TravelLog
2011-11-03, 04:44 PM
Hey Playground, I've made this fellow for the "Book of What's In It For Me?" Project (believe me, I've advocated a better name; take it up with NeoSeraphi). So PEACH and let me know what you think!
Many thanks to Amechra and NeoSeraphi for their help and contributions.
The Arbiter
http://mtg.takaratomy.co.jp/others/column/yonemura/20071206/img/Balance.jpg
An Arbiter, standing ready to defend the balance.
“What is the universe but one Great Scale, ever seeking equilibrium against the currents of good and evil, law and chaos? Where one side begins to prevail, the universe itself grows to suffer. The truth above all, and the path to harmony, is balance. An equality of forces, ever opposed. That is balance, and the salvation of life.”
--Introduction, The Book of True Balance
Adventures: The road is but one way for Arbiters to seek Balance. As embodiments of moral neutrality, arbiters neither favor nor spurn the path of adventure, seeing it as one of many means toward their ends and desires for universal balance. As such, it is no surprise to see them among adventuring parties, though neither is it a common sight.
Characteristics: In general, Arbiters are unique in that they fight not for any single cause other than Balance between good and evil. They can be found among vile torturers and devoted saints, common thieves and powerful lords. Arbiters are everywhere, for what they seek cannot be found in any one place. They wander the planes acting to bring the multiverse into a state of perfect symmetry and harmony, with good and evil in perfect opposition to one another, each one providing the counterpoint to the other and serving to weave the filaments of the universe together.
Alignment: Arbiters are, without exception, neutral on the moral axis (Good-Evil). They are followers and believers in the Great Balance, and side with neither good nor evil. Some arbiters seek Balance using solely lawful means, while others are not above personal interference and the pushing aside of "legal" behavior if it means the overall balance of good and evil is maintained. Their role is that of the scale, acting as an equalizer between opposing forces in an effort to attain universal equilibrium.
Races: Arbiters tend to come from races that value detachment and dedication, as diametrically opposed as that may sound. Arbiters both hold themselves distant from the world, and hold to the Balance. As such, many long lived races, like Elves, often choose the path of the Arbiter, as do seekers of inner peace. Finally, Elans also tend to feel an affinity for the role of an Arbiter. Humans and other such races have Arbiters among them, though they are decidedly more uncommon.
Other Classes: As with all aspects of their outlook, Arbiters regard other classes in terms of how they reflect upon universal balance. They do not feel contempt for the murderous barbarian, disgust for the cruel necromancer, or even admiration for the dedicated paladin. Instead, an arbiter sees them and smiles at the knowledge that here he sees but one representation of the universal current, but one aspect of the Great Balance. That said, Arbiters are categorically opposed to anyone who seeks to upset that balance one way or the other, and will do anything within their powers to maintain that Balance.
Role: Arbiters are unique in that they have the potential to act as spellcasters while also managing to survive in combat. While this is true, their strength comes mainly from their spellcasting and their unique abilities. As such, should an Arbiter wish to engage in combat, it is best he makes use of spells and abilities to aid him in doing so.
GAME RULE INFORMATION
Arbiters have the following game statistics.
Abilities: Wisdom is the most important ability for Arbiters, as most of their abilities, including their spellcasting, are keyed off of Wisdom. Those wishing to participate in melee more often will find Strength useful, while those wishing to aid their allies with support abilities will favor Charisma. As with any character, Constitution is also an important statistic.
Alignment: Any Neutral on the moral axis (LN, TN, CN)
Hit Die: d8
{table=head]
TABLE: The Arbiter
{table=head]Level|Base Attack|Fort|Ref|Will|Special
1st|+0|+1|+1|+1|Aura of Balance, Friendly Arbitration
2nd|+1|+1|+1|+1|Shared Knowledge
3rd|+2|+2|+2|+2|Sight of the Balance
4th|+3|+2|+2|+2|Shifting the Scales
5th|+3|+3|+3|+3|Shared Resolve, Advanced Learning
6th|+4|+3|+3|+3|Level the Field
7th|+5|+3|+3|+3|Improved Aura of Balance
8th|+6/+1|+4|+4|+4|Bonus Feat
9th|+6/+1|+4|+4|+4|
10th|+7/+2|+5|+5|+5|Shoulder the Burden, Advanced Learning
11th|+8/+3|+5|+5|+5|
12th|+9/+4|+6|+6|+6|Parity of Strength
13th|+9/+4|+6|+6|+6|Negation
14th|+10/+5|+6|+6|+6|Greater Aura of Balance
15th|+11/+6/+1|+7|+7|+7|Advanced Learning
16th|+12/+7/+2|+7|+7|+7|Bonus Feat
17th|+12/+7/+2|+8|+8|+8|Turning the Tables
18th|+13/+8/+3|+8|+8|+8|
19th|+14/+9/+4|+9|+9|+9|
20th|+15/+10/+5|+9|+9|+9|Exarch of True Balance
[/table]
[/table]
Spells Per Day:
Spells
{table=head]Level|0|1|2|3|4|5|6
1|2|-|-|-|-|-|-
2|3|0|-|-|-|-|-
3|3|1|-|-|-|-|-
4|3|2|0|-|-|-|-
5|3|3|1|-|-|-|-
6|3|3|2|-|-|-|-
7|3|3|2|0|-|-|-
8|3|3|3|1|-|-|-
9|3|3|3|2|-|-|-
10|3|3|3|2|0|-|-
11|3|3|3|3|1|-|-
12|3|3|3|3|2|-|-
13|3|3|3|3|2|0|-
14|3|3|3|3|3|1|-
15|4|3|3|3|3|1|-
16|4|4|3|3|3|2|-
17|4|4|4|3|3|2|0
18|4|4|4|4|3|3|1
19|4|4|4|4|4|3|2
20|4|4|4|4|4|4|3
[/table]
CLASS SKILLS (4 + Int mod per level, x4 at 1st level)
An Arbiter’s class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Climb (Str), Concentration (Con), Diplomacy (Cha), Heal (Wis), Jump (Str), Kn. Arcana (Int), Kn. Geography (Int), Kn. History (Int.), Kn. Religion (Int), Kn. The Planes (Int), Listen (Wis), Sense Motive (Wis), Speak Language, Spellcraft (Int), Spot (Wis), Use Magic Device (Cha)
Designer’s Note:
You will undoubtedly notice that the Arbiter is exactly average in all ways (with the sole exception of skill points, which could not be made average without being an odd number). This is based both upon fluff and upon abilities, as you will see. Since they have spellcasting, though limited, I went with the lower amount of skill points. Uniquely I believe, they have all average saves as well as ¾ BAB. This may change depending on PEACHing, but I’ve chosen it as the sensible starting point for a class whose entire premise is based around “balance the scales.”
CLASS FEATURES
Weapon and Armor Proficiency: The Arbiter is proficient with all simple and martial weapons, as well as light armor and shields (except tower shields).
Spellcasting: An Arbiter casts divine spells, which are drawn from the Arbiter spell list (found at the bottom of this post). He knows all the spells from the Arbiter spell list of levels that he can cast and may cast the spells he knows without preparing them ahead of time.
