LoyalPaladin
2018-12-20, 06:05 PM
Foreword
This class is under major construction. I'm finalizing most class features, but I still need to do some intense work on the Sworn to Virtue and Manifest Commandment class features. Suggestions welcome for commandments or abilities for either. Forgive the messy formatting.
Paladin
https://gdurl.com/dCBq (https://www.deviantart.com/jasonengle/art/Solar-732097923)
"The hottest places in Hell are reserved for those who in time of moral crisis preserve their neutrality."
Henry Powell Spring, credit Dante
The paladin is a champion of ideals, devoted to serving the cause of good with every action he takes. A truly devout paladin will take his light into the dark places even angels fear to tread.
Hit Die
d10
Alignment
Lawful Good
Class Skills
The Paladin's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (nobility and royalty) (Int), Knowledge (religion) (Int), Profession (Wis), Ride (Dex), and Sense Motive (Wis).
Skill Points at Each Additional Level
4 + Int modifier.
Table: The Paladin
Spells per Day
Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Class Features
0th
1st
2nd
3rd
4th
5th
1st
+1
+2
+0
+2
Aura of Good, Detect Evil, Smite Evil
3
2+1
-
-
-
-
2nd
+2
+3
+0
+3
Divine Grace, Lay on Hands
4
2+1
-
-
-
-
3rd
+3
+3
+1
+3
Aura of Courage, Divine Health
5
3+1
-
-
-
-
4th
+4
+4
+1
+4
Turn Undead
6
3+1
-
-
-
-
5th
+5
+4
+1
+4
Sworn to Virtue
6
4+1
2+1
-
-
-
6th
+6/+1
+5
+2
+5
Bonus Feat
6
4+1
2+1
-
-
-
7th
+7/+2
+5
+2
+5
Magic Circle
6
4+1
3+1
-
-
-
8th
+8/+3
+6
+2
+6
Holy Sight
6
4+1
3+1
-
-
-
9th
+9/+4
+6
+3
+6
---
6
4+1
4+1
2+1
-
-
10th
+10/+5
+7
+3
+7
Virtue Ability
6
4+1
4+1
2+1
-
-
11th
+11/+6/+1
+8
+3
+8
---
6
4+1
4+1
3+1
-
-
12th
+12/+7/+2
+8
+4
+8
Bonus Feat
6
4+1
4+1
3+1
-
-
13th
+13/+8/+3
+8
+4
+8
Manifest Commandment (Minor)
6
4+1
4+1
4+1
2+1
-
14th
+14/+9/+4
+9
+4
+9
---
6
4+1
4+1
4+1
2+1
-
15th
+15/+10/+5
+9
+5
+9
Virtue Ability
6
4+1
4+1
4+1
3+1
-
16th
+16/+11/+6/+1
+10
+5
+10
Expanded Emanation
6
4+1
4+1
4+1
3+1
-
17th
+17/+12/+7/+2
+10
+5
+10
---
6
4+1
4+1
4+1
4+1
2+1
18th
+18/+13/+8/+3
+11
+6
+11
Manifest Commandment (Major), Bonus Feat
6
4+1
4+1
4+1
4+1
3+1
19th
+19/+14/+9/+4
+11
+6
+11
---
6
4+1
4+1
4+1A
4+1
3+1
20th
+20/+15/+10/+5
+12
+6
+12
Virtue Ability, Deliverance
6
4+1
4+1
4+1
4+1
4+1
Class Features
All the following are class features of the Paladin base class.
Weapon and Armor Proficiency:
A Paladin is proficient with all simple and martial weapons and with light armor, and with light shields.
Spells
A Paladin casts divine spells, which are drawn from the Paladin spell list. However, his alignment may restrict him from casting certain spells opposed to his moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells, below. A Paladin must choose and prepare his spells in advance (see below).
To prepare or cast a spell, a Paladin must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a Paladin’s spell is 10 + the spell level + the Paladin’s Charisma modifier.
Like other spellcasters, a Paladin can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: The Paladin. In addition, he receives bonus spells per day if he has a high Charisma score. A Paladin also gets one domain spell of each spell level he can cast, starting at 1st level. When a Paladin prepares a spell in a domain spell slot, it must come from his domain (see Deities, Domains, and Domain Spells, below).
