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Druid

Druids are divine spellcasters who receive their spells from nature, not the gods. They strive to live in harmony with the natural world, and hate anything that is not part of the natural cycle, especially aberrations and undead creatures. As they gain experience, they learn to take the shapes of animals and eventually of more powerful creatures. The strict oaths taken by every druid prohibit using weapons and armor outside their tradition.

**Note:** You can find more information on the roleplay aspects of this class on our forums by clicking here.

**WARNING:** To cast a spell, a druid must have a Wisdom score of 10 + the spell's level. For example, to cast a 9th-level spell, a druid must have a Wisdom of 19.

- **Alignment Restrictions:** Must be neutral good, lawful neutral, true neutral, chaotic neutral, or neutral evil.
- **Base Attack Bonus:** +3 / 4 Levels.
- **Hit Die:** d8.
- **Primary Saving Throws:** Fortitude, Will.
- **Proficiencies:** Proficient with druidic weapons, as well as light and medium armor and shields, but prohibited from wearing metal armor, or carrying metal shields.
- **Skill Points (\*4 at 1st level):** 4 + Int Modifier.
- **Spellcasting:** Druid Spells. Divine (Wisdom-based, armor-related chance of spell failure is ignored).
- **Ex-Druids:** A druid who is no longer neutral loses all spells and druid abilities and cannot gain levels until they become neutral again. A druid who wears metal in their armor, helmet, boots, bracers, gauntlets or gloves slot, or carries a metal shield, temporarily loses all druid spells and abilities until they have unequipped the prohibited equipment and rested.

**Class Skills:** Animal Empathy, Concentration, Heal, Influence, Listen, Lore, Parry, Spellcraft, Spot.
**Unavailable Skills:** Use Magic Device.

**Level**
1: Animal Companion - Summon an animal ally.
Nature Sense - +2 attack bonus when fighting in wilderness areas.
2: Woodland Stride - Immunity to Grease, Web, and Entangle spells.
3: Trackless Step - +4 skill bonus to Hide and Move Silently in wilderness areas.
4: Resist Nature's Lure - +2 bonus on saving throws vs. fear.
5: Wild Shape (1x/day) - Polymorph into an animal.
Wild Shape (non-aggressive)
6: Wild Shape (2x/day).
7: Wild Shape (3x/day).
9: Venom Immunity - Immune to poison.
10: Wild Shape (4x/day).
12: Dire Wild Shape - Polymorph into a dire animal.
14: Wild Shape (5x/day).
16: Elemental Shape (1x/day) - Polymorph into an elemental.
17: Elemental Shape (2x/day).
18: Wild Shape (6x/day).
19: Elemental Shape (3x/day).
20: Elder Elemental Shape - Polymorph into an elder elemental.

**Spell Progression:**

*Bonus spell slots come from items and high wisdom.*
Circle of Death

**Circle of Death**

Spell Level: Wizard / Sorcerer 6; Warmage 6

Innate Level: 6

School: Necromancy

Descriptor: Death

Component: Verbal, Somatic

Range: Medium

Area of Effect / Target: Large

Duration: Instant

Additional Counter Spells:

Save: Fortitude Negates

Spell Resistance: Yes

A wave of negative energy bursts from the target location.
Creatures in the area with 8 Hit Dice or less must make a Fortitude save or
die.
Longstrider

**Longstrider**

Spell Level: Druid 1; Ranger 1; Voodan 1

Innate Level: 1

School: Transmutation

Descriptor:

Component: Verbal, Somatic

Range: Short

Area of Effect / Target: Single

Duration: 1 Hour + 1 Turn / Level

Additional Counter Spells:

Save: None

Spell Resistance: No

This spell increases the target creature's movement speed by
15%.
Fiery Ki Defense

**Type of Feat:** General
**Prerequisite:** Dex 13+, Wis 13+, Fiery Fist, Improved Unarmed Strike, Stunning Fist, base attack bonus +8 or higher.
**Specifics:** The character may spend one of his Stunning Fist attempts to cover his body in flames, causing 1d6 fire damage to all opponents who make a successful melee attack on the character, for a number of rounds equal to his Wisdom bonus.
**Use:** Selected. Monks receive this feat for free at level 8.
Electric Jolt

**Electric Jolt**

Spell Level: Wizard / Sorcerer 0

Innate Level: 0

School: Evocation

Descriptor: Electricity

Component: Verbal, Somatic

Range: Medium

Area of Effect / Target: Single

Duration: Instant

Additional Counter Spells:

Save: None

Spell Resistance: Yes

The caster does 1d3 points of electrical
damage to a target.
Greater Mage Armor

**Greater Mage Armor**

Spell Level: Beguiler 4; Hexblade 4; Wizard / Sorcerer 4

Innate Level:  4

School: Conjuration

Descriptor: Force

Component: Verbal, Somatic

Range: Touch

Area of Effect / Target: Single

Duration: 1 Hour + 1 Hour / Level

Additional Counter Spells:

Save: None

Spell Resistance: No

The target gains the following bonuses to their Armor Class: +2 natural armor, +2 dodge, +2 deflection, and +2 enhancement (to equipped armor). The dodge bonus stacks with other dodge bonuses to Armor Class, but the other bonuses do not stack with bonuses of the same type.
Lesser Orb of Electricity

**Spell Level:** Warmage 1; Wizard / Sorcerer 1

**Innate Level:** 1

**School:** Conjuration

**Descriptor(s):** Electricity

**Component(s):** Verbal, Somatic

**Range:** Short

**Area of Effect / Target:** Single

**Duration:** Instant

**Additional Counter Spells:**

**Save:** None

**Spell Resistance:** Yes

A small ball of electrical energy, its surface crackling with bolts of lightning, flies from your hand at your target. You must succeed at a ranged touch attack with the orb to strike a target. Any creature or object struck by the orb takes 1d8 points of electrical damage. For every two caster levels beyond 1st, your orb deals an additional 1d8 points of damage: 2d8 at 3rd level, 3d8 at 5th level, 4d8 at 7th level, and the maximum of 5d8 at 9th level or higher.
Melf's Acid Arrow

**Melf’s Acid Arrow**

Spell Level: Wizard / Sorcerer 2; Warmage 2; Magic domain cleric 2

Innate Level: 2

School: Conjuration

Descriptor: Acid

Component: Verbal, Somatic

Range: Long

Area of Effect / Target: Single

Duration: 1 Round + 1 Round / 3 Levels

Additional Counter Spells:

Save: None

Spell Resistance: No

On a successful ranged touch attack, the target is struck
with a corrosive bolt that deals 2d4 acid damage. The acid persists after the
initial impact, dealing 2d4 points of acid damage per round until the spell
expires.
Mists domain

## Domain Special Abilities

**Shield of Ezra**: The form of protection granted is determined by the cleric's alignment.
 -**Lawful Neutral**: Damage reduction +1/15 versus all physical.
 -**Lawful Good**: Damage reduction +5/25 lasting until 50 damage has been absorbed.
 -**True Neutral**: +5 bonus to all Fortitude and Reflex saves
 -**Lawful Evil**: +10 bonus to Will saves versus mind-affecting spells and effects.

