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Psionics
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49 GP, 10 SP, 10 CP
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Description
Description: Father Grizzly Jones is an attractive, charismatic priest clad in the clerical vestments of good, with a golden holy symbol of a bear suspended from his neck by a silver chain. The cleric's dirty blonde hair frames his deceptive boyish face which is dominated by his bright blue eyes and a friendly smile. The priest sports various weapons, including a very fine morning star and light crossbow, and is carrying a fine large wooden shield while wearing a dark green cloak and an extremly well made shiny mithral chain shirt under his vestments. His tall, solid frame bespeaks of a man not only learned in matters of religion, but also one who has seen his share of open combat over the years and who has trained himself and his unit into peak battle-ready condition.
Personality
Father Jones is not your normal "rant and rave" preacher type of cleric. In accordance with the strictures of Law and Good, Griz furthers his faith by attempting to perform as many good deeds as his life-time will allow while obeying the law as set down by the lords of the land. Even though resolute and strong in his faith, Father Grizzley Jones evangilizes by helping others down a new path as opposed to condeming their actions. This holy man knows well the strictures of the feudal system of vassals and masters and will serve his new lords well if given a chance. He is hardworking, well prepared, energetic and extremely loyal to those he calls friend. While soft spoken most of the time, Griz is a man of action and has absolutely no tolerance for pure evil and will oppose it righteously whenever found.
Character Traits
None. MAGIC ITEMS Healing Rod with two serpents entwined around it- this rod has twenty-five charges in it. It can cast all cure spells up to and including third level spells. It can also cast shield of faith, lesser restoration, cure blindness and deafness, and remove disease. The rod functions at 11th level use. It can also be recharged by cure spells of fourth or higher spell levels. SPELLSINK SCARAB - (3/3 charges per day) - When take damage from spell, can activate to reduce dam. (1 charge = 2d6; 2 = 3d6; and 3 = 4d6 reduction) ANKLET OF TRANSLOCATION - Activate Swift - When activated, you can instantly teleport (with no chance of error) up to 10 feet. The new space must be within line of sight and line of effect. You can't use the anklet to move into a space occupied by another creature, nor can you teleport into a solid object; if you attempt to do so, the anklet's activation is wasted. You can bring along objects weighting up to your maximum load, but you can't bring another creature with you. (2/2 per day). RELIQUARY HOLY SYMBOL - Functions just like any holy symbol, plus grants you one additional daily use of turn undead ability if you have (5 ranks in Knowledge-religion; Improved Turning Feat; or at least 1 divine feat). BAG OF HOLDING - 2'x4' cloth sack - (Weight Contents Limit = 250 lbs.) - (Contents Volume Limit = 30 cubic ft.). Weighs 15 lbs. SAFE WING EMBLEM - (If fall 10', leather wings glide down land if 180' or less to the ground) BELT OF HEALING - (3 charges renewed each day at dawn. Spending one or more charges allows PC to heal with a touch (or harm undead) (one charge = 2d8; two charges = 3d8; and three charges = 4d8) - 3/3 Charges SUMMON MONSTER I WAND (5th Level) - Range 35' - 5 rounds (50/50 charges) CURE LIGHT WOUNDS WAND (5th Level) - (1d8+5) (50/50 charges)
Character Flaws
MURKY-EYED - In combat, every time you attack an opponent who has concealment, roll your miss chance twice. If either of the results indicate that you miss, your attack fails.
