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    WolfInSheepsClothing

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    Default Re: Prestige Class Contest V: With a Single Spell

    Spoiler: A note on permission
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    If mods want proof that I have the original creator of these classes' permission to continue the series, then it can be reached on Myth-Weavers or Discord.


    The Forerunner


    Image: Advachiel, Angel of Saggitarius by Peter Mohrbacher

    "Out of the night that covers me,
    Black as the Pit from pole to pole,
    I thank whatever gods may be
    For my unconquerable soul.

    In the fell clutch of circumstance
    I have not winced nor cried aloud,
    Under the bludgeonings of chance
    My head is bloody, but unbowed.

    Beyond this place of wrath and tears
    Looms but the horror of the shade,
    And yet the menace of the years
    Finds, and shall find me, unafraid.

    It matters not how strait the gate,
    How charged with punishments the scroll,
    I am the master of my fate:
    I am the captain of my soul."
    - William Ernest Henley,
    Invictus: The Unconquerable

    The forerunner's task is to win a battle with a single spell. To them, that means empowering themselves with their most powerful spell before wading into the thick of the fight.

    Adventures: Forerunners are spellcasters like any other, and still adventure much as members of their prior class.

    Characteristics: Forerunners generally use powerful spells to augment themselves, then allow the benefit of those spells to carry them through the fight

    Alignment: Any.

    Religion: Gods of evolution or change are common among forerunners

    Background: A forerunner is usually a magical champion, able to fight as well as cast spells.

    Races: Any.

    Other Classes: Members of other classes usually treat the forerunner as a member of his previous class.

    Role: Forerunners have the same versatility as any spellcaster, but usually use a single spell to augment their fighting capability before charging into the fray.

    Adaptation: The elite spell concept could easily be adapted to include other spells from sources outside of the player's handbook, or alternatively a new class could be made using elite spells around a different theme.

    ENTRY REQUIREMENTS
    Spellcasting: Must be capable of casting fourth-level spells.
    Feats: Arcane Thesis or Extend Spell.

    Level BAB Fort Ref Will Special 0lvl 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
    1st +0 +0 +0 +2 Elite Spellcasting 1
    2nd +1 +0 +0 +3 1 1
    3rd +1 +1 +1 +3 1 1 1
    4th +2 +1 +1 +4 1 1 1 1
    5th +2 +1 +1 +4 2 1 1 1 1
    6th +3 +2 +2 +5 2 2 1 1 1 1
    7th +3 +2 +2 +5 2 2 2 1 1 1 1
    8th +4 +2 +2 +6 2 2 2 2 1 1 1 1
    9th +4 +3 +3 +6 3 2 2 2 2 1 1 1 1
    10th +5 +3 +3 +7 3 3 2 2 2 2 1 1 1 1

    Class Skills
    The forerunner's class skills (and the key ability for each skill) are Concentration (Con), Climb (Str), Craft (Int), Jump (Str), Knowledge (all skills, taken individually) (Int), Profession (Wis), Spellcraft (Int) and Swim (Str).
    Skills Points at Each Level: 2 + int

    Weapon and Armour Proficiency: The forerunner is proficient in simple weapons, but gains no proficiency in armour or shields.

    Elite Spellcasting
    The forerunner gains an additional caster level and additional spells per day and spells known of each level as though he had continued to take levels in a class with which he met the prerequisites. If he had mutliple classes with which he met the prerequisites, he must choose one of those classes to progress.

    Further, the forerunner gains elite spells from the forerunner elite spell list as additional spells known. He knows a number of each level of elite spells given on Table: The Forerunner. At first level, this means he only gains an elite cantrip (though he can cast that elite cantrip as many times per day as he has spell slots with which to cast it). If he prepares spells, like a wizard or cleric does, or if he retrieves spells - whether like a sha'ir does or like a spirit shaman does - he can cast elite spells spontaneously much like a druid casts summon nature's ally spells by expending a full or empty spell slot (but not an expended one!). If he casts spells directly like a beguiler or warmage does, he treats the elite spells as being additional spells on his list.

    If he learns spells like a sorcerer, he simply gains additional spells known which do not take up ordinary spell slots. Further, a forerunner can learn an additional nonelite spell by forfeiting the nonelite version of the elite spell he is learning (if there is one), even if his class would not entitle him to do that this level or in addition to any spells he is entitled to swap out this level. For example, a sorcerer/apothecary who learns cure severe wounds (elite cure serious wounds) can swap out his cure serious wounds spell known for another third-level spell known.

