Arcane Warrior


Level KXP Arcane Warrior
123 456 789 ABC
TH
1 0 1-- --- --- +11
2 4 2-- --- --- +12
3 8 21- --- --- +13
4 16 32- --- --- +14
5 32 421 --- --- +15
6 64 422 --- --- +16
7 128 432 1-- --- +17
8 250 433 2-- --- +18
9 500 433 21- --- +19
10 1000 443 22- --- +20
11 1500 444 33- --- +21
12 2000 444 441 --- +22
13 2500 555 442 --- +23
14 3000 555 442 1-- +24
15 3500 555 552 1-- +25
16 4000 555 553 21- +26
17 4500 555 553 32- +27
18 5000 555 553 321 +28
19 5500 555 553 331 +29
20 6000 555 554 332 +30
21 6500 555 554 442 +31
22 7000 555 555 443 +32
23 7500 555 555 553 +33
24 8000 555 555 554 +34
25 8500 555 555 555 +35
26 9000 666 655 555 +36
27 9500 666 666 655 +37
28 10000 666 666 666 +38
29 10500 777 766 666 +39
30 11000 777 777 766 +40
31 11500 777 777 777 +41
32 12000 888 877 777 +42
33 12500 888 888 877 +43
34 13000 888 888 888 +44
35 13500 999 988 888 +45
36 14000 999 999 999 1 +46
37 28000 999 999 999 2 +47
38 42000 999 999 999 3 +48
39 56000 999 999 999 4 +49
45 140000 A99 999 999 9 +55
54 266000 AAA AAA AAA 91 +64
63 392000 AAA AAA AAA A9 +73
72 518000 BBB BBB BAA AA1 +82
Requisites: Str 18
Alignment: any
HD/level: 2d6
Weapon Prof.: 4+level*2
To Hit Table: +10+LVL
Reference: DM
Groups: Warrior
Complexity: CF=5
   
Saving Throws:  
PPD: 4+level
RSW: 2+level
PP: 3+level
BW: 1+level
Spell: 1+level
Fort: 4+level
Reflex: 2+level
Will: 0+level
   
Has access to Warrior Minor Schools that have been written in the Collective. Can also cast normal Warrior spells.
May specialize in a minor Warrior School, if you do, choose an opposite minor Warrior School.
Warrior Schools that are cross-listed with Concordant group can be cast by this class, but at a +1 SL penalty. Spells of SL=10 and above do not suffer this penalty and are not adjusted.
 
Level 1: 1M: Summon a DL=(LVL+1)/2 mount of your choice. A table of mounts is on the following page.
 
Can always purchase Demolitionist equipment (see below), even if above the tech level of the campaign. If no stores are available in the campaign, can create the equipment himself, but it still requires the same money, and it requires time (1 minute per 10 gp value).
Guns and grenades get Dex bonus to hit, but nothing else. Giving a gun AutoStr does nothing. Giving a gun AutoDex gives it Dex bonus to damage. Specialization and weapon mastery may be added as usual. For number of attacks, specialization uses Sword for 1/1, Dagger for 2/1, and Dart for 3/1 based weapons.
There is no ammo for guns. The cost for grenades is per grenade; if you buy 100, you have "Capital E Enough" of them and do not need to keep track of them.
For damage dice, "1e6" means an "open ended d6" (roll 1d6, if you roll a 6, roll again and add 6). "2m8" means multiply two d8's together (giving a skewed 1-64 range; the average is 20.25). "3m6" means multiply three d6's together (a skewed 1-216 range; the average is 42.875).
 
Gets +(LVL+2)/3 Henchmen slots. Can use the special types of Henchmen introduced in the Meat Helm and War Priest classes. Divide the cost of Henchmen by LVL.

Arcane Warrior


Arcane Warrior Spells

SL # Spell School Description
1 1 Animal Grove 1 Animal0 [x1 Special] All Animals in the room get +1 rhp (this cures them that amount when you cast the spell)
1 2 Armor Class Buff The party gets +LVL AC.
1 3 Armor of Faith Armorer Spend N spell slots on this (but you can channel it). It's an "Armor spell" with N*10 hp. (Counts as an Armor spell)
1 4 Awaken Green Removes sleep/fatigue effect on up to CL targets
1 5 Berserk Green Attacking creature does x2 dmg and is slain this segment (not 1bM)
1 6 BlahR Buff The party gets +(LVL-2)*10% RMPIR.
1 7 Charm Dragon Dragon Charm a Dragon (Will save, Wis bonus, missed save by 10 = "Subdued" and no more saves)
1 8 Claws Dragon Your claw damage is CLd4
1 9 C-Resist 1 Tank You get 1 instances of Resist to a [C] section effect. Can have more than one of these running, but each one is a spell slot.
1 10 Damage Buff The party gets +LVL dmg with attacks.
1 11 Delay Image Chronomancy +2 AC, +1 saves
1 12 Detect Temporal Anomaly Chronomancy Detect Temporal Anomaly
1 13 Earth Armor 1 Tank You get Earth Armor, it absorbs 10 dmg (like an Armor spell, but doesn't count as your Armor spell).
1 14 Ele-Resist 1 Tank You get 1 instances of Resist to an Element (any E factor). Can have more than one of these running, but each one is a spell slot.
1 15 Find Animal Companion Teneb Summons an Animal Companion with DL=CL/2 (round up).
1 16 Find Familiar Teneb Like the Wizard spell.
1 17 Force of Nature I Green Summon a Plant Elemental: AC 20, hp 20, #Att 1/1, TH +10, dmg 10
1 18 Giant Growth Green Target gets +3 TH, dmg, AC, and saves this round.
1 19 Haste A1 Chronomancy +1A action
1 20 Hit Points Buff The party gets +LVL*6 max hp.
1 21 Holy Armor Armorer Spend N spell slots on this (but you can channel it). Target gets +N+1 AC and saves. (Counts as an Armor spell)
1 22 Instill Energy Green You get +1S action per round for CL r (counts as your haste).
1 23 Know Time Chronomancy Know date and day
1 24 Magical Cloak 1 Tank You get a cloak (AC +CL) +1/+1, that lasts for the entire day, or you can add CL half-plusses to your existing cloak for this day.
1 25 Morningtide Summoning 1 Vanguard Summon 10 (choose one of these:) Soldiers, Shamans, Wizards, Warriors, or Rogues of DL=1
1 26 Natural Healing Green Target is cured equal to his Con score in hp
1 27 Nature’s Lore Green Know direction & distance to an object or person (if they are touching the ground)
1 28 Precognitive Sense Chronomancy Precognition
1 29 Proficiencies Buff The party gets +LVL proficiencies.
1 30 Resist Dragon Breath Dragon Resist Dragon Breath
1 31 Revive 1 Teneb Revive a DL=1 monster. (You have a Revive slot in addition to your Summon slot.)