Contacts / Friends
Leadership Score: 18 at level 8 Cohort = 5th Level Followers: 1st Level = 35 (Bear Warriors Template; Bear Cleric1 Template; Gnome Alchemist) 2nd Level = 3 (Bear Swordsage Bard) 3rd Level = 1 (Bear Cleric2) 4th Level = 1 (Risk Marshal) 5th Level Cohort = 1 (Bear Druid Marshal) 1st Level = 30: [URL="http://www.myth-weavers.com/sheetview.php?sheetid=191404"]20 Mounted Human Fighters[/URL]; [URL="http://www.myth-weavers.com/sheetview.php?sheetid=191405"]13 Mounted Human Clerics[/URL]; [URL="http://www.myth-weavers.com/sheetview.php?sheetid=137785"]2 Gnome Wizard Alchemists[/URL] - [ooc=Ooc]Please note we can change the type and number of these 1st level followers to better suit the campaign if needed.[/ooc] 2nd Level = 2: [URL="http://www.myth-weavers.com/sheetview.php?sheetid=341593"]2 Human Swordsage1/Bard1[/URL] 3rd Level = 1: [URL="http://www.myth-weavers.com/sheetview.php?sheetid=191519"]Human Cleric[/URL] 4th Level = 1: [URL="http://www.myth-weavers.com/sheetview.php?sheetid=284182"]Human Marshal[/URL] Cohort - 5th Level = 1: [URL="http://www.myth-weavers.com/sheetview.php?sheetid=191783"]Cohort - Elf Druid[/URL]
Enemies
None. FEATS: SACRED HEALING (PHB II pg. 89) You can channel divine energy to aid in your efforts to tend to a comrade's injuries, sickness, or other conditions. Prerequisite: Ability to turn undead. Benefit: As a swift action, you can expend a turn undead attempt to augment your ability to tend to the wounds of others. You gain a +5 bonus on Heal checks and a +2 bonus per die on the damage healed by any conjuration (healing) spells you cast. This benefit lasts until the end of your current turn. SACRED PURIFICATION (PHB II pg. 89) You serve as a conduit of divine energy, filling the area around you with power that aids the living and saps the undead. Prerequisites: Sacred Healing, ability to turn undead. Benefit: As a swift action, you can expend a turn undead attempt to create a pulse of divine energy. All living creatures within 60 feet of you heal an amount of damage equal to 1d8 points + your Charisma bonus (if any). All undead creatures in this area take damage equal to 1d8 points + your Charisma bonus. FIREY BURST [RESERVE] You channel your magical talent into a blast of fire. Prerequisite: Ability to cast 2nd-level spells. Benefit: As long as you have a fire spell of 2nd level or higher available to cast, you can spend a standard action to create a 5-foot-radius burst of fire at a range of 30 feet. This burst deals 1d6 points of fire damage per level of the highest-level fire spell you have available to cast. A successful Reflex save halves the damage. As a secondary benefit, you gain a +1 competence bonus to your caster level when casting fire spells. Pierce Illusion (Su): At 3rd level, the church inquisitor gains the supernatural ability to penetrate illusions and disguises at will. Whenever an inquisitor sees an illusion or disguise spell of any sort, he immediately makes a Will save to see through it. The inquisitor need not interact with or touch the illusion, visual contact is enough to give the Will save.
Statistic Block
[URL=http://www.myth-weavers.com/sheetview.php?sheetid=341381][B][SIZE=+1]Father Grizzley Jones (Griz)[/SIZE][/B][/URL] Male LN Human (leader of LG church) Cleric/Church Inquisitor, [B]Level[/B] 5/3, [B]Init[/B] +2, [B]HP[/B] 68/68, [B]DR[/B] DR3/- (30/30), [B]Speed[/B] 50' [B]AC[/B] 22, [B]Touch[/B] 14, [B]Flat-footed[/B] 20, [B]Fort[/B] +10, [B]Ref[/B] +7, [B]Will[/B] +12, [B]Base Attack Bonus[/B] 5, [B]Power Points[/B] 0/0 [B]Action Points[/B] 0 [B]+1 Morning Star [/B] (Crystal of Return, Least) +9 (1d8+4, x2) [B]MW Light Crossbow (19 Bolts) [/B] (Crystal of Return, Least ) +8 (1d8, 19-20/x2) [B] Silvered Dagger [/B] +8 (1d3+3, 19-20/x2) [B]+1 Mithral Chain Shirt[/B] (Iron Diamond, Lessor (DR3 - 30/30 dam/day)), [B] +1 Large Darkwood Shield emblazed w/ holy symbol[/B] (Arrow Deflection Crystal, Least) (+2 AC vs. ranged attacks) (+5 Armor, +3 Shield, +2 Dex, +1 Deflect, +1 Misc) [B]Abilities[/B] Str 16, Dex 14, Con 13, Int 13, Wis 18, Cha 18 [B]Condition[/B] Healthy.
