UnearthedArcana / Faiths_and_Powers

Faiths and Powers mod
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Readme #136

Open Grammarsalad opened 5 years ago

Grammarsalad commented 5 years ago

Faiths_and_Powers

This mod is geared toward all of the divine classes in the Enhanced Baldur's Gate games. It introduces lots of new kits; several new class combinations; new spells, and a sphere system for more specialized divine spellcasting; a new weapon usability and proficiency system that liberalizes what priests can and cannot use; and more. It is huge, in both scale and ambition.

This all started a few years ago when we decided to try to continue the work left unfinished by Mordeus and Requiem in their amazing Faiths of Faerun project. Over time we have bounced between adding more material, and refining the existing material, and adding more material, etc.

Goals:

This mod has a few goals:

Features:

Engine and Mod Compatibility

Engine Compatibility

Faiths and Powers can be installed on all of the Enhanced Engine versions of Baldur's Gate, Baldur's Gate: Siege of Dragonspear, Baldur's Gate II, and Icewind Dale, as well as Enhanced Edition Trilogy (EET).

Compatibility Notes and Warnings

Install Order: General

You can install both the 'normal' and 'multiclass' versions of Faiths and Powers, but they should be installed at different points in your install order. The standard version of Faiths and Powers should be installed about in the middle of your install order, while the Multiclass version should be installed after any single class kits are installed.

Special Note: Installing FnP Multiclass without FnP:

You can install FnP_multiclass by itself, if you want the multiclass druids and multiclass shamans. Those should work fine without the base FnP mod.

The other part of the mod, that multiplies existing cleric kits, doesn't require FnP per se, but it only operates on kits that have specific FnP compatibility, i.e. they have created d5_class.2da and there is some cleric kit there with its "multiclass" variable set to a combination of "fd," "fc," "cm," and/or "ct." We will try to keep a running list of such mod as they become known to us.

Install Order: Faiths and Powers ('normal' version):

The following mods should be installed before Faiths and Powers:

The following mods should installed after Faiths and Powers:

The following mods can be installed either before or after Faiths and Powers:

The following mods are not compatible with Faiths and Powers (we'll see about changing that in the future):

Install Order: Faiths and Powers ('multiclass' version):

The following mods should be installed before Faiths and Powers Multiclass:

The following mods can be compatible if installed either before or after Faiths and Powers Multiclass:

The following mods should installed after Faiths and Powers Multiclass:

Bugs and Issues

If you encounter a bug while using this mod, please post on the mod thread on the Beamdog forums. While reporting bugs, please provide your WeiDu log, the game, and the game version.

Known Bugs

Known Issues

d5_fnp_settings.ini

The user can change certain aspects of the Faiths and Powers mod with the d5_fnp_settings.ini file, which is located in the main faiths_and_powers folder next to the tp2 file. Specifically, the user can determine whether minor spells are accessed at later levels, which kits are installed, and which kits (if any) cast spontaneously. See the detailed sphere description and the relevant kit sections for more detail.

Component Overview

The following section describes all components and subcomponents in Faiths and Powers.

Sphere System: Components 21 - 24

This set of subcomponents deal with the sphere system. You can choose to use the original FnP system, a more 2e style sphere system, a completely customized system created by you, or no modified sphere system at all. See the Spheres section below to see which spells belong to which spheres for each component.

Component 21: FnP original sphere system

This component installs the original FnP sphere system. While this system does make use of many vanilla spheres, we have added new spheres and grouped spells differently where we saw fit.

Component 22: 2E-style sphere system

This component installs a sphere system that tries to emulate the original 2e system.

Component 23: player-supplied custom sphere system

This component installs a sphere system as determined by you, the user. See the sphere section to see how to do this.

Component 24: no sphere system at all

This component makes no use of a custom sphere system beyond what is in the vanilla game (i.e. cleric vs. druid access).

Single Class Kit/Class revisions and additions: Components 31 - 37

These components install single class kits for clerics and/or other divine classes. See the New and Modified Classes and Kits section below for descriptions of the new and revised class and kits.

Component 31: Install Cleric Kits

This component installs the revised cleric kits.

Component 33: Install Druid Kits

This component installs the revised druid class and new and revised kits.

Component 35: Install Paladin Kits

This component installs the revised paladin class and new and revised kits.

Component 37: Install Ranger Kits

This component installs the revised paladin class and new and revised kits.

Component 75: Item Usability

This component opens up item usability for clerics. While the core 2E rules envisioned clerics that can only use blunt weapons, the Forgotten Realms campaign that BG is based opened this up a bit. There is very little in the way of hard rules, aside from some comments about the use of blades in a few sourcebooks. But in the Forgotten Realms, most priests were more like "specialty priests" devoted to particular deities, rather than generic Christian-style clerics modeled after Charlemagne's companions. And many specialty kits allowed or encouraged the use of all sorts of weapons - no great deal is made between those that cut and those that smash.

The basic rule of thumb in implementing this is, most priests can use daggers, short swords, spears and crossbows. They are all fairly simple and common weapons. More powerful weapons like long swords, bastard swords, greatswords and halberds are limited to particular kits, generally priests of war-like deities. Some kits, of deities that really have nothing to do with battle, like Deneir, might have even more limited usability than the generic cleric. Some kits are restricted to leather and chain-based armors, while others can use heavy plate mail. Some few kits can actually reach specialization with their deity's favored weapon, instead of being limited to mere proficiency.

Each kit has its own limits, and again, if a player wants to dig through the mod files a bit, you can change these pretty easily. (E.g. find the priest of Helm kit, change "u_bastard_swords = 2" to "u_bastard_swords = 5" and now Helmite clerics can reach grandmastery.)

See individual kit descriptions for more details.

As with so many other things, this system is totally optional, you can decline to use it if it is not to your taste.

Component 85: Apply kits to multiclass NPCS

CONTINUE

New and Modified Classes and Kits

This section describes any changes to classes or kits or describes new kits added by this mod.

Revised and New Kits (Components 31 - 37)

Revised Clerics (Component 31)

Cleric kits are treated separately from deity worship in this component. That is, there are a number of kits available to all clerics, and those kits define which deities that those clerics can worship. As such, many cleric characters have, in effect, two 'kits', excepting a couple of particular kits, such as the Ur-Priest (see below).

Cleric Class and Kits

Cleric Kit Templates

Cleric (Base Cleric Template)

The cleric is a template that essentially replaces the base cleric. There is no base cleric class per se, but rather the following kits (generally) have the following abilities, with modifications by specialty kit.

CLASS FEATURES:

– May wear helmets. – May wear any armor. – May only use non-bladed, non-piercing weapons (war hammer, club, flail, mace, quarterstaff, sling). – May only become Proficient (one slot) in any weapon class. – May only become Proficient (one slot) in any fighting style. – May Turn Undead. – May cast priest spells. – Hit Die: d8 (There are no changes to the base cleric unless the item usability component is installed.)

Specialty Cleric Kit Descriptions

Magistrati of Azuth (New Kit)

MAGISTRATI OF AZUTH: Azuth is a lesser deity who assists Mystra, the Mother of Magic, in tending to 'the Weave' that enables all magic in Faerun to exist. Azuthan clergy tend to love magic for its own sake. They have a natural familiarity with and access to wizard spells. Specialty priests of Azuth are known as Magistrati.

Advantages:

Restrictions:

Notes:

Doommaster of Beshaba (New Kit)

DOOMMASTER OF BESHABA: Beshaba, the maid of misfortune, is the jealous goddess of ill-fate. Not worshiped so much as feared, she demands tribute, or at least lip service, else she is likely to doom those that offend her to a life of failure. Her priests work to ensure that she her ego is adequately sated.

Advantages:

MISFORTUNE: This ability curses the target, causing them a penalty of -10 penalty to THAC0, saves and AC for one round/level if they fail a save vs. spell.

Restrictions:

Notes:

the Sworn of Cyric (New Kit)

THE SWORN OF CYRIC: The sworn of Cyric do what they can to appease their mad, fickle god. In the meantime, they try to take what they can, when they can, before being smited either by their god, or one of their many victims.

Advantages:

Restrictions:

Notes:

Glyphscribe of Deneir (New Kit)

GLYPHSCRIBE OF DENEIR: Deneir is the patron of artists, scribes and cartographers. He values the written word, and the information that that word carries, and so do his priests.

Advantages:

Restrictions:

Notes:

Watcher of Helm (Revised Kit)

WATCHER OF HELM: Like their deity, Watchers of Helm are stern, dedicated, and loyal, perhaps to a fault. Helm teaches that the right path is not always obvious, but the surest way to the right path is through the execution of duty. As such, watchers of helm strive to do what they must despite the consequences, to themselves or even to others. While othes may suggest that this supposed 'dedication' is nothing more than a fetish, the watcher has no time for such nonsense. They do not have the idle time to question; it is their duty to be ever alert for possible threats to cosmic order.

Advantages:

SEEKING SWORD: This spell creates a sword in the Cleric's hand that cannot be dropped or unequipped. The sword is enchanted as a +4 weapon and provides a +4 THAC0 bonus, but no damage bonus. It deals 2d4 damage to any target it hits. The weapon sets the Cleric's number of attacks per round to 3 and lasts for 1 round per level. While it is equipped, the wielder cannot cast further spells.

Restrictions:

Notes:

Painbearer of Ilmater (New Kit)

PAINBEARER OF ILMATER: Priests of Ilmater are often itinerant, traveling the land looking to assuage suffering wherever it may exist. Painbearers believe that there is a finite amount of pain in the world. As such, they seek to take on as much of that pain as possible in order to spare the innocent. They will also take up arms as needed, and even bring pain to those who would hurt others.

Advantages:

Restrictions:

Notes:

Doomguide of Kelemvor (New Kit)

DOOMGUIDE OF KELEMVOR: Kelemvor is the most recent god of death. He has proven to be quite different from Mykrul, the former god of death. In particular, while the latter encouraged the creation of undead monstrosities, Kelevmor charges his clergy to actively destroy undead, seeing their existance as an unnatural perversion of the order of life and death. As such, his clergy have become particularly talented undead slayers.

Advantages:

Restrictions:

Notes:

Dawnbringer of Lathander (Revised Kit)

DAWNBRINGER OF LATHANDER: Dawnbringers are the representatives of Lathander, a widely worshiped deity of birth, renewal, health, and the dawn. Dawnbringers are especially vigilant foes of the undead, which they see as a plague upon the living, corrupting the life that is the gift of Lathander. They look to cleanse the world with Lathander's light, eradicating any undead with its purifying rays.

Advantages:

Restrictions:

Notes:

Mistwalker of Leira (New Kit)

MISTWALKER OF LEIRA: Leira is the goddess of deception and illusion. She was supposedly slain under mysterious circumstances during the Avatar crisis, but at least one sect of her worshipers, the Mistwalkers, continue to receive divine power. Lies are their currency, illusion is their tool.

Advantages:

LEIRA'S DOUBLE: Often used in emergencies, this causes an illusory double of the cleric to spring into existence. If the cleric is being attacked, the double will absorb the first blow that lands, and disappear. At 6th level two doubles are created, and at 12th level one of the two doubles can actually wander away from the cleric to distract enemies. Mistwalkers may use this ability once per turn.

Restrictions:

Notes:

Paingiver of Loviatar (New Kit)

PAINGIVER OF LOVIATAR: Known as The Maiden of Pain and The Willing Whip, Loviatar is the evil goddess of agony. She is often seen as a cold-hearted bully, calculating and despotic; she revels in inflicting physical and psychological suffering. Her priests, known simply as "Paingivers" find freedom and power in such pain, and they seek to spread that gospel to others... regardless whether their victims are actually seeking such enlightenment.

Advantages:

PAIN TOUCH: When the priest of Lovitar activates this ability, her mere touch creates waves of pain for any creature with a nervous system. When she touches any creature, they must save vs death or suffer a -2 penalty to their dexterity and -4 to thac0 as they writhe in agony and will suffer 1 point of non-lethal damage every 12 seconds.
The penalties and damage occurs over an excruciating period of 10 rounds. Paingivers have have this touch indefinitely, but they can suppress it as needed.

LOVIATAR'S CARESS: When the cleric uses this ability, hands become instruments of Lovitar for four rounds. can strike with uncanny accuracy with hands (+10 to hit) and inflicts an additional +2 points of damage per level to a maximum of +20 points at 10th level. This spell stacks with other unarmed attacks, such as the priest's pain touch.

Restrictions:

Notes:

Talon of Malar (New Kit)

TALON OF MALAR: Malar, god of the savage wild, is not a popular god with many devoted followers. Like Umberlee, he is invoked usually to prevent his intercession (usually heralded by wild beasts) as opposed to beseeching it. Malarite clergy members preach the joys and the bountiful yields of the hunt and work to thwart the expansion of farms and settlements, so as to preserve as much wilderness as possible.

Advantages:

CLAWS OF MALAR: When this ability is active, 20% of all attacks with the cause infection upon a failed save vs. Death, weakening the target and causing a 10% chance of spell failure.

Restrictions:

Notes:

Minion of Moander (New Kit)

MINION OF MOANDER: Moander, is thought to be dead. However, cults dedicated to the lord of rot continue to exist. Minions of the darkbringer seek to spread rot and decay wherever they go.

Advantages:

Restrictions:

Notes:

Weavekeeper of Mystra (New Kit)

WEAVEKEEPR OF MYSTRA: Mystra is known as the Lady of Spells and the Mother of Magic. She tends to the Weave, which enables mortals to cast spells. All wielders of magic and seekers after arcane lore are welcome in the service of Mystra. One sect of Mystra's clerics, known as Weavekeepers, is focused on investigating and controlling sources of powerful magic which, in the wrong hands, might harm the reputation and perception of magic use.

Advantages:

Restrictions:

Notes:

Seeker of Oghma (New Kit)

SEEKER OF OGHMA: Oghma is a greater god of knowledge, sagecraft, learning, and wisdom. He is venerated by those seeking information - particularly lost or hidden information. When a Seeker demonstrates solid service or true loyalty in Oghma's cause, is bestowed with the title of Loremaster. This is a great honor; while outsiders may perceive the god of sages as belonging in dusty libraries, the fact is that many Oghmanite priests are of an adventuresome bent.

Advantages:

Restrictions:

Notes:

Darkcloak of Shar (New Kit)

DARKCLOAK OF SHAR: Shar is known as the Mistress of the Night. She is the goddess of darkness, presiding over caverns, dungeons, forgetfulness, loss, night, and secrets. The Darkcloaks are an unusual sect, who use Shar's influence to give care and comfort to those who are lost or emotionally damaged. While some other followers of Shar spurn these priests for failing to be militant enough, Darkcloaks still possess powerful abilities to strive against their enemies.

Advantages:

Restrictions:

Notes:

Heartwarder of Sune (New Kit)

HEARTWARDER OF SUNE: Sune teaches that external beauty ultimately reflects ones internal worth. Thus, her followers strive to preserve beauty, both in themselves and in others, whether those othere be individuals or objects, such as works of art.

Advantages:

Restrictions:

Notes:

Stormbringer of Talos (Revised Kit)

STORMBRINGER OF TALOS: Talos is the evil god of storms, destruction, and rebellion. Clerics of the Stormlord warn that Talos must be appeased or he will rain destruction upon the land.

Advantages:

STORM SHIELD: This spell lasts 1 round per level of the caster. It protects the caster completely from lightning, fire, cold, and normal missiles.

Restrictions:

Notes:

Battleguard of Tempus

BATTLEGUARD OF TEMPUS: Tempus, also known as the Lord of Battles or the Foehammer, is random in his favors, yet his chaotic nature favors all sides equally. Lord Tempus may be on an army's side one day and against them the next; such is the nature of war. Tempuran clergy can be found on both sides of a conflict, as none can ever truly know whom the war god will favor.

Advantages:

INCITE RAGE: This ability is like the berserkers enrage, except that can incite this rage in self or in others. While enraged, the character gains a bonus of +2 to attack and damage rolls as well as to Armor Class, and becomes immune to charm, confusion, fear, feeblemind, hold, imprisonment, level drain, maze, stun, and sleep. The character also gains 15 temporary Hit Points, which are taken away at the end of the berserk spree (possibly knocking the character unconscious).

After the effects end, the character becomes winded, suffering a -2 penalty to Armor Class, to-hit rolls, and damage rolls.

Notes:

Broken Blade of Tempus

BROKEN BLADE OF TEMPUS: Broken Blades honor Tempus by treating those wounded in battle. Unlike Battleguards and Glorybloods, who are most frequently found on the front lines, it is more common to find a Broken Blades at the rear, treating and protecting the wounded. Broken Blades are particularly militant for priests, often wielding battle axes, and will be found defending any of Tempus's holy sites.

