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View Full Version : [3.5] Vestige Priest (Soulbinding Base Class, PEACH)



Zaydos
2014-02-06, 02:10 AM
Vestige Priest

”Through me you shall see the world.” – Aihaytrait Ingklaskwoats

A binder lets a vestige view the world through them. A vestige priest lets a vestige deep into their soul to share it. A vestige priest surrenders themselves completely, not even attempting to bend the vestige to their will. A vestige priest studies the art of drawing magical power from vestiges to channel into a variety of spells. In ways a vestige priest is all things that a cleric fears a binder is. They have turned from the gods as patrons, act in ways dangerous to themselves and others due to the influence of these otherworldly beings, and in so doing further the will of these mad beings many of whom were sealed from the world for a reason. Even heroic vestige priests showcase such behaviors as compulsively seizing power whenever they can see the opportunity to do so, general irritability in the light and a distaste for the clergy of gods of law and good, or compulsion to cause small calamity and fights between friends. They are not binders who can control these influences completely with relative ease, instead they must surrender to them at every opportunity or risk loss of their powers; some vestige priests show such constraint even when it means losing vital energy, but they are the rarer of their brethren. As such vestige priests often find themselves outcast, as their route to power requires them to give up a portion of their free will to accommodate the whims of a mad being from beyond the world.

Balance Point: With the vestige priest I was not trying to balance it against a binder. Instead I sought to find some point of balance against a tier 1 or 2 full caster. I am not sure if I succeeded, but that is the eternal nature of homebrew. In many ways this is close to “Anima Mage” the base class as far as power level is concerned.

Adventures: A vestige priest may seek lost lore related to the vestiges, be compelled by the whims and desires of a favored primary vestige who they have been bound to for so long that they’ve began to suffer a bleed of the vestige’s desires into theirs. Some vestige priests adventure for lust of power, while others see that a hero can find acceptance regardless of what else they are through deeds of grandeur and altruism.

Characteristics: A vestige priest binds vestiges much like a binder, and couples it with magical might with which to try and bend the world. Though frail in battle, a vestige priest can carry a wide variety of powerful capabilities which allow them to reshape the battlefield and match spells with beast and hero both.

Alignment: Vestige priests can be of any alignment. Even so few are good, for their route to power involves allowing yourself to be influenced by beings that often have destructive impulses you are forced to act upon; good vestige priests select their vestiges carefully, trying to avoid those which will cause suffering to others. Evil vestige priests are more common as they have little care for the effects of their actions on other beings. In law and chaos vestige priests are more split. The submission of one’s soul to another creature is an inherently un-Chaotic act, one that weighs heavily on the scale towards Law. Even so a vestige priest is one acting out against the strictures of society and tradition and doing so in a way that shows no care for the harm they could do to society as a whole, which is a highly Chaotic action.

Religion: Some vestige priests revere the vestiges themselves as if they were gods. Not all show them such religious awe but, even those vestige priests who do not see the vestiges as beings worthy of worship, rarely consider the gods worthy of it either. Those few vestige priests that do worship gods often turn towards gods of knowledge, particularly dark and secret knowledge, such as Vecna.

Background: One becomes a vestige priest much like one becomes a binder, and in fact they were possibly the original binders.

Races: Like binders vestige priests tend to be rare among all humanoid species, more common in the more immortal and godless races from closer to the dawn of creation.

Other Classes: A vestige priest appreciates anyone who can keep foes from them. That said their relation with paladins, clerics, and druids is strained at best. The more arcane minded are more likely to value and be interested in your power, but often they will clash heads as the two compare whose power is truly superior and less costly. Vestige priests and binders interact in what might be the most interesting way. To a vestige priest a binder is a sorry soul too scared to go all the way for power. To a binder a vestige priest is a fool who risks losing their very being in a hubristic desire for more and more power.

Role: A vestige priest is a caster first and foremost. What sort of mage they are varies with what vestiges they know and have bound, but a vestige priest remains a caster at all times.

Adaptation: A vestige priest’s fluff can undergo many of the same adaptations as a binder’s, and most likely will need to undergo related ones. Mechanically a weaker version of the vestige priest that brings their power more in line with that of a binder’s would be to limit them to 1 vestige till 12th level and to grant them spell progression equal to that of a bard’s (changing ingrained spell to 5th, 8th, 11th, 14th, 17th, and 20th levels), delay vestige spells and remove greater vestige spells and the third deep bind entirely. In truth either the reduced spellcasting or reduced binds could be done to limit a vestige priest’s power, although both would be needed to bring them even relatively close to parity. Another option, possibly useful in conjunction with one or both of the above is to limit their vestige level more thoroughly. In this variant they are unable to fully bind a vestige at 1st level, only gaining the benefits associated with the Bind Vestige feat until 3rd level where they gain the ability to bind 1st level vestiges, gaining 2nd at 5th (or 3rd with improved binding feat), 3rd at 7th, 4th at 9th, 5th at 12th, 6th at 15th, and 7th at 19th, never gaining 8th without an Epic Feat. Another option is to not grant them any of the normal vestige abilities from a deep bound vestige and allow them to bind any vestige regardless of level (although this will require some modification of low level spells for higher level vestiges as they often have more powerful 1st and 2nd level spells than they otherwise would as they will not be available at low levels) but only gain spells from doing so.

GAME RULE INFORMATION
Vestige Priests have the following game statistics.
Abilities: Wisdom determines the power of a vestige priest’s spells. Charisma determines the power of the supernatural abilities granted to them by their bound vestiges. Constitution determines a vestige priest’s health and toughness.
Alignment: Any.
Hit Die: d6
Starting Age: As wizard.
Starting Gold: 3d4 x 10 GP (75 GP).

Class Skills
The Vestige Priest's class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Decipher Script (Int), Intimidate (Cha), Knowledge (each skill taken individually) (Int), Profession (Wis), and Spellcraft (Int).

Skill Points at First Level: (2 + Int modifier) x 4
Skill Points at Each Additional Level: 2 + Int modifier

CLASS NAME


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
_0_
1st
2nd
3rd
4th
5th
6th
7th
8th
9th


1st

+0

+0

+0

+2
Soul Binding (1 bind), Deep Binding

4

2

-

-

-

-

-

-

-

-


2nd

+1

+0

+0

+3
Pact Scholar

5

3

-

-

-

-

-

-

-

-


3rd

+1

+1

+1

+3
Vestige Metamagic

5

4

-

-

-

-

-

-

-

-


4th

+2

+1

+1

+4
Ingrained Spell

5

5

2

-

-

-

-

-

-

-


5th

+2

+1

+1

+4
Quickened Recovery

5

5

3

-

-

-

-

-

-

-


6th

+3

+2

+2

+5
Ingrained Spell

5

5

4

2

-

-

-

-

-

-


7th

+3

+2

+2

+5
Pact Cantrips

5

5

5

3

-

-

-

-

-

-


8th

+4

+2

+2

+6
Ingrained Spell

5

5

5

4

2

-

-

-

-

-


9th

+4

+3

+3

+6
Soul Binding (2nd vestige), Second Deep Bind (1st level spells)

5

5

5

5

3

-

-

-

-

-


10th

+5

+3

+3

+7
Ingrained Spell, Second Deep Bind (2nd level spells)

5

5

5

5

4

2

-

-

-

-


11th

+5

+3

+3

+7
Second Deep Bind (Max spell level -1)

5

5

5

5

5

3

-

-

-

-


12th

+6

+4

+4

+8
Ingrained Spell

5

5

5

5

5

4

2

-

-

-


13th

+6

+4

+4

+8
Pact Spells

5

5

5

5

5

5

3

-

-

-


14th

+7

+4

+4

+9
Ingrained Spell

5

5

5

5

5

5

4

2

-

-


15th

+7

+5

+5

+9
Greater Vestige Metamagic

5

5

5

5

5

5

5

3

-

-


16th

+8

+5

+5

+10
Ingrained Spell

5

5

5

5

5

5

5

4

2

-


17th

+8

+5

+5

+10
Soul Binding (3 Vestiges), Third Deep Bind (2nd level spells)

5

5

5

5

5

5

5

5

3

-


18th

+9

+6

+6

+11
Ingrained Spell, Third Deep Bind (4th level spells)

5

5

5

5

5

5

5

5

4

2


19th

+9

+6

+6

+11
Greater Quickened Recovery, Third Deep Bind (-2 max spell level)

5

5

5

5

5

5

5

5

5

3


20th

+10

+6

+6

+12
Ingrained Spell, Greater Pact Spell

5

5

5

5

5

5

5

5

5

5



Class Features
All of the following are class features of the Vestige Priest

Weapon and Armor Proficiencies: A Vestige Priest is proficient in simple weapons but neither armor nor shields.

Soulbinding: A vestige priest gains the ability to bind vestiges like a binder. This ability functions the same as a binder’s soul binding, except for the rate at which additional vestiges can be bound and as modified by Deep Bind (if used). A vestige priest with levels in binder may add their binder level to their vestige priest level to determine max level of vestige bound and may either use their binder level alone to determine the maximum level of vestiges that can be bound or add their binder level to their vestige priest level to determine how many vestiges they may bind simultaneously (but not number of deep binds). At 9th level a vestige priest can bind a 2nd vestige simultaneously, and at 17th level a vestige priest can bind a 3rd vestige simultaneously.

Deep Bind:: A vestige priest can make a deeper bond with a vestige than even a binder, opening their soul to let the vestige enter it. When making a deep bind a vestige priest must willingly forgo their binding check automatically accepting a bad pact and may not benefit from a feat or effect which allows them to ignore special requirements to bind the vestige. In exchange a vestige priest gains access to a list of spells known bestowed by the vestige (see below, each vestige has an individual list) up to the highest level spells they can cast. A vestige bound in a vestige priest’s deep bind is called their primary vestige. If a vestige priest goes against their primary vestige’s influence they lose access to all spells known granted by it for 1 minute, and suffer a -1 penalty to caster level for 1 hour.

A vestige priest may only make a Deep Bind with a vestige they know. A vestige priest gains 1 known 1st level vestige at 1st level in this class and one additional known vestige of any level they can bind at each level thereafter. Any class that increases a vestige priest’s soulbinding ability also increases their vestiges known (including binder which can grant them retroactively if you take Vestige Priest after Binder).

Spellcasting: A vestige priest casts spells granted to them by the various vestiges. These spells are neither divine nor arcane in origin, originating instead from the vestiges themselves. As such they do not suffer arcane spell failure, nor are they affected by effects that affect divine spells. A vestige priest casts spells from their list of spells known (whether granted by their deep bound vestiges, ingrained spells, universal cantrips, or otherwise obtained as a vestige priest spell known) spontaneously with no need to prepare them (like a sorcerer). A vestige priest may not cast spells unless their Wisdom score is at least 10 + the level of the spell, and both their bonus spells

If a vestige grants spells with the alignment descriptor it will either be marked as aligned or unaligned. If the vestige is aligned any vestige priest binding it in a deep bind may use those spells regardless of their own alignment (example Geryon). If a vestige is unaligned a vestige priest can only use those spells which have alignment descriptors matching their own alignment, and the vestige will normally grant the equivalent spell of the opposite alignment (example Balam). A vestige is always considered unaligned for spells added to their list through Ingrained Spell or other means.

If a vestige grants spells which have both an arcane material component or focus and a divine focus the vestige priest must provide the arcane material component/foci. If a spell, however, has only a divine focus without a material component that arcane casters must substitute the vestige priest uses the vestige’s sign as their focus (it must not be hidden) and the sign momentarily glows (enough to provide 5-ft shadowy illumination during the vestige priest’s action) while the spell is cast.

If a non-psionic vestige grants psionic powers they are used as spells, with any augmentation effects happening as if a number of power points were spent on them equal to the minimum power points to manifest a power of the same level as the spell slot used, unless the spent slot is of your highest available level in which case it is considered to have a number of power points spent equal to your caster level. Psionic powers cast as spells in this way have a verbal and somatic component as well as using the vestige’s sign as a component as described under Divine Foci above.