Condition and Effects
Additional Information
Healthy. Hit Points: 8+1x7 = 63 + 5 + Experience: 21,000 + 322 + 355 + 1,866 + 5,600 + 2,675 BACKGROUND: Father Grizzly Jones had studied the various pantheons and philosophies of religion for as long as he could remember, yet never quite found the church or niche that seemed to fit his personal tenants and beliefs. Then one day an elderly priest affiliated with the Temple of St. Cuthbert made a suggestion that truly was an epiphany to the young Griz, one that changed his life forever. The old holy man pointed out that some clerics, although the strict minority, follow the powers of life itself, good or evil, law or chaos instead of an individual deity. That revelation not only opened the eyes of the young priest, but set him upon the course that brings him to the duchy of the Hollow Mountains this very day. Even though it was nonconventional, Father Jones began serving the powers of law and good in earnest as he ministered to the needs of the people without the walls of a sepulcher or the restrictions of church hierarchy. Over the ensuing years, his reputation grew along with his faith and divine powers. During this time, Griz was occasionally called into the service of Tethyr acting as one of the many healers during various skirmishes and battles over the years. Seeing the ravishes of war changed the way Father Jones thought about how healer�s operated on the battlefield. Not surprisingly when he decided to form his own healing brigade, Grizzley Jones took a road not oft traveled by others. Instead of forming the �typical� cleric unit of sluggish plodding infantry and slow moving hospital wagons, the cleric �broke� tradition and recruited soldiers and clerics who were accomplished horseback riders and who also were �learned� in other professions and trades so that his unit could be more self-sufficient and less dependent on precarious lengthy supply lines. Grizzley had seen so many battles go awry and lives lost during the ever evolving �fog of war� as soldiers died while waiting for slow moving foot-bound clerics to reach their positions. If the slow afoot priests were lucky enough not to get �cut down� in their methodical efforts to transverse dangerous combat zones, they often arrived so late that many of the fallen were well beyond hope and healing in this world. It was these depressing scenes of �waste� where too many lives were unnecessarily lost that motivated Father Jones to develop his idea of mobile medical units. As he explained to his new recruits, [B][COLOR="Blue"]�My idea is to get there rapidly and safely by using horses specially trained in war so as to be able to bolster and heal the besieged troop�s way before they are beyond help. Since events usually unfold quickly on the battlefield, we'll be prepared to respond just as fast. We are going to be the first high speed mounted unit that can assist our allies and save lives by rapidly bringing all of its powers to �bear� upon the battlefield at a moment�s notice. Of course, when we're at peace we'll also serve our community as our lords command,�[/COLOR][/B] he added. Thus it was that the �Grizzly Bear Brigade, named after its founder, was formed. After several months of intense training and the non-stop readying of his command, Father Jones began searching for lands rough enough to need new his services and lords with the foresight to give his novel idea a try. That was when word came that Dukes Mekoor Amore and Sandruc Aeduerian, the new lords of the duchy of Hollow Mountains, were seeking able-bodied, talented individuals to aid them in strengthening and expanding their influence and lands in the region. [I][COLOR="DarkSlateGray"]Praise the gods,[/COLOR][/I] Father Jones thought to himself. This sounded like the perfect opportunity to bring faith and healing to a new frontier in the loyal service of these new lords. Thus, the entire Brigade moved out traveling long on the highways and byways to the Duchy, and now find themselves on the cobblestone road entering High Banner. With their new battle [ooc=flag] featuring a black background emblazoned with two swords and a grizzly bear[/ooc] snapping sharply in the breeze as they rode into town, the seemingly endless clatter of hoof beats on the cobblestones dramatically announces the arrival of Father Jones and his Grizzly Brigade. The sight of the [ooc=unit] The unit is comprised of a total of fifty-two horses, 34 light war horses, 10 pack horses that can double as riding horses, and 8 light draft horses pulling 2 wagons. The well-armored column is headed by Father Jones and his cohort, an elven druid both riding light war horses. Following right behind them is a decorated marshal and senior female cleric who have a well-armed bard on each side of them. Immediately behind this main group ride two separate ranks consisting of four junior clerics per rank who are also on light war horses. Following the priests, are two ranks of well armed temple soldiers riding on barded light war horses five abreast, and immediately behind them ride another ten similarly equipped temple soldiers in two ranks, each of whom has a fully loaded pack horse trailing them. Finally, bringing up the rear are two light mobile hospital wagons obviously built for speed.[/ooc] is impressive to say the least as the group rides to a stop before the lord�s tower. Upon command and in synchronized order, the entire group dismounts as one and stands at firm attention. Father Jones announces himself and says that he is here to present himself with the hope and prayer of becoming a vassal in the loyal service of Duke Mekoor Amore and Duke Sandruc Aeduerian. When the two lords arrive, Father Jones and the entire brigade drop into a kneeling position simultaneously as one with a resounding [B][I]�Ka...rink�[/I][/B] as they all lower their eyes, place their right fist over their hearts, and formally bow in humble fealty before the nobles in silent prayer hoping to become part of destiny. [/spoiler]