To prepare or cast a spell, an arbiter must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an arbiter’s spell is 10 + the spell level + the cleric’s Wisdom modifier.
Like other spellcasters, an arbiter can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: The Arbiter. In addition, he receives bonus spells per day if he has a high Wisdom score. When Table: The Arbiter indicates that the arbiter gets 0 spells per day of a given spell level, he gains only the bonus spells he would be entitled to based on his Wisdom score for that spell level.
As noted above, an arbiter need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his allotment of spells per day for the spell’s level.
Designer’s Note:
You will immediately notice that the Arbiter has both arcane and divine spells on his list, yet casts all of his spells as divine. This is intentional, as the Arbiter is True Neutral and respects all outlooks, methodologies, and even casting methods equally. Furthermore, it greatly enhances his potential as a buffer/debuffer and general support caster. His fluff is distinctly divine in nature, and so all spells are cast as though divine.
Aura of Balance (Ex): As an exemplar of neutrality, an Arbiter at all times radiates an aura of neutrality. As a result, the arbiter's aura grants a +1 bonus to the AC and attacks rolls of allies within 5 feet per arbiter level. This bonus is increased by +1 every four arbiter levels after 4th (8th, 12th, 16th, 20th).
All aura effects on the arbiter’s allies persist for one round after they leave the area of effect
Code of Conduct: As a part of his dedication to true neutrality, the arbiter has entered into a form of contract. If his alignment ever shifts such that it is no longer has at least one neutral alignment component, he may no longer progress as an Arbiter until his alignment has an element of neutrality once again.
A Note on Bonuses: Many of the arbiter's abilities rely on spreading out various bonuses from himself or from enemies. He may only transfer untyped, morale, circumstance, competence, perfection, enhancement, sacred, profane, deflection, natural armor, size, and dodge bonuses and penalties.
Friendly Arbitration (Ex): At 1st level, an Arbiter is just beginning to understand the power granted him by the Great Balance, and has learned that he may influence the connection of others to that balance. As a move action, the arbiter may reallocate any of the above listed bonuses currently affecting his AC, attack/damage rolls, or his ability scores (to the same ability score) among his allies for a number of rounds equal to his ½ his Wisdom modifier.
At 3rd level, he may allocate the bonus among his allies and add an additional +2 to the bonus pool. This increases by an additional +2 for every 4 levels after 3rd (7th, 11th, 15th, 19th).
At 7th level, he may now reallocate numerical bonuses affecting any of his allies, as well as himself. He may now also reallocate miss chances, speed bonuses, and bonuses to initiative. This ability now merely requires a swift action.
At 11th level, he may now reallocate energy resistance and damage reduction.
Designer's Note:
Okay. How this ability works is as follows. Say Mike the Arbiter is adventuring with Dave the Barbarian and Tim the Wizard. They're all eleventh level (meaning Mike gets a +6 bonus to his Friendly Arbitration ability!), and at the moment, Tim has Resistance to Fire 20, Displacement granting a 20% miss chance, and a magical armor bonus of +3.
Mike, using his Friendly Arbitration ability, could reallocate all of Tim's bonuses above, any way he likes. An example:
Mike: Fire Resistance 10, 10% miss chance, magical Armor Bonus of +2
Tim: Fire Resistance 7, 8% miss chance (+3 from Mike's bonus pool)
Dave: Fire Resistance 3, 5% miss chane, magical Armor Bonus of +4 (+3 from Mike's bonus pool)
All of the Arbiter's abilities work in this fashion.
Shared Knowledge (Ex): At 2nd level, an arbiter may take a penalty to any one of his skill bonuses (up to his ranks in that skill) in order to grant an equal amount as a bonus to the same skill of one of his allies. This effect lasts for up to a number of rounds equal to the Arbiter’s Charisma modifier. The arbiter may select any number of rounds during that time frame, but once he has done so, the time frame is locked and may not be changed even if the arbiter so wishes. During this time, the Arbiter may not restore his lowered skill bonus to its normal value by any means. At 6th level, he may allocate the bonus granted among multiple allies, though the total bonus allocated among them must be exactly equal to the penalty taken by the arbiter, and can still only affect the same skill.
Sight of the Balance (Ex): At 3rd level, the arbiter is granted enhanced vision as a result of his connection to the Balance. As such, a number of times per day equal to his Wisdom modifier, as a free action, he may enhances his vision such that he may detect if any being is currently benefiting from numerical bonuses of a magical nature. By spending a full round action, he may learn the exact benefits the creature is receiving, as well as their source. This ability lasts a number of minutes equal to 5x the arbiter's Wisdom modifier.
Shifting the Scales (Su): At 4th level, an Arbiter has begun to understand the power of Balance is limited not just to one’s allies, but also one’s enemies. As a standard action, the arbiter may select an enemy who currently benefits from any of the bonuses listed under "A Note on Bonuses" to AC, attack/damage rolls, or ability scores. Using the power granted him, the Arbiter may then attempt to reallocate a portion of that bonus equal to his Wisdom modifier (to a maximum of half the bonus, rounded down) to himself. The enemy is entitled to a Will save with a DC equal to (10+Wisdom modifier+1/2 Arbiter levels). A successful save results in only ¼ if the amount he would have taken being available for reallocation.
At 8th level, the arbiter may also reallocate miss chances, speed bonuses, and bonuses to initiative and may now target an additional enemy with this ability, though the total bonus taken may not be greater than 1.5x his Wisdom modifier. This ability is now a move action.
At 12th level, he may now reallocate energy resistance, damage reduction and may also transfer a single positive status effect from the enemy to himself or an ally. He may reallocate an additional positive status effect for every 3 levels after 11th (14th, 17th, 20th). A successful save now results in only ½ the amount he would have taken being available for reallocation, rather than just 1/4.
At 16th level, the arbiter may target four enemies with this ability, and the total bonus taken may not be greater than 2.5x his Wisdom modifier.
Shared Resolve (Ex): At 5th level, an arbiter may take a penalty to any one of his saves in order to grant an equal amount as a bonus to that save belonging to one of his allies. This effect lasts for up to a number of rounds equal to the Arbiter’s Charisma modifier. The arbiter may select any number of rounds during that time frame, but once he has done so, the time frame is locked and may not be changed even if the arbiter so wishes. During this time, the Arbiter may not restore his lowered save to its normal value by any means. At 8th level, he may allocate the bonus granted among multiple allies, though the total bonus allocated among them must be exactly equal to the penalty taken by the arbiter, and can still only affect the same save.
Advanced Learning (Ex): At 5th, 10th, and 15th levels, an arbiter may choose to add a new spell to his spell list as a result of personal study. He may select to add any sorcerer/wizard spell from the [Abjuration], [Transmutation], or [Divination] schools or any spell from the [Protection], , [Competition] and domains.
[B]Level the Field (Su): (Credit to Amechra for this ability) At 6th level, an arbiter gains the ability to emit an aura of enforced balance; within this aura, the actions of their allies and enemies gain a little bit of a bias towards the middle of probability.