In the case of a psionic vestige you instead manifest all powers granted by them using your vestige priest caster level as your manifester level. You may (as part of manifesting a power) expend a spell slot to gain power points equal to twice its level -1 or equal to your vestige priest caster level if it is a slot of your highest level. You may expend multiple spell slot as part of casting a single spell, and you may retain these power points for later use, but they are lost when you recover your spells each day

If a vestige grants a shadowcaster mystery as a spell you are able to cast it as if it were a spell with a verbal and somatic component. Regardless of your caster level it is never treated as a spell-like ability or supernatural ability.

If I ever make a vestige grant an utterance as a spell I will be surprised and add rules here at that time… I must now, of course, make a vestige about truenaming which does just that.

Anti-magic: An antimagic field spell cast by a vestige priest does not suppress the supernatural powers of the vestige that granted it, even for other characters binding that vestige. This does not apply to an antimagic field spell granted through Ingrained Spell or another ability, this is an exception to the normal rule for Ingrained Spells that they count as granted by whatever vestige is most beneficial. If the antimagic field spell was granted by an Ingrained Spell it will suppress all of your vestiges’ abilities, on the other hand if you have the ability to cast 7th level spells and both Dahvler-Nar and Ronove deep bound and cast antimagic field you would select which vestige you cast the spell from and that vestige’s granted powers (for yourself and others) would not be affected by the antimagic field.

Universal Cantrips: A vestige priest knows the following spells regardless of what vestige (if any) they have deep bound. They may consider them the spells granted by any of their deep bound vestiges when beneficial.
Detect Magic
Detect VestigeTome of Magic
Read Magic

Pact Knowledge (Ex): A vestige priest has intimate knowledge of vestiges and the legends which surround them. When making a knowledge check which pertains to a vestige (including someone noted for binding that vestige) a vestige priest gains a +3 bonus to the check.

Vestige Metamagic (Ex): A vestige priest learns to channel the power of their vestige to apply metamagic more quickly. Beginning at 3rd level a vestige priest may apply metamagic to a spell without increasing its casting time by expending all 5 round recharge abilities (even if they have had this recharge time reduced through feats or effects) of the vestige which grants the spell as a spell known. To use this ability the vestige must have all of its 5 round recharge abilities available for use; in the case of a vestige which has no recharge abilities this ability itself counts as a recharge ability (and as such cannot be used for 5 rounds after it has been used affected by any abilities which make these powers recharge more quickly). Due to the tenuous connection a vestige has with the multiverse this ability may not be used in conjunction with metamagic which increases the spell’s duration.

Ingrained Spell: Certain spells learned by a vestige priest becomes more deeply tied to their spirit. At 4th level, and every even level thereafter, a vestige priest may select 1 spell of any level less than their highest spell level that is a spell known granted by any of their known vestiges. That spell is always considered a spell known for the vestige priest regardless of vestige(s) bound and they may consider them the spells granted by any of their deep bound vestiges when beneficial. At 20th level a vestige priest may select any spell known granted by any of their known vestiges regardless of its level. Any level which advances a vestige priest’s spellcasting in vestige priest stacks with vestige priest levels for Ingrained Spell (and Greater Ingrained Spell).

Quickened Recovery (Su): A vestige priest’s deep pacts allow a vestige to draw more power from the vestige priest and recover the ability to use their abilities more quickly. Beginning at 5th level a vestige priest recovers the abilities of a deep bound vestige one round more quickly (4 rounds instead of 5) than normal; no combination of effects including this one may reduce the time to recover a vestige’s abilities to below 3 rounds.

Pact Cantrips (Su): A vestige priest’s deep connection allows them to draw near limitless power with which to cast weak spells. Beginning at 7th level a vestige priest cast 0 level spells granted by their primary vestige even when they are out of 0 level spell slots. A vestige priest must still spend a spell slot to cast these spells if metamagic is applied to them (even +0 metamagic), or if they still have 0 level spell slots available.

Second Deep Bind: Beginning at 9th level a vestige priest may have 2 deep binds simultaneously. The vestige bound in a vestige priest’s 2nd deep bind is considered their secondary vestige and cannot be of the highest level vestige they have available to them. In addition you are limited in the spells known granted by your secondary vestige. At 9th level this is limited to 1st level or lower spells, gaining 2nd at 10th, and up to 1 less than the highest level spell slot granted by vestige priest at 11th. Class levels (in other classes) that improve your vestige priest spellcasting are added to your vestige priest level to determine what levels of spells are granted by your Second Deep Bind and whether you gain a Second Deep Bind (although you must be able to bind 2 vestiges to gain a Second Deep Bind).

Pact Spells (Su): Beginning at 13th level a vestige priest can cast 1st level spells granted by their primary vestige even when they are out of 1st level spell slots. A vestige priest must still spend a spell slot to cast these spells if metamagic is applied to them (even +0 metamagic), or if they still have 1st level spell slots available.

Greater Vestige Metamagic (Su): By channeling all of a vestige’s power towards their magic a vestige priest can apply a metamagic ability without expending as much magical energy. Beginning at 15th level a vestige priest can reduce the total level adjustment from metamagic on a spell they are casting by 2 levels (but never below +0) and ignore the increase to casting time for applying metamagic to a spontaneous spell by forsaking all of their primary vestige’s abilities, not including spells known, for 5 rounds (affected by effects which speed vestige recovery). A vestige priest must have spell slots granted by the vestige priest class of a level high enough to cast the spell with the metamagic applied without using this ability, the spell must be cast as a vestige priest, and the spell must be granted as a spell known by their primary vestige. Their primary vestige must have all their rechargeable abilities (including vestige metamagic) available. Like Vestige Metamagic this ability cannot be used with spells that have metamagic applied which increases their duration.

Third Deep Bind: Beginning at 17th level a vestige priest may have 3 deep binds simultaneously. The vestige bound in a vestige priest’s 3rd deep bind is considered their tertiary vestige and cannot be of the highest level vestige they have available to them. In addition you are limited in the spells known granted by your secondary vestige. At 17th level this is limited to 2nd level or lower spells, gaining 4th at 18th, and up to 2 less than the highest level spell slot granted by vestige priest at 19th. Class levels (in other classes) that improve your vestige priest spellcasting are added to your vestige priest level to determine what levels of spells are granted by your Third Deep Bind and whether you gain a Third Deep Bind (although you must be able to bind 3 vestiges to gain a Third Deep Bind).

Greater Quickened Vestige (Su): At 19th level a vestige priest’s bond with their primary vestige is so deep that they recover expended abilities 2 rounds quicker than normal (including Vestige Metamagic). This may never be used as part of a combination to get a vestige’s recovery time below 2 rounds, nor may it be used to quicken the recovery of the vestige when Greater Vestige Metamagic is used.

Greater Pact Spells (Su): At 20th level a vestige priest’s Pact Spells ability extends to 2nd level spells. They can cast 2nd level spells granted by their primary vestige even when they are out of 2nd level spell slots. A vestige priest must still spend a spell slot to cast these spells if metamagic is applied to them (even +0 metamagic), or if they still have 2nd level spell slots available.

Zaydos
2014-02-06, 02:15 AM
Spells by Vestige (Lv 1-3)
Amon: (Aligned)
Lv 0: Flare, Light, Ray of Sparks (see below)
Lv 1: Lesser Orb of FireSpell Compendium, Magic Fang, Ebon EyesSpC, Protection from Chaos, Detect Chaos, Shield of Faith, Endure Elements.
Lv 2: Darkness, Darkvision, Scorching Ray, Resist Energy (Fire only), Calm Emotions, Cure Light Wounds, Divine InterdictionSpC, Balor NimbusSpC.
Lv 3: Daylight, Searing Light, Magic Circle against Chaos, Fireball, Greater Magic Fang, Cure Moderate Wounds, BlacklightSpC, Deeper DarkvisionSpC.
Lv 4: Order’s Wrath, Flame Strike, Cure Serious Wounds, Orb of FireSpC, Armor of DarknessSpC, Summon Horned Beast (see below), Mass DarkvisionSpC.
Lv 5: Dispel Chaos, Rays of DarknessSpC, Mass Fire ShieldSpC, Greater FireburstSpC, Lucent LanceSpC, Cure Critical Wounds, Dismissal.
Lv 6: Fire Seeds, Hold Monster, Globe of Suppression (see below), True Seeing, Bite of the WeretigerSpC
Lv 7: Heal, Sunbeam, Dictum, Fire Storm, Delayed Blast Fireball, Banishment.
Lv 8: Sunburst, Incendiary Cloud, Shield of Law, Divine Disjunction (see below), Heat DrainSpC, Dimensional Lock.
Lv 9: UtterdarkLoM, Blinding GloryBoED, Prismatic Sphere, Meteor Swarm, HindsightSpC

Aym:
Lv 0: Mage Hand, Detect Poison.
Lv 1: CheatSpC, Identify, Alarm, Lesser Orb of FireSpC, Magic Aura, Appraising TouchSpC
Lv 2: Knock, Entice GiftSpC, Obscure Object, GembombSpC, Scorching Ray, Barkskin, Arcane Lock
Lv 3: Fireball, Minor Creation, Glyph of Warding, Explosive Runes, Magic Vestment, Favorable SacrificeSpC
Lv 4: Fire Trap, Fire Shield, Detect Scrying, Orb of FireSpC, Wall of Fire, Ray of DeanimationSpC, Divine Power
Lv 5: Phantasmal ThiefSpC, Fabricate, Mass Fire ShieldSpC, Major Creation, Secret Chest, Righteous Might
Lv 6: Guards and Wards, Wall of Iron, Forbiddance, GemjumpSpC, Disintegrate, Analyze Dweomer, Fires of PuritySpC
Lv 7: Teleport Object, Sequester, Mage’s Magnificent Mansion, Grasping Hand, Emerald Flame FistSpC, Elemental Body (fire only)SpC
Lv 8: Antipathy, Sympathy, Iron Body, Incendiary Cloud, Discern Location, True CreationSpC
Lv 9: Meteor Swarm, Sphere of Ultimate DestructionSpC, Refuge, Soul Bind, Imprisonment.

Leraje:
Lv 0: Light, Guidance
Lv 1: Hypnotism, Reduce Person, Arrow MindSpC, Guided ShotSpC, HawkeyeSpC, Hunter’s MercySpC, True Strike, Blessed AimSpC
Lv 2: Eagle’s Splendor, Invisibility, Swift InvisibilitySpC, See Invisibility, Lesser Spell ImmunitySpC, Protection from Arrows, Acid Arrow
Lv 3: Heroism, Arrow StormSpC, Sniper’s EyeSpC, Invisibility Sphere, Clairaudience/Clairvoyance, Greater Magic Weapon, Flame Arrow
Lv 4: Divine Power, Greater Invisibility, Spell Immunity, Scrying, Nightstalker’s TransformationSpC, Unseen StrikeCM, Storm of NeedlesCM.
Lv 5: Mass Reduce Person, True Seeing, Prying Eyes, Divine AgilitySpC, Swift True Strike (see below), Holy Bow/Unholy Bow (acts as Holy Sword/Unholy Sword but applies only to ranged weapons)
Lv 6: Forbiddance, Mass Eagle’s Splendor, Find the Path, Dream SightSpC, Ironwood, Prismatic AuraCM.
Lv 7: Greater Heroism, Greater Scrying, Arrow of BoneSpC, Brilliant BladeSpC, Antimagic RaySpC, Retributive EnervationCM.
Lv 8: Mass Charm Monster, Greater Spell Immunity, Mindblank, Superior InvisibilitySpC, Greater Prying Eyes, Prismatic BowCM.
Lv 9: Foresight, Arrows of Thunder (see below), Transcend MortalitySpC, Energy Drain, Dominate Monster.

