Arnheim: Character Creation Guide

   Character creation in Arnheim is unique to the setting. There are a number of special rules and concepts that you should familiarize yourself with before making a character. These are summarized for you below. More in depth explanations follow. You may also want to read the Setting Overview for a brief background of the world your character is part of.

SUMMARY

  • Each character has a background that embeds them in the setting, and influences many starting factors such as starting gold, access to equipment, languages known, and options for multiclassing.
  • Your character’s “Deity” field is used to track your character’s Religion – which is more than just what god your character follows. For more information see Arnheim: Religion Overview.
  • The playable races have been changed from NWN’s default. See PLAYABLE RACES below for more information.
  • Each base class as well as each prestige class has a “knowledge” prerequisite which you must acquire before selecting that class. Prerequisites can be acquired at character creation as part of your character’s background, or acquired through play from a character who has the knowledge. See MULTICLASSING below for more information.
  • Some classes are Innate and so the prerequisite knowledge for these classes is not teachable. See INNATE CLASSES below for the specifics.
  • Favored Classes have been redefined for the races.

BACKGROUNDS

   Some choices made during character creation determine aspects of a character’s background. This includes race choice, class choice, skills, feats, and religion. While much of this should be discovered in game. The following includes information that you should be aware of before starting play:

Wild
   these races and classes are typically associated with a “wild” background:

  • Elf
  • Gnome
  • Barbarian
  • Druid
  • Ranger

Civilized
   these races and classes are typically associated with a “civilized” background:

  • Dwarf
  • Pygmy
  • Paladin
  • Rogue
  • Wizard

PLAYABLE RACES

Dwarves – are a clannish, and warlike race that prefers to live underground. Dwarven social status is determined by clan membership and individual “honor”. Clans are typically structured like an autonomous military unit in which the leader rises due to their ability to lead the clan in battle. All of the “civilized” (AKA non-barbarian) dwarvish clans have a special relationship with the Orsennan empire, serving the emperor as special military units. While many consider the dwarves a conquered people, they manage a fairly autonomous existence and have kept their culture and faith intact – most still worshiping Cyriacus as a god in his own right. (Which means that dwarves are the only race whose civilized members are typically polytheist.)

  • medium size, +2 str, -2 Dex, +2 Con, -2 Cha
  • Languages: Kyrga, (civilized) Avesti, (wild) Nhaz
  • Chthonic (background/heritage) This character has a strong affiliation with earth and stone, and a yearning to be underground.
  • Darkvision
  • Weapon Proficiency All dwarves can use the Dwarven Waraxe.
  • Hardiness vs Poisons +2 save vs Poison
  • Resistant to Disease +2 save vs Disease
  • Stable +2 racial bonus to Discipline.
  • Offensive Training +1 on attacks vs Goblinoids and Scalykind
  • Defensive Training +4 Dodge bonus vs Giants
  • Favored class Fighter

Elves – are of mixed parentage, both fairy and human. All elves are raised by their fairy parent in the wilderness, taught the ways and ethos of nature, and thus all begin with a wild background. There is no “elf” society or species as elves are merely half humans adopted by the Fey. Their connection to Faerie and wilderness makes them outsiders in Arnheim due to the “civilizing” influence of Orsenna and its religions.

  • medium size, -2 str, +2 dex, -2 con, +2 cha
  • Languages: Sylvan, (possible bonus) Gnomish
  • Fey Kinship (Background/Heritage) kinship with all Fey creatures.
  • Lowlight Vision
  • Keen Senses
  • Skill Affinity +2 to Search, Spot, and Listen
  • Hardiness vs. Enchantments +2 save vs Mind-affecting spells
  • Weapon Proficiency All elves can use the Longbow, and Shortbow.
  • Favored class Druid

Gnomes – are a magical race, with mild affiliation to the Earth element, and prefer to live underground. They live alone or in small family groups, and thus do not build cities or establish nations. Many maintain good relations with both Fairy and Goblin kind and move freely through Faerie realms. However due to their habits and appearance, in Arnheim’s civilized areas they are frequently confused with goblins and thus distrusted if not attacked on sight.

