Classless d20 System
Ability Scores
No change, but unspent points from point buy can be converted to extra General Points.
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
- Part Cost = Base Cost / 2 + Masterwork item cost if enhancing a weapon, armor, shield, etc
- XP Cost = Base Cost in gold / 25
Mundane Items
- Part Cost = Base Cost / 4
- XP Cost = Base Cost in gold / 25
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
- Knowledge: Arcana
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 |
Ranged Generalist | Dex 13, Int or Wis 13, Ranged BAB +4 | +1 Dam with all ranged weapons does not stack w/ Spec |
Ranged Generalist, Imp | Dex 13, Int or Wis 13, Ranged BAB +8 | +1 Dam with all ranged weapons does not stack w/ Spec |
Ranged Generalist, Gtr | Dex 13, Int or Wis 13, Ranged BAB +12 | +1 Dam with all ranged 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: |
As Ranger Ability, but terrain matches Stride feat |
-Hide in Plain Sight | Camouflage, Know: |
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:
- Dex 13
- One of these:
- Weapon Finesse
- Weapon Focus [A light melee weapon]
- Improved Unarmed Strike
- One of these:
- Combat Expertise
- Two Weapon Defense
- Dodge
- And two of these:
- Mobility
- Tumble +5
- 10 total ranks Climb, Jump, and Balance
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 modifier only effects the initial attack.
Multi Hit Combo, Aggregate wounds, Attack Focus (Under development)
The fighter is able to press a chain of successful attacks to open up additional weakness in the target's defenses.
Prerequisite
BAB +5
Benefit
Each successive successful melee attack against an opponent does a cumulative +1d6 damage. This bonus is reset if you go a full round without a successful attack or you make an attack against anyone else.
Close Pole Arm Combat (under development)
You can choke up on a pole arm to use it more effectively in close quarters
Prerequisite
BAB +1, weapon focus (any pole weapon)
Benefit
On your action, before making attack rolls for a round, you may choose to treat a pole weapon you are proficient in as a double weapon. The off hand side of the weapon is treated as a quarterstaff (1d6 Bludgeoning/ x2).
A reach weapon used like this temporarily loses its reach property. This allows the weapon to be used against adjacent foes and with two weapon fighting.
Normal
A pole weapon may be used as a untrained improvised double weapon. (-4 to hit, etc.)
Pole Arm Mastery (under development)
You can choke up on a pole arm to use it more effectively in close quarters
Prerequisite
BAB +4, Close Pole Arm Combat, weapon focus (any pole weapon with Reach)
Benefit
When using a polearm you are proficient in with reach, the weapon can be used against an adjacent foe.
Ranged Damage Boost (under development)
TBD Ranged spirit strike (Flat 2SP not +to hit) Ranged Bypass DR (ignore 5 points DR, precise shot) Improved Ranged Bypass DR (ignore 15 points DR, Imp precise shot)
Prerequisite
BAB +TBD, TBD
Benefit
TBD +1d6 damage flat.
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 |
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 |
- Craft: TBD Requires Brew Potion
Magic
Spell Points
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 |
- SP = 2SL + CL - 1
- minCL = 2SL -1
- minSP = 4SL - 2
Other Magic System Rules
- All magic must take into account arcane spell failure
- Shields have no arcane spell failure for proficient characters
- A Light shield counts as a free hand for the purpose of spell casting
- Caster Level is equal to the minimum of Character level and number of arcane caster feats
- An unlimited number of 0th level cantrips can be cast per day.
- Spell Knowledge (Spells Known limit): Int (Bonus spell knowledge on gaining caster level N, if the character's int bonus is greater than (N/2 - 1) they get an extra spell of level (N/2 -1))
- Spell Energy(Spell point adjustment): Wis (Bonus SP per level equal to wisdom bonus divided by 3.)
- Spell Strength(Save DC/effect modifier): Cha (Save DC = 10 + SL + CHA modifier)
- Chaotic, Evil, Good, and Lawful Spells A character can’t cast spells of an alignment opposed to her own or her deity’s (if she has one). Spells associated with particular alignments are indicated by the chaos, evil, good, and law descriptors in their spell descriptions.
- Formularies. A character may keep a Spell Book similar to a wizard's spell book. However, spells may not be prepared or cast out of this book except for the purpose of crafting magic items. To copy a deciphered spell into your formulary requires a DC 15 + spell level Decipher script check. Spells that you have successfully copied into your formulary count as being on your class spell list for the purposes of activating scrolls and wands.
