Classless d20 System

Ability Scores

Standard Array

Place one of each in one of the 6 attributes.

Point Buy

Score Cost Mod
8 -2 -1
9 -1 -1
10 0 0
11 1 0
12 2 +1
13 3 +1
14 5 +2
15 7 +2
16 10 +3
17 13 +3
18 17 +4

Level Progression Table

Class Skills
Treat All Skills as Class Skills
Weapons / Armor
Light Armor Proficiency and 1 Simple Weapon Proficiency

Universal

The standard table of bonuses d20 characters get regardless of class.

Level XP Class Skill Max X-Class Skill Max Bonus Feats Stat Bonus
1 0 4 2 1 0
2 1000 5 2.5 1 0
3 3000 6 3 2 0
4 6000 7 3.5 2 +1
5 10000 8 4 2 0
6 15000 9 4.5 3 0
7 21000 10 5 3 0
8 28000 11 5.5 3 +1
9 36000 12 6 4 0
10 45000 13 6.5 4 0
11 55000 14 7 4 0
12 66000 15 7.5 5 +1
13 78000 16 8 5 0
14 91000 17 8.5 5 0
15 105000 18 9 6 0
16 120000 19 9.5 6 +1
17 136000 20 10 6 0
18 153000 21 10.5 7 0
19 171000 22 11 7 0
20 190000 23 11.5 7 +1

Classless Class Base Bonuses

Level BAB Saves Base HP Base SP Feats Skill Points General Points
1 0 0 3 3 6 8 32(36)
2 1 0 6 6 7 10 40(45)
3 1 1 9 9 7 12 48(54)
4 2 1 12 12 8 14 56(63)
5 2 1 15 15 9 16 64(72)
6 3 2 18 18 9 18 72(81)
7 3 2 21 21 10 20 80(90)
8 4 2 24 24 11 22 88(99)
9 4 3 27 27 11 24 96(108)
10 5 3 30 30 12 26 104(117)
11 5 3 33 33 13 28 112(126)
12 6 4 36 36 13 30 120(135)
13 6 4 39 39 14 32 128(144)
14 7 4 42 42 15 34 136(153)
15 7 5 45 45 15 36 144(162)
16 8 5 48 48 16 38 152(171)
17 8 5 51 51 17 40 160(180)
18 9 6 54 54 17 42 168(189)
19 9 6 57 57 18 44 176(198)
20 10 6 60 60 19 46 184(207)
BAB
Base Attack Bonus
HP
Hit Points + CON modifier per level
SP
Spell Points + WIS modifier per level
Skill Points
Add INT modifier per level
General Points
Note Humans get extra General Points instead of skill points, as indicated in parenthesis. They still get an extra feat as normal.

General Point limits (and Point costs)

General points are spent to buy level advancement in what would normally be class features.

Name General Point Cost
Extra Melee BAB 2
Extra Missle BAB 2
Extra Fort Save 2
Extra Ref Save 2
Extra Will Save 2
Extra Feats 5
Extra Skill Points 1
Extra Hit Points 1
Extra Spell Points 1GP for 3SP
Skill Points
General Points can also be spent on regular skill ranks as skill points.

This table shows the Maximum Additional Bonus that points can be spent on each level.

Level Max Feats Max BAB Max Save Max HP Max SP
Cost 5:1 2:1 2:1 1:1 1:3
1 6 1 2 9 3
2 8 1 3 18 6
3 9 2 3 27 12
4 11 2 3 36 39
5 12 3 3 45 54
6 14 3 3 54 102
7 16 4 3 63 144
8 17 4 4 72 207
9 19 5 4 81 252
10 20 5 4 90 -
11 22 6 4 99 -
12 24 6 4 108 -
13 25 7 4 117 -
14 27 7 5 126 -
15 28 8 5 135 -
16 30 8 5 144 -
17 32 9 5 153 -
18 33 9 5 162 -
19 35 10 5 171 -
20 36 10 6 180 -
SP
Note after 10th Level there is no limit on how many Spell points can be purchased.

Other Rules

Crafting

Magic Items

Mundane Items

Crafting and Downtime

Crafting can be performed at the normal costs whenever the party has a significant amount of downtime approximately a week or more. While traveling and adventuring a character can craft, but the XP cost is 10 times higher. The assumption being that the work is done during quiet and rest periods. Scribing scrolls without expensive material components and crafting mundane ammunition do not have the increased XP cost. Other handicrafts such as whittling or knitting maybe performed while adventuring without increased XP cost.

