ZamielVanWeber
2014-03-11, 09:36 PM
So, as the name implies this actually started as a thought experiment as to how well a gestalt warrior/adept would work. Feeling that it would be bland with out class features, I began create some (starting with Mystic Way and Mystic Way Mastery) it began to take on a life of its own. I began to feel its flavor as a semi-hermetic warrior who studied taking magic deep into himself (hence the big focus on buffs, along with his buffs being more tenacious/lasting longer). His growing martial prowess, along with his growing magical nature, would eventually attract the attention of a magical beast companion, who would view him as a kindred soul and travel together, growing with him. That is when the spell list really began to take shape.
A few of my players are interested in this, so I wanted to post it here to get some feed back (and help cleaning up the language) before I make it an option in my world. Especially important: names are not set in stone. Feel free to suggest better ones!
Also shout out to the SRD for being helpful with getting some of the wording to D&D standards.
Hit Die: d8
Class Skills: The Warrior Adept's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Gather Information (Cha), Heal (Wis), Intimidate (Cha), Jump (Str), Knowledge (Arcana) (Int), Knowledge (Nature) (Int), Listen (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spot (Wis), Survival (Wis), Swim (Str), and Tumble (Dex)
Skill Points per level: 4+Int Modifier
Weapon and Armor Proficiency: Mystic Adepts are proficient with all simple and martial weapons, and with light and medium armor and shields (excluding tower shields).
Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
0th
1st
2nd
3rd
4th
5th
1st
+1
+2
+0
+2
Divine Weapon Focus
3
1
-
-
-
-
2nd
+2
+3
+0
+3
Innate Knowledge
3
1
-
-
-
-
3rd
+3
+3
+1
+3
Spell Fortitude +1
3
2
0
-
-
-
4th
+4
+4
+1
+4
Divine Weapon Power
3
2
1
-
-
-
5th
+5
+4
+1
+4
Beast Companion
4
2
1
-
-
-
6th
+6/+1
+5
+2
+5
Spell Fortitude +2, Divine Blade Mastery, Innate Knowledge
4
2
2
-
-
-
7th
+7/+2
+5
+2
+5
Divine Channeling, Mystic Casting
4
3
2
0
-
-
8th
+8/+3
+6
+2
+6
Rend Magic
4
3
2
1
-
-
9th
+9/+4
+6
+3
+6
Spell Fortitude +3
4
3
2
1
-
-
10th
+10/+5
+7
+3
+7
Innate Knowledge
4
3
3
2
-
-
11th
+11/+6/+1
+7
+3
+7
Share Spell
4
4
3
2
0
-
12th
+12/+7/+2
+8
+4
+8
Divine Conversion, Spell Fortitude +4
4
4
3
2
1
-
13th
+13/+8/+3
+8
+4
+8
Beast Blade
4
4
3
2
1
-
14th
+14/+9/+4
+9
+4
+9
Improved Divine Channeling, Innate Knowledge
4
4
4
3
2
15th
+15/+10/+5
+9
+5
+9
Spell Fortitude +5
4
4
4
3
2
0
16th
+16/+11/+6/+1
+10
+5
+10
Greater Mystic Casting
4
4
4
3
2
1
17th
+17/+12/+7/+2
+10
+5
+10
Mystic Fusion
4
4
4
3
2
1
18th
+18/+13/+8/+3
+11
+6
+11
Spell Fortitude +6, Resilient Magic, Innate Knowledge
4
4
4
4
3
2
19th
+19/+14/+9/+4
+11
+6
+11
Magical Apotheosis
4
4
4
4
3
2
20th
+20/+15/+10/+5
+12
+6
+12
Beast Soul
4
4
4
4
3
2
Spells: A Warrior Adept casts divine spells which are drawn from the warrior adept spell list (see below). Like a cleric, a warrior adept must choose and prepare her spells in advance. Unlike a cleric, an adept cannot spontaneously cast cure or inflict spells.
To prepare or cast a spell, a warrior adept must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a warrior adept’s spell is 10 + the spell level + the adept’s Wisdom modifier.
When the table indicates that the warrior adept gets 0 spells per day of a given spell level, she gains only the bonus spells she would be entitled to based on her Wisdom score for that spell level.
Each warrior adept has a particular weapon (as a divine focus) depending on the warrior adept’s personal inclination.
