(c) 2005 by Wizards of the Coast, Inc.
1.10 - Added working Spell Thief Class (AWorms)
1.03 - Fixed error in Cacophonic Shield
1.02 - Added Spellthief class from Lady Dragon
1.01 - Fixed Vigilante PRC
Entered by TT
Supports Paladin_Base and Hexblade from CW.
Swift Action spells are noted with sw
Immediate Action spells are noted with imm
Absorb Weapon
Transmutation
1a
Touch
= CasterLevel &" hours [d]"
Verbal
Somatic
0
0
0
="Will " & SaveDC & " neg (o)"
0
0
true
Harmlessly absorbs a light weapon you are touching (incl. a poisoned weapon) into your arm without penalty so long as it is not in another creatures possession..Detect Magic will reveal an aura. Touch spot as a Move Act to draw weapon. When duration ends, weapon appears in your hand. If you Att with weapon on rd you draw it, you may attempt a Bluff check to feint as a Free Act and you gain a +4 bonus on the Bluff. An Intelligent weapon gets a save against the spell, but other weapons do not.
Accelerated Movement
Transmutation
sw
Personal
= CasterLevel & " rd [d]"
Verbal
Somatic
Material
0
0
0
None
0
142
false
You can move at your normal speed when using Balance, Climb, or Move Silently without taking any penalty on your check. This spell does not affect the penalty for using those skills while running or charging.
Allegro
Transmutation
1a
Centered
= CasterLevel & " min [d]"
10' r. brst
Verbal
Somatic
Material
0
0
0
="Fort " & SaveDC & " neg (h)"
0
142
true
Each creature within the spells area gainst a +30 (enhance) to its land speed, up to a max of double the creature's land speed. Affected creatures retain these effects for the duration of the spell, even if they leave the original area.
Arrow Mind
Divination
imm
Personal
= CasterLevel & " min [d]"
Verbal
Somatic
Material
0
0
0
None
0
143
false
You focus yourself on using your bow. While you are weilding a longbow, shortbow, greatbow (or a composite version of any of the above) you threaten all squares within your normal melee reach with your bow. allowing you to make AoO with arrows shot from the bow. In addition, you do not provoke AoO when you shoot a bow.
Arrow Storm
Transmutation
sw
Personal
1 rd
Verbal
0
0
0
None
0
143
false
You can cast this spell only at the beginning of your turn, before you take any other actions. You can then use a Full Rd Act to make one ranged Att with a bow (with which you are proficient) against every foe within a distance equal to the weapon's range increment. You can Att a max num of creatures equal to your character level. If you choose not to take the Full-Rd Act, the spell has no effect.
Balancing Lorecall
Divination
1a
Personal
= CasterLevel & " min [d]"
Verbal
Somatic
MaterialOrDivineFocus
0
0
0
None
0
143
false
You gain a +4 (insight) on Balance checks. If you have sufficient ranks in Balance, you can balance on an otherwise impossible surface with a DC 20 check. See text for details.
Blade Storm
Transmutation
sw
Personal
1 rd
Verbal
0
0
0
None
0
144
false
You can cast this spell only at the beginning of your turn, before you take any other actions. You can then take a Full-Rd Act to make one Att with each melee weapon you are currently weilding against every foe within reach. If you weild 2 weapons or a double weapon you can attack each foe once with each weapon or end, using the normal rules for two-weapon fighting. If you choose not to spend the Full-Rd Act, then the spell has no effect.
Bladeweave
Illusion
Pattern
sw
Personal
= CasterLevel & " rd [d]"
Verbal
0
0
0
See Text
0
144
true
Any rd that you Att with a melee weapon, you can make a single additional touch Att with that weapon at your normal Att bonus as a Free Act. This Att deals no dmg. Instead, anyone successfully touched by the weapon must make a Will save or be Dazed for 1 rd. SR applies to this effect.