Naberius the Grinning Hound (Unaligned):
Lv 0: Message, GhostharpSpC, SongbirdSpC, Daze.
Lv 1: Charm Person, Command, Distort SpeechSpC, Charm Animal, Ventriloquism, Sleep, Speak with Animals.
Lv 2: Divine InsightSpC, Lesser Restoration, Touch of Idiocy, Magic Mouth, Command Undead, Speak with Plants, Speak to AlliesSpC.
Lv 3: Tongues, Suggestion, Hold Person, Whispering Wind, Lesser Telepathic BondSpC, Dispel Magic.
Lv 4: Charm Monster, Sending, Glibness, Lesser Geas, Greater RebukeSpC, Restoration, Voice of the DragonSpC.
Lv 5: Dominate Person, Greater Command, Hold Monster, Feeblemind, Telepathic Bond, Dream.
Lv 6: Mass Suggestion, Geas/Quest, Greater Dispel Magic, Heal, Legend Lore, Word of Recall
Lv 7: Mass Hold Person, Insanity, Vision, Limited Wish, Blasphemy/Dictum/Holy Word/Word of BalanceSpC/Word of Chaos, Greater Restoration, Final RebukeSpC, Power Word Blind.
Lv 8: Power Word Stun, Irresistible Dance, Mass Charm Monster, Demand, Moment of Prescience, Mind Blank, Maddening WhispersSpC.
Lv 9: Dominate Monster, Power Word Kill, Mass Heal, HindsightSpC, Mass Hold Monster.


Ronove:
Lv 0: Mage Hand, Open/Close.
Lv 1: Feather Fall, Expeditious Retreat, Swift Expeditious RetreatSpC, Fist of StoneSpC, Jump, Magic Fang, Comprehend Languages.
Lv 2: Levitate, Protection from Arrows, Bull’s Strength, Bear’s Endurance, Swift FlySpC, See Invisibility, Barkskin.
Lv 3: Tongues, Clairaudiance/Clairvoyance, Vampiric Touch, Water Walk, Water Breathing, Invisibility, Greater Magic Fang.
Lv 4: Dimension Door, Ray DeflectionSpC, Stoneskin, Air Walk, Force WaveSpC, Divine Power.
Lv 5: Telekinesis, Greater Invisibility, Righteous Might, Lesser IronguardSpC, Greater Dimension DoorSpC, IndominabilitySpC, Dream.
Lv 6: Antimagic Field, Forceful Hand, Contingency, Spectral TouchSpC, Stone Tell, Find the Path.
Lv 7: Greater Scrying, Reverse Gravity, Statue, Grasping Hand, Power Word Blind, Withering PalmSpC.
Lv 8: Clenched Fist, Iron Body, Heart of StoneSpC, Mindblank, Moment of Prescience, Power Word Stun.
Lv 9: Crushing Hand, Power Word Kill, Imprisonment, Freedom, Foresight, Time Stop.

Dahvler-Nar
Lv 0: Detect Poison, Resistance (self only), Virtue (self only), Daze
Lv 1: Faith HealingSpC (self only), Entropic Shield (self only), Shield of Faith (self only), Command, Doom, Shield (self only), Lesser Orb of SoundSpC.
Lv 2: Barkskin (self only), Resist Energy (self only), Hideous Laughter, Bear’s Endurance (self only), Bull’s Strength (self only), Daze Monster, Sound Burst
Lv 3: Vigor (self only), Vampiric Touch, Protection from Energy (self only), Steal Sight/Hearing (see below), Rage, Suggestion, Many JawsSpC.
Lv 4: Divine Power, Confusion, Phantasmal Killer, Deathward (self-only), Shout, Greater RebukeSpC, Sheltered Vitality (SpC, self-only)
Lv 5: Righteous Might, Feeblemind, Mind Fog, Greater Vigor (self-only), Stalwart PactSpC, Stoneskin.
Lv 6: Summon Tooth Beast (see below), Heal (self only), Greater Vampiric Touch (see below), Stone BodySpC, Mass Suggestion, Energy Immunity (self only).
Lv 7: Anti-Magic Field (does not suppress Dahvler-Nar’s powers or abilities, does suppress their spells), Final RebukeSpC, Regenerate (Self Only), Insanity, Power Word Blind, Spell Turning, Summon Tooth Beasts (see below).
Lv 8: Mind Blank (self only), Symbol of Insanity, Iron Body, Greater Spell Immunity (self-only), Greater Shout, Power Word Stun, Summon Tooth Beast Horde (see below)
Lv 9: Power Word Kill, Weird, Soul Bind, Summon Greater Tooth Beast (summons a 24 HD tooth beast), Wail of the Banshee.

Haagenti:
Lv 0: Guidance, Know Direction, Ray of Frost.
Lv 1: Endure Elements, Divine Favor, Enlarge Self (see below), Lesser Orb of ColdSpC, Lesser Confusion, Ice GauntletSpC, Charm Giant (see below).
Lv 2: Disguise Other (as Disguise Self, but range is touch and cannot be used on self), Eagle’s Splendor (may not target self), Hold Person, Freezing Ray (see below), Spiritual Weapon (appears as a battle axe), Resist Energy (cold or fire only), Mark of the OutcastSpC.
Lv 3: Greater Magic Weapon, Poison of Ugliness (see below), Bestow Curse, Protection from Energy (cold or fire only), Phantom Steed (appears as a bull instead of a horse), Mass Resist EnergySpC (cold or fire only), Ice AxeSpC
Lv 4: Divine Power, Fire Shield, Charm Monster, Ice Storm, Confusion, Wall of Ice, HypothermiaSpC
Lv 5: Righteous Might, Mass Fire ShieldSpC, Dominate Giant (see below), Greater Enlarge SelfSpC (see below), Cone of Cold, Hold Monster.
Lv 6: True Seeing, Mass Eagle’s Splendor (may not target self), Find the Path, Hide the PathSpC, Guards and Wards, Freezing FogSpC.
Lv 7: Mage’s Magnificent Mansion, Mass Hold Person, Insanity, Simulacrum, Ice ClawSpC, Greater Bestow CurseSpC.
Lv 8: Maze, Mass Charm Monster, Binding, Mind Blank, Field of Icy RazorsSpC, Symbol of Insanity.
Lv 9: Imprisonment, Dominate Monster, Mass Hold Monster, Comet Swarm (see below), Freedom, Obedient AvalancheSpC.

Malphas:
Lv 0: Ray of Frost, Acid Splash.
Lv 1: Feather Fall, Jump, Disguise Self, Vine StrikeSpC, UpdraftSpC, CamouflageSpC
Lv 2: Animal Messenger, Levitate, Invisibility, Misdirection, Spider Climb, Swift FlySpC, Swift InvisibilitySpC, Wracking TouchSpC
Lv 3: Fly, Master AirSpC, Wind Wall, Invisibility Sphere, Nondetection, Clairaudience/Clairvoyance, Poison, Neutralize Poison.
Lv 4: Polymorph (Animals with fly speeds only), Greater Invisibility, Scrying, Dimension Door, Freedom of Movement, Summon Murder of Crows
Lv 5: Overland Flight, Seeming, Nightstalker’s TransformationSpC, Baleful Polymorph (into avian creatures only), Teleport, Prying Eyes.
Lv 6: Shadow Walk, Veil, Mislead, GemjumpSpC, Wind Walk, (Tenser’s) Transformation, Passwall.
Lv 7: Mass Invisibility, Greater Teleport, Animal Shapes (bird forms only), Greater Scrying, Project Image, Ethereal Jaunt.
Lv 8: Summon Roc, Greater Prying Eyes, Irresistible Dance, Screen, Superior InvisibilitySpC, Phase Door.
Lv 9: Etherealness, Astral Projection, Summon Greater Roc (CR 13, advanced roc), Time Stop, Instant RefugeSpC.

Andromalius:
Lv 0: Ghost Sound
Lv 1: Detect Secret Doors, Disguise Self, Magic Image, Silent Image, Spider Climb, Ventriloquism
Lv 2: Detect Thoughts, Find Traps, Hideous Laughter, Invisibility, Knock, Locate Object, Minor Image, Silence, Zone of Truth
Lv 3: Arcane Sight, Clairaudience/Clairvoyance, Invisibility Sphere, Major Image, Nondetection, Suggestion, Vampiric Touch
Lv 4: Confusion, Detect Scrying, Glibness, Greater Invisibility, Locate Creature, Scrying, Treasure ScentSpC
Lv 5: Atonement, False Vision, Nightstalker’s TransformationSpC, Persistent Image, Seeming, Shadow FormSpC, True Seeing.
Lv 6: Greater Vampiric Touch (see below), Mass Suggestion, Mislead, Modify Memory, Probe ThoughtSpC, Programmed Image, Veil
Lv 7: Brain SpidersSpC, Ethereal Jaunt, Insanity, Greater Arcane Sight, Greater Scrying, Mass Invisibility, Project Image, Screen
Lv 8: Discern Location, Ghost FormSpC, Irresistible Dance, Mind Blank, Shadow Walk, Superior InvisibilitySpC, Trap the Soul.
Lv 9: Etherealness, Foresight, Programmed AmnesiaSpC, Reaving DispelSpC, Soul Bind, Time Stop.

Focalor:
Lv 0: Create Water.
Lv 1: Bane, Chill Touch, Doom, Lesser Orb of ElectricitySpC, Obscuring Mist, Resist Planar AlignmentSpC, Shocking Grasp, ThunderheadSpC.
Lv 2: Blindness/Deafness, Cloud of BewildermentSpC, Fog Cloud, Gust of Wind, Hideous Sobbing (as Hideous Laughter but sobs), Malevolent MiasmaSpC, Electric LoopSpC, Silence, SwimSpC.
Lv 3: Call Lightning, Lesser Visage of DeitySpC, Lightning Bolt, Nauseating BreathSpC, Stinking Cloud, Vampiric Touch,
Lv 4: Arc LightningSpC, Control Water, Crushing Despair, Freedom of Movement, Lesser Holy Transformation/Infernal TransformationSpC, Lesser Planar ExchangeSpC, Orb of ElectricitySpC, Solid Fog
Lv 5: Atonement, Ball LightningSpC, Call Lightning Storm, Cloud Kill, Dismissal, Feeblemind, Mind Fog, Slay Living.
Lv 6: Acid Fog, Banishment, Chain Lightning, Cloak of the SeaSpC, Freezing FogSpC, Harm, Planar ExchangeSpC, Visage of DeitySpC.
Lv 7: Control Weather, Finger of Death, Holy Transformation/Infernal TransformationSpC, Insanity, Stun RaySpC, Submerge ShipSpC,
Lv 8: Antipathy, Greater Planar ExchangeSpC, Horrid Wilting, Mindblank, StormrageSpC
Lv 9: Energy Drain, Ball Lightning Swarm (see below), Greater Visage of DeitySpC, Magic MiasmaSpC, Programmed AmnesiaSpC, Wail of the Banshee, Weird

Karsus:
Lv 0: Prestidigitation.
Lv 1: Magic Missile, Magic Aura, Mage Armor, Detect Construct (see below), Magic Weapon, Identify, Shield, Dispel WardSpC, True CastingCM.
Lv 2: Arcane TurmoilCM, Distracting RaySpC, Arcane Lock, Obscure Object, See Invisibility, Discern ShapechangerSpC, Silence
Lv 3: Dispel Magic, Tenacious SispellingCM, Spellcaster’s BaneCM, Nondetection, Arcane Sight, Bestow Curse, Remove Curse, Greater Magic Weapon, Magic Vestment.
Lv 4: Ray DeflectionSpC, ForcewardSpC, Otiluke’s Suppressing SphereCM, Lesser Globe of Invulnerability, Dimensional Anchor, Detect Scrying, Scrying, Spell Immunity.
Lv 5: Break Enchantment, Dismissal, Contact Other Plane, RefusalSpC, Symbol of Spell LossSpC, True Seeing, Spell Resistance, Permanency.
Lv 6: Anti-Magic Field, Greater Dispel Magic, Globe of Invulnerability, Analyze Dweomer, Legend Lore, Greater Anticipate TeleportationSpC, Contingency.
Lv 7: Limited Wish, Antimagic RaySpC, Greater Arcane Sight, Greater Scrying, Spell Turning, Greater Bestow CurseSpC, Mass Spell ResistanceSpC, Spellstaff
Lv 8: Protection from Spells, Mind Blank, Dimensional Lock, Discern Location, Greater Spell Immunity, Chain Dispel MagicPHBII.
Lv 9: Mage’s Disjunction, Wish, AbsorptionSpC, Effulgent EpurationSpC, Reaving DispelSpC, Foresight.

