penalty to all initiative rolls for 1d3 turns
82 Rust monster appears in front of target
83 Target polymorphs randomly
84 Target falls madly in love with caster until a remove curse is cast
85 Target changes sex
86 Small, black raincloud forms over target
87 Stinking cloud centers on target
88 Heavy object (boulder, anvil, safe, etc.) appears over target and falls for 2d20 points of damage
89 Target begins sneezing and is unable to cast spells for 1d6 rounds
90 Spell effect has 60(FM) radius centered on target (all within suffer the effect)
91 Target’s clothes itch (+2 penalty to initiative for 1d10 rounds)
92 Target’s race randomly changes until canceled by a dispel magic
93 Target turns ethereal of 2d4 rounds
94 Target hastened
95 All cloth on target crumbles to dust
96 Target sprouts leaves (no damage caused, can be pruned without harm)
97 Target sprouts new useless appendage (wings, arm, ear, etc.) which remains until dispel magic is cast
98 Target changes color (canceled by dispel magic)
99 Spell has minimum duration of 1 turn (e.g.: a fireball creates a ball of flame that remains for 1 turn, a lightning bolt bounces and continues, possibly rebounding, for 1 turn, etc.)
100 Spell effectiveness (range, duration, area of effect, damage, etc.) increase 200%



2nd: Seems fairly too powerful. You should limit Max spell useable equal to 1 + 1/2 Class level (round down).
See now means you are limited to 1st level at 1st at max, but 2nd level you an use 2nd level spells if make check.

At 4th level, you can use 3rd level spells if make check, etc.

ocel
2010-06-15, 12:57 PM
How about some thing like this?
{table] [1d100] [Name] [result] [ICC: in character,] [OCC: Out of character]
5% Thats not what I ment to Say !!: ICC: The incantation, gesture, or ingrediants were either mispronounced; OCC please refer to spell Misspell effects in http://www.dandwiki.com/wiki/Misspell_(3.5e_Spell)

10% What comes In must get Out !: ICC: the spell energies tears at your intestines, you experience a severe nose bleed, while your hands shake erratically, causing you to sweat arcane energies immensely, eventually forcing you colapse from phsyical fatigue;OCC you become nauseated, with temporary consitution damage, -4 X, -8 Y. You and anyone attempting to grapple you will must roll for energy damage, damage depends on what type is casted, and the spell's level. inother words small:d2, medium d4, large 1d6, per spell level. After a period of time, in other words, spell level=hours of rest , the spell will be released with a metamagic of your choosing,.

15%:Spacial Influx : ICC: While conjuring thy spell, you feel as if the power is being concentrated in a remote area, however when you release yourself from the trance, the fireball is projected in a different location.; OCC: The effect of your spell is situated at a random square, use dice relevent to the range of the spell, for example, a teleport spell will either trasport one of your comrades,enemies or a unsuspecting passerby, roll a 1d100 for X horizontal and Y vertical cordinates to determine the location.
55%: The Old Switcheroo: ICC: While projecting your spirit into the ether, you feel your soul merge with one of your friends or foes nearby. OCC: for 1d12 rounds you and a randomly anointed pc or npc must roll a comparative will save, for each success or failure, you or enemy will be the dominant persona of both characters, in which case the later or the former is under the effects of a domination spell.




I have absolutely no clue, at all, what any of the numbers you've listed mean. Why are there the random percents? Why is the formatting so terrible? Why do you randomly switch between random old English and modern English? Why do you go from vague terms to specific ones?

I can't even criticize this because I have absolutely no clue what you are trying to say.

Ah my apologies, i was initially trying to type it in the table format but it appears that, did not get the original code right, could you give me the code, I'll correct it. fixed the formatting, as for the ye old English, sorry about that, i tend to type in that diction from time to time, anyway is it easier to read now?

The random percents were for the wild surge feature, originally it was meant for dm punishments, but i thought the random chart shown above, was an excellent suggestion, reminded me of the perils of the warp rule in Dark Heresy of Warhammer. i haven't thought of all of the possible back fires but, lets just say, its nothing short of tome of horrors notoriety.

Also what if the dc was higher? like [X or Y]+[L ×Z squared]



2nd: Seems fairly too powerful. You should limit Max spell useable equal to 1 + 1/2 Class level (round down).

See now means you are limited to 1st level at 1st at max, but 2nd level you an use 2nd level spells if make check.

At 4th level, you can use 3rd level spells if make check, etc.

We could do that, and give the option of casting one above his or her limit, by imposing a Y or 2dY penalty.

And limiting the spells to 1+1/2 works out in the long run, since they can hypothetically cast any spell of that level with neither a expensive spell tome nor having it permanently attached to them like the sorcerer.if they receive stat bonus to their spell limit, than perhaps it should be charisma?

Personally i think that the use magic item skill should be removed, since, this is sort of the barbarian/ Factotum of magic users, only with spell not skills. which reminds me should literacy be removed as well?

Also skill points need to be dropped to 2 per level, just like wizard and sorcerer.

{(By Starbuck_II
Max spell useable equal to 1 + 1/2 Class level (round down).))

((By occel
{All wild cast rolls have a DC of [X or Y]+[L×Z ], X is the result of a d20 roll, if the spell level is too high than apply Y, Y is 1d100, L spell level, Z is how many times it has been casted; but the checks themselves vary due to the result of the above. If one were to exceed the maximum number of spells than they must roll a [2dY]+[L×Z] for dc.

For example I have casted a level 3 spell,L=3, 3 times,Z=3, the result is 9+X, than i rolled d20, and received a 12,thus the dc is 21.

{In order to succeed these spell casting checks, the caster must roll a successful concentration skill test.}))

Milskidasith
2010-06-15, 01:10 PM
How about some thing like this?

5% Thats not what I ment to Say !!:
ICC: The incantation, gesture, or ingrediants were either mispronounced;
OCC please refer to spell Misspell effects in http://www.dandwiki.com/wiki/Misspell_(3.5e_Spell)
=================================
10% What comes In must get Out !:

ICC: the spell energies tears at your intestines, you experience a severe nose bleed, while your hands shake erratically, causing you to sweat arcane energies immensely, eventually forcing you colapse from phsyical fatigue;

OCC you become nauseated, with temporary consitution damage, -4 X, -8 Y.

Anyone attempting to grapple you will must roll for energy damage, damage depends on what type is casted, and the spell's level. inother words small:d2, medium d4, large 1d6, per spell level.

After a period of time, in other words, spell level = hours of rest , the spell will be released with a metamagic of your choosing,.
_____________
Table 2.2.2 arcane sweat damage
small medium
level damage
1 1d2 1d4
2 2d2 2d4
3 3d2 3d4
4 4d2 4d4
5 5d2 5d4
6 6d2 6d4
7 7d2 7d4
8 8d2 8d4
9 9d2 9d4
10 10d2 10d4
11 11d2
12 12d2
13 13d2
14 14
15 15
16 16
17 17
18 18
19 19
20 20
================

15%:Spacial Influx :
ICC: While conjuring thy spell, you feel as if the power is being concentrated in a remote area, however when you release yourself from the trance, the fireball is projected in a different location.;

OCC: The effect of your spell is situated at a random square, use dice relevent to the range of the spell, for example, a teleport spell will either trasport one of your comrades,enemies or a unsuspecting passerby, roll a 1d100 for X horizontal and Y vertical cordinates to determine the location.
==============

I have absolutely no clue, at all, what any of the numbers you've listed mean. Why are there the random percents? Why is the formatting so terrible? Why do you randomly switch between random old English and modern English? Why do you go from vague terms to specific ones?

I can't even criticize this because I have absolutely no clue what you are trying to say.

ocel
2010-06-15, 02:03 PM
fixed some of the formating, how is it now?, also any other suggestions?

Eleven
2010-06-15, 04:09 PM
For Wild Surges, there was a document made years ago that had 10,000 magical effects useful for a Wild Mage type class. You can download it here (http://www.fortunecity.com/banners/interstitial.html?http://www.fortunecity.com/victorian/byzantium/55/wildsurge.zip), if you would like.

ocel
2010-06-15, 04:40 PM
For Wild Surges, there was a document made years ago that had 10,000 magical effects useful for a Wild Mage type class. You can download it here (http://www.fortunecity.com/banners/interstitial.html?http://www.fortunecity.com/victorian/byzantium/55/wildsurge.zip), if you would like.

Thanks, how do you like the mechanical changes and wild surge ideas? most of the wild surges I wrote were heavy inspired by warhammer 40k through with the exception of Spacial Influx and What must come in must get Out. also might want to take a look at the wild magic table in the 3.5 Dungeon Master's guide

edit
i'm having a bit of trouble seeing it on my computer, is there something wrong with it?

Found a couple of wild magic tables that would be a little along the lines of this class's concept: http://www.seankreynolds.com/rpgfiles/prestige/wildmagic_open.html

http://www.seankreynolds.com/rpgfiles/prestige/wildgreatersurgetable_open.html

http://okayyourturn.yuku.com/topic/17598/t/Different-Wild-Magic-Charts.html

take a look, if your interested.

Samm
2010-06-19, 08:12 AM
I love the idea of unpredictable magic. However, this sounds slightly ridiculously powerful. Though, it might actually work... It just sounds a little insane, almost too unpredictable. The Raw power is just crazy, yet so is the risk and the possible consequences... I have a the feeling it should be limited in some way.

Maybe we could put an impromptu spell caster with this guy in a jar. Then we could shake the jar really hard. After that we might open the jar. I'd be interested to see what comes out.

Dante & Vergil
2010-06-23, 03:43 PM
Maybe you can include "Z"s in the table. It would come after "X" at some point and casting them would be (0-[1+z/2]+d20).

ocel
2010-06-23, 06:35 PM
Maybe you can include "Z"s in the table. It would come after "X" at some point and casting them would be (0-[1+z/2]+d20).

Would Z stand for the number of times it has been casted or the level of spell?

Samm
2010-06-24, 05:26 AM
Maybe you can include "Z"s in the table. It would come after "X" at some point and casting them would be (0-[1+z/2]+d20).

I think it's powerful enough as is. Maybe, we could cap spells cast per day, to a rather high number, and use a reduced penalty mechanism, ie. the "Z", mentioned here.

Hadrian_Emrys
2010-06-24, 02:02 PM
Interesting. I put no cap on spells per day because I wanted the penalties to really be felt as a means to discourage spell spamming and encourage creative uses for a much wider variety of spells than is typical for a primary caster. There is no excuse for a member of this class to exclusively rely upon a set handful of Char-Op favored spells when they have full access to every spell list ever made for 3.5.

As for the random effects, I'm not sure how to reply. I loathe the tables that have come before as they do not have anything to do with the spell being cast, but I do understand the need for a better defined structure. The suggested charts aren't bad, but they are solid. Isn't "wild" magic supposed to be well and truly random as opposed to an orderly game of Russian Roulette?

As for the power cap, I'm of two minds on that subject. On the one hand, I can see that it would be a good idea to have some sort of limitation to what spell levels one can access. However, I also feel that the drastically increased danger that comes with attempting to cast from "y" slots should be enough of a balancing factor to prevent abuse. Think about it. Until a Wild Mage hits lvl 18, they have only a 5% chance to cast a 9th level spell and a 95% chance to Surge it. Heck, even when they hit 18+ casting the bloody thing is still a 50/50 chance of, at best, wasting an action.

In regards to the scale into epic, you're absolutely right. I've yet to figure out a decent way to scale that high without making the checks either too easy, or too hard. Any and all ideas for fixing this problem are more than welcome.

Samm
2010-06-25, 03:22 AM
Interesting. I put no cap on spells per day because I wanted the penalties to really be felt as a means to discourage spell spamming and encourage creative uses for a much wider variety of spells than is typical for a primary caster. There is no excuse for a member of this class to exclusively rely upon a set handful of Char-Op favored spells when they have full access to every spell list ever made for 3.5.

As for the random effects, I'm not sure how to reply. I loathe the tables that have come before as they do not have anything to do with the spell being cast, but I do understand the need for a better defined structure. The suggested charts aren't bad, but they are solid. Isn't "wild" magic supposed to be well and truly random as opposed to an orderly game of Russian Roulette?

As for the power cap, I'm of two minds on that subject. On the one hand, I can see that it would be a good idea to have some sort of limitation to what spell levels one can access. However, I also feel that the drastically increased danger that comes with attempting to cast from "y" slots should be enough of a balancing factor to prevent abuse. Think about it. Until a Wild Mage hits lvl 18, they have only a 5% chance to cast a 9th level spell and a 95% chance to Surge it. Heck, even when they hit 18+ casting the bloody thing is still a 50/50 chance of, at best, wasting an action.


Well, I like that, but it seems a little out of control. I mean, it's very risky, and at the same time extremely powerful.

Hadrian_Emrys
2010-06-25, 07:40 PM
Any ideas on how to add stability, and moderate power, without screwing over the theme? I'm all ears. :smalltongue:

Samm
2010-06-25, 07:47 PM
Any ideas on how to add stability, and moderate power, without screwing over the theme? I'm all ears. :smalltongue:

I have an idea, that's probably terrible, but it may have some merits.

Okay here goes:

Make the thing an impromptu caster. With a spell list, of known spells and a set number of spells per day. The number of spells per day, is abnormally high. Possibly twice as much as normal.

Then in order to cast the spell, give them some bonus on the DC 1 check, maybe a 1/2 caster level bonus, minimum 1. Leave the table with X and Ys, though. And keep wild-surges.

I think this should put a limit to the power, and decrease the risk.

Hadrian_Emrys
2010-06-26, 01:06 AM
The set spell list kinda screws over the theme a bit, don't you think? Instead having the exact spell you need, when you need it (glossing over the whole "chance-that-it-could-freak-out-and-do-something-like-coat-everything-within-a-square-mile-with-sovereign-glue" thing), the character would become an unreliable dread necromancer with a different flavor.

As for the bit about spells per day... I just want to put it out there that I hate Vancian casting because the saves don't balance well with saves and the spells per day leave active casters without anything meaningful to do during marathon sessions. Having risky, but unlimited, access to spells would mean that the character has things they could do all day long so long as they feel that the casting was worth the risk.

Hmm. I obviously have some baggage against casting, let me have a little more time to mull over your suggestions as I hope to come up with a compromise of some sort.

Samm
2010-06-26, 08:01 AM
The set spell list kinda screws over the theme a bit, don't you think? Instead having the exact spell you need, when you need it (glossing over the whole "chance-that-it-could-freak-out-and-do-something-like-coat-everything-within-a-square-mile-with-sovereign-glue" thing), the character would become an unreliable dread necromancer with a different flavor.

Well, it does tone down the power a tad. And I think that a man/woman knowing all the spells in existence is a little odd.


As for the bit about spells per day... I just want to put it out there that I hate Vancian casting because the saves don't balance well with saves and the spells per day leave active casters without anything meaningful to do during marathon sessions. Having risky, but unlimited, access to spells would mean that the character has things they could do all day long so long as they feel that the casting was worth the risk.

Well, sure a marathon session would screw over a caster with a high number of spells per day, but we could just crank up the number of spells per day... Or maybe the Wild Mage could make a roll for it at the begining of the day... If he scores high, he can cast lots, if he scores low, he can't really get off the ground...


Hmm. I obviously have some baggage against casting, let me have a little more time to mull over your suggestions as I hope to come up with a compromise of some sort.

Yeah, I guess that's cool.

ocel
2010-06-29, 06:25 PM
You know.... i just had an idea, what if the wild mage used a 1d100 chart for spells, per level? and if person playing that class wanted to chose a spell, he had to cope with it backfiring....

SilveryCord
2010-06-29, 06:40 PM
You know.... i just had an idea, what if the wild mage used a 1d100 chart for spells, per level? and if person playing that class wanted to chose a spell, he had to cope with it backfiring....

Because random charts sound fun, but really aren't.

Hadrian_Emrys
2010-06-29, 08:38 PM
Hmm. There is an interesting idea though. What if spells known remains omniscient but spells per day, per level, were determined by something roughly like (d100/spell level, minimum [10 - spell level] + Int-based bonus spells)? Though I loathe spells per day, a system like that would stick with the random feel without needing a chart.

ocel
2010-06-29, 09:35 PM
Hmm. There is an interesting idea though. What if spells known remains omniscient but spell per day, per level, were determined by something roughly like (d100/spell level, minimum 10-spell level pre-epic)? Though I loathe spells per fay, a system like that would stick with the random feel without needing a chart.

yeah and it would play with the theme of the class two. not to mention it would prevent munching munchkins from playing with the fire without getting burned in return.

Hadrian_Emrys
2010-06-30, 12:54 AM
Samm: In regards to the idea of it being weird that a wild mage would know every spell in existence: they don't really. Wild mages take the idea of a spell and 'feels around' the weave for one that most closely matches the rough concept. Think of it as a mystic version of doing a google search that lets you find what you want without actually being an expert on it. This lack of actual mastery is part of why surges happen in the first place.

ocel
2010-06-30, 01:52 PM
I think i can type something up like that, hold on, Ok..., how is this?

Note, these spells come from the spell index of wizard's coast, found in this link, http://www.wizards.com/default.asp?x=dnd/lists/spells .

1d10 to decide class's spells, 1-2 sorcerer/ 3 cleric/4 domains/5- druid/7-paladin/8-ranger/9 black guard
-----------------------
%roll Name Source Page School Class/Level Range T/E/A
------------------------------------
sorcerer/wizard/bard LVL 0

1 ghostharp SpC 104 divination bard 0 touch target
2 lullaby PH 249 enchantment (compulsion) [mind-affecting] bard 0 medium (100 ft. + 10 ft./level) area
3 minor disguise SpC 142 transmutation bard 0 personal target
4 songbird SpC 195 transmutation bard 0 personal target
5 summon instrument PH 285 conjuration (summoning) bard 0 0 ft. effect
6 read magic PH 269 divination bard 0, cleric 0, druid 0, paladin 1, ranger 1, sorcerer/wizard 0 personal target
7 resistance PH 272 abjuration bard 0, cleric 0, druid 0, paladin 1, sorcerer/wizard 0 touch target
8 detect magic PH 219 divination bard 0, cleric 0, druid 0, sorcerer/wizard 0 60 ft. area
9 light PH 248 evocation [light] bard 0, cleric 0, druid 0, sorcerer/wizard 0 touch target
10 mending PH 253 transmutation bard 0, cleric 0, druid 0, sorcerer/wizard 0 10 ft. target
11 know direction PH 246 divination bard 0, druid 0 personal target
12 flare PH 232 evocation [light] bard 0, druid 0, sorcerer/wizard 0 close (25 ft. + 5 ft./2 levels) effect
13 dancing lights PH 216 evocation [light] bard 0, sorcerer/wizard 0 medium (100 ft. + 10 ft./level) effect
14 daze PH 217 enchantment (compulsion) [mind-affecting] bard 0, sorcerer/wizard 0 close (25 ft. + 5 ft./2 levels) target
15 mage hand PH 249 transmutation bard 0, sorcerer/wizard 0 close (25 ft. + 5 ft./2 levels) target
16 open/close PH 258 transmutation bard 0, sorcerer/wizard 0 close (25 ft. + 5 ft./2 levels) target
17 prestidigitation PH 264 universal bard 0, sorcerer/wizard 0 10 ft. target
18 stick SpC 206 transmutation bard 0, sorcerer/wizard 0 touch target
19 message PH 253 transmutation [language-dependent] bard 0, sorcerer/wizard 0, Trade 1 medium (100 ft. + 10 ft./level) target
-----------------------------------
Druid Lvl 0

1 dawn SpC 59 abjuration druid 0, ranger 1 15 ft. target
2 naturewatch SpC 146 necromancy druid 0, ranger 1 30 ft. area
------------------------------------
Sorcerer/Wizard LVL 1
1
2 acid splash PH 196 conjuration (creation) [acid] sorcerer/wizard 0 close (25 ft. + 5 ft./2 levels) effect
3 arcane mark PH 201 universal sorcerer/wizard 0 0 ft. effect
4 caltrops SpC 42 conjuration (creation) sorcerer/wizard 0 close (25 ft. + 5 ft./2 levels) area
5 electric jolt SpC 78 evocation [electricity] sorcerer/wizard 0 close (25 ft. + 5 ft./2 levels) effect
6 launch bolt SpC 130 transmutation sorcerer/wizard 0 touch target
7 launch item SpC 130 transmutation sorcerer/wizard 0 touch target
8 ray of frost PH 269 evocation [cold] sorcerer/wizard 0 close (25 ft. + 5 ft./2 levels) effect
9 repair minor damage SpC 173 transmutation sorcerer/wizard 0 touch target
10 sonic snap SpC 195 evocation [sonic] sorcerer/wizard 0 close (25 ft. + 5 ft./2 levels) target
11 backbiter SpC 23 necromancy sorcerer/wizard 1 close (25 ft. + 5 ft./2 levels) target
12 benign transposition SpC 27 conjuration (teleportation) sorcerer/wizard 1 medium (100 ft. + 10 ft./level) target
13 breath flare SpC 38 transmutation [light] sorcerer/wizard 1 personal target
14 buzzing bee SpC 41 conjuration (creation) sorcerer/wizard 1 medium (100 ft. + 10 ft./level) target
15 color spray PH 210 illusion (pattern) [mind-affecting] sorcerer/wizard 1 15 ft. area
16 corrosive grasp SpC 53 conjuration (creation) [acid] sorcerer/wizard 1 touch target
17 cutting hand SpC 57 transmutation sorcerer/wizard 1 personal target
18 ectoplasmic armor SpC 77 abjuration sorcerer/wizard 1 touch target
19 familiar pocket SpC 88 universal sorcerer/wizard 1 touch target
20 fist of stone SpC 94 transmutation [earth] sorcerer/wizard 1 personal target
21 golem strike SpC 106 divination sorcerer/wizard 1 personal target
22 hail of stone SpC 108 conjuration (creation) [earth] sorcerer/wizard 1 medium (100 ft. + 10 ft./level) area
23 hold person, mass PH 241 abjuration sorcerer/wizard 1 medium (100 ft. + 10 ft./level) target
24 hold portal PH 241 abjuration sorcerer/wizard 1 medium (100 ft. + 10 ft./level) target
25 ice dagger SpC 118 evocation [cold] sorcerer/wizard 1 close (25 ft. + 5 ft./2 levels) effect
26 luminous gaze SpC 135 evocation [light] sorcerer/wizard 1 personal target
27 mage hand, greater SpC 136 transmutation sorcerer/wizard 1 medium (100 ft. + 10 ft./level) target
28 mount PH 256 conjuration (summoning) sorcerer/wizard 1 close (25 ft. + 5 ft./2 levels) effect
29 nerveskitter SpC 146 transmutation sorcerer/wizard 1 close (25 ft. + 5 ft./2 levels) target
30 net of shadows SpC 147 illusion (shadow) [darkness] sorcerer/wizard 1 close (25 ft. + 5 ft./2 levels) target
31 orb of acid, lesser SpC 150 conjuration (creation) [acid] sorcerer/wizard 1 close (25 ft. + 5 ft./2 levels) effect
32 orb of cold, lesser SpC 151 conjuration (creation) [cold] sorcerer/wizard 1 close (25 ft. + 5 ft./2 levels) effect
33 orb of electricity, lesser SpC 151 conjuration (creation) [electricity] sorcerer/wizard 1 close (25 ft. + 5 ft./2 levels) effect
34 orb of fire, lesser SpC 151 conjuration (creation) [fire] sorcerer/wizard 1 close (25 ft. + 5 ft./2 levels) effect
35 orb of sound, lesser SpC 151 conjuration (creation) [sonic] sorcerer/wizard 1 close (25 ft. + 5 ft./2 levels) effect
36 persistent blade SpC 154 evocation [force] sorcerer/wizard 1 close (25 ft. + 5 ft./2 levels) effect
37 ray of clumsiness SpC 166 transmutation sorcerer/wizard 1 close (25 ft. + 5 ft./2 levels) effect
38 ray of flame SpC 167 evocation [flame] sorcerer/wizard 1 close (25 ft. + 5 ft./2 levels) effect
39 reduce person PH 269 transmutation sorcerer/wizard 1 close (25 ft. + 5 ft./2 levels) target
40 repair light damage SpC 173 transmutation sorcerer/wizard 1 touch target
41 scatterspray SpC 180 transmutation sorcerer/wizard 1 close (25 ft. + 5 ft./2 levels) target
42 shield PH 278 abjuration [force] sorcerer/wizard 1 personal target
43 shieldbearer SpC 188 transmutation sorcerer/wizard 1 touch target
44 shocking grasp PH 279 evocation [electricity] sorcerer/wizard 1 touch target
45 slide SpC 191 transmutation sorcerer/wizard 1 close (25 ft. + 5 ft./2 levels) target
46 sonic blast SpC 195 evocation [sonic] sorcerer/wizard 1 close (25 ft. + 5 ft./2 levels) target
47 spirit worm SpC 202 necromancy sorcerer/wizard 1 touch target
48 spontaneous search SpC 204 divination sorcerer/wizard 1 touch target
49 Tenser's floating disk PH 294 evocation [force] sorcerer/wizard 1 close (25 ft. + 5 ft./2 levels) effect
50 enlarge person PH 226 transmutation sorcerer/wizard 1, Strength 1 close (25 ft. + 5 ft./2 levels) target
-----------------------
Domains Lvl 1
1 disrupt undead PH 223 necromancy Glory 1, sorcerer/wizard 0 close (25 ft. + 5 ft./2 levels) effect
2 burning hands PH 207 evocation [fire] Fire 1, sorcerer/wizard 1 15 ft. area
3 mage armor PH 249 conjuration (creation) [force] Force 1, sorcerer/wizard 1, Spell 1 touch target
4 touch of fatigue PH 294 necromancy Sloth 1, sorcerer/wizard 0 touch target
5 cloak of dark power SpC 48 abjuration Drow 1 touch target
6 protection from evil PH 266 abjuration [good] Elysium 1, cleric 1, Good 1, paladin 1, sorcerer/wizard 1 touch target
7 chill of the grave SpC 46 necromancy Deathbound 1 close (25 ft. + 5 ft./2 levels) effect
8 chill touch PH 209 necromancy Cold 1, sorcerer/wizard 1 touch target
9 ghoul light SpC 105 necromancy Hunger 1 touch effect
10 magic fang PH 250 transmutation Dragon 1, druid 1, ranger 1, Scalykind 1 touch target
11 protection from law PH 266 abjuration [chaotic] Chaos 1, cleric 1, Limbo 1, sorcerer/wizard 1 touch target
12 shield of faith PH 278 abjuration Celestia 1, cleric 1, Retribution 1 touch target
13 light of Lunia SpC 132 evocation [good, light] Celestia 1, cleric 1, sorcerer/wizard 1 medium (100 ft. + 10 ft./level) target/effect
14 make whole PH 252 transmutation Balance 1, cleric 2 close (25 ft. + 5 ft./2 levels) target
15 bane PH 203 enchantment (compulsion) [fear, mind-affecting] Baator 1, cleric 1, Suffering 1 50 ft. area
16 1 cause fear PH 208 necromancy [fear, mind-affecting] Abyss 1, bard 1, blackguard 1, cleric 1, Death 1, Orc 1, sorcerer/wizard 1 close (25 ft. + 5 ft./2 levels) target
17 align weapon PH 197 transmutation [see text] Abyss 1, cleric 2 touch target
18 calm animals PH 207 enchantment (compulsion) [mind-affecting] Animal 1, druid 1, ranger 1 close (25 ft. + 5 ft./2 levels) target
19 endure elements PH 226 abjuration Arborea 1, cleric 1, druid 1, Ocean 1, paladin 1, ranger 1, sorcerer/wizard 1, Sun 1 touch target
20 longstrider PH 249 transmutation Arborea 1, druid 1, ranger 1, Travel 1 personal target
21 obscuring mist PH 258 conjuration (creation) Air 1, assassin 1, cleric 1, Darkness 1, druid 1, sorcerer/wizard 1, Water 1, Windstorm 1 20 ft. effect



-----------------------
Cleric Lvl 1
1 anarchic water SpC 11 transmutation [chaotic] cleric 1 touch target
2 conviction SpC 52 abjuration cleric 1 touch target
3 curse water PH 216 necromancy [evil] cleric 1 touch target
4 detect evil PH 219 divination cleric 1 60 ft. area
5 detect good PH 219 divination cleric 1 60 ft. area
6 detect law PH 219 divination cleric 1 60 ft. area
7 hide from undead PH 241 abjuration cleric 1 touch target
8 ice gauntlet SpC 119 evocation [cold] cleric 1 personal target
9 moon lust SpC 143 illusion (pattern) [mind-affecting] cleric 1 medium (100 ft. + 10 ft./level) target
10 sign SpC 189 enchantment (compulsion) [mind-affecting] cleric 1 personal target
11 bless PH 205 enchantment (compulsion) [mind-affecting] cleric 1, Community 1, Family 1, paladin 1 50 ft. area
12 command PH 211 enchantment (compulsion) [language-dependent, mind-affecting] cleric 1, Domination 1, Mechanus 1, Pact 1, Tyranny 1 close (25 ft. + 5 ft./2 levels) target
13 cold fire SpC 50 transmutation [cold] cleric 1, druid 1 close (25 ft. + 5 ft./2 levels) target
14 delay disease SpC 63 conjuration (healing) cleric 1, druid 1 touch target
15 foundation of stone SpC 99 transmutation [earth] cleric 1, druid 1 close (25 ft. + 5 ft./2 levels) target
16 updraft SpC 228 conjuration (creation) [air] cleric 1, druid 1 personal target
17 vigor, lesser SpC 229 conjuration (healing) cleric 1, druid 1 touch target
18 magic stone PH 251 transmutation cleric 1, druid 1, Earth 1, Halfling 1 touch target
19 resist planar alignment SpC 174 abjuration cleric 1, druid 1, Hades 2, Limbo 2, paladin 1, ranger 1, sorcerer/wizard 1 touch target
20 omen of peril SpC 149 divination cleric 1, druid 1, Liberation 1, ranger 1 personal target
21 snowshoes SpC 194 transmutation cleric 1, druid 1, ranger 1 touch target
22 wings of the sea SpC 240 transmutation cleric 1, druid 1, ranger 1, sorcerer/wizard 1 touch target
23 protection from good PH 266 abjuration [evil] cleric 1, Evil 1, Hades 1, sorcerer/wizard 1 touch target
24 detect chaos PH 218 divination cleric 1, Inquisition 1 60 ft. area
25 protection from chaos PH 266 abjuration [lawful] cleric 1, Law 1, Mechanus 1, paladin 1, sorcerer/wizard 1 touch target

26 entropic shield PH 227 abjuration cleric 1, Limbo 2, Luck 1, Storm 1 personal target
27 divine favor PH 224 evocation cleric 1, Mysticism 1, Nobility 1, paladin 1 personal target
28 axiomatic water SpC 22 transmutation [lawful] cleric 1, paladin 1 touch target
29 bless water PH 205 transmutation [good] cleric 1, paladin 1 touch target
30 grave strike SpC 107 divination [good] cleric 1, paladin 1 personal target
31 vision of glory SpC 231 divination cleric 1, paladin 1 touch target
32 detect undead PH 220 divination cleric 1, paladin 1, sorcerer/wizard 1, Undeath 1 60 ft. area
33 deathwatch PH 217 necromancy [evil] cleric 1, Planning 1 30 ft. area
34 sanctuary PH 274 abjuration cleric 1, Protection 1 touch target
35 nimbus of light SpC 148 evocation [light] cleric 1, Purification 1 personal target
36 blood wind SpC 33 evocation cleric 1, sorcerer/wizard 1 close (25 ft. + 5 ft./2 levels) target
37 dispel ward SpC 67 abjuration cleric 1, sorcerer/wizard 1 medium (100 ft. + 10 ft./level) target
38 nightshield SpC 148 abjuration cleric 1, sorcerer/wizard 1 personal target
39 portal beacon SpC 161 transmutation cleric 1, sorcerer/wizard 1 close (25 ft. + 5 ft./2 levels) target
40 spell flower SpC 198 transmutation cleric 1, sorcerer/wizard 1 personal target



