(c) 2004 by Wizards of the Coast, Inc. Written by Tristan Tewksbury This file follows the Paladin_Base mechanism. Contains duplicate spells Bestow Curse, Greater and Stalwart Pact from Complete Divine. If using an Initiate Feat, replace cleric class with corresponding initiate class at the equivalent level. Those include all Cleric spells, but adds the extra spells of the Initiate Feat. If you have a Chameleon character, you should include the Chameleon (Arcane Focus) and Chameleon (Divine Focus) spell classes levels as required by your character. Animate City Transmutation 1 rd Centered = CasterLevel & " min [d]" 60' r. em. Verbal Somatic DivineFocus 0 0 0 None 0 0 false You must case this spell only within a community at least as large as a small city (DMG p137). The buildings and other structures animate and attack your enemies. Every rd on your turn, every enemy within the area is subject to on e melee att as if from a Gargantuan animated object (slam +15 for 2d8+10 dmg). The animated city's attack disregards cover and concealment (even invisibility is useless). In addition, all enemies move at half normal speed (regardless of mode). Dmg dealt to the animated city structures has no effect. Bestow Curse, Greater Transmutation 1a Touch Permanent Verbal Somatic 0 0 0 ="Will " & SaveDC & " neg" 0 164 true One of 4 effects: (1) one Ability reduced to 1 or 2 by -6 (min 1), (2) -8 on Att, Saves, checks, (3) 25% chance to act each round or (4) custom.Only a Miracle or Wish can break this curse. Charm Person, Mass Enchantment Charm Mind 1a Close = CasterLevel & " hr" Verbal Somatic 0 0 0 ="Will " & SaveDC & " neg" 0 164 true ="Charm up to "& CasterLevel*2 &" HD of creatures (no 2 >30' apart), or one creature regardless of HD. If there are more potential targets, you choose them one at a time until you choose a creature with too many HD." Choose Destiny Divination 1 swift act Personal = CasterLevel & " rd" Verbal 0 0 0 None 0 164 false For the duration of the spell, any time you make an Att roll or Save, you may roll twice and select which result to use. City Lights Evocation Light 1a 60 ft Inst 60' r. brst Verbal Somatic Material 0 0 0 ="Fort " & SaveDC & " part." 0 164 true Any artificial light (incl. magical and mundane sources) flickers out momentarily, then a burst of light flares from you. All creatures within the area (except you) are blinded for 1 rd if they fail the save; regardless of the save result, all creatures in the area are dazzled for one minute (PHB p. 307 or DMG p. 300) for 1 min. Sightless creatures are not affected. The spell only functions if at least 4 active light sources (torches, lanterns, light spells, and so forth) are within 60 ft. of the caster. City Lights counters or dispels any darkness spell of equal or lower level. City Stride Conjuration Teleport 1 rd Touch Inst. Verbal Somatic Material 0 0 0 ="Will " & SaveDC & " neg (o)" 0 164 true ="Instantly transports you and touched objects or willing creatures from one community to another (which you have visited in the past). Each community must be at least as large as a small city (DMG p 137). The destination may be as distant as "& CasterLevel * 100 &" miles, but not interplanar. You can bring along objects as long as they do not exceed your max load. You may also bring along up to "& Int(CasterLevel/3) &" extra, willing Medium or smaller creatures (with their gear). Lrge counts as 2 Medium, Huge counts as 2 Large, etc. All creatures to be transported must be in