Mundane Crafting Enhanced Items

A smith with at least 7 Ranks (including Skill Focus) in the appropriate craft can get the Craft Magical Arms and Armor Feat, using 1/2 their total skill bonus as their caster level. Maybe limited in what they can make to normal enhancement bonuses, keen and vorpal. Maybe other effects could be added with high enough spell craft or Knowledge: Arcana and the appropriate formularies.

An Alchemist may be able to do something similar with Brew Potion and Craft: Alchemy.

Maybe a scribe with Scribe Scroll, Decipher Script and Craft or Forgery.

Health Levels

Current HP Health Level
MaxHP and above Undamaged
MaxHP/4 to MaxHp Damaged
1 to MaxHP/4 Bloodied
-Con Stat/2 to 0 Disabled (Bleeding/Stable)
-Con to Con/2 Dying (Bleeding/Stable)
below -Con Stat Dead

Bloodied feats (TBD)

Maybe everyone gets a bloodied feat. Something to represent how they handle being severely damaged. cost gains different numbers of General Points.

Adrenaline Rage
+2 STR & DEX for X+CON rounds, then fatigued until fully healed
Adrenaline Focus
+1 to hit and dodge for X+WIS rounds, then Fatigued until fully healed
Adrenaline Power
+1 SP/Level, then after X+CON rounds fatigued until fully healed
Cowering
+6 Hide and shaken until fully healed.
Flight
Become shaken until fully healed and +10 speed for X+CON rounds
Cautious
Become shaken until fully healed and double AC bonus from fighting defensively and Combat Expertise while bloodied.
Disbelief
+2 Will and Fort Saves for X+WIS rounds then fatigued
Alertness
become Shaken until fully healed, +2 Reflex, Spot, and Listen for X+CON rounds
??Fear
Become shaken until fully healed, choosing this gets you 5GP
??Tired
after X+CON rounds Fatigued until fully healed, choosing this gets you 5GP
??Nauseated
become nauseated while bloodied, +5GP
??Fainting
Become shaken and fatigued until fully healed. 10% chance every round of falling unconscious while bloodied. +10GP

Critical Combos (Alternative to Critical Hits)

When you critically hit with a weapon that has x2 crit instead of potentially doing double damage you immediately get another attack with the same bonuses as this one. You can't take any other actions between these attacks, but you can change targets. Remember criticals are not automatic hits, but natural 20s are while natural 1s are automatic misses. So weapons with a large crit range may miss with the first attack, but hit with the combo attack. Combo attacks do not result in more chained combo attacks. Sneak Attack damage only applies to the original attack not the follow on combos.

If the weapon has a x3 or higher critical it only lands critical hit on a 20 and does the normal multiplied damage.

Sneak Attacks (Alternative wording ON FIRST HIT)

If a character can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.

The character’s attack deals extra damage ON THE FIRST HIT IN THE ROUND that her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the character flanks her target. IN A GIVEN ROUND A SECOND TARGET COULD BE TAKEN UNAWARE AFTER THE FIRST WAS HIT.

Ranged attacks can count as sneak attacks only if the target is within 30 feet.

With a sap (blackjack) or an unarmed strike, a character can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual -4 penalty.

A character can sneak attack only living creatures with discernible anatomies—undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to sneak attacks. The character must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A character cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.

Skills

Decipher Script (Int)

Note Read Magic grants a +15 to Deciphering magical writings

DC Task
20 Decipher the simplest messages
25 Decipher standard texts
30 or higher Decipher intricate, exotic, or very old writing
20 + spell level Decipher a written spell (such as a scroll) without using read magic. One try per day. Requires a full-round action.
20 Use a scroll (You have previously deciphered)
15 + spell level Copy a written spell to your formulary. No retry for that spell until you gain at least 1 rank in this skill. Requires 8 hours.
25 + spell level Identify a spell symbol (glyph of warding DC 28). No action required.
10 + spell level When using read magic, identify a spell symbol (glyph of warding DC13). No action required.

SpellCraft (Int)

DC Task
15 + spell level Identify a spell being cast. (You must see or hear the spell’s verbal or somatic components.) No action required. No retry.
15 + spell level When casting detect magic, determine the school of magic involved in the aura of a single item or creature you can see. No action required.
15 + 1/2 caster level If the aura is not a spell effect
20 + spell level Identify a spell that’s already in place and in effect. You must be able to detect the effects of the spell. No action required. No retry.
20 + spell level Identify materials created or shaped by magic, such as noting that an iron wall is the result of a spell. No action required. No retry.
25 + spell level After rolling a saving throw against a spell targeted on you, determine what that spell was. No action required. No retry.
20 Draw a diagram to allow dimensional anchor to be cast on a magic circle spell. Requires 10 minutes. No retry.
30 or higher Understand a strange or unique magical effect, such as the effects of a magic stream. Time required varies. No retry.