    Elite spells have an "E" or the word "Elite" before their spell level, for example "E3" or "Elite third". This doesn't change the actual level of the spell (for example, the elite third level spell would still take up a third-level spell slot and the DC is still that of a third-level spell). Rather, it signifies only that it's an elite spell of that level and therefore defies many of the expectations of what is possible of a spell of that level (see the next paragraph).

    An apothecary can learn an elite spell even if he can't learn the nonelite version of the same spell. A wizard/forerunner can learn divine might (elite divine power), for example. A forerunner who learns an spell which uses a different ability score based on caster uses the primary ability modifier which determines their spell saving throw difficulty class if their class isn't listed in the spell. A creature with an elite spell-like ability uses charisma in this case.

    No ability ever entitles you to learn additional elite spells unless it mentions them in particular. For example, the Extra Spell feat does not allow you to learn an additional elite spell. Similarly, items cannot replicate elite spells, nor can an item which would replicate one (such as a wand of conflagration (elite fireball)) be created except by an ability which specifies that it can do. If you are entitled to know an elite spell, you might still not be able to cast the spell in question, for example if you enter as a bard or paladin.

    A cleric cannot spontaneously cast elite spells with "Cure" in their name unless the cleric in question knows those spells, most likely because that cleric is an apothecary.

    Forerunner Elite Spell List

    0lvl

    Assistance (Elite Guidance): +5 on single attack roll, saving throw, skill check, ability check, or damage roll.
    Resilience (Elite Resistance): Subject gains +2 on saving throws and can re-roll one during the duration.
    Temperance (Elite Virtue): Subject gains 1 temporary hp/level.

    1st

    Assume Appearance (Elite Disguise Self): You are indistinguishable from a creature.
    Divine Shield (Elite Shield of Faith): Shield grants +2 or more AC and damage reduction.
    Enlarge Monster (Elite Enlarge Person): As enlarge person, but two sizes and no type restriction.
    Farstrider (Elite Longstrider): +10 movement speed and free movement.
    Feign Alignment (Elite Undetectable Alignment): Misrepresents alignment for 24 hours.
    Greatstaff (Elite Shillelagh): Your club or staff becomes stronger and can knock enemies back.
    Gift of God (Elite Divine Favour): You get +1 per two levels on attack and damage rolls and spell is cast faster.
    God's Own Sling (Elite Magic Stone): Three stones become catapult rocks when thrown.
    Power Fang (Elite Magic Fang): +1 bonus and +1 special quality.
    Power Weapon (Elite Magic Weapon): +1 bonus and +1 special quality.
    Reduce Monster (Elite Reduce Person): As reduce person, but two sizes and no type restriction.
    Reflect Energy (Elite Resist Energy): Energy damages user if hostile.
    Speed of Sound (Elite Expeditious Retreat): Gain +30 movement speed and free movement.

    2nd

    Afterimage (Elite Blur): Attacks miss subject 50% of the time.
    Cheetah's Grace (Elite Cat's Grace): +8 to dexterity and re-roll dexterity rolls.
    Chosen One (Elite Heroism): Heroism, plus expend to save against a powerful attack.
    Elephant's Strength (Elite Bull's Strength): +8 to strength and re-roll strength rolls.
    Fury (Elite Rage): Rage as a barbarian of your level.
    Gopher's Endurance (Elite Bear's Endurance): +8 to constitution and re-roll constitution rolls.
    Osprey's Splendour (Elite Eagle's Splendour): +8 to charisma and re-roll charisma rolls.
    Polymorph Self (Elite Alter Self): As alter self, but not type-restricted.
    Proof Against Arrows (Elite Protection From Arrows): DR/- against ranged attacks.
    Proof Against Energy (Elite Protection From Energy): Protects against unspecified energy type.
    Spider Skitter (Elite Spider Climb): Walk on walls and ceilings as though you were gravitationally attracted to them.
    Tawny's Wisdom (Elite Owl's Wisdom): +8 to wisdom and re-roll wisdom rolls.
    Treeskin (Elite Barkskin): Higher natural armour bonus, and DR/adamantine.
    Weasel's Cunning (Elite Fox's Cunning): +8 to intelligence and re-roll intelligence rolls.