  • small size, -2 str, +2 int
  • Languages: Gnomish, (possible bonuses) Sylvan, Goblin
  • Chthonic (background/heritage) This character has a strong affiliation with earth and stone, and a yearning to be underground.
  • Darkvision
  • Stonecunning +2 bonus on Search checks made in interior areas, and generally positive relations with free willed earth elementals.
  • Skill Affinity +2 Concentration checks
  • Hardiness vs. Illusions +2 save vs Mind-affecting spells
  • Innate Spell Abilities 1/day Dancing Lights, and Faerie Fire
  • Favored class Wizard

Pygmies – are a rare diminutive race of humans (standing about 3 feet tall). They refer to themselves as the Leshii, but Pygmy is what they are called by others, and the name has stuck. Once an independent and nomadic jungle people, they are now subjects of the empire, their jungle homeland raised and converted to farmland. To survive they have adapted new ways of life, filling whatever niches they find available, but typically taking the role of wandering mystic. This flexibility paired with their spiritual culture result in a remarkably resilient people. In fact, despite their low social status, much of the empire has begun to adopt their culture of religious tolerance. They enjoy natural good luck, long life spans (many living to see 150), and exude confidence. They have ruddy skin, straight dark hair, and brown or black eyes.

  • small size, -2 str, +2 wis
  • Languages: Avesti, (bonus for priests) Celestial or Infernal or Shadal
  • Skill Affinity +2 Move Silently, Listen
  • Lucky +1 to all saves
  • Fearless +2 save vs Fear
  • Good Aim +1 attack with thrown weapons
  • Favored class Cleric

Feyborn – like elves are of mixed parentage, both fairy and human. The difference is that feyborn are raised amongst humans, and thus lacked the transformative influence of fairy magic in their childhood. Nevertheless they tend to be both beautiful and lucky, attributes traditionally attributed to fairies, and this is both a benefit and curse in their lives. Feyborn often face prejudice in Arnheim – distrusted by some due to their assumed association with Faerie beings, or desired by others who see the feyborn as naturally good, exotic and beautiful.

  • medium size, +2 cha
  • Fey Kinship (Background/Heritage) kinship with all Fey creatures.
  • Lowlight Vision
  • Lucky +1 to all saves
  • Favored class any

Goblin-touched – are humans who began to express beastial traits shortly after they were born. The mere touch of a goblin is said to cause this disfiguration. In the city of Arnheim, association with goblins carries such a strong stigma that not only does society reject the goblin-touched child, but the family loses status as well. Thus the goblin-touched are typically outcasts of society and disowned by their very own families.

  • medium size, -2 cha
  • Magical Deformity The goblin-touched are still human albeit transformed by magic.
  • Darkvision
  • Resistant to Change immunity to Lycanthropy and the spell Baleful Polymorph.
  • Spell Resistant +2 save vs Spells
  • Favored class any

Humans – are ubiquitous and diverse. The dominant societies in the setting are human, which benefits human characters in these societies. The ruling dynasties of Orsenna have all been human as is the ruling house of Arnheim.

  • medium size
  • Quick to master +1 Feat at level 1
  • Skilled +1 Skill (+4 skill points at level 1, +1 skill point thereafter)
  • Favored class any

LANGUAGES

This list includes a sampling of some of the languages your character may need to know.

  • Common the common language of Arnheim and surrounding areas.
  • Avesti the common language of the Orsennan Empire
  • Sylvan the common language of woodland beings, and Fairies.
  • Goblin the common language of the underworld, and Goblins.
  • Nhaz the common language of the mountains, and Giants.
  • Kyrga the language of the Dwarves.
  • Gnomish the language of the Gnomes.
  • Draconic the language of Dragons.
  • Celestial, Infernal the other-worldly languages spoken by Angelic or Demonic beings.
  • Shadal an other-worldly language spoken by Shadow beings.