Use Magic Device (Cha)

DC Task
25 Activate blindly
20 Use a wand
20 Emulate a class feature
See text Emulate an ability score
25 Emulate a race
30 Emulate an alignment

Craft: Alchemy (Int or Wis)

DC Task
25 Identify a potion. Requires 1 minute. No retry.

Concentration (Wis)

Based on Wisdom instead of Con.

Removed Skills

Feats

Class Feature replacement feats

Feat Base 1 Feat 2 Feats 3 Feats
Armor Light Medium Heavy
Weapons 1 Simple All Simple All Martial or Any 2 incl Exotic
Shields None All
Extra Attacks 1 Attack 2nd attack -5 to hit, at BAB +6 3nd attack -10 to hit, at BAB +11 4th attack -15 to hit, at BAB +16
Arcane Caster None 4 cantrips, School Specialization Even: +2 up to Caster Level N/2 Odd: +1 LVL 0 and +2 up to Caster Level N/2
Armor Caster Full Arcane spell failure No Spell failure in Light Armor No Spell failure in Medium Armor No Spell failure in Heavy Armor
Class Skills Treat all skills as Class skills

General Feats

Feat Prerequisites and Notes Benefit
Any class ability should be available as 1 or more feats Prerequisites may need to be spelled out.
Spell Knowledge Arcane Caster, select unlimited times +2 Spells known from level you can cast
Spell-like ability Level >= SL*2-1 1 Spell, CL=character level, no armor fail
Nimble Can get multiple times 1 per 3 levels +1 AC when lightly encumbered
Companion Record what level you get this feat Familiar, animal companion, mount or Cohort
Weapon Specialization All Simple Weapons, Weapon Focus, BAB +4, Fort +4 +2 Damage with Weapon
Weapon Generalist All Martial Weapon, Melee BAB +4 +1 Dam with all melee weapons does not stack w/ Spec
Weapon Generalist, Imp All Martial Weapon, Melee BAB +8 +1 Dam with all melee weapons does not stack w/ Spec
Weapon Generalist, Gtr All Martial Weapon, Melee BAB +12 +1 Dam with all melee weapons does not stack w/ Spec
Sneak Attack Can get multiple times 1 per odd level +1d6
Trap Sense Reflex +2, Search +3 As Trapfinding and when defending against a trap +1 AC and Reflex per 3 ranks in Search
Uncanny Dodge +2 Melee BAB As Rogue Ability
Imp. Uncanny Dodge +5 Melee BAB As Rogue Ability
Evasion +3 Reflex Save As Rogue Ability
Imp. Evasion +7 Reflex Save As Rogue Special Ability
Slippery Mind +7 Reflex Save As Rogue Special Ability
Defensive Roll +7 Reflex Save As Rogue Special Ability
Crippling Strike Level 10, BAB +7, sneak attack +2d6 As Rogue Special Ability
Opportunist Level 10, BAB +7, sneak attack +2d6 As Rogue Special Ability
Skill Mastery 100 total skill ranks As Rogue Special Ability
Single Skill Mastery selected skill +10 Can always take 10 with selected skill
Enhanced Mobility +9 BAB, Mobility, Fencing As Deulist
Grace Ref +4, Fencing As Deulist
Precise strike BAB +11, Fencing +1d6 damage when other hand is empty
Acrobatic Charge Tumble +5, Mobility, Fencing As Deulist
Elaborate Parry BAB+13, Combat Expertise, Fencing Double AC bonus of Combat Expertise when also fighting defensively
Parry Arrows Fencing As deflect arrows, but can use fencing weapon
Imp. Initiative Can get multiple times 1 per 6 levels Normal
Rage +1 BAB, +2 Fort, (+2 Ref or Int < 10) As Barbarian 1/day or 10SP
Defensive Stance +8 BAB, Dodge, Endurance As Dwarven Defender Defensive Stance, 1/day or 10SP
Resolute Stance +1 BAB, +2 Fort, (+2 Will or Int < 10) As Dwarven Defender Defensive Stance, but +4 Str no Con Bonus 1/day or 10SP
Wild Empathy Handle Animal +1 As Druid Wild Empathy, but use Handle Animal skill
Favored Enemy Knowledge (by Type) +2, BAB +1 As Ranger Ability
Swift Tracker Track As Ranger Ability
Stride, Woodland Know: Nature +5 As Druid Ability
Stride, Urban Know: Local +5 As Druid Ability, but urban terrains only
Stride, Subterranean Know: Dungeoneering +5 As Druid Ability, but subterranean terrains only
-Trackless Step Stride As Druid Ability, but terrain matches Stride feat
-Camouflage Stride, Know: +15 As Ranger Ability, but terrain matches Stride feat
-Hide in Plain Sight Camouflage, Know: +20 As Ranger Ability, but terrain matches Camouflage feat
Resist Nature's Lure Wild Empathy As Druid Ability
Disease immunity Fort +3, Will +3 As Paladin Divine Health
Venom Immunity Fort +6, Will +6 As Druid Ability
Timeless Body Fort +9, Will +9, Venom Immunity As Druid Ability
Diamond Soul Fort +8, Ref +8, Will +8, Venom Immunity As Monk Ability
Perfect Self Fort Ref Will +12, Timeless Body, Diamond Soul As Monk Ability