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
- Cure Minor Wounds BANNED (rationale infinite source or healing)
- Mage Armor BANNED (breaks armor system balance)
- Conjuration(healing) are Abjuration(healing) instead
- Read magic only grants +15 to Decipher Script checks on magical writing.
- Classically Arcane Electricity Spells (Shocking Grasp, Lightning
Bolt, etc) cannot be safely cast in Metal Armor. They all contain the
following clause:
- This spell cannot be safely cast in metal armor. Doing so would result in the spell hitting the caster instead of the intended target.
New Spells
Oth Level Cantrips and Orisons
Restful Slumber
- Abjuration
- Level: Clr 0, Brd 0
- Components: V, S
- Casting Time: 1 standard action
- Range: Medium (100 ft. + 10 ft./level)
- Area: Living creatures within a 10-ft.-radius burst
- Duration: 8-hours
- Saving Throw: Will negates (harmless); see text
- Spell Resistance: Yes (harmless); see text
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
- Conjuration (Healing)
- Level: Clr 0
- Components: V, S
- Casting Time: 1 standard action
- Range: Touch
- Target: Creature touched
- Duration: Instantaneous
- Saving Throw: Will half (harmless); see text
- Spell Resistance: Yes (harmless); see text
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
- Conjuration (Healing)
- Level: Clr 0
- Components: V, S
- Casting Time: 1 standard action
- Range: Touch
- Target: Creature touched
- Duration: Instantaneous
- Saving Throw: Will half (harmless); see text
- Spell Resistance: Yes (harmless); see text
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
- Transmutation
- Level: Drd 0
- Components: V, S, DF
- Casting Time: 1 standard action
- Range: Touch
- Target: Fresh fruit touched
- Duration: One day
- Saving Throw: None
- Spell Resistance: Yes
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
- Evocation [Electricity]
- Level: Sor/Wiz 0
- Components: V, S
- Casting Time: 1 standard action
- Range: Close (25 ft. + 5 ft./2 levels)
- Effect: Ray
- Duration: Instantaneous
- Saving Throw: None
- Spell Resistance: Yes
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
- Abjuration [Good]
- Level: Clr 1
- Components: V, S, DF
- Casting Time: 1 standard action
- Range: Personal
- Effect: 60 ft Burst
- Duration: 1 minute or Instantaneous
- Saving Throw: None
- Spell Resistance: No
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
- Transmutation
- Level: Lvl 4
- Components: V, S
- Casting Time: 1 standard action
- Range: Medium (100 ft. + 10 ft./level)
- Targets: One inanimate object
- Duration: 1 round/level
- Saving Throw: None
- Spell Resistance: No
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
- Conjuration (Healing)
- Level: Lvl 4
- Components: V, S, M
- Casting Time: 1 standard action
- Range: Touch
- Target: Dead creature touched
- Duration: Instantaneous
- Saving Throw: None; see text
- Spell Resistance: Yes (harmless)
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
- Conjuration(Healing)
- Level: Clr 5
- Components: V, S
- Casting Time: 1 standard action
- Range: Touch
- Targets: Creature touched
- Duration: Instantaneous
- Saving Throw: Will half (harmless); see text
- Spell Resistance: Yes (harmless); see text
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
- Conjuration(Healing)
- Level: Mnk 4
- Components: V, S
- Casting Time: 1 standard action
- Range: Personal
- Targets: You
- Duration: Instantaneous
As Neutralize Poison, Remove Blindness/Deafness, Remove Curse and Remove Disease.
Quivering Palm
- Necromancy
- Level: Mnk 8
- Components: S
- Casting Time: 1 standard action
- Range: Touch
- Targets: Creature touched
- Duration: 1 day/level(D); Instantaneous
- Saving Throw: None then Fort Negates
- Spell Resistance: No
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
- Transmutation
- Level: Brd 2, Sor/Wiz 2
- Components: V, S
- Casting Time: 1 standard action
- Range: Personal
- Target: You
- Duration: 10 min./level (D)
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
- Transmutation
- Level: Sor/Wiz 3
- Components: V, S
- Casting Time: 1 standard action
- Range: Touch
- Target: Willing living creature touched
- Duration: 10 min./level (D)
This spell functions like Alter Self, except that it may be cast on willing other creatures.
Wild Shape
- Transmutation
- Level: Animal 3, Drd 3
- Components: V, S, F (an animal hide or tooth necklace)
- Casting Time: 1 standard action
- Range: Personal
- Target: You
- Duration: 1 hour/level (D)
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 Tiny thru Huge animal, plant or vermin the caster is familiar with whose hit dice does not exceed the target’s hit dice or the caster's level. The target’s game statistics are replaced by the statistics of the chosen form except as indicated.