LIGHT WAR HORSE: 25 HP, +1 Initiative, 60' per round (approx. 3 years old) AC: 14 + 2 = 16 (Touch = 14) (Flat-footed = 12) BAB/Grapple = +2/+9 Attack: Hoof +4 melee (1d4+3) Full Attack: 2 Hooves +4 melee (1d4+3) and Bite -1 melee (1d3+1) Space/Reach: 10 ft./5 ft. Special Qualities: Low-Light Vision, Scent Saves: Fort +6; Ref +4; Will +2 Abilities: Str 16; Dex 13; Con 17; Int 2; Wis 13; Cha 6 Skills: Listen +4; Spot +4 Feats: Endurance; Run A Light War Horse can attack while carrying a rider, but the rider cannot also attack unless he or she succeeds on a Ride Check Loads: Light: up to 230 lbs.; Medium 231 - 460 lbs.; Heavy 461 - 690 lbs. A Light Warhorse can drag 3,450 lbs. Special Training: Combat Riding (Can carry rider and load). Known tricks related to training are attack, come, defend, down, guard and heel. Equipment on Light War Horse: Leather Barding (AC +2); Military Saddle (+2 circumstance bonus to Ride Checks related to staying in the saddle. If knocked unconscious while in the saddle you have 75% chance of staying in the saddle) ; Saddle Blanket; Bit and Bridle; 4 days of Grain Rations; Saddle Bags (weight includes contents = Bedroll, Horse Brush, MW Artisians Tools), Lance (1d8+2)(Crit x3). Total Weight Carried: 112 lbs. (Feed and misc. equipment not carried during combat). II. USING A WAR HORSE With a DC 5 Ride Check, can guide horse with knees so as to use both hands to attack or defend as a free action. When you attack a creature smaller than your mount that is on foot, you get +1 bonus on melee attacks for being on higher ground. If mount moves more than 5', you make a single melee attack. Even at full speed, no penalty on melee attacks. If your mount charges, you also take the AC penalty (-2) associated with a charge. If you make an attack at the end of the charge, you receive the bonus (+2) gained from the charge. When charging on horseback, you deal double damage with a Lance. Charging is a special full-round action that allows horse to move up to twice its speed and you to attack during the action. Horse must move before attack, not after. Must move at least 10 feet and directly toward opponent. You must have a clear path and nothing in terrain to hinder movement. Must also have a line of sight to opponent at the start of your turn or you can't charge. After charging, can only make a single melee attack with a +2 bonus on the attack roll. You also take a -2 penalty to your AC until the start of your next turn. Charging character gets a +2 bonus on Strength check to overrun an opponent. Overrun (Page 157 DMG). Charge and overrun does provoke an attack of opportunity. III. ATTACKING FROM HORSEBACK You can use ranged weapons while your mount is taking a doublemove, but at a -2 penalty on the attack roll. You can use ranged weapons while your mount is running (quadruple speed), at a -4 penalty. In either case, you must make the attack roll when your mount has completed half its movement. You can make a full attack with a ranged weapon while your mount is moving. Likewise, you can take move actions normally, so that, for instance, you can load and fire a light crossbow in a round while your mount is moving. If your mount falls in battle, you have to succeed on a DC 15 Ride check to make a soft fall and take no damage. If the check fails, you take 1d6 damage. If you are unconscious or cannot guide your mount, it will avoid combat. IV. MISCELLANEOUS SUPPLIES 2 extra days of horse grain and 2 extra days of soldier rations are stored on Pack Horses. The horse grain must be used in full rations during situations where the horses are being pushed to be very active and during the winter supplemented with hay. However, during spring, summer and fall the horses will only need 1/3 the grain if they are not being used a lot and are allowed to graze each day. Usually about a cupped handsful twice a day. PACK HORSES: These 10 Light Horses are usually used as pack horses to haul enough provisions for the entire unit to be self-sufficient for 10 days at a time without supplementing provisions. They also haul a variety of tools such as sledge hammers, shovels, axes, ropes and block & tackle to handle those unexpected curve balls that come up from time to time. Medium Load: 3,000 lbs of supplies. Normal speed 60' per round (40' with medium load) which can be increased to 120' per round (80' with medium load) without straining the animals when Father Grizzly "Bearpaw" Jones uses his Rally the Legion Manuever making the entire unit mobile and highly flexible in virtually any type of situation. Finally, these pack horses can double as riding horses for tasks such as delivering messages among allies from time to time. Equipment: 10 Light Horses, 10 Saddle Packs, 245 Extra Full Grain Rations for Horses, 175 Extra Trail Rations for People, Block & Tackle, 2 Hemp Ropes, Grappling Hook, 2 Sledge Hammers, Iron Pot, 1 lb. Soap, 4 Shovels, 20 Full Extra Waterskins, 6 Flint & Steel, 2 Tents, 2 Hammers, 2 Files, and 2 Woodcutter's Axes. (Total Weight: 3,000 lbs. out of 3,000 lbs. - Which is the amount of weight that the Pack Horses can carry and still have a Medium Load). Light Horse: 22 Hit Points - Initiative +1 (Dex); Speed 60'; AC = 13; Attacks = 2 hooves +2 melee; Damage = Hoof 1d4+1; SQ = Scent; Saves - Fort = +5, Reflex = +4 and Will = +2; Abilities - S=13, D=13, C=15, I=2, W=12, CH=6; Skills - Listen = +6 and Spot = +6.