Divine Spell Focus: The warrior adept forms a magical bond with his chosen weapon that also serves as the focus for his spells.The warrior adept spends an hour meditating with his chosen weapon, at which point it becomes the divine focus for his spells. After he is done he receives a +1 bonus on all attacks he makes with that weapon and can treat it as a natural weapon for the purposes of spells and effects. He may only have one Divine Spell Focus at a time.
Innate Knowledge: At level 2, the warrior adept's study into magic grants him more spells known. He may pick any wizard, druid or cleric spell of the Abjuration, Divination, or Enchantment schools of the highest level he can cast +1 and add it to his list of spells known at the highest level of spell he can currently cast. He gains this ability again at every 4 levels beyond 2.
Spell Fortitude: The warrior adept adds 1 to the DC required to dispel his spells. This bonus increases by 1 for every 3rd level beyond 3.
Divine Weapon Power: The warrior adept's divine spell focus increases in power with the warrior adept's magical nature. The warrior adept's divine spell focus increases its enhancement bonus by 1. If the divine spell focus is non magical, treat it as thought it had an enhancement bonus of +1, but it may not be upgraded further without first being made magical.
Beast Companion: The growing innate magical nature of the warrior adept causes him to attract a magical beast to serve by his side. The magical beast is a loyal companion who aids the warrior adept to the best of its abilities for its kind. He may pick any magical beast from the list below that may not have more hit dice than the adept and must be within one alignment step on the Good/Evil axis.
If the beast companion dies or is dismissed the warrior adept will attract a new one in 24 hours. However, once a particular companion dies or is dismissed, he will be unable to attract any more of that type of magical beast unless he raises that companion or contacts them and convinces them to become his companion again. The beast companion will can sense when the warrior adept is involved in its raising or resurrecting and will always return in these situations.
Divine Blade Mastery: Whenever the warrior adept makes a full attack with his divine weapon focus, he may make an additional attack at his highest attack bonus. Whenever the warrior adept makes a standard attack, he may make an additional attack at a -5 penalty.
Divine Channeling 1+Wis times (min. 1) per day the warrior adept can channel a spell through his divine spell focus as a free action. This does not need to be a spell he has prepared today, but it must be of a level he can currently cast. The channeled spell affects the next target that the spell sword successfully attacks with his weapon (saving throws and spell resistance still apply) and the save receives a bonus to the DC equal to the enhancement bonus of the weapon. Even if the spell normally affects an area or is a ray, it affects only the target. The weapon stays charged for one round or until the weapon successfully strikes a target.
Mystic Casting: Whenever the warrior adept casts a spell targeting himself, and only himself, he may increase the duration as though it had been affected by the Extend Spell metamagic feat.
Rend Magic: Once per round, whenever the warrior adept and his beast companion strike the same target in the same round, the warrior adept may subject that target to an effect similar to Greater Dispel Magic, with a caster level equal to the warrior adept's class level as a free action.
Share Spell: At the warrior adept’s option, she may have any spell (but not any spell-like ability) she casts upon herself also affect her beast companion. The beast companion must be within 15 feet of her at the time of casting to receive the benefit.
Divine Conversation: Whenever the warrior adept is the subject of a spell that grants an enhancement bonus, he may treat that bonus as a divine bonus instead. He may use this bonus 3+Wis mod times per day (min 1).
Beast Blade: Starting at 13th level, as long as the warrior adept's beast companion is within 15 feet of him, they acquire any enhancement bonuses and abilities of the warrior adept's Divine Weapon Focus, as appropriate.
Improved Divine Channeling: The warrior adept may use his Divine Channeling ability 3+Wis times per day and increase the DC of all spells cast by his Divine Channeling ability by 2.
Greater Mystic Casting: Whenever the Warrior Adept casts a spell targeting himself, and only himself, he may cast the spell as a swift action, as though it had been affected by the Quicken Spell feat.
Mystic Fusion: Whenever the Mystic Adept casts a spell targeting himself, but no more than 1+Wis mod times per day (min 1) he may cast another spell of lower level at the same time without consuming an additional slot. The second spell does not need to be one the Mystic Adept has prepared, but it must be one that targets the Mystic Adept.
Resilient Magic: At 18th level, spells in effect on the warrior adept and his beast are no longer subject to Anti-Magic Field or similar effects. In essence, the innate magical nature of the of the adept and his beast can power the spells even where magic is otherwise not in effect.
Magical Apotheosis: At 19th level, the warrior adept's exercise into the nature of magic causes him to become more like the beasts he fights alongside. He gains the magical beast type. Additionally, he gains damage reduction 10/epic and cold iron.