Paladins meditate or pray for their spells. Each Paladin must choose a time at which he must spend 1 hour each day in quiet contemplation or supplication to regain his daily allotment of spells. Time spent resting has no effect on whether a Paladin can prepare spells. A Paladin may prepare and cast any spell on the Paladin spell list, provided that he can cast spells of that level, but he must choose which spells to prepare during his daily meditation.
Deity, Domains, and Domain Spells
A Paladin’s deity influences his alignment, what magic he can perform, his values, and how others see him. A Paladin chooses a domain from among those belonging to his deity. A Paladin can select an alignment domain (Chaos, Evil, Good, or Law) only if his alignment matches that domain.
The Paladin’s chosen domain gives him access to a domain spell at each spell level he can cast, from 1st on up, as well as a granted power.
If a domain spell is not on the Paladin spell list, a Paladin can prepare it only in his domain spell slot.
Chaotic, Evil, Good, and Lawful Spells
A Paladin can’t cast spells of an alignment opposed to his own or his deity’s (if he has one). Spells associated with particular alignments are indicated by the chaos, evil, good, and law descriptors in their spell descriptions.
Aura of Good (Ex)
The power of a paladin’s aura of good (see the detect good spell) is equal to her paladin level.
Detect Evil (Sp)
At will, a paladin can use detect evil, as the spell.
Smite Evil (Su)
A paladin may attempt to smite evil a number of times per day equal to one plus his Charisma bonus (if any). He adds his Charisma bonus (if any) to his attack roll and deals 1 extra point of damage per paladin level. If the paladin accidentally smites a creature that is not evil, the smite has no effect, but the ability is still used up for that day.
At 5th level, and at every five levels thereafter, the paladin may smite evil one additional time per day, to a maximum of five times plus his Charisma bonus per day at 20th level.
Divine Grace (Su)
At 2nd level, a paladin gains a bonus equal to his Charisma bonus (if any) on all saving throws.
Lay on Hands (Su)
Beginning at 2nd level, a paladin with a Charisma score of 12 or higher can heal wounds (his own or those of others) by touch. The paladin can use this ability a number of times per day equal to his class level, and it can be used in three different ways.
As a swift action, the paladin can spend one use of Lay on Hands to heal a total number of hit points of damage equal to 1d8 + one half his paladin level.
As a standard action, the paladin can spend three uses of Lay on Hands to heal a total number of hit points of damage equal to 3d8 + one half his paladin level.
As a full-round action, the paladin can spend his remaining Lay on Hands to heal a total number of hit points of damage equal to 1d8 per uses expended + his paladin level.
Alternatively, a paladin can use any or all of this healing power to deal damage to undead creatures. Using lay on hands in this way requires a successful melee touch attack and doesn’t provoke an attack of opportunity. The paladin decides how many of his daily allotment of uses to use as damage after successfully touching an undead creature. Because this requires an attack action, the paladin must either choose to use his standard action or full-round action mode for this ability.
Aura of Courage (Su)
Beginning at 3rd level, a paladin is immune to fear (magical or otherwise). Each ally within 10 feet of him gains a +4 morale bonus on saving throws against fear effects.
This ability functions while the paladin is conscious, but not if he is unconscious or dead.
Divine Health (Ex)
At 3rd level, a paladin gains immunity to all poisons and diseases, including supernatural and magical poisons and diseases.
Turn Undead (Su)
When a paladin reaches 4th level, he gains the supernatural ability to turn undead. He may use this ability a number of times per day equal to 3 + his Charisma modifier. She turns undead as a cleric equal to his paladin level.
Sworn to Virtue (Su):
At 10th level, the paladin's relationship with his sworn virtue deepens. A new ability is gained based on the virtue the paladin swore an oath to at 5th level.
a paladin swears an oath to uphold one of the seven heavenly virtues (see table: The Seven Virtues). This choice affects the paladin's class features, but does not restrict his selection of feats or special abilities in any way. If the paladin should break his oath, he utterly and irrevocably loses all benefits of this class feature and becomes a Paladin of Sin (See the Paladin of Sin alternate class coming soon!)