Paimon (Unaligned):
Lv 0: Prestidigitation, GhostharpSpC, SongbirdSpC
Lv 1: Hypnotism, Disguise Self, Expeditious Retreat, Magic Weapon, Critical StrikeSpC, Swift Expeditious RetreatSpC, Insightful FeintSpC, Persistent BladeSpC, Blades of FireSpC.
Lv 2: Cat’s Grace, Eagle’s Splendor, BladeweaveSpC, Delusions of GrandeurSpC, Enthrall, Blur, Swift HasteSpC, Spiritual Weapon (appears as a golden rapier).
Lv 3: Find the GapSpC, Haste, Blade of Pain and FearSpC, Heroism, Keen Edge, Greater Magic Weapon, Steel DanceSpC, Weapon of EnergySpC.
Lv 4: Blade ThirstSpC, Moon BladeSpC, Glibness, Divine Power, Sword of DeceptionSpC, Freedom of Movement, Summon Dancer (see below), Spectral WeaponSpC.
Lv 5: Nightstalker’s TransformationSpC, Lesser IronguardSpC, Summon Dancer Troupe (see below), Righteous Might, Disrupting Weapon, Sirine’s GraceSpC.
Lv 6: Mass Cat’s Grace, Mass Eagle’s Splendor, Greater Heroism, Contingency, Holy Sword/Unholy Sword/Lawful SwordSpC/Chaotic Sword (see below), DirgeSpC, Cursed BladeSpC.
Lv 7: Sword of DarknessSpC, Mage’s Sword, Spell Turning, Harm, Superior Cat’s Grace (see below), IronguardSpC.
Lv 8: Nixie’s GraceSpC, Irresistible Dace, Scintillating Pattern, Moment of Prescience, Maddening WhispersSpC
Lv 9: Foresight, Freedom, Wail of the Banshee, Time Stop, UnbindingSpC.

Zaydos
2014-02-06, 02:16 AM
Spells by Vestige (Lv 4-8)

Agares:
Lv 0: Prestidigitation.
Lv 1: Detect Elemental (see below), Endure Elements, Gust of Wind, Magic Stone, Obscuring Mist, Foundation of StoneSpC, UpdraftSpC
Lv 2: Soften Earth and Stone, Wind Wall, Summon Nature’s Ally II (earth and air elementals only), Barkskin, EarthbindSpC, Binding WindsSpC, Zone of Truth.
Lv 3: Stone Shape, Gaseous Form, Meld Into Stone, Nature’s RampartSpC, Treasure ScentSpC, Attune FormSpC
Lv 4: Stoneskin, Spike Stones, Air Walk, Summon Nature’s Ally IV (earth/air elementals only), Land WombSpC, Summon StalagmiteSpC, Summon Elementite Swarm (earth/air only), Discern Lies.
Lv 5: Wall of Stone, Control Winds, Summon Nature’s Ally V (earth/air elementals only), Transmute Mud to Rock, Transmute Rock to Mud, Greater Stone ShapeSpC, Wall of SandSpC
Lv 6: Wind Walk, Chain Lightning, Summon Nature’s Ally VI (earth/air elementals only), Stone Tell, Move Earth, StoneholdSpC,
Lv 7: Earthquake, Control Weather, Summon Nature’s Ally VII (earth/air elementals only), Master EarthSpC, Storm of Elemental FurySpC, Elemental Body (earth elemental only)
Lv 8: Iron Body, Whirlwind, Reverse Gravity, Heart of StoneSpC, ExcavateSpC.
Lv 9: Elemental Swarm (Earth or Air spell only), Summon Nature’s Ally IX (earth/air elementals only), Summon Elemental Monolith (Earth/Air only; SpC), UndermasterSpC, Greater WhirlwindSpC, Transmute Rock to LavaSpC, Cast in StoneSpC.

Andras (Unaligned):
Lv 0: Ghost Sound
Lv 1: Bane, Bless, Bless Water, Corrupt Water, Detect Good, Detect Evil, Divine Favor, Mount, Protection from Good, Protection from Evil, BackbiterSpC, Command.
Lv 2: Spiritual Weapon, Undetectable Alignment, Align Weapon, Disguise Self, Scare, Bull’s Strength, Desecrate, Consecrate, Unholy StormSpC, Holy StormSpC,
Lv 3: Phantom Steed, Ray of Exhaustion, Magic Circle against Evil, Magic Circle against Good, Keen Edge, Greater Magic Weapon, Magic Vestment, Lesser Visage of DeitySpC, Weapon of ImpactSpC, Regal ProcessionSpC
Lv 4: Confusion, Fear, Holy Smite, Unholy Blight, Crushing Despair, Divine Power, Lesser Holy TransformationSpC, Lesser Infernal TransformationSpC, Wall of GoodSpC, Wall of EvilSpC, Ethereal MountSpC.
Lv 5: Lesser IronguardSpC, Waves of Fatigue, Dominate Person, Dispel Evil, Dispel Good, Atonement, Greater Command, Hallow, Unhallow.
Lv 6: Heroes’ Feast, Geas/Quest, Create Undead, Blade Barrier, Visage of DeitySpC, Zealot PactSpC, Aura of TerrorSpC, Holy Sword, Unholy Sword.
Lv 7: Blasphemy, Holy Word, Waves of Exhaustion, Mage’s Sword, IronguardSpC, Holy TransformationSpC, Unholy TransformationSpC, Insanity.
Lv 8: Unholy Aura, Holy Aura, Symbol of Insanity, Iron Body, Maddening WhispersSpC, Greater Planar ExchangeSpC
Lv 9: Summon Monster IX, Dominate Monster, Time Stop, Heavenly HostSpC, Hellish HordeSpC


Buer:
Lv 0: Cure Minor Wounds, Create Water, Know Direction, Purify Food and Drink, Detect Poison.
Lv 1: Faith HealingSpC (your deity is considered to be vestiges), Lesser VigorSpC, Cure Light Wounds, Hide from Animals, Longstrider, Speak with Animals, Detect Animals and Plants, Detect Snares and Pits.
Lv 2: Cure Moderate Wounds, StabilizeSpC, Close WoundsSpC, Delay Poison, Lesser Restoration, Remove Paralysis, Status, ScentSpC.
Lv 3: VigorSpC, Mass Lesser VigorSpC, Cure Critical Wounds, Remove Blindness/Deafness, Remove Disease, Contagion, Plant Growth, Diminish Plants, Neutralize Poison, Snare.
Lv 4: Cure Massive Wounds (see below), Reincarnate, Summon Roving Mauler, Poison, Restoration, Contagious TouchSpC, PanaceaSpC, Sheltered VitalitySpC
Lv 5: RevivifySpC, Greater VigorSpC, Mass Cure Light Wounds, Commune with Nature, Tree Stride, Mass ContagionSpC, Baleful Polymorph.
Lv 6: Heal, Mass Cure Serious Wounds, Find the Path, Transport via Plants, Animate Objects, Raise Dead, Heroes’ Feast, Vigorous CircleSpC, Regenerate.
Lv 7: Animate Plants, Mass Cure Critical Wounds, Harm, Fortunate FateSpC, Renewal PactSpC, Mass RestorationSpC, Mass Close Wounds (see below), Greater Restoration.
Lv 8: Resurrection, Mass Cure Massive Wounds (see below), Discern Location, Animal Shapes, Control Plants.
Lv 9: Mass Death WardSpC, Mass Heal, Energy Drain, Foresight, True Resurrection.

Eurynome (Aligned):
Lv 0: Create Water, Detect Poison.
Lv 1: Calm Animals, Charm Animals, Detect Animals or Plants, Enlarge Self (see below), Entropic Shield, Obscuring Mist, Pass without Trace, Protection from Law, Shield of Faith, Speak with Animals, Wings of the SeaSpC
Lv 2: Animal Messenger, Barkskin, False Life, Fog Cloud, Gust of Wind, Hold Animal, Reduce Animal, Shatter, Spiritual Weapon, SwimSpC, Wind Wall.
Lv 3: Dominate Animal, Fly, Gaseous Form, Greater Magic Fang, Greater Magic Weapon, Magic Circle against Law, Sleet Storm, Stinking Cloud, Water Breathing, Water Walk.
Lv 4: Air Walk, Bite of the WereboarSpC, Black Tentacles, Chaos Hammer, Control Water, Freedom of Movement, Solid Fog, Spell Immunity, Stone Skin, Wall of WaterSpC.
Lv 5: Animal Growth, Cloudkill, Commune with Nature, Control Winds, Greater Enlarge Self (see beow), Ice Storm, Overland Flight, Righteous Might, Wind TunnelSpC.
Lv 6: Acid Fog, Bite of the WerebearSpC, Chain Lightning, Cone of Cold, Extract Water ElementalSpC,(Otiluke’s) Freezing Sphere, Tidal SurgeSpC, (Tenser’s) Transformation, Wind Walk
Lv 7: Animal Shapes, Control Weather, Elemental BodySpC, Storm TowerSpC, Water SpoutSpC, Word of Chaos
Lv 8: Cloak of Chaos, Horrid Wilting, (Otto’s) Irresistible Dance, MaelstromSpC, Storm RageSpC, Whirlwind
Lv 9: Elemental Swarm (Air or Water only), Freedom, Greater WhirlwindSpC, Storm of Vengeance, Summon Monster IX (cast as an Air, Water, or Chaos spell only), TsunamiSpC.

Tenebrous (Aligned):
Lv 0: Disrupt Undead, Inflict Minor Wounds, Liquid Night (Shadow Magic Fundamental), Ray of Frost.
Lv 1: Bane, Darkness, Detect Undead, Inflict Light Wounds, Ray of Enfeeblement, Color Spray, Protection from Good, Protection from Law.
Lv 2: Blackfire (Shadow Magic), Blindness/Deafness, Death Knell, Deeper Darkness, Command Undead, False Life, Ghoul Touch, Inflict Serious Wounds, Voice of Shadows (Shadow Magic)
Lv 3: Animate Dead, Clinging Darkness (Shadow Magic), Halt Undead, Inflict Critical Wounds, Magic Circle against Good, Magic Circle against Law, Ray of Exhaustion, Umbral Touch (Shadow Magic), Vampiric Touch.
Lv 4: Armor of DarknessSpC, Crushing Despair, Deathward, Enervation, Ice Storm, Shadow Conjuration, Step into Shadow (Shadow Magic), Warp Spell (Shadow Magic)
Lv 5: Circle of Death, Cone of Cold, DarkboltSpC, Languor (Shadow Magic), Pass into Shadow (Shadow Magic), Revive UndeadSpC, Shadow Evocation, Slay Living, Waves of Fatigue.
Lv 6: Awaken UndeadSpC, Create Undead, (Otiluke’s) Freezing Sphere, Harm, Shadow Storm (Shadow Magic), Undeath to Death, Voyage Into Shadows (Shadow Magic)
Lv 7: AvasculateSpC, Control Undead, Destruction, Ice ClawSpC, Prison of the Night (Shadow Magic), Sword of DarknessSpC, Waves of Exhaustion
Lv 8: Avascular MassSpC, Create Greater Undead, General of UndeathSpC, Symbol of Death, Tomb of Night (Shadow Magic), Umbral Body (Shadow Magic), Veil of UndeathSpC.
Lv 9: Comet Swarm (see below), Consume Essence (Shadow Magic), Energy Drain, Plague of UndeathSpC, Vile DeathSpC, Wail of the Banshee.