Advantages:

Notes:

Hand of Torm (New Kit)

HAND OF TORM: Hands seek to emulate their deity Torm, who is known for his steadfast loyalty and dedication to all that is good. While a great many of his worshipers are Champions (known as Paladins or Holy Champions of Torm), as Torm is the patron of Paladinhood, Hands are no less fierce and loyal to the cause of their god (if slightly less martial).

Advantages:

Restrictions:

Notes:

Luckrider of Tymora (New Kit)

LUCKRIDER OF TYMORA: Also known as Lady Luck, Tymora is the goddess of good fortune. The sect of her clerics known as Luckriders eat, drink, and sleep luck. Confident to the point of cockiness, they enter battle recklessly, throwing caution to the wind and trusting in fate. Considering how many adventurers perish despite crafting meticulous strategies and plans, this is not a ridiculous position.

Advantages:

TYMORA'S LUCK: The allies of this spellcaster gain extraordinary luck for the next 1 turn, receiving a +1 bonus to their saving throws, attack rolls, and minimum damage/healing rolls as well as +5% to all thieving skills. Furthermore, damage dice for all effects outside a weapon's base damage is reduced by 1. Finally, spells that offer saving throws to enemies are more likely to be effective: a spell that usually offers a saving throw with no penalty will instead offer a saving throw with a -2 penalty.

Restrictions:

Notes:

Waveservant of Umberlee (New Kit)

WAVESERVANT OF UMBERLEE: Umberlee is a fickle goddess who claims the sea as her sole domain. Like many evil gods, she is more often feared than revered, though there are notable exceptions. Umberlee has something of an...affection for lost souls, and so she has been known to take them under her wing from time to time.

Advantages:

Disadvantages:

Restrictions:

Notes:

Dwarf Cleric Kits

Sonnlinor of Moradin

SONNLINOR OF MORADIN: Sonnlinors of Moradin seek to emulate the all-father in word and deed, seeking to become masters of both battle and craft. Sonnlinors can be found wherever dwarves can be found in any substantial numbers. Like their deity, they seek to instill stern, but benevolent discipline in their flock and promote harmony with other races, where possible.

Advantages:

Restrictions:

Notes:

Alaghor of Clangeddin

ALAGHOR OF CLANGEDDIN: Alaghors are an elite order of fighter/clerics devoted to the dwarven god of war, Clangeddin. They are powerful warriors as well as wise ministers, protecting dwarven communities from threats both physical and spiritual.

Advantages:

Restrictions:

Notes:

Volamtar of Marthammor Duin

VOLAMTAR OF MARTHAMMOR DUIN: Known as the Finder of Trails, Marthammor is the dwarven patron of exploration, adventurers, and expatriate dwarves traveling outside dwarven lands.

Advantages:

Restrictions:

Notes:

Gnome Cleric Kits

Hoodwinker of Baravar Cloakshadow

HOODWINKER OF BARAVAR CLOAKSHADOW:

Advantages:

Restrictions:

Notes:

Fastpaws of Baervan

FASTPAWS OF BAERVAN: Usually found far afield from urban areas, followers of Baervan Wildwanderer seek to protect nature from evil creatures. They have a particular affinity for forest plants and creatures - especially raccoons!

Advantages:

Restrictions:

Notes:

Bloodstalker of Urdlen

BLOODSTALKER OF URDLEN: Urdlen's priests wage an unending war on communities of the Forgotten Folk, particularly the clergies of the other gnome gods. When not hunting other creatures, members of the priesthood work to steal, deface, or destroy objects of value, particularly gems and works of art. They share their lord's love for evil pranks, especially those directed against other gnomes. Priests must satisfy Urdlen first, so that he does not come for them, but then they may do what they want. Bloodstalkers believe that existence is a cosmic joke before death comes via Urdlen's claws. Sharing the cruel ironies and harsh humor of existence with others is only kind, for it helps to toughen them for what is coming in the end.

Advantages:

Restrictions:

Notes:

Halfling Cleric Kits

Horn Guard of Yondalla

HORN GUARD OF YONDALLA: Yondalla is the leader of the halfling pantheon, protector and provider for both the deities in her fold and the halfling race in general. She represents life, creativity, fertility, community. Her priests generally play important roles in halfling affairs; they officiate over weddings, births, funerals, and other civil ceremonies, and trusted advisors to community leaders. In times of crisis and when under attack, they generally hang back, supporting the defenders in front of them and establishing the last line of defense for the weak and helpless.

Advantages:

Restrictions:

Notes:

Defender of Arvoreen

DEFENDER OF ARVOREEN: Arvoreen represents the military might of the halfling race. His followers general focus on reaction and defense. They cultivate tactical skills, supporting fighting prowess with stealth and guerrilla maneuvering, advanced signalling systems, and the use of traps and wards to control enemy movement.

Advantages:

Restrictions:

Notes:

Other Cleric Kit Descriptions

Ur-Priest (New Kit)

UR-PRIEST: Ur-Priests are heretical practitioners that have found a way to wrest divine power from the gods with the use of ancient and forbidden rituals. As might be expected, this behavior is frowned upon by the gods, and Ur-Priests have to keep their profession secret or risk persecution or worse.

Advantages:

Disadvantages:

Restrictions:

Notes:

Revised Druids (Component 33)

The mod improves the druid class in several ways. First, it greatly expands the number of shapeshifting abilities druids can use, with each kit getting a unique list of shapeshifts. Second, it adds a few new druid kits and adds a whole new variety of druid-like kits, called Mystics, which are focused on magic relating to the elements. Like Zealots, Mystics are fundamentally differentiated by their spell access, so they are only installed if the sphere system is as well.

In all, the kits available to the player in the druid class are:

Druid Class and Kits

Forest Druid (Revised Base Class)

DRUID: Most druids reside in the regions where soil is nutritious, plant life is abundant and animals thrive. These regions are in many ways the epitome of harmonious ecosystems, and druids often charge themselves with nurturing and defending them. Tall forests are a paradise in many ways: they provide shade from the sun, food and homes for animals and people, and wood for tools. Forests are incessantly under threat of being torn down and subjugated by careless humans and demihumans. Forest druids therefore often live with a constant low-grade paranoia, which informs the stereotype of druids being hostile to civilization.

Advantages:

WOLF: in wolf form the druid can detect hidden enemies. He can attack 1.5 times per round for 2d4 piercing damage. Successful attacks have a chance to grapple the target, briefly Slowing them; they must make a saving throw to avoid this.

FERRET: in ferret form the druid is hidden from view for up to two rounds. can use this to escape enemies or move undetected, and can attack once per round for 1d2 piercing damage.

BLACK BEAR: in black bear form, the druid has 19 strength. can attack twice per round with claws that cause 2d6 slashing damage.

PYTHON: in snake form, the druid can attack with a bite that causes 1d3 damage and poisons the target with similar effects to the Assassin's "Poison Weapon" ability. Additionally, the druid can attempt to constrict around an opponent, briefly paralyzing them if they fail a saving throw.

MOUNTAIN LION: in mountain lion form, the druid can attack twice per round for 2d4 slashing damage. Successful attacks can knock the target to the ground if they fail a saving throw.

DIRE WOLF: in dire wolf form the druid has 19 STR. He can attack 1.5 times per round for 2d6 piercing damage. Successful attacks have a chance to grapple the target, briefly Slowing them; they must make a saving throw to avoid this.

GRIZZLY BEAR: in grizzly bear form, the druid has 20 strength. can attack twice per round with claws that cause 2d6 slashing damage and, if the target fails a saving throw, and additional 2d4 crushing damage.

WYVERN: in wyvern form the druid can fly over ground-based obstacles like Entangle and Web spells. powerful claws can rake victims for 2d6 damage and attacks can poison the target with similar effects to the Assassin's "Poison Weapon" ability. Additionally, the druid can create a powerful gust of wind that acts like a smaller version of a dragon's "Wing Buffet" ability.

Restrictions:

Notes:

Totemic Druid

TOTEMIC DRUID: This druid is similar in many ways to a traditional one. However, a Totemic Druid does not learn to change their shape into that of animals. Rather, they manifests connection to the animal world as an external force, able to call upon more Spirit Animals to aid , and do so more often.

Advantages:

SUMMON SPIRIT ANIMAL: The Totemic Druid can summon any of several spirit animals (spirit bear, spirit wolf, spirit lion, or spirit snake) to aid for 6 turns. The spirit animal has 1 HD at level 1, 3 HD at level 3, 5 HD at level 5, 7 HD at level 7, and 10 HD at level 10.

Disadvantages:

Restrictions:

Notes:

Hivekeeper (Replaces the Avenger*)

HIVEKEEPER: these druids maintain an interest in and affection for insectoid, arachnid, and similar animals. Such fauna play an integral role in the natural ecosystems which druids protect and revere, but they are often overlooked or even reviled by humanoids. Hivekeepers recognize and promote the productive capabilities of these animals; and they also learn utilize the potent natural weaponry that these animals have developed. Hivekeepers are often treated with some discomfort by others, and are therefore often loners. But no druids can deny their effectiveness when called up to oppose nature's enemies.

Advantages:

BORING BEETLE: in this form the druid can make a powerful piercing attack once per round for 2d6+2 piercing damage. The beetle's hard shell gives the druid a 3-point armor class bonus against missile weapons, and 50% resistance to physical damage generally.

GIANT SPIDER: in this form the druid can make 1.5 attacks per round for 1d8 piercing damage; when successful, these attacks deliver a poison with similar effects to the Assassin's "Poison Weapon" ability. The druid is immune to magical and nonmagical webs while in this form, and can deliver a lesser version of the "Web" spell at foes once per three rounds.

FIRE BEETLE: in this form, the druid can make one pincer attack per round, for 2d4 piercing damage and and extra 2d4 fire damage. The druid has a 3-point armor class bonus against missile attacks, and 75% resistance to fire damage.

BOMBARDIER BEETLE: in this form, the druid can make one pincer attack per round, for 2d4 piercing damage and and extra 2d4 acid damage. The druid has a 3-point armor class bonus against missile attacks, and 75% resistance to acid damage.

SWORD SPIDER: in this form, the druid can move extremely fast and attack 4 times per round for 2d4 slashing damage. The druid is immune to magical and nonmagical webs while in this form.

CARRION CRAWLER: in this form the druid can attack twice per round for 2d4 piercing damage. Successful attacks have a 50% chance to paralyze the victim for several rounds if they fail a saving throw vs. poison.

RHINOCEROUS BEETLE: in this massive form, the druid has 22 strength. can attack twice per round with incredibly powerful pincers, for 3d6 piercing damage. hard armor gives a 4-point armor class bonus against slashing, crushing, and missile attacks, and 50% resistance to physical damage generally.

Restrictions:

Notes:

(* I am aware that the Avenger is a popular kit, but hear me out. The PnP Avenger kit is sort of useless, and would not work well in these games; the BG2 Avenger is a complete fabrication, with no relation to any actual D&D kit. The Hivekeeper plays a similar role - a more exotic and dangerous version of a druid. And if what draws you to the vanilla Avenger kit is mixing arcane and druidic magic... well, you will not be disappointed with this mod. Read on!)

Northern Druid

NORTHERN DRUID: Even in the frozen tundra and on windswept mountains, life persists. Arctic druids revel in the harsh but balanced wilds in which the cold is every creature's most dangerous predator. They revel in arctic storms and learn to manipulate the forces of water and air. Through seclusion and training, they learn the importance of perseverance and determination in the face of privation and seeming hopelessness, and harness the strengths of animals that develop such perserverance naturally. This makes northern druids quite dangerous foes to those who would offend nature in the frozen north.

Advantages:

WOLF: in this form the druid can detect hidden enemies. He can attack 1.5 times per round for 2d4 piercing damage. Successful attacks have a chance to grapple the target, briefly Slowing them; they must make a saving throw to avoid this.

BLACK BEAR: in this form, the druid has 19 strength. can attack twice per round with claws that cause 2d6 slashing damage.

BORING BEETLE: in this form the druid can make a powerful piercing attack once per round for 2d6+2 piercing damage. The beetle's hard shell gives the druid a 3-point armor class bonus against missile weapons, and 50% resistance to physical damage generally.

YETI: in this form the druid has 19 strength. can attack twice per round with fists that cause 2d6 crushing damage. Additionally, successful attacks can knock the target away from the druid on a failed saving throw.

FIRE BEETLE: in this form, the druid can make one pincer attack per round, for 2d4 piercing damage and and extra 2d4 fire damage. The druid has a 3-point armor class bonus against missile attacks, and 75% resistance to fire damage.

WINTER WOLF: in this form the druid can attack 1.5 times per round for 2d4 piercing damage. Successful attacks have a chance to grapple the target, briefly Slowing them; they must make a saving throw to avoid this. Additionally, the druid gains the ability to use a ranged Ice Breath attack doing 6d4 cold damage (save for half).

POLAR BEAR: in this form, the druid has 21 strength. can attack twice per round with claws that cause 2d8 slashing damage and, if the target fails a saving throw, and additional 2d4 crushing damage.

REMORHAZ: in this powerful form, the druid has 21 strength and 100% resistance to cold damage. can attack 3 times per round with powerful pincers, for 2d6 piercing damage. hard armor gives a 4-point armor class bonus against slashing, crushing, and missile attacks, and 50% resistance to physical damage generally.

Restrictions:

Notes:

Shadow Druid

SHADOW DRUID: ... .

Advantages:

SHADOW WOLF: in this form ...

PANTHER: in this form ...

Restrictions:

Notes:

Lost Druid

LOST DRUID: Lost druids find that many other druids no longer consider them kin. Stricken by death in some traumatic way, these brooding individuals have a near-obsessive interest in the role of death in the cycles of life. They even take this as far as reanimating animal corpses and embracing necromantic magic in order to seek vengeance. This makes Lost Druids particularly dangerous, shunned by nearly everyone.

Advantages:

DREAD WOLF: in this form the druid can can attack 1.5 times per round for 2d4 piercing damage. Successful attacks can cause Disease in the target, sapping their Strength by 1 point if they fail a saving throw. Additionally, the druid is 100% resistant to cold damage and 50% resistant to fire and electric damage.

VAMPIRIC WOLF: in this form the druid can can attack 1.5 times per round for 2d6 piercing damage. Successful attacks drain the target of 2 points of Constitution if they fail a saving throw. Additionally, the druid is 100% resistant to cold damage and 50% resistant to fire and electric damage.

Restrictions:

Notes:

Beast Lord

BEAST LORD: these individuals have come to understand that within even the most rational and civilized man or woman lies an animal driven by primal needs and desires. (Often, this understanding is developed from horrifying experiments performed on subjects who are very rarely willing.) Through the application of a serum derived from a strain of lycanthropy, the Beast Lord can call forth own bestial nature, causing very body to take on lupine qualities. This also gives the Beast Lord a deep insight into magic relating to summoning and controlling animals.

Advantages:

Restrictions:

Notes:

Elementalist

ELEMENTALIST: Elementalists study and derive power from the primal energies of the inner planes. They have a deeper understanding than most of how the basic elements combine and interact to form the complex materials and energies common in the Prime Material Plane. This allows them to tease them apart and focus their magic on just one element at a time, resulting in purer and more powerful effects relating to that element.

Advantages:

The damage types relating to each element are as follows:

Notes:

Earth Mystic

EARTH MYSTIC: these individuals form deep bonds with the earth beneath us, becoming one with the powerful stone and nourishing soil. Over time their bodies adopt some of the hardy characteristics of rock, helping them resist blunt impacts and landing blows with stunning power.

Advantages:

Restrictions:

Notes:

Water Mystic

WATER MYSTIC: water is implacable. It flows throughout the world, it moves mountains at the polar caps, it seeps into the deepest crevasses, and it infuses the bodies of every plant and animal. It is truly the foundation of life, and Water Mystics learn to direct its ebbs and flows. They understand that water cannot be contained or controlled, only influenced. This wisdom grants them the ability to resist the worst ravages of water-based harm, and to use liquid and ice attacks against their enemies to devastating effect.

Advantages:

Restrictions:

Notes:

Air Mystic

AIR MYSTIC: the wind suffuses the breath of every creature. It can whip up into savage storms, or be sweet and warm. It carries water in clouds and rain to fertilize the earth, and some say it also carries secrets long forgotten by sages. Air Mystics adapt to the capricious nature of the wind, emulating its ability to quickly vary between immense gusts and healing breezes. They also learn to control the way air currents can build up static charges and electrical currents.