Beast Soul: Starting at 20th level, due to the similarity between his nature and his beast's, both the warrior adept and his beast companion gain the effect of Mind Blank as long as they are within one mile of each other. Additionally, whenever the warrior adept or the beast dies and is subject to a Resurrection effect or similar magic, they may treat the effect of the spell as True Resurrection. Doing so is draining to both the beast and the warrior adept and causes all remaining spells, class features, spell-like abilities and supernatural abilities to be expended without effect.
The Beast Companion
The magical beast is different from the norm for its kind in many ways, drawing power off of the warrior adept as it grows in strength, intelligence, and raw magical power.
Class Level
Bonus HD
Attack/Damage/AC
Str/Dex Adj
Int Adj
Cha Adj
Special
1st-4th
+0
+0
+0
+0
+0
5th-8th
+2
+0
+2
+2
+0
Deflecting Force
9th-12th
+4
+1
+4
+2
+2
Magical Swiftness
13th-15th
+8
+2
+6
+4
+4
Magical Growth
16th-20th
+12
+3
+8
+4
+6
Improved Deflecting Force, Magical Ascension
Class Level: The character’s warrior adept level.
Bonus HD: Extra ten-sided (d10) Hit Dice, each of which gains a Constitution modifier, as normal. Remember that extra Hit Dice improve the beast companion’s base attack and base save bonuses. A beast companion’s base attack bonus is the same as that of a fighter of a level equal to the animal’s HD. A beast companion has good Fortitude and Reflex saves (treat it as a character whose level equals the animal’s HD). A beast companion gains additional skill points and feats for bonus HD as normal for advancing a monster’s Hit Dice.
Attack/Damage/AC: The beast companion receives this number as a divine bonus to their attack, damage, and armor class.
Str/Dex Adj: Add this value to the beast companion’s Strength and Dexterity scores.
Int Adj: Add this value to the beast companion’s Intelligence score.
Cha Adj: Add this value to the beast companion’s Charisma score.
Special:
Deflecting Force: The beast companion receives a +4 deflection bonus to AC.
Magical Swiftness: The beast companion can act as if hasted for 3 rounds each day. The duration of the effect need not be consecutive rounds. Activating this power is a free action.
Magical Growth: The beast companion increases one size category, acquiring the appropriate modifications.
Improved Deflecting Force: The companion's deflection bonus to AC increases to +8.
Magical Ascension: The beast companion gains the Monster of Legend template, although its type does not change to outsider. The warrior adept chooses which special attack and which special qualities the beast companion receives.
Magical Beast
Effective Level Penalty
Alignment
Darkmantle
0
N
Krenshar
0
N
Blink Dog
-4
G
Pegasus
-4
G
Unicorn
-4
G
Worg
-4
E
Owlbear
-6
N
Displacer Beast
-6
E
Manticore
-8
E
Winter Wolf
-8
E
Girallon
-8
N
Griffon
-8
N
Dragonne
-10
N
Crioshpinx
-12
N
Level 0
Guidance, Resistance, Detect Magic, Read Magic, Message, Ghost Sound, Virtue
Level 1
Lesser Vigor, Bear's Endurance, Bull's Strength, Cat's Grace, Heart of Air, Shield, Magic Fang, Longstrider, Protection from Chaos, Protection from Evil, Protection from Good, Protection from Law, Lesser Celerity, Hunter's Eye, Alter Self, Whelm, Lesser Deflect, Charm Person, Detect Thoughts
Level 2
Vigor, Benign Transposition, Blur, Eagle's Splendor, Fox's Cunning, Owl's Wisdom, Heart of Water, See Invisibility, Endure Elements, Invisibility, False Life, Gust of Wind, Spike Stones, Deflect, Dispelling Touch, Insight of Good Fortune, Black Karma Curse, Whelming Blast, Arcane Eye, Tongues
Level 3
Arcane Sight, Greater Vigor, Heart of Earth, Blink, Fly, Tongues, Divine Power, Regroup, Suggestion, Lightning Bolt, Poison, Commune with Nature, Energy Aegis, Alter Fortune, Inevitable Defeat, Mass Whelm, Slashing Dispel, Charm Monster, Hold Person
Level 4
Heart of Fire, Righteous Might, Greater Magic Fang, Stoneskin, Celerity, Toxic Weapon, Renewed Vigor, Swift Etherealness, Stone Tell, Stifle Spell, Mana Flux, Overwhelm, Greater Dispel Magic, Telepathic Bond, Hold Monster
Level 5
Chasing Perfection, Mass Lesser Vigor, Moment of Prescience, True Seeing, Flesh to Stone, Waves of Exhaustion, Greater Blink, Chain Dispel, Demand, Greater Arcane Sight, Spell Turning
A few of my players are interested in this, so I wanted to post it here to get some feed back (and help cleaning up the language) before I make it an option in my world. Especially important: names are not set in stone. Feel free to suggest better ones!
