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	<title>Risenholm - User contributions [en-gb]</title>
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	<updated>2026-10-11T01:25:19Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://wiki.risenholm.com/index.php?title=Skills&amp;diff=1756</id>
		<title>Skills</title>
		<link rel="alternate" type="text/html" href="https://wiki.risenholm.com/index.php?title=Skills&amp;diff=1756"/>
		<updated>2026-10-10T17:04:58Z</updated>

		<summary type="html">&lt;p&gt;RisenholmBot: Show the free-use priority as one chain per item type&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Skills represent the talents and knowledge a character accumulates over the course of their career. With the nature of being Risen and the ebbs and flow of Power within the body, one should not expect to retain absolute mastery within a particular set of skills unless they wholly dedicate themselves and do not seek to experiment.&lt;br /&gt;
&lt;br /&gt;
A table of available skills and some examples of use outside of combat is below. In general:  &lt;br /&gt;
*All skills cost 1 point to increase per level for all classes, to a maximum of 1 base rank per level.&lt;br /&gt;
*Bonuses from ability scores, items, spells, etc cannot exceed the value of your invested base ranks. For example, if you have 7 ranks invested into Athletics, you may only gain an additional bonus of +7 from your Strength modifier, item properties, et al, to a total maximum of 14.&lt;br /&gt;
*Most classes gain 6 skill points per level. Bard gains 8, and Rogues gain 10.&lt;br /&gt;
*Intelligence does not give you additional skill points.&lt;br /&gt;
*Unspent skill points on level-up will be automatically assigned to skills into which you have already invested base ranks. You may toggle this behaviour through the use of the command /autolevelskills, and set maximums that this subsystem will invest into an individual skill by the use of the command /autolevelskillcap [skill name] [maximum rank].&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Skill Name&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Base Attribute&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;General Mechanical Effects&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Alchemy&lt;br /&gt;
|The ability to combine various reagents to produce mundane and extraordinary effects. Experimenting with dangerous reagents, deciphering an unknown substance&#039;s properties and efficiently utilizing ichor in powerful potions are examples of a character with mastery of alchemy.&lt;br /&gt;
|Intelligence&lt;br /&gt;
|Grants a pool of free uses of potions, replenished on rest. The pool equals the user&#039;s total Alchemy score, with each potion consuming points equal to its spell level.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|Arcana&lt;br /&gt;
|The knowledge a character possesses regarding the influence of Power within the arcane and creatures of a magical nature. Recalling complicated arcane theories, determining what unknown magical artifacts are capable of, and directing Power in peculiar arcane rituals are examples of a character well versed in Arcana.&lt;br /&gt;
|Intelligence&lt;br /&gt;
|Identifies cast spells, affects counterspell.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Arcana skill allows a character to use Wizard/Sorcerer scrolls. Every 4 ranks grants access to 1 spell level of scrolls. If a character has Wizard/Sorcerer levels, any excess ranks beyond those granting access to 5th level scrolls contribute to a pool of free uses of Wizard/Sorcerer scrolls, replenished on rest. Each excess point allows the use of one free spell level of scrolls.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|Athletics&lt;br /&gt;
|The ability of a character to perform feats of physical prowess. Leaping down from a high balcony without injury, holding your breath underwater for long periods of time, and outrunning pursuers over a seemingly endless marshland are hallmark feats of an athletic character.&lt;br /&gt;
|Strength&lt;br /&gt;
|Provides a 1% movespeed bonus per rank when utilizing the &#039;&#039;Dash&#039;&#039; action&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|Coercion&lt;br /&gt;
|The ability of a character to influence others through threats of repercussions such as violence, blackmail, or other undesirable outcomes.  Intimidating your client that your premium rate is well worth it, forcing a politician to change course or have their secrets exposed, and frightening a person to change their ways or risk their immortal soul are examples of a coercive character&#039;s actions.&lt;br /&gt;
|Charisma&lt;br /&gt;
|&lt;br /&gt;
Grants a pool of free item uses for potions and gadgets whose recipes contain Red Ichor, replenished on rest. The pool equals the user&#039;s total Coercion score, with each item consuming points equal to its spell/gadget level.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|Deception&lt;br /&gt;
|The ability of a character to deceive others and tell convincing lies. Convincing townsfolk of a nonexistent threat outside the town gates, forging a convincing merchant contract, and performing a particularly devious feint are examples of a deceptive character&#039;s actions.&lt;br /&gt;
|Charisma&lt;br /&gt;
|Characters can utilize disguises (not yet implemented)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Grants a pool of free item uses, 3 points per 4 skill ranks, replenished on rest. Each point may substitute 1 point of any other skill pools when using items.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|Diplomacy&lt;br /&gt;
|The ability to convince, persuade, and coerce others to your line of thinking. Rallying strangers to fight off a common threat, and effectively leveraging political power in a public setting are examples of an influential character&#039;s activities.&lt;br /&gt;
|Charisma&lt;br /&gt;
|&lt;br /&gt;
Grants a pool of free item uses for potions and gadgets whose recipes contain Blue Ichor, replenished on rest. The pool equals the user&#039;s total Diplomacy score, with each item consuming points equal to its spell/gadget level.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|Insight&lt;br /&gt;
|The ability to discern aspects about a person or creature. Finding someone&#039;s tell when they lie, understanding the general traits and tactics of an enemy squadron, and deciphering the true intentions behind someone&#039;s words are examples of an insightful character&#039;s actions.&lt;br /&gt;
|Wisdom&lt;br /&gt;
|Examining creatures you have experience defeating may yield information regarding weaknesses and general enemy type.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Additionally grants bonus Stability, +1 per 2 ranks.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|Investigation&lt;br /&gt;
|The ability to discover hidden objects within a room or space. Finding a pressure plate that activates a nearby trap, discovering a clue at the scene of an attempted murder, and rummaging through old tombs to find hidden treasure are hallmark feats of a character skilled in investigation.&lt;br /&gt;
|Intelligence&lt;br /&gt;
|Aids &#039;&#039;Detect Mode&#039;&#039; in finding hidden traps and objects.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Investigation also augments any pools of free item uses generated by the character&#039;s skills, granting a bonus to the pools&#039; capacities by 5% + 1 per 4 skill ranks. This bonus cannot exceed the original maximum capacity of the pool.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|Knowledge&lt;br /&gt;
|General knowledge and the ability to recall and acquire memories regarding a specific field of study, so that you might answer specific or complex questions. This skill can represent a character&#039;s training in a particular profession. It also can represent the ability of a character to acquire knowledge through a currently unexplained phenomenon - where a character may just acquire memories or glimpses of something they normally wouldn&#039;t have business knowing.&lt;br /&gt;
|Intelligence&lt;br /&gt;
|May provide additional information when examining certain objects. May acquire information seemingly at random.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Provides a pool of free scroll/rune/oil/charm uses, 1 point per skill rank, replenished on rest. This pool is consumed at a rate of 1 per spell level. Runes consume 2 points per use, creature type Oils 1 point, and damage type Oils 2 points.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|Medicine&lt;br /&gt;
|The ability to diagnose and treat maladies effecting a creature. Performing field surgery on an ally who took a bolt to the stomach, diagnosing a patient exhibiting unusual symptoms, and producing an antivenom from materials found in the nearby wilderness are example actions of a master in medicine.&lt;br /&gt;
|Wisdom&lt;br /&gt;
|Healing kits may only be used out of combat, and restore a character to full hit points. This action takes 6s to complete. Each rank of Medicine skill reduces this time by 0.25s.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Additionally grants a pool of free item uses, replenished on rest. Each point grants 1 free use of a Healer&#039;s Kit, or the use of Green Ichor recipe potions at a cost of 1 point per spell level.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Finally, Medicine grants a bonus to outgoing healing effects equal to 1% per rank.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Nature&lt;br /&gt;
|Familiarity with the natural world, Druidic practices, and the ability to intuit the disposition of natural creatures and guide them towards an intended purpose. Making a hostile creature docile, discovering the abilities of an unknown creature, and guiding a creature to do a particular action are hallmark actions of a master animal handler.&lt;br /&gt;
|Wisdom&lt;br /&gt;
|The Nature skill allows a character to use Druid scrolls. Every 4 ranks grants access to 1 spell level of scrolls. If a character has Druid levels, any excess ranks beyond those granting access to 5th level scrolls contribute to a pool of free uses of Druid scrolls, replenished on rest. Each excess point allows the use of one free spell level of scrolls.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Additionally used to calm animals, beasts, magical beasts, plants, elementals, and oozes - rendering them non-hostile. The DC is equal to twice the creature&#039;s Threat Level, with an additional +5 DC for creatures of Elite Tier, and +10 for Solo Tier.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|Perception&lt;br /&gt;
|The ability to of a character to gain a general awareness of their surroundings through their senses. Locating the source of a peculiar creature noise, spotting the gleam of hidden steel in a stranger&#039;s cloak, and feeling the vibrations of a distant marching warband are all examples of what a particularly perceptive character might be aware of.&lt;br /&gt;
|Wisdom&lt;br /&gt;
|Passively counters Stealth&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Performance&lt;br /&gt;
|The ability to perform, either through music, dance, oration, or similar talents.&lt;br /&gt;
|Charisma&lt;br /&gt;
|The Performance skill allows a character to use Bard scrolls. Every 4 ranks grants access to 1 spell level of scrolls. If a character has Bard levels, any excess ranks beyond those granting access to 5th level scrolls contribute to a pool of free uses of Bard scrolls, replenished on rest. Each excess point allows the use of one free spell level of scrolls.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Additionally used to calm humanoids, fey, giants, dragons, and mutations - rendering them non-hostile. The DC is equal to twice the creature&#039;s Threat Level, with an additional +5 DC for creatures of Elite Tier, and +10 for Solo Tier.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Religion&lt;br /&gt;
|Knowledge of religious rites and practices, and their theological principles. Undertaking religious rites such as funerals, identifying the purpose of an ancient altar, and making an offering to placate a supernatural being are example actions of a character versed in Religion.&lt;br /&gt;
|Wisdom&lt;br /&gt;
|The Religion skill allows a character to use Cleric scrolls. Every 4 ranks grants access to 1 spell level of scrolls. If a character has Cleric levels, any excess ranks beyond those granting access to 5th level scrolls contribute to a pool of free uses of Cleric scrolls, replenished on rest. Each excess point allows the use of one free spell level of scrolls.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Additionally used to calm of types undead, outsider, and aberration - rendering them non-hostile. The DC is equal to twice the creature&#039;s Threat Level, with an additional +5 DC for creatures of Elite Tier, and +10 for Solo Tier.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|Stealth&lt;br /&gt;
|The ability to generally hide oneself from the notice of others. Masking your scent in the wilds to avoid the notice of creatures, blending into a crowd, and creeping along the floor without making noise on creaky floors or broken glass are example actions of a character skilled in stealth.&lt;br /&gt;
|Dexterity&lt;br /&gt;
|Affects &#039;&#039;Stealth Mode&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|Survival&lt;br /&gt;
|The ability to subsist and navigate in the wilderness. Knowing the difference between a tasty mushroom and a lethal one, identifying your prey within a pack of tracks, and constructing shelter and other necessities in the middle of the wilds are example activities of a master survivalist.&lt;br /&gt;
|Wisdom&lt;br /&gt;
|Can be used to find information about creatures in the area using the &#039;&#039;Track&#039;&#039; action.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Additionally grants bonus maximum hit points, at a rate of 1 additional hit die per 4 ranks.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|Tinkering&lt;br /&gt;
|The ability to assemble and understand objects made from everyday and unique materials. Prototyping a unique mechanism to control the flows of water in the mill, patching up a collapsing building with nearby objects before the storm hits, and reinforcing a door with a few bits of steel as the enemy charges upstairs are all examples of a master tinker&#039;s activities.&lt;br /&gt;
|Intelligence&lt;br /&gt;
|The Tinkering skill allows one to disable devices such as traps, and may also be used to pick locks.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Provides a pool of free gadget uses, 1 point per skill rank, replenished on rest. Using these free gadgets consumes the pool at a rate of 1 per gadget level.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Free Item Use Priority ==&lt;br /&gt;
Several skills can pay for the same item. When you use one, every pool that applies to it is added together:&lt;br /&gt;
*If the total covers the item&#039;s cost, the item is free. Points are taken from the pools in the order shown below, moving on to the next pool once one runs dry, so a single use can draw from several pools.&lt;br /&gt;
*If the total does not cover the cost, no points are spent and the item is used up as normal.&lt;br /&gt;
*A pool you have switched off is skipped. Open the Skills: Free Uses window with &#039;&#039;/skillfree&#039;&#039;, or the &#039;&#039;&#039;F&#039;&#039;&#039; button on the character sheet, and click a pool&#039;s row to switch it on or off.&lt;br /&gt;
*Before any skill pool, gadgets are first offered to the Gadgeteer&#039;s &#039;&#039;Utility Belt&#039;&#039;, and then charged items, gadgets, potions, and scrolls are offered to a Rogue&#039;s &#039;&#039;Use Magic Device&#039;&#039; (Moxie) when it is switched on.&lt;br /&gt;
&lt;br /&gt;
In general, the pool tied to a class&#039;s spell list goes first, then the pool tied to an ichor colour, then the pool tied to an item type. Deception, which can pay for anything, always goes last. Gadgets are the one exception: Tinkering is spent before the ichor pools.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Order in which free-use pools are spent&lt;br /&gt;
! Item Type !! Pools, in the order they are spent&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Scrolls&#039;&#039;&#039; || Performance → Religion → Nature → Arcana → Knowledge → Deception&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Potions&#039;&#039;&#039; || Coercion → Diplomacy → Medicine → Alchemy → Deception&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Gadgets&#039;&#039;&#039; || Tinkering → Coercion → Diplomacy → Medicine → Deception&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Healer&#039;s Kits&#039;&#039;&#039; || Medicine → Deception&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Other Ichor Consumables&#039;&#039;&#039; || Coercion → Diplomacy → Medicine → Deception&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Runes, Oils, and Charms&#039;&#039;&#039; || Knowledge → Deception&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Performance, Religion, Nature, and Arcana only pay for scrolls of their own class&#039;s spells (Bard, Cleric, Druid, and Wizard or Sorcerer). Coercion, Diplomacy, and Medicine only pay for items whose recipe uses their ichor colour (Red, Blue, and Green). So a Druid scroll never draws on Arcana, and a Red Ichor potion never draws on Medicine; a pool that does not match the item is simply passed over. A spell on more than one class&#039;s list can draw on each of those pools, in the order shown. &amp;quot;Other Ichor Consumables&amp;quot; are single-use items crafted from ichor that are not potions or gadgets, such as the Revival Serum.&lt;/div&gt;</summary>
		<author><name>RisenholmBot</name></author>
	</entry>
	<entry>
		<id>https://wiki.risenholm.com/index.php?title=Skills&amp;diff=1755</id>
		<title>Skills</title>
		<link rel="alternate" type="text/html" href="https://wiki.risenholm.com/index.php?title=Skills&amp;diff=1755"/>
		<updated>2026-10-10T16:45:55Z</updated>

		<summary type="html">&lt;p&gt;RisenholmBot: Add a Free Item Use Priority chart: the order skill free-use pools are spent in, per item type&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Skills represent the talents and knowledge a character accumulates over the course of their career. With the nature of being Risen and the ebbs and flow of Power within the body, one should not expect to retain absolute mastery within a particular set of skills unless they wholly dedicate themselves and do not seek to experiment.&lt;br /&gt;
&lt;br /&gt;
A table of available skills and some examples of use outside of combat is below. In general:  &lt;br /&gt;
*All skills cost 1 point to increase per level for all classes, to a maximum of 1 base rank per level.&lt;br /&gt;
*Bonuses from ability scores, items, spells, etc cannot exceed the value of your invested base ranks. For example, if you have 7 ranks invested into Athletics, you may only gain an additional bonus of +7 from your Strength modifier, item properties, et al, to a total maximum of 14.&lt;br /&gt;
*Most classes gain 6 skill points per level. Bard gains 8, and Rogues gain 10.&lt;br /&gt;
*Intelligence does not give you additional skill points.&lt;br /&gt;
*Unspent skill points on level-up will be automatically assigned to skills into which you have already invested base ranks. You may toggle this behaviour through the use of the command /autolevelskills, and set maximums that this subsystem will invest into an individual skill by the use of the command /autolevelskillcap [skill name] [maximum rank].&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Skill Name&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Base Attribute&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;General Mechanical Effects&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Alchemy&lt;br /&gt;
|The ability to combine various reagents to produce mundane and extraordinary effects. Experimenting with dangerous reagents, deciphering an unknown substance&#039;s properties and efficiently utilizing ichor in powerful potions are examples of a character with mastery of alchemy.&lt;br /&gt;
|Intelligence&lt;br /&gt;
|Grants a pool of free uses of potions, replenished on rest. The pool equals the user&#039;s total Alchemy score, with each potion consuming points equal to its spell level.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|Arcana&lt;br /&gt;
|The knowledge a character possesses regarding the influence of Power within the arcane and creatures of a magical nature. Recalling complicated arcane theories, determining what unknown magical artifacts are capable of, and directing Power in peculiar arcane rituals are examples of a character well versed in Arcana.&lt;br /&gt;
|Intelligence&lt;br /&gt;
|Identifies cast spells, affects counterspell.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Arcana skill allows a character to use Wizard/Sorcerer scrolls. Every 4 ranks grants access to 1 spell level of scrolls. If a character has Wizard/Sorcerer levels, any excess ranks beyond those granting access to 5th level scrolls contribute to a pool of free uses of Wizard/Sorcerer scrolls, replenished on rest. Each excess point allows the use of one free spell level of scrolls.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|Athletics&lt;br /&gt;
|The ability of a character to perform feats of physical prowess. Leaping down from a high balcony without injury, holding your breath underwater for long periods of time, and outrunning pursuers over a seemingly endless marshland are hallmark feats of an athletic character.&lt;br /&gt;
|Strength&lt;br /&gt;
|Provides a 1% movespeed bonus per rank when utilizing the &#039;&#039;Dash&#039;&#039; action&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|Coercion&lt;br /&gt;
|The ability of a character to influence others through threats of repercussions such as violence, blackmail, or other undesirable outcomes.  Intimidating your client that your premium rate is well worth it, forcing a politician to change course or have their secrets exposed, and frightening a person to change their ways or risk their immortal soul are examples of a coercive character&#039;s actions.&lt;br /&gt;
|Charisma&lt;br /&gt;
|&lt;br /&gt;
Grants a pool of free item uses for potions and gadgets whose recipes contain Red Ichor, replenished on rest. The pool equals the user&#039;s total Coercion score, with each item consuming points equal to its spell/gadget level.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|Deception&lt;br /&gt;
|The ability of a character to deceive others and tell convincing lies. Convincing townsfolk of a nonexistent threat outside the town gates, forging a convincing merchant contract, and performing a particularly devious feint are examples of a deceptive character&#039;s actions.&lt;br /&gt;
|Charisma&lt;br /&gt;
|Characters can utilize disguises (not yet implemented)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Grants a pool of free item uses, 3 points per 4 skill ranks, replenished on rest. Each point may substitute 1 point of any other skill pools when using items.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|Diplomacy&lt;br /&gt;
|The ability to convince, persuade, and coerce others to your line of thinking. Rallying strangers to fight off a common threat, and effectively leveraging political power in a public setting are examples of an influential character&#039;s activities.&lt;br /&gt;
|Charisma&lt;br /&gt;
|&lt;br /&gt;
Grants a pool of free item uses for potions and gadgets whose recipes contain Blue Ichor, replenished on rest. The pool equals the user&#039;s total Diplomacy score, with each item consuming points equal to its spell/gadget level.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|Insight&lt;br /&gt;
|The ability to discern aspects about a person or creature. Finding someone&#039;s tell when they lie, understanding the general traits and tactics of an enemy squadron, and deciphering the true intentions behind someone&#039;s words are examples of an insightful character&#039;s actions.&lt;br /&gt;
|Wisdom&lt;br /&gt;
|Examining creatures you have experience defeating may yield information regarding weaknesses and general enemy type.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Additionally grants bonus Stability, +1 per 2 ranks.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|Investigation&lt;br /&gt;
|The ability to discover hidden objects within a room or space. Finding a pressure plate that activates a nearby trap, discovering a clue at the scene of an attempted murder, and rummaging through old tombs to find hidden treasure are hallmark feats of a character skilled in investigation.&lt;br /&gt;
|Intelligence&lt;br /&gt;
|Aids &#039;&#039;Detect Mode&#039;&#039; in finding hidden traps and objects.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Investigation also augments any pools of free item uses generated by the character&#039;s skills, granting a bonus to the pools&#039; capacities by 5% + 1 per 4 skill ranks. This bonus cannot exceed the original maximum capacity of the pool.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|Knowledge&lt;br /&gt;
|General knowledge and the ability to recall and acquire memories regarding a specific field of study, so that you might answer specific or complex questions. This skill can represent a character&#039;s training in a particular profession. It also can represent the ability of a character to acquire knowledge through a currently unexplained phenomenon - where a character may just acquire memories or glimpses of something they normally wouldn&#039;t have business knowing.&lt;br /&gt;
|Intelligence&lt;br /&gt;
|May provide additional information when examining certain objects. May acquire information seemingly at random.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Provides a pool of free scroll/rune/oil/charm uses, 1 point per skill rank, replenished on rest. This pool is consumed at a rate of 1 per spell level. Runes consume 2 points per use, creature type Oils 1 point, and damage type Oils 2 points.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|Medicine&lt;br /&gt;
|The ability to diagnose and treat maladies effecting a creature. Performing field surgery on an ally who took a bolt to the stomach, diagnosing a patient exhibiting unusual symptoms, and producing an antivenom from materials found in the nearby wilderness are example actions of a master in medicine.&lt;br /&gt;
|Wisdom&lt;br /&gt;
|Healing kits may only be used out of combat, and restore a character to full hit points. This action takes 6s to complete. Each rank of Medicine skill reduces this time by 0.25s.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Additionally grants a pool of free item uses, replenished on rest. Each point grants 1 free use of a Healer&#039;s Kit, or the use of Green Ichor recipe potions at a cost of 1 point per spell level.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Finally, Medicine grants a bonus to outgoing healing effects equal to 1% per rank.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Nature&lt;br /&gt;
|Familiarity with the natural world, Druidic practices, and the ability to intuit the disposition of natural creatures and guide them towards an intended purpose. Making a hostile creature docile, discovering the abilities of an unknown creature, and guiding a creature to do a particular action are hallmark actions of a master animal handler.&lt;br /&gt;
|Wisdom&lt;br /&gt;
|The Nature skill allows a character to use Druid scrolls. Every 4 ranks grants access to 1 spell level of scrolls. If a character has Druid levels, any excess ranks beyond those granting access to 5th level scrolls contribute to a pool of free uses of Druid scrolls, replenished on rest. Each excess point allows the use of one free spell level of scrolls.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Additionally used to calm animals, beasts, magical beasts, plants, elementals, and oozes - rendering them non-hostile. The DC is equal to twice the creature&#039;s Threat Level, with an additional +5 DC for creatures of Elite Tier, and +10 for Solo Tier.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|Perception&lt;br /&gt;
|The ability to of a character to gain a general awareness of their surroundings through their senses. Locating the source of a peculiar creature noise, spotting the gleam of hidden steel in a stranger&#039;s cloak, and feeling the vibrations of a distant marching warband are all examples of what a particularly perceptive character might be aware of.&lt;br /&gt;
|Wisdom&lt;br /&gt;
|Passively counters Stealth&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Performance&lt;br /&gt;
|The ability to perform, either through music, dance, oration, or similar talents.&lt;br /&gt;
|Charisma&lt;br /&gt;
|The Performance skill allows a character to use Bard scrolls. Every 4 ranks grants access to 1 spell level of scrolls. If a character has Bard levels, any excess ranks beyond those granting access to 5th level scrolls contribute to a pool of free uses of Bard scrolls, replenished on rest. Each excess point allows the use of one free spell level of scrolls.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Additionally used to calm humanoids, fey, giants, dragons, and mutations - rendering them non-hostile. The DC is equal to twice the creature&#039;s Threat Level, with an additional +5 DC for creatures of Elite Tier, and +10 for Solo Tier.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Religion&lt;br /&gt;
|Knowledge of religious rites and practices, and their theological principles. Undertaking religious rites such as funerals, identifying the purpose of an ancient altar, and making an offering to placate a supernatural being are example actions of a character versed in Religion.&lt;br /&gt;
|Wisdom&lt;br /&gt;
|The Religion skill allows a character to use Cleric scrolls. Every 4 ranks grants access to 1 spell level of scrolls. If a character has Cleric levels, any excess ranks beyond those granting access to 5th level scrolls contribute to a pool of free uses of Cleric scrolls, replenished on rest. Each excess point allows the use of one free spell level of scrolls.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Additionally used to calm of types undead, outsider, and aberration - rendering them non-hostile. The DC is equal to twice the creature&#039;s Threat Level, with an additional +5 DC for creatures of Elite Tier, and +10 for Solo Tier.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|Stealth&lt;br /&gt;
|The ability to generally hide oneself from the notice of others. Masking your scent in the wilds to avoid the notice of creatures, blending into a crowd, and creeping along the floor without making noise on creaky floors or broken glass are example actions of a character skilled in stealth.&lt;br /&gt;
|Dexterity&lt;br /&gt;
|Affects &#039;&#039;Stealth Mode&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|Survival&lt;br /&gt;
|The ability to subsist and navigate in the wilderness. Knowing the difference between a tasty mushroom and a lethal one, identifying your prey within a pack of tracks, and constructing shelter and other necessities in the middle of the wilds are example activities of a master survivalist.&lt;br /&gt;
|Wisdom&lt;br /&gt;
|Can be used to find information about creatures in the area using the &#039;&#039;Track&#039;&#039; action.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Additionally grants bonus maximum hit points, at a rate of 1 additional hit die per 4 ranks.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|Tinkering&lt;br /&gt;
|The ability to assemble and understand objects made from everyday and unique materials. Prototyping a unique mechanism to control the flows of water in the mill, patching up a collapsing building with nearby objects before the storm hits, and reinforcing a door with a few bits of steel as the enemy charges upstairs are all examples of a master tinker&#039;s activities.&lt;br /&gt;
|Intelligence&lt;br /&gt;
|The Tinkering skill allows one to disable devices such as traps, and may also be used to pick locks.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Provides a pool of free gadget uses, 1 point per skill rank, replenished on rest. Using these free gadgets consumes the pool at a rate of 1 per gadget level.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Free Item Use Priority ==&lt;br /&gt;
Several skills can pay for the same item. When you use one, every pool that applies to it is added together:&lt;br /&gt;
*If the total covers the item&#039;s cost, the item is free. Points are taken from the pools in the order shown below, moving on to the next pool once one runs dry, so a single use can draw from several pools.&lt;br /&gt;
*If the total does not cover the cost, no points are spent and the item is used up as normal.&lt;br /&gt;
*A pool you have switched off is skipped. Open the Skills: Free Uses window with &#039;&#039;/skillfree&#039;&#039;, or the &#039;&#039;&#039;F&#039;&#039;&#039; button on the character sheet, and click a pool&#039;s row to switch it on or off.&lt;br /&gt;
*Before any skill pool, gadgets are first offered to the Gadgeteer&#039;s &#039;&#039;Utility Belt&#039;&#039;, and then charged items, gadgets, potions, and scrolls are offered to a Rogue&#039;s &#039;&#039;Use Magic Device&#039;&#039; (Moxie) when it is switched on.&lt;br /&gt;
&lt;br /&gt;
In short, the pool tied to a class&#039;s spell list goes first, then the pool tied to an ichor colour, then the pool tied to an item type, and Deception, which can pay for anything, always goes last.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|+ Order in which free-use pools are spent, by item type&lt;br /&gt;
! Skill !! Pays for !! Scrolls !! Potions !! Gadgets !! Healer&#039;s Kits !! Other Ichor Consumables !! Runes, Oils, and Charms&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;8&amp;quot; | Class spell lists&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Performance&#039;&#039;&#039; || Bard spells || 1st || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Religion&#039;&#039;&#039; || Cleric spells || 2nd || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Nature&#039;&#039;&#039; || Druid spells || 3rd || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Arcana&#039;&#039;&#039; || Wizard and Sorcerer spells || 4th || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;8&amp;quot; | Ichor colours&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Coercion&#039;&#039;&#039; || Red Ichor recipes || || 1st || 2nd || || 1st ||&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Diplomacy&#039;&#039;&#039; || Blue Ichor recipes || || 2nd || 3rd || || 2nd ||&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Medicine&#039;&#039;&#039; || Green Ichor recipes, Healer&#039;s Kits || || 3rd || 4th || 1st || 3rd ||&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;8&amp;quot; | Item types&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Tinkering&#039;&#039;&#039; || Gadgets || || || 1st || || ||&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Alchemy&#039;&#039;&#039; || Potions || || 4th || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Knowledge&#039;&#039;&#039; || Scrolls, runes, oils, and charms || 5th || || || || || 1st&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;8&amp;quot; | Anything&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Deception&#039;&#039;&#039; || Any of the above || 6th || 5th || 5th || 2nd || 4th || 2nd&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A class or ichor pool is only used when the item matches it: a Druid scroll never draws on Arcana, and a Red Ichor potion never draws on Medicine. A spell on more than one class&#039;s list can draw on each of those pools, in the order shown. &amp;quot;Other Ichor Consumables&amp;quot; are single-use items crafted from ichor that are not potions or gadgets, such as the Revival Serum.&lt;br /&gt;
&lt;br /&gt;
Gadgets are the one item type where the item-type pool comes first: Tinkering is spent before Coercion, Diplomacy, or Medicine.&lt;/div&gt;</summary>
		<author><name>RisenholmBot</name></author>
	</entry>
	<entry>
		<id>https://wiki.risenholm.com/index.php?title=Rogue&amp;diff=1753</id>
		<title>Rogue</title>
		<link rel="alternate" type="text/html" href="https://wiki.risenholm.com/index.php?title=Rogue&amp;diff=1753"/>
		<updated>2026-10-07T22:53:29Z</updated>

		<summary type="html">&lt;p&gt;RisenholmBot: Sync from game data at a404a0782 plus uncommitted changes&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- This page is generated from the game data by scripts/wiki_sync.py in the module repository. Edits made here will be overwritten by the next sync: change the class or feat description in risenholm.tlk instead. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Rogues draw Power from the Primal energy within themselves, pushing their minds and bodies to the absolute limit in the midst of combat. They are potent skirmishers who benefit from attacking flat-footed opponents and have the unique ability to utilize any scroll and a selection of rogue-only throwable objects - provided they have the stability to support it. Rogue archetypes allow them to become an avoidance-based tank, a deadly mobile assassin, or unique trinket and explosion specialist.&lt;br /&gt;
&lt;br /&gt;
:Maximizing &#039;&#039;&#039;Dexterity&#039;&#039;&#039; is recommended for attacking with finesse weapons, using most [[General Mechanics Information#Maneuvers|Maneuvers]] like Blind, and maximizing AC from lighter armors. It also provides bonuses to your Reflex save.&lt;br /&gt;
:&#039;&#039;&#039;Strength&#039;&#039;&#039; increases your physical damage, carrying capacity and improves your Fortitude save.&lt;br /&gt;
:&#039;&#039;&#039;Constitution&#039;&#039;&#039; increases your survivability in raw hit points and contributing to your Fortitude save.&lt;br /&gt;
:&#039;&#039;&#039;Intelligence&#039;&#039;&#039; contributes to your maximum Maneuver pool, certain archetype abilities and Reflex save.&lt;br /&gt;
:&#039;&#039;&#039;Wisdom&#039;&#039;&#039; contributes to your Will save and certain archetype abilities.&lt;br /&gt;
:&#039;&#039;&#039;Charisma&#039;&#039;&#039; contributes to your Will save and support Maneuvers such as &amp;quot;Commander Strike&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== Vitals ==&lt;br /&gt;
:&#039;&#039;&#039;Hit Die&#039;&#039;&#039;: d6 (6 HP per Level)&lt;br /&gt;
:&#039;&#039;&#039;Proficiencies&#039;&#039;&#039;: Armor (Light, Medium), Weapons (Rogue)&lt;br /&gt;
:&#039;&#039;&#039;Skill Points per Level&#039;&#039;&#039;: 10&lt;br /&gt;
:&#039;&#039;&#039;Primary Saving Throw(s)&#039;&#039;&#039;: Reflex&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Level !! Features&lt;br /&gt;
|-&lt;br /&gt;
| 1 || [[#Sneak Attack|Sneak Attack 1d6]], [[#Maneuver: Blind|Maneuver: Blind]], [[#Simple Weapon Mastery|Simple Weapon Mastery]]&lt;br /&gt;
|-&lt;br /&gt;
| 2 || [[#Uncanny Dodge|Uncanny Dodge]]&lt;br /&gt;
|-&lt;br /&gt;
| 3 || [[#Sneak Attack|Sneak Attack 3d6]], [[#Evasion|Evasion]], [[#Self-Concealment|Self Concealment I]], [[#Moxie|Moxie]], [[#Defensive Roll|Defensive Roll]], [[#Use Magic Device|Use Magic Device]]&lt;br /&gt;
|-&lt;br /&gt;
| 4 || [[#Archetypes|Archetype Feature I]], [[#Rogue Bonus Feats|Rogue Bonus Feat]]&lt;br /&gt;
|-&lt;br /&gt;
| 5 || [[#Sneak Attack|Sneak Attack 4d6]], [[#Uncanny Dodge II|Uncanny Dodge II]]&lt;br /&gt;
|-&lt;br /&gt;
| 6 || [[#Self-Concealment|Self Concealment II]], [[#Rogue Bonus Feats|Rogue Bonus Feat]]&lt;br /&gt;
|-&lt;br /&gt;
| 7 || [[#Sneak Attack|Sneak Attack 5d6]], [[#Archetypes|Archetype Feature II]]&lt;br /&gt;
|-&lt;br /&gt;
| 8 || [[#Rogue Bonus Feats|Rogue Bonus Feat]]&lt;br /&gt;
|-&lt;br /&gt;
| 9 || [[#Sneak Attack|Sneak Attack 7d6]], [[#Self-Concealment|Self Concealment III]]&lt;br /&gt;
|-&lt;br /&gt;
| 10 || [[#Archetypes|Archetype Feature III]], [[#Rogue Bonus Feats|Rogue Bonus Feat]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Rogue Core Mechanics ==&lt;br /&gt;
&lt;br /&gt;
=== Moxie ===&lt;br /&gt;
The Rogue possesses a pool of Moxie, with which they can perform various feats. The Rogue recovers 1 Moxie for every 3 enemies slain, and has a maximum Moxie capacity equal to their class level plus Intelligence modifier.&lt;br /&gt;
&lt;br /&gt;
=== Sneak Attack ===&lt;br /&gt;
Whenever the character makes a successful attack against an opponent who is flat-footed, cannot see them, or who is in combat with someone else, the character&#039;s blow delivers extra damage. This extra damage is +1d6 at first level and an additional +1d6 every two levels thereafter. This extra damage is not multiplied in the case of a critical hit.&lt;br /&gt;
&lt;br /&gt;
=== Maneuver: Blind ===&lt;br /&gt;
The Rogue learns the Blind [[General Mechanics Information#Maneuvers|Maneuver]] for free.&lt;br /&gt;
&lt;br /&gt;
=== Simple Weapon Mastery ===&lt;br /&gt;
The Rogue receives the Simple Weapon Mastery feat for free.&lt;br /&gt;
&lt;br /&gt;
=== Use Magic Device ===&lt;br /&gt;
The Rogue may toggle this feat to use potions, scrolls, or gadgets without consuming the item or incurring a [[General Mechanics Information#Stability|Stability]] penalty, at a Moxie cost equal to the spell or Gadget level.&lt;br /&gt;
&lt;br /&gt;
In addition, the Rogue may add their class levels to those of any other class for the purposes of reading scrolls. For example, a level 5 Rogue may use up to level 3 scrolls of any class, whilst a level 5 Rogue/4 Wizard multiclass would be able to read Wizard scrolls up to level 5, and other class scrolls up to level 3.&lt;br /&gt;
&lt;br /&gt;
=== Defensive Roll ===&lt;br /&gt;
Upon taking damage that would reduce the Rogue to 0 hitpoints, instead the remaining damage is negated, as is all further damage within 1s. The Rogue also automatically enters Stealth mode, and gains a +100% movement speed bonus for one round. This feature is restored upon resting, and may also be replenished at the cost of 3 Moxie by the use of this feat.&lt;br /&gt;
&lt;br /&gt;
=== Uncanny Dodge ===&lt;br /&gt;
The character retains their dexterity bonus to AC, even if caught flat-footed or attacked by a hidden or invisible creature.&lt;br /&gt;
&lt;br /&gt;
=== Evasion ===&lt;br /&gt;
Whenever a reflex save is allowed for half damage, the character instead takes no damage if they succeed at the save.&lt;br /&gt;
&lt;br /&gt;
=== Self-Concealment ===&lt;br /&gt;
The Rogue possesses a passive Concealment bonus, scaling with class level as follows:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Level !! Benefit&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 10%&lt;br /&gt;
|-&lt;br /&gt;
| 6 || 20%&lt;br /&gt;
|-&lt;br /&gt;
| 9 || 30%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Rogue Bonus Feats ===&lt;br /&gt;
The Rogue gains access to a selection of class feats at levels 4, 6, 8, and 10. The following feats are available:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Slippery Mind || Characters failing their will save versus mind-affecting spells get an automatic reroll.&lt;br /&gt;
|-&lt;br /&gt;
| Improved Evasion || Whenever a reflex save is allowed for half damage, characters with this feat instead take no damage if they succeed at the save. Even if they fail the save, they take only half damage.&lt;br /&gt;
|-&lt;br /&gt;
| Blind Fight || This feat grants the character the ability to fight well, even if blinded or against invisible creatures. The character gets to re-roll its miss chance percentile one time to see if it actually hits. Furthermore, invisible creatures get no bonus to hit the character in melee.&lt;br /&gt;
|-&lt;br /&gt;
| Skill Mastery || When using the disable trap, open lock, and set trap skills, the character automatically takes 20 on any skill checks, even if in combat.&lt;br /&gt;
|-&lt;br /&gt;
| Armor Proficiency (Heavy) || This feat grants the knowledge to make effective use of heavy armor.&lt;br /&gt;
|-&lt;br /&gt;
| Selective Gadget || Gadgets only damage hostile creatures. Gadgets include: acid flask, alchemist&#039;s fire, caltrops, choking powder, deceitful decoy, smoke bomb, and tanglefoot bag.&lt;br /&gt;
|-&lt;br /&gt;
| Dodgeroll || The character rapidly covers a short distance in a straight line, passing through other creatures. Consumes 5 Stamina.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Uncanny Dodge II ===&lt;br /&gt;
The character gains immunity to Sneak Attacks from a flanking attacker unless they are performed by a creature with four or more combined levels in Rogue and/or Barbarian. This benefit does not apply when the character is flat-footed. This feat also grants a +1 bonus on reflex saving throws made to avoid traps.&lt;br /&gt;
&lt;br /&gt;
=== Rogue Weapons ===&lt;br /&gt;
This feat allows the character to use the club, dagger, handaxe, light crossbow, mace, morningstar, quarterstaff, rapier, shortbow, shortsword, sling, and throwing dagger.&lt;br /&gt;
&lt;br /&gt;
== Archetypes ==&lt;br /&gt;
&lt;br /&gt;
=== Thrillseeker ===&lt;br /&gt;
&#039;&#039;&amp;quot;Never tell me the odds.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Thrillseeker runs from one adrenaline high to the next, and is most at home in the thick of a melee. They receive a variety of abilities focused on defense.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Class Level !! Feature !! Details&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| &#039;&#039;&#039;Thrillseeking&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
Specifics: You gain a pool of Thrill points, with a maximum capacity equal to your class level plus your CON modifier, plus the highest of your Wisdom or Charisma modifiers. In addition, you gain permanent 50% Concealment.&lt;br /&gt;
&lt;br /&gt;
Activating this feat will expend Thrill at a rate of 1 per second, conferring a 100% Concealment effect while active. This feat may be deactivated again at any time, but upon deactivation cannot be used again until one round has passed. Upon avoiding an attack via Concealment while this feat is not active, you regain a point of Thrill.&lt;br /&gt;
&lt;br /&gt;
Consumption of Thrill is converted into Trepidation, lowering your maximum Thrill capacity until cleared. Trepidation is passively cleared by the slaying of non-minion enemies (2 points each), or when you consume any Moxie (2 points per Moxie spent). Alternatively, the Thrillseeker UI may be used to expend 3 Moxie to clear all Trepidation whilst also restoring 50% of your Thrill.&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| &#039;&#039;&#039;Danger Zone&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
Specifics: Whilst Thrillseeking is active, you receive a [[General Mechanics Information#Retaliation|Retaliation]] effect [Trigger: Attacks, Damage: [Sneak Attack Dice]d6 (Type: Physical), Limit: N/A, Duration: While Thrillseeking, Cooldown: 1s, per-Attacker].&lt;br /&gt;
&lt;br /&gt;
In addition, you receive one stack of CON Modifier temporary hitpoints per point of Thrill expended, with each stack lasting 3 rounds.&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| &#039;&#039;&#039;Hedged Bets&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
Specifics: You gain bonus Concealment to that granted by Self Concealment each time your Concealment fails to misdirect an attack. This increases at a rate of +25% per hit taken. This bonus is reset when your Concealment successfully prevents an attack, or after three rounds.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Silhouette ===&lt;br /&gt;
&#039;&#039;&amp;quot;Darkness is a matter of perspective.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Silhouette taps into the mystical forces of Shadow to outwit and overcome their enemies.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Class Level !! Feature !! Details&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| &#039;&#039;&#039;Shadow Step&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
You gain a pool of Shadow, with a maximum capacity equal to half your Rogue level (rounded up), plus Wisdom modifier. You may use the Shadow Step feat to expend 1 Shadow to blink out of sight, disengaging from your attack schedule and entering stealth. Any attacks you make within one round of exiting stealth have their Sneak Attack damage dice applied a second time. You regain a point of Shadow whenever a non-minion enemy is slain, and all Shadow when resting. You cannot Shadow Step after exiting stealth mode until one round has passed.&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| &#039;&#039;&#039;Shadow Jump&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
While in stealth mode, activating Shadow Step engages Shadow Jump. This ability expends 1 Shadow to Shadow Jump near instantly to a point within 10m of you to which you have an unobstructed line of sight, and gain a bonus attack per round for three rounds. If a creature is targeted, you jump to a point directly behind them if that space is unoccupied. If the target is an enemy, you immediately begin an attack. While this technique is not true teleportation, the casual observer may be unable to discern the difference.&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| &#039;&#039;&#039;Shadow Clone&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
When you activate Shadow Step whilst in combat, you create a Shadow Clone at your current location that continues to fight. This Shadow Clone persists for 1 round, unless destroyed.&lt;br /&gt;
&lt;br /&gt;
When you leave stealth, the Shadow Clone is also destroyed.&lt;br /&gt;
&lt;br /&gt;
Upon expiry or destruction, the Shadow Clone deals your Sneak Attack damage to enemies within 4m (Type: Physical, Save: Will Half, [[General Mechanics Information#Maneuvers|Maneuver]] DC).&lt;br /&gt;
&lt;br /&gt;
Shadow Clone may be toggled by targeting yourself with Shadow Jump while stealthed, or by activating Shadow Step again while the Shadow Jump targeting cursor is up.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Gadgeteer ===&lt;br /&gt;
&#039;&#039;&amp;quot;Good thing I brought my shark repellent.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Some Rogues employ technological trinkets to extraordinary effect.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Class Level !! Feature !! Details&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| &#039;&#039;&#039;Utility Belt&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
By activating the Utility Belt feat, you may use gadgets without consuming the item or [[General Mechanics Information#Stability|Stability]], and gain extra effects depending upon the gadget, as noted below. You have a maximum Utility Belt capacity equal to that of your maximum Moxie, and regain a use of Utility Belt upon slaying a non-minion foe. The amount of Utility Belt you consume is equal to the level of the Gadget.&lt;br /&gt;
&lt;br /&gt;
In addition, you do not consume Stability when using Gadgets for free, such as via the Tinkering skill.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Smoke Bomb || Instant use.&lt;br /&gt;
|-&lt;br /&gt;
| Deceitful Decoy || Double hitpoints.&lt;br /&gt;
|-&lt;br /&gt;
| Caltrops || Inflicts an additional amount of damage equal to your Sneak Attack dice on the first instance of damage to a target.&lt;br /&gt;
|-&lt;br /&gt;
| Tanglefoot Bag || Affected targets become Flat-Footed.&lt;br /&gt;
|-&lt;br /&gt;
| Choking Powder || Applies a Primed effect to affected targets, equal to your Sneak Attack dice.&lt;br /&gt;
|-&lt;br /&gt;
| Elemental Grenades || Inflicts additional damage equal to half a roll of your Sneak Attack dice.&lt;br /&gt;
|-&lt;br /&gt;
| Ablative Plating || Adds half your Intelligence modifier to [[General Mechanics Information#Threshold and Absorption|Threshold]], and 5 Absorption per Rogue level.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
You also gain access to a new Gadget, Satchel Charge.&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| &#039;&#039;&#039;Duct Tape&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
You gain access to a special new Gadget, Duct Tape. Using the Duct Tape upon two different Gadgets allows you to combine them into one.&lt;br /&gt;
&lt;br /&gt;
Duct Tape is only useable if it is assigned to your Utility Belt menu. To use Duct Tape, use either of the two copied Gadget abilities from the Duct Tape - the other Gadget will be activated instantaneously after the first, at the target location of the first. If either Gadget on the Duct Tape is Self-Only, both Gadgets will automatically be retargeted upon yourself.&lt;br /&gt;
&lt;br /&gt;
Using Duct Tape consumes resources such as Utility Belt equal to the total cost of both attached Gadgets on use, or one of each Gadget.&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| &#039;&#039;&#039;Resourcefulness&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
For every 3 Utility Belt you consume, you regain 1 Moxie.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>RisenholmBot</name></author>
	</entry>
	<entry>
		<id>https://wiki.risenholm.com/index.php?title=Ranger&amp;diff=1752</id>
		<title>Ranger</title>
		<link rel="alternate" type="text/html" href="https://wiki.risenholm.com/index.php?title=Ranger&amp;diff=1752"/>
		<updated>2026-10-07T22:53:29Z</updated>

		<summary type="html">&lt;p&gt;RisenholmBot: Sync from game data at a404a0782 plus uncommitted changes&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- This page is generated from the game data by scripts/wiki_sync.py in the module repository. Edits made here will be overwritten by the next sync: change the class or feat description in risenholm.tlk instead. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Rangers draw Power from primal energies around them, drawing supernatural intuition regarding their surroundings and the creatures that inhabit it. They possess high HP and proficiencies to make them effective martial combatants, and are supplemented by a small selection of Primal spells and features to make them specialized in area control. Their archetypes empower their area superiority, their effectiveness as a tank, or grants them a potent animal companion.&lt;br /&gt;
&lt;br /&gt;
:Maximizing &#039;&#039;&#039;Strength&#039;&#039;&#039; or &#039;&#039;&#039;Dexterity&#039;&#039;&#039; is recommended for attacking with weapons and using [[General Mechanics Information#Maneuvers|Maneuvers]] like Knockdown. It also provides bonuses to your Fortitude or Reflex save.&lt;br /&gt;
:A high &#039;&#039;&#039;Constitution&#039;&#039;&#039; is recommended for increasing your survivability in raw hit points and contributing to your Fortitude save.&lt;br /&gt;
:&#039;&#039;&#039;Dexterity&#039;&#039;&#039; contributes to Armor Class depending on armor type and your Reflex save.&lt;br /&gt;
:&#039;&#039;&#039;Intelligence&#039;&#039;&#039; contributes to your maximum Maneuver pool and Reflex save.&lt;br /&gt;
:&#039;&#039;&#039;Wisdom&#039;&#039;&#039; contributes to your spellcasting, Will save and the duration of Maneuver: Called Shot.&lt;br /&gt;
:&#039;&#039;&#039;Charisma&#039;&#039;&#039; contributes to certain Archetype features, support Maneuvers such as &amp;quot;Commander Strike&amp;quot;, and your Will save.&lt;br /&gt;
&lt;br /&gt;
== Vitals ==&lt;br /&gt;
:&#039;&#039;&#039;Hit Die&#039;&#039;&#039;: d10 (10 HP per Level)&lt;br /&gt;
:&#039;&#039;&#039;Proficiencies&#039;&#039;&#039;: Armor (All), Shields, Weapons (Simple, Martial)&lt;br /&gt;
:&#039;&#039;&#039;Skill Points per Level&#039;&#039;&#039;: 6&lt;br /&gt;
:&#039;&#039;&#039;Primary Saving Throw(s)&#039;&#039;&#039;: Fortitude, Reflex&lt;br /&gt;
:&#039;&#039;&#039;Spellcasting Ability&#039;&#039;&#039;: Wisdom (10 + Spell Level to be able to cast a spell)&lt;br /&gt;
:&#039;&#039;&#039;Spellcasting Type&#039;&#039;&#039;: Primal. Memorized. Memorized spellcasters cannot clear memorized slots after casting a spell, until after their next rest. However, any spells placed into an empty slot start as memorized and available for use.&lt;br /&gt;
:&#039;&#039;&#039;Spellbook&#039;&#039;&#039;: Rangers know all available spells once they become capable of casting at a given spell level.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Level !! Features&lt;br /&gt;
|-&lt;br /&gt;
| 1 || [[#Spell List|Spellcasting Level 1]], [[#Maneuver: Called Shot|Maneuver: Called Shot]], [[#Simple Weapon Mastery|Simple Weapon Mastery]], [[#Ranged Fighting|Ranged Fighting]], [[#Metamagic: Conversion|Metamagic: Conversion]]&lt;br /&gt;
|-&lt;br /&gt;
| 2 || [[#Bonus Feat: Combat Style|Bonus Feat: Combat Style]]&lt;br /&gt;
|-&lt;br /&gt;
| 3 || [[#Awareness|Awareness]], [[#Favoured Enemy|Favoured Enemy]], [[#Favoured Terrain|Favoured Terrain]], [[#Survival Instinct|Survival Instinct]]&lt;br /&gt;
|-&lt;br /&gt;
| 4 || [[#Archetypes|Archetype Feature I]]&lt;br /&gt;
|-&lt;br /&gt;
| 5 || [[#Spell List|Spellcasting Level 2]]&lt;br /&gt;
|-&lt;br /&gt;
| 6 || [[#Woodland Stride|Woodland Stride]]&lt;br /&gt;
|-&lt;br /&gt;
| 7 || [[#Archetypes|Archetype Feature II]]&lt;br /&gt;
|-&lt;br /&gt;
| 8 || [[#Evasion|Evasion]]&lt;br /&gt;
|-&lt;br /&gt;
| 9 || [[#Spell List|Spellcasting Level 3]]&lt;br /&gt;
|-&lt;br /&gt;
| 10 || [[#Archetypes|Archetype Feature III]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Spell Slots per Level&lt;br /&gt;
! Class Level !! 1st Level !! 2nd Level !! 3rd Level&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 1 || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 1 || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 1 || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 1 || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 2 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
| 6 || 2 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
| 7 || 2 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
| 8 || 2 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
| 9 || 3 || 2 || 1&lt;br /&gt;
|-&lt;br /&gt;
| 10 || 3 || 2 || 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Spell slots are before any bonus slots from a high spellcasting ability.&lt;br /&gt;
&lt;br /&gt;
== Ranger Core Mechanics ==&lt;br /&gt;
&lt;br /&gt;
=== Metamagic: Conversion ===&lt;br /&gt;
The character receives the Conversion feat for free.&lt;br /&gt;
&lt;br /&gt;
=== Maneuver: Called Shot ===&lt;br /&gt;
The Ranger learns the Called Shot [[General Mechanics Information#Maneuvers|Maneuver]] for free.&lt;br /&gt;
&lt;br /&gt;
=== Ranged Fighting ===&lt;br /&gt;
The Ranger receives the Ranged Fighting feat for free.&lt;br /&gt;
&lt;br /&gt;
=== Simple Weapon Mastery ===&lt;br /&gt;
The Ranger receives the Simple Weapon Mastery feat for free.&lt;br /&gt;
&lt;br /&gt;
=== Bonus Feat: Combat Style ===&lt;br /&gt;
The Ranger receives a bonus feat with which they may learn an additional Combat Style.&lt;br /&gt;
&lt;br /&gt;
=== Awareness ===&lt;br /&gt;
A Ranger has an Awareness pool with a maximum capacity equal to their class level plus their Wisdom modifier. This is used by class features such as Favoured Enemy and Survival Instinct. The Ranger recovers 1 Awareness for every 5 non-minion foes slain.&lt;br /&gt;
&lt;br /&gt;
=== Favoured Enemy ===&lt;br /&gt;
Rangers are famed for their single-minded focus on eliminating threats. Through the use of this ability, the Ranger expends 1 Awareness to nominate 3 non-Minion targets as Favoured Enemies - identifying and exposing their weaknesses for themselves and allies to exploit. This inflicts the targets with a Primed effect [1d6 / Class Level], and a 20% vulnerability to all damage for 3 rounds. The same target may be selected multiple times, extending the vulnerability duration by another 3 rounds and adding another Primed effect on each application.&lt;br /&gt;
&lt;br /&gt;
Instead of nominating an enemy, you may target yourself, or activate the feat again, to convert one of these nominations into an Auto-Favoured Enemy charge, to a maximum of 3. Your next attack against a non-Minion enemy within range who is not already a Favoured Enemy spends a charge to nominate them, and that attack benefits from the vulnerability. Charges are lost when you rest. Cancelling the targeting cursor before making any nominations refunds the Awareness.&lt;br /&gt;
&lt;br /&gt;
=== Favoured Terrain ===&lt;br /&gt;
Masters of the environment, the Ranger may exploit their surroundings to hinder their foes, and grant themselves the advantage. The Ranger possesses 3 uses of Favoured Terrain, and may expend a use to target a point within 20m, creating a 7m radius zone of Favoured Terrain at that location for 3 rounds. When this zone expires, the Ranger recovers the use of Favoured Terrain. Within Favoured Terrain, the Ranger and their allies receive a physical damage bonus to attacks equal to the Ranger&#039;s Wisdom modifier. In addition, enemies of the Ranger receive a -1 attack bonus penalty, and a 10% movespeed reduction.&lt;br /&gt;
&lt;br /&gt;
=== Survival Instinct ===&lt;br /&gt;
A Ranger may be spurred to extraordinary feats of self-preservation, should circumstances turn upon them. By consuming 3 points of Awareness, the Ranger may restore hitpoints equal to 10% of their maximum plus their class level. They proceed to also receive temporary hitpoints equal to the healed amount lasting for 3 rounds, and regeneration every 2 seconds for 3 rounds equal to their Wisdom plus Constitution modifiers.&lt;br /&gt;
&lt;br /&gt;
=== Woodland Stride ===&lt;br /&gt;
The character is immune to the Entangle, Grease, Spike Growth, Vine Mine, and Web spells.&lt;br /&gt;
&lt;br /&gt;
=== Evasion ===&lt;br /&gt;
Whenever a reflex save is allowed for half damage, the character instead takes no damage if they succeed at the save.&lt;br /&gt;
&lt;br /&gt;
=== Spell List ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
! 1st Level Spells !! 2nd Level Spells !! 3rd Level Spells&lt;br /&gt;
|- style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
[[Spells#Camoflage|Camouflage]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Cure_Light_Wounds|Cure Light Wounds]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Endure_Elements|Endure Energy]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Entangle|Entangle]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Grease|Grease]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Ironguts|Ironguts]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Magic_Weapon|Magic Weapon]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#PROTECTION_FROM_ALIGNMENT|Protection]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Sleep|Sleep]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Summon_Creature_I|Summon Creature I]]&lt;br /&gt;
|&lt;br /&gt;
[[Spells#Aid|Aid]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Barkskin|Barkskin]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Bulls_Strength|Bull&#039;s Strength]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Cats_Grace|Cat&#039;s Grace]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Cure_Moderate_Wounds|Cure Moderate Wounds]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Endurance|Endurance]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Freedom_of_Movement|Freedom of Movement]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#One_With_The_Land|One with the Land]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Owls_Wisdom|Owl&#039;s Wisdom]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Resist_Elements|Resist Energy]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Restoration|Restoration]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Summon_Creature_II|Summon Creature II]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Web|Web]]&lt;br /&gt;
|&lt;br /&gt;
[[Spells#Cure_Serious_Wounds|Cure Serious Wounds]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Dispel_Magic|Dispel Magic]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Greater_Magic_Weapon|Greater Magic Weapon]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Invisibility_Purge|Invisibility Purge]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Neutralize_Poison|Neutralize Poison]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Protection_from_Elements|Protection from Energy]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Remove_Disease|Remove Disease]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Spike_Growth|Spike Growth]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Summon_Creature_III|Summon Creature III]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Archetypes ==&lt;br /&gt;
&lt;br /&gt;
=== Predator ===&lt;br /&gt;
&#039;&#039;&amp;quot;Out here only the strong survive.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Predator stalks their prey, mercilessly exploiting its weaknesses to bring the hunt to a swift and bloody conclusion.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Class Level !! Feature !! Details&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| &#039;&#039;&#039;Rules of Nature&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
The damage bonus you receive from Favoured Terrain is increased by your Strength and Dexterity modifiers.&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| &#039;&#039;&#039;Bloodshed&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
When you apply Favoured Enemy to a target, that target is marked for Bloodshed. Upon next receiving damage, the target begins taking 1d6 + half your Wisdom modifier in Physical damage at frequent intervals - twice per second for the first 2 seconds, once per second for the next 4 seconds, once per two seconds for the next 6 seconds, and finally once per three seconds for 6 seconds.&lt;br /&gt;
&lt;br /&gt;
Triggering Bloodshed also grants you one bonus attack per round for 3 rounds. Successive triggers extend the duration.&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| &#039;&#039;&#039;Violence Breeds Violence&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
When Bloodshed is triggered, all enemies within your Favoured Terrain receive a tick of your Bloodshed damage, and become Primed as if they had been marked by Favoured Enemy.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Warden ===&lt;br /&gt;
&#039;&#039;&amp;quot;Get off my land.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When the land is besieged, the Warden is there.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Class Level !! Feature !! Details&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| &#039;&#039;&#039;Home Advantage&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
Whilst within the confines of Favoured Terrain, you receive a 50% multiplicative immunity to all damage.&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| &#039;&#039;&#039;Survivalist&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
Your Survival Instinct ability now costs only 2 Awareness. In addition, any overhealing from Survival Instinct is converted into temporary hitpoints (THP) which last 1 minute.&lt;br /&gt;
&lt;br /&gt;
THP that expire through duration from Survival Instinct are added to the absorption of a Damage Resistance effect to all damage with a [[General Mechanics Information#Threshold and Absorption|Threshold]] equal to your combined WIS + CON modifiers, lasting until your next rest.&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| &#039;&#039;&#039;Dead Set&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
Your Survival Instinct ability now costs only 1 Awareness.&lt;br /&gt;
&lt;br /&gt;
For each Favoured Enemy you nominate, you receive THP equal to your WIS + CON modifiers. These THP also have a duration of 1 minute. As with Survival Instinct, remaining THP are added to the Survivalist DR effect.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Beastmaster ===&lt;br /&gt;
&#039;&#039;&amp;quot;Man and beast; one and the same.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Beastmaster bonds with the creatures of the wilds.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Class Level !! Feature !! Details&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| &#039;&#039;&#039;Animal Companion&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
You have an Animal Companion of the types listed below, which you may change to another type by targeting yourself with this feat while able to rest. You may use this ability for free once per rest. If your companion perishes, it may be resummoned using this feat at a cost of 2 Awareness. This ally is Elite rated, and has a Threat Level equal to your Ranger level. If you also possess the First Words feature from the Druid Wildspeaker, your Druid and Ranger levels stack when determining the creature&#039;s Threat Level.&lt;br /&gt;
&lt;br /&gt;
You may target the beast with this feat to restore hitpoints equal to its maximum hit points, at a cost of 2 Awareness. Excess is instead granted as temporary hitpoints lasting one minute, to a maximum of half the creature&#039;s hit point total.&lt;br /&gt;
&lt;br /&gt;
You may target your Animal Companion with Favoured Enemy to grant it Auto-Charges, just as if you were targeting yourself.&lt;br /&gt;
&lt;br /&gt;
Your Animal Companion benefits from Woodland Stride, and receives an additional bonus to damage equal to your Ranger level. If you know the Cleave feat, your Animal Companion also possesses this feat.&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| &#039;&#039;&#039;Pack Tactics&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
Your Animal Companion now receives benefits based upon the mode selected by the use of this feat, as follows:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Attack || +1 bonus attack per round, +1 physical damage per two levels&lt;br /&gt;
|-&lt;br /&gt;
| Defense || +10% multiplicative physical damage immunity per 2 levels&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Furthermore, when you use a [[General Mechanics Information#Maneuvers|Maneuver]] on a creature, your Animal Companion performs a Maneuver on its current target, as defined by its type below.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Bear !! Provoke&lt;br /&gt;
|-&lt;br /&gt;
| Boar || Provoke&lt;br /&gt;
|-&lt;br /&gt;
| Wolf || Knockdown&lt;br /&gt;
|-&lt;br /&gt;
| Hawk || Blind&lt;br /&gt;
|-&lt;br /&gt;
| Lynx || Blind&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| &#039;&#039;&#039;Maneater&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
Each attack your Animal Companion makes against a creature marked with Favoured Enemy, whether it hits or misses, grants it a stack of Maneater. Reaching 10 stacks promotes your Animal Companion to a Solo-rated creature for 3 rounds. While promoted, no further stacks are gained, and each enemy slain within 10m of your Animal Companion extends the promotion by 1 second. When the promotion ends, your Animal Companion returns to Elite rating and its stacks reset to 0. Stacks are kept between fights, but a resummoned companion starts at 0.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>RisenholmBot</name></author>
	</entry>
	<entry>
		<id>https://wiki.risenholm.com/index.php?title=Druid&amp;diff=1751</id>
		<title>Druid</title>
		<link rel="alternate" type="text/html" href="https://wiki.risenholm.com/index.php?title=Druid&amp;diff=1751"/>
		<updated>2026-10-07T22:53:29Z</updated>

		<summary type="html">&lt;p&gt;RisenholmBot: Sync from game data at a404a0782 plus uncommitted changes&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- This page is generated from the game data by scripts/wiki_sync.py in the module repository. Edits made here will be overwritten by the next sync: change the class or feat description in risenholm.tlk instead. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Druids draw Power from the primal energy lingering in all living things. They possess shapeshifting abilities that allow them to adapt to various combat scenarios and a diverse selection of natural spells from their unique spellbook. Their Archetypes allow them to focus on furthering their shapeshifting abilities, a pet/summoner based playstyle, or an offensive elemental spellcaster.&lt;br /&gt;
&lt;br /&gt;
:Maximizing &#039;&#039;&#039;Strength&#039;&#039;&#039; or &#039;&#039;&#039;Dexterity&#039;&#039;&#039; is recommended if you want to focus on attacking with weapons and using [[General Mechanics Information#Maneuvers|Maneuvers]] like Knockdown. It also provides bonuses to your Fortitude or Reflex save.&lt;br /&gt;
:Maximizing &#039;&#039;&#039;Wisdom&#039;&#039;&#039; is recommended if you want to focus on your spellcasting ability (Offensive DCs, Spells/day, [[General Mechanics Information#Metamagic|Metamagic]] Pool). &#039;&#039;&#039;Wisdom&#039;&#039;&#039; also contributes to your Will save.&lt;br /&gt;
:&#039;&#039;&#039;Dexterity&#039;&#039;&#039; allows you to maximize Armor Class from light/medium armors and improves your Reflex save.&lt;br /&gt;
:&#039;&#039;&#039;Constitution&#039;&#039;&#039; increases your survivability in raw hit points and contributing to your Fortitude save.&lt;br /&gt;
:&#039;&#039;&#039;Intelligence&#039;&#039;&#039; contributes to your maximum Maneuver pool and Reflex save.&lt;br /&gt;
:&#039;&#039;&#039;Charisma&#039;&#039;&#039; contributes to your Will save and support Maneuvers such as &amp;quot;Commander Strike&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== Vitals ==&lt;br /&gt;
:&#039;&#039;&#039;Hit Die&#039;&#039;&#039;: d8 (8 HP per Level)&lt;br /&gt;
:&#039;&#039;&#039;Proficiencies&#039;&#039;&#039;: Armor (All), Shields, Weapons (Druid, Mystic)&lt;br /&gt;
:&#039;&#039;&#039;Skill Points per Level&#039;&#039;&#039;: 6&lt;br /&gt;
:&#039;&#039;&#039;Primary Saving Throw(s)&#039;&#039;&#039;: Fortitude, Will&lt;br /&gt;
:&#039;&#039;&#039;Spellcasting Ability&#039;&#039;&#039;: Wisdom (10 + Spell Level to be able to cast a spell)&lt;br /&gt;
:&#039;&#039;&#039;Spellcasting Type&#039;&#039;&#039;: Primal. Memorized. Memorized spellcasters cannot clear memorized slots after casting a spell, until after their next rest. However, any spells placed into an empty slot start as memorized and available for use.&lt;br /&gt;
:&#039;&#039;&#039;Spellbook&#039;&#039;&#039;: Druids know all available spells once they become capable of casting at a given spell level.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Level !! Features&lt;br /&gt;
|-&lt;br /&gt;
| 1 || [[#Spell List|Spellcasting Level 1]], [[#Metamagic: Conversion|Metamagic: Conversion]]&lt;br /&gt;
|-&lt;br /&gt;
| 2 || [[#Woodland Stride|Woodland Stride]], [[#Metamagic: Polarized Spell|Metamagic: Polarized Spell]]&lt;br /&gt;
|-&lt;br /&gt;
| 3 || [[#Spell List|Spellcasting Level 2]], [[#Wildshape|Wildshape]]&lt;br /&gt;
|-&lt;br /&gt;
| 4 || [[#Archetypes|Archetype Feature I]]&lt;br /&gt;
|-&lt;br /&gt;
| 5 || [[#Spell List|Spellcasting Level 3]]&lt;br /&gt;
|-&lt;br /&gt;
| 6 || [[#Venom Immunity|Venom Immunity]]&lt;br /&gt;
|-&lt;br /&gt;
| 7 || [[#Spell List|Spellcasting Level 4]], [[#Archetypes|Archetype Feature II]]&lt;br /&gt;
|-&lt;br /&gt;
| 8 || [[#Resist Nature&#039;s Lure|Resist Nature&#039;s Lure]]&lt;br /&gt;
|-&lt;br /&gt;
| 9 || [[#Spell List|Spellcasting Level 5]]&lt;br /&gt;
|-&lt;br /&gt;
| 10 || [[#Archetypes|Archetype Feature III]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Spell Slots per Level&lt;br /&gt;
! Class Level !! Cantrips !! 1st Level !! 2nd Level !! 3rd Level !! 4th Level !! 5th Level&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 3 || 1 || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 4 || 2 || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 4 || 2 || 1 || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 5 || 3 || 2 || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 5 || 3 || 2 || 1 || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 6 || 5 || 3 || 3 || 2 || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 7 || 6 || 4 || 3 || 2 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
| 8 || 6 || 4 || 3 || 3 || 2 || -&lt;br /&gt;
|-&lt;br /&gt;
| 9 || 6 || 4 || 4 || 3 || 2 || 1&lt;br /&gt;
|-&lt;br /&gt;
| 10 || 6 || 4 || 4 || 3 || 3 || 2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Spell slots are before any bonus slots from a high spellcasting ability.&lt;br /&gt;
&lt;br /&gt;
== Druid Core Mechanics ==&lt;br /&gt;
&lt;br /&gt;
=== Metamagic: Conversion ===&lt;br /&gt;
The character receives the Conversion feat for free.&lt;br /&gt;
&lt;br /&gt;
=== Metamagic: Polarized Spell ===&lt;br /&gt;
The character receives the Polarized Spell feat for free.&lt;br /&gt;
&lt;br /&gt;
=== Wildshape ===&lt;br /&gt;
A druid can transform themselves into beasts of the wild. By means of a successful Nature check, the druid receives a totem of that form. Using this totem consumes 2 Wildshape and transforms the druid into that animal, gaining an amount of temporary hitpoints per druid level and properties relevant to the animal&#039;s role as listed below. Using the Wildshape feat itself will instantly transform the druid into whatever last shape they used.&lt;br /&gt;
&lt;br /&gt;
Using the totem again cancels the transformation, as does using the Wildshape feat, or another totem to take a new form. Losing the temporary hitpoints granted by the Wildshape will also revert the druid to their true form.&lt;br /&gt;
&lt;br /&gt;
This ability may be used once per rest per Druid level plus Wisdom modifier, and regains 1 use upon slaying 5 non-minion foes.&lt;br /&gt;
&lt;br /&gt;
The Druid may also convert Wildshape into [[General Mechanics Information#Metamagic|Metamagic]] via their Wildshape menu, consuming 2 Wildshape to generate Metamagic equal to their Wisdom modifier.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Role !! Temp HP per Level !! Additional&lt;br /&gt;
|-&lt;br /&gt;
| Brute || 10 || +5 Damage&lt;br /&gt;
|-&lt;br /&gt;
| Skirmisher || 8 || +2d6 Sneak Attack&lt;br /&gt;
|-&lt;br /&gt;
| Lurker || 6 || +3d6 Sneak Attack&lt;br /&gt;
|-&lt;br /&gt;
| Controller || 6 || +2 Spell and Maneuver DCs&lt;br /&gt;
|-&lt;br /&gt;
| Soldier || 12 || +25% Multiplicative Damage Immunity to all damage&lt;br /&gt;
|-&lt;br /&gt;
| Artillery || 6 || +2 AB, +6 Damage&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Woodland Stride ===&lt;br /&gt;
The character is immune to the Entangle, Grease, Spike Growth, Vine Mine, and Web spells.&lt;br /&gt;
&lt;br /&gt;
=== Venom Immunity ===&lt;br /&gt;
The druid is immune to all poisons.&lt;br /&gt;
&lt;br /&gt;
=== Resist Nature&#039;s Lure ===&lt;br /&gt;
This feat grants a +2 insight bonus on saving throws against fear spells and effects.&lt;br /&gt;
&lt;br /&gt;
=== Druid Weapons ===&lt;br /&gt;
The Druid may use the club, dagger, quarterstaff, shortbow, sickle, sling, spear, and throwing dagger.&lt;br /&gt;
&lt;br /&gt;
=== Mystic Weapons ===&lt;br /&gt;
The character may use the casting gloves, mystic staff, and tome.&lt;br /&gt;
&lt;br /&gt;
=== Spell List ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
! Cantrips !! 1st Level Spells !! 2nd Level Spells !! 3rd Level Spells !! 4th Level Spells !! 5th Level Spells&lt;br /&gt;
|- style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
[[Spells#Acid_Splash|Acid Splash]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Electric_Jolt|Electric Jolt]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Flare|Flare]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Inflict_Minor_Wounds|Inflict Minor Wounds]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Light|Light]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Ray_of_Frost|Ray of Frost]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Resistance|Resistance]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Cure_Minor_Wounds|Spare the Dying]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Virtue|Virtue]]&lt;br /&gt;
|&lt;br /&gt;
[[Spells#Burning_Hands|Burning Hands]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Camoflage|Camouflage]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Charm_Person|Charm]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Cure_Light_Wounds|Cure Light Wounds]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Endure_Elements|Endure Energy]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Entangle|Entangle]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Grease|Grease]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Ice_Dagger|Ice Dagger]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Inflict_Light_Wounds|Inflict Light Wounds]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Ironguts|Ironguts]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Magic_Weapon|Magic Weapon]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#PROTECTION_FROM_ALIGNMENT|Protection]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Shield_of_Faith|Shield of Faith]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Sleep|Sleep]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Summon_Creature_I|Summon Creature I]]&lt;br /&gt;
|&lt;br /&gt;
[[Spells#Barkskin|Barkskin]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Bulls_Strength|Bull&#039;s Strength]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Cats_Grace|Cat&#039;s Grace]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Clarity|Clarity]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Cure_Moderate_Wounds|Cure Moderate Wounds]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Eagle_Splendor|Eagle&#039;s Splendor]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Gedlees_Electric_Loop|Electric Loop]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Flame_Weapon|Elemental Weapon]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Endurance|Endurance]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Flame_Lash|Flame Lash]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Foxs_Cunning|Fox&#039;s Cunning]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Freedom_of_Movement|Freedom of Movement]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Hold_Person|Hold]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Inflict_Moderate_Wounds|Inflict Moderate Wounds]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#One_With_The_Land|One with the Land]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Owls_Wisdom|Owl&#039;s Wisdom]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Resist_Elements|Resist Energy]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Restoration|Restoration]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Summon_Creature_II|Summon Creature II]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Web|Web]]&lt;br /&gt;
|&lt;br /&gt;
[[Spells#Call_Lightning|Call Lightning]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Contagion|Contagion]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Cure_Serious_Wounds|Cure Serious Wounds]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Dispel_Magic|Dispel Magic]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Greater_Magic_Weapon|Greater Magic Weapon]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Healing_Sting|Healing Sting]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Inflict_Serious_Wounds|Inflict Serious Wounds]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Magic_Vestment|Magic Vestment]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Neutralize_Poison|Neutralize Poison]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Poison|Poison]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Protection_from_Elements|Protection from Energy]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Quillfire|Quillfire]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Remove_Disease|Remove Disease]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Spike_Growth|Spike Growth]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Summon_Creature_III|Summon Creature III]]&lt;br /&gt;
|&lt;br /&gt;
[[Spells#Bestow_Curse|Bestow Curse]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Cure_Critical_Wounds|Cure Critical Wounds]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Death_Ward|Death Ward]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Dominate_Person|Dominate Person]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Elemental_Shield|Elemental Rebuke]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Enervation|Enervation]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Flame_Strike|Flame Strike]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Ice_Storm|Ice Storm]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Infestation_of_Maggots|Infestation of Maggots]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Inflict_Critical_Wounds|Inflict Critical Wounds]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Stoneskin|Stoneskin]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Summon_Creature_IV|Summon Creature IV]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Wall_of_Fire|Wall of Fire]]&lt;br /&gt;
|&lt;br /&gt;
[[Spells#Awaken|Awaken]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Cone_of_Cold|Cone of Cold]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Energy_Buffer|Energy Buffer]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Healing_Circle|Healing Circle]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Inferno|Inferno]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Monstrous_Regeneration|Monstrous Regeneration]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Raise_Dead|Raise Dead]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Summon_Creature_V|Summon Creature V]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Vine_Mine|Vine Mine]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Archetypes ==&lt;br /&gt;
&lt;br /&gt;
=== Invoker ===&lt;br /&gt;
&#039;&#039;&amp;quot;The land answers my call.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Some Druids directly invoke natural elemental spirits to aid them.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Class Level !! Feature !! Details&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| &#039;&#039;&#039;Invocation&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
You gain a new resource pool, Invocation, with a capacity of [10 + Wisdom Modifier]. This gains points equal to a harmful spell&#039;s level upon casting. You may use this feat to target yourself, or a point within 20m.&lt;br /&gt;
&lt;br /&gt;
Targeting yourself, or activating the feat again while the targeting cursor is up, consumes a use of Wildshape, granting Invocation points equal to your Wisdom modifier. Any points beyond your Invocation capacity are granted as [[General Mechanics Information#Metamagic|Metamagic]] instead.&lt;br /&gt;
&lt;br /&gt;
Targeting a point consumes 8 points to create an Invocation. Its damage type is Fire, or that of your active Rune (such as from the Elemental Weapon spell), and Polarized Spell may change it as it does for a spell. This Invocation begins with 6 charges, expending 1 charge every 3 seconds to strike the nearest enemy creature with 1d6 damage (Fortitude half). If the Invocation is within any of your persistent area of effect spells, it strikes any creatures within these. Invocation damage counts as Spells (Persistent AoE) for damage bonuses, even when it strikes a single creature. You may only create one Invocation at a time.&lt;br /&gt;
&lt;br /&gt;
Your Invocations benefit from any applicable Metamagic you know for free, and any increases to your spell DC.&lt;br /&gt;
&lt;br /&gt;
Upon expiry, an Invocation refunds 5 spell levels&#039; worth of harmful spells to you.&lt;br /&gt;
&lt;br /&gt;
In addition, your cost to convert Wildshape to Metamagic is reduced to 1.&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| &#039;&#039;&#039;Leylines&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
Your Invocation damage increases to 2d4, your base capacity to 15, and you may now place a second. This draws a Leyline between that Invocation and any others you have placed within 10m. Creatures who pass through this Leyline are slowed by 90% for 3 rounds.&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| &#039;&#039;&#039;Convergence&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
Your Invocation damage increases to 2d6, your base capacity to 20, and you may now place a third. Any creatures within the triangle formed by three invocations will be stunned for one round every round if they fail their will save. The DC is equal to that of your Invocations.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Shifter ===&lt;br /&gt;
&#039;&#039;&amp;quot;Show my face? Which one?&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Capable of taking the form of almost any creature, the Shifter wields them almost as proficiently as the original, and often moreso.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Class Level !! Feature !! Details&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| &#039;&#039;&#039;Form Mastery&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
Your Wildshape now functions differently from the typical druid&#039;s in several ways:&lt;br /&gt;
&lt;br /&gt;
* You gain 1 Wildshape for each non-minion slain.&lt;br /&gt;
* It now costs 10 Wildshape for you to convert Wildshape to [[General Mechanics Information#Metamagic|Metamagic]].&lt;br /&gt;
* Your Wildshape capacity is now equal to 10 + twice your Wisdom Modifier.&lt;br /&gt;
* You may learn a greater variety of forms, including vermin, beasts, and magical beasts.&lt;br /&gt;
* Your transformations cannot be dispelled.&lt;br /&gt;
* You do not consume Wildshape to change form; however, changing form no longer grants you temporary hitpoints (THP).&lt;br /&gt;
* You no longer revert to humanoid form when resting.&lt;br /&gt;
* You receive a new feat, Primal Surge, which you may use once per round to gain the THP you would otherwise gain from the form, consuming 5 uses of Wildshape. This also grants Regeneration, restoring hitpoints equal to your Druid level every 3 seconds, up to the total amount of THP gained.&lt;br /&gt;
&lt;br /&gt;
* The Form Mastery feat may be activated to consume 3 uses of Wildshape in order to gain the following Form Mastery benefits for 1 minute, dependent upon your current form&#039;s role. If you change form, you receive the relevant Form Mastery benefits for that form instead.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Brute || You receive +1 bonus attack per round, and a +5 physical damage bonus to attacks.&lt;br /&gt;
|-&lt;br /&gt;
| Skirmisher || You receive +1 bonus attack per round, and +2d6 Sneak Attack.&lt;br /&gt;
|-&lt;br /&gt;
| Lurker || You gain +3d6 Sneak Attack. You may reactivate the feat to vanish from sight, disengaging from your attack schedule and entering stealth. Whilst this Form Mastery bonus is active, reactivating Form Mastery causes you to vanish from sight once again, at a cost of 1 Wildshape per use. You cannot perform this action after exiting stealth mode until one round has passed.&lt;br /&gt;
|-&lt;br /&gt;
| Controller || For one minute, upon striking a target, they must succeed at a save versus your cantrip DC or suffer the effects of Blindness for 1 round. Applicable Metamagic you know is applied without cost.&lt;br /&gt;
|-&lt;br /&gt;
| Soldier || You receive 25% multiplicative physical damage immunity.&lt;br /&gt;
|-&lt;br /&gt;
| Artillery || Once per round for one minute, you automatically fire a volley of spines at targets within 10m of your attack target. If you have no current attack target, the nearest enemy is selected instead. You create one spine per Druid level, with each inflicting 4 physical damage. These are split evenly amongst the available targets, with priority given to your target and those nearest it.&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| &#039;&#039;&#039;Primal Surge&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
You may use this feat once per round to gain the THP you would otherwise gain from Wildshaping into the current form&#039;s role, consuming 5 uses of Wildshape. This also grants Regeneration, restoring hitpoints equal to your Druid level every 3 seconds, up to the total amount of THP gained.&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| &#039;&#039;&#039;Second Shift&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
One round after activating Form Mastery, you receive the Second Shift effect, further enhancing your Form Mastery benefits. Changing forms resets the Second Shift effect, reactivating after 1 round has passed in the new form.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Brute || You receive an additional +1 bonus attack per round, and a further +5 physical damage bonus to attacks.&lt;br /&gt;
|-&lt;br /&gt;
| Skirmisher || You receive an additional +1 bonus attack per round, and a further +2d6 Sneak Attack.&lt;br /&gt;
|-&lt;br /&gt;
| Lurker || You receive +1 bonus attack per round, and a further +3d6 Sneak Attack.&lt;br /&gt;
|-&lt;br /&gt;
| Controller || In addition to the on-hit blind effect, you now also afflict your attacked targets with the Paralyze effect for 1 round, should they fail a Will saving throw versus your cantrip DC. Applicable [[General Mechanics Information#Metamagic|Metamagic]] you know is applied without cost.&lt;br /&gt;
|-&lt;br /&gt;
| Soldier || You may reactivate Form Mastery to expend 2 Wildshape and receive a Damage Resistance (DR) effect to all damage with a [[General Mechanics Information#Threshold and Absorption|Threshold]] equal to 5 + your Druid Level, with Absorption of 10 per Druid Level. Any Absorption remaining when the effect expires (either due to expiring duration or changing form) is saved and applied to the Absorption of the next DR effect created this way.&lt;br /&gt;
|-&lt;br /&gt;
| Artillery || You generate twice the number of spines.&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| &#039;&#039;&#039;Peak Performance&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
The base bonuses you receive from Wildshape roles are now doubled.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Wildspeaker ===&lt;br /&gt;
&#039;&#039;&amp;quot;Lend your ear to the wilds.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Druids can partner directly with the wilds, listening to their pleas and receiving its boons as a result.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Class Level !! Feature !! Details&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| &#039;&#039;&#039;First Words&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
Your bond with the wilds has granted you the benefit of a natural companion. Use this feat on yourself to choose your companion type (default wolf). This companion has the statistics of an Elite-rated creature of its given role. If you also possess the Animal Companion feature from the Ranger Beastmaster, your Druid and Ranger levels stack when determining the companion&#039;s Threat Level. You may summon your companion for free once per rest.&lt;br /&gt;
&lt;br /&gt;
You may also target your companion with this feat to restore hitpoints equal to its maximum hit points, expending 3 Wildshape. Any excess is granted as temporary hitpoints lasting one minute, to a maximum of half their hit point total. Should your companion perish, it may be resummoned with this feat for the cost of 3 Wildshape.&lt;br /&gt;
&lt;br /&gt;
Your companion also possesses your Woodland Stride class feature.&lt;br /&gt;
&lt;br /&gt;
Upon casting a harmful damage spell, for 3 rounds your companion receives a damage bonus equal to your Druid class level plus the spell&#039;s level, of the spell&#039;s damage type.&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| &#039;&#039;&#039;Growing Bond&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
Your companion receives a stack of the following bonuses for every round they remain within one of your persistent areas of effect (AoE) (such as Grease, Web, etc), to a maximum of 3 stacks. These bonuses are retained as long as they remain within the AoE. Should the companion leave your AoEs, these stacks will be lost at a rate of 1 every 3 rounds.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Bear || +3 Physical Damage&lt;br /&gt;
|-&lt;br /&gt;
| Boar || +20% Physical Damage Immunity (Multiplicative)&lt;br /&gt;
|-&lt;br /&gt;
| Wolf || +2 Physical Damage / +10% Movespeed&lt;br /&gt;
|-&lt;br /&gt;
| Hawk || +2d6 Radiant damage on Sneak Attack&lt;br /&gt;
|-&lt;br /&gt;
| Lynx || +2d6 Radiant damage on Sneak Attack&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| &#039;&#039;&#039;Rite of Passage&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
When your companion&#039;s Growing Bond stacks reach their maximum, their rating upgrades to Solo. The companion&#039;s rating reverts to Elite if the stacks should decay below the maximum.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>RisenholmBot</name></author>
	</entry>
	<entry>
		<id>https://wiki.risenholm.com/index.php?title=Bard&amp;diff=1750</id>
		<title>Bard</title>
		<link rel="alternate" type="text/html" href="https://wiki.risenholm.com/index.php?title=Bard&amp;diff=1750"/>
		<updated>2026-10-07T22:53:28Z</updated>

		<summary type="html">&lt;p&gt;RisenholmBot: Sync from game data at a404a0782 plus uncommitted changes&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- This page is generated from the game data by scripts/wiki_sync.py in the module repository. Edits made here will be overwritten by the next sync: change the class or feat description in risenholm.tlk instead. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Bards draw Power from a mixture of the arcane and primal energies within the emotions of themselves and others. They possess the most innate support abilities of any class, and are able to tailor their spell selections to a variety of playstyles. While all the bard archetypes further enhance their support role, their focus lies in general ally enhancement, damage, or spellcasting boons.&lt;br /&gt;
&lt;br /&gt;
:Maximizing &#039;&#039;&#039;Strength&#039;&#039;&#039; or &#039;&#039;&#039;Dexterity&#039;&#039;&#039; is recommended for attacking with weapons and using [[General Mechanics Information#Maneuvers|Maneuvers]] like Knockdown. It also provides bonuses to your Fortitude or Reflex save.&lt;br /&gt;
:A medium/high &#039;&#039;&#039;Charisma&#039;&#039;&#039; contributes to your spellcasting ability (Offensive DCs, Spells/day, and [[General Mechanics Information#Metamagic|Metamagic]] Pool) and support Maneuvers such as &amp;quot;Commander Strike&amp;quot;.&lt;br /&gt;
:A medium/high &#039;&#039;&#039;Dexterity&#039;&#039;&#039; allows you to maximize Armor Class from light armors and improves your Reflex save.&lt;br /&gt;
:&#039;&#039;&#039;Constitution&#039;&#039;&#039; increases your survivability in raw hit points and contributing to your Fortitude save.&lt;br /&gt;
:&#039;&#039;&#039;Intelligence&#039;&#039;&#039; contributes to your maximum Maneuver pool, Metamagic pool, and Reflex save.&lt;br /&gt;
:&#039;&#039;&#039;Wisdom&#039;&#039;&#039; contributes to your Will save and maximum Metamagic pool.&lt;br /&gt;
&lt;br /&gt;
== Vitals ==&lt;br /&gt;
:&#039;&#039;&#039;Hit Die&#039;&#039;&#039;: d6 (6 HP per Level)&lt;br /&gt;
:&#039;&#039;&#039;Proficiencies&#039;&#039;&#039;: Armor (Light, Medium), Shields, Weapons (Simple, Rogue, Mystic)&lt;br /&gt;
:&#039;&#039;&#039;Skill Points per Level&#039;&#039;&#039;: 8&lt;br /&gt;
:&#039;&#039;&#039;Primary Saving Throw(s)&#039;&#039;&#039;: Reflex, Will&lt;br /&gt;
:&#039;&#039;&#039;Spellcasting Ability&#039;&#039;&#039;: Charisma (10 + Spell Level to be able to cast a spell)&lt;br /&gt;
:&#039;&#039;&#039;Spellcasting Type&#039;&#039;&#039;: Arcane/Primal Hybrid. Spontaneous. Spontaneous spellcasters know a limited selection of spells, and may cast any of these spells at any time so long as they have slots available for the given spell level.&lt;br /&gt;
:&#039;&#039;&#039;Spellbook&#039;&#039;&#039;: Bards learn two spells each level.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Level !! Features&lt;br /&gt;
|-&lt;br /&gt;
| 1 || [[#Spell List|Spellcasting (Level 1)]], [[#Bardic Knowledge|Bardic Knowledge]], [[#Metamagic: Conversion|Metamagic: Conversion]], [[#Simple Weapon Mastery|Simple Weapon Mastery]]&lt;br /&gt;
|-&lt;br /&gt;
| 2 || [[#Inspiration Aura|Inspiration +1]]&lt;br /&gt;
|-&lt;br /&gt;
| 3 || [[#Spell List|Spellcasting (Level 2)]], [[#Harmony: Vilify|Harmony: Vilify]]&lt;br /&gt;
|-&lt;br /&gt;
| 4 || [[#Archetypes|Archetype Feature I]], [[#Harmony|Harmony Feat]], [[#Inspiration Aura|Inspiration +2]]&lt;br /&gt;
|-&lt;br /&gt;
| 5 || [[#Spell List|Spellcasting (Level 3)]]&lt;br /&gt;
|-&lt;br /&gt;
| 6 || [[#Harmony|Harmony Feat]], [[#Inspiration Aura|Inspiration +3]]&lt;br /&gt;
|-&lt;br /&gt;
| 7 || [[#Spell List|Spellcasting (Level 4)]], [[#Archetypes|Archetype Feature II]]&lt;br /&gt;
|-&lt;br /&gt;
| 8 || [[#Harmony|Harmony Feat]], [[#Inspiration Aura|Inspiration +4]]&lt;br /&gt;
|-&lt;br /&gt;
| 9 || [[#Spell List|Spellcasting (Level 5)]]&lt;br /&gt;
|-&lt;br /&gt;
| 10 || [[#Archetypes|Archetype Feature III]], [[#Harmony|Harmony Feat]], [[#Inspiration Aura|Inspiration +5]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Spell Slots per Level&lt;br /&gt;
! Class Level !! Cantrips !! 1st Level !! 2nd Level !! 3rd Level !! 4th Level !! 5th Level&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 6 || 4 || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 6 || 5 || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 6 || 6 || 3 || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 6 || 6 || 4 || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 6 || 6 || 5 || 3 || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 6 || 6 || 6 || 6 || 4 || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 7 || 6 || 6 || 6 || 5 || 3 || -&lt;br /&gt;
|-&lt;br /&gt;
| 8 || 6 || 6 || 6 || 6 || 4 || -&lt;br /&gt;
|-&lt;br /&gt;
| 9 || 6 || 6 || 6 || 6 || 5 || 3&lt;br /&gt;
|-&lt;br /&gt;
| 10 || 6 || 6 || 6 || 6 || 6 || 4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Spells Known&lt;br /&gt;
! Class Level !! Cantrips !! 1st Level !! 2nd Level !! 3rd Level !! 4th Level !! 5th Level&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 5 || 3 || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 5 || 4 || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 6 || 4 || 2 || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 6 || 5 || 3 || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 7 || 5 || 3 || 2 || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 6 || 7 || 6 || 4 || 3 || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 7 || 7 || 6 || 4 || 3 || 2 || -&lt;br /&gt;
|-&lt;br /&gt;
| 8 || 7 || 6 || 5 || 4 || 3 || -&lt;br /&gt;
|-&lt;br /&gt;
| 9 || 7 || 6 || 5 || 4 || 3 || 2&lt;br /&gt;
|-&lt;br /&gt;
| 10 || 7 || 6 || 6 || 5 || 4 || 3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Spell slots are before any bonus slots from a high spellcasting ability.&lt;br /&gt;
&lt;br /&gt;
== Bard Core Mechanics ==&lt;br /&gt;
&lt;br /&gt;
=== Bardic Knowledge ===&lt;br /&gt;
The Bard receives a Knowledge bonus equal to their class level.&lt;br /&gt;
&lt;br /&gt;
=== Inspiration Aura ===&lt;br /&gt;
The Bard&#039;s harmony enhances the damage of themselves and nearby allies. This consists of a 10m radius aura with the following magnitude according to Bard level:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Level !! Benefit&lt;br /&gt;
|-&lt;br /&gt;
| 2 || +1&lt;br /&gt;
|-&lt;br /&gt;
| 4 || +2&lt;br /&gt;
|-&lt;br /&gt;
| 6 || +3&lt;br /&gt;
|-&lt;br /&gt;
| 8 || +4&lt;br /&gt;
|-&lt;br /&gt;
| 10 || +5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Harmony ===&lt;br /&gt;
Whether through song, dance, speech, or their simple presence, a Bard resonates with the social fabric wherever they go. Harmony represents an abstraction of this, granting the Bard a resource pool with a maximum capacity equal to their Bard level plus Charisma modifier, which may be expended to power various effects. One point of Harmony is restored for every 5 non-minion enemies slain.&lt;br /&gt;
&lt;br /&gt;
The Bard receives the Vilify ability at level 3, and may select an additional Harmony feature that utilises this resource at levels 4, 6, 8, and 10. Options are as below.&lt;br /&gt;
&lt;br /&gt;
=== Harmony: Vilify ===&lt;br /&gt;
Expending 1 Harmony, the Bard inflicts 15 + 10d2 Psychic damage against a target. This feature cannot be used again until 1 round has passed.&lt;br /&gt;
&lt;br /&gt;
=== Harmony: Echo ===&lt;br /&gt;
The Bard expends 2 Harmony to replicate the effects of any positive spells currently present upon them, to a target ally.&lt;br /&gt;
&lt;br /&gt;
=== Harmony: Sympathy ===&lt;br /&gt;
A burden shared is a burden halved. The Bard expends 1 Harmony to restore half of the target&#039;s missing hitpoints.&lt;br /&gt;
&lt;br /&gt;
=== Harmony: Epiphany ===&lt;br /&gt;
A target ally may be granted [[General Mechanics Information#Maneuvers|Maneuvers]] and [[General Mechanics Information#Metamagic|Metamagic]] equal to the Bard&#039;s Charisma modifier, at the cost of 1 Harmony.&lt;br /&gt;
&lt;br /&gt;
=== Harmony: Peace ===&lt;br /&gt;
Expending 3 Harmony, the Bard causes a single target ally to receive the effects of a [[General Mechanics Information#Short Rest|Short Rest]]. This ability may only be used on a target again once they have executed a Short or [[General Mechanics Information#Long Rest|Long Rest]].&lt;br /&gt;
&lt;br /&gt;
=== Metamagic: Conversion ===&lt;br /&gt;
The character receives the Conversion feat for free.&lt;br /&gt;
&lt;br /&gt;
=== Simple Weapon Mastery ===&lt;br /&gt;
The Bard receives the Simple Weapon Mastery feat for free.&lt;br /&gt;
&lt;br /&gt;
=== Mystic Weapons ===&lt;br /&gt;
The character may use the casting gloves, mystic staff, and tome.&lt;br /&gt;
&lt;br /&gt;
=== Spell List ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
! Cantrips !! 1st Level Spells !! 2nd Level Spells !! 3rd Level Spells !! 4th Level Spells !! 5th Level Spells&lt;br /&gt;
|- style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
[[Spells#Daze|Daze]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Flare|Flare]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Light|Light]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Micro_Missile|Micro Missile]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Resistance|Resistance]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Cure_Minor_Wounds|Spare the Dying]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Virtue|Virtue]]&lt;br /&gt;
|&lt;br /&gt;
[[Spells#Charm_Person|Charm]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Color_Spray|Color Spray]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Cure_Light_Wounds|Cure Light Wounds]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Endure_Elements|Endure Energy]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Expeditious_Retreat|Expeditious Retreat]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Grease|Grease]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Ironguts|Ironguts]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Mage_Armor|Mage Armor]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Magic_Weapon|Magic Weapon]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#PROTECTION_FROM_ALIGNMENT|Protection]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Scare|Scare]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Sleep|Sleep]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Summon_Creature_I|Summon Creature I]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Horizikauls_Boom|Thundering Boom]]&lt;br /&gt;
|&lt;br /&gt;
[[Spells#Aid|Aid]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Blindness_and_Deafness|Blindness/Deafness]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Bulls_Strength|Bull&#039;s Strength]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Cats_Grace|Cat&#039;s Grace]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Clarity|Clarity]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Clayskin|Clayskin]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Cloud_of_Bewilderment|Cloud of Bewilderment]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Cure_Moderate_Wounds|Cure Moderate Wounds]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Deafening_Clang|Deafening Clang]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Eagle_Splendor|Eagle&#039;s Splendor]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Endurance|Endurance]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Foxs_Cunning|Fox&#039;s Cunning]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Freedom_of_Movement|Freedom of Movement]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Ghostly_Visage|Ghostly Visage]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Tashas_Hideous_Laughter|Hideous Laughter]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Hold_Person|Hold]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Invisibility|Invisibility]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#BalagarnsIronHorn|Iron Horn]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Owls_Wisdom|Owl&#039;s Wisdom]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Resist_Elements|Resist Energy]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Restoration|Restoration]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#See_Invisibility|See Invisibility]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Silence|Silence]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Sound_Burst|Sound Burst]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Summon_Creature_II|Summon Creature II]]&lt;br /&gt;
|&lt;br /&gt;
[[Spells#Confusion|Confusion]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Cure_Serious_Wounds|Cure Serious Wounds]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Dispel_Magic|Dispel Magic]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Displacement|Displacement]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Fear|Fear]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Glyph_of_Warding|Glyph of Warding]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Greater_Magic_Weapon|Greater Magic Weapon]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Gust_of_Wind|Gust of Wind]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Haste|Haste]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Invisibility_Purge|Invisibility Purge]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Invisibility_Sphere|Invisibility Sphere]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Neutralize_Poison|Neutralize Poison]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Protection_from_Elements|Protection from Energy]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Remove_Curse|Remove Curse]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Remove_Disease|Remove Disease]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Slow|Slow]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Summon_Creature_III|Summon Creature III]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Wounding_Whispers|Wounding Whispers]]&lt;br /&gt;
|&lt;br /&gt;
[[Spells#Bestow_Curse|Bestow Curse]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Cure_Critical_Wounds|Cure Critical Wounds]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Dismissal|Dismissal]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Dominate_Person|Dominate Person]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Ice_Storm|Ice Storm]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Improved_Invisibility|Improved Invisibility]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Phantasmal_Killer|Phantasmal Killer]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Summon_Creature_IV|Summon Creature IV]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#War_Cry|War Cry]]&lt;br /&gt;
|&lt;br /&gt;
[[Spells#Energy_Buffer|Energy Buffer]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Ethereal_Visage|Ethereal Visage]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Feeblemind|Feeblemind]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Healing_Circle|Healing Circle]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Ironskin|Ironskin]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Mind_Fog|Mind Fog]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Lesser_Spell_Mantle|Spell Mantle]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Summon_Creature_V|Summon Creature V]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Archetypes ==&lt;br /&gt;
&lt;br /&gt;
=== Storyteller ===&lt;br /&gt;
&#039;&#039;&amp;quot;Who doesn&#039;t like a good story?&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Storyteller girds their allies with a tale for every situation.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Class Level !! Feature !! Details&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| &#039;&#039;&#039;Living Legends&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
You may grant allies a variety of benefits, dependent on their role in your story. Granting a role consumes 1 Harmony. Each role may only apply to one target at a time, with a maximum of 3 roles granted at once. There is no duration limit on these benefits, so long as a target remains within your Inspiration Aura. If a target leaves your Inspiration Aura range, their role benefits will expire within 1 minute. The target may return to the aura to again remove this durational limit.&lt;br /&gt;
&lt;br /&gt;
The roles and their benefits are as follows:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| The Mighty || +CHA Attack Damage&lt;br /&gt;
|-&lt;br /&gt;
| The Swift || +1 Attack per round&lt;br /&gt;
|-&lt;br /&gt;
| The Stalwart || +30% Multiplicative Damage Immunity (MultDI) to all damage&lt;br /&gt;
|-&lt;br /&gt;
| The Erudite || +25% Spell Damage, +1 [[General Mechanics Information#Metamagic|Metamagic]] Recycle&lt;br /&gt;
|-&lt;br /&gt;
| The Beneficent || +20% Healing, THP generation, DR Magnitude&lt;br /&gt;
|-&lt;br /&gt;
| The Vengeful || +25% [[General Mechanics Information#Retaliation|Retaliation]] Damage, Retaliation [Trigger: Attacks, Damage: 1d6 + CHA Sonic, Limit: N/A, Duration: N/A, Cooldown: 1s, per-Attacker]&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| &#039;&#039;&#039;Rapt Audience&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
When using Harmony features, you affect every applicable target within your Inspiration Aura range instead of a single target. If you have any Living Legends currently outside your Inspiration Aura, they too receive the Harmony effects.&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| &#039;&#039;&#039;Legends Never Die&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
Upon granting a Living Legend role, you also grant the target Plot Armour; a Damage Resistance effect with a [[General Mechanics Information#Threshold and Absorption|Threshold]] equal to your Charisma modifier, and an Absorption Limit equal to half the target&#039;s maximum hitpoints. If the Living Legend should suffer damage that would result in their death, the damage is instead halted at 1 HP, the Living Legend is healed for hitpoints equal to the remaining Absorption in the Plot Armour, and they may not be reduced below 1 hitpoint for 1 round. If you grant Plot Armour to a target who is currently dead or dying, they are immediately revived before receiving the additional effects.&lt;br /&gt;
&lt;br /&gt;
Plot Armour may be reapplied to a Living Legend without Plot Armour via the Storyteller menu, at a cost of 1 Harmony.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Skald ===&lt;br /&gt;
&#039;&#039;&amp;quot;Revel in the glory of combat!&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Skalds believe the best place to find stories is in the thick of battle.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Class Level !! Feature !! Details&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| &#039;&#039;&#039;Great Deeds&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
When an ally scores a critical hit within your Inspiration Aura, all allies within it gain the effects of Haste for 3 rounds as an Extraordinary effect. The duration of Great Deeds stacks if an ally should already be under its effects.&lt;br /&gt;
&lt;br /&gt;
You may also use this feat to consume 1 Harmony in order to activate Great Deeds as if you had scored a critical hit.&lt;br /&gt;
&lt;br /&gt;
Finally, you gain the Martial Weapon Proficiency feat, if you do not already possess it.&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| &#039;&#039;&#039;Striking a Chord&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
When an ally strikes a critical hit within your Inspiration Aura, half of their total damage is struck again as Sonic damage. You also grant all allies receiving your Great Deeds effect a Sonic damage bonus equal to twice your Inspiration Bonus.&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| &#039;&#039;&#039;Retelling&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
When an ally scores a critical hit within your Inspiration Aura, any Sonic damage that was part of that attack is reapplied to the nearest enemy to you within your Inspiration Aura. The triggering ally then receives temporary hitpoints equal to this Sonic damage, which last for one minute.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Lorekeeper ===&lt;br /&gt;
&#039;&#039;&amp;quot;There are some things man was never meant to know; and others that he must.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A Lorekeeper is a master of esoteric knowledge and artifacts.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Class Level !! Feature !! Details&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| &#039;&#039;&#039;Magical Secrets&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
Your archetype menu may be used to target a spell scroll to create a Scroll of Secrets, a charged magical item capable of casting the spell contained within the target scroll, with the following properties:&lt;br /&gt;
&lt;br /&gt;
* Charges equal to your combined mental ability modifiers upon resting. Spells consume 1 + 1 charge per spell level, max 5.&lt;br /&gt;
* Two slots, able to hold spells of up to 3rd level.&lt;br /&gt;
* When you expend a Bard spell slot, your Scroll of Secrets gains charges equal to the level of the spell, max 4. Whenever you cast from your Scroll of Secrets, you regain Bard spell slots totalling the spell&#039;s level, starting with a slot of the spell&#039;s own level. This may exceed the normal maximum capacity for charges or spell slots.&lt;br /&gt;
* You may use your archetype menu to expend 3 Harmony in order to restore charges to your Scroll of Secrets equal to your combined mental modifiers.&lt;br /&gt;
* You may reassign your Scroll of Secrets spells whenever you Rest, before casting any spells from the Scroll of Secrets.&lt;br /&gt;
* Spells cast from the Scroll of Secrets do not degrade [[General Mechanics Information#Stability|Stability]].&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| &#039;&#039;&#039;Expansive Knowledge&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
You gain two more slots in your Scroll of Secrets. These slots are able to hold up to 4th level spells.&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| &#039;&#039;&#039;Deep Lore&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
You gain one further slot in your Scroll of Secrets, able to hold spells up to 5th level. When using the Scroll of Secrets or an equipped item to cast a spell, the spell benefits from any applicable [[General Mechanics Information#Metamagic|Metamagic]] you know at no cost.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>RisenholmBot</name></author>
	</entry>
	<entry>
		<id>https://wiki.risenholm.com/index.php?title=Wizard&amp;diff=1749</id>
		<title>Wizard</title>
		<link rel="alternate" type="text/html" href="https://wiki.risenholm.com/index.php?title=Wizard&amp;diff=1749"/>
		<updated>2026-10-07T21:57:27Z</updated>

		<summary type="html">&lt;p&gt;RisenholmBot: Sync from game data at 0c8240c41&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- This page is generated from the game data by scripts/wiki_sync.py in the module repository. Edits made here will be overwritten by the next sync: change the class or feat description in risenholm.tlk instead. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Wizards draw Power through a dedicated study of known flows of Power and methodically weaving it in known patterns to form a variety of spells. They are highly adaptable spellcasters who have control over what spells are refreshed through their Revision or Arcane Focus features. Their poor base defenses are augmented by automatic wards when they take significant damage.&lt;br /&gt;
&lt;br /&gt;
:Maximizing &#039;&#039;&#039;Intelligence&#039;&#039;&#039; is recommended for increasing spell DCs, spellcasts per day, [[General Mechanics Information#Metamagic|Metamagic]] and [[General Mechanics Information#Maneuvers|Maneuver]] capacity. It also contributes to your Reflex save.&lt;br /&gt;
:&#039;&#039;&#039;Strength&#039;&#039;&#039; increases your AB and damage when utilizing melee weapons, your carrying capacity, and your Fortitude save.&lt;br /&gt;
:&#039;&#039;&#039;Dexterity&#039;&#039;&#039; increases your AB and damage when utilizing finesse weapons and ranged weapons. It also allows you to maximize Armor Class from clothes/light/medium armors and improves your Reflex save.&lt;br /&gt;
:&#039;&#039;&#039;Constitution&#039;&#039;&#039; increases your survivability in raw hit points and contributing to your Fortitude save.&lt;br /&gt;
:&#039;&#039;&#039;Wisdom&#039;&#039;&#039; contributes to your Will save.&lt;br /&gt;
:&#039;&#039;&#039;Charisma&#039;&#039;&#039; contributes to your Will save and support Maneuvers such as &amp;quot;Commander Strike&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== Vitals ==&lt;br /&gt;
:&#039;&#039;&#039;Hit Die&#039;&#039;&#039;: d4 (4 HP per Level)&lt;br /&gt;
:&#039;&#039;&#039;Proficiencies&#039;&#039;&#039;: Weapons (Wizard, Mystic)&lt;br /&gt;
:&#039;&#039;&#039;Skill Points per Level&#039;&#039;&#039;: 7&lt;br /&gt;
:&#039;&#039;&#039;Primary Saving Throw(s)&#039;&#039;&#039;: Will&lt;br /&gt;
:&#039;&#039;&#039;Spellcasting Ability&#039;&#039;&#039;: Intelligence (10 + Spell Level to be able to cast a spell)&lt;br /&gt;
:&#039;&#039;&#039;Spellcasting Type&#039;&#039;&#039;: Arcane. Memorized. Memorized spellcasters cannot clear memorized slots after casting a spell, until after their next rest. However, any spells placed into an empty slot start as memorized and available for use.&lt;br /&gt;
:&#039;&#039;&#039;Spellbook&#039;&#039;&#039;: Wizards can learn any spell from their spell list. They learn two spells per level, and may acquire more through the study of scrolls.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Level !! Features&lt;br /&gt;
|-&lt;br /&gt;
| 1 || [[#Spell List|Spellcasting Level 1]], [[#Arcane Focus|Arcane Focus]], [[#Metamagic: Conversion|Metamagic: Conversion]], [[#Scribe Scroll|Scribe Scroll]], [[#Summon Familiar|Summon Familiar]]&lt;br /&gt;
|-&lt;br /&gt;
| 2 || [[#Contingency|Contingency I]]&lt;br /&gt;
|-&lt;br /&gt;
| 3 || [[#Spell List|Spellcasting Level 2]], [[#Revision|Revision]]&lt;br /&gt;
|-&lt;br /&gt;
| 4 || [[#Archetypes|Archetype Feature I]], [[#Contingency|Contingency II]]&lt;br /&gt;
|-&lt;br /&gt;
| 5 || [[#Spell List|Spellcasting Level 3]], [[#Bonus Feats|Bonus Feat]]&lt;br /&gt;
|-&lt;br /&gt;
| 6 || [[#Contingency|Contingency III]]&lt;br /&gt;
|-&lt;br /&gt;
| 7 || [[#Archetypes|Archetype Feature II]], [[#Spell List|Spellcasting Level 4]]&lt;br /&gt;
|-&lt;br /&gt;
| 8 || [[#Contingency|Contingency IV]]&lt;br /&gt;
|-&lt;br /&gt;
| 9 || [[#Spell List|Spellcasting Level 5]]&lt;br /&gt;
|-&lt;br /&gt;
| 10 || [[#Archetypes|Archetype Feature III]], [[#Bonus Feats|Bonus Feat]], [[#Contingency|Contingency V]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Spell Slots per Level&lt;br /&gt;
! Class Level !! Cantrips !! 1st Level !! 2nd Level !! 3rd Level !! 4th Level !! 5th Level&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 3 || 1 || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 4 || 2 || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 4 || 2 || 1 || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 4 || 3 || 2 || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 4 || 3 || 2 || 1 || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 6 || 4 || 3 || 3 || 2 || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 7 || 4 || 4 || 3 || 2 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
| 8 || 4 || 4 || 3 || 3 || 2 || -&lt;br /&gt;
|-&lt;br /&gt;
| 9 || 4 || 4 || 4 || 3 || 2 || 1&lt;br /&gt;
|-&lt;br /&gt;
| 10 || 4 || 4 || 4 || 3 || 3 || 2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Spell slots are before any bonus slots from a high spellcasting ability.&lt;br /&gt;
&lt;br /&gt;
== Wizard Core Mechanics ==&lt;br /&gt;
&lt;br /&gt;
=== Arcane Focus ===&lt;br /&gt;
A Wizard has a pool of Arcane Focus, which they may draw from to power their spells. Activating this feat will cause their next spellcast performed from their memorized slots to consume an amount of Arcane Focus equal to the spell&#039;s level, in exchange for not expending that slot. Whenever the Wizard casts a spell from their memorized slots without using this feature, they gain an amount of Arcane Focus equal to the spell&#039;s level. This pool has a capacity equal to 5 + the Wizard&#039;s class level + their Intelligence modifier.&lt;br /&gt;
&lt;br /&gt;
=== Metamagic: Conversion ===&lt;br /&gt;
The character receives the Conversion feat for free.&lt;br /&gt;
&lt;br /&gt;
=== Revision ===&lt;br /&gt;
When a Wizard casts a spell from any scroll that they know, they regain Arcane Focus equal to the spell&#039;s level. If they also have that spell memorized but expended, that spell memorization is refreshed. If the spell is memorized but not expended, they regain twice the Arcane Focus. In addition, if the scroll is used for free due to skills or other means, the [[General Mechanics Information#Stability|Stability]] cost is waived.&lt;br /&gt;
&lt;br /&gt;
The Wizard may also use this feat to target a scroll, converting [[General Mechanics Information#Metamagic|Metamagic]] to refresh a slot containing that spell if it is already memorized. This cost is identical to whatever the Wizard would normally spend for Conversion to restore that spell slot.&lt;br /&gt;
&lt;br /&gt;
=== Scribe Scroll ===&lt;br /&gt;
Wizards learn the Scribe Scroll feat for free.&lt;br /&gt;
&lt;br /&gt;
=== Summon Familiar ===&lt;br /&gt;
A character with this feat may summon a familiar once per rest. If the familiar dies, the character suffers 1d6 damage, but may summon the familiar again after a rest. The form of the familiar may be changed by targeting the caster.&lt;br /&gt;
&lt;br /&gt;
=== Contingency ===&lt;br /&gt;
A Wizard has magical countermeasures in place for many eventualities. The first time the caster is damaged to the Bloodied state, the damage is halted at that health state (for example, no damage is taken beyond 50% of total health if receiving damage that takes the Wizard to Bloodied), and the Wizard automatically gains invisibility and damage resistance effects for 1 minute. The Wizard is also immune to damage for 1s following this activation. This feature may be restored with the expenditure of 5 Arcane Focus, by the use of this feat.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Rank !! Benefit&lt;br /&gt;
|-&lt;br /&gt;
| I || 6/All (max 40)&lt;br /&gt;
|-&lt;br /&gt;
| II || 12/All (max 60)&lt;br /&gt;
|-&lt;br /&gt;
| III || 18/All (max 80)&lt;br /&gt;
|-&lt;br /&gt;
| IV || 24/All (max 100)&lt;br /&gt;
|-&lt;br /&gt;
| V || 30/All (max 120)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Bonus Feats ===&lt;br /&gt;
Wizards gain bonus feats at levels 5 and 10 with which they may purchase spell and metamagic feats.&lt;br /&gt;
&lt;br /&gt;
=== Wizard Weapons ===&lt;br /&gt;
The Wizard may use the club, dagger, light crossbow, and quarterstaff.&lt;br /&gt;
&lt;br /&gt;
=== Mystic Weapons ===&lt;br /&gt;
The character may use the casting gloves, mystic staff, and tome.&lt;br /&gt;
&lt;br /&gt;
=== Spell List ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
! Cantrips !! 1st Level Spells !! 2nd Level Spells !! 3rd Level Spells !! 4th Level Spells !! 5th Level Spells&lt;br /&gt;
|- style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
[[Spells#Acid_Splash|Acid Splash]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Daze|Daze]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Electric_Jolt|Electric Jolt]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Flare|Flare]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Light|Light]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Micro_Missile|Micro Missile]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Ray_of_Frost|Ray of Frost]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Resistance|Resistance]]&lt;br /&gt;
|&lt;br /&gt;
[[Spells#Burning_Hands|Burning Hands]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Charm_Person|Charm]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Color_Spray|Color Spray]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Endure_Elements|Endure Energy]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Expeditious_Retreat|Expeditious Retreat]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Grease|Grease]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Ice_Dagger|Ice Dagger]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Ironguts|Ironguts]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Mage_Armor|Mage Armor]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Magic_Missile|Magic Missile]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Magic_Weapon|Magic Weapon]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Negative_Energy_Ray|Negative Energy Ray]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#PROTECTION_FROM_ALIGNMENT|Protection]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Ray_of_Enfeeblement|Ray of Enfeeblement]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Scare|Scare]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Shield|Shield]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Sleep|Sleep]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Summon_Creature_I|Summon Creature I]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Horizikauls_Boom|Thundering Boom]]&lt;br /&gt;
|&lt;br /&gt;
[[Spells#Melfs_Acid_Arrow|Acid Arrow]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Blindness_and_Deafness|Blindness/Deafness]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Bulls_Strength|Bull&#039;s Strength]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Cats_Grace|Cat&#039;s Grace]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Clarity|Clarity]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Clayskin|Clayskin]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Cloud_of_Bewilderment|Cloud of Bewilderment]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Combust|Combust]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Death_Armor|Death Armor]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Eagle_Splendor|Eagle&#039;s Splendor]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Gedlees_Electric_Loop|Electric Loop]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Flame_Weapon|Elemental Weapon]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Endurance|Endurance]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Foxs_Cunning|Fox&#039;s Cunning]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Ghostly_Visage|Ghostly Visage]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Ghoul_Touch|Ghoul Touch]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Tashas_Hideous_Laughter|Hideous Laughter]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Hold_Person|Hold]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Invisibility|Invisibility]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#BalagarnsIronHorn|Iron Horn]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Owls_Wisdom|Owl&#039;s Wisdom]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Resist_Elements|Resist Energy]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#See_Invisibility|See Invisibility]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Stone_Bones|Stone Bones]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Summon_Creature_II|Summon Creature II]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Web|Web]]&lt;br /&gt;
|&lt;br /&gt;
[[Spells#Mestils_Acid_Breath|Acid Breath]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Confusion|Confusion]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Contagion|Contagion]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Dispel_Magic|Dispel Magic]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Displacement|Displacement]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Fear|Fear]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Fireball|Fireball]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Flame_Arrow|Flame Arrow]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Glyph_of_Warding|Glyph of Warding]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Greater_Magic_Weapon|Greater Magic Weapon]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Gust_of_Wind|Gust of Wind]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Haste|Haste]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Invisibility_Sphere|Invisibility Sphere]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Lightning_Bolt|Lightning Bolt]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Negative_Energy_Burst|Negative Energy Burst]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Protection_from_Elements|Protection from Energy]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Remove_Curse|Remove Curse]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Scintillating_Sphere|Scintillating Sphere]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Slow|Slow]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Stinking_Cloud|Stinking Cloud]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Summon_Creature_III|Summon Creature III]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Vampiric_Touch|Vampiric Touch]]&lt;br /&gt;
|&lt;br /&gt;
[[Spells#Bestow_Curse|Bestow Curse]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Evards_Black_Tentacles|Black Tentacles]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Dismissal|Dismissal]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Dominate_Person|Dominate Person]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Elemental_Shield|Elemental Rebuke]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Enervation|Enervation]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Minor_Globe_of_Invulnerability|Globe of Invulnerability]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Ice_Storm|Ice Storm]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Improved_Invisibility|Improved Invisibility]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Isaacs_Lesser_Missile_Storm|Missile Storm]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Phantasmal_Killer|Phantasmal Killer]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Stoneskin|Stoneskin]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Summon_Creature_IV|Summon Creature IV]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Wall_of_Fire|Wall of Fire]]&lt;br /&gt;
|&lt;br /&gt;
[[Spells#Ball_Lightning|Ball Lightning]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Cloudkill|Cloudkill]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Cone_of_Cold|Cone of Cold]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Energy_Buffer|Energy Buffer]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Ethereal_Visage|Ethereal Visage]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Feeblemind|Feeblemind]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Firebrand|Firebrand]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Ironskin|Ironskin]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Mind_Fog|Mind Fog]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Lesser_Spell_Mantle|Spell Mantle]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Summon_Creature_V|Summon Creature V]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Archetypes ==&lt;br /&gt;
&lt;br /&gt;
=== Evoker ===&lt;br /&gt;
&#039;&#039;&amp;quot;Defenses are only as good as their weakest point.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
With a calculated evocation, the Evoker brings down even the hardiest enemy.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Class Level !! Feature !! Details&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| &#039;&#039;&#039;Conjunction&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
You gain a Conjunction grid, which you may view in your archetype menu (opened via your base archetype feat or the /atmenu command):&lt;br /&gt;
&lt;br /&gt;
* This grid has 3 rows, and columns equal to your highest spell level.&lt;br /&gt;
* Upon casting a harmful spell with Arcane Focus, the grid gains a charge in the highest unfilled cell corresponding to the level of the spell.&lt;br /&gt;
* When a row of this grid is filled, that row is cleared and you gain points of Conjunction equal to 1 + the combined total of all your spell levels, minus your highest (e.g. a wizard who knows level 5 spells would gain 1+4+3+2+1 = 11 points). Any remaining filled cells in the grid rise to fill empty space.&lt;br /&gt;
* When consuming Evocation spell slots, an amount of Conjunction equal to the spell&#039;s level is expended to refund the slot, and you gain Arcane Focus equal to the spell level.&lt;br /&gt;
* Conjunction may also be consumed to recover Evocation spell slots, at a cost of 1 per level.&lt;br /&gt;
* Maximum Conjunction points are equal to thrice the Conjunction received per completed row.&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| &#039;&#039;&#039;Syzygy&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
A &#039;Syzygy&#039; meter is added to your archetype menu. When consuming Conjunction points, your Syzygy meter is increased by the points consumed. Upon reaching or exceeding 10 points in this meter, you gain a charge of Astroclasm. The counter is then reset to zero.&lt;br /&gt;
&lt;br /&gt;
You gain a new ability, Astroclasm. Astroclasm allows you to nominate a point within 40m, firing an arcing bolt of force toward that location. This bolt explodes on impact, dealing 5 + 5d4 Force damage, plus an additional 1+1d4 per point of your Intelligence modifier in a 10m radius (Save: Reflex; DC: Spell (L5); Half). Creatures must also succeed a Fortitude save or be knocked down for one round.&lt;br /&gt;
&lt;br /&gt;
This ability possesses a maximum capacity of 1 charge, may be used at most once per round, and benefits from applicable [[General Mechanics Information#Metamagic|Metamagic]] that you know at no additional cost.&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| &#039;&#039;&#039;Binary System&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
Your Astroclasm capacity increases to 2. You now gain Syzygy when filling slots in your Conjunction grid, equal to the spell level.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Conjurer ===&lt;br /&gt;
&#039;&#039;&amp;quot;I am not without allies.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Conjurer overwhelms their foes with creations from beyond, while controlling the battlefield with ease.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Class Level !! Feature !! Details&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| &#039;&#039;&#039;Reinforcements&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
You gain a new resource pool, Reinforcements, with a maximum capacity equal to your Intelligence modifier + the combined spell levels of non-Reinforcements summoned creatures you have present. When you cast a Conjuration spell using Arcane Focus, you gain Reinforcements equal to the spell&#039;s level.&lt;br /&gt;
&lt;br /&gt;
Using this feature and targeting a point within 20m opens a rift, or moves the rift if one exists already, out of which a Minion-tier version of the summoned creature of the highest level you are capable of casting appears.&lt;br /&gt;
&lt;br /&gt;
Creatures emerge from this rift at a rate of 1 per second, consuming 1 point of Reinforcements apiece, with a summon duration of 3 rounds. Whenever one of your Reinforcements dies or its duration expires, you regain 1 point of [[General Mechanics Information#Metamagic|Metamagic]]. If your Reinforcements pool reaches 0, the rift closes. You may also close the rift by targeting yourself with this feature. The rift may also be obstructed by creatures occupying its space, provided they do not possess a collision-bypassing effect.&lt;br /&gt;
&lt;br /&gt;
In addition, you may summon additional creatures beyond your summoning capacity by casting the Summon Creature spell whilst at your maximum capacity.&lt;br /&gt;
&lt;br /&gt;
These over-capacity reinforcements have a duration of 3 rounds, and do not return Metamagic.&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| &#039;&#039;&#039;Shock Troops&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
Upon perishing, your Reinforcements explode following a delay of 2.5 seconds, causing the Reinforcement&#039;s highest hit die in Force damage to creatures within 4m, other than your allies. Should their duration expire, they also explode at its end, flashing red for the final 2.5 seconds as a warning. This feature benefits from any applicable [[General Mechanics Information#Metamagic|Metamagic]] you know.&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| &#039;&#039;&#039;Vanguarded&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
Your non-Reinforcements summoned creatures now each possess a duplicate of your Contingency feature; however, their Contingency feature does not confer invisibility, nor may it be restored.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Eldritch Knight ===&lt;br /&gt;
&#039;&#039;&amp;quot;Warded by rune and iron.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
An Eldritch Knight combines martial prowess with arcane skill, cutting down their opponents with unexpected combinations.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Class Level !! Feature !! Details&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| &#039;&#039;&#039;Launch Sequencer&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
When casting a harmful spell, you also cast any readied non-harmful spells to the right of its slot in your spellbook on yourself. If there is another harmful spell memorised in a slot to the right of the spell slot you used, you instead cast the non-harmful spells in the slots between the two. You may use your archetype menu to disable this feature, and configure whether these automatic spells overwrite the effects of spells that are already active.&lt;br /&gt;
&lt;br /&gt;
You also gain two new resource gauges, Arcane Flux and Eldritch Induction.&lt;br /&gt;
&lt;br /&gt;
* When casting a harmful spell, you gain Arcane Flux at a rate of 4% per spell level.&lt;br /&gt;
* When casting a non-harmful spell that does not have a [[General Mechanics Information#Combat Time|Combat Time]] duration, you gain Arcane Flux at a rate of 2% per spell level.&lt;br /&gt;
* At most once every 5 seconds, when making an attack, you convert Arcane Flux to Eldritch Induction at a rate dependent on the current score on the Arcane Flux meter, as indicated in the table below.&lt;br /&gt;
* You may use your archetype menu to consume 5% Eldritch Induction to restore 1 Arcane Focus, or 2 [[General Mechanics Information#Metamagic|Metamagic]].&lt;br /&gt;
* Your attacks have their damage increased by +1 per 10% Eldritch Induction you possess, to a maximum of +5.&lt;br /&gt;
* You receive a 30% multiplicative damage immunity to all damage whilst you possess any Arcane Flux.&lt;br /&gt;
* When you perform a [[General Mechanics Information#Long Rest|Long Rest]], you begin with 10% Arcane Flux and 50% Eldritch Induction.&lt;br /&gt;
&lt;br /&gt;
Finally, you gain the Weapon Proficiency (Martial), Weapon Proficiency (Simple), Simple Weapon Mastery, Armor Proficiency (Light), Armor Proficiency (Medium), Armor Proficiency (Heavy), and Proficiency (Shield) feats, if you do not already possess them.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Arcane Flux Gauge !! Flux conversion&lt;br /&gt;
|-&lt;br /&gt;
| 0-9% || 1%&lt;br /&gt;
|-&lt;br /&gt;
| 10-39% || 6%&lt;br /&gt;
|-&lt;br /&gt;
| 40-69% || 11%&lt;br /&gt;
|-&lt;br /&gt;
| 70-100% || 20%&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| &#039;&#039;&#039;Force Feedback&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
When your Arcane Flux converts into Eldritch Induction, and you have cast a harmful spell within the last 1m, you gain the Force Feedback effect.&lt;br /&gt;
&lt;br /&gt;
This takes the form of a [[General Mechanics Information#Retaliation|Retaliation]] effect with a special 20m Range [Trigger: Attacks/Damage, Damage: [1 + 1d4 Force] * [CON/2], Limit: CON, Duration: 3 rounds, Cooldown: 1s, per-Target].&lt;br /&gt;
&lt;br /&gt;
The effects of this feature benefit from any applicable [[General Mechanics Information#Metamagic|Metamagic]] feats you know, at no additional cost.&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| &#039;&#039;&#039;Rune and Iron&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
Your damage immunity from Arcane Flux increases to 50%, and your damage bonus from Eldritch Induction increases to +2 per 10%, to a maximum of +10.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>RisenholmBot</name></author>
	</entry>
	<entry>
		<id>https://wiki.risenholm.com/index.php?title=Cleric&amp;diff=1748</id>
		<title>Cleric</title>
		<link rel="alternate" type="text/html" href="https://wiki.risenholm.com/index.php?title=Cleric&amp;diff=1748"/>
		<updated>2026-10-07T21:57:26Z</updated>

		<summary type="html">&lt;p&gt;RisenholmBot: Sync from game data at 0c8240c41&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- This page is generated from the game data by scripts/wiki_sync.py in the module repository. Edits made here will be overwritten by the next sync: change the class or feat description in risenholm.tlk instead. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Clerics draw Power from their Devotion to a religious path. Their spell selection is generally tailored towards support through healing, boons and afflictions and they are afforded an average HP pool and armor proficiencies to allow a frontline presence if desired. The various archetypes allow the Cleric to become a more classic frontline enspelled warrior, a dedicated healer, or unique offensive spellcaster.&lt;br /&gt;
&lt;br /&gt;
== Vitals ==&lt;br /&gt;
:&#039;&#039;&#039;Hit Die&#039;&#039;&#039;: d8 (8 HP per Level)&lt;br /&gt;
:&#039;&#039;&#039;Proficiencies&#039;&#039;&#039;: Armor (All), Shields, Weapons (Simple, Mystic)&lt;br /&gt;
:&#039;&#039;&#039;Skill Points per Level&#039;&#039;&#039;: 6&lt;br /&gt;
:&#039;&#039;&#039;Primary Saving Throw(s)&#039;&#039;&#039;: Fortitude, Will&lt;br /&gt;
:&#039;&#039;&#039;Spellcasting Ability&#039;&#039;&#039;: Wisdom (10 + Spell Level to be able to cast a spell)&lt;br /&gt;
:&#039;&#039;&#039;Spellcasting Type&#039;&#039;&#039;: Devotion. Memorized. Memorized spellcasters cannot clear memorized slots after casting a spell, until after their next rest. However, any spells placed into an empty slot start as memorized and available for use.&lt;br /&gt;
:&#039;&#039;&#039;Spellbook&#039;&#039;&#039;: Clerics know all available spells once they become capable of casting at a given spell level.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Level !! Features&lt;br /&gt;
|-&lt;br /&gt;
| 1 || [[#Spell List|Spellcasting Level 1]], [[#Metamagic: Conversion|Metamagic: Conversion]], [[#Divine Polarity|Divine Polarity]]&lt;br /&gt;
|-&lt;br /&gt;
| 2 || [[#Channel Divinity: Turning|Channel Divinity: Turning]]&lt;br /&gt;
|-&lt;br /&gt;
| 3 || [[#Spell List|Spellcasting Level 2]], [[#Bonus Feat: Channel Divinity|Bonus Feat: Channel Divinity]], Energy Affinity&lt;br /&gt;
|-&lt;br /&gt;
| 4 || [[#Archetypes|Archetype Feature I]], [[#Bonus Feat: Channel Divinity|Bonus Feat: Channel Divinity]]&lt;br /&gt;
|-&lt;br /&gt;
| 5 || [[#Spell List|Spellcasting Level 3]]&lt;br /&gt;
|-&lt;br /&gt;
| 6 || [[#Bonus Feat: Channel Divinity|Bonus Feat: Channel Divinity]]&lt;br /&gt;
|-&lt;br /&gt;
| 7 || [[#Archetypes|Archetype Feature II]], [[#Spell List|Spellcasting Level 4]]&lt;br /&gt;
|-&lt;br /&gt;
| 8 || [[#Bonus Feat: Channel Divinity|Bonus Feat: Channel Divinity]]&lt;br /&gt;
|-&lt;br /&gt;
| 9 || [[#Spell List|Spellcasting Level 5]]&lt;br /&gt;
|-&lt;br /&gt;
| 10 || [[#Archetypes|Archetype Feature III]], [[#Bonus Feat: Channel Divinity|Bonus Feat: Channel Divinity]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Spell Slots per Level&lt;br /&gt;
! Class Level !! Cantrips !! 1st Level !! 2nd Level !! 3rd Level !! 4th Level !! 5th Level&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 3 || 2 || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 4 || 3 || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 4 || 3 || 2 || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 5 || 4 || 3 || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 5 || 4 || 3 || 2 || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 6 || 5 || 4 || 4 || 3 || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 7 || 6 || 5 || 4 || 3 || 2 || -&lt;br /&gt;
|-&lt;br /&gt;
| 8 || 6 || 5 || 4 || 4 || 3 || -&lt;br /&gt;
|-&lt;br /&gt;
| 9 || 6 || 5 || 5 || 4 || 3 || 2&lt;br /&gt;
|-&lt;br /&gt;
| 10 || 6 || 5 || 5 || 4 || 4 || 3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Spell slots are before any bonus slots from a high spellcasting ability.&lt;br /&gt;
&lt;br /&gt;
== Cleric Core Mechanics ==&lt;br /&gt;
&lt;br /&gt;
=== Mystic Weapons ===&lt;br /&gt;
The character may use the casting gloves, mystic staff, and tome.&lt;br /&gt;
&lt;br /&gt;
=== Divine Polarity ===&lt;br /&gt;
Clerics choose the energy type of their spells and abilities at level 1. They subsequently gain the Energy Affinity feat for that energy type at level 3.&lt;br /&gt;
&lt;br /&gt;
=== Metamagic: Conversion ===&lt;br /&gt;
The character receives the Conversion feat for free.&lt;br /&gt;
&lt;br /&gt;
=== Channel Divinity ===&lt;br /&gt;
The character gains access to features that draw upon a Channel Divinity pool, representing a reserve of divine energy. These features may be granted by class levels, feats, or archetypes. This pool has a maximum capacity of equal to the sum total of their Paladin and Cleric levels, plus the highest of their Wisdom or Charisma modifiers. The character regains 1 Channel Divinity for every 6 non-minion foes slain.&lt;br /&gt;
&lt;br /&gt;
=== Channel Divinity: Turning ===&lt;br /&gt;
The character may target a location within Short (8m) range to release a wave of pure conviction, striking enemies within a 6m radius sphere. Struck enemies must succeed at a saving throw (Will, DC: 10 + Cleric Level + Paladin Level + Highest of WIS/CHA; Negates) or suffer the Fear effect for 3 rounds. These enemies also receive Psychic damage equal to the character&#039;s combined Wisdom and Charisma modifiers, halved if the target succeeded their saving throw. In addition, the character restores [[General Mechanics Information#Metamagic|Metamagic]] equal to half their Wisdom modifier.&lt;br /&gt;
&lt;br /&gt;
The effects of this ability are subject to ongoing saving throws. Each round, the target may attempt a new saving throw to end the effect. Each failed saving throw provides a stacking +4 bonus to further saving throws for 5 rounds versus the following effects:&lt;br /&gt;
&lt;br /&gt;
Confusion, Daze, Domination, Fear, Knockdown, Paralysis, Petrification, Sleep, Stun&lt;br /&gt;
&lt;br /&gt;
=== Bonus Feat: Channel Divinity ===&lt;br /&gt;
The Cleric receives a free Channel Divinity feat of their choice, from the list below:&lt;br /&gt;
&lt;br /&gt;
=== Channel Divinity: Divine Might ===&lt;br /&gt;
The character may spend one Channel Divinity to add their Charisma or Wisdom bonus, whichever is higher, to all weapon damage for 1 minute. This damage bonus is capped at twice the character&#039;s total sum of Paladin and Cleric levels. If Divine Might is already active, the duration is extended by 1 minute.&lt;br /&gt;
&lt;br /&gt;
=== Channel Divinity: Divine Shield ===&lt;br /&gt;
The character may spend one Channel Divinity to gain damage resistance against physical damage. The threshold for this damage resistance is equal to the sum total of Cleric and Paladin class levels the character possesses. The shield absorbs 10 damage per point of the character&#039;s Charisma or Wisdom bonus, whichever is higher, plus 10% of the target&#039;s maximum hitpoints.&lt;br /&gt;
&lt;br /&gt;
If Divine Shield is already active, any existing absorption is inherited by the new instance of Divine Shield. Divine Shield has a duration of 15 minutes [[General Mechanics Information#Combat Time|Combat Time]].&lt;br /&gt;
&lt;br /&gt;
=== Channel Divinity: Beneficence ===&lt;br /&gt;
Consume 1 Channel Divinity to instantly heal your most damaged ally within 20m for hitpoints equal to your highest memorised Cure Wounds spell. Excess granted as Temporary Hit Points.&lt;br /&gt;
&lt;br /&gt;
=== Channel Divinity: Ablution ===&lt;br /&gt;
Consume 1 Channel Divinity to apply the effects of Restoration to allies in a 10m sphere, with a range of 20m. The Restoration spell must be memorised.&lt;br /&gt;
&lt;br /&gt;
=== Channel Divinity: Condemnation ===&lt;br /&gt;
Consume 2 Channel Divinity to apply a DoT inflicting 1d4 + WIS Radiant damage every 3 seconds to enemies in a 10m sphere, with a range of 20m, lasting 3 rounds (Requires Action).&lt;br /&gt;
&lt;br /&gt;
=== Channel Divinity: Consecration ===&lt;br /&gt;
Consume 2 Channel Divinity to create a 5m radius area centered around the cleric for 1 minute inflicting 1d4 + [WIS / 2] Radiant damage per 3 seconds to enemies within (Requires Action)&lt;br /&gt;
&lt;br /&gt;
=== Channel Divinity: Succor ===&lt;br /&gt;
Consume 3 Channel Divinity to grant a target the effects of a [[General Mechanics Information#Short Rest|Short Rest]]. The target must complete a Rest to be eligible for this effect again.&lt;br /&gt;
&lt;br /&gt;
=== Channel Divinity: Sanctification ===&lt;br /&gt;
Consume 1 Channel Divinity to apply a [[General Mechanics Information#Retaliation|Retaliation]] effect to yourself or an ally [Trigger: Attacks, Damage: 3d2 + WIS Radiant, Limit: [WIS * 2] Attacks, Duration: 15m [[General Mechanics Information#Combat Time|Combat Time]], Cooldown: 1s, per-Attacker]&lt;br /&gt;
&lt;br /&gt;
=== Channel Divinity: Fervor ===&lt;br /&gt;
Consume 5 Channel Divinity to grant the target a bonus attack per round for a number of rounds equal to your Wisdom modifier.&lt;br /&gt;
&lt;br /&gt;
=== Spell List ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
! Cantrips !! 1st Level Spells !! 2nd Level Spells !! 3rd Level Spells !! 4th Level Spells !! 5th Level Spells&lt;br /&gt;
|- style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
[[Spells#Inflict_Minor_Wounds|Inflict Minor Wounds]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Light|Light]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Resistance|Resistance]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Cure_Minor_Wounds|Spare the Dying]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Virtue|Virtue]]&lt;br /&gt;
|&lt;br /&gt;
[[Spells#Bane|Bane]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Bless|Bless]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Cure_Light_Wounds|Cure Light Wounds]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Doom|Doom]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Endure_Elements|Endure Energy]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Inflict_Light_Wounds|Inflict Light Wounds]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Ironguts|Ironguts]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Magic_Weapon|Magic Weapon]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Negative_Energy_Ray|Negative Energy Ray]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#PROTECTION_FROM_ALIGNMENT|Protection]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Scare|Scare]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Shield_of_Faith|Shield of Faith]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Summon_Creature_I|Summon Creature I]]&lt;br /&gt;
|&lt;br /&gt;
[[Spells#Aid|Aid]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Bless_Weapon|Bless Weapon]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Blindness_and_Deafness|Blindness/Deafness]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Bulls_Strength|Bull&#039;s Strength]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Cats_Grace|Cat&#039;s Grace]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Clarity|Clarity]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Cure_Moderate_Wounds|Cure Moderate Wounds]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Eagle_Splendor|Eagle&#039;s Splendor]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Endurance|Endurance]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Foxs_Cunning|Fox&#039;s Cunning]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Freedom_of_Movement|Freedom of Movement]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Hold_Person|Hold]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Inflict_Moderate_Wounds|Inflict Moderate Wounds]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Owls_Wisdom|Owl&#039;s Wisdom]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Resist_Elements|Resist Energy]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Restoration|Restoration]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Silence|Silence]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Sound_Burst|Sound Burst]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Stone_Bones|Stone Bones]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Summon_Creature_II|Summon Creature II]]&lt;br /&gt;
|&lt;br /&gt;
[[Spells#Contagion|Contagion]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Cure_Serious_Wounds|Cure Serious Wounds]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Dispel_Magic|Dispel Magic]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Fear|Fear]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Glyph_of_Warding|Glyph of Warding]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Greater_Magic_Weapon|Greater Magic Weapon]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Inflict_Serious_Wounds|Inflict Serious Wounds]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Invisibility_Purge|Invisibility Purge]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Magic_Vestment|Magic Vestment]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Negative_Energy_Burst|Negative Energy Burst]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Neutralize_Poison|Neutralize Poison]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Poison|Poison]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Prayer|Prayer]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Protection_from_Elements|Protection from Energy]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Remove_Curse|Remove Curse]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Remove_Disease|Remove Disease]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Searing_Light|Searing Light]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Summon_Creature_III|Summon Creature III]]&lt;br /&gt;
|&lt;br /&gt;
[[Spells#Bestow_Curse|Bestow Curse]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Cure_Critical_Wounds|Cure Critical Wounds]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Death_Ward|Death Ward]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Dismissal|Dismissal]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Flame_Strike|Flame Strike]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Hammer_of_the_Gods|Hammer of the Gods]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Inflict_Critical_Wounds|Inflict Critical Wounds]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Summon_Creature_IV|Summon Creature IV]]&lt;br /&gt;
|&lt;br /&gt;
[[Spells#Battletide|Battletide]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Circle_of_Doom|Circle of Doom]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Healing_Circle|Healing Circle]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Monstrous_Regeneration|Monstrous Regeneration]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Raise_Dead|Raise Dead]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Slay_Living|Slay Living]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Summon_Creature_V|Summon Creature V]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Archetypes ==&lt;br /&gt;
&lt;br /&gt;
=== Votive ===&lt;br /&gt;
&#039;&#039;&amp;quot;Have faith.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Burning their life&#039;s candle, the Votive gives of themselves to provide succor to their friends and castigate their foes.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Class Level !! Feature !! Details&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| &#039;&#039;&#039;Yajna&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
You gain a new Channel Divinity option, Yajna. This allows you to enter a channeling state wherein you forsake the ability to perform any actions other than maintaining Yajna effects. Using the feat again whilst in this state allows you to target a creature, expending 1 Channel Divinity and applying a Yajna effect. Applying Yajna effects consumes [[General Mechanics Information#Metamagic|Metamagic]] (Empower, Extend, Heighten, Quicken) like a spell. Whilst channeling you gain 50% multiplicative damage immunity to all damage and complete immunity to all Hard Control effects. Attacking, casting a spell, or moving will cancel the state.&lt;br /&gt;
&lt;br /&gt;
Whilst under the effects of Yajna, for 10 ticks the target is harmed or healed every 3 seconds. You may create as many concurrent Yajna effects as you wish. You may dispel Yajna effects by targeting the creature again. Quicken increases the tick rate from 3s to 2s. Ticks of Yajna also increase the Limit of Implement Fighting&#039;s [[General Mechanics Information#Retaliation|Retaliation]] effect as if they were an attack or spellcast.&lt;br /&gt;
&lt;br /&gt;
* Healing equals your combined WIS and CHA modifiers, weapon EB, plus your Divine Shield [[General Mechanics Information#Threshold and Absorption|Threshold]].&lt;br /&gt;
* Healing in excess of the target&#039;s maximum HP is granted as temporary hitpoints (THP) for 1 minute.&lt;br /&gt;
&lt;br /&gt;
* Damage dealt is equal to your combined WIS and CHA modifiers, weapon EB, Rune damage, and Divine Might if active.&lt;br /&gt;
* The target receives a Will save to half the damage, with DC equal to your highest spell DC.&lt;br /&gt;
* If an enemy perishes under the effects of Yajna, it transfers to the nearest enemy within 20m of both the enemy and yourself.&lt;br /&gt;
* Yajna effects that only deal damage refund their Channel Divinity cost upon expiry.&lt;br /&gt;
&lt;br /&gt;
This power comes at a cost, however. Upon each tick, your Embers gauge increases by 4%, or 1% if over 100%. If the gauge exceeds 100%, you begin to receive damage at a rate of 1 Internal damage per 1% excess, every 2 seconds. The gauge decays by 5% per second once you have not gained Embers for one round.&lt;br /&gt;
&lt;br /&gt;
Finally, you gain the Robust Defense feat.&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| &#039;&#039;&#039;Bhakti&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
Allies receiving the effects of Yajna receive a 20% multiplicative damage immunity to all damage for the duration of the effect. Enemies instead receive a 20% damage vulnerability.&lt;br /&gt;
&lt;br /&gt;
Healing hitpoints with Yajna now also extinguishes Embers, reducing 1% per hitpoint restored while below 100% Embers, and 1% per 10 hitpoints restored if over 100% Embers.&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| &#039;&#039;&#039;Nirvana&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
Once per minute, you may immediately purge your entire Embers gauge. If this free use of Nirvana is on cooldown, you may opt to expend 1 Channel Divinity to extinguish these Embers instead.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Warpriest ===&lt;br /&gt;
&#039;&#039;&amp;quot;On the battlefield, everyone is a believer.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Warpriest clashes into the front lines, inspiring their allies to victory.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Class Level !! Feature !! Details&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| &#039;&#039;&#039;Power&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
You gain a new resource pool, Divine Power, with a maximum capacity equal to thrice your Wisdom modifier. For each point of Channel Divinity you consume, you gain Divine Power equal to half your Wisdom modifier.&lt;br /&gt;
&lt;br /&gt;
You may consume Divine Power to cast a selection of spells using your archetype menu, as below. You must have the spell currently memorised, though it need not be readied. Warding and enhancement spells are cast on yourself (or on the target of your next normal attack, if a harmful spell) instantly, with no cast time. Hostile spell options possess a cooldown period of one round. These spells consume [[General Mechanics Information#Metamagic|Metamagic]] as usual.&lt;br /&gt;
&lt;br /&gt;
Whilst you harbour any Divine Power, you receive a multiplicative 30% physical damage immunity effect.&lt;br /&gt;
&lt;br /&gt;
Finally, you gain the Martial Weapon Proficiency and Simple Weapon Mastery feats, if you do not already possess them.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Spell !! Cost&lt;br /&gt;
|-&lt;br /&gt;
| Bane + Doom || 1&lt;br /&gt;
|-&lt;br /&gt;
| Aid || 2&lt;br /&gt;
|-&lt;br /&gt;
| Cure Wounds || [Spell Level]&lt;br /&gt;
|-&lt;br /&gt;
| Inflict Wounds || [Spell Level]&lt;br /&gt;
|-&lt;br /&gt;
| Resist Elements || 2&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| &#039;&#039;&#039;Force&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
Your Divine Power spell list is expanded to include the following spells, with some options upgraded.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Spell !! Cost&lt;br /&gt;
|-&lt;br /&gt;
| Bane + Doom + Prayer (replaces Bane + Doom) || 1&lt;br /&gt;
|-&lt;br /&gt;
| Protection From Elements (replaces Resist Elements) || 2&lt;br /&gt;
|-&lt;br /&gt;
| Death Ward || 4&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| &#039;&#039;&#039;Obliteration&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
Your Divine Power spell list is expanded to include the following spells.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Spell !! Cost&lt;br /&gt;
|-&lt;br /&gt;
| Battletide || 3&lt;br /&gt;
|-&lt;br /&gt;
| Healing Circle || 5&lt;br /&gt;
|-&lt;br /&gt;
| Slay Living || 5&lt;br /&gt;
|-&lt;br /&gt;
| Monstrous Regeneration || 5&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Ascendant ===&lt;br /&gt;
&#039;&#039;&amp;quot;Beyond mortal limits.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Ascendant channels raw energy to bring themselves closer to the divine.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Class Level !! Feature !! Details&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| &#039;&#039;&#039;Ascension&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
You gain an Ascension gauge and track. Expending Channel Divinity fills your Ascension gauge, with a duration of [WIS] seconds for each Channel Divinity expended. If the Ascension effect is already active, its duration is extended.&lt;br /&gt;
&lt;br /&gt;
Whilst Ascension is active, your Ascension track (visible on your archetype menu) progresses, draining the gauge. The Ascension track consists of consecutive segments for each of your castable spell levels. The track progresses in 1s ticks, with [Spell Level + 1] ticks required to fill these segments, in sequence. Once a segment is filled, you receive a free spellcast (Freecast) of a harmful spell at that level. When the track ends, it resets and begins refilling from zero. If a spell level already has a Freecast, the track will cease progression until that Freecast is used. After a [[General Mechanics Information#Long Rest|Long Rest]], your Ascension track begins with a Freecast at each spell level.&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| &#039;&#039;&#039;Majesty&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
Whilst your Ascension gauge is active, enemies affected by your damaging Cleric spells suffer the effects of Blindness for 1 round (Reflex, DC: Spell; Negates).&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| &#039;&#039;&#039;Apotheosis&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
When an enemy fails their save versus your Majesty feature, they suffer a DoT effect with damage equal to half your Wisdom modifier every 3s for 3 rounds.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>RisenholmBot</name></author>
	</entry>
	<entry>
		<id>https://wiki.risenholm.com/index.php?title=Spells&amp;diff=1747</id>
		<title>Spells</title>
		<link rel="alternate" type="text/html" href="https://wiki.risenholm.com/index.php?title=Spells&amp;diff=1747"/>
		<updated>2026-10-07T21:39:23Z</updated>