Fencing

Fencing is a Meta-requirement meaning the character has a highly mobile intricate agility based fighting style. To be a fencer the character must meet these requirements:

Somatic Weaponry

You are adept at performing somatic spell components while your hands are occupied.

Prerequisite

Concentration 5 Ranks, Spellcraft 5 Ranks

Benefit

When holding a weapon (or object of comparable size) in one or both hands, you can use that item to trace the somatic component of a spell, rather than using your fingers. This allows you to cast spells with somatic components even while your hands are full or occupied, as long as at least one hand is holding an item of the proper size.

This feat doesn't allow you to use somatic components while carrying a load, restrained, etc or grappling, regardless of the size of your foe.

Normal

You must have a hand free to cast somatic components.

Shielded Casting

You are skilled at covering yourself with your shield when casting spells in combat.

Prerequisite

Combat Casting, Concentration 5 ranks, Shield Proficiency

Benefit

As long as you have a light shield, heavy shield, or tower shield ready, you do not provoke attacks of opportunity for casting spells in combat.

Arcane Channeling

Prerequisite

Combat Casting, Melee BAB +3

Benefit

You can use a standard action to cast any touch spell you know and deliver the spell through your weapon with a melee attack. The spell must have a casting time of 1 standard action or less. If the melee attack is successful, the attack deals damage normally; then the effect of the spell is resolved.

Normal

Touch spells must be delivered thru an unarmed touch attack or strike.

Arcane Channeling, Improved

Prerequisite

Arcane Channeling, Melee BAB +8

Benefit

You can cast any touch spell you know as part of a full attack action and deliver the spell through your weapon with your first melee attack that round. The spell must have a casting time of 1 standard action or less. If the melee attack is successful, the attack deals damage normally; then the effect of the spell is resolved.

Arcane Channeling, Greater

Prerequisite

Improved Arcane Channeling, Melee BAB +13

Benefit

When using Arcane Channeling to perform a full attack action, you may use one additional attack in the action to channel the same spell.

Arcane Channeling discharges the spell at the end of the round, in the case of a touch spell that would otherwise last longer than 1 round. Each additional successful strike consumes an equivalent number of spell points as the original casting. If you have insufficient spell points or when you choose to stop channeling the current and all remaining attacks in this round become ordinary attacks.

Special

You may select Greater Arcane Channeling an additional time for every 5 BAB ( i.e a second time at +18 and a third at +23 ).

Imbue Arrow

Prerequisite

Point Blank Shot, Precise Shot, Weapon Focus(appropriate ranged weapon), Caster Level 1, Ranged BAB +8

Benefit

You have the ability to place an area spell upon a piece of ammunition. When the ammunition is fired, the spell's area is centered on where the ammunition lands, even if the spell could normally be centered only on the caster. This ability allows the archer to use the weapon's range rather than the spell's. It takes a standard action to cast the spell and fire the ammunition. The ammunition must be fired in the round the spell is cast, or the spell is wasted.

Battle Casting

You have a knack for staying out of harm's way when casting spells.

Prerequisite

Dodge, Combat Casting, Concentration 5 ranks, DEX 13

Benefit

While casting a spell, you gain a +2 dodge bonus to your Armor Class. The bonus lasts until the beginning of your next turn. You cannot make attacks of opportunity while claiming the dodge bonus from this feat.

Spirit Strike

You can channel your personal energy into your melee attacks. Replaces Smite Evil, Ki Strike, and Arcane Strike.

Prerequisite

Melee base attack bonus +4 or higher

Benefit

You may spend SP to attempt to spirit strike with one normal melee attack. You gain a bonus to your attack roll and extra damage as listed in the table below based on your Spirit Type, you current base attack bonus and Spell points spent. Succeed or fail the SP the effect is disipated after the attack.