Other Notes
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MUNDANE ITEMS IN BAG OF HOLDING: Bone with dry meat, 10 Rawhide Leather 1' Bindings, 8 Bells, 5 Bottles, 4 Fish hooks, 6 Vials, 9 Flasks, 49 Candles, 9 Chalk, Flint & Steel, 5 Oil, Bottle of Distilled Alcohol, 9 Tindertwigs, Waterskin, Balls String, Silk Rope, Nails, Soap, Hammer, Block & Tackle, Metal Cooking Can, Spices, Boullion, Jerky, Sheet, Iron Cooking Pot, Wire, 4 lbs. of Marbles, Ink, Ink Pen, 5 Paper, 10 Parchment, Glue, 12 Sacks, Bedroll, Blankets, Sheet, Razor, Comb, Brush, Perfume, Colorful Cloth, Shiny Stones, Crystals, Extra Clothes, Underwear and Socks, 20 Rations, Peppers, Dry Fruit, Wooden Spoon, Tea, Mushrooms, Hammock, Mosquito Netting, Large Tent, Elven Tree Tent, Feathers, Sticks, Towels, MW Artisian Tools, Barrel of Water, Barrel of Crackers, Barrel of Oil, Barrel of Jerky, Soap, Bags of Caltrops, Bag of Broken Glass, Bag of Dust, Nuts, Small Trowell, Shovels, Sledges, Axes, Saws, Hammers, Spices, Salt, Wooden Stakes, Sissors, Sectional Bamboo Pole 10' when assembled, Toothbrush, File, Metal/Rock Grinder, Berry Face Paint, Insect Repellant, Stick Pins, Signet Ring, Wax, Rags, Meat Spit, Forks, Knives, 50 Crossbow bolts, Gathered Dried Mushrooms(Vomit, Sleep, Stench, Nutrition), 4 Ropes, Climber's Kit, Disguise Kit, Alchemist's Kit, Herbalist Kit, Healing Kits. SPELLS NOT IN SRD BLESSED AIM Divination Level: Blackguard1, Cleric1, Paladin1 Components: V, S Casting Time: 1 standard action Range: 50' Effect: 50' radius spread centered on you Duration: 1 minute/level Saving Throw: Will negates (harmless) Spell Resistance: No This spell grants your allies within the spread a +2 morale bonus on ranged attack rolls. RESURGENCE, LESSOR - (1st level) - Complete Divine - Abjuration - VS - 1 standard action - range touch - target creature touched - duration instantaneous Lay hands and say short prayer. Target can re-roll a saving throw against an ongoing spell, spell-like ability, or supernatural ability, such as dominate person, a chaos beast's corporeal instability, or the sickening effect (but not damage) from unholy blight. If the target is the subject of more than one effect, the target chooses which effect to re-roll against. If the re-roll is successful, then the spell affecting the target immediately ends. It does not restore hit points or ability score damage, but it does eliminate any conditions such as shaken, fatigue, or naseau that were caused by the spell, spell-like ability, or supernatural ability. If no save was orginally allowed the target, this spell will not grant a save. RESIST ENERGY, MASS (Complete Arcane p. 120) Abjuration Level: Cleric 3, druid 3, sorcerer/wizard 4, wu jen 4 Components: V, S, DF Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Targets: One creature/level, no two of which can be more than 30 ft. apart Duration: 10 min/level Saving Throw: Fortitude negates (harmless) Spell Resistance: Yes (harmless) As resist energy, except that it affects all targeted creatures. LIGHT OF LUNIA Evocation (Good, Light) Level: Celestia, cleric/wiz 1 Components: V, S Casting Time: 1 standard action Range; Medium (100' + 10'/level) Target & Effect: You and up to two rays Duration: 10 min/level or discharged Saving Throw: None Spell Resistance: Yes, see text You glow in a silvery radiance of Lunia, 1st layer of the Seven Mounting Heavens of Celestia. The silvery radiance created by this spell emanates from you in a 30-foot radius, and dim light extends for an additional 30 feet. Beginning one turn after you cast this spell, you can choose to expend some or all of the light of Lunia as a ray of light. You must succeed on a ranged touch attack with the ray to strike a target. You can make a single ranged touch attack that deals 1d6 points of damage, or 2d6 points of damage against undead or evil outsiders, with a range of 30 feet. Spell resistance applies to this attack. This dims your silvery radiance to half (15 foot