----------------------------
Druid Lvl 1
1 animate fire SpC 12 transmutation [fire] druid 1 close (25 ft. + 5 ft./2 levels) target
2 animate water SpC 13 transmutation [water] druid 1 close (25 ft. + 5 ft./2 levels) target
3 animate wood SpC 13 transmutation druid 1 touch target
4 beast claws SpC 25 transmutation druid 1 personal target
5 beget bogun SpC 26 conjuration (creation) druid 1 touch effect
6 breath of the jungle SpC 39 transmutation druid 1 medium (100 ft. + 10 ft./level) effect
7 buoyant lifting SpC 40 evocation druid 1 close (25 ft. + 5 ft./2 levels) target
8 cloudburst SpC 49 evocation [water] druid 1 long (400 ft. + 40 ft./level) area
9 sandblast SpC 180 evocation druid 1 10 ft. area
10 shillelagh PH 278 transmutation druid 1 touch target
11 winter chill SpC 241 transmutation [cold] druid 1 close (25 ft. + 5 ft./2 levels) target
12 wood wose SpC 242 conjuration (creation) druid 1 close (25 ft. + 5 ft./2 levels) effect
13 produce flame PH 265 evocation [fire] druid 1, Fire 2, Orc 2 0 ft. effect
14 goodberry PH 237 transmutation druid 1, Gluttony 1 touch target
15 faerie fire PH 229 evocation [light] druid 1, Moon 1 long (400 ft. + 40 ft./level) area
16 entangle PH 227 transmutation druid 1, Plant 1, ranger 1 long (400 ft. + 40 ft./level) area
17 aspect of the wolf SpC 16 transmutation druid 1, ranger 1 personal target
18 branch to branch SpC 38 transmutation druid 1, ranger 1 personal target
19 camouflage SpC 43 transmutation druid 1, ranger 1 personal target
20 charm animal PH 208 enchantment (charm) [mind-affecting] druid 1, ranger 1 close (25 ft. + 5 ft./2 levels) target
21 claws of the bear SpC 47 transmutation druid 1, ranger 1 personal target
23 climb walls SpC 47 transmutation druid 1, ranger 1 touch target
24 detect animals or plants PH 218 divination druid 1, ranger 1 long (400 ft. + 40 ft./level) area
25 detect snares and pits PH 220 divination druid 1, ranger 1 60 ft. area
26 enrage animal SpC 82 enchantment (compulsion) [mind-affecting] druid 1, ranger 1 medium (100 ft. + 10 ft./level) target
27 hawkeye SpC 110 transmutation druid 1, ranger 1 personal target
28 hide from animals PH 241 abjuration druid 1, ranger 1 touch target
29 ram's might SpC 165 transmutation druid 1, ranger 1 personal target
30 rapid burrowing SpC 165 transmutation druid 1, ranger 1 touch target
31 summon nature's ally I PH 288 conjuration (summoning) druid 1, ranger 1 close (25 ft. + 5 ft./2 levels) effect
32 vine strike SpC 230 divination druid 1, ranger 1 personal target
33 deep breath SpC 61 conjuration (creation) [air] druid 1, ranger 1, sorcerer/wizard 1 personal target
34 horrible taste SpC 116 transmutation druid 1, ranger 1, sorcerer/wizard 1 touch target
35 raging flame SpC 164 transmutation [fire] druid 1, sorcerer/wizard 1 medium (100 ft. + 10 ft./level) area
36 slow burn SpC 192 transmutation [fire] druid 1, sorcerer/wizard 1 medium (100 ft. + 10 ft./level) area
37 thunderhead SpC 219 evocation [electricity] druid 1, sorcerer/wizard 1 close (25 ft. + 5 ft./2 levels) target
38 wall of smoke SpC 235 conjuration (creation) druid 1, sorcerer/wizard 1 close (25 ft. + 5 ft./2 levels) effect
39 snake's swiftness SpC 193 transmutation druid 1, sorcerer/wizard 2 close (25 ft. + 5 ft./2 levels) target
40 blinding spittle SpC 32 transmutation druid 2 close (25 ft. + 5 ft./2 levels) effect
41 blood frenzy SpC 33 transmutation druid 2 touch target

------------------
Paladin Lvl 1
1 bless weapon, swift SpC 31 transmutation paladin 1 touch target
2 clear mind SpC 47 abjuration paladin 1 personal target
3 deafening clang SpC 59 transmutation [sonic] paladin 1 touch target
4 find temple SpC 91 divination paladin 1 10 miles + 1 mile/level area
5 holy spurs SpC 115 transmutation paladin 1 close (25 ft. + 5 ft./2 levels) target
6 lionheart SpC 132 abjuration [mind-affecting] paladin 1 touch target
7 moment of clarity SpC 142 abjuration paladin 1 touch target
8 one mind, lesser SpC 149 divination paladin 1 personal target
9 second wind SpC 182 transmutation paladin 1 touch target
10 sense heretic SpC 182 divination paladin 1 touch target
11 silverbeard SpC 190 transmutation paladin 1 personal target
12 sticky saddle SpC 206 transmutation paladin 1 personal target
13 warning shout SpC 236 transmutation [sonic] paladin 1 30 ft. target
14 rhino's rush SpC 176 transmutation paladin 1, ranger 1, Wrath 1 personal target
-------------------------
Blackguard Lvl 1

1 inflict light wounds PH 244 necromancy blackguard 1, cleric 1, Destruction 1 touch target
2 magic weapon PH 251 transmutation blackguard 1, cleric 1, Dwarf 1, Metal 1, paladin 1, sorcerer/wizard 1, War 1 touch target
3 doom PH 225 necromancy [fear, mind-affecting] blackguard 1, cleric 1, Hades 1, Hatred 1, Pestilence 1 medium (100 ft. + 10 ft./level) target
4 blessed aim SpC 31 divination blackguard 1, cleric 1, paladin 1 50 ft. effect
5 faith healing SpC 87 conjuration (healing) blackguard 1, cleric 1, paladin 1 touch target
6 resurgence SpC 174 abjuration blackguard 1, cleric 1, paladin 1 touch target
7 summon undead I SpC 215 conjuration (summoning) [evil] blackguard 1, cleric 1, sorcerer/wizard 1 close (25 ft. + 5 ft./2 levels) effect
8 mark of the outcast SpC 138 necromancy blackguard 1, cleric 2, druid 2 close (25 ft. + 5 ft./2 levels) target
9 traveler's mount SpC 223 transmutation blackguard 1, druid 1, paladin 1, ranger 1 touch target
10 divine sacrifice SpC 70 evocation blackguard 1, paladin 1 personal target
11 golden barding SpC 106 conjuration (creation) blackguard 1, paladin 1 touch target
12 know greatest enemy SpC 129 divination blackguard 1, paladin 1 60 ft. area
13 strategic charge SpC 210 abjuration blackguard 1, paladin 1 personal target
------------------------------------
Rsnger LVL 1
11 bloodhound SpC 34 divination ranger 1 personal target
12 detect favored enemy SpC 64 divination ranger 1 60 ft. area
13 hunter's mercy SpC 117 transmutation ranger 1 personal target
14 living prints SpC 134 divination ranger 1 personal target
15 smell of fear SpC 193 transmutation ranger 1 touch target
16 stalking brand SpC 204 transmutation ranger 1 close (25 ft. + 5 ft./2 levels) target
17 surefoot SpC 216 abjuration ranger 1 personal target
18 towering oak SpC 221 illusion (glamer) ranger 1 personal target
19 arrow mind SpC 15 divination ranger 1, sorcerer/wizard 1 personal target
20 blades of fire SpC 31 conjuration (creation) [fire] ranger 1, sorcerer/wizard 1 touch target
21 guided shot SpC 108 divination ranger 1, sorcerer/wizard 1 personal target
-----------------------------------------------
Assassin Lvl 1

1 disguise self PH 221 illusion (glamer) assassin 1, Baator 1, bard 1, Envy 1, sorcerer/wizard 1, Trickery 1 personal target
2 ghost sound PH 235 illusion (figment) assassin 1, bard 0, sorcerer/wizard 0 close (25 ft. + 5 ft./2 levels) effect
3 sticky fingers SpC 206 transmutation assassin 1, bard 1 personal target
4 sleep PH 280 enchantment (compulsion) [mind-affecting] assassin 1, bard 1, Dream 1, sorcerer/wizard 1 medium (100 ft. + 10 ft./level) area
5 critical strike SpC 56 divination assassin 1, bard 1, sorcerer/wizard 1 personal target
6 dead end SpC 59 illusion (shadow) assassin 1, bard 1, sorcerer/wizard 1 touch target
7 feather fall PH 229 transmutation assassin 1, bard 1, sorcerer/wizard 1 close (25 ft. + 5 ft./2 levels) target
8 shock and awe SpC 189 enchantment [mind-affecting] assassin 1, bard 1, sorcerer/wizard 1 close (25 ft. + 5 ft./2 levels) target
9 detect poison PH 219 divination assassin 1, cleric 0, druid 0, paladin 1, ranger 1, sorcerer/wizard 0 close (25 ft. + 5 ft./2 levels) target or area
10 ebon eyes SpC 77 transmutation assassin 1, cleric 1, sorcerer/wizard 1 touch target
11 jump PH 246 transmutation assassin 1, druid 1, ranger 1, sorcerer/wizard 1 touch target
12 low-light vision SpC 134 transmutation assassin 1, druid 1, ranger 1, sorcerer/wizard 1 touch target
13 true strike PH 296 divination assassin 1, Elf 1, Fate 1, sorcerer/wizard 1, Time 1 personal target
14 lightfoot SpC 132 transmutation assassin 1, ranger 1 personal target
15 instant search SpC 124 divination assassin 1, ranger 1, sorcerer/wizard 1 personal target
16 sniper's shot SpC 194 divination assassin 1, ranger 1, sorcerer/wizard 1 personal target
17 silent portal SpC 190 illusion (glamer) assassin 1, sorcerer/wizard 0 close (25 ft. + 5 ft./2 levels) target
18 distract assailant SpC 69 enchantment (compulsion) [mind-affecting] assassin 1, sorcerer/wizard 1 close (25 ft. + 5 ft./2 levels) target
19 insightful feint SpC 124 divination assassin 1, sorcerer/wizard 1 personal target
20 instant locksmith SpC 124 divination assassin 1, sorcerer/wizard 1 personal target

----------------------------------
Bard Lvl 1
1 amplify SpC 10 transmutation [sonic] bard 1 long (400 ft. + 40 ft./level) area
2 distort speech SpC 69 transmutation [sonic] bard 1 close (25 ft. + 5 ft./2 levels) target
3 focusing chant SpC 96 enchantment (compulsion) [mind-affecting] bard 1 personal target
4 herald's call SpC 113 enchantment (compulsion) [mind-affecting, sonic] bard 1 20 ft. area
5 improvisation SpC 121 transmutation bard 1 personal target
6 insidious rhythm SpC 124 enchantment (compulsion) [mind-affecting] bard 1 medium (100 ft. + 10 ft./level) target
7 inspirational boost SpC 124 enchantment (compulsion) [mind-affecting, sonic] bard 1 personal target
8 joyful noise SpC 127 abjuration bard 1 10 ft. area
9 phantom threat SpC 157 illusion (phantasm) [mind-affecting] bard 1 close (25 ft. + 5 ft./2 levels) target
10 undersong SpC 227 transmutation bard 1 personal target
11 cure light wounds PH 215 conjuration (healing) bard 1, blackguard 1, cleric 1, druid 1, Healing 1, paladin 1, ranger 2 touch target
12 summon monster I PH 285 conjuration (summoning) [see text] bard 1, blackguard 1, cleric 1, Portal 1, sorcerer/wizard 1, Summoner 1 close (25 ft. + 5 ft./2 levels) effect
13 detect secret doors PH 220 divination bard 1, Cavern 1, Knowledge 1, sorcerer/wizard 1 60 ft. area
14 expeditious retreat PH 228 transmutation bard 1, Celerity 1, sorcerer/wizard 1 personal target
15 charm person PH 209 enchantment (charm) [mind-affecting] bard 1, Charm 1, Elysium 1, Lust 1, Renewal 1, sorcerer/wizard 1 close (25 ft. + 5 ft./2 levels) target
16 remove fear PH 271 abjuration bard 1, cleric 1, Competition 1, Courage 1 close (25 ft. + 5 ft./2 levels) target
17 healthful rest SpC 111 conjuration (healing) bard 1, cleric 1, druid 1 close (25 ft. + 5 ft./2 levels) target
18 comprehend languages PH 212 divination bard 1, cleric 1, Mind 1, sorcerer/wizard 1 personal target
19 guiding light SpC 108 evocation [light] bard 1, cleric 1, sorcerer/wizard 1 long (400 ft. + 40 ft./level) target
20 incite SpC 121 enchantment (compulsion) [mind-affecting] bard 1, cleric 1, sorcerer/wizard 1 close (25 ft. + 5 ft./2 levels) target
21 inhibit SpC 123 enchantment (compulsion) [mind-affecting] bard 1, cleric 1, sorcerer/wizard 1 medium (100 ft. + 10 ft./level) target
22 ironguts SpC 126 abjuration bard 1, cleric 1, sorcerer/wizard 1 touch target
23 obscure object PH 258 abjuration bard 1, cleric 3, sorcerer/wizard 2, Wealth 2 touch target
24 animate rope PH 199 transmutation bard 1, Craft 1, sorcerer/wizard 1 medium (100 ft. + 10 ft./level) target
25 beastland ferocity SpC 25 enchantment (compulsion) [mind-affecting] bard 1, druid 1 touch target
26 crabwalk SpC 53 transmutation bard 1, druid 1, ranger 1 touch target
27 remove scent SpC 173 transmutation bard 1, druid 1, ranger 1, sorcerer/wizard 1 touch target
28 silent image PH 279 illusion (figment) bard 1, Gnome 1, Illusion 1, sorcerer/wizard 1 long (400 ft. + 40 ft./level) effect
29 cheat SpC 46 transmutation bard 1, Greed 1, sorcerer/wizard 1 personal target
30 confusion, lesser PH 212 enchantment (compulsion) [mind-affecting] bard 1, Madness 1, Mentalism 1 close (25 ft. + 5 ft./2 levels) target
31 nystul's magic aura PH 257 illusion (glamer) bard 1, Magic 1, sorcerer/wizard 1 touch target
32 identify PH 243 divination bard 1, Magic 2, Oracle 1, sorcerer/wizard 1 touch target
33 hypnotism PH 242 enchantment (compulsion) [mind-affecting] bard 1, Pride 1, sorcerer/wizard 1 close (25 ft. + 5 ft./2 levels) area
34 accelerated movement SpC 7 transmutation bard 1, ranger 1, sorcerer/wizard 1 personal target
35 alarm PH 197 abjuration bard 1, ranger 1, sorcerer/wizard 1, Wealth 1 close (25 ft. + 5 ft./2 levels) area
36 erase PH 227 transmutation bard 1, Rune 1, sorcerer/wizard 1 close (25 ft. + 5 ft./2 levels) target
37 grease PH 237 conjuration (creation) bard 1, Slime 1, sorcerer/wizard 1 close (25 ft. + 5 ft./2 levels) target or area
38 unseen servant PH 297 conjuration (creation) bard 1, Sloth 2, sorcerer/wizard 1 close (25 ft. + 5 ft./2 levels) effect
39 appraising touch SpC 15 divination bard 1, sorcerer/wizard 1 personal target
40 distract SpC 69 enchantment (compulsion) [mind-affecting] bard 1, sorcerer/wizard 1 medium (100 ft. + 10 ft./level) target
41 expeditious retreat, swift SpC 85 transmutation bard 1, sorcerer/wizard 1 personal target
42 master's touch SpC 139 divination bard 1, sorcerer/wizard 1 personal target
43 serene visage SpC 182 illusion (glamer) bard 1, sorcerer/wizard 1 personal target
44 targeting ray SpC 219 divination bard 1, sorcerer/wizard 1 medium (100 ft. + 10 ft./level) effect
45 ventriloquism PH 298 illusion (figment) bard 1, sorcerer/wizard 1 close (25 ft. + 5 ft./2 levels) effect
46 ironthunder horn SpC 126 transmutation [sonic] bard 1, sorcerer/wizard 2 30 ft. area
47 magic mouth PH 251 illusion (glamer) bard 1, sorcerer/wizard 2 close (25 ft. + 5 ft./2 levels) target
48 tasha's hideous laughter PH 292 enchantment (compulsion) [mind-affecting] bard 1, sorcerer/wizard 2 close (25 ft. + 5 ft./2 levels) target
49
------------------------

ocel
2010-06-30, 01:54 PM
==========
1d10 to decide class's spells, 1-2 sorcerer/ 3 cleric/4 domains/5- druid/7-paladin/8-ranger/9 black guard
-----------------------
%roll Name Source Page School Class/Level Range T/E/A
==========
Sorcerer/Wizard LVL 2
1 aiming at the target SpC 8 abjuration sorcerer/wizard 2 personal target
2 arcane lock PH 200 abjuration sorcerer/wizard 2 touch target
3 augment familiar SpC 17 transmutation sorcerer/wizard 2 close (25 ft. + 5 ft./2 levels) target
4 baleful transposition SpC 23 conjuration (teleportation) sorcerer/wizard 2 medium (100 ft. + 10 ft./level) target
5 battering ram SpC 24 evocation [force] sorcerer/wizard 2 close (25 ft. + 5 ft./2 levels) target
6 belker claws SpC 26 transmutation [air] sorcerer/wizard 2 touch target
7 bristle SpC 40 transmutation sorcerer/wizard 2 touch target
8 burning sword SpC 41 evocation [fire] sorcerer/wizard 2 touch target
9 claws of darkness SpC 47 illusion (shadow) sorcerer/wizard 2 personal target
10 combust SpC 50 evocation [fire] sorcerer/wizard 2 touch target
11 command undead PH 211 necromancy sorcerer/wizard 2 close (25 ft. + 5 ft./2 levels) target
12 create magic tattoo SpC 55 conjuration (creation) sorcerer/wizard 2 touch target
13 death armor SpC 60 necromancy sorcerer/wizard 2 personal target
14 desiccating bubble SpC 63 necromancy sorcerer/wizard 2 medium (100 ft. + 10 ft./level) effect
15 discern shapechanger SpC 66 divination sorcerer/wizard 2 personal target
16 disguise undead SpC 66 illusion (glamer) sorcerer/wizard 2 touch target
17 earth lock SpC 75 abjuration [earth] sorcerer/wizard 2 close (25 ft. + 5 ft./2 levels) target
18 earthen grasp SpC 76 transmutation [earth] sorcerer/wizard 2 close (25 ft. + 5 ft./2 levels) effect
19 ectoplasmic feedback SpC 78 abjuration sorcerer/wizard 2 personal target
20 electric loop SpC 78 evocation [electricity] sorcerer/wizard 2 close (25 ft. + 5 ft./2 levels) target
21 ethereal chamber SpC 84 evocation [force] sorcerer/wizard 2 close (25 ft. + 5 ft./2 levels) target
22 fearsome grapple SpC 90 transmutation sorcerer/wizard 2 personal target
23 fireburst SpC 93 evocation [fire] sorcerer/wizard 2 10 ft. effect
24 flame dagger SpC 94 evocation [fire] sorcerer/wizard 2 0 ft. effect
25 force ladder SpC 97 evocation [force] sorcerer/wizard 2 close (25 ft. + 5 ft./2 levels) effect
26 ghoul touch PH 235 necromancy sorcerer/wizard 2 touch target
27 heroics SpC 113 transmutation sorcerer/wizard 2 touch target
28 hurl SpC 117 transmutation sorcerer/wizard 2 touch target
29 Leomund's trap PH 247 illusion (glamer) sorcerer/wizard 2 touch target
30 levitate PH 248 transmutation sorcerer/wizard 2 personal or close (25 ft. + 5 ft./2 levels) target
31 life bolt SpC 131 necromancy sorcerer/wizard 2 medium (100 ft. + 10 ft./level) effect
32 malevolent miasma SpC 137 conjuration (creation) sorcerer/wizard 2 close (25 ft. + 5 ft./2 levels) area
33 phantasmal assailants SpC 154 illusion (phantasm) [fear, mind-affecting] sorcerer/wizard 2 close (25 ft. + 5 ft./2 levels) target
34 protection from arrows PH 266 abjuration sorcerer/wizard 2 touch target
35 quick potion SpC 164 transmutation sorcerer/wizard 2 touch target
36 rainbow beam SpC 165 evocation [light] sorcerer/wizard 2 close (25 ft. + 5 ft./2 levels) effect
37 ray of ice SpC 167 evocation [cold] sorcerer/wizard 2 close (25 ft. + 5 ft./2 levels) effect
38 ray of sickness SpC 167 necromancy sorcerer/wizard 2 close (25 ft. + 5 ft./2 levels) effect
39 ray of stupidity SpC 167 enchantment (compulsion) [mind-affecting] sorcerer/wizard 2 close (25 ft. + 5 ft./2 levels) effect
40 ray of weakness SpC 168 necromancy sorcerer/wizard 2 close (25 ft. + 5 ft./2 levels) effect
41 razorfangs SpC 168 transmutation sorcerer/wizard 2 personal target
42 repair moderate damage SpC 173 transmutation sorcerer/wizard 2 touch target
43 rope trick PH 273 transmutation sorcerer/wizard 2 touch target
44 scale weakening SpC 180 transmutation sorcerer/wizard 2 close (25 ft. + 5 ft./2 levels) effect
45 scintillating scales SpC 181 abjuration sorcerer/wizard 2 personal target
46 scorch SpC 181 evocation [fire] sorcerer/wizard 2 30 ft. area
47 scorching ray PH 274 evocation [fire] sorcerer/wizard 2 close (25 ft. + 5 ft./2 levels) effect
48 shadow mask SpC 185 illusion (shadow) sorcerer/wizard 2 personal target
49 shadow radiance SpC 185 illusion (shadow) sorcerer/wizard 2 medium (100 ft. + 10 ft./level) area
50 shadow spray SpC 186 illusion (shadow) sorcerer/wizard 2 medium (100 ft. + 10 ft./level) area
51 slapping hand SpC 191 evocation [force] sorcerer/wizard 2 medium (100 ft. + 10 ft./level) effect
52 slide, greater SpC 192 transmutation sorcerer/wizard 2 medium (100 ft. + 10 ft./level) target
53 snowball swarm SpC 194 evocation [cold] sorcerer/wizard 2 medium (100 ft. + 10 ft./level) area
54 spectral hand PH 282 necromancy sorcerer/wizard 2 medium (100 ft. + 10 ft./level) effect
55 stolen breath SpC 207 necromancy [air] sorcerer/wizard 2 medium (100 ft. + 10 ft./level) target
56 wall of gloom SpC 233 illusion (shadow) [darkness, fear, mind-affecting] sorcerer/wizard 2 medium (100 ft. + 10 ft./level) effect
57 web PH 301 conjuration (creation) sorcerer/wizard 2 medium (100 ft. + 10 ft./level) effect
57 rebuke SpC 170 enchantment (compulsion) [fear, mind-affecting] sorcerer/wizard 2, Hades 2 close (25 ft. + 5 ft./2 levels) target

----------------------------------------
Paladin Lvl 2
1 angelskin SpC 11 abjuration [good] paladin 2 touch target
2 aura of glory SpC 18 transmutation paladin 2 n/a area
3 holy mount SpC 115 transmutation paladin 2 touch target
4 loyal vassal SpC 134 abjuration [lawful] paladin 2 touch target
5 one mind SpC 149 divination paladin 2 personal target
6 strength of stone SpC 211 transmutation paladin 2 personal target
7 stabilize SpC 204 conjuration (healing) paladin 2, cleric 2 n/a area
-------------------
Blackguard Lvl 2
1 demonhide SpC 63 abjuration [evil] blackguard 2 touch target
2 curse of ill fortune SpC 56 transmutation blackguard 2, cleric 2 medium (100 ft. + 10 ft./level) target
3 inflict moderate wounds PH 244 necromancy blackguard 2, cleric 2 touch target
4 hand of divinity SpC 109 evocation [see text] blackguard 2, cleric 2, paladin 2 touch target
5 summon undead II SpC 215 conjuration (summoning) [evil] blackguard 2, cleric 2, sorcerer/wizard 2 close (25 ft. + 5 ft./2 levels) effec

--------------------------
Ranger Lvl 2
1 easy climb SpC 76 transmutation ranger 2 medium (100 ft. + 10 ft./level) area
2 exacting shot SpC 85 transmutation ranger 2 touch target
3 haste, swift SpC 110 transmutation ranger 2 personal target
4 tremorsense SpC 224 transmutation ranger 2, sorcerer/wizard 3 personal target
--------------------------
Domain Lvl 2
1 Melf's acid arrow PH 253 conjuration (creation) [acid] Slime 2, sorcerer/wizard 2 long (400 ft. + 40 ft./level) effect
2 touch of madness SpC 221 enchantment [mind-affecting] Madness 2 touch target
3 mechanus mind SpC 140 enchantment (compulsion) [lawful, mind-affecting] Mechanus 2, sorcerer/wizard 2 touch target
4 moonbeam SpC 144 evocation [light] Moon 2 30 ft. area
5 ghoul glyph SpC 105 necromancy Hunger 2, sorcerer/wizard 2 touch target
6 bless weapon PH 205 transmutation Glory 2, paladin 1 touch target
7 gembomb SpC 101 evocation [force] Gnome 2, Trade 2 touch target
8 magic missile PH 251 evocation [force] Fate 2, sorcerer/wizard 1 medium (100 ft. + 10 ft./level) target
9 wood shape PH 303 transmutation Craft 2, druid 2 touch target
10 ray of enfeeblement PH 269 necromancy Envy 2, sorcerer/wizard 1 close (25 ft. + 5 ft./2 levels) effect
11 chill metal PH 209 transmutation [cold] Cold 2, druid 2 close (25 ft. + 5 ft./2 levels) target
12 bear's endurance PH 203 transmutation Celestia 2, cleric 2, Dwarf 2, druid 2, ranger 2, Retribution 2, sorcerer/wizard 2, Suffering 2 touch target
13 shield other PH 278 abjuration Celestia 2, cleric 2, Family 2, Pact 2, paladin 2, Protection 2 close (25 ft. + 5 ft./2 levels) target
14 zeal SpC 244 abjuration Competition 2, blackguard 2, paladin 2 personal target
15 eagle's splendor PH 225 transmutation Arborea 2, bard 2, blackguard 2, cleric 2, paladin 2, Pride 2, sorcerer/wizard 2, Trade 3 touch target
16 aid PH 196 enchantment (compulsion) [mind-affecting] Arborea 2, cleric 2, Courage 2, Good 2, Luck 2 touch target
17 death knell PH 217 necromancy [death, evil] Abyss 2, blackguard 2, cleric 2, Death 2, Gluttony 2 touch target
18 bull's strength PH 207 transmutation Abyss 2, blackguard 2, cleric 2, druid 2, paladin 2, sorcerer/wizard 2, Strength 2, Wrath 2 touch target
19 hold animal PH 241 enchantment (compulsion) [mind-affecting] Animal 2, druid 2, ranger 2 medium (100 ft. + 10 ft./level) target
20 calm emotions PH 207 enchantment (compulsion) [mind-affecting] Balance 2, bard 2, Charm 2, cleric 2, Law 2, Mechanus 2 medium (100 ft. + 10 ft./level) area
21 wind wall PH 302 evocation [air] Air 2, cleric 3, druid 3, ranger 2, sorcerer/wizard 3 medium (100 ft. + 10 ft./level) effect
-----------------
Cleric Lvl 2

1 body blades SpC 35 transmutation cleric 2 personal target
2 close wounds SpC 48 conjuration (healing) cleric 2 close (25 ft. + 5 ft./2 levels) target
3 consecrate PH 212 evocation [good] cleric 2 close (25 ft. + 5 ft./2 levels) area
4 divine interdiction SpC 70 abjuration cleric 2 close (25 ft. + 5 ft./2 levels) area
5 find traps PH 230 divination cleric 2 personal target
6 living undeath SpC 134 necromancy cleric 2 touch target
7 protection from negative energy SpC 163 abjuration cleric 2 touch target
8 protection from positive energy SpC 163 abjuration cleric 2 touch target
9 spell immunity, lesser SpC 199 abjuration cleric 2 touch target
10 status PH 284 divination cleric 2, Community 2, Fate 4, Planning 4 touch target
11 resist energy PH 272 abjuration cleric 2, Dragon 2, druid 2, Fire 3, paladin 2, ranger 1, sorcerer/wizard 2 touch target
12 augury PH 202 divination cleric 2, Dream 2, Fate 2, Oracle 2, Planning 2 personal target
13 aura against flame SpC 18 abjuration cleric 2, druid 1 personal target
14 brambles SpC 38 transmutation cleric 2, druid 2 touch target
15 restoration, lesser PH 272 conjuration (healing) cleric 2, druid 2, paladin 1, Renewal 2 touch target
16 owl's wisdom PH 259 transmutation cleric 2, druid 2, paladin 2, ranger 2, sorcerer/wizard 2 touch target
17 healing lorecall SpC 110 divination cleric 2, druid 2, ranger 1 personal target
18 frost breath SpC 100 evocation [cold] cleric 2, druid 2, sorcerer/wizard 2 30 ft. area
19 avoid planar effects SpC 19 abjuration cleric 2, druid 2, sorcerer/wizard 3 20 ft. target
20 desecrate PH 218 evocation [evil] cleric 2, Evil 2, Undeath 2 close (25 ft. + 5 ft./2 levels) area
21 zone of truth PH 303 enchantment (compulsion) [mind-affecting] cleric 2, Inquisition 2, paladin 2 close (25 ft. + 5 ft./2 levels) area
22 spiritual weapon PH 283 evocation [force] cleric 2, Mysticism 2, War 2 medium (100 ft. + 10 ft./level) effect
23 energized shield, lesser SpC 79 abjuration [see text] cleric 2, paladin 1 touch target
24 divine insight SpC 70 divination cleric 2, paladin 2 personal target
25 divine protection SpC 70 enchantment (compulsion) [mind-affecting] cleric 2, paladin 2 medium (100 ft. + 10 ft./level) target
26 quick march SpC 164 transmutation cleric 2, paladin 2 medium (100 ft. + 10 ft./level) target
27 remove paralysis PH 271 conjuration (healing) cleric 2, paladin 2 close (25 ft. + 5 ft./2 levels) target
28 deific vengeance SpC 62 conjuration (summoning) cleric 2, Purification 2 close (25 ft. + 5 ft./2 levels) target
29 extend tentacles SpC 86 transmutation cleric 2, sorcerer/wizard 2 personal target
30 fuse arms SpC 100 transmutation cleric 2, sorcerer/wizard 2 touch target
31 ghost touch armor SpC 102 transmutation cleric 2, sorcerer/wizard 2 touch target
32 infernal wound SpC 122 transmutation [evil] cleric 2, sorcerer/wizard 2 touch target
33 inky cloud SpC 123 conjuration (creation) cleric 2, sorcerer/wizard 2 30 ft. area
34 light of Mercuria SpC 132 evocation [good, light] cleric 2, sorcerer/wizard 2 medium (100 ft. + 10 ft./level) target/effect
35 shroud of undeath SpC 189 necromancy cleric 2, sorcerer/wizard 2 personal target
36 spawn screen SpC 197 necromancy cleric 2, sorcerer/wizard 2 touch target
37 stone bones SpC 208 transmutation cleric 2, sorcerer/wizard 2 touch target
38 gentle repose PH 235 necromancy cleric 2, sorcerer/wizard 3, Time 2 touch target