Bloodhound
Divination
1a
Personal
24 hrs [d]
Verbal
Somatic
0
0
0
None
0
144
false
If you fail a Survive check to track, you may roll again using the same DC. If the reroll fails, you must search for 30 min (outdoors) or 5 min (indoors) before trying again.
Branch to Branch
Transmutation
1a
Personal
= CasterLevel *10 & " min [d]"
Verbal
Somatic
0
0
0
None
0
144
false
You gain +10 (compet) on Climb checks made in trees. As long as you remain at least 10 ft above ground, you can brachiate in medium or dense forest, but not in spare forest. When you brachiate you gain a +10 (enhance) to your land speed and ignore the hambered movement for undergrowth and other terrain features. You can charge while brachiating, but you cannot run.
Cacophonic Shield
Evocation
Sonic
1a
Centered
= CasterLevel & " min [d]"
10' r. em.
Verbal
Somatic
0
0
0
="Fort " & SaveDC & " part"
0
144
true
="Create a sonic barrier 10 ft from yourself. Creatures on either side of the barrier hear it as a loud but harmless buzzing. Nonmagical sound (including sound produced by a thunderstone) does not cross the barrier. Supernatural or spell-based sounds or sonic effects penetrate the barrier only if the caster or originator of the effect succeed on a caster level check (DC "& 11+ CasterLevel &"). A creature crossing the barrer takes 1d6+"& Min(20,CasterLevel) &" dmg and must save or be deafened for 1 min. The vibrations create a 20% miss chance for any missile crossing the barrier. The barrier moves with you, but you cannot force another creature to pass through it. If you force a creature to pass through, the barrier has no effect on that creature."
Cloak of the Sea
Transmutation
1a
Touch
= CasterLevel & " hrs [d]"
Verbal
Somatic
DivineFocus
0
0
0
="Will " & SaveDC & " neg (h)"
0
144
true
Subject's form appears composed of water; special bonuses underwater. See text.
Critical Strike
Divination
sw
Personal
1 rd
Verbal
0
0
0
None
0
145
false
Whenever you make a melee Att against a flanked foe (or one denied their DEX bonus) you deal an extra 1d6, your weapons threat range is doubled (as if under Keen Edge) and you gain a +4 (insight) on rolls made to confirm crits. The increased threat range does not stack with any other effect that increases threat range. Creatures immune to sneak Att are immune to the extra dmg dealt by your Att.
Daggerspell Stance
Abjuration
sw
Personal
= CasterLevel & " rd [d]"
Verbal
Focus
0
0
0
None
0
145
false
="This spell will not function unless you are weilding two daggers, but the spell does not end if you drop, throw, or otherwise lose one or both of your daggers. While in effect, if you make a Full Att while holding daggers you gain +2 (insight) on Att and Dmg rolls. While weilding two daggers and fighting defensively, you gain SR "& 5+ CasterLevel &". While taking a Total Defense act, you gain both SR as above and DR 5/magic."
Dirge of Discord
Enchantment
Compulsion
Mind
Evil
1a
Close
="[c]+"& CasterLevel &"rd."
20' r. sprd
Verbal
Somatic
Material
0
0
0
="Will " & SaveDC & " neg"
0
145
true
You create an unholy cacophonous dirge. Affected creatures take a -4 penalty on Att and Concentration checks, a -4 penalty on DEX and a 50% reduction in their speed (to a minimum of 5 ft).
Dissonant Chord
Evocation
Sonic
1a
Centered
Inst
10' r. brst
Verbal
Somatic
0
0
0
="Fort " & SaveDC & " half"
0
145
true
="You emit a piercing note and creatures (other than you) in the area take "& Max(5,Int( CasterLevel /2)) &"d8 sonic dmg."
Distort Speech
Transmutation
Sonic
1a
Close
= CasterLevel & " rd"
Verbal
Somatic
0
0
0
="Fort " & SaveDC & " neg"
0
145
true
Voice of target becomes warped and nearly incomprehensible. Target has a 20% miscast chance if spell has V component, and any time subject speaks (including command activated items) there is a 50% chance that the attempt fails.