Also shout out to the SRD for being helpful with getting some of the wording to D&D standards.
Hit Die: d8
Class Skills: The Warrior Adept's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Gather Information (Cha), Heal (Wis), Intimidate (Cha), Jump (Str), Knowledge (Arcana) (Int), Knowledge (Nature) (Int), Listen (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spot (Wis), Survival (Wis), Swim (Str), and Tumble (Dex)
Skill Points per level: 4+Int Modifier
Weapon and Armor Proficiency: Mystic Adepts are proficient with all simple and martial weapons, and with light and medium armor and shields (excluding tower shields).
Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
0th
1st
2nd
3rd
4th
5th
1st
+1
+2
+0
+2
Divine Weapon Focus
3
1
-
-
-
-
2nd
+2
+3
+0
+3
Innate Knowledge
3
1
-
-
-
-
3rd
+3
+3
+1
+3
Spell Fortitude +1
3
2
0
-
-
-
4th
+4
+4
+1
+4
Divine Weapon Power
3
2
1
-
-
-
5th
+5
+4
+1
+4
Beast Companion
4
2
1
-
-
-
6th
+6/+1
+5
+2
+5
Spell Fortitude +2, Divine Blade Mastery, Innate Knowledge
4
2
2
-
-
-
7th
+7/+2
+5
+2
+5
Divine Channeling, Mystic Casting
4
3
2
0
-
-
8th
+8/+3
+6
+2
+6
Rend Magic
4
3
2
1
-
-
9th
+9/+4
+6
+3
+6
Spell Fortitude +3
4
3
2
1
-
-
10th
+10/+5
+7
+3
+7
Innate Knowledge
4
3
3
2
-
-
11th
+11/+6/+1
+7
+3
+7
Share Spell
4
4
3
2
0
-
12th
+12/+7/+2
+8
+4
+8
Divine Conversion, Spell Fortitude +4
4
4
3
2
1
-
13th
+13/+8/+3
+8
+4
+8
Beast Blade
4
4
3
2
1
-
14th
+14/+9/+4
+9
+4
+9
Improved Divine Channeling, Innate Knowledge
4
4
4
3
2
15th
+15/+10/+5
+9
+5
+9
Spell Fortitude +5
4
4
4
3
2
0
16th
+16/+11/+6/+1
+10
+5
+10
Greater Mystic Casting
4
4
4
3
2
1
17th
+17/+12/+7/+2
+10
+5
+10
Mystic Fusion
4
4
4
3
2
1
18th
+18/+13/+8/+3
+11
+6
+11
Spell Fortitude +6, Resilient Magic, Innate Knowledge
4
4
4
4
3
2
19th
+19/+14/+9/+4
+11
+6
+11
Magical Apotheosis
4
4
4
4
3
2
20th
+20/+15/+10/+5
+12
+6
+12
Beast Soul
4
4
4
4
3
2
Spells: A Warrior Adept casts divine spells which are drawn from the warrior adept spell list (see below). Like a cleric, a warrior adept must choose and prepare her spells in advance. Unlike a cleric, an adept cannot spontaneously cast cure or inflict spells.
To prepare or cast a spell, a warrior adept must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a warrior adept’s spell is 10 + the spell level + the adept’s Wisdom modifier.
When the table indicates that the warrior adept gets 0 spells per day of a given spell level, she gains only the bonus spells she would be entitled to based on her Wisdom score for that spell level.
Each warrior adept has a particular weapon (as a divine focus) depending on the warrior adept’s personal inclination.
Divine Spell Focus: The warrior adept forms a magical bond with his chosen weapon that also serves as the focus for his spells.The warrior adept spends an hour meditating with his chosen weapon, at which point it becomes the divine focus for his spells. After he is done he receives a +1 bonus on all attacks he makes with that weapon and can treat it as a natural weapon for the purposes of spells and effects. He may only have one Divine Spell Focus at a time.
