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| Quintus Aurelius Ignatius | ||||
| CAMPAIGN | CHARACTER | |||
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| Quintus Aurelius Ignatius's Cleric Spells | ||||||||||
| Level: | 0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 |
| Known: | All | All | All | -- | -- | -- | -- | -- | -- | -- |
| Per Day: | 5 | 4 + 1 | 3 + 1 | -- | -- | -- | -- | -- | -- | -- |
| Domains: | Protection | War | ||||||||
| Prep | School | Spell Name | DC | Cast Time | Range | Duration | Save | SR | VSM | Description |
| 0 LEVEL | ||||||||||
| Conj | Create Water | 13 | 1 Action | 25 ft.+5 ft./2 levels | Instantaneous | None | No | V,S | This spell generates wholesome, drinkable water, just like clean rain water (PH215) | |
| Conj | Cure Minor Wounds | 13 | 1 Action | Touch | Instantaneous | Will Half | Yes:h | V,S | Cures 1 point of damage (PH216) | |
| 1 | Div | Detect Magic | 13 | 1 Action | 60 ft. | Concentration, up to 1 minute/level (D) | None | No | V,S | Detects spells and magic items within 60 ft (PH219) |
| Div | Detect Poison | 13 | 1 Action | 25 ft.+5 ft./2 levels | Instantaneous | None | No | V,S | You determine whether a creature, object, or area has been poisoned or is poisonous (PH219) | |
| 1 | Div | Guidance | 13 | 1 Action | Touch | 1 minute or until discharged | Will Negates (Harmless) | Yes | V,S | Imbues the subject with divine guidance, granting a +1 competence bonus on a single attack, save, or skill check (PH237) |
| Necro | Inflict Minor Wounds | 13 | 1 Action | Touch | Instantaneous | Will Negates | Yes | V,S | Touch attack, 1 point of damage (PH217). | |
| 1 | Evoc | Light | 13 | 1 Action | Touch | 10 minutes/level (D) | None | No | V,M/DF | Object shines like a torch (PH248). |
| Trans | Mending | 13 | 1 Action | 10 ft. | Instantaneous | Will Negates (Harmless, Object) | Yes (Harmless, Object) | V,S | Makes minor repairs on an object (PH253). | |
| Trans | Purify Food and Drink | 13 | 1 Action | 10 ft. | Instantaneous | Will Negates (Object) | Yes (object) | V,S | Purifies 1 cu. Ft. /level of food or water (PH267). | |
| Div | Read Magic | 13 | 1 Action | Personal | 10 minutes/level | - | V,S,F | Read scrolls and spellbooks (PH269). | ||
| 1 | Abjur | Resistance | 13 | 1 Action | Touch | 1 minute | Will Negates (Harmless) | Yes:h | V,S,M/DF | Subject gains +1 on saving throws (PH272). |
| 1 | Trans | Virtue | 13 | 1 Action | Touch | 1 minute | Fortitude Negates; See Text | Yes:h | V,S,DF | Subject gains 1 temporary hp (PH298). |
| 1st LEVEL | ||||||||||
| Ench | Bane | 14 | 1 Action | 50 ft. | 1 minute/level | Will Negates | Yes | V,S,DF | Enemies are filled with fear and doubt; suffer -1 on attacks and saves against fear. Counters and dispels bless (PH203) | |
| Ench | Bless | 14 | 1 Action | 50 ft. | 1 minute/level | None | Yes:h | V,S,DF | Allies are filled with courage; gain +1 morale bonus on attacks and saves against fear. Counters and dispels bane(PH205) | |
| Trans | Bless Water | 14 | 1 Minute | Touch | Instantaneous | Will Negates | Yes (object) | V,S,M | This transmutation imbues a flask (1 pint) of water with positive energy, turning it into holy water (See PH128) (PH205) | |
| Necro | Cause Fear | 14 | 1 Action | 25 ft.+5 ft./2 levels | 1d4 rounds or 1 round; See Text | Will Partial | Yes | V,S | The affected creature becomes frightened. If the subject succeeds on a Will save, it is shaken for 1 round. (PH208) | |
| Ench | Command | 14 | 1 Action | 25 ft.+5 ft./2 levels | 1 round | Will Negates | Yes | V | You give the subject a single command, which it obeys to the best of its ability at its earliest opportunity (PH211) | |
| Div | Comprehend Languages | 14 | 1 Action | Personal | 10 minutes/level | None | - | V,S,M/DF | You can understand the spoken words of creatures or read otherwise incomprehensible written messages (PH212) | |
| Abjur | Conviction | 14 | 1 Action | Touch | 1 minute/level | Will Negates (Harmless) | Yes:h | V,S,M | Subject gains +2 or higher save bonus. (MHB34) | |
| Conj | Cure Light Wounds | 14 | 1 Action | Touch | Instantaneous | Will Half | Yes:h | V,S | Cures 1d8+1/level damage [max +5] (PH215) | |