Distract Assailant
Enchantment
Compulsion
Mind
sw
Close
1 rd.
Verbal
Somatic
Material
0
0
0
="Will " & SaveDC & " neg"
0
146
true
Target creature is Flat-footed until the beginning of its next turn.
Divine Insight
Divination
1a
Personal
= CasterLevel & " hr [text]"
Verbal
Somatic
DivineFocus
0
0
0
None
0
147
false
="Once during the spell's duration, you can choose to use its effect, granting you a +"& Min(15, 5+ CasterLevel ) &" (insight) on any single Skill check. Activating the effect requires an Immediate Act. You must choose before you roll. Once used, the spell ends. You cannot have more than one of this spell acive on you at the same time."
Easy Climb
Transmutation
1a
Medium
= CasterLevel *10 & " min [d]"
="10ft X "& CasterLevel * 20 &"ft tall"
Verbal
Somatic
0
0
0
None
0
147
false
You create a path of handholds and footholds up the surface of a cliff or other vertical surface. This effect makes surface equivalent of a very rough wall (DC 10 Climb).
Easy Trail
Abjuration
1a
40 ft
= CasterLevel & " hr [d]"
40' r. em.
Verbal
Somatic
0
0
0
None
0
147
true
You radiate an energy that allows easy passage and hides your trail after you pass. Anyone in the area of the spell finds the undergrowth held aside while they pass. This effect provides a trail through any kind of undergrowth, reducing any movement penalties from terrain caused by dense vegetation (PHB, p. 164). Once the effect of the spell passes, the plants return to their normal shape. The DC to track anyone who travelled within the area of this spell increases by 5. This spell cannot move aside plant creatures.
Embrace The Wild
Transmutation
1a
Personal
= CasterLevel *10 & " min [d]"
Verbal
0
0
0
None
0
147
false
="Adopt the nature and some abilities of a particular wild animal whose HD are <= "& CasterLevel &". You retain your form, but gain natural and EX senses of the creature you choose, including Blindsense, Blindsight, Darkvision, Low-light Vision, and Scent, as applicable. You can choose to replace your Listen and Spot check mods as well."
Entangling Staff
Transmutation
sw
Touch
= CasterLevel & " rd [d]"
Verbal
Focus
0
0
0
None
0
147
true
You cause your qtrstaff to extrude vines that allow you to grapple your foes. Each time you successfully strike a foe with the staff (a normal melee att) you deal normal dmg and can attempt to start a grapple as a Free Act without provoking an AoO (see Starting a Grapple, PHB p. 156). This grapple does not require a separate touch att. You gain a +8 bonus on grapple checks made with the staff. You can attempt a grapple on creatures up to +1 size to you. If you succeed, you can do 2d6 of lethal or nonlethal dmg. See text for more information.
Exacting Shot
Transmutation
1a
Touch
= CasterLevel & " min"
Verbal
Somatic
0
0
0
="Will " & SaveDC & " neg (h, o)"
0
148
true
Touch a ranged weapon. When rolling to confirm a crit made against a favored enemy with that weapon, you automatically succeed. The subject weapon also ignored any miss chance due to concealment when fired at a favored enemy, unless the target has Total Conceal. If the weapon or any projectile has any magic or property related to critical hits, the spell has no effect on it.
Expeditious Retreat, Swift
Transmutation
sw
Personal
1 rd
Verbal
0
0
0
None
0
149
false
This spells functions as Expeditious Retreat (PHB, p. 228) except as noted.
Fly, Swift
Transmutation
sw
Personal
1 rd
Verbal
0
0
0
None
0
149
false
This spell functions as Fly (PHB, p. 232) except as noted.
Focusing Chant
Enchantment
Compulsion
Mind
1a
Personal
= CasterLevel & " min [d]"
Verbal
0
0
0
None
0
149
false
You can use the Chant to block out distractions. You can a +1 (circum) to Att rolls and Skill and Ability checks. You need not concentrate on Focusing Chant, but you must continue to mutter the syllables of the chant to maintain the spell. Therefor you cannot speak, use Bardic Music, or cast spells with V components. Dismissing this spell is an immediate action.