All allies within the aura treat the value on the following table as if it were the minimum they can possibly roll on a d20; if they roll lower than that value, they are treated as if they rolled that number instead. Equally, all enemies treat the listed value as if it were the HIGHEST value they can possibly roll; if they roll higher, than they are treated as if they instead rolled that amount.
{table=head]Arbiter Level|Aura Radius|Ally Value|Enemy Value
6-7|10'|2|19
8-9|15'|3|18
10-12|20'|4|17
13-14|25'|5|16
15-17|30'|6|15
18-19|35'|7|14
20|40'|8|13[/table]
Improved Aura of Balance (Ex): Having grown in power, and found within themselves an unbreakable link to the Great Balance, a 7th level arbiter’s aura increases in strength and is now able to affect enemies. Enemies within 5 feet/Arbiter level of the arbiter take a -1 penalty to their AC and attack rolls for every 4 arbiter levels, rounded down. Furthermore, the bonus to allies now affects damage rolls in addition to AC and attack rolls.
Bonus Feat (Ex): At 8th level, and again at 16th, an Arbiter may gain a bonus feat whose prerequisites he satisfies. He may not choose a Metamagic feat or any feats with the [Exalted] or [Vile] descriptors.
Shoulder the Burden (Su): As time has passed, the arbiter has improved his ability to affect other being’s connection to the Great Balance. At 10th level, the Arbiter may spend a standard action to shift one effect (whether positive or negative) from any one combatant to another (though he may not shift the dead or unconsciousness statuses). When using this ability to shift a positive effect from an opponent to ally or to shift a negative effect from an ally to an enemy, that enemy is entitled to a Will save equal to (10+Wisdom modifier+1/2 Arbiter levels). At 12th level this becomes a move action.
At 11th level, the Arbiter may shift a number of status effects equal to 1/3rd his Wisdom modifier. This can be in any combination of positive effects and negative effects among allies or enemies, though the enemies still are entitled to saving throws for each positive effect being taken from them and each negative effect being given them.
The effects that the arbiter may shift are as follows: blinded, confused, cowering, dazed, dazzled, deafened, entagled, exhausted, fascinated, fatigued, frightened, nauseated, panicked, paralyzed, petrified, shaken, sickened, staggered and stunned. No other conditions may be selected or shifted using this ability.
Parity (Su): At 12th level, the arbiter has gained a greater understanding of the ways in which he may personally affect the balance, as opposed to acting through others. He may select one of the following abilities. This choice is permanent and may not be changed.
[i]Parity of Strength: After successfully damaging a foe with a melee weapon, the Arbiter may, as a swift action, choose to equalize any enhancement bonuses effect the enemy’s weapons or armor (he must select one, but not both). If the enemy fails a will save with a DC equal to the (10+Wisdom modifier+1/2 arbiter levels), then the enhancement bonus is split equally between the arbiter and the foe. At 15th level, he may apply this effect to both the enemy’s weapons and armor (though he may elect to simply apply the effect one or the other if he so chooses).
Parity of Purpose: After successfully transferring an effect from an opponent using his Shoulder the Burden ability, an Arbiter may attempt to sway that enemy to aid the Arbiter in defense of the balance. Using a swift action, the Arbiter may force the enemy to make a will save with a DC equal to (10+Charisma modifier+1/2 arbiter levels). If the save fails, the creature is dominated as the spell, for a number of rounds equal to ½ the Arbiter’s wisdom modifier.
Parity of Power: After successfully inflicting an enemy with one of his spells, an Arbiter may choose to level the field between the enemy and himself. To that end, he may make a single use of one of the opponent’s natural abilities (this does not include class features) that counts against that creature’s total for the encounter/day/week/etc. Because the ability is an inherent part of the creature, it is far more difficult than normal to succeed in balancing it. Thus, while the creature has to succeed on a will saving throw with a DC equal to (10+Wis+1/2 arbiter level), the Arbiter himself must also succeed on a save with a DC equal to (10+Creature’s Con+1/2 HD). Only if the arbiter succeeds and the creature fails does this ability have its intended effect. A failure does nothing.
Negation (Ex): Through his studies, the arbiter has learned how to channel the force of the balance directly, rather than indirectly through an aura or through the allocation of bonuses or penalties. At 13th level, the arbiter gains a pool of Negation points equal to 1/5th his class level, rounded down. By using these points, which refresh themselves at the beginning of each day, the arbiter may negate any one action taken by a single foe which would affect the arbiter or his allies. In essence, the arbiter is providing an equal and opposite force to counteract whatever ability the opponent uses that might destabilize the balance in his or her own favor. This requires an action on the part of the Arbiter equal to the required action taken by the other creature (i.e. if the Arbiter negated a spell requiring a standard action to cast, it would require a standard action on his part to negate it). On a negated action, the targeted creature simply does nothing, though maneuvers, spells, spell-like abilities, etc. are still spent as normal. Each negation costs one point from the arbiter's negation pool. After using this ability, the Arbiter is treated as fatigued for one hour.
Greater Aura of Balance (Ex): Once again, the arbiter has strengthened his connection to the Great Balance and his ability to channel its power. At 14th level, his aura now grants the same penalty to enemy damage rolls that it would to their AC and attack rolls. Further, allies within 5’/four arbiter levels (rounded down) gain a 5’ increase to their movement speed. Likewise, enemies within the same range take a 5’ penalty to their movement speed.
Turning the Tables (Su): At 17th level, the Arbiter has gained an inherent understanding of the balance between the universe’s many different forms of beings, some of unimaginable power, others far weaker. As such, he may, once per day, choose to attempt to reverse and equalize this imbalance. By spending a full round in meditation, he may select any one creature within his line of sight and attempt to exchange his type and subtype with those of the creature for a number of minutes equal to ½ his wisdom modifier. The creature is entitled to a Will save with a DC equal to (10+Wis+1/2 arbiter levels). If the save succeeds, nothing happens and the creature becomes aware of the arbiter’s attempt and learns of the arbiter’s location. If the save fails, the subject loses consciousness for one second. Upon returning to consciousness, the type and subtype of the creature are now the arbiter’s and vice-versa. During this ability, the effect may not be negated by anything short of a wish or miracle. All of the creatures abilities remain the same, even if they would normally be dependent of their type/subtype. However, they now only have the resistances/immunities that the Arbiter would have possessed and vice-versa.
Exarch of True Balance (Ex): By 20th level, the Arbiter has become a living conduit to the Great Balance. His body and soul have become channels by which the Great Balance makes itself manifest in the world. To that end, the Arbiter has been granted powers beyond those of mortal men. His Negation pool is now equal to half his class level, rather than one-quarter, and the bonus/penalty to movement speed granted by his Greater Aura of Nobility now becomes 10’. Furthermore, enemies who make a successful save against his Shifting the Scales ability now have ¾ rather than ½ of the bonus taken. He continuously operates as if under freedom of movement, as the agent of the balance must be unfettered at all times, that he might serve to equalize the scales, lest the universe suffer. The true boon granted by his newfound power, however, is two-fold.