| Necro | Curse Water | 14 | 1 Minute | Touch | Instantaneous | Will Negates | Yes (object) | V,S,M | Imbues a flask (1 pint) of water with negative energy, turning it into unholy water (PH216) | |
| Necro | Deathwatch | 14 | 1 Action | 30 ft. | 10 minutes/level | None | No | V,S | Using the foul sight granted by the powers of unlife, you can determine the condition of creatures near death (PH217) | |
| Div | Detect Chaos | 14 | 1 Action | 60 ft. | Concentration, up to 10 minutes/level (D) | None | No | V,S,DF | Reveals creatures, spells, or objects (PH218) | |
| Div | Detect Evil | 14 | 1 Action | 60 ft. | Concentration, up to 10 minutes/level (D) | None | No | V,S,DF | Reveals creatures, spells, or objects (PH218) | |
| Div | Detect Good | 14 | 1 Action | 60 ft. | Concentration, up to 10 minutes/level (D) | None | No | V,S,DF | Reveals creatures, spells, or objects (PH219) | |
| Div | Detect Law | 14 | 1 Action | 60 ft. | Concentration, up to 10 minutes/level (D) | None | No | V,S,DF | Reveals creatures, spells, or objects (PH219) | |
| Div | Detect Undead | 14 | 1 Action | 60 ft. | Concentration, up to 1 minute/level (D) | None | No | V,S,M/DF | You can detect the aura that surrounds undead creatures (PH220) | |
| Evoc | Divine Favor | 14 | 1 Action | Personal | 1 minute | None | - | V,S,DF | Calling upon the strength of a deity, you gain a luck bonus on attack and damage, equal to +1/3 caster levels (PHB224) | |
| Div | Divine Inspiration | 14 | 1 Action | Touch | 1d4 rounds | None | Yes:h | Sacrifice | Target gains +3 sacred bonus on attack rolls against evil creatures (BoED96). | |
| Necro | Doom | 14 | 1 Action | 100 ft.+10 ft./level | 1 minute/level | Will Negates | Yes | V,S,DF | This spell fills a single subject with a feeling of horrible dread that causes it to become shaken (PH225) | |
| 1 | Abjur | Endure Elements | 14 | 1 Action | Touch | 24 hours | Will Negates (Harmless) | Yes | V,S | Target can exist comfortably in conditions between -50 and 140 degrees without ill effects (PH226) |
| Abjur | Entropic Shield | 14 | 1 Action | Personal | 1 minute/level (D) | Will Negates | - | V,S | A magical field appears around you, deflecting incoming arrows, rays, and other ranged attacks (20% miss chance) (PH227) | |
| Trans | Eyes of the Avoral | 14 | 1 Action | Touch | 10 minutes/level | Will Negates (Harmless) | Yes:h | S | Subject gets +8 on spot check (BoED 99). | |
| Abjur | Favorable Sacrifice | 14 | 1 Action | Touch | 1 hour/level | Will Negates (Harmless) | Yes:h | V,S,M | Subject gains better protection the more gems you sacrifice. (MHB35) | |
| Ench | Frozen Tracks | 14 | 1 Action | 100 ft.+10 ft./level | 1 round/level (D); See Text | Will Negates; See Text | Yes | V,S | Humanoid cannot move or be moved from spot (but can still take upper body actions). | |
| Div | Grave Strike | 14 | 1 Swift Action | Personal | 1 round | None | No | V,DF | Swift. You can sneak attack undead for 1 round (CAdv150). | |
| Evoc | Guiding Light | 14 | 1 Action | 400 ft.+40 ft./level | 1 minute/level | None | Yes | V,S | +1 on ranged attacks against creatures in illuminated area. (MHB36) | |
| Abjur | Hide from Undead | 14 | 1 Action | Touch | 10 minutes/level (D) | Will Negates (Harmless); See Text | Yes | V,S,DF | Undead cannot see, hear, or smell the warded creatures. Nonintelligent undead creatures receive no save (PH241) | |
| Ench | Incite | 14 | 1 Action | 25 ft.+5 ft./2 levels | 1 minute/level | Will Negates | Yes | V,S | Subject can`t ready actions or delay. (MHB36) | |
| Necro | Inflict Light Wounds | 14 | 1 Action | Touch | Instantaneous | Will Half | Yes | V,S | Touch, 1d8 +1/level damage (max +5) (PH244). | |
| Ench | Inhibit | 14 | 1 Action | 100 ft.+10 ft./level | Instantaneous | Will Negates | Yes | V,S | Subject delays until next round. (MHB36) | |
| Evoc | Lantern Light | 14 | 1 Action | 25 ft.+5 ft./2 levels | 1 round/level | None | Yes | S,Abstinence | Ranged touch attacks deal 1d6 points of damage (BoED 101). | |