MULTICLASSING

   In order to multiclass, a PC must first acquire the prerequisite knowledge for the character class they wish to select. Prerequisites are derived at start from a character’s background, but more can be acquired through play from a mentor.
   At character creation, “character background” pre-loads a PC with knowledge for one or more classes. Race and class choices define a great deal about your character’s background which contributes to starting knowledge. For example the specific “Favored Class” of some races always provides the character with the prerequisite knowledge for that class. Starting feats and religion also influence starting knowledge, but to a lesser extent than race and class.
   During game play, PCs can acquire additional multiclass options from any other PC who elects to mentor them by using their Teach Ability (found under Player Tools in the “class” radial menu). Special NPCs can also train a PC if they are convinced to do so. The exception to this are the “innate” classes.

INNATE CLASSES

   An innate class is one which you may not acquire prerequisites for by training or learning. In order to select these classes, you must begin play with access to them. Certain background feats ensure access to these classes. Various race and class combinations do as well.

  • Barbarian
  • Sorcerer

SKILLS

   Ride, Intimidate, Craft Armor, and Craft Weapons have been removed from the game. Appraise has been renamed “Bargain”. “Healing” has kept its name but been reduced in power (see below). Craft Trap has been renamed “Crafting” and changed (see below for more information). New or changed skills:

  • Healing – (wis) requires use of a healing kit. Used to stabilized a dying person, or to treat poison or disease. (Note: Does NOT heal damage.)
  • Control Shape – (wis) determines whether your character when afflicted with lycanthropy is able to voluntarily control his or her shape.
  • Climb – (str) ability to climb ropes, walls etc….
  • Swim – (str) ability to swim in a liquid (although some liquids pose other challenges).
  • Escape Artist – (dex) ability to pass tight spaces, evade grapple attacks (eg. Bigby’s Grasping Hand, Entangle), or escape bonds.
  • Scry – (int) ability to use scrying spells or devices to spy on others magically OR to notice when others are spying on you.
  • Crafting – (int) ranks in “Crafting” define the maximum crafting ability that your character can presently attain in any specialty craft such as bow making, weaving etc…. To improve in specific crafts, your character must actually practice them.
  • Language – (int) defines the maximum number of languages that you may learn. It is a cross class skill for everyone. It is possible to start out knowing more languages than this skill would allow, but you will not be able to learn additional languages until you sufficiently advance this skill.

FEATS

Innate (non-elective)

  • Jump (Everyone) – Enables character to jump short distances over small obstacles. Strength and size can improve this ability. (can also be used to “unstick” your character on a tricky walkmesh). Does not function in combat.
  • Flight (Fliers only) – Enables character to cross chasms, pits, water etc… and land elsewhere in the area. Destination must be visible.
  • Pass Door – Enables creature to slip past some doors without opening them. Incorporeal, soft bodied, or very small creatures have this ability.
  • Spell Target (Spellcasters only) – Memorize up to 7 locations for use as targets of certain spells (eg. teleport, scry) “Target” yourself when using this feat to preset one of these locations for your next spell. Familiars have a similar feat which enables them to mark a location for their master’s spells, but only one at a time.

Background Feats

   Background feats may only be taken at first level. Taking a background feat defines the background of your character. Do not take a background feat if you do not want your character to have the background.

