Jack_Simth
2015-10-15, 11:56 PM
Note that with the full Cleric spell list available, you can use Miracle to meet the requirements for other things (like Glibness or Body outside Body). Here's a list I made for other reasons. If you're doing use-activated stuff, or continuous stuff by magic items, you can ignore the tags. Many of these have caps by default, but if you're using slotless magic items, it'll be at a lower caster level anyway. List does not include 9th level Cleric spells.
Apparently, this is big enough that the list needs to go in two posts!
Complete Divine
Beast Claws: 1d6 19-20/x2 slashing melee weapons from your hands
Brilliant Aura: Weapon attacks become Brialliant Energy, +1 Enhance/2 CL
Divine Sacrifice: Spend HP to increase damage (2 hp per 1d6, max 5d6), once per round
Flame of Faith: Weapon becomes +1 Flaming Burst
Hawkeye: +5 Competence to Spot, +50% Range increment for projectile weapons
Sacred Haven: +2 Sacred to AC, does not lose Dex to AC when flat-footed
Scent: Gain scent ability
Greater Vigor: Fast Healing 4
Complete Mage
Dimension Jumper: 30 foot move-action teleport 1/round for the duration
Karmic Aura: Anyone within 20 feet that hurts me is fatigued for 3 rounds.
Karmic Backlash: Anyone within 20 feet that hurts me is Exhausted for 2 rounds.
Karmic Retribution: Anyone within 20 feet that hurts me is Stunned for 1 round.
Magic Savant: +4 Insight on UMD, can take 10 on UMD if have more than 10 ranks in it.
Mask of the Ideal: +4 Competence on Bluff/Diplomacy, +4 on Charisma checks to influence enchanted or conjoured critters.
Near Horizon: No range penalties on ranged weapons.
Repelling Shield: As Shield, and attackers are pushed back 5 feet (ref negates)
Spellcaster's Bane: +2 Insight on dispell checks and caster level checks to counterspell; automatically recognize all spells cast at 5 spellcraft, caster level too at 15 ranks
Complete Mage (Discharge)
Coat of Arms: 1 blade/3 levels, each gives +1 Shield to AC (self-stacking, Force). Move action to send a blade at someone to deal 2d6; someone grappling me takes all remaining. 1 min/level
Energy Absorbtion: Resistance 10 to Acid, Cold, Electric, Fire, and Sonic; Immediate action discharge to negate an attack of one of those types, and instead heal half the damage. 1 hour/level
Complete Scoundrel
Assasin's Darkness: 20 foot radius complete darkness... except for me!
Disobedience: Suppresses mental control, but lets me know what the orders were so I can play along.
Enlarge Weapon: Increase size category of weapon, ignore inappropriate size mods.
Manifestation of the Deity: Anyone who looks at me is shaken for a round (will negates, only need to roll once)
Mimicry: Can duplicate sounds extremely well
Complete Warrior
Valiant Fury: +4 Morale to Str/Con, +2 Morale saves, +1 attack on full attack as per Haste
Draconomicon
Animate Breath: Turns your breath weapon into a construct. Complex.
Aura of Terror: When I Charge or attack, opponents within 30 feet are Shaken as long as they stay in that range (Will negates, and makes immune for 24 hours)
Antidragon Aura: +2 Luck (+1 more per 4 CL over 7th) to AC and saves vs. Dragons
Dragon Magic
Adoration of the Fearful: Anyone who is under a fear effect within 60 feet: Will save or be Friendly to me.
Arcane Spellsurge: Casting times reduced (Std -> Swift, 1 full round -> Std, 2-10 Rounds -> 1 round less)
Detect Dragonblood: Functions like detect magic, but detects dragonblood instead. See description.
Hoard Gullet: Bag of holding at 100 pounds or 10 cubic feet/cl
Justice of the wyrm king: Deal 4d6+(2* sacrificed spell slot, max 9th level) to anyone who hits me with nonreach weapons.
Primal Hunter: +5 Competence Climb, Jump, Swim; synergies with other Primal spells for Uncanny Dodge or Improved Uncanny Dodge at Barbarian level = CL
Primal Instinct: +5 Competence on Initiative and Survival; synergies with other Primal spells for Uncanny Dodge or Improved Uncanny Dodge at Barbarian level = CL
Primal Senses: +5 Competence on Listen and Spot; synergies with other Primal spells for Uncanny Dodge or Improved Uncanny Dodge at Barbarian level = CL
Primal Speed: +5 Resistance to reflex; +10 Enhance to speed; synergies with other Primal spells for Uncanny Dodge or Improved Uncanny Dodge at Barbarian level = CL
Vision of the Omniscient Eye: +10 Insight Spot; Immune to Dazzle/Blind
Wreath of Flames: At the end of my turn, anyone adjacent takes 1d6 fire damage; my melee attacks deal an extra 1d6 fire damage.
Dragon Magic (Discharge)
Mind of the Labyrinth: hours/level: anyone casting mind-affecting stuff on me gets confused for a round (will negates); discharge to Dominate (for 1 hour) someone who casts mind-affecting on me
Drow of the Underdark
Combat Readiness: +1/3 levels Insight to initative, opponents get no additional attack bonus for flanking (but can still sneak attack and such)
Shadow Shroud: +5 Competence Hide in shadowy areas; ignore penalties from light blindness or light vulnerability
Exemplars of Evil
Friendly Fire: Redirect Ranged attacks or ranged touch attacks to someone else in 30 feet.
Fiendish Codex II
Devil's Ego: +4 Profane to Charisma (does not grant bonus spells), type change to Outsider
Fiendish Codex I
Fiendish Clairity: Detect Good at will, Darkvision-60 (including magical darkness), see invisibility
Frostburn
Aura of Cold, Greater: 2d6 cold damage to everyone in ten feet at the start of each round
Detect Fire: As Detect Evil, but for fire.
Ease of Breath: +20 Inherent on Fort vs. altitude sickness or fatigued from thin air
Frost Weapon: Weapon deals an extra 1d6 cold on a hit.
Ice Skate: increase land speed by 60 feet (enhancement) on icy surfaces, no balance checks required on ice
Pass through Ice: Lets me slip through ice at a speed of 15 feet.
Snowsight: See through snow (such as Obscurring snow)
Snowsong: +4 Morale to Charisma and attack rolls, +4 Insight to ac, cold resistance 15, weapons deal an extra 1d6 cold damage.
Whiteout: More extreme version of Obscurring Snow. Block vision entirely in 120 feet with snow.
Heroes of Battle (discharge)
Battlemagic Perception: 10 min/level: +5 Competence spellcraft to ID spells. Sense the use of any spell or spell-like in 100 feet and ID with 15+Spell level Spellcraft. Free action counterpsell discharges
Heroes of Horror (Dischargeable)
Pact of Return: Hours/level: Specify a death condition. If that kills you, Resurrection with no level loss discharges the spell. Explicitly allows multiple castings.