---------------------
Druid Lvl 2

1 cloud wings SpC 49 transmutation druid 2 touch target
2 countermoon SpC 53 abjuration druid 2 close (25 ft. + 5 ft./2 levels) target
3 creeping cold SpC 55 transmutation [cold] druid 2 close (25 ft. + 5 ft./2 levels) target
4 decomposition SpC 61 necromancy druid 2 50 ft. area
5 earthfast SpC 76 transmutation druid 2 close (25 ft. + 5 ft./2 levels) area
6 flame blade PH 231 evocation [fire] druid 2 0 ft. effect
7 healing sting SpC 110 necromancy druid 2 touch target
8 kelpstrand SpC 128 conjuration (creation) druid 2 close (25 ft. + 5 ft./2 levels) target
9 master air SpC 139 transmutation druid 2 personal target
10 saltray SpC 179 evocation druid 2 close (25 ft. + 5 ft./2 levels) effect
11 share husk SpC 187 divination druid 2 touch target
12 splinterbolt SpC 203 conjuration (creation) druid 2 close (25 ft. + 5 ft./2 levels) effect
13 tiger's tooth SpC 221 transmutation druid 2 touch target
14 warp wood PH 300 transmutation druid 2 close (25 ft. + 5 ft./2 levels) target
15 winter's embrace SpC 241 evocation [cold] druid 2 close (25 ft. + 5 ft./2 levels) target
16 soften earth and stone PH 280 transmutation [earth] druid 2, Earth 2 close (25 ft. + 5 ft./2 levels) area
17 fire trap PH 231 abjuration [fire] druid 2, Greed 4, sorcerer/wizard 4 touch target
18 heat metal PH 239 transmutation [fire] druid 2, Metal 2, Sun 2 close (25 ft. + 5 ft./2 levels) target
19 easy trail SpC 76 abjuration druid 2, ranger 1 40 ft. area
20 embrace the wild SpC 79 transmutation druid 2, ranger 1 personal target
21 scent SpC 180 transmutation druid 2, ranger 1 touch target
22 align fang SpC 9 transmutation [see text] druid 2, ranger 2 touch target
23 briar web SpC 39 transmutation druid 2, ranger 2 medium (100 ft. + 10 ft./level) area
24 burrow SpC 41 transmutation druid 2, ranger 2 touch target
25 camouflage, mass SpC 43 transmutation druid 2, ranger 2 medium (100 ft. + 10 ft./level) target
26 listening lorecall SpC 133 divination druid 2, ranger 2 personal target
27 nature's favor SpC 146 evocation druid 2, ranger 2 touch target
28 one with the land SpC 149 transmutation druid 2, ranger 2 personal target
29 summon nature's ally II PH 288 conjuration (summoning) druid 2, ranger 2 close (25 ft. + 5 ft./2 levels) effect
30 train animal SpC 221 enchantment (charm) [mind-affecting] druid 2, ranger 2 touch target
31 barkskin PH 203 transmutation druid 2, ranger 2, Plant 2 touch target
32 balancing lorecall SpC 23 divination druid 2, ranger 2, sorcerer/wizard 2 personal target
33 reduce animal PH 269 transmutation druid 2, ranger 3 touch target
34 tree shape PH 296 transmutation druid 2, ranger 3 personal target
35 body of the sun SpC 35 transmutation [fire] druid 2, sorcerer/wizard 2 5 ft. area
36 daggerspell stance SpC 57 abjuration druid 2, sorcerer/wizard 2 personal target
37 earthbind SpC 76 transmutation druid 2, sorcerer/wizard 2 medium (100 ft. + 10 ft./level) target
38 fins to feet SpC 92 transmutation druid 2, sorcerer/wizard 2 touch target
39 flaming sphere PH 232 evocation [fire] druid 2, sorcerer/wizard 2 medium (100 ft. + 10 ft./level) effect
40 mountain stance SpC 144 transmutation druid 2, sorcerer/wizard 2 touch target
41 swim SpC 217 transmutation [water] druid 2, sorcerer/wizard 2 medium (100 ft. + 10 ft./level) target
42 wings of air SpC 240 transmutation druid 2, sorcerer/wizard 2 touch target
43 wracking touch SpC 243 necromancy druid 2, sorcerer/wizard 2 touch target
44 gust of wind PH 238 evocation [air] druid 2, sorcerer/wizard 2, Storm 2 60 ft. effect
45 fog cloud PH 232 conjuration (creation) druid 2, sorcerer/wizard 2, Water 2 medium (100 ft. + 10 ft./level) effect
46 bite of the wererat SpC 28 transmutation druid 2, sorcerer/wizard 3 personal target
47 earthen grace SpC 76 abjuration [earth] druid 2, sorcerer/wizard 3 touch target
48 snake's swiftness, mass SpC 193 transmutation druid 2, sorcerer/wizard 3 medium (100 ft. + 10 ft./level) target
49 binding winds SpC 27 evocation [air] druid 2, Windstorm 2 medium (100 ft. + 10 ft./level) target
--------------------------
Assasin Lvl 2

1 absorb weapon SpC 6 transmutation assassin 2 touch effect
2 fire shuriken SpC 92 evocation [fire] assassin 2 0 ft. effect
3 darkness PH 216 evocation [darkness] assassin 2, Baator 2, bard 2, blackguard 2, Cavern 2, cleric 2, sorcerer/wizard 2 touch target
4 fox's cunning PH 233 transmutation assassin 2, Baator 2, bard 2, sorcerer/wizard 2 touch target
5 invisibility, swift SpC 125 illusion (glamer) assassin 2, bard 1 personal target
6 undetectable alignment PH 297 abjuration assassin 2, bard 1, cleric 2, Liberation 2, paladin 2 close (25 ft. + 5 ft./2 levels) target
7 cat's grace PH 208 transmutation assassin 2, bard 2, Celerity 2, druid 2, Elf 2, Halfling 2, ranger 2, sorcerer/wizard 2 touch target
8 iron silence SpC 125 transmutation assassin 2, bard 2, cleric 2 touch target
9 invisibility PH 245 illusion (glamer) assassin 2, bard 2, Lust 2, sorcerer/wizard 2, Trickery 2 personal or touch target
10 alter self PH 197 transmutation assassin 2, bard 2, sorcerer/wizard 2 personal target
11 illusory script PH 243 illusion (phantasm) [mind-affecting] assassin 2, bard 3, sorcerer/wizard 3 touch target
12 veil of shadow SpC 228 evocation [darkness] assassin 2, blackguard 2, cleric 2, sorcerer/wizard 2 personal target
13 blade of pain and fear SpC 30 evocation assassin 2, blackguard 2, cleric 3, Deathbound 2, sorcerer/wizard 3 0 ft. effect
14 fell the greatest foe SpC 90 transmutation assassin 2, cleric 3, paladin 2, ranger 2 touch target
15 pass without trace PH 259 transmutation assassin 2, druid 1, ranger 1 touch target
16 spider climb PH 283 transmutation assassin 2, druid 2, sorcerer/wizard 2, Spider 1 touch target
17 marked object SpC 139 divination assassin 2, ranger 1, sorcerer/wizard 2 personal target
18 ice knife SpC 119 conjuration (creation) [cold] assassin 2, sorcerer/wizard 2 long (400 ft. + 40 ft./level) effect
19 phantom foe SpC 156 illusion (phantasm) [mind-affecting] assassin 2, sorcerer/wizard 2 touch target
-----------------------------------------------
Bard Lvl 2

1 harmonic chorus SpC 110 enchantment (compulsion) [mind-affecting] bard 2 close (25 ft. + 5 ft./2 levels) target
2 nightmare lullaby SpC 147 enchantment (compulsion) [mind-affecting, sonic] bard 2 medium (100 ft. + 10 ft./level) target
3 reveille SpC 175 necromancy [language-dependent] bard 2 touch target
4 sonic whip SpC 195 evocation [sonic, mind-affecting] bard 2 0 ft. effect
5 tactical precision SpC 218 divination [mind-affecting] bard 2 close (25 ft. + 5 ft./2 levels) target
6 war cry SpC 235 enchantment (compulsion) [mind-affecting, sonic] bard 2 personal target
7 shatter PH 278 evocation [sonic] bard 2, blackguard 2, Chaos 2, cleric 2, Destruction 2, sorcerer/wizard 2 close (25 ft. + 5 ft./2 levels) area or target
8 wave of grief SpC 236 enchantment [evil, mind-affecting] bard 2, blackguard 2, cleric 2 30 ft. area
9 cure moderate wounds PH 216 conjuration (healing) bard 2, blackguard 2, cleric 2, druid 3, Healing 2, paladin 3, ranger 3 touch target
10 summon monster II PH 286 conjuration (summoning) [see text] bard 2, blackguard 2, cleric 2, sorcerer/wizard 2, Summoner 2 close (25 ft. + 5 ft./2 levels) effect
11 blur PH 206 illusion (glamer) bard 2, Celerity 3, sorcerer/wizard 2 touch target
12 summon elysian thrush SpC 214 conjuration (summoning) [good] bard 2, cleric 2 close (25 ft. + 5 ft./2 levels) effect
13 enthrall PH 227 enchantment (charm) [language dependent, mind-affecting, sonic] bard 2, cleric 2, Command 2, Elysium 2, Nobility 2, Tyranny 2 medium (100 ft. + 10 ft./level) target
14 delay poison PH 217 conjuration (healing) bard 2, cleric 2, druid 2, paladin 2, ranger 1 touch target
15 hold monster, mass PH 241 enchantment (compulsion) [mind-affecting] bard 2, cleric 2, Mechanus 7, sorcerer/wizard 3 medium (100 ft. + 10 ft./level) target
16 sound burst PH 281 evocation [sonic] bard 2, cleric 2, Ocean 2 close (25 ft. + 5 ft./2 levels) area
17 dark way SpC 58 illusion (shadow) bard 2, cleric 2, sorcerer/wizard 2 close (25 ft. + 5 ft./2 levels) effect
18 silence PH 279 illusion (glamer) bard 2, cleric 2, Spell 2 long (400 ft. + 40 ft./level) area
19 grace SpC 107 transmutation [good] bard 2, cleric 3 personal target
20 blindness/deafness PH 206 necromancy bard 2, cleric 3, Darkness 2, sorcerer/wizard 2 medium (100 ft. + 10 ft./level) target
21 circle dance SpC 46 divination bard 2, cleric 3, druid 3, sorcerer/wizard 3 personal target
22 locate object PH 249 divination bard 2, cleric 3, sorcerer/wizard 2, Travel 2 long (400 ft. + 40 ft./level) area
23 sonorous hum SpC 196 evocation [sonic] bard 2, cleric 3, sorcerer/wizard 3 personal target
24 know vulnerabilities SpC 129 divination bard 2, cleric 3, sorcerer/wizard 4 close (25 ft. + 5 ft./2 levels) target
25 tongues PH 294 divination bard 2, cleric 4, Community 4, sorcerer/wizard 3 touch target
26 minor image PH 253 illusion (figment) bard 2, Creation 2, Gnome 3, Illusion 1, sorcerer/wizard 2 long (400 ft. + 40 ft./level) effect
27 surefooted stride SpC 216 transmutation bard 2, druid 1, ranger 1, sorcerer/wizard 2 personal target
28 heartfire SpC 112 evocation [light, fire] bard 2, druid 2 close (25 ft. + 5 ft./2 levels) area
29 summon swarm PH 289 conjuration (summoning) bard 2, druid 2, Pestilence 2, sorcerer/wizard 2, Spider 2 close (25 ft. + 5 ft./2 levels) effect
30 animal messenger PH 198 enchantment (compulsion) [mind-affecting] bard 2, druid 2, ranger 1 close (25 ft. + 5 ft./2 levels) target
31 animal trance PH 198 enchantment (compulsion) [mind-affecting, sonic] bard 2, druid 2, Scalykind 2 close (25 ft. + 5 ft./2 levels) target
32 fly, swift SpC 96 transmutation bard 2, druid 3, sorcerer/wizard 2 personal target
33 entice gift SpC 83 enchantment [mind-affecting] bard 2, Greed 2, sorcerer/wizard 2 close (25 ft. + 5 ft./2 levels) target
34 scare PH 274 necromancy [fear, mind-affecting] bard 2, Hatred 2, sorcerer/wizard 2 medium (100 ft. + 10 ft./level) target
35 rage PH 268 enchantment (compulsion) [mind-affecting] bard 2, Hatred 4, Liberation 3, Madness 3, sorcerer/wizard 3, Rage 3 medium (100 ft. + 10 ft./level) target
36 curse of impending blades SpC 56 necromancy bard 2, ranger 2, sorcerer/wizard 2 medium (100 ft. + 10 ft./level) target
37 weapon shift SpC 237 transmutation bard 2, sorcerer/wizard 1 touch target
38 alarm, greater SpC 8 abjuration bard 2, sorcerer/wizard 2 close (25 ft. + 5 ft./2 levels) area
39 bladeweave SpC 31 illusion [pattern] bard 2, sorcerer/wizard 2 personal target
40 bonefiddle SpC 37 necromancy bard 2, sorcerer/wizard 2 close (25 ft. + 5 ft./2 levels) target
41 cloak pool SpC 48 illusion (glamer) bard 2, sorcerer/wizard 2 close (25 ft. + 5 ft./2 levels) target
42 cloud of bewilderment SpC 48 conjuration bard 2, sorcerer/wizard 2 close (25 ft. + 5 ft./2 levels) area
43 daze monster PH 217 enchantment (compulsion) [mind-affecting] bard 2, sorcerer/wizard 2 medium (100 ft. + 10 ft./level) target
44 delusions of grandeur SpC 63 illusion (phantasm) [mind-affecting] bard 2, sorcerer/wizard 2 medium (100 ft. + 10 ft./level) target
45 discolor pool SpC 66 illusion (glamer) bard 2, sorcerer/wizard 2 close (25 ft. + 5 ft./2 levels) target
46 dissonant chant SpC 69 abjuration [sonic] bard 2, sorcerer/wizard 2 close (25 ft. + 5 ft./2 levels) area
47 distracting ray SpC 69 abjuration bard 2, sorcerer/wizard 2 close (25 ft. + 5 ft./2 levels) effect
48 glitterdust PH 236 conjuration (creation) bard 2, sorcerer/wizard 2 medium (100 ft. + 10 ft./level) area
49 hypnotic pattern PH 242 illusion (pattern) [mind-affecting] bard 2, sorcerer/wizard 2 medium (100 ft. + 10 ft./level) effect
50 lively step SpC 133 transmutation bard 2, sorcerer/wizard 2 30 ft. area
51 mindless rage SpC 142 enchantment (compulsion) [mind-affecting] bard 2, sorcerer/wizard 2 medium (100 ft. + 10 ft./level) target
52 mirror image PH 254 illusion (figment) bard 2, sorcerer/wizard 2 personal target
53 portal alarm SpC 160 abjuration bard 2, sorcerer/wizard 2 close (25 ft. + 5 ft./2 levels) target
54 pyrotechnics PH 267 transmutation bard 2, sorcerer/wizard 2 long (400 ft. + 40 ft./level) target
55 reflective disguise SpC 171 illusion (glamer) bard 2, sorcerer/wizard 2 personal target
56 sonic weapon SpC 195 transmutation [sonic] bard 2, sorcerer/wizard 2 touch target
57 speak to allies SpC 197 transmutation [language-dependent] bard 2, sorcerer/wizard 2 medium (100 ft. + 10 ft./level) target
58 sting ray SpC 206 enchantment (compulsion) [mind-affecting] bard 2, sorcerer/wizard 2 close (25 ft. + 5 ft./2 levels) effect
59 whirling blade SpC 238 transmutation bard 2, sorcerer/wizard 2 60 ft. effect
60 whispering wind PH 301 transmutation [air] bard 2, sorcerer/wizard 2 1 mile/level area
61 mesmerizing glare SpC 140 enchantment (compulsion) [mind-affecting] bard 2, sorcerer/wizard 3 close (25 ft. + 5 ft./2 levels) target
62 miser's envy SpC 142 enchantment (compulsion) [mind-affecting] bard 2, sorcerer/wizard 3 close (25 ft. + 5 ft./2 levels) target
63 battle hymn SpC 25 enchantment (charm) [mind-affecting] bard 2, sorcerer/wizard 4 30 ft. target

ocel
2010-06-30, 01:55 PM
===========
1d10 to decide class's spells, 1-2 sorcerer/ 3 cleric/4 domains/5- druid/7-paladin/8-ranger/9 black guard
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%roll Name Source Page School Class/Level Range T/E/A
=============
Sorcerer/Wizard LVL 3
1 acid breath SpC 7 conjuration (creation) [acid] sorcerer/wizard 3 15 ft. area
2 anticipate teleportation SpC 13 abjuration sorcerer/wizard 3 One willing creature touched area
3 arcane sight PH 201 divination sorcerer/wizard 3 personal target
4 bands of steel SpC 24 conjuration (creation) sorcerer/wizard 3 medium (100 ft. + 10 ft./level) target
5 chain missile SpC 44 evocation [force] sorcerer/wizard 3 long (400 ft. + 40 ft./level) target
6 cone of dimness SpC 50 illusion (phantasm) [mind-affecting] sorcerer/wizard 3 60 ft. area
7 contagious fog SpC 52 conjuration (creation) sorcerer/wizard 3 medium (100 ft. + 10 ft./level) effect
8 corpse candle SpC 53 conjuration (creation) sorcerer/wizard 3 close (25 ft. + 5 ft./2 levels) effect
9 disrupt undead, greater SpC 68 necromancy sorcerer/wizard 3 close (25 ft. + 5 ft./2 levels) effect
10 dragonskin SpC 73 transmutation sorcerer/wizard 3 personal target
11 enhance familiar SpC 82 universal sorcerer/wizard 3 touch target
12 eradicate earth SpC 84 abjuration [earth] sorcerer/wizard 3 40 ft. area
13 false gravity SpC 87 transmutation sorcerer/wizard 3 touch target
14 fireball PH 231 evocation [fire] sorcerer/wizard 3 long (400 ft. + 40 ft./level) area
15 flame arrow PH 231 transmutation [fire] sorcerer/wizard 3 close (25 ft. + 5 ft./2 levels) target
16 flashburst SpC 95 evocation [fire] sorcerer/wizard 3 long (400 ft. + 40 ft./level) area
17 fortify familiar SpC 98 universal sorcerer/wizard 3 touch target
18 great thunderclap SpC 107 evocation [sonic] sorcerer/wizard 3 medium (100 ft. + 10 ft./level) area
19 hailstones SpC 109 evocation [cold] sorcerer/wizard 3 medium (100 ft. + 10 ft./level) effect
20 halt undead PH 238 necromancy sorcerer/wizard 3 medium (100 ft. + 10 ft./level) target
21 healing touch SpC 111 necromancy sorcerer/wizard 3 touch target
22 incorporeal enhancement SpC 121 necromancy [evil] sorcerer/wizard 3 close (25 ft. + 5 ft./2 levels) target
23 lightning bolt PH 248 evocation [electricity] sorcerer/wizard 3 120 ft. area
24 mage armor, greater SpC 136 conjuration (creation) [force] sorcerer/wizard 3 touch target
25 mage armor, mass SpC 136 conjuration (creation) [force] sorcerer/wizard 3 close (25 ft. + 5 ft./2 levels) target
26 manyjaws SpC 138 evocation [force] sorcerer/wizard 3 medium (100 ft. + 10 ft./level) effect
27 mind poison SpC 141 necromancy sorcerer/wizard 3 touch target
28 rainbow blast SpC 165 evocation [light] sorcerer/wizard 3 120 ft. area
29 ray of exhaustion PH 269 necromancy sorcerer/wizard 3 close (25 ft. + 5 ft./2 levels) effect
30 repair serious damage SpC 173 transmutation sorcerer/wizard 3 touch target
31 reverse arrows SpC 175 abjuration sorcerer/wizard 3 personal target
32 rust ray SpC 178 transmutation sorcerer/wizard 3 close (25 ft. + 5 ft./2 levels) effect
33 scintillating sphere SpC 181 evocation [electricity] sorcerer/wizard 3 long (400 ft. + 40 ft./level) area
34 servant horde SpC 182 conjuration (creation) sorcerer/wizard 3 close (25 ft. + 5 ft./2 levels) effect
34 shadow binding SpC 182 illusion (shadow) sorcerer/wizard 3 close (25 ft. + 5 ft./2 levels) area
35 shatterfloor SpC 187 evocation [sonic] sorcerer/wizard 3 medium (100 ft. + 10 ft./level) area
36 shrink item PH 279 transmutation sorcerer/wizard 3 touch target
37 sign of sealing SpC 189 abjuration sorcerer/wizard 3 close (25 ft. + 5 ft./2 levels) target
38 steeldance SpC 206 transmutation sorcerer/wizard 3 medium (100 ft. + 10 ft./level) target
39 stinking cloud PH 284 conjuration (creation) sorcerer/wizard 3 medium (100 ft. + 10 ft./level) effect
40 stony grasp SpC 209 transmutation [earth] sorcerer/wizard 3 close (25 ft. + 5 ft./2 levels) effect
41 suspended silence SpC 216 illusion (glamer) sorcerer/wizard 3 touch target
42 undead lieutenant SpC 226 necromancy sorcerer/wizard 3 close (25 ft. + 5 ft./2 levels) target
43 undead torch SpC 226 necromancy sorcerer/wizard 3 close (25 ft. + 5 ft./2 levels) target
44 vipergout SpC 230 conjuration (summoning) [see text] sorcerer/wizard 3 close (25 ft. + 5 ft./2 levels) effect
44 fly PH 232 transmutation sorcerer/wizard 3, Travel 3 touch target
-----------------------------------------
Domains Lvl 3
1 keen edge PH 246 transmutation Metal 3, sorcerer/wizard 3 close (25 ft. + 5 ft./2 levels) target
2 telepathic bond, lesser SpC 219 divination [mind-affecting] Mind 3, sorcerer/wizard 3 30 ft. target
3 touch of idiocy PH 294 enchantment (compulsion) [mind-affecting] Envy 3, sorcerer/wizard 2 touch target
4 blast of force SpC 31 evocation [force] Force 3, sorcerer/wizard 2 medium (100 ft. + 10 ft./level) effect
5 knock PH 246 transmutation Greed 3, sorcerer/wizard 2 medium (100 ft. + 10 ft./level) target
6 moon blade SpC 143 evocation Moon 3 0 ft. effect
7 ghoul gesture SpC 104 necromancy Hunger 3 medium (100 ft. + 10 ft./level) effect
8 anyspell SpC 14 transmutation Spell 3 personal target
9 sleet storm PH 280 conjuration (creation) [cold] Cold 3, druid 3, sorcerer/wizard 3, Storm 4 long (400 ft. + 40 ft./level) area
10 magic circle against law PH 250 abjuration [chaotic] Chaos 3, cleric 3, Limbo 3, sorcerer/wizard 3 touch area
11 magic fang, greater PH 250 transmutation Dragon 3, druid 3, ranger 3, Scalykind 3 close (25 ft. + 5 ft./2 levels) target
12 blacklight SpC 30 evocation [darkness] Darkness 3, sorcerer/wizard 3 close (25 ft. + 5 ft./2 levels) area
13 summon monster III PH 286 conjuration (summoning) [see text for summon monster i] Abyss 3, Arborea 3, Baator 3, blackguard 3, Celestia 3, bard 3, cleric 3, sorcerer/wizard 3, Summoner 3 close (25 ft. + 5 ft./2 levels) effect
14 babau slime SpC 22 transmutation Abyss 3, druid 1, sorcerer/wizard 1 touch target
15 gaseous form PH 234 transmutation Air 3, bard 3, sorcerer/wizard 3 touch target
16 heroism PH 240 enchantment (compulsion) [mind-affecting] Arborea 3, bard 2, Courage 4, Pride 3, sorcerer/wizard 3 touch target
17 magic vestment PH 251 transmutation Celestia 3, cleric 3, Halfling 3, Nobility 3, Strength 3, War 3 touch target
18 meld into stone PH 252 transmutation [earth] Cavern 3, cleric 3, druid 3 close (25 ft. + 5 ft./2 levels) target
19 dominate animal PH 224 enchantment (compulsion) [mind-affecting] Animal 3, druid 3 close (25 ft. + 5 ft./2 levels) target
20 detect thoughts PH 220 divination [mind-affecting] Baator 3, bard 2, Inquisition 3, Knowledge 2, Mentalism 2, Mind 2, sorcerer/wizard 2 60 ft. area
21 clarity of mind SpC 46 abjuration Balance 3 touch target


-----------------------
Cleric Lvl 3
1 prayer PH 264 enchantment (compulsion) [mind-affecting] cleric 3, Community 3, Competition 3, Orc 3, paladin 3 40 ft. area
2 cloak of bravery SpC 47 abjuration [mind-affecting] cleric 3, Courage 3, paladin 2 60 ft. area
3 stone shape PH 284 transmutation [earth] cleric 3, Craft 3, druid 3, Earth 3, sorcerer/wizard 5 touch target
4 create food and water PH 214 conjuration (creation) cleric 3, Creation 3, Gluttony 3 close (25 ft. + 5 ft./2 levels) effect
5 animate dead PH 198 necromancy [evil] cleric 3, Death 3, sorcerer/wizard 4, Undeath 3 touch target
6 blindsight SpC 32 transmutation cleric 3, druid 3 touch target
7 corona of cold SpC 52 evocation [cold] cleric 3, druid 3 10 ft. area
8 downdraft SpC 72 evocation [air] cleric 3, druid 3 long (400 ft. + 40 ft./level) area
9 energy vortex SpC 81 evocation [see text] cleric 3, druid 3 20 ft. target
10 sink SpC 190 transmutation cleric 3, druid 3 close (25 ft. + 5 ft./2 levels) target
11 spikes SpC 202 transmutation cleric 3, druid 3 touch target
12 tremor SpC 223 evocation [earth] cleric 3, druid 3 medium (100 ft. + 10 ft./level) area
13 vigor SpC 229 conjuration (healing) cleric 3, druid 3 touch target
14 vigor, mass lesser SpC 229 conjuration (healing) cleric 3, druid 3 20 ft. target
15 protection from energy PH 266 abjuration cleric 3, druid 3, Luck 3, Protection 3, ranger 2, sorcerer/wizard 3 touch target
16 water breathing PH 300 transmutation cleric 3, druid 3, Ocean 3, sorcerer/wizard 3, Water 3 touch target
17 snowshoes, mass SpC 194 transmutation cleric 3, druid 3, ranger 3 close (25 ft. + 5 ft./2 levels) target
18 remove disease PH 271 conjuration (healing) cleric 3, druid 3, ranger 3, Renewal 3 touch target
19 air breathing SpC 8 transmutation cleric 3, druid 3, sorcerer/wizard 3 touch target
20 girallon's blessing SpC 106 transmutation cleric 3, druid 3, sorcerer/wizard 3 touch target
21 attune form SpC 17 transmutation cleric 3, druid 3, sorcerer/wizard 4 touch target
22 resist energy, mass SpC 174 abjuration cleric 3, druid 3, sorcerer/wizard 4 close (25 ft. + 5 ft./2 levels) target
23spark of life SpC 196 necromancy cleric 3, druid 4 touch target
24 chain of eyes SpC 45 divination cleric 3, druid 4, sorcerer/wizard 2 touch target
25 glyph of warding PH 236 abjuration cleric 3, Dwarf 3, Rune 3, Wealth 3 touch target or area
26 magic circle against evil PH 249 abjuration [good] cleric 3, Elysium 3, Good 3, paladin 3, sorcerer/wizard 3 touch area
27 mantle of good SpC 137 abjuration [good] cleric 3, Elysium 3, paladin 3 personal target
28 helping hand PH 239 evocation cleric 3, Family 3 5 miles effect
29 bestow curse PH 203 necromancy cleric 3, Fate 3, Hatred 3, sorcerer/wizard 4, Suffering 3 touch target
30 searing light PH 275 evocation cleric 3, Glory 3, Sun 3 medium (100 ft. + 10 ft./level) effect
31 magic circle against chaos PH 249 abjuration [lawful] cleric 3, Law 3, Mechanus 3, paladin 3, sorcerer/wizard 3 touch area
32 mantle of chaos SpC 137 abjuration [chaos] cleric 3, Limbo 3 personal target
33 mantle of law SpC 138 abjuration [law] cleric 3, Mechanus 3, paladin 3 personal target
34 speak with dead PH 281 necromancy [language-dependent] cleric 3, Pact 3, Retribution 3 10 ft. target
35 awaken sin SpC 21 enchantment (compulsion) [fear, good, mind-affecting] cleric 3, paladin 2 touch target
36 checkmate's light SpC 46 evocation [lawful] cleric 3, paladin 2 touch target
37 energized shield SpC 79 abjuration [see text for lesser energized shield] cleric 3, paladin 2 touch target
38 flame of faith SpC 95 evocation cleric 3, paladin 2 touch target
39 knight's move SpC 129 transmutation (teleportation) cleric 3, paladin 2 5 ft./2 levels; see text target
40 shield of warding SpC 188 abjuration [good] cleric 3, paladin 2 touch target
41 axiomatic storm SpC 22 conjuration (creation) [lawful, water] cleric 3, paladin 3 n/a area
42 holy storm SpC 115 conjuration (creation) [good, water] cleric 3, paladin 3 20 ft. area
43 remove blindness/deafness PH 270 conjuration (healing) cleric 3, paladin 3 touch target
44 water walk PH 300 transmutation [water] cleric 3, ranger 3 touch target
45 continual flame PH 213 evocation [light] cleric 3, sorcerer/wizard 2 touch target
46 antidragon aura SpC 14 abjuration cleric 3, sorcerer/wizard 3 close (25 ft. + 5 ft./2 levels) target
47 demon dirge SpC 63 transmutation cleric 3, sorcerer/wizard 3 close (25 ft. + 5 ft./2 levels) target
48 devil blight SpC 64 transmutation cleric 3, sorcerer/wizard 3 close (25 ft. + 5 ft./2 levels) target
49 hamatula barbs SpC 109 transmutation cleric 3, sorcerer/wizard 3 touch target
50 light of Venya SpC 132 evocation [good, light] cleric 3, sorcerer/wizard 3 medium (100 ft. + 10 ft./level) target/effect
51 nauseating breath SpC 146 conjuration (creation) cleric 3, sorcerer/wizard 3 30 ft. area
52 skull watch SpC 191 necromancy cleric 3, sorcerer/wizard 3 touch target
53 wall of light SpC 234 evocation [light] cleric 3, sorcerer/wizard 3 close (25 ft. + 5 ft./2 levels) effect
54weapon of energy SpC 236 transmutation [see text] cleric 3, sorcerer/wizard 3 touch target