1 32 Saving Throws Buff The party gets +LVL saving throws.
1 33 Selective Animal Summoning 1 Animal0 Summon a DL=1 Animal, you can pick it off the chart directly.
1 34 Slow Metabolism Chronomancy Need not eat/drink
1 35 Summon Dragon I Dragon Summons a DL I Dragon
1 36 To Hit Buff The party gets +LVL to hit.
2 1 Accelerate Plant Growth Chronomancy Plant Growth
2 2 Animal Grove 2 Animal0 [x1 Special] All Animals in the room get +2 rhp (this cures them that amount when you cast the spell)
2 3 Bind Green 1bM: Counter an item ability.
2 4 Bite Dragon Your bite damage is CLd6
2 5 Command 2 Captain Can identify and operate any TechL=LVL or lower technological device.
2 6 C-Resist 2 Tank You get 2 instances of Resist to a [C] section effect. Can have more than one of these running, but each one is a spell slot.
2 7 Damage Resistance Buff The party gets -(LVL-1) dmg per physical attack.
2 8 Defense 2 Captain Can interpose self in front of any and everyone in your group, you take double damage though
2 9 Earth Armor 2 Tank You get Earth Armor, it absorbs 80 dmg (like an Armor spell, but doesn't count as your Armor spell).
2 10 Earth Bolt Green Deal CLd10 Eldritch Earth dmg to one target (no save)
2 11 Ele-Resist 2 Tank You get 2 instances of Resist to an Element (any E factor). Can have more than one of these running, but each one is a spell slot.
2 12 Engineering 2 Captain Your items that use charges use only half the number of charges (retain fractions)
2 13 Gaea’s Bounty Green Regain one first-level Plant/Animal spell to memorization
2 14 Gaea’s Cradle Green One of your summoned creatures is dispelled; Add it's hp/10 in SL to your memorization
2 15 Gaea’s Might Green Target gains +N AC/saves/TH/dmg; N is number of groups of classes you have
2 16 Haste A2 Chronomancy +2A or +1B actions
2 17 Helm/Nav. 2 Captain 0, while moving: Leave a group without generating any parting shots.
2 18 Immune Fear Dragon Immune Fear
2 19 Kits/Feats Buff The party gets LVL-1 among Kits or Feats.
2 20 Life Sounding Chronomancy Know target's age and how many years of natural lifespan is left
2 21 Lifeforce Green 1bM: Counter a MTG Black, Necromancy/Necromantic, or Psi7 power.
2 22 Magical Cloak 2 Tank You get a cloak (AC +CL) +2/+2, that lasts for the entire day, or you can add CL half-plusses to your existing cloak for this day.
2 23 Medic 2 Captain 1P, 1/d: Deal 1 idmg to a target with at least 1 max ihp (his current hp total can be lower)
2 24 Morningtide Summoning 2 Vanguard Summon 9 (choose one of these:) Soldiers, Shamans, Wizards, Warriors, or Rogues of DL=2
2 25 Movement Rate Buff The party gets +(LVL-1)*3" movement rate.
2 26 Naturalize Green Dispel one non-natural effect (or) Turn off one non-natural item for 1 turn
2 27 Pers.Combat 2 Captain Your summons gain XP (possibly levels) in the dungeon.
2 28 Preserve Chronomancy Target object is preserved and will not spoil/rot
2 29 Psionic 2 Captain 1M, 1/t: Target charmed creature is a friend and will not betray you, don't need the charm effect.
2 30 Regeneration Green You regenerate at CL hp/s. 0, this effect drops and you lose the spell slot: Avoid a slay effect.
2 31 Revive 2 Teneb Revive a DL=2 monster. (You have a Revive slot in addition to your Summon slot.)
2 32 Rogue Ability Buff The party gets +20*(LVL-1) Rogue points and one "Level LVL/2:" pick (round up).
2 33 Scales Dragon AT +CL*4; MR +CL*10%
2 34 Science 2 Captain Eidetic Memory, can "download" your thoughts/memories to computers
2 35 Selective Animal Summoning 2 Animal0 Summon a DL=2 Animal, you can pick it off the chart directly.
2 36 Sidekick 2-1 Sidekick 10*CL% IR (Innate resistance)
2 37 Sidekick 2-10 Sidekick Pick a Level 1 Rogue Ability, you have 10*LVL points in it
2 38 Sidekick 2-11 Sidekick Can combine Martial Arts & Specialization
2 39 Sidekick 2-12 Sidekick +LVL to one ability score
2 40 Sidekick 2-13 Sidekick xLVL Personality score (for Ego checks)
2 41 Sidekick 2-14 Sidekick Duplicate a "Level 1:" ability of a Warrior class
2 42 Sidekick 2-15 Sidekick Free wild talent in Psi72
2 43 Sidekick 2-2 Sidekick +10% XP in Sidekick, if this is your only class (if you are single classed and getting x2 XP, you'll get x2.1 XP now)
2 44 Sidekick 2-3 Sidekick Resist all Elements
2 45 Sidekick 2-4 Sidekick Resist Hold, Stun, Paralyzation, Summ. Sickness (two of these effects must affect you in order for it to work)
2 46 Sidekick 2-5 Sidekick Resist Action/Memory/Other Stealing (take half effect, if that's meaningless, you are immune unless you are hit by 2 of them)
2 47 Sidekick 2-6 Sidekick +CL V actions
2 48 Sidekick 2-7 Sidekick +1 CL in one class
2 49 Sidekick 2-8 Sidekick x1.5 max PSPs in one psionic frequency
2 50 Sidekick 2-9 Sidekick 0, 1/d: Avoid Fate @ x5 multiplier, you cannot act for 1 round afterwards
2 51 Soothing Word Green Removes fear/horror effect on up to CL targets
2 52 Spiritual Energy Green +LVL Con
2 53 Summon Dragon II Dragon Summons a DL II Dragon
2 54 Time Stop Object Chronomancy Time stops an inanimate object for 1-3 rounds
2 55 Timeslip Chronomancy (can cast in response to being attacked) You disappear from the combat until next round.
2 56 Weapons 2 Captain No range penalties; Can shoot bows in your group without penalty
3 1 Ability Scores Buff The party gets +LVL-2 among ability scores.
3 2 Adaptation Green NaNR +CL*10%; Immune to Hostile Environment; Need not breathe
3 3 Ancestral Mask Green Target gets +LVL/+LVL TH/dmg for each other of same race in room
3 4 Animal Grove 3 Animal0 [x1 Special] All Animals in the room get +3 rhp (this cures them that amount when you cast the spell)
3 5 Animal Horde Animal0 This uses up the spell slot completely while running. You have +1 summon slot only for Animals. This may be picked more than once.
3 6 Armor Thrull Armorer Summons a DL III Armor Thrull. When it dies, someone in the party gets a 20 hp Armor spell.