		<summary type="html">&lt;p&gt;RisenholmBot: Sync from game data at 42de01695&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div id=&amp;quot;Acid_Splash&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Acid Splash ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Druid 0, Wizard / Sorcerer 0&amp;lt;br/&amp;gt;Innate Level: 0&amp;lt;br/&amp;gt;School: Evocation&amp;lt;br/&amp;gt;Descriptor(s): Acid&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Medium&amp;lt;br/&amp;gt;Area of Effect / Target: Single&amp;lt;br/&amp;gt;Duration: Instant&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: Reflex (Half)&amp;lt;br/&amp;gt;Spell Resistance: Yes&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The caster fires a small orb of acid at the target for 2d6 points of acid damage.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Cantrips may be cast an unlimited number of times per day, and use all applicable Metamagic feats the caster knows for free.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Old Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Wizard / Sorcerer 0&amp;lt;br/&amp;gt;Innate Level: 0&amp;lt;br/&amp;gt;School: Conjuration&amp;lt;br/&amp;gt;Descriptor(s): Acid&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Medium&amp;lt;br/&amp;gt;Area of Effect / Target: Single&amp;lt;br/&amp;gt;Duration: Instant&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: None&amp;lt;br/&amp;gt;Spell Resistance: Yes&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The caster fires a small orb of acid at the target for 1d3 points of acid damage.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Aid&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Aid ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Bard 2, Cleric 2, Paladin 2, Ranger 2&amp;lt;br/&amp;gt;Innate Level: 2&amp;lt;br/&amp;gt;School: Enchantment&amp;lt;br/&amp;gt;Descriptor(s): Mind-Affecting&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Touch&amp;lt;br/&amp;gt;Area of Effect / Target: Single&amp;lt;br/&amp;gt;Duration: Medium (15m Combat Time)&amp;lt;br/&amp;gt;Additional Counter Spells: Doom&amp;lt;br/&amp;gt;Save: Harmless&amp;lt;br/&amp;gt;Spell Resistance: No&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The target gains bonus temporary hitpoints equal to 25 + 10% of their maximum hit points.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Old Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Cleric 2, Paladin 2, Ranger 3&amp;lt;br/&amp;gt;Innate Level: 2&amp;lt;br/&amp;gt;School: Enchantment&amp;lt;br/&amp;gt;Descriptor(s): Mind-Affecting&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Touch&amp;lt;br/&amp;gt;Area of Effect / Target: Single&amp;lt;br/&amp;gt;Duration: 1 Turn / Level&amp;lt;br/&amp;gt;Additional Counter Spells: Doom&amp;lt;br/&amp;gt;Save: Harmless&amp;lt;br/&amp;gt;Spell Resistance: No&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The target gains a +1 bonus to attack rolls, a +1 bonus on saving throws versus fear, and a 1d8 bonus to maximum hit points.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Amplify&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Amplify ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Removed&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Animate_Dead&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Animate Dead ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Removed&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;AuraOfGlory&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Aura of Glory ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Removed&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Awaken&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Awaken ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Druid 5&amp;lt;br/&amp;gt;Innate Level: 5&amp;lt;br/&amp;gt;School: Transmutation&amp;lt;br/&amp;gt;Descriptor(s):&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Special&amp;lt;br/&amp;gt;Area of Effect / Target: Self&amp;lt;br/&amp;gt;Duration: Long (30m)&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: Harmless&amp;lt;br/&amp;gt;Spell Resistance: No&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;You, your animal companion, and any summons you may have, gain the effects of Haste for one minute when entering the area of effect of any Entangle, Grease, Spike Growth, Vine Mine, or Web spells.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Old Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Druid 5&amp;lt;br/&amp;gt;Innate Level: 5&amp;lt;br/&amp;gt;School: Transmutation&amp;lt;br/&amp;gt;Descriptor(s):&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Personal&amp;lt;br/&amp;gt;Area of Effect / Target: Animal Companion&amp;lt;br/&amp;gt;Duration: Special&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: Harmless&amp;lt;br/&amp;gt;Spell Resistance: No&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The target animal companion gains +4 Strength, +4 Constitution, +1d10 Wisdom, and +2 to attack rolls for as long as it remains at the Druid&#039;s side.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;BalagarnsIronHorn&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Balagarn&#039;s Iron Horn ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Renamed: &#039;&#039;&#039;Iron Horn&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Bard 2, Wizard / Sorcerer 2&amp;lt;br/&amp;gt;Innate Level: 2&amp;lt;br/&amp;gt;School: Evocation&amp;lt;br/&amp;gt;Descriptor(s): Hard Control, Intense, Pernicious, Ignores Self&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Personal&amp;lt;br/&amp;gt;Area of Effect / Target: 7m Sphere&amp;lt;br/&amp;gt;Duration: Brief (3 Rounds)&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: Fortitude&amp;lt;br/&amp;gt;Spell Resistance: Yes&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The caster creates a deep, resonant vibration that shakes all creatures in the area of effect from their feet if they fail a Fortitude save.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Intense: The target is denied the first saving throw against this effect. A creature may only suffer the effects of the Intense keyword once per minute.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Pernicious: This effect is not removed upon a successful saving throw, instead continuing to attempt to apply itself each round upon a failed save for the full duration of the spell/effect.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Hard Control: The effects of this spell are subject to ongoing saving throws. Each round, the target may attempt a new saving throw to end the effect. Each failed saving throw provides a stacking +4 bonus to further saving throws for 5 rounds versus the following effects:&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Confusion, Daze, Domination, Fear, Knockdown, Paralysis, Petrification, Sleep, Stun&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Old Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Bard 1, Wizard / Sorcerer 2&amp;lt;br/&amp;gt;Innate Level: 2&amp;lt;br/&amp;gt;School: Transmutation&amp;lt;br/&amp;gt;Descriptor(s): Sonic&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Personal&amp;lt;br/&amp;gt;Area of Effect / Target: Colossal&amp;lt;br/&amp;gt;Duration: Instant&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: None&amp;lt;br/&amp;gt;Spell Resistance: Yes&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The caster creates a deep, resonant vibration that shakes all creatures in the area of effect from their feet if they fail a Strength check (as if the caster had a Strength of 20). Every creature that falls will be knocked down for one round.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Ball_Lightning&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Ball Lightning ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Wizard / Sorcerer 5&amp;lt;br/&amp;gt;Innate Level: 5&amp;lt;br/&amp;gt;School: Evocation&amp;lt;br/&amp;gt;Descriptor(s): Electricity&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Medium&amp;lt;br/&amp;gt;Area of Effect / Target: Single&amp;lt;br/&amp;gt;Duration: Instantaneous&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: Reflex 1/2&amp;lt;br/&amp;gt;Spell Resistance: Yes&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;You create a swarm of balls of lightning that strike your target. Eighteen balls are created, each dealing 1d6 damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Old Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Wizard / Sorcerer 5&amp;lt;br/&amp;gt;Innate Level: 5&amp;lt;br/&amp;gt;School: Evocation&amp;lt;br/&amp;gt;Descriptor(s): Electricity&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Medium&amp;lt;br/&amp;gt;Area of Effect / Target: Single&amp;lt;br/&amp;gt;Duration: Instantaneous&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: Reflex 1/2&amp;lt;br/&amp;gt;Spell Resistance: Yes&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;You create a ball of lightning that strikes your target. The damage of the ball is 1d6 per level to a maximum of 15d6.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Bane&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Bane ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Cleric 1, Paladin 1&amp;lt;br/&amp;gt;Innate Level: 1&amp;lt;br/&amp;gt;School: Enchantment&amp;lt;br/&amp;gt;Descriptor(s): Mind-Affecting&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Long&amp;lt;br/&amp;gt;Area of Effect / Target: 10m Sphere&amp;lt;br/&amp;gt;Duration: Short (1m)&amp;lt;br/&amp;gt;Additional Counter Spells: Bless&amp;lt;br/&amp;gt;Save: None&amp;lt;br/&amp;gt;Spell Resistance: Yes&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Bane fills the caster&#039;s enemies with fear and doubt. They suffer a -2 penalty on their attack rolls and a -2 penalty on saving throws against fear.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Old Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Cleric 1&amp;lt;br/&amp;gt;Innate Level: 1&amp;lt;br/&amp;gt;School: Enchantment&amp;lt;br/&amp;gt;Descriptor(s): Mind-Affecting&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Long&amp;lt;br/&amp;gt;Area of Effect / Target: Colossal&amp;lt;br/&amp;gt;Duration: 1 turn / level&amp;lt;br/&amp;gt;Additional Counter Spells: Bless&amp;lt;br/&amp;gt;Save: Will negates&amp;lt;br/&amp;gt;Spell Resistance: Yes&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Bane fills the caster&#039;s enemies with fear and doubt. They suffer a -1 penalty on their attack rolls and a -1 penalty on saving throws against fear.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Barkskin&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Barkskin ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Druid 2&amp;lt;br/&amp;gt;Innate Level: 2&amp;lt;br/&amp;gt;School: Transmutation&amp;lt;br/&amp;gt;Descriptor(s): None&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Touch&amp;lt;br/&amp;gt;Area of Effect / Target: Single&amp;lt;br/&amp;gt;Duration: Long (30m Combat Time)&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: Harmless&amp;lt;br/&amp;gt;Spell Resistance: No&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Barkskin hardens the target creature&#039;s skin, granting a +2 Natural armor bonus to AC.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Old Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Druid 2&amp;lt;br/&amp;gt;Innate Level: 2&amp;lt;br/&amp;gt;School: Transmutation&amp;lt;br/&amp;gt;Descriptor(s): None&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Touch&amp;lt;br/&amp;gt;Area of Effect / Target: Single&amp;lt;br/&amp;gt;Duration: 1 Hour / Level&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: Harmless&amp;lt;br/&amp;gt;Spell Resistance: No&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Barkskin hardens the target creature&#039;s skin, granting a natural armor bonus to Armor Class based on the caster&#039;s level:&amp;lt;br/&amp;gt;Level 1-6: +3&amp;lt;br/&amp;gt;Level 7-12: +4&amp;lt;br/&amp;gt;Levels 13+: +5&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Battletide&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Battletide ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Cleric 5&amp;lt;br/&amp;gt;Innate Level: 5&amp;lt;br/&amp;gt;School: Transmutation&amp;lt;br/&amp;gt;Descriptor(s): Mind-Affecting&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Short&amp;lt;br/&amp;gt;Area of Effect / Target: Large&amp;lt;br/&amp;gt;Duration: Short (1m)&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: No&amp;lt;br/&amp;gt;Spell Resistance: Yes&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;You create an aura that steals energy from your enemies and transfers it to your allies. When an enemy is struck by an allied attack while both are within the aura, and the enemy is not already Slowed, that enemy must succeed at a Will save or suffer Slow for one round. The striking ally then gains the Haste effect for one round.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Old Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Cleric 5&amp;lt;br/&amp;gt;Innate Level: 5&amp;lt;br/&amp;gt;School: Transmutation&amp;lt;br/&amp;gt;Descriptor(s): Mind-Affecting&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Short&amp;lt;br/&amp;gt;Area of Effect / Target: Large&amp;lt;br/&amp;gt;Duration: 1 Round / Level&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: No&amp;lt;br/&amp;gt;Spell Resistance: Yes&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;You create an aura that steals energy from your enemies. Your enemies suffer a -2 circumstance penalty on saves, attack rolls, and damage rolls, once entering the aura. On casting, you gain a +2 circumstance bonus to your saves, attack rolls, and damage rolls.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Bestow_Curse&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Bestow Curse ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Bard 4, Cleric 4, Druid 4, Wizard / Sorcerer 4&amp;lt;br/&amp;gt;Innate Level: 4&amp;lt;br/&amp;gt;School: Transmutation&amp;lt;br/&amp;gt;Descriptor(s):&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Touch&amp;lt;br/&amp;gt;Area of Effect / Target: Single&amp;lt;br/&amp;gt;Duration: Permanent&amp;lt;br/&amp;gt;Additional Counter Spells: Remove Curse&amp;lt;br/&amp;gt;Save: None&amp;lt;br/&amp;gt;Spell Resistance: Yes&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The target creature is afflicted with Curse, increasing their damage taken by 10%. Each round this increases by a further 10%, to a total maximum of 30%.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Old Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Bard 3, Cleric 3, Wizard / Sorcerer 4&amp;lt;br/&amp;gt;Innate Level: 3&amp;lt;br/&amp;gt;School: Transmutation&amp;lt;br/&amp;gt;Descriptor(s):&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Touch&amp;lt;br/&amp;gt;Area of Effect / Target: Single&amp;lt;br/&amp;gt;Duration: Permanent&amp;lt;br/&amp;gt;Additional Counter Spells: Remove Curse&amp;lt;br/&amp;gt;Save: Will Negates&amp;lt;br/&amp;gt;Spell Resistance: Yes&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Bestow Curse lowers all of the target creature&#039;s ability scores by 2.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Bigbys_Interposing_Hand&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Bigby&#039;s Interposing Hand ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Removed&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Blade_Thirst&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Blade Thirst ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Removed&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Bless&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Bless ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Cleric 1, Paladin 1&amp;lt;br/&amp;gt;Innate Level: 1&amp;lt;br/&amp;gt;School: Enchantment&amp;lt;br/&amp;gt;Descriptor(s): Mind-Affecting&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Long&amp;lt;br/&amp;gt;Area of Effect / Target: Colossal&amp;lt;br/&amp;gt;Duration: Medium (15m Combat Time)&amp;lt;br/&amp;gt;Additional Counter Spells: Bane&amp;lt;br/&amp;gt;Save: Harmless&amp;lt;br/&amp;gt;Spell Resistance: No&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;All allies within the area of effect gain a +1 attack bonus, and a +2 Will saving throw bonus vs fear.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Old Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Cleric 1, Paladin 1&amp;lt;br/&amp;gt;Innate Level: 1&amp;lt;br/&amp;gt;School: Enchantment&amp;lt;br/&amp;gt;Descriptor(s): Mind-Affecting&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Long&amp;lt;br/&amp;gt;Area of Effect / Target: Colossal&amp;lt;br/&amp;gt;Duration: 1 Turn / Level&amp;lt;br/&amp;gt;Additional Counter Spells: Bane&amp;lt;br/&amp;gt;Save: Harmless&amp;lt;br/&amp;gt;Spell Resistance: No&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;All allies within the area of effect gain a +1 bonus to attack rolls, along with a +1 on Will saves against fear.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Bless_Weapon&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Bless Weapon ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Cleric 2, Paladin 2&amp;lt;br/&amp;gt;Innate Level: 2&amp;lt;br/&amp;gt;School: Transmutation&amp;lt;br/&amp;gt;Descriptor(s): Weapon Enchantment, Rune&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Touch&amp;lt;br/&amp;gt;Area of Effect / Target: Creature&amp;lt;br/&amp;gt;Duration: Medium (15m Combat Time)&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: None&amp;lt;br/&amp;gt;Spell Resistance: No&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;For the duration, your active weapons or ammunition gain a 1d6 Radiant damage bonus. You can also target another creature to enchant its weapons.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;This effect replaces any active Rune effects, and benefits from any properties or feats that also increase Rune damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Old Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Paladin 1&amp;lt;br/&amp;gt;Innate Level: 1&amp;lt;br/&amp;gt;School: Transmutation&amp;lt;br/&amp;gt;Descriptor(s): Weapon Enchantment&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Touch&amp;lt;br/&amp;gt;Area of Effect / Target: Creature or Melee Weapon&amp;lt;br/&amp;gt;Duration: 1 Minute / Level&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: None&amp;lt;br/&amp;gt;Spell Resistance: No&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;You empower the touched melee weapon with a +1 enhancement bonus, and a 2d6 damage bonus vs. undead. You can also target another creature to enchant its worn melee weapon.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Blindness_and_Deafness&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Blindness/Deafness ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Bard 2, Cleric 2, Wizard / Sorcerer 2&amp;lt;br/&amp;gt;Innate Level: 2&amp;lt;br/&amp;gt;School: Enchantment&amp;lt;br/&amp;gt;Descriptor(s): Pernicious, Intense&amp;lt;br/&amp;gt;Component(s): Verbal&amp;lt;br/&amp;gt;Range: Medium (20m)&amp;lt;br/&amp;gt;Area of Effect / Target: Single&amp;lt;br/&amp;gt;Duration: Short (1m)&amp;lt;br/&amp;gt;Additional Counter Spells: Remove Blindness/Deafness&amp;lt;br/&amp;gt;Save: Fortitude Negates&amp;lt;br/&amp;gt;Spell Resistance: Yes&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The target creature is struck blind and deaf.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Intense: The target is denied the first saving throw against this effect. A creature may only suffer the effects of the Intense keyword once per minute.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Pernicious: This effect is not removed upon a successful saving throw, instead continuing to attempt to apply itself each round upon a failed save for the full duration of the spell/effect.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Old Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Bard 2, Cleric 3, Wizard / Sorcerer 2&amp;lt;br/&amp;gt;Innate Level: 2&amp;lt;br/&amp;gt;School: Enchantment&amp;lt;br/&amp;gt;Descriptor(s):&amp;lt;br/&amp;gt;Component(s): Verbal&amp;lt;br/&amp;gt;Range: Medium&amp;lt;br/&amp;gt;Area of Effect / Target: Single&amp;lt;br/&amp;gt;Duration: 1 Round / Level&amp;lt;br/&amp;gt;Additional Counter Spells: Remove Blindness/Deafness&amp;lt;br/&amp;gt;Save: Fortitude Negates&amp;lt;br/&amp;gt;Spell Resistance: Yes&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The target creature is struck blind and deaf.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Blood_Frenzy&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Blood Frenzy ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Removed&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Bulls_Strength&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Bull&#039;s Strength ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Bard 2, Cleric 2, Druid 2, Paladin 2, Ranger 2, Wizard / Sorcerer 2&amp;lt;br/&amp;gt;Innate Level: 2&amp;lt;br/&amp;gt;School: Transmutation&amp;lt;br/&amp;gt;Descriptor(s):&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Touch&amp;lt;br/&amp;gt;Area of Effect / Target: Single&amp;lt;br/&amp;gt;Duration: Long (30m Combat Time)&amp;lt;br/&amp;gt;Additional Counter Spells: Ray of Enfeeblement&amp;lt;br/&amp;gt;Save: Harmless&amp;lt;br/&amp;gt;Spell Resistance: No&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The target creature&#039;s Strength is increased by 4.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Mutually exclusive with Cat&#039;s Grace and Bear&#039;s Endurance.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Old Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Bard 2, Cleric 2, Druid 2, Paladin 2, Wizard / Sorcerer 2&amp;lt;br/&amp;gt;Innate Level: 2&amp;lt;br/&amp;gt;School: Transmutation&amp;lt;br/&amp;gt;Descriptor(s):&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Touch&amp;lt;br/&amp;gt;Area of Effect / Target: Single&amp;lt;br/&amp;gt;Duration: 1 Hour / Level&amp;lt;br/&amp;gt;Additional Counter Spells: Ray of Enfeeblement&amp;lt;br/&amp;gt;Save: Harmless&amp;lt;br/&amp;gt;Spell Resistance: No&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The target creature&#039;s Strength is increased by 1d4+1.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Burning_Hands&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Burning Hands ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Druid 1, Wizard / Sorcerer 1&amp;lt;br/&amp;gt;Innate Level: 1&amp;lt;br/&amp;gt;School: Evocation&amp;lt;br/&amp;gt;Descriptor(s): Fire&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: 30 ft&amp;lt;br/&amp;gt;Area of Effect / Target: Spell Cone&amp;lt;br/&amp;gt;Duration: Instant&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: Reflex 1/2&amp;lt;br/&amp;gt;Spell Resistance: Yes&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;A cone of fire shoots forth from the caster&#039;s hands, burning all those within its area of effect for 4d6 damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Old Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Wizard / Sorcerer 1&amp;lt;br/&amp;gt;Innate Level: 1&amp;lt;br/&amp;gt;School: Transmutation&amp;lt;br/&amp;gt;Descriptor(s): Fire&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: 30 ft&amp;lt;br/&amp;gt;Area of Effect / Target: Spell Cone&amp;lt;br/&amp;gt;Duration: Instant&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: Reflex 1/2&amp;lt;br/&amp;gt;Spell Resistance: Yes&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;A cone of fire shoots forth from the caster&#039;s hands, burning all those within its area of effect for 1d4 damage per caster level, up to a maximum of 5d4.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Call_Lightning&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Call Lightning ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Druid 3&amp;lt;br/&amp;gt;Innate Level: 3&amp;lt;br/&amp;gt;School: Evocation&amp;lt;br/&amp;gt;Descriptor(s): Electricity&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Long&amp;lt;br/&amp;gt;Area of Effect / Target: Large&amp;lt;br/&amp;gt;Duration: Instant&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: Reflex 1/2&amp;lt;br/&amp;gt;Spell Resistance: Yes&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;All enemies within the area of effect take 8d6 points of electrical damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Old Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Druid 3&amp;lt;br/&amp;gt;Innate Level: 3&amp;lt;br/&amp;gt;School: Evocation&amp;lt;br/&amp;gt;Descriptor(s): Electricity&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Long&amp;lt;br/&amp;gt;Area of Effect / Target: Large&amp;lt;br/&amp;gt;Duration: Instant&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: Reflex 1/2&amp;lt;br/&amp;gt;Spell Resistance: Yes&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;All enemies within the area of effect  take 1d6 points of electrical damage per caster level, to a maximum of 10d6.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Camoflage&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Camouflage ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Druid 1, Ranger 1&amp;lt;br/&amp;gt;Innate Level: 1&amp;lt;br/&amp;gt;School: Transmutation&amp;lt;br/&amp;gt;Descriptor(s):&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Personal&amp;lt;br/&amp;gt;Area of Effect / Target: Caster&amp;lt;br/&amp;gt;Duration: Long (30m Combat Time)&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: None&amp;lt;br/&amp;gt;Spell Resistance: No&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The caster&#039;s coloring changes to match the surroundings, gaining a +4 competence bonus to any Stealth checks and a +2 Deflection AC bonus.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Old Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Druid 1, Ranger 1&amp;lt;br/&amp;gt;Innate Level: 1&amp;lt;br/&amp;gt;School: Transmutation&amp;lt;br/&amp;gt;Descriptor(s):&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Personal&amp;lt;br/&amp;gt;Area of Effect / Target: Caster&amp;lt;br/&amp;gt;Duration: 10 turns / level&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: None&amp;lt;br/&amp;gt;Spell Resistance: No&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The caster&#039;s coloring changes to match the surroundings, gaining a +10 competence bonus to any Hide checks.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Cats_Grace&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Cat&#039;s Grace ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Bard 2, Cleric 2, Druid 2, Paladin 2, Ranger 2, Wizard / Sorcerer 2&amp;lt;br/&amp;gt;Innate Level: 2&amp;lt;br/&amp;gt;School: Transmutation&amp;lt;br/&amp;gt;Descriptor(s):&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Touch&amp;lt;br/&amp;gt;Area of Effect / Target: Single&amp;lt;br/&amp;gt;Duration: Long (30m Combat Time)&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: Harmless&amp;lt;br/&amp;gt;Spell Resistance: No&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The target creature&#039;s Dexterity is increased by 4.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Mutually exclusive with Bull&#039;s Strength and Bear&#039;s Endurance.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Old Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Bard 2, Ranger 2, Wizard / Sorcerer 2&amp;lt;br/&amp;gt;Innate Level: 2&amp;lt;br/&amp;gt;School: Transmutation&amp;lt;br/&amp;gt;Descriptor(s):&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Touch&amp;lt;br/&amp;gt;Area of Effect / Target: Single&amp;lt;br/&amp;gt;Duration: 1 Hour / Level&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: Harmless&amp;lt;br/&amp;gt;Spell Resistance: No&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The target creature&#039;s Dexterity is increased by 1d4+1.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Charm_Monster&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Charm Monster ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Removed&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Charm_Person&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Charm Person ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Renamed: &#039;&#039;&#039;Charm&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Bard 1, Druid 1, Wizard / Sorcerer 1&amp;lt;br/&amp;gt;Innate Level: 1&amp;lt;br/&amp;gt;School: Enchantment&amp;lt;br/&amp;gt;Descriptor(s): Mind-Affecting, Hard Control, Pernicious, Intense&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Medium (20m)&amp;lt;br/&amp;gt;Area of Effect / Target: Single&amp;lt;br/&amp;gt;Duration: Short (1m)&amp;lt;br/&amp;gt;Additional Counter Spells: Clarity&amp;lt;br/&amp;gt;Save: Will Negates&amp;lt;br/&amp;gt;Spell Resistance: Yes&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;In the eyes of the target creature, the caster is considered a friend. The target becomes neutral for the duration. If the target is a player character, they are instead dazed for the duration. This effect ends on non-player characters when attacked.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Intense: The target is denied the first saving throw against this effect. A creature may only suffer the effects of the Intense keyword once per minute.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Pernicious: This effect is not removed upon a successful saving throw, instead continuing to attempt to apply itself each round upon a failed save for the full duration of the spell/effect.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Hard Control: The effects of this spell are subject to ongoing saving throws. Each round, the target may attempt a new saving throw to end the effect. Each failed saving throw provides a stacking +4 bonus to further saving throws for 5 rounds versus the following effects:&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Confusion, Daze, Domination, Fear, Knockdown, Paralysis, Petrification, Sleep, Stun&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Old Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Bard 1, Wizard / Sorcerer 1&amp;lt;br/&amp;gt;Innate Level: 1&amp;lt;br/&amp;gt;School: Enchantment&amp;lt;br/&amp;gt;Descriptor(s): Mind-Affecting&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Short&amp;lt;br/&amp;gt;Area of Effect / Target: Single&amp;lt;br/&amp;gt;Duration: 2 Rounds + 1 / 3 Levels&amp;lt;br/&amp;gt;Additional Counter Spells: Clarity&amp;lt;br/&amp;gt;Save: Will Negates&amp;lt;br/&amp;gt;Spell Resistance: Yes&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;In the eyes of the target humanoid, the personal reputation of the caster is improved by 50%.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Charm_Person_or_Animal&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Charm Person or Animal ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Removed&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Circle_of_Doom&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Circle of Doom ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Cleric 5&amp;lt;br/&amp;gt;Innate Level: 5&amp;lt;br/&amp;gt;School: Necromancy&amp;lt;br/&amp;gt;Descriptor(s): Necrotic&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Medium&amp;lt;br/&amp;gt;Area of Effect / Target: Huge&amp;lt;br/&amp;gt;Duration: Short (1m)&amp;lt;br/&amp;gt;Additional Counter Spells: Healing Circle&amp;lt;br/&amp;gt;Save: None&amp;lt;br/&amp;gt;Spell Resistance: Yes&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;All enemies within the area of effect are struck with negative energy that causes 24 + 12d2 points of Necrotic damage. Targets are also afflicted by the Sundered effect for the duration.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Old Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Cleric 5&amp;lt;br/&amp;gt;Innate Level: 5&amp;lt;br/&amp;gt;School: Necromancy&amp;lt;br/&amp;gt;Descriptor(s): Negative&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Medium&amp;lt;br/&amp;gt;Area of Effect / Target: Huge&amp;lt;br/&amp;gt;Duration: Instant&amp;lt;br/&amp;gt;Additional Counter Spells: Healing Circle&amp;lt;br/&amp;gt;Save: Fortitude 1/2&amp;lt;br/&amp;gt;Spell Resistance: Yes&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;All enemies within the area of effect are struck with negative energy that causes 1d8 points of damage, +1 point per caster level. Negative energy spells have a reverse effect on undead, healing them instead of harming them.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Clairaudience_and_Clairvoyance&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Clairaudience/Clairvoyance ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Removed&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Clarity&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Clarity ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Bard 2, Druid 2, Cleric 2, Wizard / Sorcerer 2&amp;lt;br/&amp;gt;Innate Level: 2&amp;lt;br/&amp;gt;School: Abjuration&amp;lt;br/&amp;gt;Descriptor(s): Mind-Affecting&amp;lt;br/&amp;gt;Component(s): Somatic&amp;lt;br/&amp;gt;Range: Medium&amp;lt;br/&amp;gt;Area of Effect / Target: Single&amp;lt;br/&amp;gt;Duration: Medium (15m Combat Time)&amp;lt;br/&amp;gt;Additional Counter Spells: Charm Person&amp;lt;br/&amp;gt;Save: No&amp;lt;br/&amp;gt;Spell Resistance: No&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;This spell removes the effects of Charm, Confusion, Daze, Domination, Fear, Sleep, and Stun, and provides a +4 Will saving throw bonus until it expires. Clarity also provides a +2 bonus to any ongoing save bonuses versus any effect which befuddles the mind.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;If any of these effects would take hold while Clarity is active, the Clarity effect is consumed to prevent it from applying, and immunity to Charm, Confusion, Daze, Domination, Fear, Sleep, and Stun is gained for 1 round.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Old Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Bard 2, Cleric 3, Wizard / Sorcerer 3&amp;lt;br/&amp;gt;Innate Level: 2&amp;lt;br/&amp;gt;School: Abjuration&amp;lt;br/&amp;gt;Descriptor(s): Mind-Affecting&amp;lt;br/&amp;gt;Component(s): Somatic&amp;lt;br/&amp;gt;Range: Medium&amp;lt;br/&amp;gt;Area of Effect / Target: Single&amp;lt;br/&amp;gt;Duration: 5 Rounds + 1 Round / Level&amp;lt;br/&amp;gt;Additional Counter Spells: Charm Person&amp;lt;br/&amp;gt;Save: No&amp;lt;br/&amp;gt;Spell Resistance: No&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;This spell removes the effects of Daze, Sleep, Confusion, Stun, and Charm, and protects against all mind-affecting effects until it expires. For every effect removed by the spell, the target creature sustains 1 point of damage.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Clayskin&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Clayskin ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Spell&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Bard 2, Wizard / Sorcerer 2&amp;lt;br/&amp;gt;Innate Level: 2&amp;lt;br/&amp;gt;School: Abjuration&amp;lt;br/&amp;gt;Descriptor(s):&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Touch&amp;lt;br/&amp;gt;Area of Effect / Target: Single&amp;lt;br/&amp;gt;Duration: Medium (15m Combat Time)&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: Harmless&amp;lt;br/&amp;gt;Spell Resistance: No&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;This spell sheathes the target creature in hardened clay, granting damage resistance 5 versus physical damage. The spell absorbs 30 points of damage before collapsing.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Cloud_of_Bewilderment&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Cloud of Bewilderment ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Wizard / Sorcerer 2, Bard 2&amp;lt;br/&amp;gt;Innate Level: 2&amp;lt;br/&amp;gt;School: Conjuration&amp;lt;br/&amp;gt;Descriptor(s): Poison, Persistent, Hard Control&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Medium (20m)&amp;lt;br/&amp;gt;Area of Effect / Target: 5m Sphere&amp;lt;br/&amp;gt;Duration: Short (1m)&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: Fortitude&amp;lt;br/&amp;gt;Spell Resistance: Yes&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The caster blows forth a cloud of noxious air. Creatures within the cloud must succeed a Fortitude save vs Poison or be Blinded for 1 round. If they fail this first saving throw, they must make an additional Fortitude save vs Poison or additionally suffer the Dazed effect. This recurs each round upon all creatures who remain within the area of effect. The Daze effect is subject to the Hard Control keyword, whereas the Blind effect is not.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Persistent: This spell occupies a space for the full duration of the effect.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Hard Control: The effects of this spell are subject to ongoing saving throws. Each round, the target may attempt a new saving throw to end the effect. Each failed saving throw provides a stacking +4 bonus to further saving throws for 5 rounds versus the following effects:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Old Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Wizard / Sorcerer 2, Bard 2&amp;lt;br/&amp;gt;Innate Level: 2&amp;lt;br/&amp;gt;School: Evocation&amp;lt;br/&amp;gt;Descriptor(s): Gas&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Short&amp;lt;br/&amp;gt;Area of Effect / Target: Huge&amp;lt;br/&amp;gt;Duration: 1 Round / Level&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: Fortitude&amp;lt;br/&amp;gt;Spell Resistance: Yes&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The caster blows forth a cloud of noxious air. Enemies in the area of effect are stunned and blinded for 1d6 rounds.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Cloudkill&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Cloudkill ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Wizard / Sorcerer 5&amp;lt;br/&amp;gt;Innate Level: 5&amp;lt;br/&amp;gt;School: Conjuration&amp;lt;br/&amp;gt;Descriptor(s): Persistent&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Medium (20m)&amp;lt;br/&amp;gt;Area of Effect / Target: 5m Sphere&amp;lt;br/&amp;gt;Duration: Short (1m)&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: Fortitude Special&amp;lt;br/&amp;gt;Spell Resistance: Yes&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;A billowing cloud of noxious vapors settles over the area. Creatures within the area take 6d4 acid damage per round, with a Fortitude save for half.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Persistent: This spell occupies a space for the full duration of the effect.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Old Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Wizard / Sorcerer 5&amp;lt;br/&amp;gt;Innate Level: 5&amp;lt;br/&amp;gt;School: Conjuration&amp;lt;br/&amp;gt;Descriptor(s):&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Long&amp;lt;br/&amp;gt;Area of Effect / Target: Large&amp;lt;br/&amp;gt;Duration: 1 Round / 2 Levels&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: Fortitude Special&amp;lt;br/&amp;gt;Spell Resistance: Yes&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;A billowing cloud of noxious vapors settles over the area. Its effects vary according to the Hit Dice of the affected creatures:&amp;lt;br/&amp;gt;1-3 HD: Instant death&amp;lt;br/&amp;gt;4-6 HD: Fortitude save or death&amp;lt;br/&amp;gt;Over 6 HD: 1d10 damage/round&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Color_Spray&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Color Spray ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Wizard / Sorcerer 1&amp;lt;br/&amp;gt;Innate Level: 1&amp;lt;br/&amp;gt;School: Illusion&amp;lt;br/&amp;gt;Descriptor(s): Intense, Pernicious, Swift&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Cone, 10m&amp;lt;br/&amp;gt;Area of Effect / Target: Spell Cone&amp;lt;br/&amp;gt;Duration: Brief (3 Rounds)&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: Will Negates&amp;lt;br/&amp;gt;Spell Resistance: Yes&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Color Spray sends forth a dazzling array of lights to blind creatures within the area of effect.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Intense: The target is denied the first saving throw against this effect. A creature may only suffer the effects of the Intense keyword once per minute.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Pernicious: This effect is not removed upon a successful saving throw, instead continuing to attempt to apply itself each round upon a failed save for the full duration of the spell/effect.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Swift: This spell has a shortened cast time, executing in only half a second.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Old Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Wizard / Sorcerer 1&amp;lt;br/&amp;gt;Innate Level: 1&amp;lt;br/&amp;gt;School: Illusion&amp;lt;br/&amp;gt;Descriptor(s): Mind-Affecting&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Cone, 30ft&amp;lt;br/&amp;gt;Area of Effect / Target: Spell Cone&amp;lt;br/&amp;gt;Duration: Instant&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: Will Negates&amp;lt;br/&amp;gt;Spell Resistance: Yes&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Color Spray sends forth a dazzling array of lights to confound all creatures within the area of effect. Its effects vary according to the Hit Dice of the affected creatures:&amp;lt;br/&amp;gt;1-2 HD: Sleep for 3 + 1d4 rounds&amp;lt;br/&amp;gt;3-4 HD: Blinded for 2 + 1d4 rounds&amp;lt;br/&amp;gt;Over 4 HD: Stunned for 1 + 1d4 round&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Combust&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Combust ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Wizard / Sorcerer 2&amp;lt;br/&amp;gt;Innate Level: 2&amp;lt;br/&amp;gt;School: Evocation&amp;lt;br/&amp;gt;Descriptor(s): Fire&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Touch&amp;lt;br/&amp;gt;Area of Effect / Target: One creature&amp;lt;br/&amp;gt;Duration: Brief (3 rounds)&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: Reflex to extinguish flames&amp;lt;br/&amp;gt;Spell Resistance: Yes&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;This spell makes a creature burst into flame. The initial eruption of flame causes 6d6 fire damage. Further, the creature suffers 1d6 fire damage each round for the duration, with a Reflex save each round to extinguish the flames.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Old Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Wizard / Sorcerer 2&amp;lt;br/&amp;gt;Innate Level: 2&amp;lt;br/&amp;gt;School: Evocation&amp;lt;br/&amp;gt;Descriptor(s): Fire&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Touch&amp;lt;br/&amp;gt;Area of Effect / Target: One creature&amp;lt;br/&amp;gt;Duration: Instantaneous&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: Reflex partial&amp;lt;br/&amp;gt;Spell Resistance: Yes&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;This spell makes a creature burst into flame. The initial eruption of flame causes 2d6 fire damage +1 point per caster level (maximum +10) with no saving throw. Further, the creature must make a Reflex save or catch fire taking a further 1d6 points of damage. This will continue until the Reflex save is made.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Cone_of_Cold&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Cone of Cold ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Druid 5, Wizard / Sorcerer 5&amp;lt;br/&amp;gt;Innate Level: 5&amp;lt;br/&amp;gt;School: Evocation&amp;lt;br/&amp;gt;Descriptor(s): Cold&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Cone, 30ft&amp;lt;br/&amp;gt;Area of Effect / Target: Spell Cone&amp;lt;br/&amp;gt;Duration: Instant&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: Reflex 1/2&amp;lt;br/&amp;gt;Spell Resistance: Yes&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;A cone of frost and snow shoots forth from the caster&#039;s hands, doing 12d6 points of cold damage to all those within the area of effect.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Old Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Wizard / Sorcerer 5&amp;lt;br/&amp;gt;Innate Level: 5&amp;lt;br/&amp;gt;School: Evocation&amp;lt;br/&amp;gt;Descriptor(s): Cold&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Cone, 30ft&amp;lt;br/&amp;gt;Area of Effect / Target: Spell Cone&amp;lt;br/&amp;gt;Duration: Instant&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: Reflex 1/2&amp;lt;br/&amp;gt;Spell Resistance: Yes&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;A cone of frost and snow shoots forth from the caster&#039;s hands, doing 1d6 points of cold damage per caster level to all those within the area of effect, to a maximum of 15d6.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Confusion&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Confusion ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Bard 3, Wizard / Sorcerer 3&amp;lt;br/&amp;gt;Innate Level: 3&amp;lt;br/&amp;gt;School: Enchantment&amp;lt;br/&amp;gt;Descriptor(s): Mind-Affecting, Hard Control, Pernicious&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Medium (20m)&amp;lt;br/&amp;gt;Area of Effect / Target: 6m Sphere&amp;lt;br/&amp;gt;Duration: Short (1m)&amp;lt;br/&amp;gt;Additional Counter Spells: Clarity&amp;lt;br/&amp;gt;Save: Will Negates&amp;lt;br/&amp;gt;Spell Resistance: Yes&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Affected creatures either wander randomly (10%), attack a random target (40%), or simply stand still (50%).&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Pernicious: This effect is not removed upon a successful saving throw, instead continuing to attempt to apply itself each round upon a failed save for the full duration of the spell/effect.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Hard Control: The effects of this spell are subject to ongoing saving throws. Each round, the target may attempt a new saving throw to end the effect. Each failed saving throw provides a stacking +4 bonus to further saving throws for 5 rounds versus the following effects:&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Confusion, Daze, Domination, Fear, Knockdown, Paralysis, Petrification, Sleep, Stun&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Old Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Bard 3, Wizard / Sorcerer 4&amp;lt;br/&amp;gt;Innate Level: 3&amp;lt;br/&amp;gt;School: Enchantment&amp;lt;br/&amp;gt;Descriptor(s): Mind-Affecting&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Medium&amp;lt;br/&amp;gt;Area of Effect / Target: Large&amp;lt;br/&amp;gt;Duration: 1 Round / Level&amp;lt;br/&amp;gt;Additional Counter Spells: Clarity&amp;lt;br/&amp;gt;Save: Will Negates&amp;lt;br/&amp;gt;Spell Resistance: Yes&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Affected creatures either wander randomly, attack a random target, or simply stand still.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Contagion&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Contagion ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Cleric 3, Druid 3, Wizard / Sorcerer 3&amp;lt;br/&amp;gt;Innate Level: 3&amp;lt;br/&amp;gt;School: Necromancy&amp;lt;br/&amp;gt;Descriptor(s): Disease&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Touch&amp;lt;br/&amp;gt;Area of Effect / Target: Single&amp;lt;br/&amp;gt;Duration: Instant&amp;lt;br/&amp;gt;Counter Spells: Remove Disease&amp;lt;br/&amp;gt;Save: None&amp;lt;br/&amp;gt;Spell Resistance: Yes&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The target creature is afflicted with a contagious disease, causing them to suffer from the Sickened status effect (-2 AB, -2 Saves, -2 Damage).&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;In addition, the Contagion spreads to all creatures within 5 of the target every 3s, carrying both the Sickened effect and any other Disease, Poison, Curse, or Sunder effects from which the creature suffers. Each newly afflicted creature also becomes a new carrier, similarly spreading the Contagion in turn.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Old Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Cleric 3, Druid 3, Wizard / Sorcerer 4&amp;lt;br/&amp;gt;Innate Level: 3&amp;lt;br/&amp;gt;School: Necromancy&amp;lt;br/&amp;gt;Descriptor(s):&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Touch&amp;lt;br/&amp;gt;Area of Effect / Target: Single&amp;lt;br/&amp;gt;Duration: Instant&amp;lt;br/&amp;gt;Counter Spells: Remove Disease&amp;lt;br/&amp;gt;Save: Fortitude Negates&amp;lt;br/&amp;gt;Spell Resistance: Yes&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The target creature is struck down with one of the following debilitating diseases, randomly chosen: Blinding Sickness, Cackle Fever, Mind Fire, Red Ache, Shakes, or Slimy Doom.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Continual_Flame&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Continual Flame ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Removed&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Cure_Critical_Wounds&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Cure Critical Wounds ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Bard 4, Cleric 4, Druid 4&amp;lt;br/&amp;gt;Innate Level: 4&amp;lt;br/&amp;gt;School: Necromancy&amp;lt;br/&amp;gt;Descriptor(s):&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Short&amp;lt;br/&amp;gt;Area of Effect / Target: Single&amp;lt;br/&amp;gt;Duration: Instant&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: None&amp;lt;br/&amp;gt;Spell Resistance: Yes&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The target creature is healed of damage: 25% of their maximum hit points (rounded up), plus hit points equalling a roll of their highest 4 Hit Dice, plus an additional 20 hit points.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Old Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Bard 4, Cleric 4, Druid 5&amp;lt;br/&amp;gt;Innate Level: 4&amp;lt;br/&amp;gt;School: Conjuration&amp;lt;br/&amp;gt;Descriptor(s):&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Touch&amp;lt;br/&amp;gt;Area of Effect / Target: Single&amp;lt;br/&amp;gt;Duration: Instant&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: Will for 1/2&amp;lt;br/&amp;gt;Spell Resistance: Yes&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The target creature is healed of 4d8 points of damage, + 1 point per caster level to a maximum of +20. Healing spells have a reverse effect when used on undead, causing the targeted undead to take an amount of damage equal to what the spell normally heals. A successful touch attack must first be made when this spell is used against undead.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Cure_Light_Wounds&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Cure Light Wounds ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Bard 1, Cleric 1, Druid 1, Paladin 1, Ranger 1&amp;lt;br/&amp;gt;Innate Level: 1&amp;lt;br/&amp;gt;School: Necromancy&amp;lt;br/&amp;gt;Descriptor(s):&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Short&amp;lt;br/&amp;gt;Area of Effect / Target: Single&amp;lt;br/&amp;gt;Duration: Instant&amp;lt;br/&amp;gt;Additional Counter Spells: Ghoul Touch&amp;lt;br/&amp;gt;Save: None&amp;lt;br/&amp;gt;Spell Resistance: Yes&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The target creature is healed of damage: 10% of their maximum hit points (rounded up), plus hit points equalling a roll of their highest Hit Die, plus an additional 5 hit points.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Old Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Bard 1, Cleric 1, Druid 1, Paladin 1, Ranger 1&amp;lt;br/&amp;gt;Innate Level: 1&amp;lt;br/&amp;gt;School: Conjuration&amp;lt;br/&amp;gt;Descriptor(s):&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Touch&amp;lt;br/&amp;gt;Area of Effect / Target: Single&amp;lt;br/&amp;gt;Duration: Instant&amp;lt;br/&amp;gt;Additional Counter Spells: Ghoul Touch&amp;lt;br/&amp;gt;Save: Will 1/2&amp;lt;br/&amp;gt;Spell Resistance: Yes&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The target creature is healed for 1d8 points of damage, +1 point per caster level (to a maximum of +5). Healing spells have a reverse effect on undead, harming instead of healing them. A successful touch attack must first be made when this spell is used against undead.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Cure_Minor_Wounds&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Cure Minor Wounds ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Renamed: &#039;&#039;&#039;Spare the Dying&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Bard 0, Cleric 0, Druid 0&amp;lt;br/&amp;gt;Innate Level: 0&amp;lt;br/&amp;gt;School: Necromancy&amp;lt;br/&amp;gt;Descriptor(s):&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Short&amp;lt;br/&amp;gt;Area of Effect / Target: Single&amp;lt;br/&amp;gt;Duration: Instant&amp;lt;br/&amp;gt;Additional Counter Spells: Ghoul Touch&amp;lt;br/&amp;gt;Save: None&amp;lt;br/&amp;gt;Spell Resistance: Yes&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The target creature is stabilized to 1 hit point if bleeding out.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Cantrips may be cast an unlimited number of times per day, and use all applicable Metamagic feats the caster knows for free.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Old Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Bard 0, Cleric 0, Druid 0&amp;lt;br/&amp;gt;Innate Level: 0&amp;lt;br/&amp;gt;School: Conjuration&amp;lt;br/&amp;gt;Descriptor(s):&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Touch&amp;lt;br/&amp;gt;Area of Effect / Target: Single&amp;lt;br/&amp;gt;Duration: Instant&amp;lt;br/&amp;gt;Additional Counter Spells: Ghoul Touch&amp;lt;br/&amp;gt;Save: None&amp;lt;br/&amp;gt;Spell Resistance: Yes&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The target creature is healed for 4 points of damage. Healing spells have a reverse effect on undead, harming instead of healing them. A successful touch attack must first be made when this spell is used against undead.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Cure_Moderate_Wounds&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Cure Moderate Wounds ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Bard 2, Cleric 2, Druid 2, Paladin 2, Ranger 2&amp;lt;br/&amp;gt;Innate Level: 2&amp;lt;br/&amp;gt;School: Necromancy&amp;lt;br/&amp;gt;Descriptor(s):&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Short&amp;lt;br/&amp;gt;Area of Effect / Target: Single&amp;lt;br/&amp;gt;Duration: Instant&amp;lt;br/&amp;gt;Additional Counter Spells: Ghoul Touch&amp;lt;br/&amp;gt;Save: None&amp;lt;br/&amp;gt;Spell Resistance:&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The target creature is healed of damage: 15% of their maximum hit points (rounded up), plus hit points equalling a roll of their highest 2 Hit Dice, plus an additional 10 hit points.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Old Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Bard 2, Cleric 2, Druid 3, Paladin 3, Ranger 3&amp;lt;br/&amp;gt;Innate Level: 2&amp;lt;br/&amp;gt;School: Conjuration&amp;lt;br/&amp;gt;Descriptor(s):&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Touch&amp;lt;br/&amp;gt;Area of Effect / Target: Single&amp;lt;br/&amp;gt;Duration: Instant&amp;lt;br/&amp;gt;Additional Counter Spells: Ghoul Touch&amp;lt;br/&amp;gt;Save: Will 1/2&amp;lt;br/&amp;gt;Spell Resistance:&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The target creature is healed for 2d8 points of damage, +1 point per caster level (to a maximum of +10). Healing spells have a reverse effect on undead, harming instead of healing them. A successful touch attack must first be made when this spell is used against undead.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Cure_Serious_Wounds&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Cure Serious Wounds ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Bard 3, Cleric 3, Druid 3, Paladin 3, Ranger 3&amp;lt;br/&amp;gt;Innate Level: 3&amp;lt;br/&amp;gt;School: Necromancy&amp;lt;br/&amp;gt;Descriptor(s):&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Short&amp;lt;br/&amp;gt;Area of Effect / Target: Single&amp;lt;br/&amp;gt;Duration: Instant&amp;lt;br/&amp;gt;Additional Counter Spells: Ghoul Touch&amp;lt;br/&amp;gt;Save: None&amp;lt;br/&amp;gt;Spell Resistance: Yes&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The target creature is healed of damage: 20% of their maximum hit points (rounded up), plus hit points equalling a roll of their highest 3 Hit Dice, plus an additional 15 hit points.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Old Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Bard 3, Cleric 3, Druid 4, Paladin 4, Ranger 4&amp;lt;br/&amp;gt;Innate Level: 4&amp;lt;br/&amp;gt;School: Conjuration&amp;lt;br/&amp;gt;Descriptor(s):&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Touch&amp;lt;br/&amp;gt;Area of Effect / Target: Single&amp;lt;br/&amp;gt;Duration: Instant&amp;lt;br/&amp;gt;Additional Counter Spells: Ghoul Touch&amp;lt;br/&amp;gt;Save: Will 1/2&amp;lt;br/&amp;gt;Spell Resistance: Yes&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The target creature is healed for 3d8 points of damage, +1 point per caster level (to a maximum of +15). Healing spells have a reverse effect on undead, harming instead of healing them. A successful touch attack must first be made when this spell is used against undead.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Darkfire&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Darkfire ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Removed&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Darkness&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Darkness ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Removed&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Daze&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Daze ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Bard 0, Wizard / Sorcerer 0&amp;lt;br/&amp;gt;Innate Level: 0&amp;lt;br/&amp;gt;School: Enchantment&amp;lt;br/&amp;gt;Descriptor(s): Mind-Affecting&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Long&amp;lt;br/&amp;gt;Area of Effect / Target: Single&amp;lt;br/&amp;gt;Duration: Brief (3 rounds)&amp;lt;br/&amp;gt;Additional Counter Spells: Clarity&amp;lt;br/&amp;gt;Save: Will Negates&amp;lt;br/&amp;gt;Spell Resistance: Yes&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;If the target creature fails a Will save, they are dazed for the duration.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The effects of this spell are subject to ongoing saving throws. Each round, the target may attempt a new saving throw to end the effect. Each failed saving throw provides a stacking +4 bonus to further saving throws for 30 seconds versus the following effects:&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Confusion, Daze, Domination, Fear, Knockdown, Paralysis, Petrification, Sleep, Stun&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Cantrips may be cast an unlimited number of times per day, and use all applicable Metamagic feats the caster knows for free.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Old Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Bard 0, Wizard / Sorcerer 0&amp;lt;br/&amp;gt;Innate Level: 0&amp;lt;br/&amp;gt;School: Enchantment&amp;lt;br/&amp;gt;Descriptor(s): Mind-Affecting&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Long&amp;lt;br/&amp;gt;Area of Effect / Target: Single&amp;lt;br/&amp;gt;Duration: 2 Rounds&amp;lt;br/&amp;gt;Additional Counter Spells: Clarity&amp;lt;br/&amp;gt;Save: Will Negates&amp;lt;br/&amp;gt;Spell Resistance: Yes&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;If the target humanoid creature has 5 Hit Dice or less, they are dazed for 2 rounds.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Deafening_Clang&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Deafening Clang ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Bard 2&amp;lt;br/&amp;gt;Innate Level: 2&amp;lt;br/&amp;gt;School: Transmutation&amp;lt;br/&amp;gt;Descriptor(s): Weapon Enchantment, Rune&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Touch&amp;lt;br/&amp;gt;Area of Effect / Target: Creature&amp;lt;br/&amp;gt;Duration: Medium (15m Combat Time)&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: None&amp;lt;br/&amp;gt;Spell Resistance: No&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;For the duration, your active weapons or ammunition gain a 1d6 Sonic damage bonus. You can also target another creature to enchant its weapons.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;This effect replaces any active Rune effects, and benefits from any properties or feats that also increase Rune damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Old Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Paladin 1&amp;lt;br/&amp;gt;Innate Level: 1&amp;lt;br/&amp;gt;School: Transmutation&amp;lt;br/&amp;gt;Descriptor(s): Weapon Enchantment&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Touch&amp;lt;br/&amp;gt;Area of Effect / Target: Creature, Melee Weapon&amp;lt;br/&amp;gt;Duration: 1 Round / Level&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: None&amp;lt;br/&amp;gt;Spell Resistance: No&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;You empower a weapon with a +1 attack bonus and a +3 sonic damage bonus. Also, the weapon gains the ability to deafen the creature that is struck like a thunderstone . The attack bonus will not stack with an existing enhancement bonus or holy avenger properties.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Death_Armor&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Death Armor ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Wizard / Sorcerer 2&amp;lt;br/&amp;gt;Innate Level: 2&amp;lt;br/&amp;gt;School: Abjuration&amp;lt;br/&amp;gt;Descriptor(s): Retaliation&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Personal&amp;lt;br/&amp;gt;Area of Effect / Target: Caster&amp;lt;br/&amp;gt;Duration: Medium (15m Combat Time)&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: N/A&amp;lt;br/&amp;gt;Spell Resistance: No&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;A magical aura surrounds the caster, injuring creatures that attack the caster by granting them a Retaliation effect [Trigger: Attacks, Damage: 1+1d4 (Type: Necrotic), Limit: 30 attacks, Duration: Medium (15m Combat Time), Cooldown: 1s, per-Attacker]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Old Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Wizard / Sorcerer 2&amp;lt;br/&amp;gt;Innate Level: 2&amp;lt;br/&amp;gt;School: Necromancy&amp;lt;br/&amp;gt;Descriptor(s): Magical Armor&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Personal&amp;lt;br/&amp;gt;Area of Effect / Target: Caster&amp;lt;br/&amp;gt;Duration: 1 round / level&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: Will negates&amp;lt;br/&amp;gt;Spell Resistance: Yes&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;A magical aura surrounds the caster -- injuring creatures that touch it. Any creature striking the caster takes 1d4 points of damage +1 point per 2 caster levels (maximum +5).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Death_Ward&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Death Ward ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Cleric 4, Druid 4&amp;lt;br/&amp;gt;Innate Level: 4&amp;lt;br/&amp;gt;School: Necromancy&amp;lt;br/&amp;gt;Descriptor(s):&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Touch&amp;lt;br/&amp;gt;Area of Effect / Target: Single&amp;lt;br/&amp;gt;Duration: Long (30m Combat Time)&amp;lt;br/&amp;gt;Save: Harmless&amp;lt;br/&amp;gt;Spell Resistance: None&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The target creature is warded against a killing blow. If struck with fatal damage, the creature becomes temporarily unable to be reduced below 1 hit point for one round, consuming the Death Ward effect. The ward then carries a cooldown of one minute. The spell may be re-cast during that time, but it will not prevent death again until the cooldown has elapsed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Old Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Cleric 4, Druid 5, Paladin 4&amp;lt;br/&amp;gt;Innate Level: 4&amp;lt;br/&amp;gt;School: Necromancy&amp;lt;br/&amp;gt;Descriptor(s):&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Touch&amp;lt;br/&amp;gt;Area of Effect / Target: Single&amp;lt;br/&amp;gt;Duration: 1 Hour / Level&amp;lt;br/&amp;gt;Additional Counter Spells: Finger of Death&amp;lt;br/&amp;gt;Save: Harmless&amp;lt;br/&amp;gt;Spell Resistance: None&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The target creature becomes immune to any death spells, spell-like abilities, and effects.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Dismissal&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Dismissal ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Bard 4, Cleric 4, Wizard / Sorcerer 4&amp;lt;br/&amp;gt;Innate Level: 4&amp;lt;br/&amp;gt;School: Abjuration&amp;lt;br/&amp;gt;Descriptor(s):&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Short&amp;lt;br/&amp;gt;Area of Effect / Target: Colossal&amp;lt;br/&amp;gt;Duration: Instant&amp;lt;br/&amp;gt;Additional Counter Spells: Gate&amp;lt;br/&amp;gt;Save: None&amp;lt;br/&amp;gt;Spell Resistance: Yes&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;All summoned creatures, animal companions, and familiars belonging to enemy spellcasters are unsummoned within the area of effect. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Old Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Bard 4, Cleric 4, Wizard / Sorcerer 5&amp;lt;br/&amp;gt;Innate Level: 4&amp;lt;br/&amp;gt;School: Abjuration&amp;lt;br/&amp;gt;Descriptor(s):&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Short&amp;lt;br/&amp;gt;Area of Effect / Target: Colossal&amp;lt;br/&amp;gt;Duration: Instant&amp;lt;br/&amp;gt;Additional Counter Spells: Gate&amp;lt;br/&amp;gt;Save: Will Negates&amp;lt;br/&amp;gt;Spell Resistance: Yes&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;All summoned creatures, animal companions, and familiars belonging to enemy spellcasters are unsummoned within the area of effect. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Dispel_Magic&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Dispel Magic ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Bard 3, Cleric 3, Druid 3, Paladin 3, Wizard / Sorcerer 3&amp;lt;br/&amp;gt;Innate Level: 3&amp;lt;br/&amp;gt;School: Abjuration&amp;lt;br/&amp;gt;Descriptor(s):&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Medium&amp;lt;br/&amp;gt;Area of Effect / Target: Single or Colossal&amp;lt;br/&amp;gt;Duration: Instant&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: None&amp;lt;br/&amp;gt;Spell Resistance: Yes&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;This spell strips all magical effects from a single target. The caster may also target an area, removing any persistent magical effects there.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Old Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Bard 3, Cleric 3, Druid 4, Paladin 3, Wizard / Sorcerer 3&amp;lt;br/&amp;gt;Innate Level: 3&amp;lt;br/&amp;gt;School: Abjuration&amp;lt;br/&amp;gt;Descriptor(s):&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Medium&amp;lt;br/&amp;gt;Area of Effect / Target: Single or Colossal&amp;lt;br/&amp;gt;Duration: Instant&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: None&amp;lt;br/&amp;gt;Spell Resistance: Yes&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;This spell attempts to strip all magical effects from a single target. It can also target a group of creatures, attempting to remove the most powerful spell effect from each creature. To remove an effect, the caster makes a dispel check of 1d20 +1 per caster level (to a maximum of +10) against a DC of 11 + the spell effect&#039;s caster level.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Displacement&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Displacement ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Bard 3, Wizard / Sorcerer 3&amp;lt;br/&amp;gt;Innate Level: 3&amp;lt;br/&amp;gt;School: Illusion&amp;lt;br/&amp;gt;Descriptor(s):&amp;lt;br/&amp;gt;Component(s): Verbal&amp;lt;br/&amp;gt;Range: Touch&amp;lt;br/&amp;gt;Area of Effect / Target: Single&amp;lt;br/&amp;gt;Duration: Short (1m)&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: None&amp;lt;br/&amp;gt;Spell Resistance: No&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The target gains 50% concealment, displacing the caster&#039;s image several feet to the side, similar to the abilities of a displacer beast.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Old Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Bard 3, Wizard / Sorcerer 3&amp;lt;br/&amp;gt;Innate Level: 3&amp;lt;br/&amp;gt;School: Illusion&amp;lt;br/&amp;gt;Descriptor(s):&amp;lt;br/&amp;gt;Component(s): Verbal&amp;lt;br/&amp;gt;Range: Touch&amp;lt;br/&amp;gt;Area of Effect / Target: Single&amp;lt;br/&amp;gt;Duration: 1 round / level&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: None&amp;lt;br/&amp;gt;Spell Resistance: No&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The target gains 50% concealment, displacing the caster&#039;s image several feet to the side, similar to the abilities of a displacer beast.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Divine_Favor&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Divine Favor ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Removed&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Divine_Power&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Divine Power ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Removed&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Dominate_Animal&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Dominate Animal ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Removed&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Dominate_Person&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Dominate Person ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Bard 4, Wizard / Sorcerer 4&amp;lt;br/&amp;gt;Innate Level: 4&amp;lt;br/&amp;gt;School: Enchantment&amp;lt;br/&amp;gt;Descriptor(s): Mind-Affecting, Pernicious, Intense, Hard Control&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Medium (20m)&amp;lt;br/&amp;gt;Area of Effect / Target: Single&amp;lt;br/&amp;gt;Duration: Short (1m)&amp;lt;br/&amp;gt;Additional Counter Spells: Clarity&amp;lt;br/&amp;gt;Save: Will Negates&amp;lt;br/&amp;gt;Spell Resistance: Yes&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The target person temporarily becomes a faithful and loyal servant of the caster. If the target is a player character, they will instead suffer the Daze effect.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Intense: The target is denied the first saving throw against this effect. A creature may only suffer the effects of the Intense keyword once per minute.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Pernicious: This effect is not removed upon a successful saving throw, instead continuing to attempt to apply itself each round upon a failed save for the full duration of the spell/effect.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Hard Control: The effects of this spell are subject to ongoing saving throws. Each round, the target may attempt a new saving throw to end the effect. Each failed saving throw provides a stacking +4 bonus to further saving throws for 5 rounds versus the following effects:&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Confusion, Daze, Domination, Fear, Knockdown, Paralysis, Petrification, Sleep, Stun&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Old Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Bard 4, Wizard / Sorcerer 5&amp;lt;br/&amp;gt;Innate Level: 4&amp;lt;br/&amp;gt;School: Enchantment&amp;lt;br/&amp;gt;Descriptor(s): Mind-Affecting&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Medium&amp;lt;br/&amp;gt;Area of Effect / Target: Single&amp;lt;br/&amp;gt;Duration: 2 Rounds + 1 Round / 3 Caster Levels&amp;lt;br/&amp;gt;Additional Counter Spells: Clarity&amp;lt;br/&amp;gt;Save: Will Negates&amp;lt;br/&amp;gt;Spell Resistance: Yes&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The target person temporarily becomes a faithful and loyal servant of the caster.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Doom&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Doom ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Cleric 1&amp;lt;br/&amp;gt;Innate Level: 1&amp;lt;br/&amp;gt;School: Enchantment&amp;lt;br/&amp;gt;Descriptor(s): Mind-Affecting&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Medium&amp;lt;br/&amp;gt;Area of Effect / Target: Single&amp;lt;br/&amp;gt;Duration: Short (1m)&amp;lt;br/&amp;gt;Additional Counter Spells: Bless&amp;lt;br/&amp;gt;Save: None&amp;lt;br/&amp;gt;Spell Resistance: Yes&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The target creature receives a -4 modifier to their saves and Armour Class.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Old Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Cleric 1&amp;lt;br/&amp;gt;Innate Level: 1&amp;lt;br/&amp;gt;School: Enchantment&amp;lt;br/&amp;gt;Descriptor(s): Mind-Affecting&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Medium&amp;lt;br/&amp;gt;Area of Effect / Target: Single&amp;lt;br/&amp;gt;Duration: 1 Turn / Level&amp;lt;br/&amp;gt;Additional Counter Spells: Bless&amp;lt;br/&amp;gt;Save: Will Negates&amp;lt;br/&amp;gt;Spell Resistance: Yes&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The target creature receives a -2 modifier to all attack rolls, damage rolls, saving throws, ability checks and skill checks.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Eagle_Splendor&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Eagle&#039;s Splendor ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Bard 2, Cleric 2, Druid 2, Paladin 2, Wizard / Sorcerer 2&amp;lt;br/&amp;gt;Innate Level: 2&amp;lt;br/&amp;gt;School: Transmutation&amp;lt;br/&amp;gt;Descriptor(s):&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Touch&amp;lt;br/&amp;gt;Area of Effect / Target: Single&amp;lt;br/&amp;gt;Duration: Long (30m Combat Time)&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: Harmless&amp;lt;br/&amp;gt;Spell Resistance: No&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The target creature&#039;s Charisma is increased by 4.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Mutually exclusive with Owl&#039;s Wisdom and Fox&#039;s Cunning.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Old Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Bard 2, Cleric 2, Paladin 2, Wizard / Sorcerer 2&amp;lt;br/&amp;gt;Innate Level: 2&amp;lt;br/&amp;gt;School: Transmutation&amp;lt;br/&amp;gt;Descriptor(s):&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Touch&amp;lt;br/&amp;gt;Area of Effect / Target: Single&amp;lt;br/&amp;gt;Duration: 1 Hour / Level&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: Harmless&amp;lt;br/&amp;gt;Spell Resistance: No&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The target creature&#039;s Charisma is increased by 1d4+1.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Electric_Jolt&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Electric Jolt ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Druid 0, Wizard / Sorcerer 0&amp;lt;br/&amp;gt;Innate Level: 0&amp;lt;br/&amp;gt;School: Evocation&amp;lt;br/&amp;gt;Descriptor(s): Electricity&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Medium&amp;lt;br/&amp;gt;Area of Effect / Target: Single&amp;lt;br/&amp;gt;Duration: Instant&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: Reflex (Half)&amp;lt;br/&amp;gt;Spell Resistance: Yes&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The caster does 2d6 points of electrical damage to a target.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Cantrips may be cast an unlimited number of times per day, and use all applicable Metamagic feats the caster knows for free.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Old Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Wizard / Sorcerer 0&amp;lt;br/&amp;gt;Innate Level: 0&amp;lt;br/&amp;gt;School: Evocation&amp;lt;br/&amp;gt;Descriptor(s): Electricity&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Medium&amp;lt;br/&amp;gt;Area of Effect / Target: Single&amp;lt;br/&amp;gt;Duration: Instant&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: None&amp;lt;br/&amp;gt;Spell Resistance: Yes&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The caster does 1d3 points of electrical damage to a target.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Elemental_Shield&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Elemental Shield ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Renamed: &#039;&#039;&#039;Elemental Rebuke&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Druid 4, Wizard / Sorcerer 4&amp;lt;br/&amp;gt;Innate Level: 4&amp;lt;br/&amp;gt;School: Abjuration&amp;lt;br/&amp;gt;Descriptor(s): Fire, Cold, Acid, Electricity (Dependent on choice)&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Personal&amp;lt;br/&amp;gt;Area of Effect / Target: Caster&amp;lt;br/&amp;gt;Duration: Medium (15m Combat Time)&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: None&amp;lt;br/&amp;gt;Spell Resistance: None&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The caster is surrounded by a ring of elemental energy. This grants a Retaliation effect [Trigger: Attacks, Damage: 5+1d6 (Type: Selected), Limit: 20 attacks, Duration: Medium (15m Combat Time), Cooldown: 1s, per-Attacker].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Old Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Wizard / Sorcerer 4&amp;lt;br/&amp;gt;Innate Level: 4&amp;lt;br/&amp;gt;School: Evocation&amp;lt;br/&amp;gt;Descriptor(s): Cold, Fire&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Personal&amp;lt;br/&amp;gt;Area of Effect / Target: Caster&amp;lt;br/&amp;gt;Duration: 1 Round / Level&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: None&amp;lt;br/&amp;gt;Spell Resistance: None&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The caster is surrounded by a ring of fire that damages all opponents who make a successful melee attack on the caster. The damage inflicted is 1d6, +1 point per caster level. The caster also gains 50% immunity to cold and fire.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Endurance&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Endurance ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Bard 2, Cleric 2, Druid 2, Paladin 2, Ranger 2, Wizard / Sorcerer 2&amp;lt;br/&amp;gt;Innate Level: 2&amp;lt;br/&amp;gt;School: Transmutation&amp;lt;br/&amp;gt;Descriptor(s):&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Touch&amp;lt;br/&amp;gt;Area of Effect / Target: Single&amp;lt;br/&amp;gt;Duration: Long (30m Combat Time)&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: None&amp;lt;br/&amp;gt;Spell Resistance: None&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The target creature&#039;s Constitution is increased by 4.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Mutually exclusive with Bull&#039;s Strength and Cat&#039;s Grace.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Old Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Cleric 2, Wizard / Sorcerer 2&amp;lt;br/&amp;gt;Innate Level: 2&amp;lt;br/&amp;gt;School: Transmutation&amp;lt;br/&amp;gt;Descriptor(s):&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Touch&amp;lt;br/&amp;gt;Area of Effect / Target: Single&amp;lt;br/&amp;gt;Duration: 1 Hour / Level&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: None&amp;lt;br/&amp;gt;Spell Resistance: None&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The target creature&#039;s Constitution is increased by 1d4+1.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Endure_Elements&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Endure Elements ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Renamed: &#039;&#039;&#039;Endure Energy&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Cleric 1, Druid 1, Paladin 1, Wizard / Sorcerer 1&amp;lt;br/&amp;gt;Innate Level: 1&amp;lt;br/&amp;gt;School: Abjuration&amp;lt;br/&amp;gt;Descriptor(s):&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Touch&amp;lt;br/&amp;gt;Area of Effect / Target: Single&amp;lt;br/&amp;gt;Duration: Medium (15m Combat Time)&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: Harmless&amp;lt;br/&amp;gt;Spell Resistance: No&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The target creature gains damage resistance 10/- against all non-physical forms of damage. The spell ends after absorbing 20 points of damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Old Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Cleric 1, Druid 1, Paladin 1, Wizard / Sorcerer 1&amp;lt;br/&amp;gt;Innate Level: 2&amp;lt;br/&amp;gt;School: Abjuration&amp;lt;br/&amp;gt;Descriptor(s):&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Touch&amp;lt;br/&amp;gt;Area of Effect / Target: Single&amp;lt;br/&amp;gt;Duration: 24 Hours&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: Harmless&amp;lt;br/&amp;gt;Spell Resistance: No&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The target creature gains damage resistance 10/- against all elemental forms of damage. The spell ends after absorbing 20 points of damage from any single elemental type.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Energy_Buffer&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Energy Buffer ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Bard 5, Druid 5, Sorcerer / Wizard 5&amp;lt;br/&amp;gt;Innate Level: 5&amp;lt;br/&amp;gt;School: Abjuration&amp;lt;br/&amp;gt;Descriptor(s):&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Personal&amp;lt;br/&amp;gt;Area of Effect / Target: Caster&amp;lt;br/&amp;gt;Duration: Medium (15m Combat Time)&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: Harmless&amp;lt;br/&amp;gt;Spell Resistance: No&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The caster gains damage resistance 40/- against all non-physical forms of damage. The spell ends after absorbing 60 points of damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Old Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Bard 6, Druid 6, Sorcerer / Wizard 5&amp;lt;br/&amp;gt;Innate Level: 5&amp;lt;br/&amp;gt;School: Abjuration&amp;lt;br/&amp;gt;Descriptor(s):&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Personal&amp;lt;br/&amp;gt;Area of Effect / Target: Caster&amp;lt;br/&amp;gt;Duration: 1 Turn / Caster Level&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: Harmless&amp;lt;br/&amp;gt;Spell Resistance: No&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The caster gains damage resistance 40/- against all elemental forms of damage. The spell ends after absorbing 60 points of damage from any single elemental type.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Enervation&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Enervation ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Druid 4, Wizard / Sorcerer 4&amp;lt;br/&amp;gt;Innate Level: 4&amp;lt;br/&amp;gt;School: Necromancy&amp;lt;br/&amp;gt;Descriptor(s): &amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Short&amp;lt;br/&amp;gt;Area of Effect / Target: Single&amp;lt;br/&amp;gt;Duration: Short (1m)&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: Fortitude 1/2&amp;lt;br/&amp;gt;Spell Resistance: Yes&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The target creature is inflicted with a damage over time (DoT) effect, dealing 3d2 + 6 Necrotic damage every 3s for 1m. The caster receives temporary hit points (THP) equal to the damage roll, each instance of which lasts 3 rounds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Old Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Wizard / Sorcerer 4&amp;lt;br/&amp;gt;Innate Level: 4&amp;lt;br/&amp;gt;School: Necromancy&amp;lt;br/&amp;gt;Descriptor(s): Negative&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Short&amp;lt;br/&amp;gt;Area of Effect / Target: Single&amp;lt;br/&amp;gt;Duration: 1 Hour / Caster Level&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: Fortitude Negates&amp;lt;br/&amp;gt;Spell Resistance: Yes&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The target creature temporarily loses 1d4 character levels.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Entangle&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Entangle ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Druid 1, Ranger 1&amp;lt;br/&amp;gt;Innate Level: 1&amp;lt;br/&amp;gt;School: Transmutation&amp;lt;br/&amp;gt;Descriptor(s): Persistent&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Medium (20m)&amp;lt;br/&amp;gt;Area of Effect / Target: 4m Sphere&amp;lt;br/&amp;gt;Duration: Short (1m)&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: Reflex, Special&amp;lt;br/&amp;gt;Spell Resistance: Yes&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;A mass of clinging vegetation wraps around all creatures in the area of effect. Those affected are immobilized, though still able to fight and cast spells.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Persistent: This spell occupies a space for the full duration of the effect.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Old Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Druid 1, Ranger 1&amp;lt;br/&amp;gt;Innate Level: 1&amp;lt;br/&amp;gt;School: Transmutation&amp;lt;br/&amp;gt;Descriptor(s):&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Long&amp;lt;br/&amp;gt;Area of Effect / Target: Large&amp;lt;br/&amp;gt;Duration: 3 + 1 Round / 2 Levels&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: Reflex, Special&amp;lt;br/&amp;gt;Spell Resistance: Yes&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;A mass of clinging vegetation wraps around all creatures in the area of effect. Those affected are immobilized, though still able to fight and cast spells. Victims who make a Reflex save still have their movement reduced by half.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Entropic_Shield&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Entropic Shield ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Removed&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Ethereal_Visage&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Ethereal Visage ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Bard 5, Wizard / Sorcerer 5&amp;lt;br/&amp;gt;Innate Level: 5&amp;lt;br/&amp;gt;School: Abjuration&amp;lt;br/&amp;gt;Descriptor(s):&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Personal&amp;lt;br/&amp;gt;Area of Effect / Target: Caster&amp;lt;br/&amp;gt;Duration: Long (30m Combat Time)&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: Harmless&amp;lt;br/&amp;gt;Spell Resistance: No&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The caster is surrounded by a ghostly nimbus of light that provides a 25% concealment bonus.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Old Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Bard 5, Wizard / Sorcerer 6&amp;lt;br/&amp;gt;Innate Level: 5&amp;lt;br/&amp;gt;School: Illusion&amp;lt;br/&amp;gt;Descriptor(s):&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Personal&amp;lt;br/&amp;gt;Area of Effect / Target: Caster&amp;lt;br/&amp;gt;Duration: 1 Round / Level&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: Harmless&amp;lt;br/&amp;gt;Spell Resistance: No&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The caster is surrounded by a ghostly nimbus of light that grants damage reduction 20/+3, prevents all spells of level 2 or lower from affecting the caster and provides a 25% concealment bonus.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Evards_Black_Tentacles&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Evard&#039;s Black Tentacles ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Renamed: &#039;&#039;&#039;Black Tentacles&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Wizard / Sorcerer 4&amp;lt;br/&amp;gt;Innate Level: 4&amp;lt;br/&amp;gt;School: Conjuration&amp;lt;br/&amp;gt;Descriptor(s): Persistent&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Medium (20m)&amp;lt;br/&amp;gt;Area of Effect / Target: 5m Sphere&amp;lt;br/&amp;gt;Duration: Short (1m)&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: Reflex and Fortitude Special&amp;lt;br/&amp;gt;Spell Resistance: No&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;A field of thick, 10 feet long rubbery tentacles rises from the ground. Each round, creatures within the area receive 4d4 points bludgeoning damage, Reflex save for half. If the target fails the Reflex save, they must then make a Fortitude saving throw or become entangled by the tentacles for one round.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Persistent: This spell occupies a space for the full duration of the effect.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Old Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Wizard / Sorcerer 4&amp;lt;br/&amp;gt;Innate Level: 4&amp;lt;br/&amp;gt;School: Conjuration&amp;lt;br/&amp;gt;Descriptor(s):&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Medium&amp;lt;br/&amp;gt;Area of Effect / Target: Large, 1d4 Tentacles, + 1 / Caster Level (maximum 20)&amp;lt;br/&amp;gt;Duration: 1 Round / 2 Levels&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: Fortitude Special&amp;lt;br/&amp;gt;Spell Resistance: No&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;A field of thick, 10 feet long rubbery tentacles rises from the ground.  Each is capable of grappling a target doing 1d6+4 points bludgeoning damage. If successful, the target must then make a Fortitude saving throw or become paralyzed by the grappling tentacle. The tentacles are randomly spread out over the area of effect allowing no more than half of the tentacles to reach a single target in any given round. The inability of the tentacles to target small creatures makes all small creatures completely immune to the spells effects.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Expeditious_Retreat&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Expeditious Retreat ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Bard 1, Wizard / Sorcerer 1&amp;lt;br/&amp;gt;Innate Level: 1&amp;lt;br/&amp;gt;School: Transmutation&amp;lt;br/&amp;gt;Descriptor(s):&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Personal&amp;lt;br/&amp;gt;Area of Effect / Target: Caster&amp;lt;br/&amp;gt;Duration: Short (1m)&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: None&amp;lt;br/&amp;gt;Spell Resistance: No&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The caster becomes 50% faster than their normal movement rate, allowing them to flee from dangerous encounters. This spell has no effect if the caster is already hasted.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Old Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Bard 1, Wizard / Sorcerer 1&amp;lt;br/&amp;gt;Innate Level: 1&amp;lt;br/&amp;gt;School: Transmutation&amp;lt;br/&amp;gt;Descriptor(s):&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Personal&amp;lt;br/&amp;gt;Area of Effect / Target: Caster&amp;lt;br/&amp;gt;Duration: 1 round / level&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: None&amp;lt;br/&amp;gt;Spell Resistance: No&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The caster becomes 150% faster than their normal movement rate, allowing them to flee from dangerous encounters. This spell has no effect if the caster is already hasted.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Fear&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Fear ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Bard 3, Cleric 3, Wizard / Sorcerer 3&amp;lt;br/&amp;gt;Innate Level: 3&amp;lt;br/&amp;gt;School: Enchantment&amp;lt;br/&amp;gt;Descriptor(s): Fear, Mind-Affecting, Hard Control, Pernicious, Intense, Enemy-Only&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: 15m Cone&amp;lt;br/&amp;gt;Area of Effect/ Target: Spell Cone&amp;lt;br/&amp;gt;Duration: Short (1m)&amp;lt;br/&amp;gt;Additional Counter Spells: Clarity&amp;lt;br/&amp;gt;Save: Will Negates&amp;lt;br/&amp;gt;Spell Resistance: Yes&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Affected enemies are consumed with mind-numbing fear that overrides all other actions. The affected targets run away from all those they do not consider allies.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Intense: The target is denied the first saving throw against this effect. A creature may only suffer the effects of the Intense keyword once per minute.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Pernicious: This effect is not removed upon a successful saving throw, instead continuing to attempt to apply itself each round upon a failed save for the full duration of the spell/effect.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Hard Control: The effects of this spell are subject to ongoing saving throws. Each round, the target may attempt a new saving throw to end the effect. Each failed saving throw provides a stacking +4 bonus to further saving throws for 5 rounds versus the following effects:&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Confusion, Daze, Domination, Fear, Knockdown, Paralysis, Petrification, Sleep, Stun&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Confusion, Daze, Domination, Fear, Knockdown, Paralysis, Petrification, Sleep, Stun&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Old Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Bard 3, Wizard / Sorcerer 4&amp;lt;br/&amp;gt;Innate Level: 3&amp;lt;br/&amp;gt;School: Necromancy&amp;lt;br/&amp;gt;Descriptor(s): Fear, Mind-Affecting&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Medium&amp;lt;br/&amp;gt;Area of Effect/ Target: Large&amp;lt;br/&amp;gt;Duration: 1 Round / Level&amp;lt;br/&amp;gt;Additional Counter Spells: Remove Fear&amp;lt;br/&amp;gt;Save: Will Negates&amp;lt;br/&amp;gt;Spell Resistance: Yes&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Affected creatures are consumed with mind-numbing fear that overrides all other actions. The affected creatures run away from all those they do not consider allies.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Feeblemind&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Feeblemind ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Wizard / Sorcerer 5&amp;lt;br/&amp;gt;Innate Level: 5&amp;lt;br/&amp;gt;School: Enchantment&amp;lt;br/&amp;gt;Descriptor(s): Mind-Affecting&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Medium&amp;lt;br/&amp;gt;Area of Effect / Target: Single&amp;lt;br/&amp;gt;Duration: Short (1m)&amp;lt;br/&amp;gt;Additional Counter Spells: Heal&amp;lt;br/&amp;gt;Save: None&amp;lt;br/&amp;gt;Spell Resistance: Yes&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;With a successful ranged touch attack the caster applies a -4 Will penalty to the target, a -4 penalty on the spell DCs of any spells they may cast, and renders the target unable to use Metamagic.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Old Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Wizard / Sorcerer 5&amp;lt;br/&amp;gt;Innate Level: 5&amp;lt;br/&amp;gt;School: Divination&amp;lt;br/&amp;gt;Descriptor(s): Mind-Affecting&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Medium&amp;lt;br/&amp;gt;Area of Effect / Target: Single&amp;lt;br/&amp;gt;Duration: 1 Round / 2 Levels&amp;lt;br/&amp;gt;Additional Counter Spells: Heal&amp;lt;br/&amp;gt;Save: Will Negates&amp;lt;br/&amp;gt;Spell Resistance: Yes&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;With a successful ranged touch attack, the caster does 1d4 points of Intelligence damage to the creature for every 4 caster levels.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Find_Traps&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Find Traps ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Removed&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Fireball&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Fireball ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Wizard / Sorcerer 3&amp;lt;br/&amp;gt;Innate Level: 3&amp;lt;br/&amp;gt;School: Evocation&amp;lt;br/&amp;gt;Descriptor(s): Fire&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Large&amp;lt;br/&amp;gt;Area of Effect / Target: Huge&amp;lt;br/&amp;gt;Duration: Instant&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: Reflex 1/2&amp;lt;br/&amp;gt;Spell Resistance: Yes&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The caster unleashes a fiery projectile that explodes upon all within the area of effect for 8d6 points of fire damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Old Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Wizard / Sorcerer 3&amp;lt;br/&amp;gt;Innate Level: 3&amp;lt;br/&amp;gt;School: Evocation&amp;lt;br/&amp;gt;Descriptor(s): Fire&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Large&amp;lt;br/&amp;gt;Area of Effect / Target: Huge&amp;lt;br/&amp;gt;Duration: Instant&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: Reflex 1/2&amp;lt;br/&amp;gt;Spell Resistance: Yes&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The caster unleashes a fiery projectile that explodes upon all within the area of effect for 1d6 points of fire damage per caster level, to a maximum of 10d6.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Firebrand&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Firebrand ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Wizard / Sorcerer 5&amp;lt;br/&amp;gt;Innate Level: 5&amp;lt;br/&amp;gt;School: Evocation&amp;lt;br/&amp;gt;Descriptor(s): Fire&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Medium&amp;lt;br/&amp;gt;Area of Effect / Target: Colossal&amp;lt;br/&amp;gt;Duration: Instant&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: Reflex 1/2&amp;lt;br/&amp;gt;Spell Resistance: Yes&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Masses of flame appear and target any hostile creature in the area of effect. Each ball of flame explodes for 12d6 points of fire damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Old Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Wizard / Sorcerer 5&amp;lt;br/&amp;gt;Innate Level: 5&amp;lt;br/&amp;gt;School: Evocation&amp;lt;br/&amp;gt;Descriptor(s): Fire&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Medium&amp;lt;br/&amp;gt;Area of Effect / Target: Colossal&amp;lt;br/&amp;gt;Duration: Instant&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: Reflex 1/2&amp;lt;br/&amp;gt;Spell Resistance: Yes&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Masses of flame (one per caster level) appear and randomly target and hit any hostile creature in the area of effect. If there are more creatures than balls of flame, only the closest targets will be damaged. If there are more balls of flame than creatures, the excess balls of flame disappear. Each ball of flame explodes for 1d6 points of damage per caster level (max 15d6).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Flame_Arrow&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Flame Arrow ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Wizard / Sorcerer 3&amp;lt;br/&amp;gt;Innate Level: 3&amp;lt;br/&amp;gt;School: Evocation&amp;lt;br/&amp;gt;Descriptor(s): Fire&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Medium&amp;lt;br/&amp;gt;Area of Effect / Target: Single&amp;lt;br/&amp;gt;Duration: Instant&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: Reflex 1/2&amp;lt;br/&amp;gt;Spell Resistance: Yes&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The caster launches 3 conjured fiery arrows at the target creature. Each arrow does 4d6 points of damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Old Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Wizard / Sorcerer 3&amp;lt;br/&amp;gt;Innate Level: 3&amp;lt;br/&amp;gt;School: Conjuration&amp;lt;br/&amp;gt;Descriptor(s): Fire&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Medium&amp;lt;br/&amp;gt;Area of Effect / Target: Single&amp;lt;br/&amp;gt;Duration: Instant&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: Reflex 1/2&amp;lt;br/&amp;gt;Spell Resistance: Yes&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The caster launches 1 conjured fiery arrow at the target creature for every 4 caster levels. Each arrow does 4d6 points of damage.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Flame_Lash&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Flame Lash ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Druid 2&amp;lt;br/&amp;gt;Innate Level: 2&amp;lt;br/&amp;gt;School: Evocation&amp;lt;br/&amp;gt;Descriptor(s): Fire&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Short&amp;lt;br/&amp;gt;Area of Effect / Target: Single&amp;lt;br/&amp;gt;Duration: Instant&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: Reflex 1/2&amp;lt;br/&amp;gt;Spell Resistance: Yes&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The Druid is able to flay an enemy with two flaming brands that do 5d6 points of fire damage each.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Old Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Druid 2&amp;lt;br/&amp;gt;Innate Level: 2&amp;lt;br/&amp;gt;School: Evocation&amp;lt;br/&amp;gt;Descriptor(s): Fire&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Short&amp;lt;br/&amp;gt;Area of Effect / Target: Single&amp;lt;br/&amp;gt;Duration: Instant&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: Reflex 1/2&amp;lt;br/&amp;gt;Spell Resistance: Yes&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The Druid is able to flay an enemy with flaming brands that do 2d6 points of fire damage, + 1d6 per 3 caster levels above level 3.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Flame_Strike&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Flame Strike ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Cleric 4, Druid 4&amp;lt;br/&amp;gt;Innate Level: 4&amp;lt;br/&amp;gt;School: Evocation&amp;lt;br/&amp;gt;Descriptor(s): Fire&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Medium&amp;lt;br/&amp;gt;Area of Effect / Target: 6.67m Sphere&amp;lt;br/&amp;gt;Duration: Instant&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: Reflex 1/2&amp;lt;br/&amp;gt;Spell Resistance: Yes&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;A pillar of flame engulfs all within the area of effect, inflicting 10d6 points of damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Old Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Cleric 5, Druid 4&amp;lt;br/&amp;gt;Innate Level: 4&amp;lt;br/&amp;gt;School: Evocation&amp;lt;br/&amp;gt;Descriptor(s): Fire&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Medium&amp;lt;br/&amp;gt;Area of Effect / Target: Medium&amp;lt;br/&amp;gt;Duration: Instant&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: Reflex 1/2&amp;lt;br/&amp;gt;Spell Resistance: Yes&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;A pillar of flame engulfs all within the area of effect, inflicting 1d6 points of damage per caster level (to a maximum of 15d6). Half of the damage caused by the spell is divine and the other half is fire-based. Enemies are struck by both damage types, while allies are struck only by the fire damage.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Flame_Weapon&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Flame Weapon ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Renamed: &#039;&#039;&#039;Elemental Weapon&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Druid 2, Wizard / Sorcerer 2&amp;lt;br/&amp;gt;Innate Level: 2&amp;lt;br/&amp;gt;School: Transmutation&amp;lt;br/&amp;gt;Descriptor(s): Weapon Enchantment, Rune&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Touch&amp;lt;br/&amp;gt;Area of Effect / Target: Creature&amp;lt;br/&amp;gt;Duration: Medium (15m Combat Time)&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: None&amp;lt;br/&amp;gt;Spell Resistance: No&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;For the duration, your active weapons or ammunition gain a 1d6 elemental damage bonus (depending on the subradial option selected). You can also target another creature to enchant its weapons.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;This effect replaces any active Rune effects, and benefits from any properties or feats that also increase Rune damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Old Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Wizard / Sorcerer 2&amp;lt;br/&amp;gt;Innate Level: 2&amp;lt;br/&amp;gt;School: Evocation&amp;lt;br/&amp;gt;Descriptor(s): Weapon Enchantment&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Touch&amp;lt;br/&amp;gt;Area of Effect / Target: Creature or Melee Weapon&amp;lt;br/&amp;gt;Duration: 1 Minute / Level&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: None&amp;lt;br/&amp;gt;Spell Resistance: No&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Sets a melee weapon aflame, granting 1d4 points of fire damage +1 per caster level to a maximum of +10. You can target a specific weapon or a creature with this spell.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Flare&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Flare ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Bard 0, Druid 0, Wizard / Sorcerer 0&amp;lt;br/&amp;gt;Innate Level: 0&amp;lt;br/&amp;gt;School: Evocation&amp;lt;br/&amp;gt;Descriptor(s):&amp;lt;br/&amp;gt;Component(s): Verbal&amp;lt;br/&amp;gt;Range: Medium&amp;lt;br/&amp;gt;Area of Effect / Target: Single&amp;lt;br/&amp;gt;Duration: Instant&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: Reflex (Half)&amp;lt;br/&amp;gt;Spell Resistance: Yes&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;A burst of hot light is fired from the caster to one target, making it suffer 2d6 Fire damage.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Cantrips may be cast an unlimited number of times per day, and use all applicable Metamagic feats the caster knows for free.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Old Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Bard 0, Druid 0, Wizard / Sorcerer 0&amp;lt;br/&amp;gt;Innate Level: 0&amp;lt;br/&amp;gt;School: Evocation&amp;lt;br/&amp;gt;Descriptor(s):&amp;lt;br/&amp;gt;Component(s): Verbal&amp;lt;br/&amp;gt;Range: Medium&amp;lt;br/&amp;gt;Area of Effect / Target: Single&amp;lt;br/&amp;gt;Duration: 10 rounds&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: Fort negates&amp;lt;br/&amp;gt;Spell Resistance: Yes&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;A burst of hot light is fired from the caster to one target, making it suffer a -1 penalty to attack rolls.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Foxs_Cunning&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Fox&#039;s Cunning ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Bard 2, Cleric 2, Druid 2, Wizard / Sorcerer 2&amp;lt;br/&amp;gt;Innate Level: 2&amp;lt;br/&amp;gt;School: Transmutation&amp;lt;br/&amp;gt;Descriptor(s):&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Touch&amp;lt;br/&amp;gt;Area of Effect / Target: Single&amp;lt;br/&amp;gt;Duration: Long (30m Combat Time)&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: Harmless&amp;lt;br/&amp;gt;Spell Resistance: No&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The target creature&#039;s Intelligence is increased by 4.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Mutually exclusive with Owl&#039;s Wisdom and Eagle&#039;s Splendor.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Old Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Bard 2, Cleric 2, Wizard / Sorcerer 2&amp;lt;br/&amp;gt;Innate Level: 2&amp;lt;br/&amp;gt;School: Transmutation&amp;lt;br/&amp;gt;Descriptor(s):&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Touch&amp;lt;br/&amp;gt;Area of Effect / Target: Single&amp;lt;br/&amp;gt;Duration: 1 Hour / Level&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: Harmless&amp;lt;br/&amp;gt;Spell Resistance: No&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The target creature&#039;s Intelligence is increased by 1d4+1.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Freedom_of_Movement&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Freedom of Movement ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Bard 2, Cleric 2, Druid 2, Paladin 2, Ranger 2&amp;lt;br/&amp;gt;Innate Level: 2&amp;lt;br/&amp;gt;School: Abjuration&amp;lt;br/&amp;gt;Descriptor(s):&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Medium&amp;lt;br/&amp;gt;Area of Effect / Target: Single&amp;lt;br/&amp;gt;Duration: Medium (15m Combat Time)&amp;lt;br/&amp;gt;Additional Counter Spells: Web&amp;lt;br/&amp;gt;Save: None&amp;lt;br/&amp;gt;Spell Resistance: No&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The target creature gains a +4 Reflex saving throw bonus, and a +2 saving throw bonus versus any ongoing effects that hamper their physical mobility.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;In addition, all entanglement, slow, movement speed decrease, physical paralysis, and knockdown effects on the creature end.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;If any of these effects would take hold while Freedom of Movement is active, the Freedom effect is consumed to prevent it from applying, and immunity to entanglement, slow, movement speed decrease, physical paralysis, and knockdown is gained for 1 round.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Old Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Cleric 4, Druid 4, Paladin 4, Ranger 4&amp;lt;br/&amp;gt;Innate Level: 4&amp;lt;br/&amp;gt;School: Abjuration&amp;lt;br/&amp;gt;Descriptor(s):&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Medium&amp;lt;br/&amp;gt;Area of Effect / Target: Single&amp;lt;br/&amp;gt;Duration: 1 Turn / Level&amp;lt;br/&amp;gt;Additional Counter Spells: Web&amp;lt;br/&amp;gt;Save: None&amp;lt;br/&amp;gt;Spell Resistance: No&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The target creature becomes immune to paralysis, slow, and entanglement spells and effects.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Gedlees_Electric_Loop&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Gedlee&#039;s Electric Loop ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Renamed: &#039;&#039;&#039;Electric Loop&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Druid 2, Wizard / Sorcerer 2&amp;lt;br/&amp;gt;Innate Level: 2&amp;lt;br/&amp;gt;School: Evocation&amp;lt;br/&amp;gt;Descriptor(s): Electrical&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Short&amp;lt;br/&amp;gt;Area of Effect / Target: Medium&amp;lt;br/&amp;gt;Duration: Instantaneous&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: Reflex 1/2&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;You create a small stroke of lightning that cycles through all creatures in the area of effect. The spell deals 6d6 points of damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Old Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Wizard / Sorcerer 2&amp;lt;br/&amp;gt;Innate Level: 2&amp;lt;br/&amp;gt;School: Evocation&amp;lt;br/&amp;gt;Descriptor(s): Electrical&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Short&amp;lt;br/&amp;gt;Area of Effect / Target: Small&amp;lt;br/&amp;gt;Duration: Instantaneous&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: Reflex 1/2 (See Below)&amp;lt;br/&amp;gt;Spell Resistance: Yes&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;You create a small stroke of lightning that cycles through all creatures in the area of effect. The spell deals 1d6 points of damage per 2 caster levels (maximum 5d6). Those who fail their Reflex saves must succeed at a Will save or be stunned for 1 round.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Ghostly_Visage&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Ghostly Visage ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Bard 2, Wizard / Sorcerer 2&amp;lt;br/&amp;gt;Innate Level: 2&amp;lt;br/&amp;gt;School: Abjuration&amp;lt;br/&amp;gt;Descriptor(s):&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Touch&amp;lt;br/&amp;gt;Area of Effect / Target: Caster&amp;lt;br/&amp;gt;Duration: Long (30m Combat Time)&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: Harmless&amp;lt;br/&amp;gt;Spell Resistance: No&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The target is surrounded by a ghostly nimbus of light that grants 10% concealment.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Old Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Bard 2, Wizard / Sorcerer 2&amp;lt;br/&amp;gt;Innate Level: 2&amp;lt;br/&amp;gt;School: Illusion&amp;lt;br/&amp;gt;Descriptor(s):&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Personal&amp;lt;br/&amp;gt;Area of Effect / Target: Caster&amp;lt;br/&amp;gt;Duration: 1 Turn / Level&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: Harmless&amp;lt;br/&amp;gt;Spell Resistance: No&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The caster is surrounded by a ghostly nimbus of light that grants damage reduction 5/+1, prevents all spells of level 1 or lower from affecting the caster, and grants 10% concealment.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Ghoul_Touch&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Ghoul Touch ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Wizard / Sorcerer 2&amp;lt;br/&amp;gt;Innate Level: 2&amp;lt;br/&amp;gt;School: Necromancy&amp;lt;br/&amp;gt;Descriptor(s): Negative, Hard Control, Pernicious, Intense&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Touch&amp;lt;br/&amp;gt;Area of Effect / Target: Single&amp;lt;br/&amp;gt;Duration: Short (1m)&amp;lt;br/&amp;gt;Additional Counter Spells: Cure Light Wounds&amp;lt;br/&amp;gt;Save: Fortitude Negates&amp;lt;br/&amp;gt;Spell Resistance: Yes&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The caster&#039;s hand glows with an unearthly radiance. The target creature becomes Paralyzed and Sundered. The Sundered effect persists regardless of the results of the saving throws to negate paralysis.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Intense: The target is denied the first saving throw against this effect. A creature may only suffer the effects of the Intense keyword once per minute.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Pernicious: This effect is not removed upon a successful saving throw, instead continuing to attempt to apply itself each round upon a failed save for the full duration of the spell/effect.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Hard Control: The effects of this spell are subject to ongoing saving throws. Each round, the target may attempt a new saving throw to end the effect. Each failed saving throw provides a stacking +4 bonus to further saving throws for 5 rounds versus the following effects:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Old Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Wizard / Sorcerer 2&amp;lt;br/&amp;gt;Innate Level: 2&amp;lt;br/&amp;gt;School: Necromancy&amp;lt;br/&amp;gt;Descriptor(s): Negative&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Touch&amp;lt;br/&amp;gt;Area of Effect / Target: Single&amp;lt;br/&amp;gt;Duration: 1d6 + 2 Rounds&amp;lt;br/&amp;gt;Additional Counter Spells: Cure Light Wounds&amp;lt;br/&amp;gt;Save: Fortitude Negates&amp;lt;br/&amp;gt;Spell Resistance: Yes&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The caster&#039;s hand glows with an unearthly radiance. The target creature must make a Fortitude save or become paralyzed. Creatures paralyzed by this spell emit a noxious cloud that applies a -2 penalty to skills, saving throws, attack and damage rolls to all creatures within 5 feet.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Glyph_of_Warding&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Glyph of Warding ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Bard 3, Cleric 3, Wizard/Sorcerer 3&amp;lt;br/&amp;gt;Innate Level: 3&amp;lt;br/&amp;gt;School: Abjuration&amp;lt;br/&amp;gt;Descriptor(s): Sonic&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Short&amp;lt;br/&amp;gt;Area of Effect / Target: Large&amp;lt;br/&amp;gt;Duration: Medium (15m)&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: Reflex 1/2&amp;lt;br/&amp;gt;Spell Resistance: Yes&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The caster creates a small, magical zone that can detect the passage of enemy creatures. When the field is activated, it explodes, doing 8d6 points of sonic damage. After being triggered, the glyph dissipates.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Old Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Cleric 3&amp;lt;br/&amp;gt;Innate Level: 3&amp;lt;br/&amp;gt;School: Abjuration&amp;lt;br/&amp;gt;Descriptor(s): Sonic&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Short&amp;lt;br/&amp;gt;Area of Effect / Target: Large&amp;lt;br/&amp;gt;Duration: 1 Turn / 2 Level&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: Reflex 1/2&amp;lt;br/&amp;gt;Spell Resistance: Yes&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The caster creates a small, magical zone that can detect the passage of enemy creatures. When the field is activated, it explodes, doing 1d8 points of sonic damage per two caster levels to all creatures within the area of effect (to a maximum of 5d8). After being triggered, the glyph dissipates.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Grease&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Grease ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Bard 1, Druid 1, Ranger 1, Wizard / Sorcerer 1&amp;lt;br/&amp;gt;Innate Level: 1&amp;lt;br/&amp;gt;School: Conjuration&amp;lt;br/&amp;gt;Descriptor(s): Persistent, Hard Control&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Medium (20m)&amp;lt;br/&amp;gt;Area of Effect / Target: 4m Sphere&amp;lt;br/&amp;gt;Duration: Short (1m)&amp;lt;br/&amp;gt;Additional Counter Spells: Freedom of Movement&amp;lt;br/&amp;gt;Save: Reflex&amp;lt;br/&amp;gt;Spell Resistance: Yes&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;A churning field of oil and grease fills the target area, causing all within to suffer Knockdown for 1 round should they fail a Reflex save.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Hard Control: The effects of this spell are subject to ongoing saving throws. Each round, the target may attempt a new saving throw to end the effect. Each failed saving throw provides a stacking +4 bonus to further saving throws for 5 rounds versus the following effects:&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Confusion, Daze, Domination, Fear, Knockdown, Paralysis, Petrification, Sleep, Stun&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Persistent: This spell occupies a space for the full duration of the effect.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Old Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Bard 1, Druid 1, Ranger 1, Wizard / Sorcerer 1&amp;lt;br/&amp;gt;Innate Level: 1&amp;lt;br/&amp;gt;School: Conjuration&amp;lt;br/&amp;gt;Descriptor(s):&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Short&amp;lt;br/&amp;gt;Area of Effect / Target: Medium&amp;lt;br/&amp;gt;Duration: 2 Rounds + 1 / 3 Levels&amp;lt;br/&amp;gt;Additional Counter Spells: Freedom of Movement&amp;lt;br/&amp;gt;Save: Reflex&amp;lt;br/&amp;gt;Spell Resistance: Yes&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;A churning field of oil and grease fills the target area, causing all within to either fall down or move at a reduced speed.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Greater_Dispelling&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Greater Dispelling ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Removed&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Greater_Magic_Fang&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Greater Magic Fang ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Removed&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Greater_Magic_Weapon&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Greater Magic Weapon ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Bard 3, Cleric 3, Druid 3, Paladin 3, Ranger 3, Wizard / Sorcerer 3&amp;lt;br/&amp;gt;Innate Level: 3&amp;lt;br/&amp;gt;School: Transmutation&amp;lt;br/&amp;gt;Descriptor(s): Weapon Enchantment&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Short&amp;lt;br/&amp;gt;Area of Effect / Target: Creature&amp;lt;br/&amp;gt;Duration: Long (30m Combat Time)&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: None&amp;lt;br/&amp;gt;Spell Resistance: No&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;You empower the target&#039;s weapons and ammunition with a +2 enhancement bonus. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Old Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Bard 3, Cleric 4, Paladin 3, Wizard / Sorcerer 3&amp;lt;br/&amp;gt;Innate Level: 3&amp;lt;br/&amp;gt;School: Transmutation&amp;lt;br/&amp;gt;Descriptor(s): Weapon Enchantment&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Short&amp;lt;br/&amp;gt;Area of Effect / Target: Creature or  Melee Weapon&amp;lt;br/&amp;gt;Duration: 1 Hour / Level&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: None&amp;lt;br/&amp;gt;Spell Resistance: No&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;You empower the touched weapon with a +1 enhancement bonus per 3 caster levels (maximum of +5). You can either directly target the weapon you want to cast this spell on, or you can target a creature, affecting the creature&#039;s main hand weapon.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Greater_Shadow_Conjuration&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Greater Shadow Conjuration ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Removed&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Gust_of_Wind&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Gust of Wind ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Bard 3, Wizard / Sorcerer 3&amp;lt;br/&amp;gt;Innate Level: 3&amp;lt;br/&amp;gt;School: Evocation&amp;lt;br/&amp;gt;Descriptor(s): Hard Control, Intense, Pernicious&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Medium (20m)&amp;lt;br/&amp;gt;Area of Effect / Target: 7m Sphere&amp;lt;br/&amp;gt;Duration: Brief (3 Rounds)&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: Fortitude&amp;lt;br/&amp;gt;Spell Resistance: Yes&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;This spell creates a blast of air that knocks down any creatures failing their saving throws. It is also powerful enough to disperse any cloudlike area of effect spells (such as Stinking Cloud and Cloudkill) that are in the path of the wind gust.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Intense: The target is denied the first saving throw against this effect. A creature may only suffer the effects of the Intense keyword once per minute.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Pernicious: This effect is not removed upon a successful saving throw, instead continuing to attempt to apply itself each round upon a failed save for the full duration of the spell/effect.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Hard Control: The effects of this spell are subject to ongoing saving throws. Each round, the target may attempt a new saving throw to end the effect. Each failed saving throw provides a stacking +4 bonus to further saving throws for 5 rounds versus the following effects:&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Confusion, Daze, Domination, Fear, Knockdown, Paralysis, Petrification, Sleep, Stun&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Old Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Bard 3, Wizard / Sorcerer 3&amp;lt;br/&amp;gt;Innate Level: 3&amp;lt;br/&amp;gt;School: Evocation&amp;lt;br/&amp;gt;Descriptor(s):&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Medium&amp;lt;br/&amp;gt;Area of Effect / Target: Huge&amp;lt;br/&amp;gt;Duration: Instant&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: Fortitude negates&amp;lt;br/&amp;gt;Spell Resistance: Yes&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;This spell creates a blast of air that knocks down any creatures failing their saving throws. It is also powerful enough to disperse any cloudlike area of effect spells (such as cloudkill) that are in the path of the wind gust.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Hammer_of_the_Gods&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Hammer of the Gods ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Cleric 4&amp;lt;br/&amp;gt;Innate Level: 4&amp;lt;br/&amp;gt;School: Evocation&amp;lt;br/&amp;gt;Descriptor(s): Radiant&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Medium&amp;lt;br/&amp;gt;Area of Effect / Target: Huge&amp;lt;br/&amp;gt;Duration: Instant&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: Fortitude (Half)&amp;lt;br/&amp;gt;Spell Resistance: Yes&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The caster smites a group of enemies with divine light for 20 + 10d2 points of Radiant damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Old Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Cleric 4&amp;lt;br/&amp;gt;Innate Level: 4&amp;lt;br/&amp;gt;School: Evocation&amp;lt;br/&amp;gt;Descriptor(s):&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Medium&amp;lt;br/&amp;gt;Area of Effect / Target: Huge&amp;lt;br/&amp;gt;Duration: Instant&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: Will Partial&amp;lt;br/&amp;gt;Spell Resistance: Yes&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The caster smites a group of enemies with divine light for 1d8 points of damage for every two caster levels, to a maximum of 5d8.  Enemies that make a Will save take half damage and avoid being dazed for 1 to 6 rounds.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Haste&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Haste ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Bard 3, Wizard / Sorcerer 3&amp;lt;br/&amp;gt;Innate Level: 3&amp;lt;br/&amp;gt;School: Transmutation&amp;lt;br/&amp;gt;Descriptor(s):&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Short&amp;lt;br/&amp;gt;Area of Effect / Target: Single&amp;lt;br/&amp;gt;Duration: Short (1m)&amp;lt;br/&amp;gt;Additional Counter Spells: Slow&amp;lt;br/&amp;gt;Save: Harmless&amp;lt;br/&amp;gt;Spell Resistance: No&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The target of this spell gains a +3 bonus to dodge AC (does not stack with other Dodge AC from Equipment and Spells), 1 bonus attack per round, and has their movement increased by 50%. If under the effects of Quicken Spell metamagic, no charges are consumed whilst also under the effects of Haste.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Old Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Bard 3, Wizard / Sorcerer 3&amp;lt;br/&amp;gt;Innate Level: 3&amp;lt;br/&amp;gt;School: Transmutation&amp;lt;br/&amp;gt;Descriptor(s):&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Short&amp;lt;br/&amp;gt;Area of Effect / Target: Single&amp;lt;br/&amp;gt;Duration: 1 Round / Level&amp;lt;br/&amp;gt;Additional Counter Spells: Slow&amp;lt;br/&amp;gt;Save: Harmless&amp;lt;br/&amp;gt;Spell Resistance: No&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The target of this spell gains, +4 bonus to dodge AC, 1 extra action per round (allowing an additional attack or spell to be cast) and has their movement increased by 50%.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Healing_Circle&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Healing Circle ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Bard 5, Cleric 5, Druid 5&amp;lt;br/&amp;gt;Innate Level: 5&amp;lt;br/&amp;gt;School: Necromancy&amp;lt;br/&amp;gt;Descriptor(s):&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Personal&amp;lt;br/&amp;gt;Area of Effect / Target: Medium&amp;lt;br/&amp;gt;Duration: Instant&amp;lt;br/&amp;gt;Additional Counter Spells: Circle of Doom&amp;lt;br/&amp;gt;Save: None&amp;lt;br/&amp;gt;Spell Resistance: Yes&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;All friendly creatures within the area of effect are healed as if receiving the effects of a Cure Critical Wounds spell.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Old Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Bard 5, Cleric 5, Druid 6&amp;lt;br/&amp;gt;Innate Level: 5&amp;lt;br/&amp;gt;School: Conjuration&amp;lt;br/&amp;gt;Descriptor(s):&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Personal&amp;lt;br/&amp;gt;Area of Effect / Target: Medium&amp;lt;br/&amp;gt;Duration: Instant&amp;lt;br/&amp;gt;Additional Counter Spells: Circle of Doom&amp;lt;br/&amp;gt;Save: Fortitude 1/2&amp;lt;br/&amp;gt;Spell Resistance: Yes&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;All friendly creatures within the area of effect are healed for 1d8 Hit Points, +1 points per caster level up to a maximum of +20. Healing spells have a reverse effect when used on undead, harming instead of healing them.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Healing_Sting&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Healing Sting ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Druid 3&amp;lt;br/&amp;gt;Innate Level: 3&amp;lt;br/&amp;gt;School: Necromancy&amp;lt;br/&amp;gt;Descriptor(s): Negative&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Touch&amp;lt;br/&amp;gt;Area of Effect / Target: Creature touched&amp;lt;br/&amp;gt;Duration: Instantaneous&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: Fortitude half&amp;lt;br/&amp;gt;Spell Resistance: Yes&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;You inflict 8d2 + 16 points of Necrotic damage to the creature touched and heal an equal amount of hit points.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Old Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Druid 3&amp;lt;br/&amp;gt;Innate Level: 3&amp;lt;br/&amp;gt;School: Necromancy&amp;lt;br/&amp;gt;Descriptor(s): Negative&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Touch&amp;lt;br/&amp;gt;Area of Effect / Target: Creature touched&amp;lt;br/&amp;gt;Duration: Instantaneous&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: Fortitude negates&amp;lt;br/&amp;gt;Spell Resistance: Yes&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;You inflict 1d6 points of damage,  +1 per caster level  to the living creature touched and gain an equal amount of hit points. You may not gain more Hit Points than your maximum with the Healing Sting.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Hold_Animal&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Hold Animal ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Removed&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Hold_Monster&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Hold Monster ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Removed&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Hold_Person&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Hold Person ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Renamed: &#039;&#039;&#039;Hold&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Bard 2, Cleric 2, Druid 2, Wizard / Sorcerer 2&amp;lt;br/&amp;gt;Innate Level: 2&amp;lt;br/&amp;gt;School: Enchantment&amp;lt;br/&amp;gt;Descriptor(s): Hard Control, Intense, Pernicious, Swift&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Medium (20m)&amp;lt;br/&amp;gt;Area of Effect / Target: Single&amp;lt;br/&amp;gt;Duration: Short (1m)&amp;lt;br/&amp;gt;Additional Counter Spells: Clarity&amp;lt;br/&amp;gt;Save: Will Negates&amp;lt;br/&amp;gt;Spell Resistance: Yes&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The caster contains the target person&#039;s mind, separating it from control of their body. The target creature is paralyzed for the duration of the spell.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Intense: The target is denied the first saving throw against this effect. A creature may only suffer the effects of the Intense keyword once per minute.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Pernicious: This effect is not removed upon a successful saving throw, instead continuing to attempt to apply itself each round upon a failed save for the full duration of the spell/effect.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Swift: This spell has a shortened cast time, executing in only half a second.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Hard Control: The effects of this spell are subject to ongoing saving throws. Each round, the target may attempt a new saving throw to end the effect. Each failed saving throw provides a stacking +4 bonus to further saving throws for 5 rounds versus the following effects:&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Confusion, Daze, Domination, Fear, Knockdown, Paralysis, Petrification, Sleep, Stun&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Old Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Bard 2, Cleric 2, Wizard / Sorcerer 3&amp;lt;br/&amp;gt;Innate Level: 2&amp;lt;br/&amp;gt;School: Enchantment&amp;lt;br/&amp;gt;Descriptor(s):&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Medium&amp;lt;br/&amp;gt;Area of Effect / Target: Single&amp;lt;br/&amp;gt;Duration: 1 Round / Level&amp;lt;br/&amp;gt;Additional Counter Spells: Freedom of Movement&amp;lt;br/&amp;gt;Save: Will Negates&amp;lt;br/&amp;gt;Spell Resistance: Yes&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The target humanoid is paralyzed for the duration of the spell.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Holy_Sword&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Holy Sword ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Removed&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Horizikauls_Boom&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Horizikaul&#039;s Boom ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Renamed: &#039;&#039;&#039;Thundering Boom&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Bard 1, Wizard / Sorcerer 1&amp;lt;br/&amp;gt;Innate Level: 1&amp;lt;br/&amp;gt;School: Evocation&amp;lt;br/&amp;gt;Descriptor(s): Sonic&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Short&amp;lt;br/&amp;gt;Area of Effect / Target: One creature&amp;lt;br/&amp;gt;Duration: Instant&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: Reflex 1/2&amp;lt;br/&amp;gt;Spell Resistance: Yes&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;You blast the target with loud and high-pitched sounds. The target takes 6d6 points of Sonic damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Old Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Wizard / Sorcerer 1&amp;lt;br/&amp;gt;Innate Level: 1&amp;lt;br/&amp;gt;School: Evocation&amp;lt;br/&amp;gt;Descriptor(s): Sonic&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Short&amp;lt;br/&amp;gt;Area of Effect / Target: One creature&amp;lt;br/&amp;gt;Duration: Instantaneous&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: Will partial&amp;lt;br/&amp;gt;Spell Resistance: Yes&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;You blast the target with loud and high-pitched sounds. The target takes 1d4 points of sonic damage per two caster levels (maximum 5d4) and must make a Will save or be deafened for 1d4 rounds.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Ice_Dagger&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Ice Dagger ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Druid 1, Sorcerer / Wizard 1&amp;lt;br/&amp;gt;Innate Level: 1&amp;lt;br/&amp;gt;School: Evocation&amp;lt;br/&amp;gt;Descriptor(s): Cold&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Short&amp;lt;br/&amp;gt;Area of Effect / Target: One creature&amp;lt;br/&amp;gt;Duration: Instantaneous&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: Reflex 1/2&amp;lt;br/&amp;gt;Spell Resistance: Yes&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;You create a piece of ice that flies toward the target and deals 6d6 points of cold damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Old Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Sorcerer / Wizard 1&amp;lt;br/&amp;gt;Innate Level: 1&amp;lt;br/&amp;gt;School: Evocation&amp;lt;br/&amp;gt;Descriptor(s): Cold&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Short&amp;lt;br/&amp;gt;Area of Effect / Target: One creature&amp;lt;br/&amp;gt;Duration: Instantaneous&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: Reflex 1/2&amp;lt;br/&amp;gt;Spell Resistance: Yes&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;You create a piece of ice that flies toward the target and deals 1d4 points of cold damage per level (maximum of 5d4).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Ice_Storm&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Ice Storm ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Bard 4, Druid 4, Wizard / Sorcerer 4&amp;lt;br/&amp;gt;Innate Level: 4&amp;lt;br/&amp;gt;School: Evocation&amp;lt;br/&amp;gt;Descriptor(s): Cold&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Long&amp;lt;br/&amp;gt;Area of Effect / Target: 6.67m Sphere&amp;lt;br/&amp;gt;Duration: Instant&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: Reflex 1/2&amp;lt;br/&amp;gt;Spell Resistance: Yes&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;All creatures in the area of effect take 10d6 points of Cold damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Old Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Bard 6, Druid 5, Wizard / Sorcerer 4&amp;lt;br/&amp;gt;Innate Level: 4&amp;lt;br/&amp;gt;School: Evocation&amp;lt;br/&amp;gt;Descriptor(s): Cold&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Long&amp;lt;br/&amp;gt;Area of Effect / Target: Huge&amp;lt;br/&amp;gt;Duration: Instant&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: None&amp;lt;br/&amp;gt;Spell Resistance: Yes&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;All creatures in the area of effect take 3d6 points of bludgeoning damage and 2d6 points of cold damage. Ice Storm will do an additional 1d6 cold damage per additional 3 caster levels.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Identify&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Identify ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Removed&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Improved_Invisibility&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Improved Invisibility ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Bard 4, Wizard / Sorcerer 4&amp;lt;br/&amp;gt;Innate Level: 4&amp;lt;br/&amp;gt;School: Illusion&amp;lt;br/&amp;gt;Descriptor(s):&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Touch&amp;lt;br/&amp;gt;Area of Effect / Target: Single&amp;lt;br/&amp;gt;Duration: Short (1m)&amp;lt;br/&amp;gt;Additional Counter Spells: Invisibility Purge&amp;lt;br/&amp;gt;Save: Harmless&amp;lt;br/&amp;gt;Spell Resistance: No&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The target creature becomes invisible and impossible to detect using normal vision. Any attack or spellcasting action taken by the invisible creature will immediately cancel the invisibility. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Old Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Bard 4, Wizard / Sorcerer 4&amp;lt;br/&amp;gt;Innate Level: 4&amp;lt;br/&amp;gt;School: Illusion&amp;lt;br/&amp;gt;Descriptor(s):&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Touch&amp;lt;br/&amp;gt;Area of Effect / Target: Single&amp;lt;br/&amp;gt;Duration: 1 Turn / Level&amp;lt;br/&amp;gt;Additional Counter Spells: Invisibility Purge&amp;lt;br/&amp;gt;Save: Harmless&amp;lt;br/&amp;gt;Spell Resistance: No&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The target creature becomes invisible and impossible to detect using normal vision. After attacking or casting spells the target creature will become partially visible and detectable by enemies, but still retain a 50% cover bonus.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Inferno&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Inferno ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Druid 5&amp;lt;br/&amp;gt;Innate Level: 5&amp;lt;br/&amp;gt;School: Transmutation&amp;lt;br/&amp;gt;Descriptor(s): Fire&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Short&amp;lt;br/&amp;gt;Area of Effect / Target: Single&amp;lt;br/&amp;gt;Duration: Instant&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: Reflex 1/2&amp;lt;br/&amp;gt;Spell Resistance: Yes&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The caster causes a beam of searing flame to strike the target. This beam inflicts 2d6 points of Fire damage nine times, for a total of 18d6 damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Old Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Druid 5&amp;lt;br/&amp;gt;Innate Level: 5&amp;lt;br/&amp;gt;School: Transmutation&amp;lt;br/&amp;gt;Descriptor(s): Fire&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Short&amp;lt;br/&amp;gt;Area of Effect / Target: Single&amp;lt;br/&amp;gt;Duration: 1 round / level&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: None&amp;lt;br/&amp;gt;Spell Resistance: Yes&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The caster causes a target to ignite into flame. Each round the target will suffer 2d6 points of fire damage.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Infestation_of_Maggots&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Infestation of Maggots ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Druid 4&amp;lt;br/&amp;gt;Innate Level: 4&amp;lt;br/&amp;gt;School: Necromancy&amp;lt;br/&amp;gt;Descriptor(s): Disease&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Touch&amp;lt;br/&amp;gt;Area of Effect / Target: Creature touched&amp;lt;br/&amp;gt;Duration: Short (1m)&amp;lt;br/&amp;gt;Additional Counter Spells: Remove Disease&amp;lt;br/&amp;gt;Save: Fortitude&amp;lt;br/&amp;gt;Spell Resistance: Yes&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;With but a touch, you infest a target with maggot-like creatures, causing it to suffer a damage over time (DoT) effect inflicting 8d6 Physical damage every 3 seconds for 1 minute. Saving throws are performed on application and every 5 ticks thereafter, halving the damage until the next saving throw if successful.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Old Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Druid 3&amp;lt;br/&amp;gt;Innate Level: 3&amp;lt;br/&amp;gt;School: Necromancy&amp;lt;br/&amp;gt;Descriptor(s): Disease&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Touch&amp;lt;br/&amp;gt;Area of Effect / Target: Creature touched&amp;lt;br/&amp;gt;Duration: 1 round / 2 levels&amp;lt;br/&amp;gt;Additional Counter Spells: Remove Disease, Heal&amp;lt;br/&amp;gt;Save: Fortitude negates&amp;lt;br/&amp;gt;Spell Resistance: Yes&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;With but a touch, you infest a target with maggot-like creatures. They deal 1d4 points of temporary Constitution damage each round. Each round the subject makes a new Fortitude save. The spell ends if the target succeeds at its saving throw.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Inflict_Critical_Wounds&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Inflict Critical Wounds ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Cleric 4, Druid 4&amp;lt;br/&amp;gt;Innate Level: 4&amp;lt;br/&amp;gt;School: Necromancy&amp;lt;br/&amp;gt;Descriptor(s): Necrotic&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Short&amp;lt;br/&amp;gt;Area of Effect / Target: Single&amp;lt;br/&amp;gt;Duration: Instant&amp;lt;br/&amp;gt;Additional Counter Spells: Cure Critical Wounds&amp;lt;br/&amp;gt;Save: Fortitude (Half)&amp;lt;br/&amp;gt;Spell Resistance: Yes&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The target suffers 30 + 15d2 points of Necrotic damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Old Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Cleric 4&amp;lt;br/&amp;gt;Innate Level: 4&amp;lt;br/&amp;gt;School: Necromancy&amp;lt;br/&amp;gt;Descriptor(s): Negative&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Touch&amp;lt;br/&amp;gt;Area of Effect / Target: Single&amp;lt;br/&amp;gt;Duration: Instant&amp;lt;br/&amp;gt;Additional Counter Spells: Cure Critical Wounds&amp;lt;br/&amp;gt;Save: Will 1/2&amp;lt;br/&amp;gt;Spell Resistance: Yes&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;If the caster succeeds in striking an opponent with a touch attack, the target suffers 4d8 points of damage, + 1 point per caster level to a maximum of +20. Inflict spells have a reverse effect when used on undead, causing the targeted undead to take an amount of healing equal to what the spell normally damages.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Inflict_Light_Wounds&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Inflict Light Wounds ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Cleric 1, Druid 1&amp;lt;br/&amp;gt;Innate Level: 1&amp;lt;br/&amp;gt;School: Necromancy&amp;lt;br/&amp;gt;Descriptor(s): Necrotic&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Short&amp;lt;br/&amp;gt;Area of Effect / Target: Single&amp;lt;br/&amp;gt;Duration: Instant&amp;lt;br/&amp;gt;Additional Counter Spells: Cure Light Wounds&amp;lt;br/&amp;gt;Save: Fortitude (Half)&amp;lt;br/&amp;gt;Spell Resistance: Yes&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The target suffers 12 + 6d2 points of Necrotic damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Old Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Cleric 1&amp;lt;br/&amp;gt;Innate Level: 1&amp;lt;br/&amp;gt;School: Necromancy&amp;lt;br/&amp;gt;Descriptor(s): Negative&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Touch&amp;lt;br/&amp;gt;Area of Effect / Target: Single&amp;lt;br/&amp;gt;Duration: Instant&amp;lt;br/&amp;gt;Additional Counter Spells: Cure Light Wounds&amp;lt;br/&amp;gt;Save: Will 1/2&amp;lt;br/&amp;gt;Spell Resistance: Yes&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;If the caster succeeds in striking an opponent with a touch attack, the target suffers 1d8 points of damage, + 1 point per caster level to a maximum of +5. Inflict spells have a reverse effect when used on undead, causing the targeted undead to take an amount of healing equal to what the spell normally damages.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Inflict_Minor_Wounds&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Inflict Minor Wounds ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Cleric 0, Druid 0&amp;lt;br/&amp;gt;Innate Level: 0&amp;lt;br/&amp;gt;School: Necromancy&amp;lt;br/&amp;gt;Descriptor(s): Necrotic&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Short (8m)&amp;lt;br/&amp;gt;Area of Effect / Target: Single&amp;lt;br/&amp;gt;Duration: Instant&amp;lt;br/&amp;gt;Additional Counter Spells: Cure Minor Wounds&amp;lt;br/&amp;gt;Save: Fortitude (Half)&amp;lt;br/&amp;gt;Spell Resistance: Yes&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The target suffers 4 + 2d2 points of Necrotic damage.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Cantrips may be cast an unlimited number of times per day, and use all applicable Metamagic feats the caster knows for free.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Old Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Cleric 0&amp;lt;br/&amp;gt;Innate Level: 0&amp;lt;br/&amp;gt;School: Necromancy&amp;lt;br/&amp;gt;Descriptor(s): Negative&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Touch&amp;lt;br/&amp;gt;Area of Effect / Target: Single&amp;lt;br/&amp;gt;Duration: Instant&amp;lt;br/&amp;gt;Additional Counter Spells: Cure Minor Wounds&amp;lt;br/&amp;gt;Save: Will 1/2&amp;lt;br/&amp;gt;Spell Resistance: Yes&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;If the caster succeeds in striking an opponent with a touch attack, the target suffers 1 point of damage. Inflict spells have a reverse effect when used on undead, causing the targeted undead to take an amount of healing equal to what the spell normally damages.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Inflict_Moderate_Wounds&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Inflict Moderate Wounds ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Cleric 2, Druid 2&amp;lt;br/&amp;gt;Innate Level: 2&amp;lt;br/&amp;gt;School: Necromancy&amp;lt;br/&amp;gt;Descriptor(s): Necrotic&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Short&amp;lt;br/&amp;gt;Area of Effect / Target: Single&amp;lt;br/&amp;gt;Duration: Instant&amp;lt;br/&amp;gt;Additional Counter Spells: Cure Moderate Wounds&amp;lt;br/&amp;gt;Save: Fortitude (Half)&amp;lt;br/&amp;gt;Spell Resistance: Yes&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The target suffers 18 + 9d2 points of Necrotic damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Old Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Cleric 2&amp;lt;br/&amp;gt;Innate Level: 2&amp;lt;br/&amp;gt;School: Necromancy&amp;lt;br/&amp;gt;Descriptor(s): Negative&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Touch&amp;lt;br/&amp;gt;Area of Effect / Target: Single&amp;lt;br/&amp;gt;Duration: Instant&amp;lt;br/&amp;gt;Additional Counter Spells: Cure Moderate Wounds&amp;lt;br/&amp;gt;Save: Will 1/2&amp;lt;br/&amp;gt;Spell Resistance: Yes&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;If the caster succeeds in striking an opponent with a touch attack, the target suffers 2d8 points of damage, + 1 point per caster level (to a maximum of +10). Inflict spells have a reverse effect when used on undead, causing the targeted undead to take an amount of healing equal to what the spell normally damages.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Inflict_Serious_Wounds&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Inflict Serious Wounds ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Cleric 3, Druid 3&amp;lt;br/&amp;gt;Innate Level: 3&amp;lt;br/&amp;gt;School: Necromancy&amp;lt;br/&amp;gt;Descriptor(s): Necrotic&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Short&amp;lt;br/&amp;gt;Area of Effect / Target: Single&amp;lt;br/&amp;gt;Duration: Instant&amp;lt;br/&amp;gt;Additional Counter Spells: Cure Serious Wounds&amp;lt;br/&amp;gt;Save: Fortitude (Half)&amp;lt;br/&amp;gt;Spell Resistance: Yes&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The target suffers 24 + 12d2 points of Necrotic damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Old Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Cleric 3&amp;lt;br/&amp;gt;Innate Level: 3&amp;lt;br/&amp;gt;School: Necromancy&amp;lt;br/&amp;gt;Descriptor(s): Negative&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Touch&amp;lt;br/&amp;gt;Area of Effect / Target: Single&amp;lt;br/&amp;gt;Duration: Instant&amp;lt;br/&amp;gt;Additional Counter Spells: Cure Serious Wounds&amp;lt;br/&amp;gt;Save: Will 1/2&amp;lt;br/&amp;gt;Spell Resistance: Yes&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;If the caster succeeds in striking an opponent with a touch attack, the target suffers 3d8 points of damage, + 1 point per caster level (to a maximum of +15). Inflict spells have a reverse effect when used on undead, causing the targeted undead to take an amount of healing equal to what the spell normally damages.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Invisibility&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Invisibility ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Bard 2, Wizard / Sorcerer 2&amp;lt;br/&amp;gt;Innate Level: 2&amp;lt;br/&amp;gt;School: Illusion&amp;lt;br/&amp;gt;Descriptor(s):&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Touch&amp;lt;br/&amp;gt;Area of Effect / Target: Single&amp;lt;br/&amp;gt;Duration: Brief (3 Rounds)&amp;lt;br/&amp;gt;Additional Counter Spells: See Invisibility&amp;lt;br/&amp;gt;Save: Harmless&amp;lt;br/&amp;gt;Spell Resistance: No&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The target creature becomes invisible and impossible to detect using normal vision. Any attack or spellcasting action taken by the invisible creature will immediately cancel the invisibility.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Old Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Bard 2, Wizard / Sorcerer 2&amp;lt;br/&amp;gt;Innate Level: 2&amp;lt;br/&amp;gt;School: Illusion&amp;lt;br/&amp;gt;Descriptor(s):&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Touch&amp;lt;br/&amp;gt;Area of Effect / Target: Single&amp;lt;br/&amp;gt;Duration: 1 Turn / Level&amp;lt;br/&amp;gt;Additional Counter Spells: See Invisibility&amp;lt;br/&amp;gt;Save: Harmless&amp;lt;br/&amp;gt;Spell Resistance: No&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The target creature becomes invisible and impossible to detect using normal vision. Any attack or spellcasting action taken by the invisible creature will immediately cancel the invisibility.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Invisibility_Purge&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Invisibility Purge ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Cleric 3, Ranger 3&amp;lt;br/&amp;gt;Innate Level: 3&amp;lt;br/&amp;gt;School: Evocation&amp;lt;br/&amp;gt;Descriptor(s):&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Personal&amp;lt;br/&amp;gt;Area of Effect / Target: Colossal&amp;lt;br/&amp;gt;Duration: Short (1m)&amp;lt;br/&amp;gt;Additional Counter Spells: Invisibility&amp;lt;br/&amp;gt;Save: None&amp;lt;br/&amp;gt;Spell Resistance: No&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;This spell removes the invisibility from all invisible creatures and items.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Old Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Cleric 3, Ranger 3&amp;lt;br/&amp;gt;Innate Level: 3&amp;lt;br/&amp;gt;School: Evocation&amp;lt;br/&amp;gt;Descriptor(s):&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Personal&amp;lt;br/&amp;gt;Area of Effect / Target: Colossal&amp;lt;br/&amp;gt;Duration: 1 Turn / Level&amp;lt;br/&amp;gt;Additional Counter Spells: Invisibility&amp;lt;br/&amp;gt;Save: None&amp;lt;br/&amp;gt;Spell Resistance: No&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;This spell removes the invisibility from all invisible creatures and items.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Invisibility_Sphere&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Invisibility Sphere ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Bard 3, Wizard / Sorcerer 3&amp;lt;br/&amp;gt;Innate Level: 3&amp;lt;br/&amp;gt;School: Illusion&amp;lt;br/&amp;gt;Descriptor(s):&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Personal&amp;lt;br/&amp;gt;Area of Effect / Target: Caster, 15ft Radius&amp;lt;br/&amp;gt;Duration: Short (1m)&amp;lt;br/&amp;gt;Additional Counter Spells: Invisibility Purge&amp;lt;br/&amp;gt;Save: Harmless&amp;lt;br/&amp;gt;Spell Resistance: No&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The caster brings into being a zone of invisibility that travels with him for the duration of the spell. All allies within the spell&#039;s area of effect are rendered invisible, but not to each other. Those that leave the sphere are visible once more.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Old Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Bard 3, Wizard / Sorcerer 3&amp;lt;br/&amp;gt;Innate Level: 3&amp;lt;br/&amp;gt;School: Illusion&amp;lt;br/&amp;gt;Descriptor(s):&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Personal&amp;lt;br/&amp;gt;Area of Effect / Target: Caster, 15ft Radius&amp;lt;br/&amp;gt;Duration: 1 Turn / Level&amp;lt;br/&amp;gt;Additional Counter Spells: Invisibility Purge&amp;lt;br/&amp;gt;Save: Harmless&amp;lt;br/&amp;gt;Spell Resistance: No&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The caster brings into being a zone of invisibility that travels with him for the duration of the spell. All allies within the spell&#039;s area of effect are rendered invisible, but not to each other. Those that leave the sphere are visible once more.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Ironguts&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Ironguts ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Bard 1, Cleric 1, Druid 1, Paladin 1, Ranger 1, Wizard / Sorcerer 1&amp;lt;br/&amp;gt;Innate Level: 1&amp;lt;br/&amp;gt;School: Abjuration&amp;lt;br/&amp;gt;Descriptor(s): Poison Resistance, Disease Resistance&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Touch&amp;lt;br/&amp;gt;Area of Effect / Target: Creature touched&amp;lt;br/&amp;gt;Duration: Long (30m Combat Time)&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: No&amp;lt;br/&amp;gt;Spell Resistance: No&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;When touched, the target creature gains a +4 circumstance bonus on Fortitude saves against Poison and Disease. If one of these saves is failed, the Ironguts effect is consumed to prevent the Poison or Disease from applying, and immunity to Poison and Disease is gained for 3 rounds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Old Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Wizard / Sorcerer 1&amp;lt;br/&amp;gt;Innate Level: 1&amp;lt;br/&amp;gt;School: Abjuration&amp;lt;br/&amp;gt;Descriptor(s): Poison Resistance&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Touch&amp;lt;br/&amp;gt;Area of Effect / Target: Creature touched&amp;lt;br/&amp;gt;Duration: 10 minutes / level&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: No&amp;lt;br/&amp;gt;Spell Resistance: No&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;When touched, the target creature gains a +4 circumstance bonus on Fortitude saves against all poisons.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Ironskin&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Ironskin ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Spell&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Bard 5, Wizard / Sorcerer 5&amp;lt;br/&amp;gt;Innate Level: 5&amp;lt;br/&amp;gt;School: Abjuration&amp;lt;br/&amp;gt;Descriptor(s):&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Touch&amp;lt;br/&amp;gt;Area of Effect / Target: Single&amp;lt;br/&amp;gt;Duration: Medium (15m Combat Time)&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: Harmless&amp;lt;br/&amp;gt;Spell Resistance: No&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;This spell sheathes the target creature in living iron, granting damage resistance 15 versus physical damage. The spell absorbs 140 points of damage before collapsing.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Isaacs_Lesser_Missile_Storm&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Isaac&#039;s Lesser Missile Storm ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Renamed: &#039;&#039;&#039;Missile Storm&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Wizard / Sorcerer 4&amp;lt;br/&amp;gt;Innate Level: 4&amp;lt;br/&amp;gt;School: Evocation&amp;lt;br/&amp;gt;Descriptor(s):&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Long&amp;lt;br/&amp;gt;Area of Effect / Target: Single&amp;lt;br/&amp;gt;Duration: Instant&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: Fortitude 1/2&amp;lt;br/&amp;gt;Spell Resistance: Yes&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Fifteen energy missiles appear and target and hit one creature. Each missile does 1 + 1d4 points of magical damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Old Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Wizard / Sorcerer 4&amp;lt;br/&amp;gt;Innate Level: 4&amp;lt;br/&amp;gt;School: Evocation&amp;lt;br/&amp;gt;Descriptor(s):&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Long&amp;lt;br/&amp;gt;Area of Effect / Target: Gargantuan&amp;lt;br/&amp;gt;Duration: Instant&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: None&amp;lt;br/&amp;gt;Spell Resistance: Yes&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;A number of energy missiles (one per caster level but to a maximum of 10) appear and randomly target and hit any hostile creature in the area of effect. If there are more creatures than missiles, only the closest targets will be damaged. If there are more missiles than creatures, one of the creatures will be hit with multiple missiles. Each missile does 1d6 points of damage.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Keen_Edge&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Keen Edge ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Removed&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Knock&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Knock ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Removed&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Legend_Lore&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Legend Lore ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Removed&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Lesser_Dispel&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Lesser Dispel ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Removed&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Lesser_Mind_Blank&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Lesser Mind Blank ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Removed&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Lesser_Planar_Binding&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Lesser Planar Binding ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Removed&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Lesser_Restoration&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Lesser Restoration ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Removed&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Lesser_Spell_Breach&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Lesser Spell Breach ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Removed&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Lesser_Spell_Mantle&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Lesser Spell Mantle ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Renamed: &#039;&#039;&#039;Spell Mantle&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Bard 5, Wizard / Sorcerer 5&amp;lt;br/&amp;gt;Innate Level: 5&amp;lt;br/&amp;gt;School: Abjuration&amp;lt;br/&amp;gt;Descriptor(s):&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Personal&amp;lt;br/&amp;gt;Area of Effect / Target: Caster&amp;lt;br/&amp;gt;Duration: Short (1m)&amp;lt;br/&amp;gt;Additional Counter Spells: Lesser Spell Breach, Spell Mantle&amp;lt;br/&amp;gt;Save: Harmless&amp;lt;br/&amp;gt;Spell Resistance: No&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Creates a barrier around the caster that absorbs all incoming spells and spell-like abilities, Dispel Magic included. It can absorb up to 10 levels of spells before collapsing.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Old Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Wizard / Sorcerer 5&amp;lt;br/&amp;gt;Innate Level: 5&amp;lt;br/&amp;gt;School: Abjuration&amp;lt;br/&amp;gt;Descriptor(s):&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Personal&amp;lt;br/&amp;gt;Area of Effect / Target: Caster&amp;lt;br/&amp;gt;Duration: 1 Round / Level&amp;lt;br/&amp;gt;Additional Counter Spells: Lesser Spell Breach, Lesser Spell Mantle&amp;lt;br/&amp;gt;Save: Harmless&amp;lt;br/&amp;gt;Spell Resistance: No&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Creates a barrier around the caster that absorbs all incoming spells and spell-like abilities. It can absorb up to 1d4+6 levels of spells before collapsing.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Light&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Light ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Bard 0, Cleric 0, Druid 0, Wizard / Sorcerer 0&amp;lt;br/&amp;gt;Innate Level: 0&amp;lt;br/&amp;gt;School: Evocation&amp;lt;br/&amp;gt;Descriptor(s):&amp;lt;br/&amp;gt;Component(s): Verbal&amp;lt;br/&amp;gt;Range: Touch&amp;lt;br/&amp;gt;Area of Effect / Target: Single&amp;lt;br/&amp;gt;Duration: Long (30m Combat Time)&amp;lt;br/&amp;gt;Additional Counter Spells: Darkness&amp;lt;br/&amp;gt;Save: Harmless&amp;lt;br/&amp;gt;Spell Resistance: No&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Creates a small light source above the target creature&#039;s head. The light travels with the target and is capable of illuminating a small area. It can be cast on any item the character can equip to make it glow for the spells duration like a natural source of light.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Cantrips may be cast an unlimited number of times per day, and use all applicable Metamagic feats the caster knows for free.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Old Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Bard 0, Cleric 0, Druid 0, Wizard / Sorcerer 0&amp;lt;br/&amp;gt;Innate Level: 0&amp;lt;br/&amp;gt;School: Evocation&amp;lt;br/&amp;gt;Descriptor(s):&amp;lt;br/&amp;gt;Component(s): Verbal&amp;lt;br/&amp;gt;Range: Touch&amp;lt;br/&amp;gt;Area of Effect / Target: Single&amp;lt;br/&amp;gt;Duration: 1 Hour / Level&amp;lt;br/&amp;gt;Additional Counter Spells: Darkness&amp;lt;br/&amp;gt;Save: Harmless&amp;lt;br/&amp;gt;Spell Resistance: No&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Creates a small light source above the target creature&#039;s head. The light travels with the target and is capable of illuminating a small area. It can be cast on any item the character can equip to make it glow for the spells duration like a natural source of light.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Lightning_Bolt&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Lightning Bolt ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Wizard / Sorcerer 3&amp;lt;br/&amp;gt;Innate Level: 3&amp;lt;br/&amp;gt;School: Evocation&amp;lt;br/&amp;gt;Descriptor(s): Electricity&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Medium&amp;lt;br/&amp;gt;Area of Effect / Target: Chain of targets in a straight line, then chaining to enemies within 4m of struck targets&amp;lt;br/&amp;gt;Duration: Instant&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: Reflex 1/2&amp;lt;br/&amp;gt;Spell Resistance: Yes&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The caster fires a bolt of lightning that passes through all creatures in a straight line from the caster, dealing 8d6 points of Lightning damage. The bolt then chains to d3 new enemy targets within 4m of each of those struck, again dealing 8d6 Lightning damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Old Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Wizard / Sorcerer 3&amp;lt;br/&amp;gt;Innate Level: 3&amp;lt;br/&amp;gt;School: Evocation&amp;lt;br/&amp;gt;Descriptor(s): Electricity&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Medium&amp;lt;br/&amp;gt;Area of Effect / Target: Chain of targets in a straight line&amp;lt;br/&amp;gt;Duration: Instant&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: Reflex 1/2&amp;lt;br/&amp;gt;Spell Resistance: Yes&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The caster fires a bolt of lightning that passes through all creatures in a straight line from the caster. The bolt does 1d6 points of electricity damage per caster level, to a maximum of 10d6.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Mage_Armor&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Mage Armor ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Bard 1, Wizard / Sorcerer 1&amp;lt;br/&amp;gt;Innate Level: 1&amp;lt;br/&amp;gt;School: Abjuration&amp;lt;br/&amp;gt;Descriptor(s): Force&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Touch&amp;lt;br/&amp;gt;Area of Effect / Target: Single&amp;lt;br/&amp;gt;Duration: Long (30m Combat Time)&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: Harmless&amp;lt;br/&amp;gt;Spell Resistance: No&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The selected target gains a field of force around their body that functions as though they wear a chainmail coat (Base AC 5, Maximum Dexterity Bonus 5). The target also gains a +2 Armour AC bonus.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Note: NPCs do not benefit from the base AC benefits of this spell.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Old Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Bard 1, Wizard / Sorcerer 1&amp;lt;br/&amp;gt;Innate Level: 1&amp;lt;br/&amp;gt;School: Conjuration&amp;lt;br/&amp;gt;Descriptor(s): Force&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Touch&amp;lt;br/&amp;gt;Area of Effect / Target: Single&amp;lt;br/&amp;gt;Duration: 1 Hour / Level&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: Harmless&amp;lt;br/&amp;gt;Spell Resistance: No&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The selected target gains the following bonuses to his AC: +1 natural armor, +1 dodge, +1 deflection, and +1 enhancement. The dodge bonus stacks with other dodge bonuses to AC, but the other bonuses do not stack with bonuses of the same type.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Magic_Circle_against_Alignment&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Magic Circle against Alignment ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Removed&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Magic_Fang&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Magic Fang ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Removed&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Magic_Missile&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Magic Missile ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Wizard / Sorcerer 1&amp;lt;br/&amp;gt;Innate Level: 1&amp;lt;br/&amp;gt;School: Evocation&amp;lt;br/&amp;gt;Descriptor(s): Force&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Long&amp;lt;br/&amp;gt;Area of Effect / Target: Single&amp;lt;br/&amp;gt;Duration: Instant&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: Fortitude 1/2&amp;lt;br/&amp;gt;Spell Resistance: Yes&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The caster creates a shimmering projectile of magical force that unerringly slams into a single selected target. The spell creates 6 missiles. Magic missiles do 1d4+1 points of Force damage each.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Old Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Wizard / Sorcerer 1&amp;lt;br/&amp;gt;Innate Level: 1&amp;lt;br/&amp;gt;School: Evocation&amp;lt;br/&amp;gt;Descriptor(s): Force&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Long&amp;lt;br/&amp;gt;Area of Effect / Target: Single&amp;lt;br/&amp;gt;Duration: Instant&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: None&amp;lt;br/&amp;gt;Spell Resistance: Yes&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The caster creates a shimmering projectile of magical force that unerringly slams into a single selected target. After level 1, the spell creates 1 additional missile every two caster levels, to a maximum of 5 missiles at level 9. Magic missiles do 1D4+1 points of damage each.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Magic_Vestment&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Magic Vestment ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Cleric 3, Druid 3&amp;lt;br/&amp;gt;Innate Level: 3&amp;lt;br/&amp;gt;School: Transmutation&amp;lt;br/&amp;gt;Descriptor(s): Armor Enchantment&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Touch&amp;lt;br/&amp;gt;Area of Effect / Target: Creature, Armor or Shield&amp;lt;br/&amp;gt;Duration: Long (30m Combat Time)&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: None&amp;lt;br/&amp;gt;Spell Resistance: No&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;You empower the touched armor (or the armour of the targeted creature) with a +2 Armour AC bonus. The armour&#039;s weight is also reduced to 80% of its usual weight.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Old Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Cleric 3&amp;lt;br/&amp;gt;Innate Level: 3&amp;lt;br/&amp;gt;School: Transmutation&amp;lt;br/&amp;gt;Descriptor(s): Armor Enchantment&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Touch&amp;lt;br/&amp;gt;Area of Effect / Target: Creature, Armor or Shield&amp;lt;br/&amp;gt;Duration: 1 Hour / Level&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: None&amp;lt;br/&amp;gt;Spell Resistance: No&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;You empower the touched armor or shield with a +1 AC bonus per 3 caster levels (maximum of +5). &lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Magic_Weapon&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Magic Weapon ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Bard 1, Cleric 1, Druid 1, Paladin 1, Ranger 1, Wizard / Sorcerer 1&amp;lt;br/&amp;gt;Innate Level: 1&amp;lt;br/&amp;gt;School: Transmutation&amp;lt;br/&amp;gt;Descriptor(s): Weapon Enchantment&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Touch&amp;lt;br/&amp;gt;Area of Effect / Target: Melee Weapon or Creature&amp;lt;br/&amp;gt;Duration: Long (30m Combat Time)&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: None&amp;lt;br/&amp;gt;Spell Resistance: No&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;You empower the target&#039;s weapons and ammunition with a +1 enhancement bonus. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Old Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Bard 1, Cleric 1, Paladin 1, Wizard / Sorcerer 1&amp;lt;br/&amp;gt;Innate Level: 1&amp;lt;br/&amp;gt;School: Transmutation&amp;lt;br/&amp;gt;Descriptor(s): Weapon Enchantment&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Touch&amp;lt;br/&amp;gt;Area of Effect / Target: Melee Weapon or Creature&amp;lt;br/&amp;gt;Duration: 1 Hour / Level&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: None&amp;lt;br/&amp;gt;Spell Resistance: No&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;You empower the touched weapon with a +1 enhancement bonus. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Mass_Camoflage&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Mass Camouflage ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Removed&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Melfs_Acid_Arrow&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Melf&#039;s Acid Arrow ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Renamed: &#039;&#039;&#039;Acid Arrow&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Wizard / Sorcerer 2&amp;lt;br/&amp;gt;Innate Level: 2&amp;lt;br/&amp;gt;School: Evocation&amp;lt;br/&amp;gt;Descriptor(s): Acid&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Long&amp;lt;br/&amp;gt;Area of Effect / Target: Single&amp;lt;br/&amp;gt;Duration: Brief (3 rounds)&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: Reflex 1/2 (Initial)&amp;lt;br/&amp;gt;Spell Resistance: Yes&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The caster targets a single creature with an acid bolt. The initial damage from the spell is 7d6, +1d6 every round until the spell expires.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Old Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Wizard / Sorcerer 2&amp;lt;br/&amp;gt;Innate Level: 2&amp;lt;br/&amp;gt;School: Conjuration&amp;lt;br/&amp;gt;Descriptor(s): Acid&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Long&amp;lt;br/&amp;gt;Area of Effect / Target: Single&amp;lt;br/&amp;gt;Duration: 1 Round, + 1 Round / 3 Levels&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: None&amp;lt;br/&amp;gt;Spell Resistance: Yes&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The caster targets a single creature with an acid bolt. The initial damage from the spell is 3d6, +1d6 every round until the spell expires.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Mestils_Acid_Breath&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Mestil&#039;s Acid Breath ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Renamed: &#039;&#039;&#039;Acid Breath&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Wizard / Sorcerer 3&amp;lt;br/&amp;gt;Innate Level: 3&amp;lt;br/&amp;gt;School: Evocation&amp;lt;br/&amp;gt;Descriptor(s): Acid&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Short&amp;lt;br/&amp;gt;Area of Effect / Target: Cone&amp;lt;br/&amp;gt;Duration: Instantaneous&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: Reflex 1/2&amp;lt;br/&amp;gt;Spell Resistance: Yes&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;You breathe forth a cone of acidic droplets. The cone inflicts 8d6 points of acid damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Old Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Wizard / Sorcerer 3&amp;lt;br/&amp;gt;Innate Level: 3&amp;lt;br/&amp;gt;School: Conjuration&amp;lt;br/&amp;gt;Descriptor(s): Acid&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Short&amp;lt;br/&amp;gt;Area of Effect / Target: Cone&amp;lt;br/&amp;gt;Duration: Instantaneous&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: Reflex 1/2&amp;lt;br/&amp;gt;Spell Resistance: Yes&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;You breathe forth a cone of acidic droplets. The cone inflicts 1d6 points of acid damage per caster level (maximum 10d6).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Mestils_Acid_Sheath&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Mestil&#039;s Acid Sheath ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Removed&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Micro_Missile&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Micro Missile ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Spell&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Bard 0, Wizard / Sorcerer 0&amp;lt;br/&amp;gt;Innate Level: 0&amp;lt;br/&amp;gt;School: Evocation&amp;lt;br/&amp;gt;Descriptor(s):&amp;lt;br/&amp;gt;Component(s): Verbal&amp;lt;br/&amp;gt;Range: Medium&amp;lt;br/&amp;gt;Area of Effect / Target: Single&amp;lt;br/&amp;gt;Duration: Instant&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: Fortitude (Half)&amp;lt;br/&amp;gt;Spell Resistance: Yes&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The caster creates shimmering projectiles of magical force that unerringly slam into a single selected target. The spell creates 2 missiles. Magic missiles do 1d4+1 points of Force damage each.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Cantrips may be cast an unlimited number of times per day, and use all applicable Metamagic feats the caster knows for free.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Mind_Fog&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Mind Fog ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Bard 5, Wizard / Sorcerer 5&amp;lt;br/&amp;gt;Innate Level: 5&amp;lt;br/&amp;gt;School: Enchantment&amp;lt;br/&amp;gt;Descriptor(s): Mind-Affecting, Persistent&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Long (40m)&amp;lt;br/&amp;gt;Area of Effect / Target: 10m Sphere&amp;lt;br/&amp;gt;Duration: Short (1m)&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: None&amp;lt;br/&amp;gt;Spell Resistance: Yes&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;This spell creates a bank of blue fog that saps the will of all those who enter it. Victims take a -8 penalty on Will saving throws against mind-affecting spells and effects. This penalty persists for as long as the creature remains in the fog.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Persistent: This spell occupies a space for the full duration of the effect.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Old Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Bard 5, Wizard / Sorcerer 5&amp;lt;br/&amp;gt;Innate Level: 5&amp;lt;br/&amp;gt;School: Enchantment&amp;lt;br/&amp;gt;Descriptor(s): Mind-Affecting&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Long&amp;lt;br/&amp;gt;Area of Effect / Target: Colossal&amp;lt;br/&amp;gt;Duration: 2 Rounds + 1 / 2 Levels&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: Will Negates&amp;lt;br/&amp;gt;Spell Resistance: Yes&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;This spell creates a bank of blue fog that saps the will of all those who enter it. Victims take a -10 penalty on Will saving throws against mind-affecting spells and effects. This penalty persists for as long as the creature remains in the fog and for an additional 2d6 rounds upon leaving.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Minor_Globe_of_Invulnerability&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Minor Globe of Invulnerability ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Renamed: &#039;&#039;&#039;Globe of Invulnerability&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Wizard/Sorcerer 4&amp;lt;br/&amp;gt;Innate Level: 4&amp;lt;br/&amp;gt;School: Abjuration&amp;lt;br/&amp;gt;Descriptor(s):&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Personal&amp;lt;br/&amp;gt;Area of Effect / Target: Caster&amp;lt;br/&amp;gt;Duration: Short (1m)&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: Harmless&amp;lt;br/&amp;gt;Spell Resistance: No&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;A shimmering field of energy prevents all spells of level 3 or lower from affecting the caster. A Dispel Magic cast on the caster collapses the globe instead, and has no other effect.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Old Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Wizard/Sorcerer 4&amp;lt;br/&amp;gt;Innate Level: 4&amp;lt;br/&amp;gt;School: Abjuration&amp;lt;br/&amp;gt;Descriptor(s):&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Personal&amp;lt;br/&amp;gt;Area of Effect / Target: Caster&amp;lt;br/&amp;gt;Duration: 1 Round / Level&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: Harmless&amp;lt;br/&amp;gt;Spell Resistance: No&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;A shimmering field of energy prevents all spells of level 3 or lower from affecting the caster.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Monstrous_Regeneration&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Monstrous Regeneration ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Cleric 5, Druid 5&amp;lt;br/&amp;gt;Innate Level: 5&amp;lt;br/&amp;gt;School: Necromancy&amp;lt;br/&amp;gt;Descriptor(s): Regeneration&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Touch&amp;lt;br/&amp;gt;Area of Effect / Target: Single&amp;lt;br/&amp;gt;Duration: Long (30m Combat Time)&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: Harmless&amp;lt;br/&amp;gt;Spell Resistance: No&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;You grant the target a pool of healing equal to their maximum hit points. When the target&#039;s health level falls to Bloodied or lower, this pool of healing is drawn from at a rate of 10% of the pool&#039;s maximum every 3 seconds, until their health category rises above Bloodied. Once this pool of healing is depleted, the effect ends.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Old Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Cleric 5&amp;lt;br/&amp;gt;Innate Level: 5&amp;lt;br/&amp;gt;School: Conjuration&amp;lt;br/&amp;gt;Descriptor(s): Regeneration&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Touch&amp;lt;br/&amp;gt;Area of Effect / Target: Single&amp;lt;br/&amp;gt;Duration: 1 Round / 2 Caster Levels&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: Harmless&amp;lt;br/&amp;gt;Spell Resistance: No&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;For the duration of the spell, the target creature gains the ability to regenerate 3 Hit Points every round.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Negative_Energy_Burst&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Negative Energy Burst ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Cleric 3, Wizard / Sorcerer 3&amp;lt;br/&amp;gt;Innate Level: 3&amp;lt;br/&amp;gt;School: Necromancy&amp;lt;br/&amp;gt;Descriptor(s): Necrotic&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Medium&amp;lt;br/&amp;gt;Area of Effect / Target: Huge&amp;lt;br/&amp;gt;Duration: Instant&amp;lt;br/&amp;gt;Additional Counter Spells: &amp;lt;br/&amp;gt;Save: Fortitude (Half)&amp;lt;br/&amp;gt;Spell Resistance: Yes&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;All creatures caught in the area of effect take 16 + 8d2 points of Necrotic damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Old Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Wizard / Sorcerer 3&amp;lt;br/&amp;gt;Innate Level: 3&amp;lt;br/&amp;gt;School: Necromancy&amp;lt;br/&amp;gt;Descriptor(s): Negative&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Medium&amp;lt;br/&amp;gt;Area of Effect / Target: Huge&amp;lt;br/&amp;gt;Duration: Instant&amp;lt;br/&amp;gt;Additional Counter Spells: Negative Energy Protection&amp;lt;br/&amp;gt;Save: Will 1/2&amp;lt;br/&amp;gt;Spell Resistance: Yes&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;All creatures caught in the area of effect take 1d8 points of negative energy damage, +1 per caster level, to a maximum of +20. All creatures caught in the area also lose 1 point of strength per 4 caster levels. Negative energy spells have a reverse effect on undead, healing instead of harming them.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Negative_Energy_Protection&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Negative Energy Protection ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Removed&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Negative_Energy_Ray&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Negative Energy Ray ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Cleric 1, Wizard / Sorcerer 1&amp;lt;br/&amp;gt;Innate Level: 1&amp;lt;br/&amp;gt;School: Necromancy&amp;lt;br/&amp;gt;Descriptor(s): Necrotic&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Medium&amp;lt;br/&amp;gt;Area of Effect / Target: Single&amp;lt;br/&amp;gt;Duration: Instant&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: Fortitude (Half)&amp;lt;br/&amp;gt;Spell Resistance: Yes&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;A ray of negative energy slams into the target creature, doing 12 + 6d2 points of Necrotic damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Old Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Cleric 2, Wizard / Sorcerer 1&amp;lt;br/&amp;gt;Innate Level: 1&amp;lt;br/&amp;gt;School: Necromancy&amp;lt;br/&amp;gt;Descriptor(s): Negative&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Medium&amp;lt;br/&amp;gt;Area of Effect / Target: Single&amp;lt;br/&amp;gt;Duration: Instant&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: Will 1/2&amp;lt;br/&amp;gt;Spell Resistance: Yes&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;A ray of negative energy slams into the target creature, doing 1d6 points of damage. After level 1, the spell does an additional 1d6 points of damage for every 2 caster levels, to a maximum of 5d6 at level 9. Negative energy spells have a reverse effect on undead, healing instead of harming them.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Neutralize_Poison&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Neutralize Poison ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Bard 3, Cleric 3, Druid 3, Paladin 3, Ranger 3&amp;lt;br/&amp;gt;Innate Level: 3&amp;lt;br/&amp;gt;School: Abjuration&amp;lt;br/&amp;gt;Descriptor(s):&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Touch&amp;lt;br/&amp;gt;Area of Effect / Target: Single&amp;lt;br/&amp;gt;Duration: Short (1m)&amp;lt;br/&amp;gt;Additional Counter Spells: Poison&amp;lt;br/&amp;gt;Save: Harmless&amp;lt;br/&amp;gt;Spell Resistance: No&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;A target creature has all traces of poison removed from their system, and gains immunity to Poison for 1 minute.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Old Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Bard 4, Cleric 4, Druid 3, Paladin 4, Ranger 3&amp;lt;br/&amp;gt;Innate Level: 3&amp;lt;br/&amp;gt;School: Conjuration&amp;lt;br/&amp;gt;Descriptor(s):&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Touch&amp;lt;br/&amp;gt;Area of Effect / Target: Single&amp;lt;br/&amp;gt;Duration: Instant&amp;lt;br/&amp;gt;Additional Counter Spells: Poison&amp;lt;br/&amp;gt;Save: Harmless&amp;lt;br/&amp;gt;Spell Resistance: No&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;A target creature has all traces of poison removed from their system.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;One_With_The_Land&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== One with the Land ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Druid 2, Ranger 2&amp;lt;br/&amp;gt;Innate Level: 2&amp;lt;br/&amp;gt;School: Transmutation&amp;lt;br/&amp;gt;Descriptor(s):&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Touch&amp;lt;br/&amp;gt;Area of Effect / Target: Single Creature&amp;lt;br/&amp;gt;Duration: Long (30m Combat Time)&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: None&amp;lt;br/&amp;gt;Spell Resistance: No&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The caster forges a strong link with nature, gaining a +4 competence bonus to their Nature skill and +2 Armour Enhancement AC.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Old Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Druid 2, Ranger 2&amp;lt;br/&amp;gt;Innate Level: 2&amp;lt;br/&amp;gt;School: Transmutation&amp;lt;br/&amp;gt;Descriptor(s):&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Personal&amp;lt;br/&amp;gt;Area of Effect / Target: Caster&amp;lt;br/&amp;gt;Duration: 1 hour / level&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: None&amp;lt;br/&amp;gt;Spell Resistance: No&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The caster forges a strong link with nature, gaining a +4 competence bonus to Animal Empathy, Hide, Move Silently, and Set Trap skills.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Owls_Insight&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Owl&#039;s Insight ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Removed&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Owls_Wisdom&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Owl&#039;s Wisdom ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Bard 2, Cleric 2, Druid 2, Ranger 2, Wizard / Sorcerer 2&amp;lt;br/&amp;gt;Innate Level: 2&amp;lt;br/&amp;gt;School: Transmutation&amp;lt;br/&amp;gt;Descriptor(s):&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Touch&amp;lt;br/&amp;gt;Area of Effect / Target: Single&amp;lt;br/&amp;gt;Duration: Long (30m Combat Time)&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: Harmless&amp;lt;br/&amp;gt;Spell Resistance: No&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The target creature&#039;s Wisdom is increased by 4.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Mutually exclusive with Fox&#039;s Cunning and Eagle&#039;s Splendor.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Old Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Bard 2, Cleric 2, Wizard / Sorcerer 2&amp;lt;br/&amp;gt;Innate Level: 2&amp;lt;br/&amp;gt;School: Transmutation&amp;lt;br/&amp;gt;Descriptor(s):&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Touch&amp;lt;br/&amp;gt;Area of Effect / Target: Single&amp;lt;br/&amp;gt;Duration: 1 Hour / Level&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: Harmless&amp;lt;br/&amp;gt;Spell Resistance: No&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The target creature&#039;s Wisdom is increased by 1d4+1.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;PROTECTION_FROM_ALIGNMENT&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Protection from Alignment ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Renamed: &#039;&#039;&#039;Protection&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Bard 1, Cleric 1, Druid 1, Paladin 1, Ranger 1, Wizard / Sorcerer 1&amp;lt;br/&amp;gt;Innate Level: 1&amp;lt;br/&amp;gt;School: Abjuration&amp;lt;br/&amp;gt;Descriptor(s):&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Touch&amp;lt;br/&amp;gt;Area of Effect / Target: Single&amp;lt;br/&amp;gt;Duration: Long (30m Combat Time)&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: Harmless&amp;lt;br/&amp;gt;Spell Resistance: No&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;When this spell is cast, the target receives a +2 Dodge AC bonus, a +1 bonus to all saves, and 5% multiplicative damage immunity versus physical damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Old Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Bard 1, Cleric 1, Paladin 1, Wizard / Sorcerer 1&amp;lt;br/&amp;gt;Innate Level: 1&amp;lt;br/&amp;gt;School: Abjuration&amp;lt;br/&amp;gt;Descriptor(s):&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Touch&amp;lt;br/&amp;gt;Area of Effect / Target: Single&amp;lt;br/&amp;gt;Duration: 1 Hour / Level&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: Harmless&amp;lt;br/&amp;gt;Spell Resistance: No&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;When this spell is cast, the caster chooses a target to be protected from either good or evil. The target receives a +2 deflection bonus to Armor Class, +2 to all saving throws, and immunity to any mind-affecting spells and spell-like abilities used by creatures of the chosen alignment.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Phantasmal_Killer&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Phantasmal Killer ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Wizard / Sorcerer 4&amp;lt;br/&amp;gt;Innate Level: 4&amp;lt;br/&amp;gt;School: Illusion&amp;lt;br/&amp;gt;Descriptor(s): Fear, Mind-Affecting&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Medium&amp;lt;br/&amp;gt;Area of Effect / Target: Single&amp;lt;br/&amp;gt;Duration: Short (1m)&amp;lt;br/&amp;gt;Additional Counter Spells: True Seeing&amp;lt;br/&amp;gt;Save: Will and Fortitude&amp;lt;br/&amp;gt;Spell Resistance: Yes&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The caster conjures an image of utmost horror to strike down a single creature. The target may attempt a Will save to disbelieve the spell, avoiding all ill effects. Failing that, the target suffers from the Fear condition and takes 3d10 magical damage per round.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The effects of this spell are subject to ongoing saving throws. Each round, the target may attempt a new saving throw to end the effect. Each failed saving throw provides a stacking +4 bonus to further saving throws for 5 rounds versus the following effects:&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Confusion, Daze, Domination, Fear, Knockdown, Paralysis, Petrification, Sleep, Stun&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Old Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Wizard / Sorcerer 4&amp;lt;br/&amp;gt;Innate Level: 4&amp;lt;br/&amp;gt;School: Illusion&amp;lt;br/&amp;gt;Descriptor(s): Fear, Mind-Affecting&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Medium&amp;lt;br/&amp;gt;Area of Effect / Target: Single&amp;lt;br/&amp;gt;Duration: Instant&amp;lt;br/&amp;gt;Additional Counter Spells: True Seeing&amp;lt;br/&amp;gt;Save: Will and Fortitude&amp;lt;br/&amp;gt;Spell Resistance: Yes&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The caster conjures an image of utmost horror to strike down a single creature. The target may attempt a Will save to disbelieve the spell, avoiding all ill effects. Failing that, the target then makes a Fortitude save to avoid instant death. A successful save still inflicts 3d6 points of damage.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Poison&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Poison ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Cleric 3, Druid 3&amp;lt;br/&amp;gt;Innate Level: 3&amp;lt;br/&amp;gt;School: Necromancy&amp;lt;br/&amp;gt;Descriptor(s): Poison, DoT&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Touch&amp;lt;br/&amp;gt;Area of Effect / Target: Single&amp;lt;br/&amp;gt;Duration: Short (1m)&amp;lt;br/&amp;gt;Additional Counter Spells: Neutralize Poison&amp;lt;br/&amp;gt;Save: Fortitude Half (5 Ticks)&amp;lt;br/&amp;gt;Spell Resistance: Yes&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The target is afflicted by a magical poison, causing it to suffer a damage over time (DoT) effect inflicting 4d4 + 10 Necrotic damage every 3 seconds for 1 minute. Saving throws are performed on application and every 5 ticks thereafter, halving the damage until the next saving throw if successful.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Old Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Cleric 4, Druid 3&amp;lt;br/&amp;gt;Innate Level: 3&amp;lt;br/&amp;gt;School: Necromancy&amp;lt;br/&amp;gt;Descriptor(s): Poison&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Touch&amp;lt;br/&amp;gt;Area of Effect / Target: Single&amp;lt;br/&amp;gt;Duration: Instant&amp;lt;br/&amp;gt;Additional Counter Spells: Neutralize Poison&amp;lt;br/&amp;gt;Save: Fortitude Negates&amp;lt;br/&amp;gt;Spell Resistance: Yes&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;If the caster succeeds at a melee touch attack, the target must make a Fortitude save or suffer the effects of large scorpion venom (1d6 Strength damage on primary and secondary hits).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Polymorph_Self&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Polymorph Self ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Removed&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Prayer&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Prayer ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Cleric 3&amp;lt;br/&amp;gt;Innate Level: 3&amp;lt;br/&amp;gt;School: Enchantment&amp;lt;br/&amp;gt;Descriptor(s):&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Personal&amp;lt;br/&amp;gt;Area of Effect / Target: Colossal&amp;lt;br/&amp;gt;Duration: Short (1m)&amp;lt;br/&amp;gt;Additional Counter Spells: Bestow Curse&amp;lt;br/&amp;gt;Save: None.&amp;lt;br/&amp;gt;Spell Resistance: Yes&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;All allies within the area gain a bonus to attack bonus, damage, and saving throws, equal to the number of allies in the area, to a maximum of +3.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;All enemies within the area receive a penalty to attack bonus, damage, and saving throws, equal to the number of non-minion enemies in the area, to a maximum of -3.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Old Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Cleric 3, Paladin 3&amp;lt;br/&amp;gt;Innate Level: 3&amp;lt;br/&amp;gt;School: Conjuration&amp;lt;br/&amp;gt;Descriptor(s):&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Personal&amp;lt;br/&amp;gt;Area of Effect / Target: Caster, Colossal&amp;lt;br/&amp;gt;Duration: 1 Round / Level&amp;lt;br/&amp;gt;Additional Counter Spells: Bestow Curse&amp;lt;br/&amp;gt;Save: Harmless&amp;lt;br/&amp;gt;Spell Resistance: Yes&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;All allies within the area of effect gain +1 to attack and damage rolls, skill checks, and saving throws. Enemies receive -1 penalties to the same.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Protection_from_Elements&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Protection from Elements ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Renamed: &#039;&#039;&#039;Protection from Energy&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Bard 3, Cleric 3, Druid 3, Paladin 3, Ranger 3, Wizard / Sorcerer 3&amp;lt;br/&amp;gt;Innate Level: 3&amp;lt;br/&amp;gt;School: Abjuration&amp;lt;br/&amp;gt;Descriptor(s):&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Touch&amp;lt;br/&amp;gt;Area of Effect / Target: Single&amp;lt;br/&amp;gt;Duration: Medium (15m Combat Time)&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: Harmless&amp;lt;br/&amp;gt;Spell Resistance: No&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The target creature gains damage resistance 30/- against all non-physical forms of damage. The spell ends after absorbing 40 points of damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Old Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Cleric 3, Druid 3, Ranger 2, Wizard / Sorcerer 3&amp;lt;br/&amp;gt;Innate Level: 2&amp;lt;br/&amp;gt;School: Abjuration&amp;lt;br/&amp;gt;Descriptor(s):&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Touch&amp;lt;br/&amp;gt;Area of Effect / Target: Single&amp;lt;br/&amp;gt;Duration: 24 Hours&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: Harmless&amp;lt;br/&amp;gt;Spell Resistance: No&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The target creature gains damage resistance 30/- against all elemental forms of damage. The spell ends after absorbing 40 points of damage from any single elemental type.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Quillfire&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Quillfire ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Druid 3&amp;lt;br/&amp;gt;Innate Level: 3&amp;lt;br/&amp;gt;School: Transmutation&amp;lt;br/&amp;gt;Descriptor(s): Poison&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Short&amp;lt;br/&amp;gt;Area of Effect / Target: Single&amp;lt;br/&amp;gt;Duration: Instant&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: Reflex 1/2&amp;lt;br/&amp;gt;Spell Resistance: Yes&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The caster throws 12 poisonous quills at a target, dealing 1d6 points of piercing damage per quill.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Old Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Druid 3&amp;lt;br/&amp;gt;Innate Level: 3&amp;lt;br/&amp;gt;School: Transmutation&amp;lt;br/&amp;gt;Descriptor(s): Poison&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Short&amp;lt;br/&amp;gt;Area of Effect / Target: Single&amp;lt;br/&amp;gt;Duration: Instant&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: Fortitude Negates (poison only)&amp;lt;br/&amp;gt;Spell Resistance: No&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The caster throws poisonous quills at a target, doing 1d8 points of damage (+1 per 2 levels of the caster - max +5), plus inflicting Scorpion Venom on the target if they fail a Fortitude save.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Raise_Dead&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Raise Dead ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Cleric 5, Druid 5&amp;lt;br/&amp;gt;Innate Level: 5&amp;lt;br/&amp;gt;School: Necromancy&amp;lt;br/&amp;gt;Descriptor(s):&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Touch&amp;lt;br/&amp;gt;Area of Effect / Target: Single&amp;lt;br/&amp;gt;Duration: Instant&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: Harmless&amp;lt;br/&amp;gt;Spell Resistance: No&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Returns one target corpse to life. The raised character returns to life with only 1 Hit Point.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Old Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Cleric 5&amp;lt;br/&amp;gt;Innate Level: 5&amp;lt;br/&amp;gt;School: Conjuration&amp;lt;br/&amp;gt;Descriptor(s):&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Touch&amp;lt;br/&amp;gt;Area of Effect / Target: Single&amp;lt;br/&amp;gt;Duration: Instant&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: Harmless&amp;lt;br/&amp;gt;Spell Resistance: No&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Returns one target corpse to life. The raised character returns to life with only 1 Hit Point.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Ray_of_Enfeeblement&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Ray of Enfeeblement ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Wizard / Sorcerer 1&amp;lt;br/&amp;gt;Innate Level: 1&amp;lt;br/&amp;gt;School: Necromancy&amp;lt;br/&amp;gt;Descriptor(s): Death&amp;lt;br/&amp;gt;Component(s): Somatic&amp;lt;br/&amp;gt;Range: Short&amp;lt;br/&amp;gt;Area of Effect / Target: Single&amp;lt;br/&amp;gt;Duration: Short (1m)&amp;lt;br/&amp;gt;Additional Counter Spells: Bull&#039;s Strength&amp;lt;br/&amp;gt;Save: None&amp;lt;br/&amp;gt;Spell Resistance: Yes&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The target creature takes a -5 penalty to their attack bonus.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Old Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Wizard / Sorcerer 1&amp;lt;br/&amp;gt;Innate Level: 1&amp;lt;br/&amp;gt;School: Necromancy&amp;lt;br/&amp;gt;Descriptor(s): Death&amp;lt;br/&amp;gt;Component(s): Somatic&amp;lt;br/&amp;gt;Range: Short&amp;lt;br/&amp;gt;Area of Effect / Target: Single&amp;lt;br/&amp;gt;Duration: 1 Round / Level&amp;lt;br/&amp;gt;Additional Counter Spells: Bull&#039;s Strength&amp;lt;br/&amp;gt;Save: Fortitude Negates&amp;lt;br/&amp;gt;Spell Resistance: Yes&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The target creature takes 1d6 Strength damage, plus 1 per 2 caster levels, to a maximum of 11 damage.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Ray_of_Frost&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Ray of Frost ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Druid 0, Wizard / Sorcerer 0&amp;lt;br/&amp;gt;Innate Level: 0&amp;lt;br/&amp;gt;School: Evocation&amp;lt;br/&amp;gt;Descriptor(s): Cold&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Medium&amp;lt;br/&amp;gt;Area of Effect / Target: Single&amp;lt;br/&amp;gt;Duration: Instant&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: Yes (Reflex for half)&amp;lt;br/&amp;gt;Spell Resistance: Yes&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Does 2d6 cold damage to a single target creature.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Cantrips may be cast an unlimited number of times per day, and use all applicable Metamagic feats the caster knows for free.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Old Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Wizard / Sorcerer 0&amp;lt;br/&amp;gt;Innate Level: 0&amp;lt;br/&amp;gt;School: Conjuration&amp;lt;br/&amp;gt;Descriptor(s): Cold&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Short&amp;lt;br/&amp;gt;Area of Effect / Target: Single&amp;lt;br/&amp;gt;Duration: Instant&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: None&amp;lt;br/&amp;gt;Spell Resistance: Yes&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Does 1d4 + 1 cold damage to a single target creature.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Remove_Blindness_and_Deafness&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Remove Blindness/Deafness ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Removed&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Remove_Curse&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Remove Curse ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Bard 3, Cleric 3, Wizard / Sorcerer 3&amp;lt;br/&amp;gt;Innate Level: 3&amp;lt;br/&amp;gt;School: Abjuration&amp;lt;br/&amp;gt;Descriptor(s):&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Touch&amp;lt;br/&amp;gt;Area of Effect / Target: Single&amp;lt;br/&amp;gt;Duration: Short (1m)&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: Harmless&amp;lt;br/&amp;gt;Spell Resistance: No&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;All curses and curse effects are removed from the target creature, in addition to conferring immunity to Curse for 1 minute. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Old Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Bard 3, Cleric 3, Wizard / Sorcerer 4&amp;lt;br/&amp;gt;Innate Level: 3&amp;lt;br/&amp;gt;School: Abjuration&amp;lt;br/&amp;gt;Descriptor(s):&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Touch&amp;lt;br/&amp;gt;Area of Effect / Target: Single&amp;lt;br/&amp;gt;Duration: Instant&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: Harmless&amp;lt;br/&amp;gt;Spell Resistance: No&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;All curses and curse effects are removed from the target creature.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Remove_Disease&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Remove Disease ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Bard 3, Cleric 3, Druid 3, Ranger 3&amp;lt;br/&amp;gt;Innate Level: 3&amp;lt;br/&amp;gt;School: Abjuration&amp;lt;br/&amp;gt;Descriptor(s):&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Touch&amp;lt;br/&amp;gt;Area of Effect / Target: Single&amp;lt;br/&amp;gt;Duration: Short (1m)&amp;lt;br/&amp;gt;Additional Counter Spells: Contagion&amp;lt;br/&amp;gt;Save: Harmless&amp;lt;br/&amp;gt;Spell Resistance: No&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;All diseases and disease effects are removed from the target creature. The target also gains immunity to Disease for 1 minute.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Old Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Bard 3, Cleric 3, Druid 3, Ranger 3&amp;lt;br/&amp;gt;Innate Level: 3&amp;lt;br/&amp;gt;School: Conjuration&amp;lt;br/&amp;gt;Descriptor(s):&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Touch&amp;lt;br/&amp;gt;Area of Effect / Target: Single&amp;lt;br/&amp;gt;Duration: Instant&amp;lt;br/&amp;gt;Additional Counter Spells: Contagion&amp;lt;br/&amp;gt;Save: Harmless&amp;lt;br/&amp;gt;Spell Resistance: No&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;All diseases and disease effects are removed from the target creature.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Remove_Fear&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Remove Fear ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Removed&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Remove_Paralysis&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Remove Paralysis ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Removed&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Resist_Elements&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Resist Elements ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Renamed: &#039;&#039;&#039;Resist Energy&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Cleric 2, Druid 2, Paladin 2, Ranger 2, Wizard / Sorcerer 2&amp;lt;br/&amp;gt;Innate Level: 2&amp;lt;br/&amp;gt;School: Abjuration&amp;lt;br/&amp;gt;Descriptor(s):&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Touch&amp;lt;br/&amp;gt;Area of Effect / Target: Single&amp;lt;br/&amp;gt;Duration: Medium (15m Combat Time)&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: Harmless&amp;lt;br/&amp;gt;Spell Resistance: No&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The target creature gains damage resistance 20/- against all non-physical forms of damage. The spell ends after absorbing 30 points of damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Old Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Cleric 2, Druid 2, Paladin 2, Ranger 1, Wizard / Sorcerer 2&amp;lt;br/&amp;gt;Innate Level: 2&amp;lt;br/&amp;gt;School: Abjuration&amp;lt;br/&amp;gt;Descriptor(s):&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Touch&amp;lt;br/&amp;gt;Area of Effect / Target: Single&amp;lt;br/&amp;gt;Duration: 1 Turn / Level&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: Harmless&amp;lt;br/&amp;gt;Spell Resistance: No&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The target creature gains damage resistance 20/- against all elemental forms of damage. The spell ends after absorbing 30 points of damage from any single elemental type.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Resistance&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Resistance ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Bard 0, Cleric 0, Druid 0, Paladin 0, Wizard / Sorcerer 0&amp;lt;br/&amp;gt;Innate Level: 0&amp;lt;br/&amp;gt;School: Abjuration&amp;lt;br/&amp;gt;Descriptor(s):&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Touch&amp;lt;br/&amp;gt;Area of Effect / Target: Single&amp;lt;br/&amp;gt;Duration: Short (1m)&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: Harmless&amp;lt;br/&amp;gt;Spell Resistance: No&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Grants the target creature a +1 bonus to all saving throws.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Cantrips may be cast an unlimited number of times per day, and use all applicable Metamagic feats the caster knows for free.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Old Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Bard 0, Cleric 0, Druid 0, Paladin 1, Wizard / Sorcerer 0&amp;lt;br/&amp;gt;Innate Level: 0&amp;lt;br/&amp;gt;School: Abjuration&amp;lt;br/&amp;gt;Descriptor(s):&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Touch&amp;lt;br/&amp;gt;Area of Effect / Target: Single&amp;lt;br/&amp;gt;Duration: 2 Turns&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: Harmless&amp;lt;br/&amp;gt;Spell Resistance: No&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Grants the target creature a +1 bonus to all saving throws.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Restoration&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Restoration ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Bard 2, Cleric 2, Druid 2, Paladin 2, Ranger 2&amp;lt;br/&amp;gt;Innate Level: 2&amp;lt;br/&amp;gt;School: Abjuration&amp;lt;br/&amp;gt;Descriptor(s):&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Touch&amp;lt;br/&amp;gt;Area of Effect / Target: Single&amp;lt;br/&amp;gt;Duration: Instant&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: Harmless&amp;lt;br/&amp;gt;Spell Resistance: No&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Removes all effects that apply a penalty to ability scores, AC, attack and damage rolls, spell resistance, skills, saving throws, and damage immunity. This spell also removes all level drain, blindness, deafness, and silence effects. Will not remove the effects of a curse.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Old Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Cleric 4&amp;lt;br/&amp;gt;Innate Level: 4&amp;lt;br/&amp;gt;School: Conjuration&amp;lt;br/&amp;gt;Descriptor(s):&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Touch&amp;lt;br/&amp;gt;Area of Effect / Target: Single&amp;lt;br/&amp;gt;Duration: Instant&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: Harmless&amp;lt;br/&amp;gt;Spell Resistance: No&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Removes all magical, extraordinary and supernatural effects that apply a penalty to ability scores, Armor Class, attack and damage rolls, spell resistance, saving throws and damage immunity. This spell also removes all level drain, blindness and deafness effects. Will not remove the effects of a curse or a disease.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Sanctuary&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Sanctuary ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Removed&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Scare&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Scare ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Bard 1, Cleric 1, Wizard / Sorcerer 1&amp;lt;br/&amp;gt;Innate Level: 1&amp;lt;br/&amp;gt;School: Enchantment&amp;lt;br/&amp;gt;Descriptor(s): Fear, Mind-Affecting, Hard Control, Intense, Pernicious&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Short (8m)&amp;lt;br/&amp;gt;Area of Effect / Target: Single&amp;lt;br/&amp;gt;Duration: Short (1m)&amp;lt;br/&amp;gt;Additional Counter Spells: &amp;lt;br/&amp;gt;Save: Will Negates&amp;lt;br/&amp;gt;Spell Resistance: Yes&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;A target creature is afflicted with fear and flees the caster.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Intense: The target is denied the first saving throw against this effect. A creature may only suffer the effects of the Intense keyword once per minute.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Pernicious: This effect is not removed upon a successful saving throw, instead continuing to attempt to apply itself each round upon a failed save for the full duration of the spell/effect.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Hard Control: The effects of this spell are subject to ongoing saving throws. Each round, the target may attempt a new saving throw to end the effect. Each failed saving throw provides a stacking +4 bonus to further saving throws for 5 rounds versus the following effects:&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Confusion, Daze, Domination, Fear, Knockdown, Paralysis, Petrification, Sleep, Stun&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Old Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Bard 1, Cleric 1, Wizard / Sorcerer 1&amp;lt;br/&amp;gt;Innate Level: 1&amp;lt;br/&amp;gt;School: Necromancy&amp;lt;br/&amp;gt;Descriptor(s): Fear, Mind-Affecting&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Short&amp;lt;br/&amp;gt;Area of Effect / Target: Single&amp;lt;br/&amp;gt;Duration: 1d4 Rounds&amp;lt;br/&amp;gt;Additional Counter Spells: Remove Fear&amp;lt;br/&amp;gt;Save: Will Negates&amp;lt;br/&amp;gt;Spell Resistance: Yes&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;A target creature with 5 Hit Dice or less is afflicted with fear and suffers a -2 morale check to attack, damage and saving rolls.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Scintillating_Sphere&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Scintillating Sphere ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Wizard / Sorcerer 3&amp;lt;br/&amp;gt;Innate Level: 3&amp;lt;br/&amp;gt;School: Evocation&amp;lt;br/&amp;gt;Descriptor(s): Electricity&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Long&amp;lt;br/&amp;gt;Area of Effect / Target: Huge&amp;lt;br/&amp;gt;Duration: Instantaneous&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: Reflex 1/2&amp;lt;br/&amp;gt;Spell Resistance: Yes&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The caster unleashes a crackling electric projectile that explodes upon all within the area of effect for 8d6 points of Lightning damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Old Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Wizard / Sorcerer 3&amp;lt;br/&amp;gt;Innate Level: 3&amp;lt;br/&amp;gt;School: Evocation&amp;lt;br/&amp;gt;Descriptor(s): Electricity&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Medium&amp;lt;br/&amp;gt;Area of Effect / Target: Huge&amp;lt;br/&amp;gt;Duration: Instantaneous&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: Reflex 1/2&amp;lt;br/&amp;gt;Spell Resistance: Yes&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The caster unleashes a crackling electric projectile that explodes upon all within the area of effect for 1d6 points of electric damage per caster level, to a maximum of 10d6.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Searing_Light&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Searing Light ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Cleric 3&amp;lt;br/&amp;gt;Innate Level: 3&amp;lt;br/&amp;gt;School: Evocation&amp;lt;br/&amp;gt;Descriptor(s): Radiant&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Medium&amp;lt;br/&amp;gt;Area of Effect / Target: Single&amp;lt;br/&amp;gt;Duration: Instant&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: Fortitude (Half)&amp;lt;br/&amp;gt;Spell Resistance: Yes&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The caster directs a beam of white-hot light at a single target, inflicting 24 + 12d2 Radiant damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Old Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Cleric 3&amp;lt;br/&amp;gt;Innate Level: 3&amp;lt;br/&amp;gt;School: Evocation&amp;lt;br/&amp;gt;Descriptor(s):&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Medium&amp;lt;br/&amp;gt;Area of Effect / Target: Single&amp;lt;br/&amp;gt;Duration: Instant&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: None&amp;lt;br/&amp;gt;Spell Resistance: Yes&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The caster directs a beam of white-hot light at a single target. The damage is based on the target&#039;s racial type:&amp;lt;br/&amp;gt;Undead: 1d8 per caster level, to a maximum of 10d8&amp;lt;br/&amp;gt;Construct: 1d6 for every 2 caster levels, to a maximum of 5d6&amp;lt;br/&amp;gt;Other: 1d8 per 2 caster levels, to a maximum of 5d8&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;See_Invisibility&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== See Invisibility ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Bard 2, Wizard / Sorcerer 2&amp;lt;br/&amp;gt;Innate Level: 2&amp;lt;br/&amp;gt;School: Divination&amp;lt;br/&amp;gt;Descriptor(s):&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Touch&amp;lt;br/&amp;gt;Area of Effect / Target: Single&amp;lt;br/&amp;gt;Duration: Short (1m)&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: Harmless&amp;lt;br/&amp;gt;Spell Resistance: No&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The target creature is able to see all invisible creatures within his line of sight.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Old Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Bard 2, Wizard / Sorcerer 2&amp;lt;br/&amp;gt;Innate Level: 2&amp;lt;br/&amp;gt;School: Divination&amp;lt;br/&amp;gt;Descriptor(s):&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Touch&amp;lt;br/&amp;gt;Area of Effect / Target: Single&amp;lt;br/&amp;gt;Duration: 1 Turn / Level&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: Harmless&amp;lt;br/&amp;gt;Spell Resistance: No&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The target creature is able to see all invisible creatures within his line of sight.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Shadow_Conjuration&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Shadow Conjuration ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Removed&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Shelgarns_Persistent_Blade&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Shelgarn&#039;s Persistent Blade ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Removed&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Shield&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Shield ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Wizard / Sorcerer 1&amp;lt;br/&amp;gt;Innate Level: 1&amp;lt;br/&amp;gt;School: Abjuration&amp;lt;br/&amp;gt;Descriptor(s):&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Personal&amp;lt;br/&amp;gt;Area of Effect / Target: Caster&amp;lt;br/&amp;gt;Duration: Long (30m Combat Time)&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: None&amp;lt;br/&amp;gt;Spell Resistance: No&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The caster gains a +2 Deflection bonus to AC.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Old Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Wizard / Sorcerer 1&amp;lt;br/&amp;gt;Innate Level: 1&amp;lt;br/&amp;gt;School: Abjuration&amp;lt;br/&amp;gt;Descriptor(s):&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Personal&amp;lt;br/&amp;gt;Area of Effect / Target: Caster&amp;lt;br/&amp;gt;Duration: 1 turn / level&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: None&amp;lt;br/&amp;gt;Spell Resistance: No&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The caster gains a +4 bonus to AC. As well, the caster is immune to the spell magic missile for the duration of the shield.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Shield_of_Faith&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Shield of Faith ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Cleric 1, Druid 1, Paladin 1&amp;lt;br/&amp;gt;Innate Level: 1&amp;lt;br/&amp;gt;School: Abjuration&amp;lt;br/&amp;gt;Descriptor(s):&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Touch&amp;lt;br/&amp;gt;Area of Effect / Target: Single&amp;lt;br/&amp;gt;Duration: Long (30m Combat Time)&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: None&amp;lt;br/&amp;gt;Spell Resistance: No&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The target gains a +2 Deflection bonus to their armor class.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Old Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Cleric 1&amp;lt;br/&amp;gt;Innate Level: 1&amp;lt;br/&amp;gt;School: Abjuration&amp;lt;br/&amp;gt;Descriptor(s):&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Touch&amp;lt;br/&amp;gt;Area of Effect / Target: Single&amp;lt;br/&amp;gt;Duration: 1 turn / level&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: None&amp;lt;br/&amp;gt;Spell Resistance: No&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The target gains a +2 deflection bonus to their armor class, with an additional +1 bonus for every six levels of the caster (maximum of +5).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Silence&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Silence ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Bard 2, Cleric 2&amp;lt;br/&amp;gt;Innate Level: 2&amp;lt;br/&amp;gt;School: Enchantment&amp;lt;br/&amp;gt;Descriptor(s): Intense, Pernicious, Swift&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Medium (20m)&amp;lt;br/&amp;gt;Area of Effect / Target: Single&amp;lt;br/&amp;gt;Duration: Short (1m)&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: Will Negates&amp;lt;br/&amp;gt;Spell Resistance: Yes&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Strikes the target dumb and unable to speak, or cast spells that require a verbal component.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Intense: The target is denied the first saving throw against this effect. A creature may only suffer the effects of the Intense keyword once per minute.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Pernicious: This effect is not removed upon a successful saving throw, instead continuing to attempt to apply itself each round upon a failed save for the full duration of the spell/effect.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Swift: This spell has a shortened cast time, executing in only half a second.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Old Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Bard 2, Cleric 2&amp;lt;br/&amp;gt;Innate Level: 2&amp;lt;br/&amp;gt;School: Illusion&amp;lt;br/&amp;gt;Descriptor(s):&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Long&amp;lt;br/&amp;gt;Area of Effect / Target: Large, Single&amp;lt;br/&amp;gt;Duration: 1 Round / Level&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: Will Negates&amp;lt;br/&amp;gt;Spell Resistance: Yes&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Creates a zone of silence around the target creature, preventing all within the area of effect from casting spells with verbal components. If cast on an ally, no saving throws or spell resistance checks are necessary.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Slay_Living&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Slay Living ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Cleric 5&amp;lt;br/&amp;gt;Innate Level: 5&amp;lt;br/&amp;gt;School: Necromancy&amp;lt;br/&amp;gt;Descriptor(s): Necrotic&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Short&amp;lt;br/&amp;gt;Area of Effect / Target: Single&amp;lt;br/&amp;gt;Duration: Instant&amp;lt;br/&amp;gt;Additional Counter Spells: Death Ward&amp;lt;br/&amp;gt;Save: Fortitude (Half)&amp;lt;br/&amp;gt;Spell Resistance: Yes&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The target takes 36 + 18d2 points of Necrotic damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Old Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Cleric 5, Druid 5&amp;lt;br/&amp;gt;Innate Level: 5&amp;lt;br/&amp;gt;School: Necromancy&amp;lt;br/&amp;gt;Descriptor(s): Death, Negative&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Touch&amp;lt;br/&amp;gt;Area of Effect / Target: Single&amp;lt;br/&amp;gt;Duration: Instant&amp;lt;br/&amp;gt;Additional Counter Spells: Death Ward&amp;lt;br/&amp;gt;Save: Fortitude Negates&amp;lt;br/&amp;gt;Spell Resistance: Yes&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The target must make a Fortitude save or die. Even if the saving throw is successful, the target takes 3d6 points of negative energy damage, +1 point per caster level.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Sleep&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Sleep ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Bard 1, Druid 1, Ranger 1, Wizard / Sorcerer 1&amp;lt;br/&amp;gt;Innate Level: 1&amp;lt;br/&amp;gt;School: Enchantment&amp;lt;br/&amp;gt;Descriptor(s): Mind-Affecting, Pernicious, Hard Control&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Medium (20m)&amp;lt;br/&amp;gt;Area of Effect / Target: 5m Sphere&amp;lt;br/&amp;gt;Duration: Short (1m)&amp;lt;br/&amp;gt;Additional Counter Spells: Clarity&amp;lt;br/&amp;gt;Save: Will Negates&amp;lt;br/&amp;gt;Spell Resistance: Yes&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Causes creatures to fall into a comatose slumber, suffering the effects of Sleep. Damage will awaken affected creatures from their torpor.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Pernicious: This effect is not removed upon a successful saving throw, instead continuing to attempt to apply itself each round upon a failed save for the full duration of the spell/effect.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Hard Control: The effects of this spell are subject to ongoing saving throws. Each round, the target may attempt a new saving throw to end the effect. Each failed saving throw provides a stacking +4 bonus to further saving throws for 5 rounds versus the following effects:&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Confusion, Daze, Domination, Fear, Knockdown, Paralysis, Petrification, Sleep, Stun&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Old Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Bard 1, Druid 1, Ranger 2, Wizard / Sorcerer 1&amp;lt;br/&amp;gt;Innate Level: 1&amp;lt;br/&amp;gt;School: Enchantment&amp;lt;br/&amp;gt;Descriptor(s): Mind-Affecting&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Medium&amp;lt;br/&amp;gt;Area of Effect / Target: Huge&amp;lt;br/&amp;gt;Duration: 3 Rounds + 1 / Caster Level&amp;lt;br/&amp;gt;Additional Counter Spells: Clarity&amp;lt;br/&amp;gt;Save: Will Negates&amp;lt;br/&amp;gt;Spell Resistance: Yes&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Causes 4 + 1d4 HD of creatures to fall into a comatose slumber, beginning with those with the fewest HD. Creatures with 5 or more HD are unaffected.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Slow&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Slow ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Bard 3, Wizard / Sorcerer 3&amp;lt;br/&amp;gt;Innate Level: 3&amp;lt;br/&amp;gt;School: Transmutation&amp;lt;br/&amp;gt;Descriptor(s):&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Short (8m)&amp;lt;br/&amp;gt;Area of Effect / Target: 10m Sphere (Enemies Only)&amp;lt;br/&amp;gt;Duration: Short (1m)&amp;lt;br/&amp;gt;Additional Counter Spells: Haste&amp;lt;br/&amp;gt;Save: None&amp;lt;br/&amp;gt;Spell Resistance: Yes&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Enemy creatures within the area of effect have their movement lowered by 50% and suffer a -2 penalty to their AC, Reflex saves, and attack rolls.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Old Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Bard 3, Wizard / Sorcerer 3&amp;lt;br/&amp;gt;Innate Level: 3&amp;lt;br/&amp;gt;School: Transmutation&amp;lt;br/&amp;gt;Descriptor(s):&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Short&amp;lt;br/&amp;gt;Area of Effect / Target: Colossal, 1 Creature / Level&amp;lt;br/&amp;gt;Duration: 1 Round / Level&amp;lt;br/&amp;gt;Additional Counter Spells: Haste&amp;lt;br/&amp;gt;Save: Will Negates&amp;lt;br/&amp;gt;Spell Resistance: Yes&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;All enemy creatures within the area of effect have their movement lowered by 50% and lose a single attack per round.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Sound_Burst&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Sound Burst ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Bard 2, Cleric 2&amp;lt;br/&amp;gt;Innate Level: 2&amp;lt;br/&amp;gt;School: Evocation&amp;lt;br/&amp;gt;Descriptor(s): Sonic&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Short&amp;lt;br/&amp;gt;Area of Effect / Target: Medium&amp;lt;br/&amp;gt;Duration: Instant&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: Reflex (Half)&amp;lt;br/&amp;gt;Spell Resistance: Yes&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;All creatures within the area of effect take 6d6 points of Sonic damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Old Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Bard 2, Cleric 2&amp;lt;br/&amp;gt;Innate Level: 2&amp;lt;br/&amp;gt;School: Evocation&amp;lt;br/&amp;gt;Descriptor(s): Sonic&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Short&amp;lt;br/&amp;gt;Area of Effect / Target: Medium&amp;lt;br/&amp;gt;Duration: Instant&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: Will Special&amp;lt;br/&amp;gt;Spell Resistance: Yes&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;All creatures within the area of effect take 1d8 points of damage and must make a Will save or be stunned for 2 rounds.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Spell_Resistance&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Spell Resistance ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Removed&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Spike_Growth&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Spike Growth ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Druid 3, Ranger 3&amp;lt;br/&amp;gt;Innate Level: 3&amp;lt;br/&amp;gt;School: Transmutation&amp;lt;br/&amp;gt;Descriptor(s): Persistent&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Medium (20m)&amp;lt;br/&amp;gt;Area of Effect / Target: 4m Sphere&amp;lt;br/&amp;gt;Duration: Short (1m)&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: Reflex (Half)&amp;lt;br/&amp;gt;Spell Resistance: Yes&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The caster transforms the terrain, causing nearly invisible spikes and edges to form. Any creature will suffer 2d4 points of slashing damage each round that they remain within the afflicted area. Furthermore, creatures will suffer a -4 penalty to Reflex saving throws and a 50% movement speed decrease while within the spell&#039;s area.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Persistent: This spell occupies a space for the full duration of the effect.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Old Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Druid 3&amp;lt;br/&amp;gt;Innate Level: 3&amp;lt;br/&amp;gt;School: Transmutation&amp;lt;br/&amp;gt;Descriptor(s):&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Long&amp;lt;br/&amp;gt;Area of Effect / Target: Large&amp;lt;br/&amp;gt;Duration: 1 hour / level&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: Reflex partial&amp;lt;br/&amp;gt;Spell Resistance: Yes&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Covers the terrain with small spikes. Any creature will suffer 1d4 points of damage each round that they remain within the afflicted area. These spikes can damage the victim&#039;s legs, so that even once they are free of the spike growth, their movement rate is slowed for a day.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Stinking_Cloud&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Stinking Cloud ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Wizard / Sorcerer 3&amp;lt;br/&amp;gt;Innate Level: 3&amp;lt;br/&amp;gt;School: Conjuration&amp;lt;br/&amp;gt;Descriptor(s): Poison, Persistent, Hard Control&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Medium (20m)&amp;lt;br/&amp;gt;Area of Effect / Target: 7m Sphere&amp;lt;br/&amp;gt;Duration: Short (1m)&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: Fortitude Negates&amp;lt;br/&amp;gt;Spell Resistance: Yes&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;All creatures within the area of effect are stunned for 1 round. This effect occurs against all creatures within the cloud each round, or creatures who enter the cloud.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Persistent: This spell occupies a space for the full duration of the effect.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Hard Control: The effects of this spell are subject to ongoing saving throws. Each round, the target may attempt a new saving throw to end the effect. Each failed saving throw provides a stacking +4 bonus to further saving throws for 5 rounds versus the following effects:&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Confusion, Daze, Domination, Fear, Knockdown, Paralysis, Petrification, Sleep, Stun&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Old Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Wizard / Sorcerer 3&amp;lt;br/&amp;gt;Innate Level: 3&amp;lt;br/&amp;gt;School: Conjuration&amp;lt;br/&amp;gt;Descriptor(s):&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Medium&amp;lt;br/&amp;gt;Area of Effect / Target: Huge&amp;lt;br/&amp;gt;Duration: 1 Round / Level&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: Fortitude Negates&amp;lt;br/&amp;gt;Spell Resistance: Yes&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;All creatures caught within the area of effect are dazed. These effects last as long as they remain within the cloud and for 1 round after they leave.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Stone_Bones&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Stone Bones ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Wizard / Sorcerer 2, Cleric 2&amp;lt;br/&amp;gt;Innate Level: 2&amp;lt;br/&amp;gt;School: Abjuration&amp;lt;br/&amp;gt;Descriptor(s): Magical Armor&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Touch&amp;lt;br/&amp;gt;Area of Effect / Target: One creature&amp;lt;br/&amp;gt;Duration: Long (30m Combat Time)&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: Harmless&amp;lt;br/&amp;gt;Spell Resistance: No&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;You cause the target to gain a +2 natural armor class bonus.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Old Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Wizard / Sorcerer 2, Cleric 2&amp;lt;br/&amp;gt;Innate Level: 2&amp;lt;br/&amp;gt;School: Transmutation&amp;lt;br/&amp;gt;Descriptor(s): Magical Armor&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Touch&amp;lt;br/&amp;gt;Area of Effect / Target: One undead creature&amp;lt;br/&amp;gt;Duration: 10 minutes / level&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: Harmless&amp;lt;br/&amp;gt;Spell Resistance: No&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;You cause the target undead to gain a +3 natural armor class bonus, due to the thickening of its bones.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Stoneskin&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Stoneskin ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Druid 4, Wizard / Sorcerer 4&amp;lt;br/&amp;gt;Innate Level: 4&amp;lt;br/&amp;gt;School: Abjuration&amp;lt;br/&amp;gt;Descriptor(s):&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Touch&amp;lt;br/&amp;gt;Area of Effect / Target: Single&amp;lt;br/&amp;gt;Duration: Medium (15m Combat Time)&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: Harmless&amp;lt;br/&amp;gt;Spell Resistance: No&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;This spell grants the target creature damage resistance 10 versus physical damage. The spell absorbs 100 points of damage before collapsing.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Old Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Druid 4, Wizard / Sorcerer 4&amp;lt;br/&amp;gt;Innate Level: 4&amp;lt;br/&amp;gt;School: Abjuration&amp;lt;br/&amp;gt;Descriptor(s):&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Touch&amp;lt;br/&amp;gt;Area of Effect / Target: Single&amp;lt;br/&amp;gt;Duration: 1 Hour / Level&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: Harmless&amp;lt;br/&amp;gt;Spell Resistance: No&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;This spell grants the target creature damage reduction 10/+5. The spell absorbs 10 points of melee damage per caster level, to a maximum of 100, before collapsing.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Summon_Creature_I&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Summon Creature I ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Bard 1, Cleric 1, Druid 1, Ranger 1, Wizard / Sorcerer 1&amp;lt;br/&amp;gt;Innate Level: 1&amp;lt;br/&amp;gt;School: Conjuration&amp;lt;br/&amp;gt;Descriptor(s):&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Short&amp;lt;br/&amp;gt;Area of Effect / Target: Point&amp;lt;br/&amp;gt;Duration: Long (Until Next Rest)&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: None&amp;lt;br/&amp;gt;Spell Resistance: No&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The caster summons a creature to be a faithful and loyal servant. The creature summoned depends upon the caster&#039;s summoning theme, and has a Threat Level of 2.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Summoned creatures inherit the summoner&#039;s AC and EB Core Bonuses (if any); however, these will not stack with any innate bonuses of the same type the creature possesses.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Casting this spell on an existing summoned creature will heal it for hit points equal to 5 + 1 hit die roll + 10% of its maximum hit points.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Old Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Bard 1, Cleric 1, Druid 1, Ranger 1, Wizard / Sorcerer 1&amp;lt;br/&amp;gt;Innate Level: 1&amp;lt;br/&amp;gt;School: Conjuration&amp;lt;br/&amp;gt;Descriptor(s):&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Short&amp;lt;br/&amp;gt;Area of Effect / Target: Point&amp;lt;br/&amp;gt;Duration: 24 Hours&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: None&amp;lt;br/&amp;gt;Spell Resistance: No&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The caster summons a dire badger to be a faithful and loyal servant.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Summon_Creature_II&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Summon Creature II ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Bard 2, Cleric 2, Druid 2, Ranger 2, Wizard / Sorcerer 2&amp;lt;br/&amp;gt;Innate Level: 2&amp;lt;br/&amp;gt;School: Conjuration&amp;lt;br/&amp;gt;Descriptor(s):&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Short&amp;lt;br/&amp;gt;Area of Effect / Target: Point&amp;lt;br/&amp;gt;Duration: Long (Until Next Rest)&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: None&amp;lt;br/&amp;gt;Spell Resistance: No&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The caster summons a creature to be a faithful and loyal servant. The creature summoned depends upon the caster&#039;s summoning theme, and has a Threat Level of 4.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Summoned creatures inherit the summoner&#039;s AC and EB Core Bonuses (if any); however, these will not stack with any innate bonuses of the same type the creature possesses.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Casting this spell on an existing summoned creature will heal it for hit points equal to 10 + 2 hit die rolls + 15% of its maximum hit points.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Old Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Bard 2, Cleric 2, Druid 2, Ranger 2, Wizard / Sorcerer 2&amp;lt;br/&amp;gt;Innate Level: 2&amp;lt;br/&amp;gt;School: Conjuration&amp;lt;br/&amp;gt;Descriptor(s):&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Short&amp;lt;br/&amp;gt;Area of Effect / Target: Point&amp;lt;br/&amp;gt;Duration: 24 Hours&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: None&amp;lt;br/&amp;gt;Spell Resistance: No&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The caster summons a dire boar to be a faithful and loyal servant.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Summon_Creature_III&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Summon Creature III ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Bard 3, Cleric 3, Druid 3, Ranger 3, Wizard / Sorcerer 3&amp;lt;br/&amp;gt;Innate Level: 3&amp;lt;br/&amp;gt;School: Conjuration&amp;lt;br/&amp;gt;Descriptor(s):&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Short&amp;lt;br/&amp;gt;Area of Effect / Target: Point&amp;lt;br/&amp;gt;Duration: Long (Until Next Rest)&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: None&amp;lt;br/&amp;gt;Spell Resistance: No&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The caster summons a creature to be a faithful and loyal servant. The creature summoned depends upon the caster&#039;s summoning theme, and has a Threat Level of 6.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Summoned creatures inherit the summoner&#039;s AC and EB Core Bonuses (if any); however, these will not stack with any innate bonuses of the same type the creature possesses.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Casting this spell on an existing summoned creature will heal it for hit points equal to 15 + 3 hit die rolls + 20% of its maximum hit points.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Old Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Bard 3, Cleric 3, Druid 3, Ranger 3, Wizard / Sorcerer 3&amp;lt;br/&amp;gt;Innate Level: 3&amp;lt;br/&amp;gt;School: Conjuration&amp;lt;br/&amp;gt;Descriptor(s):&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Short&amp;lt;br/&amp;gt;Area of Effect / Target: Point&amp;lt;br/&amp;gt;Duration: 24 Hours&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: None&amp;lt;br/&amp;gt;Spell Resistance: No&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The caster summons a dire wolf to be a faithful and loyal servant.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Summon_Creature_IV&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Summon Creature IV ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Bard 4, Cleric 4, Druid 4, Wizard / Sorcerer 4&amp;lt;br/&amp;gt;Innate Level: 4&amp;lt;br/&amp;gt;School: Conjuration&amp;lt;br/&amp;gt;Descriptor(s):&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Short&amp;lt;br/&amp;gt;Area of Effect / Target: Point&amp;lt;br/&amp;gt;Duration: Long (Until Next Rest)&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: None&amp;lt;br/&amp;gt;Spell Resistance: No&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The caster summons a creature to be a faithful and loyal servant. The creature summoned depends upon the caster&#039;s summoning theme, and has a Threat Level of 8.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Summoned creatures inherit the summoner&#039;s AC and EB Core Bonuses (if any); however, these will not stack with any innate bonuses of the same type the creature possesses.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Casting this spell on an existing summoned creature will heal it for hit points equal to 20 + 4 hit die rolls + 25% of its maximum hit points.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Old Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Bard 4, Cleric 4, Druid 4, Ranger 4, Wizard / Sorcerer 4&amp;lt;br/&amp;gt;Innate Level: 4&amp;lt;br/&amp;gt;School: Conjuration&amp;lt;br/&amp;gt;Descriptor(s):&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Short&amp;lt;br/&amp;gt;Area of Effect / Target: Point&amp;lt;br/&amp;gt;Duration: 24 Hours&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: None&amp;lt;br/&amp;gt;Spell Resistance: No&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The caster summons a dire spider to be a faithful and loyal servant.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Summon_Creature_V&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Summon Creature V ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Bard 5, Cleric 5, Druid 5, Wizard / Sorcerer 5&amp;lt;br/&amp;gt;Innate Level: 5&amp;lt;br/&amp;gt;School: Conjuration&amp;lt;br/&amp;gt;Descriptor(s):&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Short&amp;lt;br/&amp;gt;Area of Effect / Target: Point&amp;lt;br/&amp;gt;Duration: Long (Until Next Rest)&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: None&amp;lt;br/&amp;gt;Spell Resistance: No&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The caster summons a creature to be a faithful and loyal servant. The creature summoned depends upon the caster&#039;s summoning theme, and has a Threat Level of 10.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Summoned creatures inherit the summoner&#039;s AC and EB Core Bonuses (if any); however, these will not stack with any innate bonuses of the same type the creature possesses.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Casting this spell on an existing summoned creature will heal it for hit points equal to 25 + 5 hit die rolls + 30% of its maximum hit points.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Old Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Bard 5, Cleric 5, Druid 5, Wizard / Sorcerer 5&amp;lt;br/&amp;gt;Innate Level: 5&amp;lt;br/&amp;gt;School: Conjuration&amp;lt;br/&amp;gt;Descriptor(s):&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Short&amp;lt;br/&amp;gt;Area of Effect / Target: Point&amp;lt;br/&amp;gt;Duration: 24 Hours&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: None&amp;lt;br/&amp;gt;Spell Resistance: No&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The caster summons a dire bear to be a faithful and loyal servant.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Tashas_Hideous_Laughter&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Tasha&#039;s Hideous Laughter ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Renamed: &#039;&#039;&#039;Hideous Laughter&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Bard 2, Wizard / Sorcerer 2&amp;lt;br/&amp;gt;Innate Level: 2&amp;lt;br/&amp;gt;School: Enchantment&amp;lt;br/&amp;gt;Descriptor(s): Hard Control, Pernicious&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Medium (20m)&amp;lt;br/&amp;gt;Area of Effect / Target: 5m Sphere&amp;lt;br/&amp;gt;Duration: Short (1m)&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: Will negates&amp;lt;br/&amp;gt;Spell Resistance: Yes&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;If the targets fail their saving throw they will begin laughing hysterically. They will be unable to defend themselves until the spell wears off, falling to the ground and suffering the effects of Knockdown.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Pernicious: This effect is not removed upon a successful saving throw, instead continuing to attempt to apply itself each round upon a failed save for the full duration of the spell/effect.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Hard Control: The effects of this spell are subject to ongoing saving throws. Each round, the target may attempt a new saving throw to end the effect. Each failed saving throw provides a stacking +4 bonus to further saving throws for 5 rounds versus the following effects:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Old Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Bard 2, Wizard / Sorcerer 2&amp;lt;br/&amp;gt;Innate Level: 2&amp;lt;br/&amp;gt;School: Enchantment&amp;lt;br/&amp;gt;Descriptor(s):&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Short&amp;lt;br/&amp;gt;Area of Effect / Target: Single&amp;lt;br/&amp;gt;Duration: 1d3 rounds&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: Will negates&amp;lt;br/&amp;gt;Spell Resistance: Yes&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;If the target fails their saving throw they will begin laughing hysterically. They will be unable to defend themselves until the spell wears off. A creature whose racial type is different from the caster&#039;s gains a +4 bonus on its saving throw because humor doesn&#039;t &#039;translate&#039; well.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;True_Seeing&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== True Seeing ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Removed&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;True_Strike&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== True Strike ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Removed&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Ultravision&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Ultravision ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Removed&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Vampiric_Touch&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Vampiric Touch ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Wizard / Sorcerer 3&amp;lt;br/&amp;gt;Innate Level: 3&amp;lt;br/&amp;gt;School: Necromancy&amp;lt;br/&amp;gt;Descriptor(s): Negative&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Touch&amp;lt;br/&amp;gt;Area of Effect / Target: Single&amp;lt;br/&amp;gt;Duration: Instant / 1m&amp;lt;br/&amp;gt;Additional Counter Spells: &amp;lt;br/&amp;gt;Save: None&amp;lt;br/&amp;gt;Spell Resistance: Yes&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The target creature takes 8d2 + 16 points of Necrotic damage. This damage is then applied to the caster&#039;s hit points as a temporary bonus. These temporary hit points last for 1 minute.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Old Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Wizard / Sorcerer 3&amp;lt;br/&amp;gt;Innate Level: 3&amp;lt;br/&amp;gt;School: Necromancy&amp;lt;br/&amp;gt;Descriptor(s): Negative&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Touch&amp;lt;br/&amp;gt;Area of Effect / Target: Single&amp;lt;br/&amp;gt;Duration: Instant&amp;lt;br/&amp;gt;Additional Counter Spells: Negative Energy Protection&amp;lt;br/&amp;gt;Save: None&amp;lt;br/&amp;gt;Spell Resistance: Yes&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The target creature takes 1d6 points of damage for every 2 caster levels (maximum 10d6). This damage is then applied to the caster&#039;s hit points as a temporary bonus. You can&#039;t gain more temporary hit points than what is required to kill the target (target&#039;s current hit points +10).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Vine_Mine&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Vine Mine ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Druid 5&amp;lt;br/&amp;gt;Innate Level: 5&amp;lt;br/&amp;gt;School: Conjuration&amp;lt;br/&amp;gt;Descriptor(s): Nature&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: 20m&amp;lt;br/&amp;gt;Area of Effect / Target: 5m&amp;lt;br/&amp;gt;Duration: Short (1m)&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: Reflex&amp;lt;br/&amp;gt;Spell Resistance: Yes&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Explosive pods grow in the area, exploding when triggered by creatures within the area of effect for 2d6 bludgeoning and 2d6 acid damage to all nearby creatures. Each creature within the area of effect will trigger one vine mine per round.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Old Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Druid 5&amp;lt;br/&amp;gt;Innate Level: 5&amp;lt;br/&amp;gt;School: Conjuration&amp;lt;br/&amp;gt;Descriptor(s): Nature&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Medium&amp;lt;br/&amp;gt;Area of Effect / Target: Huge&amp;lt;br/&amp;gt;Duration: 1 turn / level.&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: Yes (Entangle)&amp;lt;br/&amp;gt;Spell Resistance: Yes&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;When casting vine mine, the caster must select one of the following effects that will be created in the&amp;lt;br/&amp;gt;targeted area:&amp;lt;br/&amp;gt;- entangle (as the spell)&amp;lt;br/&amp;gt;- hamper movement (movement speed is halved)&amp;lt;br/&amp;gt;- camouflage (add +4 competence bonus on Hide checks)&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Virtue&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Virtue ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Cleric 0, Druid 0, Paladin 0&amp;lt;br/&amp;gt;Innate Level: 0&amp;lt;br/&amp;gt;School: Transmutation&amp;lt;br/&amp;gt;Descriptor(s):&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Touch&amp;lt;br/&amp;gt;Area of Effect / Target: Single&amp;lt;br/&amp;gt;Duration: Medium (15m Combat Time)&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: Harmless&amp;lt;br/&amp;gt;Spell Resistance: No&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The target creature gains 1 + Cha mod temporary hit points above their maximum total.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Cantrips may be cast an unlimited number of times per day, and use all applicable Metamagic feats the caster knows for free.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Old Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Cleric 0, Druid 0, Paladin 1&amp;lt;br/&amp;gt;Innate Level: 0&amp;lt;br/&amp;gt;School: Transmutation&amp;lt;br/&amp;gt;Descriptor(s):&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Touch&amp;lt;br/&amp;gt;Area of Effect / Target: Single&amp;lt;br/&amp;gt;Duration: 1 Turn / Level&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: Harmless&amp;lt;br/&amp;gt;Spell Resistance: No&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The target creature gains 1 temporary hit point above his maximum total.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Wall_of_Fire&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Wall of Fire ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Druid 4, Wizard / Sorcerer 4&amp;lt;br/&amp;gt;Innate Level: 4&amp;lt;br/&amp;gt;School: Evocation&amp;lt;br/&amp;gt;Descriptor(s): Fire&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Medium&amp;lt;br/&amp;gt;Area of Effect / Target: Wall 30 ft Long&amp;lt;br/&amp;gt;Duration: Short (1m)&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: Reflex 1/2&amp;lt;br/&amp;gt;Spell Resistance: Yes&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;This spell creates a curtain of fire that deals 4d6 points of fire damage to any creature that attempts to pass through it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Old Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Druid 5, Wizard / Sorcerer 4&amp;lt;br/&amp;gt;Innate Level: 4&amp;lt;br/&amp;gt;School: Evocation&amp;lt;br/&amp;gt;Descriptor(s): Fire&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Medium&amp;lt;br/&amp;gt;Area of Effect / Target: Wall 30 ft Long&amp;lt;br/&amp;gt;Duration: 1 Round / 2 Levels&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: Reflex 1/2&amp;lt;br/&amp;gt;Spell Resistance: Yes&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;This spell creates a curtain of fire that deals 4d6 points of fire damage to any creature that attempts to pass through it.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;War_Cry&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== War Cry ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Bard 4&amp;lt;br/&amp;gt;Innate Level: 4&amp;lt;br/&amp;gt;School: Enchantment&amp;lt;br/&amp;gt;Descriptor(s): Mind-Affecting, Sonic&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Personal&amp;lt;br/&amp;gt;Area of Effect / Target: Colossal&amp;lt;br/&amp;gt;Duration: Short (1m)&amp;lt;br/&amp;gt;Additional Counter Spells: Silence&amp;lt;br/&amp;gt;Save: Will Negates&amp;lt;br/&amp;gt;Spell Resistance: Yes&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The caster lets out a powerful shout that grants the Bard a +2 bonus to attack and damage. All enemies within the area of effect are stricken with fear.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The effects of this spell are subject to ongoing saving throws. Each round, the target may attempt a new saving throw to end the effect. Each failed saving throw provides a stacking +4 bonus to further saving throws for 5 rounds versus the following effects:&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Confusion, Daze, Domination, Fear, Knockdown, Paralysis, Petrification, Sleep, Stun&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Old Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Bard 4&amp;lt;br/&amp;gt;Innate Level: 4&amp;lt;br/&amp;gt;School: Enchantment&amp;lt;br/&amp;gt;Descriptor(s): Mind-Affecting, Sonic&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Personal&amp;lt;br/&amp;gt;Area of Effect / Target: Colossal&amp;lt;br/&amp;gt;Duration: 1 Round / Level&amp;lt;br/&amp;gt;Additional Counter Spells: Silence&amp;lt;br/&amp;gt;Save: Will Negates&amp;lt;br/&amp;gt;Spell Resistance: Yes&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The caster lets out a powerful shout that grants the Bard a +2 bonus to attack and damage. All enemies within the area of effect are stricken with fear.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Web&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Web ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Druid 2, Ranger 2, Wizard / Sorcerer 2&amp;lt;br/&amp;gt;Innate Level: 2&amp;lt;br/&amp;gt;School: Conjuration&amp;lt;br/&amp;gt;Descriptor(s): Persistent&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Medium (20m)&amp;lt;br/&amp;gt;Area of Effect / Target: 5m Sphere&amp;lt;br/&amp;gt;Duration: Short (1m)&amp;lt;br/&amp;gt;Additional Counter Spells: Freedom of Movement&amp;lt;br/&amp;gt;Save: Reflex Partial&amp;lt;br/&amp;gt;Spell Resistance: Yes&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Sticky strands cling to all creatures within the area of effect, entangling them. Creatures who make their save can move, but at a reduced rate dependent on their Strength. The movespeed penalty equals 50%, minus 5% for each point of Strength modifier.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Persistent: This spell occupies a space for the full duration of the effect.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Old Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Wizard / Sorcerer 2&amp;lt;br/&amp;gt;Innate Level: 2&amp;lt;br/&amp;gt;School: Conjuration&amp;lt;br/&amp;gt;Descriptor(s):&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Medium&amp;lt;br/&amp;gt;Area of Effect / Target: Huge&amp;lt;br/&amp;gt;Duration: 1 Round /  2 Levels&amp;lt;br/&amp;gt;Additional Counter Spells: Freedom of Movement&amp;lt;br/&amp;gt;Save: Reflex Partial&amp;lt;br/&amp;gt;Spell Resistance: Yes&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Sticky strands cling to all creatures within the area of effect, entangling them. Creatures who make their save can move, but at a reduced rate dependent on their Strength.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Wounding_Whispers&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Wounding Whispers ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Bard 3&amp;lt;br/&amp;gt;Innate Level: 3&amp;lt;br/&amp;gt;School: Abjuration&amp;lt;br/&amp;gt;Descriptor(s): Sonic&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Personal&amp;lt;br/&amp;gt;Area of Effect / Target: Caster&amp;lt;br/&amp;gt;Duration: Medium (15m Combat Time)&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: None&amp;lt;br/&amp;gt;Spell Resistance: No&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The caster receives a Retaliation effect [Trigger: Attacks, Damage: 10 + 1d6 Sonic, Limit: 15 Attacks, Duration: 15m Combat Time, Cooldown: 1s, per-Attacker], surrounding them with whispers that injure any attacking creature.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Old Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Bard 3&amp;lt;br/&amp;gt;Innate Level: 3&amp;lt;br/&amp;gt;School: Abjuration&amp;lt;br/&amp;gt;Descriptor(s): Sonic&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Personal&amp;lt;br/&amp;gt;Area of Effect / Target: Caster&amp;lt;br/&amp;gt;Duration: 1 round / level&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: None&amp;lt;br/&amp;gt;Spell Resistance: No&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The caster is surrounded with whispers that injure any creature that hits the caster for 1d6 + 1 / level points of sonic damage.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;/div&gt;</summary>
		<author><name>RisenholmBot</name></author>
	</entry>
	<entry>
		<id>https://wiki.risenholm.com/index.php?title=Intruders&amp;diff=1746</id>
		<title>Intruders</title>
		<link rel="alternate" type="text/html" href="https://wiki.risenholm.com/index.php?title=Intruders&amp;diff=1746"/>
		<updated>2026-10-07T21:39:22Z</updated>