contact with you. Only objects held or in use (attended) by another person receive saves and spell resistance. You will arrive at some random, safe point within the city (not within a building)." City's Might Transmutation 1a Personal = CasterLevel & " rd" Verbal Somatic Material DivineFocus 0 0 0 None 0 165 false You gain an enhance bonus depending on size of city (see text). If you are not within 100 ft of a community when the spell is cast, the spell has no effect. If you move more than 100 ft from the community before the duration lapses, the spell's effect ends immediately. Commune with City Divination 10 min Personal Inst. Verbal Somatic 0 0 0 None 0 165 false You gain knowledge of the surrounding community. You instantly gain of as many as three facts from among the following: The population of the community, the dominant race (and its percentage of pop), any given races percentage of pop, the level of the higherst level character of a given class, the type and alignment of one of the power centers (roll randomly), a significant economic factor affecting trade within the community, or a maajor news item within the community (see Gather Information, PHB, p 74). Delay Death Necromancy 1a Touch = CasterLevel & " rd" Verbal Somatic DivineFocus 0 0 0 ="Will " & SaveDC & " neg (h)" 0 165 true Subject of this spell is unable to die from hit point damage. While under the protection of this spell, the normal limit of -9 HP is extended without limit. A condition or spell that destroyed enough of the subjects body to prohibit Raise Dead (such as Disintegrate) still kills the creature, as does death brought about by ability damage or (level) drain or death effects. The spell does not prevent the subject from entering the dying state by dropping to -1 HP. It merely prevents death as a result of HP loss. If the subject has fewer than -9 HP when the duration expires, so does the subject. Discern Bloodline Divination 1a Close = "Conc. up to "& CasterLevel & " rd" Verbal Somatic Material 0 0 0 ="Will " & SaveDC & " neg" 0 165 true Each rd, instantly tell the race of one target individual, plus any inherited templates (such as celestial or half-dragon). Each rd you can choose a new target as long as you concentrate. Friendly Face Illusion Glamer 1a Personal = CasterLevel *10 & " min [d]" Verbal Somatic 0 0 0 None 0 166 false You subtly change your appearance so that is seems friendly to the viewer. You gain a +5 (circum) to Diplomacy and Gather Information checks made to influence or gain information from creatures with INT 3+ as long as those creatures are not already hostile to you. This spell does not alter your appearance in any significant way, and thus provides no bonus to Disguise. Insignia of Alarm Abjuration 1a Centered Inst. = 400+(CasterLevel*40) &"' spd." Verbal Somatic Focus 0 0 0 None 0 166 true Alerts all wearers of a specific insignia (see text) within range. Such creatures hear a single mental "ping" (see Alarm spell PHB p 197) when this spell is cast. The insignia is also the focus of the spell. Insignia of Blessing Enchantment Compulsion Mind 1a Centered = CasterLevel & " min" = 400+(CasterLevel*40) &"' spd." Verbal Somatic Focus 0 0 0 None 0 166 true Functions as Insignia of Alarm (RoDst, p 166) except that insignia wearers are also filled with courage. Each wearer gains +1 (morale) to Att and Saves vs. Fear effects. Insignia of Healing Conjuration Healing 1a Centered Inst. = 400+(CasterLevel*40) &"' spd." Verbal Somatic Focus 0 0 