| Trans | Magic Stone | 14 | 1 Action | Touch | 30 minutes or until discharged | Will Negates (Harmless, Object) | Yes (Harmless, Object) | V,S,DF | Three stones become +1 projectiles, 1d6+1 damage (PH251). | |
| + 1 | Trans | Magic Weapon | 14 | 1 Action | Touch | 1 minute/level | Will Negates (Harmless, Object) | Yes (Harmless, Object) | V,S,DF | Weapon gains +1 bonus (PH251). |
| Necro | Necrotic Awareness | 14 | 1 Action | 60 ft. | Concentration, up to 1 minute/level (D) | None | No | V,S,F | Sense encysted subjects (LM67). | |
| Evoc | Nimbus of Light | 14 | 1 Action | Personal | 1 minute/level (D) | None | - | V,S,DF | A glittering corona of sunlight surrounds your body - until discharged as focused blast of divine energy. (CD170) | |
| Conj | Obscuring Mist | 14 | 1 Action | 20 ft. | 1 minute/level | None | No | V,S | Fog surrounds you (PH258). | |
| Div | Omen of Peril | 14 | 1 Round | Personal | Instantaneous | None | - | V,F | A brief supplication gives you a vision that hints at how dangerous the immediate future is likely to be. (CD171) | |
| Abjur | Protection from Chaos | 14 | 1 Action | Touch | 1 minute/level (D) | Will Negates (Harmless) | Spec | V,S,M/DF | +2 AC and saves, counter mind control, hedge out elementals and outsiders (PH266). | |
| 1 | Abjur | Protection from Evil | 14 | 1 Action | Touch | 1 minute/level (D) | Will Negates (Harmless) | Spec | V,S,M/DF | +2 AC and saves, counter mind control, hedge out elementals and outsiders (PH266). |
| Abjur | Protection from Good | 14 | 1 Action | Touch | 1 minute/level (D) | Will Negates (Harmless) | Spec | V,S,M/DF | +2 AC and saves, counter mind control, hedge out elementals and outsiders (PH266). | |
| Abjur | Protection from Law | 14 | 1 Action | Touch | 1 minute/level (D) | Will Negates (Harmless) | Spec | V,S,M/DF | +2 AC and saves, counter mind control, hedge out elementals and outsiders (PH266). | |
| Ench | Ray of Hope | 14 | 1 Action | 25 ft.+5 ft./2 levels | 1 round/level | Will Negates (Harmless) | Yes:h | V,S | Subject gains +2 bonus on attacks, saves, and checks (BoED 105). | |
| 1 | Abjur | Remove Fear | 14 | 1 Action | 25 ft.+5 ft./2 levels | 10 minutes; See Text | Will Negates (Harmless) | Yes:h | V,S | +4 on saves against fear for one subject +1/four levels (PH271). |
| Abjur | Resurgence | 14 | 1 Action | Touch | Instantaneous | Will Negates (Harmless) | Yes:h | V,S,DF | By laying on hands and a brief prayer, you convince a higher power to grant a second chance to an ally. (CD177) | |
| 1 | Abjur | Sanctuary | 14 | 1 Action | Touch | 1 round/level | Will Negates | No | V,S,DF | Opponents can`t attack you, and you can`t attack (PH274). |
| Abjur | Shield of Faith | 14 | 1 Action | Touch | 1 minute/level | Will Negates (Harmless) | Yes:h | V,S,M | Aura grants +2 or higher deflection bonus (PH278). | |
| Ench | Sign | 14 | 1 Action | Personal | 1 minute/level | None | - | V,S,M | Your initiative check result improves and you know enemies` initiative check results. (MHB39) | |
| Trans | Spell Flower | 14 | 1 Action | Personal | 1 round/level | None | - | V,S | Hold the charge on one touch spell per forelimb (SS70) | |
| Conj | Summon Monster I | 14 | 1 Round | 25 ft.+5 ft./2 levels | 1 round/level (D) | None | No | V,S,F/DF | Calls outsider to fight for you.(PH285). | |
| Conj | Summon Undead I | 14 | 1 Round | 25 ft.+5 ft./2 levels | 1 round/level | None | No | V,S,F/DF | Summons undead to fight for you (LM71). | |
| Abjur | Twilight Luck | 14 | 1 Action | Touch | 1 minute/level | None | Yes:h | V,Abstinence | Target gains +1 luck bonus on all saving throws (BoED110). | |
| Conj | Vigor, Lesser | 14 | 1 Action | Touch | Special; See Text | Will Negates (Harmless) | Yes:h | V,S | Boost subject`s life energy. (CD186) | |
| Ench | Vision of Heaven | 14 | 1 Action | 25 ft.+5 ft./2 levels | 1 round | Will Negates | Yes | V | Evil creature is dazed for one round (BoED111). | |
| 2nd LEVEL | ||||||||||
| Ench | Aid | 15 | 1 Action | Touch | 1 minute/level | None | Yes:h | V,S,DF | +1 morale bonus on attacks and saves against fear, 1d8 +1/caster level temporary hit points (PH196) | |