		<summary type="html">&lt;p&gt;RisenholmBot: Sync from game data at 42de01695&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Intruders are hostile figures found in Scars. Unlike most creatures found in Scars, it&#039;s been discovered that Intruders&lt;br /&gt;
are actually creatures possessed or controlled by rogue Risen. When a Risen initiates an Intrusion via a &#039;&#039;&#039;Warped Fragment&#039;&#039;&#039;,&lt;br /&gt;
they fall into a deep slumber, one that they are hard to rouse from, and they dream of being a creature of rage and hostility,&lt;br /&gt;
one that sees Scar Hunters as enemies. There is no foolproof way of telling apart an Intruding Risen from one who is simply sleeping.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Ambush&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Ambush ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tier:&#039;&#039;&#039; Elite&amp;lt;br/&amp;gt;&#039;&#039;&#039;Roles:&#039;&#039;&#039; Lurker&amp;lt;br/&amp;gt;&#039;&#039;&#039;Called up by:&#039;&#039;&#039; Warped Fragment, Ambush&lt;br /&gt;
&lt;br /&gt;
=== Consumable Items ===&lt;br /&gt;
&lt;br /&gt;
* Healer&#039;s Kit (3)&lt;br /&gt;
* Search for Enemies (4 charges)&lt;br /&gt;
&lt;br /&gt;
=== Feats ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abscond&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Type of Feat: Special&amp;lt;br/&amp;gt;Prerequisite: Intruder.&amp;lt;br/&amp;gt;Specifics: The Intruder vanishes in a puff of smoke, entering stealth even while it is being observed. It gains a +10 bonus to Hide and Move Silently for 1 round.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The Intruder is also freed from effects that take away control, and is immune to them for 1 round. This covers Knockdown, paralysis, entanglement, and slowing effects, along with Stun, Daze, Sleep, Confusion, Fear, Charm, and Domination. Provoke is removed, but may be applied again.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Cooldown: 30 seconds&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Use: Activated.&amp;lt;br/&amp;gt;Special: Abscond may be used while the Intruder is itself stunned or knocked down.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lunge&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Type of Feat: Special&amp;lt;br/&amp;gt;Prerequisite: Intruder.&amp;lt;br/&amp;gt;Specifics: The Intruder leaps near instantly to a point within 10m to which it has an unobstructed line of sight. If a creature is targeted, it leaps to a point directly behind that creature, provided the space is unoccupied. If the target is an enemy, the Intruder immediately begins an attack, and gains a bonus attack per round for 3 rounds.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Cooldown: 30 seconds&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Use: Selected.&amp;lt;br/&amp;gt;Special: The Intruder cannot Lunge while held in place. A Lunge that cannot be made does not start the cooldown.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Other feats:&#039;&#039;&#039; [[Feats#Movement_Dodgeroll|Dodgeroll]], [[Feats#Maneuver_Knockback|Maneuver: Knockback]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Brawl&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Brawl ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tier:&#039;&#039;&#039; Elite&amp;lt;br/&amp;gt;&#039;&#039;&#039;Roles:&#039;&#039;&#039; Leader, Soldier&amp;lt;br/&amp;gt;&#039;&#039;&#039;Called up by:&#039;&#039;&#039; Warped Fragment, Brawl&lt;br /&gt;
&lt;br /&gt;
=== Consumable Items ===&lt;br /&gt;
&lt;br /&gt;
* Healer&#039;s Kit (3)&lt;br /&gt;
* Potion of Cure Serious Wounds (2)&lt;br /&gt;
* Potion of Death Ward (2)&lt;br /&gt;
* Search for Enemies (4 charges)&lt;br /&gt;
&lt;br /&gt;
=== Feats ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bolster&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Type of Feat: Special&amp;lt;br/&amp;gt;Prerequisite: Intruder.&amp;lt;br/&amp;gt;Specifics: The Intruder is surrounded by an aura with a radius of 10m. Creatures within the aura that are not hostile to the Intruder deal 25% more damage.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Each such creature also strengthens the Intruder, according to its tier: a Minion is worth 1 point, a Normal creature 2, an Elite 4, and a Solo 8. The Intruder&#039;s maximum hit points are increased by 10% per point. The number of uses shown for this feat is the current number of points.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;When activated, the Intruder and every creature within the aura that is not hostile to it gain Haste for 2 rounds. For the same duration, they absorb the first 30 points of each instance of non-physical damage, up to a total of 40 points. Activating Bolster does not spend points.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Cooldown: 30 seconds&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Use: Activated.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Erupt&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Type of Feat: Special&amp;lt;br/&amp;gt;Prerequisite: Intruder.&amp;lt;br/&amp;gt;Specifics: The Intruder lets out a roar that frees it, and every creature within its Bolster aura that is not hostile to it, from effects that take away control. This removes Knockdown, paralysis, entanglement, and slowing effects, along with Stun, Daze, Sleep, Confusion, Fear, Charm, Domination, and Provoke.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Cooldown: 30 seconds&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Use: Activated.&amp;lt;br/&amp;gt;Special: Erupt may be used while the Intruder is itself stunned or knocked down.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Other feats:&#039;&#039;&#039; [[Feats#Maneuver_Bypass|Maneuver: Bypass]], [[Feats#Maneuver_Knockdown|Maneuver: Knockdown]], [[Feats#Maneuver_ReelIn|Maneuver: Reel In]], [[Feats#Maneuver_Stun|Maneuver: Stun]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Conspire&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Conspire ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tier:&#039;&#039;&#039; Elite&amp;lt;br/&amp;gt;&#039;&#039;&#039;Roles:&#039;&#039;&#039; Brute&amp;lt;br/&amp;gt;&#039;&#039;&#039;Called up by:&#039;&#039;&#039; Warped Fragment, Conspire&lt;br /&gt;
&lt;br /&gt;
=== Consumable Items ===&lt;br /&gt;
&lt;br /&gt;
* Healer&#039;s Kit (3)&lt;br /&gt;
* Search for Enemies (4 charges)&lt;br /&gt;
&lt;br /&gt;
=== Feats ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Command Spawns&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Type of Feat: Special&amp;lt;br/&amp;gt;Prerequisite: Intruder.&amp;lt;br/&amp;gt;Specifics: The Intruder gives an order to the copies it has made with Spawn. The order depends on what is targeted:&amp;lt;br/&amp;gt;* Targeting a hostile creature orders them to attack it. Each fights in its own way, but goes for that creature first.&amp;lt;br/&amp;gt;* Targeting any other creature, including the Intruder itself, orders them to follow it. A copy stops following once it enters a fight.&amp;lt;br/&amp;gt;* Targeting the ground orders them to run to that point. They ignore enemies until they arrive.&amp;lt;br/&amp;gt;* Targeting one of the Intruder&#039;s own copies selects it. The next order goes to that copy alone, after which it is deselected. Targeting the selected copy again deselects it.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;With no copy selected, an order goes to every copy in the Intruder&#039;s area. A new order replaces any earlier one.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Use: Selected.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Impersonate&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Type of Feat: Special&amp;lt;br/&amp;gt;Prerequisite: Intruder.&amp;lt;br/&amp;gt;Specifics: The Intruder takes on the appearance, name, and description of a creature that is not hostile to it. It also acquires the creature&#039;s equipment, though none of their special properties, and the creature&#039;s role. The Intruder keeps its own tier and abilities, and keeps the same HP percentage. Players and their allies cannot be impersonated.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;When it takes on a form, the Intruder vanishes in a puff of smoke and is invisible for 1 round, and is freed from effects that take away control, as with Erupt.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Cooldown: 30 seconds&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Use: Selected.&amp;lt;br/&amp;gt;Special: Targeting the Intruder itself returns it to its own form, which does not start the cooldown. Returning to its own form neither makes the Intruder invisible nor frees it from anything.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spawn&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Type of Feat: Special&amp;lt;br/&amp;gt;Prerequisite: Intruder.&amp;lt;br/&amp;gt;Specifics: The Intruder makes a copy of a living creature that is not hostile to it. The copy appears beside the Intruder and follows it until it enters a fight or is given an order with Command Spawns. Players and Solo creatures cannot be copied. Copies are destroyed when the Intruder dies or departs.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The Intruder begins with 7 charges, and can bank up to 30. Copying an Elite costs 4 charges, and a Normal creature 2 charges. Copying a Minion costs 1 charge, and makes 4 copies of it.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The Intruder&#039;s living copies cannot add up to more than 30, each counted at what it cost to make. A copy that would go over this cap cannot be made.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Charges are regained when a creature dies within 40m of the Intruder: 2 for a Normal creature, 4 for an Elite, 8 for a Solo, and 1 for every 4 Minions. Copies made by Spawn restore nothing.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Use: Selected.&amp;lt;br/&amp;gt;Special: Targeting the Intruder itself copies a creature chosen at random from those in the area that it has the charges and the room under the cap to copy.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Other feats:&#039;&#039;&#039; [[Feats#Maneuver_Knockback|Maneuver: Knockback]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;/div&gt;</summary>
		<author><name>RisenholmBot</name></author>
	</entry>
	<entry>
		<id>https://wiki.risenholm.com/index.php?title=Feats&amp;diff=1745</id>
		<title>Feats</title>
		<link rel="alternate" type="text/html" href="https://wiki.risenholm.com/index.php?title=Feats&amp;diff=1745"/>
		<updated>2026-10-07T21:39:22Z</updated>

		<summary type="html">&lt;p&gt;RisenholmBot: Sync from game data at 42de01695&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div id=&amp;quot;ArmProfHvy&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Proficiency: Armour, Heavy ===&lt;br /&gt;
&lt;br /&gt;
Type of Feat: General&amp;lt;br/&amp;gt;Specifics: This feat grants the knowledge to make effective use of heavy armor.&amp;lt;br/&amp;gt;Use: Automatic. Fighters, Paladins, Rangers, Clerics, and Druids receive this feat for free.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;ArmProfLgt&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Proficiency: Armour, Light ===&lt;br /&gt;
&lt;br /&gt;
Type of Feat: General&amp;lt;br/&amp;gt;Specifics: This feat grants the knowledge to make effective use of light armor.&amp;lt;br/&amp;gt;Use: Automatic. All classes except monks, sorcerers, and wizards have this feat for free.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;ArmProfMed&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Proficiency: Armour, Medium ===&lt;br /&gt;
&lt;br /&gt;
Type of Feat: General&amp;lt;br/&amp;gt;Specifics: This feat grants the knowledge to make effective use of medium armor.&amp;lt;br/&amp;gt;Use: Automatic. All classes except monks, sorcerers, and wizards have this feat for free.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Cleave&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Cleave ===&lt;br /&gt;
&lt;br /&gt;
Type of Feat: General&amp;lt;br/&amp;gt;Prerequisite: None.&amp;lt;br/&amp;gt;Specifics: Once per round, if the character kills an opponent, they receive a free attack against any opponent who is within melee weapon range.&amp;lt;br/&amp;gt;Use: Automatic.&amp;lt;br/&amp;gt;Special: This feat automatically upgrades to Great Cleave at level 6. This removes the once per round limitation.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;GreatFort&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Great Fortitude ===&lt;br /&gt;
&lt;br /&gt;
Type of Feat: General&amp;lt;br/&amp;gt;Prerequisite: None.&amp;lt;br/&amp;gt;Specifics: A character with this feat is tougher than normal, gaining a +5 bonus to all Fortitude saving throws.&amp;lt;br/&amp;gt;Use: Automatic.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;ImpStrike&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Improved Unarmed Strike ===&lt;br /&gt;
&lt;br /&gt;
Type of Feat: General&amp;lt;br/&amp;gt;Prerequisite: None.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Specifics: Armed opponents no longer get attacks of opportunity against the character when they attempt an unarmed attack. While the main hand is empty, the character&#039;s unarmed strikes inflict an additional +1d4 damage.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Use: Automatic. Monks receive this feat for free at Level 1.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;IronWill&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Iron Will ===&lt;br /&gt;
&lt;br /&gt;
Type of Feat: General&amp;lt;br/&amp;gt;Prerequisite: None.&amp;lt;br/&amp;gt;Specifics: The character&#039;s strong presence of mind gives them a +5 bonus to all Will saving throws.&amp;lt;br/&amp;gt;Use: Automatic.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;LightngRef&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Lightning Reflexes ===&lt;br /&gt;
&lt;br /&gt;
Type of Feat: General&amp;lt;br/&amp;gt;Prerequisite: None.&amp;lt;br/&amp;gt;Specifics: The character&#039;s reflexes are faster than normal, granting them a +5 bonus to all Reflex saving throws.&amp;lt;br/&amp;gt;Use: Automatic.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;PBShot&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Combat Style: Ranged Fighting ===&lt;br /&gt;
&lt;br /&gt;
Type of Feat: Combat Style&amp;lt;br/&amp;gt;Prerequisite: None.&amp;lt;br/&amp;gt;Required For: Improved Ranged Fighting&amp;lt;br/&amp;gt;Specifics: A character with this feat negates the -4 penalty for using missile weapons in melee. The character also gains +1 attack per round while wielding a bow or throwing weapon. If wielding a crossbow, the character is no longer limited to one attack per round, and gains +2 AB.&amp;lt;br/&amp;gt;Use: Automatic.&amp;lt;br/&amp;gt;Special: This feat automatically upgrades to Improved Ranged Fighting at level 6, granting bows a damage bonus equal to the character&#039;s Strength modifier. Crossbows instead gain +4 AB.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Shield&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Proficiency: Shield ===&lt;br /&gt;
&lt;br /&gt;
Type of Feat: General&amp;lt;br/&amp;gt;Prerequisite: None.&amp;lt;br/&amp;gt;Specifics: A character with this feat has the training required to use a shield.&amp;lt;br/&amp;gt;Use: All classes except monks, rogues, sorcerers, and wizards have this feat for free.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;TwoWeap&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Combat Style: Two-Weapon Fighting ===&lt;br /&gt;
&lt;br /&gt;
Type of Feat: Combat Style&amp;lt;br/&amp;gt;Prerequisite: None.&amp;lt;br/&amp;gt;Required for: Improved Two-Weapon Fighting.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Specifics: A character with this feat removes the penalty of -6 attack bonus suffered when fighting with two weapons.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;In addition, whilst wielding two weapons, whenever the character receives a bonus attack per round (such as from Haste, or a class or archetype feature), they receive an additional bonus attack per round.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Use: Used automatically when fighting with two weapons.&amp;lt;br/&amp;gt;Special: This feat automatically upgrades to Improved Two-Weapon Fighting at level 6, granting a second extra attack.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;WeapProfMar&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Proficiency: Weapon, Martial ===&lt;br /&gt;
&lt;br /&gt;
Type of Feat: General&amp;lt;br/&amp;gt;Prerequisite: None.&amp;lt;br/&amp;gt;Specifics: This feat allows effective use of all martial weapons. The martial weapons list includes melee weapons such as the bastard sword, battleaxe, dire mace, dwarven waraxe, greataxe, greatsword, halberd, handaxe, heavy flail, katana, kukri, light flail, light hammer, longsword, maul, morningstar, rapier, shortsword, scimitar, scythe, trident, warhammer, and whip. Ranged weapons include the heavy crossbow, longbow, shuriken, and throwing axes.&amp;lt;br/&amp;gt;Normal: A character cannot equip weapons they are not proficient in.&amp;lt;br/&amp;gt;Use: Barbarians, fighters, paladins, and rangers are automatically proficient with all martial weapons.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;WeapProfSim&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Proficiency: Weapon, Simple ===&lt;br /&gt;
&lt;br /&gt;
Type of Feat: General&amp;lt;br/&amp;gt;Prerequisite: None.&amp;lt;br/&amp;gt;Specifics: This feat allows effective use of all simple weapons. This includes melee weapons such as the club, dagger, heavy mace, kama, mace, quarterstaff, sickle, and spear. Ranged weapons include light crossbow, shortbow, sling, and throwing daggers.&amp;lt;br/&amp;gt;Normal: A character cannot equip weapons they are not proficient in.&amp;lt;br/&amp;gt;Use: All characters except for druids, monks, rogues, and wizards are automatically proficient with all simple weapons.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;FEAT_EPIC_AUTOMATIC_QUICKEN_1&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Metamagic: Quicken Spell ===&lt;br /&gt;
&lt;br /&gt;
Type of Feat: Metamagic&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Specifics: The caster reduces the time taken to cast spells, allowing them to cast two spells in one round. Activation of this feat consumes 4 Metamagic to generate 10 charges, with each charge affecting one spellcast. While active, this feat may be activated again to add another 10 charges at the same cost. These charges cannot exceed 20.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Whilst under the effects of Haste, no charges are consumed when casting spells.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Use: Selected.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;FEAT_SCRIBE_SCROLL&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Scribe Scroll ===&lt;br /&gt;
&lt;br /&gt;
Type of Feat: Item Creation&amp;lt;br/&amp;gt;Prerequisite: None.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Specifics: You can create a scroll of any spell that you know. Scribing a scroll costs ichor equal to the level of the spell. Offensive/damaging spells use red ichor, healing/restorative spells use green, and all other types of spell use blue.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Use: Selected (In order to scribe a scroll, the character has to cast the spell in question on a specially prepared blank scroll)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;2HStyle&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Combat Style: Great-Weapon Fighting ===&lt;br /&gt;
&lt;br /&gt;
Type of Feat: Combat Style&amp;lt;br/&amp;gt;Prerequisite: None.&amp;lt;br/&amp;gt;Required for: Improved Great-Weapon Fighting&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Specifics: A character with this feat can make even more powerful attacks when wielding a Large melee weapon. Any weapon damage bonuses you receive are doubled (such as from Runes, Oils, Enhancement Bonus, class or archetype features, etc).&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Use: Automatic.&amp;lt;br/&amp;gt;Special: This feat automatically upgrades to Improved Great-Weapon Fighting at level 6, granting the character additional damage equal to your combined Strength and Dexterity modifiers on missed attacks.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;1HStyle&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Combat Style: Single Weapon Fighting ===&lt;br /&gt;
&lt;br /&gt;
Type of Feat: Combat Style&amp;lt;br/&amp;gt;Prerequisite: None.&amp;lt;br/&amp;gt;Required For: Improved Single Weapon Fighting&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Specifics: When wielding a one-handed melee weapon with the off-hand empty, the character gains a +3 attack bonus. In addition, for each point an attack&#039;s attack roll exceeds the target&#039;s AC, the attack&#039;s damage is increased by 5%, to a maximum of +50%.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Use: Passive&amp;lt;br/&amp;gt;Special: This feat automatically upgrades to Improved Single Weapon Fighting at level 6, increasing the attack bonus to +6 and the maximum damage increase from beating the target&#039;s AC to 100%.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;ShieldStyle&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Combat Style: Shield Fighting ===&lt;br /&gt;
&lt;br /&gt;
Type of Feat: Combat Style&amp;lt;br/&amp;gt;Prerequisite: None.&amp;lt;br/&amp;gt;Specifics: While wielding a shield, the character gains a 20% multiplicative damage immunity to all physical damage. In addition, they gain a 5% chance per Constitution modifier to perform an Attack of Opportunity against an attacker.&amp;lt;br/&amp;gt;Use: Automatic.&amp;lt;br/&amp;gt;Special: This feat automatically upgrades to Improved Shield Fighting at level 6, increasing the damage immunity to 30%.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;TorchStyle&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Combat Style: Implement Fighting ===&lt;br /&gt;
&lt;br /&gt;
Type of Feat: Combat Style&amp;lt;br/&amp;gt;Prerequisite: None.&amp;lt;br/&amp;gt;Required for: Improved Implement Fighting&amp;lt;br/&amp;gt;Specifics: While wielding an implement in the off-hand, when you perform an attack or cast a harmful spell you create a Retaliation effect on yourself [Trigger: Attacks, Damage: CON+2d6 (Type: Variable: See below), Limit: +2 per Attack, Duration: 1m, Cooldown: 1s, per-Attacker]. Triggering this Retaliation effect also applies a -2 AB debuff to the attacker for 3 rounds.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The type of this damage is dependent on the implement in use. A torch will result in Damage Type: Fire. Other implements may configure the type of damage they deal via use of the &#039;Set Damage Type&#039; itemproperty and subsequent Implement Fighting menu.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Use: Automatic.&amp;lt;br/&amp;gt;Special: This feat automatically upgrades to Improved Implement Fighting at level 6, increasing the AB reduction to -3 and the Retaliation Limit gained per attack or harmful spell to +3.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Maneuver_Knockdown&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Maneuver: Knockdown ===&lt;br /&gt;
&lt;br /&gt;
Type of Feat: Combat Maneuver&amp;lt;br/&amp;gt;Prerequisite: None.&amp;lt;br/&amp;gt;Specifics: A character with this feat can attempt to knock an opponent to the ground. The defender must make a Fortitude save against the character&#039;s Maneuver DC or be struck prone for one round. On a successful save, Minion tier enemies will instead suffer the effect for three seconds, and Normal enemies one second.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Mass: The character attempts to knock down all nearby enemies, at an increased cost of 3 Maneuvers. Characters wielding a melee weapon affect those enemies around themselves, whilst those wielding ranged weapons affect the area around their target.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Use: Activated.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Maneuver_Blind&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Maneuver: Blind ===&lt;br /&gt;
&lt;br /&gt;
Type of Feat: Combat Maneuver&amp;lt;br/&amp;gt;Prerequisite: None.&amp;lt;br/&amp;gt;Specifics: A character with this feat can attempt to blind an opponent. The defender must make a Reflex save against the character&#039;s Maneuver DC or be blinded for one round. On a successful save, Minion tier enemies will instead suffer the effect for three seconds, and Normal enemies one second.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Mass: The character attempts to blind all nearby enemies, at an increased cost of 3 Maneuvers. Characters wielding a melee weapon affect those enemies around themselves, whilst those wielding ranged weapons affect the area around their target.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Use: Activated.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Maneuver_Commander&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Maneuver: Commander Strike ===&lt;br /&gt;
&lt;br /&gt;
Type of Feat: Combat Maneuver&amp;lt;br/&amp;gt;Prerequisite: None.&amp;lt;br/&amp;gt;Specifics: A character with this feat rallies their allies. The nearest friendly character receives an extra attack for a duration of (1 + Cha mod) rounds. Additional applications of this maneuver from either the same or another character will stack the effects&#039; durations.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Mass: Affects all nearby allies, at an increased cost of 3 Maneuvers.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Use: Activated.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Maneuver_Provoke&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Maneuver: Provoke ===&lt;br /&gt;
&lt;br /&gt;
Type of Feat: Combat Maneuver&amp;lt;br/&amp;gt;Prerequisite: None.&amp;lt;br/&amp;gt;Specifics: A character with this feat distracts and infuriates their enemies. The target halts whatever action they are performing, instead attacking the character. Creatures who are rated Elite, Solo, or are PCs, may only have their actions interrupted once per minute - the other effects are not limited in this way.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;If the target attacks any creature other than the provoker whilst Provoked, they deal half damage (post-mitigation). The target&#039;s AC is also reduced by 1. The Provoke effect has a duration of 1 minute.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Mass: At a cost of 3 Maneuvers, multiple actions may be performed:&amp;lt;br/&amp;gt;* Targeting an ally will Provoke all creatures within 20m of that ally who are targeting that ally for 1 minute.&amp;lt;br/&amp;gt;* Targeting the ground will create a Persistent Area of Effect at that location for 3 rounds, which will Provoke all creatures within for 1 round, every round.&amp;lt;br/&amp;gt;* Targeting an enemy will act as if targeting the ground at their location.&amp;lt;br/&amp;gt;* Targeting the user, or activating Provoke again while the targeting cursor is up, will create a Persistent Area of Effect for 1 minute which travels with the user, Provoking any creatures within this zone for 1 round, every round.&amp;lt;br/&amp;gt; &amp;lt;br/&amp;gt;Use: Activated.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Maneuver_CalledShot&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Maneuver: Called Shot ===&lt;br /&gt;
&lt;br /&gt;
Type of Feat: Combat Maneuver&amp;lt;br/&amp;gt;Prerequisite: None.&amp;lt;br/&amp;gt;Specifics: A character with this feat makes a targeted strike on their opponent. The defender suffers a -2 attack bonus penalty and a 20% movement speed penalty. These effects both last for a duration of (1 + Wis mod) rounds.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Mass: The character attempts a called shot against all nearby enemies, at an increased cost of 3 Maneuvers. &amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Use: Activated.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Maneuver_Bypass&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Maneuver: Bypass ===&lt;br /&gt;
&lt;br /&gt;
Type of Feat: Combat Maneuver&amp;lt;br/&amp;gt;Prerequisite: None.&amp;lt;br/&amp;gt;Specifics: A character using this Maneuver may pass through other characters&#039; spaces for one round.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Mass: Grant all nearby allies to move through other characters&#039; spaces for one round. Repeated applications stack durations.&amp;lt;br/&amp;gt;Use: Activated.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Metamagic_Silent&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Metamagic: Silent Spell ===&lt;br /&gt;
&lt;br /&gt;
Type of Feat: Metamagic&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Specifics: The spells will be cast without verbal components. Grants ten charges, with each affecting one spellcast. While active, this feat may be activated again to add another 10 charges at the same cost. These charges cannot exceed 20. Costs 1 Metamagic.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Use: Selected.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Metamagic_Extend&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Metamagic: Extend Spell ===&lt;br /&gt;
&lt;br /&gt;
Type of Feat: Metamagic&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Specifics: The caster&#039;s next spell will have their duration doubled. Costs 1 Metamagic.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Use: Selected.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Metamagic_Empower&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Metamagic: Empower Spell ===&lt;br /&gt;
&lt;br /&gt;
Type of Feat: Metamagic&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Specifics: Spells will have their damage increased by 50%. Costs 1 Metamagic.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Use: Selected.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Metamagic_Selective&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Metamagic: Selective Spell ===&lt;br /&gt;
&lt;br /&gt;
Type of Feat: Metamagic&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Specifics: The caster&#039;s next spell which would otherwise possibly harm allies, will instead shape around and ignore them, preventing them from being harmed. Costs 1 Metamagic.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Use: Selected.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Metamagic_Heighten&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Metamagic: Heighten Spell ===&lt;br /&gt;
&lt;br /&gt;
Type of Feat: Metamagic&amp;lt;br/&amp;gt;Prerequisite: Ability to cast first-level spells&amp;lt;br/&amp;gt;Specifics: The caster&#039;s next spell becomes more difficult to resist, raising the DC of their next spell by 4. Costs 1 Metamagic.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Use: Selected.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Metamagic_Conversion&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Metamagic: Conversion ===&lt;br /&gt;
&lt;br /&gt;
Type of Feat: Metamagic&amp;lt;br/&amp;gt;Prerequisite: Ability to cast first-level spells&amp;lt;br/&amp;gt;Specifics: Converts metamagic into spell slots. Use of this feat will replenish the lowest level expended spell you know. Metamagic is converted at a rate of twice the Spell Level - e.g. a level 1 spell slot will cost 2 Metamagic to replenish while a level 4 slot will require 8.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Use: Selected.&amp;lt;br/&amp;gt;Special: All spellcasters receive this feat for free at first level.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Maneuver_ReelIn&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Maneuver: Reel In ===&lt;br /&gt;
&lt;br /&gt;
Type of Feat: Combat Maneuver&amp;lt;br/&amp;gt;Prerequisite: None.&amp;lt;br/&amp;gt;Specifics: A character with this feat can throw out a chain to hook an opponent and reel them in. The defender must make a Reflex save against the character&#039;s Maneuver DC or be pulled toward them.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Mass: The character attempts to reel in all enemies near to the target, at an increased cost of 3 Maneuvers.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Use: Selected.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Maneuver_Knockback&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Maneuver: Knockback ===&lt;br /&gt;
&lt;br /&gt;
Type of Feat: Combat Maneuver&amp;lt;br/&amp;gt;Prerequisite: None.&amp;lt;br/&amp;gt;Specifics: A character with this feat can attempt to knock an opponent back a short distance. The target is hurled 10m backwards and suffers the Dazed effect for 1 round if they are thrown against an object that halts their path.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;PCs, and creatures of Elite or Solo tier, may only be knocked back once per minute. If Knockback is used on these creatures during this cooldown, they make a Fortitude save vs Dazed against your Maneuver DC instead.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Mass: The character attempts to knock back all nearby enemies, at an increased cost of 3 Maneuvers. Characters wielding a melee weapon affect those enemies around themselves, whilst those wielding ranged weapons affect the area around their target.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Use: Activated.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Martial_Acuity&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Martial Acuity ===&lt;br /&gt;
&lt;br /&gt;
Type of Feat: General&amp;lt;br/&amp;gt;Prerequisite: None&amp;lt;br/&amp;gt;Specifics: Your mental faculties augment the precision of your attacks. You gain a bonus to attack equal to the highest of your Intelligence, Wisdom, or Charisma modifiers. The attack bonus from your combined physical and mental ability modifiers cannot exceed 10.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Use: Automatic.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Strategic_Defense&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Strategic Defense ===&lt;br /&gt;
&lt;br /&gt;
Type of Feat: General&amp;lt;br/&amp;gt;Prerequisite: None&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Specifics: You gain a bonus to AC equal to the highest of your Intelligence, Wisdom, or Charisma modifiers. The combined bonus of Dexterity modifier and this ability cannot exceed +10, and is subject to the Maximum Dexterity Bonus property of armour.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Use: Automatic. Monks receive this feat for free at level 2.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Simple_Weapon_Mastery&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Simple Weapon Mastery ===&lt;br /&gt;
&lt;br /&gt;
Type of Feat: General&amp;lt;br/&amp;gt;Prerequisite: None&amp;lt;br/&amp;gt;Specifics: You gain a damage bonus when using Simple weapons. Large weapons receive a +1d4 bonus, Light Crossbows receive a +2 bonus, and all other weapons receive a +1 bonus.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Note: While dual wielding, these damage bonuses will not appear on the character sheet, but will be applied when striking.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Use: Automatic.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Maneuver_Stun&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Maneuver: Stun ===&lt;br /&gt;
&lt;br /&gt;
Type of Feat: Combat Maneuver&amp;lt;br/&amp;gt;Prerequisite: None.&amp;lt;br/&amp;gt;Specifics: A character with this feat can attempt to stun an opponent. The defender must make a Will save against the character&#039;s Maneuver DC or be stunned. On a successful save, Minion tier enemies will instead suffer the effect for three seconds, and Normal enemies one second.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Mass: The character attempts to stun all nearby enemies, at an increased cost of 3 Maneuvers. Characters wielding a melee weapon affect those enemies around themselves, whilst those wielding ranged weapons affect the area around their target.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Use: Activated.&amp;lt;br/&amp;gt;Special: Monks receive this feat for free at first level.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Selective_Gadget&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Selective Gadget ===&lt;br /&gt;
&lt;br /&gt;
Type of Feat: General&amp;lt;br/&amp;gt;Prerequisite: None.&amp;lt;br/&amp;gt;Specifics: Gadgets only damage hostile creatures. Gadgets include: acid flask, alchemist&#039;s fire, caltrops, choking powder, deceitful decoy, smoke bomb and tanglefoot bag, &amp;lt;br/&amp;gt;Use: Automatic.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Movement_Dodgeroll&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Dodgeroll ===&lt;br /&gt;
&lt;br /&gt;
Type of Feat: Free Action&amp;lt;br/&amp;gt;Prerequisite: None.&amp;lt;br/&amp;gt;Specifics: The character rapidly covers a short distance in a straight line, passing through other creatures. Consumes 5 Stamina.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Use: Selected&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Spell_Focus&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Spell Focus ===&lt;br /&gt;
&lt;br /&gt;
Type of Feat: General&amp;lt;br/&amp;gt;Prerequisite: None.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The character receives a +2 bonus to all of their spell DCs. This automatically upgrades to its Greater form at level 6, granting a +4 bonus to spell DCs.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Use: Automatic.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Toughness_New&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Toughness ===&lt;br /&gt;
&lt;br /&gt;
Type of Feat: General&amp;lt;br/&amp;gt;Prerequisite: None&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The character gains double the hit points granted by their class&#039; hit dice at each level. For example, a level 5 Fighter would receive an additional 50 hit points (5d10), whilst a level 4 Wizard/6 Barbarian may receive 96 (4d6 + 6d12). These hit points are gained retroactively, should this feat be taken in later levels.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Use: Automatic.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Symbiotic_Link&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Symbiotic Link ===&lt;br /&gt;
&lt;br /&gt;
Type of Feat: General&amp;lt;br/&amp;gt;Prerequisites: None&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Summoned creatures, companions, henchmen, and other NPC associates under the control of the character receive the effects of most Warding spells (see lists below) when the creature is created, or when the character receives the effects of the spell.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The following spells will be applied both to new and existing associates:&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Barkskin, Bless, Bless Weapon, Bull&#039;s Strength, Camouflage, Cat&#039;s Grace, Clarity, Deafening Clang, Death Ward, Displacement, Eagle&#039;s Splendor, Elemental Weapon (including Weapon Runes), Endurance, Ethereal Visage, Expeditious Retreat, Fox&#039;s Cunning, Freedom of Movement, Ghostly Visage, Globe of Invulnerability, Greater Magic Weapon, Haste, Improved Invisibility, Invisibility, Ironguts, Mage Armor, Magic Vestment, Magic Weapon, Mind Blank, Monstrous Regeneration, One with the Land, Owl&#039;s Wisdom, Prayer, Protection, See Invisibility, Shield, Shield of Faith, Stone Bones, War Cry.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The following spells will only be applied to existing associates, at the time of casting:&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Acid Sheath, Aid, Clayskin, Death Armor, Elemental Rebuke, Endure Energy, Energy Buffer, Ironskin, Protection from Energy, Resist Energy, Stoneskin, Wounding Whispers.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Use: Automatic.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Extra_Summoning&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Extra Summoning ===&lt;br /&gt;
&lt;br /&gt;
Type of Feat: General&amp;lt;br/&amp;gt;Prerequisites: None&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;A character with this feat may have one more summoned creature under their control at once.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Use: Automatic&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Robust_Defense&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Robust Defense ===&lt;br /&gt;
&lt;br /&gt;
Type of Feat: General&amp;lt;br/&amp;gt;Prerequisite: None&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Specifics: The character&#039;s physical endurance can supplement lacking agility, if necessary. They may combine their Dexterity and Constitution modifiers when calculating their AC, the total of which remains subject to their armour&#039;s maximum dexterity bonus (or 10, if unarmoured).&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Use: Automatic. Barbarians receive this feat for free at level 2.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Metamagic_Polarize&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Metamagic: Polarized Spell ===&lt;br /&gt;
&lt;br /&gt;
Type of Feat: Metamagic&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Specifics: The caster is capable of transforming the damage type of their spells. By use of the menu invoked by the activation of this feat, and further uses of the feat to enable the mode type (Next or Continuous), the caster may cause their damaging spells to be of the selected type instead of the type defined in the spell&#039;s description. This costs no Metamagic points.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The energy types on offer depend on the caster&#039;s classes:&amp;lt;br/&amp;gt;Bard: Fire, Cold, Acid, Lightning, Sonic, Force, and Psychic.&amp;lt;br/&amp;gt;Druid: Fire, Cold, Acid, Lightning, and Necrotic.&amp;lt;br/&amp;gt;Sorcerer and Wizard: Fire, Cold, Acid, Lightning, Force, Necrotic, and Psychic.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Each class lets its types be applied to spells of up to half its level, rounded up, so a level 5 Druid may polarize spells of level 3 and below. Levels from several classes that offer the same type are added together first. Clerics and Paladins choose their energy type through Divine Polarity instead, and cannot use this feat.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Use: Selected.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Energy_Affinity_Fire&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Energy Affinity: Fire ===&lt;br /&gt;
&lt;br /&gt;
Type of Feat: General&amp;lt;br/&amp;gt;Prerequisite: None&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;When the character inflicts damage of the type specified by this feat, the damage with respect to damage immunity is instead calculated as if it were the damage type to which the creature is most vulnerable.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Use: Automatic.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Energy_Affinity_Cold&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Energy Affinity: Cold ===&lt;br /&gt;
&lt;br /&gt;
Type of Feat: General&amp;lt;br/&amp;gt;Prerequisite: None&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;When the character inflicts damage of the type specified by this feat, the damage with respect to damage immunity is instead calculated as if it were the damage type to which the creature is most vulnerable.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Use: Automatic.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Energy_Affinity_Acid&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Energy Affinity: Acid ===&lt;br /&gt;
&lt;br /&gt;
Type of Feat: General&amp;lt;br/&amp;gt;Prerequisite: None&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;When the character inflicts damage of the type specified by this feat, the damage with respect to damage immunity is instead calculated as if it were the damage type to which the creature is most vulnerable.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Use: Automatic.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Energy_Affinity_Lightning&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Energy Affinity: Lightning ===&lt;br /&gt;
&lt;br /&gt;
Type of Feat: General&amp;lt;br/&amp;gt;Prerequisite: None&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;When the character inflicts damage of the type specified by this feat, the damage with respect to damage immunity is instead calculated as if it were the damage type to which the creature is most vulnerable.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Use: Automatic.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Energy_Affinity_Sonic&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Energy Affinity: Sonic ===&lt;br /&gt;
&lt;br /&gt;
Type of Feat: General&amp;lt;br/&amp;gt;Prerequisite: None&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;When the character inflicts damage of the type specified by this feat, the damage with respect to damage immunity is instead calculated as if it were the damage type to which the creature is most vulnerable.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Use: Automatic.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Energy_Affinity_Force&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Energy Affinity: Force ===&lt;br /&gt;
&lt;br /&gt;
Type of Feat: General&amp;lt;br/&amp;gt;Prerequisite: None&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;When the character inflicts damage of the type specified by this feat, the damage with respect to damage immunity is instead calculated as if it were the damage type to which the creature is most vulnerable.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Use: Automatic.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Energy_Affinity_Radiant&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Energy Affinity: Radiant ===&lt;br /&gt;
&lt;br /&gt;
Type of Feat: General&amp;lt;br/&amp;gt;Prerequisite: None&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;When the character inflicts damage of the type specified by this feat, the damage with respect to damage immunity is instead calculated as if it were the damage type to which the creature is most vulnerable.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Use: Automatic.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Energy_Affinity_Necrotic&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Energy Affinity: Necrotic ===&lt;br /&gt;
&lt;br /&gt;
Type of Feat: General&amp;lt;br/&amp;gt;Prerequisite: None&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;When the character inflicts damage of the type specified by this feat, the damage with respect to damage immunity is instead calculated as if it were the damage type to which the creature is most vulnerable.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Use: Automatic.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Energy_Affinity_Psychic&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Energy Affinity: Psychic ===&lt;br /&gt;
&lt;br /&gt;
Type of Feat: General&amp;lt;br/&amp;gt;Prerequisite: None&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;When the character inflicts damage of the type specified by this feat, the damage with respect to damage immunity is instead calculated as if it were the damage type to which the creature is most vulnerable.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Use: Automatic.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;/div&gt;</summary>
		<author><name>RisenholmBot</name></author>
	</entry>
	<entry>
		<id>https://wiki.risenholm.com/index.php?title=Monk&amp;diff=1744</id>
		<title>Monk</title>
		<link rel="alternate" type="text/html" href="https://wiki.risenholm.com/index.php?title=Monk&amp;diff=1744"/>
		<updated>2026-10-07T21:39:21Z</updated>

		<summary type="html">&lt;p&gt;RisenholmBot: Sync from game data at 42de01695&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- This page is generated from the game data by scripts/wiki_sync.py in the module repository. Edits made here will be overwritten by the next sync: change the class or feat description in risenholm.tlk instead. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Monks draw Power from the Primal energy within themselves, pushing their minds and bodies to the absolute limit in the midst of combat. They are lightly armored warriors who specialize in a &amp;quot;burst&amp;quot; playstyle and possess some unique defensive abilities. Monk archetypes take a flexible warrior and allows them to focus on enhancing their burst damage, their tanking ability, or gaining support abilities.&lt;br /&gt;
&lt;br /&gt;
:Maximizing &#039;&#039;&#039;Strength&#039;&#039;&#039; or &#039;&#039;&#039;Dexterity&#039;&#039;&#039; is recommended for attacking with weapons or your fists and using most [[General Mechanics Information#Maneuvers|Maneuvers]] like Stun. It also provides bonuses to your Fortitude or Reflex save.&lt;br /&gt;
:A high &#039;&#039;&#039;Dexterity&#039;&#039;&#039; allows you to maximize Armor Class from being unarmored and improves your Reflex save.&lt;br /&gt;
:&#039;&#039;&#039;Constitution&#039;&#039;&#039; increases your survivability in raw hit points and contributes to your Fortitude save.&lt;br /&gt;
:&#039;&#039;&#039;Intelligence&#039;&#039;&#039; contributes to your maximum Maneuver pool and Reflex save.&lt;br /&gt;
:&#039;&#039;&#039;Wisdom&#039;&#039;&#039; contributes to your Ki pool, certain Archetype features, and Will save.&lt;br /&gt;
:&#039;&#039;&#039;Charisma&#039;&#039;&#039; contributes to your Will save, certain Archetype features and support Maneuvers such as &amp;quot;Commander Strike&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== Vitals ==&lt;br /&gt;
:&#039;&#039;&#039;Hit Die&#039;&#039;&#039;: d8 (8 HP per Level)&lt;br /&gt;
:&#039;&#039;&#039;Proficiencies&#039;&#039;&#039;: Weapons (Simple, Monk)&lt;br /&gt;
:&#039;&#039;&#039;Skill Points per Level&#039;&#039;&#039;: 6&lt;br /&gt;
:&#039;&#039;&#039;Primary Saving Throw(s)&#039;&#039;&#039;: All&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Level !! Features&lt;br /&gt;
|-&lt;br /&gt;
| 1 || [[#Ki|Ki]], [[#Flurry of Blows|Flurry of Blows]], [[#Improved Unarmed Strike|Improved Unarmed Strike]], [[#Maneuver: Stun|Maneuver: Stun]], [[#Simple Weapon Mastery|Simple Weapon Mastery]]&lt;br /&gt;
|-&lt;br /&gt;
| 2 || [[#Deflect Missiles|Deflect Missiles]], [[#Strategic Defense|Strategic Defense]]&lt;br /&gt;
|-&lt;br /&gt;
| 3 || [[#Evasion|Evasion]], [[#Wholeness of Body|Wholeness of Body]], [[#Martial Arts|Martial Arts]]&lt;br /&gt;
|-&lt;br /&gt;
| 4 || [[#Archetypes|Archetype Feature I]]&lt;br /&gt;
|-&lt;br /&gt;
| 5 || [[#Bonus Feat (Maneuver)|Bonus Feat (Maneuver)]], [[#Flurry of Blows|Flurry of Blows (Improved)]], [[#Monk AC|Monk AC I]]&lt;br /&gt;
|-&lt;br /&gt;
| 6 || [[#Still Mind|Still Mind]]&lt;br /&gt;
|-&lt;br /&gt;
| 7 || [[#Archetypes|Archetype Feature II]]&lt;br /&gt;
|-&lt;br /&gt;
| 8 || [[#Purity of Body|Purity of Body]]&lt;br /&gt;
|-&lt;br /&gt;
| 9 || [[#Improved Evasion|Improved Evasion]]&lt;br /&gt;
|-&lt;br /&gt;
| 10 || [[#Archetypes|Archetype Feature III]], [[#Monk AC|Monk AC II]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Monk Core Mechanics ==&lt;br /&gt;
&lt;br /&gt;
=== Ki ===&lt;br /&gt;
A Monk has a Ki pool with a maximum capacity equal to their class level + Wisdom modifier. This is used by class features such as Flurry of Blows and Wholeness of Body. The Monk recovers 1 Ki for every 4 non-minion foes slain.&lt;br /&gt;
&lt;br /&gt;
=== Flurry of Blows ===&lt;br /&gt;
Upon use of this ability and consuming 1 Ki, the monk executes a series of rapid strikes alongside their next attack. This consists of 3 instances of damage each equal to the monk&#039;s combined Strength, Dexterity, and Wisdom modifiers.&lt;br /&gt;
&lt;br /&gt;
This ability has a cooldown of one minute, which may be reduced by 3 rounds (to a minimum of 1 round) by attempting to use the ability again, expending 1 Ki.&lt;br /&gt;
&lt;br /&gt;
This ability upgrades to an Improved version at monk level 5, granting the monk one bonus attack per round for 3 rounds on use.&lt;br /&gt;
&lt;br /&gt;
=== Improved Unarmed Strike ===&lt;br /&gt;
Armed opponents no longer get attacks of opportunity against the character when he attempts an unarmed attack. While the main hand is empty, the character&#039;s unarmed strikes inflict an additional +1d4 damage.&lt;br /&gt;
&lt;br /&gt;
=== Maneuver: Stun ===&lt;br /&gt;
The Monk receives the Stun [[General Mechanics Information#Maneuvers|Maneuver]] for free.&lt;br /&gt;
&lt;br /&gt;
=== Simple Weapon Mastery ===&lt;br /&gt;
The Monk receives the Simple Weapon Mastery feat for free.&lt;br /&gt;
&lt;br /&gt;
=== Deflect Missiles ===&lt;br /&gt;
The character can attempt to deflect one incoming missile attack per round. This is treated as a reflex save made against DC 20. The character must have at least one hand free to use this feat.&lt;br /&gt;
&lt;br /&gt;
=== Strategic Defense ===&lt;br /&gt;
The Monk receives the Strategic Defense feat for free at level 2. This allows a character to add the highest of their Intelligence, Wisdom, or Charisma modifiers to their AC. The combined bonus of Dexterity modifier and this attribute cannot exceed +10, and is subject to the maximum Dexterity bonus of their armour.&lt;br /&gt;
&lt;br /&gt;
=== Evasion ===&lt;br /&gt;
Whenever a reflex save is allowed for half damage, the character instead takes no damage if he succeeds at the save.&lt;br /&gt;
&lt;br /&gt;
=== Wholeness of Body ===&lt;br /&gt;
The Monk may expend 1 Ki to restore their health by an amount equal to twice their combined class level and Wisdom modifier. This ability may be used once per second.&lt;br /&gt;
&lt;br /&gt;
=== Martial Arts ===&lt;br /&gt;
Monks receive a passive bonus to damage equal to the lowest of their Wisdom modifier, or twice their Monk level.&lt;br /&gt;
&lt;br /&gt;
=== Bonus Feat (Maneuver) ===&lt;br /&gt;
The Monk receives a bonus feat that may be used to learn a [[General Mechanics Information#Maneuvers|Maneuver]] of their choice.&lt;br /&gt;
&lt;br /&gt;
=== Monk AC ===&lt;br /&gt;
All Monks passively receive a +1 bonus to their Dodge AC at level 5. This improves to +2 at level 10.&lt;br /&gt;
&lt;br /&gt;
=== Still Mind ===&lt;br /&gt;
The Monk gains a +2 competence bonus on all saving throws against mind-affecting spells.&lt;br /&gt;
&lt;br /&gt;
=== Purity of Body ===&lt;br /&gt;
The Monk is immune to disease.&lt;br /&gt;
&lt;br /&gt;
=== Improved Evasion ===&lt;br /&gt;
Whenever a reflex save is allowed for half damage, characters with this feat instead take no damage if they succeed at the save. Even if they fail the save, they take only half damage.&lt;br /&gt;
&lt;br /&gt;
=== Monk Weapons ===&lt;br /&gt;
The Monk weapon proficiency includes the club, dagger, handaxe, kama, light crossbow, quarterstaff, shortbow, shortsword, shuriken, and sling.&lt;br /&gt;
&lt;br /&gt;
== Archetypes ==&lt;br /&gt;
&lt;br /&gt;
=== Way of Thunder ===&lt;br /&gt;
&#039;&#039;&amp;quot;Be the calm before the storm.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Practitioners of the Way of Thunder pummel their foes into submission with an unstoppable barrage.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Class Level !! Feature !! Details&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| &#039;&#039;&#039;Gathering Storm&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
Your Flurry of Blows no longer costs Ki, except for reducing its cooldown. Upon executing Flurry of Blows, you gain a bonus attack per round for one minute.&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| &#039;&#039;&#039;Thunderstrike&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
You gain a new ability, Thunderstrike. You may use this feat to target a point or creature between 5m and 20m distant, consuming 5 Stamina to traverse the space between in the blink of an eye. Following the use of Thunderstrike, you gain one bonus attack per round for one minute.&lt;br /&gt;
&lt;br /&gt;
Targeting a creature consumes 1 Ki to perform an Attack of Opportunity upon reaching the target.&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| &#039;&#039;&#039;Shockwave&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
You may target yourself with Thunderstrike to expend 1 Ki and execute a Shockwave attack. This consists of two spinning kicks; one low sweep, and one high spin. The damage for this attack consists of a dice pool comprised of d4s equal to the total of your Strength, Dexterity, and Wisdom modifiers.&lt;br /&gt;
&lt;br /&gt;
Your low sweep deals 33% of the dice in this pool (rounded up) in Sonic damage to enemies and objects within 4m, whilst the high spin deals the rest of the dice to enemies and objects within 8m. Targets receive a Reflex save vs Sonic to half this damage, with a DC equal to 10 + your combined Strength, Dexterity, and Wisdom modifiers.&lt;br /&gt;
&lt;br /&gt;
Once this ability is used, Thunderstrike (and therefore this ability) is placed on cooldown for one round.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Way of Wave and River ===&lt;br /&gt;
&#039;&#039;&amp;quot;Be like water.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Shifting with the course of battle, the master of the Way of Wave and River is a master of evasion and counter-attack.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Class Level !! Feature !! Details&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| &#039;&#039;&#039;Flow&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
Every third attack that hits you is instead converted into a miss. In addition, you receive a 20% multiplicative physical damage immunity.&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| &#039;&#039;&#039;Crash&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
Upon expending a point of Ki, you receive a [[General Mechanics Information#Retaliation|Retaliation]] effect [Trigger: Attacks, Damage: STR + DEX + CON + WIS (Type: Weapon), Limit: WIS attacks, Duration: 1 minute, Cooldown: 1s, per-Attacker]. If this effect is already active, its Limit is raised by your WIS, and the duration is refreshed.&lt;br /&gt;
&lt;br /&gt;
In addition, expending any point of Ki grants you temporary hitpoints equal to your Wholeness of Body healing value for 1 minute.&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| &#039;&#039;&#039;Formless&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
Your Flow feature now triggers upon every second attack. Your Crash feature&#039;s [[General Mechanics Information#Retaliation|Retaliation]] effect now also inflicts a 20% damage vulnerability.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Way of the Heavens ===&lt;br /&gt;
&#039;&#039;&amp;quot;Again.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Those who practice the Way of the Heavens use their accumulated wisdom and experience to bring enlightenment and succor to their allies, and retribution to their enemies.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Class Level !! Feature !! Details&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| &#039;&#039;&#039;Demonstrate&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
Upon using Flurry of Blows, you also grant allies within 10m an instance of your Flurry of Blows upon their next attack. Those allies also receive the benefit of your Martial Arts damage bonus for one minute.&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| &#039;&#039;&#039;Encourage&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
Using Demonstrate now also grants allies your Monk AC bonus, and the Improved version of your Flurry of Blows.&lt;br /&gt;
&lt;br /&gt;
Your Wholeness of Body healing value is now equal to your class level plus Wisdom modifier, multiplied by 2 + your Charisma modifier.&lt;br /&gt;
&lt;br /&gt;
Your Wholeness of Body also becomes capable of assisting allies, automatically seeking out wounded allies nearby. The ally with the lowest hit points receives healing; should this healing restore them to full hit points, the next lowest hit point ally receives the remainder of the healing, and so on until the healing pool is expended.&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| &#039;&#039;&#039;Chastise&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
When an ally under the effects of your Demonstrate is struck by a Critical Hit, they immediately receive temporary hitpoints equal to half of the attack&#039;s damage.&lt;br /&gt;
&lt;br /&gt;
These temporary hitpoints have a duration in rounds equal to your combined Wisdom + Charisma modifiers.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>RisenholmBot</name></author>
	</entry>
	<entry>
		<id>https://wiki.risenholm.com/index.php?title=Wizard&amp;diff=1743</id>
		<title>Wizard</title>
		<link rel="alternate" type="text/html" href="https://wiki.risenholm.com/index.php?title=Wizard&amp;diff=1743"/>
		<updated>2026-10-07T21:39:21Z</updated>

		<summary type="html">&lt;p&gt;RisenholmBot: Sync from game data at 42de01695&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- This page is generated from the game data by scripts/wiki_sync.py in the module repository. Edits made here will be overwritten by the next sync: change the class or feat description in risenholm.tlk instead. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Wizards draw Power through a dedicated study of known flows of Power and methodically weaving it in known patterns to form a variety of spells. They are highly adaptable spellcasters who have control over what spells are refreshed through their Revision or Arcane Focus features. Their poor base defenses are augmented by automatic wards when they take significant damage.&lt;br /&gt;
&lt;br /&gt;
:Maximizing &#039;&#039;&#039;Intelligence&#039;&#039;&#039; is recommended for increasing spell DCs, spellcasts per day, [[General Mechanics Information#Metamagic|Metamagic]] and [[General Mechanics Information#Maneuvers|Maneuver]] capacity. It also contributes to your Reflex save.&lt;br /&gt;
:&#039;&#039;&#039;Strength&#039;&#039;&#039; increases your AB and damage when utilizing melee weapons, your carrying capacity, and your Fortitude save.&lt;br /&gt;
:&#039;&#039;&#039;Dexterity&#039;&#039;&#039; increases your AB and damage when utilizing finesse weapons and ranged weapons. It also allows you to maximize Armor Class from clothes/light/medium armors and improves your Reflex save.&lt;br /&gt;
:&#039;&#039;&#039;Constitution&#039;&#039;&#039; increases your survivability in raw hit points and contributing to your Fortitude save.&lt;br /&gt;
:&#039;&#039;&#039;Wisdom&#039;&#039;&#039; contributes to your Will save.&lt;br /&gt;
:&#039;&#039;&#039;Charisma&#039;&#039;&#039; contributes to your Will save and support Maneuvers such as &amp;quot;Commander Strike&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== Vitals ==&lt;br /&gt;
:&#039;&#039;&#039;Hit Die&#039;&#039;&#039;: d4 (4 HP per Level)&lt;br /&gt;
:&#039;&#039;&#039;Proficiencies&#039;&#039;&#039;: Weapons (Wizard, Mystic)&lt;br /&gt;
:&#039;&#039;&#039;Skill Points per Level&#039;&#039;&#039;: 7&lt;br /&gt;
:&#039;&#039;&#039;Primary Saving Throw(s)&#039;&#039;&#039;: Will&lt;br /&gt;
:&#039;&#039;&#039;Spellcasting Ability&#039;&#039;&#039;: Intelligence (10 + Spell Level to be able to cast a spell)&lt;br /&gt;
:&#039;&#039;&#039;Spellcasting Type&#039;&#039;&#039;: Arcane. Memorized. Memorized spellcasters cannot clear memorized slots after casting a spell, until after their next rest. However, any spells placed into an empty slot start as memorized and available for use.&lt;br /&gt;
:&#039;&#039;&#039;Spellbook&#039;&#039;&#039;: Wizards can learn any spell from their spell list. They learn two spells per level, and may acquire more through the study of scrolls.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Level !! Features&lt;br /&gt;
|-&lt;br /&gt;
| 1 || [[#Spell List|Spellcasting Level 1]], [[#Arcane Focus|Arcane Focus]], [[#Metamagic: Conversion|Metamagic: Conversion]], [[#Scribe Scroll|Scribe Scroll]], [[#Summon Familiar|Summon Familiar]]&lt;br /&gt;
|-&lt;br /&gt;
| 2 || [[#Contingency|Contingency I]]&lt;br /&gt;
|-&lt;br /&gt;
| 3 || [[#Spell List|Spellcasting Level 2]], [[#Revision|Revision]]&lt;br /&gt;
|-&lt;br /&gt;
| 4 || [[#Archetypes|Archetype Feature I]], [[#Contingency|Contingency II]]&lt;br /&gt;
|-&lt;br /&gt;
| 5 || [[#Spell List|Spellcasting Level 3]], [[#Bonus Feats|Bonus Feat]]&lt;br /&gt;
|-&lt;br /&gt;
| 6 || [[#Contingency|Contingency III]]&lt;br /&gt;
|-&lt;br /&gt;
| 7 || [[#Archetypes|Archetype Feature II]], [[#Spell List|Spellcasting Level 4]]&lt;br /&gt;
|-&lt;br /&gt;
| 8 || [[#Contingency|Contingency IV]]&lt;br /&gt;
|-&lt;br /&gt;
| 9 || [[#Spell List|Spellcasting Level 5]]&lt;br /&gt;
|-&lt;br /&gt;
| 10 || [[#Archetypes|Archetype Feature III]], [[#Bonus Feats|Bonus Feat]], [[#Contingency|Contingency V]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Spell Slots per Level&lt;br /&gt;
! Class Level !! Cantrips !! 1st Level !! 2nd Level !! 3rd Level !! 4th Level !! 5th Level&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 3 || 1 || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 4 || 2 || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 4 || 2 || 1 || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 4 || 3 || 2 || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 4 || 3 || 2 || 1 || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 6 || 4 || 3 || 3 || 2 || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 7 || 4 || 4 || 3 || 2 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
| 8 || 4 || 4 || 3 || 3 || 2 || -&lt;br /&gt;
|-&lt;br /&gt;
| 9 || 4 || 4 || 4 || 3 || 2 || 1&lt;br /&gt;
|-&lt;br /&gt;
| 10 || 4 || 4 || 4 || 3 || 3 || 2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Spell slots are before any bonus slots from a high spellcasting ability.&lt;br /&gt;
&lt;br /&gt;
== Wizard Core Mechanics ==&lt;br /&gt;
&lt;br /&gt;
=== Arcane Focus ===&lt;br /&gt;
A Wizard has a pool of Arcane Focus, which they may draw from to power their spells. Activating this feat will cause their next spellcast performed from their memorized slots to consume an amount of Arcane Focus equal to the spell&#039;s level, in exchange for not expending that slot. Whenever the Wizard casts a spell from their memorized slots without using this feature, they gain an amount of Arcane Focus equal to the spell&#039;s level. This pool has a capacity equal to 5 + the Wizard&#039;s class level + their Intelligence modifier.&lt;br /&gt;
&lt;br /&gt;
=== Metamagic: Conversion ===&lt;br /&gt;
The character receives the Conversion feat for free.&lt;br /&gt;
&lt;br /&gt;
=== Revision ===&lt;br /&gt;
When a Wizard casts a spell from any scroll that they know, they regain Arcane Focus equal to the spell&#039;s level. If they also have that spell memorized but expended, that spell memorization is refreshed. If the spell is memorized but not expended, they regain twice the Arcane Focus. In addition, if the scroll is used for free due to skills or other means, the [[General Mechanics Information#Stability|Stability]] cost is waived.&lt;br /&gt;
&lt;br /&gt;
The Wizard may also use this feat to target a scroll, converting [[General Mechanics Information#Metamagic|Metamagic]] to refresh a slot containing that spell if it is already memorized. This cost is identical to whatever the Wizard would normally spend for Conversion to restore that spell slot.&lt;br /&gt;
&lt;br /&gt;
=== Scribe Scroll ===&lt;br /&gt;
Wizards learn the Scribe Scroll feat for free.&lt;br /&gt;
&lt;br /&gt;
=== Summon Familiar ===&lt;br /&gt;
A character with this feat may summon a familiar once per rest. If the familiar dies, the character suffers 1d6 damage, but may summon the familiar again after a rest. The form of the familiar may be changed by targeting the caster.&lt;br /&gt;
&lt;br /&gt;
=== Contingency ===&lt;br /&gt;
A Wizard has magical countermeasures in place for many eventualities. The first time the caster is damaged to the Bloodied state, the damage is halted at that health state (for example, no damage is taken beyond 50% of total health if receiving damage that takes the Wizard to Bloodied), and the Wizard automatically gains invisibility and damage resistance effects for 1 minute. The Wizard is also immune to damage for 1s following this activation. This feature may be restored with the expenditure of 5 Arcane Focus, by the use of this feat.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Rank !! Benefit&lt;br /&gt;
|-&lt;br /&gt;
| I || 6/All (max 40)&lt;br /&gt;
|-&lt;br /&gt;
| II || 12/All (max 60)&lt;br /&gt;
|-&lt;br /&gt;
| III || 18/All (max 80)&lt;br /&gt;
|-&lt;br /&gt;
| IV || 24/All (max 100)&lt;br /&gt;
|-&lt;br /&gt;
| V || 30/All (max 120)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Bonus Feats ===&lt;br /&gt;
Wizards gain bonus feats at levels 5 and 10 with which they may purchase spell and metamagic feats.&lt;br /&gt;
&lt;br /&gt;
=== Wizard Weapons ===&lt;br /&gt;
The Wizard may use the club, dagger, light crossbow, and quarterstaff.&lt;br /&gt;
&lt;br /&gt;
=== Mystic Weapons ===&lt;br /&gt;
The character may use the casting gloves, mystic staff, and tome.&lt;br /&gt;
&lt;br /&gt;
=== Spell List ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
! Cantrips !! 1st Level Spells !! 2nd Level Spells !! 3rd Level Spells !! 4th Level Spells !! 5th Level Spells&lt;br /&gt;
|- style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
[[Spells#Acid_Splash|Acid Splash]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Daze|Daze]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Electric_Jolt|Electric Jolt]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Flare|Flare]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Light|Light]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Micro_Missile|Micro Missile]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Ray_of_Frost|Ray of Frost]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Resistance|Resistance]]&lt;br /&gt;
|&lt;br /&gt;
[[Spells#Burning_Hands|Burning Hands]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Charm_Person|Charm]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Color_Spray|Color Spray]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Endure_Elements|Endure Energy]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Expeditious_Retreat|Expeditious Retreat]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Grease|Grease]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Ice_Dagger|Ice Dagger]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Ironguts|Ironguts]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Mage_Armor|Mage Armor]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Magic_Missile|Magic Missile]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Magic_Weapon|Magic Weapon]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Negative_Energy_Ray|Negative Energy Ray]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#PROTECTION_FROM_ALIGNMENT|Protection]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Ray_of_Enfeeblement|Ray of Enfeeblement]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Scare|Scare]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Shield|Shield]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Sleep|Sleep]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Summon_Creature_I|Summon Creature I]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Horizikauls_Boom|Thundering Boom]]&lt;br /&gt;
|&lt;br /&gt;
[[Spells#Melfs_Acid_Arrow|Acid Arrow]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Blindness_and_Deafness|Blindness/Deafness]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Bulls_Strength|Bull&#039;s Strength]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Cats_Grace|Cat&#039;s Grace]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Clarity|Clarity]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Clayskin|Clayskin]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Cloud_of_Bewilderment|Cloud of Bewilderment]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Combust|Combust]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Death_Armor|Death Armor]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Eagle_Splendor|Eagle&#039;s Splendor]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Gedlees_Electric_Loop|Electric Loop]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Flame_Weapon|Elemental Weapon]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Endurance|Endurance]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Foxs_Cunning|Fox&#039;s Cunning]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Ghostly_Visage|Ghostly Visage]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Ghoul_Touch|Ghoul Touch]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Tashas_Hideous_Laughter|Hideous Laughter]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Hold_Person|Hold]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Invisibility|Invisibility]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#BalagarnsIronHorn|Iron Horn]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Owls_Wisdom|Owl&#039;s Wisdom]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Resist_Elements|Resist Energy]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#See_Invisibility|See Invisibility]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Stone_Bones|Stone Bones]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Summon_Creature_II|Summon Creature II]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Web|Web]]&lt;br /&gt;
|&lt;br /&gt;
[[Spells#Mestils_Acid_Breath|Acid Breath]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Confusion|Confusion]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Contagion|Contagion]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Dispel_Magic|Dispel Magic]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Displacement|Displacement]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Fear|Fear]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Fireball|Fireball]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Flame_Arrow|Flame Arrow]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Glyph_of_Warding|Glyph of Warding]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Greater_Magic_Weapon|Greater Magic Weapon]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Gust_of_Wind|Gust of Wind]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Haste|Haste]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Invisibility_Sphere|Invisibility Sphere]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Lightning_Bolt|Lightning Bolt]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Negative_Energy_Burst|Negative Energy Burst]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Protection_from_Elements|Protection from Energy]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Remove_Curse|Remove Curse]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Scintillating_Sphere|Scintillating Sphere]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Slow|Slow]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Stinking_Cloud|Stinking Cloud]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Summon_Creature_III|Summon Creature III]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Vampiric_Touch|Vampiric Touch]]&lt;br /&gt;
|&lt;br /&gt;
[[Spells#Bestow_Curse|Bestow Curse]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Evards_Black_Tentacles|Black Tentacles]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Dismissal|Dismissal]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Dominate_Person|Dominate Person]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Elemental_Shield|Elemental Rebuke]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Enervation|Enervation]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Minor_Globe_of_Invulnerability|Globe of Invulnerability]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Ice_Storm|Ice Storm]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Improved_Invisibility|Improved Invisibility]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Isaacs_Lesser_Missile_Storm|Missile Storm]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Phantasmal_Killer|Phantasmal Killer]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Stoneskin|Stoneskin]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Summon_Creature_IV|Summon Creature IV]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Wall_of_Fire|Wall of Fire]]&lt;br /&gt;
|&lt;br /&gt;
[[Spells#Ball_Lightning|Ball Lightning]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Cloudkill|Cloudkill]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Cone_of_Cold|Cone of Cold]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Energy_Buffer|Energy Buffer]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Ethereal_Visage|Ethereal Visage]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Feeblemind|Feeblemind]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Firebrand|Firebrand]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Ironskin|Ironskin]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Mind_Fog|Mind Fog]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Lesser_Spell_Mantle|Spell Mantle]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Summon_Creature_V|Summon Creature V]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Archetypes ==&lt;br /&gt;
&lt;br /&gt;
=== Evoker ===&lt;br /&gt;
&#039;&#039;&amp;quot;Defenses are only as good as their weakest point.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
With a calculated evocation, the Evoker brings down even the hardiest enemy.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Class Level !! Feature !! Details&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| &#039;&#039;&#039;Conjunction&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
You gain a Conjunction grid, which you may view in your archetype menu (opened via your base archetype feat or the /atmenu command):&lt;br /&gt;
&lt;br /&gt;
* This grid has 3 rows, and columns equal to your highest spell level.&lt;br /&gt;
* Upon casting a harmful spell with Arcane Focus, the grid gains a charge in the highest unfilled cell corresponding to the level of the spell.&lt;br /&gt;
* When a row of this grid is filled, that row is cleared and you gain points of Conjunction equal to 1 + the combined total of all your spell levels, minus your highest (e.g. a wizard who knows level 5 spells would gain 1+4+3+2+1 = 11 points). Any remaining filled cells in the grid rise to fill empty space.&lt;br /&gt;
* When consuming Evocation spell slots, an amount of Conjunction equal to the spell&#039;s level is expended to refund the slot, and you gain Arcane Focus equal to the spell level.&lt;br /&gt;
* Conjunction may also be consumed to recover Evocation spell slots, at a cost of 1 per level.&lt;br /&gt;
* Maximum Conjunction points are equal to thrice the Conjunction received per completed row.&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| &#039;&#039;&#039;Syzygy&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
A &#039;Syzygy&#039; meter is added to your archetype menu. When consuming Conjunction points, your Syzygy meter is increased by the points consumed. Upon reaching or exceeding 10 points in this meter, you gain a charge of Astroclasm. The counter is then reset to zero.&lt;br /&gt;
&lt;br /&gt;
You gain a new ability, Astroclasm. Astroclasm allows you to nominate a point within 40m, firing an arcing bolt of force toward that location. This bolt explodes on impact, dealing 5 + 5d4 Force damage, plus an additional 1+1d4 per point of your Intelligence modifier in a 10m radius (Save: Reflex; DC: Spell (L5); Half). Creatures must also succeed a Fortitude save or be knocked down for one round.&lt;br /&gt;
&lt;br /&gt;
This ability possesses a maximum capacity of 1 charge, may be used at most once per round, and benefits from applicable [[General Mechanics Information#Metamagic|Metamagic]] that you know at no additional cost.&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| &#039;&#039;&#039;Binary System&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
Your Astroclasm capacity increases to 2. You now gain Syzygy when filling slots in your Conjunction grid, equal to the spell level.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Conjurer ===&lt;br /&gt;
&#039;&#039;&amp;quot;I am not without allies.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Conjurer overwhelms their foes with creations from beyond, while controlling the battlefield with ease.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Class Level !! Feature !! Details&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| &#039;&#039;&#039;Reinforcements&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
You gain a new resource pool, Reinforcements, with a maximum capacity equal to your Intelligence modifier + the combined spell levels of non-Reinforcements summoned creatures you have present. When you cast a Conjuration spell using Arcane Focus, you gain Reinforcements equal to the spell&#039;s level.&lt;br /&gt;
&lt;br /&gt;
Using this feature and targeting a point within 20m opens a rift, or moves the rift if one exists already, out of which a Minion-tier version of the summoned creature of the highest level you are capable of casting appears.&lt;br /&gt;
&lt;br /&gt;
Creatures emerge from this rift at a rate of 1 per second, consuming 1 point of Reinforcements apiece, with a summon duration of 3 rounds. Whenever one of your Reinforcements dies or its duration expires, you regain 1 point of [[General Mechanics Information#Metamagic|Metamagic]]. If your Reinforcements pool reaches 0, the rift closes. You may also close the rift by targeting yourself with this feature. The rift may also be obstructed by creatures occupying its space, provided they do not possess a collision-bypassing effect.&lt;br /&gt;
&lt;br /&gt;
In addition, you may summon additional creatures beyond your summoning capacity by casting the Summon Creature spell whilst at your maximum capacity.&lt;br /&gt;
&lt;br /&gt;
These over-capacity reinforcements have a duration of 3 rounds, and do not return Metamagic.&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| &#039;&#039;&#039;Shock Troops&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
Upon perishing, your Reinforcements explode following a delay of 2.5 seconds, causing the Reinforcement&#039;s highest hit die in Force damage to creatures within 4m, other than your allies. Should their duration expire, they also explode at its end, flashing red for the final 2.5 seconds as a warning. This feature benefits from any applicable [[General Mechanics Information#Metamagic|Metamagic]] you know.&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| &#039;&#039;&#039;Vanguarded&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
Your non-Reinforcements summoned creatures now each possess a duplicate of your Contingency feature; however, their Contingency feature does not confer invisibility, nor may it be restored.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Eldritch Knight ===&lt;br /&gt;
&#039;&#039;&amp;quot;Warded by rune and iron.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
An Eldritch Knight combines martial prowess with arcane skill, cutting down their opponents with unexpected combinations.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Class Level !! Feature !! Details&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| &#039;&#039;&#039;Launch Sequencer&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
When casting a harmful spell, you also cast any readied non-harmful spells to the right of its slot in your spellbook on yourself. If there is another harmful spell memorised in a slot to the right of the spell slot you used, you instead cast the non-harmful spells in the slots between the two. You may use your archetype menu to disable this feature, and configure whether these automatic spells overwrite the effects of spells that are already active.&lt;br /&gt;
&lt;br /&gt;
You also gain two new resource gauges, Arcane Flux and Eldritch Induction.&lt;br /&gt;
&lt;br /&gt;
* When casting a harmful spell, you gain Arcane Flux at a rate of 4% per spell level.&lt;br /&gt;
* When casting a non-harmful spell that does not have a [[General Mechanics Information#Combat Time|Combat Time]] duration, you gain Arcane Flux at a rate of 2% per spell level.&lt;br /&gt;
* At most once every 5 seconds, when making an attack, you convert Arcane Flux to Eldritch Induction at a rate dependent on the current score on the Arcane Flux meter, as indicated in the table below.&lt;br /&gt;
* You may use your archetype menu to consume 5% Eldritch Induction to restore 1 Arcane Focus, or 2 [[General Mechanics Information#Metamagic|Metamagic]].&lt;br /&gt;
* Your attacks have their damage increased by +1 per 10% Eldritch Induction you possess, to a maximum of +5.&lt;br /&gt;
* You receive a 30% multiplicative damage immunity to all damage whilst you possess any Arcane Flux.&lt;br /&gt;
* When you perform a [[General Mechanics Information#Long Rest|Long Rest]], you begin with 10% Arcane Flux and 50% Eldritch Induction.&lt;br /&gt;
&lt;br /&gt;
Finally, you gain the Weapon Proficiency (Martial), Weapon Proficiency (Simple), Simple Weapon Mastery, Armor Proficiency (Light), Armor Proficiency (Medium), Armor Proficiency (Heavy), and Proficiency (Shield) feats, if you do not already possess them.&lt;br /&gt;
&lt;br /&gt;
Arcane Flux Gauge: Flux conversion&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| 0-9% || 1%&lt;br /&gt;
|-&lt;br /&gt;
| 10-39% || 6%&lt;br /&gt;
|-&lt;br /&gt;
| 40-69% || 11%&lt;br /&gt;
|-&lt;br /&gt;
| 70-100% || 20%&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| &#039;&#039;&#039;Force Feedback&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
When your Arcane Flux converts into Eldritch Induction, and you have cast a harmful spell within the last 1m, you gain the Force Feedback effect.&lt;br /&gt;
&lt;br /&gt;
This takes the form of a [[General Mechanics Information#Retaliation|Retaliation]] effect with a special 20m Range [Trigger: Attacks/Damage, Damage: [1 + 1d4 Force] * [CON/2], Limit: CON, Duration: 3 rounds, Cooldown: 1s, per-Target].&lt;br /&gt;
&lt;br /&gt;
The effects of this feature benefit from any applicable [[General Mechanics Information#Metamagic|Metamagic]] feats you know, at no additional cost.&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| &#039;&#039;&#039;Rune and Iron&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
Your damage immunity from Arcane Flux increases to 50%, and your damage bonus from Eldritch Induction increases to +2 per 10%, to a maximum of +10.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>RisenholmBot</name></author>
	</entry>
	<entry>
		<id>https://wiki.risenholm.com/index.php?title=Sorcerer&amp;diff=1742</id>
		<title>Sorcerer</title>
		<link rel="alternate" type="text/html" href="https://wiki.risenholm.com/index.php?title=Sorcerer&amp;diff=1742"/>
		<updated>2026-10-07T21:39:20Z</updated>

		<summary type="html">&lt;p&gt;RisenholmBot: Sync from game data at 42de01695&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- This page is generated from the game data by scripts/wiki_sync.py in the module repository. Edits made here will be overwritten by the next sync: change the class or feat description in risenholm.tlk instead. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Sorcerers draw Power through intuitive means, plucking flowing Power from their surroundings into the shape of the spell the Power wants to be. They possess a smaller selection of spells than a Wizard, but their mastery of [[General Mechanics Information#Metamagic|Metamagic]] allows them to get the most out of their spells for minimal resource cost.&lt;br /&gt;
&lt;br /&gt;
:Maximizing &#039;&#039;&#039;Charisma&#039;&#039;&#039; is recommended for increasing spell DCs, spellcasts per day, and Metamagic capacity. It also contributes to your Will save and support [[General Mechanics Information#Maneuvers|Maneuvers]] such as &amp;quot;Commander Strike&amp;quot;&lt;br /&gt;
:&#039;&#039;&#039;Strength&#039;&#039;&#039; increases your AB and damage when utilizing melee weapons, your carrying capacity, and your Fortitude save.&lt;br /&gt;
:&#039;&#039;&#039;Dexterity&#039;&#039;&#039; increases your AB and damage when utilizing finesse weapons and ranged weapons. It also allows you to maximize Armor Class from clothes/light/medium armors and improves your Reflex save.&lt;br /&gt;
:&#039;&#039;&#039;Constitution&#039;&#039;&#039; increases your survivability in raw hit points and contributing to your Fortitude save.&lt;br /&gt;
:&#039;&#039;&#039;Intelligence&#039;&#039;&#039; contributes to your maximum Maneuver pool, Metamagic pool, and Reflex save.&lt;br /&gt;
:&#039;&#039;&#039;Wisdom&#039;&#039;&#039; contributes to your Will save and maximum Metamagic pool.&lt;br /&gt;
&lt;br /&gt;
== Vitals ==&lt;br /&gt;
:&#039;&#039;&#039;Hit Die&#039;&#039;&#039;: d4 (4 HP per Level)&lt;br /&gt;
:&#039;&#039;&#039;Proficiencies&#039;&#039;&#039;: Weapons (Simple, Mystic)&lt;br /&gt;
:&#039;&#039;&#039;Skill Points per Level&#039;&#039;&#039;: 6&lt;br /&gt;
:&#039;&#039;&#039;Primary Saving Throw(s)&#039;&#039;&#039;: Will&lt;br /&gt;
:&#039;&#039;&#039;Spellcasting Ability&#039;&#039;&#039;: Charisma (10 + Spell Level to be able to cast a spell)&lt;br /&gt;
:&#039;&#039;&#039;Spellcasting Type&#039;&#039;&#039;: Arcane. Spontaneous. Spontaneous spellcasters know a limited selection of spells, and may cast any of these spells at any time so long as they have slots available for the given spell level.&lt;br /&gt;
:&#039;&#039;&#039;Spellbook&#039;&#039;&#039;: Sorcerers learn new spells each level, and may swap out previously learned spells.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Level !! Features&lt;br /&gt;
|-&lt;br /&gt;
| 1 || [[#Spell List|Spellcasting Level 1]], [[#Ablation|Ablation]], [[#Metamagic: Conversion|Metamagic: Conversion]]&lt;br /&gt;
|-&lt;br /&gt;
| 2 || [[#Font of Magic|Font of Magic I]]&lt;br /&gt;
|-&lt;br /&gt;
| 3 || [[#Spell List|Spellcasting Level 2]]&lt;br /&gt;
|-&lt;br /&gt;
| 4 || [[#Archetypes|Archetype Feature I]], [[#Font of Magic|Font of Magic II]]&lt;br /&gt;
|-&lt;br /&gt;
| 5 || [[#Spell List|Spellcasting Level 3]]&lt;br /&gt;
|-&lt;br /&gt;
| 6 || [[#Font of Magic|Font of Magic III]]&lt;br /&gt;
|-&lt;br /&gt;
| 7 || [[#Spell List|Spellcasting Level 4]], [[#Archetypes|Archetype Feature II]]&lt;br /&gt;
|-&lt;br /&gt;
| 8 || [[#Font of Magic|Font of Magic IV]]&lt;br /&gt;
|-&lt;br /&gt;
| 9 || [[#Spell List|Spellcasting Level 5]]&lt;br /&gt;
|-&lt;br /&gt;
| 10 || [[#Archetypes|Archetype Feature III]], [[#Font of Magic|Font of Magic V]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Spell Slots per Level&lt;br /&gt;
! Class Level !! Cantrips !! 1st Level !! 2nd Level !! 3rd Level !! 4th Level !! 5th Level&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 6 || 4 || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 6 || 5 || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 6 || 6 || 3 || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 6 || 6 || 4 || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 6 || 6 || 5 || 3 || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 6 || 6 || 6 || 6 || 4 || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 7 || 6 || 6 || 6 || 5 || 3 || -&lt;br /&gt;
|-&lt;br /&gt;
| 8 || 6 || 6 || 6 || 6 || 4 || -&lt;br /&gt;
|-&lt;br /&gt;
| 9 || 6 || 6 || 6 || 6 || 5 || 3&lt;br /&gt;
|-&lt;br /&gt;
| 10 || 6 || 6 || 6 || 6 || 6 || 4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Spells Known&lt;br /&gt;
! Class Level !! Cantrips !! 1st Level !! 2nd Level !! 3rd Level !! 4th Level !! 5th Level&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 5 || 3 || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 5 || 4 || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 6 || 4 || 2 || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 6 || 5 || 3 || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 7 || 5 || 3 || 2 || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 6 || 7 || 6 || 4 || 3 || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 7 || 7 || 6 || 4 || 3 || 2 || -&lt;br /&gt;
|-&lt;br /&gt;
| 8 || 7 || 6 || 5 || 4 || 3 || -&lt;br /&gt;
|-&lt;br /&gt;
| 9 || 7 || 6 || 5 || 4 || 3 || 2&lt;br /&gt;
|-&lt;br /&gt;
| 10 || 7 || 6 || 6 || 5 || 4 || 3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Spell slots are before any bonus slots from a high spellcasting ability.&lt;br /&gt;
&lt;br /&gt;
== Sorcerer Core Mechanics ==&lt;br /&gt;
&lt;br /&gt;
=== Mystic Weapons ===&lt;br /&gt;
The character may use the casting gloves, mystic staff, and tome.&lt;br /&gt;
&lt;br /&gt;
=== Metamagic: Conversion ===&lt;br /&gt;
The character receives the Conversion feat for free.&lt;br /&gt;
&lt;br /&gt;
=== Ablation ===&lt;br /&gt;
The Sorcerer fortifies themselves with arcane energy, absorbing incoming blows. Each activation of this feat converts 1 [[General Mechanics Information#Metamagic|Metamagic]] into [10 + Class Level] temporary hit points (THP), which last for 3 rounds. Reactivation stacks the THP and refreshes the duration.&lt;br /&gt;
&lt;br /&gt;
=== Font of Magic ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Rank !! Benefit&lt;br /&gt;
|-&lt;br /&gt;
| I || When you use the Conversion [[General Mechanics Information#Metamagic|Metamagic]] feat to restore your Sorcerer spells, you convert at a rate of Spell Level + 1 instead of twice the Spell Level. In addition, if using the Empower Spell metamagic, the Sorcerer receives a refund of 1 Metamagic upon casting a spell.&lt;br /&gt;
|-&lt;br /&gt;
| II || Bonus Metamagic Feat&lt;br /&gt;
|-&lt;br /&gt;
| III || +3 Metamagic Capacity&lt;br /&gt;
|-&lt;br /&gt;
| IV || Bonus Metamagic Feat&lt;br /&gt;
|-&lt;br /&gt;
| V || When using the Conversion Metamagic feat to restore your Sorcerer spells, you regain 1 point of Metamagic.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Spell List ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
! Cantrips !! 1st Level Spells !! 2nd Level Spells !! 3rd Level Spells !! 4th Level Spells !! 5th Level Spells&lt;br /&gt;
|- style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
[[Spells#Acid_Splash|Acid Splash]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Daze|Daze]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Electric_Jolt|Electric Jolt]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Flare|Flare]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Light|Light]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Micro_Missile|Micro Missile]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Ray_of_Frost|Ray of Frost]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Resistance|Resistance]]&lt;br /&gt;
|&lt;br /&gt;
[[Spells#Burning_Hands|Burning Hands]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Charm_Person|Charm]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Color_Spray|Color Spray]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Endure_Elements|Endure Energy]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Expeditious_Retreat|Expeditious Retreat]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Grease|Grease]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Ice_Dagger|Ice Dagger]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Ironguts|Ironguts]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Mage_Armor|Mage Armor]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Magic_Missile|Magic Missile]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Magic_Weapon|Magic Weapon]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Negative_Energy_Ray|Negative Energy Ray]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#PROTECTION_FROM_ALIGNMENT|Protection]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Ray_of_Enfeeblement|Ray of Enfeeblement]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Scare|Scare]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Shield|Shield]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Sleep|Sleep]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Summon_Creature_I|Summon Creature I]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Horizikauls_Boom|Thundering Boom]]&lt;br /&gt;
|&lt;br /&gt;
[[Spells#Melfs_Acid_Arrow|Acid Arrow]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Blindness_and_Deafness|Blindness/Deafness]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Bulls_Strength|Bull&#039;s Strength]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Cats_Grace|Cat&#039;s Grace]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Clarity|Clarity]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Clayskin|Clayskin]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Cloud_of_Bewilderment|Cloud of Bewilderment]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Combust|Combust]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Death_Armor|Death Armor]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Eagle_Splendor|Eagle&#039;s Splendor]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Gedlees_Electric_Loop|Electric Loop]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Flame_Weapon|Elemental Weapon]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Endurance|Endurance]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Foxs_Cunning|Fox&#039;s Cunning]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Ghostly_Visage|Ghostly Visage]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Ghoul_Touch|Ghoul Touch]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Tashas_Hideous_Laughter|Hideous Laughter]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Hold_Person|Hold]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Invisibility|Invisibility]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#BalagarnsIronHorn|Iron Horn]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Owls_Wisdom|Owl&#039;s Wisdom]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Resist_Elements|Resist Energy]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#See_Invisibility|See Invisibility]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Stone_Bones|Stone Bones]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Summon_Creature_II|Summon Creature II]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Web|Web]]&lt;br /&gt;
|&lt;br /&gt;
[[Spells#Mestils_Acid_Breath|Acid Breath]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Confusion|Confusion]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Contagion|Contagion]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Dispel_Magic|Dispel Magic]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Displacement|Displacement]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Fear|Fear]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Fireball|Fireball]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Flame_Arrow|Flame Arrow]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Glyph_of_Warding|Glyph of Warding]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Greater_Magic_Weapon|Greater Magic Weapon]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Gust_of_Wind|Gust of Wind]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Haste|Haste]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Invisibility_Sphere|Invisibility Sphere]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Lightning_Bolt|Lightning Bolt]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Negative_Energy_Burst|Negative Energy Burst]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Protection_from_Elements|Protection from Energy]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Remove_Curse|Remove Curse]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Scintillating_Sphere|Scintillating Sphere]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Slow|Slow]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Stinking_Cloud|Stinking Cloud]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Summon_Creature_III|Summon Creature III]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Vampiric_Touch|Vampiric Touch]]&lt;br /&gt;
|&lt;br /&gt;
[[Spells#Bestow_Curse|Bestow Curse]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Evards_Black_Tentacles|Black Tentacles]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Dismissal|Dismissal]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Dominate_Person|Dominate Person]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Elemental_Shield|Elemental Rebuke]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Enervation|Enervation]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Minor_Globe_of_Invulnerability|Globe of Invulnerability]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Ice_Storm|Ice Storm]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Improved_Invisibility|Improved Invisibility]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Isaacs_Lesser_Missile_Storm|Missile Storm]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Phantasmal_Killer|Phantasmal Killer]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Stoneskin|Stoneskin]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Summon_Creature_IV|Summon Creature IV]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Wall_of_Fire|Wall of Fire]]&lt;br /&gt;
|&lt;br /&gt;
[[Spells#Ball_Lightning|Ball Lightning]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Cloudkill|Cloudkill]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Cone_of_Cold|Cone of Cold]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Energy_Buffer|Energy Buffer]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Ethereal_Visage|Ethereal Visage]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Feeblemind|Feeblemind]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Firebrand|Firebrand]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Ironskin|Ironskin]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Mind_Fog|Mind Fog]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Lesser_Spell_Mantle|Spell Mantle]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Summon_Creature_V|Summon Creature V]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Archetypes ==&lt;br /&gt;
&lt;br /&gt;
=== Conduit ===&lt;br /&gt;
&#039;&#039;&amp;quot;[STATIC]&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Conduit possesses an unparalleled connection to the source of their power, capable of unleashing massive bursts of magical energy.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Class Level !! Feature !! Details&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| &#039;&#039;&#039;Dynamo&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
Upon casting a harmful Sorcerer spell, you gain a free cast of a harmful spell one spell level higher than that which was cast.&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| &#039;&#039;&#039;Capacitance&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
You gain a pool of Capacitance, with a maximum capacity equal to your [[General Mechanics Information#Metamagic|Metamagic]] capacity. This pool gains points when you cast a Sorcerer spell, equal to the spell&#039;s level.&lt;br /&gt;
&lt;br /&gt;
Using this feat, you may target a point within 20m to unleash this stored power in a 1.5m wide beam of raw energy:&lt;br /&gt;
&lt;br /&gt;
* The type of damage caused by the beam is Force by default, but may be changed to Fire, Cold, Acid, or Lightning by using the feat to target a Rune of the appropriate type. Target yourself to reset the type to Force.&lt;br /&gt;
* This beam causes damage to all creatures and objects within it at a rate of 3d6 per tick, with four ticks per second. The beam consumes 1 point of Capacitance per tick. While this beam is active, you are immobilised.&lt;br /&gt;
* You may click a point while the beam is active, and the beam&#039;s end-point will travel to that point at your standard walking speed.&lt;br /&gt;
* The beam benefits from all applicable Metamagic feats you know, at no extra cost.&lt;br /&gt;
&lt;br /&gt;
WARNING: When this beam is released, it cannot be halted until your Capacitance pool is fully expended.&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| &#039;&#039;&#039;Unlimited Power&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
Whilst unleashing the Capacitance beam, you gain +1 Capacitance for each point of [[General Mechanics Information#Metamagic|Metamagic]] spent on Ablation, and each minion slain.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Spellsword ===&lt;br /&gt;
&#039;&#039;&amp;quot;Steel and Sorcery given form.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Spellswords imbue their weaponry with arcane might, following devastating spells with a physical assault.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Class Level !! Feature !! Details&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| &#039;&#039;&#039;Spellbinding&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
You become capable of casting spells via your weapon attacks. By the use of your archetype menu, you may designate a harmful spell that will be cast by your next attack. This feature possesses a cooldown period of one round, halved if the spell is cast with the Quicken Spell metamagic.&lt;br /&gt;
&lt;br /&gt;
Upon casting a harmful Sorcerer spell without Spellbinding, you gain a Freecast effect - allowing a use of Spellbinding at each spell level you know at or below the level of the spell that was cast (e.g casting a level 3 spell will grant a free Spellbinding cast at levels 3, 2, and 1). These free spellcasts have a duration of one minute.&lt;br /&gt;
&lt;br /&gt;
Finally, you gain the Martial Weapon Proficiency, Simple Weapon Mastery, Armor Proficiency (Light),  Armor Proficiency (Medium), and Shield Proficiency feats, if you do not already possess them.&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| &#039;&#039;&#039;Wreathing&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
You learn to wreathe yourself and your weapons in the residual energies of your spells. Upon casting a harmful Sorcerer spell, you gain the Wreathing effect - granting one bonus attack per round, and your Sorcerer level in Force damage to your weapon attacks.&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| &#039;&#039;&#039;Flourishing Synergy&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
When gaining a Freecast effect from Spellbinding, you gain two free spellcasts per spell level instead of one.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Summoner ===&lt;br /&gt;
&#039;&#039;&amp;quot;Meet my friend.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The creatures a Summoner produces are a league above the typical conjured fodder, and empowered by the Sorcerer&#039;s spellcasting directed through them.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Class Level !! Feature !! Details&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| &#039;&#039;&#039;Harmony&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
Your first summoned creature is created at the Elite tier, and receives a damage bonus equal to your Charisma modifier. If your summon under the effects of Harmony perishes, the next summoned creature receives the effects of Harmony instead.&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| &#039;&#039;&#039;Proxy&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
Toggling this ability on will cause any harmful spells you cast to instead be cast by your summoned creature under the effects of Harmony. Spells that create cones or lines will teleport the summon to your location before casting. Upon casting the spell, the creature receives a bonus for 1 minute according to its role, as detailed in the table below. This bonus receives an increment equal to half your Sorcerer level (rounded down) - i.e. a level 7 Sorcerer&#039;s Brute summon would receive a +6 Force Damage bonus. Spells cast this way use your spell DC, and benefit from any [[General Mechanics Information#Metamagic|Metamagic]] feats you know at no additional cost.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Artillery || +1 Attack Bonus&lt;br /&gt;
|-&lt;br /&gt;
| Brute || +2 Force Damage&lt;br /&gt;
|-&lt;br /&gt;
| Controller || +1 DCs&lt;br /&gt;
|-&lt;br /&gt;
| Lurker || +1d6 Force Damage on Sneak Attacks&lt;br /&gt;
|-&lt;br /&gt;
| Skirmisher || +1 Force Damage / +10% Movespeed&lt;br /&gt;
|-&lt;br /&gt;
| Soldier || 10% Physical Damage Immunity&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| &#039;&#039;&#039;Eidolon&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
Your Harmony summoned creatures are now created at the Solo tier.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>RisenholmBot</name></author>
	</entry>
	<entry>
		<id>https://wiki.risenholm.com/index.php?title=Rogue&amp;diff=1741</id>
		<title>Rogue</title>
		<link rel="alternate" type="text/html" href="https://wiki.risenholm.com/index.php?title=Rogue&amp;diff=1741"/>
		<updated>2026-10-07T21:39:19Z</updated>

		<summary type="html">&lt;p&gt;RisenholmBot: Sync from game data at 42de01695&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- This page is generated from the game data by scripts/wiki_sync.py in the module repository. Edits made here will be overwritten by the next sync: change the class or feat description in risenholm.tlk instead. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Rogues draw Power from the Primal energy within themselves, pushing their minds and bodies to the absolute limit in the midst of combat. They are potent skirmishers who benefit from attacking flat-footed opponents and have the unique ability to utilize any scroll and a selection of rogue-only throwable objects - provided they have the stability to support it. Rogue archetypes allow them to become an avoidance-based tank, a deadly mobile assassin, or unique trinket and explosion specialist.&lt;br /&gt;
&lt;br /&gt;
:Maximizing &#039;&#039;&#039;Dexterity&#039;&#039;&#039; is recommended for attacking with finesse weapons, using most [[General Mechanics Information#Maneuvers|Maneuvers]] like Blind, and maximizing AC from lighter armors. It also provides bonuses to your Reflex save.&lt;br /&gt;
:&#039;&#039;&#039;Strength&#039;&#039;&#039; increases your physical damage, carrying capacity and improves your Fortitude save.&lt;br /&gt;
:&#039;&#039;&#039;Constitution&#039;&#039;&#039; increases your survivability in raw hit points and contributing to your Fortitude save.&lt;br /&gt;
:&#039;&#039;&#039;Intelligence&#039;&#039;&#039; contributes to your maximum Maneuver pool, certain archetype abilities and Reflex save.&lt;br /&gt;
:&#039;&#039;&#039;Wisdom&#039;&#039;&#039; contributes to your Will save and certain archetype abilities.&lt;br /&gt;
:&#039;&#039;&#039;Charisma&#039;&#039;&#039; contributes to your Will save and support Maneuvers such as &amp;quot;Commander Strike&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== Vitals ==&lt;br /&gt;
:&#039;&#039;&#039;Hit Die&#039;&#039;&#039;: d6 (6 HP per Level)&lt;br /&gt;
:&#039;&#039;&#039;Proficiencies&#039;&#039;&#039;: Armor (Light, Medium), Weapons (Rogue)&lt;br /&gt;
:&#039;&#039;&#039;Skill Points per Level&#039;&#039;&#039;: 10&lt;br /&gt;
:&#039;&#039;&#039;Primary Saving Throw(s)&#039;&#039;&#039;: Reflex&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Level !! Features&lt;br /&gt;
|-&lt;br /&gt;
| 1 || [[#Sneak Attack|Sneak Attack 1d6]], [[#Maneuver: Blind|Maneuver: Blind]], [[#Simple Weapon Mastery|Simple Weapon Mastery]]&lt;br /&gt;
|-&lt;br /&gt;
| 2 || [[#Uncanny Dodge|Uncanny Dodge]]&lt;br /&gt;
|-&lt;br /&gt;
| 3 || [[#Sneak Attack|Sneak Attack 3d6]], [[#Evasion|Evasion]], [[#Self-Concealment|Self Concealment I]], [[#Moxie|Moxie]], [[#Defensive Roll|Defensive Roll]], [[#Use Magic Device|Use Magic Device]]&lt;br /&gt;
|-&lt;br /&gt;
| 4 || [[#Archetypes|Archetype Feature I]], [[#Rogue Bonus Feats|Rogue Bonus Feat]]&lt;br /&gt;
|-&lt;br /&gt;
| 5 || [[#Sneak Attack|Sneak Attack 4d6]], [[#Uncanny Dodge II|Uncanny Dodge II]]&lt;br /&gt;
|-&lt;br /&gt;
| 6 || [[#Self-Concealment|Self Concealment II]], [[#Rogue Bonus Feats|Rogue Bonus Feat]]&lt;br /&gt;
|-&lt;br /&gt;
| 7 || [[#Sneak Attack|Sneak Attack 5d6]], [[#Archetypes|Archetype Feature II]]&lt;br /&gt;
|-&lt;br /&gt;
| 8 || [[#Rogue Bonus Feats|Rogue Bonus Feat]]&lt;br /&gt;
|-&lt;br /&gt;
| 9 || [[#Sneak Attack|Sneak Attack 7d6]], [[#Self-Concealment|Self Concealment III]]&lt;br /&gt;
|-&lt;br /&gt;
| 10 || [[#Archetypes|Archetype Feature III]], [[#Rogue Bonus Feats|Rogue Bonus Feat]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Rogue Core Mechanics ==&lt;br /&gt;
&lt;br /&gt;
=== Moxie ===&lt;br /&gt;
The Rogue possesses a pool of Moxie, with which they can perform various feats. The Rogue recovers 1 Moxie for every 3 enemies slain, and has a maximum Moxie capacity equal to their class level plus Intelligence modifier.&lt;br /&gt;
&lt;br /&gt;
=== Sneak Attack ===&lt;br /&gt;
Whenever the character makes a successful attack against an opponent who is flat-footed, cannot see them, or who is in combat with someone else, the character&#039;s blow delivers extra damage. This extra damage is +1d6 at first level and an additional +1d6 every two levels thereafter. This extra damage is not multiplied in the case of a critical hit.&lt;br /&gt;
&lt;br /&gt;
=== Maneuver: Blind ===&lt;br /&gt;
The Rogue learns the Blind [[General Mechanics Information#Maneuvers|Maneuver]] for free.&lt;br /&gt;
&lt;br /&gt;
=== Simple Weapon Mastery ===&lt;br /&gt;
The Rogue receives the Simple Weapon Mastery feat for free.&lt;br /&gt;
&lt;br /&gt;
=== Use Magic Device ===&lt;br /&gt;
The Rogue may toggle this feat to use potions, scrolls, or gadgets without consuming the item or incurring a [[General Mechanics Information#Stability|Stability]] penalty, at a Moxie cost equal to the spell or Gadget level.&lt;br /&gt;
&lt;br /&gt;
In addition, the Rogue may add their class levels to those of any other class for the purposes of reading scrolls. For example, a level 5 Rogue may use up to level 3 scrolls of any class, whilst a level 5 Rogue/4 Wizard multiclass would be able to read Wizard scrolls up to level 5, and other class scrolls up to level 3.&lt;br /&gt;
&lt;br /&gt;
=== Defensive Roll ===&lt;br /&gt;
Upon taking damage that would reduce the Rogue to 0 hitpoints, instead the remaining damage is negated, as is all further damage within 1s. The Rogue also automatically enters Stealth mode, and gains a +100% movement speed bonus for one round. This feature is restored upon resting, and may also be replenished at the cost of 3 Moxie by the use of this feat.&lt;br /&gt;
&lt;br /&gt;
=== Uncanny Dodge ===&lt;br /&gt;
The character retains their dexterity bonus to AC, even if caught flat-footed or attacked by a hidden or invisible creature.&lt;br /&gt;
&lt;br /&gt;
=== Evasion ===&lt;br /&gt;
Whenever a reflex save is allowed for half damage, the character instead takes no damage if they succeed at the save.&lt;br /&gt;
&lt;br /&gt;
=== Self-Concealment ===&lt;br /&gt;
The Rogue possesses a passive Concealment bonus, scaling with class level as follows:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Level !! Benefit&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 10%&lt;br /&gt;
|-&lt;br /&gt;
| 6 || 20%&lt;br /&gt;
|-&lt;br /&gt;
| 9 || 30%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Rogue Bonus Feats ===&lt;br /&gt;
The Rogue gains access to a selection of class feats at levels 4, 6, 8, and 10. The following feats are available:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Slippery Mind&#039;&#039;&#039;: Characters failing their will save versus mind-affecting spells get an automatic reroll.&lt;br /&gt;
* &#039;&#039;&#039;Improved Evasion&#039;&#039;&#039;: Whenever a reflex save is allowed for half damage, characters with this feat instead take no damage if they succeed at the save. Even if they fail the save, they take only half damage.&lt;br /&gt;
* &#039;&#039;&#039;Blind Fight&#039;&#039;&#039;: This feat grants the character the ability to fight well, even if blinded or against invisible creatures. The character gets to re-roll its miss chance percentile one time to see if it actually hits. Furthermore, invisible creatures get no bonus to hit the character in melee.&lt;br /&gt;
* &#039;&#039;&#039;Skill Mastery&#039;&#039;&#039;: When using the disable trap, open lock, and set trap skills, the character automatically takes 20 on any skill checks, even if in combat.&lt;br /&gt;
* &#039;&#039;&#039;Armor Proficiency (Heavy)&#039;&#039;&#039;: This feat grants the knowledge to make effective use of heavy armor.&lt;br /&gt;
* &#039;&#039;&#039;Selective Gadget&#039;&#039;&#039;: Gadgets only damage hostile creatures. Gadgets include: acid flask, alchemist&#039;s fire, caltrops, choking powder, deceitful decoy, smoke bomb, and tanglefoot bag.&lt;br /&gt;
* &#039;&#039;&#039;Dodgeroll&#039;&#039;&#039;: The character rapidly covers a short distance in a straight line, passing through other creatures. Consumes 5 Stamina.&lt;br /&gt;
&lt;br /&gt;
=== Uncanny Dodge II ===&lt;br /&gt;
The character gains immunity to Sneak Attacks from a flanking attacker unless they are performed by a creature with four or more combined levels in Rogue and/or Barbarian. This benefit does not apply when the character is flat-footed. This feat also grants a +1 bonus on reflex saving throws made to avoid traps.&lt;br /&gt;
&lt;br /&gt;
=== Rogue Weapons ===&lt;br /&gt;
This feat allows the character to use the club, dagger, handaxe, light crossbow, mace, morningstar, quarterstaff, rapier, shortbow, shortsword, sling, and throwing dagger.&lt;br /&gt;
&lt;br /&gt;
== Archetypes ==&lt;br /&gt;
&lt;br /&gt;
=== Thrillseeker ===&lt;br /&gt;
&#039;&#039;&amp;quot;Never tell me the odds.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Thrillseeker runs from one adrenaline high to the next, and is most at home in the thick of a melee. They receive a variety of abilities focused on defense.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Class Level !! Feature !! Details&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| &#039;&#039;&#039;Thrillseeking&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
Specifics: You gain a pool of Thrill points, with a maximum capacity equal to your class level plus your CON modifier, plus the highest of your Wisdom or Charisma modifiers. In addition, you gain permanent 50% Concealment.&lt;br /&gt;
&lt;br /&gt;
Activating this feat will expend Thrill at a rate of 1 per second, conferring a 100% Concealment effect while active. This feat may be deactivated again at any time, but upon deactivation cannot be used again until one round has passed. Upon avoiding an attack via Concealment while this feat is not active, you regain a point of Thrill.&lt;br /&gt;
&lt;br /&gt;
Consumption of Thrill is converted into Trepidation, lowering your maximum Thrill capacity until cleared. Trepidation is passively cleared by the slaying of non-minion enemies (2 points each), or when you consume any Moxie (2 points per Moxie spent). Alternatively, the Thrillseeker UI may be used to expend 3 Moxie to clear all Trepidation whilst also restoring 50% of your Thrill.&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| &#039;&#039;&#039;Danger Zone&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
Specifics: Whilst Thrillseeking is active, you receive a [[General Mechanics Information#Retaliation|Retaliation]] effect [Trigger: Attacks, Damage: [Sneak Attack Dice]d6 (Type: Physical), Limit: N/A, Duration: While Thrillseeking, Cooldown: 1s, per-Attacker].&lt;br /&gt;
&lt;br /&gt;
In addition, you receive one stack of CON Modifier temporary hitpoints per point of Thrill expended, with each stack lasting 3 rounds.&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| &#039;&#039;&#039;Hedged Bets&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
Specifics: You gain bonus Concealment to that granted by Self Concealment each time your Concealment fails to misdirect an attack. This increases at a rate of +25% per hit taken. This bonus is reset when your Concealment successfully prevents an attack, or after three rounds.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Silhouette ===&lt;br /&gt;
&#039;&#039;&amp;quot;Darkness is a matter of perspective.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Silhouette taps into the mystical forces of Shadow to outwit and overcome their enemies.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Class Level !! Feature !! Details&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| &#039;&#039;&#039;Shadow Step&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
You gain a pool of Shadow, with a maximum capacity equal to half your Rogue level (rounded up), plus Wisdom modifier. You may use the Shadow Step feat to expend 1 Shadow to blink out of sight, disengaging from your attack schedule and entering stealth. Any attacks you make within one round of exiting stealth have their Sneak Attack damage dice applied a second time. You regain a point of Shadow whenever a non-minion enemy is slain, and all Shadow when resting. You cannot Shadow Step after exiting stealth mode until one round has passed.&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| &#039;&#039;&#039;Shadow Jump&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
While in stealth mode, activating Shadow Step engages Shadow Jump. This ability expends 1 Shadow to Shadow Jump near instantly to a point within 10m of you to which you have an unobstructed line of sight, and gain a bonus attack per round for three rounds. If a creature is targeted, you jump to a point directly behind them if that space is unoccupied. If the target is an enemy, you immediately begin an attack. While this technique is not true teleportation, the casual observer may be unable to discern the difference.&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| &#039;&#039;&#039;Shadow Clone&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
When you activate Shadow Step whilst in combat, you create a Shadow Clone at your current location that continues to fight. This Shadow Clone persists for 1 round, unless destroyed.&lt;br /&gt;
&lt;br /&gt;
When you leave stealth, the Shadow Clone is also destroyed.&lt;br /&gt;
&lt;br /&gt;
Upon expiry or destruction, the Shadow Clone deals your Sneak Attack damage to enemies within 4m (Type: Physical, Save: Will Half, [[General Mechanics Information#Maneuvers|Maneuver]] DC).&lt;br /&gt;
&lt;br /&gt;
Shadow Clone may be toggled by targeting yourself with Shadow Jump while stealthed, or by activating Shadow Step again while the Shadow Jump targeting cursor is up.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Gadgeteer ===&lt;br /&gt;
&#039;&#039;&amp;quot;Good thing I brought my shark repellent.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Some Rogues employ technological trinkets to extraordinary effect.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Class Level !! Feature !! Details&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| &#039;&#039;&#039;Utility Belt&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
By activating the Utility Belt feat, you may use gadgets without consuming the item or [[General Mechanics Information#Stability|Stability]], and gain extra effects depending upon the gadget, as noted below. You have a maximum Utility Belt capacity equal to that of your maximum Moxie, and regain a use of Utility Belt upon slaying a non-minion foe. The amount of Utility Belt you consume is equal to the level of the Gadget.&lt;br /&gt;
&lt;br /&gt;
In addition, you do not consume Stability when using Gadgets for free, such as via the Tinkering skill.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Smoke Bomb&#039;&#039;&#039;: Instant use.&lt;br /&gt;
* &#039;&#039;&#039;Deceitful Decoy&#039;&#039;&#039;: Double hitpoints.&lt;br /&gt;
* &#039;&#039;&#039;Caltrops&#039;&#039;&#039;: Inflicts an additional amount of damage equal to your Sneak Attack dice on the first instance of damage to a target.&lt;br /&gt;
* &#039;&#039;&#039;Tanglefoot Bag&#039;&#039;&#039;: Affected targets become Flat-Footed.&lt;br /&gt;
* &#039;&#039;&#039;Choking Powder&#039;&#039;&#039;: Applies a Primed effect to affected targets, equal to your Sneak Attack dice.&lt;br /&gt;
* &#039;&#039;&#039;Elemental Grenades&#039;&#039;&#039;: Inflicts additional damage equal to half a roll of your Sneak Attack dice.&lt;br /&gt;
* &#039;&#039;&#039;Ablative Plating&#039;&#039;&#039;: Adds half your Intelligence modifier to [[General Mechanics Information#Threshold and Absorption|Threshold]], and 5 Absorption per Rogue level.&lt;br /&gt;
&lt;br /&gt;
You also gain access to a new Gadget, Satchel Charge.&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| &#039;&#039;&#039;Duct Tape&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
You gain access to a special new Gadget, Duct Tape. Using the Duct Tape upon two different Gadgets allows you to combine them into one.&lt;br /&gt;
&lt;br /&gt;
Duct Tape is only useable if it is assigned to your Utility Belt menu. To use Duct Tape, use either of the two copied Gadget abilities from the Duct Tape - the other Gadget will be activated instantaneously after the first, at the target location of the first. If either Gadget on the Duct Tape is Self-Only, both Gadgets will automatically be retargeted upon yourself.&lt;br /&gt;
&lt;br /&gt;
Using Duct Tape consumes resources such as Utility Belt equal to the total cost of both attached Gadgets on use, or one of each Gadget.&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| &#039;&#039;&#039;Resourcefulness&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
For every 3 Utility Belt you consume, you regain 1 Moxie.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>RisenholmBot</name></author>
	</entry>
	<entry>
		<id>https://wiki.risenholm.com/index.php?title=Ranger&amp;diff=1740</id>
		<title>Ranger</title>
		<link rel="alternate" type="text/html" href="https://wiki.risenholm.com/index.php?title=Ranger&amp;diff=1740"/>
		<updated>2026-10-07T21:39:19Z</updated>

		<summary type="html">&lt;p&gt;RisenholmBot: Sync from game data at 42de01695&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- This page is generated from the game data by scripts/wiki_sync.py in the module repository. Edits made here will be overwritten by the next sync: change the class or feat description in risenholm.tlk instead. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Rangers draw Power from primal energies around them, drawing supernatural intuition regarding their surroundings and the creatures that inhabit it. They possess high HP and proficiencies to make them effective martial combatants, and are supplemented by a small selection of Primal spells and features to make them specialized in area control. Their archetypes empower their area superiority, their effectiveness as a tank, or grants them a potent animal companion.&lt;br /&gt;
&lt;br /&gt;
:Maximizing &#039;&#039;&#039;Strength&#039;&#039;&#039; or &#039;&#039;&#039;Dexterity&#039;&#039;&#039; is recommended for attacking with weapons and using [[General Mechanics Information#Maneuvers|Maneuvers]] like Knockdown. It also provides bonuses to your Fortitude or Reflex save.&lt;br /&gt;
:A high &#039;&#039;&#039;Constitution&#039;&#039;&#039; is recommended for increasing your survivability in raw hit points and contributing to your Fortitude save.&lt;br /&gt;
:&#039;&#039;&#039;Dexterity&#039;&#039;&#039; contributes to Armor Class depending on armor type and your Reflex save.&lt;br /&gt;
:&#039;&#039;&#039;Intelligence&#039;&#039;&#039; contributes to your maximum Maneuver pool and Reflex save.&lt;br /&gt;
:&#039;&#039;&#039;Wisdom&#039;&#039;&#039; contributes to your spellcasting, Will save and the duration of Maneuver: Called Shot.&lt;br /&gt;
:&#039;&#039;&#039;Charisma&#039;&#039;&#039; contributes to certain Archetype features, support Maneuvers such as &amp;quot;Commander Strike&amp;quot;, and your Will save.&lt;br /&gt;
&lt;br /&gt;
== Vitals ==&lt;br /&gt;
:&#039;&#039;&#039;Hit Die&#039;&#039;&#039;: d10 (10 HP per Level)&lt;br /&gt;
:&#039;&#039;&#039;Proficiencies&#039;&#039;&#039;: Armor (All), Shields, Weapons (Simple, Martial)&lt;br /&gt;
:&#039;&#039;&#039;Skill Points per Level&#039;&#039;&#039;: 6&lt;br /&gt;
:&#039;&#039;&#039;Primary Saving Throw(s)&#039;&#039;&#039;: Fortitude, Reflex&lt;br /&gt;
:&#039;&#039;&#039;Spellcasting Ability&#039;&#039;&#039;: Wisdom (10 + Spell Level to be able to cast a spell)&lt;br /&gt;
:&#039;&#039;&#039;Spellcasting Type&#039;&#039;&#039;: Primal. Memorized. Memorized spellcasters cannot clear memorized slots after casting a spell, until after their next rest. However, any spells placed into an empty slot start as memorized and available for use.&lt;br /&gt;
:&#039;&#039;&#039;Spellbook&#039;&#039;&#039;: Rangers know all available spells once they become capable of casting at a given spell level.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Level !! Features&lt;br /&gt;
|-&lt;br /&gt;
| 1 || [[#Spell List|Spellcasting Level 1]], [[#Maneuver: Called Shot|Maneuver: Called Shot]], [[#Simple Weapon Mastery|Simple Weapon Mastery]], [[#Ranged Fighting|Ranged Fighting]], [[#Metamagic: Conversion|Metamagic: Conversion]]&lt;br /&gt;
|-&lt;br /&gt;
| 2 || [[#Bonus Feat: Combat Style|Bonus Feat: Combat Style]]&lt;br /&gt;
|-&lt;br /&gt;
| 3 || [[#Awareness|Awareness]], [[#Favoured Enemy|Favoured Enemy]], [[#Favoured Terrain|Favoured Terrain]], [[#Survival Instinct|Survival Instinct]]&lt;br /&gt;
|-&lt;br /&gt;
| 4 || [[#Archetypes|Archetype Feature I]]&lt;br /&gt;
|-&lt;br /&gt;
| 5 || [[#Spell List|Spellcasting Level 2]]&lt;br /&gt;
|-&lt;br /&gt;
| 6 || [[#Woodland Stride|Woodland Stride]]&lt;br /&gt;
|-&lt;br /&gt;
| 7 || [[#Archetypes|Archetype Feature II]]&lt;br /&gt;
|-&lt;br /&gt;
| 8 || [[#Evasion|Evasion]]&lt;br /&gt;
|-&lt;br /&gt;
| 9 || [[#Spell List|Spellcasting Level 3]]&lt;br /&gt;
|-&lt;br /&gt;
| 10 || [[#Archetypes|Archetype Feature III]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Spell Slots per Level&lt;br /&gt;
! Class Level !! 1st Level !! 2nd Level !! 3rd Level&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 1 || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 1 || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 1 || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 1 || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 2 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
| 6 || 2 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
| 7 || 2 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
| 8 || 2 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
| 9 || 3 || 2 || 1&lt;br /&gt;
|-&lt;br /&gt;
| 10 || 3 || 2 || 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Spell slots are before any bonus slots from a high spellcasting ability.&lt;br /&gt;
&lt;br /&gt;
== Ranger Core Mechanics ==&lt;br /&gt;
&lt;br /&gt;
=== Metamagic: Conversion ===&lt;br /&gt;
The character receives the Conversion feat for free.&lt;br /&gt;
&lt;br /&gt;
=== Maneuver: Called Shot ===&lt;br /&gt;
The Ranger learns the Called Shot [[General Mechanics Information#Maneuvers|Maneuver]] for free.&lt;br /&gt;
&lt;br /&gt;
=== Ranged Fighting ===&lt;br /&gt;
The Ranger receives the Ranged Fighting feat for free.&lt;br /&gt;
&lt;br /&gt;
=== Simple Weapon Mastery ===&lt;br /&gt;
The Ranger receives the Simple Weapon Mastery feat for free.&lt;br /&gt;
&lt;br /&gt;
=== Bonus Feat: Combat Style ===&lt;br /&gt;
The Ranger receives a bonus feat with which they may learn an additional Combat Style.&lt;br /&gt;
&lt;br /&gt;
=== Awareness ===&lt;br /&gt;
A Ranger has an Awareness pool with a maximum capacity equal to their class level plus their Wisdom modifier. This is used by class features such as Favoured Enemy and Survival Instinct. The Ranger recovers 1 Awareness for every 5 non-minion foes slain.&lt;br /&gt;
&lt;br /&gt;
=== Favoured Enemy ===&lt;br /&gt;
Rangers are famed for their single-minded focus on eliminating threats. Through the use of this ability, the Ranger expends 1 Awareness to nominate 3 non-Minion targets as Favoured Enemies - identifying and exposing their weaknesses for themselves and allies to exploit. This inflicts the targets with a Primed effect [1d6 / Class Level], and a 20% vulnerability to all damage for 3 rounds. The same target may be selected multiple times, extending the vulnerability duration by another 3 rounds and adding another Primed effect on each application.&lt;br /&gt;
&lt;br /&gt;
Instead of nominating an enemy, you may target yourself, or activate the feat again, to convert one of these nominations into an Auto-Favoured Enemy charge, to a maximum of 3. Your next attack against a non-Minion enemy within range who is not already a Favoured Enemy spends a charge to nominate them, and that attack benefits from the vulnerability. Charges are lost when you rest. Cancelling the targeting cursor before making any nominations refunds the Awareness.&lt;br /&gt;
&lt;br /&gt;
=== Favoured Terrain ===&lt;br /&gt;
Masters of the environment, the Ranger may exploit their surroundings to hinder their foes, and grant themselves the advantage. The Ranger possesses 3 uses of Favoured Terrain, and may expend a use to target a point within 20m, creating a 7m radius zone of Favoured Terrain at that location for 3 rounds. When this zone expires, the Ranger recovers the use of Favoured Terrain. Within Favoured Terrain, the Ranger and their allies receive a physical damage bonus to attacks equal to the Ranger&#039;s Wisdom modifier. In addition, enemies of the Ranger receive a -1 attack bonus penalty, and a 10% movespeed reduction.&lt;br /&gt;
&lt;br /&gt;
=== Survival Instinct ===&lt;br /&gt;
A Ranger may be spurred to extraordinary feats of self-preservation, should circumstances turn upon them. By consuming 3 points of Awareness, the Ranger may restore hitpoints equal to 10% of their maximum plus their class level. They proceed to also receive temporary hitpoints equal to the healed amount lasting for 3 rounds, and regeneration every 2 seconds for 3 rounds equal to their Wisdom plus Constitution modifiers.&lt;br /&gt;
&lt;br /&gt;
=== Woodland Stride ===&lt;br /&gt;
The character is immune to the Entangle, Grease, Spike Growth, Vine Mine, and Web spells.&lt;br /&gt;
&lt;br /&gt;
=== Evasion ===&lt;br /&gt;
Whenever a reflex save is allowed for half damage, the character instead takes no damage if they succeed at the save.&lt;br /&gt;
&lt;br /&gt;
=== Spell List ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
! 1st Level Spells !! 2nd Level Spells !! 3rd Level Spells&lt;br /&gt;
|- style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
[[Spells#Camoflage|Camouflage]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Cure_Light_Wounds|Cure Light Wounds]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Endure_Elements|Endure Energy]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Entangle|Entangle]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Grease|Grease]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Ironguts|Ironguts]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Magic_Weapon|Magic Weapon]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#PROTECTION_FROM_ALIGNMENT|Protection]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Sleep|Sleep]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Summon_Creature_I|Summon Creature I]]&lt;br /&gt;
|&lt;br /&gt;
[[Spells#Aid|Aid]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Barkskin|Barkskin]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Bulls_Strength|Bull&#039;s Strength]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Cats_Grace|Cat&#039;s Grace]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Cure_Moderate_Wounds|Cure Moderate Wounds]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Endurance|Endurance]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Freedom_of_Movement|Freedom of Movement]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#One_With_The_Land|One with the Land]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Owls_Wisdom|Owl&#039;s Wisdom]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Resist_Elements|Resist Energy]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Restoration|Restoration]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Summon_Creature_II|Summon Creature II]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Web|Web]]&lt;br /&gt;
|&lt;br /&gt;
[[Spells#Cure_Serious_Wounds|Cure Serious Wounds]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Dispel_Magic|Dispel Magic]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Greater_Magic_Weapon|Greater Magic Weapon]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Invisibility_Purge|Invisibility Purge]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Neutralize_Poison|Neutralize Poison]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Protection_from_Elements|Protection from Energy]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Remove_Disease|Remove Disease]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Spike_Growth|Spike Growth]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Summon_Creature_III|Summon Creature III]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Archetypes ==&lt;br /&gt;
&lt;br /&gt;
=== Predator ===&lt;br /&gt;
&#039;&#039;&amp;quot;Out here only the strong survive.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Predator stalks their prey, mercilessly exploiting its weaknesses to bring the hunt to a swift and bloody conclusion.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Class Level !! Feature !! Details&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| &#039;&#039;&#039;Rules of Nature&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
The damage bonus you receive from Favoured Terrain is increased by your Strength and Dexterity modifiers.&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| &#039;&#039;&#039;Bloodshed&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
When you apply Favoured Enemy to a target, that target is marked for Bloodshed. Upon next receiving damage, the target begins taking 1d6 + half your Wisdom modifier in Physical damage at frequent intervals - twice per second for the first 2 seconds, once per second for the next 4 seconds, once per two seconds for the next 6 seconds, and finally once per three seconds for 6 seconds.&lt;br /&gt;
&lt;br /&gt;
Triggering Bloodshed also grants you one bonus attack per round for 3 rounds. Successive triggers extend the duration.&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| &#039;&#039;&#039;Violence Breeds Violence&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
When Bloodshed is triggered, all enemies within your Favoured Terrain receive a tick of your Bloodshed damage, and become Primed as if they had been marked by Favoured Enemy.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Warden ===&lt;br /&gt;
&#039;&#039;&amp;quot;Get off my land.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When the land is besieged, the Warden is there.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Class Level !! Feature !! Details&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| &#039;&#039;&#039;Home Advantage&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
Whilst within the confines of Favoured Terrain, you receive a 50% multiplicative immunity to all damage.&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| &#039;&#039;&#039;Survivalist&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
Your Survival Instinct ability now costs only 2 Awareness. In addition, any overhealing from Survival Instinct is converted into temporary hitpoints (THP) which last 1 minute.&lt;br /&gt;
&lt;br /&gt;
THP that expire through duration from Survival Instinct are added to the absorption of a Damage Resistance effect to all damage with a [[General Mechanics Information#Threshold and Absorption|Threshold]] equal to your combined WIS + CON modifiers, lasting until your next rest.&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| &#039;&#039;&#039;Dead Set&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
Your Survival Instinct ability now costs only 1 Awareness.&lt;br /&gt;
&lt;br /&gt;
For each Favoured Enemy you nominate, you receive THP equal to your WIS + CON modifiers. These THP also have a duration of 1 minute. As with Survival Instinct, remaining THP are added to the Survivalist DR effect.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Beastmaster ===&lt;br /&gt;
&#039;&#039;&amp;quot;Man and beast; one and the same.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Beastmaster bonds with the creatures of the wilds.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Class Level !! Feature !! Details&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| &#039;&#039;&#039;Animal Companion&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
You have an Animal Companion of the types listed below, which you may change to another type by targeting yourself with this feat while able to rest. You may use this ability for free once per rest. If your companion perishes, it may be resummoned using this feat at a cost of 2 Awareness. This ally is Elite rated, and has a Threat Level equal to your Ranger level. If you also possess the First Words feature from the Druid Wildspeaker, your Druid and Ranger levels stack when determining the creature&#039;s Threat Level.&lt;br /&gt;
&lt;br /&gt;
You may target the beast with this feat to restore hitpoints equal to its maximum hit points, at a cost of 2 Awareness. Excess is instead granted as temporary hitpoints lasting one minute, to a maximum of half the creature&#039;s hit point total.&lt;br /&gt;
&lt;br /&gt;
You may target your Animal Companion with Favoured Enemy to grant it Auto-Charges, just as if you were targeting yourself.&lt;br /&gt;
&lt;br /&gt;
Your Animal Companion benefits from Woodland Stride, and receives an additional bonus to damage equal to your Ranger level. If you know the Cleave feat, your Animal Companion also possesses this feat.&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| &#039;&#039;&#039;Pack Tactics&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
Your Animal Companion now receives benefits based upon the mode selected by the use of this feat, as follows:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Attack&#039;&#039;&#039;: +1 bonus attack per round, +1 physical damage per two levels&lt;br /&gt;
* &#039;&#039;&#039;Defense&#039;&#039;&#039;: +10% multiplicative physical damage immunity per 2 levels&lt;br /&gt;
&lt;br /&gt;
Furthermore, when you use a [[General Mechanics Information#Maneuvers|Maneuver]] on a creature, your Animal Companion performs a Maneuver on its current target, as defined by its type below.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Bear !! Provoke&lt;br /&gt;
|-&lt;br /&gt;
| Boar || Provoke&lt;br /&gt;
|-&lt;br /&gt;
| Wolf || Knockdown&lt;br /&gt;
|-&lt;br /&gt;
| Hawk || Blind&lt;br /&gt;
|-&lt;br /&gt;
| Lynx || Blind&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| &#039;&#039;&#039;Maneater&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
Each attack your Animal Companion makes against a creature marked with Favoured Enemy, whether it hits or misses, grants it a stack of Maneater. Reaching 10 stacks promotes your Animal Companion to a Solo-rated creature for 3 rounds. While promoted, no further stacks are gained, and each enemy slain within 10m of your Animal Companion extends the promotion by 1 second. When the promotion ends, your Animal Companion returns to Elite rating and its stacks reset to 0. Stacks are kept between fights, but a resummoned companion starts at 0.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>RisenholmBot</name></author>
	</entry>
	<entry>
		<id>https://wiki.risenholm.com/index.php?title=Paladin&amp;diff=1739</id>
		<title>Paladin</title>
		<link rel="alternate" type="text/html" href="https://wiki.risenholm.com/index.php?title=Paladin&amp;diff=1739"/>
		<updated>2026-10-07T21:39:19Z</updated>

		<summary type="html">&lt;p&gt;RisenholmBot: Sync from game data at 42de01695&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- This page is generated from the game data by scripts/wiki_sync.py in the module repository. Edits made here will be overwritten by the next sync: change the class or feat description in risenholm.tlk instead. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Paladins draw Power from devotion to an Oath, or set of Oaths. Their high HP and basic proficiencies are supplemented by Channel Divinity features and a small support spell list to make them an effective martial combatant and ally. Paladin Archetypes focus on particular aspects of their playstyle: dealing bursts of unmitigated damage, effective tanking, or healing.&lt;br /&gt;
&lt;br /&gt;
:Maximizing &#039;&#039;&#039;Strength&#039;&#039;&#039; or &#039;&#039;&#039;Dexterity&#039;&#039;&#039; is recommended for attacking with weapons and using [[General Mechanics Information#Maneuvers|Maneuvers]] like Knockdown. It also provides bonuses to your Fortitude or Reflex save.&lt;br /&gt;
:&#039;&#039;&#039;Charisma&#039;&#039;&#039; contributes to your spellcasting, certain Archetype features, Divine Grace, support Maneuvers such as &amp;quot;Commander Strike&amp;quot;, and your Will save.&lt;br /&gt;
:&#039;&#039;&#039;Constitution&#039;&#039;&#039; is recommended for increasing your survivability in raw hit points and contributing to your Fortitude save.&lt;br /&gt;
:&#039;&#039;&#039;Dexterity&#039;&#039;&#039; contributes to Armor Class depending on armor type and your Reflex save.&lt;br /&gt;
:&#039;&#039;&#039;Intelligence&#039;&#039;&#039; contributes to your maximum Maneuver pool and Reflex save.&lt;br /&gt;
:&#039;&#039;&#039;Wisdom&#039;&#039;&#039; contributes to your Will save.&lt;br /&gt;
&lt;br /&gt;
== Vitals ==&lt;br /&gt;
:&#039;&#039;&#039;Hit Die&#039;&#039;&#039;: d10 (10 HP per Level)&lt;br /&gt;
:&#039;&#039;&#039;Proficiencies&#039;&#039;&#039;: Armor (All), Shields, Weapons (Simple, Martial)&lt;br /&gt;
:&#039;&#039;&#039;Skill Points per Level&#039;&#039;&#039;: 6&lt;br /&gt;
:&#039;&#039;&#039;Primary Saving Throw(s)&#039;&#039;&#039;: Fortitude&lt;br /&gt;
:&#039;&#039;&#039;Spellcasting Ability&#039;&#039;&#039;: Charisma (10 + Spell Level to be able to cast a spell)&lt;br /&gt;
:&#039;&#039;&#039;Spellcasting Type&#039;&#039;&#039;: Devotion. Memorized. Memorized spellcasters cannot clear memorized slots after casting a spell, until after their next rest. However, any spells placed into an empty slot start as memorized and available for use.&lt;br /&gt;
:&#039;&#039;&#039;Spellbook&#039;&#039;&#039;: Paladins know all available spells once they become capable of casting at a given spell level.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Level !! Features&lt;br /&gt;
|-&lt;br /&gt;
| 1 || [[#Spell List|Spellcasting Level 1]], [[#Simple Weapon Mastery|Simple Weapon Mastery]], [[#Metamagic: Conversion|Metamagic: Conversion]], [[#Divine Polarity|Divine Polarity]]&lt;br /&gt;
|-&lt;br /&gt;
| 2 || [[#Lay on Hands|Lay on Hands]]&lt;br /&gt;
|-&lt;br /&gt;
| 3 || [[#Divine Grace|Divine Grace]], [[#Channel Divinity: Divine Might|Channel Divinity: Divine Might]]/Divine Shield, [[#Smite|Smite]], Energy Affinity&lt;br /&gt;
|-&lt;br /&gt;
| 4 || [[#Archetypes|Archetype Feature I]]&lt;br /&gt;
|-&lt;br /&gt;
| 5 || [[#Spell List|Spellcasting Level 2]]&lt;br /&gt;
|-&lt;br /&gt;
| 6 || [[#Divine Health|Divine Health]]&lt;br /&gt;
|-&lt;br /&gt;
| 7 || [[#Archetypes|Archetype Feature II]]&lt;br /&gt;
|-&lt;br /&gt;
| 8 || [[#Aura of Courage|Aura of Courage]]&lt;br /&gt;
|-&lt;br /&gt;
| 9 || [[#Spell List|Spellcasting Level 3]]&lt;br /&gt;
|-&lt;br /&gt;
| 10 || [[#Archetypes|Archetype Feature III]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Spell Slots per Level&lt;br /&gt;
! Class Level !! 1st Level !! 2nd Level !! 3rd Level&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 1 || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 1 || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 1 || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 1 || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 2 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
| 6 || 2 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
| 7 || 2 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
| 8 || 2 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
| 9 || 3 || 2 || 1&lt;br /&gt;
|-&lt;br /&gt;
| 10 || 3 || 2 || 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Spell slots are before any bonus slots from a high spellcasting ability.&lt;br /&gt;
&lt;br /&gt;
== Paladin Core Mechanics ==&lt;br /&gt;
&lt;br /&gt;
=== Divine Polarity ===&lt;br /&gt;
Paladins choose the energy type of their spells and abilities at level 1. They subsequently gain the Energy Affinity feat for that energy type at level 3. Smite and the Paladin Archetype features deal damage of this type.&lt;br /&gt;
&lt;br /&gt;
=== Metamagic: Conversion ===&lt;br /&gt;
The character receives the Conversion feat for free.&lt;br /&gt;
&lt;br /&gt;
=== Simple Weapon Mastery ===&lt;br /&gt;
The Paladin receives the Simple Weapon Mastery feat for free.&lt;br /&gt;
&lt;br /&gt;
=== Divine Health ===&lt;br /&gt;
The Paladin is immune to disease.&lt;br /&gt;
&lt;br /&gt;
=== Aura of Courage ===&lt;br /&gt;
The Paladin is immune to Fear.&lt;br /&gt;
&lt;br /&gt;
=== Channel Divinity ===&lt;br /&gt;
The character gains access to features that draw upon a Channel Divinity pool, representing a reserve of divine energy. These features may be granted by class levels, feats, or archetypes. This pool has a maximum capacity of equal to the sum total of their Paladin and Cleric levels, plus the highest of their Wisdom or Charisma modifiers. The character regains 1 Channel Divinity for every 6 non-minion foes slain.&lt;br /&gt;
&lt;br /&gt;
=== Channel Divinity: Divine Might ===&lt;br /&gt;
The character may spend one Channel Divinity to add their Charisma or Wisdom bonus, whichever is higher, to all weapon damage for 1 minute. This damage bonus is capped at twice the character&#039;s total sum of Paladin and Cleric levels. If Divine Might is already active, the duration is extended by 1 minute.&lt;br /&gt;
&lt;br /&gt;
=== Channel Divinity: Divine Shield ===&lt;br /&gt;
The character may spend one Channel Divinity to gain damage resistance against physical damage. The threshold for this damage resistance is equal to the sum total of Cleric and Paladin class levels the character possesses. The shield absorbs 10 damage per point of the character&#039;s Charisma or Wisdom bonus, whichever is higher, plus 10% of the target&#039;s maximum hitpoints. If Divine Shield is already active, any existing absorption is inherited by the new instance of Divine Shield. Divine Shield has a duration of 15 minutes [[General Mechanics Information#Combat Time|Combat Time]].&lt;br /&gt;
&lt;br /&gt;
=== Lay on Hands ===&lt;br /&gt;
Once per round, a Paladin may consume 2 uses of Channel Divinity to heal themselves or an ally for an amount equal to 3d4 per class level, plus the target&#039;s top [Charisma modifier] hit dice. This also removes any poison or disease afflicting the target, and grants immunity to both for 1 minute. If targeting themselves, Lay on Hands activates instantly, with no action required.&lt;br /&gt;
&lt;br /&gt;
=== Smite ===&lt;br /&gt;
Once per round, a Paladin may expend 1 use of Channel Divinity to strike the target of their next normal attack for 2d4 bonus damage of their Divine Polarity type per Paladin class level.&lt;br /&gt;
&lt;br /&gt;
=== Divine Grace ===&lt;br /&gt;
The Paladin adds half their Paladin level, rounded down, to their saving throws.&lt;br /&gt;
&lt;br /&gt;
=== Spell List ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
! 1st Level Spells !! 2nd Level Spells !! 3rd Level Spells&lt;br /&gt;
|- style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
[[Spells#Bane|Bane]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Bless|Bless]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Cure_Light_Wounds|Cure Light Wounds]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Endure_Elements|Endure Energy]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Ironguts|Ironguts]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Magic_Weapon|Magic Weapon]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#PROTECTION_FROM_ALIGNMENT|Protection]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Shield_of_Faith|Shield of Faith]]&lt;br /&gt;
|&lt;br /&gt;
[[Spells#Aid|Aid]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Bless_Weapon|Bless Weapon]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Bulls_Strength|Bull&#039;s Strength]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Cats_Grace|Cat&#039;s Grace]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Cure_Moderate_Wounds|Cure Moderate Wounds]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Eagle_Splendor|Eagle&#039;s Splendor]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Endurance|Endurance]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Freedom_of_Movement|Freedom of Movement]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Resist_Elements|Resist Energy]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Restoration|Restoration]]&lt;br /&gt;
|&lt;br /&gt;
[[Spells#Cure_Serious_Wounds|Cure Serious Wounds]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Dispel_Magic|Dispel Magic]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Greater_Magic_Weapon|Greater Magic Weapon]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Neutralize_Poison|Neutralize Poison]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Prayer|Prayer]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Protection_from_Elements|Protection from Energy]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Archetypes ==&lt;br /&gt;
&lt;br /&gt;
=== Avenger ===&lt;br /&gt;
&#039;&#039;&amp;quot;Your sins have been counted.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Avenger relentlessly pursues their targets to mete out punishment.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Class Level !! Feature !! Details&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| &#039;&#039;&#039;Judge&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
When you Smite a creature, your Divine Might damage bonus is doubled until its effect expires. In addition, when you Smite a creature for the first time, the Smite is executed at no cost.&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| &#039;&#039;&#039;Jury&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
If you Smite any creature whilst under the effects of Judge, you gain a bonus attack for one minute. The struck target also proceeds to take damage of your Divine Polarity type each round equal to the Smite damage broken up into 2 second ticks, for a total of 12 rounds. If the target dies while under the effects of Jury, the damage over time effect transfers to another enemy within 10m of the target. You may only have one instance of Jury in play at a time.&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| &#039;&#039;&#039;Executioner&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
When you strike a creature with Smite, you do additional damage according to its health category: Grazed +2d6, Bloodied +4d8, and Wounded +8d10. If the target is slain within 1.3 seconds of the Smite, it bursts: enemies within 4m take the same additional damage, if any, and must make a Fortitude save (DC 20 + Charisma modifier) or be knocked prone for one round. On a successful save, Minion tier enemies are instead knocked down for three seconds, and Normal enemies for one second.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Templar ===&lt;br /&gt;
&#039;&#039;&amp;quot;My will is steel.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Mere blows cannot prevent the Templar from fulfilling their duty.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Class Level !! Feature !! Details&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| &#039;&#039;&#039;Forge&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
You receive a 30% multiplicative damage immunity to all damage. Whilst your Divine Shield is active, this increases to 50%. In addition, your Divine Shield now absorbs damage of all types.&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| &#039;&#039;&#039;Anvil&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
Your Divine Shield now has double the usual absorption limit. Your Smite now also refreshes your Divine Shield&#039;s duration and changes its [[General Mechanics Information#Threshold and Absorption|Threshold]] value to your total Smite damage.&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| &#039;&#039;&#039;Tempered&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
If a Smite expands the [[General Mechanics Information#Threshold and Absorption|Threshold]] of your Divine Shield, the Channel Divinity cost of the Smite is refunded. The Smite&#039;s damage is also added to your Divine Shield absorption.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Hospitaller ===&lt;br /&gt;
&#039;&#039;&amp;quot;Stay on your feet, we have much work to be done this day.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When a soldier needs a helping hand, the Hospitaller is there.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Class Level !! Feature !! Details&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| &#039;&#039;&#039;Divine Intervention&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
When you use Lay on Hands, the target also gains the effects of your Divine Shield at no cost. Furthermore, any excess healing from your Lay on Hands is now granted as temporary hitpoints (THP) with the same duration as Divine Shield.&lt;br /&gt;
&lt;br /&gt;
Finally, upon using Lay on Hands, you gain a free use of Smite. These free uses may stack to a maximum of 3.&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| &#039;&#039;&#039;Deliverance&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
You may nominate a target with the use of your archetype menu to select a target for Deliverance.&lt;br /&gt;
&lt;br /&gt;
For 3 rounds following Smite, any damage of your Divine Polarity type that you deal is applied as temporary hit points (THP) to your Deliverance target. These THP possess a duration of 3 rounds. If your Deliverance target is more than 20m distant, you receive the THP instead.&lt;br /&gt;
&lt;br /&gt;
Using Smite again whilst the duration is active adds another 3 rounds to the duration of Deliverance, to a total maximum duration of 5 rounds.&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| &#039;&#039;&#039;Salvation&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
When your Deliverance feature grants temporary hitpoints, it also applies the effects of Restoration, cleansing the target of negative effects.&lt;br /&gt;
&lt;br /&gt;
In addition, upon using Lay on Hands you grant the target the effects of the Death Ward spell. If the target is dead or dying, you first grant the effects of the Raise Dead spell.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>RisenholmBot</name></author>
	</entry>
	<entry>
		<id>https://wiki.risenholm.com/index.php?title=Fighter&amp;diff=1738</id>
		<title>Fighter</title>
		<link rel="alternate" type="text/html" href="https://wiki.risenholm.com/index.php?title=Fighter&amp;diff=1738"/>
		<updated>2026-10-07T21:39:18Z</updated>

		<summary type="html">&lt;p&gt;RisenholmBot: Sync from game data at 42de01695&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- This page is generated from the game data by scripts/wiki_sync.py in the module repository. Edits made here will be overwritten by the next sync: change the class or feat description in risenholm.tlk instead. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Fighters draw Power from the Primal energy within themselves, pushing their minds and bodies to the absolute limit in the midst of combat. Their mastery of maneuver usage and general martial combat effectiveness make them a premiere melee or ranged warrior with a very active playstyle. Fighter Archetypes enhances the basic warrior with unique maneuvers and a focus on reliable damage, tanking, or support roles.&lt;br /&gt;
&lt;br /&gt;
:Maximizing &#039;&#039;&#039;Strength&#039;&#039;&#039; or &#039;&#039;&#039;Dexterity&#039;&#039;&#039; is recommended for attacking with weapons and using most [[General Mechanics Information#Maneuvers|Maneuvers]] like Knockdown. It also provides bonuses to your Fortitude or Reflex save.&lt;br /&gt;
:&#039;&#039;&#039;Dexterity&#039;&#039;&#039; allows you to maximize Armor Class from light/medium armors and improves your Reflex save.&lt;br /&gt;
:&#039;&#039;&#039;Constitution&#039;&#039;&#039; increases your survivability in raw hit points and contributing to your Fortitude save.&lt;br /&gt;
:&#039;&#039;&#039;Intelligence&#039;&#039;&#039; contributes to your maximum Maneuver pool and Reflex save.&lt;br /&gt;
:&#039;&#039;&#039;Wisdom&#039;&#039;&#039; contributes to your Will save.&lt;br /&gt;
:&#039;&#039;&#039;Charisma&#039;&#039;&#039; contributes to your Will save and support Maneuvers such as &amp;quot;Commander Strike&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== Vitals ==&lt;br /&gt;
:&#039;&#039;&#039;Hit Die&#039;&#039;&#039;: d10 (10 HP per Level)&lt;br /&gt;
:&#039;&#039;&#039;Proficiencies&#039;&#039;&#039;: Armor (All), Shields, Weapons (Simple, Martial)&lt;br /&gt;
:&#039;&#039;&#039;Skill Points per Level&#039;&#039;&#039;: 6&lt;br /&gt;
:&#039;&#039;&#039;Primary Saving Throw(s)&#039;&#039;&#039;: Fortitude&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Level !! Features&lt;br /&gt;
|-&lt;br /&gt;
| 1 || [[#Maneuver: Knockdown|Maneuver: Knockdown]], [[#Simple Weapon Mastery|Simple Weapon Mastery]]&lt;br /&gt;
|-&lt;br /&gt;
| 2 || [[#Bonus Feats|Bonus Feat]]&lt;br /&gt;
|-&lt;br /&gt;
| 3 || [[#Action Surge|Action Surge]], [[#Battle Master|Battle Master I]], [[#Hard Target|Hard Target]], [[#Second Wind|Second Wind]]&lt;br /&gt;
|-&lt;br /&gt;
| 4 || [[#Archetypes|Archetype Feature I]], [[#Bonus Feats|Bonus Feat]]&lt;br /&gt;
|-&lt;br /&gt;
| 5 || [[#Battle Master|Battle Master II]], [[#Precision|Precision I]]&lt;br /&gt;
|-&lt;br /&gt;
| 6 || [[#Bonus Feats|Bonus Feat]]&lt;br /&gt;
|-&lt;br /&gt;
| 7 || [[#Archetypes|Archetype Feature II]], [[#Battle Master|Battle Master III]]&lt;br /&gt;
|-&lt;br /&gt;
| 8 || [[#Bonus Feats|Bonus Feat]]&lt;br /&gt;
|-&lt;br /&gt;
| 9 || [[#Battle Master|Battle Master IV]]&lt;br /&gt;
|-&lt;br /&gt;
| 10 || [[#Archetypes|Archetype Feature III]], [[#Bonus Feats|Bonus Feat]], [[#Precision|Precision II]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Fighter Core Mechanics ==&lt;br /&gt;
&lt;br /&gt;
=== Maneuver: Knockdown ===&lt;br /&gt;
The character receives the Knockdown [[General Mechanics Information#Maneuvers|Maneuver]] for free.&lt;br /&gt;
&lt;br /&gt;
=== Discipline ===&lt;br /&gt;
The Fighter possesses a reservoir of Discipline, a resource expended to use abilities that enhance their combat performance, such as Action Surge and Second Wind. One point of Discipline is restored for every 4 non-minion foes slain, to a maximum capacity equal to the Fighter&#039;s class level plus their Intelligence modifier.&lt;br /&gt;
&lt;br /&gt;
=== Action Surge ===&lt;br /&gt;
The Fighter consumes 1 Discipline to perform an immediate Attack of Opportunity and gain one extra attack per round, for one round. This cannot be used again until one round has passed.&lt;br /&gt;
&lt;br /&gt;
=== Second Wind ===&lt;br /&gt;
The Fighter may consume 2 Discipline to restore 50% of their maximum hit points. This cannot be used again until one round has passed.&lt;br /&gt;
&lt;br /&gt;
=== Precision ===&lt;br /&gt;
Fighters are notorious for their accuracy with weapons, and receive an attack bonus increase at the following levels:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Level !! Benefit&lt;br /&gt;
|-&lt;br /&gt;
| 5 || +1&lt;br /&gt;
|-&lt;br /&gt;
| 10 || +2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Hard Target ===&lt;br /&gt;
The Fighter possesses a 20% multiplicative damage immunity to all damage.&lt;br /&gt;
&lt;br /&gt;
=== Battle Master ===&lt;br /&gt;
Fighters are supremely proficient in the use of [[General Mechanics Information#Maneuvers|Maneuvers]], and gain the following benefits at the given levels:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Level !! Benefit&lt;br /&gt;
|-&lt;br /&gt;
| 3 || By use of this feat, the Fighter may expend 1 Discipline to recover Maneuvers equal to their Intelligence modifier.&lt;br /&gt;
|-&lt;br /&gt;
| 5 || The Fighter may double their Intelligence modifier when calculating their maximum Maneuver capacity.&lt;br /&gt;
|-&lt;br /&gt;
| 7 || When using Mass Maneuvers, the Fighter is refunded 1 Maneuver.&lt;br /&gt;
|-&lt;br /&gt;
| 9 || The Fighter&#039;s cooldown time upon using Maneuvers is halved.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Bonus Feats ===&lt;br /&gt;
The character gains an array of bonus feats. The following feats are available: Blind Fight, Cleave, Combat [[General Mechanics Information#Maneuvers|Maneuvers]] (Any), Combat Styles (Any), Deflect Arrows, Evasion, Improved Unarmed Strike.&lt;br /&gt;
&lt;br /&gt;
=== Simple Weapon Mastery ===&lt;br /&gt;
Fighters gain the Simple Weapon Mastery feat for free at first level.&lt;br /&gt;
&lt;br /&gt;
== Archetypes ==&lt;br /&gt;
&lt;br /&gt;
=== Vanquisher ===&lt;br /&gt;
&#039;&#039;&amp;quot;This is the end.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Vanquisher represents the refinement of a Fighter&#039;s discipline into a deadly art.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Class Level !! Feature !! Details&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| &#039;&#039;&#039;Backswing&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
When you miss an attack, you immediately perform an Attack of Opportunity against the target of the attack. Attacks of Opportunity (AoO) are exempt from this feature.&lt;br /&gt;
&lt;br /&gt;
When you hit a number of consecutive attacks equal to your total attacks per round, excluding AoO or Cleave attacks, you also perform an Attack of Opportunity. This counter resets upon changing weapons, or exiting combat.&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| &#039;&#039;&#039;Vanquishing&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
When you perform a [[General Mechanics Information#Maneuvers|Maneuver]], you gain a stack of Vanquishing. Each stack of Vanquishing confers a damage bonus equal to half the highest ability modifier contributing to your weapon damage. These stacks last for one minute, with the duration refreshed when a stack is gained. You may have a maximum of four stacks at any one time.&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| &#039;&#039;&#039;Flawless Technique&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
Landing a successful [[General Mechanics Information#Maneuvers|Maneuver]] on an enemy while you have stacks of Vanquishing will deal damage equal to half the highest ability modifier contributing to your weapon damage per stack, plus an additional 1d6 per stack.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Juggernaut ===&lt;br /&gt;
&#039;&#039;&amp;quot;I have no interest in last stands. This shall be one of many.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Juggernaut withstands extreme punishment with aplomb, grinding their way through enemy lines.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Class Level !! Feature !! Details&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| &#039;&#039;&#039;Inertia&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
Your damage immunity from Hard Target increases to 50%.&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| &#039;&#039;&#039;Momentum&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
You now build Momentum from various actions. Each point of Momentum you build grants Absorption equal to half your Constitution modifier to a damage resistance effect against all damage, creating the effect if you do not already have it. While this effect has any Absorption remaining, its [[General Mechanics Information#Threshold and Absorption|Threshold]] is equal to your Fighter level plus your current Momentum. Expending [[General Mechanics Information#Maneuvers|Maneuvers]] builds 1 point of Momentum per Maneuver. Expending Discipline grants you Momentum equal to 3 plus half your Fighter class level per point spent.&lt;br /&gt;
&lt;br /&gt;
Each point of Momentum fades after 3 rounds, but this does not rescind any contributed Absorption, which remains until it is depleted or you rest.&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| &#039;&#039;&#039;Pendulum&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
Your Hard Target damage immunity increases to 75%. The [[General Mechanics Information#Threshold and Absorption|Threshold]] for your Damage Resistance from Momentum is now doubled.&lt;br /&gt;
&lt;br /&gt;
For every 10 Momentum you produce, you gain a point of Pendulum. If damaged by an enemy within your attack range, you consume a point of Pendulum to perform an Attack of Opportunity against that enemy.&lt;br /&gt;
&lt;br /&gt;
You may hold a maximum capacity of Pendulum equal to your Constitution modifier.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Marshal ===&lt;br /&gt;
&#039;&#039;&amp;quot;I shall carve the path to victory. I ask only that you know how to follow.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Where a Marshal leads, others follow.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Class Level !! Feature !! Details&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| &#039;&#039;&#039;Rally&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
You gain access to a unique [[General Mechanics Information#Maneuvers|Maneuver]], Rally. This costs 2 Maneuvers, and targets one ally. That ally is cleared of any negative effects, receives a damage bonus equal to your Charisma modifier for one minute, and gains temporary hit points equivalent to the healing value of a Cure Moderate Wounds spell.&lt;br /&gt;
&lt;br /&gt;
If at or below 0 hit points, the target is also revived as if by a Raise Dead spell.&lt;br /&gt;
&lt;br /&gt;
Mass: For 4 Maneuvers, Apply these same effects to all allies within 10m of the target.&lt;br /&gt;
&lt;br /&gt;
In addition, when you use Second Wind, any overhealing is stored as a reserve of healing, to a maximum of 50% of your maximum hitpoints. This healing is distributed to any damaged targets of your Rally Maneuver, until the creature is at full hitpoints. This prioritises the target closest to the centre of the Rally area, if the Mass variant of Rally is used.&lt;br /&gt;
&lt;br /&gt;
Finally, you may add your Charisma modifier to your maximum Discipline score.&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| &#039;&#039;&#039;Hard Corps&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
You grant targets affected by your Rally the effects of your Hard Target and Precision class features.&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| &#039;&#039;&#039;Call to Action&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
When you use Action Surge, allies within 10m of you also receive the effects. Upon expending 10 [[General Mechanics Information#Maneuvers|Maneuvers]], you gain a free use of Action Surge.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>RisenholmBot</name></author>
	</entry>
	<entry>
		<id>https://wiki.risenholm.com/index.php?title=Druid&amp;diff=1737</id>
		<title>Druid</title>
		<link rel="alternate" type="text/html" href="https://wiki.risenholm.com/index.php?title=Druid&amp;diff=1737"/>
		<updated>2026-10-07T21:39:18Z</updated>

		<summary type="html">&lt;p&gt;RisenholmBot: Sync from game data at 42de01695&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- This page is generated from the game data by scripts/wiki_sync.py in the module repository. Edits made here will be overwritten by the next sync: change the class or feat description in risenholm.tlk instead. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Druids draw Power from the primal energy lingering in all living things. They possess shapeshifting abilities that allow them to adapt to various combat scenarios and a diverse selection of natural spells from their unique spellbook. Their Archetypes allow them to focus on furthering their shapeshifting abilities, a pet/summoner based playstyle, or an offensive elemental spellcaster.&lt;br /&gt;
&lt;br /&gt;
:Maximizing &#039;&#039;&#039;Strength&#039;&#039;&#039; or &#039;&#039;&#039;Dexterity&#039;&#039;&#039; is recommended if you want to focus on attacking with weapons and using [[General Mechanics Information#Maneuvers|Maneuvers]] like Knockdown. It also provides bonuses to your Fortitude or Reflex save.&lt;br /&gt;
:Maximizing &#039;&#039;&#039;Wisdom&#039;&#039;&#039; is recommended if you want to focus on your spellcasting ability (Offensive DCs, Spells/day, [[General Mechanics Information#Metamagic|Metamagic]] Pool). &#039;&#039;&#039;Wisdom&#039;&#039;&#039; also contributes to your Will save.&lt;br /&gt;
:&#039;&#039;&#039;Dexterity&#039;&#039;&#039; allows you to maximize Armor Class from light/medium armors and improves your Reflex save.&lt;br /&gt;
:&#039;&#039;&#039;Constitution&#039;&#039;&#039; increases your survivability in raw hit points and contributing to your Fortitude save.&lt;br /&gt;
:&#039;&#039;&#039;Intelligence&#039;&#039;&#039; contributes to your maximum Maneuver pool and Reflex save.&lt;br /&gt;
:&#039;&#039;&#039;Charisma&#039;&#039;&#039; contributes to your Will save and support Maneuvers such as &amp;quot;Commander Strike&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== Vitals ==&lt;br /&gt;
:&#039;&#039;&#039;Hit Die&#039;&#039;&#039;: d8 (8 HP per Level)&lt;br /&gt;
:&#039;&#039;&#039;Proficiencies&#039;&#039;&#039;: Armor (All), Shields, Weapons (Druid, Mystic)&lt;br /&gt;
:&#039;&#039;&#039;Skill Points per Level&#039;&#039;&#039;: 6&lt;br /&gt;
:&#039;&#039;&#039;Primary Saving Throw(s)&#039;&#039;&#039;: Fortitude, Will&lt;br /&gt;
:&#039;&#039;&#039;Spellcasting Ability&#039;&#039;&#039;: Wisdom (10 + Spell Level to be able to cast a spell)&lt;br /&gt;
:&#039;&#039;&#039;Spellcasting Type&#039;&#039;&#039;: Primal. Memorized. Memorized spellcasters cannot clear memorized slots after casting a spell, until after their next rest. However, any spells placed into an empty slot start as memorized and available for use.&lt;br /&gt;
:&#039;&#039;&#039;Spellbook&#039;&#039;&#039;: Druids know all available spells once they become capable of casting at a given spell level.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Level !! Features&lt;br /&gt;
|-&lt;br /&gt;
| 1 || [[#Spell List|Spellcasting Level 1]], [[#Metamagic: Conversion|Metamagic: Conversion]]&lt;br /&gt;
|-&lt;br /&gt;
| 2 || [[#Woodland Stride|Woodland Stride]], [[#Metamagic: Polarized Spell|Metamagic: Polarized Spell]]&lt;br /&gt;
|-&lt;br /&gt;
| 3 || [[#Spell List|Spellcasting Level 2]], [[#Wildshape|Wildshape]]&lt;br /&gt;
|-&lt;br /&gt;
| 4 || [[#Archetypes|Archetype Feature I]]&lt;br /&gt;
|-&lt;br /&gt;
| 5 || [[#Spell List|Spellcasting Level 3]]&lt;br /&gt;
|-&lt;br /&gt;
| 6 || [[#Venom Immunity|Venom Immunity]]&lt;br /&gt;
|-&lt;br /&gt;
| 7 || [[#Spell List|Spellcasting Level 4]], [[#Archetypes|Archetype Feature II]]&lt;br /&gt;
|-&lt;br /&gt;
| 8 || [[#Resist Nature&#039;s Lure|Resist Nature&#039;s Lure]]&lt;br /&gt;
|-&lt;br /&gt;
| 9 || [[#Spell List|Spellcasting Level 5]]&lt;br /&gt;
|-&lt;br /&gt;
| 10 || [[#Archetypes|Archetype Feature III]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Spell Slots per Level&lt;br /&gt;
! Class Level !! Cantrips !! 1st Level !! 2nd Level !! 3rd Level !! 4th Level !! 5th Level&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 3 || 1 || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 4 || 2 || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 4 || 2 || 1 || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 5 || 3 || 2 || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 5 || 3 || 2 || 1 || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 6 || 5 || 3 || 3 || 2 || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 7 || 6 || 4 || 3 || 2 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
| 8 || 6 || 4 || 3 || 3 || 2 || -&lt;br /&gt;
|-&lt;br /&gt;
| 9 || 6 || 4 || 4 || 3 || 2 || 1&lt;br /&gt;
|-&lt;br /&gt;
| 10 || 6 || 4 || 4 || 3 || 3 || 2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Spell slots are before any bonus slots from a high spellcasting ability.&lt;br /&gt;
&lt;br /&gt;
== Druid Core Mechanics ==&lt;br /&gt;
&lt;br /&gt;
=== Metamagic: Conversion ===&lt;br /&gt;
The character receives the Conversion feat for free.&lt;br /&gt;
&lt;br /&gt;
=== Metamagic: Polarized Spell ===&lt;br /&gt;
The character receives the Polarized Spell feat for free.&lt;br /&gt;
&lt;br /&gt;
=== Wildshape ===&lt;br /&gt;
A druid can transform themselves into beasts of the wild. By means of a successful Nature check, the druid receives a totem of that form. Using this totem consumes 2 Wildshape and transforms the druid into that animal, gaining an amount of temporary hitpoints per druid level and properties relevant to the animal&#039;s role as listed below. Using the Wildshape feat itself will instantly transform the druid into whatever last shape they used.&lt;br /&gt;
&lt;br /&gt;
Using the totem again cancels the transformation, as does using the Wildshape feat, or another totem to take a new form. Losing the temporary hitpoints granted by the Wildshape will also revert the druid to their true form.&lt;br /&gt;
&lt;br /&gt;
This ability may be used once per rest per Druid level plus Wisdom modifier, and regains 1 use upon slaying 5 non-minion foes.&lt;br /&gt;
&lt;br /&gt;
The Druid may also convert Wildshape into [[General Mechanics Information#Metamagic|Metamagic]] via their Wildshape menu, consuming 2 Wildshape to generate Metamagic equal to their Wisdom modifier.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Role !! Temp HP per Level !! Additional&lt;br /&gt;
|-&lt;br /&gt;
| Brute || 10 || +5 Damage&lt;br /&gt;
|-&lt;br /&gt;
| Skirmisher || 8 || +2d6 Sneak Attack&lt;br /&gt;
|-&lt;br /&gt;
| Lurker || 6 || +3d6 Sneak Attack&lt;br /&gt;
|-&lt;br /&gt;
| Controller || 6 || +2 Spell and Maneuver DCs&lt;br /&gt;
|-&lt;br /&gt;
| Soldier || 12 || +25% Multiplicative Damage Immunity to all damage&lt;br /&gt;
|-&lt;br /&gt;
| Artillery || 6 || +2 AB, +6 Damage&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Woodland Stride ===&lt;br /&gt;
The character is immune to the Entangle, Grease, Spike Growth, Vine Mine, and Web spells.&lt;br /&gt;
&lt;br /&gt;
=== Venom Immunity ===&lt;br /&gt;
The druid is immune to all poisons.&lt;br /&gt;
&lt;br /&gt;
=== Resist Nature&#039;s Lure ===&lt;br /&gt;
This feat grants a +2 insight bonus on saving throws against fear spells and effects.&lt;br /&gt;
&lt;br /&gt;
=== Druid Weapons ===&lt;br /&gt;
The Druid may use the club, dagger, quarterstaff, shortbow, sickle, sling, spear, and throwing dagger.&lt;br /&gt;
&lt;br /&gt;
=== Mystic Weapons ===&lt;br /&gt;
The character may use the casting gloves, mystic staff, and tome.&lt;br /&gt;
&lt;br /&gt;
=== Spell List ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
! Cantrips !! 1st Level Spells !! 2nd Level Spells !! 3rd Level Spells !! 4th Level Spells !! 5th Level Spells&lt;br /&gt;
|- style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
[[Spells#Acid_Splash|Acid Splash]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Electric_Jolt|Electric Jolt]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Flare|Flare]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Inflict_Minor_Wounds|Inflict Minor Wounds]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Light|Light]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Ray_of_Frost|Ray of Frost]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Resistance|Resistance]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Cure_Minor_Wounds|Spare the Dying]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Virtue|Virtue]]&lt;br /&gt;
|&lt;br /&gt;
[[Spells#Burning_Hands|Burning Hands]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Camoflage|Camouflage]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Charm_Person|Charm]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Cure_Light_Wounds|Cure Light Wounds]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Endure_Elements|Endure Energy]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Entangle|Entangle]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Grease|Grease]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Ice_Dagger|Ice Dagger]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Inflict_Light_Wounds|Inflict Light Wounds]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Ironguts|Ironguts]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Magic_Weapon|Magic Weapon]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#PROTECTION_FROM_ALIGNMENT|Protection]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Shield_of_Faith|Shield of Faith]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Sleep|Sleep]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Summon_Creature_I|Summon Creature I]]&lt;br /&gt;
|&lt;br /&gt;
[[Spells#Barkskin|Barkskin]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Bulls_Strength|Bull&#039;s Strength]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Cats_Grace|Cat&#039;s Grace]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Clarity|Clarity]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Cure_Moderate_Wounds|Cure Moderate Wounds]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Eagle_Splendor|Eagle&#039;s Splendor]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Gedlees_Electric_Loop|Electric Loop]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Flame_Weapon|Elemental Weapon]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Endurance|Endurance]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Flame_Lash|Flame Lash]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Foxs_Cunning|Fox&#039;s Cunning]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Freedom_of_Movement|Freedom of Movement]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Hold_Person|Hold]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Inflict_Moderate_Wounds|Inflict Moderate Wounds]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#One_With_The_Land|One with the Land]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Owls_Wisdom|Owl&#039;s Wisdom]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Resist_Elements|Resist Energy]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Restoration|Restoration]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Summon_Creature_II|Summon Creature II]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Web|Web]]&lt;br /&gt;
|&lt;br /&gt;
[[Spells#Call_Lightning|Call Lightning]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Contagion|Contagion]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Cure_Serious_Wounds|Cure Serious Wounds]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Dispel_Magic|Dispel Magic]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Greater_Magic_Weapon|Greater Magic Weapon]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Healing_Sting|Healing Sting]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Inflict_Serious_Wounds|Inflict Serious Wounds]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Magic_Vestment|Magic Vestment]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Neutralize_Poison|Neutralize Poison]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Poison|Poison]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Protection_from_Elements|Protection from Energy]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Quillfire|Quillfire]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Remove_Disease|Remove Disease]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Spike_Growth|Spike Growth]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Summon_Creature_III|Summon Creature III]]&lt;br /&gt;
|&lt;br /&gt;
[[Spells#Bestow_Curse|Bestow Curse]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Cure_Critical_Wounds|Cure Critical Wounds]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Death_Ward|Death Ward]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Dominate_Person|Dominate Person]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Elemental_Shield|Elemental Rebuke]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Enervation|Enervation]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Flame_Strike|Flame Strike]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Ice_Storm|Ice Storm]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Infestation_of_Maggots|Infestation of Maggots]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Inflict_Critical_Wounds|Inflict Critical Wounds]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Stoneskin|Stoneskin]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Summon_Creature_IV|Summon Creature IV]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Wall_of_Fire|Wall of Fire]]&lt;br /&gt;
|&lt;br /&gt;
[[Spells#Awaken|Awaken]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Cone_of_Cold|Cone of Cold]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Energy_Buffer|Energy Buffer]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Healing_Circle|Healing Circle]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Inferno|Inferno]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Monstrous_Regeneration|Monstrous Regeneration]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Raise_Dead|Raise Dead]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Summon_Creature_V|Summon Creature V]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Vine_Mine|Vine Mine]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Archetypes ==&lt;br /&gt;
&lt;br /&gt;
=== Invoker ===&lt;br /&gt;
&#039;&#039;&amp;quot;The land answers my call.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Some Druids directly invoke natural elemental spirits to aid them.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Class Level !! Feature !! Details&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| &#039;&#039;&#039;Invocation&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
You gain a new resource pool, Invocation, with a capacity of [10 + Wisdom Modifier]. This gains points equal to a harmful spell&#039;s level upon casting. You may use this feat to target yourself, or a point within 20m.&lt;br /&gt;
&lt;br /&gt;
Targeting yourself, or activating the feat again while the targeting cursor is up, consumes a use of Wildshape, granting Invocation points equal to your Wisdom modifier. Any points beyond your Invocation capacity are granted as [[General Mechanics Information#Metamagic|Metamagic]] instead.&lt;br /&gt;
&lt;br /&gt;
Targeting a point consumes 8 points to create an Invocation. Its damage type is Fire, or that of your active Rune (such as from the Elemental Weapon spell), and Polarized Spell may change it as it does for a spell. This Invocation begins with 6 charges, expending 1 charge every 3 seconds to strike the nearest enemy creature with 1d6 damage (Fortitude half). If the Invocation is within any of your persistent area of effect spells, it strikes any creatures within these. Invocation damage counts as Spells (Persistent AoE) for damage bonuses, even when it strikes a single creature. You may only create one Invocation at a time.&lt;br /&gt;
&lt;br /&gt;
Your Invocations benefit from any applicable Metamagic you know for free, and any increases to your spell DC.&lt;br /&gt;
&lt;br /&gt;
Upon expiry, an Invocation refunds 5 spell levels&#039; worth of harmful spells to you.&lt;br /&gt;
&lt;br /&gt;
In addition, your cost to convert Wildshape to Metamagic is reduced to 1.&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| &#039;&#039;&#039;Leylines&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
Your Invocation damage increases to 2d4, your base capacity to 15, and you may now place a second. This draws a Leyline between that Invocation and any others you have placed within 10m. Creatures who pass through this Leyline are slowed by 90% for 3 rounds.&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| &#039;&#039;&#039;Convergence&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
Your Invocation damage increases to 2d6, your base capacity to 20, and you may now place a third. Any creatures within the triangle formed by three invocations will be stunned for one round every round if they fail their will save. The DC is equal to that of your Invocations.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Shifter ===&lt;br /&gt;
&#039;&#039;&amp;quot;Show my face? Which one?&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Capable of taking the form of almost any creature, the Shifter wields them almost as proficiently as the original, and often moreso.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Class Level !! Feature !! Details&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| &#039;&#039;&#039;Form Mastery&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
Your Wildshape now functions differently from the typical druid&#039;s in several ways:&lt;br /&gt;
&lt;br /&gt;
* You gain 1 Wildshape for each non-minion slain.&lt;br /&gt;
* It now costs 10 Wildshape for you to convert Wildshape to [[General Mechanics Information#Metamagic|Metamagic]].&lt;br /&gt;
* Your Wildshape capacity is now equal to 10 + twice your Wisdom Modifier.&lt;br /&gt;
* You may learn a greater variety of forms, including vermin, beasts, and magical beasts.&lt;br /&gt;
* Your transformations cannot be dispelled.&lt;br /&gt;
* You do not consume Wildshape to change form; however, changing form no longer grants you temporary hitpoints (THP).&lt;br /&gt;
* You no longer revert to humanoid form when resting.&lt;br /&gt;
* You receive a new feat, Primal Surge, which you may use once per round to gain the THP you would otherwise gain from the form, consuming 5 uses of Wildshape. This also grants Regeneration, restoring hitpoints equal to your Druid level every 3 seconds, up to the total amount of THP gained.&lt;br /&gt;
&lt;br /&gt;
* The Form Mastery feat may be activated to consume 3 uses of Wildshape in order to gain the following Form Mastery benefits for 1 minute, dependent upon your current form&#039;s role. If you change form, you receive the relevant Form Mastery benefits for that form instead.&lt;br /&gt;
&lt;br /&gt;
Brute: You receive +1 bonus attack per round, and a +5 physical damage bonus to attacks.&lt;br /&gt;
&lt;br /&gt;
Skirmisher: You receive +1 bonus attack per round, and +2d6 Sneak Attack.&lt;br /&gt;
&lt;br /&gt;
Lurker: You gain +3d6 Sneak Attack. You may reactivate the feat to vanish from sight, disengaging from your attack schedule and entering stealth. Whilst this Form Mastery bonus is active, reactivating Form Mastery causes you to vanish from sight once again, at a cost of 1 Wildshape per use. You cannot perform this action after exiting stealth mode until one round has passed.&lt;br /&gt;
&lt;br /&gt;
Controller: For one minute, upon striking a target, they must succeed at a save versus your cantrip DC or suffer the effects of Blindness for 1 round. Applicable Metamagic you know is applied without cost.&lt;br /&gt;
&lt;br /&gt;
Soldier: You receive 25% multiplicative physical damage immunity.&lt;br /&gt;
&lt;br /&gt;
Artillery: Once per round for one minute, you automatically fire a volley of spines at targets within 10m of your attack target. If you have no current attack target, the nearest enemy is selected instead. You create one spine per Druid level, with each inflicting 4 physical damage. These are split evenly amongst the available targets, with priority given to your target and those nearest it.&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| &#039;&#039;&#039;Primal Surge&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
You may use this feat once per round to gain the THP you would otherwise gain from Wildshaping into the current form&#039;s role, consuming 5 uses of Wildshape. This also grants Regeneration, restoring hitpoints equal to your Druid level every 3 seconds, up to the total amount of THP gained.&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| &#039;&#039;&#039;Second Shift&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
One round after activating Form Mastery, you receive the Second Shift effect, further enhancing your Form Mastery benefits. Changing forms resets the Second Shift effect, reactivating after 1 round has passed in the new form.&lt;br /&gt;
&lt;br /&gt;
Brute: You receive an additional +1 bonus attack per round, and a further +5 physical damage bonus to attacks.&lt;br /&gt;
&lt;br /&gt;
Skirmisher: You receive an additional +1 bonus attack per round, and a further +2d6 Sneak Attack.&lt;br /&gt;
&lt;br /&gt;
Lurker: You receive +1 bonus attack per round, and a further +3d6 Sneak Attack.&lt;br /&gt;
&lt;br /&gt;
Controller: In addition to the on-hit blind effect, you now also afflict your attacked targets with the Paralyze effect for 1 round, should they fail a Will saving throw versus your cantrip DC. Applicable [[General Mechanics Information#Metamagic|Metamagic]] you know is applied without cost.&lt;br /&gt;
&lt;br /&gt;
Soldier: You may reactivate Form Mastery to expend 2 Wildshape and receive a Damage Resistance (DR) effect to all damage with a [[General Mechanics Information#Threshold and Absorption|Threshold]] equal to 5 + your Druid Level, with Absorption of 10 per Druid Level. Any Absorption remaining when the effect expires (either due to expiring duration or changing form) is saved and applied to the Absorption of the next DR effect created this way.&lt;br /&gt;
&lt;br /&gt;
Artillery: You generate twice the number of spines.&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| &#039;&#039;&#039;Peak Performance&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
The base bonuses you receive from Wildshape roles are now doubled.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Wildspeaker ===&lt;br /&gt;
&#039;&#039;&amp;quot;Lend your ear to the wilds.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Druids can partner directly with the wilds, listening to their pleas and receiving its boons as a result.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Class Level !! Feature !! Details&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| &#039;&#039;&#039;First Words&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
Your bond with the wilds has granted you the benefit of a natural companion. Use this feat on yourself to choose your companion type (default wolf). This companion has the statistics of an Elite-rated creature of its given role. If you also possess the Animal Companion feature from the Ranger Beastmaster, your Druid and Ranger levels stack when determining the companion&#039;s Threat Level. You may summon your companion for free once per rest.&lt;br /&gt;
&lt;br /&gt;
You may also target your companion with this feat to restore hitpoints equal to its maximum hit points, expending 3 Wildshape. Any excess is granted as temporary hitpoints lasting one minute, to a maximum of half their hit point total. Should your companion perish, it may be resummoned with this feat for the cost of 3 Wildshape.&lt;br /&gt;
&lt;br /&gt;
Your companion also possesses your Woodland Stride class feature.&lt;br /&gt;
&lt;br /&gt;
Upon casting a harmful damage spell, for 3 rounds your companion receives a damage bonus equal to your Druid class level plus the spell&#039;s level, of the spell&#039;s damage type.&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| &#039;&#039;&#039;Growing Bond&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
Your companion receives a stack of the following bonuses for every round they remain within one of your persistent areas of effect (AoE) (such as Grease, Web, etc), to a maximum of 3 stacks. These bonuses are retained as long as they remain within the AoE. Should the companion leave your AoEs, these stacks will be lost at a rate of 1 every 3 rounds.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Bear&#039;&#039;&#039;: +3 Physical Damage&lt;br /&gt;
* &#039;&#039;&#039;Boar&#039;&#039;&#039;: +20% Physical Damage Immunity (Multiplicative)&lt;br /&gt;
* &#039;&#039;&#039;Wolf&#039;&#039;&#039;: +2 Physical Damage / +10% Movespeed&lt;br /&gt;
* &#039;&#039;&#039;Hawk&#039;&#039;&#039;: +2d6 Radiant damage on Sneak Attack&lt;br /&gt;
* &#039;&#039;&#039;Lynx&#039;&#039;&#039;: +2d6 Radiant damage on Sneak Attack&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| &#039;&#039;&#039;Rite of Passage&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
When your companion&#039;s Growing Bond stacks reach their maximum, their rating upgrades to Solo. The companion&#039;s rating reverts to Elite if the stacks should decay below the maximum.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>RisenholmBot</name></author>
	</entry>
	<entry>
		<id>https://wiki.risenholm.com/index.php?title=Cleric&amp;diff=1736</id>
		<title>Cleric</title>
		<link rel="alternate" type="text/html" href="https://wiki.risenholm.com/index.php?title=Cleric&amp;diff=1736"/>
		<updated>2026-10-07T21:39:17Z</updated>