  • Thespian Apprenticeship – Character gains a +2 bonus on Perform, and Spot checks, and the knowledge prerequisite for the bard class (ensuring the ability to multiclass as a bard). Characters with this feat have a background in the performing arts.
  • Wizarding Education – Character gains a +2 bonus on Lore and Spellcraft checks, and the knowledge prerequisite for the wizard class. Characters with this feat have had a significant amount of instruction in the arts of wizardry. Elves with this feat require DM approval.
  • Experienced Trader – Character gains a +2 bonus on Bargain and Persuade checks, and an additional starting trade language depending on other aspects of the character’s background (ie. who they were trading with). This feat implies that the character has extensive experience trading goods which is typical of a merchant’s child or an apprentice in a mercantile guild.
  • Dragon Blood – Character gains a +1 bonus to Reflex saving throws, a +2 bonus versus poisons, and may multiclass as a sorcerer. Characters with this feat have traces of dragon’s blood in them, typically because an ancestor performed a magic ritual using stolen dragon’s blood. For reasons that should be obvious, this is usually a closely guarded family secret.
  • Raised in a Monastery – Character gains a +1 bonus to Will saving throws, a +2 bonus versus taunts, speaks the Avesti language, and acquires the knowledge prerequisites for the monk and cleric classes. Characters with this feat were raised by monks and thus have no contact with their biological parents or “people”. Barbarians, gnomes, dwarves, elves, paladins and druids with this feat require DM approval.
  • Chosen One – Character gains a +1 bonus to all saves, and speaks one of the other-worldly languages depending on starting alignment: Celestial (Good), Infernal (Evil), Shadal (Neutral). Characters with this feat whether they like it or not were chosen by an other worldly being for some purpose….
  • From the Streets – Character gains a +2 bonus to Initiative and Persuade checks, and the knowledge prerequisite for the rogue class. Characters with this feat most likely grew up homeless in an urban area. Wild classes and races with this feat require DM approval.
  • Wild at Heart – Character gains a +1 bonus to Fortitude and Will saving throws, and a +1 bonus versus death magic, and may multiclass as a barbarian. Characters with this feat are most likely from a barbarian tribe of their kind. Wizards and Paladins beginning with this feat require DM approval.
  • Soldier – Character gains a +2 bonus to Initiative and Spot checks, and the knowledge prerequisite for the fighter class. Characters with this feat have some experience as a soldier or militia member. Wild classes and races with this feat require DM approval.
  • Hunter – Character gains a +2 bonus to Hide and Move Silently checks, and the knowledge prerequisite for the ranger class. Characters with this feat grew up hunting game, most likely to put food on the table. A rural or wild upbringing is most plausible with this background as opposed to an urban one.

Class

  • Weapon Proficiency (Simple) This feat allows effective use of all simple weapons, including short bow, dart, sling, club, quarterstaff, mace, light flail, light hammer, dagger, handaxe, sickle, scythe, and longspear.
  • Weapon Proficiency (Martial) This feat allows effective use of all martial weapons. The martial weapons list includes the light and heavy crossbows,  long bow, throwing axe, battleaxe, greataxe, greatsword, longsword, short sword, rapier, scimitar, halberd (and various polearms), trident, shortspear, heavy flail, morningstar, warhammer, and maul.
  • Weapon Proficiency (Exotic) This feat allows effective use of all exotic weapons. The exotic weapons list includes the bastard sword, dire mace, dwarven waraxe, double axe, kama, katana, kukri, shuriken, whip, and two-bladed sword.
  • Weapon Proficiency (Druid) This feat allows the character to use the dart, sling, club, quarterstaff, sickle, dagger, scimitar, trident, shortspear, and longspear.
  • Weapon Proficiency (Monk) This feat allows effective use of dart, shortbow, longbow, shuriken, sling, club, light hammer, quarterstaff, light flail, heavy flail, dagger, kukri, and kama.
  • Weapon Proficiency (Bard and Rogue) This feat allows the character to use the light crossbow, shortbow, sling, dart, club, quarterstaff, mace, light hammer, dagger, short sword, rapier, handaxe, and whip.
  • Weapon Proficiency (Wizard) This feat allows the character to use the dart, light and heavy crossbow, club, quarterstaff, light hammer, and dagger.
  • Track (Ranger, Druid, Barbarian) This feat enables the character to track creatures within an area. Skill level is based on search rank, wisdom bonus, and favored enemy.
  • Convert (Cleric, Druid, Monk, or Paladin 1, or Ranger 4) This feat enables a religious character to convert another to their religion. PCs choose whether or not to convert. Options to convert an NPC are occasionally presented in a conversation.