Foebane
Evocation
1a
Touch
= CasterLevel & " rd [d]"
Verbal
Somatic
0
0
0
="Will " & SaveDC & " neg (h,o)"
0
149
true
Imbues weapon touched withgreat killing power against a single favored enemy type. Against creatures of that type, the weapon acts as a +5 magic weapon and deals an extra 2d6 dmg. Furthermore, you gain a +4 (resist) on Saves against effects created by creatures of that type. The spell is automatically cancelled 1 rd after it leaves your hand for any reason. You cannot have more than one Foebane weapon active at one time. If this spell is cast on a magic weaon, the power of the spell supercedes any that the weapon normally has, rendering the normal abilities inoperative for the duration. This spell is not cumulative with any other spell that might modify the weapon in any way. This spell does not work on artifacts.
Forestfold
Transmutation
1a
Personal
= CasterLevel *10 & " min [d]"
Verbal
Somatic
0
0
0
None
0
149
false
Changes coloring to match area; +20 (compet) on Hide and Move Silently checks.
Golem Strike
Divination
sw
Personal
1rd.
Verbal
0
0
0
None
0
149
false
You have a special connection to the strange forces that animate constructs. For 1 rd, you can deliver Sneak Att against constructs as if they were not immune. To att a construct in this manner; you must still meet theother requirements for making a Sneak Att. This applies only to Sneak Att dmg, not Critical hits nor does it confer any special ability to overcome the DR or other defenses of the construct.
Grave Strike
Divination
Good
sw
Personal
1 rd
Verbal
DivineFocus
0
0
0
None
0
150
false
You have a special connection to the forces of light and positive energy. For 1 rd, you can deliver Sneak Att dmg against undead as if they were not immune. To Att an undead in this manner, you must meet all other requirements for making a sneak att. The spell applies only to Sneak dmg, not Critical Hits, nor does it confer any special ability to overcome DR or other defenses of the undead creature.
Guided Shot
Divination
sw
Personal
1 rd
Verbal
0
0
0
None
0
150
false
Your ranged Att's do not take penalties due to distance. In addition, your RA's ignore the AC bonus granted to targets by anything less than total cover. This spell does not grant any way to exceed the weapons normal mazimum range, nor does it confer the ability to Att targets protected by Total Cover.
Harmonic Chorus
Enchantment
Compulsion
Mind
1a
Close
="[c], up to "& CasterLevel &" rd."
Verbal
Somatic
Focus
0
0
0
="Will " & SaveDC & " neg (h)"
0
150
true
Lets you improve the spellcasting ability of another spell caster. The subject gains +2 (morale) to Caster Level, and +2 (morale) on Save DCs for all spells he casts.
Haste, Swift
Transmutation
sw
Personal
1 rd
Verbal
0
0
0
None
0
151
false
This spell functions as Haste (PHB, p. 239) except as noted.
Hawkeye
Transmutation
1a
Personal
= CasterLevel *10 & " min [d]"
Verbal
DivineFocus
0
0
0
None
0
151
false
+5 (compet) bonus to spot, all projectile weapons increase range by 50%.
Healing Lorecall
Divination
1a
Personal
= CasterLevel & " min"
Verbal
Somatic
Material
0
0
0
None
0
151
false
A caster with 5+ ranks in Heal can, when casting a Conjuration(Healing) spell, choose to remove any one of the following conditions affecting the target of the spell:: dazed, dazzled, or fatigued. A caster with 10+ ranks in Heal can choose from the following additional conditions: Exhausted, Nauseated, or Sickened. You can substitute your total ranks in Heal for your caster level when rolling for the amount healed by the spell, although the normal limit applies (see text for example).
Healthful Rest
Conjuration
Healing
10 min
Close
24 hrs
Verbal
Somatic
0
0
0
="Will " & SaveDC & " neg (h)"
0
151
true
="Up to "& CasterLevel &" creatures (no 2 >30' apart) regains twice the HP it otherwise would have regained during that day, depending on its activity level (PHB, p. 76)."