		<summary type="html">&lt;p&gt;RisenholmBot: Sync from game data at 42de01695&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- This page is generated from the game data by scripts/wiki_sync.py in the module repository. Edits made here will be overwritten by the next sync: change the class or feat description in risenholm.tlk instead. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Clerics draw Power from their Devotion to a religious path. Their spell selection is generally tailored towards support through healing, boons and afflictions and they are afforded an average HP pool and armor proficiencies to allow a frontline presence if desired. The various archetypes allow the Cleric to become a more classic frontline enspelled warrior, a dedicated healer, or unique offensive spellcaster.&lt;br /&gt;
&lt;br /&gt;
== Vitals ==&lt;br /&gt;
:&#039;&#039;&#039;Hit Die&#039;&#039;&#039;: d8 (8 HP per Level)&lt;br /&gt;
:&#039;&#039;&#039;Proficiencies&#039;&#039;&#039;: Armor (All), Shields, Weapons (Simple, Mystic)&lt;br /&gt;
:&#039;&#039;&#039;Skill Points per Level&#039;&#039;&#039;: 6&lt;br /&gt;
:&#039;&#039;&#039;Primary Saving Throw(s)&#039;&#039;&#039;: Fortitude, Will&lt;br /&gt;
:&#039;&#039;&#039;Spellcasting Ability&#039;&#039;&#039;: Wisdom (10 + Spell Level to be able to cast a spell)&lt;br /&gt;
:&#039;&#039;&#039;Spellcasting Type&#039;&#039;&#039;: Devotion. Memorized. Memorized spellcasters cannot clear memorized slots after casting a spell, until after their next rest. However, any spells placed into an empty slot start as memorized and available for use.&lt;br /&gt;
:&#039;&#039;&#039;Spellbook&#039;&#039;&#039;: Clerics know all available spells once they become capable of casting at a given spell level.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Level !! Features&lt;br /&gt;
|-&lt;br /&gt;
| 1 || [[#Spell List|Spellcasting Level 1]], [[#Metamagic: Conversion|Metamagic: Conversion]], [[#Divine Polarity|Divine Polarity]]&lt;br /&gt;
|-&lt;br /&gt;
| 2 || [[#Channel Divinity: Turning|Channel Divinity: Turning]]&lt;br /&gt;
|-&lt;br /&gt;
| 3 || [[#Spell List|Spellcasting Level 2]], [[#Bonus Feat: Channel Divinity|Bonus Feat: Channel Divinity]], Energy Affinity&lt;br /&gt;
|-&lt;br /&gt;
| 4 || [[#Archetypes|Archetype Feature I]], [[#Bonus Feat: Channel Divinity|Bonus Feat: Channel Divinity]]&lt;br /&gt;
|-&lt;br /&gt;
| 5 || [[#Spell List|Spellcasting Level 3]]&lt;br /&gt;
|-&lt;br /&gt;
| 6 || [[#Bonus Feat: Channel Divinity|Bonus Feat: Channel Divinity]]&lt;br /&gt;
|-&lt;br /&gt;
| 7 || [[#Archetypes|Archetype Feature II]], [[#Spell List|Spellcasting Level 4]]&lt;br /&gt;
|-&lt;br /&gt;
| 8 || [[#Bonus Feat: Channel Divinity|Bonus Feat: Channel Divinity]]&lt;br /&gt;
|-&lt;br /&gt;
| 9 || [[#Spell List|Spellcasting Level 5]]&lt;br /&gt;
|-&lt;br /&gt;
| 10 || [[#Archetypes|Archetype Feature III]], [[#Bonus Feat: Channel Divinity|Bonus Feat: Channel Divinity]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Spell Slots per Level&lt;br /&gt;
! Class Level !! Cantrips !! 1st Level !! 2nd Level !! 3rd Level !! 4th Level !! 5th Level&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 3 || 2 || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 4 || 3 || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 4 || 3 || 2 || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 5 || 4 || 3 || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 5 || 4 || 3 || 2 || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 6 || 5 || 4 || 4 || 3 || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 7 || 6 || 5 || 4 || 3 || 2 || -&lt;br /&gt;
|-&lt;br /&gt;
| 8 || 6 || 5 || 4 || 4 || 3 || -&lt;br /&gt;
|-&lt;br /&gt;
| 9 || 6 || 5 || 5 || 4 || 3 || 2&lt;br /&gt;
|-&lt;br /&gt;
| 10 || 6 || 5 || 5 || 4 || 4 || 3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Spell slots are before any bonus slots from a high spellcasting ability.&lt;br /&gt;
&lt;br /&gt;
== Cleric Core Mechanics ==&lt;br /&gt;
&lt;br /&gt;
=== Mystic Weapons ===&lt;br /&gt;
The character may use the casting gloves, mystic staff, and tome.&lt;br /&gt;
&lt;br /&gt;
=== Divine Polarity ===&lt;br /&gt;
Clerics choose the energy type of their spells and abilities at level 1. They subsequently gain the Energy Affinity feat for that energy type at level 3.&lt;br /&gt;
&lt;br /&gt;
=== Metamagic: Conversion ===&lt;br /&gt;
The character receives the Conversion feat for free.&lt;br /&gt;
&lt;br /&gt;
=== Channel Divinity ===&lt;br /&gt;
The character gains access to features that draw upon a Channel Divinity pool, representing a reserve of divine energy. These features may be granted by class levels, feats, or archetypes. This pool has a maximum capacity of equal to the sum total of their Paladin and Cleric levels, plus the highest of their Wisdom or Charisma modifiers. The character regains 1 Channel Divinity for every 6 non-minion foes slain.&lt;br /&gt;
&lt;br /&gt;
=== Channel Divinity: Turning ===&lt;br /&gt;
The character may target a location within Short (8m) range to release a wave of pure conviction, striking enemies within a 6m radius sphere. Struck enemies must succeed at a saving throw (Will, DC: 10 + Cleric Level + Paladin Level + Highest of WIS/CHA; Negates) or suffer the Fear effect for 3 rounds. These enemies also receive Psychic damage equal to the character&#039;s combined Wisdom and Charisma modifiers, halved if the target succeeded their saving throw. In addition, the character restores [[General Mechanics Information#Metamagic|Metamagic]] equal to half their Wisdom modifier.&lt;br /&gt;
&lt;br /&gt;
The effects of this ability are subject to ongoing saving throws. Each round, the target may attempt a new saving throw to end the effect. Each failed saving throw provides a stacking +4 bonus to further saving throws for 5 rounds versus the following effects:&lt;br /&gt;
&lt;br /&gt;
Confusion, Daze, Domination, Fear, Knockdown, Paralysis, Petrification, Sleep, Stun&lt;br /&gt;
&lt;br /&gt;
=== Bonus Feat: Channel Divinity ===&lt;br /&gt;
The Cleric receives a free Channel Divinity feat of their choice, from the list below:&lt;br /&gt;
&lt;br /&gt;
=== Channel Divinity: Divine Might ===&lt;br /&gt;
The character may spend one Channel Divinity to add their Charisma or Wisdom bonus, whichever is higher, to all weapon damage for 1 minute. This damage bonus is capped at twice the character&#039;s total sum of Paladin and Cleric levels. If Divine Might is already active, the duration is extended by 1 minute.&lt;br /&gt;
&lt;br /&gt;
=== Channel Divinity: Divine Shield ===&lt;br /&gt;
The character may spend one Channel Divinity to gain damage resistance against physical damage. The threshold for this damage resistance is equal to the sum total of Cleric and Paladin class levels the character possesses. The shield absorbs 10 damage per point of the character&#039;s Charisma or Wisdom bonus, whichever is higher, plus 10% of the target&#039;s maximum hitpoints.&lt;br /&gt;
&lt;br /&gt;
If Divine Shield is already active, any existing absorption is inherited by the new instance of Divine Shield. Divine Shield has a duration of 15 minutes [[General Mechanics Information#Combat Time|Combat Time]].&lt;br /&gt;
&lt;br /&gt;
=== Channel Divinity: Beneficence ===&lt;br /&gt;
Consume 1 Channel Divinity to instantly heal your most damaged ally within 20m for hitpoints equal to your highest memorised Cure Wounds spell. Excess granted as Temporary Hit Points.&lt;br /&gt;
&lt;br /&gt;
=== Channel Divinity: Ablution ===&lt;br /&gt;
Consume 1 Channel Divinity to apply the effects of Restoration to allies in a 10m sphere, with a range of 20m. The Restoration spell must be memorised.&lt;br /&gt;
&lt;br /&gt;
=== Channel Divinity: Condemnation ===&lt;br /&gt;
Consume 2 Channel Divinity to apply a DoT inflicting 1d4 + WIS Radiant damage every 3 seconds to enemies in a 10m sphere, with a range of 20m, lasting 3 rounds (Requires Action).&lt;br /&gt;
&lt;br /&gt;
=== Channel Divinity: Consecration ===&lt;br /&gt;
Consume 2 Channel Divinity to create a 5m radius area centered around the cleric for 1 minute inflicting 1d4 + [WIS / 2] Radiant damage per 3 seconds to enemies within (Requires Action)&lt;br /&gt;
&lt;br /&gt;
=== Channel Divinity: Succor ===&lt;br /&gt;
Consume 3 Channel Divinity to grant a target the effects of a [[General Mechanics Information#Short Rest|Short Rest]]. The target must complete a Rest to be eligible for this effect again.&lt;br /&gt;
&lt;br /&gt;
=== Channel Divinity: Sanctification ===&lt;br /&gt;
Consume 1 Channel Divinity to apply a [[General Mechanics Information#Retaliation|Retaliation]] effect to yourself or an ally [Trigger: Attacks, Damage: 3d2 + WIS Radiant, Limit: [WIS * 2] Attacks, Duration: 15m [[General Mechanics Information#Combat Time|Combat Time]], Cooldown: 1s, per-Attacker]&lt;br /&gt;
&lt;br /&gt;
=== Channel Divinity: Fervor ===&lt;br /&gt;
Consume 5 Channel Divinity to grant the target a bonus attack per round for a number of rounds equal to your Wisdom modifier.&lt;br /&gt;
&lt;br /&gt;
=== Spell List ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
! Cantrips !! 1st Level Spells !! 2nd Level Spells !! 3rd Level Spells !! 4th Level Spells !! 5th Level Spells&lt;br /&gt;
|- style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
[[Spells#Inflict_Minor_Wounds|Inflict Minor Wounds]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Light|Light]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Resistance|Resistance]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Cure_Minor_Wounds|Spare the Dying]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Virtue|Virtue]]&lt;br /&gt;
|&lt;br /&gt;
[[Spells#Bane|Bane]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Bless|Bless]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Cure_Light_Wounds|Cure Light Wounds]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Doom|Doom]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Endure_Elements|Endure Energy]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Inflict_Light_Wounds|Inflict Light Wounds]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Ironguts|Ironguts]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Magic_Weapon|Magic Weapon]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Negative_Energy_Ray|Negative Energy Ray]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#PROTECTION_FROM_ALIGNMENT|Protection]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Scare|Scare]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Shield_of_Faith|Shield of Faith]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Summon_Creature_I|Summon Creature I]]&lt;br /&gt;
|&lt;br /&gt;
[[Spells#Aid|Aid]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Bless_Weapon|Bless Weapon]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Blindness_and_Deafness|Blindness/Deafness]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Bulls_Strength|Bull&#039;s Strength]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Cats_Grace|Cat&#039;s Grace]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Clarity|Clarity]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Cure_Moderate_Wounds|Cure Moderate Wounds]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Eagle_Splendor|Eagle&#039;s Splendor]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Endurance|Endurance]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Foxs_Cunning|Fox&#039;s Cunning]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Freedom_of_Movement|Freedom of Movement]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Hold_Person|Hold]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Inflict_Moderate_Wounds|Inflict Moderate Wounds]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Owls_Wisdom|Owl&#039;s Wisdom]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Resist_Elements|Resist Energy]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Restoration|Restoration]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Silence|Silence]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Sound_Burst|Sound Burst]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Stone_Bones|Stone Bones]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Summon_Creature_II|Summon Creature II]]&lt;br /&gt;
|&lt;br /&gt;
[[Spells#Contagion|Contagion]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Cure_Serious_Wounds|Cure Serious Wounds]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Dispel_Magic|Dispel Magic]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Fear|Fear]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Glyph_of_Warding|Glyph of Warding]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Greater_Magic_Weapon|Greater Magic Weapon]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Inflict_Serious_Wounds|Inflict Serious Wounds]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Invisibility_Purge|Invisibility Purge]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Magic_Vestment|Magic Vestment]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Negative_Energy_Burst|Negative Energy Burst]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Neutralize_Poison|Neutralize Poison]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Poison|Poison]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Prayer|Prayer]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Protection_from_Elements|Protection from Energy]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Remove_Curse|Remove Curse]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Remove_Disease|Remove Disease]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Searing_Light|Searing Light]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Summon_Creature_III|Summon Creature III]]&lt;br /&gt;
|&lt;br /&gt;
[[Spells#Bestow_Curse|Bestow Curse]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Cure_Critical_Wounds|Cure Critical Wounds]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Death_Ward|Death Ward]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Dismissal|Dismissal]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Flame_Strike|Flame Strike]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Hammer_of_the_Gods|Hammer of the Gods]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Inflict_Critical_Wounds|Inflict Critical Wounds]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Summon_Creature_IV|Summon Creature IV]]&lt;br /&gt;
|&lt;br /&gt;
[[Spells#Battletide|Battletide]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Circle_of_Doom|Circle of Doom]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Healing_Circle|Healing Circle]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Monstrous_Regeneration|Monstrous Regeneration]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Raise_Dead|Raise Dead]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Slay_Living|Slay Living]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Summon_Creature_V|Summon Creature V]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Archetypes ==&lt;br /&gt;
&lt;br /&gt;
=== Votive ===&lt;br /&gt;
&#039;&#039;&amp;quot;Have faith.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Burning their life&#039;s candle, the Votive gives of themselves to provide succor to their friends and castigate their foes.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Class Level !! Feature !! Details&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| &#039;&#039;&#039;Yajna&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
You gain a new Channel Divinity option, Yajna. This allows you to enter a channeling state wherein you forsake the ability to perform any actions other than maintaining Yajna effects. Using the feat again whilst in this state allows you to target a creature, expending 1 Channel Divinity and applying a Yajna effect. Applying Yajna effects consumes [[General Mechanics Information#Metamagic|Metamagic]] (Empower, Extend, Heighten, Quicken) like a spell. Whilst channeling you gain 50% multiplicative damage immunity to all damage and complete immunity to all Hard Control effects. Attacking, casting a spell, or moving will cancel the state.&lt;br /&gt;
&lt;br /&gt;
Whilst under the effects of Yajna, for 10 ticks the target is harmed or healed every 3 seconds. You may create as many concurrent Yajna effects as you wish. You may dispel Yajna effects by targeting the creature again. Quicken increases the tick rate from 3s to 2s. Ticks of Yajna also increase the Limit of Implement Fighting&#039;s [[General Mechanics Information#Retaliation|Retaliation]] effect as if they were an attack or spellcast.&lt;br /&gt;
&lt;br /&gt;
* Healing equals your combined WIS and CHA modifiers, weapon EB, plus your Divine Shield [[General Mechanics Information#Threshold and Absorption|Threshold]].&lt;br /&gt;
* Healing in excess of the target&#039;s maximum HP is granted as temporary hitpoints (THP) for 1 minute.&lt;br /&gt;
&lt;br /&gt;
* Damage dealt is equal to your combined WIS and CHA modifiers, weapon EB, Rune damage, and Divine Might if active.&lt;br /&gt;
* The target receives a Will save to half the damage, with DC equal to your highest spell DC.&lt;br /&gt;
* If an enemy perishes under the effects of Yajna, it transfers to the nearest enemy within 20m of both the enemy and yourself.&lt;br /&gt;
* Yajna effects that only deal damage refund their Channel Divinity cost upon expiry.&lt;br /&gt;
&lt;br /&gt;
This power comes at a cost, however. Upon each tick, your Embers gauge increases by 4%, or 1% if over 100%. If the gauge exceeds 100%, you begin to receive damage at a rate of 1 Internal damage per 1% excess, every 2 seconds. The gauge decays by 5% per second once you have not gained Embers for one round.&lt;br /&gt;
&lt;br /&gt;
Finally, you gain the Robust Defense feat.&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| &#039;&#039;&#039;Bhakti&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
Allies receiving the effects of Yajna receive a 20% multiplicative damage immunity to all damage for the duration of the effect. Enemies instead receive a 20% damage vulnerability.&lt;br /&gt;
&lt;br /&gt;
Healing hitpoints with Yajna now also extinguishes Embers, reducing 1% per hitpoint restored while below 100% Embers, and 1% per 10 hitpoints restored if over 100% Embers.&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| &#039;&#039;&#039;Nirvana&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
Once per minute, you may immediately purge your entire Embers gauge. If this free use of Nirvana is on cooldown, you may opt to expend 1 Channel Divinity to extinguish these Embers instead.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Warpriest ===&lt;br /&gt;
&#039;&#039;&amp;quot;On the battlefield, everyone is a believer.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Warpriest clashes into the front lines, inspiring their allies to victory.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Class Level !! Feature !! Details&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| &#039;&#039;&#039;Power&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
You gain a new resource pool, Divine Power, with a maximum capacity equal to thrice your Wisdom modifier. For each point of Channel Divinity you consume, you gain Divine Power equal to half your Wisdom modifier.&lt;br /&gt;
&lt;br /&gt;
You may consume Divine Power to cast a selection of spells using your archetype menu, as below. You must have the spell currently memorised, though it need not be readied. Warding and enhancement spells are cast on yourself (or on the target of your next normal attack, if a harmful spell) instantly, with no cast time. Hostile spell options possess a cooldown period of one round. These spells consume [[General Mechanics Information#Metamagic|Metamagic]] as usual.&lt;br /&gt;
&lt;br /&gt;
Whilst you harbour any Divine Power, you receive a multiplicative 30% physical damage immunity effect.&lt;br /&gt;
&lt;br /&gt;
Finally, you gain the Martial Weapon Proficiency and Simple Weapon Mastery feats, if you do not already possess them.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Spell !! Cost&lt;br /&gt;
|-&lt;br /&gt;
| Bane + Doom || 1&lt;br /&gt;
|-&lt;br /&gt;
| Aid || 2&lt;br /&gt;
|-&lt;br /&gt;
| Cure Wounds || [Spell Level]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Inflict Wounds&#039;&#039;&#039;: [Spell Level]&lt;br /&gt;
* &#039;&#039;&#039;Resist Elements&#039;&#039;&#039;: 2&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| &#039;&#039;&#039;Force&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
Your Divine Power spell list is expanded to include the following spells, with some options upgraded.&lt;br /&gt;
&lt;br /&gt;
Spell: Cost&lt;br /&gt;
&lt;br /&gt;
Bane + Doom + Prayer (replaces Bane + Doom): 1&lt;br /&gt;
&lt;br /&gt;
Protection From Elements (replaces Resist Elements): 2&lt;br /&gt;
&lt;br /&gt;
Death Ward: 4&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| &#039;&#039;&#039;Obliteration&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
Your Divine Power spell list is expanded to include the following spells.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Spell || Cost&lt;br /&gt;
|-&lt;br /&gt;
| Battletide || 3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Healing Circle&#039;&#039;&#039;: 5&lt;br /&gt;
* &#039;&#039;&#039;Slay Living&#039;&#039;&#039;: 5&lt;br /&gt;
* &#039;&#039;&#039;Monstrous Regeneration&#039;&#039;&#039;: 5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Ascendant ===&lt;br /&gt;
&#039;&#039;&amp;quot;Beyond mortal limits.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Ascendant channels raw energy to bring themselves closer to the divine.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Class Level !! Feature !! Details&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| &#039;&#039;&#039;Ascension&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
You gain an Ascension gauge and track. Expending Channel Divinity fills your Ascension gauge, with a duration of [WIS] seconds for each Channel Divinity expended. If the Ascension effect is already active, its duration is extended.&lt;br /&gt;
&lt;br /&gt;
Whilst Ascension is active, your Ascension track (visible on your archetype menu) progresses, draining the gauge. The Ascension track consists of consecutive segments for each of your castable spell levels. The track progresses in 1s ticks, with [Spell Level + 1] ticks required to fill these segments, in sequence. Once a segment is filled, you receive a free spellcast (Freecast) of a harmful spell at that level. When the track ends, it resets and begins refilling from zero. If a spell level already has a Freecast, the track will cease progression until that Freecast is used. After a [[General Mechanics Information#Long Rest|Long Rest]], your Ascension track begins with a Freecast at each spell level.&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| &#039;&#039;&#039;Majesty&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
Whilst your Ascension gauge is active, enemies affected by your damaging Cleric spells suffer the effects of Blindness for 1 round (Reflex, DC: Spell; Negates).&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| &#039;&#039;&#039;Apotheosis&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
When an enemy fails their save versus your Majesty feature, they suffer a DoT effect with damage equal to half your Wisdom modifier every 3s for 3 rounds.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>RisenholmBot</name></author>
	</entry>
	<entry>
		<id>https://wiki.risenholm.com/index.php?title=Bard&amp;diff=1735</id>
		<title>Bard</title>
		<link rel="alternate" type="text/html" href="https://wiki.risenholm.com/index.php?title=Bard&amp;diff=1735"/>
		<updated>2026-10-07T21:39:16Z</updated>

		<summary type="html">&lt;p&gt;RisenholmBot: Sync from game data at 42de01695&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- This page is generated from the game data by scripts/wiki_sync.py in the module repository. Edits made here will be overwritten by the next sync: change the class or feat description in risenholm.tlk instead. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Bards draw Power from a mixture of the arcane and primal energies within the emotions of themselves and others. They possess the most innate support abilities of any class, and are able to tailor their spell selections to a variety of playstyles. While all the bard archetypes further enhance their support role, their focus lies in general ally enhancement, damage, or spellcasting boons.&lt;br /&gt;
&lt;br /&gt;
:Maximizing &#039;&#039;&#039;Strength&#039;&#039;&#039; or &#039;&#039;&#039;Dexterity&#039;&#039;&#039; is recommended for attacking with weapons and using [[General Mechanics Information#Maneuvers|Maneuvers]] like Knockdown. It also provides bonuses to your Fortitude or Reflex save.&lt;br /&gt;
:A medium/high &#039;&#039;&#039;Charisma&#039;&#039;&#039; contributes to your spellcasting ability (Offensive DCs, Spells/day, and [[General Mechanics Information#Metamagic|Metamagic]] Pool) and support Maneuvers such as &amp;quot;Commander Strike&amp;quot;.&lt;br /&gt;
:A medium/high &#039;&#039;&#039;Dexterity&#039;&#039;&#039; allows you to maximize Armor Class from light armors and improves your Reflex save.&lt;br /&gt;
:&#039;&#039;&#039;Constitution&#039;&#039;&#039; increases your survivability in raw hit points and contributing to your Fortitude save.&lt;br /&gt;
:&#039;&#039;&#039;Intelligence&#039;&#039;&#039; contributes to your maximum Maneuver pool, Metamagic pool, and Reflex save.&lt;br /&gt;
:&#039;&#039;&#039;Wisdom&#039;&#039;&#039; contributes to your Will save and maximum Metamagic pool.&lt;br /&gt;
&lt;br /&gt;
== Vitals ==&lt;br /&gt;
:&#039;&#039;&#039;Hit Die&#039;&#039;&#039;: d6 (6 HP per Level)&lt;br /&gt;
:&#039;&#039;&#039;Proficiencies&#039;&#039;&#039;: Armor (Light, Medium), Shields, Weapons (Simple, Rogue, Mystic)&lt;br /&gt;
:&#039;&#039;&#039;Skill Points per Level&#039;&#039;&#039;: 8&lt;br /&gt;
:&#039;&#039;&#039;Primary Saving Throw(s)&#039;&#039;&#039;: Reflex, Will&lt;br /&gt;
:&#039;&#039;&#039;Spellcasting Ability&#039;&#039;&#039;: Charisma (10 + Spell Level to be able to cast a spell)&lt;br /&gt;
:&#039;&#039;&#039;Spellcasting Type&#039;&#039;&#039;: Arcane/Primal Hybrid. Spontaneous. Spontaneous spellcasters know a limited selection of spells, and may cast any of these spells at any time so long as they have slots available for the given spell level.&lt;br /&gt;
:&#039;&#039;&#039;Spellbook&#039;&#039;&#039;: Bards learn two spells each level.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Level !! Features&lt;br /&gt;
|-&lt;br /&gt;
| 1 || [[#Spell List|Spellcasting (Level 1)]], [[#Bardic Knowledge|Bardic Knowledge]], [[#Metamagic: Conversion|Metamagic: Conversion]], [[#Simple Weapon Mastery|Simple Weapon Mastery]]&lt;br /&gt;
|-&lt;br /&gt;
| 2 || [[#Inspiration Aura|Inspiration +1]]&lt;br /&gt;
|-&lt;br /&gt;
| 3 || [[#Spell List|Spellcasting (Level 2)]], [[#Harmony: Vilify|Harmony: Vilify]]&lt;br /&gt;
|-&lt;br /&gt;
| 4 || [[#Archetypes|Archetype Feature I]], [[#Harmony|Harmony Feat]], [[#Inspiration Aura|Inspiration +2]]&lt;br /&gt;
|-&lt;br /&gt;
| 5 || [[#Spell List|Spellcasting (Level 3)]]&lt;br /&gt;
|-&lt;br /&gt;
| 6 || [[#Harmony|Harmony Feat]], [[#Inspiration Aura|Inspiration +3]]&lt;br /&gt;
|-&lt;br /&gt;
| 7 || [[#Spell List|Spellcasting (Level 4)]], [[#Archetypes|Archetype Feature II]]&lt;br /&gt;
|-&lt;br /&gt;
| 8 || [[#Harmony|Harmony Feat]], [[#Inspiration Aura|Inspiration +4]]&lt;br /&gt;
|-&lt;br /&gt;
| 9 || [[#Spell List|Spellcasting (Level 5)]]&lt;br /&gt;
|-&lt;br /&gt;
| 10 || [[#Archetypes|Archetype Feature III]], [[#Harmony|Harmony Feat]], [[#Inspiration Aura|Inspiration +5]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Spell Slots per Level&lt;br /&gt;
! Class Level !! Cantrips !! 1st Level !! 2nd Level !! 3rd Level !! 4th Level !! 5th Level&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 6 || 4 || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 6 || 5 || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 6 || 6 || 3 || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 6 || 6 || 4 || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 6 || 6 || 5 || 3 || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 6 || 6 || 6 || 6 || 4 || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 7 || 6 || 6 || 6 || 5 || 3 || -&lt;br /&gt;
|-&lt;br /&gt;
| 8 || 6 || 6 || 6 || 6 || 4 || -&lt;br /&gt;
|-&lt;br /&gt;
| 9 || 6 || 6 || 6 || 6 || 5 || 3&lt;br /&gt;
|-&lt;br /&gt;
| 10 || 6 || 6 || 6 || 6 || 6 || 4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Spells Known&lt;br /&gt;
! Class Level !! Cantrips !! 1st Level !! 2nd Level !! 3rd Level !! 4th Level !! 5th Level&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 5 || 3 || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 5 || 4 || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 6 || 4 || 2 || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 6 || 5 || 3 || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 7 || 5 || 3 || 2 || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 6 || 7 || 6 || 4 || 3 || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 7 || 7 || 6 || 4 || 3 || 2 || -&lt;br /&gt;
|-&lt;br /&gt;
| 8 || 7 || 6 || 5 || 4 || 3 || -&lt;br /&gt;
|-&lt;br /&gt;
| 9 || 7 || 6 || 5 || 4 || 3 || 2&lt;br /&gt;
|-&lt;br /&gt;
| 10 || 7 || 6 || 6 || 5 || 4 || 3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Spell slots are before any bonus slots from a high spellcasting ability.&lt;br /&gt;
&lt;br /&gt;
== Bard Core Mechanics ==&lt;br /&gt;
&lt;br /&gt;
=== Bardic Knowledge ===&lt;br /&gt;
The Bard receives a Knowledge bonus equal to their class level.&lt;br /&gt;
&lt;br /&gt;
=== Inspiration Aura ===&lt;br /&gt;
The Bard&#039;s harmony enhances the damage of themselves and nearby allies. This consists of a 10m radius aura with the following magnitude according to Bard level:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Level !! Benefit&lt;br /&gt;
|-&lt;br /&gt;
| 2 || +1&lt;br /&gt;
|-&lt;br /&gt;
| 4 || +2&lt;br /&gt;
|-&lt;br /&gt;
| 6 || +3&lt;br /&gt;
|-&lt;br /&gt;
| 8 || +4&lt;br /&gt;
|-&lt;br /&gt;
| 10 || +5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Harmony ===&lt;br /&gt;
Whether through song, dance, speech, or their simple presence, a Bard resonates with the social fabric wherever they go. Harmony represents an abstraction of this, granting the Bard a resource pool with a maximum capacity equal to their Bard level plus Charisma modifier, which may be expended to power various effects. One point of Harmony is restored for every 5 non-minion enemies slain.&lt;br /&gt;
&lt;br /&gt;
The Bard receives the Vilify ability at level 3, and may select an additional Harmony feature that utilises this resource at levels 4, 6, 8, and 10. Options are as below.&lt;br /&gt;
&lt;br /&gt;
=== Harmony: Vilify ===&lt;br /&gt;
Expending 1 Harmony, the Bard inflicts 15 + 10d2 Psychic damage against a target. This feature cannot be used again until 1 round has passed.&lt;br /&gt;
&lt;br /&gt;
=== Harmony: Echo ===&lt;br /&gt;
The Bard expends 2 Harmony to replicate the effects of any positive spells currently present upon them, to a target ally.&lt;br /&gt;
&lt;br /&gt;
=== Harmony: Sympathy ===&lt;br /&gt;
A burden shared is a burden halved. The Bard expends 1 Harmony to restore half of the target&#039;s missing hitpoints.&lt;br /&gt;
&lt;br /&gt;
=== Harmony: Epiphany ===&lt;br /&gt;
A target ally may be granted [[General Mechanics Information#Maneuvers|Maneuvers]] and [[General Mechanics Information#Metamagic|Metamagic]] equal to the Bard&#039;s Charisma modifier, at the cost of 1 Harmony.&lt;br /&gt;
&lt;br /&gt;
=== Harmony: Peace ===&lt;br /&gt;
Expending 3 Harmony, the Bard causes a single target ally to receive the effects of a [[General Mechanics Information#Short Rest|Short Rest]]. This ability may only be used on a target again once they have executed a Short or [[General Mechanics Information#Long Rest|Long Rest]].&lt;br /&gt;
&lt;br /&gt;
=== Metamagic: Conversion ===&lt;br /&gt;
The character receives the Conversion feat for free.&lt;br /&gt;
&lt;br /&gt;
=== Simple Weapon Mastery ===&lt;br /&gt;
The Bard receives the Simple Weapon Mastery feat for free.&lt;br /&gt;
&lt;br /&gt;
=== Mystic Weapons ===&lt;br /&gt;
The character may use the casting gloves, mystic staff, and tome.&lt;br /&gt;
&lt;br /&gt;
=== Spell List ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
! Cantrips !! 1st Level Spells !! 2nd Level Spells !! 3rd Level Spells !! 4th Level Spells !! 5th Level Spells&lt;br /&gt;
|- style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
[[Spells#Daze|Daze]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Flare|Flare]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Light|Light]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Micro_Missile|Micro Missile]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Resistance|Resistance]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Cure_Minor_Wounds|Spare the Dying]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Virtue|Virtue]]&lt;br /&gt;
|&lt;br /&gt;
[[Spells#Charm_Person|Charm]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Color_Spray|Color Spray]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Cure_Light_Wounds|Cure Light Wounds]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Endure_Elements|Endure Energy]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Expeditious_Retreat|Expeditious Retreat]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Grease|Grease]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Ironguts|Ironguts]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Mage_Armor|Mage Armor]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Magic_Weapon|Magic Weapon]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#PROTECTION_FROM_ALIGNMENT|Protection]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Scare|Scare]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Sleep|Sleep]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Summon_Creature_I|Summon Creature I]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Horizikauls_Boom|Thundering Boom]]&lt;br /&gt;
|&lt;br /&gt;
[[Spells#Aid|Aid]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Blindness_and_Deafness|Blindness/Deafness]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Bulls_Strength|Bull&#039;s Strength]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Cats_Grace|Cat&#039;s Grace]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Clarity|Clarity]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Clayskin|Clayskin]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Cloud_of_Bewilderment|Cloud of Bewilderment]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Cure_Moderate_Wounds|Cure Moderate Wounds]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Deafening_Clang|Deafening Clang]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Eagle_Splendor|Eagle&#039;s Splendor]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Endurance|Endurance]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Foxs_Cunning|Fox&#039;s Cunning]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Freedom_of_Movement|Freedom of Movement]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Ghostly_Visage|Ghostly Visage]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Tashas_Hideous_Laughter|Hideous Laughter]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Hold_Person|Hold]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Invisibility|Invisibility]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#BalagarnsIronHorn|Iron Horn]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Owls_Wisdom|Owl&#039;s Wisdom]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Resist_Elements|Resist Energy]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Restoration|Restoration]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#See_Invisibility|See Invisibility]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Silence|Silence]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Sound_Burst|Sound Burst]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Summon_Creature_II|Summon Creature II]]&lt;br /&gt;
|&lt;br /&gt;
[[Spells#Confusion|Confusion]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Cure_Serious_Wounds|Cure Serious Wounds]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Dispel_Magic|Dispel Magic]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Displacement|Displacement]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Fear|Fear]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Glyph_of_Warding|Glyph of Warding]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Greater_Magic_Weapon|Greater Magic Weapon]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Gust_of_Wind|Gust of Wind]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Haste|Haste]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Invisibility_Purge|Invisibility Purge]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Invisibility_Sphere|Invisibility Sphere]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Neutralize_Poison|Neutralize Poison]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Protection_from_Elements|Protection from Energy]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Remove_Curse|Remove Curse]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Remove_Disease|Remove Disease]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Slow|Slow]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Summon_Creature_III|Summon Creature III]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Wounding_Whispers|Wounding Whispers]]&lt;br /&gt;
|&lt;br /&gt;
[[Spells#Bestow_Curse|Bestow Curse]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Cure_Critical_Wounds|Cure Critical Wounds]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Dismissal|Dismissal]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Dominate_Person|Dominate Person]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Ice_Storm|Ice Storm]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Improved_Invisibility|Improved Invisibility]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Phantasmal_Killer|Phantasmal Killer]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Summon_Creature_IV|Summon Creature IV]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#War_Cry|War Cry]]&lt;br /&gt;
|&lt;br /&gt;
[[Spells#Energy_Buffer|Energy Buffer]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Ethereal_Visage|Ethereal Visage]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Feeblemind|Feeblemind]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Healing_Circle|Healing Circle]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Ironskin|Ironskin]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Mind_Fog|Mind Fog]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Lesser_Spell_Mantle|Spell Mantle]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Summon_Creature_V|Summon Creature V]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Archetypes ==&lt;br /&gt;
&lt;br /&gt;
=== Storyteller ===&lt;br /&gt;
&#039;&#039;&amp;quot;Who doesn&#039;t like a good story?&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Storyteller girds their allies with a tale for every situation.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Class Level !! Feature !! Details&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| &#039;&#039;&#039;Living Legends&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
You may grant allies a variety of benefits, dependent on their role in your story. Granting a role consumes 1 Harmony. Each role may only apply to one target at a time, with a maximum of 3 roles granted at once. There is no duration limit on these benefits, so long as a target remains within your Inspiration Aura. If a target leaves your Inspiration Aura range, their role benefits will expire within 1 minute. The target may return to the aura to again remove this durational limit.&lt;br /&gt;
&lt;br /&gt;
The roles and their benefits are as follows:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| The Mighty || +CHA Attack Damage&lt;br /&gt;
|-&lt;br /&gt;
| The Swift || +1 Attack per round&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Stalwart&#039;&#039;&#039;: +30% Multiplicative Damage Immunity (MultDI) to all damage&lt;br /&gt;
* &#039;&#039;&#039;The Erudite&#039;&#039;&#039;: +25% Spell Damage, +1 [[General Mechanics Information#Metamagic|Metamagic]] Recycle&lt;br /&gt;
* &#039;&#039;&#039;The Beneficent&#039;&#039;&#039;: +20% Healing, THP generation, DR Magnitude&lt;br /&gt;
* &#039;&#039;&#039;The Vengeful&#039;&#039;&#039;: +25% [[General Mechanics Information#Retaliation|Retaliation]] Damage, Retaliation [Trigger: Attacks, Damage: 1d6 + CHA Sonic, Limit: N/A, Duration: N/A, Cooldown: 1s, per-Attacker]&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| &#039;&#039;&#039;Rapt Audience&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
When using Harmony features, you affect every applicable target within your Inspiration Aura range instead of a single target. If you have any Living Legends currently outside your Inspiration Aura, they too receive the Harmony effects.&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| &#039;&#039;&#039;Legends Never Die&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
Upon granting a Living Legend role, you also grant the target Plot Armour; a Damage Resistance effect with a [[General Mechanics Information#Threshold and Absorption|Threshold]] equal to your Charisma modifier, and an Absorption Limit equal to half the target&#039;s maximum hitpoints. If the Living Legend should suffer damage that would result in their death, the damage is instead halted at 1 HP, the Living Legend is healed for hitpoints equal to the remaining Absorption in the Plot Armour, and they may not be reduced below 1 hitpoint for 1 round. If you grant Plot Armour to a target who is currently dead or dying, they are immediately revived before receiving the additional effects.&lt;br /&gt;
&lt;br /&gt;
Plot Armour may be reapplied to a Living Legend without Plot Armour via the Storyteller menu, at a cost of 1 Harmony.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Skald ===&lt;br /&gt;
&#039;&#039;&amp;quot;Revel in the glory of combat!&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Skalds believe the best place to find stories is in the thick of battle.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Class Level !! Feature !! Details&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| &#039;&#039;&#039;Great Deeds&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
When an ally scores a critical hit within your Inspiration Aura, all allies within it gain the effects of Haste for 3 rounds as an Extraordinary effect. The duration of Great Deeds stacks if an ally should already be under its effects.&lt;br /&gt;
&lt;br /&gt;
You may also use this feat to consume 1 Harmony in order to activate Great Deeds as if you had scored a critical hit.&lt;br /&gt;
&lt;br /&gt;
Finally, you gain the Martial Weapon Proficiency feat, if you do not already possess it.&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| &#039;&#039;&#039;Striking a Chord&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
When an ally strikes a critical hit within your Inspiration Aura, half of their total damage is struck again as Sonic damage. You also grant all allies receiving your Great Deeds effect a Sonic damage bonus equal to twice your Inspiration Bonus.&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| &#039;&#039;&#039;Retelling&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
When an ally scores a critical hit within your Inspiration Aura, any Sonic damage that was part of that attack is reapplied to the nearest enemy to you within your Inspiration Aura. The triggering ally then receives temporary hitpoints equal to this Sonic damage, which last for one minute.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Lorekeeper ===&lt;br /&gt;
&#039;&#039;&amp;quot;There are some things man was never meant to know; and others that he must.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A Lorekeeper is a master of esoteric knowledge and artifacts.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Class Level !! Feature !! Details&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| &#039;&#039;&#039;Magical Secrets&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
Your archetype menu may be used to target a spell scroll to create a Scroll of Secrets, a charged magical item capable of casting the spell contained within the target scroll, with the following properties:&lt;br /&gt;
&lt;br /&gt;
* Charges equal to your combined mental ability modifiers upon resting. Spells consume 1 + 1 charge per spell level, max 5.&lt;br /&gt;
* Two slots, able to hold spells of up to 3rd level.&lt;br /&gt;
* When you expend a Bard spell slot, your Scroll of Secrets gains charges equal to the level of the spell, max 4. Whenever you cast from your Scroll of Secrets, you regain Bard spell slots totalling the spell&#039;s level, starting with a slot of the spell&#039;s own level. This may exceed the normal maximum capacity for charges or spell slots.&lt;br /&gt;
* You may use your archetype menu to expend 3 Harmony in order to restore charges to your Scroll of Secrets equal to your combined mental modifiers.&lt;br /&gt;
* You may reassign your Scroll of Secrets spells whenever you Rest, before casting any spells from the Scroll of Secrets.&lt;br /&gt;
* Spells cast from the Scroll of Secrets do not degrade [[General Mechanics Information#Stability|Stability]].&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| &#039;&#039;&#039;Expansive Knowledge&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
You gain two more slots in your Scroll of Secrets. These slots are able to hold up to 4th level spells.&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| &#039;&#039;&#039;Deep Lore&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
You gain one further slot in your Scroll of Secrets, able to hold spells up to 5th level. When using the Scroll of Secrets or an equipped item to cast a spell, the spell benefits from any applicable [[General Mechanics Information#Metamagic|Metamagic]] you know at no cost.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>RisenholmBot</name></author>
	</entry>
	<entry>
		<id>https://wiki.risenholm.com/index.php?title=Barbarian&amp;diff=1734</id>
		<title>Barbarian</title>
		<link rel="alternate" type="text/html" href="https://wiki.risenholm.com/index.php?title=Barbarian&amp;diff=1734"/>
		<updated>2026-10-07T21:39:16Z</updated>

		<summary type="html">&lt;p&gt;RisenholmBot: Sync from game data at 42de01695&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- This page is generated from the game data by scripts/wiki_sync.py in the module repository. Edits made here will be overwritten by the next sync: change the class or feat description in risenholm.tlk instead. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Barbarians draw Power from primal energies within themselves, growing supernaturally strong and durable as the adrenaline flows. They possess the highest base hit points of every class, and their core abilities either trigger automatically or build up resources as they take damage. Their various Archetypes allow them to supplement their basic frontline warrior foundation with increased damage, more efficient and effective tanking, or support abilities.&lt;br /&gt;
&lt;br /&gt;
:Maximizing &#039;&#039;&#039;Strength&#039;&#039;&#039; or &#039;&#039;&#039;Dexterity&#039;&#039;&#039; is recommended for attacking with weapons and using [[General Mechanics Information#Maneuvers|Maneuvers]] like Knockdown. It also provides bonuses to your Fortitude or Reflex save.&lt;br /&gt;
:A high &#039;&#039;&#039;Constitution&#039;&#039;&#039; is recommended for increasing your survivability in raw hit points and contributing to your Fortitude save. It also contributes to core class features and some optional retributive fighting styles.&lt;br /&gt;
:&#039;&#039;&#039;Dexterity&#039;&#039;&#039; contributes to Armor Class depending on armor type and your Reflex save.&lt;br /&gt;
:&#039;&#039;&#039;Intelligence&#039;&#039;&#039; contributes to your maximum Maneuver pool and Reflex save.&lt;br /&gt;
:&#039;&#039;&#039;Wisdom&#039;&#039;&#039; contributes to your Will save.&lt;br /&gt;
:&#039;&#039;&#039;Charisma&#039;&#039;&#039; contributes to certain archetype features, support Maneuvers such as &amp;quot;Commander Strike&amp;quot;, and your Will save.&lt;br /&gt;
&lt;br /&gt;
== Vitals ==&lt;br /&gt;
:&#039;&#039;&#039;Hit Die&#039;&#039;&#039;: d12 (12 HP per Level)&lt;br /&gt;
:&#039;&#039;&#039;Proficiencies&#039;&#039;&#039;: Armor (Light, Medium), Shields, Weapons (Simple, Martial)&lt;br /&gt;
:&#039;&#039;&#039;Skill Points per Level&#039;&#039;&#039;: 6&lt;br /&gt;
:&#039;&#039;&#039;Primary Saving Throw(s)&#039;&#039;&#039;: Fortitude&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Level !! Features&lt;br /&gt;
|-&lt;br /&gt;
| 1 || [[#Maneuver: Knockback|Maneuver: Knockback]], [[#Simple Weapon Mastery|Simple Weapon Mastery]]&lt;br /&gt;
|-&lt;br /&gt;
| 2 || [[#Uncanny Dodge|Uncanny Dodge]], [[#Robust Defense|Robust Defense]]&lt;br /&gt;
|-&lt;br /&gt;
| 3 || [[#Rage|Rage]], [[#Grit|Grit]]/[[#Grudge|Grudge]]&lt;br /&gt;
|-&lt;br /&gt;
| 4 || [[#Archetypes|Archetype Feature I]]&lt;br /&gt;
|-&lt;br /&gt;
| 5 || [[#Uncanny Dodge II|Uncanny Dodge II]], [[#Bonus Feat: Maneuver|Bonus Feat: Maneuver]]&lt;br /&gt;
|-&lt;br /&gt;
| 6 || [[#Rage|Rage II]]&lt;br /&gt;
|-&lt;br /&gt;
| 7 || [[#Archetypes|Archetype Feature II]]&lt;br /&gt;
|-&lt;br /&gt;
| 8 || [[#Uncanny Dodge III|Uncanny Dodge III]]&lt;br /&gt;
|-&lt;br /&gt;
| 9 || [[#Rage|Rage III]]&lt;br /&gt;
|-&lt;br /&gt;
| 10 || [[#Archetypes|Archetype Feature III]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Barbarian Core Mechanics ==&lt;br /&gt;
&lt;br /&gt;
=== Maneuver: Knockback ===&lt;br /&gt;
The character receives the Knockback [[General Mechanics Information#Maneuvers|Maneuver]] for free.&lt;br /&gt;
&lt;br /&gt;
=== Simple Weapon Mastery ===&lt;br /&gt;
The Barbarian receives the Simple Weapon Mastery feat for free.&lt;br /&gt;
&lt;br /&gt;
=== Uncanny Dodge ===&lt;br /&gt;
The character retains their dexterity bonus to AC, even if caught flat-footed or attacked by a hidden or invisible creature.&lt;br /&gt;
&lt;br /&gt;
=== Robust Defense ===&lt;br /&gt;
The character&#039;s physical endurance can supplement lacking agility, if necessary. They may combine their Dexterity and Constitution modifiers when calculating their AC, the total of which remains subject to their armour&#039;s maximum dexterity bonus (or 10, if unarmoured).&lt;br /&gt;
&lt;br /&gt;
=== Rage ===&lt;br /&gt;
A Barbarian may enter a Rage. They may use this ability once per rest per class level plus their Constitution modifier, and the Rage lasts one minute per use.&lt;br /&gt;
&lt;br /&gt;
The Barbarian regains a use of Rage for every 4 non-minion foes slain. Rage activates automatically without consuming a feat use upon the barbarian&#039;s hit points being reduced to the Grazed, Bloodied, or Injured states.&lt;br /&gt;
&lt;br /&gt;
By manually activating the rage feat whilst already in Rage, the barbarian instead consumes 3 uses to both refresh the Rage&#039;s duration and gain an amount of Grit equal to half their maximum Grit. Using Rage in this way carries a cooldown of one round.&lt;br /&gt;
&lt;br /&gt;
Rage increases the Barbarian&#039;s attack damage, and will saving throws. This Rage increases in power with the Barbarian&#039;s class level:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Level !! Damage !! Will Saves&lt;br /&gt;
|-&lt;br /&gt;
| 3 || +1d6 || +1&lt;br /&gt;
|-&lt;br /&gt;
| 6 || +2d6 || +2&lt;br /&gt;
|-&lt;br /&gt;
| 9 || +2d10 || +3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Grit ===&lt;br /&gt;
The barbarian possesses a pool of Grit, a measure of their tenacity and physical endurance beyond ordinary limits.&lt;br /&gt;
&lt;br /&gt;
25% of the hit points the barbarian loses are converted into Grit, with a maximum capacity equal to their maximum hit points.&lt;br /&gt;
&lt;br /&gt;
Grit is consumed to regenerate the barbarian&#039;s hit points at a rate dependent on their current damage state, Constitution modifier, and level - as detailed below.&lt;br /&gt;
&lt;br /&gt;
Each hit point regenerated consumes one point of Grit, and this healing is not affected by healing modifiers.&lt;br /&gt;
&lt;br /&gt;
A blow that would slay the barbarian instead leaves them at 1 hit point, consuming Grit equal to 25% of the damage beyond that. If they lack the Grit to cover it, the blow lands in full.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Scratched || [CON] per 6 seconds&lt;br /&gt;
|-&lt;br /&gt;
| Grazed || [CON] per 2s&lt;br /&gt;
|-&lt;br /&gt;
| Bloodied || [CON + Level] per 1s&lt;br /&gt;
|-&lt;br /&gt;
| Injured || [(CON + Level) * 4] per 1s&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Grudge ===&lt;br /&gt;
By toggling the Grit feat, a barbarian may enter the Grudge state.&lt;br /&gt;
&lt;br /&gt;
Instead of regenerating hit points, the barbarian consumes their Grit meter to deal an additional instance of damage on a successful attack. This may only occur once per attack &#039;flurry&#039;.&lt;br /&gt;
&lt;br /&gt;
An amount is consumed dependent on the amount of Grit currently held (detailed below), rounded down to the nearest multiple of 10.&lt;br /&gt;
&lt;br /&gt;
Every 10 points of Grit consumed deals 1d6 physical damage, with a minimum consumption of 10 Grit.&lt;br /&gt;
&lt;br /&gt;
Upon toggling either to or from Grudge, one round must pass before the barbarian may change state again.&lt;br /&gt;
&lt;br /&gt;
Grit&#039;s protection from death is disabled whilst in the Grudge state.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Grit Meter !! Consumed&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;34% || 10%&lt;br /&gt;
|-&lt;br /&gt;
| 35%+ || 20%&lt;br /&gt;
|-&lt;br /&gt;
| 75%+ || 30%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Uncanny Dodge II ===&lt;br /&gt;
The character gains immunity to Sneak Attacks from a flanking attacker unless they are performed by a creature with four or more combined levels in Rogue and/or Barbarian. This benefit does not apply when the character is flat-footed. This feat also grants a +1 bonus on reflex saving throws made to avoid traps.&lt;br /&gt;
&lt;br /&gt;
=== Bonus Feat: Maneuver ===&lt;br /&gt;
The character receives a bonus feat that may be used to learn a [[General Mechanics Information#Maneuvers|Maneuver]] of their choice.&lt;br /&gt;
&lt;br /&gt;
=== Uncanny Dodge III ===&lt;br /&gt;
The character gains an additional +1 bonus to reflex saving throws made to avoid traps.&lt;br /&gt;
&lt;br /&gt;
== Archetypes ==&lt;br /&gt;
&lt;br /&gt;
=== Berserker ===&lt;br /&gt;
&#039;&#039;&amp;quot;BLEEEUUUAAARRRGGGHHH!&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Berserker unleashes the full potential of rage in pursuit of their foes&#039; destruction.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Class Level !! Feature !! Details&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| &#039;&#039;&#039;Berserk&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
You now also enter Rage if you slay a non-minion enemy. One round after entering Rage through any means, you become Berserk.&lt;br /&gt;
&lt;br /&gt;
Whilst Berserk:&lt;br /&gt;
&lt;br /&gt;
* You gain a bonus attack per round.&lt;br /&gt;
* Your Rage damage bonus is doubled.&lt;br /&gt;
* Your Grudge attacks consume 50% less Grit.&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| &#039;&#039;&#039;Frenzy&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
Grudge attacks now begin or refresh the duration of your Rage. Making a Grudge attack whilst under the effects of Rage grants you one bonus attack per round for the remaining duration of your Rage.&lt;br /&gt;
&lt;br /&gt;
In addition, you regain hitpoints when making Grudge attacks equal to the amount of Grudge damage rolled.&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| &#039;&#039;&#039;Apoplexy&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
You push yourself even further beyond. Once under the effects of both Berserk and Frenzy, you may become truly apoplectic, pushing your body beyond its limits. By use of this feat, you may gain one additional attack per round, at a cost of 40 internal damage dealt to yourself every 2 seconds.&lt;br /&gt;
&lt;br /&gt;
This feature disables automatically if your health is reduced to 1, or upon using this feat a second time.&lt;br /&gt;
&lt;br /&gt;
Once disabled, this feature cannot be used again for one minute.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Behemoth ===&lt;br /&gt;
&#039;&#039;&amp;quot;I&#039;ll give you the first hit. Better make it count.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Behemoth is a wall of indomitable flesh, able to take punishment beyond mortal limits.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Class Level !! Feature !! Details&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| &#039;&#039;&#039;Meaty&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
The amount of hit point regeneration you receive from Grit is doubled, without an increase in cost. Your Rage now begins upon taking any damage at all.&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| &#039;&#039;&#039;Seasoned&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
Upon gaining Grit from the reactivation of Rage, you also receive temporary hitpoints (THP) equal to half the Grit received. These THP last for a duration of one minute, and can stack with further applications.&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| &#039;&#039;&#039;Tenderized&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
The amount of hit point regeneration you receive from Grit is now tripled, with no increase in cost. In addition, your Grudge attacks now apply their rolled damage value to you as temporary hitpoints that last for 1 minute.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Agitator ===&lt;br /&gt;
&#039;&#039;&amp;quot;Let&#039;s do &#039;em, lads!&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Agitator has a talent for inciting the rabble to feats of violence.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Class Level !! Feature !! Details&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| &#039;&#039;&#039;Instigator&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
You project a 10m aura while under the effects of Rage. Allies within this aura gain the effects of your Rage.&lt;br /&gt;
&lt;br /&gt;
You also add your Charisma modifier to your Constitution modifier for the purposes of hitpoints regenerated via Grit, and [CHA * 10] to your total Grit capacity.&lt;br /&gt;
&lt;br /&gt;
Finally, you now add your Charisma modifier to your maximum Rage capacity, and as a number of rounds to the duration of your Rage.&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| &#039;&#039;&#039;Stoking the Coals&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
By use of this feat, you may toggle a mode wherein your healing from Grit instead applies to the ally with the lowest hitpoints within your aura, rather than yourself (unless you are the ally with the lowest hitpoints).&lt;br /&gt;
&lt;br /&gt;
If you are in Grudge mode, upon making a Grudge attack you grant one extra attack per round to allies within your aura for 3 rounds. Further Grudge attacks extend the duration.&lt;br /&gt;
&lt;br /&gt;
Your Grit healing also increases in efficiency, granting +10% hitpoints per Charisma modifier without an increase in cost.&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| &#039;&#039;&#039;Mob Rule&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
When you manually expend Rage while Rage is active, allies currently within your aura gain +1 damage per point of Charisma modifier of allies within the aura at the time of activation, to a maximum of +10 damage. This effect lasts a number of rounds equal to 10 + the total Charisma modifier of all allies within the aura, to a maximum of 5 minutes.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>RisenholmBot</name></author>
	</entry>
	<entry>
		<id>https://wiki.risenholm.com/index.php?title=Equipment_and_Itemization&amp;diff=1733</id>
		<title>Equipment and Itemization</title>
		<link rel="alternate" type="text/html" href="https://wiki.risenholm.com/index.php?title=Equipment_and_Itemization&amp;diff=1733"/>
		<updated>2026-10-02T01:20:59Z</updated>

		<summary type="html">&lt;p&gt;RisenholmBot: Sync from game data at 0ac472eb3&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- This page is kept in docs/wiki_equipment_itemization.wiki in the module repository and published by scripts/wiki_sync.py. Edits made here will be overwritten by the next sync: change that file instead. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Weapons&#039;&#039;&#039; ==&lt;br /&gt;
In general:&lt;br /&gt;
*Weapon damage has been normalized across proficiency levels.&lt;br /&gt;
*Weapon size only factors into the [[Feats#Simple_Weapon_Mastery|Simple Weapon Mastery]] and [[Feats#Single Weapon Fighting|Single Weapon Fighting]] feats.&lt;br /&gt;
*Weapons all possess 20/x2 critical range and multiplier.&lt;br /&gt;
*Weapon Proficiency: Exotic, Weapon Focus, and Weapon Specialization feats have been removed. See the &#039;Combat Style&#039; line of feats for their replacements.&lt;br /&gt;
*Off-hand weapons cannot have Power. Instead, they copy the relevant properties of your main-hand weapon. See [[#Off-Hand Equipment|Off-Hand Equipment]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
These changes were made to encourage weapon variety, rather than some weapons being flatly inferior to others. Combat Styles replace the individual weapon-specific feats, and work with all applicable weapons.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;7&amp;quot;|Simple Melee&lt;br /&gt;
|-&lt;br /&gt;
!Name !!	Damage	!!Critical Range!!	Critical Multiplier	!!Damage Type	!!Size	!!Other&lt;br /&gt;
|-&lt;br /&gt;
|Dagger||	1d6	||20||	x2||	Piercing||	Tiny||	Finesse&lt;br /&gt;
|-&lt;br /&gt;
|Handaxe||	1d6||	20||	x2||	Slashing||	Small||	Finesse&lt;br /&gt;
|-&lt;br /&gt;
|Kama||	1d6||	20||	x2||	Slashing||	Small||	Finesse&lt;br /&gt;
|-&lt;br /&gt;
|Mace||	1d6||	20||	x2||	Bludgeoning||	Small||	Finesse&lt;br /&gt;
|-&lt;br /&gt;
|Sickle||	1d6||	20||	x2||	Slashing||	Small||	Finesse&lt;br /&gt;
|-&lt;br /&gt;
|Club||	1d6||	20||	x2||	Bludgeoning||	Medium||	&lt;br /&gt;
|-&lt;br /&gt;
|Heavy Mace||	1d6||	20||	x2||	Bludgeoning||	Medium||	&lt;br /&gt;
|-&lt;br /&gt;
|Quarterstaff||	1d8||	20||	x2||	Bludgeoning||	Large||	Finesse&lt;br /&gt;
|-&lt;br /&gt;
|Spear||	1d8||	20||	x2||	Piercing||	Large||	Finesse&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;7&amp;quot;|Simple Ranged&lt;br /&gt;
|-&lt;br /&gt;
!Name	!!Damage!!	Critical Range!!	Critical Multiplier!!	Damage Type!!	Size!!	Other&lt;br /&gt;
|-&lt;br /&gt;
|Throwing Dagger||	1d6||	20||	x2||	Piercing||	Tiny||	&lt;br /&gt;
|-&lt;br /&gt;
|Sling||	1d6||	20||	x2||	Bludgeoning||	Small||	&lt;br /&gt;
|-&lt;br /&gt;
|Light Crossbow||	2d8||	20||	x2||	Piercing||	Small||	&lt;br /&gt;
|-&lt;br /&gt;
|Shortbow||	1d6||	20||	x2||	Piercing||	Medium	||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;7&amp;quot;|Gauntlets&lt;br /&gt;
|-&lt;br /&gt;
!Name!!Damage!!Critical Range!!Critical Multiplier!!Damage Type!!Size!!Other&lt;br /&gt;
|-&lt;br /&gt;
|Gauntlets||1d8||20||x2||Bludgeoning||Small||Finesse, Requires Improved Unarmed Strike&lt;br /&gt;
|-&lt;br /&gt;
|Great-Gauntlets||2d6||20||x2||Bludgeoning||Large||Finesse, Requires Improved Unarmed Strike&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;7&amp;quot;|Martial Melee&lt;br /&gt;
|-&lt;br /&gt;
!Name!!Damage!!Critical Range!!Critical Multiplier!!Damage Type!!Size!!Other&lt;br /&gt;
|-&lt;br /&gt;
|Kukri||1d8||20||x2||Slashing||Tiny||Finesse&lt;br /&gt;
|-&lt;br /&gt;
|Shortsword||1d8||20||x2||Piercing||Small||Finesse&lt;br /&gt;
|-&lt;br /&gt;
|Light Hammer||1d8||20||x2||Bludgeoning||Small||Finesse&lt;br /&gt;
|-&lt;br /&gt;
|Whip||1d8||20||x2||Slashing||Small||Finesse, Cannot be used in Off-Hand&lt;br /&gt;
|-&lt;br /&gt;
|Battleaxe||1d8||20||x2||Slashing||Medium||&lt;br /&gt;
|-&lt;br /&gt;
|Light Flail||1d8||20||x2||Bludgeoning||Medium||Cannot be used in Off-Hand&lt;br /&gt;
|-&lt;br /&gt;
|Longsword||1d8||20||x2||Slashing||Medium||Finesse&lt;br /&gt;
|-&lt;br /&gt;
|Rapier||1d8||20||x2||Piercing||Medium||Finesse&lt;br /&gt;
|-&lt;br /&gt;
|Scimitar||1d8||20||x2||Slashing||Medium||Finesse&lt;br /&gt;
|-&lt;br /&gt;
|Warhammer||1d8||20||x2||Bludgeoning||Medium||&lt;br /&gt;
|-&lt;br /&gt;
|Morningstar||1d8||20||x2||Piercing||Medium||Cannot be used in Off-Hand&lt;br /&gt;
|-&lt;br /&gt;
|Bastard Sword||1d8||20||x2||Slashing||Medium||&lt;br /&gt;
|-&lt;br /&gt;
|Katana||1d8||20||x2||Slashing||Medium||Finesse&lt;br /&gt;
|-&lt;br /&gt;
|Dwarven Waraxe||1d8||20||x2||Slashing||Medium||&lt;br /&gt;
|-&lt;br /&gt;
|Greataxe||2d6||20||x2||Slashing||Large||&lt;br /&gt;
|-&lt;br /&gt;
|Greatsword||2d6||20||x2||Slashing||Large||&lt;br /&gt;
|-&lt;br /&gt;
|Halberd||2d6||20||x2||Slashing||Large||&lt;br /&gt;
|-&lt;br /&gt;
|Heavy Flail||2d6||20||x2||Bludgeoning||Large||Cannot be used in Off-Hand&lt;br /&gt;
|-&lt;br /&gt;
|Maul||2d6||20||x2||Bludgeoning||Large||&lt;br /&gt;
|-&lt;br /&gt;
|Trident||2d6||20||x2||Piercing||Large||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;7&amp;quot;|Martial Ranged&lt;br /&gt;
|-&lt;br /&gt;
!Name!!	Damage	!!Critical Range!!	Critical Multiplier!!	Damage Type!!	Size!!	Other&lt;br /&gt;
|-&lt;br /&gt;
|Shuriken||	1d8||	20||	x2||	Piercing||	Tiny||	&lt;br /&gt;
|-&lt;br /&gt;
|Throwing Axe||	1d8||	20||	x2||	Slashing||	Small||	&lt;br /&gt;
|-&lt;br /&gt;
|Heavy Crossbow||	2d10||	20||	x2||	Piercing||	Medium||	&lt;br /&gt;
|-&lt;br /&gt;
|Longbow||	1d8||	20||	x2||	Piercing||	Large||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;7&amp;quot;|Mystic&lt;br /&gt;
|-&lt;br /&gt;
!Name!!Damage!!Critical Range!!Critical Multiplier!!Damage Type!!Size!!Other&lt;br /&gt;
|-&lt;br /&gt;
|Casting Gauntlet||1d4||20||x2||Bludgeoning||Small||Finesse, Cannot be used in Off-Hand&lt;br /&gt;
|-&lt;br /&gt;
|Tome||1d4||20||x2||Bludgeoning||Medium||&lt;br /&gt;
|-&lt;br /&gt;
|Mystic Staff||1d6||20||x2||Bludgeoning||Medium||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Armor&#039;&#039;&#039; ==&lt;br /&gt;
In general:&lt;br /&gt;
&lt;br /&gt;
*Arcane spell failure from armor does not exist.&lt;br /&gt;
*The combination of Base Armor AC + Dexterity Modifier Bonus cannot exceed 10.&lt;br /&gt;
*Shields all grant +2 AC and weigh 6.0 lbs, regardless of type. The types exist for cosmetic categorisation only.&lt;br /&gt;
*Shields cannot have Power, as nothing equipped in the off-hand can. See [[#Off-Hand Equipment|Off-Hand Equipment]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot;|Light Armor&lt;br /&gt;
|-&lt;br /&gt;
!Name!!Base AC!!Max Dex Modifier!!Armor Check Penalty!!Arcane Spell Failure!!Weight&lt;br /&gt;
|-&lt;br /&gt;
|None||0||10||0||0%||1.0 lbs&lt;br /&gt;
|-&lt;br /&gt;
|Padded Armor||1||+9||-1||0%||5.0 lbs&lt;br /&gt;
|-&lt;br /&gt;
|Leather Armor||2||+8||-2||0%||10.0 lbs&lt;br /&gt;
|-&lt;br /&gt;
|Studded Leather Armor||3||+7||-3||0%||15.0 lbs&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot;|Medium Armor&lt;br /&gt;
|-&lt;br /&gt;
!Name!!Base AC!!Max Dex Modifier!!Armor Check Penalty!!Arcane Spell Failure!!Weight&lt;br /&gt;
|-&lt;br /&gt;
|Chain Shirt||4||+6||-4||0%||20.0 lbs&lt;br /&gt;
|-&lt;br /&gt;
|Chainmail Coat||5||+5||-5||0%||25.0 lbs&lt;br /&gt;
|-&lt;br /&gt;
|Breastplate||6||+4||-6||0%||30.0 lbs&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot;|Heavy Armor&lt;br /&gt;
|-&lt;br /&gt;
!Name!!Base AC!!Max Dex Modifier!!Armor Check Penalty!!Arcane Spell Failure!!Weight&lt;br /&gt;
|-&lt;br /&gt;
|Splintmail Coat||7||+3||-7||0%||35.0 lbs&lt;br /&gt;
|-&lt;br /&gt;
|Half Plate||8||+2||-8||0%||40.0 lbs&lt;br /&gt;
|-&lt;br /&gt;
|Full Plate||9||+1||-9||0%||45.0 lbs&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;5&amp;quot;|Shields&lt;br /&gt;
|-&lt;br /&gt;
!Name!!Base AC!!Armor Check Penalty!!Arcane Spell Failure!!Weight&lt;br /&gt;
|-&lt;br /&gt;
|Buckler||2||0||0%||6.0 lbs&lt;br /&gt;
|-&lt;br /&gt;
|Large Shield||2||0||0%||6.0 lbs&lt;br /&gt;
|-&lt;br /&gt;
|Tower Shield||2||0||0%||6.0 lbs&lt;br /&gt;
|-&lt;br /&gt;
|Shield Gauntlet||2||0||0%||6.0 lbs&lt;br /&gt;
|-&lt;br /&gt;
|Parrying Dagger||2||0||0%||6.0 lbs&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;AC Types&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
Any AC an item grants, including its Core Bonus, is applied as one of the AC types below, decided by the kind of item it is. &#039;&#039;&#039;AC of the same type does not stack, including Dodge from equipment/spells&#039;&#039;&#039; - only the largest applies - so the type an item uses determines what it competes with. Dodge AC from sources other than equipment and spells stacks as usual.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! AC Type !! Item Types&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Armour Enchantment&#039;&#039;&#039; || Armour, Helmet&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Natural&#039;&#039;&#039; || Amulet, Ring&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Deflection&#039;&#039;&#039; || Belt, Bracers&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Dodge&#039;&#039;&#039; || Boots, Cloak&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Scar-touched Items&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
The items and equipment produced by Forging Seeds are generated with random positive and negative properties, and can be tailored to your character using XP and Orbs.&lt;br /&gt;
&lt;br /&gt;
[[File:Item_Description_Example.png |thumb|An example scar-touched item.]]&lt;br /&gt;
&lt;br /&gt;
Examining a scar-touched item opens its item panel, displaying its Power, Disruption, Capacity, Weight, and every property the item holds. From this menu you may mould the item to fit your needs.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Power, Disruption, and Capacity&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Power&#039;&#039;&#039; is the item&#039;s overall strength. It determines the item&#039;s Core Bonus, raises the strength of its Intrinsic properties, qualifies for Extrinsic properties the item is allowed to hold, and feeds its Capacity.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Disruption&#039;&#039;&#039; represents the item&#039;s latent instability. It fills Disrupted slots with negative properties, and subtracts directly from Capacity. On a freshly generated item, Disruption can never exceed 2/3 of Power.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Capacity&#039;&#039;&#039; is the available budget for extra Extrinsic slots and properties:&lt;br /&gt;
&lt;br /&gt;
 Capacity = Power - Disruption - (10 x each extra Extrinsic slot created)&lt;br /&gt;
&lt;br /&gt;
Raising Power raises Capacity, lowering Disruption raises Capacity, and creating an additional Extrinsic slot costs 10 Capacity for as long as that slot exists.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Slots&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
Every scar-touched item has three separate kinds of slot. They do not compete with one another.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Slot type !! How many !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Intrinsic&#039;&#039;&#039; || 1 to 3, successively rarer || Chosen at the highest rank the item&#039;s Power allows, and they &#039;&#039;&#039;upgrade automatically&#039;&#039;&#039; as Power rises. They cannot be changed or removed.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Extrinsic&#039;&#039;&#039; || 1 to 4 free at generation, successively rarer || The mutable properties. Created at generation or filled with an Orb of Potential or an Orb of Extrinsics, and may be removed from the item panel. Each additional slot costs 10 Capacity.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Disrupted&#039;&#039;&#039; || 0 if Disruption is 0, otherwise [1 + Disruption/10] || Filled with negative properties drawn from the Disrupted table.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A new Extrinsic slot can be created while the item has at least 10 spare Capacity. An &#039;&#039;&#039;empty&#039;&#039;&#039; Extrinsic slot can be destroyed to return that 10 Capacity, down to a minimum of one slot.&lt;br /&gt;
&lt;br /&gt;
The number of Extrinsic slots an item was &#039;&#039;&#039;generated&#039;&#039;&#039; with is shown separately from its current total, both on the item panel and in the item&#039;s own description. Slots you create or destroy never change it.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Core Bonuses&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
Every item has a Core Bonus equal to &#039;&#039;&#039;one point per 10 Power, to a maximum of +5&#039;&#039;&#039;. It occupies no slot and costs no Capacity.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Weapons&#039;&#039;&#039; (melee, ranged, and mystic) always have Enhancement Bonus.&lt;br /&gt;
* &#039;&#039;&#039;Everything else&#039;&#039;&#039; takes either AC or an ability score. The type is rolled at generation, with an equal chance of AC or of any one of the six ability scores.&lt;br /&gt;
&lt;br /&gt;
An &#039;&#039;&#039;Orb of Coring&#039;&#039;&#039; lets you &#039;&#039;&#039;select&#039;&#039;&#039; the Core Bonus type on any non-weapon item, rather than leaving it to the roll. The choices are AC, Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma.&lt;br /&gt;
&lt;br /&gt;
A weapon&#039;s Enhancement Bonus is not only for swings. &#039;&#039;&#039;Your weapon&#039;s Enhancement Bonus is added as flat damage to every damaging spell you cast&#039;&#039;&#039;, so a +5 weapon adds 5 damage to each spell. Likewise, while you have a weapon rune active, &#039;&#039;&#039;your spells also roll your main-hand weapon&#039;s Rune Damage&#039;&#039;&#039;, or 1d6 if it has no Rune Damage property. Both are added before percentage damage bonuses, so those scale them too. See [[General Mechanics Information#Gear Damage Bonuses and Spells|Gear Damage Bonuses and Spells]] for the details.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Off-Hand Equipment&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Nothing equipped in the off-hand can have Power.&#039;&#039;&#039; This applies to off-hand weapons, shields (the Shield Gauntlet and Parrying Dagger included), and implements such as torches. An item with any Power at all cannot be equipped in the off-hand, so a scar-touched weapon can only be wielded in the main hand.&lt;br /&gt;
&lt;br /&gt;
There is no need to empower an off-hand weapon, because it borrows from your main hand instead. A weapon without Power wielded in the off-hand copies these properties from your main-hand weapon:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Enhancement Bonus&#039;&#039;&#039;, including the main-hand weapon&#039;s Core Bonus&lt;br /&gt;
* &#039;&#039;&#039;Massive Criticals&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Weight Reduction&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Your main-hand weapon&#039;s &#039;&#039;&#039;Rune Damage&#039;&#039;&#039; and &#039;&#039;&#039;Oil Damage&#039;&#039;&#039; also apply to your off-hand attacks.&lt;br /&gt;
&lt;br /&gt;
Shields and implements copy nothing, as they are not weapons.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Capstone Bonus&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
Every equipped item of &#039;&#039;&#039;50 Power or more&#039;&#039;&#039; contributes &#039;&#039;&#039;+1 attack bonus&#039;&#039;&#039;, to a &#039;&#039;&#039;maximum of +5&#039;&#039;&#039;. The kind of gear does not matter, so any five capstoned pieces will do.&lt;br /&gt;
&lt;br /&gt;
Only worn and wielded equipment counts.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Item XP&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
Scar-touched items hold experience of their own, split in two:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Available XP&#039;&#039;&#039; is the pool consumed to empower the item. Filled by transferring your own XP into the item from its panel, or from an Orb of Escrow.&lt;br /&gt;
* &#039;&#039;&#039;Invested XP&#039;&#039;&#039; is the total XP spent on the item thus far. An Orb of Transfusion can retrieve this, at the cost of destroying the item.&lt;br /&gt;
&lt;br /&gt;
Raising Power and lowering Disruption are done from the item panel, and both are paid for out of the item&#039;s &#039;&#039;&#039;Available XP&#039;&#039;&#039;. Your own XP is never spent directly — it has to be moved into the item first, and the item then spends its own.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Action !! XP cost&lt;br /&gt;
|-&lt;br /&gt;
| Raise Power by 1 || &#039;&#039;&#039;Power&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; / 10&#039;&#039;&#039; - e.g. Power 20 requires 800XP, Power 40 requires 6,400XP, and Power 80 requires 51,200XP.&lt;br /&gt;
|-&lt;br /&gt;
| Lower Disruption by 1 || &#039;&#039;&#039;(100 - Disruption)&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&#039;&#039;&#039; - e.g. Disruption 40 requires 3,600XP, Disruption 20 requires 6,400XP, and Disruption 5 requires 9,025XP.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Raising Power carries a &#039;&#039;&#039;50% chance of also adding a point of Disruption&#039;&#039;&#039;. Lowering Disruption past a multiple of 10 removes a Disrupted slot, and with it one of the item&#039;s negative properties, chosen from the most potent Disruption bracket present, at random if several tie. Negative properties that survive are also re-graded downwards to match the item&#039;s new Disruption.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Item Generation&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
Forging Seeds come in three tiers, and every item cracked out of one is rolled from that tier.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Tier !! Seed !! Power !! Disruption !! Resulting Capacity&lt;br /&gt;
|-&lt;br /&gt;
| Low || Minor || 7 + 3d4 (10-19) || 5 + 1d6 (6-11) || 4-13&lt;br /&gt;
|-&lt;br /&gt;
| Medium || Medium || 17 + 3d4 (20-29) || 8 + 1d8 (9-16) || 7-20&lt;br /&gt;
|-&lt;br /&gt;
| High || Major || 27 + 3d4 (30-39) || 11 + 1d10 (12-21) || 10-27&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Disruption is then clamped to at most two thirds of the rolled Power.&lt;br /&gt;
&lt;br /&gt;
Cracking a seed produces one item, weighted as follows: 70% a piece of equipment drawn from the itemisation templates, 10% armour, 10% a weapon, 5% a throwable, and 5% a scroll.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Rarity&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
Each property roll first draws a rarity, and that draw sets the ceiling of what the roll may reach for.&lt;br /&gt;
&lt;br /&gt;
Rarity also gates what an &#039;&#039;&#039;Orb of Extrinsics&#039;&#039;&#039; can reach, according to its own rarity.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Selection Logic&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
When a slot is filled, the system:&lt;br /&gt;
&lt;br /&gt;
# Rolls a rarity, as above.&lt;br /&gt;
# Picks a &#039;&#039;&#039;property type&#039;&#039;&#039; at random from every type that is legal for that item slot, whose minimum Power the item meets, whose cheapest rank the remaining Capacity can afford, whose rarity is within the roll, and which the item&#039;s repeat rules still allow.&lt;br /&gt;
# Picks a &#039;&#039;&#039;rank&#039;&#039;&#039; of that type at random from the ones the item can afford. Intrinsic slots are the exception: they always take the highest affordable rank.&lt;br /&gt;
# Deducts the rank&#039;s Capacity cost, and moves on to the next slot.&lt;br /&gt;
&lt;br /&gt;
Because the type is chosen before the rank, a family with fifty entries is no more likely to appear than one with three. Skills and saves do not crowd out the rest of the table.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Repeat rules&#039;&#039;&#039; are set per property type, and come in three strengths:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Not repeatable&#039;&#039;&#039; - one property of that type on the item, full stop.&lt;br /&gt;
* &#039;&#039;&#039;Repeatable, one per subtype&#039;&#039;&#039; - one bonus per skill, per save, per damage type, and so on. Different subtypes may all appear.&lt;br /&gt;
* &#039;&#039;&#039;Repeatable, but not at the same rank&#039;&#039;&#039; - the same subtype may appear more than once, provided the ranks differ.&lt;br /&gt;
&lt;br /&gt;
Two further constraints apply: &#039;&#039;&#039;Increased Charges&#039;&#039;&#039; can only be rolled onto an item that already has a spell, and likewise &#039;&#039;&#039;Reduced Charges&#039;&#039;&#039; only onto an item that has one to reduce.&lt;br /&gt;
&lt;br /&gt;
Disrupted properties are chosen the same way, keyed to Disruption instead of Power, except that once a type is chosen the system always takes the &#039;&#039;&#039;highest&#039;&#039;&#039; Disruption bracket the item qualifies for.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Charges&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
Casting a spell from an item costs charges equal to that spell&#039;s innate level.&lt;br /&gt;
&lt;br /&gt;
An item&#039;s &#039;&#039;&#039;maximum&#039;&#039;&#039; charges are the sum of the innate levels of every Cast Spell property on it, plus any Increased Charges, minus any Reduced Charges, floored at zero. An item with a level 3 spell and a level 2 spell therefore holds 5 charges.&lt;br /&gt;
&lt;br /&gt;
Charges are restored:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Fully&#039;&#039;&#039;, by resting while the item is equipped.&lt;br /&gt;
* &#039;&#039;&#039;By half&#039;&#039;&#039;, when you stabilise.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Stacking Caps&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Maneuver DC&#039;&#039;&#039; and &#039;&#039;&#039;Spell DC&#039;&#039;&#039; bonuses are each capped at a net &#039;&#039;&#039;+5&#039;&#039;&#039; across all your equipment, after any Disrupted penalties have been subtracted. Everything else stacks normally.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Item Names&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
A scar-touched item is named for its Capacity at the time of the last change, in the form &#039;&#039;&amp;amp;lt;Adjective&amp;amp;gt; Scar-Touched &amp;amp;lt;item&amp;amp;gt; [+Power/-Disruption]&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Capacity !! Adjective&lt;br /&gt;
|-&lt;br /&gt;
| 8 or less || Crude&lt;br /&gt;
|-&lt;br /&gt;
| 9-14 || Common&lt;br /&gt;
|-&lt;br /&gt;
| 15-21 || Superior&lt;br /&gt;
|-&lt;br /&gt;
| 22-29 || Exceptional&lt;br /&gt;
|-&lt;br /&gt;
| 30 or more || Masterpiece&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Orbs&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Craftable Orbs&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
These are brewed at the crafting bench. Every one costs &#039;&#039;&#039;10 scrap&#039;&#039;&#039; plus the ichor listed.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Orb !! Ichor !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Orb of Potential&#039;&#039;&#039; || 1 Red, 1 Green, 1 Blue || Rolls a new Extrinsic property into a free slot, within the item&#039;s spare Capacity. Requires an empty Extrinsic slot.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Orb of Transference&#039;&#039;&#039; || 2 Blue, 1 Red || Absorbs all properties, Power, and Disruption from an item, to be transferred onto another of the same type.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Orb of Coring&#039;&#039;&#039; || 1 Red, 1 Green, 1 Blue || Lets you select the Core Bonus type of a non-weapon item: AC, Strength, Dexterity, Constitution, Intelligence, Wisdom, or Charisma.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Orb of Transfusion&#039;&#039;&#039; || 1 Red, 1 Green, 1 Blue || Extracts the XP (Available and Invested both) and the Power/Disruption combination from an item, destroying it, and transfers either the XP or Power/Disruption combination into another item. Overwriting Power and Disruption returns the target&#039;s Invested XP to its Available XP. Consumed once it transfers.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Orb of Conversion&#039;&#039;&#039; || 2 Red, 1 Green || Converts forging seeds into XP: 10XP per Minor, 20XP per Medium, and 30XP per Major, up to 78,000XP. Uses one charge per 10XP converted. You may gain at most 5,000XP from conversion orbs before you must diminish a scar to use one again. Must be used near the Well.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Orb of Escrow&#039;&#039;&#039; || 2 Green, 1 Blue || Lets you choose a level to drop down to, and banks the XP you earn while lowered. The banked XP can then be poured into a piece of equipment. Ending the escrow restores you to the level you started from.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Orbs of Extrinsics&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
An Orb of Extrinsics lets you pick and apply any valid Extrinsic property the item can support. They come in rarity 1, 2, and 3 variants, and the variant sets how deep into the rarity tiers you may reach.&lt;br /&gt;
&lt;br /&gt;
They cannot be brewed. Instead, declining the result of an &#039;&#039;&#039;Orb of Potential&#039;&#039;&#039; grants a &#039;&#039;&#039;Shard of Extrinsics&#039;&#039;&#039;. Collect &#039;&#039;&#039;100 Shards&#039;&#039;&#039; and they coalesce into a single Orb of Extrinsics.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Retired Orbs&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Orb of Infusion&#039;&#039;&#039;, &#039;&#039;&#039;Orb of Stability&#039;&#039;&#039;, and &#039;&#039;&#039;Orb of Abrogation&#039;&#039;&#039; have been retired.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Property Tables&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Properties&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
Each rank costs the listed Capacity, and cannot appear until the item reaches the listed Power. All are Rarity 1 unless noted.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Property !! Rank !! Capacity !! Min Power !! Repeat !! Item Slots&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; | &#039;&#039;&#039;Skill Bonus&#039;&#039;&#039;&lt;br /&gt;
| +1&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; | Once per skill&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; | Head, Chest, Boots, Arms, Cloak, Ring, Neck, Belt&lt;br /&gt;
|-&lt;br /&gt;
| +2&lt;br /&gt;
| 2&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| +3&lt;br /&gt;
| 3&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| +4&lt;br /&gt;
| 4&lt;br /&gt;
| 75&lt;br /&gt;
|-&lt;br /&gt;
| +5&lt;br /&gt;
| 5&lt;br /&gt;
| 85&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; | &#039;&#039;&#039;Saves vs Specific&#039;&#039;&#039;&lt;br /&gt;
| +1&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; | Once per save type&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; | Varies by save, see reference&lt;br /&gt;
|-&lt;br /&gt;
| +2&lt;br /&gt;
| 2&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| +3&lt;br /&gt;
| 3&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| +4&lt;br /&gt;
| 4&lt;br /&gt;
| 60&lt;br /&gt;
|-&lt;br /&gt;
| +5&lt;br /&gt;
| 5&lt;br /&gt;
| 80&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | &#039;&#039;&#039;General Saves&#039;&#039;&#039;&lt;br /&gt;
| +1&lt;br /&gt;
| 7&lt;br /&gt;
| 10&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | No&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | Will: Head. Fortitude: Chest. Reflex: Cloak&lt;br /&gt;
|-&lt;br /&gt;
| +2&lt;br /&gt;
| 12&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| +3&lt;br /&gt;
| 17&lt;br /&gt;
| 65&lt;br /&gt;
|-&lt;br /&gt;
| +4&lt;br /&gt;
| 22&lt;br /&gt;
| 85&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Ability Score&#039;&#039;&#039;&lt;br /&gt;
| +1&lt;br /&gt;
| 10&lt;br /&gt;
| 1&lt;br /&gt;
| No&lt;br /&gt;
| Ring, Neck&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | &#039;&#039;&#039;Bonus HP&#039;&#039;&#039;&lt;br /&gt;
| 1/2 HD&lt;br /&gt;
| 4&lt;br /&gt;
| 10&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | No&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | Head, Chest, Boots, Arms, Cloak, Belt&lt;br /&gt;
|-&lt;br /&gt;
| 1 HD&lt;br /&gt;
| 8&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| 1 1/2 HD&lt;br /&gt;
| 12&lt;br /&gt;
| 40&lt;br /&gt;
|-&lt;br /&gt;
| 2 HD&lt;br /&gt;
| 16&lt;br /&gt;
| 70&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | &#039;&#039;&#039;Stability&#039;&#039;&#039;&lt;br /&gt;
| +1&lt;br /&gt;
| 2&lt;br /&gt;
| 1&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | No&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | Head, Chest, Boots, Arms, Cloak, Ring, Neck, Belt&lt;br /&gt;
|-&lt;br /&gt;
| +2&lt;br /&gt;
| 4&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| +3&lt;br /&gt;
| 6&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Damage Immunity&#039;&#039;&#039;&lt;br /&gt;
| 5%&lt;br /&gt;
| 4&lt;br /&gt;
| 10&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Once per damage type&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Varies by type, see reference&lt;br /&gt;
|-&lt;br /&gt;
| 10%&lt;br /&gt;
| 8&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | &#039;&#039;&#039;DR Threshold&#039;&#039;&#039;&lt;br /&gt;
| 10%&lt;br /&gt;
| 6&lt;br /&gt;
| 10&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | No&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | Head, Chest, Neck, Belt&lt;br /&gt;
|-&lt;br /&gt;
| 15%&lt;br /&gt;
| 13&lt;br /&gt;
| 30&lt;br /&gt;
|-&lt;br /&gt;
| 20%&lt;br /&gt;
| 20&lt;br /&gt;
| 50&lt;br /&gt;
|-&lt;br /&gt;
| 25%&lt;br /&gt;
| 27&lt;br /&gt;
| 70&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | &#039;&#039;&#039;Stamina&#039;&#039;&#039;&lt;br /&gt;
| 10%&lt;br /&gt;
| 10&lt;br /&gt;
| 10&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | No&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | Chest, Boots, Belt&lt;br /&gt;
|-&lt;br /&gt;
| 15%&lt;br /&gt;
| 20&lt;br /&gt;
| 30&lt;br /&gt;
|-&lt;br /&gt;
| 20%&lt;br /&gt;
| 30&lt;br /&gt;
| 50&lt;br /&gt;
|-&lt;br /&gt;
| 25%&lt;br /&gt;
| 40&lt;br /&gt;
| 70&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | &#039;&#039;&#039;Dash Speed&#039;&#039;&#039;&lt;br /&gt;
| 5%&lt;br /&gt;
| 10&lt;br /&gt;
| 1&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | No&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | Boots, Cloak&lt;br /&gt;
|-&lt;br /&gt;
| 10%&lt;br /&gt;
| 20&lt;br /&gt;
| 30&lt;br /&gt;
|-&lt;br /&gt;
| 15%&lt;br /&gt;
| 30&lt;br /&gt;
| 60&lt;br /&gt;
|-&lt;br /&gt;
| 20%&lt;br /&gt;
| 40&lt;br /&gt;
| 80&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | &#039;&#039;&#039;Weight Reduction&#039;&#039;&#039;&lt;br /&gt;
| 80%&lt;br /&gt;
| 2&lt;br /&gt;
| 1&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | No&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | All except Off-Hand&lt;br /&gt;
|-&lt;br /&gt;
| 60%&lt;br /&gt;
| 4&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| 40%&lt;br /&gt;
| 6&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| 20%&lt;br /&gt;
| 8&lt;br /&gt;
| 30&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; | &#039;&#039;&#039;Class Resource Capacity&#039;&#039;&#039;&lt;br /&gt;
| 10%&lt;br /&gt;
| 14&lt;br /&gt;
| 10&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; | Once per resource&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; | Chest, Neck, Belt&lt;br /&gt;
|-&lt;br /&gt;
| 15%&lt;br /&gt;
| 28&lt;br /&gt;
| 30&lt;br /&gt;
|-&lt;br /&gt;
| 20%&lt;br /&gt;
| 42&lt;br /&gt;
| 50&lt;br /&gt;
|-&lt;br /&gt;
| 25%&lt;br /&gt;
| 56&lt;br /&gt;
| 70&lt;br /&gt;
|-&lt;br /&gt;
| 30%&lt;br /&gt;
| 70&lt;br /&gt;
| 90&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | &#039;&#039;&#039;Generation&#039;&#039;&#039;&lt;br /&gt;
| 10%&lt;br /&gt;
| 15&lt;br /&gt;
| 15&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | No&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | Arms, Ring, Neck&lt;br /&gt;
|-&lt;br /&gt;
| 15%&lt;br /&gt;
| 30&lt;br /&gt;
| 40&lt;br /&gt;
|-&lt;br /&gt;
| 20%&lt;br /&gt;
| 45&lt;br /&gt;
| 65&lt;br /&gt;
|-&lt;br /&gt;
| 25%&lt;br /&gt;
| 60&lt;br /&gt;
| 90&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | &#039;&#039;&#039;Well Water Charges&#039;&#039;&#039;&lt;br /&gt;
| +1&lt;br /&gt;
| 15&lt;br /&gt;
| 15&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | No&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | Chest, Belt&lt;br /&gt;
|-&lt;br /&gt;
| +2&lt;br /&gt;
| 30&lt;br /&gt;
| 45&lt;br /&gt;
|-&lt;br /&gt;
| +3&lt;br /&gt;
| 45&lt;br /&gt;
| 75&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; | &#039;&#039;&#039;Extra Maneuvers&#039;&#039;&#039;&lt;br /&gt;
| +1&lt;br /&gt;
| 4&lt;br /&gt;
| 1&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; | No&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; | Boots, Arms, Ring, Neck, Belt&lt;br /&gt;
|-&lt;br /&gt;
| +2&lt;br /&gt;
| 8&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| +3&lt;br /&gt;
| 12&lt;br /&gt;
| 40&lt;br /&gt;
|-&lt;br /&gt;
| +4&lt;br /&gt;
| 16&lt;br /&gt;
| 60&lt;br /&gt;
|-&lt;br /&gt;
| +5&lt;br /&gt;
| 20&lt;br /&gt;
| 80&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; | &#039;&#039;&#039;Extra Metamagic&#039;&#039;&#039;&lt;br /&gt;
| +1&lt;br /&gt;
| 4&lt;br /&gt;
| 1&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; | No&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; | Boots, Arms, Ring, Neck, Belt&lt;br /&gt;
|-&lt;br /&gt;
| +2&lt;br /&gt;
| 8&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| +3&lt;br /&gt;
| 12&lt;br /&gt;
| 40&lt;br /&gt;
|-&lt;br /&gt;
| +4&lt;br /&gt;
| 16&lt;br /&gt;
| 60&lt;br /&gt;
|-&lt;br /&gt;
| +5&lt;br /&gt;
| 20&lt;br /&gt;
| 80&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; | &#039;&#039;&#039;Maneuver DC&#039;&#039;&#039;&lt;br /&gt;
| +1&lt;br /&gt;
| 10&lt;br /&gt;
| 1&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; | No, capped at +5 net&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; | Boots, Arms, Ring, Neck, Belt&lt;br /&gt;
|-&lt;br /&gt;
| +2&lt;br /&gt;
| 16&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| +3&lt;br /&gt;
| 21&lt;br /&gt;
| 40&lt;br /&gt;
|-&lt;br /&gt;
| +4&lt;br /&gt;
| 25&lt;br /&gt;
| 60&lt;br /&gt;
|-&lt;br /&gt;
| +5&lt;br /&gt;
| 28&lt;br /&gt;
| 80&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; | &#039;&#039;&#039;Spell DC&#039;&#039;&#039;&lt;br /&gt;
| +1&lt;br /&gt;
| 10&lt;br /&gt;
| 1&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; | No, capped at +5 net&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; | Boots, Arms, Ring, Neck, Belt, Mystic Weapon&lt;br /&gt;
|-&lt;br /&gt;
| +2&lt;br /&gt;
| 16&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| +3&lt;br /&gt;
| 21&lt;br /&gt;
| 40&lt;br /&gt;
|-&lt;br /&gt;
| +4&lt;br /&gt;
| 25&lt;br /&gt;
| 60&lt;br /&gt;
|-&lt;br /&gt;
| +5&lt;br /&gt;
| 28&lt;br /&gt;
| 80&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; | &#039;&#039;&#039;Bonus Spell Slot&#039;&#039;&#039;&lt;br /&gt;
| L1&lt;br /&gt;
| 6&lt;br /&gt;
| 1&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; | Once per class and level&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; | Boots, Arms, Ring, Neck, Belt&lt;br /&gt;
|-&lt;br /&gt;
| L2&lt;br /&gt;
| 12&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| L3&lt;br /&gt;
| 18&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| L4&lt;br /&gt;
| 24&lt;br /&gt;
| 30&lt;br /&gt;
|-&lt;br /&gt;
| L5&lt;br /&gt;
| 30&lt;br /&gt;
| 40&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | &#039;&#039;&#039;Cast Spell&#039;&#039;&#039;&lt;br /&gt;
| L1&lt;br /&gt;
| 6&lt;br /&gt;
| 1&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | Once per spell&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | Varies by spell&lt;br /&gt;
|-&lt;br /&gt;
| L2&lt;br /&gt;
| 12&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| L3&lt;br /&gt;
| 18&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;6&amp;quot; | &#039;&#039;&#039;Increased Charges&#039;&#039;&#039;&lt;br /&gt;
| +1&lt;br /&gt;
| 2&lt;br /&gt;
| 1&lt;br /&gt;
| rowspan=&amp;quot;6&amp;quot; | No, and requires an existing spell&lt;br /&gt;
| rowspan=&amp;quot;6&amp;quot; | All except Off-Hand&lt;br /&gt;
|-&lt;br /&gt;
| +2&lt;br /&gt;
| 4&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| +3&lt;br /&gt;
| 6&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| +4&lt;br /&gt;
| 8&lt;br /&gt;
| 40&lt;br /&gt;
|-&lt;br /&gt;
| +5&lt;br /&gt;
| 10&lt;br /&gt;
| 60&lt;br /&gt;
|-&lt;br /&gt;
| +6&lt;br /&gt;
| 12&lt;br /&gt;
| 80&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | &#039;&#039;&#039;Rune Damage&#039;&#039;&#039;&lt;br /&gt;
| 1d8&lt;br /&gt;
| 3&lt;br /&gt;
| 1&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | No&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | Melee, Ranged, Mystic Weapon&lt;br /&gt;
|-&lt;br /&gt;
| 1d10&lt;br /&gt;
| 6&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| 1d12&lt;br /&gt;
| 9&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | &#039;&#039;&#039;Oil Damage&#039;&#039;&#039;&lt;br /&gt;
| 1d6&lt;br /&gt;
| 2&lt;br /&gt;
| 1&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | No&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | Melee, Ranged Weapon&lt;br /&gt;
|-&lt;br /&gt;
| 1d8&lt;br /&gt;
| 4&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| 1d10&lt;br /&gt;
| 6&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Massive Criticals&#039;&#039;&#039;&lt;br /&gt;
| 1d10&lt;br /&gt;
| 8&lt;br /&gt;
| 1&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | No&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Melee, Ranged Weapon&lt;br /&gt;
|-&lt;br /&gt;
| 2d10&lt;br /&gt;
| 10&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Sneak Attack&#039;&#039;&#039;&lt;br /&gt;
| +1d6&lt;br /&gt;
| 10&lt;br /&gt;
| 1&lt;br /&gt;
| No&lt;br /&gt;
| Melee, Ranged Weapon&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rune Damage&#039;&#039;&#039; applies to your spells as well as your weapon attacks, whenever you have a weapon rune active. See [[#Core Bonuses|Core Bonuses]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bonus Spell Slot&#039;&#039;&#039; is available to Bard, Cleric, Druid, Sorcerer, and Wizard at levels 1 to 5. Paladin and Ranger have levels 1 to 3 only, at a stiffer Power requirement: L1 @ 1, L2 @ 20, and L3 @ 40.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;Percentage Damage Bonuses&#039;&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
Appear on Arms, Melee Weapon, Ring, and Ranged Weapon; the spell-related lines also appear on Mystic Weapon.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Applies to !! Bonus !! Capacity !! Min Power !! Rarity&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Attacks&#039;&#039;&#039;&lt;br /&gt;
| 5%&lt;br /&gt;
| 30&lt;br /&gt;
| 15&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | 3&lt;br /&gt;
|-&lt;br /&gt;
| 10%&lt;br /&gt;
| 40&lt;br /&gt;
| 35&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Spells&#039;&#039;&#039;&lt;br /&gt;
| 5%&lt;br /&gt;
| 30&lt;br /&gt;
| 15&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | 3&lt;br /&gt;
|-&lt;br /&gt;
| 10%&lt;br /&gt;
| 40&lt;br /&gt;
| 35&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;All&#039;&#039;&#039;&lt;br /&gt;
| 5%&lt;br /&gt;
| 40&lt;br /&gt;
| 15&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | 3&lt;br /&gt;
|-&lt;br /&gt;
| 10%&lt;br /&gt;
| 50&lt;br /&gt;
| 35&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | &#039;&#039;&#039;Spells (AoE)&#039;&#039;&#039;&lt;br /&gt;
| 5%&lt;br /&gt;
| 15&lt;br /&gt;
| 15&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | 2&lt;br /&gt;
|-&lt;br /&gt;
| 10%&lt;br /&gt;
| 30&lt;br /&gt;
| 40&lt;br /&gt;
|-&lt;br /&gt;
| 15%&lt;br /&gt;
| 45&lt;br /&gt;
| 65&lt;br /&gt;
|-&lt;br /&gt;
| 20%&lt;br /&gt;
| 60&lt;br /&gt;
| 90&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | &#039;&#039;&#039;Spells (Persistent AoE)&#039;&#039;&#039;&lt;br /&gt;
| 5%&lt;br /&gt;
| 15&lt;br /&gt;
| 15&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | 2&lt;br /&gt;
|-&lt;br /&gt;
| 10%&lt;br /&gt;
| 30&lt;br /&gt;
| 40&lt;br /&gt;
|-&lt;br /&gt;
| 15%&lt;br /&gt;
| 45&lt;br /&gt;
| 65&lt;br /&gt;
|-&lt;br /&gt;
| 20%&lt;br /&gt;
| 60&lt;br /&gt;
| 90&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | &#039;&#039;&#039;Spells (Single Target)&#039;&#039;&#039;&lt;br /&gt;
| 5%&lt;br /&gt;
| 15&lt;br /&gt;
| 15&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | 2&lt;br /&gt;
|-&lt;br /&gt;
| 10%&lt;br /&gt;
| 30&lt;br /&gt;
| 40&lt;br /&gt;
|-&lt;br /&gt;
| 15%&lt;br /&gt;
| 45&lt;br /&gt;
| 65&lt;br /&gt;
|-&lt;br /&gt;
| 20%&lt;br /&gt;
| 60&lt;br /&gt;
| 90&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | &#039;&#039;&#039;Retaliation&#039;&#039;&#039;&lt;br /&gt;
| 5%&lt;br /&gt;
| 15&lt;br /&gt;
| 15&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | 2&lt;br /&gt;
|-&lt;br /&gt;
| 10%&lt;br /&gt;
| 30&lt;br /&gt;
| 40&lt;br /&gt;
|-&lt;br /&gt;
| 15%&lt;br /&gt;
| 45&lt;br /&gt;
| 65&lt;br /&gt;
|-&lt;br /&gt;
| 20%&lt;br /&gt;
| 60&lt;br /&gt;
| 90&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | &#039;&#039;&#039;Cleave Attacks&#039;&#039;&#039;&lt;br /&gt;
| 10%&lt;br /&gt;
| 5&lt;br /&gt;
| 10&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | 1&lt;br /&gt;
|-&lt;br /&gt;
| 15%&lt;br /&gt;
| 10&lt;br /&gt;
| 30&lt;br /&gt;
|-&lt;br /&gt;
| 20%&lt;br /&gt;
| 15&lt;br /&gt;
| 50&lt;br /&gt;
|-&lt;br /&gt;
| 25%&lt;br /&gt;
| 20&lt;br /&gt;
| 70&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Attacks of Opportunity&#039;&#039;&#039; and &#039;&#039;&#039;Spells of a given level (0-5)&#039;&#039;&#039; bonuses have been retired, and no longer generate. An item still carrying one loses it the next time it is equipped, freeing the Capacity it held, and you are granted one &#039;&#039;&#039;Orb of Extrinsics&#039;&#039;&#039; per property removed.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Disrupted Properties&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
Negative properties are drawn from this table according to the item&#039;s Disruption. Unless a slot restriction is noted, they can land on anything.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Property !! Rank !! Min Disruption !! Repeat !! Item Slots&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | &#039;&#039;&#039;Increase Weight&#039;&#039;&#039;&lt;br /&gt;
| +5lbs&lt;br /&gt;
| 1&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | No&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | All except Ranged Weapon&lt;br /&gt;
|-&lt;br /&gt;
| +10lbs&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| +15lbs&lt;br /&gt;
| 15&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | &#039;&#039;&#039;Skill Penalty&#039;&#039;&#039;&lt;br /&gt;
| -2&lt;br /&gt;
| 1&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | Once per skill&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | Head, Chest, Boots, Arms, Cloak, Ring, Neck, Belt&lt;br /&gt;
|-&lt;br /&gt;
| -4&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| -6&lt;br /&gt;
| 15&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | &#039;&#039;&#039;Saves vs Specific Penalty&#039;&#039;&#039;&lt;br /&gt;
| -2&lt;br /&gt;
| 1&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | Once per save type&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | All&lt;br /&gt;
|-&lt;br /&gt;
| -4&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| -6&lt;br /&gt;
| 15&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | &#039;&#039;&#039;General Save Penalty&#039;&#039;&#039;&lt;br /&gt;
| -1&lt;br /&gt;
| 1&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | Once per save&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | All&lt;br /&gt;
|-&lt;br /&gt;
| -2&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| -3&lt;br /&gt;
| 15&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Damage Vulnerability&#039;&#039;&#039;&lt;br /&gt;
| 5%&lt;br /&gt;
| 10&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Once per damage type&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | All&lt;br /&gt;
|-&lt;br /&gt;
| 10%&lt;br /&gt;
| 15&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Reduced HP&#039;&#039;&#039;&lt;br /&gt;
| 1/2 HD&lt;br /&gt;
| 10&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | No&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | All&lt;br /&gt;
|-&lt;br /&gt;
| 1 HD&lt;br /&gt;
| 15&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | &#039;&#039;&#039;Reduced Stability&#039;&#039;&#039;&lt;br /&gt;
| -1&lt;br /&gt;
| 1&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | No&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | All&lt;br /&gt;
|-&lt;br /&gt;
| -2&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| -3&lt;br /&gt;
| 15&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | &#039;&#039;&#039;Reduced Charges&#039;&#039;&#039;&lt;br /&gt;
| -1&lt;br /&gt;
| 1&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | No, and requires an existing spell&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | All&lt;br /&gt;
|-&lt;br /&gt;
| -2&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| -3&lt;br /&gt;
| 15&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Reduced Maneuvers&#039;&#039;&#039;&lt;br /&gt;
| -1&lt;br /&gt;
| 10&lt;br /&gt;
| No&lt;br /&gt;
| All&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Reduced Metamagic&#039;&#039;&#039;&lt;br /&gt;
| -1&lt;br /&gt;
| 10&lt;br /&gt;
| No&lt;br /&gt;
| All&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Reduced Maneuver DC&#039;&#039;&#039;&lt;br /&gt;
| -1&lt;br /&gt;
| 10&lt;br /&gt;
| No&lt;br /&gt;
| All&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Reduced Spell DC&#039;&#039;&#039;&lt;br /&gt;
| -1&lt;br /&gt;
| 10&lt;br /&gt;
| No&lt;br /&gt;
| All&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note that the positive save and immunity properties are restricted to particular slots, but their negative counterparts are not.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Reference Tables&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Skills&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
Skill bonuses may target any skills, and all non-weapon slots can carry any of them.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Saves&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
Which &#039;&#039;&#039;Saves vs Specific&#039;&#039;&#039; bonus an item can roll depends on its slot.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Slot !! Specific Saves !! General Saves&lt;br /&gt;
|-&lt;br /&gt;
| Head || Mind Affecting, Psychic || Will&lt;br /&gt;
|-&lt;br /&gt;
| Chest || Necrotic, Sonic || Fortitude&lt;br /&gt;
|-&lt;br /&gt;
| Boots || Force, Lightning || .&lt;br /&gt;
|-&lt;br /&gt;
| Arms || Acid || .&lt;br /&gt;
|-&lt;br /&gt;
| Cloak || Cold, Fire || Reflex&lt;br /&gt;
|-&lt;br /&gt;
| Ring || . || .&lt;br /&gt;
|-&lt;br /&gt;
| Neck || Fear, Radiant || .&lt;br /&gt;
|-&lt;br /&gt;
| Belt || Disease, Poison || .&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Damage Immunity&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Slot !! Damage Immunity&lt;br /&gt;
|-&lt;br /&gt;
| Head || Psychic, Radiant, Sonic&lt;br /&gt;
|-&lt;br /&gt;
| Chest || Acid, Force, Lightning&lt;br /&gt;
|-&lt;br /&gt;
| Cloak || Cold, Fire, Necrotic&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Generation&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
Generation properties come in the form of Healing, Temporary HP, and DR Absorption.&lt;/div&gt;</summary>
		<author><name>RisenholmBot</name></author>
	</entry>
	<entry>
		<id>https://wiki.risenholm.com/index.php?title=Equipment_and_Itemization&amp;diff=1732</id>
		<title>Equipment and Itemization</title>
		<link rel="alternate" type="text/html" href="https://wiki.risenholm.com/index.php?title=Equipment_and_Itemization&amp;diff=1732"/>
		<updated>2026-10-01T20:23:59Z</updated>

		<summary type="html">&lt;p&gt;RisenholmBot: Sync from game data at bb892dd25 plus uncommitted changes&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- This page is kept in docs/wiki_equipment_itemization.wiki in the module repository and published by scripts/wiki_sync.py. Edits made here will be overwritten by the next sync: change that file instead. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Weapons&#039;&#039;&#039; ==&lt;br /&gt;
In general:&lt;br /&gt;
*Weapon damage has been normalized across proficiency levels.&lt;br /&gt;
*Weapon size only factors into the [[Feats#Simple_Weapon_Mastery|Simple Weapon Mastery]] and [[Feats#Single Weapon Fighting|Single Weapon Fighting]] feats.&lt;br /&gt;
*Weapons all possess 20/x2 critical range and multiplier.&lt;br /&gt;
*Weapon Proficiency: Exotic, Weapon Focus, and Weapon Specialization feats have been removed. See the &#039;Combat Style&#039; line of feats for their replacements.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
These changes were made to encourage weapon variety, rather than some weapons being flatly inferior to others. Combat Styles replace the individual weapon-specific feats, and work with all applicable weapons.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;7&amp;quot;|Simple Melee&lt;br /&gt;
|-&lt;br /&gt;
!Name !!	Damage	!!Critical Range!!	Critical Multiplier	!!Damage Type	!!Size	!!Other&lt;br /&gt;
|-&lt;br /&gt;
|Dagger||	1d6	||20||	x2||	Piercing||	Tiny||	Finesse&lt;br /&gt;
|-&lt;br /&gt;
|Handaxe||	1d6||	20||	x2||	Slashing||	Small||	Finesse&lt;br /&gt;
|-&lt;br /&gt;
|Kama||	1d6||	20||	x2||	Slashing||	Small||	Finesse&lt;br /&gt;
|-&lt;br /&gt;
|Mace||	1d6||	20||	x2||	Bludgeoning||	Small||	Finesse&lt;br /&gt;
|-&lt;br /&gt;
|Sickle||	1d6||	20||	x2||	Slashing||	Small||	Finesse&lt;br /&gt;
|-&lt;br /&gt;
|Club||	1d6||	20||	x2||	Bludgeoning||	Medium||	&lt;br /&gt;
|-&lt;br /&gt;
|Heavy Mace||	1d6||	20||	x2||	Bludgeoning||	Medium||	&lt;br /&gt;
|-&lt;br /&gt;
|Quarterstaff||	1d8||	20||	x2||	Bludgeoning||	Large||	Finesse&lt;br /&gt;
|-&lt;br /&gt;
|Spear||	1d8||	20||	x2||	Piercing||	Large||	Finesse&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;7&amp;quot;|Simple Ranged&lt;br /&gt;
|-&lt;br /&gt;
!Name	!!Damage!!	Critical Range!!	Critical Multiplier!!	Damage Type!!	Size!!	Other&lt;br /&gt;
|-&lt;br /&gt;
|Throwing Dagger||	1d6||	20||	x2||	Piercing||	Tiny||	&lt;br /&gt;
|-&lt;br /&gt;
|Sling||	1d6||	20||	x2||	Bludgeoning||	Small||	&lt;br /&gt;
|-&lt;br /&gt;
|Light Crossbow||	2d8||	20||	x2||	Piercing||	Small||	&lt;br /&gt;
|-&lt;br /&gt;
|Shortbow||	1d6||	20||	x2||	Piercing||	Medium	||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;7&amp;quot;|Gauntlets&lt;br /&gt;
|-&lt;br /&gt;
!Name!!Damage!!Critical Range!!Critical Multiplier!!Damage Type!!Size!!Other&lt;br /&gt;
|-&lt;br /&gt;
|Gauntlets||1d8||20||x2||Bludgeoning||Small||Finesse, Requires Improved Unarmed Strike&lt;br /&gt;
|-&lt;br /&gt;
|Great-Gauntlets||2d6||20||x2||Bludgeoning||Large||Finesse, Requires Improved Unarmed Strike&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;7&amp;quot;|Martial Melee&lt;br /&gt;
|-&lt;br /&gt;
!Name!!Damage!!Critical Range!!Critical Multiplier!!Damage Type!!Size!!Other&lt;br /&gt;
|-&lt;br /&gt;
|Kukri||1d8||20||x2||Slashing||Tiny||Finesse&lt;br /&gt;
|-&lt;br /&gt;
|Shortsword||1d8||20||x2||Piercing||Small||Finesse&lt;br /&gt;
|-&lt;br /&gt;
|Light Hammer||1d8||20||x2||Bludgeoning||Small||Finesse&lt;br /&gt;
|-&lt;br /&gt;
|Whip||1d8||20||x2||Slashing||Small||Finesse, Cannot be used in Off-Hand&lt;br /&gt;
|-&lt;br /&gt;
|Battleaxe||1d8||20||x2||Slashing||Medium||&lt;br /&gt;
|-&lt;br /&gt;
|Light Flail||1d8||20||x2||Bludgeoning||Medium||Cannot be used in Off-Hand&lt;br /&gt;
|-&lt;br /&gt;
|Longsword||1d8||20||x2||Slashing||Medium||Finesse&lt;br /&gt;
|-&lt;br /&gt;
|Rapier||1d8||20||x2||Piercing||Medium||Finesse&lt;br /&gt;
|-&lt;br /&gt;
|Scimitar||1d8||20||x2||Slashing||Medium||Finesse&lt;br /&gt;
|-&lt;br /&gt;
|Warhammer||1d8||20||x2||Bludgeoning||Medium||&lt;br /&gt;
|-&lt;br /&gt;
|Morningstar||1d8||20||x2||Piercing||Medium||Cannot be used in Off-Hand&lt;br /&gt;
|-&lt;br /&gt;
|Bastard Sword||1d8||20||x2||Slashing||Medium||&lt;br /&gt;
|-&lt;br /&gt;
|Katana||1d8||20||x2||Slashing||Medium||Finesse&lt;br /&gt;
|-&lt;br /&gt;
|Dwarven Waraxe||1d8||20||x2||Slashing||Medium||&lt;br /&gt;
|-&lt;br /&gt;
|Greataxe||2d6||20||x2||Slashing||Large||&lt;br /&gt;
|-&lt;br /&gt;
|Greatsword||2d6||20||x2||Slashing||Large||&lt;br /&gt;
|-&lt;br /&gt;
|Halberd||2d6||20||x2||Slashing||Large||&lt;br /&gt;
|-&lt;br /&gt;
|Heavy Flail||2d6||20||x2||Bludgeoning||Large||Cannot be used in Off-Hand&lt;br /&gt;
|-&lt;br /&gt;
|Maul||2d6||20||x2||Bludgeoning||Large||&lt;br /&gt;
|-&lt;br /&gt;
|Trident||2d6||20||x2||Piercing||Large||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;7&amp;quot;|Martial Ranged&lt;br /&gt;
|-&lt;br /&gt;
!Name!!	Damage	!!Critical Range!!	Critical Multiplier!!	Damage Type!!	Size!!	Other&lt;br /&gt;
|-&lt;br /&gt;
|Shuriken||	1d8||	20||	x2||	Piercing||	Tiny||	&lt;br /&gt;
|-&lt;br /&gt;
|Throwing Axe||	1d8||	20||	x2||	Slashing||	Small||	&lt;br /&gt;
|-&lt;br /&gt;
|Heavy Crossbow||	2d10||	20||	x2||	Piercing||	Medium||	&lt;br /&gt;
|-&lt;br /&gt;
|Longbow||	1d8||	20||	x2||	Piercing||	Large||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;7&amp;quot;|Mystic&lt;br /&gt;
|-&lt;br /&gt;
!Name!!Damage!!Critical Range!!Critical Multiplier!!Damage Type!!Size!!Other&lt;br /&gt;
|-&lt;br /&gt;
|Casting Gauntlet||1d4||20||x2||Bludgeoning||Small||Finesse, Cannot be used in Off-Hand&lt;br /&gt;
|-&lt;br /&gt;
|Tome||1d4||20||x2||Bludgeoning||Medium||&lt;br /&gt;
|-&lt;br /&gt;
|Mystic Staff||1d6||20||x2||Bludgeoning||Medium||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Armor&#039;&#039;&#039; ==&lt;br /&gt;
In general:&lt;br /&gt;
&lt;br /&gt;
*Arcane spell failure from armor does not exist.&lt;br /&gt;
*The combination of Base Armor AC + Dexterity Modifier Bonus cannot exceed 10.&lt;br /&gt;
*Shields all grant +2 AC and weigh 6.0 lbs, regardless of type. The types exist for cosmetic categorisation only.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot;|Light Armor&lt;br /&gt;
|-&lt;br /&gt;
!Name!!Base AC!!Max Dex Modifier!!Armor Check Penalty!!Arcane Spell Failure!!Weight&lt;br /&gt;
|-&lt;br /&gt;
|None||0||10||0||0%||1.0 lbs&lt;br /&gt;
|-&lt;br /&gt;
|Padded Armor||1||+9||-1||0%||5.0 lbs&lt;br /&gt;
|-&lt;br /&gt;
|Leather Armor||2||+8||-2||0%||10.0 lbs&lt;br /&gt;
|-&lt;br /&gt;
|Studded Leather Armor||3||+7||-3||0%||15.0 lbs&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot;|Medium Armor&lt;br /&gt;
|-&lt;br /&gt;
!Name!!Base AC!!Max Dex Modifier!!Armor Check Penalty!!Arcane Spell Failure!!Weight&lt;br /&gt;
|-&lt;br /&gt;
|Chain Shirt||4||+6||-4||0%||20.0 lbs&lt;br /&gt;
|-&lt;br /&gt;
|Chainmail Coat||5||+5||-5||0%||25.0 lbs&lt;br /&gt;
|-&lt;br /&gt;
|Breastplate||6||+4||-6||0%||30.0 lbs&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot;|Heavy Armor&lt;br /&gt;
|-&lt;br /&gt;
!Name!!Base AC!!Max Dex Modifier!!Armor Check Penalty!!Arcane Spell Failure!!Weight&lt;br /&gt;
|-&lt;br /&gt;
|Splintmail Coat||7||+3||-7||0%||35.0 lbs&lt;br /&gt;
|-&lt;br /&gt;
|Half Plate||8||+2||-8||0%||40.0 lbs&lt;br /&gt;
|-&lt;br /&gt;
|Full Plate||9||+1||-9||0%||45.0 lbs&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;5&amp;quot;|Shields&lt;br /&gt;
|-&lt;br /&gt;
!Name!!Base AC!!Armor Check Penalty!!Arcane Spell Failure!!Weight&lt;br /&gt;
|-&lt;br /&gt;
|Buckler||2||0||0%||6.0 lbs&lt;br /&gt;
|-&lt;br /&gt;
|Large Shield||2||0||0%||6.0 lbs&lt;br /&gt;
|-&lt;br /&gt;
|Tower Shield||2||0||0%||6.0 lbs&lt;br /&gt;
|-&lt;br /&gt;
|Shield Gauntlet||2||0||0%||6.0 lbs&lt;br /&gt;
|-&lt;br /&gt;
|Parrying Dagger||2||0||0%||6.0 lbs&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;AC Types&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
Any AC an item grants, including its Core Bonus, is applied as one of the AC types below, decided by the kind of item it is. &#039;&#039;&#039;AC of the same type does not stack, including Dodge from equipment/spells&#039;&#039;&#039; - only the largest applies - so the type an item uses determines what it competes with. Dodge AC from sources other than equipment and spells stacks as usual.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! AC Type !! Item Types&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Armour Enchantment&#039;&#039;&#039; || Armour, Helmet&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Natural&#039;&#039;&#039; || Amulet, Ring&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Deflection&#039;&#039;&#039; || Belt, Bracers&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Dodge&#039;&#039;&#039; || Boots, Cloak&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Scar-touched Items&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
The items and equipment produced by Forging Seeds are generated with random positive and negative properties, and can be tailored to your character using XP and Orbs.&lt;br /&gt;
&lt;br /&gt;
[[File:Item_Description_Example.png |thumb|An example scar-touched item.]]&lt;br /&gt;
&lt;br /&gt;
Examining a scar-touched item opens its item panel, displaying its Power, Disruption, Capacity, Weight, and every property the item holds. From this menu you may mould the item to fit your needs.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Power, Disruption, and Capacity&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Power&#039;&#039;&#039; is the item&#039;s overall strength. It determines the item&#039;s Core Bonus, raises the strength of its Intrinsic properties, qualifies for Extrinsic properties the item is allowed to hold, and feeds its Capacity.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Disruption&#039;&#039;&#039; represents the item&#039;s latent instability. It fills Disrupted slots with negative properties, and subtracts directly from Capacity. On a freshly generated item, Disruption can never exceed 2/3 of Power.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Capacity&#039;&#039;&#039; is the available budget for extra Extrinsic slots and properties:&lt;br /&gt;
&lt;br /&gt;
 Capacity = Power - Disruption - (10 x each extra Extrinsic slot created)&lt;br /&gt;
&lt;br /&gt;
Raising Power raises Capacity, lowering Disruption raises Capacity, and creating an additional Extrinsic slot costs 10 Capacity for as long as that slot exists.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Slots&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
Every scar-touched item has three separate kinds of slot. They do not compete with one another.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Slot type !! How many !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Intrinsic&#039;&#039;&#039; || 1 to 3, successively rarer || Chosen at the highest rank the item&#039;s Power allows, and they &#039;&#039;&#039;upgrade automatically&#039;&#039;&#039; as Power rises. They cannot be changed or removed.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Extrinsic&#039;&#039;&#039; || 1 to 4 free at generation, successively rarer || The mutable properties. Created at generation or filled with an Orb of Potential or an Orb of Extrinsics, and may be removed from the item panel. Each additional slot costs 10 Capacity.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Disrupted&#039;&#039;&#039; || 0 if Disruption is 0, otherwise [1 + Disruption/10] || Filled with negative properties drawn from the Disrupted table.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A new Extrinsic slot can be created while the item has at least 10 spare Capacity. An &#039;&#039;&#039;empty&#039;&#039;&#039; Extrinsic slot can be destroyed to return that 10 Capacity, down to a minimum of one slot.&lt;br /&gt;
&lt;br /&gt;
The number of Extrinsic slots an item was &#039;&#039;&#039;generated&#039;&#039;&#039; with is shown separately from its current total, both on the item panel and in the item&#039;s own description. Slots you create or destroy never change it.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Core Bonuses&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
Every item has a Core Bonus equal to &#039;&#039;&#039;one point per 10 Power, to a maximum of +5&#039;&#039;&#039;. It occupies no slot and costs no Capacity.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Weapons&#039;&#039;&#039; (main hand, off-hand, ranged, and mystic) always have Enhancement Bonus.&lt;br /&gt;
* &#039;&#039;&#039;Everything else&#039;&#039;&#039; takes either AC or an ability score. The type is rolled at generation, with an equal chance of AC or of any one of the six ability scores.&lt;br /&gt;
&lt;br /&gt;
An &#039;&#039;&#039;Orb of Coring&#039;&#039;&#039; lets you &#039;&#039;&#039;select&#039;&#039;&#039; the Core Bonus type on any non-weapon item, rather than leaving it to the roll. The choices are AC, Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Capstone Bonus&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
Every equipped item of &#039;&#039;&#039;50 Power or more&#039;&#039;&#039; contributes &#039;&#039;&#039;+1 attack bonus&#039;&#039;&#039;, to a &#039;&#039;&#039;maximum of +5&#039;&#039;&#039;. The kind of gear does not matter, so any five capstoned pieces will do.&lt;br /&gt;
&lt;br /&gt;
Only worn and wielded equipment counts.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Item XP&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
Scar-touched items hold experience of their own, split in two:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Available XP&#039;&#039;&#039; is the pool consumed to empower the item. Filled by transferring your own XP into the item from its panel, or from an Orb of Escrow.&lt;br /&gt;
* &#039;&#039;&#039;Invested XP&#039;&#039;&#039; is the total XP spent on the item thus far. An Orb of Transfusion can retrieve this, at the cost of destroying the item.&lt;br /&gt;
&lt;br /&gt;
Raising Power and lowering Disruption are done from the item panel, and both are paid for out of the item&#039;s &#039;&#039;&#039;Available XP&#039;&#039;&#039;. Your own XP is never spent directly — it has to be moved into the item first, and the item then spends its own.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Action !! XP cost&lt;br /&gt;
|-&lt;br /&gt;
| Raise Power by 1 || &#039;&#039;&#039;Power&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; / 10&#039;&#039;&#039; - e.g. Power 20 requires 800XP, Power 40 requires 6,400XP, and Power 80 requires 51,200XP.&lt;br /&gt;
|-&lt;br /&gt;
| Lower Disruption by 1 || &#039;&#039;&#039;(100 - Disruption)&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&#039;&#039;&#039; - e.g. Disruption 40 requires 3,600XP, Disruption 20 requires 6,400XP, and Disruption 5 requires 9,025XP.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Raising Power carries a &#039;&#039;&#039;50% chance of also adding a point of Disruption&#039;&#039;&#039;. Lowering Disruption past a multiple of 10 removes a Disrupted slot, and with it one of the item&#039;s negative properties, chosen from the most potent Disruption bracket present, at random if several tie. Negative properties that survive are also re-graded downwards to match the item&#039;s new Disruption.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Item Generation&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
Forging Seeds come in three tiers, and every item cracked out of one is rolled from that tier.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Tier !! Seed !! Power !! Disruption !! Resulting Capacity&lt;br /&gt;
|-&lt;br /&gt;
| Low || Minor || 7 + 3d4 (10-19) || 5 + 1d6 (6-11) || 4-13&lt;br /&gt;
|-&lt;br /&gt;
| Medium || Medium || 17 + 3d4 (20-29) || 8 + 1d8 (9-16) || 7-20&lt;br /&gt;
|-&lt;br /&gt;
| High || Major || 27 + 3d4 (30-39) || 11 + 1d10 (12-21) || 10-27&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Disruption is then clamped to at most two thirds of the rolled Power.&lt;br /&gt;
&lt;br /&gt;
Cracking a seed produces one item, weighted as follows: 70% a piece of equipment drawn from the itemisation templates, 10% armour, 10% a weapon, 5% a throwable, and 5% a scroll.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Rarity&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
Each property roll first draws a rarity, and that draw sets the ceiling of what the roll may reach for.&lt;br /&gt;
&lt;br /&gt;
Rarity also gates what an &#039;&#039;&#039;Orb of Extrinsics&#039;&#039;&#039; can reach, according to its own rarity.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Selection Logic&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
When a slot is filled, the system:&lt;br /&gt;
&lt;br /&gt;
# Rolls a rarity, as above.&lt;br /&gt;
# Picks a &#039;&#039;&#039;property type&#039;&#039;&#039; at random from every type that is legal for that item slot, whose minimum Power the item meets, whose cheapest rank the remaining Capacity can afford, whose rarity is within the roll, and which the item&#039;s repeat rules still allow.&lt;br /&gt;
# Picks a &#039;&#039;&#039;rank&#039;&#039;&#039; of that type at random from the ones the item can afford. Intrinsic slots are the exception: they always take the highest affordable rank.&lt;br /&gt;
# Deducts the rank&#039;s Capacity cost, and moves on to the next slot.&lt;br /&gt;
&lt;br /&gt;
Because the type is chosen before the rank, a family with fifty entries is no more likely to appear than one with three. Skills and saves do not crowd out the rest of the table.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Repeat rules&#039;&#039;&#039; are set per property type, and come in three strengths:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Not repeatable&#039;&#039;&#039; - one property of that type on the item, full stop.&lt;br /&gt;
* &#039;&#039;&#039;Repeatable, one per subtype&#039;&#039;&#039; - one bonus per skill, per save, per damage type, and so on. Different subtypes may all appear.&lt;br /&gt;
* &#039;&#039;&#039;Repeatable, but not at the same rank&#039;&#039;&#039; - the same subtype may appear more than once, provided the ranks differ.&lt;br /&gt;
&lt;br /&gt;
Two further constraints apply: &#039;&#039;&#039;Increased Charges&#039;&#039;&#039; can only be rolled onto an item that already has a spell, and likewise &#039;&#039;&#039;Reduced Charges&#039;&#039;&#039; only onto an item that has one to reduce.&lt;br /&gt;
&lt;br /&gt;
Disrupted properties are chosen the same way, keyed to Disruption instead of Power, except that once a type is chosen the system always takes the &#039;&#039;&#039;highest&#039;&#039;&#039; Disruption bracket the item qualifies for.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Charges&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
Casting a spell from an item costs charges equal to that spell&#039;s innate level.&lt;br /&gt;
&lt;br /&gt;
An item&#039;s &#039;&#039;&#039;maximum&#039;&#039;&#039; charges are the sum of the innate levels of every Cast Spell property on it, plus any Increased Charges, minus any Reduced Charges, floored at zero. An item with a level 3 spell and a level 2 spell therefore holds 5 charges.&lt;br /&gt;
&lt;br /&gt;
Charges are restored:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Fully&#039;&#039;&#039;, by resting while the item is equipped.&lt;br /&gt;
* &#039;&#039;&#039;By half&#039;&#039;&#039;, when you stabilise.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Stacking Caps&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Maneuver DC&#039;&#039;&#039; and &#039;&#039;&#039;Spell DC&#039;&#039;&#039; bonuses are each capped at a net &#039;&#039;&#039;+5&#039;&#039;&#039; across all your equipment, after any Disrupted penalties have been subtracted. Everything else stacks normally.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Item Names&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
A scar-touched item is named for its Capacity at the time of the last change, in the form &#039;&#039;&amp;amp;lt;Adjective&amp;amp;gt; Scar-Touched &amp;amp;lt;item&amp;amp;gt; [+Power/-Disruption]&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Capacity !! Adjective&lt;br /&gt;
|-&lt;br /&gt;
| 8 or less || Crude&lt;br /&gt;
|-&lt;br /&gt;
| 9-14 || Common&lt;br /&gt;
|-&lt;br /&gt;
| 15-21 || Superior&lt;br /&gt;
|-&lt;br /&gt;
| 22-29 || Exceptional&lt;br /&gt;
|-&lt;br /&gt;
| 30 or more || Masterpiece&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Orbs&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Craftable Orbs&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
These are brewed at the crafting bench. Every one costs &#039;&#039;&#039;10 scrap&#039;&#039;&#039; plus the ichor listed.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Orb !! Ichor !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Orb of Potential&#039;&#039;&#039; || 1 Red, 1 Green, 1 Blue || Rolls a new Extrinsic property into a free slot, within the item&#039;s spare Capacity. Requires an empty Extrinsic slot.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Orb of Transference&#039;&#039;&#039; || 2 Blue, 1 Red || Absorbs all properties, Power, and Disruption from an item, to be transferred onto another of the same type.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Orb of Coring&#039;&#039;&#039; || 1 Red, 1 Green, 1 Blue || Lets you select the Core Bonus type of a non-weapon item: AC, Strength, Dexterity, Constitution, Intelligence, Wisdom, or Charisma.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Orb of Transfusion&#039;&#039;&#039; || 1 Red, 1 Green, 1 Blue || Extracts the XP (Available and Invested both) and the Power/Disruption combination from an item, destroying it, and transfers either the XP or Power/Disruption combination into another item. Overwriting Power and Disruption returns the target&#039;s Invested XP to its Available XP. Consumed once it transfers.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Orb of Conversion&#039;&#039;&#039; || 2 Red, 1 Green || Converts forging seeds into XP: 10XP per Minor, 20XP per Medium, and 30XP per Major, up to 78,000XP. Uses one charge per 10XP converted. You may gain at most 5,000XP from conversion orbs before you must diminish a scar to use one again. Must be used near the Well.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Orb of Escrow&#039;&#039;&#039; || 2 Green, 1 Blue || Lets you choose a level to drop down to, and banks the XP you earn while lowered. The banked XP can then be poured into a piece of equipment. Ending the escrow restores you to the level you started from.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Orbs of Extrinsics&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
An Orb of Extrinsics lets you pick and apply any valid Extrinsic property the item can support. They come in rarity 1, 2, and 3 variants, and the variant sets how deep into the rarity tiers you may reach.&lt;br /&gt;
&lt;br /&gt;
They cannot be brewed. Instead, declining the result of an &#039;&#039;&#039;Orb of Potential&#039;&#039;&#039; grants a &#039;&#039;&#039;Shard of Extrinsics&#039;&#039;&#039;. Collect &#039;&#039;&#039;100 Shards&#039;&#039;&#039; and they coalesce into a single Orb of Extrinsics.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Retired Orbs&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Orb of Infusion&#039;&#039;&#039;, &#039;&#039;&#039;Orb of Stability&#039;&#039;&#039;, and &#039;&#039;&#039;Orb of Abrogation&#039;&#039;&#039; have been retired.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Property Tables&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Properties&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
Each rank costs the listed Capacity, and cannot appear until the item reaches the listed Power. All are Rarity 1 unless noted.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Property !! Rank !! Capacity !! Min Power !! Repeat !! Item Slots&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; | &#039;&#039;&#039;Skill Bonus&#039;&#039;&#039;&lt;br /&gt;
| +1&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; | Once per skill&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; | Head, Chest, Boots, Arms, Cloak, Ring, Neck, Belt&lt;br /&gt;
|-&lt;br /&gt;
| +2&lt;br /&gt;
| 2&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| +3&lt;br /&gt;
| 3&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| +4&lt;br /&gt;
| 4&lt;br /&gt;
| 75&lt;br /&gt;
|-&lt;br /&gt;
| +5&lt;br /&gt;
| 5&lt;br /&gt;
| 85&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; | &#039;&#039;&#039;Saves vs Specific&#039;&#039;&#039;&lt;br /&gt;
| +1&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; | Once per save type&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; | Varies by save, see reference&lt;br /&gt;
|-&lt;br /&gt;
| +2&lt;br /&gt;
| 2&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| +3&lt;br /&gt;
| 3&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| +4&lt;br /&gt;
| 4&lt;br /&gt;
| 60&lt;br /&gt;
|-&lt;br /&gt;
| +5&lt;br /&gt;
| 5&lt;br /&gt;
| 80&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | &#039;&#039;&#039;General Saves&#039;&#039;&#039;&lt;br /&gt;
| +1&lt;br /&gt;
| 7&lt;br /&gt;
| 10&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | No&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | Will: Head. Fortitude: Chest. Reflex: Cloak&lt;br /&gt;
|-&lt;br /&gt;
| +2&lt;br /&gt;
| 12&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| +3&lt;br /&gt;
| 17&lt;br /&gt;
| 65&lt;br /&gt;
|-&lt;br /&gt;
| +4&lt;br /&gt;
| 22&lt;br /&gt;
| 85&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Ability Score&#039;&#039;&#039;&lt;br /&gt;
| +1&lt;br /&gt;
| 10&lt;br /&gt;
| 1&lt;br /&gt;
| No&lt;br /&gt;
| Ring, Neck&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | &#039;&#039;&#039;Bonus HP&#039;&#039;&#039;&lt;br /&gt;
| 1/2 HD&lt;br /&gt;
| 4&lt;br /&gt;
| 10&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | No&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | Head, Chest, Boots, Arms, Cloak, Belt&lt;br /&gt;
|-&lt;br /&gt;
| 1 HD&lt;br /&gt;
| 8&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| 1 1/2 HD&lt;br /&gt;
| 12&lt;br /&gt;
| 40&lt;br /&gt;
|-&lt;br /&gt;
| 2 HD&lt;br /&gt;
| 16&lt;br /&gt;
| 70&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | &#039;&#039;&#039;Stability&#039;&#039;&#039;&lt;br /&gt;
| +1&lt;br /&gt;
| 2&lt;br /&gt;
| 1&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | No&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | Head, Chest, Boots, Arms, Cloak, Ring, Neck, Belt&lt;br /&gt;
|-&lt;br /&gt;
| +2&lt;br /&gt;
| 4&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| +3&lt;br /&gt;
| 6&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Damage Immunity&#039;&#039;&#039;&lt;br /&gt;
| 5%&lt;br /&gt;
| 4&lt;br /&gt;
| 10&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Once per damage type&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Varies by type, see reference&lt;br /&gt;
|-&lt;br /&gt;
| 10%&lt;br /&gt;
| 8&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | &#039;&#039;&#039;DR Threshold&#039;&#039;&#039;&lt;br /&gt;
| 10%&lt;br /&gt;
| 6&lt;br /&gt;
| 10&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | No&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | Head, Chest, Neck, Belt&lt;br /&gt;
|-&lt;br /&gt;
| 15%&lt;br /&gt;
| 13&lt;br /&gt;
| 30&lt;br /&gt;
|-&lt;br /&gt;
| 20%&lt;br /&gt;
| 20&lt;br /&gt;
| 50&lt;br /&gt;
|-&lt;br /&gt;
| 25%&lt;br /&gt;
| 27&lt;br /&gt;
| 70&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | &#039;&#039;&#039;Stamina&#039;&#039;&#039;&lt;br /&gt;
| 10%&lt;br /&gt;
| 10&lt;br /&gt;
| 10&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | No&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | Chest, Boots, Belt&lt;br /&gt;
|-&lt;br /&gt;
| 15%&lt;br /&gt;
| 20&lt;br /&gt;
| 30&lt;br /&gt;
|-&lt;br /&gt;
| 20%&lt;br /&gt;
| 30&lt;br /&gt;
| 50&lt;br /&gt;
|-&lt;br /&gt;
| 25%&lt;br /&gt;
| 40&lt;br /&gt;
| 70&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | &#039;&#039;&#039;Dash Speed&#039;&#039;&#039;&lt;br /&gt;
| 5%&lt;br /&gt;
| 10&lt;br /&gt;
| 1&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | No&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | Boots, Cloak&lt;br /&gt;
|-&lt;br /&gt;
| 10%&lt;br /&gt;
| 20&lt;br /&gt;
| 30&lt;br /&gt;
|-&lt;br /&gt;
| 15%&lt;br /&gt;
| 30&lt;br /&gt;
| 60&lt;br /&gt;
|-&lt;br /&gt;
| 20%&lt;br /&gt;
| 40&lt;br /&gt;
| 80&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | &#039;&#039;&#039;Weight Reduction&#039;&#039;&#039;&lt;br /&gt;
| 80%&lt;br /&gt;
| 2&lt;br /&gt;
| 1&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | No&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | All except Off-Hand&lt;br /&gt;
|-&lt;br /&gt;
| 60%&lt;br /&gt;
| 4&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| 40%&lt;br /&gt;
| 6&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| 20%&lt;br /&gt;
| 8&lt;br /&gt;
| 30&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; | &#039;&#039;&#039;Class Resource Capacity&#039;&#039;&#039;&lt;br /&gt;
| 10%&lt;br /&gt;
| 14&lt;br /&gt;
| 10&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; | Once per resource&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; | Chest, Neck, Belt&lt;br /&gt;
|-&lt;br /&gt;
| 15%&lt;br /&gt;
| 28&lt;br /&gt;
| 30&lt;br /&gt;
|-&lt;br /&gt;
| 20%&lt;br /&gt;
| 42&lt;br /&gt;
| 50&lt;br /&gt;
|-&lt;br /&gt;
| 25%&lt;br /&gt;
| 56&lt;br /&gt;
| 70&lt;br /&gt;
|-&lt;br /&gt;
| 30%&lt;br /&gt;
| 70&lt;br /&gt;
| 90&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | &#039;&#039;&#039;Generation&#039;&#039;&#039;&lt;br /&gt;
| 10%&lt;br /&gt;
| 15&lt;br /&gt;
| 15&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | No&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | Arms, Ring, Neck&lt;br /&gt;
|-&lt;br /&gt;
| 15%&lt;br /&gt;
| 30&lt;br /&gt;
| 40&lt;br /&gt;
|-&lt;br /&gt;
| 20%&lt;br /&gt;
| 45&lt;br /&gt;
| 65&lt;br /&gt;
|-&lt;br /&gt;
| 25%&lt;br /&gt;
| 60&lt;br /&gt;
| 90&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | &#039;&#039;&#039;Well Water Charges&#039;&#039;&#039;&lt;br /&gt;
| +1&lt;br /&gt;
| 15&lt;br /&gt;
| 15&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | No&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | Chest, Belt&lt;br /&gt;
|-&lt;br /&gt;
| +2&lt;br /&gt;
| 30&lt;br /&gt;
| 45&lt;br /&gt;
|-&lt;br /&gt;
| +3&lt;br /&gt;
| 45&lt;br /&gt;
| 75&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; | &#039;&#039;&#039;Extra Maneuvers&#039;&#039;&#039;&lt;br /&gt;
| +1&lt;br /&gt;
| 4&lt;br /&gt;
| 1&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; | No&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; | Boots, Arms, Ring, Neck, Belt&lt;br /&gt;
|-&lt;br /&gt;
| +2&lt;br /&gt;
| 8&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| +3&lt;br /&gt;
| 12&lt;br /&gt;
| 40&lt;br /&gt;
|-&lt;br /&gt;
| +4&lt;br /&gt;
| 16&lt;br /&gt;
| 60&lt;br /&gt;
|-&lt;br /&gt;
| +5&lt;br /&gt;
| 20&lt;br /&gt;
| 80&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; | &#039;&#039;&#039;Extra Metamagic&#039;&#039;&#039;&lt;br /&gt;
| +1&lt;br /&gt;
| 4&lt;br /&gt;
| 1&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; | No&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; | Boots, Arms, Ring, Neck, Belt&lt;br /&gt;
|-&lt;br /&gt;
| +2&lt;br /&gt;
| 8&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| +3&lt;br /&gt;
| 12&lt;br /&gt;
| 40&lt;br /&gt;
|-&lt;br /&gt;
| +4&lt;br /&gt;
| 16&lt;br /&gt;
| 60&lt;br /&gt;
|-&lt;br /&gt;
| +5&lt;br /&gt;
| 20&lt;br /&gt;
| 80&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; | &#039;&#039;&#039;Maneuver DC&#039;&#039;&#039;&lt;br /&gt;
| +1&lt;br /&gt;
| 10&lt;br /&gt;
| 1&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; | No, capped at +5 net&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; | Boots, Arms, Ring, Neck, Belt&lt;br /&gt;
|-&lt;br /&gt;
| +2&lt;br /&gt;
| 16&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| +3&lt;br /&gt;
| 21&lt;br /&gt;
| 40&lt;br /&gt;
|-&lt;br /&gt;
| +4&lt;br /&gt;
| 25&lt;br /&gt;
| 60&lt;br /&gt;
|-&lt;br /&gt;
| +5&lt;br /&gt;
| 28&lt;br /&gt;
| 80&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; | &#039;&#039;&#039;Spell DC&#039;&#039;&#039;&lt;br /&gt;
| +1&lt;br /&gt;
| 10&lt;br /&gt;
| 1&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; | No, capped at +5 net&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; | Boots, Arms, Ring, Neck, Belt, Mystic Weapon&lt;br /&gt;
|-&lt;br /&gt;
| +2&lt;br /&gt;
| 16&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| +3&lt;br /&gt;
| 21&lt;br /&gt;
| 40&lt;br /&gt;
|-&lt;br /&gt;
| +4&lt;br /&gt;
| 25&lt;br /&gt;
| 60&lt;br /&gt;
|-&lt;br /&gt;
| +5&lt;br /&gt;
| 28&lt;br /&gt;
| 80&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; | &#039;&#039;&#039;Bonus Spell Slot&#039;&#039;&#039;&lt;br /&gt;
| L1&lt;br /&gt;
| 6&lt;br /&gt;
| 1&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; | Once per class and level&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; | Boots, Arms, Ring, Neck, Belt&lt;br /&gt;
|-&lt;br /&gt;
| L2&lt;br /&gt;
| 12&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| L3&lt;br /&gt;
| 18&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| L4&lt;br /&gt;
| 24&lt;br /&gt;
| 30&lt;br /&gt;
|-&lt;br /&gt;
| L5&lt;br /&gt;
| 30&lt;br /&gt;
| 40&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | &#039;&#039;&#039;Cast Spell&#039;&#039;&#039;&lt;br /&gt;
| L1&lt;br /&gt;
| 6&lt;br /&gt;
| 1&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | Once per spell&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | Varies by spell&lt;br /&gt;
|-&lt;br /&gt;
| L2&lt;br /&gt;
| 12&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| L3&lt;br /&gt;
| 18&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;6&amp;quot; | &#039;&#039;&#039;Increased Charges&#039;&#039;&#039;&lt;br /&gt;
| +1&lt;br /&gt;
| 2&lt;br /&gt;
| 1&lt;br /&gt;
| rowspan=&amp;quot;6&amp;quot; | No, and requires an existing spell&lt;br /&gt;
| rowspan=&amp;quot;6&amp;quot; | All except Off-Hand&lt;br /&gt;
|-&lt;br /&gt;
| +2&lt;br /&gt;
| 4&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| +3&lt;br /&gt;
| 6&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| +4&lt;br /&gt;
| 8&lt;br /&gt;
| 40&lt;br /&gt;
|-&lt;br /&gt;
| +5&lt;br /&gt;
| 10&lt;br /&gt;
| 60&lt;br /&gt;
|-&lt;br /&gt;
| +6&lt;br /&gt;
| 12&lt;br /&gt;
| 80&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | &#039;&#039;&#039;Rune Damage&#039;&#039;&#039;&lt;br /&gt;
| 1d8&lt;br /&gt;
| 3&lt;br /&gt;
| 1&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | No&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | Melee, Ranged, Mystic Weapon&lt;br /&gt;
|-&lt;br /&gt;
| 1d10&lt;br /&gt;
| 6&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| 1d12&lt;br /&gt;
| 9&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | &#039;&#039;&#039;Oil Damage&#039;&#039;&#039;&lt;br /&gt;
| 1d6&lt;br /&gt;
| 2&lt;br /&gt;
| 1&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | No&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | Melee, Ranged Weapon&lt;br /&gt;
|-&lt;br /&gt;
| 1d8&lt;br /&gt;
| 4&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| 1d10&lt;br /&gt;
| 6&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Massive Criticals&#039;&#039;&#039;&lt;br /&gt;
| 1d10&lt;br /&gt;
| 8&lt;br /&gt;
| 1&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | No&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Melee, Ranged Weapon&lt;br /&gt;
|-&lt;br /&gt;
| 2d10&lt;br /&gt;
| 10&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Sneak Attack&#039;&#039;&#039;&lt;br /&gt;
| +1d6&lt;br /&gt;
| 10&lt;br /&gt;
| 1&lt;br /&gt;
| No&lt;br /&gt;
| Melee, Ranged Weapon&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bonus Spell Slot&#039;&#039;&#039; is available to Bard, Cleric, Druid, Sorcerer, and Wizard at levels 1 to 5. Paladin and Ranger have levels 1 to 3 only, at a stiffer Power requirement: L1 @ 1, L2 @ 20, and L3 @ 40.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;Percentage Damage Bonuses&#039;&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
Appear on Arms, Melee Weapon, Ring, and Ranged Weapon; the spell-related lines also appear on Mystic Weapon.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Applies to !! Bonus !! Capacity !! Min Power !! Rarity&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Attacks&#039;&#039;&#039;&lt;br /&gt;
| 5%&lt;br /&gt;
| 30&lt;br /&gt;
| 15&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | 3&lt;br /&gt;
|-&lt;br /&gt;
| 10%&lt;br /&gt;
| 40&lt;br /&gt;
| 35&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Spells&#039;&#039;&#039;&lt;br /&gt;
| 5%&lt;br /&gt;
| 30&lt;br /&gt;
| 15&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | 3&lt;br /&gt;
|-&lt;br /&gt;
| 10%&lt;br /&gt;
| 40&lt;br /&gt;
| 35&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;All&#039;&#039;&#039;&lt;br /&gt;
| 5%&lt;br /&gt;
| 40&lt;br /&gt;
| 15&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | 3&lt;br /&gt;
|-&lt;br /&gt;
| 10%&lt;br /&gt;
| 50&lt;br /&gt;
| 35&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | &#039;&#039;&#039;Spells (AoE)&#039;&#039;&#039;&lt;br /&gt;
| 5%&lt;br /&gt;
| 15&lt;br /&gt;
| 15&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | 2&lt;br /&gt;
|-&lt;br /&gt;
| 10%&lt;br /&gt;
| 30&lt;br /&gt;
| 40&lt;br /&gt;
|-&lt;br /&gt;
| 15%&lt;br /&gt;
| 45&lt;br /&gt;
| 65&lt;br /&gt;
|-&lt;br /&gt;
| 20%&lt;br /&gt;
| 60&lt;br /&gt;
| 90&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | &#039;&#039;&#039;Spells (Persistent AoE)&#039;&#039;&#039;&lt;br /&gt;
| 5%&lt;br /&gt;
| 15&lt;br /&gt;
| 15&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | 2&lt;br /&gt;
|-&lt;br /&gt;
| 10%&lt;br /&gt;
| 30&lt;br /&gt;
| 40&lt;br /&gt;
|-&lt;br /&gt;
| 15%&lt;br /&gt;
| 45&lt;br /&gt;
| 65&lt;br /&gt;
|-&lt;br /&gt;
| 20%&lt;br /&gt;
| 60&lt;br /&gt;
| 90&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | &#039;&#039;&#039;Spells (Single Target)&#039;&#039;&#039;&lt;br /&gt;
| 5%&lt;br /&gt;
| 15&lt;br /&gt;
| 15&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | 2&lt;br /&gt;
|-&lt;br /&gt;
| 10%&lt;br /&gt;
| 30&lt;br /&gt;
| 40&lt;br /&gt;
|-&lt;br /&gt;
| 15%&lt;br /&gt;
| 45&lt;br /&gt;
| 65&lt;br /&gt;
|-&lt;br /&gt;
| 20%&lt;br /&gt;
| 60&lt;br /&gt;
| 90&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | &#039;&#039;&#039;Retaliation&#039;&#039;&#039;&lt;br /&gt;
| 5%&lt;br /&gt;
| 15&lt;br /&gt;
| 15&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | 2&lt;br /&gt;
|-&lt;br /&gt;
| 10%&lt;br /&gt;
| 30&lt;br /&gt;
| 40&lt;br /&gt;
|-&lt;br /&gt;
| 15%&lt;br /&gt;
| 45&lt;br /&gt;
| 65&lt;br /&gt;
|-&lt;br /&gt;
| 20%&lt;br /&gt;
| 60&lt;br /&gt;
| 90&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | &#039;&#039;&#039;Cleave Attacks&#039;&#039;&#039;&lt;br /&gt;
| 10%&lt;br /&gt;
| 5&lt;br /&gt;
| 10&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | 1&lt;br /&gt;
|-&lt;br /&gt;
| 15%&lt;br /&gt;
| 10&lt;br /&gt;
| 30&lt;br /&gt;
|-&lt;br /&gt;
| 20%&lt;br /&gt;
| 15&lt;br /&gt;
| 50&lt;br /&gt;
|-&lt;br /&gt;
| 25%&lt;br /&gt;
| 20&lt;br /&gt;
| 70&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Attacks of Opportunity&#039;&#039;&#039; and &#039;&#039;&#039;Spells of a given level (0-5)&#039;&#039;&#039; bonuses have been retired, and no longer generate. An item still carrying one loses it the next time it is equipped, freeing the Capacity it held, and you are granted one &#039;&#039;&#039;Orb of Extrinsics&#039;&#039;&#039; per property removed.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Disrupted Properties&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
Negative properties are drawn from this table according to the item&#039;s Disruption. Unless a slot restriction is noted, they can land on anything.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Property !! Rank !! Min Disruption !! Repeat !! Item Slots&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | &#039;&#039;&#039;Increase Weight&#039;&#039;&#039;&lt;br /&gt;
| +5lbs&lt;br /&gt;
| 1&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | No&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | All except Ranged Weapon&lt;br /&gt;
|-&lt;br /&gt;
| +10lbs&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| +15lbs&lt;br /&gt;
| 15&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | &#039;&#039;&#039;Skill Penalty&#039;&#039;&#039;&lt;br /&gt;
| -2&lt;br /&gt;
| 1&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | Once per skill&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | Head, Chest, Boots, Arms, Cloak, Ring, Neck, Belt&lt;br /&gt;
|-&lt;br /&gt;
| -4&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| -6&lt;br /&gt;
| 15&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | &#039;&#039;&#039;Saves vs Specific Penalty&#039;&#039;&#039;&lt;br /&gt;
| -2&lt;br /&gt;
| 1&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | Once per save type&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | All&lt;br /&gt;
|-&lt;br /&gt;
| -4&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| -6&lt;br /&gt;
| 15&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | &#039;&#039;&#039;General Save Penalty&#039;&#039;&#039;&lt;br /&gt;
| -1&lt;br /&gt;
| 1&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | Once per save&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | All&lt;br /&gt;
|-&lt;br /&gt;
| -2&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| -3&lt;br /&gt;
| 15&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Damage Vulnerability&#039;&#039;&#039;&lt;br /&gt;
| 5%&lt;br /&gt;
| 10&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Once per damage type&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | All&lt;br /&gt;
|-&lt;br /&gt;
| 10%&lt;br /&gt;
| 15&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Reduced HP&#039;&#039;&#039;&lt;br /&gt;
| 1/2 HD&lt;br /&gt;
| 10&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | No&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | All&lt;br /&gt;
|-&lt;br /&gt;
| 1 HD&lt;br /&gt;
| 15&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | &#039;&#039;&#039;Reduced Stability&#039;&#039;&#039;&lt;br /&gt;
| -1&lt;br /&gt;
| 1&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | No&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | All&lt;br /&gt;
|-&lt;br /&gt;
| -2&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| -3&lt;br /&gt;
| 15&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | &#039;&#039;&#039;Reduced Charges&#039;&#039;&#039;&lt;br /&gt;
| -1&lt;br /&gt;
| 1&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | No, and requires an existing spell&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | All&lt;br /&gt;
|-&lt;br /&gt;
| -2&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| -3&lt;br /&gt;
| 15&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Reduced Maneuvers&#039;&#039;&#039;&lt;br /&gt;
| -1&lt;br /&gt;
| 10&lt;br /&gt;
| No&lt;br /&gt;
| All&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Reduced Metamagic&#039;&#039;&#039;&lt;br /&gt;
| -1&lt;br /&gt;
| 10&lt;br /&gt;
| No&lt;br /&gt;
| All&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Reduced Maneuver DC&#039;&#039;&#039;&lt;br /&gt;
| -1&lt;br /&gt;
| 10&lt;br /&gt;
| No&lt;br /&gt;
| All&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Reduced Spell DC&#039;&#039;&#039;&lt;br /&gt;
| -1&lt;br /&gt;
| 10&lt;br /&gt;
| No&lt;br /&gt;
| All&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note that the positive save and immunity properties are restricted to particular slots, but their negative counterparts are not.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Reference Tables&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Skills&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
Skill bonuses may target any skills, and all non-weapon slots can carry any of them.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Saves&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
Which &#039;&#039;&#039;Saves vs Specific&#039;&#039;&#039; bonus an item can roll depends on its slot.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Slot !! Specific Saves !! General Saves&lt;br /&gt;
|-&lt;br /&gt;
| Head || Mind Affecting, Psychic || Will&lt;br /&gt;
|-&lt;br /&gt;
| Chest || Necrotic, Sonic || Fortitude&lt;br /&gt;
|-&lt;br /&gt;
| Boots || Force, Lightning || .&lt;br /&gt;
|-&lt;br /&gt;
| Arms || Acid || .&lt;br /&gt;
|-&lt;br /&gt;
| Cloak || Cold, Fire || Reflex&lt;br /&gt;
|-&lt;br /&gt;
| Ring || . || .&lt;br /&gt;
|-&lt;br /&gt;
| Neck || Fear, Radiant || .&lt;br /&gt;
|-&lt;br /&gt;
| Belt || Disease, Poison || .&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Damage Immunity&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Slot !! Damage Immunity&lt;br /&gt;
|-&lt;br /&gt;
| Head || Psychic, Radiant, Sonic&lt;br /&gt;
|-&lt;br /&gt;
| Chest || Acid, Force, Lightning&lt;br /&gt;
|-&lt;br /&gt;
| Cloak || Cold, Fire, Necrotic&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Generation&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
Generation properties come in the form of Healing, Temporary HP, and DR Absorption.&lt;/div&gt;</summary>
		<author><name>RisenholmBot</name></author>
	</entry>
	<entry>
		<id>https://wiki.risenholm.com/index.php?title=Equipment_and_Itemization&amp;diff=1731</id>
		<title>Equipment and Itemization</title>
		<link rel="alternate" type="text/html" href="https://wiki.risenholm.com/index.php?title=Equipment_and_Itemization&amp;diff=1731"/>
		<updated>2026-10-01T20:19:42Z</updated>

		<summary type="html">&lt;p&gt;RisenholmBot: Sync from game data at bb892dd25 plus uncommitted changes&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- This page is kept in docs/wiki_equipment_itemization.wiki in the module repository and published by scripts/wiki_sync.py. Edits made here will be overwritten by the next sync: change that file instead. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Weapons&#039;&#039;&#039; ==&lt;br /&gt;
In general:&lt;br /&gt;
*Weapon damage has been normalized across proficiency levels.&lt;br /&gt;
*Weapon size only factors into the [[Feats#Simple_Weapon_Mastery|Simple Weapon Mastery]] and [[Feats#Single Weapon Fighting|Single Weapon Fighting]] feats.&lt;br /&gt;
*Weapons all possess 20/x2 critical range and multiplier.&lt;br /&gt;
*Weapon Proficiency: Exotic, Weapon Focus, and Weapon Specialization feats have been removed. See the &#039;Combat Style&#039; line of feats for their replacements.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
These changes were made to encourage weapon variety, rather than some weapons being flatly inferior to others. Combat Styles replace the individual weapon-specific feats, and work with all applicable weapons.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;7&amp;quot;|Simple Melee&lt;br /&gt;
|-&lt;br /&gt;
!Name !!	Damage	!!Critical Range!!	Critical Multiplier	!!Damage Type	!!Size	!!Other&lt;br /&gt;
|-&lt;br /&gt;
|Dagger||	1d6	||20||	x2||	Piercing||	Tiny||	Finesse&lt;br /&gt;
|-&lt;br /&gt;
|Handaxe||	1d6||	20||	x2||	Slashing||	Small||	Finesse&lt;br /&gt;
|-&lt;br /&gt;
|Kama||	1d6||	20||	x2||	Slashing||	Small||	Finesse&lt;br /&gt;
|-&lt;br /&gt;
|Mace||	1d6||	20||	x2||	Bludgeoning||	Small||	Finesse&lt;br /&gt;
|-&lt;br /&gt;
|Sickle||	1d6||	20||	x2||	Slashing||	Small||	Finesse&lt;br /&gt;
|-&lt;br /&gt;
|Club||	1d6||	20||	x2||	Bludgeoning||	Medium||	&lt;br /&gt;
|-&lt;br /&gt;
|Heavy Mace||	1d6||	20||	x2||	Bludgeoning||	Medium||	&lt;br /&gt;
|-&lt;br /&gt;
|Quarterstaff||	1d8||	20||	x2||	Bludgeoning||	Large||	Finesse&lt;br /&gt;
|-&lt;br /&gt;
|Spear||	1d8||	20||	x2||	Piercing||	Large||	Finesse&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;7&amp;quot;|Simple Ranged&lt;br /&gt;
|-&lt;br /&gt;
!Name	!!Damage!!	Critical Range!!	Critical Multiplier!!	Damage Type!!	Size!!	Other&lt;br /&gt;
|-&lt;br /&gt;
|Throwing Dagger||	1d6||	20||	x2||	Piercing||	Tiny||	&lt;br /&gt;
|-&lt;br /&gt;
|Sling||	1d6||	20||	x2||	Bludgeoning||	Small||	&lt;br /&gt;
|-&lt;br /&gt;
|Light Crossbow||	2d8||	20||	x2||	Piercing||	Small||	&lt;br /&gt;
|-&lt;br /&gt;
|Shortbow||	1d6||	20||	x2||	Piercing||	Medium	||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;7&amp;quot;|Gauntlets&lt;br /&gt;
|-&lt;br /&gt;
!Name!!Damage!!Critical Range!!Critical Multiplier!!Damage Type!!Size!!Other&lt;br /&gt;
|-&lt;br /&gt;
|Gauntlets||1d8||20||x2||Bludgeoning||Small||Finesse, Requires Improved Unarmed Strike&lt;br /&gt;
|-&lt;br /&gt;
|Great-Gauntlets||2d6||20||x2||Bludgeoning||Large||Finesse, Requires Improved Unarmed Strike&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;7&amp;quot;|Martial Melee&lt;br /&gt;
|-&lt;br /&gt;
!Name!!Damage!!Critical Range!!Critical Multiplier!!Damage Type!!Size!!Other&lt;br /&gt;
|-&lt;br /&gt;
|Kukri||1d8||20||x2||Slashing||Tiny||Finesse&lt;br /&gt;
|-&lt;br /&gt;
|Shortsword||1d8||20||x2||Piercing||Small||Finesse&lt;br /&gt;
|-&lt;br /&gt;
|Light Hammer||1d8||20||x2||Bludgeoning||Small||Finesse&lt;br /&gt;
|-&lt;br /&gt;
|Whip||1d8||20||x2||Slashing||Small||Finesse, Cannot be used in Off-Hand&lt;br /&gt;
|-&lt;br /&gt;
|Battleaxe||1d8||20||x2||Slashing||Medium||&lt;br /&gt;
|-&lt;br /&gt;
|Light Flail||1d8||20||x2||Bludgeoning||Medium||&lt;br /&gt;
|-&lt;br /&gt;
|Longsword||1d8||20||x2||Slashing||Medium||Finesse&lt;br /&gt;
|-&lt;br /&gt;
|Rapier||1d8||20||x2||Piercing||Medium||Finesse&lt;br /&gt;
|-&lt;br /&gt;
|Scimitar||1d8||20||x2||Slashing||Medium||Finesse&lt;br /&gt;
|-&lt;br /&gt;
|Warhammer||1d8||20||x2||Bludgeoning||Medium||&lt;br /&gt;
|-&lt;br /&gt;
|Morningstar||1d8||20||x2||Piercing||Medium||Cannot be used in Off-Hand&lt;br /&gt;
|-&lt;br /&gt;
|Bastard Sword||1d8||20||x2||Slashing||Medium||&lt;br /&gt;
|-&lt;br /&gt;
|Katana||1d8||20||x2||Slashing||Medium||Finesse&lt;br /&gt;
|-&lt;br /&gt;
|Dwarven Waraxe||1d8||20||x2||Slashing||Medium||&lt;br /&gt;
|-&lt;br /&gt;
|Greataxe||2d6||20||x2||Slashing||Large||&lt;br /&gt;
|-&lt;br /&gt;
|Greatsword||2d6||20||x2||Slashing||Large||&lt;br /&gt;
|-&lt;br /&gt;
|Halberd||2d6||20||x2||Slashing||Large||&lt;br /&gt;
|-&lt;br /&gt;
|Heavy Flail||2d6||20||x2||Bludgeoning||Large||&lt;br /&gt;
|-&lt;br /&gt;
|Maul||2d6||20||x2||Bludgeoning||Large||&lt;br /&gt;
|-&lt;br /&gt;
|Trident||2d6||20||x2||Piercing||Large||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;7&amp;quot;|Martial Ranged&lt;br /&gt;
|-&lt;br /&gt;
!Name!!	Damage	!!Critical Range!!	Critical Multiplier!!	Damage Type!!	Size!!	Other&lt;br /&gt;
|-&lt;br /&gt;
|Shuriken||	1d8||	20||	x2||	Piercing||	Tiny||	&lt;br /&gt;
|-&lt;br /&gt;
|Throwing Axe||	1d8||	20||	x2||	Slashing||	Small||	&lt;br /&gt;
|-&lt;br /&gt;
|Heavy Crossbow||	2d10||	20||	x2||	Piercing||	Medium||	&lt;br /&gt;
|-&lt;br /&gt;
|Longbow||	1d8||	20||	x2||	Piercing||	Large||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;7&amp;quot;|Mystic&lt;br /&gt;
|-&lt;br /&gt;
!Name!!Damage!!Critical Range!!Critical Multiplier!!Damage Type!!Size!!Other&lt;br /&gt;
|-&lt;br /&gt;
|Casting Gauntlet||1d4||20||x2||Bludgeoning||Small||Finesse&lt;br /&gt;
|-&lt;br /&gt;
|Tome||1d4||20||x2||Bludgeoning||Medium||&lt;br /&gt;
|-&lt;br /&gt;
|Mystic Staff||1d6||20||x2||Bludgeoning||Medium||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Armor&#039;&#039;&#039; ==&lt;br /&gt;
In general:&lt;br /&gt;
&lt;br /&gt;
*Arcane spell failure from armor does not exist.&lt;br /&gt;
*The combination of Base Armor AC + Dexterity Modifier Bonus cannot exceed 10.&lt;br /&gt;
*Shields all grant +2 AC and weigh 6.0 lbs, regardless of type. The types exist for cosmetic categorisation only.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot;|Light Armor&lt;br /&gt;
|-&lt;br /&gt;
!Name!!Base AC!!Max Dex Modifier!!Armor Check Penalty!!Arcane Spell Failure!!Weight&lt;br /&gt;
|-&lt;br /&gt;
|None||0||10||0||0%||1.0 lbs&lt;br /&gt;
|-&lt;br /&gt;
|Padded Armor||1||+9||-1||0%||5.0 lbs&lt;br /&gt;
|-&lt;br /&gt;
|Leather Armor||2||+8||-2||0%||10.0 lbs&lt;br /&gt;
|-&lt;br /&gt;
|Studded Leather Armor||3||+7||-3||0%||15.0 lbs&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot;|Medium Armor&lt;br /&gt;
|-&lt;br /&gt;
!Name!!Base AC!!Max Dex Modifier!!Armor Check Penalty!!Arcane Spell Failure!!Weight&lt;br /&gt;
|-&lt;br /&gt;
|Chain Shirt||4||+6||-4||0%||20.0 lbs&lt;br /&gt;
|-&lt;br /&gt;
|Chainmail Coat||5||+5||-5||0%||25.0 lbs&lt;br /&gt;
|-&lt;br /&gt;
|Breastplate||6||+4||-6||0%||30.0 lbs&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot;|Heavy Armor&lt;br /&gt;
|-&lt;br /&gt;
!Name!!Base AC!!Max Dex Modifier!!Armor Check Penalty!!Arcane Spell Failure!!Weight&lt;br /&gt;
|-&lt;br /&gt;
|Splintmail Coat||7||+3||-7||0%||35.0 lbs&lt;br /&gt;
|-&lt;br /&gt;
|Half Plate||8||+2||-8||0%||40.0 lbs&lt;br /&gt;
|-&lt;br /&gt;
|Full Plate||9||+1||-9||0%||45.0 lbs&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;5&amp;quot;|Shields&lt;br /&gt;
|-&lt;br /&gt;
!Name!!Base AC!!Armor Check Penalty!!Arcane Spell Failure!!Weight&lt;br /&gt;
|-&lt;br /&gt;
|Buckler||2||0||0%||6.0 lbs&lt;br /&gt;
|-&lt;br /&gt;
|Large Shield||2||0||0%||6.0 lbs&lt;br /&gt;
|-&lt;br /&gt;
|Tower Shield||2||0||0%||6.0 lbs&lt;br /&gt;
|-&lt;br /&gt;
|Shield Gauntlet||2||0||0%||6.0 lbs&lt;br /&gt;
|-&lt;br /&gt;
|Parrying Dagger||2||0||0%||6.0 lbs&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;AC Types&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
Any AC an item grants, including its Core Bonus, is applied as one of the AC types below, decided by the kind of item it is. &#039;&#039;&#039;AC of the same type does not stack, including Dodge from equipment/spells&#039;&#039;&#039; - only the largest applies - so the type an item uses determines what it competes with. Dodge AC from sources other than equipment and spells stacks as usual.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! AC Type !! Item Types&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Armour Enchantment&#039;&#039;&#039; || Armour, Helmet&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Natural&#039;&#039;&#039; || Amulet, Ring&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Deflection&#039;&#039;&#039; || Belt, Bracers&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Dodge&#039;&#039;&#039; || Boots, Cloak&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Scar-touched Items&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
The items and equipment produced by Forging Seeds are generated with random positive and negative properties, and can be tailored to your character using XP and Orbs.&lt;br /&gt;
&lt;br /&gt;
[[File:Item_Description_Example.png |thumb|An example scar-touched item.]]&lt;br /&gt;
&lt;br /&gt;
Examining a scar-touched item opens its item panel, displaying its Power, Disruption, Capacity, Weight, and every property the item holds. From this menu you may mould the item to fit your needs.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Power, Disruption, and Capacity&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Power&#039;&#039;&#039; is the item&#039;s overall strength. It determines the item&#039;s Core Bonus, raises the strength of its Intrinsic properties, qualifies for Extrinsic properties the item is allowed to hold, and feeds its Capacity.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Disruption&#039;&#039;&#039; represents the item&#039;s latent instability. It fills Disrupted slots with negative properties, and subtracts directly from Capacity. On a freshly generated item, Disruption can never exceed 2/3 of Power.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Capacity&#039;&#039;&#039; is the available budget for extra Extrinsic slots and properties:&lt;br /&gt;
&lt;br /&gt;
 Capacity = Power - Disruption - (10 x each extra Extrinsic slot created)&lt;br /&gt;
&lt;br /&gt;
Raising Power raises Capacity, lowering Disruption raises Capacity, and creating an additional Extrinsic slot costs 10 Capacity for as long as that slot exists.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Slots&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
Every scar-touched item has three separate kinds of slot. They do not compete with one another.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Slot type !! How many !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Intrinsic&#039;&#039;&#039; || 1 to 3, successively rarer || Chosen at the highest rank the item&#039;s Power allows, and they &#039;&#039;&#039;upgrade automatically&#039;&#039;&#039; as Power rises. They cannot be changed or removed.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Extrinsic&#039;&#039;&#039; || 1 to 4 free at generation, successively rarer || The mutable properties. Created at generation or filled with an Orb of Potential or an Orb of Extrinsics, and may be removed from the item panel. Each additional slot costs 10 Capacity.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Disrupted&#039;&#039;&#039; || 0 if Disruption is 0, otherwise [1 + Disruption/10] || Filled with negative properties drawn from the Disrupted table.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A new Extrinsic slot can be created while the item has at least 10 spare Capacity. An &#039;&#039;&#039;empty&#039;&#039;&#039; Extrinsic slot can be destroyed to return that 10 Capacity, down to a minimum of one slot.&lt;br /&gt;
&lt;br /&gt;
The number of Extrinsic slots an item was &#039;&#039;&#039;generated&#039;&#039;&#039; with is shown separately from its current total, both on the item panel and in the item&#039;s own description. Slots you create or destroy never change it.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Core Bonuses&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
Every item has a Core Bonus equal to &#039;&#039;&#039;one point per 10 Power, to a maximum of +5&#039;&#039;&#039;. It occupies no slot and costs no Capacity.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Weapons&#039;&#039;&#039; (main hand, off-hand, ranged, and mystic) always have Enhancement Bonus.&lt;br /&gt;
* &#039;&#039;&#039;Everything else&#039;&#039;&#039; takes either AC or an ability score. The type is rolled at generation, with an equal chance of AC or of any one of the six ability scores.&lt;br /&gt;
&lt;br /&gt;
An &#039;&#039;&#039;Orb of Coring&#039;&#039;&#039; lets you &#039;&#039;&#039;select&#039;&#039;&#039; the Core Bonus type on any non-weapon item, rather than leaving it to the roll. The choices are AC, Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Capstone Bonus&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
Every equipped item of &#039;&#039;&#039;50 Power or more&#039;&#039;&#039; contributes &#039;&#039;&#039;+1 attack bonus&#039;&#039;&#039;, to a &#039;&#039;&#039;maximum of +5&#039;&#039;&#039;. The kind of gear does not matter, so any five capstoned pieces will do.&lt;br /&gt;
&lt;br /&gt;
Only worn and wielded equipment counts.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Item XP&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
Scar-touched items hold experience of their own, split in two:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Available XP&#039;&#039;&#039; is the pool consumed to empower the item. Filled by transferring your own XP into the item from its panel, or from an Orb of Escrow.&lt;br /&gt;
* &#039;&#039;&#039;Invested XP&#039;&#039;&#039; is the total XP spent on the item thus far. An Orb of Transfusion can retrieve this, at the cost of destroying the item.&lt;br /&gt;
&lt;br /&gt;
Raising Power and lowering Disruption are done from the item panel, and both are paid for out of the item&#039;s &#039;&#039;&#039;Available XP&#039;&#039;&#039;. Your own XP is never spent directly — it has to be moved into the item first, and the item then spends its own.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Action !! XP cost&lt;br /&gt;
|-&lt;br /&gt;
| Raise Power by 1 || &#039;&#039;&#039;Power&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; / 10&#039;&#039;&#039; - e.g. Power 20 requires 800XP, Power 40 requires 6,400XP, and Power 80 requires 51,200XP.&lt;br /&gt;
|-&lt;br /&gt;
| Lower Disruption by 1 || &#039;&#039;&#039;(100 - Disruption)&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&#039;&#039;&#039; - e.g. Disruption 40 requires 3,600XP, Disruption 20 requires 6,400XP, and Disruption 5 requires 9,025XP.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Raising Power carries a &#039;&#039;&#039;50% chance of also adding a point of Disruption&#039;&#039;&#039;. Lowering Disruption past a multiple of 10 removes a Disrupted slot, and with it one of the item&#039;s negative properties, chosen from the most potent Disruption bracket present, at random if several tie. Negative properties that survive are also re-graded downwards to match the item&#039;s new Disruption.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Item Generation&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
Forging Seeds come in three tiers, and every item cracked out of one is rolled from that tier.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Tier !! Seed !! Power !! Disruption !! Resulting Capacity&lt;br /&gt;
|-&lt;br /&gt;
| Low || Minor || 7 + 3d4 (10-19) || 5 + 1d6 (6-11) || 4-13&lt;br /&gt;
|-&lt;br /&gt;
| Medium || Medium || 17 + 3d4 (20-29) || 8 + 1d8 (9-16) || 7-20&lt;br /&gt;
|-&lt;br /&gt;
| High || Major || 27 + 3d4 (30-39) || 11 + 1d10 (12-21) || 10-27&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Disruption is then clamped to at most two thirds of the rolled Power.&lt;br /&gt;
&lt;br /&gt;
Cracking a seed produces one item, weighted as follows: 70% a piece of equipment drawn from the itemisation templates, 10% armour, 10% a weapon, 5% a throwable, and 5% a scroll.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Rarity&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
Each property roll first draws a rarity, and that draw sets the ceiling of what the roll may reach for.&lt;br /&gt;
&lt;br /&gt;
Rarity also gates what an &#039;&#039;&#039;Orb of Extrinsics&#039;&#039;&#039; can reach, according to its own rarity.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Selection Logic&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
When a slot is filled, the system:&lt;br /&gt;
&lt;br /&gt;
# Rolls a rarity, as above.&lt;br /&gt;
# Picks a &#039;&#039;&#039;property type&#039;&#039;&#039; at random from every type that is legal for that item slot, whose minimum Power the item meets, whose cheapest rank the remaining Capacity can afford, whose rarity is within the roll, and which the item&#039;s repeat rules still allow.&lt;br /&gt;
# Picks a &#039;&#039;&#039;rank&#039;&#039;&#039; of that type at random from the ones the item can afford. Intrinsic slots are the exception: they always take the highest affordable rank.&lt;br /&gt;
# Deducts the rank&#039;s Capacity cost, and moves on to the next slot.&lt;br /&gt;
&lt;br /&gt;
Because the type is chosen before the rank, a family with fifty entries is no more likely to appear than one with three. Skills and saves do not crowd out the rest of the table.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Repeat rules&#039;&#039;&#039; are set per property type, and come in three strengths:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Not repeatable&#039;&#039;&#039; - one property of that type on the item, full stop.&lt;br /&gt;
* &#039;&#039;&#039;Repeatable, one per subtype&#039;&#039;&#039; - one bonus per skill, per save, per damage type, and so on. Different subtypes may all appear.&lt;br /&gt;
* &#039;&#039;&#039;Repeatable, but not at the same rank&#039;&#039;&#039; - the same subtype may appear more than once, provided the ranks differ.&lt;br /&gt;
&lt;br /&gt;
Two further constraints apply: &#039;&#039;&#039;Increased Charges&#039;&#039;&#039; can only be rolled onto an item that already has a spell, and likewise &#039;&#039;&#039;Reduced Charges&#039;&#039;&#039; only onto an item that has one to reduce.&lt;br /&gt;
&lt;br /&gt;
Disrupted properties are chosen the same way, keyed to Disruption instead of Power, except that once a type is chosen the system always takes the &#039;&#039;&#039;highest&#039;&#039;&#039; Disruption bracket the item qualifies for.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Charges&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
Casting a spell from an item costs charges equal to that spell&#039;s innate level.&lt;br /&gt;
&lt;br /&gt;
An item&#039;s &#039;&#039;&#039;maximum&#039;&#039;&#039; charges are the sum of the innate levels of every Cast Spell property on it, plus any Increased Charges, minus any Reduced Charges, floored at zero. An item with a level 3 spell and a level 2 spell therefore holds 5 charges.&lt;br /&gt;
&lt;br /&gt;
Charges are restored:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Fully&#039;&#039;&#039;, by resting while the item is equipped.&lt;br /&gt;
* &#039;&#039;&#039;By half&#039;&#039;&#039;, when you stabilise.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Stacking Caps&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Maneuver DC&#039;&#039;&#039; and &#039;&#039;&#039;Spell DC&#039;&#039;&#039; bonuses are each capped at a net &#039;&#039;&#039;+5&#039;&#039;&#039; across all your equipment, after any Disrupted penalties have been subtracted. Everything else stacks normally.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Item Names&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
A scar-touched item is named for its Capacity at the time of the last change, in the form &#039;&#039;&amp;amp;lt;Adjective&amp;amp;gt; Scar-Touched &amp;amp;lt;item&amp;amp;gt; [+Power/-Disruption]&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Capacity !! Adjective&lt;br /&gt;
|-&lt;br /&gt;
| 8 or less || Crude&lt;br /&gt;
|-&lt;br /&gt;
| 9-14 || Common&lt;br /&gt;
|-&lt;br /&gt;
| 15-21 || Superior&lt;br /&gt;
|-&lt;br /&gt;
| 22-29 || Exceptional&lt;br /&gt;
|-&lt;br /&gt;
| 30 or more || Masterpiece&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Orbs&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Craftable Orbs&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
These are brewed at the crafting bench. Every one costs &#039;&#039;&#039;10 scrap&#039;&#039;&#039; plus the ichor listed.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Orb !! Ichor !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Orb of Potential&#039;&#039;&#039; || 1 Red, 1 Green, 1 Blue || Rolls a new Extrinsic property into a free slot, within the item&#039;s spare Capacity. Requires an empty Extrinsic slot.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Orb of Transference&#039;&#039;&#039; || 2 Blue, 1 Red || Absorbs all properties, Power, and Disruption from an item, to be transferred onto another of the same type.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Orb of Coring&#039;&#039;&#039; || 1 Red, 1 Green, 1 Blue || Lets you select the Core Bonus type of a non-weapon item: AC, Strength, Dexterity, Constitution, Intelligence, Wisdom, or Charisma.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Orb of Transfusion&#039;&#039;&#039; || 1 Red, 1 Green, 1 Blue || Extracts the XP (Available and Invested both) and the Power/Disruption combination from an item, destroying it, and transfers either the XP or Power/Disruption combination into another item. Overwriting Power and Disruption returns the target&#039;s Invested XP to its Available XP. Consumed once it transfers.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Orb of Conversion&#039;&#039;&#039; || 2 Red, 1 Green || Converts forging seeds into XP: 10XP per Minor, 20XP per Medium, and 30XP per Major, up to 78,000XP. Uses one charge per 10XP converted. You may gain at most 5,000XP from conversion orbs before you must diminish a scar to use one again. Must be used near the Well.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Orb of Escrow&#039;&#039;&#039; || 2 Green, 1 Blue || Lets you choose a level to drop down to, and banks the XP you earn while lowered. The banked XP can then be poured into a piece of equipment. Ending the escrow restores you to the level you started from.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Orbs of Extrinsics&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
An Orb of Extrinsics lets you pick and apply any valid Extrinsic property the item can support. They come in rarity 1, 2, and 3 variants, and the variant sets how deep into the rarity tiers you may reach.&lt;br /&gt;
&lt;br /&gt;
They cannot be brewed. Instead, declining the result of an &#039;&#039;&#039;Orb of Potential&#039;&#039;&#039; grants a &#039;&#039;&#039;Shard of Extrinsics&#039;&#039;&#039;. Collect &#039;&#039;&#039;100 Shards&#039;&#039;&#039; and they coalesce into a single Orb of Extrinsics.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Retired Orbs&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Orb of Infusion&#039;&#039;&#039;, &#039;&#039;&#039;Orb of Stability&#039;&#039;&#039;, and &#039;&#039;&#039;Orb of Abrogation&#039;&#039;&#039; have been retired.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Property Tables&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Properties&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
Each rank costs the listed Capacity, and cannot appear until the item reaches the listed Power. All are Rarity 1 unless noted.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Property !! Rank !! Capacity !! Min Power !! Repeat !! Item Slots&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; | &#039;&#039;&#039;Skill Bonus&#039;&#039;&#039;&lt;br /&gt;
| +1&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; | Once per skill&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; | Head, Chest, Boots, Arms, Cloak, Ring, Neck, Belt&lt;br /&gt;
|-&lt;br /&gt;
| +2&lt;br /&gt;
| 2&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| +3&lt;br /&gt;
| 3&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| +4&lt;br /&gt;
| 4&lt;br /&gt;
| 75&lt;br /&gt;
|-&lt;br /&gt;
| +5&lt;br /&gt;
| 5&lt;br /&gt;
| 85&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; | &#039;&#039;&#039;Saves vs Specific&#039;&#039;&#039;&lt;br /&gt;
| +1&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; | Once per save type&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; | Varies by save, see reference&lt;br /&gt;
|-&lt;br /&gt;
| +2&lt;br /&gt;
| 2&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| +3&lt;br /&gt;
| 3&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| +4&lt;br /&gt;
| 4&lt;br /&gt;
| 60&lt;br /&gt;
|-&lt;br /&gt;
| +5&lt;br /&gt;
| 5&lt;br /&gt;
| 80&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | &#039;&#039;&#039;General Saves&#039;&#039;&#039;&lt;br /&gt;
| +1&lt;br /&gt;
| 7&lt;br /&gt;
| 10&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | No&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | Will: Head. Fortitude: Chest. Reflex: Cloak&lt;br /&gt;
|-&lt;br /&gt;
| +2&lt;br /&gt;
| 12&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| +3&lt;br /&gt;
| 17&lt;br /&gt;
| 65&lt;br /&gt;
|-&lt;br /&gt;
| +4&lt;br /&gt;
| 22&lt;br /&gt;
| 85&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Ability Score&#039;&#039;&#039;&lt;br /&gt;
| +1&lt;br /&gt;
| 10&lt;br /&gt;
| 1&lt;br /&gt;
| No&lt;br /&gt;
| Ring, Neck&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | &#039;&#039;&#039;Bonus HP&#039;&#039;&#039;&lt;br /&gt;
| 1/2 HD&lt;br /&gt;
| 4&lt;br /&gt;
| 10&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | No&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | Head, Chest, Boots, Arms, Cloak, Belt&lt;br /&gt;
|-&lt;br /&gt;
| 1 HD&lt;br /&gt;
| 8&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| 1 1/2 HD&lt;br /&gt;
| 12&lt;br /&gt;
| 40&lt;br /&gt;
|-&lt;br /&gt;
| 2 HD&lt;br /&gt;
| 16&lt;br /&gt;
| 70&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | &#039;&#039;&#039;Stability&#039;&#039;&#039;&lt;br /&gt;
| +1&lt;br /&gt;
| 2&lt;br /&gt;
| 1&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | No&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | Head, Chest, Boots, Arms, Cloak, Ring, Neck, Belt&lt;br /&gt;
|-&lt;br /&gt;
| +2&lt;br /&gt;
| 4&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| +3&lt;br /&gt;
| 6&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Damage Immunity&#039;&#039;&#039;&lt;br /&gt;
| 5%&lt;br /&gt;
| 4&lt;br /&gt;
| 10&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Once per damage type&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Varies by type, see reference&lt;br /&gt;
|-&lt;br /&gt;
| 10%&lt;br /&gt;
| 8&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | &#039;&#039;&#039;DR Threshold&#039;&#039;&#039;&lt;br /&gt;
| 10%&lt;br /&gt;
| 6&lt;br /&gt;
| 10&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | No&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | Head, Chest, Neck, Belt&lt;br /&gt;
|-&lt;br /&gt;
| 15%&lt;br /&gt;
| 13&lt;br /&gt;
| 30&lt;br /&gt;
|-&lt;br /&gt;
| 20%&lt;br /&gt;
| 20&lt;br /&gt;
| 50&lt;br /&gt;
|-&lt;br /&gt;
| 25%&lt;br /&gt;
| 27&lt;br /&gt;
| 70&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | &#039;&#039;&#039;Stamina&#039;&#039;&#039;&lt;br /&gt;
| 10%&lt;br /&gt;
| 10&lt;br /&gt;
| 10&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | No&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | Chest, Boots, Belt&lt;br /&gt;
|-&lt;br /&gt;
| 15%&lt;br /&gt;
| 20&lt;br /&gt;
| 30&lt;br /&gt;
|-&lt;br /&gt;
| 20%&lt;br /&gt;
| 30&lt;br /&gt;
| 50&lt;br /&gt;
|-&lt;br /&gt;
| 25%&lt;br /&gt;
| 40&lt;br /&gt;
| 70&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | &#039;&#039;&#039;Dash Speed&#039;&#039;&#039;&lt;br /&gt;
| 5%&lt;br /&gt;
| 10&lt;br /&gt;
| 1&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | No&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | Boots, Cloak&lt;br /&gt;
|-&lt;br /&gt;
| 10%&lt;br /&gt;
| 20&lt;br /&gt;
| 30&lt;br /&gt;
|-&lt;br /&gt;
| 15%&lt;br /&gt;
| 30&lt;br /&gt;
| 60&lt;br /&gt;
|-&lt;br /&gt;
| 20%&lt;br /&gt;
| 40&lt;br /&gt;
| 80&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | &#039;&#039;&#039;Weight Reduction&#039;&#039;&#039;&lt;br /&gt;
| 80%&lt;br /&gt;
| 2&lt;br /&gt;
| 1&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | No&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | All except Off-Hand&lt;br /&gt;
|-&lt;br /&gt;
| 60%&lt;br /&gt;
| 4&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| 40%&lt;br /&gt;
| 6&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| 20%&lt;br /&gt;
| 8&lt;br /&gt;
| 30&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; | &#039;&#039;&#039;Class Resource Capacity&#039;&#039;&#039;&lt;br /&gt;
| 10%&lt;br /&gt;
| 14&lt;br /&gt;
| 10&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; | Once per resource&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; | Chest, Neck, Belt&lt;br /&gt;
|-&lt;br /&gt;
| 15%&lt;br /&gt;
| 28&lt;br /&gt;
| 30&lt;br /&gt;
|-&lt;br /&gt;
| 20%&lt;br /&gt;
| 42&lt;br /&gt;
| 50&lt;br /&gt;
|-&lt;br /&gt;
| 25%&lt;br /&gt;
| 56&lt;br /&gt;
| 70&lt;br /&gt;
|-&lt;br /&gt;
| 30%&lt;br /&gt;
| 70&lt;br /&gt;
| 90&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | &#039;&#039;&#039;Generation&#039;&#039;&#039;&lt;br /&gt;
| 10%&lt;br /&gt;
| 15&lt;br /&gt;
| 15&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | No&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | Arms, Ring, Neck&lt;br /&gt;
|-&lt;br /&gt;
| 15%&lt;br /&gt;
| 30&lt;br /&gt;
| 40&lt;br /&gt;
|-&lt;br /&gt;
| 20%&lt;br /&gt;
| 45&lt;br /&gt;
| 65&lt;br /&gt;
|-&lt;br /&gt;
| 25%&lt;br /&gt;
| 60&lt;br /&gt;
| 90&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | &#039;&#039;&#039;Well Water Charges&#039;&#039;&#039;&lt;br /&gt;
| +1&lt;br /&gt;
| 15&lt;br /&gt;
| 15&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | No&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | Chest, Belt&lt;br /&gt;
|-&lt;br /&gt;
| +2&lt;br /&gt;
| 30&lt;br /&gt;
| 45&lt;br /&gt;
|-&lt;br /&gt;
| +3&lt;br /&gt;
| 45&lt;br /&gt;
| 75&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; | &#039;&#039;&#039;Extra Maneuvers&#039;&#039;&#039;&lt;br /&gt;
| +1&lt;br /&gt;
| 4&lt;br /&gt;
| 1&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; | No&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; | Boots, Arms, Ring, Neck, Belt&lt;br /&gt;
|-&lt;br /&gt;
| +2&lt;br /&gt;
| 8&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| +3&lt;br /&gt;
| 12&lt;br /&gt;
| 40&lt;br /&gt;
|-&lt;br /&gt;
| +4&lt;br /&gt;
| 16&lt;br /&gt;
| 60&lt;br /&gt;
|-&lt;br /&gt;
| +5&lt;br /&gt;
| 20&lt;br /&gt;
| 80&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; | &#039;&#039;&#039;Extra Metamagic&#039;&#039;&#039;&lt;br /&gt;
| +1&lt;br /&gt;
| 4&lt;br /&gt;
| 1&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; | No&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; | Boots, Arms, Ring, Neck, Belt&lt;br /&gt;
|-&lt;br /&gt;
| +2&lt;br /&gt;
| 8&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| +3&lt;br /&gt;
| 12&lt;br /&gt;
| 40&lt;br /&gt;
|-&lt;br /&gt;
| +4&lt;br /&gt;
| 16&lt;br /&gt;
| 60&lt;br /&gt;
|-&lt;br /&gt;
| +5&lt;br /&gt;
| 20&lt;br /&gt;
| 80&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; | &#039;&#039;&#039;Maneuver DC&#039;&#039;&#039;&lt;br /&gt;
| +1&lt;br /&gt;
| 10&lt;br /&gt;
| 1&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; | No, capped at +5 net&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; | Boots, Arms, Ring, Neck, Belt&lt;br /&gt;
|-&lt;br /&gt;
| +2&lt;br /&gt;
| 16&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| +3&lt;br /&gt;
| 21&lt;br /&gt;
| 40&lt;br /&gt;
|-&lt;br /&gt;
| +4&lt;br /&gt;
| 25&lt;br /&gt;
| 60&lt;br /&gt;
|-&lt;br /&gt;
| +5&lt;br /&gt;
| 28&lt;br /&gt;
| 80&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; | &#039;&#039;&#039;Spell DC&#039;&#039;&#039;&lt;br /&gt;
| +1&lt;br /&gt;
| 10&lt;br /&gt;
| 1&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; | No, capped at +5 net&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; | Boots, Arms, Ring, Neck, Belt, Mystic Weapon&lt;br /&gt;
|-&lt;br /&gt;
| +2&lt;br /&gt;
| 16&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| +3&lt;br /&gt;
| 21&lt;br /&gt;
| 40&lt;br /&gt;
|-&lt;br /&gt;
| +4&lt;br /&gt;
| 25&lt;br /&gt;
| 60&lt;br /&gt;
|-&lt;br /&gt;
| +5&lt;br /&gt;
| 28&lt;br /&gt;
| 80&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; | &#039;&#039;&#039;Bonus Spell Slot&#039;&#039;&#039;&lt;br /&gt;
| L1&lt;br /&gt;
| 6&lt;br /&gt;
| 1&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; | Once per class and level&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; | Boots, Arms, Ring, Neck, Belt&lt;br /&gt;
|-&lt;br /&gt;
| L2&lt;br /&gt;
| 12&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| L3&lt;br /&gt;
| 18&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| L4&lt;br /&gt;
| 24&lt;br /&gt;
| 30&lt;br /&gt;
|-&lt;br /&gt;
| L5&lt;br /&gt;
| 30&lt;br /&gt;
| 40&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | &#039;&#039;&#039;Cast Spell&#039;&#039;&#039;&lt;br /&gt;
| L1&lt;br /&gt;
| 6&lt;br /&gt;
| 1&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | Once per spell&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | Varies by spell&lt;br /&gt;
|-&lt;br /&gt;
| L2&lt;br /&gt;
| 12&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| L3&lt;br /&gt;
| 18&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;6&amp;quot; | &#039;&#039;&#039;Increased Charges&#039;&#039;&#039;&lt;br /&gt;
| +1&lt;br /&gt;
| 2&lt;br /&gt;
| 1&lt;br /&gt;
| rowspan=&amp;quot;6&amp;quot; | No, and requires an existing spell&lt;br /&gt;
| rowspan=&amp;quot;6&amp;quot; | All except Off-Hand&lt;br /&gt;
|-&lt;br /&gt;
| +2&lt;br /&gt;
| 4&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| +3&lt;br /&gt;
| 6&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| +4&lt;br /&gt;
| 8&lt;br /&gt;
| 40&lt;br /&gt;
|-&lt;br /&gt;
| +5&lt;br /&gt;
| 10&lt;br /&gt;
| 60&lt;br /&gt;
|-&lt;br /&gt;
| +6&lt;br /&gt;
| 12&lt;br /&gt;
| 80&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | &#039;&#039;&#039;Rune Damage&#039;&#039;&#039;&lt;br /&gt;
| 1d8&lt;br /&gt;
| 3&lt;br /&gt;
| 1&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | No&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | Melee, Ranged, Mystic Weapon&lt;br /&gt;
|-&lt;br /&gt;
| 1d10&lt;br /&gt;
| 6&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| 1d12&lt;br /&gt;
| 9&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | &#039;&#039;&#039;Oil Damage&#039;&#039;&#039;&lt;br /&gt;
| 1d6&lt;br /&gt;
| 2&lt;br /&gt;
| 1&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | No&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | Melee, Ranged Weapon&lt;br /&gt;
|-&lt;br /&gt;
| 1d8&lt;br /&gt;
| 4&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| 1d10&lt;br /&gt;
| 6&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Massive Criticals&#039;&#039;&#039;&lt;br /&gt;
| 1d10&lt;br /&gt;
| 8&lt;br /&gt;
| 1&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | No&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Melee, Ranged Weapon&lt;br /&gt;
|-&lt;br /&gt;
| 2d10&lt;br /&gt;
| 10&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Sneak Attack&#039;&#039;&#039;&lt;br /&gt;
| +1d6&lt;br /&gt;
| 10&lt;br /&gt;
| 1&lt;br /&gt;
| No&lt;br /&gt;
| Melee, Ranged Weapon&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bonus Spell Slot&#039;&#039;&#039; is available to Bard, Cleric, Druid, Sorcerer, and Wizard at levels 1 to 5. Paladin and Ranger have levels 1 to 3 only, at a stiffer Power requirement: L1 @ 1, L2 @ 20, and L3 @ 40.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;Percentage Damage Bonuses&#039;&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
Appear on Arms, Melee Weapon, Ring, and Ranged Weapon; the spell-related lines also appear on Mystic Weapon.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Applies to !! Bonus !! Capacity !! Min Power !! Rarity&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Attacks&#039;&#039;&#039;&lt;br /&gt;
| 5%&lt;br /&gt;
| 30&lt;br /&gt;
| 15&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | 3&lt;br /&gt;
|-&lt;br /&gt;
| 10%&lt;br /&gt;
| 40&lt;br /&gt;
| 35&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Spells&#039;&#039;&#039;&lt;br /&gt;
| 5%&lt;br /&gt;
| 30&lt;br /&gt;
| 15&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | 3&lt;br /&gt;
|-&lt;br /&gt;
| 10%&lt;br /&gt;
| 40&lt;br /&gt;
| 35&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;All&#039;&#039;&#039;&lt;br /&gt;
| 5%&lt;br /&gt;
| 40&lt;br /&gt;
| 15&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | 3&lt;br /&gt;
|-&lt;br /&gt;
| 10%&lt;br /&gt;
| 50&lt;br /&gt;
| 35&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | &#039;&#039;&#039;Spells (AoE)&#039;&#039;&#039;&lt;br /&gt;
| 5%&lt;br /&gt;
| 15&lt;br /&gt;
| 15&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | 2&lt;br /&gt;
|-&lt;br /&gt;
| 10%&lt;br /&gt;
| 30&lt;br /&gt;
| 40&lt;br /&gt;
|-&lt;br /&gt;
| 15%&lt;br /&gt;
| 45&lt;br /&gt;
| 65&lt;br /&gt;
|-&lt;br /&gt;
| 20%&lt;br /&gt;
| 60&lt;br /&gt;
| 90&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | &#039;&#039;&#039;Spells (Persistent AoE)&#039;&#039;&#039;&lt;br /&gt;
| 5%&lt;br /&gt;
| 15&lt;br /&gt;
| 15&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | 2&lt;br /&gt;
|-&lt;br /&gt;
| 10%&lt;br /&gt;
| 30&lt;br /&gt;
| 40&lt;br /&gt;
|-&lt;br /&gt;
| 15%&lt;br /&gt;
| 45&lt;br /&gt;
| 65&lt;br /&gt;
|-&lt;br /&gt;
| 20%&lt;br /&gt;
| 60&lt;br /&gt;
| 90&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | &#039;&#039;&#039;Spells (Single Target)&#039;&#039;&#039;&lt;br /&gt;
| 5%&lt;br /&gt;
| 15&lt;br /&gt;
| 15&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | 2&lt;br /&gt;
|-&lt;br /&gt;
| 10%&lt;br /&gt;
| 30&lt;br /&gt;
| 40&lt;br /&gt;
|-&lt;br /&gt;
| 15%&lt;br /&gt;
| 45&lt;br /&gt;
| 65&lt;br /&gt;
|-&lt;br /&gt;
| 20%&lt;br /&gt;
| 60&lt;br /&gt;
| 90&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | &#039;&#039;&#039;Retaliation&#039;&#039;&#039;&lt;br /&gt;
| 5%&lt;br /&gt;
| 15&lt;br /&gt;
| 15&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | 2&lt;br /&gt;
|-&lt;br /&gt;
| 10%&lt;br /&gt;
| 30&lt;br /&gt;
| 40&lt;br /&gt;
|-&lt;br /&gt;
| 15%&lt;br /&gt;
| 45&lt;br /&gt;
| 65&lt;br /&gt;
|-&lt;br /&gt;
| 20%&lt;br /&gt;
| 60&lt;br /&gt;
| 90&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | &#039;&#039;&#039;Cleave Attacks&#039;&#039;&#039;&lt;br /&gt;
| 10%&lt;br /&gt;
| 5&lt;br /&gt;
| 10&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | 1&lt;br /&gt;
|-&lt;br /&gt;
| 15%&lt;br /&gt;
| 10&lt;br /&gt;
| 30&lt;br /&gt;
|-&lt;br /&gt;
| 20%&lt;br /&gt;
| 15&lt;br /&gt;
| 50&lt;br /&gt;
|-&lt;br /&gt;
| 25%&lt;br /&gt;
| 20&lt;br /&gt;
| 70&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Attacks of Opportunity&#039;&#039;&#039; and &#039;&#039;&#039;Spells of a given level (0-5)&#039;&#039;&#039; bonuses have been retired, and no longer generate. An item still carrying one loses it the next time it is equipped, freeing the Capacity it held, and you are granted one &#039;&#039;&#039;Orb of Extrinsics&#039;&#039;&#039; per property removed.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Disrupted Properties&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
Negative properties are drawn from this table according to the item&#039;s Disruption. Unless a slot restriction is noted, they can land on anything.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Property !! Rank !! Min Disruption !! Repeat !! Item Slots&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | &#039;&#039;&#039;Increase Weight&#039;&#039;&#039;&lt;br /&gt;
| +5lbs&lt;br /&gt;
| 1&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | No&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | All except Ranged Weapon&lt;br /&gt;
|-&lt;br /&gt;
| +10lbs&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| +15lbs&lt;br /&gt;
| 15&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | &#039;&#039;&#039;Skill Penalty&#039;&#039;&#039;&lt;br /&gt;
| -2&lt;br /&gt;
| 1&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | Once per skill&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | Head, Chest, Boots, Arms, Cloak, Ring, Neck, Belt&lt;br /&gt;
|-&lt;br /&gt;
| -4&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| -6&lt;br /&gt;
| 15&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | &#039;&#039;&#039;Saves vs Specific Penalty&#039;&#039;&#039;&lt;br /&gt;
| -2&lt;br /&gt;
| 1&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | Once per save type&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | All&lt;br /&gt;
|-&lt;br /&gt;
| -4&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| -6&lt;br /&gt;
| 15&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | &#039;&#039;&#039;General Save Penalty&#039;&#039;&#039;&lt;br /&gt;
| -1&lt;br /&gt;
| 1&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | Once per save&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | All&lt;br /&gt;
|-&lt;br /&gt;
| -2&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| -3&lt;br /&gt;
| 15&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Damage Vulnerability&#039;&#039;&#039;&lt;br /&gt;
| 5%&lt;br /&gt;
| 10&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Once per damage type&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | All&lt;br /&gt;
|-&lt;br /&gt;
| 10%&lt;br /&gt;
| 15&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Reduced HP&#039;&#039;&#039;&lt;br /&gt;
| 1/2 HD&lt;br /&gt;
| 10&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | No&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | All&lt;br /&gt;
|-&lt;br /&gt;
| 1 HD&lt;br /&gt;
| 15&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | &#039;&#039;&#039;Reduced Stability&#039;&#039;&#039;&lt;br /&gt;
| -1&lt;br /&gt;
| 1&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | No&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | All&lt;br /&gt;
|-&lt;br /&gt;
| -2&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| -3&lt;br /&gt;
| 15&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | &#039;&#039;&#039;Reduced Charges&#039;&#039;&#039;&lt;br /&gt;
| -1&lt;br /&gt;
| 1&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | No, and requires an existing spell&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | All&lt;br /&gt;
|-&lt;br /&gt;
| -2&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| -3&lt;br /&gt;
| 15&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Reduced Maneuvers&#039;&#039;&#039;&lt;br /&gt;
| -1&lt;br /&gt;
| 10&lt;br /&gt;
| No&lt;br /&gt;
| All&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Reduced Metamagic&#039;&#039;&#039;&lt;br /&gt;
| -1&lt;br /&gt;
| 10&lt;br /&gt;
| No&lt;br /&gt;
| All&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Reduced Maneuver DC&#039;&#039;&#039;&lt;br /&gt;
| -1&lt;br /&gt;
| 10&lt;br /&gt;
| No&lt;br /&gt;
| All&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Reduced Spell DC&#039;&#039;&#039;&lt;br /&gt;
| -1&lt;br /&gt;
| 10&lt;br /&gt;
| No&lt;br /&gt;
| All&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note that the positive save and immunity properties are restricted to particular slots, but their negative counterparts are not.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Reference Tables&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Skills&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
Skill bonuses may target any skills, and all non-weapon slots can carry any of them.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Saves&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
Which &#039;&#039;&#039;Saves vs Specific&#039;&#039;&#039; bonus an item can roll depends on its slot.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Slot !! Specific Saves !! General Saves&lt;br /&gt;
|-&lt;br /&gt;
| Head || Mind Affecting, Psychic || Will&lt;br /&gt;
|-&lt;br /&gt;
| Chest || Necrotic, Sonic || Fortitude&lt;br /&gt;
|-&lt;br /&gt;
| Boots || Force, Lightning || .&lt;br /&gt;
|-&lt;br /&gt;
| Arms || Acid || .&lt;br /&gt;
|-&lt;br /&gt;
| Cloak || Cold, Fire || Reflex&lt;br /&gt;
|-&lt;br /&gt;
| Ring || . || .&lt;br /&gt;
|-&lt;br /&gt;
| Neck || Fear, Radiant || .&lt;br /&gt;
|-&lt;br /&gt;
| Belt || Disease, Poison || .&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Damage Immunity&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Slot !! Damage Immunity&lt;br /&gt;
|-&lt;br /&gt;
| Head || Psychic, Radiant, Sonic&lt;br /&gt;
|-&lt;br /&gt;
| Chest || Acid, Force, Lightning&lt;br /&gt;
|-&lt;br /&gt;
| Cloak || Cold, Fire, Necrotic&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Generation&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
Generation properties come in the form of Healing, Temporary HP, and DR Absorption.&lt;/div&gt;</summary>
		<author><name>RisenholmBot</name></author>
	</entry>
	<entry>
		<id>https://wiki.risenholm.com/index.php?title=Chat_Commands_and_Roleplay_Systems&amp;diff=1730</id>
		<title>Chat Commands and Roleplay Systems</title>
		<link rel="alternate" type="text/html" href="https://wiki.risenholm.com/index.php?title=Chat_Commands_and_Roleplay_Systems&amp;diff=1730"/>
		<updated>2026-10-01T20:19:41Z</updated>