3 7 Articus's Melee Manager Chronomancy Target gets +CL/5 melee attacks per P action for 2*CL rounds
3 8 B Actions Buff The party gets +LVL-2 B actions.
3 9 Battlelord 3-1 Battlelord +LVL V actions (this is an obvious spell that can be downgraded from a 4th or wished for)
3 10 BlahR Evasion Buff The party evades 25*(LVL-2)% of RMPIR.
3 11 Command 3 Captain Your summons and familiars can never betray you, regardless of what happens.
3 12 C-Resist 3 Tank You get 3 instances of Resist to a [C] section effect. Can have more than one of these running, but each one is a spell slot.
3 13 Defense 3 Captain If you set off a Trap or Trick, there is a 50% chance it will fizzle and do nothing (and is removed)
3 14 Double Resist Dragon Breath Dragon Double Resist Dragon Breath
3 15 Earth Armor 3 Tank You get Earth Armor, it absorbs 270 dmg (like an Armor spell, but doesn't count as your Armor spell).
3 16 Effects Resistance Tank You get iER 28+CL*2%.
3 17 Ele-Resist 3 Tank You get 3 instances of Resist to an Element (any E factor). Can have more than one of these running, but each one is a spell slot.
3 18 Engineering 3 Captain You can trade spells between your spell progressions and PSPs between psionic pools.
3 19 Force of Nature II Green Summon a Wood Elemental: AC 40, hp 80, #Att 2/1, TH +30, dmg 30
3 20 Gaea’s Skyfolk Green Winged flight CL^2"
3 21 Haste A3 Chronomancy +3A, +2B, or +1C actions
3 22 Helm/Nav. 3 Captain Can move in reverse as fast as you can move forward.
3 23 Life Tether Chronomancy You know when in time the target is at all times, when time travelling can use the target as anchor
3 24 Locate Dragon Dragon Locate nearest dragon (may specify type or an individual dragon)
3 25 Magical Cloak 3 Tank You get a cloak (AC +CL) +3/+3, that lasts for the entire day, or you can add CL half-plusses to your existing cloak for this day.
3 26 Medic 3 Captain 0, 1/r: Cure or Cause 1d6 hp to one target
3 27 Minor Paradox Chronomancy Counter an effect that just occured last segment (it is undone)
3 28 Morningtide Summoning 3 Vanguard Summon 8 (choose one of these:) Soldiers, Shamans, Wizards, Warriors, or Rogues of DL=3
3 29 Nature’s Chosen Green +1S action
3 30 Peacelord 3-1 Battlelord 1M: A group gets -LVL V actions (no save)
3 31 Pers.Combat 3 Captain Need not breathe; Fly LVL" (C)
3 32 Psionic 3 Captain 1M, 1V, 1/t: Move to another group. You are simultaneously in 2 groups (your old and your new)
3 33 Revive 3 Teneb Revive a DL=3 monster. (You have a Revive slot in addition to your Summon slot.)
3 34 Science 3 Captain Troll-like regen 1 hp/s; True Seeing; Far Seeing (Eagle Eye Vision)
3 35 Selective Animal Summoning 3 Animal0 Summon a DL=3 Animal, you can pick it off the chart directly.
3 36 Sidekick 3-1 Sidekick 10*CL% MR
3 37 Sidekick 3-10 Sidekick 0, 1/r: Roll 2d20 choose the better for one saving throw.
3 38 Sidekick 3-11 Sidekick 0, 1/r: Roll 2d20 choose the better for one attack roll.
3 39 Sidekick 3-12 Sidekick Two of your multiplicative sources of damage fully stack (instead of using the sum and subtract 1 formula)
3 40 Sidekick 3-2 Sidekick 1M, 1/d: Cureall
3 41 Sidekick 3-3 Sidekick +CL-3 P actions
3 42 Sidekick 3-4 Sidekick Pick a spell you have. It does not give a saving throw.
3 43 Sidekick 3-5 Sidekick +1 spell in a spell progression (Wizard or Priest)
3 44 Sidekick 3-6 Sidekick Free material componenting for range for your psionic powers
3 45 Sidekick 3-7 Sidekick Resist effects that directly target you
3 46 Sidekick 3-8 Sidekick 10*CL% aER (anti-Effects resistance, defenses that hurt you when you hit someone)
3 47 Sidekick 3-9 Sidekick 0, 1/d: Counterspell
3 48 Slow Chronomancy Slow (save)
3 49 Small Game Hunter 3-1 Game Hunter +LVL QQV Actions, or can lock down one action type that you have if desired.
3 50 Small Game Hunter 3-2 Game Hunter You may be bound (with Healing/Herbalism proficiency) three times instead of once.
3 51 Small Game Hunter 3-3 Game Hunter 1F, 1/r: Halve a creature's current hp (PPD save)
3 52 Small Game Hunter 3-4 Game Hunter 1F+2bF, 1/r: Halve the current hp of a group of creatures (PPD save)
3 53 Small Game Hunter 3-5 Game Hunter 1F: One target gets "Sporacled" (Hit by a random [C] section effect) (RSW save)
3 54 Small Game Hunter 3-6 Game Hunter 3bF, 1/r: Counter a x1 magic or psionic effect.
3 55 Small Game Hunter 3-7 Game Hunter -LVL*3 to one stat in your group, has a hole in the middle (you aren't affected by it)
3 56 Small Game Hunter 3-8 Game Hunter Resist all natural (NR based) and x0 effects. Get +LVL saves.
3 57 Small Game Hunter 3-9 Game Hunter +LVL AC (this does stack with the 2nd level version)
3 58 Summon Dragon III Dragon Summons a DL III Dragon
3 59 Time Snare Chronomancy Target will do the same actions it did last time it acted (Spell save each round until made)
3 60 Tranquility Green Dispel all effects on one target (use the 50% +/- 5% per CL difference rules)
3 61 Weapons 3 Captain 0, 2 attacks with a weapon: Do 1 attack, it is Permanent hp of damage
3 62 Wings Dragon Fly at CL*6" (D)
4 1 Aluren Green You may cast SL 0-3 Conjuration/Summoning spells as a 0 action.
4 2 Animal Grove 4 Animal0 [x1 Special] All Animals in the room get +4 rhp (this cures them that amount when you cast the spell)
4 3 Big Game Hunter 4-1 Game Hunter +LVL QQP Actions. Can lock down one action type if desired.
4 4 Big Game Hunter 4-2 Game Hunter One of your effects does not drop if you are dropped. One of your effects is not removed from the stack if you are killed/removed before the stack ends.
4 5 Big Game Hunter 4-3 Game Hunter 1F, 1/r: Slay a creature (PPD save)
4 6 Big Game Hunter 4-4 Game Hunter 1F+2bF, 1/r: Slay a group of creatures (PPD save)
4 7 Big Game Hunter 4-5 Game Hunter 1F: A group gets "Sporacled" (Hit by a random [C] section effect) (RSW save)
4 8 Big Game Hunter 4-6 Game Hunter 2bF, 1/r: Counter a x1 effect.