0 None 0 166 true ="Functions as Insignia of Alarm (RoDst, p 166) except that insignia wearers are instead healed by positive energy. The spell cures 1d8+"& Min(10,CasterLevel) &" to all wearers of the insignia. Since undead are powered by negative energy, this spell deals damage to them instead. Any undead can apply SR and attempt a Will save to take half dmg." Insignia of Warding Abjuration 1a Centered = CasterLevel & " min" = 400+(CasterLevel*40) &"' spd." Verbal Somatic Focus 0 0 0 ="Will " & SaveDC & " neg (h)" 0 166 true Functions as Insignia of Alarm (RoDst, p 166) except that insignia wearers also gain a +1 (divine) to AC and Fort saves.. Locate City Divination 1 rd Centered Inst. = CasterLevel*10 &" mile r." Verbal 0 0 0 None 0 0 false You sense the distance and direction to the nearest community of a minimum size designated by you at the time of casting. The spell measures distance to the "nearest" community as the min. distance once would have to travel to reach a city without moving through solid objects. Omen of Peril Divination 1 rd Personal Inst. Verbal Focus 0 25 0 None 0 166 false ="A brief supplication grants you a vision of your immediate future. Based on an assessment of the caster's immediate surroundings and likely path of travel, the caster receives one of 3 visions: safety, peril, or great danger (see text). The base chance is "& 70+Min(20, CasterLevel) &"%; the DM makes the roll secretly. If the roll fails, you recieve one of the other results. See text for details." Phantom Guardians Illusion Figment 1a Medium = CasterLevel & " hr" Verbal Somatic Material 0 0 0 ="Will " & SaveDC & " dsblf-i" 0 167 false This spell creates illusions of one or more Small or Medium figures of a chosen humanoid race. Each figure is effectively a Minor Image (PHB, p. 254) and can appear dressed in any way the caster chooses. When the spell is cast, each figure is given a brief set of orders to follow for the spell's duration (see text). Instructions can be different for each figure, but cannot change later. Illusory figures cannot speak or react to their surroundings - they are typically used to scare off would-be intruders (as the name suggests). Proud Arrogance Enchantment Charm 1a Medium = CasterLevel & " min" Verbal Somatic Material 0 0 0 ="Will " & SaveDC & " neg (h)" 0 167 true ="Up to "& CasterLevel &" creatures (no 2 >30' apart) are resistant to effects that attempt to alter their course of action. The creatures gain a +4 (resist) on Saves vs. Charm, Compulsion, and Fear. The spell only functions for creatures of the same race as the caster." Rooftop Strider Transmutation 1a Personal = CasterLevel & " min" Verbal Somatic Material 0 0 0 None 0 167 false You can run across rooftops or similar uneven surfaces. You gain a +5 (competence) on Balance and Jump checks. You automatically succeed on all Jump checks to clear a horizontal distance of 5' or less. You do not need to make Balance checks for running or charging across a sloped surface. Scholar's Touch Divination 1a Personal = "[c] up to "& CasterLevel &" rd" Verbal Somatic Material Focus 0 0 0 None 0 167 false Touch a book or scroll and absorb the knowledge contained within as if you had read it. This is equiv to a solid reading but not a deep study - the character does not gain perfect recall of the information, just what would be gotten from reading it completely once. If you can't read the language, the spell has no effect. This spell cannot be used to prepare spells or to