When you choose this feat choose a spirit type: Fire, Acid, Electricity, Sonic, Cold, Positive(only affects evil), Negative(Only affects good), Earth(boosts weapons enhancement bonus and material type)

Energy Spirit Types
BAB SP Bonus Hit Damage Type
+4 5 +1 +CHA +1d6 Magic
+8 10 +2 +CHA +2d6
+12 15 +3 +CHA +3d6 Aligned
+16 20 +4 +CHA +4d6
+20 30 +5 +CHA +5d6
Earth Spirit Types
BAB SP Bonus Type
+4 2 +1 Magic
+8 5 +2 Cold Iron
+12 10 +4 Aligned, Silver
+16 15 +6 Adamantine
+20 25 +8 Ignore Any DR

Spirit Strike, Improved

The energy from spirit strikes lingers after the initial attack.

Prerequisite

Spirit Strike, BAB +8

Benefit

When you Spirit Strike, your attacks remained charged for a full round after the initial attack. Maintaining the Type modifiers of the original Spirit Strike, but getting the bonus hit and damage from one lower on the table. The Charisma modifer only effects the initial attack.

Equipment

Starting Funds

Starting Feats Normal Funds Tradesmen Game
Base 70 24
Light Armor +5 +1
Medium Armor +20(Light +15) +5
Heavy Armor +150(Medium +130) +40
Shield +10 +2.5
Each Weapon Prof Feat +10 +2.5

New Weapons

Weapon Name Group Size Cost Damage Crit Range Weight Type
Dwarven Warhammer Exotic One-Handed 30gp 1d10 x3 8 lb. B
Greathammer Martial Two-Handed 20gp 2d6 x3 10 lb. B
Warspear Martial One-Handed 2gp 1d8 x3 20 ft 6 lb. P
Shortbow Simple * * * 19-20 * * *
Shortbow, Comp Martial * * * 19-20 * * *
Longbow Martial * * * 19-20 * * *
Longbow, Comp Martial * * * 19-20 * * *
Crossbow, Light Simple * * * x3 * * *
Crossbow, Heavy Simple * * * x3 * * *

Alchemical Ammunition (Target Spell)

This +1 arrow contains an ampule of alchemical elixer of varying types. If it strikes a foe so that it deals damage, it bursts into magical energy that effects the target as if they were the target of the contained spell effect. Similar to drinking a poition of the listed effect.

Example Sleep Arrow

Target with at most 4HD gets Will save vs DC 11 or falls asleep for 1 minutes. Base Cost: 90 gp

Alchemical Ammunition (Burst or Spread Spell)

This +1 arrow (or bolt or bullet) contains an ampule of alchemical elixer of varying types. If it strikes a foe so that it deals damage, it bursts into magical energy that effects the target as if they were at the center of the contained spell effect. The arrow can also be fired at a point (DC 10+Spell Level) resulting in the spell being initiated normally from that point.

Example Fireball Arrow

Does 5d6 Damage DC 14 Ref Save for half. Base Cost: 790 gp

SP Potion

Potion Cost
Lesser SP potion (recovers 2d4+1) 300gp
SP potion (recover 4d6) 1400gp
Greater SP potion (recovers 8d6) 4550gp
Epic SP potion (recovers 10d6) 7650gp

Magic

Spell Points

Base Spell point system

Spell point cost by Caster(CL) and Spell(SL) level

CL\SL 0 1 2 3 4 5 6 7 8 9
1 0 2 - - - - - - - -
2 0 3 - - - - - - - -
3 0 4 6 - - - - - - -
4 0 5 7 - - - - - - -
5 0 6 8 10 - - - - - -
6 0 7 9 11 - - - - - -
7 0 8 10 12 14 - - - - -
8 0 9 11 13 15 - - - - -
9 0 10 12 14 16 18 - - - -
10 0 11 13 15 17 19 - - - -
11 0 12 14 16 18 20 22 - - -
12 0 13 15 17 19 21 23 - - -
13 0 14 16 18 20 22 24 26 - -
14 0 15 17 19 21 23 25 27 - -
15 0 16 18 20 22 24 26 28 30 -
16 0 17 19 21 23 25 27 29 31 -
17 0 18 20 22 24 26 28 30 32 34
18 0 19 21 23 25 27 29 31 33 35
19 0 20 22 24 26 28 30 32 34 36
20 0 21 23 25 27 29 31 33 35 37

Other Magic System Rules

Determining level of spell

Determining Spell Level of a given Spell. Is lowest level of Wizard, Cleric or Druid level or 1.5 times the Bard Spell Level or 2 times Paladin or Ranger Level. Spells that are only Domain spells use the Domain level as a Spell Level value of last resort.