4 9 Big Game Hunter 4-7 Game Hunter -LVL*9 to any number of stats (Str, Dex, Con, Int, Wis, and Chr) in your group, does not have a hole in the middle
4 10 Big Game Hunter 4-8 Game Hunter Immune to all x0 effects. Get a save vs. x1 effects that do not offer a save.
4 11 Big Game Hunter 4-9 Game Hunter +LVL*2 AC
4 12 Breath Weapon Dragon You have a breath weapon, pick a E=CL/4 element, 3/d or 1/3r, =current hp (BW save:½)
4 13 Buff Buff Buff One of your Buff spells has double effect (can run LVL-3 of these).
4 14 Clairnasience Dragon You gain Clairnasience
4 15 Command 4 Captain 1N, 1/d: Remove a Hold, Stun, Paralysis, Domination, or Magic Jar effect on yourself.
4 16 C-Resist 4 Tank You get 4 instances of Resist to a [C] section effect. Can have more than one of these running, but each one is a spell slot.
4 17 Defense 4 Captain 1N, 1/t: Put an effect back up that you just dropped for a 0 action (has to be done within 1r).
4 18 Earth Armor 4 Tank You get Earth Armor, it absorbs 640 dmg (like an Armor spell, but doesn't count as your Armor spell).
4 19 Earth Storm Green Deal CLd12 Eldritch Earth dmg 40' radius (no save)
4 20 Ele-Resist 4 Tank You get 4 instances of Resist to an Element (any E factor). Can have more than one of these running, but each one is a spell slot.
4 21 Engineering 4 Captain 0 or 1D, 1/t: Ignore a Sharpness or Vorpal effect.
4 22 Gaea’s Balance Green You may transfer SLs & PSPs between your magic & psi pools; use [Q11] type conversion
4 23 Gaea’s Blessing Green Reconstruct up to three effects which were dispelled/twisted within the last turn
4 24 Gaea’s Touch Green +1QM only for Pixie Queen spells
4 25 Harmony of Nature Green 0, 1/s, one of your summoned critters loses & can't use 1P this segment: You gain +1QP
4 26 Haste A4 Chronomancy +4A, +3B, or +2C actions
4 27 Helm/Nav. 4 Captain Roll 1d6+6 for initiative instead of 1d12.
4 28 Living Lands Green Summon CL Treefolk (DL=2), together they occupy 1 summon slot.
4 29 Magical Cloak 4 Tank You get a cloak (AC +CL) +4/+4, that lasts for the entire day, or you can add CL half-plusses to your existing cloak for this day.
4 30 Medic 4 Captain 0, 2 attacks with a weapon: Do 1 attack, if hits, causes 1d3 negative levels (no save)
4 31 Morningtide Summoning 4 Vanguard Summon 7 (choose one of these:) Soldiers, Shamans, Wizards, Warriors, or Rogues of DL=4
4 32 Nature’s Blessing Green +CL distributed among AC/saves/TH/dmg as you like
4 33 Pers.Combat 4 Captain Your summons have "1S: 10*LVL damage (random element) to 1 target." (LVL=your level)
4 34 Prophecy Chronomancy Improved Precognition
4 35 Psionic 4 Captain You are allowed to have 2 of the same familiar or Specialty God pick, they fully stack
4 36 Revive 4 Teneb Revive a DL=4 monster. (You have a Revive slot in addition to your Summon slot.)
4 37 Science 4 Captain You get the opportunity to use an extra action in response to a nasty effect; Resist Time
4 38 Selective Animal Summoning 4 Animal0 Summon a DL=4 Animal, you can pick it off the chart directly.
4 39 Sidekick 4-1 Sidekick 10*CL% PR (PsiR)
4 40 Sidekick 4-2 Sidekick ++1 on to hit and save rolls.
4 41 Sidekick 4-3 Sidekick 0, 1/d: Reset
4 42 Sidekick 4-4 Sidekick Resist all Elements (if you take this and the first level version, you are Double Resist all Elements)
4 43 Sidekick 4-5 Sidekick Immune Incursion
4 44 Sidekick 4-6 Sidekick +CL-7 M actions
4 45 Sidekick 4-7 Sidekick 1M: Dispel a x1 effect. 4M: Dispel a x2 effect.
4 46 Sidekick 4-8 Sidekick Anti-Henchman Shell SL 0-3 (Henchman effects of SL 0-3 cannot be used within 20')
4 47 Sidekick 4-9 Sidekick Immune to a [C] section effect
4 48 Summon Dragon IV Dragon Summons a DL IV Dragon
4 49 Summon Time Elemental Chronomancy Summons a normal (non-special) DL IV Time Elemental
4 50 Tail Dragon Grow a tail, damage is CLd5
4 51 Temporal Push Chronomancy Target is thrown CL+1 rounds into the future (Will save)
4 52 Timeheal Chronomancy Heal (as spell), 5*N% chance of failure, where N is the number of rounds before now the target was at full health
4 53 Weapons 4 Captain 0: Ignore the phrase "Cannot be targetted" for someone.
4 54 Wesley's Temporal Disjunction Chronomancy -1 to #Att, always loses initiative for 1d10+5 days (Spell save)
5 1 Accelerate Animal Growth Chronomancy Age a creature CL months, is at half number of attacks for CL turns (RSW save)
5 2 Animal Grove 5 Animal0 [x1 Special] All Animals in the room get +5 rhp (this cures them that amount when you cast the spell)
5 3 Articus's Devolutionary Warrior Chronomancy Target gets +1d6 Str/Dex/Con and -3d6 Int/Wis/Chr (minimum 1) (Spell save)
5 4 Battlelord 5-1 Battlelord +LVL TH
5 5 Battlelord 5-10 Battlelord +LVL set Con. Hold Con.
5 6 Battlelord 5-2 Battlelord +CL dmg
5 7 Battlelord 5-3 Battlelord +CL AC
5 8 Battlelord 5-4 Battlelord +LVL saves
5 9 Battlelord 5-5 Battlelord +LVL P actions
5 10 Battlelord 5-6 Battlelord +CL*2 max hp
5 11 Battlelord 5-7 Battlelord +CL B actions
5 12 Battlelord 5-8 Battlelord +LVL set Str. Hold Str.
5 13 Battlelord 5-9 Battlelord +LVL set Dex. Hold Dex.
5 14 Big Game Hunter 5-1 Game Hunter +1 IF (Instantaneous F action) which can't be locked down.
5 15 Big Game Hunter 5-2 Game Hunter You may convert 4F actions to 1X action (you may do this as many times as you like, prefixes are kept).