This effect lasts for 1 round per cleric level.

## Bonus Spells

* Level 2 Cloud of Bewilderment
* Level 5 Mind Fog
Infestation of Maggots

**Infestation of Maggots**

Spell Level: Druid 3; Voodan 3

Innate Level: 3

School: Necromancy

Descriptor: Disease

Component: Verbal, Somatic

Range: Touch

Area of Effect / Target: Single Living Creature

Duration: 1 Round / Level

Additional Counter Spells: Remove Disease

Save: Fortitude Negates

Spell Resistance: Yes

You infest a target with maggot-like creatures. Each round,
the target makes a Fortitude save; if the Fortitude save fails, the target
loses 1d4 points of Constitution. The spell ends if the target succeeds at its
saving throw, though any damage already done by the maggots remains.
Flesh to Stone

**Flesh to Stone**

Spell Level: Wizard / Sorcerer 6

Innate Level: 6

School: Transmutation

Descriptor:

Component: Verbal, Somatic

Range: Medium

Area of Effect / Target: Single

Duration: Permanent

Additional Counter Spells: Stone to Flesh

Save: Fortitude Negates

Spell Resistance: Yes

The target turns into a mindless, inert statue. Only a Stone
to Flesh spell can restore the target to normal.
Cleric

Clerics act as intermediaries between the earthly and the divine (or infernal) worlds. A good cleric helps those in need, while an evil cleric seeks to spread his patron's vision of evil across the world. All clerics can heal wounds and bring people back from the brink of death, and powerful clerics can even raise the dead. Likewise, all clerics have authority over undead creatures, and they can turn away or even destroy these creatures. Clerics are trained in the use of simple weapons, and can use all forms of armor and shields without penalty, since armor does not interfere with the casting of divine spells. In addition to his normal complement of spells, every cleric chooses to focus on two of his deity's domains. These domains grants the cleric special powers, and give him access to spells that he might otherwise never learn.

**Note:** You can find more information on the roleplay aspects of this class on our forums by clicking here.

**WARNING:** To cast a spell, a cleric must have a Wisdom score of 10 + the spell's level. For example, to cast a 9th-level spell, a cleric must have a Wisdom of 19.

**Spontaneous Casting:** A cleric can cast any Cure Wounds, Inflict Wounds, Circle of Doom or Healing Circle spell, without previously preparing it, at the cost of a prepared spell of the same spell level.

- **Base Attack Bonus:** +3 / 4 Levels.
- **Hit Die:** d8.
- **Primary Saving Throws:** Fortitude, Will.
- **Proficiencies:** All simple weapons, all armor, and shields.
- **Skill Points** (\*4 at 1st level)**:** 2 + Int Modifier.
- **Spellcasting:** Cleric Spells. Divine (Wisdom-based, spell failure from armor is ignored).
- **Domains:** Upon taking the first cleric level, a character selects two domains that coincide with their deity.

**Class Skills**: Concentration, Heal, Influence, Lore, Parry, and Spellcraft
**Unavailable Skills**: Animal Empathy and Use Magic Device

**Level**
1: Turn Undead - Cause undead to flee in terror.

**Spell Progression:**

*Bonus spell slots* *come from items and high wisdom.*
People's Champion

In every land, there are nobles who misuse their positions of privilege. The people’s champion rises to the defense of commoners who suffer under the excesses of abusive nobles and their hirelings. The champion has no desire to overthrow the existing social order, but is instead motivated by a desire to see that justice is done within its confines.

Characters belonging to this class are invariably former clergy or church warriors who turned their backs on the organized hierarchical churches they were part of. This was due to what they perceived as corruption, abuse of authority for personal gain of the clergy and exploitation of the masses of faithful in favor of the rich and powerful.

Some members of this class remain within the church hierarchy, where they work to root out corrupt church leaders and their toadies, but others take to the streets to defend commoners against nobles who lack nobility. Interestingly, although these champions have invariably turned away from the structure of their faith to a greater or lesser degree, they remain strongly devoted to the belief in their deity. In turn, the god or goddess clearly favors the character’s efforts, as they continue to answer his prayers for spells and to grant him other supernatural abilities.

**Note:** You can find more information on the roleplay aspects of this class on our forums by clicking here.

- **Base Attack Bonus:** +1 / Level.
- **Hit Die:** d8.
- **Primary Saving Throws:** Fortitude, Will.
- **Proficiencies:** Simple and Martial Weapons, Light, Medium and Heavy Armor Proficiency, Shields.
- **Skill Points:** 4 + Int Modifier.

**Class Skills:** Antagonize, Appraise, Concentration, Discipline, Disguise, Heal, Influence, Listen, Lore, Parry, Search, Spellcraft, Spot.
**Unavailable Skills:** Animal Empathy, Use Magic Device.

**Alignment:** Non-chaotic and non-evil
**Base Attack Bonus:** +4
**Spellcasting**: One level of cleric, favored soul or paladin.
**Skills:** Influence 5 ranks, Lore 3 ranks, Search 3 ranks, Spot 3 ranks.

**ABILITIES:**

**Level**
1: Eye for Detail - +2 bonus to Appraise, Listen, Search and Spot checks.
2: Righteous Anger - Once per day add Wisdom modifier to attack and damage (minimum +1); this lasts for one turn, plus one round per level of People's Champion.
4: Aura of Confidence - +4 bonus on saving throws vs. fear. At will, grant nearby allies a +1 bonus on attack and saving throws vs. fear.
5: Unyielding Devotion - +4 bonus on saving throws vs. mind-affecting.

