Class
| #
| Spell
|
Accomplice
| 1
| 10*CL% iaIR
| Accomplice
| 2
| +10% XP in Accomplice, if this is your only class (if you are single classed and getting x2 XP, you'll get x2.1 XP now)
| Accomplice
| 3
| 1M: LVLd6 dmg, E=1 element, one target, no save
|
Accomplice
| 4
| 1M: Target is paralyzed (PPD save)
| Accomplice
| 5
| 1M: Steal an action or memory (Will save)
| Accomplice
| 6
| +CL/2 QV actions
|
Accomplice
| 7
| +LVL SL's in one spell progression (Wizard or Priest)
| Accomplice
| 8
| +2 CL with psionics
| Accomplice
| 9
| +1 Str, Dex, Con, Int, Wis, and Chr
|
Baron
| 10
| Ashes: Half of your weapon dmg is vile dmg (perm hp)
| Baron
| 11
| Darkbolt: Target takes CLd4 darkness dmg (no save) and stun 1 segment (Para save)
| Baron
| 12
| Detect Demons: Detect Evil Outer (reverse is Good)
|
Baron
| 13
| Dismiss Minion: Dismiss an Evil Outer of DL=(LVL+1)/2 or less (no save) (reverse is Good)
| Baron
| 14
| Drain Life: Target takes N unholy negative vile grave dmg (no save); gain N hp (can go above max)
| Baron
| 15
| Immunity I: Immune to poison, non-silver weapons
|
Baron
| 16
| Intimidate: Fear a group (Will save)
| Baron
| 17
| Larva Life: Mouth's bP: Consume 1 larva to Cureall (incl. DPPs)
| Baron
| 18
| Lesser Invocation: Use an innate ability of an Evil Outer you've summoned
|
Baron
| 19
| Minor Personal Ward: Evil Outer cannot attack you unless you're offensive (reverse is Good)
| Baron
| 20
| Protection from Demons: Immune to Evil Outer innates (reverse is Good)
| Baron
| 21
| Summon Minion: Summons a DL II Evil Outer
|
Baron
| 22
| Taint / Dispel Taint: Curse (no save, IR), DM rolls in [C] section for effect
| Captain (SFB)
| 23
| Command: Can identify and operate any TechL=LVL or lower technological device.
| Captain (SFB)
| 24
| Defense: Can interpose self in front of any and everyone in your group, you take double damage though
|
Captain (SFB)
| 25
| Engineering: Your items that use charges use only half the number of charges (retain fractions)
| Captain (SFB)
| 26
| Helm/Nav.: 0, while moving: Leave a group without generating any parting shots.
| Captain (SFB)
| 27
| Medic: 1P, 1/d: Deal 1 idmg to a target with at least 1 max ihp (his current hp total can be lower)
|
Captain (SFB)
| 28
| Pers.Combat: Your summons gain XP (possibly levels) in the dungeon.
| Captain (SFB)
| 29
| Psionic: 1M, 1/t: Target charmed creature is a friend and will not betray you, don't need the charm effect.
| Captain (SFB)
| 30
| Science: Eidetic Memory, can "download" your thoughts/memories to computers
|
Captain (SFB)
| 31
| Weapons: No range penalties; Can shoot bows in your group without penalty
| Fallen Angel5
| 32
| Cause Fear: One creature of 5 HD or less flees for 1d4 rounds.
| Fallen Angel5
| 33
| Disguise Self: Changes your appearance.
|
Fallen Angel5
| 34
| Inflict Light Wounds: Touch deals 1d8 damage +1/level (max +5).
| Fallen Angel5
| 35
| Obscuring Mist: Fog surrounds you.
| Fallen Angel5
| 36
| Protection from Good: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
|
Fallen Angel5
| 37
| Shield of Faith: Aura grants +2 or higher deflection bonus.
| Giant Robot8
| 38
| 1P, LVL/d: Create (LVL+1)/2 MINIATURE GIANT ROBOTS, which are DL=(LVL+1)/2 Golems (treat as a summon)
| Giant Robot8
| 39
| MPIRR 5*LVL%
|
Giant Robot8
| 40
| +10% XP in Giant Robot8, if this is your only class (if you are single classed and getting x2 XP, you'll get x2.1 XP now)
| Giant Robot8
| 41
| Resist all Elements
| Giant Robot8
| 42
| Resist Hold/Stun/Para. (you become -5 / -25% on all actions if "half" stunned/held/paralyzed)
|
Giant Robot8
| 43
| Resist Action/Memory/Ability Stealing
| Henchman
| 44
| 1P, 1/d: Create a MINIATURE GIANT ROBOT, a DL (CL+3)/2 Golem or Technological monster (treat as a summon)
| Henchman
| 45
| 0, 1/d: You MYSTERIOUSLY ESCAPE (even past all barriers) from enemies, one of the enemies must be a Hero or Sidekick.