The subject takes on all the statistics and special abilities of an average member of the new form in place of its own except as follows: - The subject retains its own Intelligence (i.e. does not become mindless) though it does NOT retain its skills - The subject retains its own alignment (and personality, within the limits of the new form’s ability scores). - The subject retains its own hit points (plus temporary hit points or healing as listed below). - The subject is treated as having its normal Hit Dice for purpose of adjudicating effects based on HD, such as the sleep spell, though it uses the new form’s base attack bonus, base save bonuses, and all other statistics derived from Hit Dice. - The subject is treated as having its normal creature type as well as the new form for purpose of adjudicating effects based on creature type, such as the charm person or charm animal spells. - The subject also retains the ability to understand (but not to write or speak) the languages it understood in its original form. - If the new form normally has regeneration, fast healing or shapechange abilities the subject does not gain those.
If the new form is larger or typically had more hit points than the target, it gains 1 temporary HP per caster level. If not, it heals 1 HP per caster level.
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 normally requires hands or speech. (See the Natural Spell feat)
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 or fewer hit points.
Elemental Shape
- Transmutation (Fire, Earth, Air, Water)
- Level: Animal 8, Drd 8
- Components: V, S
- Casting Time: 1 standard action
- Range: Personal
- Target: You
- Duration: 1 hour/level (D)
TBD
This spell transforms the caster into an elemental body. The transformation lasts for the duration, or until the target drops to 0 hit points or dies.
- Large Elemental (Enlarge bonus??)
- Natural attacks
- Temporary Hit Points
- Retain most Skills, abilities, feats, Stats and HD
- Lose equipment
- AC Bonus
- Natural Attacks
- Special Attacks
- Special Qualities
- Darkvision out to 60 feet.
- Immunity to poison, sleep effects, paralysis, and stunning.
- Not subject to critical hits or flanking.
- Proficient with natural weapons
- Do not eat, sleep, or breathe
Maybe write it like Alter Self Maybe just use Pathfinder Elemental Body spells.
Polymorph
- Transmutation
- Level: Sor/Wiz 4
- Components: V, S, M (a piece of the creature whose form you plan to assume)
- Casting Time: 1 standard action
- Range: Touch
- Target: Willing living creature touched
- Duration: 1 min./level (D)
- Saving Throw: None
- Spell Resistance: No
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.
The subject takes on all the statistics and special abilities of an average member of the new form in place of its own except as follows: - The subject retains its own alignment (and personality, within the limits of the new form’s ability scores). - The subject retains its own hit points (plus temporary hit points as listed below). - The subject is treated as having its normal Hit Dice for purpose of adjudicating effects based on HD, such as the sleep spell, though it uses the new form’s base attack bonus, base save bonuses, and all other statistics derived from Hit Dice. - The subject is treated as having its normal creature type as well as the new form for purpose of adjudicating effects based on creature type, such as the charm person or charm animal spells. - The subject also retains the ability to understand (but not necessarily to speak) the languages it understood in its original form. It can write in the languages it understands, but only the form is capable of writing in some manner (such as drawing in the dirt with a paw). - If the new form normally has regeneration, fast healing or shapechange abilities the subject does not get those.
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
- Transmutation
- Level: Drd 5, Sor/Wiz 5
- Components: V, S
- Casting Time: 1 standard action
- Range: Close (25 ft. + 5 ft./2 levels)
- Target: One creature
- Duration: Permanent
- Saving Throw: Fortitude negates, Will partial; see text
- Spell Resistance: Yes
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 polymorph a land-bound target into a fish, or an airborne target into a toad), the subject gets a +4 bonus on the save.
As with any polymorph effect if 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 shape-changer 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
- Transmutation
- Level: Sor/Wiz 8, Trickery 8
- Components: V, S, M/DF
- Casting Time: 1 standard action
- Range: Close (25 ft. + 5 ft./2 levels)
- Target: One creature, or one nonmagical object of up to 100 cu. ft./level
- Duration: See text
- Saving Throw: Fortitude negates (object); see text
- Spell Resistance: Yes (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 non-magical 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
- Transmutation
- Level: Animal 9, Drd 9, Sor/Wiz 9
- Components: V, S, F
- Casting Time: 1 standard action
- Range: Personal
- Target: You
- Duration: 10 min./level (D)
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.)