Advantages:

Restrictions:

Notes:

Fire Mystic

FIRE MYSTIC: fire is the destructive force that threatens all of the other elements - consuming air, boiling water, and scorching earth. But the wise know that fire rejuvenates as well, releasing energy locked away for ages to help new life grow. Fire Mystics embrace this duality, the importance of both creation and destruction... but many other people feel threatened by it. Most view Fire Mystics with distrust.

Advantages:

Restrictions:

Notes:

Light Mystic

LIGHT MYSTIC: light is an essential ingredient of life, and essential to the survival of most animals, who operate largely by sense of sight. Light can nourish plants and illuminate truths, but it can also parch throats and create mirages and illusions. Light Mystics spend most of their time meditating under the burning sun in deserts or beaches, or similar environments. They are often potent allies of Desert Druids. With some regularity, however, they succumb to wanderlust and travel to other locales to bring aid to those suffering in darkness.

Advantages:

Restrictions:

Notes:

Shadow Mystic

SHADOW MYSTIC: wherever something is illuminated, Shadow always lurks behind. And the brighter the light, the deeper is the corresponding darkness. Shadow Mystics understand that this is simply the nature of the universe. Shadows are not necessarily malevolent... but they do touch a primal area of fear in the minds of all animals. How this force is harnessed depends on the practitioner; some use shadows to cool and soothe, while others blind and terrify their enemies.

Advantages:

Restrictions:

Notes:

Revised Paladins (Component 35)

Faiths & Powers broadens the scope of the paladin class, releasing the class from the strict Lawful Good ethos and redefining it as a class of divine Champions. With heavy armor, powerful melee abilities, and spells determined by their deity's spheres, each kit is a unique divine warrior. We are starting loosen the mold for Champions; in the future some may not fit the pattern so tightly. Some of them actually use the Ranger UI (so they can use stealth, but not Turn Undead).

Paladin Kit Templates

Champion (Base Paladin Template)

The champion is a template that essentially replaces the base paladin. There is no champion kit, per se, but rather the following kits (generally) have the following abilities, with modifications by deity worshiped.

CLASS FEATURES:

– May wear helmets. – May wear any armor and use any weapon. – May not exceed Specialization (two slots) in any weapon class. – May achieve Specialization (two slots) in any fighting style and allocate three slots in Two-Weapon Style. – May Turn Undead as a Cleric two levels lower, starting at level 3. – May cast priest spells starting at level 3. – May use the Smite ability at 1st level, level 4, and every four levels after that. The effects of this ability vary by kit (see below) but they typically allow the champion to do an additional 1d6 magic damage with melee attacks (+1d6 points at levels 4, 10 and 18.) This ability lasts for 2 rounds at first level, +1 round at levels 2, 8 and 14. Additional effects are determined by kit (see individual kit descriptions.)
– Receives a +2 bonus to all Saving Throws. – Hit Die: d10 (Note: Champions do not have access to protection from evil, or lay on hands by default, and they can be any alignment. Additionally, they gain access to spells at a 3rd level, rather than 9th level. See below for the progression.)

Champion Level 1st Lev 2nd Lev 3rd Lev 4th Lev
3 1 - - -
4 1 - - -
5 2 - - -
6 3 - - -
7 3 1 - -
8 3 1 - -
9 3 2 - -
10 4 2 - -
11 4 2 1 -
12 4 2 1 -
13 4 2 2 -
14 4 3 2 -
15 4 3 2 1
16 4 3 2 1
17 4 3 2 2
18 4 4 3 2
19 5 4 3 2

Zealot (Base Paladin Template)

Champion Kits

These kits begin with the Champion subclass as their starting template. They are then modified based on their deity and order (see each description).

Inquisitor of Azuth (Replaces the Inquisitor kit)

INQUISITOR OF AZUTH: As the patron of wizards, and conscious of the potential destruction that magic can visit on the world, Azuth ... Controlly control CONTINUE

Advantages:

WIZARD'S BANE
When the Champion uses this ability, melee attacks inflict an additional 1d6 points of magic damage, (+1d6 points of damage at levels 4, 10 and 18) levels over the next 2 rounds. This ability lasts an additional round at level 2, 8 and 14.

In addition, arcane spellcasters suffer double damage, and are affected by a double strength dispel magic.

An opponent can only be affected by Wizard's Bane once per round.

Disadvantages:

Restrictions:

Notes:

Knight of the Black Gauntlet (New Kit)

KNIGHT OF THE BLACK GAUNTLET: Bane's knights are quintessential black knights, a twisted mockery of the shining example of what a knight should be. They spread fear in the name of their god, and silence anybody that suggests that Bane is dead.

Advantages:

TYRANT'S RULE
When the Champion uses this ability, melee attacks inflict an additional 1d6 points of magic damage, (+1d6 points of damage at levels 4, 10 and 18) levels over the next 2 rounds. This ability lasts an additional round at level 2, 8 and 14.

Additionally, creatures are struck with fear for 1 round if they do not save vs. death. This save receives a -1 penalty at levels 4, 10 and 18

An opponent can only be affected by tyrant's rule once per round.

Restrictions:

Notes:

Everwatch Knight (New Kit)

EVERWATCH KNIGHT: Everwatch knights act as the elite shock troops for the church of Helm. Also, they are often sent on the most difficult missions for the church.

Advantages:

EVERWATCH SWORD This spell creates a sword in the Champion's hand that cannot be dropped or unequipped. The sword is enchanted as a +4 weapon and provides a +4 THAC0 bonus. It deals 2d4 damage to any target it hits. The spell lasts for 1 round per level. The Everwatch Sword is wielded as a longsword.

Disadvantages:

Restrictions:

Notes:

Knight of Eternal Order (Replaces the Undead Hunter kit in BG(2)EE)

KNIGHT OF ETERNAL ORDER: Undead creatures are anathema to Kelemvor. Death is a natural part of life, and undead creatures try to escape that cycle. They are abominations, and must be put to rest.

Thus, Kelemvor created the Knights of Eternal Order.

Advantages:

FINAL REST When the Champion uses this ability, melee attacks inflict an additional 1d6 points of magic damage, (+1d6 points of damage at levels 4, 10 and 18) levels over the next 2 rounds. This ability lasts an additional round at level 2, 8 and 14.

Additionally, undead creatures take double damage, and undead with fewer than 15 hit die must save vs. death or be instantly destroyed. This save receives a -1 penalty at levels 4, 10 and 18

An opponent can only be affected by Final Rest once per round.

Restrictions:

Notes:

Harvester of Myrkul (Replaces the Undead Hunter kit in BG(2)EE)

HARVESTER OF MYRKUL: While his priests are fond of creating undead minions, Myrkul still finds it necessary to sponsor a contingent of undead slayers. After all, it shouldn't be thought that undeath can be an escape from Myrkul's icy grasp. Enter the Harvester: Unholy warriors empowered to destroy undead creatures that dare subvert Mykrul's will.

Advantages:

FINAL REST When the Champion uses this ability, melee attacks inflict an additional 1d6 points of magic damage, (+1d6 points of damage at levels 4, 10 and 18) levels over the next 2 rounds. This ability lasts an additional round at level 2, 8 and 14.

Additionally, undead creatures take double damage, and undead with fewer than 15 hit die must save vs. death or be instantly destroyed. This save receives a -1 penalty at levels 4, 10 and 18

An opponent can only be affected by Final Rest once per round.

Restrictions:

Notes:

Dwarf Cleric Kits

Hammer of Moradin (New Kit)

HAMMER OF MORADIN:

Advantages:

MORADIN'S HAMMER
This spell creates a hammer in the Champion's hand that cannot be dropped or unequipped. The hammer is enchanted as a +4 weapon and deals 1d6 points of blunt damage as well as 1d6 magic damage.

The Moradin's Hammer is wielded as a warhammer.

Disadvantages:

Restrictions:

Notes:

Truesword of Arvoreen

TRUESWORD OF ARVOREEN: blah fluff

Advantages:

Disadvantages:

Restrictions:

Notes:

Revised Ranger (Component 37)

REFERENCE ONLY (CONTINUE) Description etc (to spell progression)
Faiths & Powers broadens the scope of the paladin class, releasing the class from the strict Lawful Good ethos and redefining it as a class of divine Champions. With heavy armor, powerful melee abilities, and spells determined by their deity's spheres, each kit is a unique divine warrior. We are starting loosen the mold for Champions; in the future some may not fit the pattern so tightly. Some of them actually use the Ranger UI (so they can use stealth, but not Turn Undead).

Ranger Kit Templates

Ranger (Base Ranger Template)

Faiths & Powers adds some mild variants of the ranger class - different kits that are focused on different geographical areas. Instead of a single choice of favored enemy, each kit has a pre-defined group of favored enemies related to their geographical expertise. The mod also shifts other ranger kits away from the tree-hugging ranger ethos; the ones that are focused on particular skill sets instead of nature - like the Stalker and Archer - have expanded alignment options and are not subject to Falling.

CONTINUE

CLASS FEATURES: – May wear helmets. – May wear any armor and use any weapon. – May not exceed Specialization (two slots) in any weapon class. – May achieve Specialization (two slots) in any fighting style and allocate three slots in Two-Weapon Style. – May Turn Undead as a Cleric two levels lower, starting at level 3. – May cast priest spells starting at level 3. – May use the Smite ability at 1st level, level 4, and every four levels after that. The effects of this ability vary by kit (see below) but they typically allow the champion to do an additional 1d6 magic damage with melee attacks (+1d6 points at levels 4, 10 and 18.) This ability lasts for 2 rounds at first level, +1 round at levels 2, 8 and 14. Additional effects are determined by kit (see individual kit descriptions.)
– Receives a +2 bonus to all Saving Throws. – Hit Die: d10 (Note: Champions do not have access to protection from evil, or lay on hands by default, and they can be any alignment. Additionally, they gain access to spells at a 3rd level, rather than 9th level. See below for the progression.)

Champion Level 1st Lev 2nd Lev 3rd Lev 4th Lev
3 1 - - -
4 1 - - -
5 2 - - -
6 3 - - -
7 3 1 - -
8 3 1 - -
9 3 2 - -
10 4 2 - -
11 4 2 1 -
12 4 2 1 -
13 4 2 2 -
14 4 3 2 -
15 4 3 2 1
16 4 3 2 1
17 4 3 2 2
18 4 4 3 2
19 5 4 3 2

Forest ranger (New Kit)

FOREST RANGER: the most common, or at least commonly visible, type of ranger, forest rangers are knowledgeable woodsmen and able warriors. Fiercely protective by nature, they are often called upon to fulfill a dual role: sometimes guiding travelers through areas with hostile wildlife, and at other times protecting that very wildlife from those who would carelessly exploit Toril's resource-rich woodlands.

Advantages:

Restrictions:

Notes:

Mountain ranger (New Kit)

MOUNTAIN RANGER: these individuals are hardy survivalists, trained to thrive among lofty peaks and protect the passes and valleys which are the lifeblood of mountain communities. Mountain rangers are also expert spelunkers, since the most common source of evil threatening these lands tends to spring from underground cave systems, where all manner of dangerous beings tend to congregate and where ancient artifacts of power tend to be lost.

Advantages:

Restrictions:

Desert ranger (New Kit)

DESERT RANGER: these are among the toughest warriors in the land. They are trained to patrol badlands far from civilization, where exposure and thirst are as dangerous as any monster. In such places, threats tend to be powerful, and often magical. Few people understand what leads someone to take on this calling, but some say the desert itself exerts a spiritual pull on these loners.

Advantages:

Restrictions:

Notes:

Jungle ranger (New Kit)

JUNGLE RANGER: these warriors are guides and hunters in some of the most competitive and dangerous ecosystems. Pure might means very little in the jungle; so jungle rangers employ tactics such as stealth and poison to survive. These tools, along with expert knowledge of the most dangerous denizens of jungles and swamps, helps them to guide travelers and avoid unseen dangers.

Advantages:

Restrictions:

Notes:

Arctic ranger (New Kit)

ARCTIC RANGER: among the explorers and travelers in the frozen tundra and snowy wastes near the polar caps, the careless die quickly. Arctic rangers sometimes act as sherpas, and at other times prefer to operate unseen. But their ability to find and utilize resources where others are snowblind have saved the lives of many. And their knowledge of the more dangerous predators in these climes is invaluable.

Advantages:

Restrictions:

Notes:

Beast Master (Revised Kit)

BEAST MASTER: This ranger is a wanderer and is not comfortable in civilized lands. Therefore, Beast Masters maintain a natural affinity for animals. In addition to being able to call normal animals for assistance, Beast Masters may summon a Spirit Wolf and even transform into a wolf-like form of a wolf.

Advantages:

Disadvantages:

Notes:

Barbarian Ranger (New Kit)

BARBARIAN RANGER: Among barbarian tribes there are hunters of great skill. Spending many days alone in the wild, stalking their prey, they are closer to nature than most men. They are not quite as hardy as their more aggressive brethren, and tend to be loners. Yet they bring uncommon skills to bear both in providing for, and in defending, their tribe.

Advantages:

*Disadvantages:

Restrictions:

Notes:

Mage Hunter (New Kit)

MAGE HUNTER: These rangers participate in demanding rituals in order to gain access to magic abilities which help them in their campaign against all wizards who use their skills to defile nature.

Advantages:

Disadvantages:

Notes:

Elven Archer (New Kit)

ELVEN ARCHER: Elves show particular talent for the use of a bow. Those elves who are trained as elite archers display a prowess in ranged combat that is unmatched. Swift and lightly armored, they can use special Called Shots against enemies which are particularly devastating.

Advantages:

CALLED SHOT: All successful ranged attacks within the next 10 seconds have the following cumulative effects besides normal damage, according to the level of the Archer: 4th level: -1 penalty to target's THAC0. 8th level: -1 penalty to target's Saving Throws vs. Spell. 12th level: -1 penalty to the target's Strength score. 16th level: +2 bonus to damage roll.

Disadvantages:

Restrictions:

Halfling Slinger (New Kit)

HALFLING SLINGER: The Slinger is the epitome of skill with the sling - the result of halflings' natural aptitude with bows as well as their single-minded dedication to training with the weapon. To become so skilled with the sling, the Slinger has had to sacrifice some proficiency with melee weapons and armor.

Advantages:

CALLED SHOT: All successful ranged attacks within the next 10 seconds have the following cumulative effects besides normal damage, according to the level of the Archer: 4th level: -1 penalty to target's THAC0. 8th level: -1 penalty to target's Saving Throws vs. Spell. 12th level: -1 penalty to the target's Strength score. 16th level: +2 bonus to damage roll.

Disadvantages:

Restrictions:

Spheres

This section describes the sphere systems used in this mod.

Minor, Major and Focus Spheres

There are three possible classes of sphere in Faiths and Powers. Minor and Major spheres work more or less as in pnp, while Focus spheres are a new feature of this mod. This section describes the way these spheres work by default, as well as how the user can make changes to the system.