    3rd

    Critical Edge (Elite Keen Edge): Double weapon's original threat area and extra damage on a critical.
    Dislocated Image (Elite Displacement): Attacks miss subject 75%.
    Flicker (Elite Blink): You disappear when attacked but are always able to make attacks.
    Power Fang, Greater (Elite Greater Magic Fang): +1 per four levels to enhancement bonus and special qualities.
    Power Weapon, Greater (Elite Greater Magic Weapon): +1 per four levels to enhancement bonus and special qualities.
    Last Hope (Elite Good Hope): As good hope, also saves subjects from deadly attacks.
    Speed of Light (Elite Haste): Subjects are even faster.
    Supplication (Elite Prayer): Allies re-roll most failures 1/round; enemies re-roll most successes.
    Treant Shape (Elite Tree Shape): Become a tree, only you can act as a treant.

    4th

    Death Shield (Elite Death Ward): Protects against more effects for longer.
    Divine Might (Elite Divine Power): You gain more BAB than you have levels.
    Holy Avenger (Elite Holy Sword): Weapon becomes +5, deals +2d6 damage against evil, grants Holy Avenger benefits.
    Megamorph (Elite Polymorph): Gives one willing subject a new elite form, with some restrictions.
    Unholy Destroyer (Elite Unholy Sword): Weapon becomes +5, deals +2d6 damage against good, grants similar benefits to Holy Avenger.

    5th

    Chosen One, Greater (Elite Greater Heroism): Greater Heroism, plus reduce benefit to save against a powerful attack.
    Eternalize (Elite Permanency): Make certain elite spells permanent.
    Wrath of God (Elite Righteous Might): Increases your size and power even more.

    6th

    Dinner of Champions (Elite Heroes' Feast): Feast is faster and better.
    Rock Skin (Elite Stoneskin): DR/- lasts for the full duration and spell has no material cost.
    Warrior Form (Elite Transformation): Become a combat machine. No material cost.

    7th

    Aether Guard (Elite Ethereal Jaunt): Become ethereal but can manifest like a ghost.
    Monument (Elite Statue): Creature can turn into an inspiring monument or back into normal form.

    8th

    Adamantine Body (Elite Iron Body): Your body becomes living adamantine.
    Magical Blank (Elite Mind Blank): Protects against elite divinations and enchantments.
    Megamorph Any Object (Elite Polymorph Any Object): Changes any subject into something elite.
    Proof Against Spells (Elite Protection From Spells): Bonus is +10, applies to spell attack rolls, and there's no material or focus cost.

    9th

    Foreknowledge (Elite Foresight): Near-omniscience with regards to your own safety.
    Multimegamorph (Elite Shapechange): Change elite forms every round.
    Paradox (Elite Time Stop): Act for longer and durations don't run down.

    Adamantine Body (Elite Iron Body)
    Level: Forerunner E8
    You become living adamantine, strong and durable.

    Adamantine body works as iron body except that it gives DR 20/epic and adamantine, you gain all of the immunities of the construct type, the ability score changes become +12 strength, -2 dex, +4 con, your speed is not reduced, and your unarmed attacks deal damage and threaten critical hits as a heavy flail of your size.

    Aether Guard (Elite Ethereal Jaunt)
    Level: Forerunner E7
    You set up a defensive watch on the ethereal plane.

    Aether guard works as ethereal jaunt except that during the spell's duration, you can manifest as a ghost can.

    Afterimage (Elite Blur)
    Level: Forerunner E2
    You move blindingly fast, making it almost hopeless to try to aim at you.

    Afterimage works like blur except that the miss chance is 50%, not 20%.

    Assistance (Elite Guidance)
    Level: Apothecary E0, Forerunner E0
    You grant a creature assistance with some task it will take in the near future.

    Assistance works like guidance except that it provides a +5 bonus to a single attack or damage roll, saving throw, or skill or ability check other than an initiative check.

    Assume Appearance (Elite Disguise Self)
    Level: Forerunner E1, Terror E1
    Saving Throw: None or Will Disbelief, see text
    You can completely change your appearance.