| Trans | Align Weapon | 15 | 1 Action | Touch | 1 minute/level | Will Negates (Harmless, Object) | Yes (Harmless, Object) | V,S,DF | Align weapon makes a weapon good, evil, lawful or chaotic as you choose (PH197) | |
| Div | Augury | 15 | 1 Minute | Personal | Instantaneous | None | - | V,S,M,F | Tells you whether a particular action will bring good or bad results for you in the immediate future (PH202) | |
| Evoc | Ayailla`s Radiant Burst | 15 | 1 Action | 60 ft. | Instantaneous | Fortitude Negates, Reflex Half; See Text | Yes:h | V,S,Sacrifice | Evil creatures are blinded for 1 round and take 1d6 damage/2 levels (BoED91). | |
| Trans | Bear`s Endurance | 15 | 1 Action | Touch | 1 minute/level | Will Negates | Yes | V,S,DF | The affected creature gains greater vitality and stamina; the spell grants a +4 enhancement bonus to Constitution(PH203) | |
| Evoc | Blade of Pain and Fear | 15 | 1 Action | 0 ft. | 1 minute/level (D) | Will Partial | Yes | V,S,DF | Creates blade of gnashing teeth (LM63). | |
| Evoc | Blood Wind | 15 | 1 Action | 25 ft.+5 ft./2 levels | 1 round/level | Will Negates | Yes:h | V,S | Subject uses natural weapon as thrown weapon (SS63) | |
| Trans | Brambles | 15 | 1 Action | Touch | 1 round/level | None | No | V,S,M | Small magical thorns or spikes protrude from the surface of a wooden weapon. Becomes +1 enh bonus attacks/damage (CD156) | |
| Trans | Bull`s Strength | 15 | 1 Action | Touch | 1 minute/level | Will Negates | Yes:h | V,S,M/DF | The subject becomes stronger. the spell grants a +4 enhancement bonus to Strength (PH207) | |
| Ench | Calm Emotions | 15 | 1 Action | 100 ft.+10 ft./level | Concentration, up to 1 round/level (D) | Will Negates | Yes | V,S,DF | This spell calms agitated creatures, and can stop raging creatures from fighting or joyous ones from reveling (PH207) | |
| Evoc | Consecrate | 15 | 1 Action | 25 ft.+5 ft./2 levels | 2 hours/level | None | No | V,S,M,DF | Blesses an area with positive energy, making undead weaker. Counters and dispels Desecrate (PH212) | |
| Necro | Consume Likeness | 15 | 1 Action | Personal | 10 minutes/level (D) | None | - | V,S | Assume form of freshly dead creature (takes 1d3 days). Assume form at will: +/- 2 limbs, 50% weight, +10 Disguise. | |
| Conj | Cure Moderate Wounds | 15 | 1 Action | Touch | Instantaneous | Will Half | Yes:h | V,S | Cures 2d8+1/level damage [max +10] (PH216) | |
| Trans | Curse of Ill Fortune | 15 | 1 Action | 100 ft.+10 ft./level | 1 minute/level | Will Negates | Yes | V,S,DF | You place a temporary curse upon the subject, giving -3 on attacks, saves, ability checks & skill checks. (CD160) | |
| Evoc | Darkbolt | 15 | 1 Action | 25 ft.+5 ft./2 levels | Instantaneous | Fortitude Partial | Yes | V,S | Deals 1d8 damage/2 levels (max 5d8) and stuns 1 round (LoM210). | |
| Evoc | Darkness | 15 | 1 Action | Touch | 10 minutes/level (D) | None | No | V,M/DF | Causes an object to radiate shadowy illumination out to a 20-foot radius (PH216)) | |
| Necro | Death Knell | 15 | 1 Action | Touch | Special; See Text | Will Negates | Yes | V,S | You draw forth the ebbing life force of a creature and use it to fuel your own power (PH217) | |
| Conj | Deific Vengeance | 15 | 1 Action | 25 ft.+5 ft./2 levels | Instantaneous | Will Half | Yes | V,S,DF | Call out to deity urging the deity to punish the miscreant. (CD161) | |
| Conj | Delay Poison | 15 | 1 Action | Touch | 1 hour/level | Fortitude Negates | Yes:h | V,S,DF | The subject becomes immune to poison in its system or any to which it is exposed during the spells duration (PH217) | |
| Evoc | Desecrate | 15 | 1 Action | 25 ft.+5 ft./2 levels | 2 hours/level | None | Yes | V,S,M,DF | Imbues area with negative energy, making undead stronger (PH218) | |
| Div | Detect Aberration (LoM) | 15 | 1 Action | 60 ft. | Concentration, up to 1 minute/level (D) | None | No | V,S | Detect the presence of aberrations (LoM210). | |
| Div | Divine Insight | 15 | 1 Action | Personal | 1 hour/level or until discharged (D) | None | No | V,S,DF | You gain insight bonus of 5 + caster level on one single skill check (CAdv147). | |
| Ench | Divine Protection | 15 | 1 Action | 100 ft.+10 ft./level | 1 minute/level | Will Negates (Harmless) | Yes:h | V,S,DF | Allies gain a +1 morale bonus to their Armor Class and on saving throws. (MHB35) | |