Acererak (Aligned):
Lv 0: Inflict Minor Wounds, Disrupt Undead, Prestidigitation.
Lv 1: Scare, Chill of the GraveSpC, Inflict Moderate Wounds, Chill Touch, Ray of Enfeeblement, Hide from Undead, Summon Undead ISpC.
Lv 2: Death Knell, Blade of Pain and FearSpC, Inflict Serious Wounds, Command Undead, Spectral Hand, Summon Undead IISpC, Desecration.
Lv 3: Animate Dead, Fangs of the KingSpC, Vampiric Touch, Ray of Exhaustion, Summon Undead IIISpC, Dispel Magic, Greater Disrupt UndeadSpC.
Lv 4: Death Ward, Wither LimbSpC, Inflict Critical Wounds, Enervation, Fear, Summon Undead IVSpC, RevenanceSpC.
Lv 5: Revive UndeadSpC, Slay Living, Circle of Death, Magic Jar, Summon Undead VSpC, Unhallow, Mass Inflict Light Wounds.
Lv 6: Create Undead, Disintegrate, Awaken UndeadSpC, Harm, Greater Dispel Magic, Mass Inflict Moderate Wounds, Eyebite.
Lv 7: Destruction, AvasculateSpC, Control Undead, Mass Inflict Serious Wounds, Evil GlareSpC, Waves of Exhaustion.
Lv 8: Create Greater Undead, Avascular MassSpC, Horrid Wilting, Trap the Soul, Mass Inflict Critical Wounds, Veil of UndeathSpC, Bodak GlareSpC.
Lv 9: Wail of the Banshee, Energy Drain, Soul Bind, Astral Projection, Mage’s Disjunction, Plague of UndeadSpC.


Balam (Unaligned):
Lv 0: Guidance, Prestidigitation, Touch of Fatigue
Lv 1: Aid, Charm Person, Continual Flame, Detect Evil, Detect Snares and Pits, Divine Favor, Lesser Orb of ColdSpC, Summon Monster I
Lv 2: Augury, Bite of the WereratSpC, Cat’s Grace, Freezing Ray (see below), Invisibility (self only), Lesser Restoration, Resist Energy, Summon Monster II
Lv 3: Dispel Magic, Iceball (see below), Ray of Exhaustion, Remove Curse, Remove Disease, Speak with Dead, Summon Monster III, UnluckSpC
Lv 4: Charm Monster, Dimensional Anchor, Discern Lies, Divination, Holy Smite, Mass Resist EnergySpC, Orb of ColdSpC, Restoration, Summon Monster IV
Lv 5: Commune, Cone of Cold, Divine AgilitySpC, Nightstalker’s TransformationSpC, Permanency, Raise Dead, Summon Monster V, True Seeing, Waves of Fatigue
Lv 6: Animate Objects, Blade Barrier, Cold SnapSpC, Greater Dispel Magic, Heal, Summon Monster VI
Lv 7: Earthquake, Greater Restoration, Power Word Blind, Prismatic Spray, Resurrection, Summon Monster VII, Waves of Exhaustion
Lv 8: Field of Icy RazorsSpC, Heat DrainSpC, Mass Charm Monster, Power Word Stun, Summon Monster VIII
Lv 9: Foresight, Imprisonment, Power Word Kill, Summon Monster IX, Wish.

Dantalion:
Lv 0: Message.
Lv 1: Benign TranspositionSpC, Charm Animal, Charm Person, Command, Comprehend Languages, Detect Thoughts, Hypnotic Pattern, Identify, Shock and AweSpC.
Lv 2: Baleful TranspositionSpC, Chain of EyesSpC, Eagle’s Splendor (Self-Only), Hold Animal, Hold Person, Imperial Command (see below), Misdirection, RebukeSpC, Undetectable Alignment
Lv 3: Dimension StepPHBII, Hesitate, Inevitable DefeatPHBII, Lesser Telepathic BondSpC, Nondetection, Rage, Suggestion, Tongues.
Lv 4: Charm Monster, Detect Scrying, Dimension Door, Discern Lies, Greater RebukeSpC, Phantasmal Killer, Scrying, Sending.
Lv 5: Dream, Greater Command, Hold Monster, Mage’s Private Sanctum, Magic Jar, Modify Memory, Telepathic AuraSpC, (Rary’s) Telepathic Bond, Teleport, Tower of Iron WillXPH, Power.
Lv 6: Analyze Dweomer, Eagle’s Glory (see below), Interplanar Telepathic AuraSpC, Legend Lore, Mass Suggestion, Mind SwitcXPH, Power, Probe ThoughtsSpC,.
Lv 7: Brain SpiderSpC, Final RebukeSpC, Greater Imperial Command (see below), Greater Scrying, Greater Teleport, Mass Hold Person, Vision
Lv 8: Demand, HypercognitionXPH, Power, Maze, Mind Blank, Mind SeedXPH, Power
Lv 9: Mass Hold Monster, Programmed AmnesiaSpC, Teleportation Circle, True Mind SwitchXPH, Power, Weird.

Geryon (Aligned):
Lv 0: Cure Minor Wounds, Create Water, Ray of Frost.
Lv 1: Ebon EyesSpC, Bless, Lesser Orb of AcidSpC, Curse Water, Lesser Orb of ColdSpC, Wings of the SeaSpC, Faith HealingSpC (your deity is considered to be Vestiges and any/all of the Lords of the 9), Protection from Good
Lv 2: Resist Energy (Acid or Cold only), Acid Arrow, Water Breathing, Darkness, Frost BreathSpC, StabilizeSpC, Divine ProtectionSpC, See Invisibility.
Lv 3: Fly, Water Walking, Protection from Energy (Acid or Cold only), Stinking Cloud, Devil’s Ego (FCII), Deeper Darkness, Magic Circle against Evil, Magic Circle against Good, Master AirSpC
Lv 4: Hellfire (FCII), Dimensional Anchor, Unholy Blight, Fear, Planar ToleranceSpC, Orb of AcidSpC, Orb of ColdSpC, Ice Storm, Solid Fog.
Lv 5: Glibness, Overland Flight, Teleport, Lesser Planar Blinding (Baatezu only), Contact Other Plane (Lords of the Nine only), Cone of Cold, Cloud Kill, Mass FlySpC.
Lv 6: Acid Fog, Planar Binding (Baatezu only), True Seeing, Control Water, Plane Shift, Opalescent GlareSpC.
Lv 7: Hellfire Storm (FCII), Investiture of the Ice Devil (FCII), Greater Teleport, Blasphemy, Refuge, Modify Memory, Infernal TransformationSpC.
Lv 8: Greater PlaneshiftSpC, Dimensional Lock, Greater Planar Binding (Baatezu only), Horrid Wilting, Unholy Aura, Bodak’s GlareSpC.
Lv 9: Programmed AmnesiaSpC, Gate, Hellish HordeSpC, Summon Monster IX (Lawful Evil creatures only), Astral Projection, Teleportation Circle, Investiture of the Pit FiendSpC.

Otiax:
Lv 0: Mage Hand, Open/Close
Lv 1: Deep BreathSpC, Feather Fall, Fog Cloud, Gust of Wind, Jump, Resist Planar AlignmentSpC,
Lv 2: Avoid Planar EffectsSpC, Control AirXPH, Power, Discolor PoolSpC, Knock, Portal AlarmSpC, Whispering Wind, Wind Wall
Lv 3: Arms of PlentyLoM, Attune FormSpC, Capricious ZephyrSpC, Freedom of Movement, Fly, Gaseous Form, Haste, Stinking Cloud, Undulant InnardsLoM
Lv 4: Air Walk, (Evard’s) Black Tentacles, Corporeal InstabilitySpC, Defenestrating SphereSpC, Improved Portal AlarmSpC, Planar ToleranceSpC, Scramble PortalSpC, Solid Fog.
Lv 5: Cloudkill, Control Winds, Cyclonic BlastSpC, Overland Flight, Passwall, Planeshift, True Seeing
Lv 6: Acid Fog, Aura of TerrorSpC, Freezing FogSpC, Interplanar Telepathic BondSpC, Repulsion, Shadow Walk
Lv 7: Control Weather, Ethereal Jaunt, Greater PlaneshiftSpC, Insanity, Mage’s Magnificent Mansion, Phase Door, Planar BubbleSpC, Wind Walk
Lv 8: Antipathy, Incendiary Cloud, Maze, Mind Blank, Symbol of Insanity, Whirlwind
Lv 9: Astral Projection, Etherealness, Freedom, Gate, Greater WhirlwindSpC, Magic MiasmaSpC, Tornado BlastXPH, Power.

Chupoclops (Aligned):
Lv 0: Ghost Sound, Dancing Lights, Touch of Fatigue, Message, Mage Hand.
Lv 1: Scare, Mage Armor, Shield, Magic Missile, Detect Undead, See Invisibility, Spider Climb, Deathwatch, Magic Fang, Beast ClawsSpC, Ectoplasmic ArmorSpC.
Lv 2: Invisibility, Web, Summon Swarm (spiders only), Swift InvisibilitySpC, Swift HasteSpC, Bite of the WereratSpC, Etheral ChamberSpC, Blast of ForceSpC.
Lv 3: Greater Magic Fang, Greater Mage ArmorSpC, Poison, Invisibility Sphere, Bite of the WerewolfSpC, Blink, Spider PoisonSpC, SpiderskinSpC, Chain MissileSpC, Invisibility Purge.
Lv 4: Orb of ForceSpC, ForcewardSpC, Bite of the WereboarSpC, Giant Vermin, Fear, Greater Invisibility, Crushing Despair, Phantasmal Killer.
Lv 5: Summon Phase Spider (see below), Wall of Force, Insect Plague, Righteous Might, Bite of the WeretigerSpC, SpiritwallSpC, Greater BlinkSpC.
Lv 6: Spider PlagueSpC, Aura of TerrorSpC, Incorporal NovaSpC, Bite of the WerebearSpC, True Seeing, Mislead, Eyebite, Symbol of Fear.
Lv 7: Ethereal Jaunt, Force Cage, Mass Invisibility, Creeping Doom, Evil GlareSpC, Ghost TrapSpC, Stone SpidersSpC.
Lv 8: GhostformSpC, Mass Make ManifestSpC, Dimensional Lock, Discern Location, Antipathy, Superior InvisibilitySpC.
Lv 9: Spider ShapesSpC, Sphere of Ultimate DestructionSpC, Etherealness, Meteors of Force (see below), Weird.