    You take on an appearance of another creature, a little like disguise self. However, no save is allowed to recognise it and the disguise is perfect. You are not limited in the extend of your appearance change except that the illusion will become obvious if you attempt to add large numbers of extra limbs you can't concentrate well enough on to control properly, or if you appear a lot bigger than you are. Creatures can still disbelieve the illusion if they walk straight through what's meant to be a solid creature!

    Elite spells like assume apparance are difficult to resist fully. The spell covers its own magical aura, so simply using detect magic isn't enough to defeat it. Using a stronger effect like true seeing allows you to save to disbelieve the illusion but doesn't defeat it automatically.

    Cheetah's Grace (Elite Cat's Grace)
    Level: Forerunner 2
    You grant a creature exceptional alacrity.

    This spell works just like cat's grace except that the bonus to dexterity is +8 and for the duration the target can re-roll any failed dexterity-based attack roll, skill check or ability check, and any failed reflex save. Because you can't pass or fail initiative rolls, these can't be re-rolled with the spell.

    Chosen One (Elite Heroism):
    Level: Forerunner E2
    You choose an ally for a heroic task.

    Chosen one works just like heroism except that if the subject would be reduced to -1 or fewer hit points, or slain outright, they are instead reduced to 0 hit points, if their number of negative levels is equal to or greater than their level it becomes their level minus one, and the spell's effect ends.

    Chosen One, Greater (Elite Greater Heroism):
    Level: Forerunner E5
    You choose an ally for an especially heroic task.

    Chosen one works just like greater heroism except that if the subject would be reduced to 0 or fewer hit points, or slain outright, they are instead reduced to 1 hit point, if their number of negative levels is equal to or greater than their level minus one it becomes their level minus two, and the spell's effect becomes that of chosen one for the rest of the duration..

    Critical Edge (Elite Keen Edge):
    Level: Forerunner E3
    You sharpen a weapon exceptionally much, or add extra weight to the end of a bludgeon.

    Critical edge works like keen edge except that it affects any weapon (not just a manufactured piercing or slashing weapon), that the threat range is tripled rather than doubled, and that the critical multiplier is increased - the new critical multiplier is double the original multiplier, minus 1. (*2 to *3, *3 to *5, *4 to *7, and so on).

    Death Shield
    Level: Apothecary E4, Forerunner E4
    Duration: 1 hour/level
    You protect a creature against deadly attacks.

    Death shield works like death ward except as noted above and that the creature is also immune to ability damage and drain as well as to curses and abilities which reduce their hit point maximum, ability scores or effective level.

    Dinner of Champions (Elite Heroes' Feast)
    Level: Apothecary E6, Forerunner E6
    Casting Time: 1 minute
    Effect: Feast for up to 10 creatures/level
    Duration: 45 minutes plus 16 hours; see text
    You bring forth a massive feast for many to dine upon.

    Dinner of champions works like heroes' feast except as noted above and that creatures who partake in the feast are cured of diseases, sickness, nausea, fatigue, fear effects, exhaustion, and poison and are immune to the same for the duration, and that rather than gaining temporary hit points directly, they are healed for 2d8+1/level hit points (no level limit) and any healing in excess of their maximum health is gained as temporary hit points. The morale bonus on attack rolls and will saves is +3.

    Elite spells like dinner of champions are difficult to resist fully. The spell heals damage that would normally be difficult or impossible to heal magically without issue, and even restores hit points which have been lost to a creature such as a shape of fire.

    Dislocated Image (Elite Displacement)
    Level: Forerunner E3
    Your image moves to make attacks more difficult.

    Dislocated image works like displacement except that the miss chance is 75%.

    Elite spells like dislocated image are difficult to resist fully. A true seeing effect reduces the miss chance to 25% instead of negating it.

    Divine Might (Elite Divine Power)
    Level: Forerunner E4
    You become a champion of your chosen cause, striking with divine fury.

    Divine might works like divine power except that your base attack bonus becomes 1.5 times your character level, potentially giving you more than four attacks per round, and that you get a +6 enhancement bonus to dexterity and constitution as well as strength.

    Divine Shield (Elite Shield of Faith)
    Level: Forerunner E1
    You create a shield which deflects and weakens attacks.

    Divine shield works like shield of faith except that the AC bonus has no type (so it stacks with deflection bonuses to AC, except with those from shield of faith, and isn't ignored by anything that ignores deflection bonuses) and the spell also grants DR/- equal to the AC bonus.