Innate Knowledge: At level 2, the warrior adept's study into magic grants him more spells known. He may pick any wizard, druid or cleric spell of the Abjuration, Divination, or Enchantment schools of the highest level he can cast +1 and add it to his list of spells known at the highest level of spell he can currently cast. He gains this ability again at every 4 levels beyond 2.
Spell Fortitude: The warrior adept adds 1 to the DC required to dispel his spells. This bonus increases by 1 for every 3rd level beyond 3.
Divine Weapon Power: The warrior adept's divine spell focus increases in power with the warrior adept's magical nature. The warrior adept's divine spell focus increases its enhancement bonus by 1. If the divine spell focus is non magical, treat it as thought it had an enhancement bonus of +1, but it may not be upgraded further without first being made magical.
Beast Companion: The growing innate magical nature of the warrior adept causes him to attract a magical beast to serve by his side. The magical beast is a loyal companion who aids the warrior adept to the best of its abilities for its kind. He may pick any magical beast from the list below that may not have more hit dice than the adept and must be within one alignment step on the Good/Evil axis.
If the beast companion dies or is dismissed the warrior adept will attract a new one in 24 hours. However, once a particular companion dies or is dismissed, he will be unable to attract any more of that type of magical beast unless he raises that companion or contacts them and convinces them to become his companion again. The beast companion will can sense when the warrior adept is involved in its raising or resurrecting and will always return in these situations.
Divine Blade Mastery: Whenever the warrior adept makes a full attack with his divine weapon focus, he may make an additional attack at his highest attack bonus. Whenever the warrior adept makes a standard attack, he may make an additional attack at a -5 penalty.
Divine Channeling 1+Wis times (min. 1) per day the warrior adept can channel a spell through his divine spell focus as a free action. This does not need to be a spell he has prepared today, but it must be of a level he can currently cast. The channeled spell affects the next target that the spell sword successfully attacks with his weapon (saving throws and spell resistance still apply) and the save receives a bonus to the DC equal to the enhancement bonus of the weapon. Even if the spell normally affects an area or is a ray, it affects only the target. The weapon stays charged for one round or until the weapon successfully strikes a target.
Mystic Casting: Whenever the warrior adept casts a spell targeting himself, and only himself, he may increase the duration as though it had been affected by the Extend Spell metamagic feat.
Rend Magic: Once per round, whenever the warrior adept and his beast companion strike the same target in the same round, the warrior adept may subject that target to an effect similar to Greater Dispel Magic, with a caster level equal to the warrior adept's class level as a free action.
Share Spell: At the warrior adept’s option, she may have any spell (but not any spell-like ability) she casts upon herself also affect her beast companion. The beast companion must be within 15 feet of her at the time of casting to receive the benefit.
Divine Conversation: Whenever the warrior adept is the subject of a spell that grants an enhancement bonus, he may treat that bonus as a divine bonus instead. He may use this bonus 3+Wis mod times per day (min 1).
Beast Blade: Starting at 13th level, as long as the warrior adept's beast companion is within 15 feet of him, they acquire any enhancement bonuses and abilities of the warrior adept's Divine Weapon Focus, as appropriate.
Improved Divine Channeling: The warrior adept may use his Divine Channeling ability 3+Wis times per day and increase the DC of all spells cast by his Divine Channeling ability by 2.
Greater Mystic Casting: Whenever the Warrior Adept casts a spell targeting himself, and only himself, he may cast the spell as a swift action, as though it had been affected by the Quicken Spell feat.
Mystic Fusion: Whenever the Mystic Adept casts a spell targeting himself, but no more than 1+Wis mod times per day (min 1) he may cast another spell of lower level at the same time without consuming an additional slot. The second spell does not need to be one the Mystic Adept has prepared, but it must be one that targets the Mystic Adept.
Resilient Magic: At 18th level, spells in effect on the warrior adept and his beast are no longer subject to Anti-Magic Field or similar effects. In essence, the innate magical nature of the of the adept and his beast can power the spells even where magic is otherwise not in effect.
Magical Apotheosis: At 19th level, the warrior adept's exercise into the nature of magic causes him to become more like the beasts he fights alongside. He gains the magical beast type. Additionally, he gains damage reduction 10/epic and cold iron.
Beast Soul: Starting at 20th level, due to the similarity between his nature and his beast's, both the warrior adept and his beast companion gain the effect of Mind Blank as long as they are within one mile of each other. Additionally, whenever the warrior adept or the beast dies and is subject to a Resurrection effect or similar magic, they may treat the effect of the spell as True Resurrection. Doing so is draining to both the beast and the warrior adept and causes all remaining spells, class features, spell-like abilities and supernatural abilities to be expended without effect.