Table and abilities to come.
Bonus Feat:
At 6th level and every six paladin levels thereafter (12th and 18th) the paladin games an additional bonus feat. These bonus feats must be drawn from the feats noted as fighter bonus feats or divine feats. A paladin must still meet all prerequisites for a bonus feat, including ability score and base attack bonus minimums.
Magic Circle (Su):
A 7th-level paladin is constantly surrounded by a Magic Circle Against Evil effect, as the spell cast by a cleric of the paladin's character level.
Holy Sight (Su)
At 8th level, the paladin's ability to sense evil greatly improves. The paladin is constantly affected as though he'd cast Holy Sight.
Holy Sight
Divination
Level: Clr 3, Paladin 2
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 min./level (D)
This spell illuminates your eyes and allows you to sense the presence of evil within 120 feet of you. The effect is similar to that of a detect evil spell, but holy sight does not require concentration and discerns aura location and power more quickly.
You know the location and power of all evil auras within your sight. An aura’s power depends on the type of evil creature or object that you’re detecting and its HD, caster level, or (in the case of a cleric) class level, as noted in the description of the detect evil spell. If the items or creatures bearing the auras are in line of sight, you can make Knowledge (Religion) skill checks to determine their creature type, religious affiliation, or in the case of items and objects, their purpose (at the DM's discretion). (Make one check per aura; DC 15 + spell level, or 15 + one-half caster level for a nonspell effect.)
If you concentrate on a specific creature within 120 feet of you as a standard action, you can determine whether it has any spellcasting or spell-like abilities, whether these are arcane or divine (spell-like abilities register as arcane), and the strength of the most powerful spell or spell-like ability the creature currently has available for use.
Holy sight can be made permanent with a permanency spell.
Sworn to Virtue (Su):
At 10th level, the paladin's relationship with his sworn virtue deepens. A new ability is gained based on the virtue the paladin swore an oath to at 5th level.
Table and abilities to come.
Manifest Commandment (Minor)
At 13th level, the paladin's devotion and exploits have been noticed by higher beings known as Edicts. These beings rigidly uphold ten commandments that the paladin can choose to champion for them. These provide powerful tools for the paladin to use, but they can also be a double edged sword if he fails to uphold them perfectly. Once bestowed upon the paladin a commandment can never under any circumstance be removed.
Table and abilities to come.
Sworn to Virtue (Su):
At 15th level, the paladin's relationship with his sworn virtue deepens. A new ability is gained based on the virtue the paladin swore an oath to at 5th level.
Table and abilities to come.
Manifest Commandment (Major)
At 15th level, the Edict whose commandment the paladin chose to champion sees fit to bestow the full weight of its commandment upon him. This ability replaces the previous Manifest Commandment (Minor) ability the paladin gets at level 13.
Table and abilities to come.
Expanded Emanation (Su):
At 16th level, a paladin's emanation spells cover a wider area. Any spell, spell-like ability, or supernatural ability created by one of the paladin's abilities (class features, spells, racial abilities) has its radius doubled. This ability only affects emanations and they must be centered on the paladin.
For example, the a 16th level paladin can now sense the presence of evil withing 240 feet of himself and provides his aura of courage to all allies within 20 feet of himself. The paladin cannot, however, cast Fireball on himself and double its radius.
Sworn to Virtue (Su):
At 20th level, the paladin's relationship with his sworn virtue deepens. A new ability is gained based on the virtue the paladin swore an oath to at 5th level.
Table and abilities to come.
Deliverance (Su):
At 20th level, once per day, a paladin can assume a heavenly form. The paladin gains damage reduction 15/epic and evil, darkvision 60 ft., low-light vision, immunity to acid, cold, and petrification, protective aura (as noted in the angel creature entry (http://www.d20srd.org/srd/monsters/angel.htm)), regeneration 15, resistance to electricity 10 and fire 10, spell resistance 32, tongues. This ability lasts for a number of rounds equal to the paladin's charisma modifier + one half his paladin level.