Minor Sphere Access:

Major Sphere Access:

Focus Sphere Access:

### Component 21: FnP original sphere system #### Universal Sphere | Spell Name | IDS | Level | BG(2) | SR | IWDEE + SR | | :---: | :---: | :---: | :---: | :---: | :---: | | SPPR101 | CLERIC_BLESS | 1 | Bless | Bless | Bless | | SPPR103 | CLERIC_CURE_LIGHT_WOUNDS | 1 | Cure Light Wounds | - | - | | SPPR210 | CLERIC_RESIST_ELEMENTS | 1 | - | Resist Elements | - | | SPPR216 | CLERIC_RESIST_ELEMENTS | 1 | - | - | Resist Elements | | SPPR203 | CLERIC_CHANT | 2 | Chant | Chant | Chant | | SPPR307 | CLERIC_REMOVE_CURSE | 3 | Remove Curse | Break Enchantment | Break Enchantment | | SPPR316 | CLERIC_PRAYER | 3 | Prayer| Prayer | Prayer | | SPPR417 | CLERIC_LESSER_RESTORATION | 4 | Lesser Restoration | Lesser Restoration | Lesser Restoration | | SPPR421 | CLERIC_RECITATION | 4 | Recitation | Recitation | Recitation | | | CLERIC_RIGHTEOUS_WRATH_OF_THE_FAITHFUL | 5 | | | | | SPPR611 | CLERIC_WONDROUS_RECALL | 6 | Wondrous Recall | Wondrous Recall | Wondrous Recall | | SPPR710 | CLERIC_HOLY_WORD | 7 | Holy Word | Holy Word | Holy Word | | SPPR715 | CLERIC_UNHOLY_WORD | 7 | Unholy Word | - | - | #### Life Sphere | Spell Name | IDS | Level | BG(2) | SR | IWDEE + SR | | :---: | :---: | :---: | :---: | :---: | :---: | | SPPR212 | CLERIC_SLOW_POISON | 1 | Slow Poison | Slow Poison | Slow Poison | | - | CLERIC_CURE_MODERATE_WOUNDS | 2 | Cure Moderate Wounds | Cure Moderate Wounds | Cure Moderate Wounds | | SPPR315 | CLERIC_CURE_MEDIUM_WOUNDS | 3 | Cure Medium Wounds | Cure Serious Wounds | Cure Serious Wounds | | SPPR401 | CLERIC_CURE_SERIOUS_WOUNDS | 4 | Cure Serious Wounds| Cure Critical Wounds | Cure Critical Wounds | | SPPR502 | CLERIC_CURE_CRITICAL_WOUNDS | 5 | Cure Critical Wounds | - | - | | SPPR514 | CLERIC_MASS_CURE | 5 | Mass Cure | Mass Cure | Mass Cure | | SPPR504 | CLERIC_RAISE_DEAD | 6 | Raise Dead | Raise Dead | Raise Dead | | SPPR504 | CLERIC_HEAL | 6 | Heal | Heal | Heal | | SPPR712 | CLERIC_RESURRECTION | 7 | Resurrection | Resurrection | Resurrection | #### Creation Sphere | Spell Name | IDS | Level | BG(2) | SR | IWDEE + SR | | :---: | :---: | :---: | :---: | :---: | :---: | | - | CLERIC_ABUNDANT_AMMO | 1 | Abundant Ammunition |Abundant Ammunition |Abundant Ammunition | | SPWI101 | WIZARD_GREASE | 1 | Grease | Grease | Grease | | SPPR106 | CLERIC_MAGIC_STONE | 1 | Magical Stone | Magical Stone | Magical Stone | | SPWI224 | WIZARD_GLITTERDUST | 2 | Glitterdust | Glitterdust | Glitterdust | | SPWI215 | WIZARD_WEB | 3 | Web| Web| Web| | - | CLERIC_STAR_METAL_CUDGEL | 4 | Star Metal Cudgel | Star Metal Cudgel | Star Metal Cudgel | | d5clgol | - | 5 | Animate Clay Construct| Animate Clay Construct| Animate Clay Construct| | SPPR603 | CLERIC_BLADE_BARRIER | 6 | Blade Barrier | Blade Barrier | Blade Barrier | | d5stgol | - | 6 | Animate Stone Construct | Animate Stone Construct | Animate Stone Construct | WIZARD_PRISMATIC_SPRAY 7 = Creation d5jugol 7 = Creation // animate juggernaut construct

New and Modified Spells

This section describes any changes to spells or describes new spells added by this mod.

Spell Lists (Divine Spells)

(New): This is a completely new spell added by this mod (and/or B_Spells). This spell will be added either as part of any sphere system installation, or if you opt to install new divine spells without Sphere system (see components ## ADD )

(IWDEE): This is a spell taken from IWDEE added by this mod (and/or a few other mods). It will be installed as part of any sphere system installation, or if you opt to Install New Spells new divine spells without Sphere system (see components ## ADD ) Note that a few of these spells are actually arcane spells in IWDEE which are converted to divine spells.

##### Orisons - ##### 1st Level - Abundant Ammunition (New) - Animal Eyes (New) - Binding (New) - Bless Water (New) - Camouflage (New) - Castigate (New) - Divine Smite (New) - Disrupt Undead (New) - Eyes of the Dead (New) - Frost Fingers (New) - Invisibility to Animals (New) - Storm Bow (New) - Invisibility to Undead (New) - Magic Weapon (New) ##### 2nd Level - Enthrall (New) - Forbiddance (New) - Ice Blade (New) - Pacify the Dead (New) - Shatter (New) - Snilloc's Snowball Swarm (IWDEE) - Watery Fist (New) ##### 3rd Level - Cloak of Darkness (New) - Icelance** (IWDEE) - Snare (New) ##### 4th Level - Emotion: Courage (IWDEE) - Emotion: Fear (IWDEE) - Emotion: Hope (IWDEE) - Shadow Monsters (IWDEE) - Shout (IWDEE) ##### 5th Level - ##### 6th Level - Animate Clay Construct (NEW) - Shades (IWDEE) ##### 7th Level - Acid Storm (IWDEE) - Animate Stone Golem (NEW)

\page

Divine Spells

Level 1

Abundant Ammunition (New) [Ranger]


(Conjuration)

Notes: Faiths and Powers: This spell is in the War Sphere if FnP is installed. 1st Level Cantrips: This spell is converted to a 2nd level spell, with 2x the ammo if 1st level Cantrips is installed. Ranger Only: This spell is only available to the ranger (unless FnP is installed)

Hunting Arrows
This arrow is sharp and jagged, capable of causing grievous persistent wounds to targets. When this arrow strikes a target, they must save vs. wands or take 1 point of slashing damage/round for 6 rounds. This effect is removed if the target receives healing of any kind.
This arrow strikes as a +1 weapon.

  • STATISTICS:
    Damage: 1d6 (missile)
    Special: Target takes 1 point of slashing damage/round (save vs. wand for none)
    Duration: 6 rounds
    Damage type: Missile
    Launcher: Bow
    Weight: 0

Hunting Bolts
This bolt is sharp and jagged, capable of causing grievous persistent wounds to targets. When this arrow strikes a target, they must save vs. wands or take 1 point of slashing damage/round for 6 rounds. This effect is removed if the target receives healing of any kind.
This bolt strikes as a +1 weapon.

  • STATISTICS:
    Damage: 1d8 (missile)
    Special: Target takes 1 point of slashing damage/round (save vs. wand for none)
    Duration: 6 rounds
    Damage type: Missile
    Launcher: Crossbow
    Weight: 0

Weighted Bullets
This bullet seems normal, except that it is especially big and heavy--too heavy to launch accurately (imposing a -1 to hit penalty). However, it has a chance to knock the target senseless. When it does hit, it inflicts an additional 4 points of crushing damage to the target, and has a 30% chance to knock down the target for 3 seconds if they do not save vs. wands.
This bullet strikes as a +1 weapon.

  • STATISTICS:
    THAC0: -1
    Damage: 1d4, +4 crushing damage
    Special: 30% chance target knocks target down (save vs. wand negates)
    Duration: 3 seconds
    Damage type: Missile
    Launcher: Sling
    Weight: 0
    \page Keen Arrows
    This arrow is well crafted and accurate, and possesses a sharp point. Keen arrows are +1 to hit, and have a 15% chance of inflicting an additional 1d6 points of damage to struck targets.
    This arrow strikes as a +1 weapon.
  • STATISTICS:
    THAC0: +1
    Damage: 1d6
    Special: 15% of doing an additional 1d6 missile damage.
    Damage type: Missile
    Launcher: Bow
    Weight: 0

Keen Bolts
This bolt is well crafted and accurate, and possesses a sharp point. Keen bolts are +1 to hit, and have a 15% chance of inflicting an additional 1d8 points of damage to struck targets.
This bolt strikes as a +1 weapon.

  • STATISTICS: THAC0: +1 Damage: 1d8 Special: 15% of doing an additional 1d8 missile damage. Damage type: Missile Launcher: Bow Weight: 0

Balanced Bullets
This bullet is very well balanced and aerodynamic, making it especially accurate, granting a +3 to all attack roles.
This bullet strikes as a +1 weapon.

  • STATISTICS:
    THAC0: +3
    Damage: 1d4
    Damage type: Missile
    Launcher: Sling
    Weight: 0

Piercing Arrows
This arrow seems perfectly normal, if particularly sharp. However, when it hits its target, it pierces flesh with ease, doing substantial damage.
This arrow strikes as a +1 weapon.

  • STATISTICS:
    Damage: 1d6, +3 piercing damage
    Damage type: Piercing
    Launcher: Bow
    Weight: 0

Piercing Bolt
This arrow seems perfectly normal, if particularly sharp. However, when it hits its target, it pierces flesh with ease, doing substantial damage.
This arrow strikes as a +1 weapon.

  • STATISTICS:
    Damage: 1d8, +3 piercing damage
    Damage type: Piercing
    Launcher: Crossbow
    Weight: 0

Eggshell Bullet
This bullet looks more like an egg than a proper bullet, and it seems to contain some kind of powder. Indeed, it is designed to burst open at the slightest impact, coating the target with that powder. The bullet itself doesn't do much damage--targets take 1 point--but the target must save vs. poison or choke on the fumes, suffering 1 point of poison damage per second, and is penalized for -1 to AC for 6 seconds.
This bullet is not well balanced, and it is difficult to shoot accuracy. As such, it imposes a -2 penalty to hit.
This bullet strikes as a +1 weapon.

  • STATISTICS: THAC0: -2 Damage: 1 point Damage type: Missile Launcher: Sling Weight: 0

Animal Eyes (New) [Druid/Ranger]


(Divination)

When the caster completes this spell and touches an allied animal, gains the ability to see through that animal's eyes allowing to see everything that that animal sees. Additionally, has greater influence over the creature, urging it to be more aggressive in its attacks, granting it a +1 critical threat rolls.
While this spell is in effect, the caster's body is helpless, as is helpless, and blind.

Notes:
0 Level Cantrips: This spell is converted to an Orison without alteration if 0 level Cantrips is installed.
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Binding (New) [Universal]


(Conjuration/Summoning)

  • Level: 1
  • Sphere: Creation
  • Range: 35 ft.
  • Duration: 1 round/3 levels
  • Casting Time: 5
  • Area of Effect: 1 creature
  • Saving Throw: Neg.

This spell conjures a rope that wraps around a target creature if they do not save vs. breath. Affected creatures cannot move and are effectively held. Creatures are held for 1 round per 3 levels of the caster (max 7 rounds at 19th level)
Huge or larger creatures are not affected by this spell.

Notes:
1st Level Cantrips: Duration stays at 1 round

Bless Water (New) [Cleric/Paladin]


(Alteration)

With this spell, the caster performs a short, but sacred ritual, creating holy water which can use self or give to companions. Holy water is harmful against evil outsiders and undead creatures, and mildly beneficial to living creatures. Vials can be thrown or drunk, healing 1d4 points of damage to a living creature, or causing 2d4+2 magic damage to an undead creature or demonic outsider.
At 1st level, 1 vial is created. An extra vial is created every 2 levels after that.

Vial of Holy Water This is a vial of water that has been sanctified by a cleric.
When this delicate vial is thrown at a target, it breaks open, splashing them with holy water. Holy water acts like acid against undead and demonic entities, but is soothing to living creatures, healing them for minor damage.

  • STATISTICS:
    Damage: 2d4+2 to Undead or Evil Outsiders
    Special: Restores 1d4 Hit Points to living creatures.

Notes:
Faiths and Powers: This spell is in the Benediction Sphere if Faiths and Powers is installed.
1st Level Cantrips: This spell is converted to an Second Level Spell if 1st level cantrips is installed, damage increses to 3d4 +3, and healing increases to 1d4+2.

Camouflage (New) [Druid/Ranger]


(Illusion)

This spell changes the coloration of the caster to match the surrounding environment, making very difficult to see. When this spell is cast, the caster gains a +50% bonus to hide and move silently, and naturally blends in to the surrounding environment, allowing to hide as a thief or ranger for the duration.
This bonus increases by +5% at 2nd level, and +5% per 2 levels after that, to a maximum of +75% at 10th level.

Notes:
1st level cantrips: Converted to a second level spell, with 5 turn duration, and a +20% bonus to stealth (max 95% at 10th level)

Castigate (New) [Cleric/Paladin]


(Enchantment/Charm)

With this spell, you point at a single creature and rebuke them, filling them with terror for 1 round if they fail their save vs. spell.

Notes:
Faiths and Powers: \page

Divine Smite (New) [Cleric/Paladin]


(Conjuration)

This spell imbues the caster with pure force that can use against enemies. melee attacks inflict an additional 2d6 points of magic damage for 1 round per level (max 5 rounds).

Notes:
Faiths and Powers: This spell is called Hand of Carnage if Faiths and Powers is installed, and it is in the Destruction Sphere.
1st Level Cantrips: This spell is converted to an Second Level Spell if 1st level cantrips is installed, and damage is doubled (4d6).

Disrupt Undead (New) [Cleric/Paladin]


(Necromancy)

This spell disrupts the negative energy that sustains a target undead creature. Any undead targeted by this spell suffers 2d6+2 points of magic damage, +1d6+1 per two levels (max 7d6+7 at 11th level).

Notes:
0 Level Cantrips: This spell is converted to an Orison if Cantrips is installed, and damage starts at 1d6+1, but otherwise increases as normal.
Faiths and Powers: This spell is in the Death Sphere if FnP is installed.

Eyes of the Dead (New) [Cleric/Paladin]


(Necromancy)

When the caster completes this spell and touches an allied undead ally, gains the ability to see through that creature's eyes allowing to see everything that it sees. Additionally, has greater influence over the creature, making it attack more effectively, granting it a +4 bonus to attack rolls.
While this spell is in effect, the caster's body is helpless, as is helpless, and blind.

Notes:
0 Level Cantrips: This spell is converted to an Orison without alteration if 0 level Cantrips is installed.
Faiths and Powers: This spell is in the Death Sphere if FnP is installed.

Frost Fingers (New) [Druid/Ranger]


(Invocation)

When the priest casts this spell, a jet of chilling frost shoots from fingertips. The priest's hands must be held so as to send forth a fanlike sheet of frost: thumbs must touch each other and the fingers must be spread. The spell sends out frost jets of 5 ft. length in a horizontal arc of about 120 degrees in front of the caster. Any creature in the area receives 1d6 points of cold damage, plus 1d6 per two levels to a maximum of 5d6 damage.

Notes:
1st level cantrips: Converted to a second level spell, doing double damage. \page

Invisibility to Animals (New) [Druid/Ranger]


(Abjuration)

This spell causes nearby animals to lose track of and ignore the warded creature for the duration of the spell. Note that unlike normal invisibility, the recipient of this spell can still attack animals without losing the invisibility.

Notes:
1st Level Cantrips: This spell is converted to an Second Level Spell if 1st level cantrips is installed, unchanged.

Storm Bow (New) [Ranger]


(Alteration)

This spell charges projectiles fired by the caster with the power of storm, inflicting an additional 1d8 points of electrical damage per hit.
This spell lasts for 1 minute at first level, and increases by 1 minute per 2 additional levels (max 5 minutes at level 9).

Notes:
1st level cantrips: Converted to a second level spell, doing double damage if 1st level cantrips is installed. Faiths and Powers: This spell is in the Elemental Air Sphere if Faiths and Powers is installed. Ranger Only: This spell is only available to the ranger (unless FnP is installed, in which case it is available to any class that has access to the Elemental Air sphere)

Invisibility to Undead (New) [Cleric/Paladin]


(Abjuration)

This spell causes nearby undead to lose track of and ignore the warded creature for the duration of the spell. This spell is effective against undead with 4 Hit Die or undead with Hit Die equal to the caster's level, whichever is higher. Note that unlike normal invisibility, the recipient of this spell can still attack undead creatures without losing the invisibility. Priests affected by this spell cannot turn undead.

Notes:
Faiths and Powers: This spell is in the Death Sphere if Faiths and Powers is installed.
1st Level Cantrips: This spell is converted to an Second Level Spell if 1st level cantrips is installed, and the spell is effective against all undead for the duration.

Magic Weapon (New) [Cleric/Paladin]


(Enchantment/Charm)

Magic weapon gives the personal weapon of the caster a +1 enhancement bonus on attack and damage rolls.

Notes:
1st Level Cantrips: This spell is converted to a 2nd level spell with a duration of 1 hour if 1st level Cantrips is installed.
Faiths and Powers: This spell is in the War Sphere if FnP is installed.

\page

Level 2

Enthrall (New) [Cleric/Paladin]


(Enchantment/Charm)

This spell entrances up to 1d4 creatures, causing them to stand mystified for 1 round per level of the priest if they do not save vs. spell (maximum 10 rounds). Specifically, it affects the targeted enemy and up to 3 hostile creatures within 20 ft. of it. Enthralled creatures stand where they are, and fail to notice creatures around them.
Affected creatures shake off this effect if they are attacked.

Notes:
Faiths and Powers: This spell is in the Thought Sphere if FnP is installed.

Forbiddance (New) [Cleric/Paladin]


(Enchantment/Charm)

This spell enables the priest to forbid another creature to move, by commanding them to "stop". A creature so commanded will stop in it's tracks, and will be unable to move if they do not make a successful save vs. spells. Even if they do make their save, creatures find that they move at 1/2 speed as their legs resist their own will. At the end of the second round, the creature regains the use of it's legs, and can move normally.

Notes:
Faiths and Powers: This spell is in the Thought Sphere if FnP is installed.