Caster Type SL Mult
Sorcerer/Wizard, Cleric, Druid x1
Bard x1.5
Paladin, Ranger x2
Example Spell Spell Level
Magic Weapon, Greater 3
Holy Smite 4
Sculpt Sound 4
Mark of Justice 5
Heal Mount 6
Legend Lore 6
Animal Shapes 8

Banned/Modified Spells

New Spells

Oth Level Cantrips and Orisons

Restful Slumber

You cast this spell immediately prior to resting. While under the effects of this spell, you and your allies enjoy a restful night’s sleep. If a subject completes a full night’s rest, it regains twice as many hit points as normal.

Transfer Health

When laying your hand upon a living creature, you channel your own positive energy that cause you to lose 1 hit point and cures 1 point of damage to target.

Since undead are powered by negative energy, this spell deals 1d6 positive energy damage to them instead of curing their wounds. An undead creature can apply spell resistance, and can attempt a Will save to take half damage.

Stabilize

When laying your hand upon a living creature, you channel positive energy that cures 0 points of damage. The target is still magically healed thus they stabilize.

Since undead are powered by negative energy, this spell deals 1 damage to them instead of curing their wounds. An undead creature can apply spell resistance, and can attempt a Will save to take half damage.

Malum Medicum

Casting upon a piece of freshly picked fruit makes it magical. You can immediately discern the affected piece of fruit. Each transmuted fruit provides nourishment as if it were a normal meal for a Medium creature. The fruit also cures 1 point of damage when eaten, subject to a maximum of 1 point of such curing in any 24-hour period.

Ray of Lightning

A ray of lightning projects from your pointing finger. You must succeed on a ranged touch attack with the ray to deal damage to a target. The ray deals 1d3 points of electricity damage. This spell cannot be safely cast in metal armor. Doing so would result in the spell hitting the caster instead of the intended target.

Turn Undead

Cause 2d6 + Charisma modifier + 1 per level HD of undead to be turned. Undead with more HD than your level are immune to Turn Undead. Turned undead will flee if able and cower(+2 to hit) if not. If your level is more than double the undeads HD they are destroyed instead of turned. Note if you have 5 or more ranks in Knowledge: Religion you get a +2 bonus to the HD of undead that are immune to your turning.

Animate Object

As Animate Objects, except you only animate a single object sized by half your caster level. Full Text:

You imbue an inanimate object with mobility and a semblance of life. Each such animated object then immediately attacks whomever or whatever you initially designate.

An animated object can be of any nonmagical material. You can change the designated target or targets as a move action, as if directing an active spell. The size of th animated object is spcifed in the table.

Level Object Size
2 Small
4 Medium
8 Large
16 Huge
32 Gargantuan
64 Colossal

This spell cannot animate objects carried or worn by a creature.

Animate object can be made permanent with a permanency spell.

Revivify

The diamonds vaporize from your hand as you cast this spell, and the vapors they give off wrap around your fallen companion, dragging her soul back into her mortal form.

Revivify miraculously restores life to a recently deceased creature. However, the spell must be cast within 1 round of the victim's death. Before the soul of the deceased has completely left the body, this spell halts its journey while repairing somewhat the damage to the body. This spell functions like raise dead (PH 268), except that the raised creature receives no level loss, no Constitution loss, and no loss of spells. The creature has -1 hit points (but is stable).

Material Component
Diamonds worth at least 500 gp.

Breath of Life

This spell functions like cure light wounds, except that it cures 5d8 points of damage + 1 point per caster level (maximum +25).

If cast upon a creature that has died within 1 round, unlike other spells that heal damage, breath of life can bring recently slain creatures back to life. The target changes to the appropriate health status based on their new HP total after this spell (i.e. Dead, Dying, Disabled, etc). Creatures brought back to life through breath of life gain a temporary negative level that lasts for 1 day.

Creatures slain by death effects cannot be saved by breath of life.

Like cure spells, breath of life deals damage to undead creatures rather than curing them, and cannot bring them back to life.

Purify Self

As Neutralize Poison, Remove Blindness/Deafness, Remove Curse and Remove Disease.

Quivering Palm

This spell cannot be dispelled by anything less than a Wish. Delivered as part of a touch or unarmed attack. At any point during the duration the caster can activate the spell as a free action at any range. Once activated the target dies unless they save. The spell can only be activated once per casting.