cast magical scrolls nor does it have any effect when reading a magical book. Shadow Guardians Illusion Figment 1a Medium = CasterLevel & " hr" Verbal Somatic Material 0 0 0 ="Will " & SaveDC & " dsblf-i" 0 168 false As Phantom Guardians (RcDst p. 167) except the figures are partially real. See text for statistics of figures (regardless of size). In addition to the brief orders , the caster can give each guardian a simple trigger that causes it to attack (see text). The shadows have no special visual acuity - invis. disguises and the like can easily fool them. The guardians deal normal damage unless the target saves, in which case they deal half damage. Skyline Runner Transmutation 1a Personal = CasterLevel & " hr" Verbal Somatic DivineFocus 0 0 0 None 0 168 false You can walk normally on any city surface as if it were level ground. This includes perfecly vertical walls, glass windows, and even clothes drying lines. Your movement speed remains unchanged even when walking straight up a wall. Stalwart Pact Evocation 10 min Touch = CasterLevel &" rd" Verbal Somatic DivineFocus XP 0 0 250 ="Will " & SaveDC & " neg (h)" 0 168 true ="Once reduced to <half HP, spell activates and you gain "& CasterLevel *5&"hp, DR 5/magic and +4 (luck) to all Saves." Unseen Servant, Mass Conjuration Creation 1a Close = CasterLevel & " hr" Verbal Somatic Material 0 0 0 None 0 168 false ="This spell functions as Unseen Servant (PHB, p. 297) except that it creates "& CasterLevel &" servants." Urban Shield Abjuration 1 immediate act. Personal = CasterLevel & " rd" Verbal Somatic Material DivineFocus 0 0 0 None 0 168 false The city shields you from harm. You gain cover (+4 to AC, +2 bonus on REF save) against all Att and spells. At the same time, the city reshapes itself to accomodate your attacks. Against your Att and spells. enemies within the city neve benefit from cover that would otherwise be gained from the walls, objects, or other parts of the city and its structures. You must be within a community no smaller than a small city (DMG, p. 137) to cast this spell. Warp Destiny Transmutation 1 immediate act Personal Inst. Verbal Somatic 0 0 0 None 0 169 false You reshape your personal fate to avoid some tragic action. After learning the result of a save that you rolled, you may cast this spell to reroll the save, but with an insight bonus of +"& Min(20, CasterLevel ) &". Alternately, if you are struck in combat you can apply the insight bonus to your AC against the Att (even if flat-footed). If your new AC exceed the Att roll, then the attack misses. Until the start of your next turn, you take a -4 penalty to all Saves and your AC. Winding Alleys Illusion Phantasm Mind 1a Close = CasterLevel & " rd" Verbal Somatic DivineFocus 0 0 0 ="Will " & SaveDC & " neg" 0 169 true Target creature suddenly feels as if the walls of the city are closing in around him. If the subject fails its save, he beleives he is trapped in a maze of narrow city alleys that twist and turn in circles. The subject remains in his current location, but is effectively stunned as long as spell lasts. Each rd, at the end of his turn, the subject may attempt a DC 15 INT check to escape the maze and end the effect. If the subject takes dmg, the spell ends immediately. Spell must be cast in a community no smaller than a small town (DMG, p. 137) or it has no effect. Add Gather Information and Knowledge (Local) to your list of cleric class skills. 