Ice Blade (New) [Universal]


(Evocation)

With this spell, the caster causes a swirling sword-shaped formation of jagged ice shards to spring forth from hand. This blade-like ray is wielded as if proficient. If the caster successfully hits with the ice blade in melee combat, the creature struck suffers 1d8 points of cold damage, +1 point per level (to a maximum of 1d8+10). The blade is considered to be of +1 enchantment when determining what it can hit.

Notes:

Pacify the Dead (New) [Cleric/Paladin]


(Alteration)

Upon casting this spell, the priest causes one undead within range to be slowed. This effect negates Haste, but does not otherwise affect magically sped-up or slowed creatures. Slowed creatures suffer -4 penalties to attack and Armor Class.

Notes: Faiths and Powers: This spell is in the Death Sphere if FnP is installed. 1st level cantrips: Changes to a 1st level spell, no change

\page

Shatter (New) [Cleric/Paladin]


(Transmutation)

When the priest cast's this spell, creates a vibrating pulse that increases in intensity in a nearby creature or object that is especially destructive against inorganic, solid constructs like doors and golems. The first round, a living or undead creature takes 2d6 crushing damage unless they save vs. polymorph (in which case, they take half damage and the spell ends). Every round that they do not save, they suffer the amount of damage that they received in the last round, plus an additional 2d6 points of damage for a maximum of 4 rounds. Any round that they do save, they suffer 1/2 damage and the spell ends.
When cast on a door or locked container, it undermines the integrity of the object destroying all but the most sturdy or magically protected locks. Against constructs such as golems, and elementals it does double damage, and they cannot save to avoid its effects.

Notes:
Faiths and Powers: This spell is in the Destruction Sphere if FnP is installed.

Snilloc's Snowball Swarm (IWDEE)

(Evocation)

This spell causes a flurry of snowballs to erupt from a point within range. These snowballs will hit everything within the area of effect, doing 1d3 points of cold damage per level, up to a maximum of 8d3 points at level 8. Against fire-using or fire-dwelling creatures, it inflicts 1d6 points of cold damage per level, up to a maximum of 8d6 points at level 8.

Notes:
General: Set to Opposition School: Enchantment unless IWDEE style spells is installed (where it will be Conjurer as in IWDEE)

Watery Fist (New) [Druid/Ranger]


(Conjuration)

Upon completion of this spell the caster calls into being a huge disembodied fist formed purely of water. This fist will remain in existance for 1 round per 2 caster levels, up to maximum of 5 rounds at level 9. The first will attack the chosen target once per round and cause cold damage as listed below:

Credit for this spell belongs to Requiem & Mordeus (Used with permission)

\page

Level 3

Cloak of Darkness (New) [Universal]


(Abjuration)

This spell infuses the target with shadow, protecting them from both attacks and spells, while also protecting them from prying eyes. Targets gain a +1 bonus to AC per four levels (maximum of +5), +2 bonus to save vs. spells, and infravision for the duration of this spell.
Additionally, the recipient hides in shadows at 99%, and automatically blends into the shadows each round if they are not doing anything else.

Notes:
Faiths and Powers: This spell is in the Shadow Sphere if Faiths and Powers is installed.

Icelance (IWDEE)

(Evocation)

This spell fires a magical lance of ice at a target of the caster's choosing. It automatically hits, inflicting 5d6 points of cold damage and forcing the target to make a Save vs. Spell or be stunned for 3 rounds.

Notes:
General: Set to Opposition School: Enchantment unless IWDEE style spells is installed (where it will be Conjurer as in IWDEE)

Snare (New) [Druid/Ranger]


(Alteration)

When the druid casts this spell, selects an area within range. The plant life in the area reconfigue to construct a deadly trap that does 1d8 points of piercing damage per level (max 10d8).
Much like a thief trap, this spell fails if cast in the presence of enemies.

Notes:

\page

Level 3

Emotion: Courage (IWDEE)

(Enchantment/Charm)

This spell creates the emotion of courage within the area of effect. All creatures affected by the spell gain +1 to hit, +3 to their damage rolls, and +5 temporary Hit Points (which can put them above their maximum Hit Points). This spell nullifies all fear effects within the area of effect at the time of casting.

Notes:
General: Set to Opposition School: Invocation unless IWDEE style spells is installed (where it will be Necromancer as in IWDEE)

Emotion: Fear (IWDEE)

(Enchantment/Charm)

This spell creates the emotion of fear within the area of effect. All enemies who fail to save vs. Spell flee for 5 rounds.

Notes:
General: Set to Opposition School: Invocation unless IWDEE style spells is installed (where it will be Necromancer as in IWDEE)

Emotion: Hope (IWDEE)

(Enchantment/Charm)

This spell creates the emotion of hope within the area of effect. All creatures affected by the spell gain a morale boost and +2 on their Saving Throws, attack rolls, and damage rolls.

Notes:
General: Set to Opposition School: Invocation unless IWDEE style spells is installed (where it will be Necromancer as in IWDEE)

Shadow Monsters (IWDEE)

(Illusion/Phantasm)

This spell shapes material from the Demiplane of Shadow into illusory monsters. Up to six shadowy creatures can be summoned at once, but their total Hit Dice will normally not exceed the spellcaster's level.

Notes:
General: Set to Opposition School: Necromancy unless IWDEE style spells is installed (where it will be Abjurer as in IWDEE)

Shout (IWDEE)

(Invocation)

Shout grants the wizard tremendous vocal powers, allowing to emit an earsplitting roar from mouth in a cone-shaped area of effect. Any creature within this area is deafened for 9 rounds and suffers 4d6 points of magic damage. A successful Save vs. Spell negates the deafness and reduces the damage by half.

Notes:
General: Set to Opposition School: Enchantment unless IWDEE style spells is installed (where it will be Conjurer as in IWDEE)

\page

Level 6

Animate Clay Construct (New)

(Alteration)

Upon casting this spell, a mass of material is drawn from the environment, shaped into roughly humanoid form, and imbued with a modicum of sentience. The resulting construct is similar to a clay golem: able to follow rudimentary directions and attack the caster's foes, but lacking complex thought and reflection. After ten rounds, the magic holding the construct together fades, and the construct dissipates into dirt.

Notes:

Shades (IWDEE)

(Illusion/Phantasm)

Shades is similar to Shadow Monsters and Demi-Shadow Monsters—it allows the caster to shape material from the Demiplane of Shadow into illusionary creatures. These shadows are tougher than the shadows summoned by Shadow Monsters and Demi-Shadow Monsters, and they will obey the caster until the spell expires or they are slain.

Notes:
General: Set to Opposition School: Necromancy unless IWDEE style spells is installed (where it will be Abjurer as in IWDEE)

\page

Level 7

Acid Storm (IWDEE)

(Evocation)

This spell unleashes an acidic downpour on the area of effect, doing 1d4 points of acid damage each round for the first three rounds, 1d6 points for the next three rounds, and 1d8 points for each round thereafter. Moving out of the area of effect does not stop the damage. The acid adheres to the skin, and any creatures in the area of effect when Acid Storm is cast continue to suffer acid damage as long as the spell duration lasts. Creatures make a Save vs. Spell every round after they have been hit by the cloud. If successful, they only take half damage (for that round only).

Notes:
General: Set to Opposition School: Enchantment unless IWDEE style spells is installed (where it will be Conjurer as in IWDEE)

Animate Stone Construct (New)

(Alteration)

Upon casting this spell, a mass of rocky material is drawn from the environment, shaped into roughly humanoid form, and imbued with a modicum of sentience. The resulting construct is similar to a stone golem: able to follow rudimentary directions and attack the caster's foes, but lacking complex thought and reflection. After ten rounds, the magic holding the construct together fades, and the construct dissipates into rocks and gravel.

Notes:

Grammarsalad commented 5 years ago

Original

Faiths_and_Powers

Faiths and Powers mod

Compatibility: Should be completely compatible with the following mods if installed after them:

Install Order: TBD

Component Overview

GIVE AN OVERVIEW OF EACH COMPONENT HERE. Describe them more fully below

Known Issues

Component 101: Everything, Using Deity Selection Dialogue

This Component has been depreciated. In the initial implementation, we added deity kits by dialog due to engine limitations. Recent updates to the game engine have rendered this technique unnecessary.

Component 102: ALL the new kits, the kit selection dialogue, and the sphere system ('radical version')

This component radically alters the way classes and kits work in the game. CONTINUE

Component 102

Cleric Kits

Cleric Overveiw

There are no generic clerics in FnP if this component is installed. All clerics must begin play begin play by answering the question, "what power do I worship?". For most clerics, the answer will be some Farunian deity, but a few will have 'other answers' (see the 'Special Cleric Kits' section below).

Typically, the Infinity Engine treats Clerics Specialists as Cleric kits. In pnp, however, thera are actual cleric kits that work in tandem with Priest Kits to create truely unique combinations. Of course, we're not particularly fond of the cleric kits that you find in the Complete Priests Handbook--they're basically reskinned fighter kits--so we created our own. Kits affect which deities you can select--in a few cases, such as the Ur-Priest, these kits dramatically influence deity selection (the Ur-Priest does not select any deity--see the kit below for details).

In addition, some changes have been made to the cleric base kit, to further differentiate it from the paladin/champion (see below for details on the paladin changes).

The Cleric Base Class

DETAIL CHANGES

The Acolyte Kit

DETAIL CHANGES

The Incarnate Kit (forthcoming)

DETAILS

Priest of Light (forthcoming)

DETAILS (does not worship a specific deity but venerates all good deities)

Priest of Darkness

DETAILS (does not worship a specific deity but venerates all evil deities)

Base Cleric Deity Templates

Battleguard of Tempus

BATTLEGUARD OF TEMPUS: Tempus, also known as the Lord of Battles or the Foehammer, is random in his favors, yet his chaotic nature favors all sides equally. Lord Tempus may be on an army's side one day and against them the next; such is the nature of war. Tempuran clergy can be found on both sides of a conflict, as none can ever truly know whom the war god will favor.

Advantages:

Restrictions:

Dawnbringer of Lathander

DAWNBRINGER OF LATHANDER: Dawnbringers are the representatives of Lathander, a widely worshiped deity of birth, renewal, health, and the dawn. Dawnbringers are especially vigilant foes of the undead, which they see as a plague upon the living, corrupting the life that is the gift of Lathander. They look to cleanse the world with Lathander's light, eradicating any undead with its purifying rays.

Advantages:

Restrictions:

Doomguide of Kelemvor (not available in IWDEE)

DOOMGUIDE OF KELEMVOR: Kelemvor is the most recent god of death. He has proven to be quite different from Mykrul, the former god of death. In particular, while the latter encouraged the creation of undead monstrosities, Kelevmor charges his clergy to actively destroy undead, seeing their existance as an unnatural perversion of the order of life and death. As such, his clergy have become particularly talented undead slayers.

Advantages:

Restrictions:

Hand of Torm

HAND OF TORM: Hands seek to emulate their deity Torm, who is known for his steadfast loyalty and dedication to all that is good. While a great many of his worshipers are Champions (known as Paladins or Holy Champions of Torm), as Torm is the patron of Paladinhood, Hands are no less fierce and loyal to the cause of their god (if slightly less martial).

Advantages:

Restrictions:

Hoodwinker of Baravar Cloakshadow HOODWINKER OF BARAVAR CLOAKSHADOW:

Advantages:

Restrictions:

Luckrider of Tymora

LUCKRIDER OF TYMORA: Also known as Lady Luck, Tymora is the goddess of good fortune. The sect of her clerics known as Luckriders eat, drink, and sleep luck. Confident to the point of cockiness, they enter battle recklessly, throwing caution to the wind and trusting in fate. Considering how many adventurers perish despite crafting meticulous strategies and plans, this is not a ridiculous position.

Advantages:

TYMORA'S LUCK:

The allies of this spellcaster gain extraordinary luck for the next 1 turn, receiving a +1 bonus to their saving throws, attack rolls, and minimum damage/healing rolls as well as +5% to all thieving skills. Furthermore, damage dice for all effects outside a weapon's base damage is reduced by 1. Finally, spells that offer saving throws to enemies are more likely to be effective: a spell that usually offers a saving throw with no penalty will instead offer a saving throw with a -2 penalty.

Restrictions:

Mistwalker of Leira

MISTWALKER OF LEIRA: Leira is the goddess of deception and illusion. She was supposedly slain under mysterious circumstances during the Avatar crisis, but at least one sect of her worshippers, the Mistwalkers, continue to receive divine power. Lies are their currency, illusion is their tool.

Advantages:

Restrictions:

Paingiver of Loviatar

PAINGIVER OF LOVIATAR: Known as The Maiden of Pain and The Willing Whip, loviatar is the evil goddess of agony. She is often seen as a cold-hearted bully, calculating and despotic; she revels in inflicting physical and psychological suffering. Her priests, known simply as "Paingivers" find freedom and power in such pain, and they seek to spread that gospel to others... regardless whether their victims are actually seeking such enlightenment.

Advantages:

PAIN TOUCH: When the priest of Lovitar activates this ability, her mere touch creates waves of pain for any creature with a nervous system. When she touches any creature, they must save vs death or suffer a -2 penalty to their dexterity and -4 to thac0 as they writhe in agony and will suffer 1 point of non-lethal damage every 12 seconds. The penalties and damage occurs over an excruciating period of 10 rounds. Paingivers have have this touch indefinitely, but they can suppress it as needed.

LOVIATAR'S CARESS: When the cleric uses this ability, hands become instruments of Lovitar for four rounds. can strike with uncanny accuracy with hands (+10 to hit) and inflicts an additional +2 points of damage per level to a maximum of +20 points at 10th level. This spell stacks with other unarmed attacks, such as the priest's pain touch.

Restrictions:

Priest of Baervan (Not available if Divine Remix is installed)

PRIEST OF BAERVAN: Usually found far abreast from heavily urban areas, followers of Baervan Wildwanderer seek to protect nature from evil creatures. They have a particular affinity for forest plants and creatures, especially raccoons.

Advantages:

NATUREWALK: This spell grants one person protection from ground and nature based movement impairing effects such as webs, entangling, and grease. This spell lasts 1 round per level of the caster.

Restrictions:

Stormbringer of Talos

STORMBRINGER OF TALOS: Stormbringers are clerics of Talos, the Destroyer, the Raging One, the Stormstar, the Storm Lord. MORE!!!!

Advantages:

STORM SHIELD: This spell lasts 1 round per level of the caster. It protects the caster completely from lightning, fire, cold, and normal missiles.

Restrictions:

The Sworn of Cyric

THE SWORN OF CYRIC: The sworn of Cyric do what they can to appease their mad, fickle god. In the meantime, they try to take what they can, when they can, before being smited either by their god, or one of their many victims.

Advantages:

Watcher of Helm

WATCHER OF HELM: Like their deity, Watchers of Helm are stern, dedicated, and loyal, perhaps to a fault. Helm teaches that the right path is not always obvious, but the surest way to the right path is through the execution of duty. As such, watchers of helm strive to do what they must despite the consequences, to themselves or even to others. While othes may suggest that this supposed 'dedication' is nothing more than a fetish, the watcher has no time for such nonsense. They do not have the idle time to question; it is their duty to be ever alert for possible threats to cosmic order.

Advantages:

SEEKING SWORD: This spell creates a sword in the Cleric's hand that cannot be dropped or unequipped. The sword is enchanted as a +4 weapon and provides a +4 THAC0 bonus, but no damage bonus. It deals 2d4 damage to any target it hits. The weapon sets the Cleric's number of attacks per round to 3 and lasts for 1 round per level. While it is equipped, the wielder cannot cast further spells.

Restrictions:

Waveservant of Umberlee

WAVESERVANT OF UMBERLEE: Umberlee is a fickle goddess who claims the sea as her sole domain. Like many evil gods, she is more often feared than revered, though there are notable exceptions. Umberlee has something of an...affection for lost souls, and so she has been known to take them under her wing from time to time.

Advantages:

Disadvantages:

Restrictions:

Acolyte Kit Deity Templates

Broken Blade of Tempus

BROKEN BLADE OF TEMPUS: Broken Blades honor Tempus by treating those wounded in battle. Unlike Battleguards and Glorybloods, who are most frequently found on the front lines, it is more common to find a Broken Blades at the rear, treating and protecting the wounded. Broken Blades are particulary millitant for acolytes, wearing chain armor, and often weilding battle axes, and will be found defending any of Tempus's holy sites.

Advantages:

Restrictions:

Darkcloak of Shar

DARKCLOAK OF SHAR: Shar is known as the Mistress of the Night. She is the goddess of darkness, presiding over caverns, dungeons, forgetfulness, loss, night, and secrets. The Darkcloaks are an unusual sect, who use Shar's influence to give care and comfort to those who are lost or emotionally damaged. While some other followers of Shar spurn these acolytes for failing to be militant enough, Darkcloaks still possess powerful abilities to strive against their enemies.