Paladin Spell List:
Spells
Spells
Spells
Spells
Spells
This class is under major construction. I'm finalizing most class features, but I still need to do some intense work on the Sworn to Virtue and Manifest Commandment class features. Suggestions welcome for commandments or abilities for either. Forgive the messy formatting.
Paladin
https://gdurl.com/dCBq (https://www.deviantart.com/jasonengle/art/Solar-732097923)
"The hottest places in Hell are reserved for those who in time of moral crisis preserve their neutrality."
Henry Powell Spring, credit Dante
The paladin is a champion of ideals, devoted to serving the cause of good with every action he takes. A truly devout paladin will take his light into the dark places even angels fear to tread.
Hit Die
d10
Alignment
Lawful Good
Class Skills
The Paladin's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (nobility and royalty) (Int), Knowledge (religion) (Int), Profession (Wis), Ride (Dex), and Sense Motive (Wis).
Skill Points at Each Additional Level
4 + Int modifier.
Table: The Paladin
Spells per Day
Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Class Features
0th
1st
2nd
3rd
4th
5th
1st
+1
+2
+0
+2
Aura of Good, Detect Evil, Smite Evil
3
2+1
-
-
-
-
2nd
+2
+3
+0
+3
Divine Grace, Lay on Hands
4
2+1
-
-
-
-
3rd
+3
+3
+1
+3
Aura of Courage, Divine Health
5
3+1
-
-
-
-
4th
+4
+4
+1
+4
Turn Undead
6
3+1
-
-
-
-
5th
+5
+4
+1
+4
Sworn to Virtue
6
4+1
2+1
-
-
-
6th
+6/+1
+5
+2
+5
Bonus Feat
6
4+1
2+1
-
-
-
7th
+7/+2
+5
+2
+5
Magic Circle
6
4+1
3+1
-
-
-
8th
+8/+3
+6
+2
+6
Holy Sight
6
4+1
3+1
-
-
-
9th
+9/+4
+6
+3
+6
---
6
4+1
4+1
2+1
-
-
10th
+10/+5
+7
+3
+7
Virtue Ability
6
4+1
4+1
2+1
-
-
11th
+11/+6/+1
+8
+3
+8
---
6
4+1
4+1
3+1
-
-
12th
+12/+7/+2
+8
+4
+8
Bonus Feat
6
4+1
4+1
3+1
-
-
13th
+13/+8/+3
+8
+4
+8
Manifest Commandment (Minor)
6
4+1
4+1
4+1
2+1
-
14th
+14/+9/+4
+9
+4
+9
---
6
4+1
4+1
4+1
2+1
-
15th
+15/+10/+5
+9
+5
+9
Virtue Ability
6
4+1
4+1
4+1
3+1
-
16th
+16/+11/+6/+1
+10
+5
+10
Expanded Emanation
6
4+1
4+1
4+1
3+1
-
17th
+17/+12/+7/+2
+10
+5
+10
---
6
4+1
4+1
4+1
4+1
2+1
18th
+18/+13/+8/+3
+11
+6
+11
Manifest Commandment (Major), Bonus Feat
6
4+1
4+1
4+1
4+1
3+1
19th
+19/+14/+9/+4
+11
+6
+11
---
6
4+1
4+1
4+1A
4+1
3+1
20th
+20/+15/+10/+5
+12
+6
+12
Virtue Ability, Deliverance
6
4+1
4+1
4+1
4+1
4+1
Class Features
All the following are class features of the Paladin base class.
Weapon and Armor Proficiency:
A Paladin is proficient with all simple and martial weapons and with light armor, and with light shields.
Spells
A Paladin casts divine spells, which are drawn from the Paladin spell list. However, his alignment may restrict him from casting certain spells opposed to his moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells, below. A Paladin must choose and prepare his spells in advance (see below).
To prepare or cast a spell, a Paladin must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a Paladin’s spell is 10 + the spell level + the Paladin’s Charisma modifier.
Like other spellcasters, a Paladin can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: The Paladin. In addition, he receives bonus spells per day if he has a high Charisma score. A Paladin also gets one domain spell of each spell level he can cast, starting at 1st level. When a Paladin prepares a spell in a domain spell slot, it must come from his domain (see Deities, Domains, and Domain Spells, below).