light, with dim light for an additional 15 feet). You can choose to fire one addditional ray with the same characteristics either on the same round or on a subsequent round. Firing the second ray quenches your radience and ends the spell. UPDRAFT Conjuration (Creation)[Air] Level: Cleric1, Druid1 Components: V, S, M Casting Time: 1 swift action Range: Personal Target: You Duration: Instantaneous Updraft conjures forth rushing air that propels you upward. You gain 10 feet per level of altitude, and then gently float back down to the ground. At any point during your descent, you can move up to 5 feet laterally. Material Component: A miniature propeller or windmill. VIGOR, LESSER Conjuration (Healing) Level: Cleric 1, druid 1 Components: V, S Casting Time: 1 standard action Range: Touch Target: Living creature touched Duration: 10 rounds + 1 round/level (max 15 rounds) Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless) With a touch of your hand, you boost the subject�s life energy, granting him or her the fast healing ability for the duration of the spell. The subject heals 1 hit point per round of such damage until the spell ends and is automatically stabilized if he or she begins dying from hit point loss during that time. Leessor vigor does not restore hit points lost from starvation, thirst, or suffocation, nor does it allow a creature to regrow or attach lost body parts. The effects of multiple vigor spells do not stack; only the highest-level effect applies. Applying a second vigor spell of equal level extends the first spell�s duration by the full duration of the second spell. DIVINE PROTECTION Enchantment (Compulsion) [Mind- Affecting] Level: Clr 2, Pal 2 Components: V, S, DF Casting Time: 1 standard action Range:Medium (100 ft. + 10 ft./level) Targets: Allies in a 20-ft.-radius burst Duration: 1 min./level Saving Throw:Will negates (harmless) Spell Resistance: Yes (harmless) Allies gain a +1 morale bonus to their Armor Class and on saving throws. WAVE OF GRIEF Enchantment [Evil, Mind-Affecting] Level: Bard 2, blackguard 2, cleric 2 Components: S, M Casting Time: 1 standard action Range: Close: 30 ft. Area: Cone Duration: 1 round/level Saving Throw: Will negates Spell Resistance: Yes All within the cone when the spell is cast are overcome with sorrow and grief. They suffer a -3 morale penalty on all attack rolls, saving throws, ability checks, and skill checks. Material Component: Three tears. DEIFIC VENGENCE - (2nd level) - Complete Divine - Conjuration - VS DF - 1 standard action - range 25' + 5'/2 levels - target one creature - instananeous - Will save for half - Spell Resistance Yes Call upon deity and list crimes of target and urging punishment. Punishment is a sharp spiritual blow to the target. Attack automatically hits and deals 5d6 damage, or 1d6 damage/level to undead (11d6 at present level). RESOUNDING VOICE (Heroes of Battle) Transmutation [Sonic] Level: Bard 2, cleric 2 Components: S Casting Time: 1 standard action Range: Touch Target: Creature touched Duration: 1 minute/level (D) Saving Throw: Will negates (harmless) Spell Resistance: Yes The subject becomes supernaturally loud, and his voice carries over long distances. A creature speaking or singing with the aid of resounding voice can be heard clearly up to 100 feet away per caster level. Creatures within an area of magical silence cannot hear the subject, and a subject within a silence effect cannot be heard at all. Resounding voice counters and dispels silence and is also countered and dispelled by silence. CONVICTION, LEGION - (3rd level) - Minitures Handbook - Abjuration - VSM - 1 standard action - range 100' + 10'/level - target allies in a 20' radius burst - duration 1 minute/level Grants +2 morale bonus on saving throws +1 additional for every six caster levels (+3 at current level). VIGOR, MASS LESSOR - (3rd level) - Complete Divine - Conjuration - VS - 1 standard action - range 20' - target 1 creature/2 levels none of which