First, the Arbiter is forevermore treated as a Native Outsider with the [Neutral] subtype and gains all the benefits of such status. Along with this, he gains a fly speed with perfect maneuverability equal to his land speed. Finally, once per day, he may cause time to stop altogether for the duration of one full round. During this round, the Arbiter may freely reallocate any and all numerical bonuses on the field to a number of points equal to 3x his Wisdom modifier. He may also shift any three status effects from any one participant in the battle to another, with no save, though he may not shift the dead or unconsciousness statuses. He may reposition any and all participants as he sees fit, as long as the total amount of distance, in feet, the participants are shifted (whether friend or foe) does not exceed 10x his Wisdom modifier. He may not use this ability to move participants vertically. Finally, the Arbiter may select any number of enemies and drain hit points from them such that the total amount of hit points fully heals one of the Arbiter’s allies. The total amount drained may not exceed the ally’s maximum hit points for any reason, and can be divided across any number of foes.
Arbiter Spell List
0th level: Mage Hand, Mending, Flare, Light, Detect Poison, Detect Magic, Resistance, Guidance, Virtue, Amanuensis**, Caltrops**, Stick**
1st level: Protection from X, Shield, Identify, True Strike, Charm Person, Enlarge Person, Expeditious Retreat, Magic Weapon, Reduce Person, Lesser Deflect*, Dispel Ward**, Resist Planar Alignment**, Benign Transposition* Targeting Ray*, Incite*, Inhibit*, Ebon Eyes*, Nerveskitter*, Portal Beacon*, Ray of Clumsiness*, Shield Bearer*, Spell Flower*, Bane, Bless, Doom, Entropic Shield, Conviction**, Vision of Glory**, Blessed Aim**, Ironguts**, Resurgence**, Lesser Vigor**
2nd level: Protection from Arrows, Resist Energy, Detect Thoughts, See Invisibility, Bear’s Endurance, Bull’s Strength, Cat’s Grace, Owl’s Wisdom, Eagle’s Splendor, Fox’s Cunning, Levitate, Deflect*, Dispelling Touch*, Master’s Touch*, Animalistic Power*, Share Talents*, Daggerspell Stance**, Dissonant Chant**, Distracting Ray**, Earth Lock**, Baleful Transposition**, Chain of Eyes**, Ray of Stupidity**, Belker Claws**, Earthbind**, Earthen Grasp**, Swift Fly**, Lively Step**, Scale Weakening**, Wings of Air**, Lesser Restoration, Shield Other, Remove Paralysis, Insight of Good Fortune*, Curse of Ill Fortune**, Divine Protection**, Living Undeath**, Quick March**, Stabilize**, Wave of Grief**
3rd level: Dispel Magic, Magic Circle Against X, Protection from Energy, Arcane Sight, Tongues, Clairaudience/Clairvoyance, Wind Wall, Blink, Fly, Gaseous Form, Haste, Greater Magic Weapon, Keen Edge, Slow, Energy Aegis*, Energy Vulnerability*, Alter Fortune*, Crown of Might*, Crown of Protection*, Curse of Arrow Attraction*, Halt*, Avoid Planar Effects**, Reverse Arrows**, Amorphous Form**, Deeper Darkvision**, Diamondsteel**, False Gravity**, Girallon’s Blessing**, Shadow Phase**, Mass Snake’s Swiftness**, Spell Vulnerability**, Tremorsense**, Spidersilk**, Blindness/Deafness, Remove Curse, Remove Disease, Remove Blindness/Deafness, Hesitate*, Mass Aid**, Cloak of Bravery**, Mass Conviction**, Downdraft**, Hamatula Barbs**, Mass Resurgence**, Spark of Life**, Tremor**, Vigor**, Mass Lesser Vigor**
4th level: Dimensional Anchor, Lesser Globe of Invulnerability, Remove Curse, Stoneskin, Detect Scrying, Locate Creature, Scrying, Lesser Geas, Mass Enlarge Person, Mass Reduce Person, Stoneshape, Stifle Spell*, Baleful Blink*, Call of Stone*, Mystic Surge*, Dispelling Screen**, Forceward**, Ray Deflection**, Greater Resistance**, Mass Resist Energy**, Wall of X**, Assay Spell Resistance**, Know Vulnerabilities**, Battle Hymn**, Backlash**, Mass Darkvision**, Voice of the Dragon**, Greater Wings of Air**, Death Ward, Restoration, Spell Immunity, Castigate**, Delay Death**, Panacea**, Recitation**
5th level: Break Enchantment, Dismissal, Contact Other Plane, Prying Eyes, Rary’s Telepathic Bond, Animal Growth, Fabricate, Overland Flight, Passwall, Telekinesis, Transmute Rock to Mud, Transmute Mud to Rock, Permanency, Field of Resistance*, Dance of Blades*, Swift Etherealness*, Indomitability**, Planar Tolerance**, Refusal**, Wall of Dispel Magic**, Zone of Respite**, Mass Fire Shield**, Greater Blink**, Greater Enlarge Person**, Mass Fly**, Greater Reduce Person**, Mass Surefooted Stride**, Vulnerability**, Xorn Movement**, Atonement, Mark of Justice, Renewed Vigor*, Mass Curse of Ill Fortune**, Divine Agility**, Life’s Grace**, Incorporeal Nova**, Doomtide**, Mass Sanctuary**, Great Vigor**, Zone of Revelation**, Vulnerability**
6th level: Antimagic Field, Greater Dispel Magic, Globe of Invulnerability, Repulsion, Guards and Wards, Analyze Dweomer, Legend Lore, True Seeing, Geas/Quest, Mass Bear’s Endurance, Mass Bull’s Strength, Mass Cat’s Grace, Mass Owl’s Wisdom, Mass Eagle’s Splendor, Mass Fox’s Cunning, Disintegrate, Flesh to Stone, Move Earth, Control Water, Tenser’s Transformation, Chasing Perfection*, Aura of Evasion**, Ruby Ray of Reversal**, Seal Portal**, Superior Resistance**, Probe Thoughts**, Freezing Fog**, Cloak of the Sea**, Make Manifest**, Stone Body**, Subvert Planar Essence**, Heroes Feast, Energy Immunity**, Rejection**, Vigorous Circle**
Key:
*Player’s Handbook II
**Spell Compendium
Change Log:
1.0: Original version.
1.1: Clarified Negation, heal/harm removed from spell list, clarified restrictions on Friendly Arbitration and Shifting the Scales, added restriction to Shared Knowledge.
1.2: Made alignment "any neutral", reduced the skill list, granted full martial weapons proficiency, added Eclectic Learning, altered the saves of Shoulder the Burden and Shifting the Scales, listed the Orisons/Cantrips, moved Shoulder the Burden to 8th level (and it's improvement to 12th).
1.3: Fixed fluff and typos, moved Shared Knowledge to 2nd level and Shifting the Scales to 4th, added Eclectic Learning, clarified Shoulder the Burden and moved it to 9th level. Added Parity and Turn the Tables.