Alter Self

You assume the form of a creature of a type based on the type of your normal form. The new form must be within one size category of your normal size. You can change into a member of your own kind or even into yourself.

You can freely designate the new form’s minor physical qualities (such as hair color, hair texture, and skin color) within the normal ranges for a creature of that kind. The new form’s significant physical qualities (such as height, weight, and gender) are also under your control, but they must fall within the norms for the new form’s kind. You are effectively disguised as an average member of the new form’s race. If you use this spell to create a disguise, you get a +10 bonus on your Disguise check, ignoring penalties based on differences in gender, race or age between your normal and new form.

When the change occurs, your equipment, if any, either remains worn or held by the new form (if it is capable of wearing or holding the item), or melds into the new form and becomes nonfunctional. Melded equipment can have adjustments to its minor physical qualities to match the new form. When you revert to your true form, any objects previously melded into the new form reappear in the same location on your body they previously occupied and are once again functional. Any new items you wore in the assumed form and can’t wear in your normal form fall off and land at your feet; any that you could wear in either form or carry in a body part common to both forms at the time of reversion are still held in the same way. Any part of the body or piece of equipment that is separated from the whole reverts to its true form.

You retain all the statistics and abilities of your normal form, except for those requiring a body part that the new form does not have (such as a mouth and lungs for a breath weapon, speech and air-breathing or eyes for a gaze attack or sight).

If your new form is smaller, this effect is the same as Reduce Person without the -2 Strength. If your new form is Larger, this effect is the same as Enlarge Person without the -2 Dexterity. If you are the same size you may add +2 bonus to either Strength or Dexterity.

For every two caster levels, you may aquire one ability of the new form from the following list: daylight vision, darkvision 60-ft, low-light vision, scent, air-breathing, water-breathing, scent, climb 30 feet, fly 30 feet (clumsy maneuverability), swim 30 feet, +1 natural armor, a natural weapon that does damage as an appropriate sized shortspear.

Base creature type New form type Example
Fey, Giant, Monstrous Humanoid, Humanoid Humanoid Ogre Mage -> Human
Dragon, Magical Beast, Animal, Vermin Animal or Vermin Chimera -> Elephant
Undead, Constructs crafted of flesh, blood, bone Unintelligent Undead Mummy -> Zombie
Construct Animated Object Inevitable -> Animated clock
Outsider same full subtype Efreeti -> Salamander
Abberation, Plant, Ooze Ooze or Normal Plant Treent -> Ochre jelly
Templated [Group Type] Templated [Type] Ghost Elf -> Ghost Orc

Alter Other

This spell functions like Alter Self, except that it may be cast on willing other creatures.

Wild Shape

This spell transforms the caster into a new form.

The transformation lasts for the duration, or until the target drops to 0 hit points or dies. The new form can be any animal, plant or vermin whose challenge rating is equal to or less than the target’s (or the target’s level, if it doesn’t have a challenge rating). The target’s game statistics, including mental ability scores, are replaced by the statistics of the chosen beast. It retains its alignment and personality.

The target assumes the hit points of its new form. When it reverts to its normal form, the creature returns to the number of hit points it had before it transformed. If it reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form. As long as the excess damage doesn’t reduce the creature’s normal form to 0 hit points, it isn’t knocked unconscious.

The creature is limited in the actions it can perform by the nature of its new form, and it can’t speak, cast spells, or take any other action that requires hands or speech.

The target’s gear melds into the new form. The creature can’t activate, use, wield, or otherwise benefit from any of its equipment. This spell can’t affect a target that has 0 hit points.

Polymorph

This spell changes the willing subject into another form of living creature.

The new form may be of the same type as the subject or any of the following types: aberration, animal, dragon, fey, giant, humanoid, magical beast, monstrous humanoid, ooze, plant, or vermin.

The new form can’t have more Hit Dice than the subject’s HD. The new form must have a challenge rating less than your level, to a maximum of CR 14 at 15th level. For example, an 8th level wizard could turn an 8-HD Rhinoceros, themselves or their own familiar into an eight-headed Hydra (CR 7; HD 8)

You can’t cause a subject to assume a form smaller than Fine, nor can you cause a subject to assume an incorporeal or gaseous form.

With those exceptions, the subject’s normal game statistics are replaced by those of the new form. The subject loses all the special abilities it has in its normal form, including its class features.

If the new form's max hit points is greater than the subject's max hit points, the subject gains a number of temporary hit points equal to the difference for the duration. For example, a 33 HP Medusa polymorphed into a 57 HP Manticore would gain 22 temporary hit points.

If slain, the subject reverts to its original form, though it remains dead.