55 aid, mass SpC 8 enchantment (compulsion) [mind-affecting] cleric 3 close (25 ft. + 5 ft./2 levels) target
56 align weapon, mass SpC 9 transmutation [see text] cleric 3 close (25 ft. + 5 ft./2 levels) target
57 anarchic storm SpC 11 conjuration (creation) [chaotic, water] cleric 3 n/a area
58 clutch of orcus SpC 49 necromancy [evil] cleric 3 medium (100 ft. + 10 ft./level) target
59 conviction, mass SpC 52 abjuration cleric 3 medium (100 ft. + 10 ft./level) target
60 darkfire SpC 59 evocation [fire] cleric 3 0 ft. effect
61 favorable sacrifice SpC 89 abjuration cleric 3 touch target
62 ghost touch weapon SpC 102 transmutation cleric 3 close (25 ft. + 5 ft./2 levels) target
63 ice axe SpC 118 evocation [cold] cleric 3 0 ft. effect
64 interplanar message SpC 124 evocation [language-dependent] cleric 3 see text target
65 invisibility purge PH 245 evocation cleric 3 personal target
66 rejuvenative corpse SpC 172 necromancy [evil] cleric 3 touch target
67 ring of blades SpC 177 conjuration (creation) cleric 3 personal target
68 safety SpC 179 abjuration cleric 3 touch target
69 slashing darkness SpC 191 evocation cleric 3 medium (100 ft. + 10 ft./level) effect
70 suppress glyph SpC 216 abjuration cleric 3 100 ft. area
--------------------------
Paladin Lvl 3
1 blessing of bahamut SpC 31 abjuration [good] paladin 3 personal target
2 heal mount PH 239 conjuration (healing) paladin 3 touch target
3 one mind, greater SpC 149 divination paladin 3 personal target
4 righteous fury SpC 177 transmutation paladin 3 personal target
5 seek eternal rest SpC 182 conjuration (healing) paladin 3 personal target
6 word of binding SpC 242 conjuration (creation) paladin 3 close (25 ft. + 5 ft./2 levels) target
7 diamondsteel SpC 64 transmutation paladin 3, sorcerer/wizard 3 touch target
8 regal procession SpC 172 conjuration (summoning) paladin 3, sorcerer/wizard 3 close (25 ft. + 5 ft./2 levels) effect
-------------------------------------
Black guard Lvl 3

1 inflict serious wounds PH 244 necromancy blackguard 3, cleric 3 touch target
2 unholy storm SpC 227 conjuration (creation) [evil, water] blackguard 3, cleric 3 n/a area
3 contagion PH 213 necromancy [evil] blackguard 3, cleric 3, Destruction 3, druid 3, Hades 4, Pestilence 3, sorcerer/wizard 4 touch target
4 mantle of evil SpC 137 abjuration [evil] blackguard 3, cleric 3, Hades 3 personal target
5 resurgence, mass SpC 175 abjuration blackguard 3, cleric 3, paladin 3 close (25 ft. + 5 ft./2 levels) target
6 weapon of the deity SpC 237 transmutation blackguard 3, cleric 3, paladin 3 touch target
7 summon undead III SpC 215 conjuration (summoning) [evil] blackguard 3, cleric 3, sorcerer/wizard 3 close (25 ft. + 5 ft./2 levels) effect
8 spiritual chariot SpC 202 conjuration (creation) [force] blackguard 3, paladin 2 close (25 ft. + 5 ft./2 levels) target
----------------------------
Ranger Lvl 3
55 arrow storm SpC 16 transmutation ranger 3 personal target
56 blade storm SpC 30 transmutation ranger 3 personal target
57 blade thirst SpC 31 transmutation ranger 3 touch target
58 decoy image SpC 61 illusion (figment) ranger 3 long (400 ft. + 40 ft./level) effect
59 mark of the hunter SpC 138 divination ranger 3 medium (100 ft. + 10 ft./level) target
60 phantasmal decoy SpC 155 illusion (phantasm) [mind-affecting] ranger 3 medium (100 ft. + 10 ft./level) target
61 safe clearing SpC 179 abjuration ranger 3 30 ft. area
62 darkvision PH 216 transmutation ranger 3, sorcerer/wizard 2 touch target

-----------------------------------------------
Druid Lvl 3
1 crumble SpC 56 transmutation druid 3 medium (100 ft. + 10 ft./level) target
2 dehydrate SpC 62 necromancy druid 3 medium (100 ft. + 10 ft./level) target
3 fire wings SpC 93 transmutation [fire] druid 3 personal target
4 heatstroke SpC 113 transmutation druid 3 medium (100 ft. + 10 ft./level) target
5 infestation of maggots SpC 123 necromancy druid 3 touch target
6 nature's balance SpC 145 transmutation druid 3 touch target
7 quench PH 267 transmutation druid 3 medium (100 ft. + 10 ft./level) area or target
8 quillfire SpC 164 transmutation druid 3 personal target
9 spiritjaws SpC 202 evocation [force] druid 3 medium (100 ft. + 10 ft./level) effect
10 standing wave SpC 204 transmutation druid 3 close (25 ft. + 5 ft./2 levels) effect
11 thornskin SpC 219 transmutation druid 3 personal target
12 thunderous roar SpC 220 evocation [sonic] druid 3 long (400 ft. + 40 ft./level) area
13 vine mine SpC 230 conjuration (creation) druid 3 medium (100 ft. + 10 ft./level) area
14 weather eye SpC 238 divination druid 3 1 mile + 1 mile/level area
15 snare PH 280 transmutation druid 3, Elf 3, ranger 2 touch target
16 plant growth PH 262 transmutation druid 3, Plant 3, ranger 3 see text target or area
17 jagged tooth SpC 126 transmutation druid 3, ranger 2 close (25 ft. + 5 ft./2 levels) target
18 lion's charge SpC 133 transmutation druid 3, ranger 2 personal target
19 spike growth PH 283 transmutation druid 3, ranger 2 medium (100 ft. + 10 ft./level) area

20 align fang, mass SpC 9 transmutation [see text] druid 3, ranger 3 close (25 ft. + 5 ft./2 levels) target
21 bottle of smoke SpC 37 conjuration (creation) druid 3, ranger 3 touch effect
22 charge of the triceratops SpC 45 transmutation druid 3, ranger 3 touch target
23 diminish plants PH 221 transmutation druid 3, ranger 3 see text target or area
24 forestfold SpC 98 transmutation druid 3, ranger 3 personal target
25 nature's rampart SpC 146 transmutation druid 3, ranger 3 medium (100 ft. + 10 ft./level) area
26 summon nature's ally III PH 288 conjuration (summoning) [see text] druid 3, ranger 3 close (25 ft. + 5 ft./2 levels) effect
27 snakebite SpC 193 transmutation druid 3, ranger 4 personal target
28 capricious zephyr SpC 43 evocation [air] druid 3, sorcerer/wizard 3 medium (100 ft. + 10 ft./level) effect
29 giant's wrath SpC 105 transmutation [earth] druid 3, sorcerer/wizard 3 personal target
30 icelance SpC 119 conjuration (creation) druid 3, sorcerer/wizard 3 medium (100 ft. + 10 ft./level) effect
31 junglerazer SpC 127 necromancy druid 3, sorcerer/wizard 3 120 ft. area
32 primal form SpC 161 transmutation druid 3, sorcerer/wizard 3 personal target
33 spiderskin SpC 202 transmutation druid 3, sorcerer/wizard 3 touch target
34 bite of the werewolf SpC 29 transmutation druid 3, sorcerer/wizard 4 personal target
35 entangling staff SpC 83 transmutation druid 3, sorcerer/wizard 4 touch target
36 call lightning PH 207 evocation [electricity] druid 3, Storm 3, Windstorm 3 medium (100 ft. + 10 ft./level) effect
---------------------------------------
Assassin LVL 3

1 deeper darkness PH 217 evocation [darkness] assassin 3, Baator 4, blackguard 3, cleric 3 touch target
2 misdirection PH 254 illusion (glamer) assassin 3, bard 2, sorcerer/wizard 2 close (25 ft. + 5 ft./2 levels) target
3 deep slumber PH 217 enchantment (compulsion) [mind-affecting] assassin 3, bard 3, Dream 3, Sloth 3, sorcerer/wizard 3 close (25 ft. + 5 ft./2 levels) area
4 spectral weapon SpC 197 illusion (shadow) assassin 3, bard 4, sorcerer/wizard 3 0 ft. effect
5 fangs of the vampire king SpC 88 transmutation [evil] assassin 3, blackguard 3, Deathbound 3 personal target
6 magic circle against good PH 250 abjuration [evil] assassin 3, cleric 3, Evil 3, Hades 3, sorcerer/wizard 3 touch area
7 find the gap SpC 91 divination assassin 3, paladin 3, ranger 3 personal target
8 nondetection PH 257 abjuration assassin 3, ranger 4, sorcerer/wizard 3, Trickery 3 touch target
9 false life PH 229 necromancy assassin 3, sorcerer/wizard 2 personal target
10 wraithstrike SpC 243 transmutation assassin 3, sorcerer/wizard 2 personal target
11 amorphous form SpC 9 transmutation assassin 3, sorcerer/wizard 3 touch target
12 spider poison SpC 201 necromancy assassin 3, sorcerer/wizard 3 touch target
-------------------------------
Bard Lvl 3

1 allegro SpC 9 transmutation bard 3 20 ft. area
2 dirge of discord SpC 66 enchantment (compulsion) [evil,mind-affecting] bard 3 close (25 ft. + 5 ft./2 levels) area
3 dissonant chord SpC 69 evocation [sonic] bard 3 10 ft. area
4 g'elsewhere chant SpC 100 conjuration [sonic, teleportation] bard 3 touch target
5 haunting tune SpC 110 enchantment (compulsion) [fear, mind-affecting, sonic] bard 3 medium (100 ft. + 10 ft./level) target
6 hymn of praise SpC 117 evocation [good, sonic] bard 3 50 ft. area
7 infernal threnody SpC 122 evocation [evil, sonic] bard 3 50 ft. area
8 listening coin SpC 133 divination (scrying) bard 3 touch effect
9 love's lament SpC 134 enchantment (compulsion) [mind-affecting] bard 3 60 ft. area
10 puppeteer SpC 163 enchantment (compulsion) [mind-affecting] bard 3 medium (100 ft. + 10 ft./level) target
11 sculpt sound PH 275 transmutation bard 3 close (25 ft. + 5 ft./2 levels) target
12 speechlink SpC 198 divination bard 3 touch target
13 wounding whispers SpC 242 abjuration [sonic] bard 3 personal target
14 cure serious wounds PH 216 conjuration (healing) bard 3, blackguard 3, cleric 3, druid 4, paladin 4, ranger 4, Healing 3 touch target
15 haste PH 239 transmutation bard 3, Celerity 4, sorcerer/wizard 3, Time 3 close (25 ft. + 5 ft./2 levels) target
16 good hope PH 237 enchantment (compulsion) [mind-affecting] bard 3, Charm 4 medium (100 ft. + 10 ft./level) target
17 know opponent SpC 129 divination bard 3, cleric 3 close (25 ft. + 5 ft./2 levels) target
18 daylight PH 216 evocation [light] bard 3, cleric 3, druid 3, paladin 3, sorcerer/wizard 3 touch target
19 dispel magic PH 223 abjuration bard 3, cleric 3, druid 4, Magic 3, paladin 3, sorcerer/wizard 3 medium (100 ft. + 10 ft./level) target
20 remove curse PH 270 abjuration bard 3, cleric 3, paladin 3, sorcerer/wizard 4 touch target
21 weapon of impact SpC 237 transmutation bard 3, cleric 3, sorcerer/wizard 3 touch target
22 scrying PH 274 divination (scrying) bard 3, cleric 5, druid 4, Lust 5, Oracle 4, sorcerer/wizard 4 see text effect
23 speak with animals PH 281 divination bard 3, druid 1, ranger 1 personal target
24 creaking cacophony SpC 55 illusion (figment) [sonic] bard 3, druid 3 medium (100 ft. + 10 ft./level) area
25 treasure scent SpC 223 divination bard 3, druid 3, sorcerer/wizard 4 personal target
26 crushing despair PH 215 enchantment (compulsion) [mind-affecting] bard 3, Envy 5, Hades 5, sorcerer/wizard 4 30 ft. area
27 displacement PH 223 illusion (glamer) bard 3, Illusion 3, sorcerer/wizard 3 touch target
28 confusion PH 212 enchantment (compulsion) [mind-affecting] bard 3, Limbo 1, Madness 4, sorcerer/wizard 4, Trickery 4 medium (100 ft. + 10 ft./level) target
29 fear PH 229 necromancy [fear, mind-affecting] bard 3, Moon 4, sorcerer/wizard 4, Tyranny 4 30 ft. area
30 analyze portal SpC 10 divination bard 3, Portal 2, sorcerer/wizard 3 60 ft. area
31 curse of impending blades, mass SpC 56 necromancy bard 3, ranger 3, sorcerer/wizard 3 medium (100 ft. + 10 ft./level) target
32 secret page PH 275 transmutation bard 3, Rune 2, sorcerer/wizard 3 touch target
33 slow PH 280 transmutation bard 3, Sloth 4, sorcerer/wizard 3 close (25 ft. + 5 ft./2 levels) target
34 see invisibility PH 275 divination bard 3, sorcerer/wizard 2 personal target
35 blink PH 206 transmutation bard 3, sorcerer/wizard 3 personal target
36 dolorous blow SpC 70 transmutation bard 3, sorcerer/wizard 3 touch target
37 invisibility sphere PH 245 illusion (glamer) bard 3, sorcerer/wizard 3 personal or touch area
38 Leomund's tiny hut PH 247 evocation [force] bard 3, sorcerer/wizard 3 20 ft. effect
39 major image PH 252 illusion (figment) bard 3, sorcerer/wizard 3 long (400 ft. + 40 ft./level) effect
40 ray of dizziness SpC 167 enchantment (compulsion) [mind-affecting] bard 3, sorcerer/wizard 3 medium (100 ft. + 10 ft./level) effect
41 sepia snake sigil PH 276 conjuration (creation) [force] bard 3, sorcerer/wizard 3 touch target
42 shadow cache SpC 183 illusion (shadow) bard 3, sorcerer/wizard 3 touch area
43 suppress breath weapon SpC 216 enchantment (compulsion) [mind-affecting] bard 3, sorcerer/wizard 3 close (25 ft. + 5 ft./2 levels) target
44 unluck SpC 227 divination bard 3, sorcerer/wizard 3 close (25 ft. + 5 ft./2 levels) target
45 phantom steed PH 260 conjuration (creation) bard 3, sorcerer/wizard 3, Spider 3 0 ft. effect
46 geas, lesser PH 235 enchantment (compulsion) [language-dependent, mind-affecting] bard 3, sorcerer/wizard 4 close (25 ft. + 5 ft./2 levels) target

ocel
2010-06-30, 01:56 PM
==========
1d10 to decide class's spells, 1-2 sorcerer/ 3 cleric/4 domains/5- druid/7-paladin/8-ranger/9 black guard
-----------------------
%roll Name Source Page School Class/Level Range T/E/A
============
Sorcerer/Wizard LVL 4
1 arcane eye PH 200 divination (scrying) sorcerer/wizard 4 unlimited effect
2 backlash SpC 23 transmutation sorcerer/wizard 4 touch target
3 blast of flame SpC 31 conjuration (creation) [fire] sorcerer/wizard 4 60 ft. area
4 blinding breath SpC 31 transmutation [light] sorcerer/wizard 4 personal target
5 bloodstar SpC 34 conjuration (creation) sorcerer/wizard 4 medium (100 ft. + 10 ft./level) effect
6 burning blood SpC 40 necromancy sorcerer/wizard 4 medium (100 ft. + 10 ft./level) target
7 corporeal instability SpC 53 transmutation sorcerer/wizard 4 touch target
8 darkvision, mass SpC 59 transmutation sorcerer/wizard 4 10 ft. target
9 defenestrating sphere SpC 62 evocation [air] sorcerer/wizard 4 medium (100 ft. + 10 ft./level) effect
10 dispelling screen SpC 67 abjuration sorcerer/wizard 4 close (25 ft. + 5 ft./2 levels) effect
11 displacer form SpC 67 transmutation sorcerer/wizard 4 personal target
12 energy spheres SpC 80 evocation [acid, cold, electricity, fire, sonic] sorcerer/wizard 4 close (25 ft. + 5 ft./2 levels) effect
13 enlarge person, mass PH 227 transmutation sorcerer/wizard 4 close (25 ft. + 5 ft./2 levels) target
14 explosive cascade SpC 85 evocation [fire] sorcerer/wizard 4 close (25 ft. + 5 ft./2 levels) area
15 fire stride SpC 93 transmutation [teleportation] sorcerer/wizard 4 personal target
16 flame whips SpC 95 transmutation sorcerer/wizard 4 personal effect
17 flight of the dragon SpC 95 transmutation sorcerer/wizard 4 personal target
18 floating disk, greater SpC 96 evocation [force] sorcerer/wizard 4 close (25 ft. + 5 ft./2 levels) effect
19 force chest SpC 97 evocation [force] sorcerer/wizard 4 0 ft. effect
20 force claw SpC 97 evocation [force] sorcerer/wizard 4 medium (100 ft. + 10 ft./level) effect
21 force missiles SpC 98 evocation [force] sorcerer/wizard 4 medium (100 ft. + 10 ft./level) target
22 forceward SpC 98 abjuration [force] sorcerer/wizard 4 15 ft. effect
23 forcewave SpC 98 evocation [force] sorcerer/wizard 4 10 ft. effect
24 globe of invulnerability, lesser PH 236 abjuration sorcerer/wizard 4 10 ft. area
25 illusory wall PH 243 illusion (figment) sorcerer/wizard 4 close (25 ft. + 5 ft./2 levels) effect
26 metal melt SpC 140 transmutation [fire] sorcerer/wizard 4 close (25 ft. + 5 ft./2 levels) target
27 orb of acid SpC 150 conjuration (creation) [acid] sorcerer/wizard 4 close (25 ft. + 5 ft./2 levels) effect
28 orb of cold SpC 151 conjuration (creation) [cold] sorcerer/wizard 4 close (25 ft. + 5 ft./2 levels) effect
29 orb of electricity SpC 151 conjuration (creation) [electricity] sorcerer/wizard 4 close (25 ft. + 5 ft./2 levels) effect
30 orb of fire SpC 151 conjuration (creation) [fire] sorcerer/wizard 4 close (25 ft. + 5 ft./2 levels) effect
31 orb of force SpC 151 conjuration (creation) [force] sorcerer/wizard 4 close (25 ft. + 5 ft./2 levels) effect
32 orb of sound SpC 151 conjuration (creation) [sonic] sorcerer/wizard 4 close (25 ft. + 5 ft./2 levels) effect
33 polymorph PH 263 transmutation sorcerer/wizard 4 touch target
34 raise from the deep SpC 165 transmutation [water] sorcerer/wizard 4 long (400 ft. + 40 ft./level) target
35 ray of clumsiness SpC 166 abjuration sorcerer/wizard 4 close (25 ft. + 5 ft./2 levels) effect
36 rebuke, greater SpC 170 enchantment (compulsion) [fear, mind-affecting] sorcerer/wizard 4 close (25 ft. + 5 ft./2 levels) target
37 rebuking breath SpC 170 necromancy sorcerer/wizard 4 personal target
38 repair critical damage SpC 173 transmutation sorcerer/wizard 4 touch target
39 scramble portal SpC 181 transmutation [chaotic] sorcerer/wizard 4 close (25 ft. + 5 ft./2 levels) target
40 sensory deprivation SpC 182 illusion (phantasm) [mind-affecting] sorcerer/wizard 4 medium (100 ft. + 10 ft./level) target
41 shadow well SpC 186 illusion (shadow) sorcerer/wizard 4 close (25 ft. + 5 ft./2 levels) target
42 sharptooth SpC 187 transmutation sorcerer/wizard 4 personal target
43 solid fog PH 281 conjuration (creation) sorcerer/wizard 4 medium (100 ft. + 10 ft./level) effect
44 spell enhancer SpC 198 transmutation sorcerer/wizard 4 personal target
45 stone sphere SpC 209 evocation [earth] sorcerer/wizard 4 medium (100 ft. + 10 ft./level) effect
46 sword of deception SpC 217 evocation [force] sorcerer/wizard 4 medium (100 ft. + 10 ft./level) effect
47 thunderlance SpC 220 evocation [force] sorcerer/wizard 4 0 ft. effect
48 translocation trick SpC 222 conjuration [teleportation] sorcerer/wizard 4 medium (100 ft. + 10 ft./level) target
49 wingbind SpC 240 evocation [force] sorcerer/wizard 4 medium (100 ft. + 10 ft./level) target

--------------------------------
Druid Lvl 4
antiplant shell PH 200 abjuration druid 4 10 ft. area
1 contagious touch SpC 52 necromancy druid 4 touch target
2 creeping cold, greater SpC 56 transmutation [cold] druid 4 close (25 ft. + 5 ft./2 levels) target
3 enhance wild shape SpC 82 transmutation druid 4 personal target
4 essence of the raptor SpC 84 transmutation druid 4 personal target
5 eye of the hurricane SpC 86 abjuration [air] druid 4 40 ft. area
6 jaws of the wolf SpC 127 transmutation druid 4 close (25 ft. + 5 ft./2 levels) effect
7 languor SpC 130 transmutation druid 4 close (25 ft. + 5 ft./2 levels) effect
8 last breath SpC 130 transmutation druid 4 touch target
9 murderous mist SpC 145 conjuration (creation) druid 4 close (25 ft. + 5 ft./2 levels) effect
10 poison vines SpC 160 conjuration (creation) druid 4
11 rushing waters SpC 178 conjuration (creation) [water] druid 4 medium (100 ft. + 10 ft./level) area
12 starvation SpC 206 transmutation druid 4 close (25 ft. + 5 ft./2 levels) target
13 sudden stalagmite SpC 213 conjuration (creation) [earth] druid 4 medium (100 ft. + 10 ft./level) target
14 summon elementite swarm SpC 214 conjuration (summoning) [see text] druid 4 close (25 ft. + 5 ft./2 levels) effect
15 swim, mass SpC 217 transmutation [water] druid 4 medium (100 ft. + 10 ft./level) target
16 wind at back SpC 239 evocation druid 4 medium (100 ft. + 10 ft./level) target
17 wood rot SpC 241 transmutation druid 4 touch target
18 spike stones PH 283 transmutation [earth] druid 4, Earth 4 medium (100 ft. + 10 ft./level) area
19 perinarch SpC 153 transmutation druid 4, Limbo 4, sorcerer/wizard 4 close (25 ft. + 5 ft./2 levels) n/a
20 rusting grasp PH 273 transmutation druid 4, Metal 4, Slime 4 touch target
21 command plants PH 211 transmutation druid 4, Plant 4, ranger 3 close (25 ft. + 5 ft./2 levels) target
22 burrow, mass SpC 41 transmutation druid 4, ranger 3 touch target
23 land womb SpC 130 abjuration druid 4, ranger 4 touch target
24 magic fang, superior SpC 136 transmutation druid 4, ranger 4 personal target
25 wild runner SpC 239 transmutation druid 4, ranger 4 personal target
26 reincarnate PH 270 transmutation druid 4, Renewal 4 touch target
27 vortex of teeth SpC 232 evocation [force] druid 4, sorcerer/wizard 4 medium (100 ft. + 10 ft./level) area
28 wall of water SpC 235 conjuration (creation) [water] druid 4, sorcerer/wizard 4 medium (100 ft. + 10 ft./level) effect
29 wings of air, greater SpC 240 transmutation druid 4, sorcerer/wizard 4 touch target
30 bite of the wereboar SpC 28 transmutation druid 4, sorcerer/wizard 5 personal target
31 blight PH 206 necromancy druid 4, sorcerer/wizard 5 touch n/a
32 miasma of entropy SpC 141 necromancy druid 4, sorcerer/wizard 5 30 ft. area or target
33 arc of lightning SpC 15 conjuration (creation) [electricity] druid 4, sorcerer/wizard 5, Windstorm 5 close (25 ft. + 5 ft./2 levels) area

-------------------------
Paladin Lvl 4
1 favor of the martyr SpC 89 necromancy paladin 4 medium (100 ft. + 10 ft./level) target
2 lawful sword SpC 131 evocation paladin 4 touch target
3 righteous aura SpC 176 abjuration [good, light] paladin 4 personal target
4 sacred haven SpC 178 abjuration [good] paladin 4 30 ft. target
5 telepathic aura SpC 219 divination paladin 4 100 ft. area
6 draconic might SpC 72 transmutation paladin 4, sorcerer/wizard 5 touch target
--------------------------
Black guard LVL 4

1 visage of the deity, lesser SpC 231 transmutation [evil or good] blackguard 4, cleric 3, Mysticism 3, paladin 4 personal target
2 inflict critical wounds PH 244 necromancy blackguard 4, cleric 4, Destruction 4 touch target
3 summon undead IV SpC 215 conjuration (summoning) [evil] blackguard 4, cleric 4, sorcerer/wizard 4 close (25 ft. + 5 ft./2 levels) effect
4 winged mount SpC 240 transmutation blackguard 4, paladin 4 touch target
------------------------------------
Ranger Lvl 4
1 foebane SpC 96 evocation ranger 4 touch target
2 deeper darkvision SpC 62 transmutation ranger 4, sorcerer/wizard 3 touch target

-----------------------------------
Domain Lvl 4
1 vampiric touch PH 298 necromancy Envy 4, Gluttony 4, sorcerer/wizard 3 touch target
2 explosive runes PH 228 abjuration [force] Rune 4, sorcerer/wizard 3 touch target
3 unholy blight PH 297 evocation [evil] Evil 4, Hades 4 medium (100 ft. + 10 ft./level) area
4 Otiluke's resilient sphere PH 258 evocation [force] Force 4, sorcerer/wizard 4 close (25 ft. + 5 ft./2 levels) effect
5 holy smite PH 241 evocation [good] Elysium 4, Glory 4, Good 4 medium (100 ft. + 10 ft./level) area
6 armor of darkness SpC 15 abjuration [darkness] Darkness 4 touch target
7 wither limb SpC 241 necromancy [evil] Deathbound 4 close (25 ft. + 5 ft./2 levels) target
8 enervation PH 226 necromancy Hunger 4, sorcerer/wizard 4, Suffering 4 close (25 ft. + 5 ft./2 levels) effect
9 order's wrath PH 258 evocation [lawful] Law 4, Mechanus 4 medium (100 ft. + 10 ft./level) area
10 minor creation PH 253 conjuration (creation) Craft 4, Creation 4, Gnome 4, sorcerer/wizard 4 0 ft. effect
11 phantasmal killer PH 260 illusion (phantasm) [fear, mind-affecting] Dream 4, Illusion 4, Madness 6, sorcerer/wizard 4 medium (100 ft. + 10 ft./level) target
12 magic weapon, greater PH 251 transmutation Celestia 4, cleric 4, Dwarf 4, paladin 3, sorcerer/wizard 3 close (25 ft. + 5 ft./2 levels) target
13 divine power PH 224 evocation Celestia 4, cleric 4, Competition 4, Orc 4, Pride 4, War 4 personal target
14 chaos hammer PH 208 evocation [chaotic] Chaos 4, Limbo 4 medium (100 ft. + 10 ft./level) area
15 ice storm PH 243 evocation [cold] Cold 4, druid 4, sorcerer/wizard 4, Storm 5, Water 5, Windstorm 4 long (400 ft. + 40 ft./level) area
16 Rary's mnemonic enhancer PH 268 transmutation Spell 4, wizard 4 personal target
17 dismissal PH 222 abjuration Balance 4, cleric 4, sorcerer/wizard 5 close (25 ft. + 5 ft./2 levels) target
18 suggestion PH 285 enchantment (compulsion) [language-dependent, mind-affecting] Baator 4, bard 2, Charm 3, Domination 3, Drow 3, sorcerer/wizard 3 close (25 ft. + 5 ft./2 levels) target
19 poison PH 262 necromancy Abyss 4, assassin 4, blackguard 4, cleric 4, druid 3, Pestilence 4, Scalykind 4, Slime 3 touch target
20 balor nimbus SpC 24 transmutation Abyss 4, cleric 2, sorcerer/wizard 2 personal target
21 air walk PH 196 transmutation [air] Air 4, cleric 4, druid 4 touch target
22 summon nature's ally IV PH 288 conjuration (summoning) [see text] Animal 4, druid 4, ranger 4 close (25 ft. + 5 ft./2 levels) effect
23 neutralize poison PH 257 conjuration (healing) Arborea 4, bard 4, cleric 4, druid 3, paladin 4, ranger 3 touch target
24 opalescent glare SpC 150 necromancy [death, good] Arborea 4, cleric 6, sorcerer/wizard 6 personal target