| Trans | Eagle`s Splendor | 15 | 1 Action | Touch | 1 minute/level | Will Negates (Harmless) | Yes | V,S,M/DF | The transmuted creature becomes more poised, articulate, and personally forceful. +4 to Charisma (PH225) | |
| Conj | Ease Pain | 15 | 1 Action | Touch | Instantaneous | Will Negates (Harmless) | Yes:h | S,DF | Remove lingering effects of pain (BoED97). | |
| Ench | Elation | 15 | 1 Action | 80 ft. | 1 round/level | Will Negates (Harmless) | Yes:h | V,S | Allies gain +2 to Strength and Dexterity, +5 ft. to speed (BoED98). | |
| Ench | Enthrall | 15 | 1 Round | 100 ft.+10 ft./level | Up to 1 hour | Will Negates | Yes | V,S | If you have the attention of a group of creatures, you can use this spell to hold them spellbound (PH227) | |
| Conj | Estanna`s Stew | 15 | 1 Round | 0 ft. | Instantaneous; See Text | Will Half (Harmless); See Text | Yes:h | V,S,F | Conjures stew that heals 1d6+1 per serving/2 levels (BoED 99). | |
| Div | Find Traps | 15 | 1 Action | Personal | 1 minute/level | None | - | V,S | You gain intuitive insight into the workings of traps (PH230) | |
| Trans | Fins to Feet | 15 | 1 Action | Touch | 10 minutes/level | Fortitude Negates | Yes:h | V,S | Transformations tails and finds into legs and feet(SS66) | |
| Trans | Fox`s Cunning | 15 | 1 Action | Touch | 1 minute/level | Will Negates (Harmless) | Yes | V,S,M/DF | The transmuted creature becomes smarter. +4 enhancement bonus to Intelligence (PH233). | |
| Necro | Gentle Repose | 15 | 1 Action | Touch | 1 day/level | Will Negates (Object) | Yes (object) | V,S,M/DF | You preserve the remains of a dead creature so that they do not decay (PH235) | |
| Trans | Ghost Touch Armor | 15 | 1 Action | Touch | 1 minute/level | Will Negates (Harmless) | Yes:h | V,S,M | Subject`s armor gains the ghost touch property (LM65). | |
| Div | Healing Lorecall | 15 | 1 Action | Personal | 1 minute/level | None | No | V,S,M | If you have 5 or more ranks in Heal, you can remove remove harmful conditions with conjuration (healing) spells (CAdv151 | |
| Ench | Hold Person | 15 | 1 Action | 100 ft.+10 ft./level | 1 round/level (D); See Text | Will Negates; See Text | Yes | V,S,F/DF | The target humanoid becomes paralyzed, but may attempt a new saving throw each round to end the effect (PH241) | |
| Necro | Inflict Moderate Wounds | 15 | 1 Action | Touch | Instantaneous | Will Half | Yes | V,S | Touch attack, 2d8 +1/level damage (max +10) (PH217). | |
| Conj | Inky Cloud | 15 | 1 Action | 30 ft. | 10 minutes/level | None | No | V,S,M | Obscures sight underwater beyond 5 ft. (SS68) | |
| Trans | Iron Silence | 15 | 1 Action | Touch | 1 hour/level (D) | Will Negates (Harmless, Object) | Yes (Harmless, Object) | V,S,DF | Armor touched has no armor check penalty on Hide and Move Silently for 1 hour/level (CAdv153). | |
| Ench | Lastai`s Caress | 15 | 1 Action | Touch | 1 round/level | None | Yes | V,S,M | Intense feelings of good leave evil subject cowering, frightened, nauseated or shaken (BoED 102). | |
| Necro | Living Undeath | 15 | 1 Action | Touch | 1 minute/level | Fortitude Negates (Harmless) | Yes:h | V,S,DF | Subject becomes immune to critical hits and sneak attacks. (MHB37) | |
| Abjur | Luminous Armor | 15 | 1 Action | Touch | 1 hour/level (D) | None | Yes:h | Sacrifice | Light around target grants +5 armor bonus, dispels magical darkness, and gives a -4 penalty on opponent`s melee attacks. | |
| Abjur | Major Resistance | 15 | 1 Action | Touch | 1 hour/level | Will Negates | Yes:h | V,S,M/DF | Subject gains +3 on saving throws (SS68) | |
| Trans | Make Whole | 15 | 1 Action | 25 ft.+5 ft./2 levels | Instantaneous | Will Negates (Harmless, Object) | Yes (Harmless, Object) | V,S | Repairs an object (PH252). | |
| Necro | Necrotic Cyst | 15 | 1 Action | Touch | Instantaneous | Fortitude Negates | Yes | V,S,F | Encyst undead sac of tissue in subject (LM68). | |
| Necro | Necrotic Scrying | 15 | 1 Action | Unlimited | 1 minute/level (D) | None | No | V,S,F | Hear or see encysted subject at a distance (LM69). | |