Lords of Madness
Arms of Plenty: Gain two new limbs, each with claws (1d6) as primary (stays primary on full attack with other stuff); gain Rend if both attacks hit (2d6+1.5*Str); hit as magic
Detect Aberration: Detect aberrations in a 60 foot quarter circle, much like detect magic
Undulant Innards: Immune to critical hits and sneak attack, +4 enhance on saves vs. poison, disease, paralysis; minimum falling damage
Magic of Incarnum
Detect Incarnum: As Detect Magic, but for Incarnum
Magic of Incarnum (Discharge)
Adept Spirit: hours/level: Immediate Action Discharge to gain +1 Insight to CL, +2 Insight to Will, Concentration, Intelligence checks, intelligence-based skill checks for 1 min
Animal Spirit: Hours/level: Immediate action discharge to gain Low light vision, scent, +2 Insight to Wisdom checks and wisdom-based skill checks for 1 min
Guardian Spirit: Hours/level: Immediate action discharge to gain +2 Insight to AC, Reflex, Dex checks (including init), dex-based skill checks for 1 min
Valient Spirit: Hours/level: Immediate action discharge to gain +2 Morale to attack, damage, fort saves, Str checks, and str-based skill checks for 1 min
Miniatures Handbook
Blades of Fire: Melee weapons deal an extra 1d6 fire damage on a hit
Conviction: +2 Morale to saves, +1 for every 6 CL
Guided Arrow: Ignore opponent's Cover bonus to AC (for less than total cover)
Righteous Aura: +4 Sacred to Charisma, bathed in Daylight, on death: Blow up for 2d6 per CL (heals good creatures, double damage to undead; reflex half)
Righteous Fury: Double damage on first attack on a charge
Ring of Blades: 1d6+1/CL damage to everyone within 5 feet of me on my turn
Planar Handbook
Analyze Portal: Detect and analyze portals in a 60 foot cone
Analyze Touchstone: Detect and analyze touchstones in a 60 foot cone
Evil Glate: 1/round as a move action, target a living creature to be paralized with fear for 1d8 rounds (will negates)
Infernal Wound: Anyone damaged by the weapon takes 2 damage/round until healed (or heal check DC 10 + Spell level + my Charisma mod)
Resist Planar Alignment: Ignore negative consequences of minor alignment traits, halve the penalties for major ones
Friendly Face: +5 Circumstance to Diplomacy and Gather Info when the target isn't already hostile.
Races of Destiny
Rooftop Strider: +5 Competence on Balance and Jump, auto-succeed jump checks to clear 5 foot or less distances, do not need to make balance checks for running or charging across sloped surfaces
Scholar's Touch: Read 1 book/round
Skyline Runner: Walk normally on any city surface as though it were level ground
Races of Eberron
Discern Shapechanger: Concentrate to tell if someone within 60 feet is disguised, transmuted, or a shapechanger (also the true form)
Natural Weapon Augmentation, personal: Add a +1 equivalent ability or a +10,000 gp weapon property to one of my natural weapons
Natural Weapon Augmentation, Lesser: As Natural Weapon Augmentation, personal, but can affect others.
Natural Weapon Augmentation: As Natural Weapon Augmentation, Lesser, but up to a +3 equivalent weapon property or +70,000 gp.
Natural Weapon Augmentation, Greater: As Natural Weapon Augmentation, Lesser, but up to a +5 equivalent weapon property or +200,000 gp.
Reachwalker's Wariness: Awareness of all Aberrations in a 30-foot radius emanation (as blindsense, but aberations only)
Scorpion Tail: Grow a tail, which attacks at full AB for 2d6+str as a free action each round; on a hit, Fort save or Stun 1 round
Wild Instincts: +10 Insight Listen/Spot, retain Dex to AC even if flat-footed or struck by an invisible opponent
Races of Faerun
Detect Metal and Minerals: 60 foot cone that detects specified metals and minerals
Spore Cloak: Those sharing my space Fort save or 1d6 Con damage, 2d6 1 minute later; 20% miss chance, burns away in fire, half effect in sunlight.
Races of Stone
Earth Hammer: Weapon deals bludgeoning damage, increases by 1 step, strikes as adamantine
Earth Glide: Gain the Earth Glide ablity (as an earth elemental)
Walk the Mountain's Path: Climb speed = land speed, +10 Enhance to jump and balance
Races of the Dragon
Essence of the Dragon: Type change to dragon, immune magic sleep & paralysis, ignore Frightful Presence of Dragons, Darkvision 60, low-light vision, susceptable to dragon-specific effects
Dragonblood Affinity, Dragons of Faerun: +2 (untyped) saves, CL checks, Attack rolls, ability checks, skill checks, weapon damage rolls
Ghostly Tail: Translucent tail takes AoO's for me and deals 2d6 damage
Mighty Wallop: Increase damage of a bludgeoning melee weapon by one size category
Greater Mighty Wallop: Increase damage of a bludgeoning melee weapon one size category per 4 levels (max colossol)
Peaceful Serenety of Io: +4 Morale on: Concentration, saves vs. Compulsion, saves vs. fear; suppress compulsions or fear that were already on me.
Races of the Wild
Raptor's Sight: +5 Competence spot; range increment penalties halved if 5 or more ranks in spot
Returning weapon: Weapon gains returning property
Woodland Veil: +5 Competence on Hide and Move Silently in natural terrain
Sandstorm
Body Blaze: Your trail makes a wall of fire that deals 2d6+1/cl to anyone passing through it or to anyone who's square you pass through; you're immune to your own fire
Cloak of Shade: Treated as one temperature band lower, treated as being in shade (mostly)
Scimitar of Sand: Get a sandy scimitar that deals 1d6+1/2 cl, creatures struck make fort save or become dehydrated
Skin of the Cactus: Sprout thorns that deal 1d6 piercing to those who grapple or use natural weapons against me; a little enh natural armor, too (+5 at CL 13)
Waste Strider: Move through desert environments without movement penalties
Savage Species
Lion's Charge: Gain Pounce (but not named that)
Stormwrack
Detect Ship: Know stuff about ships within 1 mile/cl, get info about them via Profession(Sailor) checks
Kuo-Toa skin: +8 to Escape Artist, immune to webs
Swim: Gain a swim speed equal to land speed.
Wings of the Sea (SpC): Increase a swim speed by 30 feet
Quickswim (Stormwrack): +10 Enhance to swim speed
Tern's Persistence: +50% to distance traveled before risking fatigue/injury (12 hours overland before making Con checks, 90 minutes hustling prior to nonlethal, et cetera).