can be more than 30' apart - duration 10 rounds + 1 round/level (max 25 rounds) Works same as the Vigor spell above, only it applies to 5 allies at the same time. Remember feat bonuses. RESIST ENERGY, MASS - (3rd level) - Complete Arcane - Abjuration - VS DF - 1 standard action - range 25' + 5'/2 levels - target 1 creature/level no two of which can be more than 30' apart - duration 10 mintues/level All protected creatures resist 30 points of energy damage per round in one form as selected: acid, fire, cold, electricity or sonic. RECITATION - (4th level) - Complete Divine - Conjuration - VS DF - 1 standard action - range 60' - target all allies and foes within a 60' radius burst centered on cleric - duration 1 round/level - Saving Throw None - Spell Resistance Yes By reciting a sacred passage, the spell affects all allies and foes within range the moment it's casted. All allies gain a +2 luck bonus on attack rolls and saving throws, or a +3 luck bonus if they worship Pelor. Enemies suffer a -2 luck bonus on attack rolls and saves. Piece of sacred text required with DF. RESURGENCE, MASS - (4th level) - Complete Divine - Abjuration - VS DF - 1 standard action - range 25' + 5/2 levels - target 1 creature per level no two of which can be more than 30' apart This spell functions like the spell Resurgence above, however it applies to multiple allies as selected by the priest. If allies are affected by different spells, spell-like abilities or supernatural abilities, then priest must chose which spell or ability the spell will affect (which must be the same for each PC). SHIELD OF FAITH, LEGION - (4th Level) - Minitures Handbook - Abjuration - VS - 1 standard action - range 100' + 10'/level - targets all allies in a 20' radius burst Spell functions like Shield of Faith, except it affects multiple allies. +3 Deflection bonus. DIVINE RETRIBUTION - (5th level) - Complete Champion - Abjuration - VS DF - 1 standard action - range personal - target you - duration 10 minutes/level or until discharged - Will partial - Spell Resistance Yes For the duration of the spell, any creature that attacks you, (whether physical, spell or other means), is struck by a retributive effect immediately afterward. It deals 1d6 per caster level of fire damage (11d6) plus 1d4 wisdom ability damage. A successful Will save halves the damage and negates the ability damage. Once the retributive effect occurs, the spell is discharged. REVIVIFY - (5th level) - Minitures Handbook - Conjuration - VSM - 1 standard action - range creature touched - target dead creature - duration instantaneous It will retore the life of a creature, but it must be cast within 1 round of the victim's death. Spell functions like Raise Dead, except the target suffers no level loss, no constitution loss and no loss of spells. The creature is only restored to -1 hit points, but is stabilized. Material component 1000 gp diamond. BOLT OF GLORY - (6th level) - Complete Divine - Evocation - VS DF - 1 standard action - range 25' +5'/2 levels - effect Ray - duration instantaneous - saving throw none - Spell Resistance Yes Project bolt of positive energy. Must make a ranged touch attack. (Material Plane, Elemental Plane, Neutral Outsider = 1d6/2 levels (max 7d6)); (Negative Energy Plane, Evil outsider, Undead Creature = 1d6/level (max 15d6)); (Positive Energy Plane, Good Outsider = No damage). ENERGY IMMUNITY - (6th level) - Complete Arcane - Abjuration - VS - 1 standard action - range touch - target creature touched - duration 24 hours Grants complete protection against one type of energy: acid, cold, fire, electricity or sonic. VIGOROUS CIRCLE - (6th level) - Complete Divine - Conjuration - VS - 1 standard action - range 20' - target 1 creature/2 levels no two of which can be more than 30' apart - duration 10 rounds + 1 round/level (max 40 rounds) - Add in bonus from feat Spell is the same as the spell Vigor, Mass Lessor except that it heals 3 points per round (plus bonuses from feats).