The Beast Companion
The magical beast is different from the norm for its kind in many ways, drawing power off of the warrior adept as it grows in strength, intelligence, and raw magical power.
Class Level
Bonus HD
Attack/Damage/AC
Str/Dex Adj
Int Adj
Cha Adj
Special
1st-4th
+0
+0
+0
+0
+0
5th-8th
+2
+0
+2
+2
+0
Deflecting Force
9th-12th
+4
+1
+4
+2
+2
Magical Swiftness
13th-15th
+8
+2
+6
+4
+4
Magical Growth
16th-20th
+12
+3
+8
+4
+6
Improved Deflecting Force, Magical Ascension
Class Level: The character’s warrior adept level.
Bonus HD: Extra ten-sided (d10) Hit Dice, each of which gains a Constitution modifier, as normal. Remember that extra Hit Dice improve the beast companion’s base attack and base save bonuses. A beast companion’s base attack bonus is the same as that of a fighter of a level equal to the animal’s HD. A beast companion has good Fortitude and Reflex saves (treat it as a character whose level equals the animal’s HD). A beast companion gains additional skill points and feats for bonus HD as normal for advancing a monster’s Hit Dice.
Attack/Damage/AC: The beast companion receives this number as a divine bonus to their attack, damage, and armor class.
Str/Dex Adj: Add this value to the beast companion’s Strength and Dexterity scores.
Int Adj: Add this value to the beast companion’s Intelligence score.
Cha Adj: Add this value to the beast companion’s Charisma score.
Special:
Deflecting Force: The beast companion receives a +4 deflection bonus to AC.
Magical Swiftness: The beast companion can act as if hasted for 3 rounds each day. The duration of the effect need not be consecutive rounds. Activating this power is a free action.
Magical Growth: The beast companion increases one size category, acquiring the appropriate modifications.
Improved Deflecting Force: The companion's deflection bonus to AC increases to +8.
Magical Ascension: The beast companion gains the Monster of Legend template, although its type does not change to outsider. The warrior adept chooses which special attack and which special qualities the beast companion receives.
Magical Beast
Effective Level Penalty
Alignment
Darkmantle
0
N
Krenshar
0
N
Blink Dog
-4
G
Pegasus
-4
G
Unicorn
-4
G
Worg
-4
E
Owlbear
-6
N
Displacer Beast
-6
E
Manticore
-8
E
Winter Wolf
-8
E
Girallon
-8
N
Griffon
-8
N
Dragonne
-10
N
Crioshpinx
-12
N
Level 0
Guidance, Resistance, Detect Magic, Read Magic, Message, Ghost Sound, Virtue
Level 1
Lesser Vigor, Bear's Endurance, Bull's Strength, Cat's Grace, Heart of Air, Shield, Magic Fang, Longstrider, Protection from Chaos, Protection from Evil, Protection from Good, Protection from Law, Lesser Celerity, Hunter's Eye, Alter Self, Whelm, Lesser Deflect, Charm Person, Detect Thoughts
Level 2
Vigor, Benign Transposition, Blur, Eagle's Splendor, Fox's Cunning, Owl's Wisdom, Heart of Water, See Invisibility, Endure Elements, Invisibility, False Life, Gust of Wind, Spike Stones, Deflect, Dispelling Touch, Insight of Good Fortune, Black Karma Curse, Whelming Blast, Arcane Eye, Tongues
Level 3
Arcane Sight, Greater Vigor, Heart of Earth, Blink, Fly, Tongues, Divine Power, Regroup, Suggestion, Lightning Bolt, Poison, Commune with Nature, Energy Aegis, Alter Fortune, Inevitable Defeat, Mass Whelm, Slashing Dispel, Charm Monster, Hold Person
Level 4
Heart of Fire, Righteous Might, Greater Magic Fang, Stoneskin, Celerity, Toxic Weapon, Renewed Vigor, Swift Etherealness, Stone Tell, Stifle Spell, Mana Flux, Overwhelm, Greater Dispel Magic, Telepathic Bond, Hold Monster
Level 5
Chasing Perfection, Mass Lesser Vigor, Moment of Prescience, True Seeing, Flesh to Stone, Waves of Exhaustion, Greater Blink, Chain Dispel, Demand, Greater Arcane Sight, Spell Turning