5 16 Big Game Hunter 5-3 Game Hunter 1F, 1/r: Incurse a group (BW save); 1F, 1/r: Annihilate a group (RSW save)
5 17 Big Game Hunter 5-4 Game Hunter 1F+3bF, 1/reset: Incurse (no save, aIR to resist) and Annihilate (no save, aPR to resist) one target
5 18 Big Game Hunter 5-5 Game Hunter 1F, 1/r: Banhammer one spell/effect/ability; this cannot be used in the room. This is a x1 Special.
5 19 Big Game Hunter 5-6 Game Hunter +LVL*3 AC (stacks with the SL=2 ability)
5 20 Brute Green For the next turn, you get: -1M, +1P, -CL Int, +CL Str, -CL saves, +CL dmg; can't drop this
5 21 Call of the Wild Green Summon any real-world animal (your choice), you get CL/DL of them (round up)
5 22 Caster Level Buff The party gets +LVL-4 CL.
5 23 Command 5 Captain Charm spells cannot be used by enemies in the room (x1 Special)
5 24 Create Slipgate Chronomancy Create a temporal gate
5 25 C-Resist 5 Tank You get 5 instances of Resist to a [C] section effect. Can have more than one of these running, but each one is a spell slot.
5 26 Defense 5 Captain Immune Telekinesis
5 27 Doubling Season Green Whenever you summon a creature, you get 2 instead (+1 slot too)
5 28 Dragon Slaying Dragon Your party does x2 damage (of all types) against dragons
5 29 Earth Armor 5 Tank You get Earth Armor, it absorbs 1250 dmg (like an Armor spell, but doesn't count as your Armor spell).
5 30 Ele-Resist 5 Tank You get 5 instances of Resist to an Element (any E factor). Can have more than one of these running, but each one is a spell slot.
5 31 Engineering 5 Captain You can sell items anywhere, divide price by 1d6. You can buy normal items anywhere.
5 32 Force of Nature III Green Summon a Root Elemental: AC 60, hp 180, #Att 3/1, TH +50, dmg 50
5 33 Gaea’s Embrace Green Target gains +3 AC/saves/TH/dmg and Troll-like regen CL hp/r
5 34 Haste A5 Chronomancy +5A, +4B, or +3C actions
5 35 Helm/Nav. 5 Captain You have a 50% chance of taking only half damage from gross effects (like fireballs)
5 36 Immune Dragon Breath Dragon Immune Dragon Breath
5 37 Life Essence Green If target has less than CL*CL current hp, it is cured so it has CL*CL hp
5 38 Magical Cloak 5 Tank You get a cloak (AC +CL) +5/+5, that lasts for the entire day, or you can add CL half-plusses to your existing cloak for this day.
5 39 Medic 5 Captain Grant a person one Captain spell slot you have (any SL).
5 40 Morningtide Summoning 5 Vanguard Summon 6 (choose one of these:) Soldiers, Shamans, Wizards, Warriors, or Rogues of DL=5
5 41 Original Ironskin Tank This is an Ironskin that stops an entire attack sequence, and doesn't leak. (This can be cast on anyone.)
5 42 Peacelord 5-1 Battlelord 1M: A group gets -LVL TH (no save)
5 43 Peacelord 5-10 Battlelord 1M: A group gets -LVL set Con which ignores Sustain Con (no save)
5 44 Peacelord 5-2 Battlelord 1M: A group gets -CL dmg (no save)
5 45 Peacelord 5-3 Battlelord 1M: A group gets -CL AC (no save)
5 46 Peacelord 5-4 Battlelord 1M: A group gets -LVL saves (no save)
5 47 Peacelord 5-5 Battlelord 1M: A group gets -LVL P actions (no save)
5 48 Peacelord 5-6 Battlelord 1M: A group gets -CL*2 current and max hp (no save)
5 49 Peacelord 5-7 Battlelord 1M: A group gets -CL B actions (no save)
5 50 Peacelord 5-8 Battlelord 1M: A group gets -LVL set Str which ignores Sustain Str (no save)
5 51 Peacelord 5-9 Battlelord 1M: A group gets -LVL set Dex which ignores Sustain Dex (no save)
5 52 Pers.Combat 5 Captain 1V, 1/d: Counter an effect that would cause someone to kill themself.
5 53 Polymorph Dragon Armor Dragon Turn a dragon armor into another type (<= gp value)
5 54 Psionic 5 Captain You have two hit point totals, your second hp total is 10, need both to drop before dropping
5 55 Revive 5 Teneb Revive a DL=5 monster. (You have a Revive slot in addition to your Summon slot.)
5 56 Science 5 Captain 1M, 1/d: Research a new spell using the spell research rules (doesn't cost Background Pts.)
5 57 Selective Animal Summoning 5 Animal0 Summon a DL=5 Animal, you can pick it off the chart directly.
5 58 Sidekick 5-1 Sidekick 10*CL% aMR (anti-Magic resistance)
5 59 Sidekick 5-2 Sidekick 10*CL% IR (Innate resistance)
5 60 Sidekick 5-3 Sidekick Pick a spell you have. It costs half the number of actions it normally requires.Y
5 61 Sidekick 5-4 Sidekick Pick a psionic power you have. It costs half the number of actions it normally requires.>
5 62 Sidekick 5-5 Sidekick +1 to number of segments per round (i.e. you get a segment 11)]
5 63 Sidekick 5-6 Sidekick +1 Opp action (remember you can trade 1Opp -> 1F, if Opposing actions aren't useful for you)
5 64 Spell Damage Buff The party gets +LVL-4 dmg per die with damaging spells.
5 65 Summon Dragon V Dragon Summons a DL V Dragon
5 66 Temporal Wall Chronomancy Anyone touching wall is double slowed and Wesley's Temporal Disjunction
5 67 Tempus Fugit Chronomancy Tempus Fugit
5 68 Weapons 5 Captain Roll 1d30-5 or 1d10+5 to hit (your choice; <=1 is auto-miss, >=20 is auto-hit)
6 1 Animal Grove 6 Animal0 [x1 Special] All Animals in the room get +6 rhp (this cures them that amount when you cast the spell)
6 2 Anti-Psi15 Shell Dragon Immune to Psi15 and Psi-15 effects; Resist all Elements/Eelements
6 3 Big Game Hunter 6-1 Game Hunter 1F: As You Are a group (Will save)
6 4 Big Game Hunter 6-2 Game Hunter +LVL*4 AC (stacks with the SL=2 and SL=3 abilities)
6 5 Big Game Hunter 6-3 Game Hunter You and the space you're standing at can't be targetted. "Blindfighting", X-ray vision, and "Seeking" (non-direct) effects cannot be used against you.
6 6 Chr Buff The party gets +LVL-5 Chr.
6 7 Command 6 Captain Wishoid for two SL 1-4 Concordant (x1) spells.
6 8 Con Buff The party gets +LVL-5 Con.
6 9 Conceal Temporal Anomaly Chronomancy Hides an Anomaly and reduces it's effects
6 10 C-Resist 6 Tank You get 6 instances of Resist to a [C] section effect. Can have more than one of these running, but each one is a spell slot.