-------------------------------------------
Cleric Lvl 4
2 astral hospice SpC 17 conjuration (teleportation) cleric 4 close (25 ft. + 5 ft./2 levels) effect
3 consumptive field SpC 51 necromancy [death, evil] cleric 4 30 ft. area
4 delay death SpC 63 necromancy cleric 4 close (25 ft. + 5 ft./2 levels) target
5 holy transformation, lesser SpC 116 transmutation [good] cleric 4 personal target
6 infernal transformation, lesser SpC 122 transmutation [evil] cleric 4 personal target
7 life ward SpC 131 abjuration cleric 4 touch target
8 negative energy aura SpC 146 necromancy cleric 4 personal area
9 planar exchange, lesser SpC 159 conjuration (calling) cleric 4 0 ft. effect
10 positive energy aura SpC 161 conjuration (healing) cleric 4 personal area
11 shield of faith, mass SpC 188 abjuration cleric 4 close (25 ft. + 5 ft./2 levels) target
12 summon hound archon SpC 214 conjuration (summoning) [good, lawful] cleric 4 close (25 ft. + 5 ft./2 levels) effect
13 death ward PH 217 necromancy cleric 4, Death 4, druid 5, paladin 4, Undeath 4 touch target
14 discern lies PH 221 divination cleric 4, Drow 4, Inquisition 4, Mechanus 4, Nobility 4, paladin 3, Tyranny 3 close (25 ft. + 5 ft./2 levels) target
15 hypothermia SpC 118 evocation [cold] cleric 4, druid 3 close (25 ft. + 5 ft./2 levels) target
16 blindsight, greater SpC 32 transmutation cleric 4, druid 4 touch target
17 moon bolt SpC 143 evocation cleric 4, druid 4 long (400 ft. + 40 ft./level) target
18 shadowblast SpC 186 evocation [light] cleric 4, druid 4 long (400 ft. + 40 ft./level) area
19 sheltered vitality SpC 188 abjuration cleric 4, druid 4 touch target
20 planar tolerance SpC 159 conjuration (teleportation) cleric 4, druid 4, Elysium 2, ranger 4, sorcerer/wizard 5 touch target
21 contingent energy resistance SpC 52 abjuration cleric 4, druid 4, sorcerer/wizard 5 personal target
22 control water PH 214 transmutation [water] cleric 4, druid 4, sorcerer/wizard 6, Water 4 long (400 ft. + 40 ft./level) area
23 giant vermin PH 235 transmutation cleric 4, druid 4, Spider 4 close (25 ft. + 5 ft./2 levels) target
24 panacea SpC 152 conjuration (healing) cleric 4, druid 5 touch target
25 wall of sand SpC 235 conjuration (creation) [earth] cleric 4, druid 5, sorcerer/wizard 4 medium (100 ft. + 10 ft./level) effect
26 imbue with spell ability PH 243 evocation cleric 4, Family 4, Magic 4 touch target
27 divination PH 224 divination cleric 4, Knowledge 4, Oracle 3, Pact 4 personal target
28 planar ally, lesser PH 261 conjuration (calling) [see text] cleric 4, Lust 4, Summoner 4 close (25 ft. + 5 ft./2 levels) effect
29 hand of the faithful SpC 109 abjuration [see text] cleric 4, paladin 3 10 ft. area
30 undead bane weapon SpC 226 transmutation cleric 4, paladin 3 touch target
31 restoration PH 272 conjuration (healing) cleric 4, paladin 4 touch target
32 castigate SpC 44 evocation [sonic] cleric 4, paladin 4, Purification 4 10 ft. area
33 dimensional anchor PH 221 abjuration cleric 4, Portal 3, sorcerer/wizard 4 medium (100 ft. + 10 ft./level) effect
34 spell immunity PH 282 abjuration cleric 4, Protection 4, Strength 4 touch target
35 recitation SpC 170 conjuration (creation) cleric 4, Purification 3 60 ft. area
36 glowing orb SpC 106 evocation [light] cleric 4, sorcerer/wizard 3 touch effect
37 sound lance SpC 196 evocation [sonic] cleric 4, sorcerer/wizard 3 medium (100 ft. + 10 ft./level) target
38 spell vulnerability SpC 200 transmutation cleric 4, sorcerer/wizard 3 close (25 ft. + 5 ft./2 levels) target
39 assay spell resistance SpC 17 divination cleric 4, sorcerer/wizard 4 personal target
40 iron bones SpC 125 transmutation cleric 4, sorcerer/wizard 4 touch target
41 wall of chaos SpC 233 abjuration [chaotic] cleric 4, sorcerer/wizard 4 close (25 ft. + 5 ft./2 levels) effect
42 wall of evil SpC 233 abjuration [evil] cleric 4, sorcerer/wizard 4 close (25 ft. + 5 ft./2 levels) effect
43 wall of good SpC 233 abjuration [good] cleric 4, sorcerer/wizard 4 close (25 ft. + 5 ft./2 levels) effect
44 wall of law SpC 234 abjuration [lawful] cleric 4, sorcerer/wizard 4 close (25 ft. + 5 ft./2 levels) effect
46 wrack SpC 243 necromancy [evil] cleric 4, sorcerer/wizard 5 close (25 ft. + 5 ft./2 levels) target
47 sending PH 275 evocation cleric 4, sorcerer/wizard 5, Trade 4 see text target
48 make manifest SpC 137 transmutation cleric 4, sorcerer/wizard 6 close (25 ft. + 5 ft./2 levels) target
---------------------------------------
Assasin Lvl 4
1 cursed blade SpC 57 necromancy assassin 4 touch target
2 heart ripper SpC 111 necromancy [death] assassin 4 close (25 ft. + 5 ft./2 levels) target
3 sniper's eye SpC 193 transmutation assassin 4 personal target
4 glibness PH 235 transmutation assassin 4, bard 3 personal target
5 clairaudience / clairvoyance PH 209 divination (scrying) assassin 4, bard 3, Drow 2, Knowledge 3, Lust 3, Mentalism 3, Planning 3, sorcerer/wizard 3 long (400 ft. + 40 ft./level) effect
6 freedom of movement PH 233 abjuration assassin 4, bard 4, blackguard 4, cleric 4, druid 4, Halfling 4, Liberation 4, Luck 4, Ocean 4, ranger 4, Time 4 personal or touch target
7 modify memory PH 255 enchantment (compulsion) [mind-affecting] assassin 4, bard 4, Mentalism 4 close (25 ft. + 5 ft./2 levels) target
8 dimension door PH 221 conjuration (teleportation) assassin 4, bard 4, Portal 4, sorcerer/wizard 4, Travel 4 long (400 ft. + 40 ft./level) target
9 invisibility, greater PH 245 illusion (glamer) assassin 4, bard 4, sorcerer/wizard 4 personal or touch target
10 locate creature PH 249 divination assassin 4, bard 4, sorcerer/wizard 4 long (400 ft. + 40 ft./level) area
11 hide from dragons SpC 114 abjuration assassin 4, bard 5, sorcerer/wizard 7 touch target
12 implacable pursuer SpC 120 divination assassin 4, blackguard 4, ranger 4 long (400 ft. + 40 ft./level) target
13 vulnerability SpC 232 transmutation assassin 4, cleric 5, sorcerer/wizard 5 touch target
14 shadow phase SpC 185 transmutation assassin 4, sorcerer/wizard 3 touch target
15 shadow form SpC 183 illusion (shadow) assassin 4, sorcerer/wizard 5 personal target

-------------------------------
Bard Lvl 4

1 celebration SpC 44 enchantment (compulsion) [mind-affecting, sonic] bard 4 close (25 ft. + 5 ft./2 levels) target
2 fugue SpC 100 evocation [sonic] bard 4 medium (100 ft. + 10 ft./level) area
3 protege SpC 163 transmutation bard 4 touch target
4 stone shatter SpC 208 evocation [sonic] bard 4 close (25 ft. + 5 ft./2 levels) target
5 zone of silence PH 303 illusion (glamer) bard 4 personal area
6 cure critical wounds PH 215 conjuration (healing) bard 4, blackguard 4, cleric 4, druid 5, Healing 4 touch target
7 summon monster IV PH 286 conjuration (summoning) [see text for summon monster i] bard 4, blackguard 4, cleric 4, sorcerer/wizard 4 close (25 ft. + 5 ft./2 levels) effect
8 Leomund's secure shelter PH 247 conjuration (creation) bard 4, Cavern 4, sorcerer/wizard 4 close (25 ft. + 5 ft./2 levels) effect
9 repel vermin PH 271 abjuration bard 4, cleric 4, druid 4, ranger 3 10 ft. area
10 resistance, greater SpC 174 abjuration bard 4, cleric 4, druid 4, sorcerer/wizard 4 touch target
11 voice of the dragon SpC 232 transmutation bard 4, Dragon 4, sorcerer/wizard 4 personal target
12 speak with plants PH 282 divination bard 4, druid 3, ranger 2 personal target
13 lay of the land SpC 131 divination bard 4, druid 4, ranger 1 personal target
14 sirine's grace SpC 191 evocation bard 4, druid 5 personal target
15 hallucinatory terrain PH 238 illusion (glamer) bard 4, Gnome 5, sorcerer/wizard 4 long (400 ft. + 40 ft./level) area
16 legend lore PH 246 divination bard 4, Knowledge 7, Oracle 6, sorcerer/wizard 6, Time 7 personal target
17 detect scrying PH 219 divination bard 4, Planning 5, sorcerer/wizard 4, Wealth 4 40 ft. area
18 resonating bolt SpC 174 evocation [sonic] bard 4, sorcerer/wizard 3 60 ft. area
19 ethereal mount SpC 85 conjuration (creation) bard 4, sorcerer/wizard 4 0 ft. effect
20 portal alarm, improved SpC 160 abjuration bard 4, sorcerer/wizard 4 close (25 ft. + 5 ft./2 levels) target
21 rainbow pattern PH 268 illusion (pattern) [mind-affecting] bard 4, sorcerer/wizard 4 medium (100 ft. + 10 ft./level) effect
22 ray deflection SpC 166 abjuration bard 4, sorcerer/wizard 4 personal target
23 ruin delver's fortune SpC 178 transmutation bard 4, sorcerer/wizard 4 personal target
24 shadow conjuration PH 276 illusion (shadow) bard 4, sorcerer/wizard 4 see text see text
25 shout PH 279 evocation [sonic] bard 4, sorcerer/wizard 4, Wrath 4 30 ft. area
26 cacophonic shield SpC 41 evocation [sonic] bard 4, sorcerer/wizard 5 10 ft. area

ocel
2010-06-30, 01:57 PM
=========
1d10 to decide class's spells, 1-2 sorcerer/ 3 cleric/4 domains/5- druid/7-paladin/8-ranger/9 black guard
-----------------------
%roll Name Source Page School Class/Level Range T/E/A
===============
Sorcerer Wizard LVL 5
1.1 acid sheath SpC 7 conjuration (creation) [acid] sorcerer/wizard 5 personal target
2.2 ball lightning SpC 23 evocation [electricity] sorcerer/wizard 5 medium (100 ft. + 10 ft./level) effect
3.3 Bigby's interposing hand PH 204 evocation [force] sorcerer/wizard 5 medium (100 ft. + 10 ft./level) effect
4.4 breath weapon substitution SpC 39 transmutation [see text] sorcerer/wizard 5 personal target

1 cloudkill PH 210 conjuration (creation) sorcerer/wizard 5 medium (100 ft. + 10 ft./level) effect
2 contact other plane PH 212 divination sorcerer/wizard 5 personal target
3 cyclonic blast SpC 57 evocation [air] sorcerer/wizard 5 120 ft. area
4 dimension door, greater SpC 64 conjuration [teleportation] sorcerer/wizard 5 touch target
5 dispelling breath SpC 67 abjuration sorcerer/wizard 5 personal target
6 dragon ally, lesser SpC 72 conjuration (calling) sorcerer/wizard 5 close (25 ft. + 5 ft./2 levels) effect
7 duelward SpC 74 abjuration sorcerer/wizard 5 personal target
8 enlarge person, greater SpC 82 transmutation sorcerer/wizard 5 touch target
9 ethereal breath SpC 84 transmutation sorcerer/wizard 5 personal target
10 fiendform SpC 90 transmutation [evil] sorcerer/wizard 5 personal target
11 fire shield, mass SpC 92 evocation [fire or cold] sorcerer/wizard 5 close (25 ft. + 5 ft./2 levels) target
12 firebrand SpC 93 evocation [fire] sorcerer/wizard 5 medium (100 ft. + 10 ft./level) area
13 fireburst, greater SpC 94 evocation [fire] sorcerer/wizard 5 10 ft. effect
14 fly, mass SpC 96 transmutation sorcerer/wizard 5 close (25 ft. + 5 ft./2 levels) target
15 graymantle SpC 107 necromancy sorcerer/wizard 5 medium (100 ft. + 10 ft./level) target
16 gutsnake SpC 108 transmutation sorcerer/wizard 5 personal target
17 illusory feast SpC 120 illusion (pattern) [mind-affecting] sorcerer/wizard 5 long (400 ft. + 40 ft./level) area
18 indomitability SpC 121 abjuration sorcerer/wizard 5 touch target
19 ironguard, lesser SpC 125 abjuration sorcerer/wizard 5 touch target
20 moonbow SpC 144 evocation [electricity] sorcerer/wizard 5 medium (100 ft. + 10 ft./level) effect
21 Mordenkainen's private sanctum PH 256 abjuration sorcerer/wizard 5 close (25 ft. + 5 ft./2 levels) area
22 night's caress SpC 147 necromancy [evil] sorcerer/wizard 5 touch target
23 nightstalker's transformation SpC 148 transmutation sorcerer/wizard 5 personal target
24 overland flight PH 259 transmutation sorcerer/wizard 5 personal target
25 prismatic ray SpC 162 evocation sorcerer/wizard 5 medium (100 ft. + 10 ft./level) effect
26 reciprocal gyre SpC 170 abjuration sorcerer/wizard 5 medium (100 ft. + 10 ft./level) target
27 reduce person, greater SpC 171 transmutation sorcerer/wizard 5 close (25 ft. + 5 ft./2 levels) target
28 refusal SpC 171 abjuration sorcerer/wizard 5 medium (100 ft. + 10 ft./level) effect and area
29 shadow hand SpC 183 illusion (shadow) sorcerer/wizard 5 close (25 ft. + 5 ft./2 levels) effect
30 shadowfade SpC 186 illusion (shadow) sorcerer/wizard 5 close (25 ft. + 5 ft./2 levels) effect
31 shard storm SpC 187 evocation [force] sorcerer/wizard 5 medium (100 ft. + 10 ft./level) effect
32 shroud of flame SpC 189 evocation [fire] sorcerer/wizard 5 medium (100 ft. + 10 ft./level) target
33 sonic rumble SpC 195 evocation [sonic] sorcerer/wizard 5 30 ft. area
34 spell matrix, lesser SpC 199 transmutation sorcerer/wizard 5 personal effect
35 spiritwall SpC 203 necromancy [fear, mind-affecting] sorcerer/wizard 5 medium (100 ft. + 10 ft./level) effect
36 stunning breath SpC 211 transmutation sorcerer/wizard 5 personal target
37 telekinesis PH 292 transmutation sorcerer/wizard 5 long (400 ft. + 40 ft./level) target
38 viscid glob SpC 231 conjuration sorcerer/wizard 5 medium (100 ft. + 10 ft./level) target
39 vitriolic sphere SpC 231 conjuration (creation) [acid] sorcerer/wizard 5 long (400 ft. + 40 ft./level) area
40 wall of limbs SpC 234 evocation sorcerer/wizard 5 medium (100 ft. + 10 ft./level) effect
41 xorn movement SpC 244 transmutation sorcerer/wizard 5 touch target
42 feeblemind PH 229 enchantment (compulsion) [mind-affecting] sorcerer/wizard 5, Suffering 5 medium (100 ft. + 10 ft./level) target
43 permanency PH 259 universal sorcerer/wizard 5, Time 5 see text target, effect, or area
44 Leomund's secret chest PH 247 conjuration (summoning) sorcerer/wizard 5, Wealth 5 see text target

------------------------------------------
Druid Lvl 5
1 awaken PH 202 transmutation druid 5 touch target
2 call lightning storm PH 207 evocation [electricity] druid 5 long (400 ft. + 40 ft./level) effect
3 dire hunger SpC 65 transmutation druid 5 close (25 ft. + 5 ft./2 levels) target
4 echo skull SpC 77 divination druid 5 touch target
5 fireward SpC 94 transmutation druid 5 medium (100 ft. + 10 ft./level) area
6 inferno SpC 123 transmutation [fire] druid 5 close (25 ft. + 5 ft./2 levels) target
7 jungle's rapture SpC 128 transmutation druid 5 close (25 ft. + 5 ft./2 levels) target
8 memory rot SpC 140 evocation druid 5 close (25 ft. + 5 ft./2 levels) target
9 owl's insight SpC 152 transmutation druid 5 touch target
10 phantom stag SpC 157 conjuration (creation) druid 5 0 ft. effect
11 plant body SpC 159 transmutation druid 5 personal target
12 poison thorns SpC 159 transmutation druid 5 personal target
13 quill blast SpC 164 conjuration (creation) druid 5 20 ft. area
14 rejuvenation cocoon SpC 172 conjuration (healing) druid 5 touch target
15 summon nature's ally V PH 289 conjuration (summoning) [see text] druid 5 close (25 ft. + 5 ft./2 levels) effect
16 wind tunnel SpC 239 evocation druid 5 close (25 ft. + 5 ft./2 levels) target
17 wall of fire PH 298 evocation [fire] druid 5, Fire 4, sorcerer/wizard 4 medium (100 ft. + 10 ft./level) effect
18 baleful polymorph PH 202 transmutation druid 5, Gluttony 5, Limbo 5, sorcerer/wizard 5 close (25 ft. + 5 ft./2 levels) target
19 wall of thorns PH 300 conjuration (creation) druid 5, Plant 5 medium (100 ft. + 10 ft./level) effect
20 dance of the unicorn SpC 58 abjuration druid 5, Purification 5 5 ft./level area
21 heal animal companion SpC 110 conjuration (healing) druid 5, ranger 3 touch target
22 swamp stride SpC 217 conjuration (teleportation) druid 5, ranger 4 personal target
23 animal growth PH 198 transmutation druid 5, ranger 4, Scalykind 5, sorcerer/wizard 5 medium (100 ft. + 10 ft./level) target
24 transmute rock to mud PH 295 transmutation [earth] druid 5, Slime 6, sorcerer/wizard 5 medium (100 ft. + 10 ft./level) area
25 anticold sphere SpC 13 abjuration [cold] druid 5, sorcerer/wizard 5 10 ft. area
26 transmute mud to rock PH 295 transmutation [earth] druid 5, sorcerer/wizard 5 medium (100 ft. + 10 ft./level) area

-----------------------
Domains Lvl 5
1 wall of iron PH 299 conjuration (creation) Metal 5, sorcerer/wizard 6 medium (100 ft. + 10 ft./level) effect
2 ghoul gauntlet SpC 104 necromancy [death, evil] Hunger 5, sorcerer/wizard 6 touch target
3 teleport PH 292 conjuration (teleportation) Portal 5, sorcerer/wizard 5, Travel 5 personal and touch target
4 plague of rats SpC 157 conjuration (summoning) Pestilence 5 medium (100 ft. + 10 ft./level) effect
5 reduce person, mass PH 269 transmutation Pride 5, sorcerer/wizard 4 close (25 ft. + 5 ft./2 levels) target
6 fire shield PH 230 evocation [fire or cold] Fire 5, Retribution 4, sorcerer/wizard 4, Sun 4 personal target
7 planar binding, lesser PH 261 conjuration (calling) [see text] Rune 5, sorcerer/wizard 5 close (25 ft. + 5 ft./2 levels) target
8 Evard's black tentacles PH 228 conjuration (creation) Slime 5, sorcerer/wizard 4 medium (100 ft. + 10 ft./level) area
9 wall of force PH 298 evocation [force] Force 5, sorcerer/wizard 5 close (25 ft. + 5 ft./2 levels) effect
10 holy sword PH 242 evocation [good] Glory 5, paladin 4 touch target
11 wall of ice PH 299 evocation [cold] Cold 5, Ocean 5, sorcerer/wizard 4 medium (100 ft. + 10 ft./level) effect
12 valiant fury SpC 228 transmutation Courage 5 close (25 ft. + 5 ft./2 levels) target
13 Rary's telepathic bond PH 268 divination Community 5, Family 5, Mentalism 6, Mind 5, sorcerer/wizard 5 close (25 ft. + 5 ft./2 levels) target
14 Mordenkainen's faithful hound PH 255 conjuration (creation) Halfling 5, sorcerer/wizard 5 close (25 ft. + 5 ft./2 levels) effect
15 darkbolt SpC 58 evocation [darkness] Darkness 5 medium (100 ft. + 10 ft./level) effect
16 dispel law PH 223 abjuration [chaotic] Chaos 5, cleric 5, Limbo 5 touch target
17 righteous might PH 273 transmutation Celestia 5, cleric 5, Competition 5, Hatred 5, Mysticism 5, Strength 5, Wrath 5 personal target
18 charm monster PH 209 enchantment (charm) [mind-affecting] Charm 5, Elysium 4, bard 3, sorcerer/wizard 4 close (25 ft. + 5 ft./2 levels) target
19 control winds PH 214 transmutation [air] Air 5, druid 5 40 ft./level area
20 summon monster V PH 286 conjuration (summoning) [see text for summon monster i] Abyss 5, Arborea 5, Baator 5, Celestia 5, bard 5, cleric 5, sorcerer/wizard 5, Summoner 5 close (25 ft. + 5 ft./2 levels) effect
21 slay living PH 280 necromancy [death] Abyss 5, cleric 5, Death 5 touch target
22 commune with nature PH 211 divination Animal 5, druid 5, Elf 5, ranger 4 personal target
23 passwall PH 259 transmutation Cavern 5, sorcerer/wizard 5 touch effect
24 tree stride PH 296 conjuration (teleportation) Celerity 5, druid 5, Elf 4, ranger 4 personal target
25 sanctuary, mass SpC 179 abjuration Balance 5, cleric 5 close (25 ft. + 5 ft./2 levels) target
26 spell resistance PH 282 abjuration Baator 5, cleric 5, Magic 5, Protection 5 touch target
27 break enchantment PH 207 abjuration Arborea 5, bard 4, cleric 5, Liberation 5, Luck 5, paladin 4, sorcerer/wizard 5, Spell 5 close (25 ft. + 5 ft./2 levels) target



---------------------------
Cleric Lvl 5
1 cure light wounds, mass PH 216 conjuration (healing) Elysium 5, bard 5, cleric 5, druid 6, Healing 5 close (25 ft. + 5 ft./2 levels) target
2 dispel evil PH 222 abjuration [good] Elysium 5, cleric 5, Good 5, paladin 4 touch target
3 true seeing PH 296 divination cleric 5, Dragon 5, druid 7, Inquisition 5, Knowledge 5, sorcerer/wizard 6, Trade 6 touch target
4 flame strike PH 231 evocation [fire] cleric 5, druid 4, Sun 5, War 5 medium (100 ft. + 10 ft./level) area
5 hallow PH 238 evocation [good] cleric 5, druid 5 touch area
6 unhallow PH 297 evocation [evil] cleric 5, druid 5 touch area
7 vigor, greater SpC 229 conjuration (healing) cleric 5, druid 5 touch target
8 atonement PH 201 abjuration cleric 5, druid 5, Renewal 5 touch target
9 contagion, mass SpC 51 necromancy [evil] cleric 5, druid 5, sorcerer/wizard 6 medium (100 ft. + 10 ft./level) area
10 stone shape, greater SpC 208 transmutation [earth] cleric 5, druid 5, sorcerer/wizard 7 touch target
11 insect plague PH 244 conjuration (summoning) cleric 5, druid 5, Spider 5 long (400 ft. + 40 ft./level) effect
12 dispel good PH 222 abjuration [evil] cleric 5, Evil 5, Hades 5 touch target
13 mark of justice PH 252 necromancy cleric 5, Fate 5, Mechanus 1, paladin 4, Retribution 5 touch target
14 plane shift PH 262 conjuration (teleportation) cleric 5, Hades 7, sorcerer/wizard 7 touch target
15 dispel chaos PH 222 abjuration [lawful] cleric 5, Law 5, Mechanus 5, paladin 4 touch target
16 commune PH 211 divination cleric 5, Oracle 5 personal target
17 stalwart pact SpC 204 evocation cleric 5, Pact 5 touch target
18 righteous wrath of the faithful SpC 177 enchantment (compulsion) [mind-affecting] cleric 5, Purification 7 30 ft. target
19 symbol of sleep PH 291 enchantment (compulsion) [mind-affecting] cleric 5, Sloth 5, sorcerer/wizard 5 0 ft.; see text effect
20 blistering radiance SpC 33 evocation [fire, light] cleric 5, sorcerer/wizard 4 long (400 ft. + 40 ft./level) area
21 dragon breath SpC 73 evocation [good or evil] cleric 5, sorcerer/wizard 4 personal target
22 call zelekhut SpC 42 conjuration (calling) [lawful] cleric 5, sorcerer/wizard 5 close (25 ft. + 5 ft./2 levels) effect
23 death throes SpC 60 necromancy [force] cleric 5, sorcerer/wizard 5 personal target
24 earth reaver SpC 75 transmutation [fire] cleric 5, sorcerer/wizard 5 medium (100 ft. + 10 ft./level) area
25 summon undead V SpC 215 conjuration (summoning) [evil] cleric 5, sorcerer/wizard 5 close (25 ft. + 5 ft./2 levels) effect
26 symbol of spell loss SpC 218 abjuration cleric 5, sorcerer/wizard 5 0 ft.; see text effect
27 wall of dispel magic SpC 233 abjuration cleric 5, sorcerer/wizard 5 close (25 ft. + 5 ft./2 levels) effect
28 zone of respite SpC 244 abjuration cleric 5, sorcerer/wizard 5 20 ft. area
29 symbol of pain PH 290 necromancy [evil] cleric 5, sorcerer/wizard 5, Suffering 8 0 ft.; see text effect
30 aura of evasion SpC 18 abjuration cleric 5, sorcerer/wizard 6 10 ft. area
31 incorporeal nova SpC 121 necromancy [death] cleric 5, sorcerer/wizard 6 medium (100 ft. + 10 ft./level) area
32 subvert planar essence SpC 211 transmutation cleric 5, sorcerer/wizard 6 medium (100 ft. + 10 ft./level) area
33 crawling darkness SpC 55 conjuration (creation) cleric 5 personal target
34 curse of ill fortune, mass SpC 56 necromancy cleric 5 medium (100 ft. + 10 ft./level) target
35 disrupting weapon PH 223 transmutation cleric 5 touch target
36 divine agility SpC 69 transmutation cleric 5 touch target
37 doomtide SpC 70 illusion (pattern) cleric 5 80 ft. effect
38 life's grace SpC 131 abjuration cleric 5 touch target
39 raise dead PH 268 conjuration (healing) cleric 5 touch target
40 revivify SpC 176 conjuration (healing) cleric 5 touch target
41 summon bearded devil SpC 213 conjuration (summoning) [evil, lawful] cleric 5 close (25 ft. + 5 ft./2 levels) effect
42 summon bralani eladrin SpC 213 conjuration (summoning) [chaotic, good] cleric 5 close (25 ft. + 5 ft./2 levels) effect
43 triadspell SpC 224 transmutation cleric 5 personal target
44 zone of revelation SpC 244 divination cleric 5 close (25 ft. + 5 ft./2 levels) area
45 wall of stone PH 299 conjuration (creation) [earth] cleric 5, Craft 5, druid 6, Earth 5, sorcerer/wizard 5 medium (100 ft. + 10 ft./level) effect
46 inflict light wounds, mass PH 244 necromancy cleric 5, Destruction 5 close (25 ft. + 5 ft./2 levels) target
47 command, greater PH 211 enchantment (compulsion) [language-dependent, mind-affecting] cleric 5, Domination 5, Nobility 5, Tyranny 5 close (25 ft. + 5 ft./2 levels) target
48 revive undead SpC 175 necromancy [evil] Deathbound 5, sorcerer/wizard 6 touch target
49 fabricate PH 229 transmutation Dwarf 5, Greed 5, sorcerer/wizard 5, Trade 5 close (25 ft. + 5 ft./2 levels) target
50 spiderform SpC 201 transmutation Drow 5 personal target
51 moon path SpC 143 evocation [force] Moon 5 medium (100 ft. + 10 ft./level) effect

----------------------------
Bard Lvl 5
1 body harmonic SpC 35 transmutation bard 5 medium (100 ft. + 10 ft./level) target
2 wail of doom SpC 233 necromancy [fear, mind-affecting, sonic] bard 5 30 ft. area
3 blink, greater SpC 32 transmutation bard 5, Celerity 8, sorcerer/wizard 5 personal target
4 dispel magic, greater PH 223 abjuration bard 5, cleric 6, druid 6, Liberation 6, sorcerer/wizard 6 medium (100 ft. + 10 ft./level) target
5 nightmare PH 257 illusion (phantasm) [mind-affecting, evil] bard 5, Darkness 7, Dream 5, sorcerer/wizard 5 unlimited target
6 suggestion, mass PH 285 enchantment (compulsion) [language-dependent, mind-affecting] bard 5, Domination 7, Dragon 8, sorcerer/wizard 6 medium (100 ft. + 10 ft./level) target
7 surefooted stride, mass SpC 216 transmutation bard 5, druid 4, ranger 4, sorcerer/wizard 5 close (25 ft. + 5 ft./2 levels) target
8 mind fog PH 253 enchantment (compulsion) [mind-affecting] bard 5, Elysium 6, Hades 6, Mentalism 5, sorcerer/wizard 5 medium (100 ft. + 10 ft./level) effect
9 shadow walk PH 277 illusion (shadow) bard 5, Halfling 7, Sloth 7, sorcerer/wizard 6 touch target
10 persistent image PH 260 illusion (figment) bard 5, Illusion 5, sorcerer/wizard 5 long (400 ft. + 40 ft./level) effect
11 mislead PH 255 illusion (figment, glamer) bard 5, Illusion 6, Luck 6, sorcerer/wizard 6, Trickery 6 close (25 ft. + 5 ft./2 levels) target
12 song of discord PH 281 enchantment (compulsion) [mind-affecting, sonic] bard 5, Limbo 7, Wrath 6 medium (100 ft. + 10 ft./level) area
13 bolts of bedevilment SpC 37 enchantment [mind-affecting] bard 5, Madness 5 medium (100 ft. + 10 ft./level) effect
14 cacophonic burst SpC 41 evocation [sonic] bard 5, sorcerer/wizard 5 long (400 ft. + 40 ft./level) area
15 dragonsight SpC 73 transmutation bard 5, sorcerer/wizard 5 personal target
16 dream PH 225 illusion (phantasm) [mind-affecting] bard 5, sorcerer/wizard 5 unlimited target
17 hidden lodge SpC 113 conjuration (creation) bard 5, sorcerer/wizard 5 close (25 ft. + 5 ft./2 levels) effect
18 mirage arcana PH 254 illusion (glamer) bard 5, sorcerer/wizard 5 long (400 ft. + 40 ft./level) area
19 seeming PH 275 illusion (glamer) bard 5, sorcerer/wizard 5 close (25 ft. + 5 ft./2 levels) target
20 shadow evocation PH 277 illusion (shadow) bard 5, sorcerer/wizard 5 see text see text
21 false vision PH 229 illusion (glamer) bard 5, sorcerer/wizard 5, Trickery 5 touch area
22 reflective disguise, mass SpC 171 illusion (glamer) bard 5, sorcerer/wizard 6 close (25 ft. + 5 ft./2 levels) target
23 disquietude SpC 68 enchantment (compulsion) [mind-affecting, sonic] bard lvl 5 close (25 ft. + 5 ft./2 levels) target
--------------------------------

ocel
2010-06-30, 01:59 PM
============
1d10 to decide class's spells, 1-2 sorcerer/ 3 cleric/4 domains/5- druid/7-paladin/8-ranger/9 black guard
-----------------------
%roll Name Source Page School Class/Level Range T/E/A