    Elephant's Strength (Elite Bull's Strength)
    Level: Forerunner E2
    You grant a creature exceptional might.

    This spell works just like bull's strength except that the bonus to strenght is +8 and for the duration the target can re-roll any failed strength-based attack roll, skill check or ability check.

    Enlarge Monster (Elite Enlarge Person)
    Level: Forerunner E1
    You can make the most ordinary of creatures huge with this spell.

    Enlarge monster works as enlarge person except that there is no type restriction, and the target increases two size categories, not just one. This entails a further +2 to strength and -2 to dexterity, and that the height doubles again and weight is multiplied by eight again.

    Eternalize (Elite Permanency)
    Level: Forerunner E6
    You make another elite spell permanent.

    Eternalize works just like permanency except that it can make elite spells permanent, and when used to make a nonelite spell permanent, the experience price for doing so is halved. The experience cost to eternalize an elite spell is the same as the experience cost to make a nonelite spell permanent with permanency.

    Elite spells like eternalize are difficult to resist fully. If a creature attempts to dispel the permanent spell, they need to make two separate dispel checks: one against the original spell and one against the eternalize spell. Failing either check means the spell is not dispelled.

    Farstrider (Elite Longstrider)
    Level: Forerunner E1
    You become faster and surer of step.

    This spell works just like longstrider, except that in addition, you can move ten feet once per round as a free action, or you can move five feet as a free action without provoking attacks of opportunity. You may take either of these types of movement in addition to a five-foot step.

    Feign Alignment (Elite Undetectable Alignment)
    Level: Forerunner E1
    You misrepresent the alignment of an object or creature.

    This spell works as undetectable alignment except that anyone trying to detect the alignment of the target is either given no result or a result of your choice. You can specify at the time of casting what type of creatures get what result - you might, for example, specify that clerics and paladins get their own alignment as a result and other characters get no result.

    Elite spells like feign alignment are difficult to resist. Nonelite effects cannot bypass the protection it grants.

    Flicker (Elite Blink)
    Level: Forerunner E3
    You time your blinks between the material and ethereal planes with a level of accuracy.

    Flicker works like blink except that you can control the flickering perfectly so long as it's your own turn or you're making an attack of opportunity. Attacks of opportunity against you will always miss unless you want them to hit, your attacks aren't subject to the miss chance, you move at full speed, and you only have a 50% chance of materialising inside an object if you end your turn there.

    Foreknowledge (Elite Foresight)
    Level: Forerunner E9
    You can predict the attacks of your enemies with perfect precision.

    Foreknowledge works like foresight except that the insight bonus to AC and reflex saves is +10, and you can detect each creature within 1 mile who has hostile intent, as well as every spell cast within that range intended to harm you or facilitate harming you; you also identify those creatures and spells without needing a knowledge or spellcraft check. These benefits are conferred to you regarding the target if they're another creature, but as with foresight, the insight bonuses are only if you cast the spell on yourself.

    Fury (Elite Rage)
    Level: Forerunner E2
    You incite a wild rage in the targets.

    Fury works like rage except that the targets rage as barbarians of a level equal to their hit dice, to a maximum of your caster level. They still aren't fatigued at the end of the rage.

    Elite spells like fury are difficult to resist fully. Nonelite emotion-suppressing effects don't affect it.

    Gift of God (Elite Divine Favour)
    Level: Forerunner E1
    Casting Time: 1 swift action
    You infuse yourself with the gift of a deity or a cause.

    Gift of god works like divine favour except as noted above and that the bonus is +1 per 2 levels (minimum +1, maximum +10)

    God's Own Sling (Elite Magic Stone)
    Level: Leveller E1
    You cause stones to become mighty boulders when hurled.

    This spell works a little like magic stone, but the stones resize into +3 boulders when tossed, dealing 6d6+3 damage to each creature struck and acting like splash weapons (and therefore dealing 9 damage to adjacent creatures). The boulders deal double damage against objects and a building in the boulder's square always takes the direct hit damage. Each boulder becomes nonmagical upon striking the target.

    Gopher's Endurance (Elite Bear's Endurance)
    Level: Forerunner E2
    You grant a creature exceptional resilience.

    This spell works just like bear's endurance except that the bonus to constitution is +8 and for the duration the target can re-roll any failed constitution-based attack roll, skill check or ability check, and any failed fortitude save.