| Trans | Owl`s Wisdom | 15 | 1 Action | Touch | 1 minute/level | Will Negates (Harmless) | Yes | V,S,M/DF | The transmuted creature becomes wiser. +4 enhancement bonus to Wisdom (PH259) | |
| Trans | Quick March | 15 | 1 Action | 100 ft.+10 ft./level | 1 round | Will Negates (Harmless) | Yes:h | V,S,DF | Allies` speed increases by 30 ft. for 1 round. (MHB37) | |
| Trans | Rapid Burrowing | 15 | 1 Action | Touch | 1 minute/level | Fortitude Negates | Yes:h | V,S,F/DF | +20 ft. to subjects burrow speed (SS69) | |
| Conj | Remove Addiction | 15 | 1 Action | Touch | Instantaneous | Fortitude Negates (Harmless) | Yes:h | V,S | Cures target of drug addictions (BoED 105). | |
| 1 | Conj | Remove Paralysis | 15 | 1 Action | 25 ft.+5 ft./2 levels | Instantaneous | Will Negates (Harmless) | Yes:h | V,S | Frees one or more creatures from paralysis, hold, or slow (PH271). |
| Abjur | Resist Energy | 15 | 1 Action | Touch | 10 minutes/level | Fortitude Negates (Harmless) | Yes:h | V,S,DF | Ignores first 10 damage from one energy type each round (PH272). | |
| 1 | Conj | Restoration, Lesser | 15 | 3 Rounds
| Touch | Instantaneous | Will Negates (Harmless) | Yes:h | V,S | Dispels magic ability penalty or repairs 1d4 ability damage (PH272). |
| Evoc | Shatter | 15 | 1 Action | 25 ft.+5 ft./2 levels | Instantaneous | Special; See Text | Yes (object) | V,S,M/DF | Sonic vibration damages objects or crystalline creatures (PH278). | |
| 1 | Abjur | Shield Other | 15 | 1 Action | 25 ft.+5 ft./2 levels | 1 hour/level (D) | Will Negates (Harmless) | Yes:h | V,S,F | You suffer half of subject`s damage (PH278). |
| Ill | Silence | 15 | 1 Action | 400 ft.+40 ft./level | 1 minute/level (D) | Special; See Text | Spec | V,S | Negates sound in 20-ft. radius (PH279). | |
| Evoc | Sound Burst | 15 | 1 Action | 25 ft.+5 ft./2 levels | Instantaneous | Fortitude Partial | Yes | V,S,F/DF | Inflicts 1d8 sonic damage on subjects; may stun them (PH281). | |
| Necro | Spawn Screen | 15 | 1 Action | Touch | 1 hour/level | Will Negates (Harmless) | Yes:h | V,S,DF | You resist being transformed into an undead spawn if slain (LM71). | |
| + 1 | Evoc | Spiritual Weapon | 15 | 1 Action | 100 ft.+10 ft./level | 1 round/level (D) | None | Yes | V,S,DF | Magical weapon attacks on its own (PH283). |
| Div | Status | 15 | 1 Action | Touch | 1 hour/level | Will Negates (Harmless) | Yes:h | V,S | Monitors condition, position of allies (PH284). | |
| Conj | Summon Monster II | 15 | 1 Round | 25 ft.+5 ft./2 levels | 1 round/level (D) | None | No | V,S,F/DF | Calls outsider to fight for you (PH286). | |
| Conj | Summon Undead II | 15 | 1 Round | 25 ft.+5 ft./2 levels | 1 round/level | None | No | V,S,F/DF | Summons undead to fight for you (LM71). | |
| Abjur | Undetectable Alignment | 15 | 1 Action | 25 ft.+5 ft./2 levels | 24 hours | Will Negates (Object) | Yes (object) | V,S | Conceals subject`s alignment for 24 hours (PH297). | |
| Evoc | Veil of Shadow | 15 | 1 Action | Personal | 1 minute/level | None | - | V,S | Darkness grants you concealment (20% miss chance). (MHB40) | |
| Ench | Wave of Grief | 15 | 1 Action | 25 ft.+5 ft./2 levels | 1 round/level | Will Negates | Yes | S,M | All within the cone are overcome with sorrow and grief (CD188) | |
| Trans | Wings of the Sea | 15 | 1 Action | Touch | 1 minute/level | Fortitude Negates | Yes:h | S,M | +30 ft. to subjects swim speed (SS72) | |
| Ench | Zone of Truth | 15 | 1 Action | 25 ft.+5 ft./2 levels | 1 minute/level | Will Negates | Yes | V,S,DF | Subjects within range cannot lie (PH303). | |
| Description |
Quintus wields a gladius Salanteinsis. It has a low-carbon steel core with high-carbon steel edges. The blade is 26 onches long and 2 inches wide. It has a bone grip and hilt, and a pommel made of dark-grained flintwood. The scabbard is made of brass, black dyed leather, and flintwood to match the sword. Master Titus Eom of Talbith crafted this blade. |
| Personal History |
Quintus is a member of the Legion of the Triumphant Rays of the Invisible Sun. |
| Campaign Notes |