Herald's Call
Enchantment
Compulsion
Sonic
Mind
sw
Centered
1 rd
20' r. brst
Verbal
Somatic
0
0
0
="Will " & SaveDC & " neg"
0
151
true
You shout with great authority. Any creature with up to 5 HD is Slowed for 1 rd. (PHB, p. 280). Creatures beyond the radius hear the shout, but are not slowed.
Hindsight
Divination
1 hr
Personal
Inst.
60' r.
Verbal
Somatic
Material
1000
0
0
None
0
151
false
="Area is cenetered on you. You can see and hear into the past, getting a look at events that happened previously at your current location. You can choose 1 time unit and see up to "& CasterLevel &" worth of that unit."
Hymn of Praise
Evocation
Sonic
Good
1a
Medium
= CasterLevel & " rd [d]"
=100+( CasterLevel *10) &"' r. em sphere"
Verbal
Somatic
0
0
0
="Will " & SaveDC & " neg"
0
152
true
Create sphere effect that grants +2 CasterLevel of each good-aligned divine caster within range. This does not grant access to new spells, but it does improve all spell effects that are dependent on caster level. In addition, within the spells area, each good divine caster gains +4 (sacred) on CHA checks to turn undead, and evil divine casters suffer -4 (sacred) penalty on CHA checks to rebuke undead.
Improvisation
Transmutation
1a
Personal
= CasterLevel & " rd [d]"
Verbal
Somatic
Material
0
0
0
None
0
152
false
="You gain access to a floating "pool" of luck. You gain "& CasterLevel *2 &" pts which you can spend as you like to improve Att rolls or Skill or Ability checks, although no single check can receive a bonus greater than +"& Int( CasterLevel /2) &". You must declare these points before the appropriate roll is made. Used points disappear from the pool, and any pts left when spell ends are wasted."
Infernal Threnody
Evocation
Sonic
Evil
1 rd
Medium
= CasterLevel & " rd [d]"
=100+( CasterLevel *10) &"' r. em sphere"
Verbal
Somatic
0
0
0
="Will " & SaveDC & " neg"
0
152
true
Create sphere effect that grants +2 CasterLevel of each evil-aligned divine caster within range. This does not grant access to new spells, but it does improve all spell effects that are dependent on caster level. In addition, within the spells area, each evil divine caster gains +4 (profane) on CHA checks to rebuke undead, and good divine casters suffer -4 (profane) penalty on CHA checks to turn undead.
Insidious Rhythm
Enchantment
Compulsion
Mind
1a
Medium
= CasterLevel & " min"
Verbal
Somatic
0
0
0
="Will " & SaveDC & " neg"
0
152
true
="You play a catchy tune. Target must save or have the tune stuck in their head. While affected, target suffers -4 penalty on all INT-based skill checks and Concentrate checks. If target attempts to cast a spell, they must succeed at a Concentrate check (DC "& SaveDC + SpellLevel &") or fail the attempt."
Insightful Feint
Divination
sw
Personal
1 rd.
Verbal
0
0
0
None
0
153
false
You gain a +10 (insight) on the next single bluff check (if it is made before the start of your next turn) that you make to feint in combat (see Bluff, p. 68 of the PHB).
Inspirational Boost
Enchantment
Compulsion
Sonic
Mind
sw
Personal
see text
Verbal
Somatic
0
0
0
None
0
153
false
While this spell is in effect, the morale bonus granted by your Inspire Courage bardic music increases by +1. The effect lasts until your Inspire Courage effect ends. If you don't begin to use your Inspire ability before the beginning of your next turn, the spell's effect ends.
Instant Locksmith
Divination
sw
Personal
1 rd.
Verbal
Somatic
0
0
0
None
0
153
false
You can make one Disable Device check or one Open Lock check in this rd as a Free Act. You gain a +2 (insight) on the check.
Instant Search
Divination
sw
Personal
1 rd.