PRESTIGE CLASSES

   In addition to their basic class prerequisites listed below, each prestige class also must be unlocked in game. The following prestige classes are available, and more are in the works:

  • Arcane Archer – BAB +6, Arcane Spell Casting Ability, Fey Kinship (feat), Point Blank Shot (feat), Weapon Focus (feat) in Longbow or Shortbow. Special: training by a Fey Archer
  • Assassin – Non-Good, Non-Chaotic Alignment, Move Silently (skill) 8, Hide in Shadows (skill) 8, Spellcraft (skill) 3. Special: Trained by another Assassin.
  • Dragon Disciple – Dragon Blood (feat), Lore (skill) 8, Bard or Sorceror (class), Special: Complete Rites of the Dragon.
  • Dwarven Champion – BAB +7, Dwarf (race), Heavy Armor Prof. (feat), Shield Prof. (feat), Toughness (feat)
  • Necromancer – Evil (alignment), Wizard level 5(class), Lore (skill) 8, Special: Mastery of the Book of the Dead.
  • Weapon Master – BAB +5, Weapon Focus (feat) in a melee weapon, Dodge (feat), Mobility (feat), Expertise (feat), Spring Attack (feat), Whirlwind Attack (feat)

FAMILIARS and SPIRIT ANIMALS

   When selecting a Familiar or Spirit Animal, it is important to note that you are selecting a type not an individual. What this means will become clear during play, but make special note of it now.

Types of Familiars

Bat: small bats (brown bat, long eared bat, vampire bat, fruit bat)
Flight, Blindsight (dislike bright light, blinded by silence)
Cat: common domestic cats
Master gains +2 move silently and hide.
Mouse: mice (not rats)
Pass Door.
Crow: small birds that can talk (crow, raven, bluejay, red parrot, macaw)
Flight, Speaks Common.

Types of Spirit Animals

Bear
Cat
Wolf
Boar
Hawk
(Note: At present these are identical to NWN’s standard animal companions, but will be further customized for Arnheim in the future to enable alternate appearances, terrain types, and abilities.)

   Familiars and Spirit Animals (formerly known as animal companions) can be summoned and dismissed an unlimited number of times per day as long as they are both alive, and willing to be summoned. Familiars are usually willing to be summoned, but only get one life. Spirit Animals get one life per rest of their master, but typically will not respond to a summons in an unnatural area.
   Both Familiars and Spirit Animals have the Share Spell ability with their master, meaning that if their master casts a personal spell (typically a “buff”), they will also receive the effect if they are close enough.
   Familiars also provide some small benefits to their master when summoned. If the master lacks the Alertness feat, then their familiar will give them sharper senses (+2 spot and listen). Cat familiars also provide a bonus to stealth (+2 move silently and hide). The other types of familiars have other advantages such as flight, the ability to speak, blindsight, or to squeeze past doors.
   Death of a Familiar or Spirit Animal poses some risk to their master. Death of a Spirit Animal results in an immediate XP loss equal to 50xp per level of the Spirit Animal. (Example: a level 4 druid, level 4 fighter loses 200xp when their spirit animal dies.) Death of a Familiar while possessed by the master results in 50% loss of HP and a brief knockdown. XP loss for familiar death however is a little more complicated due to the addition of the Bind Familiar spell.

EQUIPMENT

Note: some gear is especially useful when adventuring. Important tools for harvesting resources include a knife, and an axe. Food, firewood, a bed roll, torch, and rope round out the basic necessities.
   Common items such as Armor and Weapons have been changed. New equipment has also been created to work with new game systems. All new characters start with the clothes on their back and some amount of gold to buy equipment. Equipment can be purchased by new characters in the out of character starting area called “Welcome to Arnheim”. Unspent gold is usable in game.