Tojanida Sight: All around vision: +4 Spot and Search, can't be flanked; can't avert eyes from gaze attacks
Transformation of the Deeps: Breather Water, immune to deep sea pressure/cold, darkvision 60
Urchin's Spines: Natural weapon attacks or grapplers take 1d3 piercing; poisonous, DC 13 for 1d2 dex primary and secondary
Wave blessing: don't accidentally go underwater
Webfoot: +4 Swim, not hindered in shallow bogs, treats deep bogs as shallow
Stormwrack (discharge)
Megalodon Empowerment: Scent, +10 to Survival when tracking by scent, swim speed = land speed (or +10 existing swim), breath water. hour/level. *Never discharge, as it kills spellcasting*
Spell Compendium
Accelerated movement: Move full speed while hiding, climbing, balance, move silently, or tumble at no penalty
Acid Sheath: Anyone hitting me without reach takes 2 points of acid damage/level, acid spells I cast deal 1 extra damage per die
Align Fang: Add an alignment descriptor to a natural weapon
Analyze Portal: Gain info about portals, 60 foot cone
Greater Anticipate Teleportation: Incoming teleports get a 3 round delay, I know where they'll be. 5 ft/level radius
Appraising Touch: +10 Insight to Appraise, half-time to determine value, never guess wrong by more than 50%
Armor of Darkness: +4 Deflect (+1 per 3 levels above 7th), Darkvision-60, +2 saves vs. Holy, Good, or Light effects
Arrow Mind: Threaten with a bow, do not take AoO's for firing a bow.
Aura of Terror: Those with less HD than my CL within 30 feet Will or be Shaken while near.
Aura of Vitality: +4 Morale Str, Dex, Con
Babau Slime: Unarmed Strikes, Natural Weapons, touch attacks hitting me take 1d8 damage that ignores hardness; so do grapplers
Balor Nimbus: 6d6 fire to anyone grappling me
Battle Hymn: Reroll a will save 1/round
Bite of the WereBear: +16 Enh Str, +2 Enh Dex, +8 Enh Con, +7 Enh NA, Claw/Claw/Bite (-2 attack for Bite as multiattack) for 1d8/1d8/2d8 (half str on bite), gain blind fight and power attack
Bite of the WereBoar: +4 Enh Str, +6 Enh Con, +8 Enh NA, Bite 1d8+1.5*Str, Blind-fight
Bite of the WereRat: +6 Enh Dex, +2 Enh Con, +3 Enh NA, Bite 1d4+1.5*Str, Weapon Finess
Bite of the WereTiger: +12 Enh Str, +4 Enh Dex, +6 Enh Con, +5 Enh NA, Claw/Claw/Bite (-2 attack for Bite as multiattack) for 1d8/1d8/2d6 (half str on bite), gain blind fight and power attack
Bite of the WereWolf: +2 Enh Str, +4 Enh Dex, +4 Enh Con, +4 Enh NA, Bite 1d6+1.5*Str, blind-fight
Blades of Fire: Melee weapons deal an extra 1d8 fire damage (stacking)
BladeWeave: 1/round, pick someone I hit with a melee weapon: That person Will saves or Dazed 1 round
Blessed Aim: +2 Morale to ranged weapon attacks to all allies in 50 foot spread
Blessing of Bahaumut: DR 10/Magic
Greater Blindsight: Blindsight 60 ft
Greater Blink: As blink, but better control (no miss chance for me, safely walk through walls, et cetera)
Blood Sirocco: 60 ft cone blows away small creatures 1d4*10 ft (1d4 nonlethal per 10 ft) & knocked prone; medium creatures knocked prone; lage/huge can't move towards me; all take 2 dmg (Fort neg)
Blood Wind: Use natural weapons & unarmed strikes at range (20 foot range increment) as thrown weapons
Bloodhound: Reroll tracking checks by taking more time to search
Body Blades: +4 Escape Artist, deal 1d6+CL with a grapple check (or when grappled), can use the blades as light weapon
Body of the Sun: 5 foot radius 1d4/ per 2 cl fire damage around me.
Brambles: Melee Wooden weapon +1 Enh attack, +1 Enh/cl damage,
Brilliant Blade: Weapon gains Brialliant Energy ability
Burning Sword: Weapon gains Flaming Burst property (not named that)
Burrow: Gain a burrow speed of 30 feet
Rapid Burrowing: +20 feet to Burrow speed
Cacophonic Shield: 10 foot radius barrier blocks sound (all mundane, CL check of 11+My CL to bypass magically), deals 1d6+1/cl + fort or deaf to anyone passing through, 20% miss ranged
Camoflauge: +10 Circumstance Hide
Charge of the Triceratops: Gore 1d8 + 1.5 Str (primary, usable as secondary at -5 and half str); gore deals double damage on charge, +4 Enh NA
Checkmate's Light: Melee Weapon gets +1 Enh/3 levels, lawful-aligned, red glow for +1 Morale on saves vs. fear while held
Clarity of Mind: Reroll miss chance, +4 Insight vs. mind-affecting
Clear Mind: +4 Sacred vs. Mind Affecting
Cloak of the Sea: While underwater: Blur, Freedom of Movement, water breathing, don't take nonlethal.
Conviction: +2, +1 per 6 CL, Morale to saves
Corona of Cold: resist fire 10; 10 ft radius deals 1d12 and -2 Str, dex, half-speed movement to others (fort neg for them)
Crabwalk: Negate AC penalty of charge; first attack on a charge strikes at +4 rather than the normal +2
Crawling Darkness: Tentacles of darkness grant concealment, hide features, +4 Competence to grapple/climb/escape artist checks, strike attackers at BAB+Wis, 1d12 damage
Extend Tentacles (Spell Compendium): Add 5 feet of reach to tentacles
Create Magic Tattoo (three copies): +1 CL, +2 Competence attack rolls, +1 Luck attack rolls
Critical Strike: +1d6 almost sneak attack; on such, Keen Edge, +4 Insight to confirm crits
Cursed Blade: Wounds from the weapon can't be healed without a Remove Curse first; makes Raise Dead / Resurrection hard (doesn't stop True Res)
Dance of the Unicorn: 5 ft/level radius: Clean of poisons (magical effects are cleared if my CL > theirs; +4 bonus on saves for everyone inside otherwise)
Death Armor: Nonreach attackers hitting me take 1d4+1/2 CL damage (untyped, apparently)
Deep Breath: Lungs always full of clean air
Deeper Darkvision: 90 foot Darkvision
Delay Death: Can't die from HP damage.
Demonhide: DR 5/Cold Iron or Good
Greater Dimension Door: Move action teleport close range, no AoO
Dirge: All enemies in a 50 ft radius Fort save each round or 2 str and 2 dex damage
Discern Shapechanger: Detect if something is disguised, transmuted, or shapechanged by concentrating
Divine Agility: +10 Enhance Dex
Divine Protection: +1 Morale to AC/Saves
Dolorous Blow: Double threat range of weapon (nonstacking), auto-confirm all critical threats (unless the weapon 'already' does something extra on a crit)
Draconic Might: +4 Enhance Str/Con/Cha, +4 Enhance Natural Armor; Immunity to magic sleep and paralysis
Dragon Breath (one of each): 1d8 per 2 CL breath weapon (different energies) every 1d4 rounds. Some status effects.
Burning Blood (Draconomicon) (5 copies, one for each breath weapon from the Dragon's Breath spell): Five-foot burst of elemental damage (=CL) each time I get hit
Breath Weapon Admixture (9th) (Spell Compendium): Add a different element to a breath weapon at the same damage. Cast three times on each breath weapon.
Blinding Breath (Spell Compendium): Those failing Reflex saves vs. the Fire or electrical breath weapon become permanently blind
Dispelling Breath (Spell Compendium): Area dispel in breath weapon zone; resolves before the breath weapon does.