Verbal
Somatic
0
0
0
None
0
153
false
You can make one Search check in this rd as a Free Act. You gain a +2 (insight) on the check.
Invisibility, Swift
Illusion
Glamer
sw
Personal
1 rd
Verbal
0
0
0
None
0
153
false
Spell functions as Invisibility (PHB, p. 245) except as noted.
Iron Silence
Transmutation
1a
Touch
= CasterLevel & " hr [d]"
Verbal
Somatic
DivineFocus
0
0
0
="Will " & SaveDC & " neg (h,o)"
0
153
true
="Touch up to "& Int( CasterLevel /3) &" suits of armor. Spell negates Armor Check penalty to Hide and Move Silently checks if wearer is proficient in affected armor. Armor Check penalty still applies normally to other skills."
Joyful Noise
Abjuration
1a
Centered
(text)
10' r. em.
Somatic
0
0
0
None
0
154
false
Negates Silence effects within area for as long as you gesture. Focus: Your instrument.
Listening Coin
Divination
1a
Touch
= CasterLevel & " hr [d]"
Verbal
Somatic
Focus
0
0
0
None
0
154
false
Allows remote eavesdropping via two coins, one receiver, one sensor.You can hear whatever transpires at the sensor as if you were there (much as Clairaudience). If the sensor is in a pocket, pouch, or sack, the DC incr by 5. Coins function no matter how far apart they are, as long as they are on the same plane.
Listening Lorecall
Divination
1a
Personal
= CasterLevel*10 & " min"
Verbal
Somatic
DivineFocus
0
0
0
None
0
154
false
You gain a +4 (insight) on Listen checks. If you have 5+ ranks in Listen, you gain blindsense out to 30 ft. If you have 10+ ranks, you gain blindsight out to 30 ft instead. A Silence spell or effect negates blindsense or blindsight granted by this spell.
Master's Touch
Divination
sw
Personal
= CasterLevel & " min [d]"
Verbal
Focus
0
0
0
None
0
154
false
You gain prof. with one weapon or shield you hold in your hands when spell is cast. This spell does not grant prof. with a type of item, but only with that specific item.
Mindless Rage
Enchantment
Compulsion
Mind
1a
Close
= CasterLevel & " rd"
Verbal
Somatic
Focus
0
0
0
="Will " & SaveDC & " neg"
0
155
true
The target creaure is filled with rage to attack you in personal combat. The target must be able to see you when you cast the spell. If the subject loses Line of Sight to you, the spell ends (subject cannot voluntarily lose sight of you). If the subject threatens you, it must make a Full Att against you using its melee weapons or natural melee attacks. If the subject does not threaten you, it must move toward you, ending its movement as close to you as possiblel If it moves close enough with a sinble move to threaten you, it may stop and make a melee attack against you as normal. While under the effect of this spell, the subject can make use of all normal melee combat skills, abilities, and feats -- either offensive or defensive. However, the subject cannot make ranged attacks, cast spells, or activate magic items that require a command word, a spell trigger, or spell completion to function. The subject can't make any attack against a creature other than you. If the subject has a Rage ability, it is automatically triggered by this spell. See text for limitations on Mindless Rage effect.
Nature's Favor
Evocation
1a
Touch
1 min.
Verbal
Somatic
DivineFocus
0
0
0
="Will " & SaveDC & " neg (h)"
0
155
true
="Animal touched gains +"& Min(5,INT( CasterLevel /3)) &" (luck) on Att and Dmg rolls."
Nightstalker's Transformation
Transmutation
1a
Personal
= CasterLevel & " rd [d]"
Verbal
Somatic
Material
300
0
0
None
0
155
false
You become stealthy, gaining a +4 (enhance) to DEX, a +3 (luck) to AC, a +5 (Luck) on REF saves, a +5 (compet) on Spot, Listen, Hide, and Move Silently checks, and proficiency with all simple weapons plus others (see text). You gain Weapon Finesse feat and Evasion ability.. You gain 1d6 Sneak Att ability. You lose your spellcasting ability for duration, including ability to use spell activation or completion magic items, just as if the spells were no longer on your class list.