===============
Sorcerer/Wizard LVL 6
1 acid storm SpC 7 conjuration (creation) [acid] sorcerer/wizard 6 medium (100 ft. + 10 ft./level) area
2 anticipate teleportation, greater SpC 13 abjuration sorcerer/wizard 6 One willing creature touched area
3 aura of terror SpC 18 necromancy [fear, mind-affecting] sorcerer/wizard 6 30-ft.-radius emanation centered on you area
4 Bigby's forceful hand PH 204 evocation [force] sorcerer/wizard 6 medium (100 ft. + 10 ft./level) effect
5 dream casting SpC 73 illusion (phantasm) [mind-affecting]; see text sorcerer/wizard 6 unlimited target
6 fire spiders SpC 92 conjuration (summoning) [fire] sorcerer/wizard 6 close (25 ft. + 5 ft./2 levels) effect
7 flesh to stone PH 232 transmutation sorcerer/wizard 6 medium (100 ft. + 10 ft./level) target
8 fleshshiver SpC 95 necromancy sorcerer/wizard 6 close (25 ft. + 5 ft./2 levels) target
9 freezing fog SpC 99 conjuration (creation) [cold] sorcerer/wizard 6 medium (100 ft. + 10 ft./level) effect
10 gemjump SpC 101 conjuration [teleportation] sorcerer/wizard 6 unlimited; see text target
11 globe of invulnerability PH 236 abjuration sorcerer/wizard 6 10 ft. area
12 hardening SpC 109 transmutation sorcerer/wizard 6 touch target
13 howling chain SpC 116 evocation [force] sorcerer/wizard 6 medium (100 ft. + 10 ft./level) effect
14 illusory pit SpC 120 illusion (glamer) sorcerer/wizard 6 medium (100 ft. + 10 ft./level) area
15 imbue familiar with spell ability SpC 120 universal sorcerer/wizard 6 touch target
16 imperious glare SpC 120 necromancy [fear, mind-affecting] sorcerer/wizard 6 close (25 ft. + 5 ft./2 levels) target
17 interplanar telepathic bond SpC 125 divination sorcerer/wizard 6 close (25 ft. + 5 ft./2 levels) target
18 ooze puppet SpC 150 transmutation sorcerer/wizard 6 medium (100 ft. + 10 ft./level) target
19 planar binding PH 261 conjuration (calling) [see text for lesser planar binding] sorcerer/wizard 6 close (25 ft. + 5 ft./2 levels) target
20 ray of entropy SpC 167 necromancy sorcerer/wizard 6 close (25 ft. + 5 ft./2 levels) effect
21 ruby ray of reversal SpC 177 abjuration sorcerer/wizard 6 medium (100 ft. + 10 ft./level) target
22 seal portal SpC 181 abjuration sorcerer/wizard 6 close (25 ft. + 5 ft./2 levels) target
23 shadowy grappler SpC 186 illusion (shadow) sorcerer/wizard 6 medium (100 ft. + 10 ft./level) target
24 sign of sealing, greater SpC 190 abjuration sorcerer/wizard 6 n/a target
25 spectral touch SpC 197 necromancy sorcerer/wizard 6 touch target
26 transcribe symbol SpC 221 abjuration sorcerer/wizard 6 touch target
27 tunnel swallow SpC 225 conjuration (creation) [earth] sorcerer/wizard 6 medium (100 ft. + 10 ft./level) target
28 contingency PH 213 evocation sorcerer/wizard 6, Time 6 personal target
29 circle of death PH 209 necromancy [death] sorcerer/wizard 6, Undeath 5 medium (100 ft. + 10 ft./level) area
30 acid fog PH 196 conjuration (creation) [acid] sorcerer/wizard 6, Water 7 medium (100 ft. + 10 ft./level) effect
31 Tenser's transformation PH 294 transmutation sorcerer/wizard 6, Wrath 7 personal target
32 Mordenkainen's lucubration PH 256 transmutation wizard 6 personal target

-------------------------------------
Bard LVL 6
1 hindsight SpC 114 divination bard 6, sorcerer/wizard 9 60 ft. area
2 ray of light SpC 167 evocation [light] bard 6, sorcerer/wizard 6 close (25 ft. + 5 ft./2 levels) effect
3 veil PH 298 illusion (glamer) bard 6, sorcerer/wizard 6 long (400 ft. + 40 ft./level) target
4 nixie's grace SpC 148 transmutation [water] bard 6 personal target
5 dirge SpC 65 evocation [sonic] bard 6 50 ft. area
6 sympathetic vibration PH 291 evocation [sonic] bard 6 touch target
7 revenance SpC 175 conjuration (healing) bard 6, blackguard 4, cleric 4, paladin 4 touch target
8 find the path PH 230 divination bard 6, Cavern 6, cleric 6, druid 6, Elf 6, Elysium 6, Knowledge 6, Travel 6 personal or touch target
9 cat's grace, mass PH 208 transmutation bard 6, Celerity 7, druid 6, sorcerer/wizard 6 close (25 ft. + 5 ft./2 levels) target
10 animate objects PH 199 transmutation bard 6, Chaos 6, cleric 6, Limbo 6 medium (100 ft. + 10 ft./level) target
11 geas/quest PH 234 enchantment (compulsion) [language-dependent, mind-affecting] bard 6, Charm 6, cleric 6, Domination 6, Fate 6, Inquisition 6, Nobility 6, sorcerer/wizard 6, Tyranny 6 close (25 ft. + 5 ft./2 levels) 12

target
13 resistance, superior SpC 174 abjuration bard 6, cleric 6, druid 6, sorcerer/wizard 6 touch target
14 cure moderate wounds, mass PH 216 conjuration (healing) bard 6, cleric 6, druid 7 close (25 ft. + 5 ft./2 levels) target
15 summon monster VI PH 287 conjuration (summoning) [see text for summon monster i] bard 6, cleric 6, sorcerer/wizard 6, Storm 6 close (25 ft. + 5 ft./2 levels) effect
16 scrying, greater PH 275 divination (scrying) bard 6, cleric 7, Dream 7, druid 7, Oracle 7, Planning 7, sorcerer/wizard 7 see text effect
17 symphonic nightmare SpC 218 enchantment (compulsion) [mind-affecting] bard 6, cleric 7, sorcerer/wizard 7 touch; see text target
18 permanent image PH 260 illusion (figment) bard 6, Creation 7, Moon 6, sorcerer/wizard 6 long (400 ft. + 40 ft./level) effect
19 Otto's irresistible dance PH 259 enchantment (compulsion) [mind-affecting] bard 6, Gnome 8, Limbo 8, sorcerer/wizard 8 touch target
20 project image PH 265 illusion (shadow) bard 6, Illusion 7, sorcerer/wizard 7 medium (100 ft. + 10 ft./level) effect
21 eyebite PH 228 necromancy [evil] bard 6, orc 6, Scalykind 6, sorcerer/wizard 6, Suffering 7 close (25 ft. + 5 ft./2 levels) target
22 charm monster, mass PH 209 enchantment (charm) [mind-affecting] bard 6, Pride 9, sorcerer/wizard 8, Tyranny 8 close (25 ft. + 5 ft./2 levels) target
23 analyze dweomer PH 197 divination bard 6, sorcerer/wizard 6 close (25 ft. + 5 ft./2 levels) target
24 programmed image PH 265 illusion (figment) bard 6, sorcerer/wizard 6 long (400 ft. + 40 ft./level) effect
25 shout, greater PH 279 evocation [sonic] bard 6, sorcerer/wizard 8, Wrath 8 60 ft. area


------------------------
Cleric Lvl 6
1 blade barrier PH 205 evocation [force] Celestia 6, cleric 6, Good 6, Metal 6, War 6 medium (100 ft. + 10 ft./level) effect
2 bear's endurance, mass PH 203 transmutation Celestia 6, cleric 6, druid 6, sorcerer/wizard 6 touch target
3 inflict moderate wounds, mass PH 244 necromancy cleric 6 close (25 ft. + 5 ft./2 levels) target
4 rejection SpC 172 abjuration cleric 6 60 ft. area
5 planar exchange SpC 159 conjuration (calling) [see text for lesser planar exchange] cleric 6 0 ft. effect
6 revive outsider SpC 175 conjuration (healing) cleric 6 touch target
7 spider plague SpC 201 conjuration (summoning) [see text] cleric 6 close (25 ft. + 5 ft./2 levels) effect
8 summon babau demon SpC 213 conjuration (summoning) [chaotic, evil] cleric 6 close (25 ft. + 5 ft./2 levels) effect
9 zealot pact SpC 244 evocation cleric 6, Competition 6, Pact 6 touch target
10 create undead PH 215 necromancy [evil] cleric 6, Death 6, Evil 6, sorcerer/wizard 6, Undeath 6 close (25 ft. + 5 ft./2 levels) target
11 cold snap SpC 50 transmutation [cold] cleric 6, druid 5 1 mile area
12 ice flowers SpC 119 transmutation [cold] cleric 6, druid 5 long (400 ft. + 40 ft./level) area
13 mantle of the icy soul SpC 138 transmutation [cold] cleric 6, druid 5 touch target
14 cometfall SpC 50 conjuration (creation) cleric 6, druid 6 medium (100 ft. + 10 ft./level) effect
15 hide the path SpC 114 abjuration cleric 6, druid 6 anywhere in the area to be warded area
16 vigorous circle SpC 229 conjuration (healing) cleric 6, druid 6 20 ft. target
17 owl's wisdom, mass PH 259 transmutation cleric 6, druid 6, sorcerer/wizard 6 close (25 ft. + 5 ft./2 levels) target
18 energy immunity SpC 80 abjuration cleric 6, druid 6, sorcerer/wizard 7 touch target
19 heal PH 239 conjuration (healing) cleric 6, druid 7, Healing 6 touch target
20 word of recall PH 303 conjuration (teleportation) cleric 6, druid 8, Halfling 8 unlimited target
21: bolt of glory SpC 35 evocation [good] cleric 6, Glory 6 close (25 ft. + 5 ft./2 levels) effect
22: forbiddance PH 232 abjuration cleric 6, Hatred 6, Pride 6, Wealth 6 medium (100 ft. + 10 ft./level) area
23: symbol of persuasion PH 290 enchantment (charm) [mind-affecting] cleric 6, Lust 6, sorcerer/wizard 6 0 ft.; see text effect
24: visage of the deity SpC 230 transmutation [evil or good] cleric 6, Mysticism 6 personal target
25: glyph of warding, greater PH 237 abjuration cleric 6, Rune 6 touch target or area
26: lucent lance SpC 134 transmutation [light] cleric 6, sorcerer/wizard 5 close (25 ft. + 5 ft./2 levels) effect
27: stone body SpC 207 transmutation cleric 6, sorcerer/wizard 6 personal target
28: symbol of fear PH 290 necromancy [fear, mind-affecting] cleric 6, sorcerer/wizard 6 0 ft.; see text effect
29: undeath to death PH 297 necromancy cleric 6, sorcerer/wizard 6 medium (100 ft. + 10 ft./level) area
30: barghest's feast SpC 24 necromancy [evil] cleric 6, sorcerer/wizard 7 touch target
31: ghost trap SpC 103 abjuration cleric 6, sorcerer/wizard 7 5 ft./level area
32: make manifest, mass SpC 137 transmutation cleric 6, sorcerer/wizard 8 close (25 ft. + 5 ft./2 levels) area
33: planar ally PH 261 conjuration (calling) [see text for lesser planar ally] cleric 6, Summoner 6 close (25 ft. + 5 ft./2 levels) effect
34 sarcophagus of stone SpC 180 conjuration (creation) cleric lvl 6 n/a n/a n/a
------------------------------------------
Domain Lvl 6
1: hold monster PH 241 enchantment (compulsion) [mind-affecting] Mechanus 6, Law 6, sorcerer/wizard 9 medium (100 ft. + 10 ft./level) target
4: anyspell, greater SpC 15 transmutation Spell 6 personal target
5: spider curse SpC 200 transmutation [mind-affecting] Spider 6 medium (100 ft. + 10 ft./level) target
6: curse of lycanthropy SpC 57 necromancy Pestilence 6 touch target
7: magic jar PH 250 necromancy Envy 6, sorcerer/wizard 5 medium (100 ft. + 10 ft./level) target
8 eyes of the king SpC 87 conjuration (summoning) [evil] Hunger 6 unlimited effect
9 guards and wards PH 237 abjuration Greed 6, sorcerer/wizard 6 Anywhere within the area to be warded area
10 dream sight SpC 74 divination Dream 6 see text target
11 dispelling screen, greater SpC 67 abjuration Drow 6, sorcerer/wizard 7 close (25 ft. + 5 ft./2 levels) effect
12 stoneskin PH 284 abjuration Dragon 6, druid 5, Earth 6, sorcerer/wizard 4, Strength 6 touch target
13 prying eyes PH 266 divination Darkness 6, orc 5, sorcerer/wizard 5 One mile effect
14 awaken undead SpC 21 necromancy [evil] Deathbound 6, sorcerer/wizard 7 close (25 ft. + 5 ft./2 levels) target
15: wall of gears SpC 233 conjuration (creation) Mechanus 6, sorcerer/wizard 6 medium (100 ft. + 10 ft./level) effect
16 probe thoughts SpC 162 divination [mind-affecting] Mind 6, sorcerer/wizard 6 close (25 ft. + 5 ft./2 levels) target
17 Otiluke's freezing sphere PH 258 evocation [cold] Ocean 6, sorcerer/wizard 6 long (400 ft. + 40 ft./level) target, effect, or area
18 waves of fatigue PH 301 necromancy Hades 6, Sloth 6, sorcerer/wizard 5 30 ft. area
19 phantasmal thief SpC 155 conjuration (creation) Greed 8, sorcerer/wizard 5 close (25 ft. + 5 ft./2 levels) effect
20 stone spiders SpC 209 transmutation Spider 7 close (25 ft. + 5 ft./2 levels) target
21 cone of cold PH 212 evocation [cold] Cold 6, sorcerer/wizard 5, Water 6 60 ft. area
22 fantastic machine SpC 88 conjuration [creation] Craft 6, Gnome 6 medium (100 ft. + 10 ft./level) effect
23 wind walk PH 302 transmutation [air] Celerity 6, cleric 6, druid 7 touch target
24 fox's cunning, mass PH 233 transmutation Baator 6, bard 6, sorcerer/wizard 6 close (25 ft. + 5 ft./2 levels) target
25 banishment PH 203 abjuration Balance 6, cleric 6, Portal 6, Retribution 6, sorcerer/wizard 7 close (25 ft. + 5 ft./2 levels) target
26 heroes' feast PH 240 conjuration [creation] Arborea 6, bard 6, cleric 6, Community 6, Creation 6, Courage 6, Family 6, Gluttony 6, Planning 6, Renewal 6 close (25 ft. + 5 ft./2 levels) effect
27 eagle's splendor, mass PH 225 transmutation Arborea 6,bard 6, cleric 6, sorcerer/wizard 6 close (25 ft. + 5 ft./2 levels) target
28 antilife shell PH 199 abjuration Animal 6, cleric 6, druid 6 10 ft. area
29 chain lightning PH 208 evocation [electricity] Air 6, sorcerer/wizard 6 long (400 ft. + 40 ft./level) target
30 harm PH 239 necromancy Abyss 6, cleric 6, Destruction 6, Suffering 6 touch target
31 bull's strength, mass PH 207 transmutation Abyss 6, cleric 6, druid 6, sorcerer/wizard 6 close (25 ft. + 5 ft./2 levels) target
32 dominate person PH 224 enchantment (compulsion) [mind-affecting] Baator 6,bard 4, Domination 4, sorcerer/wizard 5 close (25 ft. + 5 ft./2 levels) target
----------------------------------
Druid Lvl 6
1 bite of the weretiger SpC 28 transmutation druid 5, sorcerer/wizard 6 personal target
2 cloak of the sea SpC 48 transmutation druid 5, sorcerer/wizard 6 touch target
3 anger of the noonday sun SpC 11 evocation [light] druid 6 20 feet area
4 animate snow SpC 12 transmutation [cold] druid 6 medium (100 ft. + 10 ft./level) target
5 blood sirocco SpC 33 evocation druid 6 60 ft. effect
6 dinosaur stampede SpC 64 evocation [force] druid 6 medium (100 ft. + 10 ft./level) area
7 drown SpC 74 conjuration (creation) [water] druid 6 close (25 ft. + 5 ft./2 levels) target
8 enveloping cocoon SpC 83 evocation [force] druid 6 medium (100 ft. + 10 ft./level) effect
9 freeze SpC 99 conjuration (creation) [cold] druid 6 medium (100 ft. + 10 ft./level) effect
10 hungry gizzard SpC 117 conjuration (creation) druid 6 medium (100 ft. + 10 ft./level) target
11 ironwood PH 246 transmutation druid 6 0 ft. effect
12 miasma SpC 141 evocation druid 6 close (25 ft. + 5 ft./2 levels) target
13 phantasmal disorientation SpC 155 illusion (phantasm) [mind-affecting] druid 6 medium (100 ft. + 10 ft./level) target
14 spellstaff PH 282 transmutation druid 6 touch target
15 stonehold SpC 209 conjuration (creation) [earth] druid 6 medium (100 ft. + 10 ft./level) area
16 summon greater elemental SpC 214 conjuration (summoning) [see text] druid 6 close (25 ft. + 5 ft./2 levels) effect
17 summon nature's ally VI PH 289 conjuration (summoning) [see text] druid 6 close (25 ft. + 5 ft./2 levels) effect
18 tidal surge SpC 220 evocation [water] druid 6 medium (100 ft. + 10 ft./level) target
19 tortoise shell SpC 221 transmutation druid 6 touch target
20 transport via plants PH 295 transmutation druid 6 unlimited target
21 liveoak PH 248 transmutation druid 6, Elf 7 touch target
23 fire seeds PH 230 conjuration (creation) [fire] druid 6, Fire 6, Sun 6 touch target
24 move earth PH 257 transmutation [earth] druid 6, Halfling 6, sorcerer/wizard 6 long (400 ft. + 40 ft./level) area
25 repel wood PH 271 transmutation druid 6, Plant 6 60 ft. area
26 : fires of purity SpC 94 evocation [fire] druid 6, Purification 6, sorcerer/wizard 6 touch target
27 : aspect of the earth hunter SpC 16 transmutation druid 6, ranger 4 personal target
28: extract water elemental SpC 86 transmutation [water] druid 6, sorcerer/wizard 6 close (25 ft. + 5 ft./2 levels) target
29: bite of the werebear SpC 28 transmutation druid 6, sorcerer/wizard 7 personal target
30: stone tell PH 284 divination Dwarf 6, druid 6 personal target
--------------------------

ocel
2010-06-30, 02:00 PM
===========
1d10 to decide class's spells, 1-2 sorcerer/ 3 cleric/4 domains/5- druid/7-paladin/8-ranger/9 black guard
-----------------------
%roll Name Source Page School Class/Level Range T/E/A
===============
Sorcerer/Wizard LVL 7
1 animate breath SpC 11 transmutation sorcerer/wizard 7 personal target
2 antimagic ray SpC 14 abjuration sorcerer/wizard 7 close (25 ft. + 5 ft./2 levels) effect
3 arcane sight, greater PH 201 divination sorcerer/wizard 7 personal target
4 arrow of bone SpC 16 necromancy [death] sorcerer/wizard 7 touch target
5 body of war SpC 35 transmutation sorcerer/wizard 7 personal target
6 delayed blast fireball PH 217 evocation [fire] sorcerer/wizard 7 long (400 ft. + 40 ft./level) area
7 elemental body SpC 78 transmutation [see text] sorcerer/wizard 7 personal target
8 emerald flame fist SpC 79 evocation [fire] sorcerer/wizard 7 touch target
9 energy transformation field SpC 80 transmutation sorcerer/wizard 7 close (25 ft. + 5 ft./2 levels) area
10 glass strike SpC 106 transmutation sorcerer/wizard 7 close (25 ft. + 5 ft./2 levels) target
11 hiss of sleep SpC 114 enchantment (compulsion) [mind-affecting] sorcerer/wizard 7 close (25 ft. + 5 ft./2 levels) target
12 hold person PH 241 enchantment (compulsion) [mind-affecting] sorcerer/wizard 7 medium (100 ft. + 10 ft./level) target
13 ice claw SpC 118 evocation [cold] sorcerer/wizard 7 medium (100 ft. + 10 ft./level) effect
14 invisibility, mass PH 245 illusion (glamer) sorcerer/wizard 7 long (400 ft. + 40 ft./level) target
15 ironguard SpC 125 abjuration sorcerer/wizard 7 touch target
16 kiss of the vampire SpC 128 necromancy sorcerer/wizard 7 personal target
17 Mordenkainen's sword PH 256 evocation [force] sorcerer/wizard 7 close (25 ft. + 5 ft./2 levels) effect
18 prismatic eye SpC 161 evocation sorcerer/wizard 7 medium (100 ft. + 10 ft./level) effect
19 prismatic spray PH 264 evocation sorcerer/wizard 7 60 ft. area
20 rebuke, final SpC 170 enchantment (compulsion) [fear, mind-affecting] sorcerer/wizard 7 close (25 ft. + 5 ft./2 levels) target
21 shadow conjuration, greater PH 276 illusion (shadow) sorcerer/wizard 7 see text see text
22 solipsism SpC 194 illusion (phantasm) [mind-affecting] sorcerer/wizard 7 medium (100 ft. + 10 ft./level) target
23 spell matrix SpC 199 transmutation sorcerer/wizard 7 personal effect
24 statue PH 284 transmutation sorcerer/wizard 7 touch target
25 stun ray SpC 211 conjuration (creation) [electricity] sorcerer/wizard 7 close (25 ft. + 5 ft./2 levels) effect
26 submerge ship SpC 211 evocation [water] sorcerer/wizard 7 touch target
27 sword of darkness SpC 217 necromancy [evil] sorcerer/wizard 7 medium (100 ft. + 10 ft./level) effect
28 synostodweomer SpC 218 transmutation sorcerer/wizard 7 personal target
29 transfix SpC 222 enchantment (compulsion) [mind-affecting] sorcerer/wizard 7 medium (100 ft. + 10 ft./level) area
30 Bigby's grasping hand PH 204 evocation [force] sorcerer/wizard 7, Strength 7, Tyranny 7 medium (100 ft. + 10 ft./level) effect
31 teleport, greater PH 293 conjuration (teleportation) sorcerer/wizard 7, Travel 7 personal and touch effect
32 phase door PH 261 conjuration (creation) sorcerer/wizard 7, Travel 8 0 ft. effect
33 control undead PH 214 necromancy sorcerer/wizard 7, Undeath 7 close (25 ft. + 5 ft./2 levels) target
34 sequester PH 276 abjuration sorcerer/wizard 7, Wealth 7 touch target
---------------------------------
Domain Lvl 7
1: scourge SpC 181 necromancy Pestilence 7 long (400 ft. + 40 ft./level) target
2: screen PH 274 illusion (glamer) Gnome 7, Illusion 8, sorcerer/wizard 8, Trickery 7 close (25 ft. + 5 ft./2 levels) area
3: stone to flesh PH 285 transmutation Gluttony 7, sorcerer/wizard 6 medium (100 ft. + 10 ft./level) target
4: vision PH 298 divination Fate 7, sorcerer/wizard 7 personal target
5 limited wish PH 248 universal Envy 7, sorcerer/wizard 7, Spell 7 see text target, effect, or area
6 avasculate SpC 19 necromancy [death, evil] Deathbound 7, sorcerer/wizard 7 close (25 ft. + 5 ft./2 levels) effect
7 dragon ally SpC 72 conjuration (calling) Dragon 7, sorcerer/wizard 7 close (25 ft. + 5 ft./2 levels) effect
8 disintegrate PH 222 transmutation Destruction 7, sorcerer/wizard 6 medium (100 ft. + 10 ft./level) effect
9 teleport object PH 293 conjuration (teleportation) Greed 7, sorcerer/wizard 7 touch target
10 regenerate PH 270 conjuration (healing) Celestia 7, cleric 7, Competition 7, druid 9, Healing 7 touch target
11 insanity PH 244 enchantment (compulsion) [mind-affecting] Charm 7, Limbo 6, Madness 7, Moon 7, sorcerer/wizard 7 medium (100 ft. + 10 ft./level) target
12 word of chaos PH 303 evocation [chaotic, sonic] Chaos 7, cleric 7, Drow 7, Limbo 7 40 ft. area
13 maw of stone SpC 140 transmutation Cavern 7 close (25 ft. + 5 ft./2 levels) effect
14 word of balance SpC 242 evocation [sonic] Balance 7, druid 7 30 ft. target
15 repulsion PH 271 abjuration Baator 7, cleric 7, Force 6, Nobility 7, Protection 7, sorcerer/wizard 6 Up to 10 ft./level area
16 animal shapes PH 198 transmutation Animal 7, druid 8, Moon 8, Scalykind 8 close (25 ft. + 5 ft./2 levels) target
17 control weather PH 214 transmutation Air 7, cleric 7, Cold 7, Elysium 7, druid 7, sorcerer/wizard 7, Storm 7, Windstorm 7 2 miles area
18 summon monster VII PH 287 conjuration (summoning) [see text for summon monster i] Abyss 7, Arborea 7, Baator 7, Celestia 7, cleric 7, sorcerer/wizard 7, Summoner 7 close (25 ft. + 5 ft./2 levels) effect
19 destruction PH 218 necromancy [death] Abyss 7, cleric 7, Death 7, Slime 7 close (25 ft. + 5 ft./2 levels) target
20 spell turning PH 282 abjuration Arborea 7, Baator 8, Luck 7, Magic 7, Retribution 7, sorcerer/wizard 7 personal target


--------------------------
Cleric Lvl 7

6 blood to water SpC 33 necromancy [water] cleric 7 close (25 ft. + 5 ft./2 levels) effect
7 consumptive field, greater SpC 51 necromancy [death, evil] cleric 7 30 ft. area
8 death dragon SpC 60 necromancy [evil, fear, mind-affecting] cleric 7 personal effect
9 fortunate fate SpC 99 conjuration (healing) cleric 7 touch target
10 holy star SpC 115 abjuration cleric 7 0 ft. effect
11 holy transformation SpC 116 transmutation [good] cleric 7 personal target
12 infernal transformation SpC 122 transmutation [evil] cleric 7 personal target
13 inflict serious wounds, mass PH 244 necromancy cleric 7 close (25 ft. + 5 ft./2 levels) target
14 restoration, mass SpC 174 conjuration (healing) cleric 7 close (25 ft. + 5 ft./2 levels) target
15 resurrection PH 272 conjuration (healing) cleric 7 touch target
16 spell resistance, mass SpC 199 abjuration cleric 7 close (25 ft. + 5 ft./2 levels) target
17 withering palm SpC 241 necromancy cleric 7 touch target
18 refuge PH 269 conjuration (teleportation) cleric 7, Community 7, Family 7, Liberation 7, Lust 7, sorcerer/wizard 9 touch target
19 slime wave SpC 192 conjuration (summoning) cleric 7, druid 7 close (25 ft. + 5 ft./2 levels) area
20 brilliant blade SpC 40 transmutation cleric 7, druid 7, sorcerer/wizard 6 close (25 ft. + 5 ft./2 levels) target
22 cure serious wounds, mass PH 216 conjuration (healing) cleric 7, druid 8 close (25 ft. + 5 ft./2 levels) target
23 dictum PH 220 evocation [lawful, sonic] cleric 7, Dwarf 7, Inquisition 7, Law 7, Mechanus 7 40 ft. area
24 holy word PH 242 evocation [good, sonic] cleric 7, Elysium 7, Good 7, Mysticism 7 40 ft. area
25 blasphemy PH 205 evocation [evil, sonic] cleric 7, Evil 7, Hades 7, Hatred 7, Mysticism 7, Orc 7 30 ft. area
26 brain spider SpC 38 divination [mind-affecting] cleric 7, Mind 7 long (400 ft. + 40 ft./level) target
27 renewal pact SpC 173 conjuration (healing) cleric 7, Pact 7 touch target
28 restoration, greater PH 272 conjuration (healing) cleric 7, Renewal 7 touch target
29 call kolyarut SpC 42 conjuration (calling) [lawful] cleric 7, sorcerer/wizard 7 close (25 ft. + 5 ft./2 levels) effect
30 energy ebb SpC 80 necromancy [evil] cleric 7, sorcerer/wizard 7 close (25 ft. + 5 ft./2 levels) effect
31 ethereal jaunt PH 227 transmutation cleric 7, sorcerer/wizard 7 personal target
32 evil glare SpC 85 necromancy [evil, fear, mind-affecting] cleric 7, sorcerer/wizard 7 30 ft. target
33 planar bubble SpC 158 abjuration cleric 7, sorcerer/wizard 7 touch area
34 radiant assault SpC 164 evocation [light] cleric 7, sorcerer/wizard 7 long (400 ft. + 40 ft./level) area
35 symbol of stunning PH 291 enchantment (compulsion) [mind-affecting] cleric 7, sorcerer/wizard 7 0 ft.; see text effect
36 symbol of weakness PH 291 necromancy cleric 7, sorcerer/wizard 7 0 ft.; see text effect
37 bestow curse, greater SpC 27 necromancy cleric 7, sorcerer/wizard 8 touch target
38 plane shift, greater SpC 159 conjuration (teleportation) cleric 7, sorcerer/wizard 8 touch target
39 major creation PH 252 conjuration (creation) Craft 7, Creation 5, sorcerer/wizard 5 close (25 ft. + 5 ft./2 levels) effect
40


----------------
Druid Lvl 7
37 aura of vitality SpC 18 transmutation druid 7 close (25 ft. + 5 ft./2 levels) target
38 changestaff PH 208 transmutation druid 7 touch target
39 master earth SpC 139 transmutation druid 7 personal target
40 storm of elemental fury SpC 209 conjuration (summoning) druid 7 long (400 ft. + 40 ft./level) effect
41 storm tower SpC 210 abjuration [air] druid 7 long (400 ft. + 40 ft./level) area
42 summon nature's ally VII PH 289 conjuration (summoning) [see text] druid 7 close (25 ft. + 5 ft./2 levels) effect
43 swamp lung SpC 216 conjuration (creation) druid 7 medium (100 ft. + 10 ft./level) target
44 sunbeam PH 289 evocation [light] druid 7, Glory 7, Sun 7 60 ft. area
45 transmute metal to wood PH 294 transmutation druid 7, Metal 7 long (400 ft. + 40 ft./level) area
46 waterspout SpC 236 conjuration (creation) [water] druid 7, Ocean 7 long (400 ft. + 40 ft./level) effect
47 animate plants PH 199 transmutation druid 7, Plant 7 close (25 ft. + 5 ft./2 levels) target
48 creeping doom PH 215 conjuration (summoning) druid 7, Scalykind 7, Spider 8 close (25 ft. + 5 ft./2 levels) effect
49 shifting paths SpC 188 illusion (glamer) druid 7, sorcerer/wizard 8 medium (100 ft. + 10 ft./level) area
50 cloud-walkers SpC 49 transmutation druid 7, Windstorm 6 touch target
51 Drawmij's instant summons PH 225 conjuration (summoning) Rune 7, sorcerer/wizard 7 see text target
52 field of ghouls SpC 90 necromancy [death, evil] Hunger 7 30 ft. area

ocel
2010-06-30, 02:01 PM
-------------------
1d10 to decide class's spells, 1-2 sorcerer/ 3 cleric/4 domains/5- druid/7-paladin/8-ranger/9 black guard
-----------------------
%roll Name Source Page School Class/Level Range T/E/A
----------------------
Sorcerer/Wizard LVL 8