**BONUS SPELLS**

Upon reaching level 1 and 4 the character gains new spells per day as if he had also gained a level in his highest divine caster class (cleric, favored soul, voodan or paladin) and his caster level in that class increases accordingly.
Blazing Berserker

**Type of Feat:** General
**Prerequisite:** Barbarian Rage.
**Specifics:** When the barbarian enters his barbarian rage, his body becomes infused with fire energy. During rage, he gains gains immunity to fire, but has vulnerability to cold, which means he takes +50% damage from cold, regardless of whether a saving throw is allowed, or if the save is a success or failure.
**Use:** Automatic.
Penetrating Blast

Invocation Grade: Greater

Equivalent Spell Level: 6

Descriptor:

Component(s): Somatic

Range: Long

Area of Effect / Target: Single

Duration: Instant

Save: Will Partial

Spell Resistance: Yes

The warlock changes his eldritch blast into a penetrating blast. A penetrating blast gains +4 bonus on caster level checks made to penetrate a target's spell resistance. In addition to the normal damage from the blast, a creature affected by a penetrating blast must succeed on a Will save or have its spell resistance lowered by 5 for 1 turn.
Multiple uses of this essence don't stack; instead, the new duration replaces the old ones.
Heat Endurance

**Type of Feat:** General
**Prerequisite:** Fort save bonus +2.
**Specifics:** Either as a result of growing up in arid environments, or by training his body and mind to ignore the effects of searing heat, the character can exist with ease in high-temperature environments. He gains a +2 bonus on saving throws against fire effects. He can exist comfortably in temperatures up to 50 degrees without having to make dehydration checks.
**Use:** Automatic.
Knock

**Knock**

Spell Level: Assassin 1; Beguiler 2; Monster Hunter 2; Wizard / Sorcerer 2; Knowledge domain cleric 2.

Innate Level: 1

School: Transmutation

Descriptor:

Component: Verbal

Range: Medium

Area of Effect / Target: Single

Duration: 1 Turn + 1 Round / Level

Additional Counter Spells:

Save: None

Spell Resistance: No

Target creature gains a +1 skill bonus to Open Lock for
every 2 caster levels.
Heart Ripper

**Heart Ripper**

Spell Level: Assassin 4

Innate Level: 4

School: Necromancy

Descriptor: Death

Component: Verbal

Range: Short

Area of Effect / Target: Single Living Creature

Duration: Instant

Additional Counter Spells:

Save: Fortitude Negates

Spell Resistance: Yes

Target living creature must make a fortitude save or be
slain. If the target has more hit dice than the caster, the target is instead
stunned for 2d4 rounds. Similarly, if the target is immune to death effects,
the spell will attempt to stun for 2d4 rounds.
Healing Circle IV

Spell Level: Cleric 7; Druid 8; Favored Soul 7; Voodan 7

Innate Level: 7

School: Conjuration

Descriptor: Healing

Component: Verbal, Somatic

Range: Personal

Area of Effect / Target: Large

Duration: Instant

Additional Counter Spells:

Save: Will Half

Spell Resistance: Yes

All friendly creatures within the area of effect are healed
for 4d8 Hit Points, +1 point per caster level (to a maximum of +25). Healing
spells have a reverse effect when used on undead, harming instead of healing
them.
Energy Immunity

Invocation Grade: Dark

Equivalent Spell Level: 8

Descriptor:

Component(s): Somatic

Range: Personal

Area of Effect / Target: Self

Duration: 24 Hours

Save: None

Spell Resistance: No

The warlock gains immunity to acid, cold, electricity, fire or sonic damage. If the warlock uses this invocation again while the first duration is still active, the new immunity replaces the old one.
Healing Circle I

Spell Level: Bard 4; Cleric 4; Druid 5; Favored Soul 4; Voodan 4

Innate Level: 4

School: Conjuration

Descriptor: Healing

Component: Verbal, Somatic

Range: Short

Area of Effect / Target: Medium

Duration: Instant

Additional Counter Spells:

Save: Will Half

Spell Resistance: Yes

All friendly creatures within the area of effect are healed
for 1d8 Hit Points, +1 point per caster level (to a maximum of +10). Healing
spells have a reverse effect when used on undead, harming instead of healing
them.
Greater Stoneskin

**Greater Stoneskin**

Spell Level: Druid 6; Voodan 6; Wizard / Sorcerer 6

Innate Level: 6

School: Abjuration

Descriptor:

Component: Verbal, Somatic

Range: Touch

Area of Effect / Target: Single

Duration: 1 Hour + 1 Hour / Level

Additional Counter Spells:

Save: None

Spell Resistance: No

This spell grants the target creature a damage reduction of
20/+4. The spell absorbs 10 points of physical damage per caster level, to a
maximum of 150, before collapsing.
Disintegrate

**Disintegrate**

Spell Level: Wizard / Sorcerer 6; Warmage 6

Innate Level: 6

School: Transmutation

Descriptor:

Component: Verbal, Somatic

Range: Medium

Area of Effect / Target: Single

Duration: Instant

Additional Counter Spells:

Save: Fortitude Partial

Spell Resistance: Yes

A thin, green ray springs from your pointing finger. You
must succeed at a ranged touch attack with the ray to strike a target. Any
creature or object struck by the ray takes 2d6 points of magical damage per
caster level (to a maximum of 40d6). A creature or object that makes a
successful Fortitude save is only partially affected, taking 5d6 points of
magical damage.
Owl's Wisdom

**Owl’s Wisdom**

Spell Level: Bard 2; Cleric 2; Favored Soul 2; Paladin 2; Ranger 2; Voodan 2; Wizard / Sorcerer 2

Innate Level: 2

School: Transmutation

Descriptor:

Component: Verbal, Somatic

Range: Touch

Area of Effect / Target: Single

Duration: 1 Hour + 1 Turn / Level

Additional Counter Spells:

Save: None

Spell Resistance: No

The target creature's Wisdom is increased by 1d4+1.
Finger of Death

**Finger of Death**

Spell Level: Druid 8; Voodan 8; Wizard / Sorcerer 7; Warmage 7

Innate Level: 7

School: Necromancy

Descriptor: Death, Negative Energy

Component: Verbal, Somatic

Range: Short

Area of Effect / Target: Single

Duration: Instant

Additional Counter Spells:

Save: Fortitude Partial

Spell Resistance: Yes

The target creature must make a Fortitude save or die. On a
successful save, the target still takes 3d6 points of negative energy damage,
+1 per caster level.
Profane Boost

**Type of Feat:** General
**Prerequisite:** Turn Undead, Profane Lifeleech , Antagonize 6 ranks.
**Specifics:** The character can channel negative energy to increase the power of inflict wounds spells cast near him. He may spend two of his turn undead attempts to place an aura of negative energy upon each creature (including himself) within 60 feet. Any inflict wounds spell cast on one of these creatures is automatically maximized, with no adjustment to the spell's level or casting time, for a number of turns equal to his Charisma modifier (minimum of 1 turn).
**Use:** Selected. This ability only works for evil characters.
Ice Flowers

Spell Level: Cleric 6; Druid 5; Favored Soul 6; Voodan 5

Innate Level: 5

School: Transmutation

Descriptor: Cold

Component: Verbal, Somatic

Range: Medium

Area of Effect / Target: Large

Duration: Instant

Additional Counter Spells:

Save: Reflex half

Spell Resistance: No

You freeze the ground beneath your enemies and cause it to
blast upward, flinging dangerous ice shards throughout the area. The shards
deal 1d6 points of damage per caster level (maximum 15d6). Half the damage is
cold and half is piercing.
Combust

**Combust**

Spell Level: Wizard / Sorcerer 2; Warmage 2

Innate Level: 2

School: Evocation

Descriptor: Fire

Component: Verbal, Somatic

Range: Touch

Area of Effect / Target: Single

Duration: Instant

Additional Counter Spells:

Save: Reflex Special

Spell Resistance: Yes

This spell makes a creature burst into flame. The initial
eruption causes 2d6 fire damage +1 point per caster level (maximum +10) with no
saving throw. Each round, the creature will take an additional 1d6 + 1 points
of fire damage per caster level (maximum +10) unless a successful Reflex save
is made, at which point the burning stops.
Freedom of Movement

Spell Level: Assassin 4; Bard 4; Beguiler 4; Blackguard 4; Cleric 4; Druid 4; Favored Soul 4; Paladin 4; Ranger 4; Voodan 4; Travel domain Cleric 3; Luck domain cleric 3.

Innate Level: 4

School: Abjuration

Descriptor:

Component: Verbal, Somatic

Range: Medium

Area of Effect / Target: Single

Duration: 1 Hour + 1 Turn / Level

Additional Counter Spells:

Save: None

Spell Resistance: No

The target creature becomes immune to entanglement, movement
speed decrease, paralysis, and slow spells and effects, and if any of these
effects are currently affecting the creature, they are dispelled.
Healing Sting

**Healing Sting**

Spell Level: Druid 2; Voodan 2

Innate Level: 2

School: Necromancy

Descriptor: Negative Energy

Component: Verbal, Somatic

Range: Touch

Area of Effect / Target: Single Living Creature

Duration: Instant

Additional Counter Spells:

Save: None

Spell Resistance: Yes

On a successful touch attack, target creature takes 1d12
points of damage +1 per caster level (max +10) and you gain an equal amount of
hit points. You may not gain more hit points than your maximum with this spell.
Oaken Resilience

**Type of Feat:** Class
**Prerequisite:** Druid level 12 or Master of Many Forms level 7, Wild Shape.
**Specifics:** The character can take on the sturdiness of the mighty oak. He may spend one of his wild shape uses to gain a +8 bonus to Discipline and immunity to sneak attack, critical hits, poison, sleep, paralysis, polymorph, and stunning for one turn and a number of rounds equal to his combined druid and master of many forms level.
**Use:** Selected.
Flame Strike

Spell Level: Cleric 5; Druid 4; Favored Soul 5; Voodan 4; Warmage 5

Innate Level: 4

School: Evocation

Descriptor: Fire

Component: Verbal, Somatic

Range: Medium

Area of Effect / Target: Medium

Duration: Instant

Additional Counter Spells:

Save: Reflex Half

Spell Resistance: Yes

A pillar of flame engulfs all within the area of effect,
inflicting 1d6 points of damage per caster level (to a maximum of 15d6). Half
of the damage caused by the spell is divine and the other half is fire. Enemies
are struck by both damage types, while allies are struck only by the fire
damage.
One With The Land

**One with the Land**

Spell Level: Druid 2; Ranger 2; Voodan 2

Innate Level: 2

School: Transmutation

Descriptor:

Component: Verbal, Somatic

Range: Touch

Area of Effect / Target: Single

Duration: 1 Hour + 1 Hour / Level

Additional Counter Spells:

Save: None

Spell Resistance: No

The caster causes one creature to forge a strong link with
nature, gaining a +5 skill bonus to Hide and Move Silently, and a +2 skill
bonus to Animal Empathy and Search.
Mage Armor

**Mage Armor**

Spell Level: Bard 1; Beguiler 1; Hexblade 1; Voodan 1; Wizard / Sorcerer 1; Magic domain cleric 1

Innate Level: 1

School: Conjuration

Descriptor: Force

Component: Verbal, Somatic

Range: Touch

Area of Effect / Target: Single

Duration: 1 Hour + 1 Hour / Level

Additional Counter Spells:

Save: None

Spell Resistance: No

The target gains the following bonuses to their Armor Class:
+1 natural armor, +1 dodge, +1 deflection, and +1 enhancement. The dodge bonus
stacks with other dodge bonuses to Armor Class, but the other bonuses do not
stack with bonuses of the same type.
Orb of Acid

**Spell Level:** Warmage 4; Wizard / Sorcerer 4

**Innate Level:** 4

**School:** Conjuration

**Descriptor(s):** Acid

**Component(s):** Verbal, Somatic

**Range:** Short

**Area of Effect / Target:** Single

**Duration:** Instant

**Additional Counter Spells:**

**Save:** None

**Spell Resistance:** Yes

An orb of dark green acid flies from your hand at your target. You must succeed at a ranged touch attack with the orb to strike a target. Any creature or object struck by the orb takes 1d6 points of acid damage per caster level, to a maximum of 15d6, and must make a Fortitude save or be sickened for 1 round. A sickened creature suffers a -2 penalty on attack rolls, damage rolls, saves, and skills.
Lunatic

