Clerics of Lawful Temples
Must be Neutral, Lawful, or Lawful Good
Turn Undead, Demons, and Devils; Command Angels
Level 1
Cure Light Wounds
Detect Evil
Detect Magic
Light
Protection from Evil
Purify Food and Water
Remove Fear
Sanctuary
Level 2
Augury
Bless
Delay Poison
Find Traps
Hold Person
Resist Cold
Resist Fire
Silence
Level 3
Continual Light
Cure Blindness/Deafness/Muteness
Cure Disease
Cure Serious Wounds
Remove Curse
Locate Object
Level 4
Create Food and Water
Divination
Exorcize
Neutralize Poison
Protection from Evil 10’ Radius
Tongues
Level 5
Commune
Cure Critical Wounds
Dispel Evil
Divine Strike
Quest
Raise Dead
Level 6
Heal
Heavenly Bridge
Summon Angelic Protector
Wall of Light
Level 7
Holy Word
Restoration
Resurrection
Righteous Wrath
Clerics of Chaotic Temples
Must be Neutral, Chaotic, or Chaotic Evil
Command Undead, Demons, and Devils; Turn Angels
Level 1
Cause Fear
Cause Light Wounds
Command
Darkness
Detect Magic
Mask Evil
Protection from Good
Putrefy Food and Water
Level 2
Bane
Chaotic Cacophony
Felonious Freedom
Fiendish Fetters
Gout of Flame and Fire
Obscure Trap
Ray of Cold
Speed Poison
Level 3
Animate Lesser Undead
Bestow Curse
Cause Blindness/Deafness/Muteness
Cause Disease
Cause Serious Wounds
Continual Darkness
Level 4
Baleful Babble
Black Tendrils of Chaos
Envenom
Magic Jar
Protection from Good 10’ Radius
Summon Least Demon/Devil
Level 5
Animate Greater Undead
Cause Critical Wounds
Domination
Embolden Evil
Finger of Death
Summon Lesser Demon/Devil
Level 6
Animate Objects
Harm
Summon Greater Demon/Devil
Wall of Darkness
Level 7
Destruction
Gate
Sinister Symbol
Unholy Word
Mystics
Must be Neutral
Str 12+, Dex 12+, Wis 12+
Advance and Cast Spells as Druids
May use any weapon but may not wear armor
Dodge Missiles, AC Bonus, Unarmed Attacks, and Movement Rate as per AEC Monk class
Modifies AC based on Wisdom or Dexterity, whichever is worse
No other Monk abilities; No Turn or Command abilities
1st Level
Comprehend Languages
Detect Evil
Detect Illusion
Detect Magic
Jump
Resist Cold
Sanctuary
Strength
2nd Level
Delay Poison
Detect Invisibility
Feign Death
Invisibility
Levitate
Resist Fire
Rope Trick
Speak with Animals
3rd Level
Dimension Door
Snake Charm
Speak with Dead
Speak with Plants
Striking
Tongues
4th Level
Clairaudience/Clairvoyance
Haste
Neutralize Poison
Nondetection
Protection from Electricity
Protection from Fire
5th Level
Power Word Stun
Project Image
Speak with Creatures
Telekinesis
Teleport
Water Walk
6th Level
Legend Lore
Lesser Globe of Invulnerability
Power Word Blind
True Seeing
7th Level
Astral Projection
Globe of Invulnerability
Power Word Kill
Wind Walk
Druid Spells
Must be Neutral
Con 12+, Wis 12+, Cha 12+
Advance and Cast Spells as Druids
Turn (at +1 level) or Command (at -1 level) Animals and Plants
Identify plants/herbs, animals, and clean water, plus pass through thick vegetation with no penalty at 1st level; assume small and medium animal shapes at 3rd; assume large animal shapes and immune to sylvan charm at 7th.
1st Level
Animal Companion
Detect Snares and Pits
Divine Weather
Entangle
Locate Creature
Pass Without Trace
Shillelagh
Speak with Animals
2nd Level
Animal Invisibility
Barkskin
Charm Mammal
Find Plant
Snake Charm
Stumble
Summon Animal I
Warp Wood
3rd Level
Hold Animal
Insect Swarm
Neutralize Poison
Plant Growth
Snare
Tree Shape
4th Level
Hallucinatory Terrain
Hold Vegetation and Fungus
Passplant
Repel Vermin
Speak with Plants
Summon Animal II
5th Level
Animal Growth
Anti-Plant Shell
Commune with Nature
Insect Plague
Sticks to Snakes
Tree Stride
6th Level
Anti-Animal Shell
Repel Wood
Summon Animal III
Wall of Thorns
7th Level
Creeping Doom
Summon Sylvan Beings
Reincarnate
Transport via Plants
Elementalist Spells
Must be Neutral
Int 12+, Wis 12+, Cha 12+
Advance and Cast Spells as Druid
May use any weapon; may not wear any armor
Turn or Command Elementals (+1 level) and Genies (-1 level)
1st Level
Burning Hands
Create Water
Feather Fall
Fiery Aura
Manipulate Fire
Resist Cold
Resist Fire
Shocking Grasp
2nd Level
Elemental Weapon
False Gold
Fire Shield
Fog Cloud
Heat Metal
Obscuring Mist
Produce Flame
Resist Fire
3rd Level
Call Lightning
Gust of Wind
Protection from Fire
Pyrotechnics
Stone Shape
Water Breathing
4th Level
Flame Charm
Flash Fire
Lesser Move Earth
Lower Water
Protection from Electricity
Temperature Control
5th Level
Control Winds
Flame Strike
Transmute Rock to Mud
Stone to Flesh
Wall of Fire
Wall of Ice
6th Level
Move Earth
Part Water
Fire Chariot
Wind Walk
7th Level
Commune with Elements
Conjure Elemental
Fire Storm
Wall of Stone
This is a work in progress; still considering changing out some spells, especially for the Elementalist.
No comments:
Post a Comment