    Greatstaff (Elite Shillelagh)
    Level: Forerunner E1
    Your weapon becomes deadly in your hands.

    Greatstaff works like shillelagh except that the weapon deals damage as if three sizes larger, and whenever you hit an enemy with that weapon you may attempt a bull rush against them without requiring any actions or provoking attacks of opportunity.

    Holy Avenger (Elite Holy Sword)
    Level: Forerunner E4
    Your weapon becomes exceptional against evil.

    Holy avenger works like holy sword except that the weapon gains all of the benefits of a holy avenger (except that it becomes a weapon of its base type, not a longsword), even granting the benefits normally only given to paladins to any good wielder. If the wielder really is a paladin, the weapon becomes a +5 holy evil-outsider-bane weapon of speed and the spell resistance it grants is 11+the wielder's level.

    Last Hope (Elite Good Hope)
    Level: Forerunner E3
    You choose a team for a heroic task.

    Last hope works just like good hope except that the first time a subject would be reduced to -1 or fewer hit points, or slain outright, they are instead reduced to 0 hit points, if their number of negative levels is equal to or greater than their level it becomes their level minus one, and the spell's effect ends for them, but continues for the others (though it only saves one creature in this way).

    Magical Blank (Elite Mind Blank)
    Level: Forerunner E8
    You blank out even elite effects.

    Magical blank works just as mind blank except that it negates even elite spells - in general, ignore any part of an elite spell that begins by telling you that it is difficult to resist fully when checking if it's blocked by magical blank.

    Megamorph (Elite Polymorph)
    Level: Forerunner E4
    You change a creature into an elite shape.

    Megamorph works just like polymorph except that it allows the subject to take elite forms. If an elite form is taken which absorbs a type of damage, the megamorphed creature is instead immune to that type of damage.

    Megamorph Any Object (Elite Polymorph Any Object)
    Level: Forerunner E8
    You change anything into an elite shape.

    Megamorph any object works just like polymorph any object except that it allows the subject to take elite forms. If an elite form is taken which absorbs a type of damage, the creature is instead immune to that type of damage (even if the spell's duration is permanent).

    Monument (Elite Statue)
    Enchantment Transmutation [Mind-Affecting]
    Level: Forerunner E7
    A creature of your choice can change into an inspiring statuary and back at will.

    Monument has two effects. The transmutation effect (which isn't mind-affecting) is the same as that of statue except as noted above and that the hardness granted is 15. The mind-affecting enchantment part of the effect gives a +5 morale bonus to attack and damage rolls to allies of the monument within 10 feet of it.

    Multimegamorph (Elite Shapechange)
    Level: Forerunner E9
    You change into a variety of elite shapes.

    Multimegamorph works just like shapechange except that it allows the subject to take elite forms. If an elite form is taken which absorbs a type of damage, the multimegamorphed creature is instead immune to that type of damage.

    Osprey's Splendour (Elite Eagle's Splendour)
    Level: Forerunner E2
    You grant a creature exceptional charm.

    This spell works just like eagle's splendour except that the bonus to charisma is +8 and for the duration the target can re-roll any failed charisma-based attack roll, skill check or ability check.

    Paradox (Elite Time Stop)
    Level: Forerunner E9
    You move exceptionally fast in just a moment.

    Paradox works just like time stop except that it lasts for 1d4+3 rounds and that the durations of beneficial spells on yourself don't run down while time is stopped. Harmful spells on yourself do run down, but have no affect for that time.

    Polymorph Self (Elite Alter Self)
    Level: Forerunner E2
    You change into another creature vastly different to yourself.

    Polymorph self works like alter self except that you can become a creature of any type, not just your own.

    Power Fang (Elite Magic Fang)
    Level: Forerunner E1
    You empower the chosen natural weapon.

    Power fang works just like magic fang except that the weapon also gets a +1-equivalent special weapon quality.

    Power Fang, Greater (Elite Greater Magic Fang)
    Level: Forerunner E3
    You greatly empower the chosen natural weapon.

    Greater power fang works just like greater magic fang except that each weapon also gets special weapon qualities of total bonus equivalent equal to the enhancement bonus granted to the weapon.

    Power Weapon (Elite Magic Weapon)
    Level: Forerunner E1
    You empower the chosen weapon.