Enervating Breath (Spell Compendium): 9th Arcane: 2d4 negative levels for those who fail a save vs. breath weapon
Rebuking Breath (Spell Compendium): Undead in the area that fail the save vs. the breath weapon cower as if in awe for 1 round
Stunning Breath (Spell Compendium): Anyone taking damage vs. breath weapon must save vs. Ft or 1 round of stun
Greater Stunning Breath (Spell Compendium): Anyone taking damage vs. breath weapon must save vs. Ft or 2d4 rounds of stun
Dragonsight: 4* human low light vision, Darkvision 10 ft/CL, Blindsense 5 ft/level, half normal distance penalty to spot checks
Dragonskin: 1/2 CL Enh NA, ER = 20 (at 10th) vs. one energy type (acid, cold, electricity, or fire)
Easy Trail (+5 DC for tracking me, negate dense vegitation movement penalties)
Ebon Eyes: See through magical darkness, ignore miss chance due to less than total darkness
Ectoplasmic Armor: +5, +1/4 CL, Armor bonus to AC that applies only to incorproeal touch attacks
Ectoplasmic Feedback: Attackers hitting me with incorporeal touch attacks take 1d6+CL force damage
Embrace the wild: Low-light vision and either blindsense or scent (pick Scent), +2 Listen/Spot
Energy Immunity: What it says on the tin. Pick one element per casting (acid, cold, elec, fire, sonic)
Entagling Staff (Staff lets me grapple things at +8, deal 2d6 extra damage on a grapple, and leave them entagled if I let loose)
Essence of the Raptor: Speed 60 feet (if lower), +8 Hide/Jump/Listen/Spot/Survival, Scent
Eye of the Hurricane: Hurricane force winds within 40 ft (10 ft radius of calm), lots of effects that Fort negates
False Gravity: Define my own down.
Fangs of the Vampire King: Bite attack (1d6 + Str + 1 point of con damage) at full, or as a secondary attack as normal
Favor of the Martyr: Immunity to Nonlethal, Charm, Compulsion, Pain effects, Daze, Exhastion, Fatigue, Nausea, Sickened, Staggered, Stun, use of Endurance feat, continue to act in negatives
Fearsome Grapple: Grow tentacles that help in grappling (only). +8 Circumstance to grapple at 9th
Fell the Greatest foe: Bonus damage if opponent is larger than me (+1d6 per size category)
Find the Gap: Ignore armor, shield, and natural armor 1/round
Fires of Purity: Extra +1/cl fire damage with attacks; half damage from fire; those attacking me without reach weapons or longer suffer damage. Those damaged may catch fire.
Fist of Stone: Stone fist grants slam attack (primary or secondary; +1.5 str if that's the only attack used), +6 Enhance to Str for some purposes.
Flight of the Dragon: Grow wings, granting Fly 100 (Average), 15 mph overland (24 mph hustling)
Wings of Air: Increase winged flying manueverability by one step
Greater Wings of Air: Increase winged flying manueverability by two steps
Cloud Wings: +30 feet to an existing fly speed
Wings of Swift Flying (races of the Dragon): Increase an existing magical flight speed by 30 feet (40 feet if dragonblooded - which I am thanks to Essence of the Dragon)
Aerial Alarcity (Races of the Wild): Fly speed increases by 30 feet, manueverability increases by one step, +1 Dodge to AC and reflex while airborne
Focusing Chant: +1 Circumstance attack rolls, skill checks, ability checks
Ghost Touch Weapon: Weapon gains the Ghost Touch property
Girallon's Blessing: +2 arms, clawed; so four claw attacks for 1d4+Str; Rend if target hit by 2 or more for 2d4+1.5*Str
Maybe Fuse Arms: For every set of limbs fused into the primary set, +4 to strength when using those limbs
Maybe Spell Flower: Each limb can hold a charge on a different spell
Golem Strike: Can sneak attack constructs
Grace: +2 Sacred Dex, -20 Hide, 60 foot radius bright light, strike as Good
Grave Strike: Can sneak attack undead
Hamatula Barbs: Nonreach attackers who hit me take 1d8 slashing and piercing damage
Hand of Divinity: +2 Sacred to saves
Harmonic Chorus: +2 Morale to CL, +2 Morale to save DC
Hawkeye: +5 Competence Spot, increase range increment by 50%
Heroics: Pick a Fighter bonus feat (must meet all requirements): Martial Study (Book of Nine Swords) for Mind Over Body (Concentration check in place of Fort save as Immediate action)
Holy Star: Each round as a free action, pick one of: 1d4+3 levels of spell turning, +6 Circumstance to AC, ranged touch of fire within 90 feet dealing 1d4+1/2 cl. Effect spell=stackable
Horrible Taste: Biting me means fort save or Nauseated for 1 round (those immune to poison or can't taste are immune)
Infernal Wound: Affected weapon causes 2 hp bleed/round to anyone who takes damage until spell expires or cured (cure spell, heal check, Heal spell)
Interplanar Telepathic Bond: As Rary's Telepathic Bond, but across planes.
Superior Invisibility: As Greater Invisibility, but all senses except touch; also immune to See Invisibility, Faeriefire, Glitterdust, Invisibility Purge, Dust of Appearence
Ironguard: Immune to all forms of metal (and can walk through them), ignore armor bonuses from metal armor
Jagged Tooth: Keen edge for slashing or piercing natural weapons
Holy Transformation: Type change to Outsider[Archon, Good, Lawful], Medium, +4 Sacred Str/Con, Darkvision-60, +4 Sacred saves, DR 5/Evil, Evil within 10 feet take -2 saves/atk, celestial
Inner Beauty, Feindish Codex I: +4 Sacred Dex/Cha if good (subtype grants it for spell effects)
Hymn of Praise: +2 CL
Exalted Raiment (BoED): +1 Sacred to AC/5 levels, DR 10/Evil, SR 5+CL, Reduces ability damage due to spellcasting by 1 if good. Covered by subtype from Holy Transformation.
Know Greatest Enemy: 60 foot cone gives an idea of CR (see table)
Life's Grace: Immune to: Death Spells, Magical Death Effects, Energy Drain, Negative Energy Effects, undead abilities that (ablity damage, ability drain, disease), armor or clothing is ghost touch
Lightfoot: No AoOs for movement
Lightning Ring: ER 20 Electricity, adjacent creatures take 10d6 elec (reflex half), two lightning bolts (as the spell, 5d6) as a free action each round
Lionheart: Immune to fear
Lion's Charge: Gain Pounce
Living Prints: Ignore penalties of time to Search/Survivial in regards to tracks
Luminous Gaze: Eyes glow, non-sightless critters are Dazzled
Greater Mage Armor: As Mage Armor, but +6 AC
Superior Magic Fang: All natural weapons get +1 per 4 CL.
Master's touch: Gain proficiency with a specific weapon or shield (not that sort in general)
Negative energy aura: living creatures within 10 feet take 1/3 cl damage/round; undead healed by 2 hp/round
One with the Land: +2 Competence Handle Animal, Hide, Move Silently, Search, Survival, Wild Empathy
Owl's Insight: +1/2 CL Insight to Wis
Phantom Stag: Really fast horse (20 ft/CL), that flies (average), and has a few other nifties.