Paladins meditate or pray for their spells. Each Paladin must choose a time at which he must spend 1 hour each day in quiet contemplation or supplication to regain his daily allotment of spells. Time spent resting has no effect on whether a Paladin can prepare spells. A Paladin may prepare and cast any spell on the Paladin spell list, provided that he can cast spells of that level, but he must choose which spells to prepare during his daily meditation.
Deity, Domains, and Domain Spells
A Paladin’s deity influences his alignment, what magic he can perform, his values, and how others see him. A Paladin chooses a domain from among those belonging to his deity. A Paladin can select an alignment domain (Chaos, Evil, Good, or Law) only if his alignment matches that domain.
The Paladin’s chosen domain gives him access to a domain spell at each spell level he can cast, from 1st on up, as well as a granted power.
If a domain spell is not on the Paladin spell list, a Paladin can prepare it only in his domain spell slot.
Chaotic, Evil, Good, and Lawful Spells
A Paladin can’t cast spells of an alignment opposed to his own or his deity’s (if he has one). Spells associated with particular alignments are indicated by the chaos, evil, good, and law descriptors in their spell descriptions.
Aura of Good (Ex)
The power of a paladin’s aura of good (see the detect good spell) is equal to her paladin level.
Detect Evil (Sp)
At will, a paladin can use detect evil, as the spell.
Smite Evil (Su)
A paladin may attempt to smite evil a number of times per day equal to one plus his Charisma bonus (if any). He adds his Charisma bonus (if any) to his attack roll and deals 1 extra point of damage per paladin level. If the paladin accidentally smites a creature that is not evil, the smite has no effect, but the ability is still used up for that day.
At 5th level, and at every five levels thereafter, the paladin may smite evil one additional time per day, to a maximum of five times plus his Charisma bonus per day at 20th level.
Divine Grace (Su)
At 2nd level, a paladin gains a bonus equal to his Charisma bonus (if any) on all saving throws.
Lay on Hands (Su)
Beginning at 2nd level, a paladin with a Charisma score of 12 or higher can heal wounds (his own or those of others) by touch. The paladin can use this ability a number of times per day equal to his class level, and it can be used in three different ways.
As a swift action, the paladin can spend one use of Lay on Hands to heal a total number of hit points of damage equal to 1d8 + one half his paladin level.
As a standard action, the paladin can spend three uses of Lay on Hands to heal a total number of hit points of damage equal to 3d8 + one half his paladin level.
As a full-round action, the paladin can spend his remaining Lay on Hands to heal a total number of hit points of damage equal to 1d8 per uses expended + his paladin level.
Alternatively, a paladin can use any or all of this healing power to deal damage to undead creatures. Using lay on hands in this way requires a successful melee touch attack and doesn’t provoke an attack of opportunity. The paladin decides how many of his daily allotment of uses to use as damage after successfully touching an undead creature. Because this requires an attack action, the paladin must either choose to use his standard action or full-round action mode for this ability.
Aura of Courage (Su)
Beginning at 3rd level, a paladin is immune to fear (magical or otherwise). Each ally within 10 feet of him gains a +4 morale bonus on saving throws against fear effects.
This ability functions while the paladin is conscious, but not if he is unconscious or dead.
Divine Health (Ex)
At 3rd level, a paladin gains immunity to all poisons and diseases, including supernatural and magical poisons and diseases.
Turn Undead (Su)
When a paladin reaches 4th level, he gains the supernatural ability to turn undead. He may use this ability a number of times per day equal to 3 + his Charisma modifier. She turns undead as a cleric equal to his paladin level.
Sworn to Virtue (Su):
At 10th level, the paladin's relationship with his sworn virtue deepens. A new ability is gained based on the virtue the paladin swore an oath to at 5th level.
a paladin swears an oath to uphold one of the seven heavenly virtues (see table: The Seven Virtues). This choice affects the paladin's class features, but does not restrict his selection of feats or special abilities in any way. If the paladin should break his oath, he utterly and irrevocably loses all benefits of this class feature and becomes a Paladin of Sin (See the Paladin of Sin alternate class coming soon!)