    Power weapon works just like magic weapon except that the weapon also gets a +1-equivalent special weapon quality.

    Power Weapon, Greater (Elite Greater Magic Weapon)
    Level: Forerunner E3
    You greatly empower the chosen weapon.

    Greater power weapon works just like greater magic weapon except that the weapon also gets special weapon qualities of total bonus equivalent equal to the enhancement bonus granted to the weapon.

    Proof Against Arrows (Elite Protection From Arrows)
    Level: Forerunner E2
    Duration: 1 hour/level
    You grant the target exceptional protection against any ranged attacks.

    Proof against arrows works like protection from arrows except as noted above and that it gives DR 10/- against ranged weapons for the entire duration, not DR 10/magic with a limit of 10/level damage negated.

    Proof Against Energy (Elite Protection From Energy)
    Level: Forerunner E3
    You grant the target protection against all energy damage.

    Proof against energy works like protection from energy except that you do not have to specify a type of energy damage to resist and the maximum is 240 at 20th level.

    Elite spells like proof against energy are difficult to resist fully. Any methods which bypass energy immunity are only 50% effective against it: for example, a searing fireball would normally deal half damage and the other half would count against the 12 damage/level that the spell protects against; instead if deals a quarter damage and the other three quarters are protected against.

    Proof Against Spells (Elite Protection From Spells)
    Level: Forerunner E8
    Components: V, S
    You ward the creature against all manner of spells.

    Proof against spells works like protection from spells except that the bonus is +10, and the warded creature gets a +10 bonus to armour class against spells and spell-like abilities.

    Reduce Monster (Elite Reduce Person)
    Level: Forerunner E1
    You can make the most ordinary of creatures tiny with this spell.

    Reduce monster works as reduce person except that there is no type restriction, and the target decreases two size categories, not just one. This entails a further -2 to strength and +2 to dexterity, and that the height halves again and weight is divided by eight again.

    Reflect Energy (Elite Resist Energy)
    Level: Forerunner E1
    You reflect energy on your attacker.

    Reflect energy works just like resist energy except that any damage that is negated by the spell's effects, if the damage was dealt by a creature hostile to the warded creature, is dealt to the attacker. The damage type doesn't change, so a red dragon would not take any damage from its own breath weapon being reflected back at it.

    Elite spells like reflect energy are difficult to resist fully. The damage resistance can be bypassed partially or fully, but the full amount of damage is reflected anyway and it continues to bypass resistances. For example, if someone dealt 8 points of fire damage ignoring fire resistance to a target warded with reflect energy (fire), then the user of the attack would take 8 points of fire damage, also ignoring fire resistance.

    Resilience (Elite Resistance)
    Level: Forerunner E0
    You toughen a creature's resolve and quicken its reactions.

    Resilience works like resistance except that the bonus is +2 and once during the duration, the warded creature can re-roll a failed saving throw and take the better result.

    Rock Skin (Elite Stoneskin)
    Level: Forerunner E4
    Components: V, S
    Duration: 10 minutes/level
    You cause a creature's skin to become exceptionally hard.

    Rock skin works just like stoneskin except as noted above and that the damage reduction lasts for the duration.

    Speed of Light (Elite Haste)
    Level: Forerunner E3
    You make creatures move at exceptional speed.

    Speed of light works like haste except that the speed increase is 60 feet, to a maximum of triple the creature's normal movement speed, and that each creature, once during the duration, may take an extra move or standard action during their turn.

    Speed of Sound (Elite Expeditious Retreat)
    Level: Forerunner E1

    This spell works just like expeditious retreat, except that in addition, the target can move up to thirty feet once per round as a free action, or they can move up to fifteen feet as a free action without provoking attacks of opportunity. They may take either of these types of movement in addition to a five-foot step.

    Spider Skitter (Elite Spider Climb)
    Level: Forerunner E2
    Components: V, S
    Casting Time: 1 standard action
    Range: Touch
    Target: Creature touched
    Duration: 10 min./level
    Saving Throw: Will negates (harmless)
    Spell Resistance: Yes (harmless)
    You allow a creature to walk on ceilings and walls just as they can walk on the floor.

    Spider skitter works only vaguely like spider climb: instead of granting a climb speed, the spell sets the target's land speed to 20 feet if it is lower and allows them to walk on walls or ceilings as well as they can on the floor, as though pulled towards them by gravity.