1 binding PH 204 enchantment (compulsion) [mind-affecting] sorcerer/wizard 8 close (25 ft. + 5 ft./2 levels) target
2 blackfire SpC 29 necromancy [evil] sorcerer/wizard 8 medium (100 ft. + 10 ft./level) effect
3 clone PH 210 necromancy sorcerer/wizard 8 0 ft. effect
4 excavate SpC 85 transmutation sorcerer/wizard 8 close (25 ft. + 5 ft./2 levels) effect
5 field of icy razors SpC 90 evocation [cold] sorcerer/wizard 8 medium (100 ft. + 10 ft./level) target
6 flensing SpC 95 transmutation [evil] sorcerer/wizard 8 close (25 ft. + 5 ft./2 levels) target
7 ghostform SpC 103 transmutation sorcerer/wizard 8 personal target
8 heart of stone SpC 111 necromancy sorcerer/wizard 8 personal target
9 invisibility, superior SpC 125 illusion (glamer) sorcerer/wizard 8 personal target
10 lightning ring SpC 132 evocation [electricity] sorcerer/wizard 8 personal effect
11 maddening whispers SpC 135 enchantment (compulsion) [mind-affecting] sorcerer/wizard 8 close (25 ft. + 5 ft./2 levels) target
12 planar binding, greater PH 261 conjuration (calling) [see text for lesser planar binding] sorcerer/wizard 8 close (25 ft. + 5 ft./2 levels) target
13 prismatic wall PH 264 abjuration sorcerer/wizard 8 close (25 ft. + 5 ft./2 levels) effect
14 prying eyes, greater PH 267 divination sorcerer/wizard 8 One mile effect
15 scintillating pattern PH 274 illusion (pattern) [mind-affecting] sorcerer/wizard 8 close (25 ft. + 5 ft./2 levels) effect
16 shadow evocation, greater PH 277 illusion (shadow) sorcerer/wizard 8 see text see text
17 skeletal guard SpC 191 necromancy [evil] sorcerer/wizard 8 touch target
18 stunning breath, greater SpC 211 transmutation sorcerer/wizard 8 personal target
19 temporal stasis PH 293 transmutation sorcerer/wizard 8 touch target
20 wrathful castigation SpC 243 enchantment (compulsion) [mind-affecting] sorcerer/wizard 8 close (25 ft. + 5 ft./2 levels) target
21 Bigby's clenched fist PH 203 evocation [force] sorcerer/wizard 8, Strength 8 medium (100 ft. + 10 ft./level) effect
22 incendiary cloud PH 244 conjuration (creation) [fire] Fire 8, sorcerer/wizard 8 medium (100 ft. + 10 ft./level) effect
23 Otiluke's telekinetic sphere PH 259 evocation [force] Force 8, sorcerer/wizard 8 close (25 ft. + 5 ft./2 levels) effect
24 waves of exhaustion PH 301 necromancy Hades 8, Sloth 8, sorcerer/wizard 7 60 ft. area
25 bite of the king SpC 28 necromancy Gluttony 8, Hunger 8 touch target
26 simulacrum PH 279 illusion (shadow) Envy 8, sorcerer/wizard 7 0 ft. effect
27 iron body PH 245 transmutation Earth 8, Mechanus 8, Metal 8, sorcerer/wizard 8 personal target
28 crown of glory SpC 56 enchantment (compulsion) [mind-affecting] Glory 8 20 ft. target
29 spell engine SpC 198 abjuration [force] wizardard 8 close (25 ft. + 5 ft./2 levels) effect

-----------------------------------------
Druid Lvl 8
1 awaken, mass SpC 21 transmutation druid 8 medium (100 ft. + 10 ft./level) target
2 bombardment SpC 37 conjuration (creation) druid 8 long (400 ft. + 40 ft./level) area
3 cocoon SpC 49 conjuration (creation) druid 8 close (25 ft. + 5 ft./2 levels) target
4 deadfall SpC 59 conjuration (creation) druid 8 long (400 ft. + 40 ft./level) effect
5 phantom wolf SpC 157 conjuration (summoning) druid 8 medium (100 ft. + 10 ft./level) effect
6 red tide SpC 170 evocation [water] druid 8 medium (100 ft. + 10 ft./level) area
7 unyielding roots SpC 228 transmutation druid 8 touch target
8 sunburst PH 289 evocation [light] druid 8, Elf 8, Elysium 8, Purification 8, sorcerer/wizard 8, Sun 8 long (400 ft. + 40 ft./level) area
9 repel metal or stone PH 271 abjuration [earth] druid 8, Metal 9 60 ft. area
10 maelstrom SpC 135 conjuration (creation) [water] druid 8, Ocean 8 long (400 ft. + 40 ft./level) effect
11 control plants PH 213 transmutation druid 8, Plant 8 close (25 ft. + 5 ft./2 levels) target
12 reverse gravity PH 273 transmutation druid 8, sorcerer/wizard 7 medium (100 ft. + 10 ft./level) area
-------------------------------
domains Lvl 8

1 true creation SpC 224 conjuration (creation) Creation 8 0 ft. effect
2 power word blind PH 263 enchantment (compulsion) [mind-affecting] Creation 8, Slime 8, sorcerer/wizard 7, War 7 close (25 ft. + 5 ft./2 levels) target
3 horrid wilting PH 242 necromancy Pestilence 8, sorcerer/wizard 8, Suffering 9, Water 8 long (400 ft. + 40 ft./level) target
4 maze PH 252 conjuration (teleportation) Portal 8, sorcerer/wizard 8 close (25 ft. + 5 ft./2 levels) target
5 polymorph any object PH 263 transmutation Renewal 8, sorcerer/wizard 8, Trickery 8 close (25 ft. + 5 ft./2 levels) target
6 maddening scream SpC 135 enchantment (compulsion) [mind-affecting] Madness 8 touch target
7 forcecage PH 233 evocation [force] Craft 8, Force 7, sorcerer/wizard 7 close (25 ft. + 5 ft./2 levels) area
8 polar ray PH 262 evocation [cold] Cold 8, sorcerer/wizard 8 close (25 ft. + 5 ft./2 levels) effect
9 moment of prescience PH 255 divination Competition 8, Elysium 9, Luck 8, sorcerer/wizard 8 personal target
10 Mordenkainen's magnificent mansion PH 256 conjuration (creation) Community 8, sorcerer/wizard 7, Trade 7 close (25 ft. + 5 ft./2 levels) effect
11 avascular mass SpC 19 necromancy [death, evil] Deathbound 8, sorcerer/wizard 8 close (25 ft. + 5 ft./2 levels) effect
12 true domination SpC 224 enchantment (compulsion) [mind-affecting] Domination 8 medium (100 ft. + 10 ft./level) target
13 shield of law PH 278 abjuration [lawful] Celestia 8, cleric 8, Inquisition 8, Law 8, Mechanus 8 20 ft. target
14 power word stun PH 263 enchantment (compulsion) [mind-affecting] Celestia 8, Dream 8, sorcerer/wizard 8, War 8 close (25 ft. + 5 ft./2 levels) target
15 cloak of chaos PH 210 abjuration [chaotic] Chaos 8, cleric 8, Limbo 8, Orc 8 20 ft. target
16 earthquake PH 225 evocation [earth] Cavern 8, cleric 8, Destruction 8, druid 8, Earth 7 long (400 ft. + 40 ft./level) area
17 summon nature's ally VIII PH 289 conjuration (summoning) [see text] Animal 8, druid 8 close (25 ft. + 5 ft./2 levels) effect
18 whirlwind PH 301 evocation [air] Air 8, druid 8, Storm 8, Windstorm 8 long (400 ft. + 40 ft./level) effect
19 bodak's glare SpC 34 necromancy [death, evil] Abyss 8, cleric 8 30 ft. target
20 finger of death PH 230 necromancy [death] Abyss 8, druid 8, sorcerer/wizard 7 close (25 ft. + 5 ft./2 levels) target
21 heroism, greater PH 240 enchantment (compulsion) [mind-affecting] Arborea 8, bard 5, Courage 7, Pride 7, sorcerer/wizard 6 touch target
22 mind blank PH 253 abjuration Arborea 8, Fate 8, Liberation 8, Mentalism 8, Mind 8, Protection 8, sorcerer/wizard 8, Trade 8 close (25 ft. + 5 ft./2 levels) target
23 demand PH 217 enchantment (compulsion) [mind-affecting] Baator 8, Charm 8, Nobility 8, sorcerer/wizard 8 see text target
24 protection from spells PH 266 abjuration Balance 8, Dwarf 8, Family 8, Magic 8, sorcerer/wizard 8 touch target

-----------------------------------------
Cleric Lvl 8
9 general of undeath SpC 102 necromancy [evil] cleric 8 personal target
10 heat drain SpC 112 necromancy [cold] cleric 8 20 ft. area
11 inflict critical wounds, mass PH 244 necromancy cleric 8 touch target
12 planar exchange, greater SpC 159 conjuration (calling) [see text for lesser planar exchange] cleric 8 0 ft. effect
13 lion's roar SpC 133 evocation [sonic] cleric 8, Courage 8 120 ft. area
14 create greater undead PH 215 necromancy [evil] cleric 8, Death 8, sorcerer/wizard 8, Undeath 8 close (25 ft. + 5 ft./2 levels) target
15 planar ally, greater PH 261 conjuration (calling) [see text for lesser planar ally] cleric 8, Drow 8, Summoner 8 close (25 ft. + 5 ft./2 levels) effect
16 fire storm PH 231 evocation [fire] cleric 8, druid 7, Fire 7 medium (100 ft. + 10 ft./level) area

17 stormrage SpC 210 transmutation [electricity] cleric 8, druid 8 personal target
18 brilliant aura SpC 39 transmutation cleric 8, druid 8, sorcerer/wizard 7 close (25 ft. + 5 ft./2 levels) target
19 death ward, mass SpC 61 necromancy cleric 8, druid 9 close (25 ft. + 5 ft./2 levels) target
20 cure critical wounds, mass PH 215 conjuration (healing) cleric 8, druid 9, Healing 8 close (25 ft. + 5 ft./2 levels) target
21 holy aura PH 241 abjuration [good] cleric 8, Elysium 8, Good 8, Mysticism 8 20 ft. target
22 unholy aura PH 297 abjuration [evil] cleric 8, Evil 8, Hades8, Mysticism 8 20 ft. target
23 discern location PH 221 divination cleric 8, Knowledge 8, Oracle 8, Planning 8, Retribution 8, sorcerer/wizard 8, Trade 9, Wealth 8 unlimited target
24 antimagic field PH 200 abjuration cleric 8, Magic 6, Protection 6, sorcerer/wizard 6, Spell 8 10 ft. area
25 death pact SpC 60 necromancy cleric 8, Pact 8 touch target
26 spell immunity, greater PH 282 abjuration cleric 8, Pride 8 touch target
28 symbol of death PH 289 necromancy [death] cleric 8, Rune 8, sorcerer/wizard 8 0 ft.; see text effect
29 dimensional lock PH 221 abjuration cleric 8, sorcerer/wizard 8 medium (100 ft. + 10 ft./level) area
30 fierce pride of the beastlands SpC 91 conjuration (summoning) [chaotic, good] cleric 8, sorcerer/wizard 8 medium (100 ft. + 10 ft./level) effect
31 summon monster VIII PH 287 conjuration (summoning) [see text for summon monster i] cleric 8, sorcerer/wizard 8 close (25 ft. + 5 ft./2 levels) effect
32 symbol of insanity PH 290 enchantment (compulsion) [mind-affecting] cleric 8, sorcerer/wizard 8 0 ft.; see text effect
33 veil of undeath SpC 229 necromancy [evil] cleric 8, sorcerer/wizard 8 personal target
34 wall of greater dispel magic SpC 234 abjuration cleric 8, sorcerer/wizard 8 close (25 ft. + 5 ft./2 levels) effect

ocel
2010-06-30, 02:02 PM
------------------------
1d10 to decide class's spells, 1-2 sorcerer/ 3 cleric/4 domains/5- druid/7-paladin/8-ranger/9 black guard
-----------------------
%roll Name Source Page School Class/Level Range T/E/A

-------------------------
Sorcerer/Wizard LVL 9
1 absorption SpC 6 abjuration sorcerer/wizard 9 personal target
2 black blade of disaster SpC 29 conjuration (creation) sorcerer/wizard 9 close (25 ft. + 5 ft./2 levels) effect
3 breath weapon admixture SpC 39 transmutation [see text] sorcerer/wizard 9 personal target
4 dragon ally, greater SpC 72 conjuration (calling) sorcerer/wizard 9 close (25 ft. + 5 ft./2 levels) effect
5 effulgent epuration SpC 78 abjuration sorcerer/wizard 9 close (25 ft. + 5 ft./2 levels) effect
6 enervating breath SpC 82 necromancy sorcerer/wizard 9 personal target
7 eye of power SpC 87 divination (scrying) sorcerer/wizard 9 unlimited effect
8 instant refuge SpC 124 evocation sorcerer/wizard 9 personal target
9 magic miasma SpC 137 abjuration sorcerer/wizard 9 medium (100 ft. + 10 ft./level) area
maw of chaos SpC 140 abjuration [chaotic] sorcerer/wizard 9 medium (100 ft. + 10 ft./level) area
10 meteor swarm PH 253 evocation [fire] sorcerer/wizard 9 long (400 ft. + 40 ft./level) area
11 programmed amnesia SpC 162 enchantment (compulsion) [mind-affecting] sorcerer/wizard 9 close (25 ft. + 5 ft./2 levels) target
12 reality maelstrom SpC 168 evocation sorcerer/wizard 9 medium (100 ft. + 10 ft./level) area
13 reaving dispel SpC 169 abjuration sorcerer/wizard 9 medium (100 ft. + 10 ft./level) area or target
14 spider shapes SpC 201 transmutation Spider 9 close (25 ft. + 5 ft./2 levels) target
15 replicate casting SpC 173 transmutation [see text] sorcerer/wizard 9 see text effect
16 shades PH 276 illusion (shadow) sorcerer/wizard 9 see text see text
17 spell matrix, greater SpC 199 transmutation sorcerer/wizard 9 personal effect
18 sphere of ultimate destruction SpC 200 conjuration (creation) sorcerer/wizard 9 medium (100 ft. + 10 ft./level) effect
-----------------------------------
Domain Lvl 9
1 teleportation circle PH 293 conjuration (teleportation) Rune 9, sorcerer/wizard 9 0 ft. effect
2 moonfire SpC 144 evocation [light] Moon 9 60 ft. area
3: Mordenkainen's disjunction PH 255 abjuration Magic 9, Mechanus 9, sorcerer/wizard 9, Spell 9 close (25 ft. + 5 ft./2 levels) area
4: unbinding SpC 225 abjuration Liberation 9, sorcerer/wizard 9 180 ft. area
5:wish PH 302 universal Envy 9, sorcerer/wizard 9 see text target, effect, or area
6: prismatic sphere PH 264 abjuration Family 9, Protection 9, sorcerer/wizard 9, Sun 9 10 ft. effect
7 : weird PH 301 illusion (phantasm) [fear, mind-affecting] Dream 9, Illusion 9, Madness 9, Mind 9, sorcerer/wizard 9 medium (100 ft. + 10 ft./level) target
8: wail of the banshee PH 298 necromancy [death, sonic] Death 9, Deathbound 9, Hatred 9, sorcerer/wizard 9 close (25 ft. + 5 ft./2 levels) area
9: pavilion of grandeur SpC 153 conjuration (creation) Creation 9 close (25 ft. + 5 ft./2 levels) effect
10: power word kill PH 263 enchantment (compulsion) [death, mind-affecting Creation 9, Orc 9, sorcerer/wizard 9, War 9 close (25 ft. + 5 ft./2 levels) target
11: obedient avalanche SpC 148 conjuration (creation) [cold] Cold 9, sorcerer/wizard 9 medium (100 ft. + 10 ft./level) effect
12: trap the soul PH 295 conjuration (summoning) Gluttony 9, Lust 9, sorcerer/wizard 8 close (25 ft. + 5 ft./2 levels) target
13: fantastic machine, greater SpC 89 conjuration [creation] Craft 9 medium (100 ft. + 10 ft./level) effect
14: Bigby's crushing hand PH 203 evocation [force] Force 9, sorcerer/wizard 9, Strength 9 medium (100 ft. + 10 ft./level) effect
15 weighed in the balance SpC 238 necromancy Balance 9 30 ft. area
16 imprisonment PH 244 abjuration Baator 9, Cavern 9, Inquisition 9, sorcerer/wizard 9 touch target
17 freedom PH 233 abjuration Arborea 9, Renewal 9, sorcerer/wizard 9 close (25 ft. + 5 ft./2 levels) target
18 summon monster IX PH 288 conjuration (summoning) [see text for summon monster i] Abyss 9, Arborea 9, Baator 9, Celestia 9, Chaos 9, cleric 9, Evil 9, Good 9, Law 9, sorcerer/wizard 9 close (25 ft. + 5 ft./2 levels)

effect
19 implosion PH 243 evocation Abyss 9, cleric 9, Destruction 9, Slime 9 close (25 ft. + 5 ft./2 levels) target
20 shapechange PH 277 transmutation Animal 9, druid 9, Limbo 9, Scalykind 9, sorcerer/wizard 9 personal target
21 elemental swarm PH 226 conjuration (summoning) [see text] Air 9, druid 9, Dwarf 9, Earth 9, Fire 9, Ocean 9, Water 9 medium (100 ft. + 10 ft./level) effect
22 cloak of bravery, greater SpC 48 abjuration [mind-affecting] Courage 9 1 mile; see text area

-------------------------
Cleric Lvl 9

15: hunters of Hades SpC 117 conjuration (summoning) [evil] cleric 9 medium (100 ft. + 10 ft./level) effect
16: vile death SpC 229 conjuration (calling) [evil] cleric 9, sorcerer/wizard 9 touch target
17: plague of undead SpC 158 necromancy [evil] cleric 9, sorcerer/wizard 9 close (25 ft. + 5 ft./2 levels) target
18 soul bind PH 281 necromancy cleric 9, sorcerer/wizard 9 close (25 ft. + 5 ft./2 levels) target
19 hellish horde SpC 113 conjuration (summoning) [evil, lawful] cleric 9, sorcerer/wizard 9 medium (100 ft. + 10 ft./level) effect\
20 heavenly host SpC 113 conjuration (summoning) [good, lawful] cleric 9, sorcerer/wizard 9 medium (100 ft. + 10 ft./level) effect
21 awaken construct SpC 21 transmutation cleric 9, sorcerer/wizard 9 touch target
22 abyssal army SpC 7 conjuration (summoning) [chaotic, evil] cleric 9, sorcerer/wizard 9 medium (100 ft. + 10 ft./level) effect
23 etherealness PH 228 transmutation cleric 9, Portal 7, sorcerer/wizard 9 touch; see text target
24 astral projection PH 201 necromancy cleric 9, Mentalism 9, Sloth 9, sorcerer/wizard 9, Travel 9 touch target
25 call marut SpC 42 conjuration (calling) [lawful] cleric 9, Mechanus 9, sorcerer/wizard 9 close (25 ft. + 5 ft./2 levels) effect
26 miracle PH 254 evocation cleric 9, Luck 9 see text target, effect, or area
27 energy drain PH 226 necromancy cleric 9, Hades 9, Hunger 9, sorcerer/wizard 9, Undeath 9 close (25 ft. + 5 ft./2 levels) effect
28 summon elemental monolith SpC 214 conjuration (summoning) [see text] cleric 9, druid 9, sorcerer/wizard 9 medium (100 ft. + 10 ft./level) effect
29 visage of the deity, greater SpC 231 transmutation [evil or good] cleric 9, Competition 9, Mysticism 9, Purification 9 personal target
30 undeath's eternal foe SpC 226 abjuration [good] cleric 9 close (25 ft. + 5 ft./2 levels) target
31 heal, mass PH 239 conjuration (healing) cleric 9, Community 9, Elysium 9, Healing 9 close (25 ft. + 5 ft./2 levels) target
32 gate PH 234 conjuration (creation or calling) cleric 9, Drow 9, Glory 9, Hades 9, Pact 9, Portal 9, sorcerer/wizard 9, Summoner 9 medium (100 ft. + 10 ft./level) effect
33 true resurrection PH 296 conjuration (healing) cleric 9 touch target
34 dominate monster PH 224 enchantment (compulsion) [mind-affecting] Charm 9, Dragon 9, sorcerer/wizard 9, Tyranny 9 close (25 ft. + 5 ft./2 levels) target
35 foresight PH 233 divination Celestia 9, druid 9, Fate 9, Halfling 9, Knowledge 9, Oracle 9, sorcerer/wizard 9, Time 8 personal or touch target
36 time stop PH 294 transmutation Celerity 9, Planning 9, sorcerer/wizard 9, Time 9, Trickery 9 personal target
37 otyugh swarm SpC 151 conjuration (creation) Pestilence 9 medium (100 ft. + 10 ft./level) effect
38 monstrous thrall SpC 142 enchantment (compulsion) [mind-affecting] Domination 9 medium (100 ft. + 10 ft./level) target
39
40


-----------------------------------------

Druid Lvl 9
1: cast in stone SpC 43 transmutation druid 9 personal target
2:whirlwind, greater SpC 239 evocation [air] druid 9, Windstorm 9 medium (100 ft. + 10 ft./level) effect
3: antipathy PH 200 enchantment (compulsion) [mind-affecting] druid 9, Elf 9, Hatred 8, Mentalism 7, sorcerer/wizard 8, Wealth 9 close (25 ft. + 5 ft./2 levels) target
4: transmute rock to lava SpC 222 transmutation [earth, fire] druid 9, sorcerer/wizard 9 medium (100 ft. + 10 ft./level) area
5: undermaster SpC 227 transmutation [earth] druid 9, sorcerer/wizard 9 personal target
6: summon nature's ally IX PH 289 conjuration (summoning) [see text] druid 9, Gnome 9 close (25 ft. + 5 ft./2 levels) effect
7 shambler PH 277 conjuration (creation) druid 9, Plant 9 medium (100 ft. + 10 ft./level) effect
8: storm of vengeance PH 285 conjuration (summoning) druid 9, cleric 9, Nobility 9, Retribution 9, Storm 9, Wrath 9 long (400 ft. + 40 ft./level) effect
9: perinarch, planar SpC 154 transmutation druid 9, Limbo 9, sorcerer/wizard 9 close (25 ft. + 5 ft./2 levels) n/a
10: drown, mass SpC 74 conjuration (creation) [water] druid 9 close (25 ft. + 5 ft./2 levels) target
11 sympathy PH 292 enchantment (compulsion) [mind-affecting] druid 9, Greed 9, Lust 8, sorcerer/wizard 8 close (25 ft. + 5 ft./2 levels) target
12: tsunami SpC 224 conjuration (creation) [water] druid 9 long (400 ft. + 40 ft./level) effect
13 shadow landscape SpC 184 illusion (shadow) druid 9 long (400 ft. + 40 ft./level) area
14 phantom bear SpC 155 conjuration (summoning) druid 9 medium (100 ft. + 10 ft./level) effect
15 : nature's avatar SpC 145 transmutation druid 9 touch target

ocel
2010-06-30, 03:55 PM
In addition, I would like to suggest this addendum to the class, any time a wild mage casts a spell he must roll the total amount of spells he has, to determine whether he or she conjures the correct spell,the dice to decide this range from 1d2,to 1d4, . for example i have 2 spells minor heal and orb of fire, I roll a 2 so I accidentally did more harm to my comrade than good....

what do you think about that?

Samm
2010-07-01, 02:54 AM
Samm: In regards to the idea of it being weird that a wild mage would know every spell in existence: they don't really. Wild mages take the idea of a spell and 'feels around' the weave for one that most closely matches the rough concept. Think of it as a mystic version of doing a google search that lets you find what you want without actually being an expert on it. This lack of actual mastery is part of why surges happen in the first place.

True... I kinda understand what you mean. Ocel has an interesting concept, but it involves tonnes of dice rolling...

Secondly your mechanic for rolling for spells per day is a little odd. I mean, how many level 0 spells do you get? I don't believe you've made it too clear.

Hadrian_Emrys
2010-07-02, 06:38 AM
Hmm. There is an interesting idea though. What if spells known remains omniscient but spells per day, per level, were determined by something roughly like (d100/spell level, minimum [10 - spell level] + Int-based bonus spells)? Though I loathe spells per day, a system like that would stick with the random feel without needing a chart.

Samm: Using the above formula, and ignoring the inherent meme humor that comes attempting to divide by zero, the proposed range of spells per day for an 8th level wild mage with 20 Cha would be:
0: 10-100
1: 11-100
2: 9-50
3: 8-33
4: 7-25

Now, if the wild mage was something a little more "char-op'd" and rolled as a venerable magic-blooded dragonwrought kobold so that the 20 became a 25...
0: 10-100
1: 11-100
2: 10-50
3: 9-33
4: 7-25

I'm not sure how to manage Epic spells just yet, but it would seem that one would simply need to expand the bonus spell progression chart and convert the 10-x equation to something like 20-x for levels 21-40, 30-x for levels 41-60, etc. Given that the current epic casting rules are largely unplayable, this system strikes me a being a bit more balanced.


ocel: Sweet mother of whatever deity you may, or may not, revere! I see what you were trying to do (and you have no idea how much I appreciate the effort that went into that) but the idea is to streamline the process as much as possible, as opposed to making players roll more die than those using a White Wolf system.

Samm
2010-07-02, 07:20 AM
Samm: Using the above formula, and ignoring the inherent meme humor that comes attempting to divide by zero, the proposed range of spells per day for an 8th level wild mage with 20 Cha would be:
0: 10-100
1: 11-100
2: 9-50
3: 8-33
4: 7-25

Now, if the wild mage was something a little more "char-op'd" and rolled as a venerable magic-blooded dragonwrought kobold so that the 20 became a 25...
0: 10-100
1: 11-100
2: 10-50
3: 9-33
4: 7-25

I'm not sure how to manage Epic spells just yet, but it would seem that one would simply need to expand the bonus spell progression chart and convert the 10-x equation to something like 20-x for levels 21-40, 30-x for levels 41-60, etc. Given that the current epic casting rules are largely unplayable, this system strikes me a being a bit more balanced.

Up to 100 Spells a day? I'm not exactly sure on that. It's an awful lot, however it is less than infinite, which is what we had earlier.

Hadrian_Emrys
2010-07-02, 07:42 AM
Yes, up to 100 on a 1d100 roll. A nat 20 is often grounds for a song and dance number, so what would that make a nat 100?

Edit: I mean, what's the problem? 100 Cantrips or Orisons isn't going to break the game. Heck, neither will 100 level 1 spells. Keep in mind, the check gets harder to make each time the same spell is cast in a day. Spamming magic missile will quickly result in a higher risk than it is worth.

paddyfool
2010-07-02, 10:37 AM
The trouble with basing this on randomness is that there are ways to mitigate against that - luck feats and other sources of rerolls in particular.

What if, instead, you simply had a Sorceror ACF, wherein you experience the following:
- Cast as sorceror, but with an automatic 5% arcane spell failure chance (cannot be reduced or negated except by Wild Surge ability - see below; stacks with other sources).
- On a roll of a 20 on an ASF roll, the spell succeeds, but add a random effect (off some pre-existing table of harmless extra effects).
- Gains following abilities:
* 4+Int, rather than 2+Int spells/level (they should have this anyway).
* Choice of two abilities.
* Either: Wild surge ability, as Wilder progression, but instead adds +x to any spell DC, +x to the effective caster level, and is the only ability that negates the class' 5% arcane spell failure chance. The enervation risk still applies, however, and still inflicts the Dazed condition, but rather than cost the sorceror PP it costs them ability damage from a random ability score. This may not bring said ability below 1.
* Or: At first level, they can attempt to cast any spell from any list of the level below a spell slot expended Cha score times/day (e.g., they may sacrifice a level 2 slot to attempt to cast any spell of level 1 or below). Their class ASF penalty doubles to 10% while making such an attempt.

Samm
2010-07-02, 05:31 PM
Yes, up to 100 on a 1d100 roll. A nat 20 is often grounds for a song and dance number, so what would that make a nat 100?

Edit: I mean, what's the problem? 100 Cantrips or Orisons isn't going to break the game. Heck, neither will 100 level 1 spells. Keep in mind, the check gets harder to make each time the same spell is cast in a day. Spamming magic missile will quickly result in a higher risk than it is worth.

Yeah, I guess so, and it's a whole lot better. Does the Wild Mage unlock spells like a normal spell caster here? I don't believe you've specified.

Hadrian_Emrys
2010-07-03, 03:36 AM
paddyfool: I cannot think of a single feat, or effect, off of the top of my head that could possibly allow one to reroll a Wild Cast check as it is not an attack, attribute, or skill. Heck, the d100 rolls are even more untyped as of yet. Of course, I'm nowhere near omniscient. so, if I have missed something, modifications will definitely be in order.

Samm: I have not altered the access to spells any since the original post (and I am holding off on updating the first post with the spells per day bit until input on it is done). A wild mage, as it currently stands, is still able to attempt to cast any spell they want, of any level. However, let us take a look at how those attempts play out at lvl 1:

Wild Cast DC 1:
0: -1
1: -3
2: -5
3: -7
4: -9
5: -11
6: -13
7: -15
8: -17
9: -19

As it currently stands, the odds of a level 1-7 wild mage successfully casting a 4th level spell is just slightly better than 50/50. However, this is not just spell failure we're talking about, it is a 50/50 chance of casting a 4th level (or lower, if your DM is feeling generous) spell into one's own face or worse. Much like the drama surrounding a frenzied berserker, wild mage levels are supposed to be a gamble for the sake of potential power. However, unlike with their psycho meatbag counterparts, wild mage players are in full control over how much risk they are willing to put themselves and their allies through.

Irresponsible players will probably carelessly misuse the class (then whine when a 9th level surge glasses their 1st level carcass), but that is not my problem so much as the DMs. Generally speaking, this is a class that is best used by people who can, and will, play the odds intelligently. Of course, I can see this class also seeing a ton of use in silly games, where surges result on slapstick scenarios far more often than deadly backfires.

ocel
2010-07-04, 12:13 PM
Why have a finite amount of spells when the amount could be decided by a 1d6 roll? It would fit with the overall theme of the class. Speaking of which, I originally thought a spell table above would make it a tad more unpredictable, although I do understand what you mean about making it too complicated, I think there should be a way to play with the classes theme further.

Also why not make the wild cast dc's similar to traps? that way it wouldn't be as abused.

Samm
2010-07-04, 06:39 PM
paddyfool: I cannot think of a single feat, or effect, off of the top of my head that could possibly allow one to reroll a Wild Cast check as it is not an attack, attribute, or skill. Heck, the d100 rolls are even more untyped as of yet. Of course, I'm nowhere near omniscient. so, if I have missed something, modifications will definitely be in order.

Samm: I have not altered the access to spells any since the original post (and I am holding off on updating the first post with the spells per day bit until input on it is done). A wild mage, as it currently stands, is still able to attempt to cast any spell they want, of any level. However, let us take a look at how those attempts play out at lvl 1:

Wild Cast DC 1:
0: -1
1: -3
2: -5
3: -7
4: -9
5: -11
6: -13
7: -15
8: -17
9: -19

As it currently stands, the odds of a level 1-7 wild mage successfully casting a 4th level spell is just slightly better than 50/50. However, this is not just spell failure we're talking about, it is a 50/50 chance of casting a 4th level (or lower, if your DM is feeling generous) spell into one's own face or worse. Much like the drama surrounding a frenzied berserker, wild mage levels are supposed to be a gamble for the sake of potential power. However, unlike with their psycho meatbag counterparts, wild mage players are in full control over how much risk they are willing to put themselves and their allies through.

Irresponsible players will probably carelessly misuse the class (then whine when a 9th level surge glasses their 1st level carcass), but that is not my problem so much as the DMs. Generally speaking, this is a class that is best used by people who can, and will, play the odds intelligently. Of course, I can see this class also seeing a ton of use in silly games, where surges result on slapstick scenarios far more often than deadly backfires.

Well, I suppose it's decent. but the issue is, that it's a fairly risky business. I mean rolling a 1 on your cantrips. Failing to cast that spell that must absolutely be cast. Boy, that would suck.