Planar Bubble: 10-foot radius around me acts like my native plane.
Plant Body: Immunity to: Critical hits, mind-affecting, poison, sleep, paralysis, stunning, polymorphing; can be affected by spells that specifically affect plants
Poison Thorns: Those attacking me without reach take 1d6+Str, save vs. Str damage poison (1d4/1d4) (DC 10 + 1/2 cl + wis)
Thornskin: Unarmed Strikes or natural weapons attacking me take 5 damage, I add 1d6 damage to my melee strikes
Ram's Might: +2 Enh str, unarmed strikes considered armed, unarmed strikes deal lethal damage
Ray Deflection: Ranged touch attacks auto-miss
Razorfangs (once per natural weapon): Doubles threat range of a natural weapon (nonstacking)
Recitation: +3 Luck to AC, Saves, Attack rolls
Reflective Disguise: I seem to be same race and gender as whoever is viewing
Righteous Aura: +4 Sacred Cha, Daylight, on 2d6/cl explosion on death that hurts evil, heals good (double damage to undead), reflex half
Righteous Fury: 5 temp hp/Cl for one hour, +4 Sacred Str
Righteous Wrath of the Faithful: +3 Morale Attack/Damage, +1 attack as per Haste,
Ring of BLades: 1d6+(1/CL) damage to everyone adjacent to me each round (DR applies, but they're magic, silver, and slashing)
Ruin Delver's Fortune (all four, net for all at once): Cha as Luck to saves, Immune to poison/fear, Evasion, 4d8+Cha temp hp
Sacred Haven: +2 Sacred to AC, do not lose dex to AC when flat-footed, Status, I can use Lay of Hands on me at any range
Safety: Know shortest route to a safe (loosely defined...) location
Scent: Gain scent ability
Second Wind: +4 Bonus on Con checks
Sense Heretic: Touched object glows faintly blue if an evil creature is within 100 feet
Serene Visage: +1/2 CL Insight on Bluff
Shadow Mask: Hides features, +4 saves vs. Light/Darkness/bright light effects; 50% chance to avoid gazes (can also avert eyes). Fades slowly
Sharptooth (once per natural weapon): Natural weapon deals damage as though one size category larger
Sheltered Vitality: Immune to ability damage, ability drain, fatigue, exhaustion
Shield of Warding: Touched Shield grants +1 +1/5 CL Sacred to AC, reflex while worn or carried normally
Silverbeard: +2 Sacred to AC, +2 Circumstance diplomacy with dwarves
Sirine's Grace: +4 Enh Cha/Dex, Cha as Defl to AC, +8 Perform, Swim 60, breath water, move and attack normally underwater
Wings of the Sea (SpC): Increase a swim speed by 30 feet
Quickswim (Stormwrack): +10 Enhance to swim speed - eclipsed by Haste.
Swim: 30 foot swim speed, +8 bonus on swim checks to avoid hazards, can take 10 on swim checks
Sniper's Shot: Sneak attack regardless of distance
Snowshoes: on snow or ice, +10 Enh move, speed not slowed, no balance or ref checks for terrain, no bonous to tracking me for the snow
Sonic weapon: Weapon deals an extra 1d6 sonic damage on a hit
Spawn Screen: Don't rise as an undead if killed by somethign with Create Spawn
Spider Skin: +1/3 CL to: Enh NA, Racial vs. Poison, Racial hide
Spikes: Melee Wooden weapon: As Brambles, but +2 Enh attack and threat range doubled
Steeldance: Two bladed weapons: On my turn, each blade attacks at CL+Cha for normal damage + Cha
Sticky Fingers: +10 to Slight of Hand
Stormrage: Fly 40, Immunity: Thrown weapons, projectiles, natural or magic wind, 1/rnd std action ranged touch bolt of lighting (1d6/2 cl) at 100 feet (+3 atk vs. metal armor wearers)
Strategic Charge: Gain benefit of Mobility
Surefoot: +10 Competence Balance, Climb, Jump Tumble; retain Dex to AC when using such
Surefooted Stride: Ignore difficult terrain, +2 Climb
Telepathic Aura: Can send telepathic messages to all allies (only allies, and always all allies) in 100 feet
Thunderlance: Magic lance has 20 foot reach, 3d6 base damage (20/x2), Cha instead of Str for attack/damage, makes Dispel checks vs. 3rd level or lower force effects on a hit
Towering Oak: +10 Competence Intimidate, +2 Enh Str
Treasure Scent: Direction and distance to Copper, Silver, Gold, Platinum, and gems within 30 feet; can tell which; pinpoint when within 5 feet
Tremorsense: As it says on the tin, 30 feet
Undead Bane Weapon: What it says on the tin. Also makes the weapon good-aligned or purposes of overcoming damage reduction.
Undersong: Use Perform instead of Concentration
Valient Fury: +4 Morale Str/Con, +2 Morale Will, +1 Attack as per Haste (nonstacking)
Veil of Shadow: Shadows provide 20% miss chance (does not work on True Seeing, but does on Darkvision or See Invisibility)
Veil of Undeath: Gain all undead immunities; don't eat, breathe, or sleep; damaged by cure, healed by inflict
Life Ward (Spell Compendium): Immunity to positive energy effects
Greater Vigor: Fast Healing 4
Vine Strike: Can deliver sneak attack to plant creatures
Visage of the Deity: Shining appearence, Smite Evil 1/day, Darkvision-60, ER 20 Acid/Cold/Elec, DR 10/magic, SR 20
War Cry: +4 Morale attack/dmg during a charge, opponent taking damage on charge Will or Panic 1 round
Weapon of Energy: Weapon gains an elemental burst (not named that) property (Fire, Cold, acid, electricity, or sonic) - does not stack with similar stuff.
Wind at back: Double overland (but not tactical) speed
Wounding Whispers: nonreach attacks vs. me trigger 1d6+1/cl Sonic damage
Wraithstrike: melee attacks are touch attacks
Xorn Movement: Breath while in stone/dirt, pass through nonworked stone/dirt like a Xorn does
Spell Compendium: Discharge:
Arrow of bone: hour/level: Create bone arrow, which on a hit causes the target to save or die (fort). Success still deals 3d6+1/cl
Death Pact, Spell Compendium: Permanent: -2 Con. When you die, immediate True Resurrection. Wish or Miracle required to return Con, but such only works once the spell is discharged or dispelled.
Death Throes: hour/level: 1d8/cl 30 foot radius force explosion when I die
Divine Insight: +CL+5 Insight to skills - expended on use. Hours/level
Duelward: Immediate action counterspelling (discharges), +4 Competence to spellcraft to ID spells. Round/level.
Fortunate Fate: 10 min/level: If something would kill me, discharges for an immediate Heal spell that might prevent death.
Improvisation: 2*CL Luck pool, expend to add a luck bonus (up to 1/2 CL) on any attack roll, skill check, or ability check. Rounds/level.
Instant Refuge (note: 9th Arane): Pick six conditions (as Contingency) to whisk me away to a point on any plane. Permanent until used.