		<summary type="html">&lt;p&gt;RisenholmBot: Sync from game data at bb892dd25 plus uncommitted changes&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- This page is kept in docs/wiki_chat_commands.wiki in the module repository and published by scripts/wiki_sync.py. Edits made here will be overwritten by the next sync: change that file instead. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Chat Commands ==&lt;br /&gt;
[[File:Chat_examples.png  |thumb|Examples of in-game text.]]&lt;br /&gt;
=== Standard Conversations and Text Emotes ===&lt;br /&gt;
&lt;br /&gt;
The chat system will automatically punctuate sentences and place spoken words into quotations. In these examples, we will assume the character you are playing is named &amp;quot;Yasia&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;/talk i am talking normally&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Outputs:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;quot;I am talking normally.&amp;quot;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
Asterisks (*) between words indicates an action your character is emoting.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;*waves to you*&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Outputs:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;span style=&amp;quot;color: green;&amp;quot;&amp;gt;Yasia waves to you.&amp;lt;/span&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Capitalizing the first letter in the emote removes the character&#039;s name from the emote.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;*Waves to you*&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Outputs:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;span style=&amp;quot;color: green;&amp;quot;&amp;gt;Waves to you.&amp;lt;/span&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
These can be combined into a single message:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;/talk i am talking normally *waves to you* here I am&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Outputs:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt; &amp;quot;I am talking normally.&amp;quot; &amp;lt;span style=&amp;quot;color: green;&amp;quot;&amp;gt;Yasia waves to you.&amp;lt;/span&amp;gt; &amp;quot;Here I am.&amp;quot;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Spoken words your characters can hear from a distance are indicated by grey text - this text becomes lighter depending on how far away the character who spoke it is.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt; &amp;lt;span style=&amp;quot;color: Blue;&amp;quot;&amp;gt;Bohemond Ventris:&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color: silver;&amp;quot;&amp;gt;&amp;quot;I can&#039;t find Yasia anywhere...&amp;quot;&amp;lt;/span&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
The shout channel can be utilized to make your character heard from a greater distance in the same area. Shouts are not registered server wide like default NWN behavior.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;/shout i am now shouting&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Outputs:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt; &amp;lt;span style=&amp;quot;color: yellow;&amp;quot;&amp;gt;[Shout]&amp;lt;/span&amp;gt; &amp;quot;I am now shouting.&amp;quot;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Changing How Your Chat Is Written ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Clicking the compass&#039;&#039;&#039; opens the Options window. Its &#039;&#039;&#039;Chat&#039;&#039;&#039; tab controls everything the formatter does to your typed lines, and your choices are saved to your character.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;My chat is written like&#039;&#039;&#039; picks the style you type in. All four produce the same output - they only change which part of the line you mark off:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Style!!You type&lt;br /&gt;
|-&lt;br /&gt;
|Asterisks (the default)||&amp;lt;code&amp;gt;*waves* Hello!&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Colons||&amp;lt;code&amp;gt;:waves: Hello!&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Brackets||&amp;lt;code&amp;gt;[waves] Hello!&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Quotation marks||&amp;lt;code&amp;gt;Yasia waves. &amp;quot;Hello!&amp;quot;&amp;lt;/code&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The first three mark off the &#039;&#039;&#039;action&#039;&#039;&#039; and speak everything else. The last one inverts that: you mark off what you &#039;&#039;&#039;say&#039;&#039;&#039;, and everything outside the quotation marks is narrated as an action.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Automatically add&#039;&#039;&#039; has a checkbox for each tidy-up the system performs, so you can switch off any you would rather do yourself:&lt;br /&gt;
&lt;br /&gt;
*Missing Names and Pronouns&lt;br /&gt;
*Missing Punctuation&lt;br /&gt;
*Missing Capitalisation&lt;br /&gt;
*Missing Quotation Marks&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Colour My Actions&#039;&#039;&#039; controls whether your emotes are rendered in green.&lt;br /&gt;
&lt;br /&gt;
=== OOC Communication ===&lt;br /&gt;
Out of character information can be communicated by preceding the text with &amp;quot;//&amp;quot; or &amp;quot;/ooc&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== Animated Emotes ===&lt;br /&gt;
By inputting a &amp;quot;/&amp;quot; followed by a emote, your character will perform the appropriate animation in the game world. The following emotes are available:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
/bow&lt;br /&gt;
/duck&lt;br /&gt;
/dodge&lt;br /&gt;
/drink&lt;br /&gt;
/wave&lt;br /&gt;
/lookleft&lt;br /&gt;
/lookright&lt;br /&gt;
/bored&lt;br /&gt;
/scratch&lt;br /&gt;
/read&lt;br /&gt;
/salute&lt;br /&gt;
/steal&lt;br /&gt;
/taunt&lt;br /&gt;
/victory1&lt;br /&gt;
/victory2&lt;br /&gt;
/victory3&lt;br /&gt;
/conjure1&lt;br /&gt;
/conjure2&lt;br /&gt;
/proneback&lt;br /&gt;
/pronefront&lt;br /&gt;
/getlow&lt;br /&gt;
/getmid&lt;br /&gt;
/nod&lt;br /&gt;
/lookfar&lt;br /&gt;
/pray&lt;br /&gt;
/stand&lt;br /&gt;
/sit&lt;br /&gt;
/spasm&lt;br /&gt;
/rage&lt;br /&gt;
/laugh&lt;br /&gt;
/talk&lt;br /&gt;
/plead&lt;br /&gt;
/worship&lt;br /&gt;
/headache&lt;br /&gt;
/cross&lt;br /&gt;
/beckon&lt;br /&gt;
/crouch&lt;br /&gt;
/point&lt;br /&gt;
/think&lt;br /&gt;
/sleep&lt;br /&gt;
/sexydance&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You can chain these animations with regular chat using the systems above. For example, you could input &amp;quot;/wave hello&amp;quot; and Yasia&#039;s model would wave and say &amp;quot;Hello.&amp;quot; in the chat window.&lt;br /&gt;
&lt;br /&gt;
Every emote above is shorthand for &#039;&#039;&#039;&amp;lt;code&amp;gt;/emote NAME&amp;lt;/code&amp;gt;&#039;&#039;&#039;, which can be abbreviated to &#039;&#039;&#039;&amp;lt;code&amp;gt;/e NAME&amp;lt;/code&amp;gt;&#039;&#039;&#039;. &amp;lt;code&amp;gt;/e wave hello&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;/wave hello&amp;lt;/code&amp;gt; are the same thing.&lt;br /&gt;
&lt;br /&gt;
=== System Commands ===&lt;br /&gt;
&lt;br /&gt;
The following commands are available for use at your discretion. Where a command has shorter forms, they are listed beside it and do exactly the same thing.&lt;br /&gt;
&lt;br /&gt;
Several commands can be issued on one line by separating them with a vertical bar, for example &amp;lt;code&amp;gt;/wave hello | /roll d20&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
==== Roleplay ====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Command!!What it does&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;/roll ROLL&amp;lt;/code&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;code&amp;gt;/r ROLL&amp;lt;/code&amp;gt;||Makes a public roll that everyone nearby can read. &amp;lt;code&amp;gt;ROLL&amp;lt;/code&amp;gt; is either dice - &amp;lt;code&amp;gt;/roll d20&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;/roll 4d6&amp;lt;/code&amp;gt;, up to 100 dice of up to 100 sides - or the name of an &#039;&#039;&#039;ability&#039;&#039;&#039;, a &#039;&#039;&#039;saving throw&#039;&#039;&#039;, or a &#039;&#039;&#039;skill&#039;&#039;&#039;, which rolls d20 and adds your bonus. Names can be shortened as long as they stay unambiguous: &amp;lt;code&amp;gt;/roll str&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;/roll will&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;/roll athletics&amp;lt;/code&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;/mark TEXT&amp;lt;/code&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;code&amp;gt;/m TEXT&amp;lt;/code&amp;gt;||Leaves a written note on the ground. Your cursor changes; click a spot, and your character walks over, kneels, and leaves the note there for anyone to examine. Notes persist.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;/commend&amp;lt;/code&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;code&amp;gt;/com&amp;lt;/code&amp;gt;||Awards another player a commendation for their roleplay. Your cursor changes; click the character you want to commend. They are told that they have received one, and what their new total is. You cannot commend yourself.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;/revealself&amp;lt;/code&amp;gt;||Steps out of hiding for one character only. Your cursor changes; click the character you want to notice you, and they see you from that moment on while everyone else is still none the wiser. You stay in stealth, so the rest of the area has to find you the usual way.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;/search&amp;lt;/code&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;code&amp;gt;/frisk&amp;lt;/code&amp;gt;||Asks another player to let you look through their belongings. Your cursor changes; click someone close enough to lay hands on, and they are asked whether to allow it. If they agree, you see their inventory for a short while, without being able to take anything, and the view closes if either of you walks away. Someone Subdued or Unconscious cannot answer, so their belongings open at once. Items hidden with &amp;lt;code&amp;gt;/hideitem&amp;lt;/code&amp;gt; may slip past you.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;/desc TEXT&amp;lt;/code&amp;gt;||Replaces your character&#039;s description - the text other players read when they examine you.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Appearance ====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Command!!What it does&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;/hide cloak&amp;lt;/code&amp;gt;||Toggles your cloak model between hidden and visible.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;/hide helm&amp;lt;/code&amp;gt;||Toggles your helmet model between hidden and visible.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;/portrait NAME&amp;lt;/code&amp;gt;||Queues a custom portrait. You will not see it immediately - it is added to the NWSync data with the next server update and applied the first time you log in afterwards.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The cloak and helmet settings are also on the &#039;&#039;&#039;Appearance&#039;&#039;&#039; tab of the Options window, and the two stay in step with each other.&lt;br /&gt;
&lt;br /&gt;
==== Allies and Belongings ====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Command!!What it does&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;/rename NAME&amp;lt;/code&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;code&amp;gt;/name NAME&amp;lt;/code&amp;gt;||Names something of yours. Your cursor changes; click an ally, a bag, a Spellbook, a piece of Powered gear, or a placeable you have set down, and it takes &amp;lt;code&amp;gt;NAME&amp;lt;/code&amp;gt;. Leave &amp;lt;code&amp;gt;NAME&amp;lt;/code&amp;gt; out - just &amp;lt;code&amp;gt;/rename&amp;lt;/code&amp;gt; - to restore the original name instead. The &#039;&#039;&#039;Options&#039;&#039;&#039; window can also rename any ally you have ever had out, at any time.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;/yank&amp;lt;/code&amp;gt;||Teleports every NPC ally you have in the area to where you are standing. Useful when a companion is stuck behind geometry or has fallen a long way behind.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;/icon&amp;lt;/code&amp;gt;||Changes the inventory icon of a piece of Powered gear. Your cursor changes; click a Powered ring, amulet, belt, pair of bracers, gloves, or boots in your inventory, and pick a new icon from the grid that opens. Boots have a tab for each part. Take the item off first - it cannot be changed while you are wearing it.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;/hideitem&amp;lt;/code&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;code&amp;gt;/smuggle&amp;lt;/code&amp;gt;||Hides an item from other players&#039; &amp;lt;code&amp;gt;/search&amp;lt;/code&amp;gt;. Your cursor changes; click an item in your inventory. Click one that is already hidden to stop hiding it. A searcher rolls their Investigation against your Deception for each hidden item, and sees it only if they come out ahead.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Information ====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Command!!What it does&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;/time&amp;lt;/code&amp;gt;||Reports the current in-game time and date.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;/timers&amp;lt;/code&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;code&amp;gt;/buffs&amp;lt;/code&amp;gt;||Reports the remaining time of any Combat Time effects present on you and your associates, along with your remaining Metamagic duration charges.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;/vitality&amp;lt;/code&amp;gt;||Reports your current Vitality, your Vitality cap, and the percentage between them.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;/dr&amp;lt;/code&amp;gt;||Lists every Damage Resistance effect on you and your associates as &amp;lt;code&amp;gt;Threshold/Absorption Type (Name)&amp;lt;/code&amp;gt;, and opens a tracker window showing the same.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;/ret&amp;lt;/code&amp;gt;||Lists every Retaliation effect on you and your associates, with its damage limit and the damage it deals.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;/scarreport&amp;lt;/code&amp;gt;||Reopens the report from the last Scar you completed. It is kept until you log out.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Windows and Interface ====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Command!!What it does&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;/help&amp;lt;/code&amp;gt;||Opens the Chat Commands window, which lists every command on this page by category with a description of each. Its &#039;&#039;&#039;Run&#039;&#039;&#039; button carries out the chosen command for you, with a box for any words the command needs.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;/quickcast&amp;lt;/code&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;code&amp;gt;/qc&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;/qcast&amp;lt;/code&amp;gt;||Opens the Quickcast bar, the spell interface that sits outside the standard hotbar. Spellcasters only.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;/atmenu&amp;lt;/code&amp;gt;||Opens the ability menu for your archetype, for those archetypes that have one - Spellsword, Evoker, Eldritch Knight, Storyteller, Lorekeeper, Warpriest, and Ascendant.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;/skillfree&amp;lt;/code&amp;gt;||Opens the widget tracking your free skill uses.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;/lockgui&amp;lt;/code&amp;gt;||Locks the Grit and effects tracker widgets in place. A locked window loses its title bar and can no longer be dragged.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;/unlockgui&amp;lt;/code&amp;gt;||Unlocks those widgets again so they can be moved.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;/resetstabilitybar&amp;lt;/code&amp;gt;||Returns the Stability bar to its default position. Use this if you have dragged it off-screen.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;/guireset&amp;lt;/code&amp;gt;||Returns the Evoker window to its default position.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Skills and Levelling ====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Command!!What it does&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;/autolevelskills&amp;lt;/code&amp;gt;||Toggles automatic skill point spending on level-up on and off. It tells you which state you have just switched to.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;/autolevelskillcap SKILL NUMBER&amp;lt;/code&amp;gt;||Stops automatic levelling from raising a skill past &amp;lt;code&amp;gt;NUMBER&amp;lt;/code&amp;gt; ranks, up to a maximum of 10. &amp;lt;code&amp;gt;/autolevelskillcap list&amp;lt;/code&amp;gt; shows the caps you have set, and &amp;lt;code&amp;gt;/autolevelskillcap clear&amp;lt;/code&amp;gt; removes all of them.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;/autolevelskillpriority SKILL NUMBER&amp;lt;/code&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;code&amp;gt;/autolevelskillpri SKILL NUMBER&amp;lt;/code&amp;gt;||Gives a skill a priority, so automatic levelling spends points on it ahead of lower-priority skills instead of working alphabetically. Priority 1 is served first, 2 second, and so on; skills sharing a priority are served alphabetically between themselves, and skills with no priority come last. A skill with a priority is raised even if you have never put a rank in it. Set the number to &amp;lt;code&amp;gt;0&amp;lt;/code&amp;gt; to remove a priority. &amp;lt;code&amp;gt;/autolevelskillpriority list&amp;lt;/code&amp;gt; shows the priorities you have set, in order, and &amp;lt;code&amp;gt;/autolevelskillpriority clear&amp;lt;/code&amp;gt; removes all of them.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Utility ====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Command!!What it does&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;/attack&amp;lt;/code&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;code&amp;gt;/atk&amp;lt;/code&amp;gt;||Attacks the nearest hostile creature. Useful if you have the invisible model bug.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;/unstuck&amp;lt;/code&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;code&amp;gt;/unstick&amp;lt;/code&amp;gt;||Moves you to the nearest safe spot. Use it when you are wedged in scenery.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;/save&amp;lt;/code&amp;gt;||Saves your character to the server immediately, rather than waiting for the next automatic save.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Comfort ====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Command!!What it does&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;/nospiders&amp;lt;/code&amp;gt;||Toggles arachnophobia mode. While it is on, every spider model is displayed to you as a badger. The setting is saved to your character, but a change only takes effect the next time an area loads.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Account ====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Command!!What it does&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;/wellkeeper&amp;lt;/code&amp;gt;||Opens a window for entering your 6-digit one-time code, linking your Wellkeeper account to the CD key you are playing on.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>RisenholmBot</name></author>
	</entry>
	<entry>
		<id>https://wiki.risenholm.com/index.php?title=General_Mechanics_Information&amp;diff=1729</id>
		<title>General Mechanics Information</title>
		<link rel="alternate" type="text/html" href="https://wiki.risenholm.com/index.php?title=General_Mechanics_Information&amp;diff=1729"/>
		<updated>2026-10-01T20:19:41Z</updated>

		<summary type="html">&lt;p&gt;RisenholmBot: Sync from game data at bb892dd25 plus uncommitted changes&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- This page is kept in docs/wiki_general_mechanics.wiki in the module repository and published by scripts/wiki_sync.py. Edits made here will be overwritten by the next sync: change that file instead. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Character Creation ==&lt;br /&gt;
&lt;br /&gt;
* Player characters in Scars of Risenholm start at level &#039;&#039;&#039;3&#039;&#039;&#039; and can advance up to level &#039;&#039;&#039;10&#039;&#039;&#039;. Experience is also a resource that can be spent to increase the power of equipment.&lt;br /&gt;
* All ability scores start at 10. Every character receives 20 points to spend on raising ability scores at character creation. Each ability score increase costs 1 point.&lt;br /&gt;
** Ability scores may not be raised above 16 at this point.&lt;br /&gt;
* Racial ability bonuses/penalties do not exist. Characters will instead be given 4 attribute points to distribute shortly after entering the game world.&lt;br /&gt;
* Ability score increases on level-up have been retired. Characters do not gain an attribute point at levels 4 and 8. The selection still appears during the level-up process, because it is hardcoded and cannot be removed, but a script reverts your choice immediately afterward and tells you that it has done so.&lt;br /&gt;
* A character&#039;s alignment has no bearing on combat mechanics or anything metaphysical in the game world. It is not displayed or used beyond character creation, where it cannot be removed as yet due to technical limitations.&lt;br /&gt;
&lt;br /&gt;
== Core Systemic Changes and Settings ==&lt;br /&gt;
&lt;br /&gt;
*All classes possess &#039;&#039;&#039;full base attack bonus progression&#039;&#039;&#039; and start with two attacks per round. The second attack will not show on your character sheet until level 6 due to technical limitations.&lt;br /&gt;
*&#039;&#039;&#039;Armor class&#039;&#039;&#039; is still determined by your worn equipment and class features, though the maximum dexterity bonus has been adjusted to allow more flexibility in wearing half-plate and other medium armors.&lt;br /&gt;
*&#039;&#039;&#039;Character size&#039;&#039;&#039; has no impact on &#039;&#039;&#039;AC, AB, or Skills. Small characters can use all weapon types.&#039;&#039;&#039;.&lt;br /&gt;
*The &#039;&#039;&#039;Weapon Finesse&#039;&#039;&#039; and  &#039;&#039;&#039;Ambidexterity&#039;&#039;&#039; feats have been retired. Characters wielding weapons can use Dexterity for attack bonus with weapons that have the Finesse property regardless. Weapons of sizes larger than Small do not confer additional penalties in the off-hand.&lt;br /&gt;
*All PCs gain the &#039;&#039;&#039;Critical Hit Resilience&#039;&#039;&#039; feat at level 1. &#039;&#039;&#039;Critical Hit Resilience&#039;&#039;&#039; prevents a character from receiving more than one critical hit per round.&lt;br /&gt;
*&#039;&#039;&#039;Ability Point Maximum&#039;&#039;&#039; is your base score +10, allowing a maximum of 30 in a stat.&lt;br /&gt;
*&#039;&#039;&#039;Ability score increases on level-up have been retired.&#039;&#039;&#039; Characters do not gain an attribute point at levels 4 and 8. The selection still appears during the level-up process, because it is hardcoded and cannot be removed, but a script reverts your choice immediately afterward and tells you that it has done so.&lt;br /&gt;
*&#039;&#039;&#039;Bonus physical damage&#039;&#039;&#039; is calculated from both &#039;&#039;&#039;Strength&#039;&#039;&#039; and &#039;&#039;&#039;Dexterity&#039;&#039;&#039; bonuses.&lt;br /&gt;
*&#039;&#039;&#039;Casting spells no longer provokes attacks of opportunity&#039;&#039;&#039; and &#039;&#039;&#039;cannot be interrupted&#039;&#039;&#039; by damage.&lt;br /&gt;
*&#039;&#039;&#039;Cantrips can be cast at-will&#039;&#039;&#039;, without using spell slots.&lt;br /&gt;
*&#039;&#039;&#039;Stealth operates off a single skill&#039;&#039;&#039;, and players will receive visual information regarding perception and risk of discovery as they move while the mode is active. Players are encouraged to read the skill in its entirety and pay particular attention to feedback in the game world.&lt;br /&gt;
*&#039;&#039;&#039;Rolling a 1&#039;&#039;&#039; on a saving throw is &#039;&#039;&#039;not an automatic failure&#039;&#039;&#039;.&lt;br /&gt;
*Characters &#039;&#039;&#039;gain maximum hit point rolls&#039;&#039;&#039; on level up.&lt;br /&gt;
*&#039;&#039;&#039;Saving throw bonuses&#039;&#039;&#039; are calculated from two attribute bonuses instead of one:&lt;br /&gt;
**Fortitude is based on your Strength and Constitution.&lt;br /&gt;
**Reflex is based on your Dexterity and Intelligence.&lt;br /&gt;
**Will is based on your Wisdom and Charisma.&lt;br /&gt;
*&#039;&#039;&#039;Friendly fire is on&#039;&#039;&#039; by default for spells. The &amp;quot;Selective Spell&amp;quot; metamagic can make these spells harmless to your allies.&lt;br /&gt;
&lt;br /&gt;
== Scar Mechanics ==&lt;br /&gt;
[[File:Scar.png   |thumb|Interacting with a Scar opens a chat window.]]&lt;br /&gt;
Scars are the static &amp;quot;dungeon&amp;quot; content that is available on the module. You may occasionally find an object in the wild with an &amp;lt;span style=&amp;quot;color: orange;&amp;quot;&amp;gt;orange name&amp;lt;/span&amp;gt;, these objects can be interacted with to begin the Scar exploration process. There are a few common rules to Scars:&lt;br /&gt;
&lt;br /&gt;
*This is instanced content. If you see another group enter the Scar, you are free to enter your own version of the Scar as well and complete it at your own pace.&lt;br /&gt;
*Scars have level requirements. In general, you must travel further away from Risenholm to find higher level content.&lt;br /&gt;
*Scars can be challenged alone or with &#039;&#039;&#039;up to two allies&#039;&#039;&#039;. The challenge is generally balanced around the assumption of a pair of adventurers trying the content on the standard difficulty, though there are some extreme difficulty Scars in development.&lt;br /&gt;
*Difficulty levels can be adjusted prior to starting the Scar. These modify the enemies within and also the reward quality.&lt;br /&gt;
*All loot placeables in a Scar (or in the overworld) &#039;&#039;&#039;can be looted by every player for their own rewards&#039;&#039;&#039;.&lt;br /&gt;
*Upon overcoming the Scar, typically by killing the boss creature, characters will obtain an experience reward and a &amp;quot;Scar Fragment&amp;quot;. These fragments can be brought back to Risenholm for a gold reward, attuning a summon theme, or attuning a scar (increasing difficulty for increased rewards).&lt;br /&gt;
*&#039;&#039;&#039;You will not receive the rewards of a Scar you just completed if you attempt it again&#039;&#039;&#039; - you must travel to another Scar and overcome it before you can gain rewards from the original again.&lt;br /&gt;
&lt;br /&gt;
== Resting ==&lt;br /&gt;
&lt;br /&gt;
There are two kinds of rest. A &#039;&#039;&#039;Long Rest&#039;&#039;&#039; refills everything but needs a proper place to take it; a &#039;&#039;&#039;Short Rest&#039;&#039;&#039; can be taken almost anywhere but only gives back half of your resources.&lt;br /&gt;
&lt;br /&gt;
Pressing the Rest button when you are not somewhere you can Long Rest opens the &#039;&#039;&#039;Rest Menu&#039;&#039;&#039; instead, from which you can Short Rest, or spend Wellwater to make a camp.&lt;br /&gt;
&lt;br /&gt;
=== Wellwater ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wellwater&#039;&#039;&#039; is the currency of resting. Every character carries a Wellwater bottle.&lt;br /&gt;
&lt;br /&gt;
*Your bottle holds &#039;&#039;&#039;3 measures&#039;&#039;&#039; by default. Equipment can raise that cap.&lt;br /&gt;
*&#039;&#039;&#039;The bottle only refills when you take a Long Rest inside areas which grant the &#039;&#039;&#039;Nearby Well Water&#039;&#039;&#039; effect, such as the town of Risenholm.&#039;&#039;&#039;&lt;br /&gt;
*A &#039;&#039;&#039;Short Rest&#039;&#039;&#039; costs 1 measure. &#039;&#039;&#039;Making a camp&#039;&#039;&#039; to enable a Long Rest in the field costs 1 measure.&lt;br /&gt;
&lt;br /&gt;
=== Long Rest ===&lt;br /&gt;
&lt;br /&gt;
A Long Rest restores &#039;&#039;&#039;everything&#039;&#039;&#039; - hit points, all spell slots, [[#Stability|Stability]] to maximum, every [[#Class_Resources|Class Resource]], skill resource, [[#Maneuvers|Maneuvers]], [[#Metamagic|Metamagic]], Stamina, and the charges on your equipped items.&lt;br /&gt;
&lt;br /&gt;
You can only Long Rest in one of these places:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;In a town.&#039;&#039;&#039; Resting in town is quick - your character does not lie down.&lt;br /&gt;
*&#039;&#039;&#039;At a camp&#039;&#039;&#039;, which any character can create from the Rest Menu for 1 measure of Wellwater. The campfire serves &#039;&#039;&#039;your whole party&#039;&#039;&#039;, not just the person who paid for it.&lt;br /&gt;
&lt;br /&gt;
A Long Rest also &#039;&#039;&#039;removes all [[#Combat Time|Combat Time]] effects&#039;&#039;&#039;, unlocks your spellbook, and clears placed objects such as satchel charges, decoys, and glyphs.&lt;br /&gt;
&lt;br /&gt;
=== Short Rest ===&lt;br /&gt;
&lt;br /&gt;
A Short Rest can be taken &#039;&#039;&#039;any time you are out of combat&#039;&#039;&#039;, from the Rest Menu or from your water canteen. It costs 1 measure of Wellwater and restores &#039;&#039;&#039;half&#039;&#039;&#039; of most things:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;50% of your maximum hit points.&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;50% of your maximum [[#Stability|Stability]].&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Half your spell slots&#039;&#039;&#039; at each spell level.&lt;br /&gt;
*&#039;&#039;&#039;Half of every class resource&#039;&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;Half your [[#Maneuvers|Maneuvers]] and [[#Metamagic|Metamagic]].&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Half your skill resources&#039;&#039;&#039; - the free item uses granted by many skills.&lt;br /&gt;
*&#039;&#039;&#039;Half the charges on your equipped items.&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;All of your Stamina.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
It also unlocks your spellbook. It does &#039;&#039;&#039;not&#039;&#039;&#039; clear Combat Time effects, so your buffs survive it.&lt;br /&gt;
&lt;br /&gt;
Two class features grant an ally a free Short Rest without spending Wellwater: the Bard&#039;s &#039;&#039;&#039;Harmony: Peace&#039;&#039;&#039; and the Cleric&#039;s &#039;&#039;&#039;Channel Divinity: Succor&#039;&#039;&#039;. Each is limited to once per ally per rest.&lt;br /&gt;
&lt;br /&gt;
== Stability ==&lt;br /&gt;
[[File:Stability.png   |thumb|Using potions and other magical items while low on Stability is a bad idea.]]&lt;br /&gt;
Stability is a measure of your character&#039;s ability to use magic items and is restored fully when you Long Rest, half when your Short Rest, and fully when you complete a Scar.&lt;br /&gt;
*Your base Stability score is calculated as 10 + Character level and can be increased or decreased with equipment.&lt;br /&gt;
*Using potions, scrolls, and magical items will drain Stability with every use, usually at a rate of 1 Stability per spell circle level.&lt;br /&gt;
*Using an item that drains Stability while you are below 0 Stability is extremely dangerous and usually leads to your character receiving massive unmitigated damage (1d10 Internal damage per point of Instability).&lt;br /&gt;
*Items that posses the Additional Property: Mundane description will not drain Stability when used.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For example, a potion of Bull&#039;s Strength will drain 2 Stability when used. A scroll of the same spell will also drain 2 Stability.&lt;br /&gt;
&lt;br /&gt;
== Maneuvers ==&lt;br /&gt;
&lt;br /&gt;
Maneuvers are a replacement for vanilla active combat feats such as Knockdown and Disarm. They use their own unique resource pool.&lt;br /&gt;
*Maneuvers will use your current target when activated and can be utilized with melee and ranged weapons.&lt;br /&gt;
*They are considered free actions and will not interrupt your current attack sequence.&lt;br /&gt;
*There is a short cooldown period between Maneuver use - a message will alert you to when you can use Maneuvers again, and you can watch the hotbar icon for a visual indication of cooldown progress.&lt;br /&gt;
*Your maximum Maneuver capacity is: 3 + Intelligence modifier.&lt;br /&gt;
*Your Maneuver DC is: 10 + half your character level rounded down + the higher of your Strength or Dexterity modifier.&lt;br /&gt;
*Equipment can increase your maximum Maneuver capacity and DC.&lt;br /&gt;
*You regain Maneuvers when non-minion enemies die nearby.&lt;br /&gt;
&lt;br /&gt;
== Metamagic ==&lt;br /&gt;
&lt;br /&gt;
Metamagic feats have been overhauled, utilizing a system that is completely separated from spell level consumption. They use their own unique resource pool.&lt;br /&gt;
*How each Metamagic is used is described in the feat description. In general, Metamagic is activated to work on the next spell cast - you will not spend resources until the spell is actually cast or the Metamagic benefit is gained.&lt;br /&gt;
*Metamagic of different types can be stacked. For example, you can freely Empower, Heighten, and Silence a cast of Fireball so long as you have the required resources to spend.&lt;br /&gt;
*Metamagic is applied to anything that casts a spell. This includes potions, scrolls, and items.&lt;br /&gt;
*Your maximum Metamagic capacity is 3 + the sum of your Intelligence, Wisdom, and Charisma modifiers.&lt;br /&gt;
*Equipment can increase your maximum Metamagic capacity and DC.&lt;br /&gt;
*You regain Metamagic when non-minion enemies die nearby.&lt;br /&gt;
&lt;br /&gt;
== The Quickcast Bar ==&lt;br /&gt;
&lt;br /&gt;
The Quickcast bar is a spell interface that sits outside the standard hotbar. It is opened with the &#039;&#039;&#039;&amp;lt;code&amp;gt;/quickcast&amp;lt;/code&amp;gt;&#039;&#039;&#039; chat command, abbreviated to &#039;&#039;&#039;&amp;lt;code&amp;gt;/qc&amp;lt;/code&amp;gt;&#039;&#039;&#039; or &#039;&#039;&#039;&amp;lt;code&amp;gt;/qcast&amp;lt;/code&amp;gt;&#039;&#039;&#039;. Only spellcasting characters can open it.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;One page per spellcasting class.&#039;&#039;&#039; The buttons along the top are your class icons - click one to switch to that class&#039;s page. Multiclassed casters get a page each.&lt;br /&gt;
*There is one row per spell level, from cantrips up to the highest level you can cast, and one column for each slot at your most populous spell level. The bottom row is reserved for sub-spells.&lt;br /&gt;
&lt;br /&gt;
=== Casting from a slot ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Action!!Result&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Left-click&#039;&#039;&#039;||Cast the spell. Self-only spells fire immediately. Anything else puts you into targeting mode to pick a target or a point on the ground.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Right-click&#039;&#039;&#039;||&#039;&#039;&#039;Cast the spell on yourself&#039;&#039;&#039;, without going through targeting mode. This works for any spell that can legally target its caster; if the spell cannot target you, it plays a failure sound instead.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A &#039;&#039;&#039;master spell&#039;&#039;&#039; - one with several variants, such as Polymorph - does not cast when clicked. It expands its variants into the bottom row of the grid instead, and you cast one of those.&lt;br /&gt;
&lt;br /&gt;
=== Autocasting Combat Time spells ===&lt;br /&gt;
&lt;br /&gt;
The star icon at the top of the bar casts every buff you have that carries a [[#Combat Time|Combat Time]] duration, in one action.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Action!!Result&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Left-click&#039;&#039;&#039;||Pick a target, then cast all of your ready Combat Time spells on them. Use this to buff an ally.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Right-click&#039;&#039;&#039;||Cast all of your ready Combat Time spells on yourself.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Out of combat under [[#Wellwater|Nearby Well Water]], such as in town or at a lit camp, the whole sequence is instant.&#039;&#039;&#039; Anywhere else, or in combat, it queues as normal casts.&lt;br /&gt;
*The &#039;&#039;&#039;checkbox&#039;&#039;&#039; beside the button toggles &#039;&#039;&#039;Overwrite&#039;&#039;&#039;. With Overwrite off, any spell the target already has running is skipped, so you can top an ally up without burning slots re-casting what they have.&lt;br /&gt;
&lt;br /&gt;
== Vitality ==&lt;br /&gt;
&lt;br /&gt;
Vitality is an innate resource held by every character that converts food into faster advancement. It is not spent deliberately - it is drawn down automatically whenever you earn experience.&lt;br /&gt;
&lt;br /&gt;
*Your maximum Vitality is &#039;&#039;&#039;10,000&#039;&#039;&#039;. Every character has the same capacity.&lt;br /&gt;
*Whenever you gain XP, that XP is increased by &#039;&#039;&#039;the percentage of Vitality you currently hold&#039;&#039;&#039;, and the bonus granted is deducted from your Vitality pool.&lt;br /&gt;
*You regain Vitality by &#039;&#039;&#039;eating food&#039;&#039;&#039;. Meals restore 30% of your maximum Vitality, snacks restore 10%, and Grey Soup restores 5%.&lt;br /&gt;
*Vitality is persistent. It is not reset by resting or by logging out.&lt;br /&gt;
&lt;br /&gt;
For example: with 5,000 Vitality (50% of maximum) you would gain 1,500 XP from a 1,000 XP reward. The 500 XP of bonus is deducted from your pool, leaving 4,500 Vitality, so the next award would be granted at +45% instead.&lt;br /&gt;
&lt;br /&gt;
== Stamina ==&lt;br /&gt;
&lt;br /&gt;
Stamina is an innate resource consumed by movement abilities.&lt;br /&gt;
&lt;br /&gt;
*Your maximum Stamina is &#039;&#039;&#039;10 + your Constitution modifier&#039;&#039;&#039;.&lt;br /&gt;
*Stamina regenerates at a rate of &#039;&#039;&#039;10% of your maximum every 6 seconds&#039;&#039;&#039;. Fractions are tracked behind the scenes and credited once they accumulate into a whole point.&lt;br /&gt;
*Regeneration &#039;&#039;&#039;halts when you spend Stamina&#039;&#039;&#039;, and restarts 6 seconds after the spending action.&lt;br /&gt;
*Equipment and feats can increase your maximum Stamina capacity.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Ability!!Stamina Cost!!Notes&lt;br /&gt;
|-&lt;br /&gt;
|Dash||2||+50% movement speed for one round, plus a further +1% per point of Athletics. Reusing it extends the duration rather than restarting it. Can also be activated with the Space key.&lt;br /&gt;
|-&lt;br /&gt;
|Dodgeroll||5||Rapidly cover a short distance in a straight line, passing through other creatures.&lt;br /&gt;
|-&lt;br /&gt;
|Thunderstrike||5||&#039;&#039;Way of Thunder monk archetype.&#039;&#039; Blink to a point between 5m and 20m away.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Class Resources ==&lt;br /&gt;
&lt;br /&gt;
Several classes hold a dedicated resource pool in place of per-rest charges. These behave like Maneuvers and Metamagic - they have a maximum capacity, and they refill through play rather than only at a rest.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resource recovery is driven by kills and rests.&#039;&#039;&#039; For example, Channel Divinity recovers 1 charge per 6 non-minion foes slain, Ki 1 per 4, and Barbarian Rage 1 use per 4.&lt;br /&gt;
&lt;br /&gt;
== Combat Time ==&lt;br /&gt;
&lt;br /&gt;
Many buff spells now have durations measured in &#039;&#039;&#039;Combat Time&#039;&#039;&#039; rather than in real time. A Combat Time duration &#039;&#039;&#039;only ticks down while you are actually in combat&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*Spell descriptions state this explicitly, e.g. &#039;&#039;Duration: Long (30m Combat Time)&#039;&#039;.&lt;br /&gt;
*Time spent in combat is deducted when you &#039;&#039;&#039;leave&#039;&#039;&#039; combat, and your remaining Combat Time is reported to you in the combat summary.&lt;br /&gt;
*&#039;&#039;&#039;Long Resting removes all Combat Time effects&#039;&#039;&#039;.&lt;br /&gt;
*Dispel Magic rolls against Combat Time effects like any other magical effect.&lt;br /&gt;
&lt;br /&gt;
== Death and Your Effects ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dying does not strip what is on you.&#039;&#039;&#039; Spell buffs, class effects, and the rest of what you are carrying survive death and are &#039;&#039;&#039;still there when you are raised, resurrected, or respawn&#039;&#039;&#039;, so there is no need to re-buff the party after a wipe.&lt;br /&gt;
&lt;br /&gt;
*This covers the &#039;&#039;&#039;Combat Time&#039;&#039;&#039; buff suite and the great majority of class effects. Nothing is reset or refunded by the death - a buff comes back with the duration it had left.&lt;br /&gt;
*Harmful effects persist on the same terms. Curses and similar lasting maluses are &#039;&#039;&#039;not&#039;&#039;&#039; cleared by dying.&lt;br /&gt;
*&#039;&#039;&#039;Long Resting still removes all Combat Time effects.&#039;&#039;&#039; Death is not a rest.&lt;br /&gt;
&lt;br /&gt;
== Damage Types and Mitigation ==&lt;br /&gt;
&lt;br /&gt;
=== Renamed damage types ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Old Name!!Current Name&lt;br /&gt;
|-&lt;br /&gt;
|Negative||Necrotic&lt;br /&gt;
|-&lt;br /&gt;
|Divine||Radiant&lt;br /&gt;
|-&lt;br /&gt;
|Electricity||Lightning&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Elemental damage is now referred to collectively as &#039;&#039;&#039;non-physical damage&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Resistance and Immunity ===&lt;br /&gt;
&lt;br /&gt;
Flat damage reduction (the old &amp;quot;10/+5&amp;quot; style) has been &#039;&#039;&#039;removed entirely&#039;&#039;&#039;. Mitigation now comes in two forms:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Damage Resistance&#039;&#039;&#039; - a flat reduction against a damage type, backed by a finite absorption pool. Stoneskin, for example, grants resistance 10 versus physical damage with a 100 point pool.&lt;br /&gt;
*&#039;&#039;&#039;Percentage Immunity&#039;&#039;&#039; - a multiplicative reduction. The Protection spell grants 5% multiplicative physical immunity.&lt;br /&gt;
&lt;br /&gt;
=== Threshold and Absorption ===&lt;br /&gt;
&lt;br /&gt;
Every Damage Resistance effect is described by two numbers, and both are terms particular to Risenholm.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Threshold&#039;&#039;&#039; is how much damage the effect removes from &#039;&#039;&#039;each individual hit&#039;&#039;&#039; of a matching damage type. Threshold 10 takes 10 off every qualifying hit, so a 30 damage hit lands for 20 and a 6 damage hit is stopped entirely.&lt;br /&gt;
*&#039;&#039;&#039;Absorption&#039;&#039;&#039; is the &#039;&#039;&#039;total pool&#039;&#039;&#039; of damage the effect can remove before it is spent. Each time it reduces a hit, the amount it actually removed comes out of the pool. When the pool is empty the effect ends, whether or not its duration has run out. &#039;&#039;&#039;Magnitude&#039;&#039;&#039; is the same quantity under a different name - feats and item properties that refer to &amp;quot;DR Magnitude&amp;quot; are raising the size of the pool.&lt;br /&gt;
&lt;br /&gt;
Effects are written &#039;&#039;&#039;Threshold / Absorption&#039;&#039;&#039;, in that order.&lt;br /&gt;
&lt;br /&gt;
Stoneskin is the standard example: Threshold 10 and Absorption 100 versus physical damage. It shaves 10 off every physical hit and expires once it has shaved off 100 in total - ten full-value hits, or rather more than that if several of those hits were for less than 10 each, since a 6 damage hit only costs the pool 6.&lt;br /&gt;
&lt;br /&gt;
The hit that empties the pool is reduced by whatever is left in it rather than by the full Threshold. A Stoneskin with 4 Absorption remaining takes only 4 off the next hit, then ends.&lt;br /&gt;
&lt;br /&gt;
Other things worth knowing:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Several Damage Resistance effects can apply to the same hit.&#039;&#039;&#039; They resolve in ascending Threshold order, each reducing what the previous one left behind, and each drawing from its own separate pool. Only effects whose damage types match the hit take part at all.&lt;br /&gt;
*When an effect is granted by somebody else, &#039;&#039;&#039;DR Threshold bonuses use the better of the caster&#039;s and the recipient&#039;s&#039;&#039;&#039;, while &#039;&#039;&#039;DR Magnitude bonuses from the caster and the recipient are added together&#039;&#039;&#039;.&lt;br /&gt;
*The &#039;&#039;&#039;&amp;lt;code&amp;gt;/dr&amp;lt;/code&amp;gt;&#039;&#039;&#039; chat command lists every Damage Resistance effect on you and on your associates as &amp;lt;code&amp;gt;Threshold/Absorption Type (Name)&amp;lt;/code&amp;gt;, and opens a tracker window showing the same. While fighting, feedback reports each effect as it drains: &amp;lt;code&amp;gt;[DR (Stoneskin) -10: 90 Remaining]&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Energy Affinity ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Energy Affinity&#039;&#039;&#039; is a family of ten General feats, each with a defined damage type. When you inflict damage of the specified type, that damage is calculated against the enemy&#039;s damage immunity &#039;&#039;&#039;as though it were the type the target has the lowest immunity to instead&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Clerics choose the energy type of their spells and abilities at level 1 via &#039;&#039;&#039;Divine Polarity&#039;&#039;&#039;, and gain the matching Energy Affinity feat at level 3.&lt;br /&gt;
&lt;br /&gt;
== Gear Damage Bonuses and Spells ==&lt;br /&gt;
&lt;br /&gt;
Two damage bonuses that read as weapon properties also apply to the damage your &#039;&#039;&#039;spells&#039;&#039;&#039; deal, not just to your weapon swings.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Enhancement Bonus&#039;&#039;&#039; on the weapon you are wielding is added as &#039;&#039;&#039;flat damage to every damaging spell you cast&#039;&#039;&#039; - a +5 weapon is +5 damage per spell.&lt;br /&gt;
*&#039;&#039;&#039;Rune Damage&#039;&#039;&#039; is rolled for spells as well, whenever you have a weapon rune active. The die is the Rune Damage property on your main hand, or 1d6 if that weapon carries none.&lt;br /&gt;
&lt;br /&gt;
Points worth knowing:&lt;br /&gt;
&lt;br /&gt;
*Both are dealt as the spell&#039;s &#039;&#039;&#039;own damage type&#039;&#039;&#039;. They do not arrive as a separate packet of weapon or elemental damage, so it is the target&#039;s resistance to the spell that applies.&lt;br /&gt;
*Both are added &#039;&#039;&#039;before percentage damage bonuses&#039;&#039;&#039;, so any percentage spell damage you carry scales them too.&lt;br /&gt;
*On a &#039;&#039;&#039;Persistent&#039;&#039;&#039; spell, the two bonuses land &#039;&#039;&#039;once per creature&#039;&#039;&#039; - on the first tick - rather than on every round of the effect.&lt;br /&gt;
&lt;br /&gt;
== Spell Keywords ==&lt;br /&gt;
&lt;br /&gt;
Spells carry keywords describing how their effects behave. Every keyword that applies to a spell is spelled out in its description.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Keyword!!Meaning&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Hard Control&#039;&#039;&#039;||The effects of this spell are subject to ongoing saving throws. Each round, the target may attempt a new saving throw to end the effect. Each failed saving throw provides a stacking +4 bonus to further saving throws for 5 rounds versus the following effects:&lt;br /&gt;
&lt;br /&gt;
Confusion, Daze, Domination, Fear, Knockdown, Paralysis, Petrification, Sleep, Stun&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pernicious&#039;&#039;&#039;||This effect is not removed upon a successful saving throw, instead continuing to attempt to apply itself each round upon a failed save for the full duration of the spell/effect.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Intense&#039;&#039;&#039;||The target is denied the first saving throw against this effect. A creature may only suffer the effects of the Intense keyword once per minute.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Swift&#039;&#039;&#039;||This spell has a shortened cast time, executing in only half a secon&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Persistent&#039;&#039;&#039;||The spell occupies a space for its full duration.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Enemy-Only&#039;&#039;&#039;||Affects hostile creatures only.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ignores Self&#039;&#039;&#039;||The caster is not affected.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;DoT&#039;&#039;&#039;||Damage over time, with saves taken periodically.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note that &#039;&#039;&#039;Hard Control&#039;&#039;&#039; and &#039;&#039;&#039;Pernicious&#039;&#039;&#039; are not contradictory - a Pernicious Hard Control effect can be saved out of each round, but a failed save re-applies it rather than ending it.&lt;br /&gt;
&lt;br /&gt;
== Status Effects ==&lt;br /&gt;
&lt;br /&gt;
A handful of named status effects are applied by spells, feats, and gadgets across many different classes. They always mean the same thing, wherever they came from.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Effect!!What It Does&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Sundered&#039;&#039;&#039;||&#039;&#039;&#039;-4 AC and -4 to all saving throws&#039;&#039;&#039; for the duration. Multiple sources do not stack.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Sickened&#039;&#039;&#039;||&#039;&#039;&#039;-2 attack bonus, -2 to all saving throws, and -2 physical damage.&#039;&#039;&#039; As with Sundered, the penalty does not stack with itself.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Primed&#039;&#039;&#039;||A stored burst of bonus damage that is &#039;&#039;&#039;consumed by the next hit&#039;&#039;&#039; the creature takes, added to that hit&#039;s damage. Each application is a separate charge, so a target may hold several at once and each is spent in turn.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Provoked&#039;&#039;&#039;||The target halts what it is doing and attacks the provoker. While Provoked, it deals &#039;&#039;&#039;half damage (post-mitigation) to anyone other than the provoker&#039;&#039;&#039;, and its &#039;&#039;&#039;AC is reduced by 1&#039;&#039;&#039;. Duration is 1 minute. Elite, Solo, and player targets may only have their actions interrupted once per minute, though the damage and AC penalties are not limited in this way.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Retaliation ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Retaliation&#039;&#039;&#039; is a custom effect that injures creatures that attack whoever is carrying it. Fire Shield, Wounding Whispers, Death Armor, the Cleric&#039;s Channel Divinity: Succor, and a number of class features all grant one.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Retaliation triggers on being attacked, whether that attack hits or misses.&#039;&#039;&#039; Some effects also trigger on damage that did not come from an attack, such as a spell.&lt;br /&gt;
*&#039;&#039;&#039;It has a range.&#039;&#039;&#039; The attacker must be within it for the effect to fire, and the default is 4 metres - roughly melee reach, so an archer shooting you from across the room is not punished by an ordinary Retaliation effect. An effect with a longer reach says so in its description.&lt;br /&gt;
*&#039;&#039;&#039;Each attacking creature carries its own cooldown&#039;&#039;&#039;, normally 1 second. A single enemy attacking you four times a round triggers the effect once; four enemies attacking you once each trigger it four times.&lt;br /&gt;
*&#039;&#039;&#039;Every firing spends one point of the effect&#039;s Limit.&#039;&#039;&#039; When the Limit reaches zero the effect ends, even if its duration has not expired. Floating text reports the remaining count each time it fires: &amp;lt;code&amp;gt;[Retaliation (Fire Shield): 14 Remaining]&amp;lt;/code&amp;gt;.&lt;br /&gt;
*&#039;&#039;&#039;The damage is credited to whoever created the effect&#039;&#039;&#039;, not to whoever is wearing it. It is ordinary damage of its stated type, and the attacker&#039;s own resistances and immunities apply to it as normal.&lt;br /&gt;
*If you are carrying more than one Retaliation effect, &#039;&#039;&#039;they all fire&#039;&#039;&#039;, one after another over the following moment, smallest damage first.&lt;br /&gt;
*Retaliation does not fire against a creature that is already dead.&lt;br /&gt;
*Retaliation damage is increased by anything that raises Retaliation damage specifically, such as the Storyteller&#039;s &#039;&#039;&#039;The Vengeful&#039;&#039;&#039; role, as well as by general damage bonuses.&lt;br /&gt;
&lt;br /&gt;
=== Reading a Retaliation description ===&lt;br /&gt;
&lt;br /&gt;
Because Retaliation has so many moving parts, every spell and feat that grants one writes them out in a single bracketed block, in a fixed order:&lt;br /&gt;
&lt;br /&gt;
 [Trigger: Attacks, Damage: 5+1d6 (Type: Selected), Limit: 20 attacks, Duration: Medium (15m Combat Time), Cooldown: 1s, per-Attacker]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Field!!What It Tells You&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Trigger&#039;&#039;&#039;||What sets the effect off. &#039;&#039;Attacks&#039;&#039; means any attack made against you, hit or miss. &#039;&#039;Attacks/Damage&#039;&#039; means it also fires on damage that did not come from an attack, such as a spell or a trap.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Damage&#039;&#039;&#039;||What each firing deals, as a flat amount, dice, an ability modifier, or a combination of them. The bracketed &#039;&#039;&#039;Type&#039;&#039;&#039; is the damage type: a named type such as &#039;&#039;Sonic&#039;&#039;, &#039;&#039;Selected&#039;&#039; where you chose it when the effect was created, &#039;&#039;Weapon&#039;&#039; where it follows the weapon you are holding, or &#039;&#039;Variable&#039;&#039; where something else decides, in which case the description explains what.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Limit&#039;&#039;&#039;||How many times the effect can fire before it ends. Some abilities raise the Limit on an effect you already have rather than granting a fresh one.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Duration&#039;&#039;&#039;||How long the effect lasts if the Limit is never exhausted. This follows the usual duration conventions, including [[#Combat Time|Combat Time]].&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Cooldown&#039;&#039;&#039;||The minimum gap between two firings against the same creature.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;per-Attacker&#039;&#039;&#039;||The cooldown is tracked separately for each creature, so several attackers cannot be shielded from the effect by one another&#039;s cooldowns.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Range&#039;&#039;&#039;||Only stated when it is not the default 4 metres. The Eldritch Knight&#039;s &#039;&#039;&#039;Force Feedback&#039;&#039;&#039;, for example, is noted as having a special 20 metre range, which lets it reach attackers that an ordinary Retaliation effect cannot.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Enemy Tiers and Roles ==&lt;br /&gt;
&lt;br /&gt;
Every creature is rated by a &#039;&#039;&#039;Tier&#039;&#039;&#039; and at least one &#039;&#039;&#039;Role&#039;&#039;&#039;. Both are shown when you examine it, and both are worth reading before you commit to a fight.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tiers&#039;&#039;&#039; describe how much of a threat a single creature is:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Minion&#039;&#039;&#039; - a low-threat creature that fights in numbers. Minions &#039;&#039;&#039;do not count&#039;&#039;&#039; toward resource recovery.&lt;br /&gt;
*&#039;&#039;Normal&#039;&#039; - the default. No Tier is shown.&lt;br /&gt;
*&#039;&#039;&#039;Elite&#039;&#039;&#039; - substantially tougher than a normal creature of its level.&lt;br /&gt;
*&#039;&#039;&#039;Solo&#039;&#039;&#039; - built to fight a whole party alone. Bosses are usually Solo.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Roles&#039;&#039;&#039; describe how a creature fights: &#039;&#039;&#039;Artillery&#039;&#039;&#039;, &#039;&#039;&#039;Brute&#039;&#039;&#039;, &#039;&#039;&#039;Controller&#039;&#039;&#039;, &#039;&#039;&#039;Leader&#039;&#039;&#039;, &#039;&#039;&#039;Lurker&#039;&#039;&#039;, &#039;&#039;&#039;Skirmisher&#039;&#039;&#039;, and &#039;&#039;&#039;Soldier&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Subdual ==&lt;br /&gt;
&lt;br /&gt;
When damage dealt by another player, or by their associates, would reduce your character to 0 hit points, that damage is capped so it leaves you at 1 hit point, and you are &#039;&#039;&#039;Subdued&#039;&#039;&#039; instead.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Subdued&#039;&#039;&#039; - knocked down and unable to act for 30 seconds. You cannot be brought down again during the first 6 seconds of this.&lt;br /&gt;
*&#039;&#039;&#039;Unconscious&#039;&#039;&#039; - if you are brought down again while still subdued, you are knocked unconscious and blinded for 60 seconds.&lt;br /&gt;
*&#039;&#039;&#039;Woozy&#039;&#039;&#039; - for 30 seconds after being subdued you suffer &#039;&#039;&#039;-10 attack bonus, -10 AC, and 50% spell failure&#039;&#039;&#039;, so you cannot simply stand up and continue the fight.&lt;br /&gt;
&lt;br /&gt;
Subdual applies to damage between player characters.&lt;br /&gt;
&lt;br /&gt;
== Inner World ==&lt;br /&gt;
&lt;br /&gt;
The Inner World is a private page on your character sheet, found on the &#039;&#039;&#039;Description&#039;&#039;&#039; tab alongside Description and Timeline. It exists to serve as a communication layer between you and the DMs, and to give you a space to contemplate the development of your character.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Other players cannot see any of it.&#039;&#039;&#039; DMs can, when they examine your character.&lt;br /&gt;
&lt;br /&gt;
The top of the page is free text - thoughts, memories, whatever you like. Beneath it is your list of &#039;&#039;&#039;Bonds&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Bonds ===&lt;br /&gt;
&lt;br /&gt;
A Bond is a single, specific statement about your character. Bonds give DMs something to work with, so &#039;&#039;&#039;the more particular they are, the more useful they become&#039;&#039;&#039;. There are five types:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Type!!What It Is&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Principle&#039;&#039;&#039;||Something your character believes and tries to live by. What line will they not cross?&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Goal&#039;&#039;&#039;||Something they are actively working towards. Goals can be finished, and then replaced with new ones.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Tie&#039;&#039;&#039;||A connection to a person, faction, or place. Ties are what give the rest of the world a hold on your character.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Secret&#039;&#039;&#039;||Something they hide.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Turmoil&#039;&#039;&#039;||A conflict between two of your other Bonds. Turmoil is where the difficult, interesting choices come from.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
You can add, edit, and remove Bonds at any time - use the &#039;&#039;&#039;View/Edit Bonds&#039;&#039;&#039; button on the page. They are meant to change as your character does, and there is no penalty for revising or discarding one. Each Bond is a short statement of up to 255 characters; the free-text area above has no practical limit.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;?&#039;&#039;&#039; button on the page brings up this same explanation in-game.&lt;br /&gt;
&lt;br /&gt;
== Other Sources of Experience ==&lt;br /&gt;
&lt;br /&gt;
Combat is not the only way to earn experience, and everything below is also multiplied by your current [[#Vitality|Vitality]].&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Discovery&#039;&#039;&#039; - reaching an area or landmark you have not visited before awards &#039;&#039;&#039;50 XP&#039;&#039;&#039; and displays its name. Discoveries are recorded per character and are only awarded once each. Scar interiors are not discoverable.&lt;br /&gt;
*&#039;&#039;&#039;Roleplay (RP)&#039;&#039;&#039; - During RP, other players accumulate experience in the background, awarded in blocks of &#039;&#039;&#039;50 XP&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Work around town ===&lt;br /&gt;
&lt;br /&gt;
Risenholm has work that needs doing, and it pays in experience. These tasks are repeatable, open to any character regardless of class or level, and they leave a visible mark on the town.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Repairing the town wall&#039;&#039;&#039; - &#039;&#039;&#039;100 XP&#039;&#039;&#039; per section. Broken sections of the wall can be used to repair them, provided you are carrying &#039;&#039;&#039;Building Stone&#039;&#039;&#039;. The repair takes a few seconds and consumes one stone. Building Stone is free: take it from the brick piles around the world, each pile restocking after an hour or two.&lt;br /&gt;
*&#039;&#039;&#039;Handing in Foodstock&#039;&#039;&#039; - &#039;&#039;&#039;50 XP&#039;&#039;&#039; for each piece of Foodstock, turned in all at once. Foodstock is gathered out in the world and carried back to town; it is not eaten.&lt;br /&gt;
&lt;br /&gt;
==== Gathering Foodstock ====&lt;br /&gt;
&lt;br /&gt;
There are four kinds of Foodstock, and they all hand in for the same 50 XP each:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Foodstock!!Gathered By&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Animal Meat&#039;&#039;&#039;||Butchering the carcass of an animal you have killed, by opening its remains. Each animal has a &#039;&#039;&#039;Survival rank&#039;&#039;&#039; you must meet before you can butcher it.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Edible Berries&#039;&#039;&#039;||Picking berry bushes.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Edible Mushrooms&#039;&#039;&#039;||Picking mushroom patches.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Caught Fish&#039;&#039;&#039;||Fishing, with a fishing rod.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Each harvest has a percentage chance equal to your Survival skill rank to yield &#039;&#039;&#039;two&#039;&#039;&#039; units instead of one.&lt;br /&gt;
&lt;br /&gt;
Berry bushes, mushroom patches, and fishing spots each replenish an hour to three hours after being worked.&lt;br /&gt;
&lt;br /&gt;
Neither task is only a source of XP:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Handing in Foodstock lowers food prices for everyone.&#039;&#039;&#039; The town keeps a persistent store of food, and the markup the market charges on meals and snacks falls as that store grows. Since food is what restores [[#Vitality|Vitality]], stocking the town larder makes everybody&#039;s advancement cheaper - your own included.&lt;/div&gt;</summary>
		<author><name>RisenholmBot</name></author>
	</entry>
	<entry>
		<id>https://wiki.risenholm.com/index.php?title=Spells&amp;diff=1728</id>
		<title>Spells</title>
		<link rel="alternate" type="text/html" href="https://wiki.risenholm.com/index.php?title=Spells&amp;diff=1728"/>
		<updated>2026-10-01T19:47:27Z</updated>