Hadrian_Emrys
2010-07-06, 12:49 AM
ocel: How can the current wild cast roll format be abused? :smallconfused:

Samm: You bet both would suck. The first really can't do too much though. The most offensive cantrips either deal 1 point of damage, or launches a held arrow/bolt(/small item) at you (or some other unintended target). However, the second scenario is a total gamble for awesome. If it bombs... -heck, the surge could even just cast the spell as it was intended. All things are possible with wild magic, and such a rare kind of surge would make for a wonderfully heroic scene in the wake of the party's terror at witnessing the wild mage's final casting attempt surge. The most important thing, for this class to function as intended, is a DM who knows when to punish the character for hubris, and when to roll with an epic scene.

paddyfool
2010-07-06, 03:03 AM
paddyfool: I cannot think of a single feat, or effect, off of the top of my head that could possibly allow one to reroll a Wild Cast check as it is not an attack, attribute, or skill. Heck, the d100 rolls are even more untyped as of yet. Of course, I'm nowhere near omniscient. so, if I have missed something, modifications will definitely be in order.

Well, the only ability I know of in core is the Luck domain's granted ability (reroll any die roll 1/day), and you'd need a dip in Cleric for that. I suspect there are likely to be more in the splatbooks, however, particularly in the Luck feats line, which iirc appeared in Complete Scoundrel.

Samm
2010-07-06, 03:25 AM
Samm: You bet both would suck. The first really can't do too much though. The most offensive cantrips either deal 1 point of damage, or launches a held arrow/bolt(/small item) at you (or some other unintended target). However, the second scenario is a total gamble for awesome. If it bombs... -heck, the surge could even just cast the spell as it was intended. All things are possible with wild magic, and such a rare kind of surge would make for a wonderfully heroic scene in the wake of the party's terror at witnessing the wild mage's final casting attempt surge. The most important thing, for this class to function as intended, is a DM who knows when to punish the character for hubris, and when to roll with an epic scene.

If your DM is good, I believe this class would work really well. However, if the DM had a vendetta against your character, or you, then you're deep in horse manure. This is rather sub-optimal at best though. However, the unpredictability is good.

Hadrian_Emrys
2010-07-07, 12:39 AM
paddyfool: A one level dip for a 1/day reroll doesn't seem to be really game breaking, especially since it means a delay on the capstone ability to apply metamagic to 0-9th level spells.

Samm: If your DM is out to get you, a lethal surge would just be a symptom of a much bigger problem. :smalleek: This class isn't supposed to set char-op records, but serve as a more thematically appropriate alternative route to the WotC PrC that I loathe ever so much. Being given the chance to create a new casting system in the process is just a bonus.

Samm
2010-07-07, 07:13 AM
Samm: If your DM is out to get you, a lethal surge would just be a symptom of a much bigger problem. :smalleek: This class isn't supposed to set char-op records, but serve as a more thematically appropriate alternative route to the WotC PrC that I loathe ever so much. Being given the chance to create a new casting system in the process is just a bonus.

Hmm. I suppose. You know, the more I think about this class, the more I like it. It's still a tad risky though :smalltongue:.

paddyfool
2010-07-07, 07:38 AM
paddyfool: A one level dip for a 1/day reroll doesn't seem to be really game breaking, especially since it means a delay on the capstone ability to apply metamagic to 0-9th level spells.

Granted. Another alternative I somehow overlooked was theLuck Blade (http://www.dandwiki.com/wiki/SRD:Luck_Blade), although once again, a 1/day reroll shouldn't matter all that much, and fits thematically to the extent that if you were to do a feat line supporting this class, a feat granting either a 1/day reroll for this check, or a 1/encounter reroll for low-level spells, might not be such a bad idea...

Hadrian_Emrys
2010-07-08, 12:55 AM
Samm: I'm glad it's growing on you. :smalltongue: -and yeah, this class is nothing but a gamble from day one, but the lure of the power is such a siren's song... :smallbiggrin:

paddyfool: No, I suppose it wouldn't be a bad idea at all. I just hadn't considered supplying such a thing until the good people of the board finished helping me clean up the base concept. As it stands, the method of determining spells per day (inspired by great "EACH"-ing) is looking like it is pretty much undisputed as a good idea. Barring a new opposition, I'll probably edit the first post within a day or two.

Samm
2010-07-10, 02:44 AM
Samm: I'm glad it's growing on you. :smalltongue: -and yeah, this class is nothing but a gamble from day one, but the lure of the power is such a siren's song... :smallbiggrin:

True, it would be nice if there was a happy medium though.

Hadrian_Emrys
2010-07-10, 11:37 PM
The only way I can think of to even out the madness is to take ocel's advice and put a cap on spell levels and alter the surge mechanic to only trigger on something like rolls equal to spell level and simply failing otherwise (or just simply surging on a nat 1). If you have any other ideas, I'm all ears. :smallsmile:

For Valor
2010-07-11, 01:48 PM
Alright,

1) All spells known ever is overpowered unless you've got extreme drawbacks. The Sulin Sorcerer (http://tgdmb.com/viewtopic.php?t=40573) is a good example. A full selection of spells, but a maximum use of 2 spells per day. Your guy, with his ridiculous amount of spells per day and crazy I-know-everything spell list is just too strong to be balanced.

2) Now, there's the idea that if every spell can fail, it should be balanced so long as the fail chance is increased high enough. And while that's an understandable desire, it's a bad idea. In order to balance a class that knows everything, you'll have to have incredibly crazy fail chances (since a player who's memorized and can use the whole SpC is pretty damn good), which will discourage anyone from playing the class.

Right now, the class is overpowered because the fail chance isn't high enough. But if you balance the class with its fail chance, you'll find that it will be both overpowered AND underpowered.

Honestly, my suggestion is a rewrite of the system. You give them X spells/day of the levels that they're close to (A level 7 Wild Mage has, say, 2 spells/day for his 4th level spells) and then infinite castings of the lower ones (the same level 7 Wild Mage has infinite castings of level 1 and level 0 spells).

For a spell list (which you NEED), you'll have to do something. I just don't know what.

DMBlackhart
2010-07-11, 02:54 PM
Woah, now that's an awsome way to do the wild mage. I am definately playing this next chance I get.

Hadrian_Emrys
2010-07-11, 05:35 PM
For Valor:
1. Indeed, at a glance, this class is everything a divination-fueled "batman" wizard aspires to be (in one easy, pre-made package no less). However I do not feel that this is quite the case. To begin my explanation, the base range for spells per day looks like this:

0: 10-100
1: 9(+x)-100(+x)
2: 8(+x)-50(+x)
3: 7(+x)-33(+x)
4: 6(+x)-25(+x)
5: 5(+x)-20(+x)
6: 4(+x)-16(+x)
7: 3(+x)-14(+x)
8: 2(+x)-12(+x)
9: 1(+x)-11(+x)
x= bonus spells granted by Cha score


2. I'm not sure what you mean about the checks not being high enough. As it stands, the penalties on DC1 wild cast checks to avoid potentially shooting one's self in the face each and every time a casting attempt is made is:

0: x -1, y -1
1: x -2, y -3
2: x -3, y -5
3: x -4, y -7
4: x -5, y -9
5: x -6, y -11
6: x -7, y -13
7: x -8, y -15
8: x -9, y -17
9: x -10, y -19


With an unavoidable maximum of a 95% chance to have every casting attempt go crazy, I'd say the DC is still fairly high. Keeping in mind that the undesired result is (at best) a spell failure to cast and (at worst) glassing yourself (or others) with a spell or effect of an equal level of potency... -this class is nothing but a gamble from the word 'go'. Sure, a surge can even result in the spell behaving as it should, but who knows how the DM will rule the event at any given moment?

As for the notion of needing a spell list: I disagree. Technically, this class is mechanically 'batman' in the event that his tools were stored in a an ACME belt. Sometimes, things will go smooth to awesome effect. Other times, the anvil is just going to land firmly upon his head.


DMBlackhart:
Thank you for the kind word. :smallsmile: The PEACHing process is still under way, but I would really appreciate it if you let me know how the class works for you once you play it. Theory is all well and good, but field work is where the kinks get really ironed out. Right now, my biggest concern is making sure that the skill list isn't missing anything.

DMBlackhart
2010-07-11, 08:03 PM
Hadrien- Always a pleasure. Not alot to PEACH on. I personally found it easy to understand (heck I figured out your X/Y formula after one read through, although I understand that people can find it confusing)

The class over-all is, IMHO a great way to take what is normally my (and some of my friends) Favorite PrC and turn it into a base class.

Eitherway, I actually plan to play it this weekend, I will keep you posted on how it goes.

For Valor
2010-07-12, 04:12 PM
Concerning fail chances... well, all I'm saying is that your system is ruined. A level 20 character has a 50% chance of failing to cast a level 9 spell... that's stupid. They've also got a 5% chance of failing to cast a cantrip or orison... At level 20.

By contrast, a level 1 character has a 55% of succeeding to cast a level 4 spell, a 65% chance of casting a level 3 spell, and a 75% chance of casting at level 2 spell. At level 1, I'd run around casting glitterdust and phantasmal assailants while the rest of my party contributed nil. I'd get at least 8 castings per day, or a maximum of FIFTY. At level 1. Approximately 37 of those spells will work successfully, and I'll suffer the repercussions of 13. I probably won't get hurt too much because of those repercussions, unless my DM decides to make my Wild Surge a Flaming Sphere or Scorching Ray that hits me. Which would kill me.

So, with this class, you can go around being a total **** and make everyone from the Big 6 hate you (which is REALLY dumb) or you can go around sucking at high levels. Like when you fail 50% of the time at casting a 9th-level spell at level 20.

However: If you manage to make a casting penalty system that actually works, the class will be high tier-1, a magical erudite (which is better than a psionic erudite) with extra bonuses.

That's where my complaints about being better than batman come in. The casting system is screwed, which makes the class terrible, but fixing that will yield a second problem: the fact that this class can out-cast any other class in the game. Ever.

DMBlackhart
2010-07-12, 05:15 PM
So, with this class, you can go around being a total **** and make every the Big 6 hate you (which is REALLY dumb)

I believe that's partly the intention. A truely chaotic class in my opinion. The perfect way to livin up your gaming table.

For Valor
2010-07-12, 05:39 PM
I believe that's partly the intention. A truely chaotic class in my opinion. The perfect way to livin up your gaming table.

As you please. But bear in mind the fact that, after around level 8, things start to suck majorly. At level 8, a Wild Mage has a 75% chance of casting a level 4 spell. We're talking about a level-appropriate spell, and the Wild Mage casts it with a 75% chance of failure? That's like putting your Sorcerer in Breastplate... except worse, because that same Sorcerer won't have a chance of accidently exploding into fire when he fails his cast.

DMBlackhart
2010-07-12, 05:52 PM
For Valor- You forget the sheer numbers you get in spells to cast. For each one messed up on you will have another one ready to cast.

As far as DM fiat goes towards what will happen during your failures. I personally think a lesser positive effect, a completely cinematic effect, or a very minor negative effect should be the only outcomes. And the negatives should only be in situations where it would add hilarity, or if the caster is being a jerk.

but to each their own, I love this class so far.

For Valor
2010-07-12, 06:36 PM
Casting failure and balance: I'm not really interested in the number of casts per day until the fail mechanic gets fixed. Firstly, we can argue about the Wild Surge all we want and we won't get anywhere--I suppose that's a major part of the argument that no one can answer (another problem I've got with this class. But Hadrian_Emrys doesn't want to cater to that kind of audience, unfortunately).

Even if Wild Surge was just a %-to-fail and nothing else (no backlash), there's still the problem of easily casting high-level Heroic Fantasy and Wuxia spells when you're really still in the lower end of the Gritty Fantasy category, AND the problem where you're casting level-appropriate spells poorly at Wuxia and Superpower levels. Being obscenely overpowered when you're low-level doesn't balance being a total piece of crap at level 20.

Hadrian_Emrys
2010-07-13, 01:40 AM
DMBlackhart:
I'm glad you have gotten caught up in the spirit of the class, and I really do appreciate you play testing this first draft for me. I'd do it myself if I still had an IRL group to play with.

For Valor:
I'll see if I can't address your concerns in order, and perhaps we'll be able to compromise (or inspire) a solution to what we can't see eye to eye on.

In response to level 20 casting: Yes, there is a 5% chance to bomb cantrips/orisons, and yes there is a 50% chance to screw up 9th level spells. That is the intent. With a GM that understands that surges should be appropriate for the scene, this system should serve as an additional mechanical means by which the atmosphere of the scene can be maintained. In addition, please keep in mind that (thematically) this brand of wild mages/magi are not masters of magic, they are people who metaphorically root around the weave for a spell concept, and pray that the weave gives them what they are after.

In response to level 1 casting: Yes, the current system gives somewhat reasonable odds for being able to gamble for higher level spells than are normally possible. However, as a storyteller, the surge repercussions for failing to do so should end up matching the need. If a level 1 character is attempting to use Minor Creation to create a replacement for the fighter's sundered greatsword, the surge shouldn't really be worse than simple failure, making it normally (save that it is neon pink), or something equally as inoffensive as success would not harm the game. However, if the same character were to attempt to use that same 4th level slot to use Enervation in order to one-shot a low level major enemy... I'd probably make that surge do something more hostile, like target the wild mage with Crushing Despair (though I suspect some GMs would not bat an eye at whacking the offender with a lower level damage spell like Burning Hands or Magic Missile).

In regards to the ability to spam save or die/lose/suck spells: Please keep in mind that each additional casting of the same spell imposes an additional cumulative -1 penalty to the wild cast check. Spamming the same spell over and over will eventually lead to more harm than good, especially when such high level surging can lead to being severely crippled and/or outright killed.

In regards to being able to out cast other primary casters: Yes, that is a very real possibility. However, I'm not sure I see how the risks and limitations do not even things out some. The very nature of class discourages 'batman' behavior and rewards creativity and a playful mindset.

In response to the level 8 scenario: If the spell in question is appropriate to the scene (and/or character level), there is no reason that a surge could not just result in a successful casting or something nearly equally as effective. (-or it could cast some other helpful spell/lightly kick the caster in the teeth, whatever seems appropriate.)

In regards to the idea of an audience I do not want to cater to: I'm not sure I understand your meaning. Could you clarify this for me please?

DMBlackhart
2010-07-13, 11:26 AM
DMBlackhart:
I'm glad you have gotten caught up in the spirit of the class, and I really do appreciate you play testing this first draft for me. I'd do it myself if I still had an IRL group to play with.



I had played the class yesterday at my locale gaming shop. Although the campaign was relitivly low-powered (28pt buy, 5th level). I do have to change my opinion on a few choice facts.

1. The fact you are able to use higher spells effectivly at any level is a BIT off-balance. Not as much so as everyone seems to be trying to communicate, but it does seem that out of every 20th low level spell I was able to succesfully knock out a 9th level one. This is of course with the major penalties my DM piled on me for "being the type of idiot who tries to use wish at lv 5". So I am not sure what to make of that specfic balance issue. I personally suggest allowing the wild mage access to about 4th or 5th level spells early on (with all the difficulties they already have, as that's fairly balanced) and then as they get higher level they can push themselves into the 9th level spells (again with all the penalties.)

2. Armor, I love the way you did the armor truethfully. It allowed him to use leather most of the game with only a few minor set backs. Which makes it more like a sorcerer +. So kudos on that concept.

3. A controlled "cause and effect" table woulden't hurt. I personally do not plan on using a set table for "misshaps" if I ever DM this class. However my DM personally got a little out of hand with it. (the 9th-level spell misshaps I deserved, no question) however apon failing a lv 0 spell (hard, I know, but that was just out-right bad luck) he decided it'd be most fitting if my character had the volitile explosives in his pocket explode before I could remove them. That character had to get his leg restored due to a cosmetic effect.

4. Finally the "auto-succes"/"auto-failure" should be removed. Or, to be exact, the "auto-failure" should only apply to spells outside of your "comfort zone" I.E. 4th or higher spells. and "auto-success" should be applied only at higher levels to lower spells. (because a constantly active 5% chance to knock out a 9th level spell gets dangerous)

Anyways those are my 2 4 Pence

For Valor
2010-07-13, 01:39 PM
ahh, there we have the playtesting, with the feedback matching similarly to my comments.

My suggestion for an edit of the class would be to make the chances not adhere to the x-y system that you've proposed; it's the root of all the failure problems. To cast a spell, make the check a caster-level-check against a DC of (spell level x 2 + 6)

0: 6
1: 8
2: 10
3: 12
4: 14
5: 16
6: 18
7: 20
8: 22
9: 24

If the (spell level) - (character's level/2) doesn't equal 0 or less, multiply the value by 2 and add it to the DC.

Thus, at level 1:
1/2=.5, rounding down to make 0.

0--DC 6 (75%) (0 - 0 = 0. We're OK)
1--DC 10 (55%) (1 - 0 = 1, and 1 x 2 = 2. Add that to the DC)
2--DC 14 (35%) (2 - 0 = 2, and 2 x 2 = 4. Add that to the DC)
3--DC 18 (15%) (3 - 0 = 3, and 3 x 2 = 6. Add that to the DC)
4 and higher--DC is too high.

And at level 5:
5/2=2.5, rounding down to make 2.

0--DC 6 (95%) (0 - 2 = -2. We're totally fine)
1--DC 8 (85%) (1 - 2 = -1. Still OK)
2--DC 10 (75%) (2 - 2 = 0. This is the edge of safety)
3--DC 14 (55%) (3 - 2 = 1, and 1 x 2 = 2. Add that to the DC)
4--DC 18 (35%) (4 - 2 = 2, and 2 x 2 = 4. Add that to the DC)
5--DC 22 (15%) (5 - 2 = 3, and 3 x 2 = 6. Add that to the DC)
6 and higher--DC is too high.

And at level 12:
12/2=6, no rounding.

0--DC 6 (100%) (0 - 6 = -1. Totally cool)
1--DC 8 (100%) (1 - 6 = -5. Still good)
2--DC 10 (100%) (2 - 6 = -4. Everything's chill)
3--DC 12 (100%) (3 - 6 = -3. Not too many problems here)
4--DC 14 (90%) (4 - 6 = -2. Starting to get bumpy)
5--DC 16 (80%) (5 - 6 = -1. Edging on danger)
6--DC 18 (70%) (6 - 6 = 0. We're on even ground now)
7--DC 22 (50%) (7 - 6 = 1, and 1 x 2 = 2. Add that to the DC)
8--DC 26 (30%) (8 - 6 = 2, and 2 x 2 = 4. Add that to the DC)
9--DC 30 (10%) (9 - 6 = 3, and 3 x 2 = 6. Add that to the DC)
Are we counting 10th-level and above? Well, it doesn't matter... casting would fail there anyways...

This exchanges a chance of screwing up for the chance to cast better spells. And, as you can see, level 1 characters can't run around casting Imprisonment or Time Stop. In fact, the minimum level you can do that is level 12. Which is OK for a 10% chance, if the repercussions are dangerous enough.

For a Wild Surge, I recommend putting a little suggestion table with at least these three suggestions.

Deal 1d6 untyped damage to the caster per (spell level x 2). As such, 9th-level spell does 18d6 untyped damage. Most beneficial spells will end up doing this.
The spell reflects on the caster. Any spell with a range of cone or line is reflected from the caster's desired area. Harmful spells with a radius hit the caster only.
The spell fails, and cannot be used for an hour per spell level (0th-level spells can be used immediately after; happy birthday)


With this, I think it'd actually be worth a feat to decrease the casting DC by 1.

DMBlackhart
2010-07-13, 01:45 PM
I agree with valor's above notes. That does indeed seem to be very efficiant. Unfortunately the only question is what level of complexity you wish for the class. I personally dislike having to remember and learn as much as possible. (although im not incapable of understanding complex rules, it's just unfavorable)

For Valor
2010-07-13, 02:00 PM
That was also the only thing bothering me (though this class was pretty hard to comprehend itself)... and short of making tables for every spell cast from every single level, math would be necessary for calculating the DCs of everything.

If this is accepted, I've also got a slight recommendation for preventing spell lists from getting out of hand, and for making the spells/day nicer (the mechanics are rather simple. But I'm awaiting approval).

DMBlackhart
2010-07-13, 02:06 PM
For valor- It wasen't all that complex really. But it does require a bit of thought that's true. I love it however, it's a step up from the humdrum of beguiler or warmage. Or, *shivers* warlock.

Strudel110
2010-07-13, 04:36 PM
Kinda confusing, there is an easy way. I did wild mage a while back, check it out for ideas if you want.
http://www.giantitp.com/forums/showthread.php?t=139099&highlight=Wild+mage

For Valor
2010-07-13, 09:55 PM
Kinda confusing, there is an easy way. I did wild mage a while back, check it out for ideas if you want.
http://www.giantitp.com/forums/showthread.php?t=139099&highlight=Wild+mage

I'm not sure that's quite what Hadrian_Emrys is looking for. That's a lot of rolling and no casting.

Also, I'm impatient... adding the spells/day and limited spells mechanics:

SPELL/DAY
Because the Wild Mage feeds off of Wild Magic, and the d% system for determining spells/day is ridiculous, I thought it'd be better to assume that the Wild Mage probes around in the weave for spells, and that failure means they really messed something up (it's like screwing up with UMD... but in the Weave). Since this is undoubtedly Wizard-level, my idea was that, if a spell failed, you'd no longer be able to cast spells of that school and level until you rested, and metamagic feats don't count (So if you fail to cast a silenced fireball, you can no longer cast fireballs, lightning bolts, heightened lightning bolts or any other level 3 evocation of any kind. The second you fail to cast Glitterdust, you can't cast it anymore.

SPELLS KNOWN
You have all the spells known, but being able to reference them at any given time is incredibly good, even if the spells have a decent chance to fail.

So spells readied needs to be in place. At the beginning of the day, you spend an hour meditiation or something, and you pick a spell list that you can use for the day. Your level/2 - the spell level + 6 is the number of spells you get to reference each day. This adds more focus to the wild mage, which I suppose is viewed as a bad thing, but helps with a pretty necessary crunch. Of course, I think playtesting this class is a necessity to test whether knowing everything v. having a daily spell list makes it stronger. It'll still destroy in the SGT.

Snowfire
2010-07-14, 04:44 PM
For valor - That seems a pretty steep price to pay and (at least in regards to the fluff) doesn't seem to fit. I could understand a wild surge in a spell stopping you casting that spell until you rested. But cutting all of that level and school seems a bit harsh.

I would also say that a 'known spells' list is probably against the spirit of the entire class from what I've seen so far.

I can understand where you're coming from, but I guess we really need a playtest to see how it works (as you said).

Hadrian_Emrys
2010-07-14, 04:47 PM
DMBlackhart:
First of all, I simply must thank you once again for helping me out with the testing. There really is only so much that can be done exclusively through theory.

1. Given your first person account, I've done one better. The class now gains access to spell levels, in 'y' slot form, one level quicker than a wizard, but still advances 'x' slots at a sorcerer pace.

2. I was hoping that using the system would make it a happy middle ground between arcane and divine casting. Glad to hear it works. :smallsmile:

3. I'm still in the process of writing up a general guideline for surge effects based on types of spells and the context in which they are used. I'm sorry to hear that your DM blew you up over a cantrip. :smalleek:

4. I've altered the auto-success to x slots, and removed the auto fail entirely.


For Valor:
While I am still mulling over your proposals, I see a lot of merit to them conceptually. The d% thing was a spontaneous compromise to infinite potential spells per day, and as such, I'm definitely looking for something better. Your idea is very much on the table, but I'm not going to jump on it just yet.

Edit:
Snowfire:
Ooh. I'm liking the idea of surges chipping away at singular spell access. I'll probably have to edit out the current rule about the effects of metamagic to make it work though... I must ponder.

Snowfire
2010-07-14, 05:46 PM
Hadrian: Thanks. I was basically trying to find a comprimise between what seemed too harsh and no penalty.

I really, really like the look of this class and when I get the chance (which unfortunately will probably not be until September time) I would love to try playing one.

For Valor
2010-07-14, 11:33 PM
For valor - That seems a pretty steep price to pay and (at least in regards to the fluff) doesn't seem to fit. I could understand a wild surge in a spell stopping you casting that spell until you rested. But cutting all of that level and school seems a bit harsh.

I would also say that a 'known spells' list is probably against the spirit of the entire class from what I've seen so far.

I can understand where you're coming from, but I guess we really need a playtest to see how it works (as you said).

Was that how I came across? My bad, I meant that if you failed to cast a lvl 3 Invocation (say fireball), you could no longer cast lvl 3 invocations. Then I added a stipulation about not being a b*tch and trying to cast a metamagic'd lvl 3 invocation, but I guess that added confusion.

Honestly, that idea was written up before I wrote up the idea for a spell list. I think that, if you go with a temporary daily spell list, you should just lose the spell, and that if you're running an "everything" spell list, you should perform the punishment from my first paragraph in this post.

DonEsteban
2010-07-15, 04:28 AM
For your convenience, this is the table of target numbers for a d20 roll. I find that easier to understand than your x/y wild cast checks.


0 1 2 3 4 5 6 7 8 9
1 2 4 6
2 2 3 6 8
3 2 3 6 8
4 2 3 4 8 10
5 2 3 4 8 10
6 2 3 4 5 10 12
7 2 3 4 5 10 12
8 2 3 4 5 6 12 14
9 2 3 4 5 6 12 14
10 2 3 4 5 6 7 14 16
11 2 3 4 5 6 7 14 16
12 2 3 4 5 6 7 8 16 18
13 2 3 4 5 6 7 8 16 18
14 2 3 4 5 6 7 8 9 18 20
15 2 3 4 5 6 7 8 9 18 20
16 2 3 4 5 6 7 8 9 10 20
17 2 3 4 5 6 7 8 9 10 20
18 2 3 4 5 6 7 8 9 10 11
19 2 3 4 5 6 7 8 9 10 11
20 2 3 4 5 6 7 8 9 10 11


I like this class, which is much closer to the original AD&D Wild Mage class than previous attempts.

I'm not sure if I like the spells per day. It seems a bit too high. 10 5th level spells per day on average?? And shouldn't the wild mage level factor in there somehow? And do all attempts count or only successful ones?

Hadrian_Emrys
2010-07-15, 05:20 PM
Given that I agree that the d% system for spells per day is clunky, what do you all think of going back to unlimited spells per day but having surges use For Valor's proposal of "locking" schools of that level?

For Valor
2010-07-15, 05:24 PM
Given that I agree that the d% system for spells per day is clunky, what do you all think of going back to unlimited spells per day but having surges use For Valor's proposal of "locking" schools of that level?

if you think about losing the whole school, think about it this way. A level 17 char casting Dominate Monster has a 70% chance of losing all Enchanments ever until you sleep for 8 hours. I recommend that if you fail to cast Dominate Monster, you can no longer cast Dominate Monster, or any other 9th-level Enchantments until you rest again.

Hadrian_Emrys
2010-07-15, 06:22 PM
that's what I was suggesting. The limitation would just be for that spell level, not all levels.

For Valor
2010-07-16, 01:51 PM
I think that's dandy.

Go for it. EDIT THAR CLASS!!!

Hadrian_Emrys
2010-07-18, 04:06 AM
Took long enough to edit, yeesh. Bloody IRL matters getting in the way of recreational projects... :smalltongue:

In any case, are there any remaining problems that need to be ironed out? I'm still working on feats/special abilities as well as playing with alternate DC systems.

ocel
2010-07-20, 10:04 PM
The updates to the class looks pretty good,as anyone playtested the updated wildmage yet? In addition, would anyone want to make a few more suggestions about the class as well?

For Valor
2010-07-20, 10:30 PM
I think what we need are a few level-appropriate setbacks for people who don't want to think of repercussions on the spot and don't find the current ones varied enough (we could just screw them, of course...)

and RL affecting D&D? Fool... RL is a tarp.

ocel
2010-07-20, 11:27 PM
I think what we need are a few level-appropriate setbacks for people who don't want to think of repercussions on the spot and don't find the current ones varied enough (we could just screw them, of course...)

and RL affecting D&D? Fool... RL is a tarp.

RL? Well I've tried incorperating a few suggestions, from the earlier messages, but I'm willing to think of a few, perhaps the class can only cast 2 spells per day? Nah, thats been tossed around before, well I guess I don't have much in the idea department at the moment, but I'm willing to play with a few if you need me.

ForValor
2010-07-21, 01:29 AM
I'm sure someone will think of something..

ocel, you don't know RL? Heh, I've already said this once less than a day ago.

Hark noob! Ye shall be learnt!

RL = Real Life

IRL = In Real Life

Hadrian_Emrys
2010-07-22, 02:13 PM
DonEsteban:
Added a modified target number table as per your suggestion. Levels 17 and 18 are interesting, as there is the same 5% chance to cast level 9 spells as there is to cast "10+" spells. The only thing that's currently keeping the latter spell levels from looking like the better choice is the fact that a surge on a metamagic version of a 9th level spell has some seriously scary potential.

ocel:
Nobody has played with the updated versions as far as I am aware, and I'm still working on feats, special abilities, surge examples by level, and debating the removal of burnout on slot levels equal to 1/4 class level. Thus, a level 20 Wild Mage could spam level 0-5 spells all day but still suffer surge effects. That last idea is just a rough concept, as I am also considering the progression to be 1/5, 1/10, or if the idea is even a good idea in the first place.


--------------------

Thanks for all the great feedback so far everyone. This project has, so far, been a blast to work on. :smallbiggrin:

Nam Animus
2010-07-22, 02:44 PM
actually, I just ran this class with the scaling DC system (not the x-y one) and it works pretty good (lvl 5). People really hated by SoDs in combat, but I usually only tried to cast a spell of my highest level once (5th level spells) because my DM ran the damage backlash and 10d6 badbadbad for my HPs.

If you're doing damage backlash, I think there should be a feat for decreasing the amount of damage you take (or maybe a chance to negate a failed wild surge).

Also, decreasing the DC of casting by 1 is definitely worth a feat.

- Animus

Strudel110
2010-07-22, 11:49 PM
Instead of just backlash you could modify the wild surge table from baldur's gate 2, there is still backlashes and such but the ability to kill a dragon with a cow or to accidentally turn your self into a squirrel is hilarious in-game. Or not you are sorta going in a different direction than I did.

Hadrian_Emrys
2010-07-24, 05:20 AM
Nam Animus:
:smallconfused: What scaling system? The chart that DonEsteban put together? I've added a modified version of that to the first post as well because I agree that it was a great idea.

Backlash: There is a feat in the works that adds the Wild Mage's Cha to her saves vs surge effects. I have yet to post it as I am still not happy with the wording in the accursed thing.

DC Feat: I'm glad I'm not the only one who has considered that. My primary hesitation has been the fear of doing anything to, even partially, negate the risks inherent in playing this class. However, I am still not the least bit opposed to incorporating the thing so long as no solid objecting points are made. (Though I must admit that a feat that changes the DC to 0 tickles the hell out of my funny bone as "THACO" comes to mind. :smallbiggrin:)

Is there anything else that you feel should also be tweaked having actually used the class in-game?


Strudel110:
I am not familiar with that chart as I have not played either the first or second game from that series. I'll look into it though, and see if I can't steal borrow liberally from it. :smallbiggrin: This is, of course, keeping in mind that the example chart for Surges are only meant as examples rather than gospel.


Edit:
I've also gone ahead and slowed the spell level progression once again so that there would be no DC crossover at levels 16-17. Feats, special abilities, and Surge guidelines are still being crafted. Speaking of, are there any more suggestions for what should be added into those categories beyond the inclusion of a basic backlash outline?