6 11 Defense 6 Captain Your shields (items) protect you all-around (this lets you effectively wear a shield on the back).
6 12 Desert Twister Green Destroy something (PP save, like a Disintegrate spell)
6 13 Dex Buff The party gets +LVL-5 Dex.
6 14 Drolem Dragon Raise a dead dragon as a DL=Age/2+4 Drolem (Undead Golem), +1 Revive slot
6 15 Earth Armor 6 Tank You get Earth Armor, it absorbs 2160 dmg (like an Armor spell, but doesn't count as your Armor spell).
6 16 Ele-Resist 6 Tank You get 6 instances of Resist to an Element (any E factor). Can have more than one of these running, but each one is a spell slot.
6 17 Engineering 6 Captain 1N, 1/reset: Retroactively buy a magic item from the magic shop.
6 18 Gaea’s Herald Green When your summoned creatures go below -10 hp, they don't disappear (you can cure)
6 19 Gravity Sphere Dragon No one can fly or levitate in the area (x1 Special) (fliers in room take falling dmg when cast)
6 20 Haste A6 Chronomancy +6A, +5B, or +4C actions
6 21 Helm/Nav. 6 Captain Immune Boulders, Gas, Space-Time Discontinuities
6 22 Int Buff The party gets +LVL-5 Int.
6 23 Magic Manager Chronomancy May use 2M /s for casting spells, after spell ends (in CL/2 rounds), you must rest for 2 rounds
6 24 Magical Cloak 6 Tank You get a cloak (AC +CL) +6/+6, that lasts for the entire day, or you can add CL half-plusses to your existing cloak for this day.
6 25 Medic 6 Captain 0, 1/d: Mass Heal
6 26 Morningtide Summoning 6 Vanguard Summon 5 (choose one of these:) Soldiers, Shamans, Wizards, Warriors, or Rogues of DL=6
6 27 Nature’s Cloak Green +CL*10 Rogue points; Any Level=CL/2 (or less) Rogue pick
6 28 Paradox Chronomancy Duplicate a Wizard spell of SL 0-5 or a Priest spell of SL 0-4.
6 29 Pers.Combat 6 Captain 0, 1/t: Set a trap that does 35 damage to a group if anyone tries to enter or leave
6 30 Psionic 6 Captain Immune to the weird psionic effects of the T'kan Energy Barrier
6 31 Revive 6 Teneb Revive a DL=6 monster. (You have a Revive slot in addition to your Summon slot.)
6 32 Science 6 Captain Considered 1 multiplier higher with one specific effect (by name)
6 33 Selective Animal Summoning 6 Animal0 Summon a DL=6 Animal, you can pick it off the chart directly.
6 34 Sidekick 6-1 Sidekick 10*CL% ER (Effects resistance)
6 35 Sidekick 6-2 Sidekick +CL-19 Q0 (Infinitely Quick Zero) actions, one of them can be saved to use on opponent's half of segment
6 36 Sidekick 6-3 Sidekick Pick an action type. You are immune to actions of that type being locked down.
6 37 Str Buff The party gets +LVL-5 Str.
6 38 Summon Dragon VI Dragon Summons a DL VI Dragon
6 39 Tempus Lawfulness Chronomancy Fixes temporal anomolies in area
6 40 Unaging Chronomancy You do not age this day (Duration 1 day)
6 41 Urza's Armor Armorer Take -10 dmg from each spell, psionic effect, or physical attack.
6 42 Weapons 6 Captain You are allowed to backstab a target twice, backstabbing costs ½0 action to use.
6 43 Wis Buff The party gets +LVL-5 Wis.
7 1 Animal Grove 7 Animal0 [x1 Special] All Animals in the room get +7 rhp (this cures them that amount when you cast the spell)
7 2 Commune with Time of Legends Chronomancy Commune with Time of Legends
7 3 C-Resist 7 Tank You get 7 instances of Resist to a [C] section effect. Can have more than one of these running, but each one is a spell slot.
7 4 Dragonskin Dragon Get 8+CL/3 Dragonskins, each Dragonskin ignores a limb's worth of attacks (no leak)
7 5 Earth Armor 7 Tank You get Earth Armor, it absorbs 3430 dmg (like an Armor spell, but doesn't count as your Armor spell).
7 6 Ele-Resist 7 Tank You get 7 instances of Resist to an Element (any E factor). Can have more than one of these running, but each one is a spell slot.
7 7 Force of Nature IV Green Summon a Thicket Elemental: AC 80, hp 320, #Att 4/1, TH +70, dmg 70
7 8 Harm Dragon Dragon This is a Harm that actually works on Dragons (puts a dragon to 1 hp, no halving of hp)
7 9 Haste A7 Chronomancy +7A, +6B, or +5C actions
7 10 Immune Breath Weapons Dragon Immune Breath Weapons (even non-dragon)
7 11 Incurse Chronomancy Target being or object is Rewritten out of time (i.e. Incursed) (RSW save)
7 12 Magical Cloak 7 Tank You get a cloak (AC +CL) +7/+7, that lasts for the entire day, or you can add CL half-plusses to your existing cloak for this day.
7 13 Morningtide Summoning 7 Vanguard Summon 4 (choose one of these:) Soldiers, Shamans, Wizards, Warriors, or Rogues of DL=7
7 14 Nature’s Wrath Green Turn all undead/outer-planar creatures within 80' (no turn roll, instead make Will saves)
7 15 One with Nature Green For every 10 points of damage you deal in unarmed combat, add 1 SL to your memorization
7 16 Revive 7 Teneb Revive a DL=7 monster. (You have a Revive slot in addition to your Summon slot.)
7 17 Sands of Time Chronomancy Reverse the effect of time on objects.
7 18 Seeds of Life Green 1 sq. mile area is restored, CL trees grow instantly, removes Defiled status
7 19 Selective Animal Summoning 7 Animal0 Summon a DL=7 Animal, you can pick it off the chart directly.
7 20 Summon Dragon VII Dragon Summons a DL VII Dragon
7 21 Temporal Eye Chronomancy Can scry into other times at this location
7 22 Tooth and Nail Green Summon DL VII, can pick type, or can pick creature within type
7 23 True Saves Buff The party gets ++LVL-6 saves.
7 24 True To Hit Buff The party gets ++LVL-6 to hit.
7 25 Wesley's Delayed Damage Chronomancy Whenever you take damage, you take only half, the rest is delayed until the spell ends (in 10+1d10 rounds)
8 1 Accelerate Lifeline Chronomancy Target ages CL years (Spell save)
8 2 Animal Grove 8 Animal0 [x1 Special] All Animals in the room get +8 rhp (this cures them that amount when you cast the spell)
8 3 Biorhythm Green Each person in a group's current hp = (Number of summons)*10
8 4 C-Resist 8 Tank You get 8 instances of Resist to a [C] section effect. Can have more than one of these running, but each one is a spell slot.