Haures
Lv 0: Ghost Sound, Silent Image, Prestidigitation
Lv 1: Chill Touch, Ectoplasmic ArmorSpC, Mage Armor, Magic Missile, Minor Image, Net of ShadowsSpC, Ray of Enfeeblement, Unseen Servant
Lv 2: Blur, False Life, Invisibility, Magic Mouth, Major Image, Phantasmal AssailantsSpC, Phantom FoeSpC, See Invisibility, Spectral Hand
Lv 3: Blink, Corpse CandleSpC, Greater Mage ArmorSpC, Invisibility Sphere, Servant HordeSpC, Spectral WeaponSpC, Vampiric Touch, WraithstrikeSpC
Lv 4: Dimensional Anchor, Enervation, Fear, ForcewardSpC, Greater Invisibility, Hallucinatory Terrain, Illusory Wall, Orb of ForceSpC, Phantasmal Killer.
Lv 5: Dream, Nightmare, Greater BlinkSpC, Illusory FeastSpC, Mirage Arcana, Persistent Image, (Leomund’s) Secret Chest, SpiritwallSpC, Telekinesis,
Lv 6: Guards and Wards, Incorporeal NovaSpC, Make ManifestSpC, Mislead, Permanent Image, Programmed Image, Spectral TouchSpC
Lv 7: Energy EbbSpC, Ethereal Jaunt, Finger of Death, Ghost TrapSpC, Mass Invisibility, Projected Image, SolipsismSpC,
Lv 8: Dimension Lock, GhostformSpC, Mass Make ManifestSpC, Mind Blank, Screen, Superior InvisibilitySpC
Lv 9: Astral Projection, Energy Drain, Etherealness, Wail of Banshee, Weird

Ipos (Unaligned):
Lv 0: Prestidigitation.
Lv 1: Summon Monster I, See Invisibility, Benign TranspositionSpC, Comprehend Languages, Identify, Detect Secret Doors, Portal BeaconSpC, Protection from Chaos/Evil/Good/Law.
Lv 2: Summon Monster II, Arcane Sight, Baleful TranspositionSpC, Chain of EyesSpC, Clairaudiance/Clairvoyance, Resist Energy, Greater AlarmSpC, Portal AlarmSpC.
Lv 3: Tongues, Summon Monster III, Magic Circle against Chaos/Evil/Good/Law, Nondetection, Analyze PortalSpC, Anticipate TeleportSpC, Detect Scrying, Blink.
Lv 4: Improved Portal AlarmSpC, Summon Monster IV, Scrying, Arcane Eye, Dimension Door, Dimensional Anchor, Mass Resist EnergySpC
Lv 5: Teleport, Plane Shift, Dismissal, Summon Monster V, Contact Other Planes, Prying Eyes, True Seeing, Greater BlinkSpC.
Lv 6: Summon Monster VI, Greater Anticipate TeleportSpC, Legend Lore, Analyze Dweomer, Forbiddance, Word of Recall.
Lv 7: Banishment, Greater Teleport, Greater Plane ShiftSpC, Refuge, Greater Scrying, Teleport Object, Greater Arcane Sight, Vision, Summon Monster VII.
Lv 8: Discern Location, Dimensional Lock, Maze, Summon Monster VIII, Greater Prying Eyes, Clenched Fist (manifests as a clenched claw).
Lv 9: Summon Monster IX, Gate, Teleportation Circle, Astral Projection, Foresight, Reality MaelstromSpC.

Shax:
Lv 0: Electric JoltSpC, Sonic SnapSpC
Lv 1: Divine Favor, Enlarge Self (see below), Lesser Orb of ElectricitySpC, Lesser Orb of SoundSpC, Mighty Wallop (Races of the Dragon), Obscuring Mist, Shocking Grasp, Thunder HeadSpC, Wings of the SeaSpC
Lv 2: Bear’s Endurance, Bull’s Strength, Call Lightning, Enlarge Person, Fog Cloud, Levitate, Protection from Energy (Electricity only), Soundburst, SwimSpC, WaterbreathingSpC
Lv 3: Fly, Freedom of Movement, Giant’s WrathSpC, Great ThunderclapSpC, Heroism, Nondetection, Rage, Scintillating SphereSpC
Lv 4: Control Water, Divine Power, Orb of ElectricitySpC, Lesser Globe of Invulnerability, Mass Enlarge Person, Mass SwimSpC, Rushing WatersSpC, Shout
Lv 5: Ball LightningSpC, Call Lightning Storm, Greater Enlarge Self (see below), Greater Mighty Wallop (Races of the Dragon), (Bigby’s) Interposing Hand, Overland Flight, Righteous Might, Spell Resistance, Swamp StrideSpC
Lv 6: Chain Lightning, Cloak of the SeaSpC, DrownSpC, Energy Immunity (Electricity only; Spell Compendium), (Bigby’s) Forceful Hand, Globe of Invulnerability, Greater Heroism, Tidal SurgeSpC
Lv 7: Control Weather, Giant SizeCA, (Bigby’s) Grasping Hand, Sequester, Spell Turning, Storm TowerSpC, Submerge ShipSpC
Lv 8: (Bigby’s) Clenched Fist, Greater Shout, Iron Body, MaelstromSpC, Mind Blank, StormrageSpC, Stormwalk (Stormwrack), Thunder Cloud (see below)
Lv 9: Ball Lightning Swarm (see below), (Bigby’s) Crushing Hand, Elemental Swarm (cast as a water spell only), Mass DrownSpC, Storm of Vengeance, TsunamiSpC.

Zagan:
Lv 0: Detect Poison
Lv 1: Animal Trance, Charm Animal, Charm Person, Cause Fear, Detect Animals or Plants, Entangle, Hypnotic Pattern, Lesser Vigor, ScentSpC, Snake’s SwiftnessSpC
Lv 2: Align Fang, Bite of the WereratSpC, Darkness, Desecrate, Hold Person, Lesser Restoration, Mass Snake’s SwiftnessSpC, Spider Climb, Swift HasteSpC, SwimSpC
Lv 3: BlacklightSpC, Deeper Darkness, Greater Magic Fang, Mind PoisonSpC, Neutralize Poison, Polymorph (into snakes with the animal type only), Snake BiteSpC, Snakeskin (as Spider Skin except for aesthetic differences, Spell Compendium), Suggestion, VigorSpC
Lv 4: (Evard’s) Black Tentacles, Charm Monster, Control Plants, Poison, Poison Thorns, Restoration, Stoneskin, Unholy Blight.
Lv 5: Baleful Polymorph (into snakes only), Draconic Polymorph (into snakes with the animal type only), Greater VigorSpC, GutsnakeSpC, Hold Monster, Righteous Might, Unhallow
Lv 6: Harm, Heal, Ironwood, Mass Suggestion, Ray of EntropySpC, Spellstaff, Transport via Plants
Lv 7: Animate Plants, Blasphemy, Change Staff, Greater Restoration, Hiss of SleepSpC, Mass Hold Person, Mass Poison (as Poison but effects a 15-ft radius within medium range)
Lv 8: Antipathy, Control Plants, Mass Charm Monster, Sympathy, Unholy Aura, Transmute Metal to Wood.
Lv 9: Mass Baleful Polymorph (see below; snakes only), Mass Heal, Mass Hold Monster, MicrocosmXPH, Power, Shambler.

Eligor (Unaligned):
Lv 0: Resistance, Vigor, Guidance.
Lv 1: Lesser Orb of Acid/Cold/Electricity/FireSpC, Divine Favor, Enlarge Person, Endure Elements, Shield, Mount, True Strike, Aid, Cure Moderate Wounds.
Lv 2: WraithstrikeSpC, Resist Energy, Lesser Restoration, Cure Serious Wounds, Close WoundsSpC, Spiritual Weapon, Scorching Ray (may cast as an Acid, Cold, or Electricity spell), Blur, False Life, HeroicsSpC, Bull’s Strength, Bear’s Endurance.
Lv 3: Phantom Steed, Greater Magic Weapon, Magic Vestment, Fireball (may cast as an Acid, Cold, or Electricity spells), Displacement, Antidragon AuraSpC, DragonskinSpC, Cure Critical Wounds, Keen Edge.
Lv 4: Divine Power, Death Ward, Freedom of Movement, Restoration, Stoneskin, Orb of Acid/Cold/Electricity/FireSpC, Sword of DeceptionSpC, Flight of the DragonSpC.
Lv 5: Righteous Might, Cone of Cold (may cast as an Acid, Electricity, or Fire spell), Spell Resistance, Lesser Dragon AllySpC, Raise Dead, Righteous Wrath of the FaithfulSpC.
Lv 6: Heal, Harm, Heroes’ Feast, Mass Bull’s Strength, Mass Bear’s Endurance, Chain Lightning (may cast as an Acid, Cold, or Fire spell), Energy ImmunitySpC, Brilliant BladeSpC.
Lv 7: Hide from DragonsSpC, Dragon AllySpC, Mage’s Sword, Delayed Blast Fireball (may cast as an Acid, Cold, or Electric spell), Resurrection, Greater Restoration.
Lv 8: Holy Aura/Unholy Aura, Protection from Spells, Moment of Prescience, Iron Body, Ring of Lightning (SpC, may cast as Acid, Cold, or Fire in which case resistance is likewise changed).
Lv 9: Greater Dragon AllySpC, Meteor Storm (may cast as an Acid, Cold, or Electric spell), Foresight, Implosion, True Resurrection.

Marchosias:
Lv 0: Ghost Sound, Unseen Servant.
Lv 1: Invisibility, See Invisibility, Vine StrikeSpC, Golem StrikeSpC, Grave StrikeSpC, Critical StrikeSpC, Cat’s Grace, Silenced True Strike (as if metamagic were applied), Sniper’s ShotSpC.
Lv 2: Nondetection, Blur, Scorching Ray, Hideous Action, Blindness/Deafness, Wracking TouchSpC, Swift InvisibilitySpC, Veil of ShadowsSpC
Lv 3: Invisibility Sphere, Clairaudiance/Cairvoyance, Displacement, Flame Arrow, Freedom of Movement, WraithstrikeSpC, Shadowphase.
Lv 4: Cursed BladeSpC, Heart RipperSpC, Sniper’s EyeSpC, Greater Invisibility, Dimension Door, Phantasmal Killer, Locate Creature.
Lv 5: Shadow FormSpC, Nightstalker’s TransformationSpC, Slay Living, Flame Strike, Seeming, Nightmare, Pass Wall.
Lv 6: True Seeing, Shadow Walk, Mislead, Harm, GemjumpSpC, Fires of PuritySpC
Lv 7: Finger of Death, Stun RaySpC, Sword of DarknessSpC, Glass StrikeSpC, Mass Invisibility, Simulacrum, Phase Door.
Lv 8: Trap the Soul, Incendiary Cloud, Moment of Prescience, Discern Location, Superior InvisibilitySpC, Irresistible Dance.
Lv 9: Implosion, Imprisonment, Meteor Swarm, Power Word Kill, Weird, Soul Bind.

Halphax:
Lv 0: Caltrops, Mending, Open/Close.
Lv 1: Unseen Servant, Identify, Detect Secret Doors, Wall of SmokeSpC, Animate Rope, Hold Portal.
Lv 2: Arcane Lock, Leomund’s Trap, Knock, Magic Mouth, Earth LockSpC, Rope Trick, Wall of GloomSpC.
Lv 3: Explosive Runes, Leomund’s Tiny Hut, Shrink Object, TremorsenseSpC, Bands of SteelSpC, Stone Shape, Wall of LightSpC.
Lv 4: Wall of Fire, Wall of SandSpC, Illusory Wall, Stone SphereSpC Fire Trap, Ray of DeanimationSpC, Leomund’s Secure Shelter.
Lv 5: Wall of Dispel MagicSpC, Wall of Stone, Greater Stone ShapeSpC, Leomund’s Secret Chest, Fabricate, Wall of Force, Passwall.
Lv 6: Wall of GearsSpC, StoneholdSpC, Move Earth, Flesh to Stone, Stone to Flesh, Disintegrate, Guards and Wards.
Lv 7: Maw of StoneSpC, ExcavateSpC, Statue, Mage’s Magnificent Mansion, Phase Door, Forcecage.
Lv 8: Wall of Greater Dispel MagicSpC, Maze, Iron Body, Binding, Temporal Stasis, BombardmentSpC.
Lv 9: Cast in StoneSpC, Imprisonment, Transmute Rock to LavaSpC, UndermasterSpC, Freedom, Sphere of Ultimate DestructionSpC.

Orthos:
Lv 0: Prestidigitation, Light, Dancing Lights, Ghost Sound.
Lv 1: Fog Cloud, Gust of Wind, Feather Fall, Jump, Deep BreathSpC, Light of VenyaSpC
Lv 2: Daylight, Mirror Image, Wind Wall, Binding WindsSpC, Swift FlySpC, Continual Flame, Levitate.
Lv 3: Call Lightning, Gaseous Form, Fly, Stinking Cloud, Glowing OrbSpC, Capricious ZephyrSpC, FlashburstSpC, Contagious FogSpC.
Lv 4: Greater Mirror ImagePHBII, Solid Fog, Sleet Storm, Ice Storm, Air Walk, Lucent LanceSpC, Defenestrating SphereSpC
Lv 5: Mass Blur (see below), Overland Flight, Control Winds, Cloudkill, Call Lightning Storm, Memory RotSpC.
Lv 6: CloudwalkersSpC, Mass Displacement (see below), Chain Lightning, Acid Fog, Freezing FogSpC, Guards and Wards, Wind Walk, Ray of LightSpC.
Lv 7: Control Weather, Reverse Gravity, Sunbeam, Radiant AssaultSpC, Storm of Elemental FurySpC.
Lv 8: Whirlwind, Dragon CloudBoED, Sunburst, Scintillating Pattern, Incendiary Cloud, StormrageSpC
Lv 9: Storm of Vengeance, Greater WhirlwindSpC, Magic MiasmaSpC, Blinding GloryBoED, Elemental Swarm (cast as an air spell only), HindsightSpC.