Incorporeal or gaseous creatures are immune to being polymorphed, and a creature with the shapechanger subtype can revert to its natural form as a standard action.

You can freely designate the new form’s minor physical qualities (such as hair color, hair texture, and skin color) within the normal ranges for a creature of that kind. The new form’s significant physical qualities (such as height, weight, and gender) are also under your control, but they must fall within the norms for the new form’s kind. The subject is effectively disguised as an average member of the new form’s race. If you use this spell to create a disguise, it grants a +10 bonus on the Disguise check.

When the change occurs, your equipment, if any, either remains worn or held by the new form (if it is capable of wearing or holding the item), or melds into the new form and becomes nonfunctional. When the subject reverts to their true form, any objects previously melded into the new form reappear in the same location on their body they previously occupied and are once again functional. Any new items they wore in the assumed form and can’t wear in their normal form fall off and land at their feet; any that they could wear in either form or carry in a body part common to both forms at the time of reversion are still held in the same way. Any part of the body or piece of equipment that is separated from the whole reverts to its true form. If the new form has more body parts of a given type and one is cut off determine randomly if is corresponds to the subject's original. For example, an elf polymorphed into a giant spider that loses a leg only has a 50% chance of losing a leg when it reverts.

Material Component
A pinch of material(feathers, fur, hair, scales,etc) from the creature of the new form. (Prices vary: a normal spell component pouch will contain parts for animals and magical beasts common to the area. In general prices will be less than (CR x HD x 10gp) per pinch)

Baleful Polymorph

This spell functions like Polymorph, except that targets need not be touched or willing, the duration is permanent, and the new form must be a Small or smaller animal of no more than 1 HD (such as a dog, lizard, monkey, or toad).

All items worn or carried by the subject fall to the ground at its feet, even if they could be worn or carried by the new form.

If the new form would prove fatal to the creature (for example, if you polymorphed a landbound target into a fish, or an airborne target into a toad), the subject gets a +4 bonus on the save.

As with any polymorh effect ff the subject remains in the new form for 24 hours within any period 48 consecutive hours, it must attempt a Will save. If this save fails, it loses its ability to understand language, as well as all other memories of its previous form, and its Hit Dice and hit points change to match an average creature of its new form. These abilities and statistics return to normal if the effect is later ended.

Incorporeal or gaseous creatures are immune to baleful polymorph, and a creature with the shapechanger subtype (such as a lycanthrope or a doppelganger) can revert to its natural form as a standard action (which ends the spell’s effect).

Polymorph Any Object

This spell functions like polymorph, except that it changes one object or creature into another. The duration of the spell depends on how radical a change is made from the original state to its enchanted state. The duration is determined by using the following guidelines.

Changed Subject Is: Increase to Duration Factor
Same kingdom (animal, vegetable, mineral) +5
Same class (mammals, fungi, metals, etc.) +2
Same size +2
Related (twig is to tree, wolf fur is to wolf, etc.) +2
Same or lower Intelligence +2
Increase to Duration Factor
Add all that apply. Look up the total on the next table.
Duration Factor Duration Example
0 20 minutes Pebble to human
2 1 hour Marionette to human
4 3 hours Human to marionette
5 12 hours Lizard to manticore
6 2 days Sheep to wool coat
7 1 week Shrew to manticore
9+ Permanent Manticore to shrew

A nonmagical object cannot be made into a magic item with this spell. Magic items aren’t affected by this spell.

This spell cannot create material of great intrinsic value, such as copper, silver, gems, silk, gold, platinum, mithral, or adamantine. It also cannot reproduce the special properties of cold iron in order to overcome the damage reduction of certain creatures.

This spell can also be used to duplicate the effects of baleful polymorph, polymorph, flesh to stone, stone to flesh, transmute mud to rock, transmute metal to wood, or transmute rock to mud.

Arcane Material Component
Mercury, gum arabic, and smoke.

Shapechange

This spell functions like polymorph, except that it enables you to assume the form of any single nonunique creature (of any type) from Fine to Colossal size. The assumed forms challenge rating is capped at 24 at level 25. Unlike polymorph, this spell allows incorporeal or gaseous forms to be assumed.

The new form does not disorient you. Parts of your body or pieces of equipment that are separated from you do not revert to their original forms.

You can become just about anything you are familiar with. You can change form once each round as a free action. The change takes place either immediately before your regular action or immediately after it, but not during the action. If you use this spell to create a disguise, you get a +10 bonus on your Disguise check.

Focus
A jade circlet worth no less than 1,500 gp, which you must place on your head when casting the spell. (The focus melds into your new form when you change shape.)