8 5 Dragonlancing Dragon Add you or your mount's current hp (if it's a dragon) to your melee dmg
8 6 Dual Nature Green Whenever you summon or create creatures, you get twice as many of them
8 7 Earth Armor 8 Tank You get Earth Armor, it absorbs 5120 dmg (like an Armor spell, but doesn't count as your Armor spell).
8 8 Ele-Resist 8 Tank You get 8 instances of Resist to an Element (any E factor). Can have more than one of these running, but each one is a spell slot.
8 9 Force of Nature V Green Summon a Fungus Elemental: AC 100, hp 500, #Att 5/1, TH +90, dmg 90
8 10 Gaea’s Avenger Green Immune to x5 and lower artifact effects that you (or your party) do not control
8 11 Haste A8 Chronomancy +8A, +7B, or +6C actions
8 12 Item Supercharger Chronomancy A magic item can be used twice as often (per turn or day) or it's effects has twice duration
8 13 Lernaean Dragon Choose one of your limbs (or your head), it is Lernaean
8 14 Magical Cloak 8 Tank You get a cloak (AC +CL) +8/+8, that lasts for the entire day, or you can add CL half-plusses to your existing cloak for this day.
8 15 Morningtide Summoning 8 Vanguard Summon 3 (choose one of these:) Soldiers, Shamans, Wizards, Warriors, or Rogues of DL=8
8 16 Protection from Time Chronomancy Immune to and can't use temporal effects
8 17 Revive 8 Teneb Revive a DL=8 monster. (You have a Revive slot in addition to your Summon slot.)
8 18 Selective Animal Summoning 8 Animal0 Summon a DL=8 Animal, you can pick it off the chart directly.
8 19 Shapechange Dragon Dragon You Shapechange into a dragon (or) Shapechange Other on a dragon
8 20 Summon Dragon VIII Dragon Summons a DL VIII Dragon
8 21 Summon Rhp Buff The party's summons get +CL-7 rhp.
8 22 Time/Reality Stability Chronomancy Time/Reality Stability (duration 1 day), reverse removes it (Spell save)
8 23 Timereaver Chronomancy Time Travel Other +/- 5*CL years (Spell save)
9 1 Animal Grove 9 Animal0 [x1 Special] All Animals in the room get +9 rhp (this cures them that amount when you cast the spell)
9 2 Battlelord 9-1 Battlelord +1 iTH with one attack per P action, if your Battlelord level is at least 6 (24 wishes if non-Battlelord)
9 3 Battlelord 9-2 Battlelord +1 idmg with one attack per P action, if your Battlelord level is at least 4 (16 wishes if non-Battlelord)
9 4 Battlelord 9-3 Battlelord +LVL to CL for 4th level Warlord spells
9 5 Battlelord 9-4 Battlelord +CL% iBR (irreducible BlahR = iRMPIR)
9 6 Battlelord 9-5 Battlelord +LVL M actions
9 7 Battlelord 9-6 Battlelord +1 max ihp, if your Battlelord is at least 5 (20 wishes if non-Battlelord)
9 8 Battlelord 9-7 Battlelord +CL C actions
9 9 Child of Gaea Green Target becomes Int=3, Wis=3, Chr=3, CL=0 (no save) for CL days
9 10 Control Dragon Dragon *Charm* (Subdue) a Dragon (no save, use CR at 1/10 rating, no MR)
9 11 C-Resist 9 Tank You get 9 instances of Resist to a [C] section effect. Can have more than one of these running, but each one is a spell slot.
9 12 Dragoncasting Dragon Add you or your mount's current hp (if it's a dragon) to your damaging spell effects
9 13 Earth Armor 9 Tank You get Earth Armor, it absorbs 7290 dmg (like an Armor spell, but doesn't count as your Armor spell).
9 14 Ele-Resist 9 Tank You get 9 instances of Resist to an Element (any E factor). Can have more than one of these running, but each one is a spell slot.
9 15 Everhome Green Your home plane is every plane; when this effect ends, your home plane = current plane
9 16 Force of Nature VI Green Summon a Thorn Elemental: AC 120, hp 720, #Att 6/1, TH +110, dmg 110
9 17 Gaea’s Liege Green Your max hp is CL^3 (and/or) Your TH bonus is +CL^2 (no other adj. can be added)
9 18 Haste A9 Chronomancy +9A, +8B, or +7C actions
9 19 Immune Area Innates Dragon Immune to area Innate abilities unless directly targetted
9 20 Immuner Buff The party gets +LVL-8 immunities to [C] section effects (as per Immuner).
9 21 Magical Cloak 9 Tank You get a cloak (AC +CL) +9/+9, that lasts for the entire day, or you can add CL half-plusses to your existing cloak for this day.
9 22 Major Paradox Chronomancy Wish (as spell)
9 23 Memorization Buff The party gets +LVL-8 SL's in memorization.
9 24 Morningtide Summoning 9 Vanguard Summon 2 (choose one of these:) Soldiers, Shamans, Wizards, Warriors, or Rogues of DL=9
9 25 Peacelord 9-1 Battlelord 1M: A group gets -1 iTH with their next attack (no save)
9 26 Peacelord 9-2 Battlelord 1M: A group gets -1 idmg with their next attack (no save)
9 27 Peacelord 9-3 Battlelord +LVL to CL for 4th level Peacemonger spells
9 28 Peacelord 9-4 Battlelord 1M: A group gets -CL% iBR (irreducible BlahR = iRMPIR) (no save)
9 29 Peacelord 9-5 Battlelord 1M: A group gets -LVL M actions (no save)
9 30 Peacelord 9-6 Battlelord 1M: A group gets -1 max ihp or -1 max+current ihp if they have at least 1 ihp (no save)
9 31 Peacelord 9-7 Battlelord 1M: A group gets -CL C actions (no save)
9 32 Revive 9 Teneb Revive a DL=9 monster. (You have a Revive slot in addition to your Summon slot.)
9 33 Selective Animal Summoning 9 Animal0 Summon a DL=9 Animal, you can pick it off the chart directly.
9 34 Sever Lifeline Chronomancy You do not have or require a silver cord. Immune to aging.
9 35 Summon Dragon IX Dragon Summons a DL IX Dragon
9 36 Temporal Shell Chronomancy Immune time
9 37 Temporal Stasis Chronomancy The flow of time stops for the subject, he ceases to grow older, he is in suspended animation. The reverse can free the creature.
9 38 Time Stop Chronomancy Stops time for 1d4 rounds
10 1 Anti-Dragon Shell Dragon Hedges out all Dragons in your group; Immune to all Dragon damage and effects
10 2 Dispel Innates Zone Dragon Creates a DIZ (Dispel Innates Zone) (x1 Special)
10 3 Dragon of Tyr Dragon 2F actions to cast, 1/d: Duplicate a 1st level Dragon of Tyr2 spell
10 4 Summon Dragon X Dragon Summons a DL X Dragon
10 5 Wear Locations Buff The party gets +LVL-9 wear locations (as per the Mini class).