**Type of Feat:** General

**Prerequisite:** None.

**Specifics:** The
character's mind and body are tied to the cycles of the moon, making him
 more energetic and excitable as the moon waxes. This effect may be the
result of subtle madness or a diluted supernatural heritage, such as
Vistani blood. The character has a +1 bonus to all attack rolls,
Fortitude and Reflex saves, and Charisma modified skill checks whenever
the moon is gibbous (more than half full). This bonus rises to +2 during
 the three-night period of the full moon. During the four-night period
of the new moon, the character suffers a -2 penalty to these rolls
instead. The modifiers are reversed for Will saves: +2 during the new
moon, -1 during the gibbous moon, and -2 during the full moon. This is a
 supernatural effect that affects the character day and night.
**Use:** Automatic.
Mass Contagion

Spell Level: Cleric 5; Druid 5; Favored Soul 5; Voodan 5; Wizard / Sorcerer 6

Innate Level: 5

School: Necromancy

Descriptor:

Component: Verbal, Somatic

Range: Medium

Area of Effect / Target: Huge

Duration: Instant

Counter Spells:

Save: Fortitude Negates

Spell Resistance: Yes

All living creatures in the area of effect are inflicted
with disease, the effects of which strike immediately (no incubation period).
The DCs noted are for subsequent saves made by a disease; the DC for infection
is that of the spell itself. The disease inflicted is chosen randomly for each
target from the list below:

\*Blinding Sickness: 1d4 Str; DC 16

Cackle Fever: 1d6 Wis; DC 16

Filth Fever: 1d3 Dex and 1d3 Con; DC 12

Mindfire: 1d4 Int; DC 12

Red Ache: 1d6 Str; DC 15

Shakes: 1d8 Dex; DC 13

Slimy Doom: 1d4 Con; DC 14

\*If Blinding Sickness deals 2 or more strength damage, the
target must make a fortitude save or become permanently blinded (the blindness
can only be magically removed).
Orb of Force

**Spell Level:** Warmage 4; Wizard / Sorcerer 4

**Innate Level:** 4

**School:** Conjuration

**Descriptor(s):** Force

**Component(s):** Verbal, Somatic

**Range:** Medium

**Area of Effect / Target:** Single

**Duration:** Instant

**Additional Counter Spells:**

**Save:** None

**Spell Resistance:** Yes

A globe of force streaks from your palm toward your target. You must succeed at a ranged touch attack with the orb to strike a target. Any creature or object struck by the orb takes 1d6 points of magic damage per caster level, to a maximum of 10d6.
Mass Eagle's Splendor

Spell Level: Bard 6; Cleric 6; Favored Soul 6; Voodan 6; Wizard / Sorcerer 6

Innate Level: 6

School: Transmutation

Descriptor:

Component: Verbal, Somatic

Range: Personal

Area of Effect / Target: Colossal

Duration: 1 Hour + 1 Turn / Level

Additional Counter Spells:

Save: None

Spell Resistance: No

The charisma of you and your allies is increased by 1d4 + 1.
Mighty Rage

**Type of feat:** Class

**Prerequisite:** Barbarian level 20

**Specifics:** The barbarian may rage, gaining a +8 to Strength and Constitution and +4 to all will saving throws, in exchange for a -2 penalty to Armor Class. Rage lasts for a number of rounds equal to the barbarian's new Constitution modifier + 5 rounds.

**Use:** Automatic

Notes:

* This feat was originally an epic level feat which was modified to be given to barbarians automatically at level 20.
Mass Owl's Wisdom

Spell Level: Bard 6; Cleric 6; Favored Soul 6; Voodan 6; Wizard / Sorcerer 6

Innate Level: 6

School: Transmutation

Descriptor:

Component: Verbal, Somatic

Range: Personal

Area of Effect / Target: Colossal

Duration: 1 Hour + 1 Turn / Level

Additional Counter Spells:

Save: None

Spell Resistance: No

The wisdom of you and your allies is increased by 1d4 + 1.
Multiclassing and Character Progression Rules

*Multi-classing/Prestige-classes:*

- Monks cannot
multiclass with other base classes. Paladins who multiclass with other
base classes will no longer be able to progress as paladins and will
lose all paladin abilities. However, both classes can multiclass to
prestige classes.

- Classes must be no more than 10 levels apart when multiclassing.

- You may take a 2nd class as early as level 3.

 All prestige classes require an application. You may find the list of
prestige classes and the prestige class application here: http://www.nwnravenloft.com/forum/index.php?topic=4659.0

- All prestige classes must have at least 5 levels in them

 All prestige classes are available, with the exception of Harper Scout
and Purple Dragon Knight; Dragon Disciple can only be taken by outlander
 (e.g. non-native) characters and Hallowed Witch by native characters.
Medium Witchcraft Ability

**Type of Feat:** Class
**Prerequisite:** Hallowed Witch level 3.
**Specifics:** The hallowed witch can use a medium spell-like ability twice per day.
**Use:** Selected. This feat can be selected multiple times, picking a different ability every time.

The following abilities can be selected.

Blindness/Deafness

Call Lightning

Cure Moderate Wounds

Dominate Animal

Gust of Wind

Hold Animal

Hold Person

Neutralize Poison

Remove Disease

Summon Creature III

Tashas Hideous Laughter
Lesser Restoration

**Lesser Restoration**

Spell Level: Cleric 2; Druid 2; Favored Soul 2; Paladin 1; Voodan 2

Innate Level: 1

School: Conjuration

Descriptor: Healing

Component: Verbal, Somatic

Range: Touch

Area of Effect / Target: Single

Duration: Instant

Additional Counter Spells:

Save: None

Spell Resistance: No

Removes all negative effects of the following types, from a
single target:

\*Ability Decrease

\*Armor Class Decrease

\*Attack Decrease

\*Damage Decrease

\*Damage Vulnerability

\*Saving Throw Decrease

\*Skill Decrease

\*Spell Resistance Decrease

Lesser Restoration will not remove the effects of a curse.
Lucent Lance

Spell Level: Cleric 6; Favored Soul 6; Voodan 6; Wizard / Sorcerer 5

Innate Level: 5

School: Transmutation

Descriptor(s): Blindness, Light

Component(s): Verbal, Somatic

Range: Medium

Area of Effect / Target: Single

Duration: Instant

Additional Counter Spells:

Save: None

Spell Resistance: Yes

You concentrate the light around you into a white hot beam of energy. You must succeed at a ranged touch attack with the ray to strike a target. The beam deals 1d6 divine damage per caster level (maximum 15d6) if cast while in direct sunlight. The spell deals 1d4 divine damage per caster level (maximum 15d4) if cast anywhere else. Targets struck by this ray are blinded for 1 round, in addition to taking damage.
Mass Drown

**Mass Drown**

Spell Level: Druid 9; Voodan 9

Innate Level: 9

School: Conjuration

Descriptor:

Component: Verbal, Somatic

Range: Short

Area of Effect / Target: Large

Duration: Instant

Additional Counter Spells:

Save: Fortitude Negates

Spell Resistance: Yes

The caster creates water in the lungs of every creature in
the area of effect. If a creature fails a fortitude save, it is incapacitated
for one round. After one round, the creature's hit points are reduced to -1.
Creatures that do not breathe are not affected by this spell.
Mass Aid

Spell Level: Cleric 3; Favored Soul 3; Voodan 3

Innate Level: 3

School: Enchantment

Descriptor: Mind-Affecting

Component: Verbal, Somatic

Range: Short

Area of Effect / Target: Huge

Duration: 1 Hour + 1 Turn / Level

Additional Counter Spells:

Save: None

Spell Resistance: No

All allies in the area of effect gain a +1 bonus to attack
rolls and saving throws versus fear. Allies also gain 1d8 temporary hit points.
Fallen Paladins

Blackguards who possess levels of paladin (that is to say, are now ex-paladins) gain extra abilities the more levels of paladin they possess. Those who have tasted the light of goodness and justice and turned away make the foulest villains.

Fallen paladins who become blackguards gain all of the following abilities that apply, according to the number of paladin levels the character has:

1: Smite Good - Smite good 1/day (in addition to the ability granted to all blackguards at level 2).

3: Lay on Hands - Can heal damage to self equal to class level multiplied by Charisma modifier.

5: Sneak Attack damage increased by 1d6.

    Smite good 2/day.

7: Greater Fiendish Servant - Summon a more powerful variation of the Fiendish Servant.

9: Create Greater Undead - Once per day, the blackguard can use the spell Create Greater Undead to bring forth a powerful undead ally.

   Smite good 3/day.

Additionally, the Dark Powers pay special attention to paladins who fall from grace and remain unrepentant of their sins. Ex-paladins who have failed at least one powers check can become blackguards much more easily than members of any other class. In effect, the Dark Powers remove all obstacles from their descent into darkness. The only criteria an ex-paladin who has failed at least one powers check must fulfill to qualify to become a blackguard are the following:

**Alignment: Any evil.**

**Base Attack Bonus: +6**

**Skills: Lore 2 ranks.**

Fallen paladins who have not failed powers checks must fulfill regular requirements to become a blackguard.
Hawk's Vision

**Type of Feat:** Class
**Prerequisite:** Wild Shape, Spot 4 ranks.
**Specifics:** The character can improve his visual acuity. He may spend one of his wild shape uses to gain Point Blank Shot and a +8 bonus to Spot for a number of hours equal to his combined druid and master of many forms level.
**Use:** Selected.
Light Step

**Light Step**

Spell Level: Bard 2; Monster Hunter 2; Voodan 3; Wizard / Sorcerer 2

Innate Level: 2

School: Transmutation

Descriptor:

Component: Verbal, Somatic

Range: Touch

Area of Effect / Target: Single

Duration: 1 Hour + 1 Hour / Level

Additional Counter Spells:

Save: None

Spell Resistance: No

You muffle the target's footsteps, granting it a +10 skill
bonus to Move Silently
Lesser Orb of Cold

**Spell Level:** Warmage 1; Wizard / Sorcerer 1

**Innate Level:** 1

**School:** Conjuration

**Descriptor(s):** Cold

**Component(s):** Verbal, Somatic

**Range:** Short

**Area of Effect / Target:** Single

**Duration:** Instant

**Additional Counter Spells:**

**Save:** None

**Spell Resistance:** Yes

A small orb of blue ice flies from your hand at your target. You must succeed at a ranged touch attack with the orb to strike a target. Any creature or object struck by the orb takes 1d8 points of cold damage. For every two caster levels beyond 1st, your orb deals an additional 1d8 points of damage: 2d8 at 3rd level, 3d8 at 5th level, 4d8 at 7th level, and the maximum of 5d8 at 9th level or higher.
Protection from Alignment

**Protection from Alignment**

Spell Level: Bard 1; Cleric 1; Favored Soul 1; Hexblade 1; Monster Hunter 1; Paladin 1; Voodan 1; Wizard / Sorcerer 1

Innate Level: 1

School: Abjuration

Descriptor:

Component: Verbal, Somatic

Range: Touch

Area of Effect / Target: Single

Duration: 1 Hour + 1 Hour / Level

Additional Counter Spells:

Save: None

Spell Resistance: No

When this spell is cast, the caster chooses a target to be protected from either chaos, evil, good or law. The target receives a +2 deflection bonus to AC and +2 to all saving throws against creatures of the chosen alignment. As well, the target is protected against all Charm and Domination effects used by creatures of any alignment.
Fox's Cunning

**Fox’s Cunning**

Spell Level: Assassin 2; Bard 2; Cleric 2; Druid 2; Favored Soul 2; Voodan 2; Wizard / Sorcerer 2

Innate Level: 2

School: Transmutation

Descriptor:

Component: Verbal, Somatic

Range: Touch

Area of Effect / Target: Single

Duration: 1 Hour + 1 Turn / Level

Additional Counter Spells:

Save: None

Spell Resistance: No

The target creature's Intelligence is increased by 1d4+1.
Monstrous Regeneration

**Monstrous Regeneration**

Spell Level:

Innate Level: 4

School: Conjuration

Descriptor: Healing

Component: Verbal, Somatic

Range: Touch

Area of Effect / Target: Single

Duration: 1 Turn + 1 Round / Level

Additional Counter Spells:

Save: None

Spell Resistance: No

The target creature gains the ability to regenerate 3 hit
points every round.
Hellspawned Grace

Invocation Grade: Greater

Equivalent Spell Level: 6

Descriptor:

Component(s): Somatic

Range: Personal

Area of Effect / Target: Self

Duration: 1 Hour + 1 Turn / 2 Level

Save: None

Spell Resistance: No

The warlock takes on the form and statistics of a hellcat. This is a polymorph effect.