Renewal Pact: Permanent: 1 rnd after: Ability dmg/blind/confused/dazed/dazzled/deafened/diseased/exhausted/fatigued/feebleminded/insane/nauseated/sickened/stunned/poisoned: Get a Panacea
Shadow Form: +4 Competence Hide, Move Silently, Escape artist; ranks in Escape Artist let you try to walk through walls (dischages). Minutes/level.
Sign: +4 bonus on next init check (10 minues/level)
Stalwart Pact: Permanent, then 1 round/level: Below 1/2 HP, discharge for: 5 tmp HP per 2 cl, DR 5/magic, +2 Luck saves
Voice of the Dragon: 10 min/level: +10 Enh Bluf/Diplomacy/Intimidate, speak and understand draconic (but not read). Discharge to plant a suggestion
Zealot Pact: Permanent: after first hit on someone opposite-aligned to my deity (so CE foes), +4 attack, double damage, know who within 60 feet is CE
Ghostwalk
Blessing of the Snake Mother: Alertness feat, +2 Con (untyped), immune snake venom/yuan-ti poison, yuan-ti for spells&effects (including can't become a ghost)
Detect Ghosts: As detect magic, but Ghosts!
Ghost Bane Weapon: Weapon becomes Ghost Bane
Ghost Lock: Become a ghost on death even if I otherwise couldn't
Irresistable Force: FoM, Charge needs just 5 feet, pass through enemy squares as if they were allies, +10 on Bull Rush, +10 to avoid being tripped, mobility feat, can move 5 ft when pinned
Masters of the Wild
Fire eyes: See through fire, smoke, and fog as though it wasn't there
Song and Silence
Easy Math: DC 15 perform to count to within 10% of the true figure in a flash (coins, hordes, et cetera)
Spring Sheath: Makes a sheath (or other container) grant quick draw with respect to a weapon stored inside
Tome and Blood (Discharge)
Chain Contingency: As Contingency, but three spells either all at once or in sequence 1/round. 9th Arcane.
Dragonlance Campaign Setting
Spark Shield: Hitting me with nonreach weapons deals attacker 1d4+1/cl electric (metal weapons or armor doubles that); half-damage from electrical sources
Eberron Campaign Setting:
Lesser Armor Enhancement: Add a +1 equivalent (or +10k) armor enhancement to an armor or shield.
Armor Enhancement: Add a +3 equivalent (or +35k) armor enhancement to an armor or shield
Greater Armor Enhancement: Add a +5 equivalent (or +100k) armor enhancement to an armor or shield
Item Alteration: Change bonus type of an item to a different type, other than Sacred, Profane, or Dodge.
Metamagic item: Grant a spell trigger item (wands, staffs) a metamagic feat that I know.
Resistance Item: Nonmagic Item grants +1 Resistance to saves per 4 levels
Skill Enhancement: Item grants +2 Circumstance on a specific skill check, +1/2 CL (so 42)
Weapon Augmentation, Personal: Touched weapon gains a +1 equivalent ability or a +10k fixed cost ability while I wield it
Weapon Augmentation, Lesser: Touched weapon gains a +1 equivalent ability or a +10k fixed cost ability
Weapon Augmentation: Touched weapon gains a +3 equivalent ability or a +70k fixed cost ability
Weapon Augmentation, Greater: Touched weapon gains a +5 equivalent ability or a +200k fixed cost ability
Faiths of Eberron
Detect Manifest Zone: 120 foot radius, I can tell where energies from another plane leak over into this one. More info takes study
Forge of War
Fracturing weapon: Cast on a weapon. 1/round, declare an attack as a fracturing blow. Damaged opponent takes -5 penalaty to AC for 1 round.
Sudden Ageis: Dr 10/Adamantine
Magic of Eberron
Detect Dragonmark: 60 foot cone, As detect magic, but Dragonmarks.
Expose the Dead: +1 Insight/Cl on Survivial, Listen, and Spot, benefits of Track feat, to detect or follow undead; +1 Insight/CL on Search to investigate dead body; Investigate feat when doing so
Magic of Eberron (Discharge)
Lucky Blade: Targets a weapon, 10 min/level: Discharge to re-roll an attack roll with the weapon
Scry Trap: If the target creature comes with 10 feet of a scrying sensor, the scryer takes 1d6/cl damage, makes CL check DC 10+my CL to keep from losing the scry
Slaying Arrow: Target arrow or bolt. Pick a creature type: Critter of that type hit by that arrow must fort save or die (death effect on living creatures, but not on constructs or undead)
Secrets of Sharlona
Flexform: +10 Escape Artst, Tumble; make Tumble checks untrained; squeeze into half-normal space without penalties, move freely through squares occupied by creatures 1 size category larger
Champions of Ruin
Bloodspear: Target spear gains the Wounding quality
Mantle of the Slime Lord: Unintelligent Oozes ignore me unless I attack them, Immune poison, sleep, paralysis, polymorph, stunning; 75% chance of negating critical hits or sneak attack
Dragons of Faerun
Greater Antidragon Aura: +4 Def AC, +4 Res saves; SR 25 vs. spells from dragon(blood)s; blocks posession & mental influence; Dragon(blooded) attackers hitting me take 1d6 str dmg (fort neg)
Lost Empires of Faerun
Mailed Might of the Magelords: +8 Force armor, ignore force spells of 2nd level or lower, DR 5/Magic
Nezram's Emerald Energy Shield: Immune to deafness; language-dependand, mind-affecting spells & effects; Sonic resistance 10, +4 saves vs. Sonic
Sakkratar's Triple Strike: +2 attacks as per haste (nonstacking), weapons gain Keen and flaming burst
Srinshee's Spell Shift: +4 Insight on Spellcraft to ID spells for counterspelling; extra counterspell options of Aid, Manipulate, or Backlash (must still otherwise counterspell). 9th Arcane.
Player's Guide to Faerun:
Shield of Lathander, Greater: DR 20/-, immunity to negative energy and energy drain, ER 10 Acid/Cold/Fire/Sonic/Elec
Skull Eyes: Gaze Attack (will neg, close range): Charm if HD=>CL, Confused otherwise
Understand Device: +CL Insight to Disable Device and Open Locks; both usable untrained
Warning: +4 Insight Spot/Listen, Uncanny Dodge
Wieldskill: +5 Competence to a skill check of my choice on casting, can use it untrained; alt: proficiency with a single weapon or a single armor or a single shield
Serpent Kingdoms
Ability Rip: Trade a racial supernatural ability (or two hit dice) between two creatures
- Archon subtype from Holy Transformation (Spell Compendium) gives me four Supernatural abilities to trade (Aura of Menace, Magic Circle Against Evil, Tongues, Teleport)
- 3 from spells, 4th is lackluster. Make Simulacrums, and use those effects as targets to trade for...
- Magic Circle Against Evil <-> Nymph: Unearthly Grace (Cha as Deflection to AC, untyped to saves)
- Tongues <-> Epic Gibbering Orb: Eye Rays (24 spells/round, no more than 5 per target, 150 ft ranged touch, CL 27)
- Teleport <-> Choker: Quickness (Extra std action each round)
- Aura of Menace <-> Medusa: Petrifying Gaze (30 ft, fort, cha-based)
Shining South
Protection from winged flyers: As protection from evil, but vs. things that fly with wings.