    Supplication (Elite Prayer)
    Level: Forerunner E3
    You bring favour to your allies and disfavour to your enemies.

    Supplication works like prayer, except that the first time per round an ally fails an attack roll, saving throw or skill check or rolls the lowest possible result on a weapon damage roll (so long as the weapon's damage die is actually a die, not 1), that creature re-rolls that check and takes the higher result. The first time per round an enemy passes an attack roll, saving throw or skill check or rolls the highest possible result on a weapon damage roll (perhaps because they made a coup de grace attack so they didn't need to pass an attack roll first) they re-roll that roll and take the worse result. For example, you can't cause an ally who would have barely failed a use magic device check to have a magical mishap, or an enemy who hit without threatening a critical hit to re-roll and threaten a critical hit.

    Tawny's Wisdom (Elite Owl's Wisdom)
    Level: Forerunner E2
    You grant a creature exceptional sagacity.

    This spell works just like owl's wisdom except that the bonus to wisdom is +8 and for the duration the target can re-roll any failed wisdom-based attack roll, skill check or ability check, and any failed will save.

    Temperance (Elite Virtue)
    Level: Apothecary E0, Forerunner E0
    Duration: 10 minutes/level
    You grant a creature the ability to resist damage a while

    Temperance works like virtue except as noted above, that the temporary hit points gained are 1/level, and that any damage the creature takes is reduced by 1 until the temporary hit points run out or the spell ends.

    Treant Shape (Elite Tree Shape)
    Level: Forerunner E2
    You appear just like a tree, until you attack.

    Treant shape works just like tree shape except that while in tree form you can move and make slam attacks as though you were a treant (using the treant's attack and damage bonuses) but don't gain any of the treant's other statistics.

    Treeskin (Elite Barkskin)
    Level: Forerunner E2
    You make a creature's skin become as hard as wood.

    Treeskin works like barkskin except that the AC bonus is 3, plus 1 per 3 levels after 3rd (maximum +8) and that the subject also benefits from DR/adamantine equal to the AC bonus.

    Unholy Destroyer (Elite Unholy Sword)
    Level: Forerunner E4
    Your weapon becomes exceptional against good.

    Unholy destroyer works like unholy sword except that the weapon gains all of the benefits of a holy avenger (except that it becomes a weapon of its base type, not a longsword, and that it is unholy, not holy), even granting the benefits normally only given to paladins to any evil wielder. If the wielder really is a paladin (presumably a paladin of slaughter or tyranny) or a blackguard, the weapon becomes a +5 unholy good-outsider-bane weapon of speed and the spell resistance it grants is 11+the wielder's level.

    [B]Warrior Form (Elite Transformation)[/B]
    Level: Forerunner E6
    Casting Time: 1 swift action
    Duration: 2 rounds/level
    You take on the form of a mighty warrior.

    Warrior form works like transformation, except as noted above and for the following. The bonus to strength, dexterity and constitution is +10. You gain proficiency in all armour and shields. Your base attack bonus becomes 1.5 times your character level, potentially giving you more than four attacks per round.

    When you cast the spell, for each weapon, armour or shield you have equipped you may change its base item type to any other base item type of the same weapon size (you could change a +3 speed quarterstaff into a +3 speed greatsword or +3 speed longbow but not a +1 vorpal greatsword, +3 flaming frost shock longbow, or +3 speed short sword). If you have free hands, you may have nonmagical weapons or shields of any base item type appear in those hands (so long as you can wield them in those hands; if you are not wearing armour, you may have nonmagical armour of any base armour type appear on your body. The altered equipment reverts to its normal type an the summoned equipment disappears when the spell ends.

    Weasel's Cunning (Elite Fox's Cunning)
    Level: Forerunner E2
    You grant a creature exceptional intellect.

    This spell works just like fox's cunning except that the bonus to intelligence is +8 and for the duration the target can re-roll any failed intelligence-based attack roll, skill check or ability check.

    Wrath of God (Elite Righteous Might)
    Level: Forerunner E5
    You tower above your enemies.

    This spell works like righteous might except that you increase straight to colossal size, gaining a +16 size bonus to strength and +8 size bonus to your constitution (irrespective of the actual number of size categories changed). The damage reduction you gain becomes DR/-.
    Last edited by Unavenger; 2019-03-15 at 08:43 AM.