1x/day as immediate action you can grant willing creature within 30; the ability to reroll an Att, Save, Ability check, or skill check. You must be able to see the creature to be affected. You canoot use this power on yourself, and it is a supernatural ability. Initiate of Boccob Boccob Arcane Insight Divine true 9 20 Wis Wis Wis true true false 1 3 1 4 2 4 2 1 5 3 2 5 3 2 1 5 3 3 2 6 4 3 2 1 6 4 3 3 2 6 4 4 3 2 1 6 4 4 3 3 2 6 5 4 4 3 2 1 6 5 4 4 3 3 2 6 5 5 4 4 3 2 1 6 5 5 4 4 3 3 2 6 5 5 5 4 4 3 2 1 6 5 5 5 4 4 3 3 2 6 5 5 5 5 4 4 3 2 1 6 5 5 5 5 4 4 3 3 2 6 5 5 5 5 5 4 4 3 3 6 5 5 5 5 5 4 4 4 4 false true false Initiate of Hextor Hextor Dread Tyranny Divine true 9 20 Wis Wis Wis true true false 1 3 1 4 2 4 2 1 5 3 2 5 3 2 1 5 3 3 2 6 4 3 2 1 6 4 3 3 2 6 4 4 3 2 1 6 4 4 3 3 2 6 5 4 4 3 2 1 6 5 4 4 3 3 2 6 5 5 4 4 3 2 1 6 5 5 4 4 3 3 2 6 5 5 5 4 4 3 2 1 6 5 5 5 4 4 3 3 2 6 5 5 5 5 4 4 3 2 1 6 5 5 5 5 4 4 3 3 2 6 5 5 5 5 5 4 4 3 3 6 5 5 5 5 5 4 4 4 4 false true false Initiate of Kord Kord Eternal Strength Divine true 9 20 Wis Wis Wis true true false 1 3 1 4 2 4 2 1 5 3 2 5 3 2 1 5 3 3 2 6 4 3 2 1 6 4 3 3 2 6 4 4 3 2 1 6 4 4 3 3 2 6 5 4 4 3 2 1 6 5 4 4 3 3 2 6 5 5 4 4 3 2 1 6 5 5 4 4 3 3 2 6 5 5 5 4 4 3 2 1 6 5 5 5 4 4 3 3 2 6 5 5 5 5 4 4 3 2 1 6 5 5 5 5 4 4 3 3 2 6 5 5 5 5 5 4 4 3 3 6 5 5 5 5 5 4 4 4 4 false true false Initiate of Fharlanghn Fharl. Far Horizons Divine true 9 20 Wis Wis Wis true true false 1 3 1 4 2 4 2 1 5 3 2 5 3 2 1 5 3 3 2 6 4 3 2 1 6 4 3 3 2 6 4 4 3 2 1 6 4 4 3 3 2 6 5 4 4 3 2 1 6 5 4 4 3 3 2 6 5 5 4 4 3 2 1 6 5 5 4 4 3 3 2 6 5 5 5 4 4 3 2 1 6 5 5 5 4 4 3 3 2 6 5 5 5 5 4 4 3 2 1 6 5 5 5 5 4 4 3 3 2 6 5 5 5 5 5 4 4 3 3 6 5 5 5 5 5 4 4 4 4 false true false Initiate of St. Cuthbert Cuthbert Law Inviolate Divine true 9 20 Wis Wis Wis true true false 1 3 1 4 2 4 2 1 5 3 2 5 3 2 1 5 3 3 2 6 4 3 2 1 6 4 3 3 2 6 4 4 3 2 1 6 4 4 3 3 2 6 5 4 4 3 2 1 6 5 4 4 3 3 2 6 5 5 4 4 3 2 1 6 5 5 4 4 3 3 2 6 5 5 5 4 4 3 2 1 6 5 5 5 4 4 3 3 2 6 5 5 5 5 4 4 3 2 1 6 5 5 5 5 4 4 3 3 2 6 5 5 5 5 5 4 4 3 3 6 5 5 5 5 5 4 4 4 4 false true false Initiate of Pelor Pelor Radiant Fire Divine true 9 20 Wis Wis Wis true true false 1 3 1 4 2 4 2 1 5 3 2 5 3 2 1 5 3 3 2 6 4 3 2 1 6 4 3 3 2 6 4 4 3 2 1 6 4 4 3 3 2 6 5 4 4 3 2 1 6 5 4 4 3 3 2 6 5 5 4 4 3 2 1 6 5 5 4 4 3 3 2 6 5 5 5 4 4 3 2 1 6 5 5 5 4 4 3 3 2 6 5 5 5 5 4 4 3 2 1 6 5 5 5 5 4 4 3 3 2 6 5 5 5 5 5 4 4 3 3 6 5 5 5 5 5 4 4 4 4 false true false Initiate of Wee Jas WeeJas Undying Fate Divine true 9 20 Wis Wis Wis true true false 1 3 1 4 2 4 2 1 5 3 2 5 3 2 1 5 3 3 2 6 4 3 2 1 6 4 3 3 2 6 4 4 3 2 1 6 4 4 3 3 2 6 5 4 4 3 2 1 6 5 4 4 3 3 2 6 5 5 4 4 3 2 1 6 5 5 4 4 3 3 2 6 5 5 5 4 4 3 2 1 6 5 5 5 4 4 3 3 2 6 5 5 5 5 4 4 3 2 1 6 5 5 5 5 4 4 3 3 2 6 5 5 5 5 5 4 4 3 3 6 5 5 5 5 5 4 4 4 4 false true false Initiate of Vecna Vecna Whispered Secrets Divine true 9 20 Wis Wis Wis true true false 1 3 1 4 2 4 2 1 5 3 2 5 3 2 1 5 3 3 2 6 4 3 2 1 6 4 3 3 2 6 4 4 3 2 1 6 4 4 3 3 2 6 5 4 4 3 2 1 6 5 4 4 3 3 2 6 5 5 4 4 3 2 1 6 5 5 4 4 3 3 2 6 5 5 5 4 4 3 2 1 6 5 5 5 4 4 3 3 2 6 5 5 5 5 4 4 3 2 1 6 5 5 5 5 4 4 3 3 2 6 5 5 5 5 5 4 4 3 3 6 5 5 5 5 5 4 4 4 4 false true false Chameleon (Divine Focus) ChamDiv Cleric Divine true 6 10 Wis Wis Wis true true false 1 4 2 0 4 3 1 4 3 2 0 4 4 3 1 4 4 3 2 0 4 4 4 3 1 4 4 4 4 2 0 4 4 4 4 3 1 4 4 4 4 4 2 0 4 4 4 4 4 3 1 false true false Chameleon (Arcane Focus) ChamArc Wizard Arcane true 6 10 Int Int Int false true false 1 4 2 0 4 3 1 4 3 2 0 4 4 3 1 4 4 3 2 0 4 4 4 3 1 4 4 4 4 2 0 4 4 4 4 3 1 4 4 4 4 4 2 0 4 4 4 4 4 3 1 false true false