1.4: Added Level the Field and changed Eclectic Learning to Advanced Learning. Also added clarification about bonuses. Added Sight of the Balance.
Many thanks to Amechra and NeoSeraphi for their help and contributions.
The Arbiter
http://mtg.takaratomy.co.jp/others/column/yonemura/20071206/img/Balance.jpg
An Arbiter, standing ready to defend the balance.
“What is the universe but one Great Scale, ever seeking equilibrium against the currents of good and evil, law and chaos? Where one side begins to prevail, the universe itself grows to suffer. The truth above all, and the path to harmony, is balance. An equality of forces, ever opposed. That is balance, and the salvation of life.”
--Introduction, The Book of True Balance
Adventures: The road is but one way for Arbiters to seek Balance. As embodiments of moral neutrality, arbiters neither favor nor spurn the path of adventure, seeing it as one of many means toward their ends and desires for universal balance. As such, it is no surprise to see them among adventuring parties, though neither is it a common sight.
Characteristics: In general, Arbiters are unique in that they fight not for any single cause other than Balance between good and evil. They can be found among vile torturers and devoted saints, common thieves and powerful lords. Arbiters are everywhere, for what they seek cannot be found in any one place. They wander the planes acting to bring the multiverse into a state of perfect symmetry and harmony, with good and evil in perfect opposition to one another, each one providing the counterpoint to the other and serving to weave the filaments of the universe together.
Alignment: Arbiters are, without exception, neutral on the moral axis (Good-Evil). They are followers and believers in the Great Balance, and side with neither good nor evil. Some arbiters seek Balance using solely lawful means, while others are not above personal interference and the pushing aside of "legal" behavior if it means the overall balance of good and evil is maintained. Their role is that of the scale, acting as an equalizer between opposing forces in an effort to attain universal equilibrium.
Races: Arbiters tend to come from races that value detachment and dedication, as diametrically opposed as that may sound. Arbiters both hold themselves distant from the world, and hold to the Balance. As such, many long lived races, like Elves, often choose the path of the Arbiter, as do seekers of inner peace. Finally, Elans also tend to feel an affinity for the role of an Arbiter. Humans and other such races have Arbiters among them, though they are decidedly more uncommon.
Other Classes: As with all aspects of their outlook, Arbiters regard other classes in terms of how they reflect upon universal balance. They do not feel contempt for the murderous barbarian, disgust for the cruel necromancer, or even admiration for the dedicated paladin. Instead, an arbiter sees them and smiles at the knowledge that here he sees but one representation of the universal current, but one aspect of the Great Balance. That said, Arbiters are categorically opposed to anyone who seeks to upset that balance one way or the other, and will do anything within their powers to maintain that Balance.
Role: Arbiters are unique in that they have the potential to act as spellcasters while also managing to survive in combat. While this is true, their strength comes mainly from their spellcasting and their unique abilities. As such, should an Arbiter wish to engage in combat, it is best he makes use of spells and abilities to aid him in doing so.
GAME RULE INFORMATION
Arbiters have the following game statistics.
Abilities: Wisdom is the most important ability for Arbiters, as most of their abilities, including their spellcasting, are keyed off of Wisdom. Those wishing to participate in melee more often will find Strength useful, while those wishing to aid their allies with support abilities will favor Charisma. As with any character, Constitution is also an important statistic.
Alignment: Any Neutral on the moral axis (LN, TN, CN)
Hit Die: d8
{table=head]
TABLE: The Arbiter
{table=head]Level|Base Attack|Fort|Ref|Will|Special
1st|+0|+1|+1|+1|Aura of Balance, Friendly Arbitration
2nd|+1|+1|+1|+1|Shared Knowledge
3rd|+2|+2|+2|+2|Sight of the Balance
4th|+3|+2|+2|+2|Shifting the Scales
5th|+3|+3|+3|+3|Shared Resolve, Advanced Learning
6th|+4|+3|+3|+3|Level the Field
7th|+5|+3|+3|+3|Improved Aura of Balance
8th|+6/+1|+4|+4|+4|Bonus Feat
9th|+6/+1|+4|+4|+4|
10th|+7/+2|+5|+5|+5|Shoulder the Burden, Advanced Learning
11th|+8/+3|+5|+5|+5|
12th|+9/+4|+6|+6|+6|Parity of Strength
13th|+9/+4|+6|+6|+6|Negation
14th|+10/+5|+6|+6|+6|Greater Aura of Balance
15th|+11/+6/+1|+7|+7|+7|Advanced Learning
16th|+12/+7/+2|+7|+7|+7|Bonus Feat
17th|+12/+7/+2|+8|+8|+8|Turning the Tables
18th|+13/+8/+3|+8|+8|+8|
19th|+14/+9/+4|+9|+9|+9|
20th|+15/+10/+5|+9|+9|+9|Exarch of True Balance
[/table]
[/table]
Spells Per Day:
Spells
{table=head]Level|0|1|2|3|4|5|6
1|2|-|-|-|-|-|-
2|3|0|-|-|-|-|-
3|3|1|-|-|-|-|-
4|3|2|0|-|-|-|-
5|3|3|1|-|-|-|-
6|3|3|2|-|-|-|-
7|3|3|2|0|-|-|-
8|3|3|3|1|-|-|-
9|3|3|3|2|-|-|-
10|3|3|3|2|0|-|-
11|3|3|3|3|1|-|-
12|3|3|3|3|2|-|-
13|3|3|3|3|2|0|-
14|3|3|3|3|3|1|-
15|4|3|3|3|3|1|-
16|4|4|3|3|3|2|-
17|4|4|4|3|3|2|0
18|4|4|4|4|3|3|1
19|4|4|4|4|4|3|2
20|4|4|4|4|4|4|3
[/table]
CLASS SKILLS (4 + Int mod per level, x4 at 1st level)
An Arbiter’s class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Climb (Str), Concentration (Con), Diplomacy (Cha), Heal (Wis), Jump (Str), Kn. Arcana (Int), Kn. Geography (Int), Kn. History (Int.), Kn. Religion (Int), Kn. The Planes (Int), Listen (Wis), Sense Motive (Wis), Speak Language, Spellcraft (Int), Spot (Wis), Use Magic Device (Cha)
Designer’s Note:
You will undoubtedly notice that the Arbiter is exactly average in all ways (with the sole exception of skill points, which could not be made average without being an odd number). This is based both upon fluff and upon abilities, as you will see. Since they have spellcasting, though limited, I went with the lower amount of skill points. Uniquely I believe, they have all average saves as well as ¾ BAB. This may change depending on PEACHing, but I’ve chosen it as the sensible starting point for a class whose entire premise is based around “balance the scales.”
CLASS FEATURES
Weapon and Armor Proficiency: The Arbiter is proficient with all simple and martial weapons, as well as light armor and shields (except tower shields).
Spellcasting: An Arbiter casts divine spells, which are drawn from the Arbiter spell list (found at the bottom of this post). He knows all the spells from the Arbiter spell list of levels that he can cast and may cast the spells he knows without preparing them ahead of time.