Starting Gold

   The amount of gold a character begins with depends primarily on starting class and race. Monks are the poorest class with 20 gp, Paladins the richest at 140 gp, and all the rest fall in between. Humans, dwarves and gnomes are the wealthiest races with x2 starting gold, feyborn come in second at x1.5 starting gold, and all others are equally poor. Backgrounds without family reduce starting gold.

Armor

   In addition to raising the wearer’s Armor Class (AC), each type of armor also provides different levels of Damage Resistance (DR) against each of the three weapon damage types (bludgeoning, slashing, piercing). Padded armor for example offers +1 AC, 3 DR against bludgeoning damage (the highest possible for light and medium armor), and 0 DR against piercing or slashing. Heavy armor provides significantly more DR than light and medium armor, with some armors providing up to 8 DR against different damage types.
Tip: falling damage is bludgeoning damage. Thus padded armor helps the wearer survive falls.

Weapons and Tools

   Some weapons may be used as tools for certain tasks. Axes are useful for chopping up things made of wood (to harvest firewood). Hammers are useful for smashing things like doors. Knives are required for careful cutting such as dismembering game for meat, and skins.
Tip: slashing weapons (and energy damage) reduce the quality of animal skins, thus hunting for furs is best handled with arrows, spears, and bludgeons.

  • Axes – Hand Axe, Battle Axe, Great Axe, Dwarven Waraxe, Scimitar/Machete, Kukri
  • Hammers – Light Hammer, War Hammer.
  • Knives – dagger, kukri.

Adventuring Gear

Ration/food – one ration used per rest. (required for resting)
Tip: Harvest meat with a knife from hunted game. Using fire, you can cook meat to make rations.
Bedroll – the comfort of a bed when camping. When uncomfortable, healing rates from rest are reduced by half.
Tip: Elves, Druids, Barbarians and Rangers sleep comfortably in natural, outdoor areas without a bedroll AND Gnomes and Dwarves sleep comfortably in natural areas below ground.
Firewood – one “unit” will burn for an hour. A fire is often required when resting on an adventure.
Tip: Harvest firewood with an axe from logs, stumps, trees etc…. Fallen branches can also be thrown on a fire to keep it burning.
Rope – aids climbing. Use at a high point in a climb, to enable other party members an easy climb from a lower point. An “easy climb” in game terms is a 5 DC Climb check.
Tip: Use your rope on windows, and holes in the ground to enable an easy descent.
Shovel – tool for excavation. Dig up or bury a cache. Caches are one form of persistent storage.
Warning: Digging leaves traces thus it is possible for others to discover your cache.
Map – record map notes, and orient yourself to map notes in a region. Maps are not useful in areas outside their region. Recorded map notes are persistent.
Tip: Follow a map prior to creating map notes to ensure that you will be able to record them.
Pot – set over a campfire to create a crafting station in the field.
Candle – sheds 5 meter radius of light. Extinguished in high winds. Lasts one hour.
Torch – sheds 10 meter radius of light. Extinguished in high winds. Lasts one hour.
Lantern – sheds 15 meter radius of light. Protected in winds. Lasts six hours fully fueled.
Flask of oil – fills a lantern with fuel.
Tip: candles and lanterns can be placed on the ground if you want to keep your hands free.

SPELLS

Bind Familiar – wizard/sorcerer 1.
Area of effect: familiar.
Target/material component: small animal of the same type as the spellcaster’s familiar.
This spell has the following uses:
(1) Restore Familiar. This use costs 200xp per wizard/sorcerer level. Otherwise the wizard/sorcerer will not be able to summon a familiar again until they acquire a new familiar upon gaining a new level.
(2) Transfer Familiar’s consciousness from one form to another. Most familiar types can take different forms. Crows and parrots for example are different forms of the same familiar type. A wizard with a crow familiar can also have a parrot familiar, and most domesticable cats are equivalent with one another as well.