A legion is a division of 3,000 - 6,000 men, mostly hoplites (heavy infantry) supported by velites (light mobile infantry.) The maniple (manipulus) consists of 120 to 160 men (two centuries). In battle the hoplites are drawn up into three lines. With the younger soldiers hastati forming the first line, veterans principes in the second, and the last line consisting of triarii (the most experienced soldiers.) These ranks are supported and reinforced by velites (light mobile infantry.) In numbers, each line is made up of ten maniples (of two centuries each) yielding 1,200 - 1,600 men or a total of some 3,600 - 4,800 for the whole formation. The cohort, made up of of six to ten centuries, is a very flexible and useful formation. Ten cohorts (averaging 480 men each) make up a legion. A legion forms up for battle in three lines, the first with four cohorts, the second and third with three cohorts each. Most legions consist of ten cohorts, one of which has a strength of ten full centuries (800 men) the remaining cohorts being of 6 or 7 centuries (480 to 560 men.) Each century is further divided into ten contubernium. The contubernium is the smallest unit of a legion being made up of just eight men who shared a tent and traveled together when on campaign. Above the miles (common soldiers) are the centurions, 60 per legion. Each centurion selects an aide optio to assist him. The primus pilus (primipilus) is the head of the first century of the first cohort. Beneath him are the primi ordines, all in the first cohorts, followed by the centurions of the remaining cohorts serving as: pilus prior, pilus posterior, princeps prior, princeps posterior, hastatus prior, and hastatus posterior. The tribunes, six per legion, rarely see combat as they are from the Equestrian class and only serve in the legion to further their political careers. The senior tribune tribunus laticlavius from the senatorial class is often a necessary stepping stone to power in the government bureaucracy Cursus Hononrum. But the praefectus castrorum prefect of the camp spends years as a primus pilus before rising to his position and heading the entire legion in the absence of a legate (commanding general) or senior tribune. This veteran also command the respect of every soldier in the legion. |
| Quick Reference Notes |
To claim total cover from a tower shield, you must use a standard action. Since you can only take one standard action each round, you cannot also attack, cast a spell, activate a magic item (except for some use-activated items), use a special ability, use total defense, or start or complete a full-round action during the same round you claim total cover from the shield. You can, however, take a move action before or after you claim cover from the shield. Like other kinds of cover, the shield has to have a location relative to you on the battlefield. When you use the shield for cover, choose one edge of your space (not a corner). You have total cover against any attack’s line of effect that passes through that side of your space. If an attack’s line of effect goes through the corner of the side of your space that the shield blocks, you get cover from the shield (+4 AC, +2 on Reflex saves) instead of total cover. If an attack’s line of effect passes through a side of your space that the shield does not block, you get no cover from the shield at all. To determine where the line of effect enters your space, draw a line from the attacker’s center to your center. Or, in the case of a magical effect, from the effect’s point of origin and your center. Once you claim cover from the shield, the shield keeps blocking the side of your space that you chose until the beginning of your next turn, when you can again decide whether you’ll use the shield for cover. Once you choose the side of your space that the shield blocks, you cannot change it until your next turn. You continue to threaten the area around you while you use the shield for cover; however, it provides your opponents with the same benefits you get. You cannot make attacks through the side of your space that the shield blocks, and should you attack through the corners of that space, your foe gets cover against your attack. Since cover of