To prepare or cast a spell, an arbiter must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an arbiter’s spell is 10 + the spell level + the cleric’s Wisdom modifier.
Like other spellcasters, an arbiter can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: The Arbiter. In addition, he receives bonus spells per day if he has a high Wisdom score. When Table: The Arbiter indicates that the arbiter gets 0 spells per day of a given spell level, he gains only the bonus spells he would be entitled to based on his Wisdom score for that spell level.
As noted above, an arbiter need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his allotment of spells per day for the spell’s level.
Designer’s Note:
You will immediately notice that the Arbiter has both arcane and divine spells on his list, yet casts all of his spells as divine. This is intentional, as the Arbiter is True Neutral and respects all outlooks, methodologies, and even casting methods equally. Furthermore, it greatly enhances his potential as a buffer/debuffer and general support caster. His fluff is distinctly divine in nature, and so all spells are cast as though divine.
Aura of Balance (Ex): As an exemplar of neutrality, an Arbiter at all times radiates an aura of neutrality. As a result, the arbiter's aura grants a +1 bonus to the AC and attacks rolls of allies within 5 feet per arbiter level. This bonus is increased by +1 every four arbiter levels after 4th (8th, 12th, 16th, 20th).
All aura effects on the arbiter’s allies persist for one round after they leave the area of effect
Code of Conduct: As a part of his dedication to true neutrality, the arbiter has entered into a form of contract. If his alignment ever shifts such that it is no longer has at least one neutral alignment component, he may no longer progress as an Arbiter until his alignment has an element of neutrality once again.
A Note on Bonuses: Many of the arbiter's abilities rely on spreading out various bonuses from himself or from enemies. He may only transfer untyped, morale, circumstance, competence, perfection, enhancement, sacred, profane, deflection, natural armor, size, and dodge bonuses and penalties.
Friendly Arbitration (Ex): At 1st level, an Arbiter is just beginning to understand the power granted him by the Great Balance, and has learned that he may influence the connection of others to that balance. As a move action, the arbiter may reallocate any of the above listed bonuses currently affecting his AC, attack/damage rolls, or his ability scores (to the same ability score) among his allies for a number of rounds equal to his ½ his Wisdom modifier.
At 3rd level, he may allocate the bonus among his allies and add an additional +2 to the bonus pool. This increases by an additional +2 for every 4 levels after 3rd (7th, 11th, 15th, 19th).
At 7th level, he may now reallocate numerical bonuses affecting any of his allies, as well as himself. He may now also reallocate miss chances, speed bonuses, and bonuses to initiative. This ability now merely requires a swift action.
At 11th level, he may now reallocate energy resistance and damage reduction.
Designer's Note:
Okay. How this ability works is as follows. Say Mike the Arbiter is adventuring with Dave the Barbarian and Tim the Wizard. They're all eleventh level (meaning Mike gets a +6 bonus to his Friendly Arbitration ability!), and at the moment, Tim has Resistance to Fire 20, Displacement granting a 20% miss chance, and a magical armor bonus of +3.
Mike, using his Friendly Arbitration ability, could reallocate all of Tim's bonuses above, any way he likes. An example:
Mike: Fire Resistance 10, 10% miss chance, magical Armor Bonus of +2
Tim: Fire Resistance 7, 8% miss chance (+3 from Mike's bonus pool)
Dave: Fire Resistance 3, 5% miss chane, magical Armor Bonus of +4 (+3 from Mike's bonus pool)
All of the Arbiter's abilities work in this fashion.
Shared Knowledge (Ex): At 2nd level, an arbiter may take a penalty to any one of his skill bonuses (up to his ranks in that skill) in order to grant an equal amount as a bonus to the same skill of one of his allies. This effect lasts for up to a number of rounds equal to the Arbiter’s Charisma modifier. The arbiter may select any number of rounds during that time frame, but once he has done so, the time frame is locked and may not be changed even if the arbiter so wishes. During this time, the Arbiter may not restore his lowered skill bonus to its normal value by any means. At 6th level, he may allocate the bonus granted among multiple allies, though the total bonus allocated among them must be exactly equal to the penalty taken by the arbiter, and can still only affect the same skill.
Sight of the Balance (Ex): At 3rd level, the arbiter is granted enhanced vision as a result of his connection to the Balance. As such, a number of times per day equal to his Wisdom modifier, as a free action, he may enhances his vision such that he may detect if any being is currently benefiting from numerical bonuses of a magical nature. By spending a full round action, he may learn the exact benefits the creature is receiving, as well as their source. This ability lasts a number of minutes equal to 5x the arbiter's Wisdom modifier.
Shifting the Scales (Su): At 4th level, an Arbiter has begun to understand the power of Balance is limited not just to one’s allies, but also one’s enemies. As a standard action, the arbiter may select an enemy who currently benefits from any of the bonuses listed under "A Note on Bonuses" to AC, attack/damage rolls, or ability scores. Using the power granted him, the Arbiter may then attempt to reallocate a portion of that bonus equal to his Wisdom modifier (to a maximum of half the bonus, rounded down) to himself. The enemy is entitled to a Will save with a DC equal to (10+Wisdom modifier+1/2 Arbiter levels). A successful save results in only ¼ if the amount he would have taken being available for reallocation.
At 8th level, the arbiter may also reallocate miss chances, speed bonuses, and bonuses to initiative and may now target an additional enemy with this ability, though the total bonus taken may not be greater than 1.5x his Wisdom modifier. This ability is now a move action.
At 12th level, he may now reallocate energy resistance, damage reduction and may also transfer a single positive status effect from the enemy to himself or an ally. He may reallocate an additional positive status effect for every 3 levels after 11th (14th, 17th, 20th). A successful save now results in only ½ the amount he would have taken being available for reallocation, rather than just 1/4.
At 16th level, the arbiter may target four enemies with this ability, and the total bonus taken may not be greater than 2.5x his Wisdom modifier.
Shared Resolve (Ex): At 5th level, an arbiter may take a penalty to any one of his saves in order to grant an equal amount as a bonus to that save belonging to one of his allies. This effect lasts for up to a number of rounds equal to the Arbiter’s Charisma modifier. The arbiter may select any number of rounds during that time frame, but once he has done so, the time frame is locked and may not be changed even if the arbiter so wishes. During this time, the Arbiter may not restore his lowered save to its normal value by any means. At 8th level, he may allocate the bonus granted among multiple allies, though the total bonus allocated among them must be exactly equal to the penalty taken by the arbiter, and can still only affect the same save.
Advanced Learning (Ex): At 5th, 10th, and 15th levels, an arbiter may choose to add a new spell to his spell list as a result of personal study. He may select to add any sorcerer/wizard spell from the [Abjuration], [Transmutation], or [Divination] schools or any spell from the [Protection], , [Competition] and domains.
[B]Level the Field (Su): (Credit to Amechra for this ability) At 6th level, an arbiter gains the ability to emit an aura of enforced balance; within this aura, the actions of their allies and enemies gain a little bit of a bias towards the middle of probability.