Zaydos
2014-02-06, 02:17 AM
Spells by Vestige (Online)

All powers listed for psionic vestiges are from Expanded Psionics Handbook (or the SRD) unless otherwise noted.

Arete (Unaligned; Psionic):
Lv 1: Adrenaline BoostCPsi, Force Screen, Inertial Armor, Thicken Skin, Touch of HealthCPsi, Vigor.
Lv 2: Animal Affinity, Biofeedback, Empathic Transfer, From the BrinkCPsi, Share Pain, Specified Energy Adaptation.
Lv 3: Forced Share Pain, Hostile Empathic Transfer, Hustle, Mental Barrier, Psionic Darkvision, Realized PotentialCPsi.
Lv 4: Empathic Feedback, Energy Adaptation, Intellect Fortress, Psionic Freedom of Movement, Stygian WardCPsi.
Lv 5: Adapt Body, Power Resistance, Psionic Revivify, Psychofeedback, Restore Extremity.
Lv 6: Mend WoundsCPsi, Mind over EnergyCPsi, Psionic Restoration, Suspend Life, Temporal Acceleration.
Lv 7: Energy Conversion, Fission, Oak Body, Psionic Sequester.
Lv 8: Iron Body, Mind Seed, Stygian VeilCPsi, True Metabolism.
Lv 9: Assimilate, Psychic Chirugery, Timeless Body

Vanus (Aligned):
Lv 0: Cause Fear, Ghost Sound
Lv 1: Bane, Doom, Expeditious Retreat, Omen of PerilSC, Power Word FatigueRotD, Scare, Summon Monster I (evil only), Swift Expeditious RetreatSC
Lv 2: Blindness/Deafness, Death Knell, Mark of the OutcastSC, Power Word PainRotD, Power Word SickenRotD, Silence, Summon Monster II (evil only), Wave of GriefSC
Lv 3: Bestow Curse, BlindsightSC, Bothersome BabbleCM, Contagion, Power Word DeafenRotD, Power Word MaladroitRotD, Power Word WeakenRotD, Suggestion, Summon Monster III (evil only)
Lv 4: Confusion, Crushing Despair, Fear, Glibness, Greater BlindsightSC, Phantasmal Killer, Power Word DistractRotD, Summon Monster IV (evil only), Vecna's Malevolent WhisperCM
Lv 5: Mark of Justice, Mass ContagionSC, Nightmare, Power Word DisableRotD, Summon Monster V (evil only), Touch of VecnaCM
Lv 6: Circle of Death, Eyebite, Imperious GlareSC, Mass Suggestion, Opalescent GlareSC, Power Word NauseateRotD, Summon Monster VI (evil only), Symbol of Fear.
Lv 7: Blasphemy, Evil GlareSC, Insanity, Power Word Blind, Refuge, Summon Monster VII (evil only).
Lv 8: Antipathy, Greater Bestow CurseSC, Maddening WhispersSC, Power Word PetrifyRotD, Power Word Stun, Summon Monster VIII (evil only), Symbol of Insanity.
Lv 9: Abyssal ArmySC, Hellish HordeSC, Plague of UndeathSC, Power Word Kill, Summon Monster IX (evil only), Weird

Zaydos
2014-02-06, 02:19 AM
Spells by Vestige (Homebrew)

Anstark (Unaligned):
Lv 0: Amanuensis (Spell Compendium), Mending, Open/Close, Repair Minor Damage (Spell Compendium)
Lv 1: Identify, Lesser Armor Enhancement (Eberron), (Nystul’s) Magic Aura, Prestidigitation, Repair Light Damage (Spell Compendium), Skill Enhancement (Eberron), Spell Storing Item (Eberron), True Casting (Complete Mage)
Lv 2: Arcane Turmoil (Complete Mage), Armor Enhancement (Eberron), Lesser Weapon Augmentation (Eberron), Repair Moderate Damage (Spell Compendium), Quick Potion (Spell Compendium),
Lv 3: Arcane Sight, Dispel Magic, Greater Armor Enhancement (Eberron), Greater Magic Weapon, Magic Vestment, Metamagic Item (Eberron), Power Surge (Eberron), Repair Serious Damage (Spell Compendium), Spellcaster’s Bane (Complete Mage), Tenacious Dispelling (Complete Mage),
Lv 4: Lesser Globe of Invulnerability, Mystic Surge, Otiluke’s Suppressing Field (Complete Mage), Remove Curse, Repair Critical Damage (Spell Compendium), Rusting Grasp, Slashing Dispel (PHBII)
Lv 5: Break Enchantment, Dance of Blades (PHBII), Duel Ward (Spell Compendium), Fabricate, Mana Flux (PHBII), Permanency, Repair Massive Damage, (Leomund’s) Secret Chest.
Lv 6: Antimagic Field (does apply to any wand summoned with summon wand), Brilliant Blade (Spell Compendium), Globe of Invulnerability, Greater Dispel Magic, Steal Summoning (Complete Mage), Total Repair (Eberron).
Lv 7: Antimagic Ray (Spell Compendium), Energy Absorption (Complete Mage), Greater Arcane Sight, Greater Weapon Augmentation (Eberron), Limited Wish, Spell Turning
Lv 8: Chain Dispel (PHBII), Greater Spell Immunity, Moment of Prescience, Mysterious Redirection (Complete Mage), Protection from Spells
Lv 9: Absorption (Spell Compendium), Mage’s Disruption, Reaving Dispel (Spell Compendium), Summon Golem (PHBII), Wish

Tonjak the Living Armor (Unaligned):
0: Electric Jolt (Spell Compendium), Magecraft (Eberron), Mending, Ray of Frost, Repair Minor Damage (Spell Compendium).
Lv 1: Color Spray, Hypnotic Pattern, Mage Armor, Magic Missile, Ray of Clumsiness (Spell Compendium), Ray of Enfeeblement, Repair Light Damage (Spell Compendium), Shield, Targeting Ray (Spell Compendium)
Lv 2: Darkvision, Distracting Ray (Spell Compendium), Levitate, Repair Serious Damage (Spell Compendium), Pyrotechnics, Scorching Ray, See Invisibility, Seeking Ray (PHBII), Spider Climb
Lv 3: Arcane Sight, Blast of Force (Spell Compendium), Deeper Darkvision (Spell Compendium), Fly, Greater Mage Armor, Ray of Dizziness (Spell Compendium), Ray of Exhaustion, Repair Critical Damage (Spell Compendium), Searing Light
Lv 4: Dimensional Anchor, Enervation, Languor (Spell Compendium), Ray Deflection (Spell Compendium), Ray of Deanimation (Spell Compendium), Repair Massive Damage (as Repair Light Damage but 6d8 + CL without a cap), Stoneskin, (Tenser’s) Transformation
Lv 5: Bolts of Bedevilment (Spell Compendium), Dimensional Anchor, (Bigby’s) Interposing Hand, Lucent Lance (Spell Compendium), Polar Ray, Prismatic Ray (Spell Compendium), Telekinesis, True Seeing
Lv 6: Chain Lightning, Disable Construct (Eberron), Disintegrate, (Bigby’s) Forceful Hand, Freeze (Spell Compendium), Ray of Entropy (Spell Compendium), Ray of Light (Spell Compendium), Total Repair (Eberron)
Lv 7: Anti-magic Ray (Spell Compendium), Body of War (Spell Compendium), Finger of Death, (Bigby’s) Grasping Hand, Greater Arcane Sight, Prismatic Spray, Sunbeam, Stun Ray (Spell Compendium).
Lv 8: (Bigby’s) Clenched Fist, Lightning Ring (Spell Compendium), Mind Blank, Scintillating Pattern, Sunburst, Trap the Soul
Lv 9: Absorption (Spell Compendium), Awaken Construct (Spell Compendium), (Bigby’s) Crushing Hand, Energy Drain, Soul Bind


Rojar (Aligned):
Lv 0: Guidance, Vigor
Lv 1: Bless, Cure Light Wounds, Divine Favor, Endure Elements, Entropic Shield, Mage Armor, Magic Weapon, Protection from Evil, Shield, Shield of Faith, Shieldbearer (Spell Compendium)
Lv 2: Aid, Align Weapon, Close Wounds (Spell Compendium), Consecrate, Cure Moderate Wounds, Divine Protection (Spell Compendium), Lesser Restoration, Resist Energy, Shield Other
Lv 3: Cure Serious Wounds, Cloak of Bravery (Spell Compendium), Greater Magic Weapon, Magic Circle against Evil, Magic Vestment, Mass Aid (Spell Compendium), Mass Resist Energy (Spell Compendium), Prayer, Protection from Energy, Shield of Warding (Spell Compendium),
Lv 4: Cure Critical Wounds, Deathward, Divine Power, Fire Shield, Greater Resistance (Spell Resistance), Holy Smite, Mass Shield of Faith (Spell Compendium), Remove Curse, Restoration
Lv 5: Atonement, Cacophonic Shield (Spell Compendium), Cure Massive Wounds, Dispel Evil, Hallow, Mark of Justice, Mass Fire Shield (Spell Compendium), Spell Resistance
Lv 6: Blade Barrier, Energy Immunity (Spell Compendium), Find the Path, Heal, Heroes’ Feast, Superior Resistance (Spell Compendium), True Seeing.
Lv 7: Antimagic Field (does not affect Su abilities, or the shield, granted by Rojar the Nomad), Greater Restoration, Holy Word, Mass Divine Power (as Divine Power but effects up to 1 creature/CL within 20-ft of you), Mass Restoration (Spell Compendium), Mass Spell Resistance (Spell Compendium), Renewal Pact (Spell Compendium), Spell Turning
Lv 8: Holy Aura, Iron Body, Mass Death Ward (Spell Compendium), Mind Blank, Moment of Prescience, Prismatic Wall, Protection from Spells
Lv 9: Effulgent Epuration (Spell Compendium), Heavenly Host (Spell Compendium), Mass Heal, Miracle, Prismatic Sphere, Summon Monster IX (cast as a good spell only)

Zaydos
2014-02-06, 02:20 AM
New and Modified Spells

0 Level
Ray of Sparks:
Evocation (Fire)
Level: Amon 0
As Ray of Frost except as listed here and it deals fire damage instead of cold damage.

1st Level
Charm Giant
Enchantment (Charm) [Mind-Affecting]
Level: Haagenti 1
Target: One giant creature.
This spell functions as Charm Person but it can affect creatures of the Giant type and has no effect on Humanoids.

Detect Constructs
Divination
Level: Karsus 1.
This spell functions as Detect Undead except that it detects constructs instead of undead and you are never stunned by an overwhelming aura.

Detect Elementals
Divination
Level: Agares 1.
This spell functions as Detect Undead except that it detects elementals instead of undead and, on the second round of the spell, it reveals the elemental subtype(s) (air, earth, fire, and/or water) of each aura. You are never stunned due to having a good alignment, but are instead stunned should you have an elemental subtype and detect an overwhelming aura from a source with HD of at least twice your character level and the opposing elemental subtype (air/earth, fire/water).

Enlarge Self
Transmutation
Level: Haagenti 1, Eurynome 1, Shax 1
Range: Personal
Target: You.
Saving Throw: No
Spell Resistance: No
This spell functions as the spell Enlarge Person but may only target the caster and may affect them regardless of their type.