Rock Catch: Catch and drop Small to Large rocks as an immediate action with a reflex save (15,20, or 25 for Small, Medium, or Large rocks)
Sea Legs: Auto-succeed DC 20 or lower Balance checks due to sloped surfaces or slippery conditions; full speed while balancing on a ship's deck
Unapproachable East:
Bladebane: Bladed weapon gains the bane special quality for an arbitrary type/subtype
Superior Darkvision: Unlimited range darkvision.
Waterdeep
Halaster's Light Step: +15 Circumstance Climb, +10 Circumstance Move silently, negates falling, does not leave tracks, cross chasms at will
Magic of Faerun
Detect Crossroads: See crossroads within 60 feet (cone emanation), get general direction to nearest fey crossroad within 1 mile
Hand of Divinity: +2 Sacred to saves if target is same alignment as my deity or follows my deity
Kaupaer's Skittish Nerves: +5 init
Oriental Adventurs
Detect Taint: As detect magic, but shadowland taint
Know Motivation: 60 foot cone: learn basic motivations of each creature in the area (will negates for that creature)
Know the Shadows: whenever within 10 ft of some shadow (not own): +20 Circumstance to Hide, don't need anything to hide behind, can hide while being observed
Mental Strength: +8 Resistance to Will
Protection from Spirits: +2 Def AC/Resist vs. spirits; prevents spirits from touching me (this aspect ends if I attack one)
Protection from taint: As protection from Evil, but vs. Shadowlands or tainted creatures.
Why are you bothering with a high caster level on Time Stop? Caster level is irrelevant for that one.
Jack_Simth
2015-10-15, 11:57 PM
And the follow up...
Book of Exalted Deeds
Blessed Sight: As to Detect Evil what Arcane Sight is to Detect Magic
Blinding Beauty: Gain the nymph ability of that name.
Celestial Aspect: Pick an option 1/round. Go with Horns of the Cervidal for the Gore attack.
Celestial Blood: ER 10 (Acid, Cold, Elec), +4 untyped vs. poison, DR 10/Evil
Divine Inspiration: +3 Sacred on attacks vs. Evil creatures
Elation: +2 Morale Str/Dex, +5 move
Empyreal Ecstacy: Ignore pain, immune to mind-affecting, half damage from melee and ranged attacks, -4 penalty to skill checks, DC 15 Concentration to cast.
Eyes of the Avoreal: +8 Racial to Spot
Inspired Aim: +2 Insight on ranged attacks
Greater Luminous Armor: +8 Armor to AC, brightness causes melee opponents to take a -4 on attacks
Phieran's Resolve: +4 Sacred on saves vs. spells with the evil descriptor
Radiant Shield: Half damage from electricity, those attacking me without reach take 1d6+1/cl electric damage
Ray of Hope: +2 Morale Saving Throws, attack rolls, Ability checks, skill checks
Righteous Glare: Gain a gaze attack: Evil with 5 or less HD within 60 feet will save or die (Fear spell effect for 2d10 rnds on success); neutrals or strong evils will save or Fear spell 2d10 rnds
Second Wind: Gain use of Endurance feat
Sicken Evil: Evil critters in 20 feet are Sickened (no save)
Starmantle: Immune to nonmagical weapons (they turn into light), make a DC 15 reflex save to take half damage from magical weapons
Sunmantle: Daylight, DR 5/-, if I get hit in melee, attacker takes 5 damage
Sustain: No need to eat or drink
Vanishing Weapon: Affected weapon Dismisses/Destroy Summoned creatures and Illusion(Shadow) creatures with a dispel check on a touch (either direction)
PHB I
Detect Magic: 60 foot cone to detect magic
Read Magic: Can read magical writings without a roll.
Prestidigitation: Perform minor tricks in 10 foot radius.
Endure Elements: Ignore minor weather conditions.
Protection from [Chaos, Evil, Good, Law]: +2 Deflection to AC, +2 resistance to save vs. [alignment], block mind control and posession, prevent summoned creatures from touching me
Shield: +4 Shield to AC
Comprehend Languages: Understand written or spoken words with a touch.
Detect Secret Doors: What it says on the tin. 60 foot cone.
Detect Undead: What it says on the tine. 60 foot cone.
Magic Aura: Once per item to make them seem nonmagical.
Detect Thoughts: What it says on the tin. 60 foot cone.
See invisibility: What it says on the tin. Unlimited range.
Blur: 20% concealment.
Misdirection: aura-revealing divinations point at something other than me (will negates)
Nondetection: Most divinations need to make a CL check (DC 15+my CL) to detect me or my equipment
Arcane Sight: Instantly see magical auras in 120 feet, concentrate to get casting info on a creature.
Tongues: Can speak and understand all languages.
Heroism: +2 Morale on attacks, saves, skill checks
Displacement: 50% concealment.
Haste: +1 attack on full attack, +1 to attack rolls, +1 dodge to AC and reflex, +30 foot Enhancement bonus to all speed types
Keen Edge: Double threat range of target weapon
Greater Magic Weapon: Weapon gains +1/4 CL
Water Breathing: What it says on the tin.
Detect Scrying: What it says on the tin, 40 feet, with the option of reverse scrying (opposed CL checks)
Fire Shield [Warm, Cold]: Those hitting me take 1d6+CL [Fire, cold] damage, I take half damage from [Cold, Fire] attacks, and save half becomes save negates for such.
Greater Invisibility: Well known.
True Seeing: Well known, 120 feet.
Veil: Look like whatever I want.
Greater Arcane Sight: Instantly see magical auras in 120 feet, and know exactly what spells are in effect.
Mind Blank: Well known
Foresight: +2 Insight saves, reflex; never surprised or flat-footed; 9th
Shapechange: 1/round as a free action, pick a shape to be. +10 if used to make a disguise.
Greater Heroism: +4 Morale attack rolls, saves, and skill checks, immunity to fear effects; +CL temp HP
Detect Snares and Pits: What it says on the tin. 60 foot cone.
Pass without trace: Can't be tracked normally.
Barkskin: +2 (+1/3 CL) Enhancement to natural armor.
Speak with pants: communicate with plants, both normal and plant creatures.
Darkvision: What it says on the tin. 60 feet.
Greater Magic Fang: Natural weapon gains +1 enhancement / 4 CL
Neutralize Poison: End any poison effect, immunity to poison.
Freedom of Movement: Well known.
Bless Weapon: Target weapon gains +1 enhancement, good-alignment (suppresses others), auto-confirms crits vs. evil opponents
Divine Favor: +1 Luck to attack and weapon damage per 3 CL
Undetectable Alignment: What it says on the tin.
Prayer: +1 Luck Attack rolls, weapon damage, saves, skill checks
Death Ward: Immunity to death effects, energy drain, and negative energy effects
Speak with Animals: What it says on the tin.