All allies within the aura treat the value on the following table as if it were the minimum they can possibly roll on a d20; if they roll lower than that value, they are treated as if they rolled that number instead. Equally, all enemies treat the listed value as if it were the HIGHEST value they can possibly roll; if they roll higher, than they are treated as if they instead rolled that amount.
{table=head]Arbiter Level|Aura Radius|Ally Value|Enemy Value
6-7|10'|2|19
8-9|15'|3|18
10-12|20'|4|17
13-14|25'|5|16
15-17|30'|6|15
18-19|35'|7|14
20|40'|8|13[/table]
Improved Aura of Balance (Ex): Having grown in power, and found within themselves an unbreakable link to the Great Balance, a 7th level arbiter’s aura increases in strength and is now able to affect enemies. Enemies within 5 feet/Arbiter level of the arbiter take a -1 penalty to their AC and attack rolls for every 4 arbiter levels, rounded down. Furthermore, the bonus to allies now affects damage rolls in addition to AC and attack rolls.
Bonus Feat (Ex): At 8th level, and again at 16th, an Arbiter may gain a bonus feat whose prerequisites he satisfies. He may not choose a Metamagic feat or any feats with the [Exalted] or [Vile] descriptors.
Shoulder the Burden (Su): As time has passed, the arbiter has improved his ability to affect other being’s connection to the Great Balance. At 10th level, the Arbiter may spend a standard action to shift one effect (whether positive or negative) from any one combatant to another (though he may not shift the dead or unconsciousness statuses). When using this ability to shift a positive effect from an opponent to ally or to shift a negative effect from an ally to an enemy, that enemy is entitled to a Will save equal to (10+Wisdom modifier+1/2 Arbiter levels). At 12th level this becomes a move action.
At 11th level, the Arbiter may shift a number of status effects equal to 1/3rd his Wisdom modifier. This can be in any combination of positive effects and negative effects among allies or enemies, though the enemies still are entitled to saving throws for each positive effect being taken from them and each negative effect being given them.
The effects that the arbiter may shift are as follows: blinded, confused, cowering, dazed, dazzled, deafened, entagled, exhausted, fascinated, fatigued, frightened, nauseated, panicked, paralyzed, petrified, shaken, sickened, staggered and stunned. No other conditions may be selected or shifted using this ability.
Parity (Su): At 12th level, the arbiter has gained a greater understanding of the ways in which he may personally affect the balance, as opposed to acting through others. He may select one of the following abilities. This choice is permanent and may not be changed.
[i]Parity of Strength: After successfully damaging a foe with a melee weapon, the Arbiter may, as a swift action, choose to equalize any enhancement bonuses effect the enemy’s weapons or armor (he must select one, but not both). If the enemy fails a will save with a DC equal to the (10+Wisdom modifier+1/2 arbiter levels), then the enhancement bonus is split equally between the arbiter and the foe. At 15th level, he may apply this effect to both the enemy’s weapons and armor (though he may elect to simply apply the effect one or the other if he so chooses).
Parity of Purpose: After successfully transferring an effect from an opponent using his Shoulder the Burden ability, an Arbiter may attempt to sway that enemy to aid the Arbiter in defense of the balance. Using a swift action, the Arbiter may force the enemy to make a will save with a DC equal to (10+Charisma modifier+1/2 arbiter levels). If the save fails, the creature is dominated as the spell, for a number of rounds equal to ½ the Arbiter’s wisdom modifier.
Parity of Power: After successfully inflicting an enemy with one of his spells, an Arbiter may choose to level the field between the enemy and himself. To that end, he may make a single use of one of the opponent’s natural abilities (this does not include class features) that counts against that creature’s total for the encounter/day/week/etc. Because the ability is an inherent part of the creature, it is far more difficult than normal to succeed in balancing it. Thus, while the creature has to succeed on a will saving throw with a DC equal to (10+Wis+1/2 arbiter level), the Arbiter himself must also succeed on a save with a DC equal to (10+Creature’s Con+1/2 HD). Only if the arbiter succeeds and the creature fails does this ability have its intended effect. A failure does nothing.
Negation (Ex): Through his studies, the arbiter has learned how to channel the force of the balance directly, rather than indirectly through an aura or through the allocation of bonuses or penalties. At 13th level, the arbiter gains a pool of Negation points equal to 1/5th his class level, rounded down. By using these points, which refresh themselves at the beginning of each day, the arbiter may negate any one action taken by a single foe which would affect the arbiter or his allies. In essence, the arbiter is providing an equal and opposite force to counteract whatever ability the opponent uses that might destabilize the balance in his or her own favor. This requires an action on the part of the Arbiter equal to the required action taken by the other creature (i.e. if the Arbiter negated a spell requiring a standard action to cast, it would require a standard action on his part to negate it). On a negated action, the targeted creature simply does nothing, though maneuvers, spells, spell-like abilities, etc. are still spent as normal. Each negation costs one point from the arbiter's negation pool. After using this ability, the Arbiter is treated as fatigued for one hour.
Greater Aura of Balance (Ex): Once again, the arbiter has strengthened his connection to the Great Balance and his ability to channel its power. At 14th level, his aura now grants the same penalty to enemy damage rolls that it would to their AC and attack rolls. Further, allies within 5’/four arbiter levels (rounded down) gain a 5’ increase to their movement speed. Likewise, enemies within the same range take a 5’ penalty to their movement speed.
Turning the Tables (Su): At 17th level, the Arbiter has gained an inherent understanding of the balance between the universe’s many different forms of beings, some of unimaginable power, others far weaker. As such, he may, once per day, choose to attempt to reverse and equalize this imbalance. By spending a full round in meditation, he may select any one creature within his line of sight and attempt to exchange his type and subtype with those of the creature for a number of minutes equal to ½ his wisdom modifier. The creature is entitled to a Will save with a DC equal to (10+Wis+1/2 arbiter levels). If the save succeeds, nothing happens and the creature becomes aware of the arbiter’s attempt and learns of the arbiter’s location. If the save fails, the subject loses consciousness for one second. Upon returning to consciousness, the type and subtype of the creature are now the arbiter’s and vice-versa. During this ability, the effect may not be negated by anything short of a wish or miracle. All of the creatures abilities remain the same, even if they would normally be dependent of their type/subtype. However, they now only have the resistances/immunities that the Arbiter would have possessed and vice-versa.
Exarch of True Balance (Ex): By 20th level, the Arbiter has become a living conduit to the Great Balance. His body and soul have become channels by which the Great Balance makes itself manifest in the world. To that end, the Arbiter has been granted powers beyond those of mortal men. His Negation pool is now equal to half his class level, rather than one-quarter, and the bonus/penalty to movement speed granted by his Greater Aura of Nobility now becomes 10’. Furthermore, enemies who make a successful save against his Shifting the Scales ability now have ¾ rather than ½ of the bonus taken. He continuously operates as if under freedom of movement, as the agent of the balance must be unfettered at all times, that he might serve to equalize the scales, lest the universe suffer. The true boon granted by his newfound power, however, is two-fold.