any kind prevents attacks of opportunity, the shield keeps you from making attacks of opportunity in a pretty wide swath. Total cover or cover from a tower shield has the following effects in different situations: • Magical Attacks: A tower shield’s effects on magical attacks depend on the kind of magical attack. Any attack aimed at your equipment is aimed at you. If a magical attack has you as a specific target (that is it does not merely affect the area that contains you but is aimed right at you), the shield has no effect. All rays fall into this category, as does any spell that has a Target entry in its header and any spell that has an Effect entry and affects creatures (provided, of course, that the attacker can and does choose the shield user as a target). Magical attacks that fill areas (bursts, cones, cylinders, lines, emanations, and spreads) are subject to all the rules for cover on page 151 of the Player’s Handbook. Such attacks are completely blocked if line of effect between you and the attack’s point of origin passes through the side of your space the shield blocks. You get cover (+4 AC, +2 on Reflex saves) if the magical attack’s line of effect passes through the corner of the blocked side. Spread effects reach around the shield if they normally would extend into your space, but you still get a Reflex save bonus for cover when they do. A gaze attack is blocked if the shield would give you total cover against attacks from the creature with the gaze attack. If the shield gives you cover only, you’re still subject to the gaze attack (although you could avert or close your eyes to avoid the attack). • Attacks of Opportunity: As noted earlier, cover or total cover prevents attacks of opportunity. So you could, for example, hunker down behind a tower shield and pick up a weapon or rummage around in a backpack and avoid attacks of opportunity against you. If you’re moving while using the shield for cover, things get a little more complicated. You must determine whether the shield gives you cover (or total cover) at the point during your movement when you’d normally provoke an attack of opportunity. Remember that attacks of opportunity are usually resolved before the actions that provoke them. In many cases, the shield won’t be positioned correctly to protect you during your whole move. • Charging and Bull Rushing: Opponents can charge you while you claim cover from the shield. An opponent moves as normal when charging you, moving to the closest square from which a melee attack normally would be possible. If the shield gives you total cover from the attack, the attack automatically fails. Foes can bull rush you normally, moving right into your space in spite of the shield. You normally get an attack of opportunity against someone entering your space, but not if the shield gives your foe cover or total cover. • Grapple and Snatch Attacks: Total cover from a tower shield blocks such attacks (the foe just can’t get hold of you). The foe could, however grab the shield. Conduct such attacks just like any other grapple or snatch attack. Your foe can’t damage you unless he pins you first. You can escape the foe’s hold simply by dropping the shield (a standard action since its strapped to your arm), so long as the foe has not pinned you. • Traps: Cover or total cover from a tower shield is just as effective against a trap as it is against any other attack. |
| Miscellaneous Notes |
BATTLECASTER ================= 0: detect magic, guidance, light, read magic, resistance 1: command, magic weapon, nimbus of light, protection from evil, shield of faith 2: deific vengeance, hold person, silence, spiritual weapon MASTER HEALER ================= 0: detect magic, guidance, light, resistance, virtue 1: endure elements, magic weapon, protetion from evil, remove fear, sanctuary 2: remove paralysis, restoration (lesser), shield other, spiritual weapon COMBAT MONSTER ================= 0: detect magic, guidance, light, read magic, resistance 1: divine favor, entropic shield, magic weapon, shield of faith, vigor (lesser) 2: aid, bear's endurance, bull strength, spiritual weapon |