Table and abilities to come.
Bonus Feat:
At 6th level and every six paladin levels thereafter (12th and 18th) the paladin games an additional bonus feat. These bonus feats must be drawn from the feats noted as fighter bonus feats or divine feats. A paladin must still meet all prerequisites for a bonus feat, including ability score and base attack bonus minimums.
Magic Circle (Su):
A 7th-level paladin is constantly surrounded by a Magic Circle Against Evil effect, as the spell cast by a cleric of the paladin's character level.
Holy Sight (Su)
At 8th level, the paladin's ability to sense evil greatly improves. The paladin is constantly affected as though he'd cast Holy Sight.
Holy Sight
Divination
Level: Clr 3, Paladin 2
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 min./level (D)
This spell illuminates your eyes and allows you to sense the presence of evil within 120 feet of you. The effect is similar to that of a detect evil spell, but holy sight does not require concentration and discerns aura location and power more quickly.
You know the location and power of all evil auras within your sight. An aura’s power depends on the type of evil creature or object that you’re detecting and its HD, caster level, or (in the case of a cleric) class level, as noted in the description of the detect evil spell. If the items or creatures bearing the auras are in line of sight, you can make Knowledge (Religion) skill checks to determine their creature type, religious affiliation, or in the case of items and objects, their purpose (at the DM's discretion). (Make one check per aura; DC 15 + spell level, or 15 + one-half caster level for a nonspell effect.)
If you concentrate on a specific creature within 120 feet of you as a standard action, you can determine whether it has any spellcasting or spell-like abilities, whether these are arcane or divine (spell-like abilities register as arcane), and the strength of the most powerful spell or spell-like ability the creature currently has available for use.
Holy sight can be made permanent with a permanency spell.
Sworn to Virtue (Su):
At 10th level, the paladin's relationship with his sworn virtue deepens. A new ability is gained based on the virtue the paladin swore an oath to at 5th level.
Table and abilities to come.
Manifest Commandment (Minor)
At 13th level, the paladin's devotion and exploits have been noticed by higher beings known as Edicts. These beings rigidly uphold ten commandments that the paladin can choose to champion for them. These provide powerful tools for the paladin to use, but they can also be a double edged sword if he fails to uphold them perfectly. Once bestowed upon the paladin a commandment can never under any circumstance be removed.
Table and abilities to come.
Sworn to Virtue (Su):
At 15th level, the paladin's relationship with his sworn virtue deepens. A new ability is gained based on the virtue the paladin swore an oath to at 5th level.
Table and abilities to come.
Manifest Commandment (Major)
At 15th level, the Edict whose commandment the paladin chose to champion sees fit to bestow the full weight of its commandment upon him. This ability replaces the previous Manifest Commandment (Minor) ability the paladin gets at level 13.
Table and abilities to come.
Expanded Emanation (Su):
At 16th level, a paladin's emanation spells cover a wider area. Any spell, spell-like ability, or supernatural ability created by one of the paladin's abilities (class features, spells, racial abilities) has its radius doubled. This ability only affects emanations and they must be centered on the paladin.
For example, the a 16th level paladin can now sense the presence of evil withing 240 feet of himself and provides his aura of courage to all allies within 20 feet of himself. The paladin cannot, however, cast Fireball on himself and double its radius.
Sworn to Virtue (Su):
At 20th level, the paladin's relationship with his sworn virtue deepens. A new ability is gained based on the virtue the paladin swore an oath to at 5th level.
Table and abilities to come.
Deliverance (Su):
At 20th level, once per day, a paladin can assume a heavenly form. The paladin gains damage reduction 15/epic and evil, darkvision 60 ft., low-light vision, immunity to acid, cold, and petrification, protective aura (as noted in the angel creature entry (http://www.d20srd.org/srd/monsters/angel.htm)), regeneration 15, resistance to electricity 10 and fire 10, spell resistance 32, tongues. This ability lasts for a number of rounds equal to the paladin's charisma modifier + one half his paladin level.
Paladin Spell List:
Spells
Spells
Spells
Spells
Spells