		<summary type="html">&lt;p&gt;RisenholmBot: Sync from game data at a9963401e&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div id=&amp;quot;Acid_Splash&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Acid Splash ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Druid 0, Wizard / Sorcerer 0&amp;lt;br/&amp;gt;Innate Level: 0&amp;lt;br/&amp;gt;School: Evocation&amp;lt;br/&amp;gt;Descriptor(s): Acid&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Medium&amp;lt;br/&amp;gt;Area of Effect / Target: Single&amp;lt;br/&amp;gt;Duration: Instant&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: Reflex (Half)&amp;lt;br/&amp;gt;Spell Resistance: Yes&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The caster fires a small orb of acid at the target for 2d6 points of acid damage.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Cantrips may be cast an unlimited number of times per day, and use all applicable Metamagic feats the caster knows for free.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Old Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Wizard / Sorcerer 0&amp;lt;br/&amp;gt;Innate Level: 0&amp;lt;br/&amp;gt;School: Conjuration&amp;lt;br/&amp;gt;Descriptor(s): Acid&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Medium&amp;lt;br/&amp;gt;Area of Effect / Target: Single&amp;lt;br/&amp;gt;Duration: Instant&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: None&amp;lt;br/&amp;gt;Spell Resistance: Yes&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The caster fires a small orb of acid at the target for 1d3 points of acid damage.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Aid&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Aid ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Bard 2, Cleric 2, Paladin 2, Ranger 2&amp;lt;br/&amp;gt;Innate Level: 2&amp;lt;br/&amp;gt;School: Enchantment&amp;lt;br/&amp;gt;Descriptor(s): Mind-Affecting&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Touch&amp;lt;br/&amp;gt;Area of Effect / Target: Single&amp;lt;br/&amp;gt;Duration: Medium (15m Combat Time)&amp;lt;br/&amp;gt;Additional Counter Spells: Doom&amp;lt;br/&amp;gt;Save: Harmless&amp;lt;br/&amp;gt;Spell Resistance: No&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The target gains bonus temporary hitpoints equal to 25 + 10% of their maximum hit points.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Old Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Cleric 2, Paladin 2, Ranger 3&amp;lt;br/&amp;gt;Innate Level: 2&amp;lt;br/&amp;gt;School: Enchantment&amp;lt;br/&amp;gt;Descriptor(s): Mind-Affecting&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Touch&amp;lt;br/&amp;gt;Area of Effect / Target: Single&amp;lt;br/&amp;gt;Duration: 1 Turn / Level&amp;lt;br/&amp;gt;Additional Counter Spells: Doom&amp;lt;br/&amp;gt;Save: Harmless&amp;lt;br/&amp;gt;Spell Resistance: No&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The target gains a +1 bonus to attack rolls, a +1 bonus on saving throws versus fear, and a 1d8 bonus to maximum hit points.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Amplify&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Amplify ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Removed&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Animate_Dead&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Animate Dead ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Removed&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;AuraOfGlory&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Aura of Glory ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Removed&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Awaken&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Awaken ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Druid 5&amp;lt;br/&amp;gt;Innate Level: 5&amp;lt;br/&amp;gt;School: Transmutation&amp;lt;br/&amp;gt;Descriptor(s):&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Special&amp;lt;br/&amp;gt;Area of Effect / Target: Self&amp;lt;br/&amp;gt;Duration: Long (30m)&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: Harmless&amp;lt;br/&amp;gt;Spell Resistance: No&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;You, your animal companion, and any summons you may have, gain the effects of Haste for one minute when entering the area of effect of any Entangle, Grease, Spike Growth, Vine Mine, or Web spells.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Old Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Druid 5&amp;lt;br/&amp;gt;Innate Level: 5&amp;lt;br/&amp;gt;School: Transmutation&amp;lt;br/&amp;gt;Descriptor(s):&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Personal&amp;lt;br/&amp;gt;Area of Effect / Target: Animal Companion&amp;lt;br/&amp;gt;Duration: Special&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: Harmless&amp;lt;br/&amp;gt;Spell Resistance: No&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The target animal companion gains +4 Strength, +4 Constitution, +1d10 Wisdom, and +2 to attack rolls for as long as it remains at the Druid&#039;s side.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;BalagarnsIronHorn&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Balagarn&#039;s Iron Horn ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Renamed: &#039;&#039;&#039;Iron Horn&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Bard 2, Wizard / Sorcerer 2&amp;lt;br/&amp;gt;Innate Level: 2&amp;lt;br/&amp;gt;School: Evocation&amp;lt;br/&amp;gt;Descriptor(s): Hard Control, Intense, Pernicious, Ignores Self&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Personal&amp;lt;br/&amp;gt;Area of Effect / Target: 7m Sphere&amp;lt;br/&amp;gt;Duration: Brief (3 Rounds)&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: Fortitude&amp;lt;br/&amp;gt;Spell Resistance: Yes&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The caster creates a deep, resonant vibration that shakes all creatures in the area of effect from their feet if they fail a Fortitude save.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Intense: The target is denied the first saving throw against this effect. A creature may only suffer the effects of the Intense keyword once per minute.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Pernicious: This effect is not removed upon a successful saving throw, instead continuing to attempt to apply itself each round upon a failed save for the full duration of the spell/effect.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Hard Control: The effects of this spell are subject to ongoing saving throws. Each round, the target may attempt a new saving throw to end the effect. Each failed saving throw provides a stacking +4 bonus to further saving throws for 5 rounds versus the following effects:&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Confusion, Daze, Domination, Fear, Knockdown, Paralysis, Petrification, Sleep, Stun&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Old Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Bard 1, Wizard / Sorcerer 2&amp;lt;br/&amp;gt;Innate Level: 2&amp;lt;br/&amp;gt;School: Transmutation&amp;lt;br/&amp;gt;Descriptor(s): Sonic&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Personal&amp;lt;br/&amp;gt;Area of Effect / Target: Colossal&amp;lt;br/&amp;gt;Duration: Instant&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: None&amp;lt;br/&amp;gt;Spell Resistance: Yes&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The caster creates a deep, resonant vibration that shakes all creatures in the area of effect from their feet if they fail a Strength check (as if the caster had a Strength of 20). Every creature that falls will be knocked down for one round.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Ball_Lightning&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Ball Lightning ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Wizard / Sorcerer 5&amp;lt;br/&amp;gt;Innate Level: 5&amp;lt;br/&amp;gt;School: Evocation&amp;lt;br/&amp;gt;Descriptor(s): Electricity&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Medium&amp;lt;br/&amp;gt;Area of Effect / Target: Single&amp;lt;br/&amp;gt;Duration: Instantaneous&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: Reflex 1/2&amp;lt;br/&amp;gt;Spell Resistance: Yes&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;You create a swarm of balls of lightning that strike your target. Eighteen balls are created, each dealing 1d6 damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Old Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Wizard / Sorcerer 5&amp;lt;br/&amp;gt;Innate Level: 5&amp;lt;br/&amp;gt;School: Evocation&amp;lt;br/&amp;gt;Descriptor(s): Electricity&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Medium&amp;lt;br/&amp;gt;Area of Effect / Target: Single&amp;lt;br/&amp;gt;Duration: Instantaneous&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: Reflex 1/2&amp;lt;br/&amp;gt;Spell Resistance: Yes&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;You create a ball of lightning that strikes your target. The damage of the ball is 1d6 per level to a maximum of 15d6.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Bane&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Bane ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Cleric 1, Paladin 1&amp;lt;br/&amp;gt;Innate Level: 1&amp;lt;br/&amp;gt;School: Enchantment&amp;lt;br/&amp;gt;Descriptor(s): Mind-Affecting&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Long&amp;lt;br/&amp;gt;Area of Effect / Target: 10m Sphere&amp;lt;br/&amp;gt;Duration: Short (1m)&amp;lt;br/&amp;gt;Additional Counter Spells: Bless&amp;lt;br/&amp;gt;Save: None&amp;lt;br/&amp;gt;Spell Resistance: Yes&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Bane fills the caster&#039;s enemies with fear and doubt. They suffer a -2 penalty on their attack rolls and a -2 penalty on saving throws against fear.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Old Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Cleric 1&amp;lt;br/&amp;gt;Innate Level: 1&amp;lt;br/&amp;gt;School: Enchantment&amp;lt;br/&amp;gt;Descriptor(s): Mind-Affecting&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Long&amp;lt;br/&amp;gt;Area of Effect / Target: Colossal&amp;lt;br/&amp;gt;Duration: 1 turn / level&amp;lt;br/&amp;gt;Additional Counter Spells: Bless&amp;lt;br/&amp;gt;Save: Will negates&amp;lt;br/&amp;gt;Spell Resistance: Yes&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Bane fills the caster&#039;s enemies with fear and doubt. They suffer a -1 penalty on their attack rolls and a -1 penalty on saving throws against fear.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Barkskin&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Barkskin ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Druid 2&amp;lt;br/&amp;gt;Innate Level: 2&amp;lt;br/&amp;gt;School: Transmutation&amp;lt;br/&amp;gt;Descriptor(s): None&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Touch&amp;lt;br/&amp;gt;Area of Effect / Target: Single&amp;lt;br/&amp;gt;Duration: Long (30m Combat Time)&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: Harmless&amp;lt;br/&amp;gt;Spell Resistance: No&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Barkskin hardens the target creature&#039;s skin, granting a +2 Natural armor bonus to AC.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Old Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Druid 2&amp;lt;br/&amp;gt;Innate Level: 2&amp;lt;br/&amp;gt;School: Transmutation&amp;lt;br/&amp;gt;Descriptor(s): None&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Touch&amp;lt;br/&amp;gt;Area of Effect / Target: Single&amp;lt;br/&amp;gt;Duration: 1 Hour / Level&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: Harmless&amp;lt;br/&amp;gt;Spell Resistance: No&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Barkskin hardens the target creature&#039;s skin, granting a natural armor bonus to Armor Class based on the caster&#039;s level:&amp;lt;br/&amp;gt;Level 1-6: +3&amp;lt;br/&amp;gt;Level 7-12: +4&amp;lt;br/&amp;gt;Levels 13+: +5&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Battletide&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Battletide ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Cleric 5&amp;lt;br/&amp;gt;Innate Level: 5&amp;lt;br/&amp;gt;School: Transmutation&amp;lt;br/&amp;gt;Descriptor(s): Mind-Affecting&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Short&amp;lt;br/&amp;gt;Area of Effect / Target: Large&amp;lt;br/&amp;gt;Duration: Short (1m)&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: No&amp;lt;br/&amp;gt;Spell Resistance: Yes&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;You create an aura that steals energy from your enemies and transfers it to your allies. When an enemy is struck by an allied attack while both are within the aura, and the enemy is not already Slowed, that enemy must succeed at a Will save or suffer Slow for one round. The striking ally then gains the Haste effect for one round.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Old Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Cleric 5&amp;lt;br/&amp;gt;Innate Level: 5&amp;lt;br/&amp;gt;School: Transmutation&amp;lt;br/&amp;gt;Descriptor(s): Mind-Affecting&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Short&amp;lt;br/&amp;gt;Area of Effect / Target: Large&amp;lt;br/&amp;gt;Duration: 1 Round / Level&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: No&amp;lt;br/&amp;gt;Spell Resistance: Yes&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;You create an aura that steals energy from your enemies. Your enemies suffer a -2 circumstance penalty on saves, attack rolls, and damage rolls, once entering the aura. On casting, you gain a +2 circumstance bonus to your saves, attack rolls, and damage rolls.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Bestow_Curse&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Bestow Curse ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Bard 4, Cleric 4, Druid 4, Wizard / Sorcerer 4&amp;lt;br/&amp;gt;Innate Level: 4&amp;lt;br/&amp;gt;School: Transmutation&amp;lt;br/&amp;gt;Descriptor(s):&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Touch&amp;lt;br/&amp;gt;Area of Effect / Target: Single&amp;lt;br/&amp;gt;Duration: Permanent&amp;lt;br/&amp;gt;Additional Counter Spells: Remove Curse&amp;lt;br/&amp;gt;Save: None&amp;lt;br/&amp;gt;Spell Resistance: Yes&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The target creature is afflicted with Curse, increasing their damage taken by 10%. Each round this increases by a further 10%, to a total maximum of 30%.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Old Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Bard 3, Cleric 3, Wizard / Sorcerer 4&amp;lt;br/&amp;gt;Innate Level: 3&amp;lt;br/&amp;gt;School: Transmutation&amp;lt;br/&amp;gt;Descriptor(s):&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Touch&amp;lt;br/&amp;gt;Area of Effect / Target: Single&amp;lt;br/&amp;gt;Duration: Permanent&amp;lt;br/&amp;gt;Additional Counter Spells: Remove Curse&amp;lt;br/&amp;gt;Save: Will Negates&amp;lt;br/&amp;gt;Spell Resistance: Yes&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Bestow Curse lowers all of the target creature&#039;s ability scores by 2.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Bigbys_Interposing_Hand&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Bigby&#039;s Interposing Hand ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Removed&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Blade_Thirst&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Blade Thirst ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Removed&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Bless&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Bless ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Cleric 1, Paladin 1&amp;lt;br/&amp;gt;Innate Level: 1&amp;lt;br/&amp;gt;School: Enchantment&amp;lt;br/&amp;gt;Descriptor(s): Mind-Affecting&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Long&amp;lt;br/&amp;gt;Area of Effect / Target: Colossal&amp;lt;br/&amp;gt;Duration: Medium (15m Combat Time)&amp;lt;br/&amp;gt;Additional Counter Spells: Bane&amp;lt;br/&amp;gt;Save: Harmless&amp;lt;br/&amp;gt;Spell Resistance: No&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;All allies within the area of effect gain a +1 attack bonus, and a +2 Will saving throw bonus vs fear.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Old Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Cleric 1, Paladin 1&amp;lt;br/&amp;gt;Innate Level: 1&amp;lt;br/&amp;gt;School: Enchantment&amp;lt;br/&amp;gt;Descriptor(s): Mind-Affecting&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Long&amp;lt;br/&amp;gt;Area of Effect / Target: Colossal&amp;lt;br/&amp;gt;Duration: 1 Turn / Level&amp;lt;br/&amp;gt;Additional Counter Spells: Bane&amp;lt;br/&amp;gt;Save: Harmless&amp;lt;br/&amp;gt;Spell Resistance: No&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;All allies within the area of effect gain a +1 bonus to attack rolls, along with a +1 on Will saves against fear.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Bless_Weapon&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Bless Weapon ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Cleric 2, Paladin 2&amp;lt;br/&amp;gt;Innate Level: 2&amp;lt;br/&amp;gt;School: Transmutation&amp;lt;br/&amp;gt;Descriptor(s): Weapon Enchantment, Rune&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Touch&amp;lt;br/&amp;gt;Area of Effect / Target: Creature&amp;lt;br/&amp;gt;Duration: Medium (15m Combat Time)&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: None&amp;lt;br/&amp;gt;Spell Resistance: No&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;For the duration, your active weapons or ammunition gain a 1d6 Radiant damage bonus. You can also target another creature to enchant its weapons.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;This effect replaces any active Rune effects, and benefits from any properties or feats that also increase Rune damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Old Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Paladin 1&amp;lt;br/&amp;gt;Innate Level: 1&amp;lt;br/&amp;gt;School: Transmutation&amp;lt;br/&amp;gt;Descriptor(s): Weapon Enchantment&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Touch&amp;lt;br/&amp;gt;Area of Effect / Target: Creature or Melee Weapon&amp;lt;br/&amp;gt;Duration: 1 Minute / Level&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: None&amp;lt;br/&amp;gt;Spell Resistance: No&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;You empower the touched melee weapon with a +1 enhancement bonus, and a 2d6 damage bonus vs. undead. You can also target another creature to enchant its worn melee weapon.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Blindness_and_Deafness&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Blindness/Deafness ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Bard 2, Cleric 2, Wizard / Sorcerer 2&amp;lt;br/&amp;gt;Innate Level: 2&amp;lt;br/&amp;gt;School: Enchantment&amp;lt;br/&amp;gt;Descriptor(s): Pernicious, Intense&amp;lt;br/&amp;gt;Component(s): Verbal&amp;lt;br/&amp;gt;Range: Medium (20m)&amp;lt;br/&amp;gt;Area of Effect / Target: Single&amp;lt;br/&amp;gt;Duration: Short (1m)&amp;lt;br/&amp;gt;Additional Counter Spells: Remove Blindness/Deafness&amp;lt;br/&amp;gt;Save: Fortitude Negates&amp;lt;br/&amp;gt;Spell Resistance: Yes&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The target creature is struck blind and deaf.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Intense: The target is denied the first saving throw against this effect. A creature may only suffer the effects of the Intense keyword once per minute.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Pernicious: This effect is not removed upon a successful saving throw, instead continuing to attempt to apply itself each round upon a failed save for the full duration of the spell/effect.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Old Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Bard 2, Cleric 3, Wizard / Sorcerer 2&amp;lt;br/&amp;gt;Innate Level: 2&amp;lt;br/&amp;gt;School: Enchantment&amp;lt;br/&amp;gt;Descriptor(s):&amp;lt;br/&amp;gt;Component(s): Verbal&amp;lt;br/&amp;gt;Range: Medium&amp;lt;br/&amp;gt;Area of Effect / Target: Single&amp;lt;br/&amp;gt;Duration: 1 Round / Level&amp;lt;br/&amp;gt;Additional Counter Spells: Remove Blindness/Deafness&amp;lt;br/&amp;gt;Save: Fortitude Negates&amp;lt;br/&amp;gt;Spell Resistance: Yes&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The target creature is struck blind and deaf.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Blood_Frenzy&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Blood Frenzy ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Removed&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Bulls_Strength&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Bull&#039;s Strength ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Bard 2, Cleric 2, Druid 2, Paladin 2, Ranger 2, Wizard / Sorcerer 2&amp;lt;br/&amp;gt;Innate Level: 2&amp;lt;br/&amp;gt;School: Transmutation&amp;lt;br/&amp;gt;Descriptor(s):&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Touch&amp;lt;br/&amp;gt;Area of Effect / Target: Single&amp;lt;br/&amp;gt;Duration: Long (30m Combat Time)&amp;lt;br/&amp;gt;Additional Counter Spells: Ray of Enfeeblement&amp;lt;br/&amp;gt;Save: Harmless&amp;lt;br/&amp;gt;Spell Resistance: No&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The target creature&#039;s Strength is increased by 4.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Mutually exclusive with Cat&#039;s Grace and Bear&#039;s Endurance.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Old Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Bard 2, Cleric 2, Druid 2, Paladin 2, Wizard / Sorcerer 2&amp;lt;br/&amp;gt;Innate Level: 2&amp;lt;br/&amp;gt;School: Transmutation&amp;lt;br/&amp;gt;Descriptor(s):&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Touch&amp;lt;br/&amp;gt;Area of Effect / Target: Single&amp;lt;br/&amp;gt;Duration: 1 Hour / Level&amp;lt;br/&amp;gt;Additional Counter Spells: Ray of Enfeeblement&amp;lt;br/&amp;gt;Save: Harmless&amp;lt;br/&amp;gt;Spell Resistance: No&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The target creature&#039;s Strength is increased by 1d4+1.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Burning_Hands&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Burning Hands ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Druid 1, Wizard / Sorcerer 1&amp;lt;br/&amp;gt;Innate Level: 1&amp;lt;br/&amp;gt;School: Evocation&amp;lt;br/&amp;gt;Descriptor(s): Fire&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: 30 ft&amp;lt;br/&amp;gt;Area of Effect / Target: Spell Cone&amp;lt;br/&amp;gt;Duration: Instant&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: Reflex 1/2&amp;lt;br/&amp;gt;Spell Resistance: Yes&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;A cone of fire shoots forth from the caster&#039;s hands, burning all those within its area of effect for 4d6 damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Old Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Wizard / Sorcerer 1&amp;lt;br/&amp;gt;Innate Level: 1&amp;lt;br/&amp;gt;School: Transmutation&amp;lt;br/&amp;gt;Descriptor(s): Fire&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: 30 ft&amp;lt;br/&amp;gt;Area of Effect / Target: Spell Cone&amp;lt;br/&amp;gt;Duration: Instant&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: Reflex 1/2&amp;lt;br/&amp;gt;Spell Resistance: Yes&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;A cone of fire shoots forth from the caster&#039;s hands, burning all those within its area of effect for 1d4 damage per caster level, up to a maximum of 5d4.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Call_Lightning&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Call Lightning ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Druid 3&amp;lt;br/&amp;gt;Innate Level: 3&amp;lt;br/&amp;gt;School: Evocation&amp;lt;br/&amp;gt;Descriptor(s): Electricity&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Long&amp;lt;br/&amp;gt;Area of Effect / Target: Large&amp;lt;br/&amp;gt;Duration: Instant&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: Reflex 1/2&amp;lt;br/&amp;gt;Spell Resistance: Yes&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;All enemies within the area of effect take 8d6 points of electrical damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Old Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Druid 3&amp;lt;br/&amp;gt;Innate Level: 3&amp;lt;br/&amp;gt;School: Evocation&amp;lt;br/&amp;gt;Descriptor(s): Electricity&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Long&amp;lt;br/&amp;gt;Area of Effect / Target: Large&amp;lt;br/&amp;gt;Duration: Instant&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: Reflex 1/2&amp;lt;br/&amp;gt;Spell Resistance: Yes&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;All enemies within the area of effect  take 1d6 points of electrical damage per caster level, to a maximum of 10d6.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Camoflage&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Camouflage ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Druid 1, Ranger 1&amp;lt;br/&amp;gt;Innate Level: 1&amp;lt;br/&amp;gt;School: Transmutation&amp;lt;br/&amp;gt;Descriptor(s):&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Personal&amp;lt;br/&amp;gt;Area of Effect / Target: Caster&amp;lt;br/&amp;gt;Duration: Long (30m Combat Time)&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: None&amp;lt;br/&amp;gt;Spell Resistance: No&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The caster&#039;s coloring changes to match the surroundings, gaining a +4 competence bonus to any Stealth checks and a +2 Deflection AC bonus.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Old Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Druid 1, Ranger 1&amp;lt;br/&amp;gt;Innate Level: 1&amp;lt;br/&amp;gt;School: Transmutation&amp;lt;br/&amp;gt;Descriptor(s):&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Personal&amp;lt;br/&amp;gt;Area of Effect / Target: Caster&amp;lt;br/&amp;gt;Duration: 10 turns / level&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: None&amp;lt;br/&amp;gt;Spell Resistance: No&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The caster&#039;s coloring changes to match the surroundings, gaining a +10 competence bonus to any Hide checks.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Cats_Grace&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Cat&#039;s Grace ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Bard 2, Cleric 2, Druid 2, Paladin 2, Ranger 2, Wizard / Sorcerer 2&amp;lt;br/&amp;gt;Innate Level: 2&amp;lt;br/&amp;gt;School: Transmutation&amp;lt;br/&amp;gt;Descriptor(s):&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Touch&amp;lt;br/&amp;gt;Area of Effect / Target: Single&amp;lt;br/&amp;gt;Duration: Long (30m Combat Time)&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: Harmless&amp;lt;br/&amp;gt;Spell Resistance: No&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The target creature&#039;s Dexterity is increased by 4.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Mutually exclusive with Bull&#039;s Strength and Bear&#039;s Endurance.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Old Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Bard 2, Ranger 2, Wizard / Sorcerer 2&amp;lt;br/&amp;gt;Innate Level: 2&amp;lt;br/&amp;gt;School: Transmutation&amp;lt;br/&amp;gt;Descriptor(s):&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Touch&amp;lt;br/&amp;gt;Area of Effect / Target: Single&amp;lt;br/&amp;gt;Duration: 1 Hour / Level&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: Harmless&amp;lt;br/&amp;gt;Spell Resistance: No&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The target creature&#039;s Dexterity is increased by 1d4+1.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Charm_Monster&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Charm Monster ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Removed&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Charm_Person&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Charm Person ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Renamed: &#039;&#039;&#039;Charm&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Bard 1, Druid 1, Wizard / Sorcerer 1&amp;lt;br/&amp;gt;Innate Level: 1&amp;lt;br/&amp;gt;School: Enchantment&amp;lt;br/&amp;gt;Descriptor(s): Mind-Affecting, Hard Control, Pernicious, Intense&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Medium (20m)&amp;lt;br/&amp;gt;Area of Effect / Target: Single&amp;lt;br/&amp;gt;Duration: Short (1m)&amp;lt;br/&amp;gt;Additional Counter Spells: Clarity&amp;lt;br/&amp;gt;Save: Will Negates&amp;lt;br/&amp;gt;Spell Resistance: Yes&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;In the eyes of the target creature, the caster is considered a friend. The target becomes neutral for the duration. If the target is a player character, they are instead dazed for the duration. This effect ends on non-player characters when attacked.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Intense: The target is denied the first saving throw against this effect. A creature may only suffer the effects of the Intense keyword once per minute.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Pernicious: This effect is not removed upon a successful saving throw, instead continuing to attempt to apply itself each round upon a failed save for the full duration of the spell/effect.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Hard Control: The effects of this spell are subject to ongoing saving throws. Each round, the target may attempt a new saving throw to end the effect. Each failed saving throw provides a stacking +4 bonus to further saving throws for 5 rounds versus the following effects:&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Confusion, Daze, Domination, Fear, Knockdown, Paralysis, Petrification, Sleep, Stun&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Old Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Bard 1, Wizard / Sorcerer 1&amp;lt;br/&amp;gt;Innate Level: 1&amp;lt;br/&amp;gt;School: Enchantment&amp;lt;br/&amp;gt;Descriptor(s): Mind-Affecting&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Short&amp;lt;br/&amp;gt;Area of Effect / Target: Single&amp;lt;br/&amp;gt;Duration: 2 Rounds + 1 / 3 Levels&amp;lt;br/&amp;gt;Additional Counter Spells: Clarity&amp;lt;br/&amp;gt;Save: Will Negates&amp;lt;br/&amp;gt;Spell Resistance: Yes&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;In the eyes of the target humanoid, the personal reputation of the caster is improved by 50%.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Charm_Person_or_Animal&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Charm Person or Animal ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Removed&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Circle_of_Doom&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Circle of Doom ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Cleric 5&amp;lt;br/&amp;gt;Innate Level: 5&amp;lt;br/&amp;gt;School: Necromancy&amp;lt;br/&amp;gt;Descriptor(s): Necrotic&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Medium&amp;lt;br/&amp;gt;Area of Effect / Target: Huge&amp;lt;br/&amp;gt;Duration: Short (1m)&amp;lt;br/&amp;gt;Additional Counter Spells: Healing Circle&amp;lt;br/&amp;gt;Save: None&amp;lt;br/&amp;gt;Spell Resistance: Yes&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;All enemies within the area of effect are struck with negative energy that causes 24 + 12d2 points of Necrotic damage. Targets are also afflicted by the Sundered effect for the duration.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Old Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Cleric 5&amp;lt;br/&amp;gt;Innate Level: 5&amp;lt;br/&amp;gt;School: Necromancy&amp;lt;br/&amp;gt;Descriptor(s): Negative&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Medium&amp;lt;br/&amp;gt;Area of Effect / Target: Huge&amp;lt;br/&amp;gt;Duration: Instant&amp;lt;br/&amp;gt;Additional Counter Spells: Healing Circle&amp;lt;br/&amp;gt;Save: Fortitude 1/2&amp;lt;br/&amp;gt;Spell Resistance: Yes&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;All enemies within the area of effect are struck with negative energy that causes 1d8 points of damage, +1 point per caster level. Negative energy spells have a reverse effect on undead, healing them instead of harming them.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Clairaudience_and_Clairvoyance&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Clairaudience/Clairvoyance ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Removed&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Clarity&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Clarity ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Bard 2, Druid 2, Cleric 2, Wizard / Sorcerer 2&amp;lt;br/&amp;gt;Innate Level: 2&amp;lt;br/&amp;gt;School: Abjuration&amp;lt;br/&amp;gt;Descriptor(s): Mind-Affecting&amp;lt;br/&amp;gt;Component(s): Somatic&amp;lt;br/&amp;gt;Range: Medium&amp;lt;br/&amp;gt;Area of Effect / Target: Single&amp;lt;br/&amp;gt;Duration: Medium (15m Combat Time)&amp;lt;br/&amp;gt;Additional Counter Spells: Charm Person&amp;lt;br/&amp;gt;Save: No&amp;lt;br/&amp;gt;Spell Resistance: No&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;This spell removes the effects of Charm, Confusion, Daze, Domination, Fear, Sleep, and Stun, and provides a +4 Will saving throw bonus until it expires. Clarity also provides a +2 bonus to any ongoing save bonuses versus any effect which befuddles the mind.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;If any of these effects would take hold while Clarity is active, the Clarity effect is consumed to prevent it from applying, and immunity to Charm, Confusion, Daze, Domination, Fear, Sleep, and Stun is gained for 1 round.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Old Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Bard 2, Cleric 3, Wizard / Sorcerer 3&amp;lt;br/&amp;gt;Innate Level: 2&amp;lt;br/&amp;gt;School: Abjuration&amp;lt;br/&amp;gt;Descriptor(s): Mind-Affecting&amp;lt;br/&amp;gt;Component(s): Somatic&amp;lt;br/&amp;gt;Range: Medium&amp;lt;br/&amp;gt;Area of Effect / Target: Single&amp;lt;br/&amp;gt;Duration: 5 Rounds + 1 Round / Level&amp;lt;br/&amp;gt;Additional Counter Spells: Charm Person&amp;lt;br/&amp;gt;Save: No&amp;lt;br/&amp;gt;Spell Resistance: No&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;This spell removes the effects of Daze, Sleep, Confusion, Stun, and Charm, and protects against all mind-affecting effects until it expires. For every effect removed by the spell, the target creature sustains 1 point of damage.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Clayskin&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Clayskin ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Spell&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Bard 2, Wizard / Sorcerer 2&amp;lt;br/&amp;gt;Innate Level: 2&amp;lt;br/&amp;gt;School: Abjuration&amp;lt;br/&amp;gt;Descriptor(s):&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Touch&amp;lt;br/&amp;gt;Area of Effect / Target: Single&amp;lt;br/&amp;gt;Duration: Medium (15m Combat Time)&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: Harmless&amp;lt;br/&amp;gt;Spell Resistance: No&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;This spell sheathes the target creature in hardened clay, granting damage resistance 5 versus physical damage. The spell absorbs 30 points of damage before collapsing.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Cloud_of_Bewilderment&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Cloud of Bewilderment ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Wizard / Sorcerer 2, Bard 2&amp;lt;br/&amp;gt;Innate Level: 2&amp;lt;br/&amp;gt;School: Conjuration&amp;lt;br/&amp;gt;Descriptor(s): Poison, Persistent, Hard Control&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Medium (20m)&amp;lt;br/&amp;gt;Area of Effect / Target: 5m Sphere&amp;lt;br/&amp;gt;Duration: Short (1m)&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: Fortitude&amp;lt;br/&amp;gt;Spell Resistance: Yes&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The caster blows forth a cloud of noxious air. Creatures within the cloud must succeed a Fortitude save vs Poison or be Blinded for 1 round. If they fail this first saving throw, they must make an additional Fortitude save vs Poison or additionally suffer the Dazed effect. This recurs each round upon all creatures who remain within the area of effect. The Daze effect is subject to the Hard Control keyword, whereas the Blind effect is not.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Persistent: This spell occupies a space for the full duration of the effect.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Hard Control: The effects of this spell are subject to ongoing saving throws. Each round, the target may attempt a new saving throw to end the effect. Each failed saving throw provides a stacking +4 bonus to further saving throws for 5 rounds versus the following effects:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Old Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Wizard / Sorcerer 2, Bard 2&amp;lt;br/&amp;gt;Innate Level: 2&amp;lt;br/&amp;gt;School: Evocation&amp;lt;br/&amp;gt;Descriptor(s): Gas&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Short&amp;lt;br/&amp;gt;Area of Effect / Target: Huge&amp;lt;br/&amp;gt;Duration: 1 Round / Level&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: Fortitude&amp;lt;br/&amp;gt;Spell Resistance: Yes&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The caster blows forth a cloud of noxious air. Enemies in the area of effect are stunned and blinded for 1d6 rounds.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Cloudkill&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Cloudkill ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Wizard / Sorcerer 5&amp;lt;br/&amp;gt;Innate Level: 5&amp;lt;br/&amp;gt;School: Conjuration&amp;lt;br/&amp;gt;Descriptor(s): Persistent&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Medium (20m)&amp;lt;br/&amp;gt;Area of Effect / Target: 5m Sphere&amp;lt;br/&amp;gt;Duration: Short (1m)&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: Fortitude Special&amp;lt;br/&amp;gt;Spell Resistance: Yes&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;A billowing cloud of noxious vapors settles over the area. Creatures within the area take 6d4 acid damage per round, with a Fortitude save for half.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Persistent: This spell occupies a space for the full duration of the effect.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Old Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Wizard / Sorcerer 5&amp;lt;br/&amp;gt;Innate Level: 5&amp;lt;br/&amp;gt;School: Conjuration&amp;lt;br/&amp;gt;Descriptor(s):&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Long&amp;lt;br/&amp;gt;Area of Effect / Target: Large&amp;lt;br/&amp;gt;Duration: 1 Round / 2 Levels&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: Fortitude Special&amp;lt;br/&amp;gt;Spell Resistance: Yes&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;A billowing cloud of noxious vapors settles over the area. Its effects vary according to the Hit Dice of the affected creatures:&amp;lt;br/&amp;gt;1-3 HD: Instant death&amp;lt;br/&amp;gt;4-6 HD: Fortitude save or death&amp;lt;br/&amp;gt;Over 6 HD: 1d10 damage/round&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Color_Spray&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Color Spray ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Wizard / Sorcerer 1&amp;lt;br/&amp;gt;Innate Level: 1&amp;lt;br/&amp;gt;School: Illusion&amp;lt;br/&amp;gt;Descriptor(s): Intense, Pernicious, Swift&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Cone, 10m&amp;lt;br/&amp;gt;Area of Effect / Target: Spell Cone&amp;lt;br/&amp;gt;Duration: Brief (3 Rounds)&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: Will Negates&amp;lt;br/&amp;gt;Spell Resistance: Yes&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Color Spray sends forth a dazzling array of lights to blind creatures within the area of effect.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Intense: The target is denied the first saving throw against this effect. A creature may only suffer the effects of the Intense keyword once per minute.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Pernicious: This effect is not removed upon a successful saving throw, instead continuing to attempt to apply itself each round upon a failed save for the full duration of the spell/effect.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Swift: This spell has a shortened cast time, executing in only half a second.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Old Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Wizard / Sorcerer 1&amp;lt;br/&amp;gt;Innate Level: 1&amp;lt;br/&amp;gt;School: Illusion&amp;lt;br/&amp;gt;Descriptor(s): Mind-Affecting&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Cone, 30ft&amp;lt;br/&amp;gt;Area of Effect / Target: Spell Cone&amp;lt;br/&amp;gt;Duration: Instant&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: Will Negates&amp;lt;br/&amp;gt;Spell Resistance: Yes&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Color Spray sends forth a dazzling array of lights to confound all creatures within the area of effect. Its effects vary according to the Hit Dice of the affected creatures:&amp;lt;br/&amp;gt;1-2 HD: Sleep for 3 + 1d4 rounds&amp;lt;br/&amp;gt;3-4 HD: Blinded for 2 + 1d4 rounds&amp;lt;br/&amp;gt;Over 4 HD: Stunned for 1 + 1d4 round&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Combust&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Combust ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Wizard / Sorcerer 2&amp;lt;br/&amp;gt;Innate Level: 2&amp;lt;br/&amp;gt;School: Evocation&amp;lt;br/&amp;gt;Descriptor(s): Fire&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Touch&amp;lt;br/&amp;gt;Area of Effect / Target: One creature&amp;lt;br/&amp;gt;Duration: Brief (3 rounds)&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: Reflex to extinguish flames&amp;lt;br/&amp;gt;Spell Resistance: Yes&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;This spell makes a creature burst into flame. The initial eruption of flame causes 6d6 fire damage. Further, the creature suffers 1d6 fire damage each round for the duration, with a Reflex save each round to extinguish the flames.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Old Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Wizard / Sorcerer 2&amp;lt;br/&amp;gt;Innate Level: 2&amp;lt;br/&amp;gt;School: Evocation&amp;lt;br/&amp;gt;Descriptor(s): Fire&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Touch&amp;lt;br/&amp;gt;Area of Effect / Target: One creature&amp;lt;br/&amp;gt;Duration: Instantaneous&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: Reflex partial&amp;lt;br/&amp;gt;Spell Resistance: Yes&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;This spell makes a creature burst into flame. The initial eruption of flame causes 2d6 fire damage +1 point per caster level (maximum +10) with no saving throw. Further, the creature must make a Reflex save or catch fire taking a further 1d6 points of damage. This will continue until the Reflex save is made.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Cone_of_Cold&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Cone of Cold ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Druid 5, Wizard / Sorcerer 5&amp;lt;br/&amp;gt;Innate Level: 5&amp;lt;br/&amp;gt;School: Evocation&amp;lt;br/&amp;gt;Descriptor(s): Cold&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Cone, 30ft&amp;lt;br/&amp;gt;Area of Effect / Target: Spell Cone&amp;lt;br/&amp;gt;Duration: Instant&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: Reflex 1/2&amp;lt;br/&amp;gt;Spell Resistance: Yes&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;A cone of frost and snow shoots forth from the caster&#039;s hands, doing 12d6 points of cold damage to all those within the area of effect.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Old Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Wizard / Sorcerer 5&amp;lt;br/&amp;gt;Innate Level: 5&amp;lt;br/&amp;gt;School: Evocation&amp;lt;br/&amp;gt;Descriptor(s): Cold&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Cone, 30ft&amp;lt;br/&amp;gt;Area of Effect / Target: Spell Cone&amp;lt;br/&amp;gt;Duration: Instant&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: Reflex 1/2&amp;lt;br/&amp;gt;Spell Resistance: Yes&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;A cone of frost and snow shoots forth from the caster&#039;s hands, doing 1d6 points of cold damage per caster level to all those within the area of effect, to a maximum of 15d6.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Confusion&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Confusion ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Bard 3, Wizard / Sorcerer 3&amp;lt;br/&amp;gt;Innate Level: 3&amp;lt;br/&amp;gt;School: Enchantment&amp;lt;br/&amp;gt;Descriptor(s): Mind-Affecting, Hard Control, Pernicious&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Medium (20m)&amp;lt;br/&amp;gt;Area of Effect / Target: 6m Sphere&amp;lt;br/&amp;gt;Duration: Short (1m)&amp;lt;br/&amp;gt;Additional Counter Spells: Clarity&amp;lt;br/&amp;gt;Save: Will Negates&amp;lt;br/&amp;gt;Spell Resistance: Yes&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Affected creatures either wander randomly (10%), attack a random target (40%), or simply stand still (50%).&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Pernicious: This effect is not removed upon a successful saving throw, instead continuing to attempt to apply itself each round upon a failed save for the full duration of the spell/effect.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Hard Control: The effects of this spell are subject to ongoing saving throws. Each round, the target may attempt a new saving throw to end the effect. Each failed saving throw provides a stacking +4 bonus to further saving throws for 5 rounds versus the following effects:&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Confusion, Daze, Domination, Fear, Knockdown, Paralysis, Petrification, Sleep, Stun&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Old Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Bard 3, Wizard / Sorcerer 4&amp;lt;br/&amp;gt;Innate Level: 3&amp;lt;br/&amp;gt;School: Enchantment&amp;lt;br/&amp;gt;Descriptor(s): Mind-Affecting&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Medium&amp;lt;br/&amp;gt;Area of Effect / Target: Large&amp;lt;br/&amp;gt;Duration: 1 Round / Level&amp;lt;br/&amp;gt;Additional Counter Spells: Clarity&amp;lt;br/&amp;gt;Save: Will Negates&amp;lt;br/&amp;gt;Spell Resistance: Yes&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Affected creatures either wander randomly, attack a random target, or simply stand still.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Contagion&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Contagion ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Cleric 3, Druid 3, Wizard / Sorcerer 3&amp;lt;br/&amp;gt;Innate Level: 3&amp;lt;br/&amp;gt;School: Necromancy&amp;lt;br/&amp;gt;Descriptor(s): Disease&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Touch&amp;lt;br/&amp;gt;Area of Effect / Target: Single&amp;lt;br/&amp;gt;Duration: Instant&amp;lt;br/&amp;gt;Counter Spells: Remove Disease&amp;lt;br/&amp;gt;Save: None&amp;lt;br/&amp;gt;Spell Resistance: Yes&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The target creature is afflicted with a contagious disease, causing them to suffer from the Sickened status effect (-2 AB, -2 Saves, -2 Damage).&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;In addition, the Contagion spreads to all creatures within 5 of the target every 3s, carrying both the Sickened effect and any other Disease, Poison, Curse, or Sunder effects from which the creature suffers. Each newly afflicted creature also becomes a new carrier, similarly spreading the Contagion in turn.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Old Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Cleric 3, Druid 3, Wizard / Sorcerer 4&amp;lt;br/&amp;gt;Innate Level: 3&amp;lt;br/&amp;gt;School: Necromancy&amp;lt;br/&amp;gt;Descriptor(s):&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Touch&amp;lt;br/&amp;gt;Area of Effect / Target: Single&amp;lt;br/&amp;gt;Duration: Instant&amp;lt;br/&amp;gt;Counter Spells: Remove Disease&amp;lt;br/&amp;gt;Save: Fortitude Negates&amp;lt;br/&amp;gt;Spell Resistance: Yes&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The target creature is struck down with one of the following debilitating diseases, randomly chosen: Blinding Sickness, Cackle Fever, Mind Fire, Red Ache, Shakes, or Slimy Doom.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Continual_Flame&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Continual Flame ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Removed&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Cure_Critical_Wounds&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Cure Critical Wounds ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Bard 4, Cleric 4, Druid 4&amp;lt;br/&amp;gt;Innate Level: 4&amp;lt;br/&amp;gt;School: Necromancy&amp;lt;br/&amp;gt;Descriptor(s):&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Short&amp;lt;br/&amp;gt;Area of Effect / Target: Single&amp;lt;br/&amp;gt;Duration: Instant&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: None&amp;lt;br/&amp;gt;Spell Resistance: Yes&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The target creature is healed of damage: 25% of their maximum hit points (rounded up), plus hit points equalling a roll of their highest 4 Hit Dice, plus an additional 20 hit points.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Old Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Bard 4, Cleric 4, Druid 5&amp;lt;br/&amp;gt;Innate Level: 4&amp;lt;br/&amp;gt;School: Conjuration&amp;lt;br/&amp;gt;Descriptor(s):&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Touch&amp;lt;br/&amp;gt;Area of Effect / Target: Single&amp;lt;br/&amp;gt;Duration: Instant&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: Will for 1/2&amp;lt;br/&amp;gt;Spell Resistance: Yes&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The target creature is healed of 4d8 points of damage, + 1 point per caster level to a maximum of +20. Healing spells have a reverse effect when used on undead, causing the targeted undead to take an amount of damage equal to what the spell normally heals. A successful touch attack must first be made when this spell is used against undead.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Cure_Light_Wounds&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Cure Light Wounds ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Bard 1, Cleric 1, Druid 1, Paladin 1, Ranger 1&amp;lt;br/&amp;gt;Innate Level: 1&amp;lt;br/&amp;gt;School: Necromancy&amp;lt;br/&amp;gt;Descriptor(s):&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Short&amp;lt;br/&amp;gt;Area of Effect / Target: Single&amp;lt;br/&amp;gt;Duration: Instant&amp;lt;br/&amp;gt;Additional Counter Spells: Ghoul Touch&amp;lt;br/&amp;gt;Save: None&amp;lt;br/&amp;gt;Spell Resistance: Yes&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The target creature is healed of damage: 10% of their maximum hit points (rounded up), plus hit points equalling a roll of their highest Hit Die, plus an additional 5 hit points.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Old Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Bard 1, Cleric 1, Druid 1, Paladin 1, Ranger 1&amp;lt;br/&amp;gt;Innate Level: 1&amp;lt;br/&amp;gt;School: Conjuration&amp;lt;br/&amp;gt;Descriptor(s):&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Touch&amp;lt;br/&amp;gt;Area of Effect / Target: Single&amp;lt;br/&amp;gt;Duration: Instant&amp;lt;br/&amp;gt;Additional Counter Spells: Ghoul Touch&amp;lt;br/&amp;gt;Save: Will 1/2&amp;lt;br/&amp;gt;Spell Resistance: Yes&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The target creature is healed for 1d8 points of damage, +1 point per caster level (to a maximum of +5). Healing spells have a reverse effect on undead, harming instead of healing them. A successful touch attack must first be made when this spell is used against undead.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Cure_Minor_Wounds&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Cure Minor Wounds ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Renamed: &#039;&#039;&#039;Spare the Dying&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Bard 0, Cleric 0, Druid 0&amp;lt;br/&amp;gt;Innate Level: 0&amp;lt;br/&amp;gt;School: Necromancy&amp;lt;br/&amp;gt;Descriptor(s):&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Short&amp;lt;br/&amp;gt;Area of Effect / Target: Single&amp;lt;br/&amp;gt;Duration: Instant&amp;lt;br/&amp;gt;Additional Counter Spells: Ghoul Touch&amp;lt;br/&amp;gt;Save: None&amp;lt;br/&amp;gt;Spell Resistance: Yes&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The target creature is stabilized to 1 hit point if bleeding out.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Cantrips may be cast an unlimited number of times per day, and use all applicable Metamagic feats the caster knows for free.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Old Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Bard 0, Cleric 0, Druid 0&amp;lt;br/&amp;gt;Innate Level: 0&amp;lt;br/&amp;gt;School: Conjuration&amp;lt;br/&amp;gt;Descriptor(s):&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Touch&amp;lt;br/&amp;gt;Area of Effect / Target: Single&amp;lt;br/&amp;gt;Duration: Instant&amp;lt;br/&amp;gt;Additional Counter Spells: Ghoul Touch&amp;lt;br/&amp;gt;Save: None&amp;lt;br/&amp;gt;Spell Resistance: Yes&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The target creature is healed for 4 points of damage. Healing spells have a reverse effect on undead, harming instead of healing them. A successful touch attack must first be made when this spell is used against undead.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Cure_Moderate_Wounds&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Cure Moderate Wounds ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Bard 2, Cleric 2, Druid 2, Paladin 2, Ranger 2&amp;lt;br/&amp;gt;Innate Level: 2&amp;lt;br/&amp;gt;School: Necromancy&amp;lt;br/&amp;gt;Descriptor(s):&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Short&amp;lt;br/&amp;gt;Area of Effect / Target: Single&amp;lt;br/&amp;gt;Duration: Instant&amp;lt;br/&amp;gt;Additional Counter Spells: Ghoul Touch&amp;lt;br/&amp;gt;Save: None&amp;lt;br/&amp;gt;Spell Resistance:&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The target creature is healed of damage: 15% of their maximum hit points (rounded up), plus hit points equalling a roll of their highest 2 Hit Dice, plus an additional 10 hit points.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Old Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Bard 2, Cleric 2, Druid 3, Paladin 3, Ranger 3&amp;lt;br/&amp;gt;Innate Level: 2&amp;lt;br/&amp;gt;School: Conjuration&amp;lt;br/&amp;gt;Descriptor(s):&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Touch&amp;lt;br/&amp;gt;Area of Effect / Target: Single&amp;lt;br/&amp;gt;Duration: Instant&amp;lt;br/&amp;gt;Additional Counter Spells: Ghoul Touch&amp;lt;br/&amp;gt;Save: Will 1/2&amp;lt;br/&amp;gt;Spell Resistance:&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The target creature is healed for 2d8 points of damage, +1 point per caster level (to a maximum of +10). Healing spells have a reverse effect on undead, harming instead of healing them. A successful touch attack must first be made when this spell is used against undead.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Cure_Serious_Wounds&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Cure Serious Wounds ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Bard 3, Cleric 3, Druid 3, Paladin 3, Ranger 3&amp;lt;br/&amp;gt;Innate Level: 3&amp;lt;br/&amp;gt;School: Necromancy&amp;lt;br/&amp;gt;Descriptor(s):&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Short&amp;lt;br/&amp;gt;Area of Effect / Target: Single&amp;lt;br/&amp;gt;Duration: Instant&amp;lt;br/&amp;gt;Additional Counter Spells: Ghoul Touch&amp;lt;br/&amp;gt;Save: None&amp;lt;br/&amp;gt;Spell Resistance: Yes&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The target creature is healed of damage: 20% of their maximum hit points (rounded up), plus hit points equalling a roll of their highest 3 Hit Dice, plus an additional 15 hit points.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Old Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Bard 3, Cleric 3, Druid 4, Paladin 4, Ranger 4&amp;lt;br/&amp;gt;Innate Level: 4&amp;lt;br/&amp;gt;School: Conjuration&amp;lt;br/&amp;gt;Descriptor(s):&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Touch&amp;lt;br/&amp;gt;Area of Effect / Target: Single&amp;lt;br/&amp;gt;Duration: Instant&amp;lt;br/&amp;gt;Additional Counter Spells: Ghoul Touch&amp;lt;br/&amp;gt;Save: Will 1/2&amp;lt;br/&amp;gt;Spell Resistance: Yes&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The target creature is healed for 3d8 points of damage, +1 point per caster level (to a maximum of +15). Healing spells have a reverse effect on undead, harming instead of healing them. A successful touch attack must first be made when this spell is used against undead.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Darkfire&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Darkfire ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Removed&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Darkness&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Darkness ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Removed&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Daze&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Daze ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Bard 0, Wizard / Sorcerer 0&amp;lt;br/&amp;gt;Innate Level: 0&amp;lt;br/&amp;gt;School: Enchantment&amp;lt;br/&amp;gt;Descriptor(s): Mind-Affecting&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Long&amp;lt;br/&amp;gt;Area of Effect / Target: Single&amp;lt;br/&amp;gt;Duration: Brief (3 rounds)&amp;lt;br/&amp;gt;Additional Counter Spells: Clarity&amp;lt;br/&amp;gt;Save: Will Negates&amp;lt;br/&amp;gt;Spell Resistance: Yes&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;If the target creature fails a Will save, they are dazed for the duration.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The effects of this spell are subject to ongoing saving throws. Each round, the target may attempt a new saving throw to end the effect. Each failed saving throw provides a stacking +4 bonus to further saving throws for 30 seconds versus the following effects:&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Confusion, Daze, Domination, Fear, Knockdown, Paralysis, Petrification, Sleep, Stun&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Cantrips may be cast an unlimited number of times per day, and use all applicable Metamagic feats the caster knows for free.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Old Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Bard 0, Wizard / Sorcerer 0&amp;lt;br/&amp;gt;Innate Level: 0&amp;lt;br/&amp;gt;School: Enchantment&amp;lt;br/&amp;gt;Descriptor(s): Mind-Affecting&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Long&amp;lt;br/&amp;gt;Area of Effect / Target: Single&amp;lt;br/&amp;gt;Duration: 2 Rounds&amp;lt;br/&amp;gt;Additional Counter Spells: Clarity&amp;lt;br/&amp;gt;Save: Will Negates&amp;lt;br/&amp;gt;Spell Resistance: Yes&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;If the target humanoid creature has 5 Hit Dice or less, they are dazed for 2 rounds.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Deafening_Clang&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Deafening Clang ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Bard 2&amp;lt;br/&amp;gt;Innate Level: 2&amp;lt;br/&amp;gt;School: Transmutation&amp;lt;br/&amp;gt;Descriptor(s): Weapon Enchantment, Rune&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Touch&amp;lt;br/&amp;gt;Area of Effect / Target: Creature&amp;lt;br/&amp;gt;Duration: Medium (15m Combat Time)&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: None&amp;lt;br/&amp;gt;Spell Resistance: No&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;For the duration, your active weapons or ammunition gain a 1d6 Sonic damage bonus. You can also target another creature to enchant its weapons.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;This effect replaces any active Rune effects, and benefits from any properties or feats that also increase Rune damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Old Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Paladin 1&amp;lt;br/&amp;gt;Innate Level: 1&amp;lt;br/&amp;gt;School: Transmutation&amp;lt;br/&amp;gt;Descriptor(s): Weapon Enchantment&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Touch&amp;lt;br/&amp;gt;Area of Effect / Target: Creature, Melee Weapon&amp;lt;br/&amp;gt;Duration: 1 Round / Level&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: None&amp;lt;br/&amp;gt;Spell Resistance: No&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;You empower a weapon with a +1 attack bonus and a +3 sonic damage bonus. Also, the weapon gains the ability to deafen the creature that is struck like a thunderstone . The attack bonus will not stack with an existing enhancement bonus or holy avenger properties.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Death_Armor&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Death Armor ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Wizard / Sorcerer 2&amp;lt;br/&amp;gt;Innate Level: 2&amp;lt;br/&amp;gt;School: Abjuration&amp;lt;br/&amp;gt;Descriptor(s): Retaliation&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Personal&amp;lt;br/&amp;gt;Area of Effect / Target: Caster&amp;lt;br/&amp;gt;Duration: Medium (15m Combat Time)&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: N/A&amp;lt;br/&amp;gt;Spell Resistance: No&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;A magical aura surrounds the caster, injuring creatures that attack the caster by granting them a Retaliation effect [Trigger: Attacks, Damage: 1+1d4 (Type: Necrotic), Limit: 30 attacks, Duration: Medium (15m Combat Time), Cooldown: 1s, per-Attacker]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Old Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Wizard / Sorcerer 2&amp;lt;br/&amp;gt;Innate Level: 2&amp;lt;br/&amp;gt;School: Necromancy&amp;lt;br/&amp;gt;Descriptor(s): Magical Armor&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Personal&amp;lt;br/&amp;gt;Area of Effect / Target: Caster&amp;lt;br/&amp;gt;Duration: 1 round / level&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: Will negates&amp;lt;br/&amp;gt;Spell Resistance: Yes&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;A magical aura surrounds the caster -- injuring creatures that touch it. Any creature striking the caster takes 1d4 points of damage +1 point per 2 caster levels (maximum +5).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Death_Ward&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Death Ward ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Cleric 4, Druid 4&amp;lt;br/&amp;gt;Innate Level: 4&amp;lt;br/&amp;gt;School: Necromancy&amp;lt;br/&amp;gt;Descriptor(s):&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Touch&amp;lt;br/&amp;gt;Area of Effect / Target: Single&amp;lt;br/&amp;gt;Duration: Long (30m Combat Time)&amp;lt;br/&amp;gt;Save: Harmless&amp;lt;br/&amp;gt;Spell Resistance: None&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The target creature is warded against a killing blow. If struck with fatal damage, the creature becomes temporarily unable to be reduced below 1 hit point for one round, consuming the Death Ward effect. The ward then carries a cooldown of one minute. The spell may be re-cast during that time, but it will not prevent death again until the cooldown has elapsed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Old Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Cleric 4, Druid 5, Paladin 4&amp;lt;br/&amp;gt;Innate Level: 4&amp;lt;br/&amp;gt;School: Necromancy&amp;lt;br/&amp;gt;Descriptor(s):&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Touch&amp;lt;br/&amp;gt;Area of Effect / Target: Single&amp;lt;br/&amp;gt;Duration: 1 Hour / Level&amp;lt;br/&amp;gt;Additional Counter Spells: Finger of Death&amp;lt;br/&amp;gt;Save: Harmless&amp;lt;br/&amp;gt;Spell Resistance: None&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The target creature becomes immune to any death spells, spell-like abilities, and effects.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Dismissal&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Dismissal ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Bard 4, Cleric 4, Wizard / Sorcerer 4&amp;lt;br/&amp;gt;Innate Level: 4&amp;lt;br/&amp;gt;School: Abjuration&amp;lt;br/&amp;gt;Descriptor(s):&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Short&amp;lt;br/&amp;gt;Area of Effect / Target: Colossal&amp;lt;br/&amp;gt;Duration: Instant&amp;lt;br/&amp;gt;Additional Counter Spells: Gate&amp;lt;br/&amp;gt;Save: None&amp;lt;br/&amp;gt;Spell Resistance: Yes&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;All summoned creatures, animal companions, and familiars belonging to enemy spellcasters are unsummoned within the area of effect. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Old Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Bard 4, Cleric 4, Wizard / Sorcerer 5&amp;lt;br/&amp;gt;Innate Level: 4&amp;lt;br/&amp;gt;School: Abjuration&amp;lt;br/&amp;gt;Descriptor(s):&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Short&amp;lt;br/&amp;gt;Area of Effect / Target: Colossal&amp;lt;br/&amp;gt;Duration: Instant&amp;lt;br/&amp;gt;Additional Counter Spells: Gate&amp;lt;br/&amp;gt;Save: Will Negates&amp;lt;br/&amp;gt;Spell Resistance: Yes&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;All summoned creatures, animal companions, and familiars belonging to enemy spellcasters are unsummoned within the area of effect. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Dispel_Magic&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Dispel Magic ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Bard 3, Cleric 3, Druid 3, Paladin 3, Wizard / Sorcerer 3&amp;lt;br/&amp;gt;Innate Level: 3&amp;lt;br/&amp;gt;School: Abjuration&amp;lt;br/&amp;gt;Descriptor(s):&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Medium&amp;lt;br/&amp;gt;Area of Effect / Target: Single or Colossal&amp;lt;br/&amp;gt;Duration: Instant&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: None&amp;lt;br/&amp;gt;Spell Resistance: Yes&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;This spell strips all magical effects from a single target. The caster may also target an area, removing any persistent magical effects there.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Old Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Bard 3, Cleric 3, Druid 4, Paladin 3, Wizard / Sorcerer 3&amp;lt;br/&amp;gt;Innate Level: 3&amp;lt;br/&amp;gt;School: Abjuration&amp;lt;br/&amp;gt;Descriptor(s):&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Medium&amp;lt;br/&amp;gt;Area of Effect / Target: Single or Colossal&amp;lt;br/&amp;gt;Duration: Instant&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: None&amp;lt;br/&amp;gt;Spell Resistance: Yes&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;This spell attempts to strip all magical effects from a single target. It can also target a group of creatures, attempting to remove the most powerful spell effect from each creature. To remove an effect, the caster makes a dispel check of 1d20 +1 per caster level (to a maximum of +10) against a DC of 11 + the spell effect&#039;s caster level.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Displacement&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Displacement ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Bard 3, Wizard / Sorcerer 3&amp;lt;br/&amp;gt;Innate Level: 3&amp;lt;br/&amp;gt;School: Illusion&amp;lt;br/&amp;gt;Descriptor(s):&amp;lt;br/&amp;gt;Component(s): Verbal&amp;lt;br/&amp;gt;Range: Touch&amp;lt;br/&amp;gt;Area of Effect / Target: Single&amp;lt;br/&amp;gt;Duration: Short (1m)&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: None&amp;lt;br/&amp;gt;Spell Resistance: No&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The target gains 50% concealment, displacing the caster&#039;s image several feet to the side, similar to the abilities of a displacer beast.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Old Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Bard 3, Wizard / Sorcerer 3&amp;lt;br/&amp;gt;Innate Level: 3&amp;lt;br/&amp;gt;School: Illusion&amp;lt;br/&amp;gt;Descriptor(s):&amp;lt;br/&amp;gt;Component(s): Verbal&amp;lt;br/&amp;gt;Range: Touch&amp;lt;br/&amp;gt;Area of Effect / Target: Single&amp;lt;br/&amp;gt;Duration: 1 round / level&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: None&amp;lt;br/&amp;gt;Spell Resistance: No&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The target gains 50% concealment, displacing the caster&#039;s image several feet to the side, similar to the abilities of a displacer beast.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Divine_Favor&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Divine Favor ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Removed&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Divine_Power&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Divine Power ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Removed&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Dominate_Animal&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Dominate Animal ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Removed&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Dominate_Person&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Dominate Person ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Bard 4, Wizard / Sorcerer 4&amp;lt;br/&amp;gt;Innate Level: 4&amp;lt;br/&amp;gt;School: Enchantment&amp;lt;br/&amp;gt;Descriptor(s): Mind-Affecting, Pernicious, Intense, Hard Control&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Medium (20m)&amp;lt;br/&amp;gt;Area of Effect / Target: Single&amp;lt;br/&amp;gt;Duration: Short (1m)&amp;lt;br/&amp;gt;Additional Counter Spells: Clarity&amp;lt;br/&amp;gt;Save: Will Negates&amp;lt;br/&amp;gt;Spell Resistance: Yes&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The target person temporarily becomes a faithful and loyal servant of the caster. If the target is a player character, they will instead suffer the Daze effect.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Intense: The target is denied the first saving throw against this effect. A creature may only suffer the effects of the Intense keyword once per minute.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Pernicious: This effect is not removed upon a successful saving throw, instead continuing to attempt to apply itself each round upon a failed save for the full duration of the spell/effect.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Hard Control: The effects of this spell are subject to ongoing saving throws. Each round, the target may attempt a new saving throw to end the effect. Each failed saving throw provides a stacking +4 bonus to further saving throws for 5 rounds versus the following effects:&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Confusion, Daze, Domination, Fear, Knockdown, Paralysis, Petrification, Sleep, Stun&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Old Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Bard 4, Wizard / Sorcerer 5&amp;lt;br/&amp;gt;Innate Level: 4&amp;lt;br/&amp;gt;School: Enchantment&amp;lt;br/&amp;gt;Descriptor(s): Mind-Affecting&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Medium&amp;lt;br/&amp;gt;Area of Effect / Target: Single&amp;lt;br/&amp;gt;Duration: 2 Rounds + 1 Round / 3 Caster Levels&amp;lt;br/&amp;gt;Additional Counter Spells: Clarity&amp;lt;br/&amp;gt;Save: Will Negates&amp;lt;br/&amp;gt;Spell Resistance: Yes&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The target person temporarily becomes a faithful and loyal servant of the caster.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Doom&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Doom ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Cleric 1&amp;lt;br/&amp;gt;Innate Level: 1&amp;lt;br/&amp;gt;School: Enchantment&amp;lt;br/&amp;gt;Descriptor(s): Mind-Affecting&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Medium&amp;lt;br/&amp;gt;Area of Effect / Target: Single&amp;lt;br/&amp;gt;Duration: Short (1m)&amp;lt;br/&amp;gt;Additional Counter Spells: Bless&amp;lt;br/&amp;gt;Save: None&amp;lt;br/&amp;gt;Spell Resistance: Yes&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The target creature receives a -4 modifier to their saves and Armour Class.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Old Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Cleric 1&amp;lt;br/&amp;gt;Innate Level: 1&amp;lt;br/&amp;gt;School: Enchantment&amp;lt;br/&amp;gt;Descriptor(s): Mind-Affecting&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Medium&amp;lt;br/&amp;gt;Area of Effect / Target: Single&amp;lt;br/&amp;gt;Duration: 1 Turn / Level&amp;lt;br/&amp;gt;Additional Counter Spells: Bless&amp;lt;br/&amp;gt;Save: Will Negates&amp;lt;br/&amp;gt;Spell Resistance: Yes&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The target creature receives a -2 modifier to all attack rolls, damage rolls, saving throws, ability checks and skill checks.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Eagle_Splendor&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Eagle&#039;s Splendor ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Bard 2, Cleric 2, Druid 2, Paladin 2, Wizard / Sorcerer 2&amp;lt;br/&amp;gt;Innate Level: 2&amp;lt;br/&amp;gt;School: Transmutation&amp;lt;br/&amp;gt;Descriptor(s):&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Touch&amp;lt;br/&amp;gt;Area of Effect / Target: Single&amp;lt;br/&amp;gt;Duration: Long (30m Combat Time)&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: Harmless&amp;lt;br/&amp;gt;Spell Resistance: No&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The target creature&#039;s Charisma is increased by 4.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Mutually exclusive with Owl&#039;s Wisdom and Fox&#039;s Cunning.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Old Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Bard 2, Cleric 2, Paladin 2, Wizard / Sorcerer 2&amp;lt;br/&amp;gt;Innate Level: 2&amp;lt;br/&amp;gt;School: Transmutation&amp;lt;br/&amp;gt;Descriptor(s):&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Touch&amp;lt;br/&amp;gt;Area of Effect / Target: Single&amp;lt;br/&amp;gt;Duration: 1 Hour / Level&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: Harmless&amp;lt;br/&amp;gt;Spell Resistance: No&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The target creature&#039;s Charisma is increased by 1d4+1.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Electric_Jolt&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Electric Jolt ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Druid 0, Wizard / Sorcerer 0&amp;lt;br/&amp;gt;Innate Level: 0&amp;lt;br/&amp;gt;School: Evocation&amp;lt;br/&amp;gt;Descriptor(s): Electricity&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Medium&amp;lt;br/&amp;gt;Area of Effect / Target: Single&amp;lt;br/&amp;gt;Duration: Instant&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: Reflex (Half)&amp;lt;br/&amp;gt;Spell Resistance: Yes&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The caster does 2d6 points of electrical damage to a target.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Cantrips may be cast an unlimited number of times per day, and use all applicable Metamagic feats the caster knows for free.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Old Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Wizard / Sorcerer 0&amp;lt;br/&amp;gt;Innate Level: 0&amp;lt;br/&amp;gt;School: Evocation&amp;lt;br/&amp;gt;Descriptor(s): Electricity&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Medium&amp;lt;br/&amp;gt;Area of Effect / Target: Single&amp;lt;br/&amp;gt;Duration: Instant&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: None&amp;lt;br/&amp;gt;Spell Resistance: Yes&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The caster does 1d3 points of electrical damage to a target.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Elemental_Shield&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Elemental Shield ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Renamed: &#039;&#039;&#039;Elemental Rebuke&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Druid 4, Wizard / Sorcerer 4&amp;lt;br/&amp;gt;Innate Level: 4&amp;lt;br/&amp;gt;School: Abjuration&amp;lt;br/&amp;gt;Descriptor(s): Fire, Cold, Acid, Electricity (Dependent on choice)&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Personal&amp;lt;br/&amp;gt;Area of Effect / Target: Caster&amp;lt;br/&amp;gt;Duration: Medium (15m Combat Time)&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: None&amp;lt;br/&amp;gt;Spell Resistance: None&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The caster is surrounded by a ring of elemental energy. This grants a Retaliation effect [Trigger: Attacks, Damage: 5+1d6 (Type: Selected), Limit: 20 attacks, Duration: Medium (15m Combat Time), Cooldown: 1s, per-Attacker].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Old Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Wizard / Sorcerer 4&amp;lt;br/&amp;gt;Innate Level: 4&amp;lt;br/&amp;gt;School: Evocation&amp;lt;br/&amp;gt;Descriptor(s): Cold, Fire&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Personal&amp;lt;br/&amp;gt;Area of Effect / Target: Caster&amp;lt;br/&amp;gt;Duration: 1 Round / Level&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: None&amp;lt;br/&amp;gt;Spell Resistance: None&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The caster is surrounded by a ring of fire that damages all opponents who make a successful melee attack on the caster. The damage inflicted is 1d6, +1 point per caster level. The caster also gains 50% immunity to cold and fire.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Endurance&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Endurance ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Bard 2, Cleric 2, Druid 2, Paladin 2, Ranger 2, Wizard / Sorcerer 2&amp;lt;br/&amp;gt;Innate Level: 2&amp;lt;br/&amp;gt;School: Transmutation&amp;lt;br/&amp;gt;Descriptor(s):&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Touch&amp;lt;br/&amp;gt;Area of Effect / Target: Single&amp;lt;br/&amp;gt;Duration: Long (30m Combat Time)&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: None&amp;lt;br/&amp;gt;Spell Resistance: None&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The target creature&#039;s Constitution is increased by 4.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Mutually exclusive with Bull&#039;s Strength and Cat&#039;s Grace.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Old Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Cleric 2, Wizard / Sorcerer 2&amp;lt;br/&amp;gt;Innate Level: 2&amp;lt;br/&amp;gt;School: Transmutation&amp;lt;br/&amp;gt;Descriptor(s):&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Touch&amp;lt;br/&amp;gt;Area of Effect / Target: Single&amp;lt;br/&amp;gt;Duration: 1 Hour / Level&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: None&amp;lt;br/&amp;gt;Spell Resistance: None&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The target creature&#039;s Constitution is increased by 1d4+1.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Endure_Elements&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Endure Elements ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Renamed: &#039;&#039;&#039;Endure Energy&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Cleric 1, Druid 1, Paladin 1, Wizard / Sorcerer 1&amp;lt;br/&amp;gt;Innate Level: 1&amp;lt;br/&amp;gt;School: Abjuration&amp;lt;br/&amp;gt;Descriptor(s):&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Touch&amp;lt;br/&amp;gt;Area of Effect / Target: Single&amp;lt;br/&amp;gt;Duration: Medium (15m Combat Time)&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: Harmless&amp;lt;br/&amp;gt;Spell Resistance: No&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The target creature gains damage resistance 10/- against all non-physical forms of damage. The spell ends after absorbing 20 points of damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Old Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Cleric 1, Druid 1, Paladin 1, Wizard / Sorcerer 1&amp;lt;br/&amp;gt;Innate Level: 2&amp;lt;br/&amp;gt;School: Abjuration&amp;lt;br/&amp;gt;Descriptor(s):&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Touch&amp;lt;br/&amp;gt;Area of Effect / Target: Single&amp;lt;br/&amp;gt;Duration: 24 Hours&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: Harmless&amp;lt;br/&amp;gt;Spell Resistance: No&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The target creature gains damage resistance 10/- against all elemental forms of damage. The spell ends after absorbing 20 points of damage from any single elemental type.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Energy_Buffer&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Energy Buffer ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Bard 5, Druid 5, Sorcerer / Wizard 5&amp;lt;br/&amp;gt;Innate Level: 5&amp;lt;br/&amp;gt;School: Abjuration&amp;lt;br/&amp;gt;Descriptor(s):&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Personal&amp;lt;br/&amp;gt;Area of Effect / Target: Caster&amp;lt;br/&amp;gt;Duration: Medium (15m Combat Time)&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: Harmless&amp;lt;br/&amp;gt;Spell Resistance: No&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The caster gains damage resistance 40/- against all non-physical forms of damage. The spell ends after absorbing 60 points of damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Old Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Bard 6, Druid 6, Sorcerer / Wizard 5&amp;lt;br/&amp;gt;Innate Level: 5&amp;lt;br/&amp;gt;School: Abjuration&amp;lt;br/&amp;gt;Descriptor(s):&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Personal&amp;lt;br/&amp;gt;Area of Effect / Target: Caster&amp;lt;br/&amp;gt;Duration: 1 Turn / Caster Level&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: Harmless&amp;lt;br/&amp;gt;Spell Resistance: No&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The caster gains damage resistance 40/- against all elemental forms of damage. The spell ends after absorbing 60 points of damage from any single elemental type.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Enervation&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Enervation ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Druid 4, Wizard / Sorcerer 4&amp;lt;br/&amp;gt;Innate Level: 4&amp;lt;br/&amp;gt;School: Necromancy&amp;lt;br/&amp;gt;Descriptor(s): &amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Short&amp;lt;br/&amp;gt;Area of Effect / Target: Single&amp;lt;br/&amp;gt;Duration: Short (1m)&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: Fortitude 1/2&amp;lt;br/&amp;gt;Spell Resistance: Yes&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The target creature is inflicted with a damage over time (DoT) effect, dealing 3d2 + 6 Necrotic damage every 3s for 1m. The caster receives temporary hit points (THP) equal to the damage roll, each instance of which lasts 3 rounds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Old Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Wizard / Sorcerer 4&amp;lt;br/&amp;gt;Innate Level: 4&amp;lt;br/&amp;gt;School: Necromancy&amp;lt;br/&amp;gt;Descriptor(s): Negative&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Short&amp;lt;br/&amp;gt;Area of Effect / Target: Single&amp;lt;br/&amp;gt;Duration: 1 Hour / Caster Level&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: Fortitude Negates&amp;lt;br/&amp;gt;Spell Resistance: Yes&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The target creature temporarily loses 1d4 character levels.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Entangle&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Entangle ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Druid 1, Ranger 1&amp;lt;br/&amp;gt;Innate Level: 1&amp;lt;br/&amp;gt;School: Transmutation&amp;lt;br/&amp;gt;Descriptor(s): Persistent&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Medium (20m)&amp;lt;br/&amp;gt;Area of Effect / Target: 4m Sphere&amp;lt;br/&amp;gt;Duration: Short (1m)&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: Reflex, Special&amp;lt;br/&amp;gt;Spell Resistance: Yes&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;A mass of clinging vegetation wraps around all creatures in the area of effect. Those affected are immobilized, though still able to fight and cast spells.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Persistent: This spell occupies a space for the full duration of the effect.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Old Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Druid 1, Ranger 1&amp;lt;br/&amp;gt;Innate Level: 1&amp;lt;br/&amp;gt;School: Transmutation&amp;lt;br/&amp;gt;Descriptor(s):&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Long&amp;lt;br/&amp;gt;Area of Effect / Target: Large&amp;lt;br/&amp;gt;Duration: 3 + 1 Round / 2 Levels&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: Reflex, Special&amp;lt;br/&amp;gt;Spell Resistance: Yes&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;A mass of clinging vegetation wraps around all creatures in the area of effect. Those affected are immobilized, though still able to fight and cast spells. Victims who make a Reflex save still have their movement reduced by half.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Entropic_Shield&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Entropic Shield ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Removed&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Ethereal_Visage&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Ethereal Visage ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Bard 5, Wizard / Sorcerer 5&amp;lt;br/&amp;gt;Innate Level: 5&amp;lt;br/&amp;gt;School: Abjuration&amp;lt;br/&amp;gt;Descriptor(s):&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Personal&amp;lt;br/&amp;gt;Area of Effect / Target: Caster&amp;lt;br/&amp;gt;Duration: Long (30m Combat Time)&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: Harmless&amp;lt;br/&amp;gt;Spell Resistance: No&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The caster is surrounded by a ghostly nimbus of light that provides a 25% concealment bonus.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Old Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Bard 5, Wizard / Sorcerer 6&amp;lt;br/&amp;gt;Innate Level: 5&amp;lt;br/&amp;gt;School: Illusion&amp;lt;br/&amp;gt;Descriptor(s):&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Personal&amp;lt;br/&amp;gt;Area of Effect / Target: Caster&amp;lt;br/&amp;gt;Duration: 1 Round / Level&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: Harmless&amp;lt;br/&amp;gt;Spell Resistance: No&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The caster is surrounded by a ghostly nimbus of light that grants damage reduction 20/+3, prevents all spells of level 2 or lower from affecting the caster and provides a 25% concealment bonus.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Evards_Black_Tentacles&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Evard&#039;s Black Tentacles ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Renamed: &#039;&#039;&#039;Black Tentacles&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Wizard / Sorcerer 4&amp;lt;br/&amp;gt;Innate Level: 4&amp;lt;br/&amp;gt;School: Conjuration&amp;lt;br/&amp;gt;Descriptor(s): Persistent&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Medium (20m)&amp;lt;br/&amp;gt;Area of Effect / Target: 5m Sphere&amp;lt;br/&amp;gt;Duration: Short (1m)&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: Reflex and Fortitude Special&amp;lt;br/&amp;gt;Spell Resistance: No&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;A field of thick, 10 feet long rubbery tentacles rises from the ground. Each round, creatures within the area receive 4d4 points bludgeoning damage, Reflex save for half. If the target fails the Reflex save, they must then make a Fortitude saving throw or become entangled by the tentacles for one round.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Persistent: This spell occupies a space for the full duration of the effect.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Old Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Wizard / Sorcerer 4&amp;lt;br/&amp;gt;Innate Level: 4&amp;lt;br/&amp;gt;School: Conjuration&amp;lt;br/&amp;gt;Descriptor(s):&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Medium&amp;lt;br/&amp;gt;Area of Effect / Target: Large, 1d4 Tentacles, + 1 / Caster Level (maximum 20)&amp;lt;br/&amp;gt;Duration: 1 Round / 2 Levels&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: Fortitude Special&amp;lt;br/&amp;gt;Spell Resistance: No&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;A field of thick, 10 feet long rubbery tentacles rises from the ground.  Each is capable of grappling a target doing 1d6+4 points bludgeoning damage. If successful, the target must then make a Fortitude saving throw or become paralyzed by the grappling tentacle. The tentacles are randomly spread out over the area of effect allowing no more than half of the tentacles to reach a single target in any given round. The inability of the tentacles to target small creatures makes all small creatures completely immune to the spells effects.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Expeditious_Retreat&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Expeditious Retreat ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Bard 1, Wizard / Sorcerer 1&amp;lt;br/&amp;gt;Innate Level: 1&amp;lt;br/&amp;gt;School: Transmutation&amp;lt;br/&amp;gt;Descriptor(s):&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Personal&amp;lt;br/&amp;gt;Area of Effect / Target: Caster&amp;lt;br/&amp;gt;Duration: Short (1m)&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: None&amp;lt;br/&amp;gt;Spell Resistance: No&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The caster becomes 50% faster than their normal movement rate, allowing them to flee from dangerous encounters. This spell has no effect if the caster is already hasted.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Old Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Bard 1, Wizard / Sorcerer 1&amp;lt;br/&amp;gt;Innate Level: 1&amp;lt;br/&amp;gt;School: Transmutation&amp;lt;br/&amp;gt;Descriptor(s):&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Personal&amp;lt;br/&amp;gt;Area of Effect / Target: Caster&amp;lt;br/&amp;gt;Duration: 1 round / level&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: None&amp;lt;br/&amp;gt;Spell Resistance: No&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The caster becomes 150% faster than their normal movement rate, allowing them to flee from dangerous encounters. This spell has no effect if the caster is already hasted.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Fear&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Fear ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Bard 3, Cleric 3, Wizard / Sorcerer 3&amp;lt;br/&amp;gt;Innate Level: 3&amp;lt;br/&amp;gt;School: Enchantment&amp;lt;br/&amp;gt;Descriptor(s): Fear, Mind-Affecting, Hard Control, Pernicious, Intense, Enemy-Only&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: 15m Cone&amp;lt;br/&amp;gt;Area of Effect/ Target: Spell Cone&amp;lt;br/&amp;gt;Duration: Short (1m)&amp;lt;br/&amp;gt;Additional Counter Spells: Clarity&amp;lt;br/&amp;gt;Save: Will Negates&amp;lt;br/&amp;gt;Spell Resistance: Yes&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Affected enemies are consumed with mind-numbing fear that overrides all other actions. The affected targets run away from all those they do not consider allies.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Intense: The target is denied the first saving throw against this effect. A creature may only suffer the effects of the Intense keyword once per minute.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Pernicious: This effect is not removed upon a successful saving throw, instead continuing to attempt to apply itself each round upon a failed save for the full duration of the spell/effect.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Hard Control: The effects of this spell are subject to ongoing saving throws. Each round, the target may attempt a new saving throw to end the effect. Each failed saving throw provides a stacking +4 bonus to further saving throws for 5 rounds versus the following effects:&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Confusion, Daze, Domination, Fear, Knockdown, Paralysis, Petrification, Sleep, Stun&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Confusion, Daze, Domination, Fear, Knockdown, Paralysis, Petrification, Sleep, Stun&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Old Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Bard 3, Wizard / Sorcerer 4&amp;lt;br/&amp;gt;Innate Level: 3&amp;lt;br/&amp;gt;School: Necromancy&amp;lt;br/&amp;gt;Descriptor(s): Fear, Mind-Affecting&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Medium&amp;lt;br/&amp;gt;Area of Effect/ Target: Large&amp;lt;br/&amp;gt;Duration: 1 Round / Level&amp;lt;br/&amp;gt;Additional Counter Spells: Remove Fear&amp;lt;br/&amp;gt;Save: Will Negates&amp;lt;br/&amp;gt;Spell Resistance: Yes&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Affected creatures are consumed with mind-numbing fear that overrides all other actions. The affected creatures run away from all those they do not consider allies.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Feeblemind&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Feeblemind ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Wizard / Sorcerer 5&amp;lt;br/&amp;gt;Innate Level: 5&amp;lt;br/&amp;gt;School: Enchantment&amp;lt;br/&amp;gt;Descriptor(s): Mind-Affecting&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Medium&amp;lt;br/&amp;gt;Area of Effect / Target: Single&amp;lt;br/&amp;gt;Duration: Short (1m)&amp;lt;br/&amp;gt;Additional Counter Spells: Heal&amp;lt;br/&amp;gt;Save: None&amp;lt;br/&amp;gt;Spell Resistance: Yes&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;With a successful ranged touch attack the caster applies a -4 Will penalty to the target, a -4 penalty on the spell DCs of any spells they may cast, and renders the target unable to use Metamagic.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Old Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Wizard / Sorcerer 5&amp;lt;br/&amp;gt;Innate Level: 5&amp;lt;br/&amp;gt;School: Divination&amp;lt;br/&amp;gt;Descriptor(s): Mind-Affecting&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Medium&amp;lt;br/&amp;gt;Area of Effect / Target: Single&amp;lt;br/&amp;gt;Duration: 1 Round / 2 Levels&amp;lt;br/&amp;gt;Additional Counter Spells: Heal&amp;lt;br/&amp;gt;Save: Will Negates&amp;lt;br/&amp;gt;Spell Resistance: Yes&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;With a successful ranged touch attack, the caster does 1d4 points of Intelligence damage to the creature for every 4 caster levels.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Find_Traps&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Find Traps ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Removed&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Fireball&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Fireball ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Wizard / Sorcerer 3&amp;lt;br/&amp;gt;Innate Level: 3&amp;lt;br/&amp;gt;School: Evocation&amp;lt;br/&amp;gt;Descriptor(s): Fire&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Large&amp;lt;br/&amp;gt;Area of Effect / Target: Huge&amp;lt;br/&amp;gt;Duration: Instant&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: Reflex 1/2&amp;lt;br/&amp;gt;Spell Resistance: Yes&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The caster unleashes a fiery projectile that explodes upon all within the area of effect for 8d6 points of fire damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Old Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Wizard / Sorcerer 3&amp;lt;br/&amp;gt;Innate Level: 3&amp;lt;br/&amp;gt;School: Evocation&amp;lt;br/&amp;gt;Descriptor(s): Fire&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Large&amp;lt;br/&amp;gt;Area of Effect / Target: Huge&amp;lt;br/&amp;gt;Duration: Instant&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: Reflex 1/2&amp;lt;br/&amp;gt;Spell Resistance: Yes&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The caster unleashes a fiery projectile that explodes upon all within the area of effect for 1d6 points of fire damage per caster level, to a maximum of 10d6.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Firebrand&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Firebrand ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Wizard / Sorcerer 5&amp;lt;br/&amp;gt;Innate Level: 5&amp;lt;br/&amp;gt;School: Evocation&amp;lt;br/&amp;gt;Descriptor(s): Fire&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Medium&amp;lt;br/&amp;gt;Area of Effect / Target: Colossal&amp;lt;br/&amp;gt;Duration: Instant&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: Reflex 1/2&amp;lt;br/&amp;gt;Spell Resistance: Yes&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Masses of flame appear and target any hostile creature in the area of effect. Each ball of flame explodes for 12d6 points of fire damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Old Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Wizard / Sorcerer 5&amp;lt;br/&amp;gt;Innate Level: 5&amp;lt;br/&amp;gt;School: Evocation&amp;lt;br/&amp;gt;Descriptor(s): Fire&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Medium&amp;lt;br/&amp;gt;Area of Effect / Target: Colossal&amp;lt;br/&amp;gt;Duration: Instant&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: Reflex 1/2&amp;lt;br/&amp;gt;Spell Resistance: Yes&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Masses of flame (one per caster level) appear and randomly target and hit any hostile creature in the area of effect. If there are more creatures than balls of flame, only the closest targets will be damaged. If there are more balls of flame than creatures, the excess balls of flame disappear. Each ball of flame explodes for 1d6 points of damage per caster level (max 15d6).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Flame_Arrow&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Flame Arrow ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Wizard / Sorcerer 3&amp;lt;br/&amp;gt;Innate Level: 3&amp;lt;br/&amp;gt;School: Evocation&amp;lt;br/&amp;gt;Descriptor(s): Fire&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Medium&amp;lt;br/&amp;gt;Area of Effect / Target: Single&amp;lt;br/&amp;gt;Duration: Instant&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: Reflex 1/2&amp;lt;br/&amp;gt;Spell Resistance: Yes&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The caster launches 3 conjured fiery arrows at the target creature. Each arrow does 4d6 points of damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Old Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Wizard / Sorcerer 3&amp;lt;br/&amp;gt;Innate Level: 3&amp;lt;br/&amp;gt;School: Conjuration&amp;lt;br/&amp;gt;Descriptor(s): Fire&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Medium&amp;lt;br/&amp;gt;Area of Effect / Target: Single&amp;lt;br/&amp;gt;Duration: Instant&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: Reflex 1/2&amp;lt;br/&amp;gt;Spell Resistance: Yes&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The caster launches 1 conjured fiery arrow at the target creature for every 4 caster levels. Each arrow does 4d6 points of damage.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Flame_Lash&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Flame Lash ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Druid 2&amp;lt;br/&amp;gt;Innate Level: 2&amp;lt;br/&amp;gt;School: Evocation&amp;lt;br/&amp;gt;Descriptor(s): Fire&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Short&amp;lt;br/&amp;gt;Area of Effect / Target: Single&amp;lt;br/&amp;gt;Duration: Instant&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: Reflex 1/2&amp;lt;br/&amp;gt;Spell Resistance: Yes&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The Druid is able to flay an enemy with two flaming brands that do 5d6 points of fire damage each.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Old Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Druid 2&amp;lt;br/&amp;gt;Innate Level: 2&amp;lt;br/&amp;gt;School: Evocation&amp;lt;br/&amp;gt;Descriptor(s): Fire&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Short&amp;lt;br/&amp;gt;Area of Effect / Target: Single&amp;lt;br/&amp;gt;Duration: Instant&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: Reflex 1/2&amp;lt;br/&amp;gt;Spell Resistance: Yes&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The Druid is able to flay an enemy with flaming brands that do 2d6 points of fire damage, + 1d6 per 3 caster levels above level 3.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Flame_Strike&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Flame Strike ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Cleric 4, Druid 4&amp;lt;br/&amp;gt;Innate Level: 4&amp;lt;br/&amp;gt;School: Evocation&amp;lt;br/&amp;gt;Descriptor(s): Fire&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Medium&amp;lt;br/&amp;gt;Area of Effect / Target: 6.67m Sphere&amp;lt;br/&amp;gt;Duration: Instant&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: Reflex 1/2&amp;lt;br/&amp;gt;Spell Resistance: Yes&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;A pillar of flame engulfs all within the area of effect, inflicting 10d6 points of damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Old Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Cleric 5, Druid 4&amp;lt;br/&amp;gt;Innate Level: 4&amp;lt;br/&amp;gt;School: Evocation&amp;lt;br/&amp;gt;Descriptor(s): Fire&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Medium&amp;lt;br/&amp;gt;Area of Effect / Target: Medium&amp;lt;br/&amp;gt;Duration: Instant&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: Reflex 1/2&amp;lt;br/&amp;gt;Spell Resistance: Yes&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;A pillar of flame engulfs all within the area of effect, inflicting 1d6 points of damage per caster level (to a maximum of 15d6). Half of the damage caused by the spell is divine and the other half is fire-based. Enemies are struck by both damage types, while allies are struck only by the fire damage.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Flame_Weapon&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Flame Weapon ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Renamed: &#039;&#039;&#039;Elemental Weapon&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Druid 2, Wizard / Sorcerer 2&amp;lt;br/&amp;gt;Innate Level: 2&amp;lt;br/&amp;gt;School: Transmutation&amp;lt;br/&amp;gt;Descriptor(s): Weapon Enchantment, Rune&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Touch&amp;lt;br/&amp;gt;Area of Effect / Target: Creature&amp;lt;br/&amp;gt;Duration: Medium (15m Combat Time)&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: None&amp;lt;br/&amp;gt;Spell Resistance: No&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;For the duration, your active weapons or ammunition gain a 1d6 elemental damage bonus (depending on the subradial option selected). You can also target another creature to enchant its weapons.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;This effect replaces any active Rune effects, and benefits from any properties or feats that also increase Rune damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Old Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Wizard / Sorcerer 2&amp;lt;br/&amp;gt;Innate Level: 2&amp;lt;br/&amp;gt;School: Evocation&amp;lt;br/&amp;gt;Descriptor(s): Weapon Enchantment&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Touch&amp;lt;br/&amp;gt;Area of Effect / Target: Creature or Melee Weapon&amp;lt;br/&amp;gt;Duration: 1 Minute / Level&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: None&amp;lt;br/&amp;gt;Spell Resistance: No&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Sets a melee weapon aflame, granting 1d4 points of fire damage +1 per caster level to a maximum of +10. You can target a specific weapon or a creature with this spell.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Flare&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Flare ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Bard 0, Druid 0, Wizard / Sorcerer 0&amp;lt;br/&amp;gt;Innate Level: 0&amp;lt;br/&amp;gt;School: Evocation&amp;lt;br/&amp;gt;Descriptor(s):&amp;lt;br/&amp;gt;Component(s): Verbal&amp;lt;br/&amp;gt;Range: Medium&amp;lt;br/&amp;gt;Area of Effect / Target: Single&amp;lt;br/&amp;gt;Duration: Instant&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: Reflex (Half)&amp;lt;br/&amp;gt;Spell Resistance: Yes&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;A burst of hot light is fired from the caster to one target, making it suffer 2d6 Fire damage.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Cantrips may be cast an unlimited number of times per day, and use all applicable Metamagic feats the caster knows for free.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Old Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Bard 0, Druid 0, Wizard / Sorcerer 0&amp;lt;br/&amp;gt;Innate Level: 0&amp;lt;br/&amp;gt;School: Evocation&amp;lt;br/&amp;gt;Descriptor(s):&amp;lt;br/&amp;gt;Component(s): Verbal&amp;lt;br/&amp;gt;Range: Medium&amp;lt;br/&amp;gt;Area of Effect / Target: Single&amp;lt;br/&amp;gt;Duration: 10 rounds&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: Fort negates&amp;lt;br/&amp;gt;Spell Resistance: Yes&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;A burst of hot light is fired from the caster to one target, making it suffer a -1 penalty to attack rolls.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Foxs_Cunning&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Fox&#039;s Cunning ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Bard 2, Cleric 2, Druid 2, Wizard / Sorcerer 2&amp;lt;br/&amp;gt;Innate Level: 2&amp;lt;br/&amp;gt;School: Transmutation&amp;lt;br/&amp;gt;Descriptor(s):&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Touch&amp;lt;br/&amp;gt;Area of Effect / Target: Single&amp;lt;br/&amp;gt;Duration: Long (30m Combat Time)&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: Harmless&amp;lt;br/&amp;gt;Spell Resistance: No&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The target creature&#039;s Intelligence is increased by 4.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Mutually exclusive with Owl&#039;s Wisdom and Eagle&#039;s Splendor.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Old Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Bard 2, Cleric 2, Wizard / Sorcerer 2&amp;lt;br/&amp;gt;Innate Level: 2&amp;lt;br/&amp;gt;School: Transmutation&amp;lt;br/&amp;gt;Descriptor(s):&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Touch&amp;lt;br/&amp;gt;Area of Effect / Target: Single&amp;lt;br/&amp;gt;Duration: 1 Hour / Level&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: Harmless&amp;lt;br/&amp;gt;Spell Resistance: No&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The target creature&#039;s Intelligence is increased by 1d4+1.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Freedom_of_Movement&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Freedom of Movement ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Bard 2, Cleric 2, Druid 2, Paladin 2, Ranger 2&amp;lt;br/&amp;gt;Innate Level: 2&amp;lt;br/&amp;gt;School: Abjuration&amp;lt;br/&amp;gt;Descriptor(s):&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Medium&amp;lt;br/&amp;gt;Area of Effect / Target: Single&amp;lt;br/&amp;gt;Duration: Medium (15m Combat Time)&amp;lt;br/&amp;gt;Additional Counter Spells: Web&amp;lt;br/&amp;gt;Save: None&amp;lt;br/&amp;gt;Spell Resistance: No&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The target creature gains a +4 Reflex saving throw bonus, and a +2 saving throw bonus versus any ongoing effects that hamper their physical mobility.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;In addition, all entanglement, slow, movement speed decrease, physical paralysis, and knockdown effects on the creature end.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;If any of these effects would take hold while Freedom of Movement is active, the Freedom effect is consumed to prevent it from applying, and immunity to entanglement, slow, movement speed decrease, physical paralysis, and knockdown is gained for 1 round.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Old Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Cleric 4, Druid 4, Paladin 4, Ranger 4&amp;lt;br/&amp;gt;Innate Level: 4&amp;lt;br/&amp;gt;School: Abjuration&amp;lt;br/&amp;gt;Descriptor(s):&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Medium&amp;lt;br/&amp;gt;Area of Effect / Target: Single&amp;lt;br/&amp;gt;Duration: 1 Turn / Level&amp;lt;br/&amp;gt;Additional Counter Spells: Web&amp;lt;br/&amp;gt;Save: None&amp;lt;br/&amp;gt;Spell Resistance: No&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The target creature becomes immune to paralysis, slow, and entanglement spells and effects.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Gedlees_Electric_Loop&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Gedlee&#039;s Electric Loop ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Renamed: &#039;&#039;&#039;Electric Loop&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Druid 2, Wizard / Sorcerer 2&amp;lt;br/&amp;gt;Innate Level: 2&amp;lt;br/&amp;gt;School: Evocation&amp;lt;br/&amp;gt;Descriptor(s): Electrical&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Short&amp;lt;br/&amp;gt;Area of Effect / Target: Medium&amp;lt;br/&amp;gt;Duration: Instantaneous&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: Reflex 1/2&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;You create a small stroke of lightning that cycles through all creatures in the area of effect. The spell deals 6d6 points of damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Old Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Wizard / Sorcerer 2&amp;lt;br/&amp;gt;Innate Level: 2&amp;lt;br/&amp;gt;School: Evocation&amp;lt;br/&amp;gt;Descriptor(s): Electrical&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Short&amp;lt;br/&amp;gt;Area of Effect / Target: Small&amp;lt;br/&amp;gt;Duration: Instantaneous&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: Reflex 1/2 (See Below)&amp;lt;br/&amp;gt;Spell Resistance: Yes&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;You create a small stroke of lightning that cycles through all creatures in the area of effect. The spell deals 1d6 points of damage per 2 caster levels (maximum 5d6). Those who fail their Reflex saves must succeed at a Will save or be stunned for 1 round.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Ghostly_Visage&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Ghostly Visage ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Bard 2, Wizard / Sorcerer 2&amp;lt;br/&amp;gt;Innate Level: 2&amp;lt;br/&amp;gt;School: Abjuration&amp;lt;br/&amp;gt;Descriptor(s):&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Touch&amp;lt;br/&amp;gt;Area of Effect / Target: Caster&amp;lt;br/&amp;gt;Duration: Long (30m Combat Time)&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: Harmless&amp;lt;br/&amp;gt;Spell Resistance: No&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The target is surrounded by a ghostly nimbus of light that grants 10% concealment.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Old Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Bard 2, Wizard / Sorcerer 2&amp;lt;br/&amp;gt;Innate Level: 2&amp;lt;br/&amp;gt;School: Illusion&amp;lt;br/&amp;gt;Descriptor(s):&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Personal&amp;lt;br/&amp;gt;Area of Effect / Target: Caster&amp;lt;br/&amp;gt;Duration: 1 Turn / Level&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: Harmless&amp;lt;br/&amp;gt;Spell Resistance: No&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The caster is surrounded by a ghostly nimbus of light that grants damage reduction 5/+1, prevents all spells of level 1 or lower from affecting the caster, and grants 10% concealment.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Ghoul_Touch&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Ghoul Touch ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Wizard / Sorcerer 2&amp;lt;br/&amp;gt;Innate Level: 2&amp;lt;br/&amp;gt;School: Necromancy&amp;lt;br/&amp;gt;Descriptor(s): Negative, Hard Control, Pernicious, Intense&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Touch&amp;lt;br/&amp;gt;Area of Effect / Target: Single&amp;lt;br/&amp;gt;Duration: Short (1m)&amp;lt;br/&amp;gt;Additional Counter Spells: Cure Light Wounds&amp;lt;br/&amp;gt;Save: Fortitude Negates&amp;lt;br/&amp;gt;Spell Resistance: Yes&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The caster&#039;s hand glows with an unearthly radiance. The target creature becomes Paralyzed and Sundered. The Sundered effect persists regardless of the results of the saving throws to negate paralysis.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Intense: The target is denied the first saving throw against this effect. A creature may only suffer the effects of the Intense keyword once per minute.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Pernicious: This effect is not removed upon a successful saving throw, instead continuing to attempt to apply itself each round upon a failed save for the full duration of the spell/effect.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Hard Control: The effects of this spell are subject to ongoing saving throws. Each round, the target may attempt a new saving throw to end the effect. Each failed saving throw provides a stacking +4 bonus to further saving throws for 5 rounds versus the following effects:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Old Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Wizard / Sorcerer 2&amp;lt;br/&amp;gt;Innate Level: 2&amp;lt;br/&amp;gt;School: Necromancy&amp;lt;br/&amp;gt;Descriptor(s): Negative&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Touch&amp;lt;br/&amp;gt;Area of Effect / Target: Single&amp;lt;br/&amp;gt;Duration: 1d6 + 2 Rounds&amp;lt;br/&amp;gt;Additional Counter Spells: Cure Light Wounds&amp;lt;br/&amp;gt;Save: Fortitude Negates&amp;lt;br/&amp;gt;Spell Resistance: Yes&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The caster&#039;s hand glows with an unearthly radiance. The target creature must make a Fortitude save or become paralyzed. Creatures paralyzed by this spell emit a noxious cloud that applies a -2 penalty to skills, saving throws, attack and damage rolls to all creatures within 5 feet.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Glyph_of_Warding&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Glyph of Warding ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Bard 3, Cleric 3, Wizard/Sorcerer 3&amp;lt;br/&amp;gt;Innate Level: 3&amp;lt;br/&amp;gt;School: Abjuration&amp;lt;br/&amp;gt;Descriptor(s): Sonic&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Short&amp;lt;br/&amp;gt;Area of Effect / Target: Large&amp;lt;br/&amp;gt;Duration: Medium (15m)&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: Reflex 1/2&amp;lt;br/&amp;gt;Spell Resistance: Yes&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The caster creates a small, magical zone that can detect the passage of enemy creatures. When the field is activated, it explodes, doing 8d6 points of sonic damage. After being triggered, the glyph dissipates.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Old Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Cleric 3&amp;lt;br/&amp;gt;Innate Level: 3&amp;lt;br/&amp;gt;School: Abjuration&amp;lt;br/&amp;gt;Descriptor(s): Sonic&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Short&amp;lt;br/&amp;gt;Area of Effect / Target: Large&amp;lt;br/&amp;gt;Duration: 1 Turn / 2 Level&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: Reflex 1/2&amp;lt;br/&amp;gt;Spell Resistance: Yes&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The caster creates a small, magical zone that can detect the passage of enemy creatures. When the field is activated, it explodes, doing 1d8 points of sonic damage per two caster levels to all creatures within the area of effect (to a maximum of 5d8). After being triggered, the glyph dissipates.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Grease&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Grease ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Bard 1, Druid 1, Ranger 1, Wizard / Sorcerer 1&amp;lt;br/&amp;gt;Innate Level: 1&amp;lt;br/&amp;gt;School: Conjuration&amp;lt;br/&amp;gt;Descriptor(s): Persistent, Hard Control&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Medium (20m)&amp;lt;br/&amp;gt;Area of Effect / Target: 4m Sphere&amp;lt;br/&amp;gt;Duration: Short (1m)&amp;lt;br/&amp;gt;Additional Counter Spells: Freedom of Movement&amp;lt;br/&amp;gt;Save: Reflex&amp;lt;br/&amp;gt;Spell Resistance: Yes&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;A churning field of oil and grease fills the target area, causing all within to suffer Knockdown for 1 round should they fail a Reflex save.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Hard Control: The effects of this spell are subject to ongoing saving throws. Each round, the target may attempt a new saving throw to end the effect. Each failed saving throw provides a stacking +4 bonus to further saving throws for 5 rounds versus the following effects:&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Confusion, Daze, Domination, Fear, Knockdown, Paralysis, Petrification, Sleep, Stun&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Persistent: This spell occupies a space for the full duration of the effect.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Old Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Bard 1, Druid 1, Ranger 1, Wizard / Sorcerer 1&amp;lt;br/&amp;gt;Innate Level: 1&amp;lt;br/&amp;gt;School: Conjuration&amp;lt;br/&amp;gt;Descriptor(s):&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Short&amp;lt;br/&amp;gt;Area of Effect / Target: Medium&amp;lt;br/&amp;gt;Duration: 2 Rounds + 1 / 3 Levels&amp;lt;br/&amp;gt;Additional Counter Spells: Freedom of Movement&amp;lt;br/&amp;gt;Save: Reflex&amp;lt;br/&amp;gt;Spell Resistance: Yes&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;A churning field of oil and grease fills the target area, causing all within to either fall down or move at a reduced speed.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Greater_Dispelling&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Greater Dispelling ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Removed&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Greater_Magic_Fang&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Greater Magic Fang ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Removed&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Greater_Magic_Weapon&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Greater Magic Weapon ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Bard 3, Cleric 3, Druid 3, Paladin 3, Ranger 3, Wizard / Sorcerer 3&amp;lt;br/&amp;gt;Innate Level: 3&amp;lt;br/&amp;gt;School: Transmutation&amp;lt;br/&amp;gt;Descriptor(s): Weapon Enchantment&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Short&amp;lt;br/&amp;gt;Area of Effect / Target: Creature&amp;lt;br/&amp;gt;Duration: Long (30m Combat Time)&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: None&amp;lt;br/&amp;gt;Spell Resistance: No&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;You empower the target&#039;s weapons and ammunition with a +2 enhancement bonus. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Old Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Bard 3, Cleric 4, Paladin 3, Wizard / Sorcerer 3&amp;lt;br/&amp;gt;Innate Level: 3&amp;lt;br/&amp;gt;School: Transmutation&amp;lt;br/&amp;gt;Descriptor(s): Weapon Enchantment&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Short&amp;lt;br/&amp;gt;Area of Effect / Target: Creature or  Melee Weapon&amp;lt;br/&amp;gt;Duration: 1 Hour / Level&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: None&amp;lt;br/&amp;gt;Spell Resistance: No&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;You empower the touched weapon with a +1 enhancement bonus per 3 caster levels (maximum of +5). You can either directly target the weapon you want to cast this spell on, or you can target a creature, affecting the creature&#039;s main hand weapon.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Greater_Shadow_Conjuration&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Greater Shadow Conjuration ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Removed&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Gust_of_Wind&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Gust of Wind ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Bard 3, Wizard / Sorcerer 3&amp;lt;br/&amp;gt;Innate Level: 3&amp;lt;br/&amp;gt;School: Evocation&amp;lt;br/&amp;gt;Descriptor(s): Hard Control, Intense, Pernicious&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Medium (20m)&amp;lt;br/&amp;gt;Area of Effect / Target: 7m Sphere&amp;lt;br/&amp;gt;Duration: Brief (3 Rounds)&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: Fortitude&amp;lt;br/&amp;gt;Spell Resistance: Yes&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;This spell creates a blast of air that knocks down any creatures failing their saving throws. It is also powerful enough to disperse any cloudlike area of effect spells (such as Stinking Cloud and Cloudkill) that are in the path of the wind gust.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Intense: The target is denied the first saving throw against this effect. A creature may only suffer the effects of the Intense keyword once per minute.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Pernicious: This effect is not removed upon a successful saving throw, instead continuing to attempt to apply itself each round upon a failed save for the full duration of the spell/effect.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Hard Control: The effects of this spell are subject to ongoing saving throws. Each round, the target may attempt a new saving throw to end the effect. Each failed saving throw provides a stacking +4 bonus to further saving throws for 5 rounds versus the following effects:&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Confusion, Daze, Domination, Fear, Knockdown, Paralysis, Petrification, Sleep, Stun&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Old Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Bard 3, Wizard / Sorcerer 3&amp;lt;br/&amp;gt;Innate Level: 3&amp;lt;br/&amp;gt;School: Evocation&amp;lt;br/&amp;gt;Descriptor(s):&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Medium&amp;lt;br/&amp;gt;Area of Effect / Target: Huge&amp;lt;br/&amp;gt;Duration: Instant&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: Fortitude negates&amp;lt;br/&amp;gt;Spell Resistance: Yes&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;This spell creates a blast of air that knocks down any creatures failing their saving throws. It is also powerful enough to disperse any cloudlike area of effect spells (such as cloudkill) that are in the path of the wind gust.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Hammer_of_the_Gods&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Hammer of the Gods ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Cleric 4&amp;lt;br/&amp;gt;Innate Level: 4&amp;lt;br/&amp;gt;School: Evocation&amp;lt;br/&amp;gt;Descriptor(s): Radiant&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Medium&amp;lt;br/&amp;gt;Area of Effect / Target: Huge&amp;lt;br/&amp;gt;Duration: Instant&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: Fortitude (Half)&amp;lt;br/&amp;gt;Spell Resistance: Yes&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The caster smites a group of enemies with divine light for 20 + 10d2 points of Radiant damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Old Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Cleric 4&amp;lt;br/&amp;gt;Innate Level: 4&amp;lt;br/&amp;gt;School: Evocation&amp;lt;br/&amp;gt;Descriptor(s):&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Medium&amp;lt;br/&amp;gt;Area of Effect / Target: Huge&amp;lt;br/&amp;gt;Duration: Instant&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: Will Partial&amp;lt;br/&amp;gt;Spell Resistance: Yes&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The caster smites a group of enemies with divine light for 1d8 points of damage for every two caster levels, to a maximum of 5d8.  Enemies that make a Will save take half damage and avoid being dazed for 1 to 6 rounds.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Haste&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Haste ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Bard 3, Wizard / Sorcerer 3&amp;lt;br/&amp;gt;Innate Level: 3&amp;lt;br/&amp;gt;School: Transmutation&amp;lt;br/&amp;gt;Descriptor(s):&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Short&amp;lt;br/&amp;gt;Area of Effect / Target: Single&amp;lt;br/&amp;gt;Duration: Short (1m)&amp;lt;br/&amp;gt;Additional Counter Spells: Slow&amp;lt;br/&amp;gt;Save: Harmless&amp;lt;br/&amp;gt;Spell Resistance: No&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The target of this spell gains a +3 bonus to dodge AC (does not stack with other Dodge AC from Equipment and Spells), 1 bonus attack per round, and has their movement increased by 50%. If under the effects of Quicken Spell metamagic, no charges are consumed whilst also under the effects of Haste.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Old Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Bard 3, Wizard / Sorcerer 3&amp;lt;br/&amp;gt;Innate Level: 3&amp;lt;br/&amp;gt;School: Transmutation&amp;lt;br/&amp;gt;Descriptor(s):&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Short&amp;lt;br/&amp;gt;Area of Effect / Target: Single&amp;lt;br/&amp;gt;Duration: 1 Round / Level&amp;lt;br/&amp;gt;Additional Counter Spells: Slow&amp;lt;br/&amp;gt;Save: Harmless&amp;lt;br/&amp;gt;Spell Resistance: No&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The target of this spell gains, +4 bonus to dodge AC, 1 extra action per round (allowing an additional attack or spell to be cast) and has their movement increased by 50%.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Healing_Circle&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Healing Circle ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Bard 5, Cleric 5, Druid 5&amp;lt;br/&amp;gt;Innate Level: 5&amp;lt;br/&amp;gt;School: Necromancy&amp;lt;br/&amp;gt;Descriptor(s):&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Personal&amp;lt;br/&amp;gt;Area of Effect / Target: Medium&amp;lt;br/&amp;gt;Duration: Instant&amp;lt;br/&amp;gt;Additional Counter Spells: Circle of Doom&amp;lt;br/&amp;gt;Save: None&amp;lt;br/&amp;gt;Spell Resistance: Yes&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;All friendly creatures within the area of effect are healed as if receiving the effects of a Cure Critical Wounds spell.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Old Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Bard 5, Cleric 5, Druid 6&amp;lt;br/&amp;gt;Innate Level: 5&amp;lt;br/&amp;gt;School: Conjuration&amp;lt;br/&amp;gt;Descriptor(s):&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Personal&amp;lt;br/&amp;gt;Area of Effect / Target: Medium&amp;lt;br/&amp;gt;Duration: Instant&amp;lt;br/&amp;gt;Additional Counter Spells: Circle of Doom&amp;lt;br/&amp;gt;Save: Fortitude 1/2&amp;lt;br/&amp;gt;Spell Resistance: Yes&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;All friendly creatures within the area of effect are healed for 1d8 Hit Points, +1 points per caster level up to a maximum of +20. Healing spells have a reverse effect when used on undead, harming instead of healing them.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Healing_Sting&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Healing Sting ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Druid 3&amp;lt;br/&amp;gt;Innate Level: 3&amp;lt;br/&amp;gt;School: Necromancy&amp;lt;br/&amp;gt;Descriptor(s): Negative&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Touch&amp;lt;br/&amp;gt;Area of Effect / Target: Creature touched&amp;lt;br/&amp;gt;Duration: Instantaneous&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: Fortitude half&amp;lt;br/&amp;gt;Spell Resistance: Yes&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;You inflict 8d2 + 16 points of Necrotic damage to the creature touched and heal an equal amount of hit points.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Old Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Druid 3&amp;lt;br/&amp;gt;Innate Level: 3&amp;lt;br/&amp;gt;School: Necromancy&amp;lt;br/&amp;gt;Descriptor(s): Negative&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Touch&amp;lt;br/&amp;gt;Area of Effect / Target: Creature touched&amp;lt;br/&amp;gt;Duration: Instantaneous&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: Fortitude negates&amp;lt;br/&amp;gt;Spell Resistance: Yes&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;You inflict 1d6 points of damage,  +1 per caster level  to the living creature touched and gain an equal amount of hit points. You may not gain more Hit Points than your maximum with the Healing Sting.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Hold_Animal&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Hold Animal ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Removed&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Hold_Monster&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Hold Monster ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Removed&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Hold_Person&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Hold Person ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Renamed: &#039;&#039;&#039;Hold&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Bard 2, Cleric 2, Druid 2, Wizard / Sorcerer 2&amp;lt;br/&amp;gt;Innate Level: 2&amp;lt;br/&amp;gt;School: Enchantment&amp;lt;br/&amp;gt;Descriptor(s): Hard Control, Intense, Pernicious, Swift&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Medium (20m)&amp;lt;br/&amp;gt;Area of Effect / Target: Single&amp;lt;br/&amp;gt;Duration: Short (1m)&amp;lt;br/&amp;gt;Additional Counter Spells: Clarity&amp;lt;br/&amp;gt;Save: Will Negates&amp;lt;br/&amp;gt;Spell Resistance: Yes&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The caster contains the target person&#039;s mind, separating it from control of their body. The target creature is paralyzed for the duration of the spell.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Intense: The target is denied the first saving throw against this effect. A creature may only suffer the effects of the Intense keyword once per minute.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Pernicious: This effect is not removed upon a successful saving throw, instead continuing to attempt to apply itself each round upon a failed save for the full duration of the spell/effect.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Swift: This spell has a shortened cast time, executing in only half a second.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Hard Control: The effects of this spell are subject to ongoing saving throws. Each round, the target may attempt a new saving throw to end the effect. Each failed saving throw provides a stacking +4 bonus to further saving throws for 5 rounds versus the following effects:&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Confusion, Daze, Domination, Fear, Knockdown, Paralysis, Petrification, Sleep, Stun&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Old Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Bard 2, Cleric 2, Wizard / Sorcerer 3&amp;lt;br/&amp;gt;Innate Level: 2&amp;lt;br/&amp;gt;School: Enchantment&amp;lt;br/&amp;gt;Descriptor(s):&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Medium&amp;lt;br/&amp;gt;Area of Effect / Target: Single&amp;lt;br/&amp;gt;Duration: 1 Round / Level&amp;lt;br/&amp;gt;Additional Counter Spells: Freedom of Movement&amp;lt;br/&amp;gt;Save: Will Negates&amp;lt;br/&amp;gt;Spell Resistance: Yes&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The target humanoid is paralyzed for the duration of the spell.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Holy_Sword&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Holy Sword ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Removed&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Horizikauls_Boom&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Horizikaul&#039;s Boom ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Renamed: &#039;&#039;&#039;Thundering Boom&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Bard 1, Wizard / Sorcerer 1&amp;lt;br/&amp;gt;Innate Level: 1&amp;lt;br/&amp;gt;School: Evocation&amp;lt;br/&amp;gt;Descriptor(s): Sonic&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Short&amp;lt;br/&amp;gt;Area of Effect / Target: One creature&amp;lt;br/&amp;gt;Duration: Instant&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: Reflex 1/2&amp;lt;br/&amp;gt;Spell Resistance: Yes&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;You blast the target with loud and high-pitched sounds. The target takes 6d6 points of Sonic damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Old Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Wizard / Sorcerer 1&amp;lt;br/&amp;gt;Innate Level: 1&amp;lt;br/&amp;gt;School: Evocation&amp;lt;br/&amp;gt;Descriptor(s): Sonic&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Short&amp;lt;br/&amp;gt;Area of Effect / Target: One creature&amp;lt;br/&amp;gt;Duration: Instantaneous&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: Will partial&amp;lt;br/&amp;gt;Spell Resistance: Yes&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;You blast the target with loud and high-pitched sounds. The target takes 1d4 points of sonic damage per two caster levels (maximum 5d4) and must make a Will save or be deafened for 1d4 rounds.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Ice_Dagger&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Ice Dagger ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Druid 1, Sorcerer / Wizard 1&amp;lt;br/&amp;gt;Innate Level: 1&amp;lt;br/&amp;gt;School: Evocation&amp;lt;br/&amp;gt;Descriptor(s): Cold&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Short&amp;lt;br/&amp;gt;Area of Effect / Target: One creature&amp;lt;br/&amp;gt;Duration: Instantaneous&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: Reflex 1/2&amp;lt;br/&amp;gt;Spell Resistance: Yes&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;You create a piece of ice that flies toward the target and deals 6d6 points of cold damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Old Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Sorcerer / Wizard 1&amp;lt;br/&amp;gt;Innate Level: 1&amp;lt;br/&amp;gt;School: Evocation&amp;lt;br/&amp;gt;Descriptor(s): Cold&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Short&amp;lt;br/&amp;gt;Area of Effect / Target: One creature&amp;lt;br/&amp;gt;Duration: Instantaneous&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: Reflex 1/2&amp;lt;br/&amp;gt;Spell Resistance: Yes&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;You create a piece of ice that flies toward the target and deals 1d4 points of cold damage per level (maximum of 5d4).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Ice_Storm&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Ice Storm ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Bard 4, Druid 4, Wizard / Sorcerer 4&amp;lt;br/&amp;gt;Innate Level: 4&amp;lt;br/&amp;gt;School: Evocation&amp;lt;br/&amp;gt;Descriptor(s): Cold&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Long&amp;lt;br/&amp;gt;Area of Effect / Target: 6.67m Sphere&amp;lt;br/&amp;gt;Duration: Instant&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: Reflex 1/2&amp;lt;br/&amp;gt;Spell Resistance: Yes&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;All creatures in the area of effect take 10d6 points of Cold damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Old Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Bard 6, Druid 5, Wizard / Sorcerer 4&amp;lt;br/&amp;gt;Innate Level: 4&amp;lt;br/&amp;gt;School: Evocation&amp;lt;br/&amp;gt;Descriptor(s): Cold&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Long&amp;lt;br/&amp;gt;Area of Effect / Target: Huge&amp;lt;br/&amp;gt;Duration: Instant&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: None&amp;lt;br/&amp;gt;Spell Resistance: Yes&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;All creatures in the area of effect take 3d6 points of bludgeoning damage and 2d6 points of cold damage. Ice Storm will do an additional 1d6 cold damage per additional 3 caster levels.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Identify&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Identify ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Removed&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Improved_Invisibility&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Improved Invisibility ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Bard 4, Wizard / Sorcerer 4&amp;lt;br/&amp;gt;Innate Level: 4&amp;lt;br/&amp;gt;School: Illusion&amp;lt;br/&amp;gt;Descriptor(s):&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Touch&amp;lt;br/&amp;gt;Area of Effect / Target: Single&amp;lt;br/&amp;gt;Duration: Short (1m)&amp;lt;br/&amp;gt;Additional Counter Spells: Invisibility Purge&amp;lt;br/&amp;gt;Save: Harmless&amp;lt;br/&amp;gt;Spell Resistance: No&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The target creature becomes invisible and impossible to detect using normal vision. Any attack or spellcasting action taken by the invisible creature will immediately cancel the invisibility. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Old Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Bard 4, Wizard / Sorcerer 4&amp;lt;br/&amp;gt;Innate Level: 4&amp;lt;br/&amp;gt;School: Illusion&amp;lt;br/&amp;gt;Descriptor(s):&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Touch&amp;lt;br/&amp;gt;Area of Effect / Target: Single&amp;lt;br/&amp;gt;Duration: 1 Turn / Level&amp;lt;br/&amp;gt;Additional Counter Spells: Invisibility Purge&amp;lt;br/&amp;gt;Save: Harmless&amp;lt;br/&amp;gt;Spell Resistance: No&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The target creature becomes invisible and impossible to detect using normal vision. After attacking or casting spells the target creature will become partially visible and detectable by enemies, but still retain a 50% cover bonus.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Inferno&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Inferno ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Druid 5&amp;lt;br/&amp;gt;Innate Level: 5&amp;lt;br/&amp;gt;School: Transmutation&amp;lt;br/&amp;gt;Descriptor(s): Fire&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Short&amp;lt;br/&amp;gt;Area of Effect / Target: Single&amp;lt;br/&amp;gt;Duration: Instant&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: Reflex 1/2&amp;lt;br/&amp;gt;Spell Resistance: Yes&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The caster causes a beam of searing flame to strike the target. This beam inflicts 2d6 points of Fire damage nine times, for a total of 18d6 damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Old Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Druid 5&amp;lt;br/&amp;gt;Innate Level: 5&amp;lt;br/&amp;gt;School: Transmutation&amp;lt;br/&amp;gt;Descriptor(s): Fire&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Short&amp;lt;br/&amp;gt;Area of Effect / Target: Single&amp;lt;br/&amp;gt;Duration: 1 round / level&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: None&amp;lt;br/&amp;gt;Spell Resistance: Yes&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The caster causes a target to ignite into flame. Each round the target will suffer 2d6 points of fire damage.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Infestation_of_Maggots&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Infestation of Maggots ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Druid 4&amp;lt;br/&amp;gt;Innate Level: 4&amp;lt;br/&amp;gt;School: Necromancy&amp;lt;br/&amp;gt;Descriptor(s): Disease&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Touch&amp;lt;br/&amp;gt;Area of Effect / Target: Creature touched&amp;lt;br/&amp;gt;Duration: Short (1m)&amp;lt;br/&amp;gt;Additional Counter Spells: Remove Disease&amp;lt;br/&amp;gt;Save: Fortitude&amp;lt;br/&amp;gt;Spell Resistance: Yes&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;With but a touch, you infest a target with maggot-like creatures, causing it to suffer a damage over time (DoT) effect inflicting 8d6 Physical damage every 3 seconds for 1 minute. Saving throws are performed on application and every 5 ticks thereafter, halving the damage until the next saving throw if successful.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Old Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Druid 3&amp;lt;br/&amp;gt;Innate Level: 3&amp;lt;br/&amp;gt;School: Necromancy&amp;lt;br/&amp;gt;Descriptor(s): Disease&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Touch&amp;lt;br/&amp;gt;Area of Effect / Target: Creature touched&amp;lt;br/&amp;gt;Duration: 1 round / 2 levels&amp;lt;br/&amp;gt;Additional Counter Spells: Remove Disease, Heal&amp;lt;br/&amp;gt;Save: Fortitude negates&amp;lt;br/&amp;gt;Spell Resistance: Yes&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;With but a touch, you infest a target with maggot-like creatures. They deal 1d4 points of temporary Constitution damage each round. Each round the subject makes a new Fortitude save. The spell ends if the target succeeds at its saving throw.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Inflict_Critical_Wounds&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Inflict Critical Wounds ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Cleric 4, Druid 4&amp;lt;br/&amp;gt;Innate Level: 4&amp;lt;br/&amp;gt;School: Necromancy&amp;lt;br/&amp;gt;Descriptor(s): Necrotic&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Short&amp;lt;br/&amp;gt;Area of Effect / Target: Single&amp;lt;br/&amp;gt;Duration: Instant&amp;lt;br/&amp;gt;Additional Counter Spells: Cure Critical Wounds&amp;lt;br/&amp;gt;Save: Fortitude (Half)&amp;lt;br/&amp;gt;Spell Resistance: Yes&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The target suffers 30 + 15d2 points of Necrotic damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Old Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Cleric 4&amp;lt;br/&amp;gt;Innate Level: 4&amp;lt;br/&amp;gt;School: Necromancy&amp;lt;br/&amp;gt;Descriptor(s): Negative&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Touch&amp;lt;br/&amp;gt;Area of Effect / Target: Single&amp;lt;br/&amp;gt;Duration: Instant&amp;lt;br/&amp;gt;Additional Counter Spells: Cure Critical Wounds&amp;lt;br/&amp;gt;Save: Will 1/2&amp;lt;br/&amp;gt;Spell Resistance: Yes&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;If the caster succeeds in striking an opponent with a touch attack, the target suffers 4d8 points of damage, + 1 point per caster level to a maximum of +20. Inflict spells have a reverse effect when used on undead, causing the targeted undead to take an amount of healing equal to what the spell normally damages.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Inflict_Light_Wounds&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Inflict Light Wounds ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Cleric 1, Druid 1&amp;lt;br/&amp;gt;Innate Level: 1&amp;lt;br/&amp;gt;School: Necromancy&amp;lt;br/&amp;gt;Descriptor(s): Necrotic&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Short&amp;lt;br/&amp;gt;Area of Effect / Target: Single&amp;lt;br/&amp;gt;Duration: Instant&amp;lt;br/&amp;gt;Additional Counter Spells: Cure Light Wounds&amp;lt;br/&amp;gt;Save: Fortitude (Half)&amp;lt;br/&amp;gt;Spell Resistance: Yes&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The target suffers 12 + 6d2 points of Necrotic damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Old Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Cleric 1&amp;lt;br/&amp;gt;Innate Level: 1&amp;lt;br/&amp;gt;School: Necromancy&amp;lt;br/&amp;gt;Descriptor(s): Negative&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Touch&amp;lt;br/&amp;gt;Area of Effect / Target: Single&amp;lt;br/&amp;gt;Duration: Instant&amp;lt;br/&amp;gt;Additional Counter Spells: Cure Light Wounds&amp;lt;br/&amp;gt;Save: Will 1/2&amp;lt;br/&amp;gt;Spell Resistance: Yes&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;If the caster succeeds in striking an opponent with a touch attack, the target suffers 1d8 points of damage, + 1 point per caster level to a maximum of +5. Inflict spells have a reverse effect when used on undead, causing the targeted undead to take an amount of healing equal to what the spell normally damages.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Inflict_Minor_Wounds&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Inflict Minor Wounds ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Cleric 0, Druid 0&amp;lt;br/&amp;gt;Innate Level: 0&amp;lt;br/&amp;gt;School: Necromancy&amp;lt;br/&amp;gt;Descriptor(s): Necrotic&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Short (8m)&amp;lt;br/&amp;gt;Area of Effect / Target: Single&amp;lt;br/&amp;gt;Duration: Instant&amp;lt;br/&amp;gt;Additional Counter Spells: Cure Minor Wounds&amp;lt;br/&amp;gt;Save: Fortitude (Half)&amp;lt;br/&amp;gt;Spell Resistance: Yes&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The target suffers 4 + 2d2 points of Necrotic damage.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Cantrips may be cast an unlimited number of times per day, and use all applicable Metamagic feats the caster knows for free.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Old Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Cleric 0&amp;lt;br/&amp;gt;Innate Level: 0&amp;lt;br/&amp;gt;School: Necromancy&amp;lt;br/&amp;gt;Descriptor(s): Negative&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Touch&amp;lt;br/&amp;gt;Area of Effect / Target: Single&amp;lt;br/&amp;gt;Duration: Instant&amp;lt;br/&amp;gt;Additional Counter Spells: Cure Minor Wounds&amp;lt;br/&amp;gt;Save: Will 1/2&amp;lt;br/&amp;gt;Spell Resistance: Yes&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;If the caster succeeds in striking an opponent with a touch attack, the target suffers 1 point of damage. Inflict spells have a reverse effect when used on undead, causing the targeted undead to take an amount of healing equal to what the spell normally damages.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Inflict_Moderate_Wounds&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Inflict Moderate Wounds ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Cleric 2, Druid 2&amp;lt;br/&amp;gt;Innate Level: 2&amp;lt;br/&amp;gt;School: Necromancy&amp;lt;br/&amp;gt;Descriptor(s): Necrotic&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Short&amp;lt;br/&amp;gt;Area of Effect / Target: Single&amp;lt;br/&amp;gt;Duration: Instant&amp;lt;br/&amp;gt;Additional Counter Spells: Cure Moderate Wounds&amp;lt;br/&amp;gt;Save: Fortitude (Half)&amp;lt;br/&amp;gt;Spell Resistance: Yes&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The target suffers 18 + 9d2 points of Necrotic damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Old Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Cleric 2&amp;lt;br/&amp;gt;Innate Level: 2&amp;lt;br/&amp;gt;School: Necromancy&amp;lt;br/&amp;gt;Descriptor(s): Negative&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Touch&amp;lt;br/&amp;gt;Area of Effect / Target: Single&amp;lt;br/&amp;gt;Duration: Instant&amp;lt;br/&amp;gt;Additional Counter Spells: Cure Moderate Wounds&amp;lt;br/&amp;gt;Save: Will 1/2&amp;lt;br/&amp;gt;Spell Resistance: Yes&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;If the caster succeeds in striking an opponent with a touch attack, the target suffers 2d8 points of damage, + 1 point per caster level (to a maximum of +10). Inflict spells have a reverse effect when used on undead, causing the targeted undead to take an amount of healing equal to what the spell normally damages.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Inflict_Serious_Wounds&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Inflict Serious Wounds ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Cleric 3, Druid 3&amp;lt;br/&amp;gt;Innate Level: 3&amp;lt;br/&amp;gt;School: Necromancy&amp;lt;br/&amp;gt;Descriptor(s): Necrotic&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Short&amp;lt;br/&amp;gt;Area of Effect / Target: Single&amp;lt;br/&amp;gt;Duration: Instant&amp;lt;br/&amp;gt;Additional Counter Spells: Cure Serious Wounds&amp;lt;br/&amp;gt;Save: Fortitude (Half)&amp;lt;br/&amp;gt;Spell Resistance: Yes&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The target suffers 24 + 12d2 points of Necrotic damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Old Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Cleric 3&amp;lt;br/&amp;gt;Innate Level: 3&amp;lt;br/&amp;gt;School: Necromancy&amp;lt;br/&amp;gt;Descriptor(s): Negative&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Touch&amp;lt;br/&amp;gt;Area of Effect / Target: Single&amp;lt;br/&amp;gt;Duration: Instant&amp;lt;br/&amp;gt;Additional Counter Spells: Cure Serious Wounds&amp;lt;br/&amp;gt;Save: Will 1/2&amp;lt;br/&amp;gt;Spell Resistance: Yes&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;If the caster succeeds in striking an opponent with a touch attack, the target suffers 3d8 points of damage, + 1 point per caster level (to a maximum of +15). Inflict spells have a reverse effect when used on undead, causing the targeted undead to take an amount of healing equal to what the spell normally damages.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Invisibility&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Invisibility ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Bard 2, Wizard / Sorcerer 2&amp;lt;br/&amp;gt;Innate Level: 2&amp;lt;br/&amp;gt;School: Illusion&amp;lt;br/&amp;gt;Descriptor(s):&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Touch&amp;lt;br/&amp;gt;Area of Effect / Target: Single&amp;lt;br/&amp;gt;Duration: Brief (3 Rounds)&amp;lt;br/&amp;gt;Additional Counter Spells: See Invisibility&amp;lt;br/&amp;gt;Save: Harmless&amp;lt;br/&amp;gt;Spell Resistance: No&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The target creature becomes invisible and impossible to detect using normal vision. Any attack or spellcasting action taken by the invisible creature will immediately cancel the invisibility.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Old Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Bard 2, Wizard / Sorcerer 2&amp;lt;br/&amp;gt;Innate Level: 2&amp;lt;br/&amp;gt;School: Illusion&amp;lt;br/&amp;gt;Descriptor(s):&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Touch&amp;lt;br/&amp;gt;Area of Effect / Target: Single&amp;lt;br/&amp;gt;Duration: 1 Turn / Level&amp;lt;br/&amp;gt;Additional Counter Spells: See Invisibility&amp;lt;br/&amp;gt;Save: Harmless&amp;lt;br/&amp;gt;Spell Resistance: No&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The target creature becomes invisible and impossible to detect using normal vision. Any attack or spellcasting action taken by the invisible creature will immediately cancel the invisibility.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Invisibility_Purge&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Invisibility Purge ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Cleric 3, Ranger 3&amp;lt;br/&amp;gt;Innate Level: 3&amp;lt;br/&amp;gt;School: Evocation&amp;lt;br/&amp;gt;Descriptor(s):&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Personal&amp;lt;br/&amp;gt;Area of Effect / Target: Colossal&amp;lt;br/&amp;gt;Duration: Short (1m)&amp;lt;br/&amp;gt;Additional Counter Spells: Invisibility&amp;lt;br/&amp;gt;Save: None&amp;lt;br/&amp;gt;Spell Resistance: No&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;This spell removes the invisibility from all invisible creatures and items.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Old Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Cleric 3, Ranger 3&amp;lt;br/&amp;gt;Innate Level: 3&amp;lt;br/&amp;gt;School: Evocation&amp;lt;br/&amp;gt;Descriptor(s):&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Personal&amp;lt;br/&amp;gt;Area of Effect / Target: Colossal&amp;lt;br/&amp;gt;Duration: 1 Turn / Level&amp;lt;br/&amp;gt;Additional Counter Spells: Invisibility&amp;lt;br/&amp;gt;Save: None&amp;lt;br/&amp;gt;Spell Resistance: No&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;This spell removes the invisibility from all invisible creatures and items.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Invisibility_Sphere&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Invisibility Sphere ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Bard 3, Wizard / Sorcerer 3&amp;lt;br/&amp;gt;Innate Level: 3&amp;lt;br/&amp;gt;School: Illusion&amp;lt;br/&amp;gt;Descriptor(s):&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Personal&amp;lt;br/&amp;gt;Area of Effect / Target: Caster, 15ft Radius&amp;lt;br/&amp;gt;Duration: Short (1m)&amp;lt;br/&amp;gt;Additional Counter Spells: Invisibility Purge&amp;lt;br/&amp;gt;Save: Harmless&amp;lt;br/&amp;gt;Spell Resistance: No&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The caster brings into being a zone of invisibility that travels with him for the duration of the spell. All allies within the spell&#039;s area of effect are rendered invisible, but not to each other. Those that leave the sphere are visible once more.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Old Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Bard 3, Wizard / Sorcerer 3&amp;lt;br/&amp;gt;Innate Level: 3&amp;lt;br/&amp;gt;School: Illusion&amp;lt;br/&amp;gt;Descriptor(s):&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Personal&amp;lt;br/&amp;gt;Area of Effect / Target: Caster, 15ft Radius&amp;lt;br/&amp;gt;Duration: 1 Turn / Level&amp;lt;br/&amp;gt;Additional Counter Spells: Invisibility Purge&amp;lt;br/&amp;gt;Save: Harmless&amp;lt;br/&amp;gt;Spell Resistance: No&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The caster brings into being a zone of invisibility that travels with him for the duration of the spell. All allies within the spell&#039;s area of effect are rendered invisible, but not to each other. Those that leave the sphere are visible once more.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Ironguts&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Ironguts ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Bard 1, Cleric 1, Druid 1, Paladin 1, Ranger 1, Wizard / Sorcerer 1&amp;lt;br/&amp;gt;Innate Level: 1&amp;lt;br/&amp;gt;School: Abjuration&amp;lt;br/&amp;gt;Descriptor(s): Poison Resistance, Disease Resistance&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Touch&amp;lt;br/&amp;gt;Area of Effect / Target: Creature touched&amp;lt;br/&amp;gt;Duration: Long (30m Combat Time)&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: No&amp;lt;br/&amp;gt;Spell Resistance: No&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;When touched, the target creature gains a +4 circumstance bonus on Fortitude saves against Poison and Disease. If one of these saves is failed, the Ironguts effect is consumed to prevent the Poison or Disease from applying, and immunity to Poison and Disease is gained for 3 rounds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Old Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Wizard / Sorcerer 1&amp;lt;br/&amp;gt;Innate Level: 1&amp;lt;br/&amp;gt;School: Abjuration&amp;lt;br/&amp;gt;Descriptor(s): Poison Resistance&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Touch&amp;lt;br/&amp;gt;Area of Effect / Target: Creature touched&amp;lt;br/&amp;gt;Duration: 10 minutes / level&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: No&amp;lt;br/&amp;gt;Spell Resistance: No&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;When touched, the target creature gains a +4 circumstance bonus on Fortitude saves against all poisons.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Ironskin&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Ironskin ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Spell&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Bard 5, Wizard / Sorcerer 5&amp;lt;br/&amp;gt;Innate Level: 5&amp;lt;br/&amp;gt;School: Abjuration&amp;lt;br/&amp;gt;Descriptor(s):&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Touch&amp;lt;br/&amp;gt;Area of Effect / Target: Single&amp;lt;br/&amp;gt;Duration: Medium (15m Combat Time)&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: Harmless&amp;lt;br/&amp;gt;Spell Resistance: No&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;This spell sheathes the target creature in living iron, granting damage resistance 15 versus physical damage. The spell absorbs 140 points of damage before collapsing.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Isaacs_Lesser_Missile_Storm&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Isaac&#039;s Lesser Missile Storm ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Renamed: &#039;&#039;&#039;Missile Storm&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Wizard / Sorcerer 4&amp;lt;br/&amp;gt;Innate Level: 4&amp;lt;br/&amp;gt;School: Evocation&amp;lt;br/&amp;gt;Descriptor(s):&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Long&amp;lt;br/&amp;gt;Area of Effect / Target: Single&amp;lt;br/&amp;gt;Duration: Instant&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: Fortitude 1/2&amp;lt;br/&amp;gt;Spell Resistance: Yes&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Fifteen energy missiles appear and target and hit one creature. Each missile does 1 + 1d4 points of magical damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Old Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Wizard / Sorcerer 4&amp;lt;br/&amp;gt;Innate Level: 4&amp;lt;br/&amp;gt;School: Evocation&amp;lt;br/&amp;gt;Descriptor(s):&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Long&amp;lt;br/&amp;gt;Area of Effect / Target: Gargantuan&amp;lt;br/&amp;gt;Duration: Instant&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: None&amp;lt;br/&amp;gt;Spell Resistance: Yes&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;A number of energy missiles (one per caster level but to a maximum of 10) appear and randomly target and hit any hostile creature in the area of effect. If there are more creatures than missiles, only the closest targets will be damaged. If there are more missiles than creatures, one of the creatures will be hit with multiple missiles. Each missile does 1d6 points of damage.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Keen_Edge&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Keen Edge ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Removed&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Knock&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Knock ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Removed&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Legend_Lore&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Legend Lore ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Removed&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Lesser_Dispel&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Lesser Dispel ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Removed&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Lesser_Mind_Blank&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Lesser Mind Blank ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Removed&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Lesser_Planar_Binding&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Lesser Planar Binding ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Removed&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Lesser_Restoration&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Lesser Restoration ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Removed&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Lesser_Spell_Breach&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Lesser Spell Breach ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Removed&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Lesser_Spell_Mantle&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Lesser Spell Mantle ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Wizard / Sorcerer 5&amp;lt;br/&amp;gt;Innate Level: 5&amp;lt;br/&amp;gt;School: Abjuration&amp;lt;br/&amp;gt;Descriptor(s):&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Personal&amp;lt;br/&amp;gt;Area of Effect / Target: Caster&amp;lt;br/&amp;gt;Duration: Short (1m)&amp;lt;br/&amp;gt;Additional Counter Spells: Lesser Spell Breach, Lesser Spell Mantle&amp;lt;br/&amp;gt;Save: Harmless&amp;lt;br/&amp;gt;Spell Resistance: No&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Creates a barrier around the caster that absorbs all incoming spells and spell-like abilities. It can absorb up to 1d4+6 levels of spells before collapsing.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Old Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Wizard / Sorcerer 5&amp;lt;br/&amp;gt;Innate Level: 5&amp;lt;br/&amp;gt;School: Abjuration&amp;lt;br/&amp;gt;Descriptor(s):&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Personal&amp;lt;br/&amp;gt;Area of Effect / Target: Caster&amp;lt;br/&amp;gt;Duration: 1 Round / Level&amp;lt;br/&amp;gt;Additional Counter Spells: Lesser Spell Breach, Lesser Spell Mantle&amp;lt;br/&amp;gt;Save: Harmless&amp;lt;br/&amp;gt;Spell Resistance: No&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Creates a barrier around the caster that absorbs all incoming spells and spell-like abilities. It can absorb up to 1d4+6 levels of spells before collapsing.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Light&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Light ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Bard 0, Cleric 0, Druid 0, Wizard / Sorcerer 0&amp;lt;br/&amp;gt;Innate Level: 0&amp;lt;br/&amp;gt;School: Evocation&amp;lt;br/&amp;gt;Descriptor(s):&amp;lt;br/&amp;gt;Component(s): Verbal&amp;lt;br/&amp;gt;Range: Touch&amp;lt;br/&amp;gt;Area of Effect / Target: Single&amp;lt;br/&amp;gt;Duration: Long (30m Combat Time)&amp;lt;br/&amp;gt;Additional Counter Spells: Darkness&amp;lt;br/&amp;gt;Save: Harmless&amp;lt;br/&amp;gt;Spell Resistance: No&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Creates a small light source above the target creature&#039;s head. The light travels with the target and is capable of illuminating a small area. It can be cast on any item the character can equip to make it glow for the spells duration like a natural source of light.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Cantrips may be cast an unlimited number of times per day, and use all applicable Metamagic feats the caster knows for free.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Old Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Bard 0, Cleric 0, Druid 0, Wizard / Sorcerer 0&amp;lt;br/&amp;gt;Innate Level: 0&amp;lt;br/&amp;gt;School: Evocation&amp;lt;br/&amp;gt;Descriptor(s):&amp;lt;br/&amp;gt;Component(s): Verbal&amp;lt;br/&amp;gt;Range: Touch&amp;lt;br/&amp;gt;Area of Effect / Target: Single&amp;lt;br/&amp;gt;Duration: 1 Hour / Level&amp;lt;br/&amp;gt;Additional Counter Spells: Darkness&amp;lt;br/&amp;gt;Save: Harmless&amp;lt;br/&amp;gt;Spell Resistance: No&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Creates a small light source above the target creature&#039;s head. The light travels with the target and is capable of illuminating a small area. It can be cast on any item the character can equip to make it glow for the spells duration like a natural source of light.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Lightning_Bolt&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Lightning Bolt ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Wizard / Sorcerer 3&amp;lt;br/&amp;gt;Innate Level: 3&amp;lt;br/&amp;gt;School: Evocation&amp;lt;br/&amp;gt;Descriptor(s): Electricity&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Medium&amp;lt;br/&amp;gt;Area of Effect / Target: Chain of targets in a straight line, then chaining to enemies within 4m of struck targets&amp;lt;br/&amp;gt;Duration: Instant&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: Reflex 1/2&amp;lt;br/&amp;gt;Spell Resistance: Yes&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The caster fires a bolt of lightning that passes through all creatures in a straight line from the caster, dealing 8d6 points of Lightning damage. The bolt then chains to d3 new enemy targets within 4m of each of those struck, again dealing 8d6 Lightning damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Old Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Wizard / Sorcerer 3&amp;lt;br/&amp;gt;Innate Level: 3&amp;lt;br/&amp;gt;School: Evocation&amp;lt;br/&amp;gt;Descriptor(s): Electricity&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Medium&amp;lt;br/&amp;gt;Area of Effect / Target: Chain of targets in a straight line&amp;lt;br/&amp;gt;Duration: Instant&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: Reflex 1/2&amp;lt;br/&amp;gt;Spell Resistance: Yes&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The caster fires a bolt of lightning that passes through all creatures in a straight line from the caster. The bolt does 1d6 points of electricity damage per caster level, to a maximum of 10d6.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Mage_Armor&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Mage Armor ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Bard 1, Wizard / Sorcerer 1&amp;lt;br/&amp;gt;Innate Level: 1&amp;lt;br/&amp;gt;School: Abjuration&amp;lt;br/&amp;gt;Descriptor(s): Force&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Touch&amp;lt;br/&amp;gt;Area of Effect / Target: Single&amp;lt;br/&amp;gt;Duration: Long (30m Combat Time)&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: Harmless&amp;lt;br/&amp;gt;Spell Resistance: No&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The selected target gains a field of force around their body that functions as though they wear a chainmail coat (Base AC 5, Maximum Dexterity Bonus 5). The target also gains a +2 Armour AC bonus.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Note: NPCs do not benefit from the base AC benefits of this spell.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Old Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Bard 1, Wizard / Sorcerer 1&amp;lt;br/&amp;gt;Innate Level: 1&amp;lt;br/&amp;gt;School: Conjuration&amp;lt;br/&amp;gt;Descriptor(s): Force&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Touch&amp;lt;br/&amp;gt;Area of Effect / Target: Single&amp;lt;br/&amp;gt;Duration: 1 Hour / Level&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: Harmless&amp;lt;br/&amp;gt;Spell Resistance: No&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The selected target gains the following bonuses to his AC: +1 natural armor, +1 dodge, +1 deflection, and +1 enhancement. The dodge bonus stacks with other dodge bonuses to AC, but the other bonuses do not stack with bonuses of the same type.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Magic_Circle_against_Alignment&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Magic Circle against Alignment ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Removed&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Magic_Fang&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Magic Fang ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Removed&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Magic_Missile&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Magic Missile ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Wizard / Sorcerer 1&amp;lt;br/&amp;gt;Innate Level: 1&amp;lt;br/&amp;gt;School: Evocation&amp;lt;br/&amp;gt;Descriptor(s): Force&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Long&amp;lt;br/&amp;gt;Area of Effect / Target: Single&amp;lt;br/&amp;gt;Duration: Instant&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: Fortitude 1/2&amp;lt;br/&amp;gt;Spell Resistance: Yes&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The caster creates a shimmering projectile of magical force that unerringly slams into a single selected target. The spell creates 6 missiles. Magic missiles do 1d4+1 points of Force damage each.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Old Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Wizard / Sorcerer 1&amp;lt;br/&amp;gt;Innate Level: 1&amp;lt;br/&amp;gt;School: Evocation&amp;lt;br/&amp;gt;Descriptor(s): Force&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Long&amp;lt;br/&amp;gt;Area of Effect / Target: Single&amp;lt;br/&amp;gt;Duration: Instant&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: None&amp;lt;br/&amp;gt;Spell Resistance: Yes&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The caster creates a shimmering projectile of magical force that unerringly slams into a single selected target. After level 1, the spell creates 1 additional missile every two caster levels, to a maximum of 5 missiles at level 9. Magic missiles do 1D4+1 points of damage each.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Magic_Vestment&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Magic Vestment ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Cleric 3, Druid 3&amp;lt;br/&amp;gt;Innate Level: 3&amp;lt;br/&amp;gt;School: Transmutation&amp;lt;br/&amp;gt;Descriptor(s): Armor Enchantment&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Touch&amp;lt;br/&amp;gt;Area of Effect / Target: Creature, Armor or Shield&amp;lt;br/&amp;gt;Duration: Long (30m Combat Time)&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: None&amp;lt;br/&amp;gt;Spell Resistance: No&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;You empower the touched armor (or the armour of the targeted creature) with a +2 Armour AC bonus. The armour&#039;s weight is also reduced to 80% of its usual weight.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Old Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Cleric 3&amp;lt;br/&amp;gt;Innate Level: 3&amp;lt;br/&amp;gt;School: Transmutation&amp;lt;br/&amp;gt;Descriptor(s): Armor Enchantment&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Touch&amp;lt;br/&amp;gt;Area of Effect / Target: Creature, Armor or Shield&amp;lt;br/&amp;gt;Duration: 1 Hour / Level&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: None&amp;lt;br/&amp;gt;Spell Resistance: No&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;You empower the touched armor or shield with a +1 AC bonus per 3 caster levels (maximum of +5). &lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Magic_Weapon&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Magic Weapon ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Bard 1, Cleric 1, Druid 1, Paladin 1, Ranger 1, Wizard / Sorcerer 1&amp;lt;br/&amp;gt;Innate Level: 1&amp;lt;br/&amp;gt;School: Transmutation&amp;lt;br/&amp;gt;Descriptor(s): Weapon Enchantment&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Touch&amp;lt;br/&amp;gt;Area of Effect / Target: Melee Weapon or Creature&amp;lt;br/&amp;gt;Duration: Long (30m Combat Time)&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: None&amp;lt;br/&amp;gt;Spell Resistance: No&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;You empower the target&#039;s weapons and ammunition with a +1 enhancement bonus. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Old Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Bard 1, Cleric 1, Paladin 1, Wizard / Sorcerer 1&amp;lt;br/&amp;gt;Innate Level: 1&amp;lt;br/&amp;gt;School: Transmutation&amp;lt;br/&amp;gt;Descriptor(s): Weapon Enchantment&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Touch&amp;lt;br/&amp;gt;Area of Effect / Target: Melee Weapon or Creature&amp;lt;br/&amp;gt;Duration: 1 Hour / Level&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: None&amp;lt;br/&amp;gt;Spell Resistance: No&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;You empower the touched weapon with a +1 enhancement bonus. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Mass_Camoflage&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Mass Camouflage ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Removed&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Melfs_Acid_Arrow&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Melf&#039;s Acid Arrow ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Renamed: &#039;&#039;&#039;Acid Arrow&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Wizard / Sorcerer 2&amp;lt;br/&amp;gt;Innate Level: 2&amp;lt;br/&amp;gt;School: Evocation&amp;lt;br/&amp;gt;Descriptor(s): Acid&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Long&amp;lt;br/&amp;gt;Area of Effect / Target: Single&amp;lt;br/&amp;gt;Duration: Brief (3 rounds)&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: Reflex 1/2 (Initial)&amp;lt;br/&amp;gt;Spell Resistance: Yes&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The caster targets a single creature with an acid bolt. The initial damage from the spell is 7d6, +1d6 every round until the spell expires.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Old Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Wizard / Sorcerer 2&amp;lt;br/&amp;gt;Innate Level: 2&amp;lt;br/&amp;gt;School: Conjuration&amp;lt;br/&amp;gt;Descriptor(s): Acid&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Long&amp;lt;br/&amp;gt;Area of Effect / Target: Single&amp;lt;br/&amp;gt;Duration: 1 Round, + 1 Round / 3 Levels&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: None&amp;lt;br/&amp;gt;Spell Resistance: Yes&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The caster targets a single creature with an acid bolt. The initial damage from the spell is 3d6, +1d6 every round until the spell expires.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Mestils_Acid_Breath&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Mestil&#039;s Acid Breath ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Renamed: &#039;&#039;&#039;Acid Breath&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Wizard / Sorcerer 3&amp;lt;br/&amp;gt;Innate Level: 3&amp;lt;br/&amp;gt;School: Evocation&amp;lt;br/&amp;gt;Descriptor(s): Acid&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Short&amp;lt;br/&amp;gt;Area of Effect / Target: Cone&amp;lt;br/&amp;gt;Duration: Instantaneous&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: Reflex 1/2&amp;lt;br/&amp;gt;Spell Resistance: Yes&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;You breathe forth a cone of acidic droplets. The cone inflicts 8d6 points of acid damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Old Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Wizard / Sorcerer 3&amp;lt;br/&amp;gt;Innate Level: 3&amp;lt;br/&amp;gt;School: Conjuration&amp;lt;br/&amp;gt;Descriptor(s): Acid&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Short&amp;lt;br/&amp;gt;Area of Effect / Target: Cone&amp;lt;br/&amp;gt;Duration: Instantaneous&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: Reflex 1/2&amp;lt;br/&amp;gt;Spell Resistance: Yes&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;You breathe forth a cone of acidic droplets. The cone inflicts 1d6 points of acid damage per caster level (maximum 10d6).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Mestils_Acid_Sheath&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Mestil&#039;s Acid Sheath ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Removed&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Micro_Missile&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Micro Missile ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Spell&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Bard 0, Wizard / Sorcerer 0&amp;lt;br/&amp;gt;Innate Level: 0&amp;lt;br/&amp;gt;School: Evocation&amp;lt;br/&amp;gt;Descriptor(s):&amp;lt;br/&amp;gt;Component(s): Verbal&amp;lt;br/&amp;gt;Range: Medium&amp;lt;br/&amp;gt;Area of Effect / Target: Single&amp;lt;br/&amp;gt;Duration: Instant&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: Fortitude (Half)&amp;lt;br/&amp;gt;Spell Resistance: Yes&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The caster creates shimmering projectiles of magical force that unerringly slam into a single selected target. The spell creates 2 missiles. Magic missiles do 1d4+1 points of Force damage each.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Cantrips may be cast an unlimited number of times per day, and use all applicable Metamagic feats the caster knows for free.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Mind_Fog&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Mind Fog ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Bard 5, Wizard / Sorcerer 5&amp;lt;br/&amp;gt;Innate Level: 5&amp;lt;br/&amp;gt;School: Enchantment&amp;lt;br/&amp;gt;Descriptor(s): Mind-Affecting, Persistent&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Long (40m)&amp;lt;br/&amp;gt;Area of Effect / Target: 10m Sphere&amp;lt;br/&amp;gt;Duration: Short (1m)&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: None&amp;lt;br/&amp;gt;Spell Resistance: Yes&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;This spell creates a bank of blue fog that saps the will of all those who enter it. Victims take a -8 penalty on Will saving throws against mind-affecting spells and effects. This penalty persists for as long as the creature remains in the fog.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Persistent: This spell occupies a space for the full duration of the effect.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Old Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Bard 5, Wizard / Sorcerer 5&amp;lt;br/&amp;gt;Innate Level: 5&amp;lt;br/&amp;gt;School: Enchantment&amp;lt;br/&amp;gt;Descriptor(s): Mind-Affecting&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Long&amp;lt;br/&amp;gt;Area of Effect / Target: Colossal&amp;lt;br/&amp;gt;Duration: 2 Rounds + 1 / 2 Levels&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: Will Negates&amp;lt;br/&amp;gt;Spell Resistance: Yes&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;This spell creates a bank of blue fog that saps the will of all those who enter it. Victims take a -10 penalty on Will saving throws against mind-affecting spells and effects. This penalty persists for as long as the creature remains in the fog and for an additional 2d6 rounds upon leaving.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Minor_Globe_of_Invulnerability&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Minor Globe of Invulnerability ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Wizard/Sorcerer 4&amp;lt;br/&amp;gt;Innate Level: 4&amp;lt;br/&amp;gt;School: Abjuration&amp;lt;br/&amp;gt;Descriptor(s):&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Personal&amp;lt;br/&amp;gt;Area of Effect / Target: Caster&amp;lt;br/&amp;gt;Duration: Short (1m)&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: Harmless&amp;lt;br/&amp;gt;Spell Resistance: No&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;A shimmering field of energy prevents all spells of level 3 or lower from affecting the caster.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Old Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Wizard/Sorcerer 4&amp;lt;br/&amp;gt;Innate Level: 4&amp;lt;br/&amp;gt;School: Abjuration&amp;lt;br/&amp;gt;Descriptor(s):&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Personal&amp;lt;br/&amp;gt;Area of Effect / Target: Caster&amp;lt;br/&amp;gt;Duration: 1 Round / Level&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: Harmless&amp;lt;br/&amp;gt;Spell Resistance: No&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;A shimmering field of energy prevents all spells of level 3 or lower from affecting the caster.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Monstrous_Regeneration&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Monstrous Regeneration ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Cleric 5, Druid 5&amp;lt;br/&amp;gt;Innate Level: 5&amp;lt;br/&amp;gt;School: Necromancy&amp;lt;br/&amp;gt;Descriptor(s): Regeneration&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Touch&amp;lt;br/&amp;gt;Area of Effect / Target: Single&amp;lt;br/&amp;gt;Duration: Long (30m Combat Time)&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: Harmless&amp;lt;br/&amp;gt;Spell Resistance: No&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;You grant the target a pool of healing equal to their maximum hit points. When the target&#039;s health level falls to Bloodied or lower, this pool of healing is drawn from at a rate of 10% of the pool&#039;s maximum every 3 seconds, until their health category rises above Bloodied. Once this pool of healing is depleted, the effect ends.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Old Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Cleric 5&amp;lt;br/&amp;gt;Innate Level: 5&amp;lt;br/&amp;gt;School: Conjuration&amp;lt;br/&amp;gt;Descriptor(s): Regeneration&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Touch&amp;lt;br/&amp;gt;Area of Effect / Target: Single&amp;lt;br/&amp;gt;Duration: 1 Round / 2 Caster Levels&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: Harmless&amp;lt;br/&amp;gt;Spell Resistance: No&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;For the duration of the spell, the target creature gains the ability to regenerate 3 Hit Points every round.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Negative_Energy_Burst&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Negative Energy Burst ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Cleric 3, Wizard / Sorcerer 3&amp;lt;br/&amp;gt;Innate Level: 3&amp;lt;br/&amp;gt;School: Necromancy&amp;lt;br/&amp;gt;Descriptor(s): Necrotic&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Medium&amp;lt;br/&amp;gt;Area of Effect / Target: Huge&amp;lt;br/&amp;gt;Duration: Instant&amp;lt;br/&amp;gt;Additional Counter Spells: &amp;lt;br/&amp;gt;Save: Fortitude (Half)&amp;lt;br/&amp;gt;Spell Resistance: Yes&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;All creatures caught in the area of effect take 16 + 8d2 points of Necrotic damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Old Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Wizard / Sorcerer 3&amp;lt;br/&amp;gt;Innate Level: 3&amp;lt;br/&amp;gt;School: Necromancy&amp;lt;br/&amp;gt;Descriptor(s): Negative&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Medium&amp;lt;br/&amp;gt;Area of Effect / Target: Huge&amp;lt;br/&amp;gt;Duration: Instant&amp;lt;br/&amp;gt;Additional Counter Spells: Negative Energy Protection&amp;lt;br/&amp;gt;Save: Will 1/2&amp;lt;br/&amp;gt;Spell Resistance: Yes&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;All creatures caught in the area of effect take 1d8 points of negative energy damage, +1 per caster level, to a maximum of +20. All creatures caught in the area also lose 1 point of strength per 4 caster levels. Negative energy spells have a reverse effect on undead, healing instead of harming them.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Negative_Energy_Protection&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Negative Energy Protection ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Removed&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Negative_Energy_Ray&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Negative Energy Ray ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Cleric 1, Wizard / Sorcerer 1&amp;lt;br/&amp;gt;Innate Level: 1&amp;lt;br/&amp;gt;School: Necromancy&amp;lt;br/&amp;gt;Descriptor(s): Necrotic&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Medium&amp;lt;br/&amp;gt;Area of Effect / Target: Single&amp;lt;br/&amp;gt;Duration: Instant&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: Fortitude (Half)&amp;lt;br/&amp;gt;Spell Resistance: Yes&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;A ray of negative energy slams into the target creature, doing 12 + 6d2 points of Necrotic damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Old Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Cleric 2, Wizard / Sorcerer 1&amp;lt;br/&amp;gt;Innate Level: 1&amp;lt;br/&amp;gt;School: Necromancy&amp;lt;br/&amp;gt;Descriptor(s): Negative&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Medium&amp;lt;br/&amp;gt;Area of Effect / Target: Single&amp;lt;br/&amp;gt;Duration: Instant&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: Will 1/2&amp;lt;br/&amp;gt;Spell Resistance: Yes&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;A ray of negative energy slams into the target creature, doing 1d6 points of damage. After level 1, the spell does an additional 1d6 points of damage for every 2 caster levels, to a maximum of 5d6 at level 9. Negative energy spells have a reverse effect on undead, healing instead of harming them.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Neutralize_Poison&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Neutralize Poison ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Bard 3, Cleric 3, Druid 3, Paladin 3, Ranger 3&amp;lt;br/&amp;gt;Innate Level: 3&amp;lt;br/&amp;gt;School: Abjuration&amp;lt;br/&amp;gt;Descriptor(s):&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Touch&amp;lt;br/&amp;gt;Area of Effect / Target: Single&amp;lt;br/&amp;gt;Duration: Short (1m)&amp;lt;br/&amp;gt;Additional Counter Spells: Poison&amp;lt;br/&amp;gt;Save: Harmless&amp;lt;br/&amp;gt;Spell Resistance: No&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;A target creature has all traces of poison removed from their system, and gains immunity to Poison for 1 minute.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Old Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Bard 4, Cleric 4, Druid 3, Paladin 4, Ranger 3&amp;lt;br/&amp;gt;Innate Level: 3&amp;lt;br/&amp;gt;School: Conjuration&amp;lt;br/&amp;gt;Descriptor(s):&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Touch&amp;lt;br/&amp;gt;Area of Effect / Target: Single&amp;lt;br/&amp;gt;Duration: Instant&amp;lt;br/&amp;gt;Additional Counter Spells: Poison&amp;lt;br/&amp;gt;Save: Harmless&amp;lt;br/&amp;gt;Spell Resistance: No&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;A target creature has all traces of poison removed from their system.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;One_With_The_Land&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== One with the Land ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Druid 2, Ranger 2&amp;lt;br/&amp;gt;Innate Level: 2&amp;lt;br/&amp;gt;School: Transmutation&amp;lt;br/&amp;gt;Descriptor(s):&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Touch&amp;lt;br/&amp;gt;Area of Effect / Target: Single Creature&amp;lt;br/&amp;gt;Duration: Long (30m Combat Time)&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: None&amp;lt;br/&amp;gt;Spell Resistance: No&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The caster forges a strong link with nature, gaining a +4 competence bonus to their Nature skill and +2 Armour Enhancement AC.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Old Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Druid 2, Ranger 2&amp;lt;br/&amp;gt;Innate Level: 2&amp;lt;br/&amp;gt;School: Transmutation&amp;lt;br/&amp;gt;Descriptor(s):&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Personal&amp;lt;br/&amp;gt;Area of Effect / Target: Caster&amp;lt;br/&amp;gt;Duration: 1 hour / level&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: None&amp;lt;br/&amp;gt;Spell Resistance: No&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The caster forges a strong link with nature, gaining a +4 competence bonus to Animal Empathy, Hide, Move Silently, and Set Trap skills.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Owls_Insight&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Owl&#039;s Insight ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Removed&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Owls_Wisdom&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Owl&#039;s Wisdom ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Bard 2, Cleric 2, Druid 2, Ranger 2, Wizard / Sorcerer 2&amp;lt;br/&amp;gt;Innate Level: 2&amp;lt;br/&amp;gt;School: Transmutation&amp;lt;br/&amp;gt;Descriptor(s):&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Touch&amp;lt;br/&amp;gt;Area of Effect / Target: Single&amp;lt;br/&amp;gt;Duration: Long (30m Combat Time)&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: Harmless&amp;lt;br/&amp;gt;Spell Resistance: No&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The target creature&#039;s Wisdom is increased by 4.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Mutually exclusive with Fox&#039;s Cunning and Eagle&#039;s Splendor.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Old Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Bard 2, Cleric 2, Wizard / Sorcerer 2&amp;lt;br/&amp;gt;Innate Level: 2&amp;lt;br/&amp;gt;School: Transmutation&amp;lt;br/&amp;gt;Descriptor(s):&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Touch&amp;lt;br/&amp;gt;Area of Effect / Target: Single&amp;lt;br/&amp;gt;Duration: 1 Hour / Level&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: Harmless&amp;lt;br/&amp;gt;Spell Resistance: No&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The target creature&#039;s Wisdom is increased by 1d4+1.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;PROTECTION_FROM_ALIGNMENT&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Protection from Alignment ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Renamed: &#039;&#039;&#039;Protection&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Bard 1, Cleric 1, Druid 1, Paladin 1, Ranger 1, Wizard / Sorcerer 1&amp;lt;br/&amp;gt;Innate Level: 1&amp;lt;br/&amp;gt;School: Abjuration&amp;lt;br/&amp;gt;Descriptor(s):&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Touch&amp;lt;br/&amp;gt;Area of Effect / Target: Single&amp;lt;br/&amp;gt;Duration: Long (30m Combat Time)&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: Harmless&amp;lt;br/&amp;gt;Spell Resistance: No&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;When this spell is cast, the target receives a +2 Dodge AC bonus, a +1 bonus to all saves, and 5% multiplicative damage immunity versus physical damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Old Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Bard 1, Cleric 1, Paladin 1, Wizard / Sorcerer 1&amp;lt;br/&amp;gt;Innate Level: 1&amp;lt;br/&amp;gt;School: Abjuration&amp;lt;br/&amp;gt;Descriptor(s):&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Touch&amp;lt;br/&amp;gt;Area of Effect / Target: Single&amp;lt;br/&amp;gt;Duration: 1 Hour / Level&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: Harmless&amp;lt;br/&amp;gt;Spell Resistance: No&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;When this spell is cast, the caster chooses a target to be protected from either good or evil. The target receives a +2 deflection bonus to Armor Class, +2 to all saving throws, and immunity to any mind-affecting spells and spell-like abilities used by creatures of the chosen alignment.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Phantasmal_Killer&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Phantasmal Killer ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Wizard / Sorcerer 4&amp;lt;br/&amp;gt;Innate Level: 4&amp;lt;br/&amp;gt;School: Illusion&amp;lt;br/&amp;gt;Descriptor(s): Fear, Mind-Affecting&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Medium&amp;lt;br/&amp;gt;Area of Effect / Target: Single&amp;lt;br/&amp;gt;Duration: Short (1m)&amp;lt;br/&amp;gt;Additional Counter Spells: True Seeing&amp;lt;br/&amp;gt;Save: Will and Fortitude&amp;lt;br/&amp;gt;Spell Resistance: Yes&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The caster conjures an image of utmost horror to strike down a single creature. The target may attempt a Will save to disbelieve the spell, avoiding all ill effects. Failing that, the target suffers from the Fear condition and takes 3d10 magical damage per round.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The effects of this spell are subject to ongoing saving throws. Each round, the target may attempt a new saving throw to end the effect. Each failed saving throw provides a stacking +4 bonus to further saving throws for 5 rounds versus the following effects:&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Confusion, Daze, Domination, Fear, Knockdown, Paralysis, Petrification, Sleep, Stun&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Old Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Wizard / Sorcerer 4&amp;lt;br/&amp;gt;Innate Level: 4&amp;lt;br/&amp;gt;School: Illusion&amp;lt;br/&amp;gt;Descriptor(s): Fear, Mind-Affecting&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Medium&amp;lt;br/&amp;gt;Area of Effect / Target: Single&amp;lt;br/&amp;gt;Duration: Instant&amp;lt;br/&amp;gt;Additional Counter Spells: True Seeing&amp;lt;br/&amp;gt;Save: Will and Fortitude&amp;lt;br/&amp;gt;Spell Resistance: Yes&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The caster conjures an image of utmost horror to strike down a single creature. The target may attempt a Will save to disbelieve the spell, avoiding all ill effects. Failing that, the target then makes a Fortitude save to avoid instant death. A successful save still inflicts 3d6 points of damage.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Poison&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Poison ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Cleric 3, Druid 3&amp;lt;br/&amp;gt;Innate Level: 3&amp;lt;br/&amp;gt;School: Necromancy&amp;lt;br/&amp;gt;Descriptor(s): Poison, DoT&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Touch&amp;lt;br/&amp;gt;Area of Effect / Target: Single&amp;lt;br/&amp;gt;Duration: Short (1m)&amp;lt;br/&amp;gt;Additional Counter Spells: Neutralize Poison&amp;lt;br/&amp;gt;Save: Fortitude Half (5 Ticks)&amp;lt;br/&amp;gt;Spell Resistance: Yes&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The target is afflicted by a magical poison, causing it to suffer a damage over time (DoT) effect inflicting 4d4 + 10 Necrotic damage every 3 seconds for 1 minute. Saving throws are performed on application and every 5 ticks thereafter, halving the damage until the next saving throw if successful.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Old Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Cleric 4, Druid 3&amp;lt;br/&amp;gt;Innate Level: 3&amp;lt;br/&amp;gt;School: Necromancy&amp;lt;br/&amp;gt;Descriptor(s): Poison&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Touch&amp;lt;br/&amp;gt;Area of Effect / Target: Single&amp;lt;br/&amp;gt;Duration: Instant&amp;lt;br/&amp;gt;Additional Counter Spells: Neutralize Poison&amp;lt;br/&amp;gt;Save: Fortitude Negates&amp;lt;br/&amp;gt;Spell Resistance: Yes&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;If the caster succeeds at a melee touch attack, the target must make a Fortitude save or suffer the effects of large scorpion venom (1d6 Strength damage on primary and secondary hits).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Polymorph_Self&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Polymorph Self ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Removed&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Prayer&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Prayer ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Cleric 3&amp;lt;br/&amp;gt;Innate Level: 3&amp;lt;br/&amp;gt;School: Enchantment&amp;lt;br/&amp;gt;Descriptor(s):&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Personal&amp;lt;br/&amp;gt;Area of Effect / Target: Colossal&amp;lt;br/&amp;gt;Duration: Short (1m)&amp;lt;br/&amp;gt;Additional Counter Spells: Bestow Curse&amp;lt;br/&amp;gt;Save: None.&amp;lt;br/&amp;gt;Spell Resistance: Yes&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;All allies within the area gain a bonus to attack bonus, damage, and saving throws, equal to the number of allies in the area, to a maximum of +3.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;All enemies within the area receive a penalty to attack bonus, damage, and saving throws, equal to the number of non-minion enemies in the area, to a maximum of -3.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Old Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Cleric 3, Paladin 3&amp;lt;br/&amp;gt;Innate Level: 3&amp;lt;br/&amp;gt;School: Conjuration&amp;lt;br/&amp;gt;Descriptor(s):&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Personal&amp;lt;br/&amp;gt;Area of Effect / Target: Caster, Colossal&amp;lt;br/&amp;gt;Duration: 1 Round / Level&amp;lt;br/&amp;gt;Additional Counter Spells: Bestow Curse&amp;lt;br/&amp;gt;Save: Harmless&amp;lt;br/&amp;gt;Spell Resistance: Yes&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;All allies within the area of effect gain +1 to attack and damage rolls, skill checks, and saving throws. Enemies receive -1 penalties to the same.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Protection_from_Elements&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Protection from Elements ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Renamed: &#039;&#039;&#039;Protection from Energy&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Cleric 3, Druid 3, Ranger 3, Wizard / Sorcerer 3&amp;lt;br/&amp;gt;Innate Level: 3&amp;lt;br/&amp;gt;School: Abjuration&amp;lt;br/&amp;gt;Descriptor(s):&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Touch&amp;lt;br/&amp;gt;Area of Effect / Target: Single&amp;lt;br/&amp;gt;Duration: Medium (15m Combat Time)&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: Harmless&amp;lt;br/&amp;gt;Spell Resistance: No&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The target creature gains damage resistance 30/- against all non-physical forms of damage. The spell ends after absorbing 40 points of damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Old Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Cleric 3, Druid 3, Ranger 2, Wizard / Sorcerer 3&amp;lt;br/&amp;gt;Innate Level: 2&amp;lt;br/&amp;gt;School: Abjuration&amp;lt;br/&amp;gt;Descriptor(s):&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Touch&amp;lt;br/&amp;gt;Area of Effect / Target: Single&amp;lt;br/&amp;gt;Duration: 24 Hours&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: Harmless&amp;lt;br/&amp;gt;Spell Resistance: No&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The target creature gains damage resistance 30/- against all elemental forms of damage. The spell ends after absorbing 40 points of damage from any single elemental type.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Quillfire&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Quillfire ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Druid 3&amp;lt;br/&amp;gt;Innate Level: 3&amp;lt;br/&amp;gt;School: Transmutation&amp;lt;br/&amp;gt;Descriptor(s): Poison&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Short&amp;lt;br/&amp;gt;Area of Effect / Target: Single&amp;lt;br/&amp;gt;Duration: Instant&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: Reflex 1/2&amp;lt;br/&amp;gt;Spell Resistance: Yes&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The caster throws 12 poisonous quills at a target, dealing 1d6 points of piercing damage per quill.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Old Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Druid 3&amp;lt;br/&amp;gt;Innate Level: 3&amp;lt;br/&amp;gt;School: Transmutation&amp;lt;br/&amp;gt;Descriptor(s): Poison&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Short&amp;lt;br/&amp;gt;Area of Effect / Target: Single&amp;lt;br/&amp;gt;Duration: Instant&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: Fortitude Negates (poison only)&amp;lt;br/&amp;gt;Spell Resistance: No&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The caster throws poisonous quills at a target, doing 1d8 points of damage (+1 per 2 levels of the caster - max +5), plus inflicting Scorpion Venom on the target if they fail a Fortitude save.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Raise_Dead&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Raise Dead ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Cleric 5, Druid 5&amp;lt;br/&amp;gt;Innate Level: 5&amp;lt;br/&amp;gt;School: Necromancy&amp;lt;br/&amp;gt;Descriptor(s):&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Touch&amp;lt;br/&amp;gt;Area of Effect / Target: Single&amp;lt;br/&amp;gt;Duration: Instant&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: Harmless&amp;lt;br/&amp;gt;Spell Resistance: No&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Returns one target corpse to life. The raised character returns to life with only 1 Hit Point.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Old Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Cleric 5&amp;lt;br/&amp;gt;Innate Level: 5&amp;lt;br/&amp;gt;School: Conjuration&amp;lt;br/&amp;gt;Descriptor(s):&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Touch&amp;lt;br/&amp;gt;Area of Effect / Target: Single&amp;lt;br/&amp;gt;Duration: Instant&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: Harmless&amp;lt;br/&amp;gt;Spell Resistance: No&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Returns one target corpse to life. The raised character returns to life with only 1 Hit Point.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Ray_of_Enfeeblement&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Ray of Enfeeblement ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Wizard / Sorcerer 1&amp;lt;br/&amp;gt;Innate Level: 1&amp;lt;br/&amp;gt;School: Necromancy&amp;lt;br/&amp;gt;Descriptor(s): Death&amp;lt;br/&amp;gt;Component(s): Somatic&amp;lt;br/&amp;gt;Range: Short&amp;lt;br/&amp;gt;Area of Effect / Target: Single&amp;lt;br/&amp;gt;Duration: Short (1m)&amp;lt;br/&amp;gt;Additional Counter Spells: Bull&#039;s Strength&amp;lt;br/&amp;gt;Save: None&amp;lt;br/&amp;gt;Spell Resistance: Yes&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The target creature takes a penalty of 1d4 + 2 to their attack bonus and damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Old Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Wizard / Sorcerer 1&amp;lt;br/&amp;gt;Innate Level: 1&amp;lt;br/&amp;gt;School: Necromancy&amp;lt;br/&amp;gt;Descriptor(s): Death&amp;lt;br/&amp;gt;Component(s): Somatic&amp;lt;br/&amp;gt;Range: Short&amp;lt;br/&amp;gt;Area of Effect / Target: Single&amp;lt;br/&amp;gt;Duration: 1 Round / Level&amp;lt;br/&amp;gt;Additional Counter Spells: Bull&#039;s Strength&amp;lt;br/&amp;gt;Save: Fortitude Negates&amp;lt;br/&amp;gt;Spell Resistance: Yes&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The target creature takes 1d6 Strength damage, plus 1 per 2 caster levels, to a maximum of 11 damage.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Ray_of_Frost&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Ray of Frost ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Druid 0, Wizard / Sorcerer 0&amp;lt;br/&amp;gt;Innate Level: 0&amp;lt;br/&amp;gt;School: Evocation&amp;lt;br/&amp;gt;Descriptor(s): Cold&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Medium&amp;lt;br/&amp;gt;Area of Effect / Target: Single&amp;lt;br/&amp;gt;Duration: Instant&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: Yes (Reflex for half)&amp;lt;br/&amp;gt;Spell Resistance: Yes&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Does 2d6 cold damage to a single target creature.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Cantrips may be cast an unlimited number of times per day, and use all applicable Metamagic feats the caster knows for free.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Old Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Wizard / Sorcerer 0&amp;lt;br/&amp;gt;Innate Level: 0&amp;lt;br/&amp;gt;School: Conjuration&amp;lt;br/&amp;gt;Descriptor(s): Cold&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Short&amp;lt;br/&amp;gt;Area of Effect / Target: Single&amp;lt;br/&amp;gt;Duration: Instant&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: None&amp;lt;br/&amp;gt;Spell Resistance: Yes&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Does 1d4 + 1 cold damage to a single target creature.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Remove_Blindness_and_Deafness&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Remove Blindness/Deafness ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Removed&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Remove_Curse&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Remove Curse ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Bard 3, Cleric 3, Wizard / Sorcerer 3&amp;lt;br/&amp;gt;Innate Level: 3&amp;lt;br/&amp;gt;School: Abjuration&amp;lt;br/&amp;gt;Descriptor(s):&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Touch&amp;lt;br/&amp;gt;Area of Effect / Target: Single&amp;lt;br/&amp;gt;Duration: Short (1m)&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: Harmless&amp;lt;br/&amp;gt;Spell Resistance: No&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;All curses and curse effects are removed from the target creature, in addition to conferring immunity to Curse for 1 minute. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Old Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Bard 3, Cleric 3, Wizard / Sorcerer 4&amp;lt;br/&amp;gt;Innate Level: 3&amp;lt;br/&amp;gt;School: Abjuration&amp;lt;br/&amp;gt;Descriptor(s):&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Touch&amp;lt;br/&amp;gt;Area of Effect / Target: Single&amp;lt;br/&amp;gt;Duration: Instant&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: Harmless&amp;lt;br/&amp;gt;Spell Resistance: No&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;All curses and curse effects are removed from the target creature.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Remove_Disease&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Remove Disease ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Bard 3, Cleric 3, Druid 3, Ranger 3&amp;lt;br/&amp;gt;Innate Level: 3&amp;lt;br/&amp;gt;School: Abjuration&amp;lt;br/&amp;gt;Descriptor(s):&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Touch&amp;lt;br/&amp;gt;Area of Effect / Target: Single&amp;lt;br/&amp;gt;Duration: Short (1m)&amp;lt;br/&amp;gt;Additional Counter Spells: Contagion&amp;lt;br/&amp;gt;Save: Harmless&amp;lt;br/&amp;gt;Spell Resistance: No&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;All diseases and disease effects are removed from the target creature. The target also gains immunity to Disease for 1 minute.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Old Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Bard 3, Cleric 3, Druid 3, Ranger 3&amp;lt;br/&amp;gt;Innate Level: 3&amp;lt;br/&amp;gt;School: Conjuration&amp;lt;br/&amp;gt;Descriptor(s):&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Touch&amp;lt;br/&amp;gt;Area of Effect / Target: Single&amp;lt;br/&amp;gt;Duration: Instant&amp;lt;br/&amp;gt;Additional Counter Spells: Contagion&amp;lt;br/&amp;gt;Save: Harmless&amp;lt;br/&amp;gt;Spell Resistance: No&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;All diseases and disease effects are removed from the target creature.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Remove_Fear&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Remove Fear ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Removed&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Remove_Paralysis&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Remove Paralysis ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Removed&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Resist_Elements&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Resist Elements ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Renamed: &#039;&#039;&#039;Resist Energy&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Cleric 2, Druid 2, Paladin 2, Ranger 2, Wizard / Sorcerer 2&amp;lt;br/&amp;gt;Innate Level: 2&amp;lt;br/&amp;gt;School: Abjuration&amp;lt;br/&amp;gt;Descriptor(s):&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Touch&amp;lt;br/&amp;gt;Area of Effect / Target: Single&amp;lt;br/&amp;gt;Duration: Medium (15m Combat Time)&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: Harmless&amp;lt;br/&amp;gt;Spell Resistance: No&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The target creature gains damage resistance 20/- against all non-physical forms of damage. The spell ends after absorbing 30 points of damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Old Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Cleric 2, Druid 2, Paladin 2, Ranger 1, Wizard / Sorcerer 2&amp;lt;br/&amp;gt;Innate Level: 2&amp;lt;br/&amp;gt;School: Abjuration&amp;lt;br/&amp;gt;Descriptor(s):&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Touch&amp;lt;br/&amp;gt;Area of Effect / Target: Single&amp;lt;br/&amp;gt;Duration: 1 Turn / Level&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: Harmless&amp;lt;br/&amp;gt;Spell Resistance: No&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The target creature gains damage resistance 20/- against all elemental forms of damage. The spell ends after absorbing 30 points of damage from any single elemental type.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Resistance&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Resistance ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Bard 0, Cleric 0, Druid 0, Paladin 0, Wizard / Sorcerer 0&amp;lt;br/&amp;gt;Innate Level: 0&amp;lt;br/&amp;gt;School: Abjuration&amp;lt;br/&amp;gt;Descriptor(s):&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Touch&amp;lt;br/&amp;gt;Area of Effect / Target: Single&amp;lt;br/&amp;gt;Duration: Short (1m)&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: Harmless&amp;lt;br/&amp;gt;Spell Resistance: No&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Grants the target creature a +1 bonus to all saving throws.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Cantrips may be cast an unlimited number of times per day, and use all applicable Metamagic feats the caster knows for free.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Old Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Bard 0, Cleric 0, Druid 0, Paladin 1, Wizard / Sorcerer 0&amp;lt;br/&amp;gt;Innate Level: 0&amp;lt;br/&amp;gt;School: Abjuration&amp;lt;br/&amp;gt;Descriptor(s):&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Touch&amp;lt;br/&amp;gt;Area of Effect / Target: Single&amp;lt;br/&amp;gt;Duration: 2 Turns&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: Harmless&amp;lt;br/&amp;gt;Spell Resistance: No&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Grants the target creature a +1 bonus to all saving throws.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Restoration&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Restoration ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Bard 2, Cleric 2, Druid 2, Paladin 2, Ranger 2&amp;lt;br/&amp;gt;Innate Level: 2&amp;lt;br/&amp;gt;School: Abjuration&amp;lt;br/&amp;gt;Descriptor(s):&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Touch&amp;lt;br/&amp;gt;Area of Effect / Target: Single&amp;lt;br/&amp;gt;Duration: Instant&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: Harmless&amp;lt;br/&amp;gt;Spell Resistance: No&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Removes all effects that apply a penalty to ability scores, AC, attack and damage rolls, spell resistance, skills, saving throws, and damage immunity. This spell also removes all level drain, blindness, deafness, and silence effects. Will not remove the effects of a curse.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Old Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Cleric 4&amp;lt;br/&amp;gt;Innate Level: 4&amp;lt;br/&amp;gt;School: Conjuration&amp;lt;br/&amp;gt;Descriptor(s):&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Touch&amp;lt;br/&amp;gt;Area of Effect / Target: Single&amp;lt;br/&amp;gt;Duration: Instant&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: Harmless&amp;lt;br/&amp;gt;Spell Resistance: No&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Removes all magical, extraordinary and supernatural effects that apply a penalty to ability scores, Armor Class, attack and damage rolls, spell resistance, saving throws and damage immunity. This spell also removes all level drain, blindness and deafness effects. Will not remove the effects of a curse or a disease.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Sanctuary&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Sanctuary ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Removed&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Scare&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Scare ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Bard 1, Cleric 1, Wizard / Sorcerer 1&amp;lt;br/&amp;gt;Innate Level: 1&amp;lt;br/&amp;gt;School: Enchantment&amp;lt;br/&amp;gt;Descriptor(s): Fear, Mind-Affecting, Hard Control, Intense, Pernicious&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Short (8m)&amp;lt;br/&amp;gt;Area of Effect / Target: Single&amp;lt;br/&amp;gt;Duration: Short (1m)&amp;lt;br/&amp;gt;Additional Counter Spells: &amp;lt;br/&amp;gt;Save: Will Negates&amp;lt;br/&amp;gt;Spell Resistance: Yes&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;A target creature is afflicted with fear and flees the caster.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Intense: The target is denied the first saving throw against this effect. A creature may only suffer the effects of the Intense keyword once per minute.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Pernicious: This effect is not removed upon a successful saving throw, instead continuing to attempt to apply itself each round upon a failed save for the full duration of the spell/effect.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Hard Control: The effects of this spell are subject to ongoing saving throws. Each round, the target may attempt a new saving throw to end the effect. Each failed saving throw provides a stacking +4 bonus to further saving throws for 5 rounds versus the following effects:&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Confusion, Daze, Domination, Fear, Knockdown, Paralysis, Petrification, Sleep, Stun&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Old Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Bard 1, Cleric 1, Wizard / Sorcerer 1&amp;lt;br/&amp;gt;Innate Level: 1&amp;lt;br/&amp;gt;School: Necromancy&amp;lt;br/&amp;gt;Descriptor(s): Fear, Mind-Affecting&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Short&amp;lt;br/&amp;gt;Area of Effect / Target: Single&amp;lt;br/&amp;gt;Duration: 1d4 Rounds&amp;lt;br/&amp;gt;Additional Counter Spells: Remove Fear&amp;lt;br/&amp;gt;Save: Will Negates&amp;lt;br/&amp;gt;Spell Resistance: Yes&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;A target creature with 5 Hit Dice or less is afflicted with fear and suffers a -2 morale check to attack, damage and saving rolls.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Scintillating_Sphere&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Scintillating Sphere ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Wizard / Sorcerer 3&amp;lt;br/&amp;gt;Innate Level: 3&amp;lt;br/&amp;gt;School: Evocation&amp;lt;br/&amp;gt;Descriptor(s): Electricity&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Long&amp;lt;br/&amp;gt;Area of Effect / Target: Huge&amp;lt;br/&amp;gt;Duration: Instantaneous&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: Reflex 1/2&amp;lt;br/&amp;gt;Spell Resistance: Yes&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The caster unleashes a crackling electric projectile that explodes upon all within the area of effect for 8d6 points of Lightning damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Old Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Wizard / Sorcerer 3&amp;lt;br/&amp;gt;Innate Level: 3&amp;lt;br/&amp;gt;School: Evocation&amp;lt;br/&amp;gt;Descriptor(s): Electricity&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Medium&amp;lt;br/&amp;gt;Area of Effect / Target: Huge&amp;lt;br/&amp;gt;Duration: Instantaneous&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: Reflex 1/2&amp;lt;br/&amp;gt;Spell Resistance: Yes&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The caster unleashes a crackling electric projectile that explodes upon all within the area of effect for 1d6 points of electric damage per caster level, to a maximum of 10d6.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Searing_Light&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Searing Light ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Cleric 3&amp;lt;br/&amp;gt;Innate Level: 3&amp;lt;br/&amp;gt;School: Evocation&amp;lt;br/&amp;gt;Descriptor(s): Radiant&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Medium&amp;lt;br/&amp;gt;Area of Effect / Target: Single&amp;lt;br/&amp;gt;Duration: Instant&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: Fortitude (Half)&amp;lt;br/&amp;gt;Spell Resistance: Yes&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The caster directs a beam of white-hot light at a single target, inflicting 24 + 12d2 Radiant damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Old Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Cleric 3&amp;lt;br/&amp;gt;Innate Level: 3&amp;lt;br/&amp;gt;School: Evocation&amp;lt;br/&amp;gt;Descriptor(s):&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Medium&amp;lt;br/&amp;gt;Area of Effect / Target: Single&amp;lt;br/&amp;gt;Duration: Instant&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: None&amp;lt;br/&amp;gt;Spell Resistance: Yes&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The caster directs a beam of white-hot light at a single target. The damage is based on the target&#039;s racial type:&amp;lt;br/&amp;gt;Undead: 1d8 per caster level, to a maximum of 10d8&amp;lt;br/&amp;gt;Construct: 1d6 for every 2 caster levels, to a maximum of 5d6&amp;lt;br/&amp;gt;Other: 1d8 per 2 caster levels, to a maximum of 5d8&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;See_Invisibility&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== See Invisibility ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Bard 2, Wizard / Sorcerer 2&amp;lt;br/&amp;gt;Innate Level: 2&amp;lt;br/&amp;gt;School: Divination&amp;lt;br/&amp;gt;Descriptor(s):&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Touch&amp;lt;br/&amp;gt;Area of Effect / Target: Single&amp;lt;br/&amp;gt;Duration: Short (1m)&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: Harmless&amp;lt;br/&amp;gt;Spell Resistance: No&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The target creature is able to see all invisible creatures within his line of sight.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Old Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Bard 2, Wizard / Sorcerer 2&amp;lt;br/&amp;gt;Innate Level: 2&amp;lt;br/&amp;gt;School: Divination&amp;lt;br/&amp;gt;Descriptor(s):&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Touch&amp;lt;br/&amp;gt;Area of Effect / Target: Single&amp;lt;br/&amp;gt;Duration: 1 Turn / Level&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: Harmless&amp;lt;br/&amp;gt;Spell Resistance: No&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The target creature is able to see all invisible creatures within his line of sight.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Shadow_Conjuration&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Shadow Conjuration ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Removed&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Shelgarns_Persistent_Blade&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Shelgarn&#039;s Persistent Blade ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Removed&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Shield&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Shield ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Wizard / Sorcerer 1&amp;lt;br/&amp;gt;Innate Level: 1&amp;lt;br/&amp;gt;School: Abjuration&amp;lt;br/&amp;gt;Descriptor(s):&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Personal&amp;lt;br/&amp;gt;Area of Effect / Target: Caster&amp;lt;br/&amp;gt;Duration: Long (30m Combat Time)&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: None&amp;lt;br/&amp;gt;Spell Resistance: No&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The caster gains a +2 Deflection bonus to AC.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Old Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Wizard / Sorcerer 1&amp;lt;br/&amp;gt;Innate Level: 1&amp;lt;br/&amp;gt;School: Abjuration&amp;lt;br/&amp;gt;Descriptor(s):&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Personal&amp;lt;br/&amp;gt;Area of Effect / Target: Caster&amp;lt;br/&amp;gt;Duration: 1 turn / level&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: None&amp;lt;br/&amp;gt;Spell Resistance: No&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The caster gains a +4 bonus to AC. As well, the caster is immune to the spell magic missile for the duration of the shield.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Shield_of_Faith&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Shield of Faith ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Cleric 1, Druid 1, Paladin 1&amp;lt;br/&amp;gt;Innate Level: 1&amp;lt;br/&amp;gt;School: Abjuration&amp;lt;br/&amp;gt;Descriptor(s):&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Touch&amp;lt;br/&amp;gt;Area of Effect / Target: Single&amp;lt;br/&amp;gt;Duration: Long (30m Combat Time)&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: None&amp;lt;br/&amp;gt;Spell Resistance: No&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The target gains a +2 Deflection bonus to their armor class.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Old Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Cleric 1&amp;lt;br/&amp;gt;Innate Level: 1&amp;lt;br/&amp;gt;School: Abjuration&amp;lt;br/&amp;gt;Descriptor(s):&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Touch&amp;lt;br/&amp;gt;Area of Effect / Target: Single&amp;lt;br/&amp;gt;Duration: 1 turn / level&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: None&amp;lt;br/&amp;gt;Spell Resistance: No&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The target gains a +2 deflection bonus to their armor class, with an additional +1 bonus for every six levels of the caster (maximum of +5).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Silence&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Silence ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Bard 2, Cleric 2&amp;lt;br/&amp;gt;Innate Level: 2&amp;lt;br/&amp;gt;School: Enchantment&amp;lt;br/&amp;gt;Descriptor(s): Intense, Pernicious, Swift&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Medium (20m)&amp;lt;br/&amp;gt;Area of Effect / Target: Single&amp;lt;br/&amp;gt;Duration: Short (1m)&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: Will Negates&amp;lt;br/&amp;gt;Spell Resistance: Yes&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Strikes the target dumb and unable to speak, or cast spells that require a verbal component.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Intense: The target is denied the first saving throw against this effect. A creature may only suffer the effects of the Intense keyword once per minute.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Pernicious: This effect is not removed upon a successful saving throw, instead continuing to attempt to apply itself each round upon a failed save for the full duration of the spell/effect.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Swift: This spell has a shortened cast time, executing in only half a second.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Old Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Bard 2, Cleric 2&amp;lt;br/&amp;gt;Innate Level: 2&amp;lt;br/&amp;gt;School: Illusion&amp;lt;br/&amp;gt;Descriptor(s):&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Long&amp;lt;br/&amp;gt;Area of Effect / Target: Large, Single&amp;lt;br/&amp;gt;Duration: 1 Round / Level&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: Will Negates&amp;lt;br/&amp;gt;Spell Resistance: Yes&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Creates a zone of silence around the target creature, preventing all within the area of effect from casting spells with verbal components. If cast on an ally, no saving throws or spell resistance checks are necessary.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Slay_Living&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Slay Living ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Cleric 5&amp;lt;br/&amp;gt;Innate Level: 5&amp;lt;br/&amp;gt;School: Necromancy&amp;lt;br/&amp;gt;Descriptor(s): Necrotic&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Short&amp;lt;br/&amp;gt;Area of Effect / Target: Single&amp;lt;br/&amp;gt;Duration: Instant&amp;lt;br/&amp;gt;Additional Counter Spells: Death Ward&amp;lt;br/&amp;gt;Save: Fortitude (Half)&amp;lt;br/&amp;gt;Spell Resistance: Yes&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The target takes 36 + 18d2 points of Necrotic damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Old Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Cleric 5, Druid 5&amp;lt;br/&amp;gt;Innate Level: 5&amp;lt;br/&amp;gt;School: Necromancy&amp;lt;br/&amp;gt;Descriptor(s): Death, Negative&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Touch&amp;lt;br/&amp;gt;Area of Effect / Target: Single&amp;lt;br/&amp;gt;Duration: Instant&amp;lt;br/&amp;gt;Additional Counter Spells: Death Ward&amp;lt;br/&amp;gt;Save: Fortitude Negates&amp;lt;br/&amp;gt;Spell Resistance: Yes&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The target must make a Fortitude save or die. Even if the saving throw is successful, the target takes 3d6 points of negative energy damage, +1 point per caster level.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Sleep&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Sleep ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Bard 1, Druid 1, Ranger 1, Wizard / Sorcerer 1&amp;lt;br/&amp;gt;Innate Level: 1&amp;lt;br/&amp;gt;School: Enchantment&amp;lt;br/&amp;gt;Descriptor(s): Mind-Affecting, Pernicious, Hard Control&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Medium (20m)&amp;lt;br/&amp;gt;Area of Effect / Target: 5m Sphere&amp;lt;br/&amp;gt;Duration: Short (1m)&amp;lt;br/&amp;gt;Additional Counter Spells: Clarity&amp;lt;br/&amp;gt;Save: Will Negates&amp;lt;br/&amp;gt;Spell Resistance: Yes&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Causes creatures to fall into a comatose slumber, suffering the effects of Sleep. Damage will awaken affected creatures from their torpor.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Pernicious: This effect is not removed upon a successful saving throw, instead continuing to attempt to apply itself each round upon a failed save for the full duration of the spell/effect.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Hard Control: The effects of this spell are subject to ongoing saving throws. Each round, the target may attempt a new saving throw to end the effect. Each failed saving throw provides a stacking +4 bonus to further saving throws for 5 rounds versus the following effects:&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Confusion, Daze, Domination, Fear, Knockdown, Paralysis, Petrification, Sleep, Stun&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Old Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Bard 1, Druid 1, Ranger 2, Wizard / Sorcerer 1&amp;lt;br/&amp;gt;Innate Level: 1&amp;lt;br/&amp;gt;School: Enchantment&amp;lt;br/&amp;gt;Descriptor(s): Mind-Affecting&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Medium&amp;lt;br/&amp;gt;Area of Effect / Target: Huge&amp;lt;br/&amp;gt;Duration: 3 Rounds + 1 / Caster Level&amp;lt;br/&amp;gt;Additional Counter Spells: Clarity&amp;lt;br/&amp;gt;Save: Will Negates&amp;lt;br/&amp;gt;Spell Resistance: Yes&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Causes 4 + 1d4 HD of creatures to fall into a comatose slumber, beginning with those with the fewest HD. Creatures with 5 or more HD are unaffected.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Slow&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Slow ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Bard 3, Wizard / Sorcerer 3&amp;lt;br/&amp;gt;Innate Level: 3&amp;lt;br/&amp;gt;School: Transmutation&amp;lt;br/&amp;gt;Descriptor(s):&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Short (8m)&amp;lt;br/&amp;gt;Area of Effect / Target: 10m Sphere (Enemies Only)&amp;lt;br/&amp;gt;Duration: Short (1m)&amp;lt;br/&amp;gt;Additional Counter Spells: Haste&amp;lt;br/&amp;gt;Save: None&amp;lt;br/&amp;gt;Spell Resistance: Yes&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Enemy creatures within the area of effect have their movement lowered by 50% and suffer a -2 penalty to their AC, Reflex saves, and attack rolls.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Old Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Bard 3, Wizard / Sorcerer 3&amp;lt;br/&amp;gt;Innate Level: 3&amp;lt;br/&amp;gt;School: Transmutation&amp;lt;br/&amp;gt;Descriptor(s):&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Short&amp;lt;br/&amp;gt;Area of Effect / Target: Colossal, 1 Creature / Level&amp;lt;br/&amp;gt;Duration: 1 Round / Level&amp;lt;br/&amp;gt;Additional Counter Spells: Haste&amp;lt;br/&amp;gt;Save: Will Negates&amp;lt;br/&amp;gt;Spell Resistance: Yes&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;All enemy creatures within the area of effect have their movement lowered by 50% and lose a single attack per round.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Sound_Burst&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Sound Burst ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Bard 2, Cleric 2&amp;lt;br/&amp;gt;Innate Level: 2&amp;lt;br/&amp;gt;School: Evocation&amp;lt;br/&amp;gt;Descriptor(s): Sonic&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Short&amp;lt;br/&amp;gt;Area of Effect / Target: Medium&amp;lt;br/&amp;gt;Duration: Instant&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: Reflex (Half)&amp;lt;br/&amp;gt;Spell Resistance: Yes&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;All creatures within the area of effect take 6d6 points of Sonic damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Old Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Bard 2, Cleric 2&amp;lt;br/&amp;gt;Innate Level: 2&amp;lt;br/&amp;gt;School: Evocation&amp;lt;br/&amp;gt;Descriptor(s): Sonic&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Short&amp;lt;br/&amp;gt;Area of Effect / Target: Medium&amp;lt;br/&amp;gt;Duration: Instant&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: Will Special&amp;lt;br/&amp;gt;Spell Resistance: Yes&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;All creatures within the area of effect take 1d8 points of damage and must make a Will save or be stunned for 2 rounds.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Spell_Resistance&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Spell Resistance ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Removed&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Spike_Growth&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Spike Growth ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Druid 3, Ranger 3&amp;lt;br/&amp;gt;Innate Level: 3&amp;lt;br/&amp;gt;School: Transmutation&amp;lt;br/&amp;gt;Descriptor(s): Persistent&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Medium (20m)&amp;lt;br/&amp;gt;Area of Effect / Target: 4m Sphere&amp;lt;br/&amp;gt;Duration: Short (1m)&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: Reflex (Half)&amp;lt;br/&amp;gt;Spell Resistance: Yes&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The caster transforms the terrain, causing nearly invisible spikes and edges to form. Any creature will suffer 2d4 points of slashing damage each round that they remain within the afflicted area. Furthermore, creatures will suffer a -4 penalty to Reflex saving throws and a 50% movement speed decrease while within the spell&#039;s area.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Persistent: This spell occupies a space for the full duration of the effect.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Old Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Druid 3&amp;lt;br/&amp;gt;Innate Level: 3&amp;lt;br/&amp;gt;School: Transmutation&amp;lt;br/&amp;gt;Descriptor(s):&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Long&amp;lt;br/&amp;gt;Area of Effect / Target: Large&amp;lt;br/&amp;gt;Duration: 1 hour / level&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: Reflex partial&amp;lt;br/&amp;gt;Spell Resistance: Yes&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Covers the terrain with small spikes. Any creature will suffer 1d4 points of damage each round that they remain within the afflicted area. These spikes can damage the victim&#039;s legs, so that even once they are free of the spike growth, their movement rate is slowed for a day.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Stinking_Cloud&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Stinking Cloud ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Wizard / Sorcerer 3&amp;lt;br/&amp;gt;Innate Level: 3&amp;lt;br/&amp;gt;School: Conjuration&amp;lt;br/&amp;gt;Descriptor(s): Poison, Persistent, Hard Control&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Medium (20m)&amp;lt;br/&amp;gt;Area of Effect / Target: 7m Sphere&amp;lt;br/&amp;gt;Duration: Short (1m)&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: Fortitude Negates&amp;lt;br/&amp;gt;Spell Resistance: Yes&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;All creatures within the area of effect are stunned for 1 round. This effect occurs against all creatures within the cloud each round, or creatures who enter the cloud.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Persistent: This spell occupies a space for the full duration of the effect.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Hard Control: The effects of this spell are subject to ongoing saving throws. Each round, the target may attempt a new saving throw to end the effect. Each failed saving throw provides a stacking +4 bonus to further saving throws for 5 rounds versus the following effects:&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Confusion, Daze, Domination, Fear, Knockdown, Paralysis, Petrification, Sleep, Stun&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Old Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Wizard / Sorcerer 3&amp;lt;br/&amp;gt;Innate Level: 3&amp;lt;br/&amp;gt;School: Conjuration&amp;lt;br/&amp;gt;Descriptor(s):&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Medium&amp;lt;br/&amp;gt;Area of Effect / Target: Huge&amp;lt;br/&amp;gt;Duration: 1 Round / Level&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: Fortitude Negates&amp;lt;br/&amp;gt;Spell Resistance: Yes&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;All creatures caught within the area of effect are dazed. These effects last as long as they remain within the cloud and for 1 round after they leave.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Stone_Bones&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Stone Bones ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Wizard / Sorcerer 2, Cleric 2&amp;lt;br/&amp;gt;Innate Level: 2&amp;lt;br/&amp;gt;School: Abjuration&amp;lt;br/&amp;gt;Descriptor(s): Magical Armor&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Touch&amp;lt;br/&amp;gt;Area of Effect / Target: One creature&amp;lt;br/&amp;gt;Duration: Long (30m Combat Time)&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: Harmless&amp;lt;br/&amp;gt;Spell Resistance: No&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;You cause the target to gain a +2 natural armor class bonus.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Old Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Wizard / Sorcerer 2, Cleric 2&amp;lt;br/&amp;gt;Innate Level: 2&amp;lt;br/&amp;gt;School: Transmutation&amp;lt;br/&amp;gt;Descriptor(s): Magical Armor&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Touch&amp;lt;br/&amp;gt;Area of Effect / Target: One undead creature&amp;lt;br/&amp;gt;Duration: 10 minutes / level&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: Harmless&amp;lt;br/&amp;gt;Spell Resistance: No&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;You cause the target undead to gain a +3 natural armor class bonus, due to the thickening of its bones.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Stoneskin&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Stoneskin ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Druid 4, Wizard / Sorcerer 4&amp;lt;br/&amp;gt;Innate Level: 4&amp;lt;br/&amp;gt;School: Abjuration&amp;lt;br/&amp;gt;Descriptor(s):&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Touch&amp;lt;br/&amp;gt;Area of Effect / Target: Single&amp;lt;br/&amp;gt;Duration: Medium (15m Combat Time)&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: Harmless&amp;lt;br/&amp;gt;Spell Resistance: No&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;This spell grants the target creature damage resistance 10 versus physical damage. The spell absorbs 100 points of damage before collapsing.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Old Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Druid 4, Wizard / Sorcerer 4&amp;lt;br/&amp;gt;Innate Level: 4&amp;lt;br/&amp;gt;School: Abjuration&amp;lt;br/&amp;gt;Descriptor(s):&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Touch&amp;lt;br/&amp;gt;Area of Effect / Target: Single&amp;lt;br/&amp;gt;Duration: 1 Hour / Level&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: Harmless&amp;lt;br/&amp;gt;Spell Resistance: No&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;This spell grants the target creature damage reduction 10/+5. The spell absorbs 10 points of melee damage per caster level, to a maximum of 100, before collapsing.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Summon_Creature_I&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Summon Creature I ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Bard 1, Cleric 1, Druid 1, Ranger 1, Wizard / Sorcerer 1&amp;lt;br/&amp;gt;Innate Level: 1&amp;lt;br/&amp;gt;School: Conjuration&amp;lt;br/&amp;gt;Descriptor(s):&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Short&amp;lt;br/&amp;gt;Area of Effect / Target: Point&amp;lt;br/&amp;gt;Duration: Long (Until Next Rest)&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: None&amp;lt;br/&amp;gt;Spell Resistance: No&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The caster summons a creature to be a faithful and loyal servant. The creature summoned depends upon the caster&#039;s summoning theme, and has a Threat Level of 2.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Summoned creatures inherit the summoner&#039;s AC and EB Core Bonuses (if any); however, these will not stack with any innate bonuses of the same type the creature possesses.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Casting this spell on an existing summoned creature will heal it for hit points equal to 5 + 1 hit die roll + 10% of its maximum hit points.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Old Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Bard 1, Cleric 1, Druid 1, Ranger 1, Wizard / Sorcerer 1&amp;lt;br/&amp;gt;Innate Level: 1&amp;lt;br/&amp;gt;School: Conjuration&amp;lt;br/&amp;gt;Descriptor(s):&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Short&amp;lt;br/&amp;gt;Area of Effect / Target: Point&amp;lt;br/&amp;gt;Duration: 24 Hours&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: None&amp;lt;br/&amp;gt;Spell Resistance: No&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The caster summons a dire badger to be a faithful and loyal servant.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Summon_Creature_II&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Summon Creature II ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Bard 2, Cleric 2, Druid 2, Ranger 2, Wizard / Sorcerer 2&amp;lt;br/&amp;gt;Innate Level: 2&amp;lt;br/&amp;gt;School: Conjuration&amp;lt;br/&amp;gt;Descriptor(s):&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Short&amp;lt;br/&amp;gt;Area of Effect / Target: Point&amp;lt;br/&amp;gt;Duration: Long (Until Next Rest)&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: None&amp;lt;br/&amp;gt;Spell Resistance: No&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The caster summons a creature to be a faithful and loyal servant. The creature summoned depends upon the caster&#039;s summoning theme, and has a Threat Level of 4.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Summoned creatures inherit the summoner&#039;s AC and EB Core Bonuses (if any); however, these will not stack with any innate bonuses of the same type the creature possesses.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Casting this spell on an existing summoned creature will heal it for hit points equal to 10 + 2 hit die rolls + 15% of its maximum hit points.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Old Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Bard 2, Cleric 2, Druid 2, Ranger 2, Wizard / Sorcerer 2&amp;lt;br/&amp;gt;Innate Level: 2&amp;lt;br/&amp;gt;School: Conjuration&amp;lt;br/&amp;gt;Descriptor(s):&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Short&amp;lt;br/&amp;gt;Area of Effect / Target: Point&amp;lt;br/&amp;gt;Duration: 24 Hours&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: None&amp;lt;br/&amp;gt;Spell Resistance: No&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The caster summons a dire boar to be a faithful and loyal servant.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Summon_Creature_III&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Summon Creature III ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Bard 3, Cleric 3, Druid 3, Ranger 3, Wizard / Sorcerer 3&amp;lt;br/&amp;gt;Innate Level: 3&amp;lt;br/&amp;gt;School: Conjuration&amp;lt;br/&amp;gt;Descriptor(s):&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Short&amp;lt;br/&amp;gt;Area of Effect / Target: Point&amp;lt;br/&amp;gt;Duration: Long (Until Next Rest)&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: None&amp;lt;br/&amp;gt;Spell Resistance: No&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The caster summons a creature to be a faithful and loyal servant. The creature summoned depends upon the caster&#039;s summoning theme, and has a Threat Level of 6.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Summoned creatures inherit the summoner&#039;s AC and EB Core Bonuses (if any); however, these will not stack with any innate bonuses of the same type the creature possesses.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Casting this spell on an existing summoned creature will heal it for hit points equal to 15 + 3 hit die rolls + 20% of its maximum hit points.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Old Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Bard 3, Cleric 3, Druid 3, Ranger 3, Wizard / Sorcerer 3&amp;lt;br/&amp;gt;Innate Level: 3&amp;lt;br/&amp;gt;School: Conjuration&amp;lt;br/&amp;gt;Descriptor(s):&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Short&amp;lt;br/&amp;gt;Area of Effect / Target: Point&amp;lt;br/&amp;gt;Duration: 24 Hours&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: None&amp;lt;br/&amp;gt;Spell Resistance: No&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The caster summons a dire wolf to be a faithful and loyal servant.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Summon_Creature_IV&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Summon Creature IV ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Bard 4, Cleric 4, Druid 4, Wizard / Sorcerer 4&amp;lt;br/&amp;gt;Innate Level: 4&amp;lt;br/&amp;gt;School: Conjuration&amp;lt;br/&amp;gt;Descriptor(s):&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Short&amp;lt;br/&amp;gt;Area of Effect / Target: Point&amp;lt;br/&amp;gt;Duration: Long (Until Next Rest)&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: None&amp;lt;br/&amp;gt;Spell Resistance: No&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The caster summons a creature to be a faithful and loyal servant. The creature summoned depends upon the caster&#039;s summoning theme, and has a Threat Level of 8.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Summoned creatures inherit the summoner&#039;s AC and EB Core Bonuses (if any); however, these will not stack with any innate bonuses of the same type the creature possesses.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Casting this spell on an existing summoned creature will heal it for hit points equal to 20 + 4 hit die rolls + 25% of its maximum hit points.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Old Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Bard 4, Cleric 4, Druid 4, Ranger 4, Wizard / Sorcerer 4&amp;lt;br/&amp;gt;Innate Level: 4&amp;lt;br/&amp;gt;School: Conjuration&amp;lt;br/&amp;gt;Descriptor(s):&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Short&amp;lt;br/&amp;gt;Area of Effect / Target: Point&amp;lt;br/&amp;gt;Duration: 24 Hours&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: None&amp;lt;br/&amp;gt;Spell Resistance: No&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The caster summons a dire spider to be a faithful and loyal servant.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Summon_Creature_V&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Summon Creature V ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Bard 5, Cleric 5, Druid 5, Wizard / Sorcerer 5&amp;lt;br/&amp;gt;Innate Level: 5&amp;lt;br/&amp;gt;School: Conjuration&amp;lt;br/&amp;gt;Descriptor(s):&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Short&amp;lt;br/&amp;gt;Area of Effect / Target: Point&amp;lt;br/&amp;gt;Duration: Long (Until Next Rest)&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: None&amp;lt;br/&amp;gt;Spell Resistance: No&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The caster summons a creature to be a faithful and loyal servant. The creature summoned depends upon the caster&#039;s summoning theme, and has a Threat Level of 10.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Summoned creatures inherit the summoner&#039;s AC and EB Core Bonuses (if any); however, these will not stack with any innate bonuses of the same type the creature possesses.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Casting this spell on an existing summoned creature will heal it for hit points equal to 25 + 5 hit die rolls + 30% of its maximum hit points.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Old Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Bard 5, Cleric 5, Druid 5, Wizard / Sorcerer 5&amp;lt;br/&amp;gt;Innate Level: 5&amp;lt;br/&amp;gt;School: Conjuration&amp;lt;br/&amp;gt;Descriptor(s):&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Short&amp;lt;br/&amp;gt;Area of Effect / Target: Point&amp;lt;br/&amp;gt;Duration: 24 Hours&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: None&amp;lt;br/&amp;gt;Spell Resistance: No&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The caster summons a dire bear to be a faithful and loyal servant.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Tashas_Hideous_Laughter&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Tasha&#039;s Hideous Laughter ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Renamed: &#039;&#039;&#039;Hideous Laughter&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Bard 2, Wizard / Sorcerer 2&amp;lt;br/&amp;gt;Innate Level: 2&amp;lt;br/&amp;gt;School: Enchantment&amp;lt;br/&amp;gt;Descriptor(s): Hard Control, Pernicious&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Medium (20m)&amp;lt;br/&amp;gt;Area of Effect / Target: 5m Sphere&amp;lt;br/&amp;gt;Duration: Short (1m)&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: Will negates&amp;lt;br/&amp;gt;Spell Resistance: Yes&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;If the targets fail their saving throw they will begin laughing hysterically. They will be unable to defend themselves until the spell wears off, falling to the ground and suffering the effects of Knockdown.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Pernicious: This effect is not removed upon a successful saving throw, instead continuing to attempt to apply itself each round upon a failed save for the full duration of the spell/effect.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Hard Control: The effects of this spell are subject to ongoing saving throws. Each round, the target may attempt a new saving throw to end the effect. Each failed saving throw provides a stacking +4 bonus to further saving throws for 5 rounds versus the following effects:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Old Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Bard 2, Wizard / Sorcerer 2&amp;lt;br/&amp;gt;Innate Level: 2&amp;lt;br/&amp;gt;School: Enchantment&amp;lt;br/&amp;gt;Descriptor(s):&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Short&amp;lt;br/&amp;gt;Area of Effect / Target: Single&amp;lt;br/&amp;gt;Duration: 1d3 rounds&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: Will negates&amp;lt;br/&amp;gt;Spell Resistance: Yes&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;If the target fails their saving throw they will begin laughing hysterically. They will be unable to defend themselves until the spell wears off. A creature whose racial type is different from the caster&#039;s gains a +4 bonus on its saving throw because humor doesn&#039;t &#039;translate&#039; well.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;True_Seeing&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== True Seeing ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Removed&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;True_Strike&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== True Strike ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Removed&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Ultravision&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Ultravision ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Removed&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Vampiric_Touch&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Vampiric Touch ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Wizard / Sorcerer 3&amp;lt;br/&amp;gt;Innate Level: 3&amp;lt;br/&amp;gt;School: Necromancy&amp;lt;br/&amp;gt;Descriptor(s): Negative&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Touch&amp;lt;br/&amp;gt;Area of Effect / Target: Single&amp;lt;br/&amp;gt;Duration: Instant / 1m&amp;lt;br/&amp;gt;Additional Counter Spells: &amp;lt;br/&amp;gt;Save: None&amp;lt;br/&amp;gt;Spell Resistance: Yes&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The target creature takes 8d2 + 16 points of Necrotic damage. This damage is then applied to the caster&#039;s hit points as a temporary bonus. These temporary hit points last for 1 minute.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Old Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Wizard / Sorcerer 3&amp;lt;br/&amp;gt;Innate Level: 3&amp;lt;br/&amp;gt;School: Necromancy&amp;lt;br/&amp;gt;Descriptor(s): Negative&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Touch&amp;lt;br/&amp;gt;Area of Effect / Target: Single&amp;lt;br/&amp;gt;Duration: Instant&amp;lt;br/&amp;gt;Additional Counter Spells: Negative Energy Protection&amp;lt;br/&amp;gt;Save: None&amp;lt;br/&amp;gt;Spell Resistance: Yes&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The target creature takes 1d6 points of damage for every 2 caster levels (maximum 10d6). This damage is then applied to the caster&#039;s hit points as a temporary bonus. You can&#039;t gain more temporary hit points than what is required to kill the target (target&#039;s current hit points +10).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Vine_Mine&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Vine Mine ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Druid 5&amp;lt;br/&amp;gt;Innate Level: 5&amp;lt;br/&amp;gt;School: Conjuration&amp;lt;br/&amp;gt;Descriptor(s): Nature&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: 20m&amp;lt;br/&amp;gt;Area of Effect / Target: 5m&amp;lt;br/&amp;gt;Duration: Short (1m)&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: Reflex&amp;lt;br/&amp;gt;Spell Resistance: Yes&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Explosive pods grow in the area, exploding when triggered by creatures within the area of effect for 2d6 bludgeoning and 2d6 acid damage to all nearby creatures. Each creature within the area of effect will trigger one vine mine per round.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Old Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Druid 5&amp;lt;br/&amp;gt;Innate Level: 5&amp;lt;br/&amp;gt;School: Conjuration&amp;lt;br/&amp;gt;Descriptor(s): Nature&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Medium&amp;lt;br/&amp;gt;Area of Effect / Target: Huge&amp;lt;br/&amp;gt;Duration: 1 turn / level.&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: Yes (Entangle)&amp;lt;br/&amp;gt;Spell Resistance: Yes&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;When casting vine mine, the caster must select one of the following effects that will be created in the&amp;lt;br/&amp;gt;targeted area:&amp;lt;br/&amp;gt;- entangle (as the spell)&amp;lt;br/&amp;gt;- hamper movement (movement speed is halved)&amp;lt;br/&amp;gt;- camouflage (add +4 competence bonus on Hide checks)&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Virtue&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Virtue ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Cleric 0, Druid 0, Paladin 0&amp;lt;br/&amp;gt;Innate Level: 0&amp;lt;br/&amp;gt;School: Transmutation&amp;lt;br/&amp;gt;Descriptor(s):&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Touch&amp;lt;br/&amp;gt;Area of Effect / Target: Single&amp;lt;br/&amp;gt;Duration: Medium (15m Combat Time)&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: Harmless&amp;lt;br/&amp;gt;Spell Resistance: No&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The target creature gains 1 + Cha mod temporary hit points above their maximum total.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Cantrips may be cast an unlimited number of times per day, and use all applicable Metamagic feats the caster knows for free.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Old Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Cleric 0, Druid 0, Paladin 1&amp;lt;br/&amp;gt;Innate Level: 0&amp;lt;br/&amp;gt;School: Transmutation&amp;lt;br/&amp;gt;Descriptor(s):&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Touch&amp;lt;br/&amp;gt;Area of Effect / Target: Single&amp;lt;br/&amp;gt;Duration: 1 Turn / Level&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: Harmless&amp;lt;br/&amp;gt;Spell Resistance: No&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The target creature gains 1 temporary hit point above his maximum total.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Wall_of_Fire&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Wall of Fire ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Druid 4, Wizard / Sorcerer 4&amp;lt;br/&amp;gt;Innate Level: 4&amp;lt;br/&amp;gt;School: Evocation&amp;lt;br/&amp;gt;Descriptor(s): Fire&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Medium&amp;lt;br/&amp;gt;Area of Effect / Target: Wall 30 ft Long&amp;lt;br/&amp;gt;Duration: Short (1m)&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: Reflex 1/2&amp;lt;br/&amp;gt;Spell Resistance: Yes&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;This spell creates a curtain of fire that deals 4d6 points of fire damage to any creature that attempts to pass through it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Old Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Druid 5, Wizard / Sorcerer 4&amp;lt;br/&amp;gt;Innate Level: 4&amp;lt;br/&amp;gt;School: Evocation&amp;lt;br/&amp;gt;Descriptor(s): Fire&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Medium&amp;lt;br/&amp;gt;Area of Effect / Target: Wall 30 ft Long&amp;lt;br/&amp;gt;Duration: 1 Round / 2 Levels&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: Reflex 1/2&amp;lt;br/&amp;gt;Spell Resistance: Yes&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;This spell creates a curtain of fire that deals 4d6 points of fire damage to any creature that attempts to pass through it.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;War_Cry&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== War Cry ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Bard 4&amp;lt;br/&amp;gt;Innate Level: 4&amp;lt;br/&amp;gt;School: Enchantment&amp;lt;br/&amp;gt;Descriptor(s): Mind-Affecting, Sonic&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Personal&amp;lt;br/&amp;gt;Area of Effect / Target: Colossal&amp;lt;br/&amp;gt;Duration: Short (1m)&amp;lt;br/&amp;gt;Additional Counter Spells: Silence&amp;lt;br/&amp;gt;Save: Will Negates&amp;lt;br/&amp;gt;Spell Resistance: Yes&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The caster lets out a powerful shout that grants the Bard a +2 bonus to attack and damage. All enemies within the area of effect are stricken with fear.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The effects of this spell are subject to ongoing saving throws. Each round, the target may attempt a new saving throw to end the effect. Each failed saving throw provides a stacking +4 bonus to further saving throws for 5 rounds versus the following effects:&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Confusion, Daze, Domination, Fear, Knockdown, Paralysis, Petrification, Sleep, Stun&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Old Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Bard 4&amp;lt;br/&amp;gt;Innate Level: 4&amp;lt;br/&amp;gt;School: Enchantment&amp;lt;br/&amp;gt;Descriptor(s): Mind-Affecting, Sonic&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Personal&amp;lt;br/&amp;gt;Area of Effect / Target: Colossal&amp;lt;br/&amp;gt;Duration: 1 Round / Level&amp;lt;br/&amp;gt;Additional Counter Spells: Silence&amp;lt;br/&amp;gt;Save: Will Negates&amp;lt;br/&amp;gt;Spell Resistance: Yes&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The caster lets out a powerful shout that grants the Bard a +2 bonus to attack and damage. All enemies within the area of effect are stricken with fear.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Web&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Web ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Druid 2, Ranger 2, Wizard / Sorcerer 2&amp;lt;br/&amp;gt;Innate Level: 2&amp;lt;br/&amp;gt;School: Conjuration&amp;lt;br/&amp;gt;Descriptor(s): Persistent&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Medium (20m)&amp;lt;br/&amp;gt;Area of Effect / Target: 5m Sphere&amp;lt;br/&amp;gt;Duration: Short (1m)&amp;lt;br/&amp;gt;Additional Counter Spells: Freedom of Movement&amp;lt;br/&amp;gt;Save: Reflex Partial&amp;lt;br/&amp;gt;Spell Resistance: Yes&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Sticky strands cling to all creatures within the area of effect, entangling them. Creatures who make their save can move, but at a reduced rate dependent on their Strength. The movespeed penalty equals 50%, minus 5% for each point of Strength modifier.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Persistent: This spell occupies a space for the full duration of the effect.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Old Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Wizard / Sorcerer 2&amp;lt;br/&amp;gt;Innate Level: 2&amp;lt;br/&amp;gt;School: Conjuration&amp;lt;br/&amp;gt;Descriptor(s):&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Medium&amp;lt;br/&amp;gt;Area of Effect / Target: Huge&amp;lt;br/&amp;gt;Duration: 1 Round /  2 Levels&amp;lt;br/&amp;gt;Additional Counter Spells: Freedom of Movement&amp;lt;br/&amp;gt;Save: Reflex Partial&amp;lt;br/&amp;gt;Spell Resistance: Yes&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Sticky strands cling to all creatures within the area of effect, entangling them. Creatures who make their save can move, but at a reduced rate dependent on their Strength.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Wounding_Whispers&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Wounding Whispers ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Bard 3&amp;lt;br/&amp;gt;Innate Level: 3&amp;lt;br/&amp;gt;School: Abjuration&amp;lt;br/&amp;gt;Descriptor(s): Sonic&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Personal&amp;lt;br/&amp;gt;Area of Effect / Target: Caster&amp;lt;br/&amp;gt;Duration: Medium (15m Combat Time)&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: None&amp;lt;br/&amp;gt;Spell Resistance: No&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The caster receives a Retaliation effect [Trigger: Attacks, Damage: 10 + 1d6 Sonic, Limit: 15 Attacks, Duration: 15m Combat Time, Cooldown: 1s, per-Attacker], surrounding them with whispers that injure any attacking creature.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Old Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Bard 3&amp;lt;br/&amp;gt;Innate Level: 3&amp;lt;br/&amp;gt;School: Abjuration&amp;lt;br/&amp;gt;Descriptor(s): Sonic&amp;lt;br/&amp;gt;Component(s): Verbal, Somatic&amp;lt;br/&amp;gt;Range: Personal&amp;lt;br/&amp;gt;Area of Effect / Target: Caster&amp;lt;br/&amp;gt;Duration: 1 round / level&amp;lt;br/&amp;gt;Additional Counter Spells:&amp;lt;br/&amp;gt;Save: None&amp;lt;br/&amp;gt;Spell Resistance: No&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The caster is surrounded with whispers that injure any creature that hits the caster for 1d6 + 1 / level points of sonic damage.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;/div&gt;</summary>
		<author><name>RisenholmBot</name></author>
	</entry>
	<entry>
		<id>https://wiki.risenholm.com/index.php?title=Feats&amp;diff=1727</id>
		<title>Feats</title>
		<link rel="alternate" type="text/html" href="https://wiki.risenholm.com/index.php?title=Feats&amp;diff=1727"/>
		<updated>2026-10-01T19:47:27Z</updated>

		<summary type="html">&lt;p&gt;RisenholmBot: Sync from game data at a9963401e&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div id=&amp;quot;ArmProfHvy&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Proficiency: Armour, Heavy ===&lt;br /&gt;
&lt;br /&gt;
Type of Feat: General&amp;lt;br/&amp;gt;Specifics: This feat grants the knowledge to make effective use of heavy armor.&amp;lt;br/&amp;gt;Use: Automatic. Fighters, Paladins, Rangers, Clerics, and Druids receive this feat for free.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;ArmProfLgt&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Proficiency: Armour, Light ===&lt;br /&gt;
&lt;br /&gt;
Type of Feat: General&amp;lt;br/&amp;gt;Specifics: This feat grants the knowledge to make effective use of light armor.&amp;lt;br/&amp;gt;Use: Automatic. All classes except monks, sorcerers, and wizards have this feat for free.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;ArmProfMed&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Proficiency: Armour, Medium ===&lt;br /&gt;
&lt;br /&gt;
Type of Feat: General&amp;lt;br/&amp;gt;Specifics: This feat grants the knowledge to make effective use of medium armor.&amp;lt;br/&amp;gt;Use: Automatic. All classes except monks, sorcerers, and wizards have this feat for free.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Cleave&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Cleave ===&lt;br /&gt;
&lt;br /&gt;
Type of Feat: General&amp;lt;br/&amp;gt;Prerequisite: None.&amp;lt;br/&amp;gt;Specifics: Once per round, if the character kills an opponent, they receive a free attack against any opponent who is within melee weapon range.&amp;lt;br/&amp;gt;Use: Automatic.&amp;lt;br/&amp;gt;Special: This feat automatically upgrades to Great Cleave at level 6. This removes the once per round limitation.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;GreatFort&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Great Fortitude ===&lt;br /&gt;
&lt;br /&gt;
Type of Feat: General&amp;lt;br/&amp;gt;Prerequisite: None.&amp;lt;br/&amp;gt;Specifics: A character with this feat is tougher than normal, gaining a +5 bonus to all Fortitude saving throws.&amp;lt;br/&amp;gt;Use: Automatic.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;ImpStrike&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Improved Unarmed Strike ===&lt;br /&gt;
&lt;br /&gt;
Type of Feat: General&amp;lt;br/&amp;gt;Prerequisite: None.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Specifics: Armed opponents no longer get attacks of opportunity against the character when they attempt an unarmed attack. While the main hand is empty, the character&#039;s unarmed strikes inflict an additional +1d4 damage.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Use: Automatic. Monks receive this feat for free at Level 1.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;IronWill&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Iron Will ===&lt;br /&gt;
&lt;br /&gt;
Type of Feat: General&amp;lt;br/&amp;gt;Prerequisite: None.&amp;lt;br/&amp;gt;Specifics: The character&#039;s strong presence of mind gives them a +5 bonus to all Will saving throws.&amp;lt;br/&amp;gt;Use: Automatic.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;LightngRef&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Lightning Reflexes ===&lt;br /&gt;
&lt;br /&gt;
Type of Feat: General&amp;lt;br/&amp;gt;Prerequisite: None.&amp;lt;br/&amp;gt;Specifics: The character&#039;s reflexes are faster than normal, granting them a +5 bonus to all Reflex saving throws.&amp;lt;br/&amp;gt;Use: Automatic.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;PBShot&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Combat Style: Ranged Fighting ===&lt;br /&gt;
&lt;br /&gt;
Type of Feat: Combat Style&amp;lt;br/&amp;gt;Prerequisite: None.&amp;lt;br/&amp;gt;Required For: Improved Ranged Fighting&amp;lt;br/&amp;gt;Specifics: A character with this feat negates the -4 penalty for using missile weapons in melee. The character also gains +1 attack per round while wielding a bow or throwing weapon. If wielding a crossbow, the character is no longer limited to one attack per round, and gains +2 AB.&amp;lt;br/&amp;gt;Use: Automatic.&amp;lt;br/&amp;gt;Special: This feat automatically upgrades to Improved Ranged Fighting at level 6, granting bows a damage bonus equal to the character&#039;s Strength modifier. Crossbows instead gain +4 AB.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Shield&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Proficiency: Shield ===&lt;br /&gt;
&lt;br /&gt;
Type of Feat: General&amp;lt;br/&amp;gt;Prerequisite: None.&amp;lt;br/&amp;gt;Specifics: A character with this feat has the training required to use a shield.&amp;lt;br/&amp;gt;Use: All classes except monks, rogues, sorcerers, and wizards have this feat for free.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;TwoWeap&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Combat Style: Two-Weapon Fighting ===&lt;br /&gt;
&lt;br /&gt;
Type of Feat: Combat Style&amp;lt;br/&amp;gt;Prerequisite: None.&amp;lt;br/&amp;gt;Required for: Improved Two-Weapon Fighting.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Specifics: A character with this feat removes the penalty of -6 attack bonus suffered when fighting with two weapons.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;In addition, whilst wielding two weapons, whenever the character receives a bonus attack per round (such as from Haste, or a class or archetype feature), they receive an additional bonus attack per round.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Use: Used automatically when fighting with two weapons.&amp;lt;br/&amp;gt;Special: This feat automatically upgrades to Improved Two-Weapon Fighting at level 6, granting a second extra attack.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;WeapProfMar&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Proficiency: Weapon, Martial ===&lt;br /&gt;
&lt;br /&gt;
Type of Feat: General&amp;lt;br/&amp;gt;Prerequisite: None.&amp;lt;br/&amp;gt;Specifics: This feat allows effective use of all martial weapons. The martial weapons list includes melee weapons such as the bastard sword, battleaxe, dire mace, dwarven waraxe, greataxe, greatsword, halberd, handaxe, heavy flail, katana, kukri, light flail, light hammer, longsword, maul, morningstar, rapier, shortsword, scimitar, scythe, trident, warhammer, and whip. Ranged weapons include the heavy crossbow, longbow, shuriken, and throwing axes.&amp;lt;br/&amp;gt;Normal: A character cannot equip weapons they are not proficient in.&amp;lt;br/&amp;gt;Use: Barbarians, fighters, paladins, and rangers are automatically proficient with all martial weapons.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;WeapProfSim&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Proficiency: Weapon, Simple ===&lt;br /&gt;
&lt;br /&gt;
Type of Feat: General&amp;lt;br/&amp;gt;Prerequisite: None.&amp;lt;br/&amp;gt;Specifics: This feat allows effective use of all simple weapons. This includes melee weapons such as the club, dagger, heavy mace, kama, mace, quarterstaff, sickle, and spear. Ranged weapons include light crossbow, shortbow, sling, and throwing daggers.&amp;lt;br/&amp;gt;Normal: A character cannot equip weapons they are not proficient in.&amp;lt;br/&amp;gt;Use: All characters except for druids, monks, rogues, and wizards are automatically proficient with all simple weapons.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;FEAT_EPIC_AUTOMATIC_QUICKEN_1&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Metamagic: Quicken Spell ===&lt;br /&gt;
&lt;br /&gt;
Type of Feat: Metamagic&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Specifics: The caster reduces the time taken to cast spells, allowing them to cast two spells in one round. Activation of this feat consumes 4 Metamagic to generate 10 charges, with each charge affecting one spellcast. While active, this feat may be activated again to add another 10 charges at the same cost. These charges cannot exceed 20.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Whilst under the effects of Haste, no charges are consumed when casting spells.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Use: Selected.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;FEAT_SCRIBE_SCROLL&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Scribe Scroll ===&lt;br /&gt;
&lt;br /&gt;
Type of Feat: Item Creation&amp;lt;br/&amp;gt;Prerequisite: None.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Specifics: You can create a scroll of any spell that you know. Scribing a scroll costs ichor equal to the level of the spell. Offensive/damaging spells use red ichor, healing/restorative spells use green, and all other types of spell use blue.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Use: Selected (In order to scribe a scroll, the character has to cast the spell in question on a specially prepared blank scroll)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;2HStyle&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Combat Style: Great-Weapon Fighting ===&lt;br /&gt;
&lt;br /&gt;
Type of Feat: Combat Style&amp;lt;br/&amp;gt;Prerequisite: None.&amp;lt;br/&amp;gt;Required for: Improved Great-Weapon Fighting&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Specifics: A character with this feat can make even more powerful attacks when wielding a Large melee weapon. Any weapon damage bonuses you receive are doubled (such as from Runes, Oils, Enhancement Bonus, class or archetype features, etc).&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Use: Automatic.&amp;lt;br/&amp;gt;Special: This feat automatically upgrades to Improved Great-Weapon Fighting at level 6, granting the character additional damage equal to your combined Strength and Dexterity modifiers on missed attacks.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;1HStyle&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Combat Style: Single Weapon Fighting ===&lt;br /&gt;
&lt;br /&gt;
Type of Feat: Combat Style&amp;lt;br/&amp;gt;Prerequisite: None.&amp;lt;br/&amp;gt;Required For: Improved Single Weapon Fighting&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Specifics: When wielding a one-handed melee weapon with the off-hand empty, the character gains a +3 attack bonus. In addition, for each point an attack&#039;s attack roll exceeds the target&#039;s AC, the attack&#039;s damage is increased by 5%, to a maximum of +50%.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Use: Passive&amp;lt;br/&amp;gt;Special: This feat automatically upgrades to Improved Single Weapon Fighting at level 6, increasing the attack bonus to +6 and the maximum damage increase from beating the target&#039;s AC to 100%.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;ShieldStyle&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Combat Style: Shield Fighting ===&lt;br /&gt;
&lt;br /&gt;
Type of Feat: Combat Style&amp;lt;br/&amp;gt;Prerequisite: None.&amp;lt;br/&amp;gt;Specifics: While wielding a shield, the character gains a 20% multiplicative damage immunity to all physical damage. In addition, they gain a 5% chance per Constitution modifier to perform an Attack of Opportunity against an attacker.&amp;lt;br/&amp;gt;Use: Automatic.&amp;lt;br/&amp;gt;Special: This feat automatically upgrades to Improved Shield Fighting at level 6, increasing the damage immunity to 30%.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;TorchStyle&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Combat Style: Implement Fighting ===&lt;br /&gt;
&lt;br /&gt;
Type of Feat: Combat Style&amp;lt;br/&amp;gt;Prerequisite: None.&amp;lt;br/&amp;gt;Required for: Improved Implement Fighting&amp;lt;br/&amp;gt;Specifics: While wielding an implement in the off-hand, when you perform an attack or cast a harmful spell you create a Retaliation effect on yourself [Trigger: Attacks, Damage: CON+2d6 (Type: Variable: See below), Limit: +2 per Attack, Duration: 1m, Cooldown: 1s, per-Attacker]. Triggering this Retaliation effect also applies a -2 AB debuff to the attacker for 3 rounds.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The type of this damage is dependent on the implement in use. A torch will result in Damage Type: Fire. Other implements may configure the type of damage they deal via use of the &#039;Set Damage Type&#039; itemproperty and subsequent Implement Fighting menu.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Use: Automatic.&amp;lt;br/&amp;gt;Special: This feat automatically upgrades to Improved Implement Fighting at level 6, increasing the AB reduction to -3 and the Retaliation Limit gained per attack or harmful spell to +3.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Maneuver_Knockdown&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Maneuver: Knockdown ===&lt;br /&gt;
&lt;br /&gt;
Type of Feat: Combat Maneuver&amp;lt;br/&amp;gt;Prerequisite: None.&amp;lt;br/&amp;gt;Specifics: A character with this feat can attempt to knock an opponent to the ground. The defender must make a Fortitude save against the character&#039;s Maneuver DC or be struck prone for one round. On a successful save, Minion tier enemies will instead suffer the effect for three seconds, and Normal enemies one second.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Mass: The character attempts to knock down all nearby enemies, at an increased cost of 3 Maneuvers. Characters wielding a melee weapon affect those enemies around themselves, whilst those wielding ranged weapons affect the area around their target.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Use: Activated.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Maneuver_Blind&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Maneuver: Blind ===&lt;br /&gt;
&lt;br /&gt;
Type of Feat: Combat Maneuver&amp;lt;br/&amp;gt;Prerequisite: None.&amp;lt;br/&amp;gt;Specifics: A character with this feat can attempt to blind an opponent. The defender must make a Reflex save against the character&#039;s Maneuver DC or be blinded for one round. On a successful save, Minion tier enemies will instead suffer the effect for three seconds, and Normal enemies one second.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Mass: The character attempts to blind all nearby enemies, at an increased cost of 3 Maneuvers. Characters wielding a melee weapon affect those enemies around themselves, whilst those wielding ranged weapons affect the area around their target.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Use: Activated.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Maneuver_Commander&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Maneuver: Commander Strike ===&lt;br /&gt;
&lt;br /&gt;
Type of Feat: Combat Maneuver&amp;lt;br/&amp;gt;Prerequisite: None.&amp;lt;br/&amp;gt;Specifics: A character with this feat rallies their allies. The nearest friendly character receives an extra attack for a duration of (1 + Cha mod) rounds. Additional applications of this maneuver from either the same or another character will stack the effects&#039; durations.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Mass: Affects all nearby allies, at an increased cost of 3 Maneuvers.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Use: Activated.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Maneuver_Provoke&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Maneuver: Provoke ===&lt;br /&gt;
&lt;br /&gt;
Type of Feat: Combat Maneuver&amp;lt;br/&amp;gt;Prerequisite: None.&amp;lt;br/&amp;gt;Specifics: A character with this feat distracts and infuriates their enemies. The target halts whatever action they are performing, instead attacking the character. Creatures who are rated Elite, Solo, or are PCs, may only have their actions interrupted once per minute - the other effects are not limited in this way.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;If the target attacks any creature other than the provoker whilst Provoked, they deal half damage (post-mitigation). The target&#039;s AC is also reduced by 1. The Provoke effect has a duration of 1 minute.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Mass: At a cost of 3 Maneuvers, multiple actions may be performed:&amp;lt;br/&amp;gt;* Targeting an ally will Provoke all creatures within 20m of that ally who are targeting that ally for 1 minute.&amp;lt;br/&amp;gt;* Targeting the ground will create a Persistent Area of Effect at that location for 3 rounds, which will Provoke all creatures within for 1 round, every round.&amp;lt;br/&amp;gt;* Targeting an enemy will act as if targeting the ground at their location.&amp;lt;br/&amp;gt;* Targeting the user, or activating Provoke again while the targeting cursor is up, will create a Persistent Area of Effect for 1 minute which travels with the user, Provoking any creatures within this zone for 1 round, every round.&amp;lt;br/&amp;gt; &amp;lt;br/&amp;gt;Use: Activated.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Maneuver_CalledShot&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Maneuver: Called Shot ===&lt;br /&gt;
&lt;br /&gt;
Type of Feat: Combat Maneuver&amp;lt;br/&amp;gt;Prerequisite: None.&amp;lt;br/&amp;gt;Specifics: A character with this feat makes a targeted strike on their opponent. The defender suffers a -2 attack bonus penalty and a 20% movement speed penalty. These effects both last for a duration of (1 + Wis mod) rounds.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Mass: The character attempts a called shot against all nearby enemies, at an increased cost of 3 Maneuvers. &amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Use: Activated.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Maneuver_Bypass&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Maneuver: Bypass ===&lt;br /&gt;
&lt;br /&gt;
Type of Feat: Combat Maneuver&amp;lt;br/&amp;gt;Prerequisite: None.&amp;lt;br/&amp;gt;Specifics: A character using this Maneuver may pass through other characters&#039; spaces for one round.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Mass: Grant all nearby allies to move through other characters&#039; spaces for one round. Repeated applications stack durations.&amp;lt;br/&amp;gt;Use: Activated.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Metamagic_Silent&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Metamagic: Silent Spell ===&lt;br /&gt;
&lt;br /&gt;
Type of Feat: Metamagic&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Specifics: The spells will be cast without verbal components. Grants ten charges, with each affecting one spellcast. While active, this feat may be activated again to add another 10 charges at the same cost. These charges cannot exceed 20. Costs 1 Metamagic.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Use: Selected.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Metamagic_Extend&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Metamagic: Extend Spell ===&lt;br /&gt;
&lt;br /&gt;
Type of Feat: Metamagic&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Specifics: The caster&#039;s next spell will have their duration doubled. Costs 1 Metamagic.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Use: Selected.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Metamagic_Empower&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Metamagic: Empower Spell ===&lt;br /&gt;
&lt;br /&gt;
Type of Feat: Metamagic&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Specifics: Spells will have their damage increased by 50%. Costs 1 Metamagic.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Use: Selected.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Metamagic_Selective&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Metamagic: Selective Spell ===&lt;br /&gt;
&lt;br /&gt;
Type of Feat: Metamagic&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Specifics: The caster&#039;s next spell which would otherwise possibly harm allies, will instead shape around and ignore them, preventing them from being harmed. Costs 1 Metamagic.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Use: Selected.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Metamagic_Heighten&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Metamagic: Heighten Spell ===&lt;br /&gt;
&lt;br /&gt;
Type of Feat: Metamagic&amp;lt;br/&amp;gt;Prerequisite: Ability to cast first-level spells&amp;lt;br/&amp;gt;Specifics: The caster&#039;s next spell becomes more difficult to resist, raising the DC of their next spell by 4. Costs 1 Metamagic.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Use: Selected.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Metamagic_Conversion&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Metamagic: Conversion ===&lt;br /&gt;
&lt;br /&gt;
Type of Feat: Metamagic&amp;lt;br/&amp;gt;Prerequisite: Ability to cast first-level spells&amp;lt;br/&amp;gt;Specifics: Converts metamagic into spell slots. Use of this feat will replenish the lowest level expended spell you know. Metamagic is converted at a rate of twice the Spell Level - e.g. a level 1 spell slot will cost 2 Metamagic to replenish while a level 4 slot will require 8.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Use: Selected.&amp;lt;br/&amp;gt;Special: All spellcasters receive this feat for free at first level.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Maneuver_ReelIn&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Maneuver: Reel In ===&lt;br /&gt;
&lt;br /&gt;
Type of Feat: Combat Maneuver&amp;lt;br/&amp;gt;Prerequisite: None.&amp;lt;br/&amp;gt;Specifics: A character with this feat can throw out a chain to hook an opponent and reel them in. The defender must make a Reflex save against the character&#039;s Maneuver DC or be pulled toward them.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Mass: The character attempts to reel in all enemies near to the target, at an increased cost of 3 Maneuvers.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Use: Selected.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Maneuver_Knockback&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Maneuver: Knockback ===&lt;br /&gt;
&lt;br /&gt;
Type of Feat: Combat Maneuver&amp;lt;br/&amp;gt;Prerequisite: None.&amp;lt;br/&amp;gt;Specifics: A character with this feat can attempt to knock an opponent back a short distance. The target is hurled 10m backwards and suffers the Dazed effect for 1 round if they are thrown against an object that halts their path.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;PCs, and creatures of Elite or Solo tier, may only be knocked back once per minute. If Knockback is used on these creatures during this cooldown, they make a Fortitude save vs Dazed against your Maneuver DC instead.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Mass: The character attempts to knock back all nearby enemies, at an increased cost of 3 Maneuvers. Characters wielding a melee weapon affect those enemies around themselves, whilst those wielding ranged weapons affect the area around their target.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Use: Activated.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Martial_Acuity&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Martial Acuity ===&lt;br /&gt;
&lt;br /&gt;
Type of Feat: General&amp;lt;br/&amp;gt;Prerequisite: None&amp;lt;br/&amp;gt;Specifics: Your mental faculties augment the precision of your attacks. You gain a bonus to attack equal to the highest of your Intelligence, Wisdom, or Charisma modifiers. The attack bonus from your combined physical and mental ability modifiers cannot exceed 10.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Use: Automatic.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Strategic_Defense&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Strategic Defense ===&lt;br /&gt;
&lt;br /&gt;
Type of Feat: General&amp;lt;br/&amp;gt;Prerequisite: None&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Specifics: You gain a bonus to AC equal to the highest of your Intelligence, Wisdom, or Charisma modifiers. The combined bonus of Dexterity modifier and this ability cannot exceed +10, and is subject to the Maximum Dexterity Bonus property of armour.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Use: Automatic. Monks receive this feat for free at level 2.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Simple_Weapon_Mastery&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Simple Weapon Mastery ===&lt;br /&gt;
&lt;br /&gt;
Type of Feat: General&amp;lt;br/&amp;gt;Prerequisite: None&amp;lt;br/&amp;gt;Specifics: You gain a damage bonus when using Simple weapons. Large weapons receive a +1d4 bonus, Light Crossbows receive a +2 bonus, and all other weapons receive a +1 bonus.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Note: While dual wielding, these damage bonuses will not appear on the character sheet, but will be applied when striking.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Use: Automatic.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Maneuver_Stun&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Maneuver: Stun ===&lt;br /&gt;
&lt;br /&gt;
Type of Feat: Combat Maneuver&amp;lt;br/&amp;gt;Prerequisite: None.&amp;lt;br/&amp;gt;Specifics: A character with this feat can attempt to stun an opponent. The defender must make a Will save against the character&#039;s Maneuver DC or be stunned. On a successful save, Minion tier enemies will instead suffer the effect for three seconds, and Normal enemies one second.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Mass: The character attempts to stun all nearby enemies, at an increased cost of 3 Maneuvers. Characters wielding a melee weapon affect those enemies around themselves, whilst those wielding ranged weapons affect the area around their target.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Use: Activated.&amp;lt;br/&amp;gt;Special: Monks receive this feat for free at first level.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Selective_Gadget&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Selective Gadget ===&lt;br /&gt;
&lt;br /&gt;
Type of Feat: General&amp;lt;br/&amp;gt;Prerequisite: None.&amp;lt;br/&amp;gt;Specifics: Gadgets only damage hostile creatures. Gadgets include: acid flask, alchemist&#039;s fire, caltrops, choking powder, deceitful decoy, smoke bomb and tanglefoot bag, &amp;lt;br/&amp;gt;Use: Automatic.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Movement_Dodgeroll&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Dodgeroll ===&lt;br /&gt;
&lt;br /&gt;
Type of Feat: Free Action&amp;lt;br/&amp;gt;Prerequisite: None.&amp;lt;br/&amp;gt;Specifics: The character rapidly covers a short distance in a straight line, passing through other creatures. Consumes 5 Stamina.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Use: Selected&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Spell_Focus&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Spell Focus ===&lt;br /&gt;
&lt;br /&gt;
Type of Feat: General&amp;lt;br/&amp;gt;Prerequisite: None.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The character receives a +2 bonus to all of their spell DCs. This automatically upgrades to its Greater form at level 6, granting a +4 bonus to spell DCs.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Use: Automatic.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Toughness_New&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Toughness ===&lt;br /&gt;
&lt;br /&gt;
Type of Feat: General&amp;lt;br/&amp;gt;Prerequisite: None&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The character gains double the hit points granted by their class&#039; hit dice at each level. For example, a level 5 Fighter would receive an additional 50 hit points (5d10), whilst a level 4 Wizard/6 Barbarian may receive 96 (4d6 + 6d12). These hit points are gained retroactively, should this feat be taken in later levels.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Use: Automatic.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Symbiotic_Link&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Symbiotic Link ===&lt;br /&gt;
&lt;br /&gt;
Type of Feat: General&amp;lt;br/&amp;gt;Prerequisites: None&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Summoned creatures, companions, henchmen, and other NPC associates under the control of the character receive the effects of most Warding spells (see lists below) when the creature is created, or when the character receives the effects of the spell.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The following spells will be applied both to new and existing associates:&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Barkskin, Bless, Bless Weapon, Bull&#039;s Strength, Camouflage, Cat&#039;s Grace, Clarity, Deafening Clang, Death Ward, Displacement, Eagle&#039;s Splendor, Elemental Weapon (including Weapon Runes), Endurance, Ethereal Visage, Expeditious Retreat, Fox&#039;s Cunning, Freedom of Movement, Ghostly Visage, Greater Magic Weapon, Haste, Improved Invisibility, Invisibility, Ironguts, Mage Armor, Magic Vestment, Magic Weapon, Mind Blank, Minor Globe of Invulnerability, Monstrous Regeneration, One with the Land, Owl&#039;s Wisdom, Prayer, Protection, See Invisibility, Shield, Shield of Faith, Stone Bones, War Cry.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The following spells will only be applied to existing associates, at the time of casting:&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Acid Sheath, Aid, Clayskin, Death Armor, Elemental Rebuke, Endure Energy, Energy Buffer, Ironskin, Protection from Energy, Resist Energy, Stoneskin, Wounding Whispers.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Use: Automatic.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Extra_Summoning&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Extra Summoning ===&lt;br /&gt;
&lt;br /&gt;
Type of Feat: General&amp;lt;br/&amp;gt;Prerequisites: None&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;A character with this feat may have one more summoned creature under their control at once.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Use: Automatic&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Robust_Defense&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Robust Defense ===&lt;br /&gt;
&lt;br /&gt;
Type of Feat: General&amp;lt;br/&amp;gt;Prerequisite: None&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Specifics: The character&#039;s physical endurance can supplement lacking agility, if necessary. They may combine their Dexterity and Constitution modifiers when calculating their AC, the total of which remains subject to their armour&#039;s maximum dexterity bonus (or 10, if unarmoured).&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Use: Automatic. Barbarians receive this feat for free at level 2.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Metamagic_Polarize&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Metamagic: Polarized Spell ===&lt;br /&gt;
&lt;br /&gt;
Type of Feat: Metamagic&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Specifics: The caster is capable of transforming the damage type of their spells. By use of the menu invoked by the activation of this feat, and further uses of the feat to enable the mode type (Next or Continuous), the caster may cause their damaging spells to be of the selected type instead of the type defined in the spell&#039;s description. This costs no Metamagic points.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The energy types on offer depend on the caster&#039;s classes:&amp;lt;br/&amp;gt;Bard: Fire, Cold, Acid, Lightning, Sonic, Force, and Psychic.&amp;lt;br/&amp;gt;Druid: Fire, Cold, Acid, Lightning, and Necrotic.&amp;lt;br/&amp;gt;Sorcerer and Wizard: Fire, Cold, Acid, Lightning, Force, Necrotic, and Psychic.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Each class lets its types be applied to spells of up to half its level, rounded up, so a level 5 Druid may polarize spells of level 3 and below. Levels from several classes that offer the same type are added together first. Clerics and Paladins choose their energy type through Divine Polarity instead, and cannot use this feat.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Use: Selected.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Energy_Affinity_Fire&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Energy Affinity: Fire ===&lt;br /&gt;
&lt;br /&gt;
Type of Feat: General&amp;lt;br/&amp;gt;Prerequisite: None&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;When the character inflicts damage of the type specified by this feat, the damage with respect to damage immunity is instead calculated as if it were the damage type to which the creature is most vulnerable.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Use: Automatic.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Energy_Affinity_Cold&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Energy Affinity: Cold ===&lt;br /&gt;
&lt;br /&gt;
Type of Feat: General&amp;lt;br/&amp;gt;Prerequisite: None&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;When the character inflicts damage of the type specified by this feat, the damage with respect to damage immunity is instead calculated as if it were the damage type to which the creature is most vulnerable.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Use: Automatic.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Energy_Affinity_Acid&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Energy Affinity: Acid ===&lt;br /&gt;
&lt;br /&gt;
Type of Feat: General&amp;lt;br/&amp;gt;Prerequisite: None&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;When the character inflicts damage of the type specified by this feat, the damage with respect to damage immunity is instead calculated as if it were the damage type to which the creature is most vulnerable.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Use: Automatic.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Energy_Affinity_Lightning&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Energy Affinity: Lightning ===&lt;br /&gt;
&lt;br /&gt;
Type of Feat: General&amp;lt;br/&amp;gt;Prerequisite: None&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;When the character inflicts damage of the type specified by this feat, the damage with respect to damage immunity is instead calculated as if it were the damage type to which the creature is most vulnerable.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Use: Automatic.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Energy_Affinity_Sonic&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Energy Affinity: Sonic ===&lt;br /&gt;
&lt;br /&gt;
Type of Feat: General&amp;lt;br/&amp;gt;Prerequisite: None&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;When the character inflicts damage of the type specified by this feat, the damage with respect to damage immunity is instead calculated as if it were the damage type to which the creature is most vulnerable.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Use: Automatic.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Energy_Affinity_Force&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Energy Affinity: Force ===&lt;br /&gt;
&lt;br /&gt;
Type of Feat: General&amp;lt;br/&amp;gt;Prerequisite: None&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;When the character inflicts damage of the type specified by this feat, the damage with respect to damage immunity is instead calculated as if it were the damage type to which the creature is most vulnerable.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Use: Automatic.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Energy_Affinity_Radiant&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Energy Affinity: Radiant ===&lt;br /&gt;
&lt;br /&gt;
Type of Feat: General&amp;lt;br/&amp;gt;Prerequisite: None&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;When the character inflicts damage of the type specified by this feat, the damage with respect to damage immunity is instead calculated as if it were the damage type to which the creature is most vulnerable.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Use: Automatic.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Energy_Affinity_Necrotic&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Energy Affinity: Necrotic ===&lt;br /&gt;
&lt;br /&gt;
Type of Feat: General&amp;lt;br/&amp;gt;Prerequisite: None&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;When the character inflicts damage of the type specified by this feat, the damage with respect to damage immunity is instead calculated as if it were the damage type to which the creature is most vulnerable.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Use: Automatic.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Energy_Affinity_Psychic&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Energy Affinity: Psychic ===&lt;br /&gt;
&lt;br /&gt;
Type of Feat: General&amp;lt;br/&amp;gt;Prerequisite: None&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;When the character inflicts damage of the type specified by this feat, the damage with respect to damage immunity is instead calculated as if it were the damage type to which the creature is most vulnerable.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Use: Automatic.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;/div&gt;</summary>
		<author><name>RisenholmBot</name></author>
	</entry>
	<entry>
		<id>https://wiki.risenholm.com/index.php?title=Wizard&amp;diff=1726</id>
		<title>Wizard</title>
		<link rel="alternate" type="text/html" href="https://wiki.risenholm.com/index.php?title=Wizard&amp;diff=1726"/>
		<updated>2026-10-01T19:47:26Z</updated>

		<summary type="html">&lt;p&gt;RisenholmBot: Sync from game data at a9963401e&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- This page is generated from the game data by scripts/wiki_sync.py in the module repository. Edits made here will be overwritten by the next sync: change the class or feat description in risenholm.tlk instead. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Wizards draw Power through a dedicated study of known flows of Power and methodically weaving it in known patterns to form a variety of spells. They are highly adaptable spellcasters who have control over what spells are refreshed through their Revision or Arcane Focus features. Their poor base defenses are augmented by automatic wards when they take significant damage.&lt;br /&gt;
&lt;br /&gt;
:Maximizing &#039;&#039;&#039;Intelligence&#039;&#039;&#039; is recommended for increasing spell DCs, spellcasts per day, [[General Mechanics Information#Metamagic|Metamagic]] and [[General Mechanics Information#Maneuvers|Maneuver]] capacity. It also contributes to your Reflex save.&lt;br /&gt;
:&#039;&#039;&#039;Strength&#039;&#039;&#039; increases your AB and damage when utilizing melee weapons, your carrying capacity, and your Fortitude save.&lt;br /&gt;
:&#039;&#039;&#039;Dexterity&#039;&#039;&#039; increases your AB and damage when utilizing finesse weapons and ranged weapons. It also allows you to maximize Armor Class from clothes/light/medium armors and improves your Reflex save.&lt;br /&gt;
:&#039;&#039;&#039;Constitution&#039;&#039;&#039; increases your survivability in raw hit points and contributing to your Fortitude save.&lt;br /&gt;
:&#039;&#039;&#039;Wisdom&#039;&#039;&#039; contributes to your Will save.&lt;br /&gt;
:&#039;&#039;&#039;Charisma&#039;&#039;&#039; contributes to your Will save and support Maneuvers such as &amp;quot;Commander Strike&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== Vitals ==&lt;br /&gt;
:&#039;&#039;&#039;Hit Die&#039;&#039;&#039;: d4 (4 HP per Level)&lt;br /&gt;
:&#039;&#039;&#039;Proficiencies&#039;&#039;&#039;: Weapons (Wizard, Mystic)&lt;br /&gt;
:&#039;&#039;&#039;Skill Points per Level&#039;&#039;&#039;: 7&lt;br /&gt;
:&#039;&#039;&#039;Primary Saving Throw(s)&#039;&#039;&#039;: Will&lt;br /&gt;
:&#039;&#039;&#039;Spellcasting Ability&#039;&#039;&#039;: Intelligence (10 + Spell Level to be able to cast a spell)&lt;br /&gt;
:&#039;&#039;&#039;Spellcasting Type&#039;&#039;&#039;: Arcane. Memorized. Memorized spellcasters cannot clear memorized slots after casting a spell, until after their next rest. However, any spells placed into an empty slot start as memorized and available for use.&lt;br /&gt;
:&#039;&#039;&#039;Spellbook&#039;&#039;&#039;: Wizards can learn any spell from their spell list. They learn two spells per level, and may acquire more through the study of scrolls.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Level !! Features&lt;br /&gt;
|-&lt;br /&gt;
| 1 || [[#Spell List|Spellcasting Level 1]], [[#Arcane Focus|Arcane Focus]], [[#Metamagic: Conversion|Metamagic: Conversion]], [[#Scribe Scroll|Scribe Scroll]], [[#Summon Familiar|Summon Familiar]]&lt;br /&gt;
|-&lt;br /&gt;
| 2 || [[#Contingency|Contingency I]]&lt;br /&gt;
|-&lt;br /&gt;
| 3 || [[#Spell List|Spellcasting Level 2]], [[#Revision|Revision]]&lt;br /&gt;
|-&lt;br /&gt;
| 4 || [[#Contingency|Contingency II]]&lt;br /&gt;
|-&lt;br /&gt;
| 5 || [[#Spell List|Spellcasting Level 3]], [[#Bonus Feats|Bonus Feat]]&lt;br /&gt;
|-&lt;br /&gt;
| 6 || [[#Contingency|Contingency III]]&lt;br /&gt;
|-&lt;br /&gt;
| 7 || [[#Spell List|Spellcasting Level 4]]&lt;br /&gt;
|-&lt;br /&gt;
| 8 || [[#Contingency|Contingency IV]]&lt;br /&gt;
|-&lt;br /&gt;
| 9 || [[#Spell List|Spellcasting Level 5]]&lt;br /&gt;
|-&lt;br /&gt;
| 10 || [[#Bonus Feats|Bonus Feat]], [[#Contingency|Contingency V]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Spell Slots per Level&lt;br /&gt;
! Class Level !! Cantrips !! 1st Level !! 2nd Level !! 3rd Level !! 4th Level !! 5th Level&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 3 || 1 || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 4 || 2 || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 4 || 2 || 1 || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 4 || 3 || 2 || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 4 || 3 || 2 || 1 || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 6 || 4 || 3 || 3 || 2 || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 7 || 4 || 4 || 3 || 2 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
| 8 || 4 || 4 || 3 || 3 || 2 || -&lt;br /&gt;
|-&lt;br /&gt;
| 9 || 4 || 4 || 4 || 3 || 2 || 1&lt;br /&gt;
|-&lt;br /&gt;
| 10 || 4 || 4 || 4 || 3 || 3 || 2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Spell slots are before any bonus slots from a high spellcasting ability.&lt;br /&gt;
&lt;br /&gt;
== Wizard Core Mechanics ==&lt;br /&gt;
&lt;br /&gt;
=== Arcane Focus ===&lt;br /&gt;
A Wizard has a pool of Arcane Focus, which they may draw from to power their spells. Activating this feat will cause their next spellcast performed from their memorized slots to consume an amount of Arcane Focus equal to the spell&#039;s level, in exchange for not expending that slot. Whenever the Wizard casts a spell from their memorized slots without using this feature, they gain an amount of Arcane Focus equal to the spell&#039;s level. This pool has a capacity equal to 5 + the Wizard&#039;s class level + their Intelligence modifier.&lt;br /&gt;
&lt;br /&gt;
=== Metamagic: Conversion ===&lt;br /&gt;
The character receives the Conversion feat for free.&lt;br /&gt;
&lt;br /&gt;
=== Revision ===&lt;br /&gt;
When a Wizard casts a spell from any scroll that they know, they regain Arcane Focus equal to the spell&#039;s level. If they also have that spell memorized but expended, that spell memorization is refreshed. If the spell is memorized but not expended, they regain twice the Arcane Focus. In addition, if the scroll is used for free due to skills or other means, the [[General Mechanics Information#Stability|Stability]] cost is waived.&lt;br /&gt;
&lt;br /&gt;
The Wizard may also use this feat to target a scroll, converting [[General Mechanics Information#Metamagic|Metamagic]] to refresh a slot containing that spell if it is already memorized. This cost is identical to whatever the Wizard would normally spend for Conversion to restore that spell slot.&lt;br /&gt;
&lt;br /&gt;
=== Scribe Scroll ===&lt;br /&gt;
Wizards learn the Scribe Scroll feat for free.&lt;br /&gt;
&lt;br /&gt;
=== Summon Familiar ===&lt;br /&gt;
A character with this feat may summon a familiar once per rest. If the familiar dies, the character suffers 1d6 damage, but may summon the familiar again after a rest. The form of the familiar may be changed by targeting the caster.&lt;br /&gt;
&lt;br /&gt;
=== Contingency ===&lt;br /&gt;
A Wizard has magical countermeasures in place for many eventualities. The first time the caster is damaged to the Bloodied state, the damage is halted at that health state (for example, no damage is taken beyond 50% of total health if receiving damage that takes the Wizard to Bloodied), and the Wizard automatically gains invisibility and damage resistance effects for 1 minute. The Wizard is also immune to damage for 1s following this activation. This feature may be restored with the expenditure of 5 Arcane Focus, by the use of this feat.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Rank !! Benefit&lt;br /&gt;
|-&lt;br /&gt;
| I || 6/All (max 80)&lt;br /&gt;
|-&lt;br /&gt;
| II || 12/All (max 100)&lt;br /&gt;
|-&lt;br /&gt;
| III || 18/All (max 120)&lt;br /&gt;
|-&lt;br /&gt;
| IV || 24/All (max 140)&lt;br /&gt;
|-&lt;br /&gt;
| V || 30/All (max 160)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Bonus Feats ===&lt;br /&gt;
Wizards gain bonus feats at levels 5 and 10 with which they may purchase spell and metamagic feats.&lt;br /&gt;
&lt;br /&gt;
=== Wizard Weapons ===&lt;br /&gt;
The Wizard may use the club, dagger, light crossbow, heavy crossbow, quarterstaff.&lt;br /&gt;
&lt;br /&gt;
=== Mystic Weapons ===&lt;br /&gt;
The character may use the casting gloves, mystic staff, and tome.&lt;br /&gt;
&lt;br /&gt;
=== Spell List ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
! Cantrips !! 1st Level Spells !! 2nd Level Spells !! 3rd Level Spells !! 4th Level Spells !! 5th Level Spells&lt;br /&gt;
|- style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
[[Spells#Acid_Splash|Acid Splash]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Daze|Daze]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Electric_Jolt|Electric Jolt]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Flare|Flare]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Light|Light]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Micro_Missile|Micro Missile]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Ray_of_Frost|Ray of Frost]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Resistance|Resistance]]&lt;br /&gt;
|&lt;br /&gt;
[[Spells#Burning_Hands|Burning Hands]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Charm_Person|Charm]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Color_Spray|Color Spray]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Endure_Elements|Endure Energy]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Expeditious_Retreat|Expeditious Retreat]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Grease|Grease]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Ice_Dagger|Ice Dagger]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Ironguts|Ironguts]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Mage_Armor|Mage Armor]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Magic_Missile|Magic Missile]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Magic_Weapon|Magic Weapon]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Negative_Energy_Ray|Negative Energy Ray]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#PROTECTION_FROM_ALIGNMENT|Protection]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Ray_of_Enfeeblement|Ray of Enfeeblement]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Scare|Scare]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Shield|Shield]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Sleep|Sleep]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Summon_Creature_I|Summon Creature I]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Horizikauls_Boom|Thundering Boom]]&lt;br /&gt;
|&lt;br /&gt;
[[Spells#Melfs_Acid_Arrow|Acid Arrow]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Blindness_and_Deafness|Blindness/Deafness]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Bulls_Strength|Bull&#039;s Strength]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Cats_Grace|Cat&#039;s Grace]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Clarity|Clarity]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Clayskin|Clayskin]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Cloud_of_Bewilderment|Cloud of Bewilderment]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Combust|Combust]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Death_Armor|Death Armor]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Eagle_Splendor|Eagle&#039;s Splendor]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Gedlees_Electric_Loop|Electric Loop]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Flame_Weapon|Elemental Weapon]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Endurance|Endurance]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Foxs_Cunning|Fox&#039;s Cunning]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Ghostly_Visage|Ghostly Visage]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Ghoul_Touch|Ghoul Touch]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Tashas_Hideous_Laughter|Hideous Laughter]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Hold_Person|Hold]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Invisibility|Invisibility]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#BalagarnsIronHorn|Iron Horn]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Owls_Wisdom|Owl&#039;s Wisdom]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Resist_Elements|Resist Energy]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#See_Invisibility|See Invisibility]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Stone_Bones|Stone Bones]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Summon_Creature_II|Summon Creature II]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Web|Web]]&lt;br /&gt;
|&lt;br /&gt;
[[Spells#Mestils_Acid_Breath|Acid Breath]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Confusion|Confusion]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Contagion|Contagion]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Dispel_Magic|Dispel Magic]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Displacement|Displacement]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Fear|Fear]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Fireball|Fireball]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Flame_Arrow|Flame Arrow]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Glyph_of_Warding|Glyph of Warding]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Greater_Magic_Weapon|Greater Magic Weapon]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Gust_of_Wind|Gust of Wind]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Haste|Haste]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Invisibility_Sphere|Invisibility Sphere]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Lightning_Bolt|Lightning Bolt]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Negative_Energy_Burst|Negative Energy Burst]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Protection_from_Elements|Protection from Energy]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Remove_Curse|Remove Curse]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Scintillating_Sphere|Scintillating Sphere]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Slow|Slow]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Stinking_Cloud|Stinking Cloud]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Summon_Creature_III|Summon Creature III]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Vampiric_Touch|Vampiric Touch]]&lt;br /&gt;
|&lt;br /&gt;
[[Spells#Bestow_Curse|Bestow Curse]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Evards_Black_Tentacles|Black Tentacles]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Dismissal|Dismissal]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Dominate_Person|Dominate Person]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Elemental_Shield|Elemental Rebuke]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Enervation|Enervation]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Ice_Storm|Ice Storm]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Improved_Invisibility|Improved Invisibility]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Minor_Globe_of_Invulnerability|Minor Globe of Invulnerability]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Isaacs_Lesser_Missile_Storm|Missile Storm]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Phantasmal_Killer|Phantasmal Killer]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Stoneskin|Stoneskin]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Summon_Creature_IV|Summon Creature IV]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Wall_of_Fire|Wall of Fire]]&lt;br /&gt;
|&lt;br /&gt;
[[Spells#Ball_Lightning|Ball Lightning]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Cloudkill|Cloudkill]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Cone_of_Cold|Cone of Cold]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Energy_Buffer|Energy Buffer]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Ethereal_Visage|Ethereal Visage]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Feeblemind|Feeblemind]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Firebrand|Firebrand]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Ironskin|Ironskin]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Lesser_Spell_Mantle|Lesser Spell Mantle]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Mind_Fog|Mind Fog]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Summon_Creature_V|Summon Creature V]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Archetypes ==&lt;br /&gt;
&lt;br /&gt;
=== Evoker ===&lt;br /&gt;
&#039;&#039;&amp;quot;Defenses are only as good as their weakest point.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
With a calculated evocation, the Evoker brings down even the hardiest enemy.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Class Level !! Feature !! Details&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| &#039;&#039;&#039;Conjunction&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
You gain a Conjunction grid, which you may view in your archetype menu (opened via your base archetype feat or the /atmenu command):&lt;br /&gt;
&lt;br /&gt;
* This grid has 3 rows, and columns equal to your highest spell level.&lt;br /&gt;
* Upon casting a harmful spell with Arcane Focus, the grid gains a charge in the highest unfilled cell corresponding to the level of the spell.&lt;br /&gt;
* When a row of this grid is filled, that row is cleared and you gain points of Conjunction equal to 1 + the combined total of all your spell levels, minus your highest (e.g. a wizard who knows level 5 spells would gain 1+4+3+2+1 = 11 points). Any remaining filled cells in the grid rise to fill empty space.&lt;br /&gt;
* When consuming Evocation spell slots, an amount of Conjunction equal to the spell&#039;s level is expended to refund the slot, and you gain Arcane Focus equal to the spell level.&lt;br /&gt;
* Conjunction may also be consumed to recover Evocation spell slots, at a cost of 1 per level.&lt;br /&gt;
* Maximum Conjunction points are equal to thrice the Conjunction received per completed row.&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| &#039;&#039;&#039;Syzygy&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
A &#039;Syzygy&#039; meter is added to your archetype menu. When consuming Conjunction points, your Syzygy meter is increased by the points consumed. Upon reaching or exceeding 10 points in this meter, you gain a charge of Astroclasm. The counter is then reset to zero.&lt;br /&gt;
&lt;br /&gt;
You gain a new ability, Astroclasm. Astroclasm allows you to nominate a point within 40m, firing an arcing bolt of force toward that location. This bolt explodes on impact, dealing 5 + 5d4 Force damage, plus an additional 1+1d4 per point of your Intelligence modifier in a 10m radius (Save: Reflex; DC: Spell (L5); Half). Creatures must also succeed a Fortitude save or be knocked down for one round.&lt;br /&gt;
&lt;br /&gt;
This ability possesses a maximum capacity of 1 charge, may be used at most once per round, and benefits from applicable [[General Mechanics Information#Metamagic|Metamagic]] that you know at no additional cost.&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| &#039;&#039;&#039;Binary System&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
Your Astroclasm capacity increases to 2. You now gain Syzygy when filling slots in your Conjunction grid, equal to the spell level.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Conjurer ===&lt;br /&gt;
&#039;&#039;&amp;quot;I am not without allies.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Conjurer overwhelms their foes with creations from beyond, while controlling the battlefield with ease.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Class Level !! Feature !! Details&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| &#039;&#039;&#039;Reinforcements&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
You gain a new resource pool, Reinforcements, with a maximum capacity equal to your Intelligence modifier + the combined spell levels of non-Reinforcements summoned creatures you have present. When you cast a Conjuration spell using Arcane Focus, you gain Reinforcements equal to the spell&#039;s level.&lt;br /&gt;
&lt;br /&gt;
Using this feature and targeting a point within 20m opens a rift, or moves the rift if one exists already, out of which a Minion-tier version of the summoned creature of the highest level you are capable of casting appears.&lt;br /&gt;
&lt;br /&gt;
Creatures emerge from this rift at a rate of 1 per second, consuming 1 point of Reinforcements apiece, with a summon duration of 3 rounds. Whenever one of your Reinforcements dies or its duration expires, you regain 1 point of [[General Mechanics Information#Metamagic|Metamagic]]. If your Reinforcements pool reaches 0, the rift closes. You may also close the rift by targeting yourself with this feature. The rift may also be obstructed by creatures occupying its space, provided they do not possess a collision-bypassing effect.&lt;br /&gt;
&lt;br /&gt;
In addition, you may summon additional creatures beyond your summoning capacity by casting the Summon Creature spell whilst at your maximum capacity.&lt;br /&gt;
&lt;br /&gt;
These over-capacity reinforcements have a duration of 3 rounds, and do not return Metamagic.&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| &#039;&#039;&#039;Shock Troops&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
Upon perishing, your Reinforcements explode following a delay of 2.5 seconds, causing the Reinforcement&#039;s highest hit die in Force damage to creatures within 4m, other than your allies. Should their duration expire, they also explode at its end, flashing red for the final 2.5 seconds as a warning. This feature benefits from any applicable [[General Mechanics Information#Metamagic|Metamagic]] you know.&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| &#039;&#039;&#039;Vanguarded&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
Your non-Reinforcements summoned creatures now each possess a duplicate of your Contingency feature; however, their Contingency feature does not confer invisibility, nor may it be restored.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Eldritch Knight ===&lt;br /&gt;
&#039;&#039;&amp;quot;Warded by rune and iron.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
An Eldritch Knight combines martial prowess with arcane skill, cutting down their opponents with unexpected combinations.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Class Level !! Feature !! Details&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| &#039;&#039;&#039;Launch Sequencer&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
When casting a harmful spell, you also cast any readied non-harmful spells to the right of its slot in your spellbook on yourself. If there is another harmful spell memorised in a slot to the right of the spell slot you used, you instead cast the non-harmful spells in the slots between the two. You may use your archetype menu to disable this feature, and configure whether these automatic spells overwrite the effects of spells that are already active.&lt;br /&gt;
&lt;br /&gt;
You also gain two new resource gauges, Arcane Flux and Eldritch Induction.&lt;br /&gt;
&lt;br /&gt;
* When casting a harmful spell, you gain Arcane Flux at a rate of 4% per spell level.&lt;br /&gt;
* When casting a non-harmful spell that does not have a [[General Mechanics Information#Combat Time|Combat Time]] duration, you gain Arcane Flux at a rate of 2% per spell level.&lt;br /&gt;
* You may use your archetype menu to consume 5% Eldritch Induction to restore 1 Arcane Focus, or 2 [[General Mechanics Information#Metamagic|Metamagic]].&lt;br /&gt;
* Your attacks have their damage increased by +1 per 10% Eldritch Induction you possess, to a maximum of +5.&lt;br /&gt;
* You receive a 30% multiplicative damage immunity to all damage whilst you possess any Arcane Flux.&lt;br /&gt;
* When you perform a [[General Mechanics Information#Long Rest|Long Rest]], you begin with 10% Arcane Flux and 50% Eldritch Induction.&lt;br /&gt;
&lt;br /&gt;
Finally, you gain the Weapon Proficiency (Martial), Weapon Proficiency (Simple), Simple Weapon Mastery, Armor Proficiency (Light), Armor Proficiency (Medium), Armor Proficiency (Heavy), and Proficiency (Shield) feats, if you do not already possess them.&lt;br /&gt;
&lt;br /&gt;
Arcane Flux Gauge: Flux conversion&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| 0-9% || 1%&lt;br /&gt;
|-&lt;br /&gt;
| 10-39% || 6%&lt;br /&gt;
|-&lt;br /&gt;
| 40-69% || 11%&lt;br /&gt;
|-&lt;br /&gt;
| 70-100% || 20%&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| &#039;&#039;&#039;Force Feedback&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
When your Arcane Flux converts into Eldritch Induction, and you have cast a harmful spell within the last 1m, you gain the Force Feedback effect.&lt;br /&gt;
&lt;br /&gt;
This takes the form of a [[General Mechanics Information#Retaliation|Retaliation]] effect with a special 20m Range [Trigger: Attacks/Damage, Damage: [1 + 1d4 Force] * [CON/2], Limit: CON, Duration: 3 rounds, Cooldown: 1s, per-Target].&lt;br /&gt;
&lt;br /&gt;
The effects of this feature benefit from any applicable [[General Mechanics Information#Metamagic|Metamagic]] feats you know, at no additional cost.&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| &#039;&#039;&#039;Rune and Iron&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
Your damage immunity from Arcane Flux increases to 50%, and your damage bonus from Eldritch Induction increases to +2 per 10%, to a maximum of +10.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>RisenholmBot</name></author>
	</entry>
	<entry>
		<id>https://wiki.risenholm.com/index.php?title=Sorcerer&amp;diff=1725</id>
		<title>Sorcerer</title>
		<link rel="alternate" type="text/html" href="https://wiki.risenholm.com/index.php?title=Sorcerer&amp;diff=1725"/>
		<updated>2026-10-01T19:47:26Z</updated>

		<summary type="html">&lt;p&gt;RisenholmBot: Sync from game data at a9963401e&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- This page is generated from the game data by scripts/wiki_sync.py in the module repository. Edits made here will be overwritten by the next sync: change the class or feat description in risenholm.tlk instead. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Sorcerers draw Power through intuitive means, plucking flowing Power from their surroundings into the shape of the spell the Power wants to be. They possess a smaller selection of spells than a Wizard, but their mastery of [[General Mechanics Information#Metamagic|Metamagic]] allows them to get the most out of their spells for minimal resource cost.&lt;br /&gt;
&lt;br /&gt;
:Maximizing &#039;&#039;&#039;Charisma&#039;&#039;&#039; is recommended for increasing spell DCs, spellcasts per day, and Metamagic capacity. It also contributes to your Will save and support [[General Mechanics Information#Maneuvers|Maneuvers]] such as &amp;quot;Commander Strike&amp;quot;&lt;br /&gt;
:&#039;&#039;&#039;Strength&#039;&#039;&#039; increases your AB and damage when utilizing melee weapons, your carrying capacity, and your Fortitude save.&lt;br /&gt;
:&#039;&#039;&#039;Dexterity&#039;&#039;&#039; increases your AB and damage when utilizing finesse weapons and ranged weapons. It also allows you to maximize Armor Class from clothes/light/medium armors and improves your Reflex save.&lt;br /&gt;
:&#039;&#039;&#039;Constitution&#039;&#039;&#039; increases your survivability in raw hit points and contributing to your Fortitude save.&lt;br /&gt;
:&#039;&#039;&#039;Intelligence&#039;&#039;&#039; contributes to your maximum Maneuver pool and Reflex save.&lt;br /&gt;
:&#039;&#039;&#039;Wisdom&#039;&#039;&#039; contributes to your Will save.&lt;br /&gt;
&lt;br /&gt;
== Vitals ==&lt;br /&gt;
:&#039;&#039;&#039;Hit Die&#039;&#039;&#039;: d4 (4 HP per Level)&lt;br /&gt;
:&#039;&#039;&#039;Proficiencies&#039;&#039;&#039;: Weapons (Simple, Mystic)&lt;br /&gt;
:&#039;&#039;&#039;Skill Points per Level&#039;&#039;&#039;: 6&lt;br /&gt;
:&#039;&#039;&#039;Primary Saving Throw(s)&#039;&#039;&#039;: Will&lt;br /&gt;
:&#039;&#039;&#039;Spellcasting Ability&#039;&#039;&#039;: Charisma (10 + Spell Level to be able to cast a spell)&lt;br /&gt;
:&#039;&#039;&#039;Spellcasting Type&#039;&#039;&#039;: Arcane. Spontaneous. Spontaneous spellcasters know a limited selection of spells, and may cast any of these spells at any time so long as they have slots available for the given spell level.&lt;br /&gt;
:&#039;&#039;&#039;Spellbook&#039;&#039;&#039;: Sorcerers learn new spells each level, and may swap out previously learned spells.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Level !! Features&lt;br /&gt;
|-&lt;br /&gt;
| 1 || [[#Spell List|Spellcasting Level 1]], [[#Ablation|Ablation]], Metamagic: Conversion&lt;br /&gt;
|-&lt;br /&gt;
| 2 || [[#Font of Magic|Font of Magic I]]&lt;br /&gt;
|-&lt;br /&gt;
| 3 || [[#Spell List|Spellcasting Level 2]]&lt;br /&gt;
|-&lt;br /&gt;
| 4 || [[#Font of Magic|Font of Magic II]]&lt;br /&gt;
|-&lt;br /&gt;
| 5 || [[#Spell List|Spellcasting Level 3]]&lt;br /&gt;
|-&lt;br /&gt;
| 6 || [[#Font of Magic|Font of Magic III]]&lt;br /&gt;
|-&lt;br /&gt;
| 7 || [[#Spell List|Spellcasting Level 4]]&lt;br /&gt;
|-&lt;br /&gt;
| 8 || [[#Font of Magic|Font of Magic IV]]&lt;br /&gt;
|-&lt;br /&gt;
| 9 || [[#Spell List|Spellcasting Level 5]]&lt;br /&gt;
|-&lt;br /&gt;
| 10 || [[#Font of Magic|Font of Magic V]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Spell Slots per Level&lt;br /&gt;
! Class Level !! Cantrips !! 1st Level !! 2nd Level !! 3rd Level !! 4th Level !! 5th Level&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 6 || 4 || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 6 || 5 || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 6 || 6 || 3 || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 6 || 6 || 4 || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 6 || 6 || 5 || 3 || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 6 || 6 || 6 || 6 || 4 || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 7 || 6 || 6 || 6 || 5 || 3 || -&lt;br /&gt;
|-&lt;br /&gt;
| 8 || 6 || 6 || 6 || 6 || 4 || -&lt;br /&gt;
|-&lt;br /&gt;
| 9 || 6 || 6 || 6 || 6 || 5 || 3&lt;br /&gt;
|-&lt;br /&gt;
| 10 || 6 || 6 || 6 || 6 || 6 || 4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Spells Known&lt;br /&gt;
! Class Level !! Cantrips !! 1st Level !! 2nd Level !! 3rd Level !! 4th Level !! 5th Level&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 5 || 3 || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 5 || 4 || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 6 || 4 || 2 || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 6 || 5 || 3 || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 7 || 5 || 3 || 2 || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 6 || 7 || 6 || 4 || 3 || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 7 || 7 || 6 || 4 || 3 || 2 || -&lt;br /&gt;
|-&lt;br /&gt;
| 8 || 7 || 6 || 5 || 4 || 3 || -&lt;br /&gt;
|-&lt;br /&gt;
| 9 || 7 || 6 || 5 || 4 || 3 || 2&lt;br /&gt;
|-&lt;br /&gt;
| 10 || 7 || 6 || 6 || 5 || 4 || 3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Spell slots are before any bonus slots from a high spellcasting ability.&lt;br /&gt;
&lt;br /&gt;
== Sorcerer Core Mechanics ==&lt;br /&gt;
&lt;br /&gt;
=== Mystic Weapons ===&lt;br /&gt;
The character may use the casting gloves, mystic staff, and tome.&lt;br /&gt;
&lt;br /&gt;
=== Ablation ===&lt;br /&gt;
The Sorcerer fortifies themselves with arcane energy, absorbing incoming blows. Each activation of this feat converts 1 [[General Mechanics Information#Metamagic|Metamagic]] into [10 + Class Level] temporary hit points (THP), which last for 3 rounds. Reactivation stacks the THP and refreshes the duration.&lt;br /&gt;
&lt;br /&gt;
=== Font of Magic ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Rank !! Benefit&lt;br /&gt;
|-&lt;br /&gt;
| I || When you use the Conversion [[General Mechanics Information#Metamagic|Metamagic]] feat to restore your Sorcerer spells, you convert at a rate of Spell Level + 1 instead of twice the Spell Level. In addition, if using the Empower Spell metamagic, the Sorcerer receives a refund of 1 Metamagic upon casting a spell.&lt;br /&gt;
|-&lt;br /&gt;
| II || Bonus Metamagic Feat&lt;br /&gt;
|-&lt;br /&gt;
| III || +3 Metamagic Capacity&lt;br /&gt;
|-&lt;br /&gt;
| IV || Bonus Metamagic Feat&lt;br /&gt;
|-&lt;br /&gt;
| V || When using the Conversion Metamagic feat to restore your Sorcerer spells, you regain 1 point of Metamagic.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Spell List ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
! Cantrips !! 1st Level Spells !! 2nd Level Spells !! 3rd Level Spells !! 4th Level Spells !! 5th Level Spells&lt;br /&gt;
|- style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
[[Spells#Acid_Splash|Acid Splash]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Daze|Daze]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Electric_Jolt|Electric Jolt]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Flare|Flare]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Light|Light]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Micro_Missile|Micro Missile]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Ray_of_Frost|Ray of Frost]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Resistance|Resistance]]&lt;br /&gt;
|&lt;br /&gt;
[[Spells#Burning_Hands|Burning Hands]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Charm_Person|Charm]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Color_Spray|Color Spray]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Endure_Elements|Endure Energy]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Expeditious_Retreat|Expeditious Retreat]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Grease|Grease]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Ice_Dagger|Ice Dagger]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Ironguts|Ironguts]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Mage_Armor|Mage Armor]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Magic_Missile|Magic Missile]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Magic_Weapon|Magic Weapon]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Negative_Energy_Ray|Negative Energy Ray]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#PROTECTION_FROM_ALIGNMENT|Protection]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Ray_of_Enfeeblement|Ray of Enfeeblement]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Scare|Scare]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Shield|Shield]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Sleep|Sleep]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Summon_Creature_I|Summon Creature I]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Horizikauls_Boom|Thundering Boom]]&lt;br /&gt;
|&lt;br /&gt;
[[Spells#Melfs_Acid_Arrow|Acid Arrow]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Blindness_and_Deafness|Blindness/Deafness]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Bulls_Strength|Bull&#039;s Strength]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Cats_Grace|Cat&#039;s Grace]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Clarity|Clarity]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Clayskin|Clayskin]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Cloud_of_Bewilderment|Cloud of Bewilderment]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Combust|Combust]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Death_Armor|Death Armor]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Eagle_Splendor|Eagle&#039;s Splendor]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Gedlees_Electric_Loop|Electric Loop]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Flame_Weapon|Elemental Weapon]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Endurance|Endurance]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Foxs_Cunning|Fox&#039;s Cunning]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Ghostly_Visage|Ghostly Visage]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Ghoul_Touch|Ghoul Touch]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Tashas_Hideous_Laughter|Hideous Laughter]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Hold_Person|Hold]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Invisibility|Invisibility]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#BalagarnsIronHorn|Iron Horn]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Owls_Wisdom|Owl&#039;s Wisdom]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Resist_Elements|Resist Energy]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#See_Invisibility|See Invisibility]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Stone_Bones|Stone Bones]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Summon_Creature_II|Summon Creature II]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Web|Web]]&lt;br /&gt;
|&lt;br /&gt;
[[Spells#Mestils_Acid_Breath|Acid Breath]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Confusion|Confusion]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Contagion|Contagion]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Dispel_Magic|Dispel Magic]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Displacement|Displacement]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Fear|Fear]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Fireball|Fireball]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Flame_Arrow|Flame Arrow]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Glyph_of_Warding|Glyph of Warding]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Greater_Magic_Weapon|Greater Magic Weapon]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Gust_of_Wind|Gust of Wind]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Haste|Haste]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Invisibility_Sphere|Invisibility Sphere]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Lightning_Bolt|Lightning Bolt]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Negative_Energy_Burst|Negative Energy Burst]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Protection_from_Elements|Protection from Energy]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Remove_Curse|Remove Curse]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Scintillating_Sphere|Scintillating Sphere]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Slow|Slow]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Stinking_Cloud|Stinking Cloud]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Summon_Creature_III|Summon Creature III]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Vampiric_Touch|Vampiric Touch]]&lt;br /&gt;
|&lt;br /&gt;
[[Spells#Bestow_Curse|Bestow Curse]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Evards_Black_Tentacles|Black Tentacles]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Dismissal|Dismissal]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Dominate_Person|Dominate Person]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Elemental_Shield|Elemental Rebuke]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Enervation|Enervation]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Ice_Storm|Ice Storm]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Improved_Invisibility|Improved Invisibility]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Minor_Globe_of_Invulnerability|Minor Globe of Invulnerability]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Isaacs_Lesser_Missile_Storm|Missile Storm]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Phantasmal_Killer|Phantasmal Killer]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Stoneskin|Stoneskin]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Summon_Creature_IV|Summon Creature IV]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Wall_of_Fire|Wall of Fire]]&lt;br /&gt;
|&lt;br /&gt;
[[Spells#Ball_Lightning|Ball Lightning]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Cloudkill|Cloudkill]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Cone_of_Cold|Cone of Cold]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Energy_Buffer|Energy Buffer]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Ethereal_Visage|Ethereal Visage]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Feeblemind|Feeblemind]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Firebrand|Firebrand]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Ironskin|Ironskin]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Lesser_Spell_Mantle|Lesser Spell Mantle]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Mind_Fog|Mind Fog]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Summon_Creature_V|Summon Creature V]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Archetypes ==&lt;br /&gt;
&lt;br /&gt;
=== Conduit ===&lt;br /&gt;
&#039;&#039;&amp;quot;[STATIC]&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Conduit possesses an unparalleled connection to the source of their power, capable of unleashing massive bursts of magical energy.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Class Level !! Feature !! Details&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| &#039;&#039;&#039;Dynamo&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
Upon casting a harmful Sorcerer spell, you gain a free cast of a harmful spell one spell level higher than that which was cast.&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| &#039;&#039;&#039;Capacitance&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
You gain a pool of Capacitance, with a maximum capacity equal to your [[General Mechanics Information#Metamagic|Metamagic]] capacity. This pool gains points when you cast a Sorcerer spell, equal to the spell&#039;s level.&lt;br /&gt;
&lt;br /&gt;
Using this feat, you may target a point within 20m to unleash this stored power in a 1.5m wide beam of raw energy:&lt;br /&gt;
&lt;br /&gt;
* The type of damage caused by the beam is Force by default, but may be changed to Fire, Cold, Acid, or Lightning by using the feat to target a Rune of the appropriate type. Target yourself to reset the type to Force.&lt;br /&gt;
* This beam causes damage to all creatures and objects within it at a rate of 3d6 per tick, with four ticks per second. The beam consumes 1 point of Capacitance per tick. While this beam is active, you are immobilised.&lt;br /&gt;
* You may click a point while the beam is active, and the beam&#039;s end-point will travel to that point at your standard walking speed.&lt;br /&gt;
* The beam benefits from all applicable Metamagic feats you know, at no extra cost.&lt;br /&gt;
&lt;br /&gt;
WARNING: When this beam is released, it cannot be halted until your Capacitance pool is fully expended.&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| &#039;&#039;&#039;Unlimited Power&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
Whilst unleashing the Capacitance beam, you gain +1 Capacitance for each point of [[General Mechanics Information#Metamagic|Metamagic]] spent on Ablation, and each minion slain.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Spellsword ===&lt;br /&gt;
&#039;&#039;&amp;quot;Steel and Sorcery given form.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Spellswords imbue their weaponry with arcane might, following devastating spells with a physical assault.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Class Level !! Feature !! Details&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| &#039;&#039;&#039;Spellbinding&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
You become capable of casting spells via your weapon attacks. By the use of your archetype menu, you may designate a harmful spell that will be cast by your next attack. This feature possesses a cooldown period of one round, halved if the spell is cast with the Quicken Spell metamagic.&lt;br /&gt;
&lt;br /&gt;
Upon casting a harmful Sorcerer spell without Spellbinding, you gain a Freecast effect - allowing a use of Spellbinding at each spell level you know at or below the level of the spell that was cast (e.g casting a level 3 spell will grant a free Spellbinding cast at levels 3, 2, and 1). These free spellcasts have a duration of one minute.&lt;br /&gt;
&lt;br /&gt;
Finally, you gain the Martial Weapon Proficiency, Simple Weapon Mastery, Armor Proficiency (Light),  Armor Proficiency (Medium), and Shield Proficiency feats, if you do not already possess them.&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| &#039;&#039;&#039;Wreathing&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
You learn to wreathe yourself and your weapons in the residual energies of your spells. Upon casting a harmful Sorcerer spell, you gain the Wreathing effect - granting one bonus attack per round, and your Sorcerer level in Force damage to your weapon attacks.&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| &#039;&#039;&#039;Flourishing Synergy&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
When gaining a Freecast effect from Spellbinding, you gain two free spellcasts per spell level instead of one.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Summoner ===&lt;br /&gt;
&#039;&#039;&amp;quot;Meet my friend.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The creatures a Summoner produces are a league above the typical conjured fodder, and empowered by the Sorcerer&#039;s spellcasting directed through them.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Class Level !! Feature !! Details&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| &#039;&#039;&#039;Harmony&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
Your first summoned creature is created at the Elite tier, and receives a damage bonus equal to your Charisma modifier. If your summon under the effects of Harmony perishes, the next summoned creature receives the effects of Harmony instead.&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| &#039;&#039;&#039;Proxy&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
Toggling this ability on will cause any harmful spells you cast to instead be cast by your summoned creature under the effects of Harmony. Spells that create cones or lines will teleport the summon to your location before casting. Upon casting the spell, the creature receives a bonus for 1 minute according to its role, as detailed in the table below. This bonus receives an increment equal to half your Sorcerer level (rounded down) - i.e. a level 7 Sorcerer&#039;s Brute summon would receive a +6 Force Damage bonus. Spells cast this way use your spell DC, and benefit from any [[General Mechanics Information#Metamagic|Metamagic]] feats you know at no additional cost.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Artillery || +1 Attack Bonus&lt;br /&gt;
|-&lt;br /&gt;
| Brute || +2 Force Damage&lt;br /&gt;
|-&lt;br /&gt;
| Controller || +1 DCs&lt;br /&gt;
|-&lt;br /&gt;
| Lurker || +1d6 Force Damage on Sneak Attacks&lt;br /&gt;
|-&lt;br /&gt;
| Skirmisher || +1 Force Damage / +10% Movespeed&lt;br /&gt;
|-&lt;br /&gt;
| Soldier || 10% Physical Damage Immunity&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| &#039;&#039;&#039;Eidolon&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
Your Harmony summoned creatures are now created at the Solo tier.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>RisenholmBot</name></author>
	</entry>
	<entry>
		<id>https://wiki.risenholm.com/index.php?title=Ranger&amp;diff=1724</id>
		<title>Ranger</title>
		<link rel="alternate" type="text/html" href="https://wiki.risenholm.com/index.php?title=Ranger&amp;diff=1724"/>
		<updated>2026-10-01T19:47:25Z</updated>