Protege
Transmutation
1 rd.
Touch
= CasterLevel & " min [d]"
Verbal
Somatic
0
0
0
="Will " & SaveDC & " neg (h)"
0
155
true
="Grants touched creature bardic abilities. Subject functions as Bard of "& Int(CasterLevel / 2 ) &" level for bardic music and knowledge, but does not gain spell casting ability. Subject uses their own Perform skill, or half of yours (whichever is better)."
Shadow Form
Illusion
Shadow
1a
Personal
= CasterLevel & " min [d]"
Verbal
Somatic
Material
0
0
0
None
0
156
false
You gain a +4 (compet) on Escape, Hide, Move Silently checks and your shadowy form provides concealment which is not negated by See Invis. but is negated by True Seeing. Bright light (or a Daylight spell) surpresses the concealment effect. If you have 5+ ranks in Escape Artist, you can attempt to slip through a solid object or barrier up to 5 ft thick with a DC 20 check, though doing this ends the spell as soon as the attempt is completed. If you have 10+ ranks, the object can be up to 10 ft thick. If you ahve 15+ ranks, you can attempt to pass a barrier composed of magical force (or similar magical obstacles).
Sniper's Eye
Transmutation
1a
Personal
= CasterLevel & " rd [d]"
Verbal
Somatic
Focus
0
0
0
None
0
156
false
Enhance your senses. Gain Darkvision 60', your ranged sneak attacks reach to 60 ft, your can use your death attacks with ranged weapons up to 60 ft, +10 (compet.) to Spot. If you move more than 5ft from that spot, lose all benefits unless you return to that spot or duration expires.
Sniper's Shot
Divination
sw
Personal
1 rd.
Verbal
Somatic
0
0
0
None
0
157
false
Your next single ranged Att (if made before the start of your next turn) can be a Sneak Att regardless of distance to the target. This spell does not grant you the ability to make a Sneak Att if you do not already have that ability.
Sonic Weapon
Transmutation
Sonic
1a
Touch
= CasterLevel & " min [d]"
Verbal
0
0
0
None
0
157
false
This spell sheathes a weapon in sonic energy. The weapon deal +1d6 sonic dmg with each successful Att. The energy does not harm the weilder. Bows, crossbows. and slings that are affected bestow the energy upon their ammunition.
Spectral Weapon
Illusion
Shadow
sw
Personal
= CasterLevel & " rd [d]"
Verbal
Somatic
0
0
0
="Will " & SaveDC & " (text)"
0
157
true
="Quasi-real weapon (you are prof. with) from Shadow Plane. You need only make a melee touch Att to hit someone, but target gets a Will save to take 1/5th dmg. and is only 20% likely to suffer any special effects of your Att."
Speechlink
Divination
1a
Touch
= CasterLevel *10 & " min [d]"
Verbal
Somatic
0
0
0
None
0
157
false
You and a willing creature can communicate verbally no matter how much distance you put between yourselves (on the same plane). Either participant can end the spell at any time. This spell allows each to hear the other's vocalizations whatever their volume. If does not transfer any other sounds from either location. This spell wworks on any creatures, including animals, but does not convey any special language comprehension abilities.
Tactical Precision
Divination
Mind
1a
Close
= CasterLevel & " rd"
Verbal
Somatic
Material
0
0
0
="Will " & SaveDC & " neg (h)"
0
157
true
You grant your allies insight into one another's actions. If two affected allies flank the same creature, each gains a +2 (insight) on Att made against the flanked creature. This is in addition to the +2 for flanking. In addition, if an affected ally successfully deals dmg against any opponent that is flanked by another subject, she deals an extra +1d6 dmg. Creatures immune to Sneak Att are immune to this extra dmg.
Train Animal
Enchantment
Charm
Mind
10 min.