***Hellcat**, Large Outsider*

Strength 23 (+6)

Dexterity 21 (+5)

Constitution 17 (+3)
Keen Edge

**Keen Edge**

Spell Level: Bard 3; Voodan 4; Wizard / Sorcerer 3

Innate Level: 3

School: Transmutation

Descriptor:

Component: Verbal, Somatic

Range: Touch

Area of Effect / Target: Creature or Weapon

Duration: 1 Hour + 1 Turn / Level

Additional Counter Spells:

Save: None

Spell Resistance: No

You empower the touched slashing or piercing weapon with the
Keen property, doubling its critical threat range.
Mass Spell Resistance

Spell Level: Cleric 7; Favored Soul 7; Voodan 7

Innate Level: 7

School: Abjuration

Descriptor:

Component: Verbal, Somatic

Range: Personal

Area of Effect / Target: Medium

Duration: 1 Hour + 1 Turn / Level

Additional Counter Spells:

Save: None

Spell Resistance: No

All allies within the area of effect have their spell
resistance set to 12, +1 per caster level. This spell has no effect on
creatures that already have a higher spell resistance.
Firebrand

**Firebrand**

Spell Level: Wizard / Sorcerer 5; Warmage 5

Innate Level: 5

School: Evocation

Descriptor: Fire

Component: Verbal, Somatic

Range: Medium

Area of Effect / Target: Gargantuan

Duration: Instant

Additional Counter Spells:

Save: Reflex Half

Spell Resistance: Yes

You guide masses of flame to every hostile creature in the
area of effect. Each creature takes 1d6 points of fire damage per caster level
(max 10d6). You must have a clear line of sight to a creature to target it.
Nature's Balance

**Nature’s Balance**

Spell Level: Druid 8; Voodan 8

Innate Level: 8

School: Transmutation

Descriptor:

Component: Verbal, Somatic

Range: Short

Area of Effect / Target: Large

Duration: 1 Round / Level

Additional Counter Spells:

Save: None

Spell Resistance: No

All enemies within the area of effect have their spell
resistance lowered by 1d4 for every 5 caster levels. All allies within the area
of effect are healed for 3d8 Hit Points, +1 point per caster level.
Premonition

**Premonition**

Spell Level: Beguiler 8; Druid 8; Voodan 8; Wizard / Sorcerer 8; Weave domain cleric 8

Innate Level: 8

School: Divination

Descriptor:

Component: Verbal, Somatic

Range: Personal

Area of Effect / Target: Caster

Duration: 1 Hour + 1 Hour / Level

Additional Counter Spells:

Save: None

Spell Resistance: No

Premonition allows the caster to see a few moments into the
future. This grants the caster damage reduction 30/+5. The spell absorbs 10
points of physical damage per caster level before collapsing.
Hold Monster

**Hold Monster**

Spell Level: Bard 4; Beguiler 5; Druid 4; Monster Hunter 4; Voodan 4; Wizard / Sorcerer 5; Bindings Domain cleric 4; Law domain cleric 5

Innate Level: 4

School: Enchantment

Descriptor: Paralysis, Mind-Affecting

Component: Verbal, Somatic

Range: Medium

Area of Effect / Target: Single

Duration: 1 Round / Level

Additional Counter Spells:

Save: Will Negates

Spell Resistance: Yes

The target creature is paralyzed for the duration of the
spell.
Necromancy

Spells from the **necromancy** spell school manipulate, create, or destroy life.

**Prohibited school:** divination

**Prohibited to:** no one

 Spells

The necromancy spells are the following, organized by innate level.
Since wizards have a greater interest in spell schools than other classes (because they can specialize in a school), spells that are not wizard spells are *in italics*.

Level 0

* *Inflict minor wounds*

Level 1

* *Inflict light wounds*
* Negative energy ray
* Ray of enfeeblement
* Scare

Level 2

* Clarity (Bug, meant to be abjuration)
* Death armor
* Ghoul touch
* *Inflict moderate wounds*
* False Life

Level 3

* Animate dead
* Contagion
* Fear
* *Healing sting*
* *Infestation of maggots*
* *Inflict serious wounds*
* Negative energy burst
* *Poison*
* Vampiric touch

Level 4

* *Death ward*
* Enervation
* *Inflict critical wounds*

Level 5

* *Circle of doom*
* *Slay living*
* *Stop Heart*

Level 6

* Circle of death
* Create undead
* *Harm*
* Undeath to death

Level 7

* Control undead
* *Destruction*
* Finger of death
* *Greater restoration*

Level 8

* *Create greater undead*
* Gutwrench
* Horrid wilting

Level 9

* Energy drain
* Wail of the banshee
Invisibility Sphere

**Invisibility Sphere**

Spell Level: Bard 3; Beguiler 3; Voodan 4; Wizard / Sorcerer 3; Trickery domain cleric 3

Innate Level: 3

School: Illusion

Descriptor:

Component: Verbal, Somatic

Range: Personal

Area of Effect / Target: Huge

Duration: 1 Hour + 1 Turn / Level

Additional Counter Spells:

Save: None

Spell Resistance: No

An illusory sphere fabricates in a radius around the caster.
All allies caught within the sphere become invisible and impossible to detect
using normal vision. Any offensive action taken by an invisible creature will
immediately cancel the invisibility.
Black Powder Avenger Crafts

**Black Powder Avenger Crafts**

**Level 1**

* Create Ammo - Lead Bullet
* Create Bandage
* Create Cleaning Kit
* Create Evasive Equipment
* Create Minor Trap Kit
* Create Powder

**Level 2**

* Create Advanced Trap Kit
* Create Ammo - Buck and Ball
* Create Firework
* Create Fuse
* Create Powder Keg

**Level 3**

* Create Acid Bomb
* Create Ammo - Frost Bullet
* Create Ammo - Magic Bullet
* Create Ammo - Oil-Coated Bullet
* Create Ammo - Shock Bullet
* Create Cartridge Case
* Create Flash Powder
* Create Petard

**Level 4**

* Create Concussive Blast
* Create Fire Bomb
* Create Fulminated Silver
Mettle

**Type of Feat:** Class

**Prerequisite:** Hexblade level 3.

**Specifics:** The hexblade can resist magical and unusual attacks with great willpower or fortitude. If he makes a successful Will or Fortitude save against a spell or spell-like ability that normally would have a lesser effect on a successful save (such as any spell with a saving throw entry of Will half or Fortitude partial), he instead completely negates the effect. An unconscious hexblade does not gain the benefit of mettle.