		<summary type="html">&lt;p&gt;RisenholmBot: Sync from game data at a9963401e&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- This page is generated from the game data by scripts/wiki_sync.py in the module repository. Edits made here will be overwritten by the next sync: change the class or feat description in risenholm.tlk instead. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Rangers draw Power from primal energies around them, drawing supernatural intuition regarding their surroundings and the creatures that inhabit it. They possess high HP and proficiencies to make them effective martial combatants, and are supplemented by a small selection of Primal spells and features to make them specialized in area control. Their archetypes empower their area superiority, their effectiveness as a tank, or grants them a potent animal companion.&lt;br /&gt;
&lt;br /&gt;
:Maximizing &#039;&#039;&#039;Strength&#039;&#039;&#039; or &#039;&#039;&#039;Dexterity&#039;&#039;&#039; is recommended for attacking with weapons and using [[General Mechanics Information#Maneuvers|Maneuvers]] like Knockdown. It also provides bonuses to your Fortitude or Reflex save.&lt;br /&gt;
:A high &#039;&#039;&#039;Constitution&#039;&#039;&#039; is recommended for increasing your survivability in raw hit points and contributing to your Fortitude save.&lt;br /&gt;
:&#039;&#039;&#039;Dexterity&#039;&#039;&#039; contributes to Armor Class depending on armor type and your Reflex save.&lt;br /&gt;
:&#039;&#039;&#039;Intelligence&#039;&#039;&#039; contributes to your maximum Maneuver pool and Reflex save.&lt;br /&gt;
:&#039;&#039;&#039;Wisdom&#039;&#039;&#039; contributes to your spellcasting, Will save and the duration of Maneuver: Called Shot.&lt;br /&gt;
:&#039;&#039;&#039;Charisma&#039;&#039;&#039; contributes to certain Archetype features, support Maneuvers such as &amp;quot;Commander Strike&amp;quot;, and your Will save.&lt;br /&gt;
&lt;br /&gt;
== Vitals ==&lt;br /&gt;
:&#039;&#039;&#039;Hit Die&#039;&#039;&#039;: d10 (10 HP per Level)&lt;br /&gt;
:&#039;&#039;&#039;Proficiencies&#039;&#039;&#039;: Armor (All), Shields, Weapons (Simple, Martial)&lt;br /&gt;
:&#039;&#039;&#039;Skill Points per Level&#039;&#039;&#039;: 8&lt;br /&gt;
:&#039;&#039;&#039;Primary Saving Throw(s)&#039;&#039;&#039;: Fortitude, Reflex&lt;br /&gt;
:&#039;&#039;&#039;Spellcasting Ability&#039;&#039;&#039;: Wisdom (10 + Spell Level to be able to cast a spell)&lt;br /&gt;
:&#039;&#039;&#039;Spellcasting Type&#039;&#039;&#039;: Primal. Memorized. Memorized spellcasters cannot clear memorized slots after casting a spell, until after their next rest. However, any spells placed into an empty slot start as memorized and available for use.&lt;br /&gt;
:&#039;&#039;&#039;Spellbook&#039;&#039;&#039;: Rangers know all available spells once they become capable of casting at a given spell level.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Level !! Features&lt;br /&gt;
|-&lt;br /&gt;
| 1 || [[#Spell List|Spellcasting Level 1]], [[#Maneuver: Called Shot|Maneuver: Called Shot]], [[#Simple Weapon Mastery|Simple Weapon Mastery]], [[#Ranged Fighting|Ranged Fighting]], [[#Metamagic: Conversion|Metamagic: Conversion]]&lt;br /&gt;
|-&lt;br /&gt;
| 2 || [[#Bonus Feat: Combat Style|Bonus Feat: Combat Style]]&lt;br /&gt;
|-&lt;br /&gt;
| 3 || [[#Awareness|Awareness]], [[#Favoured Enemy|Favoured Enemy]], [[#Favoured Terrain|Favoured Terrain]], [[#Survival Instinct|Survival Instinct]]&lt;br /&gt;
|-&lt;br /&gt;
| 4 || [[#Archetypes|Archetype Feature I]]&lt;br /&gt;
|-&lt;br /&gt;
| 5 || [[#Spell List|Spellcasting Level 2]]&lt;br /&gt;
|-&lt;br /&gt;
| 6 || [[#Woodland Stride|Woodland Stride]]&lt;br /&gt;
|-&lt;br /&gt;
| 7 || [[#Archetypes|Archetype Feature II]]&lt;br /&gt;
|-&lt;br /&gt;
| 8 || [[#Evasion|Evasion]]&lt;br /&gt;
|-&lt;br /&gt;
| 9 || [[#Spell List|Spellcasting Level 3]]&lt;br /&gt;
|-&lt;br /&gt;
| 10 || [[#Archetypes|Archetype Feature III]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Spell Slots per Level&lt;br /&gt;
! Class Level !! 1st Level !! 2nd Level !! 3rd Level&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 1 || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 1 || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 1 || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 1 || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 2 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
| 6 || 2 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
| 7 || 2 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
| 8 || 2 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
| 9 || 3 || 2 || 1&lt;br /&gt;
|-&lt;br /&gt;
| 10 || 3 || 2 || 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Spell slots are before any bonus slots from a high spellcasting ability.&lt;br /&gt;
&lt;br /&gt;
== Ranger Core Mechanics ==&lt;br /&gt;
&lt;br /&gt;
=== Metamagic: Conversion ===&lt;br /&gt;
The character receives the Conversion feat for free.&lt;br /&gt;
&lt;br /&gt;
=== Maneuver: Called Shot ===&lt;br /&gt;
The Ranger learns the Called Shot [[General Mechanics Information#Maneuvers|Maneuver]] for free.&lt;br /&gt;
&lt;br /&gt;
=== Ranged Fighting ===&lt;br /&gt;
The Ranger receives the Ranged Fighting feat for free.&lt;br /&gt;
&lt;br /&gt;
=== Simple Weapon Mastery ===&lt;br /&gt;
The Ranger receives the Simple Weapon Mastery feat for free.&lt;br /&gt;
&lt;br /&gt;
=== Bonus Feat: Combat Style ===&lt;br /&gt;
The Ranger receives a bonus feat with which they may learn an additional Combat Style.&lt;br /&gt;
&lt;br /&gt;
=== Awareness ===&lt;br /&gt;
A Ranger has an Awareness pool with a maximum capacity equal to their class level. This is used by class features such as Favoured Terrain. The Ranger recovers 1 Awareness upon slaying an Elite rated enemy or higher.&lt;br /&gt;
&lt;br /&gt;
=== Favoured Enemy ===&lt;br /&gt;
Rangers are famed for their single-minded focus on eliminating threats. Through the use of this ability, the Ranger expends 1 Awareness to nominate 3 non-Minion targets as Favoured Enemies - identifying and exposing their weaknesses for themselves and allies to exploit. This inflicts the targets with a Primed effect [1d6 / Class Level], and a 20% vulnerability to all damage for 3 rounds. The same target may be selected multiple times, extending the vulnerability duration by another 3 rounds and adding another Primed effect on each application.&lt;br /&gt;
&lt;br /&gt;
=== Favoured Terrain ===&lt;br /&gt;
Masters of the environment, the Ranger may exploit their surroundings to hinder their foes, and grant themselves the advantage. The Ranger possesses 3 uses of Favoured Terrain, and may expend a use to target a point within 20m, creating a 7m radius zone of Favoured Terrain at that location for 3 rounds. When this zone expires, the Ranger recovers the use of Favoured Terrain. Within Favoured Terrain, the Ranger and their allies receive a physical damage bonus to attacks equal to the Ranger&#039;s Wisdom modifier. In addition, enemies of the Ranger receive a -1 attack bonus penalty, and a 10% movespeed reduction.&lt;br /&gt;
&lt;br /&gt;
=== Survival Instinct ===&lt;br /&gt;
A Ranger may be spurred to extraordinary feats of self-preservation, should circumstances turn upon them. By consuming 3 points of Awareness, the Ranger may restore hitpoints equal to 10% of their maximum plus their class level. They proceed to also receive temporary hitpoints equal to the healed amount lasting for 3 rounds, and regeneration every 2 seconds for 3 rounds equal to their Wisdom plus Constitution modifiers.&lt;br /&gt;
&lt;br /&gt;
=== Woodland Stride ===&lt;br /&gt;
The character is immune to the Grease, Web, and Entangle spells.&lt;br /&gt;
&lt;br /&gt;
=== Evasion ===&lt;br /&gt;
Whenever a reflex save is allowed for half damage, the character instead takes no damage if they succeed at the save.&lt;br /&gt;
&lt;br /&gt;
=== Spell List ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
! 1st Level Spells !! 2nd Level Spells !! 3rd Level Spells&lt;br /&gt;
|- style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
[[Spells#Camoflage|Camouflage]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Cure_Light_Wounds|Cure Light Wounds]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Endure_Elements|Endure Energy]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Entangle|Entangle]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Grease|Grease]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Ironguts|Ironguts]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Magic_Weapon|Magic Weapon]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#PROTECTION_FROM_ALIGNMENT|Protection]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Sleep|Sleep]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Summon_Creature_I|Summon Creature I]]&lt;br /&gt;
|&lt;br /&gt;
[[Spells#Aid|Aid]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Barkskin|Barkskin]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Bulls_Strength|Bull&#039;s Strength]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Cats_Grace|Cat&#039;s Grace]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Cure_Moderate_Wounds|Cure Moderate Wounds]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Endurance|Endurance]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Freedom_of_Movement|Freedom of Movement]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#One_With_The_Land|One with the Land]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Owls_Wisdom|Owl&#039;s Wisdom]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Resist_Elements|Resist Energy]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Restoration|Restoration]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Summon_Creature_II|Summon Creature II]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Web|Web]]&lt;br /&gt;
|&lt;br /&gt;
[[Spells#Cure_Serious_Wounds|Cure Serious Wounds]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Dispel_Magic|Dispel Magic]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Greater_Magic_Weapon|Greater Magic Weapon]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Invisibility_Purge|Invisibility Purge]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Neutralize_Poison|Neutralize Poison]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Protection_from_Elements|Protection from Energy]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Remove_Disease|Remove Disease]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Spike_Growth|Spike Growth]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Summon_Creature_III|Summon Creature III]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Archetypes ==&lt;br /&gt;
&lt;br /&gt;
=== Predator ===&lt;br /&gt;
&#039;&#039;&amp;quot;Out here only the strong survive.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Predator stalks their prey, mercilessly exploiting its weaknesses to bring the hunt to a swift and bloody conclusion.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Class Level !! Feature !! Details&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| &#039;&#039;&#039;Rules of Nature&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
The damage bonus you receive from Favoured Terrain is increased by your Strength and Dexterity modifiers.&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| &#039;&#039;&#039;Bloodshed&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
When you apply Favoured Enemy to a target, that target is marked for Bloodshed. Upon next receiving damage, the target begins taking 1d6 + half your Wisdom modifier in Physical damage at frequent intervals - twice per second for the first 2 seconds, once per second for the next 4 seconds, once per two seconds for the next 6 seconds, and finally once per three seconds for 6 seconds.&lt;br /&gt;
&lt;br /&gt;
Triggering Bloodshed also grants you one bonus attack per round for 3 rounds. Successive triggers extend the duration.&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| &#039;&#039;&#039;Violence Breeds Violence&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
When Bloodshed is triggered, all enemies within your Favoured Terrain receive a tick of your Bloodshed damage, and become Primed as if they had been marked by Favoured Enemy.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Warden ===&lt;br /&gt;
&#039;&#039;&amp;quot;Get off my land.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When the land is besieged, the Warden is there.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Class Level !! Feature !! Details&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| &#039;&#039;&#039;Home Advantage&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
Whilst within the confines of Favoured Terrain, you receive a 50% multiplicative immunity to all damage.&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| &#039;&#039;&#039;Survivalist&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
Your Survival Instinct ability now costs only 2 Awareness. In addition, any overhealing from Survival Instinct is converted into temporary hitpoints (THP) which last 1 minute.&lt;br /&gt;
&lt;br /&gt;
THP that expire through duration from Survival Instinct are added to the absorption of a Damage Resistance effect to all damage with a [[General Mechanics Information#Threshold and Absorption|Threshold]] equal to your combined WIS + CON modifiers, lasting until your next rest.&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| &#039;&#039;&#039;Dead Set&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
Your Survival Instinct ability now costs only 1 Awareness.&lt;br /&gt;
&lt;br /&gt;
For each Favoured Enemy you nominate, you receive THP equal to your WIS + CON modifiers. These THP also have a duration of 1 minute. As with Survival Instinct, remaining THP are added to the Survivalist DR effect.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Beastmaster ===&lt;br /&gt;
&#039;&#039;&amp;quot;Man and beast; one and the same.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Beastmaster bonds with the creatures of the wilds.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Class Level !! Feature !! Details&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| &#039;&#039;&#039;Animal Companion&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
You have an Animal Companion of the types listed below, which you may change to another type by targeting yourself with this feat while able to rest. You may use this ability for free once per rest. If your companion perishes, it may be resummoned using this feat at a cost of 2 Awareness. This ally is Elite rated, and has a Threat Level equal to your Ranger level. If you also possess the First Words feature from the Druid Wildspeaker, your Druid and Ranger levels stack when determining the creature&#039;s Threat Level.&lt;br /&gt;
&lt;br /&gt;
You may target the beast with this feat to restore hitpoints equal to its maximum hit points, at a cost of 2 Awareness. Excess is instead granted as temporary hitpoints lasting one minute, to a maximum of half the creature&#039;s hit point total.&lt;br /&gt;
&lt;br /&gt;
You may target your Animal Companion with Favoured Enemy to grant it Auto-Charges, just as if you were targeting yourself.&lt;br /&gt;
&lt;br /&gt;
Your Animal Companion benefits from Woodland Stride, and receives an additional bonus to damage equal to your Ranger level. If you know the Cleave feat, your Animal Companion also possesses this feat.&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| &#039;&#039;&#039;Pack Tactics&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
Your Animal Companion now receives benefits based upon the mode selected by the use of this feat, as follows:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Attack&#039;&#039;&#039;: +1 bonus attack per round, +1 physical damage per two levels&lt;br /&gt;
* &#039;&#039;&#039;Defense&#039;&#039;&#039;: +10% multiplicative physical damage immunity per 2 levels&lt;br /&gt;
&lt;br /&gt;
Furthermore, when you use a [[General Mechanics Information#Maneuvers|Maneuver]] on a creature, your Animal Companion performs a Maneuver on its current target, as defined by its type below.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Bear !! Provoke&lt;br /&gt;
|-&lt;br /&gt;
| Boar || Provoke&lt;br /&gt;
|-&lt;br /&gt;
| Wolf || Knockdown&lt;br /&gt;
|-&lt;br /&gt;
| Hawk || Blind&lt;br /&gt;
|-&lt;br /&gt;
| Lynx || Blind&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| &#039;&#039;&#039;Maneater&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
Each attack your Animal Companion makes against a creature marked with Favoured Enemy, whether it hits or misses, grants it a stack of Maneater. Reaching 10 stacks promotes your Animal Companion to a Solo-rated creature for 3 rounds. While promoted, no further stacks are gained, and each enemy slain within 10m of your Animal Companion extends the promotion by 1 second. When the promotion ends, your Animal Companion returns to Elite rating and its stacks reset to 0. Stacks are kept between fights, but a resummoned companion starts at 0.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>RisenholmBot</name></author>
	</entry>
	<entry>
		<id>https://wiki.risenholm.com/index.php?title=Paladin&amp;diff=1723</id>
		<title>Paladin</title>
		<link rel="alternate" type="text/html" href="https://wiki.risenholm.com/index.php?title=Paladin&amp;diff=1723"/>
		<updated>2026-10-01T19:47:24Z</updated>

		<summary type="html">&lt;p&gt;RisenholmBot: Sync from game data at a9963401e&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- This page is generated from the game data by scripts/wiki_sync.py in the module repository. Edits made here will be overwritten by the next sync: change the class or feat description in risenholm.tlk instead. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Paladins draw Power from devotion to an Oath, or set of Oaths. Their high HP and basic proficiencies are supplemented by Channel Divinity features and a small support spell list to make them an effective martial combatant and ally. Paladin Archetypes focus on particular aspects of their playstyle: dealing bursts of unmitigated damage, effective tanking, or healing.&lt;br /&gt;
&lt;br /&gt;
:Maximizing &#039;&#039;&#039;Strength&#039;&#039;&#039; or &#039;&#039;&#039;Dexterity&#039;&#039;&#039; is recommended for attacking with weapons and using [[General Mechanics Information#Maneuvers|Maneuvers]] like Knockdown. It also provides bonuses to your Fortitude or Reflex save.&lt;br /&gt;
:&#039;&#039;&#039;Charisma&#039;&#039;&#039; contributes to your spellcasting, certain Archetype features, Divine Grace, support Maneuvers such as &amp;quot;Commander Strike&amp;quot;, and your Will save.&lt;br /&gt;
:&#039;&#039;&#039;Constitution&#039;&#039;&#039; is recommended for increasing your survivability in raw hit points and contributing to your Fortitude save.&lt;br /&gt;
:&#039;&#039;&#039;Dexterity&#039;&#039;&#039; contributes to Armor Class depending on armor type and your Reflex save.&lt;br /&gt;
:&#039;&#039;&#039;Intelligence&#039;&#039;&#039; contributes to your maximum Maneuver pool and Reflex save.&lt;br /&gt;
:&#039;&#039;&#039;Wisdom&#039;&#039;&#039; contributes to your Will save.&lt;br /&gt;
&lt;br /&gt;
== Vitals ==&lt;br /&gt;
:&#039;&#039;&#039;Hit Die&#039;&#039;&#039;: d10 (10 HP per Level)&lt;br /&gt;
:&#039;&#039;&#039;Proficiencies&#039;&#039;&#039;: Armor (All), Shields, Weapons (Simple, Martial)&lt;br /&gt;
:&#039;&#039;&#039;Skill Points per Level&#039;&#039;&#039;: 6&lt;br /&gt;
:&#039;&#039;&#039;Primary Saving Throw(s)&#039;&#039;&#039;: Fortitude&lt;br /&gt;
:&#039;&#039;&#039;Spellcasting Ability&#039;&#039;&#039;: Charisma (10 + Spell Level to be able to cast a spell)&lt;br /&gt;
:&#039;&#039;&#039;Spellcasting Type&#039;&#039;&#039;: Devotion. Memorized.Memorized spellcasters cannot clear memorized slots after casting a spell, until after their next rest. However, any spells placed into an empty slot start as memorized and available for use.&lt;br /&gt;
:&#039;&#039;&#039;Spellbook&#039;&#039;&#039;: Paladins know all available spells once they become capable of casting at a given spell level.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Level !! Features&lt;br /&gt;
|-&lt;br /&gt;
| 1 || [[#Spell List|Spellcasting Level 1]], [[#Simple Weapon Mastery|Simple Weapon Mastery]], [[#Metamagic: Conversion|Metamagic: Conversion]], [[#Divine Polarity|Divine Polarity]]&lt;br /&gt;
|-&lt;br /&gt;
| 2 || [[#Divine Grace|Divine Grace]]&lt;br /&gt;
|-&lt;br /&gt;
| 3 || [[#Channel Divinity: Divine Might|Channel Divinity: Divine Might]]/Divine Shield, [[#Lay on Hands|Lay on Hands]], [[#Smite|Smite]], Energy Affinity&lt;br /&gt;
|-&lt;br /&gt;
| 4 || [[#Archetypes|Archetype Feature I]]&lt;br /&gt;
|-&lt;br /&gt;
| 5 || [[#Spell List|Spellcasting Level 2]]&lt;br /&gt;
|-&lt;br /&gt;
| 6 || [[#Divine Health|Divine Health]]&lt;br /&gt;
|-&lt;br /&gt;
| 7 || [[#Archetypes|Archetype Feature II]]&lt;br /&gt;
|-&lt;br /&gt;
| 8 || [[#Aura of Courage|Aura of Courage]]&lt;br /&gt;
|-&lt;br /&gt;
| 9 || [[#Spell List|Spellcasting Level 3]]&lt;br /&gt;
|-&lt;br /&gt;
| 10 || [[#Archetypes|Archetype Feature III]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Spell Slots per Level&lt;br /&gt;
! Class Level !! 1st Level !! 2nd Level !! 3rd Level&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 1 || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 1 || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 1 || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 1 || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 2 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
| 6 || 2 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
| 7 || 2 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
| 8 || 2 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
| 9 || 3 || 2 || 1&lt;br /&gt;
|-&lt;br /&gt;
| 10 || 3 || 2 || 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Spell slots are before any bonus slots from a high spellcasting ability.&lt;br /&gt;
&lt;br /&gt;
== Paladin Core Mechanics ==&lt;br /&gt;
&lt;br /&gt;
=== Divine Polarity ===&lt;br /&gt;
Paladins choose the energy type of their spells and abilities at level 1. They subsequently gain the Energy Affinity feat for that energy type at level 3. Smite and the Paladin Archetype features deal damage of this type.&lt;br /&gt;
&lt;br /&gt;
=== Metamagic: Conversion ===&lt;br /&gt;
The character receives the Conversion feat for free.&lt;br /&gt;
&lt;br /&gt;
=== Simple Weapon Mastery ===&lt;br /&gt;
The Paladin receives the Simple Weapon Mastery feat for free.&lt;br /&gt;
&lt;br /&gt;
=== Divine Health ===&lt;br /&gt;
The Paladin is immune to disease.&lt;br /&gt;
&lt;br /&gt;
=== Aura of Courage ===&lt;br /&gt;
The Paladin is immune to Fear.&lt;br /&gt;
&lt;br /&gt;
=== Channel Divinity ===&lt;br /&gt;
The character gains access to features that draw upon a Channel Divinity pool, representing a reserve of divine energy. These features may be granted by class levels, feats, or archetypes. This pool has a maximum capacity of equal to the sum total of their Paladin and Cleric levels, plus the highest of their Wisdom or Charisma modifiers. The character regains 1 Channel Divinity for every 6 non-minion foes slain.&lt;br /&gt;
&lt;br /&gt;
=== Channel Divinity: Divine Might ===&lt;br /&gt;
The character may spend one Channel Divinity to add their Charisma or Wisdom bonus, whichever is higher, to all weapon damage for 1 minute. This damage bonus is capped at twice the character&#039;s total sum of Paladin and Cleric levels. If Divine Might is already active, the duration is extended by 1 minute.&lt;br /&gt;
&lt;br /&gt;
=== Channel Divinity: Divine Shield ===&lt;br /&gt;
The character may spend one Channel Divinity to gain damage resistance against physical damage. The threshold for this damage resistance is equal to the sum total of Cleric and Paladin class levels the character possesses. The shield absorbs 10 damage per point of the character&#039;s Charisma or Wisdom bonus, whichever is higher, plus 10% of the target&#039;s maximum hitpoints. If Divine Shield is already active, any existing absorption is inherited by the new instance of Divine Shield. Divine Shield has a duration of 15 minutes [[General Mechanics Information#Combat Time|Combat Time]].&lt;br /&gt;
&lt;br /&gt;
=== Lay on Hands ===&lt;br /&gt;
Once per round, a Paladin may consume 2 uses of Channel Divinity to heal themselves or an ally for an amount equal to 3d4 per class level, plus the target&#039;s top [Charisma modifier] hit dice. This also removes any poison or disease afflicting the target, and grants immunity to both for 1 minute. If targeting themselves, Lay on Hands activates instantly, with no action required.&lt;br /&gt;
&lt;br /&gt;
=== Smite ===&lt;br /&gt;
Once per round, a Paladin may expend 1 use of Channel Divinity to strike the target of their next normal attack for 2d4 bonus damage of their Divine Polarity type per Paladin class level.&lt;br /&gt;
&lt;br /&gt;
=== Divine Grace ===&lt;br /&gt;
The Paladin adds half their level to their saving throws.&lt;br /&gt;
&lt;br /&gt;
=== Spell List ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
! 1st Level Spells !! 2nd Level Spells !! 3rd Level Spells&lt;br /&gt;
|- style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
[[Spells#Bane|Bane]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Bless|Bless]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Cure_Light_Wounds|Cure Light Wounds]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Endure_Elements|Endure Energy]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Ironguts|Ironguts]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Magic_Weapon|Magic Weapon]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#PROTECTION_FROM_ALIGNMENT|Protection]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Shield_of_Faith|Shield of Faith]]&lt;br /&gt;
|&lt;br /&gt;
[[Spells#Aid|Aid]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Bless_Weapon|Bless Weapon]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Bulls_Strength|Bull&#039;s Strength]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Cats_Grace|Cat&#039;s Grace]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Cure_Moderate_Wounds|Cure Moderate Wounds]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Eagle_Splendor|Eagle&#039;s Splendor]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Endurance|Endurance]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Freedom_of_Movement|Freedom of Movement]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Resist_Elements|Resist Energy]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Restoration|Restoration]]&lt;br /&gt;
|&lt;br /&gt;
[[Spells#Cure_Serious_Wounds|Cure Serious Wounds]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Dispel_Magic|Dispel Magic]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Greater_Magic_Weapon|Greater Magic Weapon]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Neutralize_Poison|Neutralize Poison]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Prayer|Prayer]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Protection_from_Elements|Protection from Energy]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Archetypes ==&lt;br /&gt;
&lt;br /&gt;
=== Avenger ===&lt;br /&gt;
&#039;&#039;&amp;quot;Your sins have been counted.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Avenger relentlessly pursues their targets to mete out punishment.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Class Level !! Feature !! Details&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| &#039;&#039;&#039;Judge&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
When you Smite a creature, your Divine Might damage bonus is doubled until its effect expires. In addition, when you Smite a creature for the first time, the Smite is executed at no cost.&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| &#039;&#039;&#039;Jury&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
If you Smite any creature whilst under the effects of Judge, you gain a bonus attack for one minute. The struck target also proceeds to take damage of your Divine Polarity type each round equal to the Smite damage broken up into 2 second ticks, for a total of 12 rounds. If the target dies while under the effects of Jury, the damage over time effect transfers to another enemy within 10m of the target. You may only have one instance of Jury in play at a time.&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| &#039;&#039;&#039;Executioner&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
When you strike a creature with Smite, you do additional damage according to its health category: Grazed +2d6, Bloodied +4d8, and Wounded +8d10. This additional damage also strikes enemies within 4m of the slain target, who must make a Fortitude save (DC 20 + Charisma modifier) or be knocked prone for one round. On a successful save, Minion tier enemies are instead knocked down for three seconds, and Normal enemies for one second.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Templar ===&lt;br /&gt;
&#039;&#039;&amp;quot;My will is steel.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Mere blows cannot prevent the Templar from fulfilling their duty.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Class Level !! Feature !! Details&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| &#039;&#039;&#039;Forge&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
You receive a 30% multiplicative damage immunity to all damage. Whilst your Divine Shield is active, this increases to 50%. In addition, your Divine Shield now absorbs damage of all types.&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| &#039;&#039;&#039;Anvil&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
Your Divine Shield now has double the usual absorption limit. Your Smite now also refreshes your Divine Shield&#039;s duration and changes its [[General Mechanics Information#Threshold and Absorption|Threshold]] value to your total Smite damage.&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| &#039;&#039;&#039;Tempered&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
If a Smite expands the [[General Mechanics Information#Threshold and Absorption|Threshold]] of your Divine Shield, the Channel Divinity cost of the Smite is refunded. The Smite&#039;s damage is also added to your Divine Shield absorption.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Hospitaller ===&lt;br /&gt;
&#039;&#039;&amp;quot;Stay on your feet, we have much work to be done this day.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When a soldier needs a helping hand, the Hospitaller is there.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Class Level !! Feature !! Details&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| &#039;&#039;&#039;Divine Intervention&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
When you use Lay on Hands, the target also gains the effects of your Divine Shield at no cost. Furthermore, any excess healing from your Lay on Hands is now granted as temporary hitpoints (THP) with the same duration as Divine Shield.&lt;br /&gt;
&lt;br /&gt;
Finally, upon using Lay on Hands, you gain a free use of Smite. These free uses may stack to a maximum of 3.&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| &#039;&#039;&#039;Deliverance&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
You may nominate a target with the use of your archetype menu to select a target for Deliverance.&lt;br /&gt;
&lt;br /&gt;
For 3 rounds following Smite, any damage of your Divine Polarity type that you deal is applied as temporary hit points (THP) to your Deliverance target. These THP possess a duration of 3 rounds. If your Deliverance target is more than 20m distant, you receive the THP instead.&lt;br /&gt;
&lt;br /&gt;
Using Smite again whilst the duration is active adds another 3 rounds to the duration of Deliverance, to a total maximum duration of 5 rounds.&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| &#039;&#039;&#039;Salvation&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
When your Deliverance feature grants temporary hitpoints, it also applies the effects of Restoration, cleansing the target of negative effects.&lt;br /&gt;
&lt;br /&gt;
In addition, upon using Lay on Hands you grant the target the effects of the Death Ward spell. If the target is dead or dying, you first grant the effects of the Raise Dead spell.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>RisenholmBot</name></author>
	</entry>
	<entry>
		<id>https://wiki.risenholm.com/index.php?title=Druid&amp;diff=1722</id>
		<title>Druid</title>
		<link rel="alternate" type="text/html" href="https://wiki.risenholm.com/index.php?title=Druid&amp;diff=1722"/>
		<updated>2026-10-01T19:47:24Z</updated>

		<summary type="html">&lt;p&gt;RisenholmBot: Sync from game data at a9963401e&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- This page is generated from the game data by scripts/wiki_sync.py in the module repository. Edits made here will be overwritten by the next sync: change the class or feat description in risenholm.tlk instead. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Druids draw Power from the primal energy lingering in all living things. They possess shapeshifting abilities that allow them to adapt to various combat scenarios and a diverse selection of natural spells from their unique spellbook. Their Archetypes allow them to focus on furthering their shapeshifting abilities, a pet/summoner based playstyle, or an offensive elemental spellcaster.&lt;br /&gt;
&lt;br /&gt;
:Maximizing &#039;&#039;&#039;Strength&#039;&#039;&#039; or &#039;&#039;&#039;Dexterity&#039;&#039;&#039; is recommended if you want to focus on attacking with weapons and using [[General Mechanics Information#Maneuvers|Maneuvers]] like Knockdown. It also provides bonuses to your Fortitude or Reflex save.&lt;br /&gt;
:Maximizing &#039;&#039;&#039;Wisdom&#039;&#039;&#039; is recommended if you want to focus on your spellcasting ability (Offensive DCs, Spells/day, [[General Mechanics Information#Metamagic|Metamagic]] Pool). &#039;&#039;&#039;Wisdom&#039;&#039;&#039; also contributes to your Will save.&lt;br /&gt;
:&#039;&#039;&#039;Dexterity&#039;&#039;&#039; allows you to maximize Armor Class from light/medium armors and improves your Reflex save.&lt;br /&gt;
:&#039;&#039;&#039;Constitution&#039;&#039;&#039; increases your survivability in raw hit points and contributing to your Fortitude save.&lt;br /&gt;
:&#039;&#039;&#039;Intelligence&#039;&#039;&#039; contributes to your maximum Maneuver pool and Reflex save.&lt;br /&gt;
:&#039;&#039;&#039;Charisma&#039;&#039;&#039; contributes to your Will save and support Maneuvers such as &amp;quot;Commander Strike&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== Vitals ==&lt;br /&gt;
:&#039;&#039;&#039;Hit Die&#039;&#039;&#039;: d8 (8 HP per Level)&lt;br /&gt;
:&#039;&#039;&#039;Proficiencies&#039;&#039;&#039;: Armor (All), Shields, Weapons (Druid, Mystic)&lt;br /&gt;
:&#039;&#039;&#039;Skill Points per Level&#039;&#039;&#039;: 6&lt;br /&gt;
:&#039;&#039;&#039;Primary Saving Throw(s)&#039;&#039;&#039;: Fortitude, Will&lt;br /&gt;
:&#039;&#039;&#039;Spellcasting Ability&#039;&#039;&#039;: Wisdom Wisdom (10 + Spell Level to be able to cast a spell)&lt;br /&gt;
:&#039;&#039;&#039;Spellcasting Type&#039;&#039;&#039;: Memorized. Memorized spellcasters cannot change memorized slots while outside a rest zone, however any spells placed into an empty slot start as memorized and available for use.&lt;br /&gt;
:&#039;&#039;&#039;Spellbook&#039;&#039;&#039;: Druids know all available spells once they become capable of casting at a given spell level.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Level !! Features&lt;br /&gt;
|-&lt;br /&gt;
| 1 || [[#Spell List|Spellcasting Level 1]], [[#Metamagic: Conversion|Metamagic: Conversion]]&lt;br /&gt;
|-&lt;br /&gt;
| 2 || [[#Woodland Stride|Woodland Stride]], [[#Metamagic: Polarized Spell|Metamagic: Polarized Spell]]&lt;br /&gt;
|-&lt;br /&gt;
| 3 || [[#Spell List|Spellcasting Level 2]], [[#Wildshape|Wildshape]]&lt;br /&gt;
|-&lt;br /&gt;
| 4 || [[#Archetypes|Archetype Feature I]]&lt;br /&gt;
|-&lt;br /&gt;
| 5 || [[#Spell List|Spellcasting Level 3]]&lt;br /&gt;
|-&lt;br /&gt;
| 6 || [[#Venom Immunity|Venom Immunity]]&lt;br /&gt;
|-&lt;br /&gt;
| 7 || [[#Spell List|Spellcasting Level 4]], [[#Archetypes|Archetype Feature II]]&lt;br /&gt;
|-&lt;br /&gt;
| 8 || [[#Resist Nature&#039;s Lure|Resist Nature&#039;s Lure]]&lt;br /&gt;
|-&lt;br /&gt;
| 9 || [[#Spell List|Spellcasting Level 5]]&lt;br /&gt;
|-&lt;br /&gt;
| 10 || [[#Archetypes|Archetype Feature III]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Spell Slots per Level&lt;br /&gt;
! Class Level !! Cantrips !! 1st Level !! 2nd Level !! 3rd Level !! 4th Level !! 5th Level&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 3 || 1 || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 4 || 2 || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 4 || 2 || 1 || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 5 || 3 || 2 || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 5 || 3 || 2 || 1 || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 6 || 5 || 3 || 3 || 2 || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 7 || 6 || 4 || 3 || 2 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
| 8 || 6 || 4 || 3 || 3 || 2 || -&lt;br /&gt;
|-&lt;br /&gt;
| 9 || 6 || 4 || 4 || 3 || 2 || 1&lt;br /&gt;
|-&lt;br /&gt;
| 10 || 6 || 4 || 4 || 3 || 3 || 2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Spell slots are before any bonus slots from a high spellcasting ability.&lt;br /&gt;
&lt;br /&gt;
== Druid Core Mechanics ==&lt;br /&gt;
&lt;br /&gt;
=== Metamagic: Conversion ===&lt;br /&gt;
The character receives the Conversion feat for free.&lt;br /&gt;
&lt;br /&gt;
=== Metamagic: Polarized Spell ===&lt;br /&gt;
The character receives the Polarized Spell feat for free.&lt;br /&gt;
&lt;br /&gt;
=== Wildshape ===&lt;br /&gt;
A druid can transform themselves into beasts of the wild. By means of a successful Nature check, the druid receives a totem of that form. Using this totem consumes 2 Wildshape and transforms the druid into that animal, gaining an amount of temporary hitpoints per druid level and properties relevant to the animal&#039;s role as listed below. However, the druid cannot cast spells while wildshaped. Using the Wildshape feat itself will instantly transform the druid into whatever last shape they used.&lt;br /&gt;
&lt;br /&gt;
Using the totem again cancels the transformation, as does using the Wildshape feat, or another totem to take a new form. Losing the temporary hitpoints granted by the Wildshape will also revert the druid to their true form.&lt;br /&gt;
&lt;br /&gt;
This ability may be used once per rest per Druid level plus Wisdom modifier, and regains 1 use upon slaying 5 non-minion foes.&lt;br /&gt;
&lt;br /&gt;
The Druid may also convert Wildshape into [[General Mechanics Information#Metamagic|Metamagic]] via their Wildshape menu, consuming 2 Wildshape to generate Metamagic equal to their Wisdom modifier.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Role !! Temp HP per Level !! Additional&lt;br /&gt;
|-&lt;br /&gt;
| Brute || 10 || +5 Damage&lt;br /&gt;
|-&lt;br /&gt;
| Skirmisher || 8 || +2d6 Sneak Attack&lt;br /&gt;
|-&lt;br /&gt;
| Lurker || 6 || +3d6 Sneak Attack&lt;br /&gt;
|-&lt;br /&gt;
| Controller || 6 || +2 Spell and Maneuver DCs&lt;br /&gt;
|-&lt;br /&gt;
| Soldier || 12 || +25% Multiplicative Damage Immunity to all damage&lt;br /&gt;
|-&lt;br /&gt;
| Artillery || 6 || +2 AB, +6 Damage&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Woodland Stride ===&lt;br /&gt;
The character is immune to the Grease, Web, and Entangle spells.&lt;br /&gt;
&lt;br /&gt;
=== Venom Immunity ===&lt;br /&gt;
The druid is immune to all poisons.&lt;br /&gt;
&lt;br /&gt;
=== Resist Nature&#039;s Lure ===&lt;br /&gt;
This feat grants a +2 insight bonus on saving throws against fear spells and effects.&lt;br /&gt;
&lt;br /&gt;
=== Druid Weapons ===&lt;br /&gt;
The Druid may use the club, dagger, quarterstaff, shortbow, sickle, sling, spear, and throwing dagger.&lt;br /&gt;
&lt;br /&gt;
=== Mystic Weapons ===&lt;br /&gt;
The character may use the casting gloves, mystic staff, and tome.&lt;br /&gt;
&lt;br /&gt;
=== Spell List ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
! Cantrips !! 1st Level Spells !! 2nd Level Spells !! 3rd Level Spells !! 4th Level Spells !! 5th Level Spells&lt;br /&gt;
|- style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
[[Spells#Acid_Splash|Acid Splash]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Electric_Jolt|Electric Jolt]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Flare|Flare]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Inflict_Minor_Wounds|Inflict Minor Wounds]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Light|Light]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Ray_of_Frost|Ray of Frost]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Resistance|Resistance]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Cure_Minor_Wounds|Spare the Dying]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Virtue|Virtue]]&lt;br /&gt;
|&lt;br /&gt;
[[Spells#Burning_Hands|Burning Hands]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Camoflage|Camouflage]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Charm_Person|Charm]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Cure_Light_Wounds|Cure Light Wounds]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Endure_Elements|Endure Energy]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Entangle|Entangle]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Grease|Grease]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Ice_Dagger|Ice Dagger]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Inflict_Light_Wounds|Inflict Light Wounds]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Ironguts|Ironguts]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Magic_Weapon|Magic Weapon]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#PROTECTION_FROM_ALIGNMENT|Protection]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Shield_of_Faith|Shield of Faith]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Sleep|Sleep]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Summon_Creature_I|Summon Creature I]]&lt;br /&gt;
|&lt;br /&gt;
[[Spells#Barkskin|Barkskin]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Bulls_Strength|Bull&#039;s Strength]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Cats_Grace|Cat&#039;s Grace]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Clarity|Clarity]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Cure_Moderate_Wounds|Cure Moderate Wounds]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Eagle_Splendor|Eagle&#039;s Splendor]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Gedlees_Electric_Loop|Electric Loop]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Flame_Weapon|Elemental Weapon]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Endurance|Endurance]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Flame_Lash|Flame Lash]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Foxs_Cunning|Fox&#039;s Cunning]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Freedom_of_Movement|Freedom of Movement]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Hold_Person|Hold]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Inflict_Moderate_Wounds|Inflict Moderate Wounds]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#One_With_The_Land|One with the Land]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Owls_Wisdom|Owl&#039;s Wisdom]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Resist_Elements|Resist Energy]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Restoration|Restoration]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Summon_Creature_II|Summon Creature II]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Web|Web]]&lt;br /&gt;
|&lt;br /&gt;
[[Spells#Call_Lightning|Call Lightning]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Contagion|Contagion]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Cure_Serious_Wounds|Cure Serious Wounds]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Dispel_Magic|Dispel Magic]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Greater_Magic_Weapon|Greater Magic Weapon]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Healing_Sting|Healing Sting]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Inflict_Serious_Wounds|Inflict Serious Wounds]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Magic_Vestment|Magic Vestment]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Neutralize_Poison|Neutralize Poison]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Poison|Poison]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Protection_from_Elements|Protection from Energy]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Quillfire|Quillfire]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Remove_Disease|Remove Disease]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Spike_Growth|Spike Growth]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Summon_Creature_III|Summon Creature III]]&lt;br /&gt;
|&lt;br /&gt;
[[Spells#Bestow_Curse|Bestow Curse]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Cure_Critical_Wounds|Cure Critical Wounds]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Death_Ward|Death Ward]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Dominate_Person|Dominate Person]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Elemental_Shield|Elemental Rebuke]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Enervation|Enervation]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Flame_Strike|Flame Strike]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Ice_Storm|Ice Storm]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Infestation_of_Maggots|Infestation of Maggots]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Inflict_Critical_Wounds|Inflict Critical Wounds]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Stoneskin|Stoneskin]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Summon_Creature_IV|Summon Creature IV]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Wall_of_Fire|Wall of Fire]]&lt;br /&gt;
|&lt;br /&gt;
[[Spells#Awaken|Awaken]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Cone_of_Cold|Cone of Cold]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Energy_Buffer|Energy Buffer]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Healing_Circle|Healing Circle]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Inferno|Inferno]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Monstrous_Regeneration|Monstrous Regeneration]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Raise_Dead|Raise Dead]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Summon_Creature_V|Summon Creature V]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Vine_Mine|Vine Mine]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Archetypes ==&lt;br /&gt;
&lt;br /&gt;
=== Invoker ===&lt;br /&gt;
&#039;&#039;&amp;quot;The land answers my call.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Some Druids directly invoke natural elemental spirits to aid them.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Class Level !! Feature !! Details&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| &#039;&#039;&#039;Invocation&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
You gain a new resource pool, Invocation, with a capacity of [10 + Wisdom Modifier]. This gains points equal to a harmful spell&#039;s level upon casting. You may use this feat to target yourself, or a point within 10m.&lt;br /&gt;
&lt;br /&gt;
Targeting yourself, or activating the feat again while the targeting cursor is up, consumes a use of Wildshape, granting Invocation points equal to your Wisdom modifier.&lt;br /&gt;
&lt;br /&gt;
Targeting a point requires that you be under the effects of a Rune (such as from the Elemental Weapon spell), which defines its damage type. 6 points are then consumed to create an Invocation. This Invocation begins with 6 charges, expending 1 charge every 3 seconds to strike the nearest enemy creature with 1d6 damage (Fortitude half). If the Invocation is within any of your persistent area of effect spells, it strikes any creatures within these. Invocation damage counts as Spells (Persistent AoE) for damage bonuses, even when it strikes a single creature. You may only create one Invocation at a time.&lt;br /&gt;
&lt;br /&gt;
Your Invocations benefit from any applicable [[General Mechanics Information#Metamagic|Metamagic]] you know for free, and any increases to your spell DC.&lt;br /&gt;
&lt;br /&gt;
Upon expiry, an Invocation refunds 5 spell levels&#039; worth of harmful spells to you.&lt;br /&gt;
&lt;br /&gt;
In addition, your cost to convert Wildshape to Metamagic is reduced to 1.&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| &#039;&#039;&#039;Leylines&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
Your Invocation damage increases to 2d4, your base capacity to 15, and you may now place a second. This draws a Leyline between that Invocation and any others you have placed within 10m. Creatures who pass through this Leyline are slowed by 90% for 3 rounds.&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| &#039;&#039;&#039;Convergence&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
Your Invocation damage increases to 2d6, your base capacity to 20, and you may now place a third. Any creatures within the triangle formed by three invocations will be stunned for one round every round if they fail their will save. The DC is equal to that of your Invocations.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Shifter ===&lt;br /&gt;
&#039;&#039;&amp;quot;Show my face? Which one?&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Capable of taking the form of almost any creature, the Shifter wields them almost as proficiently as the original, and often moreso.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Class Level !! Feature !! Details&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| &#039;&#039;&#039;Form Mastery&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
Your Wildshape now functions differently from the typical druid&#039;s in several ways:&lt;br /&gt;
&lt;br /&gt;
* You gain 1 Wildshape for each non-minion slain.&lt;br /&gt;
* It now costs 10 Wildshape for you to convert Wildshape to [[General Mechanics Information#Metamagic|Metamagic]].&lt;br /&gt;
* Your Wildshape capacity is now equal to 10 + twice your Wisdom Modifier.&lt;br /&gt;
* You may learn a greater variety of forms, including vermin, beasts, and magical beasts.&lt;br /&gt;
* Your transformations cannot be dispelled.&lt;br /&gt;
* You do not consume Wildshape to change form; however, changing form no longer grants you temporary hitpoints (THP).&lt;br /&gt;
* You no longer revert to humanoid form when resting.&lt;br /&gt;
* You receive a new feat, Primal Surge, which you may use once per round to gain the THP you would otherwise gain from the form, consuming 5 uses of Wildshape. This also grants Regeneration, restoring hitpoints equal to your Druid level every 3 seconds, up to the total amount of THP gained.&lt;br /&gt;
&lt;br /&gt;
* The Form Mastery feat may be activated to consume 3 uses of Wildshape in order to gain the following Form Mastery benefits for 1 minute, dependent upon your current form&#039;s role. If you change form, you receive the relevant Form Mastery benefits for that form instead.&lt;br /&gt;
&lt;br /&gt;
Brute: You receive +1 bonus attack per round, and a +5 physical damage bonus to attacks.&lt;br /&gt;
&lt;br /&gt;
Skirmisher: You receive +1 bonus attack per round, and +2d6 Sneak Attack.&lt;br /&gt;
&lt;br /&gt;
Lurker: You gain +3d6 Sneak Attack. You may reactivate the feat to vanish from sight, disengaging from your attack schedule and entering stealth. Whilst this Form Mastery bonus is active, reactivating Form Mastery causes you to vanish from sight once again, at a cost of 1 Wildshape per use. You cannot perform this action after exiting stealth mode until one round has passed.&lt;br /&gt;
&lt;br /&gt;
Controller: For one minute, upon striking a target, they must succeed at a save versus your cantrip DC or suffer the effects of Blindness for 1 round. Applicable Metamagic you know is applied without cost.&lt;br /&gt;
&lt;br /&gt;
Soldier: You receive 25% multiplicative physical damage immunity.&lt;br /&gt;
&lt;br /&gt;
Artillery: Once per round for one minute, you automatically fire a volley of spines at targets within 10m of your attack target. If you have no current attack target, the nearest enemy is selected instead. You create one spine per Druid level, with each inflicting 4 physical damage. These are split evenly amongst the available targets, with priority given to your target and those nearest it.&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| &#039;&#039;&#039;Primal Surge&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
You may use this feat once per round to gain the THP you would otherwise gain from Wildshaping into the current form&#039;s role, consuming 2 uses of Wildshape. This also grants Regeneration, restoring hitpoints equal to your Druid level every 3 seconds, up to the total amount of THP gained.&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| &#039;&#039;&#039;Second Shift&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
One round after activating Form Mastery, you receive the Second Shift effect, further enhancing your Form Mastery benefits. Changing forms resets the Second Shift effect, reactivating after 1 round has passed in the new form.&lt;br /&gt;
&lt;br /&gt;
Brute: You receive an additional +1 bonus attack per round, and a further +5 physical damage bonus to attacks.&lt;br /&gt;
&lt;br /&gt;
Skirmisher: You receive an additional +1 bonus attack per round, and a further +2d6 Sneak Attack.&lt;br /&gt;
&lt;br /&gt;
Lurker: You receive +1 bonus attack per round, and a further +3d6 Sneak Attack.&lt;br /&gt;
&lt;br /&gt;
Controller: In addition to the on-hit blind effect, you now also afflict your attacked targets with the Paralyze effect for 1 round, should they fail a Will saving throw versus your cantrip DC. Applicable [[General Mechanics Information#Metamagic|Metamagic]] you know is applied without cost.&lt;br /&gt;
&lt;br /&gt;
Soldier: You may reactivate Form Mastery to expend 2 Wildshape and receive a Damage Resistance (DR) effect to all damage with a [[General Mechanics Information#Threshold and Absorption|Threshold]] equal to 5 + your Druid Level, with Absorption of 10 per Druid Level. Any Absorption remaining when the effect expires (either due to expiring duration or changing form) is saved and applied to the Absorption of the next DR effect created this way.&lt;br /&gt;
&lt;br /&gt;
Artillery: You generate twice the number of spines.&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| &#039;&#039;&#039;Peak Performance&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
The base bonuses you receive from Wildshape roles are now doubled.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Wildspeaker ===&lt;br /&gt;
&#039;&#039;&amp;quot;Lend your ear to the wilds.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Druids can partner directly with the wilds, listening to their pleas and receiving its boons as a result.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Class Level !! Feature !! Details&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| &#039;&#039;&#039;First Words&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
Your bond with the wilds has granted you the benefit of a natural companion. Use this feat on yourself to choose your companion type (default wolf). This companion has the statistics of an Elite-rated creature of its given role. If you also possess the Animal Companion feature from the Ranger Beastmaster, your Druid and Ranger levels stack when determining the companion&#039;s Threat Level. You may summon your companion for free once per rest.&lt;br /&gt;
&lt;br /&gt;
You may also target your companion with this feat to restore hitpoints equal to its maximum hit points, expending 3 Wildshape. Any excess is granted as temporary hitpoints lasting one minute, to a maximum of half their hit point total. Should your companion perish, it may be resummoned with this feat for the cost of 3 Wildshape.&lt;br /&gt;
&lt;br /&gt;
Your companion also possesses your Woodland Stride class feature.&lt;br /&gt;
&lt;br /&gt;
Upon casting a harmful damage spell, for 3 rounds your companion receives a damage bonus equal to your Druid class level plus the spell&#039;s level, of the spell&#039;s damage type.&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| &#039;&#039;&#039;Growing Bond&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
Your companion receives a stack of the following bonuses for every round they remain within one of your persistent areas of effect (AoE) (such as Grease, Web, etc), to a maximum of 3 stacks. These bonuses are retained as long as they remain within the AoE. Should the companion leave your AoEs, these stacks will be lost at a rate of 1 every 3 rounds.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Bear&#039;&#039;&#039;: +3 Physical Damage&lt;br /&gt;
* &#039;&#039;&#039;Boar&#039;&#039;&#039;: +20% Physical Damage Immunity (Multiplicative)&lt;br /&gt;
* &#039;&#039;&#039;Wolf&#039;&#039;&#039;: +2 Physical Damage / +10% Movespeed&lt;br /&gt;
* &#039;&#039;&#039;Hawk&#039;&#039;&#039;: +2d6 Radiant damage on Sneak Attack&lt;br /&gt;
* &#039;&#039;&#039;Lynx&#039;&#039;&#039;: +2d6 Radiant damage on Sneak Attack&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| &#039;&#039;&#039;Rite of Passage&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
When your companion&#039;s Growing Bond stacks reach their maximum, their rating upgrades to Solo. The companion&#039;s rating reverts to Elite if the stacks should decay below the maximum.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>RisenholmBot</name></author>
	</entry>
	<entry>
		<id>https://wiki.risenholm.com/index.php?title=Cleric&amp;diff=1721</id>
		<title>Cleric</title>
		<link rel="alternate" type="text/html" href="https://wiki.risenholm.com/index.php?title=Cleric&amp;diff=1721"/>
		<updated>2026-10-01T19:47:23Z</updated>

		<summary type="html">&lt;p&gt;RisenholmBot: Sync from game data at a9963401e&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- This page is generated from the game data by scripts/wiki_sync.py in the module repository. Edits made here will be overwritten by the next sync: change the class or feat description in risenholm.tlk instead. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Clerics draw Power from their Devotion to a religious path. Their spell selection is generally tailored towards support through healing, boons and afflictions and they are afforded an average HP pool and armor proficiencies to allow a frontline presence if desired. The various archetypes allow the Cleric to become a more classic frontline enspelled warrior, a dedicated healer, or unique offensive spellcaster.&lt;br /&gt;
&lt;br /&gt;
== Vitals ==&lt;br /&gt;
:&#039;&#039;&#039;Hit Die&#039;&#039;&#039;: d8 (8 HP per Level)&lt;br /&gt;
:&#039;&#039;&#039;Proficiencies&#039;&#039;&#039;: Armor (All), Shields, Weapons (Simple, Mystic)&lt;br /&gt;
:&#039;&#039;&#039;Skill Points per Level&#039;&#039;&#039;: 6&lt;br /&gt;
:&#039;&#039;&#039;Primary Saving Throw(s)&#039;&#039;&#039;: Fortitude, Will&lt;br /&gt;
:&#039;&#039;&#039;Spellcasting Ability&#039;&#039;&#039;: Wisdom (10 + Spell Level to be able to cast a spell)&lt;br /&gt;
:&#039;&#039;&#039;Spellcasting Type&#039;&#039;&#039;: Devotion. Memorized. Devotion. Memorized spellcasters cannot clear memorized slots after casting a spell, until after their next rest. However, any spells placed into an empty slot start as memorized and available for use.&lt;br /&gt;
:&#039;&#039;&#039;Spellbook&#039;&#039;&#039;: Clerics know all available spells once they become capable of casting at a given spell level.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Level !! Features&lt;br /&gt;
|-&lt;br /&gt;
| 1 || [[#Spell List|Spellcasting Level 1]], [[#Metamagic: Conversion|Metamagic: Conversion]], [[#Divine Polarity|Divine Polarity]]&lt;br /&gt;
|-&lt;br /&gt;
| 2 || [[#Channel Divinity: Turning|Channel Divinity: Turning]]&lt;br /&gt;
|-&lt;br /&gt;
| 3 || [[#Spell List|Spellcasting Level 2]], [[#Bonus Feat: Channel Divinity|Bonus Feat: Channel Divinity]], Energy Affinity&lt;br /&gt;
|-&lt;br /&gt;
| 4 || [[#Archetypes|Archetype Feature I]], [[#Bonus Feat: Channel Divinity|Bonus Feat: Channel Divinity]]&lt;br /&gt;
|-&lt;br /&gt;
| 5 || [[#Spell List|Spellcasting Level 3]]&lt;br /&gt;
|-&lt;br /&gt;
| 6 || [[#Bonus Feat: Channel Divinity|Bonus Feat: Channel Divinity]]&lt;br /&gt;
|-&lt;br /&gt;
| 7 || [[#Archetypes|Archetype Feature II]], [[#Spell List|Spellcasting Level 4]]&lt;br /&gt;
|-&lt;br /&gt;
| 8 || [[#Bonus Feat: Channel Divinity|Bonus Feat: Channel Divinity]]&lt;br /&gt;
|-&lt;br /&gt;
| 9 || [[#Spell List|Spellcasting Level 5]]&lt;br /&gt;
|-&lt;br /&gt;
| 10 || [[#Archetypes|Archetype Feature III]], [[#Bonus Feat: Channel Divinity|Bonus Feat: Channel Divinity]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Spell Slots per Level&lt;br /&gt;
! Class Level !! Cantrips !! 1st Level !! 2nd Level !! 3rd Level !! 4th Level !! 5th Level&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 3 || 2 || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 4 || 3 || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 4 || 3 || 2 || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 5 || 4 || 3 || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 5 || 4 || 3 || 2 || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 6 || 5 || 4 || 4 || 3 || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 7 || 6 || 5 || 4 || 3 || 2 || -&lt;br /&gt;
|-&lt;br /&gt;
| 8 || 6 || 5 || 4 || 4 || 3 || -&lt;br /&gt;
|-&lt;br /&gt;
| 9 || 6 || 5 || 5 || 4 || 3 || 2&lt;br /&gt;
|-&lt;br /&gt;
| 10 || 6 || 5 || 5 || 4 || 4 || 3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Spell slots are before any bonus slots from a high spellcasting ability.&lt;br /&gt;
&lt;br /&gt;
== Cleric Core Mechanics ==&lt;br /&gt;
&lt;br /&gt;
=== Mystic Weapons ===&lt;br /&gt;
The character may use the casting gloves, mystic staff, and tome.&lt;br /&gt;
&lt;br /&gt;
=== Divine Polarity ===&lt;br /&gt;
Clerics choose the energy type of their spells and abilities at level 1. They subsequently gain the Energy Affinity feat for that energy type at level 3.&lt;br /&gt;
&lt;br /&gt;
=== Metamagic: Conversion ===&lt;br /&gt;
The character receives the Conversion feat for free.&lt;br /&gt;
&lt;br /&gt;
=== Channel Divinity ===&lt;br /&gt;
The character gains access to features that draw upon a Channel Divinity pool, representing a reserve of divine energy. These features may be granted by class levels, feats, or archetypes. This pool has a maximum capacity of equal to the sum total of their Paladin and Cleric levels, plus the highest of their Wisdom or Charisma modifiers. The character regains 1 Channel Divinity for every 6 non-minion foes slain.&lt;br /&gt;
&lt;br /&gt;
=== Channel Divinity: Turning ===&lt;br /&gt;
The character may target a location within Short (8m) range to release a wave of pure conviction, striking enemies within a 6m radius sphere. Struck enemies must succeed at a saving throw (Will, DC: 10 + Cleric Level + Highest of WIS/CHA; Negates) or suffer the Fear effect for 3 rounds. These enemies also receive Psychic damage equal to the character&#039;s combined Wisdom and Charisma modifiers, halved if the target succeeded their saving throw. In addition, the character restores [[General Mechanics Information#Metamagic|Metamagic]] equal to half their Wisdom modifier.&lt;br /&gt;
&lt;br /&gt;
The effects of this ability are subject to ongoing saving throws. Each round, the target may attempt a new saving throw to end the effect. Each failed saving throw provides a stacking +4 bonus to further saving throws for 5 rounds versus the following effects:&lt;br /&gt;
&lt;br /&gt;
Confusion, Daze, Domination, Fear, Knockdown, Paralysis, Petrification, Sleep, Stun&lt;br /&gt;
&lt;br /&gt;
=== Bonus Feat: Channel Divinity ===&lt;br /&gt;
The Cleric receives a free Channel Divinity feat of their choice, from the list below:&lt;br /&gt;
&lt;br /&gt;
=== Channel Divinity: Divine Might ===&lt;br /&gt;
The character may spend one Channel Divinity to add their Charisma or Wisdom bonus, whichever is higher, to all weapon damage for 1 minute. This damage bonus is capped at twice the character&#039;s total sum of Paladin and Cleric levels. If Divine Might is already active, the duration is extended by 1 minute.&lt;br /&gt;
&lt;br /&gt;
=== Channel Divinity: Divine Shield ===&lt;br /&gt;
The character may spend one Channel Divinity to gain damage resistance against physical damage. The threshold for this damage resistance is equal to the sum total of Cleric and Paladin class levels the character possesses. The shield absorbs 10 damage per point of the character&#039;s Charisma or Wisdom bonus, whichever is higher, plus 10% of the target&#039;s maximum hitpoints.&lt;br /&gt;
&lt;br /&gt;
If Divine Shield is already active, any existing absorption is inherited by the new instance of Divine Shield. Divine Shield has a duration of 15 minutes [[General Mechanics Information#Combat Time|Combat Time]].&lt;br /&gt;
&lt;br /&gt;
=== Channel Divinity: Beneficence ===&lt;br /&gt;
Consume 1 Channel Divinity to instantly heal your most damaged ally within 20m for hitpoints equal to your highest memorised Cure Wounds spell. Excess granted as Temporary Hit Points.&lt;br /&gt;
&lt;br /&gt;
=== Channel Divinity: Ablution ===&lt;br /&gt;
Consume 1 Channel Divinity to apply the effects of Restoration to allies in a 10m sphere, with a range of 20m. The Restoration spell must be memorised.&lt;br /&gt;
&lt;br /&gt;
=== Channel Divinity: Condemnation ===&lt;br /&gt;
Consume 2 Channel Divinity to apply a DoT inflicting 1d4 + WIS Radiant damage every 3 seconds to enemies in a 10m sphere, with a range of 20m, lasting 3 rounds (Requires Action).&lt;br /&gt;
&lt;br /&gt;
=== Channel Divinity: Consecration ===&lt;br /&gt;
Consume 2 Channel Divinity to create a 5m radius area centered around the cleric for 1 minute inflicting 1d4 + [WIS / 2] Radiant damage per 3 seconds to enemies within (Requires Action)&lt;br /&gt;
&lt;br /&gt;
=== Channel Divinity: Succor ===&lt;br /&gt;
Consume 3 Channel Divinity to grant a target the effects of a [[General Mechanics Information#Short Rest|Short Rest]]. The target must complete a Rest to be eligible for this effect again.&lt;br /&gt;
&lt;br /&gt;
=== Channel Divinity: Sanctification ===&lt;br /&gt;
Consume 1 Channel Divinity to apply a [[General Mechanics Information#Retaliation|Retaliation]] effect to yourself or an ally [Trigger: Attacks, Damage: 3d2 + WIS Radiant, Limit: [WIS * 2] Attacks, Duration: 15m [[General Mechanics Information#Combat Time|Combat Time]], Cooldown: 1s, per-Attacker]&lt;br /&gt;
&lt;br /&gt;
=== Channel Divinity: Fervor ===&lt;br /&gt;
Consume 5 Channel Divinity to grant the target a bonus attack per round for a number of rounds equal to your Wisdom modifier.&lt;br /&gt;
&lt;br /&gt;
=== Spell List ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
! Cantrips !! 1st Level Spells !! 2nd Level Spells !! 3rd Level Spells !! 4th Level Spells !! 5th Level Spells&lt;br /&gt;
|- style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
[[Spells#Inflict_Minor_Wounds|Inflict Minor Wounds]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Light|Light]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Resistance|Resistance]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Cure_Minor_Wounds|Spare the Dying]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Virtue|Virtue]]&lt;br /&gt;
|&lt;br /&gt;
[[Spells#Bane|Bane]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Bless|Bless]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Cure_Light_Wounds|Cure Light Wounds]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Doom|Doom]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Endure_Elements|Endure Energy]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Inflict_Light_Wounds|Inflict Light Wounds]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Ironguts|Ironguts]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Magic_Weapon|Magic Weapon]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Negative_Energy_Ray|Negative Energy Ray]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#PROTECTION_FROM_ALIGNMENT|Protection]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Scare|Scare]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Shield_of_Faith|Shield of Faith]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Summon_Creature_I|Summon Creature I]]&lt;br /&gt;
|&lt;br /&gt;
[[Spells#Aid|Aid]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Bless_Weapon|Bless Weapon]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Blindness_and_Deafness|Blindness/Deafness]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Bulls_Strength|Bull&#039;s Strength]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Cats_Grace|Cat&#039;s Grace]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Clarity|Clarity]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Cure_Moderate_Wounds|Cure Moderate Wounds]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Eagle_Splendor|Eagle&#039;s Splendor]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Endurance|Endurance]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Foxs_Cunning|Fox&#039;s Cunning]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Freedom_of_Movement|Freedom of Movement]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Hold_Person|Hold]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Inflict_Moderate_Wounds|Inflict Moderate Wounds]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Owls_Wisdom|Owl&#039;s Wisdom]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Resist_Elements|Resist Energy]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Restoration|Restoration]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Silence|Silence]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Sound_Burst|Sound Burst]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Stone_Bones|Stone Bones]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Summon_Creature_II|Summon Creature II]]&lt;br /&gt;
|&lt;br /&gt;
[[Spells#Contagion|Contagion]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Cure_Serious_Wounds|Cure Serious Wounds]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Dispel_Magic|Dispel Magic]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Fear|Fear]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Glyph_of_Warding|Glyph of Warding]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Greater_Magic_Weapon|Greater Magic Weapon]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Inflict_Serious_Wounds|Inflict Serious Wounds]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Invisibility_Purge|Invisibility Purge]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Magic_Vestment|Magic Vestment]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Negative_Energy_Burst|Negative Energy Burst]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Neutralize_Poison|Neutralize Poison]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Poison|Poison]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Prayer|Prayer]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Protection_from_Elements|Protection from Energy]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Remove_Curse|Remove Curse]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Remove_Disease|Remove Disease]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Searing_Light|Searing Light]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Summon_Creature_III|Summon Creature III]]&lt;br /&gt;
|&lt;br /&gt;
[[Spells#Bestow_Curse|Bestow Curse]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Cure_Critical_Wounds|Cure Critical Wounds]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Death_Ward|Death Ward]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Dismissal|Dismissal]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Flame_Strike|Flame Strike]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Hammer_of_the_Gods|Hammer of the Gods]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Inflict_Critical_Wounds|Inflict Critical Wounds]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Summon_Creature_IV|Summon Creature IV]]&lt;br /&gt;
|&lt;br /&gt;
[[Spells#Battletide|Battletide]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Circle_of_Doom|Circle of Doom]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Healing_Circle|Healing Circle]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Monstrous_Regeneration|Monstrous Regeneration]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Raise_Dead|Raise Dead]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Slay_Living|Slay Living]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Summon_Creature_V|Summon Creature V]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Archetypes ==&lt;br /&gt;
&lt;br /&gt;
=== Votive ===&lt;br /&gt;
&#039;&#039;&amp;quot;Have faith.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Burning their life&#039;s candle, the Votive gives of themselves to provide succor to their friends and castigate their foes.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Class Level !! Feature !! Details&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| &#039;&#039;&#039;Yajna&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
You gain a new Channel Divinity option, Yajna. This allows you to enter a channeling state wherein you forsake the ability to perform any actions other than maintaining Yajna effects. Using the feat again whilst in this state allows you to target a creature, expending 1 Channel Divinity and applying a Yajna effect. Applying Yajna effects consumes [[General Mechanics Information#Metamagic|Metamagic]] (Empower, Extend, Heighten, Quicken) like a spell. Whilst channeling you gain 50% multiplicative damage immunity to all damage and complete immunity to all Hard Control effects. Attacking, casting a spell, or moving will cancel the state.&lt;br /&gt;
&lt;br /&gt;
Whilst under the effects of Yajna, for 10 ticks the target is harmed or healed every 3 seconds. You may create as many concurrent Yajna effects as you wish. You may dispel Yajna effects by targeting the creature again. Quicken increases the tick rate from 3s to 2s. Ticks of Yajna also increase the Limit of Implement Fighting&#039;s [[General Mechanics Information#Retaliation|Retaliation]] effect as if they were an attack or spellcast.&lt;br /&gt;
&lt;br /&gt;
* Healing equals your combined WIS and CHA modifiers, weapon EB, plus your Divine Shield [[General Mechanics Information#Threshold and Absorption|Threshold]].&lt;br /&gt;
* Healing in excess of the target&#039;s maximum HP is granted as temporary hitpoints (THP) for 1 minute.&lt;br /&gt;
&lt;br /&gt;
* Damage dealt is equal to your combined WIS and CHA modifiers, weapon EB, Rune damage, and Divine Might if active.&lt;br /&gt;
* The target receives a Will save to half the damage, with DC equal to your highest spell DC.&lt;br /&gt;
* If an enemy perishes under the effects of Yajna, it transfers to the nearest enemy within 20m of both the enemy and yourself.&lt;br /&gt;
* Yajna effects that only deal damage refund their Channel Divinity cost upon expiry.&lt;br /&gt;
&lt;br /&gt;
This power comes at a cost, however. Upon each tick, your Embers gauge increases by 4%, or 1% if over 100%. If the gauge exceeds 100%, you begin to receive damage at a rate of 1 Internal damage per 1% excess, every 2 seconds. The gauge decays by 5% per second once you have not gained Embers for one round.&lt;br /&gt;
&lt;br /&gt;
Finally, you gain the Robust Defense and Improved Unarmed Strike feats.&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| &#039;&#039;&#039;Bhakti&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
Allies receiving the effects of Yajna receive a 20% multiplicative damage immunity to all damage for the duration of the effect. Enemies instead receive a 20% damage vulnerability.&lt;br /&gt;
&lt;br /&gt;
Healing hitpoints with Yajna now also extinguishes Embers, reducing 1% per hitpoint restored while below 100% Embers, and 1% per 10 hitpoints restored if over 100% Embers.&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| &#039;&#039;&#039;Nirvana&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
Once per minute, you may immediately purge your entire Embers gauge. If this free use of Nirvana is on cooldown, you may opt to expend 1 Channel Divinity to extinguish these Embers instead.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Warpriest ===&lt;br /&gt;
&#039;&#039;&amp;quot;On the battlefield, everyone is a believer.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Warpriest clashes into the front lines, inspiring their allies to victory.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Class Level !! Feature !! Details&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| &#039;&#039;&#039;Power&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
You gain a new resource pool, Divine Power, with a maximum capacity equal to thrice your Wisdom modifier. For each point of Channel Divinity you consume, you gain Divine Power equal to half your Wisdom modifier.&lt;br /&gt;
&lt;br /&gt;
You may consume Divine Power to cast a selection of spells using your archetype menu, as below. You must have the spell currently memorised, though it need not be readied. Warding and enhancement spells are cast on yourself (or on the target of your next normal attack, if a harmful spell) instantly, with no cast time. Hostile spell options possess a cooldown period of one round. These spells consume [[General Mechanics Information#Metamagic|Metamagic]] as usual.&lt;br /&gt;
&lt;br /&gt;
Whilst you harbour any Divine Power, you receive a multiplicative 30% physical damage immunity effect.&lt;br /&gt;
&lt;br /&gt;
Finally, you gain the Martial Weapon Proficiency and Simple Weapon Mastery feats, if you do not already possess them.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Spell !! Cost&lt;br /&gt;
|-&lt;br /&gt;
| Bane + Doom || 1&lt;br /&gt;
|-&lt;br /&gt;
| Aid || 2&lt;br /&gt;
|-&lt;br /&gt;
| Cure Wounds || [Spell Level]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Inflict Wounds&#039;&#039;&#039;: [Spell Level]&lt;br /&gt;
* &#039;&#039;&#039;Resist Elements&#039;&#039;&#039;: 2&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| &#039;&#039;&#039;Force&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
Your Divine Power spell list is expanded to include the following spells, with some options upgraded.&lt;br /&gt;
&lt;br /&gt;
Spell: Cost&lt;br /&gt;
&lt;br /&gt;
Bane + Doom + Prayer (replaces Bane + Doom): 1&lt;br /&gt;
&lt;br /&gt;
Protection From Elements (replaces Resist Elements): 2&lt;br /&gt;
&lt;br /&gt;
Death Ward: 4&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| &#039;&#039;&#039;Obliteration&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
Your Divine Power spell list is expanded to include the following spells.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Spell || Cost&lt;br /&gt;
|-&lt;br /&gt;
| Battletide || 3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Healing Circle&#039;&#039;&#039;: 5&lt;br /&gt;
* &#039;&#039;&#039;Slay Living&#039;&#039;&#039;: 5&lt;br /&gt;
* &#039;&#039;&#039;Monstrous Regeneration&#039;&#039;&#039;: 5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Ascendant ===&lt;br /&gt;
&#039;&#039;&amp;quot;Beyond mortal limits.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Ascendant channels raw energy to bring themselves closer to the divine.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Class Level !! Feature !! Details&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| &#039;&#039;&#039;Ascension&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
You gain an Ascension gauge and track. Expending Channel Divinity fills your Ascension gauge, with a duration of [WIS] seconds for each Channel Divinity expended. If the Ascension effect is already active, its duration is extended.&lt;br /&gt;
&lt;br /&gt;
Whilst Ascension is active, your Ascension track (visible on your archetype menu) progresses, draining the gauge. The Ascension track consists of consecutive segments for each of your castable spell levels. The track progresses in 1s ticks, with [Spell Level + 1] ticks required to fill these segments, in sequence. Once a segment is filled, you receive a free spellcast (Freecast) of a harmful spell at that level. When the track ends, it resets and begins refilling from zero. If a spell level already has a Freecast, the track will cease progression until that Freecast is used. After a [[General Mechanics Information#Long Rest|Long Rest]], your Ascension track begins with a Freecast at each spell level.&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| &#039;&#039;&#039;Majesty&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
Whilst your Ascension gauge is active, enemies affected by your damaging Cleric spells suffer the effects of Blindness for 1 round (Reflex, DC: Spell; Negates).&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| &#039;&#039;&#039;Apotheosis&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
When an enemy fails their save versus your Majesty feature, they suffer a DoT effect with damage equal to half your Wisdom modifier every 3s for 3 rounds.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>RisenholmBot</name></author>
	</entry>
	<entry>
		<id>https://wiki.risenholm.com/index.php?title=Bard&amp;diff=1720</id>
		<title>Bard</title>
		<link rel="alternate" type="text/html" href="https://wiki.risenholm.com/index.php?title=Bard&amp;diff=1720"/>
		<updated>2026-10-01T19:47:23Z</updated>

		<summary type="html">&lt;p&gt;RisenholmBot: Sync from game data at a9963401e&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- This page is generated from the game data by scripts/wiki_sync.py in the module repository. Edits made here will be overwritten by the next sync: change the class or feat description in risenholm.tlk instead. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Bards draw Power from a mixture of the arcane and primal energies within the emotions of themselves and others. They possess the most innate support abilities of any class, and are able to tailor their spell selections to a variety of playstyles. While all the bard archetypes further enhance their support role, their focus lies in general ally enhancement, damage, or spellcasting boons.&lt;br /&gt;
&lt;br /&gt;
:Maximizing &#039;&#039;&#039;Strength&#039;&#039;&#039; or &#039;&#039;&#039;Dexterity&#039;&#039;&#039; is recommended for attacking with weapons and using [[General Mechanics Information#Maneuvers|Maneuvers]] like Knockdown. It also provides bonuses to your Fortitude or Reflex save.&lt;br /&gt;
:A medium/high &#039;&#039;&#039;Charisma&#039;&#039;&#039; contributes to your spellcasting ability (Offensive DCs, Spells/day, and [[General Mechanics Information#Metamagic|Metamagic]] Pool) and support Maneuvers such as &amp;quot;Commander Strike&amp;quot;.&lt;br /&gt;
:A medium/high &#039;&#039;&#039;Dexterity&#039;&#039;&#039; allows you to maximize Armor Class from light armors and improves your Reflex save.&lt;br /&gt;
:&#039;&#039;&#039;Constitution&#039;&#039;&#039; increases your survivability in raw hit points and contributing to your Fortitude save.&lt;br /&gt;
:&#039;&#039;&#039;Intelligence&#039;&#039;&#039; contributes to your maximum Maneuver pool and Reflex save.&lt;br /&gt;
:&#039;&#039;&#039;Wisdom&#039;&#039;&#039; contributes to your Will save.&lt;br /&gt;
&lt;br /&gt;
== Vitals ==&lt;br /&gt;
:&#039;&#039;&#039;Hit Die&#039;&#039;&#039;: d6 (6 HP per Level)&lt;br /&gt;
:&#039;&#039;&#039;Proficiencies&#039;&#039;&#039;: Armor (Light, Medium), Shields, Weapons (Simple, Rogue, Mystic)&lt;br /&gt;
:&#039;&#039;&#039;Skill Points per Level&#039;&#039;&#039;: 8&lt;br /&gt;
:&#039;&#039;&#039;Primary Saving Throw(s)&#039;&#039;&#039;: Reflex, Will&lt;br /&gt;
:&#039;&#039;&#039;Spellcasting Ability&#039;&#039;&#039;: Charisma (10 + Spell Level to be able to cast a spell)&lt;br /&gt;
:&#039;&#039;&#039;Spellcasting Type&#039;&#039;&#039;: Arcane/Primal Hybrid. Spontaneous. Spontaneous spellcasters know a limited selection of spells, and may cast any of these spells at any time so long as they have slots available for the given spell level.&lt;br /&gt;
:&#039;&#039;&#039;Spellbook&#039;&#039;&#039;: Bards learn two spells each level.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Level !! Features&lt;br /&gt;
|-&lt;br /&gt;
| 1 || [[#Spell List|Spellcasting (Level 1)]], [[#Bardic Knowledge|Bardic Knowledge]], [[#Metamagic: Conversion|Metamagic: Conversion]], Simple Weapon Mastery&lt;br /&gt;
|-&lt;br /&gt;
| 2 || [[#Inspiration Aura|Inspiration +1]]&lt;br /&gt;
|-&lt;br /&gt;
| 3 || [[#Spell List|Spellcasting (Level 2)]], [[#Harmony: Vilify|Harmony: Vilify]]&lt;br /&gt;
|-&lt;br /&gt;
| 4 || [[#Archetypes|Archetype Feature I]], [[#Harmony|Harmony Feat]], [[#Inspiration Aura|Inspiration +2]]&lt;br /&gt;
|-&lt;br /&gt;
| 5 || [[#Spell List|Spellcasting (Level 3)]]&lt;br /&gt;
|-&lt;br /&gt;
| 6 || [[#Harmony|Harmony Feat]], [[#Inspiration Aura|Inspiration +3]]&lt;br /&gt;
|-&lt;br /&gt;
| 7 || [[#Spell List|Spellcasting (Level 4)]], [[#Archetypes|Archetype Feature II]]&lt;br /&gt;
|-&lt;br /&gt;
| 8 || [[#Harmony|Harmony Feat]], [[#Inspiration Aura|Inspiration +4]]&lt;br /&gt;
|-&lt;br /&gt;
| 9 || [[#Spell List|Spellcasting (Level 5)]]&lt;br /&gt;
|-&lt;br /&gt;
| 10 || [[#Archetypes|Archetype Feature III]], [[#Inspiration Aura|Inspiration +5]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Spell Slots per Level&lt;br /&gt;
! Class Level !! Cantrips !! 1st Level !! 2nd Level !! 3rd Level !! 4th Level !! 5th Level&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 6 || 4 || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 6 || 5 || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 6 || 6 || 3 || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 6 || 6 || 4 || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 6 || 6 || 5 || 3 || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 6 || 6 || 6 || 6 || 4 || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 7 || 6 || 6 || 6 || 5 || 3 || -&lt;br /&gt;
|-&lt;br /&gt;
| 8 || 6 || 6 || 6 || 6 || 4 || -&lt;br /&gt;
|-&lt;br /&gt;
| 9 || 6 || 6 || 6 || 6 || 5 || 3&lt;br /&gt;
|-&lt;br /&gt;
| 10 || 6 || 6 || 6 || 6 || 6 || 4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Spells Known&lt;br /&gt;
! Class Level !! Cantrips !! 1st Level !! 2nd Level !! 3rd Level !! 4th Level !! 5th Level&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 5 || 3 || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 5 || 4 || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 6 || 4 || 2 || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 6 || 5 || 3 || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 7 || 5 || 3 || 2 || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 6 || 7 || 6 || 4 || 3 || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 7 || 7 || 6 || 4 || 3 || 2 || -&lt;br /&gt;
|-&lt;br /&gt;
| 8 || 7 || 6 || 5 || 4 || 3 || -&lt;br /&gt;
|-&lt;br /&gt;
| 9 || 7 || 6 || 5 || 4 || 3 || 2&lt;br /&gt;
|-&lt;br /&gt;
| 10 || 7 || 6 || 6 || 5 || 4 || 3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Spell slots are before any bonus slots from a high spellcasting ability.&lt;br /&gt;
&lt;br /&gt;
== Bard Core Mechanics ==&lt;br /&gt;
&lt;br /&gt;
=== Bardic Knowledge ===&lt;br /&gt;
The Bard receives a Knowledge bonus equal to their class level.&lt;br /&gt;
&lt;br /&gt;
=== Inspiration Aura ===&lt;br /&gt;
The Bard&#039;s harmony enhances the damage of themselves and nearby allies. This consists of a 10m radius aura with the following magnitude according to Bard level:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Level !! Benefit&lt;br /&gt;
|-&lt;br /&gt;
| 2 || +1&lt;br /&gt;
|-&lt;br /&gt;
| 4 || +2&lt;br /&gt;
|-&lt;br /&gt;
| 6 || +3&lt;br /&gt;
|-&lt;br /&gt;
| 8 || +4&lt;br /&gt;
|-&lt;br /&gt;
| 10 || +5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Harmony ===&lt;br /&gt;
Whether through song, dance, speech, or their simple presence, a Bard resonates with the social fabric wherever they go. Harmony represents an abstraction of this, granting the Bard a resource pool with a maximum capacity equal to their Bard level plus Charisma modifier, which may be expended to power various effects. One point of Harmony is restored for every 5 non-minion enemies slain.&lt;br /&gt;
&lt;br /&gt;
The Bard receives the Vilify ability at level 3, and may select an additional Harmony feature that utilises this resource at levels 4, 6, 8, and 10. Options are as below.&lt;br /&gt;
&lt;br /&gt;
=== Harmony: Vilify ===&lt;br /&gt;
Expending 1 Harmony, the Bard inflicts 15 + 10d2 Psychic damage against a target. This feature cannot be used again until 1 round has passed.&lt;br /&gt;
&lt;br /&gt;
=== Harmony: Echo ===&lt;br /&gt;
The Bard expends 2 Harmony to replicate the effects of any positive spells currently present upon them, to a target ally.&lt;br /&gt;
&lt;br /&gt;
=== Harmony: Sympathy ===&lt;br /&gt;
A burden shared is a burden halved. The Bard expends 1 Harmony to restore half of the target&#039;s missing hitpoints.&lt;br /&gt;
&lt;br /&gt;
=== Harmony: Epiphany ===&lt;br /&gt;
A target ally may be granted [[General Mechanics Information#Maneuvers|Maneuvers]] and [[General Mechanics Information#Metamagic|Metamagic]] equal to the Bard&#039;s Charisma modifier, at the cost of 1 Harmony.&lt;br /&gt;
&lt;br /&gt;
=== Harmony: Peace ===&lt;br /&gt;
Expending 3 Harmony, the Bard causes a single target ally to receive the effects of a [[General Mechanics Information#Short Rest|Short Rest]]. This ability may only be used on a target again once they have executed a Short or [[General Mechanics Information#Long Rest|Long Rest]].&lt;br /&gt;
&lt;br /&gt;
=== Metamagic: Conversion ===&lt;br /&gt;
The character receives the Conversion feat for free.&lt;br /&gt;
&lt;br /&gt;
=== Mystic Weapons ===&lt;br /&gt;
The character may use the casting gloves, mystic staff, and tome.&lt;br /&gt;
&lt;br /&gt;
=== Spell List ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
! Cantrips !! 1st Level Spells !! 2nd Level Spells !! 3rd Level Spells !! 4th Level Spells !! 5th Level Spells&lt;br /&gt;
|- style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
[[Spells#Daze|Daze]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Flare|Flare]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Light|Light]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Micro_Missile|Micro Missile]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Resistance|Resistance]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Cure_Minor_Wounds|Spare the Dying]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Virtue|Virtue]]&lt;br /&gt;
|&lt;br /&gt;
[[Spells#Charm_Person|Charm]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Color_Spray|Color Spray]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Cure_Light_Wounds|Cure Light Wounds]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Endure_Elements|Endure Energy]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Expeditious_Retreat|Expeditious Retreat]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Grease|Grease]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Ironguts|Ironguts]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Mage_Armor|Mage Armor]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Magic_Weapon|Magic Weapon]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#PROTECTION_FROM_ALIGNMENT|Protection]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Scare|Scare]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Sleep|Sleep]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Summon_Creature_I|Summon Creature I]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Horizikauls_Boom|Thundering Boom]]&lt;br /&gt;
|&lt;br /&gt;
[[Spells#Aid|Aid]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Blindness_and_Deafness|Blindness/Deafness]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Bulls_Strength|Bull&#039;s Strength]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Cats_Grace|Cat&#039;s Grace]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Clarity|Clarity]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Clayskin|Clayskin]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Cloud_of_Bewilderment|Cloud of Bewilderment]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Cure_Moderate_Wounds|Cure Moderate Wounds]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Deafening_Clang|Deafening Clang]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Eagle_Splendor|Eagle&#039;s Splendor]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Endurance|Endurance]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Foxs_Cunning|Fox&#039;s Cunning]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Freedom_of_Movement|Freedom of Movement]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Ghostly_Visage|Ghostly Visage]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Tashas_Hideous_Laughter|Hideous Laughter]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Hold_Person|Hold]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Invisibility|Invisibility]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#BalagarnsIronHorn|Iron Horn]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Owls_Wisdom|Owl&#039;s Wisdom]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Resist_Elements|Resist Energy]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Restoration|Restoration]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#See_Invisibility|See Invisibility]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Silence|Silence]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Sound_Burst|Sound Burst]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Summon_Creature_II|Summon Creature II]]&lt;br /&gt;
|&lt;br /&gt;
[[Spells#Confusion|Confusion]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Cure_Serious_Wounds|Cure Serious Wounds]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Dispel_Magic|Dispel Magic]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Displacement|Displacement]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Fear|Fear]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Glyph_of_Warding|Glyph of Warding]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Greater_Magic_Weapon|Greater Magic Weapon]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Gust_of_Wind|Gust of Wind]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Haste|Haste]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Invisibility_Purge|Invisibility Purge]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Invisibility_Sphere|Invisibility Sphere]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Neutralize_Poison|Neutralize Poison]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Protection_from_Elements|Protection from Energy]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Remove_Curse|Remove Curse]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Remove_Disease|Remove Disease]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Slow|Slow]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Summon_Creature_III|Summon Creature III]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Wounding_Whispers|Wounding Whispers]]&lt;br /&gt;
|&lt;br /&gt;
[[Spells#Bestow_Curse|Bestow Curse]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Cure_Critical_Wounds|Cure Critical Wounds]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Dismissal|Dismissal]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Dominate_Person|Dominate Person]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Ice_Storm|Ice Storm]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Improved_Invisibility|Improved Invisibility]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Phantasmal_Killer|Phantasmal Killer]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Summon_Creature_IV|Summon Creature IV]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#War_Cry|War Cry]]&lt;br /&gt;
|&lt;br /&gt;
[[Spells#Energy_Buffer|Energy Buffer]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Ethereal_Visage|Ethereal Visage]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Feeblemind|Feeblemind]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Healing_Circle|Healing Circle]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Ironskin|Ironskin]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Lesser_Spell_Mantle|Lesser Spell Mantle]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Mind_Fog|Mind Fog]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Summon_Creature_V|Summon Creature V]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Archetypes ==&lt;br /&gt;
&lt;br /&gt;
=== Storyteller ===&lt;br /&gt;
&#039;&#039;&amp;quot;Who doesn&#039;t like a good story?&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Storyteller girds their allies with a tale for every situation.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Class Level !! Feature !! Details&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| &#039;&#039;&#039;Living Legends&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
You may grant allies a variety of benefits, dependent on their role in your story. Granting a role consumes 1 Harmony. Each role may only apply to one target at a time, with a maximum of 3 roles granted at once. There is no duration limit on these benefits, so long as a target remains within your Inspiration Aura. If a target leaves your Inspiration Aura range, their role benefits will expire within 1 minute. The target may return to the aura to again remove this durational limit.&lt;br /&gt;
&lt;br /&gt;
The roles and their benefits are as follows:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| The Mighty || +CHA Attack Damage&lt;br /&gt;
|-&lt;br /&gt;
| The Swift || +1 Attack per round&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Stalwart&#039;&#039;&#039;: +30% Multiplicative Damage Immunity (MultDI) to all damage&lt;br /&gt;
* &#039;&#039;&#039;The Erudite&#039;&#039;&#039;: +25% Spell Damage, +1 [[General Mechanics Information#Metamagic|Metamagic]] Recycle&lt;br /&gt;
* &#039;&#039;&#039;The Beneficent&#039;&#039;&#039;: +20% Healing, THP generation, DR Magnitude&lt;br /&gt;
* &#039;&#039;&#039;The Vengeful&#039;&#039;&#039;: +25% [[General Mechanics Information#Retaliation|Retaliation]] Damage, Retaliation [Trigger: Attacks, Damage: 1d6 + CHA Sonic, Limit: N/A, Duration: N/A, Cooldown: 1s, per-Attacker]&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| &#039;&#039;&#039;Rapt Audience&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
When using Harmony features, you affect every applicable target within your Inspiration Aura range instead of a single target. If you have any Living Legends currently outside your Inspiration Aura, they too receive the Harmony effects.&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| &#039;&#039;&#039;Legends Never Die&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
Upon granting a Living Legend role, you also grant the target Plot Armour; a Damage Resistance effect with a [[General Mechanics Information#Threshold and Absorption|Threshold]] equal to your Charisma modifier, and an Absorption Limit equal to half the target&#039;s maximum hitpoints. If the Living Legend should suffer damage that would result in their death, the damage is instead halted at 1 HP, the Living Legend is healed for hitpoints equal to the remaining Absorption in the Plot Armour, and they may not be reduced below 1 hitpoint for 1 round. If you grant Plot Armour to a target who is currently dead or dying, they are immediately revived before receiving the additional effects.&lt;br /&gt;
&lt;br /&gt;
Plot Armour may be reapplied to a Living Legend without Plot Armour via the Storyteller menu, at a cost of 1 Harmony.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Skald ===&lt;br /&gt;
&#039;&#039;&amp;quot;Revel in the glory of combat!&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Skalds believe the best place to find stories is in the thick of battle.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Class Level !! Feature !! Details&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| &#039;&#039;&#039;Great Deeds&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
When an ally scores a critical hit within your Inspiration Aura, all allies within it gain the effects of Haste for 3 rounds as an Extraordinary effect. The duration of Great Deeds stacks if an ally should already be under its effects.&lt;br /&gt;
&lt;br /&gt;
You may also use this feat to consume 1 Harmony in order to activate Great Deeds as if you had scored a critical hit.&lt;br /&gt;
&lt;br /&gt;
Finally, you gain the Martial Weapon Proficiency feat, if you do not already possess it.&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| &#039;&#039;&#039;Striking a Chord&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
When an ally strikes a critical hit within your Inspiration Aura, half of their total damage is struck again as Sonic damage. You also grant all allies receiving your Great Deeds effect a Sonic damage bonus equal to twice your Inspiration Bonus.&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| &#039;&#039;&#039;Retelling&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
When an ally scores a critical hit within your Inspiration Aura, the damage from that attack is reapplied as Sonic damage to the nearest enemy to you within your Inspiration Aura. The triggering ally then receives temporary hitpoints equal to any Sonic damage that was part of the attack, which last for one minute.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Lorekeeper ===&lt;br /&gt;
&#039;&#039;&amp;quot;There are some things man was never meant to know; and others that he must.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A Lorekeeper is a master of esoteric knowledge and artifacts.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Class Level !! Feature !! Details&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| &#039;&#039;&#039;Magical Secrets&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
Your archetype menu may be used to target a spell scroll to create a Scroll of Secrets, a charged magical item capable of casting the spell contained within the target scroll, with the following properties:&lt;br /&gt;
&lt;br /&gt;
* Charges equal to your combined mental ability modifiers upon resting. Spells consume 1 + 1 charge per spell level, max 5.&lt;br /&gt;
* Two slots, able to hold spells of up to 3rd level.&lt;br /&gt;
* When you expend a Bard spell slot, your Scroll of Secrets gains charges equal to the level of the spell, max 4. You regain spell slots equal to the spell&#039;s level whenever you cast from your Scroll of Secrets. This may exceed the normal maximum capacity for charges or spell slots.&lt;br /&gt;
* You may use your archetype menu to expend 3 Harmony in order to restore charges to your Scroll of Secrets equal to your combined mental modifiers.&lt;br /&gt;
* You may reassign your Scroll of Secrets spells whenever you Rest, before casting any spells from the Scroll of Secrets.&lt;br /&gt;
* Spells cast from the Scroll of Secrets do not degrade [[General Mechanics Information#Stability|Stability]].&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| &#039;&#039;&#039;Expansive Knowledge&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
You gain two more slots in your Scroll of Secrets. These slots are able to hold up to 4th level spells.&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| &#039;&#039;&#039;Deep Lore&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
You gain one further slot in your Scroll of Secrets, able to hold spells up to 5th level. When using the Scroll of Secrets or an equipped item to cast a spell, the spell benefits from any applicable [[General Mechanics Information#Metamagic|Metamagic]] you know at no cost.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>RisenholmBot</name></author>
	</entry>
	<entry>
		<id>https://wiki.risenholm.com/index.php?title=Wizard&amp;diff=1719</id>
		<title>Wizard</title>
		<link rel="alternate" type="text/html" href="https://wiki.risenholm.com/index.php?title=Wizard&amp;diff=1719"/>
		<updated>2026-10-01T19:41:14Z</updated>

		<summary type="html">&lt;p&gt;RisenholmBot: Sync from game data at a9963401e&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- This page is generated from the game data by scripts/wiki_sync.py in the module repository. Edits made here will be overwritten by the next sync: change the class or feat description in risenholm.tlk instead. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Wizards draw Power through a dedicated study of known flows of Power and methodically weaving it in known patterns to form a variety of spells. They are highly adaptable spellcasters who have control over what spells are refreshed through their Revision or Arcane Focus features. Their poor base defenses are augmented by automatic wards when they take significant damage.&lt;br /&gt;
&lt;br /&gt;
:Maximizing &#039;&#039;&#039;Intelligence&#039;&#039;&#039; is recommended for increasing spell DCs, spellcasts per day, [[General Mechanics Information#Metamagic|Metamagic]] and [[General Mechanics Information#Maneuvers|Maneuver]] capacity. It also contributes to your Reflex save.&lt;br /&gt;
:&#039;&#039;&#039;Strength&#039;&#039;&#039; increases your AB and damage when utilizing melee weapons, your carrying capacity, and your Fortitude save.&lt;br /&gt;
:&#039;&#039;&#039;Dexterity&#039;&#039;&#039; increases your AB and damage when utilizing finesse weapons and ranged weapons. It also allows you to maximize Armor Class from clothes/light/medium armors and improves your Reflex save.&lt;br /&gt;
:&#039;&#039;&#039;Constitution&#039;&#039;&#039; increases your survivability in raw hit points and contributing to your Fortitude save.&lt;br /&gt;
:&#039;&#039;&#039;Wisdom&#039;&#039;&#039; contributes to your Will save.&lt;br /&gt;
:&#039;&#039;&#039;Charisma&#039;&#039;&#039; contributes to your Will save and support Maneuvers such as &amp;quot;Commander Strike&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== Vitals ==&lt;br /&gt;
:&#039;&#039;&#039;Hit Die&#039;&#039;&#039;: d4 (4 HP per Level)&lt;br /&gt;
:&#039;&#039;&#039;Proficiencies&#039;&#039;&#039;: Weapons (Wizard, Mystic)&lt;br /&gt;
:&#039;&#039;&#039;Skill Points per Level&#039;&#039;&#039;: 7&lt;br /&gt;
:&#039;&#039;&#039;Primary Saving Throw(s)&#039;&#039;&#039;: Will&lt;br /&gt;
:&#039;&#039;&#039;Spellcasting Ability&#039;&#039;&#039;: Intelligence (10 + Spell Level to be able to cast a spell)&lt;br /&gt;
:&#039;&#039;&#039;Spellcasting Type&#039;&#039;&#039;: Arcane. Memorized. Memorized spellcasters cannot clear memorized slots after casting a spell, until after their next rest. However, any spells placed into an empty slot start as memorized and available for use.&lt;br /&gt;
:&#039;&#039;&#039;Spellbook&#039;&#039;&#039;: Wizards can learn any spell from their spell list. They learn two spells per level, and may acquire more through the study of scrolls.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Level !! Features&lt;br /&gt;
|-&lt;br /&gt;
| 1 || [[#Spell List|Spellcasting Level 1]], [[#Arcane Focus|Arcane Focus]], [[#Metamagic: Conversion|Metamagic: Conversion]], [[#Scribe Scroll|Scribe Scroll]], [[#Summon Familiar|Summon Familiar]]&lt;br /&gt;
|-&lt;br /&gt;
| 2 || [[#Contingency|Contingency I]]&lt;br /&gt;
|-&lt;br /&gt;
| 3 || [[#Spell List|Spellcasting Level 2]], [[#Revision|Revision]]&lt;br /&gt;
|-&lt;br /&gt;
| 4 || [[#Contingency|Contingency II]]&lt;br /&gt;
|-&lt;br /&gt;
| 5 || [[#Spell List|Spellcasting Level 3]], [[#Bonus Feats|Bonus Feat]]&lt;br /&gt;
|-&lt;br /&gt;
| 6 || [[#Contingency|Contingency III]]&lt;br /&gt;
|-&lt;br /&gt;
| 7 || [[#Spell List|Spellcasting Level 4]]&lt;br /&gt;
|-&lt;br /&gt;
| 8 || [[#Contingency|Contingency IV]]&lt;br /&gt;
|-&lt;br /&gt;
| 9 || [[#Spell List|Spellcasting Level 5]]&lt;br /&gt;
|-&lt;br /&gt;
| 10 || [[#Bonus Feats|Bonus Feat]], [[#Contingency|Contingency V]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Spell Slots per Level&lt;br /&gt;
! Class Level !! Cantrips !! 1st Level !! 2nd Level !! 3rd Level !! 4th Level !! 5th Level&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 3 || 1 || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 4 || 2 || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 4 || 2 || 1 || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 4 || 3 || 2 || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 4 || 3 || 2 || 1 || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 6 || 4 || 3 || 3 || 2 || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 7 || 4 || 4 || 3 || 2 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
| 8 || 4 || 4 || 3 || 3 || 2 || -&lt;br /&gt;
|-&lt;br /&gt;
| 9 || 4 || 4 || 4 || 3 || 2 || 1&lt;br /&gt;
|-&lt;br /&gt;
| 10 || 4 || 4 || 4 || 3 || 3 || 2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Spell slots are before any bonus slots from a high spellcasting ability.&lt;br /&gt;
&lt;br /&gt;
== Wizard Core Mechanics ==&lt;br /&gt;
&lt;br /&gt;
=== Arcane Focus ===&lt;br /&gt;
A Wizard has a pool of Arcane Focus, which they may draw from to power their spells. Activating this feat will cause their next spellcast performed from their memorized slots to consume an amount of Arcane Focus equal to the spell&#039;s level, in exchange for not expending that slot. Whenever the Wizard casts a spell from their memorized slots without using this feature, they gain an amount of Arcane Focus equal to the spell&#039;s level. This pool has a capacity equal to 5 + the Wizard&#039;s class level + their Intelligence modifier.&lt;br /&gt;
&lt;br /&gt;
=== Metamagic: Conversion ===&lt;br /&gt;
The character receives the Conversion feat for free.&lt;br /&gt;
&lt;br /&gt;
=== Revision ===&lt;br /&gt;
When a Wizard casts a spell from any scroll that they know, they regain Arcane Focus equal to the spell&#039;s level. If they also have that spell memorized but expended, that spell memorization is refreshed. If the spell is memorized but not expended, they regain twice the Arcane Focus. In addition, if the scroll is used for free due to skills or other means, the [[General Mechanics Information#Stability|Stability]] cost is waived.&lt;br /&gt;
&lt;br /&gt;
The Wizard may also use this feat to target a scroll, converting [[General Mechanics Information#Metamagic|Metamagic]] to refresh a slot containing that spell if it is already memorized. This cost is identical to whatever the Wizard would normally spend for Conversion to restore that spell slot.&lt;br /&gt;
&lt;br /&gt;
=== Scribe Scroll ===&lt;br /&gt;
Wizards learn the Scribe Scroll feat for free.&lt;br /&gt;
&lt;br /&gt;
=== Summon Familiar ===&lt;br /&gt;
A character with this feat may summon a familiar once per rest. If the familiar dies, the character suffers 1d6 damage, but may summon the familiar again after a rest. The form of the familiar may be changed by targeting the caster.&lt;br /&gt;
&lt;br /&gt;
=== Contingency ===&lt;br /&gt;
A Wizard has magical countermeasures in place for many eventualities. The first time the caster is damaged to the Bloodied state, the damage is halted at that health state (for example, no damage is taken beyond 50% of total health if receiving damage that takes the Wizard to Bloodied), and the Wizard automatically gains invisibility and damage resistance effects for 1 minute. The Wizard is also immune to damage for 1s following this activation. This feature may be restored with the expenditure of 5 Arcane Focus, by the use of this feat.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Rank !! Benefit&lt;br /&gt;
|-&lt;br /&gt;
| I || 6/All (max 80)&lt;br /&gt;
|-&lt;br /&gt;
| II || 12/All (max 100)&lt;br /&gt;
|-&lt;br /&gt;
| III || 18/All (max 120)&lt;br /&gt;
|-&lt;br /&gt;
| IV || 24/All (max 140)&lt;br /&gt;
|-&lt;br /&gt;
| V || 30/All (max 160)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Bonus Feats ===&lt;br /&gt;
Wizards gain bonus feats at levels 5 and 10 with which they may purchase spell and metamagic feats.&lt;br /&gt;
&lt;br /&gt;
=== Wizard Weapons ===&lt;br /&gt;
The Wizard may use the club, dagger, light crossbow, heavy crossbow, quarterstaff.&lt;br /&gt;
&lt;br /&gt;
=== Mystic Weapons ===&lt;br /&gt;
The character may use the casting gloves, mystic staff, and tome.&lt;br /&gt;
&lt;br /&gt;
=== Spell List ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
! Cantrips !! 1st Level Spells !! 2nd Level Spells !! 3rd Level Spells !! 4th Level Spells !! 5th Level Spells&lt;br /&gt;
|- style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
[[Spells#Acid Splash|Acid Splash]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Daze|Daze]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Electric Jolt|Electric Jolt]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Flare|Flare]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Light|Light]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Micro Missile|Micro Missile]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Ray of Frost|Ray of Frost]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Resistance|Resistance]]&lt;br /&gt;
|&lt;br /&gt;
[[Spells#Burning Hands|Burning Hands]]&amp;lt;br&amp;gt;&lt;br /&gt;
Charm&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Color Spray|Color Spray]]&amp;lt;br&amp;gt;&lt;br /&gt;
Endure Energy&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Expeditious Retreat|Expeditious Retreat]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Grease|Grease]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Ice Dagger|Ice Dagger]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Ironguts|Ironguts]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Mage Armor|Mage Armor]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Magic Missile|Magic Missile]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Magic Weapon|Magic Weapon]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Negative Energy Ray|Negative Energy Ray]]&amp;lt;br&amp;gt;&lt;br /&gt;
Protection&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Ray of Enfeeblement|Ray of Enfeeblement]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Scare|Scare]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Shield|Shield]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Sleep|Sleep]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Summon Creature I|Summon Creature I]]&amp;lt;br&amp;gt;&lt;br /&gt;
Thundering Boom&lt;br /&gt;
|&lt;br /&gt;
Acid Arrow&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Blindness/Deafness|Blindness/Deafness]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Bull&#039;s Strength|Bull&#039;s Strength]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Cat&#039;s Grace|Cat&#039;s Grace]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Clarity|Clarity]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Clayskin|Clayskin]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Cloud of Bewilderment|Cloud of Bewilderment]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Combust|Combust]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Death Armor|Death Armor]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Eagle&#039;s Splendor|Eagle&#039;s Splendor]]&amp;lt;br&amp;gt;&lt;br /&gt;
Electric Loop&amp;lt;br&amp;gt;&lt;br /&gt;
Elemental Weapon&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Endurance|Endurance]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Fox&#039;s Cunning|Fox&#039;s Cunning]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Ghostly Visage|Ghostly Visage]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Ghoul Touch|Ghoul Touch]]&amp;lt;br&amp;gt;&lt;br /&gt;
Hideous Laughter&amp;lt;br&amp;gt;&lt;br /&gt;
Hold&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Invisibility|Invisibility]]&amp;lt;br&amp;gt;&lt;br /&gt;
Iron Horn&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Owl&#039;s Wisdom|Owl&#039;s Wisdom]]&amp;lt;br&amp;gt;&lt;br /&gt;
Resist Energy&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#See Invisibility|See Invisibility]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Stone Bones|Stone Bones]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Summon Creature II|Summon Creature II]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Web|Web]]&lt;br /&gt;
|&lt;br /&gt;
Acid Breath&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Confusion|Confusion]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Contagion|Contagion]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Dispel Magic|Dispel Magic]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Displacement|Displacement]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Fear|Fear]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Fireball|Fireball]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Flame Arrow|Flame Arrow]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Glyph of Warding|Glyph of Warding]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Greater Magic Weapon|Greater Magic Weapon]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Gust of Wind|Gust of Wind]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Haste|Haste]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Invisibility Sphere|Invisibility Sphere]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Lightning Bolt|Lightning Bolt]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Negative Energy Burst|Negative Energy Burst]]&amp;lt;br&amp;gt;&lt;br /&gt;
Protection from Energy&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Remove Curse|Remove Curse]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Scintillating Sphere|Scintillating Sphere]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Slow|Slow]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Stinking Cloud|Stinking Cloud]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Summon Creature III|Summon Creature III]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Vampiric Touch|Vampiric Touch]]&lt;br /&gt;
|&lt;br /&gt;
[[Spells#Bestow Curse|Bestow Curse]]&amp;lt;br&amp;gt;&lt;br /&gt;
Black Tentacles&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Dismissal|Dismissal]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Dominate Person|Dominate Person]]&amp;lt;br&amp;gt;&lt;br /&gt;
Elemental Rebuke&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Enervation|Enervation]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Ice Storm|Ice Storm]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Improved Invisibility|Improved Invisibility]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Minor Globe of Invulnerability|Minor Globe of Invulnerability]]&amp;lt;br&amp;gt;&lt;br /&gt;
Missile Storm&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Phantasmal Killer|Phantasmal Killer]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Stoneskin|Stoneskin]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Summon Creature IV|Summon Creature IV]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Wall of Fire|Wall of Fire]]&lt;br /&gt;
|&lt;br /&gt;
[[Spells#Ball Lightning|Ball Lightning]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Cloudkill|Cloudkill]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Cone of Cold|Cone of Cold]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Energy Buffer|Energy Buffer]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Ethereal Visage|Ethereal Visage]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Feeblemind|Feeblemind]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Firebrand|Firebrand]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Ironskin|Ironskin]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Lesser Spell Mantle|Lesser Spell Mantle]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Mind Fog|Mind Fog]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Summon Creature V|Summon Creature V]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Archetypes ==&lt;br /&gt;
&lt;br /&gt;
=== Evoker ===&lt;br /&gt;
&#039;&#039;&amp;quot;Defenses are only as good as their weakest point.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
With a calculated evocation, the Evoker brings down even the hardiest enemy.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Class Level !! Feature !! Details&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| &#039;&#039;&#039;Conjunction&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
You gain a Conjunction grid, which you may view in your archetype menu (opened via your base archetype feat or the /atmenu command):&lt;br /&gt;
&lt;br /&gt;
* This grid has 3 rows, and columns equal to your highest spell level.&lt;br /&gt;
* Upon casting a harmful spell with Arcane Focus, the grid gains a charge in the highest unfilled cell corresponding to the level of the spell.&lt;br /&gt;
* When a row of this grid is filled, that row is cleared and you gain points of Conjunction equal to 1 + the combined total of all your spell levels, minus your highest (e.g. a wizard who knows level 5 spells would gain 1+4+3+2+1 = 11 points). Any remaining filled cells in the grid rise to fill empty space.&lt;br /&gt;
* When consuming Evocation spell slots, an amount of Conjunction equal to the spell&#039;s level is expended to refund the slot, and you gain Arcane Focus equal to the spell level.&lt;br /&gt;
* Conjunction may also be consumed to recover Evocation spell slots, at a cost of 1 per level.&lt;br /&gt;
* Maximum Conjunction points are equal to thrice the Conjunction received per completed row.&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| &#039;&#039;&#039;Syzygy&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
A &#039;Syzygy&#039; meter is added to your archetype menu. When consuming Conjunction points, your Syzygy meter is increased by the points consumed. Upon reaching or exceeding 10 points in this meter, you gain a charge of Astroclasm. The counter is then reset to zero.&lt;br /&gt;
&lt;br /&gt;
You gain a new ability, Astroclasm. Astroclasm allows you to nominate a point within 40m, firing an arcing bolt of force toward that location. This bolt explodes on impact, dealing 5 + 5d4 Force damage, plus an additional 1+1d4 per point of your Intelligence modifier in a 10m radius (Save: Reflex; DC: Spell (L5); Half). Creatures must also succeed a Fortitude save or be knocked down for one round.&lt;br /&gt;
&lt;br /&gt;
This ability possesses a maximum capacity of 1 charge, may be used at most once per round, and benefits from applicable [[General Mechanics Information#Metamagic|Metamagic]] that you know at no additional cost.&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| &#039;&#039;&#039;Binary System&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
Your Astroclasm capacity increases to 2. You now gain Syzygy when filling slots in your Conjunction grid, equal to the spell level.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Conjurer ===&lt;br /&gt;
&#039;&#039;&amp;quot;I am not without allies.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Conjurer overwhelms their foes with creations from beyond, while controlling the battlefield with ease.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Class Level !! Feature !! Details&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| &#039;&#039;&#039;Reinforcements&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
You gain a new resource pool, Reinforcements, with a maximum capacity equal to your Intelligence modifier + the combined spell levels of non-Reinforcements summoned creatures you have present. When you cast a Conjuration spell using Arcane Focus, you gain Reinforcements equal to the spell&#039;s level.&lt;br /&gt;
&lt;br /&gt;
Using this feature and targeting a point within 20m opens a rift, or moves the rift if one exists already, out of which a Minion-tier version of the summoned creature of the highest level you are capable of casting appears.&lt;br /&gt;
&lt;br /&gt;
Creatures emerge from this rift at a rate of 1 per second, consuming 1 point of Reinforcements apiece, with a summon duration of 3 rounds. Whenever one of your Reinforcements dies or its duration expires, you regain 1 point of [[General Mechanics Information#Metamagic|Metamagic]]. If your Reinforcements pool reaches 0, the rift closes. You may also close the rift by targeting yourself with this feature. The rift may also be obstructed by creatures occupying its space, provided they do not possess a collision-bypassing effect.&lt;br /&gt;
&lt;br /&gt;
In addition, you may summon additional creatures beyond your summoning capacity by casting the Summon Creature spell whilst at your maximum capacity.&lt;br /&gt;
&lt;br /&gt;
These over-capacity reinforcements have a duration of 3 rounds, and do not return Metamagic.&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| &#039;&#039;&#039;Shock Troops&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
Upon perishing, your Reinforcements explode following a delay of 2.5 seconds, causing the Reinforcement&#039;s highest hit die in Force damage to creatures within 4m, other than your allies. Should their duration expire, they also explode at its end, flashing red for the final 2.5 seconds as a warning. This feature benefits from any applicable [[General Mechanics Information#Metamagic|Metamagic]] you know.&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| &#039;&#039;&#039;Vanguarded&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
Your non-Reinforcements summoned creatures now each possess a duplicate of your Contingency feature; however, their Contingency feature does not confer invisibility, nor may it be restored.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Eldritch Knight ===&lt;br /&gt;
&#039;&#039;&amp;quot;Warded by rune and iron.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
An Eldritch Knight combines martial prowess with arcane skill, cutting down their opponents with unexpected combinations.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Class Level !! Feature !! Details&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| &#039;&#039;&#039;Launch Sequencer&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
When casting a harmful spell, you also cast any readied non-harmful spells to the right of its slot in your spellbook on yourself. If there is another harmful spell memorised in a slot to the right of the spell slot you used, you instead cast the non-harmful spells in the slots between the two. You may use your archetype menu to disable this feature, and configure whether these automatic spells overwrite the effects of spells that are already active.&lt;br /&gt;
&lt;br /&gt;
You also gain two new resource gauges, Arcane Flux and Eldritch Induction.&lt;br /&gt;
&lt;br /&gt;
* When casting a harmful spell, you gain Arcane Flux at a rate of 4% per spell level.&lt;br /&gt;
* When casting a non-harmful spell that does not have a [[General Mechanics Information#Combat Time|Combat Time]] duration, you gain Arcane Flux at a rate of 2% per spell level.&lt;br /&gt;
* You may use your archetype menu to consume 5% Eldritch Induction to restore 1 Arcane Focus, or 2 [[General Mechanics Information#Metamagic|Metamagic]].&lt;br /&gt;
* Your attacks have their damage increased by +1 per 10% Eldritch Induction you possess, to a maximum of +5.&lt;br /&gt;
* You receive a 30% multiplicative damage immunity to all damage whilst you possess any Arcane Flux.&lt;br /&gt;
* When you perform a [[General Mechanics Information#Long Rest|Long Rest]], you begin with 10% Arcane Flux and 50% Eldritch Induction.&lt;br /&gt;
&lt;br /&gt;
Finally, you gain the Weapon Proficiency (Martial), Weapon Proficiency (Simple), Simple Weapon Mastery, Armor Proficiency (Light), Armor Proficiency (Medium), Armor Proficiency (Heavy), and Proficiency (Shield) feats, if you do not already possess them.&lt;br /&gt;
&lt;br /&gt;
Arcane Flux Gauge: Flux conversion&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| 0-9% || 1%&lt;br /&gt;
|-&lt;br /&gt;
| 10-39% || 6%&lt;br /&gt;
|-&lt;br /&gt;
| 40-69% || 11%&lt;br /&gt;
|-&lt;br /&gt;
| 70-100% || 20%&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| &#039;&#039;&#039;Force Feedback&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
When your Arcane Flux converts into Eldritch Induction, and you have cast a harmful spell within the last 1m, you gain the Force Feedback effect.&lt;br /&gt;
&lt;br /&gt;
This takes the form of a [[General Mechanics Information#Retaliation|Retaliation]] effect with a special 20m Range [Trigger: Attacks/Damage, Damage: [1 + 1d4 Force] * [CON/2], Limit: CON, Duration: 3 rounds, Cooldown: 1s, per-Target].&lt;br /&gt;
&lt;br /&gt;
The effects of this feature benefit from any applicable [[General Mechanics Information#Metamagic|Metamagic]] feats you know, at no additional cost.&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| &#039;&#039;&#039;Rune and Iron&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
Your damage immunity from Arcane Flux increases to 50%, and your damage bonus from Eldritch Induction increases to +2 per 10%, to a maximum of +10.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>RisenholmBot</name></author>
	</entry>
	<entry>
		<id>https://wiki.risenholm.com/index.php?title=Sorcerer&amp;diff=1718</id>
		<title>Sorcerer</title>
		<link rel="alternate" type="text/html" href="https://wiki.risenholm.com/index.php?title=Sorcerer&amp;diff=1718"/>
		<updated>2026-10-01T19:41:13Z</updated>

		<summary type="html">&lt;p&gt;RisenholmBot: Sync from game data at a9963401e&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- This page is generated from the game data by scripts/wiki_sync.py in the module repository. Edits made here will be overwritten by the next sync: change the class or feat description in risenholm.tlk instead. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Sorcerers draw Power through intuitive means, plucking flowing Power from their surroundings into the shape of the spell the Power wants to be. They possess a smaller selection of spells than a Wizard, but their mastery of [[General Mechanics Information#Metamagic|Metamagic]] allows them to get the most out of their spells for minimal resource cost.&lt;br /&gt;
&lt;br /&gt;
:Maximizing &#039;&#039;&#039;Charisma&#039;&#039;&#039; is recommended for increasing spell DCs, spellcasts per day, and Metamagic capacity. It also contributes to your Will save and support [[General Mechanics Information#Maneuvers|Maneuvers]] such as &amp;quot;Commander Strike&amp;quot;&lt;br /&gt;
:&#039;&#039;&#039;Strength&#039;&#039;&#039; increases your AB and damage when utilizing melee weapons, your carrying capacity, and your Fortitude save.&lt;br /&gt;
:&#039;&#039;&#039;Dexterity&#039;&#039;&#039; increases your AB and damage when utilizing finesse weapons and ranged weapons. It also allows you to maximize Armor Class from clothes/light/medium armors and improves your Reflex save.&lt;br /&gt;
:&#039;&#039;&#039;Constitution&#039;&#039;&#039; increases your survivability in raw hit points and contributing to your Fortitude save.&lt;br /&gt;
:&#039;&#039;&#039;Intelligence&#039;&#039;&#039; contributes to your maximum Maneuver pool and Reflex save.&lt;br /&gt;
:&#039;&#039;&#039;Wisdom&#039;&#039;&#039; contributes to your Will save.&lt;br /&gt;
&lt;br /&gt;
== Vitals ==&lt;br /&gt;
:&#039;&#039;&#039;Hit Die&#039;&#039;&#039;: d4 (4 HP per Level)&lt;br /&gt;
:&#039;&#039;&#039;Proficiencies&#039;&#039;&#039;: Weapons (Simple, Mystic)&lt;br /&gt;
:&#039;&#039;&#039;Skill Points per Level&#039;&#039;&#039;: 6&lt;br /&gt;
:&#039;&#039;&#039;Primary Saving Throw(s)&#039;&#039;&#039;: Will&lt;br /&gt;
:&#039;&#039;&#039;Spellcasting Ability&#039;&#039;&#039;: Charisma (10 + Spell Level to be able to cast a spell)&lt;br /&gt;
:&#039;&#039;&#039;Spellcasting Type&#039;&#039;&#039;: Arcane. Spontaneous. Spontaneous spellcasters know a limited selection of spells, and may cast any of these spells at any time so long as they have slots available for the given spell level.&lt;br /&gt;
:&#039;&#039;&#039;Spellbook&#039;&#039;&#039;: Sorcerers learn new spells each level, and may swap out previously learned spells.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Level !! Features&lt;br /&gt;
|-&lt;br /&gt;
| 1 || [[#Spell List|Spellcasting Level 1]], [[#Ablation|Ablation]], Metamagic: Conversion&lt;br /&gt;
|-&lt;br /&gt;
| 2 || [[#Font of Magic|Font of Magic I]]&lt;br /&gt;
|-&lt;br /&gt;
| 3 || [[#Spell List|Spellcasting Level 2]]&lt;br /&gt;
|-&lt;br /&gt;
| 4 || [[#Font of Magic|Font of Magic II]]&lt;br /&gt;
|-&lt;br /&gt;
| 5 || [[#Spell List|Spellcasting Level 3]]&lt;br /&gt;
|-&lt;br /&gt;
| 6 || [[#Font of Magic|Font of Magic III]]&lt;br /&gt;
|-&lt;br /&gt;
| 7 || [[#Spell List|Spellcasting Level 4]]&lt;br /&gt;
|-&lt;br /&gt;
| 8 || [[#Font of Magic|Font of Magic IV]]&lt;br /&gt;
|-&lt;br /&gt;
| 9 || [[#Spell List|Spellcasting Level 5]]&lt;br /&gt;
|-&lt;br /&gt;
| 10 || [[#Font of Magic|Font of Magic V]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Spell Slots per Level&lt;br /&gt;
! Class Level !! Cantrips !! 1st Level !! 2nd Level !! 3rd Level !! 4th Level !! 5th Level&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 6 || 4 || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 6 || 5 || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 6 || 6 || 3 || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 6 || 6 || 4 || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 6 || 6 || 5 || 3 || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 6 || 6 || 6 || 6 || 4 || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 7 || 6 || 6 || 6 || 5 || 3 || -&lt;br /&gt;
|-&lt;br /&gt;
| 8 || 6 || 6 || 6 || 6 || 4 || -&lt;br /&gt;
|-&lt;br /&gt;
| 9 || 6 || 6 || 6 || 6 || 5 || 3&lt;br /&gt;
|-&lt;br /&gt;
| 10 || 6 || 6 || 6 || 6 || 6 || 4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Spells Known&lt;br /&gt;
! Class Level !! Cantrips !! 1st Level !! 2nd Level !! 3rd Level !! 4th Level !! 5th Level&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 5 || 3 || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 5 || 4 || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 6 || 4 || 2 || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 6 || 5 || 3 || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 7 || 5 || 3 || 2 || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 6 || 7 || 6 || 4 || 3 || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 7 || 7 || 6 || 4 || 3 || 2 || -&lt;br /&gt;
|-&lt;br /&gt;
| 8 || 7 || 6 || 5 || 4 || 3 || -&lt;br /&gt;
|-&lt;br /&gt;
| 9 || 7 || 6 || 5 || 4 || 3 || 2&lt;br /&gt;
|-&lt;br /&gt;
| 10 || 7 || 6 || 6 || 5 || 4 || 3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Spell slots are before any bonus slots from a high spellcasting ability.&lt;br /&gt;
&lt;br /&gt;
== Sorcerer Core Mechanics ==&lt;br /&gt;
&lt;br /&gt;
=== Mystic Weapons ===&lt;br /&gt;
The character may use the casting gloves, mystic staff, and tome.&lt;br /&gt;
&lt;br /&gt;
=== Ablation ===&lt;br /&gt;
The Sorcerer fortifies themselves with arcane energy, absorbing incoming blows. Each activation of this feat converts 1 [[General Mechanics Information#Metamagic|Metamagic]] into [10 + Class Level] temporary hit points (THP), which last for 3 rounds. Reactivation stacks the THP and refreshes the duration.&lt;br /&gt;
&lt;br /&gt;
=== Font of Magic ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Rank !! Benefit&lt;br /&gt;
|-&lt;br /&gt;
| I || When you use the Conversion [[General Mechanics Information#Metamagic|Metamagic]] feat to restore your Sorcerer spells, you convert at a rate of Spell Level + 1 instead of twice the Spell Level. In addition, if using the Empower Spell metamagic, the Sorcerer receives a refund of 1 Metamagic upon casting a spell.&lt;br /&gt;
|-&lt;br /&gt;
| II || Bonus Metamagic Feat&lt;br /&gt;
|-&lt;br /&gt;
| III || +3 Metamagic Capacity&lt;br /&gt;
|-&lt;br /&gt;
| IV || Bonus Metamagic Feat&lt;br /&gt;
|-&lt;br /&gt;
| V || When using the Conversion Metamagic feat to restore your Sorcerer spells, you regain 1 point of Metamagic.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Spell List ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
! Cantrips !! 1st Level Spells !! 2nd Level Spells !! 3rd Level Spells !! 4th Level Spells !! 5th Level Spells&lt;br /&gt;
|- style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
[[Spells#Acid Splash|Acid Splash]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Daze|Daze]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Electric Jolt|Electric Jolt]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Flare|Flare]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Light|Light]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Micro Missile|Micro Missile]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Ray of Frost|Ray of Frost]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Resistance|Resistance]]&lt;br /&gt;
|&lt;br /&gt;
[[Spells#Burning Hands|Burning Hands]]&amp;lt;br&amp;gt;&lt;br /&gt;
Charm&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Color Spray|Color Spray]]&amp;lt;br&amp;gt;&lt;br /&gt;
Endure Energy&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Expeditious Retreat|Expeditious Retreat]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Grease|Grease]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Ice Dagger|Ice Dagger]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Ironguts|Ironguts]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Mage Armor|Mage Armor]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Magic Missile|Magic Missile]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Magic Weapon|Magic Weapon]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Negative Energy Ray|Negative Energy Ray]]&amp;lt;br&amp;gt;&lt;br /&gt;
Protection&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Ray of Enfeeblement|Ray of Enfeeblement]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Scare|Scare]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Shield|Shield]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Sleep|Sleep]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Summon Creature I|Summon Creature I]]&amp;lt;br&amp;gt;&lt;br /&gt;
Thundering Boom&lt;br /&gt;
|&lt;br /&gt;
Acid Arrow&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Blindness/Deafness|Blindness/Deafness]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Bull&#039;s Strength|Bull&#039;s Strength]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Cat&#039;s Grace|Cat&#039;s Grace]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Clarity|Clarity]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Clayskin|Clayskin]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Cloud of Bewilderment|Cloud of Bewilderment]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Combust|Combust]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Death Armor|Death Armor]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Eagle&#039;s Splendor|Eagle&#039;s Splendor]]&amp;lt;br&amp;gt;&lt;br /&gt;
Electric Loop&amp;lt;br&amp;gt;&lt;br /&gt;
Elemental Weapon&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Endurance|Endurance]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Fox&#039;s Cunning|Fox&#039;s Cunning]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Ghostly Visage|Ghostly Visage]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Ghoul Touch|Ghoul Touch]]&amp;lt;br&amp;gt;&lt;br /&gt;
Hideous Laughter&amp;lt;br&amp;gt;&lt;br /&gt;
Hold&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Invisibility|Invisibility]]&amp;lt;br&amp;gt;&lt;br /&gt;
Iron Horn&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Owl&#039;s Wisdom|Owl&#039;s Wisdom]]&amp;lt;br&amp;gt;&lt;br /&gt;
Resist Energy&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#See Invisibility|See Invisibility]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Stone Bones|Stone Bones]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Summon Creature II|Summon Creature II]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Web|Web]]&lt;br /&gt;
|&lt;br /&gt;
Acid Breath&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Confusion|Confusion]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Contagion|Contagion]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Dispel Magic|Dispel Magic]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Displacement|Displacement]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Fear|Fear]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Fireball|Fireball]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Flame Arrow|Flame Arrow]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Glyph of Warding|Glyph of Warding]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Greater Magic Weapon|Greater Magic Weapon]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Gust of Wind|Gust of Wind]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Haste|Haste]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Invisibility Sphere|Invisibility Sphere]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Lightning Bolt|Lightning Bolt]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Negative Energy Burst|Negative Energy Burst]]&amp;lt;br&amp;gt;&lt;br /&gt;
Protection from Energy&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Remove Curse|Remove Curse]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Scintillating Sphere|Scintillating Sphere]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Slow|Slow]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Stinking Cloud|Stinking Cloud]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Summon Creature III|Summon Creature III]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Vampiric Touch|Vampiric Touch]]&lt;br /&gt;
|&lt;br /&gt;
[[Spells#Bestow Curse|Bestow Curse]]&amp;lt;br&amp;gt;&lt;br /&gt;
Black Tentacles&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Dismissal|Dismissal]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Dominate Person|Dominate Person]]&amp;lt;br&amp;gt;&lt;br /&gt;
Elemental Rebuke&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Enervation|Enervation]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Ice Storm|Ice Storm]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Improved Invisibility|Improved Invisibility]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Minor Globe of Invulnerability|Minor Globe of Invulnerability]]&amp;lt;br&amp;gt;&lt;br /&gt;
Missile Storm&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Phantasmal Killer|Phantasmal Killer]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Stoneskin|Stoneskin]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Summon Creature IV|Summon Creature IV]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Wall of Fire|Wall of Fire]]&lt;br /&gt;
|&lt;br /&gt;
[[Spells#Ball Lightning|Ball Lightning]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Cloudkill|Cloudkill]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Cone of Cold|Cone of Cold]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Energy Buffer|Energy Buffer]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Ethereal Visage|Ethereal Visage]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Feeblemind|Feeblemind]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Firebrand|Firebrand]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Ironskin|Ironskin]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Lesser Spell Mantle|Lesser Spell Mantle]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Mind Fog|Mind Fog]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Summon Creature V|Summon Creature V]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Archetypes ==&lt;br /&gt;
&lt;br /&gt;
=== Conduit ===&lt;br /&gt;
&#039;&#039;&amp;quot;[STATIC]&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Conduit possesses an unparalleled connection to the source of their power, capable of unleashing massive bursts of magical energy.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Class Level !! Feature !! Details&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| &#039;&#039;&#039;Dynamo&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
Upon casting a harmful Sorcerer spell, you gain a free cast of a harmful spell one spell level higher than that which was cast.&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| &#039;&#039;&#039;Capacitance&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
You gain a pool of Capacitance, with a maximum capacity equal to your [[General Mechanics Information#Metamagic|Metamagic]] capacity. This pool gains points when you cast a Sorcerer spell, equal to the spell&#039;s level.&lt;br /&gt;
&lt;br /&gt;
Using this feat, you may target a point within 20m to unleash this stored power in a 1.5m wide beam of raw energy:&lt;br /&gt;
&lt;br /&gt;
* The type of damage caused by the beam is Force by default, but may be changed to Fire, Cold, Acid, or Lightning by using the feat to target a Rune of the appropriate type. Target yourself to reset the type to Force.&lt;br /&gt;
* This beam causes damage to all creatures and objects within it at a rate of 3d6 per tick, with four ticks per second. The beam consumes 1 point of Capacitance per tick. While this beam is active, you are immobilised.&lt;br /&gt;
* You may click a point while the beam is active, and the beam&#039;s end-point will travel to that point at your standard walking speed.&lt;br /&gt;
* The beam benefits from all applicable Metamagic feats you know, at no extra cost.&lt;br /&gt;
&lt;br /&gt;
WARNING: When this beam is released, it cannot be halted until your Capacitance pool is fully expended.&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| &#039;&#039;&#039;Unlimited Power&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
Whilst unleashing the Capacitance beam, you gain +1 Capacitance for each point of [[General Mechanics Information#Metamagic|Metamagic]] spent on Ablation, and each minion slain.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Spellsword ===&lt;br /&gt;
&#039;&#039;&amp;quot;Steel and Sorcery given form.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Spellswords imbue their weaponry with arcane might, following devastating spells with a physical assault.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Class Level !! Feature !! Details&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| &#039;&#039;&#039;Spellbinding&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
You become capable of casting spells via your weapon attacks. By the use of your archetype menu, you may designate a harmful spell that will be cast by your next attack. This feature possesses a cooldown period of one round, halved if the spell is cast with the Quicken Spell metamagic.&lt;br /&gt;
&lt;br /&gt;
Upon casting a harmful Sorcerer spell without Spellbinding, you gain a Freecast effect - allowing a use of Spellbinding at each spell level you know at or below the level of the spell that was cast (e.g casting a level 3 spell will grant a free Spellbinding cast at levels 3, 2, and 1). These free spellcasts have a duration of one minute.&lt;br /&gt;
&lt;br /&gt;
Finally, you gain the Martial Weapon Proficiency, Simple Weapon Mastery, Armor Proficiency (Light),  Armor Proficiency (Medium), and Shield Proficiency feats, if you do not already possess them.&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| &#039;&#039;&#039;Wreathing&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
You learn to wreathe yourself and your weapons in the residual energies of your spells. Upon casting a harmful Sorcerer spell, you gain the Wreathing effect - granting one bonus attack per round, and your Sorcerer level in Force damage to your weapon attacks.&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| &#039;&#039;&#039;Flourishing Synergy&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
When gaining a Freecast effect from Spellbinding, you gain two free spellcasts per spell level instead of one.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Summoner ===&lt;br /&gt;
&#039;&#039;&amp;quot;Meet my friend.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The creatures a Summoner produces are a league above the typical conjured fodder, and empowered by the Sorcerer&#039;s spellcasting directed through them.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Class Level !! Feature !! Details&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| &#039;&#039;&#039;Harmony&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
Your first summoned creature is created at the Elite tier, and receives a damage bonus equal to your Charisma modifier. If your summon under the effects of Harmony perishes, the next summoned creature receives the effects of Harmony instead.&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| &#039;&#039;&#039;Proxy&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
Toggling this ability on will cause any harmful spells you cast to instead be cast by your summoned creature under the effects of Harmony. Spells that create cones or lines will teleport the summon to your location before casting. Upon casting the spell, the creature receives a bonus for 1 minute according to its role, as detailed in the table below. This bonus receives an increment equal to half your Sorcerer level (rounded down) - i.e. a level 7 Sorcerer&#039;s Brute summon would receive a +6 Force Damage bonus. Spells cast this way use your spell DC, and benefit from any [[General Mechanics Information#Metamagic|Metamagic]] feats you know at no additional cost.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Artillery || +1 Attack Bonus&lt;br /&gt;
|-&lt;br /&gt;
| Brute || +2 Force Damage&lt;br /&gt;
|-&lt;br /&gt;
| Controller || +1 DCs&lt;br /&gt;
|-&lt;br /&gt;
| Lurker || +1d6 Force Damage on Sneak Attacks&lt;br /&gt;
|-&lt;br /&gt;
| Skirmisher || +1 Force Damage / +10% Movespeed&lt;br /&gt;
|-&lt;br /&gt;
| Soldier || 10% Physical Damage Immunity&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| &#039;&#039;&#039;Eidolon&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
Your Harmony summoned creatures are now created at the Solo tier.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>RisenholmBot</name></author>
	</entry>
	<entry>
		<id>https://wiki.risenholm.com/index.php?title=Ranger&amp;diff=1717</id>
		<title>Ranger</title>
		<link rel="alternate" type="text/html" href="https://wiki.risenholm.com/index.php?title=Ranger&amp;diff=1717"/>
		<updated>2026-10-01T19:41:13Z</updated>

		<summary type="html">&lt;p&gt;RisenholmBot: Sync from game data at a9963401e&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- This page is generated from the game data by scripts/wiki_sync.py in the module repository. Edits made here will be overwritten by the next sync: change the class or feat description in risenholm.tlk instead. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Rangers draw Power from primal energies around them, drawing supernatural intuition regarding their surroundings and the creatures that inhabit it. They possess high HP and proficiencies to make them effective martial combatants, and are supplemented by a small selection of Primal spells and features to make them specialized in area control. Their archetypes empower their area superiority, their effectiveness as a tank, or grants them a potent animal companion.&lt;br /&gt;
&lt;br /&gt;
:Maximizing &#039;&#039;&#039;Strength&#039;&#039;&#039; or &#039;&#039;&#039;Dexterity&#039;&#039;&#039; is recommended for attacking with weapons and using [[General Mechanics Information#Maneuvers|Maneuvers]] like Knockdown. It also provides bonuses to your Fortitude or Reflex save.&lt;br /&gt;
:A high &#039;&#039;&#039;Constitution&#039;&#039;&#039; is recommended for increasing your survivability in raw hit points and contributing to your Fortitude save.&lt;br /&gt;
:&#039;&#039;&#039;Dexterity&#039;&#039;&#039; contributes to Armor Class depending on armor type and your Reflex save.&lt;br /&gt;
:&#039;&#039;&#039;Intelligence&#039;&#039;&#039; contributes to your maximum Maneuver pool and Reflex save.&lt;br /&gt;
:&#039;&#039;&#039;Wisdom&#039;&#039;&#039; contributes to your spellcasting, Will save and the duration of Maneuver: Called Shot.&lt;br /&gt;
:&#039;&#039;&#039;Charisma&#039;&#039;&#039; contributes to certain Archetype features, support Maneuvers such as &amp;quot;Commander Strike&amp;quot;, and your Will save.&lt;br /&gt;
&lt;br /&gt;
== Vitals ==&lt;br /&gt;
:&#039;&#039;&#039;Hit Die&#039;&#039;&#039;: d10 (10 HP per Level)&lt;br /&gt;
:&#039;&#039;&#039;Proficiencies&#039;&#039;&#039;: Armor (All), Shields, Weapons (Simple, Martial)&lt;br /&gt;
:&#039;&#039;&#039;Skill Points per Level&#039;&#039;&#039;: 8&lt;br /&gt;
:&#039;&#039;&#039;Primary Saving Throw(s)&#039;&#039;&#039;: Fortitude, Reflex&lt;br /&gt;
:&#039;&#039;&#039;Spellcasting Ability&#039;&#039;&#039;: Wisdom (10 + Spell Level to be able to cast a spell)&lt;br /&gt;
:&#039;&#039;&#039;Spellcasting Type&#039;&#039;&#039;: Primal. Memorized. Memorized spellcasters cannot clear memorized slots after casting a spell, until after their next rest. However, any spells placed into an empty slot start as memorized and available for use.&lt;br /&gt;
:&#039;&#039;&#039;Spellbook&#039;&#039;&#039;: Rangers know all available spells once they become capable of casting at a given spell level.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Level !! Features&lt;br /&gt;
|-&lt;br /&gt;
| 1 || [[#Spell List|Spellcasting Level 1]], [[#Maneuver: Called Shot|Maneuver: Called Shot]], [[#Simple Weapon Mastery|Simple Weapon Mastery]], [[#Ranged Fighting|Ranged Fighting]], [[#Metamagic: Conversion|Metamagic: Conversion]]&lt;br /&gt;
|-&lt;br /&gt;
| 2 || [[#Bonus Feat: Combat Style|Bonus Feat: Combat Style]]&lt;br /&gt;
|-&lt;br /&gt;
| 3 || [[#Awareness|Awareness]], [[#Favoured Enemy|Favoured Enemy]], [[#Favoured Terrain|Favoured Terrain]], [[#Survival Instinct|Survival Instinct]]&lt;br /&gt;
|-&lt;br /&gt;
| 4 || [[#Archetypes|Archetype Feature I]]&lt;br /&gt;
|-&lt;br /&gt;
| 5 || [[#Spell List|Spellcasting Level 2]]&lt;br /&gt;
|-&lt;br /&gt;
| 6 || [[#Woodland Stride|Woodland Stride]]&lt;br /&gt;
|-&lt;br /&gt;
| 7 || [[#Archetypes|Archetype Feature II]]&lt;br /&gt;
|-&lt;br /&gt;
| 8 || [[#Evasion|Evasion]]&lt;br /&gt;
|-&lt;br /&gt;
| 9 || [[#Spell List|Spellcasting Level 3]]&lt;br /&gt;
|-&lt;br /&gt;
| 10 || [[#Archetypes|Archetype Feature III]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Spell Slots per Level&lt;br /&gt;
! Class Level !! 1st Level !! 2nd Level !! 3rd Level&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 1 || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 1 || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 1 || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 1 || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 2 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
| 6 || 2 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
| 7 || 2 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
| 8 || 2 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
| 9 || 3 || 2 || 1&lt;br /&gt;
|-&lt;br /&gt;
| 10 || 3 || 2 || 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Spell slots are before any bonus slots from a high spellcasting ability.&lt;br /&gt;
&lt;br /&gt;
== Ranger Core Mechanics ==&lt;br /&gt;
&lt;br /&gt;
=== Metamagic: Conversion ===&lt;br /&gt;
The character receives the Conversion feat for free.&lt;br /&gt;
&lt;br /&gt;
=== Maneuver: Called Shot ===&lt;br /&gt;
The Ranger learns the Called Shot [[General Mechanics Information#Maneuvers|Maneuver]] for free.&lt;br /&gt;
&lt;br /&gt;
=== Ranged Fighting ===&lt;br /&gt;
The Ranger receives the Ranged Fighting feat for free.&lt;br /&gt;
&lt;br /&gt;
=== Simple Weapon Mastery ===&lt;br /&gt;
The Ranger receives the Simple Weapon Mastery feat for free.&lt;br /&gt;
&lt;br /&gt;
=== Bonus Feat: Combat Style ===&lt;br /&gt;
The Ranger receives a bonus feat with which they may learn an additional Combat Style.&lt;br /&gt;
&lt;br /&gt;
=== Awareness ===&lt;br /&gt;
A Ranger has an Awareness pool with a maximum capacity equal to their class level. This is used by class features such as Favoured Terrain. The Ranger recovers 1 Awareness upon slaying an Elite rated enemy or higher.&lt;br /&gt;
&lt;br /&gt;
=== Favoured Enemy ===&lt;br /&gt;
Rangers are famed for their single-minded focus on eliminating threats. Through the use of this ability, the Ranger expends 1 Awareness to nominate 3 non-Minion targets as Favoured Enemies - identifying and exposing their weaknesses for themselves and allies to exploit. This inflicts the targets with a Primed effect [1d6 / Class Level], and a 20% vulnerability to all damage for 3 rounds. The same target may be selected multiple times, extending the vulnerability duration by another 3 rounds and adding another Primed effect on each application.&lt;br /&gt;
&lt;br /&gt;
=== Favoured Terrain ===&lt;br /&gt;
Masters of the environment, the Ranger may exploit their surroundings to hinder their foes, and grant themselves the advantage. The Ranger possesses 3 uses of Favoured Terrain, and may expend a use to target a point within 20m, creating a 7m radius zone of Favoured Terrain at that location for 3 rounds. When this zone expires, the Ranger recovers the use of Favoured Terrain. Within Favoured Terrain, the Ranger and their allies receive a physical damage bonus to attacks equal to the Ranger&#039;s Wisdom modifier. In addition, enemies of the Ranger receive a -1 attack bonus penalty, and a 10% movespeed reduction.&lt;br /&gt;
&lt;br /&gt;
=== Survival Instinct ===&lt;br /&gt;
A Ranger may be spurred to extraordinary feats of self-preservation, should circumstances turn upon them. By consuming 3 points of Awareness, the Ranger may restore hitpoints equal to 10% of their maximum plus their class level. They proceed to also receive temporary hitpoints equal to the healed amount lasting for 3 rounds, and regeneration every 2 seconds for 3 rounds equal to their Wisdom plus Constitution modifiers.&lt;br /&gt;
&lt;br /&gt;
=== Woodland Stride ===&lt;br /&gt;
The character is immune to the Grease, Web, and Entangle spells.&lt;br /&gt;
&lt;br /&gt;
=== Evasion ===&lt;br /&gt;
Whenever a reflex save is allowed for half damage, the character instead takes no damage if they succeed at the save.&lt;br /&gt;
&lt;br /&gt;
=== Spell List ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
! 1st Level Spells !! 2nd Level Spells !! 3rd Level Spells&lt;br /&gt;
|- style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
[[Spells#Camouflage|Camouflage]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Cure Light Wounds|Cure Light Wounds]]&amp;lt;br&amp;gt;&lt;br /&gt;
Endure Energy&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Entangle|Entangle]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Grease|Grease]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Ironguts|Ironguts]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Magic Weapon|Magic Weapon]]&amp;lt;br&amp;gt;&lt;br /&gt;
Protection&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Sleep|Sleep]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Summon Creature I|Summon Creature I]]&lt;br /&gt;
|&lt;br /&gt;
[[Spells#Aid|Aid]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Barkskin|Barkskin]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Bull&#039;s Strength|Bull&#039;s Strength]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Cat&#039;s Grace|Cat&#039;s Grace]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Cure Moderate Wounds|Cure Moderate Wounds]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Endurance|Endurance]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Freedom of Movement|Freedom of Movement]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#One with the Land|One with the Land]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Owl&#039;s Wisdom|Owl&#039;s Wisdom]]&amp;lt;br&amp;gt;&lt;br /&gt;
Resist Energy&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Restoration|Restoration]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Summon Creature II|Summon Creature II]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Web|Web]]&lt;br /&gt;
|&lt;br /&gt;
[[Spells#Cure Serious Wounds|Cure Serious Wounds]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Dispel Magic|Dispel Magic]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Greater Magic Weapon|Greater Magic Weapon]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Invisibility Purge|Invisibility Purge]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Neutralize Poison|Neutralize Poison]]&amp;lt;br&amp;gt;&lt;br /&gt;
Protection from Energy&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Remove Disease|Remove Disease]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Spike Growth|Spike Growth]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Summon Creature III|Summon Creature III]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Archetypes ==&lt;br /&gt;
&lt;br /&gt;
=== Predator ===&lt;br /&gt;
&#039;&#039;&amp;quot;Out here only the strong survive.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Predator stalks their prey, mercilessly exploiting its weaknesses to bring the hunt to a swift and bloody conclusion.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Class Level !! Feature !! Details&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| &#039;&#039;&#039;Rules of Nature&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
The damage bonus you receive from Favoured Terrain is increased by your Strength and Dexterity modifiers.&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| &#039;&#039;&#039;Bloodshed&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
When you apply Favoured Enemy to a target, that target is marked for Bloodshed. Upon next receiving damage, the target begins taking 1d6 + half your Wisdom modifier in Physical damage at frequent intervals - twice per second for the first 2 seconds, once per second for the next 4 seconds, once per two seconds for the next 6 seconds, and finally once per three seconds for 6 seconds.&lt;br /&gt;
&lt;br /&gt;
Triggering Bloodshed also grants you one bonus attack per round for 3 rounds. Successive triggers extend the duration.&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| &#039;&#039;&#039;Violence Breeds Violence&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
When Bloodshed is triggered, all enemies within your Favoured Terrain receive a tick of your Bloodshed damage, and become Primed as if they had been marked by Favoured Enemy.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Warden ===&lt;br /&gt;
&#039;&#039;&amp;quot;Get off my land.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When the land is besieged, the Warden is there.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Class Level !! Feature !! Details&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| &#039;&#039;&#039;Home Advantage&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
Whilst within the confines of Favoured Terrain, you receive a 50% multiplicative immunity to all damage.&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| &#039;&#039;&#039;Survivalist&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
Your Survival Instinct ability now costs only 2 Awareness. In addition, any overhealing from Survival Instinct is converted into temporary hitpoints (THP) which last 1 minute.&lt;br /&gt;
&lt;br /&gt;
THP that expire through duration from Survival Instinct are added to the absorption of a Damage Resistance effect to all damage with a [[General Mechanics Information#Threshold and Absorption|Threshold]] equal to your combined WIS + CON modifiers, lasting until your next rest.&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| &#039;&#039;&#039;Dead Set&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
Your Survival Instinct ability now costs only 1 Awareness.&lt;br /&gt;
&lt;br /&gt;
For each Favoured Enemy you nominate, you receive THP equal to your WIS + CON modifiers. These THP also have a duration of 1 minute. As with Survival Instinct, remaining THP are added to the Survivalist DR effect.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Beastmaster ===&lt;br /&gt;
&#039;&#039;&amp;quot;Man and beast; one and the same.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Beastmaster bonds with the creatures of the wilds.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Class Level !! Feature !! Details&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| &#039;&#039;&#039;Animal Companion&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
You have an Animal Companion of the types listed below, which you may change to another type by targeting yourself with this feat while able to rest. You may use this ability for free once per rest. If your companion perishes, it may be resummoned using this feat at a cost of 2 Awareness. This ally is Elite rated, and has a Threat Level equal to your Ranger level. If you also possess the First Words feature from the Druid Wildspeaker, your Druid and Ranger levels stack when determining the creature&#039;s Threat Level.&lt;br /&gt;
&lt;br /&gt;
You may target the beast with this feat to restore hitpoints equal to its maximum hit points, at a cost of 2 Awareness. Excess is instead granted as temporary hitpoints lasting one minute, to a maximum of half the creature&#039;s hit point total.&lt;br /&gt;
&lt;br /&gt;
You may target your Animal Companion with Favoured Enemy to grant it Auto-Charges, just as if you were targeting yourself.&lt;br /&gt;
&lt;br /&gt;
Your Animal Companion benefits from Woodland Stride, and receives an additional bonus to damage equal to your Ranger level. If you know the Cleave feat, your Animal Companion also possesses this feat.&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| &#039;&#039;&#039;Pack Tactics&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
Your Animal Companion now receives benefits based upon the mode selected by the use of this feat, as follows:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Attack&#039;&#039;&#039;: +1 bonus attack per round, +1 physical damage per two levels&lt;br /&gt;
* &#039;&#039;&#039;Defense&#039;&#039;&#039;: +10% multiplicative physical damage immunity per 2 levels&lt;br /&gt;
&lt;br /&gt;
Furthermore, when you use a [[General Mechanics Information#Maneuvers|Maneuver]] on a creature, your Animal Companion performs a Maneuver on its current target, as defined by its type below.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Bear !! Provoke&lt;br /&gt;
|-&lt;br /&gt;
| Boar || Provoke&lt;br /&gt;
|-&lt;br /&gt;
| Wolf || Knockdown&lt;br /&gt;
|-&lt;br /&gt;
| Hawk || Blind&lt;br /&gt;
|-&lt;br /&gt;
| Lynx || Blind&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| &#039;&#039;&#039;Maneater&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
Each attack your Animal Companion makes against a creature marked with Favoured Enemy, whether it hits or misses, grants it a stack of Maneater. Reaching 10 stacks promotes your Animal Companion to a Solo-rated creature for 3 rounds. While promoted, no further stacks are gained, and each enemy slain within 10m of your Animal Companion extends the promotion by 1 second. When the promotion ends, your Animal Companion returns to Elite rating and its stacks reset to 0. Stacks are kept between fights, but a resummoned companion starts at 0.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>RisenholmBot</name></author>
	</entry>
	<entry>
		<id>https://wiki.risenholm.com/index.php?title=Paladin&amp;diff=1716</id>
		<title>Paladin</title>
		<link rel="alternate" type="text/html" href="https://wiki.risenholm.com/index.php?title=Paladin&amp;diff=1716"/>
		<updated>2026-10-01T19:41:12Z</updated>

		<summary type="html">&lt;p&gt;RisenholmBot: Sync from game data at a9963401e&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- This page is generated from the game data by scripts/wiki_sync.py in the module repository. Edits made here will be overwritten by the next sync: change the class or feat description in risenholm.tlk instead. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Paladins draw Power from devotion to an Oath, or set of Oaths. Their high HP and basic proficiencies are supplemented by Channel Divinity features and a small support spell list to make them an effective martial combatant and ally. Paladin Archetypes focus on particular aspects of their playstyle: dealing bursts of unmitigated damage, effective tanking, or healing.&lt;br /&gt;
&lt;br /&gt;
:Maximizing &#039;&#039;&#039;Strength&#039;&#039;&#039; or &#039;&#039;&#039;Dexterity&#039;&#039;&#039; is recommended for attacking with weapons and using [[General Mechanics Information#Maneuvers|Maneuvers]] like Knockdown. It also provides bonuses to your Fortitude or Reflex save.&lt;br /&gt;
:&#039;&#039;&#039;Charisma&#039;&#039;&#039; contributes to your spellcasting, certain Archetype features, Divine Grace, support Maneuvers such as &amp;quot;Commander Strike&amp;quot;, and your Will save.&lt;br /&gt;
:&#039;&#039;&#039;Constitution&#039;&#039;&#039; is recommended for increasing your survivability in raw hit points and contributing to your Fortitude save.&lt;br /&gt;
:&#039;&#039;&#039;Dexterity&#039;&#039;&#039; contributes to Armor Class depending on armor type and your Reflex save.&lt;br /&gt;
:&#039;&#039;&#039;Intelligence&#039;&#039;&#039; contributes to your maximum Maneuver pool and Reflex save.&lt;br /&gt;
:&#039;&#039;&#039;Wisdom&#039;&#039;&#039; contributes to your Will save.&lt;br /&gt;
&lt;br /&gt;
== Vitals ==&lt;br /&gt;
:&#039;&#039;&#039;Hit Die&#039;&#039;&#039;: d10 (10 HP per Level)&lt;br /&gt;
:&#039;&#039;&#039;Proficiencies&#039;&#039;&#039;: Armor (All), Shields, Weapons (Simple, Martial)&lt;br /&gt;
:&#039;&#039;&#039;Skill Points per Level&#039;&#039;&#039;: 6&lt;br /&gt;
:&#039;&#039;&#039;Primary Saving Throw(s)&#039;&#039;&#039;: Fortitude&lt;br /&gt;
:&#039;&#039;&#039;Spellcasting Ability&#039;&#039;&#039;: Charisma (10 + Spell Level to be able to cast a spell)&lt;br /&gt;
:&#039;&#039;&#039;Spellcasting Type&#039;&#039;&#039;: Devotion. Memorized.Memorized spellcasters cannot clear memorized slots after casting a spell, until after their next rest. However, any spells placed into an empty slot start as memorized and available for use.&lt;br /&gt;
:&#039;&#039;&#039;Spellbook&#039;&#039;&#039;: Paladins know all available spells once they become capable of casting at a given spell level.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Level !! Features&lt;br /&gt;
|-&lt;br /&gt;
| 1 || [[#Spell List|Spellcasting Level 1]], [[#Simple Weapon Mastery|Simple Weapon Mastery]], [[#Metamagic: Conversion|Metamagic: Conversion]], [[#Divine Polarity|Divine Polarity]]&lt;br /&gt;
|-&lt;br /&gt;
| 2 || [[#Divine Grace|Divine Grace]]&lt;br /&gt;
|-&lt;br /&gt;
| 3 || [[#Channel Divinity: Divine Might|Channel Divinity: Divine Might]]/Divine Shield, [[#Lay on Hands|Lay on Hands]], [[#Smite|Smite]], Energy Affinity&lt;br /&gt;
|-&lt;br /&gt;
| 4 || [[#Archetypes|Archetype Feature I]]&lt;br /&gt;
|-&lt;br /&gt;
| 5 || [[#Spell List|Spellcasting Level 2]]&lt;br /&gt;
|-&lt;br /&gt;
| 6 || [[#Divine Health|Divine Health]]&lt;br /&gt;
|-&lt;br /&gt;
| 7 || [[#Archetypes|Archetype Feature II]]&lt;br /&gt;
|-&lt;br /&gt;
| 8 || [[#Aura of Courage|Aura of Courage]]&lt;br /&gt;
|-&lt;br /&gt;
| 9 || [[#Spell List|Spellcasting Level 3]]&lt;br /&gt;
|-&lt;br /&gt;
| 10 || [[#Archetypes|Archetype Feature III]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Spell Slots per Level&lt;br /&gt;
! Class Level !! 1st Level !! 2nd Level !! 3rd Level&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 1 || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 1 || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 1 || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 1 || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 2 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
| 6 || 2 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
| 7 || 2 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
| 8 || 2 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
| 9 || 3 || 2 || 1&lt;br /&gt;
|-&lt;br /&gt;
| 10 || 3 || 2 || 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Spell slots are before any bonus slots from a high spellcasting ability.&lt;br /&gt;
&lt;br /&gt;
== Paladin Core Mechanics ==&lt;br /&gt;
&lt;br /&gt;
=== Divine Polarity ===&lt;br /&gt;
Paladins choose the energy type of their spells and abilities at level 1. They subsequently gain the Energy Affinity feat for that energy type at level 3. Smite and the Paladin Archetype features deal damage of this type.&lt;br /&gt;
&lt;br /&gt;
=== Metamagic: Conversion ===&lt;br /&gt;
The character receives the Conversion feat for free.&lt;br /&gt;
&lt;br /&gt;
=== Simple Weapon Mastery ===&lt;br /&gt;
The Paladin receives the Simple Weapon Mastery feat for free.&lt;br /&gt;
&lt;br /&gt;
=== Divine Health ===&lt;br /&gt;
The Paladin is immune to disease.&lt;br /&gt;
&lt;br /&gt;
=== Aura of Courage ===&lt;br /&gt;
The Paladin is immune to Fear.&lt;br /&gt;
&lt;br /&gt;
=== Channel Divinity ===&lt;br /&gt;
The character gains access to features that draw upon a Channel Divinity pool, representing a reserve of divine energy. These features may be granted by class levels, feats, or archetypes. This pool has a maximum capacity of equal to the sum total of their Paladin and Cleric levels, plus the highest of their Wisdom or Charisma modifiers. The character regains 1 Channel Divinity for every 6 non-minion foes slain.&lt;br /&gt;
&lt;br /&gt;
=== Channel Divinity: Divine Might ===&lt;br /&gt;
The character may spend one Channel Divinity to add their Charisma or Wisdom bonus, whichever is higher, to all weapon damage for 1 minute. This damage bonus is capped at twice the character&#039;s total sum of Paladin and Cleric levels. If Divine Might is already active, the duration is extended by 1 minute.&lt;br /&gt;
&lt;br /&gt;
=== Channel Divinity: Divine Shield ===&lt;br /&gt;
The character may spend one Channel Divinity to gain damage resistance against physical damage. The threshold for this damage resistance is equal to the sum total of Cleric and Paladin class levels the character possesses. The shield absorbs 10 damage per point of the character&#039;s Charisma or Wisdom bonus, whichever is higher, plus 10% of the target&#039;s maximum hitpoints. If Divine Shield is already active, any existing absorption is inherited by the new instance of Divine Shield. Divine Shield has a duration of 15 minutes [[General Mechanics Information#Combat Time|Combat Time]].&lt;br /&gt;
&lt;br /&gt;
=== Lay on Hands ===&lt;br /&gt;
Once per round, a Paladin may consume 2 uses of Channel Divinity to heal themselves or an ally for an amount equal to 3d4 per class level, plus the target&#039;s top [Charisma modifier] hit dice. This also removes any poison or disease afflicting the target, and grants immunity to both for 1 minute. If targeting themselves, Lay on Hands activates instantly, with no action required.&lt;br /&gt;
&lt;br /&gt;
=== Smite ===&lt;br /&gt;
Once per round, a Paladin may expend 1 use of Channel Divinity to strike the target of their next normal attack for 2d4 bonus damage of their Divine Polarity type per Paladin class level.&lt;br /&gt;
&lt;br /&gt;
=== Divine Grace ===&lt;br /&gt;
The Paladin adds half their level to their saving throws.&lt;br /&gt;
&lt;br /&gt;
=== Spell List ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
! 1st Level Spells !! 2nd Level Spells !! 3rd Level Spells&lt;br /&gt;
|- style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
[[Spells#Bane|Bane]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Bless|Bless]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Cure Light Wounds|Cure Light Wounds]]&amp;lt;br&amp;gt;&lt;br /&gt;
Endure Energy&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Ironguts|Ironguts]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Magic Weapon|Magic Weapon]]&amp;lt;br&amp;gt;&lt;br /&gt;
Protection&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Shield of Faith|Shield of Faith]]&lt;br /&gt;
|&lt;br /&gt;
[[Spells#Aid|Aid]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Bless Weapon|Bless Weapon]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Bull&#039;s Strength|Bull&#039;s Strength]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Cat&#039;s Grace|Cat&#039;s Grace]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Cure Moderate Wounds|Cure Moderate Wounds]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Eagle&#039;s Splendor|Eagle&#039;s Splendor]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Endurance|Endurance]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Freedom of Movement|Freedom of Movement]]&amp;lt;br&amp;gt;&lt;br /&gt;
Resist Energy&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Restoration|Restoration]]&lt;br /&gt;
|&lt;br /&gt;
[[Spells#Cure Serious Wounds|Cure Serious Wounds]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Dispel Magic|Dispel Magic]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Greater Magic Weapon|Greater Magic Weapon]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Neutralize Poison|Neutralize Poison]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Prayer|Prayer]]&amp;lt;br&amp;gt;&lt;br /&gt;
Protection from Energy&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Archetypes ==&lt;br /&gt;
&lt;br /&gt;
=== Avenger ===&lt;br /&gt;
&#039;&#039;&amp;quot;Your sins have been counted.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Avenger relentlessly pursues their targets to mete out punishment.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Class Level !! Feature !! Details&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| &#039;&#039;&#039;Judge&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
When you Smite a creature, your Divine Might damage bonus is doubled until its effect expires. In addition, when you Smite a creature for the first time, the Smite is executed at no cost.&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| &#039;&#039;&#039;Jury&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
If you Smite any creature whilst under the effects of Judge, you gain a bonus attack for one minute. The struck target also proceeds to take damage of your Divine Polarity type each round equal to the Smite damage broken up into 2 second ticks, for a total of 12 rounds. If the target dies while under the effects of Jury, the damage over time effect transfers to another enemy within 10m of the target. You may only have one instance of Jury in play at a time.&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| &#039;&#039;&#039;Executioner&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
When you strike a creature with Smite, you do additional damage according to its health category: Grazed +2d6, Bloodied +4d8, and Wounded +8d10. This additional damage also strikes enemies within 4m of the slain target, who must make a Fortitude save (DC 20 + Charisma modifier) or be knocked prone for one round. On a successful save, Minion tier enemies are instead knocked down for three seconds, and Normal enemies for one second.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Templar ===&lt;br /&gt;
&#039;&#039;&amp;quot;My will is steel.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Mere blows cannot prevent the Templar from fulfilling their duty.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Class Level !! Feature !! Details&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| &#039;&#039;&#039;Forge&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
You receive a 30% multiplicative damage immunity to all damage. Whilst your Divine Shield is active, this increases to 50%. In addition, your Divine Shield now absorbs damage of all types.&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| &#039;&#039;&#039;Anvil&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
Your Divine Shield now has double the usual absorption limit. Your Smite now also refreshes your Divine Shield&#039;s duration and changes its [[General Mechanics Information#Threshold and Absorption|Threshold]] value to your total Smite damage.&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| &#039;&#039;&#039;Tempered&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
If a Smite expands the [[General Mechanics Information#Threshold and Absorption|Threshold]] of your Divine Shield, the Channel Divinity cost of the Smite is refunded. The Smite&#039;s damage is also added to your Divine Shield absorption.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Hospitaller ===&lt;br /&gt;
&#039;&#039;&amp;quot;Stay on your feet, we have much work to be done this day.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When a soldier needs a helping hand, the Hospitaller is there.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Class Level !! Feature !! Details&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| &#039;&#039;&#039;Divine Intervention&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
When you use Lay on Hands, the target also gains the effects of your Divine Shield at no cost. Furthermore, any excess healing from your Lay on Hands is now granted as temporary hitpoints (THP) with the same duration as Divine Shield.&lt;br /&gt;
&lt;br /&gt;
Finally, upon using Lay on Hands, you gain a free use of Smite. These free uses may stack to a maximum of 3.&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| &#039;&#039;&#039;Deliverance&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
You may nominate a target with the use of your archetype menu to select a target for Deliverance.&lt;br /&gt;
&lt;br /&gt;
For 3 rounds following Smite, any damage of your Divine Polarity type that you deal is applied as temporary hit points (THP) to your Deliverance target. These THP possess a duration of 3 rounds. If your Deliverance target is more than 20m distant, you receive the THP instead.&lt;br /&gt;
&lt;br /&gt;
Using Smite again whilst the duration is active adds another 3 rounds to the duration of Deliverance, to a total maximum duration of 5 rounds.&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| &#039;&#039;&#039;Salvation&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
When your Deliverance feature grants temporary hitpoints, it also applies the effects of Restoration, cleansing the target of negative effects.&lt;br /&gt;
&lt;br /&gt;
In addition, upon using Lay on Hands you grant the target the effects of the Death Ward spell. If the target is dead or dying, you first grant the effects of the Raise Dead spell.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>RisenholmBot</name></author>
	</entry>
	<entry>
		<id>https://wiki.risenholm.com/index.php?title=Druid&amp;diff=1715</id>
		<title>Druid</title>
		<link rel="alternate" type="text/html" href="https://wiki.risenholm.com/index.php?title=Druid&amp;diff=1715"/>
		<updated>2026-10-01T19:41:12Z</updated>