Touch
= CasterLevel & " hr"
Verbal
Somatic
DivineFocus
0
0
0
="Will " & SaveDC & " neg (h)"
0
157
true
="You temporarily boost the number of tricks an animal knows. The affected animal gains "& Min(5, Int( CasterLevel /2)) &" tricks. For more information, see Handle Animal on p. 74 of the PHB. This spell does not modify an animal's attitude toward you, nor does it guarantee that an animal will cooperate wihen instructed to perform the new tricks."
Vine Strike
Divination
sw
Personal
1 rd.
Verbal
DivineFocus
0
0
0
None
0
158
false
You have a special connection to the forces of nature that allows you to deliver a Sneak Att on plant creatures as if they were not immune. To attack a plant creature in this manner, you must still meet all requirements for making a Sneak Att. This spell applied only to Sneak dmg, not Crits, nor does it confer an special ability to overcome the DR orother defenses of plant creatures.
Wail of Doom
Necromancy
Sonic
Mind
Fear
1a
30'
Inst. (text)
Cone
Verbal
0
0
0
="Will " & SaveDC & " part"
0
158
true
= "Creatures caught in area must save or suffer "& Min(15, CasterLevel ) &"d4 dmg, and become Panicked for "& CasterLevel &" rd (PHB, p 311). Successful save reduced dmg by half and reduces panic to shaken for 1 rd."
War Cry
Enchantment
Compulsion
Sonic
Mind
sw
Personal
= CasterLevel & " rd [d]"
Verbal
Somatic
0
0
0
See Text
0
158
false
You attack with a cry that grants you a +2 (morale) to Att and Dmg rolls, or double that bonus if the Att is made as part of a charge. If you deal dmg with a melee Att, your foe must make a Will save or become Panicked for 1 rd (See PHB, p. 311 for details, and SR applies to this effect). An opponent who make the save cannot be affected again by the same casting of War Cry.
Wracking Touch
Necromancy
1a
Touch
Inst.
Verbal
Somatic
0
0
0
="Fort " & SaveDC & " half"
0
158
true
="Your touch causes agony. You lay your hand upon the creature and deal 1d6+"& Min(10, CasterLevel ) &" dmg. In addition, if you have Sneak Att ability, you also deal Sneak dmg to the affected creature unless the creature is immune to extra dmg from Crits, in which case the Sneak dmg has no effect. Unlike a normal use of Sneak Att, your target need not be flanked or denied its DEX bonus to take Sneak dmg from this spell."
Wraithstrike
Transmutation
sw
Personal
1 rd.
Verbal
Somatic
0
0
0
None
0
158
false
Your melee or natural melee weapons become ghostly, and your melee attacks are resolved as melee touch attacks rather than normal melee attacks.
Vigilante
Vig
Vigilante
Arcane
false
4
10
Cha
Cha
Cha
false
false
true
1
0 0
0 1
0 2 0
0 3 1
0 3 2 0
0 3 3 1
0 3 3 2 0
0 3 3 3 1
0 3 3 3 2
0 3 3 3 3
0 2
0 3
0 3 2
0 4 3
0 4 3 2
0 4 4 3
0 4 4 3 2
0 4 4 4 3
0 4 4 4 3
0 4 4 4 4
false
true
false
Spellthief (Ab, Di, En, Il, Tr schools only)
Sorcerer
Arcane
false
4
20
Cha
Cha
Cha
false
false
true
0.5
0 0
0 0
0 1
0 1
0 1 0
0 1 0
0 1 1
0 1 1
0 1 1 0
0 1 1 1
0 1 1 1
0 2 1 1 0
0 2 1 1 1
0 2 2 1 1
0 3 2 2 1
0 3 3 3 2
0 3 3 3 3
0 2
0 2
0 3
0 3
0 4 2
0 4 2
0 4 3
0 4 3 2
0 4 4 3
0 4 4 3
0 4 4 4 2
0 4 4 4 3
0 4 4 4 3
0 5 4 4 4
0 5 5 4 4
0 5 5 5 4
0 5 5 5 5
false
true
false