|
Henchman
| 46
| 1M: Monster Summoning (CL+1)/2
| Henchman
| 47
| You adjust all BlahR by -5*level%
| Henchman
| 48
| +10% XP in Henchman, if this is your only class (if you are single classed and getting x2 XP, you'll get x2.1 XP now)
|
Henchman
| 49
| You ignore one level of Resist Elements on other people (Immune -> Double Resist, Double Resist -> Resist, Resist -> nothing)
| Henchman
| 50
| You ignore one level of Resist Hold/Stun/Para. on other people
| Henchman
| 51
| You ignore one level of Resist Action/Memory/Other Stealing on other people
|
Henchman
| 52
| 1V, 1/r: Choose one creature. He cannot use any V actions on his next segment.
| Henchman
| 53
| 1bM: Counter an Avoid Fate or Energy Control (Psi1/Psi2)
| Henchman
| 54
| 1bF: Counter a counterspell effect.
|
Henchman
| 55
| You can have two summons (same group).
| Myth
| 56
| All your effects with saves require two saves (pick worst result)
| Myth
| 57
| Can use 3V /s instead of standard actions per segment
|
Myth
| 58
| 1M, 1/d: Cast 3rd lvl Wiz or 1st lvl Pri spell (does not Twilight you)
| Myth
| 59
| Your Personality score = Con+Int+Wis+Chr+Level.
| Myth
| 60
| Immune to Coup de grace and Mind Reading / ESP
|
Myth
| 61
| 1P: Lower all x0 and x1 effects on you and 1 target in your group
| Myth
| 62
| +1 V action
| Myth
| 63
| Immune to Rainbow Silver effect
|
Myth
| 64
| 0, LVL/d: One target gets -10*LVL% MR, PR, IR, or RR
| ProtoDracoLich
| 65
| 1M, 1/r: Any 0th level Warrior or Monster spell
| ProtoDracoLich
| 66
| 5*LVL% iWaWR
|
ProtoDracoLich
| 67
| +LVL V actions, or +LVL P actions that can be used only for unarmed attacks
| ProtoDracoLich
| 68
| Your claw damage is CLd4
| ProtoDracoLich
| 69
| 1M: Summon 1 DL I Dragon or 6 DL 0 Undead
|
ProtoDracoLich
| 70
| Immunity to disease
| ProtoDracoLich
| 71
| Fear aura (anyone who enters your group) (Will save)
| ProtoDracoLich
| 72
| Natural AT source = +CL*2
|
ProtoDracoLich
| 73
| Breath weapon: 3/d or 1/3r. Choose a normal (E=1) element. Dmg = 50% of current hp total. (save:½)
| SemiDivine3
| 74
| Combat Defense: -2 TH; +CL AC
| SemiDivine3
| 75
| Finesse: Use your dexterity bonus for damage instead of strength
|
SemiDivine3
| 76
| Improve Crit Multiplier: +2 critical multiplier
| SemiDivine3
| 77
| Improve Crit Range: +2 critical threat range
| SemiDivine3
| 78
| Metamagic Capacity: Pick a spell you know. Get +1 SL effect or free material componenting this day.
|
SemiDivine3
| 79
| Resist Fall: Resist falling and TK damage
| SemiDivine3
| 80
| Star Miracle: 1M, 1/reset: Duplicate a SL 0-1 Priest or Wizard effect
| SemiDivine3
| 81
| Toughness: +CL max hp
|
SemiDivine3
| 82
| Weapon Resistance: You resist the first successful blow dealt from a weapon
| Sidekick
| 83
| 10*CL% IR (Innate resistance)
| Sidekick
| 84
| +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)
|
Sidekick
| 85
| Resist all Elements
| Sidekick
| 86
| Resist Hold, Stun, Paralyzation, Summ. Sickness (two of these effects must affect you in order for it to work)
| Sidekick
| 87
| Resist Action/Memory/Other Stealing (take half effect, if that's meaningless, you are immune unless you are hit by 2 of them)
|
Sidekick
| 88
| +CL V actions
| Sidekick
| 89
| +1 CL in one class
| Sidekick
| 90
| x1.5 max PSPs in one psionic frequency
|
Sidekick
| 91
| 0, 1/d: Avoid Fate @ x5 multiplier, you cannot act for 1 round afterwards
| Sidekick
| 92
| Pick a Level 1 Rogue Ability, you have 10*LVL points in it
| Sidekick
| 93
| Can combine Martial Arts & Specialization
|
Sidekick
| 94
| +LVL to one ability score
| Sidekick
| 95
| xLVL Personality score (for Ego checks)
| Sidekick
| 96
| Duplicate a "Level 1:" ability of a Warrior class
|
Sidekick
| 97
| Free wild talent in Psi72
| Warden
| 98
| Chaos SL=1: You cast chaos spells at +1 caster level.