		<summary type="html">&lt;p&gt;RisenholmBot: Sync from game data at a9963401e&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- This page is generated from the game data by scripts/wiki_sync.py in the module repository. Edits made here will be overwritten by the next sync: change the class or feat description in risenholm.tlk instead. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Druids draw Power from the primal energy lingering in all living things. They possess shapeshifting abilities that allow them to adapt to various combat scenarios and a diverse selection of natural spells from their unique spellbook. Their Archetypes allow them to focus on furthering their shapeshifting abilities, a pet/summoner based playstyle, or an offensive elemental spellcaster.&lt;br /&gt;
&lt;br /&gt;
:Maximizing &#039;&#039;&#039;Strength&#039;&#039;&#039; or &#039;&#039;&#039;Dexterity&#039;&#039;&#039; is recommended if you want to focus on attacking with weapons and using [[General Mechanics Information#Maneuvers|Maneuvers]] like Knockdown. It also provides bonuses to your Fortitude or Reflex save.&lt;br /&gt;
:Maximizing &#039;&#039;&#039;Wisdom&#039;&#039;&#039; is recommended if you want to focus on your spellcasting ability (Offensive DCs, Spells/day, [[General Mechanics Information#Metamagic|Metamagic]] Pool). &#039;&#039;&#039;Wisdom&#039;&#039;&#039; also contributes to your Will save.&lt;br /&gt;
:&#039;&#039;&#039;Dexterity&#039;&#039;&#039; allows you to maximize Armor Class from light/medium armors and improves your Reflex save.&lt;br /&gt;
:&#039;&#039;&#039;Constitution&#039;&#039;&#039; increases your survivability in raw hit points and contributing to your Fortitude save.&lt;br /&gt;
:&#039;&#039;&#039;Intelligence&#039;&#039;&#039; contributes to your maximum Maneuver pool and Reflex save.&lt;br /&gt;
:&#039;&#039;&#039;Charisma&#039;&#039;&#039; contributes to your Will save and support Maneuvers such as &amp;quot;Commander Strike&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== Vitals ==&lt;br /&gt;
:&#039;&#039;&#039;Hit Die&#039;&#039;&#039;: d8 (8 HP per Level)&lt;br /&gt;
:&#039;&#039;&#039;Proficiencies&#039;&#039;&#039;: Armor (All), Shields, Weapons (Druid, Mystic)&lt;br /&gt;
:&#039;&#039;&#039;Skill Points per Level&#039;&#039;&#039;: 6&lt;br /&gt;
:&#039;&#039;&#039;Primary Saving Throw(s)&#039;&#039;&#039;: Fortitude, Will&lt;br /&gt;
:&#039;&#039;&#039;Spellcasting Ability&#039;&#039;&#039;: Wisdom Wisdom (10 + Spell Level to be able to cast a spell)&lt;br /&gt;
:&#039;&#039;&#039;Spellcasting Type&#039;&#039;&#039;: Memorized. Memorized spellcasters cannot change memorized slots while outside a rest zone, however any spells placed into an empty slot start as memorized and available for use.&lt;br /&gt;
:&#039;&#039;&#039;Spellbook&#039;&#039;&#039;: Druids know all available spells once they become capable of casting at a given spell level.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Level !! Features&lt;br /&gt;
|-&lt;br /&gt;
| 1 || [[#Spell List|Spellcasting Level 1]], [[#Metamagic: Conversion|Metamagic: Conversion]]&lt;br /&gt;
|-&lt;br /&gt;
| 2 || [[#Woodland Stride|Woodland Stride]], [[#Metamagic: Polarized Spell|Metamagic: Polarized Spell]]&lt;br /&gt;
|-&lt;br /&gt;
| 3 || [[#Spell List|Spellcasting Level 2]], [[#Wildshape|Wildshape]]&lt;br /&gt;
|-&lt;br /&gt;
| 4 || [[#Archetypes|Archetype Feature I]]&lt;br /&gt;
|-&lt;br /&gt;
| 5 || [[#Spell List|Spellcasting Level 3]]&lt;br /&gt;
|-&lt;br /&gt;
| 6 || [[#Venom Immunity|Venom Immunity]]&lt;br /&gt;
|-&lt;br /&gt;
| 7 || [[#Spell List|Spellcasting Level 4]], [[#Archetypes|Archetype Feature II]]&lt;br /&gt;
|-&lt;br /&gt;
| 8 || [[#Resist Nature&#039;s Lure|Resist Nature&#039;s Lure]]&lt;br /&gt;
|-&lt;br /&gt;
| 9 || [[#Spell List|Spellcasting Level 5]]&lt;br /&gt;
|-&lt;br /&gt;
| 10 || [[#Archetypes|Archetype Feature III]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Spell Slots per Level&lt;br /&gt;
! Class Level !! Cantrips !! 1st Level !! 2nd Level !! 3rd Level !! 4th Level !! 5th Level&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 3 || 1 || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 4 || 2 || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 4 || 2 || 1 || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 5 || 3 || 2 || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 5 || 3 || 2 || 1 || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 6 || 5 || 3 || 3 || 2 || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 7 || 6 || 4 || 3 || 2 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
| 8 || 6 || 4 || 3 || 3 || 2 || -&lt;br /&gt;
|-&lt;br /&gt;
| 9 || 6 || 4 || 4 || 3 || 2 || 1&lt;br /&gt;
|-&lt;br /&gt;
| 10 || 6 || 4 || 4 || 3 || 3 || 2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Spell slots are before any bonus slots from a high spellcasting ability.&lt;br /&gt;
&lt;br /&gt;
== Druid Core Mechanics ==&lt;br /&gt;
&lt;br /&gt;
=== Metamagic: Conversion ===&lt;br /&gt;
The character receives the Conversion feat for free.&lt;br /&gt;
&lt;br /&gt;
=== Metamagic: Polarized Spell ===&lt;br /&gt;
The character receives the Polarized Spell feat for free.&lt;br /&gt;
&lt;br /&gt;
=== Wildshape ===&lt;br /&gt;
A druid can transform themselves into beasts of the wild. By means of a successful Nature check, the druid receives a totem of that form. Using this totem consumes 2 Wildshape and transforms the druid into that animal, gaining an amount of temporary hitpoints per druid level and properties relevant to the animal&#039;s role as listed below. However, the druid cannot cast spells while wildshaped. Using the Wildshape feat itself will instantly transform the druid into whatever last shape they used.&lt;br /&gt;
&lt;br /&gt;
Using the totem again cancels the transformation, as does using the Wildshape feat, or another totem to take a new form. Losing the temporary hitpoints granted by the Wildshape will also revert the druid to their true form.&lt;br /&gt;
&lt;br /&gt;
This ability may be used once per rest per Druid level plus Wisdom modifier, and regains 1 use upon slaying 5 non-minion foes.&lt;br /&gt;
&lt;br /&gt;
The Druid may also convert Wildshape into [[General Mechanics Information#Metamagic|Metamagic]] via their Wildshape menu, consuming 2 Wildshape to generate Metamagic equal to their Wisdom modifier.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Role !! Temp HP per Level !! Additional&lt;br /&gt;
|-&lt;br /&gt;
| Brute || 10 || +5 Damage&lt;br /&gt;
|-&lt;br /&gt;
| Skirmisher || 8 || +2d6 Sneak Attack&lt;br /&gt;
|-&lt;br /&gt;
| Lurker || 6 || +3d6 Sneak Attack&lt;br /&gt;
|-&lt;br /&gt;
| Controller || 6 || +2 Spell and Maneuver DCs&lt;br /&gt;
|-&lt;br /&gt;
| Soldier || 12 || +25% Multiplicative Damage Immunity to all damage&lt;br /&gt;
|-&lt;br /&gt;
| Artillery || 6 || +2 AB, +6 Damage&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Woodland Stride ===&lt;br /&gt;
The character is immune to the Grease, Web, and Entangle spells.&lt;br /&gt;
&lt;br /&gt;
=== Venom Immunity ===&lt;br /&gt;
The druid is immune to all poisons.&lt;br /&gt;
&lt;br /&gt;
=== Resist Nature&#039;s Lure ===&lt;br /&gt;
This feat grants a +2 insight bonus on saving throws against fear spells and effects.&lt;br /&gt;
&lt;br /&gt;
=== Druid Weapons ===&lt;br /&gt;
The Druid may use the club, dagger, quarterstaff, shortbow, sickle, sling, spear, and throwing dagger.&lt;br /&gt;
&lt;br /&gt;
=== Mystic Weapons ===&lt;br /&gt;
The character may use the casting gloves, mystic staff, and tome.&lt;br /&gt;
&lt;br /&gt;
=== Spell List ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
! Cantrips !! 1st Level Spells !! 2nd Level Spells !! 3rd Level Spells !! 4th Level Spells !! 5th Level Spells&lt;br /&gt;
|- style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
[[Spells#Acid Splash|Acid Splash]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Electric Jolt|Electric Jolt]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Flare|Flare]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Inflict Minor Wounds|Inflict Minor Wounds]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Light|Light]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Ray of Frost|Ray of Frost]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Resistance|Resistance]]&amp;lt;br&amp;gt;&lt;br /&gt;
Spare the Dying&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Virtue|Virtue]]&lt;br /&gt;
|&lt;br /&gt;
[[Spells#Burning Hands|Burning Hands]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Camouflage|Camouflage]]&amp;lt;br&amp;gt;&lt;br /&gt;
Charm&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Cure Light Wounds|Cure Light Wounds]]&amp;lt;br&amp;gt;&lt;br /&gt;
Endure Energy&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Entangle|Entangle]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Grease|Grease]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Ice Dagger|Ice Dagger]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Inflict Light Wounds|Inflict Light Wounds]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Ironguts|Ironguts]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Magic Weapon|Magic Weapon]]&amp;lt;br&amp;gt;&lt;br /&gt;
Protection&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Shield of Faith|Shield of Faith]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Sleep|Sleep]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Summon Creature I|Summon Creature I]]&lt;br /&gt;
|&lt;br /&gt;
[[Spells#Barkskin|Barkskin]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Bull&#039;s Strength|Bull&#039;s Strength]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Cat&#039;s Grace|Cat&#039;s Grace]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Clarity|Clarity]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Cure Moderate Wounds|Cure Moderate Wounds]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Eagle&#039;s Splendor|Eagle&#039;s Splendor]]&amp;lt;br&amp;gt;&lt;br /&gt;
Electric Loop&amp;lt;br&amp;gt;&lt;br /&gt;
Elemental Weapon&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Endurance|Endurance]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Flame Lash|Flame Lash]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Fox&#039;s Cunning|Fox&#039;s Cunning]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Freedom of Movement|Freedom of Movement]]&amp;lt;br&amp;gt;&lt;br /&gt;
Hold&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Inflict Moderate Wounds|Inflict Moderate Wounds]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#One with the Land|One with the Land]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Owl&#039;s Wisdom|Owl&#039;s Wisdom]]&amp;lt;br&amp;gt;&lt;br /&gt;
Resist Energy&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Restoration|Restoration]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Summon Creature II|Summon Creature II]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Web|Web]]&lt;br /&gt;
|&lt;br /&gt;
[[Spells#Call Lightning|Call Lightning]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Contagion|Contagion]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Cure Serious Wounds|Cure Serious Wounds]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Dispel Magic|Dispel Magic]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Greater Magic Weapon|Greater Magic Weapon]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Healing Sting|Healing Sting]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Inflict Serious Wounds|Inflict Serious Wounds]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Magic Vestment|Magic Vestment]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Neutralize Poison|Neutralize Poison]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Poison|Poison]]&amp;lt;br&amp;gt;&lt;br /&gt;
Protection from Energy&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Quillfire|Quillfire]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Remove Disease|Remove Disease]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Spike Growth|Spike Growth]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Summon Creature III|Summon Creature III]]&lt;br /&gt;
|&lt;br /&gt;
[[Spells#Bestow Curse|Bestow Curse]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Cure Critical Wounds|Cure Critical Wounds]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Death Ward|Death Ward]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Dominate Person|Dominate Person]]&amp;lt;br&amp;gt;&lt;br /&gt;
Elemental Rebuke&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Enervation|Enervation]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Flame Strike|Flame Strike]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Ice Storm|Ice Storm]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Infestation of Maggots|Infestation of Maggots]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Inflict Critical Wounds|Inflict Critical Wounds]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Stoneskin|Stoneskin]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Summon Creature IV|Summon Creature IV]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Wall of Fire|Wall of Fire]]&lt;br /&gt;
|&lt;br /&gt;
[[Spells#Awaken|Awaken]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Cone of Cold|Cone of Cold]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Energy Buffer|Energy Buffer]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Healing Circle|Healing Circle]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Inferno|Inferno]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Monstrous Regeneration|Monstrous Regeneration]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Raise Dead|Raise Dead]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Summon Creature V|Summon Creature V]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Vine Mine|Vine Mine]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Archetypes ==&lt;br /&gt;
&lt;br /&gt;
=== Invoker ===&lt;br /&gt;
&#039;&#039;&amp;quot;The land answers my call.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Some Druids directly invoke natural elemental spirits to aid them.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Class Level !! Feature !! Details&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| &#039;&#039;&#039;Invocation&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
You gain a new resource pool, Invocation, with a capacity of [10 + Wisdom Modifier]. This gains points equal to a harmful spell&#039;s level upon casting. You may use this feat to target yourself, or a point within 10m.&lt;br /&gt;
&lt;br /&gt;
Targeting yourself, or activating the feat again while the targeting cursor is up, consumes a use of Wildshape, granting Invocation points equal to your Wisdom modifier.&lt;br /&gt;
&lt;br /&gt;
Targeting a point requires that you be under the effects of a Rune (such as from the Elemental Weapon spell), which defines its damage type. 6 points are then consumed to create an Invocation. This Invocation begins with 6 charges, expending 1 charge every 3 seconds to strike the nearest enemy creature with 1d6 damage (Fortitude half). If the Invocation is within any of your persistent area of effect spells, it strikes any creatures within these. Invocation damage counts as Spells (Persistent AoE) for damage bonuses, even when it strikes a single creature. You may only create one Invocation at a time.&lt;br /&gt;
&lt;br /&gt;
Your Invocations benefit from any applicable [[General Mechanics Information#Metamagic|Metamagic]] you know for free, and any increases to your spell DC.&lt;br /&gt;
&lt;br /&gt;
Upon expiry, an Invocation refunds 5 spell levels&#039; worth of harmful spells to you.&lt;br /&gt;
&lt;br /&gt;
In addition, your cost to convert Wildshape to Metamagic is reduced to 1.&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| &#039;&#039;&#039;Leylines&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
Your Invocation damage increases to 2d4, your base capacity to 15, and you may now place a second. This draws a Leyline between that Invocation and any others you have placed within 10m. Creatures who pass through this Leyline are slowed by 90% for 3 rounds.&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| &#039;&#039;&#039;Convergence&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
Your Invocation damage increases to 2d6, your base capacity to 20, and you may now place a third. Any creatures within the triangle formed by three invocations will be stunned for one round every round if they fail their will save. The DC is equal to that of your Invocations.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Shifter ===&lt;br /&gt;
&#039;&#039;&amp;quot;Show my face? Which one?&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Capable of taking the form of almost any creature, the Shifter wields them almost as proficiently as the original, and often moreso.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Class Level !! Feature !! Details&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| &#039;&#039;&#039;Form Mastery&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
Your Wildshape now functions differently from the typical druid&#039;s in several ways:&lt;br /&gt;
&lt;br /&gt;
* You gain 1 Wildshape for each non-minion slain.&lt;br /&gt;
* It now costs 10 Wildshape for you to convert Wildshape to [[General Mechanics Information#Metamagic|Metamagic]].&lt;br /&gt;
* Your Wildshape capacity is now equal to 10 + twice your Wisdom Modifier.&lt;br /&gt;
* You may learn a greater variety of forms, including vermin, beasts, and magical beasts.&lt;br /&gt;
* Your transformations cannot be dispelled.&lt;br /&gt;
* You do not consume Wildshape to change form; however, changing form no longer grants you temporary hitpoints (THP).&lt;br /&gt;
* You no longer revert to humanoid form when resting.&lt;br /&gt;
* You receive a new feat, Primal Surge, which you may use once per round to gain the THP you would otherwise gain from the form, consuming 5 uses of Wildshape. This also grants Regeneration, restoring hitpoints equal to your Druid level every 3 seconds, up to the total amount of THP gained.&lt;br /&gt;
&lt;br /&gt;
* The Form Mastery feat may be activated to consume 3 uses of Wildshape in order to gain the following Form Mastery benefits for 1 minute, dependent upon your current form&#039;s role. If you change form, you receive the relevant Form Mastery benefits for that form instead.&lt;br /&gt;
&lt;br /&gt;
Brute: You receive +1 bonus attack per round, and a +5 physical damage bonus to attacks.&lt;br /&gt;
&lt;br /&gt;
Skirmisher: You receive +1 bonus attack per round, and +2d6 Sneak Attack.&lt;br /&gt;
&lt;br /&gt;
Lurker: You gain +3d6 Sneak Attack. You may reactivate the feat to vanish from sight, disengaging from your attack schedule and entering stealth. Whilst this Form Mastery bonus is active, reactivating Form Mastery causes you to vanish from sight once again, at a cost of 1 Wildshape per use. You cannot perform this action after exiting stealth mode until one round has passed.&lt;br /&gt;
&lt;br /&gt;
Controller: For one minute, upon striking a target, they must succeed at a save versus your cantrip DC or suffer the effects of Blindness for 1 round. Applicable Metamagic you know is applied without cost.&lt;br /&gt;
&lt;br /&gt;
Soldier: You receive 25% multiplicative physical damage immunity.&lt;br /&gt;
&lt;br /&gt;
Artillery: Once per round for one minute, you automatically fire a volley of spines at targets within 10m of your attack target. If you have no current attack target, the nearest enemy is selected instead. You create one spine per Druid level, with each inflicting 4 physical damage. These are split evenly amongst the available targets, with priority given to your target and those nearest it.&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| &#039;&#039;&#039;Primal Surge&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
You may use this feat once per round to gain the THP you would otherwise gain from Wildshaping into the current form&#039;s role, consuming 2 uses of Wildshape. This also grants Regeneration, restoring hitpoints equal to your Druid level every 3 seconds, up to the total amount of THP gained.&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| &#039;&#039;&#039;Second Shift&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
One round after activating Form Mastery, you receive the Second Shift effect, further enhancing your Form Mastery benefits. Changing forms resets the Second Shift effect, reactivating after 1 round has passed in the new form.&lt;br /&gt;
&lt;br /&gt;
Brute: You receive an additional +1 bonus attack per round, and a further +5 physical damage bonus to attacks.&lt;br /&gt;
&lt;br /&gt;
Skirmisher: You receive an additional +1 bonus attack per round, and a further +2d6 Sneak Attack.&lt;br /&gt;
&lt;br /&gt;
Lurker: You receive +1 bonus attack per round, and a further +3d6 Sneak Attack.&lt;br /&gt;
&lt;br /&gt;
Controller: In addition to the on-hit blind effect, you now also afflict your attacked targets with the Paralyze effect for 1 round, should they fail a Will saving throw versus your cantrip DC. Applicable [[General Mechanics Information#Metamagic|Metamagic]] you know is applied without cost.&lt;br /&gt;
&lt;br /&gt;
Soldier: You may reactivate Form Mastery to expend 2 Wildshape and receive a Damage Resistance (DR) effect to all damage with a [[General Mechanics Information#Threshold and Absorption|Threshold]] equal to 5 + your Druid Level, with Absorption of 10 per Druid Level. Any Absorption remaining when the effect expires (either due to expiring duration or changing form) is saved and applied to the Absorption of the next DR effect created this way.&lt;br /&gt;
&lt;br /&gt;
Artillery: You generate twice the number of spines.&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| &#039;&#039;&#039;Peak Performance&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
The base bonuses you receive from Wildshape roles are now doubled.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Wildspeaker ===&lt;br /&gt;
&#039;&#039;&amp;quot;Lend your ear to the wilds.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Druids can partner directly with the wilds, listening to their pleas and receiving its boons as a result.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Class Level !! Feature !! Details&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| &#039;&#039;&#039;First Words&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
Your bond with the wilds has granted you the benefit of a natural companion. Use this feat on yourself to choose your companion type (default wolf). This companion has the statistics of an Elite-rated creature of its given role. If you also possess the Animal Companion feature from the Ranger Beastmaster, your Druid and Ranger levels stack when determining the companion&#039;s Threat Level. You may summon your companion for free once per rest.&lt;br /&gt;
&lt;br /&gt;
You may also target your companion with this feat to restore hitpoints equal to its maximum hit points, expending 3 Wildshape. Any excess is granted as temporary hitpoints lasting one minute, to a maximum of half their hit point total. Should your companion perish, it may be resummoned with this feat for the cost of 3 Wildshape.&lt;br /&gt;
&lt;br /&gt;
Your companion also possesses your Woodland Stride class feature.&lt;br /&gt;
&lt;br /&gt;
Upon casting a harmful damage spell, for 3 rounds your companion receives a damage bonus equal to your Druid class level plus the spell&#039;s level, of the spell&#039;s damage type.&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| &#039;&#039;&#039;Growing Bond&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
Your companion receives a stack of the following bonuses for every round they remain within one of your persistent areas of effect (AoE) (such as Grease, Web, etc), to a maximum of 3 stacks. These bonuses are retained as long as they remain within the AoE. Should the companion leave your AoEs, these stacks will be lost at a rate of 1 every 3 rounds.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Bear&#039;&#039;&#039;: +3 Physical Damage&lt;br /&gt;
* &#039;&#039;&#039;Boar&#039;&#039;&#039;: +20% Physical Damage Immunity (Multiplicative)&lt;br /&gt;
* &#039;&#039;&#039;Wolf&#039;&#039;&#039;: +2 Physical Damage / +10% Movespeed&lt;br /&gt;
* &#039;&#039;&#039;Hawk&#039;&#039;&#039;: +2d6 Radiant damage on Sneak Attack&lt;br /&gt;
* &#039;&#039;&#039;Lynx&#039;&#039;&#039;: +2d6 Radiant damage on Sneak Attack&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| &#039;&#039;&#039;Rite of Passage&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
When your companion&#039;s Growing Bond stacks reach their maximum, their rating upgrades to Solo. The companion&#039;s rating reverts to Elite if the stacks should decay below the maximum.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>RisenholmBot</name></author>
	</entry>
	<entry>
		<id>https://wiki.risenholm.com/index.php?title=Cleric&amp;diff=1714</id>
		<title>Cleric</title>
		<link rel="alternate" type="text/html" href="https://wiki.risenholm.com/index.php?title=Cleric&amp;diff=1714"/>
		<updated>2026-10-01T19:41:11Z</updated>

		<summary type="html">&lt;p&gt;RisenholmBot: Sync from game data at a9963401e&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- This page is generated from the game data by scripts/wiki_sync.py in the module repository. Edits made here will be overwritten by the next sync: change the class or feat description in risenholm.tlk instead. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Clerics draw Power from their Devotion to a religious path. Their spell selection is generally tailored towards support through healing, boons and afflictions and they are afforded an average HP pool and armor proficiencies to allow a frontline presence if desired. The various archetypes allow the Cleric to become a more classic frontline enspelled warrior, a dedicated healer, or unique offensive spellcaster.&lt;br /&gt;
&lt;br /&gt;
== Vitals ==&lt;br /&gt;
:&#039;&#039;&#039;Hit Die&#039;&#039;&#039;: d8 (8 HP per Level)&lt;br /&gt;
:&#039;&#039;&#039;Proficiencies&#039;&#039;&#039;: Armor (All), Shields, Weapons (Simple, Mystic)&lt;br /&gt;
:&#039;&#039;&#039;Skill Points per Level&#039;&#039;&#039;: 6&lt;br /&gt;
:&#039;&#039;&#039;Primary Saving Throw(s)&#039;&#039;&#039;: Fortitude, Will&lt;br /&gt;
:&#039;&#039;&#039;Spellcasting Ability&#039;&#039;&#039;: Wisdom (10 + Spell Level to be able to cast a spell)&lt;br /&gt;
:&#039;&#039;&#039;Spellcasting Type&#039;&#039;&#039;: Devotion. Memorized. Devotion. Memorized spellcasters cannot clear memorized slots after casting a spell, until after their next rest. However, any spells placed into an empty slot start as memorized and available for use.&lt;br /&gt;
:&#039;&#039;&#039;Spellbook&#039;&#039;&#039;: Clerics know all available spells once they become capable of casting at a given spell level.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Level !! Features&lt;br /&gt;
|-&lt;br /&gt;
| 1 || [[#Spell List|Spellcasting Level 1]], [[#Metamagic: Conversion|Metamagic: Conversion]], [[#Divine Polarity|Divine Polarity]]&lt;br /&gt;
|-&lt;br /&gt;
| 2 || [[#Channel Divinity: Turning|Channel Divinity: Turning]]&lt;br /&gt;
|-&lt;br /&gt;
| 3 || [[#Spell List|Spellcasting Level 2]], [[#Bonus Feat: Channel Divinity|Bonus Feat: Channel Divinity]], Energy Affinity&lt;br /&gt;
|-&lt;br /&gt;
| 4 || [[#Archetypes|Archetype Feature I]], [[#Bonus Feat: Channel Divinity|Bonus Feat: Channel Divinity]]&lt;br /&gt;
|-&lt;br /&gt;
| 5 || [[#Spell List|Spellcasting Level 3]]&lt;br /&gt;
|-&lt;br /&gt;
| 6 || [[#Bonus Feat: Channel Divinity|Bonus Feat: Channel Divinity]]&lt;br /&gt;
|-&lt;br /&gt;
| 7 || [[#Archetypes|Archetype Feature II]], [[#Spell List|Spellcasting Level 4]]&lt;br /&gt;
|-&lt;br /&gt;
| 8 || [[#Bonus Feat: Channel Divinity|Bonus Feat: Channel Divinity]]&lt;br /&gt;
|-&lt;br /&gt;
| 9 || [[#Spell List|Spellcasting Level 5]]&lt;br /&gt;
|-&lt;br /&gt;
| 10 || [[#Archetypes|Archetype Feature III]], [[#Bonus Feat: Channel Divinity|Bonus Feat: Channel Divinity]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Spell Slots per Level&lt;br /&gt;
! Class Level !! Cantrips !! 1st Level !! 2nd Level !! 3rd Level !! 4th Level !! 5th Level&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 3 || 2 || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 4 || 3 || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 4 || 3 || 2 || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 5 || 4 || 3 || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 5 || 4 || 3 || 2 || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 6 || 5 || 4 || 4 || 3 || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 7 || 6 || 5 || 4 || 3 || 2 || -&lt;br /&gt;
|-&lt;br /&gt;
| 8 || 6 || 5 || 4 || 4 || 3 || -&lt;br /&gt;
|-&lt;br /&gt;
| 9 || 6 || 5 || 5 || 4 || 3 || 2&lt;br /&gt;
|-&lt;br /&gt;
| 10 || 6 || 5 || 5 || 4 || 4 || 3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Spell slots are before any bonus slots from a high spellcasting ability.&lt;br /&gt;
&lt;br /&gt;
== Cleric Core Mechanics ==&lt;br /&gt;
&lt;br /&gt;
=== Mystic Weapons ===&lt;br /&gt;
The character may use the casting gloves, mystic staff, and tome.&lt;br /&gt;
&lt;br /&gt;
=== Divine Polarity ===&lt;br /&gt;
Clerics choose the energy type of their spells and abilities at level 1. They subsequently gain the Energy Affinity feat for that energy type at level 3.&lt;br /&gt;
&lt;br /&gt;
=== Metamagic: Conversion ===&lt;br /&gt;
The character receives the Conversion feat for free.&lt;br /&gt;
&lt;br /&gt;
=== Channel Divinity ===&lt;br /&gt;
The character gains access to features that draw upon a Channel Divinity pool, representing a reserve of divine energy. These features may be granted by class levels, feats, or archetypes. This pool has a maximum capacity of equal to the sum total of their Paladin and Cleric levels, plus the highest of their Wisdom or Charisma modifiers. The character regains 1 Channel Divinity for every 6 non-minion foes slain.&lt;br /&gt;
&lt;br /&gt;
=== Channel Divinity: Turning ===&lt;br /&gt;
The character may target a location within Short (8m) range to release a wave of pure conviction, striking enemies within a 6m radius sphere. Struck enemies must succeed at a saving throw (Will, DC: 10 + Cleric Level + Highest of WIS/CHA; Negates) or suffer the Fear effect for 3 rounds. These enemies also receive Psychic damage equal to the character&#039;s combined Wisdom and Charisma modifiers, halved if the target succeeded their saving throw. In addition, the character restores [[General Mechanics Information#Metamagic|Metamagic]] equal to half their Wisdom modifier.&lt;br /&gt;
&lt;br /&gt;
The effects of this ability are subject to ongoing saving throws. Each round, the target may attempt a new saving throw to end the effect. Each failed saving throw provides a stacking +4 bonus to further saving throws for 5 rounds versus the following effects:&lt;br /&gt;
&lt;br /&gt;
Confusion, Daze, Domination, Fear, Knockdown, Paralysis, Petrification, Sleep, Stun&lt;br /&gt;
&lt;br /&gt;
=== Bonus Feat: Channel Divinity ===&lt;br /&gt;
The Cleric receives a free Channel Divinity feat of their choice, from the list below:&lt;br /&gt;
&lt;br /&gt;
=== Channel Divinity: Divine Might ===&lt;br /&gt;
The character may spend one Channel Divinity to add their Charisma or Wisdom bonus, whichever is higher, to all weapon damage for 1 minute. This damage bonus is capped at twice the character&#039;s total sum of Paladin and Cleric levels. If Divine Might is already active, the duration is extended by 1 minute.&lt;br /&gt;
&lt;br /&gt;
=== Channel Divinity: Divine Shield ===&lt;br /&gt;
The character may spend one Channel Divinity to gain damage resistance against physical damage. The threshold for this damage resistance is equal to the sum total of Cleric and Paladin class levels the character possesses. The shield absorbs 10 damage per point of the character&#039;s Charisma or Wisdom bonus, whichever is higher, plus 10% of the target&#039;s maximum hitpoints.&lt;br /&gt;
&lt;br /&gt;
If Divine Shield is already active, any existing absorption is inherited by the new instance of Divine Shield. Divine Shield has a duration of 15 minutes [[General Mechanics Information#Combat Time|Combat Time]].&lt;br /&gt;
&lt;br /&gt;
=== Channel Divinity: Beneficence ===&lt;br /&gt;
Consume 1 Channel Divinity to instantly heal your most damaged ally within 20m for hitpoints equal to your highest memorised Cure Wounds spell. Excess granted as Temporary Hit Points.&lt;br /&gt;
&lt;br /&gt;
=== Channel Divinity: Ablution ===&lt;br /&gt;
Consume 1 Channel Divinity to apply the effects of Restoration to allies in a 10m sphere, with a range of 20m. The Restoration spell must be memorised.&lt;br /&gt;
&lt;br /&gt;
=== Channel Divinity: Condemnation ===&lt;br /&gt;
Consume 2 Channel Divinity to apply a DoT inflicting 1d4 + WIS Radiant damage every 3 seconds to enemies in a 10m sphere, with a range of 20m, lasting 3 rounds (Requires Action).&lt;br /&gt;
&lt;br /&gt;
=== Channel Divinity: Consecration ===&lt;br /&gt;
Consume 2 Channel Divinity to create a 5m radius area centered around the cleric for 1 minute inflicting 1d4 + [WIS / 2] Radiant damage per 3 seconds to enemies within (Requires Action)&lt;br /&gt;
&lt;br /&gt;
=== Channel Divinity: Succor ===&lt;br /&gt;
Consume 3 Channel Divinity to grant a target the effects of a [[General Mechanics Information#Short Rest|Short Rest]]. The target must complete a Rest to be eligible for this effect again.&lt;br /&gt;
&lt;br /&gt;
=== Channel Divinity: Sanctification ===&lt;br /&gt;
Consume 1 Channel Divinity to apply a [[General Mechanics Information#Retaliation|Retaliation]] effect to yourself or an ally [Trigger: Attacks, Damage: 3d2 + WIS Radiant, Limit: [WIS * 2] Attacks, Duration: 15m [[General Mechanics Information#Combat Time|Combat Time]], Cooldown: 1s, per-Attacker]&lt;br /&gt;
&lt;br /&gt;
=== Channel Divinity: Fervor ===&lt;br /&gt;
Consume 5 Channel Divinity to grant the target a bonus attack per round for a number of rounds equal to your Wisdom modifier.&lt;br /&gt;
&lt;br /&gt;
=== Spell List ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
! Cantrips !! 1st Level Spells !! 2nd Level Spells !! 3rd Level Spells !! 4th Level Spells !! 5th Level Spells&lt;br /&gt;
|- style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
[[Spells#Inflict Minor Wounds|Inflict Minor Wounds]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Light|Light]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Resistance|Resistance]]&amp;lt;br&amp;gt;&lt;br /&gt;
Spare the Dying&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Virtue|Virtue]]&lt;br /&gt;
|&lt;br /&gt;
[[Spells#Bane|Bane]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Bless|Bless]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Cure Light Wounds|Cure Light Wounds]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Doom|Doom]]&amp;lt;br&amp;gt;&lt;br /&gt;
Endure Energy&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Inflict Light Wounds|Inflict Light Wounds]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Ironguts|Ironguts]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Magic Weapon|Magic Weapon]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Negative Energy Ray|Negative Energy Ray]]&amp;lt;br&amp;gt;&lt;br /&gt;
Protection&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Scare|Scare]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Shield of Faith|Shield of Faith]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Summon Creature I|Summon Creature I]]&lt;br /&gt;
|&lt;br /&gt;
[[Spells#Aid|Aid]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Bless Weapon|Bless Weapon]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Blindness/Deafness|Blindness/Deafness]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Bull&#039;s Strength|Bull&#039;s Strength]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Cat&#039;s Grace|Cat&#039;s Grace]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Clarity|Clarity]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Cure Moderate Wounds|Cure Moderate Wounds]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Eagle&#039;s Splendor|Eagle&#039;s Splendor]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Endurance|Endurance]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Fox&#039;s Cunning|Fox&#039;s Cunning]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Freedom of Movement|Freedom of Movement]]&amp;lt;br&amp;gt;&lt;br /&gt;
Hold&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Inflict Moderate Wounds|Inflict Moderate Wounds]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Owl&#039;s Wisdom|Owl&#039;s Wisdom]]&amp;lt;br&amp;gt;&lt;br /&gt;
Resist Energy&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Restoration|Restoration]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Silence|Silence]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Sound Burst|Sound Burst]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Stone Bones|Stone Bones]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Summon Creature II|Summon Creature II]]&lt;br /&gt;
|&lt;br /&gt;
[[Spells#Contagion|Contagion]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Cure Serious Wounds|Cure Serious Wounds]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Dispel Magic|Dispel Magic]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Fear|Fear]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Glyph of Warding|Glyph of Warding]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Greater Magic Weapon|Greater Magic Weapon]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Inflict Serious Wounds|Inflict Serious Wounds]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Invisibility Purge|Invisibility Purge]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Magic Vestment|Magic Vestment]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Negative Energy Burst|Negative Energy Burst]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Neutralize Poison|Neutralize Poison]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Poison|Poison]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Prayer|Prayer]]&amp;lt;br&amp;gt;&lt;br /&gt;
Protection from Energy&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Remove Curse|Remove Curse]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Remove Disease|Remove Disease]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Searing Light|Searing Light]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Summon Creature III|Summon Creature III]]&lt;br /&gt;
|&lt;br /&gt;
[[Spells#Bestow Curse|Bestow Curse]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Cure Critical Wounds|Cure Critical Wounds]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Death Ward|Death Ward]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Dismissal|Dismissal]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Flame Strike|Flame Strike]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Hammer of the Gods|Hammer of the Gods]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Inflict Critical Wounds|Inflict Critical Wounds]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Summon Creature IV|Summon Creature IV]]&lt;br /&gt;
|&lt;br /&gt;
[[Spells#Battletide|Battletide]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Circle of Doom|Circle of Doom]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Healing Circle|Healing Circle]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Monstrous Regeneration|Monstrous Regeneration]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Raise Dead|Raise Dead]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Slay Living|Slay Living]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Summon Creature V|Summon Creature V]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Archetypes ==&lt;br /&gt;
&lt;br /&gt;
=== Votive ===&lt;br /&gt;
&#039;&#039;&amp;quot;Have faith.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Burning their life&#039;s candle, the Votive gives of themselves to provide succor to their friends and castigate their foes.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Class Level !! Feature !! Details&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| &#039;&#039;&#039;Yajna&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
You gain a new Channel Divinity option, Yajna. This allows you to enter a channeling state wherein you forsake the ability to perform any actions other than maintaining Yajna effects. Using the feat again whilst in this state allows you to target a creature, expending 1 Channel Divinity and applying a Yajna effect. Applying Yajna effects consumes [[General Mechanics Information#Metamagic|Metamagic]] (Empower, Extend, Heighten, Quicken) like a spell. Whilst channeling you gain 50% multiplicative damage immunity to all damage and complete immunity to all Hard Control effects. Attacking, casting a spell, or moving will cancel the state.&lt;br /&gt;
&lt;br /&gt;
Whilst under the effects of Yajna, for 10 ticks the target is harmed or healed every 3 seconds. You may create as many concurrent Yajna effects as you wish. You may dispel Yajna effects by targeting the creature again. Quicken increases the tick rate from 3s to 2s. Ticks of Yajna also increase the Limit of Implement Fighting&#039;s [[General Mechanics Information#Retaliation|Retaliation]] effect as if they were an attack or spellcast.&lt;br /&gt;
&lt;br /&gt;
* Healing equals your combined WIS and CHA modifiers, weapon EB, plus your Divine Shield [[General Mechanics Information#Threshold and Absorption|Threshold]].&lt;br /&gt;
* Healing in excess of the target&#039;s maximum HP is granted as temporary hitpoints (THP) for 1 minute.&lt;br /&gt;
&lt;br /&gt;
* Damage dealt is equal to your combined WIS and CHA modifiers, weapon EB, Rune damage, and Divine Might if active.&lt;br /&gt;
* The target receives a Will save to half the damage, with DC equal to your highest spell DC.&lt;br /&gt;
* If an enemy perishes under the effects of Yajna, it transfers to the nearest enemy within 20m of both the enemy and yourself.&lt;br /&gt;
* Yajna effects that only deal damage refund their Channel Divinity cost upon expiry.&lt;br /&gt;
&lt;br /&gt;
This power comes at a cost, however. Upon each tick, your Embers gauge increases by 4%, or 1% if over 100%. If the gauge exceeds 100%, you begin to receive damage at a rate of 1 Internal damage per 1% excess, every 2 seconds. The gauge decays by 5% per second once you have not gained Embers for one round.&lt;br /&gt;
&lt;br /&gt;
Finally, you gain the Robust Defense and Improved Unarmed Strike feats.&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| &#039;&#039;&#039;Bhakti&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
Allies receiving the effects of Yajna receive a 20% multiplicative damage immunity to all damage for the duration of the effect. Enemies instead receive a 20% damage vulnerability.&lt;br /&gt;
&lt;br /&gt;
Healing hitpoints with Yajna now also extinguishes Embers, reducing 1% per hitpoint restored while below 100% Embers, and 1% per 10 hitpoints restored if over 100% Embers.&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| &#039;&#039;&#039;Nirvana&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
Once per minute, you may immediately purge your entire Embers gauge. If this free use of Nirvana is on cooldown, you may opt to expend 1 Channel Divinity to extinguish these Embers instead.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Warpriest ===&lt;br /&gt;
&#039;&#039;&amp;quot;On the battlefield, everyone is a believer.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Warpriest clashes into the front lines, inspiring their allies to victory.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Class Level !! Feature !! Details&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| &#039;&#039;&#039;Power&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
You gain a new resource pool, Divine Power, with a maximum capacity equal to thrice your Wisdom modifier. For each point of Channel Divinity you consume, you gain Divine Power equal to half your Wisdom modifier.&lt;br /&gt;
&lt;br /&gt;
You may consume Divine Power to cast a selection of spells using your archetype menu, as below. You must have the spell currently memorised, though it need not be readied. Warding and enhancement spells are cast on yourself (or on the target of your next normal attack, if a harmful spell) instantly, with no cast time. Hostile spell options possess a cooldown period of one round. These spells consume [[General Mechanics Information#Metamagic|Metamagic]] as usual.&lt;br /&gt;
&lt;br /&gt;
Whilst you harbour any Divine Power, you receive a multiplicative 30% physical damage immunity effect.&lt;br /&gt;
&lt;br /&gt;
Finally, you gain the Martial Weapon Proficiency and Simple Weapon Mastery feats, if you do not already possess them.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Spell !! Cost&lt;br /&gt;
|-&lt;br /&gt;
| Bane + Doom || 1&lt;br /&gt;
|-&lt;br /&gt;
| Aid || 2&lt;br /&gt;
|-&lt;br /&gt;
| Cure Wounds || [Spell Level]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Inflict Wounds&#039;&#039;&#039;: [Spell Level]&lt;br /&gt;
* &#039;&#039;&#039;Resist Elements&#039;&#039;&#039;: 2&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| &#039;&#039;&#039;Force&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
Your Divine Power spell list is expanded to include the following spells, with some options upgraded.&lt;br /&gt;
&lt;br /&gt;
Spell: Cost&lt;br /&gt;
&lt;br /&gt;
Bane + Doom + Prayer (replaces Bane + Doom): 1&lt;br /&gt;
&lt;br /&gt;
Protection From Elements (replaces Resist Elements): 2&lt;br /&gt;
&lt;br /&gt;
Death Ward: 4&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| &#039;&#039;&#039;Obliteration&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
Your Divine Power spell list is expanded to include the following spells.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Spell || Cost&lt;br /&gt;
|-&lt;br /&gt;
| Battletide || 3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Healing Circle&#039;&#039;&#039;: 5&lt;br /&gt;
* &#039;&#039;&#039;Slay Living&#039;&#039;&#039;: 5&lt;br /&gt;
* &#039;&#039;&#039;Monstrous Regeneration&#039;&#039;&#039;: 5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Ascendant ===&lt;br /&gt;
&#039;&#039;&amp;quot;Beyond mortal limits.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Ascendant channels raw energy to bring themselves closer to the divine.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Class Level !! Feature !! Details&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| &#039;&#039;&#039;Ascension&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
You gain an Ascension gauge and track. Expending Channel Divinity fills your Ascension gauge, with a duration of [WIS] seconds for each Channel Divinity expended. If the Ascension effect is already active, its duration is extended.&lt;br /&gt;
&lt;br /&gt;
Whilst Ascension is active, your Ascension track (visible on your archetype menu) progresses, draining the gauge. The Ascension track consists of consecutive segments for each of your castable spell levels. The track progresses in 1s ticks, with [Spell Level + 1] ticks required to fill these segments, in sequence. Once a segment is filled, you receive a free spellcast (Freecast) of a harmful spell at that level. When the track ends, it resets and begins refilling from zero. If a spell level already has a Freecast, the track will cease progression until that Freecast is used. After a [[General Mechanics Information#Long Rest|Long Rest]], your Ascension track begins with a Freecast at each spell level.&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| &#039;&#039;&#039;Majesty&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
Whilst your Ascension gauge is active, enemies affected by your damaging Cleric spells suffer the effects of Blindness for 1 round (Reflex, DC: Spell; Negates).&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| &#039;&#039;&#039;Apotheosis&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
When an enemy fails their save versus your Majesty feature, they suffer a DoT effect with damage equal to half your Wisdom modifier every 3s for 3 rounds.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>RisenholmBot</name></author>
	</entry>
	<entry>
		<id>https://wiki.risenholm.com/index.php?title=Bard&amp;diff=1713</id>
		<title>Bard</title>
		<link rel="alternate" type="text/html" href="https://wiki.risenholm.com/index.php?title=Bard&amp;diff=1713"/>
		<updated>2026-10-01T19:41:11Z</updated>

		<summary type="html">&lt;p&gt;RisenholmBot: Sync from game data at a9963401e&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- This page is generated from the game data by scripts/wiki_sync.py in the module repository. Edits made here will be overwritten by the next sync: change the class or feat description in risenholm.tlk instead. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Bards draw Power from a mixture of the arcane and primal energies within the emotions of themselves and others. They possess the most innate support abilities of any class, and are able to tailor their spell selections to a variety of playstyles. While all the bard archetypes further enhance their support role, their focus lies in general ally enhancement, damage, or spellcasting boons.&lt;br /&gt;
&lt;br /&gt;
:Maximizing &#039;&#039;&#039;Strength&#039;&#039;&#039; or &#039;&#039;&#039;Dexterity&#039;&#039;&#039; is recommended for attacking with weapons and using [[General Mechanics Information#Maneuvers|Maneuvers]] like Knockdown. It also provides bonuses to your Fortitude or Reflex save.&lt;br /&gt;
:A medium/high &#039;&#039;&#039;Charisma&#039;&#039;&#039; contributes to your spellcasting ability (Offensive DCs, Spells/day, and [[General Mechanics Information#Metamagic|Metamagic]] Pool) and support Maneuvers such as &amp;quot;Commander Strike&amp;quot;.&lt;br /&gt;
:A medium/high &#039;&#039;&#039;Dexterity&#039;&#039;&#039; allows you to maximize Armor Class from light armors and improves your Reflex save.&lt;br /&gt;
:&#039;&#039;&#039;Constitution&#039;&#039;&#039; increases your survivability in raw hit points and contributing to your Fortitude save.&lt;br /&gt;
:&#039;&#039;&#039;Intelligence&#039;&#039;&#039; contributes to your maximum Maneuver pool and Reflex save.&lt;br /&gt;
:&#039;&#039;&#039;Wisdom&#039;&#039;&#039; contributes to your Will save.&lt;br /&gt;
&lt;br /&gt;
== Vitals ==&lt;br /&gt;
:&#039;&#039;&#039;Hit Die&#039;&#039;&#039;: d6 (6 HP per Level)&lt;br /&gt;
:&#039;&#039;&#039;Proficiencies&#039;&#039;&#039;: Armor (Light, Medium), Shields, Weapons (Simple, Rogue, Mystic)&lt;br /&gt;
:&#039;&#039;&#039;Skill Points per Level&#039;&#039;&#039;: 8&lt;br /&gt;
:&#039;&#039;&#039;Primary Saving Throw(s)&#039;&#039;&#039;: Reflex, Will&lt;br /&gt;
:&#039;&#039;&#039;Spellcasting Ability&#039;&#039;&#039;: Charisma (10 + Spell Level to be able to cast a spell)&lt;br /&gt;
:&#039;&#039;&#039;Spellcasting Type&#039;&#039;&#039;: Arcane/Primal Hybrid. Spontaneous. Spontaneous spellcasters know a limited selection of spells, and may cast any of these spells at any time so long as they have slots available for the given spell level.&lt;br /&gt;
:&#039;&#039;&#039;Spellbook&#039;&#039;&#039;: Bards learn two spells each level.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Level !! Features&lt;br /&gt;
|-&lt;br /&gt;
| 1 || [[#Spell List|Spellcasting (Level 1)]], [[#Bardic Knowledge|Bardic Knowledge]], [[#Metamagic: Conversion|Metamagic: Conversion]], Simple Weapon Mastery&lt;br /&gt;
|-&lt;br /&gt;
| 2 || [[#Inspiration Aura|Inspiration +1]]&lt;br /&gt;
|-&lt;br /&gt;
| 3 || [[#Spell List|Spellcasting (Level 2)]], [[#Harmony: Vilify|Harmony: Vilify]]&lt;br /&gt;
|-&lt;br /&gt;
| 4 || [[#Archetypes|Archetype Feature I]], [[#Harmony|Harmony Feat]], [[#Inspiration Aura|Inspiration +2]]&lt;br /&gt;
|-&lt;br /&gt;
| 5 || [[#Spell List|Spellcasting (Level 3)]]&lt;br /&gt;
|-&lt;br /&gt;
| 6 || [[#Harmony|Harmony Feat]], [[#Inspiration Aura|Inspiration +3]]&lt;br /&gt;
|-&lt;br /&gt;
| 7 || [[#Spell List|Spellcasting (Level 4)]], [[#Archetypes|Archetype Feature II]]&lt;br /&gt;
|-&lt;br /&gt;
| 8 || [[#Harmony|Harmony Feat]], [[#Inspiration Aura|Inspiration +4]]&lt;br /&gt;
|-&lt;br /&gt;
| 9 || [[#Spell List|Spellcasting (Level 5)]]&lt;br /&gt;
|-&lt;br /&gt;
| 10 || [[#Archetypes|Archetype Feature III]], [[#Inspiration Aura|Inspiration +5]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Spell Slots per Level&lt;br /&gt;
! Class Level !! Cantrips !! 1st Level !! 2nd Level !! 3rd Level !! 4th Level !! 5th Level&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 6 || 4 || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 6 || 5 || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 6 || 6 || 3 || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 6 || 6 || 4 || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 6 || 6 || 5 || 3 || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 6 || 6 || 6 || 6 || 4 || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 7 || 6 || 6 || 6 || 5 || 3 || -&lt;br /&gt;
|-&lt;br /&gt;
| 8 || 6 || 6 || 6 || 6 || 4 || -&lt;br /&gt;
|-&lt;br /&gt;
| 9 || 6 || 6 || 6 || 6 || 5 || 3&lt;br /&gt;
|-&lt;br /&gt;
| 10 || 6 || 6 || 6 || 6 || 6 || 4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Spells Known&lt;br /&gt;
! Class Level !! Cantrips !! 1st Level !! 2nd Level !! 3rd Level !! 4th Level !! 5th Level&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 5 || 3 || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 5 || 4 || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 6 || 4 || 2 || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 6 || 5 || 3 || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 7 || 5 || 3 || 2 || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 6 || 7 || 6 || 4 || 3 || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 7 || 7 || 6 || 4 || 3 || 2 || -&lt;br /&gt;
|-&lt;br /&gt;
| 8 || 7 || 6 || 5 || 4 || 3 || -&lt;br /&gt;
|-&lt;br /&gt;
| 9 || 7 || 6 || 5 || 4 || 3 || 2&lt;br /&gt;
|-&lt;br /&gt;
| 10 || 7 || 6 || 6 || 5 || 4 || 3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Spell slots are before any bonus slots from a high spellcasting ability.&lt;br /&gt;
&lt;br /&gt;
== Bard Core Mechanics ==&lt;br /&gt;
&lt;br /&gt;
=== Bardic Knowledge ===&lt;br /&gt;
The Bard receives a Knowledge bonus equal to their class level.&lt;br /&gt;
&lt;br /&gt;
=== Inspiration Aura ===&lt;br /&gt;
The Bard&#039;s harmony enhances the damage of themselves and nearby allies. This consists of a 10m radius aura with the following magnitude according to Bard level:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Level !! Benefit&lt;br /&gt;
|-&lt;br /&gt;
| 2 || +1&lt;br /&gt;
|-&lt;br /&gt;
| 4 || +2&lt;br /&gt;
|-&lt;br /&gt;
| 6 || +3&lt;br /&gt;
|-&lt;br /&gt;
| 8 || +4&lt;br /&gt;
|-&lt;br /&gt;
| 10 || +5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Harmony ===&lt;br /&gt;
Whether through song, dance, speech, or their simple presence, a Bard resonates with the social fabric wherever they go. Harmony represents an abstraction of this, granting the Bard a resource pool with a maximum capacity equal to their Bard level plus Charisma modifier, which may be expended to power various effects. One point of Harmony is restored for every 5 non-minion enemies slain.&lt;br /&gt;
&lt;br /&gt;
The Bard receives the Vilify ability at level 3, and may select an additional Harmony feature that utilises this resource at levels 4, 6, 8, and 10. Options are as below.&lt;br /&gt;
&lt;br /&gt;
=== Harmony: Vilify ===&lt;br /&gt;
Expending 1 Harmony, the Bard inflicts 15 + 10d2 Psychic damage against a target. This feature cannot be used again until 1 round has passed.&lt;br /&gt;
&lt;br /&gt;
=== Harmony: Echo ===&lt;br /&gt;
The Bard expends 2 Harmony to replicate the effects of any positive spells currently present upon them, to a target ally.&lt;br /&gt;
&lt;br /&gt;
=== Harmony: Sympathy ===&lt;br /&gt;
A burden shared is a burden halved. The Bard expends 1 Harmony to restore half of the target&#039;s missing hitpoints.&lt;br /&gt;
&lt;br /&gt;
=== Harmony: Epiphany ===&lt;br /&gt;
A target ally may be granted [[General Mechanics Information#Maneuvers|Maneuvers]] and [[General Mechanics Information#Metamagic|Metamagic]] equal to the Bard&#039;s Charisma modifier, at the cost of 1 Harmony.&lt;br /&gt;
&lt;br /&gt;
=== Harmony: Peace ===&lt;br /&gt;
Expending 3 Harmony, the Bard causes a single target ally to receive the effects of a [[General Mechanics Information#Short Rest|Short Rest]]. This ability may only be used on a target again once they have executed a Short or [[General Mechanics Information#Long Rest|Long Rest]].&lt;br /&gt;
&lt;br /&gt;
=== Metamagic: Conversion ===&lt;br /&gt;
The character receives the Conversion feat for free.&lt;br /&gt;
&lt;br /&gt;
=== Mystic Weapons ===&lt;br /&gt;
The character may use the casting gloves, mystic staff, and tome.&lt;br /&gt;
&lt;br /&gt;
=== Spell List ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
! Cantrips !! 1st Level Spells !! 2nd Level Spells !! 3rd Level Spells !! 4th Level Spells !! 5th Level Spells&lt;br /&gt;
|- style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
[[Spells#Daze|Daze]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Flare|Flare]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Light|Light]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Micro Missile|Micro Missile]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Resistance|Resistance]]&amp;lt;br&amp;gt;&lt;br /&gt;
Spare the Dying&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Virtue|Virtue]]&lt;br /&gt;
|&lt;br /&gt;
Charm&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Color Spray|Color Spray]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Cure Light Wounds|Cure Light Wounds]]&amp;lt;br&amp;gt;&lt;br /&gt;
Endure Energy&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Expeditious Retreat|Expeditious Retreat]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Grease|Grease]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Ironguts|Ironguts]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Mage Armor|Mage Armor]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Magic Weapon|Magic Weapon]]&amp;lt;br&amp;gt;&lt;br /&gt;
Protection&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Scare|Scare]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Sleep|Sleep]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Summon Creature I|Summon Creature I]]&amp;lt;br&amp;gt;&lt;br /&gt;
Thundering Boom&lt;br /&gt;
|&lt;br /&gt;
[[Spells#Aid|Aid]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Blindness/Deafness|Blindness/Deafness]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Bull&#039;s Strength|Bull&#039;s Strength]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Cat&#039;s Grace|Cat&#039;s Grace]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Clarity|Clarity]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Clayskin|Clayskin]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Cloud of Bewilderment|Cloud of Bewilderment]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Cure Moderate Wounds|Cure Moderate Wounds]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Deafening Clang|Deafening Clang]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Eagle&#039;s Splendor|Eagle&#039;s Splendor]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Endurance|Endurance]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Fox&#039;s Cunning|Fox&#039;s Cunning]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Freedom of Movement|Freedom of Movement]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Ghostly Visage|Ghostly Visage]]&amp;lt;br&amp;gt;&lt;br /&gt;
Hideous Laughter&amp;lt;br&amp;gt;&lt;br /&gt;
Hold&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Invisibility|Invisibility]]&amp;lt;br&amp;gt;&lt;br /&gt;
Iron Horn&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Owl&#039;s Wisdom|Owl&#039;s Wisdom]]&amp;lt;br&amp;gt;&lt;br /&gt;
Resist Energy&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Restoration|Restoration]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#See Invisibility|See Invisibility]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Silence|Silence]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Sound Burst|Sound Burst]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Summon Creature II|Summon Creature II]]&lt;br /&gt;
|&lt;br /&gt;
[[Spells#Confusion|Confusion]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Cure Serious Wounds|Cure Serious Wounds]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Dispel Magic|Dispel Magic]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Displacement|Displacement]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Fear|Fear]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Glyph of Warding|Glyph of Warding]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Greater Magic Weapon|Greater Magic Weapon]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Gust of Wind|Gust of Wind]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Haste|Haste]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Invisibility Purge|Invisibility Purge]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Invisibility Sphere|Invisibility Sphere]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Neutralize Poison|Neutralize Poison]]&amp;lt;br&amp;gt;&lt;br /&gt;
Protection from Energy&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Remove Curse|Remove Curse]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Remove Disease|Remove Disease]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Slow|Slow]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Summon Creature III|Summon Creature III]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Wounding Whispers|Wounding Whispers]]&lt;br /&gt;
|&lt;br /&gt;
[[Spells#Bestow Curse|Bestow Curse]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Cure Critical Wounds|Cure Critical Wounds]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Dismissal|Dismissal]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Dominate Person|Dominate Person]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Ice Storm|Ice Storm]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Improved Invisibility|Improved Invisibility]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Phantasmal Killer|Phantasmal Killer]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Summon Creature IV|Summon Creature IV]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#War Cry|War Cry]]&lt;br /&gt;
|&lt;br /&gt;
[[Spells#Energy Buffer|Energy Buffer]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Ethereal Visage|Ethereal Visage]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Feeblemind|Feeblemind]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Healing Circle|Healing Circle]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Ironskin|Ironskin]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Lesser Spell Mantle|Lesser Spell Mantle]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Mind Fog|Mind Fog]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Summon Creature V|Summon Creature V]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Archetypes ==&lt;br /&gt;
&lt;br /&gt;
=== Storyteller ===&lt;br /&gt;
&#039;&#039;&amp;quot;Who doesn&#039;t like a good story?&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Storyteller girds their allies with a tale for every situation.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Class Level !! Feature !! Details&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| &#039;&#039;&#039;Living Legends&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
You may grant allies a variety of benefits, dependent on their role in your story. Granting a role consumes 1 Harmony. Each role may only apply to one target at a time, with a maximum of 3 roles granted at once. There is no duration limit on these benefits, so long as a target remains within your Inspiration Aura. If a target leaves your Inspiration Aura range, their role benefits will expire within 1 minute. The target may return to the aura to again remove this durational limit.&lt;br /&gt;
&lt;br /&gt;
The roles and their benefits are as follows:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| The Mighty || +CHA Attack Damage&lt;br /&gt;
|-&lt;br /&gt;
| The Swift || +1 Attack per round&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Stalwart&#039;&#039;&#039;: +30% Multiplicative Damage Immunity (MultDI) to all damage&lt;br /&gt;
* &#039;&#039;&#039;The Erudite&#039;&#039;&#039;: +25% Spell Damage, +1 [[General Mechanics Information#Metamagic|Metamagic]] Recycle&lt;br /&gt;
* &#039;&#039;&#039;The Beneficent&#039;&#039;&#039;: +20% Healing, THP generation, DR Magnitude&lt;br /&gt;
* &#039;&#039;&#039;The Vengeful&#039;&#039;&#039;: +25% [[General Mechanics Information#Retaliation|Retaliation]] Damage, Retaliation [Trigger: Attacks, Damage: 1d6 + CHA Sonic, Limit: N/A, Duration: N/A, Cooldown: 1s, per-Attacker]&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| &#039;&#039;&#039;Rapt Audience&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
When using Harmony features, you affect every applicable target within your Inspiration Aura range instead of a single target. If you have any Living Legends currently outside your Inspiration Aura, they too receive the Harmony effects.&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| &#039;&#039;&#039;Legends Never Die&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
Upon granting a Living Legend role, you also grant the target Plot Armour; a Damage Resistance effect with a [[General Mechanics Information#Threshold and Absorption|Threshold]] equal to your Charisma modifier, and an Absorption Limit equal to half the target&#039;s maximum hitpoints. If the Living Legend should suffer damage that would result in their death, the damage is instead halted at 1 HP, the Living Legend is healed for hitpoints equal to the remaining Absorption in the Plot Armour, and they may not be reduced below 1 hitpoint for 1 round. If you grant Plot Armour to a target who is currently dead or dying, they are immediately revived before receiving the additional effects.&lt;br /&gt;
&lt;br /&gt;
Plot Armour may be reapplied to a Living Legend without Plot Armour via the Storyteller menu, at a cost of 1 Harmony.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Skald ===&lt;br /&gt;
&#039;&#039;&amp;quot;Revel in the glory of combat!&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Skalds believe the best place to find stories is in the thick of battle.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Class Level !! Feature !! Details&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| &#039;&#039;&#039;Great Deeds&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
When an ally scores a critical hit within your Inspiration Aura, all allies within it gain the effects of Haste for 3 rounds as an Extraordinary effect. The duration of Great Deeds stacks if an ally should already be under its effects.&lt;br /&gt;
&lt;br /&gt;
You may also use this feat to consume 1 Harmony in order to activate Great Deeds as if you had scored a critical hit.&lt;br /&gt;
&lt;br /&gt;
Finally, you gain the Martial Weapon Proficiency feat, if you do not already possess it.&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| &#039;&#039;&#039;Striking a Chord&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
When an ally strikes a critical hit within your Inspiration Aura, half of their total damage is struck again as Sonic damage. You also grant all allies receiving your Great Deeds effect a Sonic damage bonus equal to twice your Inspiration Bonus.&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| &#039;&#039;&#039;Retelling&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
When an ally scores a critical hit within your Inspiration Aura, the damage from that attack is reapplied as Sonic damage to the nearest enemy to you within your Inspiration Aura. The triggering ally then receives temporary hitpoints equal to any Sonic damage that was part of the attack, which last for one minute.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Lorekeeper ===&lt;br /&gt;
&#039;&#039;&amp;quot;There are some things man was never meant to know; and others that he must.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A Lorekeeper is a master of esoteric knowledge and artifacts.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Class Level !! Feature !! Details&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| &#039;&#039;&#039;Magical Secrets&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
Your archetype menu may be used to target a spell scroll to create a Scroll of Secrets, a charged magical item capable of casting the spell contained within the target scroll, with the following properties:&lt;br /&gt;
&lt;br /&gt;
* Charges equal to your combined mental ability modifiers upon resting. Spells consume 1 + 1 charge per spell level, max 5.&lt;br /&gt;
* Two slots, able to hold spells of up to 3rd level.&lt;br /&gt;
* When you expend a Bard spell slot, your Scroll of Secrets gains charges equal to the level of the spell, max 4. You regain spell slots equal to the spell&#039;s level whenever you cast from your Scroll of Secrets. This may exceed the normal maximum capacity for charges or spell slots.&lt;br /&gt;
* You may use your archetype menu to expend 3 Harmony in order to restore charges to your Scroll of Secrets equal to your combined mental modifiers.&lt;br /&gt;
* You may reassign your Scroll of Secrets spells whenever you Rest, before casting any spells from the Scroll of Secrets.&lt;br /&gt;
* Spells cast from the Scroll of Secrets do not degrade [[General Mechanics Information#Stability|Stability]].&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| &#039;&#039;&#039;Expansive Knowledge&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
You gain two more slots in your Scroll of Secrets. These slots are able to hold up to 4th level spells.&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| &#039;&#039;&#039;Deep Lore&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
You gain one further slot in your Scroll of Secrets, able to hold spells up to 5th level. When using the Scroll of Secrets or an equipped item to cast a spell, the spell benefits from any applicable [[General Mechanics Information#Metamagic|Metamagic]] you know at no cost.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>RisenholmBot</name></author>
	</entry>
	<entry>
		<id>https://wiki.risenholm.com/index.php?title=Wizard&amp;diff=1712</id>
		<title>Wizard</title>
		<link rel="alternate" type="text/html" href="https://wiki.risenholm.com/index.php?title=Wizard&amp;diff=1712"/>
		<updated>2026-10-01T18:56:44Z</updated>

		<summary type="html">&lt;p&gt;RisenholmBot: Sync from game data at b26fd7c10&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- This page is generated from the game data by scripts/wiki_sync.py in the module repository. Edits made here will be overwritten by the next sync: change the class or feat description in risenholm.tlk instead. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Wizards draw Power through a dedicated study of known flows of Power and methodically weaving it in known patterns to form a variety of spells. They are highly adaptable spellcasters who have control over what spells are refreshed through their Revision or Arcane Focus features. Their poor base defenses are augmented by automatic wards when they take significant damage.&lt;br /&gt;
&lt;br /&gt;
:Maximizing &#039;&#039;&#039;Intelligence&#039;&#039;&#039; is recommended for increasing spell DCs, spellcasts per day, [[General Mechanics Information#Metamagic|Metamagic]] and [[General Mechanics Information#Maneuvers|Maneuver]] capacity. It also contributes to your Reflex save.&lt;br /&gt;
:&#039;&#039;&#039;Strength&#039;&#039;&#039; increases your AB and damage when utilizing melee weapons, your carrying capacity, and your Fortitude save.&lt;br /&gt;
:&#039;&#039;&#039;Dexterity&#039;&#039;&#039; increases your AB and damage when utilizing finesse weapons and ranged weapons. It also allows you to maximize Armor Class from clothes/light/medium armors and improves your Reflex save.&lt;br /&gt;
:&#039;&#039;&#039;Constitution&#039;&#039;&#039; increases your survivability in raw hit points and contributing to your Fortitude save.&lt;br /&gt;
:&#039;&#039;&#039;Wisdom&#039;&#039;&#039; contributes to your Will save.&lt;br /&gt;
:&#039;&#039;&#039;Charisma&#039;&#039;&#039; contributes to your Will save and support Maneuvers such as &amp;quot;Commander Strike&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== Vitals ==&lt;br /&gt;
:&#039;&#039;&#039;Hit Die&#039;&#039;&#039;: d4 (4 HP per Level)&lt;br /&gt;
:&#039;&#039;&#039;Proficiencies&#039;&#039;&#039;: Weapons (Wizard, Mystic)&lt;br /&gt;
:&#039;&#039;&#039;Skill Points per Level&#039;&#039;&#039;: 7&lt;br /&gt;
:&#039;&#039;&#039;Primary Saving Throw(s)&#039;&#039;&#039;: Will&lt;br /&gt;
:&#039;&#039;&#039;Spellcasting Ability&#039;&#039;&#039;: Intelligence (10 + Spell Level to be able to cast a spell)&lt;br /&gt;
:&#039;&#039;&#039;Spellcasting Type&#039;&#039;&#039;: Arcane. Memorized. Memorized spellcasters cannot clear memorized slots after casting a spell, until after their next rest. However, any spells placed into an empty slot start as memorized and available for use.&lt;br /&gt;
:&#039;&#039;&#039;Spellbook&#039;&#039;&#039;: Wizards can learn any spell from their spell list. They learn two spells per level, and may acquire more through the study of scrolls.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Level !! Features&lt;br /&gt;
|-&lt;br /&gt;
| 1 || [[#Spell List|Spellcasting Level 1]], [[#Arcane Focus|Arcane Focus]], [[#Metamagic: Conversion|Metamagic: Conversion]], [[#Scribe Scroll|Scribe Scroll]], [[#Summon Familiar|Summon Familiar]]&lt;br /&gt;
|-&lt;br /&gt;
| 2 || [[#Contingency|Contingency I]]&lt;br /&gt;
|-&lt;br /&gt;
| 3 || [[#Spell List|Spellcasting Level 2]], [[#Revision|Revision]]&lt;br /&gt;
|-&lt;br /&gt;
| 4 || [[#Contingency|Contingency II]]&lt;br /&gt;
|-&lt;br /&gt;
| 5 || [[#Spell List|Spellcasting Level 3]], [[#Bonus Feats|Bonus Feat]]&lt;br /&gt;
|-&lt;br /&gt;
| 6 || [[#Contingency|Contingency III]]&lt;br /&gt;
|-&lt;br /&gt;
| 7 || [[#Spell List|Spellcasting Level 4]]&lt;br /&gt;
|-&lt;br /&gt;
| 8 || [[#Contingency|Contingency IV]]&lt;br /&gt;
|-&lt;br /&gt;
| 9 || [[#Spell List|Spellcasting Level 5]]&lt;br /&gt;
|-&lt;br /&gt;
| 10 || [[#Bonus Feats|Bonus Feat]], [[#Contingency|Contingency V]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Wizard Core Mechanics ==&lt;br /&gt;
&lt;br /&gt;
=== Arcane Focus ===&lt;br /&gt;
A Wizard has a pool of Arcane Focus, which they may draw from to power their spells. Activating this feat will cause their next spellcast performed from their memorized slots to consume an amount of Arcane Focus equal to the spell&#039;s level, in exchange for not expending that slot. Whenever the Wizard casts a spell from their memorized slots without using this feature, they gain an amount of Arcane Focus equal to the spell&#039;s level. This pool has a capacity equal to 5 + the Wizard&#039;s class level + their Intelligence modifier.&lt;br /&gt;
&lt;br /&gt;
=== Metamagic: Conversion ===&lt;br /&gt;
The character receives the Conversion feat for free.&lt;br /&gt;
&lt;br /&gt;
=== Revision ===&lt;br /&gt;
When a Wizard casts a spell from any scroll that they know, they regain Arcane Focus equal to the spell&#039;s level. If they also have that spell memorized but expended, that spell memorization is refreshed. If the spell is memorized but not expended, they regain twice the Arcane Focus. In addition, if the scroll is used for free due to skills or other means, the [[General Mechanics Information#Stability|Stability]] cost is waived.&lt;br /&gt;
&lt;br /&gt;
The Wizard may also use this feat to target a scroll, converting [[General Mechanics Information#Metamagic|Metamagic]] to refresh a slot containing that spell if it is already memorized. This cost is identical to whatever the Wizard would normally spend for Conversion to restore that spell slot.&lt;br /&gt;
&lt;br /&gt;
=== Scribe Scroll ===&lt;br /&gt;
Wizards learn the Scribe Scroll feat for free.&lt;br /&gt;
&lt;br /&gt;
=== Summon Familiar ===&lt;br /&gt;
A character with this feat may summon a familiar once per rest. If the familiar dies, the character suffers 1d6 damage, but may summon the familiar again after a rest. The form of the familiar may be changed by targeting the caster.&lt;br /&gt;
&lt;br /&gt;
=== Contingency ===&lt;br /&gt;
A Wizard has magical countermeasures in place for many eventualities. The first time the caster is damaged to the Bloodied state, the damage is halted at that health state (for example, no damage is taken beyond 50% of total health if receiving damage that takes the Wizard to Bloodied), and the Wizard automatically gains invisibility and damage resistance effects for 1 minute. The Wizard is also immune to damage for 1s following this activation. This feature may be restored with the expenditure of 5 Arcane Focus, by the use of this feat.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Rank !! Benefit&lt;br /&gt;
|-&lt;br /&gt;
| I || 6/All (max 80)&lt;br /&gt;
|-&lt;br /&gt;
| II || 12/All (max 100)&lt;br /&gt;
|-&lt;br /&gt;
| III || 18/All (max 120)&lt;br /&gt;
|-&lt;br /&gt;
| IV || 24/All (max 140)&lt;br /&gt;
|-&lt;br /&gt;
| V || 30/All (max 160)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Bonus Feats ===&lt;br /&gt;
Wizards gain bonus feats at levels 5 and 10 with which they may purchase spell and metamagic feats.&lt;br /&gt;
&lt;br /&gt;
=== Wizard Weapons ===&lt;br /&gt;
The Wizard may use the club, dagger, light crossbow, heavy crossbow, quarterstaff.&lt;br /&gt;
&lt;br /&gt;
=== Mystic Weapons ===&lt;br /&gt;
The character may use the casting gloves, mystic staff, and tome.&lt;br /&gt;
&lt;br /&gt;
=== Spell List ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
! Cantrips !! 1st Level Spells !! 2nd Level Spells !! 3rd Level Spells !! 4th Level Spells !! 5th Level Spells&lt;br /&gt;
|- style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
[[Spells#Acid Splash|Acid Splash]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Daze|Daze]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Electric Jolt|Electric Jolt]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Flare|Flare]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Light|Light]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Micro Missile|Micro Missile]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Ray of Frost|Ray of Frost]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Resistance|Resistance]]&lt;br /&gt;
|&lt;br /&gt;
[[Spells#Burning Hands|Burning Hands]]&amp;lt;br&amp;gt;&lt;br /&gt;
Charm&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Color Spray|Color Spray]]&amp;lt;br&amp;gt;&lt;br /&gt;
Endure Energy&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Expeditious Retreat|Expeditious Retreat]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Grease|Grease]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Ice Dagger|Ice Dagger]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Ironguts|Ironguts]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Mage Armor|Mage Armor]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Magic Missile|Magic Missile]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Magic Weapon|Magic Weapon]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Negative Energy Ray|Negative Energy Ray]]&amp;lt;br&amp;gt;&lt;br /&gt;
Protection&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Ray of Enfeeblement|Ray of Enfeeblement]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Scare|Scare]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Shield|Shield]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Sleep|Sleep]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Summon Creature I|Summon Creature I]]&amp;lt;br&amp;gt;&lt;br /&gt;
Thundering Boom&lt;br /&gt;
|&lt;br /&gt;
Acid Arrow&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Blindness/Deafness|Blindness/Deafness]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Bull&#039;s Strength|Bull&#039;s Strength]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Cat&#039;s Grace|Cat&#039;s Grace]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Clarity|Clarity]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Clayskin|Clayskin]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Cloud of Bewilderment|Cloud of Bewilderment]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Combust|Combust]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Death Armor|Death Armor]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Eagle&#039;s Splendor|Eagle&#039;s Splendor]]&amp;lt;br&amp;gt;&lt;br /&gt;
Electric Loop&amp;lt;br&amp;gt;&lt;br /&gt;
Elemental Weapon&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Endurance|Endurance]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Fox&#039;s Cunning|Fox&#039;s Cunning]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Ghostly Visage|Ghostly Visage]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Ghoul Touch|Ghoul Touch]]&amp;lt;br&amp;gt;&lt;br /&gt;
Hideous Laughter&amp;lt;br&amp;gt;&lt;br /&gt;
Hold&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Invisibility|Invisibility]]&amp;lt;br&amp;gt;&lt;br /&gt;
Iron Horn&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Owl&#039;s Wisdom|Owl&#039;s Wisdom]]&amp;lt;br&amp;gt;&lt;br /&gt;
Resist Energy&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#See Invisibility|See Invisibility]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Stone Bones|Stone Bones]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Summon Creature II|Summon Creature II]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Web|Web]]&lt;br /&gt;
|&lt;br /&gt;
Acid Breath&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Confusion|Confusion]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Contagion|Contagion]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Dispel Magic|Dispel Magic]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Displacement|Displacement]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Fear|Fear]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Fireball|Fireball]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Flame Arrow|Flame Arrow]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Glyph of Warding|Glyph of Warding]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Greater Magic Weapon|Greater Magic Weapon]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Gust of Wind|Gust of Wind]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Haste|Haste]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Invisibility Sphere|Invisibility Sphere]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Lightning Bolt|Lightning Bolt]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Negative Energy Burst|Negative Energy Burst]]&amp;lt;br&amp;gt;&lt;br /&gt;
Protection from Energy&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Remove Curse|Remove Curse]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Scintillating Sphere|Scintillating Sphere]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Slow|Slow]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Stinking Cloud|Stinking Cloud]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Summon Creature III|Summon Creature III]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Vampiric Touch|Vampiric Touch]]&lt;br /&gt;
|&lt;br /&gt;
[[Spells#Bestow Curse|Bestow Curse]]&amp;lt;br&amp;gt;&lt;br /&gt;
Black Tentacles&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Dismissal|Dismissal]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Dominate Person|Dominate Person]]&amp;lt;br&amp;gt;&lt;br /&gt;
Elemental Rebuke&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Enervation|Enervation]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Ice Storm|Ice Storm]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Improved Invisibility|Improved Invisibility]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Minor Globe of Invulnerability|Minor Globe of Invulnerability]]&amp;lt;br&amp;gt;&lt;br /&gt;
Missile Storm&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Phantasmal Killer|Phantasmal Killer]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Stoneskin|Stoneskin]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Summon Creature IV|Summon Creature IV]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Wall of Fire|Wall of Fire]]&lt;br /&gt;
|&lt;br /&gt;
[[Spells#Ball Lightning|Ball Lightning]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Cloudkill|Cloudkill]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Cone of Cold|Cone of Cold]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Energy Buffer|Energy Buffer]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Ethereal Visage|Ethereal Visage]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Feeblemind|Feeblemind]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Firebrand|Firebrand]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Ironskin|Ironskin]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Lesser Spell Mantle|Lesser Spell Mantle]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Mind Fog|Mind Fog]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Summon Creature V|Summon Creature V]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Archetypes ==&lt;br /&gt;
&lt;br /&gt;
=== Evoker ===&lt;br /&gt;
&#039;&#039;&amp;quot;Defenses are only as good as their weakest point.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
With a calculated evocation, the Evoker brings down even the hardiest enemy.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Class Level !! Feature !! Details&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| &#039;&#039;&#039;Conjunction&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
You gain a Conjunction grid, which you may view in your archetype menu (opened via your base archetype feat or the /atmenu command):&lt;br /&gt;
&lt;br /&gt;
* This grid has 3 rows, and columns equal to your highest spell level.&lt;br /&gt;
* Upon casting a harmful spell with Arcane Focus, the grid gains a charge in the highest unfilled cell corresponding to the level of the spell.&lt;br /&gt;
* When a row of this grid is filled, that row is cleared and you gain points of Conjunction equal to 1 + the combined total of all your spell levels, minus your highest (e.g. a wizard who knows level 5 spells would gain 1+4+3+2+1 = 11 points). Any remaining filled cells in the grid rise to fill empty space.&lt;br /&gt;
* When consuming Evocation spell slots, an amount of Conjunction equal to the spell&#039;s level is expended to refund the slot, and you gain Arcane Focus equal to the spell level.&lt;br /&gt;
* Conjunction may also be consumed to recover Evocation spell slots, at a cost of 1 per level.&lt;br /&gt;
* Maximum Conjunction points are equal to thrice the Conjunction received per completed row.&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| &#039;&#039;&#039;Syzygy&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
A &#039;Syzygy&#039; meter is added to your archetype menu. When consuming Conjunction points, your Syzygy meter is increased by the points consumed. Upon reaching or exceeding 10 points in this meter, you gain a charge of Astroclasm. The counter is then reset to zero.&lt;br /&gt;
&lt;br /&gt;
You gain a new ability, Astroclasm. Astroclasm allows you to nominate a point within 40m, firing an arcing bolt of force toward that location. This bolt explodes on impact, dealing 5 + 5d4 Force damage, plus an additional 1+1d4 per point of your Intelligence modifier in a 10m radius (Save: Reflex; DC: Spell (L5); Half). Creatures must also succeed a Fortitude save or be knocked down for one round.&lt;br /&gt;
&lt;br /&gt;
This ability possesses a maximum capacity of 1 charge, may be used at most once per round, and benefits from applicable [[General Mechanics Information#Metamagic|Metamagic]] that you know at no additional cost.&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| &#039;&#039;&#039;Binary System&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
Your Astroclasm capacity increases to 2. You now gain Syzygy when filling slots in your Conjunction grid, equal to the spell level.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Conjurer ===&lt;br /&gt;
&#039;&#039;&amp;quot;I am not without allies.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Conjurer overwhelms their foes with creations from beyond, while controlling the battlefield with ease.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Class Level !! Feature !! Details&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| &#039;&#039;&#039;Reinforcements&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
You gain a new resource pool, Reinforcements, with a maximum capacity equal to your Intelligence modifier + the combined spell levels of non-Reinforcements summoned creatures you have present. When you cast a Conjuration spell using Arcane Focus, you gain Reinforcements equal to the spell&#039;s level.&lt;br /&gt;
&lt;br /&gt;
Using this feature and targeting a point within 20m opens a rift, or moves the rift if one exists already, out of which a Minion-tier version of the summoned creature of the highest level you are capable of casting appears.&lt;br /&gt;
&lt;br /&gt;
Creatures emerge from this rift at a rate of 1 per second, consuming 1 point of Reinforcements apiece, with a summon duration of 3 rounds. Whenever one of your Reinforcements dies or its duration expires, you regain 1 point of [[General Mechanics Information#Metamagic|Metamagic]]. If your Reinforcements pool reaches 0, the rift closes. You may also close the rift by targeting yourself with this feature. The rift may also be obstructed by creatures occupying its space, provided they do not possess a collision-bypassing effect.&lt;br /&gt;
&lt;br /&gt;
In addition, you may summon additional creatures beyond your summoning capacity by casting the Summon Creature spell whilst at your maximum capacity.&lt;br /&gt;
&lt;br /&gt;
These over-capacity reinforcements have a duration of 3 rounds, and do not return Metamagic.&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| &#039;&#039;&#039;Shock Troops&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
Upon perishing, your Reinforcements explode following a delay of 2.5 seconds, causing the Reinforcement&#039;s highest hit die in Force damage to creatures within 4m, other than your allies. Should their duration expire, they also explode at its end, flashing red for the final 2.5 seconds as a warning. This feature benefits from any applicable [[General Mechanics Information#Metamagic|Metamagic]] you know.&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| &#039;&#039;&#039;Vanguarded&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
Your non-Reinforcements summoned creatures now each possess a duplicate of your Contingency feature; however, their Contingency feature does not confer invisibility, nor may it be restored.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Eldritch Knight ===&lt;br /&gt;
&#039;&#039;&amp;quot;Warded by rune and iron.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
An Eldritch Knight combines martial prowess with arcane skill, cutting down their opponents with unexpected combinations.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Class Level !! Feature !! Details&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| &#039;&#039;&#039;Launch Sequencer&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
When casting a harmful spell, you also cast any readied non-harmful spells to the right of its slot in your spellbook on yourself. If there is another harmful spell memorised in a slot to the right of the spell slot you used, you instead cast the non-harmful spells in the slots between the two. You may use your archetype menu to disable this feature, and configure whether these automatic spells overwrite the effects of spells that are already active.&lt;br /&gt;
&lt;br /&gt;
You also gain two new resource gauges, Arcane Flux and Eldritch Induction.&lt;br /&gt;
&lt;br /&gt;
* When casting a harmful spell, you gain Arcane Flux at a rate of 4% per spell level.&lt;br /&gt;
* When casting a non-harmful spell that does not have a [[General Mechanics Information#Combat Time|Combat Time]] duration, you gain Arcane Flux at a rate of 2% per spell level.&lt;br /&gt;
* You may use your archetype menu to consume 5% Eldritch Induction to restore 1 Arcane Focus, or 2 [[General Mechanics Information#Metamagic|Metamagic]].&lt;br /&gt;
* Your attacks have their damage increased by +1 per 10% Eldritch Induction you possess, to a maximum of +5.&lt;br /&gt;
* You receive a 30% multiplicative damage immunity to all damage whilst you possess any Arcane Flux.&lt;br /&gt;
* When you perform a [[General Mechanics Information#Long Rest|Long Rest]], you begin with 10% Arcane Flux and 50% Eldritch Induction.&lt;br /&gt;
&lt;br /&gt;
Finally, you gain the Weapon Proficiency (Martial), Weapon Proficiency (Simple), Simple Weapon Mastery, Armor Proficiency (Light), Armor Proficiency (Medium), Armor Proficiency (Heavy), and Proficiency (Shield) feats, if you do not already possess them.&lt;br /&gt;
&lt;br /&gt;
Arcane Flux Gauge: Flux conversion&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| 0-9% || 1%&lt;br /&gt;
|-&lt;br /&gt;
| 10-39% || 6%&lt;br /&gt;
|-&lt;br /&gt;
| 40-69% || 11%&lt;br /&gt;
|-&lt;br /&gt;
| 70-100% || 20%&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| &#039;&#039;&#039;Force Feedback&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
When your Arcane Flux converts into Eldritch Induction, and you have cast a harmful spell within the last 1m, you gain the Force Feedback effect.&lt;br /&gt;
&lt;br /&gt;
This takes the form of a [[General Mechanics Information#Retaliation|Retaliation]] effect with a special 20m Range [Trigger: Attacks/Damage, Damage: [1 + 1d4 Force] * [CON/2], Limit: CON, Duration: 3 rounds, Cooldown: 1s, per-Target].&lt;br /&gt;
&lt;br /&gt;
The effects of this feature benefit from any applicable [[General Mechanics Information#Metamagic|Metamagic]] feats you know, at no additional cost.&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| &#039;&#039;&#039;Rune and Iron&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
Your damage immunity from Arcane Flux increases to 50%, and your damage bonus from Eldritch Induction increases to +2 per 10%, to a maximum of +10.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>RisenholmBot</name></author>
	</entry>
	<entry>
		<id>https://wiki.risenholm.com/index.php?title=Sorcerer&amp;diff=1711</id>
		<title>Sorcerer</title>
		<link rel="alternate" type="text/html" href="https://wiki.risenholm.com/index.php?title=Sorcerer&amp;diff=1711"/>
		<updated>2026-10-01T18:56:44Z</updated>

		<summary type="html">&lt;p&gt;RisenholmBot: Sync from game data at b26fd7c10&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- This page is generated from the game data by scripts/wiki_sync.py in the module repository. Edits made here will be overwritten by the next sync: change the class or feat description in risenholm.tlk instead. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Sorcerers draw Power through intuitive means, plucking flowing Power from their surroundings into the shape of the spell the Power wants to be. They possess a smaller selection of spells than a Wizard, but their mastery of [[General Mechanics Information#Metamagic|Metamagic]] allows them to get the most out of their spells for minimal resource cost.&lt;br /&gt;
&lt;br /&gt;
:Maximizing &#039;&#039;&#039;Charisma&#039;&#039;&#039; is recommended for increasing spell DCs, spellcasts per day, and Metamagic capacity. It also contributes to your Will save and support [[General Mechanics Information#Maneuvers|Maneuvers]] such as &amp;quot;Commander Strike&amp;quot;&lt;br /&gt;
:&#039;&#039;&#039;Strength&#039;&#039;&#039; increases your AB and damage when utilizing melee weapons, your carrying capacity, and your Fortitude save.&lt;br /&gt;
:&#039;&#039;&#039;Dexterity&#039;&#039;&#039; increases your AB and damage when utilizing finesse weapons and ranged weapons. It also allows you to maximize Armor Class from clothes/light/medium armors and improves your Reflex save.&lt;br /&gt;
:&#039;&#039;&#039;Constitution&#039;&#039;&#039; increases your survivability in raw hit points and contributing to your Fortitude save.&lt;br /&gt;
:&#039;&#039;&#039;Intelligence&#039;&#039;&#039; contributes to your maximum Maneuver pool and Reflex save.&lt;br /&gt;
:&#039;&#039;&#039;Wisdom&#039;&#039;&#039; contributes to your Will save.&lt;br /&gt;
&lt;br /&gt;
== Vitals ==&lt;br /&gt;
:&#039;&#039;&#039;Hit Die&#039;&#039;&#039;: d4 (4 HP per Level)&lt;br /&gt;
:&#039;&#039;&#039;Proficiencies&#039;&#039;&#039;: Weapons (Simple, Mystic)&lt;br /&gt;
:&#039;&#039;&#039;Skill Points per Level&#039;&#039;&#039;: 6&lt;br /&gt;
:&#039;&#039;&#039;Primary Saving Throw(s)&#039;&#039;&#039;: Will&lt;br /&gt;
:&#039;&#039;&#039;Spellcasting Ability&#039;&#039;&#039;: Charisma (10 + Spell Level to be able to cast a spell)&lt;br /&gt;
:&#039;&#039;&#039;Spellcasting Type&#039;&#039;&#039;: Arcane. Spontaneous. Spontaneous spellcasters know a limited selection of spells, and may cast any of these spells at any time so long as they have slots available for the given spell level.&lt;br /&gt;
:&#039;&#039;&#039;Spellbook&#039;&#039;&#039;: Sorcerers learn new spells each level, and may swap out previously learned spells.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Level !! Features&lt;br /&gt;
|-&lt;br /&gt;
| 1 || [[#Spell List|Spellcasting Level 1]], [[#Ablation|Ablation]], Metamagic: Conversion&lt;br /&gt;
|-&lt;br /&gt;
| 2 || [[#Font of Magic|Font of Magic I]]&lt;br /&gt;
|-&lt;br /&gt;
| 3 || [[#Spell List|Spellcasting Level 2]]&lt;br /&gt;
|-&lt;br /&gt;
| 4 || [[#Font of Magic|Font of Magic II]]&lt;br /&gt;
|-&lt;br /&gt;
| 5 || [[#Spell List|Spellcasting Level 3]]&lt;br /&gt;
|-&lt;br /&gt;
| 6 || [[#Font of Magic|Font of Magic III]]&lt;br /&gt;
|-&lt;br /&gt;
| 7 || [[#Spell List|Spellcasting Level 4]]&lt;br /&gt;
|-&lt;br /&gt;
| 8 || [[#Font of Magic|Font of Magic IV]]&lt;br /&gt;
|-&lt;br /&gt;
| 9 || [[#Spell List|Spellcasting Level 5]]&lt;br /&gt;
|-&lt;br /&gt;
| 10 || [[#Font of Magic|Font of Magic V]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Sorcerer Core Mechanics ==&lt;br /&gt;
&lt;br /&gt;
=== Mystic Weapons ===&lt;br /&gt;
The character may use the casting gloves, mystic staff, and tome.&lt;br /&gt;
&lt;br /&gt;
=== Ablation ===&lt;br /&gt;
The Sorcerer fortifies themselves with arcane energy, absorbing incoming blows. Each activation of this feat converts 1 [[General Mechanics Information#Metamagic|Metamagic]] into [10 + Class Level] temporary hit points (THP), which last for 3 rounds. Reactivation stacks the THP and refreshes the duration.&lt;br /&gt;
&lt;br /&gt;
=== Font of Magic ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Rank !! Benefit&lt;br /&gt;
|-&lt;br /&gt;
| I || When you use the Conversion [[General Mechanics Information#Metamagic|Metamagic]] feat to restore your Sorcerer spells, you convert at a rate of Spell Level + 1 instead of twice the Spell Level. In addition, if using the Empower Spell metamagic, the Sorcerer receives a refund of 1 Metamagic upon casting a spell.&lt;br /&gt;
|-&lt;br /&gt;
| II || Bonus Metamagic Feat&lt;br /&gt;
|-&lt;br /&gt;
| III || +3 Metamagic Capacity&lt;br /&gt;
|-&lt;br /&gt;
| IV || Bonus Metamagic Feat&lt;br /&gt;
|-&lt;br /&gt;
| V || When using the Conversion Metamagic feat to restore your Sorcerer spells, you regain 1 point of Metamagic.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Spellcasting Progression ===&lt;br /&gt;
Spell slots per class level, before any bonus slots from a high spellcasting ability.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Class Level !! Cantrips !! 1st Level !! 2nd Level !! 3rd Level !! 4th Level !! 5th Level&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 6 || 4 || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 6 || 5 || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 6 || 6 || 3 || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 6 || 6 || 4 || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 6 || 6 || 5 || 3 || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 6 || 6 || 6 || 6 || 4 || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 7 || 6 || 6 || 6 || 5 || 3 || -&lt;br /&gt;
|-&lt;br /&gt;
| 8 || 6 || 6 || 6 || 6 || 4 || -&lt;br /&gt;
|-&lt;br /&gt;
| 9 || 6 || 6 || 6 || 6 || 5 || 3&lt;br /&gt;
|-&lt;br /&gt;
| 10 || 6 || 6 || 6 || 6 || 6 || 4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Spell List ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
! Cantrips !! 1st Level Spells !! 2nd Level Spells !! 3rd Level Spells !! 4th Level Spells !! 5th Level Spells&lt;br /&gt;
|- style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
[[Spells#Acid Splash|Acid Splash]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Daze|Daze]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Electric Jolt|Electric Jolt]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Flare|Flare]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Light|Light]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Micro Missile|Micro Missile]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Ray of Frost|Ray of Frost]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Resistance|Resistance]]&lt;br /&gt;
|&lt;br /&gt;
[[Spells#Burning Hands|Burning Hands]]&amp;lt;br&amp;gt;&lt;br /&gt;
Charm&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Color Spray|Color Spray]]&amp;lt;br&amp;gt;&lt;br /&gt;
Endure Energy&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Expeditious Retreat|Expeditious Retreat]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Grease|Grease]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Ice Dagger|Ice Dagger]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Ironguts|Ironguts]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Mage Armor|Mage Armor]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Magic Missile|Magic Missile]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Magic Weapon|Magic Weapon]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Negative Energy Ray|Negative Energy Ray]]&amp;lt;br&amp;gt;&lt;br /&gt;
Protection&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Ray of Enfeeblement|Ray of Enfeeblement]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Scare|Scare]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Shield|Shield]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Sleep|Sleep]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Summon Creature I|Summon Creature I]]&amp;lt;br&amp;gt;&lt;br /&gt;
Thundering Boom&lt;br /&gt;
|&lt;br /&gt;
Acid Arrow&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Blindness/Deafness|Blindness/Deafness]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Bull&#039;s Strength|Bull&#039;s Strength]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Cat&#039;s Grace|Cat&#039;s Grace]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Clarity|Clarity]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Clayskin|Clayskin]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Cloud of Bewilderment|Cloud of Bewilderment]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Combust|Combust]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Death Armor|Death Armor]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Eagle&#039;s Splendor|Eagle&#039;s Splendor]]&amp;lt;br&amp;gt;&lt;br /&gt;
Electric Loop&amp;lt;br&amp;gt;&lt;br /&gt;
Elemental Weapon&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Endurance|Endurance]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Fox&#039;s Cunning|Fox&#039;s Cunning]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Ghostly Visage|Ghostly Visage]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Ghoul Touch|Ghoul Touch]]&amp;lt;br&amp;gt;&lt;br /&gt;
Hideous Laughter&amp;lt;br&amp;gt;&lt;br /&gt;
Hold&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Invisibility|Invisibility]]&amp;lt;br&amp;gt;&lt;br /&gt;
Iron Horn&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Owl&#039;s Wisdom|Owl&#039;s Wisdom]]&amp;lt;br&amp;gt;&lt;br /&gt;
Resist Energy&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#See Invisibility|See Invisibility]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Stone Bones|Stone Bones]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Summon Creature II|Summon Creature II]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Web|Web]]&lt;br /&gt;
|&lt;br /&gt;
Acid Breath&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Confusion|Confusion]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Contagion|Contagion]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Dispel Magic|Dispel Magic]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Displacement|Displacement]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Fear|Fear]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Fireball|Fireball]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Flame Arrow|Flame Arrow]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Glyph of Warding|Glyph of Warding]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Greater Magic Weapon|Greater Magic Weapon]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Gust of Wind|Gust of Wind]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Haste|Haste]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Invisibility Sphere|Invisibility Sphere]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Lightning Bolt|Lightning Bolt]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Negative Energy Burst|Negative Energy Burst]]&amp;lt;br&amp;gt;&lt;br /&gt;
Protection from Energy&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Remove Curse|Remove Curse]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Scintillating Sphere|Scintillating Sphere]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Slow|Slow]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Stinking Cloud|Stinking Cloud]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Summon Creature III|Summon Creature III]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Vampiric Touch|Vampiric Touch]]&lt;br /&gt;
|&lt;br /&gt;
[[Spells#Bestow Curse|Bestow Curse]]&amp;lt;br&amp;gt;&lt;br /&gt;
Black Tentacles&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Dismissal|Dismissal]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Dominate Person|Dominate Person]]&amp;lt;br&amp;gt;&lt;br /&gt;
Elemental Rebuke&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Enervation|Enervation]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Ice Storm|Ice Storm]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Improved Invisibility|Improved Invisibility]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Minor Globe of Invulnerability|Minor Globe of Invulnerability]]&amp;lt;br&amp;gt;&lt;br /&gt;
Missile Storm&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Phantasmal Killer|Phantasmal Killer]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Stoneskin|Stoneskin]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Summon Creature IV|Summon Creature IV]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Wall of Fire|Wall of Fire]]&lt;br /&gt;
|&lt;br /&gt;
[[Spells#Ball Lightning|Ball Lightning]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Cloudkill|Cloudkill]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Cone of Cold|Cone of Cold]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Energy Buffer|Energy Buffer]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Ethereal Visage|Ethereal Visage]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Feeblemind|Feeblemind]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Firebrand|Firebrand]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Ironskin|Ironskin]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Lesser Spell Mantle|Lesser Spell Mantle]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Mind Fog|Mind Fog]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Summon Creature V|Summon Creature V]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Archetypes ==&lt;br /&gt;
&lt;br /&gt;
=== Conduit ===&lt;br /&gt;
&#039;&#039;&amp;quot;[STATIC]&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Conduit possesses an unparalleled connection to the source of their power, capable of unleashing massive bursts of magical energy.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Class Level !! Feature !! Details&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| &#039;&#039;&#039;Dynamo&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
Upon casting a harmful Sorcerer spell, you gain a free cast of a harmful spell one spell level higher than that which was cast.&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| &#039;&#039;&#039;Capacitance&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
You gain a pool of Capacitance, with a maximum capacity equal to your [[General Mechanics Information#Metamagic|Metamagic]] capacity. This pool gains points when you cast a Sorcerer spell, equal to the spell&#039;s level.&lt;br /&gt;
&lt;br /&gt;
Using this feat, you may target a point within 20m to unleash this stored power in a 1.5m wide beam of raw energy:&lt;br /&gt;
&lt;br /&gt;
* The type of damage caused by the beam is Force by default, but may be changed to Fire, Cold, Acid, or Lightning by using the feat to target a Rune of the appropriate type. Target yourself to reset the type to Force.&lt;br /&gt;
* This beam causes damage to all creatures and objects within it at a rate of 3d6 per tick, with four ticks per second. The beam consumes 1 point of Capacitance per tick. While this beam is active, you are immobilised.&lt;br /&gt;
* You may click a point while the beam is active, and the beam&#039;s end-point will travel to that point at your standard walking speed.&lt;br /&gt;
* The beam benefits from all applicable Metamagic feats you know, at no extra cost.&lt;br /&gt;
&lt;br /&gt;
WARNING: When this beam is released, it cannot be halted until your Capacitance pool is fully expended.&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| &#039;&#039;&#039;Unlimited Power&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
Whilst unleashing the Capacitance beam, you gain +1 Capacitance for each point of [[General Mechanics Information#Metamagic|Metamagic]] spent on Ablation, and each minion slain.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Spellsword ===&lt;br /&gt;
&#039;&#039;&amp;quot;Steel and Sorcery given form.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Spellswords imbue their weaponry with arcane might, following devastating spells with a physical assault.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Class Level !! Feature !! Details&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| &#039;&#039;&#039;Spellbinding&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
You become capable of casting spells via your weapon attacks. By the use of your archetype menu, you may designate a harmful spell that will be cast by your next attack. This feature possesses a cooldown period of one round, halved if the spell is cast with the Quicken Spell metamagic.&lt;br /&gt;
&lt;br /&gt;
Upon casting a harmful Sorcerer spell without Spellbinding, you gain a Freecast effect - allowing a use of Spellbinding at each spell level you know at or below the level of the spell that was cast (e.g casting a level 3 spell will grant a free Spellbinding cast at levels 3, 2, and 1). These free spellcasts have a duration of one minute.&lt;br /&gt;
&lt;br /&gt;
Finally, you gain the Martial Weapon Proficiency, Simple Weapon Mastery, Armor Proficiency (Light),  Armor Proficiency (Medium), and Shield Proficiency feats, if you do not already possess them.&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| &#039;&#039;&#039;Wreathing&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
You learn to wreathe yourself and your weapons in the residual energies of your spells. Upon casting a harmful Sorcerer spell, you gain the Wreathing effect - granting one bonus attack per round, and your Sorcerer level in Force damage to your weapon attacks.&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| &#039;&#039;&#039;Flourishing Synergy&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
When gaining a Freecast effect from Spellbinding, you gain two free spellcasts per spell level instead of one.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Summoner ===&lt;br /&gt;
&#039;&#039;&amp;quot;Meet my friend.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The creatures a Summoner produces are a league above the typical conjured fodder, and empowered by the Sorcerer&#039;s spellcasting directed through them.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Class Level !! Feature !! Details&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| &#039;&#039;&#039;Harmony&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
Your first summoned creature is created at the Elite tier, and receives a damage bonus equal to your Charisma modifier. If your summon under the effects of Harmony perishes, the next summoned creature receives the effects of Harmony instead.&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| &#039;&#039;&#039;Proxy&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
Toggling this ability on will cause any harmful spells you cast to instead be cast by your summoned creature under the effects of Harmony. Spells that create cones or lines will teleport the summon to your location before casting. Upon casting the spell, the creature receives a bonus for 1 minute according to its role, as detailed in the table below. This bonus receives an increment equal to half your Sorcerer level (rounded down) - i.e. a level 7 Sorcerer&#039;s Brute summon would receive a +6 Force Damage bonus. Spells cast this way use your spell DC, and benefit from any [[General Mechanics Information#Metamagic|Metamagic]] feats you know at no additional cost.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Artillery || +1 Attack Bonus&lt;br /&gt;
|-&lt;br /&gt;
| Brute || +2 Force Damage&lt;br /&gt;
|-&lt;br /&gt;
| Controller || +1 DCs&lt;br /&gt;
|-&lt;br /&gt;
| Lurker || +1d6 Force Damage on Sneak Attacks&lt;br /&gt;
|-&lt;br /&gt;
| Skirmisher || +1 Force Damage / +10% Movespeed&lt;br /&gt;
|-&lt;br /&gt;
| Soldier || 10% Physical Damage Immunity&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| &#039;&#039;&#039;Eidolon&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
Your Harmony summoned creatures are now created at the Solo tier.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>RisenholmBot</name></author>
	</entry>
	<entry>
		<id>https://wiki.risenholm.com/index.php?title=Ranger&amp;diff=1710</id>
		<title>Ranger</title>
		<link rel="alternate" type="text/html" href="https://wiki.risenholm.com/index.php?title=Ranger&amp;diff=1710"/>
		<updated>2026-10-01T18:56:42Z</updated>

		<summary type="html">&lt;p&gt;RisenholmBot: Sync from game data at b26fd7c10&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- This page is generated from the game data by scripts/wiki_sync.py in the module repository. Edits made here will be overwritten by the next sync: change the class or feat description in risenholm.tlk instead. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Rangers draw Power from primal energies around them, drawing supernatural intuition regarding their surroundings and the creatures that inhabit it. They possess high HP and proficiencies to make them effective martial combatants, and are supplemented by a small selection of Primal spells and features to make them specialized in area control. Their archetypes empower their area superiority, their effectiveness as a tank, or grants them a potent animal companion.&lt;br /&gt;
&lt;br /&gt;
:Maximizing &#039;&#039;&#039;Strength&#039;&#039;&#039; or &#039;&#039;&#039;Dexterity&#039;&#039;&#039; is recommended for attacking with weapons and using [[General Mechanics Information#Maneuvers|Maneuvers]] like Knockdown. It also provides bonuses to your Fortitude or Reflex save.&lt;br /&gt;
:A high &#039;&#039;&#039;Constitution&#039;&#039;&#039; is recommended for increasing your survivability in raw hit points and contributing to your Fortitude save.&lt;br /&gt;
:&#039;&#039;&#039;Dexterity&#039;&#039;&#039; contributes to Armor Class depending on armor type and your Reflex save.&lt;br /&gt;
:&#039;&#039;&#039;Intelligence&#039;&#039;&#039; contributes to your maximum Maneuver pool and Reflex save.&lt;br /&gt;
:&#039;&#039;&#039;Wisdom&#039;&#039;&#039; contributes to your spellcasting, Will save and the duration of Maneuver: Called Shot.&lt;br /&gt;
:&#039;&#039;&#039;Charisma&#039;&#039;&#039; contributes to certain Archetype features, support Maneuvers such as &amp;quot;Commander Strike&amp;quot;, and your Will save.&lt;br /&gt;
&lt;br /&gt;
== Vitals ==&lt;br /&gt;
:&#039;&#039;&#039;Hit Die&#039;&#039;&#039;: d10 (10 HP per Level)&lt;br /&gt;
:&#039;&#039;&#039;Proficiencies&#039;&#039;&#039;: Armor (All), Shields, Weapons (Simple, Martial)&lt;br /&gt;
:&#039;&#039;&#039;Skill Points per Level&#039;&#039;&#039;: 8&lt;br /&gt;
:&#039;&#039;&#039;Primary Saving Throw(s)&#039;&#039;&#039;: Fortitude, Reflex&lt;br /&gt;
:&#039;&#039;&#039;Spellcasting Ability&#039;&#039;&#039;: Wisdom (10 + Spell Level to be able to cast a spell)&lt;br /&gt;
:&#039;&#039;&#039;Spellcasting Type&#039;&#039;&#039;: Primal. Memorized. Memorized spellcasters cannot clear memorized slots after casting a spell, until after their next rest. However, any spells placed into an empty slot start as memorized and available for use.&lt;br /&gt;
:&#039;&#039;&#039;Spellbook&#039;&#039;&#039;: Rangers know all available spells once they become capable of casting at a given spell level.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Level !! Features&lt;br /&gt;
|-&lt;br /&gt;
| 1 || [[#Spell List|Spellcasting Level 1]], [[#Maneuver: Called Shot|Maneuver: Called Shot]], [[#Simple Weapon Mastery|Simple Weapon Mastery]], [[#Ranged Fighting|Ranged Fighting]], [[#Metamagic: Conversion|Metamagic: Conversion]]&lt;br /&gt;
|-&lt;br /&gt;
| 2 || [[#Bonus Feat: Combat Style|Bonus Feat: Combat Style]]&lt;br /&gt;
|-&lt;br /&gt;
| 3 || [[#Awareness|Awareness]], [[#Favoured Enemy|Favoured Enemy]], [[#Favoured Terrain|Favoured Terrain]], [[#Survival Instinct|Survival Instinct]]&lt;br /&gt;
|-&lt;br /&gt;
| 4 || [[#Archetypes|Archetype Feature I]]&lt;br /&gt;
|-&lt;br /&gt;
| 5 || [[#Spell List|Spellcasting Level 2]]&lt;br /&gt;
|-&lt;br /&gt;
| 6 || [[#Woodland Stride|Woodland Stride]]&lt;br /&gt;
|-&lt;br /&gt;
| 7 || [[#Archetypes|Archetype Feature II]]&lt;br /&gt;
|-&lt;br /&gt;
| 8 || [[#Evasion|Evasion]]&lt;br /&gt;
|-&lt;br /&gt;
| 9 || [[#Spell List|Spellcasting Level 3]]&lt;br /&gt;
|-&lt;br /&gt;
| 10 || [[#Archetypes|Archetype Feature III]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Ranger Core Mechanics ==&lt;br /&gt;
&lt;br /&gt;
=== Metamagic: Conversion ===&lt;br /&gt;
The character receives the Conversion feat for free.&lt;br /&gt;
&lt;br /&gt;
=== Maneuver: Called Shot ===&lt;br /&gt;
The Ranger learns the Called Shot [[General Mechanics Information#Maneuvers|Maneuver]] for free.&lt;br /&gt;
&lt;br /&gt;
=== Ranged Fighting ===&lt;br /&gt;
The Ranger receives the Ranged Fighting feat for free.&lt;br /&gt;
&lt;br /&gt;
=== Simple Weapon Mastery ===&lt;br /&gt;
The Ranger receives the Simple Weapon Mastery feat for free.&lt;br /&gt;
&lt;br /&gt;
=== Bonus Feat: Combat Style ===&lt;br /&gt;
The Ranger receives a bonus feat with which they may learn an additional Combat Style.&lt;br /&gt;
&lt;br /&gt;
=== Awareness ===&lt;br /&gt;
A Ranger has an Awareness pool with a maximum capacity equal to their class level. This is used by class features such as Favoured Terrain. The Ranger recovers 1 Awareness upon slaying an Elite rated enemy or higher.&lt;br /&gt;
&lt;br /&gt;
=== Favoured Enemy ===&lt;br /&gt;
Rangers are famed for their single-minded focus on eliminating threats. Through the use of this ability, the Ranger expends 1 Awareness to nominate 3 non-Minion targets as Favoured Enemies - identifying and exposing their weaknesses for themselves and allies to exploit. This inflicts the targets with a Primed effect [1d6 / Class Level], and a 20% vulnerability to all damage for 3 rounds. The same target may be selected multiple times, extending the vulnerability duration by another 3 rounds and adding another Primed effect on each application.&lt;br /&gt;
&lt;br /&gt;
=== Favoured Terrain ===&lt;br /&gt;
Masters of the environment, the Ranger may exploit their surroundings to hinder their foes, and grant themselves the advantage. The Ranger possesses 3 uses of Favoured Terrain, and may expend a use to target a point within 20m, creating a 7m radius zone of Favoured Terrain at that location for 3 rounds. When this zone expires, the Ranger recovers the use of Favoured Terrain. Within Favoured Terrain, the Ranger and their allies receive a physical damage bonus to attacks equal to the Ranger&#039;s Wisdom modifier. In addition, enemies of the Ranger receive a -1 attack bonus penalty, and a 10% movespeed reduction.&lt;br /&gt;
&lt;br /&gt;
=== Survival Instinct ===&lt;br /&gt;
A Ranger may be spurred to extraordinary feats of self-preservation, should circumstances turn upon them. By consuming 3 points of Awareness, the Ranger may restore hitpoints equal to 10% of their maximum plus their class level. They proceed to also receive temporary hitpoints equal to the healed amount lasting for 3 rounds, and regeneration every 2 seconds for 3 rounds equal to their Wisdom plus Constitution modifiers.&lt;br /&gt;
&lt;br /&gt;
=== Woodland Stride ===&lt;br /&gt;
The character is immune to the Grease, Web, and Entangle spells.&lt;br /&gt;
&lt;br /&gt;
=== Evasion ===&lt;br /&gt;
Whenever a reflex save is allowed for half damage, the character instead takes no damage if they succeed at the save.&lt;br /&gt;
&lt;br /&gt;
=== Spellcasting Progression ===&lt;br /&gt;
Spell slots per class level, before any bonus slots from a high spellcasting ability.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Class Level !! 1st Level !! 2nd Level !! 3rd Level&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 1 || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 1 || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 1 || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 1 || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 2 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
| 6 || 2 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
| 7 || 2 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
| 8 || 2 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
| 9 || 3 || 2 || 1&lt;br /&gt;
|-&lt;br /&gt;
| 10 || 3 || 2 || 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Spell List ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
! 1st Level Spells !! 2nd Level Spells !! 3rd Level Spells&lt;br /&gt;
|- style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
[[Spells#Camouflage|Camouflage]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Cure Light Wounds|Cure Light Wounds]]&amp;lt;br&amp;gt;&lt;br /&gt;
Endure Energy&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Entangle|Entangle]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Grease|Grease]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Ironguts|Ironguts]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Magic Weapon|Magic Weapon]]&amp;lt;br&amp;gt;&lt;br /&gt;
Protection&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Sleep|Sleep]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Summon Creature I|Summon Creature I]]&lt;br /&gt;
|&lt;br /&gt;
[[Spells#Aid|Aid]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Barkskin|Barkskin]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Bull&#039;s Strength|Bull&#039;s Strength]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Cat&#039;s Grace|Cat&#039;s Grace]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Cure Moderate Wounds|Cure Moderate Wounds]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Endurance|Endurance]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Freedom of Movement|Freedom of Movement]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#One with the Land|One with the Land]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Owl&#039;s Wisdom|Owl&#039;s Wisdom]]&amp;lt;br&amp;gt;&lt;br /&gt;
Resist Energy&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Restoration|Restoration]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Summon Creature II|Summon Creature II]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Web|Web]]&lt;br /&gt;
|&lt;br /&gt;
[[Spells#Cure Serious Wounds|Cure Serious Wounds]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Dispel Magic|Dispel Magic]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Greater Magic Weapon|Greater Magic Weapon]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Invisibility Purge|Invisibility Purge]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Neutralize Poison|Neutralize Poison]]&amp;lt;br&amp;gt;&lt;br /&gt;
Protection from Energy&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Remove Disease|Remove Disease]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Spike Growth|Spike Growth]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Summon Creature III|Summon Creature III]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Archetypes ==&lt;br /&gt;
&lt;br /&gt;
=== Predator ===&lt;br /&gt;
&#039;&#039;&amp;quot;Out here only the strong survive.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Predator stalks their prey, mercilessly exploiting its weaknesses to bring the hunt to a swift and bloody conclusion.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Class Level !! Feature !! Details&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| &#039;&#039;&#039;Rules of Nature&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
The damage bonus you receive from Favoured Terrain is increased by your Strength and Dexterity modifiers.&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| &#039;&#039;&#039;Bloodshed&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
When you apply Favoured Enemy to a target, that target is marked for Bloodshed. Upon next receiving damage, the target begins taking 1d6 + half your Wisdom modifier in Physical damage at frequent intervals - twice per second for the first 2 seconds, once per second for the next 4 seconds, once per two seconds for the next 6 seconds, and finally once per three seconds for 6 seconds.&lt;br /&gt;
&lt;br /&gt;
Triggering Bloodshed also grants you one bonus attack per round for 3 rounds. Successive triggers extend the duration.&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| &#039;&#039;&#039;Violence Breeds Violence&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
When Bloodshed is triggered, all enemies within your Favoured Terrain receive a tick of your Bloodshed damage, and become Primed as if they had been marked by Favoured Enemy.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Warden ===&lt;br /&gt;
&#039;&#039;&amp;quot;Get off my land.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When the land is besieged, the Warden is there.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Class Level !! Feature !! Details&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| &#039;&#039;&#039;Home Advantage&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
Whilst within the confines of Favoured Terrain, you receive a 50% multiplicative immunity to all damage.&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| &#039;&#039;&#039;Survivalist&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
Your Survival Instinct ability now costs only 2 Awareness. In addition, any overhealing from Survival Instinct is converted into temporary hitpoints (THP) which last 1 minute.&lt;br /&gt;
&lt;br /&gt;
THP that expire through duration from Survival Instinct are added to the absorption of a Damage Resistance effect to all damage with a [[General Mechanics Information#Threshold and Absorption|Threshold]] equal to your combined WIS + CON modifiers, lasting until your next rest.&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| &#039;&#039;&#039;Dead Set&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
Your Survival Instinct ability now costs only 1 Awareness.&lt;br /&gt;
&lt;br /&gt;
For each Favoured Enemy you nominate, you receive THP equal to your WIS + CON modifiers. These THP also have a duration of 1 minute. As with Survival Instinct, remaining THP are added to the Survivalist DR effect.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Beastmaster ===&lt;br /&gt;
&#039;&#039;&amp;quot;Man and beast; one and the same.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Beastmaster bonds with the creatures of the wilds.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Class Level !! Feature !! Details&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| &#039;&#039;&#039;Animal Companion&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
You have an Animal Companion of the types listed below, which you may change to another type by targeting yourself with this feat while able to rest. You may use this ability for free once per rest. If your companion perishes, it may be resummoned using this feat at a cost of 2 Awareness. This ally is Elite rated, and has a Threat Level equal to your Ranger level. If you also possess the First Words feature from the Druid Wildspeaker, your Druid and Ranger levels stack when determining the creature&#039;s Threat Level.&lt;br /&gt;
&lt;br /&gt;
You may target the beast with this feat to restore hitpoints equal to its maximum hit points, at a cost of 2 Awareness. Excess is instead granted as temporary hitpoints lasting one minute, to a maximum of half the creature&#039;s hit point total.&lt;br /&gt;
&lt;br /&gt;
You may target your Animal Companion with Favoured Enemy to grant it Auto-Charges, just as if you were targeting yourself.&lt;br /&gt;
&lt;br /&gt;
Your Animal Companion benefits from Woodland Stride, and receives an additional bonus to damage equal to your Ranger level. If you know the Cleave feat, your Animal Companion also possesses this feat.&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| &#039;&#039;&#039;Pack Tactics&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
Your Animal Companion now receives benefits based upon the mode selected by the use of this feat, as follows:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Attack&#039;&#039;&#039;: +1 bonus attack per round, +1 physical damage per two levels&lt;br /&gt;
* &#039;&#039;&#039;Defense&#039;&#039;&#039;: +10% multiplicative physical damage immunity per 2 levels&lt;br /&gt;
&lt;br /&gt;
Furthermore, when you use a [[General Mechanics Information#Maneuvers|Maneuver]] on a creature, your Animal Companion performs a Maneuver on its current target, as defined by its type below.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Bear !! Provoke&lt;br /&gt;
|-&lt;br /&gt;
| Boar || Provoke&lt;br /&gt;
|-&lt;br /&gt;
| Wolf || Knockdown&lt;br /&gt;
|-&lt;br /&gt;
| Hawk || Blind&lt;br /&gt;
|-&lt;br /&gt;
| Lynx || Blind&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| &#039;&#039;&#039;Maneater&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
Each attack your Animal Companion makes against a creature marked with Favoured Enemy, whether it hits or misses, grants it a stack of Maneater. Reaching 10 stacks promotes your Animal Companion to a Solo-rated creature for 3 rounds. While promoted, no further stacks are gained, and each enemy slain within 10m of your Animal Companion extends the promotion by 1 second. When the promotion ends, your Animal Companion returns to Elite rating and its stacks reset to 0. Stacks are kept between fights, but a resummoned companion starts at 0.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>RisenholmBot</name></author>
	</entry>
	<entry>
		<id>https://wiki.risenholm.com/index.php?title=Paladin&amp;diff=1709</id>
		<title>Paladin</title>
		<link rel="alternate" type="text/html" href="https://wiki.risenholm.com/index.php?title=Paladin&amp;diff=1709"/>
		<updated>2026-10-01T18:56:42Z</updated>

		<summary type="html">&lt;p&gt;RisenholmBot: Sync from game data at b26fd7c10&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- This page is generated from the game data by scripts/wiki_sync.py in the module repository. Edits made here will be overwritten by the next sync: change the class or feat description in risenholm.tlk instead. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Paladins draw Power from devotion to an Oath, or set of Oaths. Their high HP and basic proficiencies are supplemented by Channel Divinity features and a small support spell list to make them an effective martial combatant and ally. Paladin Archetypes focus on particular aspects of their playstyle: dealing bursts of unmitigated damage, effective tanking, or healing.&lt;br /&gt;
&lt;br /&gt;
:Maximizing &#039;&#039;&#039;Strength&#039;&#039;&#039; or &#039;&#039;&#039;Dexterity&#039;&#039;&#039; is recommended for attacking with weapons and using [[General Mechanics Information#Maneuvers|Maneuvers]] like Knockdown. It also provides bonuses to your Fortitude or Reflex save.&lt;br /&gt;
:&#039;&#039;&#039;Charisma&#039;&#039;&#039; contributes to your spellcasting, certain Archetype features, Divine Grace, support Maneuvers such as &amp;quot;Commander Strike&amp;quot;, and your Will save.&lt;br /&gt;
:&#039;&#039;&#039;Constitution&#039;&#039;&#039; is recommended for increasing your survivability in raw hit points and contributing to your Fortitude save.&lt;br /&gt;
:&#039;&#039;&#039;Dexterity&#039;&#039;&#039; contributes to Armor Class depending on armor type and your Reflex save.&lt;br /&gt;
:&#039;&#039;&#039;Intelligence&#039;&#039;&#039; contributes to your maximum Maneuver pool and Reflex save.&lt;br /&gt;
:&#039;&#039;&#039;Wisdom&#039;&#039;&#039; contributes to your Will save.&lt;br /&gt;
&lt;br /&gt;
== Vitals ==&lt;br /&gt;
:&#039;&#039;&#039;Hit Die&#039;&#039;&#039;: d10 (10 HP per Level)&lt;br /&gt;
:&#039;&#039;&#039;Proficiencies&#039;&#039;&#039;: Armor (All), Shields, Weapons (Simple, Martial)&lt;br /&gt;
:&#039;&#039;&#039;Skill Points per Level&#039;&#039;&#039;: 6&lt;br /&gt;
:&#039;&#039;&#039;Primary Saving Throw(s)&#039;&#039;&#039;: Fortitude&lt;br /&gt;
:&#039;&#039;&#039;Spellcasting Ability&#039;&#039;&#039;: Charisma (10 + Spell Level to be able to cast a spell)&lt;br /&gt;
:&#039;&#039;&#039;Spellcasting Type&#039;&#039;&#039;: Devotion. Memorized.Memorized spellcasters cannot clear memorized slots after casting a spell, until after their next rest. However, any spells placed into an empty slot start as memorized and available for use.&lt;br /&gt;
:&#039;&#039;&#039;Spellbook&#039;&#039;&#039;: Paladins know all available spells once they become capable of casting at a given spell level.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Level !! Features&lt;br /&gt;
|-&lt;br /&gt;
| 1 || [[#Spell List|Spellcasting Level 1]], [[#Simple Weapon Mastery|Simple Weapon Mastery]], [[#Metamagic: Conversion|Metamagic: Conversion]], [[#Divine Polarity|Divine Polarity]]&lt;br /&gt;
|-&lt;br /&gt;
| 2 || [[#Divine Grace|Divine Grace]]&lt;br /&gt;
|-&lt;br /&gt;
| 3 || [[#Channel Divinity: Divine Might|Channel Divinity: Divine Might]]/Divine Shield, [[#Lay on Hands|Lay on Hands]], [[#Smite|Smite]], Energy Affinity&lt;br /&gt;
|-&lt;br /&gt;
| 4 || [[#Archetypes|Archetype Feature I]]&lt;br /&gt;
|-&lt;br /&gt;
| 5 || [[#Spell List|Spellcasting Level 2]]&lt;br /&gt;
|-&lt;br /&gt;
| 6 || [[#Divine Health|Divine Health]]&lt;br /&gt;
|-&lt;br /&gt;
| 7 || [[#Archetypes|Archetype Feature II]]&lt;br /&gt;
|-&lt;br /&gt;
| 8 || [[#Aura of Courage|Aura of Courage]]&lt;br /&gt;
|-&lt;br /&gt;
| 9 || [[#Spell List|Spellcasting Level 3]]&lt;br /&gt;
|-&lt;br /&gt;
| 10 || [[#Archetypes|Archetype Feature III]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Paladin Core Mechanics ==&lt;br /&gt;
&lt;br /&gt;
=== Divine Polarity ===&lt;br /&gt;
Paladins choose the energy type of their spells and abilities at level 1. They subsequently gain the Energy Affinity feat for that energy type at level 3. Smite and the Paladin Archetype features deal damage of this type.&lt;br /&gt;
&lt;br /&gt;
=== Metamagic: Conversion ===&lt;br /&gt;
The character receives the Conversion feat for free.&lt;br /&gt;
&lt;br /&gt;
=== Simple Weapon Mastery ===&lt;br /&gt;
The Paladin receives the Simple Weapon Mastery feat for free.&lt;br /&gt;
&lt;br /&gt;
=== Divine Health ===&lt;br /&gt;
The Paladin is immune to disease.&lt;br /&gt;
&lt;br /&gt;
=== Aura of Courage ===&lt;br /&gt;
The Paladin is immune to Fear.&lt;br /&gt;
&lt;br /&gt;
=== Channel Divinity ===&lt;br /&gt;
The character gains access to features that draw upon a Channel Divinity pool, representing a reserve of divine energy. These features may be granted by class levels, feats, or archetypes. This pool has a maximum capacity of equal to the sum total of their Paladin and Cleric levels, plus the highest of their Wisdom or Charisma modifiers. The character regains 1 Channel Divinity for every 6 non-minion foes slain.&lt;br /&gt;
&lt;br /&gt;
=== Channel Divinity: Divine Might ===&lt;br /&gt;
The character may spend one Channel Divinity to add their Charisma or Wisdom bonus, whichever is higher, to all weapon damage for 1 minute. This damage bonus is capped at twice the character&#039;s total sum of Paladin and Cleric levels. If Divine Might is already active, the duration is extended by 1 minute.&lt;br /&gt;
&lt;br /&gt;
=== Channel Divinity: Divine Shield ===&lt;br /&gt;
The character may spend one Channel Divinity to gain damage resistance against physical damage. The threshold for this damage resistance is equal to the sum total of Cleric and Paladin class levels the character possesses. The shield absorbs 10 damage per point of the character&#039;s Charisma or Wisdom bonus, whichever is higher, plus 10% of the target&#039;s maximum hitpoints. If Divine Shield is already active, any existing absorption is inherited by the new instance of Divine Shield. Divine Shield has a duration of 15 minutes [[General Mechanics Information#Combat Time|Combat Time]].&lt;br /&gt;
&lt;br /&gt;
=== Lay on Hands ===&lt;br /&gt;
Once per round, a Paladin may consume 2 uses of Channel Divinity to heal themselves or an ally for an amount equal to 3d4 per class level, plus the target&#039;s top [Charisma modifier] hit dice. This also removes any poison or disease afflicting the target, and grants immunity to both for 1 minute. If targeting themselves, Lay on Hands activates instantly, with no action required.&lt;br /&gt;
&lt;br /&gt;
=== Smite ===&lt;br /&gt;
Once per round, a Paladin may expend 1 use of Channel Divinity to strike the target of their next normal attack for 2d4 bonus damage of their Divine Polarity type per Paladin class level.&lt;br /&gt;
&lt;br /&gt;
=== Divine Grace ===&lt;br /&gt;
The Paladin adds half their level to their saving throws.&lt;br /&gt;
&lt;br /&gt;
=== Spellcasting Progression ===&lt;br /&gt;
Spell slots per class level, before any bonus slots from a high spellcasting ability.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Class Level !! 1st Level !! 2nd Level !! 3rd Level&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 1 || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 1 || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 1 || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 1 || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 2 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
| 6 || 2 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
| 7 || 2 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
| 8 || 2 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
| 9 || 3 || 2 || 1&lt;br /&gt;
|-&lt;br /&gt;
| 10 || 3 || 2 || 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Spell List ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
! 1st Level Spells !! 2nd Level Spells !! 3rd Level Spells&lt;br /&gt;
|- style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
[[Spells#Bane|Bane]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Bless|Bless]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Cure Light Wounds|Cure Light Wounds]]&amp;lt;br&amp;gt;&lt;br /&gt;
Endure Energy&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Ironguts|Ironguts]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Magic Weapon|Magic Weapon]]&amp;lt;br&amp;gt;&lt;br /&gt;
Protection&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Shield of Faith|Shield of Faith]]&lt;br /&gt;
|&lt;br /&gt;
[[Spells#Aid|Aid]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Bless Weapon|Bless Weapon]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Bull&#039;s Strength|Bull&#039;s Strength]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Cat&#039;s Grace|Cat&#039;s Grace]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Cure Moderate Wounds|Cure Moderate Wounds]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Eagle&#039;s Splendor|Eagle&#039;s Splendor]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Endurance|Endurance]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Freedom of Movement|Freedom of Movement]]&amp;lt;br&amp;gt;&lt;br /&gt;
Resist Energy&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Restoration|Restoration]]&lt;br /&gt;
|&lt;br /&gt;
[[Spells#Cure Serious Wounds|Cure Serious Wounds]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Dispel Magic|Dispel Magic]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Greater Magic Weapon|Greater Magic Weapon]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Neutralize Poison|Neutralize Poison]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Prayer|Prayer]]&amp;lt;br&amp;gt;&lt;br /&gt;
Protection from Energy&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Archetypes ==&lt;br /&gt;
&lt;br /&gt;
=== Avenger ===&lt;br /&gt;
&#039;&#039;&amp;quot;Your sins have been counted.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Avenger relentlessly pursues their targets to mete out punishment.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Class Level !! Feature !! Details&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| &#039;&#039;&#039;Judge&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
When you Smite a creature, your Divine Might damage bonus is doubled until its effect expires. In addition, when you Smite a creature for the first time, the Smite is executed at no cost.&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| &#039;&#039;&#039;Jury&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
If you Smite any creature whilst under the effects of Judge, you gain a bonus attack for one minute. The struck target also proceeds to take damage of your Divine Polarity type each round equal to the Smite damage broken up into 2 second ticks, for a total of 12 rounds. If the target dies while under the effects of Jury, the damage over time effect transfers to another enemy within 10m of the target. You may only have one instance of Jury in play at a time.&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| &#039;&#039;&#039;Executioner&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
When you strike a creature with Smite, you do additional damage according to its health category: Grazed +2d6, Bloodied +4d8, and Wounded +8d10. This additional damage also strikes enemies within 4m of the slain target, who must make a Fortitude save (DC 20 + Charisma modifier) or be knocked prone for one round. On a successful save, Minion tier enemies are instead knocked down for three seconds, and Normal enemies for one second.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Templar ===&lt;br /&gt;
&#039;&#039;&amp;quot;My will is steel.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Mere blows cannot prevent the Templar from fulfilling their duty.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Class Level !! Feature !! Details&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| &#039;&#039;&#039;Forge&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
You receive a 30% multiplicative damage immunity to all damage. Whilst your Divine Shield is active, this increases to 50%. In addition, your Divine Shield now absorbs damage of all types.&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| &#039;&#039;&#039;Anvil&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
Your Divine Shield now has double the usual absorption limit. Your Smite now also refreshes your Divine Shield&#039;s duration and changes its [[General Mechanics Information#Threshold and Absorption|Threshold]] value to your total Smite damage.&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| &#039;&#039;&#039;Tempered&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
If a Smite expands the [[General Mechanics Information#Threshold and Absorption|Threshold]] of your Divine Shield, the Channel Divinity cost of the Smite is refunded. The Smite&#039;s damage is also added to your Divine Shield absorption.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Hospitaller ===&lt;br /&gt;
&#039;&#039;&amp;quot;Stay on your feet, we have much work to be done this day.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When a soldier needs a helping hand, the Hospitaller is there.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Class Level !! Feature !! Details&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| &#039;&#039;&#039;Divine Intervention&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
When you use Lay on Hands, the target also gains the effects of your Divine Shield at no cost. Furthermore, any excess healing from your Lay on Hands is now granted as temporary hitpoints (THP) with the same duration as Divine Shield.&lt;br /&gt;
&lt;br /&gt;
Finally, upon using Lay on Hands, you gain a free use of Smite. These free uses may stack to a maximum of 3.&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| &#039;&#039;&#039;Deliverance&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
You may nominate a target with the use of your archetype menu to select a target for Deliverance.&lt;br /&gt;
&lt;br /&gt;
For 3 rounds following Smite, any damage of your Divine Polarity type that you deal is applied as temporary hit points (THP) to your Deliverance target. These THP possess a duration of 3 rounds. If your Deliverance target is more than 20m distant, you receive the THP instead.&lt;br /&gt;
&lt;br /&gt;
Using Smite again whilst the duration is active adds another 3 rounds to the duration of Deliverance, to a total maximum duration of 5 rounds.&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| &#039;&#039;&#039;Salvation&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
When your Deliverance feature grants temporary hitpoints, it also applies the effects of Restoration, cleansing the target of negative effects.&lt;br /&gt;
&lt;br /&gt;
In addition, upon using Lay on Hands you grant the target the effects of the Death Ward spell. If the target is dead or dying, you first grant the effects of the Raise Dead spell.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>RisenholmBot</name></author>
	</entry>
	<entry>
		<id>https://wiki.risenholm.com/index.php?title=Druid&amp;diff=1708</id>
		<title>Druid</title>
		<link rel="alternate" type="text/html" href="https://wiki.risenholm.com/index.php?title=Druid&amp;diff=1708"/>
		<updated>2026-10-01T18:56:41Z</updated>

		<summary type="html">&lt;p&gt;RisenholmBot: Sync from game data at b26fd7c10&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- This page is generated from the game data by scripts/wiki_sync.py in the module repository. Edits made here will be overwritten by the next sync: change the class or feat description in risenholm.tlk instead. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Druids draw Power from the primal energy lingering in all living things. They possess shapeshifting abilities that allow them to adapt to various combat scenarios and a diverse selection of natural spells from their unique spellbook. Their Archetypes allow them to focus on furthering their shapeshifting abilities, a pet/summoner based playstyle, or an offensive elemental spellcaster.&lt;br /&gt;
&lt;br /&gt;
:Maximizing &#039;&#039;&#039;Strength&#039;&#039;&#039; or &#039;&#039;&#039;Dexterity&#039;&#039;&#039; is recommended if you want to focus on attacking with weapons and using [[General Mechanics Information#Maneuvers|Maneuvers]] like Knockdown. It also provides bonuses to your Fortitude or Reflex save.&lt;br /&gt;
:Maximizing &#039;&#039;&#039;Wisdom&#039;&#039;&#039; is recommended if you want to focus on your spellcasting ability (Offensive DCs, Spells/day, [[General Mechanics Information#Metamagic|Metamagic]] Pool). &#039;&#039;&#039;Wisdom&#039;&#039;&#039; also contributes to your Will save.&lt;br /&gt;
:&#039;&#039;&#039;Dexterity&#039;&#039;&#039; allows you to maximize Armor Class from light/medium armors and improves your Reflex save.&lt;br /&gt;
:&#039;&#039;&#039;Constitution&#039;&#039;&#039; increases your survivability in raw hit points and contributing to your Fortitude save.&lt;br /&gt;
:&#039;&#039;&#039;Intelligence&#039;&#039;&#039; contributes to your maximum Maneuver pool and Reflex save.&lt;br /&gt;
:&#039;&#039;&#039;Charisma&#039;&#039;&#039; contributes to your Will save and support Maneuvers such as &amp;quot;Commander Strike&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== Vitals ==&lt;br /&gt;
:&#039;&#039;&#039;Hit Die&#039;&#039;&#039;: d8 (8 HP per Level)&lt;br /&gt;
:&#039;&#039;&#039;Proficiencies&#039;&#039;&#039;: Armor (All), Shields, Weapons (Druid, Mystic)&lt;br /&gt;
:&#039;&#039;&#039;Skill Points per Level&#039;&#039;&#039;: 6&lt;br /&gt;
:&#039;&#039;&#039;Primary Saving Throw(s)&#039;&#039;&#039;: Fortitude, Will&lt;br /&gt;
:&#039;&#039;&#039;Spellcasting Ability&#039;&#039;&#039;: Wisdom Wisdom (10 + Spell Level to be able to cast a spell)&lt;br /&gt;
:&#039;&#039;&#039;Spellcasting Type&#039;&#039;&#039;: Memorized. Memorized spellcasters cannot change memorized slots while outside a rest zone, however any spells placed into an empty slot start as memorized and available for use.&lt;br /&gt;
:&#039;&#039;&#039;Spellbook&#039;&#039;&#039;: Druids know all available spells once they become capable of casting at a given spell level.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Level !! Features&lt;br /&gt;
|-&lt;br /&gt;
| 1 || [[#Spell List|Spellcasting Level 1]], [[#Metamagic: Conversion|Metamagic: Conversion]]&lt;br /&gt;
|-&lt;br /&gt;
| 2 || [[#Woodland Stride|Woodland Stride]], [[#Metamagic: Polarized Spell|Metamagic: Polarized Spell]]&lt;br /&gt;
|-&lt;br /&gt;
| 3 || [[#Spell List|Spellcasting Level 2]], [[#Wildshape|Wildshape]]&lt;br /&gt;
|-&lt;br /&gt;
| 4 || [[#Archetypes|Archetype Feature I]]&lt;br /&gt;
|-&lt;br /&gt;
| 5 || [[#Spell List|Spellcasting Level 3]]&lt;br /&gt;
|-&lt;br /&gt;
| 6 || [[#Venom Immunity|Venom Immunity]]&lt;br /&gt;
|-&lt;br /&gt;
| 7 || [[#Spell List|Spellcasting Level 4]], [[#Archetypes|Archetype Feature II]]&lt;br /&gt;
|-&lt;br /&gt;
| 8 || [[#Resist Nature&#039;s Lure|Resist Nature&#039;s Lure]]&lt;br /&gt;
|-&lt;br /&gt;
| 9 || [[#Spell List|Spellcasting Level 5]]&lt;br /&gt;
|-&lt;br /&gt;
| 10 || [[#Archetypes|Archetype Feature III]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Druid Core Mechanics ==&lt;br /&gt;
&lt;br /&gt;
=== Metamagic: Conversion ===&lt;br /&gt;
The character receives the Conversion feat for free.&lt;br /&gt;
&lt;br /&gt;
=== Metamagic: Polarized Spell ===&lt;br /&gt;
The character receives the Polarized Spell feat for free.&lt;br /&gt;
&lt;br /&gt;
=== Wildshape ===&lt;br /&gt;
A druid can transform themselves into beasts of the wild. By means of a successful Nature check, the druid receives a totem of that form. Using this totem consumes 2 Wildshape and transforms the druid into that animal, gaining an amount of temporary hitpoints per druid level and properties relevant to the animal&#039;s role as listed below. However, the druid cannot cast spells while wildshaped. Using the Wildshape feat itself will instantly transform the druid into whatever last shape they used.&lt;br /&gt;
&lt;br /&gt;
Using the totem again cancels the transformation, as does using the Wildshape feat, or another totem to take a new form. Losing the temporary hitpoints granted by the Wildshape will also revert the druid to their true form.&lt;br /&gt;
&lt;br /&gt;
This ability may be used once per rest per Druid level plus Wisdom modifier, and regains 1 use upon slaying 5 non-minion foes.&lt;br /&gt;
&lt;br /&gt;
The Druid may also convert Wildshape into [[General Mechanics Information#Metamagic|Metamagic]] via their Wildshape menu, consuming 2 Wildshape to generate Metamagic equal to their Wisdom modifier.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Role !! Temp HP per Level !! Additional&lt;br /&gt;
|-&lt;br /&gt;
| Brute || 10 || +5 Damage&lt;br /&gt;
|-&lt;br /&gt;
| Skirmisher || 8 || +2d6 Sneak Attack&lt;br /&gt;
|-&lt;br /&gt;
| Lurker || 6 || +3d6 Sneak Attack&lt;br /&gt;
|-&lt;br /&gt;
| Controller || 6 || +2 Spell and Maneuver DCs&lt;br /&gt;
|-&lt;br /&gt;
| Soldier || 12 || +25% Multiplicative Damage Immunity to all damage&lt;br /&gt;
|-&lt;br /&gt;
| Artillery || 6 || +2 AB, +6 Damage&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Woodland Stride ===&lt;br /&gt;
The character is immune to the Grease, Web, and Entangle spells.&lt;br /&gt;
&lt;br /&gt;
=== Venom Immunity ===&lt;br /&gt;
The druid is immune to all poisons.&lt;br /&gt;
&lt;br /&gt;
=== Resist Nature&#039;s Lure ===&lt;br /&gt;
This feat grants a +2 insight bonus on saving throws against fear spells and effects.&lt;br /&gt;
&lt;br /&gt;
=== Druid Weapons ===&lt;br /&gt;
The Druid may use the club, dagger, quarterstaff, shortbow, sickle, sling, spear, and throwing dagger.&lt;br /&gt;
&lt;br /&gt;
=== Mystic Weapons ===&lt;br /&gt;
The character may use the casting gloves, mystic staff, and tome.&lt;br /&gt;
&lt;br /&gt;
=== Spell List ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
! Cantrips !! 1st Level Spells !! 2nd Level Spells !! 3rd Level Spells !! 4th Level Spells !! 5th Level Spells&lt;br /&gt;
|- style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
[[Spells#Acid Splash|Acid Splash]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Electric Jolt|Electric Jolt]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Flare|Flare]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Inflict Minor Wounds|Inflict Minor Wounds]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Light|Light]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Ray of Frost|Ray of Frost]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Resistance|Resistance]]&amp;lt;br&amp;gt;&lt;br /&gt;
Spare the Dying&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Virtue|Virtue]]&lt;br /&gt;
|&lt;br /&gt;
[[Spells#Burning Hands|Burning Hands]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Camouflage|Camouflage]]&amp;lt;br&amp;gt;&lt;br /&gt;
Charm&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Cure Light Wounds|Cure Light Wounds]]&amp;lt;br&amp;gt;&lt;br /&gt;
Endure Energy&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Entangle|Entangle]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Grease|Grease]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Ice Dagger|Ice Dagger]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Inflict Light Wounds|Inflict Light Wounds]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Ironguts|Ironguts]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Magic Weapon|Magic Weapon]]&amp;lt;br&amp;gt;&lt;br /&gt;
Protection&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Shield of Faith|Shield of Faith]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Sleep|Sleep]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Summon Creature I|Summon Creature I]]&lt;br /&gt;
|&lt;br /&gt;
[[Spells#Barkskin|Barkskin]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Bull&#039;s Strength|Bull&#039;s Strength]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Cat&#039;s Grace|Cat&#039;s Grace]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Clarity|Clarity]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Cure Moderate Wounds|Cure Moderate Wounds]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Eagle&#039;s Splendor|Eagle&#039;s Splendor]]&amp;lt;br&amp;gt;&lt;br /&gt;
Electric Loop&amp;lt;br&amp;gt;&lt;br /&gt;
Elemental Weapon&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Endurance|Endurance]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Flame Lash|Flame Lash]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Fox&#039;s Cunning|Fox&#039;s Cunning]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Freedom of Movement|Freedom of Movement]]&amp;lt;br&amp;gt;&lt;br /&gt;
Hold&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Inflict Moderate Wounds|Inflict Moderate Wounds]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#One with the Land|One with the Land]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Owl&#039;s Wisdom|Owl&#039;s Wisdom]]&amp;lt;br&amp;gt;&lt;br /&gt;
Resist Energy&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Restoration|Restoration]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Summon Creature II|Summon Creature II]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Web|Web]]&lt;br /&gt;
|&lt;br /&gt;
[[Spells#Call Lightning|Call Lightning]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Contagion|Contagion]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Cure Serious Wounds|Cure Serious Wounds]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Dispel Magic|Dispel Magic]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Greater Magic Weapon|Greater Magic Weapon]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Healing Sting|Healing Sting]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Inflict Serious Wounds|Inflict Serious Wounds]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Magic Vestment|Magic Vestment]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Neutralize Poison|Neutralize Poison]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Poison|Poison]]&amp;lt;br&amp;gt;&lt;br /&gt;
Protection from Energy&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Quillfire|Quillfire]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Remove Disease|Remove Disease]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Spike Growth|Spike Growth]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Summon Creature III|Summon Creature III]]&lt;br /&gt;
|&lt;br /&gt;
[[Spells#Bestow Curse|Bestow Curse]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Cure Critical Wounds|Cure Critical Wounds]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Death Ward|Death Ward]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Dominate Person|Dominate Person]]&amp;lt;br&amp;gt;&lt;br /&gt;
Elemental Rebuke&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Enervation|Enervation]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Flame Strike|Flame Strike]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Ice Storm|Ice Storm]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Infestation of Maggots|Infestation of Maggots]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Inflict Critical Wounds|Inflict Critical Wounds]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Stoneskin|Stoneskin]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Summon Creature IV|Summon Creature IV]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Wall of Fire|Wall of Fire]]&lt;br /&gt;
|&lt;br /&gt;
[[Spells#Awaken|Awaken]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Cone of Cold|Cone of Cold]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Energy Buffer|Energy Buffer]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Healing Circle|Healing Circle]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Inferno|Inferno]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Monstrous Regeneration|Monstrous Regeneration]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Raise Dead|Raise Dead]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Summon Creature V|Summon Creature V]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Vine Mine|Vine Mine]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Archetypes ==&lt;br /&gt;
&lt;br /&gt;
=== Invoker ===&lt;br /&gt;
&#039;&#039;&amp;quot;The land answers my call.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Some Druids directly invoke natural elemental spirits to aid them.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Class Level !! Feature !! Details&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| &#039;&#039;&#039;Invocation&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
You gain a new resource pool, Invocation, with a capacity of [10 + Wisdom Modifier]. This gains points equal to a harmful spell&#039;s level upon casting. You may use this feat to target yourself, or a point within 10m.&lt;br /&gt;
&lt;br /&gt;
Targeting yourself, or activating the feat again while the targeting cursor is up, consumes a use of Wildshape, granting Invocation points equal to your Wisdom modifier.&lt;br /&gt;
&lt;br /&gt;
Targeting a point requires that you be under the effects of a Rune (such as from the Elemental Weapon spell), which defines its damage type. 6 points are then consumed to create an Invocation. This Invocation begins with 6 charges, expending 1 charge every 3 seconds to strike the nearest enemy creature with 1d6 damage (Fortitude half). If the Invocation is within any of your persistent area of effect spells, it strikes any creatures within these. You may only create one Invocation at a time.&lt;br /&gt;
&lt;br /&gt;
Your Invocations benefit from any applicable [[General Mechanics Information#Metamagic|Metamagic]] you know for free, and any increases to your spell DC.&lt;br /&gt;
&lt;br /&gt;
Upon expiry, an Invocation refunds 5 spell levels&#039; worth of harmful spells to you.&lt;br /&gt;
&lt;br /&gt;
In addition, your cost to convert Wildshape to Metamagic is reduced to 1.&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| &#039;&#039;&#039;Leylines&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
Your Invocation damage increases to 2d4, your base capacity to 15, and you may now place a second. This draws a Leyline between that Invocation and any others you have placed within 10m. Creatures who pass through this Leyline are slowed by 90% for 3 rounds.&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| &#039;&#039;&#039;Convergence&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
Your Invocation damage increases to 2d6, your base capacity to 20, and you may now place a third. Any creatures within the triangle formed by three invocations will be stunned for one round every round if they fail their will save. The DC is equal to that of your Invocations.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Shifter ===&lt;br /&gt;
&#039;&#039;&amp;quot;Show my face? Which one?&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Capable of taking the form of almost any creature, the Shifter wields them almost as proficiently as the original, and often moreso.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Class Level !! Feature !! Details&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| &#039;&#039;&#039;Form Mastery&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
Your Wildshape now functions differently from the typical druid&#039;s in several ways:&lt;br /&gt;
&lt;br /&gt;
* You gain 1 Wildshape for each non-minion slain.&lt;br /&gt;
* It now costs 10 Wildshape for you to convert Wildshape to [[General Mechanics Information#Metamagic|Metamagic]].&lt;br /&gt;
* Your Wildshape capacity is now equal to 10 + twice your Wisdom Modifier.&lt;br /&gt;
* You may learn a greater variety of forms, including vermin, beasts, and magical beasts.&lt;br /&gt;
* Your transformations cannot be dispelled.&lt;br /&gt;
* You do not consume Wildshape to change form; however, changing form no longer grants you temporary hitpoints (THP).&lt;br /&gt;
* You no longer revert to humanoid form when resting.&lt;br /&gt;
* You receive a new feat, Primal Surge, which you may use once per round to gain the THP you would otherwise gain from the form, consuming 5 uses of Wildshape. This also grants Regeneration, restoring hitpoints equal to your Druid level every 3 seconds, up to the total amount of THP gained.&lt;br /&gt;
&lt;br /&gt;
* The Form Mastery feat may be activated to consume 3 uses of Wildshape in order to gain the following Form Mastery benefits for 1 minute, dependent upon your current form&#039;s role. If you change form, you receive the relevant Form Mastery benefits for that form instead.&lt;br /&gt;
&lt;br /&gt;
Brute: You receive +1 bonus attack per round, and a +5 physical damage bonus to attacks.&lt;br /&gt;
&lt;br /&gt;
Skirmisher: You receive +1 bonus attack per round, and +2d6 Sneak Attack.&lt;br /&gt;
&lt;br /&gt;
Lurker: You gain +3d6 Sneak Attack. You may reactivate the feat to vanish from sight, disengaging from your attack schedule and entering stealth. Whilst this Form Mastery bonus is active, reactivating Form Mastery causes you to vanish from sight once again, at a cost of 1 Wildshape per use. You cannot perform this action after exiting stealth mode until one round has passed.&lt;br /&gt;
&lt;br /&gt;
Controller: For one minute, upon striking a target, they must succeed at a save versus your cantrip DC or suffer the effects of Blindness for 1 round. Applicable Metamagic you know is applied without cost.&lt;br /&gt;
&lt;br /&gt;
Soldier: You receive 25% multiplicative physical damage immunity.&lt;br /&gt;
&lt;br /&gt;
Artillery: Once per round for one minute, you automatically fire a volley of spines at targets within 10m of your attack target. If you have no current attack target, the nearest enemy is selected instead. You create one spine per Druid level, with each inflicting 4 physical damage. These are split evenly amongst the available targets, with priority given to your target and those nearest it.&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| &#039;&#039;&#039;Primal Surge&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
You may use this feat once per round to gain the THP you would otherwise gain from Wildshaping into the current form&#039;s role, consuming 2 uses of Wildshape. This also grants Regeneration, restoring hitpoints equal to your Druid level every 3 seconds, up to the total amount of THP gained.&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| &#039;&#039;&#039;Second Shift&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
One round after activating Form Mastery, you receive the Second Shift effect, further enhancing your Form Mastery benefits. Changing forms resets the Second Shift effect, reactivating after 1 round has passed in the new form.&lt;br /&gt;
&lt;br /&gt;
Brute: You receive an additional +1 bonus attack per round, and a further +5 physical damage bonus to attacks.&lt;br /&gt;
&lt;br /&gt;
Skirmisher: You receive an additional +1 bonus attack per round, and a further +2d6 Sneak Attack.&lt;br /&gt;
&lt;br /&gt;
Lurker: You receive +1 bonus attack per round, and a further +3d6 Sneak Attack.&lt;br /&gt;
&lt;br /&gt;
Controller: In addition to the on-hit blind effect, you now also afflict your attacked targets with the Paralyze effect for 1 round, should they fail a Will saving throw versus your cantrip DC. Applicable [[General Mechanics Information#Metamagic|Metamagic]] you know is applied without cost.&lt;br /&gt;
&lt;br /&gt;
Soldier: You may reactivate Form Mastery to expend 2 Wildshape and receive a Damage Resistance (DR) effect to all damage with a [[General Mechanics Information#Threshold and Absorption|Threshold]] equal to 5 + your Druid Level, with Absorption of 10 per Druid Level. Any Absorption remaining when the effect expires (either due to expiring duration or changing form) is saved and applied to the Absorption of the next DR effect created this way.&lt;br /&gt;
&lt;br /&gt;
Artillery: You generate twice the number of spines.&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| &#039;&#039;&#039;Peak Performance&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
The base bonuses you receive from Wildshape roles are now doubled.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Wildspeaker ===&lt;br /&gt;
&#039;&#039;&amp;quot;Lend your ear to the wilds.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Druids can partner directly with the wilds, listening to their pleas and receiving its boons as a result.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Class Level !! Feature !! Details&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| &#039;&#039;&#039;First Words&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
Your bond with the wilds has granted you the benefit of a natural companion. Use this feat on yourself to choose your companion type (default wolf). This companion has the statistics of an Elite-rated creature of its given role. If you also possess the Animal Companion feature from the Ranger Beastmaster, your Druid and Ranger levels stack when determining the companion&#039;s Threat Level. You may summon your companion for free once per rest.&lt;br /&gt;
&lt;br /&gt;
You may also target your companion with this feat to restore hitpoints equal to its maximum hit points, expending 3 Wildshape. Any excess is granted as temporary hitpoints lasting one minute, to a maximum of half their hit point total. Should your companion perish, it may be resummoned with this feat for the cost of 3 Wildshape.&lt;br /&gt;
&lt;br /&gt;
Your companion also possesses your Woodland Stride class feature.&lt;br /&gt;
&lt;br /&gt;
Upon casting a harmful damage spell, for 3 rounds your companion receives a damage bonus equal to your Druid class level plus the spell&#039;s level, of the spell&#039;s damage type.&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| &#039;&#039;&#039;Growing Bond&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
Your companion receives a stack of the following bonuses for every round they remain within one of your persistent areas of effect (AoE) (such as Grease, Web, etc), to a maximum of 3 stacks. These bonuses are retained as long as they remain within the AoE. Should the companion leave your AoEs, these stacks will be lost at a rate of 1 every 3 rounds.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Bear&#039;&#039;&#039;: +3 Physical Damage&lt;br /&gt;
* &#039;&#039;&#039;Boar&#039;&#039;&#039;: +20% Physical Damage Immunity (Multiplicative)&lt;br /&gt;
* &#039;&#039;&#039;Wolf&#039;&#039;&#039;: +2 Physical Damage / +10% Movespeed&lt;br /&gt;
* &#039;&#039;&#039;Hawk&#039;&#039;&#039;: +2d6 Radiant damage on Sneak Attack&lt;br /&gt;
* &#039;&#039;&#039;Lynx&#039;&#039;&#039;: +2d6 Radiant damage on Sneak Attack&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| &#039;&#039;&#039;Rite of Passage&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
When your companion&#039;s Growing Bond stacks reach their maximum, their rating upgrades to Solo. The companion&#039;s rating reverts to Elite if the stacks should decay below the maximum.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>RisenholmBot</name></author>
	</entry>
	<entry>
		<id>https://wiki.risenholm.com/index.php?title=Cleric&amp;diff=1707</id>
		<title>Cleric</title>
		<link rel="alternate" type="text/html" href="https://wiki.risenholm.com/index.php?title=Cleric&amp;diff=1707"/>
		<updated>2026-10-01T18:56:41Z</updated>

		<summary type="html">&lt;p&gt;RisenholmBot: Sync from game data at b26fd7c10&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- This page is generated from the game data by scripts/wiki_sync.py in the module repository. Edits made here will be overwritten by the next sync: change the class or feat description in risenholm.tlk instead. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Clerics draw Power from their Devotion to a religious path. Their spell selection is generally tailored towards support through healing, boons and afflictions and they are afforded an average HP pool and armor proficiencies to allow a frontline presence if desired. The various archetypes allow the Cleric to become a more classic frontline enspelled warrior, a dedicated healer, or unique offensive spellcaster.&lt;br /&gt;
&lt;br /&gt;
== Vitals ==&lt;br /&gt;
:&#039;&#039;&#039;Hit Die&#039;&#039;&#039;: d8 (8 HP per Level)&lt;br /&gt;
:&#039;&#039;&#039;Proficiencies&#039;&#039;&#039;: Armor (All), Shields, Weapons (Simple, Mystic)&lt;br /&gt;
:&#039;&#039;&#039;Skill Points per Level&#039;&#039;&#039;: 6&lt;br /&gt;
:&#039;&#039;&#039;Primary Saving Throw(s)&#039;&#039;&#039;: Fortitude, Will&lt;br /&gt;
:&#039;&#039;&#039;Spellcasting Ability&#039;&#039;&#039;: Wisdom (10 + Spell Level to be able to cast a spell)&lt;br /&gt;
:&#039;&#039;&#039;Spellcasting Type&#039;&#039;&#039;: Devotion. Memorized. Devotion. Memorized spellcasters cannot clear memorized slots after casting a spell, until after their next rest. However, any spells placed into an empty slot start as memorized and available for use.&lt;br /&gt;
:&#039;&#039;&#039;Spellbook&#039;&#039;&#039;: Clerics know all available spells once they become capable of casting at a given spell level.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Level !! Features&lt;br /&gt;
|-&lt;br /&gt;
| 1 || [[#Spell List|Spellcasting Level 1]], [[#Metamagic: Conversion|Metamagic: Conversion]], [[#Divine Polarity|Divine Polarity]]&lt;br /&gt;
|-&lt;br /&gt;
| 2 || [[#Channel Divinity: Turning|Channel Divinity: Turning]]&lt;br /&gt;
|-&lt;br /&gt;
| 3 || [[#Spell List|Spellcasting Level 2]], [[#Bonus Feat: Channel Divinity|Bonus Feat: Channel Divinity]], Energy Affinity&lt;br /&gt;
|-&lt;br /&gt;
| 4 || [[#Archetypes|Archetype Feature I]], [[#Bonus Feat: Channel Divinity|Bonus Feat: Channel Divinity]]&lt;br /&gt;
|-&lt;br /&gt;
| 5 || [[#Spell List|Spellcasting Level 3]]&lt;br /&gt;
|-&lt;br /&gt;
| 6 || [[#Bonus Feat: Channel Divinity|Bonus Feat: Channel Divinity]]&lt;br /&gt;
|-&lt;br /&gt;
| 7 || [[#Archetypes|Archetype Feature II]], [[#Spell List|Spellcasting Level 4]]&lt;br /&gt;
|-&lt;br /&gt;
| 8 || [[#Bonus Feat: Channel Divinity|Bonus Feat: Channel Divinity]]&lt;br /&gt;
|-&lt;br /&gt;
| 9 || [[#Spell List|Spellcasting Level 5]]&lt;br /&gt;
|-&lt;br /&gt;
| 10 || [[#Archetypes|Archetype Feature III]], [[#Bonus Feat: Channel Divinity|Bonus Feat: Channel Divinity]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Cleric Core Mechanics ==&lt;br /&gt;
&lt;br /&gt;
=== Mystic Weapons ===&lt;br /&gt;
The character may use the casting gloves, mystic staff, and tome.&lt;br /&gt;
&lt;br /&gt;
=== Divine Polarity ===&lt;br /&gt;
Clerics choose the energy type of their spells and abilities at level 1. They subsequently gain the Energy Affinity feat for that energy type at level 3.&lt;br /&gt;
&lt;br /&gt;
=== Metamagic: Conversion ===&lt;br /&gt;
The character receives the Conversion feat for free.&lt;br /&gt;
&lt;br /&gt;
=== Channel Divinity ===&lt;br /&gt;
The character gains access to features that draw upon a Channel Divinity pool, representing a reserve of divine energy. These features may be granted by class levels, feats, or archetypes. This pool has a maximum capacity of equal to the sum total of their Paladin and Cleric levels, plus the highest of their Wisdom or Charisma modifiers. The character regains 1 Channel Divinity for every 6 non-minion foes slain.&lt;br /&gt;
&lt;br /&gt;
=== Channel Divinity: Turning ===&lt;br /&gt;
The character may target a location within Short (8m) range to release a wave of pure conviction, striking enemies within a 6m radius sphere. Struck enemies must succeed at a saving throw (Will, DC: 10 + Cleric Level + Highest of WIS/CHA; Negates) or suffer the Fear effect for 3 rounds. These enemies also receive Psychic damage equal to the character&#039;s combined Wisdom and Charisma modifiers, halved if the target succeeded their saving throw. In addition, the character restores [[General Mechanics Information#Metamagic|Metamagic]] equal to half their Wisdom modifier.&lt;br /&gt;
&lt;br /&gt;
The effects of this ability are subject to ongoing saving throws. Each round, the target may attempt a new saving throw to end the effect. Each failed saving throw provides a stacking +4 bonus to further saving throws for 5 rounds versus the following effects:&lt;br /&gt;
&lt;br /&gt;
Confusion, Daze, Domination, Fear, Knockdown, Paralysis, Petrification, Sleep, Stun&lt;br /&gt;
&lt;br /&gt;
=== Bonus Feat: Channel Divinity ===&lt;br /&gt;
The Cleric receives a free Channel Divinity feat of their choice, from the list below:&lt;br /&gt;
&lt;br /&gt;
=== Channel Divinity: Divine Might ===&lt;br /&gt;
The character may spend one Channel Divinity to add their Charisma or Wisdom bonus, whichever is higher, to all weapon damage for 1 minute. This damage bonus is capped at twice the character&#039;s total sum of Paladin and Cleric levels. If Divine Might is already active, the duration is extended by 1 minute.&lt;br /&gt;
&lt;br /&gt;
=== Channel Divinity: Divine Shield ===&lt;br /&gt;
The character may spend one Channel Divinity to gain damage resistance against physical damage. The threshold for this damage resistance is equal to the sum total of Cleric and Paladin class levels the character possesses. The shield absorbs 10 damage per point of the character&#039;s Charisma or Wisdom bonus, whichever is higher, plus 10% of the target&#039;s maximum hitpoints.&lt;br /&gt;
&lt;br /&gt;
If Divine Shield is already active, any existing absorption is inherited by the new instance of Divine Shield. Divine Shield has a duration of 15 minutes [[General Mechanics Information#Combat Time|Combat Time]].&lt;br /&gt;
&lt;br /&gt;
=== Channel Divinity: Beneficence ===&lt;br /&gt;
Consume 1 Channel Divinity to instantly heal your most damaged ally within 20m for hitpoints equal to your highest memorised Cure Wounds spell. Excess granted as Temporary Hit Points.&lt;br /&gt;
&lt;br /&gt;
=== Channel Divinity: Ablution ===&lt;br /&gt;
Consume 1 Channel Divinity to apply the effects of Restoration to allies in a 10m sphere, with a range of 20m. The Restoration spell must be memorised.&lt;br /&gt;
&lt;br /&gt;
=== Channel Divinity: Condemnation ===&lt;br /&gt;
Consume 2 Channel Divinity to apply a DoT inflicting 1d4 + WIS Radiant damage every 3 seconds to enemies in a 10m sphere, with a range of 20m, lasting 3 rounds (Requires Action).&lt;br /&gt;
&lt;br /&gt;
=== Channel Divinity: Consecration ===&lt;br /&gt;
Consume 2 Channel Divinity to create a 5m radius area centered around the cleric for 1 minute inflicting 1d4 + [WIS / 2] Radiant damage per 3 seconds to enemies within (Requires Action)&lt;br /&gt;
&lt;br /&gt;
=== Channel Divinity: Succor ===&lt;br /&gt;
Consume 3 Channel Divinity to grant a target the effects of a [[General Mechanics Information#Short Rest|Short Rest]]. The target must complete a Rest to be eligible for this effect again.&lt;br /&gt;
&lt;br /&gt;
=== Channel Divinity: Sanctification ===&lt;br /&gt;
Consume 1 Channel Divinity to apply a [[General Mechanics Information#Retaliation|Retaliation]] effect to yourself or an ally [Trigger: Attacks, Damage: 3d2 + WIS Radiant, Limit: [WIS * 2] Attacks, Duration: 15m [[General Mechanics Information#Combat Time|Combat Time]], Cooldown: 1s, per-Attacker]&lt;br /&gt;
&lt;br /&gt;
=== Channel Divinity: Fervor ===&lt;br /&gt;
Consume 5 Channel Divinity to grant the target a bonus attack per round for a number of rounds equal to your Wisdom modifier.&lt;br /&gt;
&lt;br /&gt;
=== Spell List ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
! Cantrips !! 1st Level Spells !! 2nd Level Spells !! 3rd Level Spells !! 4th Level Spells !! 5th Level Spells&lt;br /&gt;
|- style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
[[Spells#Inflict Minor Wounds|Inflict Minor Wounds]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Light|Light]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Resistance|Resistance]]&amp;lt;br&amp;gt;&lt;br /&gt;
Spare the Dying&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Virtue|Virtue]]&lt;br /&gt;
|&lt;br /&gt;
[[Spells#Bane|Bane]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Bless|Bless]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Cure Light Wounds|Cure Light Wounds]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Doom|Doom]]&amp;lt;br&amp;gt;&lt;br /&gt;
Endure Energy&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Inflict Light Wounds|Inflict Light Wounds]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Ironguts|Ironguts]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Magic Weapon|Magic Weapon]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Negative Energy Ray|Negative Energy Ray]]&amp;lt;br&amp;gt;&lt;br /&gt;
Protection&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Scare|Scare]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Shield of Faith|Shield of Faith]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Summon Creature I|Summon Creature I]]&lt;br /&gt;
|&lt;br /&gt;
[[Spells#Aid|Aid]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Bless Weapon|Bless Weapon]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Blindness/Deafness|Blindness/Deafness]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Bull&#039;s Strength|Bull&#039;s Strength]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Cat&#039;s Grace|Cat&#039;s Grace]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Clarity|Clarity]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Cure Moderate Wounds|Cure Moderate Wounds]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Eagle&#039;s Splendor|Eagle&#039;s Splendor]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Endurance|Endurance]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Fox&#039;s Cunning|Fox&#039;s Cunning]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Freedom of Movement|Freedom of Movement]]&amp;lt;br&amp;gt;&lt;br /&gt;
Hold&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Inflict Moderate Wounds|Inflict Moderate Wounds]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Owl&#039;s Wisdom|Owl&#039;s Wisdom]]&amp;lt;br&amp;gt;&lt;br /&gt;
Resist Energy&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Restoration|Restoration]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Silence|Silence]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Sound Burst|Sound Burst]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Stone Bones|Stone Bones]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Summon Creature II|Summon Creature II]]&lt;br /&gt;
|&lt;br /&gt;
[[Spells#Contagion|Contagion]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Cure Serious Wounds|Cure Serious Wounds]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Dispel Magic|Dispel Magic]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Fear|Fear]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Glyph of Warding|Glyph of Warding]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Greater Magic Weapon|Greater Magic Weapon]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Inflict Serious Wounds|Inflict Serious Wounds]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Invisibility Purge|Invisibility Purge]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Magic Vestment|Magic Vestment]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Negative Energy Burst|Negative Energy Burst]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Neutralize Poison|Neutralize Poison]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Poison|Poison]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Prayer|Prayer]]&amp;lt;br&amp;gt;&lt;br /&gt;
Protection from Energy&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Remove Curse|Remove Curse]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Remove Disease|Remove Disease]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Searing Light|Searing Light]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Summon Creature III|Summon Creature III]]&lt;br /&gt;
|&lt;br /&gt;
[[Spells#Bestow Curse|Bestow Curse]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Cure Critical Wounds|Cure Critical Wounds]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Death Ward|Death Ward]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Dismissal|Dismissal]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Flame Strike|Flame Strike]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Hammer of the Gods|Hammer of the Gods]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Inflict Critical Wounds|Inflict Critical Wounds]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Summon Creature IV|Summon Creature IV]]&lt;br /&gt;
|&lt;br /&gt;
[[Spells#Battletide|Battletide]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Circle of Doom|Circle of Doom]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Healing Circle|Healing Circle]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Monstrous Regeneration|Monstrous Regeneration]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Raise Dead|Raise Dead]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Slay Living|Slay Living]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Summon Creature V|Summon Creature V]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Archetypes ==&lt;br /&gt;
&lt;br /&gt;
=== Votive ===&lt;br /&gt;
&#039;&#039;&amp;quot;Have faith.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Burning their life&#039;s candle, the Votive gives of themselves to provide succor to their friends and castigate their foes.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Class Level !! Feature !! Details&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| &#039;&#039;&#039;Yajna&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
You gain a new Channel Divinity option, Yajna. This allows you to enter a channeling state wherein you forsake the ability to perform any actions other than maintaining Yajna effects. Using the feat again whilst in this state allows you to target a creature, expending 1 Channel Divinity and applying a Yajna effect. Applying Yajna effects consumes [[General Mechanics Information#Metamagic|Metamagic]] (Empower, Extend, Heighten, Quicken) like a spell. Whilst channeling you gain 50% multiplicative damage immunity to all damage and complete immunity to all Hard Control effects. Attacking, casting a spell, or moving will cancel the state.&lt;br /&gt;
&lt;br /&gt;
Whilst under the effects of Yajna, for 10 ticks the target is harmed or healed every 3 seconds. You may create as many concurrent Yajna effects as you wish. You may dispel Yajna effects by targeting the creature again. Quicken increases the tick rate from 3s to 2s. Ticks of Yajna also increase the Limit of Implement Fighting&#039;s [[General Mechanics Information#Retaliation|Retaliation]] effect as if they were an attack or spellcast.&lt;br /&gt;
&lt;br /&gt;
* Healing equals your combined WIS and CHA modifiers, weapon EB, plus your Divine Shield [[General Mechanics Information#Threshold and Absorption|Threshold]].&lt;br /&gt;
* Healing in excess of the target&#039;s maximum HP is granted as temporary hitpoints (THP) for 1 minute.&lt;br /&gt;
&lt;br /&gt;
* Damage dealt is equal to your combined WIS and CHA modifiers, weapon EB, Rune damage, and Divine Might if active.&lt;br /&gt;
* The target receives a Will save to half the damage, with DC equal to your highest spell DC.&lt;br /&gt;
* If an enemy perishes under the effects of Yajna, it transfers to the nearest enemy within 20m of both the enemy and yourself.&lt;br /&gt;
* Yajna effects that only deal damage refund their Channel Divinity cost upon expiry.&lt;br /&gt;
&lt;br /&gt;
This power comes at a cost, however. Upon each tick, your Embers gauge increases by 4%, or 1% if over 100%. If the gauge exceeds 100%, you begin to receive damage at a rate of 1 Internal damage per 1% excess, every 2 seconds. The gauge decays by 5% per second once you have not gained Embers for one round.&lt;br /&gt;
&lt;br /&gt;
Finally, you gain the Robust Defense and Improved Unarmed Strike feats.&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| &#039;&#039;&#039;Bhakti&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
Allies receiving the effects of Yajna receive a 20% multiplicative damage immunity to all damage for the duration of the effect. Enemies instead receive a 20% damage vulnerability.&lt;br /&gt;
&lt;br /&gt;
Healing hitpoints with Yajna now also extinguishes Embers, reducing 1% per hitpoint restored while below 100% Embers, and 1% per 10 hitpoints restored if over 100% Embers.&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| &#039;&#039;&#039;Nirvana&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
Once per minute, you may immediately purge your entire Embers gauge. If this free use of Nirvana is on cooldown, you may opt to expend 1 Channel Divinity to extinguish these Embers instead.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Warpriest ===&lt;br /&gt;
&#039;&#039;&amp;quot;On the battlefield, everyone is a believer.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Warpriest clashes into the front lines, inspiring their allies to victory.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Class Level !! Feature !! Details&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| &#039;&#039;&#039;Power&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
You gain a new resource pool, Divine Power, with a maximum capacity equal to thrice your Wisdom modifier. For each point of Channel Divinity you consume, you gain Divine Power equal to half your Wisdom modifier.&lt;br /&gt;
&lt;br /&gt;
You may consume Divine Power to cast a selection of spells using your archetype menu, as below. You must have the spell currently memorised, though it need not be readied. Warding and enhancement spells are cast on yourself (or on the target of your next normal attack, if a harmful spell) instantly, with no cast time. Hostile spell options possess a cooldown period of one round. These spells consume [[General Mechanics Information#Metamagic|Metamagic]] as usual.&lt;br /&gt;
&lt;br /&gt;
Whilst you harbour any Divine Power, you receive a multiplicative 30% physical damage immunity effect.&lt;br /&gt;
&lt;br /&gt;
Finally, you gain the Martial Weapon Proficiency and Simple Weapon Mastery feats, if you do not already possess them.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Spell !! Cost&lt;br /&gt;
|-&lt;br /&gt;
| Bane + Doom || 1&lt;br /&gt;
|-&lt;br /&gt;
| Aid || 2&lt;br /&gt;
|-&lt;br /&gt;
| Cure Wounds || [Spell Level]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Inflict Wounds&#039;&#039;&#039;: [Spell Level]&lt;br /&gt;
* &#039;&#039;&#039;Resist Elements&#039;&#039;&#039;: 2&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| &#039;&#039;&#039;Force&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
Your Divine Power spell list is expanded to include the following spells, with some options upgraded.&lt;br /&gt;
&lt;br /&gt;
Spell: Cost&lt;br /&gt;
&lt;br /&gt;
Bane + Doom + Prayer (replaces Bane + Doom): 1&lt;br /&gt;
&lt;br /&gt;
Protection From Elements (replaces Resist Elements): 2&lt;br /&gt;
&lt;br /&gt;
Death Ward: 4&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| &#039;&#039;&#039;Obliteration&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
Your Divine Power spell list is expanded to include the following spells.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Spell || Cost&lt;br /&gt;
|-&lt;br /&gt;
| Battletide || 3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Healing Circle&#039;&#039;&#039;: 5&lt;br /&gt;
* &#039;&#039;&#039;Slay Living&#039;&#039;&#039;: 5&lt;br /&gt;
* &#039;&#039;&#039;Monstrous Regeneration&#039;&#039;&#039;: 5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Ascendant ===&lt;br /&gt;
&#039;&#039;&amp;quot;Beyond mortal limits.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Ascendant channels raw energy to bring themselves closer to the divine.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Class Level !! Feature !! Details&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| &#039;&#039;&#039;Ascension&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
You gain an Ascension gauge and track. Expending Channel Divinity fills your Ascension gauge, with a duration of [WIS] seconds for each Channel Divinity expended. If the Ascension effect is already active, its duration is extended.&lt;br /&gt;
&lt;br /&gt;
Whilst Ascension is active, your Ascension track (visible on your archetype menu) progresses, draining the gauge. The Ascension track consists of consecutive segments for each of your castable spell levels. The track progresses in 1s ticks, with [Spell Level + 1] ticks required to fill these segments, in sequence. Once a segment is filled, you receive a free spellcast (Freecast) of a harmful spell at that level. When the track ends, it resets and begins refilling from zero. If a spell level already has a Freecast, the track will cease progression until that Freecast is used. After a [[General Mechanics Information#Long Rest|Long Rest]], your Ascension track begins with a Freecast at each spell level.&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| &#039;&#039;&#039;Majesty&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
Whilst your Ascension gauge is active, enemies affected by your damaging Cleric spells suffer the effects of Blindness for 1 round (Reflex, DC: Spell; Negates).&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| &#039;&#039;&#039;Apotheosis&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
When an enemy fails their save versus your Majesty feature, they suffer a DoT effect with damage equal to half your Wisdom modifier every 3s for 3 rounds.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>RisenholmBot</name></author>
	</entry>
	<entry>
		<id>https://wiki.risenholm.com/index.php?title=Bard&amp;diff=1706</id>
		<title>Bard</title>
		<link rel="alternate" type="text/html" href="https://wiki.risenholm.com/index.php?title=Bard&amp;diff=1706"/>
		<updated>2026-10-01T18:56:40Z</updated>

		<summary type="html">&lt;p&gt;RisenholmBot: Sync from game data at b26fd7c10&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- This page is generated from the game data by scripts/wiki_sync.py in the module repository. Edits made here will be overwritten by the next sync: change the class or feat description in risenholm.tlk instead. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Bards draw Power from a mixture of the arcane and primal energies within the emotions of themselves and others. They possess the most innate support abilities of any class, and are able to tailor their spell selections to a variety of playstyles. While all the bard archetypes further enhance their support role, their focus lies in general ally enhancement, damage, or spellcasting boons.&lt;br /&gt;
&lt;br /&gt;
:Maximizing &#039;&#039;&#039;Strength&#039;&#039;&#039; or &#039;&#039;&#039;Dexterity&#039;&#039;&#039; is recommended for attacking with weapons and using [[General Mechanics Information#Maneuvers|Maneuvers]] like Knockdown. It also provides bonuses to your Fortitude or Reflex save.&lt;br /&gt;
:A medium/high &#039;&#039;&#039;Charisma&#039;&#039;&#039; contributes to your spellcasting ability (Offensive DCs, Spells/day, and [[General Mechanics Information#Metamagic|Metamagic]] Pool) and support Maneuvers such as &amp;quot;Commander Strike&amp;quot;.&lt;br /&gt;
:A medium/high &#039;&#039;&#039;Dexterity&#039;&#039;&#039; allows you to maximize Armor Class from light armors and improves your Reflex save.&lt;br /&gt;
:&#039;&#039;&#039;Constitution&#039;&#039;&#039; increases your survivability in raw hit points and contributing to your Fortitude save.&lt;br /&gt;
:&#039;&#039;&#039;Intelligence&#039;&#039;&#039; contributes to your maximum Maneuver pool and Reflex save.&lt;br /&gt;
:&#039;&#039;&#039;Wisdom&#039;&#039;&#039; contributes to your Will save.&lt;br /&gt;
&lt;br /&gt;
== Vitals ==&lt;br /&gt;
:&#039;&#039;&#039;Hit Die&#039;&#039;&#039;: d6 (6 HP per Level)&lt;br /&gt;
:&#039;&#039;&#039;Proficiencies&#039;&#039;&#039;: Armor (Light, Medium), Shields, Weapons (Simple, Rogue, Mystic)&lt;br /&gt;
:&#039;&#039;&#039;Skill Points per Level&#039;&#039;&#039;: 8&lt;br /&gt;
:&#039;&#039;&#039;Primary Saving Throw(s)&#039;&#039;&#039;: Reflex, Will&lt;br /&gt;
:&#039;&#039;&#039;Spellcasting Ability&#039;&#039;&#039;: Charisma (10 + Spell Level to be able to cast a spell)&lt;br /&gt;
:&#039;&#039;&#039;Spellcasting Type&#039;&#039;&#039;: Arcane/Primal Hybrid. Spontaneous. Spontaneous spellcasters know a limited selection of spells, and may cast any of these spells at any time so long as they have slots available for the given spell level.&lt;br /&gt;
:&#039;&#039;&#039;Spellbook&#039;&#039;&#039;: Bards learn two spells each level.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Level !! Features&lt;br /&gt;
|-&lt;br /&gt;
| 1 || [[#Spell List|Spellcasting (Level 1)]], [[#Bardic Knowledge|Bardic Knowledge]], [[#Metamagic: Conversion|Metamagic: Conversion]], Simple Weapon Mastery&lt;br /&gt;
|-&lt;br /&gt;
| 2 || [[#Inspiration Aura|Inspiration +1]]&lt;br /&gt;
|-&lt;br /&gt;
| 3 || [[#Spell List|Spellcasting (Level 2)]], [[#Harmony: Vilify|Harmony: Vilify]]&lt;br /&gt;
|-&lt;br /&gt;
| 4 || [[#Archetypes|Archetype Feature I]], [[#Harmony|Harmony Feat]], [[#Inspiration Aura|Inspiration +2]]&lt;br /&gt;
|-&lt;br /&gt;
| 5 || [[#Spell List|Spellcasting (Level 3)]]&lt;br /&gt;
|-&lt;br /&gt;
| 6 || [[#Harmony|Harmony Feat]], [[#Inspiration Aura|Inspiration +3]]&lt;br /&gt;
|-&lt;br /&gt;
| 7 || [[#Spell List|Spellcasting (Level 4)]], [[#Archetypes|Archetype Feature II]]&lt;br /&gt;
|-&lt;br /&gt;
| 8 || [[#Harmony|Harmony Feat]], [[#Inspiration Aura|Inspiration +4]]&lt;br /&gt;
|-&lt;br /&gt;
| 9 || [[#Spell List|Spellcasting (Level 5)]]&lt;br /&gt;
|-&lt;br /&gt;
| 10 || [[#Archetypes|Archetype Feature III]], [[#Inspiration Aura|Inspiration +5]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Bard Core Mechanics ==&lt;br /&gt;
&lt;br /&gt;
=== Bardic Knowledge ===&lt;br /&gt;
The Bard receives a Knowledge bonus equal to their class level.&lt;br /&gt;
&lt;br /&gt;
=== Inspiration Aura ===&lt;br /&gt;
The Bard&#039;s harmony enhances the damage of themselves and nearby allies. This consists of a 10m radius aura with the following magnitude according to Bard level:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Level !! Benefit&lt;br /&gt;
|-&lt;br /&gt;
| 2 || +1&lt;br /&gt;
|-&lt;br /&gt;
| 4 || +2&lt;br /&gt;
|-&lt;br /&gt;
| 6 || +3&lt;br /&gt;
|-&lt;br /&gt;
| 8 || +4&lt;br /&gt;
|-&lt;br /&gt;
| 10 || +5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Harmony ===&lt;br /&gt;
Whether through song, dance, speech, or their simple presence, a Bard resonates with the social fabric wherever they go. Harmony represents an abstraction of this, granting the Bard a resource pool with a maximum capacity equal to their Bard level plus Charisma modifier, which may be expended to power various effects. One point of Harmony is restored for every 5 non-minion enemies slain.&lt;br /&gt;
&lt;br /&gt;
The Bard receives the Vilify ability at level 3, and may select an additional Harmony feature that utilises this resource at levels 4, 6, 8, and 10. Options are as below.&lt;br /&gt;
&lt;br /&gt;
=== Harmony: Vilify ===&lt;br /&gt;
Expending 1 Harmony, the Bard inflicts 15 + 10d2 Psychic damage against a target. This feature cannot be used again until 1 round has passed.&lt;br /&gt;
&lt;br /&gt;
=== Harmony: Echo ===&lt;br /&gt;
The Bard expends 2 Harmony to replicate the effects of any positive spells currently present upon them, to a target ally.&lt;br /&gt;
&lt;br /&gt;
=== Harmony: Sympathy ===&lt;br /&gt;
A burden shared is a burden halved. The Bard expends 1 Harmony to restore half of the target&#039;s missing hitpoints.&lt;br /&gt;
&lt;br /&gt;
=== Harmony: Epiphany ===&lt;br /&gt;
A target ally may be granted [[General Mechanics Information#Maneuvers|Maneuvers]] and [[General Mechanics Information#Metamagic|Metamagic]] equal to the Bard&#039;s Charisma modifier, at the cost of 1 Harmony.&lt;br /&gt;
&lt;br /&gt;
=== Harmony: Peace ===&lt;br /&gt;
Expending 3 Harmony, the Bard causes a single target ally to receive the effects of a [[General Mechanics Information#Short Rest|Short Rest]]. This ability may only be used on a target again once they have executed a Short or [[General Mechanics Information#Long Rest|Long Rest]].&lt;br /&gt;
&lt;br /&gt;
=== Metamagic: Conversion ===&lt;br /&gt;
The character receives the Conversion feat for free.&lt;br /&gt;
&lt;br /&gt;
=== Mystic Weapons ===&lt;br /&gt;
The character may use the casting gloves, mystic staff, and tome.&lt;br /&gt;
&lt;br /&gt;
=== Spellcasting Progression ===&lt;br /&gt;
Spell slots per class level, before any bonus slots from a high spellcasting ability.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Class Level !! Cantrips !! 1st Level !! 2nd Level !! 3rd Level !! 4th Level !! 5th Level&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 6 || 4 || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 6 || 5 || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 6 || 6 || 3 || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 6 || 6 || 4 || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 6 || 6 || 5 || 3 || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 6 || 6 || 6 || 6 || 4 || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 7 || 6 || 6 || 6 || 5 || 3 || -&lt;br /&gt;
|-&lt;br /&gt;
| 8 || 6 || 6 || 6 || 6 || 4 || -&lt;br /&gt;
|-&lt;br /&gt;
| 9 || 6 || 6 || 6 || 6 || 5 || 3&lt;br /&gt;
|-&lt;br /&gt;
| 10 || 6 || 6 || 6 || 6 || 6 || 4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Spell List ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
! Cantrips !! 1st Level Spells !! 2nd Level Spells !! 3rd Level Spells !! 4th Level Spells !! 5th Level Spells&lt;br /&gt;
|- style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
[[Spells#Daze|Daze]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Flare|Flare]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Light|Light]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Micro Missile|Micro Missile]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Resistance|Resistance]]&amp;lt;br&amp;gt;&lt;br /&gt;
Spare the Dying&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Virtue|Virtue]]&lt;br /&gt;
|&lt;br /&gt;
Charm&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Color Spray|Color Spray]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Cure Light Wounds|Cure Light Wounds]]&amp;lt;br&amp;gt;&lt;br /&gt;
Endure Energy&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Expeditious Retreat|Expeditious Retreat]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Grease|Grease]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Ironguts|Ironguts]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Mage Armor|Mage Armor]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Magic Weapon|Magic Weapon]]&amp;lt;br&amp;gt;&lt;br /&gt;
Protection&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Scare|Scare]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Sleep|Sleep]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Summon Creature I|Summon Creature I]]&amp;lt;br&amp;gt;&lt;br /&gt;
Thundering Boom&lt;br /&gt;
|&lt;br /&gt;
[[Spells#Aid|Aid]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Blindness/Deafness|Blindness/Deafness]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Bull&#039;s Strength|Bull&#039;s Strength]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Cat&#039;s Grace|Cat&#039;s Grace]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Clarity|Clarity]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Clayskin|Clayskin]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Cloud of Bewilderment|Cloud of Bewilderment]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Cure Moderate Wounds|Cure Moderate Wounds]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Deafening Clang|Deafening Clang]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Eagle&#039;s Splendor|Eagle&#039;s Splendor]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Endurance|Endurance]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Fox&#039;s Cunning|Fox&#039;s Cunning]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Freedom of Movement|Freedom of Movement]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Ghostly Visage|Ghostly Visage]]&amp;lt;br&amp;gt;&lt;br /&gt;
Hideous Laughter&amp;lt;br&amp;gt;&lt;br /&gt;
Hold&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Invisibility|Invisibility]]&amp;lt;br&amp;gt;&lt;br /&gt;
Iron Horn&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Owl&#039;s Wisdom|Owl&#039;s Wisdom]]&amp;lt;br&amp;gt;&lt;br /&gt;
Resist Energy&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Restoration|Restoration]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#See Invisibility|See Invisibility]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Silence|Silence]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Sound Burst|Sound Burst]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Summon Creature II|Summon Creature II]]&lt;br /&gt;
|&lt;br /&gt;
[[Spells#Confusion|Confusion]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Cure Serious Wounds|Cure Serious Wounds]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Dispel Magic|Dispel Magic]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Displacement|Displacement]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Fear|Fear]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Glyph of Warding|Glyph of Warding]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Greater Magic Weapon|Greater Magic Weapon]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Gust of Wind|Gust of Wind]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Haste|Haste]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Invisibility Purge|Invisibility Purge]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Invisibility Sphere|Invisibility Sphere]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Neutralize Poison|Neutralize Poison]]&amp;lt;br&amp;gt;&lt;br /&gt;
Protection from Energy&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Remove Curse|Remove Curse]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Remove Disease|Remove Disease]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Slow|Slow]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Summon Creature III|Summon Creature III]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Wounding Whispers|Wounding Whispers]]&lt;br /&gt;
|&lt;br /&gt;
[[Spells#Bestow Curse|Bestow Curse]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Cure Critical Wounds|Cure Critical Wounds]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Dismissal|Dismissal]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Dominate Person|Dominate Person]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Ice Storm|Ice Storm]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Improved Invisibility|Improved Invisibility]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Phantasmal Killer|Phantasmal Killer]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Summon Creature IV|Summon Creature IV]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#War Cry|War Cry]]&lt;br /&gt;
|&lt;br /&gt;
[[Spells#Energy Buffer|Energy Buffer]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Ethereal Visage|Ethereal Visage]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Feeblemind|Feeblemind]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Healing Circle|Healing Circle]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Ironskin|Ironskin]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Lesser Spell Mantle|Lesser Spell Mantle]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Mind Fog|Mind Fog]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Summon Creature V|Summon Creature V]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Archetypes ==&lt;br /&gt;
&lt;br /&gt;
=== Storyteller ===&lt;br /&gt;
&#039;&#039;&amp;quot;Who doesn&#039;t like a good story?&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Storyteller girds their allies with a tale for every situation.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Class Level !! Feature !! Details&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| &#039;&#039;&#039;Living Legends&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
You may grant allies a variety of benefits, dependent on their role in your story. Granting a role consumes 1 Harmony. Each role may only apply to one target at a time, with a maximum of 3 roles granted at once. There is no duration limit on these benefits, so long as a target remains within your Inspiration Aura. If a target leaves your Inspiration Aura range, their role benefits will expire within 1 minute. The target may return to the aura to again remove this durational limit.&lt;br /&gt;
&lt;br /&gt;
The roles and their benefits are as follows:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| The Mighty || +CHA Attack Damage&lt;br /&gt;
|-&lt;br /&gt;
| The Swift || +1 Attack per round&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Stalwart&#039;&#039;&#039;: +30% Multiplicative Damage Immunity (MultDI) to all damage&lt;br /&gt;
* &#039;&#039;&#039;The Erudite&#039;&#039;&#039;: +25% Spell Damage, +1 [[General Mechanics Information#Metamagic|Metamagic]] Recycle&lt;br /&gt;
* &#039;&#039;&#039;The Beneficent&#039;&#039;&#039;: +20% Healing, THP generation, DR Magnitude&lt;br /&gt;
* &#039;&#039;&#039;The Vengeful&#039;&#039;&#039;: +25% [[General Mechanics Information#Retaliation|Retaliation]] Damage, Retaliation [Trigger: Attacks, Damage: 1d6 + CHA Sonic, Limit: N/A, Duration: N/A, Cooldown: 1s, per-Attacker]&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| &#039;&#039;&#039;Rapt Audience&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
When using Harmony features, you affect every applicable target within your Inspiration Aura range instead of a single target. If you have any Living Legends currently outside your Inspiration Aura, they too receive the Harmony effects.&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| &#039;&#039;&#039;Legends Never Die&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
Upon granting a Living Legend role, you also grant the target Plot Armour; a Damage Resistance effect with a [[General Mechanics Information#Threshold and Absorption|Threshold]] equal to your Charisma modifier, and an Absorption Limit equal to half the target&#039;s maximum hitpoints. If the Living Legend should suffer damage that would result in their death, the damage is instead halted at 1 HP, the Living Legend is healed for hitpoints equal to the remaining Absorption in the Plot Armour, and they may not be reduced below 1 hitpoint for 1 round. If you grant Plot Armour to a target who is currently dead or dying, they are immediately revived before receiving the additional effects.&lt;br /&gt;
&lt;br /&gt;
Plot Armour may be reapplied to a Living Legend without Plot Armour via the Storyteller menu, at a cost of 1 Harmony.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Skald ===&lt;br /&gt;
&#039;&#039;&amp;quot;Revel in the glory of combat!&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Skalds believe the best place to find stories is in the thick of battle.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Class Level !! Feature !! Details&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| &#039;&#039;&#039;Great Deeds&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
When an ally scores a critical hit within your Inspiration Aura, all allies within it gain the effects of Haste for 3 rounds as an Extraordinary effect. The duration of Great Deeds stacks if an ally should already be under its effects.&lt;br /&gt;
&lt;br /&gt;
You may also use this feat to consume 1 Harmony in order to activate Great Deeds as if you had scored a critical hit.&lt;br /&gt;
&lt;br /&gt;
Finally, you gain the Martial Weapon Proficiency feat, if you do not already possess it.&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| &#039;&#039;&#039;Striking a Chord&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
When an ally strikes a critical hit within your Inspiration Aura, half of their total damage is struck again as Sonic damage. You also grant all allies receiving your Great Deeds effect a Sonic damage bonus equal to twice your Inspiration Bonus.&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| &#039;&#039;&#039;Retelling&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
When an ally scores a critical hit within your Inspiration Aura, the damage from that attack is reapplied as Sonic damage to the nearest enemy to you within your Inspiration Aura. The triggering ally then receives temporary hitpoints equal to any Sonic damage that was part of the attack, which last for one minute.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Lorekeeper ===&lt;br /&gt;
&#039;&#039;&amp;quot;There are some things man was never meant to know; and others that he must.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A Lorekeeper is a master of esoteric knowledge and artifacts.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Class Level !! Feature !! Details&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| &#039;&#039;&#039;Magical Secrets&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
Your archetype menu may be used to target a spell scroll to create a Scroll of Secrets, a charged magical item capable of casting the spell contained within the target scroll, with the following properties:&lt;br /&gt;
&lt;br /&gt;
* Charges equal to your combined mental ability modifiers upon resting. Spells consume 1 + 1 charge per spell level, max 5.&lt;br /&gt;
* Two slots, able to hold spells of up to 3rd level.&lt;br /&gt;
* When you expend a Bard spell slot, your Scroll of Secrets gains charges equal to the level of the spell, max 4. You regain spell slots equal to the spell&#039;s level whenever you cast from your Scroll of Secrets. This may exceed the normal maximum capacity for charges or spell slots.&lt;br /&gt;
* You may use your archetype menu to expend 3 Harmony in order to restore charges to your Scroll of Secrets equal to your combined mental modifiers.&lt;br /&gt;
* You may reassign your Scroll of Secrets spells whenever you Rest, before casting any spells from the Scroll of Secrets.&lt;br /&gt;
* Spells cast from the Scroll of Secrets do not degrade [[General Mechanics Information#Stability|Stability]].&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| &#039;&#039;&#039;Expansive Knowledge&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
You gain two more slots in your Scroll of Secrets. These slots are able to hold up to 4th level spells.&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| &#039;&#039;&#039;Deep Lore&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
You gain one further slot in your Scroll of Secrets, able to hold spells up to 5th level. When using the Scroll of Secrets or an equipped item to cast a spell, the spell benefits from any applicable [[General Mechanics Information#Metamagic|Metamagic]] you know at no cost.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>RisenholmBot</name></author>
	</entry>
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