Advantages:

Restrictions:

Doommaster of Beshaba

DOOM OF BESHABA: Beshaba, the maid of misfortune, is the jealous goddess of ill-fate. Not worshiped so much as feared, she demands tribute, or at least lip service, else she is likey to doom those that offend her to a life of failure. Her priests work to ensure that she her ego is adequately sated.

Advantages:

MISFORTUNE: This abilty curses the target, causing them a penalty of -10 penalty to THAC0, saves and AC for one round/level if they fail a save vs. spell.

Restrictions:

Fastpaws of Baervan

FASTPAWS OF BAERVAN: Usually found far abreast from heavily urban areas, followers of Baervan Wildwanderer seek to protect nature from evil creatures. They have a particular affinity for forest plants and creatures, especially raccoons.

Advantages:

Restrictions:

Advantages:

Restrictions:

Glyphscribe of Deneir

GLYPHSCRIBE OF DENEIR: Deneir is the patron of artists, scribes and cartographers. He values the written word, and the information that that word carries, and so do his priests.

Advantages:

Restrictions:

Heartwarder of Sune

HEARTWARDER OF SUNE: Sune teaches that external beauty ultimately reflects ones internal worth. Thus, her followers strive to preserve beauty, both in themselves and in others, whether those othere be individuals or objects, such as works of art.

Advantages:

Restrictions:

Minion of Moander

MINION OF MOANDER: Moander, is thought to be dead. However, cults dedicated to the lord of rot continue to exist. Minions of the darkbringer seek to spread rot and decay wherever they go.

Advantages:

Restrictions:

Restrictions:

Nightrunner of Mask

NIGHTRUNNER OF MASK: Mask is the god of shadow and intrigue. His goals are always hidden, and his actions are motivated by many layers of schemes and plans. His sect of Nightrunners includes both priests and cleric/thieves who travel the land advancing Mask's agenda.

Advantages:

Restrictions:

Priest of Mystra

PRIEST OF MYSTRA: Mystra is known as the Lady of Spells and the Mother of Magic. She tends to the Weave, the magical energies surrounding Faerun which enables mortals to learn and cast spells.

Advantages:

Restrictions:

Painbearer of Ilmater

PAINBEARER OF ILMATER: Priests of Ilmater are often itinerant, traveling the land looking to assuage suffering wherever it may exist. Painbearers

Advantages:

ENDURANCE OF ILMATER: When the priest casts this spell, doubles the hit points of any creature that touches (including self). In addition, the recipient of the spell gains a +2 to all saves. This ability lasts for 1 turn.

Restrictions:

Special Multiclass Cleric Kits

Abjurist of Mystra(Cleric/Mage)

ABJURIST OF MYSTRA: Mystra is known as the Lady of Spells and the Mother of Magic. She tends to the Weave, which enables mortals to cast spells. One sect of Mystra's clerics, known as Abjurists, can channel the Weave into protective shields, making them excellent spell duelists.

Advantages:

Restrictions:

Alaghor of Clangeddin (Cleric/Fighter)

ALAGHOR OF CLANGEDDIN: Alaghors are an elite order of fighter/clerics devoted to the dwarven god of war, Clangeddin. They are powerful warriors as well as wise ministers, protecting dwarven communities from threats both physical and spiritual. Alaghors share some abilities with the famed Dwarven Defenders, with whom they often fight side-by-side.

Advantages:

Restrictions:

Monitor of Azuth (Cleric/Mage)

MONITOR OF AZUTH: Azuth is a lesser deity who assists Mystra, the Mother of Magic, in tending to 'the Weave' that enables all magic in Faerun to exist. Followers of Azuth, known as Monitors, are magical enforcers, policing misuse of the Weave by evile practitioners and empowered to challenge even the mightiest spellcasters.

Advantages:

Restrictions:

Spellbender (Cleric/Mage)

SPELLBENDER: The goddess Mystra rules all magic, and mandates that spellcasters must formulate known spells, and must memorize the patterns of those spells in order to successfully release them. But as with any system, the are gaps and shortcuts that may be used to circumvent the rules. Sorcerers are born with the ability to shape magic directly, though only into a limited number of effects; and wild mages shape spells without discipline, achieving powerful results at the risk of disastrous side-effects. Spellbenders make a science of mapping the ways to bypass Mystra's restrictions. Practicing as generalist clerics as well as studying arcane wizardry, they learn to manipulate the intersection of those two areas of magic.

Advantages:

Restrictions:

Windrider of Shaundakul

WINDRIDER OF SHAUNDAKUL: A minor deity of travel and exploration, Shaundakul was popular during the heyday of Myth Drannor. Most of his followers are now based in the forests of Cormanthor near the old Elven Court, but they are particularly susceptible to wanderlust, so Windriders may be found singly in almost any locale in the Realms. All of his clergy are also rangers, using outdoor survival skills to aid themselves and others as they travel.

Advantages:

Restrictions:

Woodscout of Mielikki (Ranger/Cleric)

WOODSCOUT of MIELIKKI: the Lady of the Forest, Mielikki, helps humanoids commune with the spirits of nature, teaching them to survive in harsh climes. While her ally Silvanus teaches druid to mold nature, Mielikki's Woodscouts train as rangers to live in simple harmony with nature. Woodscouts enjoy the company of civilized beings; they are often found exploring with adventuring parties, striving against unnatural threats while instructing their companions in how to respect nature.

Advantages:

Restrictions:

Special Cleric Kits

Ur-Priest

Ur-Priests are heretical practitioners that have found a way to wrest divine power from the gods with the use of ancient and forbidden rituals. As might be expected, this behavior is frowned upon by the gods, and Ur-Priests have to keep their profession secret or risk persecution or worse.

Advantages:

SAP THE SPIRIT: This ability deals 1d4 magic damage to a living target per 4 levels of the Ur-Priest (2d4 at 5th level; maximum 6d4 at 20th level). Beginning at 5th level, if the Ur-Priest kills a target with this ability, casts priest spells at +1 level for 5 rounds.
At 10th level, if the Ur-Priest kills a target with this ability, also gains the benefits of the spell, Wondrous Recall.

Disadvantages:

Deity access: None, despises the gods.

Restrictions: Cannot be of a good or lawful alignment

Druid Kits

Druid Overveiw

Druids have been heavily overhauled in this component to cover a vast array of archetypes. The base class has been replaced by Mystics as the term 'mystic' covers a larger number of character types, one of which is the typical druid. As such, the druid itself has become a kit, with different sybtypes.

The Mystic Base Class

DETAIL CHANGES

The Druid Kit

The druid kit is broken down into a number of kits each covering

DETAIL CHANGES

Grammarsalad commented 5 years ago

Faiths_and_Powers

Faiths and powers is a mod that revises all divine classes. The biggest CONTINUE

Compatibility

Should be completely compatible with the following mods if installed after them:

The following mods can be installed before or after Faiths_and_Powers

Known Issues

Spheres

(Description of spheres and how to make changes to the sphere system)

Component Overview

(GIVE AN OVERVIEW OF EACH COMPONENT HERE. Describe them more fully below)

Component 101: Everything, Using Deity Selection Dialogue

This Component has been depreciated. In the initial implementation, we added deity kits by dialog due to engine limitations. Recent updates to the game engine have rendered this technique unnecessary.

Component 102: install everything (as designated in settings.ini) REVISE NEED TO REFER TO THIS AS THE 'RADICAL' VERSION

This component radically alters the way classes and kits work in the game. CONTINUE \page

Component 102: Revised and New Kits (radical version)

(Description)

Cleric Kits

Domain Spells
Here is a list of each spell that the cleric can cast once per day for each selected sphere. Note that in some instances, a character will gain the ability to cast a single spell more than once. Also note that in some instances, different spells will be available depending on cleric alignment.

LIFE

Spell Level Spell
1st Cure Light Wounds
2nd Cure Moderate Wounds
3rd Cure Medium Wounds
4th Cure Serious Wounds
5th Mass Cure Light Wounds
6th Heal
7th Heal (x2)

DEATH

Spell Level Spell (Good or Neutral) Spell (Evil)
1st Disrupt Undead Drain
2nd Hold Undead ?
3rd ? Circle of Bones
4th Death Ward(?) Animate Dead
5th Death Ward x2(?) Slay Living
6th Recall Spirit(?) Soul Eater
7th Death Ward x3(?) Finger of Death

CONTINUE \page

Cleric Kits

Kit Name 1

Grammarsalad commented 5 years ago

Faiths_and_Powers

(Description) Faiths and powers is a mod that revises all divine classes. The biggest

Compatibility

Should be completely compatible with the following mods if installed after them:

The following mods can be installed before or after Faiths_and_Powers

Known Issues

Spheres

(Description of spheres and how to make changes to the sphere system)

Component Overview

GIVE AN OVERVIEW OF EACH COMPONENT HERE. Describe them more fully below

Component 101: Everything, Using Deity Selection Dialogue

This Component has been depreciated. In the initial implementation, we added deity kits by dialog due to engine limitations. Recent updates to the game engine have rendered this technique unnecessary.

Component 102: install everything (as designated in settings.ini) REVISE NEED TO REFER TO THIS AS THE 'RADICAL' VERSION

This component radically alters the way classes and kits work in the game. CONTINUE

Revised and New Kits (radical version)

(Description)

Cleric Kits

Cleric kits are treated separately from deity worship in this component. That is, there are a number of kits available to all clerics, and those kits define which deities that those clerics can worship. As such, many cleric characters have, in effect, two 'kits', excepting a couple of particular kits, such as the (revised) Base Cleric or Ur-Priest (see below).

This section will describe the 'standard' cleric, including the revised cleric 'unkitted' base class.

Cleric (Revised Base Class)

CLERIC: The Cleric is an adventuring priest who does not exclusively worship a single deity, but venerates the pantheon as a whole, . understands that no single deity can or should represent every important aspect of life. Rather, each deity has their place, their portfolios contributing to a whole that is greater than any single part. As such, these clerics are particularly versatile as they can petition different deities for spells on different occasions, though they lack the power that only a specialist can wield.

CLASS FEATURES:

^Domain spells can be swapped out for Spontaneous Casting (See below).

Domain Spells

Here is a list of each spell that the cleric can cast once per day for each selected sphere. Note that in some instances, a character will gain the ability to cast a single spell more than once. Also note that in some instances, different spells will be available depending on cleric alignment.

LIFE

Spell Level Spell
1st Cure Light Wounds
2nd Cure Moderate Wounds
3rd Cure Medium Wounds
4th Cure Serious Wounds
5th Mass Cure Light Wounds
6th Heal
7th Heal (x2)

DEATH

Spell Level Spell (Good or Neutral) Spell (Evil)
1st Disrupt Undead Drain
2nd Hold Undead ?
3rd ? Circle of Bones
4th Death Ward(?) Animate Dead
5th Death Ward x2(?) Slay Living
6th Recall Spirit(?) Soul Eater
7th Death Ward x3(?) Finger of Death

CONTINUE

Acolyte (New Kit)

ACOLYTE: Also known as "Archivists" or "Cloisters", Acolytes are especially pious and studious clerics that rarely venture beyond abbey walls. However, when they do go adventuring, their skills and spells are quite useful, even if they lack combat training typical of most clerics.

Advantages:

Disadvantages:

Restrictions:

Notes:

Ur-Priest (New Kit) UR-PRIEST: Ur-Priests are heretical practitioners that have found a way to wrest divine power from the gods with the use of ancient and forbidden rituals. As might be expected, this behavior is frowned upon by the gods, and Ur-Priests have to keep their profession secret or risk persecution or worse.

Advantages:

SAP THE SPIRIT: This ability deals 1d4 magic damage to a living target per 4 levels of the Ur-Priest (2d4 at 5th level; maximum 6d4 at 20th level). Beginning at 5th level, if the Ur-Priest kills a target with this ability, casts priest spells at +1 level for 5 rounds.
At 10th level, if the Ur-Priest kills a target with this ability, also gains the benefits of the spell, Wondrous Recall.

Disadvantages:

Restrictions:

Notes:

Specialty Cleric Base Kit Descriptions

Dawnbringer of Lathander (Revised Specialty)

DAWNBRINGER OF LATHANDER: Dawnbringers are the representatives of Lathander, a widely worshiped deity of birth, renewal, health, and the dawn. Dawnbringers are especially vigilant foes of the undead, which they see as a plague upon the living, corrupting the life that is the gift of Lathander. They look to cleanse the world with Lathander's light, eradicating any undead with its purifying rays.

Advantages:

Restrictions:

Grammarsalad commented 4 years ago

Faiths_and_Powers

Faiths and powers is a mod that revises all divine classes. The biggest CONTINUE

Compatibility

Should be completely compatible with the following mods if installed after them:

The following mods can be installed before or after Faiths_and_Powers

Known Issues

Spheres

(Description of spheres and how to make changes to the sphere system)

Component Overview

(GIVE AN OVERVIEW OF EACH COMPONENT HERE. Describe them more fully below)

Component 101: Everything, Using Deity Selection Dialogue

This Component has been depreciated. In the initial implementation, we added deity kits by dialog due to engine limitations. Recent updates to the game engine have rendered this technique unnecessary.

Component 102: install everything (as designated in settings.ini) REVISE NEED TO REFER TO THIS AS THE 'RADICAL' VERSION

This component radically alters the way classes and kits work in the game. CONTINUE \page

Component 102: Revised and New Kits (radical version)

(Description)

Cleric Kits

Domain Spells
Here is a list of each spell that the cleric can cast once per day for each selected sphere. Note that in some instances, a character will gain the ability to cast a single spell more than once. Also note that in some instances, different spells will be available depending on cleric alignment.

LIFE

Spell Level Spell
1st Cure Light Wounds
2nd Cure Moderate Wounds
3rd Cure Medium Wounds
4th Cure Serious Wounds
5th Mass Cure Light Wounds
6th Heal
7th Heal (x2)

DEATH

Spell Level Spell (Good or Neutral) Spell (Evil)
1st Disrupt Undead Drain
2nd Hold Undead ?
3rd ? Circle of Bones
4th Death Ward(?) Animate Dead
5th Death Ward x2(?) Slay Living
6th Recall Spirit(?) Soul Eater
7th Death Ward x3(?) Finger of Death

CONTINUE \page

Cleric Kits

Kit Name 1

Grammarsalad commented 4 years ago

Domain Spells
Here is a list of each spell that the cleric can cast once per day for each selected sphere. Note that in some instances, a character will gain the ability to cast a single spell more than once. Also note that in some instances, different spells will be available depending on cleric alignment.