Jump: +30 Enhancement on Jump checks (at CL 9)
Shillelagh: Club or quarterstaff becomes +1, deals damage as though two categories larger
Flame Blade: Touch attack scimitar for 1d8 Fire +1/2 CL; str doesn't help.
Spider Climb: Walk up walls and across ceilings at 20 feet, maintain Dex to AC while climbing
Magic Vestments: Armor or Shield gains Enhancement +1/4 Cl
Divine Power: +6 Enhance Str, BAB = Character level, 1 temp HP/CL
Detect [Evil, Good, Chaos, Law]: What it says on the tin, 60 foot cone.
Deathwatch: 30 foot cone, detect how close to death things are.
Align Weapon: Target weapon gains an alignment descriptor.
Find Traps: +1/2 CL to Search (Insight), can find traps as a rogue.
Disrupting Weapon: Melee weapon causes undead hit (HD = CL or less) will save or be destroyed
Heroes' Feast: Immune to poison & fear, 1d8+ 1/2 CL temp HP, +1 Morale attack and Will
Wind Walk: Turn vapourous and travel at 60 mph
Control Weather: 2 mile radius, what it says on the tin.
Holy Aura: +4 Deflection AC, +4 Resistance saves, SR 25 vs. Evil, Block posession and mental influence, Evil melee attackers are blinded (fort negates)
Shield of Law: +4 Deflection AC, +4 Resistance saves, SR 25 vs. Chaos, Block posession and mental influence, Chaotic melee attackers are slowed (will negates)
Greater Spell Immunity: Pick one SR-allowing spell of 8th level or lower to be immune to per 4 levels
Spell Resistance: SR 12 + CL
Astral Projection: 9th: Death insurance
Glibness: +30 Bluff to convince people what I say is true; lie detection or truth force spells need cl check DC 15+my CL to succeed.
Good Hope: +2 morale bonus on saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls
PHB I (Discharge):
Moment of Prescience: +1 Insight/CL to one attack roll, opposed ability or skill check, or one saving through; +1 Insight/CL to AC vs. one attack. Nonaction to use.
PHB II
As the Frost: Type change to Outsider. Immunity to cold. DR 10/Magic and Piercing. Creatures within 15 feet take 2d6 cold/round, those taking damage will save or be slowed until spell ends
Bigby's helpful hand: +2 Competence Craft, Disable Device, Open Locks; can hold stuff up to 20 pounds, follows
Blessing of the Righteous: Melee weapons deal an extra 1d6 holy damage, are considered good-aligned for damage reduction
Channel Divine Shield: Gain DR based on casting time; 2 rounds = DR 10/Evil
Chasing Perfection: +4 Enh all ability scores
Cloud of Knives: As a free action each round, throw a knife at a target within 30 feet at CL+Ability mod for 1d6+(1/3 CL) 19-20/x2. They strike as magic.
Dancing Blade: Directed as a free action, Target Melee weapon flies, attacks on it's own at CL + ability mod. Stays adjacent to you.
Divine Retaliation: Deity's favored weapon, your size, attacks your attacker when you get hit in melee. AB + CL + Str or Wis; damage is base of the weapon + 1.5*Str or wis
Energy Surge [Lesser, normal, Greater]: Weapon deals an extra [1d6, 2d6, 3d6] energy damage (one of acid, cold, electric, fire, sonic)
Evard's Menacing Tentacles: Two Tentacles with 10-foot reach attack as a free action (once each per round) at my BAB + Str for 1d8+str; they threaten, and each can make 1 AoO/rnd. +4 to Climb
Extend Tentacles (Spell Compendium): Add 5 feet of reach to tentacles
Hunters Eye: Gain sneak attack of 1d6 per 3 cl
Magic Convalescense: 20 foot radius: Every spell cast heals me 1 hp/spell level after spell is resolved.
Greater Mirror Image: As mirror image, but the figments regenerate at 1/round
Share Talents: +2 bonus on skill checks if I (or the other subject) has any ranks; can use a skill normally only usable trained if the other subject has ranks in it.
Sonic Shield: +4 Deflection to AC; those hitting me take 1d8 sonc & Fort save or be pushed back 5 feet (away from me, but my choice of specific direction). If no valid space, extra 1d8 damage.
PHB II (Discharge)
Visions of the Future: Hours/level: +2 Sacred to saves, +2 Dodge to ac; immediate action discharge to get +1/2 CL to those for 1 round.
Complete Adventurer
Accelerated movement: full speed at no penalty for Balance/Climb/Move Silently
Allegro: 30 foot enhancement to land speed
Arrow Mind: No AoO for firing a bow in melee, threaten with a bow
Bladeweave: extra touch attack as a free action, will save or daze
Cacophonic Shield: 10 foot radius shield of sound; 20% miss chance for missiles, blocks sound (their CL check vs. my CL+11), 1d6+CL sonic damage to anyone crossing.
Forestfold: Pick a terrain. +20 Hide/Move Silently in it. Cast once for each terrain, and we're good.
Harmonic Chorus: +2 Morale to Caster level, Save DC
Listening Lorecall: +4 Insight to Listen
War Cry: +2 Morale attack/damage (+4 on charge), hits in melee cause 1 round Panic (will negates: success grants immunity to that casting)
Complete Arcane
Accuracy: Double range increment of a thrown or ranged weapon
Apparition: Give someone a scary face (Will save or Shaken ... no duration on the shaken, so until the spell expires)
Blades of Fire: Melee weapon deals an extra 1d6 fire damage on a hit.
Body Outside Body: CL/5 duplicates of me (can't cast spells, but some of my best stuff is Su...)
Chameleon: +10 Circumstance to Hide
Dancing Blade: Sword flies, prevents flanking, attacks as I do (but no str or feat bonuses to damage, just BAB)
Giant Size: Become Colossal, +32 Size Str, -2 Size Dex, +12 Size Con, +12 Natural Armor, -8 Size Attack/AC, Space/reach of 30 ft/30 ft
Low-light Vision: What it says on the tin.
Complete Arcane
Maximized Absorbtion: Soak up 10 levels of spells sent at me (non-Su)
Arrow of Bone (lots): 8 hour duration. On hit, Fort or Die (Death effect)
Corpse Candle: Outlines hidden, invisible, or ethereal critters within 5 feet of the effect. Minutes/level
Complete Champion
Interfaith Blessing (+1 or +2 to something; see table)
Rejuvinating Light: Object sheds 60 foot radius bright light; living within gain fast healing 1, undead within fort save or 1d6 damage, each round.
Spiritual Adviser: +4 Insight to knowledge; retry failed knowledge checks, make checks in which you have no ranks
Complete Champion (Discharge)
Divine Retributuion: Attack me, take CLd6 damage (half ???, half divine), and 1d4 ability damage (???); will halves damage, negates ability damage. 10 min/level
Footsteps of the Divine: 1 round/level: Complex. Pick a movement mode from table.
Lore of the gods: +5 Insight to Knowledge; discharge to retry a knowledge check or make on in which I have no ranks
Surge of Fortune: 1 round/level: +2 Luck on Attack, Damage, Save, Skill, ability checks, AC, SR penetration; discharge to treat one roll as a nat-20
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