2nd Level
Disguise Other
Illusion (Glamer)
Level: Haagenti 2
Range: Touch.
Target: 1 willing creature other than yourself.
Saving Throw: No.
Spell Resistance: Yes.
This spell functions as Disguise Self except as mentioned here. All actual disguise checks are made by the recipient, although with a +2 bonus for every 5 ranks in Disguise you have more than they do.

Freezing Ray
Evocation [Cold]
Level: Balam 2, Haagenti 2.
This spell functions as Scorching Ray except as noted here and it deals cold damage instead of fire damage.

Imperial Command
Enchantment (Compulsion)
Level: Dantalion 2
Target: 1 creature.
Your command works directly on the creature's body making the flesh obey even if the mind is lacking. This spell functions as Command except that it affects creatures even if they do not have a mind or are immune to mind-affecting effects (immunity to compulsion in specific still works) and/or are not alive, and it has no need for the creature to understand you.

3rd Level
Ice Ball
Evocation [Cold]
Level: Balam 3
This spell functions as fireball except as noted here, and it deals cold damage instead of fire damage.
Steal Sight/Hearing
Necromancy
Level: Dahvler-Nar 3
This spell functions as Blindness/Deafness except as noted here. In addition if you successfully blind a creature with this spell you instantly are cured of blindness as if Remove Blindness/Deafness was cast upon you, and if you deafen a creature you are cured of deafness.

Poison of Disfigurement
Necromancy
Level: Haagenti 3
This spell functions as Poison except that it deals Charisma damage instead of Constitution damage.

4th Level
Cure Massive Wounds
Conjuration (Healing)
Level: Buer 4, Cleric 5
This spell functions as Cure Light Wounds except that it heals 6d8 + caster level (max +30 at CL 30) hit points to the target.

Summon Horned Beast
Conjuration (Summoning)
Level: Paimon 4
Components: V, S, M
Casting Time: Standard Action
Range: Close 25-ft + 5-ft/2 caster levels
Effect: 1 summoned deadly dance.
Duration: 1 round/level (D)
Saving Throw: No.
Spell Resistance: No.

You summon a deadly dancer (Tome of Magic, page 80) which appears where you designate and may act immediately on your turn. It obeys, and can understand, commands you give it (attack that one, don't attack, attack anyone who approaches me, etc), but gains no special ability to communicate with you.

Summon Horned Beast
Conjuration (Summoning)
Level: Amon 4
Components: V, S, M
Casting Time: Standard Action
Range: Close 25-ft + 5-ft/2 caster levels
Effect: 1 summoned horned beast.
Duration: 1 round/level (D)
Saving Throw: No.
Spell Resistance: No.

You summon a horned beast (Tome of Magic, page 82) which appears where you designate and may act immediately on your turn. It obeys, and can understand, simple commands you give it (attack that one, don't attack, attack anyone who approaches me, etc), but gains no special ability to communicate with you.


5th Level
Blur, Mass
Illusion (Glamer)
Level: Orthos 5
Range: Close (25-ft + 5-ft/2 caster levels)
Target: 1 creature/2 caster levels all of which must be within 30-ft of each other.
This spell functions as Blur except as noted here.

Dominate Giant
Enchantment (Compulsion) [Mind-Affecting]
Level: Haagenti 5.
Target: One giant.
This spell functions as Dominate Person except as listed here and it may only affect creatures of the Giant type (instead of Humanoid).

Enlarge Self, Greater
Transmutation
Level: Haagenti 5, Eurynome 5, Shax 5
Duration: 1 hour/level (D)
This spell functions as Enlarge Self (see above, then inevitably see Enlarge Person) except as noted here.

Summon Dancer Troupe
Conjuration (Summoning)
Level: Paimon 5
Effect: 2 to 4 summoned deadly dancers.
This spell functions like Summon Dancer (see above) except it summons 1d3+1 deadly dancers to obey your commands.

Summon Tooth Beast
Conjuration (Summoning)
Level: Andromalius 6, Dahvler-Nar 6
Components: V, S, M
Casting Time: Standard Action
Range: Close 25-ft + 5-ft/2 caster levels
Effect: 1 summoned phase spider.
Duration: 1 round/level (D)
Saving Throw: No.
Spell Resistance: No.

You summon a phase spider (Monster Manual, page 207) which appears where you designate and may act immediately on your turn. It obeys, and can understand, simple commands you give it (attack that one, don't attack, attack anyone who approaches me, etc), but gains no special ability to communicate with you.
Material Component: A piece of spider web.

Swift True Strike
Divination
Level: Leraje 5
Casting Time: 1 swift action

6th Level
Chaotic Sword
Evocation [Good]
Level: Paimon 6
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Melee weapon touched
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No
This spell allows you to channel anarchic power into your sword, or any other melee weapon you choose. The weapon acts as a +5 anarchic weapon(+5 enhancement bonus on attack and damage rolls, extra 2d6 damage
against lawful opponents). It also emits a magic circle against law effect (as the spell).
If the magic circle ends, the sword creates a new one on your turn as a free action. The spell is automatically canceled 1 round after the weapon leaves your hand. You cannot have more than one chaos sword at a time.
If this spell is cast on a magic weapon, the powers of the spell supersede any that the weapon normally has, rendering the normal enhancement bonus and powers of the weapon inoperative for the duration of the spell. This spell is not cumulative with bless weapon or any other spell that might modify the weapon in any way.
This spell does not work on artifacts.
Note:A masterwork weapon’s bonus to attack does not stack with an enhancement bonus to attack.

Displacement, Mass
Illusion (Glamer)
Level: Orthos 6
Range: Close (25-ft + 5-ft/2 caster levels)
Target: 1 creature/2 caster levels all of which must be within 30-ft of each other.
This spell functions as Displacement except as noted here.

Eagle’s Glory:
Transmutation
Level: Dantalion 6
Components: V, S, M
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 min./level
Calling upon the power of Dantalion you gain a sense of power and natural majesty which guides your actions. You gain a +6 insight bonus to Charisma.
Material Component: A griffon’s feather and a pinch of gold dust.

Globe of Suppression:
Abjuration
Level: Amon 6
Components: V, S, Sign
As Globe of Invulnerability except it only affects Divine spells and the spell-like abilities of outsiders.

Greater Vampiric Touch
Necromancy
Level: Dahvler-Nar 6
This spell functions as vampiric touch except that it deals 1d6 damage per caster level (max 20d6).

Summon Tooth Beast
Conjuration (Summoning)
Level: Andromalius 6, Dahvler-Nar 6
Components: V, S, M
Casting Time: Standard Action
Range: Close 25-ft + 5-ft/2 caster levels
Effect: 1 summoned tooth beast.
Duration: 1 round/level (D)
Saving Throw: No.
Spell Resistance: No.

You summon a tooth beast (Tome of Magic, page 88) which appears where you designate and may act immediately on your turn. It obeys, and can understand, simple commands you give it (attack that one, don't attack, attack anyone who approaches me, etc), but gains no special ability to communicate with you.
Material Component: A tooth.

7th Level
Imperial Command, Greater
Enchantment (Compulsion)
Level: Dantalion 7
Target: 1 creature/2 levels no two of which can be more than 15-ft apart.
Your commands works directly on creatures' bodies making the flesh obey even if the mind is lacking. This spell functions as Greater Command except as noted here and that it affects creatures even if they do not have a mind or are immune to mind-affecting effects (immunity to compulsion in specific still works) and/or are not alive, and it has no need for the creature to understand you.

Close Wounds, Mass:
Conjuration (Healing)
Level: Buer 7
Components: V, Sign
Casting Time: 1 immediate action.
Range: Medium (100-ft +10-ft per caster level)
Target: 1 creature/level no 2 of which are more than 45-ft apart.
Duration: Instantaneous
Saving Throw: Will half (harmless); see text
Spell Resistance: Yes (harmless)
This functions as the spell Close Wounds (Spell Compendium page 48) except as noted here and it heals targets 3d4 hp + caster level (max +20 at CL 20).

Summon Tooth Beasts
Conjuration (Summoning)
Level: Dahvler-Nar 7
Effect: 2 to 4 summoned tooth beasts.
This spell functions like Summon Tooth Beast (see above) except it summons 1d3+1 tooth beasts to obey your commands.

Superior Cat's Grace
Transmutation
Level: Paimon 7
Components: V, S, Sign
This spell functions as Cat's Grace except as noted here and it grants a +8 enhancement bonus to Dexterity instead of a +4 bonus.

8th Level
Divine Disjunction:
Abjuration
Level: Amon 8
Components: V, S, Sign
As Mage's Disjunction except it only affects divine spell effects or the spell effects created by the spell-like abilities of outsiders and has no effect on magic items.

Cure Massive Wounds, Mass:
Conjuration (Healing)
Level: Buer 8
This spell functions as Mass Cure Light Wounds except that it heals targets 6d8 + twice caster level hp (max +50 at CL 25).

Summon Tooth Beast Horde
Conjuration (Summoning)
Level: Dahvler-Nar 8
Effect: 2 to 8 summoned tooth beasts.
As Summon Tooth Beast (see above) except it summons 2d4 summoned tooth beast.

Thunder Fog
Conjuration (Creation) [Electricity]
Level: Shax 8
As Incendiary Cloud except as noted above and all damage dealt is electric instead of fire.

9th Level
Arrows of Thunder
Evocation [Sonic]
Level: Leraje 9
As Meteor Swarm except as listed here and it deals Sonic damage instead of Fire.

Baleful Polymorph, Mass
Transmutation
Level: Zagan 9
Target: 1 creature/2 levels all of which must be within 45-ft of each other.

This spell functions as baleful polymorph except as noted here. All targets must be transformed into the same animal. Zagan only grants this spell with the ability to turn targets into ophidian animals (i.e. snakes).

Ball Lightning Swarm
Evocation [Electric]
Level: Focalor 9, Shax 9
As Meteor Swarm except as listed here and it deals Electric damage instead of Fire.

Comet Swarm
Evocation [Cold]
Level: Haagenti 9
As Meteor Swarm except as listed here and it deals Cold damage instead of Fire.

Meteors of Force
Evocation [Force]
Level: Chupoclops 9
As Meteor Swarm except as listed here and the damage it deals is not Fire damage but the result of pure Force.

Summon Greater Tooth Beast
Conjuration (Summoning)
Level: Dahvler-Nar 9
Effect: Summons an advanced tooth beast.
As Summon Tooth Beast (see above) except it summons a huge 24 hit die tooth beast.

Advanced Tooth Beast: Huge Aberration; HD: 24d8+192; hp 300; Init: -2; Spd: 10-ft (2 squares); AC: 22 (-2 size, -2 Dex, +16 natural), t 6, FF 22; BAB/Grp: +18/+40; Atk Claw +31 melee (3d6+18); Full Atk 2 Claws +31 melee (3d6+18) and Bite +28 melee (2d6+9); S/R: 15-ft/10-ft; SA: Frightful Moan, Pounce, Rake; SQ: Blind, Blindsight 120-ft, Sprint after Fear; AL TN; SV Fort +20, Ref +6, Will +18; Str 38, Dex 6, Con 26, Int 2, Wis 10, Cha 8.
Skills: Hide +0, Jump +1, Listen +35
Feats: Ability Focus (Frightful Moan), Cleave, Epic Fortitude (Epic), Epic Will (Epic), Improved Natural Weapon (claw), Multiattack, Power Attack, Weapon Focus (claw)

Frightful Moan: DC 23.

Rake: +30 melee, 2d6+9.

Zaydos
2014-02-06, 02:21 AM
Feats for Vestige Priests

Favored Vestige Magic
You are able to draw more magical power out of your favored vestige.
Prerequisites: Favored Vestige (selected vestige), must have selected vestige as one of your Vestiges Known.
Benefits: Select 1 vestige that you fulfill the prerequisites for. When casting spells granted to you by it you gain a +1 bonus to caster level.

Zaydos
2014-02-06, 02:22 AM
Reserved in case online or homebrewed vestiges takes more than 1 post.

Zaydos
2014-02-06, 02:24 AM
Reserved just in case. Post away, all.