LIFE

Spell Level Spell
1st Cure Light Wounds
2nd Cure Moderate Wounds
3rd Cure Medium Wounds
4th Cure Serious Wounds
5th Mass Cure Light Wounds
6th Heal
7th Heal (x2)

DEATH

Spell Level Spell (Good or Neutral) Spell (Evil)
1st Disrupt Undead Drain
2nd Hold Undead ?
3rd ? Circle of Bones
4th Death Ward(?) Animate Dead
5th Death Ward x2(?) Slay Living
6th Recall Spirit(?) Soul Eater
7th Death Ward x3(?) Finger of Death

CONTINUE \page

Cleric Kits

Kit Name 1

Grammarsalad commented 4 years ago

Sphere_list_fnp:

        LEVEL       FnP_SPHERE      DESC_SPHERE

CLERIC_CURE_LIGHT_WOUNDS 0 = Universal // can do notes! CLERIC_BLESS 0 = Universal // but only like this CLERIC_CHANT 0 = Universal // level 2 CLERIC_PRAYER 0 = Universal // level 3 CLERIC_REMOVE_CURSE 0 = Universal // level 3 CLERIC_RECITATION 0 = Universal // level 4 CLERIC_LESSER_RESTORATION 0 = Universal // level 4 CLERIC_RIGHTEOUS_WRATH_OF_THE_FAITHFUL 0 = Universal // level 5 CLERIC_WONDROUS_RECALL 0 = Universal // level 6 CLERIC_HOLY_WORD 0 = Universal // level 7 NOSR_CLERIC_UNHOLY_WORD 0 = Universal // level 7 CLERIC_SLOW_POISON 1 = Life CLERIC_CURE_MODERATE_WOUNDS 2 = Life CLERIC_CURE_MEDIUM_WOUNDS 3 = Life CLERIC_CURE_SERIOUS_WOUNDS 4 = Life CLERIC_CURE_CRITICAL_WOUNDS 5 = Life // level 5 CLERIC_MASS_CURE 5 = Life CLERIC_RAISE_DEAD 6 = Life CLERIC_HEAL 6 = Life CLERIC_RESURRECTION 7 = Life CLERIC_EYES_OF_THE_DEAD 1 = Death CLERIC_DISRUPT_UNDEAD 1 = Death WIZARD_LARLOCH_MINOR_DRAIN 1 = Death CLERIC_PACIFY_DEAD 2 = Death WIZARD_HOLD_UNDEAD 2 = Death CLERIC_CIRCLE_OF_BONES 3 = Death CLERIC_ANIMATE_DEAD 4 = Death CLERIC_UNDEAD_WARD 4 = Death CLERIC_SLAY_LIVING 5 = Death CLERIC_RECALL_SPIRIT 6 = Death B_W631 6 = Death // Soul Eater CLERIC_SYMBOL_DEATH 7 = Death CLERIC_FINGER_OF_DEATH 7 = Death CLERIC_ABUNDANT_AMMO 1 = Creation WIZARD_GREASE 1 = Creation CLERIC_MAGIC_STONE 1 = Creation WIZARD_GLITTERDUST 2 = Creation WIZARD_WEB 3 = Creation CLERIC_STAR_METAL_CUDGEL 4 = Creation d5clgol 5 = Creation // animate clay construct CLERIC_BLADE_BARRIER 6 = Creation d5stgol 6 = Creation // animate stone construct WIZARD_PRISMATIC_SPRAY 7 = Creation d5jugol 7 = Creation // animate juggernaut construct CLERIC_HAND_OF_CARNAGE 1 = Destruction CLERIC_CAUSE_LIGHT_WOUNDS 1 = Destruction WIZARD_BATTERING_RAM 1 = Destruction // sr battering ram... make level 2? CLERIC_SHATTER 2 = Destruction CLERIC_CAUSE_MODERATE_WOUNDS 2 = Destruction CLERIC_CAUSE_MEDIUM_WOUNDS 3 = Destruction CLERIC_HOLY_SMITE 3 = Destruction CLERIC_UNHOLY_BLIGHT 3 = Destruction WIZARD_SHOUT 4 = Destruction b_w431 4 = Destruction // shout CLERIC_CAUSE_SERIOUS_WOUNDS 4 = Destruction CLERIC_CAUSE_CRITICAL_WOUNDS 5 = Destruction CLERIC_MASS_CAUSE_LIGHT_WOUNDS 5 = Destruction CLERIC_HARM 6 = Destruction WIZARD_DISINTEGRATE 6 = Destruction CLERIC_DESTRUCTION 7 = Destruction CLERIC_PROTECT_FROM_EVIL 1 = Protection CLERIC_ARMOR_OF_FAITH 1 = Protection WIZARD_SHIELD 2 = Protection CLERIC_NEGATIVE_PLANE_PROTECTION 2 = Protection CLERIC_GLYPH_OF_WARDING 3 = Protection CLERIC_DEATH_WARD 3 = Protection CLERIC_PROTECTION_FROM_EVIL_10_FOOT 4 = Protection CLERIC_REPULSION 5 = Protection // sr repulsion CLERIC_SHIELD_OF_LATHANDER 5 = Protection CLERIC_PHYSICAL_MIRROR 6 = Protection CLERIC_SHIELD_OF_THE_ARCHONS 7 = Protection CLERIC_GREATER_SHIELD_OF_LATHANDER 7 = Protection CLERIC_ABUNDANT_AMMO 1 = War CLERIC_MAGIC_WEAPON 1 = War CLERIC_REMOVE_FEAR 2 = War CLERIC_SPIRITUAL_HAMMER 2 = War CLERIC_STRENGTH_OF_ONE 3 = War CLERIC_HOLY_POWER 3 = War CLERIC_DEFENSIVE_HARMONY 4 = War CLERIC_STAR_METAL_CUDGEL 4 = War CLERIC_RIGHTEOUS_MAGIC 5 = War CLERIC_BLADE_BARRIER 6 = War CLERIC_SYMBOL_FEAR 7 = War SR_WIZARD_EXPEDITIOUS_RETREAT 1 = Exploration // SR exped. retreat NOSR_b_w101 1 = Exploration // FnP Expeditious Retreat CLERIC_FIND_TRAPS 1 = Exploration WIZARD_PROTECTION_FROM_PETRIFICATION 2 = Exploration CLERIC_REMOVE_PARALYSIS 2 = Exploration d5fnp02 2 = Exploration // mazzy haste (self-only) CLERIC_FAR_SIGHT 3 = Exploration CLERIC_FREE_ACTION 3 = Exploration WIZARD_HASTE 4 = Exploration WIZARD_EYE 4 = Exploration WIZARD_DIMENSION_DOOR 5 = Exploration WIZARD_TELEPORT_FIELD 6 = Exploration WIZARD_IMPROVED_HASTE 6 = Exploration WIZARD_FREEDOM 7 = Exploration WIZARD_MAZE 7 = Exploration d5fnp03 0 = knowledge // identify CLERIC_DETECT_EVIL 1 = Knowledge CLERIC_KNOW_ALIGNMENT 1 = Knowledge WIZARD_INFRAVISION 2 = Knowledge WIZARD_TRUE_STRIKE 2 = Knowledge // sr true strike WIZARD_CLAIRVOYANCE 2 = Knowledge CLERIC_INVISIBILITY_PURGE 3 = Knowledge CLERIC_SPIRITUAL_CLARITY 3 = Knowledge WIZARD_DETECT_ILLUSION 4 = Knowledge WIZARD_ORACLE 5 = Knowledge CLERIC_TRUE_SIGHT 6 = Knowledge WIZARD_CONTINGENCY 7 = Knowledge CLERIC_CAMOUFLAGE 1 = Deception NOSR_WIZARD_REFLECTED_IMAGE 1 = Deception SR_WIZARD_REFLECTED_IMAGE 2 = Deception WIZARD_BLUR 2 = Deception WIZARD_INVISIBILITY 3 = Deception WIZARD_NON_DETECTION 3 = Deception WIZARD_MIRROR_IMAGE 4 = Deception WIZARD_SHADOW_DOOR 5 = Deception WIZARD_MISLEAD 6 = Deception CLERIC_PIXIE_DUST 6 = Deception WIZARD_SIMULACRUM 7 = Deception CLERIC_COMMAND 1 = Thought CLERIC_CHARM_PERSON 1 = Thought CLERIC_ENTHRALL 2 = Thought CLERIC_FORBID 2 = Thought CLERIC_MURDEROUS_COMMAND 3 = Thought CLERIC_DICTATE 3 = Thought CLERIC_EXALTATION 3 = Thought CLERIC_RIGID_THINKING 3 = Thought CLERIC_MENTAL_DOMINATION 4 = Thought CLERIC_BLOOD_RAGE 4 = Thought b_w428 4 = Thought // Emotion: Fear WIZARD_EMOTION_FEAR 4 = Thought b_w429 4 = Thought // Emotion: Hope WIZARD_EMOTION_HOPE 4 = Thought b_w427 5 = Thought // Emotion: Courage WIZARD_EMOTION_COURAGE 5 = Thought CLERIC_CHAOTIC_COMMANDS 5 = Thought CLERIC_GREATER_COMMAND 5 = Thought CLERIC_CONFUSION 6 = Thought CLERIC_NATURE_BEAUTY 7 = Thought CLERIC_IMPERVIOUS_SANCTITY_OF_MIND 7 = Thought CLERIC_CURSE 1 = Dread CLERIC_DOOM 1 = Dread CLERIC_FORBID 2 = Dread CLERIC_HOLD_PERSON 3 = Dread CLERIC_CLOAK_OF_FEAR 3 = Dread WIZARD_GREATER_MALISON 4 = Dread WIZARD_EMOTION_FEAR 4 = Dread WIZARD_WAVES_OF_FATIGUE 5 = Dread CLERIC_MISFIRE 5 = Dread WIZARD_EMOTION_HOPELESSNESS 5 = Dread CLERIC_SPIRITUAL_WRATH 6 = Dread CLERIC_SYMBOL_OF_HOPELESSNESS 7 = Dread CLERIC_AID 1 = Vigor CLERIC_UNFAILING_ENDURANCE 1 = Vigor WIZARD_STRENGTH 2 = Vigor CLERIC_CURE_DISEASE 2 = Vigor CLERIC_REMOVE_PARALYSIS 2 = Vigor CLERIC_DRAW_UPON_HOLY_MIGHT 3 = Vigor CLERIC_FAVOR_OF_ILMATER 3 = Vigor CLERIC_NEUTRALIZE_POISON 3 = Vigor CLERIC_CHAMPIONS_STRENGTH 4 = Vigor CLERIC_ANIMAL_RAGE 5 = Vigor CLERIC_REGENERATE 6 = Vigor CLERIC_RESTORATION 7 = Vigor CLERIC_CAUSE_DISEASE 1 = Affliction WIZARD_BLINDNESS 2 = Affliction WIZARD_RAY_OF_ENFEEBLEMENT 2 = Affliction CLERIC_MOLD_TOUCH 3 = Affliction WIZARD_CONTAGION 3 = Affliction WIZARD_BELTYNS_BURNING_BLOOD 4 = Affliction // need to add for non-IWDEE CLERIC_POISON 4 = Affliction CLERIC_WAVES_OF_AGONY 5 = Affliction CLERIC_CLOUD_OF_PESTILENCE 5 = Affliction CLERIC_DOLOROUS_DECAY 6 = Affliction CLERIC_SYMBOL_OF_PAIN 6 = Affliction CLERIC_WITHER 7 = Affliction CLERIC_SYMBOL_STUN 7 = Affliction CLERIC_ANIMAL_EYES 1 = Animal CLERIC_HOLD_ANIMAL 1 = Animal CLERIC_ANIMAL_SUMMONING_LEVEL_1 1 = Animal // SR Animal Summon 1 CLERIC_BEAST_CLAW 2 = Animal CLERIC_ANIMAL_SUMMONING_LEVEL_2 2 = Animal // SR Animal Summon 2 CLERIC_SUMMON_INSECTS 3 = Animal CLERIC_FERAL_INSTINCT 3 = Animal CLERIC_ANIMAL_SUMMONING_LEVEL_3 3 = Animal // SR Animal Summon 3 d5fnp04 3 = Animal // Magic Fang SR_CLERIC_ANIMAL_SUMMONING_LEVEL_4 4 = Animal // SR Animal Summon 4 NOSR_CLERIC_ANIMAL_SUMMONING_1 4 = Animal CLERIC_GIANT_INSECT 4 = Animal SR_CLERIC_ANIMAL_SUMMONING_LEVEL_5 5 = Animal // SR Animal Summon 5 NOSR_CLERIC_ANIMAL_SUMMONING_2 5 = Animal CLERIC_INSECT_PLAGUE 5 = Animal d5fnp05 5 = Animal // Animal Growth SR_CLERIC_ANIMAL_SUMMONING_LEVEL_6 6 = Animal // SR Animal Summon 6 NOSR_CLERIC_ANIMAL_SUMMONING_3 6 = Animal SR_CLERIC_ANIMAL_SUMMONING_LEVEL_7 7 = Animal // SR Animal Summon 7 NOSR_CLERIC_CONJURE_ANIMALS 7 = Animal CLERIC_CREEPING_DOOM 7 = Animal CLERIC_ENTANGLE 1 = Plant CLERIC_GOOD_BERRIES 1 = Plant CLERIC_GOODBERRY 1 = Plant CLERIC_SHILLELAGH 1 = Plant CLERIC_BARKSKIN 2 = Plant CLERIC_THORN_SPRAY 3 = Plant CLERIC_SNARE 3 = Plant CLERIC_SPIKE_GROWTH 4 = Plant CLERIC_CALL_WOODLAND_BEINGS 5 = Plant CLERIC_NATURES_WRATH 6 = Plant CLERIC_ASSASSIN_VINES 6 = Plant CLERIC_STALKER 7 = Plant CLERIC_MAGIC_STONE 1 = Earth CLERIC_PROTECTION_FROM_LIGHTNING 2 = Earth CLERIC_STONE_FIST 3 = Earth CLERIC_SPIKE_STONES 4 = Earth CLERIC_IRONSKIN 5 = Earth WIZARD_STONE_TO_FLESH 5 = Earth CLERIC_CONJURE_EARTH_ELEMENTAL 6 = Earth WIZARD_FLESH_TO_STONE 6 = Earth CLERIC_EARTHQUAKE 7 = Earth WIZARD_IRON_BODY 7 = Earth // need to add for non-IWD CLERIC_ZONE_OF_SWEET_AIR 1 = Air CLERIC_OBSCURING_MIST 1 = Air // SR obscuring mist WIZARD_STINKING_CLOUD 2 = Air NOSR_CLERIC_STORM_SHELL 3 = Air SR_CLERIC_STORM_SHIELD 3 = Air // SR storm shield CLERIC_CLOUDBURST 3 = Air CLERIC_STORMWALL 4 = Air b_c401 4 = Air // stormwall CLERIC_CALL_LIGHTNING 4 = Air CLERIC_STATIC_CHARGE 5 = Air CLERIC_WHIRLWIND 5 = Air CLERIC_PROTECTION_FROM_LIGHTNING 5 = Air // SR pro. lightning CLERIC_ENTROPY_SHIELD 6 = Air WIZARD_CHAIN_LIGHTNING 6 = Air SR_CLERIC_CONJURE_AIR_ELEMENTAL 6 = Air // SR air elemental WIZARD_DEATH_FOG 7 = Air CLERIC_AERIAL_SERVANT 7 = Air CLERIC_FROST_FINGERS 1 = Water b_c103 1 = Water // frost fingers CLERIC_RESIST_COLD 1 = Water CLERIC_WATERY_FIST 2 = Water CLERIC_ICE_BLADE 2 = Water b_c203 2 = Water // ice blade WIZARD_SNILLOCS_SNOWBALL_SWARM 2 = Water b_w204 2 = Water // Snowball Swarm WIZARD_ICELANCE 3 = Water b_w327 3 = Water // icelance CLERIC_SMASHING_WAVE 4 = Water WIZARD_VITRIOLIC_SPHERE 4 = Water b_w432 4 = Water // vitriolic sphere WIZARD_CONE_OF_COLD 4 = Water WIZARD_ICE_STORM 5 = Water sppr520 5 = Water // SR pro. acid sppr521 5 = Water // SR pro. cold CLERIC_MIST_OF_ELDATH 6 = Water CLERIC_CONJURE_WATER_ELEMENTAL 6 = Water b_pr602 6 = Water // water elemental WIZARD_ACID_STORM 7 = Water b_w724 7 = Water // acid storm WIZARD_BURNING_HANDS 1 = Fire CLERIC_RESIST_FIRE 1 = Fire CLERIC_FLAME_BLADE 2 = Fire WIZARD_AGANNAZAR_SCORCHER 2 = Fire CLERIC_PROTECTION_FROM_FIRE 3 = Fire WIZARD_FLAME_ARROW 3 = Fire CLERIC_PRODUCE_FIRE 4 = Fire WIZARD_FIRE_SHIELD_RED 5 = Fire CLERIC_FLAME_STRIKE 5 = Fire CLERIC_CONJURE_FIRE_ELEMENTAL 6 = Fire CLERIC_FIRE_SEEDS 6 = Fire CLERIC_FIRE_STORM 7 = Fire CLERIC_SUNSCORCH 1 = Light CLERIC_ALICORN_LANCE 2 = Light CLERIC_REPULSE_UNDEAD 3 = Light CLERIC_MOONBLADE 3 = Light CLERIC_WALL_OF_MOONLIGHT 4 = Light CLERIC_FALSE_DAWN 5 = Light CLERIC_SOL_SEARING_ORB 6 = Light CLERIC_SUNRAY 7 = Light CLERIC_SANCTUARY 1 = Shadow NOSR_WIZARD_BLINDNESS 2 = Shadow SR_b_w206 2 = Shadow // Blindness (and no conflicts with SR) CLERIC_CLOAK_DARKNESS 3 = Shadow WIZARD_SHADOW_MONSTERS 3 = Shadow b_w426 3 = Shadow // Shadow Monsters WIZARD_PHANTOM_BLADE 4 = Shadow B_SSTEP 4 = Shadow // shadowstep WIZARD_SHADOW_DOOR 5 = Shadow d5fnp01 5 = Shadow // summon shadow WIZARD_SHADES 6 = Shadow B_W629 6 = Shadow // Shades WIZARD_WRAITH_FORM 7 = Shadow WIZARD_POWER_WORD_BLIND 7 = Shadow CLERIC_SILENCE_15_FOOT 1 = Magic CLERIC_MISCAST_MAGIC 2 = Magic CLERIC_DISPEL_MAGIC 3 = Magic WIZARD_MINOR_SPELL_DEFLECTION 3 = Magic WIZARD_SECRET_WORD 4 = Magic WIZARD_MINOR_SPELL_TURNING 5 = Magic WIZARD_BREACH 5 = Magic CLERIC_MAGIC_RESISTANCE 6 = Magic WIZARD_GLOBE_OF_INVULNERABILITY 6 = Magic WIZARD_PIERCE_SHIELD 7 = Magic CLERIC_SPIRIT_WARD 1 = Astral // modify to work against all planar creatures CLERIC_WRITHING_FOG 2 = Astral CLERIC_SPIRITUAL_CLARITY 3 = Astral CLERIC_SPIRIT_FIRE 4 = Astral // modify to work against all planar creatures CLERIC_SPIRITUAL_LOCK 5 = Astral // modify to work against all planar creatures WIZARD_BANISHMENT 5 = Astral // sr banishment CLERIC_RECALL_SPIRIT 6 = Astral CLERIC_BOLT_OF_GLORY 6 = Astral CLERIC_ETHER_GATE 7 = Astral WIZARD_SUMMON_FIEND 7 = Astral