| Warden
| 99
| Charity SL=1: You cast magical boons upon others at +2 caster level.
|
Warden
| 100
| Community SL=1: Use calm emotions as a spell-like ability 1/day.
| Warden
| 101
| Darkness SL=1: You gain blind-fight as a bonus feat.
| Warden
| 102
| Death SL=1: You cast necromancy spells at +1 caster level.
|
Warden
| 103
| Destruction SL=1: You can make one smite attempt/day, gaining a +4 bonus on TH and a damage bonus equal to your level.
| Warden
| 104
| Disease SL=1: You cast necromancy spells at +1 caster level.
| Warden
| 105
| Elf SL=1: You gain point blank shot as a bonus feat.
|
Warden
| 106
| Entropy SL=1: You cast necromancy spells at +1 caster level.
| Warden
| 107
| Evil SL=1: You cast evil spells at +1 caster level.
| Warden
| 108
| Fear SL=1: You cast necromancy spells at +1 caster level.
|
Warden
| 109
| Fertility SL=1: You automatically know when a baby is due. You cast conjuration spells at +1 caster level.
| Warden
| 110
| Fire SL=1: Similar to a stone tell spell except that it works with fire. Turn or destroy water creatures. Rebuke, command or bolster fire creatures.
| Warden
| 111
| Good SL=1: You cast good spells at +1 caster level.
|
Warden
| 112
| Healing SL=1: You cast healing spells at +1 caster level.
| Warden
| 113
| Knowledge SL=1: +LVL Knowledge proficiencies. You cast divination spells at +1 caster level.
| Warden
| 114
| Labour SL=1: You gain a +10 bonus to Endurance skill checks (+10 Con checks).
|
Warden
| 115
| Law SL=1: You cast law spells at +1 caster level.
| Warden
| 116
| Love SL=1: You cast enchantment spells at +1 caster level.
| Warden
| 117
| Luck SL=1: You gain a +1 luck bonus on all saving throws.
|
Warden
| 118
| Madness SL=1: You cast enchantment spells at +1 caster level.
| Warden
| 119
| Magic SL=1: Use scrolls as a wizard at one half your cleric level.
| Warden
| 120
| Metalworking SL=1: Divide the cost of unusual materials by CL.
|
Warden
| 121
| Moon SL=1: You can turn or destroy lycanthropes.
| Warden
| 122
| Mountain SL=1: You can turn or destroy air creatures. Rebuke, command or bolster earth creatures.
| Warden
| 123
| Music SL=1: Communicate with songbirds (or sonic based creatures) and learn what they know. You cast sound-based spells at +1 caster level.
|
Warden
| 124
| Nature SL=1: You can rebuke or command plant creatures as an evil cleric destroys undead.
| Warden
| 125
| Peace SL=1: You gain a +2 Charisma bonus.
| Warden
| 126
| Revenge SL=1: 1D: Cast a priest spell against an enemy.
|
Warden
| 127
| Science SL=1: You gain a +2 bonus to Intelligence.
| Warden
| 128
| Sea SL=1: You can turn or destroy fire creatures. Rebuke, command or bolster sea creatures.
| Warden
| 129
| Secrets SL=1: Add Bluff, Disguise and Hide to your list of cleric class skills.
|
Warden
| 130
| Skill SL=1: You gain a +2 bonus to Dexterity.
| Warden
| 131
| Sky SL=1: Turn or destroy earth creatures as a good cleric turns undead. Rebuke, command or bolster air creatures.
| Warden
| 132
| Stoicism SL=1: You gain a +2 bonus to Constitution.
|
Warden
| 133
| Strength SL=1: You gain a +2 bonus to Strength.
| Warden
| 134
| Sun SL=1: Once per day, you can perform a greater turning against undead. Undead creatures that would be turned are instead destroyed.
| Warden
| 135
| Sword SL=1: Free Martial Weapon Proficiency and Weapon Focus for any type of sword.
|
Warden
| 136
| Thievery SL=1: Add Bluff, Disguise and Hide to your list of cleric class skills.
| Warden
| 137
| Thunder SL=1: Turn or destroy cold creatures as a good cleric turns undead. Rebuke, command or bolster air creatures.
| Warden
| 138
| Time SL=1: You act as if hasted for a number of rounds per day equal to your cleric level.
|
Warden
| 139
| Travel SL=1: Increase movement by 3". Add survival to your list of cleric class skills.
| Warden
| 140
| War SL=1: Free martial weapon proficiency and weapon focus with the deity's favored weapon.
| Warden
| 141
| Wealth SL=1: You cast conjuration spells at +1 caster level.
|
Warden
| 142
| Winter SL=1: You can turn or destroy fire creatures. Rebuke, command or bolster cold creatures.
| Warden
| 143
| Wisdom SL=1: You gain a +2 Wisdom bonus.
|
|