Steady Stride – druid 2, ranger 1, travel 2
– One ally per caster level in the area of effect gains the equivalent of the Woodland Stride feat with regards to difficult terrain for the duration of this spell, and a +2 bonus to save against the spells grease, entangle, and web.
Pass without Trace – druid 1, ranger 1
– One ally per caster level in the area of effect at the time of casting will be untrackable by either scent or woodcraft for the duration of the spell.
Speak with Animals – druid 2, animal 3, ranger 1
– For the duration of the spell, the caster is able to speak with and understand animals
Faerie Fire – druid 0, gnome (innate)
– A pale glow surrounds and outlines the subjects. Outlined subjects shed light like candles, making it difficult to hide. The caster chooses the color when casting the spell.
Dancing Lights – bard 0, wiz/sor 0, gnome (innate)
– Creates a small light source that dances around of its own accord. Some creatures will be confused by the light and mistake it for a will’o’wisp.
Barnabus’s Form – animal 3
– Upon casting the spell, the caster polymorphs into a bear, the favored form of Barnabus. This power is similar to a druid’s wildshape ability.
Dimensional Jump – bard 4, travel 4, wiz/sor 4
– Upon casting the spell, the caster focuses on a destination within the same area – either within line of sight or pre-selected with the Spell Target ability. With sufficient concentration, the caster is then able to fold space so as to transport themself and all of their belongings instantly to the new location.
Dimensional Portal – travel 5, wiz/sor 5
– Upon casting the spell, the spellcaster creates a pair of linked portals. One portal manifests where they stand, the other at a location chosen by the caster. The other location must be in the same area but can otherwise be a location preset with the Spell Target ability, or a location within the caster’s line of sight. As long as the caster maintains concentration, the linked portals remain open. Casting another spell, stepping through the portal, and leaving the area will break concentration on this spell. Any number of beings can use the portal as long as the caster keeps it open.
Teleport – wiz/sor 7
– Upon casting the spell, the caster focuses on a destination within the same plane of existence – either within line of sight or pre-selected with the Spell Target ability. With sufficient concentration, the caster is then able to fold space so as to transport themself and adjacent party members to the new location.
Clairaudience – bard 2, knowledge 3, wiz/sor 3
– For the duration of the spell, the caster creates an invisible, magic sensor at a fixed location. The location must be on the same plane of existence, and meet one of the following conditions: known to the caster or their familiar (and selected using the Spell Target feat), visible at the time of casting, or on the otherside of a door within line of sight (target the door to create a sensor on the otherside). The sensor enables the caster to eavesdrop upon the location. The caster’s Scry skill is used in place of their Listen skill for all Listen checks made through the magic sensor.
Scry – bard 4, druid 4, cleric 5, wiz/sor 4
– For the duration of the spell, the caster enters a trance, and extends their conscious to another location. The location must be on the same plane of existence, and meet one of the following conditions: known to the caster or their familiar (and selected using the Spell Target feat), visible at the time of casting, or on the otherside of a door within line of sight (target the door to view what is on the otherside). The sensor enables the caster to see and hear in the location. And if sufficiently skilled at scrying, the caster may be able to follow a target, change the location, or even deliver a message.
Baleful Polymorph – druid 4, wiz/sor 4
– This spell transforms a target into a tiny, inoffensive creature.
Atonement – cleric 5, druid 5
– In order to successfuly cast this spell, the caster must be in good standing with their religion, have the required XP to expend, and make a holy offering. The caster and the target must also be of the same religion.
This caster of this spell enables the target creature to realign their moral compass. The target and the caster must be of the same religion for the spell to work, and the target has the option to change their alignment or keep it the same. Characters who have lost their way and their powers as a result of a transgression (eg. a wayward paladin) may also be able to regain their powers through the casting of this spell. A cleric attoning a paladin must also be of the appropriate religion. The same is true of clerics atoning monks.
Shield of Law – law 7
– Upon casting the spell, the caster creates a shield which grants +5 to AC, +5 to Saves, immunity to: Magic Missile, and Isaac’s Storms of Missiles, and 26 Spell Resistance against spells cast by chaotic casters.