Grammarsalad commented 4 years ago

Sphere_list_2E:

        LEVEL       FnP_SPHERE      DESC_SPHERE

CLERIC_BLESS 0 = Universal // level 1 CLERIC_CURSE 0 = Universal // level 1 CLERIC_CHANT 0 = Universal // level 2 CLERIC_PRAYER 0 = Universal // level 3 CLERIC_DISPEL_MAGIC 0 = Universal // level 3 CLERIC_REMOVE_CURSE 0 = Universal // level 3 CLERIC_LESSER_RESTORATION 0 = Universal // level 4 CLERIC_RECITATION 0 = Universal // level 4 CLERIC_RIGHTEOUS_WRATH_OF_THE_FAITHFUL 0 = Universal // level 5 CLERIC_WONDROUS_RECALL 0 = Universal // level 6 CLERIC_HOLY_WORD 0 = Universal // level 7 CLERIC_UNHOLY_WORD 0 = Universal // level 7 CLERIC_CURE_LIGHT_WOUNDS 1 = Healing CLERIC_SLOW_POISON 1 = Healing //B_Spells protection from - 2nd level protection CLERIC_CURE_MODERATE_WOUNDS 2 = Healing //SR accounted for CLERIC_CURE_MEDIUM_WOUNDS 3 = Healing CLERIC_EXALTATION 3 = Healing CLERIC_CURE_DISEASE 3 = Healing CLERIC_CURE_SERIOUS_WOUNDS 4 = Healing CLERIC_NEUTRALIZE_POISON 4 = Healing CLERIC_CURE_CRITICAL_WOUNDS 5 = Healing CLERIC_MASS_CURE 5 = Healing CLERIC_HEAL 6 = Healing CLERIC_REGENERATE 6 = Healing CLERIC_RESTORATION 7 = Healing CLERIC_RESURRECTION 7 = Healing CLERIC_EYES_OF_THE_DEAD 1 = Necromantic CLERIC_DISRUPT_UNDEAD 1 = Necromantic CLERIC_PACIFY_DEAD 2 = Necromantic CLERIC_CIRCLE_OF_BONES 3 = Necromantic //Sr accounted for CLERIC_FAVOR_OF_ILMATER 3 = Necromantic CLERIC_ANIMATE_DEAD 3 = Necromantic CLERIC_DEATH_WARD 4 = Necromantic CLERIC_NEGATIVE_PLANE_PROTECTION 4 = Necromantic CLERIC_LESSER_RESTORATION 4 = Necromantic CLERIC_RAISE_DEAD 5 = Necromantic CLERIC_REPULSE_UNDEAD 5 = Necromantic // SR repulsion B_W631 6 = Necromantic //soul eater (needed???) CLERIC_FINGER_OF_DEATH 7 = Necromantic CLERIC_BLESS_WATER 1 = Creation CLERIC_BINDING 1 = Creation CLERIC_ABUNDANT_AMMO 1 = Creation WIZARD_GREASE 2 = Creation WIZARD_GLITTERDUST 2 = Creation WIZARD_WEB 3 = Creation CLERIC_STAR_METAL_CUDGEL 4 = Creation WIZARD_PRISMATIC_SPRAY 7 = Creation CLERIC_CAUSE_LIGHT_WOUNDS 1 = Decay CLERIC_CAUSE_DISEASE 1 = Decay //SR accounted for CLERIC_CAUSE_MODERATE_WOUNDS 2 = Decay //SR accounted for WIZARD_BLINDNESS 2 = Decay WIZARD_RAY_OF_ENFEEBLEMENT 2 = Decay CLERIC_MOLD_TOUCH 3 = Decay CLERIC_CAUSE_MEDIUM_WOUNDS 3 = Decay CLERIC_CAUSE_SERIOUS_WOUNDS 4 = Decay CLERIC_POISON 4 = Decay CLERIC_CAUSE_CRITICAL_WOUNDS 5 = Decay CLERIC_MASS_CAUSE_LIGHT_WOUNDS 5 = Decay //SR accounted for CLERIC_SLAY_LIVING 5 = Decay CLERIC_HARM 6 = Decay CLERIC_DOLOROUS_DECAY 6 = Decay CLERIC_WITHER 7 = Decay CLERIC_DESTRUCTION 7 = Decay CLERIC_PROTECT_FROM_EVIL 1 = Protection CLERIC_ARMOR_OF_FAITH 1 = Protection CLERIC_SANCTUARY 1 = Protection CLERIC_RESIST_FIRE_AND_COLD 2 = Protection CLERIC_SPIRITUAL_CLARITY 3 = Protection CLERIC_FAVOR_OF_ILMATER 3 = Protection CLERIC_PROTECTION_FROM_EVIL_10_FOOT 4 = Protection CLERIC_WALL_OF_MOONLIGHT 4 = Protection SR_CLERIC_REPULSE_UNDEAD 5 = Protection // SR repulsion CLERIC_MAGIC_RESISTANCE 5 = Protection CLERIC_PHYSICAL_MIRROR 6 = Protection CLERIC_SHIELD_OF_THE_ARCHONS 7 = Protection CLERIC_GREATER_SHIELD_OF_LATHANDER 7 = Protection CLERIC_HAND_OF_CARNAGE 1 = Combat CLERIC_MAGIC_WEAPON 1 = Combat CLERIC_SPIRITUAL_HAMMER 2 = Combat CLERIC_DRAW_UPON_HOLY_MIGHT 3 = Combat CLERIC_HOLY_SMITE 3 = Combat CLERIC_UNHOLY_BLIGHT 3 = Combat CLERIC_HOLY_POWER 3 = Combat CLERIC_RIGHTEOUS_MAGIC 5 = Combat CLERIC_BLADE_BARRIER 6 = Combat CLERIC_BOLT_OF_GLORY 6 = Combat CLERIC_SPIRITUAL_WRATH 6 = Combat b_w101 1 = Travelers // NEW SPELL Expeditious Retreat CLERIC_REMOVE_PARALYSIS 2 = Travelers CLERIC_FREE_ACTION 3 = Travelers WIZARD_KNOCK 3 = Travelers CLERIC_UNFAILING_ENDURANCE 4 = Travelers WIZARD_TELEPORT_FIELD 6 = Travelers // appropriate??? WIZARD_INFRAVISION 1 = Divination // SR true strike no need to change CLERIC_DETECT_EVIL 1 = Divination CLERIC_FIND_TRAPS 2 = Divination CLERIC_KNOW_ALIGNMENT 2 = Divination // SR know opponent no need to change WIZARD_CLAIRVOYANCE 2 = Divination CLERIC_FAR_SIGHT 4 = Divination WIZARD_DETECT_ILLUSION 4 = Divination WIZARD_ORACLE 5 = Divination CLERIC_TRUE_SIGHT 6 = Divination WIZARD_CONTINGENCY 7 = Divination CLERIC_SPIRIT_WARD 1 = Wards // modify to work against all planar creatures maybe undead too? CLERIC_SILENCE_15_FOOT 2 = Wards CLERIC_GLYPH_OF_WARDING 3 = Wards CLERIC_INVISIBILITY_PURGE 3 = Wards CLERIC_SHIELD_OF_LATHANDER 5 = Wards CLERIC_UNDEAD_WARD 5 = Wards CLERIC_SPIRITUAL_LOCK 6 = Wards CLERIC_SYMBOL_FEAR 6 = Wards // SR symbol weakness no need to change CLERIC_SYMBOL_OF_HOPELESSNESS 6 = Wards CLERIC_SYMBOL_DEATH 7 = Wards CLERIC_SYMBOL_OF_PAIN 7 = Wards CLERIC_SYMBOL_STUN 7 = Wards CLERIC_COMMAND 1 = Thought CLERIC_FORBID 2 = Thought CLERIC_DICTATE 3 = Thought CLERIC_MENTAL_DOMINATION 4 = Thought CLERIC_GREATER_COMMAND 5 = Thought WIZARD_FEEBLEMIND 6 = Thought CLERIC_IMPERVIOUS_SANCTITY_OF_MIND 7 = Thought CLERIC_DOOM 1 = Charm CLERIC_REMOVE_FEAR 1 = Charm CLERIC_ENTHRALL 2 = Charm CLERIC_CHARM_PERSON 2 = Charm CLERIC_HOLD_PERSON 3 = Charm CLERIC_CLOAK_OF_FEAR 3 = Charm b_w427 4 = Charm //Emotion: Courage b_w428 4 = Charm //Emotion: Fear b_w429 4 = Charm //Emotion: Hope CLERIC_NATURE_BEAUTY 7 = Charm CLERIC_COMMAND 1 = Law CLERIC_CASTIGATE 2 = Law // NEW SPELL http://www.d20pfsrd.com/magic/all-spells/c/castigate single target fear CLERIC_STRENGTH_OF_ONE 3 = Law CLERIC_RIGID_THINKING 3 = Law // sr accounted for CLERIC_DEFENSIVE_HARMONY 4 = Law CLERIC_CHAMPIONS_STRENGTH 5 = Law CLERIC_PHYSICAL_MIRROR 6 = Law CLERIC_SHATTER 2 = Chaos CLERIC_MISCAST_MAGIC 3 = Chaos CLERIC_BLOOD_RAGE 4 = Chaos CLERIC_CHAOTIC_COMMANDS 5 = Chaos CLERIC_ENTROPY_SHIELD 6 = Chaos CLERIC_CONFUSION 6 = Chaos CLERIC_ANIMAL_EYES 1 = Animal CLERIC_HOLD_ANIMAL 1 = Animal CLERIC_ANIMAL_SUMMONING_SR_LEVEL_1 1 = Animal // SR (present and future versions) accounted for CLERIC_BEAST_CLAW 2 = Animal // SR accounted for CLERIC_ANIMAL_SUMMONING_SR_LEVEL_2 2 = Animal // SR (present and future versions) accounted for CLERIC_MAGIC_FANG 3 = Animal // SR (present and future versions) accounted for CLERIC_SUMMON_INSECTS 3 = Animal CLERIC_FERAL_INSTINCT 3 = Animal CLERIC_ANIMAL_SUMMONING_SR_LEVEL_3 3 = Animal // SR (present and future versions) accounted for CLERIC_ANIMAL_SUMMONING_1 4 = Animal CLERIC_GIANT_INSECT 4 = Animal CLERIC_ANIMAL_SUMMONING_2 5 = Animal CLERIC_INSECT_PLAGUE 5 = Animal CLERIC_ANIMAL_RAGE 5 = Animal CLERIC_ANIMAL_SUMMONING_3 6 = Animal CLERIC_CONJURE_ANIMALS 6 = Animal CLERIC_CREEPING_DOOM 7 = Animal CLERIC_ENTANGLE 1 = Plant CLERIC_SHILLELAGH 1 = Plant CLERIC_GOODBERRY 1 = Plant // Disable if SR installed SR_CLERIC_GOODBERRY_DRUID_VERSION 2 = Plant // SR version- Enable if SR installed CLERIC_BARKSKIN 2 = Plant CLERIC_THORN_SPRAY 3 = Plant CLERIC_MOLD_TOUCH 3 = Plant CLERIC_SNARE 3 = Plant CLERIC_SPIKE_GROWTH 4 = Plant // SR accounted for CLERIC_CALL_WOODLAND_BEINGS 5 = Plant CLERIC_NATURES_WRATH 6 = Plant d5pr601 6 = Plant // nature's wrath CLERIC_ASSASSIN_VINES 6 = Plant CLERIC_STALKER 7 = Plant CLERIC_MAGIC_STONE 1 = Earth CLERIC_CAMOUFLAGE 1 = Earth CLERIC_STONE_FIST 2 = Earth CLERIC_SPIKE_STONES 3 = Earth CLERIC_STAR_METAL_CUDGEL 4 = Earth CLERIC_IRONSKIN 5 = Earth WIZARD_STONE_TO_FLESH 5 = Earth CLERIC_CONJURE_EARTH_ELEMENTAL 6 = Earth WIZARD_FLESH_TO_STONE 6 = Earth CLERIC_EARTHQUAKE 7 = Earth WIZARD_IRON_BODY 7 = Earth SR_CLERIC_OBSCURING_MIST 1 = Air // Sr SPELL CLERIC_ZONE_OF_SWEET_AIR 1 = Air WIZARD_STINKING_CLOUD 2 = Air CLERIC_CLOUD_OF_PESTILENCE 4 = Air WIZARD_CLOUDKILL 5 = Air CLERIC_WHIRLWIND 5 = Air CLERIC_AERIAL_SERVANT 6 = Air CLERIC_FROST_FINGERS 1 = Water CLERIC_WATERY_FIST 2 = Water CLERIC_ICE_BLADE 2 = Water b_w204 2 = Water // Snowball Swarm CLERIC_CLOUDBURST 3 = Water b_w327 3 = Water // icelance CLERIC_SMASHING_WAVE 4 = Water b_w432 4 = Water // vitriolic sphere WIZARD_ICE_STORM 5 = Water CLERIC_MIST_OF_ELDATH 6 = Water CLERIC_CONJURE_WATER_ELEMENTAL 6 = Water b_w724 7 = Water // acid storm WIZARD_BURNING_HANDS 1 = Fire CLERIC_FLAME_BLADE 2 = Fire CLERIC_PROTECTION_FROM_FIRE 3 = Fire CLERIC_PRODUCE_FIRE 4 = Fire // SR accounted for CLERIC_FLAME_STRIKE 5 = Fire WIZARD_FIRE_SHIELD_RED 5 = Fire CLERIC_CONJURE_FIRE_ELEMENTAL 6 = Fire CLERIC_FIRE_SEEDS 6 = Fire CLERIC_FIRE_STORM 7 = Fire CLERIC_SUNSCORCH 1 = Sun SR_CLERIC_FAERIE_FIRE 1 = Sun // Enable in SR CLERIC_ALICORN_LANCE 2 = Sun CLERIC_MOONBLADE 3 = Sun CLERIC_WALL_OF_MOONLIGHT 4 = Sun WIZARD_SUN_FIRE 5 = Sun CLERIC_FALSE_DAWN 6 = Sun CLERIC_SOL_SEARING_ORB 6 = Sun CLERIC_SUNRAY 7 = Sun b_w206 2 = Shadow // Blindness (and no conflicts with SR) CLERIC_CLOAK_DARKNESS 3 = Shadow b_w426 4 = Shadow // Shadow Monsters WIZARD_PHANTOM_BLADE 4 = Shadow WIZARD_SHADOW_DOOR 4 = Shadow d5sh501 5 = Shadow // summon shadows B_SSTEP 5 = Shadow // shadowstep B_W629 6 = Shadow // Shades CLERIC_PIXIE_DUST 6 = Shadow WIZARD_POWER_WORD_BLIND 7 = Shadow CLERIC_STORM_SHELL 3 = Weather CLERIC_CALL_LIGHTNING 3 = Weather CLERIC_PROTECTION_FROM_LIGHTNING 4 = Weather CLERIC_STATIC_CHARGE 4 = Weather CLERIC_STORMWALL 4 = Weather WIZARD_ICE_STORM 5 = Weather WIZARD_CHAIN_LIGHTNING 6 = Weather CLERIC_SPIRIT_WARD 1 = Astral // modify to work against all planar creatures maybe undead too? CLERIC_WRITHING_FOG 2 = Astral CLERIC_SPIRIT_FIRE 3 = Astral CLERIC_SPIRITUAL_LOCK 4 = Astral // modify to work against all planar creatures CLERIC_RECALL_SPIRIT 5 = Astral SR_WIZARD_DEATH_SPELL 6 = Astral // sr banishment CLERIC_GATE 7 = Astral