12 1 Command 12 Captain Can lie even under Detect Lie / Truthear / Ring of Truth; 1M: Force someone to roll a (100-Wis)% chance they will believe what you say, no matter how outrageous.
12 2 Defense 12 Captain 0, 1/t: One of your BlahR's can be used as another BlahR type, you can't use X or G, but any number of a's in front are allowed.
12 3 Engineering 12 Captain Resist damage, Resist all [C] section effects, Resist beneficial healing effects (can't choose to "not use" this resistance, you can drop this entire effect with 1F action)
12 4 Helm/Nav. 12 Captain ¼V: Move from one group to another group within LVL feet
12 5 Medic 12 Captain 0, 1/r: Cureall
12 6 Pers.Combat 12 Captain 1M, 1/d: Call a level=LVL/2 Beast Rider mount for yourself.
12 7 Psionic 12 Captain 1M: Clairvoyance+Clairaudience+Clairnasience, same plane, doesn't cause "ears burning"
12 8 Science 12 Captain You can physically attack even while under Sanctuary / Pro. Evil / Astral Projection / etc., the effect doesn't "see" that you attacked (and isn't reduced)
12 9 Sidekick 12-1 Sidekick 10*(Hero level)% uIR (unadjustable InnateR, does shift, can't be lowered/halved)
12 10 Sidekick 12-10 Sidekick All Rogue Abilities at 10*(Hero level)%
12 11 Sidekick 12-11 Sidekick Can combine Martial Arts & Specialization
12 12 Sidekick 12-12 Sidekick +(Hero level) to all stats
12 13 Sidekick 12-13 Sidekick Immune ego domination
12 14 Sidekick 12-14 Sidekick Duplicate a Level: ability of a non-Concordant class
12 15 Sidekick 12-15 Sidekick Free wild talent in Psi72, PPs=200*(Hero level)
12 16 Sidekick 12-2 Sidekick +50% XP in one non-Concordant class
12 17 Sidekick 12-3 Sidekick Immune to Inner Elements
12 18 Sidekick 12-4 Sidekick Immune to Hold/Stun/Para/Summ.Sickness
12 19 Sidekick 12-5 Sidekick Immune to Action/Memory/Other Stealing
12 20 Sidekick 12-6 Sidekick +(Hero level) QV actions
12 21 Sidekick 12-7 Sidekick +2*(Hero level) all non-Concordant memorization charts
12 22 Sidekick 12-8 Sidekick Psi1 has no limit of 1 attack/r, Psi2 has double points, auto Power Score
12 23 Sidekick 12-9 Sidekick Avoid Fate @ x6 multiplier, (Hero level)/d
12 24 Weapons 12 Captain Ignore WR, iWR, aWR, iaWR, +needed to hit, DR, iDR, displacement, planar displacement, pro. weapons, immunity to matter, skins of all types, inertial barrier
13 1 Battlelord 13-1 Battlelord +WCL QV actions (infinitely quick V actions) (this is an obvious spell that can be downgraded from a 4th or wished for)
13 2 Peacelord 13-1 Battlelord 1M: A group gets -PCL QV actions (infinitely quick V actions)
15 1 Battlelord 15-1 Battlelord +WL iTH
15 2 Battlelord 15-10 Battlelord +25*WCL set Con. Hold Con.
15 3 Battlelord 15-2 Battlelord +WCL idmg
15 4 Battlelord 15-3 Battlelord +WCL iAC
15 5 Battlelord 15-4 Battlelord +WL isaves
15 6 Battlelord 15-5 Battlelord +WCL QP actions (infinitely quick P actions)
15 7 Battlelord 15-6 Battlelord +WCL ihp
15 8 Battlelord 15-7 Battlelord +WL X actions
15 9 Battlelord 15-8 Battlelord +25*WCL set Str. Hold Str.
15 10 Battlelord 15-9 Battlelord +25*WCL set Dex. Hold Dex.
15 11 Peacelord 15-1 Battlelord 1M: A group gets -PL iTH
15 12 Peacelord 15-10 Battlelord 1M: A group gets -25*PCL set Con that ignores Sustain Con
15 13 Peacelord 15-2 Battlelord 1M: A group gets -PCL idmg
15 14 Peacelord 15-3 Battlelord 1M: A group gets -PCL iAC
15 15 Peacelord 15-4 Battlelord 1M: A group gets -PL isaves
15 16 Peacelord 15-5 Battlelord 1M: A group gets -PCL QP actions (infinitely quick P actions)
15 17 Peacelord 15-6 Battlelord 1M: A group gets -PCL ihp
15 18 Peacelord 15-7 Battlelord 1M: A group gets -PL X actions
15 19 Peacelord 15-8 Battlelord 1M: A group gets -25*PCL set Str that ignores Sustain Str
15 20 Peacelord 15-9 Battlelord 1M: A group gets -25*PCL set Dex that ignores Sustain Dex
24 1 Big Game Hunter 24-1 Game Hunter +DCL QQQQQQX Actions. All actions other than X, G, Z, and I (and their variants) are locked down. The DM may determine that some campaign-specific unique specialty actions may be immune to this.
24 2 Big Game Hunter 24-2 Game Hunter Your effects do not drop if you are dropped. Your effects are not removed from the stack if you are killed/removed before the stack ends.
24 3 Big Game Hunter 24-3 Game Hunter All x1 (and x0 if you desire) beings who see you are Capital S Slain (GR to resist). "Blindfighting" cannot be used against you.
24 4 Big Game Hunter 24-4 Game Hunter 1G: Capital S Slay (as the ability above this one on this list). Affects any number of x1 and x0 creatures (up to DCL groups), or DCL x2 creatures, or a single x3 (or above) creature.
24 5 Big Game Hunter 24-5 Game Hunter 1G: Select DCL groups of creatures. Each gets "Sporacled" (Takes a random [C] section effect, they are affected by it). MSave and GR to resist.
24 6 Big Game Hunter 24-6 Game Hunter 1N: Counter a x0 effect. 1Z: Counter a x1 effect. 1X: Counter a x2 effect. 1G: Counter a x3 effect.
24 7 Big Game Hunter 24-7 Game Hunter -DCL*25 to Str, Dex, Con, Int, Wis, and Chr 60' r (no resistance except "Hold Stats" abilities). Has a "Hole in the Middle".
24 8 Big Game Hunter 24-8 Game Hunter Immune to all x1 and x0 effects. Resist and get a PSave vs. x2 effects.
24 9 Big Game Hunter 24-9 Game Hunter |AC| 20+DCL (absolute AC 20+DCL). People need a natural 20+DCL to hit you, no natural roll less than 20+DCL will hit you (regardless of TH bonus). ++'s to hit and Lady's Smile does work against this ability. Luck and other die-setting effects do not.