First, the Arbiter is forevermore treated as a Native Outsider with the [Neutral] subtype and gains all the benefits of such status. Along with this, he gains a fly speed with perfect maneuverability equal to his land speed. Finally, once per day, he may cause time to stop altogether for the duration of one full round. During this round, the Arbiter may freely reallocate any and all numerical bonuses on the field to a number of points equal to 3x his Wisdom modifier. He may also shift any three status effects from any one participant in the battle to another, with no save, though he may not shift the dead or unconsciousness statuses. He may reposition any and all participants as he sees fit, as long as the total amount of distance, in feet, the participants are shifted (whether friend or foe) does not exceed 10x his Wisdom modifier. He may not use this ability to move participants vertically. Finally, the Arbiter may select any number of enemies and drain hit points from them such that the total amount of hit points fully heals one of the Arbiter’s allies. The total amount drained may not exceed the ally’s maximum hit points for any reason, and can be divided across any number of foes.
Arbiter Spell List
0th level: Mage Hand, Mending, Flare, Light, Detect Poison, Detect Magic, Resistance, Guidance, Virtue, Amanuensis**, Caltrops**, Stick**
1st level: Protection from X, Shield, Identify, True Strike, Charm Person, Enlarge Person, Expeditious Retreat, Magic Weapon, Reduce Person, Lesser Deflect*, Dispel Ward**, Resist Planar Alignment**, Benign Transposition* Targeting Ray*, Incite*, Inhibit*, Ebon Eyes*, Nerveskitter*, Portal Beacon*, Ray of Clumsiness*, Shield Bearer*, Spell Flower*, Bane, Bless, Doom, Entropic Shield, Conviction**, Vision of Glory**, Blessed Aim**, Ironguts**, Resurgence**, Lesser Vigor**
2nd level: Protection from Arrows, Resist Energy, Detect Thoughts, See Invisibility, Bear’s Endurance, Bull’s Strength, Cat’s Grace, Owl’s Wisdom, Eagle’s Splendor, Fox’s Cunning, Levitate, Deflect*, Dispelling Touch*, Master’s Touch*, Animalistic Power*, Share Talents*, Daggerspell Stance**, Dissonant Chant**, Distracting Ray**, Earth Lock**, Baleful Transposition**, Chain of Eyes**, Ray of Stupidity**, Belker Claws**, Earthbind**, Earthen Grasp**, Swift Fly**, Lively Step**, Scale Weakening**, Wings of Air**, Lesser Restoration, Shield Other, Remove Paralysis, Insight of Good Fortune*, Curse of Ill Fortune**, Divine Protection**, Living Undeath**, Quick March**, Stabilize**, Wave of Grief**
3rd level: Dispel Magic, Magic Circle Against X, Protection from Energy, Arcane Sight, Tongues, Clairaudience/Clairvoyance, Wind Wall, Blink, Fly, Gaseous Form, Haste, Greater Magic Weapon, Keen Edge, Slow, Energy Aegis*, Energy Vulnerability*, Alter Fortune*, Crown of Might*, Crown of Protection*, Curse of Arrow Attraction*, Halt*, Avoid Planar Effects**, Reverse Arrows**, Amorphous Form**, Deeper Darkvision**, Diamondsteel**, False Gravity**, Girallon’s Blessing**, Shadow Phase**, Mass Snake’s Swiftness**, Spell Vulnerability**, Tremorsense**, Spidersilk**, Blindness/Deafness, Remove Curse, Remove Disease, Remove Blindness/Deafness, Hesitate*, Mass Aid**, Cloak of Bravery**, Mass Conviction**, Downdraft**, Hamatula Barbs**, Mass Resurgence**, Spark of Life**, Tremor**, Vigor**, Mass Lesser Vigor**
4th level: Dimensional Anchor, Lesser Globe of Invulnerability, Remove Curse, Stoneskin, Detect Scrying, Locate Creature, Scrying, Lesser Geas, Mass Enlarge Person, Mass Reduce Person, Stoneshape, Stifle Spell*, Baleful Blink*, Call of Stone*, Mystic Surge*, Dispelling Screen**, Forceward**, Ray Deflection**, Greater Resistance**, Mass Resist Energy**, Wall of X**, Assay Spell Resistance**, Know Vulnerabilities**, Battle Hymn**, Backlash**, Mass Darkvision**, Voice of the Dragon**, Greater Wings of Air**, Death Ward, Restoration, Spell Immunity, Castigate**, Delay Death**, Panacea**, Recitation**
5th level: Break Enchantment, Dismissal, Contact Other Plane, Prying Eyes, Rary’s Telepathic Bond, Animal Growth, Fabricate, Overland Flight, Passwall, Telekinesis, Transmute Rock to Mud, Transmute Mud to Rock, Permanency, Field of Resistance*, Dance of Blades*, Swift Etherealness*, Indomitability**, Planar Tolerance**, Refusal**, Wall of Dispel Magic**, Zone of Respite**, Mass Fire Shield**, Greater Blink**, Greater Enlarge Person**, Mass Fly**, Greater Reduce Person**, Mass Surefooted Stride**, Vulnerability**, Xorn Movement**, Atonement, Mark of Justice, Renewed Vigor*, Mass Curse of Ill Fortune**, Divine Agility**, Life’s Grace**, Incorporeal Nova**, Doomtide**, Mass Sanctuary**, Great Vigor**, Zone of Revelation**, Vulnerability**
6th level: Antimagic Field, Greater Dispel Magic, Globe of Invulnerability, Repulsion, Guards and Wards, Analyze Dweomer, Legend Lore, True Seeing, Geas/Quest, Mass Bear’s Endurance, Mass Bull’s Strength, Mass Cat’s Grace, Mass Owl’s Wisdom, Mass Eagle’s Splendor, Mass Fox’s Cunning, Disintegrate, Flesh to Stone, Move Earth, Control Water, Tenser’s Transformation, Chasing Perfection*, Aura of Evasion**, Ruby Ray of Reversal**, Seal Portal**, Superior Resistance**, Probe Thoughts**, Freezing Fog**, Cloak of the Sea**, Make Manifest**, Stone Body**, Subvert Planar Essence**, Heroes Feast, Energy Immunity**, Rejection**, Vigorous Circle**
Key:
*Player’s Handbook II
**Spell Compendium
Change Log:
1.0: Original version.
1.1: Clarified Negation, heal/harm removed from spell list, clarified restrictions on Friendly Arbitration and Shifting the Scales, added restriction to Shared Knowledge.
1.2: Made alignment "any neutral", reduced the skill list, granted full martial weapons proficiency, added Eclectic Learning, altered the saves of Shoulder the Burden and Shifting the Scales, listed the Orisons/Cantrips, moved Shoulder the Burden to 8th level (and it's improvement to 12th).
1.3: Fixed fluff and typos, moved Shared Knowledge to 2nd level and Shifting the Scales to 4th, added Eclectic Learning, clarified Shoulder the Burden and moved it to 9th level. Added Parity and Turn the Tables.
1.4: Added Level the Field and changed Eclectic Learning to Advanced Learning. Also added clarification about bonuses. Added Sight of the Balance.