**Use:** Automatic.
Mass See Invisibility

**Mass See Invisibility**

Spell Level: Bard 4; Beguiler 4; Voodan 6; Wizard / Sorcerer 4

Innate Level: 4

School: Divination

Descriptor:

Component: Verbal, Somatic

Range: Short

Area of Effect / Target: Large

Duration: 1 Hour + 1 Turn / Level

Additional Counter Spells:

Save: None

Spell Resistance: No

All allies within the area of effect are able to see through
the cloak of invisibility.
Mind Fog

**Mind Fog**

Spell Level: Bard 5; Beguiler 5; Voodan 7; Wizard / Sorcerer 5; Mists domain cleric 5

Innate Level: 5

School: Enchantment

Descriptor: Mind-Affecting

Component: Verbal, Somatic

Range: Long

Area of Effect / Target: Large

Duration: 1 Hour

Additional Counter Spells:

Save: Will Negates

Spell Resistance: Yes

This spell creates a bank of blue fog that saps the will of
those who enter it. Victims take a -10 penalty on will saving throws against
mind-affecting spells and effects. This penalty persists for as long as the
creature remains in the fog and for an additional 2d6 rounds upon leaving.
Face in the Crowd

**Type of Feat:** Class

**Prerequisite:** Rogue level 10.

**Specifics:** The rogue develops an uncanny ability to blend in while among large numbers of people. When within a crowd, the rogue may use Hide in Plain Sight. For the purposes of this feat, a crowd consists of at least five humanoid creatures within a 10-foot radius of the rogue.

**Use:** Automatic.
Mass Hold Monster

**Mass Hold Monster**

Spell Level: Beguiler 9; Wizard / Sorcerer 9

Innate Level: 9

School: Enchantment

Descriptor: Paralysis, Mind-Affecting

Component: Verbal, Somatic

Range: Short

Area of Effect / Target: Huge

Duration: 1 Round / Level

Additional Counter Spells:

Save: Will Negates

Spell Resistance: Yes

All hostile creatures within the area of effect are
paralyzed for the duration of the spell.
Insight

**Insight**

Spell Level: Assassin 3; Wizard / Sorcerer 2

Innate Level: 2

School: Divination

Descriptor:

Component: Verbal, Somatic

Range: Touch

Area of Effect / Target: Single

Duration: 1 Turn + 1 Round / Level

Additional Counter Spells:

Save: None

Spell Resistance: No

The target gains a +10 bonus to Spot and Search.
Gearling's Superposed Loading Technique

**Type of Feat:** General
**Prerequisite:** Dex 14+, Delven's Maneuver, Weapon Focus (musket) or Weapon Focus (pistol).
**Specifics:** This intricate technique, first developed by the Gearling family for testing purposes, allows one to load both bullet and gunpowder at the same time in a matter of seconds. When using a firearm for which the character has the weapon focus feat, he no longer needs to load bullets and gunpowder manually. As long as there is at least one bullet in the bullets slot and gunpowder in the character's inventory, they will be loaded automatically when he fires his weapon.
**Use:** Automatic.
Muse

**Type of Feat:** General
**Prerequisite:** Cha 14+, can only take this feat at first level.
**Specifics:** The character possesses the rare sort of beauty or spirit that feeds the divine flame of creativity. His very presence inspires passion and stirs others to works of creative genius. All allies within 30 feet of the character who can see him (excluding himself) receive a +2 bonus to their Perform and crafting rolls and are considered two levels higher for the purpose of magical song effects.
**Use:** Automatic.
Inspire Spellpower

**Type of Feat:** Class
**Prerequisite:** Bard Song, Perform 9 ranks, Concentration 9 ranks.
**Specifics:** The character may spend one of his bard song uses to inspire the spellcasting of allied spellcasters (excluding himself) within 30 feet, increasing their effective caster level by 1 for 10 rounds. Deafened creatures are not affected by the bard's singing.
**Use:** Selected.
Ice Storm

**Ice Storm**

Spell Level: Bard 5; Druid 4; Voodan 4; Wizard / Sorcerer 4; Warmage 3; Water domain cleric 5; Magic domain cleric 5

Innate Level: 4

School: Evocation

Descriptor: Cold

Component: Verbal, Somatic

Range: Long

Area of Effect / Target: Huge

Duration: Instant

Additional Counter Spells:

Save: None

Spell Resistance: Yes

All creatures in the area of effect take 3d6 points of
bludgeoning damage and 2d6 points of cold damage, +1d6 cold damage for every 3
caster levels.
Power Word Stun

**Power Word: Stun**

Spell Level: Beguiler 8; Wizard / Sorcerer 8

Innate Level: 8

School: Enchantment

Descriptor: Mind-Affecting

Component: Verbal

Range: Short

Area of Effect / Target: Single

Duration: Instant

Additional Counter Spells:

Save: None

Spell Resistance: Yes

Stuns a single target for a duration based on the target's
current Hit Points:

Under 50 Hit Points: 4d4 rounds

51-100 Hit Points: 2d4 rounds

101-150 Hit Points: 1d4 rounds
Fireball

**Fireball**

Spell Level: Wizard / Sorcerer 3; Warmage 3

Innate Level: 3

School: Evocation

Descriptor: Fire

Component: Verbal, Somatic

Range: Long

Area of Effect / Target: Huge

Duration: Instant

Additional Counter Spells:

Save: Reflex Half

Spell Resistance: Yes

The caster unleashes a fiery projectile that explodes upon
all within the area of effect for 1d6 points of fire damage per caster level,
to a maximum of 10d6.
Hellrime Blast

Invocation Grade: Lesser

Equivalent Spell Level: 4

Descriptor:

Component: Somatic

Range: Long

Area of Effect / Target: Single

Duration: Instant

Save: Fortitude Partial

Spell Resistance: Yes

The warlock changes his eldritch blast into a hellrime blast. A hellrime blast deals cold damage instead of magical damage. In addition to the normal damage from the blast, any creature struck by the attack must make a Fortitude save or take a -4 penalty to Dexterity for 10 turns. The Dexterity penalties from multiple hellrime blasts do not stack.